The Storm (Vault #29)

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The Great Storm can imperil even the most magically or technologically advanced society or community. Even when the immediate fury has passed, there are life-threatening circumstances that come to the forefront. One or all of the 15 ideas below might face a party when the storm comes.  We've organized them into sets of encounters that go together under a common theme.

The Finger of God

  1. _Tornado!_ (#Tornado) The cone of terrifying wind makes a deadly projectile out of even a stalk of straw. > A Knowledge (Magic) check or Perception (Ranged) check of 13 or above is required to avoid the bludgeoning debris. Take damage equal to half the value of your failed roll. 
  2. _The Conflagration_ (#Confl) The high winds have spread flame throughout the village or city.  Without swift action, the community may not survive. > An Influence check could be required to rally the citizenry and organize their firefighting efforts.  A Magic check (especially with an ice Ability) could put out one of the burning buildings, but which one?
  3. _All Hail_(#Hail) Ice chunks the size of your fist begin pummeling the region. > A Fortitude (Melee) check will of 10 or above saves the adventurer from significant damage. Failure leads to bruises equal to 2 health in damage. 
  4. _Mudmire_ (#Mud) The ground is a slippery mess. > Any Ability checks will be made at a -3 penalty. If the reduced roll would be a 1, play the Ability's critical failure.
  5. _Beasts Unhinged_ (#Unhinged) With their pens and fencing destroyed, panicked livestock frantically stampede and attempt escape. > A party member must choose a type of communal animal (horse, cattle, chicken, llama...ostrich/chocobo). They find themselves in the midst of a stampede. Play an ability. If the ability succeeds and deals 3 or more damage, the adventurer escapes unscathed. If not, they take 5 damage.   

The Blizzard

  1. _Snow Covers All_ (#Snow) With the region in the grip of a record setting blizzard, the adventurers are sought out to find travelers (or children) who didn't make it back to habitation before the storm. > A Tracking (Ranged) check of 7 or above will allow the party to find tracks leading to the lost. 
  2. _Trapped!_ (#Trapped) Those tracks end in what appears to be a recent Avalanche. Only swift and vigorous action will save the victims. > A series of three Athletics (Melee) checks of 8, 9, and finally 10 must be made to dig out the trapped. If any are failed, party members can sacrifice 1 health to succeed instead. Each failure without the health sacrifice results in the death of one of the trapped. 
  3. _The Killing Cold_ (#Cold) The frigid temps drop even further. > A Magic or Loot card with "fire" in the descriptor can be spent to stave off the killing cold, or a Survival (Ranged) check of 13 or higher will do the same. Failure results in loss of 3 health and 1 Persona. 
  4. _The Crevasse_ (#Crevasse) A hidden crevasse opens, swallowing party members. > Any adventurer who rolls less than 10 on a Perception (Ranged) Check falls in, taking 2 health damage. A climb check of 7 or above is required to escape. 
  5.  _Avalanche_ (#Avalanche) The mountain slope trembles and shifts. A white wall of death descends...> An Athletics check of 12 or above will allow an adventurer to outrun the deadly snow. Failure results in entombment (go to "Trapped!" for checks to escape). 

The Hurricane

  1.  _Fearsome Flooding_ (#Flooding) Citizens are stranded. This is a job for heroes.  >  An Influence check might be required to convince a scared commoner the adventurers are not looters. An Athletics check will surely be needed to traverse the treacherous, flooded streets. 
  2. _Looters_ (#Looters) You could almost admire their opportunism, if it didn't come at the cost of the vulnerable.   
  3. _Structural Collapse_ (#Collapse) The building you are in groans and creaks...then a wall and ceiling collapse upon you. > A Magic or Ranged check of 9 or above is needed to avoid being struck by sodden building materials. Take 3 damage on failure. 
  4. _Dire Diseases_ (#Disease) The waters have proven an ideal breeding ground for molds, bacteria, and mosquitoes. > A Fortitude (Melee) check of 6 or above is necessary to avoid illness. On failure, suffer a -2 to Ability checks for the remainder of the quest. 
  5. _Gales Most Gruesome_ (#Gales) The hurricane's winds are the most inopportune condition under which to fight. > Ranged, Music, and Magic abilities fail on any roll less than a 15. Melee abilities suffer -5 to rolls. Enemies cannot surge.  Everyone (including Encounter cards) is dealt 2 damage each round.  

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