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Hexcrawl Procedures

Based on rules by OSRSimulacrum. Hacked by Inner_Blaze.

Encounter
Daily Hex Points Navigation Checks Checks
On foot 4 When a hex entry cost is paid Made when a hex is entered,
and it makes sense, there’s an when trying to get unlost, or at
Pack mounts* 5 X-in-12 chance of the party least once during the day.
getting lost in the current hex. X
Riding horses* 6 X-in-12 chance of an encounter.
= base Hex Entry Cost, with a
minimum of a 1-in-12 chance. X = base Hex Entry Cost, with a
-1 per 30’
† minimum of a 1-in-12 chance.
Encumbrance (10’)
reduction Thick fog,
blizzard, +6 Hex is
sandstorm, etc. unusually +1 or +2
* Mounts can not be ridden dangerous
through terrain with a base Hex Ranger or -1, may roll
Entry Cost of 3 or more. guide in the tracking % for Hex is safe -1
† Encumbered mounts are a flat -2. party additional -1.
Party moving -1
cautiously
Getting Unlost: Spend the hex
Hex Entry Cost points required to enter the Illuminating +1
party’s current hex. Then make camping fire*
Plains, steppe, 1 another navigation check. If
farmland
failed, the party is still lost.
* Large enough to see nearby area,
Hills, woods, 2 but draws attention.
desert, rough Random Encounters: Each
navigation check to get unlost
Camping: Make an additional
Mountains, 3 triggers an encounter check.
jungle, swamp encounter check for each night
spent in the wild.
Great river / +1 or +2 to Searching A Hex
canyon / other base cost If one occurs, roll randomly to
large obstacle Spend the hex points required see who's watch (if any!) it was
to enter the party’s current hex. on. Spellcasters can’t memorize
Heavy rain / Once paid, make a navigation new spells the following day.
deep snow / +1 check to see if the party is lost.
thick fog
If not lost, the party reveals a Food & Foraging
Temperature +1 hidden feature, if any. If seeking
extremes At nightfall, make a foraging
a specific feature, success
check, then consume 1 ration
Good roads or -1* usually means it is found. A
for each member of the party.
excellent trails lost party may still stumble
upon a random hidden feature. In drylands (e.g. desert), also
* Only once per day; two hexes of mark 1 waterskin as empty.
roads or trails must be covered. Travel Pace Options Food is scarce. -1 to foraging
checks.
Cautious March: -2 hex points
Entering A Hex for -1 to random encounter In verdant lands (e.g. jungle),
checks from travel and -1 to the food is abundant. Do not
Triggers an encounter check. party’s surprised chance. consume rations.
Only occurs once the full hex
point cost is paid. Forced March: +1 hex point, but Hunting: Takes a full day.
the party gains a level of
Otherwise, the party ends the exhaustion. Mounts must rest Nightfall: Occurs when all of a
day in their current hex. for two days afterwards, or die. day’s hex points are spent.

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