In the A to Z Challenge I will be describing parts of my fictional world I am starting to use for Roleplaying games. Most of this information is not known by my players, not to hide it from them, but because I think tons about a location that I won’t force them to sit through during gaming sessions. This post is also my entry to this month’s Blog Carnival
Weather and travel are important in exploration in the world. Mechanically 5th edition is fairly lightweight on these rules. One of the difficulties I have found in running 5th edition is the granting of inspiration. Combining the two I have the following.
- Every day of travel the players make the following check: The Condition Check (this is a d20 roll with no modifiers), on a 20 the player gains inspiration, on a 1 the player gains a mishap of some sort (wing it for now).
- Every Day of travel the DM rolls for weather (see DMG) and for Random Encounters.
- If the path is in the wilderness the players will have to make a direction check to make sure they are going the correct way. This check is based on the DC’s (Difficulty Check) in the Ryuutama game as they translate fairly well (see below).
- The outlander background granting good navigation or various ranger abilities can grant advantage as determined by the DM.
|Woods, Highlands, Rocky Terrain||8||Hot, Cold, Rain, Wind Fog||+1|
|Deep Forest, Highlands, Swamp, Mountains||10||Hard Rain, Snow, Night, Deep Fog||+3|
|Desert, Jungle||12||Hurricane, Blizzard||+5|
Additional Difficulty Modifiers: Unusual magical Terrain +3, Unfamiliar celestial navigation +5, Intentional Misleading markers +3