Travel & Exploration Mechanics in Yl Ter Tribaht | World Anvil
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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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