rules:wilderness_exploration_anthology

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rules:wilderness_exploration_anthology [2025/01/03 07:03] rorules:wilderness_exploration_anthology [2025/01/03 07:24] (current) ro
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 ==== Blessing of Cyrune (aka “Fast Travel”) ==== ==== 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 be valid destinations.+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. 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.
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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 ====
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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.
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