777
EMPIRE ROAD CONDITIONS
applying che results.
‘a
E
0130 [Fair = Dirt pth, dep ruts or loose cobiles
31-60 Fair - Uneven ground o ballow grade
5 _| Good - Coble or pave, well-maintained road
‘Simply traveling che Empice's roads is an advencure Fraughe with dangers and challenges. This may explain che fac that coaching
lines do not keep strict schedules, since a journey between cities can take anywhere from weeks to months, depending on the
weather, road conditions and thieves. To add some variety your party's travels, roll percentile on the table below. The conditions
Y indicated should be tailored co yous environment: While on a coach ride chrough the Forest, you're mote likely to be hampered by
1 fallen tree chan a boulder, an obstacle you'd expect while moving over hills or mountains. As always, use careful judgment when
Fair ~ Typical Imperial road, generally ina stat of disrepair but
just good enough ob passable
Good ~ Good roads are uncommon but well appreciated. While it
lasts, wagons and coaches may add +1 Movement,
Hampered - Unfavorable terrain, breakage, obtale requiring extra
| [@6I0 TF Goca = Gravel rou ough on Baoes and hes
7ETS_| Hampeced ~ Boulder fallen te or ether ebtacle
"7680 | Hampeced = Froce, muddy, narrow or swampy
BR_[_Hampered — River ford, rocky o seep bills
35-50 _| Hampered ~ Road bing repaired or rerouted
91-52 |” Hampeced ~ Traffic, animal berd or pilgrimage
95-94 | Hazard ~ Broken wed, borse shoe or eter repair
9596 | Hazard - Highwayman, outlaws or Beasts attack
97-98 |" _Impassable ~ Bridge broken for to months
39.100 Tmpassable ~ Flooded for tio days
a tk il i li Nl Ml NL
The mighty rivers of the Empire ate conveyances for boats of all sizes. Adventurers frequently Find themselves aboard riverboats
fin eeicquets for glory, and few of them can avim, Us this able whenever you wan so add some excicement to ust another day
con the sive” Rol percentile, and modify che results as appropriate for your particular river and playing circumstances
cy
iver bas more bends than you ike
¥ EMPIRE RIVER CONDITIONS
ie - Slow but steady current, infrequent obstacles
Good = Quick current, asy navigation
Good = Well-known waters, clearly marked
Hampered ~ Slower ship stands in your path
Hampered ~ Landslide or fallen tres clog river
Hampered - River lock, nosy parol boat or traffic
Hampered ~ Slaggsh current, unknown rea
Hazard - Waterfall, flod, river trall or ie-locked
Hazard — Cavern, rapids, rocks, o hallows
Hazard - Wreckers, pirates or beasts attack
Timpassable ~ Blocked by fallen tres for 110 ours
“mpassable ~ River lock Broken for 1410,
care,or other delay. Use tbe hampered movement rates.
Hazard - Travel isdangerousin the Empire! This can beflebed out
into afull encounter or simply a one-day delay, or rll again
Impassable ~ Conditions aro poor tbat youl simply bave to wit
them out Atepting detour wil ake te party atlas io rales
cout ofthe way, over difficult terrain. Use bampered movement rats
whl asterping a detour (wes teri oad, of course) In some
instances an alternate route may not be possible forcing the party to
Backrack or go many, many miles om oftheir wa.
iat
ay
aie ~ Typical river conditions Use standard Movement rates.
Good ~ Fasy ging. Requires nearly no effort onthe part ofthe Boat
crew, Add +1 Movement fortis strech of river.
“Hampered ~ Delays on ibe river may be duet heavy tafe, river
locks, bad weather, trm sails o countless ober factors. Tbe examples
sven cover but afew posibiitis. Use be Bempered movement rats
“Hazard ~ These encounters may be developed inte full scenarios, oF
Bendled simply as a one-day delay, or rll agin.
“mpassable ~ There's only one way up or down a river, and it’s
Hooked. You may bave to take it upon yourself to clear a Blockage if
_you' re far from the nearest sleet. Fora broken iver lock there's
rot mc for it but to walt of be lack-keepertorepeir it Floods and
violent weather may make the river impassable for Bours or days