Encounters by Environment - Ocean (Printable)
Encounters by Environment - Ocean (Printable)
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1
Encounters by Environment: Ocean
Your party takes to the high seas, whether wandering for adventure or treasure or as transit between locations. But
the oceans hold dangers of all kinds. What aquatic perils must they face on the way?
Designing random encounters for players to find when traveling can be tedious and taxing, especially for
inexperienced writers. Running out of ideas is inevitable and inspiration is hard to find. You want to keep your
players on their toes with combat and intrigue, but random encounters of ‘XdX wolves leap from the bushes’ are
a quick way to lose interest. Each and every encounter should be unique and captivating and come with both story
and consequence. That’s where we aim to help.
Our goal is to steer clear of basic combat and generic ambushes. We design encounters not only with backstory
and multiple paths but also with layers to keep players guessing and invested. Our encounter outlines are
designed as jumping-off points, to save you prep time while remaining loose enough to make them feel your own
and to be adjusted to all parties and levels.
Our aim is not to tell you what to do, but rather to inspire and teach you with new ideas and advice. Your campaign
will still be your own; we’re just helping you get started.
I am Troy McConnell. With an interest in fantasy, writing, and acting stretching as far back as I can remember, I
was always somewhat destined to end up in tabletop gaming.
I first entered the medium of roleplaying games with a campaign in 2014, run by my brother who went on to
create 2-Minute Tabletop. It was soon after that that ideas for my own campaign began formulating, before I
finally took the plunge and introduced my first hand-crafted world, Fornheim.
But running one game a week limits the number of stories I can tell, and the difficulty of creating each and every
encounter between plot points frustrated me. The answer to this eventually came in the form of producing
content. I am able to vent all the stories and ideas I have while making it easier for other people to avoid the
inspiration pitfalls.
My goal is to create content that can help people at all levels by simplifying the initial steps in session and game
planning. I do this primarily by providing the building blocks for adventures and encounters that can be tailored
to any campaign and party.
2
Contents
3
How to Run an Ocean Adventure
Finding encounter ideas and planning them for your own may even warn them. This acts as a way to build
game is only one part of adventures. The key to making excitement as well as link the future encounters with the
encounters great is by integrating them into the journey. coastal settlements. It shows that the world is connected
Doing this requires handling of pace, downtime, and by the characters that inhabit it, reminding players of what
effective transitions between each moment. This might seem they previously heard when the encounters do appear.
easier than the encounters themselves but it is these details The effects of these factions and oddities should visibly
that can set great campaigns apart. It can also prove to be echo outwards through the world.
a challenging factor for even those with experience. We'd The other important detail of the journey is the party's
like to help with that. role on the ship. Do they own and/or captain it, or are they
hired crew? This will determine their approach and
responsibilities within each encounter, as well as in the
travel downtime. A position of leadership will require
Part of a Larger World them to control the situation of encounters and protect
their crew. Most decisions will fall to them, but do their
crew agree? Constantly putting the ship in danger could
Like every aspect of a story and campaign, context is key. erode the relationship with those they've hired.
Your players' journey across the oceans will likely come Conversely, the party acting as crew under another
either as the campaign setting or as travel between two captain will mean giving them ways to maintain their
locations. Include and modify encounters to reflect the agency. You don't want the player characters to just be
situation of both the party and the world, incorporating taking orders. Instead, modify your encounters to make
links to other content. Your goal is to make it feel seamless the players pivotal. An example is having the captain and
and integrated into the larger landscape. leaders focus on controlling the ship, requiring players to
When planning your encounters and ocean adventure, focus on defense and problem-solving.
first consider the broader context. What is the state of the
world? How populated are the seas? Oceans can often act
as a neutral space or 'no man's land', with no governing Quiet Moments
body or rulership. This gives you an opportunity to have
encounters feel self-contained and independent but comes
with the risk of the content feeling like filler. Consider One of the more challenging and less discussed aspects of
having a faction of pirates or navy act as a controlling force roleplaying games is the time between encounters.
and show their influence through the sights that the party Running each encounter can require minute detail and
crosses. They only need to be small, such as passing a ship consideration, but the connective tissue is just as
aligned with the group, but serve to remind players that important. You want each stage of an ocean adventure to
they are still a part of the world and lands that they are flow seamlessly into the next, without feeling like
sailing either from or to. If the seas are riddled with encounters are constantly barraging the party. The key to
pirates, your party needs to feel that. this is to keep a consistent tone and maintain pacing,
Another way to circumvent this without the use of a large without ignoring the less eventful moments.
faction is to foreshadow what the party might face. If you Many groups will favor a 'fast-travel' or hex crawl system,
plan on using a select number or random list of in which there is less focus placed on the connective time.
encounters, have townsfolk mention these dangers before While this is not my personal style, as I feel it can make
they depart. You can start by identifying the most likely encounters come across like random video game fights, it
threats to arise, such as pirates, sahuagin, or aberrant is an effective way of approaching travel. The key to
weather systems. The party might overhear running these alternatives is to use quicker descriptions
conversations, read news of other victims, or the crew of what passes by and any minor occurrences. Focus less
4
on the downtime and more on each encounter's There is a plethora of official and homebrew resources for
introduction, covered in the next section. Doing this determining time and gold requirements, but you may
effectively can have your players feel the time passing by wish to be generous with how long it takes the character.
in-game without your game actually slowing. Try to balance the achievability with the work required to
make it feel rewarding.
Time in Between
The description of travel is universal across all Returning to Camp
environments. Ocean adventures, in particular, come with Likewise, other characters surround your players. This
the specific drawback of being open and largely empty. aspect is dependent entirely on their context and the
This limits you from being able to describe the passing present characters but is especially important if you
landscape and places more emphasis on the downtime of intend for the crew to stick around for some time. If a
each character. Boats require constant management and player is unsure of what to do, or if you simply want to
upkeep, after all. Describe any sights that pass by, such as break the pace of daily rolls, have a crewman approach
distant islands or ships, but keep it concise. Perhaps them to speak. It can occur in an organic setting, such as
something they see is related to an approaching during a meal. Moments like these are perfect for bringing
encounter, such as a suspicious boat or signs of conflict. the characters to life and building a relationship between
Otherwise, you need only give a brief description of the them and the players. How the party conducts itself can
weather before handing the reins to your players. Days on also influence how the crew will later respond to their
the ocean are long and arduous so give them something to decisions. Happy workers will act with loyalty, but anyone
do. It could be related to either controlling or helping the treated badly might object to risking themselves for a
ship, or progressing a personal goal. Whatever they captain they don't respect. If your players are the crew, it's
choose should require a roll, determining their success for similarly important that they understand the people
the current downtime period. above them.
An example of this from a campaign I have been a part of The most obvious reference to make here is returning to
was when we acquired a ballista. We scavenged it from a the Normandy in Mass Effect games. Like Bioware
previous battle and outfitted it onto our ship because, companions, your ship's crew should have opinions on the
well... why not. The problem was that none of us knew how events they are witnessing and can take the time to ask
to use it. Learning to load, aim, and fire the contraption players. But don't feel the need to do this with every
became the goal of the party's rogue, who would spend his crewman. Rather than overloading players with new faces
downtime on the ship practicing. We would be asked what and names, take a handful of those with the most
we did for each in-game day, with the other two of us important roles. Three to five of them can act as the faces
either training or simply tending to the boat. Our rogue of the entire crew, making it easier for players to
would be making tinkering checks or attack rolls as target remember and feel connected to them. The rest of the
practice, using the ballista. Eventually, he was able to gain faceless crew are also available as cannon fodder to show
proficiency with its use. the stakes of certain encounters. Finally, remember your
This is only one example, but it shows the advantage of pacing for these interactions. Try to keep them concise, or
ocean travel: the players are essentially stationary. at least emphasize that the ship is still progressing as they
Obviously, the boat is moving, but those aboard are occur.
effectively in a large building. They have many options for
downtime activities. Characters are not riding a horse or
stuck in a small cart, so let them make the most of the
ship's space. Crafting, training, and researching are only a
fraction of the possibilities. Let your players be creative
and encourage them to consider how their character
passes their spare time. Give them the opportunity to
initiate conversations, plan, and just chill out. This is great
for both the pace of the game and immersive roleplay.
5
As Danger Arises between what would already be happening and the
encounter's introduction.
Part of keeping your game running smoothly and fluidly is Tone of Delivery
the transitions between different events. This is a small
Perhaps the most difficult aspect of these moments is
detail in terms of time within the game but is an important
actually playing them out. This comes down to a level of
aspect of creating atmosphere. When you are using a
acting skill, to bring about the planned tension. This means
system of random encounters, with each having different
that it is, unfortunately, an aspect of running the game that
introductory events, you want them to feel natural. You
few people possess out of the gate. Be mindful of this and
don't want your ocean adventure to have the equivalent of
allow yourself time to learn. My personal problem in these
playing a video game and hearing music swell as you enter
situations is avoiding smiling or laughing. What I find to be
a circular room. Most of this comes down to how it is
the best method for avoiding this is to get out of your own
handled during the game, rather than anything that can be
head. Rather than focusing on which of your notes to read
done in planning. This can make it a difficult skill to learn
out and what information to get across, place more
and practice. Luckily, there are a few tips to remember
emphasis on the tone of the encounter. Leave the detailed
that should help.
information for once your players begin investigating and
taking control. It is better for your first port of call to be
Calm Before the Storm establishing the atmosphere and pulling your players into
the situation.
One aspect that you can work into your planning is to have
encounters use a slow build. You'll notice that many of our A great way to begin learning these skills is to watch other
ocean encounters use a weather system or situation that people doing it. Matthew Mercer, in particular, has a
gradually worsens before becoming a threat. This works fantastic method of placing himself within a character.
to slowly build tension and craft an atmosphere for your Describing events with the same emotion that a character
players. Rather than the ship grinding to a halt against would have in observing it is a great way to get out of your
seaweed, it loses speed over an hour, for example. Try to own head and project the encounter's tone. If the shape on
fit your transition to the tension you want in the actual the horizon is ominous, inject fear or confusion into your
encounter. A threat meant to come across as unsettling voice. If sahuagin violently burst from the surface with
should appear over time, while an ambush can accelerate tridents in hand, try to use a level of anger and ferocity in
much faster to put the party on the back foot. Slower your descriptive tone. You have an entire crew to choose
builds should use the same description you would for from, so select one and use their ground-level perspective.
quiet moments, increasingly laden with clues of what This is an effective way of telling your players what their
approaches. It shouldn't take long for a player to notice, at characters should be feeling, which helps to shorten the
which point control is handed over to their investigation. divide between the player and character, thereby
immersing them.
Slower introductions work due to oceans, as expansive
planes with little to form cover, tending to use encounters
initiated by something that could be seen from far off. If Maybe the most important detail to remember for this is
your encounter involves coming across a wreck, one that applies to the whole game: we play with friends,
abandoned ship, or floating survivor, mask your for fun. Ultimately, you should never feel stressed if you
description with other sights that lead to it. The party's mishandle an encounter or session. Your ocean adventure
ship might follow a coastline for some time before coming will have plenty of more opportunities. Use any mistakes
across the broken form of another boat. Use that time to as lessons and always remember that the people you are
describe the area. Similarly, daily activities might be playing with are not judging you for it, so you shouldn't
interrupted when a perceptive character happens to see a either. You might not be as good as Mercer, but you don't
dot on the distant horizon. Perhaps their gaze have to be. As long as everyone is having fun, you're doing
absentmindedly follows a flock of gulls before falling on it. perfectly.
Again, the purpose is to use a simple, clean transition
6
Once the Storm has Passed the context of the next encounter. When planning your
ocean adventure, give some time to loosely plan how these
things will change your party's path. It is nigh impossible
to predict every eventuality but it is important to be ready
The final consideration is what comes after each
for changes that could affect your campaign. Your party
encounter. How does the party progress? What has
might adjust its course or take a more hesitant approach
changed? Pay some mind to the results of the encounters
to future danger. These modifiers are also a brilliant way
you use and what lasting effects they might have. There
to have encounters flow into each other and feel less
are standard effects like characters being injured and
isolated, by affecting each other. Your adventure will feel
requiring rest, but the ocean setting also brings greater
more like a single trip rather than a series of episodes.
threats, such as damage to the ship. This makes it
important to give your party a reprieve after a harrowing Your ultimate goal for the encounter resolutions is to
encounter. They might have another fight on the same day move back into the territory of 'quiet moments'. This
but, for the moment, allow them to recuperate and deal might require them to first solve a problem caused by the
with the consequences of what they had just faced. encounter but should always lead to giving them a
Likewise, be prepared to provide solutions to possible moment to breathe. If they have a new character on board,
issues. If a megalodon has broken the side of their ship, let them interact and have fun with them. You and your
consider having the next encounter use an empty ship players can relax while you plan the next life-threatening
with salvageable wood. Just be sure to include challenges disaster behind the scenes.
in reaching it to emphasize the consequence.
Many encounters, including our own, have longer-lasting
effects. Some introduce characters, while others can shift
7
1d20 Ocean Encounters
1 – Scrawling Survivor a shorter, even comical encounter, maybe the man really
is just insane.
8
But you could also use this to kick off an entire campaign Similarly, don't neglect to build a story in the location
or campaign chapter. If you wish to expand the encounter itself. Evidence such as documents and ledgers should be
further, maybe this first ship is one of many, led by an present on board for them to find and piece together what
infamous pirate king? By making the first brush with a happened. Arrange the bodies they find in ways to show
new faction memorable, you further motivate players to how they died and indicate what killed them. Some of the
learn more about them. If one ship and crew is this crew might have been killed from the shadows, but others
powerful, what kind of man would they call king? would have fought back. If your players tend to ignore
these kinds of clues, do not be afraid to give a survivor
more information.
3 – Trafficking Catastrophe
9
4 – Seaweed Ambush
10
5 – Feasting Furniture
11
frantically waving for help. But these crewmen are only surface, an enormous beast casts the light of its bait, waiting
illusions, cast by predators waiting just out of view. for a curious ship to stray close enough.
Boat travel will often be along a coastline rather than in Let's be honest, when most people think of 'ocean
open waters, so it's useful to have some ocean encounters encounter' one of their first three ideas is 'ghost ship'. It's
that depend less on the 'ocean' part. These locations often a classic, and for good reason. But it's for that reason that
come with terrain hazards for straying too close to land. the ship itself is not the true encounter here. It also
Avoiding this is often easy, but what happens when an presents a challenge in running the game, because your
encounter forces players to deal with the hazard instead players will know to be cautious. It may be very difficult to
of avoiding it? Like most encounters on this list, the have your players choose to approach the ship instead of
broken ship presents multiple layers of danger. First is avoiding it, especially depending on the characters
simply navigating the rocks in their choice of boat, but present. The key factor is to not make the ship appear at
then comes the ambush. all hostile. No pirate flags, no cannons, no armed crew.
Avoiding the rocks should not be too difficult for Rather, have them appealing to the party in some way.
discerning players. Assuming they take a small lifeboat, a They could be calling for help, celebrating and offering a
simple skill check for whoever is rowing should suffice. If drink, or even attempting to warn the party of another,
you want to up the ante, you can make rolls to determine fake, danger.
the strength of waves as they hit. Just be careful to keep it Once your party is successfully lured, the next step is
fair, as this is only step one of the encounter. They still deciding exactly what lies below the surface. While
have to fight, and then row back in a likely weaker state. krakens and hydras are fantastic ideas for a fight, they will
Pirates might seem like a straightforward choice of quickly destroy a low-level party. A better approach would
opponent, but they do present questions that the players be homebrewing a creature. Look at sea monsters in
might have. If they are seafarers themselves, where is their popular fiction, and adapt their themes. A fun idea is to
ship? Do they have a base nearby? Is their goal to steal the have multiple tentacles breach the surface, attacking crew
player's ship? Why use illusions? It can most certainly from off the ship. Damaging the tentacles can slowly wear
work but does require extra background thought. If the down the creature as a whole. Only showing part of the
encounter is to be more 'one-and-done', the illusions could beast keeps players and characters guessing at what it
be being cast by magical sirens. Or maybe they are locals truly is. If you're still struggling or short on prep time,
to the area, preying on sailors for gold or, more sinisterly, replace the single larger beast with a sahuagin attack.
food. Not every encounter needs to have a story behind it,
and using creatures with more straightforward
motivations keeps the story from being more than it needs
8 – Tower into the Deep
to be.
12
Unlike many of the other encounters here, this one is If you are looking to expand on the encounter or the
entirely open-ended. This means you can have it be wizard, think about combining it with other encounters.
peaceful or involve combat, woven into the story or The tower could be protected by the effects in Encounter
entirely separate. It will all depend on the campaign. The 10, or the hermit may be the cause of the mimics of
most contained option is to have it be exactly what it Encounter 5. Think about his motivations and how he
seems: a ruined tower, and nothing more. Your players interacts with the world around him. Is he allied with
may simply ignore it, but if they explore there should be sahuagin, letting them hunt or even assisting them in
some reward. A chest could have been left behind by the exchange for sanctuary? Perhaps they fear him, and the
old resident, magically sealed to preserve its contents. seas surrounding the tower are eerily quiet. More
Removing the chest or damaging the tower could cause a importantly, why is he there? He may be studying
collapse, forcing an evacuation to avoid drowning. In this something nearby, or took the tower for its seclusion. If it
case, the rewards should reflect the context, so any gold was always his, what cataclysms befell it to have it now
could be accompanied by a scroll of water breathing or stranded in the ocean?
control water.
Alternatively, this encounter could be expanded almost
limitlessly. The tower could be rising from the debris of a
9 – Spiked Seafood
great city, lost to the currents. To continue on this, maybe
predators now lurk the streets or sahuagin are actively
looting. The more capable characters are at surviving A school of large, brightly colored fish swim
underwater, the more you can include. Otherwise, it can alongside the boat. They could feed the crew for
be as simple as having them make skill checks while diving days, but their meat is highly hallucinogenic.
for relics. Perhaps the building's broken state is a guise, Night has fallen, and only a small number of the crew
hiding the laboratory of a hermit wizard in its lower levels. remain on deck while others rest. The seas are calm and
Maybe he is home, and pleasantly confused at receiving kind, but through the darkness, a soft glow illuminates the
visitors. And maybe the wizard's experimental studies side of the ship. Looking over, the characters and their crew
grow darker and more sinister as they venture lower in see a school of fish, each as large as a dolphin, swimming
the tower. alongside them. The fish give off bioluminescence that shifts
colors. They would be an easy source of food, feeding the
crew for multiple days if they were to be caught. But the
characters are unaware of their hallucinogenic side effects,
something a few crew members are aiming to have fun with.
13
It's important to know exactly what the effects are. The negative effect can be a great feeling as a player, especially
hallucinations can be used a dream sequence-esque if it then leads to further discovery. If they do fail, the
moment for revealing character backgrounds, or benign disruption should not put them more than a day off-
visions of faeries and wisps. Double vision, vertigo, course. Too much punishment from a short encounter can
phantom lights, you can do almost anything with it. And cheapen the experience, though this does depend on the
perhaps the effects of the fish have not faded by the time campaign and those involved.
the next encounter arrives, or even when the party
reaches port. The purpose here is to give your players a
reprieve from the tension of many of the other encounters. 11 – Vengeful Captain
14
12 – A Bigger Fish
15
motivations. From this, how will they react to player
intervention? Will they try to bewitch the characters as
well, or retreat and keep their distance? The interaction
between the faeries and players is the bulk of the
encounter. The fun here is that the faeries are not human,
and therefore need not subscribe to our sense of logic.
The most likely outcome will be the man being freed and
taken on board. This means building his character, but also
determining what the faeries will do after the encounter.
If they are harmless tricksters, it is entirely possible that
they will do nothing. Equally likely is that they might
follow the party's ship. They may be pleased to find more
people to play with, stowing away on the vessel and
playing tricks and pranks on the crew. Hostile faeries,
provided they were not killed in the interaction, could
place a bad luck curse on either the party or the man they
found.
The other consideration to make is the man himself.
Building his backstory and character is much the same as
any other. Determine who he is, how he got there, and
where he wants to go. For a more detailed character, think
about specifically why he was targeted by the faeries. Was
he the cost of a deal his former crew made? His story
should influence his goals, and players will likely want an
explanation for the situation they found him in.
14 – Phantom Gambler
16
distinguished sailor and maddened castaway. Play on his
charisma while gambling. If the players win, he should be
overjoyed to be free. Maybe he pledges his service to their
ship, providing a useful ally but also permanently binding
him to the vessel. His purpose should be to lighten the
mood through his interactions. Ideally, he can annoy the
characters while still making the players feel rewarded.
15 – Pod of Predators
17
same tonal acceleration as the sahuagin of Encounter 4. similar to basilisk petrification, with characters making
And a player character watching it happen and trying to ability checks to resist and feeling a growing affect with
help may just find themselves attached as well. each failure. A set number of losses would mean
How a bound character escapes is up to your own succumbing entirely. Players could also have advantages
judgement. Player characters can hold their breath for a depending on class. How might it interact with a cleric or
forgivingly long time, giving them multiple chances to free warlock appealing to their benefactors? The second
themselves. Many will simply kill the creature. You are consideration is how the effect manifests for players,
free to assign a skill check DC, as well as an amount of which will depend entirely on the creature's goal.
damage needed to be dealt to cut their hand or body free. Siphoning memories could force party members into
According to official rulings verbal spells can be cast flashbacks or illusions. Characters could simply lose
underwater, so teleporting away is an option. Try not to consciousness, but it feels better for players if they are still
let it get to the point of a character dismembering involved in some way.
themselves. If one of their own is killed or significantly Finally, prepare for the result of the encounter. Your
hurt, the kelpies may scatter. They are not inherently characters should have a way of getting away without
hostile, and should act more like animals than hunters. losses. Whether this means confronting the creature
below, escaping it, or using protective magic, be ready to
allow them to win. This is unfortunately difficult to plan
16 – Influence from the Deep for, as it will come down to the combination of the
creature's motivation and how your characters react. You
can try to predict them, but always keep your plans open
for however else they might respond. Finally, what if the
An enormous shadow appears under the boat,
creature wins? The characters and crew could experience
following it for hours. Over time, crew members lost time or awaken to find the ship moved off course. If
enter unresponsive standing comas. The effect they were controlled, perhaps they come to in a port or in
eventually targets the party as well. possession of an unidentified relic. Don't have them wake
The day was quiet and strangely devoid of animals. But as to anything drastic, as removing player control is a
the last rays of sunlight fade, a gargantuan shadow drifts cardinal sin. Keep it minor.
under the ship. It stays with them for hours, lurking below
the ship long into the night. Over time, the crew members on
deck stop moving. They just stand still, staring off into the 17 – Swirling Vortex
distance. The party likewise feels an influence pushing into
their mind and dulling their senses. Whatever is under the
ship is taking their minds, and they don't have long. A ring of jagged rocks encircles a hole in the
ocean. The bottom is too deep to see, and the
cascading vortex is pulling in nearby ships.
This can be made into almost anything, the same as
Encounter 8. Using Lovecraftian horrors is another classic, In open ocean lies a field of jagged rocks, protruding from
and provides near limitless freedom for ocean encounters. the surface like teeth. They encircle a vortex of water,
Your first port of call is perhaps the most difficult: why is collapsing into darkness. The flowing water creates strong
it happening? The creature, if it even is a creature, should currents, which drags in any ship that strays too close. Ruins
have a motivation for affecting the crew. It could be of these boats alert the party, but the current is already
gathering information, observing the memories of other pulling them toward the center.
beings. Contrastingly it could be wresting control to have
them carry out its will. Answering this question will act as
Some encounters are easy to bypass. The key to running
the basis for the rest of the encounter, and determine the
them is play into your players' curiosity; they might skip
upper bounds of its effect on the party.
it, but it will leave burning questions in their minds. In this
The effect on the crew is straightforward, but targeting the case, surviving the vortex should come down to skill
players is more complicated. They should be given time to checks. The first would be perceiving and identifying the
react, while still feeling the threat. One method is a system
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danger in time to think and react. From that, they may the party's ship. They explain their search for a fugitive, and
decide to keep a safe distance, or they may prefer a closer the description matches the pirate. His head carries a
look. Be clear in describing the risk of straying too close, bounty, significantly smaller than the treasure he promises.
as the DC's for getting free should increase with proximity.
The exact checks will depend on your party's strategy, as
Playing again on the idea of a man adrift, we add on the all-
well as the roles they fill on the ship.
time classic of pirate treasure. Take the use of cliches and
If you wish to expand the encounter further, give the run with it. The pirate character should be a shifty,
characters a reason to get close. You may wish to have charismatic renegade, like almost every pirate in modern
another ship pinned against the rocks, with crew calling media. Play him as your own Jack Sparrow or Edward
for help. By motivating players to get close, you force them Kenway. Your goal is to make the party like him, while still
to think carefully about their plan. This situation can knowing they shouldn't trust him. Communicate his
rapidly snowball. Have them describe their actions and character through the stories he tells, always questionably
intentions in detail, but do not be too harsh in your rulings. bordering on the fantastical. He should be telling the truth
There should be risk in taking a smaller craft for a rescue, about his adventures, though heavily embellishing them.
but you do not want to be unfair in forcing unnecessary This way even the most discerning players and characters
skill checks. Aiding the other crew should also carry a will be on the fence about his intentions. He may be a
reward, whether it simply be gold, or having them join the storyteller, but he's not technically a liar.
party's ship.
The authorities tracking him should be something of the
The dependence on having a ship can make ocean opposite. Unlike most of our other ocean encounters, the
encounters much riskier than their terrestrial idea is to make this conversation a moral decision. While
counterparts. For this encounter in particular, spend time the pirate is friendly, albeit untrustworthy, the navy
planning what happens if they fail. There is a chance for should be played as righteous and militant. They might be
the party to be scuttled against the rocks, and even fall into in the right for chasing a criminal, but they don't have to
the vortex. A higher-level party gives more freedom as be nice about it. This can depend on your world, but you
they can survive greater threats, such as the vortex being should place the focus on weighing what is right against
a portal to the water plane. Even if it's as simple as what is rewarding. Make neither side perfectly good or
knowing that they can reach port by rowing for a few days, bad. It allows you to gauge the morality of newer parties,
a lower level party should have a way of avoiding death and can also inform their later interactions with both
even after failure. Likewise, ease up on the effect of the pirates and navy.
vortex's core. Falling in may simply spit them out of a
Concluding the encounter is easy if they hand him over,
similar vortex, in a very different location and several days
but what if they don't? Your party may choose to pursue
off course.
the treasure, so you need to know both where and what it
. is. To make this step more engaging, build from a single
18 – Pursued Pirate question: what didn't the pirate tell them? It could be that
the treasure is enchanted, and he needed muscle to get
past its guardians. Maybe it was taken by his former
friends, and he walks into their camp claiming the party is
An emaciated pirate is found drifting in a
now his new, more loyal crew. Once the situation is dealt
rowboat, and promises the location of treasure to with, determine how much he intends to split with the
anyone that would ferry him to a nearby port. party. By now he could view them as allies, but he may still
Authorities are after him and offering a much try to swindle them for a larger cut. He is a pirate, after all.
smaller reward.
A man is found drifting the waters in a small rowboat. He
wears the garb of a pirate, and spins the party a fantastical
yarn of his adventures. Included in his story is a treasure,
which he promises to his rescuers in exchange for delivering
him to a particular port. Hours later, a naval vessel passes
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could identify the smell and alert the party that poaching
is highly illegal. The party may ultimately still choose
avoidance. The final decision is up to them, and there is
only so much hinting you should do as a GM before letting
it go.
Hopefully, your party does choose to engage with the
poachers. In this case, you can have some fun by
subverting their expectations. Have them be caught off-
guard from being found in the open ocean, rather than act
like bandits. They can be embarrassed and flustered,
trying to negotiate while having little leverage. Use one of
them to act as a leader, and try to convince the party to let
them go. Our other ocean encounters are built from the
party being put on the back foot, but the intention here is
2-Minute Tabletop’s Jungle Temple entrance was to have them in control. Playing the lead poacher like a
included for free in your download. It makes for a great negotiator with average or low charisma is a great way to
locale for the pirate to take the party to, in search of do this. It will let the talkers in your group fill their role,
hidden treasure. and eliminates the chance of the situation devolving into
combat.
If the party does accept a payoff, you can use this as a point
19 – Rot in the Air of conflict with their own crew. Assuming the party
themselves aren't pirates, the crew they travel with may
be morally opposed to poaching. While the players
From a mile away, the crew is engulfed in the shouldn't lose crew members from this alone, having
smell of rot. They can follow it to an enormous other characters disagree with their actions will make
shell, being harvested for meat by poachers. The them feel more layered and real. This is by no means
men they find are embarrassed for being found, necessary, but is a great way to bring their ship to life and
but not equipped for combat. inject realism into quieter moments outside of encounters.
As the party sails, they find the air around them poisoned by
the stench of dead ocean life. The smell is sickening them as
it blows from a collection of ships up ahead. Moving closer, 20 – Celebration on the Waves
the party is able to identify the cluster as a band of poachers
cutting meat from an enormous shell. Their ships are clearly
equipped with the tools that killed the beast. Knowing their A ship of affluent travelers with a live band pulls
actions are illegal, the poachers attempt to bargain for the alongside the party, offering for them to come
party's silence. They are no fighters, but will do anything to aboard and celebrate with them.
not be caught.
A larger, brightly colored vessel drifts into view. From it, the
party can hear music, cheers, and celebration. It sails closer
Similar to Encounter 17, this can be avoided entirely. Do to them, and affluently-dressed party-goers call for the
not have the smell affect them mechanically until they are characters to join them. On their ship is a live band, bar, and
very close, as it will dissuade them from investigating. all sorts of gambling and revelries. They are happy for the
Putting the encounter directly in their path may be party to participate for the night, departing cheerful and
enough, but if they still intend to avoid it you can make use rested in the morning.
of their crew to hint them along. Covering their noses and
mouths in a mask could prevent the need for making saves
Sometimes you want to avoid combat, and other times you
against being sickened. You can show this by simply
want the exact opposite of combat. Especially if your party
having crew members do it. Likewise, a crew member
is rolling for encounters, surely rolling a 20 should be the
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best result? For this, we have a party boat. The purpose of Tying the revelers into the world is advised, to make the
this is having fun without consequence; a respite from any encounter feel less like a gimmick.
sort of conflict or danger. Let your characters enjoy You also have an entire boat of characters for players to
themselves and cut loose. There are many examples of interact with, many intoxicated. If your party is looking for
great gambling games that only need dice, as well as other information, drunk nobles are a fantastic source.
betting and casino systems, that can be found online. Take
You may wish to make the celebration more sinister in
any festival or gambling minigames you can find and
some way, but in this case, I would advise against it.
throw them onto the decks of the ship, so that any kind of
Having them celebrate something the party opposes, or
character can enjoy themselves. I can guarantee that of all
even positioning the boat as some kind of trap can be an
the encounters here, this one will stick out most when
interesting twist, but is not necessary. Let your players
your players think about their journey.
enjoy themselves and focus on the minigames. The only
While preparing the games, give them a reason for loss should come from bad dice luck and the weighted
celebration. It doesn't need to be particularly deep or odds of gambling. The house always wins, but playing
layered, just enough to explain when a player asks why. should still be fun. And fun is the real reason we all play.
Having them originate from the party's destination can
also be a means to inform players, and flesh out the area.
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