West Marches - What do to when PCs are not back at the Haven before the end of the game ?
Here is a quick way to resolve what is said in the blogpost title.
This system only works if you:
- Stress the importance of coming back
- Tell players what time it is in real-life so that about 60 minutes before the end of the game they know they need to turn back soon or now (depending on the situation)
- Use it with intelligence
Use this table:
* I use the Flesh/Grit distinction in my campaign, and Flesh can only be healed in town with a hefty price. Therefore this roll makes sense.
With these modificators:
- In a dungeon:
- The group or PC does not possess any light: -10
- The group or PC does not possess any direct secure means of getting out of the dungeon: -5
- The dungeon is in a state of alterness because of PCs action: -3
- The dungeon has monsters with an average HD higher than the PCs (to be used intelligently): -2
- The group or PC isn't sure where they are in the dungeon: -2
- The group or PC have reliable and multiple source of light: +2
- Dungeon is only a lair, or is of a very simple layout: +3
- The group has a direct and secure mean of getting out: +5
- In general:
- The PC has Wisdom of 10 or more: +2
- The PC has Wisdom of 15 or more: +5
- The Hex/Area where they are is almost or totally explored/pacified: +3
- The road from the Hex/Area to the Haven is cleared or almost clear, using a road or something along the same line: +3
- The PC can become invisible using an object, can teleport, or has anything of the same vein: +10
Of course, do this roll behind closed screen and ideally tie it in to the narrative of your world, the dungeon/hex they were in, etc. The modificators are complicated and it would be hell to ask player to keep track of them.
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