Atlantic Ocean: Star and Squall
- At March 20, 2022
- By Great Quail
- In White Leviathan
- 0
I have often at night, leaned over the ship’s side and for a long time watched the phosphorescent spangles that seemed to dance upon the sea, as it has been agitated by our progress over the depths… Around the bow, along the side, and in the wake of the ship, the sea seems to be on fire. Countless spangles emerge from the troubled waters, while brilliant phosphorescent flashes and globes of light of great size, illuminate the ship’s path.
—Francis Olmsted, “Incidents of a Whaling Voyage”
9) Star and Squall
Above the Equator, Early December 1844
A) Background
This lengthy encounter is a set-piece that constitutes the main action of Chapter 2. It’s fairly complicated, and the Keeper is advised to read it carefully in advance. Some moderate timekeeping is required, and the Keeper may wish to use miniatures to keep tabs on the major characters. Another useful resource are NPC cards, each printed with the sailor’s name and following statistics: Climb, Dodge, Pilot (Boat), Seamanship, Spot Hidden, and Swim. (See “Managing the Campaign” for ideas about makeshift miniatures; a pack of plastic pirates can do wonders!)
B) The Approaching Storm
The encounter begins just north of the equator. It’s late afternoon, and a steady wind has been carrying the Quiddity swiftly to its destination. Then the wind dies. An eerie calm spreads across the deck, and the sky takes on a strange, greenish hue. All at once, a mass of sharply-defined dark clouds gathers on the southwest horizon. The wind lifts again, but it’s now blowing in from the southwest.
Recognizing the signs of an oncoming squall, Captain Joab orders, “All hands on deck and brace for heavy weather!” Orders are issued to furl the sails, leaving only a reefed fore topsail for steering—“We’re going to turn into the storm, lads. Batten down the hatches and look sharp! Mr. Coffin; wouldst thou kindly rig life-lines? Best be cautious now.” As the sailors spring into action, the sky is charged by a spectacular display of lightning.
Batten Down the Hatches!
Like “learning the ropes” and “over the top,” the origins of this common phrase are found at sea. The ship’s hatches are prime areas where rainwater gets inside the vessel. To prevent this, hatches are covered by a tarpaulins edged with wooden boards called “battens.” These are nailed into the deck to secure the tarpaulin. Portholes and windows are covered with wooden shutters called “deadlights,” companionway doors are closed and sealed, whaleboats are covered with canvas, and loose objects are secured to deck. During particularly bad weather, “life-lines” may be strung along deck for sailors to hold while traversing the ship. With the exception of the reefed sails required for steering, sails are taken in, furled tightly against the yards and secured by gaskets.
C) A Screaming Comes Across the Sky
Then everything changes. Streaking from the pre-dusk heavens, a meteor smashes into the ocean a few hundred yards off the starboard bow. The impact is deafening, the sound of the splash arriving a split second before the shriek of the meteor itself. A great flash illuminates the deep as far as the eye can see. For one miraculous second, the sea is exposed in sharp relief, a starburst of green light etching its creatures in perfect silhouette: fish, dolphins, rays, and stranger things suspended in the Neptunian glare. The waterspout ejected by the impact hangs trapped in air, a glittering umbrella of green jewels.
The vision lasts a mere heartbeat. Time and physics catch their breath, and the wall of water comes crashing down, tons of seawater cascading across the groaning decks. There’s no time to prepare for the onslaught, and men are knocked about like tin soldiers. The ocean buckles from the impact of the meteor, and a rolling mountain of water lifts the Quiddity upwards and spins her around, rotating her starboard flank directly to the oncoming storm.
D) Man Overboard!
The wave washes across the Quiddity with promiscuous abandon, tearing loose a starboard whaleboat, washing away all loose items, and sweeping half the remaining swine into the foaming sea. Their frantic squealing blends with the sound of screaming men, as sailors desperately clutch at any available handhold, some crashing painfully into the larboard scuppers. As the ship heels more than a few strakes leeward, every man on deck must make a Dodge roll, including every player character except Mr. Coffin and Leland Morgan. (The Keeper simply declares them near some convenient backstop or handhold.) The torrent carries away 1D4+1 sailors, starting in order of the worst failures. In the case of ties, or if everyone made their Dodge rolls, those with lower Dexterities are lost first. The Keeper should roll for NPCs, allowing a few characters to be “protected” by automatic successes: Captain Joab, Mr. Pynchon, Mr Whipple, and Joshi.
Captain Joab cries, “Launch the buoy!” and the helmsman releases the spring, lobbing the ship’s lifebuoy into the heaving swell. (See “The Quiddity” section 5C for details.) A few sailors immediately toss over ropes, kegs, even a spare wooden pole torn from the midship shelter—anything they believe may help their overboard comrades. The rescue of the castaways is detailed in the next section. (While “castaway” is usually reserved for a long-time survivor, it’s being employed here for lack of a better word.)
The Fallen Star
The meteorite sinks rapidly in the boiling water, but flickers of greenish light continue to illuminate the sea for the next half hour. Soon a weird, phosphorescent slick covers the waves, its eerie green glow suffusing the overcast sky. The sea continues to billow where the meteor struck, bobbing the Quiddity on forty-foot swells. But this is not their main concern.
E) The Imminent Danger
What to do? A storm is bearing down from the southwest, the ship’s sails are bucking the straining yards, and men have been cast overboard into a swollen green sea! And worst of all, the Quiddity is “broached” to the hurtling squall, broadside to the wind. If she remains in this position when the storm arrives, she’ll be rolled sideways, her yardarms plunged into the water—“knocked on her beam-ends,” to use the dreaded nautical phrase. The sails will be torn, and her yards splinter from the strain. And if the wind is truly fierce, the t’gallant masts may dip into the waves! And this isn’t the worst of it. If the ship is rolled over and pinned, the ballast eventually must obey the harsh commands of gravity, tumbling to the lowest point of the toppled hull. Eventually water will overwhelm the holds, and the Quiddity will capsize and sink.
F) Surviving the Storm
Any character making a Seamanship roll understands the dilemma. There are two ways for the Quiddity to weather the approaching storm. The first is to turn into the wind and allow the ship to be pushed backwards. This is a tricky maneuver—especially with a green crew!—and it exposes the ship’s stern to immense peril. If the transom is destroyed, the captain’s cabin may be flooded. The second is to turn away from the wind and allow the Quiddity to “scud” before the storm. This demands the sails be furled, save a reefed fore topsail needed for steering. It’s still a dangerous move, and places the ship at the mercy of the storm’s direction and duration.
Joab wisely decides on the latter course of action: he’ll face the Quiddity northeast and go scudding before the storm. For this to happen, the sails must be furled as quickly as possible. Mr. Pynchon orders every available foremasthand and harpooneer aloft—“Hurry! Hurry, for God’s sake, men, furl the heathen sails!” Mr. Whipple sets the idlers to batten down the hatches and secure the ship for the approaching storm. Mr. Coffin is commanded to rescue the men washed overboard. Meanwhile Joab barks orders to the helmsman: “Put her stern to the winds, man, we’re going to run before the storm!” But all hearts sink as the helmsman responds: “She’s not answering, captain! The waves’ve sprung the rudder!”
The Montreal barque Garthsnaid in a storm. Photo by Second Mate Alexander Harper Turner, 1920
Saving the Ship
And so begins an intense struggle to rescue the men and turn the ship before the storm arrives. While not technically combat, this sequence is every bit as frantic, tense, and dangerous, and should be run as dramatically as possible. Ultimately, the fate of the Quiddity comes down to a single Pilot (Boat) roll made by Joab. But before that roll can be attempted, the crew must perform three main tasks: (1) rescue the overboard sailors, (2) furl the sails, and (3) repair the rudder. The crew’s performance on each task culminates in a task-based penalty applied to Joab’s Pilot (Boat) roll. There are no bonuses: the best outcome is to avoid accruing penalties! The men have 30 minutes to perform these tasks in relative safety. Once the storm arrives, they have 15 additional minutes of “Overtime,” but each task now carries additional risks, and Overtime rolls cannot be pushed. At 45 minutes, Joab must turn into the storm or the Quiddity is capsized. (A chart at the end of this section helps manage this encounter.)
Meanwhile: Staying Alive
Before any of these tasks may be assessed, the overboard sailors must fight for their lives. Each castaway must make a Swim roll to remain afloat in the heaving waves. A Regular success means they can tread water until rescued. A Hard success or better indicates they have located a floating object: a keg, the lifebuoy, even the lost whaleboat. A failed roll means they swallow water and suffer 1D6 HPs, and must make another Swim roll or begin drowning, as per the modified “Drowning” rules in “New Systems and Mechanics.”
Swimming to Safety
A character who makes his Swim roll may opt to swim back to the Quiddity. This requires another Swim roll, but a Hard success is needed. A Regular success or a failure returns the character to treading water and awaiting rescue. There’s no additional penalty unless the Keeper is feeling sadistic.
Thrilling Example of Gameplay: Staying Alive
The meteor hits and a wall of water crashes over the deck. The Keeper rolls 1D4+1 and gets a maximum result of 5. The sixteen men on deck make Dodge rolls, and six fail. Since only five sailors must be swept over, the Keeper picks the five who missed their rolls by the greatest amount: Ricardo Reis, James Cabot, Quentin Shaw, Thomas Plunkett, and player character Tobias Beckett. Every castaway makes his Swim roll except Plunkett, who takes 1D6 = 3 HP of damage before making a second Swim roll. Good news: no one is drowning! Shaw and Cabot decide to head to the Quiddity. Each attempts a Hard Swim roll. Cabot makes his roll and is rescued; Shaw fails his roll and treads water, not feeling good about the weird green phosphorescence covering his body!
Task 1—Rescuing the Castaways
The only way to rescue the men washed overboard is to lower a whaleboat: but that means less men are available to send aloft and furl the sails, a task that must be done to save the Quiddity herself. While Joab hesitates giving the order—unless one of the castaways is Benjamin Warnock or Quentin Shaw—Mr. Pynchon insists that a whaleboat must be lowered, and orders Mr. Coffin to command the rescue. Normally a whaleboat holds six men, but three are sufficient for this task.
Timing
Of all three “tasks,” the rescue mission is the one that requires the most accurate timing. Literally every minute must be accounted for, hereafter referred to as “rounds.” Assuming lowering the whaleboat is a “free” action, the crew has 30 rounds to find survivors, rescue them, and return to the Quiddity. It takes two successful Pilot (Boat) rolls and 13 minutes minus 1 minute/rower to return safely to the Quiddity, so the rescuers must also think of themselves. The Keeper may wish to resolve the fates of castaways swimming back to the ship during the “free” lowering of the boat. It’s not realistic, but it keeps things manageable.
Rescue Mechanics
To rescue a castaway under these conditions, each member of the boat crew makes two rolls: a Spot Hidden roll and a Pilot (Boat) roll. The Keeper then tabulates the successes. As long as the boat includes one successful Spot Hidden and two successful Pilot (Boat) rolls, a castaway is spotted and may be rescued. (Which castaway is spotted is up to the Keeper; or may be determined by opposed Luck rolls.) If the boat cannot summon the required successes, they may try again after 3 rounds. It’s up to the Keeper to translate the rolls into a coherent narrative: maybe they spotted a sailor but couldn’t navigate the swells?
Once a castaway is spotted, he may be rescued. A boat takes 13 minutes minus 1 minute per rower to rescue a single castaway. After rescuing a sailor, they may try to rescue another sailor, following the same rules as above. Fortunately, the rescued sailor may contribute, providing he passes a Constitution roll. For the purposes of the rescue, more than six rowers may assist: a new person can always grab a paddle. If the rescued castaway fails his Constitution roll, he’s too exhausted to help.
Overtime
If a whaleboat is still out 30 minutes after the meteor strike, the squall arrives and the conditions become much worse. All rolls are now increased in difficulty by one degree: a Regular roll now becomes a Hard roll, and a Hard roll becomes an Extreme roll. If the whaleboat stays out past 45 minutes, Joab is forced to turn the ship regardless. A stranded whaleboat takes 2D6 HP storm damage, along with every man onboard. If the whaleboat is destroyed, every man must make an Extreme Swim roll or drown in the storm. A successful roll allows rescue by the Quiddity in twelve hours; but the character suffers a permanent –5% reduction in Constitution from the ordeal.
Rescue Penalty (Zero to –15%)
Rescuing the castaways results in a “Recue Penalty” deducted from Joab’s Pilot (Boat) roll. If the whaleboat returns to the Quiddity within the allotted 30 minutes, the Rescue Penalty is zero—well done! Otherwise, every minute of delay past 30 lowers the Rescue Penalty by –1%/minute.
Thrilling Example of Gameplay, Part 2
Mr. Coffin immediately dispatches a whaleboat containing himself, Rachel Ward, Dr. Lowell, and Isaac Townshend. He suggests another boat be lowered, but Mr. Pynchon refuses; they need the men aloft. Because James Cabot has swum to the Quiddity, there are now four castaways. The Keeper starts keeping track of the time: they have 30 minutes. Upon hitting the water, all characters make a Spot Hidden and Pilot (Boat) roll. Three make their Spot Hidden and three make Pilot (Boat), so they spot a castaway. The Keeper generously declares this to be the only player character washed overboard: Tobias Beckett.
It takes 9 minutes to rescue Beckett (13 minutes – 4 rowers = 9 minutes). Mr. Coffin has 21 minutes to rescue three more castaways. Beckett fails his Constitution roll, so cannot lend a hand. The four original rescuers roll again: they all make their Spot Hidden, but only Townshend makes his Pilot (Boat) roll. The Keeper declares they saw Quentin Shaw struggling to swim, but the boat was turned away by a swell and they lost sight of the harpooneer. Coffin suggests pushing his failed Pilot (Boat) roll. The Keeper informs him that a failed push will break his oar, and he’ll suffer a –1D10 penalty die on all subsequent rolls. He decides to leave the results stand.
After waiting the required 3 minutes, they try again with 18 minutes remaining. Beckett fails his Constitution roll again so cannot help. This time Rachel makes her Spot Hidden and Coffin and Townshend make their Pilot (Boat) rolls—just enough! The Keeper determines that Quentin Shaw bobs into sight again. (The Keeper enjoys playing the salty harpooneer, and is loath to see him perish!) It takes 9 minutes to rescue Shaw (13 – 4 = 9); they only have 9 minutes before the storm hits. Despite protestations from Lowell and Townshend, Mr. Coffin orders them to search for Reis and Plunkett. Shaw makes his Constitution roll, and adds an extra hand to the effort; but Beckett fails his roll a third time. He remains useless, coughing up water and looking miserable.
The rescuers all fail their Spot Hidden rolls and make their Pilot (Boat) rolls. Rachel asks to push her Spot Hidden. The Keeper declares a failure means she mistakes a struggling hog for a man, and the boat will waste its rescue attempt on the swine. She agrees, and rolls an Extreme success! The Keeper declares she sees both Plunkett and Reis. But which one to rescue? Well, the nasty steward has been giving her salacious looks, so Rachel points out the Portagee. With Shaw on board, it takes them 8 minutes (13 minutes – 5 rowers = 8 minutes) to rescue Reis. This gives them only 1 minute left before the storm arrives! Fortunately, Reis makes his Constitution roll, but the Keeper rules that since Beckett failed thrice, he’s simply too exhausted, and disallows a fourth attempt.
The storm is now upon the tiny whaleboat: thirty-five foot swells, black seas, flashes of lightning! In agony, Coffin decides to forsake Plunkett and heads for the ship, taking 7 minutes to get there (13 minutes – 6 rowers = 7 minutes). They need two Pilot (Boat) rolls, but only Hard successes count because of the storm. Shaw and Coffin make their rolls, and they secure the boat on deck. Knowing Plunkett may be lost, Mr. Coffin says a prayer to God. Moved by his piety, the Keeper grants Plunkett an Extreme Swim roll to make it to the Quiddity; but Plunkett fails, so the steward drowns. The Rescue Penalty is assessed; because the whaleboat returned 6 minutes into the storm, the Rescue Penalty is –6%. Spider better be worth it!
Task 2—Furling and Reefing the Sails
In order to take in the sails, men must be ordered aloft under heaving seas and mounting wind, working in a panic while a storm barrels down upon them. Not an easy proposition! The task is executed in three 10-minute rounds. At the beginning of the first round, each seaman makes a Climb roll to get into position. (As some hands were already in the rigging when the meteor struck, this roll covers everything from climbing down from mastheads to going aloft from deck.) If a seaman fails the roll, he may try again at the beginning of the second round; and then again at the beginning of the third and final round. If a sailor’s Climb roll is a critical failure, the Keeper may wash him overboard or slam him to the deck as she sees fit. It’s a hard life, this. If his Climb roll is successful, he needs a Seamanship roll to begin furling/reefing the sails. Each new round allows another Seamanship roll—once a sailor is in position, no further Climb rolls are needed. Once the third round has been resolved, all sailors must return to the deck or risk being blown overboard.
Overtime
Player character seamen may choose to stay aloft after the 30 minutes have expired, but conditions become much worse. This 15-minute Overtime period gives them two additional Seamanship rolls; however Hard successes are now required. Furthermore, a Climb roll is required to safely return to deck. Failing this roll results in a fall for 1D10 HP damage. After 45 minutes, any sailor still in the rigging is swept overboard and killed. NPCs are not afforded Overtime unless they are secondary characters.
Sail Penalty (Zero to –30%)
The overall success of this task is measured by how many successful Seamanship rolls were made. It requires a cumulative total of 30 successful Seamanship rolls to take in the sails, secure the gaskets, and reef the main topsail. The Sail Penalty is calculated by “Total Success – 30 = Sail Penalty.” A positive result is simply resolved as “zero.”
Thrilling Example of Gameplay, Part 3
There are seventeen seamen available to furl the sails. At the beginning of the first 10-minute round, each attempts a Climb roll. Ten men are successful and seven are not, including Quakaloo, who was standing lookout. The Keeper rules the harpooneer found himself tangled in the rigging when the meteor hit. Quack decides to push the roll, even if the Keeper declares that failure means falling from the crosstrees! He’s successful, so eleven men get into position. Each makes a Seamanship roll; there are 6 successes. Round 2 begins with the six stragglers re-attempting their Climb rolls. Two are successful, three are not, and Virgil Caine gets a critical failure! The Keeper drops him to the deck and breaks his ribs. Of the thirteen men aloft, only five make Seamanship rolls. The greenhorns are practically useless, and even experienced hands are having difficulty under these conditions. This raises the total successes to 11. Round 3 begins with two stragglers passing their Climb rolls and Zimri Folger failing a third time. The Keeper declares that Folger froze during the crises, and couldn’t make it past the main shrouds. This may come back to haunt him. Of the fifteen men aloft, nine make Seamanship rolls. Redburn fails, and decides to push. He fails again. The Keeper rules that Redburn made things worse, canceling out another sailor’s success! So that’s 19 total successes. The Sail Penalty is 19 – 30 = –11%.
All four player characters decide to remain aloft during Overtime. They make 4 out of 8 possible Seamanship rolls, reducing the penalty to –7%. Unfortunately Dixon fails his Climb roll returning to deck! He comes crashing down on the midship shelter, taking 1D10 = 4 HP damage.
Task 3—Repairing the Rudder
The rudder must be mended, and mended quickly! Mr. Pynchon and Stanley Ruch quickly ascertain the problem: a metal pin at the top of the rudder must be unbent, and temporary planks must be hammered in place to bolster the split wood. Unfortunately the ship’s carpenter is too old for the task. Mr. Pynchon turns to the blacksmith—“Mr. Morgan. Fix a monkey-rope and go over the stern! We’ll lower supplies. With haste, man!”
Repair Mechanics
The harrowing task requires the full 30 minutes, and is divided into three 10-minute phases: (1) assessing the damage, (2) repairing the pin, and (3) hammering the wooden braces. Each phase culminates with Morgan making a particular repair-oriented roll. It’s not an easy task. The ship is rising and falling on the rolling swells, and Morgan finds himself being dunked repeatedly into the water. At the beginning of each phase, Morgan must make a Dodge roll to avoid being slammed into the ship. A failed roll inflicts 1D4 HP of damage. If Morgan accrues 5 HP of damage or more, all subsequent rolls suffer a –1D10 penalty die.
The Deep One Advantage
Hanging from a rope and being tormented by the sea is not something most humans would enjoy—but Morgan isn’t exactly human. As soon as the Keeper has described the overall scenario, she should pull Morgan aside and offer this deal. The next phase of Morgan’s transformation is due sometime around Cape Horn. If Morgan declares himself “Willing” for this phase, all this saltwater being forced down his throat actually feels quite…exhilarating! Indeed, it’s enough to grant Morgan a consequence-free push on all three repair rolls! Is it worth it…?
Rudder Penalty (Zero to –45%)
Each failed phase adds a –10% to the Rudder Penalty. Pushed failures increase these values to –15% each.
Phase 1: Assessing the Damage
This phase culminates in Morgan attempting a Mechanical Repair roll. A Regular success correctly assesses the damage. A Hard success grants Morgan a +1D10 bonus die on any subsequent roll made conducting these repairs. An Extreme success grants Morgan +2D10 bonus dice. If Morgan fails the roll, –10% is added to the Rudder Penalty. Morgan may push the roll, but a failed push increases the penalty to –15%.
Phase 2: Repairing the Pin
This phase culminates in Morgan attempting an Art/Craft (Blacksmith) roll. A failed roll adds –10% to the Rudder Penalty. A failed push increases this to –15%.
Phase 3: Fixing the Braces
This phase culminates in Morgan attempting an Art/Craft (Carpentry) roll. A failed roll adds –10% to the Rudder Penalty. A failed push increases this to –15%.
Overtime
If Morgan failed Phase 2 or Phase 3, he may opt to spend the 15-munute grace period attempting to re-try one failed repair. However, the roll now demands a Hard success. A failure results in Morgan taking 2D4 battering damage. After 45 minutes have elapsed, Morgan is hauled up whether or not the repairs are complete.
Thrilling Example of Gameplay, Part 4
Morgan is lowered overboard to repair the rudder. After a private consultation with the Keeper, he decides he’ll embrace becoming a Deep One the next time the Change hits—a kind of silent prayer to the sea, if you will. At the beginning of the first phase, Morgan makes his Dodge roll and takes no damage. He fails his Mechanical Repair roll, and decides to use his free push. He rolls a Hard success, which earns him a +1D10 bonus die on any upcoming repair roll. Phase 2 begins, and he again makes his Dodge roll. It’s difficult work, but he hammers the pin straight with a successful Art/Craft (Blacksmith) roll. Now for Phase 3. Morgan misses his Dodge roll and takes 1D4 = 2 HP damage. Ouch. Now, because his Art/Craft (Carpentry) skill is only 20%, he decides to use his bonus die. It doesn’t matter: he rolled a 45 and a 65, two failures. He decides to push. Now deprived of a bonus die, he fails again with a 27. Fortunately there’s no penalty or the failed push; but Morgan’s player knows he’s going to pay for it later. Watching helplessly as his hammer and boards are sucked into the sea, Morgan signals to be hauled back up. The Rudder Penalty is 0 + 0 + –10 = –10%.
G) The Storm Arrives!
The storm arrives thirty minutes after the meteor impact. A howling squall with gale-force winds and lashing rains, it sweeps across the Quiddity like a furious angel, dispersing the meteor’s phosphorescence and buffeting the ship with thirty-foot waves. The ship must be brought into the wind now or never, no matter the state of her sails or rudder, or whether any lost souls are still adrift.
Saving the Ship Summary Chart
Time | Rescue Men | Furling Sails | Repairing Rudder |
0-10 minutes |
• 13 min – 1/rower • 1 Spot Hidden, 2 Pilot (Boat) |
Climb Rolls > Seamanship rolls | Assess damage: Mechanical Repair roll |
11-20 minutes | Climb Rolls > Seamanship rolls | Repairing the pin: Art/Craft (Blacksmith) roll |
|
21-30 minutes | Climb Rolls > Seamanship rolls | Fixing the braces: Art/Craft (Carpentry) roll |
|
31-45 minutes: Overtime | All rolls +1 degree difficulty | All rolls +1 degree difficulty. Climb roll needed to return safely to deck. | All rolls +1 degree difficulty; 1D6/2D6 battering damage |
45+ minutes: Storm | Whaleboat lost | Men swept over and killed | Morgan killed |
Penalty: | –1%/minute past 30 | 30 – 1/Seamanship success | Zero to –45% |
Joab steers Quiddity | Pilot (Boat) roll – Rescue Penalty – Sail Penalty – Rudder Penalty |
Turning the Quiddity
After the 45 minutes are up, the captain is forced to make the maneuver. Everything now boils down to a single Pilot (Boat) roll!
Joab’s Pilot (Boat) Roll
Captain Joab has a 75% Pilot (Boat) skill. His roll is modified by three penalties: the Rescue Penalty, the Sail Penalty, and the Rudder Penalty. After the penalties have subtracted from Joab’s skill, the Keeper should toss the dice and narrate the corresponding result. (Or, the Keeper may designate a player to roll the fateful dice.) A failed roll may be pushed if the majority of player characters agree: in the case of a tie, flip a coin. If a pushed roll is failed, it’s treated as a critical failure. The results of the Pilot (Boat) roll are as follows:
Critical Success
Joab miraculously turns the Quiddity and scuds before the wind, carrying the damaged ship on a frenzied and exhilarating ride for the next hour. The crew goes crazy with admiration: Captain Joab is hailed as the “captain who defied heaven’s wrath.” His Power increases by 1%, his Renown increases by 5%, and his Seamanship increases by 5%.
Extreme Success
Joab manages to turn the Quiddity and scuds before the wind; but the storm inflicts 1D6 HP of structural damage to the ship. Nevertheless, Joab is hailed as a genius among captains! His Renown increases by 3%, and his Seamanship increases by 3%.
Hard Success
Joab manages to turn the Quiddity and scuds before the wind; but the storm is severe and inflicts 2D6 HP of structural damage to the ship. Joab is hailed as the Quiddity’s savior once again!
Regular Success
Joab manages to turn the ship, but only barely! She’s nearly knocked down, her decks tilting at a 30° angle and the tips of her spars grazing the water. Nevertheless, even on her beam-ends the Quiddity responds, and is soon scudding before the storm. The crew cheers Joab’s heroic seamanship, but the ship is badly damaged, taking 5D6 HP of structural damage and losing another starboard whaleboat. The Keeper should consult the “Quiddity Damage Tables” to ascertain if a mast is broken. Furthermore, every member of the crew is buffeted for 1D3 HP.
Failure
The Quiddity is caught sideways and rolled onto her beam-ends: the tips of her yards touch the water and the deck is almost perpendicular. The ship takes 6D6 HP of structural damage, with every crewman buffeted for 1D6 HP. The Keeper should consult the “Quiddity Damage Tables” to ascertain if a mast is broken. The remaining starboard whaleboat and a larboard boat are lost, and the galley is flooded. The crew heroically weathers the storm in this position, clinging to the elevated larboard bulwarks and gazing fearfully at the submerged starboard side below. Strangely, an eerie calm prevails: the exposed hull acts a giant shield, protecting them from the wind and rain. Every player character must make a Sanity roll for a 0/1D4 loss. (The Keeper is free to make these rolls for NPCs, or even drop a sailor into the frothing scuppers and stage an impromptu rescue attempt!) Fortunately the ballast holds and the ship doesn’t capsize. The Quiddity rights herself after fifteen harrowing minutes, now miraculously aligned with the wind.
The Keeper should determine lasting effects of this incident: after all, some precious equipment was washed overboard. For instance, what about the chickens and Izzy the goat? Did Natty Weeks lose his spices, forcing a –1D10 penalty die to his Art/Craft (Cooking) skill? Did Morgan secure his equipment properly?
Critical Failure
The results of a critical failure are similar to a normal failure, but the ship takes 8D6 HP of structural damage, and every crewman is battered for 1D8 HPs. Three whaleboats are lost, the galley is washed out, and the Captain’s cabin is flooded. Joab’s library is sorely damaged, and one of his prized Kentucky rifles is sucked to sea.
Thrilling Example of Gameplay, Part 5
It’s now time for the main event. Joab begins to turn the ship, the sails only partially furled and the rudder not fully braced. His normal score is 75%, but with penalties, it’s now reduced to 75 – 6 – 7 – 10 = 52% The Keeper builds up a sense of drama and “volunteers” Coffin’s player to toss Joab’s die: the result is 13! Joab makes a Hard success, the roll falling within 1/2 of what was needed! The ship is saved, and the Keeper rolls 2D6 for damage, receiving a result of 11 points. That’s a Moderate Damage Rating. Consulting the “Quiddity Damage Tables,” she rules that some yards were splintered and a few sails torn; maybe a day or two worth of repairs. The crew celebrates their heroic recovery, after which they hold a solemn ceremony for their dearly departed steward. (To extend the example, Mr. Pynchon may appoint Redburn as the new steward. At the next landfall, she’ll create a new NPC to take Redburn’s place before the mast.)
F) Aftermath
No matter the outcome of Joab’s roll, the squall vents itself against the ship for a full hour. It fades away just after sunset, ushering in a preternatural calm. The sea is phosphorescent as far as the eye can see. Joab orders reduced watches until morning, with physical injuries treated in the cabin. Depending on the effects of the storm, it may be a long night for Dr. Lowell!
Damage
The morning dawns clear and calm—it’s time to fully assess the damage. The Keeper should consult the “Quiddity Damage Tables” and improvise the results. Are sails torn? Do any spars need to be replaced? Did any of the Quiddity’s masts go by the board? In any event, the day is spent carrying out repairs. The loss of a whaleboat is always painful, and the officers make plans to replace lost boats in Valparaíso. A broken mast takes two full days to repair: a spare spar must be hauled up and “jury rigged.” While this solution isn’t as effective as a shipyard repair, “It’ll bloody well answer ‘til Vallipo!”
Player Character Skills
Every character is expected to assist in repairs, including Dr. Lowell and Rachel Ward. The Keeper should allow every character to roll once on the following skills, if they possess them: Art/Craft (Blacksmith), Art/Craft (Carpentry), Art/Craft (Cooperage), Mechanical Repair, and Operate Heavy Machinery. The general number of successes reflects how useful the character has been, and gives players the opportunity to advance these skills during the next Character Development Phase.
Scuttlebutt
Needless to say, the “falling star” perplexes the superstitious crew, and many consider it a bad omen. More than a few seamen refer to it as the “green comet,” despite Seph Lovecraft’s attempts to correct their astronomical nomenclature. Furthermore, the ship’s cat seems to be missing: no one has seen Faust since the storm! (Loki the parrot is fine. Parrots are always fucking fine.) Depending on the severity of the evening’s events, the meteor may be seen as anything from a successfully-passed test to God himself smiting the ship for Joab’s blasphemy.
White Leviathan, Chapter 2—Atlantic Ocean
[Back to Chapter 8: Thanksgiving | White Leviathan TOC | Forward to Encounter 10, Tropical Sailing]
Author: A. Buell Ruch
Last Modified: 26 August 2023
Email: quail (at) shipwrecklibrary (dot) com
White Leviathan PDF: [TBD]