add wilderness rules

minor fixes
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2024-03-04 16:48:32 -05:00
parent f65d0e68d1
commit a4a5e77db1
8 changed files with 283 additions and 74 deletions

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@@ -14,13 +14,13 @@ short_code: uha
The general steps to take when exploring (dungeon, wilderness, etc.)
1. **Setup**: Referee describes the situation
2. **Marching Order**: Party determines general exploration process
2. **Marching Order**: Party determines general exploration process, including direction of travel and speed.
3. **Complication Check**: Referee rolls the complication die to see what effect it has.
4. **Actions / Responses / Complications**: Party declares actions, referee describes the results (and any complications).
5. **End Turn / Watch**: When the party has gone far enough or combat has completed, the (dungeon) turn or (wilderness) watch ends.
- Dungeon: 240'
- Wilderness: 12 miles
- Wilderness: 6 miles
6. **Repeat**: Return to step 2 and repeat until the adventuring ends.
@@ -100,6 +100,74 @@ To navigate to a location in a busting city, make a Reaction Roll (2d6) + CHA mo
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#### Wilderness Exploration
- Distances and non-magical ranges are tripled (yards rather than feet).
- Areas of breath weapons and spell effects are still measured in feet.
**Flight**
- Unless stated otherwise, flight distance is double that of overland travel.
- Flight speed is not affected by terrain.
- Winged beasts may be used as **mounts**, carrying riders or cargo based on the mount's HD:
- 3 HD: May carry a creature 1/2 the size of a humanoid.
- 6 HD: May carry a creature the size of a humanoid.
- 12 HD: May carry a large creature (ex: horse)
- 24 HD: May carry a huge animal (ex: elephant)
**Foraging**
- May be performed while traveling at normal pace.
- Party has 1-in-6 chance of foraging enough for 1d6 characters
**Hunting**
- Takes a complete day (no travel or resting possible).
- Party has 1-in-6 chance of encountering game.
- This is in addition to normal random encounter chances.
<!--
**Light**
A full moon (or fog, heavy rain, etc., during daytime) with a
clear sky will create an area of dim light. Otherwise, night
and very thick fog will create darkness. See the Dungeon
Adventures section for the effects of darkness.
-->
**Losing Direction**
- At the start of each day, referee should roll to determine if group loses direction.
- Chance of losing direction depends on terrain being traversed:
- Grasslands, plains, clear: 1-in-6
- Hills, mountains, woods, barren areas: 2-in-6
- Swamp, jungle, desert: 3-in-6
**Overland Travel**
- The distance in miles that a character can travel overland in a day (16 hours) under normal conditions (and clear terrain) can be determined by multiplying their base movement rate by .6 (or 3/5).
- 10' / round => 6 miles / day
- 20' / round => 12 miles / day
- 30' / round => 18 miles / day
- 40' / round = 24 miles / day
- Some terrain affects overland speed while traveling through it:
- Maintain roads: Increase speed by 50%.
- Hilly, wooded, or desert terrain: Decrease speed by 33%.
- Swampy, mountainous, or jungle terrain: Decrease speed by 50%.
- Characters engaged in a forced march can increase their travel speed by 50%, but must rest for a full day or suffer exhaustion (-1 to all rolls).
- Characters must rest 1 day for every 6 days traveling or suffer exhaustion (-1 to all rolls).
**Sight**
Characters can usually see 3 miles around (in clear terrain).
- Range of sight may vary based on terrain (ex: less in wooded area, more on an overlook).
### Encounter Procedure
1. **Check Stealth**: Referee rolls for stealth, if applicable.