D&D 5E Making Wilderness adventures more interesting

Uller

Adventurer
All the threads re short and long rests and the 6-8 encounters per "adventuring day" and Daily XP budget guidelines had me thinking about wilderness adventures. I'm running a PbP group through OotA and they just came to a new wilderness area that I want to be a fun challenge for them.

To me, there are two types of wilderness travel in D&D: Trivial and non-trivial. Trivial wilderness travel is the kind that fits the narration style described in the DMG. It might include a minor encounter or two or some other challenge but for the most part there is no question that the PCs will manage to get where they want to go with little difficulty and it is not meant to be the focus of a game session or adventure. I think it is important for players to experience some combats and other challenges that are trivially easy from time to time. They serve a purpose of giving flavor and illustrating to the players how their PCs fit in the world. For instance, at 1st level, a couple of orcs could drop or even kill a PC. At 5th, they are barely a bump. The players see how their characters have grown.

Anyway...it is the non-trivial wilderness travel that I am looking at. Following OotA by the book, the current trek that my party is facing would entail about 20 days of travel through what is supposed to be dangerous wilderness. I am supposed to make a check every 4 hours. There is a 25% chance of a terrain "challenge" and a 25% chance of a creature encounter (and they can overlap). The encounters span from trivial to Deadly+ for the party. That's 120 random checks and will work out to around 30 creature encounters and 30 terrain encounters...With the limited number to choose from there will be a good deal of repetition and with 20 long rests that means most days will have 1 or 2 encounters. PbP is already very slooowwww...so obviously this method would be pretty boring and probably not much of a challenge.

So I came up with something a little different.

One of the interesting things in stories about wilderness treks is the protagonists trying to navigate from one safe place to another over several days. You gotta get to that next town, oasis or island to rest and resupply before setting out again.

So here is what I came up with:

Difficulty Tier: Assign a difficulty tier to the area. This gives you a base number for skills checks (which can be adjusted depending on circumstances. Maybe navigation is easier in the area but foraging is harder). It also gives you the range of encounter difficulty. For my group, the party is 4th level and I want the area to be a reasonable challenge for 3rd to 5th level characters. So I set the base DC to 13 and encounter range from about 500 xp to 4000 xp.

Legs of the journey and resting: Next I divided the travel into legs. Long rests can only be taken at a safe place and those places are few and far between. Sleeping in the wilderness while traveling only prevents exhaustion. It does nothing for replenishing hp, hd and class features unless you stop and rest for 24 hours...yes, this means there must be some time pressure on the party to make the trek in a reasonable time. In my group's case, they are being pursued AND stopping for 24 hours would mean more encounters that would get progressively tougher so resting for 24 hours would be very difficult and dangerous. Long rests also do not replenish HP unless you are in a very comfortable and safe location. So they only get half their HD back plus class features at the end of each leg.

Short rests are not really taken. Instead they are just a limited resource that can just be used whenever. The number they get are dependent on pace because it is assumed that while traveling they are stopping for occasional breaks or varying how fast they travel at different times. You get three for a slow pace, two for a normal pace and none for a fast pace. Pace for the leg is the average for the entire leg...If the party decided to vary it's pace, the DM determines the consequences of that. For instance, maybe they are going at a fast pace but then decide to slow down to take some rests. The DM might decide they only get one short rest it adds some time to how long it takes to finish the leg or an encounter is added.

Certain spells can add a short rest or make the long rest restore all HP or maybe make the leg take less time.

Divide the journey into however many legs seems interesting. In my case, I divided the 20 day trip into three legs. The party must make for a safe grotto in the underdark where there is lots of fresh water to replenish water supplies and then they have to make for a set of locks and waterfalls that travelers use to change elevation that has some comfortable and fortified resting places. After the third leg they will arrive at their destination. So one leg will take 6 days, the second will take 8 days and the final leg 6 days (I determined these randomly actually...2d4+2).


Supply: Instead of tracking specific supplies I just determined that for food the party is in good supply for food for the entire trip. As long as their supplies are not lost or destroyed (which they could be...they are on boats) they will be able to eat normal rations for the entire trip. For water they have enough to be in good supply for one leg. There are three levels of supply: Good supply, poor supply or out of supplies (food and water each have their own track). Poor supply means they are on half rations and must make daily DC 10 con saves to avoid gaining a level of exhaustion. The DC goes up every two days. Out of supply means DC 15 con saves that go up every day. Different events can cause changes in their supply level. Successful foraging can extend it. Supplies being lost or damaged can diminish it.

Spells like Goodberry, Purify Food and Drink and Create Water can help extend supply or mitigate effects of poor supply.

Becoming lost: If the party becomes lost, their pace is reduced one increment without gaining rests OR they can choose to make a DC 10 con save to stay on pace OR their supplies are diminished and time is added. Failure means gaining a level of exhaustion.

Encounters and challenges: Set up a series of encounters for each leg. Choose them randomly, choose some that are just interesting. Make some tough, some easy, some in between and some that are best avoided. In case my players read this I'll leave out the details but I will say I have enough planned that they will feel pressure to rest more. I took into account the encounters per "day" and Daily XP budget but didn't stick to it like it was gospel.

Anyway...those are my thoughts. It's a little more complicated than that but this post is long enough. We'll see how it plays out (here.if you want to follow it.
 

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My first thought was that this stretch of wilderness must be the most most difficult, monster-infested wilderness in the world. Over the course of 20 days there is 30 monster encounters and 30 terrain encounters which many of these are dangerous. It is the underdark, so things should be more dangerous, but that seems a bit extreme. I do like the way you have a plan to stretch out the rest system to make the trip a bit more deadly.

I might place more of the monsters close to the safe areas, sort of like an oasis in the desert and have more terrain hazards on the outskirts. Of course, smart monsters will take advantage of the hazards and place their lairs there.

I would make a series of encounters before the rest stop for one of the stops. a small lair of monsters that act as a bandit lair. Have some sort of hazard like a waterfall with a bridge. A guard post at each end with a barracks hidden on the other side. The first toll booth demands all their gear and a fight ensues. A larger fight with the threat of falling over the waterfall occurs on the bridge as reinforcements come from the other guard booth. Lastly, another encounter or two with the barracks before getting through to resupply.
 

That's what I'm doing. I chose some encounters randomly from the OotA random encounters table. I chose some from it and I chose some from some other sources. Some encounters play on each other and some play on the places the party needs to rest.

My OotA players, please don't read the spoiler block...

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For instance, they are making toward the duergar city of Gracklstugh. One of the encounters is with several duergar. There is also an aquatic troll, a green hag and some terrain difficulties.

So, they will encounter the duergar first. The duergar would normally be hostile or standoffish. Instead these will be friendly and even offer "advice" on how to get the the locks that represent the next rest area. The reality is they hope the party will encounter the hag and her troll servant that inhabit the approach to the locks in hopes that either the party will slay the hag and her troll and be weakened in the process so the duergar can capture the PCs or the party will weaken the hag to make it easier for the duergar to get past her. The hag will send her troll to try to push the party into a whirlpool so some of them will be killed for food. So this will be hard/difficult encounters in the stretch right before a long rest. Supplies may be lost. NPCs may be killed or captured. Lots of opportunity for some good RP, interaction, exploration and combat.
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All the threads re short and long rests and the 6-8 encounters per "adventuring day" and Daily XP budget guidelines had me thinking about wilderness adventures. I'm running a PbP group through OotA and they just came to a new wilderness area that I want to be a fun challenge for them.

Your system sounds good :) I was also running an OotA / Night Below mash-up, and created a massive Underdark encounter table. *If* you wanted something really deep and big for generating Underdark encounters, and don't mind filling in the gaps (and converting old AD&D material) yourself, here it is: Underdark Encounters - Master Spreadsheet.

Difficulty Tier: Assign a difficulty tier to the area. This gives you a base number for skills checks (which can be adjusted depending on circumstances. Maybe navigation is easier in the area but foraging is harder). It also gives you the range of encounter difficulty. For my group, the party is 4th level and I want the area to be a reasonable challenge for 3rd to 5th level characters. So I set the base DC to 13 and encounter range from about 500 xp to 4000 xp.

I believe OotA includes some very under-level and rather over-level challenges in some of its encounter tables. I've found that including such "out of level range" challenges leads to fun encounters.

ALSO, my games have been more enjoyable when I avoided equating random encounter to combat encounter, and just treated random encounters as a list of ideas for what interesting things can happen here while the PCs explore? For example, some encounters won't have an XP value due to monsters, some may involve exploration opportunities-at-a-cost/risk, others may involve merchants or allied creatures, etc.

Legs of the journey and resting: Next I divided the travel into legs. Long rests can only be taken at a safe place and those places are few and far between. Sleeping in the wilderness while traveling only prevents exhaustion. It does nothing for replenishing hp, hd and class features unless you stop and rest for 24 hours...yes, this means there must be some time pressure on the party to make the trek in a reasonable time. In my group's case, they are being pursued AND stopping for 24 hours would mean more encounters that would get progressively tougher so resting for 24 hours would be very difficult and dangerous. Long rests also do not replenish HP unless you are in a very comfortable and safe location. So they only get half their HD back plus class features at the end of each leg.

Dividing an "overland" journey into legs makes sense, both for your approach and when players think about travel (at least when they have a sense of where their destination lies). Just make sure you've got the maths for rest/recovery balanced.

Becoming lost: If the party becomes lost, their pace is reduced one increment without gaining rests OR they can choose to make a DC 10 con save to stay on pace OR their supplies are diminished and time is added. Failure means gaining a level of exhaustion.

I like your presentation of the consequences for becoming lost. Better than the core books.
 


Did you see my thread on an alternate travel system? http://www.enworld.org/forum/showthread.php?496627-Alternate-Travel-Encounter-System ?

Not as deep as yours but tries to tie into the adventuring day as you want.

I have not but I'll check it out.

I was thinking this could also apply to some non-travel situations. For instance, I served in an infantry company in Iraq. For about 8 months we lived in a small "Joint Security Station". It was basically three houses surrounded by a low wall and watch towers. Each of our platoons would spend a period of time on guard duty in the JSS, then a period of time patrolling then a period of time resting and doing maintenence. I won't give specific lengths but the entire cycle covered many days. It was exhausting. The guard duty days were long hours and weird sleep schedules (and work details around the compound). The patrol time was almost no sleep and conducting missions and patrols. The rest and maintenance time never seemed long enough (I guess maybe we got back HD but not hp?).

If you were running a campaign where the party was some sort of combat unit in a war or maybe based at a distant outpost in hostile territory, the same sort of technique could be done. The party could get just a few short rests over a period of several days before being pulled off the line for a long rest that is only partially effective. The DM could then stretch out many encounters over a period of days and weeks.

"Your lord-commander orders you to investigate a group of orcs and some larger creatures attacking nearby farmsteads"

"Okay. Do we get a long rest first? We're pretty depleted from fighting those waves of goblins that attacked last night."

"Nope. The cook offers to cook you a good meal while you get ready to go so you can spend one of your three short rests and then you have to get moving." (again...with apologies to those that think the rules should hard code the adventuring day...it really belongs to the DM to handle encounter pacing and the availability of rests).
 


There is some decent stuff here, but as someone who has played in OotA and also struggles to add much genuine interest to wilderness travel... I'd suggest you add as much genuine choice i.e decision making, as possible for your players.

For example the 20 day trip, are there genuine alternative side trecks to chose from, where each path has different costs and potential outcomes? Do the players understnd, so the can make educated decisions, or is it all just random ie pointless deciding? Are the key milestones presenting any genuine choices, or are they simply places for pcs to hit the reset button? Whats are the difficult decisions to be made in a 6-8 day piece, i assume they are capable of finding or creating food and water, so what genuine resources do they have to manage outside hit points and what are the trade offs they are expected to grapple with as they go along?

See, by even 3rd level, survival in the wilds can be pretty easy for DnD characters, unless you simply try and wear them down through attrition of hp and even then daily spell fix most things. Thats why players always look for the path of least resistance, and go all out vs random monsters, because they want to skip to the fun bits asap.
 

There is no such thing as trivial wilderness adventuring in my game. Why would you want to waste such a golden opportunity for world-building, plot-building, or creating memorable NPC's? The journey should be *at least as* exciting as the destination!
 

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