>>6144848Roll a d6 to determine the sea conditions during the raid:
1. Calm Waters: The sea is eerily still, the ships glide effortlessly. Visibility is perfect, but the lack of wind makes escape slower if things go awry.
2. Gentle Breeze: Ideal conditions. The ships sail smoothly, with steady winds and clear skies aiding navigation.
3. Misty Morning: A thick fog cloaks the fleet, reducing visibility but providing excellent cover from enemy scouts.
4. Choppy Seas: Moderate waves rock the ships, slowing progress. Archery becomes less effective due to the constant motion.
5. Storm Winds: Fierce gusts batter the sails, making steering difficult. Some ships risk capsizing, and the raid is delayed.
6. Howling Tempest: A raging storm forces the fleet to halt. Lightning cracks the sky, and morale suffers as men struggle to keep their vessels afloat.
> Weather Conditions: Misty Morning (+1 to all rolls due to surprise advantage).
Choppy Seas (-1 to all rolls due to difficulty maneuvering).
Storm Winds (-2 to all rolls; groups may suffer heavy losses just approaching the city).
> Preparation and Leadership: You may choose to designate your best warriors to one of the groups instead of dividing them evenly, adding +1 to the rolls of said group.
You may choose to leave your best warriors home. They will be well rested for a second campaign this season, but you get -1 on all relevant rolls.
You may choose to parlay with the elves instead of doing a surprise attack. All combat rolls get -1, but you may be able to secure a deal.