======Quick Reference Tables for DMs====== =====Large-scale Action===== When doing things at a large scale, players can pool their efforts and produce large-scale results with less effort than performing the action individually many times over. For example, one might make a DC 10 cooking check to prepare a meal but when preparing meals for six, six DC 10 checks (or DC 60) would vastly overrepresent the added difficulty. Instead, increasing the DC by 1.5 for each additional portion is more appropriate; preparing a good meal for six without assistance would be hard but not impossible. Where an exceptionally good result is possible, the DC for exceptional results is 10 + 2 per portion. {{tablelayout?rowsHeaderSource=Auto&colwidth="70px,330px"}} ^ Portions ^ Fair Result ^ Exceptional Result | | 10 Servings | DC 23 | DC 28 | | 13 Servings | DC 28 | DC 34 | | 25 Servings | DC 46 | DC 58 | | 38 Servings | DC 67 | DC 84 | | 50 Servings | DC 83 | DC 108 | | 100 Servings | DC 158 | DC 208 | {{tablelayout?rowsHeaderSource=Auto&colwidth="70px,330px"}} ^Sea Travel || |1| item 1| |2| item 2| |3| item 3| |4| item 4| =====Travel===== {{tablelayout?rowsHeaderSource=Auto&colwidth="70px,330px"}} ^Land Travel || |Standard walk| item 1| |Forced march| item 2| |Standard horse| item 3| |Fleet carriage| item 4| |Train| item 5| {{tablelayout?rowsHeaderSource=Auto&colwidth="70px,330px"}} ^Sea Travel || |1| item 1| |2| item 2| |3| item 3| |4| item 4| ====Land Weather==== {{tablelayout?colwidth=""}} ^ Rarity ^ Description ^^ Base CR ^ Base XP | | 1-20 | **Fair** | Favorable weather increases travel speed by 25%. | NA | NA | | 21-60 | **Temperate** | Normal travel speed. | NA | NA | | 61-80 | **Inclement** | Wind, or rain hinder you. Travel speed for the day is reduced by 25%. | NA | NA | | 81-97 | **Mild Storm** | Travel is at 50% speed.\\ Travelers on foot suffer a level of exhaustion per day. | NA | NA | | 98-99 | **Intense Storm** | Travel is possible at 50% speed. Travelers on foot suffer one level of exhaustion per hour. | NA | NA | | 100 | **Storm-of-the-decade** | Roll a d20. On a 20 upgrade to Storm-of-the-century.\\ Travel is reduced to 25% speed for d10+2 days.\\ Vehicles traveling today risk damage. \\ Travelers on foot today suffer one level of exhaustion per hour. | NA | NA | | 120 | **Storm-of-the-century** | Travel is reduced to 25% speed for d10+2 days.\\ Vehicles traveling today and tomorrow risk damage. \\ Travelers on today and tomorrow foot suffer one level of exhaustion per hour. | NA | NA | ====Naval Weather==== {{tablelayout?colwidth=""}} ^ Rarity ^ Description ^^ Base CR ^ Base XP ^ | 1-20 | **Tailwind** | The wind is with you and your travel speed for the day is increased by 25%. | NA | NA | | 21-40 | **Crosswind** | The wind is indifferent. Normal travel speed. | NA | NA | | 41-60 | **Headwind** | The wind is against you and you must take a wide tack. Travel speed for the day is reduced by 25%. | NA | NA | | 61-80 | **Still Wind** | The wind has died and your journey is delayed.\\ Fishing is poor. | NA | NA | | 81-97 | **Mild Storm** | The rough sea diverts your course. You must take a wide tack and travel at 50% speed for today.\\ During that time, fishing is exceptional. | NA | NA | | 98-99 | **Intense Storm** | You must find a port or significantly divert course, costing you d4 days.\\ Failing to do so risks damage to the ship. | NA | NA | | 100 | **Storm-of-the-decade** | Roll a d20. On a 20 upgrade to Storm-of-the-century.\\ You must find a port or significantly divert course, costing you d10+2 days.\\ Failing to do so is likely to scuttle the ship. | NA | NA | | 120 | **Storm-of-the-century** | You must find a port or significantly divert course, costing you d10+2 days.\\ Failing to do so will certainly destroy the ship.\\ The ship will likely be damaged even if docked. | NA | NA |