For tracking parties across the Colony of Death. A simple overland chase system for use with any old school or traditional RPG.
Use 10-mile hexes to cross the Maryland frontier.
Travel speed is determined by terrain. This table assumes travel by horse or canoe.
|
Terrain |
Travel Speed |
|
Road/Trail/Waterway |
5 hexes/day |
|
Forest/Hills |
3 hexes/day |
|
Swamp/Mountains |
2 hexes/day |
There are few roads in the colony except for in or around one of the major settlements (St. Mary's, Kent Fort, or Providence).
Forest hexes are Green, Hill hexes are light brown, Mountain hexes are brown. Any hex between rivers (blue lines) may be considered Swamp hexes.
Tracking Roll
At the end of each day the pursuer makes a tracking roll. The base chance for this roll is 4-in-6. Possible modifiers might include:
+1 if the PCs left obvious evidence behind
+1 if locals saw or spoke
to them
-1 if it has rained
-2 if the PCs deliberately
covered their tracks
If successful, the pursuer moves 1 hex closer.
Closing the Distance
With each day of pursuit, the pursuer will get closer. Consult the table below to close in and trigger a confrontation.
Distance Categories
|
Far |
10+ hexes |
|
Trailing |
5-9 hexes |
|
Closing In |
1-4 hexes |
|
Contact |
Same hex |
Confrontation
Once the distance is at Contact, a confrontation will occur. When the hunter finally catches up, roll or choose how to handle the confrontation.
|
1 |
Night Ambush |
|
2 |
Parley |
|
3 |
Attempt Capture |
|
4 |
Shadow the Party |

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