Chase, camping [[GM_stats?]] Monster Summoning


2d6 in the dungeon

2Caught! The party is cornered and surprised
3Caught! The party is cornered
4Caught! The party is surprised
5,6Caught! it’s a fight
7,8Got Away! choose two from the list
9,10Got Away! choose one from the list
11,12+you made it, no problem


Chase modifiers

Only check if the party has these


1) Campsite; 2) Meals; 3) Watches; 4) Encounters; 5) Recovery 6) Downtime

Step 1: Campsite

What will you sleep on? Are there beds? Bedrolls? the floor?

What is your shelter? Tents? A building? Nothing?

How warm is it? In mountains and caves one blanket per person is required for comfortable sleep. In tropic heat no comfortable sleep is possible (unless you are a native to the climate).

Step 2: Meals

What do you eat? Fresh/Travel/Iron rations? Can you cook (Fresh and Travel rations can be cooked)?

Do you have enough water if you don’t eat? (normally included in rations)

Were you at a banquet/feast?

Step 3: Watches

There are four watch periods à two hours. A character can complete a watch period and still get enough rest to become well rested the next day.

Step 4: Encounters

The time of an encounter is determined randomly (1d4) and occurs during a watch period.

The rate of encounters is: 1d10 at night while stationary and 1d8 during the day when stationary.

Step 5: Recovery

Spell Points (SP) are recovered at 1/level for every rest period.

Hit Points (HP) are recovered at (1+level)/rest. All penalties and bonuses are cumulative.

HP bonusHP penaltySP penalty
+1 cooked food-3 no food-1 too cold
+2 Banquet/feast-2 not enough food*-1 too hot
+1 Booze!*a-1 no bedding-3 exposed to bad weather
+2 Dwarven Lager*a-3 exposed to bad weather-2 not enough food
+1 Down matress-1 too hot-1 not enough rest
+2 featherwood bedframe-1 too cold-1 there was an encounter

Step 6: Downtime

Only occurs between sessions. The standard period is 1 week of resting.

SP recovery is thus 7 (14 if level 5 or higher)

HP recovery is thus assumed to be complete (heal to full).

Exceptions to this can be: disease, curse,,mouth_all_91.png,chin_woman_21.png,ears_all_21.png_,nose_man_woman_dwarf_elf_19.png_,hair_woman_63.png_,mouth_all_95.png_,chin_man_15.png,ears_all_12b.png,nose_man_dwarf_24.png,hair_woman_man_31.png_

image/svg+xml Link Name AC XP Level Class Hit-points Property none = 9, leather = 7, chain = 5,plate = 3, shield = -1, minus dex bonus Strength Dexterity Constitution Intelligence Wisdom Charisma value bonus roll 3d6 for each Abilities, Languages Colors or Portrait Saving Throws Dragon breath, explosions Paralysis, Petrification Death, Poison Rays, Wands Spells AC of opponent: To hit: (+ dexterity bonus) 0 1 2 3 4 5 6 7 8 9 Damage: (+ strength bonus in melee) Melee Ranged (+ strength bonus) d20 equalor better d20 equal or better Max Fighter & Dwarf: d8Magic User & Thief: d4everybody else: d6+ constitution bonus Jasro Fighter 1 _________ 4 8 13 +1 7 -1 11 4 -2 14 +1 11 15 14 12 13 16 (15) 20 18 17 19 16 18 15 17 14 16 13 15 12 14 11 13 10 12 9 11 1d6 Plate Mail (500e)Bastard Sword (80e)1d6+1 if 1h, 1d8+1 if 2hdagger (10e)1d4 / 2 (unskilled)***Large Sack (5e) 600 capone torch (20e)Rope 50' (50e)Tinder BoxWaterskin (1L)rations (4 days) (100e) Bastard Sw. BS (1h + 2h); Normal Sw. BS; Spear BSEncumbrance 790 total; Move = 60 / 20590 Gear (MV = 90); 290 SackSkills: Danger Sense (WIS), Detect Deception (WIS)Skills: Intimidation (STR), Bravery (WIS) value34-56-89-1213-1516-1718 bonus-3-2-1+1+2+3 4 + charisma bonus Retainers 7 + charisma bonus 7 Reactions Loyalty 4 value34-89-1213-1718 bonus-2-1+1+2

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