Update to use HOSR

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2023-04-24 18:13:58 -04:00
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commit aafcfe893c
191 changed files with 8147 additions and 691 deletions

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title: Astral Adventuring
description: Notes and rules for adventuring in the astral plane.
date_pub: 2023-02-19T15:10:00-05:00
date_upd: 2023-04-24T18:05:00-04:00
section: astral
content_type: feature
short_code: aa1
@@ -13,23 +14,23 @@ short_code: aa1
1. Decide course: The players decide on their course of travel for the day.
2. Losing direction: The referee determines whether the party gets lost.
3. Wandering monsters: The referee makes checks as applicable.
4. Description: The referee describes the regions passed through and any sites of interest that the party comes across, asking players for their actions, as required. If monsters are encountered, follow the procedure described in Encounters.
5. End of day: The referee updates time records, with special attention spell durations.
3. Wandering creatures: The referee makes checks as applicable.
4. Description: The referee describes the regions passed through and any sites of interest that the party comes across, asking players for their actions, as required. If creatures are encountered, follow the procedure described in Encounters.
5. End of day: The referee updates time records, with special attention to spell durations.
### Astral Currents
Invisible flows of psychic energy that permeate and swirl around the astral plane.
**Creatures** - Can move up to 10x faster when moving with the current.
- Creatures move up to 10x faster when moving with the current (or faster).
**AstralJammers** - Ships designed to ride on these currents.
- Ships designed to ride on these currents are called **AstralJammers**.
### Calendar
As of last session, it is the **end of the 3rd phase of the 1st Aerday of Urtson-Nu, in year 5023 of the Common Astral Calendar**.
As of last session, it is the **middle of the 1st phase of the 1st Fyday of Urtson-Nu, in year 5023 of the Common Astral Calendar**.
- Each day on the astral plane is broken up into 3 phases of 24 hours (to keep the astral calendars in sync with the material planes).
- Each day on the astral plane is broken up into 3 phases of 24 astral-hours (to keep the astral calendars in sync with the material planes).
- There are 6 days in a week, 5 weeks in a month, 3 months in a season, and 4 season in a year.
- Each day is named after one of the elements:
- Urtday (Earth)
@@ -47,33 +48,32 @@ As of last session, it is the **end of the 3rd phase of the 1st Aerday of Urtson
### Distance and Measurement
**Ranges**: Are measured in yards, instead of feet, which means they are tripled.
- Ranges are measured in yards, rather than feet (so **3x**).
- Areas of spell effects, blasts, etc. are still measured in feet.
- Movement rates:
- For creatures - measured in feet.
- For vessels - measured in yards.
**Movement rates**: Are still measured in feet.
### Chases
**Areas**: Of spell effects, breath weapons, etc. are also still measured in feet.
#### Evading
### Evasion and Pursuit
Evasion chance is determined by difference between the movement rates of the two sides, listed in the table below.
#### Evasion
- **Success**: Pursuers lose track of fleeing side, can't catch up until next day (and only as a random encounter).
The chance of evasion is determined by the difference between the two sides movement rates, listed in the table below.
**Success**: If the evasion roll succeeds, the pursuers cannot attempt to catch up with the fleeing side until the next day, and then only if a random encounter roll indicates an encounter.
**Failure**: If the evasion roll fails, a pursuit occurs.
- **Failure**: Continue to **Pursuit**.
#### Pursuit
**Time**: Is measured in rounds.
**Initial distance**: The two sides begin a pursuit at normal encounter distance.
**Closing in**: The distance between the two sides decreases by the difference between their two movement rates each round (a minimum of 30 per round).
- Time passes in rounds.
- Pursuit begins at normal encounter distance.
- Pursuing side closes in on fleeing side
- Distance between sides decreases by the difference between their movement rates (minimum 30' per round).
#### Astralborne Evasion
**By ship** - Use the same table, but replace feet with yards in the measurements speed.
- Vessel use the same table, replacing feet with yards in the measurements speed.
<div class="dividedTableWrapper">
@@ -156,7 +156,7 @@ Thin streams of psychic "vapor", hundreds to thousands of miles across, which ap
### Surprise
Wandering astral monsters are not usually surprised by traveling vessels. Special circumstances (e.g. thick astral clouds, psychic storm) may alter this.
Wandering astral creatures are not usually surprised by traveling vessels. Special circumstances (e.g. thick astral clouds, psychic storm) may alter this.
### Temperature
@@ -198,8 +198,8 @@ The ambient temperature in the astral plane tends towards the tepid side for mos
**Frequency**: A check is typically rolled once every other day, but the referee may choose to make more checks (e.g. when near a port or outpost): up to 1 or 2 a day.
**Chance**: The chance of encountering a wandering monster is 1-in-6 in the deep astral, 2-in-6 near other ports or outposts.
**Chance**: The chance of encountering a wandering creature is 1-in-6 in the deep astral, 2-in-6 near other ports or outposts.
**Distance**: Wandering monsters are encountered 4d6 × 10 yards away. If either side is surprised (see Encounters), this is reduced to 1d4 × 10 yards.
**Distance**: Wandering creatures are encountered 4d6 × 10 yards away. If either side is surprised (see Encounters), this is reduced to 1d4 × 10 yards.
**Location**: Astral encounters may occur either in the open astral plane or on land (such as a fragment, island, or dock), if the party lands or docks at some point during the day.