Salutations seasick sailors of the salt-rimed sargasso! This week brings the smell of rotting seaweed on the air and a pervasive sense of overwhelming weirdness. That's right, this week I bring to you the Sargasso Sea Encounter Generator! A fun set of tables for generating weird seaborne encounters echoing with the flavor of the Bermuda Triangle! A perfect addition to any sea traveling campaign of marine fun! If you like this article, check out last week's Snowbound Encounter Location Generator, and if that's not to your liking, maybe D66 Graveyard Encounters are more up your alley!
Sargasso Sea Encounter Generator:
Sargasso is a type of floating seaweed that grows primarily in the Caribbean Sea and the mid-Atlantic. This free floating, fast growing sea plant can generate huge colonies upon the open ocean, floating in thick clumps that can grow to be miles wide. This presents a genuine hazard to boats travelling through it. The propensity for sargasso to clog rudders and foul ship keels is a proposed cause of the Bermuda Triangle’s supposed ship-sinking powers. Suffice it to say that even in the real world, getting your boat caught in the stinky green seaweed is a real danger. For this reason, sargasso shows up in RPGs in more than a few oceanic hex crawls. It lends itself to fanciful tales of marooned sailors and mysterious encounters. Below you will find a series of tables you can use to generate interesting sargasso related encounters for your players to explore, if they dare.
What Did You Spot In The Crow’s Nest?
There is much to discover in the floating clumps of sargasso, and it is a vigilant eye that can mean the difference between opportunity and calamity in the stinking mess of the sargasso. The table below will be the base location of your encounter. The sargasso makes it almost impossible for large vessels with rudders to pass through the middle of the thicker clumps. Lifeboats, ca
D20 |
What did you spot? |
1 |
The broken hulls of a handful of lifeboats lashed together into a
makeshift raft. |
2 |
The burned lower half of a merchant schooner. |
3 |
An ancient longboat with colorful shields hanging off of either side. |
4 |
The wooden carriage of a hot air balloon that has crashed into a
single-masted pinnace, its deflated balloon tangled in the rigging. |
5 |
A giant, miserable, barnacle-encrusted turtle the size of a small
island. |
6 |
A collection of barrels, shipping crates, and half rotten rope that
have become tangled together. |
7 |
A war galley in perfect condition. |
8 |
A three-masted merchant vessel with its masts smashed and tangled
together. |
9 |
Four lifeboats all lashed together in a row. |
10 |
A verdant island of pumice stone-covered trees that floats freely in
the water. |
11 |
A sea mount that juts almost a hundred feet out of the water. |
12 |
A floating rusted metal machine the size of a wagon that was built in
the shape of a crab. The thing has become entangled in rope and seaweed. |
13 |
A giant stinking whale carcass that has been lashed to barrels to
keep it afloat. |
14 |
Three large, cupped ceramic leaves with their stems all tied
together. |
15 |
Three makeshift rafts constructed of driftwood and rotten ropes. |
16 |
The hulls of two galleons that have been lashed side-by-side together.
Their decks house multiple small huts. |
17 |
A small rocky outcropping about 20 feet in diameter that sits only
five feet above the waterline. |
18 |
A single-masted riverboat that has been stripped of all visible rope,
canvas, barrels, and all other portable items |
19 |
A floating leaf the size of a large sailing ship with mast-tall fungal
protrusions that look sort of like sails. |
20 |
A battered, rudderless troop transport vessel ringed in barnacles. |
noes, and other small, rowed rudderless craft can sail through the thick clumps of sargasso that ring the locations below without getting stuck in it, but their speeds will be reduced by half.
What May Dwell Here?
Though the sea is often devoid of intelligent creatures, the trapped inhabitants of the sargasso can be plentiful. Those who are able to survive here are ruthless and canny, only a pitiful few surviving for long on altruism and goodwill. Though many would kill for a chance to leave, those that have made rulers of themselves here are often loath to aid any who offer freedom to their servants. To determine whether a location is inhabited and by what, roll a D6 and consult the Inhabitants table. If a location comes up devoid of sentient life, use the What Dwells Here? table. If there are intelligent creatures here, roll on the Who Dwells Here? table.
D6 |
Inhabitants |
1 |
There is nothing living here. |
2-4 |
Someone lives here. Check the Who Dwells Here?
table. |
5-6 |
Something lives here. Check the What Dwells Here?
table. |
D12 |
Who Dwells Here? |
1 |
A ragged band (2d4+1) of suntanned humans and demi-humans who are
slavishly devoted to Nar’kalu, the shark god of fate. They believe they were
chosen by Nar’kalu and that by eating infidels they can gain his favor and be
transformed into immortal sharks. |
2 |
A zealous band (1d20) of soldiers from a war that ended over two
decades ago. They are driven to survive and finish their mission, no matter
what. |
3 |
An old mage and his three assistants who are in search of a lost
magical item that is supposed to be located on a lost vessel in the sargasso.
He is willing to compensate a party that helps him with an Ebony Fly Figurine
of Wonderous Power. He is quite crazy though, and his assistants are all
mute. |
4 |
A cult of shipwrecked humans (2d10+1) who have come under the power
of a sea demon who encourages them to mutilate themselves so they appear more
fishlike. They like to hide in the water if they spot approaching vessels and
ambush curious parties. |
5 |
A group (3d6+1) of halflings with verdigris-encrusted bronze scale
mail and swords. They speak an archaic form of Common. They are part of an
ancient band of mythic warriors that are spoken of in legend. It was said
that they disappeared over 2,000 years ago en route to conquer a
sorcerer-king. |
6 |
A friendly crew (2d10+5) of stranded merchants and sailors. They have
been stuck in the sargasso for over six months and many are injured. The
captain and other officers have died, though no one will say how. |
7 |
Three animated wooden statues in the shape of sailors. They ran away
from their wizard master many years ago and have been stranded here for
almost as long. They know many bawdy songs and limericks. When they are all
within 10 feet of each other, they can cast a single random arcane spell a
day. |
8 |
Six elves each suspended in a translucent crystal the color of the
setting sun. They are the victims of a divine curse that trapped them here
millennia ago. They are only free from their crystal prisons at night when
they continue their search for a long-lost leyline whose discovery they
believe will break their curse. |
9 |
A humble band (2d6+1) of monks who live in the sargasso to be closer
to their sea god. These monks have extensive knowledge of the sargasso and
the creatures that dwell there. The monks are being harassed by evil spirits
sent to disrupt their spiritual studies.
|
10 |
A crew (2d10+1) of beady-eyed, sunken-cheeked cannibals. These
desperate souls have been driven to cannibalism in the seaweed choked
hellhole of the sargasso. Though once driven by desperate hunger, they have
now become addicted to the taste of the flesh of sentients. This craving is
what drives them now. |
11 |
A group of children (3d6+2) between six and twelve who are all that
remain of a marooned ship. The children are half feral and all speak a
language that they invented. Some wish to leave and to see their families
again, but others know no other life and see no reason to leave this home. |
12 |
A small crew (2d8) of sailors dressed in archaic clothing who appear
to phase in and out of existence every few seconds. The crew speak in an odd
and old-timey manner, and many don’t recognize the name of modern nations.
The crew can’t stop themselves from phasing and need help. |
D12 | What Dwells Here? |
1 | A ragged parliament of harpies (2d4) who flew too far out to sea and
now are stuck in the sargasso. They seek a way to return to their nests, and
for powerful magic users to make their betrothed. |
2 | A horde of zombie sailors (2d10) who were cursed by an angry sea hag.
The sailors hunger now for living flesh, their human souls long since
destroyed by the curse. The mindless horde seems to be attracted to magic and
will attack magic users first if given a chance. |
3 | An infestation of giant crabs (2d8) who have made the location their
home. The shells of the crabs have been infused with the latent magic in the
area. As a result, the crabs are now immune to mundane weapons and can only
be harmed by magic. |
4 | A colony of intelligent giant octopuses (2d6+1) inhabit the location.
They are natives to the sargasso and are building a democratic republic based
on universal octopus rights. The octopuses are very interested in philosophy,
religion, and the nature of the universe, as well as those who can tell them
more about these topics. |
5 | An angry band of sahuagin (3d6) dwells here. The half-rotten body
parts of their enemies that are scattered about are kept as trophies. The
sahuagin are on a holy quest for a sacred relic of their evil gods they
believe is being held on one of the sargasso’s many floating wrecks. |
6 | The flickering ghosts of three sailors inhabit this place. The story
of their stranding and their inevitable turning on each other plays out in
repetition beginning every four hours. It seems that they were childhood
friends who eventually killed and ate each other until the thinnest of the
sailors killed himself in shame. |
7 | Fifteen mold-encrusted skeletons going about their duties as though
they were all living sailors. The moldy skeletons speak an oddly accented
form of Common. They claim to be sailors from a small city state who got
snared by the sargasso on their way to sell iron ingots. They refuse to
acknowledge that they are skeletons and talk as though they are all still
living men. |
8 | A small collection (1d4+1) of shiny, colored spheres that float in
the air. The spheres talk in sweet lilting voices as they discuss matters of
art and music. These beings are called Xe’Blatt. They are extradimensional
creatures who are visiting this universe on a day trip. |
9 | The location is ringed by great white sharks (1d8) and giant eels
(3d4) who will attempt to overturn any boat that comes near them in order to
eat those unlucky enough to fall out. |
10 | A sea hag and her aquatic elf servants (1d6) live here. The hag is a
dangerous and unpredictable character. If PCs are polite to her, she may
choose to aid them, but not necessarily in the way the want her to. If PCs
are rude, the hag and her servants will try to capture the PCs and use them
in their magical experiments. |
11 | A small family of merrow calls this their home. The aquatic ogres
have an elven woman chained up that they keep as bait to entice others to
come to her aid so that they may capture and eat them. The poor woman is
traumatized and refuses to talk. The merrows love the flesh of humans more
than any other meat and will target humans if a fight breaks out. |
12 | This is the abode of a sea hydra. The foul beast will wait for
curious parties to draw close before it tries to capsize their boat and eat
them! If PCs survive, they find a clutch of three sea hydra eggs hidden in
the location. |
Odd Phenomena
The sea-sized floating masses of sargasso are home to more than just stranded sailors and hungry sharks. Within the confines of the ocean of seaweed, many odd phenomena have been observed. The scholars of many worlds in the multiverse have suggested that the sargasso is sensitive to the latent geomantic energy that flows through the earth. These same scholars posit that the sargasso only grows in areas of the ocean where powerful leylines converge, and that these nexus points can be home to many fantastical magical phenomena. Use the table below to populate your encounter location with strange magical energies and weird occurrences.
D20 |
Odd Phenomena |
1 |
At night, odd masses of glowing colored balls can be observed
floating out of the ocean and dancing around each other for upwards of an
hour before rising into the sky, never to come back down. |
2 |
All metal in the location gives off a static charge. Although the shock
is painful, it is completely harmless.
|
3 |
Characters exploring the location are constantly in a state of déjà
vu. |
4 |
The sea here glows a soft greenish light at night. |
5 |
The sound of a bird familiar to a PC can be heard periodically over
the wind as though it was close by. |
6 |
The nights around here are half as long as normal, and the days are
twice as long. |
7 |
The sea within 100 yards of the location are rimed with frost and
cold. |
8 |
PCs keep losing time. They can’t remember what they were just doing
or had just done, though no more than half an hour is forgotten at any one
time. Everyone is losing different amounts at different times. |
9 |
Random small trade goods (ribbon, cutlery, balls of wax or twine,
etc.) periodically rain down from the clouds. |
10 |
The sounds of a crowd applauding a performance waft upon the wind. |
11 |
A cloud of infinitesimally small spiders floating on the breeze starts
to rain down on the location. They are harmless but abundant and will cover
every surface with webbing after about an hour. |
12 |
Time is dilated at the location. Every hour spent there equals three
hours to those in other places. |
13 |
A small river boat of some kind falls from the sky near the location,
breaking apart when it hits the water. There didn’t seem to be anyone aboard,
thankfully. |
14 |
When PCs are apart from each other at this location they keep hearing
their compatriots calling their names. |
15 |
Anyone who dreams at this location dreams of a vast chamber with a
glowing heart beating florescent purple blood onto the floor. |
16 |
After PCs leave this location, they will find any ferrous metals they
have on their person have become highly magnetized. |
17 |
When dawn comes at this location, two suns on opposite ends of the
sky actually rise. They continue across they sky from opposite directions
until they fall behind the horizon opposite from where they began. |
18 |
All sounds here are muted and those who wish to converse must shout
to be heard. |
19 |
Any arcane spells cast here have a 2-in-6 chance of failing. If a
spell does fail, the caster can be seen lurching out of existence for a brief
second. |
20 |
Any spell cast here is cast at its full effect. (Maximum targets,
damage, duration, etc.) |
Special Treasure
The wrecks of the sargasso tend
to collect odd and curious items. Some power within the massive patches of
seaweed seems to hold onto valuable and magical items. Many antique oddities
can be scavenged from the sun-warped hulls of floating wreckage that dot the
seascape. The table below has interesting treasures to reward savvy players
with on your next sea voyage through the sargasso.
D12 |
Unique Treasure |
1 |
A two-handed sword forged of exceptional quality steel. The sword’s quillions
are shaped like swan wings and two thumb-sized sky-blue sapphires are
embedded on each side of the blade where it meets the silver hilt. Another
sky-blue sapphire, this one the size of a chicken’s egg, is fixed to the
pommel. (The sword never needs sharpening.) |
2 |
Three large folios containing the lost opera of the legendary
composer Suangalli. |
3 |
A large jewel-encrusted golden astrolabe, fixed with dozens of tiny
garnets, pearls, and onyxes. |
4 |
A resplendent floor-length iridescent pink cloak made of hummingbird
skins. This is the fabled cloak of Emperor Pallak Kul, the Feathered Serpent
Rider. (The wearer gains a +2 bonus to all Charisma -based die rolls.) |
5 |
A large metal shield in the shape of an oak leaf. The shield bears a
green field with a charge of a black bear, rampant. This is the heraldry of
the legendary hero Bjorn Bearrider. (The shield allows the bearer to cast
Animal Friendship once a day against bears.) |
6 |
A full set of enameled playing cards. This appears to be a custom
set, as the nobles on the face cards are of the four major houses of the
largest known kingdom. The case is made of lacquered wood with small emeralds
embedded on its top. |
7 |
A six-foot-long spear, the shaft made of polished ironwood. The
spear’s head is over a foot long, made of bronze, and molded into a
diamond-shaped spike. Bronze bands studded with emeralds and topazes bend
around the shaft from its head. |
8 |
A large silver bullseye lantern crafted to look like the head of a
medusa. The lever for the shutter opens and closes her mouth and eyes. |
9 |
The masterwork nyckelharpa of the famous bard Klaus Bluecloak, made
of magically treated ebony and rosewood with enchanted silver strings. The
case is made of oak and covered in shark’s skin with handles wound with
silver wire. (This never needs tuning.) |
10 |
A holy icon made of gold depicts the labors of Saint Tuffnel whose
prayers held back a demon army. The icon is about two feet long and eight
inches wide and encrusted with pearls and onyxes. |
11 |
A set of fans made out of panels of mother of pearl and intricately
carved with scenes of children frolicking with animals. |
12 |
A false hand and forearm made of gold with garnets inlayed in floral
patterns. The detail of the hand is exquisite, with each vein and artery
displayed in perfect detail. The hand bears six fingers instead of the usual
five. |
Hi! I LOVE THIS! This is awesome! I really will use it in my Dungeon World games, but there's more: I would love to translate it to Galician, my tongue, and share it for free with the (very small) Galician ttrpg community. (It's an endangered language from the NO corner of Spain, very closely related to Portuguese, and there is almost no ttrpg materials or activity.) Would you make me this huge gift, the gift of allowing me to do it? Thank
ReplyDeleteIt would be a great honor to have something of mine translated so others could enjoy it! You have my permission, for what it's worth. All I ask is that you share it freely with whomever would like it. Let me know how your Ayers enjoy it too! ✌️
ReplyDeleteThank you so much! Really appreciated! I have no other intention than sharing it freely, and I promise! I will share also with you here, even you cannot understand it 😅 Also, I want to give credit to you. Should I put your nickname (the Oracular Somnambulist) and the url of this blog? Or do you prefer another name and contact info?
ReplyDeleteYou can just credit me as The Oracular Somnambulist, and a URL link. Thank you, I'm honored.
ReplyDeleteAlrigth!
ReplyDelete