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rules:wilderness [2018-05-02 14:06] – [Sleeping without a tent] sandra | rules:wilderness [2020-02-01 11:39] – sandra | ||
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===== Looking for Food and Water ===== | ===== Looking for Food and Water ===== | ||
- | |||
- | I was too lazy to look it up last Tuesday so I just used the " | ||
- | |||
- | I looked up the real rules now and they differ from what I ran with in some ways, I made four mistakes. The first one isn't that big of a deal, but 2, 3 and 4 could' | ||
- The DC can vary by type of terrain. For the jungles let's bring it down to 10. For deserts let's kick it up to 20. | - The DC can vary by type of terrain. For the jungles let's bring it down to 10. For deserts let's kick it up to 20. | ||
- | - You can forage both at a normal and at a slow pace. (Slow pace is good vs ambushes, but, normal is OK enough for food& | + | - You can forage both at a normal and at a slow pace. (Slow pace is good vs ambushes, but, normal is OK enough for food& |
- More than one person can look. | - More than one person can look. | ||
- | - You make one roll for both food& | + | - You make one forage |
+ | |||
+ | **The water you find from foraging in the Jungles of Chult is risky to drink** unless you boil it or magically purify it. Rainwater is safe to drink. | ||
+ | |||
+ | ==== Jungle hunting & River fishing ==== | ||
+ | |||
+ | Cool, but ultimately just a flavorful way to describe the same foraging rules listed above. | ||
+ | |||
+ | For example, you try to catch fish, you make a wisdom check DC 10 and if you make it, you catch 1d6+wis pounds of fish! | ||
+ | ==== Outlander' | ||
+ | Pretty much auto-success on large quantities of foraging. Good for food but **drink the water on your own risk**. | ||
+ | |||
+ | (The outlander can choose between getting six pounds of food, twelve gallons of water (in hot climate. Six in normal. Or they can forgo use of this ability if they'd rather roll.) | ||
+ | ==== Raincatcher ==== | ||
+ | |||
+ | The raincatcher starts overflowing after 8 gallons. Which is OK, it's just wasted. | ||
- | So you really earned those XP you got for making it back home to Port. Congratulations. It's still going to be dangerous but the rules mistakes I was running with made it significantly more dangerous. | + | * No rain: no rain, no water. //Ah wretch! said they, the bird to slay// |
+ | * Light rain / mist (1-12): 5 hours per gallon (⅕ gallon per hour — ten hours for one person | ||
+ | * Medium rain (13-16): 5 hours per two gallons (⅖ gallon per hour — five hours for one person | ||
+ | * Heavy rain (17-19): 5 hours per three gallons (⅗ gallon per hour — two hours for one person to drink) | ||
+ | * Storm (20): Don't leave your raincatcher out in the storm. | ||
+ | If you have several raincatchers and can leverage short and long rests it can help with water needs. | ||
==== Purify Food & Water spell ==== | ==== Purify Food & Water spell ==== | ||
+ | Once you've found water, even river water or ocean water, this spell can purify four thousand gallons per slot! | ||
- | As far as the spell Purify Food & Water goes, I'm going to house rule for jungles that one slot expenditure | + | ==== Brewer' |
+ | Proficiency with Brewer' | ||
- | When there is obvious | + | === Amateur Purification === |
+ | |||
+ | Without proficiency any adventurer can spend the same time and amounts (1 hour for 1 gallon, 8 hours for 6 gallons) to improved | ||
+ | |||
+ | ==== Cook's Utensils ==== | ||
+ | You need proficiency with Cook's Utensils for both of these | ||
+ | === Preparing a meal for eating right away === | ||
+ | //(This one comes from XGE p81)// | ||
+ | |||
+ | Roll Con + Prof vs DC 10. On a success you and up to 5 pals gains 1 extra hit point per Hit Die spent during a short rest when eating. You can do this with scavenged food, rations, fine food, goblin meat, — in short, any eating. This does not interfere with your ability to rest. | ||
+ | |||
+ | === Making your own rations === | ||
+ | //(This one is Sandra' | ||
+ | |||
+ | You spend one hour and roll Con + Prof. | ||
+ | |||
+ | You either try to turn 4 days worth of fresh perishable food into 2 rations (a solid dependable rate), | ||
+ | or 2d4 days worth into 1d4 rations. (So if you're lucky 2 can become 4. If you're unlucky 8 can become 1.) [Spending one week of 8h days in a real, clean kitchen can turn 200 days worth of perishable food into 100 rations without a die roll. And 100/40 is 2.5 so 1d4 is a pretty good approximation of that.] If you are really careful and you have a lot of time you also might want to do 2:1 instead of 4:2 or 2d4:1d4. | ||
+ | |||
+ | If you get 20 or higher, you manage to make the rations & you also get the benefits of 1 hour of rest. | ||
+ | |||
+ | If you get between 12 and 19, choose one: | ||
+ | |||
+ | * The ingredients are destroyed but you get the benefits of 1 hour of rest, or | ||
+ | * The ingredients are considered fresh for one extra day (and you can try to make a ration | ||
+ | |||
+ | If you get 11 or lower, the ingredients are destroyed. | ||
+ | |||
+ | Either way you can spend multiple hours doing this if you have enough ingredients. (I.e. beyond any ingredients that you rolled that they have to be postponed until tomorrow, they still need one more day to get ready for a new try to make them rations.) | ||
- | (It explicitly says in Tomb of Annihilation that water in rivers and on the ground normally is not fit to drink.) | ||
==== Real World Human Water Needs ==== | ==== Real World Human Water Needs ==== | ||
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==== Starving ==== | ==== Starving ==== | ||
- | You need to eat one pound per day. Eating half a pound counts as half a day without food which can be a good way to stretch out your resources. | + | You need to eat one pound per day. Eating half a pound counts as half a day without food which can be a good way to stretch out your resources. A preserved ration counts as one pound of food even though it takes up more space in your bag than one pound of fresh food. |
The first three+Con days without food, you are fine. Every day after that you gain one exhaustion level. There' | The first three+Con days without food, you are fine. Every day after that you gain one exhaustion level. There' | ||
- | === Clarifications from "Veins of the Earth" === | + | Eating one pound neither resets or advances your starvation track. |
- | You can reset your days by eating | + | |
- | Once you've entered that starving state, you gain one extra exhaustion level every time you pass up such an opportunity to reset. For example if your friend breaks their leg and you don't eat them. | + | Eating three pounds of **non-conjured** food, or eating at least one pound of humanoid meat (such as kobold, human or elf) resets your starvation track to zero (thanks to Veins of the Earth for this, uh, recipe). You still have to rest off your exhaustion levels. |
+ | |||
+ | If you have any exhaustion levels caused by starvation, you gain one additional | ||
+ | |||
+ | Your amount of starvation days is not secret info and you won't unknowingly be walking around with a bunch of starvation days. | ||
+ | |||
+ | === Create Food and Water === | ||
+ | |||
+ | Conjured food, even with Prestidigitation spice, cannot reset your starvation track. It can just keep it static. | ||
+ | |||
+ | === The Loophole=== | ||
+ | |||
+ | You might notice there' | ||
==== Thirsting ==== | ==== Thirsting ==== | ||
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===== Navigation ===== | ===== Navigation ===== | ||
- | I also forgot that you get +5 to navigation when travelling slow (and +5 when travelling fast). This would' | ||
- | For navigation, only one person can roll — that is still correct. I guess that's where I got the misunderstanding that that also applied | + | You get +5 to navigation when travelling slow (and +5 when travelling fast). |
- | "You are lost 1d6 hours then you can roll again" from the DMG ← doesn' | + | For navigation (unlike foraging), only one person can roll. |
+ | |||
+ | "You are lost 1d6 hours then you can roll again" from the DMG ← doesn' | ||
==== Navigation near coasts, lakes and rivers ==== | ==== Navigation near coasts, lakes and rivers ==== | ||
- | You were reluctant to roll, you just said "we don't go back into the forest helt enkelt" | + | |
+ | It's not as easy as just following | ||
+ | |||
+ | The hexes are big patches of various terrain. The map just is representative of the most //common// terrain on the hex, which also sets the DC. 15 for rivers and jungles, 10 for lakes and coastal areas. | ||
==== Hidden rolls for where you go when you're lost ==== | ==== Hidden rolls for where you go when you're lost ==== | ||
It's a secret 1d6 roll. I could draw playing cards A,2,3,4,5,6 and reveal them once you find your way, or I could roll under cups and then lift the cups once you find your way. Let me know if this is what you want or if you are OK with me keep doing the hidden 1d6 roll. 1 is north, 2 is northeast, 4 is south etc. (You might accidentally end up where you want to go, too.) | It's a secret 1d6 roll. I could draw playing cards A,2,3,4,5,6 and reveal them once you find your way, or I could roll under cups and then lift the cups once you find your way. Let me know if this is what you want or if you are OK with me keep doing the hidden 1d6 roll. 1 is north, 2 is northeast, 4 is south etc. (You might accidentally end up where you want to go, too.) | ||
- | ===== Canoes ===== | ||
- | OK if you get canoes the rate you can travel faster on the river (even upstream). 2 hexes per day instead of one. [[River and Flask]] misremembered it when you were asking them but I just double checked the rules. | ||
- | ===== Fifteen & Twelve/ | + | ==== How far can I see ==== |
- | I know a lot of DCs (usually there is a DC from a rule, from an opposing NPC, or from the module text) but when I don't I have two standards. 15 when there' | + | 1.22 x [ sqrt( your altitude over prevailing terrain |
- | The DMG p 242 suggests 15/20 for the same purpose but I've changed it to 12/20 to better match the probabilities in Dungeon World and Apocalypse World, since I harvest them for many ideas for these successes-with-costs. In those games there' | + | Horizon on flat terrain (such as ocean) = 3 miles. |
- | Also a 12 is nicer to you than a 15 is and the DC for a full-no-strings-attached success is the same, 20. So it's a win/win for you too. | + | ===== Canoes ===== |
+ | |||
+ | If you get canoes | ||
- | In the session yesterday, I offered a DC 12 for finding | + | They cost 50GP but can hold six people, that's some pretty |
- | ===== DC 10 and DC 20 ===== | + | ===== Insect repellent |
- | There is one situation where I think DCs 10 and DC 20 makes sense and that's for passive knowledge | + | Incense 1 sp for 8 hours of 20-foot-radius. |
+ | Salve 1gp for 20 × 24 hours of one bugfree person. | ||
===== Sleeping without a tent ===== | ===== Sleeping without a tent ===== | ||
- | Before Xanathar' | ||
- | But I can scrap that house rule now that Xanathar' | + | Xanathar' |
- | You neither gain nor lose exhaustion levels and you only regain ¼ of the normal | + | You neither gain nor lose exhaustion levels and you only regain ¼ of spent hit dice. |
And it repeats the rule for **forgoing long rests completely**: | And it repeats the rule for **forgoing long rests completely**: | ||
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* Resets to DC 10 after one long rest. | * Resets to DC 10 after one long rest. | ||
- | I'm not sure if sleeping in the merciless rain with disease-carrying insects counts | + | If you have neither tent or bedroll, that counts as forgoing sleep. If you have only one of them, it counts as uncomfortable sleep. Going without tent also has another disadvantage that will be revealed later. |
+ | A blanket can replace a bedroll when it's not winter. | ||
+ | |||
+ | In XGE, light armor doesn' | ||
+ | ==== Winter Camping ==== | ||
+ | |||
+ | On a normal or warm night (warm for winter), you need tent, bedroll and blanket in order to get **un**comfortable | ||
+ | |||
+ | On a cold night, a windy night, or both (15% each so about a 28% chance of either, approximately), | ||
+ | |||
+ | ===== Cold ===== | ||
+ | In the winter, you need serious winter clothes including gloves, coats etc, otherwise it's a DC 10 con save per hour or rack up exhaustion levels. | ||
+ | ===== Sleeping tied up ===== | ||
+ | |||
+ | Also counts as uncomfortable sleep. |