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Mearls' Legends and Lore (or, "All Roads Lead to Rome, Redux")
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<blockquote data-quote="Nagol" data-source="post: 5499386" data-attributes="member: 23935"><p>The 3e DM can control pace through the swamp about as well through abstracting the environment as well.</p><p></p><p>DM: "You're at the edge of The Swamp of Icky Swamp Stuff. Your destination is deep within probably at a least day maybe two based on the muck you need to wade through. Any special precautions? No? OK roll a d20".</p><p></p><p>Destination is 14 hours of normal travel within. The group will realise it is getting close once it is within 4 hours of travel and not lost.</p><p></p><p>The Swamp of Icky Swamp Stuff</p><p></p><p>To avoid becoming lost: Survival DC 12 1/hour Take 10 is possible if no combat that hour (harder than a moor but less than a full forest). <Note that this means a group with a Wis 14+ character or any character with a trained Survival of +2 or better cannot get lost unless there is a serious distraction like combat.></p><p></p><p>Disease check: Fortitude Save DC 12: Filth Fever 1/day for anyone susceptible to disease.</p><p></p><p>Wandering monsters: chance 1/20 every 12 hours of day travel, and 1/10 overnight. Average EL 6 during the day, EL 9 at night (see chart). <Chance of an encounter is remote, but the DM left some chance by assigning a probability. The players have some strong control over the likelihood to avoid encounters by forcing the travel to be a single day.></p><p></p><p>With this setup, the PCs are in control if the lose the equivalent of a healing surge by using Forced March or Hustling to reduce the chance of random encounters and other dangers.</p></blockquote><p></p>
[QUOTE="Nagol, post: 5499386, member: 23935"] The 3e DM can control pace through the swamp about as well through abstracting the environment as well. DM: "You're at the edge of The Swamp of Icky Swamp Stuff. Your destination is deep within probably at a least day maybe two based on the muck you need to wade through. Any special precautions? No? OK roll a d20". Destination is 14 hours of normal travel within. The group will realise it is getting close once it is within 4 hours of travel and not lost. The Swamp of Icky Swamp Stuff To avoid becoming lost: Survival DC 12 1/hour Take 10 is possible if no combat that hour (harder than a moor but less than a full forest). <Note that this means a group with a Wis 14+ character or any character with a trained Survival of +2 or better cannot get lost unless there is a serious distraction like combat.> Disease check: Fortitude Save DC 12: Filth Fever 1/day for anyone susceptible to disease. Wandering monsters: chance 1/20 every 12 hours of day travel, and 1/10 overnight. Average EL 6 during the day, EL 9 at night (see chart). <Chance of an encounter is remote, but the DM left some chance by assigning a probability. The players have some strong control over the likelihood to avoid encounters by forcing the travel to be a single day.> With this setup, the PCs are in control if the lose the equivalent of a healing surge by using Forced March or Hustling to reduce the chance of random encounters and other dangers. [/QUOTE]
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Mearls' Legends and Lore (or, "All Roads Lead to Rome, Redux")
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