Freeboot'n In The Witherwild : A Daggerheart Campaign

Travel as Environment: Wilderness Hex Crawling in Daggerheart [DRAFT]

Adapted from Patchwork Paladin

Overview

This homebrew document describes use of wilderness travel as a special environment in Daggerheart -- one in which ordinary long and short rests are not possible. It operates in two phases:

Actions: Rolls and Modifiers

The players navigate the wilderness hex crawl using three types of actions. Two of them have rolls and modifiers.

Encumbrance and Provisions

Traveling requires food, water, and other provisions. Traveling is impacted by encumbrance.

The Travel Action and Make Camp Action rolls are affected by two modifying dice, which can be increased or decreased in size by environmental, mechanical effects, such as traveling with or without a vehicle or pack animal, or magic assistance or hindrance.

PC Moves Increasing Encumbrance and Provision Dice Size

GM Moves Decreasing Encumbrance and Provisions Dice Size

Purchasing Provisions (The Provision Die)

At any suitable place, the party may purchase provisions. Provisions are represented by a provisions die, which is added to the Make Camp group action roll.

Cost of the Provision Die (prices subject to change):

What are your favorite rations on the road? What place or event do they bring to mind?

Table 1: Terrain and Difficulty Class

The GM sets the DC for the Travel Action, using this table as a guide.

DC Terrain
11 road, grassland, and open country
14 hills, forests, jungles and other rugged territory
17 deep bogs, steep mountains, deserts and other very challenging terrain
20 lava, shadow dimension, or other supernatural territory

Table 2: The Travel Progress Countdown

The Travel Countdown is equal to the number of hexes in the player's plotted course between their current location and desired destination, allowing for up to the maximum daily travel distance. This countdown increments or decrements based on the result of the Travel action roll's results:

Result Tick
Critical Success Tick down 4
Success with Hope Tick down 3
Success with Fear Tick down 2
Failure with Hope No advancement *
Failure with Fear Tick up 1 as the PC's lose their way *

* On a failure, increase the encumbrance die in size (i.e., d4 becomes d6, and so on), or gain an encumbrance die (d4) if without encumbrance.

Table 3: The Make Camp Results Table

Result Effect
Critical Success PC's may take a long or short rest.
Success with Hope PC's may take a short rest.
Success with Fear An uncomfortable camp. PC’s may take a short rest, but players may only take one downtime move instead of two.
Failure with Hope PCs are required to rest on high alert: PCs may choose to recover one Hope, one Hit Point, one Armor, or one Stress. GM gains 1d4 Fear.
Failure with Fear PCs are required to rest for the night but cannot take downtime move. GM gains 1d4 Fear.

What makes this campsite particularly suitable or unsuitable? What do you think about as you try to drift off? What stories will you share around the campfire?