Travel & Exploration Mechanics
Exploration Mechanics
PCs take roles and roll 1d20. For each day:
- Quartermaster (+str or +cha to rolls): DC10 to traverse obstacles with no issues, otherwise lose 1 day & 1 rations
- Scout (+per to rolls): DC10 to notice the encounter and choose to engage or aencounters can be good or bad), otherwise forced to engage
- Camp-maker (+survival to rolls): DC10 to get a good night’s sleep = adv. on next ability check, otherwise disadv. on all of the next day's ability checks
Speed Mechanics
For normal terrain:
Slow pace (18 mi/day on foot, 45mi/day by sea) → able to use stealth, potential to get advantage on relevant rolls during trip
Normal pace (24 mi/day on foot, 60mi/day by sea) → normal rolling
Fast pace (30 mi/day on foot, 75mi/day by sea) → -5 to perception, potential to get disadvantage on relevant rolls during trip
For difficult terrain, half the distance above.
i.e. at normal pace, 10 days for 240mi trip from Ahrensport to Concour (normal terrain, on foot)
i.e. at normal pace, 3 days for 120mi trip from Ahrensport to Isadell (difficult terrain, by sea)
[note for judging distance: when all the way zoomed in on world map, 1 inch = ~30 mi]
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