Saturday, December 7, 2024

All At Sea - Sea Voyages on Lohwand


 Sea Voyages

Being a system for adjudicating the fate of fleets and supply convoys and the like around the seas and oceans of my Lohwand campaign. The assumption is that the seas are divided into movement zones and that each zone has a "Perilous Seas" rating which indicates how safe the stretch of water is. The rating equates to extra dice on the table, so the higher the value the more perilous the body of water. Hint: if it's called "The Sea of Storms" or the "The Sea of Chaos" then expect a higher rating than something more serenely named.

The second assumption is that if there is a fleet moving then there is an Admiral who decides when it sails and what route it takes. He may have advisors but the ultimate decision is his so his skill level is used for the roll. Pray that he knows what he is doing.

The method is to roll 3D10's as the Base dice, plus one "Fate Die", and "Perilous Seas" dice equal to the rating as mentioned above.  When the roll is made one is looking for Successes rolled on the Base Dice alone. The other dice are just there to see if they roll Zeroes (Z). 

Each roll <= the Admiral's Skill equals a success. At least one success is needed to arrive at the destination. If no Z are rolled then the fleet arrives without incident. If no S are rolled or Z > S then something has happened and one must check the Peril table to the right.

When rolling for Peril, there are two Cases, the first if the fleet or ship has reached the destination (i.e. one or more S have been rolled previously) and the second if there is a danger the fleet or ship has been lost at sea.

The number of Base dice are the number of Z rolled in the first instance, plus 1D10 per ship in the fleet. Successes are <= the Admiral's skill again, and the total number of S represents the number of ships in the fleet (in addition to the Admiral's ship) which have arrived safely at the destination. For each of the other ships in the fleet a roll must be made as in Case 2.

In Case 2 the same roll is made again, but for each ship, and rolled vs the individual Captain's skill. If at least one S is rolled then the ship arrives but is late, either at the destination or at the home port, having been forced to turn back. The delay is 1-5 days (1D10/2).

If no S are rolled then the ship is "Lost". In this instance we do not know the fate of the ship, they are merely not seen again, presumably lost at sea and drowned. Note that a later "Fate Roll" might reveal this fate, whether it turns out they were captured by Pirates or taken by Mermen, or dashed on the rocks with a few survivors struggling in to a nearby village.

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