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== The High Seas == The red x on the map is where the new lands are, deep in the Obari Ocean. The game will be starting in the city of Oppara, capital city of Taldor. [[File:Golarian (2).jpg]] === Ships === Ships are the only way to cross the great bodies of water on Golarian unless you are a powerful Wizard. Ships can be hired or bought, but they are not cheap. Your patron has kindly hired a ship to serve you for sending goods to/from the new lands. The SRD does not give much detail on ships (https://www.d20pfsrd.com/equipment/vehicles/water-vehicles/sailing-ship/), so we're going to say the ships in Golarian are based on the French ships of the line in the late 1700's to early 1800s, link here: https://en.wikipedia.org/wiki/List_of_ships_of_the_line_of_France I will generate stats for them as needed throughout the game. === Ship Movement === Ships move 1d3 hexes per 24 hours on the world map. If a ship wishes to sail for less than 24 hours, roll for how far they would move in a full 24 hour span and then scale it back, rounded down. Example: <pre>You decide to sail for 12 hours, you roll a 3 on the movement distance. So it would move 3/24 = 0.125 hexes per hour this turn. Since you sailed for 12 hours this turn, your ship moved 12 x 0.125 = 1.5 hexes. Rounding down it moved 1 hex in 12 hours.</pre> In situations like this it is entirely possible a ship does not move any hexes in a turn. This will be chalked up to bad weather conditions or navigation, you went in circles for a few hours. Before rolling movement, you must plot a course. You cannot plot your course after the movement die has been rolled. This is to avoid meta gaming situations where if you know you are only going 1 hex this turn you might hug the coastline for that turn. So you have to declare your heading before the roll is made. === Random Encounters at Sea === After completing your move, you must roll for a random encounter as follows: {| class="wikitable" |+ Random Encounter Chance on the High Seas |- ! Zone/Location !! % chance !! Potential Random Encounters |- | Inner Sea || 25% || Other ships or pirates (75% of the time), Something Else (25%) |- | Obari Ocean (Coastline) || 15% || Other ships or pirates (50%), Something Else (50%) |- | Obari Ocean (Open Waters) || 30% || Other ships or pirates (10%), Something Else (90%) |} Random encounter rolls are rolled based on where you ship ends it's movement turn, not where it begins it. === Something Else Encounters at Sea === The seas are a dangerous place, full of monsters that will give you nightmares. That's why most ships avoid the deep seas and why most trade routes hug the coastlines as much as possible. If Something Else is encountered, it will likely be unpleasant. To give you an example, here is what the Pathfinder wiki says about the inhabitants of the Obari Ocean, for example: <pre>The waters of the Obari Ocean are known to be home to several sea serpents. These are seen as signs of good luck by fishermen from Jalmeray, who give them tributes of fish to attract their attention. The deeper parts of the Obari, far from any shore, are avoided by nearly all sailors. Those who have ventured there return with stories of gigantic sea dragons, living islands, and demon storms. These stories are based in truth, as Thuransam, the great cetus, makes his home in the northern section of this ocean, and Hyntheragha, a 50-foot-long great wyrm brine dragon, rules over a colony of merfolk in the center of the ocean.</pre> Source: https://pathfinderwiki.com/wiki/Obari_Ocean
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