Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Overland travel as a skill challenge
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Nytmare" data-source="post: 5071662" data-attributes="member: 55178"><p>My current group hasn't had to tackle real overland travel yet, but we've talked about it quite a bit.</p><p></p><p>First off we're imagining that "overland travel mode" will involve treating all daily powers and any resource that normally gets replenished with an extended rest as a "you get them back the next time we play" thing.</p><p></p><p>Then, depending on what <em>kind</em> of overland travel we're talking about I could easily see running it as a skill challenge (though as a warning, I run skill challenges ala Obsidian.)</p><p></p><p>My challenges tend to fall into the following framework: 3 acts, each act has 3 outcomes (good, bad, and ugly) and each act basically lands the characters in the same general place, just under different circumstances. </p><p></p><p>As an example, let's pretend that our heroes are trying to track down a forgotten relic tucked away in a hidden temple before a cult of ne'er-do-wells find it and bring about the end of the world. </p><p></p><p>Act I gets things moving, feeds the first bits of information to the players, and sets the tone for the overall challenge. The players find out about the temple and kick things off by digging around the city, researching, and asking questions.<p style="margin-left: 20px">Good - The players find out about the cult and uncover and foil a plot to princess-nap the princess. They find out about the cult's plans for the relic and rush off to stop them. They get a bonus to rolls in the second act.</p> <p style="margin-left: 20px">Bad - Egads! During dinner, cultists try to nab the princess and there's a fight. If they stop them, they find out about the relic and temple, if they don't stop them, they must rush off to rescue her from certain doom.</p> <p style="margin-left: 20px">Ugly - Too late! While you weren't paying attention, cultists have kidnapped the princess and have dragged her off to the temple to be sacrificed!</p> <p style="margin-left: 20px"></p><p>Act II is an obstacle that gets in everybody's way on the way to act III. The cultists have summoned a gibbering fiend and let it loose in the valley to kill our heroes. Players can stop and fight it if they want, but time is short and they need to get to the artifact before the cultists.<p style="margin-left: 20px">Good - The characters manage to hide from/outwit/outrun the monster. Maybe they find a way to even turn it against the cultists. Regardless, they move onwards unscathed. </p> <p style="margin-left: 20px">Bad - They escape the monster but get pinned down or lost and lose precious time. The exertion in trying to make up that time requires that everyone make an endurance check or they lose a healing surge.</p> <p style="margin-left: 20px">Ugly - Yikes a fight! A big scary monster and a bunch of cultists, oh no! When it's all settled and done, they move on to act III, but if they didn't finish the fight in X rounds they have penalties to their rolls because of lost time.</p> <p style="margin-left: 20px"></p><p>Finally, act III, the final race to the temple. Athletics, endurance, and nature checks for the final push. <p style="margin-left: 20px">Good - Our heroes must have found a super secret shortcut, cause they beat the cultists to the temple. They can set an ambush if they want, or push onward into the temple and try to get the relic. </p> <p style="margin-left: 20px">Bad - The cultists got there first, already have the relic, and are halfway through the ritual that summons the Giant Spaghetti Monster.</p> <p style="margin-left: 20px">Ugly - Cuthulhu eats 1d6 investigators per round.</p> <p style="margin-left: 20px"></p></blockquote><p></p>
[QUOTE="Nytmare, post: 5071662, member: 55178"] My current group hasn't had to tackle real overland travel yet, but we've talked about it quite a bit. First off we're imagining that "overland travel mode" will involve treating all daily powers and any resource that normally gets replenished with an extended rest as a "you get them back the next time we play" thing. Then, depending on what [I]kind[/I] of overland travel we're talking about I could easily see running it as a skill challenge (though as a warning, I run skill challenges ala Obsidian.) My challenges tend to fall into the following framework: 3 acts, each act has 3 outcomes (good, bad, and ugly) and each act basically lands the characters in the same general place, just under different circumstances. As an example, let's pretend that our heroes are trying to track down a forgotten relic tucked away in a hidden temple before a cult of ne'er-do-wells find it and bring about the end of the world. Act I gets things moving, feeds the first bits of information to the players, and sets the tone for the overall challenge. The players find out about the temple and kick things off by digging around the city, researching, and asking questions.[INDENT]Good - The players find out about the cult and uncover and foil a plot to princess-nap the princess. They find out about the cult's plans for the relic and rush off to stop them. They get a bonus to rolls in the second act. Bad - Egads! During dinner, cultists try to nab the princess and there's a fight. If they stop them, they find out about the relic and temple, if they don't stop them, they must rush off to rescue her from certain doom. Ugly - Too late! While you weren't paying attention, cultists have kidnapped the princess and have dragged her off to the temple to be sacrificed! [/INDENT]Act II is an obstacle that gets in everybody's way on the way to act III. The cultists have summoned a gibbering fiend and let it loose in the valley to kill our heroes. Players can stop and fight it if they want, but time is short and they need to get to the artifact before the cultists.[INDENT]Good - The characters manage to hide from/outwit/outrun the monster. Maybe they find a way to even turn it against the cultists. Regardless, they move onwards unscathed. Bad - They escape the monster but get pinned down or lost and lose precious time. The exertion in trying to make up that time requires that everyone make an endurance check or they lose a healing surge. Ugly - Yikes a fight! A big scary monster and a bunch of cultists, oh no! When it's all settled and done, they move on to act III, but if they didn't finish the fight in X rounds they have penalties to their rolls because of lost time. [/INDENT]Finally, act III, the final race to the temple. Athletics, endurance, and nature checks for the final push. [INDENT]Good - Our heroes must have found a super secret shortcut, cause they beat the cultists to the temple. They can set an ambush if they want, or push onward into the temple and try to get the relic. Bad - The cultists got there first, already have the relic, and are halfway through the ritual that summons the Giant Spaghetti Monster. Ugly - Cuthulhu eats 1d6 investigators per round. [/INDENT] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Overland travel as a skill challenge
Top