I've uploaded a new set of rules to itch.io that use Tarot cards to prep and then run a wilderness area for exploration. The reason I'm linking it here is that the last page of the zine describes the primary function of bells within Gelgelim.
I've written about bells before. As a quick recap, bells ward off bad things (thieves, storms, spirits, witches, bad luck, demons, etc.), but it is difficult to model that at the table unless these warded-against forces actually plague the characters. And I'm not interested in making my players' lives more stressful in their urban interactions. However, by assigning 'bad luck' types of events to Tarot cards, which I present in the zine as an alternative to random(ish) encounters, I find a use for bells.
Bells make traveling more safe by reducing the chances of bad things happening. Different modalities and melodies ward off different things, and better bellringers can choose to weave together these modalities and melodies to abjure against more things at once. At the table, the player chooses some number of cards to avoid from a pre-selected list (boginky, spirits, delaying circumstances, catastrophe, traveling accident, and a few others). If I would reveal that card while the characters travel, I instead shuffle it back into the deck. If I draw that card again, the bells have no effect.
Silver bells repel boginky, both the card that invokes them and, if encountered anyways, will keep them at bay as long as the bells sound.
Showing posts with label Hexcrawl. Show all posts
Showing posts with label Hexcrawl. Show all posts
Thursday, July 4, 2019
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.
Saturday, July 23, 2016
The Pioneer Hexcrawl
This is probably
going to be the most familiar part of the entire pioneer endeavor, and that
presents a unique challenge. This
hexcrawl has to be different than any other hexcrawl you have ever run. Even if your players have traveled extensive
distances with wagons and gear, this will be an entirely new hexcrawl for both
them and you. This hexcrawl is
responsible for setting the tone of the entire settlement adventure,
introducing your players to a different way of thinking, one much more grounded
in the physical reality of their characters' situation.
We'll start at the
beginning: preparing for the journey.
The full traveling group should number at least 20, including player
characters: if the players want to do more than build and operate a single
farm, they'll need more bodies. The more
hands on deck at the end of their journey, the easier constructing the
settlement will be (remember that video last post of the approx. 50 workers
raising a barn in 10 hours?). Also, some
of the non-adventurers will die along the way.
That will be a consequence of the journey.
The group's makeup
will factor hugely into the success or failure of the venture, with regard to
both the overall skillset and the relationships between each individual
member. I'll devote a post just to
talking about the expeditionary group, which is why I'm going light on the
details here.
Once the group has
been created, the party needs to acquire supplies. While I love fiddling with spreadsheets and
accounting and looking at all of the fiddly details, I recognize that not
everyone finds it fun. Tough. While you, the DM, absolutely must help the
party choose supplies and quantities (offering suggestions and observations
frequently), when the party makes all of the final decisions, they assume the
responsibility for all of their equipment.
When a crucial supply is necessary and they didn't buy it (or didn't buy
enough of them), they can only get angry with themselves, as opposed to blaming
whatever abstraction is used so that your players didn't have to sit through
and approve every blessed item.
As a rule of thumb,
the group needs enough wagons that everyone in the expedition and all of the
equipment can fit into the wagons. Give
each wagon a name and character sheet and distribute them to the players. Wagons will have hit points and take damage
from terrain hazards. When they lose all
of their hit points, they break - either the wagon tongue snaps, a wheel breaks
or (eesh) an axle cracks (determine this randomly, say on a 1d6, 1-3 break a
wheel, 4-5 wagon tongue, and 6 break the axle).
Repairs take a half-day, assuming appropriate replacement parts are on
hand. Unlike a regular injury, determine
the next kind of break the day after the first one has been repaired - so if a
wagon busted a wheel yesterday and was fixed, today the DM would determine what
would break next - as the expedition travels, people will keep an eye on the
wagons and will notice that the axle has developed a small crack, which is fine
right now, but a couple big jolts will splinter it.
Every item brought
on the expedition needs to have some condition for it to not perform as
expected or needed - tools need a breakage chance, stored food needs conditions
under which it will spoil, etc. These
odds should be slight and conditions unlikely - but they need to be explicitly
stated and recorded somewhere.
You will need
foraging rules - if a full day is spent foraging, how much food can be brought
back per forager? They'll need to
account for vegetation and foraging skill.
I have a Hunter skill: it is an Apprentice task to find food for 1 in
the woods. Plains and scrubland are a
Journeyman task, and desert and similarly inhospitable terrain require a
Specialist Hunter test, and the difference between the check result and the
test's difficulty (minimum 1) is the number of people that can be fed on a
successful roll.
Lastly, in addition
to the normal encounters of your hex crawl (random encounters, interesting
location-based encounters to keep things different and interesting for your
players), you will need journey hazards that put stress upon the wagons,
equipment, and expeditionary group.
Things like needing to clear a path through a forest, crossing a river,
a rockslide coming towards the wagon train or a mudslide that has washed away
the path. I'm a big fan of a 1d6
encounter die for most wilderness encounters, with a check every day. Here, I'd roll 2d6 - one to determine whether
an encounter occurs or not, the other to determine the type: 1-3 for a typical
hexcrawl encounter, 4-5 a travel hazard, and 6 an interpersonal conflict within
the expeditionary group.
So: takeaways from
this brainstorm. The Hexcrawl section
requires:
Wagon character
sheets
Expeditionary group
mechanics to randomly create clusters of people interested in joining the
party's caravan and simulate their interpersonal relationships
Thorough equipment
lists, detailing dimensions, components, break or spoilage conditions, etc.
Hexcrawl encounters
including typical hexcrawl items (wandering monsters, lairs, ruins, etc.),
travel hazards, and interpersonal conflicts
That's a start.
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