The V.A.L.U.E. of Megafauna-Riding

:mammoth: Exploration Activities

Exploration Activities per Day:

Travel Speed :point_right: Activities per Day
10 feet or less :point_right: 0 Activities (needs :sweat: Forced March to be able to do something)
15 to 25 feet :point_right: 1 Activity
30 to 40 feet :point_right: 2 Activities
45 to 55 feet :point_right: 3 Activities
… even more :point_right: 4 Activities

Group Activities:

  • :footprints: :paw_prints: Travel
    • cost: 1 Activity or 2 if the adjacent zone is difficult terrain
    • :point_right: move to an adjacent zone
  • :eyes: :ninja: Reconnoiter (as long as you keep Concentration)
    • cost: 1 Activity
    • :point_right: gain advantage on Investigation & Perception checks in an adjacent zone; may ambush foes

Indiviual Activities:

  • :sweat: Forced March (risks exhaustion)
    • cost: 0 Activities
    • :point_right: gain +1 Activity that can only be used for Travel
    • :point_right: DC 15 Con saving throw vs. exhaustion; failing by 5 gets you 2 levels
  • :hut: Fortify Camp (stacks)
    • cost: 1 Activity
    • :point_right: increase the random ‘night event die’ by one step (e.g. from a d6 → d8)
    • :point_right: your party gains +1 to passive Perception & to Initiative rolls during the next night
  • :moyai: Mark the Area (requires Reconnoiter)
    • cost: 1 Activity
    • :point_right: this zone requires -1 Activity (min. 1/2) to Travel into in future travels
    • :point_right: this also applies to your whole Broken Tusk Tribe, should it move into this zone
  • :cut_of_meat: Subsist (disadvantage without Reconnoiter)
    • cost: 1 Activity
    • :point_right: make a Survival check to gain :meat_on_bone: rations (DC depends on terrain)
    • :point_right: failing by 5 gets you exhaustion; failing by 10 gets you 2 levels
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