Sailing
The DM rolls a D8 for wind direction. 1 N - 2 NE - 3 E - 4 SE - 5 S - 6 SW - 7 W - 8 NW
You move by pushing your ship piece to any of the 8 adjacent spots around it, and you cannot move greater than a right angle from the wind direction.
Once you've moved, DM rolls a D10 for danger level.
1/10 will cause nothing to happen
2/3 will cause barrels of plenty
4/5 will cause rough waves
6/7 will cause a non-imminent danger to appear
8/9 will cause an imminent danger.
Barrels of Plenty - Players can choose to loot. 1 is nothing, 20 is treasure. If they choose to loot they will have to roll for danger a second time after looting.
Rough Waves - Players roll for luck. Who gets wet, is there damage to the ship?
Non-Imminent Danger - there is a danger far off. Can be ignored.
Imminent Danger - Can't be ignored. Roll for luck. If a 20 is rolled, escape with no repercussions. If a 1 is rolled, the danger gets to attack first in a round of combat.
You may interact with any island/thing you are in the same square as.
Combat
Begin by each combatant rolling for initiative. Go in order of highest to lowest.
"Armor Class" is called Vitality, and it is last number of age + trait modifiers for players and just a d20 roll for any NPC. Health for players is 4d6, health for NPC's is predetermined.
Turns go as follows:
Choose attack/action
Roll for success/fail
Calculate damage
In ship combat only guns and cannons can be used, + if players get creative. Cannons deal static 10 damage.