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RULE!
Simple rules and procedures for running hexcrawl rpgs
HEXCRAWLS RULE!
by brine v1.1
images by midjourney
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
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
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
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
➡ 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
2 Speed halved
3 Disadvantaged attacks
5 Speed = 0
6 Death