TEXT: 100 Encounters for
  Fantasy Oceans
  Azukail
  Games
  
  I
  100 Encounters for
  Fantasy Oceans
  Credits
  Design, Editing and Layout: Adrian Kennelly
  Cover and Page Backgrounds: Lord Zsezse Works
  Image: Some artwork copyright William McAusland, used with permission.
  Published by Azukail Games, a trading style of eGDC Ltd
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  1
  Introduction
  The sea is a dangerous place and those 
  who regularly sail on it know to treat it 
  with respect. The weather is dangerous 
  and those onboard a ship know they are in 
  a fragile vessel skimming along the top of 
  potentially vast, and hostile, depths. This 
  supplement has 100 different encounters 
  that can be used to add more detail to a 
  sea voyage. Some of the encounters hare 
  potentially hazardous, others are odd and 
  some may be a source of potential adven-
  ture hooks. Most of the encounters assume 
  that the characters are travelling in some 
  sort of ship on the ocean’s surface, but 
  they could be tweaked.
  Using the List
  Either roll d100 for a random result or se-
  lect appropriate ones manually.
  1. A barrel bobs on the water’s surface 
  with a rope tied around it. If the barrel is 
  pulled in, it can be seen that the rope con-
  tinues for dozens of feet below the water. 
  The rope’s end has been severed (DC 5 
  Perception confirms the deliberate cut).
  2. A bloated corpse floats on the surface. 
  It bears the sign of predation and several 
  sea birds are standing on it, pecking at the 
  decomposing flesh.
  3. A booming noise from below decks 
  proves to be coming from outside the hull. 
  Something within the water is making the 
  sound, and it is being transmitted through 
  the hull.
  4. A canoe paddles out from an island, with 
  the people onboard offering food, fresh wa-
  ter and other supplies and services to sell 
  (basic rations, water and minor supplies 
  suitable for ships such as rope can be pur-
  chased at prices 10% above normal).
  5. A closed chest floats past the ship. If 
  the chest is retrieved, it proves to be wa-
  tertight. Inside it are maps and charts of 
  the local area (the charts add a +5 circum-
  stance bonus to any Survival or Profession 
  (sailor) checks made related to navigating 
  a ship in an area of the GM’s choice).
  6. A crack is heard from below the water-
  line and the ship starts to take on water (a 
  DC 20 Profession (sailor) or Craft (carpen-
  try) check or suitable magic is needed to 
  fix the leak; if not fixed, the ship will even-
  tually sink, taking 1 round per current hit 
  point to do so).
  7. A current starts to drag against the ship, 
  pulling it off course. It can be seen that the 
  current is an outlying drag from a distant 
  whirlpool.
  8. A dead whale floats on the water’s sur-
  face. Various scavengers, both air and sea, 
  are feeding from the carcass. An enormous 
  hole has been ripped in the whale’s side, 
  seemingly from where something tore its 
  way out of the beast (DC 15 Knowledge 
  (nature) confirms that the hole was ripped 
  from the inside out).
  9. A fish caught on a line trailed behind 
  the boat is large and disturbingly mutated, 
  with multiple eyes and fins and what look 
  like vestigial limbs.
  10. A fishing boat is operating nearby. The 
  fishermen offer to sell recently caught fish, 
  both fresh and packed in salt (they will sell 
  fish up to 4d6+6 days of trail rations, both 
  fresh and salted, with fresh fish lasting 
  only two days before they go off).
  12. A flock of migrating birds descends on 
  the ship, covering the spars, lines and rails. 
  By the time the flock leaves, the ship and 
  crew are heavily coated in guano (every-
  one on the ship’s decks must save to avoid 
  contracting filth fever).
  12. A ghostly white sailing ship with tat-
  tered sails is seen passing during the night. 
  It appears to be crewed by spectral figures 
  (this is a Bone Ship, see Bestiary 5, and it 
  will attack if approached too closely).
  13. A grinding noise is heard from below as 
  the keel scrapes against a coral reef locat-
  ed just below the water’s surface (the ship 
  takes 1d6+2 points of damage).
  
  2
  14. A knocking sound is heard from below, 
  as if something is knocking on the outside 
  of the hull, beneath the surface of the wa-
  ter.
  15. A large log floats past the ship.
  16. An albatross flies down and perches 
  on a masthead. Some of the sailors mutter 
  that this is bad luck.
  17. An empty longboat drifts past. It lacks 
  oars and the wood has been damaged; 
  the interior is covered in a thick coating of 
  blood.
  18. An immense tentacle reaches out of 
  the water several hundred yards away, 
  before dropping back into the water with 
  a crash. Whatever creature the tentacle 
  belongs to must be truly enormous (DC 20 
  Knowledge (arcana) identifies the tentacle 
  as belonging to a kraken).
  19. Another ship is encountered with tat-
  tered sails and rotting planks that seems 
  barely able to stay afloat. No signs of life 
  can be seen onboard (nothing can be sal-
  vaged from the vessel).
  20. An outrigger canoe with at least a doz-
  en rowers gives the ship a wide berth.
  21. A patchwork and waterlogged raft bobs 
  on the surface. It has been lashed together 
  from various buts of flotsam and jetsam, 
  and clearly had a mast at one point, al-
  though this has snapped off near the base. 
  There are no signs of life on the raft.
  22. A piece of black canvas floats by on the 
  surface. If investigated, the canvas has an 
  emblem of two crossed swords on it.
  23. A plume of smoke can be seen over the 
  horizon. If navigated towards, the smoke 
  disappears before it is reached. What it 
  came from can still be found; a ship that 
  has burnt to the waterline.
  24. A pod of whales breach the water near-
  by, sending plumes into the air from their 
  blowholes. Each whale is easily as large as 
  the ship.
  25. A sailor by the railings is suddenly 
  grabbed and pulled overboard by a tentacle 
  that reaches over the side (DC 15 Knowl-
  edge (nature) check identifies the tentacle 
  as belonging to a Giant Octopus; the sailor 
  is beyond rescue).
  26. A school of flying fish jump out of the 
  water. Several land on the ship’s deck (2d4 
  days’ worth of rations of fish can be col-
  lected).
  27. A ship can be seen on the horizon, too 
  far away to clearly make out. It rapidly dis-
  appears, travelling in another direction.
  28. A ship’s boat in very poor shape. 
  Chunks of wood are missing from the gun-
  wales and it is heavily waterlogged. The 
  boat is so badly damaged it is surprising 
  that it is still afloat.
  29. A ship’s figurehead, depicting a winged 
  angel, floats on the surface of the water. 
  The wood bears signs of fire.
  30. A shudder passes through the ship and 
  the ship and masts sway wildly as some-
  thing large passes beneath it (any char-
  acters in the rigging must make a DC 10 
  Reflex save or fall off, hitting the decks or 
  the sea and taking appropriate damage).
  31. A sinking ship is encountered. Only the 
  ship’s bow is still above the waves, and 
  it rapidly sinks out of sight. There are no 
  bodies, live or dead, or boats in the water 
  in the area; nothing to suggest anyone got 
  off the ship.
  32. A small sandbar rises just above the 
  surface of the water, with several beds of 
  oysters on it, suggesting that it is often 
  underwater (if the oysters are harvested, 
  which will take 1d4+1 hours, a total of 5d6 
  days of rations can be found, together with 
  1d4+1 pearls worth 100 gp each).
  33. A solitary wooden bucket drifts past 
  the ship, somehow still afloat.
  34. A squall hits the ship, tearing some 
  sails before they can be drawn in and cov-
  ering everyone on the deck in cold rain 
  (speed is reduced by half until the sails are 
  fixed, which requires a DC 10 Profession 
  (sailor) check; the rain causes a Cold Snap, 
  see Weather in Chapter 13:Environment of 
  
  3
  the Core Rulebook).
  35. A storm is gathering in the distance, 
  and towering black clouds can be seen 
  reaching high into the sky on the horizon. 
  The temperature starts to drop and winds 
  start picking up (see Storms in Weather of 
  Chapter 13: Environment of the Core Rule-
  book).
  36. A strong and nauseating rotting smell 
  is coming from the ocean here (DC 15 For-
  titude save or become nauseated).
  37. At night a meteorite plunges down 
  from the sky and hits the water near the 
  horizon.
  38. At night the water around the ship is 
  filled with phosphorescence as many tiny 
  glowing lifeforms surround it. Where the 
  ship has been can easily be spotted, as 
  its wake is a patch of darkness amidst the 
  glowing sea.
  39. A torn and damaged fishing net tangles 
  with the ship.
  40. A tube rises out of the water off the 
  ship’s bow, before going below the surface 
  again.
  41. A wave several feet high stretching 
  out to the horizon passes under the ship, 
  causing it to bob. This is a tidal wave which 
  will be far more damaging when it reaches 
  shallower waters.
  42. Beautiful singing can be heard coming 
  from a small group of rocks off the bow 
  (DC 15 Knowledge (arcana) identifies the 
  singing as coming from a Siren, from Path-
  finder Bestiary 2).
  43. Dead fish dot the ocean’s surface. If 
  the water is checked, it can be found to 
  be acidic, strong enough that it is damag-
  ing the ship’s hull and entering the water 
  will cause damage (creatures entering the 
  water will suffer from Acid Effects, as in 
  Environmental Rules in Chapter 13 of the 
  Core Rulebook, except they only suffer 1d2 
  points of danger per round on immersion 
  and the Fortitude save for the fumes is 
  only DC 5).
  44. Dozens of dorsal fins rise out of the 
  water the ship as many different sharks of 
  different types start circling the ship (treat 
  as 2d12+24 Sharks, divided into normal, 
  Young Creature and Advanced Creature).
  45. Drifting at sea on a sea anchor is a 
  small sailing vessel. The ship doesn’t re-
  spond to hails and, if boarded, proves to 
  be completely empty. It still has plenty of 
  stores, enough for several weeks’ travel, as 
  well as many personal possessions of the 
  crew on board (the ship itself can be sal-
  vaged; see Sailing Ship in the Core Rule-
  book).
  46. During the night, the mastheads are 
  wreathed in faint, flameless fire, apparent-
  ly a sign that a thunderstorm could be on 
  its way.
  47. Floating in the water is a large, water-
  logged crate. Clinging to the upper surface 
  of the crate, barely out of the water, is a 
  single individual in very poor shape, a sail-
  or from a wrecked ship. The sailor will need 
  treatment for exposure and dehydration, 
  or they will soon die (DC 15 Heal check or 
  application of healing spells or potions will 
  save them; the sailor is a Shipmate, see 
  Chapter 9: NPC Gallery of the GameMas-
  tery Guide).
  48. Glass fishing floats bob on the surface 
  of the water. They are fragile and will break 
  if the ship hits them.
  49. Huge bubbles rise out of the water, 
  bursting when they reach the surface with 
  a strong, nauseating smell of rotten eggs 
  (creatures who smell the bursting bubbles 
  must make a DC 10 Fortitude save or be-
  come nauseated).
  50. In the middle distance, a funnel reach-
  es out of the clouds and touches the water, 
  forming into a waterspout.
  51. Large hailstones, several inches in 
  diameter, rain down on the boat from the 
  skies. The hail is large enough that it will 
  damage anyone it hits who lacks protection 
  (the hail does 1 point of lethal damage to 
  those lacking protection, as per Weather in 
  Chapter 13: Environment of the Core Rule-
  book).
  
  4
  52. Large patches of seaweed float on the 
  surface of the water. They slow the ship 
  down by dragging against the hull and 
  some get tangled in the rudder, compro-
  mising the ship’s steering until the plants 
  are removed (until the seaweed is re-
  moved, travel is slowed by one quarter and 
  any attempt to steer will require a DC 10 
  Profession (sailor) check).
  53. Large sea turtles keep pace with the 
  ship for a bit (these are Giant Snapping 
  Turtles, see Pathfinder Bestiary 2, and may 
  become aggressive if provoked).
  54. Many crabs climb up the sides of the 
  ship and clamber onto the deck. They are 
  not aggressive, but they are a nuisance, 
  and will use their pincers if attacked (treat 
  as a Crab Swarm if the crabs are attacked).
  55. One of the ship’s sails tears free from 
  the mainmast, causing the vessel to lose 
  way as the speed drops rapidly. The sail 
  will need extensive repairs to be used 
  again, as the canvas has become rotten 
  (speed drops by a quarter until a new sail 
  is rigged; the old one can be repaired with 
  a DC 15 Craft (cloth), Craft (ships) or Pro-
  fession (sailor) check).
  56. On the horizon can be seen another 
  ship, one that appears (DC 10 Perception) 
  to be moving far too fast.
  57. Parts of the deck’s railing crumble 
  when touched, as an infestation of parasit-
  ic worms has degraded their integrity. The 
  worms may have affected other parts of 
  the ship as well.
  58. Parts of the sea appear to have been 
  netted off. Rope nets stretch from the floor 
  to the surface, held in place at the top by 
  floats.
  59. Patches of burning oil dot the surface 
  of the water, and have the potential to set 
  the ship on fire if sailed through (DC 15 
  Profession (sailor) check to avoid the burn-
  ing oil; if this is failed, the ship must make 
  a DC 15 save or start burning at the water-
  line).
  60. Pieces of rock are floating on the sur-
  face of the water. On examination (DC 10 
  Knowledge (dungeoneering)), they prove 
  to be chunks of pumice.
  61. Rats boil up onto the deck from below. 
  They head to the sides and throw them-
  selves into the water, biting anyone who 
  tries to stop them or doesn’t move out of 
  the way quickly enough (treat as 1d4+1 
  Rat Swarms).
  62. Reddened water marks where a large 
  slick of blood covers the surface.
  63. Schools of dolphins accompany the 
  ship for a bit, jumping in and out of the 
  water at the bow.
  64. Several glass bottles bob past the ship. 
  If retrieved, they prove to contain a fine 
  wine (five bottles, each worth 20 gp un-
  opened; DC 15 Appraise to value a bottle 
  without opening it).
  65. Several hundred yards away, the wa-
  ter’s surface erupts in a huge plume before 
  splashing back down.
  66. Several ships are seen on the horizon 
  close to each other. There appears to be a 
  battle going on.
  67. Several spherical objects float past the 
  ship. If gathered, they prove to be gourds. 
  They have clearly been used for storage, 
  as each has a wooden cork in it, although 
  they are all now empty.
  68. Shadowy shapes of unknown size pass 
  the vessel below the surface of the water, 
  rapidly disappearing into the distance.
  69. Something with a large, shiny body 
  briefly breaches the surface of the water 
  near to the ship, before disappearing below 
  the water again.
  70. Sticking above the surface of the water 
  are many tiny islands, each no more than a 
  few yards across. Most are no more than a 
  cluster of seaweed-festooned rocks sticking 
  above the surface, but a few have patches 
  of sand.
  71. Storm clouds ring the vessel on all 
  sides, putting it in a ring of fine weather, 
  though one with little wind.
  
  5
  72. Strong winds pick up and, unless the 
  amount of sails on a sailing ship are re-
  duced, could cause serious problems (DC 
  10 Profession (sailor) check to realise and 
  deal with this).
  73. Tangles of sea plants, flotsam and jet-
  sam swirl slowly in a gyre, forming a min-
  iature Sargasso. Crabs are climbing all over 
  the surface and several larger sea birds 
  appear to be using the area as a place to 
  rest.
  74. The area of water that the ship enters 
  is of a different colour and clarity to the 
  surroundings. It also appears to be devoid 
  of sea life. If the water is tested, it is found 
  to be fresh, not salt.
  75. The keel of a capsized boat is seen 
  above the water. If the wreck is explored, it 
  proves to be empty of life and most of the 
  items on it are broken, ruined by water or 
  both.
  76. The mainmast suddenly cracks and 
  gives way, damaging sails, spars and rig-
  ging and nearly sending several crewmem-
  bers flying (speed is reduced by half until 
  the mast and rigging are fixed, which will 
  require a DC 30 Profession (carpentry) 
  check if performed at sea).
  77. The mast and rigging from another 
  ship float in the water. The sails have all 
  disappeared from the mast, though.
  78. The ocean ahead is frozen, and it ap-
  pears to have frozen instantly, going by the 
  waves that are made of ice (DC 10 Knowl-
  edge (nature) to confirm).
  79. There is a cry as a crewman falls from 
  the rigging and lands hard in the water 
  by the ship, breaking bones and knocking 
  them unconscious. They will drown if they 
  can’t be rescued (a character will need 
  to enter the water, probably with a rope 
  tied around them, and succeed at a DC 15 
  Swim check to rescue the crewman).
  80. The sea around the ship is filled with 
  hundreds of jellyfish of many different 
  sizes and appearances. Some of the jelly-
  fish are poisonous (if the water is entered, 
  treat the jellyfish as a Jellyfish Swarm from 
  Bestiary 2).
  81. The sea floor rapidly shallows here, 
  and the sandy bottom can be seen through 
  the surprisingly clear water.
  82. The sea is dotted with icebergs, most 
  of them quite small but a few of them far 
  larger than a ship.
  83. The ship drops in the water sudden-
  ly, almost as if the water level had briefly 
  lowered.
  84. The ship enters a patch of water that 
  has turned red. The red water stretches far 
  into the distance and some of the sailors 
  claim it is an ill omen.
  85. The ship enters a powerful current 
  with a lurch, taking it on a new direction. 
  The current will make travel faster in the 
  direction it is going, but will prove difficult 
  to easily break free from (returning to the 
  original course will require a DC 15 Profes-
  sion (sailor) check).
  86. The ship is hit by a squall that rains 
  what appears to be blood onto it, causing 
  the crew to mutter about bad omens. The 
  rain is not blood but simply red from dust 
  within it.
  87. The ship is in a strong sea current, and 
  is being pulled along by it in a different di-
  rection to the one intended to travel (a DC 
  10 Profession (sailor) check will return the 
  ship to its original course).
  88. The ship is suddenly jostled from its 
  course, sending sailors stumbling and 
  the wheel spinning, as it is hit by a rogue 
  wave.
  89. The ship suddenly lists to one side, 
  sending loose items and unsecured people 
  above and below decks flying (DC 10 Re-
  flex save for a character to keep their feet; 
  1d2 points of damage on failure). Several 
  of the crew are injured by hitting things or 
  being hit by them.
  90. The ship’s wheel suddenly starts to 
  spin freely and the ship loses its way, as 
  the connection between the wheel and the 
  rudder has broken. If examined, it appears 
  
  6
  to have been deliberately done (DC 10 
  Knowledge (engineering) confirms this).
  91. The temperature drops rapidly below 
  freezing and frost forms on the ship’s sur-
  faces.
  92. The water is extremely silty, with very 
  little visibility below the surface. The silt 
  seems to be drifting from a point of origin 
  (noticed with DC 10 Perception), rather 
  than being from the sea floor.
  93. The water is shallow here, and the up-
  per parts of a wrecked ship protrude above 
  the surface.
  94. The water is very hot, with plumes of 
  steam rising up from it (the water is just 
  below boiling and entering it causes lethal 
  damager as per Heat Dangers in Chapter 
  13: Environment of the Core Rulebook).
  95. The water’s surface is covered in a lay-
  er of dead fish of different types. The dead 
  fish appear to being left alone by any pred-
  ators (the fish have died from poison and 
  are poisonous if eaten; treat as belladon-
  na from Poison in Appendix 1 of the Core 
  Rulebook).
  96. The winds suddenly die down and come 
  to a complete stop. The water’s surface 
  becomes smooth as the ship is becalmed 
  (movement is halted).
  97. Thick fog rises up quickly and en-
  swathe the ship, dropping vision down 
  rapidly and making it dangerous to proceed 
  (the DC of all Profession (sailor) checks 
  increases by 10 whilst in the fog when the 
  skill is being used to navigate the ship).
  98. Thumps and splashes are heard as 
  several dozen dead seagulls rain out of the 
  sky, landing on the ship’s deck and in the 
  surrounding water.
  99. What appears to be a huge figure 
  seems to be walking through the water in 
  the distance, pulling a net behind them 
  (DC 10 Knowledge (local) check identifies 
  the figure as a storm giant).
  100. Wreckage drifts past the ship. It looks 
  to be from a destroyed vessel, and there 
  are planks, spars, crates and barrels float-
  ing in the water. One of the planks bears 
  several letters reading “leste”.
  
  7
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  8
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, 
  Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based 
  on material by E. Gary Gygax and Dave Arneson.
  Pathfinder Roleplaying Game Core Rulebook © 2011, Paizo 
  Publishing, LLC; Author: Jason Bulmahn, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams.
  The Book of Experimental Might © 2008, Monte J. Cook. All 
  rights reserved.
  Tome of Horrors © 2002, Necromancer Games, Inc.; Authors: 
  Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, 
  Casey Christofferson, Lance Hawvermale, Travis Hawvermale, 
  Patrick Lawinger, and Bill Webb; Based on original content from 
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  100 Encounters for Fantasy Oceans © 2020, eGDC Ltd; Au-
  thor: Adrian Kennelly
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/100 Encounters for Fantasy Oceans {AGPFF0015}.pdf