Adapted From- Grenwold
The Blazing Isles are filled with mist, dangerous reefs, and active volcanoes - among other perils. Add to that a hostile armada, and sailing through the archipelago isn’t a feat to be taken lightly.
Foch’Mat Region
Organizations of the Shore
Landmarks of the Isle
Dangers on the Blazing Isle
The party should experi-ence three to five encounters on their way to the island. Resolving each of these dangers requires a Crew Sailing Check . On a successful check, the party evades the danger. On a failure, the party’s ship is damaged.
Be sure to include the humid tropical weather, the strong reek of sulfur, embers floating on the breeze, and the glimpses of enemy sails through the heavy mists.
D12 | Encounter | Crew Sailing Checks |
1 | Dense Fog An enveloping fog creates a wall of mist in all directions around the ship. | Nature, Perception, Survival (DC 17) |
2 | Sudden Geyser A spout of boiling water and steam surges into the air, just off the bow of the ship. | Athletics, Nature, Perception (DC 19) |
3 | Coral Reef An maze of pink coral peeks above the water, disappearing with each crest of the waves. | Athletics, Acrobatics, Perception (DC 17) |
4 | Enemy Sails Between the columns of smoke and steam, the lookout spots the distant outline of a Garvfang vessel. They haven’t noticed the party... yet. | Athletics, Deception, Survival, Stealth (DC 17) |
5 | Steam Gale. A channel of hot, vaporous steam snakes through the mist, driven by some unnatural wind current - the stirring of ancient air spirits | Arcana, Nature, Perception, Survival (DC 20) |
6 | Screeching Gulls. A large flock of gulls swoop down on the ship. Their calls are loud enough to draw attention of anyone nearby. | Nature, Perception, Survival (DC 18) |
7 | Tropical Rain Intense rain pours onto the top deck, creating slick surfaces and potentially flooding the ship. | Athletics, Acrobatics, Nature, Survival (DC 17) |
8 | Dragon Turtle Sighting A colossal spout of water in the distance hints at a massive leviathan - a creature that could swallow the ship whole. | Arcana, Perception, Stealth, Survival (DC 17) |
9 | Shipwreck Debris and wreckage from some fishing vessel portends rocks, or worse, dead ahead. | Athletics, Perception, Society, Thievery (DC 19) |
10 | Adverse Winds Sudden strong winds catch the ship’s sails, pushing it to an uncontrollable speed. | Athletics, Acrobatics, Nature, Survival (DC 19) |
11 | Aggressive Attention A Blackrift schooner suddenly emerges into view. They change course to intercept your ship as they arm the ballista. | Athletics, Acrobatics, Deception, Perception (DC 20) |
12 | Volcanic Eruption A smoldering fumarole erupts with sudden force, showering sea and ship alike with burning rocks and ash. | Athletics, Nature, Survival (DC 19) |
Damage & Repairs
If the party fails on a Crew Sailing Check, their ship runs aground, catches fire, comes under attack, or falls to some other danger. The GM should choose an appropriate damage condition from the table below, based on the type of damage taken. A character can repair one of these damage conditions by spending time working on the ship below deck. Doing so means that the character is absent from the next Crew Sailing Check the party has to make. The condition is successfully removed if the character passes a DC 17 Crafting check. Characters with lore in sailing, carpentry, or other applicable options may roll Lore instead. If the ship is on fire or taking on water, an Athletics roll may be required by the GM instead.
Ship Damage
Damage Event | Condition |
Hull Breach | One random ship room takes on water. 50% chance that possessions in the room are lost or seriously damaged. In 2d4 rounds, ship slows to a halt and begins sinking.
|
Cracked/ Damaged Mast. | Reduced Speed until repaired. Roll an additional encounter on the Danger in the Isles table |
Cracked Rudder | -2 circumstance penalty on checks that involve navigating around danger. |
Violent Collision | All characters on board must make a DC 17 Reflex saving throw. On a failure, a character takes 1d12 bludgeoning and falls prone. In addition, 50% chance of a Hull Breach.
|
Fire on Board | 1d3 ship rooms catch fire. The fire in each room spreads to an adjacent room every 1d4 rounds. Flames deal 2d6 fire damage each round, and destroy flammable items.
|
Morale Shaken | Fear of danger overwhelms crew morale. All characters on board must make DC 16 Will saving throw. On a failure, they roll with a -2 circumstance penalty on the next Crew Sailing Check. Characters may attempt the Will save after each check to end the effect.
|
Raiding Party |
|
No comments:
Post a Comment