AIR TRAVEL DICE
roll d20 (DM randomizes with D6 roll)
1 | 1 day passes uneventfully (don't tell players, make them continue to roll) |
2 | 2 days pass uneventfully (don't tell players, make them continue to roll) |
3 | 1 day passes uneventfully (don't tell players, make them continue to roll) |
4 | Wyrmling Attack (DM Choice) |
5 | Ship Hits Flock of Cockatrice |
6 | Blood Hawks attack 8x |
7 | Giant Bat Attack (5x) |
8 | Strong Wind Gusts AGAINST Ship Direction, add 1 Day to the trip |
9 | Strong Wind Gusts WITH Ship Direction, take 1 Day off the trip |
10 | Lightning Strikes the deck and starts a fire |
11 | Massive Turbulence, everyone rolls a DC 16 STR check to stay aboard |
12 | Heavy Rain Storm, everyone rolls a DC 15 STR check (DIS wet) to stay aboard |
13 | Engine Trouble (DC 20 to to try to fix quickly), add one day to trip while crew fixes |
14 | Harpy Attack 3x |
15 | Dark, thick fog rolls in, (DC 20 to navigate through, failure +2 days to trip, success only +1 day to trip) |
16 | Fiendish IMPS attack (3x) |
17 | Peryton Attack (2x) |
18 | 1 day passes uneventfully (don't tell players, make them continue to roll) |
19 | 1 day passes uneventfully (don't tell players, make them continue to roll) |
20 | 3 days pass (don't tell players, make them continue to roll) |