Wind is a formidable and pivotal force in the Skysea. It dictates things like lift, resistance and flow. It has religious ties to the Titanborn, it influences every Air Zone This makes Wind Direction an important factor in Zephyr combat.

Wind Direction. Predicting and using Wind Direction is something many spend a lifetime trying to master. Very few succeed. Wind being Favorable or Unfavorable can make or break a combat encounter for an Airship crew. Choose your flight altitude carefully as you soar across the skies.

Winds can either be Favorable, Unfavorable, Neutral or Storm.

Roll 1d4 to find out the Wind Direction once an Airship is in flight. Also, Roll a D4 when a Airship enters a new Air Zone for the first time, to determine the Wind Direction in that zone.

During Zephyr Combat. Wind Direction effects of a new Air Zone are first applied to the movement of an Airship when it enters the zone during the Airship Movement Phase. These same effects continue to apply to all the Airship movements in this Air Zone for every round they remain in the zone. Once the Wind Direction has been determined in an Air Zone, it remains the same for an entire combat encounter. Out of combat, the Wind Direction of an Air Zone can change once per short rest. Using these rules can enhance the dynamics and fun of changing Air Zones during combat and during general flight.

  1. Favorable Wind: Your Airship gains 1 Forced Speed Point while in this zone. Your Airship must spend this Forced Speed Point every round towards its Acceleration. When you have Favorable Wind, you cannot come to a stop. The extra Forced Speed Point you gained from the wind will continue to move you 20 ft. per round.
  2. Unfavorable Wind: Your Speed Points decrease by 1 Forced Speed Point while in this zone. To move your Airship from a stop, you must spend 2 Speed Points instead of 1.
  3. Neutral: All stats are normal.
  4. Storm: Roll on the Storm Effect table for the effect of the storm at the beginning of each round of combat.
d6Storm EffectsHow this affects the Airships
1Lightning StrikeLightning immediately strikes a Station or Part of the Airship chosen at random. The Station or Part suffers the Compromised Condition until repaired.
2Harsh WindsYour Airship is turned in a random direction (at the end of the Airship Movement Phase) and all creatures aboard the Airship must succeed on a DC 16 Dexterity saving throw or fall prone and take 3d6 bludgeoning damage.
3White OutAll creatures immediately have the blinded condition until the next Storm roll.
4Little Gust WindThe Airship is immediately moved 20 ft. in a random direction. All creatures aboard the Airship must make a DC 12 Dexterity saving throw. On a fail they are moved 5 ft. backward. Anyone who was moved backward while holding items must succeed on a DC 10 Strength saving throw or drop the items in their hands.
5Wind HailAll creatures take 2d4 bludgeoning and 2d4 cold damage.
6Calm in the StormNothing happens.