90 lines
2.7 KiB
HTML
90 lines
2.7 KiB
HTML
<h1>22 GAME RULES</h1>
|
|
|
|
<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>
|