Travel

Table of content
  1. Travel
  2. Map Setup
  3. Urban
  4. Wilderness
  5. Wilderness & Urban
  6. Dungeon
  7. Rest Procedure

Travel

There are three types of travel that can be used in Story Mode.

The number of Points is limited.

Pace Slow Normal Fast
Wilderness 4 5 6
Urban -- 4 5
With Transport +1 +2 +3
Dungeon -- 10 --

Map Setup

Define the type of map you want to use. We will be using a 7x7 square tile map. But the method for set up is the same but the numbers will change.

Urban

Abbr District Types Number of Tiles
HC High Class 2
F Financial 2
MC Middle Class 4
S Slums 8
P Park 1
MP Medical Park 2
C Commercial 5
D Downtown 1
G Government 1
U University 1
E Entertainment 7
T Tech 4
W Warehouse 4
I Industrial 7
SS Public Transportation -
H Home -
O Office/HQ/Work -

Wilderness

Card Type 5x6 Cards 7x7 Tiles
Forest 6 11
Plains 6 11
Mountain 5 9
Swamp 4 7
Island 3 7
Wild Cards 3 (random) 3
Dungeon 1 (random) 1
Portal - -
Home - -
Guild/Home/Castle - -

Wilderness & Urban

Terrain Difficult Movement Rules
Easy Costs 1 point/card
Rough Costs 2 points/cards
Dangerous Costs 3 points/cards
Wild Card Variable; follows drawn terrain type or unique rule
Dungeon Stops movement for the day (if entered) Note: In a Carta Style game, you may opt to go back into the card you came from with no additional cost without starting the dungeon

When traveling into a point/card/tile use the following procedure.

  1. Draw Terrain for each of the empty adjacent points.
  2. Roll 1d4+2 to determine the level of the scene. (Anything without a level will use this as their level).
  3. Roll for weather.
  4. Roll for a Point of Interest Type.
  5. Resolve the situation created.
  6. If you have more travel left in the day go to another point/card and start back at #1.
  7. If you do not have more to travel, you must [[#Rest Procedure|rest]].
  8. After resolving the Rest start over at #1.

Dungeon

Setup a Dungeon:

  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

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