0% found this document useful (0 votes)
78 views

Warrior Heroes Armies and Adventures: Movement by Sea

THW movement by sea in Talomir

Uploaded by

John Cunningham
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
78 views

Warrior Heroes Armies and Adventures: Movement by Sea

THW movement by sea in Talomir

Uploaded by

John Cunningham
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 2

Warrior Heroes Armies and Adventures: Movement by Sea

Wrote this in 2010 for use in future WHAA books. Players can use it now with the maps Ed as provided
although one might want to divide the seas into subzones, based on how far you feel a ship should be
able to travel in a month in ideal conditions.

Plan on revisiting these for book three of Warrior Heroes New Dawn. For now though putting these up
on the forum so folks can have something to use if they don’t feel like starting from scratch.

Naval Movement:

Divide the map into sea zones.

Each zone will have an arrow showing the prevailing winds.

When moving by sea, nominate a series of connected sea zones up to six long that you intend to travel
through and to.

Roll 1d6 for the number of zones that can be moved. Subtract one from this amount if ANY of the zones
entered are not with the prevailing wind.

Follow the path you nominated until you have moved as many zones as your dice roll allows.

This is your movement for that month, even if you ended up with a zero result and remain in the port
you started in.

You can enter a sea zone from any province that borders it.

You can end a sea move in any province that borders the sea zone you end up in.

You must end your move in a port. You may not remain at sea.

Ports:

Ports are “in the heart of” or maybe a special “Port” designation. Counts as “in the heart of” for tests
but is really “on the border”

When travelling to “on the border” of any province you may elect instead to travel to a port if that
province has an adjacent sea zone.

Here There Be Monsters!


Each time you enter a zone roll 2d6. If either is 6 you have either been forced ashore by bad weather or
other misfortune, or you have fallen afoul of the great sea monsters that prowl the oceans.

Rr-roll one of the dice. If it comes up 1-5, disaster has been averted and your ship pulls into shore.

Roll to choose a random province from among those bordering the zone you just entered.

COPYRIGHT BOB MINADEO 2010 MONDAY, JANUARY 30, 2017 PAGE 1 OF 2


Warrior Heroes Armies and Adventures: Movement by Sea
Roll 1d6. 1-4 you have landed “on the border”, 5-6 you have made it to a port.

If it comes up a 6, you have indeed suffered misfortune at the hands of a sea monster. Your ship is
smashed to kindling, your party scattered, your possessions lost. With luck you will find most of your
companions ashore.

You wash ashore “on the border” of a province chosen randomly as above. You have only your weapon
at this point. Your social status is reduced to Adventurer 1.

Roll 1d6 for each member of your original party. On a roll of less than or equal to their rep, they have
washed ashore beside you, with their weapons, minus their armor. You may regain sufficient Social
Status to allow you to keep these followers.

On a roll greater than Rep that follower is lost to the murky depths, never to be seen nor heard of again.

Any force that you may have set sail with is similarly lost. Do not roll for them they are simply gone.

Regardless of just how you ended up ashore, you will have an Encounter where you landed. Follow the
standard encounter rules.

Successful Voyage
If you managed to avoid storms and monsters, you roll as normal for an encounter at the port where
you chose to land.

COPYRIGHT BOB MINADEO 2010 MONDAY, JANUARY 30, 2017 PAGE 2 OF 2

You might also like