September 15, 2024 rules travel

Travel Too!

When travelling, shit goes wrong.

Each day (or watch or whatever) of travel, make your encounter roll as normal. In addition, check for a travel mishap:

Roll 1d12, and look up the x-in-12 value on the chart below. Note that Roads are a modifier to the x-in-12 value, to a minimum of 1.
If the roll is equal-to or below that value, then roll on the Mishap Tables. In the case of mixed groups, select between them randomly.

Terrain Foot Horse Drawn Vehicle
Plains, Steppe, Flatlands etc. 2 2 3
Light Wood 3 3 5
Dense Wood, Jungle 3 4 6
Mountain 4 4 6
Desert 2 2 5
Arctic 4 4 5
Swamp 3 3 7
Road -1 -1 -2
1d12 Foot Horse Drawn Vehicle
1-3 Weather Dependent.
4-6 Terrain Dependent.
7 Twisted Ankle. Spooked. Axle Broken.
8 Blister. Broken Leg. Wheel Broken.
9 Sting, Bite, Reaction. Lameness. Frame Broken.
10 Fall. Poisoned. Suspension Broken.
11 Equipment Loss. Stubborn. Tackle Broken.
12 Exhaustion. Sores. Roll for Horse.

Weather Dependent

Any inclement weather conditions intensify or cause an issue - roads flood, heat exhaustion kicks in, fog leads you astray. If weather is mild and clear, ignore this result.

Terrain Dependent

The problem you’d expect from this sort of terrain occurs - bogged down in the swamp, tangled in the forest undergrowth, buried beneath a collapsed dune. If the terrain is gentle and unchallenging, ignore this result.

Twisted Ankle

A random character twists their ankle. They may attempt to avoid this with a Save vs Paralysis. On a fail, they instead break their ankle.

Sprained ankles reduce movement rates to a quarter usual rates; a broken ankle a tenth.

Blisters

A random character is afflicted with blisters. They may either travel at 1/2 speed for the rest of the journey or push through. Those pushing through are unable to recover HP and are at risk of infection from the burst blisters.

Sting, Bite, Reaction

A random character suffers with biting/stinging insects, a reaction to a poisoned plant or similar. They may attempt to avoid this by making a Save vs Poison. On a fail, the issue is intensified.

A mild case gives a -2 penalty to all d20 rolls. A major case gives a -4 penalty.

Fall

A random character falls, taking 1d6 damage. On a 6, the fall is serious, and a random limb is broken. For each HD the character has,roll an additional 1d6 of damage. A Save vs Paralysis can be made to reduce this to a sprain, and avoid the damage. On a failure, multiple limbs are broken.

Damage from Falls cannot kill, but can fuck you up.

Equipment Loss

A small item from a random character pack is missing, having fallen during the journey. Items on the exterior of packs are most likely, and are unlikely to be bigger than a ration.

Exhaustion

Exhaustion creeps over the entire group earlier than expected. A kingdom of cramps and swollen feet. The next day must be spent resting, or characters being to take damage equal to HD per day of continued travel.

Horse

Spooked

A random horse is spooked. Roll Morale: on a success, the horse merely bolts, the rider clinging on. On failure, the rider is first thrown - resolve as a Fall, but doubling the initial damage dealt.

All other horses must make a Morale roll. For each that fails, conduct the above procedure.

Broken Leg

A random horses leg breaks. It begins to scream.

The rider must make a Save vs Breath to get free from the falling beast. Those failing take 1d6 damage. On a 5+, their leg is broken too by the falling, thrashing horse.

All other horses must make a Morale roll. For each that fails, treat them as Spooked.

Lameness

A random horse becomes lame. Roll 1d6 - on a 1 or 2, the lameness requires extended rest (2d6 days) and specialist attention. On a 3+, a day of rest will suffice. This is obvious to any with experience riding.

A lame horse can be forced to continue, but takes 2 damage each day and has a 70% chance of collapse if ridden above a walk.

Poisoned

A random horse has eaten something that has poisoned it. The beast should Save vs Poison. On success, 1d6 days of rest are needed as the horse messily purges from both ends. On a failure, the horse sickens and dies over the 1d6 days. It is equally messy.

Stubborn

A random horse has become stubborn, refusing to continue along the current route. A detour must be found if the horse cannot be convinced or tricked.

Sores

A loose saddle or such has caused sores to develop on a random horse. These have only a 2-in-6 chance of being discovered each day. If left for 4 days, they become infected, requiring rest and medicine (or luck) to treat. The horse makes a Save vs Poison - on a failure, the infection sets and the horse begins to die. Medicine gives a re-roll on a failed save.

Drawn Vehicle

Whenever these occur, roll 1d6. On a 4+, the mishap occurs whilst in motion.

If any horses are injured, horses ridden as mounts must roll Morale. Those failing become Spooked.

Axle or Wheel Broken

The axle of the drawn vehicle breaks. All aboard the vehicle must make a Save vs Paralysis - those failing subject to the Fall procedure.

Any horses in the team must make a Save vs Paralysis, in order from the front. For each horse in the team that has failed, a disadvantage is applied. Each horse failing takes 1d6 damage for each horse in the team. Any horse taking more than 5 damage breaks a leg.

If not in motion, the vehicle still collapses. It is useless without a replacement axle or wheel.

Frame Broken

The frame of the vehicle breaks. All contents are spilled out, and any roof collapses onto the passengers. Anything delicate is ruined. Repairs are simple, taking a few hours.

Suspension Broken

The suspension of the vehicle breaks. It can still be used, but is deeply uncomfortable for passengers. Those remaining aboard take a -2 to all d20 rolls for the rest of that day. Any delicate cargo is smashed, and any increase in speed risks the content being knocked loose of the vehicle.

Such damage needs specialist training to repair. An ad-hoc fix might involve strapping down cargo or heightening the walls of the vehicles body.

Tackle Broken

The tackle between the vehicle and the horses breaks. For each horse in the team, there is a 20% chance they break free. Check from the front. Those breaking free run forwards - if the route is clear, they bolt and must be recovered. If the route is not clear, both horses fall into a tangle, taking 2d6 damage and dealing the same amount to any adjacent horses.

Bonus Content

Some general tweaks I’ve been fucking with:

  • Heal 1HP per HD when resting the night. Keeps it proportional.
  • Players set 3 watches during the night. Once check, then roll for which watch the encounter occurs during. Ask people what they do on watch randomly sometimes. Nice roleplaying opportunity, and keeps them on their toes.
  • Each character tests for surprise individually. Makes surprise feel like less of a fuck you” moment, especially combined with split initiative

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