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<blockquote data-quote="not-so-newguy" data-source="post: 9088806" data-attributes="member: 6786140"><p>Road trip!</p><p></p><p>The gang has decided to travel all the way from Iruk to Saint Brynedd's Abbey. The journey will require the group to find their way through the Blood Plains of Esh to Harn's Pass. From Harn's Pass, they will then need to travel up the Dawn Forge Mountains to a mountain valley known as Yore valley; specifically to an outpost known as Jora's Inn and Emporium. From there, it's a relatively short trek to the Abbey.</p><p></p><p>The first leg of their journey is expected to be the longest, an estimated three week trek across the red desert wastelands known as the Blood Plains. The gang bought eight mules, four weeks of ration & feed, a merchant's journal, and the Jar of Steve. The merchant's journal has detailed descriptions of landmarks along the Blood Plains. Following these landmarks will eventually lead to Harn's Pass on the other side of the Plains. The Jar of Steve is a magical item that creates an endless flow of water, among other magical abilities. The rate of flow from the Jar is 0.5 gallons per minute.</p><p></p><p>Travel Rules:</p><p>[spoiler]</p><p>Movement Speed</p><p>FAST 1.5 Hex -2 Perception -2 Navigation (no forage or sneak)</p><p>NORMAL 1 Hex No Change (Forage only)</p><p>SLOW 0.5 Hex +2 Perception +2 Navigation (Sneak allowed and Forage +2 allowed)</p><p></p><p>Navigation</p><p>Following the Landmarks (aka Staying on the Trail): DC 8 Intelligence. Failure means you guys missed the next Landmark and are lost.</p><p></p><p>Lost</p><p>Rediscovering the Trail is DC 8. This assumes that the party has stopped forward progress and just spends the day looking for the landmark. The party can decide to move in a westerly while searching for the next several Landmarks, but it's more difficult. DC 11 Navigation Check +2 per extra day travelling lost (Day One is DC 11, Day Two is DC 13, etc). You can become hopelessly lost this way. Eventually you'll hit the Dawn Forge Mountains if you never rediscover the trail.</p><p></p><p>Forage</p><p>DC 20 Intelligence or Personality. Warriors add their Deed Die.</p><p>Find enough to feed 1d4+1 people per day. Or 1-2 mules. Anything foraged is considered to be vegetation. Nat 20 doubles the amount. Opportunities to hunt can only happen as random encounter.</p><p></p><p>Perception</p><p>This covers any situation where the party is avoiding an ambush or trap</p><p>[/spoiler]</p><p></p><p>Supplies</p><p>Note: the weight of supplies, daily food&water needs, and animal carrying capacity are based off the 5e PHB.</p><p>[Spoiler]</p><p>Basic Needs:</p><p>One person needs 2 pounds of FOOD and 16 pounds (2 gallons) of WATER per day.</p><p>One mule needs 10 pounds of FOOD and 96 pounds (12 gallons) of WATER per day.</p><p>One familiar needs 1 pound of FOOD and 8 pounds (1 gallon} of WATER per day.</p><p></p><p>Ten people = 20 pounds of FOOD/ 160 pounds (20 gallons) of WATER per day</p><p>Eight Mules = 80 pound of FOOD/ 768 pounds (96 gallons) of WATER per day</p><p></p><p>Ten people + Eight Mules + One Familiar needs...</p><p>101 pounds of FOOD per day / 936 pounds (117 gallons) of WATER per day</p><p>_________________________</p><p>Jar of Steve</p><p>Produces 0.5 gallons of water per minute or 720 gallons of water per day.</p><p>With the Jar of Steve, the party should never need to find a water souce. However, there should be some water constantly available. Having 25 gallons (200 pounds) of water on hand should be enough for everyone.</p><p>_________________________</p><p></p><p>Mule Carrying Capacity = 420 pounds / 8 Mules = 3,360 pounds</p><p>28 days of Food = 2,820 pounds</p><p>Water Available + Jar of Steve = 200 pounds (25 gallons)</p><p>Each Mule carries: 352.5 pounds of food / 25 pounds (approximately 3 gallons) of water</p><p>Total Extra space = 340 pounds / Single Mule Extra Space = 42.5 pounds</p><p>[/spoiler]</p><p></p><p>Random encounters</p><p>Here's the list of random encounters that I created. Random encounters are checked twice daily using a d20 with a encounter occurring on 15+. If a random encounter occurs, then I use a D8+D12 which creates a nice bell curve (pg 85 5e DMG).</p><p>Some of these are single encounters and others 1 or 2 page adventures. The last entry is B4 The Lost City, the classic old school adventure. B4 is also my way of getting the players out of a jam; just in case they find themselves stranded in the desert without food.</p><p>[Spoiler]</p><p> ENCOUNTER</p><p></p><p> 2</p><p>Lamia</p><p></p><p> 3</p><p>Oasis of the Sunken Goddess</p><p></p><p> 4</p><p>Sandstorm</p><p></p><p> 5</p><p>Treasure of Rhahim-el-Nabaz</p><p></p><p> 6</p><p>Fiend and/or Elemental. [D5] 1-2 Three Hell Hounds. 3-4 One Air Elemental. 5 Hell Hounds and Elemental fighting.</p><p></p><p> 7</p><p>Oasis Trap</p><p></p><p> 8</p><p>Gnoll Scouting Party. 4d4 Gnolls.</p><p></p><p> 9</p><p>Accident</p><p></p><p> 10</p><p>Wild Pack Animal</p><p></p><p> 11</p><p>Common Beast</p><p></p><p> 12</p><p>Caravan</p><p></p><p> 13</p><p>Swarm</p><p></p><p> 14</p><p>Thugs</p><p></p><p> 15</p><p>Village of the Condemned</p><p></p><p> 16</p><p>Caravan of Shadows</p><p></p><p> 17</p><p>Tomb of the Cursed Shahzadah</p><p></p><p> 18</p><p>Tower of Elemental Fury</p><p></p><p> 19</p><p>Sphinx</p><p></p><p> 20</p><p> B4 The Lost City</p><p></p><p>[/spoiler]</p><p></p><p>Here's our first session recap. It's was a lot of fun and nice change from our typical dungeon crawl sessions. There's plenty of tension at the table because there's a very real danger of things going wrong. On the other hand, the players are empowered to use tactics to mitigate this hazard (speed of travel, foraging, etc). I imagine that solutions will get more creative if things get more desperate. We'll see</p><p></p><p>Recap: Two Steps Forward, One Step Back</p><p>[Spoiler]</p><p>Recap Aug 6</p><p></p><p>8 Hexes traveled</p><p>14 more hexes to go.</p><p>16 days have passed</p><p></p><p>Current supplies:</p><p>18 days rations for 10 people</p><p>13 days feed for 8 mules</p><p>25 gallons of water available + Jar of Steve covers water needs for perpetuity.</p><p></p><p>Session xp: 7</p><p>Total XP</p><p>Eni 143</p><p>Turmus 143</p><p>Mizz Cleo 75</p><p>Manu-are 43</p><p>Abboud 43</p><p>Orn 99</p><p>Wiblo 75</p><p>Ned 43</p><p></p><p>Not present:</p><p>Wuzra 36</p><p>D Wiggums 17</p><p></p><p><strong>new tactic</strong></p><p>Shield Wall (Warriors and Dwarves only)</p><p>+4 AC vs missles.</p><p>Two or more with shields</p><p>Must be adjacent.</p><p>All take the defense action</p><p>Move at rate of slowest warrior or dwarf.</p><p></p><p></p><p>[ATTACH=full]291944[/ATTACH]</p><p></p><p><strong>ENCOUNTERS </strong></p><p>Accident 0xp</p><p>*Party saw smoke rising just beyond the next red dune.</p><p>*Abboud crept forward and spots two plundered and smoldering wagons</p><p>*No bodies were recovered, but signs of extreme violence found</p><p></p><p></p><p>Gnolls 3xp (ETA: i'm using the 2d6 reaction table. The Gnolls rolled a 2, attack immediately.)</p><p>*Abboud spotted two humanoids on the next dune approximately 100 yards distance. They had slightly elongated snouts, so definitely not human. More could be heard.</p><p>*Abboud heard some sort of ceremony, judging by the loud call&response pattern of their speech.</p><p>*Abboud conferred with the group.</p><p>*Manu-are the Cleric decided to step forward and speak for the group.</p><p>*Manu-are walked down stoss slope, keeping his hands up and speaking words of peace.</p><p>*The few creatures quickly spotted him and moved to the brink. Others appeared on the dune crest.</p><p>*They approached the Cleric of Cthulhu walking at a brisk pace.</p><p>*Their hyena features revealed that they were Gnolls. All 13 of them were hefting javelins, some giving their weapon a twirl as they approached. They each had 3 short javelins and a longer spear. Growls and yips of command could be heard from the apparent leader. This did not look good.</p><p>*A fight ensued. The warriors formed a shield wall which provided ample defense against the javelins. The rest of the group hid within Eni's cloud of darkness until all of the enemies' javelins were spent.</p><p>The Gnolls broke and ran when Turmus scored a crit that splattered the guy's remains all over his friends who were twenty feet away. Their numbers had been reduced to half when they finally escaped the field.</p><p>[ATTACH]291943[/ATTACH]</p><p></p><p>Wild Game 1xp</p><p>*The gang hunts, kills, and eats a wildebeast.</p><p>*The gang tries to feed meat to the mules. It doesn't work.</p><p></p><p>Return of Gnolls 1xp</p><p>*The 6 Gnolls that escaped two days earlier ambush and subdue Abboud.</p><p>*The group attack and kills the Gnolls</p><p>*Ned the Warrior destroys his awesome two handed flail when he accidentally hits a rock</p><p></p><p>Hell Hounds 2xp</p><p>*The gang finds out that forming a tightly clustered shield wall is a bad defense against breath weapons.</p><p></p><p>(Chasm of) Rhahim-el-Nabaz 0xp</p><p>*The gangs finds a path leading down into chasm.</p><p>*Animal and human tracks were found.</p><p>*D Wiggums didn't smell no gold from where he was standing, so the group decided to skip it.</p><p></p><p>Caravan 0xp</p><p>*The gang came across a caravan traveling east.</p><p>*The caravan gave them some food in exchange for water.</p><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="not-so-newguy, post: 9088806, member: 6786140"] Road trip! The gang has decided to travel all the way from Iruk to Saint Brynedd's Abbey. The journey will require the group to find their way through the Blood Plains of Esh to Harn's Pass. From Harn's Pass, they will then need to travel up the Dawn Forge Mountains to a mountain valley known as Yore valley; specifically to an outpost known as Jora's Inn and Emporium. From there, it's a relatively short trek to the Abbey. The first leg of their journey is expected to be the longest, an estimated three week trek across the red desert wastelands known as the Blood Plains. The gang bought eight mules, four weeks of ration & feed, a merchant's journal, and the Jar of Steve. The merchant's journal has detailed descriptions of landmarks along the Blood Plains. Following these landmarks will eventually lead to Harn's Pass on the other side of the Plains. The Jar of Steve is a magical item that creates an endless flow of water, among other magical abilities. The rate of flow from the Jar is 0.5 gallons per minute. Travel Rules: [spoiler] Movement Speed FAST 1.5 Hex -2 Perception -2 Navigation (no forage or sneak) NORMAL 1 Hex No Change (Forage only) SLOW 0.5 Hex +2 Perception +2 Navigation (Sneak allowed and Forage +2 allowed) Navigation Following the Landmarks (aka Staying on the Trail): DC 8 Intelligence. Failure means you guys missed the next Landmark and are lost. Lost Rediscovering the Trail is DC 8. This assumes that the party has stopped forward progress and just spends the day looking for the landmark. The party can decide to move in a westerly while searching for the next several Landmarks, but it's more difficult. DC 11 Navigation Check +2 per extra day travelling lost (Day One is DC 11, Day Two is DC 13, etc). You can become hopelessly lost this way. Eventually you'll hit the Dawn Forge Mountains if you never rediscover the trail. Forage DC 20 Intelligence or Personality. Warriors add their Deed Die. Find enough to feed 1d4+1 people per day. Or 1-2 mules. Anything foraged is considered to be vegetation. Nat 20 doubles the amount. Opportunities to hunt can only happen as random encounter. Perception This covers any situation where the party is avoiding an ambush or trap [/spoiler] Supplies Note: the weight of supplies, daily food&water needs, and animal carrying capacity are based off the 5e PHB. [Spoiler] Basic Needs: One person needs 2 pounds of FOOD and 16 pounds (2 gallons) of WATER per day. One mule needs 10 pounds of FOOD and 96 pounds (12 gallons) of WATER per day. One familiar needs 1 pound of FOOD and 8 pounds (1 gallon} of WATER per day. Ten people = 20 pounds of FOOD/ 160 pounds (20 gallons) of WATER per day Eight Mules = 80 pound of FOOD/ 768 pounds (96 gallons) of WATER per day Ten people + Eight Mules + One Familiar needs... 101 pounds of FOOD per day / 936 pounds (117 gallons) of WATER per day _________________________ Jar of Steve Produces 0.5 gallons of water per minute or 720 gallons of water per day. With the Jar of Steve, the party should never need to find a water souce. However, there should be some water constantly available. Having 25 gallons (200 pounds) of water on hand should be enough for everyone. _________________________ Mule Carrying Capacity = 420 pounds / 8 Mules = 3,360 pounds 28 days of Food = 2,820 pounds Water Available + Jar of Steve = 200 pounds (25 gallons) Each Mule carries: 352.5 pounds of food / 25 pounds (approximately 3 gallons) of water Total Extra space = 340 pounds / Single Mule Extra Space = 42.5 pounds [/spoiler] Random encounters Here's the list of random encounters that I created. Random encounters are checked twice daily using a d20 with a encounter occurring on 15+. If a random encounter occurs, then I use a D8+D12 which creates a nice bell curve (pg 85 5e DMG). Some of these are single encounters and others 1 or 2 page adventures. The last entry is B4 The Lost City, the classic old school adventure. B4 is also my way of getting the players out of a jam; just in case they find themselves stranded in the desert without food. [Spoiler] ENCOUNTER 2 Lamia 3 Oasis of the Sunken Goddess 4 Sandstorm 5 Treasure of Rhahim-el-Nabaz 6 Fiend and/or Elemental. [D5] 1-2 Three Hell Hounds. 3-4 One Air Elemental. 5 Hell Hounds and Elemental fighting. 7 Oasis Trap 8 Gnoll Scouting Party. 4d4 Gnolls. 9 Accident 10 Wild Pack Animal 11 Common Beast 12 Caravan 13 Swarm 14 Thugs 15 Village of the Condemned 16 Caravan of Shadows 17 Tomb of the Cursed Shahzadah 18 Tower of Elemental Fury 19 Sphinx 20 B4 The Lost City [/spoiler] Here's our first session recap. It's was a lot of fun and nice change from our typical dungeon crawl sessions. There's plenty of tension at the table because there's a very real danger of things going wrong. On the other hand, the players are empowered to use tactics to mitigate this hazard (speed of travel, foraging, etc). I imagine that solutions will get more creative if things get more desperate. We'll see Recap: Two Steps Forward, One Step Back [Spoiler] Recap Aug 6 8 Hexes traveled 14 more hexes to go. 16 days have passed Current supplies: 18 days rations for 10 people 13 days feed for 8 mules 25 gallons of water available + Jar of Steve covers water needs for perpetuity. Session xp: 7 Total XP Eni 143 Turmus 143 Mizz Cleo 75 Manu-are 43 Abboud 43 Orn 99 Wiblo 75 Ned 43 Not present: Wuzra 36 D Wiggums 17 [B]new tactic[/B] Shield Wall (Warriors and Dwarves only) +4 AC vs missles. Two or more with shields Must be adjacent. All take the defense action Move at rate of slowest warrior or dwarf. [ATTACH type="full" alt="orca-image-1515015654_kindlephoto-260678552.jpg"]291944[/ATTACH] [B]ENCOUNTERS [/B] Accident 0xp *Party saw smoke rising just beyond the next red dune. *Abboud crept forward and spots two plundered and smoldering wagons *No bodies were recovered, but signs of extreme violence found Gnolls 3xp (ETA: i'm using the 2d6 reaction table. The Gnolls rolled a 2, attack immediately.) *Abboud spotted two humanoids on the next dune approximately 100 yards distance. They had slightly elongated snouts, so definitely not human. More could be heard. *Abboud heard some sort of ceremony, judging by the loud call&response pattern of their speech. *Abboud conferred with the group. *Manu-are the Cleric decided to step forward and speak for the group. *Manu-are walked down stoss slope, keeping his hands up and speaking words of peace. *The few creatures quickly spotted him and moved to the brink. Others appeared on the dune crest. *They approached the Cleric of Cthulhu walking at a brisk pace. *Their hyena features revealed that they were Gnolls. All 13 of them were hefting javelins, some giving their weapon a twirl as they approached. They each had 3 short javelins and a longer spear. Growls and yips of command could be heard from the apparent leader. This did not look good. *A fight ensued. The warriors formed a shield wall which provided ample defense against the javelins. The rest of the group hid within Eni's cloud of darkness until all of the enemies' javelins were spent. The Gnolls broke and ran when Turmus scored a crit that splattered the guy's remains all over his friends who were twenty feet away. Their numbers had been reduced to half when they finally escaped the field. [ATTACH alt="dune.png"]291943[/ATTACH] Wild Game 1xp *The gang hunts, kills, and eats a wildebeast. *The gang tries to feed meat to the mules. It doesn't work. Return of Gnolls 1xp *The 6 Gnolls that escaped two days earlier ambush and subdue Abboud. *The group attack and kills the Gnolls *Ned the Warrior destroys his awesome two handed flail when he accidentally hits a rock Hell Hounds 2xp *The gang finds out that forming a tightly clustered shield wall is a bad defense against breath weapons. (Chasm of) Rhahim-el-Nabaz 0xp *The gangs finds a path leading down into chasm. *Animal and human tracks were found. *D Wiggums didn't smell no gold from where he was standing, so the group decided to skip it. Caravan 0xp *The gang came across a caravan traveling east. *The caravan gave them some food in exchange for water. [/spoiler] [/QUOTE]
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