Saturday, August 1, 2020

Survival Expanded: Hex Travel and Starvation Points

    Zorn, in my head, is very survival-focused. I want to see characters struggle against the vast untamed wilderness. On the other hand, struggling against bookkeeping is often the pain of survival mechanics; so here's my set of (hopefully simple) GLOG mechanics to drop in for this.
    
    Overland Travel Turns: As mentioned in an earlier post, I divide overland travel into 6 turns a day, as shown below. Each turn takes up roughly four hours. Each action below has DM discretion as to whether it would work in the party's local vicinity. 
    Roll for a Travel Complication every OT turn, but ignore results above 3 if the party is not taking the movement action. If the party is not moving, whoever is actively watching rolls the navigation check. If no one is actively watching, it automatically fails.
    Any OT action (besides resting) taken at night has disadvantage on any checks if done without lighting, or triggers another Travel Complication if done with lighting.
  • Dawn (2 AM to 6 AM)
  • Morning (6 AM to 10 AM)
  • Noon (10 AM to 2 PM)
  • Afternoon (2 PM to 6 PM)
  • Dusk (6 PM to 10 PM)
  • Night (10 PM to 2 AM)


    Movement: It takes one OT turn to move one (six-mile) hex on road (see table below for determining wilderness speed). One character in the party is the navigator and rolls an intelligence or wisdom check (they can use relevant skills as well). Roll a Travel Complication and consult based on the result of the Navigation Check. After everything is resolved, the party is now in the next hex.

  • Road: 1 OT per Hex, Ignore Complications above 3
  • Forest, Plains: 1 OT per Hex
  • Desert, Swamp: 2 OT per Hex
  • Mountains: 3 OT per Hex
  • Ocean: Boat Dependant


    Travel Complications: Modified Overloaded Encounter Die. Roll 1d6 each time the party moves a hex, and consult the table below. Severity is determined by whether the navigation check is successful. Also roll during every other travel turns, but ignore results above 3, anyone dedicating their time to watch makes the Navigation Check.
  1. Encounter
  2. Precept (Clue, Spoor, Omen)
  3. Locality (Context dependant timer)
  4. Exhaustion (Rest or take a penalty)
  5. Obstacle (Troubling landscape feature, dangerous ruins, etc)
  6. Interesting Feature (a safe place to rest, a strange structure, etc)

    Encounter: Your average wandering monster table roll, perhaps toss in a few rare friendly faces.
        Navigation Success: The party is not surprised, and get a small warning before running into the encounter. They can attempt to bypass it through different checks, fighting, etc.
        Navigation Failure: The party is surprised and unaware of the encounter until it becomes very painfully obvious.


    Precept: Relevant Warnings of what is to come; monster tracks, signs of cult activity, a dropped tool with Nazi insignia, etc.
        Navigation Success: The Party finds the Precept and can make reasonable assumptions on how to avoid or find the source, depending on their goal.
        Navigation Failure: The Party may or may not find the clue, depending on how obvious it is. Assuming it makes sense, the next OT turn is automatically an encounter with the source of this Precept.


    Locality: This should be used for timing various things in the area. In the context of Zorn for example; an evil cult's progression on a ritual, a rival adventuring party's progress on looting, POWs dying in a camp somewhere, etc. In more generic terms, it may mean a friendly encounter on a road or a sudden change in weather.
        Navigation Success: Assuming it makes sense, the party is aware of the progression through things like distant noises or other reasonable signs
        Navigation Failure: The Party is left unaware of the change until it becomes very painfully obvious.


    Exhaustion: Something has happened to exhaust, injure, or otherwise hinder the party; traps, accidents, eating funny plants, etc.
        Navigation Success: The Hazard is reasonably avoided through the Navigator's quick thinking.
        Navigation Failure: The Hazard has been triggered, resolve and roll a flat d12 check on a Death and Dismemberment Table, this injury applies to one random party member until the next short rest.


    Obstacle: Some part of the nearby terrain could block the party's path; cliffs, chasms, mountains, guard posts, patches of poisonous plants, etc
        Navigation Success: The Party is made aware of the obstacle but also discover an alternate path around it or at least a way to mitigate its trouble.
        Navigation Failure: The Party is unaware of the Obstacle until it becomes very painfully obvious. If they cannot find a way through, spend another OT turn to try and find a way around it. They cannot move forward until this is resolved.


    Interesting Feature: Interesting things around; safe resting spots, strange holes in the ground, a hidden box of supplies, a weird fruit tree, etc.
        Navigation Success: The Party is at least somewhat aware of the feature.
        Navigation Failure: The Party is unaware of the feature until it becomes very painfully obvious.



Foraging: Foraging for food takes 1 OT Turn, everyone participating rolls an intelligence or wisdom check and each success gains 1d4 rations.


Starvation: Proper Rest and Survival requires food. Every day that a character goes without eating at least one ration, takes a starvation point. Each starvation point adds a cumulative +1 penalty to all rolls. Anyone with 18 or more starvation points starves to death. Recover from one Starvation point a day if given adequate food. (Not sure if I should make it require rest as well, but I'll figure that out when I test.)


Dehydration: In most cases, water should be hand-waved. It's not very often that you literally cannot find or bring any water throughout a whole day. However, in cases where it does (like deserts), Foraging for water is another OT Turn, water counts as a separate form of rations. Going without water for a day gives a character 5 starvation points.


    Rest: Resting is very important. A short rest takes one OT turn and functions as a large lunch, eat one ration, and regain 1d6+level HP. A long rest takes two OT turns and functions as a good night's sleep. If the weather or sleeping conditions are particularly bad, the party may need to build a small shelter.



    Building Shelter: Building a makeshift shelter requires everyone involved to make a check. (The type doesn't particularly matter as long as the player makes a compelling argument), as long as the majority succeeds then a small makeshift shelter is built. This is enough to at least take one long rest in bad weather but isn't very solid or defensible. Building something stronger takes downtime and money.

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