Nautical Strong Starts

  1. Ship on the horizon: hostile
  2. Ship on the horizon: friendly
  3. Ship on the horizon: plague ship
  4. Ship on the horizon: merchant ship
  5. Ship on the horizon: ghost ship
  6. Major storm approaching
  7. Ship is becalmed – stuck unless non-natural movement aid
  8. Tsunami
  9. ship’s boat dragged under by something from below
  10. Kracken shows up and asks for help
  11. Mutiny (or onboard conditions threatening mutiny – abusive officers, spoiled food or lacking rations)
  12. Skeleton pirates have shown up in town, going about their business as would a normal crew
  13. The catch of the day comes out of the water screaming in a human voice
  14. Something like those waves of coconut crabs you see on tropical islands
  15. Come across the survivor of a shipwreck, floating on a piece of wreckage
  16. Hit a shoal where no shoal should be
  17. Encounter a giant patch of floating seaweed
  18. Underwater creatures (sea elves, sahuagin, water spirits, etc) causing trouble because passing ships are disrupting something of theirs
  19. Navigator is very confused - the stars aren’t where they are supposed to be, and the constellations are all different….
  20. 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