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The High Seas

Tier
2
Type
Exploration
Difficulty
14
Impulses
Sail calm the sea lurk patrol

Environment overview

Sweet it is, when on the high seas the winds are lashing the waters, to gaze from the land on another's struggles.

Potential adversaries

Pirates Greater Water Elemental Kraken Siren Shark Electric Eels

Features

Passives

passive
  • All I Ask is a Small Ship

    When players begin their journey from a port, begin a progress (8) and consequence (8) countdown. Have players describe what they're contributing to the journey ahead.

    Questions
    • How is the wind? Are the sails prepared for a long journey?
    • What do you see out on the horizon?

Actions

action
  • Prepare to Be Boarded!
    Fear 1

    Spend a Fear. A navy vessel approaches the PCs ships and demands that they drop anchor.

  • White Squall
    Fear 2

    Spend 2 Fear. A sudden, violent windstorm appears in the distance, forming a giant wall in front of the ship. All PCs and the vessel they command must make a Strength reaction roll. On a failure, PCs and the ship take 3d10 physical damage and must mark a Stress. On a success, PCs and the vessel mark a Stress.

Reactions

reaction
  • Call of Cthulhu

    When the PCs trigger the navigation consequence countdown, roll a d20. On a natural 20, summon a Kraken. On any roll other than a natural 20, roll on or choose a consequence from your consequence table.

    Questions
    • You've heard the legend, but nothing can prepare you for what approaches. What feelings does the sound of the coming Kraken evoke?
    • How do you attempt to evade something so legendary and large?
  • The Rougher the Seas, the Smoother We Sail

    When the consequence countdown has been triggered, choose a consequence or roll on your random consequence table, then describe the threat that approaches the ship.

About this environment

There are so many great environments in Daggerheart, but the ocean does not get tackled enough. Here is my take on traversing the High Seas.

UPDATED: Removed the arrival countdown (6)

The High Seas

Tier 2 Exploration

Sweet it is, when on the high seas the winds are lashing the waters, to gaze from the land on another's struggles.

Impulses: Sail, calm the sea, lurk, patrol

Difficulty: 14

Potential Adversaries: Pirates, Greater Water Elemental, Kraken, Siren, Shark, Electric Eels

Features

All I Ask is a Small Ship - Passive: When players begin their journey from a port, begin a progress (8) and consequence (8) countdown. Have players describe what they're contributing to the journey ahead.
  1. How is the wind? Are the sails prepared for a long journey?
  2. What do you see out on the horizon?
Prepare to Be Boarded! - Action: Spend a Fear. A navy vessel approaches the PCs ships and demands that they drop anchor.
White Squall - Action: Spend 2 Fear. A sudden, violent windstorm appears in the distance, forming a giant wall in front of the ship. All PCs and the vessel they command must make a Strength reaction roll. On a failure, PCs and the ship take 3d10 physical damage and must mark a Stress. On a success, PCs and the vessel mark a Stress.
Call of Cthulhu - Reaction: When the PCs trigger the navigation consequence countdown, roll a d20. On a natural 20, summon a Kraken. On any roll other than a natural 20, roll on or choose a consequence from your consequence table.
  1. You've heard the legend, but nothing can prepare you for what approaches. What feelings does the sound of the coming Kraken evoke?
  2. How do you attempt to evade something so legendary and large?
The Rougher the Seas, the Smoother We Sail - Reaction: When the consequence countdown has been triggered, choose a consequence or roll on your random consequence table, then describe the threat that approaches the ship.

Discussion

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