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Day one
Dead calm sea (lose a day of movement)
Day two
A large passing ship is sighted of far-eastern manufacture. What is it?
Refugees (from some disaster).
Day three
Giant seasnake
Day four
A small (if appropriate to type of vessel) passing ship is sighted of local manufacture. What is it?
Merchant ship mostly filled with alchemical ingredients. Could be useful for making potions.
Day five
A small (if appropriate to type of vessel) passing ship is sighted of far-eastern manufacture. What is it?
Pirates in the act of piracy (roll again for victim ship)
Day six
Aspidochelone
Day seven
Giant jellyfish or man-o-war
Day eight
Dead calm sea (lose a day of movement)
Day nine
A quiet day at sea
Day ten
A medium-sized passing ship is sighted of far-eastern manufacture. What is it?
'Tis the sea-borne wedding flotilla of Bluebeard and Snow White, with their corona of 7 floating frigates, each manned by a piratical dwarf renowned for a specific trait.
Day one
Dead calm sea (lose a day of movement)
Day two
Annoying weather. Make a control roll. Failure results in...
Damn, you just had to kill the albatross, didn't you? Better pray for their beauty not doom, have a bless spell handy for them, and God's creatures too, otherwise the ship is stuck, day after day, no breath nor motion like a painted ship on a painted ocean, a terrible thirsting curse striking all aboard. And then... the visit by the Dark Ship, crewed by Death and She-Life-In-Death. Dice are cast for the fate of the crew...
Day three
Weird event--make something up--if no ideas are forthcoming reload the page, or use this one: Mirror Water--the ship sails over a patch of sea which is a portal to a mirror dimension. PCs reflections climb up and try to kill them. Sailing away will break the connection but the duplicates will still have to be dealt with.
Day four
An iceberg calves or a cliff face shears off and tumbles into the water
Day five
Annoying weather. Make a control roll. Failure results in...
You are so busy mismanaging the ship that you fail to notice the large iceberg (or reef, depending on climate) you're about to run into. Ship takes 1d8 in hull damage per 10,000 gp weight of cargo (or equivalent for whatever system), half if a saving throw to pilot the ship again is successful.
Day six
A small (if appropriate to type of vessel) passing ship is sighted of far-eastern manufacture. What is it?
Lizardman plesiosaur-drawn sea chariot
Day seven
A small (if appropriate to type of vessel) passing ship is sighted of local manufacture. What is it?
Young royal bastards, ages 4-13, marooned sea with so that they'll be unable to claim the throne.
Day eight
A large passing ship is sighted of far-eastern manufacture. What is it?
Wreck
Day nine
Dragon catching fish
Day ten
Giant octopus or giant squid
Day one
A small island, not on any of your charts
Day two
Annoying weather. Make a control roll. Failure results in...
Stray wave has smacked you sidewise and flung a volley of stinging jellyfish onto the deck, roll dex or reflex save for everybody up there to avoid having a random body part swollen beyond usefulness for d4 days--1 mouth, 2 eyes, 3 right hand, 4 left hand, 5 right foot, 6 left foot.
Day three
A small (if appropriate to type of vessel) passing ship is sighted of local manufacture. What is it?
Young royal bastards, ages 4-13, marooned sea with so that they'll be unable to claim the throne.
Day four
Annoying weather. Make a control roll. Failure results in...
Amid the ship's tossing and confusion on deck, someone slips over the rails. Man overboard! Determine who it is randomly.
Day five
A medium-sized passing ship is sighted of northern manufacture. What is it?
Weird pirates (20 of d6+2 level) but accompanied by exotic nonhumans or wizards.
Day six
A medium-sized passing ship is sighted of middle-eastern manufacture. What is it?
This was once a merchant freighter overtaken by a a gang of pirates but they all died. It is now inhabited entirely by their pet macaws and monkeys, who subsist on the foodstuffs in the hold.
Day seven
Annoying weather. Make a control roll. Failure results in...
Stray wave has smacked you sidewise and flung a volley of stinging jellyfish onto the deck, roll dex or reflex save for everybody up there to avoid having a random body part swollen beyond usefulness for d4 days--1 mouth, 2 eyes, 3 right hand, 4 left hand, 5 right foot, 6 left foot.
Day eight
A small island, not on any of your charts
Day nine
Stranglekelp
Day ten
Bad weather--Make 8 control or piloting rolls to avoid damage to the ship. Failure results in...
One of the sails was left hoisted too long in the storm (/ come up with other excuse). That mast has now snapped, and the ship suffers a 1/3rd reduction in speed. Maybe you can jury-rig a jury-righ, in which case only 1/4 reduction. Or a 1/2 reduction if you do poorly enough.
Day one
Dead calm sea (lose a day of movement)
Day two
A battle between a giant squid an a sperm whale seen in the distance
Day three
Dead calm sea (lose a day of movement)
Day four
Bad weather--Make 11 control or piloting rolls to avoid damage to the ship. Failure results in...
You've collided with the temple of some aquatic -- and now religiously offended -- species
Day five
Bad weather--Make 6 control or piloting rolls to avoid damage to the ship. Failure results in...
You took a large wave broadside instead of sailing into it. 1d6 crew are washed or thrown overboard, including anyone in the crow's nest. Hurry if you want to save them - they can't swim.
Day six
Bad weather--Make 11 control or piloting rolls to avoid damage to the ship. Failure results in...
Minor sail torn due to high wind or sudden beam swing--replace it or make future checks at -2/-10%.
Day seven
Bad weather--Make 2 control or piloting rolls to avoid damage to the ship. Failure results in...
Damn, you just had to kill the albatross, didn't you? Better pray for their beauty not doom, have a bless spell handy for them, and God's creatures too, otherwise the ship is stuck, day after day, no breath nor motion like a painted ship on a painted ocean, a terrible thirsting curse striking all aboard. And then... the visit by the Dark Ship, crewed by Death and She-Life-In-Death. Dice are cast for the fate of the crew...
Day eight
A quiet day at sea
Day nine
A quiet day at sea
Day ten
A quiet day at sea
Day one
Approaching port, no ship responds to your hails, and doors and windows are hung with black cloth; a single solid yellow flag flies from the end of the pier
Day two
A quiet day at sea
Day three
Electric eel (can pulled up immediately but there's a danger of the PC geting shocked and falling over the edge)
Day four
A small island, not on any of your charts
Day five
Annoying weather. Make a control roll. Failure results in...
You hit a whale carcass or something--the ship trails blood and there will be a corona of sharks surrounding the boat for the next 3 days.
Day six
Annoying weather. Make a control roll. Failure results in...
Something caught in the rudder--someone needs to climb down there and get it.
Day seven
The navigator muses about two new stars that move each night
Day eight
Weird event--make something up--if no ideas are forthcoming reload the page, or use this one: Mirror Water--the ship sails over a patch of sea which is a portal to a mirror dimension. PCs reflections climb up and try to kill them. Sailing away will break the connection but the duplicates will still have to be dealt with.
Day nine
Weird event--make something up--if no ideas are forthcoming reload the page, or use this one: Mirror Water--the ship sails over a patch of sea which is a portal to a mirror dimension. PCs reflections climb up and try to kill them. Sailing away will break the connection but the duplicates will still have to be dealt with.
Day ten
A large passing ship is sighted of southern manufacture. What is it?
Dwarven sea raiders with stubwolves in spiked collars