Travelling Through the Wilderness: the Es of Travel

Over at Hill Cantons, Telecanter’s Receding Rules, Lasgunpacker, (and a shout out to Aeons & Augauries), there has been some talk to making wilderness travel in D&D-type games more interesting, on both sides of the screen. I’ve discussed this myself in the past, but I think it’s time to revisit the idea; especially after a rather dull episode of wilderness encounters in a recent gaming session (playing on-line with Map Tools, makes wilderness travel rather duller  than it should be).

First of all, since I plan on using this in conjunction with the ACKS rules (as that is what I’m playing, and travelling has become part of the sessions recently), I need to understand what rules already exist:

  • At ‘normal’ move rate of 120′, a character can travel 24 miles in an 8-hour day;
  • A forced march, 12-hour day, increases this to 36 miles, but characters need to rest a day afterwards;
  • Terrain adjusts this, as does the actual movement rate of the characters;
  • The chance of getting lost also depends on the terrain, but is modified by proficiencies (Navigation, for example, adds 4 to the throw);
  • Characters can also forage for food as they travel;
  • Wilderness encounters are checked every 6-miles travelled (or 6-mile hex), and any monsters encountered can be evaded;
  • The Explorer class gives bonuses to some of these (notably avoiding getting lost, and evasion of monsters).

Note: a throw is the roll of 1d20, target number equal or greater to succeed. It’s just the terminology used in the rules.

So, a party travels through the wilderness, checking for encounters every 6-mile hex (i.e. every two hours), evading as desired, rolling to avoid getting lost, and foraging for food if they run out of rations. It’s a sort of mini-game in itself, and these will provide an excellent basis for my own Wilderness Travel Mini-Game, which really needs a better name :)

Now, let’s think about what elements this mini-game should have:

  • Encounters;
  • Endurance;
  • Equipment;
  • Exploration.

I’m calling this the E’s of Travel, (as in Ease, get it?) Let’s move on. I also need to take into account the proficiencies that characters might have, and how these might affect the outcomes. After looking through that section, these are the ones I’ve highlighted:

  • Adventuring;
  • Animal Husbandry;
  • Craft;
  • Endurance;
  • Healing;
  • Knowledge (Geography);
  • Land Surveying;
  • Mountaineering;
  • Navigation;
  • Survival;
  • Tracking.

Some, such as Navigation and Survival have already been taken into account by the rules (avoiding getting lost, and foraging), the rest should allow characters to overcome difficulties. Endurance, for example, allows characters to do a forced march without resting for a day.

The basics then: the mini-game is based on four 6-mile, 2-hour segments, covering a day’s travel at normal rates over unchallenging terrain; or, simply, four segments per day’s travel, regardless of the actual terrain and travel speeds.  The actual distance travelled with be calculated by the party’s movement rate, the terrain, and any encounters along the way.

The basic rules: each segment, check to see if the party is lost, check to see if an encounter occurs or a hazard is encountered, check if the party’s endurance is flagging, and whether their equipment (that includes any animals, as well as rations) has suffered any damage. On failed throws, deal with the consequences, which may be countered if the characters have the right sort of knowledge or skill, or are particularly clever. Repeat as necessary, end the day, and carry on for the next; and so on, and so forth. You can also alter the time, changing days to weeks, to speed through lengthier journeys.

With that in mind, I hereby present for you…


The Es of Travel

Travel is based on the 8-hour day, as standard, covering 24-miles. Each segment (full version) covers a quarter of that (2-hours, 6-miles; basically 3 miles per hour). Each segment assumes certain activities, requires a throw to avoid mishaps, and is modified by certain proficiencies; as per the table below. Roll once per segment, assign a player or character to the throw (Exploration is for guides, Encounters for scouts or look-outs, Endurance & Equipment for anyone).

Segment E for… Throw Required to Avoid… Modified by… (bonus)
Morning
Exploration
…getting lost
Navigation (+4)
Afternoon
Encounters
…hazard
Land Surveying (+4)
Evening
Endurance
…fatigue
Endurance (+4)
Camping
Equipment
…damage
Craft (+4)
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The Tour Continues

Over at The City of Bones, the tour of the city continues with the Merchants Quarter.

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Against the Giants: Session Nine

Moonday, 10th Coldeven, to, Godsday, 11th Coldeven, CY 591 (Spring)

After arriving at Hochoch, in the morning the party go looking for their smuggler friend, Morten, and find themselves at the Last Word tavern by the docks. They settle themselves in, drinking while listening to the gossip around them, waiting for Morten to appear. They learn that there was a recent battle, against some giants about twenty miles west, and that the Grand Duke himself is due to return within the next few months. They also hear that bodies have gone missing in the cemetery, recent graves dug up. There’re aren’t any spare men to investigate, nor clerics, all bust tending to the wounded, and planning the war of liberation.

Night falls, and still no sign of Morten. Zarkov talks to the barkeep and is pointed to a pipe-smoking woman in the corner. They send Halmary to talk to her, and once he tells her who they are, she recognises them from Morten’s descriptions and tells them that he has been arrested, and is due to be tried and hanged in three days; the governor wants to make an example of him, as he cleans the town up before he has to vacate it and hand it back to the Duke.

The party agree to free him. They arrange to meet the woman, Gwen, the following day, and take rooms at the Dukes Arms. Then Idni and Corvin sneak out, avoiding patrols (as the city is under martial law) to scout out the sheriff’s office, in whose jail Morten lies. They find a stone building, barred windows, only one door in. They plan on blocking the chimney and smoking the guards out, and decide to do it the following night.

Next day, Gwen meets them and tells them she has arranged a safe-house for Morten to hide in, so long as they can free him and get him there. She’ll meet them there at night. While they wait for night to arrive, the party splits up and goes about their busy: Ungrid and Zarkov go shopping, placing orders for as many supplies as they can get; the others check out the mercenaries camp and get a feel for what they can hire, passing by the graveyard on the way to see if the rumours of disappearing bodies is true; it is. They meet up at the inn, where a brawl between the Geoff Army of Liberation, the Gran March Army of Retribution, and a disgruntled company of mercenaries, is narrowly avoided.

As night falls, the party sneak out into the dark, again avoiding the patrols. They make their way to the sheriff’s office, and move into position. Corvin climbs on the roof, blocks the chimney, and they wait for the smoke to drive the guards out: it works, and the sheriff and a pair of guards start to come out. Straight away, Halmary commands the sheriff to sleep, and Idni pushes the two guards back into the smokey room; each party member has wet rags over their mouth, and the guards are completely disorientated by the smoke; which starts to clear as the door is open and Corvin removes the blockage, climbing down to join the others.

Halmary wades into the smoke, swings his mace and knocks one of the guards out straight away; but the other proves harder to put down, shrugging off one blow, and, as he recovers and realises what’s happening, parrying others. Zarkov, Ungrid, Idni and Halmary all fail to land a solid blow, and are forced to defend themselves as he attacks back; and outside, the sheriff wakes up, and staggers under a blow from Corvin; but has a hard head and turns on the thief, sword out.

Then Idni decides that trying to knock the guard out isn’t worth the hassle and, as the guard parries a swing of Halmary’s mace, he lunges with his spear and stabs the guard through the back, killing him instantly. This motivates everyone else to turn to killing rather than knocking people out, and Halmary– albeit with reservation– steps out to deal with the sheriff, allowing Corvin to back away. As the cleric and sheriff exchange blows, Zarkov and Ungrid start searching for Morten, finding stairs leading down to the jails. They hear voices from below, and return to the others; just in time to see the sheriff cut Halmary down, severing his hand in the process. Ungrid, enraged, charges across the room, leaps over the fallen cleric’s body and cleaves the head from the sheriff’s shoulders.

Quickly, they drag the bodies inside, shut and bolt the door, and tend to Halmary’s wounds. He lies unconscious, but alive, missing his left hand, and is in a critical condition.

And from downstairs, a voice calls out: “Norris, what’s going on up there?”

End of Session

Kills: 1 guard, 1 sheriff; plus 1 guard knocked out cold.
PCs KO’d: Halmary (lost his left hand, currently at -4, needs to be brought up to 1 hp within a day, or die; then needs a week’s rest to recover).

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City of Bones

I’ve started a new blog, dedicated solely to a new setting: The City of Bones.

You can follow it via the link above. It’s going to be mostly in-game, flavour text, with maps. Design stuff will end up on this site.

Not entirely sure where this is going to go, but I am hoping that one way or another I am going to be running a campaign based there; an urban campaign, mostly taking place in the city and its environs. There will be factions, dungeons, lots of stuff to do, all based in the city.

I’ll expand the region around it, over time, posting here and over on the new blog, as the ideas form, are designed, and brought to life. It’ll be an ACKS game, since that’s my new love.

I hope you’ll follow the new blog, and give me feedback on what I post. Hope you enjoy the tour of the city that starts today; I’m hoping to post every Wednesday, dealing with a difference part of the city each week, then moving onto specific areas.

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Why I like dice-based games such as D&D

There are times when the randomness of the dice bring frustration, despair, and a strange sort of rage; when players curse the little critters and cast them aside, picking up another in the superstitious hope that this die will perform better; when DMs grumble that their monsters can’t hit the broadside of a dragon, let alone a barn; but when it comes down to it, I love the way the roll of the dice can completely alter a situation, changing the game being played, helping to tell the emerging story that occurs through playing Old School type games (such as early D&D, ACKS, C&C, LL and so forth).

For example: last night was the ninth session of our ACKS campaign, and the party had arrived at the free city in search of supplies, ,mercenaries, and their smuggler contact. Turned out that the smuggler had been arrested and was due to be hanged in three days; his associated wanted the party to free him, and they happily agreed. Having made plans, they made their way to the sheriff’s office at night, intent on knocking out the guards and freeing Mortin, fleeing into the night afterwards with no one the wiser.

It started off so well: they blocked the chimney, smoking the guards in the office out, along with the sheriff. As they poured out of the door, the cleric slept the sheriff with his command word, and the others pushed the two guards back into the room, knocking one out pretty much straight away.

Then the dice turned on them, and they started missing. The guard recovered and fought back, and the sheriff woke, fended out blows aimed at him, and drew his sword. No one could land a nonlethal blow… so the explorer decided it would be easier to kill them instead. He stabbed the guard through the heart, killing him; and again, the dice turned against them; so much so that before the sheriff was eventually slain, he had hacked the hand off the cleric and critically wounded him.

So the party are inside the sheriff’s office, two dead bodies at their feet, blood on their hands, smoke wafting out of the uncovered chimney. Luckily no one has been alerted, but it is only a matter of time before someone spots the remnants of the smoke at least, or the guards in the dungeon below decide to investigate the faint noises they heard. And if the party are caught in the act, they’ll suddenly become criminals, in a city full of soldiers, and who knows what’ll happen then; and all because of the throw of the dice.

Anyone care to share any stories about how the dice changed their games?

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