Friday, October 12, 2012
Wilderness Travel Mini-Games VI
Once a party member cannot meet the food and water requirements they must make a save each day to continue. Failing this save means they are unconscious. Each day they are unconscious they must save or die.
Every landmark visited will offer a bonus against getting lost on subsequent journeys through the same area.
Note: I probably should have put a couple check boxes for local guides or rangers that give you one free non-mirage.
The idea here is that the desert becomes more and more deadly the more time players fiddle around in it. They may decide to strategically search for an oasis or caravan if supplies start running low. A DM would need to prepare several landmarks ahead of time. These could be anything from full blown dungeons to just obelisks. I envision using my trackless wastes chart to help players know where they think they are going. I also envision using this with the normal getting lost chances, which could make excursions into the desert very dangerous.
I can imagine situations where a few tougher party members desperately seek out an oasis or caravan with all the rest of the party left behind, unconscious.
I would have the multipliers just apply to water now. I think it fits the tropes better. I also added the reminder boxes for rangers and locals getting one free I'm-certain-that-is-no-mirage per journey. (funny how I put rangers and druids and such on all these charts when I don't even use them in my campaign. I guess that is just me trying to be helpful to you all-- rangers, druids and equivalent situations-- players with magic items or special backgrounds-- should all work equally well on these simple rules).
I was in the process of changing the three day increments to four but reverted them back, I think, while I had it too brutal before, it needs to feel like a dangerous and slippery slope-- four days of travel equivalent to just being on a normal road was a little too easy to do that in my opinion.
Also, I don't think I ever mentioned that the whole dotted line mess isn't just for aesthetics, I was trying to limit when players might find certain things. I didn't want a party, fresh and confident, checking to see if every oasis is a mirage. But as things get desperate there are chances available to get out of the situation, like being picked up by a caravan.