These rules are from my upcoming Cairn hack, Lovi, and are designed for simple hex-based travel.
Time
The day is split into three watches: morning, day, and night. One watch must be spent resting to avoid fatigue.
Weather
Roll d6 daily on the table below to determine weather. "Extreme" can either be a seasonal phenomenon (blizzard, monsoon, heat wave, etc.) or something more magical, like the sun forgetting to rise or a wind that bites off your nose.
| d6 | Spring | Summer | Autumn | Winter |
|---|---|---|---|---|
| 1 | Calm | Calm | Calm | Calm |
| 2 | Windy | Calm | Windy | Calm |
| 3 | Windy | Windy | Windy | Windy |
| 4 | Windy | Rainy | Rainy | Rainy |
| 5 | Rainy & Windy |
Rainy & Windy |
Rainy & Windy |
Rainy & Windy |
| 6 | Extreme | Extreme | Extreme | Extreme |
Player Actions
Each player may choose an action to do during each watch. An action might be moving, resting, gathering food or other resources, maintaining gear, surveying your surroundings, etc.
Only one player has to move in order for the whole party to move, but some actions might not be possible if the party is moving. For example, you might not be able to rest while moving, unless you have a wagon or a boat.
Movement Speed and Getting Lost
Speed is measured in miles. Your speed begins at one mile per watch, and you gain more miles according to the following table:
| Circumstance | Extra Miles | |
|---|---|---|
| Decent weather | +1 mile | |
| Moderate or easy terrain | +1 or +2 miles | |
| Road or river | +2 miles |
If you're moving slow, like during the night, by wagon, or upstream, halve your total speed. If you're moving fast, like on horseback or downstream, double your total speed.
If there is a chance of getting lost, roll d10 and add your extra miles. On a five or lower you get lost and move full speed off course, 30 degrees left or right of the intended direction.
Event
After the players have decided what they will do during the watch, roll d6 and consult the table below. Here are some resources for interesting encounters and locations: Prismatic Wasteland's Encounter Checklist, d4 Caltrops' Wilderness Hexes.
| d6 | Event | |
|---|---|---|
| 1 | Encounter: Monsters, travelers, other creatures |
|
| 2 | Sign: A clue of a nearby location or encounter |
|
| 3 | Environment: Weather or terrain changes | |
| 4 | Obstacle: Passive hindrance, move through by spending time, resources, or health |
|
| 5 | Loss: Ration expires, torch gets soaked, etc. | |
| 6 | Location: Natural, artificial, inhabited, abandoned, magical |
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