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 |
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.