Land Adventures



 
 
 
 
 
 
Procedure
Encounter Distance
Confrontation
Movement
Becoming Lost
Procedure For Lost Parties
-
REST
 
Forced Movement
The Adventure
-
-
-
DMG

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Starting from the point of origin, your players will move over not only
varying types of terrain but through areas of varying human and demi-human
population as well. Just as terrain will affect the frequency and type of
monsters encountered, so will population dictate likelihood and type of
encounter. You must, therefore, show population density on your large
scale map -- or at least have some idea of it in mind as adventurers move
across the land. The chance of encounter is set with the following bases:

Chance Of Encounter:
Population Density Base Chance of Encounter
relatively dense <DMG.C: Inhabited And/Or Patrolled> 1 in 20
moderate to sparse/patrolled <DMG.C: Inhabited And/Or Patrolled> 1 in 12
uninhabited/wilderness 1 in 10

FREQUENCY OF ENCOUNTER CHANCE TIME CHECKS:                              Check for Encounter At
Type of Terrain Morning (8-12) 
<d4: 8, 9, 10, 11>
Noon (12-4)
<d4: 12, 1, 2, 3>
Evening (4-8)
<d4: 4, 5, 6, 7>
Night (8-12)
<d4: 8, 9, 10, 11>
Midnight (12-4)
<d4: 12, 1, 2, 3>
Pre-Dawn (4-8)
<d4: 4, 5, 6, 7>
Plain x - x - x -
Scrub x - x x - x
Forest x x x x x x
Desert x - - x - x
Hills - x - x - x
Mountains x - - x - -
Marsh x x x x x x

x = check for encounter
- = do not check unless party numbers over 100 creatures

<added times>

<WATERBORNE ENCOUNTERS
Fresh Water
Encounter occurs 1 in 20, check morning, evening, and midnight.

Salt Water
Encounter occurs 1 in 20, check dawn and noon in coastal and shallow waters, check only once during daylight (usually noon) in deep water.>

<Underwater Encounters>

Procedure:

Daylight hours consist of morning, noon, and evening;
night consists of night, midnight, and pre-dawn.
These times equateof about an hour after the party sets forth for the day,
the mid-point of the journey,
and near the end when camp is being made with respect to daylight hours.
During hours of darkness, equate the periods to first,
middle,
and end sleep periods.
Where only 1 or 2 chances for encounter exist,
you may vary the time as you see fit in order to avoid player reliance on information which they should not be privy to.
When an encounter check isindicated,
    roll the appropriate die,
    and if a 1 results,
    an encounter takes place.
        In this event,
            go to the appropriate table for the terrain, <FF, DMG>
                and determine randomly what sort of monster is being encountered.
Note: In areas where you have detailed the monster population,
a random determination should not be necessary,
as this information should be recorded by you.

When an actual meeting does occur,
consult the explanations accompanying the table for any special procedures to follow.
Attempts by the encountering party to evade are dealt with under COMBAT, PURSUIT AND EVASION OF PURSUIT (q.v.).



Outdoor adventures are mainly treks to reach some destinarion or exploration expeditions.

Never mention hexes or squares, of course.
Just say that the party has traveled what seems like X miles.
Terrain description is the way to channel the team--roads, tracks, game trails, gullies, canyons, passes, wharever.
"There is thick brush to the north and a cliff to the south, so continuing westwards seems the most likely route through this area."

Of course you should have a map where there are set encounters that can be used to keep the session interesting.
Of course, regular random encounter checks in wilderness--three in daylight, three in darkness also liven things up...even if no encounter occurs or the result is a weather change.

As the GM be prepared to invent a lot in such adventures 

Cheers,
Gary


Encounter Distance:

If either party is surprised,
the encounter distance is determined by subtracting the value of surprise
(as determined by the die which indicated that the condition existed) from normal encounter distance.
Normal encounter distance is 6" to 24" (6d4).
Thus, on a surprise roll of 1, for example, encounter distance is 5" to 23" (6d4 -1),
on a 2 the distance is 4" to 22", etc.
In addition to shortening encounter distance,
surprise also allows the surprising party to have that number of segments as shown on the die as the surprise factor as free and unanswered activity to move, attack, flee, etc.
(See SURPRISE.)
In addition to modification for surprise, terrain will also modify encounter distance as follows:
 
 
Scrub --  -1 per die on all 3's and 4's
Forest -- -1 per die on all numbers (00's are possible)
Marsh -- -1 per die on all 2’s 3's, and 4's

Plain, desert, hills, and mountains
    do not alter encounter distance variables unless one of the three modifying types of terrain also exists.
If final encounter distance is 1" or less,
    then a confrontation will usually take place.

Confrontation: Confrontation indicates that the adventurers and some monster have met at close proximity,
and some interaction is likely to take place. There are, however, modifying circumstances:

1) If the monsters are intelligent and would normally deem themselves to be weaker than the party of adventurers,
then they will always seek to avoid such confrontation.

2) If the party of adventurers surprises the monsters and elects to flee the encounter,
they may attempt to avoid confrontation by using free segments of action to move out of confrontation distance and evade the monsters.

Confrontation interaction can consist of any number of actions, singly or
in combination ~ parley and reaction, spell casting, missile fire, melee
combat, etc.

Movement:
As mentioned previously, movement rates hove been given elsewhere.
There rates assume that a party of from 1 to 100 creatures are concerned.
If more than 100 are in the party,
reduce movement rate by 1 mile per day for each additional 100 or fraction thereof,
but in no event should such adjustment slow the rate of movement of the party to below 50% of normal speed.

Becoming Lost:

Any party not guided by a creature knowledgeable of the countryside through which the party is moving,
or which is not following a well defined course (river, road, or the like),
or which is not using a well-drawn and correct map,
might become lost.


-
This is determined prior to the commencement of a day's movement.
Determination is based on the terrain:
 
 
Terrain Type Chance Of Becoming Lost Direction
Plain 1 in 10 60° left or right
Scrub 3 in 10 60° left or right
Forest 7 in 10 any
Rough 3 in 10 60° left or right
Desert 4 in 10 60° left or right
Hills 2 in 10 60° left or right
Mountains 5 in 10 120° left or right
Marsh 6 in 10 any

To find the direction of movement if a party is lost, roll d6, 1-3 indicating left,
4-6 indicating right.
Each hex face is 60°.
If a loss of direction of 120° is possible,
    roll a second d6,
        1-3 indicating a 60° direction loss,
        4-6 indicating 120°.
In any direction, loss is possible,
    roll a single d6,
        with results being read off clockwise considering the intended direction of travel as 12 o'clock,
        and giving 2 chances for complete loss and movement in the exact opposite direction, thus:
        1 = right ahead, 2 = right behind, 3-4 = directly behind, 5 = left behind, and 6 = left ahead,
i.e. there is NO chance of the party ever accidentally moving in the desired direction
when
the die indicates the condition of being lost exists.

Direction of lost movement is illustrated below:

Procedure For Lost Parties:
As soon as the die roll indicates the party is lost,
determine the direction.
If it is onto a space which has previously been travelled over and mapped by the party,
then they will recognize that they became lost.
Tell them that they moved in X direction,
rather than that which was desired,
but they have seen landmarks and realize their error.
If movement is into on orea where the party has not already been and mapped,
then immediately roll again to determine if the party will be lost the next day also.
If no such lost direction is indicated,
then the party will realize it has made an error the next day;
but meanwhile describe terrain as if they had actually moved in the desired direction,
i.e. as if they had not been lost with regards to direction.
This will,
of course,
result in the erroneous mapping of a space until corrected.
If the party will also be lost the following day,
the procedure above is followed until they are no longer lost.
At that point,
they will realize thot they have not been moving in the desired direction,
or series of directions,
but they will NOT know just where they became lost.
They will have to back-track and attempt to locate the last space which they mapped correctly and go on again from that place.

It must be understood that parties following a correct map will never be come lost.
Procedures are only for explorotion of unmapped terrain.

REST: Movement rates are postulated on sufficient daily rest periods so as
to obviate the necessity for ony protracted REST periods of a day or more
during the course of any journey. If normal movement rate is exceeded,
however, then special rest periods in addition to any subsumed brief
breaks in travel ore required. This is detailed below:

Forced Movement:

It is possible to make forced marches up to twice the distance shown for daily movement rate.
Such forced movement increases the daily rate in 10% increments, from 10% to 100% at the option of the party,
to a maximum of double normal movement rate; but as soon as a total of 100% of additional normal movement rate is reached,
or as soon as the party determines to assume non-forced movement, whichever first occurs, a mandatory rest period must be enforced. Rest period depends upon the total percentage of forced movement:


10% - 30% = 1 hour per 10%
40% - 60% = 2 hours per 10%
70% - 100% = 3 hours per 10%

To find the time required for enforced rest,
simply find the total percentage of rest time and deduct this from normal daily movement rate.
Thus, 30% means that 30% of movement the next day is deducted,
as the party rested during that period.
At 3 hours per 10% increment of forced movement, 70% equals 210%, so 2 full days,
plus 10% of a third day must be spent in rest from the forced march.

Failure to rest after normal movement is equal to 100% means that beasts of burden have a cumulative chance of dropping dead of 10% per 10% increment of additional movement of any sort.
Other creatures lose 1 level of ability or hit die in the same manner,
until 0 is reached and exhaustion kills them.
Such loss of vitality, whether by beast of burden, creature, or character requires a full 8 hours of additional rest for each
such 10% increment, hit die, or level of ability lost.
For example, a 12th level fighter who moves an additional 90% of movement after exceeding normal movement by 100% must rest 72 hours, consecutively, in order to regain 12th level of ability. Prior to that period of rest, the character is effectively 3rd level!


<how's my math?>

E=exhaustion
F=fatigue
H=hustle
M=move
P=percentage
R=rest

[Day1f: Forced Movement. M+H. H=(F)(P). F=(1 to 10) P=(0.10).]
[Day2f: Rest? = go to Day2fr.
Move? = go to Day2fm]

[Day2fr]                                                                 'On the Road Again' (Remainder of the Day)
F 'morning' Rest' * ORA : Mv6 ORA : Mv9 ORA : Mv12 ORA : Mv18 ORA : Mv24
1 1 hour 10.8
2 2 hours 9.6
3 3 hours 8.4
4 8 hours 2.4
5 10 hours 0 [Day 3fr = 12]
6 12 hours 0 [Day 3fr = 9.6]
7 21 hours 0 [Day 3fr = 0] [Day 4fr = 10.8]
8 24 hours 0 [Day 3fr = 0] [Day 4fr = 7.2]
9 27 hours 0 [Day 3fr = 0] [Day 4fr = 3.6]
10 30 hours 0 [Day 3fr = 0] [Day 4fr = 0] [Day 5 = 12]

* Doesn't have to be morning. Just called that to ease comprehension.

[Day2fm]
F = 'exhaustion points'
if you H, you get F
get rid of Fwith R
beasts of burden : Fx10 = % chance of dropping dead (check at begin ('1') of move). As soon as you check, your F becomes E.
characters : F = negative levels. As soon as you move (begin at ('1' of move)), your F becomes E.

To get rid of E : Fx8 hours.

<think about the colors>

<
Adapted from Land Adventures, page 49
 
Scrub --  -1 per die on all 3's and 4's D = 6d4(-1 if 3 or 4) -S
Forest -- -1 per die on all numbers (00's are possible) D = 6d4 -6 -S
Marsh -- -1 per die on all 2’s 3's, and 4's D = 6d4(-1 if 2 or 3 or 4) -S

Distance = 6d4 -Surprise
D = 6d4 -S

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