Saturday, August 13, 2016

Adapting the Hazard Die to the Pioneer Hexcrawl

I am alive and around.  I've entrance exams in a couple of weeks and I'm spending most of my time preparing for them, as well as getting situated in Rochester.  I have been working on my world as well and wanted to share some of my progress with the Pioneer Hexcrawl.

Brendan, ofNecropraxis, has a system he calls the Hazard Die which provides the pacing for his games.  The general idea is that events happening in the game world = player engagement, so rather than changing the odds of monster or location encounters, he takes the 1d6 random encounter die and provides a different outcome for each result, so that something happens almost every day.  The context in which the die is rolled informs the exact outcomes.  Now, Brendan's overall approach feels more like the complicated board games I enjoy and less like a tabletop role-playing game, but since overland exploration is the most board-game-like structure within D&D, the two ideas are well-suited to each other.

Now, I disagree with Brendan's premise that stuff needs to happen every day, especially on a journey that might take months in-game.  In fact, I'm quite all right with a week or so passing without anything of note happening - that will provide time for the players to practice some self-care.

So, rather than the full-on Hazard die, I propose rolling 1d6 each day.  On the result of your favorite number, roll again to see the kind of event incurred.  This is all bog-standard stuff, except for the addition of travel hazards and resource depletion.


Roll
Outcome
1-2
Wandering Monster
3
Unique Location
4-5
Travel Hazard
6
Resource Depletion

Travel hazards impede progress for a certain number of days.  They will be terrain-dependent (probably no mudslides while traversing the desert), and can either be waited out or soldiered through (albeit with a possibility of damaging a wagon or animal).  I'm including here information for the Wildlands, a savanna and grassland that lies on the eastern edge of my world.


Roll
Travel Hazard (Wildlands)
1
Wildfire
2-3
Thornroots
4-6
Herd migration
7
Surprise swamp
8
Heat wave

Wildfires are a constant danger while on savanna and grasslands and can be caused by lightning strikes, perpetually-burning ground fires, sparks from rockslides, or a number of other environmental factors.  Wildfires are one of the major ways a savanna and grassland biome maintains itself, as the fires will kill off saplings but leave older trees while only burning the grass shoots, not the roots.  Determine the origin direction of the fire by rolling 1d6 and then determining which hex edge corresponds with the number rolled, and has a 3 in 4 chance of erupting some 2d6*10 mi away and a 1 in 4 chance of becoming visible only 2d10 mi from the party.  The fire's direction depends upon the time of day: daytime fires travel eastward (away from the sea), while nighttime fires travel westward (towards it).  Wildfires travel about 9-12mi/h, so if the wildfire menaces the party, determine its speed as 1d4+8mi/h.  Smoke will reach the party first, panicking the animals and potentially causing death long before the fire arrives - when the fire is within 20 miles, characters will need to start making Athlete (or Constitution) checks to avoid damage from smoke-inhalation, unless characters protect their airways with magic or wet cloth.

Thornroots are a kind of thorn-covered vine that outcompetes most grass and shrubs.  They are fire-resistant and deal 1 damage per 10' movement to unarmored creatures.  Hacking a path for a wagon slows progress by half.

Herd migrations: a herd of large herbivores are migrating across the path of the party and will take 1d3 days to finish.  On the Wildlands, the crossing animals would probably be antelope, gazeer, or buffalo.  Additionally, the next hex will have no grazing available.  Interfering with the migration could cause a stampede.

Surprise swamp: the area ahead is saturated with water but deceptively so - after traveling into the next hex, the lead animals (and wagon, if the driver fails a Wisdom check) will become mired in mud.

Heat wave: temperatures in the area reach dangerous heights.  Anything in full sunlight for more than an hour (or who enter combat) must save or suffer heat exhaustion (reduce Con, Wis to 1/2 usual and take 1d6 damage every hour not resting.  Cured by 1d3 days of total rest out of the sun).  Characters in any armor do not get the save to avoid heat exhaustion.  Resting is not possible while the heat is so high: no hp can be recovered nor injuries healed.  Water requirements for all creatures are doubled during the heat wave.  The heat wave lasts 1d4 days with an exploding die.

Resource depletion consists of just that: events that will either remove or require the additional consumption of the party's supplies.  While I think that my original idea to give wagons hit points has merit, the implementation of it also requires taking choices away from the players - having wagon damage events be part of the travel hazard seems a better solution.  Whenever this result is rolled, all wagons make a saving throw based on their condition.  Those that fail roll on the following table.


Roll
Resource Depletion
1-4
1d8 wheel spokes snap
5-6
Axle breaks
7-8
Wagon tongue breaks
9
Water barrel rots
10-11
Animal goes lame
12
1d4 items go missing

As I stated before, whenever a wagon suffers damage like this, I'd recommend rolling for the next structural effect (roll a d8 on the table instead of the d12) which will take place whenever the wagon next fails its saving throw and subsequently rolls a wagon-damage result.

Wagon wheels have 12 spokes and can operate as long as half of them are still present.  However, whenever a wheel loses spokes, roll 1d12.  If you roll higher than the number of spokes left, the wheel collapses, breaking all of the remaining spokes and requiring a new wheel.


Lame is a catchall term for herd animals that have developed some difficulty walking.  The cause can be as benign as a pebble lodged in the hoof or as problematic as an infected abscess or damaged tendon.  In all cases, the animal cannot bear weight and can travel no faster than a slow walk (1-2 mi/h).  Curing the animal requires properly diagnosing the problem and then applying proper treatment.

And it looks like I need a whole post on wagons and beasts of burden, which will come later.

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