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<h2>Sample Areas Threat Level Travel Roll</h2>
<table>
<thead>
<tr>
<th>Area</th>
<th>Threat Level</th>
<th>Travel Roll</th>
</tr>
</thead>
<tbody>
<tr>
<td>Within villages, cities and guarded areas</td>
<td>Minimal</td>
<td>d6</td>
</tr>
<tr>
<td>Prairies, patrolled roads, countrysides</td>
<td>Low</td>
<td>d8</td>
</tr>
<tr>
<td>Forests, hills, rivers</td>
<td>Medium</td>
<td>d10</td>
</tr>
<tr>
<td>Vast forests, mountains, open sea, swamps</td>
<td>High</td>
<td>d12</td>
</tr>
<tr>
<td>Deserts, frozen wastes, jungles, volcanoes</td>
<td>Very High</td>
<td>d20</td>
</tr>
</tbody>
</table>
<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>
<p>The Game Master has final say on the threat level for a given travel day.</p>
<h3>Example</h3>
<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>
<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>
<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>
<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>
<p>
Before moving on to the next travel day, the heroes choose to use a Magic Tent
and rest, regaining their energies.
</p>
<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>