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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
More Regions (Now with Regions of Dread)
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<blockquote data-quote="Faolyn" data-source="post: 8260842" data-attributes="member: 6915329"><p>[USER=6796468]@Steampunkette[/USER] created some lovely sub-regions, so I decided to create a couple regions of my own. After all, I'm running a game that takes place around a giant river that's surrounded by a world-forest, so I might as well try to flesh them out a bit. These aren't as <em>pretty </em>as theirs are, but I'll make them look nice when I'm satisfied they're done.</p><p></p><p>And if anyone has any new regions of their own, you might want to post them here as well.</p><p></p><p><strong><span style="color: rgb(97, 189, 109)"><span style="font-size: 22px">The Wide River</span></span></strong></p><p>Great rivers, sometimes miles wide, cut through the land, providing important trade routes throughout the land. Although they’re not as unpredictable as the ocean waves are, rivers have plenty of hidden dangers of their own. Rivers often cut through other regions as well, and thus some of the hazards found there may affect travelers.</p><p></p><p><strong><em>Tiers. </em></strong>Many rivers are only tier 1, but some are tier 2. It’s rare to find a river more dangerous than that, but not impossible.</p><p></p><p><strong><em>Weather. </em></strong>1–8 clear, 9–12 overcast, 13–16 rain, 17–19 mist, 20–25 snow. If the river is cutting through another region, use that weather instead.</p><p></p><p><strong><em>Journey Activities. </em></strong>With fish and fresh water literally right off the edge of the boat, adventurers have advantage on checks made to Hunt and Gather. Additionally, the fairly linear nature of a river’s path give the adventurers an expertise die on rolls made to navigate. However, the constantly-flowing waters impose disadvantage on rolls made to Track.</p><p></p><p><strong><em>Dangerous Waters. </em></strong>Some areas of the river are filled with rapids, rocks, undercuts, and even waterfalls, and after a rain, there’s a chance that the river’s waters will swell uncontrollably. Adventurers have disadvantage on checks made with water vehicles in these areas or at these times, and in some cases, creatures must leave their boat behind or carry it to the next part of the sailable part of the river. In these cases, they’re considered to be in the surrounding region.</p><p></p><p></p><p><strong><span style="color: rgb(97, 189, 109)"><span style="font-size: 22px">The Living Forest</span></span></strong></p><p>Sometimes, the forests are alive in more ways than the normal—they seem to actively fight against attempts to tame them or turn them into “civilized areas.” While the occasional logger or small hamlet is ignored or even accepted by the living forest, people who attempt to engage in clear-cutting swathes of the forest in order to build towns or cities usually find that at best, their efforts simply never pan out—and at worst, they meet an untimely end. The living forest aren’t Feywoods, for they lack the overwhelming presence of mischieveous faery-folk that those woodlands have. Instead, these ever-virgin forests are nature writ large.</p><p></p><p><strong><em>Tiers. </em></strong>Small sections of living forest might be found deep within larger, more “normal” woodlands, and these are likely to be tier 1. However, bigger and older living forests are likely to be tier 2 or 3, and places such as the Beastlands or that are controlled by powerful nature spirits or are the home of certain forest-dwelling dragons, unicorns, and other such creatures might be tier 4.</p><p></p><p><strong><em>Weather. </em></strong>1-10 clear, 11-16 mist, 17-20 rain, 21-25 snow.</p><p></p><p><strong><em>Fast-Growing Foliage. </em></strong>The trees, shrubs, and vines grow at a pace that can actually be tracked by the careful eye—and they actively grow to confuse attempts to mark trails. Any attempt to navigate or Track in the living forest are made at disadvantage.</p><p></p><p><strong><em>Shadowed Forest Floor. </em></strong>The trees block out sunlight, and the living forest is considered to be dimly lit at all times. However, attempts made to Cover Tracks are made with at advantage.</p><p></p><p><strong><em>Lonely Lands. </em></strong>The very nature of the living forest makes it difficult for sentient beings to find one another. While groups that entered the forest together can usually stay together—unless they deliberately part—it’s rare for one group of people to meet up with another group. It’s impossible to Busk, Gossip, or Rob while in this region.</p><p></p><p><strong><em>Wild Nature’s Plenty. </em></strong>As its name suggests, the living forest are full of life. Adventurers gain an expertise die on attempts to Befriend Animal, Gather Components, Harvest, and Hunt and Gather.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8260842, member: 6915329"] [USER=6796468]@Steampunkette[/USER] created some lovely sub-regions, so I decided to create a couple regions of my own. After all, I'm running a game that takes place around a giant river that's surrounded by a world-forest, so I might as well try to flesh them out a bit. These aren't as [I]pretty [/I]as theirs are, but I'll make them look nice when I'm satisfied they're done. And if anyone has any new regions of their own, you might want to post them here as well. [B][COLOR=rgb(97, 189, 109)][SIZE=6]The Wide River[/SIZE][/COLOR][/B] Great rivers, sometimes miles wide, cut through the land, providing important trade routes throughout the land. Although they’re not as unpredictable as the ocean waves are, rivers have plenty of hidden dangers of their own. Rivers often cut through other regions as well, and thus some of the hazards found there may affect travelers. [B][I]Tiers. [/I][/B]Many rivers are only tier 1, but some are tier 2. It’s rare to find a river more dangerous than that, but not impossible. [B][I]Weather. [/I][/B]1–8 clear, 9–12 overcast, 13–16 rain, 17–19 mist, 20–25 snow. If the river is cutting through another region, use that weather instead. [B][I]Journey Activities. [/I][/B]With fish and fresh water literally right off the edge of the boat, adventurers have advantage on checks made to Hunt and Gather. Additionally, the fairly linear nature of a river’s path give the adventurers an expertise die on rolls made to navigate. However, the constantly-flowing waters impose disadvantage on rolls made to Track. [B][I]Dangerous Waters. [/I][/B]Some areas of the river are filled with rapids, rocks, undercuts, and even waterfalls, and after a rain, there’s a chance that the river’s waters will swell uncontrollably. Adventurers have disadvantage on checks made with water vehicles in these areas or at these times, and in some cases, creatures must leave their boat behind or carry it to the next part of the sailable part of the river. In these cases, they’re considered to be in the surrounding region. [B][COLOR=rgb(97, 189, 109)][SIZE=6]The Living Forest[/SIZE][/COLOR][/B] Sometimes, the forests are alive in more ways than the normal—they seem to actively fight against attempts to tame them or turn them into “civilized areas.” While the occasional logger or small hamlet is ignored or even accepted by the living forest, people who attempt to engage in clear-cutting swathes of the forest in order to build towns or cities usually find that at best, their efforts simply never pan out—and at worst, they meet an untimely end. The living forest aren’t Feywoods, for they lack the overwhelming presence of mischieveous faery-folk that those woodlands have. Instead, these ever-virgin forests are nature writ large. [B][I]Tiers. [/I][/B]Small sections of living forest might be found deep within larger, more “normal” woodlands, and these are likely to be tier 1. However, bigger and older living forests are likely to be tier 2 or 3, and places such as the Beastlands or that are controlled by powerful nature spirits or are the home of certain forest-dwelling dragons, unicorns, and other such creatures might be tier 4. [B][I]Weather. [/I][/B]1-10 clear, 11-16 mist, 17-20 rain, 21-25 snow. [B][I]Fast-Growing Foliage. [/I][/B]The trees, shrubs, and vines grow at a pace that can actually be tracked by the careful eye—and they actively grow to confuse attempts to mark trails. Any attempt to navigate or Track in the living forest are made at disadvantage. [B][I]Shadowed Forest Floor. [/I][/B]The trees block out sunlight, and the living forest is considered to be dimly lit at all times. However, attempts made to Cover Tracks are made with at advantage. [B][I]Lonely Lands. [/I][/B]The very nature of the living forest makes it difficult for sentient beings to find one another. While groups that entered the forest together can usually stay together—unless they deliberately part—it’s rare for one group of people to meet up with another group. It’s impossible to Busk, Gossip, or Rob while in this region. [B][I]Wild Nature’s Plenty. [/I][/B]As its name suggests, the living forest are full of life. Adventurers gain an expertise die on attempts to Befriend Animal, Gather Components, Harvest, and Hunt and Gather. [/QUOTE]
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