Getting Lost
|
|||||||
|
Party Guide
|
|
|||||
Terrain Type
|
Ranger
|
Barbarian
|
Nomad
|
Elf/Druid
|
Gnome
|
Local Guide
|
All
Others
|
Desert
|
16%
|
20%
|
10%
|
16%
|
20%
|
15%
|
16%
|
Forest, Light
|
15%
|
16%
|
20%
|
10%
|
12%
|
15%
|
16%
|
Grasslands
|
15%
|
15%
|
10%
|
15%
|
20%
|
12%
|
16%
|
Hills, Rolling
|
16%
|
16%
|
16%
|
16%
|
12%
|
12%
|
16%
|
Plains
|
16%
|
16%
|
10%
|
20%
|
25%
|
12%
|
16%
|
Scrublands
|
16%
|
16%
|
10%
|
16%
|
20%
|
12%
|
16%
|
Forest, Moderate
|
18%
|
20%
|
25%
|
15%
|
15%
|
15%
|
32%
|
Hills, Steep
|
25%
|
20%
|
25%
|
30%
|
20%
|
20%
|
30%
|
Mountains
|
25%
|
30%
|
33%
|
33%
|
25%
|
25%
|
33%
|
Snowy
|
30%
|
25%
|
35%
|
30%
|
35%
|
30%
|
33%
|
Desert, Dune Swept
|
50%
|
45%
|
30%
|
50%
|
50%
|
25%
|
60%
|
Forest,
Heavy
|
20%
|
25%
|
50%
|
20%
|
25%
|
25%
|
60%
|
Glacial/Icy
|
40%
|
40%
|
50%
|
50%
|
50%
|
35%
|
50%
|
Jungle
|
40%
|
40%
|
50%
|
45%
|
50%
|
35%
|
50%
|
Mushroom Forest
|
35%
|
45%
|
50%
|
35%
|
15%
|
25%
|
50%
|
Swamp
|
40%
|
45%
|
50%
|
50%
|
50%
|
25%
|
50%
|
Thorn Forest
|
40%
|
40%
|
45%
|
35%
|
35%
|
35%
|
50%
|
Broken
|
50%
|
50%
|
35%
|
50%
|
50%
|
25%
|
60%
|
Local Guides should of course be locals who have traveled the route in question before. Local guides will typically only be good for distance of 50 to 500 miles from place of origin.
If a paryt has one character with INT or WIS of 16 or higher subtract 5% from the chance of getting lost.
If a party has 3 or mor embers with INT or WIS of 16 or higher halve the chance of getting lost.
If a party is traveling quickly increase the chance of getting lost by 10%
If following trusted instructions or a map decrease chance of getting lost by10%
If a party is traveling at night and less than 1 in 3 characters has night vision or infravision double the chance of getting lost.
This comment has been removed by a blog administrator.
ReplyDeleteIf following inaccurate instructions or map, increase the chance of getting lost by 10%.
ReplyDeleteIf following intentionally deceptive instructions or map, either increase chance of getting lost by 50%, (if deception is simply aimed at getting one lost), or roll at normal chance to arrive at false destination, (if deception points the party accurately to the wrong place).
Worthy additions.
Delete