Overland Travel as a Dungeon
With D&D being canceled last night due to Roll20 issues, I’ve had time to do extra prepwork! I’m trying something new to take the tedium out of overland travel by making it more like a dungeon with “rooms” depending on the choices the players make (the labels are GM-only for my own reference)
I’m also making Long Rests during travel more difficult (so I don’t have to challenge them with deadly encounters at every step): Each long rest, players will need to choose between regaining their hit points, regaining half their max hit dice, or regaining their spell slots/long-rest-recharging features. In other words, three long rests will end up equaling 1 true long rest. They can choose the same thing multiple times in a row.
All encounters are established ahead of time, but which ones they encounter are based on their decisions. My rules for designing the encounters:
75% of encounters must progress the story (7/9 advance the plot here)
Each must be foreshadowed in the players’ options. They should know the extent of dangers of their choices.
50% should be non-combat (traps, RP, skill challenge, etc)
Here are the encounters the players face while in the swamp:
A torrential rainstorm begins to rage. (these ones are non-plot encounters)
Seek cover and wait it out: The tree the players rest beneath loosens from a rush of water and falls over, burying and suffocating those that fail the save. Three successful Athletics checks frees them.
Keep moving carefully: A spinosaurus hunts the players using the rain to cover its approach.
There are no encounters during the day but the players will need to make survival checks to stay on the newly-flooded path. At night, our warlock-turned-wizard has dreams relating to their shadowy ex-patron, who desperately wants control of her back but an amulet is keeping the patron at bay. When she awakens, one of her allies was mind-controlled into stealing the amulet and throwing it into the muck. After the charm fades, shadow stags attack once the warlock is vulnerable (I took large Giant Elks and combined them with undead Shadows, and had their dash create a trail of magic darkness).
The road passes through a valley that got flooded by the rain.
Cross the Water: The players spot a crocodile in the water. It ignores them for now but it seems the water might be dangerous. They will also need to figure out how they are doing it (boat, swimming?) and make checks. Lizardfolk and a giant crocodile relating to the players’ past can be encountered here. They are hunting and will attack initially, but the players might be able to end combat early if they persuade them.
Find a Way Around: There is a forest filled with strange green mist, similar to a corrupted plant-hydra they saw earlier. They will need to make survival checks and regret not letting the ranger from last session help them. A hag has been corrupting the land near here, and they will get attacked by 3x owlbears with a 5′ poison aura and corrosive claws.
Depending on which ways the players went, they can access different parts of an old kingdom or try to find the main road again (but, nearing the exit of the swamps, the players might want to lay low for story reasons). The other story stuff in this fork is hard to explain lacking context so I will just explain the encounters.
Investigate skulls on pikes: The players can find Themryl Gardens, a cemetery desecrated by skulls on pikes with glowing eyes. It is currently being raided by a blackguard with 3 skeleton servants. He is trying to break into a mausoleum but his skeletons are too weak. If disturbed, he summons two Flameskulls from the pikes nearby to attack.
Inside the mausoleum is a Spectator guardian. A glyph of warding trap is on a sarcophagus, which also has a secret compartment with story stuff and treasure. the corpse within is also story-related and leads to Old Themryl Keep for the other half of the info.
Find the Road: The players meet a bard belonging to their destination’s innkeepers’ guild. He seeks Old Themryl and will pay handsomely to be led there to gain inspiration for his songs. Players can ignore him if they choose, but at least they will learn about the plot dungeons if they wish to return.
Investigate the bodies: Players find bodies riddled with arrow wounds (but no arrows), crawling away from a thicket before they died. In the thicket is the half-sunken ruins of Old Themryl Keep. It is protected by Sword Wraiths (but with stats for longbows) on the battlements.
Inside, there is a simple statue puzzle and mysterious ghostly antics. The puzzle opens the next chamber.
Next room is a hallway with two normal sword wraiths. One door in the hall is caved in. Another door will open but buries the door opener in muck (trap). Last door leads to a grand hall.
Grand hall is knee-deep in water with rubble islands and a throne peeking above surface. Sword Wraith Commander is here, and summon other sword wraiths. The commander deals bonus lightning instead of necrotic and has a lair action on round 20 where he electrifies the water for a high amount of damage. Players can avoid by the islands or throne, but the minions may push them in. If put to rest, story stuff happens.
Last room has a noble’s treasure and a handmaid’s journal that dispenses plot, and leads to the cemetery for the other half of the info.
The players come by a caravan trying to fix their wheels/axle and trying to treat wounded members. One would think they were attacked by bandits, but in reality it was a patrol of corrupt soldiers demanding tax from these merchants from an enemy kingdom from New Themryl (the PCs destination). If the players help the group, they are offered a way into an enemy kingdom with shelter, and rewarded with some of their goods. If not, well... the PCs don’t gain anything. They’re just assholes.
And then the players arrive at their destination!
There were multiple paths, options to backtrack and explore, RP elements, mini-dungeons, skill checks, puzzles, traps, and big monsters... just like any dungeon! Feel free to steal any of this and especially the concept of “travel as dungeon” because I think it’s going to be more fun. But we will find out on our next session of the Dorkvision stream! (Sundays 9PM-12 eastern and wednesdays 7-10PM - https://www.twitch.tv/noblecrumpet)