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Storm at Sea Skill Challenge
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<blockquote data-quote="Quickleaf" data-source="post: 8469868" data-attributes="member: 20323"><p>The Storm has 3 escalating phases: (1) Rolling Waves & Darkening Clouds, (2) Crashing Surf & Whipping Winds, (3) Whirlpool & Lightning Strikes.</p><p></p><p>Each phase involves each player rolling on the Random Storm Event Table. At phase #1 it's a d6 (1-6), then at phase #2 a d6+2 (3-8), then at phase #3 a d6+4 (5-10). You might want to add more options – for time's sake, I'm just giving you a baseline to design your own from.</p><p></p><p>No matter what, the players' priority is keeping the ship afloat and most of their crew alive. If they fail there, none of those other objectives really matter. In fact, if the players aren't the ones operating the ship, you may just want to make that a bygone outcome – the captain and crew WILL skillfully succeed in navigating the storm, unless something interferes with them doing that.</p><p></p><p>Random Storm Event Table (d6 > d6+2 > d6+4)</p><ol> <li data-xf-list-type="ol">Group of pirates attempt to free Elok the wereboar</li> <li data-xf-list-type="ol">Sea state causes loose items and people failing a DC 10 Acrobatics check to slide around the deck. Maintaining concentration spells requires DC 10 Con save.</li> <li data-xf-list-type="ol">Navigator / lookout must make a DC 15 Perception check or low visibility causes the ship to begin traveling off course. I'd probably roll a 1d4 to determine which of four hexes the ship veers off from intended direction of travel. </li> <li data-xf-list-type="ol">Light sources, even covered light sources, are at risk of being extinguished (torches auto-extinguished, lanterns extinguished on 4-6 on d6), <em>light </em>stones might get knocked around deck. </li> <li data-xf-list-type="ol">...</li> <li data-xf-list-type="ol">Dragon turtle sighting off the port bow cresting the white caps! Morale is shaken, and men are flailing at simple tasks, or lashing themselves to the ship and faltering at following commands. The pirates and Elok claim a sacrifice "in blood or gold" is required to pass safely or everyone shall perish. A rousing speech would get the sailors back to work... or perhaps the dragon turtle could be leveraged by clever players to help their situation.</li> <li data-xf-list-type="ol">Group of frightened pirates attempt to board and cut loose the Dragonfang, seeking to flee the "mad men steering into the storm." Or some of the crew may seek to cut loose the Dragonfang with pirates still aboard, "cuz they're already damned men" to save themselves.</li> <li data-xf-list-type="ol">Sails snap loose and threaten to tear, sending rigging and possibly the mast collapsing unless two people get up there and quickly secure the sails. </li> <li data-xf-list-type="ol">...</li> <li data-xf-list-type="ol">Lightning strikes a random part of the ship, per <em>call lightning</em>, but also illuminates some hazard that needs to be dealt with immediately or the ship will suffer damage. This won't sink the ship immediately, but will require beaching the ship after the storm to fix the breach in the ship's hull.</li> </ol></blockquote><p></p>
[QUOTE="Quickleaf, post: 8469868, member: 20323"] The Storm has 3 escalating phases: (1) Rolling Waves & Darkening Clouds, (2) Crashing Surf & Whipping Winds, (3) Whirlpool & Lightning Strikes. Each phase involves each player rolling on the Random Storm Event Table. At phase #1 it's a d6 (1-6), then at phase #2 a d6+2 (3-8), then at phase #3 a d6+4 (5-10). You might want to add more options – for time's sake, I'm just giving you a baseline to design your own from. No matter what, the players' priority is keeping the ship afloat and most of their crew alive. If they fail there, none of those other objectives really matter. In fact, if the players aren't the ones operating the ship, you may just want to make that a bygone outcome – the captain and crew WILL skillfully succeed in navigating the storm, unless something interferes with them doing that. Random Storm Event Table (d6 > d6+2 > d6+4) [LIST=1] [*]Group of pirates attempt to free Elok the wereboar [*]Sea state causes loose items and people failing a DC 10 Acrobatics check to slide around the deck. Maintaining concentration spells requires DC 10 Con save. [*]Navigator / lookout must make a DC 15 Perception check or low visibility causes the ship to begin traveling off course. I'd probably roll a 1d4 to determine which of four hexes the ship veers off from intended direction of travel. [*]Light sources, even covered light sources, are at risk of being extinguished (torches auto-extinguished, lanterns extinguished on 4-6 on d6), [I]light [/I]stones might get knocked around deck. [*]... [*]Dragon turtle sighting off the port bow cresting the white caps! Morale is shaken, and men are flailing at simple tasks, or lashing themselves to the ship and faltering at following commands. The pirates and Elok claim a sacrifice "in blood or gold" is required to pass safely or everyone shall perish. A rousing speech would get the sailors back to work... or perhaps the dragon turtle could be leveraged by clever players to help their situation. [*]Group of frightened pirates attempt to board and cut loose the Dragonfang, seeking to flee the "mad men steering into the storm." Or some of the crew may seek to cut loose the Dragonfang with pirates still aboard, "cuz they're already damned men" to save themselves. [*]Sails snap loose and threaten to tear, sending rigging and possibly the mast collapsing unless two people get up there and quickly secure the sails. [*]... [*]Lightning strikes a random part of the ship, per [I]call lightning[/I], but also illuminates some hazard that needs to be dealt with immediately or the ship will suffer damage. This won't sink the ship immediately, but will require beaching the ship after the storm to fix the breach in the ship's hull. [/LIST] [/QUOTE]
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