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| + | ====== Wilderness Exploration ====== | ||
| + | |||
| + | ===== Quick Reference ===== | ||
| + | |||
| + | - At the start of each day, Dungeon Master consults the Random Encounter Table for the current map region | ||
| + | - If there are random encounters or events, roll a d3 for each to determine the bell when each occurs. | ||
| + | - Dungeon Master may optionally roll for weather. | ||
| + | - At the start of each bell, the **spotlight player** | ||
| + | - **Navigate** | ||
| + | - **Travel** | ||
| + | - **Explore** | ||
| + | - Stop for **[[: | ||
| + | - **Camp** | ||
| + | - **Suspend **exploration | ||
| + | - Track if the current bell is first, second, or third. | ||
| + | - Performing any activity other than **Camp** | ||
| + | - On the second bell, decrease food for the day. | ||
| + | |||
| + | ===== Exploration ===== | ||
| + | |||
| + | ==== The Map ==== | ||
| + | |||
| + | There is a large map of the Ohm Basin visible in the Foundry divided into hexes. Each hex represents an area approximately 3 miles (5 kilometers) across.While the current map offers some information on the Ohm Basin' | ||
| + | |||
| + | ==== Gear ==== | ||
| + | |||
| + | Parties traveling through the wilderness are assumed to possess a fair amount of gear. The rules assume a character has a bedroll, a tent during rainy days, supplies for making fire, and appropriate clothing for the terrain. Realistically, | ||
| + | |||
| + | ==== Pack Animals ==== | ||
| + | |||
| + | Pack animals typically may only travel through flat terrain or terrain with trails, roads, or highways. A typical horse eats 25 pounds of hay per day, so parties typically rely on **grazing **during **downtime **to feed pack animals. Parties with more packs animals than characters also require additional care. \\ A party with a large number of pack animals, or a party with any pack animals in non-flat or trackless terrain must make a **Handle Animal **check when attempting to **travel**, **explore**, | ||
| + | |||
| + | ==== Blessing of Cyrune (aka “Fast Travel”) ==== | ||
| + | |||
| + | By making a special offering and heartfelt prayers to Cyrune, a party may pay gold equal to the summed level of each character in the party per hex to safely travel to a previously visited site without any encounters or the usual wilderness travel rules. Cyrune’s blessing only works when specifying a **site **as the destination. For example, “the edge Mirkwood” would not be a valid destination, | ||
| + | |||
| + | The Blessing of Cyrune never removes carrying capacity limits. Mortals seeking to maximize every last pound of their capacity by taking advantage of Cyrune’s blessing had best familiarize themselves with the ancient tales of hubris. | ||
| + | |||
| + | ==== Terminology ==== | ||
| + | |||
| + | === Average Encounter Level (AEL) === | ||
| + | |||
| + | The map is divided into regions, each of which has its own Average Encounter Level (AEL). AEL is used to assign DCs and XP rewards for various activities in the region. | ||
| + | |||
| + | Expeditions solely for the purpose of mapping, exploring, or other overland activities are generally treated as having an ECL equal to the AEL of the destination region. That being said, ECL restrictions tend to be more lax for mapping expeditions. | ||
| + | |||
| + | === Bell === | ||
| + | |||
| + | During wilderness exploration, | ||
| + | |||
| + | === Hex === | ||
| + | |||
| + | The map is divided into hexes, each representing an area about 3 miles (5 kilometers) across. Every hex has an exploration DC based on the AEL of the region it is located in. | ||
| + | |||
| + | === Navigator === | ||
| + | |||
| + | The **Navigator** | ||
| + | |||
| + | === Spotlight Player === | ||
| + | |||
| + | The **spotlight player** | ||
| + | |||
| + | ===== The Adventuring Day ===== | ||
| + | |||
| + | An adventuring day is 3 bells long: morning, afternoon*, and night< | ||
| + | |||
| + | The party can perform one Wilderness Action each bell. | ||
| + | |||
| + | At the start of a day, the spotlight player may decides which actions the party will take. If the spotlight player' | ||
| + | |||
| + | *//Rations are always decreased at the beginning of the afternoon bell (even if you eat in the morning or at night).// \\ < | ||
| + | |||
| + | ==== Overexertion ==== | ||
| + | |||
| + | Traveling without rest can be dangerous. If you explore, navigate, or travel more than once before camping, you will incur forced march penalties. | ||
| + | |||
| + | If the party did not camp the day before, everyone becomes exhausted at morning bell. If the party goes two days without camping, they must make a DC 20 will or fortitude save at the start of every bell or fall unconcious for 2d12 hours. On a successful save, the DC increases by 5. Players who fail the save cannot be woken up for the first half of their unconciousness. | ||
| + | |||
| + | ==== Routines ==== | ||
| + | |||
| + | Planning out each day individually can be very tedious and time consuming; most parties choose to follow a routine instead. Routines are set actions the party takes every day while on an expedition. The party may end their routine at any time. | ||
| + | |||
| + | Any set of wilderness actions can be made into a routine. A few common routines are outlined below | ||
| + | |||
| + | === Journey === | ||
| + | |||
| + | //Navigate towards a set destination// | ||
| + | |||
| + | **// | ||
| + | === Cartography Crawl === | ||
| + | |||
| + | //A routine for mapping hexes// | ||
| + | |||
| + | **// | ||
| + | === Dedicated Search === | ||
| + | |||
| + | //Look for a person or point of interest// | ||
| + | |||
| + | **// | ||
| + | ===== Wilderness Actions ===== | ||
| + | |||
| + | Wilderness actions are taken while traveling through the Ohm Basin. All wilderness actions take 1 bell unless otherwise stated. | ||
| + | |||
| + | ==== Camp ==== | ||
| + | |||
| + | The party may camp to rest and gain the benefits of a full night’s sleep. | ||
| + | |||
| + | Assuming the party has proper gear and the weather is not inclement, no checks are needed to camp. | ||
| + | |||
| + | ==== Downtime ==== | ||
| + | |||
| + | During **downtime**, | ||
| + | |||
| + | Any pack animals that travel with the party may **graze ** during downtime. For more rugged terrain types, a character may be required to pass additional checks to help the animals graze, such as a Survival Check to find suitable grazing terrain or a Handle Animal check to guide the animals there. | ||
| + | |||
| + | ==== Explore ==== | ||
| + | |||
| + | The party may take time to thoroughly **explore** | ||
| + | |||
| + | Navigators receive a +2 circumstance bonus to navigation checks while exploring in mapped hexes. | ||
| + | |||
| + | //Note: If you **explore**, | ||
| + | |||
| + | ==== Navigate ==== | ||
| + | |||
| + | The party can take the navigate action to travel through unmapped hexes. The **navigator** | ||
| + | |||
| + | On a failed navigation check, the party becomes badly lost and does not make progress for the day. A failed navigation attempt takes 2 bells, and each party member must make a fortitude save against the hex's Exploration DC or face exhaustion. | ||
| + | |||
| + | //Note: If you **explore**, | ||
| + | |||
| + | ==== Travel ==== | ||
| + | |||
| + | **Travel** | ||
| + | |||
| + | //Note: If you **explore**, | ||
| + | |||
| + | ==== Suspend Exploration ==== | ||
| + | |||
| + | Players may decide to suspend the wilderness exploration rules to perform any miscellaneous tasks, or to perform actions that are not covered by the wilderness exploration rules (for example, to spend exactly four hours traveling). | ||
| + | |||
| + | ===== Downtime Actions ===== | ||
| + | |||
| + | Party members may engage in various actions during downtime. Each player may only take one action per downtime session. | ||
| + | |||
| + | Players may assist each other with downtime actions. Everyone participating in the action rolls independently. Use the highest roll to determine the check result, adding a +2 for each person who rolls above 15. Assisting another player takes up a downtime action. | ||
| + | |||
| + | ==== Cook ==== | ||
| + | |||
| + | //For full cooking rules, see the [[: | ||
| + | |||
| + | You can prepare food for your party by making a cooking check using either Profession (Chef) or Craft (Cooking). Cooking a meal requires cooking equipment worth at least 5gp and consumes oils and spices worth 10gp. Attempting to prepare a meal without proper tools imposes a -8 penalty on the check. Cooking without oils and spices imposes an additional -8 penalty. | ||
| + | |||
| + | Party members gain temporary hp based on your cooking check result. All party members gain the same amount of temporary hp, which is rolled by the chef. Any temporary hit points gained from eating a cooked meal disappear after 24 hours. | ||
| + | |||
| + | ^ Check Result | ||
| + | | 10 | 1d4+1 | | ||
| + | | 15 | 1d6+1 | | ||
| + | | 20 | 1d8+2 | | ||
| + | | 25 | 1d10+2 | ||
| + | | 30 | 1d12+3 | ||
| + | |||
| + | // | ||
| + | |||
| + | * If you have 5 or more ranks in a culinary Knowledge or Profession skill other than Profession (Cooking), you gain a +2 bonus to cooking checks. | ||
| + | * If you have 5 or more ranks in Survival, you do not take penalties when cooking without proper equipment. | ||
| + | |||
| + | ==== Craft Alchemical Items ==== | ||
| + | |||
| + | //Important Note: Crafting progress is made in sp while traveling because you are crafting by the day, not by the week.// \\ //For helpful charts, see the [[: | ||
| + | |||
| + | You may attempt to craft an alchemical item during downtime. You must have alchemical crafting tools worth at least 200gp to craft while traveling, and may not take 10 on your craft alchemy checks. \\ If you do not finish crafting the item before traveling again, you lose all progress and materials spent in the crafting attempt. | ||
| + | |||
| + | You may only craft one type of item each downtime, but you can craft up to 5 of that item if you roll high enough on your craft (alchemy) check. | ||
| + | |||
| + | ==== Forage ==== | ||
| + | |||
| + | Make a survival check. If your check result meets the hex's exploration DC, you acquire 1d4 rations. For every 5 you exceed the DC, you acquire an additional d4 rations. | ||
| + | |||
| + | // | ||
| + | |||
| + | * If you have 5 or more ranks in Craft (Alchemy), you get a +2 bonus on Survival checks to forage. | ||
| + | * If you have 5 or more ranks in Knowledge (Nature), you get a +2 bonus on Survival checks to forage. | ||
| + | |||
| + | ==== Fortify Camp ==== | ||
| + | |||
| + | You can fortify camp using a Craft (Carpentry), | ||
| + | |||
| + | If your check result exceeds the DC by 5 or more, when an enemy is detected by the person on watch, party members can position themselves anywhere within the camp before initiative starts. | ||
| + | |||
| + | ==== Hunt ==== | ||
| + | |||
| + | Make a survival check. If your check result meets the hexs exploration DC, you acquire 1d8 rations. For every 5 you exceed the DC, you acquire an additional d8 rations. | ||
| + | |||
| + | Without the track feat (or the assistance of someone with the track feat), you take a -8 penalty on Survival checks made to hunt. | ||
| + | |||
| + | // | ||
| + | |||
| + | * If you have 5 or more ranks in Craft (Trapmaking), | ||
| + | * If you have 5 or more ranks in Knowledge (Nature), you get a +2 bonus on Survival checks to hunt. | ||
| + | * If you have 5 or more ranks in Move silently, you get a +2 bonus on Survival checks to hunt. | ||
| + | |||
| + | ==== Map ==== | ||
| + | |||
| + | A hex that has been [[: | ||
| + | |||
| + | If the party' | ||
| + | |||
| + | ==== Rest ==== | ||
| + | |||
| + | You can spend all of downtime resting. You recover a number of hit points equal to your constitution modifier (minimum 1) and heal one point of ability damage in addition to the normal benefits of resting. | ||
| + | |||
| + | If you are exhausted, you become fatigued after resting. If you are fatigued, resting removes the condition. | ||
| + | |||
| + | ==== Seek ==== | ||
| + | |||
| + | While wandering the wilderness, you may attempt to find a nearby traveler. There is a 50% chance no one is in the area, resulting in an automatic failure. \\ Make a seek check using search, spot, listen, or gather information against the hex's Exploration DC. If you succeed, roll on the social encounters table. For every 10 you exceed the DC by, roll an additional social encoutner. | ||
| + | |||
| + | You may also **seek** | ||
| + | |||
| + | If the party explored the hex you are seeking in within the last 2 bells, you get a +4 bonus to your seek check. | ||
| + | |||
| + | If you fail a seek check by 5 or more, roll an environmental encounter. If you roll a natural 1 or fail by 10 or more, roll a combat encounter. There is a 10% chance your party is close enough to help you. | ||
| + | |||
| + | ===== Reference ===== | ||
| + | |||
| + | ==== Cooking ==== | ||
| + | |||
| + | You can prepare food for your party by making a cooking check using either Profession (Chef) or Craft (Cooking). Cooking a meal requires cooking equipment worth at least 5gp and consumes oils and spices worth 10gp. Attempting to prepare a meal without proper tools imposes a -8 penalty on the check. Cooking without oils and spices imposes an additional -8 penalty. | ||
| + | |||
| + | Party members gain temporary hp based on your check result. All party members gain the same amount of temporary hp, which is rolled by the chef. Any temporary hit points gained from eating a cooked meal disappear after 24 hours. | ||
| + | |||
| + | ^ Check Result | ||
| + | | 10 | 1d4+1 | | ||
| + | | 15 | 1d6+1 | | ||
| + | | 20 | 1d8+2 | | ||
| + | | 25 | 1d10+2 | ||
| + | | 30 | 1d12+3 | ||
| + | |||
| + | === High Quality Ingredients === | ||
| + | |||
| + | You can increase the number of temporary hit points gained from your meal by using high quality ingredients. Similarly, pairing your meal with fine wine or good ale can bolster its effects. Any ingredients or alcohol served with the meal is consumed upon use. | ||
| + | |||
| + | __// | ||
| + | |||
| + | ^ Ingredient | ||
| + | | High Quality Spices* | ||
| + | | Refined Cooking Oils* | 50gp / 100gp / 200gp | 1 / 1d3 / 1d4+1 | | ||
| + | | Ale< | ||
| + | | Wine< | ||
| + | | Spirits< | ||
| + | | Foraged Vegetables | ||
| + | | Hunted Game | — | 1d3 | | ||
| + | |||
| + | //*You do not need to expend 10gp of oils and spices when using high quality versions of the ingredients// | ||
| + | |||
| + | // | ||
| + | |||
| + | * If you have 5 or more ranks in a culinary Knowledge or Profession skill other than Profession (Cooking), you gain a +2 bonus to cooking checks. | ||
| + | * If you have 5 or more ranks in Survival, you do not take penalties when cooking without proper equipment. | ||
| + | |||
| + | ==== Alchemical Item Crafting Charts ==== | ||
| + | |||
| + | These charts show the minimum Craft (Alchemy) check required to craft items during downtime. | ||
| + | |||
| + | === Alchemical Items === | ||
| + | |||
| + | ^Item^ | ||
| + | | ^ (Per Item) ^ (Base / +10) ^ Craft 1 ^ Craft 2 ^ Craft 3 ^ Craft 4 ^ Craft 5 | | ||
| + | |Acid Flask| | ||
| + | |Alchemist' | ||
| + | |Antitoxin| | ||
| + | |Smokestick| | ||
| + | |Sunrod| | ||
| + | |Tanglefoot Bag| 17gp | 25 / 35 | 25 / 35 | 40 / 35 | 60 / 43 | — | — | | ||
| + | |Thunderstone| | ||
| + | |Tindertwig| | ||
| + | |||
| + | === Alchemical Capsules === | ||
| + | |||
| + | ^Item^ | ||
| + | | ^ (Per Item) ^ (Base / +10) ^ Craft 1 ^ Craft 2 ^ Craft 3 ^ Craft 4 ^ Craft 5 | | ||
| + | |Antitoxin Capsule| | ||
| + | |Ironman Capsule| | ||
| + | |Leap Capsule| | ||
| + | |Stability Capsule| | ||
| + | |Strongarm Capsule| | ||
| + | |Swiftstride Capsule| | ||
| + | |||
| + | === Alchemical Weapon Capsules === | ||
| + | |||
| + | ^Item^ | ||
| + | | ^ (Per Item) ^ (Base / +10) ^ Craft 1 ^ Craft 2 ^ Craft 3 ^ Craft 4 ^ Craft 5 | | ||
| + | |Ghostblight Capsule| | ||
| + | |Quickflame Capsule| | ||
| + | |Quickfrost Capsule| | ||
| + | |Quickspark Capsule| | ||
| + | |Quicksilver Capsule| | ||
| + | |||