## The Living Wilds ... is a lightweight method for evocative wilderness travel, presented here in an abbreviated format and adapted to a tropical jungle setting. #### 1. Determine Weather At the start of each day, roll 1d10 to determine weather conditions for the duration of the day. Additionally, roll once more to determine when the weather begins (1-3: morning, 4-6: afternoon, 7-9: evening, 10: GM's choice). | d10 | Weather Condition | | --- | --------------------------------- | | 1 | Raging squall | | 2 | Insect swarms | | 3 | Misty | | 4 | Thunderstorm | | 5 | Dry spell | | 6 | Sweltering heat | | 7 | Sudden deluge | | 8 | Extreme humidity | | 9 | Monsoon rains (last for 1d5 days) | | 10 | Cool breeze | >**Note:** Many of these conditions also produce effects (terrain and otherwise) not described in this abbreviated workflow. #### 2. Navigate the Territory Perform a navigation check as per ***Fantasy Rules Section III***, or allow players to devise clever solutions to better ensure accurate navigation (e.g. climbing above the canopy to check bearings, use clues from flora to determine relative position, etc.). #### 3. Check for Random Encounters At least once per day, conduct two random encounter checks: one as per ***Fantasy Rules Section III***, the other to determine a random event (roll 1d10: if the result is 6 or lower, roll again and consult the ransom event table below). | d10 | Event Type | | --- | ---------------------------------------------------------------------------- | | 1 | Hostile creature | | 2 | Neutral/observing creature | | 3 | Natural hazard (e.g. raging river, sheer cliff, quicksand, etc.) | | 4 | Weather shift (roll weather condition) | | 5 | Signs of civilization | | 6 | Signs of danger (e.g. tracks, claw marks, bones, etc.) | | 7 | Curious object (roll 1d100 random trinkets) | | 8 | NPC or traveler (e.g. lost, odd, friendly, etc.) | | 9 | Moment of wonder (e.g. glittering dew, beautiful sunset, glowing mist, etc.) | | 10 | Aetherium phenomenon (roll 1d10 aetherium reactions) | #### 4. Pass the Time At any point throughout the day's travel, provide a small remark or observation that illustrates the passage of time: muddy boots, aching feet, heavy packs, etc. Additionally, if the party has been moving at an accelerated pace, make a fatigue check to ensure the pace can be maintained. #### 5. Let the World React The party are strangers in a strange land, and their presence will not go unnoticed for long. At any point during the day, roll 1d10: if the result is 3 or lower, roll again and consult the world reaction table below. | d10 | Reaction Type | | --- | ------------------------------------------------------------------------------------------------------------------------------- | | 1 | A creature begins stalking the party, remaining only ever at the edge of their perception. | | 2 | A storm system builds for several days, culminating in a massive (and dangerous) weather event. | | 3 | An eerie silence falls over the jungle. | | 4 | The party has the distinct sensation of being watched... especially at night. | | 5 | The faint sound of pattering feet can be heard, but nothing is ever seen. | | 6 | Members of the party begin to see the same symbol in their dreams; eventually, the symbol is found carved into rocks and trees. | | 7 | Birds call, monkeys howl, and small creatures chitter at the party. | | 8 | The jungle is suffocating, seeming to swallow up all sound. | | 9 | Beams of sunlight break through the canopy and seem to follow one member of the party in particular. | | 10 | A strange call, heard only faintly in the distance, is rapidly drawing closer (1d5 days away). |