Encounters

When on the high seas, or on shore leave, there are always opportunities for encounters. This page presents a non-exhaustive list of potential encounters depending on the situation.

### Region: Palma Archipelago

#### On the High Seas (3D6)

1. An Island Dwarf Patrol Flags down the ship looking for pirates and asks to board
2. The crew comes across the debris from a destroyed ship including a set of crates
3. The crew encounters a sea monster, who beats them up, and eats some of the non-PCs before leaving unceremoniously.
4. One of the pirates alerts the captain to the presence of an underwater cave where there may be treasure buried
5. The crew eats some rotten jellied eels, and many of them get sick. The captain says they aren't in a position to throw food away, and a mutiny is considered among the crew.
6. A crew of Sahuagin recognize some of the crew members as being former shark hunters, and board the ship for a fight
7. The ship encounters inclement weather very unexpectedly, and some of the crew as well as their cargo are thrown overboard. The party can choose to rescue the cargo or the crew, but not both.
8. A submarine school for wizards surfaces in front of the boat, and a group of young wizards escapes and tries to join the pirate ship.
9. A normally abandoned atoll now has two marooned women on it. Plot twist -- they are devils!
10. Someone catches a big fish. Nothing of interest happens.
11. Someone gets seasick, and everyone laughs at him, and tries to make him more uncomfortable. Nothing of interest happens.
12. The captain rolls his ankle on a wet deck and has to sit down. Nothing of interest happens.
13. A normal pirate ship (Caravel) attacks the party, and will try to board if they can get close enough.
14. A merchant ship appears carrying 1500gp worth of silk, tobacco, and/or other trade goods.
15. A smuggler ship appears and offers to sell the crew some ilicit goods. People may recognize them later.
16. An Island Dwarf Patrol Flags down the ship looking for pirates and asks to board
17. A ghost ship with an actual skeleton crew appears, and attacks the ship.
18. A ship captained by a smarter-than-average Ogre appears, and attacks the party

#### At a Pirate Cove

1. The players notice that a bunch of shady people are going into a dockside warehouse, where a fence is selling illicit goods at a 50% discount off MSRP, as long as you don't ask any questions.
2. A brawl breaks out at the local pub, spills into the streets and starts off a legendary island-wide brawl.
3. An aging historian, Astrid, recognizes the party as having come off the Tom Crick. She asks them what tales they saw, and writes down everything they tell her, parts of which will become the legend of the characters. She will write down anything, no matter how outlandish it is.
4. A man offers the players a handsome bounty of 200G for assassinating a pirate thought to be on the island.
5. A rival pirate crew intentionally bumps shoulders with one of the party members, and their crew enters into a fight to the death in the streets.
6. An explosion rocks the pirate cove a few ft from the party (DC20 to evade, or take 3d10 damage from falling debris). Once the smoke clears, a guilty-looking gnome begs them for forgiveness, and asks them to hide him from his landlord. He offers them some free assistance as a L4 tinkerer.
7. The crew befriends a pirate that will eventually become a legendary pirate captain.
8. The pirate cove is pretty dead, and not a lot is happening that day.

#### In a Small Island Port

1. A merchant selling rare items arrives on the island.
2. A famous pirate anchors his galleon within eyesight of the village, and everyone is worried about what might happen.
3. A tropical storm hits, forcing everyone indoors.
4. A fencing operation is easily discovered by the players, before being raided by the authorities.
5. A shark hunting exhibition is taking place on the island, which is also attacked by Sahaugin.
6. A secret slave trade operation is discovered.
7. The players encounter a high stakes fight club for aristocrats
8. Nothing interesting happens at all.