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Overland Treks - suggestions?
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<blockquote data-quote="Schmoe" data-source="post: 393354" data-attributes="member: 913"><p>My group will, in the very near future, be trekking about 200-300 miles across a barren expanse known as "The Wasted Lands". This area was once a mighty kingdom, but was overrun by hordes of demon-led humanoids during the War of Ending and now is a shattered, desolate land. I want the journey to truly be an ordeal, but I also don't want it to devolve into a series of "you travel for x hours, then you see y. Roll for initiative."</p><p></p><p>First, a little more information:</p><p></p><p>The Wasted Lands are, as mentioned, the broken remains of once-fertile plains. Ruins of ancient cities (~500 years old) dot the wastelands here and there. The plains are home to ravaging bands of gnolls that feud amongst themselves in bloody conflict, as well as numerous magical beasts that vie with one another for territory. Vast battlefields are littered with the bleached bones of ancient warriors, and demons and undead lurk in these haunted places. The journey will take place at the beginning of winter (late November/early December) in a latitude roughly equal to North Dakota.</p><p></p><p>The group is very heavy on fighters and healing, very light on arcane magic:</p><p></p><p>Human Bard 1/Paladin 5, with warhorse</p><p>Human Cleric 1/Fighter 5/Windslayer 1, with warhorse</p><p>Dwarf Barbarian 1/Fighter 4/Ranger 1</p><p>Human Bard 3/Cleric 1/Rogue 1/Sorcerer 2/Virtuoso 1 (!)</p><p>Grig (!) Rogue 1/Sorcerer 4</p><p>Elf Cleric 8</p><p>Human Ranger 3/Druid 4</p><p>Half-elf Monk 6 (NPC)</p><p></p><p>As far as their journey is concerned, I do have a few encounters planned that consist of at least a little more than just your typical random encounter:</p><p></p><p>1.) An advanced, huge chimera who attacks the party, then flees to its lair.</p><p></p><p>2.) A treasure map the group can purchase which leads to the tomb of an ancient warlord.</p><p></p><p>3.) A canyon encounter with a tribe of girallons that forces them to flee into the cavern of a behir.</p><p></p><p>4.) A haunted battlefield, ruled by a ghostly general</p><p></p><p>5.) A ruined tower inhabited by a devourer or other undead nasty</p><p></p><p>6.) A terrible blizzard that brings with it demons/malevolent spirits of winter</p><p></p><p>7.) And, of course, lots of gnolls</p><p></p><p></p><p>So, what else can I do to make the journey exciting and interesting without bogging down into an exercise of "Are we there yet?" I'm interested in suggestions about everything from plot ideas to pacing of gameplay.</p></blockquote><p></p>
[QUOTE="Schmoe, post: 393354, member: 913"] My group will, in the very near future, be trekking about 200-300 miles across a barren expanse known as "The Wasted Lands". This area was once a mighty kingdom, but was overrun by hordes of demon-led humanoids during the War of Ending and now is a shattered, desolate land. I want the journey to truly be an ordeal, but I also don't want it to devolve into a series of "you travel for x hours, then you see y. Roll for initiative." First, a little more information: The Wasted Lands are, as mentioned, the broken remains of once-fertile plains. Ruins of ancient cities (~500 years old) dot the wastelands here and there. The plains are home to ravaging bands of gnolls that feud amongst themselves in bloody conflict, as well as numerous magical beasts that vie with one another for territory. Vast battlefields are littered with the bleached bones of ancient warriors, and demons and undead lurk in these haunted places. The journey will take place at the beginning of winter (late November/early December) in a latitude roughly equal to North Dakota. The group is very heavy on fighters and healing, very light on arcane magic: Human Bard 1/Paladin 5, with warhorse Human Cleric 1/Fighter 5/Windslayer 1, with warhorse Dwarf Barbarian 1/Fighter 4/Ranger 1 Human Bard 3/Cleric 1/Rogue 1/Sorcerer 2/Virtuoso 1 (!) Grig (!) Rogue 1/Sorcerer 4 Elf Cleric 8 Human Ranger 3/Druid 4 Half-elf Monk 6 (NPC) As far as their journey is concerned, I do have a few encounters planned that consist of at least a little more than just your typical random encounter: 1.) An advanced, huge chimera who attacks the party, then flees to its lair. 2.) A treasure map the group can purchase which leads to the tomb of an ancient warlord. 3.) A canyon encounter with a tribe of girallons that forces them to flee into the cavern of a behir. 4.) A haunted battlefield, ruled by a ghostly general 5.) A ruined tower inhabited by a devourer or other undead nasty 6.) A terrible blizzard that brings with it demons/malevolent spirits of winter 7.) And, of course, lots of gnolls So, what else can I do to make the journey exciting and interesting without bogging down into an exercise of "Are we there yet?" I'm interested in suggestions about everything from plot ideas to pacing of gameplay. [/QUOTE]
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