Sea Vessel Rules
Weather
Once per week of voyaging make the following rolls:
Roll 1D6 to determine seas and wind conditions:
- 0 - Becalmed, no wind
- 1 - Calm wind, flat seas
- 2 - Gentle wind, small waves
- 3-4 - Moderate winds, medium waves
- 5 - Brisk winds chippy seas
- 6 - Strong winds, high waves
- 7 - Squall, high waves
- 8 - Storm, heavy seas
- North
- Northeast
- East
- Southeast
- South
- Southwest
- West
- Northwest
- -2 on the weather chart
- -1
- no change
- no change
- +1
- +2
- Look out - Main Deck (mast) - Action - roll for perception. If you beat the DC then grant advantage to one ranged attack
- Ballista - Forecastle or Quarterdeck - Action - Fire ballista, reload ballista. Bonus action - reload ballista
- Helm - Quarterdeck - Action - Change direction of ship
- Repair - Any location - Action - Attempt to repair damage using Carpentry, Water vehicles, Weaving, leather working. 2 or more helping with the repair roll at advantage
Ship Information for Trade
Ship can transport up to 75,000 cn (coins)
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