Overview
The nature of a nautically focused campaign setting means that a ship and her crew will frequently travel the wide seas of the world. Sailing such seas is not simply a means of getting to a destination, nor are such voyages to be undertaken lightly in the The Thousand Isles, even among the safer and calmer seas of the The Inner Archipelago. A great part of the life of any sailor is spent upon the sea, often what distinguishes a seafaring adventurer from a common villager is there ability to survive it. In short, a sea journey in the The Thousand Isles IS an adventurer, in and of itself and should feel that way.
The Party will generally know where such a journey begins, and where it is intended to end, but in order to reach that destination they must cross the perilous and unpredictable sea. Heroes will make various ability checks during the voyage to deal with the various perils encountered along the way, and to determine how the rigors of travel may have affected them when they face the next challenge. Once the party has decided to undertake a significant sea journey, these journey rules come into effect. The DM will decide if the journey is short enough or trivial enough to ignore these rules.
The voyage rules break the a journey down into three distinct stages, each influencing the one that follows it in some way. The first stage represents the party preparing for and embarking on the journey. plans are made, supplies are purchased and stored, maps are studied and a route decided upon. The group also decides among themselves who will take on what role among the ships crew during the journey. This is also the stage where the initial state of weather and sea, so important to the success or failure of seafaring, is determined.
The second stage represents the voyage itself, the events that occur along the way, the prevailing wind and weather experienced, Depending on the length of the journey the party will make one or more rolls, either individually , as a group, or as an entire crew, that represent the challenges or opportunities they may encounter.
The third phase of the voyage represents the arrival at the destination. The Captain makes a role, often modifieed by the events long the way, that reflect the state at which ship and crew arrive in their chosen desintaiton, or whether the ship arrive successfully at all.
Summary
- Assign ship roles, plan route, decides how much to pay for supplies
- DM determines peril rating based on route and season
- Captain decides how long he is willing to wait for favorable weather to depart
- Captain makes an embarkation role, modified by his seafaring proficiency bonus + half wisdom, - peril rating.
- DM determines the number of voyage events
- Events are created and played through
- Arrival is rolled modified by results of events
The Role of Luck
Nothing matters more in the fickle world of the sea then the favor of the The Lady. Each sea captain begins the voyage with a number of Fortune points (generally 3 but can be more or less depending on the traits of the Captain). The Captain can at any time, during any encounter, can spend these fortune points to reroll any skill check. They cannot be used to reroll the Embarkation or Arrival roles. Relying on luck has its dangers however, Fortune directly plays a roll in sea battles and the amount of Fortune remaining when arriving at a destination will be added to the Arrival Role. The wise Captain will husband his fortune especially over a long journey.
Time
The amount of time required to make a sea voyage is highly variable and at the mercy of wind and wave. In general some ships are faster than others, however a slow ship under favorable sailing conditions will easily outperform the fastest ship under unfavorable ones. Similarity the condition a ship is in (especially her sails and keel) will have a large impact on speed. Hence the stated speed of the ship is only a baseline for the duration of the trip, and will be modified by the events along the way and sometimes the arrival role.
Also, the time when a ship may set out is not entirely at the Captains whim, he must wait for favorable tides and wind. A poor embarkation role can result in delays at the start of a journey. Similarly, the Captain may choose to linger in port, to wait for more favorable wind and weather. Finally the Captain may choose to ignore all these things and set forth immediately regardless of conditions and tide, but at a cost...
During the voyage the ship is assumed to be sailing fairly conservatively. A Captain that is desperate to make up time can choose to crack on more sail then is safe under current weather conditions and also may work his crew harder to maximize the performance of the ship. This can come at a cost of increased risk during events and increase exhaustion and eroded resolve of the crew however.
Resolve
Each unit of ships crew has an attribute called "resolve" which is their baseline mental toughness and moral. However crew members are not simple automatons (usually) and the events they experience along the voyage can both increase or decrease (temporarily) this rating. A Crew unit that falls to 0 resolve will mutiny.
Supplies
Ships generally carry sufficient supplies of food, water grog, powder, ammunition, and materials to reach their destination with sufficient padding to cover a range of unforeseen circumstances. Unexpected events along the way can either reduce or increase this padding. The Captain can also choose to lay in extra supplies as added caution, however the nature of sea travel is harsh on such extra material and the extra spent will often not carry over to the next voyage. Also, storage space is limited, and any such supplies come at the expense of cargo.
In general for each of the supply categories (Food, water, grog, ammunition, materials) the default level of padding is 1, and each additional level of padding costs both money and hold space. The amount of money and space is a factor of the length of the voyage.
Watches, Exhaustion and Crew Size
Ships are always in motion, 24/7. Thus they require an around the clock crew. The typical way this is managed is to divide the crew into two watches (Starboard and Larboard) and rotate the watches on and off duty in eight hour shifts. One particular watch duration is half sized, only 4 hours, called the "Dog Watch" so that crew members do not tediously stand the exact same watches day after day.
Based on the size and sailing characteristics of a ship, a ship requires a minimum watch size to be sailed effectively under optimal conditions. This generally means a crew size of at least x2 the watch size to accommodate the two shifts (and often much much larger since it requires many crew to work the cannons and serve in boarding parties). Inclement conditions may also require additional crew to temporarily mange poor weather and other disasters.
Each watch stood, accumulates a level of exhaustion on the unit standing it. Each down watch spent sleeping under normal conditions serves as a long rest and removes all exhaustion. Note that down watches are not always spent sleeping, usually at least one of these is spent doing low impact ships matioantence.
It is possible for a crew to work double watches (16 hours on, 8 off) but doing so on a regular basis will require resolve tests. Failure will accumulate additional exhaustion snd erode resolve.
Note that this watch system also means that some of the roles required by the ship and only half the crew will actually be active at any point in time. While crews train in being able to very quickly bring all their members into operation in the event of emergencies (called Beating to Quarters) in the event of a complete surprise this can result in the PC normally manning a station not being available. This also means that some roles (like lookout and helmsman) require two characters assigned, one for each role.
In the case that the normal person Manning a required station is not available the senior officer in command of that watch (generally the captain of first officer ) will make any tests required. However those tests are made at disadvantage.
Crew Roles
Certain special roles and stations are required to be filled by a player character or named NPC to operate a ship. If these roles are unmanned for any reason the ship will be at a disadvantage.
Other stations are optional, if filled by a player character they will allow that character to apply beneficial bonuses to the ships functioning. If unmanned they are assumed to be filled by a nameless member of the crew with no particular advantages or disadvantages applied.
Required Roles
Captain
The captain is the overall commander of the ship. He owns the Fortune pool and rolls departure and arrival roles. In addition in the event that any other required role is incapacitated, the Captain rolls for them (at disadvantage). The Captain generally doesn’t stands a watch. His most important attributes are charisma and wisdom.
Quartermaster
The Quartermaster is the second in command of the ship. He serves as Captain in the event the Captain is incapacitated. He is in charge of crew morale and discipline and represents the crews interest to the Captain. He will roll all resolve tests, His most important attributes are charisma and wisdom.
Bosun (Sailing Master).
The Bosun is third in command of the ship. He is in charge of the ships masts, sails, and course. He also serves as primary navigator. He commands the watch opposite the Quartermaster. He will generally maneuver the ship in battle and roll all sailing tests. His most important attributes are intelligence and wisdom.
Optional Roles
Lookout x2
The Lookout spends most of his time high in the crows nest of the highest mast. His job is to identify threats to the ship. Each watch needs a lookout. In the event that no PC is assigned to the position it’s assumed an NPC crew member has that position. The lookout rolls all perception tests.
Helmsman x2
The Helmsman steers the ship, which requires great strength and fast reaction. He can impart advantages to maneuver if he is successful in a strength test.
Master of Marines
The master of marines is in charge of small arms and leads the crew in hand to hand battle and boarding actions. He rolls all hand to hand combat dice.
Master Gunner
The Master Gunner is in charge of the ships cannon and trains and leads the ship in their use. He rolls all cannon dice.
Ships Doctor
The ships doctor maintains the health of the crew and treats injuries and disease. He will roll recovery dice after combat.
Ships Chaplain
The ships Chaplain is in charge of the spiritual health of the ships, conducts religious services and has a string effect on ship morale. He can impart a bonus to resolve checks outside of combat.
Ships Musician
The musician can play a strong role in the morale of the ships crew. He can impart s bonus to morale checks in battle to those who can hear his music.
Purser
The purser is in charge of the ships coffers and supplies. He can make bargaining tests to reduce the cost of supplies.
Ships Wizard
Terror: The first time the ships wizard uses a fire spell, all enemy units must make a resolve test. If that test is failed each enemy gains a fatigue point. This ability fails to function if the enemy force also contains a wizard.
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