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travel [2020/03/06 18:02] – [Wilderness Travel] andrewtravel [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: The party  +  * 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:  +  * 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 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:+  * 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. 
  
 === 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, perhaps they decide to risk challenges in hopes of finding a campsite they would prefer.  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, perhaps they decide to risk challenges in hopes of finding a campsite they would prefer. 
  
-  * Facecards (King, Queen, Jack): The 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 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, 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. 
  
  
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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 travelsurvival check should be made by the navigator with 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.+Each PC who helps with navigating may move a card in the travel minigame on successful check against salient attribute or skillA critical failure will negate the success of another player'help. 
  
-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 to find any hidden features along their route of travel, and they may map the terrain types along their route of travel.
- +
-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.  +
- +
-  * **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).  +
- +
-  * **Forest**:  Not difficult for foot travel, but travel to the forests of the West and Southwest are difficult for horses or wagons. Navigation is Difficult (DC 15), access to food is Abundant (DC 10) and access to water is Adequate (DC 15).  +
- +
- +
-  * **Hills**:  Not difficult for travel by foot or horse, but difficult for wagons. Navigation through the hills to the near East is Easy (DC 10), access to food is Abundant (DC 10) and access to water is Poor (DC 20).  +
- +
- +
-  * **Mountain**:  Travel through the mountains to the North 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 swamps that border the Great River and line the basin of the Great Bay is always difficult, but Navigation is Easy (DC 10) and access to food is Adequate (DC 15) and water is Abundant (DC 10).  +
- +
- +
-  * **River**: Unless they have a map, an hour is lost as the PCs struggle to find an appropriate ford to cross a river.  By an unfrozen river, access to food and water becomes Abundant (DC 10) and Navigation along the river becomes Easy (DC 10). +
- +
-  * **Road**: If the terrain includes a road, the terrain is not difficult for any mode as long as the PCs travel along the road. Navigation along a road is automatic.  +
- +
-    * **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 along the path. Navigation along a path is Simple (DC 5)+
  
  
travel.1583517760.txt.gz · Last modified: 2020/03/06 18:02 by andrew