-Nate
Interlude 35: The Storm 2
Every once in a
while, the forces of nature generate a tidal wave. This could happen
because of an underwater earthquake, volcanic eruption, landslide, or
even the impact of a meteorite. When it does occur, it means
considerable danger for ships at sea.
Seeing It Coming
In the event of a
tidal wave, all characters who are in a position to do so should make
Search or Spot checks to notice. The result of these checks
determines how much time they have to react, along with the
difficulty for the captain and crew to adjust the ship's course
accordingly.
Check / Time / Modifier
0-9 / 0 rounds
/ -10
10-19 / 1 round /
-5
20-29 / 2 rounds /
-2
30-39 / 3 rounds /
+0
40+ / 4 rounds
/ +2
Once these checks
are resolved, the PC's can react accordingly. As the wave approaches,
it behooves them to secure cargo and crew members, batten down
hatches and the like. Options here include making Profession: sailor
checks to tie down characters, making Climb checks to ascend the
masts and thus be out of the area of impact.
Steering the Ship
As the tidal wave
approaches, it is crucial that the ship's captain makes a DC 30
Profession: sailor check, with modifiers based on the result of the
previous Search or Spot check. In this situation it is best to steer
the vessel into the wave, in hopes of riding over it. (Taking a wave
broadside is a very bad situation.) The results of this check
determine how much water pours into the ship, and thus how hard it is
to resist the wave's impacting force.
Check / Save DC / Damage
0-9 / 26 /
5d hp
10-19 / 22 / 4d
hp
20-29 / 18 / 3d
hp
30-39 / 14 / 2d
hp
40+ / 10 /
1d hp
The type of die
rolled depends on the size of the vessel: Tiny ones use four-sided
dice; Small ones, six-sided; Medium ones, eight-sided; and Large
ones, ten-sided. Essentially, larger ships have broader decks and
therefore can take on more water. Should a vessel suffere more damage
from water than it has hull points, it becomes submerged. Up to that
point, the GM can use the percentage of damaged suffered versus total
hull points to represent how much of the ship is filled with water.
For example, a ship with three decks that has suffered 33% of its
hull points in damage would have one deck filled with water. It also
has its maximum speed reduced by the same percentage.
Bracing Oneself
As the wave hits
the ship, all who are on the main deck should make Fortitude saves to
resist its force. The DC for these is determined, as mentioned above,
by the result of the captain's Profession: sailor check when sailing
into the wave. If the characters had time to do so, they can also use
Profession: sailor checks to replace those checks, to represent tying
themselves down before the impact. Should a check fail, that
character must then make a Reflex save with the same DC, in an effort
to grab hold of a loose rope, a mast, or the rail before being
dragged overboard. If that check succeeds, it takes another Fortitude
save or Strength check to latch onto something solid. At the GM's
discretion, other characters could make saves or checks to latch onto
comrades who are being swept into the sea.
Man Overboard!
If a character is
swept overboard, this presents a very dangerous situation. First and
foremost, that character must make DC 20 Swim checks in order to stay
above the water. Failure means that a character slips under the water
and must hold one's breath. That can be done for a number of rounds
equal to one's Constitution score, after which the character begins
drowning.
Of course,
there's also the chance that someone else can help rescue that
character. One option is for other characters to keep an eye on the
unfortunate, and then to bring the ship about to rescue him/her. This
requires both a Search or Spot check for anyone who is watching,
along with a Profession: sailor check to bring the vessel back around
to the victims. The combined DC for these checks is 50; in this way,
better observation makes it easier to navigate, and vice versa. As
long as both checks add up to the required total, the ship pulls
within twenty feet of the victims. Every five points by which the
combined check fails means that the ship is ten feet further away
from that unfortunate soul.
With that, of
course, it's still necessary to rescue the victim. This can be
accomplished in a number of ways, including sending someone into the
water or throwing a line. In the prior case, someone diving into the
choppy sea needs to make a DC 20 Swim check or also be at risk of
drowning. On the other hand, it takes a ranged attack against AC 5 to
hit a target with a rope or similar thing, with a penalty to that
attack based on the distance between the victim and the ship. If that
effort is successful, it then takes a DC 15 Strength check to haul
the victim back aboard the ship.
Variations on a Theme
As always, the GM is free to add other elements to this interlude; a
few possibilities are suggested here.
- To make things more difficult, a monster suchs as a sea serpent or giant squid could appear on the scene while the ship and crew are at their most vulnerable.
- In the event of failure, the GM could find an impetus for a new adventure hook. For example, a lost PC could wash up on a desert island, facing the challenge of survival and facilitating rescue. It might even be home to pygmies, island giants or a wild hairy man.
- Alternately, a friendly onijegi could rescue a drowning character, and then recruit him or her to help with a whole other problem.
- There's always the chance that someone lost at sea could be picked up by another ship--friend, foe or something in between the two.
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