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-Diseased, sick or injured companion (or mount): Having a sick or
injured member in a group slows the whole group down. The afflicted
one might need to be dragged or carried and will probably need much
more rest than the others. The afflicted member will also be less
effective in combat risking more injuries, the players might prefer to rest
till he’s healed or having him healed at a proper facility before going
anywhere.
-High winds: It can slow your progress a lot if you are facing the wind,
if they are of storm strength, the debris in the air can also cause injuries
and visibility problems.
-Ice: Slippery, it will slow people not equipped with skates or spiked
boots, those without much agility can risk injuries. Also, the ice may
crack, revealing crevices or freezing water.
-Snow: The deeper the snow, the slower you’ll travel, snow shoes,
skies or sleds will help the character to move across it. In a windy
region, snow drifts will change the terrain appearance, causing
disorientation; it can also hide roads or low features and reduce
visibility.
-Sand: Takes more energy to walk on sand than hard surface, dunes
will alter terrain when the wind blows and can cause disorientation; high
winds will reduce visibility, hurt the eyes and lungs. Quicksand can trap
you.
-Strong current and high waves: Can get you off course, slows you
down, tip over your embarkation or sink your ship.
-Steep slopes: Slows you down, prevent some animals or transport to
get to it’s base or summit and can cause injuries or break your
transport (a man can fall, a cart might roll off and break).
TO KEEP THEM ON A PATH OR A CERTAIN PACE:
-Guides: If the players are guided, they will probably lead on a specific
path unless the players can convince him to go elsewhere.
-Escorts: If the adventurers are escorting people, chances are that
these person are not as adventurous than the players and might not
want to go in the most hazardous or dangerous regions, they’ll want to
stay on the safest path and divert from it only if forced to.
-Valley between steep cliffs: If the adventurers are in a narrow valley
surrounded by cliffs, logic says they will favor that valley over climbing
on dangerous uneven ground.
-Caravan: A caravan allows carrying heavy loads at a slower pace in
favor of security over the speed of traveling on a light horse. If you
chose a caravan to travel with, it’s probably because you count on
numbers to have safe travels and discourage small groups of bandits or
monsters to attack. A caravan must travel at the speed of the slowest of
it’s member if it want to stay grouped.