Stormy Waters
Coping with a storm at sea in Valeria is a test of a vessel's resilience, a crew's fortitude, and an officer's skill. The high winds, towering waves, and unpredictable currents demand quick thinking and coordinated effort. Here's a system to manage these harrowing encounters:
Confronting the Squall: A Storm at Sea
When your vessel sails into a significant storm, or one brews rapidly around you, it becomes a dynamic challenge that engages the entire crew, especially its officers. This system combines individual skill with the overall state of your ship and its loyal crew.
1. The Storm's Embrace
The Dungeon Master describes the initial conditions: the wind howls, rain lashes down, and the ship pitches violently. The storm might last for several hours or even days. For each segment of the storm (e.g., once per watch, or once per day if the storm is prolonged), the ship's officers and crew must make a series of checks.
2. Officer Hazard Checks
Each player character acting as a ship's officer (or a designated NPC if no player fills the role) must make a specific ability check, representing their efforts to keep the ship afloat and functional. These checks replace any other activities the officer might undertake during that segment of the storm.
- Captain: Intelligence (Water Vehicles). The captain's strategic command and knowledge of naval architecture are crucial for issuing orders to ride out the storm.
- First Mate: Charisma (Intimidation or Persuasion). The first mate's task is to keep the crew working together, preventing panic or insubordination amid the chaos.
- Bosun: Strength (Carpenter's Tools) or Dexterity (Rigging/Sailor's Tools). The bosun leads the effort to secure loose rigging, patch minor breaches, and prevent vital components from being torn apart.
- Quartermaster: Wisdom (Nature or Navigator's Tools). The quartermaster attempts to predict the storm's shifts, identify the safest course, or guide the helmsman through rogue waves.
- Surgeon: Intelligence (Medicine). The surgeon focuses on securing the sick bay, preventing injuries, or quickly tending to any crew members caught off guard.
- Cook: Constitution (Cook's Utensils) or Strength (Athletics). The cook's role is to secure provisions, prevent them from washing away, and ensure some semblance of a hot meal to keep morale from plummeting.
Important Note: If a role is unfilled by a player or NPC, treat its check result as a 0 for the final sum.
3. Crew and Ship's Resilience
In addition to the officers' individual efforts, the collective strength of the crew and the inherent durability of the ship contribute to weathering the storm:
- Crew's Collective Effort: The Crew Quality Score plays a vital role. Roll 1d20 + the ship's current Crew Quality Score. This reflects the general discipline and competence of the common sailors.
- Ship's Constitution: The vessel itself battles the elements. Roll 1d20 + the ship's Constitution modifier. This represents the inherent sturdiness and design quality of the hull.
4. Total Hazard Score
Sum the results of all successful Officer Hazard Checks, the Crew's Collective Effort roll, and the Ship's Constitution roll. Compare this total to the Storm Hazard Result Table below.
Storm Hazard Result Table (Adjust the 'Check Total' thresholds based on the number of officers making checks to ensure a challenging but fair outcome)
5. Narrative & Consequences
Describe the outcome vividly. A Partial Disaster might involve a mast cracking, a section of railing being torn away, or a cannon coming loose. A Disaster could see sails shredded, the helm jammed, or the ship taking on significant water. Players will then need to undertake repairs, manage injured crew, and possibly navigate back on course.
Adding Complexity:
- Storm Severity: Increase or decrease the thresholds on the Hazard Result Table by 35 for exceptionally mild or ferocious storms.
- Unique Complications: A truly epic storm might include unique elements on a "Disaster" result, such as attracting the attention of a massive sea monster, causing the ship to become ghost-haunted, or revealing a hidden, dangerous whirlpool.
- Player Initiative: Reward creative player actions outside of their designated roles with advantage on a relevant check, or by improving the final hazard score. For example, a barbarian tying themselves to the mast to secure a loose sail might grant advantage on the Bosun's check.
Module: The Raging Maw of the Deep
Goal: To provide a challenging and dynamic encounter with a fierce storm at sea, testing the players' leadership, the ship's resilience, and the crew's fortitude.
Themes: Survival, resource management, teamwork, the unforgiving nature of Valeria's oceans.
I. Approaching the Storm
The journey across Valeria's unpredictable seas often brings sudden changes in weather. A storm rarely appears without warning, giving the crew a chance to prepare, or to race against its approach.
Signs of the Coming Storm (Choose one or more):
- Changing Skies: The horizon darkens with unusual speed, or strange cloud formations appear, swirling in unnatural patterns. (DC 10 Wisdom (Nature) check to recognize the severity).
- Unusual Winds: The wind shifts erratically, becoming unnaturally still, or picking up with sudden, powerful gusts. (DC 10 Wisdom (Survival) or Intelligence (Navigator's Tools) check).
- Foul Omens: Birds flee inland, fish leap unusually high from the water, or the air feels heavy and charged. (DC 12 Wisdom (Perception) or Wisdom (Religion) for coastal cultures to interpret).
- Word of Mouth: A passing merchant vessel or fishing boat warns of rough weather ahead.
Opportunities for Preparation (if detected early):
If the storm is detected hours before it hits, the captain can issue orders to prepare the ship, granting advantages during the storm's initial phases. Each hour spent preparing (up to 4 hours) grants a cumulative +1 bonus (max +4) to the ship's first Storm Hazard Check Total (see below).
- Battening Down the Hatches (Bosun or First Mate): Securing loose items, lashing down cargo, sealing doors and windows below deck. (DC 13 Strength (Athletics) or Dexterity (Sleight of Hand) for speed).
- Striking Sails (Bosun or First Mate): Reducing sail area to prevent damage, or furling them completely. (DC 12 Dexterity (Acrobatics) or Strength (Athletics)).
- Securing the Helm (Bosun or Helmsman): Reinforcing the steering mechanism. (DC 14 Strength (Tools) or Carpenter's Tools).
- Checking Provisions (Cook or Quartermaster): Ensuring fresh water barrels are full and food stores are secure. (DC 11 Wisdom (Survival) or Intelligence (Investigation)).
II. Running the Storm Encounter: Three Phases
Once the storm hits, the encounter plays out in phases, typically taking one "segment" (e.g., 1 hour for light storms, 4 hours for moderate, or 8 hours for fierce storms) for each set of checks. The DM can determine the number of segments based on the storm's desired length and intensity.
Phase 1: The Gathering Gale
- Description: The winds begin to howl, waves rise, and rain starts to fall. The ship pitches and rolls, making movement difficult but not impossible. This is the initial test of the crew and ship.
- Difficulty: Standard (as per our Storm Hazard Result Table)
- Checks: Officers and crew make their Storm Hazard Checks as detailed in your "Coping with a Storm at Sea" guide.
- Officer Hazard Checks: Captain (Int (Water Vehicles)), First Mate (Cha (Intimidation/Persuasion)), Bosun (Str (Carpenter's Tools) or Dex (Tools)), Quartermaster (Wis (Nature/Navigator's Tools)), Surgeon (Int (Medicine)), Cook (Con (Cook's Utensils) or Str (Athletics)).
- Crew's Collective Effort: 1d20 + Crew Quality Score.
- Ship's Constitution: 1d20 + Ship's Constitution modifier.
- Complications: Roll 1d4 on the Minor Storm Complications Table after the Hazard Check Result is determined.
Phase 2: The Eye of the Tempest
- Description: The storm rages at its peak. Waves crash over the decks, thunder booms, and visibility drops. Maintaining control and preventing catastrophic damage is the primary concern.
- Difficulty: Increase the thresholds on the Storm Hazard Result Table by 35 (making success harder). The DM might also impose Disadvantage on certain officer checks due to extreme conditions.
- Checks: Officers and crew make a new set of Storm Hazard Checks.
- Complications: Roll 1d6 on the Major Storm Complications Table after the Hazard Check Result is determined. Complications might occur more frequently (e.g., every 30 minutes of real time, or every roll of initiative if combat breaks out).
Phase 3: The Subsiding Squall
- Description: The worst of the storm has passed, but the seas remain rough, winds are still strong, and the ship and crew are exhausted. This phase is about recovery, assessment, and finding your bearings.
- Difficulty: Return to Standard thresholds for Hazard Checks. DCs for other actions might be lower due to exhaustion (e.g., DC 10 for basic tasks).
- Checks: Officers and crew make a final set of Storm Hazard Checks to ensure the ship rides out the last of the rough waters.
- Complications: Roll 1d4 on the Aftermath Complications Table.
III. Storm Complication Tables
These complications introduce immediate problems for the players to solve during the storm. They often require specific officer actions or quick thinking.
Minor Storm Complications (Roll 1d4)
- Loose Rigging! A main sail's rigging snaps, flapping wildly. A character must succeed on a DC 13 Dexterity (Acrobatics) or Strength (Athletics) check to secure it. Failure means the sails take 2d10 bludgeoning damage.
- Rogue Wave! A massive wave washes over the deck. All characters on deck must succeed on a DC 12 Strength saving throw or be knocked prone and slide 10 feet in a random direction. Those near the railing might be swept overboard (DC 10 Dexterity save to grab hold).
- Shipped Water! Water sloshes into the lower decks. The Bosun must succeed on a DC 13 Strength (Athletics) or Dexterity (Tools) check to organize bailing, or the ship takes 1d6 bludgeoning damage to its VP at the end of the round (representing accumulating stress from water weight).
- Minor Collision! A large piece of flotsam (a broken mast, a large log) appears suddenly. The Helmsman (Pilot) must succeed on a DC 14 Dexterity (Water Vehicles) check. On a failure, the ship's Hull (VP) takes 3d6 bludgeoning damage.
Major Storm Complications (Roll 1d6)
- Mast Snaps! A primary mast groans and splinters. The Bosun must succeed on a DC 16 Strength (Carpenter's Tools) check to brace it, or it snaps, and the Sails component takes 8d10 bludgeoning damage. If already damaged, it might be destroyed.
- Sudden Squall! The winds intensify dramatically, threatening to capsize the vessel. The Captain must make a DC 15 Intelligence (Water Vehicles) check to guide the ship, and the Helmsman must make a DC 15 Dexterity (Water Vehicles) check to maintain control. Failure on either means the ship's Hull (VP) takes 6d10 bludgeoning damage.
- Fire Aboard! A lantern breaks loose or a stove tips, starting a small but dangerous fire in the lower decks. A character must succeed on a DC 14 Dexterity saving throw to quickly smother it, or a randomly determined component begins taking 2d6 fire damage per round until put out. If left unchecked, the fire can spread to the Hull (VP) after 2 rounds.
- Crew Panic! A section of the crew begins to panic, threatening to abandon their posts. The First Mate must make a DC 16 Charisma (Intimidation or Persuasion) check to restore order. On a failure, the Crew Quality Score drops by an additional 1d4, and the collective crew effort roll for this segment is made with disadvantage.
- Monster in the Maelstrom! A monstrous sea creature, agitated by the storm, attacks! (e.g., a giant octopus, a merrow, or something larger). It targets the Hull (VP) or a critical component (mast/sails). Initiate a brief combat encounter. The creature might disengage if sufficiently wounded or if the storm becomes too violent for it.
- Navigation Lost! The quartermaster is disoriented, or instruments are damaged. The Quartermaster must succeed on a DC 16 Wisdom (Navigator's Tools) check to re-establish their bearing. On a failure, the ship is blown 1d4 x 100 miles off course, potentially into a new, uncharted region of Valeria.
Aftermath Complications (Roll 1d4)
- Floating Debris Field: The ship sails through a field of storm-tossed debris. The lookout must succeed on a DC 13 Wisdom (Perception) check to spot dangers. On a failure, the Hull (VP) takes 1d6 bludgeoning damage, and a random component takes 1d4 bludgeoning damage.
- Lost Cargo/Supplies: The storm battered the cargo hold or provisions. Roll 1d4. On a 1, 25% of the ship's cargo capacity is lost or damaged. On a 2, half the ship's provisions are ruined. On a 3, a critical tool or resource (e.g., medical supplies, a spare mast) is lost. On a 4, everything seems intact, but a valuable piece of cargo is missing.
- Wounded Crew: Beyond those lost overboard, 1d6 crew members are seriously injured and require the surgeon's attention for 1d4 days. Each injured crew member temporarily reduces the Crew Quality Score by 1 until healed.
- Mysterious Discovery: The storm might reveal something unexpected: a drifting, derelict ship (perhaps with salvageable parts or loot), a strange island previously uncharted, or a bizarre creature brought to the surface by the turbulence. This could lead to a new side quest.
This module provides a flexible framework for running storm encounters, allowing you to tailor the intensity and specific challenges to fit your Valerian campaign. Remember to describe the dramatic scenes vividly and encourage your players to roleplay their officer roles fully!