Stuff and Shackles
In order to sail a ship to a specific destination you must successfully plot a course and follow it.
Navigating a ship requires a successful DC 18 Profession (sailor) or Survival check. Characters with at least 5 ranks in Knowledge (geography) or Knowledge (local) gain a +2 bonus on the check. Attempts to navigate without proper navigational tools (such as an astrolabe, charts, compass, or sextant) take a –4 penalty on the check.
Success means the ship reaches its destination as planned in the normal time.
Failure means the ship gets lost, following the rules for getting lost on pages 424–425 of the Core Rulebook. Each failed check adds 1d4 days to the ship’s travel time.