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Hacking the Game - Point Crawls in Daggerheart

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Rules for Point Crawls

Rules borrowed and adapted from the “Journey to Horizon” Campaign Setting in the book Hope and Fear


Traveling

It is assumed that, on a day of travel, the group:

With this routine, the group can travel through three (3) Pointcrawl nodes daily, regardless of the distance between the nodes.

Rest Periods

The group can only take 3 Short Rests¹ while traveling through completely inhospitable environments, but it doesn’t take much to take a Long Rest: a roadside tavern, a well-equipped campsite, or spending Camping Supplies (below) can all create situations where a Long Rest is possible. In this context, a Long Rest lasts 2–4 days.

Encounters

Roll 1d6 when the group is traveling from one location to another. On a roll of 1, an encounter occurs. In more dangerous and/or busy locations, roll 2d6 or more, counting any roll of 1 (non-cumulative) as an encounter

Below is a short table showing the chances of this happening from 1d6 to 10d6 (and an option with 1d20, for those who don’t want to roll 10d6). Ideally, however, you should limit yourself to a maximum of 4d6 most of the time, so that the frequency of encounters doesn’t become annoying.

No. of d6 Chance (%) Danger d20 (alternative)
1 16.67% Safe 3 or less
2 30.56% Low 6 or less
3 42.13% Moderate 8 or less
4 51.77% High 10 or less
5 59.81% Dangerous 12 or less
6 66.51% Very Dangerous 13 or less
7 72.09% Severe 14 or fewer
8 76.74% Extreme 15 or fewer
9 80.62% Lethal 16 or fewer
10 83.85% Catastrophic 17 or less

Camping Supplies

On a given day, the group may decide to stop traveling to search for Camping Supplies. A group Instinct Check is made:

Roll Result
Critical Success The group finds Supplies, as well as a comfortable spot in the middle of the jungle that allows them to take a Long Rest without using them, saving them for another day.
Success with Hope The group finds 1 set of camping supplies.
Success with Fear The group finds 1 set of camping supplies. The GM gains fear and makes an encounter roll.
Hopeful Failure The party finds nothing.
Frightened Failure The party finds nothing. The GM gains fear and conducts an encounter.

The party can carry only 1 Set of Camping Supplies at any given time.

Finding Camping Supplies advances Long-Term Clocks as well as Long Rests.

¹Keep in mind that “Rest” has a specific mechanical meaning in Daggerheart. Within the fiction, the party still “rests” every night, but does not receive the mechanical benefits of a rest.

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