RPG Resources for Ocean Voyage
Extended travel over the ocean is an adventure in and of itself, especially in uncharted and dangerous waters. A party of heroes might encounter terrible monsters of the deep, mysterious islands haunted by sinister perils, fearsome storms, shipwreck, or disaster in a dozen different forms.
If stores or supplies are running short (for example, the heroes are adrift in a small boat with no food or water), you might need to add extra steps to track successful use of the survival skill, consumption of stores, and similar tasks. Sailing Speed: This is the multiplier used when determining the speed that a sailing ship can make given the current wind conditions. For example, a ship with a sail speed of 20 feet has a speed of 40 feet under a moderate wind. In the absence of any wind, the ship is becalmed and travels at the speed of the current. A ship that loses its sails becomes a derelict drifting with the currents. A ship in a severe wind can sail only if the captain or master succeeds on a DC 20 Profession (sailor) check. If the check fails, the ship cannot be controlled and is driven by the wind. A ship in a windstorm or gale requires a DC 30 heck to sail successfully. Driven: A driven ship cannot sail or row but is instead driven directly downwind at a speed in feet per round equal to twice the wind speed in miles per hour. For example, in a hurricane of 90 mph winds, the ship is driven 180 feet downwind every round (or 18 miles per hour the storm persists). Back to top Prevailing: If the wind direction is prevailing, it means that the wind simply blows out of whichever direction it normally does given the location and the time of year. For example, a broad ocean can have seasonal trade winds—strong breezes that blow from a certain direction for months in certain latitudes, making ocean crossings relatively easy. Sailing into the Wind: A sailing ship cannot sail directly at the wind; a ship sailing within one point of the wind (sailing northeast into a northerly wind, for example) is reduced to half the normal speed the wind strength would otherwise indicate. It’s possible to tack against the wind by alternating between northeast and northwest, and therefore slowly making progress to the north. Back to top Strong winds bring heavy seas, drive poorly handled vessels into danger, and can batter or sink even expertly handled ships. High winds expose ships to dangerous seas, depending on the size of the ship and the strength of the wind. Ships can roll violently, take heavy sea wash over the deck, or even risk foundering. Check to see if a ship founders due to heavy seas once per day while the ship is caught in the heavy weather. Heavy Rolls: Ships in heavy weather can take violent rolls, rocking precipitously from side to side. Heavy rolls have the same effect as a severe list, except from round to round the high side and low side reverse, with a round of level deck in between (round 1: starboard high; round 2: even; round 3: starboard low; round 4: even; round 5: starboard high again, and so on). Green Water: Ships in heavy seas can take green water over the bows or sides—powerful rushes of surf that wash across the deck, threatening to knock down or carry away anyone on deck.A light surge of green water lasts for 1 round and repeats every 2d4 rounds. A light surge is about 1 foot in depth. It costs 2 squares of movement to enter a square of light green water, and the DC of Tumble checks in such a square increases by 2. Any creature that begins its turn in or enters a square of light green water must succeed on a DC 6 Strength check or Balance check, or fall prone. Characters who fall prone are washed 1d4 squares in the direction of the surge; if this would wash them over the side, they are entitled to a DC 11 Reflex save to catch themselves at the rail before going over. A heavy surge consists of violently surging water about 4 feet in depth. It costs 4 squares of movement to enter a square of heavy surge. Tumbling is impossible in a heavy surge. Any creature that begins its turn in or enters a square of heavy surge must succeed on a DC 12 Strength check or Balance check, or fall prone. Characters who fall prone are washed 2d6 squares in the direction of the surge; if this would wash them over the side, they are entitled to a DC 17 Reflex save to catch themselves at the rail before going over. Back to top
Open Ocean: Waters more than 50 miles from the nearest shore are considered open ocean. The ocean is vast and desolate by any standard, and ships can go many days between encounters with other ships or dangerous sea creatures.
Well-Traveled Waters: Within 20 miles of human-settled lands and kingdoms, a steady traffic of merchant vessels and warships plies the waters between busy ports. Back to top Traveling1 hour, a ship travels a distance in nautical miles equal to its speed in feet per round divided by 10. For example, a ship sailing at a speed of 30 feet per round is making 3 knots, and covers 3 nautical miles in an hour. In one day of travel, assuming the ship stops for the night (the common practice along coastlines), a ship travels a number of nautical miles equal to its speed in feet per round. A ship sailing at 30 feet per round covers 30 nautical miles in a day of sailing.
Captains in open waters, or captains sailing under bright moonlight (or otherwise not concerned with being able to see well in the dark) often sail around the clock. Sailing a full 24 hours doubles the normal distance traveled in a day of sailing, so the ship with a speed of 30 feet per round sails 60 nautical miles over a full day. Sometimes contrary winds or strong currents can prevent a ship from making progress toward its intended estimation or force it to sail in a direction other than its intended course.
Stealth and Detection in Open Water: The maximum distance at which a Spot check to detect the nearby presence of others can succeed is 4d8×10 feet. Unless a character can get above or below an opponent, there is little concealment to be found.
During each day of a voyage, you should check for four things:
- Weather
- Navigation
- Encounters
- The day’s progress
If stores or supplies are running short (for example, the heroes are adrift in a small boat with no food or water), you might need to add extra steps to track successful use of the survival skill, consumption of stores, and similar tasks. Sailing Speed: This is the multiplier used when determining the speed that a sailing ship can make given the current wind conditions. For example, a ship with a sail speed of 20 feet has a speed of 40 feet under a moderate wind. In the absence of any wind, the ship is becalmed and travels at the speed of the current. A ship that loses its sails becomes a derelict drifting with the currents. A ship in a severe wind can sail only if the captain or master succeeds on a DC 20 Profession (sailor) check. If the check fails, the ship cannot be controlled and is driven by the wind. A ship in a windstorm or gale requires a DC 30 heck to sail successfully. Driven: A driven ship cannot sail or row but is instead driven directly downwind at a speed in feet per round equal to twice the wind speed in miles per hour. For example, in a hurricane of 90 mph winds, the ship is driven 180 feet downwind every round (or 18 miles per hour the storm persists). Back to top Prevailing: If the wind direction is prevailing, it means that the wind simply blows out of whichever direction it normally does given the location and the time of year. For example, a broad ocean can have seasonal trade winds—strong breezes that blow from a certain direction for months in certain latitudes, making ocean crossings relatively easy. Sailing into the Wind: A sailing ship cannot sail directly at the wind; a ship sailing within one point of the wind (sailing northeast into a northerly wind, for example) is reduced to half the normal speed the wind strength would otherwise indicate. It’s possible to tack against the wind by alternating between northeast and northwest, and therefore slowly making progress to the north. Back to top Strong winds bring heavy seas, drive poorly handled vessels into danger, and can batter or sink even expertly handled ships. High winds expose ships to dangerous seas, depending on the size of the ship and the strength of the wind. Ships can roll violently, take heavy sea wash over the deck, or even risk foundering. Check to see if a ship founders due to heavy seas once per day while the ship is caught in the heavy weather. Heavy Rolls: Ships in heavy weather can take violent rolls, rocking precipitously from side to side. Heavy rolls have the same effect as a severe list, except from round to round the high side and low side reverse, with a round of level deck in between (round 1: starboard high; round 2: even; round 3: starboard low; round 4: even; round 5: starboard high again, and so on). Green Water: Ships in heavy seas can take green water over the bows or sides—powerful rushes of surf that wash across the deck, threatening to knock down or carry away anyone on deck.A light surge of green water lasts for 1 round and repeats every 2d4 rounds. A light surge is about 1 foot in depth. It costs 2 squares of movement to enter a square of light green water, and the DC of Tumble checks in such a square increases by 2. Any creature that begins its turn in or enters a square of light green water must succeed on a DC 6 Strength check or Balance check, or fall prone. Characters who fall prone are washed 1d4 squares in the direction of the surge; if this would wash them over the side, they are entitled to a DC 11 Reflex save to catch themselves at the rail before going over. A heavy surge consists of violently surging water about 4 feet in depth. It costs 4 squares of movement to enter a square of heavy surge. Tumbling is impossible in a heavy surge. Any creature that begins its turn in or enters a square of heavy surge must succeed on a DC 12 Strength check or Balance check, or fall prone. Characters who fall prone are washed 2d6 squares in the direction of the surge; if this would wash them over the side, they are entitled to a DC 17 Reflex save to catch themselves at the rail before going over. Back to top
Terrain
Coastal Waters: Waters within 50 miles of shore count as coastal waters, even if the coast is desolate or unsettled.Open Ocean: Waters more than 50 miles from the nearest shore are considered open ocean. The ocean is vast and desolate by any standard, and ships can go many days between encounters with other ships or dangerous sea creatures.
Well-Traveled Waters: Within 20 miles of human-settled lands and kingdoms, a steady traffic of merchant vessels and warships plies the waters between busy ports. Back to top
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