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Turn_Sea
- Open waters are (24 miles) wide.
- Shallow waters (within 2 hexes of land) count as 2 hexes each. They are 12 miles wide.
- From a ship’s deck, 1 hex.
- From a crow’s nest, 2 hexes in clear weather.
- The party determines where to travel.
- The party rolls the Sea Encounter Die.
- The Referee describes the entered hex.
- Roll the Sea Encounter Die.
- Gain the normal benefits of a Rest.
- The party will discover if they are facing the wrong way, if the sky is clear enough.
- Any method of travel affords at minimum one hex of travel in open water per day, if travel is possible.
If | hexes per day | Sail? |
---|---|---|
boat | 3 | yes |
raft | 1 | |
galley, small | 2 | |
galley, large | 3 | |
longship | 4 | |
merchant, small | 9 | yes |
merchant, large | 6 | yes |
warship | 3 | yes |
- When there is no wind, sailing ships travel half as many hexes, rounded down.
- When wind opposes a ship, it may only travel with oars.
- Poor or incomplete crews of oared ships travel half as many hexes, rounded down.
- Boats may not travel without wind. Rafts may not travel without oars.
- Traveling with or against current grants -1 or +1 hex.
1d6 | 1 | 2 | 3 | 4 | 5 | 6 |
---|---|---|---|---|---|---|
Blowing from | N | NE | SE | S | SW | NW |
2d6 | Wind | Sailing | Rowing |
---|---|---|---|
2-3 | Dead calm | No sailing | Normal speed |
4-7 | Moderate | ½ speed | Normal speed |
8-9 | Fresh | Normal speed | Normal speed |
10-11 | Strong | +1 hex** | Normal speed |
12 | Storm | * | * |
*Storm: Navigation is impossible. 1d6 each turn: Capsize on 6. Otherwise, move 1d6 hexes in a random, secret direction. This ends the day's travel and the crew must spend a full day recovering and repairing the ship.
**The referee secretly rolls 1d6 each turn spent in strong wind. 5-6: lost. Secretly move the ship in a random direction each turn while lost.
The die is rolled once per hex entered and once per long rest. Don't roll within 2 hexes of a port.
1 | 2 | 3 | 4 | 5 | 6 |
---|---|---|---|---|---|
Omen | Fish 1d4 rations if in shallow water | Nothing | Nothing or Encounter in very dangerous terrain | Nothing or Encounter in dangerous terrain | Encounter |
If the crow's nest is occupied and the ship is moving at a normal or slower speed, the crew will observe an Omen just before an Encounter begins.
- Each encounter has an Omen. The party sees a mark (like a shape in the water), discovers a scent, or hears a sound. If the party decides to investigate, they might find the creature's lair or they might find the creature itself.
- The party may follow the Omen to its origin. Success may require a Check. Spend 1 Hex.
- 1d6: 1: surprise. 6: surprised. Things beneath the water gain surprise without a roll.
- 6d6 yards away. When surprised, 1d6 yards away.
D20 | Waterway | Coast | Open Ocean |
---|---|---|---|
1 | Crocodiles | Crabs, giant | Crabs, giant |
2 | Crocodiles, giant | Crocodiles | Dinosaurs, mosasaurs |
3 | Dinosaurs, brontosaurs | Crocodiles, giant | Dragon turtles |
4 | Dragon turtles | Dinosaurs, brontosaurs | Elemental, water |
5 | Elemental, water | Dinosaurs, mosasaurs | Fishes, giant |
6 | Fishes, giant | Dragon turtles | Fishes, giant |
7 | Hydras | Elemental, water | Kraken |
8 | Kobolds | Fishes, giant | Leeches, giant |
9 | Leeches, giant | Giants, storm | Leviathan |
10 | Lizard men | Hydras | Men, pirates |
11 | Men | Kobolds | Men, pirates |
12 | Men, buccaneers | Leeches, giant | Mermen |
13 | Men, pirates | Lizard men | Mermen |
14 | Mermen | Men | Nixies |
15 | Nixies | Men, buccaneers | Non-player characters |
16 | Non-player characters | Men, pirates | Octopi, giant |
17 | Octopi, giant | Mermen | Sea serpents |
18 | Sea serpents | Nixies | Sea serpents |
19 | Snake, giant | Nixies | Snake, giant |
20 | Toads, giant | Non-player characters | Squid, giant |
1d50 | Result |
---|---|
1 | Small fishing vessel. Blown out to sea or from a small island. Usually will flee from larger vessels. |
2 | Merchant hauler. Random flag. Empty. |
3 | Merchant hauler. Random flag. Roll for cargo. Damaged and slow. |
4 | Merchant hauler. Random flag. Roll for cargo. |
5 | Merchant hauler convoy. Unprotected. 2d6 ships. Random flag. Roll for cargo. |
6 | Merchant hauler convoy. Protected. 2d6 ships + 2 Customs Frigates. Random flag. Roll for cargo. |
7 | Privateer customs frigate. Random flag. Will sink ships of an enemy flag. |
8 | Pirate sloop. Flying a random flag. Might be enemies, might be allies. |
9 | Pirate cutter. Flying a random flag. Might be enemies, might be allies. |
10 | Pirate fleet. 2d4 sloops. Flying a random flag. Might be enemies, might be allies. |
11 | Pirate hunter in a customs frigate disguised as a merchant hauler. Flying a random flag. Licensed to kill pirates. |
12 | Secret diplomatic ship. Coastal cutter with vital papers from a random nation. Will burn them if they spot pirates. Papers reveal next war. |
13 | Pirate bait. Empty merchant hauler with everything nailed shut. Lurking pirate hunter in a customs frigate over the horizon, waiting. |
14 | Rowboat with 2d10 castaways. Survivors of a shipwreck. 50% will be willing to join a pirate crew. |
15 | Plague ship. Merchant hauler full of dying plague victims, drifting across the seas. Carries warning flags. |
16 | War fleet. Random flag. 3 customs frigates, 2 coastal cutters, 2 merchant haulers. Off to raze a port to the ground, set up a colony, etc. |
17 | Mutinous crew. Ship in the middle of an internal battle. 1. merchant hauler, 2. coastal cutter, 3. pirate cutter, 4. merchant sloop. |
18 | Diplomatic envoy on a lavish merchant hauler. From one end of the map to another, bearing rich gifts, peace offers. |
19 | Groaning noises. The sea hums and glonks and booms like a drum. |
20 | Sea flies. Buzzing off a huge mat of seaweed. Will get into food, open wounds, and lay painful red eggs. |
21 | Swarm of squid. Delicious if caught. |
22 | Screaming eels. Not dangerous unless the ship is leaking. Too many teeth. The screaming drives people to madness. |
23 | Fog bank. Can’t see more than 30’ in any direction. |
24 | Ancient lighthouse or tower on a small island. Did the rest of the island sink? Safe place to anchor. |
25 | Floating wreckage. Signs of a battle, a storm, or a shipwreck? |
26 | Empty sloop. No sign of the crew, no boats. What were they fleeing? Plates with food still on them. |
27 | Pod of whales. 3d10, spraying water into the air. |
28 | Pod of dolphins. 3d10, racing in front of the ship. |
29 | Lone albatross. Killing it might bring down a curse on the ship, but it also looks delicious. |
30 | Gigantic human corpse, 50’ tall, floating 20’ underwater. How did it get there? |
31 | Flocks of seabirds. From a shit-covered stump of rock in the sea. They land on the rigging and shit everywhere. |
32 | Seaweed cluster. Ship becomes entangled. Someone has to go in the water to get it free. Roll: 1. sharks, 2. giant crabs, 3. sea lice, 4. tiny harmless fish. |
33 | Dead whale, bloated and reeking. 3d6 sharks circling. |
34 | Jellyfish swarm. Remarkably dense. They glow at night. Could be a bad omen. |
35 | Giant sea snake. Ignores the ship unless there’s blood in the water. |
36 | School of flying fish. |
37 | Lights in the evening. Could be a distant shore, another ship, or a bad omen. They move strangely. |
38 | Small island. Closer, it’s clear it’s actually a giant turtle with palm trees and grass on its shell. |
39 | Whirlpool. Frantically navigate away. |
40 | Unexpected small island. Hopefully you were paying attention. |
41 | Rocky shoal. Ship takes 1d6 damage, is now stuck. Will lift off in 1d6 hours. |
42 | Sandbar. Ship is now stuck. Will lift off in 1d6 hours. |
43 | Large sandbar. Ship is now stuck. Throw out weight (1d6 Cargo or 2d6 Crew/Marines HP) to float off. |
44 | Sharp rocks. Islands like tree trunks of obsidian. Will shred an incautious ship. |
45 | Illusion of land. Green trees, sandbar. Lures the ship off course. |
46 | Boiling sea. Deep volcanoes. Ship begins to sink as the water becomes less dense. Flee! |
47 | Small island with mermaids. Colony of 2d100. Will try to get sailors into the water. About as bright as parrots but excellent mimics. |
48 | Enormous shark. Way, way too big, way too many teeth. Might try to eat a small vessel. |
49 | Enormous murderous sea monster. Like the ones on the edges of a map. Snake-dragon-turtle-squid-dog. |
50 | Ghost ship. Unreal, shimmering, sailing against the wind with tattered sails |
Vessel | HD | Artillery | Minimum and Full-strength Crews |
---|---|---|---|
Boat | 1 | 2-4 sailors | |
Raft | 1 | 2-4 rowers | |
Galley, small | 5 | 1 | 6-16 sailors, 24-64 rowers, 12-32 marines |
Galley, large | 8 | 2 | 12-32 sailors, 36-96 rowers, 18-48 marines |
Longship | 6 | 30-80 rower/marines | |
Merchant, small | 4 | 9-24 sailors,6-16 marines | |
Merchant, large | 7 | 18-48 sailors, 15-40 marines | |
Warship | 10 | 4 | 15-40 sailors, 30-80 marines |
A ship with even 1 less than a full-strength crew of sailors/rowers operates at half speed.
Marines are fighters who wear leather armor.
- May be fired every other turn.
- Hits cause 2d6 damage and will hole a ship when hit for 10 or more hull points.
- A holed ship will sink in 3d6 combat rounds without repair.
The ramming ship takes one 1d6 damage while the rammed ship sustains half the rammer’s HD (rounded down) damage.
Roll on this table when a ship is badly damaged or after a long voyage. Repairs usually require an anchorage.
1d10 | Result |
---|---|
1 | Torn sails. |
2 | Barnacle growth. Ship is coated in seaweed and barnacles. Reduce speed by ½. |
3 | Rotting supplies. Low morale. |
4 | Snapped rigging. Slow turn speed. |
5 | Leak. Cargo is damp. |
6 | Out of gunpowder. |
7 | Ship is swamped and tilted. Requires considerable pumping to right. Cargo is completely soaked. |
8 | Crack in the hull. Throw out weight (1d6 Cargo or 2d6 Crew/Marines HP) to lighten the load enough to make repairs. |
9 | Out of fresh water. Unless it rains, lose 1d6 Crew HP each day after 3 days. Everyone dead by 6 days. |
10 | Fire! If everything is going well, noticed immediately. Otherwise in 1d20 rounds. |