In a violent and savage world inhabited by ancient beasts and monsters spawned in the deepest abyss, traveling is a feat in which few people regularly engage. Going from one City-State to the next is an adventure all on its own. Many dangers can befall travelers in their journeys, not only monsters and bandits, but many other hazards such as storms, wildfires and fetid swamps. Additionally, when adventurers explore savage and unknown lands, any raging river, steep mountain, or tortuous trail can become an obstacle. In game terms, each character needs to make a Luck Roll for each leg of the journey. If the majority of the group succeeds, nothing bad happens. However, if most of them are unlucky, something unfortunate befalls the group. When this happens, roll on the table below. d20 Travel Hazards 1. Mundane animals of the region are strangely agitated and act in weird and disturbing ways during the night. The group cannot sl...
A place to share, comment and wonder about old school RPGs and the projects I am working on.