This post contains notes for running a hexcrawl still in development. I may add new notes and generators to it, or remake it later. These notes will be of limited use to others before I finished the hex map itself.
New Characters
May choose an extra language or the ability to swim. Clerics are proficient with shotguns, magic-users (and similar) are proficient with pistols. Languages:
Travel
On foot: one clear 24-mile hex per day if faster than 60', otherwise two clear hexes per day.
Horseback: Riding horse cover two clear hexes a day when unencumbered. Draft horses, mules, and oxen cover a hill or forest hex per day when unencumbered. Can carry carts and wagons. War horses cover land like normal. Camels cover a desert or badlands hex per day when unencumbered.
Rail (5 gp per day, +1 per 300 coins of stowed luggage): Four hexes a day. You can assume that you have access to rail in any city on or east of the Missippi and in the Upper or Lower Midwest. The western rail goes from San Francisco (1602) to Salt Lake City (1211) to Denver (1417) to anywhere in the lower midwest. Roll on the train/ferry table instead of the normal encounter table.
Ferry (2 gp per day, +1 per 300 coins of stowed luggage): Three hexes a day. Ferries run along major rivers and in the ocean. They can always be found off cities, or if you wait there's a 50% of one stopping for you, rolled twice a day. If you want to stop at an unscheduled point, you must pay 10 gp or 5% of your carried wealth, whichever is more. Roll on the train/ferry table instead of the normal encounter table.
Balloon (1,000 to purchase, 10 gp per day to operate): One non-mountain hex per day. At the end of the day they must land. Alternatively, a hot air balloon can survey a hex to spot any features, hidden or not, which are visible from the air.
Tables
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