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Waterborne Adventuring (OSE SRD)

Overview

Waterborne adventuring uses the same daily procedure frame as wilderness travel, but with wind, current, navigator availability, and vessel seaworthiness acting as primary risk multipliers.

Daily Sequence

  1. Choose course.
  2. Check loss of direction.
  3. Determine wind/weather.
  4. Check wandering monsters.
  5. Resolve travel descriptions.
  6. End-of-day resource bookkeeping.

Core Rates and Checks

  • Water travel distance: base movement divided by 5 miles/day.
  • Without navigator: open-sea loss is automatic.
  • Typical wandering chance: 2-in-6 oceans/rivers, 3-in-6 swamps.

Wind-State Summary

2d6 Condition Effect
2 No wind Sailing impossible; oars at reduced pace
3-11 Normal to high wind Sailing possible with speed modifiers
12 Gale / storm Triple drift-speed; major wreck or swamping risk

Hazard Notes

  • Near-gale conditions can cause vessels to take on water and lose speed until repaired.
  • Gale/storm outcomes depend on seaworthiness and proximity to safe shore.
  • Surprise assumptions are asymmetric: aquatic creatures are often not surprised by ships.

Coverage

  • Fully covered from source: daily sea-travel procedure loop and loss-of-direction probabilities with/without navigator.
  • Fully covered from source: movement conversion (base rate / 5 miles/day), river current modifiers, and visibility ranges.
  • Fully covered from source: wandering encounter cadence/chances, 2d6 wind-state logic, and near-gale/gale consequence branches.

See Also