13 May, 2012

Grot Wilderness Travel

Travel across the face of Grot is an inherently hazardous and chaotic affair. As a group of adventurers progress, the inimical terrain around them is randomly generated. This is true even when traversing areas they have been through before. The perilous mountain ranges, caustic seas and the six great citadels stand as the only static landmarks of this percolating milieu of corruption. Below are two examples of the tables useful for inflicting this environment.


Basic Nature of Mid-Latitude Hex

  1. Fungal Forest
  2. Forested Swamp
  3. Cyclopean Briars
  4. Grasping Weedlands
  5. Fungal Hills
  6. Abyssal Valleys
  7. Cinder Waste
  8. Stomatic Canyons
  9. Shattered Rock
  10. Low Fen

Effects of Travel applied to all characters at end of passage through hex
2. Sinister Mist, 2d6 damage
3. Sinister Mist, 1d6 damage
4. Aspect Bugs, 2d6 damage, save for half
5. Weak Spores
6. Leering Briars, 2d6 damage, save for half
7. Leering Briars, 1d6 damage, save to avoid
8. Leering Briars, 1d6 damage, save for half
9. Aspect Bugs, 1d6 damage, save for half
10. Leering Briars, 2d6 damage, save for half
11. Insinuating Spores, save to avoid
12. Oddly Benign
Leering Briars: character descending base armour class is applied as a penalty to the saving throw
Aspect Bugs: character descending base armour class is applied as a bonus to the saving throw
Insinuating Spores: armour provides neither protection nor detriment
Post a Comment