travel
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travel [2020/01/05 03:37] – [Terrain Types] andrew | travel [2020/03/06 18:13] – [Ruling on the Minigame] andrew | ||
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|Careful|6|Able to Explore, Forage, Navigate or Sneak| | |Careful|6|Able to Explore, Forage, Navigate or Sneak| | ||
+ | |||
+ | ===== Travel Minigame ===== | ||
+ | |||
+ | In certain cases, the GM may like to create a narrative for dealing with navigation and logistics issues during travel. This minigame might help us do just that. | ||
+ | |||
+ | At the beginning of the travel day, deal one card for each hour of travel face up in a row. The challenge of the minigame is to arrange these cards in order either in increasing order from 2-> Ace or decreasing from Ace -> 2. Every card out of order represents a challenge of some sort. Cards of the same rank are considered to be "in order" if they are adjacent. For example, if three jacks are drawn, they would be in order as long as they are right next to one another regardless of their suit. Jokers, as wild cards are considered to be "in order" at any point of the trip. Player characters may use each of the the following assets once per travel day to give them opportunities to either swap the positions of two cards, or move a card's position in the order. | ||
+ | |||
+ | * A character with the Born Navigator archetype ability from either the Ranger, Venturer, Zealot, or Druid may automatically swap the position of two cards or move the position of one card. | ||
+ | * A character with the Lore (Geography) skill and a reasonable map, or on a successful check may swap the positions of two cards. | ||
+ | * A character with the Lore (Animals) skill may make a check to move the position of one of the cards. | ||
+ | * A character with the Lore (Plants) skill may make a check to move the position of one of the cards. | ||
+ | * A character with the Survival skill may make a check to either swap the positions of two cards or move the position of one card. | ||
+ | * Just like a skill challenge, any PC (not an NPC) may choose to narrate a small scene and make a successful check determined by the GM to move the position of one of the cards. If the PC is successful, another PC may also narrate a small scene. This may continue until the path is clear or a skill check fails. | ||
+ | |||
+ | ==== Ruling on the Minigame ==== | ||
+ | |||
+ | Once the players have had an opportunity to try to clear the path, any challenges are resolved. The GM may use the position of the challenges to rule when during the travel they ran into issues, and the suit of the card out of place to randomize the type of challenge. Finally, the GM may choose to use the final card at the end to rule on the quality of the area near the end of the travel. | ||
+ | |||
+ | === Challenges === | ||
+ | |||
+ | A GM may use this outline to narrate what a particular challenge might be if they wish. | ||
+ | |||
+ | * Clubs: The party gets lost, takes a poor route, or otherwise wastes their travel time or efficiency. Perhaps they choose a route choked with underbrush or have to lift the cart over a fallen tree. | ||
+ | * Diamonds: Some kind of environmental challenge such as a blizzard or an avalanche challenges the party to take their resources or slow their travel. Maybe flies find the rations or the rain ruins an NPC's bow. | ||
+ | * Hearts: Something within the party fails inviting a loss of resources. Perhaps a horse goes lame, or kicks one of the porters killing them. Equipment could break or become damaged. Maybe a wheel on the cart cracks and breaks, or a PC finds a hole in their bag has left all their rations as a literal trail of breadcrumbs over the past few miles of travel. | ||
+ | * Spades: The party is approached by something or someone with their own agenda. Roll on the wandering monster table for an automatic encounter, or choose from a list of random encounters. | ||
+ | |||
+ | === Campsite === | ||
+ | |||
+ | 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, | ||
+ | |||
+ | * Facecards (King, Queen, Jack): The party finds a campsite that is fit for a king. It is dry and comfortable, | ||
+ | * 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: | ||
+ | |||
+ | |||
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===== Terrain Types ===== | ===== Terrain Types ===== | ||
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A general terrain type describes how hard it is to move through the wilderness, how hard it is to get lost, and what resources are available to those who seek it. | A general terrain type describes how hard it is to move through the wilderness, how hard it is to get lost, and what resources are available to those who seek it. | ||
- | Plains: Not difficult terrain for any mode of travel. Navigation is Simple (DC 5) and access to both food and water is Adequate (DC 15). | + | * **Plains**: Not difficult terrain for any mode of travel |
+ | |||
+ | * **Forest**: | ||
+ | |||
+ | |||
+ | * **Hills**: | ||
+ | |||
+ | |||
+ | * **Mountain**: | ||
- | Forest: | + | * **Swamp**: |
- | Hills: Not difficult for travel by foot or horse, but difficult for wagons. Navigation is Easy (DC 10), access to food is Abundant (DC 10) and access to water is Poor (DC 20). | + | * **River**: Unless they have a map, an hour is lost as the PCs struggle to find an appropriate ford to cross a river. By an unfrozen river, access to food and water becomes |
+ | * **Road**: If the terrain includes a road, the terrain is not difficult for any mode as long as the PCs travel along the road. Navigation along a road is automatic. | ||
- | Mountain: | + | * **Path**: If the terrain includes a path, the terrain |
- | Swamp: | ||
+ | ===== Rolling to Return ===== | ||
- | Special Terrain Features: | + | All characters start each game session in civilization. If characters have not returned home by the end of the session, they automatically return after play has ended. |
- | These terrains run along the borders | + | If there’s insufficient time to roleplay the |
+ | party’s return to civilization scene by scene, | ||
+ | the GM can have each player roll to return. | ||
- | River: Unless they have a map, a square of travel is lost as the PCs struggle | + | This roll is a check, with each PC rolling |
+ | with a mod equal to their highest modifier | ||
+ | (including proficiency). The GM decides if | ||
+ | the path to safety is dangerous or arduous. | ||
- | Road: If the terrain borders a road, the terrain is not difficult for any mode as long as the PCs travel | + | DC = 10 + 1 per travel |
- | Path: If the terrain borders | + | Success means the PC returns to safety |
+ | without issue. Failure has a cost as described | ||
+ | below, depending on the nature | ||
+ | * Dangerous: 1d6 damage per 1 under DC | ||
+ | * Arduous: lose 1 load of equipment per 1 under the DC | ||
+ | If the PC is reduced to 0 HP, they die or | ||
+ | are left unconscious. This damage ignores | ||
+ | armor and can’t be healed or avoided. The GM picks what if any load is dropped, starting with less valuable and less secure items, and working up to weapons and armor. | ||
+ | Additionally, | ||
travel.txt · Last modified: 2020/08/12 23:17 by andrew