fix: Formatting
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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>
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Needless to say, a frequently patrolled area under enemy control will count as
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a <strong>High</strong> or <strong>Very High</strong> danger, just like a
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prairie overrun by hostile monsters.
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</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>
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A group of heroes are leaving the village of Relde for the Kanka Hills, where
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they must search for an old mining tunnel that supposedly leads to the lair of
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a wise water serpent.
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</p>
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<p>
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Liz (the Game Master) takes a look at the map and determines that the
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characters will need one travel day to reach the hills, and another travel day
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to explore the surrounding area in order to find the tunnel entrance.
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</p>
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<p>
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For the first travel day, the group will cross prairies (d8) and hills (d10).
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Since only the highest die has to be taken into account, Liz should roll a
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d10. However, there is talk of a gang of bandits roaming the prairie: she
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decides this should raise the threat level to <strong>High</strong> (d12). The
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die comes up a 7: a danger!
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</p>
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<p>
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Liz has the group encounter a band of four brigands, accompanied by a Grey
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Howler (a wolf-like creature). Following a quick conflict, the Player
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Characters manage to fend off the attackers.
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</p>
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<p>
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Before moving on to the next travel day, the heroes choose to use a Magic Tent
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and rest, regaining their energies.
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</p>
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<p>
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Finally, Liz rolls for the second travel day, spent exploring the hills in
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search of the fabled mine: this time, the die rolled is only a d10... and she
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rolls a 1! After giving it some thought, Liz describes the PCs finding an
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entrance to the ancient tunnels... but they are not alone! They meet a
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traveling merchant by the name of Lily, who wishes to be escorted through the
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mine: she seeks an audience with the serpent herself, and will reward them
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with goods or information for it!
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</p>
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<div>
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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>
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Needless to say, a frequently patrolled area under enemy control will count
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as a <strong>High</strong> or <strong>Very High</strong> danger, just like a
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prairie overrun by hostile monsters.
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</p>
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<p>
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The Game Master has final say on the threat level for a given travel day.
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</p>
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<div class="example">
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<strong>Example:</strong>
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<p>
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A group of heroes are leaving the village of Relde for the Kanka Hills,
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where they must search for an old mining tunnel that supposedly leads to
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the lair of a wise water serpent.
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</p>
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<p>
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Liz (the Game Master) takes a look at the map and determines that the
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characters will need one travel day to reach the hills, and another travel
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day to explore the surrounding area in order to find the tunnel entrance.
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</p>
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<p>
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For the first travel day, the group will cross prairies (d8) and hills
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(d10). Since only the highest die has to be taken into account, Liz should
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roll a d10. However, there is talk of a gang of bandits roaming the
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prairie: she decides this should raise the threat level to
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<strong>High</strong> (d12). The die comes up a 7: a danger!
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</p>
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<p>
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Liz has the group encounter a band of four brigands, accompanied by a Grey
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Howler (a wolf-like creature). Following a quick conflict, the Player
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Characters manage to fend off the attackers.
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</p>
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<p>
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Before moving on to the next travel day, the heroes choose to use a Magic
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Tent and rest, regaining their energies.
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</p>
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<p>
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Finally, Liz rolls for the second travel day, spent exploring the hills in
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search of the fabled mine: this time, the die rolled is only a d10... and
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she rolls a 1! After giving it some thought, Liz describes the PCs finding
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an entrance to the ancient tunnels... but they are not alone! They meet a
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traveling merchant by the name of Lily, who wishes to be escorted through
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the mine: she seeks an audience with the serpent herself, and will reward
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them with goods or information for it!
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</p>
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</div>
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</div>
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