30 July 2024
03 May 2023
Overland and Exploration Procedures
I made a procedure cheat sheet for myself and stuck it into my Ref screen. It looks like this:
Here is the .doc file for your edification.
20 April 2023
Hex 0500 - Cradle Wood
Here is a sample page from the hex crawl booklet I am building for the Westmarch campaign. The upper left quadrant has the name and terain type. N = 3 means that we check for encounters three times on 1d6 when traveling across the hex; we check encounters once per hour, with 1-3 on 1d10 meaning an encounter occurs while exploring in the hex.
The wandering monster table has only four monster entries. This is because 1) there really won't be that many chances to roll on the table, which obviates the need for variety and 2) to enforce the idea that "this hex contains X" for any given hex.
When a monster entry comes up (or in some cases, the Faction entry I suppose) we roll on Table 1 as well to see what kind of encounter it will be.
The Faction entry shows who controls the hex, or in the case of a wild hex, the most likely named NPC or faction the party will encounter. This hex is adjacent to the fort ruled by Lord Atlan, so it is most likely you would meet his men or even himself (and I would shade toward the latter, because it's cool to meet named NPCs.)
The Special tells us that there is some feature in the hex; a town, village, landmark of note or wondrous locale.
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Cities are placed and marked on my map. Any time we roll a wonder for the second time in a hex, it is a landmark instead.
Her is my landmark generator. It is overly complex; I'm not sure what to do about it except just make stuff up at the play table. Maybe I should use it to generate some landmarks beforehand so I have a list? Here is a stable link to the .pdf.
14 April 2023
Westmarch Crawl Format
06 April 2023
Wilderness Overland Travel versus Wilderness Exploration
- throw 1d6 N times upon entering a new hex.
- a 1 result generates an encounter.
- each of the encounters will happen 1d8-1 hours after they enter, but always before they enter the next one.
- throw a 1d10 each hour.
- a result of N or less generates an encounter during that hour.
22 December 2022
Overland Movement Points
Fresh and fully-supplied men, in new chariots, pulled by fresh horses, along good Roman roads, in good weather, with no potential for banditry or dragon attacks, could travel 24 miles in a day, and 30 if they hustle.
Therefore, medieval fantasy gamers have long presumed a 24-mile travel day overland.
On a long sojourn, with horses who need to graze and men who need to forage, carrying armor and gear, through dreadful unknown country, under changeable skies, in fear of unknown monsters around every dog leg, possibly transporting wounded men, and setting camp each night catch-as-catch-can, that 24-mile assumption looks like, well, a fantasy.
You can see where I’m going with this.
My assumption for overland travel speed is 12 miles a day, and even that is pushing it a little. Twelve miles of walking and climbing through unknown wilderlands with a moderate burden would be a challenge for most folks, even those who are prepared for the task.
Twelve miles is a good round number though, because we measure off wilderlands in six-mile hexes. (Remember that means center-to-center or edge-to-edge is six miles, center-to-edge is three miles and center-to-vertex is 3.5 miles.)
How shall we model this?
The party gets three movement points per day. Entering a new hex costs some number of those movement points. Easy terrain costs one point, while harder terrains cost more. That means a day on good roads will net three hexes, or about 16-20 miles.
Furthermore, if the party uses zero, one or two points on one day, they carry one extra point over to the next day, for a maximum of four movement points. They can’t save up more than four at a time.
The next task is to assign each kind of terrain the cost of 1, 2 or 3 movement points. It’s easy to eyeball which gets which.
These numbers are just for overland movement on foot. Traveling by water or, as adventurous men sometimes do, through the thin air, will obviate terrain of course and be more dependent on weather.








