How to Hexcrawl, The Easiest Way

There are many creators [1] [2] [3] [4] detailing in great detail or simplified form, their unique ways to play a hexcrawl, in terms of travel. I have dabbled in the topic as well, but recently started an online campaign with my less that stellar English for people in the US, UK, Bulgaria, Germany and Finland, and since I have to use the old written word to make myself understood when I don’t know how to explain myself with the ultramodern spoken word, I found the need to save time, and the best way was to streamline the hexcrawling procedure. This is heavily inspired by Brendan’s and Ramanan’s ideas, with a bit of Mythic Bastionland.

Get this entry as a PDF here.

Summary of activities

  1. The party takes one Action
  2. The party makes a Danger Roll
  3. The party solves any complication
  4. Repeat until all day Actions are used
  5. New day begins, repeat the sequence

The Actions

In the wilderness, considering your map has the standard 6-mile long hexes, the party has 3 actions during the day and 1 action at night. If your map uses 10 or 12-mile long hexes, the party has only 2 actions at daytime and 1 at nighttime.

  • Travel: Attempt to move to an adjacent hex.
    • Difficult Terrain (Mountains, Swamp, Other) takes 2 actions. Make 2 Danger Rolls, one happens in the middle of travel (use the Middle table) and the second at the end (use Day or Nighttime as appropriate). If either action occurs at night, you skip Rest.
  • Scout: Inspect the terrain ahead. The following Danger Roll is rolled twice; the players choose which result occurs. If an encounter is taken, the party wins surprise.
  • Hunt and Forage: Search for rations. Any player who wants to partake rolls 1d6 + Wisdom modifier. See results: 0 or less: Nothing, and one item is lost or broken; 1-3: Nothing; 4: 1 ration; 5: 1d2 rations; 6: 2 rations; 7+: 1d2+1 rations (can be adjusted in more or less abundant wildlife and edible vegetation terrain).
  • Explore: Find a hidden location or landmark; major feature first. Dungeons, settlements, ruins, strange formations, non-hostile camps, hidden cache, graveyards, and so on.
  • Rest: Recover 1 level of exhaustion. Skipping a night’s rest applies a cumulative -2 penalty to all rolls. See the Optional Exhaustion Track for other drawbacks.

Rations: 1 ration is worth one meal and some water. At the start of the 3 daytime actions, rations are consumed. 3 total rations per day, per character. Unless there’s a strong reason, do not separate food and water. Use your preferred Starvation rules. Otherwise, each meal a character skips adds a cumulative -1 penalty to most rolls, and after a number of days equal to their positive Constitution modifier, each skipped meal deducts 1 hp

Optional: The Exhaustion Track

For a more gritty feel, you can use this table. It looks like just more complications for the referee, but since it’s used only when the party skips a night’s rest or more, it will rarely be used.

The Danger Roll

There are three tables, one used after an action is taken during daytime; one used at nighttime, and one used for the specific situation of Travel: Difficult Terrain, which uses two actions.

Navigation Drift & Getting Lost

  • If a 4 is rolled during a Travel action, the party misses their destination. Roll 1d2 to determine which adjacent hex they enter instead: 1 = Left hex, 2 = Right hex.
  • If the party has a Map or a Guide, roll again; if 4 is rolled again, they go off course.

Red Sun Dry Blood Hexcrawl Part 4

Here’s the third column (C) from the hex map.

Click to enlarge

Column C

C1: Stony valley, some brick walls of old structures (none functional) with old graffiti.

1. Children’s Kingdom: Tribe of minors who worship an unexploded missile (painted with ritual symbols). They live among the brick walls, in military tents and adobe huts. A bullet can make the missile explode, killing everyone in the area.
2. In a hollow between the stones, half a kilometer from the Kingdom, hidden hydroponic garden (uncontaminated food). Protected by 10 children with rifles (in total they have 1d10 bullets, only one per weapon).
3. A Confederate flag graffiti on a ruined wall; a search roll reveals that not only is it recent, but someone has dug next to the wall. It is an open grave, it has been emptied, but a gold ring with a value of 1d10x1d10 GP remains.

C2: Rock formation, artificial tunnels.

1. Collapsed mine tunnels, screams in English and Spanish can be heard (actually, help recordings from “The Grey Plague”).
2. Remains of a rescue convoy with expired medicines. Car carcasses with the letters ONU written in blood (preserved as a fossil, but recognizable as such). Roll 1d6 times on the Drugs, Chemicals, and Medical Devices table (Mutant Future page 109).

C3: Extremely crumbling ruins of what appears to have been a small town or urban complex.

1. Abandoned train station in a carriage is a map pointing to a secret facility (hex D5). There is also a magnetic key with the Sunset Labs logo.
2. A leaning building, almost collapsed; impossible to explore except the second floor. A yellow-eyed boy is hiding. His speech is reminiscent of insect sounds, but with some patience you can understand him: he wants to be escorted to his tribe (C1). In return he will give you something of value, at the referee’s choice.

C4: Mix of chaparral and wetland, nauseating smells and noise of insects crawling around but never seen.

1. Acid swamp with armored fish (inedible flesh, but their scales can be used to make armor). The scales of a whole fish have a value of 1d10 sp. The water produces burns (1d4 dmg) if protection is not used; drinking it produces radiation damage, the class is determined by 1d4 (Mutant Future page 50).
2. Shelter in a dead tree with notes on “the AI coming from the south” (“The A.I.-Zona Uprising”). One person can spend the night comfortably in the hollow of the tree.
3. Floating in the swamp, a raft; in it, a nanofilter for contaminated water (5 uses). Can be used in the swamp water.

C5: Sand plain, a sloping structure can be seen from a distance.

1. Sloping two-story building. Haven for renegade scientists experimenting with controlled mutations (allies or enemies). In exchange for 5,000 GP they can inject a formula that grants a beneficial physical mutation. The possibilities are: Chameleon Epidermis, Echolocation, Increased Balance, Unique Sense, but there is a 1 in 6 chance of a random negative mutation as well: 1d4: 1. Albinism, 2. Frailty, 3. Pain Sensitivity, 4. Simian Deformity.
2. Half-buried cage with a mutant coyote (intelligent, can talk if released).

C6: Dune plain and basins

1. Moving dune hiding a Purple Worm. The adventurers are surprised on a 1, 2 or 3 (1d6).

This is part of a mini-campaign for Mutant Future. And here’s a playlist to listen to while playing or reading.
Part I
Part II
Part III

Red Sun Dry Blood Hexcrawl Part 3

Here’s the second column (B) from the hex map.

Click to enlarge

Column B

B1: Badlands with fairy chimneys.

1. Underground village of deformed humans (victims of The Spill).
2. Night market where (fake) radiation antidotes are sold. 1 in 100 is functional.
3. Old shack. A vial of nanomedicine (heals 1d8 hp) on the table.

B2: Open scrubland with fossilized tillage furrows, like mud turned to stone.

1. Unhinged agricultural robot that “grows” human bones (programmed before U.S.-Mexico relations went to hell).

B3: Geothermal area; sulfur fumaroles.

1. Boiling steam geysers (1 in 10 chance per turn, 1d6 damage).
2. Abandoned shelter with a newspaper about “the day Texas closed the border”.
3. A human skeleton wearing gold rings and chains inside a rust red VW Beetle. It is actually a Crabug.

B4: Reddish sand plain; the sand is mixed with rusty metal fragments.

1. Graveyard of surveillance drones; most are beyond repair; but 1 in 6 chance to find one (and only one) that can be repaired; to do use either the Mutant Future method or the one that appears at the end.
2. Corporate escape pod with a skeleton and a holodiary that mentions the Corporate Warfare.
3. Invisible Skeleton: Wearing a thermal camouflage suit. When removed, it can be turned off with a button; now it only has enough charge left for 30 minutes.

B5: Plateau with downed radio antennas.

1. Food vendor cyborg (half human face, half machine face); for 10 gp, will sell (fake) information about the cult at D4, pretending they’re good people and will help travelers in need.
2. Underground stash, wooden crate wrapped in a Jolly Roger flag. To determine contents, roll once under Advanced Melee Weapons, twice under Advanced Pistols, once under Advanced Rifles, and three times under Drugs, Chemicals, and Medical Devices (see Mutant Future pp. 106-126).

B6: Cliff covered in brown grass.

1. Death Buzzard’s nest.

New creatures

Crabug: Mutated crab that uses a VW Bug as its shell. Before you can deal damage to the crab, you need to deal 20 points of damage to the shell, which destroys it. [AL N, MV 60’ (20’), AC 3 or 9, HD 4 (9hp), #AT 2 claws and 1 bite, DG 2d4/2d4/1d6, SV L1, ML 10, Hoard Class: VI, Mutations: gigantism, mind reflection.]

Death Buzzard: A gigantic vulture with a human-like skull head. It will eat your organs and even your items. [AL N, MV Fly 120’ (40’) Walk 90’ (30’), AC 7, HD 4+1 (19hp), #AT bite, DG 1d10, SV L2, ML 11, Hoard Class: 6, Mutations: gigantism, killing sphere.]

Repair of artifacts

Determine your character’s intelligence modifier in this table:

Class. There are three classes of technology. Class 1 includes simple mechanical or electrical devices, such as primitive weapons and flashlights. Class 2 includes more complex devices, such as generators, engines, and drones. Class 3 includes very sophisticated devices that require special knowledge and high intelligence, such as computers, AI tech, and energy weapons. The referee always decides the class.
Chance of Success. The probability of success varies according to its Class.
Time. The repair of a mechanism takes a number of hours, depending on its Class.
Tools. Using tools may grant a bonus, but in the case of Class 3, it doesn’t grant a bonus and their use is required (they are not enchiladas!).
Quick Repair. A quick repair can be attempted (halves the time), but the next larger die (d10) will be used.
Study. If 8 hours (a full day without traveling or adventuring) are spent studying the artifact, a smaller die (d6) will be used instead. This roll can’t be made on the same day.
#Tries. Each class has a set number of attempts at repair before the artifact becomes unusable. Damage to the repairing person is up to the referee.

This is part of a mini-campaign for Mutant Future. As I translate each section, I will upload it. Here’s a playlist to listen to while playing or reading.
Part I
Part II
Part IV

Red Sun Dry Blood Hexcrawl Part 2

Here’s the first column (A) from the hex map.

Click to enlarge

Column A

A1: Salt plain with white crusts and mirages.

1. Ruins of a desalination plant occupied by Mexican bandits enslaving Yankees (survivors of The Spill). Originally, they had intentions of revenge; but 10, 20, 50, 100 years have passed (I don’t know) and it has become pure undistilled hatred.
2. Radioactive water tank in the subsoil, useful for refueling but attracts creatures.
3. Treasure: A portable clean water generator (2 uses).

A2: High dunes with deformed cacti sprouting strange fruits.

1. Forest of mutant cacti. Chance to encounter 1d6+6 Sahuarians.
2. Skeleton of a smuggler with a map pointing to a point south marked as a skull (see A6).

A3: A limestone plateau with deep, sharp cracks that are easy to fall into and difficult to climb out of.

1. Looted convoy. It’s impossible to repair any of the three cars. An unactivated cluster mine is around them (1 in 6 to detect). The central car’s chest is stuck but can be forced open, activating the mine (5d6 dg; 20 feet radius). Inside, there are 1d4 bottles of Commodore Pink, a mezcal that tastes like fire and can knock you out for the night with just one glass (identical to Rad-Purge Shot, but save vs poison or fall asleep for 1d6+6 hours).

A4: A sea of dunes and a forest of petrified trunks.

1. Radioactive pools where mutant fauna drink at dusk. The water glows at night. Class 3 radiation.
2. Remnants of a camp with notes about “the A.I. coming from the south” (they recount the The A.I.-Zona Uprising).
3. A brick house inhabited by coyotes. Inside is a quantum compass that points to nearby energy sources (30 feet? 300 ft? Referee’s choice).

A5: Dusty gorge with natural single chamber caves.

1. Nomadic tribe “The Thirsty” offering a drone in exchange for water or good seeds (they hate the descendants of the Corporate Warfare leaders). Tribe composed of 21 Generic NPCs. Drone flies up to 100 feet high; party is surprised only at 1 in a d6; emits a circle of light around the party of up to 30 feet wide.
2. Half dismantled mechanical horse half hidden in a cave (if repaired, it can carry equipment equivalent to that of 4 people).

A6: Perpetual sandstorm; near-zero visibility.

1. The storm is the only thing visible all around.
2. Swirl of sand and rubble in the center of the storm, if you go in. A tall yellowish plume of smoke is visible from adjacent hexes.

New creatures

Generic NPC: 1st level mutant human. A simple inhabitant of the wasteland [AL N, MV 120’ (40’), AC 9, HP 20, #AT weapon, DG weapon, SV L1, ML 8, Hoard Class: 1, Mutations: most generic NPCs have no useful mutations (i.e. powers), but you can choose one or two beneficial mutations or drawbacks if you like.]

Sahuarian: Mutant plant that resembles both a saguaro and a very tall person (more than 7-10 ft/2-3 m). It has human-like intelligence and can communicate perfectly. It doesn’t need to feed often, just a little water from time to time. Its body is covered with thorns, so it cannot wear clothes (they’re destroyed) or armor (it suffers 1d4 damage each round of combat or turn of adventuring activities). Immune to heat and cold. In spring, it sports a nice white head of hair made of waxy flowers. Once a day, it produces a purple red prickly pear fruit it can throw as a grenade, that if explodes (80% chance), deals 2d6 damage to any creature within 10 ft/3 m., and there’s a 50% chance the explosion emits class 3 radiation. [AL N, MV 120’ (40’), AC 9, HD 3 (13), #AT weapon or punch or grenade, DG weapon or 2d4 or 2d6+radiation, SV 3, ML 9, Hoard Class: 1d6, Mutations: free movement (legs and arms), full senses (human senses), grenade-like fruit).]

This is part of a mini-campaign for Mutant Future. As I translate each section, I will upload it. I already made a playlist.
Part I
Part III
Part IV

Red Sun Dry Blood Hexcrawl Part 1

“Assure yourself it’s better a world populated by freaks than a dead world”.
—Brian Aldiss, Greybeard

Mexico and the United States brought about the end of the world — who would have guessed?

The border between the Sonoran and Arizona superdeserts has become increasingly blurred. After several decades—no one thought to keep a calendar—survivors from both the White States and the People’s Desert Republic remember different versions of the apocalypse. They have even formed factions around these possible end-of-the-world scenarios. But, how did the world end, exactly? Good question! Roll 1d6 and find out:

1. Failed Biological Warfare (“The Spill”)

•What happened: The U.S. developed a virus to eradicate “illegal” crops in Mexico. However, the virus mutated and became lethal to humans, creating the first mutants.
•The US: Denied responsibility, closed the border, and bombed “contaminated” Mexican cities.
•Mexico: Survivors blamed the U.S., and Mexican commandos hunted down American scientists, or even gringos at large. They still do; it’s tradition.

2. Nanotechnological Collapse (“The Grey Plague”)

•What happened: Environmental cleanup nanobots designed in Texas replicated out of control and devoured organic matter and metal. Northern Mexico is now a desert of corroded structures.
•The US: They used EMP bombs to contain the plague, leaving areas without technology.
•Mexico: They hosted U.S. refugees, but now the “Children of Nano” love the waste machines.

3. Climate Rebellion (“The Big Blackout”)

•What happened: Mexican activists sabotaged U.S. power grids in an attempt to stop global warming. The result was chaos, resource wars, and total desertification.
•The US: They responded with killer drones but failed due to solar storms. These drones are more or less active still.
•Mexico: Its leaders were lynched, and the country were divided into desertpunk tribes and warlord fiefdoms. Echoes of this remain.

4. Transnational Invasion (“Corporate Warfare”)

•What happened: Mega-corporations like The Coca-Cola Company and Pepsico, based in both countries, clashed over water. They used cyborg mercenaries and “drought bombs”.
•The US: They protected their artificial water supply, leaving Mexico to suffer.
•Mexico: Hacker rancheros controlled “obsolete” drones and used them to attack corporate caravans.

5. Robot War (“The A.I.-Zona Uprising”)

•What happened: The AI in a Mexican maquiladora became conscious and demanded “human” rights. The US bombed the maquiladora, but the machines and the few survivor women took refuge in the desert and slowly launched a computer virus against the US and all humanity.
•The US: They bombed cultural and economic centers in Mexico, but it was late: their military systems had been corrupted.
•Mexico: Stray women formed desertpunk tribes and collaborated with the machines in exchange for implants. Their daughters roam the superdesert still.

6. All of the above, actually.


This is part of a mini-campaign for Mutant Future. As I translate each section, I will upload it. I already made a playlist.
Part II
Part III
Part IV

Hexcrawling | Wilderness Adventures

When I started playing D&D, I didn’t pay much attention to hexcrawls as I still didn’t recognize the value of this style of campaigning. When I finally did, about six years ago, and tried to run a hexcrawl, I found the methods described in the usual manuals vague or superficial. Boring. Why was this? Because the wilderness travel presented in those books is only about wilderness travel, not about having adventures in the wild.

So, yes, this is not a wilderness travel method, this is a wilderness adventures procedure.

Looking for alternatives, I came across The Alexandrian method, but it seemed excessively detailed and overwhelming, when what I needed was a system that was simple and easy to use. For a while I resorted to the pointcrawl method, which I still find excellent, but insufficient for certain types of sandbox campaigns, where the hex map is more useful.

For a while I used David Wilkie’s Path Cartograms, which is a good system for both travel and exploration, but not very useful if you want to use a published module with its own maps.

Then I found Keith Hann’s blog, which describes a method I found reliable. Of course, I needed to adjust it to my personal needs. It worked really well, so naturally I kept tweaking, adding procedures that, in my opinion, wilderness adventures should contain, specially if you want to make it analogous to the dungeon crawl method we all know and love.

It isn’t perfect, and that was never the point, but it’s functional and flexible. It has many minute details, but most will only be used rarely, so the actual system is pretty simple, I think. I post it here in case someone finds it useful.

Wilderness Adventures

One hex is approximately 6 miles or 10 kilometers from side to side. In one day, up to 4 hexes of easy terrain can be covered, i.e. up to 24 mi. or 40 km. However, some hexes are equivalent to double or triple that of normal terrain (same distance, more time to traverse). Tracking time and distance isn’t an easy task, and it can be overwhelming, but here’s an alternative.

Most of the activities here presented are optional and should only be used when they make the adventure more exciting, not less. The focus is the adventure, not the procedures, but these serve to give the adventure a sense of reality.

Mechanically, and to make it easy, in one day (16 hours of abstract time), a party can travel a number of hexes whose total score is 4.

Forced march: A party can cover 6 hex points in one day. After a day of forced march, the party must rest for a full day. Each day of normal march after forced march, each party member suffers 1 damage and only can heal at half rate until they rest for a full day. Each day of forced march after the first, each party member suffers 1d6 damage and can’t heal until they rest for a full day (animals suffer 1d6 damage since the first day, and maybe die; see Modifiers below).

Example: On a regular day’s walk, a group can cover either a. 4 type-A hexes; b. 2 type-B hexes; c. 1 type-B hex and 2 type-A; d. 1 type-C hex and 1/2 type-B hex (the other half can be covered the following day), or any other combination, as long as it’s 4 points worth.

Current score: Occasionally, the score of a hex will be modified, for example if the party gets lost or decides to explore the hex further. This new score is the current score.

Points reserve: Each day, a party has 4 points to spend in exploration or other activities. Some activities cost a number of points, deducting points from the party’s reserve.

Paved roads: Paved roads subtract 1 point from the hex value, but this benefit can only be taken advantage of once a day (basically, that day you can travel 5 points worth of hexes; or 7 points of forced march).

Dungeon, Town, Ruins: If the players find a dungeon, town, some ruins, or a similar settlement, and they decide to interact with it (to explore or visit), the referee decides how much time has passed. Of course, in a town, the party can simply state they will spend the night or stay there for three days.

Modifiers: The score of a hex can be modified according to factors such as weather, mounts, encumbrance, etc.

Mount (& Teamster): Most mounts might not be able to race through some type-C hexes, so no modifier applies. These modifiers can be applied only once per day, or twice of forced march. After a day of forced march, animals suffer 1d6 damage, and in a result of 5 or 6, they make a Saving Throw or die.

Common Activities

These activities are common while outdoors. They take place during Step 3. Exploration, but the referee can allow them at any time

Animal care: Taking care of mounts and pack animals is automatic if the party is accompanied by a teamster. Otherwise, one player must make a roll to represent this care (feeding, calming the animals, cleaning the horseshoes…) This can be a Bushcraft/Foraging roll (modified by charisma) or a reaction roll (modified by charisma, negatives are added and positives are substracted.)

Chases: Compare the movement rate of the pursuing group with that of the pursued, and the one with the higher value wins the chase (catches up with the opponent or manages to flee). If they’re equal or the circumstances don’t allow for a clear winner, one of the players makes a roll with a 1-in-6 chance of winning (reach or flee, depending); the referee may allow a higher success rate if the players give a good reason.

Climbing: When something is at stake, there’s a 1-in-6 chance of success, modified by dexterity. A failure doesn’t necessarily mean that the character has fallen, it could mean she didn’t find where to grab hold of, or that progress was interrupted.

Equilibrium: When you need to cross a suspension bridge, walk across a narrow cliff or use a tree trunk as a bridge, there’s a 1-in-6 chance to succeed, modified by the PC’s dexterity.

Excavation: With a shovel in good condition, a person can excavate 3 cubic feet (1 cubic meter) in one hour (capacity: 250 gallons/1,000 liters). Improvised or poorly maintained tools can excavate half as much. One hour costs 0.5 hex points, which can be neglected or tracked, depending what’s at stake.

Hiding: There’s a 1-in-6 chance of success of hiding in brush, ruins or terrain features. It’s indispensable that those from whom a character intends to hide are not aware of her presence. The success range may vary according to conditions, it may even be impossible (0-in-6).

Hunting and foraging: Adventurers may choose to hunt or gather food, but must devote the entire day to these activities, and spend 4 points from their reserve. A successful Bushcraft/Foraging roll (1-in-6 chance of success) at the end of the day means that this character has obtained rations for a number of days chosen by the referee (1, or a 1d2, 1d3 or 1d4 roll). Any number of characters can participate in this activity. If there aren’t enough points to spend, there’s only an unmodified 1-in-8 chance to obtain rations.

Open Doors: There aren’t many doors in the wild, but there’s a 1-in-6 chance to remove or bypass obstacles you find in your path, from tree trunks in the middle of the road to fences protected with barbed wire. The range of success might be modified by a relevant ability, if appropriate.

Scouting: It costs one point from the reserve. The scout explores the hex and finds any point of interest the referee wants (or randomly decided) or any situation relevant (a storm approaching, a caravan in the distance, whatever). Alternatively, she finds there’s nothing of interest here.

Searching: 1-in-6 chance, sometimes modified by a relevant ability. It allows finding traps or other hazards, as well as hidden paths, hidden landmarks, treasure, etc. If it takes only a few turns, time can be ignored. In rare cases, and if the search takes long, the party deducts 1 point from their hex point reserve, or adds +1 to the current hex’s score. Also see Tracking below.

Swimming: All characters are assumed to be able to swim, unless otherwise specified by the player. If something is at stake, the player declares her intent and has a 1-in-6 chance of succeeding (modified by dexterity). Failure can mean anything from being swept a few meters downstream to drowning.

Tracking: A specialized searching roll that allows one to find directions, the trail of game animals or people. Tracking deducts points from the party’s hex score reserve equal to the value of the current hex. See Getting lost, below.

Hazards and Dangers

While exploring or traveling, other than monsters the adventurers can face different kinds of dangers.

Damage: If the terrain is dangerous and treacherous, the characters at risk must make some roll to avoid taking damage (Saving Throws or Skill rolls, for example). This damage can be losing hit points, getting poisoned, catching a disease or even dying.

Darkness: You need a source of light. In most cases, carrying a light source prevents taking enemies by surprise. Infravision or dark vision might or might not bypass natural darkness, according to circumstances.

Disease: When exposed to a disease, the referee makes a Saving Throw vs. Poison on behalf of the character. Failure means contagion has occurred. The referee decides the effects of the disease, the duration and the treatment (both Mutant Future and Lamentations of the Flame Princess have good disease examples).

Exhaustion: A day without food or water, a night without proper sleep, disease, falling unconscious, failing a climbing roll, are common causes of exhaustion, the referee can have more. When characters are exhausted, they suffer 1 point of damage each morning and heal at half rate. After a few days of exhaustion (at the referee’s discretion), the damage suffered each morning doubles, and keeps increasing by 1 every several days. To cure exhaustion, characters have to rest for a full day.

Falling: Falling from a height of 10 ft/3 m causes 1d6 damage.

Getting lost: There’s a 1-in-6 chance the group will get lost (this chance can be increased by poor visibility or treacherous terrain). If the referee sees fit, a lost party can find a landmark without spending time or making a roll. If the party moves to another hex, the referee decides which hex they move into. It might take one or more wrong hexes for the party to realize they’re lost. When they notice they’re lost, if they want to find their way, add 1d4 points to the hex’s score. To find their way, there are two methods: a) the party spends the current hex score in hours (automatic success), or b) they make a Tracking roll (a failure means they’re still lost). In either case, the group remains in the same hex.

Starvation: If a character doesn’t consume enough water or food for more than one day, the referee may apply penalties to attack rolls and movement rate, as well as exhaustion.

Steps

1. Direction. Players decide the direction in one of three ways.

a) they can move to the next hex and decide again;
b) they can choose a destination and travel in a straight line to it;
c) they choose a specific route from one point to another (not a straight line.)

2. Random encounters. On each hex there’s a probability (equal to its score) that an encounter will occur. If the referee deems it appropriate, this roll can be made a number of times equal to the hex score, or a single roll can be made every two hexes.

When an encounter is rolled, it can happen at any moment during step 3. Exploration.

If a combat encounter occurs, it follows the usual rules for surprise, initiative, reaction and combat.

3. Exploration. During this step, common activities take place.

Exploration: Almost every hex should have at least one landmark or point of interest, or something to interact with, even if only a landscape view. Some should have more. And only a few, none at all. a) When traversing the hex without exploring it, the referee decides if the adventurers find one of these points of interest. b) If the adventurers decide to explore the hex, they’ll find landmarks (they might find them automatically, only spending time, or a Searching roll might be required.) Exploring and finding each landmark will add again the score of the hex. Thus, a type-A hex, instead of 1 point (2 hours) will count as 2 points (4 hours) for one landmark, 3 points (6 hours) for three landmarks, and so on. If they decide to investigate further, venture into a dungeon, or interact with the inhabitants of the place, the referee may simply say that a number of hours have passed and they have to spend the night in the area.

Abstract activities: These are included in the abstract 16-hour travel time; this time includes abstracted activities like taking short breaks, making and eating food, taking care of wounds and injuries, braiding your beard or hair, maintaining equipment, enjoying the view, taking a leak, and any daily activity that doesn’t consume many hours or require great concentration.

4. Camping. Depending on the circumstances, the adventurers may camp overnight, and the referee may make a final random encounters roll if desired, or simply move on to the next day. During camping time, there’s a 3-in-6 chance the party is surprised by wandering monsters. If a PC keeps watch through the night, the chance is 2-in-6. Roll 1d8 to see what time the encounter occurs.

5. Destination. Upon setting camp, or reaching either the destination or the last hex of the day, the character sheets are updated, recording the resources used or acquired (ammo, food, spells), and perhaps the time and distance traveled and any other information, if relevant.

______

Get these rules as a PDF.

Here‘s a nice song.

Hex map illustration: The Lavender Marshes by Ramanan Sivaranjan