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#7 Traveling Beyond the Wall


Here are some things to keep in mind when venturing pass the Wall into the main island.

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Wilderness Random Encounters


The rule of thumb is that, as players, you want to reduce the amount of times that I roll for random encounters. These encounters are usually a waste of resources and an obstacle in your path. Occasionally these Encounters can lead to a side adventure, for example you might be able to track down the creature's lair that attacked you and find treasure.


When in the Wilderness there is the serious danger of having Random Encounters stack on top of each other. Getting into combat will trigger one Random Encounter Check. Also using spells like Thunderwave will trigger a Check.


Last but not least, I was using a wrong rule for Random Encounters. The chance for Random Encounters has DOUBLED.

Before: 15% chance for Random Encounters

Now: 30% chance for Random Encounters



Overland Travel Rules:

Speed. 1 minute. 1 Hour. 1 Day. Note.

Fast 400 feet 4 miles 30 miles −5 penalty to passive Perception

Normal 300 feet 3 miles 24 miles —

Slow 200 feet 2 miles 18 miles Able to use Stealth




Resting in the Wilderness

Short Rest: 1 hour

Long Rest: 8 hours


Resting can be tricky. If you get into combat while Resting, then you have to start the Rest over.



Levelling Up

If you happen to level up while adventuring, then you must find a "Safe Haven" in order to do so. The Rakasta Encampment will be your first Safe Haven. Make more friends if you want more Safe Havens.



 

These are the full rules for resting as found in the Players Handbook.


Short Rest

A Short Rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds.


A character can spend one or more Hit Dice at the end of a Short Rest, up to the character’s maximum number of Hit Dice, which is equal to the character’s level. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains Hit Points equal to the total. The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a Long Rest, as explained below.


Long Rest

A Long Rest is a period of extended downtime, at least 8 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours. If the rest is interrupted by a period of strenuous activity—at least 1 hour of walking, Fighting, casting Spells, or similar Adventuring activity—the Characters must begin the rest again to gain any benefit from it.


At the end of a Long Rest, a character regains all lost Hit Points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character’s total number of them (minimum of one die). For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a Long Rest.


A character can’t benefit from more than one Long Rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.

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