Bjarkmundur
2021-11-07, 10:55 AM
For those who have been following my Wilderness series: You're not going to want to miss this!
I previously posted about Distress (https://forums.giantitp.com/showsinglepost.php?p=25253782&postcount=1), a mechanic meant to replace Exhaustion to better add tension during wilderness travel, and how it interacted with areas of different Hostility Levels (https://forums.giantitp.com/showsinglepost.php?p=25257093&postcount=12), and how I was going to use this in a small Wilderness Minigame (https://forums.giantitp.com/showsinglepost.php?p=25255501&postcount=4) based on a "railroaded hexcrawl" that mostly resembled "snakes and ladders"
Well, now I have created a Spreadsheet (https://docs.google.com/spreadsheets/d/118ignEkTFu_IbBklAf6bejiRR0Dn_6Cm07zVrLwYbPQ/edit?usp=sharing)that generates these minigames for YOU!
1. Make a copy of the linked spreadsheet.
2. Select the minimum movement speed in the group from the dropdown list.
3. Determine the difficulty of the Wilderness. This determines how many squares of each hostility level are added.
4. Determine the percentage of the path that is difficult terrain.
WARNING: The squares change whenever you refresh the document, so if you like a particular arrangement, take a picture or something so you wont lose it.
HOW TO PLAY
- You start on the first square, and for each day of travel you roll your Group Speed dice to determine how many squares you travel in that day. This can be buffed with spells and potions as normal.
- The color of the square you land on determines what Hostility Level (https://forums.giantitp.com/showsinglepost.php?p=25257093&postcount=12) applies for that day of travel, and how your long rest is resolved.
- Squares that are marked "D" are Difficult Terrain, and costs two points of movement to cross. When you cross a D square you also have a chance of getting lost in the rough terrain. Make a Wisdom or Intelligence check to navigate, or lose the rest of your movement for that day.
At the bottom of the Spreadsheet is an estimate of how many rounds the journey will take. You can always use more or fewers squares if you like.
Then, determine the number of "special squares" you want to add. This could be abandoned caravans full of treasures, random encounters, shortcuts, enviromental hazards, or even dungeons to explore. The spreadsheet will then tell you which of the squares to mark as special. If you select two d20 rolls, and you get the results 5 and 13, you mark the fifth and the 13th square as special. Whenever the party lands on a special square, run that scene. Any specific scenes that your DM wants to play out for you are not included as Special squares.
It's a good idea to draw your "game board" on a piece of paper, make it squiggly, mark in difficult terrain and special squares and generally make it interesting to look at before giving it to your players.
I'm really looking forward to using this in t
I previously posted about Distress (https://forums.giantitp.com/showsinglepost.php?p=25253782&postcount=1), a mechanic meant to replace Exhaustion to better add tension during wilderness travel, and how it interacted with areas of different Hostility Levels (https://forums.giantitp.com/showsinglepost.php?p=25257093&postcount=12), and how I was going to use this in a small Wilderness Minigame (https://forums.giantitp.com/showsinglepost.php?p=25255501&postcount=4) based on a "railroaded hexcrawl" that mostly resembled "snakes and ladders"
Well, now I have created a Spreadsheet (https://docs.google.com/spreadsheets/d/118ignEkTFu_IbBklAf6bejiRR0Dn_6Cm07zVrLwYbPQ/edit?usp=sharing)that generates these minigames for YOU!
1. Make a copy of the linked spreadsheet.
2. Select the minimum movement speed in the group from the dropdown list.
3. Determine the difficulty of the Wilderness. This determines how many squares of each hostility level are added.
4. Determine the percentage of the path that is difficult terrain.
WARNING: The squares change whenever you refresh the document, so if you like a particular arrangement, take a picture or something so you wont lose it.
HOW TO PLAY
- You start on the first square, and for each day of travel you roll your Group Speed dice to determine how many squares you travel in that day. This can be buffed with spells and potions as normal.
- The color of the square you land on determines what Hostility Level (https://forums.giantitp.com/showsinglepost.php?p=25257093&postcount=12) applies for that day of travel, and how your long rest is resolved.
- Squares that are marked "D" are Difficult Terrain, and costs two points of movement to cross. When you cross a D square you also have a chance of getting lost in the rough terrain. Make a Wisdom or Intelligence check to navigate, or lose the rest of your movement for that day.
At the bottom of the Spreadsheet is an estimate of how many rounds the journey will take. You can always use more or fewers squares if you like.
Then, determine the number of "special squares" you want to add. This could be abandoned caravans full of treasures, random encounters, shortcuts, enviromental hazards, or even dungeons to explore. The spreadsheet will then tell you which of the squares to mark as special. If you select two d20 rolls, and you get the results 5 and 13, you mark the fifth and the 13th square as special. Whenever the party lands on a special square, run that scene. Any specific scenes that your DM wants to play out for you are not included as Special squares.
It's a good idea to draw your "game board" on a piece of paper, make it squiggly, mark in difficult terrain and special squares and generally make it interesting to look at before giving it to your players.
I'm really looking forward to using this in t