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The Ship and Ocean Navigation

The Ship

The Wardens collectively own a small catamaran sailing vessel. It has a capacity for 10 Supplies (see Gear and Equipment) and enough room for all the Wardens on a voyage. It moves at around 5 knots assuming there are no adverse or beneficial weather conditions.

Other sailboats may have greater capacity, mounted weapons, or specialized instruments. Generally they all sail at the same speed. A vessel with an engine can move at twice that speed, as long as it is powered (different engines may require fuel, solar charging, Aether, etc).

Sailing

When setting out for a journey by sail, the Referee should decide whether it’s a short hop (a couple hours of travel) or a longer journey. For a short hop, ignore the distance track and the navigation roll. For a longer journey, the Referee should set out a track with a length proportional to the distance (benchmarks of 8 for a short journey, 20 for a medium one, and 32 for a long trip).

Each watch one Warden captains the crew. They should say how they approach captaining the ship and pick an appropriate attribute. Then the Referee will present the threats:

Some routes may also have their own unique threats.

The Referee will roll for an encounter each watch as appropriate. Most routes have a 1-in-6 chance of an encounter, but especially dangerous or populated areas may have a 2-in-6 or even 3-in-6.

Being Lost

Each watch the crew spends lost, have a crew member Scout.

The Referee should roll for an encounter each watch spent lost. The crew may fire off a flare (1 mundane gear) to guarantee an encounter… maybe they’ll help you out?