Tool steel process and performanceFull description
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Tool steel process and performanceDescripción completa
Descripción completa
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Full description
Full description
aFull description
Full description
this is about report on travel agency.
tool for MAIO colission discovery
Full description
Simple Camping Tool Each player picks two. Wandering monster or events have a 1 in 6 chance each half of the night. Visibility determines how easily the camp can be found.
Other Camping Bonuses
Take Watch
Comfort 0: Long rest is impossible. Comfort 1: Long rest. Exhausted the next day. Only ½ hp and no HD are restored. Comfort 2: Long rest, but fatigued the next day. Only ¼ HD restored. Comfort 3: Long rest as normal. Comfort 4+: Long rest with an extra HD for each comfort above 3. Any of these extra HD over your max are turned into a single-use +1 bonus.
Music
Forage
Stories Take watch: Stay awake, on guard for half the night..
Music: Songs and music warm the soul. Comfort +1. Wandering +1. Stories: Tall tales make our spirits tall. Comfort +1. (+2 with actual tall tale/joke/story told)
Forage: Seek out food and water. Get food and water for 1d6 +WIS people. Depends on the terrain and your tools.
Campfire
Beds
Campfire: Enough firewood to last all night. Comfort +1. Advantage on Visibility.
Good beds: Kind on your back and your dreams. Comfort +1.
Other
Other: Spend 2 hours doing work of some sort: crafting, studying, or practicing.
Sharpen Weapons
Prepare Spells
Prepare Spells: As normal for your spellcasting.
Sharpen weapons: Ignore the first notch the next day for up to three weapons.
Cook
Cook: Warm food in your belly. Comfort +1. -1 ration and waterskin for each belly.
Drinks
Drink: Serve up some booze; make anywhere feel like home. Comfort +1 and Awareness at disadvantage for those that partake.
Tend Mounts
Tend mounts: Take care of your mounts and vehicles or gain only half their bonus the next day.
Simple Travel Tool Travel Hours Remaining 1
2
3
4
Sight range is 1 hex, telling you the terrain types and visible landmarks. 1 in 6 chance each hour: Navigator makes DC15 WIS or you get lost. Some terrain modifies the chances of getting lost. A map = -1 chance. If lost, DM secretly rolls to determine what direction you actually went. Get your bearings by sighting a landmark or trying to backtrack. Actions slow the whole group down but are led by one person.
5
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Mounts/terrain modify your speed (x1.5, x0.5, ...). Vehicles/weather modify your travel hours. Non-drivers get one camping action. Each extra travel hour: DC10 CON save at disadvantage or gain an exhaustion level. Wandering monster/event rolls 1/ hr. Normally a 2 in 6 chance of some encounter. Entering a town, dungeon, etc costs one hour at a minimum. Mark a marching order below, possibly choosing roles like rear guard or navigator.
Travel Actions Sneak
Hours Per Hex
Speed- Cover a distance of 1/( # of travel actions) hexes Sneaking = -1 wandering monsters, each hour. make stealth checks, and avoid leaving tracks.
Navigate
Navigating = Keep on track towards your destination. -1 “getting lost” chance. Can also draw a map.
Forage
Other
Other = Any other task you could do while walking but not while running.
Sight
Foraging = Gather food and water Sighting = Increase sight range by one while moving: half the amount you’d hex, get advanced warning for get normally foraging. hazards/weather, and find landmarks.
Rest Resting = Take small breaks,, otherwise make fatigue checks each hour at disadvantage.
X
Scout Scouting = Get fore-warning on wandering encounters, meaning active perception versus passive.
Track
Always used Tracking = Try to follow a specific foe or find a known secret using Wisdom checks.