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Showing posts with label rations. Show all posts
Showing posts with label rations. Show all posts

Saturday, May 23, 2020

RSA: Create Water and Create Food


As far as utility spells go, it's hard to get more utilitarian than create water or create food. There are obvious reasons for not seeing either in play more are: Taking up 4th and 5th level spell slots, not to mention how often resources like rations are simply not tracked in a game, especially once the PCs are higher in level and can afford all the beef jerky they want. Nevertheless, these are some powerful spells and, under the right circumstances, could provide a lot of fun for a campaign. But first, let's look at the spell descriptions. Both are from the Cook Expert rules.

Create Water (Cleric 4th)
Range: 0'
Duration: Permanent

With this spell, the cleric summons forth an enchanted spring from the ground or a wall that will give enough water for 12 men and their mounts for one day (about 50 gallons). For every level the cleric is above 8th, twelve additional men and mounts can be supplied.

Create Food (Cleric 5th)
Range: 0'
Duration: Permanent

With this spell, the cleric may create enough food to feed 12 men and their mounts for one day. For every level the cleric is above 8th, he or she is able to create food for 12 more men and their mounts. Thus a 10th level cleric could create enough food to sustain 36 men and their mounts for one day.

First a note or two about both spells in general. I find it interesting that they both make specific mention of the characters' mounts. Since these are obviously spells geared toward wilderness/overland travel, it's logical that things like horses or camels would be addressed. Also, the fact that the amounts scale up so quickly. This would seem to move from dealing with a groups like a party and some hirelings to whole military units.

A couple of things about create water: One, note that even though the duration is permanent, the amount of water is finite. In other words, the spring stops springing after about a barrel of water has flowed. Two, there is no mention of retaining the water. By the book, the characters need to be ready with wineskins, bowls, what have you. Nice DMs, may cut some slack here, but if the party is in the middle of a desert, it's reasonable to expect the water to run off or soak into the sand.

Create food is very similar mechanically, but doesn't specify how the food appears or what form it takes. I would assume the food for the mounts is appropriate to the type of animal (grains, etc.). Other editions of D&D describe it as "nourishing." DMs are free to describe it how they will, but I've always imagined it as a sort of gruel or dense loaf. In other words, it will keep you fed, but that's it. Clerics aren't opening restaurants selling the stuff as "cuisine."

Now that we've covered the basics, how might one use this in their games? Well, let's say the party is planning a long trek across a desert to fight a blue dragon. Even if you don't normally track rations or water, you can give the players a gentle heads up by saying something like "The journey may take many days, and there aren't towns along the way. Make sure you have what you need to survive on your own." I'm not saying deliberately screw the PCs over, but if things like running out of food, getting lost, etc. is possible, then forewarned is forearmed.

Now, if there is a cleric in the party, he might prep these spells just in case but doesn't use them. Let's say they get to the beast's lair, kill it, and want to load up the hoard. Gold is heavy. So is water. What can they do? Why, drop the water of course and create it as needed along the way! Or perhaps the dragon (or a random encounter) killed some pack animals and the group has less carrying capacity.


Imagine the PCs are stuck in a siege situation. Create food or water might allow those stuck in the castle to stretch the rations by days or weeks. In a less benign situation, what if there were people in a place with no water. A not-nice cleric might charge for him to cast the spell each day. Heck, 50 gallons+ of water might even help put out a fire!

Despite not having the usual kinds of effects for "adventuring spells," when you're dealing with the possibility of starving or dying from dehydration, spells like these start looking a whole lot less useless.

Monday, August 27, 2018

Moldvay Musings VIII: Into the Wild



I had written a longer, more rambling post that bounced between general thoughts on resource management to critiquing how such rules are often applied in-game. After looking over that train wreck of text, I opted to delete most of it and start over with a simple walkthrough of overland travel rules as sort of a Random Encounter Fun (REF) entry, but with a little more focus on rules instead of a specific critter.

A lot of players (and more than a few DMs) complain that tracking every little thing can be tedious. I find the main issue players have is that they fail to plan well before the actual adventuring begins, and DMs fail to take some of the factors that will matter into account when they plan the session.

There is a terrific example of an expert level party preparing for an overland journey on page X19. If the players know that you (the DM) will be having them track resources consistently, and you as DM are keeping track of time, then it can all flow fairly smoothly. It's really just a question of organization and some minimal prep.

Here's an example of what I mean by minimal. This is a map I made in about 5 minutes on the computer. It's all I need to run an overland adventure with the rules in the book. I've set no fixed encounters. If I wanted, I could include several days' worth of weather for added detail. All rolls in this example will be recorded as they happen. As of writing these words, I don't know how this will play out.




The premise? A party of four PCs start in the village. They have heard rumors that the wizard Examplo the Mad is likely dead and his evil tower to the Northeast is ripe for the pickings. To get there, they must traverse the Spooky Forest and the Haunted Hills. They know it's about 40-50 miles.

There is no road, which means A) slower travel times, and B) they would be wise to seek out a map or guide. Sadly, our heroes are more bold than wise and decide they merely need to steer NE and they'll get there eventually. They do have enough sense to buy rations for two weeks apiece (x 4  = 56 days) plus bedrolls, tents, and a mule to carry most of the extra gear. Under these conditions, the PCs can travel 12 miles per day on open ground (Their slowest member moves at 60'). The DM also decides to only roll for encounters once per day and once per evening's rest. 

Day 1: The land outside the village is open grasslands with trails made by trappers and woodcutters leading to the woods. The DM rules no problem, the path negates the chance of getting lost. The PCs camp that night just inside the forest. There are no grassland or forest encounters (52 days' of food left).

Day 2: The trails don't go far into the forest, so now the PCs (lacking a map, guide, or personal knowledge of the terrain) need to rely on their own senses of direction. They are also moving slower (2/3 normal rate for wooded terrain = 8 miles a day). For simplicity, we'll call it (very) roughly 1.5 hexes. 

The DM rolls a d6. On a 1-2, the party takes a wrong turn. Uh-oh, a 2! Rolling again, the die comes up a 4, so the party heads NW, all the while THINKING they're heading NE. The trouble is already beginning! They camp again. Luckily, the encounter gods are with them yet again. They have no trouble that day or that night. (48 days' food remaining)

Day 3: Another roll vs getting lost. A 3 means they stay on course. Mind you, they still think NW is NE. Since they are still deep in the Spooky Forest, they have no landmarks to set them aright. More bad news as an encounter comes up for the their night's rest. A 2 (flyer) and an 11 for woodland encounters means sprites! The DM rules that the quiet little clearing where the PCs have unknowingly bivouacked is quite near the lair of 22 sprites. A reaction roll of 9 lists as "leaves or considers offer." Now normally I'd say that would be the end of it, but sprites love their pranks so I don't think they'd let the PCs go scot free. The DM decides that the little jokers pull the mule's picket and then spook the poor beast.  While the PCs chase it down, the sprites steal 11 days worth of food (one half per sprite) from the saddlebags. The PCs eat their dinner and try to rest (33 days' left, leaving a week for each of them).

Day 4: Another travel roll yields a 1. Lost again! Direction roll is a 3. Two wrongs make a right and they're back on track, heading NE again! Their luck doesn't hold though. A wandering encounter roll during their days' travel comes up an 8: Dragon! "Luckily" it's not a REAL dragon, just a puny ELEVEN-HEADED HYDRA!

plus four more heads

Now, I'm not going to roll out a whole combat here, but it's probably not unfair to say that there are pretty good odds of four measly PCs getting their collective lunches handed to them here. And so, our noble heroes meet their fates in the Spooky Forest, never reaching the wizard's tower. If they had only had a guide or map, they might have avoided such a fate. Or not, random encounters be nasty!




There, now. That wasn't so hard, was it?