So the Troupe game I’ve been running off and on for The One Ring group when we don’t have a quorum for The One Ring has gone far beyond the one-shot adventure I’d originally ran for them. It looks like we might also get some additional drop-in/drop-out players, so I decided to make a fresh start and try t establish a West Marches style campaign framework.
Here’s the map so far:
I need to go in and, over time, replace the giant blocks of single terrain that Worldographer generates with actual detailed terrain and assorted stuff. You can see the initial area in which I’ve actually populated things out to a degree.
I need to think about procedures. Last night was part Session Zero and a tiny bit of adventuring so not much was done beyond establish a few names and fiddle-faddle about. Now I’ve got a week or more to do more prep type work and set up some tables for West Marches elements like getting back to town, etc.
Back to Town
My first impulse is to roll a handful of dice for the dungeon level and the wilderness for when the party doesn’t get back to town by session end. Everything in Troupe has an HD value so I can make a dice pool for the dungeon level plus the highest wilderness terrain HD they’ll pass through plus one for every additional hex between the party and town. I can potentially consider other circumstances for adding more dice but this is a good start, I think.
Any sixes rolled indicate mishaps, or fives and sixes if the party ends in the dungeon.
Here’s a first stab at a mishaps table:
| d6 | Mishap | Outcome |
|---|---|---|
| 1 | Lost! | You lose your way… Roll again: three lost results indicate a death in the dark or wilds. |
| 2 | Injured! | You gain one injury. |
| 3 | Trapped! | You are captured, stuck, or cornered, and need rescue. |
| 4 | Scarred! | You gain one Despair. |
| 5 | Harried! | You lose one item from your inventory. |
| 6 | Eucatastrophe! | Was it fate? Destiny? Three results indicate that you’ve learned something new about the location or situation. |
