Random Sea Encounters in Kraqus | World Anvil

Random Sea Encounters

  • 01: A massive creature breaks the surface of the water 2d4 miles away spraying sea foam and everywhere it may be helpful or may not
  • 02-05: A storm kicks up and deals 2d12 damage to the ship additionally adding 2d4 days to the ships journey across this square. If the damage totals more than 16points a piece of the ship is damaged adding 1d4 additional days to the ships journey
  • 06-10: Pirates
  • 11: A massive spire rises from the ocean piercing the surface of the water. The tower appears to be made of a glittering gemstone and a statue sits perched atop the tower
  • 12-16: The seas remain calm and the weather is expected
  • 17-18: A storm kicks up and deals 2d12 damage to the ship additionally adding 2d4 days to the ships journey across this square. If the damage totals more than 16points a piece of the ship is damaged adding 1d4 additional days to the ships journey
  • 19:Pirates
  • 20-22:The winds are on your side subtract 1d6 days from your journey to the next island
  • 23: A massive island appears on the horizon as you all wake up it wasn't there last night and as you look closer you see it's moving and there appears to be one lone tower rising from its center as the seas begin to rumble with the words "Who might you be little ones?" (a talkling giant turtle, Bucchi the Immortal, with the Tower of the Master Namer on its back)
  • 24-28:The seas remain calm and the weather is expected
  • 29: A gnomish submersible captained by a Rogue smuggler currently transporting drugs but also a member of the Gnomish Royal family in disguise on the run from their evil betrothed.
  • 30:Pirates
  • 31:The weather is terrible deal 6d12 damage to the ship and something random is severely damaged add 6d4 days to your trave
  • 32-38:The seas remain calm and the weather is expected
  • 39:A massive cluster of huge mangrove trees appears on the horizon they twist and wrap around each other forming a sort of island in the sea and you can see flames and smoke rising from it as though cookfires are burning
  • 40-45: The weather is rough add 1d4 days to your journey across this square
  • 46-49:The seas remain calm and the weather is expected
  • 50-53: The winds are on your side subtract 1d6 days from your journey to the next island
  • 54-60: Pirates
  • 60-62: The weather is terrible deal 6d12 damage to the ship and something random is severely damaged add 6d4 days to your travel
  • 63-65:The seas remain calm and the weather is expected
  • 66: An abandoned, yet undamaged ship floats in the water. Aboard is a single man, scrawling strange runes across the deck.
  • 67-68: The seas remain calm and the weather is expected
  • 69: There's a small, rocky island far away from any other land. On it is a very attractive woman in a makeshift shelter. You can hear her singing long before you can see her. She is NOT a siren; she is a bard whose performance is singing. She is here due to a miscalibration of a teleportation circle. She's also chaotic evil, greedy and very charming.
  • 70-74: Pirates
  • 75:A dead whale that is just floating around and bloating from the trapped gasses within. Dont poke it. Oh dear, there are sharks poking it. Yup theyre taking chunks out of it. Its gonna explode if they keep biting it. Yeah- yup and there it goes. It exploded.
  • 76: A dark ship appears in the night stalking your ship from a distance before vanishing, the ship appears 1d4 nights later... Vampirates
  • 77:An awe-inspiring school of glittering flying fish burst from the ocean around you, chittering with delight like a beautiful birdsong you are all inspired
  • 79-80:The weather is terrible deal 6d12 damage to the ship and something random is severely damaged add 6d4 days to your travel
  • 82:The party’s ship is slowed to a halt by tendrils of constricting seaweed. Within the underwater forest hides a sahuagin ambush.
  • 90-94: The winds are on your side subtract 1d6 days from your journey to the next island
  • 95-97: Pirates
  • 98:"Off the stern you see tritos approaching the boat. Each is standing astride two harnessed sharks and it's hard to mistake the malice in their eyes."
  • 99: The party comes across an unexplained abandoned ship floating on the high seas. The PC's continually see things moving out of the corner of their eye. If they look in the captain's cabin they will find what appears to be a large chest. Alas, it is a mimic. The party will then realize the things they saw moving in the corner of their eyes are more of the creatures: the ship is infested with mimics! The mimics are the spawn of a much larger mimic ... the ship itself.
  • 000: An enormous shadow appears under the boat, (The Golden Whale) following it for hours. Over time, crew members enter unresponsive standing comas. The effect eventually targets the party as well.

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