D&D 5E Forced March question

One resource the party could (maybe) expend would be healing potions. But not a big fan of that.

Anyway, I would tend to eliminate the Forced March as separate from the skill challenge. Then have degrees of success with the challenge that the party could spend exhaustion levels to overcome parts of the challenge, or to offset failed parts of the challenge.

"You failed to navigate the river and took the wrong branch, you can spend an exhaustion level to get back on track."

Also, I like accommodating warning the village, I would also allow for if the party surpasses or excels at the skill challenge that maybe they get their with 30 or 60 minutes before the enemy. Allowing them to be familiar with the layout, or get the villagers to hide, or maybe even setup a very hasty ambush.

That to me sounds like it gives them lots of options, and choices. They might fail at part of the challenge, but because they think they can still beat the enemy to the village they have the option to accept exhaustion, or maybe spend some resource to get them ahead. That way, it becomes multiple rolls and multiple decision points.
 

log in or register to remove this ad

Quickleaf

Legend
One resource the party could (maybe) expend would be healing potions. But not a big fan of that.

Hmm, my party does have 2 PCs with herbalism kit proficiency and they've been stocking up a small batch of potions of healing. Not sure how to justify healing potion expenditure affecting a skill challenge though.

Anyway, I would tend to eliminate the Forced March as separate from the skill challenge. Then have degrees of success with the challenge that the party could spend exhaustion levels to overcome parts of the challenge, or to offset failed parts of the challenge.

"You failed to navigate the river and took the wrong branch, you can spend an exhaustion level to get back on track."

Also, I like accommodating warning the village, I would also allow for if the party surpasses or excels at the skill challenge that maybe they get their with 30 or 60 minutes before the enemy. Allowing them to be familiar with the layout, or get the villagers to hide, or maybe even setup a very hasty ambush.

That to me sounds like it gives them lots of options, and choices. They might fail at part of the challenge, but because they think they can still beat the enemy to the village they have the option to accept exhaustion, or maybe spend some resource to get them ahead. That way, it becomes multiple rolls and multiple decision points.

That could work too. I think it runs into the problem I've observed in past sessions running a skill challenge that involved an "opt into exhaustion" option: If given the choice, my players avoided exhaustion like the plague.

OK, so it would be the four possible scenarios...

(A) They keep up with the gargoyles and arrive at the same time as the attack on Kir Sabal begins. The party can hastily help the aarakocra establish defenses.
(B) The gargoyles arrive at Kir Sabal first and the attack is already under way, with the aarakocra pulling together a desperate defense. Two aarakocra lie dead at the base of the stone ramp, with 5 shattered gargoyles nearby. As the PCs approach, the air elemental holding the line is destroyed, and another gargoyle plummets, landing at base of ramp with 10 hp.
(C) The gargoyles beat them to the chase. Kir Sabal has fallen, and the surviving aarakocra are retreating to the Elemental Plane of Air with the aarakocra golden egg bag (a sacred relic). They need the party to cover their retreat and protect their human wards Mwaxanaré and Na.
(D) Too late: the attack is over, all the aarakocra are dead, the aarakocra golden egg bag (a sacred relic) was taken by gargoyles to Omu, and the only survivors are the human wards Mwaxanaré and Na. The party can't do anything but exact revenge.

...and then if they end up at (C) at the end of the challenge, the entire party could each suffer 1 exhaustion level to bump it up to B? Or 2 exhaustion levels to bump it up to A? Is that what you mean?

Doesn't that lend itself toward an outcome that's a bit predictable? The players are going to want to get to (B) at least, so the purpose of the skill challenge becomes how many exhaustion levels do you need to take to reach (B).
 

I was thinking healing potions could offset exhaustion. Not RAW, but seems plausible.


I wouldn't tell the party just where they are at. just progress or status like:

A) It seems like you just might beet them there if you keep up this pace.
B) You'll probably get there near the start of the battle.
c) By the time you get there, it is certain the battle will be underway, but you still might have a chance to turn the tide.
D) You are certain by the time you get there the battle will be over, though you might be able to help if their are any survivors.

And paraphrasing that at different times. I wouldn't think the challenge would be a single set of rolls/events, but rather three of four chances for the party to make progress or fall behind. So something like;

First challenge; obtaining boats; pass then A is likely. Fail then B or C
Second Challenge; navigate river. Expend exhaustion to go faster (knowing they have x number of healing potions that can rejuvenate them). Then depending upon on how they do, they could keep up, get ahead or fall behind.
3rd and 4th challenges same thing.

So, maybe a "point" system, where succeeding at each step of the way (or over achieving?) means they earn zero points. Spending the resource (exhaustion?) means they get a negative point, and failing means they gain 1 or 2 points. Then A=0, B=1, C=2, D=3.

That way, they have multiple die rolls and multiple times they can make decisions to use up their resources. One or two of the challenges could also have individual rolls and results, so some characters are exhausted and others are not.

Maybe something like each canoe carries 2 people, only has to be paddled by 1, but then if that person doesn't spend exhaustion, then they fall behind by 1. or, something.
 

guachi

Hero
That seems to completely dissipate the tension/risk involved in the dramatic forced march.

I'm glad you explained what would happen with your group if they used HD in place of a level of exhaustion.

Perhaps 2 HD per level? Three levels and they are out of HD. at normal rules of half HD per long rest it's two days to get all HD back.

In my games, I do Slow Natural Healing and Gritty Realism. My players would hate to spend a HD. In one adventure, X4 Master of the Desert Nomads, the cross the hot Great Waste and I made them roll a Con check or lose an HD. I think the module originally was roll a save of some kind (Death Ray?) or lose 1d4 HP.

So given healing and your party level, I'd say 2 HD. It'd likely leave your party with some mixture of exhaustion and HD loss, and I don't think that's too bad. Two levels of exhaustion and no HD can both be fixed with two days rest. Would that be acceptable?
 

Quickleaf

Legend
Thanks for all your comments. It's a bit of a challenge figuring out how to judiciously break from RAW to provide a more satisfying scenario for my players. Your insights are appreciated. B-)

I was thinking healing potions could offset exhaustion. Not RAW, but seems plausible.
Well, the function of a potion of vitality (which may appear in our adventure) is removing all levels of exhaustion (in addition to diseases/poison) – and that's a very rare potion compared to the common potions of healing the party can craft. I guess I'm concerned at the precedent that house rule would set – because once I implement, say, a potion of healing can be used to remove 1 exhaustion level instead of restoring 2d4+2 hp, then there's no going back. Then a potion of healing could function like a missed meal, a missed night of sleep, or any number of things which involve exhaustion. I'm unsure how that would effect the rest of the game.

I'd actually appreciate if you have insights into the big picture implications of such a house rule?

I suppose limiting the expenditure of potions of healing (for offseting exhaustion) to physical strain (i.e. forced marching or hot/cold exposure, not starvation/dehydration/sleeplessness/other sources of exhaustion) is a possibility?

I wouldn't tell the party just where they are at. just progress or status like:

A) It seems like you just might beet them there if you keep up this pace.
B) You'll probably get there near the start of the battle.
c) By the time you get there, it is certain the battle will be underway, but you still might have a chance to turn the tide.
D) You are certain by the time you get there the battle will be over, though you might be able to help if their are any survivors.

Yeah, totally, that's exactly how I'd handle it too.

I wouldn't think the challenge would be a single set of rolls/events, but rather three of four chances for the party to make progress or fall behind. So something like;

First challenge; obtaining boats; pass then A is likely. Fail then B or C
Second Challenge; navigate river. Expend exhaustion to go faster (knowing they have x number of healing potions that can rejuvenate them). Then depending upon on how they do, they could keep up, get ahead or fall behind.
3rd and 4th challenges same thing.

Hmm, well going from failing to obtain boats to navigating the river wouldn't make sense. And I can't devote pages of if-then preparation to just this one challenge. So the challenges would have to be more independent from one another, for example, merging obtaining boats/navigating the river into one of the obstacles.

So, maybe a "point" system, where succeeding at each step of the way (or over achieving?) means they earn zero points. Spending the resource (exhaustion?) means they get a negative point, and failing means they gain 1 or 2 points. Then A=0, B=1, C=2, D=3.

That way, they have multiple die rolls and multiple times they can make decisions to use up their resources. One or two of the challenges could also have individual rolls and results, so some characters are exhausted and others are not.

Maybe something like each canoe carries 2 people, only has to be paddled by 1, but then if that person doesn't spend exhaustion, then they fall behind by 1. or, something.

Gotcha. So I'd create 3 or 4 stages of the skill challenge describing specific independent obstacles the PCs must overcome to take advantage of a specific shortcut. Each one might be handled organically and/or treated like a group skill check, such that each stage the PCs pass advances them a step from worst case scenario D towards best case scenario A. In other words...
  • Fail all 3 stages = scenario D
  • Fail 2 stages = scenario C
  • Fail 1 stages = scenario B
  • Fail no stages = scenario A

And once the PCs fail a stage of the skill challenge, they have the option to each suffer a level of exhaustion to still ascend a step towards best case scenario A. Essentially, brute forcing their way through the jungle, "failing forward at a cost"?

However, the effects of this exhaustion would only accumulate and come into play at the end of the skill challenge?

And then, possibly, they can use their limited stock of potions of healing to selectively offset some of that exhaustion?

Is that kind of what you're thinking?

I'm glad you explained what would happen with your group if they used HD in place of a level of exhaustion.

Perhaps 2 HD per level? Three levels and they are out of HD. at normal rules of half HD per long rest it's two days to get all HD back.

In my games, I do Slow Natural Healing and Gritty Realism. My players would hate to spend a HD. In one adventure, X4 Master of the Desert Nomads, the cross the hot Great Waste and I made them roll a Con check or lose an HD. I think the module originally was roll a save of some kind (Death Ray?) or lose 1d4 HP.

So given healing and your party level, I'd say 2 HD. It'd likely leave your party with some mixture of exhaustion and HD loss, and I don't think that's too bad. Two levels of exhaustion and no HD can both be fixed with two days rest. Would that be acceptable?

Well, the issue is this is a skill challenge that, potentially, leads up to a "one big fight of the day" scenario. Without those variant rules you use, Hit Dice are a daily resource (we opted to play with hardly any house rules as this was most of my players first time with 5e). Therefore, there's no reason for players to conserve HD going into this big fight. So each will use all their HD to offset as much exhaustion as possible. It's a no brainer.

In other words, their ability to mitigate exhaustion by spending HD will just reflect on how well they fared in the precious encounter (shortly after which they notice the gargoyles in flight toward the settlement Kir Sabal), and how many HD each PC has available to spend towards offsetting exhaustion.

So...it's not really presenting a meaningful choice, right?
 

Quartz

Hero
For an upcoming adventure, I need to understand how to handle a 20-hour forced march spanning around 50 miles (80 km).

I urge you to read what [MENTION=27385]aco175[/MENTION] said. Jungle is serious stuff. It's not like your managed woods. You are not going to travel 50 miles through a jungle in 20 hours. 50 miles in 20 hours is tough going even on a road. Remember that your PCs are going to be carrying stuff. And the jungle is full of things looking for a meal. And in ToA, undead. So the PCs need to bypass the jungle somehow. Perhaps they find a river they can use (beware hippos and crocodiles) or an ancient road they can follow (you can use this for foreshadowing).

And don't forget that you can fudge things in the PC's favour: there may be high winds which ground or slow the gargoyles but don't affect the PCs because they're protected by the jungle trees - until the winds blow one over creating an obstacle for the PCs. So the PCs may have more time than they think.
 

Quickleaf

Legend
I urge you to read what [MENTION=27385]aco175[/MENTION] said. Jungle is serious stuff. It's not like your managed woods. You are not going to travel 50 miles through a jungle in 20 hours. 50 miles in 20 hours is tough going even on a road. Remember that your PCs are going to be carrying stuff. And the jungle is full of things looking for a meal. And in ToA, undead.

Yep, I read what aco175 said, like I've read every post folks have been kind enough to offer their insights in. He (and you) made a great point, but he also relented when he understood my party composition: "I do agree that your party makeup should be given some breaks in the jungle."

To reiterate, this is a 6th-level party where 4 out of 5 are natives to the jungle, and they have a pack giant lizard, a skeletal warhorse steed, and several jungle-savvy NPCs accompanying them. The PCs include:
  • E'kama – Human UA Ranger (Gloom Stalker) 6, native, with jungle favored terrain, undead favored enemy, and Outlander background
  • Scomett – Lizardfolk Rogue (Swashbuckler) 4, Warlock (UA Raven Queen) 2, native, with swim & climb speed, and archaeopteryx companion as a lookout/recon, and a deinonychus pack dinosaur
  • Koko – Grung Druid (Circle of the Land) 6, native, with climb speed, and amphibious
  • Yargle – Goblin Paladin (Oathbreaker) 5, Sorcerer (Wild Magic) 1, native, who previously fled goblins hunting him through this general stretch of jungle; the only PC with medium armor, which he could remove to travel faster
  • Drake – Human Bard (College of Lore) 6, the outsider of the group

Among the NPCs accompanying them are:
  • Dragonbait – Saurial "Paladin", tough as nails, roughly familiar with jungle, has traveled extensively within Chult
  • Rashaaz – Lizardfolk Shaman, native, expertise in Survival, previously traversed this general stretch of jungle while emigrating from his corrupted tribe
  • P'paht – Blue Grung, native, proficient in Survival, roughly familiar with this general stretch of jungle as his tribe was nomadic along the river

With the exception of the bard, these guys are like professional jungle through-hikers.

They are traveling light, thanks to high Survival scores and the Outlander Ranger providing food from the land, and the giant lizard & skeletal warhorse to schlep miscellaneous gear.

Additionally, the Ranger with undead favored enemy can sense undead in a 5-mile radius using Primeval Awareness, which is incorporated into the party standard operating procedures. So, usually, they can avoid undead if they so choose.

So the PCs need to bypass the jungle somehow. Perhaps they find a river they can use (beware hippos and crocodiles) or an ancient road they can follow (you can use this for foreshadowing).

I don't know if this group will need to bypass the jungle, but I like that concept of designing interesting shortcuts. An ancient road is a great idea, thanks! :)

And don't forget that you can fudge things in the PC's favour: there may be high winds which ground or slow the gargoyles but don't affect the PCs because they're protected by the jungle trees - until the winds blow one over creating an obstacle for the PCs. So the PCs may have more time than they think.

Right. I mentioned that gargoyles have darkvision whereas aarakocra do not, so the gargoyles prefer a nighttime attack, which can effectively lend the PCs a bit more time. High winds could factor too, I suppose.

Generally, I'm not too big on fudging, as a matter of DMing philosophy, though no judgment against those who do.
 

Yunru

Banned
Banned
Let them find/make the boat even if they fail the check. They lose time though.
Let them successfully navigate the river even if they fail the check. They lose time getting lost/stuck though.
Etc.
 

Thanks for all your comments. It's a bit of a challenge figuring out how to judiciously break from RAW to provide a more satisfying scenario for my players. Your insights are appreciated. B-)
Glad they are helpful. It's an interesting design challenge :)
Well, the function of a potion of vitality (which may appear in our adventure) ...
I'm unsure how that would effect the rest of the game.

I'd actually appreciate if you have insights into the big picture implications of such a house rule?

I'm not sure, and one of the reasons I was uncomfortable with the potion suggestion. The other things to consider in this regards are the suggestions of Hit Dice being one of the resources. I would probably just keep it to one or the other, but the possibility of mixing both of them is a possibility (and would make the design that much harder!)

Allowing healing potions to replace exhaustion is going to up the value of such potions. But, since your party is so prone to avoid exhaustion, this might actually bring some more variety into the general campaign (since now they won't be so adverse to avoiding exhaustion at all costs). It will shift the game, but I don't think a single level per potion and maybe only one such use per short/long (?) rest might not have long term negative effects. I think in your case its worth allowing it.
I suppose limiting the expenditure of potions of healing (for offseting exhaustion) to physical strain (i.e. forced marching or hot/cold exposure, not starvation/dehydration/sleeplessness/other sources of exhaustion) is a possibility?
This is a good compromise. And may mean the one/rest might not be needed.

Hmm, well going from failing to obtain boats to navigating the river wouldn't make sense. And I can't devote pages of if-then preparation to just this one challenge. So the challenges would have to be more independent from one another, for example, merging obtaining boats/navigating the river into one of the obstacles.
Yea, my examples were not thought through. Just quick things I came up with. I was thinking it wasn't finding/not finding boats, but rather how long it takes them to find it. Now, that may not be your jungle scenario, so really just ideas I threw out as examples of a multi-stage challenge.
Gotcha. So I'd create 3 or 4 stages of the skill challenge describing specific independent obstacles the PCs must overcome to take advantage of a specific shortcut. Each one might be handled organically and/or treated like a group skill check, such that each stage the PCs pass advances them a step from worst case scenario D towards best case scenario A. In other words...
  • Fail all 3 stages = scenario D
  • Fail 2 stages = scenario C
  • Fail 1 stages = scenario B
  • Fail no stages = scenario A

And once the PCs fail a stage of the skill challenge, they have the option to each suffer a level of exhaustion to still ascend a step towards best case scenario A. Essentially, brute forcing their way through the jungle, "failing forward at a cost"?

However, the effects of this exhaustion would only accumulate and come into play at the end of the skill challenge?

And then, possibly, they can use their limited stock of potions of healing to selectively offset some of that exhaustion?

Is that kind of what you're thinking?
Exactly what I was thinking. So that they have several chance and choices to make. And they can see, oh, we think we are doing well, we can proceed as is. Or maybe even we are falling behind, we need to use resources. OR maybe you even give them the chance to travel at a fast pace and risk injury or ambush. (New idea, just came to me).

Now, that turn the challenge into more than something that takes just an 30 or 60 minutes to resolve, it could become several sessions so be aware of that.

Well, the issue is this is a skill challenge that, potentially, leads up to a "one big fight of the day" scenario. Without those variant rules you use, Hit Dice are a daily resource (we opted to play with hardly any house rules as this was most of my players first time with 5e). Therefore, there's no reason for players to conserve HD going into this big fight. So each will use all their HD to offset as much exhaustion as possible. It's a no brainer.

In other words, their ability to mitigate exhaustion by spending HD will just reflect on how well they fared in the precious encounter (shortly after which they notice the gargoyles in flight toward the settlement Kir Sabal), and how many HD each PC has available to spend towards offsetting exhaustion.

So...it's not really presenting a meaningful choice, right?
If their are risks and encounters during the challenge/trek, this might offset some of this. But again, it turn this into a scenario of its own.

One other thing I will add for everyone about the Jungle debate. Not all jungles are the same. Some are damn near impassible. Others can be trekked through following game trails or just free navigating. What the level of the jungle is can reasonable be set by the GM to what is needed for this trek.

Just for reference;
https://en.wikipedia.org/wiki/Jungle#Varying_usage
https://danger.mongabay.com/survival/afm/14-02.html
 

Quickleaf

Legend
Glad they are helpful. It's an interesting design challenge :)

It certainly is! B-)

I'm not sure, and one of the reasons I was uncomfortable with the potion suggestion. The other things to consider in this regards are the suggestions of Hit Dice being one of the resources. I would probably just keep it to one or the other, but the possibility of mixing both of them is a possibility (and would make the design that much harder!)

Allowing healing potions to replace exhaustion is going to up the value of such potions. But, since your party is so prone to avoid exhaustion, this might actually bring some more variety into the general campaign (since now they won't be so adverse to avoiding exhaustion at all costs). It will shift the game, but I don't think a single level per potion and maybe only one such use per short/long (?) rest might not have long term negative effects. I think in your case its worth allowing it.

This is a good compromise. And may mean the one/rest might not be needed.

You know, I'll give the healing potion trick a try and see how it goes. I will limit it to removing exhaustion from wear-and-tear like forced marching and exposure to extreme weather only.

Yea, my examples were not thought through. Just quick things I came up with. I was thinking it wasn't finding/not finding boats, but rather how long it takes them to find it. Now, that may not be your jungle scenario, so really just ideas I threw out as examples of a multi-stage challenge.

Exactly what I was thinking. So that they have several chance and choices to make. And they can see, oh, we think we are doing well, we can proceed as is. Or maybe even we are falling behind, we need to use resources. OR maybe you even give them the chance to travel at a fast pace and risk injury or ambush. (New idea, just came to me).

Now, that turn the challenge into more than something that takes just an 30 or 60 minutes to resolve, it could become several sessions so be aware of that.

If their are risks and encounters during the challenge/trek, this might offset some of this. But again, it turn this into a scenario of its own.

Yeah, I wouldn't want to spend more than a third of the session (75 minutes) on this forced march. It's a lead into a very dramatic scene (probably a battle), it's returning to familiar territory (essentially party has traveled in a circle doing side quests), and they're in mission-mode so I'm trying to keep the hexploration/random encounters to a minimum for the time being.

Among the resources I'm aiming to target (in lieu of exhaustion) are: the element of surprise (i.e. possibility to ambush gargoyles), potions of healing, NPC allies, pack animals and/or gear, spell slots, Bardic Inspiration, Action Surge, Second Wind, Wild Shape, Divine Smite, and Lay on Hands.

I'll post what I have so far shortly!

One other thing I will add for everyone about the Jungle debate. Not all jungles are the same. Some are damn near impassible. Others can be trekked through following game trails or just free navigating. What the level of the jungle is can reasonable be set by the GM to what is needed for this trek.

Just for reference;
https://en.wikipedia.org/wiki/Jungle#Varying_usage
https://danger.mongabay.com/survival/afm/14-02.html

Very true. That maps to my experience of the jungles I've been in.
 
Last edited:

Remove ads

Top