Storm in Draco Isles | World Anvil
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Storm

They say that the sea goddess's suitor, the storm lord, paints the sky red in the mornings before he comes a-courting.

For each Watch you spend in a storm, the Crew and up to 4 Officers may each contribute to a Group Check to keep the ship afloat.

Each time the ship encounters a storm, there is a 1-in-20 chance that it is an Eldritch Storm. Roll only 1d4 on the following table to determine how long an Eldritch Storm lasts.

d6 This particular storm is likely to last...
1 no more than an hour
2 1d3+1 hours
3 1d3 Watches
4 1d3+3 Watches
5 1d6 days
6 1d12+6 days

d20 Severity
1-9 DC 10 - heavy gale
10-15 DC 15 - thunderstorm
16-19 DC 20 - cyclone
20 DC 25 - hurricane

Result Effect
3+ successes, 0 failures Total Success - the ship survives unscathed, the crew's quality score increases by 1 for a number of days equal to 1d4 + 1 for each success beyond 3
More successes than failures Success - the ship survives, but the storm takes a toll. The ship's components each take 1d10 bludgeoning damage, and the ship moves at half speed
More failures than successes Failure - The ship's components each take 4d10 bludgeoning damage, the ship moves at half speed, the crew's quality score decreases by 1, and the ship suffers a Storm Complication
0 successes Total Failure - as a Failure, but the damage to the ship is 10d10, (d6+4)% of the crew is swept overboard, and the ship is blown off-course, moving full speed in a random direction

d6 Storm Complication
1 fire
2 spoilage
3 a crew member goes mad, loudly proclaiming that this storm is a divine test or retribution, and insisting on a desperate measure to calm it
4 the ship is violently tossed about, damaging precious cargo and/or passengers
5 the ship is taking on too much water - we need to double the men on the bilge pumps
6 a deafening crack of thunder nearly knocks over every sailor on deck, as a lightning bolt strikes a mast - it's about to come down!

d8 Eldritch Storms
1 Abjuration - the storm repels ships, as if protecting something in the sea. Right before the storm ends, a ship within is teleported 1d8 hexes in a random direction. If the storm lasts more than 1 Watch, there is a 1-in-20 chance at the end of each Watch of the ship being teleported this way
2 Conjuration - creatures of wind and rain emerge from distant realms to attack anything they encounter. There is a 50% chance every hour of elemental creatures attacking (2d4 mephits, 1d3 water or air elementals, or 1 djinni or marid)
3 Divination - howling winds and residual whispers temporarily scramble the knowledge of a ship's crew - for 1d3 days, the ship's crew suffers disadvantage on all quality checks
4 Enchantment - the storm disarms creatures' sense of danger, enthralling mariners and causing them to speed into danger. During the storm, any checks made to resolve hazards or manage the ship are made with disadvantage
5 Evocation - the storm is wracked with a supernatural number of thunderbolts, driving sheets of acid rain, exploding meteorites, and other dangers. After each Watch in the storm, each component of the ship takes 1d10 fire, 1d10 acid, and 1d10 lightning damage. In addition, roll a d20 and add the crew's quality - on a 10 or less, the crew's quality decreases by 1, and 1d6 members of the crew are killed
6 Illusion - the magic of the storm poses little direct harm to a ship, but experienced navigators know it brings a more insidious threat. During the storm, the ship moves in a random direction that isn't its intended course
7 Necromancy - ghosts howl and whirl in the storm's winds, while the remains of long-dead mariners stir in their watery graves. Each Watch, undead claw their way up on deck (1d4 specters, 2d4 ghouls, or 4d6 skeletons or zombies)
8 Transmutation - the waves warp and twist, as the storm transforms the water around the ship into an amalgamation of ice, stone, and stranger materials. The ship's hull takes 4d10 bludgeoning damage and the ship's speed decreases by half during the storm. Additionally, 1d3 sailors are transmuted into common animals

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