The following rules are intended to
better reflect the amount of supplies that characters may need to
carry aboard ship for long voyages.
How Much Water and Food Does a Character Need?
The amount of water that a character
must consume to remain healthy depends largely upon two
factors--one's level of activity and the average temperature.
Increases in either of these factors means that she must drink more
water to stay healthy. The amount of food that a character needs
works a little bit differently. While this amount increases with a
character’s level of activity, it also increases when the air
temperature is colder.
Weather/Temperature | Low Activity | Medium Activity | High Activity |
Cool/Cold (49º or lower) | 4 | 6 | 8 |
Mild (50º-79º) | 6 | 8 | 10 |
Warm (80º-99º) | 8 | 10 | 12 |
Hot (100º+) | 10 | 12 | 14 |
Weather/Temperature | Low Activity | Medium Activity | High Activity |
Cold (29º or lower) | 2 | 2.5 | 3 |
Cool (30º-49º) | 1.5 | 2 | 2.5 |
Mild/Warm/Hot (50º+) | 1 | 1.5 | 2 |
Using These Rules in a Skull & Bones
Campaign
The threat of death via dehydration or starvation can arise in a
number of different situations during a quasi-historical,
pirate-themed campaign; a few of the possibilities are detailed here.
A voyage by ship is probably the best example. This is especially
the case if a vessel is caught in the doldrums, unable to make
progress while supplies are slowly dwindling. The situation could
also arise while traveling in a remote and barren wilderness
environment, where sources of freshwater and foodstuffs simply cannot
be found. Finally, a pirate vessel in enemy territory, where attempts
to land parties for refilling water casks, foraging or hunting might
receive a hostile reception, could also present such a difficulty. Of
course, these situations also provide a good opportunity for
characters to use their skills and abilities outside of combat.
In these instances, it becomes necessary for the players and GM to
keep track of the food supply that a vessel is carrying. This works
much like determining how much cargo it's carrying, except that the
total is reduced every day based on the number of crew members
multiplied by the amount of food needed. Once the supply runs short,
refer to the Dungeon Master's Guide to find rules for how this
affects characters. Additionally, running on short rations--anything
less than the necessary amount--has a cumulative negative effect. For
example, every two days subsisting on half rations count as one day
of going without food.
Such hardships also present opportunities for heroic action,
however. For one thing, characters can make Survival checks to gather
food for themselves or others, as detailed in the core rulebook. At
the GM's discretion, there could also be some encounters with
potential food sources such as wild animals. This could also
create a need for some good interaction or roleplaying, such as
visiting a previously unknown native tribe or even the settlement of
an enemy nation while seeking sustenance. Finally, crew members who take exception to the decisions of the vessel's leadership could also begin causing trouble.
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