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:
- Progress: This threat is special. Take whatever die is assigned to Progress and mark off that much progress on the distance track.
- Navigate: On a 1-3, see Being Lost. On a 4-5, the crew ends up off-course; lose 1d on the next sailing roll unless the distance track has been completed. On a 6, no issues are encountered.
- Keep a Lookout. On a 1-3, the crew will be ambushed or surprised if they encounter danger. On a 4/5, neither party will have the initiative. On a 6, the crew will.
- If the situation calls for it, Poor Weather: On a 1-3, the weather is especially brutal. All crew members take 1 Harm and the crew loses 1 Supply. On a 4/5, choose one. On a 6, the ship makes it through.
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.
- On a 1-3, no route presents itself. After much fruitless searching, all crew members take 1 Harm (or expand 1 Supply).
- On a 4/5, a poor route presents itself. Halve the next Progress roll result (rounding down).
- On a 6, the crew returns to the route with only a minor detour. Subtract one from the Progress die.
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?