Sailing
Here are travel rules you can use.
Travel Pace
A traveling party will travel aboard a ship at a pace given by the ship's speed stat on its stat block. A ship cannot go faster than the listed speed, but it can go slower if it chooses. Certain environmental effects or buffs may increase or decrease a ship's pace.
If a ship's mode of movement takes damage, it will be slowed for every decrease of 10 in speed, reducing its pace by 1 mile per hour and 24 miles per day.
Fueling Your Ship
If a ship has a fuel engine installed on it, the ship will require fuel each day to keep the engine running. Each engine on a ship will require its respective type of fuel to function and can hold up to a maximum of a day's worth of fuel in its fuel tank. Additional fuel barrels will need to be stored on the ship. If the engine goes a full day without a full barrel of fuel, it will shut off and cease to function as an engine until it is filled with a barrel of its fuel type.
Fuel Barrel Cost
Barrel (Based on Engine Type) Weight Per Barrel Price Per Barrel
Standard 30 lbs. ฿8,000
Large 100 lbs. ฿20,000
Huge 300 lbs. ฿400,000
Activity While Traveling
A crew can participate in a number of activities while actively sailing.
The party's pace has no effect on the activities they can engage in while traveling by ship. Here are some other example activities a crew can partake in while traveling:
Fishing
A character decides to fish for the day using a fishing net, fishing lines, harpoons, etc., making an Angler's Tools check to see what they bring in. The DC depends on the difficulty of the sea being fished in (DC 10 for Easy; DC 15 for Medium, DC 20 for Hard). If the check succeeds, the character may roll on the table below.
d10 Catch Result
1 Sea Monster: The character reels in an aggravated Sea Beast, which proceeds to attack. There's a 10% chance the character reels in a Sea King instead.
2-3 Trash: The character reels in a bunch of worthless junk.
4 Weapon or Armor: The character reels in a random mundane weapon or piece of armor.
5 Small Fish: Character reels in a fish equal to 1 day's worth of food. The fish has a 10% chance of being poisonous.
6-9 Large Fish: Character reels in a fish equal to 1d4 + their Wisdom modifier days worth of food.
10 Legendary Fish: The character reels in a fish equal to 10 days worth of food.
Banquet
The crew unanimously decides to have a large banquet or party. To have a successful banquet, the ones organizing the party must spend at least ฿20,000 in food and drink for each crew member. This will reduce the chances of mutiny occurring down to 0%.
Lookout Duty
A character can spend the day analyzing the ship and the surrounding sea. The character rolls a Wisdom (Perception) check to determine if they find anything unusual or detect anything dangerous coming.
Ship Repair
A character who is a shipwright or is proficient with carpenter's tools can roll a strength check (with carpenter's tools proficiency if they have it) to attempt to patch any damage on the ship for the day. On a 15 or higher, one component of choice recovers 1d6 + the character's Strength modifier in hit points. If the component was at 0 hit points and isn't the hull, the component becomes functional again.
Making a Map
A character who is a navigator or is proficient with navigator's tools can spend the day making a detailed map of the area they've explored. If the crew returns to the area that has been drawn on the map again, they cannot become lost in it while sailing.
Helping the Kitchen
A character who is a chef or proficient with a chef's utensils can spend the day helping flavor and divide food in the kitchen to ensure nothing goes to waste. By doing so, the character increases the number of provisions available on the ship by 1d4.
Tending to Wounds
A character who is a doctor or is proficient with Medicine skill can spend the day treating any injuries. One creature you treat for at least a minute recovers hit points equal to 1d8 + your Wisdom modifier.
Getting lost
When sailing into uncharted seas, there is a high chance that unprepared crews will get lost, especially on the grand line. Outside the grand line, having a skilled navigator who is proficient with navigator's tools and possesses a compass will allow a ship to automatically succeed at traveling between islands, even in uncharted waters. Without all of these things, one player must attempt navigate the ship to the next island and roll a DC 12 Intelligence (Nature) or Wisdom (Survival) check at the start of each day to determine if the crew remains on course to the next island without getting lost. If the check fails, the the crew becomes lost for the day and travel pace becomes 0 for that day.
On the grand line, travel rules work differently. It is virtually impossible to sail on the grand line without a log pose of some kind, and losing a log pose during travel can often mean certain death. Normal compasses will not function on the grand line, and do not provide any form of bonus to travel. A skilled navigator who is proficient with navigator's tools and possesses a functioning log pose will automatically succeed at staying on track during each day of travel. If a log pose is lost or broken during travel, all sense of direction is lost and the navigator must roll a DC 20 Intelligence (Nature) or Wisdom (Survival) check at the start of each day to remain on track. If the check fails, the ship heads in a random direction other than the target location at their travel pace.
Every time players get lost, roll on the possible events table to determine what happens while they're lost.
Crashing
If a ship collides the space of another creature or object, it might crash. A ship does not crash if the creature or object is at least two sizes smaller than it.
When a ship crashes, it must immediately make a DC 10 Constitution saving throw. On a failed save, it takes damage to the hull based on the size of the creature of object it crashed into, as shown on the Crash Damage table. It also stops moving if the object or creature is bigger than it or one size smaller. Otherwise the ship continues moving and the creature or object moves to the nearest unoccupied space that is not in the ship's path. At the DM's discretion, an object that is forced to move but is fixed in place is instead destroyed.
Crash Damage
Size Bludgeoning Damage
Small 1d6
Medium 1d10
Large 4d10
Huge 8d10
Gargantuan 16d10
A creature struck must make a Dexterity saving throw with a DC equal to 10 + the ship's Strength modifier, taking damage based on the ship's size (as shown on the Crash Damage table) on a failed save, or half as much damage on a successful one.
Docking a Ship
When docking a ship at an island, having a crew and lookout to maintain and guard it can ensure its safety while exploring new locations. Alternatively, leaving a ship guarded at a harbor will usually keep it safe from thieves or disasters, but may cost an additional fee.
Shipbuilding and Upgrades
A shipwright or local shipbuilders can spend time constructing or upgrading a boat at a dock or harbor, so long as local supplies are available. More information is provided earlier in the section under "Building a Ship" and "Ship Upgrades".
Repairs
When a ship is left at a dock or harbor, its damaged component or hull can easily be repaired by local shipwrights for a fee.
Alternatively, the crew's shipwright or any number of characters proficient with carpenter's tools can spend downtime repairing the ship. At the end of each day, each character actively repairing the ship's component regains 1d6 + the character's Strength modifier in hit points. If the chosen component was at 0 hit points and isn't the hull, the component becomes functional again.
Hiring
While docked, a captain may consider hiring additional crew members for future voyages or to aid in building and repair at the docks or harbor. Prices for hirelings are listed under "Hirelings" in a previous section. The price for hiring lackeys to aid in ship repair or building is ฿2,000 per day.
Ship Salvaging
When a players ship is destroyed or when a sunken ship is found, a crew may attempt to salvage any broken components to sell or reuse. A character with proficiency in carpenter's tools can attempt to salvage component other than a hull that has an undetermined amount of hit points. To do so, they must succeed on a DC 15 Strength check (Carpenter's Tools) to recover as much as they can from the component in the wreckage. On a successful check, the component has 1d10 hit points remaining. Otherwise, the component is broken.
Selling a component requires repairing or refurbishing it beforehand. Parts sold are only worth 25% of their base value to shipyards. If a component is damaged, an additional percentage is subtracted from its sell value for every hit point the component is missing.