bug: Pages numbered correctly in books/core
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<link rel="stylesheet" href="/css/book-page.css">
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<link rel="stylesheet" href="/css/book-page.css">
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<p>While conflicts may be the most memorable moments of a game session, the exploration of the game world is another major aspect of Fabula Ultima. At the beginning of the game, your group will create the world together (see World Creation, on page 148); however, this does not mean you know everything about it. While you may be familiar with the main regions and cities, there are plenty of discoveries — and dangers! — awaiting our heroes.</p>
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<h2>TRAVELING ACROSS THE WORLD MAP</h2>
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<p>When a group embarks on a journey, the Game Master makes use of the map sheet to track their movements. The basic unit of this system is the travel day: it is the average distance covered during a single day on the map (assuming the characters are traveling on foot). The length of one travel day when using your map sheet must be established by the group during World Creation.</p>
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<p>For each travel day required by the journey, perform the following steps:</p>
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<h3>JOURNEYS AND TRA VELS</h3>
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<p>For the sake of simplicity, travel days should always be rounded up to the next whole number — a journey taking two and a half days is rounded up to three days, for instance.</p>
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<p>The Game Master always has final say on how many travel days a journey will take.</p>
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<ul>
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<li><strong>W:</strong> The Game Master determines the threat level of the areas traversed by the group (see next page). If more than a single threat level is present, only apply the highest.</li>
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<li><strong>1W:</strong> Unless stopped by an encountered danger, the characters proceed to the next travel day (go back to step 1) or reach their destination.</li>
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<li><strong>3O:</strong> Perform a travel roll by rolling the die appropriate to the chosen threat level.
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<ul>
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<li>On a 6 or higher, the group encounters a danger!</li>
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<li>On a 1, the group makes an unexpected discovery!</li>
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</ul>
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<p>The Game Master decides the location of each danger and discovery; if you need, mark its position on your map sheet.</p></li>
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</ul>
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<h1>22 GAME RULES</h1>
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<h2>Sample Areas Threat Level Travel Roll</h2>
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<table>
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<thead>
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<tr>
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<th>Area</th>
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<th>Threat Level</th>
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<th>Travel Roll</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td>Within villages, cities and guarded areas</td>
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<td>Minimal</td>
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<td>d6</td>
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</tr>
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<tr>
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<td>Prairies, patrolled roads, countrysides</td>
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<td>Low</td>
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<td>d8</td>
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</tr>
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<tr>
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<td>Forests, hills, rivers</td>
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<td>Medium</td>
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<td>d10</td>
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</tr>
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<tr>
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<td>Vast forests, mountains, open sea, swamps</td>
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<td>High</td>
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<td>d12</td>
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</tr>
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<tr>
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<td>Deserts, frozen wastes, jungles, volcanoes</td>
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<td>Very High</td>
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<td>d20</td>
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</tr>
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</tbody>
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</table>
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<p>Needless to say, a frequently patrolled area under enemy control will count as a <strong>High</strong> or <strong>Very High</strong> danger, just like a prairie overrun by hostile monsters.</p>
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<p>The Game Master has final say on the threat level for a given travel day.</p>
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<h3>Example</h3>
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<p>A group of heroes are leaving the village of Relde for the Kanka Hills, where they must search for an old mining tunnel that supposedly leads to the lair of a wise water serpent.</p>
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<p>Liz (the Game Master) takes a look at the map and determines that the characters will need one travel day to reach the hills, and another travel day to explore the surrounding area in order to find the tunnel entrance.</p>
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<p>For the first travel day, the group will cross prairies (d8) and hills (d10). Since only the highest die has to be taken into account, Liz should roll a d10. However, there is talk of a gang of bandits roaming the prairie: she decides this should raise the threat level to <strong>High</strong> (d12). The die comes up a 7: a danger!</p>
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<p>Liz has the group encounter a band of four brigands, accompanied by a Grey Howler (a wolf-like creature). Following a quick conflict, the Player Characters manage to fend off the attackers.</p>
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<p>Before moving on to the next travel day, the heroes choose to use a Magic Tent and rest, regaining their energies.</p>
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<p>Finally, Liz rolls for the second travel day, spent exploring the hills in search of the fabled mine: this time, the die rolled is only a d10... and she rolls a 1! After giving it some thought, Liz describes the PCs finding an entrance to the ancient tunnels... but they are not alone! They meet a traveling merchant by the name of Lily, who wishes to be escorted through the mine: she seeks an audience with the serpent herself, and will reward them with goods or information for it!</p>
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<p>Philip Forlenza (Order #)</p>
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