Wilds Camping for Dummies
Nothing's more important than a good pair of boots. Mine have saved my life more times than I can count... Honestly! I love em more than my own kids!
~~Local boot salesman
Basics First: A half day of travel is 3 hours. In general you walk longer than 6 hours with a pack and be ready to fight at the end of the day (aka thats as far as you can go without risking exhaustion).
When traveling there are 4 jobs that need doing. Guide: plan the route, guides use stars, maps, their memory and whatever else they need to get from A to B. Without a guide its difficult to guarentee that you will reach the destination you intend to unless you're following a well-established route. Scout: avoid hazards, the scout ranges a few minutes walk ahead of the party moving fast, and guiding short-term movements. Without a scout your party is far more likely to run afoul of bogs, briers, and bear-dens. Hunter, keep the group fed; the hunter ranges in any direction, traveling light and forraging or shooting as much food for the group as they can. In an area as verdent as the wilds an skilled hunter can keep a group of four fed himself. Lookout, be armed and alert for danger; the lookout stays armed and on guard, staying ready to sound the alarm, and make the firtst strike. A good lookout can be the difference between being on the inside or outside of a stomach. Each of these roles helps
Travel mechanics are meant to run quickly, and be about resources. You'll lose HP, gain exaustion, and make progress across the land. Depending on your role in the group (guide, scout, hunter, or lookout) you will help the group in a specific way, and may also face challanges unique to your role. Once you know your role, be ready to make your relevant checks quickly, and only call out a result when it affects the group (it will make sense when we play).
The mechanics move quickly so that you guys have time to talk amoung your charachters, plan your attacks, or engange with the wonderous, and terrifying wilds.
Roles
Guide: route, rest, and supplies:relevent skills - nature or investigation
Scout: camp and trail-finding:relevent skills - stealth or survival
Hunter: finding food:relevent skills - survival(dex) or athletic
Lookout: keep watch:relevent skills - perception or investigation
Every day of travel you roll either of your role's skills vs the trips DC. If you are proficiant with, and have equiped, the relevent tools/items you may add +1 each to your roll.
On a success you mark a point for your progress track, and gain a faculty die (a d4) representing your well-rested or otherwise well-camped state. These faculty dice last until your next long rest, and you may have faculty dice up to your proficiancy bonus. Each faculty die can be added to any d20 roll of your choice (before or after). You may roll multiple of faculty dice if you have more than one, but you only keep and use the highest rolled.
On a failure you mark a point for your exaustion track, and take damage equal to your level.
Every time you reach 3 points on either your progress track or exaustion track the group gains a progress stack or exaustion stack respectivly. When your group has progress stacks equal to the number of group members the group moves an additional 10 miles that day* and looses all progress stacks. If your group has exaustion stacks equal to the number of group memebrs you each gain a level of exaustion, and the group looses all exaustion stacks.
*narrativly this is averaged over all the days of travel.
Travel Checks
Travel check DC's are 12+peril
Peril is increased by: mission length, terrain, weather, and potentially other factors
Comments