Travel

Travel

There are three types of travel that can be used in Tag & Tally.

  • Wilderness
  • Urban
  • Dungeon

The number of Points is limited.

Pace Slow Normal Fast
Wilderness 4 5 6
Urban -- 4 5
With Transport +1 +2 +3
Dungeon -- 10 --
  • Slow Travel allows scouting, foraging and hunting during Wilderness Travel.
  • Fast Travel adds the Exhaustion condition tag for the Next Day on every Scene.
  • Transportation cannot be used inside a dungeon
  • Wilderness travel is based on costs of the terrain you are entering before needing to rest either in a safe zone or in camp.
  • Urban travel is the number of point that can be completed in a given day before needing to return home to rest.
  • Dungeon travel is the number of rooms in a regular sized dungeon that can be encountered before needing to rest.

Hex Map Travel

Level Generation

When entering a new hex, determine its level based on the level of the hex you're leaving:

Leaving Hex Level Dice Formula Level Range
1-2 1d4+2 3-6
3-4 1d6+2 3-8
5-6 1d8+2 3-10
7-10 1d10+2 3-10*

* If rolling 1d10+2 results in 11 or 12, the hex level is 10.

Hex Information

Each hex contains the following information:

Level:

  • Determined by dice roll when entering the hex
  • Based on the level of the hex you're leaving
  • See Level Generation table above

Terrain/District:

  • The type of terrain (wilderness) or district (urban)
  • Terrain examples: forest, plains, mountain, swamp, island, desert, wastelands, magiclands
  • Fantasy district examples: central, market, residential, slums, garden, religious, trade, admin, scholar, entertainment, crafts, arcane, industrial, noble
  • Modern district examples: high-class, financial, middle-class, park, medical-park, commercial, downtown, government, university, tech, warehouse, industrial

Feature:

  • Special feature of the hex (from random tables)
  • May include difficulty notation: (Easy), (Rough), or (Dangerous)
  • Difficulty affects movement cost (see Movement Costs below)

Landmark:

  • Special location or discovery in the hex (generated when the hex is first populated)
  • Rolled from landmark-type table (3d6)

Event:

  • An event that occurs when entering the hex (rolled each time you enter)
  • Rolled from event-type table (3d6)

Exits:

  • List of all 6 adjacent hexes
  • Each exit shows: position number (1-6), coordinate, and terrain type
  • Positions are numbered starting from the top and going clockwise

Movement Costs

Movement between hexes costs movement points based on terrain difficulty:

Terrain Difficulty Movement Cost
Easy 1 point
Rough 2 points
Dangerous 3 points

The difficulty comes from the feature of the hex you're entering. If a feature includes "(Easy)", "(Rough)", or "(Dangerous)", that determines the movement cost.

Rest Procedure

A rest consists of a number of rounds equal to 1 plus the number of players. If you are out in the wilderness we highly advise that each character takes a watch as a downtime activity.

  1. Each party member can choose to do 2 downtime activities and get a full nights rest barring any interruptions. (In the wilderness, one downtime activity should be a watch).

  2. Determine how many times to roll for a random encounter using the following equation. # of rounds - # of players

    This should be at least 1, but if a player does not take a watch you may have more possibility of rolling an encounter.

  3. Roll on the appropriate Rest encounter table to determine what happens.

  4. If you are tracking resources, reduce your rations and water by one.

2d6 Wilderness Rest Safe Zone
1-5 Nothing Roll Safe Zone Encounter
6-10 Roll Travel Type Encounter Nothing
11-12 Roll on Discovery Table Roll on Discovery Table

Dungeon

Setup a Dungeon:

  • Generate a dungeon name and theme
  • Generate Objective
  • Roll a scene status
  • Generate the number of rooms by rolling 1d6+4 (5-10).
    • The first room always has an entrance and 3 open exits and does not count against your number of rooms.
    • Hidden rooms do not count against the number of rooms.
    • The object room does not count against the number of rooms.
  • After rolling the last room roll again to create the final room and your objective.
  1. Choose 2 different colored d6. One to be the X axis , the second to be Y axis.
  2. Roll the 2d6 and draw a room with those dimensions and an open exit on each side.
  3. There is nothing in this starter room and does not count against the number of rooms to the dungeon
  4. Pick an exit and roll 2d6, then draw the next room.
  5. Roll number of exits for the room 1d4-1.
  6. Roll for contents and resolve the encounter.
  7. If there are rooms left in the total count go to #4
  8. If there are no rooms left choose any remaining exit that is not opened and create a 5x5 room with a L5 Dungeon Boss.
  9. After defeating the Boss you may open any remaining door and explore the contents of another singular room but do not add any exits to the room. You will find your objective in this final room.
d20 Result Details
1 Fail, and You find find and trigger a trap.
2 to DC-6 Fail, but You find a trap, but it is not triggered
DC-5 to DC-1 Success, but You find a secret but its trapped
DC to DC+4 Success You found a secret
DC+5 + Success, and You found 2 secrets