Movement (OSS)

: Swiftly, swiftly flew the ship
: Yet she sailed softly too:
: Sweetly, sweetly blew the breeze—
: On me alone it blew.
-Samuel Taylor Coleridge, "The Rime of the Ancient Mariner"
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==Movement==
Ships generally move by means of oars (rowing) or sails. At its simplest, rowing requires the expenditure of physical energy-although the coordination of multiple rowers, such as those found on a bireme or trireme, requires the attention of a skilled oarsmaster. Sailing, on the other hand, demands a keen understanding of winds and oceanic conditions, as well as a practiced hand in performing nautical maneuvers designed to maximize the effects of prevailing winds.
Table 2: Ship Characteristics details the rowing and sailing movement rates of all the ships currently available in the AD&D game. These rates appear in tens of yards per round, just like overland movement rates. Thus, a ship with a rowing movement rate of 9 moves 90 yards or 270 feet per round. Likewise, a ship with a sailing movement rate of 18 moves 180 yards or 540 feet per round.
Other factors—especially wind strength—can affect a ship's movement rate. See the Weather Conditions section in this chapter for details.
==Rowing==
As mentioned earlier, rowing a ship with a multitude of oarlocks, such as a bireme or trireme, requires a great deal of skill and coordination from all involved especially the oarsmaster. Contrary to popular belief, slaves were not put to work rowing large war ships, as they did not possess the necessary skills or zeal. In fact, rowers were highly trained specialists.
Daily Movement: In the AD&D game, a full day of travel is about ten hours. Dungeon Masters can easily determine the total distance an oar-powered ship travels in a single day by multiplying the ship's movement rate by 2. Thus, a Pentekonter-whose movement rate is 18-can travel a total of 36 (18x2=36) miles in a single day.
Occasionally, oar-powered vessels require additional speed. In such a case, it falls to the oarsmaster or ship's captain to coax, cajole, and otherwise inspire his crew to greater speed. The ship's captain or oarsmaster must roll a 12 or better on 1d20 to get the extra speed. A successful Seamanship proficiency check grants a +3 bonus to the roll. If the roll is successful, the vessel's movement rate increases by one third for five rounds. Failure indicates that the officer cannot inspire his rowers to keep such a fast pace. A ship's officers can attempt to increase speed only once every five rounds.
For example, Lambrecht-the captain of the royal pentekonter Clandestine-spots another pentekonter flying a pirate flag. Alarmed, he attempts to spur his rowers on to greater speed. The DM checks Lambrecht's Seamanship proficiency (it's 14) and rolls a 12, granting him a +3 bonus on his 1d20 roll to inspire his rowers. The captain rolls only a 10, which rises to a 13 thanks to the bonus. Lambrecht succeeds and the Clandestine travels at a movement rate of 24 (18+3=6+18=24) for the next 5 rounds.
Rowers can keep such a backbreaking pace for a maximum of three turns. After this period, the exhausted rowers must rest for a number of rounds equal to twice the amount of time spent doubling their pace. Ships with resting rowers can only move at one third of their normal rate.
Once clear of the pirates, Lambrecht allows his rowers a bit of a rest. These tired oarsmen must rest for one turn (twice the amount of time they spent doubling their pace). During this time, the Clandestine's maximum movement rate is 6 (18+3=6). Lambrecht hopes the pirates have given up the chase.
In addition to increasing his ship's speed, an oarsmaster or captain can inspire his rowers to work harder and longer, thereby increasing the maximum distance covered in a single day. Once again, the captain or oarsmaster must roll a 12 or better on 1d20, and a successful Seamanship proficiency check (with a -2 penalty) grants a +3 bonus to the roll. Success indicates that the ship's daily movement increases by one third. Once pushed to this limit, however, a ship's complement of rowers must rest for at least 12 hours before they can row again. If the check fails, none of the ship's officers can attempt to increase daily movement again until the next day.
For example, Lambrecht wishes to reach the port of Brython by nightfall a distance of 45 miles. Since his pentekonter's maximum daily movement is only 36 miles (18-2=36), he realizes that he must push his crew. Once again, Lambrecht succeeds with his dice rolls. Because of his curses, threats, cajoling, and other inspirational techniques, the pentekonter can travel a total distance of 48 miles (36+3=12+36=48). Thus, the Clandestine successfully docks in Brython and Lambrecht receives a bonus for his timeliness.
Rowing Through the Night: Oceangoing vessels powered by oars, such as longships, will occasionally find it necessary to move by rowing far from land, where beaching the ship for the night proves impossible. In these cases, the ship's daily movement rate in miles remains twice its speed, as the rowers must pace themselves (working less hard than usual) to keep the ship constantly moving.
Moving Under Oars and Sails: Any ship moving under sails (even if it has rowers to help) counts as a sailing ship. Wind strength modifies its base movement (see Table 3: Sailing Movement and Winds). Such a ship's daily movement rate in miles equals three times its adjusted movement rate (see sailing).
==Rowing Small Craft==
In the course of nautical adventuring, PCs may find themselves required to row a small vessel—such as a fishing boat or skiff. Characters can row for a number of hours equal to one-half their Constitution scores rounded up. Thus, an adventurer with a Constitution of 15 could row a ship for eight hours.
Characters wishing to exert themselves beyond their normal endurance levels must make a Constitution check. Success indicates that the PC in question can row for an additional hour. However, characters lose one Constitution point for every extra hour of rowing, thereby making it more difficult to continue with the exertion. Unconsciousness results if a character's Constitution score drops to 0. Lost Constitution points return at a rate of one per full hour of rest.
For example, Schendar the fighter-whose Constitution is 16-can row for 8 hours. If he wishes to row for an additional hour (his ninth consecutive hour of rowing), Schendar must make a Constitution check. He rolls a 13 and succeeds. Thus, the hardy fighter can continue rowing for another hour. However, Schendar's Constitution drops to 15 after the additional hour, as the strain of continued rowing affects his body. If he wants to row for yet another hour, the fighter would have to roll a 15 or lower on a d20.
Additionally, a character can increase his boat's rowed movement rate by making a Strength check. Success indicates that the character in question has increased his boat's movement by one third. Thus, a character traveling in a canoe (movement rate of 6) could make a successful Strength check and move at a rate of 8 (6+3=2+6=8). The character must make a Strength check every five rounds to see if he can sustain the increased pace. Once the character fails a check, he cannot attempt to increase his speed again until he has rested. The absolute maximum amount of time for sustaining such a pace is three turns.
Once an adventurer has stopped increasing his movement rate (whether by failing a Strength check, reaching the maximum time limit, or making the choice to stop) he must rest for a number of rounds equal to twice the amount of time spent exerting himself. Thus, a character who spent two turns increasing his movement rate must rest for a total of four turns. Unlike professional rowers, PCs cannot row at all until they have fully rested.
==Sailing==
Sailing vessels use the natural force generated by winds to move, so they are somewhat at the mercy of the prevailing wind. A strong wind can greatly speed a long journey, or make even the shortest jaunt a slow and dangerous affair, depending on the wind's direction relative to the course desired.
Table 3: Sailing Movement and Winds details the influence of winds on sailing vessel movement rates. To use the table, simply cross reference the line that corresponds to the strength of the prevailing winds with the ship's course relative to the wind. Dungeon Masters can determine wind strength by consulting Table 4: Wind Strength.
 Table 3: Sailing Movement and Winds
Wind 	Movement Rate Modification
Light 	Into -With + Across —
Moderate 	Into -With + Across
Strong 	Into NMWith Double Across +
Gale/Storm*	Into With Double Across +
: * See the Wind Strength section for special movement rules that apply during gales and storms."
Movement Rate Modifications: These refer to the bonuses or penalties applied to the base sailing movement rate.
The abbreviation NM stands for No Movement; ships have an effective movement rate of 0 if they attempt to sail into a Strong wind. A-indicates that the ship moves at its base rate.
For example, a cog (movement rate of 9) sailing across a strong wind would have two thirds its base movement rate added to its overall movement rate, for a combined rate of 15 (9+3=3, 3x2=6, 6+9=15).
A sailing ship's captain or helmsman can increase a ship's base speed through superior seamanship just as officers aboard oared ships can (see page 20). The bonus movement is one third of the ship's base movement rate, which the DM adds to the ship's speed after any adjustments for wind speed and direction. The speed increase lasts 10 minutes. If the attempt fails, the officers cannot try it again for 10 minutes. If the captain of the cog in the previous example also successfully inspired his crew to greater speed, the cog's adjusted movement rate would be 18 (9+3=3+15=18). Sailing at high speed does not exhaust sailors as it does rowers, but the officer must repeat the Seamanship check every 10 minutes to see if the ship and crew can maintain the faster pace. (Even a subtle change in wind or sea condition can rob the ship of the extra speed.) A ship with both oars and sails can benefit from only one speed increase through crew handling, but the officers can try to gain the bonus through both means; that is if a ship's officers fail to inspire their rowers, they can try to inspire their sailors instead.
Daily Movement: Sailing ships have a far greater daily movement rate than rowed vessels, as the former can travel a full 24 hours without stopping. To determine a sailing vessel's maximum daily movement rate, the DM should multiply the ship's normal movement rate (including modifiers for wind and weather conditions) by 3. Thus, a ship with a movement rate of 12 can travel a total of 36 (12x3=36) miles in a single day.
If a ship anchors from dusk to dawn rather than sailing through the night, multiply its base movement rate by 2 to determine its maximum daily movement rate. Thus, the maximum daily movement of a cog (movement of 9) becomes 18 miles (9x2=18) instead of 27 miles. Note that sailing through the night requires a skilled navigator equipped with some reliable means of checking the ship's course, such as a compass. If the DM decides such means aren't available, ships must always remain in sight of land and must anchor each night, otherwise, the vessel becomes lost at sea.
Anchoring for the night often proves wise even if a ship's crew has the knowledge and equipment to handle an overnight voyage. Some hazards that are easily spotted in daylight, such as shoals, sand bars, and reefs, become all but invisible at night.
No matter how long the ship sails, its officers can attempt to increase its daily movement rate through superior seamanship, just as officers aboard oared ships can.
==Wind Strength==
To determine the strength of the prevailing wind, the Dungeon Master rolls 2d6 and consults Table 4: Wind Strength on the first day of a voyage. This table enables the DM to assign the winds a strength category (moderate, strong, storm). After the first day's check, the DM should consult the Next Day column to find the appropriate die roll for the check. He should use this die roll every day for 1d4 days. After that, the DM begins the whole wind check process over again.
For example, a DM makes a wind strength check on the first day of his adventuring group's sea voyage and rolls a 10. The party sails on a strong wind for the first day. According to Table 4, the next day's check calls for a 1d6+6 roll. The DM then determines how long this die roll range is in effect by rolling a d4. A roll of 2 indicates that he uses the 1d6+6 die range for 2 days before starting the whole process over again.
 Table 4: Wind Strength
DieRoll	WindStrength	FirstDay	NextDay
2 	Calm 	2d6 	1d4+1
3 	Calm 	2d6 	1d6+1
4 	Light 	2d6 	2d4
5 	Light 	2d6 	2d4
6 	Light 	2d6 	2d6
7 	Moderate 	2d6 	2d6
8 	Moderate 	2d6 	3d4
9 	Strong 	2d6 	3d4
10 	Strong 	2d6 	1d6+6
11 	Gale 	2d6 	1d6+6*
12 	Storm 	2d6 	2d6
Calms: Sailing ships have a movement rate of 0 in a calm. Some of these ships-such as the knarr and pentekonter-possess oars, which allow them to move at a reduced rate (see Table 2: Ship Characteristics) when there is no wind. These ships are subject to the rowing rules described above when using their oars as the primary means of locomotion.
Gales: These fierce winds blow for 1d4 days. They force ships to make Seaworthiness checks each day (see the Shipwreck section of this chapter). Ships trying to move across a gale or storm are blown off course. To determine the ship's actual movement each day, move it along its intended course at its adjusted daily movement rate, then move the ship an equal distance in the direction of the gale. A successful Seamanship proficiency check by a ship's captain or helmsman reduces the distance a gale-tossed ship travels off course by one third.
A ship turned into a gale or storm actually moves backwards at one third of its base movement rate. Note that if the captain or helmsman makes a successful Seamanship check, the ship's daily gale movement becomes zero if the ship turns into the wind.
For example, a gale blowing from the east would push a cog sailing north 45 miles (base movement rate of 9+ for moving across a strong wind equals 15, which the DM triples to find the daily movement rate).
The gale-tossed cog would only travel 30 miles off course if its captain makes a successful Seamanship proficiency check.
Storms: These fearsome winds force ships to make Seaworthiness checks each day with a -3 penalty (see the Shipwreck section of this chapter for more details). Like gales, storms alter a ship's course. Because of their unbridled ferocity, however, storms do not allow any Seamanship checks to reduce total movement.
==Wind Direction==
For simplicity's sake, the AD&D game assumes that the wind always blows from one of the four cardinal points of the compass. The wind maintains its direction 1d4 days before the DM must check it again, using Table 5: Wind Direction. This is, of course, a simplification designed to make running seafaring adventures easier. In actuality, sea winds blow from any direction and may change direction often.
DMs should note that wind direction is always the direction from which the wind is blowing. Thus, an easterly wind comes from the east and blows toward the west.
 Table 5: Wind Direction
2d6	Spring/Summer	Fall Winter
2 	East 	South
3 	East 	South
4 	South 	East
5 	South 	East
6 	South 	North
7 	West 	North
8 	West 	North
9 	West 	West
10 	North 	West
11 	North 	West
12 	East 	South