MAPPING AND LOCATION RULES


MAPPING AND NAVIGATION RULES

1. Mapping While Traveling

When moving through unknown terrain, the party may choose a mapper.

Each hour of travel, the mapper rolls 1d6.

On a 1–3 the map is partial or flawed.

On a 4–6 the map is clear and accurate.

If no mapper is chosen, the party risks automatic penalties to navigation rolls later.

Special Rule: Purchased Maps

Any town may sell maps of local areas (roads, cities, coastlines).

Purchased maps can be written on and updated as the party explores.

Accurate updates prevent “lost” results in areas already explored.


2. Searching While Traveling

A player may choose to search for something while the party moves.

Roll 1d20 during travel:

RollResult
1You become lost or find something entirely different than intended
2–5You find something faintly related, but not useful
6–10You find traces or clues of the target (tracks, ruins, rumors)
11–15You find something connected (nearby resource, hidden path)
16–19You find the target after extended effort
20You find exactly what you were searching for, quickly and clearly

These rolls may be affected by landmarks, maps, or weather.


3. Getting Lost (Good Outcomes)

Unlike traps or combat, “lost” results can still be useful.

d12What Happens When Lost
1–2Wrong path, stumble into hidden ruins
3–4Side path leads to resource node (ore, herbs, water)
5–6Chance encounter with NPCs (travelers, merchants, scouts)
7–8Hidden monster den, optional fight or loot
9–10Strange landmark with magical properties
11Shorter route than expected (skip 1d4 hours of travel)
12Gain unexpected treasure or clue about larger world events

4. Landmarks and Clues

Natural landmarks (mountains, rivers, forests) = permanent markers.

Manmade landmarks (statues, roads, towers) = may decay or be destroyed.

Clues (scratched runes, old notes, tracks) = lead to encounters or aid mapping.

Rule: Recording landmarks on a map reduces chance of being lost in that area by half.


5. Seasonal and Weather Effects on Mapping

Seasons and weather change both the accuracy of maps and the difficulty of navigation.

ModifierCondition
+1 DieHeavy snow, fog, strong rain, or sandstorm
+2 DiceSeasonal extremes (blizzard, monsoon, desert heat mirage)
Spoiled MapIf unprotected, paper maps are ruined by water, snow, or sand

6. Navigation Rules

Navigation covers land, sea, and river travel.

Land Navigation

Uses mapping rolls (d6) and searching rolls (d20).

Movement speed is based on terrain (plains fastest, mountains slowest).

If lost, consult the Lost Chart.

River Navigation

Boats follow the flow of the river.

Roll 1d6 per hour:

On a 1, the current pushes the craft into hazards (rocks, whirlpools).

On a 6, the boat drifts faster than expected (double distance).

Sea Navigation

Requires wind direction checks.

Roll 1d8 for wind direction each half-day.

Roll 1d6 for wind strength:

1 = Dead calm (no travel).

2–3 = Weak winds (half speed).

4–5 = Favorable winds (full speed).

6 = Storm-force winds (hazard chart).

Hazard Chart for Sea Travel (Storms, etc.)

d12Hazard
1–2Strong winds push ship off course (lost chart roll)
3–4Mast damage, lose half speed until repaired
5–6Large waves damage supplies
7–8Crew injured, 1d4 HP loss each
9–10Sea monster encounter
11Washed ashore at unknown location
12Shipwreck, survival roll required

7. Wind & Weather Effects on Travel

Wind Direction: Determines speed for sailing. Favorable winds = faster travel, unfavorable winds = slower.

Weather Conditions: Rain, fog, and snow increase mapping difficulty.

Extreme Weather: May destroy maps, push parties off course, or create survival checks.


8. Rewards of Accurate Mapping

A well-maintained map grants:

50% reduced travel time (finding shortcuts).

Re-access to hidden areas (secret doors, ruins, caves).

Treasure clues marked on maps by NPCs or events.

Resale value: Detailed maps can be sold to towns, adventurers, or guilds.



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