Here's a terrain type as it currently appear in my draft notes for my Outlaws of The Dragonwrack campaign.
Move cost is from a daily total of points qual to the movement rate of a party. Search Cost is how many move points are spent searching within the terrain type as opposed to simple travel. Riding is the difficulty rating of long distance riding or trying to go faster than a walk (if a die roll ever comes up for that).
Costs for equipment are listed in SP as the campaign is using a "silver economy"
Shardscarp
Move Cost: 10; Search
Cost: 15; Riding: -5
Hils and mountains
broken into great shards of stone cutting all who stride and swallowing those
that fall.
Shardscarp Hazards: Roll each square crossed or for every 4
hours of searching
2d6 Roll |
HAZARD |
|
2 |
Shardquake! |
A massive
cascade of avalanche and splintering debris. All take 2d8 damage, Save vs
Rays for ½ damage. A 1 on the save inflicts blindness as per a Splinter Burst
(no extra save). Any one with skill in Shardscarp Survival will give their
allies a +2 to their save , and will lead everyone to a safe spot on a 20 on
their roll so suffcesful saves result in no damage. |
3 |
Splinter
Chasm. |
The planned
route is blocked by a chasm 2d4x5 ft wide and 2d100 ft deep! Falling in
causes 1d8+1d6 per 10’ . Travel cost is
doubled unless everyone can get over the chasm in some other way. |
4 |
Dragon Boulders |
Lot’s of
large spikey rocks. Not dangerous typically but they do increase move cost by
50%. |
5 |
Shrike Gravel |
Similar to
Razor Chaff but no save needed if footwear is VeryFine or better. |
6 |
Shard Plates |
Massive long
plates of rock. Not dangerous unless there
are tremors. A good spot for ambushes. |
7 |
Razor Chaff |
Footwear
attacked. Save as vs Petrify w/DEX ADJ for boots/shoes worn. Failed save damages boots 1 step. If a 1 is
rolled 1 point of damage is suffered. If barefoot a any failed save inflicts
1 pt of damage. |
8 |
Shard Pit! |
A shard pit rips opens up under travelers feet
1d4x10ft deep. Save VS death with DEX ADJ or PCs has fallen in pit. Taking
1d8+1d8/10ft. Roll 1d8 to
see who is possible victim: 1-3 Front of Party;4-6 Middle of Party; 7-8 Rear
of party. A dwarf among
a part of a party will be able to notice and warn allies moments
before, giving them all a +4 to save. Being
tethered to allies also provides a +4 save vs falling into a Shard Pit. |
9 |
Aerial
Predator |
Random
Encounter with Aerial Predator |
10 |
Curious Pit |
There is an
unmapped pit here. Easy to avoid. ROLL ON WILDERNESS PITS table if explored. |
11 |
Splinter Burst |
The ground
whines and BOOM! A spray of hot shards sprays 1d6: 1-2 front of party,3-4
middle of Party,5-6 rear of party. Make as vs Breath adding DEX plus shield
bonus and stun bonus for helmets, or suffer 1 pt of damage and be blinded for
2-5 days. An eyewash attempt (an unskilled surgery) can clear up the
blindness ahead of time… but be warned a 1 on a d20 check will inflict an
extra 1pt of damage and add 2 days to the blindness |
12 |
Tremor |
Save vs Death
or suffer 1d3 attacks from falling shards. +4 vs ac for 1d9 damage each.
Elves and Dwarves will notice these coming moments before giving all allies
in party a +4 to save vs falling shards. |
Shardscarp Search Table
2d6 Roll |
|
|
2 |
Adamant
Splinters |
A clump of rough adamant containing
maybe 2d4 measures of Adamant Ore
embedded in a large stone shard. 1d6 for quality: 1-Duff,2-Shoddy,3-Bodge,4-5-Regular,6-
Good. Need tools of quality or better
than the deposit, bungled attempts will result in Adamant Dust be collected as opposed to ore. |
3 |
Melch Pot |
Bubbling up near
where a large shard breaks the soil one finds 3d4 gallons will ooze out here
for the next 3d6 days. Might be possible
to mine to a deeper reservoir. |
4 |
Ludden Vein |
A VEIN of
Ludde Ore. |
5 |
Sparking
Stone |
Very Fine
components for fire making kits. 3d6 measures. |
6 |
Quarry Site |
Stone here is
exceptional, Very Good Quality Building Stone, 2d4 blocks a day possible. |
7 |
Dragonrock
Vein |
A VEIN of
Dragonrock is discovered. |
9 |
Yellow Pit
Fungus |
1d4 measures Shoddy
Fungus from Winter to Summer. 2d4+4 measures Good Fungus in Autumn. Be
careful it grows at the bottom of pits 2d6x10 feet deep. |
9 |
Dove Roost |
Roost of Crag
Doves. Eggs can be collected in spring (2d6+12 portions). May be possible to
hunt/catch as many as 2d6 doves before the remainder escape. Peaceful contact
with the doves will give 20% chance to avoid hostile encounters in space for
the next day. |
10+ |
Map Feature |
Find Feature
Noted on Map. |
Shardscarp Equipment
Equipment |
|
|
Shard Clogs |
20 sp |
Ignore Shrike
Gravel. +2 to save vs Razor Chaff |
Splinter
Goggles |
25 sp |
+2 to save vs
Splinter Burst (-2 or 10% penalty to see) |
Net Pole |
15 sp |
For catching
flying birds |
No comments:
Post a Comment