During each Watch, check if a Pirate Hunter might catch up to the party. You may need to roll a d6 for an encounter after making that roll, or simply replace this encounter.
Otherwise, roll a d6:
- Random Encounter (2d8)
- Random Encounter (2d8-1)
- Random Encounter (2d8+1)
- Random Encounter, (2d8) (omen*)
- No Encounter
- No Encounter
*On an Omen roll (4), the encounter does not occur, but players may gain hints and indications that the encounter could be triggered or avoided by taking appropriate action.
2d8 “Generic” Table
CR—Challenge Rating—is not based on the party level; rather, each of the three regions bears static CRs for hostile and neutral factions. Whenever a faction is called for, a regional Faction Table should be rolled on.
Encounters on the following table are roughly ordered from worst to best.
| Roll | Result |
|---|---|
| 2 | Catastrophic hostile encounter; in most cases, “RUN!” |
| 3 | Overwhelming hostile encounter; either run or wield grand advantage to survive |
| 4 | Magical mishap at sea! |
| 5 | CR+2 encounter (hostile faction) |
| 6 | CR+1 encounter (hostile faction) |
| 7 | 2-faction standoff (CR+1, 2 hostile factions) |
| 8 | CR +0 encounter (hostile faction; hostile disposition) |
| 9 | CR +0 encounter (hostile faction; neutral disposition) |
| 10 | CR +0 encounter (hostile faction; friendly disposition) |
| 11 | 2-faction standoff (CR+1, 1 hostile and 1 neutral faction) |
| 12 | Magical mishap experienced by a neutral faction. |
| 13 | Neutral faction encounter, neutral/friendly disposition. |
| 14 | Unguarded hostile faction (CR -2 or more), minor hoard |
| 15 | Unguarded hostile faction (CR -2 or more), major hoard |
| 16 | Unguarded hostile faction (CR -2 or more), priceless hoard |
The 2d8 encounter table reserves particularly negative encounters for lower values, and positive encounters for higher values. It will have entries from 2 to 16, allowing a roll modifier of -2 to +3 to influence the chances for a beneficial encounter. (A result of 2 or below defaults to 2; 16 or above defaults to 16).
Three variations of the 2d8 table will be made to represent three territories in the Serpent Isles - colonial waters, friendly waters, and fully uncharted waters. If the party is passing from one territory to another during the course of the watch, the GM may choose which table is most appropriate to roll on.
The corresponding entries across these tables will be similar; for instance, a “2” will always represent a catastrophically hostile encounter on all three tables. The colonial waters table may demonstrate that through a fleet of Sanctum Knights led by a high-level Knight Commandant, whereas the uncharted waters table may demonstrate that through the arrival of the Kraken.
Modified Rolls
Looking for Trouble. Sometimes a pirate crew just needs a good fight. It keeps the crew sated. At any time, the party may decide to take a voluntary -1 or -2 on the check for random encounters, raising the potential encounter rate. Any result lower than 1 counts as 1.
Laying Low. Moving slowly, checking the winds and the omens carefully, and making for hidden coves as much as possible all keeps a limping ship out of harm… most of the time. Voluntarily moving at half speed grants a +2 to rolls checking for a random encounter. Additionally, if the result is “No Encounter”, the GM will skip that roll on the following watch. Any result higher than 6 counts as 6.
Strike the Colors. Well, you need to get back to port fast, but don’t want to be hassled on the way. Striking the colors allows the ship to move full speed, with a +1 granted on the roll checking for random encounters. At the GM’s discretion, particular factional encounters rolled might be made more dangerous. Any result higher than 6 counts as 6.
Random Encounters