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travel [2020/01/05 03:38] – [Terrain Types] andrewtravel [2020/08/12 23:17] (current) – [Sneaking, Navigating, Foraging, and Exploring] andrew
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 |Careful|6|Able to Explore, Forage, Navigate or Sneak| |Careful|6|Able to Explore, Forage, Navigate or Sneak|
  
 +===== Travel Minigame =====
  
-===== Sneaking, Navigating, Foraging, and Exploring =====+In certain casesthe GM may like to create a narrative for dealing with navigation and logistics issues during travel. This minigame might help us do just that.
  
 +At the beginning of the travel day, deal one card for each hour of travel face up in a row. The challenge of the minigame is to arrange these cards in order either in increasing order from 2-> Ace or decreasing from Ace -> 2. Every card out of order represents a challenge of some sort. Cards of the same rank are considered to be "in order" if they are adjacent. For example, if three jacks are drawn, they would be in order as long as they are right next to one another regardless of their suit. Jokers, as wild cards are considered to be "in order" at any point of the trip. Player characters may use each of the the following assets once per travel day to give them opportunities to either swap the positions of two cards, or move a card's position in the order.
  
-PCs may choose to travel slowly in order to perform one or more of these tasksPCs who wish to sneak as they travel may scout ahead of the group and attempt to identify wilderness encounters ahead of time.  By doing so, the group may use that PC’s Stealth proficiency to see if they sneak  up on any encounter along the wayThey may not spend their time doing any other tasks such as foraging or exploring.+  * A character with the Born Navigator archetype ability from either the Ranger, Venturer, Zealot, or Druid may automatically swap the position of two cards or move the position of one card. 
 +  * A character with the Lore (Geography) skill and a reasonable map, or on a successful check may swap the positions of two cards 
 +  * A character with the Lore (Animals) skill may make a check to move the position of one of the cards. 
 +  * A character with the Lore (Plants) skill may make a check to move the position of one of the cards 
 +  * A character with the Survival skill may make a check to either swap the positions of two cards or move the position of one card. 
 +  * Just like a skill challenge, any PC (not an NPC) may choose to narrate a small scene and make a successful check determined by the GM to move the position of one of the cardsIf the PC is successful, another PC may also narrate a small scene. This may continue until the path is clear or a skill check fails
  
-For each four hours of travel, a survival check should be made by the navigator with a success score based on the terrain type.  Any PCs who navigate while they travel may do so with advantage, at the cost of the entire group traveling slower. This check may be made with help from other PCs, and might have advantage depending on PC capabilities and how fast the party is traveling. The consequences for getting lost could be an extra encounter, lost time, making any mapping that was done worthless, and putting the PCs in the wrong place. Those consequences may be chosen by the GM.+==== Ruling on the Minigame ====
  
-PCs who forage while traveling may make a Survival check against the DC for the appropriate terrain type to see if they can find appropriate food or water. Foraging PCs also have advantage on their first shot to hunt any wild game. PCs who wish to explore will have a chance to find any hidden features along their route of travel, and they may map the terrain types along their route of travel.+Once the players have had an opportunity to try to clear the path, any challenges are resolved. The GM may use the position of the challenges to rule when during the travel they ran into issues, and the suit of the card out of place to randomize the type of challenge. Finally, the GM may choose to use the final card at the end to rule on the quality of the area near the end of the travel. 
  
-===== Terrain Types =====+=== Challenges ===
  
 +A GM may use this outline to narrate what a particular challenge might be if they wish. 
  
-A general terrain type describes how hard it is to move through the wilderness, how hard it is to get lost, and what resources are available to those who seek it+  * Clubs: The party gets lost, takes a poor route, or otherwise wastes their travel time or efficiency. Perhaps they choose a route choked with underbrush or have to lift the cart over a fallen tree. 
 +  * Diamonds: Some kind of environmental challenge such as a blizzard or an avalanche challenges the party to take their resources or slow their travel. Maybe flies find the rations or the rain ruins an NPC's bow. 
 +  * Hearts: Something within the party fails inviting a loss of resources. Perhaps a horse goes lameor kicks one of the porters killing them. Equipment could break or become damaged. Maybe a wheel on the cart cracks and breaks, or a PC finds a hole in their bag has left all their rations as a literal trail of breadcrumbs over the past few miles of travel.  
 +  * Spades: The party is approached by something or someone with their own agenda. Roll on the wandering monster table for an automatic encounter, or choose from a list of random encounters
  
-Plains: Not difficult terrain for any mode of travel. Navigation is Simple (DC 5) and access to both food and water is Adequate (DC 15). +=== Campsite ===
  
-Forest:  Not difficult for foot travel, but difficult for horses or wagonsNavigation is Difficult (DC 15), access to food is Abundant (DC 10and access to water is Adequate (DC 15). +The GM may decide that the last card could be used for the type of campsite that the party can cobble together at the end of their day of travel. Players can use this mechanic to decide whether they want to try to order the cards low to high (for comfortor from high to low (for safety.Alternately, perhaps they decide to risk challenges in hopes of finding a campsite they would prefer
  
  
-Hills Not difficult for travel by foot or horse, but difficult for wagonsNavigation is Easy (DC 10)access to food is Abundant (DC 10and access to water is Poor (DC 20)+  * FacecardsThe party finds a campsite that is fit for a king. It is dry and comfortable, but not necessarily safe or secure. 
 +  * 3,4, or 5: The party finds a campsite that is safe. They can put their back to something solid and perhaps make it easy to keep watch and post guards. However, this campsite is not very comfortable at all.  
 +  * 6, 7,8,9, or 10:The party is unable to find a very good spot to stop and make camp at all.  
 +  * Ace or 2: The party locates the perfect spot. Both comfortable and defendable. The GM might even invite the players to set up any battle map using elements the GM chooses
  
  
-Mountain:  Travel through the mountains is always difficult, and perhaps impassable for wagons without a pass through the province. Navigation is Challenging (DC 20), access to food and water is Poor (DC 20).  
  
  
-Swamp:  Travel in the swamp is always difficult, but Navigation is Easy (DC 10) and access to food is Adequate (DC 15) and water is Abundant (DC 10).  
  
 +===== Sneaking, Navigating, Foraging, and Exploring =====
  
-Special Terrain Features: 
-These terrains run along the borders of provinces, but are not actually part of the province itself. 
  
-River: Unless they have a map, a square of travel is lost as the PCs struggle to find an appropriate ford to cross a river.  By an unfrozen riveraccess to food and water becomes Abundant (DC 10) and Navigation along the river becomes Easy (DC 10).+PCs may choose to travel slowly in order to perform one or more of these tasks. PCs who wish to sneak as they travel may scout ahead of the group and attempt to identify wilderness encounters ahead of time.  By doing sothe group may use that PC’s Stealth proficiency to see if they sneak up on any encounter along the way. They may not spend their time doing any other tasks such as foraging or exploring.
  
-Road: If the terrain borders road, the terrain is not difficult for any mode as long as the PCs travel along the road. Navigation along a road is automatic+Each PC who helps with navigating may move card in the travel minigame on a successful check against a salient attribute or skill. A critical failure will negate the success of another player's help
  
-Path: If the terrain borders path, the terrain is not difficult for foot or horse but wagons are subject to the terrain type of the square as long as the PCs travel along the path. Navigation along a path is Simple (DC 5)+PCs who forage while traveling may make Survival check against the DC for the appropriate terrain type to see if they can find appropriate food or water. Foraging PCs also have advantage on their first shot to hunt any wild game.  
 + 
 +PCs who wish to explore will have a chance to find any hidden features along their route of travel, and they may map the terrain types along their route of travel.
  
  
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 ===== Rolling to Return ===== ===== Rolling to Return =====
  
 +All characters start each game session in civilization. If characters have not returned home by the end of the session, they automatically return after play has ended.
 If there’s insufficient time to roleplay the If there’s insufficient time to roleplay the
-party’s return to a safe camp scene by scene,+party’s return to civilization scene by scene,
 the GM can have each player roll to return. the GM can have each player roll to return.
 +
 This roll is a check, with each PC rolling This roll is a check, with each PC rolling
 with a mod equal to their highest modifier with a mod equal to their highest modifier
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 the path to safety is dangerous or arduous. the path to safety is dangerous or arduous.
  
-DC = 10 + 1 per travel turn, max DC 20.+DC = 10 + 1 per travel day, max DC 20.
  
 Success means the PC returns to safety Success means the PC returns to safety
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 below, depending on the nature of the path. below, depending on the nature of the path.
   * Dangerous: 1d6 damage per 1 under DC   * Dangerous: 1d6 damage per 1 under DC
-  * Arduous: lose 1 load of equipment per 1 +  * Arduous: lose 1 load of equipment per 1 under the DC
-under the DC+
  
 If the PC is reduced to 0 HP, they die or If the PC is reduced to 0 HP, they die or
 are left unconscious. This damage ignores are left unconscious. This damage ignores
-armor and can’t be healed or avoided. The+armor and can’t be healed or avoided. The GM picks what if any load is dropped, starting with less valuable and less secure items, and working up to weapons and armor. 
 + 
 +Additionally, player characters are penalized a cost of 1GP/level per mile they must travel back home after the end of a session.
  
-GM picks what if any load is dropped, start- 
-ing with less valuable and less secure items, 
-and working up to weapons and armor. 
  
  
travel.1578195536.txt.gz · Last modified: 2020/01/05 03:38 by andrew