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Heart of the tempest

Environments Designed by Michael Paterson • Art by Google Gemini

At a glance

Tier
2
Type
Event
Difficulty
15
Impulses
Drawn to the eye Tossed by the storm Feats of bravery Keeping the crew together Evil impulses Dangers of the deep

Environment overview

A terrible storm at sea drawing the ship into a vortex.

Potential adversaries

Sea witch Enemy ship Kraken Storm mage Harpies Sharks

Features

Passives

passive

Actions

action
  • Fighting the tempest
    Fear 1

    As the unnatural tempest rises a 12 countdown clock commences. The player's ship begins at 5. At 0 they escape the storm, at 12, the ship is drawn into the whirlpool in the eye of the storm and an underwater encounter begins.
    When the DM spends a fear, the crew make skill checks against certin circumstances.
    Examples:
    Right the rudder - Players within predetermined range must make a strength check against the force of the storm to right the rudder. Success = -1 on the clock, failure + +1. On failure, Roll a d12, 8 or higher, someone goes 'overboard'. (roll or choose)
    Secure the sails - Lashings come loose. Players within range must make successive successful roles. 1) Agility to climb. 2) Finesse to secure the lines in the storm. Success = -2, failure +2. On failure for agility, the player falls for d10 damage.
    Taking on water - Players must cooperate to; bail water (Strength), repair the hull (knowledge, strength, or agility). Success = -1, failure =+1.
    The crew is shaken - The resolve of the crew is melting. Choose to use a single player, or a collaboration either as a group action/tag team or by player for specific areas. Success = -2, failure = +2. On failure, Roll a d12, 8 or higher, someone goes 'overboard'. (roll or choose).

    Questions
    • Who is where?
    • How are the players seeking to reign in control and fight the storm?
    • What was that moving in the swell?
  • Is that actually a kraken?!?
    Fear 3

    The kraken emerges.
    All of the situational circumstances persist. Now you must also fight the kraken (or whatever else).

    Questions
    • How does the threat emerge?
    • What is the threat?
    • How does the crew react?

Reactions

reaction
  • Overboard!

    As a result of failed roles a player or an NPC may go overboard. A risk vs. reward decision must be made.
    The team now havea 6 clock starting at 2. If the clock reaches 6, the person is lost to the sea. For every 'Fighting the tempest' event that occurs without a rescue attempt, the clock counts up 1.
    A player overboard may attempt self rescue on a strength check. Success = -1, failure = +1. Amphipious creatures may roll with advantage. Team ups etc are allowed.
    Rescue attempts:
    Dive of the hero - A PC may choose to dive into the churn. They are now also 'overboard' on the same clock as the lost sailor. They may now make strength checks either alone or in collaboration. Success = -1. failure = +1.
    Throw a line - A player may make an attempt to throw a lifeline. Finesse check. Success = -1, failure = +1.
    Shouts of encouragement - If appropriate, a player in earshot can call out inspirational encouragement to the lost soul. Presence check. Success = -1, failure = +1. (Class abilities not excluded).

    Questions
    • Can anyone not swim?
    • Who has gone overboard? Who saw it happen?
    • How bad is the storm right now?
    • Is there anything else in the water?
    • Who can see what?
  • The sea churns
    Fear 1

    As the ocean heaves, players and NPCs are bucked against the sea. GM determines by circumstance and player character what attribute to roll against. NPCs may be simply lost to the storm or overboard in need of rescue depending on narrative conext. If a player fails, roll d10 for damage and they go overboard.
    Success = no efect, Failure = d10 damage and/or overboard! (GM should make the call based on narrative effect and circumstances)

    Questions
    • Who is where and what perils present?

About this environment

The storm is raging, drawing your vessel into a vortex in the sea. All efforts must be made lest the ship be lost.

Heart of the tempest

Tier 2 Event

A terrible storm at sea drawing the ship into a vortex.

Impulses: Drawn to the eye, Tossed by the storm, Feats of bravery, Keeping the crew together, Evil impulses, Dangers of the deep

Difficulty: 15

Potential Adversaries: Sea witch, Enemy ship, Kraken, Storm mage, Harpies, Sharks

Features

Fighting the tempest - Action: As the unnatural tempest rises a 12 countdown clock commences. The player's ship begins at 5. At 0 they escape the storm, at 12, the ship is drawn into the whirlpool in the eye of the storm and an underwater encounter begins.
When the DM spends a fear, the crew make skill checks against certin circumstances.
Examples:
Right the rudder - Players within predetermined range must make a strength check against the force of the storm to right the rudder. Success = -1 on the clock, failure + +1. On failure, Roll a d12, 8 or higher, someone goes 'overboard'. (roll or choose)
Secure the sails - Lashings come loose. Players within range must make successive successful roles. 1) Agility to climb. 2) Finesse to secure the lines in the storm. Success = -2, failure +2. On failure for agility, the player falls for d10 damage.
Taking on water - Players must cooperate to; bail water (Strength), repair the hull (knowledge, strength, or agility). Success = -1, failure =+1.
The crew is shaken - The resolve of the crew is melting. Choose to use a single player, or a collaboration either as a group action/tag team or by player for specific areas. Success = -2, failure = +2. On failure, Roll a d12, 8 or higher, someone goes 'overboard'. (roll or choose).

  1. Who is where?
  2. How are the players seeking to reign in control and fight the storm?
  3. What was that moving in the swell?

Is that actually a kraken?!? - Action: The kraken emerges.
All of the situational circumstances persist. Now you must also fight the kraken (or whatever else).

  1. How does the threat emerge?
  2. What is the threat?
  3. How does the crew react?

Overboard! - Reaction: As a result of failed roles a player or an NPC may go overboard. A risk vs. reward decision must be made.
The team now havea 6 clock starting at 2. If the clock reaches 6, the person is lost to the sea. For every 'Fighting the tempest' event that occurs without a rescue attempt, the clock counts up 1.
A player overboard may attempt self rescue on a strength check. Success = -1, failure = +1. Amphipious creatures may roll with advantage. Team ups etc are allowed.
Rescue attempts:
Dive of the hero - A PC may choose to dive into the churn. They are now also 'overboard' on the same clock as the lost sailor. They may now make strength checks either alone or in collaboration. Success = -1. failure = +1.
Throw a line - A player may make an attempt to throw a lifeline. Finesse check. Success = -1, failure = +1.
Shouts of encouragement - If appropriate, a player in earshot can call out inspirational encouragement to the lost soul. Presence check. Success = -1, failure = +1. (Class abilities not excluded).

  1. Can anyone not swim?
  2. Who has gone overboard? Who saw it happen?
  3. How bad is the storm right now?
  4. Is there anything else in the water?
  5. Who can see what?

The sea churns - Reaction: As the ocean heaves, players and NPCs are bucked against the sea. GM determines by circumstance and player character what attribute to roll against. NPCs may be simply lost to the storm or overboard in need of rescue depending on narrative conext. If a player fails, roll d10 for damage and they go overboard.
Success = no efect, Failure = d10 damage and/or overboard! (GM should make the call based on narrative effect and circumstances)

  1. Who is where and what perils present?

Discussion

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