From decd86596ad689c94ef9612ae339369fa43c808b Mon Sep 17 00:00:00 2001 From: Stormchaser Roleplaying Date: Fri, 22 Nov 2024 14:27:36 +0100 Subject: [PATCH] Updated the rules for finding a camp site --- .../Movement/ActivityWhileTravelling/index.md | 92 +++++++++---------- 1 file changed, 44 insertions(+), 48 deletions(-) diff --git a/Exploration/Movement/ActivityWhileTravelling/index.md b/Exploration/Movement/ActivityWhileTravelling/index.md index 40e22fa9e..c42e32e8c 100644 --- a/Exploration/Movement/ActivityWhileTravelling/index.md +++ b/Exploration/Movement/ActivityWhileTravelling/index.md @@ -17,9 +17,9 @@ A character might occupy the front rank, one or more middle ranks, or the back r If an adventuring party arranges its marching order with only two ranks, they are a front rank and a back rank. If there’s only one rank, it’s considered a front rank. ## Noticing Threats -Use the passive Wisdom (Perception) scores of the characters to determine whether anyone in the group notices a hidden threat. The GM might decide that a threat can be noticed only by characters in a particular rank. For example, as the characters are exploring a maze of tunnels, the GM might decide that only those characters in the back rank have a chance to hear or spot a stealthy creature following the group, while characters in the front and middle ranks cannot. +Use the passive Awareness scores of the characters to determine whether anyone in the group notices a hidden threat. The GM might decide that a threat can be noticed only by characters in a particular rank. For example, as the characters are exploring a maze of tunnels, the GM might decide that only those characters in the back rank have a chance to hear or spot a stealthy creature following the group, while characters in the front and middle ranks cannot. -While traveling at a fast pace, characters incur an instance of disadvantage on their passive Wisdom (Perception) scores to notice hidden threats. Characters also suffer disadvantage to their Wisdom (Perception) score to notice hidden threats if they perform any travel leg activity other than the Keep Watch activity. +While traveling at a fast pace, characters suffer -1d to their Awareness scores to notice hidden threats. Characters also suffer -1d to their Awareness score to notice hidden threats if they perform any travel leg activity other than the Keep Watch activity. ### Encountering Creatures If the GM determines that the adventurers encounter other creatures while they’re traveling, it’s up to both groups to decide what happens next. Either group might decide to attack, initiate a conversation, run away, or wait to see what the other group does. @@ -48,7 +48,7 @@ In each travel leg, a character may carry out one activity of their choice. Some **Dangerous Activities.** Several activities are noted as *Dangerous*. Performing one of these activities usually means having to separate from the group with a risk of being attacked or trapped without help. - **Distracting Activities .** Some activities are so demanding that you can't pay much attention to your surroundings. While you perform a *Distracting* activity, you suffer disadvantage on Wisdom (Perception) checks. + **Distracting Activities .** Some activities are so demanding that you can't pay much attention to your surroundings. While you perform a *Distracting* activity, you suffer -1d to Awareness and Investigation checks. **Exhausting Activities.** Some activities are much more tiresome that simple travel. If you perform two *Exhausting* activities on one day, you suffer one level of exhaustion after finishing the second one, but before looking for and setting up camp. @@ -57,11 +57,11 @@ In each travel leg, a character may carry out one activity of their choice. Some Each activity has an associated ability check you will make to determine your success or failure during the travel leg. If a player fails their check, they still suffer the consequences. #### Draw a Map -**Skill:** Intelligence (Cartographer's tools) +**Skill:** Cartographer's Tools While your companions keep watch, hunt for food and guide the party, you focus on documenting your journey. Drawing a map won't help you on your journey forward, but might prove useful once you try to find your way back. Good maps are also a highly sought-after commodity. -Make an Intelligence (Cartographer's tools) check against the Navigation DC. +Make an Cartographer's Tools check against the Navigation DC. * If your guide succeeded on their navigation check, you advantage on your check. * If they failed by less than 5, you suffer disadvantage. * If you got lost, your check automatically fails. @@ -76,20 +76,20 @@ Once you have reached your destination, divide the number of successful cartogra | <0.33 | Wasted Effort | #### Drive Wagon -**Skill:** Intelligence (Vehicle proficiency) or Dexterity (Animal Handling) +**Skill:** Animal Handling or Vehicle -You stay at the front of the wagon, maintaining a steady pace for the animals and avoiding road obstacles that slow down or damage the carriage. Make a Dexterity (Animal Handling) check against the Navigation DC. If you are traveling off-road, without a clear trail or road, then you suffer disadvantage. +You stay at the front of the wagon, maintaining a steady pace for the animals and avoiding road obstacles that slow down or damage the carriage. Make an Animal Handling check against the Navigation DC. If you are traveling off-road, without a clear trail or road, then you suffer disadvantage. If your check succeeds by 5 or more, you may increase the travel pace by 1 mile per hour for the rest of the travel leg. If your check fails by 10 or more or is a critical failure, a cart wheel breaks. Repairing a cart is a Focused activity requiring a successful DC 15 Intelligence check and takes a full travel leg. Players with proficiency in Smith's, Carpenter's, Woodcarver's, or Tinker's tools apply their proficiency die. #### Hunt/Forage -**Skill:** Wisdom (Survival) +**Skill:** Survival During your travels, you keep an eye out for nearby sources of food and water, such as roots, fruits, small game, and hidden springs. You must pick one: either plants, game or water. -Make a Wisdom (Survival) check and compare the result with the region's abundance level on the following table to determine the number of fresh rations (for 1 day) you can manage to provide, or gallons of water (8 pints) you gather. +Make a Survival check and compare the result with the region's abundance level on the following table to determine the number of fresh rations (for 1 day) you can manage to provide, or gallons of water (8 pints) you gather. ###### Pounds of Rations or Gallons of Water found by DC @@ -101,16 +101,14 @@ Make a Wisdom (Survival) check and compare the result with the region's abundanc | Barren | 25 | — | — | — | #### Keep Watch -**Skill:** Wisdom (Perception) - You keep your eyes peeled and your ears open for any sign of approaching danger, as well as signs of close by pursuers. -The GM will use your character's passive Wisdom (Perception) score to determine whether your character notices a hidden threat. The GM determines the DC for any threat or other suspicious activity along your path and compares it to the result of all watching players. +The GM will use your character's Awareness score to determine whether your character notices a hidden threat. The GM determines the DC for any threat or other suspicious activity along your path and compares it to the result of all watching players. -If you travel at a *Fast Pace*, you have disadvantage on your Wisdom (Perception) score to notice hidden threats. If you perform any travel leg activity other than Keep Watch, then you have disadvantage on your Wisdom (Perception) score to notice hidden threats. +If you travel at a *Fast Pace*, you suffer -1d to your Awareness score to notice hidden threats. If you perform any travel leg activity other than Keep Watch, then you suffer -1d to your Awareness score to notice hidden threats. #### Navigate -**Skill:** Intelligence (Navigator's tools) or Wisdom (Survival) +**Skill:** Navigator's Tools or Survival More often than not, a location of interest for a group of adventurers is not situated along a well trodden path, but hidden in the wilds behind obscure hints and directions. @@ -131,48 +129,48 @@ If the Navigation check fails by less than 5, the party travels roughly towards If the Navigation check fails by 5 or more, the party inadvertently travels in the wrong direction and becomes lost. Depending on the nature of your surroundings, getting lost might entail additional complications and dangers. #### Scout -**Skill:** Intelligence (Investigation) +**Skill:** Investigation -If your travel information is rather vague, or you are simply curious to see what else there is to see, you can scout ahead of the group. Make an Intelligence (Investigation) check. The GM determines the DC for any noticeable things in the vicinity. +If your travel information is rather vague, or you are simply curious to see what else there is to see, you can scout ahead of the group. Make an Investigation check. The GM determines the DC for any noticeable things in the vicinity. -You might find such things as creatures waiting in ambush, favorable paths, or hidden locations. +You might find such things as creatures waiting in ambush, favourable paths, or hidden locations. #### Sneak -**Skill:** Dexterity (Stealth) +**Skill:** Stealth -Sometimes you need to move quietly for a while to avert the eyes and ears of nearby enemies or to cover your tracks and take detours to shake off possible pursuers. As long as the party is not in the open, they can try to surprise or sneak by other creatures they encounter. See [the rules for hiding](https://stormchaserroleplaying.com/stormchaserRPG/UsingAbilityScores/UsingEachAbility/Dexterity/#hiding). +Sometimes you need to move quietly for a while to avert the eyes and ears of nearby enemies or to cover your tracks and take detours to shake off possible pursuers. As long as the party is not in the open, they can try to surprise or sneak by other creatures they encounter. See [the rules for hiding](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Stealth/Hide/). -Doing so does not require the whole party to perform the Sneak activity, as the party members that do so can try to keep everyone else as stealthy as possible. Add the Dexterity (Stealth) check results of all sneaking party members together and divide the sum by the number of players in the group (rounding down). This is the final and effective result for the group's efforts. +Doing so does not require the whole party to perform the Sneak activity, as the party members that do so can try to keep everyone else as stealthy as possible. Add the Stealth check results of all sneaking party members together and divide the sum by the number of players in the group (rounding down). This is the final and effective result for the group's efforts. #### Track -**Skill:** Wisdom (Survival) +**Skill:** Survival -Adventurers sometimes choose their path by following the tracks of other creatures — or other creatures might track the adventurers! To track, one or more creatures must succeed on a Wisdom (Survival) check. You might require trackers to make a new check in any of the following circumstances: +Adventurers sometimes choose their path by following the tracks of other creatures — or other creatures might track the adventurers! To track, one or more creatures must succeed on a Survival check. You might require trackers to make a new check in any of the following circumstances: * They stop tracking and resume after finishing a short or long rest. * The trail crosses an obstacle, such as a river, that shows no tracks. * The weather conditions or terrain changes in a way that makes tracking harder. The DC for the check depends on how well the ground shows signs of a creature’s passage. No roll is necessary in situations where the tracks are obvious. For example, no check is needed to track an army advancing along a muddy road. Spotting tracks on a bare stone floor is more challenging, unless the creature being tracked leaves a distinct trail. Additionally, the passage of time often makes tracks harder to follow. In a situation where there is no trail to follow, you can rule that tracking is impossible. -[The survival skill](http://stormchaserroleplaying.com/stormchaserRPG/UsingAbilityScores/UsingEachAbility/Wisdom.html#survival) offers guidelines for setting the DC or, if you prefer, you can choose a DC based on your assessment of the difficulty. You can also grant advantage on the check if there’s more than one set of tracks to follow, or disadvantage if the trail being followed passes through a well-trafficked area. +[The survival skill](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Survival/) offers guidelines for setting the DC or, if you prefer, you can choose a DC based on your assessment of the difficulty. You can also grant advantage on the check if there’s more than one set of tracks to follow, or disadvantage if the trail being followed passes through a well-trafficked area. If your check fails by less than 5, you are having trouble following your quarry. Your travel speed is halved (rounded down) for this travel leg. If your check fails by 5 or more, then you have lost the trail, but can attempt to find it again by making a careful search of the area. It takes 10 minutes to find a trail in a confined area such as a dungeon, or 1 hour outdoors. -A different use for the Track activity is to read the tracks your group crosses during their travel, in order to glean what kind of creatures are roaming nearby. Make a Wisdom (Survival) check. The GM determines the DC for any possible tracks you might find and to which creatures they might belong. +A different use for the Track activity is to read the tracks your group crosses during their travel, in order to glean what kind of creatures are roaming nearby. Make a Survival check. The GM determines the DC for any possible tracks you might find and to which creatures they might belong. #### Trailblaze -**Skill:** Strength (Athletics) +**Skill:** Athletics -Traveling through difficult terrain slows you significantly. You can help your companions by clearing a clear path for them to follow. Make a Strength (Athletics) check against the terrain DC. If you succeed, the terrain's travel speed penalty is reduced by 1 mile per hour (to a minimum of 0). +Traveling through difficult terrain slows you significantly. You can help your companions by clearing a clear path for them to follow. Make a Athletics check against the terrain DC. If you succeed, the terrain's travel speed penalty is reduced by 1 mile per hour (to a minimum of 0). If you succeed by 5 or more, the terrain's travel speed penalty is reduced by 2 miles per hour instead. If you fail the check by less than 5, you still reduce the terrain's travel speed penalty by 1 mile per hour (to a minimum of 0), but you automatically suffer one level of exhaustion at the end of the activity. ## Making Camp -The players must search the environment and find a proper location for setting up camp. Depending on the location, the camp can have different properties. If a character performed the *Scout* activity on the last leg, they may make an Intelligence (Investigation) check, while characters that *Kept Watch* may make a Wisdom (Perception) check with disadvantage. For each 5 points of the best result among all rolls, the campsite has one or more properties, some even improved. +The players must search the environment and find a proper location for setting up camp. Depending on the location, the camp can have different properties. Make a Survival check (or an Investigation check with -1d) to search for a camp site. If the character performed a distracting activity on the last travel leg, then the check suffers an additional -1d. For each 5 points of the best result among all rolls, the campsite has one or more properties, some even improved. If none of the party took either activity, they need to spend an additional hour to find a suitable campsite. @@ -196,7 +194,7 @@ The GM rolls a d6 on the table below to decide what campsite properties are foun | 5 | Hidden | Comfortable | Defendable | | 6 | Hidden | Defendable | Comfortable | -If you are not content with the campsites you found, you must travel on for another hour (risking a forced march), in order to search again. Once night sets in, you can search by *Scouting* using Intelligence (Investigation) with disadvantage. +If you are not content with the campsites you found, you must travel on for another hour (risking a forced march), in order to search again. Once night sets in, you can search by *Scouting* using Survival with -1d, or Investigation with -2d. ### Comfortable *The campsite is reasonably protected against all but the harshest weather.* You regain half your maximum hit dice (rounded down, minimum 1) and reduce your exhaustion level by one after completing a long rest (as usual). @@ -204,12 +202,12 @@ If you are not content with the campsites you found, you must travel on for anot In an *Uncomfortable* location you only regain one quarter of your maximum hit dice (rounded down, minimum 0) and don't reduce your exhaustion level. ### Defencible -*The campsite has a natural barrier or is otherwise difficult to reach (e.g. inside the canopy of a large tree or up on a rock ledge).* The party entering the camp for the first time and other approaching creatures need to succeed on a DC 15 Strength (Athletics) check to enter the camp. +*The campsite has a natural barrier or is otherwise difficult to reach (e.g. inside the canopy of a large tree or up on a rock ledge).* The party entering the camp for the first time and other approaching creatures need to succeed on a DC 15 Athletics check to enter the camp. This property can be improved on a Search Result of 20 and more, increasing the DC to enter the campsite to 20. ### Hidden -*The campsite is removed or obscured from prying eyes (e.g. a cave behind a waterfall or under the leaves of a huge willow tree).* Approaching creatures need to succeed on a DC 15 Intelligence (Investigation) or Wisdom (Perception) check to find your camp. +*The campsite is removed or obscured from prying eyes (e.g. a cave behind a waterfall or under the leaves of a huge willow tree).* Approaching creatures need to succeed on a DC 15 Investigation check to find your camp. This property can be improved on a Search Result of 20 or more, increasing the DC to find the campsite to 20. @@ -224,50 +222,48 @@ You may always expend hit dice to regain lost hit points, but you can take a spe Attuning to one magical item takes time and concentration. You must have identified the item's magical properties before you can attune to it. #### Camouflage Camp -**Skill:** Dexterity (Stealth) +**Skill:** Stealth -You can gather and use natural materials like rocks or foliage to hide your campsite. A successful DC 15 Dexterity (Stealth) check adds the *Hidden* property to your campsite if it doesn't have it. +You can gather and use natural materials like rocks or foliage to hide your campsite. A successful DC 15 Stealth check adds the *Hidden* property to your campsite if it doesn't have it. #### Cook Hearty Meal -**Skill:** Wisdom (Cook's utensils) +**Skill:** Cook's Utensils -A good night's rest is not guaranteed when camping in the wilds and a fine cooked meal can go a long way to remedy this fact. Make a DC 15 Wisdom (Cook's utensils) check.
You need one fresh ration of food for every person that will partake of the meal, as well as a reasonable amount of seasoning. If you provide at least 50% more fresh rations than necessary, you gain advantage on this check. If you can only provide half the required amount of rations (but not less), you gain disadvantage. +A good night's rest is not guaranteed when camping in the wilds and a fine cooked meal can go a long way to remedy this fact. Make a DC 15 Cook's Utensils check.
You need one fresh ration of food for every person that will partake of the meal, as well as a reasonable amount of seasoning. If you provide at least 50% more fresh rations than necessary, you gain advantage on this check. If you can only provide half the required amount of rations (but not less), you gain disadvantage. If you succeed, each person partaking of your meal regains a quarter of their maximum hit dice (rounded down, min 1). If you fail, the meal is edible, but not refreshing. If you rolled a total of 5 or lower, the whole meal is spoiled and its rations are wasted. You can only benefit from one hearty meal per long rest. #### Fortify Camp -**Skill:** Strength (Athletics) +**Skill:** Athletics -You can use wooden spikes or large boulders to barricade your campsite or dig a ditch and build ramparts. A successful DC 15 Strength (Athletics) check adds the *Defendable* property to your campsite if it doesn't already have it. +You can use wooden spikes or large boulders to barricade your campsite or dig a ditch and build ramparts. A successful DC 15 Athletics check adds the *Defendable* property to your campsite if it doesn't already have it. #### Hunt/Forage -**Skill:** Wisdom (Survival) +**Skill:** Survival -Gather food and water or hunt local game. This is the same action as the *Hunt & Forage* travel activity. However, since you are not traveling at this point, you may make the corresponding Wisdom (Survival) check with advantage. +Gather food and water or hunt local game. This is the same action as the *Hunt & Forage* travel activity. However, since you are not traveling at this point, you may make the corresponding Survival check with +1d. #### Keep Watch -**Skill:** Wisdom (Perception) - A long rest requires at least 6 hours of sleep and 2 hours of light activity. Depending on the size of the traveling party, you are advised to take shifts keeping watch whilst the others try to gain some sleep. -The GM determines the DC for any threat or approaching danger (hostile creatures or natural phenomena) and compares it to all Wisdom (Perception) results. On a success, the watchers are able to wake and warn the rest of the party, and prevent being surprised. +The GM determines the DC for any threat or approaching danger (hostile creatures or natural phenomena) and compares it to all Awareness scores. On a success, the watchers are able to wake and warn the rest of the party, and prevent being surprised. #### Set up Traps -**Skill:** Wisdom (Survival) +**Skill:** Survival -You can set a number of small traps like caltrops, slings, and small pits around your camp. Make a Wisdom (Survival) check. The DC to find these traps with an Intelligence (Investigation) or Wisdom (Perception) check is equal to the result of your Wisdom (Survival) check. The attack bonus of their effects is equal to the result of your Wisdom (Survival) check minus 10. +You can set a number of small traps like caltrops, slings, and small pits around your camp. Make a Survival check. The DC to find these traps with an Investigation check is equal to the result of your Survival check. The attack bonus of their effects is equal to the result of your Survival check minus 10. #### Rest and Recuperate -**Skill:** Wisdom (Medicine) +**Skill:** Medicine -You take your time to catch your breath properly, eat and drink, and dress your wounds. Make a DC 15 Wisdom (Medicine) check. If you succeed, treat any hit dice rolled to determine the hit points you regain as having rolled their maximum value during this rest. If you suffer from a sickness or disease, it has disadvantage to attack you during your long rest. +You take your time to catch your breath properly, eat and drink, and dress your wounds. Make a DC 15 Medicine check. If you succeed, treat any hit dice rolled to determine the hit points you regain as having rolled their maximum value during this rest. If you suffer from a sickness or disease, it has disadvantage to attack you during your long rest. #### Tend to the Wounded -**Skill:** Wisdom (Medicine) +**Skill:** Medicine -You go around camp, making sure that the wounds of up to six creatures other than yourself are properly cleaned and dressed. Make a DC 15 Wisdom (Medicine) check for each patient, in order to assess the wounds and properly dress them. This consumes one use of a healer's kit per creature tended to. +You go around camp, making sure that the wounds of up to six creatures other than yourself are properly cleaned and dressed. Make a DC 15 Medicine check for each patient, in order to assess the wounds and properly dress them. This consumes one use of a healer's kit per creature tended to. If you succeed, your patient can treat any hit dice rolled to determine the hit points that they regain as having rolled their maximum value, during this rest. If your patient suffers from a sickness or disease, it has disadvantage to attack them during their long rest. @@ -338,7 +334,7 @@ When making a *Hunt & Forage* travel activity for plants, if your result beats t | Roots | 15 | 17 | 20 | ### Hunting -When making a *Hunt & Forage* travel activity for a game, the GM may let the players roleplay actual hunting. If they choose to, use the following tables to identify, track and kill the prey. Make a Wisdom (Perception) check against the Track DC, and then an Attack Roll against the Kill DC to take down each individual prey with the appropriate weapon (usually, a ranged weapon). You have advantage on one of the Attack rolls if you beat the Track DC by 5 or more prior making the killing shot. +When making a *Hunt & Forage* travel activity for a game, the GM may let the players roleplay actual hunting. If they choose to, use the following tables to identify, track and kill the prey. Make a Survival check against the Track DC, and then an Attack Roll against the Kill DC to take down each individual prey with the appropriate weapon (usually, a ranged weapon). You have +1d on one of the Attack rolls if you beat the Track DC by 5 or more prior making the killing shot. Each terrain table has 17 safe encounters and 3 combat encounters. In combat encounters, players can withdraw or must fight the creature. Depending on how dangerous your environment is, you may change safe encounters into appropriate combat encounters.