pukunui
Legend
Hi all,
As you may know, I am running an episodic campaign. We've been going for just over a year now, and in that time, I've found that I generally skimp on the exploration side of things in order to get to the meat of any given adventure. That is to say, I don't tend to use wandering monsters or allow for the characters to get lost in the wilderness or whatever.
So like, I'm about to run an adventure that involves going into a city sewer to find a hidden mind flayer lair. The adventure states that the characters have to succeed on a random number of tracking checks to find the lair, and there is, of course, a chance for random encounters while they're searching.
I get that the sewers and the random encounters serve a purpose. They help the location come alive, as it were, and they also serve to soften up the PCs (that is, use up some of their resources) before they get to the mind flayer. The thing is, the thought of spending valuable game time having the PCs fight swarms of centipedes and spend hours wandering in circles because they keep failing their ability checks just doesn't appeal to me.
I want to fast-forward through all that, but at the same time, I'd still like to at least acknowledge that it happened. And to that end, I'm thinking some kind of handwavey attrition mechanic could be useful. Like maybe, each time they fail a check, they don't lose their way ... instead they take damage or lose hit dice or have to start making Con checks to avoid exhaustion because they have to keep backtracking and it's tiring work slogging through literal crap and fighting off swarms of diseased rats and the like.
Anyone doing anything like that already? Anyone got any good ideas on how to handle it?
Thanks in advance!
EDIT: Would it be worth accounting for the expenditure of other kinds of resources besides HP/HD? Like spell slots and ki points and such?
As you may know, I am running an episodic campaign. We've been going for just over a year now, and in that time, I've found that I generally skimp on the exploration side of things in order to get to the meat of any given adventure. That is to say, I don't tend to use wandering monsters or allow for the characters to get lost in the wilderness or whatever.
So like, I'm about to run an adventure that involves going into a city sewer to find a hidden mind flayer lair. The adventure states that the characters have to succeed on a random number of tracking checks to find the lair, and there is, of course, a chance for random encounters while they're searching.
I get that the sewers and the random encounters serve a purpose. They help the location come alive, as it were, and they also serve to soften up the PCs (that is, use up some of their resources) before they get to the mind flayer. The thing is, the thought of spending valuable game time having the PCs fight swarms of centipedes and spend hours wandering in circles because they keep failing their ability checks just doesn't appeal to me.
I want to fast-forward through all that, but at the same time, I'd still like to at least acknowledge that it happened. And to that end, I'm thinking some kind of handwavey attrition mechanic could be useful. Like maybe, each time they fail a check, they don't lose their way ... instead they take damage or lose hit dice or have to start making Con checks to avoid exhaustion because they have to keep backtracking and it's tiring work slogging through literal crap and fighting off swarms of diseased rats and the like.
Anyone doing anything like that already? Anyone got any good ideas on how to handle it?
Thanks in advance!
EDIT: Would it be worth accounting for the expenditure of other kinds of resources besides HP/HD? Like spell slots and ki points and such?
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