Post by Zyraen on Oct 29, 2020 8:54:51 GMT 8
Note: References to (NEW) either means I did not use this before, or I did use but it was never clearly spelt out to players.
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TIMINGS
Day : 7 am to 5pm
- Daylight : 9 am to 3 pm
- Noon : 11 am to 1pm
Night : 5 pm to 7 am
- Evening : 5 pm to 7pm
- Late Night : 9 pm to 3 am
- Midnight : 11 pm to 1 am
Note Punny Bones Show starts abt 8 or 9pm, usually a very short while due to the discomfort created. Sometimes no show.
Day and Night for encounters and frequency of encounters.
Evening is the time to fix appointments but no uninvited visiting.
Mordavian gates are attended to during the Day and in the Evening, otherwise no.
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NAVIGATION DC
Nature 12 (Noon), 16 (Daylight), 20 (Night), perhaps Harder later on.
Check is made per hour. Noon autopass for all previously visited areas.
Main Navigator makes a Nature check. Asst Navigator can roll assist after that, using the DC one step lower than the Navigator's
- beating the DC grants a +3 bonus.
- getting two less or two more than the DC is +2 and +4 bonus
- a low roll applies no penalty but also no bonus.
Sometimes the Main Navigator does so poorly, a +2 to +4 wont make a difference. Note a natural 1 applies this effect.
The Asst Navigator may then take the lead from Main, making a Nature check against the original DC, with a -2 penalty for the distraction.
(NEW) Anyone can take 5 navigating, including assistant.
Checks may get easier when re-visiting a place. After visiting the same place X times during the day and retracing back to Mordavia, no checks required. X varies and depends on distance and complexity of route from place to Mordavia. Generally speaking, fixing a direction or moving a certain direction whenever possible (aka keeping) is low complexity.
(NEW) For each step passing the navigation DC, progress is 1.5, max double.
If failing the DC within 1 step, you are delayed/slowed by 50%.
If you fail more than one step, you make no progress but maintain your bearings.
If you fail by more than one step, you become lost and all DCs increase by 1 step.
(NEW) Fast March : The group can move at essentially double speed. This increases DCs for navigation by 1 step. It also reduces passive perception by 5, and certain types of foes are likely to surprise the party. If the party has to make a surprise perception check during this period, the DC is increased by 5.
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ENCOUNTERS
Day Random Enc will be rolled every check, except at Noon.
(NEW) There will be some allowance for no encounters now that you are more familiar with the forest.
(NEW) Avoiding an encounter will be a group check, ie half+ to pass. Certain encounters like animals or zombies if spotted some distance ahead (using passive perception of lead Navigator), can be bypassed via a detour which only requires a Navigation check, and might also work with a group Stealth check (or other ideas). Some encounters in some situations cannot be avoided, case by case.
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KNOWN LOCATIONS
Approx Locations in the Forest which are known to PCs. Orientation from Mordavia gates/walls, given in approx order of discovery by PCs
Low means low complexity
- Mountain Cave (low): directly due south 3 hours
- Cemetery (low) : east then keep north, 1 hour
- Lakeside : southwest 3 hours
- "Castle Gates" : turn west then west while keeping north, 2 hours (seen by PCs)
- Baba Yaga : somewhere to southeast
- Gypsy Camp : somewhere to northeast
- Windmill/Vineyard: south fork just before Lakeside, distance/path unknown from that location.
=====
TIMINGS
Day : 7 am to 5pm
- Daylight : 9 am to 3 pm
- Noon : 11 am to 1pm
Night : 5 pm to 7 am
- Evening : 5 pm to 7pm
- Late Night : 9 pm to 3 am
- Midnight : 11 pm to 1 am
Note Punny Bones Show starts abt 8 or 9pm, usually a very short while due to the discomfort created. Sometimes no show.
Day and Night for encounters and frequency of encounters.
Evening is the time to fix appointments but no uninvited visiting.
Mordavian gates are attended to during the Day and in the Evening, otherwise no.
=====
NAVIGATION DC
Nature 12 (Noon), 16 (Daylight), 20 (Night), perhaps Harder later on.
Check is made per hour. Noon autopass for all previously visited areas.
Main Navigator makes a Nature check. Asst Navigator can roll assist after that, using the DC one step lower than the Navigator's
- beating the DC grants a +3 bonus.
- getting two less or two more than the DC is +2 and +4 bonus
- a low roll applies no penalty but also no bonus.
Sometimes the Main Navigator does so poorly, a +2 to +4 wont make a difference. Note a natural 1 applies this effect.
The Asst Navigator may then take the lead from Main, making a Nature check against the original DC, with a -2 penalty for the distraction.
(NEW) Anyone can take 5 navigating, including assistant.
Checks may get easier when re-visiting a place. After visiting the same place X times during the day and retracing back to Mordavia, no checks required. X varies and depends on distance and complexity of route from place to Mordavia. Generally speaking, fixing a direction or moving a certain direction whenever possible (aka keeping) is low complexity.
(NEW) For each step passing the navigation DC, progress is 1.5, max double.
If failing the DC within 1 step, you are delayed/slowed by 50%.
If you fail more than one step, you make no progress but maintain your bearings.
If you fail by more than one step, you become lost and all DCs increase by 1 step.
(NEW) Fast March : The group can move at essentially double speed. This increases DCs for navigation by 1 step. It also reduces passive perception by 5, and certain types of foes are likely to surprise the party. If the party has to make a surprise perception check during this period, the DC is increased by 5.
=====
ENCOUNTERS
Day Random Enc will be rolled every check, except at Noon.
(NEW) There will be some allowance for no encounters now that you are more familiar with the forest.
(NEW) Avoiding an encounter will be a group check, ie half+ to pass. Certain encounters like animals or zombies if spotted some distance ahead (using passive perception of lead Navigator), can be bypassed via a detour which only requires a Navigation check, and might also work with a group Stealth check (or other ideas). Some encounters in some situations cannot be avoided, case by case.
=====
KNOWN LOCATIONS
Approx Locations in the Forest which are known to PCs. Orientation from Mordavia gates/walls, given in approx order of discovery by PCs
Low means low complexity
- Mountain Cave (low): directly due south 3 hours
- Cemetery (low) : east then keep north, 1 hour
- Lakeside : southwest 3 hours
- "Castle Gates" : turn west then west while keeping north, 2 hours (seen by PCs)
- Baba Yaga : somewhere to southeast
- Gypsy Camp : somewhere to northeast
- Windmill/Vineyard: south fork just before Lakeside, distance/path unknown from that location.