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A random ships and sailors encounter supplement for the
worlds greatest roleplaying game

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Ship Name Generator.
Roll 2d20 and Use the table below to generate a random ship name.

For example, a roll of “5” and “10” would result in “True” and “Justice” which you
would use to create “The True Justice”. If you are unhappy with the first result then
simply switch the dice, which in this case would result in a “10” and “5” which
would give us “The Silent Oath”.

D20
1 Crimson Sail(s)
2 Golden Oar(s)
3 Swift Passage
4 Steady Jewel
5 True Oath
6 Crescent Trident
7 Flying Dawn
8 Gray Dusk
9 Sweeping Guide
10 Silent Justice
11 Thunder Swan
12 Broad Fish
13 Black Command
14 Grand Charge
15 Breaking Serpent
16 Loyal Night
17 Singing Fortune
18 Howling Tide
19 Bloody Return
20 Broken Arrow

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NPC Generator:

The following table can help you generate some NPC’s for your ship, you could
create just 1 for the captain or several if you wanted named crew members.
(Please note this is the same NPC table from my “To account for Taverns”
Supplement).
D12 Race Name and Gender Personality + RP gestures
1 Human (M) Toby Stoury Enthusiastic. Lean forwards, wide
eyes, open mouth.
2 Human (F) Sara Plumduck Welcoming. Lean forwards. Open
arm gestures
3 Human (F) Salundra Towerbridge Disgruntled. Cross arms, sigh a
lot. Scratch head.
4 Dwarf (M) Hendrick Hawkbane Suspicious. Turn nose up, cross
arms, ponder, stroke chin.
5 Dwarf (M) Thorin Kegright Friendly. Be friendly 😊
6 Dwarf (M/F) Ellin Brightbeard Direct. Straight to the point, no
small talk. One word answers.
7 Elf (F) Galreith Son’ta Wise. Speak slowly, take pauses
to think.
8 Elf (M) Andwin End’na Impressed. Lean forwards. Wide
eyed.
9 Half-Orc (M) Threl Drewen Untrustworthy. Lean back, ask for
money before services. Flicker
eye contact between players.
10 Half-Orc (F) Gwen’da Deenen Content. Just be normal and
gracious.
11 Halfling (M/F) Quinin Banberry Elated. Speak quickly. Lean
forwards, talk a lot, interrupt the
players.
12 Halfling (M) Corin Goodfarm Talkative. Pick up key words
from players and make up
nonsense stories.

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Brief Random Non-Combat Encounters

The next table offers a host of brief narrative non-combat encounters. These are
encounters that may take place to your adventurers individually, over the course of
their time on-board. They are best used when sailing for a longer period of time
and want something to break up the time. Have your players take turns to roll the
d20 to see what occurs! Each encounter is designed to happen to only the player
that rolls the dice.

D20
1 The rough waters make your insides churn. Make a DC 15 Constitution test,
if you fail you vomit on board and the crew are not impressed.
2 Heavy storms and constant rainfall dampen not only your clothes but also
your spirit. Roll again on this table and then roll that result with
disadvantage if possible.
3 You try your hand at fishing, Make a DC 15 Survival test. If you succeed you
land a mighty catch and the crew are impressed with your skills.
4 As the strong winds batter the sails, some rigging comes adrift. Make a DC
15 Dexterity saving throw to try and avoid it. If you fail you take 1d4
damage as the heavy ropes and pulleys fall onto you.
5 You help the cook prepare a freshly caught fish. Make a DC 15 Survival test.
If you succeed the cook is impressed.
6 One of the crew challenges you to an arm wrestle for a golden coin. If you
accept, make an opposed Strength test vs the DM (DM has +2). If you win
you gain 1 GP, if you fail you lost 1 GP.
7 One of the crew asks you to help him repair his hammock. Make a DC10
Survival test. If you succeed the Crew member is thankful.
8 The Nightsky is clear and the stars remind you of a memory from your
past. Make a DC 10 insight check as you reminisce. If you succeed, give a
single d6 to the next player to roll on this table, they may add it to the
result of a test they make.
9 The crew have found an old lockbox but cannot open it. Make a DC15
Dexterity test, If you succeed the Crew hold you in high regard but do not
share the spoils.

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10 You spot a one eyed seabird, is this an omen? Make a DC10 Religion test. If
you fail roll again on the table and then roll the result with disadvantage if
possible. If you succeed you stand resolute and unhinged by the creature.
11 The crew’s medic has fallen ill. Can you help to mend his ailments? Make a
DC10 Medicine test. If you succeed the crew are grateful for your help.
12 You lay awake at night and hear hushed whispers from some of the crew.
Make a DC10 Perception test. If you succeed you hear some whispering of
local rumors. (DM can give something plot specific or describe some details
of the party’s previous deeds.)
13 One of the Captains books, “Coastlines and Crevices” has got damp and
some of the pages smeared. Make a DC 15 history test to try and recall the
missing information and rewrite the pages. If you succeed the Captain
shows you his admiration.
14 While at Sea you spend more time with your party, share something new
about your character with the rest of the group, then roll again on this
table.
15 The crew grow restless as the wind drops. Try to entertain the crew with a
DC 10 Performance test. If you succeed you bolster their spirits and they
find some new respect for you.
16 While in the Privy you find a small pouch that contains 5d6 GP.
17 The first mate challenges you to a drinking contest. Make a DC10
constitution test. If you succeed the crew are impressed with your
stoutness, if you fail they think less of you.
18 The crew are sorting through some spoils they acquired in a wreckage.
Make a DC10 perception test as you scan the debris. If you succeed you
spot a healing potion and are able retain if your own use.
19 The Captain invites you to his quarters and askes your opinion on
navigation. Make a DC 15 Investigation test, if you succeed he is impressed
with your knowledge of sailing.
20 On deck looking out to the horizon, the sea air allows you to feel
rejuvenated as you reflect on your past deeds and exploits. Gain an
inspiration token.

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Reputation Results.

The outcome of the odd results on the table above will affect the Crew and Captains
standing toward the players. If they fail on any of these tests, then consider them -1
and if they succeed consider them +1 and describe the outcomes.

Tally up the total results to get a reputation standing for the party at the end of the
voyage and consult the table below for some suggested effects, or add your own
campaign specific outcomes.

Reputation Suggested Effect


-4 or more Request additional payment for their hindrance or lack of help.
Blacklist the party from the ship. Spread negative rumors about the
party.
-3 Increase the price of the voyage due to “unexpected expenditures”
-2 Request the party not to approach the ship again.
-1 No Effect or suggest the party improve their ship etiquette.
0 No Effect
+1 No Effect or express some gratitude for their help.
+2 Minor discount.
+3 Moderate discount.
+4 or more Significant discount to the journey. Offer of a return Journey.
Spread positive rumors about the party. Offer a place in the crew.

Thank you for downloading


this supplement from the
Dungeon Masts Guild!

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May you sail safe!


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Major on-board events.

This next table contains some hooks to prepare more significant random
encounters. You may wish to only roll on this table once and the outcome will
affect the entire party. If you opt to use this table as well as the reputation table,
you may also wish to adjust the party’s reputation based on the events of this table.

D6 Event
1 Shipwrecked: A Savage storm forces the ship to wreck on some rocky
coastline. You could have this happen near the final destination or the
start of the voyage and have the players need to either return to where
they set off or find their own way for the rest of the journey. Think about
the tension of the crew, arguing about the ship being wrecked, maybe
some become deserters. Have the captain remain with the wreckage to try
and salvage and repair what he can.
2 Mutiny: Have the crew on board threaten mutiny. You could you have
players do some social tests to influence the outcome. Perhaps they can
quell the uprising, or maybe they are taken captive but allowed to leave at
the next port. Perhaps the players have to walk the plank!
3 Murdered Crew Member: Have a member of the crew murdered and the
captain ask the players to investigate. They could find the culprit and get
forced into combat, do they let him/her live to face trial or do the players
enact trial by combat!
4 Sick Crew: Have several members of the crew become sick and unable to
work, get the players to take up their roles and make some appropriate
tests to try and sail the ship.
5 Abundance of fish: The voyage goes through an abundance of fish, have
the players help land some of the catch and have them rewarded when
they get to port. Perhaps the captain is now more interested in the
abundance of fish then taking the players to their destination!
6 Unmanned Ship: You come across a floating ship with no signs of crew
aboard, the captain doesn’t have enough crew to main it but suggests the
party try to take her ashore. Is the ship cursed? Do they players want to
take the ship?

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