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overview 

This is a sailing system focused on exploration for Forged in the Dark 


games. It's written for the Blades in the Dark SRD so I can use consistent 
terms, but you can slot it into other games with a little tweaking. (It's 
 
modified from one I built for a custom FitD campaign). It assumes some 
familiarity with Forged in the Dark systems (rolling, Teamwork, etc.) 
voyages  Supply ▢▢▢▢ 
alternatives and hacks  Players, clear the Part and Parcel clocks, and take out your hex map. 
Begin a Voyage with full Supply in your ship. 
The campaign I ran this for had 14 Voyages over 12 sessions, and visited 
20 locations (multiple times) spread over a 61-hex map, with a center  Note: I assume Supply is difficult or impossible to acquire mid-Voyage 
Home hex. (There's a blank 61-hex map at the end of this; players should  (in Blades in the Dark, I'd make it a Score). If you want to change this, see 
have a blank copy to use during Voyages, and the Guide can create a map  Alternatives and Hacks. 
with locations and names on their own copy).  Your goal is to sail out, explore, and make it back Home before you run 
Voyages are intended to take the place of Scores (or your system's  out of Supply. If you run out of Supply, you have 1 (optional) attempt to 
equivalent). Other procedures (like Entanglements, Downtime, and  Lunge Home at the cost of Stress. If you're still not home, you are Lost at 
Freeplay) happen before/after Voyages as usual.  Sea, and the Guide will roll for your fate. 
You may want to adjust your Voyages to better fit your group, campaign  For each leg of your Voyage: 
length, difficulty, or other concerns.  1. Spend 1 Supply. 
● Traveling over land? Flying through the air? Crawling the ocean  2. Each player picks 1 of the Sailing Actions below. (Each action can 
floor? Use something besides a ship!  only be taken once, but you can use a Group Action or Assist each 
● Using a larger map? Want multiple bases? Add an Upgrade:  other on an action). 
3. Each player rolls their chosen action, and resolves in order: Steer 
⬜ Other Home: Pick a location you can live on. You can also start or 
Clear, Look Out, Deep Dive, Part and Parcel. 
end Voyages at that location. 
4. Players can visit a location if they're in its hex, and can visit any 
● Running a shorter campaign? Want to push players harder? Is  number of locations within a leg. 
Supply buyable in your game? Start Voyages with 3 Supply. 
Voyages usually take several weeks, and usually there's a few weeks' 
● Want to make Voyages longer or easier? Start Voyages with 5 
break to rest, recuperate, and restock before the next. 
Supply, or let players buy Supply during Voyages. 

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Hex map created with Hex Kit (cone.itch.io/hex-kit). Illustrations from the British Library (flic.kr/p/hN4o2w, flic.kr/p/ie8a5Q and flic.kr/p/icXBGc). 
Part and Parcel: Manage and make supplies for use back home. 
You manage or transform Supply into helpful materials for later. Roll an 
appropriate action, then tick a clock below based on your result. 

 
sailing actions 
After the Voyage, players get +1 Downtime Action for each filled clock. 
Steer Clear: Travel fast and far.  1-3: 1 tick | 4-5: 2 ticks | 6: 3 ticks | Crit: 5 ticks 
Required: If no one chooses Steer Clear, the Guide rolls it at 0d. 
lunge home 
You find good routes, navigate to catch the wind, or keep the ship 
working efficiently on the open seas. Roll an appropriate action; you can  If you are out of Supply, but haven't returned Home, players may 
sail hexes according to your result.  optionally agree to Lunge Home: Every player takes 2 Stress to complete 
1 more leg of the Voyage. If you are still not Home, you are Lost at Sea. 
When you sail through a hex, the Guide will say if it's empty or not. 
1-3: 1 hex | 4-5: 2 hexes | 6: 3 hexes | Crit: 5 hexes  lost at sea 
Look Out: Discover new places.  You are stranded at sea...but it doesn't end here. Guide, roll a d6 to 
determine how the players can make it back. 
You find new places via observation and attention to detail. Roll an 
appropriate action, then as you sail, pick hexes adjacent to your route to  1. A powerful entity will send you home, in exchange for a favor. 
scout. The Guide will say if a hex is empty or has a point of interest.  2. A deadly storm of howling wind and ice offers hope. You're in a 
Desperate position; finish an 8-tick clock "Ride the Storm". 
1-3: 1 hex | 4-5: 2 hexes | 6: 3 hexes | Crit: 5 hexes 
3. You push the ship to its limits, and limp home. 6-tick clock 
Dive Deep: Get answers for burning questions.  "Repairs" to complete in Downtime before next Voyage. 
4. You wake up at home. It's been years since you were last here. 
You ponder, attune to the supernatural, or connect with others to find 
5. In a blink, you appear in a random Hex with full Supply. 
answers. Ask a question based on something you have or know, then roll 
6. You return to destruction and loss. Lose an Upgrade. 
an appropriate action. Guide answers with quality based on your result. 
1-3: Bad/None | 4-5: OK | 6: Good | Crit: Good + followup question 

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Hex map created with Hex Kit (cone.itch.io/hex-kit). Illustrations from the British Library (flic.kr/p/hN4o2w, flic.kr/p/ie8a5Q and flic.kr/p/icXBGc). 
example voyage  second leg 
The group spends a Supply, and swaps some roles. This time: 
This is a dry explanation that gives a quick overview of how the 
mechanics might work for one Voyage.  ● Elera takes Part and Parcel, rolling their Tinker: 
○ Tinker @ 3d: [2, 6] -> 3 ticks 
Asher, Thistle, and Elera are about to embark on their first Voyage. 
● Asher rolls her Command, and Thistle Assists: 
first leg  ○ Command @ 2d (+1d): [6, 1, 3] -> 3 hexes to sail 
Thanks to teamwork, Asher and Thistle pick 3 hexes to sail. 
The group spends a Supply, then after some discussion of roles, decides: 
Afterwards, Elera marks 3 ticks on the first Part and Parcel clock. 
● Elera takes Steer Clear and rolls their Study: 
○ Study @ 3d: [2, 4, 4] -> ? hexes to sail  The Guide notes some of the sailed hexes have points of interest, and the 
● Thistle and Asher take Look Out as a Group Action, rolling Survey:  Group decides to disembark on them to explore. Once they've decided 
○ Survey @ 1d [4], 2d [5, 2] -> 2 hexes to reveal  they're done on the islands, they hop back on the ship to continue sailing. 

Steer Clear resolves first; Elera chooses to go southwest for both.  Supply ◼◼▢▢ 
Look Out resolves next; Asher and Thistle pick 2 hexes adjacent to their 
route. The Guide reveals that one hex has a point of interest, and the 
other is empty. (The Guide also notes that both hexes sailed with Steer 
Clear are also empty). The group marks this on their map with 'X' and 'O'. 

Supply ◼▢▢▢ 

Part and Parcel:  

 
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Hex map created with Hex Kit (cone.itch.io/hex-kit). Illustrations from the British Library (flic.kr/p/hN4o2w, flic.kr/p/ie8a5Q and flic.kr/p/icXBGc). 
third leg  lunge home 
The group spends a Supply, and decides to spread roles out:  The group deliberates briefly, and decides that since they're still pretty 
close, they can afford the Stress needed to Lunge Home.  
● Asher takes Steer Clear again: 
○ Command @ 2d: [2, 6] -> 3 hexes to sail  ● Asher, Elera, and Thistle take Steer Clear as a Group Action: 
● Thistle takes Look Out:  ○ Command @ 2d [3, 6], 2d [6, 5], 1d [1] -> 3 hexes to sail 
○ Survey @ 2d: [4, 3] -> 2 hexes to reveal 
That's enough to sail straight Home! 
● Elera takes Part and Parcel: 
○ Tinker @ 2d: [1, 1] -> 1 tick, and -1 Supply  Supply ◼◼◼◼ 
Asher picks 3 hexes to sail, and Thistle picks a couple of hexes to reveal. 
Elera ticks the last tick on the first Part and Parcel clock, and has to 
spend 1 more Supply.  
The group is now out of Supply, and since they're not at Home yet, they 
need to decide if they Lunge Home or are Lost at Sea. 

Supply ◼◼◼◼ 

Part and Parcel:  

at home, again 
The group docks the ship back at their island, only a bit worse for wear. 
    Their Voyage complete, they take a short break before diving into 
post-Voyage things like Entanglements and Downtime. 
During Downtime, Elera's Part and Parcel work means each player gets 
Part and Parcel:   +1 Downtime Action! 

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Hex map created with Hex Kit (cone.itch.io/hex-kit). Illustrations from the British Library (flic.kr/p/hN4o2w, flic.kr/p/ie8a5Q and flic.kr/p/icXBGc). 
 
Locations 
Part and Parcel Supply ▢▢▢▢  1. _________________________________________ 
2. _________________________________________ 
3. _________________________________________ 
4. _________________________________________ 
5. _________________________________________ 
6. _________________________________________ 
7. _________________________________________ 
8. _________________________________________ 
9. _________________________________________ 
10. _________________________________________ 
11. _________________________________________ 
12. _________________________________________ 
13. _________________________________________ 
14. _________________________________________ 
15. _________________________________________ 
16. _________________________________________ 
17. _________________________________________ 
18. _________________________________________ 
19. _________________________________________ 
20. _________________________________________ 

Notes: _____________________________________________________________________ 
__________________________________________________________________________
__________________________________________________________________________ 
Find this and more at amerai.itch.io! 
Hex map created with Hex Kit (cone.itch.io/hex-kit). Illustrations from the British Library (flic.kr/p/hN4o2w, flic.kr/p/ie8a5Q and flic.kr/p/icXBGc). 

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