AIR TRAVEL DICE in Oroccid | World Anvil

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)