d10 | Result |
---|---|
1 |
Roll 1d6+1 harpies descend on the ship and attempt to fly off with any humanoids on deck. |
2 |
A storm rocks the boat. A sailing check of 15 or over is required to navigate through it, else the boat takes Roll 3d8 damage. |
3 |
The wreck of another ship drifts slightly out of your path. It appears to have been sunken by pirates, but an investigation check of 16 and higher reveals a lock-box containing 30 gold. |
4 |
A lifeboat is spotted in the distance. Upon investigation it holds a sunburned half-elf, a former captain who'd been mutinied against. |
5 |
A Triton soldier appears on the waves, and gives warning of any dangers in the area. |
6 |
A school of flying fish assail the boat. They don't do any damage but end up all over the deck. |
7 |
A fire breaks out in the cannon room. If it's not stopped within 10 minutes, an explosion of Roll 3d6+4 fire damage rocks the ship and any creatures within a 20-foot radius of the room. |
8 |
Rough winds blow the ship. Anyone in the crow's nest must make a strength saving throw of 14 or higher, else be tossed onto the deck of the ship. |
9 |
Next time your party attempts to raise anchor, it fails. It has become stuck to the ocean floor. |
10 |
Hungry sharks trail the boat, though it is unclear why. |
Environmental Encounters in...the Ocean! (d10)
Citation
Source: @artandstarstuff