diff --git a/gm.tex b/gm.tex index 6f6a76c30d0258d245ea6c8d4496bd1befd78ca7..1bb609738cc39651160a1035bdb482e4739bfde4 100644 --- a/gm.tex +++ b/gm.tex @@ -156,12 +156,75 @@ If you have a campaign book such as \textit{Adventures in Fenestra}, you'll find \subsection{Running Encounters} -When the party encounter something, start by considering the antagonist's reaction. -If undead, they should attack immediately. -Tradesmen may startle easily, and might hide their goods at the side of the road or flee. +\subsubsection{Distance} + +Anyone the party meet on a road either comes in front of them, or behind. +Flip a coin, to find out if the encounter is \textit{head}ing towards them, or at their \textit{tails}. + +On more open terrain, you can roll $1D6$ to pick a direction. +`1' means 'ahead', `2', means 'ahead from the right', `3' means 'behind from the right', `4' means `from behind', and so on. + +Roll the encountered creature's Wits + Vigilance at \gls{tn} 7, minus the party's Wits + Vigilance. +This shows who spots whom first. + +\begin{wrapfigure}{R}{.23\textwidth}} + +\begin{rollchart} + + Roll & Distance \\\hline + + 10 & Griffins sees the party first, 40 squares away. \\ + + 9 & Griffins sees the party first, 20 squares away. \\ + + 8 & Griffins sees the party first, 10 squares away. \\ + + 7 & Party sees the griffin first, 10 squares away. \\ + + 6 & Party sees the griffin first, 20 squares away. \\ + +\end{rollchart} + +\end{wrapfigure} + +The basic encounter distance is 10 squares in a dense forest, 40 on an open road, and 80 squares on a flat plane. +Each roll on the margin doubles this distance, and this works both ways. +For example, were the party (Wits + Vigilance = 1) to encounter a griffin (Wits + Vigilance = 4), the \gls{tn} would be 8, and the griffin would roll at +4. + +If one side wants to sneak up on another, another roll can be made with Dexterity + Stealth, vs the target's Wits + Vigilance. +Those sneaking away gain a bonus equal to the previous roll's margin. + +\subsubsection{Reactions} + +\begin{wrapfigure}{L}{.23\textwidth} +\begin{itemize} + + \item + Direction + \item + Distance + \item + Reaction + +\end{itemize} +\end{wrapfigure} + +Next, consider the other side's reaction. +A group of twenty goblins will obviously attack any small party of adventurers, but never a group of three. +That said, three goblins could follow the party for a while, hoping to see them lying down and vulnerable. + +Bandits may react similarly, but can also show more intelligence. +They could demand the party pay them some gold in return for being left alone. + When in doubt, roll on the morale chart before combat can begin (page \pageref{morale}). -Next up, ask the party to roll Wits + Vigilance, at \gls{tn} 7, vs the opponent's Wits + Vigilance to see how far away they spot their opponent. +\subsubsection{Peaceful Encounters} + +Peaceful encounters mostly make scenery. +If the players successfully hide from something nasty, it tells them about what kinds of creatures inhabit this area. +If they find a trader on the road facing towards them, he may share some gossip, or just assume they might rob him and try to his wares. + +Of course, any friendly people travelling towards the party will want to join them for safety in numbers. \end{multicols}