travel
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travel [2020/02/04 16:20] – [Rolling to Return] andrew | travel [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 cases, the GM may like to create a narrative for dealing with navigation |
+ | 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 | + | * 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 | ||
+ | * 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 | ||
+ | * 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, | ||
- | 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 |
- | 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 |
- | ===== Terrain Types ===== | + | === Challenges |
- | 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. | + | A GM may use this outline |
- | * Plains: Not difficult terrain for any mode of travel as characters push East from Jorvikshire toward | + | * Clubs: The party gets lost, takes a poor route, or otherwise wastes their travel |
+ | * Diamonds: Some kind of environmental challenge such as a blizzard or an avalanche challenges | ||
+ | * Hearts: Something within the party fails inviting a loss of resources. Perhaps a horse goes lame, or kicks one of the porters killing them. Equipment could break or become damaged. Maybe a wheel on the cart cracks | ||
+ | * 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. | ||
- | * Forest: | + | === Campsite === |
+ | 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 comfort) or from high to low (for safety.) Alternately, | ||
- | * Hills: | ||
+ | * Facecards: The party finds a campsite that is fit for a king. It is dry and comfortable, | ||
+ | * 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: | ||
- | * Swamp: | ||
- | * River: Unless they have a map, an hour is lost as the PCs struggle | + | ===== Sneaking, Navigating, Foraging, and Exploring ===== |
+ | |||
+ | |||
+ | PCs may choose | ||
+ | |||
+ | Each PC who helps with navigating may move a 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' | ||
- | * Road: If the terrain borders | + | PCs who forage while traveling may make a Survival check against |
- | * Path: If the terrain borders | + | 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 |
travel.1580833257.txt.gz · Last modified: 2020/02/04 16:20 by andrew