User Tools

Site Tools


adventuring:waterborne_adventuring

Waterborne Adventuring

Sequence of Play Per Day

  1. Decide course: The players decide on their course of travel for the day.
  2. Losing direction: The referee determines whether the party gets lost.
  3. Weather: The referee determines the Wind Conditions.
  4. Wandering monsters: The referee makes checks as applicable.
  5. Description: The referee describes the regions passed through and any sites of interest that the party comes across, asking players for their actions, as required. If monsters are encountered, follow the procedure described in Encounters.
  6. End of day: The referee updates time records, with special attention to rations, spell durations, and the crew’s need to rest.

Distance and Measurement

Ranges and movement rates: Are measured in yards, instead of feet. For example, a spear (long range 60′) can be thrown up to 60 yards at sea.
Areas: Of spell effects, breath weapons, etc. are still measured in feet.

Losing Direction

When following a river there is no chance of getting lost. For travel at sea, use the following chances.
With a navigator aboard: 2-in-6.
Without a navigator aboard: 100% on the open seas, 2-in-6 within sight of land.
Effects: See Losing Direction.

Surprise

Aquatic monsters are usually not surprised by ships. Special circumstances (e.g. thick fog) can alter this. See Surprise.

Travel on the Water

Miles per day: The number of miles a creature or vessel can travel in a day is determined by dividing its base movement rate by five. For example, a vessel with a base movement rate of 360′ could travel up to 72 miles in a day.

Modifiers

The distance travelled in a day is affected by the prevailing water and weather conditions, at the referee’s discretion:

  • River travel: Water currents may increase (when moving downstream) or decrease (when moving upstream) the distance travelled by 1d6+6 miles per day.
  • Sailing: The movement rate of sailing vessels is affected by the prevailing wind conditions. See Wind Conditions.

Visibility

Land: On a clear day, land can be spotted at a distance of 24 miles. This may be reduced based on light and weather conditions.
Ships: Can be sighted and identified at 300 yards on a clear day or as little as 40 yards in dense fog.

Wandering Monsters

Frequency: A check is typically rolled once per day, but the referee may choose to make more checks: up to 3 or 4 a day.
Chance: The chance of encountering a wandering monster is 2-in-6 at sea or on rivers, 3-in-6 in swamps. At sea, an encounter check roll of 2 results in a land-based encounter if the ship docks, or no encounter otherwise.
Distance: Wandering monsters are encountered 4d6 × 10 yards away. If either side is surprised (see Surprise), this is reduced to 1d4 × 10 yards.

Wind Conditions

Wind conditions at sea affect the rate at which a sailing vessel can travel. Extreme winds can also make travel hazardous. At the start of each day, the referee should roll 2d6 to determine wind conditions:

  • 2: No wind; sailing is not possible.
  • 3–11: Normal sailing is possible.
  • 12: Gale or storm; sailing vessels’ speed tripled (see Gales and Storms).

Detailed Wind Conditions (Optional Rule)

Groups who prefer a slightly more detailed system of sailing may use the following table, which adds extra detail to the daily 2d6 wind conditions roll.

Detailed Wind Conditions (Optional Rule)

2d6Wind Sailing Speed
2 No wind None†
3 Faint breeze 1/3 normal
4 Gentle breeze 1/2 normal
5 Moderate breeze 2/3 normal
6–8Fresh breeze Normal
9 Strong breeze 11/3 normal
10 High wind 11/2 normal
11 Near gale* 2× normal
12 Gale or storm* 3× normal

†: No movement. Sailing is impossible.
*: See below.

Near Gales

Vessels risk taking on water, which reduces their movement rate by 1/3 until repaired at a dock. The chance is as follows:
Seaworthy vessels: 10% chance.
Unseaworthy vessels: 20% chance.

Gales and Storms

Seaworthy vessels: Sailing vessels are swept along with the wind, as follows:

  • The vessel travels at three times its normal speed in a randomly determined direction. (The referee rolls 1d6, with 1 indicating the intended direction of travel, 2 indicating 60° to the right, 3 indicating 120° to the right, and so on.)
  • If the random course of travel causes the ship to reach land, there is a 75% chance of it wrecking against the shore. Otherwise, the ship finds shelter.

Unseaworthy vessels:

  • If the vessel is in sight of land when the gale hits, it can attempt to beach. If the shore is clear terrain, this is automatically successful; for other terrain types there is a 2-in-6 chance of finding a safe harbour to weather the storm.
  • Otherwise, the vessel is 80% likely to be swamped and sink.
adventuring/waterborne_adventuring.txt · Last modified: by 127.0.0.1

Donate Powered by PHP Valid HTML5 Valid CSS Driven by DokuWiki