Journeys

Players assign roles of guide, scout, hunter, beast master, sentry and plan a route from their current location to their destination, taking into account obstacles like rivers, forests, and mountains.  

Points of Light

 

Greyhawk leans heavily on the "Points of Light" approach, with significant distances between major settlements, creating a sense of isolation and wilderness. Greyhawk tends to feature a more sparsely populated, classic "old school" feel with widely separated settlements across a large map. In Greyhawk, civilizations tend to be more rustic and tribal, reflecting the sparsely populated nature. Due to the "Points of Light" structure, Greyhawk campaigns often focus on exploration, adventuring between settlements, and encountering unique threats in isolated areas.

 
Hex Crawls
 

Each hex is 7 miles, the party moves 4 hexes easy, 2 hexes rough, 1 hex difficult. Each time players enter hex roll an encounter or mishap. The assigned role must meet the challenge difficulty. Difficult hexes require 3 roll on enter. Examples of mishaps are getting lost, falling, crossing water, finding water, animal checks, avoiding fatigue. Todo

  https://arcdream.com/tor/journeys/index.php   https://www.reddit.com/r/rimeofthefrostmaiden/comments/15sd454/travel_roles/

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