Announcing STORMHAVEN: Maw of Zephyros

Announcing STORMHAVEN: Maw of Zephyros

STORMHAVEN: Maw of Zephyros

Game Creator & Illustrator Mark Borland

A gritty maritime emergency-management & political fantasy adventure for Levels 5–9
EM Game Stormhaven - Digital Download: https://emdisastergaming.com/products/stormhaven-maw-of-zephyros?variant=48015222702312 

A storm-god stirs beneath the sea.

Stormhaven is a coastal powerhouse built on shipyards, sea-trade, and hard bargains—until the water turns wrong. The air tastes like iron. The docks begin to fail. Factions blame each other. And from the alleys and temples, a hidden cult whispers the same promise: let the Maw open.

In Stormhaven: Maw of Zephyros, players aren’t just monster-slayers—they’re stabilizers. Each choice can save lives, fracture alliances, or push the city toward collapse as a catastrophic storm entity rises to reclaim the coast.

What makes this module different
A “gamified ICS” structure (without feeling like homework):
The adventure mirrors real emergency-management phases—Preparedness → Response → Recovery → Mitigation—translated into a fantasy crisis with clear operational beats, escalating consequences, and hard tradeoffs.

Three-track pressure system:
•     Morale Points (MP): hope, unity, public trust
•     Disaster Tokens (DT): chaos, loss, cascading failure
•     Influence Points (IP): faction loyalty & political leverage (Guild, Temple, Guard, Dockworkers)

Skill challenges that matter:
Most scenes run on a simple outcome engine (typically 3 successes before 2 failures)—and failure always changes the situation, not just the dice result.
Global condition markers (crisis wear-and-tear):
Examples include Shaken, Exhausted, Bloodied, Broken, Corrupted—representing panic, fatigue, trauma, and prolonged storm exposure.

Adventure structure
•     Chapter 1: The Calm Before the Maw — early warning signs, dock panic, strange omens
•     Chapter 2: Response — The Storm Breaks — floods, breaches, lightning-tower escalation
•     Chapter 3: Recovery — The Tide Recedes — governance fractures, shelters, corruption in the ruins
•     Chapter 4: Mitigation — Building for Tomorrow — seawalls, supply depots, drills, sabotage
•     Chapter 5: The Breath of Zephyros (Final Confrontation) — cult champions, storm elementals, the Avatar’s arrival

Included content
•     A complete playable module with escalating scenes and clear round-by-round beats
•     Appendix A: NPCs (leaders, operators, faith figures, fixers)
•     Appendix B: Monsters (storm-touched threats + risk-profile flavor)
•     Appendix C: Printable pre-generated characters (ready-to-run team)
•     Map of Stormhaven (faction districts & key locations)

What you need to play
Core: dice, paper, imagination, and a GM (screen/notebook recommended).
System: written to run cleanly with 5e-compatible play (PHB/DMG/MM optional for expanded support).

Tone & themes
Storm-tossed realism. Political friction. Hard choices.
This is a city-on-the-edge story where “winning” often means choosing what to save—and living with what you couldn’t.