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Exposure and Monster Island

This document provides exposure modifiers and survival checks for finding shelter on Monster Island depending on location and weather conditions. It lists temperature thresholds and exposure risks for different areas of the island during the day and night. Failure on survival checks to find shelter results in gaining fatigue, while success finds shelter for 1-3 people depending on the roll.

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Vinie Castro
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0% found this document useful (0 votes)
136 views1 page

Exposure and Monster Island

This document provides exposure modifiers and survival checks for finding shelter on Monster Island depending on location and weather conditions. It lists temperature thresholds and exposure risks for different areas of the island during the day and night. Failure on survival checks to find shelter results in gaining fatigue, while success finds shelter for 1-3 people depending on the roll.

Uploaded by

Vinie Castro
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Exposure Modifiers if not in shelter (leanto,tent,fire) and warm for Monster Island.

Pick per time and place, add grade modifiers roll Survival. Survival roll has the normal fatigue modifiers RAW pg 49
If not in shelter – cannot heal or gain daily fatigue.
31-40 C 21-30 11-20 1-10 -9-0 -19- -10 <=-20
Hourly Check No Check No Check Daily Check Hourly Check Every 15 min Every min
Day Coastal Coastal Cloud Forest Puna Glacial
> 30-35 C > 25-30 11-20 Plateau Peaks
Jungle Puna 5-10 -9-0
21-30 Plateau High
10-15 Mountain
0-10
Find Shelter – Survival roll
Coast, Jungle, Cloud Forest – Standard Coastal Cloud Forest High Glacial
Night > 11-20 1-10 Peaks
Puna Plateau - Hard Mountain—
Mountains - Formidable Jungle Puna Plateau -25-20
10-19
> 11-20 1-5
Finder cannot participate in
Hex Crawl travel roles. Overall No Warm Shelter Character is Wet
Travel Speed is halved Crit = no Survival rolls for crit range days Move 1 right
Crit = finds or creates suitable shelter for Wind: Light or Moderate Gale (STR
2d6+2 persons
Failure = add level of fatigue that does not lift Modifiers 46-75) Move 1 right
until conditions change or the next Survival roll
is made.
Success = finds or creates suitable shelter for Wind: Strong Gale or higher (STR
1d3 persons 76+) Move 2 right
Fumble = a disastrous accident of some kind;
“Mythras” is a Registered Trademark of The Design Mechanism Inc,
Encounter,, suffering exposure. and Is used with permission. https://notesfrompavis.blog
Fumble = Encounter

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