I’ve had a few groups visit Shremlane over the years, and have been tinkering with it since like 2012. It’s basically a misery crawl, but hopefully the odd encounters keep the players coming back. I’m trying to iron out the procedures for the latest foray. Those groping trees are really stressful!
Procedures:
Enter new hex or get to midway point→Roll 2d6
Sides add to seven→Underworld entrance spotted! Permanent find; mark it.
Sides are adjacent numbers→Trail spotted. Trails are not permanent. The trees are dicks.
Sides match→Encounter! Roll a d20 the first time, d30 the second, and d60 the third+ time.
Travel times & stress cost:
Always confirm the times to start a day, add extra time for incidentals, rations should be consumed every six hours (stress if you skip meals).
- king’s road: On hour per ½ hex/Two hours per hex No stress
- trail: Two hours per ½ hex/Four hours per hex One stress points
- no trail or road: Three hours per ½ hex/Six hours per hex Three stress points
Background:
Shremlane forest is a cursed place. A generation or so in the past, it was host to a group of peace-loving humans called the Shmisdanis. Then, as always seems to happen, barbarians invaded from the north, sacked the stronghold of the Shmisdanis which was also the heart of the forest, and then went on their way. People say that the barbarians were after the treasure of the Shmisdanis. Others say the Shmisdanis failed to keep up the accords they had created with nature and the forest, thus letting the barbarians slip in as punishment. No doubt more blood than sap was shed that day.
Share good posts with good goblins. Claytonian at the gmails.