Notes
I want the Geography, hooks, territories, and encounter info (at the top thats for every run in) with a TC next
Using the Tiered Leveling system for DCs
.
Encounter Building
Daily Tables
Survival Tables
Navigation Tables
Weather & Hazards Table
Leveling & Rewards
Geo: Continent Area Blocks
Geo: Cities, Towns, Villages
Hooks: Factions, Schools, Monasteries etc.
Hooks: Sacred Sites, Ancient Spirits, Plots
References
Encounters In Manam
An early age focused on survival, growth, and magic. It's apparent that the world is full of gifts, but they are hard to get to and hidden away.
The purpose of this handout is to make it easier on myself to make encounters in Manam in any landscape.
Daily Survival
There is a focus on daily inventory and survivability.
Morning Alarm, Drink/Eat, Inventory
Afternoon Adventure or Craft/Downtime, Drink/Eat
Evening Continue during travel (short rest at night) to safety. When in safe shelter: Drink/Eat, Inventory, Downtime
Set the Scene
- What is the weather?
- What are the plants and moisture levels?
- What are the animals and sounds you hear?
- What is the moister/temperature and general atmosphere like?
Adventure Encounters
- Who do they meet?
- What is there to hunt/combat with?
- What do they have at stake? Are they in a hurry, injured, or bored?
- What would boost or lower their moral for where they are going (goal/destination)?
- What difficult challenges could they overcome?
- Is it difficult terrain, territory, or near something unique?
Terrain & Survival
- Are there traps?
- Are there hazards?
- What's the DC of the area's food, water, etc?
- What big thing lives near by and how likely is it to be aware of the PCs?
Danger or Combat
- What do your senses tell you?
- What does your logic tell you?
- What do you already know about this creature type?
- What does the combat damage feel like, is there a resulting injury?
- What sounds and environment changes does the battle cause?
My Drive
All Shops | Badooga's Exploration Guide | Plot Twists | Travel Encounters by Dungeon Coach | Exploration Dice | World Building Seeds Travel Improved | Travel Expanded | Travel Setbacks | Identify, tier | Adv. Guide to the Wilderness | Travel Tables (roll by number of days) | Knowledge Rules | Harvest Any Creature
Encounter Types
Combat
Generic see variants
- Each round is 6-10 seconds
- Each gets an action, bonus, movement and free action each round
- Each rolls initiative at the beginning of the round and goes in order
Skill Challenge
There is a scene with a hazard or challenge presented that the PCs must overcome. There is a DC set much like a trap and number of rounds. After 3 fails, they fail. They may success with 3 (easy) , 5 (medium), or 8 (hard) successes. Everyone goes in the round but there is no initiate. Skill checks, ability scores, initiate check, and saving throws are considered for each characters descritpion of what they do on their turn.
Singles Challenge
When a single player is attempting an action, others may help with a lower DC. Giving a +2 to the single player doing the action and helping them to succeed in the higher DC than they could achieve alone.
Activity
- Bloster Party: Skills: Medicine Performance | Tools: Herbalism Kit, Musical Inst.
- Foraging: Skills: Nature, Survival | Tools: Brewers Supplies, Cooking Ut. (DC 10 Abundant, 15 Limited, 20 scarce)
- Gather Information/Scout: Skills: Nature, History, Investigation | Tools: Cartographer's Tools, Herbalism Kit
- Navigation: Skills: Nature, Survival | Tools: Cartographer's, Navigator's Tools
Travel Encounters
Determine Travel Encounters
Exp # of Days | Enc. on what Day | Reroll on day | Difficulty |
---|---|---|---|
1 | 1 | - | Easy |
2 | 1d2 | - | Easy |
3 | 1d4 | 4 | Easy |
4 | 1d4 | - | Average |
5 | 1d6 | 6 | Average |
6 | 1d6 | - | Average |
7 | 1d8 | 8 | Hard |
8 | 1d8 | - | Hard |
9 | 1d10 | 10 | Hard |
10 | 1d10 | - | Challenge |
11 | 1d12 | 12 | Challenge |
12 | 1d12 | - | Challenge |
Comfort Level
Level | Result |
---|---|
- | level of Exhausting per point -neg |
0 | Short "Rest" nothing more |
1 | Gains Rest |
2 | Gains Rest and Inspiration |
3+ | Gains Rest, Inspiration, 5 THP |
Search DC | Campsites |
---|---|
5 | 0 |
10 | 1 |
15 | 2 |
20 | 3 |
25 | 4 |
30 | 5 |
Pacing
Normal Terrain
Pace | Dist. per Min. | DT per Hour | DT per Day |
---|---|---|---|
Slow | 150 ft | 1.5 miles | 12 miles |
Normal | 200 ft | 2 miles | 18 miles |
Fast | 300 ft | 3-4 miles | 24-32 miles |
Difficult Terrain
Pace | Dist. per Min. | DT per Hour | DT per Day |
---|---|---|---|
Slow | 100 ft | 1 miles | 9 miles |
Normal | 125 ft | 1.5 miles | 12 miles |
Fast | 150 ft | 2 miles | 15 miles |
Activities
Speed | Favored | Assoc. | Hindered | Forbidden |
---|---|---|---|---|
Stealth 1 mpg | Watch | Scout, Hunt | - | - |
Slow 2 mpg | Navigate, Map | Scout, Hunt | - | - |
Normal 3 mph | - | - | Watch, Navigate, Scout, Traiblaze | - |
Fast 4 mpg | - | - | Watch, Navigate, Scout, Traiblaze |
Shelter
Terrain | DC | Time (mins) |
---|---|---|
Arctic | 25 | 30 |
Desert | 25 | 30 |
Forest | 10 | 10 |
Hills | 10 | 10 |
Mountains | 20 | 20 |
Plains | 20 | 20 |
Swamps | 15 | 15 |
Camp Activities
- Attune Magic Item (on person). (identified). Long-rest CON (concentration) Save DC 14
- Camoflauge Campsite DEX DC 15 (stealth), +1 hour
- Cook Hearty Meal (cooking utensils) WIS DC 15 + rations per person (If you succeed, each person partaking of your meal regains a quarter of their maximum hit dice (rounded down, minimum 1).)
- Fortify Camp STG DC 15 + 1 hour, camp is then Defendable
- Hunt or Forage
- Keep Watch WIS
- Set Up Traps WIS or INT
- Address, Rest & Recuperate address wounds, fix weapons, get rest, tend to animals
Hunt & Forage
(Dangerous) | Wisdom (Survival) Gather food and water along the way. During your travels, you keep an eye out for nearby sources of food and water, such as roots, fruits, small game, and hidden springs. Make a Wisdom (Survival) check and compare the result with the region's abundance level on the following table to determine the number of fresh rations you can manage to provide. Each ration can sustain 1 person for one day (i.e. 1 pound of food and 1 gallon of water).
—— Number of Rations ——
Abundance 1 2 3 4 5 6 7 8
Plenty 10 12 14 16 18 20 22 24
Average 11 14 17 20 23 26 29 32
Scarce 12 16 20 24 28 32 36 40
Barren 15 20 25 30 35 40 – –
Keep Watch
(none) | Wisdom (Perception) Detect hidden pursuers and prevent being surprised by an encounter. You keep your eyes peeled and your ears open for any looming or approaching danger, as well as signs of close-by pursuers. Make a Wisdom (Perception) check. If your result is lower than your passive Wisdom (Perception) score, you take the higher. The DM determines the DC for any threat or other suspicious activity along your path and compares it to all (passive) Wisdom (Perception) results. If you travel at a Fast Pace, apply a -5 penalty to all passive
Wisdom (Perception) scores.
Scout
(Dangerous, Exhausting) | Intelligence (Investigation) Scout ahead to find new paths, approaching dangers, and interesting places. If your travel informations where rather vague, or you are simply curious to see what else is there to see, you can scout ahead of the group. Make an Intelligence (Investigation) check. The DM determines the DC for any noticeable thing in the vicinity. You might find such things as creatures waiting in ambush, favorable paths, or hidden locations. In addition, if your Intelligence (Investigation) check beats the Navigation DC, you may give one of your travel companions a +5 bonus to their travel activity check.
Sneak
(none) | Dexterity (Stealth)
Stay away from potential dangers or pursuers. Sometimes you need to move quietly for a while to avert the eyes and ears of close by enemies or to cover your tracks and take detours to shake off possible pursuers. In order to do so, you don't need the whole party to perform the Sneak activity, as the party members that do, can try to keep everyone else as stealthy as possible. Add the Dexterity (Stealth) check results of all sneaking party members together and divide the total by the number of all characters in the group (rounding down). This is the final and effective result for the group's efforts.
Track
(Focused) | Wisdom (Survival)
Follow a specific set of tracks or find those of creatures in the vicinity. Sometimes you don't try to find a specific location, but follow or chase another creature or group. Instead of using the Navigation activity, make a Wisdom (Survival) check against the Navigation DC to find and follow the track of your quarry. If your quarry is trying to cover their tracks, use the higher of their Sneak result or the Navigation DC. If you check fails by less than 5, you are having some trouble following your quarry. Your travel speed is halved (rounded down) for this travel leg. If your check fails by 5 or more, you have made a mistake. Your travel speed is halved (rounded down) for this travel leg, however, you moved away from your quarry. If you rolled a total of 5 or lower, you got lost. Depending on the nature of your surroundings, getting lost might entail additional complications and dangers.
Variants
Injuries May Occur
- The encounter could injure the player if it is a difficult or deadly creature
- The risk of injury should outweigh the reward if successful, whether or not they are injured
- A risk of injury encounter should be able to be avoided
- Illnesses should be provided warning of and consequences (if known) revealed to the player that it may result in consequences via in-game mechanics
- Doing actions to heal an injury or negate an illness could result in encounter reward such as XP or count as training in a skill
Conflict & Stress
- Stress can encourage players to roleplay the distress and express themselves
- It can also provide a reason for low-moral players to boost themselves into playing more profienctly (by necessity of survival) resulting in character growth
Forest
Navigation Resources Encounter 15 10 2/5
Encounters forest
Poor Visibility. Visibility. The dense foliage and low light make it difficult to see within the forest. Creatures have disadvantage on Wisdom (Perception) checks that rely on sight within the forest.
Hills
Navigation Resources Encounter 15 20 2/5
Encounters hills
Difficult Terrain. The rocky ground and broken hills make travel difficult. The hills are difficult terrain. Elevated. Due to the higher elevation afforded by hills, creatures can see objects and other creatures twice as far away as normal.
Jungle
Navigation Resources Encounter 20 10 4/5
Encounters forest, swamp
Difficult Terrain. The rocky ground and broken hills make travel difficult. The jungles are difficult terrain. Poor Visibility. Visibility. The dense foliage and low light make it difficult to see within the forest. Creatures have disadvantage on Wisdom (Perception) checks that rely on sight within the forest. Extreme Heat. Creatures traveling through the jungle suffer the effects of Extreme Heat as described on page 110 of the DMG.
Wetland
Navigation Resources Encounter 15 20 2/5
Encounters swamp
Difficult Terrain. The rocky ground and broken hills make travel difficult. The jungles are difficult terrain. Swamp Gas. The rot and decay within the wetland creates naturally occuring flammable gas. The use of fire or attacks which cause fire have a 50% chance to react with this gas. If it does, the fire explodes, dealing 1d10 fire damage to any creature within 10 feet of the flames.
Special Resources
Water. The stagnant waters of the wetland are unsafe for drinking, and a source of fresh water can only be found in certain special plants. The Foraging DC to find water is 30, but purifying the wetland water makes it potable.
Mountains
Navigation Resources Encounter 20 15 1/5
Encounters mountain
Difficult Terrain. The rocky ground and broken hills make travel difficult. The jungles are difficult terrain. High Elevation. Due to the higher elevation afforded by mountains, creatures can see objects and other creatures four times as far away as normal. Extreme Cold. Creatures traveling at altitudes of 10,000 feet or higher through the mountains suffer the effects of Extreme Cold as described on page 110 of the Dungeon Master's Guide. High Altitude. Creatures traveling at altitudes of 10,000 feet or higher through the mountains suffer the effects of High Altitude as described on page 110 of the Dungeon Master's Guide.
Cultural Boundaries
Dragon Territories
Main Areas & Continents
Wendle, Miram (Central)
Manam, heart of the grasslands
Includes Jungles, Plains, Marshe/Swamps, Mountains, Tropics. This stateblock is for the Central Plains/Valley
Navigation Forage Weather Hazards Info Hostiles 5 10 10 10 5 12
- Races Luman, Andu, Inki, Liren, Animalfolk, Scalykinds, Dragons, Fey. Centaur
- Creatures Brass Dragons, Copper Dragons, Bronze Dragons
- Weather moisture, heat, humidity
- Hazards steep slops, large trees and plants
- Terrain grasslands and valleys, and some jungle areas
Dinosaur Hunting Grounds in the Jungles. The Jungles of Wendle are no place to go if you are not ready to face off with gargantuan creatures such as dinosaurs.
Event History
Mood Event -5 x 8th x 11th x 14th x 17th x Encounters
Sokkie (Wendle, Miram)
Manam, Swamps
Includes Rainforests and swamp marshes
Navigation Forage Weather Hazards Info Hostiles 16 16 14 12 6 10
- Races Luman, Andu, Inki, Liren, Animalfolk, Scalykinds, Dragons, Fey, Centaur
- Creatures Brass Dragons, Copper Dragons, Bronze Dragons
- Weather moisture, constant rain
- Hazards pools of water, running water, mud pits, running waters, steep slops, traps
- Terrain swamp
Trait.
Event History
Mood Event -5 x 8th x 11th x 14th x 17th x Encounters