Sometimes the adventurers need a quick getaway from uncertain situations. Sometimes that getaway involves a dinghy, canoe, or other small vessel that can cross water. You can use any of these details as starting points to flesh out some other interesting things if the player characters choose to look around a bit more. If you want to roll randomly for one, use the handy number provided with each entry to figure out your result on a d12. You can also pick the one that works for the area in which your characters currently linger.
- The bottom of the dinghy has runes etched into the mud: “Do not use.”
- The moment that someone steps fully into the dinghy, it transitions into a fantastic duck-shaped vessel and start quacking. It seems to be eager to be off.
- You’re pretty sure you’ve never seen a full collection of genie lamps before, and yet, now that you think about it, now you do remember.
- Someone must have been using the mud in the bottom of this dinghy to start a worm colony. You’re pretty sure this thing isn’t going to go anywhere now.
- Wind starts swirling around the dinghy after you’re settled into it, and a fog rolls in. Glowing eyes blink in that fog.
- The dinghy has the tiniest troll you’ve ever seen sitting in it.
- Are those teeth forming at the bottom of the dinghy?
- The dinghy vibrates every few seconds while in use.
- This vessel is pristine. As soon as it is floating free of any restraints, the clicking and rumbling of gears begins, and it starts off on some predetermined path. You were pretty sure the thing was made of wood, but maybe not?
- Stepping into the dinghy seems like a very great and dizzying fall. When you’ve gathered your senses, you see that you’ve shrunk to about one-sixteenth of your size. (No, you don’t change into a tiny troll.)
- A will-o’-wisp lights up and dances merrily around the vessel for the duration of your time within it.
- Something thoughtfully left a partially eaten feast in a basket in the dinghy. Maybe it’s best not to ask what the meat dish is.