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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

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