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Hexcrawl Basics
Todd Leback
Hexcrawl Basics
Credits Table of Contents
Designer: Todd Leback Introduction 1
Editing & Layout: Tim Bannock Chapter 1: Hexes 2
Cover Art: Jen Drummond (jendart.com)
Hex Size 2
Cartography: Todd Leback
Hex Travel & Exploration 3
Maps created using Hexographer. Exploring a Hex 5
Hexographer is ©Inkwell Ideas Chapter 2: Random Encounters 7
(inkwellideas.com).
Encounter Tables 8
Interior Art: Optional Rules 10
❖ Bruno Balixa - pages 1, 7, 20, 23 Chapter 3: Features & Lairs 12
❖ Dean Spencer - pages 2, 11, 14, 15 Entering a Sub-hex with a Lair 13
❖ Rick Hershey / Fat Goblin Games - Chapter 4: Getting Lost 15
pages 6, 10
Being Lost 16
❖ Jack Holliday - pages 12, 21
❖ Matt Forsyth - page 19 Extended Example 18
❖ Matthew Richmond - page 5 Chapter 5: Random Weather 19
Weather Generation 19
Some artwork ©Dean Spencer, used with
Chapter 6: Hexcrawling in Action 21
permission. All rights reserved.
An Extended Example 21
Publisher's Choice Quality Stock Art © Rick
Hershey / Fat Goblin Games
Scale
The scale represented on the maps included in
this product are as follows:
❖ Large hex = 6 miles, face to face.
❖ Subhex = 1.2 miles, face to face.
Populated Hexes
Support more hexcrawling by becoming a
patron of Populated Hexes at:
www.patreon.com/Populatedhexes
©2019 Todd Leback.
This product is released under the terms of the Open Game License Version 1.0a, Copyright 2000, Wizards of the Coast, Inc. Please refer to
the Open Gaming License included with this release for additional legal text and copyright information. Old-School Essentials is a trademark
of Necrotic Gnome. The trademark and Old-School Essentials logo are used with permission of Necrotic Gnome, under license.
Introduction
1
Chapter 1: Hexes
3
Chapter 1: Hexes
4
Chapter 1: Hexes
anything along because the forest is the worse
of the two terrain types. Encounter Time. If the party engages in
combat, reduce the number of sub-hexes that
Exploring a Hex can be explored by one, regardless of injuries,
for each encounter.
The following assumptions are made when Camping. It is assumed that the adventurers
exploring a hex. camp in the final sub-hex they search for the
day. Otherwise, they may, if desired, establish a
Route. The party starts exploring wherever they base camp guarded by mercenaries. A base
enter the hex, and travel in a manner that camp is a stationary location to which the
allows them to pass from sub-hex to sub-hex adventurers return every night. It allows the
in the most efficient manner. Usually this party to fortify a single location to be as
means moving left to right, then left, or up then defensible as possible, as well as provide a
down, then up. Of course, the party can declare location where any injured can recover from
they're exploring the hex in any manner they wounds through rest, if needed.
see fit. If the party is retreating to a base camp
established elsewhere, reduce the number of
Discoverability. Entering a sub-hex is enough sub-hexes explored per day by 1. The base
to discover whatever feature or lair is to be camp must either be in the hex being explored
found within it, unless it is or within three miles of that hex.
cunningly concealed, invisible or
otherwise difficult to perceive. In
such cases there should be some Monsters & Clearing a Hex
condition that must be met for Characters have a 1 in 6 chance of
discovering the feature, such as, discovering monster tracks every
“The Ossified Pyramid is only time they enter a new sub-hex
visible in the light of a full moon.” (rolled once for the party, not each
character). If a member of the
Movement Rate. The adventurers party is an experienced
are moving at a rate generally outdoorsman or elf this chance is
equivalent to cautious dungeon increased to 1-2 in 6. This
movement. Thus, they have assumes that there is a monster
decent chances to notice tracks, lairing within that specific sub-hex,
avoid ambushes, and so on. and that the monster can leave
some sort of tracks; it serves to
Tracks & Spore. As a general rule, give advance warning that a threat
creatures that lair within a given may be lurking within.
sub-hex will leave signs of their If a hex is being cleared to found
presence in the ring of sub-hexes or expand one’s domain, the hex
immediately surrounding their must be kept cleared by regular
lair. patrols, or empty lairs or suitable
features may become inhabited
Encounter Frequency. For every again by monsters (see below).
day spent searching, roll for Refer to the supplement Domain
random encounters dependent on Building for more information.
the terrain.
5
Chapter 1: Hexes
Example
This example assumes no encounters that
result in combat. A party starts out exploring
a hex that is mostly forest. They explore four
hexes (two full hexes and four half hexes)
the first day, another four hexes (three full
hexes and two half hexes) the second day
and another four hexes (four full hexes) the
third day. At this point they decide to
establish a base camp (in sub-hex 0405), so
their explorations thereafter are reduced in
scope by one sub-hex per day since they
need to return to base camp at the end of
each day. In day four they explore three
sub-hexes (two full hexes and two half
hexes), and then find that the terrain opens
up into flat grasslands, so increase their
exploration rate to five hexes per day (a base
6 minus one sub-hex for base camp). It takes
two more full days to explore the entire hex.
6
Chapter 2: Random Encounters
7
Chapter 2: Random Encounters
The base encounter table includes encounters
that are either lairing in the given hex, or likely
Examples
to be encountered in that hex from an adjacent
Kobolds have a 40% chance of being found
hex. The Secondary Table includes creatures
within their lair (using the Lair Probability
that are still possible to encounter within a hex,
numbers in OSRIC), meaning that they will
but less likely than the standard table.
certainly appear on the encounter table for
the hex their lair appears in. Doubling that
chance we get 80%, which means they also
have a chance of being encountered in the
ring of hexes immediately around that
central lair. However, when doubled again we
get 160. Subtracting 100 from this number
yields 60, which is greater than their base
chance, so we know that kobolds from that
specific lair will typically just be encountered
within their hex, or the ring of hexes
immediately adjacent.
However, hill giants have a 25% chance of
being found in their lair. Therefore, they'll be
found in their own hex, the adjacent ring of
hexes (50%), and the ring of hexes adjacent
to that (100%).
Encounter Tables
Assume a tribe of kobolds and a tribe of hill
A sample encounter table may look like this:
giants lair in hex 05.05. The kobolds have a
maximum range indicated by the bounds of the
1d8 Monster Notes blue line and the hill giants have a maximum
range indicated by the red lines. Both kobolds
1 Goblins Broken Fang tribe and giants will have a roughly equal chance of
being encountered within their home hex
2 Goblins Shattered Sun tribe
(05.05), and although both can be encountered
3 Dire wolves - in the ring of hexes surrounding 05.05, it is
more likely that giants will be encountered, as
4 Giant eagles - they have a larger overall range. Only giants
(from hex 05.05) will be encountered in the ring
5 Spider, black - of hexes bounded by the red line.
widow
6 Antelope, herd From adjacent hex Restocking Lairs
If a lair is eliminated (those dwelling within are
7 Giant, hill From adjacent hex slain or driven away), it results in the specific
monster entry being removed from the random
8 Roll on Secondary Table encounter table.
8
Chapter 2: Random Encounters
Once a lair is cleared there's a chance, 1-2 indicating something new has settled in the
assuming it's not secured by the adventurers, empty lair. The results are:
of it being repopulated anew. At the end of ❖ Lair One: 2, so it is resettled a month
each month after a lair has been cleared, make after being cleared.
a wandering monster check using the given ❖ Lair Two: 8, 6, 9, 5, so it remains empty
chances for the terrain type. If the result is three months on.
positive for an encounter, it means that the lair ❖ Lair Three: 4, so it, too, is resettled.
has been repopulated by a randomly
determined monster.
1d8 Monster Notes
Once a lair has been repopulated the
monster type is added to the encounter table 1 No encounter
for that lair. To determine exactly what type of
monster resettles a lair, re-roll on the tables for 2 Goblins Shattered Sun tribe
wandering monsters. The Old School
Essentials rulebooks have tables for random 3 No encounter
wilderness encounters by terrain.
4 Giant eagles -
Unless the monster is humanoid or
intelligent and capable of carrying goods, 5 No encounter
newly settled lairs will possess no treasure. It
takes 1d12 months after moving in for a 6 Antelope, From adjacent hex
monster to accumulate treasure as given in herd
their treasure type.
7 Giant, hill From adjacent hex
Extended Example 8 Roll on Secondary Table
As an example, let's assume a party of
adventurers sets out to clear a hex, using the
random encounter table just provided. The hex To restock our two empty lairs we roll 1d8
contains five lairs: two goblin tribes, a dire wolf twice and compare the result to the “Woods”
pack, giant eagles, and a black widow spider. table. The rolls are 7 and 3: dragon and insect,
Over a period of a week they wipe out respectively. This refers us to following tables
the Broken Fang goblin tribe, the pack of dire of those monster types and moving on to
wolves and the black widow spiders. This those we roll a 7 (for dragon) and 12 (for
leaves the encounter table for that hex looking insect). A result of 12 indicates a giant
like the one in the next column. tarantula spider, and the 7 indicates a white
If they were to continue to explore the dragon. We decide to re-roll the result, since it
hex (let's assume it’s a forested hex), each day doesn't fit the terrain type, and get an 11,
there would be a 1-2 in 6 chance of a random indicating a wyvern.
encounter, of which a positive result has a 1-5 When our adventurers return to the hex
in 8 chance of leading to an actual encounter they had cleared over three months prior they
(since three of the encounter spaces are may be surprised to discover that a wyvern has
empty). taken over the former village of the Broken
Now, let's assume the party gets Fang goblins, and a family of tarantula spiders
distracted by something shiny and spends the now nests in the former black widow lair!
next three months pursuing another goal
before returning to the partially cleared hex.
The referee has been rolling for each cleared
lair in secret, once per month, with a result of
9
Chapter 2: Random Encounters
Optional Rules For instance, this author has adopted a
house rule from another referee called “Double
Dragons,” which serves to reduce the
Below are several optional and variant rules frequency of dragons. If the result of the initial
that can be used to personalize how often 1d8 roll indicates a dragon, roll again. If the
encounters or specific monsters occur, as well second roll also indicates a dragon, then roll on
as guidance for adding new tomes of monsters the Dragon sub-table. Otherwise, use the new
into the mix when creating your encounter result to determine the type of monster
tables. Not everyone relies on the monsters encountered instead.
found in only a single rulebook!
Adding New Sources of
Monsters
When rolling on the wilderness encounter
tables to determine the actual type of
monster, considering rolling a larger sized
die. The tables in OSE generally use 1d12,
but if you use a larger die, results beyond
12 can be used to reference other tomes
of monsters a referee may have access
to.
For example, this author uses
1d16 instead of 1d12. Results of 13-15
indicate a monster from another source,
such as Advanced Edition Companion for
Labyrinth Lord, or OSRIC, or one of the
excellent third-party sources floating
around. A result of 16 indicates a unique
(and usually very powerful) monster or
NPC.
Rarer Dragons
Referees are, of course, free to modify the
wilderness encounter tables as desired to
produce the lairs they want. This is
especially useful when you have access
to published adventures or encounters
that can be incorporated into the
campaign setting. Additionally, this gives
leeway for making certain types of
monsters more or less rare.
10
Chapter 2: Random Encounters
Encounter Frequency For a little more variety, referees might
The core OSE rules state that encounters have the terrain type determine the distance at
should be checked for once per day, though it which an encounter normally occurs, as
suggests changing this frequency as high as detailed below. At night halve the given
four times per day. Many referees roll for distance. The referee should use their best
random encounters twice per day: once during judgment when an encounter occurs. A party
the day and once during the night. standing atop a hill can see for many miles
OSE normally uses 1d6 to determine around and down the slopes into the valleys
random encounters, but some referees may surrounding, but they won't be able to see what
prefer to use 1d12 to add a little more is on the side of the next hill opposite them.
granularity.
Plains/Fields/Grasslands/Flat Desert.
Random Encounter Chances (1d12) 1d10x100 yards. Settlements and creatures
over 10' tall visible from 3 miles away.
Terrain Day Night
Mountains/Hills. 4d6x10 yards. Settlements
City 1-4 1-3
and creatures over 10' tall visible at three times
Clear, Grasslands, Ocean 1-3 1-2 this distance.
Desert, Hills, Forest, River 1-4 1-2 Marsh/Badlands. 2d6x10 yards. Settlements
and creatures over 10' tall visible at twice this
Jungle, Mountains, 1-6 1-3 distance.
Swamp
Light Forest. 6d10 yards. Settlements and
Badlands, Marsh, Moors 1-5 1-2
creatures over 10' tall visible at twice this
distance.
Encounter Distance
When a random encounter is indicated, or the Heavy Forest/Jungle. 6d6 yards. Settlements
party enters a sub-hex containing a lair, the and large creatures visible at 1.5 times this
referee should determine the distance at which distance.
the encounter occurs prior to anything else.
Encounter distance is covered in OSE’s
Adventuring chapter, in the Encounters section.
11
Chapter 3: Features & Lairs
12
Chapter 3: Features & Lairs
13
Chapter 3: Features & Lairs
As with normal surprise rolls a given side is
surprised on a result of 1-2. Use the
encounter distance table by terrain to
determine when a lair is first “seen” (and
surprise can first occur). Note that lairs are
often much larger – and much more obvious
– than a group of monsters, so are often
apparent at two or three times the given
distances.
Lair Probability
To answer the second question we use the
Lair Probability numbers (again, using
OSRIC). Roll as normal, and if the result of
the roll indicates that the monster is in the
lair then all of the inhabitants will be
discovered in their lair.
Where Are They Now?
If the result indicates they are not in their lair
refer below. The referee should, of course,
use their best judgment when determining if
any inhabitants are currently in the lair. If
young are present it is unlikely the lair will be
Solo Monsters. If there is but a single
completely abandoned.
inhabitant the lair is empty. Note that
Herd & Pack Animals. If the inhabitants
intelligent monsters rarely leave their lair
are herd animals or monsters that travel in
unguarded for any significant amount of time.
packs, assume the lair is empty (such as
wolves, or hellhounds).
Humanoids. Humans and humanoids
Returning Monsters
Absent monsters will return as follows, rolling
will rarely entirely abandon their lair. Roll 1d8.
1d6: 1 in 1d4 turns, 2-3 in 1d4 hours, 4-5 in 3d4
On a result of 1 the lair will be completely
hours, 6 in 1d4 days.
empty, otherwise there will be a percentage of
monsters remaining equal to the result of the
roll x 10%. Example
Powerful Monster Organization. If the The party enters a sub-hex containing a
inhabitants are powerful monsters that appear goblin village with 32 inhabitants. Goblins,
in small numbers (dragon-kin, giant-kin, etc.) according to OSRIC, will be found in their lair
roll 1d6. On the result of a 1-5 all of the 40% of the time. The referee rolls 1d100 and
monsters are absent, otherwise only 50% of gets an 80; the goblins are not in their lair.
the number will be absent. However, goblins are intelligent, so the
Small Group Organization. If the referee now rolls 1d8, and gets a 4. 40% of
inhabitants congregate in small numbers or the goblins (13) are still in the village, while
are, vermin, bugs or other unintelligent the remainder are absent.
monsters roll 1d8. On the result of 1-3 the lair
will be empty, otherwise there will be a number
of monsters left equal to the roll x 10%.
14
Chapter 4: Getting Lost
15
Chapter 4: Getting Lost
Example
The party is exploring a hex and will be
traveling through sub-hexes contain forests
and swamps. There's a 1-4 chance of getting
lost or delayed in the forest, and a 1-5
chance of getting lost or delayed in the
swamp. Use the greater chance of getting
lost. The referee rolls 1d6. On a result of 1-3
the adventurers become lost; on a result of
4-5 they're merely delayed. Either way, the
first thing to do is determine when the party
becomes lost.
16
Chapter 4: Getting Lost
good chance they mistakenly label the for a time: steep ravines, impenetrable
sub-hexes undergrowth, etc. The adventurers know where
The chance to get lost is rerolled each they are, and where they're trying to go, but it
day to determine if they remain lost. If the new takes them a while to figure out how to get
result is "Lost” again, they stay lost until they there. Roll to determine which sub-hex causes
encounter a new feature or roll well enough to the delay (as with getting lost). The length of
avoid getting lost on their daily roll. delay is as follows and based on terrain:
If the result on the new roll is "Delay,”
the party is delayed for the given amount of Delay by Terrain
time. They then make a new roll to determine if
Terrain Length of Delay
they remain lost or not; the chance to remain
lost is equal to the sum of "Getting Lost” and Plains, Light Forest 1d2 hours
"Being Delayed.”
Hills, Badlands, Marsh, 1d4 hours
Heavy Forest
Example
A group of adventurers are traveling through Mountains, Desert 1d6 hours
forested hexes and will get lost on a roll of
1-2 and delayed on a roll of 3-4. The referee Swamp, Jungle 1d8 hours
rolls a 1, so the party becomes lost. They
begin wandering off in a direction
If a member of the party is woods-wise and
determined by rolling 1d6. They are
familiar with the terrain type being traversed,
wandering in unfamiliar territory, so will not
the delay is reduced by one hour, to a minimum
come across any known landmarks, and
of one hour. Once the sub-hex has been
spend the rest of the day going in the wrong
mapped the obstacle causing the delay will be
direction.
accounted for and will no longer pose a
The next day the referee rolls again to
problem.
determine if they get lost or delayed, using
A sub-hex might also have a "Delay” as
the same chances, and gets a 3: Delayed.
a feature; use the same rules when they occur.
Once they're able to find their way around the
The only difference is that they have been
obstacle, the referee rolls to see if they
placed, as opposed to being random.
remain lost. They will remain lost on a roll of
1-4, which is the sum of the two chances.
The referee rolls a 5, and the party realizes Aerial Support
they've been traveling in the wrong direction. If the party has an aerial spotter there's a flat
1% chance of getting lost and half the given
chance of being delayed, regardless of terrain,
Simply realizing that the party is lost does not provided there is no tree-cover heavier than
impart knowledge of how to get back on track, "Light Forest” to conceal the party on the
nor reveal for how long they have been ground.
traveling in the wrong direction. It is up to the
adventurers to figure out how to get back on
the right track!
Getting Delayed
A result of "Delayed” simply means that the
local terrain is such that it impedes progress
17
Chapter 4: Getting Lost
18
Chapter 5: Random Weather
Precipitation Severity
1d20 Event Duration
20
Chapter 6: Hexcrawling in Action
21
Chapter 6: Hexcrawling in Action
Day Weather
22
Chapter 6: Hexcrawling in Action
Encounter!
At this point the encounter begins as a normal
encounter, with the referee making a reaction
roll. They decide that since grizzlies are more
aggressive than normal bears and are
encountered in their lair that the check is made and 5, meaning they have no advance warning
with a +2 penalty. Luckily for the adventurers, of the lair. This is the last hex of the day, which
the roll is a 4, yielding a modified result of 6. means the encounter occurs approximately 7
The bears are uninterested in the adventurers, hours into the exploration.
and the players decide that this is one lair they The encounter then proceeds and is
will take note of but not deal with at the time resolved as normal (with combat or parley).
being. They camp, any random encounters are rolled
for at night, and they pick up where they left off
Step Six: Passing Through or in the morning.
This continues until the adventurers
Exploring?
either completely explore the hex, finding all of
The party moves on and explore sub-hexes
the features and lairs within, or they get pulled
503, 403 (half hex), 303 (half hex) and 404.
into some other plot thread or quest!
Since there's a monster lair in hex 404 and
they've got a guide with them, there's a 1-2 in 6
chance per sub-hex that they encounter tracks
from the lair in hex 404. The referee rolls a 6, 3
23
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