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adventuring:wilderness_adventuring

Wilderness Adventuring

Sequence of Play Per Day

  1. Decide course: The players decide on their course of travel for the day.
  2. Losing direction: The referee determines whether the party gets lost.
  3. Wandering monsters: The referee makes checks as applicable.
  4. Description: The referee describes the terrain passed through and any sites of interest that the party comes across, asking players for their actions, as required. If monsters are encountered, follow the procedure described in Encounters.
  5. End of day: The referee updates time records, with special attention to rations, spell durations, and the party’s need to rest.

Distance and Measurement

The open spaces of the wilderness mean that characters and monsters can move more freely than in a dungeon.
Ranges and movement rates: Are measured in yards, instead of feet. For example, a spear (long range 60′) can be thrown up to 60 yards in the wilderness.
Areas: Of spell effects, breath weapons, etc. are still measured in feet.

Flying

Miles per day: The distance a creature can fly in a day is double the distance it can travel overland (see Overland Travel). For example, a creature with a movement rate of 120′ could travel 24 miles in a day overland, but could fly 48 miles in a day.
Terrain: Does not affect air travel.

Flying Mounts

In general, a winged beast can carry riders or other burdens based on its HD:

  • 3 HD creatures: Can carry a being about half the size of an adult human.
  • 6 HD creatures: Can carry an adult human.
  • 12 HD creatures: Can carry a large animal like a Horse.
  • 24 HD creatures: Can carry a very large animal like an Elephant.

Foraging

Foraging for herbs, fruits, nuts, etc. can be performed alongside normal movement (see Overland Travel). The party has a 1-in-6 chance per day of finding enough food for 1d6 human-sized beings.

Hunting

Hunting animals takes up a complete day, with no travelling or resting possible. When hunting, in addition to the normal chance of random encounters (see Wandering Monsters), there is a 1-in-6 chance of encountering animals. The referee should roll on the Animal column for the terrain type—see Wilderness Encounter Tables—and decide how much food any slain animals provide.

Losing Direction

When travelling with a reliable guide, following a trail or road, or heading towards an obvious landmark, there is no risk of getting lost. Otherwise, there is a chance of getting lost in the untracked wilds.
Frequency: The referee should roll at the start of each travel day to determine if the party becomes lost.
Chance: The probability depends on the terrain being traversed. See the Terrain Types table.
Effects: See Losing Direction.

Overland Travel

Miles per day: The number of miles a character can travel in a day is determined by dividing their base movement rate by five. For example, a character whose base movement rate is 120′ could travel up to 24 miles in a day.
Terrain modifiers: Some types of terrain reduce the speed at which characters can travel. See the Terrain Types table.
Roads and trails: A trail allows characters to travel at normal speed through any terrain, and a road at 1½ times normal speed (50% faster) through any terrain.

Travel Example

A party with a base movement rate of 90′ (18 miles a day) begins the day in grasslands. The party travels 6 miles to meet a road (cost: 6 miles—normal speed), follows the road for 9 miles (cost: 6 miles—50% faster than normal speed), then travels 3 miles through a swamp (cost: 6 miles—half normal speed), before setting camp.

Forced March

If characters need to travel further in a day, they can engage in a forced march.
Speed increase: The distance travelled is increased by 50%. For example, a character who can normally travel 24 miles in a day could travel 36 miles.
Rest: After a forced march, characters must rest for a full day.

Resting

Frequency of rest: After 6 days of travel, characters must rest for 1 day.
Penalty for not resting: A –1 penalty to attack and damage rolls is incurred until the characters rest for one full day.

Surprise

Surrounded: If a party is surprised by three or more monsters, the monsters may have moved to encircle the party.

Visibility

Characters can usually see for three miles around them, in open terrain. This range is sometimes reduced (e.g. in overgrown terrain such as a forest) or increased (e.g. looking out from the top of a mountain).

Wandering Monsters

Frequency: A check is typically rolled once per day (usually around noon or in the evening), but the referee may wish to make more checks: up to 3 or 4 per day.
Chance: The chance of encountering a wandering monster depends on the terrain being explored. See the Terrain Types table.
Distance: Wandering monsters are encountered 4d6 × 10 yards away. If either side is surprised (see Encounters), this is reduced to 1d4 × 10 yards.

Terrain Types

Terrain Enc. Chance Lost Chance Speed
Aerial 2-in-6 * Normal
Broken 2-in-6 2-in-6 2/3 normal
City 1-in-6 * Normal
Clear 1-in-6 1-in-6 Normal
Desert 2-in-6 3-in-6 2/3 normal
Forest 2-in-6 2-in-6 2/3 normal
Grasslands 1-in-6 1-in-6 Normal
Hills 2-in-6 2-in-6 2/3 normal
Jungle 3-in-6 3-in-6 1/2 normal
Mountains 3-in-6 2-in-6 1/2 normal
Swamp 3-in-6 3-in-6 1/2 normal

*: Referee’s judgement, based on weather conditions / city environment.

adventuring/wilderness_adventuring.txt · Last modified: by 127.0.0.1

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