Monday, June 29, 2015

Streamlined Wilderness Travel

This house rule for streamlined wilderness travel consists of one set of rolls to get from point A to point B.  The DM might consider breaking up a very large journey into several of these rolls, if different terrains will be traversed.  I'm not going to bother with variable travel speeds for these streamlined rules.  Again, the inspiration here is from Dungeon World.

When undertaking a wilderness journey, each PC in the group must take on one of the following roles.  Make one set of rolls for the entire journey, and have everyone mark off rations consumed.

Navigator Role
WIS(Survival) Check, DC determined by terrain (DMG page 112).  Failure indicates that the party becomes lost roughly half way to the destination.  Mark off rations for half the length of the trip (rounding up), plus one additional ration.  Then make another set of rolls for the remaining trip.  Consecutive failures could mean the PCs wind up somewhere other than they intended!

Scout Role
WIS(Perception) Check.  Success indicates that the party gains the drop on any encountered threat.

Forager Role
WIS(Survival) Check (DMG page 111).

Tracker Role
WIS(Survival) (DMG page 244).

Random Encounters
If any of the dice come up equal or less than the total number of days in they journey, a wilderness threat is encountered along the way.  This nicely factors in a greater chance of a random encounter for larger wilderness parties.  After all, the more people traipsing trough the forest, the easier for the owlbears to hear them, no?


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