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Travel Encounters - Open Water

Open Water 1

A ship flying black flags appears on the horizon while another appears on the opposite side. One ship is a Large A2 class holding 2d6+4 pirates (bandit captain) while the other is a Small A3 class with 2d6+2 pirates.   Starting at party level 15, there will be two A3 ships instead of one.

Open Water 2

A strange gurgling sound emanates from beneath the waves as 2d4 water elementals materialize in the water and attack the party for trespassing.

Open Water 3

3 Air Elementals descend onto the deck of the party's vessel and state that they'll stop the wind from filling the sails unless the party pays tribute: 3 days' rations or equivalent 45gp. They won't leave without their tribute or a fight.   If insulted, they'll fight either way.

Open Water 4

A large A2 class ship appears on the horizon flying no flags. They send up a distress flare, as they slowly begin to sink. The race to rescue begins!   Once on board, their uniforms are noticeably bloody, but a DC 16 Perception or DC 14 Investigation reveals they sport no wounds. There are punctures in the fabric decorated, with drying red, but there are no injuries amongst this "crew". They claim that the ship was attacked by pirates. Technically not a lie. But these uniforms do not belong to them, their true owners now at the bottom of the ocean. 6d4+3 Pirates intend to do the same for this ship. The pirates initiate combat with a surprise attack, avoided if their deception is uncovered.   Once victorious, the Party can find 10gp below deck, 1d6gp on each pirate, and some rotten rations that, if eaten, will cause the PCs to wake the next day with 1 additional level of exhaustion.

Open Water 5

A merchant ship approaches the party's vessel. Once it's in range, they fly their black flag and begin their assault.   There are 4d4+4 pirates onboard a Medium A3 class ship. If their ship is taken, the party can find 3d10gp in treasure below deck.   Each Pirate has 2d4+6gp on their person if looted.

Open Water 6

2 Giant Sharks surface from the depths and begin to attack the party's vessel. They will leave for an offering of 1 day's rations

Open Water 7

A flock of seagulls, squawking loudly, fly out of the salty ocean and land, one by one, on the party's vessel. Once they've covered every surface they all take off at once. The number of gulls is so large, the party hardly notices them stealing 1d4+2 day's rations!

Open Water 8

The group finds 1d6+2 crates as rations floating together, secured by a net. Once hauled aboard, they reveal themselves to be mimics.

Open Water 9

The day is overcast and foggy. The party spots the jagged remains of a wooden ship floating up ahead but the fog covering the water's surface suddenly thickens before its trajectory can be observed. The vessel's helmsman must make a DC 14 Perception check to spot and avoid the floating wreckage, now lost in the mist.   On a fail, the vessel takes 5d10 hull damage.

Open Water 10

A porpoise leaps out of the water. The porpoise rolls over and over in the air before landing back in the water.   Players who witness the event will have 1d4 inspiration for any one thing they want to attempt/work on following the event.

Open Water 11

A mermaid surfaces and frantically asks for help. They're being pursued by 1d4 Hunter Sharks and they will ask to be let onboard the party's vessel. If the party agrees to help, they must defeat the pursuing sharks.   For every day the mermaid is on board, a Hunter Shark will appear in addition to the daily rolled encounter. If asked as to why they're being pursued, they will say they have no idea.
A DC 11 Insight check reveals that they are lying. If pressed, they'll admit that they may have angered The Everchase, goddess of the hunt, by mocking one of their people's rituals.

Open Water 12

The Party passes the floating remains of a shipwreck, likely the work of pirates. There are no survivors.

Open Water 13

A Medium B3 class ship appears on the horizon flying no flags. They send up a distress flare, as they slowly begin to sink. Should they choose to rescue, the party must roll 1d20+Speed (ship stats).  
  • 1-8, they're ship doesn't make it in time, and the distressing ship sinks below the depths.
  • 9-15, The party's vessel makes it just as the capsizing ship starts to break apart. 1d10 survivors can be fished out of the water, shaking and muttering of pirates.
  • 16-20, The party arrives as the ship is just beginning to dip. They can evacuate all 10 survivors to their ship (so long as it is a Small ship or larger) or spend 3 days rations to attempt to repair the sinking ship (DC 15 intelligence). The rations are lost on a fail.
  • On a +20 Speed roll, the party reaches the sinking ship rapidly. They can evacuate all 10 survivors or use 2 days rations to completely repair the other ship.
  Taking on more than 5 survivors means the party uses 1 additional day's rations at the end of each day, but can add 1 additional d6 to repair rolls on their own ship, both effects stacking for every 6 additional creatures.   If the sinking ship is repaired, it will travel with the party's vessel, following them and assisting in combat until they reach the nearest port.   Survivors have commoner stats and no weapons. They will fight using the onboard weapons of the ship their on.

Open Water 14

A small A3 class ship signals to the party's vessel and pulls along side.   They're a monster hunting vessel with 6 Hunters aboard, and they've come out here on a job: hunting Sea Serpents that've been terrorizing ships passing through the area. The hunting ship offers to split their commission (400gp a head) 50/50 with the party if the players will help with the hunt.   If they agree, the hunting ship escorts the party's vessel a little ways away to their hunting ground where a DC15 investigation will spot the dark spot in the water where 1d4+1 Young Sea Serpents emerge.   After 1 minute (10 rounds), or if all serpents are defeated, a true adult Sea Serpent surfaces to seek revenge for its slaughtered young. The Hunter boat will flee if the party does not prove on the first round against the adult serpent that they can do significant damage (60 damage in a single round).   Once combat is over- either by fleeing or defeating the serpents- the hunters will make good on their promise and pay out 200gp for each Young Sea Serpent, with an additional 400gp for the adult.   DM Note: The hunters will primarily attack using their ship's weapons. They have a total 1,500gp in a chest on their ship.

Open Water 15

It's a clear day on the water; so clear that the party can see for miles around, much farther than normal. (In fact, the characters are pretty sure their eyesight has never been this good before.)   With their enhanced sight, they can see any threats on the horizon, and perhaps even bypass them. The party has Travelling Grace and advantage on Initiative rolls for the next 3 days.
A DC15 perception check reveals that for a few minutes that morning, it looked like everybody on board had green eyes.

Open Water 16

A friendly Orc War Chief and 2d6 Orcs are on a crab fishing trip. They have accidentally caught three Chuul which have attacked them when the party comes across them.   If the party helps the orcs, they may mistake the help as an attack or reward them, depending on what the PCs do. The Orcs gift them +1 rations and 10d4gp if they end on friendly terms w/ orcs (they have 60gp total).

Open Water 17

The merchants are willing to sell potions and up to 3 day's rations (normally 15gp ea.) for a slight markup.
  • Potion of Healing - 60 GP - 10 stock
  • Potion of Greater Healing - 120 GP - 5 stock
  • Plus an assortment of Discount Potions being sold at their listed prices - 1d4 stock ea.

Open Water 18

The group finds 1d6+2 crates of rations floating together, secured by a net.

Open Water 19

A wanderer comes out from under the water to the vessel the players are in, being helped by water (using the Control Water spell). Their face and body are covered in seaweed, sea stars and some sponges. Unknown yet to the players, he is a Sage of the Buried Lord.   He comes in the name of the Sunken Sky and will ask for the players’ most precious item that they are willing to sacrifice to the Deep, gesturing overboard. If a player sacrifices something uniquely powerful or sentimental, the sage will smile and say "those who give freely to the Deep will find their belongings ever Close." Those players will have a +1 bonus to the coming roll. After each party member has been given the chance to give, the sage will then turn to dust, leaving their still wet seaweed covering to slump to the deck. Upon searching the mass of seaweed the players that gave must roll 1d10.
  • 9-10: inside the pile is the discarded item(s) tied to a makeshift sack with 2d12+10gp per item (amounts of money are counted as a single item in this case).
  • 8-5: the sacrificed items are simply returned in the pile, as-is if not a bit soggy for the moment.
  • 2-4: the items are returned caked in barnacles, and any attempt to use them is at disadvantage until they can be repaired.
  • On a 1: the items are claimed by the Deep and in their place is an amulet of the Deep that gives advantage on Arcana checks for the next 3 days and can be recharged at any shrine or temple to the Buried Lord.
As long as 1 person gives, the party has Travelling Grace for the next 4 days.
If no one is willing to give, the sage will leave behind a single amulet of the Buried Lord. If combat ensues, the sage will try to escape.

Open Water 20

A tropical deserted little island stands out in the middle of the sea. It has several palm trees, a little lake and a bunch of rocks surrounding it. At simple glance, it looks like some sort of oasis.   Crabs, seagulls, and tortoises are some of the wildlife that can be found there. If the party choses to stop, they'll receive +4 days rations and can fully repair any damage to their vessel with the materials on the island.   Unknown to the players, a treasure chest lies beneath the sand, under a great rock. With a successful DC17 Investigation check, a PC can realize one of the rocks is located in a weird place apart from the rest.   The chest has an arcane lock in it that can be opened with a successful DC19 Dexterity (Thieves Tools) check, or by solving the riddle carved in its wood. The riddle says:
"To open this lock, a key I should think/ or all else fails, a wonderous drink"
The lock will pop open if someone pours either a potion or an alcoholic beverage overtop of it or the chest.
Inside is 10d10+500gp.

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