AGRC Dungeons and Wilderness Survival
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Back to: Agrimoor Homebrew Rules
Dungeoneering
While in a dungeon the following rules apply.
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.
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.