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*'''Hunting''' allows a PC to roam within a one mile sub-hex, either hunting or trapping small to medium sized game. The PC makes a DC 15 Wisdom (Survival) check to see if they succeed. Any meat that is eaten raw gives a high chance of becoming Sick (see Food & Drink). Cooked meat served with foraged vegetables is treated as Standard Rations. Any meat not immediately cooked is considered Spoiled as of the next day and must be discarded. Any PC eating Spoiled meat is guaranteed to get Sick and must pass a DC 25 Con check or become Diseased (use Sewer Plague).
 
*'''Hunting''' allows a PC to roam within a one mile sub-hex, either hunting or trapping small to medium sized game. The PC makes a DC 15 Wisdom (Survival) check to see if they succeed. Any meat that is eaten raw gives a high chance of becoming Sick (see Food & Drink). Cooked meat served with foraged vegetables is treated as Standard Rations. Any meat not immediately cooked is considered Spoiled as of the next day and must be discarded. Any PC eating Spoiled meat is guaranteed to get Sick and must pass a DC 25 Con check or become Diseased (use Sewer Plague).
 
*'''Fishing''' allows a PC to fish in any river, pond, or lake. It requires fishing tackle. The PC makes a DC 15 Wisdom (Survival) check to see if they succeed. Any fish that is eaten raw gives a small chance of becoming Sick. Cooked fish served with foraged vegetables is treated as Standard Rations. Any fish not immediately cooked is considered Spoiled as of the next day and must be discarded. Any PC eating Spoiled fish is guaranteed to get Sick and may also contract a disease.
 
*'''Fishing''' allows a PC to fish in any river, pond, or lake. It requires fishing tackle. The PC makes a DC 15 Wisdom (Survival) check to see if they succeed. Any fish that is eaten raw gives a small chance of becoming Sick. Cooked fish served with foraged vegetables is treated as Standard Rations. Any fish not immediately cooked is considered Spoiled as of the next day and must be discarded. Any PC eating Spoiled fish is guaranteed to get Sick and may also contract a disease.
*'''Map Making''' - As per the standard 5e rules.  See Movement: Activity While Traveling.  No check is required.  If at least one PC makes a map, the DM will update the six mile hex map.
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*'''Map Making''' - As per the standard 5e rules.  See Movement: Activity While Traveling.  No check is required.
 
*'''Making Camp''' – During Spring, Summer, or Fall season, there is enough daylight outside of the normal travel day to find a campsite without spending MP. Only in Winter, when the daylight hours are short, does a PC need to spend MP to find one. If a PC spends one MP to Make Camp, they have a chance to find an exceptional campsite (which usually affords the party against inclement weather and/or wandering monsters).
 
*'''Making Camp''' – During Spring, Summer, or Fall season, there is enough daylight outside of the normal travel day to find a campsite without spending MP. Only in Winter, when the daylight hours are short, does a PC need to spend MP to find one. If a PC spends one MP to Make Camp, they have a chance to find an exceptional campsite (which usually affords the party against inclement weather and/or wandering monsters).
 
*'''Moving''' - The PC is contributing their passive Perception to the group's chances of noticing any hidden threats.
 
*'''Moving''' - The PC is contributing their passive Perception to the group's chances of noticing any hidden threats.
 
*'''Navigating''' – As per the standard 5e rules.  The character can try to prevent the group from becoming lost, making a Wisdom (Survival) check when the DM calls for it.
 
*'''Navigating''' – As per the standard 5e rules.  The character can try to prevent the group from becoming lost, making a Wisdom (Survival) check when the DM calls for it.
*'''Pathfinding''' – The PC moves more slowly but marks the path that the party is taking. The Pathfinder does this by carving glyphs into trees, stacking small rocks on top of each other, noting obvious landmarks, etc… Once a path is marked, as long as the marks aren’t tampered with, the party can follow the path and not get lost.  If at least one PC is Pathfinding, the DM will supply a one mile sub hex map for the party.
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*'''Pathfinding''' – The PC moves more slowly but marks the path that the party is taking. The Pathfinder does this by carving glyphs into trees, stacking small rocks on top of each other, noting obvious landmarks, etc… Once a path is marked, as long as the marks aren’t tampered with, the party can follow the path and not get lost.
*'''Scouting''' – The PC explores a one mile sub hex, looking for lairs, secret entrances, game trails, etc. There are 25 one mile sub-hexes within a six mile hex, but completely Scouting a six mile hex requires 72 MP, or three days. There are obscure features in some hexes that will only be discovered by Scouting. If at least one PC is Scouting, the DM will provide a one mile sub hex map for the party.
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*'''Scouting''' – The PC explores a one mile sub hex, looking for lairs, secret entrances, game trails, etc. There are 25 one mile sub-hexes within a six mile hex, but completely Scouting a six mile hex requires 72 MP, or three days. There are obscure features in some hexes that will only be discovered by Scouting.
 
*'''Tracking''' – As per the standard 5e rules.  A character can follow the tracks of another creature, making a Wisdom (Survival) check when the DM calls for it.
 
*'''Tracking''' – As per the standard 5e rules.  A character can follow the tracks of another creature, making a Wisdom (Survival) check when the DM calls for it.
  

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