May 7, 2015

A Procedure for Exploring the Wilderness Redux

From the Necrocarcerus House Rules Document v. 1.3, which will finally contain a rewritten version of A Procedure for Exploring the Wilderness. I am still in the process of writing the rules for searching hexes and foraging for supplies.

Overland Exploration

Overland exploration happens in 4-hour blocks on a 10km hex grid. There are six blocks in each day. Each PC must rest for at least two.

Traveling

1) Determine the weather and any paths.
2) Caller determines the direction of travel and marching order.
3) Any relevant spells may be cast.
4) Referee determines if the PCs are lost or veer off-course.
5) PCs move into a new hex.
6) Mapper records the terrain of the hex that the PCs are moving into.
7) Guard rolls for and records any random encounters.
8) Resolve any encounters.
9) Timekeeper records any resources expended.
10) Caller determines whether to travel on, search the hex, or rest.

Resting

1) Quartermaster draws the camp layout.
2) Note-taker records any landmarks spotted.
3) PCs may attempt to determine if they are lost.
4) Caller determines the watch schedule.
5) Any relevant spells may be cast.
6) Guard rolls for and records any random encounters.
7) Resolve any encounters.
8) Timekeeper records any resources expended.
9) Any research or preparation may be done.
10) Benefits gained from resting are gained if appropriate.
11) Caller determines whether to travel on, search the hex, or rest.

Searching

1) Caller assigns party members to search parties.
2) Any relevant spells may be cast.
4) Guard rolls for and records any random encounters.
5) Resolve any encounters.
6) Timekeeper records any resources expended.
7) Referee determines whether the PCs find anything.
8) Timekeeper records any resources recovered.
9) Note-taker and mapper record any locations discovered.
10) Caller determines whether to explore any locations discovered.
11) Any exploring, dungeon-crawling etc. is done.
12) Caller determines whether to travel on, search again, or rest.

Weather
Roll (2d6)
Weather
Bad
Effect
2
Blizzard
Yes
-4 to saves vs. cold effects
3
Sleet
Yes
-2 to passive perception score
4
Hail
Yes
Save or 1d6 points of damage
5
Fog
No
2d10m encounter distance
6
Drizzle
No
+1 to saves vs. fires
7
Clear
No
None
8
Windy
No
+1 to saves vs. gases
9
Smog
No
-1 to saves vs. gases
10
Heat Wave
Yes
-4 to saves vs. heat effects
11
Storm
Yes
-2 to passive perception score
12
Tornado
Yes
Save or 1 random object lost

Paths

Paths in hexes are determined by rolling a d4-1. The result determines the number of paths heading into and out of the hex. The directions of the points determine which direction the paths proceed in. If there are fewer than three paths, the first path is generated in the direction of the point with the lowest value, and further paths are generated in order of ascending value. A path proceeds from the midpoint of one hex to the midpoint of another through a shared edge.

Getting Lost

The referee rolls 1d6 for each exploration block the PCs travel. On a 5+ they stay on course. The following conditions modify the roll:

Conditions
Modifier
Already lost
-2
Bad weather
-1
Following path
+2
Good map
+1
Terrain obscures sightlines 
-1
Landmark in sight
+1
No map
-1

When resting, the PCs may determine if they are lost by making a successful Geography check modified by the above factors.

Mapping

Creating a good map requires a surveyor’s kit and may be done with a successful Geography check. A navigator’s kit may add to this roll.

Landmarks

A landmark is any object that is continuously visible between the midpoint of two or more hexes. A river that passes between multiple hexes, or a mountain higher than surrounding terrain, or even a tower on plains may be used as landmarks.

New landmarks may be identified while resting by making a successful Geography check.

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