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HEXCRAWL PROCEDURE

1. DIRECTION & TRAVEL PACE.

● Determine the expedition’s navigator.


● Navigator determines intended direction and travel pace.
● Determine environment and weather travel speed.

2. WEATHER CHECK. Roll 1d6 (Blue). On a roll of 6 consult the Avernus Oppressive Conditions Table.
Repeat this each watch.

3. WATCH ACTIONS. Resolve all watch actions.

4. ENCOUNTER CHECK. Roll 2d10 and 1d12.

● A roll of 1 on 1d10 indicates an encounter.


● Encounter spot distance
● A roll of doubles on d10’s (other than double 1’s) indicates that you should roll on the Designed
Encounters table. Otherwise roll on the Procedural Encounters table for each one. (If you roll a
designed encounter you’ve already used, roll a procedural encounter instead.)
● If the PCs are traveling on/along the Styx, there’s a 50% chance that any procedural should be
rolled on the Styx Encounters table instead of the normal table.
● For each procedural encounter, check Track %, then Lair %.
● A roll of 1 on 1d12 indicates the PCs have encountered the keyed location in the hex. (If there are
multiple keyed locations in the current hex, determine which one is encountered randomly.)

5. ARE THEY LOST?

● If they are not following a landmark or trail, make a Navigation check.


● If they are lost, determine veer. If they are already lost, veer can be increased but not decreased.

6. HEX PROGRESS

● Track movement based off of environment movement per time. Mark a rough estimate on your
map.
● It takes 40 miles of progress to exit one of the hex’s 3 far faces.
● It takes 20 miles of progress to exit one of the hex’s 2 near faces.
● Changing direction within a hex will result in the loss of 2 miles of progress.
● If characters double back, reduce progress until they exit the hex. If they leave the hex by any
other route, it requires an additional 1d6-1 miles of progress to exit the hex.

LEAVING A HEX:

● Determine new hex (by applying current veer to the expedition’s direction of travel).
● If they were lost, make a Navigation check to see if they recognize it. If they do, they can attempt
to reorient. If they do not, veer accumulates. (Note: Using a compass automatically resets veer at
the hex border even if they don’t recognize they were off course.)

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