Monday, April 15, 2024

Overland Travel

Travel Points

Travel in the wilderness is abstracted to Travel Points. On a normal day with fair weather, the group of PCs have 6 Travel Points (TPs) per day. (each TP = approx. 2 hours of activity).   

Players can choose how to spend their daily TP allowance on Wilderness Activities.  

Travel Points may reduce or increase. Bad weather deceases number of travel points and makes Wilderness Activities harder (raises the DC). The use of mounts on a road adds 1TP for every 4 TP spent solely on travelling.  

Map Hexes are 6 miles across.

In each Hex there is a chance of a Random Encounter and discovering a Point of Interest (P.O.I)

Wilderness Activities

Ability

Movement & Navigation

Intelligence

SEARCHING

Wisdom

Hunting / Foraging

Intelligence

Resting

Constitution

 Wilderness Activities:

There are four wilderness activities which the PCs may undertake. They can spend any number of Travel Points on these activities. Every additional TP spent on these activities, within the same Hex, reduces the DC of those checks by 3. Bad weather may increase the DCs.

Movement and Navigation: There is a TP cost to move across a Hex. On leaving a Hex a PC makes a NAVIGATION roll for the whole group to see if they get lost. For every TP spent SEARCHING the hex, the NAVIGATION DC is reduced by 3 (as the act of searching makes you more aware of your surroundings and where you are).

SEARCHING : The chance of haphazardly coming across a P.O.I. while travelling is 1:6 or 1:8 GM roll (terrain dependent). However, PCs can deliberately search a Hex. The DC depends on terrain. Every additional TP spent SEARCHING a Hex reduces the WIS check DC by 3.

Every TP spent on SEARCHING  also reduces the DC on all other wilderness activity checks by 3 (Navigation, Hunting, and Resting).  Even if the Search Check is unsuccessful, the information gained by SEARCHING still reduces any other wilderness checks in that Hex.

Hunting/Foraging: PCs can choose to spent TPs on Hunting or Foraging. A successful check produces (1d4+2) rations of fresh food which must be eaten that day otherwise it will spoil. The DC for the check can be lowered by searching a in the act of searching you discover, for example where to forage or game trails which increase your hunting.

Resting. PCs must make a Constitution Check at night to see if they have a good night’s rest while in the wild. The DC for the check can be lowered by SEARCHING the HEX (by searching you are able to find optimal campsites).

 

 

 

Difficulty

Type

TP to cross a Hex.

Random Encounter per Hex[1] Xd6

P.O.I. found in course of travel

Navigation: INT DC

Search: WIS DC for a P.O.I.

Hunting / Foraging

INT DC

Camping

CON DC for nights rest.

Normal

Road

2

1

1:6

-          

12

-

12

 

Grasslands

2

1

1:6

12

12

15

12

 

River & Coast

varies

2

1:6

6 or 9[2]

12

12

12

Difficult

Forest

3

2

1:8

15

15

12

12

 

Mountains

3

1

1:8

15

12

15

15

 

Swamp

3

2

1:8

15

15

15

15

Arduous

Artic

5

1

1:8

18

18

18

18

 

Desert

5

1

1:8

18

18

18

18

 

Jungle

5

3

1:8

18

15

12

15

 

Weather

2d6

Weather

TP daily allowance

Mod. To DCs[3]

2

Blizzard / Thunderstorm

-3

+6

3

Frost and Snow

-2

+3

4

Cold Fog

-1

+2

5

Rain and Windy

-

+1

6

Overcast and dull

-

-

7

Bright and fresh

-

-

8

Warm and sunny

-

-

9

Rain and Windy

-

+1

10

Thick Mist

-1

+2

11

Heat wave

-2

+3

12

Hurricane

-3

+6

-2 to roll in Winter, +2 to roll in Summer.



[1] If searching a Hex 50% change that in any creature Random Encounter the PCs discover a Lair.

[2] DC 6 if following body of water, 9 if intending to move away from water.

[3] Navigation, Search, and Hunting