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HIS section deals with all aspects of overland and sea travel using the
maps shown in the LANDS section, all distances and directions being measured
on the maps using hexes. The most important distinction between the two
types of travel is is that overland travel is made in blocks of daylight
(8 - 16Hrs) whereas sea travel is continuous (24 Hrs). Most of the travel
that occurs will be in non-game time between scenarios. However, when
situations such as a pusuit or a rendezvous at a certain place or time,
DM's may require players to plan routes and estimate times. To do this
characters may make checks against the skills riding or sailing depending
on the circumstances.
OVERLAND TRAVEL
ACH
hex of overland travel is the equivalent to one days (8hrs) unladen horse
ride (ie: horse is not carrying a load greater than it's BODY*50 lbs)
at trekking speed (ie: the speed which a horse can maintain without the
need for either rest stops or changing horses). Some animals have evolved
biological aids to moving in certain terrain types. E.g the camel has
a foot which spreads out on loose surfaces like sand,giving it a larger
surface contact area and negating the terrain modifier for desert. Any
such advantages and the bonuses they give will be detailed in that creatures
DENIZENS listing.
1 HEX TIME = 8 Hrs x WALK SPEED MOD + TERRAIN
MOD + WEATHER MOD + SPECIAL MOD
N.B. ALL NUMBERS ARE ROUNDED
UP TO THE NEXT WHOLE NUMBER WHEN PERFORMING THE CALCULATION
WALK SPEED: TIME
x 2 (A humanoid leading animals, walks comfortably at this speed for
8 hours)
TREK SPEED: NO
MOVE MODIFIER - Humanoids running at this speed must make BODY checks
(Effect 6 + 1 per extra hour travelled without 1 hour rest) every
hour or be forced to stop through fatigue.
RUN SPEED: 1/2
TIME- Animals travelling at this speed must make BODY checks (Effect
6 + 1 per extra hour travelled without 30 minutes rest) every hour
or be forced to stop through fatigue.
GALLOP SPEED: 1/4
TIME - Animals travelling at this speed must make BODY checks (Effect
8 + 1 per extra hour travelled without 1 hour rest) every hour or
be forced to stop through fatigue
| TERRAIN MODIFIERS |
WEATHER MODIFIERS |
SPECIAL MODIFIERS |
| FLAT & LEVEL |
NO MODIFIER |
CLEAR & DRY |
NO MODIFIER |
ROPING [1] |
+ 2 Hours |
| HILLS |
+ 1/4 MOVE |
LIGHT RAIN |
+ 1/4 MOVE |
RAFTING [2] |
+ 4 Hours |
| DESERT |
+ 1/4 MOVE |
DRIVING RAIN |
+ 1/2 MOVE |
ROPE BRIDGE [3] |
+1 Hour |
| MARSH |
+ 1/4 MOVE |
MONSOON |
+ 3/4 MOVE |
UNLADEN [4] |
No Modifier |
| SWAMP |
+ 1/2 MOVE |
SNOW OR SLEET |
+ 1/4 MOVE |
LIGHT LOAD [5] |
+ 1/2 MOVE |
| MOUNTAINS |
+ 1/2 MOVE |
HAIL |
+ 1/2 MOVE |
HEAVY LOAD [6] |
+ 1/4 MOVE |
| DRIFTED SNOW |
+ 1/2 MOVE |
BLIZZARD |
+ 3/4 MOVE |
DARKNESS |
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NOTES:
[1] Roping involves a rope being stretched across a river and
used as a guide for other characters following with animals.
[2] Rafting involves cutting down suitable trees and lashing
them together to make a raft then crossing the river.
[3] Animals crossing rope bridges must do so 1 at a time. N.B.
some loads, like a horse drawn cart, will be too large or heavy
to cross by rope bridge.
[4] Animal is carrying upto it's BODY x 50lbs.
[5} Animal is carrying upto it's BODY x 70lbs.
[6] Animal is carrying upto it's BODY x 100lbs.
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Example 1: A
group of characters wants to get themselves and their pack animals
to a town 1 hex away, they are moving at trekking speed, lightly loaded
and moving through hills and light rain.
| 8 Hours |
SPEED MOD |
TERRAIN MOD |
WEATHER MOD |
SPECIAL |
1
HEX
TIME |
TREK SPEED
(NO MODIFIER) |
HILLS
(+1/4 SPEED) |
LIGHT.RAIN
(+ 1/4 SPEED) |
Light Load
(+1/4 SPEED) |
| 8 |
10 Hours |
12 Hours |
14 Hours |
14 Hours |
Example 2: A
group of characters wants to get themselves and their pack animals
to a town 1 hex away, they are moving at Run speed, lightly loaded
and moving through hills and light rain.
| 8 Hours |
SPEED MOD |
TERRAIN MOD |
WEATHER MOD |
SPECIAL |
1
HEX
TIME |
RUN SPEED
(1/2 TIME) |
HILLS
(+1/4 SPEED) |
LIGHT.RAIN
(+ 1/4 SPEED) |
Light Load
(+1/4 SPEED) |
| 4 |
5 Hours |
6 Hours |
7 Hours |
7 Hours |
However as the characters are moving at run speed
each animal must make a BODY check (Effect 6 + 1 per extra Hour
travelled without rest), in otherwords the animals would have to
make the following rolls:
| 1st HOUR |
2nd HOUR |
3rd HOUR |
4th HOUR |
5th HOUR |
6th HOUR |
7th HOUR |
| No Roll Required |
BODY vs 7 |
BODY vs 8 |
BODY vs 9 |
BODY vs 10 |
BODY vs 11 |
BODY vs 12 |
Example 3: A
group of characters wants to get themselves and their pack animals
to a town 1 hex away, they are moving at gallop speed, lightly loaded
and moving through hills and light rain.
| 8 Hours |
SPEED MOD |
TERRAIN MOD |
WEATHER MOD |
SPECIAL |
1
HEX
TIME |
GALLOP SPEED
(1/4 TIME) |
HILLS
(+1/4 SPEED) |
LIGHT.RAIN
(+ 1/4 SPEED) |
Light Load
(+1/4 SPEED) |
| 2 |
3 Hours |
4 Hours |
5 Hours |
5 Hours |
However as the characters are moving at gallop
speed each animal must make a BODY check (Effect 8 + 1 per extra
Hour travelled without rest), in otherwords the animals would
have to make the following rolls:
| 1st HOUR |
2nd HOUR |
3rd HOUR |
4th HOUR |
5th HOUR |
| No Roll Required |
BODY vs 9 |
BODY vs 10 |
BODY vs 11 |
BODY vs 12 |
TRAVEL AT SEA
HE
success of any journey at sea depends on a series of factors such
as SHIP TYPE (Sail or Oars, Hull Type ,Seaworthiness), WEATHER (Strength,
Direction, Storms) and CREW SKILL (Captaincy,Navigation,Sailoring).
The number of hexes a ship can move in any day (24Hrs) is defined
by making an opposed sailing check as follows:
SHIP TYPE + CREW SKILL vs WEATHER TYPE
If successfull a ship will travel a ship will travel
a number of hexes equivalent to the target number less the score on
the attacking roll dice. For an explanation see the examples at the
bottom of this page.
SHIP TYPE
| HULL TYPE |
SHIP TYPE IN VARIOUS SEA CONDITIONS |
DESCRIPTION |
| BECALMED [1] |
MILD |
HEAVY SEAS |
CORRACLE
OR DINGHY |
1 |
1 |
0 |
This category covers all small (5 - 15ft
long and 5ft wide) rowing boats, 1 to 8 crew depending on size.
Used for harbour and shorework. Cargo carrying is limited to about
1/2 a ton for the largest of these. |
| LONGBOAT |
2 |
1 |
1 |
Typically 20 - 25ft long and 5 - 6ft
wide and equipped with between 8 and 10 oars they are often deployed
from larger deep drafted ships such as cogs for shore landings
and are favoured by whalers. |
SMALL TRADER
(Coaster) |
0 |
2 |
2 |
A small merchant ship typically 70ft
long by 20ft wide with a rudder that hangs from one side. Fitted
with two masts and triangular sails it has a crew of between 20
and 30 and can carry about 100 tons of cargo. |
LARGE TRADER
(Cog) |
0 |
4 |
4 |
A larger version of the coaster it is
typically 75 to 90ft long and 20ft wide, fitted with two masts
and square sails. It often has small fore and sterncastles and
can carry between 100 and 200 tons of cargo. |
LONGSHIP
(Knarr) |
2 |
5 |
2 |
A small coastal longship used in many
areas where there is a need for a shallow draught flatbottomed
boat. Typically 75ft long and 15 to 20ft wide it has one mast
fitted with a square sail. When becalmed 8 - 10 oars can be deployed. |
| LARGE LONGSHIP |
3 |
4 |
3 |
The standard warship variant of the longship,
these are typically 75ft long and 20 ft with 20 to 25 pairs of
oars crewed by 45 to 55 men. They are also fitted with a single
square sail. Capable of carrying between 100 to 120 additional
men or 50 tons of cargo. They do not have any spare space for
crew sleeping space or stores and therefore often put to shore
at night and to avoid rough weather. |
| GREAT LONGSHIP |
2 |
4 |
1 |
The largest of the longships they are
approximately 100ft long and 25ft wide and fitted with a single
square sail and approximately 30 to 40 pairs of oars. They have
a crew of 5 in addition to rowers and can carry roughly 160 additional
men or 100 tons of cargo, although due to the cost involved in
building such a ship they are rarely used to carry cargo as they
often perform flagship duties. |
| GALLEY |
4 |
4 |
1 |
Typically 130 to 175ft long and 15ft
wide and equipped with two masts and triangular sails. It is also
equipped with 50 pairs of oars divided into 2 banks per side with
one rower per oar on the lower banks and upto three on the upper
bank. Primarily designed for naval warfare they are often fitted
with rams below the waterline, they are not designed for open
sea travel and must put into shore every night. |
| GREAT
GALLEY |
5 |
5 |
2 |
Perversely smaller than it's cousing
the galley, the great galley is about 130ft long and 20 feet wide,
but fitted with 3 masts and square sails. Fitted with between
60 and 70 oars per side one man per oar in 2 banks. It is slightly
more seaworthy and is favoured by traders plying coastal regions
or island hopping and can carry about 150 tons of cargo. |
| SKIFF |
1 |
3 |
2 |
A light all purpose sailing craft approximately
35ft in length and 10ft wide with a mast and triangular sail.
It can be crewed by 6 with upto 4 rowers and can carry about 2
tons of cargo. |
CREW SKILL
REW
skill is an average of each crewmembers Sailor skill from the captain
right down to the cabin boy. This becomes important when characters
with no previous experience are required to becoming members of a
ships company. In this circumstance depending on the number of crew
on the ship there will be different levels of experience and skill
starting with the highest, the following table gives typical skill
values for each of the stereotypes characters may meet in harbours
or on board a ship.
TYPICAL SEAFARING STEREOTYPE SAILOR SKILL VALUES
| CREW |
NOVICE |
EXPERIENCED |
PIRATE |
VETERAN |
NAVY |
NAVY
VETERAN |
| CAPTAIN [1] |
4 |
6 |
+3 |
9 |
10 |
11 |
| FIRST OFFICER [2] |
3 |
5 |
+2 |
8 |
9 |
10 |
| BOSUN [3] |
2 |
4 |
+3 |
7 |
8 |
9 |
| NAVIGATOR [4] |
1 |
3 |
+2 |
6 |
7 |
8 |
| SAILOR [5] |
1 |
2 |
+1 |
4 |
4 |
5 |
| OARSMEN [6] |
- |
2 |
- |
2 |
3 |
3 |
When characters are hiring or travelling on NPC
boats, DMs should use the following table as a guide to typical NPC
crews skill:
TYPICAL NPC CREW'S SKILL
| CREW |
NOVICE |
EXPERIENCED |
PIRATE |
VETERAN |
NAVY |
NAVY VETERAN |
| SKILL |
2 |
3 |
4 |
5 |
6 |
7 |
EATHER
is a far more complex beast to simulate than can possibly be done
in a game system (after all if the weathermen and their supercomputers
can't get it right what chance do I have). For seatravel purposes
the most important factors are sea conditions, wind strength and direction
each one adds a cumulative difficulty effect.
| WIND |
SEAS |
SPECIAL |
| LIGHT |
+1 |
CALM |
-1 |
LIGHT FOG |
+1 |
| MILD |
0 |
CHOPPY |
+1 |
HEAVY FOG |
+2 |
| STRONG |
+2 |
ROUGH |
+2 |
MILD CURRENT |
+1 |
| GALE FORCE |
+4 |
HEAVY |
+3 |
STRONG CURRENT |
+3 |
| HURRICANE FORCE |
+6 |
STORM |
+4 |
|
|
| WITH WIND |
-2 |
|
|
|
|
| AGAINST WIND |
+1 |
|
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Example 1: A
longship (2) with experienced
crew (3), is sailing with(-2)
strong winds (+2) on a rough
sea (+2) with a mild current (
+1). This gives the following opposed check:
SHIP + CREW SKILL (5)
vs WEATHER (3) = TARGET NUMBER OF (9)
The DM rolls 2d6 scoring 6 (9 - 6) = 3
Hexes of movement
Example 1: A
Great Galley (2) with veteran
crew (5), is sailing against(+1)
strong winds (+2) on a rough
sea (+2) with a light fog (
+1). This gives the following opposed check:
SHIP + CREW SKILL (7)
vs WEATHER (6) = TARGET NUMBER OF (8)
The DM rolls 2d6 scoring 6 (8 - 6) = 2
Hexes of movement
FAILING A SAILING CHECK
HOULD
a ship fail it's sailig check the DM should decide the ship's fate,
depending on how serious the failure. Of course a lot of journey's
will be required to satisfy certain plot hooks, but in realtime situations
the results of such failures may lead to other interesting possibilities.
A DM's guide for such situations is given below:
| FAILED BY |
RESULT |
| 1 |
Ship blown off course (randomise direction
taking into account wind direction) 1 hex |
| 2 |
Ship blown off course (randomise direction
taking into account wind direction) 2 hex |
| 3 |
Ship blown off course (randomise direction
taking into account wind direction) 3 hex and takes mild damage
requiring 3 days dry dock time (if ship has more than reduce all
ship scores by 1 until repair is made) [1] |
| 4 |
Ship blown off course (randomise direction
taking into account wind direction) 4 hex and takes heavy damage
requiring 1 weeks dry dock time (if ship has more than reduce
all ship scores by 2 until repair is made) [1] |
| 5+ |
Ship blown off course (randomise direction
taking into account wind direction) 4 hex and takes critical damage
requiring 2 weeks dry dock time (if ship has more than reduce
all ship scores by 3 until repair is made) [1] |
| CRITICAL MISS |
Ship sinks |
Notes:
[1] If damage is more than ships current score for sea conditions
then ship sinks. |
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