Natural Environments and Travel: Difference between revisions

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== Random Encounters ==
== Random Encounters ==
When designing tracts of wilderness for [[exploration]], you might prepare a couple encounters ahead of time and present them to your party. You might also think up several different possible encounters and leave it to a die roll to determine when such encounters occur.
When designing tracts of wilderness for exploration, you might prepare a couple encounters ahead of time and present them to your party. You might also think up several different possible encounters and leave it to a die roll to determine when such encounters occur.


Note that not all encounters must be [[combat]] encounters. Having to navigate a flooded river, negotiate with a trapper, surviving a blizzard, and using magic to communicate with curious forest critters could all be considered encounters.
Note that not all encounters must be combat encounters. Having to navigate a flooded river, negotiate with a trapper, survive a blizzard, and use magic to communicate with curious forest critters could all be considered encounters. When designing a random encounter table, consider how dangerous you want a stretch of wilderness to be. If the adventurers are in a relatively safe environment, you might use a weighted table or a bell curve table to make non- threatening encounters more likely. If they are in an area rife with danger, you might use an unweighted table, or even reverse the likelihoods of dangerous and nonthreatening encounters on a weighted or bell curve table.
 
When designing a random encounter table, consider how dangerous you want a stretch of wilderness to be. If the adventurers are in a relatively safe environment, you might use a weighted table or a bell curve table to make nonthreatening encounters more likely. If they are in an area rife with danger, you might use an unweighted table, or even reverse the likelihoods of dangerous and nonthreatening encounters on a weighted or bell curve table.


Here are some example random encounter tables using a handful of environments.
Here are some example random encounter tables using a handful of environments.
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=== Peaceful Forest (Weighted) ===
=== Peaceful Forest (Weighted) ===
{| class="wikitable"
{| class="wikitable"
!1d20
!d20
!Encounter
!Encounter
|-
|-
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|-
|-
|20
|20
|A young [[wyvern]] finds you and believes you to be an easy meal.
|A young wyvern finds you and believes you to be an easy meal.
|}
|}


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|-
|-
|4
|4
|A [[giant]] crocodile attacks you.
|A giant crocodile attacks you.
|-
|-
|.5
|.5
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|-
|-
|9-12
|9-12
|A massive [[sandstorm]] sweeps over you. There are dust devils inside it, which attack you.
|A massive sandstorm sweeps over you. There are dust devils inside it, which attack you.
|-
|-
|13-15
|13-15
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|-
|-
|18
|18
|The temperature climbs well above 100oF.
|The temperature climbs well above 100 °F.
|-
|-
|19
|19
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|-
|-
|2
|2
|Polar bear attcks you, but retreats once Bloodied.
|A polar bear attacks you, but retreats once Bloodied.
|-
|-
|3
|3
|You are stuck on an open plain with no sign of shelter anywhere in sight. night approaches quickly.
|You are stuck on an open plain with no sign of shelter anywhere in sight. Night approaches quickly.
|-
|-
|4-5
|4-5
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== Environmental Skill Difficulties ==
== Environmental Skill Difficulties ==
If your heroes are exploring a generic environment and you don’t know [[how to]] set the DCs for skill checks, you can use this table as an approximation. Adjust the DCs up or down based on your perception of the environment; mundane deserts, forests, and other habitats all vary wildly in terms of how survivable they are and the numbers provided are simply rough benchmarks.
If your heroes are exploring a generic environment and you do not know how to set the DCs for skill checks, you can use the following table as an approximation. Adjust the DCs up or down based on your perception of the environment; mundane deserts, forests, and other habitats all vary wildly in terms of how survivable they are and the numbers provided are simply rough benchmarks.


Adventures often take place in “hybrid” environments. Mangrove forests, for example, are a blend of the coastal and swamp environment, and badlands would be a blend of the desert and mountains. When your heroes are in a hybrid environment, use the DCs for either base environment as you deem appropriate
Adventures often take place in “hybrid” environments. Mangrove forests, for example, are a blend of the coastal and swamp environment, and badlands would be a blend of the desert and mountains. When your heroes are in a hybrid environment, use the DCs for either base environment as you deem appropriate.
{| class="wikitable"
{| class="wikitable"
|+
|+
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== Travel Pace ==
== Travel Pace ==
When a party travels through a wilderness environment, you may choose to track how far they progress each day. If this is not the focus of the campaign, or you only want to pay attention to POIs that your adventurers find, it is fine to ignore these rules. But if you are running a survival intensive game or the time that it takes to [[travel]] between two points is highly relevant to the plot, then these rules will help you determine the consequences of traveling at various paces.  
When a party travels through a wilderness environment, you may choose to track how far they progress each day. If this is not the focus of the campaign, or you only want to pay attention to POIs that your adventurers find, it is fine to ignore these rules. But if you are running a survival-intensive game or the time that it takes to travel between two points is highly relevant to the plot, then these rules will help you determine the consequences of traveling at various paces.  


The type of terrain or environment that your party is navigating might also affect their travel pace. The miles on the table below assume relatively straightforward travel [[conditions]]: little to no precipitation on flat, firm ground or shallow hills, such as those you would find in a grassland or a scrubby desert.
The type of terrain or environment that your party is navigating might also affect their travel pace. The miles on the following table assume relatively straightforward travel conditions: little to no precipitation on flat, firm ground or shallow hills, such as those you would find in a grassland or a scrubby desert.
{| class="wikitable"
{| class="wikitable"
!Travel Pace
!Travel Pace
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|Traveling while carrying a heavy load or burden without a wagon or beasts of burden.
|Traveling while carrying a heavy load or burden without a wagon or beasts of burden.
|}
|}
'''Forced March:''' Make a DC 6 END check, adding Forced March if you have it. The check increases by 2 for each extra hour of travel. If you fail the check, gain 1 Fatigue.
'''Forced March:''' Make a DC 6 END/Forced March check. The check increases by 2 for each extra hour of travel. If you fail the check, gain Fatigue.


'''Cautious Travel:''' Gain a +2 Bonus on all AWR checks.
'''Cautious Travel:''' Gain +2 on all AWR checks.


'''Encumbered:''' If you have more Unwieldly items than can be carried per character, and no wagon or pack animal, you travel more slowly.
'''Encumbered:''' If you have more unwieldy items than can be carried per character, and no wagon or pack animal, you travel more slowly.


=== Weather Effects on Travel ===
=== Weather Effects on Travel ===
Weather might dramatically affect how far and how quickly a party can travel. It will certainly be more efficient to travel during periods of good weather than traveling in the middle of a heavy hailstorm or blizzard.
{| class="wikitable"
{| class="wikitable"
!Weather
!Weather
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|Blizzard
|Blizzard
|Intense snowfall with strong winds, severely impacting visibility and making travel perilous.
|Intense snowfall with strong winds, severely impacting visibility and making travel perilous.
|Your pace cannot exceed 1 mile every 4 hours. Each hour, each PC makes a LUCK check. Any PC that rolls below a 10 gets completely lost. -20 on AWR checks.
|Your pace cannot exceed 1 mile every 4 hours. Each hour, each adventurer makes DC 10 a LUCK check, becoming completely lost on a failure. -20 on AWR checks.
|-
|-
|Clear Sky
|Clear Sky
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|-
|-
|Fog (Heavy)
|Fog (Heavy)
|Thick [[mist]] covering the surroundings, reducing visibility.
|Thick mist covering the surroundings, reducing visibility.
|Normal travel pace. -6 on AWR checks.
|Normal travel pace. -6 on AWR checks.
|-
|-
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|-
|-
|Hailstorm
|Hailstorm
|Pellets of ice falling from the sky, causing potential injury and [[damage]].
|Pellets of ice falling from the sky, causing potential injury and damage.
|Your pace cannot exceed 1 mile an hour, and each hour, each PC makes a LUCK check. Any PC that rolls below a 10 suffers 2d4 blunt damage.
|Your pace cannot exceed 1 mile per hour, and every hour, each adventurer makes a DC 10 LUCK check, suffering 2d4 blunt damage on a failure.
|-
|-
|Heatwave
|Heatwave
|Intense heat and scorching temperatures.
|Intense heat and scorching temperatures.
|Travel pace halved. END checks gain +2 to the Difficulty.
|Travel pace halved. END checks gain +2 to the difficulty.
|-
|-
|Overcast
|Overcast
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|Thunderstorm
|Thunderstorm
|Dark clouds, lightning flashes, and booming thunder. Strong winds and heavy rain accompany it.
|Dark clouds, lightning flashes, and booming thunder. Strong winds and heavy rain accompany it.
|Your pace cannot exceed 1 mile an hour, and each hour, each PC makes a LUCK check. If the average is below 10, you run into flooding, falling debris, or [[conditions]] too difficult to travel in.
|Your pace cannot exceed 1 mile per hour, and every hour, each adventurer makes a LUCK check. If the party average is below 10, you run into flooding, falling debris, or conditions too difficult to travel in.
|}
|}
Some weather conditions, such as blizzards, also threaten to give adventurers Fatigue as they struggle to cope with extreme conditions. Cold, heat, elevation, and pressure are four extreme environments that heroes might encounter, particularly in arctic, desert, mountain, and aquatic environments, respectively.
Some weather conditions, such as blizzards, also threaten to give adventurers Fatigue as they struggle to cope with extreme conditions. Cold, heat, elevation, and pressure are four extreme environments that heroes might encounter, particularly in arctic, desert, mountain, and aquatic environments, respectively.
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'''The Fatigued Condition'''
'''The Fatigued Condition'''


Whenever you suffer Fatigue, immediately gain 1 Death Point and become Fatigued. While Fatigued, you do not remove your Death Points when you Recoup or Take a Rest. Instead, when you Take a Rest, you remove the Fatigued condition if you eat and drink the minimum amount needed to sustain you.
Whenever you suffer Fatigue, immediately gain +1 Death Point and become Fatigued. While Fatigued, you do not remove your Death Points when you Recoup or Take a Rest. Instead, when you Take a Rest, you remove the Fatigued condition if you eat and drink the minimum amount needed to sustain you.


'''Extreme Cold'''
'''Extreme Cold'''
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'''Extreme Heat'''
'''Extreme Heat'''


When you are exposed to extremely hot temperatures for more than 2 hours, you must make an END check. Extremely hot temperatures are in excess of 100 degrees F, or above 85 degrees F with more than 75% humidity.
When you are exposed to extremely hot temperatures for more than 2 hours, you must make an END check. Extremely hot temperatures are in excess of 100 °F, or above 85 °F with more than 75% humidity.


The DC begins at 10, and increases by 2 for every 5 degrees  F above 100 degrees (or above 85 degrees if humidity exceeds 75%).
The DC begins at 10, and increases by 2 for every 5°F above 100 °F (or above 85 °F if humidity exceeds 75%).


If you drink at least 0.5 gallons of water in the span of those 2 hours, reduce the DC by 5.
If you drink at least 8 cups of water in the span of those 2 hours, reduce the DC by 5.


'''Extreme Elevation'''
'''Extreme Elevation'''


When you are more than 10,000ft above sea level, you gain the Shaken condition. When you are more than 20,000ft above sea level, you also gain the Sickened condition. For every 4 hours that you spend Sickened in this way, you must make a DC 12 END check, gaining Fatigue if you fail.
When you are more than 10,000 ft above sea level, you gain the Shaken condition. When you are more than 20,000 ft above sea level, you also gain the Sickened condition. For every 4 hours that you spend Sickened in this way, you must make a DC 12 END check, gaining Fatigue if you fail.


Prolonged training and ongoing exposure to such heights can mitigate these conditions.
Prolonged training and ongoing exposure to such heights can mitigate these conditions.
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'''Extreme Pressure'''
'''Extreme Pressure'''


When you are deep below sea level in the ocean, the tremendous water pressure is enough to cause you serious damage. At 150ft below sea level, you gain the Shaken condition. At 400ft below sea level, you also gain the Sickened condition. For every hour you spend Sickened in this way, you must make a DC 16 END check, gaining Fatigue if you fail.
When you are deep below sea level in the ocean, the tremendous water pressure is enough to cause you serious damage. At 150 ft below sea level, you gain the Shaken condition. At 400 ft below sea level, you also gain the Sickened condition. For every hour you spend Sickened in this way, you must make a DC 16 END check, gaining Fatigue if you fail.
 
<nowiki>*</nowiki>Note that some lineages might be naturally adapted to surviving in such depths, and prolonged training can mitigate the worst of these conditions even if you are not naturally adapted to such environments.
 
''*Updated to Print 2''


Note that some [[lineages]] might be naturally adapted to surviving in such depths, and prolonged training can mitigate the worst of these conditions even if you are not naturally adapted to such environments.
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