The Kal-Arath/Four Against Darkness solo campaign is moving along, and I am having a lot of fun with it.
In this past week’s episode, I started the main group on a long overland journey from Highfork to Trollfens Castle. Most of this territory is “uncharted”, at least beyond the 25-mile hex scale.
I’ve made a procedure for the hex travel and posted a PDF on the SoloGaming itchio page (SoloGaming Resources & Downloads). We will be using this system, as well as a new “Event Card” system for weekly random events.
You can see the process in action below in the new video, Journey to the Trollfens. We’ll also be taking a look at the overland travel generator from Perplexing Ruins (itchio link). The Perplexing Ruins playtest videos will be posted here for subscribers, so be sure to hit this purple button!
Event Cards for Overland Travel
This PDF is also available on the SoloGaming page of World of Weirth itch.io
Draw one Event card at the beginning of each week of long-distance travel (or roll on the table).
Weekly Draw (d20)
1. Stampede: A herd of wild beasts charges through. Retreat to the far edge of the current hex & consume one extra day of Rations. Plot a new Travel marker and roll for Lost, etc.
2. Open Skies: Clear visibility allows you to avoid an encounter or gain surprise on an encounter.
3. Rolling Thunder: A storm appears suddenly. Lose a day of travel, consume one extra day of Rations.
4. Hidden Cache: A stash of forgotten supplies is found. Gain one day of Rations & one Resource card. Roll a d6, on a 1 there will also be a map to a mysterious location 2-7 hexes away.
5. Scout’s View: From the hilltop, you spot an enemy's hidden position. Roll on the Encounter table, choose to avoid or engage with surprise.
6. Winds of Magic: A strong breeze carries potent energy. Units in this hex can cast spells at Advantage this week.
7. Village: You find a peaceful settlement. Gain 2 days of Rations & one Resource card.
8. Bandit Ambush: Lose 1 Resource unless you win a combat against the Bandits.
9. Travelers in Need: Aid wandering merchants to gain 1 random magic item.
10. Lost Supply Caravan: Recover abandoned supplies. Draw 1 Resource card. Roll a d6, on a 1 there will also be a map to a mysterious location 2-7 hexes away.
11. Magical Storm: Roll a die: on a 1-3, all units in this hex at Disadvantage on all rolls this week.
12. Mysterious Stranger: A cloaked figure offers a deal. Gain Advantage on all rolls this week but lose 1 Resource card.
13. Rogue Druid: A spellcaster attacks. Fight or lose 1 Treasure card.
14. Favorable Winds: Movement is increased by 1 hex for this turn.
15. Dark Omen: Disadvantage on all rolls this week.
16. Falling Star: A meteor grants power. Advantage on all rolls this week.
17. Feral Pack: Wolves attack. Fight or sacrifice one Resource card to escape.
18. Supply Shortage: Lose 2 days of Rations.
19. Hidden Treasure: Draw 1 treasure card.
20. Ancient Ruins: Explore to gain one Treasure and one Resource card.
(Resource and Treasure Cards will be introduced in forthcoming supplements.)