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lair_hunting [2024-04-01 04:55] – [Lair Hunting] poems | lair_hunting [2024-12-22 15:53] (current) – external edit 127.0.0.1 | ||
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A 5-mile hex can be intentionally searched for lairs. Of course, not all hexes will have lairs, and it is impossible to know how many a hex contains at a given time without the use of magic. Because [[treasure types]] are used for outdoor lairs, it’s possible for a lair to be very profitable or to return nothing at all. | A 5-mile hex can be intentionally searched for lairs. Of course, not all hexes will have lairs, and it is impossible to know how many a hex contains at a given time without the use of magic. Because [[treasure types]] are used for outdoor lairs, it’s possible for a lair to be very profitable or to return nothing at all. | ||
- | ===== Procedure ===== | + | ===== Procedure |
+ | |||
+ | This procedure should be used with our [[Hex Movement]] system. If you don't use that system, see below for the [[# | ||
+ | |||
+ | - Party travels to the hex they'd like to search for lairs. Once they' | ||
+ | - To search the hex, the party spends MP as though they were entering the hex. Every time this is done, two types of rolls are made by the DM. This can be done repeatedly as long as the party can pay the MP. | ||
+ | - Lair check: The DM rolls a d20, with a 1-7 indicating a lair is found (if one exists, see DM's note at bottom of page). | ||
+ | - If flying, two checks are made instead of one. (The DM will resolve one roll and then the other. If the party decides to stop lair hunting after the first roll is resolved, then the second roll is discarded.) | ||
+ | - If a ranger is in the party, a lair is found on 1-11, or 1-9 if the party is flying. | ||
+ | - Random encounter check: A random encounter check is made for the hex. Random encounter checks are made every time the party spends the MP to lair hunt, rather than at the normal times defined by DMG 47. These too can result in a lair via the monster’s % In Lair chance. | ||
+ | |||
+ | The party may split up, in which case the resultant smaller parties each get their own checks. These parties will not be close enough to assist in an encounter (without magic). | ||
+ | |||
+ | ===== Procedure (miles movement) | ||
- Party travels to the hex they'd like to search for lairs. | - Party travels to the hex they'd like to search for lairs. | ||
- | - Every hour, two checks are made: | + | - Every hour (assume a 10 hour adventuring day)((Not sure if I remember the source for this. Might just be a reasonable number we deduced.)), two checks are made: |
- | - Lair check: The DM checks with a d20 on the below table, based on party daily movement speed. | + | - Lair check: The DM checks with a d20 on the below table, based on party daily movement speed. Be sure to adjust speed for the terrain of the hex. |
- If a ranger is in the party, the check is at +4. This bonus is reduced to +2 if the party is flying. | - If a ranger is in the party, the check is at +4. This bonus is reduced to +2 if the party is flying. | ||
- If flying, a check is made every 30 minutes instead of hourly. | - If flying, a check is made every 30 minutes instead of hourly. |
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