timmaugh said: I have a functioning version of this very nearly completed in my test game, but I do have questions (at end of this message)... First, the pics: Step 1 - GM clicks button to "Start New Journey After answering prompts about the Guide, Peril, Terrain, Difficulty, and whether the Ranger is acting as Guide, the GM gets this whisper: EDIT: I realize I mis-spelled "Embark" in the above image. I have corrected that in my command line, but I'm not going to go through the hassle of recapturing/posting the image. Step 2 - GM clicks the Alert button Whomever was designated as the Guide gets the following whisper: Step 3 - Guide clicks button to Embark The roll takes into account the GMs choices for the Journey, and produces an output like: If the Guide tries to roll again, s/he is prompted with the following message: ...until the GM initiates a new Journey. Step 4 - Journey Encounters The GM clicks a button to generate an encounter. Every encounter decrements the count of remaining encounters for this journey. As long as there is still an encounter to be had, the GM gets an output from the Journey Table: If there are still more encounters after this one, there will be a button at the bottom of the output to generate the next encounter. If this is the last encounter, that entry says, instead, "None": And if the GM should try to generate an encounter when the remaining encounters is already at 0, you'd be prompted with: Remaining Bells & Whistles to Build I did not include some of the effect text from the Journey in the output, as that text should automatically prompt for certain activities... like checking the Embarkation Roll to see if it is a 1 or 12, and alerting you that the encounter is automatically a friend or foe. Other text that did make it in can be replaced with messages to other players. For instance, if every character has to make a CON check, they should get a message prompting them for that roll. Also, I haven't built the Arrival portion, yet. Questions If this looks like something you might like, I can post the setup instructions, and/or invite you to my test game so you can poke around and see it in action. To get it finalized, though, I have some questions: 1) The Embarkation table #10 and #12 have a +1 and a +2 (respectively) mod to Journey Encounter rolls. Based on the construction of the Journey Encounters table, I believe that is wrong. These are good rolls for Embarkation, so you want better/easier encounters, which would mean subtracting these mods. Am I correct? 2) For the Terrain mods (selected by the GM at the start of a Journey), both Hard and Severe are listed as +1... are these supposed to be the same? 3) The Journey Encounter table #12 references the "Embarkation value"... does this refer to the Peril setting for the Journey? 4) Your "Journey Length" numbers both overlap and leave gaps. A short journey is up to 6 days, except that your medium journey is from 6 to 15 days -- so those overlap. Then your long journey starts at 17 days, even though that doesn't account for 16 days. This doesn't matter to what I've set up, but you might want to correct it. 5) It looks like the party can only choose the speed of their Journey once -- at the beginning. That generates the number of encounters along the way. And while that pace has implications for what they can do (for instance, no longer able to ambush), they can't actually change it once the journey has started. Is this correct? Hi Timmaugh, Huge apologies - real life sort of interveined in a ' need to buy a house ' sort of way and thoroughly derailed my plans to sit down and reply to your post. So a little later than intended, here we go. 1 - Yes please invite me to your test game so I can see this in action! 2 - Embark 10 & 12 contain +1 and +2 modifiers for the journey table. - yes this is by design. The journey results table is a mixture of good, neutral or potentially bad outcomes. The idea is the better they roll to embark the more likely there are to roll high on the journey table (mitigated by the terrain and general peril) and meet favourable - but not always - circumstances in encounters. Rolling high on the d12 for the journey ranges from - finding a campsite to long rest at (8), which may or may not be safe to use; A piece of lore which can either inspire or crush their hope (9); A Dangerous place (10) could be a abandoned watchtower or a goblin campsite, corruption from the spellplague, a batlefield filled with undead ghosts. Moar Enemies (11) is for large movements of groups - could be a stampede, a phalanx of Ras Nsi's undead or a moot of Goblin-kin, the skies darken under the wings of hundreds of ptera folks - reflective of the fact that the jungle is alive with enemies that will vastly outnumber an adventuring party; An (in)auspicious meeting (12) is when I can introduce a significant NPC (if they were hunting for Meskia, or find Salida at camp with some Zhentarim, can be role-play - and it could be role-play or combat, this is more to help me the DM steer the story and come up with an encounter involving them as appropriate. 3 - the Terrain Mods Hard and Severe are both +1. Yeah, this was a small plateu I introduced so that the terrible terrain didn't end up skewing negative all the time. I considered a straight scale of +1 +2 +3, but I worried that the dreadful settings would be negative 100% of the time so I made it so Dreadful is still the worst of the bunch - but the terrain modifier didn't increase while the DC did. If you think it would work better as +1, +2 +3 we can change it, but my concern was this made the results always awful - and while that is fitting - in story terms a perpetual down beat is miserable so I wanted to leaven it a smidge. 4 - The journey table 12 references Embarkation value. This was intended to reflect the D12 without modifiers used in the Embarkation Roll - and simply determines if the (in)auspicious meeting is automatically an enemy or an ally. One of the features I really appreciated about the travel rules in AiME was how the consequences carried forward and affected how things played out much later. This was intended to be a consequence for rolling really high (or low) or how the journey starts and then getting a 12 on the journey - and you think you are about to meet Artus Cimber with directions to Omu, and that night the Nightmare hauntings begin becuase that's when the Sewn Sister's found you. 5 - The Journey Length's overlap - This might be an error on my part, it was more to use as an estimation of you want to travel to where on the map? AiME sort of assumes you are traveling to Bree and then onto Weathertop, hence embarl-journey-arrival That doesn't map onto an unexplored jungle so well until it starts to be come explored. So the abstraction is to use the hex per day for the DM to judge okay so that's a long way from Nangalore to Orolunga through swamp (difficult) and deep jungle (hard) and The Shadowfell aura of Orolunga (Dreadful) - and I will need enough encoutners to reflect that sense of exploring various biomes and terrains and pick encounters which reflect the changing circumstances - guided by the types of encounter that pop out of the journey table. 6 - The pace of the party is it chosen once? I did not intend it to be, no. If they have had a particularly bruising encounter they may be looking for somewhere they can rest and recover - that will not be automatic so they may chose to slow their pace to more thoroughly canvas the hex at a penalty to their progress. Likewise if they are running after the orc pack like Aragorn, Legolas and Gmili - that will move them further on the map but at a cost to blundering into an encounter and an increase in the chance of exhaution becuase they are running. I saw this as something the DM would ask the party, akin to "are you doing this stealthily?" I am really sorry it took this long to get back to you with a substantive reply - and I hope that clarifies things and am super-excited to see all this in action. Thank You!