All of the rules, the quests, the tiles, etc. Only thing you'd be missing are the 3-d furniture pieces and the minis.
The furniture is not completely needed, and you can use anything for minis, if you really want to play and you have
players who are ready to go, as well.
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Now - for the travel information. I put something together for you - sort of mixed the rules I use for my expansion on HQ,
with a little bit of D&D, while looking at the warhammer quest rpg a bit, as well. You can use it, or not...it won't hurt my feelings
if you don't like it.
A link to the rpg book I found is at the very end.
TRAVELLING
Movement
20 miles per day by foot (8-10 hours travel)
40 days per day by horse (8-10 hours travel)
Rough terrain -5 miles by foot; - 10 miles by horse
Thick Forest -5 miles by foot; -10 miles by horse
**Chance that horse may not be able to move through thick forest
Hills -5 to 10 miles by foot; -10 to 20 miles by horse
Mountains - it is very difficult to move through mountains
unless there is a trail and passes through which to travel
Typically, in highly civilized areas:
Cities are hubs of society
Towns are roughly 15 to 20 miles away from a city
Towns are roughly 15 to 20 miles away from one another
Villages will be within 5 miles of any town or city
A city will have 2-4 towns associated with it
A town will have 4-6 villages associated with it
A city will have 6-8 villages associated with it
**Half of these will be the same villages associated with the towns
Typically, in uncivilized areas:
There will be two major cities at most, usually only one
A city will have 2-3 towns associated with it, no more than 10 miles
away - most towns will be walled and gated
A town will have 3-4 villages associated with it, no more than 3
miles away - if a village has a high population or is wealthy, it
will have a wall and a gate - poorer villages might have a heavy
fence.
Encounters
rolls:
1d2 = 1d6, 1-3/4-6
1d3 = 1d6, 1-2/3-4/5-6
1d4 = 1d6, 1/2-3/4-5/6
1d5 = 1d6, 1/2/3-4/5/6
1d6 = regular roll
Number of based on terrain
Grasslands - daytime 1; night time 1d2 (0 or 1)
Hills - daytime 1d2; night time 1d3 (0 or 1 or 2)
Forest - daytime 1d2; night time 1d4 (0 or 1 or 2 or 3)
Swamp - daytime 1d3; night time 1d4
Mountains - daytime 1d3; night time 1d4
**NOTE - not all encounters must be combat or lethal encounters.
For example, a night time encounter in a forest might be as simple
as a fox family passing by. Of course, if no watch has been set,
the foxes might carry off food or other items, or might bite a hero,
in which case there will be a chance of disease (rabies)
**NOTE - encounters might be normal hazards, as well. For example,
in a swamp an encounter might be quicksand, or some strange fungus
growing on the ground, completely blocking the movement of the
heroes.
**NOTE - If you wish to increase the number of encounters, be sure
to use more non-combat, non-lethal encounters. This can be done to
increase the amount of role-playing in the game, or in order to
increase the feeling of the area in which travel takes place...to
give more atmosphere to the game
Getting Lost
In civilized lands or areas of which the heroes possess a well-made
map, the chance of getting lost is very low.
In the wilderness and in areas that have not been mapped out, the
chance will be higher, especially if the sky is clouded over or if
there is heavy fog, and the heroes cannot see the sky to determine
their direction.
Make a getting lost check every 3 hours of travel
Chance of becoming lost in wilderness:
Grassland - 1d6, roll of 1 is lost
Forest - 1d6, roll of 1-2 is lost
Thick Forest - 1d6, roll of 1-3 is lost
Low Hills - 1d6, roll of 1-2 is lost
Large Hills - 1d6, roll of 1-3 is lost
Swamp - 1d6, roll of 1-3 is lost - make this roll every time the
...heroes have to backtrack, as well as for regular times to roll
Mountains - as swamp, except make check every 2 hours
Any time the heroes become lost, the Evil Wizard should secretly
change the direction of travel by 45 degrees.
If travelling, then go:
N = NE or NW
NE or NW = N or East/West
E = NE or SE
W = NW or SW
SW or SE = S or East/West
In Settlements, purchasing goods:
A rule of thumb might be: For every 100 gold in the cost of the item,
there is a chance that the settlement won't have it.
Villages = up to 100 gold, they will have it.
Villages = maximum 400 gold
Towns = up to 200 gold, they will have it.
Towns = maximum 600 gold
Cities = up to 300 gold, they will have it.
Cities = maximum 800 gold
Roll 1d6:
1 = +100 is available
2 = +200 is available
3 = +300 is available
etc.
If an item is not available, there can be a wait time to have it
delivered, or to have it created.
If having an weapon created, it will typically take 2 days
If having an armor created, it will typically take 3 days.
This is assuming the blacksmith is adequately skilled. Lesser
skilled blacksmiths will increase this time by 4 hours at a time
per drop in skill level (to be determined by Evil Wizard)
To have a weapon repaired, it will typically take 1 day
To have an armor repaired, it will typically take 2 days
Be sure to take into account that heroes will need food and water
during their travel on the road, and will need to have room and
board while in settlements. The cost for all of this will depend
on how much treasure you give out to your players. A good rule
of thumb would be to decrease their gold on hand by 2% per day,
either for the cost of food and water needed for travel, or the
cost of room and board in a settlement. If they wish to have very
fine surroundings, and eat very fine food, this could be as much
as 5% to 7% per day.
Use this link for ideas for hazards and encounters...both for
road travel and while in settlements. ideas start on page 15.
http://users.telenet.be/WHQ_TheHouse/Do ... 0v1.01.pdf





























