Nautical Strong Starts
- Ship on the horizon: hostile
- Ship on the horizon: friendly
- Ship on the horizon: plague ship
- Ship on the horizon: merchant ship
- Ship on the horizon: ghost ship
- Major storm approaching
- Ship is becalmed – stuck unless non-natural movement aid
- Tsunami
- ship’s boat dragged under by something from below
- Kracken shows up and asks for help
- Mutiny (or onboard conditions threatening mutiny – abusive officers,
spoiled food or lacking rations)
- Skeleton pirates have shown up in town, going about their business
as would a normal crew
- The catch of the day comes out of the water screaming in a human
voice
- Something like those waves of coconut crabs you see on tropical
islands
- Come across the survivor of a shipwreck, floating on a piece of
wreckage
- Hit a shoal where no shoal should be
- Encounter a giant patch of floating seaweed
- Underwater creatures (sea elves, sahuagin, water spirits, etc)
causing trouble because passing ships are disrupting something of
theirs
- Navigator is very confused - the stars aren’t where they are
supposed to be, and the constellations are all different….
- A bored flock of awakened sea gulls have decided your ship is
perfect for target practice. “2 points for a deck hand, 10 points for an
officer. 20 if you hit the captain!”
hat tip Humza, Hedgehog Cannon, Scipio202