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Unplanned Wilderness Trouble
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<blockquote data-quote="DragonShadow" data-source="post: 1504228" data-attributes="member: 16918"><p>Well, rolling a single Survival check for the party (based off whoever has the highest modifier in it) would be best. Even people that get lost might be able to find their way out, and everybody will <em>eventually</em> not be lost anymore. If they pass, it should take them more time that it would with the guide, but much less time than if they were just wandering around aimlessly. One thing to note: If there are any dwarves in the party that are stereotypical for dwarves, and there happens to be a dwarven settlement nearby, you should roll either an Intelligence or Wisdom check to see if he/she knows of it, as well as how to get there. I'm basing this off of the assumed "dwarves are isolationists" dealy.</p><p></p><p>On the same note, if they don't have trail rations enough for the trip, Survival would be the only thing keeping them alive, unless they run into some monster and decided to eat it rather than hunt for small (or large) game. </p><p></p><p>Assuming that they fail the Survival check to get themselves out of the mountains, they have a problem on their hands. Personally, I would roll a percentile chance to see just -how- lost they are. 100% meaning they're going in completely the wrong direction, 50% meaning they have at least one of the compass point directions right, and 01% meaning that they just can't find a path.</p><p></p><p>An adventure wandering through the mountains could mean any number of things. Mountains, like everything else in D&D, are populated by a number of both good and evil creatures and peoples (or dwarves). Mountains often have caves in them, which can lead extremely deep underground, if you want to take them to the lightless Underdark.</p><p></p><p>Really though it's up to you how long it will take them to get out if they can't find a way, and where you want it to lead them. ~.^</p></blockquote><p></p>
[QUOTE="DragonShadow, post: 1504228, member: 16918"] Well, rolling a single Survival check for the party (based off whoever has the highest modifier in it) would be best. Even people that get lost might be able to find their way out, and everybody will [I]eventually[/I] not be lost anymore. If they pass, it should take them more time that it would with the guide, but much less time than if they were just wandering around aimlessly. One thing to note: If there are any dwarves in the party that are stereotypical for dwarves, and there happens to be a dwarven settlement nearby, you should roll either an Intelligence or Wisdom check to see if he/she knows of it, as well as how to get there. I'm basing this off of the assumed "dwarves are isolationists" dealy. On the same note, if they don't have trail rations enough for the trip, Survival would be the only thing keeping them alive, unless they run into some monster and decided to eat it rather than hunt for small (or large) game. Assuming that they fail the Survival check to get themselves out of the mountains, they have a problem on their hands. Personally, I would roll a percentile chance to see just -how- lost they are. 100% meaning they're going in completely the wrong direction, 50% meaning they have at least one of the compass point directions right, and 01% meaning that they just can't find a path. An adventure wandering through the mountains could mean any number of things. Mountains, like everything else in D&D, are populated by a number of both good and evil creatures and peoples (or dwarves). Mountains often have caves in them, which can lead extremely deep underground, if you want to take them to the lightless Underdark. Really though it's up to you how long it will take them to get out if they can't find a way, and where you want it to lead them. ~.^ [/QUOTE]
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