camping & travel tool

2
Forage Take Watch Music Stories Beds Drinks Prepare Spells Sharpen Weapons Other Cook Tend Mounts Campfire Simple Camping Tool Each player picks two. Comfort 0: Long rest is impossible. Comfort 1: Long rest. Exhausted the next day. Only ½ hp and no HD are restored. Comfort 2: Long rest, but fatigued the next day. Only ¼ HD restored. Comfort 3: Long rest as normal. Comfort 4+: Long rest with an extra HD for each comfort above 3. Any of these extra HD over your max are turned into a single-use +1 bonus. Good beds: Kind on your back and your dreams. Comfort +1. Campfire: Enough firewood to last all night. Comfort +1. Advantage on Visibility. Cook: Warm food in your belly. Comfort +1. -1 ration and waterskin for each belly. Stories: Tall tales make our spirits tall. Comfort +1. (+2 with actual tall tale/joke/story told) Music: Songs and music warm the soul. Comfort +1. Wandering +1. Drink: Serve up some booze; make anywhere feel like home. Comfort +1 and Awareness at disadvantage for those that partake. Sharpen weapons: Ignore the first notch the next day for up to three weapons. Take watch: Stay awake, on guard for half the night.. Prepare Spells: As normal for your spellcasting. Forage: Seek out food and water. Get food and water for 1d6 +WIS people. Depends on the terrain and your tools. Tend mounts: Take care of your mounts and vehicles or gain only half their bonus the next day. Other: Spend 2 hours doing work of some sort: crafting, studying, or practicing. Other Camping Bonuses Wandering monster or events have a 1 in 6 chance each half of the night. Visibility determines how easily the camp can be found.

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A toole for camping & travel in D&D 5e.

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  • Forage

    Take Watch Music

    Stories

    Beds

    DrinksPrepare SpellsSharpenWeapons

    Other

    Cook Tend Mounts

    Campfire

    Simple Camping ToolEach player picks two.

    Comfort 0: Long rest is impossible.Comfort 1: Long rest. Exhausted the next day. Only hp and no HD are restored.Comfort 2: Long rest, but fatigued the next day. Only HD restored.Comfort 3: Long rest as normal.Comfort 4+: Long rest with an extra HD for each comfort above 3. Any of these extra HD over your max are turned into a single-use +1 bonus.

    Good beds: Kind on your back and your dreams. Comfort +1.

    Campfire: Enough firewood to last all night. Comfort +1. Advantage on Visibility.

    Cook: Warm food in your belly. Comfort +1. -1 ration and waterskin for each belly.

    Stories: Tall tales make our spirits tall. Comfort +1. (+2 with actual tall tale/joke/story told)

    Music: Songs and music warm the soul. Comfort +1. Wandering +1.

    Drink: Serve up some booze; make anywhere feel like home. Comfort +1 and Awareness at

    disadvantage for those that partake.Sharpen weapons: Ignore the first notch the

    next day for up to three weapons.

    Take watch: Stay awake, on guard for half the night..

    Prepare Spells: As normal for your spellcasting.

    Forage: Seek out food and water. Get food and water for 1d6 +WIS people.

    Depends on the terrain and your tools.

    Tend mounts: Take care of your mounts and vehicles or gain only half their bonus the next day.

    Other: Spend 2 hours doing work of some sort: crafting, studying, or practicing.

    Other Camping BonusesWandering monster or events have a 1 in 6 chance each half of the night.Visibility determines how easily the camp can be found.

  • Marching Order

    Foraging = Gather food and water while moving: half the amount youd

    get normally foraging.

    Sight range is 1 hex, telling you the terrain types and visible landmarks. 1 in 6 chance each hour: Navigator makes DC15 WIS or you get lost. Some terrain modifies the chances of getting lost. A map = -1 chance. If lost, DM secretly rolls to determine what direction you actually went. Get your bearings by sighting a landmark or trying to backtrack.Actions slow the whole group down but are led by one person.

    Mounts/terrain modify your speed (x1.5, x0.5, ...). Vehicles/weather modify your travel hours. Non-drivers get one camping action.Each extra travel hour: DC10 CON save at disadvantage or gain an exhaustion level.Wandering monster/event rolls 1/ hr. Normally a 2 in 6 chance of some encounter.Entering a town, dungeon, etc costs one hour at a minimum.Mark a marching order below, possibly choosing roles like rear guard or navigator.

    Tracking = Try to follow a specific foe or find a known secret using

    Wisdom checks.

    Other = Any other task you could do while walking but not while

    running.

    Simple Travel Tool

    Hours Per Hex

    1 2 3 4 5 6 7 8

    Sneak

    Other

    Track

    Scout

    Navigate

    Sight

    Rest

    X

    Forage

    Resting = Take small breaks,, otherwise make fatigue checks

    each hour at disadvantage.

    Navigating = Keep on track towards your destination. -1 getting lost chance. Can also draw a map.

    Sneaking = -1 wandering monsters, make stealth checks, and avoid

    leaving tracks.

    Sighting = Increase sight range by one hex, get advanced warning for

    hazards/weather, and find landmarks.

    Scouting = Get fore-warning on wandering encounters, meaning active perception versus passive.

    Travel Hours Remaining

    Speed- Cover a distance of 1/( # of travel actions) hexes

    each hour.

    Always used

    Travel Actions