Supernatural Sea Hazards
Stormwrack has only a few supernatural hazards compared to long lists of Frostburn and Sandstorm.
Airless Water:
The sinister opposite of airy water, airless water is a cold, lifeless dead
zone. Within a pocket of airless water, aquatic creatures cannot breathe (nor
can air-breathers, for that matter). Water-breathing creatures can “hold their
breath” in order to enter or pass through a mass of airless water, just as
air-breathers can hold their breath to enter water. Pockets of airless water have
a dark, slightly viscous look that can be detected by observant characters.
Airy Water: Considered
a boon by any air-breather who encounters it, airy water is a stretch of water
that is breathable by both air-breathers and water-breathers. It is filled with
streaming effervescent bubbles, and normal marine animals usually avoid it.
Characters in airy water are subject
to all the normal movement and combat penalties for being in the water - they
just have no risk of drowning. Airy water is typically found in or around
specific rooms or chambers and does not often occur in open water (although
stories of shallow coral reefs or kelp beds filled with airy water abound).
Dead Calm: The
terrible dead calm is a horror that terrifies even the boldest of sailors. Some
portions of the ocean are cursed by evil sea gods and remain forever still and
unmoving. No breeze stirs the waters, no current flows to carry a trapped vessel
out of the calm. Those who enter all too often die slow, miserable deaths of
starvation and madness, unable to escape from the dead calm’s grip.
Dead calms are often found in
conjunction with vast sargasso mats. In a dead calm, the weather is always hot
and still, without a hint of a breeze. Characters in a dead calm who lose FP
from heat must risk contracting suntouch.
Dead calms are also notorious for attracting undead such as ghosts, spectres,
lacedons, and worse.
Regions of dead calm normally extend
for 20d miles. Oared ships can, with some work, free themselves, but sailing
ships often have to resort to exhaustive towing work or powerful magic to
escape the doldrums.
Maelstrom: Naturally
occurring whirlpools are dangerous enough, but some whirlpools are supernatural
maelstroms - places where portals to the Elemental Plane of Water, divine
manifestations of sea deities’ power, or ancient curses have created
monstrously powerful vortexes in the water.
Maelstroms come in one of four
sizes: minor (3 to 13 yards in diameter), major (14 to 40 yards in diameter),
greater (41 to 130 yards in diameter), and immense (131 to 800 yards in
diameter). Maelstroms usually have a depth equal to their diameter.
Maelstroms are surrounded by strong
feeder currents that can snare swimmers or boats far from the vortex itself, carrying
them within the vortex’s grasp.
Maelstrom Size
|
Current Strength by Distance
|
||
Strong (1-3 knots/3-10 yards per second)
|
Dangerous (4-6 knots/11-20 yards per second)
|
Irresistible (7-9 knots/21-30 yards per second)
|
|
Minor
|
100 ft.
|
50 ft.
|
20 ft.
|
Major
|
500 ft.
|
250 ft.
|
100 ft.
|
Greater
|
1,000 ft.
|
500 ft.
|
200 ft.
|
Immense
|
1 mile
|
½ mile
|
1,000 ft.
|
Once a swimmer or ship is sucked
into the maelstrom by the currents sweeping toward it (or simply has the
misfortune of falling into the vortex directly), the target endures three
distinct phases of danger: trapped, battered, and ejected. Minor maelstroms can
only trap and batter SM+3 objects or smaller; major maelstroms can trap and
batter SM+4 objects or creatures or smaller; greater maelstroms can only trap
and batter SM+5 objects or smaller; immense maelstroms can only trap and batter
SM+6 objects or smaller.
Maelstrom Size
|
Object Size
|
Time Trapped
|
Roll Penalty
|
Battered Damage
|
Minor
|
SM+3
|
6d seconds
|
-4
|
2d
|
Major
|
SM+4
|
8d seconds
|
-6
|
3d
|
Greater
|
SM+5
|
10d seconds
|
-8
|
4d
|
Immense
|
SM+6
|
12d seconds
|
-10
|
6d
|
Trapped: The
creature or vessel is trapped in the whirlpool, slowly being drawn down.
Escaping from the trap region requires a successful Swimming or Boating roll with
a penalty based on the maelstrom’s size. This moves the creature to a hex
adjacent to the maelstrom (the current doesn’t sweep him or her back in
immediately but can do so in subsequent seconds). Failing that, the creature or
ship is unable to move of its own accord, and revolves helplessly in the
whirlpool. At the end of a trapped character’s turn, move him or her 10 yards clockwise
around the rim of the whirlpool.
Battered: At
the end of trapped time, the creature or vessel sinks into the maw of the
maelstrom. This takes 5 seconds, during which the creature or object takes the
indicated crushing damage. For ships or vehicles, every section is damaged. Creatures
can only Do Nothing in this round.
Ejected: On
the next second, the maelstrom ejects the creature or vessel at its bottom. The
creature or vessel is now at the bottom depth of the maelstrom. If the
maelstrom has a particular exit—for example, a hole in the bottom of a lake, or
a portal to the Elemental Plane of Water—the creature or vessel passes through.
Otherwise it comes to rest on the bottom or is adrift in the water a short
distance from the bottom of the maelstrom’s funnel (1dx3, 5, 10, or 50 yards,
depending on the maelstrom’s size). A maelstrom without an exit simply
generates currents flowing away from it on the bottom with the same strength as
currents flow toward it near the surface. Buoyant creatures or objects return
to the surface, but there’s no reason they couldn’t be caught in the
maelstrom’s grip again.
Stormfire: In
the most terrible storms and hurricanes, ships are sometimes struck by
stormfire, a capricious and seemingly malevolent phenomenon that has brought more
than one vessel to complete ruin. Stormfire gathers slowly, beginning as a
faint green phosphorescence dancing along a vessel’s rigging and rails. In many
cases it proceeds no further; it is simply a disconcerting omen but not dangerous.
But sometimes (on a result of 1 on 1d roll) stormfire continues to gather and
grow stronger, until suddenly it seems that the whole ship is wrapped in glowing
green fire.
A creature entering a square
containing stormfire is subjected to a brilliant emerald discharge on a result
of 1-3 on a 1d roll. This discharge deals 1d burning surge damage and 1d burning
damage. Stormfire manifestations usually last for no more than 6d seconds
before guttering out, beginning in one random square on a ship’s deck and spreading
to one random adjacent square each round until the manifestation ends.
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