Showing posts with label pyramid. Show all posts
Showing posts with label pyramid. Show all posts

Sunday, January 13, 2019

Hex Ed: Wilderness Hex Crawls in Dungeon Fantasy

Well, here's a promised full article that never ran in Pyramid. This one is in part my try to make my own version of the One-Page Wilderness System using only d6s. This is somewhat informed by use, advising folks to not to fill every hex with an encounter, leaving the lesser encounters up to pure random rolls. Honestly, I use the original system myself, with my only tweak being a 12 is a purely random encounter. Yeah, it's a d20 roll, but so what? I also always make the standard four rolls for morning, afternoon, evening, and night encounters, not the two recommended here, which was hewing nearer to Kromm's recommendation to one random encounter a day.
Regardless, I think all encounter rolls need to hem to the idea that not only do you need truly random encounters, but you also should have a roll to trigger any nearby encounter. This goes back to early D&D, with the roll to see if someone comes out of a castle if you pass within a few hexes of it.
Not long after writing this, I understood what Rob Conley meant when he told me that getting lost rolls were more trouble than they're worth, and went to a failed Navigation roll lowering how far you get in a day, and something you roll only once a day. I am leaving the rules for getting lost for those folks who want them, however, as I did use them early in my campaign. I also have better ways of handling % In Lair, which are elsewhere on this site. For encounter distances, see the post about the ibathene.  

With GURPS Dungeon Fantasy 16: Wilderness Adventures, Dungeon Fantasy comes out of the dungeon. A hex crawl can make a wilderness like a dungeon, but more open-ended.

A hex crawl is a set of adventure sites in a wilderness that delvers can explore. Unlike a dungeon, these sites are not linked together. Indeed, the dwellers in those sites may have little to do with each other, and could well have their own dungeons.

Hexes in a hex crawl are like rooms in a dungeon. Hexes show where things are, and give limits to movement and sight.

Making a Map


For a hex crawl, you need a map with hexes. Hexes can be of any size, which is typically a number of miles. Most hex maps have hexes that are 4 to 12 miles across. Bigger hexes won't have many encounters from nearby hexes happen, while smaller hexes will have many more. You can get your map however you like, whether you make your own, you download it from the Internet, or you take it from another game. The original Dungeons and Dragons game took its hex map from Outdoor Survival, an Avalon Hill game.

When making a hex map don’t worry about filling every hex with an encounter if you are using smaller (4 to 6 miles) hexes! Only worry about the bigger encounters. Empty hexes can be like empty rooms in a dungeon, which give a break. You need not fill more than a third of the hexes, and can get away with filling a sixth of them. Fill them with settlements, lairs, landmarks, you name it.

Beasts can move between hexes. They're even more likely to do so, since there aren't walls and doors to get in the way. Hexes can even have dungeons in them, which let you run a dungeon crawl inside your hex crawl.

Lairs


In a hex crawl, “lairs” are all nests, buildings, caves, dungeons, and other places in which dwell monsters and other foes. For each monster lair, note the following:

  • How many monsters are in the lair.
  • How much treasure is in the lair.
  • Whether the lair is hidden.
  • Any special defenses the lair has, like traps or guard beasts.
  • Whether the monsters leave the lair.
  • If the monsters leave the lair, how many of them are in a group, how far (in hexes) do they wander, and when in the day they wander, typically day or night.

A lair itself is a place that might need a map, especially if you think the players might spend a lot of time there. Lairs often have non-fighters, like children or elderly, guard beasts, slaves, prisoners, or whatnot. There might be other lairs nearby, and they might be foes of the monsters in the first lair. The whole lair can be a dungeon, which is a nest of smaller lairs.

Moving from Hex to Hex


The rules for Travel (Wilderness Adventures, p. 20) handle most movement issues. Each hex has a cost to move through it. This cost is equal to the size of the hex in miles, divided by the travel speed for the terrain (Wilderness Adventures, p. 22). Each hex should have only one travel speed. A boon of hexes is that you need not worry about mixed terrain, since each hex has its own modifier for this worked out beforehand.

The delvers’ final travel speed (Wilderness Adventures, p. 23), multiplied by the daily travel time (Wilderness Adventures, p. 23), gives the total movement in miles they can go for the day. This is the budget the delvers can spend to move through hexes. To move from a hex, the delvers must spend the cost of the hex in miles. If the hex has a bigger cost than the delvers have miles of movement, they stay in the hex. Keep track of the number of miles they spend each day, since they can put many days’ travel together to push through a hex. Sometimes, it is best to make a hex map of a bigger hex if the explorers are moving around inside the hex and you need to keep track of where they are in it.
Example: A band of explorers have Move 2, which means they move a mile each hour. They take out two hours for foraging, so they get 10 miles of movement for the day. The band wants to move through a 5-mile hex of dense forest, which is ×0.20 to travel speed. Thus, the hex has a cost of 25 miles. It will take the delvers two-and-a-half days to go through the hex.

Getting Lost


When hex crawling in the wild, with no landmarks or road, make a Navigation roll to go into each hex instead of each day (Wilderness Adventures, p. 22). Success means the group makes it into the hex with no problem, while a critical success shaves off a mile of the effective width of the hex. A failure means the hex costs more to go through: raise the cost to move through the hex by +20%. A critical failure means the group has wandered into one of the two hexes to the sides of the hex into which they wanted to go. Pick one of them randomly, or the one with terrain most like that of the hex they wanted. A Per-based Navigation roll means someone has figured out that the group is in the wrong hex.

Ignore the above whenever the characters can see where they want to go! It’s a little hard to miss the big mountain or the hustle and bustle of a town from six miles away.

Encounters


Check for encounters whenever delvers go into a hex, and one more time for each day and night. Roll a d6 twice to find out which hour of the day or night; if the second die comes up 4-6, add 6 to the first die to find the hour.

For 4 to 6 mile hexes, roll 3d on the table below. The extra roll for each day and night happens in the hex in which the delvers happen to be at that hour.

Encounters (4-6 mile hexes)

Roll (3d) Result

3-8 Nothing happens.
9 Clue to an encounter keyed to a nearby hex. Roll 1d, and count the hexes clockwise starting from the top-right hex. If this hex has no encounter, or the encounter keyed to it does not wander between hexes, nothing happens.
10 Clue to an encounter keyed to this hex. If the group is not moving or there is no encounter in this hex, nothing happens.
11 Random encounter. The GM should have a table of random encounters that are the lesser encounters in the wild. These foes can have a prefix (GURPS Dungeon Fantasy Monsters 1, pp. 36-38). You can roll randomly for these. Roll 2d. On a 2 or 3, that foe has one of the prefixes in that tome. If one of the delvers has Weirdness Magnet, the foe has a prefix on a 2, 3, or 4 instead. You should make a list of which prefixes monsters can have, and roll to see which prefix the monster does have. For monsters with lots of treasure or a complex lair, it helps to write up a lair before the game.
12 Encounter keyed to a hex two hexes away. Roll 1d, and count the hexes clockwise starting from the top-right hex; roll another 1d, and if it comes up 4-6, count another 6 hexes clockwise. (If you have a d12, you can roll that instead). If this hex has no encounter, or the encounter keyed to it does not wander two hexes away, nothing happens.
13 Encounter keyed to a nearby hex. Roll 1d, and count the hexes clockwise starting from the top-right hex. If this hex has no encounter, or the encounter keyed to it does not wander between hexes, nothing happens.
14-16 Encounter keyed to this hex. On 16, this happens near the monster's lair if the group was moving; otherwise, it happens outside. If there is no encounter in this hex, nothing happens.
17-18 Roll twice. Both results happen at the same time.

For 8 to 12 mile hexes, roll 2d on this table instead:

Encounters (8-12 mile hexes)

Roll (2d) Result

2-4 Nothing happens.
5 Clue to an encounter keyed to this hex. If the group is not moving or there is no encounter in this hex, nothing happens.
6 Clue to an encounter keyed to a nearby hex. Roll 1d, and count the hexes clockwise starting from the top-right hex. If this hex has no encounter, or the encounter keyed to it does not wander between hexes, nothing happens.
7 Random encounter. See the notes for 11 above.
8 Encounter keyed to a nearby hex. Roll 1d, and count the hexes clockwise starting from the top-right hex. If this hex has no encounter, or the encounter keyed to it does not wander between hexes, nothing happens.
9-11 Encounter keyed to this hex. On an 11, this happens in the monster's lair if the group was moving; otherwise, it happens outside. If there is no encounter in this hex, nothing happens.
12 Roll twice. Both results happen at the same time.

Clues are just that: hints that are about the encounter in question. These can be sights, sounds, smells, droppings, tracks, dead victims; you name it. The only need is that they have something to do with that encounter. If the players want to find out what left that clue, let them make a roll. They might roll against Heraldry (for an old banner), Naturalist (for droppings), or Survival (for an old camp). A critical failure gives wrong information ("Wild horses can leave claw marks too."). If the players want to follow the clue, let them make a Tracking roll to their way to the lair. A critical failure means they go the wrong way and alert one of the other deadly beasts in the wild.

The GM needs to put the lair of a random encounter onto the map when he rolls the encounter. To do this, roll 1d-3. Add the Size Modifier of the monster, or the Basic Move if it is lower than the Size Modifier. Subtract one for each of Bestial or Loner, and add one for Flight. If the tally of this roll is positive, fivefold that in miles is where its lair is; roll 1d for direction as in #6 above. (If using 4-6 mile hexes, skip multiplying it by 5, and read the number as hexes.) If the roll is 0, then the monster's lair is in this hex, but the encounter doesn't happen in it. If the roll is negative, the encounter happens near the monster's lair.

For a hex with a keep or a settlement in it, roll on this table before the group reaches the keep or settlement. The result on the table happens before the group reaches the keep or settlement. The keep or settlement is usually the keyed encounter for the hex. If the result is an encounter in the hex, then it will be guards or dwellers from the keep or settlement.

Let’s Split


Gamers have long held splitting the party to be dangerous. In a hex crawl, if a party splits up, like in Scouting (Wilderness Adventures, p. 25), each group coming from the split makes its own encounter rolls. Since each group will be smaller than the party as a whole, it is less able to fight whatever shows up.

Senses

Encounter Distance


When starting an encounter, each side makes Perception checks to see who is surprised. Let each player roll for his own character. For NPCs, roll against their highest Perception, and give them a bonus for the number of them there are. Use the “Size” column of the table on p. B550, but read “yards” as “NPCs.” For in-between numbers, use the lower bonus.

If no side is surprised or both sides are surprised, let the encounter start with 6d×2 yards between the two sides. If one side is surprised and the other is not, let the side that still has its wits about it choose what to do about the other. It can get to 3d yards from the other side before the other side becomes aware of it. If it wants to get nearer, it needs to make Stealth rolls, opposed by the higher of Hearing or Vision. Again, let the players make their own rolls. For the NPCs, roll against the highest number. The number of NPCs is a bonus for spotting stalkers, but a penalty for stalking. Use the same bonus as to Perception for surprise when spotting stalkers, but treat it as a negative to Stealth for the stalkers.

Finding Dungeons and Lairs


Most landmarks are easy to find. After all, what good is a town if nobody is there? But some spots, like dungeons or lairs, are hidden. If they were not, someone else would have already looted them! To find a hidden place, make a Tracking roll, and apply the Long-Distance Modifiers (GURPS Magic, p. 14) for the hex or other area size. (For 4- to 8-mile hexes, this will be -4; for bigger hexes up to 30 miles, this will be -5.) This is a thorough search, and the time the search takes is the same time it takes to move into the hex. Having a good map gives a bonus, and anyone with Area Knowledge for the place in question can roll against that instead. Failure means the delvers do not find the place, but may look again. Critical failure not only means they don’t find the place, but also that they alert whoever lives there! Anyone who fails can try again as much as he likes until he finds the place, gives up, or a grue eats him.

On a Clear Day You Can See Three Miles


A human can see about 3 miles in clear land. If one climbs a tree, he can see 9 miles. In hilly land, about 200 feet from sea level, he can see 19 miles. In mountains, about 1,000 feet above sea level, a human can see about 42 miles.

Realistically, size changes this. A smaller creature has its eyes lower to the ground, and can't see as far; a half of a mile less for each Size Modifier below 0 works for PC races. For each Size Modifier above 0, a creature can see another mile. For all but pixies and leprechauns, this isn't a big deal, and pixies can fly to make up for being vertically challenged. Don't worry about size if the looker climbs a tree or is on a hill, since the height of the tree or hill is now what is key.

To tell what something afar is, the delver makes a Vision check, as on p. B358. This is at +10 most of the time, since it is in plain sight. The relative Size Modifier of the target to the looker is a modifier to the check, as is terrain. For all but Mountain or Underwater terrain, dock another -2 for being in hilly lands.

Vision Modifiers

Terrain Modifier
Arctic -2
Desert -2
Island/Beach -0
Jungle -7
Mountain -4
Plains -0
Swampland -7
Woodlands -6
Underwater -8

Further Reading


Conley, Robert. How to Make a Fantasy Sandbox. This is a step-by-step guide to making a sandbox fit for a hex crawl.
Sorolla, Roger S.G. One-Page Wilderness System. This is the inspiration for the encounter table; the original has a Creative Commons BY-SA 3.0 license.

Saturday, March 24, 2018

All Wet Designer's Notes

At long last, I got published. I have about a half-dozen articles sitting in Steven Marsh’s piles, mostly the Dungeon Fantasy one, and have the basics of three more monster articles in Microsoft Word format.

And now, some notes, as well as tying them to my latest obsession, Dungeon Fantasy Naturalism. Which mostly works when you’re not in a dungeon, but, since I run a hex crawl, that’s some of the point of my articles.

Deep One: As b-dog noted on the Forum, these are straight out of Lovecraft. Their physical stats are slightly higher than my first pass (which really was straight out of Shadow over Innsmouth, and I made sure to have my copy nearby at this point) to make them a good fight for 250-point characters, which is an important design consideration.

As for their naturalism stats, my formulas say they should come in groups of 1d-1, an in-lair roll of 1d-4, and have $4d×1,000 loot and 1d-1 magic items. I think this is an excellent place to give the finger to the formulas, as they’re somewhere between Elder Thing and Mundane. They live in a pineapple city under the sea; that’s not 1d-1. I’ll treat them as magical humanoids for some purposes, which means they come in groups of 5d+1 instead. I’ll leave their in-lair roll at 1d-4 since they spend much of their time in the water, and leave their treasure at $4d×1,000 loot and 1d-1 magic items; the loot would be the same anyways.

Unlike most Elder Things, they will have some leader types. To wing sergeants, give those +1 to all stats and +2 to all skills (which factors in the stat boost); to wing chiefs, they have +2 to all stats and +4 to all skills. Deep one clerics will be normal deep ones with IQ 12, Power Investiture 2 (Elder), and some spells; I’d add Minor Healing to their lists at PI 2 since they have a society and their clerics might come with raiding parties. It makes the raiding parties tougher.

Dire Kraken: “Dire” was added in the editing process to distinguish them from the kraken in GURPS Dungeon Fantasy 5: Allies. This is the kraken out of Norse tales. Steven Marsh told me to add the bite attack which makes sense since it needs to eat, but the survivors in the tales don’t get near enough to the kraken to get a look at its mouth. The whirlpool is something of a kluge, as making a big whirlpool is tricky in GURPS. Don’t follow it too slavishly, allow Shiphandling rolls for anyone whose boat is on the outskirts, but it’s goal is to mess up anything getting near the kraken.

Keep in mind that this is the kraken. There can be only one. I’d have it normally near its lair, so an in-lair roll of 1d-4; I use “lair” loosely here to mean, “Wherever the wrecks of old ships with treasure are.” This is big enough and tough enough that it demands having treasure; I’ll take the guidelines for underwater Animals to give $6d×1,000 in loot and 1d-5 magic items.

Giant Piranha: There isn’t too much to say about these guys, as they’re self-explanatory. My earliest draft had swarms of normal piranhas as well, but since there’s a listing for them in the Swarm entry in the Dungeon Fantasy Roleplaying Game, I took them out. Adjusting for their weight and saying that a standard 7.7 lb. piranha comes in an average school of 1,000, these guys come in schools of 7d. This is twice as many as normal animals under SM 0, which seems fair for a school of big fish. They don’t have lairs so they’ll always be together, though I’d give them the standard in-lair roll of 1d-3 to be near some treasure, which I’ll leave at the standard $(2d-4)×1,000 in loot and 1d-4 magic items. If the in-lair roll doesn’t come up negative, there’s no treasure.

Lernaean Hydra: Like the kraken, this is the hydra of Greek myth. It’s adapted slightly to be a more underwater monster (a classical hydra’s Doesn’t Breathe would have the limitation of Oxygen Storage, ×100, and it would not have Enhanced Move 1 (Water)), which differentiates it from the hydra of +Peter V. Dell'Orto in Pyramid #3/108: Dungeon Fantasy Roleplaying Game III. I stuck to the original hydra being Vermiform, not Quadruped.

Incidentally, the hydra helped inspire this article as much as any monster and the thought that if I wanted to get published in Pyramid, monsters would be a better topic than diseases (which I still expect to see, as it’s one of my favorite articles that I’ve written). My players ran into a hydra, for which I used the stats in GURPS Banestorm. While they didn’t take it out, they did much better than I would have thought, which didn’t bode well for the Yrthian hydra in a Dungeon Fantasy setting. So, I looked up Greek legends online and went off those, keeping in mind the power level of 250-point Dungeon Fantasy delvers.

This does bring up one of the few true cuts: its lair, a la the tale of Heracles. I’ll just copy and paste the graf from my original submission:
A hydra’s lair will be full of poisonous gas, which will do 1 point of toxic damage each second to anyone breathing it. Sometimes there are giant crabs (Pyramid #3/98: Welcome to Dungeon Fantasy, p. 21) that live near the hydra. The hydra will not harm these, and the crabs are immune to the poison gas of the hydra’s lair (though not the poison of the hydra, lest a crab get any ideas).
Again, there will be only one. I’d have 2d-4 giant crabs there too, whose game purpose in a combat is to draw some attacks away from the hydra to keep delvers from ganging up on it right away. They’ll have standard in-lair and treasure rolls for dire animals: 1d-3 in-lair, $(2d-4)×1,000 in loot, and 1d-4 magic items.

Merfolk: My one playable race. My goal for any of my monster articles is to make at least one playable race or ally in each one. Like giant piranhas, merfolk are self-explanatory. They’re standard humanoids, so there will be 4d×10 of them in a lair, an in-lair roll of 1d-3, $8d×1,000 in loot, and 1d-4 magic items.

Much like deep ones, they will have leader types. Aside from any clerics being standard clerics, they'll be akin to the leader types for deep ones.

Nāga: Here’s a linguistic note: that line over the “A” is a macron, which means to make sure it’s a long vowel: NAH-ga. The plural is NAH-gah—both long. I generally like ethnic plurals to make things interesting, though sometimes it gets in the way too much (like “kobolde” instead of “kobolds,” which is the genitive singular).

Anyways, the nāga sets up a possible non-standard encounter, which is to go to it to seek a boon. I’d allow any request that’s more-or-less in line of might with a Neutralize Poison spell. Otherwise, they’re punishers of nature. They're highly variable and fickle in Indian tales. I originally had them as Demons until I realized this would make them subject to Banish, so they became Faerie.

Nāgā are standard Faerie: they come in groups of 1d, have an in-lair roll of 1d-3, keep treasure of $4d×1,000 loot and 1d-3 magic items.

Nix: When thinking I would write a Designer’s Note to let me tie in with the Dungeon Fantasy Naturalism blog post I had been writing, I realized that the Germanic nixen would have almost the same stats as the as the Slavic vodyanoi. They’re going to be Ugly and male, but it’s pretty much the same thing: they represent the advice of a mother of “Don’t go near the water!"

Like nāgā, the naturalism stats are mostly standard Faerie: they come in groups of 1d, and keep treasure of $4d×1,000 loot and 1d-3 magic items. I’d have their in-lair roll be 1d-5, however, and if they’re outside their lair, they’re in the shape of a person and will try to bring wayfarers to their lair to drown.

Octopus-Folk: I got these from looking at Cardboard Heroes, thinking, “If Evil Stevie gets the idea to print Cardboard Heroes in a box, what would make a good Dungeon Fantasy monster?” Like merfolk, they’re mostly self-explanatory, but I bumped up their ST in the editing process to make sure they could easily wield two broadswords and be a threat.

Octopus-folk will fall into the category of magical humanoids and have stats accordingly: live in lairs of 2d, have an in-lair roll of 1d-2, and have $(2d-1)×1,000 in loot and 1d-5 magic items. I could see bumping up the in-lair roll to 1d-3, as they’re not big so don’t need a big range.

Sea Hag: Americans and Canadians over 30 might get a little joke in the Notes about sea hags. For those who need a hint, think of raw spinach in a can. Their Terror is selective, as is her Evil Eye. (Yes, that’s a Mötley Crüe reference—I may be a progger, but I am a Gen Xer who grew up in the decade of hair metal.) Those with Magery will cast spells that can lure prey, like illusions or big explosions. Sea hags can be in a dungeon with little work, though they’re going to be near a big pond.

For the naturalism stats, they’re standard Faerie: covens of 1d, an in-lair roll of 1d-3, treasure of $4d×1,000 loot and 1d-3 magic items.

Water Beetle: These guys aren’t too interesting, but there’s always need of masses of dumb monsters. I had originally written up monstrous beetles, but since they showed up in Pyramid #3/108, I tweaked them to keep my work and make them a little more interesting by moving them to the water monsters article. They come in gangs of 3d+1, and won’t have treasure. You stumble on their nest on an in-lair roll of 1d-2; if it isn’t negative, they haven’t lain any eggs.