Fractured Realm Navigation Rules
September 18, 2024
Navigation (Survival or Lore checks):
- Critical Success: +2 to encounter roll.
- Success: +1 to encounter roll.
- Failure: No change.
- Critical Failure: -1 to encounter roll.
Scouting (Perception or Stealth checks):
- Critical Success: The PCs are prepared for the next encounter.
- Success: The PCs are prepared for the next encounter if they also critically succeeded on a navigation roll this week.
- Failure: The PCs are unprepared for the next encounter.
- Critical Failure: The PCs are unaware of the next encounter and may be ambushed.
Supplies (Crafting or Medicine checks):
- Critical Success: -1 to all DCs of the next encounter.
- Success:
- Failure: + 1 to all DCs of the next encounter
- Critical Failure: +2 to all DCs of the next encounter
Encounter Roll
Expanded Random Encounter Table (Roll d20)
- Terrifying Sky Kraken
- Unprepared: A massive sky kraken attacks the ship. The players must make complex maneuvers to avoid being destroyed. Critical sailing checks (DC 25) are required, and the party must fend off tentacles while trying to flee.
- Prepared: The crew spots the kraken from a distance, allowing time to prepare for battle or escape. Checks are DC 20, and damage to the ship is reduced.
- Hostile Dragon Patrol
- Unprepared: A green or blue dragon sees the ship as an intruder in its territory and attacks. Combat ensues with the full force of the dragon’s power.
- Prepared: The dragon is wary but doesn’t attack immediately, giving the players a chance to negotiate or flee with a skill check (Diplomacy or Bluff, DC 22).
- Sky Pirate Armada
- Unprepared: A large group of sky pirates descends upon the ship, boarding and attacking. Combat against a well-organized pirate force with a captain.
- Prepared: The players have time to mount a defense, gaining a tactical advantage or negotiating with the pirate captain.
- Elemental Rift
- Unprepared: A tear in the fabric of the plane creates a rift, summoning air and fire elementals. The ship is drawn toward the rift unless the players manage to close it or navigate out of its pull.
- Prepared: The rift is spotted early, allowing for evasive maneuvers or a controlled attempt to close the portal without suffering damage.
- Bandit Ambush
- Unprepared: Sky bandits ambush the ship in mid-flight, aiming to disable and rob the crew. The fight begins with the bandits already on board.
- Prepared: The players spot the bandits preparing the ambush and can choose to either avoid it or gain a surprise round.
- Astral Storm
- Unprepared: A magical storm batters the ship, affecting navigation and causing random teleportation of objects and crew. Crew must make Fortitude saves (DC 20) to avoid being displaced.
- Prepared: The crew can predict the storm’s movements, reducing the number of random teleports or avoiding the worst of the damage.
- Cloud Leviathan
- Unprepared: A massive cloud leviathan mistakes the ship for prey. Combat is nearly unavoidable, and evasion is difficult. The leviathan’s size gives it advantage in battle.
- Prepared: The leviathan gives the ship a chance to prove it is not prey. A skill check (Nature or Arcana, DC 22) allows the party to placate or redirect it.
- Meteor Shower
- Unprepared: A sudden meteor shower pelts the ship, causing significant damage unless the crew succeeds in navigating through (Sailing check DC 20).
- Prepared: The players detect the meteor shower early, reducing the DC of checks to avoid or mitigate damage.
- Rogue Boggart Warband
- Unprepared: A warband of boggarts riding flying beasts attacks the ship. Combat ensues as the boggarts attempt to board and sabotage the ship.
- Prepared: The players can prepare for battle with defensive fortifications or avoid the warband entirely with a successful sailing check (DC 18).
- Sky-Whale Sighting
- Unprepared: A sky-whale passes close to the ship, jostling it with powerful air currents. The ship could suffer damage unless the players act quickly to stabilize it.
- Prepared: The sky-whale’s presence is spotted early, allowing the crew to follow it and gain useful knowledge of the currents, or to harvest rare magical resources from its wake.
- Floating Minefield
- Unprepared: The ship passes into a region filled with magical mines or floating traps. A failed perception or navigation check (DC 20) leads to significant damage.
- Prepared: The crew is able to identify the danger in time, navigating through the minefield safely or disarming some of the traps for future use.
- Rogue Wind Elemental
- Unprepared: A wild wind elemental attempts to batter the ship, pushing it off course. The crew must defeat the elemental or suffer long-term navigation issues.
- Prepared: The elemental can be reasoned with or trapped, using magic or skill checks (Arcana or Nature DC 18).
- Magic Fog
- Unprepared: A magical fog envelops the ship, causing confusion and magical disturbances. The ship may get lost or randomly teleported unless the players succeed in a navigation check (DC 22).
- Prepared: The fog is identified early, and the crew can take precautions to avoid its disorienting effects.
- Floating Refuge
- Unprepared: The crew spots an island in the distance that could provide supplies or rest. However, hostile creatures or hazards abound on the island.
- Prepared: The players find the island’s safe areas and have a chance to stock up on supplies or rest without encountering the island’s dangers.
- Celestial Guide
- Unprepared: A celestial being or spirit appears, offering cryptic guidance. It may lead to a beneficial destination or warning, but there’s a challenge in interpreting the guidance.
- Prepared: The players understand the celestial’s message more clearly, gaining insight into their journey or a future encounter.
- Favorable Winds
- Unprepared: A sudden gust of wind helps speed up travel but requires quick thinking to control. A Sailing check (DC 15) can harness the wind without damaging the ship.
- Prepared: The favorable winds allow the players to cover extra distance without risk, arriving at their destination sooner.
- Merchant Sky-Ship
- Unprepared: A sky-ship of merchants crosses paths with the party. They offer goods but at inflated prices unless persuaded otherwise.
- Prepared: The players encounter a friendly merchant ship, offering fair trades, and the opportunity to purchase valuable supplies or upgrades.
- Sky Behemoth Shadow
- Unprepared: The shadow of an enormous, unseen behemoth darkens the sky above. No immediate threat, but it unsettles the crew and causes a morale penalty.
- Prepared: The crew sees the behemoth from afar and can marvel at it without risk. The event gives them inspiration, granting a temporary morale boost.
- Discovery of Lost Lore
- Unprepared: The players stumble across ancient writings or ruins in the clouds. Without proper preparation, deciphering them is a challenge.
- Prepared: The players easily access lost knowledge, gaining insight or even new spells, magic items, or lore related to their quest.
- Sky Blessing
- Unprepared: A glowing rift in the sky showers the ship with magical energy, granting temporary bonuses but also a minor chaotic effect (like a wild magic surge).
- Prepared: The players receive a boon from the sky, such as temporary hit points, increased speed for travel, or a permanent magical blessing for their journey.