The Shipwrecked Table
A repost from my old Patreon
I have the Cliffhanger table for what happens if during a West Marches game the party ends the session in the middle of nowhere. But I also had a separate table for what happens if lost at sea during a game due to a storm or hostile action. Here is my attempt to genericize the table for use in other games.
Roll 1d8, 1d6, 1d4
(d8) You washed ashore on:
1: The nearest known and friendly settlement
2: A nearby and potentially hostile settlement
3: A stretch of blasted wilderness
4: A ship's rigging
5: A hostile island
6: A deadly and unknown region
7: A remote and deserted island
8: Far off reaches (d4. 1> miss one additional game 2.> miss d6 additional games 3.> Be removed from the campaign barring magic or other exceptional methods. 4.> Be dashed upon the rocks and drown)
(d6) Where you are found by:
1: Fisherman
2: Merchants (they expect a fee of 20 silver if you have it)
3: No one (potentially remain lost until rescued)
4: Pirates (ransomed unless friendly with pirates)
5: Hunters/Whalers (They won't return early, miss one additional game)
6: Carnivorous animals (d8 is potential additional d4 result)
(d4) though you are Suffering from:
1: no major injuries
2: dehydration causing d6 illness/temporary con-loss
3: a loss of d6 dots/pieces of equipment
4: d6 damage of grievous injuries/d6 as roll on death and dismemberment
Special Note:
Trips:
1: You are rescued by friendly locals and do not miss any games.
2: You are rescued by servants of a deranged big game hunter and brought to his estate to partake in The Most Dangerous Game..
3: You are alone in newly risen patch of land containing a strange obelisk. You suffer 6 stress from horrid sights before escaping to the see on a pile of floating debris. Roll again next week.
4: You are not found by living pirates, but The Flying Dutchman! You are press ganged into service.
Dubs:
5: A swarm of fanatics drag you in bondage to a SECRET TEMPLE for nefarious purposes
6: You are plucked from the see by a giant TERRORDACTYL (or other flying monster) and brought to its nest. Your plight was seen by your companions but you will die after d4 weeks unless rescued.
Max(18):
You end up in the belly of a great white whale.
Runs:
1-2-3 You had been saved by a helpful pod of dolphins who brought you to shore
2-3-4 You wash up with a fellow survivor of those storms. He thinks you saved him and becomes a henchman.
3-4-5 The surf , or perhaps those who found you, has uncovered a chest of pirate gold (500gp)
4-5-6: A sea spirit (or demon) offers to save you.. for a price that must be paid in one years time.