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