travel
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travel [2020/03/06 18:02] – [Wilderness Travel] andrew | travel [2020/08/12 23:17] (current) – [Sneaking, Navigating, Foraging, and Exploring] andrew | ||
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=== Challenges === | === Challenges === | ||
- | A GM may use this outline to narrate what a particular challenge might be. | + | A GM may use this outline to narrate what a particular challenge might be if they wish. |
- | * Clubs: The party gets lost, takes a poor route, or otherwise wastes their travel time or efficiency. | + | * 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: | + | * Diamonds: |
- | * Hearts: | + | * Hearts: |
- | * Spades: | + | * Spades: |
=== Campsite === | === Campsite === | ||
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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, | 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, | ||
- | * Facecards (King, Queen, Jack): 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 very 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 necessarily comfortable at all. The GM might even invite the players to set up any battle map using elements the GM chooses. | ||
- | * Ace or 2: | ||
- | * 6, 7,8,9, or 10: | ||
+ | * 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. | ||
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- | 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 so, the 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. | + | 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 so, the 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. |
- | For each four hours of travel, a survival | + | Each PC who helps with navigating may move a card in the travel |
- | 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. | + | 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. |
- | ===== Terrain Types ===== | + | PCs who wish to explore will have a chance |
- | + | ||
- | 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. | + | |
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- | * **Plains**: Not difficult terrain for any mode of travel as characters push East from Jorvikshire toward the Danelands and Thorsburg. Navigation is Simple (DC 5) and access to both food and water is Adequate (DC 15). | + | |
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- | * **Forest**: | + | |
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- | * **Hills**: | + | |
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- | * **Mountain**: | + | |
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- | * **Swamp**: | + | |
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- | * **River**: Unless | + | |
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- | * **Road**: If the terrain | + | |
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- | * **Path**: If the terrain includes a path, the terrain is not difficult for foot or horse but wagons are subject to the terrain type as long as the PCs travel | + | |
travel.1583517760.txt.gz · Last modified: 2020/03/06 18:02 by andrew