West Marches Original Dungeons and Dragons - Hexcrawl Rules (Overland Rules) - ADDENDUM - Campsite Rules
I was reading for fun the Torchbearer book, and the camp table are quite fun. I don't agree with all of them, nor the fact that it's a lot of rolling, so I decided to make a simpler version (I think) that I will try out. I will roll 2d6 for the event, and 1d4 because some of them have different subtype. I will apply the following modificators:
- During a harsh weather without cover -1
- If an enemy followed the players -1
- If the players are easy to see (for ex: making a fire on top of a hill without any consideration) -2
- If the players have a solid watch +1
- If the players are volontarily concealed or inside a cave/lair +1
- If they are in a (somewhat) clear area +2
- 2 - Ambush: Roll an enemy attack after 1d8 hours of sleep
- 3 - Energy deficit : -1 ration. 1 = vermine spoil the food, 2 = horrid smell comes up, food taste weird, magical effect in the area, 3 = small wildfire during the night that attack some gear and food, 4 = very harsh weather extreme
- 4 - Bad Sleep : Couldn't sleep. Roll Constitution or fatigued for the day. 1 = weather reason, 2 = cave-in/tree fall, 3 = howling and monster sounds, 4 = insects/mosquitoes/small animal harassment
- 5 - Spotted: Roll a random encounter for the next morning start of travel (can be non-combat)
- 6 - 7: Nothing of note. 1 = change in weather, 2 = change in weather and wind, 3 = monster noise after 1d8 hours of sleep, 4 = some random hireling yell in his sleep after 1d8 hours or some such minor inconvenience
- 8 - Verdant wilderness: +1 to hunting roll
- 9 - Majestic views: Easy to see the horizon. Give access to more information about hex and adjacent hex.
- 10 - Edible plants: +1 ration
- 11 - Friendly faces: Group of friendly NPC (roll random NPC table)
- 12 - Fey circle: Fey circle of stone that grants a boon
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