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travel [2020/03/06 18:13] – [Terrain Types] andrewtravel [2020/08/12 23:17] (current) – [Sneaking, Navigating, Foraging, and Exploring] andrew
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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.  
 + 
 +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.
  
  
travel.1583518429.txt.gz · Last modified: 2020/03/06 18:13 by andrew