I’ve found myself constantly answering the question, “We’re here! Wait, is Sodabread the Illuminant Knight of the Solunarium here too? I have things to ask her!”
Or alternatively, “Has anyone heard if Duwelon the Lich is in that hex over there? I’m kind of spooked and don’t want to wander in there if he’s lurking about.”
This makes sense. My lovable weirdos and baddies have garnered the interest and affection (hatred) of the Company of Knights in Mythic Bastionland. It’d make sense for me to have an answer to this question. Problem is, I hate narrative determinism. I want to leave it up to a realistic chance. Especially in the context of a hex crawl where everything is supposed to emerge organically.
But I hate fiddly upkeep with no tangible effect on play in a session. And I definitely don’t want to muck up the lovely Omens system for each Myth. So for the way I run games, I need something more streamlined to answer the question in a way that still feels meaningful and impactful.
I tried limiting the steps to what would be quick at the table. A single count, a single roll with no meta-currencies or bullshit abstraction — just the NPC’s previous location and the location in question.
When it’s unclear whether an NPC occupies a hex, find and point at the NPC’s last known location.
Starting from 100%, count down in increments of 10% as you count the hexes along the shortest possible path between the NPC’s last location and the hex in question. Count into the negative if needed.
After you’ve finished counting, roll 1d10 if your percentage count is still equal to or above 10%. If the 1d10 roll is equal to or under your percentage count (1=10%, 5=50%, etc), the NPC is in the hex in question.
Roll 2d10 if your percentage count went below 10%. The NPC is only in the hex if both dice show all 0’s.
Modify this as you see fit. This is tuned for a 12x12 hex map in Mythic Bastionland, but this could work well for other sizes of hex crawls or even point crawls if you have a sprawling web-like tapestry of places to explore.
Advantage or disadvantage roll mechanics to fit the situation.
Incremental modifiers for messengers, magical devices, or hounds.
Different percentage increments per hex(es) away to reflect travel conditions, bandits on the road, crunchier approach to the difficulty of travel.
Choose different (longer) routes if map factors would affect the NPC’s journey between locations.
Bigger or smaller dice for dire weather or magical overlays of the Spirit Realm that reveal a misty ectoplasmic trail.