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Living Sea Storm

Tier
4
Type
Event
Difficulty
18
Impulses
• Break formations • Separate allies • Drag creatures into the sea • Empower the Olyhydra • Destabilize footing • Punish hesitation

Environment overview

A violent, unnatural storm at sea where the waves shift with intent and the ocean itself seems to learn alongside the creature beneath it.

Potential adversaries

• Olyhydra • Olyhydra Spawn (optional small adds if needed) • Drowned echoes (if you want spooky flavor)

Features

Passives

passive
  • Blinding Waters

    This adds a +5 penalty to the Difficulty of all ranged attacks and perception based checks. Vision is reduced to Close range

Actions

action
  • Rogue Wave
    Fear 1

    by spending 1 Fear. A massive wall of black water crashes across the battlefield forcing every hero roll. Those who fail are flung two range increments away and take 2d20 Physical damage as they are slammed against debris or the churning surface of the sea.

  • Sudden Undertow
    Fear 1

    which costs 1 Fear. You can trigger this whenever a player fails a roll with Fear. The water beneath them becomes a hungry maw that drags them into a swirling vortex. The player must mark 2 Stress and is considered Restrained until they spend an action to fight their way back to the surface.

Reactions

reaction

About this environment

The sea has turned against you.

This is not a natural storm. The waves do not follow wind or tide—they rise in patterns, crash with intent, and pull at the ship like something beneath is testing its strength. The wind shifts too quickly, the rain stings too sharply, and the thunder rolls not like weather, but like something responding.

The deck is never still. Every step is uncertain. Every movement risks being thrown, dragged, or lost.

Lightning reveals glimpses beneath the surface—massive shapes, shifting forms, something learning the rhythm of the fight above.

The ocean is not just a battlefield.

It is part of the creature.

Living Sea Storm

Tier 4 Event

A violent, unnatural storm at sea where the waves shift with intent and the ocean itself seems to learn alongside the creature beneath it.

Impulses: • Break formations • Separate allies • Drag creatures into the sea • Empower the Olyhydra • Destabilize footing • Punish hesitation

Difficulty: 18

Potential Adversaries: • Olyhydra • Olyhydra Spawn (optional small adds if needed) • Drowned echoes (if you want spooky flavor)

Features

Blinding Waters - Passive: This adds a +5 penalty to the Difficulty of all ranged attacks and perception based checks. Vision is reduced to Close range
Rogue Wave - Action: by spending 1 Fear. A massive wall of black water crashes across the battlefield forcing every hero roll. Those who fail are flung two range increments away and take 2d20 Physical damage as they are slammed against debris or the churning surface of the sea.
Sudden Undertow - Action: which costs 1 Fear. You can trigger this whenever a player fails a roll with Fear. The water beneath them becomes a hungry maw that drags them into a swirling vortex. The player must mark 2 Stress and is considered Restrained until they spend an action to fight their way back to the surface.

Discussion

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