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<blockquote data-quote="Libramarian" data-source="post: 6843488" data-attributes="member: 6688858"><p>I ran this last night, it was fun <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> We played for 3 hours and they gathered rumors in exchange for jokes, interviewed several miners, travelled 25 miles over 2 days, had 3 fights with goblins and wildmen, tried to track goblins but lost the trail, forded two rivers, discovered an ancient wose chief burial mound and slipped down a muddy hill in the rain. It was a bit clunky but not too bad for the first time using the system--similar to the first time running a dungeoncrawl where you're counting squares and rolling for wandering monsters every two turns, having torches go out every six turns, etc. My players said travel felt gritty and arduous and reminiscent of an old school first person videogame RPG like Might and Magic, which pleased me. I'm almost there, just need to nail down a few more things.</p><p></p><p>I used this for encounter checks:</p><p></p><p>Encounter check each hour when travelling, and every 4 hours when resting.</p><p></p><p>d6</p><p>1-3: Encounter</p><p>4: Deviation of course 60° left</p><p>5: Deviation of course 60° right</p><p></p><p>Encounters</p><p>d6</p><p>1: Monster of nearest lair</p><p>2: Tracks / spoor of nearest monster lair</p><p>3: Monster / tracks of second nearest lair</p><p>4: Wilderness Hazard</p><p>5: Special</p><p>6: Roll twice</p><p></p><p>Wilderness Hazard: Choose based on terrain type, or roll for weather change.</p><p>[I need some wilderness hazards. In a pinch making something up with a saving throw + DMG trap damage works.]</p><p></p><p>Special: 3-5 unusual, one-off encounters that tell a secret about something else on the map or the history of the area. Repopulate this list as depleted.</p><p>[The wose chief burial mound was on this list. Really like these as random encounters rather than placing like a hundred of them on the map before play.]</p></blockquote><p></p>
[QUOTE="Libramarian, post: 6843488, member: 6688858"] I ran this last night, it was fun :D We played for 3 hours and they gathered rumors in exchange for jokes, interviewed several miners, travelled 25 miles over 2 days, had 3 fights with goblins and wildmen, tried to track goblins but lost the trail, forded two rivers, discovered an ancient wose chief burial mound and slipped down a muddy hill in the rain. It was a bit clunky but not too bad for the first time using the system--similar to the first time running a dungeoncrawl where you're counting squares and rolling for wandering monsters every two turns, having torches go out every six turns, etc. My players said travel felt gritty and arduous and reminiscent of an old school first person videogame RPG like Might and Magic, which pleased me. I'm almost there, just need to nail down a few more things. I used this for encounter checks: Encounter check each hour when travelling, and every 4 hours when resting. d6 1-3: Encounter 4: Deviation of course 60° left 5: Deviation of course 60° right Encounters d6 1: Monster of nearest lair 2: Tracks / spoor of nearest monster lair 3: Monster / tracks of second nearest lair 4: Wilderness Hazard 5: Special 6: Roll twice Wilderness Hazard: Choose based on terrain type, or roll for weather change. [I need some wilderness hazards. In a pinch making something up with a saving throw + DMG trap damage works.] Special: 3-5 unusual, one-off encounters that tell a secret about something else on the map or the history of the area. Repopulate this list as depleted. [The wose chief burial mound was on this list. Really like these as random encounters rather than placing like a hundred of them on the map before play.] [/QUOTE]
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