Oct 05 2017

D&D Overland Travel Encounter Table Template

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My Storm King’s Thunder campaign has moved to the underdark for a bit, and as such I need a new random encounter table as the characters tromp miles and miles in the dark, instead of their usual tromping miles and miles over mountains or across the plains. 😉 But it seems to me this is as good a time as any to work up an encounter table “template” for making these tables easier to build in the future.

I’ve been taking a lot of inspiration from Adventures in Middle-earth and including such things as world events, interesting terrain bits, and even just “mood swings” in my encounter tables to give the journey more character than just “you fight owlbears/you fight orcs” etc. That also means there are “empty spaces” on the encounter table so the party doesn’t automatically have a hostile encounter every time they enter a new overland hex.

Feel free to use this template for your own games, if you like. I’m pretty pleased with the result in my own.

1d12+1d8 Encounter
2 Major Benevolent Power. Your party happens upon your campaign’s equivalent to Gandalf, a powerful metallic dragon, or something similar. This power may be traveling incognito– the party may entertain angels unawares. On Repeat: No encounter.
 
3 Easy Encounter. Random creatures appropriate to the terrain. On Repeat: No encounter.
 
4 Resources. Your party finds plentiful game, a grove of mushrooms, wild healing herbs, a valuable mineral deposit, or even a small buried treasure or cache of supplies left by previous wayfarers. On Repeat: Fair weather changes to rain, or vice versa.
 
5 Medium Encounter. Random creatures appropriate to the terrain. On Repeat: Cloudy, windy conditions.
 
6 Fellow Travelers. Pilgrims, miners, friendly locals, wanderers. Will happily share news and maybe a meal. On Repeat: Fair weather changes to rain, or vice versa.
 
7 Help! Fellow travelers, as described above, being menaced by hostile creatures making up a medium or hard encounter. If rescued, the travelers will be grateful and provide aid or reward to the party. On Repeat: Medium Encounter.
 
8 Fair Roads and Favorable Conditions. Your party finds shortcuts, ample sources of clean and refreshing water or shade, and makes excellent time. Your travel speed is increased by 50% for four hours. On Repeat: Same encounter again once, “No Encounter” from then on.
 
9 Medium Encounter. Random creatures appropriate to the terrain. On Repeat: No Encounter.
 
10 A Skill Test. Fallen trees, a collapsed bridge over a swift river, or other something similar have blocked the road and the party must devise a way past it, or perhaps the party’s mounts are spooked by something and must be calmed down. Have each player describe their intended action in turn and resolve with a skill check or simply narrate likely results. If there are more successes than failures, the party moves on. If there are more failures than successes, the party loses four hours of progress. If all checks are failures, everyone in the party must make a DC 10 Constitution save or gain one level of exhaustion. On Repeat: No Encounter.
 
11 A Moment. The party comes upon a gorgeous vista, a mysterious ring of standing stones, crumbling statues from a fallen kingdom of old, a spectacular sunset, or other inspiring moment. Everyone in the party makes a Wisdom saving throw (DC 10-15 depending on the surroundings). If successful, they are filled with hope and gain Inspiration. If they fail, they simply shrug and keep marching. If they fail by 5 or more, they see only the fleeting nature of life and become morose, gaining a level of exhaustion. On Repeat: No Encounter.
 
12 The Wearisome Toil of Many Leagues. Trails lead nowhere or dry up. Progress is hampered and rocks turn underfoot. The scout must succeed on a Survival check (DC 10-15 depending on terrain) or you lose 4 hours of progress. If this roll fails, everyone in the party must make a DC 10 Constitution save or gain one level of exhaustion. On Repeat: Rainy conditions.
 
13 Hard Encounter. Random creatures appropriate to the terrain. On Repeat: No Encounter.
 
14 (Undefined. Default to “No Encounter” or “Medium Encounter.”)
 
15 (Undefined. Default to “No Encounter” or “Medium Encounter.”)
 
16 The Very World Seems Against Us. Your intended route is blocked by flooding, rockslide, enemy action, or an overwhelming hostile force. Lose 4 hours of progress. Everyone in the party must make a DC 15 Constitution save or gain one level of exhaustion. On Repeat: Stormy conditions.
 
17 Deadly Encounter. Random creatures appropriate to the terrain.
 
18 (Undefined. Default to “No Encounter” or “Medium Encounter.”)
 
19 (Undefined. Default to “No Encounter” or “Hard Encounter.”)
 
20 Major Malignant Power. Your party happens upon your campaign’s equivalent to Saruman, a powerful chromatic dragon, or something similar. This power probably has minions and is up to no good, but may regard the characters as beneath their notice and move on unless the party starts something. On Repeat: Stormy conditions.
 

During Prep: Pre-populate encounters with appropriate creatures. Place regional-, campaign-, or adventure-specific encounters in the Undefined entries.

At the Table: Roll (or have the party scout roll) when characters enter a new overland hex, or once per 4-hour watch while camped. Travel speed is not a factor: difficult terrain slows down monsters just as much as it does player characters. Roll more often (at least once per four hours of travel) in dangerous or heavily-infested areas, such as cursed jungles teeming with monsters.

Variations: Roll 1d12+1 during daylight and 1d12+1d8 at night to create a “don’t travel in the dark” atmosphere.

I hope you find this useful! It’s the core engine I use for my overland travel adventures, and I find it works well.

-The Gneech

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Aug 14 2017

In Which I Need to Start Getting Somewhere

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So recently, at Barnes & Noble, my attention was drawn to a hardback on the “fantasy new releases” table, featuring what was described as “flintlock fantasy with airships, a touch of humor, and an engaging female hero.”

I nearly burned the place down. ¬.¬

After the writing, revising, submitting, re-revising, submitting again, and so forth that Sky Pirates of Calypsitania has gone through, to see this thing sitting there made me want to scream at the top of my lungs, “THIS SHOULD BE MY BOOK!”

So. Yeah. I was upset. Deep breaths. Let’s work this thing out.

On the positive side, clearly someone must think there’s a market for the kind of books I want to write. I mean, there it is. But I have to connect to it.

And to be clear, I’m pretty sure that the author of that book worked just as long and just as hard on it as I did on mine. My own personal green-eyed-monster popping out notwithstanding, I wish them success.

That doesn’t alter the fact that I had this extreme, intensely emotional reaction to seeing “my book with someone else’s name on it” right there on the very table where I have been trying to get my book for years now. What I have to do, is direct that energy in a positive direction.

If this is the team that put the book on the table, I reasoned, then it could serve me well to hook up with that team. A little research turned up the agent of not-my-book. I went back and rewrote the opening, again, to address feedback the book had received on the previous round, getting thumbs-ups from my beta readers, and sent it to that agent. Given that this particular agent has a strict “Don’t call us, we’ll call you,” policy, however, the response could easily range from an excited followup any day, to chirping crickets until forever.

I don’t intend to wait. As far as I’ve been able to make out, the main thing that makes a writing career succeed (besides lightning in a bottle) is sheer volume. The most popular and well-paid writers I know get that way by writing a lot of books. And as much as I love Sky Pirates of Calypsitania, it is only the one.

What this boils down to is, I need to work on another book. I’ll keep shopping Sky Pirates around as long as it takes, but I can’t leave my career on hold waiting for any one project to move.

I have been trying to write a more “mainstream” fantasy, and I got maybe a third of it done as part of last year’s NaNoWriMo, but I keep running into a fundamental paradox: in trying to adhere to more standard tropes in order to make the book “sellable,” I feel like I’m just aping other people’s work, which in turn makes for a book that I’m not sure I would read, myself.

Of course, it’s just the first draft of said book, and so there’s an argument that I should just finish the thing, with “rip out all the Tolkien” being one of the goals of the second draft. But if I know all the Tolkien needs to come out anyway, then leaving it in there for the first draft feels like creating work I don’t need to do.

So perhaps I should just leave that one in the drafts folder and start a whole new project that’s more like what I want to write.

But I need to do something. I need to get somewhere.

-The Gneech

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Aug 09 2017

Mercy Me

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Draaaaaag.

Me, in the summertime.

It’s weird how I go through these phases. Like, I haven’t played a game of Overwatch in months. I have signed on once or twice to update the app, but I haven’t actually played any.

It’s a side-effect of energy level. Since the heat wave around AnthroCon, I have spent most of my time pretty much as pictured above. What productivity and energy I’ve had has focused on my writing, because that mostly uses my brain and my fingertips. When I log into a game, it’s Lords of the Rings Online, for the same reason. (And also because LotRO finally got to Mordor, and there are lots of rumblings about the state of the game and the company that runs it. There’s a non-zero chance LotRO may not be around forever, and I want to get the most out of it while I still can.)

I still like Overwatch and at some point I’m sure I’ll get excited about it again. I’m a little surprised the Summer Games event hasn’t lit that spark, considering how much I loved Lucioball the first time around. But right now I’m just not feelin’ it.

But one thing this has definitely taught me: I am not cut out to be YouTuber/streamer. Not in the way the industry exists right now, anyway. I can’t (and don’t really want to) knock myself out trying to grind out 10+ minutes of content to post as-close-to-daily-as-possible. As a general rule I dive deep into projects and come up for air weeks or months later, producing something big when I’m finished (e.g., that D&D map, or a novel).

This has always been the biggest challenge of doing a comic, fighting with having to keep feeding the beast when there are other things I want to do instead. The only reason the comic actually keeps going is because a) I love it, and b) there are too few good furry comics as it is.

I’m sure that when the Overwatch bug bites again, I’ll be streaming and posting and all that jazz just as I’ve been, but purely for the fun of it. I’m not going to chase viewers or subscriptions. There’s a fair chance I won’t hit master level with Mercy because I’m not competing enough, and eh, that’s okay. It’s an artificial goal designed to give me a destination anyway, not something I had a driving passion for in and of itself. I’m still going to do my best. 🙂

But only when it’s fun. ;P

-The Gneech

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Aug 08 2017

In Which Some 5E Stuff Needs Remixing

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Pictured: Probably not challenging enough.

Pictured: Probably not challenging enough.

In terms of round-by-round, 5E is great. It doesn’t have the grind-grind-grind problem of 3.x/PF, nor the “everybody is a sorcerer” problem of 4E (which, I’m told, also gets ridiculously grindy in short order).

But structurally, in terms of encounter building and monster design (and how that ties in with rest and advancement), I feel like it still has problems.

The Resource Management Game Nobody Plays

The “15-minute workday” is still a thing in 5E. The game is balanced around the notion that every two encounters (or so) the characters will take a short rest, and that after their sixth encounter of the day they’ll take a long rest.

In order for that to work, most of the individual encounters need to not be that tough. The party uses a big spell in one, the fighter loses some hit points in the next, and so on, but they can soldier on through. Because no one encounter is likely to wreck the party, they can keep on going until they’re out of Adventure Fuel (i.e., hit points and spells), and then recharge with a long rest.

The problem there is that, narrative wise, this can get real boring. If the stakes are that low for almost every encounter, and you have limited game time, there is a strong desire to “skip to the encounter that actually matters.”

So there is a strong inclination to beef up individual encounters, so that each one feels more significant. Instead of six rooms with six orcs each, the party finds three rooms with twelve orcs each. (Of course, in a well-built dungeon, there’ll be more variety than that. But you get the idea.)

But! When confronted with tougher encounters, players inevitably go nuclear on them– the wizard opens every fight with a fireball, the fighter uses their action surges, etc.– and it makes perfect sense for them to do so. The players don’t know how tough the encounter is or isn’t, or what the GM might have up their sleeve. Better to blast the hell out of everything and be reasonably sure you got it all, than to get one-punched by something without ever getting a spell off.

And what do players do after they’ve gone nuclear? They want a long rest to recharge! If that means backing out of the entire dungeon and coming back the next day to take it one room at a time? That’s what they’ll do.

Fighters get the shaft in a situation like this– their strength relative to magic-users is they can keep fighting all day without expending resources. But if the wizard gets recharged every time, the endurance of martial classes is irrelevant. (This is why everyone was a sorcerer in 4E.) Action surges and stuff like that make fighters a little more bursty to compensate, and of course 5E rogues are OP no matter how you slice it, so it’s not as bad as it was in 3.x/PF, but it’s still a thing.

The NERF™ Monster Manual

My campaign currently has a very large party. Six PCs, plus 1-3 NPCs of varying power levels depending on the scenario. This utterly breaks the action economy as it is, but even moreso once Bounded Accuracy comes into play.

Far from making it so that “even goblins can stay viable threats,” with a party this size B.A. makes it so that “even dragons are never a viable threat.” ;P In my last session, the 5th level party went into a fight with three wights and six zombies, and didn’t break a sweat. They were a little annoyed at the way the zombies kept standing back up again… but it wasn’t scary, so much as a nuisance.

Dammit, I want wights to be scary. -.-

When you have an edition in which levels 1-2 are pretty much intended to be skipped, but 60% of the monsters are CR 3 or lower, you end up with things like this. When you then combine NERF™ monsters with beefed up encounters, you suddenly have 5th level parties facing beholders. Combat then becomes very, very swingy, a game of rocket tag in which the only roll that matters is “initiative.”

Not great for “heroic fantasy” style gameplay. Also not great when the players have six chances to roll higher initiative than the monsters. ;P (Savage Worlds, a game that deliberately has rocket tag combat, also makes you check initiative fresh at the beginning of each round to at least add a little more uncertainty to this.)

Encounter Inflation and XP

The other danger of beefed up encounters, using the default assumptions of XP and level advancement, is that characters get beefed up XP, which in turn makes them advance faster, and the whole thing just explodes geometrically.

This can be avoided by decoupling XP from monster CR (or at least minimizing it), which a lot of my favorite RPGs of the past did by default. The HERO System for instance gave a pretty flat “3 XP per session, +/- 1-2 points for dull/easy or awesome/tough sessions.” You could (and our group often did) go through whole sessions without anyone so much as throwing a punch– and as long as everyone had a good time, you didn’t feel like you’d been shafted in the XP department for it.

The most recent Unearthed Arcana column has an interesting take on this, proposing a “100 XP per level” model in which exploration, interaction, and combat all have 1-4 tiers of difficulty, and any given encounter would give (10 x tier) XP.

I think this is a neat idea, although the first thing I notice is that it flattens XP progression back out. 5E is famously designed so that you fast-forward through levels 1-2, slow down for 3-10, and then pick up a little from 11+. The XP for monsters might still need work tho– it basically boils down to “5 XP per normal monster, 2 XP per minion, 15 XP for something way out of your league.” In the case of my party vs. the not-terribly-scary wights, that would have been 22 base XP, halved for having more than 6 characters, or 11 XP. Was that encounter really worth 1/10 of a level?

The tiers for treasure and interactions are also sorta arbitrary. Tier 4 exploration (worth 40 XP) is the discovery/wresting from monsters a “location of cosmic importance,” for instance. If a campaign starts doing the whole plane-hopping thing later, you’ll be discovering cosmic locations all the time, won’t you?

But the key thing is, with this system, combat is no longer the benchmark for character growth. Like the original “1 GP = 1 XP” model, characters who like to talk, sneak, or otherwise do things besides fight all the things have an alternate progression track, and that makes for a more varied and potentially-interesting game.

So What Does It All Mean?

Based on all this, I think I would prefer:

  • Beef up monsters a bit. When 1st level lasts a while, a CR 3 monster (like a wight) is scary longer. When the game starts at 3rd level and goes up from there, a CR 3 monster becomes the new baseline. By that reckoning, a lowly goblin should be at least CR 1, while a wight should be something like CR 5. Almost everything in the Monster Manual needs at least +10 hit points and +2 to their attack rolls. 😛
  • Tweak rests. This post is hella long already, so I will have to save the “rest” issues for another day. Something that will allow for tougher individual encounters, without screwing over the fighter types and/or creating 15 minute workdays is a big challenge.
  • Non-Combat XP is Best XP. A tier-based system in which each encounter (whether it is a puzzle, a roleplaying moment, a fight, a treasure looted, whatever) gains about the same XP makes for a much more interesting game. Is talking to the shop-owner as much of a learning experience as fighting for your life? Well… maybe not. But if it’s a great moment in the game, it should be more rewarding than just tossing a fireball at 2d6 orcs.

What do you think, players?

-The Gneech

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Jul 31 2017

Writing WIP Patreon Tier Created!

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I’ve added a new tier to my Patreon page, specifically for people interested in checking out my writing projects, including the Sky Pirates of Calypsitania and By Elves Abandoned series, plus whatever else I get rolling in the future.

Besides serializing the novel draft (posting a scene every week or so), I’ll also be posting items for feedback, looking for suggestions or ideas, and so on. If/when the novel is finally published I’ll make some kind of arrangements to reward Patreon subscribers who helped with it as well, but that’s something I’ll have to figure out when the time comes. XD

This tier is for supporters at the $3/month level. I believe that $3/month subscribers should start seeing the posts immediately (the first one will come later today or tomorrow), but you might want to edit your subscription to select the Writing WIP tier just in case.

Thanks as always, awesome subscribers! <3 REMINDER! All Patreon subscribers are eligible for commission discounts and early access to Suburban Jungle comics!

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Jul 15 2017

The Halfling Lass From Appletop

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Berelandine the Halfling Serving Wench by Dunlaoch on DeviantArt

A popular barracks/meadhall song in Orbis Leonis, sung to the tune of “The Mademoiselle From Armentiers.”

[call]
The halfling lass from Appletop is a tavern maid.
[return]
The halfling lass from Appletop is a tavern maid!

The halfling lass is a tavern maid.
In gold or kisses she gets paid!

[chorus]
Will you have another round, me lord?

[call]
The halfling lass from Appletop is three foot high.
[return]
The halfling lass from Appletop is three foot high!

The halfling lass is three foot high.
She looks your codpiece in the eye!

[chorus]
Will you have another round, me lord?

[call]
The halfling lass from Appletop is a lovely girl.
[return]
The halfling lass from Appletop is a lovely girl!

The halfling lass is a lovely girl.
She’ll take your stallion for a whirl!

[chorus]
Will you have another round, me lord?

[call]
I asked the lass from Appletop to be my bride.
[return]
He asked the lass from Appletop to be his bride!

I asked the lass to be my bride,
and spend a lifetime at my side!

[chorus]
Will you have another round, me lord?

[call]
The halfling lass from Appletop said “Nay, sir, nay.”
[return]
The halfling lass from Appletop said “Nay, sir, nay!”

The halfling lass said “Nay, sir, nay!
Not until your tab you pay!”

[chorus]
Will you have another round, me lord?

Put that in your weed-pipe and smoke it. 😉

-The Gneech

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