Curabel Campaign Exploration Rules Cheat Sheet

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Exploration Quick Reference Sheet: Dungeons

  1. Random Encounter Check (Every Three Turns – 30 min – 6 on d6 standard)
  2. Party announces intention:
    1. Move:
      1. Exploration: 1” = 10’ per turn with mapping
      2. 5x speed through familiar areas (no mapping)
      3. 10x speed when fleeing
    2. Listen:
      1. One Round per attempt
      2. 2 in 20 standard (elves 3 in 20)
      3. Limit of 3 attempts
    3. Open a Door:
      1. One Round per attempt
      2. Unlimited attempts (bend bars/gates is one try)
      3. Pick Lock takes 1-4 rounds (depending on complexity)
      4. Chopping down a wooden door takes 1 turn
    4. Search for Traps:
      1. One Turn per 10’x10’ area; 1-4 rounds for one object
    5. Casual Examination of Room
      1. One Turn per 20’x20’ area
    6. Thorough Examination of Room & Search for Secret Doors
      1. One Turn per 10’x10’ area
    7. Cast Spells (Details per description)
    8. Rest
      1. Required 1 Turn in every 6
    9. Miscellaneous Other
  3. Encounters (See Encounter Quick Reference Sheet)
  4. Book-keeping
    1. Mark the passage of the turn
    2. Subtract resources as needed (light, spell duration, etc.)

Exploration Quick Reference Sheet: Wilderness & Outdoors

  1. Daily Setup
    1. Check weather and announce it to party
      1. If traveling across wilderness, check if party is lost (see Hexcrawl Document)
  2. Determine Total Movement for Day
    1. 1” = 1 mile standard
    2. Adjust for terrain as follows:
      1. ¾ for Rugged; ½ for Very Rugged
  3. Roll for Random Encounters (see Hexcrawl Document)
  4. Resolve Rolled Encounters
  5. Resolve Miscellaneous Party Actions
  6. Camping in Wilderness
    1. Give party two or more options for campsite
    2. Roll for Random Encounters (see Hexcrawl Document)