Nothing to see here, just storing this for later perusal for the purposes of garnering ideas from it -
Phase Two: Searching the Moor
In order to locate the Tower Aardant the characters have to search approximately 10 square miles of swampland. Every time the characters narrow the search they eliminate 1 square mile of swamp they currently reside in from the search. The search is completed when they search all 10 square miles (or sooner if they roll the tower found boon). Whenever a character succeeds on a check by more than 5 he may roll on the Swamp Boon table. Whenever a character fails a check by more than 5 they must roll on the Swamp Bane table.
Navigating the Swamp: Every day that the characters search the swamp they must successfully navigate its hazards by succeeding on an Athletics (Moderate), Endurance (Moderate), or Nature (Moderate) check. The group must achieve more successes than failures (ties count as a failure) or accrue a failure.
Narrowing the Search: Instead of searching the swamp manually the group can attempt to narrow the search by combing through old legends and natural features by succeeding on an Arcana (Hard), History (Easy), or Nature (Moderate) check. Every success eliminates one square from the search or erases a failure while every failed check accrues two failures.
Searching the Swamp: The characters can comb the swamp carefully to try and find the tower this day by making a Nature (Moderate) or Perception (Moderate) check. If the group achieves more successes than failures (ties count as failure) they eliminate one square mile from the search. A failed check accrues a failure.
Making Camp: At the end of each day of searching the characters must find a suitable campsite and make up a safe encampment for the evening by succeeding on a Nature (Easy) or Perception (Moderate) check. If the group achieves more successes than failures (ties count as failure) they sleep well and gain a +2 bonus on all checks made the following day. If the group accrues more failures than successes they sleep poorly and all checks made the following day are made at a -2 penalty.
Effects of Failures
# of Failures Ongoing Effect
1-2 No Effect
3 The characters become damp and weary. All Athletics and Endurance DCs are increased by +2.
4 The characters begin to question their sense of direction. All Nature and Perception DCs are increased by +2.
5 The characters begin contracting horrible diseases that sap their strength. All Athletics and Endurance DCs are increased by +4.
6 The characters have become somewhat lost in the swamp. All Nature and Perception DCs are increased by +4.
7 The swamp has really taken its toll on the characters. Each PC contracts filth fever and all DCs are increased by +5.
8 The characters become hopelessly lost and wander the swamp for 1d4 days before stumbling across their first encampment. They will be unable to locate the tower without outside help.
Swamp Boons
Roll Effect
1-2 The characters find a great campsite! No roll is needed for Making Camp this day.
3-4 The characters find an old raft lodged in some weeds. All rolls made to navigate the swamp this day are made at +2.
5-6 The characters find the remnants of an old tower in the moor. All rolls made to narrow the search are made at +2 thanks to the discovery.
7-8 The characters find an old hunter’s pack lodged in some weeds. Any one character can recover a burned equipment card.
9-10 The characters stumble across a hunting party that has had a run in with some Kruthik! Go to the Kruthik caverns encounter.
11-12 The characters find some rare herbs that ease their suffering. Negate one failure if they have 3 or fewer failures.
13-14 The characters find the shack of a crazy hermit who takes them in for the night. There is no need to make camp this evening and the characters negate two failures.
15-16 The characters find a wounded member of the Fallen God Tribe. If they heal him up they gain 2 free successes in the next challenge and receive a warmer reception than normal.
17-18 The characters stumble across a beautiful dryad who gives them directions. The characters eliminate one square mile from their search.
19-20 The characters find the Tower Aardant through sheer luck!
Swamp Banes
Roll Effect
1-2 The characters get a bit lost. Nature and Perception checks are made at +2 for this day.
3-4 Someone is bit by a snake! One character looses 1d4 healing surges.
5-6 Some equipment breaks. One random equipment card is destroyed.
7-8 An animal steals some food. All Endurance checks are made at +2 difficulty for this day.
9-10 The insects are wicked this day. All checks are made at +2 difficulty for this day.
11-12 Animal Attack! A large animal attacks the group!
13-14 Horrible sickness. The characters contract filth fever.
15-16 Quicksand! One character falls into quicksand. Everyone else must succeed on a Moderate Athletics or Nature check to pull him out.
17-18 Horrible Storm. A horrible storm comes up, destroying 1d4 equipment cards and making the task of finding camp for the night very hard (+5 DC).
19-20 Horribly Lost. The characters immediately accrue 2 failures.
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