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.
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Share good posts with good goblins. Claytonian at the gmails.
| 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.
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| Our PCs wandering into a crazy hexcrawl |
Share good posts with good goblins. Claytonian at the gmails.

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