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HEXCRAWLS

RULE!
Simple rules and procedures for running hexcrawl rpgs
HEXCRAWLS RULE!
by brine v1.1
images by midjourney

Hexcrawls are awesome! They changed my game forever. But I found


existing rules complex and/or included needless abstraction. Thus, I wrote
my own...

PROCEEDURES
Morning
1. Roll weather
2. Consume food/water
3. Break or sustain camp
4. Choose a travel direction and pace
5. Roll navigation

Day
1. GM describes points of interest (POIs)/changing weather/terrain/
landmarks...
2. Roll random encounters once per hex
3. Roll navigation on direction change
4. Exploring or hunting takes 1/2 day travel time
5. Foraging can be done en route when not on roads but requires a slowed
pace

Night
1. Make camp
2. Consume food/water
3. Stand watch
4. Roll encounter

TRAVEL
Hexes are 6 miles. PCs can travel 3 hexes per day at a normal pace; 4 if
moving quickly or mounted. Mountains or swamps slow the party to 1 hex
per day. Pushing further risks fatigue

Type Distance/Time

Mapping 1/2 hex per day

Hunting 1/2 day

Exploring 1/2 day

Travel swamp/mountins 1 hex per day

Travel normal 3 hexes per day

Travel forced/mounted 4 hexes per day

Weather
Roll 2d6 the leftmost die is type of weather, the other severity.

Weather Deverity

1. Rain/fog/snow 1. Epic

2. Storm 2. Severe

3. Wind 3. Harsh

4. Unusual hot/cold 4. Moderate

5. Cloudy 5. Mild

6. Clear 6. Pleasant
:

Navigation
Skip navigation rolls when following a road/river/compass/spell/landmark
on clear day.

D6 Effect

1 Loop back to point of departure

2 3 Veer one sextant left of intended destination

4 5 Veer one sextant right of intended destination

6 Arrive at intended destination

Discovery
PCs discover POIs in a sextant they traverse. Eg. if the party is traveling
NW through a hex and there's a POI in sextants 2 or 5, they should
discover it.

_6_
5/ \1
4\___/2
3

POIs might also be discovered if the PCs:


See smoke/light/landmark
Hear noises
Smell something
Observe evidence of it
Explore the sextant

➡ PCs can see 3 miles of flat terrain and 1 hex per 50' of
elevation (tree/hill/cliff)
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Fatigue
PCs risk fatigue from lack sleep/food/water, forced travel, heavy burden,
miserable conditions or injury. Consuming food/water and resting a day in
comfort and safety cures fatigue.

Level Effect

1 Disadvantaged skill rolls

2 Speed halved

3 Disadvantaged attacks

4 Drop all bulky items

5 Speed = 0

6 Death

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