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Wilderness Trek for Dead Suns Book 2
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v 1.3
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Milage Tracking
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Endure Heat ChecksInstructions: Click ONE checkbox in the day column to indicate progress in 3 mile blocks traveled. Usually 9 miles if Following Tracks, 12 miles if using Orienteering. Leave a column blank if a day of rest or all-day detour is used. CRB pg.258 covers overland movement, 12 miles represents 8 hours of halved movement due to difficult terrain.
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HourDCMiles in DayDay 1Day 2Day 3Day 4Day 5Day 6Day 7Day 8Day 9Day 10Day 11Day 12Day 13
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7:00 AM154.5
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8:00 AM16
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9:00 AM17
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10:00 AM186
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11:00 AM19
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12:00 PM20
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1:00 PM219
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2:00 PM22
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3:00 PM23
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4:00 PM2412
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5:00 PM25
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6:00 PM26
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Daily miles0000000000000
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Milage Goal:120Total Traveled:0
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CharacterSurvival SkillArmor LevelHours of Env. Prot.Tempweave or Thermal Capacitor?Hot weather Environmental clothing?Fort. Mod.
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1124-4
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2124-4
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3124-4
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4124-4
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5124-4
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6124-4
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Wilderness travel progress, once per day choose one of:
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DC 18 Survival Orienteering (CRB p149) skill check to travel 12 miles, or
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DC 12 Survival Follow Tracks (CRB p148) skill check to travel 9 miles
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Modifiers:
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+2 on all progress survival checks if characters have obtained both the notes from Dr. Solstarni’s office AND annotated files from Ailabiens 21:2
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Enduring Very Hot daytime temperatures (90+ degrees F)
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Fort. Save DC= 15 + 1 per previous check (1 per hr. required for very hot temps). See "Endure Heat Checks" table above
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A Failed Fort. Save results in 1d4 nonlethal fire damage
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Modifiers:
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-4 penalty to the Fort. Save if wearing Armor or heavy clothing with Environmental Protection inactive. Exception, Armor with Tempweave or Thermal Capacitor is exempt from the penalty.
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+2 if wearing environmental clothing designed for hot temperatures. Can be worn under or over armor. (CRB p230)
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If a successful Survival Endure Severe Weather (CRB p148) skill check (once per day) at DC 15 is made, then:
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+2 bonus to the Fort. Save checks for that day.
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+4 bonus to the Fort. Save checks for that day if PC remains stationary and builds a shelter. This bonus is granted to one other creature for every 1 point by
which the skill check result exceeds the DC.
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Alternatives:
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• PCs wearing armor or space suits with Environmental Protection active do not need to make the Fort. Save vs. temperature. Environmental Protection capacity is used in 1 hour increments of capacity.
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• PCs wearing armor or space suits with the Thermal Capacitor upgrade (CRB p207) are protected up to 170°F and do not need to make the Fort. Save vs. temperature.
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• PCs can travel at night, using a Mass Produced tent or Mobile Hotelier (CRB p231) to sleep during the day. According to the rules, Orienteering is not more difficult at night, but Follow Tracks is affected by lighting. PCs with a source of light will only have a +1 penalty to Track at night (DC13), but will incur a +3 penalty to Track without light (DC15). Exception: PC's with darkvision using Follow Tracks will have no penalties at night. PCs traveling with lights will also be easier to see when an encounter occurs.
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• The Lifebubble spell will provide full protection from the heat.
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Mold Storm
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Fort. Save DC 14 to avoid contracting the Sarkonelia Mold disease
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Modifiers:
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+4 bonus to Fort. Save if a successful Survival Endure Severe Weather skill check at DC 15 is made to stop and build a temporary shelter. If any of the PCs exceeds the Survival DC by 10 or more, then the entire party avoids the mold effects altogether. Only a half day of progress will be made if a temporary shelter is utilized.
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Alternatives:
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• Armor/suit Environmental Protection used for Mold Spores avoids needing to make a Fort. Save, but uses 4 hrs. of suit capacity
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• A Mobile Hotelier has Environmental Protection that will work against mold spores. It has a 20 charge battery, each charge lasts 8 hours.
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• The Lifebubble spell will provide full protection from the Mold Spores.
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If printed: Use portrait, narrow margins, fit to page, no gridlines
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