Saturday, April 11, 2026

Fixed the Hounds of Hendenberg forest crawl

So, I've been running a PBP of Horrible Hounds of Hendenberg (please check out the replay!). I've got some issues with the hex crawl part. 

It doesn't say how long it takes to find a feature; it takes too many die rolls for my tastes. Hangman's Hill and the Hermit Cave should be part of the town's map, not a hex away. A very nice looking/vibing product, but a little sloppy. 

Well, I can at least make the rolls simplified for you fine people.

Using math, html, and a surly sandlestin, I converted all the things into a d100 table. You should probably roll on it, declare to the players what happens and let them deal with it, then roll again as they wander around.
 
d100 Roll Feature Found? Travel Time Encounter? Navigation Nav w/spec*
01–17 Yes 2 Hours On Course On Course
18–25 Yes 4 Hours Yes On Course On Course
26–33 Yes 6 Hours Yes On Course On Course
34–50 No 2 Hours LOST On Course
51–66 No 3 Hours On Course On Course
67–75 No 4 Hours Yes LOST On Course
76–83 No 5 Hours LOST On Course
84–92 No 6 Hours Yes LOST LOST
93–00 No 3 Hours Yes LOST LOST

* Specialist: Elves, Rangers, or guides reduce travel time by half and help you avoid getting lost. If you have a map, you should be able to find your way every time.

Our PCs wandering into a crazy hexcrawl

 

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Share good posts with good goblins. Claytonian at the gmails.

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