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Mountain Movement

by hughpierre

Plot points/Scenes

Travel
Deciding on a fast, normal or slow pace at the beginning of every day, makes certain tasks easier or harder.
PacingsSpeedAdvantageConventionalDisadvantageForbidden
Fast
  • 4 miles/hr
  • 32 miles /day
  • Keep Watch
  • Navigate
  • Scout
  • Trailblaze
  • Draw a Map
  • Hunt & Forage
  • Sneak
  • Track
  • Normal
  • 3 miles/hr
  • 24 miles /day
  • Keep Watch
  • Navigate
  • Scout
  • Trailblaze
  • Draw a Map
  • Hunt & Forage
  • Sneak
  • Track
  • Slow
  • 2 miles/hr
  • 16 miles /day
  • Keep Watch
  • Navigate
  • Scout
  • Trailblaze
  • Draw a Map
  • Hunt & Forage
  • Sneak
  • Track
  • Forage
    Provided they don't already have any, PCs can make a WIS (Survival) check and compare the result with the region's abundance level on the following table. Each ration can sustain 1 person for one day.
    Ration(s)12345678
    Fertile1516171819202122
    Average17192123252729-
    Scarce20232629----
    Barren2529------
    Camp
    Making camp requires making up to 3 points to ensure it has certain qualities:
    1. Usual effects of a long rest
    2. Approaching NPCs must succeed a DC 15 STR (Athletics) check to enter the campsite. This can be selected twice, to increase to DC 20.
    3. Approaching NPCs must succeed on a DC 15 INT (Investigation) or WIS (Perception) check to find the campsite. This can be selected twice, to increase to DC 20.
    To earn points while there's still daylight, a character may make a:
    DCCampsite Points
    50
    101
    152
    203
    254
    305
    • INT (Investigation) check to scout the area
    • STR (Athletics) check to setup
    • WIS (Perception) check to kept watch
      Making camp at night means making these same checks with disadvantage.
    Treat Wounds
    hp aboveDC WIS (Medicine)
    75%5
    50%10
    25%15
    020
    Depending on the severity of the wounds, characters can make a WIS (Medicine) check.

    On a success, the patient then rolls to regain hp during this rest twice, using the better of the two results.
    Tracking
    Make a WIS (Survival) check against your quarry's stealth/survival. If they are covering their tracks, include advantage in their result.
    • If your check fails by less than 5, your travel speed is halved (rounded down) for this leg of the journey.
    • If your check fails by 5 or more, your travel speed is halved (rounded down) and you have moved away from your quarry.
    • If you rolled a total of 5 or lower, you got lost. Depending on the nature of your surroundings, your might suffer additional complications.
     
    The purpose of this section is to outline tasks PCs can undertake while hiking through the mountains.

    Structure

    Conflict

    Getting Lost

    The party becomes lost when:
    1. Check once per hour or portion of an hour, each PC in a party may attempt a DC 20 Survival check (–1 per hour of random travel)
    2. Anytime PCs cannot see at least 60 ft in the prevailing visibility conditions, they may also become lost.   Determining a course correction requires a DC 15 Survival check (+2 per hour of random travel). Once traveling along their new course, correct or incorrect, they may get lost again.
      Survival DCSurvival DC
      Moor or hill, map6Poor visibility12
      Mountain, map8Mountain, no map12
      Moor or hill, no map10Forest15
      The party become unlost when:
    1. PCs successfully set a new course and follow it to the destination they’re trying to reach
    2. Through random movement might run into an unmistakable landmark.
    3. If conditions suddenly improve - the fog lifts or the sun comes up - lost characters may attempt to set a new course with a +4 bonus on the Survival check.

    Rising Action

    Altitude Sickness

    PCs who have lived in high altitude all their lives have acclimated to the high altitude (base FORT save bonus +2).   PCs can also acclimatitize themselves by living at high altitude for a month (gaining a +4 bonus on all FORT saving throws), but if they are away for more than two months must reacclimatize when they return.
    Altitude RangeEffects
    Low Pass (below d5000 ft)Difficult terrain but no other effects
    Low Peak or High Pass ( d15000min5000 ft)Must make a (DC 15 FORT save, +1 per previous check) or become fatigued:
  • Can neither run nor charge
  • Takes a –2 penalty to STR and DEX
  • Doing anything that would normally cause fatigue causes the fatigued character to become exhausted.
  • High Peak (more than d20000min15000 ft)High altitude fatigue and sickness. After a 4 hour period, an unacclimated PC must make a (DC 10 FORT save, +2 per previous check) or take 1 point of ability damage. This changes according to DC 12 at 5 hours, DC 14 at 6 hours, DC 16 at 7 hours, and DC 18 at 8 hours.

    Climax

    Other Mountain Features

    • Cave entrances are between d20min5 ft wide and 5 ft deep; and typically have d3 rooms that are d4*10 ft across.
    • River streams are d10min5 ft wide and no more than d5 ft deep.
    • Dry streambeds or trenches are d10min5 ft across.

    Falling Action

    As an optional last minute inconvenience, travelling up a mountain can incur several windy conditions that may impede a party.Mountain Winds
    Wind ForceTarget SizeWind EffectSTR + (CON MOD) DC
    LightAnyNone
    ModerateAnyNone
    StrongTiny or smallerKnocked down10
    Small or largerNone
    SevereTinyBlown away15
    SmallKnocked down
    MediumChecked
    Large or largerNone
    WindstormSmall or smallerBlown away18
    MediumKnocked down
    Large or HugeChecked
    Gargantuan or ColossalNone
    HurricaneMedium or smallerBlown away20
    LargeKnocked down
    HugeChecked
    Gargantuan or ColossalNone
    TornadoLarge or smallerBlown away30
    HugeKnocked down
    Gargantuan or ColossalChecked

    Backdrops

    Locations

    The first percentages in the table describes in general terms how likely it is that a given square has the aforementioned terrain element in it.
    Mountain Features
    Descriptions Alpine Meadow Rugged Forbidding
    Gradual Slope
  • 50%
  • PCs gain a +1 bonus on melee attacks against foes downhill from them
  • 25%
  • PCs gain a +1 bonus on melee attacks against foes downhill from them
  • 15%
  • PCs gain a +1 bonus on melee attacks against foes downhill from them
  • Steep Slope
  • 40%
  • Characters moving uphill must spend 2 squares of movement to enter each square of steep slope.
  • Characters running or charging downhill must succeed on a DC 10 Balance check upon entering the first steep slope square. On a fail, end the movement d2 ft later.
  • A steep slope increases the DC of Tumble checks by 2.
  • 55%
  • Characters moving uphill must spend 2 squares of movement to enter each square of steep slope.
  • Characters running or charging downhill must succeed on a DC 10 Balance check upon entering the first steep slope square. On a fail, end the movement d2*5 ft later. On a fail by 5 or more, fall prone in the square to end their movement.
  • A steep slope increases the DC of Tumble checks by 2.
  • 55%
  • Characters moving uphill must spend 2 squares of movement to enter each square of steep slope.
  • Characters running or charging downhill must succeed on a DC 10 Balance check upon entering the first steep slope square. On a fail, end the movement d2*5 ft later. On a fail by 5 or more, fall prone in the square to end their movement.
  • A steep slope increases the DC of Tumble checks by 2.
  • Cliff
  • 10%
  • Requires a DC 10 Climb check to scale
  • 1d4*10 ft tall; isn’t perfectly vertical
  • Shorter than 30 ft take up 5 ft of horizontal space
  • 15%
  • Requires a DC 15 Climb check to scale
  • 2d6*10 ft tall
  • Taller than 30 ft take up 10 feet of horizontal space
  • 20%
  • Requires a DC 20 Climb check to scale
  • 2d6*10 ft tall
  • Taller than 80 feet take up 20 feet of horizontal space
  • Rock Wall
  • 10%
  • Requires a DC 10 Climb check to scale
  • 1d4*10 ft tall; perfectly vertical
  • Drawn on the edges of squares
  • 15%
  • Requires a DC 20 Climb check to scale
  • 2d4*10 ft tall
  • Drawn on the edges of squares
  • 20%
  • Requires a DC 25 Climb check to scale
  • 2d8*10 ft tall
  • Drawn on the edges of squares
  • Chasm
  • 5%
  • 2d4*10 ft deep
  • At least 20 ft long and d20min5 ft wide.
  • DC 15 Climb check to climb out.
  • 10%
  • 2d8*10 ft deep
  • At least 20 ft long and d20min5 ft wide.
  • DC 15 Climb check to climb out.
  • Light Undergrowth
  • 20%
  • Costs 2 squares of movement to move into.
  • Provides concealment.
  • DC of Tumble and Move Silently checks increase by 2.
  • 10%
  • Costs 4 squares of movement to move into.
  • Provides concealment with a 30% miss chance.
  • DC of Tumble and Move Silently checks increase by 5.
  • Grants a +5 circumstance bonus on Hide checks.
  • Running and charging are impossible.
  • Scree
  • 20%
  • DC Balance and Tumble checks increase by 2 on a slope
  • Move Silently checks increase by 2 on any slope
  • 30%
  • DC Balance and Tumble checks increase by 5 on a slope
  • Move Silently checks increase by 2 on any slope
  • Dense Rubble
  • 20%
  • Costs 2 squares of movement
  • DC Balance and Tumble checks increase by 5
  • DC Move Silently checks increase by 2
  • 30%
  • Costs 2 squares of movement
  • DC Balance and Tumble checks increase by 7
  • DC Move Silently checks increase by 5
  • Threats

    Avalanches

    Detection
    1. Avalanches can be spotted from as far as 1d10*500 ft downslope with DC 20 Spot check.
    2. If Spot checks fail, the avalanche moves closer, and characters automatically become aware when it's half the original distance.
    3. Under optimal conditions, a DC 15 Listen check can detect the avalanche 1d6*500 ft away. DC might increase to 20 or 25 in difficult hearing conditions.
     
    Incoming
    Avalanche has two zones: bury zone (direct path) and slide zone (area debris spreads to). Bury zone in the center is half as wide as the avalanche's full d6*100 ft width and moves at 500ft per round if made of snow or 250ft per round if made of earth. Individual PCs in the path of an avalanche are d6*20 ft from the center of the path taken by the bury zone to the center of the party’s location.  
    Impact
    PCs in the bury zone always take damage while those in the slide zone may escape with no damage on a successful DC 15 Reflex save or take 3d6 damage. PCs in the bury zone take 8d6 damage, or half on a successful DC 15 Reflex save. They are subsequently buried. Buried PCs take d6 nonlethal damage per minute. If they fall unconscious, they must make a DC 15 CON check or take d6 damage every minute until freed or dead.

    Encounters

    Trading Risks
    d10 d10 Description
    0 1 A llama trots past as the PCs are about to round a corner. An unknown group is loping after the creature. Apparently, hungry for the last of their livestock until they crossed the stampede. Those who recover from the DEX checks can use appropriate skills to realize there are only two options:
    1. The crew can quickly secure some shelter until they pass. Then they'll have to hide from the settlement along the route to the job.
      • adds days to the journey
      • eats through rations
      • stresses the crew as they listen from the hiding spot
    2. Locate a network of hidden trails in order to bypass the stampede and the pursuing group on foot; with the risks of navigating through treacherous terrain, limited visibility, time constraints and unexpected wildlife.
    0 2 A small herd of [herbivorous animals appropriate to the area] are visible in the middle distance, grazing peacefully. On a successful check, PCs can pause to hunt and refresh their rations from butchering the results. Other groups are eventually attracted to the noise.
    0 3 Any reasonable skill can detect the fast approaching dust storm coming. PCs need to find, clear and seal a shelter immediately.
  • Those caught must make a DC 13 FORT save every round they remain in the storm or be stunned on the chest: automatically fail STR and DEX saving throws.
  • Speed is halved and take a -4 penalty on listen checks.
  • 0 4 Two mobs flank either side of the PC's intended route. Depending on the circumstances, the crew could:
    1. run through the two groups to avoid and evade once they converge.
    2. spend rations to find a different path.
    3. attempt to kill them, but remember that noise may alert others.
    0 5 PCs come across a runner buried up to the chest. The strap of a messenger bag is visible across one shoulder, hinting that the victim might be carrying something.
  • Making an idea roll realizes that burying victims alive is a method of execution used by rebels.
  • A second idea roll realizes that rebels often booby trap the area around a body.   An appropriate check can disarm the trap, allowing the crew to retrieve the messenger bag.
  • 0 6 From a safe distance, the party observes an enclave armed with spears, skillfully dispatch a stampede of creatures besieging them, taking advantage of an elevated platform.   In the distance, a massive rock slide tumbles down from the steep cliffs. The party, aware of the impending collision, must make a quick decision.   A successful perception or knowledge check reveals a potential escape routes or ways to assist the traders in navigating this sudden obstacle or they can strategically lure the stampede to one side, giving the enclavists a chance to escape the impending collision.   Alternatively, the party may choose to wait and witness the impending disaster, making a mental check to maintain composure while potentially gaining valuable salvage from the obliterated casualties and surviving cargo.
    0 7 On a successful listen check, a repetitive thump can be heard. On a critical success, the PC can identify the sound for exactly what it is. If the party investigates, they find an encampment of Dhani dancing to the beat. The party, now in the midst of this gathering, must decide whether to observe quietly, attempt to communicate or cautiously withdraw to avoid potential conflict.
    0 8 A decrepit grocery store sags under the weight of water damage. Though otherwise looted, PCs find a water damaged grocery with a strangely undamaged wailing wall inside, pinned with notes, drawings and maps of the forest that would be worth 2d10 cloth to the right person.   Appropriate skills warn that the floor is as in bad a shape as the roof. Retrieving the documents would mean risking falling into the lightless, flooded basement. Do they risk it?
    0 9 A cliff or hill blocks the route. Scaling it requires:
  • dangerous DC 10 athletics check
  • additional movement as PCs takes the long way around
  • a roadway tunnel that passes through it, but is an ideal ambush location.
  • 1 0 Walking through a looted suburb, PCs come across an untouched house. If the PCs risk venturing inside, they find three squatters in the basement. They have two sets of winter clothing, 4 golden trinkets, 2 sheets of textiles and kitchen gear. A successful spot check finds rough, unbroken glass.
    1 1 PCs come across a bridge spanning a major river or canyon with a checkpoint on the other side. It appears the army was conducting maintenance on the structure. Bypassing the crossing would take two additional weeks across extremely rough terrain, costing two rations each.   Once the PCs start to cross, a strong wind shakes the bridges. PCs can:
  • sprint across the bridge: running at twice speed
  • freeze: waiting until it stops
  • lose some item as the bridge appears to be collapsing
  • ditch off the side with a successful DC 15 STR check or land prone unless it is more than 5
  • shimmy along the way to on end
  • 1 2 If snow is possible for the place and time of year, it snows. It might snow in places it hasn't ever snowed before, or perhaps there's an ash cloud from some distant disaster and becomes uncharacteristically 3d4 cold damage on a failed DC 15 CON save.
  • If PCs do not have winter clothing, they are stunned for 1d10/2 rounds for every [difference hp from the max hp], during their travel.  
  • If they must sleep while it is still cold, they must choose between a DC 10 WIS check against Trauma without a fire or 2 STR damage for a long night of biting cold.
  • 1 3 A wildfire is coming. PCs will detect the oncoming danger in time on a successful perception check (smoke), animal handling (fleeing animals), or other reasonable skill. PCs need to find non-flammable shelter, a waterway, to go around, or try breaking through to already burnt areas immediately.   Those caught in the fire take 1 damage to the chest and legs for every round spent in the fire. Once out of the fire, take 1d4 exhaustion for smoke inhalation. PCs can refresh their rations with the animals caught in the fire.
    1 4 A small neighbourhood, consisting of no more than a few houses is seemingly populated entirely by stone figures, weathered by centuries, and each marked with faded hieroglyphs and dressed in intricately patterned textiles.   Perception or knowledge check to realize that dead people are mixed amongst them, their faces covered by intricately woven fabrics. These textiles depict scenes from ancient rites, are strangely secured by ceremonial manacles that bind the deceased to posts.   Sanity checks. A successful search discovers a shaman's refuge in a cellar. She long ago committed suicide or demise is evident. Some goods are salvageable, but finding the stopping point of the woman's descent into madness calls for another perception check.
    1 5 An ancient aqueduct stands as a barrier on the path, with a lifeless figure perched on its stone edge. In the figure's hand lies a collection of ancient strings, resembling a communication device .   Exploring might yield valuable insights into the region's history, but the party must tread carefully to avoid triggering a potential trap. The eerie silence of the agricultural terrace is broken only by the distant rustle of wind through the surrounding foliage.   The decision to investigate further or navigate an alternative route is now in the hands of the party.
    1 6 PCs come across a young latent boy walking amidst a quartet of wild beasts, and offers a unique trade: exchanging insights about the surrounding wilderness for traditional supplies.   Nature or animal handling checks recognize the instinctual connection between the latent child and the animal companions.
    1 7 A precinct of the finest innoit road patrol rolls up on the party. There are roughly as many officers as PCs, but they're equipped in militarized gear, complete with weapons and armour. They tactically deploy, point weapons at the party, and demand they put their hands behind their heads.   The consequences for non-compliance are immediate. If they do, they are charged them with possession of illegal weaponry (whether or not they have any) and violating curfew according to some outdated edict. They are there to confiscate everything and let the party off with a "warning".   A successful perception check reveals a nuanced division among the patrol. Half of the group wants to remain true to their role while the other succumbed to a more aggressive stance, using the guise of protectors to exploit the situation for their own gain.
  • Persuasion, the party can question the legal justification for their detainment and subtly sow dissent among them.
  • Intimidation becomes a direct tool to engage with the more aggressive faction, making them reconsider the worth of their actions.
  • Deception can be employed on the true believers, convincing them that the party is working undercover for the preservation of the sacred sites.
  • 1 8 In a wooded area, a camouflage sheet and large collection of brush has blown away from where it concealed a dirt road off the main thoroughfare. If PCs pursue the route, they find an abandoned shrine concealed deep in the forest. Those who approach with reverence or withdraw respectfully find the shrine's blessings, while any disruptions may provoke an unnoticed nest of snakes.   Exploring the sanctum, the party discovers the remains of a priest who, in performing his duties, met his end. The sacred chamber, now imbued with a tranquil energy, offers unexpected treasures: a ceremonial staff or other symbols of divine favour, sacred tablet and a vial of venom.   A perception check, guided by an appropriate insight or other acumen, recognizes their profound value.
    1 9 The party stumbles upon a vast herd of llamas and cargo sleds stranded in the midst of dense grass, bushes, and other vegetation. It is more convenient to traverse the makeshift pathway atop the sleds rather than navigating through the dense gathering of llamas. A prudent insight check unveils the untold story of fleeing civilians, while an acute perception check warns of impending danger before the party ventures onto the llama-laden route.
    2 0 PCs hear a trumpet being played in the distance. The tune isn't recognizable or skilled. If they follow the sound, they find the musician up a lonely tree surrounded by wolves. As the PCs arrive, the man stops playing and the pack sees the easier meat and go for the PCs on the ground. A successful perception check reveals d4 wolves are behind them.   They can attempt to navigate the hazardous path between the lines of wolves, demanding a test of athletics checks. Alternatively, confronting the wolves head-on allow the musician to escape to the opposite side of the tree.   If they apprehend or eliminate the unarmed runner who is a courier carrying two special herbs for a noble.
    2 1 A path is blocked by a chaotic and impassable throng of obstacles. Seeking an alternative, they notice recent road marker directing them to a weaponless Maritzel perched atop an improvised barrier within an ancient aqueduct.   The man is eccentric, but claims to be able to navigate through the city's aquifer and sewer tunnels for the price of 2 bartered goods per passenger. If the PCs agree, he drops a ladder. Once atop the wall, they see the tunnels are flooded with a raft made of old pallets and pulls a taut wire strung down the length of the waterways.   Maritzel abandons those who choose to threaten, instead of pay, in the lightless tunnels, diving overboard and escaping through safe underwater passages only he knows. Thieves wander hopelessly, either starving in the labyrinth or being pulled under by some submerged creature.
    2 2 On a serene day, the party stumbles upon a group of semi-wild vicuñas gracefully traversing the vast expanses, liberated from their domestic confines. A crew member with the relevant skills can try to tame one for personal use. Alternatively, the party may choose to take a momentary pause and heal.
    2 3 A successful perception, knowledge, research or other check will alert the PCs to a coming flash flood. PCs caught in the surging water take 1d10/2 stun to the legs as they are swept downstream a ways. Make a DEX check against any additional trauma while in the debris-filled water.   Once the PC struggle out of the water, they notice other items, not theirs, were also swept downstream, piling up at a bend. Gain 1d10 valuables on a successful search check.
    2 4 A dog with a bag tied to its chest comes trotting up to the PCs and sits down a few yards ahead of them, tail wagging happily.   The bag contains a message urging the finder to dispatch any extra food and medicine from the closest enclave, promising reciprocity inturn.  
    1. If the PCs do not add any rations, he will follow the PCs for 2 rounds, whining the whole way, before trotting off. No animal handling checks will convince him to stay.
    2. If the PCs do add rations, the dog will lick that person's hand and then trot off the way he came.
      Any following PCs, discover the dog's owner has died, but in its possession is a strategic plan for an important place. The party can simply walk off and the dog remains by the body or follow the PC who put the rations in his bag. He is trained, is friendly, and comes with gear of his own.
    2 5 Several well-kept llamas block the path ahead.   A perception or nature check alerts the PCs to a pair of approaching cougars giving the party time to run away. If the PCs fight off the cougars for 5 rounds, the rest of the caravan's handlers will emerge bearing staffs to join the fight. The llamas were the targets so blood and viscera may be splattered everywhere if they were caught.   The caravan would invite the party to merge with them but cannot give any rewards with what they carry: 1d10 sheets of cloth, a metal weapon and 3 loads of medical supplies.
    2 6 Echoes of a skirmish draw the party to a lone defending slinger succumbing to a horde of d10 rabid coyotes. On the other side of the ferocious pack, are two preteen children and one adult enclavist fumbling with a mace. While the pack is preoccupied, the children anxiously search for an escape route.   If the party kills the pack, or otherwise help, the survivors thank them and reveal that they are dependents of a religious order who were being escorted to a conference when they were set upon. Their pelts can collected.  
    1. The enclavists ask the party to escort them to the nearest enclave, promising payment. If the PCs refuse, the enclavists ask to tag along to the jobsite reasoning that is still safer than trying to walk through on their own, even if they do have enough rations to make it.
    2. If the PCs get the enclavists to safety, the order will pay them 15 sheets of textiles and boost their reputation
    2 7 On a successful perception check, the PCs notice the lone woman by a campfire, offering hospitality. Partaking the food, however induces poison effect requiring a DC 15 CON save or take 1d10 damage per round. All the while, the woman's clan, armed with melee weapons and bows, emerge to capture them.
    2 8 PCs spy a strange obelisk supported by ladder ropes anchored onto neighbouring stone buildings with a small hut perched on top.   Climbing is an option, but the entryways are barricaded with furniture, a task that would take days to clear.  
    • Successful DC 15 DEX rolls mean no traps, while failures trigger them.
    • DC 15 athletics checks are crucial for leaping to safety if a trap activates.
    • DC 15 knowledge checks might offer insights into the pattern, but only after at least two traps are triggered.
      • PCs who try to climb find grips labeled with prime numbers are trapped.
      • Some are merely slippery.
      • Others drop a payload of rocks.
    2 9 An ancient fortress emerges as the party encounters the remnants of a formidable last stand. The blighted landscape, now sterile and silent, bears the scars of the intense battle, with bones lying still in the embrace of an eerie quiet.   Bypassing it demands additional 2 sources of food due to the perilous conditions. The outpost, stripped of salvageable items, discourages any attempts to explore or take a temporary -2 to CON for as long as you remain.
    3 0 In the heart of an ancient plaza, the party stumbles upon a ritual combat overseen by various factions, ensuring that only those worthy or foolhardy enough are granted access.   Contestants roll for initiative; odds change with using blunt weapons (2 to 1). Higher odds for added challenges like navigating treacherous terrain or special zones.   Spectators can wager on outcomes at betting stations, with odds adjusting based on encounter difficulty and added challenges.
    3 1 While passing through a suburban neighbourhood, the PCs hear loud music in the distance. If the PCs don't want any part of it, they need to add -2 to movement to get away from the music.   If they go forward, they find signs of a chicheria: reinforced housing with a recessed double garage leading up a short flight of steps into a narrow laundry room before entering the house. This funnels people through two checkpoints and puts their heads right in striking distance for the elevated residents.
    3 2 A gentle spring rain starts to fall. The party faces a choice: continue through the shower or divert to a distant mercantile structure with rain pots strategically placed on its elevated sections.
    3 3 The party is caught off guard by a sudden surge of heavily contaminated water originating from a breached reservoir from an ancient aqueduct or the result of rebels redirecting a river to cleanse a barracks downstream. A successful perception check provides a brief moment to locate higher ground and warn others. As the water becomes visible, it's already ankle-deep and rising rapidly.   Immersed characters endure 1d10 damage, while those submerged face additional peril, taking 1d10 damage if they fail a DC 15 DEX check, succumbing to the floodwaters. The torrent might carry hazardous debris. Although the water subsides relatively swiftly.
    3 4 The party stumbles upon a lone corpse sprawled at the foot of a towering structure - a building, a bridge or a mountain pass. The lifeless body clearly met its demise headfirst. Upon investigation, they discover a bungle of string tightly clutched in its lifeless hand, concealed beneath the weight of the body.   It is worth 1d10 cloth to an archivist or crusader group, while the materials themselves by themselves can fetch 1d10/2 cloth.
    3 5 A group of war captives are ringed by an enclosure.If the PCs leave the scene, nothing else happens.   If they attempt to interact with the captives, they must succeed a skill check or be grappled and immediately taken hostage as the group escape their bonds all at once. If the characters kill them, they will find no reward. In fact they may be penalized by an authority figure.
    3 6 A group of hunters, prisoners in tow, are taking a rest at a Tampu. They are shifty and rowdy, but they'll trade if approached carefully. The prisoners are gagged and tied to the ground.   When speaking to the leader, he'll demand all party members demonstrate their commitment before they go on their way, but Intimidation can convince him otherwise.   If the PCs provoke a full blown fight required to save the prisoners, they can salvage want they can and earn their gratitude. Remember that the rescued will need some sort of provisions if they're going to make it to safety.
    3 7 The party observes a military procession on the horizon. The convoy, comprising the ragtag remnants of some faction. Evading them requires a DC 25 DEX check.   Still, they aren't hostile if they are found, but and an Insight check reveals the leader's suicidal mission.
  • Best case scenario, all the troops are doomed for slaughter.
  • Worst-case, they cause a humanitarian disaster.   There's nothing the PCs can do to stop the massive force save notify the authorities. As an aside, the doomed troops are willing to trade and will even gift rations.
  • 3 8 The PCs encounter a small waterway blocking their path on a highway or broader roadway. The bridge that once spanned the water has succumbed to neglect and the elements, forming an impromptu dam on one side with rubble atop it and a shallow mire on the opposite end. The banks are not overly steep.   A successful perception check, or appropriate skill, will tell them it is safer to ford across the dry waterbed further down, where less water has escaped the dam and the bed is drier.  
  • If they choose to ford at the collapsed bridge, a failed DC 13 DEX check means they get stuck in the mud and must make a successful DC 11 STR check to get out.
    1. Then, on a successful Athletics check they can wade across the water or hike through the mud without any further penalties. A failed check requires spending consuming extra food and adds exhaustion.
    2. If players can cross at the bridge, they find 1d10 gold ingots in the debris.
  • Hiking further down the waterway to the drier section takes time which consume more rations and is more exhausting, but requires no checks.
  • 3 9 PCs that fail a perception check stumble across numerous potholes/sinkholes in the ground or take temporary 1d10 hp damage.
    4 0 The party follows a set of well-worn llama paths to avoid the main roads. Eventually, they come across an abandoned llama caravan. The lead llama, laden with goods, stands atop a hill, restrained by sturdy, bloody ropes.   Upon closer inspection, checks indicate that the cargo holds items with a long shelf life, such as coca leaves, medicinal herbs, or dried foods.
    4 1 The PCs encounter a family travelling with a llama. The man tends to their llama, adorned with cotton armor, while his wife guards them with a slingshot. In the llama's back, a latent girl swings her legs off its side, engrossed in playing with dolls.   If questioned, they speak of being displaced from their ancestral lands due to tribal conflicts and seeking a safer haven. About ten minutes after parting ways with the family, the rhythmic thumping of approaching danger becomes audible. A history or insight check triggers a recollection: a group known for their use of distinctive instruments, a sign of impending conflict.
    1. Should the PCs hasten to rescue the family or seek cover for themselves?
    2. Can they divert the attention of the hostile group?
    3. Is there a chance to ensure the safety of the girl from the impending encounter?
    4. Tests of fortitude become imperative.
    If the danger claims the family, their meager belongings reveal two precious items: a bundle of sacred herbs and a small carved charm, their intended journey to find a place of sanctuary.
    4 2 In the midst of an unusual windstorm, leading to the crash of an old device. The unpredictability necessitates a perception check for PCs to either witness its descent or inadvertently come across it. Regardless, the fallen artifact holds valuable materials, its resting place presenting a challenge (lodged in a tree, atop a structure, or another equally precarious location).
    4 3 The terrain ahead is extremely treacherous and slow to walk through.   A recent tempest has felled numerous trees, or the remnants of a destroyed settlement obstruct the way. Choosing to circumvent this obstacle would add to the journey. Opting for a direct route through the debris appears quicker, yet concealed perils lurk within.
    4 4 The PCs chance upon the remains of a toppled litter and its porters. A solitary bundle of medicinal herbs can be found in the litter.
    4 5 The PCs are passing a series of terraced structures, cliffside trails or through a narrow canyon. The remnants of a once-mighty enclave are evident in the makeshift bridges and tattered flags that span across the elevated terrain; ideal for defending.   An insight check suggests there is an unknown group living there, so maybe wise to move stealthily. On a failed perception check, the party may set off a primitive alarm that sends aggressors rushing over the top.
    4 6 Over the horizon, a grand llama caravan laden with goods, adorned with colourful textiles and covered in symbols.
    1. You can join the caravan to help fend off any hazards, and be granted safe passage to their destination.
    2. If the characters opt not to the caravan presses forward, undeterred.
    4 7 Beside the ancient road and just before the bridge stands a thatched shelter and a vividly painted wooden marker. The PCs, intending to cross the bridge, must succeed in either an perception or insight check to discern two concealed archers strategically placed to oversee the toll collection.   Approaching the bridge, the toll booth keeper insists on a payment of 2 textiles for each person, 1 for every animal companion and 4 bounty for each cargo-carrying animal which includes llamas. Engaging in a negotiation, the operator can be swayed with a successful Persuasion, Deception, or Intimidation check.   Through diplomatic or forceful means, the toll can be reduced to 1 per person and 1 for each load, or potentially a consolidated fee of 3 textiles for the entire group.
    4 8 The PCs come across a military choke point created by an intentional landslide, once sealed but now reopened by erosion. They face a decision: stick to their original route or take the quicker, newly accessible path.   If they do go through, they find dozens of skeletal corpses dressed in weather-damaged military gear, half buried in the earth. Anyone with medical or related professions find 1d10/2 cotton armour and 1d10/2 maces are still salvageable.
    4 9 PCs reach the bottom of a long-incline and finding a military checkpoint at its peak.
    1. If in an urban setting, the road uphill is flanked by tightly-packed townhouses.
    2. In a rural landscape, the checkpoint crowns a cleared highway.
    Rocks are sent rolling downhill. Those who succeed insight check to anticipate the path of the rolling rocks and sidestep them. Failing requires an Athletics check to dodge or leap off the road's edge which means taking fall damage.
    5 0 PCs see a weakening group of travelers. None of them look like they've slept in days, and weeping can be heard some ways back. One of them asks for help getting to the nearest tampu.   Anyone injured receives free medical care.
    5 1 As the PCs approach a hillside settlement, the air is filled with the acrid scent of smoke. A small pillar of black wafts upwards, catching their attention. A swarm of lava crickets has set houses and temples alight in flames.   Whatever sense they have are disrupted by flames. But they have to get out of the burning town before they get trapped and suffocate. If the PCs escape and venture into the ashes later, they find a charred relics, a survivor's hideout or a choked wellspring.
    5 2 The weather is getting very bad. If inland, the forecast calls for tornadic winds. If near a coast, tropical storms and their fallout are about to make landfall.   The PCs can choose to find shelter now, consuming two extra resources, and waiting out the storm. However, a relevant check would suggests navigating the storm's outskirts before it hits.   Thunder and lightning brings animals from all over, but those caught in a storm aren't able to take shelter. If the PCs can hide in the eye of the storm, debris and flooding will take care of any beast that would appear for the remainder of the journey.   If the PCs don't find shelter, the atmospheric chaos amplifies the danger. The landscape becomes fraught and the PCs find themselves navigating through an environment filled with panicked beasts.
    5 3 PC struggle through flooded paths, facing checks to keep livestock and vehicles from sinking in the muddy deluge. The incessant rain doubles the cost of food as the dampened crew grappled with stress. Approaching a rickety trestle bridge over a raging flood, they face a choice: forge ahead, risking a treacherous crossing, or seek shelter at the expense of two rations each.   Opting to cross, make a Athletics check to navigate decaying planks; failure means ditching all gear to the current. After the storm, the rejuvenated landscape offers ample fresh water.
    5 4 You find an old boat, its nose embedded in the earth and its rear protruding a dozen feet above. If a PC wants to climb inside, there is a 75% chance the boat may snap in half.
    5 5 A strange beast shows up out of nowhere and begins assaulting the PCs. There is no explanation as to where the thing came from or how it came to cross the PCs' path at that exact moment.
    5 6 A skilled healer is tending to a wounded person. PCs can assist the healer or rob them for supplies.   He can provide first aid, a dose of blended herbs, and a healing stone.
    5 7 A boisterous group of young men approaches. Despite their amateurish gear, their large numbers are intimidating. They greatly outnumber the PCs, but they're cowards at heart. Crippling or killing the best of their number causes the rest to scatter and flee.
    5 8 Off the beaten path, the PCs come across a fortification - a large number of brick hallways or rock formations, set up such that a safe path through exists. If the PCs make 3 out of the following checks, to chart the path through: Athletics, Perception, Knowledge, Nature, Spot, Research or other appropriate skill.  
  • An Athletics check is required to successfully navigate the path without taking damage - 1d10 to mobility on a fail as the PCs stumbles into the foliage.
  • Past the patch, PCs find a recently deceased family.   At the sound of people, a toddler, no more than a year old, wanders out of a building, obviously in need of food and water.
  • 5 9 PCs encounter a small dog in their path or other native creature. Ignoring its barks leads to a dangerous detour into a suburban neighbourhood, marked by drag marks, fresh bloodstains, and the distress of other animals. The small dog leads them to a pack of larger canines who learned to trick and hunt humans.   Athletics is required to get away and climb something too high for the beasts to reach.  
    Small Dog
    STRDEXCONINTWISCHA
    13 (+1)14 (+2)12 (+1)3 (-4)12 (+1)7 (-2)
    Armour Class: 10
    HP: 4 ( d6+1 )
    Speed: 40ft
    Skills: Perception +3
    Abilities:
  • Advantage on WIS (Perception) checks that rely on hearing or smell
  • Bigger Dog
    STRDEXCONINTWISCHA
    16 (+3)13 (+1)13 (+1)7 (-2)11 (+0)8 (-1)
    Armour Class: 10
    HP: 18 ( 4d6+4 )
    Speed: 50ft
    Skills: Perception +4
    Abilities:
  • Advantage on WIS (Perception) checks that rely on hearing or smell
  • Target must succeed on a DC 13 STR saving throw or be knocked prone
  • 6 0 PCs find a beautiful garden hidden away off their route. There's no one around, though a relevant check can tell that someone must come out every few days; the methods for keeping pests away from the crops are as green as possible and require a lot of labour. PCs can take the crops for free food.   Unknown to the party, they are being watched. If anything is stolen, the group faces negative consequences in their next stop. If the PCs take nothing, the crew gains a positive relation during their next stop.
    6 1 Despite being securely sealed, a stand-alone temple is surrounded by the fallen bodies of would-be intruders. Attempts to contact an elusive guardian within prove futile, and stealth checks are required to breach the temple without attracting attention. Inside, uncovers meager spoils: a sacred alter and a limited stash of offerings.
    6 2 A recent thunderstorm has caused a landslide onto the road. PCs can make a DEX check to safely clear the road or Athletics checks to scramble over safely. If they go around, consume extra food for the extra distance. If they go through, the ground is muddy and a bit treacherous.
    6 3 It is a baking hot day with no wind. A Medical, Knowledge or Research check warns the PCs to find shelter before they suffer from heat exhaustion.   If the PCs continue through the heat, everyone makes a Health check.
  • On a critical success, the PC consumes extra food to deal with the heat.
  • On a success, one extra ration plus 1d10/2 mental damage.
  • On a failure, the PC is suffering from heat exhaustion: extra food, 1d10 mental damage and 1d10/2 damage.
  • On a critical failure, the PC is suffering from heat stroke: two extra food, 2d10/2 mental damage and 1d10 damage.   At the end of the day, the PCs stumble across the body of a messenger NPC, killed by heat stroke, and can loot the body.
  • 6 4 A meandering convoy of llamas line the road.   Careful PCs could loot some goods, requiring slight of hand checks. As the work goes on, anyone with relevant skills: Medicine or Perception realizes that they are being robbed.
    6 5 A person in the vicinity has been bitten by a venomous snake. She explains her predicament, having run out of resources and facing the inevitable consequences. She pleads for assistance surrounded by the dangers of the wilderness. Dealing with the snake or aiding her becomes a critical task. Failure to address her situation will result in her death.
    6 6 PCs suddenly find themselves encircled by dogs of various sizes and breeds. The animals maintain a respectful distance, appearing well-fed and healthy; and guarding a humble elderly woman cooking stew on a camp stove.   A successful Research check or simple conversation reveals she protects herself with a pack of trained dogs that divert threats and that only half the pack is present.   Grateful crews skilled with animals may receive a newborn puppy, capable of two jobs with useful gear. Any harm directed at her or her pack results in an aggressive response. Overall, the encounter is pleasant if handled respectfully.
    6 7 PCs who make a perception check note how good the area ahead would be for an ambush. Another perception check spots a crew of teenage raiders ahead. Going around the ambush requires extra food. The teenagers have two more members than the party and none of them are over the age of 15.  
  • A successful Intimidation check will convince them too many of them will die if they fight.
  • Persuasion or Deception will convince them the party aren't carrying enough for the fight to be worth it.   If a fight breaks out and the PCs survive, they can scavenge their weapons, but will be considered 'child killers' regardless of the circumstances.
  • 6 8 PCs identify a distinctive marking, perhaps a unique glyph or stylized animal figure, serving as a form of communication among other groups. Following the signs leads to a walled community featuring a single room home surrounded by an iron fence.   The gate is easy to get around and inside the party is welcomed to a wooden mattress, hot water, a modest choice of simple weapons and repair tools.   Road courtesies necessitate cleaning the house and replenishing the well's cistern before departing the respite. Staying the night provides a chance to heal. However, violating respite rules still grants healing benefits but incurs the a negative hit to reputation.
    6 9 A cable car system traverses over rushing river rapids. A knowledge check suggests that the installation of such a system indicates a specific purpose. Subsequent perception checks reveal protruding rocks scattered below. Those proficient in a relevant skill: Engineering or Nature discern its safety.   It is possible to bypass the shortcut entirely. However, utilizing the cable car requires a handling check to endure the ride securely. Failure results in 1d10 mental damage. Applying Mechanics allows characters to devise an additional device to ensure a secure grip.
    7 0 A structure with external stairs, such as a watch tower, has numerous corpses scattered around it. The stairs have large gaps, where someone deliberately removed multiple rungs. It is possible to jump the gaps with a single Athletics check. Failure inflicts 1d10 damage.   At the top, they encounter a sacred altar adorned with intricate carvings and ornate symbols representing celestial entities. Several skills, like Research or History can reveal it as a tool for astronomical observations like the twin towers of Qurikancha.  
    A search finds d2 person(s) still alive, just crawling around with broken legs. This NPC has:
  • Half normal movement speed (round down)
  • Cannot run or charge
  • -4 on all checks and saves that involve using legs
  • Standing up from prone is a full-round action instead of a move action
  • -1 DEX of the lowest PC in the party
  • Split can be applied with a DC 20 Heal check, or by healing at least 8 points of damage
  • STRDEXCONINTWISCHA
    14 (+2)-- (+1)13 (+1)7 (-2)12 (+1)7 (-2)
    Armour Class: 12
    HP: 16 ( 3d6+8 )
    Speed: 30ft
    Proficiency Bonus: +2
    Abilities:
  • Advantage on WIS (perception) checks that rely on smell
  • 7 1 PCs unknowingly wander into the territory of a formidable creature. Choose one:
  • Puma: always has initiative / attacks twice per round / d8+2 bite and d6+2 claw damage and knockback / 20 hp
  • Bear: d8+4 bite and 2d6+4 claw and knockback or grapple / 30 hp
  • Tapir: 2d4+3 bludgeoning damage and knockback / 40 hp / protected against all ranged weapons
  • Jaguar: d8+3 bite and d6+3 claw damage / 100 hp
    Predators seek live prey, relenting only if wounded. Herbivores defend their territory, ceasing the assault when PCs withdraw.

    Should the PCs slay these creatures, Knowledge or Research reveals the thriving market in folk medicine; making the sale of animal parts highly profitable.
  • 7 2 As the sun rises, the PCs awaken to an unusual layer of ice coating the ground. If they choose to continue their journey before the frost thaws, PCs must make a successful DC 10 Athletics check to navigate the icy terrain without injury. Failure results in a twisted ankle, inflicting a -1 penalty to combat and -5ft to movement.
    7 3 PCs notice unusual warmth radiating from the ground. A successful DC 15 Knowledge check recognizes these signs indicative of volcanic activity. A successful DC 12 Perception check warns them of the dangers of toxic gases. On a fail, PCs suffer d10 damage, prompting a hasty retreat. Otherwise, detour around the area costs an extra ration.   Along the way, they discover a body with a sturdy axe. Sharing this information with nearby settlements earns them gratitude, gaining the PCs a reputation bonus for being helpful.
    7 4 PCs encounter a train of leaderless llamas carrying baskets of indecipherable quipus . PCs can either quietly wait for the procession to pass or chase them until the llamas halt.
  • If PCs choose to take possession, they eventually find the grateful owner at a nearby village who rewards them with two small gold figurines, 2 bundles of coca leaves.
  • If PCs do not surrender the caravan, they suffer reputational loss and a penalty in business related rolls.
  • 7 5 Extreme weather and erosion have caused a landslide some time ago, half-burying a large group of people. All characters can make an DC 9 Perception check to spot several corpses half-buried in the ground. Bypassing the hill takes an extra two travel segments. Walking down the hill requires an DC 12 Athletics check to avoid slipping on the unstable terrain. Failure results in taking d10 damage from the fall.
    7 6 PCs come across a girl asking for help for her father. If PCs choose to help, they must succeed in a DC 10 Persuasion check reveals that the girl and father are is a herders. Inside, the father is feverish and delirious, bound to his bed with ropes to prevent him from hurting himself or others. PCs must perform a DC 15 Medicine or Herbalism check to stabilize him.   The party is required to go to a nearby village to collect calming herbs. If the girl accompanies them, the PCs get a bonus when trading since others know her favourably.
    7 7 On a silent stretch of road, PCs are ambushed between two stone buildings on opposite ends of each other. They are two archers and two zealots who only what the PCs' food.
    7 8 PC's come across a large bag filled with pieces of d10 valuable metal parts. A successful check show signs of weathering, though they are still usable.
    7 9 On a successful DC 13 Perception check, PCs notice four hostile army deserters emerging from a corral, 6 rounds until contact. 3 rounds on a fail.   After beating them, PCs notice their equipment has been exposed to the elements for too long to be useful. They also have a greying string of quipu, which a successful DC 14 Knowledge check can help the PCs to sell to a rival.
    8 0 PCs come across a deserted outpost near the mountain path, marked by a wooden watchtower. The area is easily bypassed, but if they decide to explore, they find it has been stripped bare. Characters with keen eyesight who climb the watchtower can make a successful Perception check to gain insight into what lies ahead. A thorough search reveals a cumbersome device that might be rare.
    8 1 When travelling along the road, each player rolls a d20 and adds their DEX modifier to simulate their ability to quickly react to a sudden event. The PC with the lowest result suddenly feels the ground shift beneath them as a hidden sinkhole begins to give way.

    That PC must immediately make an DC 14 Athletics check to avoid sliding down the unstable edge. On a success, they manage to arrest their slide by grabbing onto nearby roots or stones. On a fail, they lose their footing and fall into a hidden, dry underground cistern below, taking d10 bludgeoning damage. Some old artifact can be found in there.

    To escape the cistern, the PC must succeed on two DC 12 Athletics checks each, as they climb up the rugged walls. Failure on a check means they slip and must retry, losing time and potentially attracting wildlife or hostiles nearby. Other party members may assist, lowering the DC by 2 for each person aiding the PC’s climb (up to a total reduction of 4).
    8 2 The party comes across a terraced farm in a secluded valley, filled with ripe fruit and vegetables. However, the air carries a chill, and the locals warn that a frost is expected overnight. If the frost hits, much of the harvest will be ruined. The farmers are short-handed and struggling to gather everything in time.

    To help gather the produce, the PCs must make an DC 12 Athletics check to quickly climb over the stone walls separating each terrace without injury. If a PC fails this check, they slip on loose rocks, taking d4 bludgeoning damage.

    If PCs successfully harvest the crops before nightfall, each gains a fresh supply of rations to last one day and gains advantage on their next WIS (Insight) check.
    8 3 A deafening drone fills the air, and the sun dims unnaturally. A vast swarm blankets the area, clinging to every surface and blotting out visibility. The PCs must decide whether to:
    1. Endure:
      • Take a DC 15 WIS saving throw or take d4 mental damage
      • Reduced visibility to just 5 ft, imposing disadvantage on Perception checks to notice hidden hazards
      • A party can choose a leader to guide the party through with a DC 14 Survival or Nature. Alternatively, each PC can roll their own DC 15 Perception check to avoid hazards in the swarm. On a fail, a PC blunders into an unseen threat, such as sharp rocks, hidden sinkholes or aggressive desert insects for d6 piercing damage
    2. Wait it out:
      • Party expends 2 rations each and must make a DC 12 WIS saving throw or suffer stress from the oppressive noise and the writhing mass of insects.
    8 4 The party comes across a dead llama stuck in the middle of a shallow mudflat. Bags and pottery jars are visible on its back, glinting in the sun. However, a group of hostile vultures and biting flies buzzes aggressively around it. They are agitated, and their movements threaten to spill or ruin the supplies. Attacking them directly without luring them away risks them damaging or spilling its contents.

    A DC 12 WIS (Insight) check allows characters to realize this before engaging. PCs who lure the creatures away with food, noise or spells can make a DC 13 CHA (Animal Handling) or Performance check, depending on their method. Any missed ranged attacks risk damaging the supplies, requiring a DC 15 DEX (Sleight of Hand) to avoid mishaps.

    Any movement in the mud requires a DC 12 STR (Athletics) check. On a fail, the PC is restrained until they spend an action freeing themselves. Creatures in the mud have half speed regardless of success.

    If the party successfully clears the threat and accesses the llama corpse, they can make a DC 14 Investigation or Survival check to search for valuables. Success yields goods ranging from dried food and woven textiles to obsidian tools or bronze trinkets.
    8 5 The party stumbles upon the wreckage of a small trade caravan. The area is eerily silent, save for the whistling wind and the faint buzzing of flies. Smashed clay pots, torn llama packs and scattered supplies are strewn across the ground. Several large mountain coyotes or jungle jaguars are feasting on a dead llama near the caravan, their heads snapping up as the party approaches.

    If they are approached without caution, they will growl and attack the party unless distracted or frightened away (a DC 15 WIS [Animal Handling] check or any effective intimidation method). Fighting them directly risks damaging the remaining goods, requiring a DC 14 DEX (Acrobatics) check to avoid tripping over spilled supplies mid-combat.

    If the party clears the threats and search the caravan for supplies, a DC 12 Investigation check reveals dried food, wool blankets, copper tools and d10/2 gold nuggests scavenged from the caravan members' belongings.

    Alternatively, the party can alert either the caravan’s origin or destination settlement. Doing so rewards them 4 chuño as a finder’s fee and grants them a +1 Reputation bonus at the settlement for their honesty.
    8 6 The party spots a small creature - perhaps a fox or a coati - pawing at a partially buried bag by the roadside. If they approach and shoo the creature away (no check required), they find the bag contains a set of darts coated in an unknown black poison (treat as serpent venom) and enough rations for one day. A DC 13 WIS (Insight) or INT (Foresight) check suggests the items were part of a fallback stash, hastily hidden for someone to retrieve later.

    If the party investigates further and follows faint tracks leading off the road requiring a DC 12 Survival check, they arrive at a tense standoff in a secluded clearing:
    1. To sneak close enough to observe or intervene, the party must make a group DC 14 DEX (Stealth) check. Failing alerts both groups, who react with hostility.
    2. A successful DC 15 CHA (Persuasion or Intimidation) check might convince one side to leave peacefully.
    3. Both are heavily armed:
      • One side wields blowguns, obsidian-tipped spears and a bolas expert
      • The other relies on melee weapons and dirty tactics (poisoned darts or grappling to cut their opponents). Their leader is particularly dangerous, with an explosive sap bag on their back that detonates upon death (dealing 4d6 fire damage in a 10-ft radius, DC 14 DEX saving throw for half damage).
    8 7 The party notices a warm, flickering glow in the distance. A group of travelers sits around the fire, clad in simple clothing with intricate embroidery. They wave the party over and offer them warmth and food.

    A successful DC 13 INT (History or Religion) check reveals these travelers are Quipucamayocs and unused to long journeys and poorly equipped for the wilderness. They warmly invite the party to share the fire and ask probing questions about the PCs' travels, motives and any records they may carry.

    As the PCs converse with the travelers, they notice tensions running high within the group. A DC 13 CHA (Persuasion) check will calm them and allow the party to learn that the travelers have little experience navigating the roads and are dangerously low on supplies.

    The PCs can choose to guide the group themselves or provide proper directions. Either requires a DC 14 INT (Survival) check to map a safe route forward. If successful, the travelers express their gratitude and offer a token of thanks: d4 valuable trinkets such as carved beads, small quipus or exotic spices. Alternatively, the PCs can give the travelers some of their own supplies. For each refresh of rations or water donated, earns them a favour later on.
    8 8 The party notice a narrow path branching off into the dense underbrush. A recent storm washed away years of overgrowth, revealing the faint outline of the trail. A DC 12 WIS (Perception) check reveals signs of long-abandoned traps lining the path - eroded pits, rusted spikes and broken tripwires; all too weathered to pose a threat. If the party investigates further, they discover the path leads to a strange metal door embedded in the hillside that opens easily with no resistance. A DC 10 INT (History) check reveals that such craftsmanship is rare in the region.

    The interior is coated in a thick layer of dust, and the stale air. A successful DC 12 WIS (Survival) or DC 12 INT (Investigation) check reveals the space to be a forgotten refuge. From the state of decay, it’s clear the occupant never made it there or abandoned it long ago.

    Among the abandoned supplies include: 2 toolkits, brittle rope, oil and spoiled foodstuffs emitting a foul stench requiring a DC 10 CON saving throw to avoid being nauseated for d4 hours if they disturb these supplies too much

    Additionally:
    • Each PC entering the refuge requires a DC 10 DEX saving throw or stumble into a shallow pit (no damage)
    • A DC 12 INT (Investigation) check uncovers additional clues about the original owner, such as stone etchings describing their survivalist philosophy and fears of an unnamed disaster.
    • A DC 15 WIS (Perception) check reveals a hidden compartment in the shelter’s floor containing a valuable but slightly damaged object such as a rare gemstone or an ancient bronze artifact.
    8 9 As the party approaches a wide river, they notice the bridge stretches only partially across the water. The center portion is submerged and swift currents flow through gaps in the structure. The evidence of destroyed dams, recent rains and shifting water levels has made the crossing treacherous. A DC 13 Perception check as the party crosses reveals entangled debris in the water - large tree branches and bundles of reeds that have washed up against the bridge and contain a sealed jug caught in the branches; that they can try to salvage. Inside, is d4 :
    1. A collection of small gold ornaments
    2. A waterskin filled with an unfamiliar but potent herbal liquor
    3. A rare stone charm tied to a cord that grants advantage on WIS (Survival) checks to navigate the jungle
    4. A partially intact quipu with details about hidden ruins nearby
    PCs might look for a narrower, calmer crossing or either succeed:
    • On a DC 14 STR (Athletics) check to keep their footing while wading through the water. On a fail, they are swept downstream, taking d6 bludgeoning damage as they strike rocks. They can attempt to swim to shore on their next turn with another DC 12 Athletics check.
    • On a DC 13 DEX (Acrobatics) check to navigate the submerged bridge without falling into the water. On a fail, they must make a DC 12 STR (Athletics) check to pull themselves back up onto the bridge, taking d4 bludgeoning damage from the fall.
    9 0 PCs who succeed on an DC 14 Perception check notice the Tlachcoqu flock early, giving them one additional round to prepare before the creatures are within striking distance. Within 3-4 turns, a successful DC 15 Precision Attack check is required. Each successful hit will bring down one for d10 worth of feathers and/or meat.
    9 1 Vines and moss cling to a stone roadside shrine, and the faint hum of wind triggers a wind chime. Though beautiful, it sets the party on edge as it echoes unnaturally loud across the surrounding area. A successful DC 15 History or DC 13 Religion check reveals that these musical obelisks were once used to scare off predators or alert local guards to approaching travelers. If the PCs decide to look for the trip wire, requiring a DC 13 Perception or DC 12 Insight check, they also lose 1 of 2 rounds before a pair of pumas appear.
    9 2 A stretch of road is littered with debris from a recent storm and has become treacherous, but the surrounding terrain allows for a safer detour without consuming time or resources if the PCs choose to avoid the risk.

    If the party decides to continue through the debris-laden path, each PC must make a successful DC 13 Athletics check to carefully navigate the uneven ground. On a fail, a character sprains an ankle, halving their walking speed for the next 2 hours unless healed.

    As they progress, they may spot something glinting among the wreckage. A successful DC 15 Perception check reveals valuables blown in from distant caravans: 2d10 cumpi worth of trade goods, small treasures or survival supplies.

    However, as they dig through the wreckage, the noise attracts a swarm of stinging wasps dislodged from their ruined nest, requiring the party to make a DC 14 DEX saving throw or take d4 piercing damage as they scramble to avoid the insects.
    9 3 A light drizzle begins to fall that seems ordinary, but after a successful DC 13 Perception check, they notice a faint metallic tang in the air. A successful DC 12 Nature check reveals the rain’s acidic quality, while a successful DC 15 Survival check identifies storm clouds on the horizon earlier in the day, giving the group the chance to plan ahead.

    If the PCs act quickly, they can seek shelter or reroute to avoid the storm. On success, they escape the acidic rain before it causes significant damage. If the group fails these checks or chooses to continue traveling unprotected, the acidic drizzle starts corroding their gear. Each piece of exposed gear suffers -2 penalty to its AC and will require additional repairs during the next long rest; either by spending an extra for repair materials or succeeding on a DC 14 Repair check.

    For those caught in the rain, a DC 12 Investigation check along the road reveals an abandoned spear lying in the mud.
    9 4 The party hears sharp cracks of noise in the distance, like the sound of stones striking earth, followed by silence. If the PCs choose to investigate and succeed on a DC 13 Perception check, they can locate the source: an landslide where a group has fallen victim. Scattered among the bodies are broken weapons, bloodied cloth, and remnants of their belongings. However, the aftermath has drawn the attention of dangerous local predators, such as territorial jaguars or swarms of aggressive insects.

    If the party decides to approach, they must clear out the predators within d10 rounds. Doing so requires either combat or creative problem-solving, such as scaring the creatures away with torches (DC 15 Intimidation) or luring them off with food or noise (DC 14 Survival). Successfully driving off the threat allows the party to scavenge the scene. A DC 12 Investigation or Survival check reveals usable gear and valuable trade goods, tools or local treasures. However, a failed scavenging attempt attracts further trouble, such as another group of opportunistic predators or territorial hunters from the area.
    9 5 The party spots a fortified stone house sitting in the shade of a steep cliff. From the outside, it appears to be abandoned, with overgrown vegetation climbing its walls and the front door slightly ajar. If the PCs investigate, they find a body slumped near a pile of supplies inside, with dried blood pooled beneath him. Nearby are food stores and arrow bundles that seem untouched, as well as a small stash of tools and goods.

    However, the house is rigged with deadly traps. Tripwires are strung across the doors and windows, expertly hidden by the rubble. A successful DC 14 Perception check reveals the tripwires. If the PCs actively describe inspecting doors or windows, the GM may allow an automatic success.

    Triggering a tripwire causes small stone jars filled with volatile alchemical powder to explode overhead, shaking the building and raining shards of pottery and stone on the party ( 2d6 damage to all characters within the room; DC 13 DEX save halves the damage). Worse, the sound and smoke disturb a nest of venomous creatures hidden in the ceiling beams, which will attack on the next round.

    The supplies, while tempting, are traps in themselves. A successful DC 15 Investigation or Medicine check reveals that the rations are laced with a slow-acting poison (DC 14 CON save or suffer 2d6 poison damage after d4 hours). The arrows are deliberately warped and unusable, and the tools are either rusted or brittle.
    9 6 The party spots four armed figures surrounding a lazing Llama. Three standing idly by and bickering, while the fourth struggles to tend to it. Though their weapons are visible, they are not drawn or pointed at the party. The guards continue their loud argument as the PCs approach, seemingly more concerned with their quarrel than with strangers on the road.

    On a successful DC 14 Insight check, the PCs discern that the llama is pregnant. If the PCs choose to assist, they can make a DC 15 Persuasion, Deception, or Performance check to convince the traders they are worth hiring, followed by a successful DC 14 Athletics or Animal Handling check to help with the birth.

    If the PCs manage to successfully help, the traders grudgingly offer their thanks and may even throw in a small item or two.
    9 7 High-pitched whistles fill the air, followed by flashes of light from brightly coloured signal banners unfurling in the distance. Soon after, a trio of chasquis wearing obsidian-loaded bolas, reinforced chonta spears and quilted macaw feather armour approach. PCs can make a DC 14 History or Religion check to identify the chasquis by their distinctive clothing as the Sapa's men and a DC 15 Insight checks to gauge their intentions.

    A successful check reveals that the messengers are wary but sincere in their desire to avoid conflict. However, their defensiveness suggests they have dealt with hostility in the past. The party must choose which member of the group to parley with:
    1. Tuwich: Jumpy, suspicious and constantly scanning the horizon for threats. PCs engaging with Tuwich need a DC 14 Insight or DC 16 Deception check to calm their nerves and convince them the party means no harm. Her paranoia may lead to unintended aggression if the party falters.
      • She promises they will move quickly and not linger, though she constantly watches the party for any perceived threat
    2. Machtia: Pragmatic and focused on the bigger picture, treating the PCs like obstacles to be handled. PCs can make a DC 15 Persuasion or DC 14 Intimidation check to gain their respect or ensure the party isn’t dismissed as irrelevant.
      • He explains that the chasquis have no interest in interfering with the PCs' business and offers to share tactical knowledge of the region, such as hidden paths or dangerous areas (successful DC 10 Survival or Insight checks reveal these as useful).
    3. Yanapaqi: exudes discomfort and regret, uneasy about holding weapons against travelers. PCs must make a DC 13 Persuasion or DC 15 Performance check to appeal to their sympathy or ease their discomfort.
      • He humbly places fine textiles, ceremonial beads or small obsidian carvings on the ground as a toll
    9 8 Traveling the road, successful DC 12 Perception check reveals shimmering objects some distance off the path. If PCs decide to investigate towards it, a successful DC 15 Investigation check uncovers evidence that the area is riddle with pit traps.

    Navigating the field safely requires at least two successful DC 14 Perception checks per PC or group. On a fail, the character must succeed on a DC 14 DEX saving throw to avoid taking d6 piercing damage.
    9 9 The party comes across a swollen river that is spanned by a net of tightly braided reeds, instead of a bridge, that is impossible for animals to cross.

    To cross, each PC must make an DC 14 Athletics or DC 13 Acrobatics check to balance on the swaying, slippery net and use the guide rope. On a fail, the PC begins to slip and must succeed on a DC 12 DEX Saving Throw or fall prone on the net, delaying their movement by one round. PCs still on the net must make one last DC 12 Athletics check to scramble to the far bank before the net buckles completely. If any PC falls behind, they risk falling into the river as the net collapses:
    1. Drowning: PCs must succeed on a DC 13 CON Saving Throw at the start of each round in the water to avoid inhaling water. Failing three consecutive checks results in unconsciousness.
    2. River’s Current:A fallen PC must make DC 14 Athletics checks each round to swim toward the bank. Each failure moves them 10ft downstream, making rescue more difficult.
    3. Submerged Hazards: The net below the water's surface has become a tangle of sharp rocks and debris swept downriver. PCs in the water must make a DC 13 DEX Saving Throw each round to avoid taking 2d6 slashing damage from the submerged netting.
    As an option, a raft drifts down the river toward the net. PCs must make a DC 15 STR Saving Throw to hold on as the net violently jerks. On a fail, they are thrown into the river, where they risk drowning or being swept downstream. Those who succeed still find their footing shaken and must roll an DC 12 Acrobatics check to regain balance.
    0 0 The party comes across a carpet of gorey llama corpses. The faint smell of blood and trampled earth lies in the air and the bodies partily eaten. The party can investigate the scene to gather clues about what happened.
    Check Description
    DC 14 Perception or Survival On a success, the PCs find deep claw-like marks in the ground near the llama carcasses, suggesting a large predatory beast or beasts attacked the caravan. They also notice tracks leading into the jungle, but they quickly fade after 30ft.
    DC 13 Nature or Arcana On a success, the PCs recognize that the marks are consistent with a giant predator, albeit far larger than any known creature. Additionally, faint traces of magical energy linger in the area, suggesting the attackers may have been influenced by some primal or divine force.
    DC 12 Insight On a success, the PCs deduce the attack was methodical. Whatever struck here aimed to kill swiftly and left no trace. This was not the work of common bandits or scavengers.
    DC 15 Investigation On a success, the PCs uncover a rare item worth an additional d4*10 cumpi; or d10+5 units of textiles, spices, tools or alchemical reagents.
    If the PCs want to move the goods back to civilization, they can:
    • Move it themselves: PCs can attempt to drag the wagons themselves. For every successful DC 14 STR check, the party can move 1 unit of cargo per hour. Each failure delays their progress and risks exhaustion requiring a DC 12 CON Saving Throw to avoid.
    • Hire Help: If the party is near an enclave or small village, they can attempt to hire local laborers or acquire pack animals.
      • DC 12 Persuasion Check: PCs can convince locals to help for a fee. The cost is 10 gp per unit transported.
      • DC 13 Animal Handling Check: If the PCs find replacement llamas or others, they must successfully calm and handle them to carry the goods.
    • Scavenging: PCs may attempt to search the scene for usable materials to make makeshift repairs. This requires a successful DC 15 Survival or Tinker’s Tools Check and d4 hours of work.
      Rolling on the Right Roll Column as a reference:
    • On a 2-3, the theme revolves around the natural world
    • The same repeats for 4-5 as various complications
    • 6-7 involve interactions with other people
    • 8-9 deal with the landscape
    • The 1 and 10 results are reserved for outside context problems or that involve multiple elements
    • Generally:
      • Even numbers are the more forgiving
      • Odds are harsher.

    Plot type
    Travel
    Related Characters
    Related Organizations
    DCNavigation
    (INT or WIS)
    Exploration
    NoneTerrain has clear roadsLandmark is unmistakable
    5Terrain has winding paths, or lacks paths but is in flat landscapeLandmark has clear path
    10Terrain lacks paths but is in open landscapeLandmark lacks path but is in open terrain
    15Terrain lacks paths and is in dense foliageLandmark lacks path and is in dense terrain
    25Terrain is obfuscated with some illusionLandmark is hidden, with active efforts to conceal existence through mundane means
    30Terrain is obfuscated using powerful magicLandmark is hidden via some illusion

    Weather

    Roll Weather Cool Climate Temperate Climate Desert Conditions
    01–70 Normal weather Cold, calm Normal for season Hot, calm
    71–80 Abnormal weather
    Rolling Climate
    1 - 30 Heat Wave
    31 - 100 Cold Snap
    Roll Climate
    1 - 50 Heat
    Wave
    51 - 100 Cold
    Snap
    Hot, windy
    81–90 Inclement weather
    Rolling Climate
    1 - 30 fog lasts for 2d4 hrs
  • targets 5 ft away have concealment (attacks by or against them have a 20% miss chance)
  • 31 - 90 rain/snow lasts for d4 hrs
  • ½ visibility
  • –4 penalty on Spot, Search and Listen checks
  • -2 movement to enter snow covered square
  • 91 - 100 sleet/hail lasts for d20 mins
  • ¼ visibility
  • –4 penalty on Search and Listen checks
  • 5% chance of 1 damage (per storm) to anything in the open
  • -2 movement to enter snow covered square
  • Precipitation 3 (snowfalls) Precipitation 2
    (normal for season)
    Hot, windy
    91–99 Storm lasts for 2d4-1 hrs
  • severe winds
  • ¾ visibility
  • Snowstorm
  • precipitation 3
  • leave d6 inches of snow on the ground afterward
  • Thunderstorm
  • one lightning bolt per min for a 1 hr period at the center of the storm for d10 damage. 10% is accompanied by a tornado
  • Duststorm
  • 50% chance to choke for [CON x10] rounds]
  • ¾ visibility
  • Severe winds cause -4 penalty on Listen checks
  • Leaves a sand deposit of d6 inches
  • 10% chance of greater duststorms with -8 penalty on Listen checks
  • Greater duststorms deal d3 nonlethal damage per round to those without shelter
  • Greater duststorms leave 2d3-1 ft of fine sand in their wake
  • 100 Powerful storm
  • zero visibility
  • Spot, Search, Listen checks and all ranged weapon attacks are impossible
  • Blizzard
  • combination of high winds and heavy snow of d3 ft deep
  • Windstorm
    • Ranged weapon attacks are impossible
    • weapons have a –4 penalty on attack rolls
    • -8 penalty to Listen checks
  • Hurricane
    • Ranged attacks and Listen checks are impossible
    • –8 penalty on attack rolls
  • Tornado
    • Ranged attacks and Listen checks are impossible
    • characters are picked up and whirled around for d10 rounds, taking 6d6 damage per round, before being violently expelled (falling damage)
    • tornados move roughly 250 ft per round
  • Downpour lasts 2d4 hrs
  • precipitation 2
  • fog effects

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