Day travel: a few meaningful checks, not one per hex
Night camp: higher tension, fewer rolls, bigger consequences
Encounters aren't always combat
Risk increases with danger, speed, and noise
Day travel should have encounters but not at every hex. Perform encounter checks after hex 2 and hex 4.
Chance and type of encounters
d100 | Result |
|---|---|
1-40 | No encounter |
41-60 | Signs & Foreshadowing |
61-85 | Minor Encounter (hazard, discovery, social) |
86-100+ | Major Encounter (combat or big story moment) |
Optional Modifiers (no more than two)
Situation | Modifier |
|---|---|
Dangerous region |
|
Road/high traffic |
|
Favorable weather |
|
Bad weather / low visibility |
|
Stealthy travel/high passive perception |
|
If an encounter occurs:
Check lead characters' Passive Perception against creature Stealth check. Checks within 5 of one another means no surprise on either side.
Camping should feel riskier than travel, but not constant. Perform one encounter check per night.
Before rolling for encounters:
Who is on watch each of 4 terms?
Roll Survival check for camp setup
Chance and type of encounters
d100 | Result |
|---|---|
1-30 | Peaceful Rest1 |
31-60 | Uneventful Night |
61-85 | Minor Encounter (hazard, discovery, social) |
75-100+ | Night attack (Surprise DC 15) |
Optional Modifiers (no more than two)
Situation | Modifier |
|---|---|
Dangerous region |
|
Road/high traffic |
|
Favorable weather |
|
Bad weather / low visibility |
|
Poor camp setup (< DC 10) |
|
Excellent camp setup (> DC 14) |
|
If encounter occurs:
Roll 1d4 to determine watch
Awake character(s)
Check characters' Passive Perception against creature Stealth check. Checks within 5 of one another means no surprise.
1 On a peaceful rest, characters may choose to:
Gain advantage on first saving throw of the day
Regain 1 additional hit die
Remove 1 additional level of exhaustion
Gain additional Heroic Inspiration