Ocean Encounters (d101)

d101 Result

1

A ship with all of its crew are heavily asleep. Waking up any of the crew members causes them to suffer a heart attack and die. Further inspection of the ship reveals that someone brought aboard a cursed gem in the shape of a skull. Dispelling the magic from the gem will safely wake all of the crew.

2

A calm day at sea.

3

A small island has sails hung from palm trees. It is moving at a rapid pace and pulls up next to you. On it you see a man with tattered clothes and an age-old beard. It's a traveling merchant. It doesn't look like he has many goods, but he appears to have a lot of money. All of his goods are laid out neatly on a very tattered, red and white checker blanket. The trader will buy nearly anything. Any attempt to steal from him or harm him causes the coconuts to become shrouded in blue flames. The island is protected by the haunted souls lost at sea.

4

A group of Sahuagin have found an underwater temple and have awoken a shark god in it that has been imprisoned for eons. They are now raiding coastal towns for live sacrifices to feed this insatiable deity.

5

A castaway is floating on a poorly made raft. If you try to offer him a ride, he says he will only join you if you are heading towards _.

6

A seagull lands on the bow with a message tied to its leg.

7

A calm day at sea.

8

A brass dragon can be seen flying to the South.

9

As the crew tries to correct their course, they find the rudder is not responding.

10

A waterfall falls from the clouds into the ocean. The boat can travel up it. It leads to the plane of water.

11

A calm day at sea.

12

A slow moving but non-hostile creature that is just swimming along just below the surface. A giant turtle perhaps?

13

A storm approaches. It will set you back two days of travel.

14

A whirlpool. If sucked in perhaps its current propels you to the bottom of the ocean or to some other destination.

15

You come across debris and destroyed ships from a concluded battle.

16

You come across a 60-foot by 5-mile section of the ocean that is parted and impassable by ship. In the crevasse are the remains of ship wreckage. The ocean comes back together when the sun sets and parts when the sun rises.

17

A calm day at sea.

18

You find an island that is submerged when the sun is shining but above the surface when it is not.

19

A natural archway of seemingly natural stone that, if travelled through, leads to an ocean of blood within a demonic dimension.

20

A calm day at sea.

21

You find a merchant ship filled with riches that looks to just be floating about on its own. It is completely abandoned. What kind of horrors/madness would cause the entirety of the crew to abandon such wealth? Why is there no trace of the crew at all, or any discernible struggle?

22

You see a Storm Giant that is just sitting atop a sand bar. He is fishing using a humongous fishing rod. He is hoping to catch a giant shark.

23

A dead whale is floating and obviously bloated. If you don’t poke it, sharks will begin poking it. After a bit, the whale explodes.

24

A calm day at sea.

25

Trillions upon trillions of ants have connected themselves together in a lattice and have formed a raft.

26

Amidst the turbulent waves, there is a strange section of the ocean that is completely still and undisturbed.

27

A calm day at sea.

28

A meteor from space, probably a solid 5 feet in radius, lights up the sky in a blaze and contacts the surface of the water a few miles away, sending a massive geyser back up into space and showering the surrounding mile and a rainy mist, followed by a massive wave. Will you investigate? Is it lost to the depths or did it land in a shallow enough spot to dive to?

29

Lights can be seen a few miles away dancing above the ocean. Once the party's craft gets closer the lights suddenly rush towards them. They're pixies, and they're a little worse for wear. They plead for the party to save their island home from the rock man.

30

A calm day at sea.

31

A ship of various humanoids passes. The crew almost appears to be in drag. It is a traveling brothel. Most of them are diseased.

32

A storm approaches. It will cause you to become lost.

33

You see a ship with a carnival-style atmosphere. Upon further inspection, you realize that it’s a traveling casino.

34

You come across a naval ship that is lost at sea looking for the rest of its armada.

35

You come across a naval fleet. The fleet is suspicious your vessel may be a spy ship.

36

You find a life raft with a man lost at sea. It turns out the man is rich. He will be grateful for help and reward the group later.

37

A calm day at sea.

38

You find a life raft with a doppelgänger/oni/some other shapeshifter posing as a man lost at sea. Crew will go missing or be attacked at night.

39

A group of Weresharks approach the ship. They are curious and only want to make sure the ship is peaceful.

40

A pirate ship is looking to hold up the crew and steal its valuables.

41

A pallet of floating supplies appears to have been lost at sea.

42

You find a ship with a monster as the captain. The crew appears to fear him intensely.

43

A calm day at sea.

44

You see a kraken in the distance of an approaching storm.

45

You are suffering from extreme boredom.

46

You find a ship with monsters as the crew. The humanoid captain pretends to be in charge, but he is intensely afraid of the crew.

47

You see sea hags eye you from a nearby island. You have nightmares as long as you are near the island.

48

A group of water elementals is trying to sink the ship.

49

A storm approaches. It will batter and destroy parts of your ship.

50

A group of air elementals is trying to blow the sailors into the water.

51

A group of friendly Merfolk are seen.

52

A group of hostile Merrows are seen.

53

Late at night, a ghost ship approaches in the mist.

54

A friendly ship passes by.

55

A ship appears to be on the run.

56

From far off you see storm clouds, approaching fast. As the storm comes nearer, a waterspout forms, stretching from the ocean to the sky. Giant sea creatures are swimming up the spout, swirling, and look as though they’re preparing to launch at the ship.

57

A mist approaches. A mummified hand reaches over the railing. Others join. Seaweed mummies begin to invade the ship.

58

A storm approaches. It will capsize the boat.

59

Off the stern you see humanoids approaching the boat. Each is standing astride two harnessed sharks and it's hard to mistake the malice in their eyes.

60

A column of flame lights up the night sky. A pirate captain riding a dragon approaches from the sky.

61

You see a boxy black ship that runs with no lights at night. It's a ninja ship.

62

Sahaugin (and other terrible things from the deep) attack relentlessly, apparently after a particular item the players have.

63

A sea elf sorcerer approaches on a wave demanding a tithe to her god.

64

The Seven Daggers, a crew of largely benevolent pirates approaches. Later, another ship claiming to have been robbed is searching for them.

65

You see a small island inhabited solely by dinosaurs, though crumbling structures hint at a previous civilization.

66

A calm day at sea.

67

You find a woman frozen in a solid block of ice. She is from another era in time.

68

A large iceberg floats nearby, inhabited by a white dragon and her cohort of kobold. The white dragon guards her hoard in a cave at the center of the iceberg and uses ice shape to ensure victory if anyone is foolish enough to face her within. She is visible through the ice.

69

A hooded man in an old boat approaches. He asks for food. He returns to a little isle somewhere close. All inhabitants except the man are infested with fungi. He is immune, but all the castaways he arrived on the island with were not. The others are blind with rage. He is holding out hope for a cure.

70

A calm day at sea.

71

The party comes across an unexplained abandoned ship floating on the high seas. Exploring the craft is a disturbing experience - 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.

72

You see a ship with dead sailors’ bodies scattered about. If inspected closely, they are covered in sores and have apparently died of a highly contagious disease.

73

You see a small island with a mountain and lots of vegetation. It appears to be moving. There is a druid tower on the island. The island is a giant turtle.

74

You find a bottle that is too hazy to see through. Cleaning the bottle reveals a model ship. Examining closer reveals that it is not a model, but a ship with actual sailors on it. It was cursed and trapped in the bottle.

75

A calm day at sea.

76

You find some small boats are gathered in a circle. Dressed in black robes, the sailors are chanting in the deep speech. They are attempting to summon a Kraken.

77

A storm sorcerer in a manta cloak climbs aboard. The sorcerer offers swift winds in exchange for safe passage, good company, and a black pearl.

78

A calm day at sea.

79

A ship appears from out of the mist. Its ghostly crew doesn't appear to notice anyone else. They appear to be fleeing in panic. Suddenly they stop and each of them turn towards the sky in horror. They attempt to shield themselves with their arms and then instantly pop out of existence.

80

You find a rainbow shimmer on the surface of the water surrounding your ship. It is a memory holding a message/warning.

81

A calm day at sea.

82

You come across a ship that appears to be sailing underneath the water.

83

You find an underwater rock or reef.

84

You see a floating carcass of giant sea creature.

85

A calm day at sea.

86

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 who is singing. She is here due to a miscalibration of a teleport spell. She's also chaotic evil, greedy, and very charming.

87

You see a gnomish submersible captained by a smuggler who is currently transporting drugs.

88

Rain begins to rise upward from the ocean into the sky, creating a slowly growing and ominous cloud.

89

A calm day at sea.

90

You see a small wave in the distance. The wave is actually a 100-foot high rogue wave that is far away and approaching.

91

An awe-inspiring school of glittering flying fish burst from the ocean around you, chittering with delight like a beautiful birdsong.

92

You find a rowboat occupied by three famished and guilt-ridden seamen together with well-gnawed bones of another humanoid creature.

93

You see a boat with nothing but scattered bones and skeletons aboard. After further inspection, you find a cage that has been destroyed deeper in the lower level of the ship. You begin to hear the movement of a large and fast creature on the ship.

94

A hot air balloon is floating along the breeze. The sole occupant of the balloon’s basket, a middle-aged male halfling, seems to be trying to land the balloon on the deck of your ship.

95

A calm day at sea.

96

A calm day at sea.

97

You bump into undersea vessel. The submersible was invented by dwarven/gnomish inventors for use in underwater mining.

98

You pass a slave ship coming back with a fresh haul.

99

You pass a druidic ship made entirely of animated plants.

100-101

You encounter trade ship set up for non-land-based trade. The ship trades only on seas to avoid taxes and it trades exclusively with other vessels.