Flotsam and Jetsam

photo from NOAA

I haven’t tried it out yet, but I think a shipwreck would be a good inciting incident to get a group of PCs together and adventuring from the jump. It throws them into an unfamiliar but imaginable situation and presents them with both immediate and longer-term challenges and goals.

After a fearsome night-time storm, the PCs awake on a deserted beach with only the clothes on their back (and maybe a signature item clutched in their hand), surrounded by debris. Each character that searches amongst the wreckage can roll once on this table:

Roll 3d6:
3 – An incredibly fussy thoroughbred riding horse (a character must succeed a Charisma check to get the animal to do anything; offering a treat grants advantage on the roll).
4 – A banged-up, out-of-tune lute (1-in-6 chance of a string breaking when played) and a songbook of bawdy sea shanties.
5 – A miraculously undamaged full-length fur coat with a water-damaged letter of introduction folded up in one of its pockets.
6 – An incomplete basic toolbox (after a full round of rummaging, a person has a 4-in-6 chance of retrieving the desired tool or hardware).
7 – A multi-compartment chest of herbs and spices (3-in-6 chance the contents of a compartment is ruined by seawater).
8 – 1d4 waterlogged but otherwise intact prison guard uniforms and an incomplete folio of orders (writing is illegible in parts).
9 – A standard-issue boarding axe (medium, one-handed melee weapon) with “MURLEEN” carved into the handle.
10 – Barbed iron harpoon (same as a javelin) tied to 50 feet of hempen rope.
11 – Shabby valise containing 1d6 outfits worth of fancy-looking clothes, a lot of cheap costume jewelry, and one real diamond and sapphire necklace (worth 1d10x100 gp).
12 – A naval officer’s dress coat, hat, and brass gorget (roll 1d6 to determine original owner’s rank: 1-2 – ensign, 3-4 – lieutenant, 5 – commander, 6 – captain). In an inside breast pocket is a battered pewter flask with the engraved monogram “DBS”
13 – A fancy sidesword (light, one-handed melee weapon; wielder can use Dexterity instead of Strength to modify attack rolls). A slight bend in the scabbard makes it difficult to withdraw.
14 – Locked strongbox containing 1d4x100 gp worth of currency (successful Intelligence check identifies the money as coming from an imperial mint).
15 – A barrel of gunpowder.
16 – Verdigris bronze amulet depicting a fish with shapely human legs instead of a tail. The wearer gains advantage on ability checks related to swimming and holding their breath. Once, it can be used to avoid death by drowning, after which it turns black and longer provides any benefit.
17 – Cuttlefish-shaped wand made from scrimshawed whale ivory that can project a 15-foot long stream of black ink. The wand has 6 charges; soaking it in water for 8 hours restores 1d3 charges.
18 – Cloisonné scallop shell that opens to reveal a compass whose needle points to the nearest source of fresh water.