fix ups
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@@ -112,7 +112,7 @@ Roll 1d6.
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- **Encounter**: Wandering creature, social encounter, or some other random interaction.
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- **Locality**: Some environmental or external event that affects the PCs.
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- ex: a storm rolls in, party gets lost, the dungeon shifts, water rises, the assassin gets closer to the target, doors lock behind party.
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- **Exhaustion**: Party must rest for a turn / watch or gain a level of [exhaustion](#exhaustion).
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- **Exhaustion**: Party must rest for a turn / watch or gain a level of [exhaustion](#exhausted).
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- May be ignored for the first few checks in a session, as appropriate.
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- **Signs / Portents**: Indications of possible encounter nearby - could be a clue, monster tracks, etc.
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- **Discovery**: Party finds something useful or helpful.
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@@ -274,10 +274,10 @@ To navigate to a location in a busting city, make an **Urban Exploration Roll**
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- Hilly, wooded, or desert terrain: Decrease speed by 33%.
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- Swampy, mountainous, or jungle terrain: Decrease speed by 50%.
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- Characters engaged in a forced march can increase their travel speed by 50%, but must rest for a full day or suffer 2 levels of [exhaustion](#exhaustion).
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- Characters engaged in a forced march can increase their travel speed by 50%, but must rest for a full day or suffer 2 levels of [exhaustion](#exhausted).
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- Characters can travel for up to 6 days before they must rest for at least 1 full day.
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- For each day beyond the 6th that they travel without resting, they gain a level of [exhaustion](#exhaustion).
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- For each day beyond the 6th that they travel without resting, they gain a level of exhaustion.
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**Sight**
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