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Eldan
2016-09-29, 02:44 AM
Help me out here. You probably know the basic story. Party is boarding a ship, taking a few days of sea travel. I want to have something exciting happen on the way, not just gloss over it with a few sentences of description. The problem is what.

Specifically, what can happen aboard a ship that isn't

a) You are attacked by pirates/slavers/hostile navy, fight ensues!

or

b) You are attacked by a giant serpent/squid/sea dragon/aboleth

or

c) There's a storm, everyone roll a Sailing check! Oh no, you're wrecked on a mysterious island!


Because those all seem like very tired clichés to me at this point. I'd like something at least a bit original. The problem with originality being, of course, that you need an original idea, which I don't have.

Noldo
2016-09-29, 02:55 AM
How about a mystery on the sea? A fellow passenger claims that his/her pricey possession has been stolen from his/her cabin? One member of the crew is suddenly missing or similar? The limited space and suspects could make this feasible (or the whole claim may be hoax?), but beware of high level magic, which could resolve any mystery quickly.

Eldan
2016-09-29, 03:02 AM
That would be one way to go. Though the ship will probably be rather small, one or two cabins, crew sleeping on or under deck, that kind of thing. There's been cult activity in the city they started out from, so that would be one thing. Cramped conditions work too.

High level magic isn't a problem with this group. Or at least not of the ^plot-busting variety, I think. The players have all specialized a lot, and not on versatile magic, either.

Fri
2016-09-29, 04:09 AM
-You wake up and suddenly you find out you're not in a ship. You're in a city/beautiful garden/the past/the future, but you don't remember embarking the ship at all. What happened?

-Pirate/kraken attack, but treat it more as chase/puzzle rather than combat encounter. Think Mad Max chase scene, only at sea :p-

Excession
2016-09-29, 04:10 AM
A crew member kills a sacred sea bird. The rest of the crew want them put to death, will the PCs try to stop the murder?

Another ship is found drifting, seemingly devoid of crew. Plague, piracy, eaten by a vampire?

The ship encounters a whale, which may or may not be white.

There's nothing like the classics. Steal from them!

kraftcheese
2016-09-29, 04:34 AM
A crew member kills a sacred sea bird. The rest of the crew want them put to death, will the PCs try to stop the murder?

Another ship is found drifting, seemingly devoid of crew. Plague, piracy, eaten by a vampire?

The ship encounters a whale, which may or may not be white.

There's nothing like the classics.
On the topics of classics, there's always the old "sirens try to lure the ship onto rocks" chesnut.

I'm trying to think of stuff that happens in Sunless Sea as well, since it has a load of good stuff with sailors being freaked out by signs and portents/eating each other/mutiny.....it is more focussed on long voyages though.

How long is the voyage, where are you going and are you gonna be out of sight of land? The situation would help for reasonable things to encounter.

MrZJunior
2016-09-29, 06:37 AM
A mutiny could be cool. Try to make both sides seem reasonable so that the party has a tough decision.

Jay R
2016-09-29, 07:21 AM
A mutiny could be cool. Try to make both sides seem reasonable so that the party has a tough decision.

Or try to make both sides seem unreasonable so that the party has a tough, no-win decision.

Cluedrew
2016-09-29, 07:24 AM
A mutiny could be cool. Try to make both sides seem reasonable so that the party has a tough decision.
Or try to make both sides seem unreasonable so that the party has a tough, no-win decision.Or make one side so sympathetic and the other so villainous that they can't help but wonder if there is a catch to this.

Or they might just take the easy root.

Kiero
2016-09-29, 07:28 AM
You come across another ship in trouble - it's been attacked by pirates/wrecked by a recent storm/undergoing a mutiny/on fire - which can be a neat way to introduce new NPCs/adventure hooks. Or indeed trouble.

MrZJunior
2016-09-29, 07:53 AM
Or try to make both sides seem unreasonable so that the party has a tough, no-win decision.

Kill everyone and take the ship for themselves?

red_kangaroo
2016-09-29, 07:55 AM
You encounter a floating restaurant! What people might be taking a break from sailing the seas here?


https://secure.static.tumblr.com/3c64549209f1e072732593685b835902/3smqzuu/BeVmtwftg/tumblr_static_baratie.jpg


OR

Your ship got stuck on shallows - but wait! It's not a shallow, it's an ancient sunken city and you crashed into one of its towers. Is it still inhabited?

If it is, how will you compensate the sea elves / merfolk / peaceful sahuagin (because why can't they be peaceful but angry this one time)?

If it's not, are there any valuables left?

And finally, what about your broken keel?

hymer
2016-09-29, 08:00 AM
May I suggest you watch some old Star Trek episodes? There should be plenty of pinchable ideas there.

Hooks: Distress signals. Column of smoke or visible blaze. Blown off course and must take shelter at island for repairs. Strange sight/sound/map attracts those interested in exploring. Other passengers or crew quarrel or otherwise draw PCs in.

Challenges: Ghost ship must be evaded or brought to rest. A disabled ship may be carrying plague or other disease; do you try to help, and how? Another ship is encountered, and the people on your ship disagrees on whether they are villains or not; the people on the other ship may be likewise divided in their sentiments about you. A VIP passenger starts getting mental breakdowns and may be a danger to others; her/his associates try to cover it up. The captain begins behaving oddly, progressing to dangerously; when is a mutiny justified, and how to carry it out; and what is causing this behaviour? A small vessel from a foreign power hails your ship and the few aboard beg asylum; they claim they have information that can stop a war; are they agents or not, and can they be defended? The ship must be lightened to continue; what sorts of sacrifices must be made, and how will people react to that?

Stan
2016-09-29, 08:20 AM
The ship stops moving for some reason. Maybe doldrums. Maybe a giant golem hand rises from the sea and grabs the ship. The characters need to stop the effect/use magic/make sacrifices to get going again.

ComaVision
2016-09-29, 11:26 AM
If your group is good or lawful, you could have them come across a slaver vessel. Let the group decide the terms of the encounter.

Eldan
2016-09-29, 11:44 AM
On the topics of classics, there's always the old "sirens try to lure the ship onto rocks" chesnut.

I'm trying to think of stuff that happens in Sunless Sea as well, since it has a load of good stuff with sailors being freaked out by signs and portents/eating each other/mutiny.....it is more focussed on long voyages though.

How long is the voyage, where are you going and are you gonna be out of sight of land? The situation would help for reasonable things to encounter.

Fantasy Greek galley sailing the fantasy Greek mediterranean for about three days, mostly out of sight of land.

I think I might go for the drifting empty ship. That's good for a bit of horror.

Quertus
2016-09-29, 11:48 AM
If your group is good or lawful, you could have them come across a slaver vessel. Let the group decide the terms of the encounter.

Slavery is often legal; it's the individualistic chaotic types who have issue with slavers.

Those who don't oppose slavery may well be like, oooh, let's see what they've got for sale!

So I don't see alignment making this less of a valid encounter.

ComaVision
2016-09-29, 11:55 AM
Slavery is often legal; it's the individualistic chaotic types who have issue with slavers.

Those who don't oppose slavery may well be like, oooh, let's see what they've got for sale!

So I don't see alignment making this less of a valid encounter.

Fair enough. I just meant that it wouldn't be much of an encounter if the party is prone to "meh, whatever" responses.

Kiero
2016-09-29, 03:34 PM
Fantasy Greek galley sailing the fantasy Greek mediterranean for about three days, mostly out of sight of land.

I think I might go for the drifting empty ship. That's good for a bit of horror.

That's a long time away from land; most can't carry enough water for all their oarsmen for that length of time, there simply isn't the storage space for it. Plus not letting the rowers off their benches for so long is going to be unpopular.

I take it they have a good navigator who can guide them by the stars/magic/other means? You could always take them out for a time with food poisoning or the like to rachet up the tension of being out of fight of land. Or how about an impenetrable fog rising up, making it impossible to tell where they are headed, just before their supplies start to run low?

UndeadArcanist
2016-09-29, 07:20 PM
If you want something simple but baffling, consider this: there were exactly 50 people on board: this is beyond doubt, as they have been counted every morning and evening for three days. But this morning, 51 people were counted. The party will probably freak out, thinking one of the crew is a changeling/vampire/doppelganger/something else, and take appropriate action. The explanation is in fact quite simple: a stowaway was hiding in one of the barrels, but slipped in among the crew when he ran out of water. A bit of investigation will reveal an open and obviously lived in barrel, with a scrap of his clothing to point them to the culprit.

veti
2016-09-29, 08:37 PM
May I suggest you watch some old Star Trek episodes? There should be plenty of pinchable ideas there.

One word: Tribbles.

Another suggestion, if you want to go a darker route: Dracula. A crew member disappears in the night watches, no-one knows where but it's assumed he fell overboard. Couple of nights later, a second one goes. Then another. Growing paranoia and horror set in.

Stan
2016-09-29, 09:16 PM
Growing paranoia and horror set in.

I'm tired and I read that as growling paranoia, but it still made sense to me.

Aliquid
2016-09-30, 12:04 AM
They spot an island in the distance in the evening. Odd thing is that it isn't on any of the charts, and the crew who know these waters are certain it wasn't there before.

In the morning, it is gone.

Kami2awa
2016-09-30, 01:17 AM
You find a message in a bottle.

Alternatively, you find a sealed box or barrel, or maybe a bag of holding, floating in the sea (do bags of holding float? Well, this one does). What could be inside?

The ship's linesman drops a weighted cord over the side each day to check the sea depth for navigation. One day, in what is usually shallow sea, it goes down. And down. And down.

A group of tritons (or other intelligent marine species) arrive and demand a worthy sacrifice to their sea god in exchange for passage. (It can be a human sacrifice, or something else. The tritons may not specify exactly what they want.)

Efrate
2016-09-30, 02:27 AM
The ship from cult town is delivering a prisoner. This prisoner happens to be politically or socially important, but is kept guarded and in a locked cabin. This cabin happens to be the captains/first mate/passenger's, and they aren't happy about it.

The prisoner seems quite nice and willing to talk. The crew are under orders not to, but nothing stopping some strapping young adventurers. The prisoner when questioned is quite forthcoming and charismatic, but the crew is tight lipped about who/what it is. A sympathetic figure who is wrongly imprisoned (or gives that vibe without saying anything) might be a bit of a nagging worry for the PCs. Works great as a red herring when something else is happening, or as some sort of bound fiend who must stay in human form. Or both.

Maybe some of the crews personal effects go missing, or are planted on the PCs, and the prisoner has information about someone lurking about last night, true or not. Unseen servant if they are the bad guy (or someone is) can do a lot of little stuff that really can get to people. Spell mastery is a thing, and the material components (a bit of string and wood) are in abundance, and if the ships small that means it can likely get anywhere. Not every wizard needs a spell book for simple stuff...

Eldan
2016-09-30, 03:23 AM
That's a long time away from land; most can't carry enough water for all their oarsmen for that length of time, there simply isn't the storage space for it. Plus not letting the rowers off their benches for so long is going to be unpopular.

I take it they have a good navigator who can guide them by the stars/magic/other means? You could always take them out for a time with food poisoning or the like to rachet up the tension of being out of fight of land. Or how about an impenetrable fog rising up, making it impossible to tell where they are headed, just before their supplies start to run low?

Ships do indeed stay mostly in sight of land. However, there is a sacred island right in the middle of the sea and they need to go there. They will have to rely on wind. Luckily, they have a priest on board who will regularly pray for fair weather and make a sacrifice before they get out of sight of land. The priest is also an astronomer.

That said, "the gods are angry", expressed through fogs, dying winds and low supply, will work pretty well in combination with a ghost ship.


Edit: normally, I'd be all over the charming prisoner, but they more or less already have one. The party is in fact escorting a sometimes-possessed fallen priest. (It's a bit complicated, but basically, he's possessed by a fire entity who can take over for a while whenever he gets too close to a big fire.)

Mr Booze
2016-09-30, 03:42 AM
You should check out "the sea wyverns wake" from Dungeon Magazine #142!

Eldan
2016-09-30, 03:53 AM
Based on archive.org, it doesn't appear to be in dungeon 142. I'll have to google around a bit. But thank you.

Eldan
2016-09-30, 06:02 PM
Alright. I went with a combination of all of the above: Sargasso sea from Wyvern's Wake, ghost ship and puzzle-like monster encounter.

The crew wakes up in the night, to hear a lonely bell over the water. It's a drifting ship, no lights, no crew, no sails. On closer inspection, they find that they, and the other ship, are totally mired in a thick carpet of algae, strong enough that they can't even row properly.
The party inspects the other ship. There is a log. Paraphrased:

7 days ago: today, Kyron went overboard. No one knows why. An accident? Wrong-doing? Suicide? The crew isn't happy about it.
5 days ago: three more went today. The entire night's watch. Solid men, all of them, and not a sound. Ordered a doubling of the watch.
4 days ago: two more. We saw them. They jumped. Looked panicked while doing it.
3 days ago: we tried to hold Agares when he jumped. He knocked two men down and screamed, incoherently, then jumped, flailing.
2 days ago: we're down to half the crew, now. We've chained ourselves to the masts. If that doesn't help, I don't know what will.
Last day: no entry.

On inspection, the crew finds broken chains around the masts and oars. Below deck, when they enter with a lght, they hear a knocking sound, from one of the water barrels. Inside sits a cabin boy, entirely underwater, frantically motioning to them to not pull him out. He is covered in a thick mucus and his skin seems to be dissolving.

The one party member flying overhead spots two things: there is a sand bank next to their galley, where before, she is pretty sure, there was nothign. And there is a dark shape circling the galley, almost as long as the ship...

That's where we left off. We had surprisingly little time, since the party spent the first half of the evening debating which ship to take (the slightly more exciting pirates/mercenaries on their war galley, lead by a barbarian captain who keeps telling outlandish stories about the monsters he defeated (he strangled a hydra with his bare hands, then swam three days after his ship to get back on), or the more boring, but more reliable traders), negotiating their rewards with the high priest they saved from cultists, and debating whether nor not to take the very useful, but devil-possessed acolyte with them.

Quertus
2016-09-30, 06:05 PM
A group of tritons (or other intelligent marine species) arrive and demand a worthy sacrifice to their sea god in exchange for passage. (It can be a human sacrifice, or something else. The tritons may not specify exactly what they want.)

A worthy sacrifice? I have already sacrificed 2 minutes of my time. That is more than your foreign god deserves.

Somehow, that's what I can see my players coming up with.

Eldan
2016-09-30, 06:16 PM
Hah, yeah. Mine met an actually quite friendly cultist of an undead god of decay and vermin, who told them they needn't be exactly enemies, they could just leave him with his sacrifice of a priest of the "gods above". The party asked him which god he served. Then they said "never heard of your god. Must be quite a puny god."

Fight immediately.

Mutazoia
2016-09-30, 11:02 PM
Might I suggest using Google-Fu to look up a copy of the Golden Voyages suppliment for the old 2nd ed Al-Qadim setting. (https://www.google.com/webhp?sourceid=chrome-instant&ion=1&espv=2&ie=UTF-8#q=al%20qadim%20golden%20voyages%20pdf) It's packed full of Sinbad style adventures for a water based campaign.

Herobizkit
2016-09-30, 11:19 PM
If your campaign isn't against 80's cartoon shenanigans...

The ship and crew have been shrunk and captured in a bottle. The bottle is part of a collection owned by some crazy wizard/sea hag/water giant (?). Heroes must find a way out of the bottle and get back to regular size... then save the ship and possibly any other captive(s).

Or not.

Players make the worst protagonists. :3

Jay R
2016-10-01, 09:27 AM
Ships do indeed stay mostly in sight of land.

This was true until there was a consistent, trustworthy way to determine exact time, or exact longitude, at sea. (Determining either one let's one calculate the other.) Without that, you have to track the ship's progress by dead reckoning (deduced reckoning) which gives no way to correct minor errors, which therefore become major very quickly.

This gave me an idea for a set of ship-board adventures. If a PC developed a low-level spell detect longitude or detect time, then ocean voyages are suddenly possible, and they are the only people who can do it.

They can then go straight across the ocean, making some voyages much shorter, avoiding bad shores, seeking out new life and new civilizations, boldly going where no ship has gone before.

Or perhaps an NPC wizard developed the spell a while ago, but is now dying. The ship's crew needs a low-level wizard who can learn the spell from him (or from a scroll).

Kiero
2016-10-01, 11:14 AM
This was true until there was a consistent, trustworthy way to determine exact time, or exact longitude, at sea. (Determining either one let's one calculate the other.) Without that, you have to track the ship's progress by dead reckoning (deduced reckoning) which gives no way to correct minor errors, which therefore become major very quickly.

This gave me an idea for a set of ship-board adventures. If a PC developed a low-level spell detect longitude or detect time, then ocean voyages are suddenly possible, and they are the only people who can do it.

They can then go straight across the ocean, making some voyages much shorter, avoiding bad shores, seeking out new life and new civilizations, boldly going where no ship has gone before.

Or perhaps an NPC wizard developed the spell a while ago, but is now dying. The ship's crew needs a low-level wizard who can learn the spell from him (or from a scroll).

Even in the case of the Classical era, it wasn't that the knowledge didn't exist, but that it was a closely guarded secret. The Phoenicians were master navigators, for example, but they didn't go around teaching everyone. It helped preserve their maritime monopoly.

Bohandas
2016-10-01, 11:47 AM
Some ideas:

*Boarded by criminals that are to pirates what a second-story man is to a bandit. They sneak onto the ship somehow and the challenge is noticig them before they're gone

*Planar conflux. Ship sails into hell.

*Whirlpool

*Iceberg

Quertus
2016-10-01, 12:44 PM
This gave me an idea for a set of ship-board adventures. If a PC developed a low-level spell detect longitude or detect time, then ocean voyages are suddenly possible, and they are the only people who can do it.

They can then go straight across the ocean, making some voyages much shorter, avoiding bad shores, seeking out new life and new civilizations, boldly going where no ship has gone before.

Or perhaps an NPC wizard developed the spell a while ago, but is now dying. The ship's crew needs a low-level wizard who can learn the spell from him (or from a scroll).

One of Quertus' first custom spells was a simple metamagic, Quertus' Timer. It was cast in conjunction with another spell, similar to Rary's Spell Enhancer. For the duration of the modified spell, the caster knew how long it had been since the modified spell had been cast.

I certainly never thought of using it for navigation. :smalltongue:

Bohandas
2016-10-01, 04:12 PM
What if the ship itself became hostile, perhaps due to demonic possession or an enchantment gone wrong (compare Christine, 2001: A Space Odyssey, etc)

Pugwampy
2016-10-01, 04:19 PM
b) You are attacked by a giant serpent/squid/sea dragon/aboleth


How about flying creatures ? Harpies or winged Tiefling bandits .

redzimmer
2016-10-01, 04:25 PM
Someone is launching fire ships at your home port, disrupting trade and increasing tensions with neighboring city-states.

Find the perpetrators befor wholesale war is declared.

Herobizkit
2016-10-02, 04:36 AM
A bunch of Nereids "yoo-hoo" the male heroes from a smaller boat that is clearly in distress.

Wild boat party ensues.

One lady loses her shawl.

Then their merfolk boyfriends roll in.

Eldan
2016-10-02, 06:19 AM
Just saying: please keep posting. I'll have an entire campaign of occasional random sea-based encounters to fill.

hymer
2016-10-02, 10:39 AM
Just saying: please keep posting. I'll have an entire campaign of occasional random sea-based encounters to fill.

Then, may I suggest you make a vessel that will regularly ferry the PCs around, with a group of NPCs running it that they can get to know and relate to?

redzimmer
2016-10-02, 11:26 AM
Some suggested Fantasy analogous to ancient maritime peoples:

Polynesian: aquatic orcs
Basques: gnomes
Vikings: frost folk (Frostburn 3.5 supplement)
Conquistador Spain: hobgoblins, complete with an Inquisition
Pacific Northwest Aboriginals: Wild "grugarch" Elves

Pugwampy
2016-10-02, 11:30 AM
This is a unique opportunity to give magic goodies thats allow your players to breathe underwater and freedom of movement .

You can visit mermaid village and have Shark and Octopus fights . Toys R Us should have a cheap packets of plastic sea creatures with with coral props . You can lay down a blue shirt or towel on the table as your "battle field"

I love the toy battlefield part .

This is a "goblin battle cruiser encounter " Heroes in a little tugboat chasing them .


http://s6.postimg.org/4soumak4x/Goblin_battle_cruiser_chase_1.jpg


http://s6.postimg.org/f07dyp6cx/Battyle_c_ruiser_chase_2.jpg

Eldan
2016-10-02, 12:13 PM
Then, may I suggest you make a vessel that will regularly ferry the PCs around, with a group of NPCs running it that they can get to know and relate to?

Doing that already, more or less. They have already taken quite a liking to the huge, usually half-naked, tattooed pirate captain from barbarian lands. And his stories. I'll have to flesh out some of the crew too, but we're getting there.

Anderlith
2016-10-02, 05:48 PM
A dragon turtle �� is fighting off sea trolls or such. Its defending a small sandbank where its young rest.

Whatever you decide, find a way toads a dragon turtle, they are so often overlooked & make really cool encounters

Fri
2016-10-02, 11:26 PM
This is a unique opportunity to give magic goodies thats allow your players to breathe underwater and freedom of movement .

You can visit mermaid village and have Shark and Octopus fights . Toys R Us should have a cheap packets of plastic sea creatures with with coral props . You can lay down a blue shirt or towel on the table as your "battle field"

I love the toy battlefield part .

This is a "goblin battle cruiser encounter " Heroes in a little tugboat chasing them .


http://s6.postimg.org/4soumak4x/Goblin_battle_cruiser_chase_1.jpg


http://s6.postimg.org/f07dyp6cx/Battyle_c_ruiser_chase_2.jpg

This is amazing :smallbiggrin:

Bohandas
2016-10-03, 12:10 AM
There's the opposite of a storm. A total lack of winds or current. Since the party's cleric and the rest of the party are together they are chosen to get out and walk to go for help (provided they have a cleric high enough in level to memorize multiple instances of water walking)

kraftcheese
2016-10-03, 02:38 AM
There's the opposite of a storm. A total lack of winds or current. Since the party's cleric and the rest of the party are together they are chosen to get out and walk to go for help (provided they have a cleric high enough in level to memorize multiple instances of water walking)
So a kind of doldrums type thing? You could make it happen in a spooky Sargasso Sea-style place; dead calm, no wind or current, baking heat and a great kelp forest in murky water that could hide any manner of things...

redzimmer
2016-10-03, 02:48 AM
Becalmed with frequent sahuagin raids plaguing the ship.

Each time you repulse them, they come back stronger and in larger numbers.