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Navigation Roll
Use this to determine the results of your party traveling on the overworld.
- Party Speed: This is the travel speed for your party. Usually you would set this to the overworld speed of the slowest member of your party, e.g. 60ft if your party contains a dwarf.
- Deadlyness: A value ranging from 1 (relatively safe), to 5 (very dangerous. Increasing this will generate more encounters. Use this for the hex the party is currently traveling in, or take the average in case they traverse multiple hexes.
How do I interpret the results?
Some tips:
- Use the slow/fast travel speeds if the party wants to travel stealthily, uses horses on roads, travels in difficult terrain, or otherwise has its speed affected by circumstances.
- If the party potentially fails their navigation (roll below 4 on d6), the result will tell you in which environments the party would be lost. If your party isn't traveling through one of those environments, they are not lost.
- Only use the hunting result if the party actually decides to hunt.
- Encounters are generated for different parts of the day, e.g. morning or afternoon. Interpret the time loosely and place the encounter in the appropriate hex if the party traverses multiple hexes in the day. Use common sense.
- Remember that encounters aren't necessarily combat encounters. Some encounters may be discoveries. I like to alternate between danger/discovery.
- For each encounter rolled, the die result from the d6 is printed along with it. You may interpret this as the relative difficulty of the encounter, or ignore it entirely.
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