SQUARE CRAWL PROCEDURE:
Any DM can
claim a square on the board, once done, he marks up the details of the square
as he desires and runs the broad outline of any encounters in that square.
Cross Country Movement:
use standard rules for movement, difficult terrain and forced marches
from SRD pages 84-85
Terrain Types:
Plains: not
difficult terrain for any mode
Forest: not difficult for foot, but difficult for
horses or wagons
Hills: not difficult for foot or horse, but
difficult for wagons
Mountain: always difficult
Swamp: always difficult
Desert: difficult for wagons, or if you don’t have
adequate water
Tundra: difficult from October to April
--we need a way
to mark map—colors or symbol—for terrain once discovered
Passing through:
when players enter a square for the first time, they should roll on the
region terrain chart and determine what terrain type the square is. If
they are just passing through, they draw a single encounter card for the time
they spend traveling.
Exploring a Square:
in order to get a general sense of the layout of the square, the players
must spend some time scouting around the square to get the lay of the
land. If they are on foot, they spend
6+1d6 days scouting around the square.
If they are on horseback, they spend 3+1d4 days scouting around the
square. Any pack beasts or wagons must
be set up in a fixed camp. If the party
possess a spy glass, reduce time of scouting by 1 day. They can cut the time into fractions by
splitting the party (so if you make 4 groups, you divide total time by 4) there
is a minimum of 1 day of scouting in any event.
Each group draws one encounter card per day spent scouting.
Scouting the
square reveals the location of all obvious (not hidden somehow) settlements,
ruins, and major lairs in the square.
What’s in a Square:
As a
baseline:
1d4+2
settlements
1d4 ruins
1d4 lairs
Perhaps allow
each to “Ace” once.
These are
“obvious” locations, ones that locals will all know, and which will be easily
located by scouting and inspection.
Instead of 1D4 for Ruins / Lairs, what if the DM rolled 4D6 and each 5-6 indicated a location, and each 6 "explodes" for another potential location?
ReplyDeleteI'll start stockpiling ideas for "ruins" and "lairs" on notecards.
Lairs and settlements should be region specific
ReplyDeleteA list of the regions might be:
ReplyDeleteThe South East
The South Swampwest
The Cold North
The Serpentine Islands
The Owlbear's Claws
The Western Forests
???