Joined: Thu Sep 05, 2013 1:15 am
Location: Melbourne, Australia
Turn 1 is a wilderness exploration turn. |
Everybody falls into line, and the long, lonely march overland commences.
The sun is halfway above the horizon, and the sky turning grey-blue as our company trudges out of the safe embrace of the Grey Hart's camp. You're not a quarter mile gone before the sun is fully risen and the camp's morning bell carries clearly to your ears, ringing dolefully to signify the changing of the guard.
Looking back, the camp is a muddy sprawl of several score tents and morning fires encircling the lee side of a grassy hill. Ahead, the grey clouds are gathering over the moors and promise to bring rain before noon. Alas, there is no proper road out to the moorlands, but travelling due east is easy enough; you have only to keep the rising sun ahead of you, and the setting sun behind you. Secure in this knowledge you trudge on...
| The referee would normally dice in secret to determine whether a wilderness encounter would occur each day; these occur on a roll of 6 and are checked once per day in open terrain such as this. 1d6=1 a throw of 1 indicates nothing untoward happens during the first day. Hardly surprising so close to a major camp! |
The ground ahead is undulating and becoming wet and sedgy as you approach the moors. Large puddles and pools of standing water become more frequent, sometimes causing you to deviate from your most direct course in order to remain on higher ground. And soon enough a steady drizzle sets in. Your first meal break is a cheerless affair in the rain, and though there are intermittent patches without rain, there is little respite during the afternoon. The ground grows steadily wetter and muddier, and overall visibility is limited by the rain and the mist that rises off the wet ground.
| Any rain will reduce overland movement rate during a wet season so, if this weather persists, your hike might take three days instead of two. Additionally, the limited visibility conditions due to rain introduce the possibility of becoming lost. The referee would normally determine this in secret, but as this is a demonstration I will roll for the players openly: 1d6=6, so you have remained more or less on track. |
As dusk approaches on the first day those without travelling cloaks are thoroughly wet through. Everyone has wet feet, regardless.
Do you have any any specific arrangements for your overnight camp?
Hirelings: Georges; torch[/f]