Overland Travel Speed

The 6-mile hex has long ago established itself as the default size for overland travel on hex grids for a number of reasons. And I rally quite like it myself. I like consistency.

From Hydra’s Grotto (click for more detail)

Hexes are a nice aid for GMs in that you can break down all distances in easy to track chunks, and more importantly can note down where the party of PCs is currently at by simply marking the hex they are in.

One thing that D&D has always gotten annoyingly wrong however, is that the various systems for overland travel speeds all don’t work with 6-mile steps. This whole thing is getting really rambly, but I don’t know how to get it more concise right now, and I really want to get some new stuff on the site.

In B/X, movement speed outdoors is either 24, 18, 12, or 6 miles, depending on a character’s encumbrance. Great. But if you are traveling through forests, deserts, hills, and broken lands, this speed is reduced to 2/3 the normal progress. So 16, 12, 9, or 4 miles. Only one of these is a multiple of 6. Same issue even now in 5th edition. Movement speeds of 30, 24, and 18 miles work great. But not if you cut them to half in any kind of difficult terrain and you get rates of 15, 12, and 9 miles per day.

You don’t actually get the most convenient feature that using a hex grid can provide. You still have to track how many half hexes or even third hexes the party has moved in a given day.

The most convenient for GMs would be a system in which all possible distances are increments of 6 miles. And the only way in which this really works is using base speeds of 36, 24, and 12 miles per day, with all forms of difficult terrain reducing that by half to 18, 12, and 6 miles per day.

Encumbrance Easy Terrain
Difficult Terrain
Unencumbered 36 miles 18 miles
Encumbered 24 miles 12 miles
Heavily Encumbered 12 miles 6 miles

However, 36 miles is really quite a lot.

But how unrealistic is it really? There are plenty of sources for military references for marching armies that put good progress somewhere in the 24 to 30 miles per day range, though often much less than that. And if you look around for advice on how far people can expect to hike for a day, those 24 to 30 miles numbers show up as well as recommendations for beginners who might be unsure how far they can actually make it in a day. 36 miles in a day is significantly more than that.

But a party of PCs in a wilderness exploration game is usually not an army on the march. Nor are they inexperienced hikers. Also, all those numbers assume 8 hours of moving per day. That leaves 8 hours of resting in camp and 8 more hours of… what exactly? If you’re on vacation and hiking for fun, there’s plenty for you to do during that last third of the day. But moving through dangerous territory to get to an even deadlier dungeon is very much not a vacation. I think adventurers crossing the wilderness would do a bit more walking each day than tourists. And another very important factor is that in most systems, being “unencumbered” usually translates to very light gear with very little weapons, tools, and supplies. When a party is crossing through the wilderness for several days, they won’t be unencumbered. If using the numbers I’ve proposed above, 36 miles in a day would be something that only really happens for messengers in a hurry. No loitering around, carrying only the barest necessities, sticking to roads and easy ground. And in that context, 36 miles in a day does not seem that implausible. Much more common, at least for the campaigns that I run, would be traveling with a medium load, mostly going through forests and swamps, which would reduce the usual distance per day down to 12 miles. A much smaller number.

And at the end of the day, we’re talking about a game that has hit points as one of its basic mechanics. We’re not running an actual simulation of anything here. Also, any amount of miles really is just a made up number in an almost undefined virtual space, not any actual physical distances. Might some people think that 36 miles in a day is a bit of a stretch? Sure, why not. And I am not going to argue with anyone on whether that can actually be sustained for more than a day or two. But having to bother with only full hexes and not dealing with any fractions or partial hexes is a big convenience for running fantastical adventures in a made up space, and that’s the part that really matters.

A proposal for a river navigation mechanic

Most RPGs I’ve seen mention about navigation that when you’re following a road or river, you automatically get to your destination eventually, and you only need to make rolls for navigation if you’re going cross country or across the ocean.

Yeah. Kind of. But not really.

If you’re on a river and your destination is to just go downstream to the coast or a city you know to be further down the river, then there’s really no way you can get lost. But things look completely different when you’re trying to go up a river and you come across forks where you have to pick going left or right.

I’ve been on a couple of canoe tours throughout my life, and I’ve been doing the navigation on most of them. Though I have to say that was on very easy rivers in Germany, on waters that have regular traffic and existing infrastructure and very good maps. And we were going to destinations that had been selected by people who knew that those routes would be very easy to follow even to amateurs. And even then, I’ve had many cases where I really had no clue if that big branch to the right is the already the third big branch to the right we need to take, or if one of the branches we already passed looked much bigger in person than it does on the map. The map has an accurate scale on it, but with no means to monitor your exact speed, that’s still only of limited help. Now imagine that deep in the wilderness, following a map drawn by someone with no access to aerial photography or surveying tools.

In my rivercrawl campaign, going to a site will almost always consist of going upstream all the way to your destination. And since all wilderness travel will be along rivers, going with the “you can’t get lost when you follow a river” approach isn’t going to cut it. (Though conveniently, getting back to base at the end of an adventure will be very easy, and going with the current also a lot faster.) Something else is going to be needed.

Making a complete map of an entire river system spanning hundreds of miles with all its little side arms really isn’t practical. You could theoretically let players give it a shot on a blank hex map with very small hexes, but I think that would be very tedious and not feel like it reflects the kind of maps actual river explorers would be using for their notes.

Instead, I want to go with an entirely skill check based system to navigate through the networks of small side branches that fork of from the main waterways that are depicted on the main overview map. My own GM map only shows branches up to the third order, and I intend to let players find their ways on those without navigation checks. It’s only for the rivers even smaller than that that this system comes into play.

Maps are items that characters can find or sell that have instructions on how to reach certain hidden places from an easily recognizable and unmistakable landmark. Every map has a dificulty based on it’s quality. Using a very good map is an easy task, while using a poor quality is a very hard task. The difficulty is further modified by how far the destination is from the clearly identified reference point on the main rivers. Since I have all my travel times in increments of 10 miles, (1 mile per hour times 10 hours per day), I increase the difficulty of the navigation check by +1 for every 10 miles that you try to follow the map.

If the navigation check is a success, the party reaches the destination in the shortest time possible given the distance and their travel speed. If the check is a failure, they still get to their destination, but for each number that the check fell short of the difficulty, the travel duration is increased to require one additional random encounter check. I do three random encounter checks for each day of travel, plus one check per night. So missing the difficulty by three adds a whole day on the water searching and backpaddling, and you also get another night to rest and potentially have another encounter before you arrive at your destination. Since I usually have random encounters at a chance of 1 in 6 for every check, getting two or three checks added to the journey generally shouldn’t be much of a problem. But for journeys deeper into the smaller rivers, having someone with a good navigation skill and paying for high quality maps can become really appreciated.

The fun part comes with the additional use for navigation checks to make your own maps of the unknown rivers you explore. These maps can be very important if you want to find a place again after having left it, and can be sold to other characters. To make such a map, a character makes a navigation check. The quality of the map and the difficulty to use it depends on the result of the navigation checks. For Worlds Without Number, I’ve decided to make it 20 minus the navigation check result, with the minimum difficulty being 6.

WWN makes skill checks with 2d6, so I think it’s a great idea to let the player roll one of the d6 either open or in secret, and the other d6 gets rolled by the GM. That way the player has a clue for the final quality of the map, but can not be certain how accurate it really is. The ultimate difficulty for using the map remains secret for the GM, at least until the players trying to navigate with the map have reached the destination and will have found out for themselves.

For players going to discover unknown sites by going into these small rivers blindly, one simple approach would be to simply roll a d20, and the result is the number of random encounter checks until the party finds either a small randomly generated site or a larger site whose exact location on the river has remained undefined until a party randomly discovers it. Since you might always need a monster lair or pirate camp if players try to track randomly encountered enemies back to their hideouts, it’s a general good idea to have a couple of those ready at hand anyway. And players can be required to tell the GM that they plan to go on a random exploration a few days before the game.

Recovering arrows after a fight

Thanks, Dewwy, for this suggestion.

Someone pointed out to me that when parties go on very long adventures far away from civilization, it’s not just food and light sources they can run out of, but arrows are also a limiting factor for how long they can go before having to return to resupply. But there’s always plenty of arrows around after a fight, many of which are still perfectly usable.

In D&D 3rd edition, there was a rule that all arrows are destroyed if they hit, and have a 50% chance to be recoverable on a miss. To that you’d have to add all the arrows still in the quivers of fallen enemies. I’ve never heard of anyone actually doing that because  it’s just too fiddly to count the number of misses arrows that were fired, on the minor chance that a player actually cares to go looking for them. There’s a lot of such rules that are too fiddly for actual use that D&D has collected over the years. But here’s a very simple and easy alternative solution.

If PCs go collecting arrows after a fight, they recover 1d10 arrows for every archer involved in the fight.

It’s a complete abstraction, of course. But for something this minor, abstracting it is exactly the way to go. Those arrows might still be in the quiver of dead or captured archers. Some might stick in corpses or somewhere in the ground or trees. And a lot got broken on impact or disappeared into the undergrowth. 5.5. arrows on average per archer might be a bit low, but for the purpose of adventurers deep in the  wilderness, we actually want arrows to seem like a limited resource. If there’s more around than the players would ever need, then there’d be no point in tracking them in the first place.

I also found out that someone who’s skilled at it can make a stone arrowhead in 15 minutes. It takes a bit more to make a complete arrow, so let’s say 2 arrow per hour. In a whole day of working, a character with the required skill could make 20 arrows, which just happens to be the default quiver size in most games I’ve seen. For my campaign, I’m thinking of treating stone arrows just like regular arrows, except that they use a die one size smaller to roll for damage.

Row, row, row your boat, bravely up the stream

So, if you have a setting idea that is not centered around kingdoms and cities, what other reference frames can you use to give structure to the peoples and societies of a vast wilderness setting? How about rivers? All the earliest civilizations of the Bronze Age first appeared along the largest rivers in the old world because big rivers are really really useful. They provide a steady source of water, which in the sub-tropical zones where you find these civilizations can otherwise be quite a problem. But they are also extremely useful for transportation. Rivers allow you to transport large quantities of cargo just as easily as by rail. Load all the stuff on a boat, add a sail or go with the current, and wait until you’ve reached your destination. If you have goods to move, rivers are the way to go. Or to float. While water isn’t as much a problem in Central Europe, the region between Germany and France has been constantly contested for many centuries because it’s the origin of the Rhine, the Seine, and the Rhone, having easy access to the North Sea, Atlantic, and Mediterranean.

It’s been one of the design elements for Planet Kaendor very early on that all civilization has to be on rivers or the coast, with the deeper forests being more or less inaccessible for heavy cargos. When I was thinking of city states, I was mostly thinking about the coasts and large ports, but that’s not where the adventure is. Adventure is deep in the forests where the ancient ruins are hard to get to. I am now thinking about moving all the pieces on the map to correspond to three huge river systems and one archipelago of islands of the coast. I really like ocean beaches, but Planet Kaendor is meant to be a forest world foremost. While there won’t be any along the major rivers, there’s more than enough in the islands region. While I have plans for a sub-arctic and a tropical forest set in Kaendor, for practical reasons it makes the most sense to only go with the temperate-subtropical one for now. I think any single campaign is best served by being based entirely on a single river.

The Setting

Since this first river is located in what I used to call the Dainiva forest, I’m going to call it the Dainiva river here for convenience. And since nothing is a permanent as a temporary fix, that’s probably now going to be its name forever. The great Dainiva river has been the home to many great civilizations over the ages. Cyclopean castles of the giant Rock Carvers overlook the river from cliffs towering over the meandering courses of the upper rivers, with the lower river being home to many old Naga cities. Ruins of the sorcerous Tower Builders rise above the dense trees flanking the river banks, as well as the magnificent living citadels of the Tree Weavers. All these civilizations have long ago faded from history, and it was many centuries after the Naga retreated to the jungles of the south that mortal peoples began settling on the lower banks, gradually but cautiously moving into the abandoned palaces of the serpentmen. Among the ruins they discovered the arts of casting bronze and mastering the secrets of alchemy, leading to the rise of the first mortal civilization. Over many centuries and generations, explorers ventured further up the waters, but even a thousand miles upstream, there were still no signs of the headwaters of the major branches. Only more water and trees, and the wrecks of explorers who had gone before them. And more ruins and monsters.

The Map

A setting of this type is perfectly suited for pointcrawls. Since travel is basically linear along the river branches or their banks, and ruins have to be visible from the river for characters to have any chance to find them, using a hexmap would not provide any actual benefits. Instead, a map showing the various main branches can show the distance between any fork, settlement, and ruin right next to them, and you can also use color to mark different types of water. For example, the common speed for rowing a canoe with no current is given in most places as 3 miles per hour. Currents of 1 or 2 miles per hour also don’t appear to be anything unusual, and while many rivers are much faster, the current generally is slower when you stick close to the shores where it’s more shallow. So you can mark the river conditions in three colors. Dark blue for the slowest water, in which rowers go 2 mph upstream and 4 mph downstream; medium blue for faster water, in which rowers go 1 mph upstream and 5 mph downstream; and light blue for waters too rapid to paddle against, that require continuing on foot. But you could still build a single-use raft from trees and go downstream at 6 mph. If you want to, you can also convert straight from miles per hour to miles per day, if hourly precision isn’t desired, but if you don’t have to deal with things like traveling 2.33 hexes in a day, I think tracking distances by the mile isn’t really any nuisance. On the major branches of a river of this size, there is easily more than enough room to navigate large cargo ships like a junk. With a slightly more sophisticated sail than just a plain square cloth, it is possible to sail up a river against the current, even with quite moderate wind coming from the sides. Merchant ships like these would replace the trade caravans seen in many land-based settings.

Settlements are all either directly on the river or at least have an accessible pier that connects to the actual village by a short path. Since they would want to be visited by traders, such piers would be clearly visible. But you could also have lairs of rivers pirates or secret cults hiding in barely visible side branches much too small for larger merchant ships. With civilization being based along the lower river near the coast, settlements become more scattered and smaller in size as one travels upstream. This can be used as a great indicator for players about the dangers they can expect to encounter. In civilized areas on the lower river, big monsters have long been driven out, but all the best ruins have been picked completely clean generations ago. But on the upper river, few mortals have ever set foot and there are both more dangerous monsters and much greater treasures to be found.

Since traveling on water is relatively simple and allows for the transport of great loads with little effort, I think a campaign of this type works best if you make it really big. Make it a river as big as the Volga, the Mekong, or the Columbia, where characters can go exploring for months between the end of the spring floods and the onset of winter. With the help of rafts, parties will be able to return with huge hauls of treasure, so the journey back to civilization should be a long one to compensate. Bigger hauls should translate to fewer hauls.

Basing a sandbox around a river system is also really convenient for a GM. By its nature, its close to a fractal, allowing you to just keep expanding it with more and more side branches as the party continues exploring upstream. A river map does not have to bother with mountains or elevation, and generally there’s no need to be exact about the width and depth of the water. And if you should end up with a branch that gotten too narrow and shallow to continue on, the party can always go back downstream a couple of miles and go up another branch. Now for the lower river, I think the players should have a map of the main branches and major side branches, as those are areas frequented by river merchants making their regular round. But once you leave civilization behind, there’s no limit for how far you can continue.

Similarly, it’s very easy to create villages and ruins in a vacuum and just plop them down on the map wherever the players decide to go. That goes a bit against the common ethos that players should have control over where they go by making informed choices, but I think in a setting like this, there really are not a lot of choices to make. Check it out or continue up the river? And given how many branches a river system of this size has, I don’t think working with fixed locations would actually be feasible. You’d end up with a lot of “this branch gets too narrow to continue and you’ve not seen any signs of a ruin”. That’s not player agency either. You could very well establish some facts about a ruin when the party stops at a village or trade post and gets a tip from the locals. But there wouldn’t be any need to establish any of this before the party arrives at this part of the river.

Encounters and Sites

I think for a campaign of this type, random encounters might actually the bread and butter of many adventures. Ruins are cool, but when slowly travel up a river for hundreds of miles, you’ll be doing a lot of encounter checks.

In a world with river merchants, you’d also get river pirates. Those pirates would know not to bother explorers going up the river in the spring, unless they are desperate for supplies, but be waiting to pounce at any explorers coming back down the river in the fall with their big hauls of loot. Merchants might invite the party to get a free ride with no paddling on their ships in exchange for protection against pirates while they have the same route. On the upper river, you can have encounters with aquatic and semi-aquatic humanoids, who could either be friendly or hostile to rare visitors from downriver with goods to trade. There can be the wrecks of failed expeditions, which might even be salvageable and be sold for a huge profit if floated down the river without sinking. Or repaired and used for further expeditions the next year. Or there could be ancient crumbling dams from the old civilization that threaten settlements downstream with disastrous floods, allowing for some variation between dungeon crawls.

And then there’s of course the river creatures. Obviously crocodiles and big snakes, but I’m really giddy at the idea of giving players a paralyzing phobia of hippos. Someone suggested to me adding dire beaver dams to block of some rivers and require hauling boats over land to continue. I also really like the idea of creatures in the trees following the players in their boats from shore, waiting for an opportunity to attack.

It really is a fairly simple concept for a sandbox setting, but one I think has huge potential, while looking very manageable at the same time.

Buried Ruins

Hey look, I got a useful (and very short) video to share. People don’t seem to this very much these days.

I knew about ruins getting buried, but didn’t think the effect would be this pronounced. There’s some really good examples at the end, which is something I now think I really should include in most dungeons I make.

A simple system for supplies and hunting

Way too dramatic fantasy hunting scene, but this is what I got.

Kaendor is a continent that is very large and very sparsely populated, with almost all land covered in trees or steep mountains. For campaigns in a setting like this, especially when it ‘s intended for parties with numerous followers and animals, tracking food and water supplies and dealing with the consequences of hunger and thirst is something that really should be part of the game and the everyday travel procedures. While B/X provides a neat simple system for hunger and thirst, the rules for hunting are very vague and appear implausibly inefficient.

So here’s my take on it. The foraging system is taken straight from the Expert set, and expanded with the hunting mechanic. With how often players will likely go hunting throughout a full campaign, I really don’t want to bother with having combat encounters with rabbits and deer that might just run away. The mechanic for hunger and thirds is straight from Basic Fantasy, though I added the time limit to die from dehydration regardless of remaining hit points.

Hunger and Thirst

Humanoid characters need one ration worth of food and one waterskin of drink every day. Characters who do not get sufficient amounts of food lose 1 hit point per day. If they don’t get sufficient amounts of water, they lose 1d4 hit points per day. In either case, the characters are unable to naturally heal any damage without magic until they receive enough food and water again. In addition, characters who go without water die after 3 days. Characters with a Constitution score of 13 or higher can survive for an additional number of days equal to their Constitution bonus to hit points.

Foraging and Hunting

In most circumstances, parties come across enough sources of drinkable water in the wilderness to refill all their waterskins to full. So unless the GM specifically states that no water source was encountered during the day, water consumption does not need to be tracked. If the party stays in areas without natural water sources for an entire day or more, one waterskin has to be subtracted every day, but finding any source of drinkable water is usually enough to refill all waterskins to full.

Rations of food have to be tracked every day the party spends outside of settlements. While traveling through the wilderness, characters can gather edible plants they find along the way, and the party has a 1 in 6 chance to collect 1d6 rations worth of food on any given day. In practice, this number is simply subtracted from the number of rations that are consumed on that day. (Assume the characters eat food that is close to perishing first and keep any food that keeps well for later, so there’s no mechanical difference between preserve rations and fresh plants or meat.)

Alternatively, the party can decide to not travel on a given day and instead spread out around the campsite to hunt for food. Each group of hunters has a 1 in 6 chance to collect 1d6 rations worth of food, but also makes separate checks for random encounters at noon. (Random encounters in the morning and evening are assumed to happen at the camp.)

The Essentials Version

Hunger: Characters who do not eat one ration worth of food in a day, suffer 1 hit point of damage and can not heal damage naturally without magic.

Thirst: Characters who do not have one waterskin worth of drink in a day, suffer 1d4 hit point of damage and can not heal damage naturally without magic. After 3 days + 1 day per CON bonus, the characters die.

Foraging: A traveling party has a 1 in 6 chance to find 1d6 rations worth of food per day.

Hunting: A party resting at camp for a day can send out hunting parties that each have a 1 in 6 chance to find 1d6 rations worth of food per day.