#Torchbearer Sagas...At Sea

A quick preview of some of my "At Sea" rules for #Torchbearer Sagas: Outcasts. Very useful for sailors and for characters like the half-orc pirate and sea elf mariner.


New Town: At Sea

Avast, me hearties. You've set sail for fame, fortune and glory but now you're looking at a week under the blazing sun, the salt sea and the cries of gulls. Pull your weight, boyo, or you'll be stripped to the waist, tied to a yardarm and lashed with a cat o' nine tails!

Available Locations At Sea

Tavern (anywhere there’s a cask of rum and a sea shanty)
Street (on the deck, napping under the stars—do not roll on the Streets Events Table)

Stables (belowdecks in the cargo hold, with the rats)
Flophouse (bunking with the crew)
Hotel (ah, the Captain's Quarters!)

Alignment: Unaffiliated (Merchant ship), Law (Naval ship), Chaos (Pirate ship)

New Home: At Sea

You were raised aboard a ship and know life at sea better than the back of yer own hand.

Skills: Pathfinder, Carpenter, Sailor

Traits: Sea Legs, Scarred


Sea Camp Events

Use these events when At Sea.

Disaster At Sea

1 - Typhoon winds and hail the size of sling shot. Take cover!

2 - You run aground on an uncharted sand bar. Spend all night getting free.

3 - Pitching waves present problems. Sail on and hope for the best; else all characters make a Health test (ob3) or become Sick before camp

4 - Smell of rotting fish and seaweed is everywhere. Disgusting.

5 - Leviathan prowls these waters, thrice the length of your ship. You must leave here.

6 - Sea monsters, winged creatures or raiders attack!

Minor Inconvenience At Sea

1 - Water barrels fouled. You may not refill your skins.

2 - Lost at sea (Sailor or Cartographer roll required to get back on track).

3-4 - Mice or other vermin crawl all over your ship and spoil food for one character.

5 - All of this open space gets to you, there’s nowhere to hide (increase recovery obstacles for angry and afraid by one for one character).

6 - Someone breaks a piece of gear (roll randomly for character and equipment).

Minor Break At Sea

1 - Clear skies and useful landmarks (+1D to next Sailor or Cartographer test).

2 - Good fishing spot! (+1D to Hunter, Scavenger and Fisher tests).

3-4 - You find shelter in a peaceful cove (+1D to recover from exhausted).

5-6 - Gentle rain refills the water barrels. Drink up, me hearties, drink up!

Lucky Break At Sea

1-2 -Find an oyster bed (counts as one portion of forage for all characters).

3-4 - Clear skies and good tailwind (+2D to next Sailor or Scout test).

5 - Ship ahoy! A ship flying friendly colors comes into view.

6- Dolphins frolic in the waves (automatically recover from angry and afraid).