rules:wilderness_exploration_anthology

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rules:wilderness_exploration_anthology [2025/01/03 06:43] – rorules:wilderness_exploration_anthology [2025/01/03 07:24] (current) – ro
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       - **Travel**  through a mapped region       - **Travel**  through a mapped region
       - **Explore**  the nearby area       - **Explore**  the nearby area
-      - Stop for **[[rules:wilderness_exploration_anthology#downtime_actions|Downtime]]**+      - Stop for **[[:rules:wilderness_exploration_anthology#downtime_actions|Downtime]]**
       - **Camp**  for the night       - **Camp**  for the night
-      - **Seek**  out a fellow traveler 
       - **Suspend **exploration       - **Suspend **exploration
   - Track if the current bell is first, second, or third.   - Track if the current bell is first, second, or third.
       - Performing any activity other than **Camp**  on the third bell may incur penalties for fatigue/exhaustion and lack of light.       - Performing any activity other than **Camp**  on the third bell may incur penalties for fatigue/exhaustion and lack of light.
       - On the second bell, decrease food for the day.       - On the second bell, decrease food for the day.
 +
 ===== Exploration ===== ===== Exploration =====
  
 ==== The Map ==== ==== 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's geography, it is far from complete. The map shows the hexes surrounding town, as well as any that have been successfully added by adventuring parties. Players can [[rules:wilderness_exploration_anthology#mapping|add hexes to the map]] during [[rules:wilderness_exploration_anthology#downtime_actions|downtime]] while exploring.+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's geography, it is far from complete. The map shows the hexes surrounding town, as well as any that have been successfully added by adventuring parties. Players can [[:rules:wilderness_exploration_anthology#mapping|add hexes to the map]] during [[:rules:wilderness_exploration_anthology#downtime_actions|downtime]] while exploring. 
 + 
 +==== 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, gear may wear out when traveling for 8 hours a day: shoes wear through, clothes, bedrolls, and tents need to be mended, trail rations go bad unexpectedly, straps break on backpacks, and so on. Rather than tracking supplies down to the individual thimble, parties and Dungeon Masters may agree to an **abstract gear rating**  for the party. Each player adds an item of weight X to their character sheet (which may be shared or shifted to pack animals) and the party records a **party gear rating**, which typically starts at 5. Parties may spend gold when setting out to begin the session with a larger gear rating, which represents paying to have equipment mended and maintained. \\ During certain events, parties may be asked to roll a gear check to test the quality of gear on hand. On a failure, the gear rating decreases by 1. Parties with a gear rating of 1 or less must make fortitude saves against fatigue/exhaustion each day when making **camp**. 
 + 
 +==== 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**, or **search**. Consult the **Pack Animals Exploration DC**  table to the relevant DC. Failure to pass the Handle Animal Check results in either abandonment of the pack animal or stopping the chosen party action. \\ Certain pack animals have Extraordinary Abilities relevant to exploration not listed in the Bestiaries. For example, goats may forage in any terrain and pass through hills or mountains without additional checks or DCs. 
 + 
 +==== 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, but “Barrow’s Maw” or “the entrance to the Stairs of Doom” would. 
 + 
 +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 ==== ==== Terminology ====
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 ==== Downtime ==== ==== Downtime ====
  
-During **downtime**, party members may individually choose from a variety of actions. See [[rules:wilderness_exploration_anthology#downtime_actions|Downtime Actions]] for further details.+During **downtime**, party members may individually choose from a variety of actions. See [[:rules:wilderness_exploration_anthology#downtime_actions|Downtime Actions]] for further details.
  
 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. 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.
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 ===== Downtime Actions ===== ===== Downtime Actions =====
  
-Players may engage in various actions during downtime. Each player may only engage in one action during a downtime session.+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 participanting in the action rolls independantly. 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.+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 ==== ==== Cook ====
-//For full cooking rules, see the [[rules:wilderness_exploration_anthology#downtime_actions|Cooking Reference]]//+ 
 +//For full cooking rules, see the [[:rules:wilderness_exploration_anthology#downtime_actions|Cooking Reference]]//
  
 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. 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.
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 ==== Craft Alchemical Items ==== ==== 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 [[rules:wilderness_exploration_anthology#alchemical_item_crafting_charts|Alchemical Crafting Reference]]//+//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 [[:rules:wilderness_exploration_anthology#alchemical_item_crafting_charts|Alchemical Crafting Reference]]//
  
 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 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.
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 ==== Map ==== ==== Map ====
  
-A hex that has been [[rules:wilderness_exploration_anthology#explore|explored]] can be added to the map with a successful Craft (Map), Knowledge (Geography), or Profession (Cartographer) check against the hex's exploration DC. Mapping a hex awards the party with 100*AEL XP divided evenly among its members after returning from the expedition, and the hex is revealed on the official map.+A hex that has been [[:rules:wilderness_exploration_anthology#explore|explored]] can be added to the map with a successful Craft (Map), Knowledge (Geography), or Profession (Cartographer) check against the hex's exploration DC. Mapping a hex awards the party with 100*AEL XP divided evenly among its members after returning from the expedition, and the hex is revealed on the official map.
  
 If the party's navigator failed their navigation check to explore the hex, the cartographer receives a -12 penalty to their mapping check. If the party's navigator failed their navigation check to explore the hex, the cartographer receives a -12 penalty to their mapping check.
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 You may also **seek**  a specific person or point of interest you have previously encountered in the region. Seeking in this way has no chance of automatic failure. If you succeed on a seek check against the hex's Exploration DC, roll on the relevant random encounter table. While seeking in this way, ignore any rolled encounters except the one you are looking for. If you do not roll the result you are seeking, double the number of encounters rolled on your next successful seek check (1 for the first success, 2 for the second, 4 for the third, 8 for the fourth, etc). This bonus resets if you return to town or roll the encounter. You may also **seek**  a specific person or point of interest you have previously encountered in the region. Seeking in this way has no chance of automatic failure. If you succeed on a seek check against the hex's Exploration DC, roll on the relevant random encounter table. While seeking in this way, ignore any rolled encounters except the one you are looking for. If you do not roll the result you are seeking, double the number of encounters rolled on your next successful seek check (1 for the first success, 2 for the second, 4 for the third, 8 for the fourth, etc). This bonus resets if you return to town or roll the encounter.
 +
 +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. 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.
  
-===== Travel Essentials ===== +===== Reference =====
- +
-==== 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**, or **search**. Consult the **Pack Animals Exploration DC**  table to the relevant DC. Failure to pass the Handle Animal Check results in either abandonment of the pack animal or stopping the chosen party action. \\ Certain pack animals have Extraordinary Abilities relevant to exploration not listed in the Bestiaries. For example, goats may forage in any terrain and pass through hills or mountains without additional checks or DCs. +
- +
-==== 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, gear may wear out when traveling for 8 hours a day: shoes wear through, clothes, bedrolls, and tents need to be mended, trail rations go bad unexpectedly, straps break on backpacks, and so on. Rather than tracking supplies down to the individual thimble, parties and Dungeon Masters may agree to an **abstract gear rating**  for the party. Each player adds an item of weight X to their character sheet (which may be shared or shifted to pack animals) and the party records a **party gear rating**, which typically starts at 5. Parties may spend gold when setting out to begin the session with a larger gear rating, which represents paying to have equipment mended and maintained. \\ During certain events, parties may be asked to roll a gear check to test the quality of gear on hand. On a failure, the gear rating decreases by 1. Parties with a gear rating of 1 or less must make fortitude saves against fatigue/exhaustion each day when making **camp**. +
- +
-===== 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. +
- +
-Note that Cyrune’s blessing only works when specifying a **site **as the destination. For example, “the edge Mirkwood” would not be a valid destination, but “Barrow’s Maw” or “the entrance to the Stairs of Doom” would be valid destinations. +
- +
-Cyrune’s Blessing 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. +
- +
-===== Reference ======+
  
 ==== Cooking ==== ==== Cooking ====
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 |  25  |  1d10+2  | |  25  |  1d10+2  |
 |  30  |  1d12+3  | |  30  |  1d12+3  |
- 
  
 === High Quality Ingredients === === High Quality Ingredients ===
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   * If you have 5 or more ranks in Survival, you do not take penalties when cooking without proper equipment.   * If you have 5 or more ranks in Survival, you do not take penalties when cooking without proper equipment.
  
-==== Alchemical Item Crafting Charts====+==== Alchemical Item Crafting Charts ====
  
-These charts show the minimum Craft (Alchemy) check required to craft items during downtime.  +These charts show the minimum Craft (Alchemy) check required to craft items during downtime.
  
 === Alchemical Items === === Alchemical Items ===
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 |Quickspark Capsule|  9gp  |  25 / 35  |  —  |  25 / 35  |  30 / 35  |  40 / 35  |  50 / 36  | |Quickspark Capsule|  9gp  |  25 / 35  |  —  |  25 / 35  |  30 / 35  |  40 / 35  |  50 / 36  |
 |Quicksilver Capsule|  17gp  |  30 / 40  |  30 / 40  |  34 / 40  |  50 / 40  |  67 / 50  |  —  | |Quicksilver Capsule|  17gp  |  30 / 40  |  30 / 40  |  34 / 40  |  50 / 40  |  67 / 50  |  —  |
 +
 +
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  • Last modified: 2025/01/03 06:43
  • by ro