As I prepare to run my first Electric Bastionland campaign, I look to author/designer Chris McDowell’s follow up game, Mythic Bastionland for travel procedures.

First I designed a small sandbox with a few adventures dropped in. You might recognize some of these locations from pre-written adventure modules.
For car travel, I developed the following rules.
Travel. Measured in Hecksleagues, commonly called Hexes. Travelling consumes a whole Phase of the day and uses one of 3 methods:
Hike. 1 Hex on foot.
Drive. 2 Hex on-road by car. 1 Hex off-road by car; lose d6 HP each Phase.
Speed. 3 Hex on-road by car; lose d6 HP each Phase.
Characters can spend a Phase to perform Minor Repairs and restore d6 HP. At 0 HP, the car is Broken and requires Major Repairs by a Specialist. There is always a cost.
Travel Roll. For each Hex of travel, roll d6.
1 Car Trouble.
2-3 Impending Trouble. If you roll 2–3 again before Car Trouble occurs, treat it as a 1.
4-6 All Good.
Car Trouble d8
1. Engine Seizure (Broken).
2. Hot Engine (if Car Trouble occurs again before a Major Repair the car is Broken).
3. Bad Brakes (-d6 HP each Phase).
4. Electrical Failure (-3 HP each Phase).
5. Dead Battery (Broken after next stop).
6. Flat Tire (-2 HP each Phase).
7. Sticky Leak (-1 HP each Phase).
8. Strange Smell (grows stronger on subsequent Strange Smell rolls and never goes away).
‘47 RG Banshee A2 (Bulky Frame), 10 HP
You might already see a problem with these rules–yes, the players’ car is in a constant battle of attrition against a breakdown. Herein lies the thrill: Random Encounters occur when the characters are broken down and vulnerable, pushing them further into the setting and plot. The need to seek a Specialist for major repairs will have them indebted to key NPCs throughout the campaign.
To offset some of the aches and pains of this system, I’m going introduce a number of charms into the world that the players can hang from their rearview mirror for passive buffs. They’ll start with a set of pink fuzzy Novelty Dice.
Novelty Dice. Once per day, re-roll a Travel Roll and keep the higher result.
SOME OTHER CHARMS
Lucky Stars. This metal charm attracts wildlife. Damage against the vehicle is always Impaired.
Neck Pillow. Once per day, regain d6 STR while resting in the car for one Phase.
Tropical Dancer. Advantage on CHA Saves while speaking through the car window.
Ornamental Antlers. Ramming attacks are Enhanced. Vehicle armour is increased by 1.
Big Sip. Move twice as fast. Roll d6 per Phase; on a 1, nature calls.
Chair Beads. Chill under pressure, roll Car Trouble twice and take the higher result.
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