Camping & Travel Tool
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Transcript of Camping & Travel Tool
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Forage
Take Watch Music
Stories
Beds
DrinksPrepare SpellsSharpenWeapons
Other
Cook Tend Mounts
Campfire
Simple Camping ToolEach player picks two.
Comfort 0: Long rest is impossible.Comfort 1: Long rest. Exhausted the next day. Only hp and no HD are restored.Comfort 2: Long rest, but fatigued the next day. Only HD restored.Comfort 3: Long rest as normal.Comfort 4+: Long rest with an extra HD for each comfort above 3. Any of these extra HD over your max are turned into a single-use +1 bonus.
Good beds: Kind on your back and your dreams. Comfort +1.
Campfire: Enough firewood to last all night. Comfort +1. Advantage on Visibility.
Cook: Warm food in your belly. Comfort +1. -1 ration and waterskin for each belly.
Stories: Tall tales make our spirits tall. Comfort +1. (+2 with actual tall tale/joke/story told)
Music: Songs and music warm the soul. Comfort +1. Wandering +1.
Drink: Serve up some booze; make anywhere feel like home. Comfort +1 and Awareness at
disadvantage for those that partake.Sharpen weapons: Ignore the first notch the
next day for up to three weapons.
Take watch: Stay awake, on guard for half the night..
Prepare Spells: As normal for your spellcasting.
Forage: Seek out food and water. Get food and water for 1d6 +WIS people.
Depends on the terrain and your tools.
Tend mounts: Take care of your mounts and vehicles or gain only half their bonus the next day.
Other: Spend 2 hours doing work of some sort: crafting, studying, or practicing.
Other Camping BonusesWandering monster or events have a 1 in 6 chance each half of the night.Visibility determines how easily the camp can be found.
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Marching Order
Foraging = Gather food and water while moving: half the amount youd
get normally foraging.
Sight range is 1 hex, telling you the terrain types and visible landmarks. 1 in 6 chance each hour: Navigator makes DC15 WIS or you get lost. Some terrain modifies the chances of getting lost. A map = -1 chance. If lost, DM secretly rolls to determine what direction you actually went. Get your bearings by sighting a landmark or trying to backtrack.Actions slow the whole group down but are led by one person.
Mounts/terrain modify your speed (x1.5, x0.5, ...). Vehicles/weather modify your travel hours. Non-drivers get one camping action.Each extra travel hour: DC10 CON save at disadvantage or gain an exhaustion level.Wandering monster/event rolls 1/ hr. Normally a 2 in 6 chance of some encounter.Entering a town, dungeon, etc costs one hour at a minimum.Mark a marching order below, possibly choosing roles like rear guard or navigator.
Tracking = Try to follow a specific foe or find a known secret using
Wisdom checks.
Other = Any other task you could do while walking but not while
running.
Simple Travel Tool
Hours Per Hex
1 2 3 4 5 6 7 8
Sneak
Other
Track
Scout
Navigate
Sight
Rest
X
Forage
Resting = Take small breaks,, otherwise make fatigue checks
each hour at disadvantage.
Navigating = Keep on track towards your destination. -1 getting lost chance. Can also draw a map.
Sneaking = -1 wandering monsters, make stealth checks, and avoid
leaving tracks.
Sighting = Increase sight range by one hex, get advanced warning for
hazards/weather, and find landmarks.
Scouting = Get fore-warning on wandering encounters, meaning active perception versus passive.
Travel Hours Remaining
Speed- Cover a distance of 1/( # of travel actions) hexes
each hour.
Always used
Travel Actions