Sea Encounters
| Encounter Quick Roll | |||
| An encounter check is made once each day in coastal water, once each week in major sea lanes, and once per month in uncharted or unexplored waters. | |||
| Day | Night | ||
| 01-07 | 4D10 Sea Birds | 01-07 | D10 Seals |
| 08-14 | D10 Seals | 08-14 | D10 Dolphins |
| 15-21 | D10 Dolphins | 15-21 | D10 Medium Whales |
| 22-28 | D10 Medium Whales | 22-28 | D10 Large Whales |
| 29-35 | D10 Large Whales | 29-35 | Raft with castaways |
| 36-42 | Merchant Ship | 36-42 | D10 Sharks |
| 43-49 | D4 Fishing Boats | 43-49 | Elemental |
| 50-56 | Raft with castaways | 50-56 | D10 Merfolk |
| 57-63 | Military Ship | 57-63 | Merchant Ship |
| 64-70 | Convoy of D6 +1 ships | 64-70 | Military Ship |
| 71-77 | Pirate Ship | 71-77 | Pirate Ship |
| 78-84 | D10 Sharks | 78-84 | Convoy of D6 +1 ships |
| 85-93 | Elemental | 85-93 | Sea Dragon |
| 91-94 | D10 Merfolk | 91-94 | Other Dragon |
| 95-97 | Sea Dragon | 95-97 | Kraken |
| 98-99 | Other Dragon | 98-99 | Ghost Ship |
| 00 | Kraken | 00 | Giant Kraken |
| Convoy | |||
| Convoys are composed of
merchant or colony vessels protected by military ships headed for the same destination.
There will be one warship for every 2 normal ships.
Conversely a convoy can consist of pirate vessels escorting a prize with captives to the closest safe harbour. Unless the player's ship is in the pirate's eyes an easy mark, they ignore it. If they are attacked, they run or fight depending on how badly they think they are outmanned. |
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| Fishing Boats | |||
| Fishing fleets operate with all vessels in sight of each other and a great deal of spacing between vessels. | |||
| Ghost Ship | |||
| This encounter only occurs at midnight. The party sees a ghostly ship crewed by tattered shades of dead seamen. Such men are doomed to sail the seas until another takes their place. The cargo of such vessels is a rich treasure from the hoard of the sea (2D10 items). When such a ship is encountered it moves close to entice mortals to board it. When any do, it pulls away. Unless the men who board the vessel escape by dawn they are doomed to sail for eternity. An ME roll is required to resist the summons of the ghost crew when their vessel closes to within 10 metres. Each ghost ship is crewed by 4D10 undead seamen. | |||
| Merchant | |||
| A single vessel carrying a cargo to some distant port. | |||
| Military | |||
| Roll D4 for the military
vessel's mission;
1)moving from one base to another, 2)conducting an anti-piracy patrol and there is a 60% chance of stopping the player's vessel to check the cargo and passengers, 3)seeking to engage an enemy fleet or 4)a messenger travelling swiftly and avoiding contact with other vessels. |
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| Pirate | |||
| The vessel encountered is a pirate. If it is not outnumbered or outmanned, it tries to run down the player's ship. Should the pirates win those who are not killed in the battle are taken captive (held for ransom or sold as slaves), offered a position in the crew (impressive fighters, slaves or criminals only), killed (people the pirates deem useless) or set adrift (potential enemies who are hated, are too dangerous to keep alive, etc). | |||
| Random Mishaps | |
| Roll as often as desired. | |
| 01-20 | A sail comes loose and must be re-rigged. The ship slows to 10% of its previous speed while the sails are fouled. |
| 21-40 | The ship is hit by a large swell/wave. Everyone near a deck rail or in the rigging must make a PP roll or fall overboard. Anyone falling into the water who cant swim will drown. The ship's Captain must choose to either slow the ship to turn around and rescue the unfortunate persons, or leave them to their own fate. |
| 41-60 | No wind. Unless the ship is equipped with oars it may not move. However ships so equipped may still move but at the rate for oars. |
| 61-80 | A major/important crewman or NPC from the ship falls overboard. The ship's Captain must choose to either slow the ship to turn around and rescue the unfortunate individual, or leave him to his fate. This could be bad on morale, depending on the popularity of the person, or could affect the operation of the ship. |
| 81-00 | The ship's anchor has come loose and will fall into the water unless someone climbs down and either cuts it loose or secures it. If a tethered anchor falls into shallow water it will take hold and the ship will make a sudden stop (GMs may roll for damage against the ship and crew if they are so inclined). If the anchor hits deep water then it slows the ship and reduces its speed by 10% until the anchor is either hauled up or cut loose. |
| Shallows and Reefs |
| Whenever a ship travels through
shallow water, either reefs or near islands, the ship runs the risk of
damaging its hull on the sea bottom. The draft of the ship, the distance
the hull extends below the surface, is equal to the interior width of the
ships hull. Damage from running aground can never exceed 10% of the ship's
HPs. Ships that run aground do not sink, they become obstacles that must
be manoeuvred around.
Reefs have a specific area they cover and a specific depth. The depth may vary along the length of the reef. The damage is taken when the bow of the vessel crosses the edge of the reef and is not taken again unless the ship leaves and then reenters the reef. Reefs do 2 damage to a hull along its entire length. |