Fire
A fire at sea can turn a ship into a burned-out husk in short order.
As soon as the fire is discovered, the Officers and crew may each contribute to a Group Check to put out the flames.
As soon as the fire is discovered, the Officers and crew may each contribute to a Group Check to put out the flames.
d20 | Severity |
---|---|
1-9 | DC 10 - small, contained fire, no wider-spread than a single room,
mostly burning item rather than the ship itself |
10-15 | DC 15 - dangerous flame, wholly consuming one room and
spreading to others nearby |
16-19 | DC 20 - intense fire across most of one deck, starting to spread to
others |
20 | DC 25 - sudden explosion of flames, such as from igniting a hold
filled with flammable cargo or munitions |
d6 | The fire was caused by... |
---|---|
1 | a sailor, who accidentally knocked over an oil lamp - he feels intense guilt, and comes forward to admit what he has done - several other crewmembers demand he be punished, or even thrown overboard |
2 | a spy, who set the fire intentionally, hoping to distract the crew while he sneaks to steal valuable intel or a priceless item |
3 | several of the crew, who were having a competition that got out of hand |
4 | a coven of Sea Hags, who put a curse on your ship, burning it in effigy - they are likely to continue plaguing you until you find a way to stop them |
5 | one of the sailors, who came down with Sea Madness causing pyromania - some of the other crew have seen the afflicted soldier staring deeply and lovingly into lanterns during watch |
6 | the captain, who accidentally caused the fire when cleaning and test-firing his pistols - he won't come forward, and will find someone else to blame, imposing a harsh punishment - one of the crew heard a shot ring out from the captain's quarters just before the fire spread |
Result | Effect |
---|---|
3+ successes, 0 failures | Total Success - the fire is extinguished with nothing beyond cosmetic damage |
More successes than failures | Success - the fire is extinguished, but the hull and 1d3 other random components take 6d6 fire damage |
More failures than successes | Failure - the hull and 1d3 other random components take 6d6 fire damage, and the fire continues - make another set of checks |
0 successes | Total Failure - as Failure, but also decrease the crew's quality by 1 due to injuries |
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