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Travelling by ship
by RobinYou could also impose the speed effects by weather and currebt according the Gaz Minrothad and currents map
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and if you also use the suggested wind direction graph vs vessel direction on page 33 (DM)
if you copy the hex as a base, cut a small vessel out of a plastic sheet and an wind arrow of the same size out of translucent plastic. Connect these in the middle with a needle or alike, and you can rapidly impose speed by direction vs wind strength & wind direction
Depending on the winddirection you could be a lot faster than with average winddirections and knowing the general currents.I have here the version using the RC, Gaz Minrothad and X6 Quagmire rules combined
Choose a prevailing wind direction (along Known World Coast Current = west, dominant wind also---along Sea of dread Curent is a clockwise , wind West or roll Id8:
1 = North
2 = Northeast
3 = East
4 = Southeast
5 - South
6 = Southwest
7 = West
8 - Northwest
1d8 at start day Wind strength. Numbers of 0, 7, 8 and above are explained under weather changes )
0= Becalmed, no movement except by oars, oared movement reduced to 1/3 normal amount to take into account rower fatigue
1-Ripples, Extreme light breeze or beating before normal winds All movement reduced by 20% normal rate
2=Minor waves, light breeze or quarter reaching before normal wnds. All movement reduced by 10% normal rate
3-4=Small waves, moderate winds, normal movement.
5-6=medium waves, moderate winds, normal movement. Missile fire penalty -1
7=choppy seas, +/-10% extra movement, Brisk winds, Missile Fire Penalty -3 Anything unfastened blows away .
8=Strong waves, Strong Breeze +/- 20% extra movement, missile fire penalty -5
9=High waves, High winds,+/-40% extra movement,missile fire penalty -7
10=Storm, High waves, 1 hullpoint damage per hour 20% chance of galley shipping water, 10% chance for all other ships,. any ship which ships water has its speed reduced to 30% maximum. this can be repaired at the rate of 1 hullpoint of damage per crew assigned to repair per turn (heave water out), No missile fire possible
11=Gale, Heavy Seas, 2d3 hullpoint damage per hour 20% chance of galley shipping water, 10% chance for all other ships,. any ship which ships water has its speed reduced to 30% maximum. this can be repaired at the rate of 1 hullpoint of damage per crew assigned to repair per turn (heave water out), No missile fire possible
12 Hurricane Extreme Heavy Seas, 2d3 hullpoint damage per Turn 40% chance of galley shipping water,80% chance galley sinking, triple normal movement in random direction (1d6; 1= current direction, 2=60degrees starboard(right), 3=120 degrees starboard, 4= 60 degrees port, 5= 120 degrees port, 6,=opposite direction. usde rules already concerning running before the Gale. No missile fire possible. Only on any coastal region west of Sind desert till Arm Immortasls. . Starts as Gale 1hr, then 1+1d4Turn Hurricane, then remaining time Gale. (N)PC save vs SP or blown away 1d20x10' up =falling damage, also anty exposed (N)PC takes 2d3 point of damage/TurnWeather changes roll twice 1d8= Change in wind direction & Wind Strength (or use the wind calculator of the Trail maps
1---- -2
2---- -1
3-----0
4----0
5----+1
6---- +2
Wind from--------------- Modify total Speed
Bow----------------------- -25 percent
Port or Starboard Bow-- -10 percent
Port or Starboard---------- + 20 percent
Port or Starboard Stern---- + 10 percent
Stern-------------------------- + / - 0
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I will soonn release something more useful regarding weather