Sailing the Mediterranean in the Bronze Age was always an adventure, even if you didn't have to worry about angry gods. (And you always have to worry about angry gods.) Roll 1d20 each day when sailing, 1d10 when in port or beached.
- Roll twice and combine
- Plot-advancing encounter: Someone or something related to the purpose of this voyage.
- Giant: He's big, strong, and has a particular sadistic way of murdering people. At sea he's got a boat and a gang of normal followers. Caution — he probably has divine parentage, so killing him may anger a god.
- Helpful Friend: One of your friends from home turns up unexpectedly, with encouragement, sound advice, and helpful information. He may even give you a useful magical item. Later you learn he couldn't have been there.
- Ketus: A huge sea monster, part fish, part serpent. It can crawl onto shore and destroy whole towns. Only a maiden sacrifice can appease it.
- Pirates! A band of heavily-armed men in a galley with a charismatic leader, looking for treasure and loot. Totally different from the heroes.
- Riddle: Roll again to see who poses the riddle. Typically, if you can't guess it, you'll be attacked or eaten.
- Sorceress: She's part-divine, wholly attractive, and has magical powers few can match. At sea she's aboard a chariot drawn by serpents, on land she's got a palace and doesn't like guests. There's a 25 percent chance she'll fall in love with a visiting hero . . . and won't let him go.
- Storm: Wind, rain, and lightning for 1d12 hours. If you've angered a god somehow, the storm is hurricane-strength and lasts for 1d6 days, landing you in unknown regions.
- Stymphalian Birds: 3d6 man-eating birds as big as cranes, with bronze beaks and razor-sharp feathers. Each bird can launch a shower of feathers in a diving attack once per day.
- Atlantean Ruin: Part of an ancient structure sticks up out of the water, and more is visible under the sea. There's a 50 percent chance the ruins are inhabited by mermen.
- Charybdis: A sea monster which sucks in vast quantities of water, creating a destructive whirlpool. A skilful sailor may avoid the whirlpool, but nothing caught in it can escape.
- Clashing Rocks: These rocks actively attack ships, trying to crush them. Only a superhumanly clever pilot — or one advised by a god — can get past the rocks.
- Cretan Galley: A bireme of the Cretan navy, on patrol to drive off pirates, rival traders, and meddlesome heroes.
- Divine Meddling: Some blatant and unsubtle meddling by a god. Roll 1d6. 1-2: Angry god trying to kill you, 3-4: Helpful god moving you along toward your goal, 5-6: Trickster god messing with you in a non-fatal way.
- Friendly Island: A small island inhabited by peaceful, friendly people willing to help a boatload of strangers. They may have some supernatural protection against raiders, and they may have some custom which tempts the voyagers but risks angering the gods.
- Moving Island: A small island with trees and wildlife, which moves around slowly. It's actually a huge sea creature and building a campfire drives it underwater.
- Phoenician Galley: A bireme on a trading voyage. The crew don't like foreigners poking their noses into their exclusive economic zone.
- Scylla: Another sea monster with six heads on long necks. From her perch on a rock she snatches people off passing ships.
- Tracks or Traces: Roll again to see what recently passed, or is nearby.
SITUATIONS ON THE WINE-DARK SEA
- A desires B
- A wants to capture B
- A wants B dead
- A wants to go somewhere
- A wants to solve a mystery
- A wants X
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