AGRC Dungeons and Wilderness Survival

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Back to: Agrimoor Homebrew Rules

Dungeoneering

While in a dungeon the following rules apply.

Dungeoneering Sequence (1 Round / 1 Minute)
1. Wandering Monsters
2. Party decides actions
3. DM describes summary of actions and outcomes
4. End of Day: Update time records, light sources, spell durations, rest

Wandering Monsters

Occur typically 1-in-6 every 2 dungeon rounds.

Doors

Have a base 1-in-6 chance of success for listening through. Know that forcing a stuck door may lead to alerting nearby monsters.

Resting

PCs must rest one turn every hour or take -1 to hit and damage rolls.

Searching

Has a base 1-in-6 chance for a 10' x 10' area (1 turn). Greater chance of success is likely for players who describe, in detail, how they conduct their search, what they interact with, what they look at, etc; negating the need for a die roll.

Wilderness

The Dungeon Master will apply the following wilderness rules.

Wilderness Sequence
1. Party decides course of travel
2. DM checks for weather
3. Wandering monsters
4. DM describes the region passed through and any sites of interest,
check with players for actions as required.
5. End of Day: Update time records, check rations, spell durations, rest.

Wandering Monsters

  • Frequency rolled once per day, modified by danger of wilderness region/hex
  • City, clear, grasslands, settled: 1-in-6
  • Barren, desert, forest, hills: 2-in-6
  • Jungle, mountains, swamp: 3-in-6

Foraging for Food

  • Foraging: 1-in-6 chance of food for 1d6 people
  • Hunting: Sole activity of day. 1-in-6 chance of animal encountered.

Movement

  • Broken, desert, forest, hills: 1/2 speed
  • Jungle, mountains, swamp: 1/4 speed
  • Maintained Roads: Standard speed
  • Forced March: 1 1/2 speed, must rest for 1 day after

Resting

Characters must rest one day out of the week or suffer a penalty of -1 to hit and damage rolls.