Journey System

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drpete
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Journey System

#1 Post by drpete »

Journeys
  • Players assign tasks and plan route.
  • Loremaster determines Peril Rating of the journey
  • The Guide makes an Embarkation Roll: the Guide’s Survival proficiency bonus + half their Wisdom bonus - the Peril Rating.
  • The Loremaster either relays the result, or optionally hints at it.
  • Determine the number of Journey Events:
    • Short Journey (1-15 hexes on the Loremaster’s Map): 1d2 for number of challenges.
    • Medium Journey (16-40 hexes on the Loremaster’s Map): 1d2+1 for number of challenges.
    • Long Journey (41+ hexes on the Loremaster’s Map): 1d3+2 for number of challenges.
  • Journey events are created by rolling a d12, potentially modified by the Embarkation result.
  • Events are played through, noting down any mechanical results for reference.
  • Arrival roll is made, results are applied.

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drpete
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Re: Journey System

#2 Post by drpete »

The tasks divided between the company are as follows:
  • Guide - In charge of all decisions concerning route, rest, and supplies. Guides rely on Wisdom and Survival proficiency.
  • Scout - In charge of setting up camp, opening new trails. Scouts rely on Stealth and Investigation.
  • Hunter - In charge of finding food in the wild. Hunters rely on success with Survival checks.
  • Look-out - In charge of keeping watch. Look-outs rely on their abilities in Perception.
Each character may take only one role.
Guide is a single character. Other roles may be performed by multiple characters... one making the roll, the other(s) helping.

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drpete
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Re: Journey System

#3 Post by drpete »

A significant part of this system is a modification to resting rules...

A short rest is unchanged.
A long rest requires 8 hours and three things:
  • Safety from the threat of attack
  • Comfort
  • Tranquility
These are hard to come by in the wilderness, so characters are likely to accumulate exhaustion, and run out of resources as they travel. Very long journeys are, potentially, very debilitating or dangerous.

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drpete
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Re: Journey System

#4 Post by drpete »

Abilities which give a character a significant bonus in the wilderness translate into bonuses on journeys:

A ranger's natural explorer ability allows the ranger to add +2 to rolls if acting as the hunter, or -2 to the peril rating if acting as the guide.

Cartographer's tools skill lets you add half your int bonus to guide rolls. Having maps will reduce the peril rating of the journey.

Hunting animals can provide help to a hunters for hunts. Pack animals allow one to ignore the first exhaustion condition on a journey. Animals may require animal handling rolls to help them past obstacles, or encourage them to go into scary places.

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