Difference between revisions of "Sea Travel"

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(Planning and Logistics)
(Planning and Logistics)
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''See Spreadsheet''<br>
 
''See Spreadsheet''<br>
 
Estimate how many days each leg of the journey will take, given the group's means of locomotion. Ships can travel 24 hours/day, as they require only watch-standing. Adjust estimates for prevailing winds and currents along the route (use the average, or most dominant effects), and other conditions as appropriate. As this is merely an estimate, knowledge of exact conditions are not required.
 
Estimate how many days each leg of the journey will take, given the group's means of locomotion. Ships can travel 24 hours/day, as they require only watch-standing. Adjust estimates for prevailing winds and currents along the route (use the average, or most dominant effects), and other conditions as appropriate. As this is merely an estimate, knowledge of exact conditions are not required.
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===3. Make the Roll(s)===
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One '''Navigation''' roll will be made for each leg of the route. If the leg consists primarily of coastline (@GMD), a guide (pilot) with '''Area Knowledge''' of the region can use that ''instead,'' to identical effect. If following a map (DF4:14), remember to add its Navigation modifier as well as that for any navigation equipment (DF16:17). The entire attempt is assumed to take [1 hour].<br><br>
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''Modifiers: See ''Low-Tech'' p.50; -1 per doubling, or fraction, of one day's travel (e.g. -1 at two days, -2 at four days, -3 at eight days, etc.); [± blue vs coast]; [±contrary wind/current]; equipment modifiers and Time Spent; +4 for a repeated journey. "Take Average" or "Take Maximum" are available for this roll.''
  
 
=Under Way=
 
=Under Way=

Revision as of 05:07, 6 October 2018

Planning and Logistics

1. Plot the Route

Using the campaign map(s), indicate the intended route however convenient, and calculate the total distance for each leg of the journey (e.g. between stops). It may be desirable to draw the route in such a way as to avoid enemy territory, unfamiliar coastal regions, contrary winds or currents, known bad weather, or other hazards. If needed, a check against a suitable Area Knowledge specialty will reveal this information (a Hidden Lore roll can reveal uncommon dangers). For additional information regarding the route, or to make up for a lack of Area Knowledge or charts, such knowledge can be gained through an appropriate Contact, or through Social Engineering (by asking around for someone who knows the area; =temporary Contact w/ SK:1d+8; see "Loose Lips Share Tips," DF10:7). In town, one PC with access to books and maps can take a week to try a Research roll to cover informational tasks for the entire trip.

Notes
  • "Navigation," Low Tech p.50; equipment, p.52

2. Estimate Travel Time

See Spreadsheet
Estimate how many days each leg of the journey will take, given the group's means of locomotion. Ships can travel 24 hours/day, as they require only watch-standing. Adjust estimates for prevailing winds and currents along the route (use the average, or most dominant effects), and other conditions as appropriate. As this is merely an estimate, knowledge of exact conditions are not required.

3. Make the Roll(s)

One Navigation roll will be made for each leg of the route. If the leg consists primarily of coastline (@GMD), a guide (pilot) with Area Knowledge of the region can use that instead, to identical effect. If following a map (DF4:14), remember to add its Navigation modifier as well as that for any navigation equipment (DF16:17). The entire attempt is assumed to take [1 hour].

Modifiers: See Low-Tech p.50; -1 per doubling, or fraction, of one day's travel (e.g. -1 at two days, -2 at four days, -3 at eight days, etc.); [± blue vs coast]; [±contrary wind/current]; equipment modifiers and Time Spent; +4 for a repeated journey. "Take Average" or "Take Maximum" are available for this roll.

Under Way

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