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23:07, 19th May 2024 (GMT+0)

Travelling and Surviving the Night.

Posted by SystemFor group 0
System
Sun 21 Apr 2024
at 14:14
  • msg #1

Travelling and Surviving the Night

These are the rules for journeys.
System
Sun 21 Apr 2024
at 14:17
  • msg #2

Travelling

Journeys proceed in Shifts. There are four Shifts in a day: morning, day, evening, and night. As a rule, the player characters can hike roughly 15 kilometers per Shift on foot or roughly 30 kilometers on animal back (15 kilometer on animal back in wild or dark Davokar). Difficult terrain might slow them down.

The player characters can normally walk or ride for a maximum of two Shifts per day, including a few short breaks. If they make a long stop, the distance they cover is reduced.

Forced March: A player character can walk or ride for a third Shift during the same day, but becomes Exhausted in the process. An already Exhausted character cannot travel a third Shift, and no one can ever travel more than three Shifts in a single day.

PATHFINDERS
Player characters who follow a road or clear path are not at risk of getting lost, but such luxuries are rarely available. When they are out in the wilderness, navigation is more difficult, and all sorts of mishaps can occur. When traveling through pathless terrain, the player characters must appoint a pathfinder who leads the way for the group. This person must make a BUSHCRAFT roll every Shift to find their way. If the rolls fail, you become lost. Rolls for journeys in wild or dark Davokar gets a bane.

Rolling a demon: On a demon, the group suffers a mishap
Rolling a Dragon: A pathfinder who rolls a Dragon finds a shortcut – the distance covered this Shift is doubled.
Difficult Terrain: If the terrain is particularly difficult, a bane is added to the BUSHCRAFT roll.

BECOMING LOST
The woods are a Labyrinth. Larger than anything the mortals have constructed; it offers no reason nor sense of direction. To enter into it is to be at its mercy. Pray your wits are strong enough…

Straying away from a marked trail or destination presents a danger. While an experienced navigator may be able to find their way without trail or marking, one misstep is all it takes to become a victim of the arbor maze.

The amount of time you are lost is dependent on how treacherous an environment you are traveling in. Small copses and hillside forests are much easier to navigate than body-snatching mire.

REGAINING BEARINGS
When the characters finally find themselves unlost they wind up in a random location of the GM’s choice. A good map, a compass, or a known location adds a boon to the BUSCHCRAFT roll.

Bright Davokar: 1d4 Shifts
Wild Davokar: 1d4 Days
Dark Davokar: 1d4 Weeks
System
Sun 21 Apr 2024
at 14:18
  • msg #3

Surviving the Night

When travelling the hostile depths of the wilds one must come prepared not just with blade and resolve, but supplies and a plan. The truth is the greatest killer of the Wilds is not some corrupted beast, but instead the “three dangers” of wilderness survival: starvation, dehydration, and exposure. Without the proper supplies and equipment, even a hardy team of experienced rangers will find themselves broken and starved within a week.

There are three essentials needed when exploring the Wilds: Food, water and shelter. Even without just one of these, travelers will find themselves slowly falling prey to their basic animal needs. All are necessary to ensure survival into the darkened forests of the Wild.

MAKING CAMP
The player characters need to sleep at least one Shift per day to avoid sleep deprivation. Out in the wilderness, each player character must make a BUSHCRAFT roll to find a suitable resting place. Anyone without a sleeping fur gets a bane on the roll. If it fails, the Shift does not count as sleep, nor can it be used as a Shift rest (page 52).

SLEEP DEPRIVATION:
You need at least one Shift of uninterrupted sleep every day. You cannot sleep in armor. After three Shifts without sleep you can no longer heal WP or conditions. You heal HP as usual. You also lose D6 WP each Shift you remain awake. If you reach zero WP while suffering from sleep deprivation, you collapse and sleep for at least one Shift, and cannot be woken. Once you have slept at least one Shift, you can heal WP and conditions normally again.


Tent: A tent grants a boon when making camp, and a successful roll allows multiple people to sleep in the tent without making their own BUSHCRAFT rolls. A small tent can accommodate two people and a large one has room for six. If the person setting up the tent fails, other player characters can roll separately for the same Shift.

COLD:
When the cold is bitter and you do not have enough shelter, you must roll BUSHCRAFT regularly. You usually roll once per Shift, but in extreme cold you may have to roll every Stretch or even every round. If you don’t have a blanket, you get a bane to the roll, while a fur gives you a boon.

On failure you lose D6 HP and D6 WP, and can no longer heal these or conditions except through magic. You must then keep making rolls to withstand the cold, with the same effect if you fail. If you reach zero HP while cold, you die when it is time for the next roll. Only when you get warm, if only by a campfire, can you stop making rolls and heal normally again.


FOOD AND WATER IN THE WILDERNESS
Out in the wilds a player character can spend a Shift finding water, hunting, fishing, or foraging for edible plants. The character cannot make any progress on the journey during such a Shift.

HUNGER:
You must eat at least one ration of food per day. After three days without food you become famished and cannot heal HP, WP, or conditions except through magic. You also take one point of damage per day that you dont’t eat. If you reach zero HP while famished, you die from starvation after one day. Once you have eaten a ration of food you are no longer famished and can heal normally again.


Hunting: Hunting requires a ranged weapon or a hunting trap. The hunter makes a HUNTING & FISHING roll to track down and kill an animal. If it succeeds, the hunter procures 1d4 rations of food or d6 rations with a trap.

Foraging: The player character makes a BUSHCRAFT roll – with a bane in winter and a boon in the fall. On a success, the forager finds D3 food rations worth of edible mushrooms, roots, and other plants.

Cooking: Anyone eating raw fish or meat is at risk of falling ill – roll against Virulence 10. Plants can be eaten raw without risk, but it takes two rations of raw plants to cover the daily need of food. Cooking up to ten rations of food takes one Shift and requires a successful BUSHCRAFT roll. On a failure, the food counts as uncooked. A field kitchen gives a boon to the roll. The same goes for a proper kitchen, and there you can also cook as much food as you want. See the Master Chef heroic ability.

Finding water: The player makes a BUSCHCRAFT roll to find drinkable water. If it succeeds, the hunter fills any container they carry with them.

THIRST:
You must drink at least one ration of water per day. After one day without water you become dehydrated and cannot heal HP, WP, or conditions except through magic. You also take one point of damage per day that you don’t drink. If you reach zero HP while dehydrated, you die from dehydration after one day. Once you have drunk a ration of water you are no longer dehydrated and can heal normally again.

This message was last edited by the GM at 15:45, Sun 21 Apr.
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