Yet Another Hexcrawl Procedure
- Converted from Yet Another Hexcrawl Procedure, with permission.
- Based on Wilderness Adventuring for Old School Essentials.
- These procedures assume the classic 1 HEX = 6 miles = +/- 10 km but it works with any size. An unencumbered and healthy person can walk approximately 24 miles (or 40km) per day, equal to crossing 4 hexes.
- At the start of each day, roll for Weather on your favorite table. Example here or here.
Watches
The day is divided into 3 watches of roughly 8 hours each:
- Early watch (+/- 6 am -> 2 pm)
- Late watch (+/- 2 pm -> 10 pm)
- Night watch (+/- 10 pm -> 6pm)
For each watch, the party takes one action:
Travel
The party travels through a hex.
- Progress up to half their daily travel distance (by foot, horse, cart, etc).
- Obvious locations, features, and terrain types of any neighboring hexes are revealed accordingly based on distance and sight.
- The party must be careful to avoid Losing Direction.
- Roll on the Events Table.
Losing Direction
- There is a 2-in-6 chance the party will get lost when traveling via difficult or hard-to-see terrain.
- Maps and relevant backgrounds negate the need for a roll, or decrease the chances to 1-in-6.
Explore
The party searches for hidden any features within the current hex.
- Roll on the Events Table.
- One Location/Feature is discovered.
Supply
The party gathers food and water.
- Roll on the Events Table.
- Hunting and foraging (if possible given the terrain).
Camp
The party stops to set up camp.
- Roll on the Events Table.
- If quiet or the party is able to rest fully, party members lose all their Fatigue (if applicable).
Interact
The party interacts with a location/feature
- Dungeon delving, town/village adventure, lair exploration, long NPC interaction, etc…
- If the party is able to rest fully, party members lose all their Fatigue (if applicable).
Fatigue
For each night the party skips making camp or is forced to march, each PC gets one Fatigue.
Events Table
d6+Terrain modifier | Travel | Explore | Supply | Camp |
<=1 | Encounter | Encounter | Encounter | Encounter |
2 | Hazard | Hazard | Hazard | Hazard |
3 | Location/Feature | Hazard | Location/Feature | Quiet |
>=4 | Quiet | Quiet | Quiet | Quiet |
Encounter
Generate a random encounter. If the distance is far it can be an omen.
Location Feature
The party stumbles upon a hidden location or feature.
Hazard
The party comes across a hazard or impediment (an Event or Terrain at the Warden’s discretion).
Quiet
Nothing noticeable happens. The party members lose all their Fatigue (if applicable).
Events Terrain Modifier
- City, clear, grasslands, settled lands: 0.
- Aerial, barren, desert, forest, hills: -1.
- Jungle, mountains, swamp: -2.
Sight distance
(1 HEX = 6 miles / 10 Km)
Height | Horizon |
Human size | Current Hex |
50’ - 15m - Tree | 1 Hex |
100’ - 30m – Watchtower | 2 Hexes |
330’ - 100m – Low Hill | 3 Hexes |
1000’ - 300m – Average Hill | 5 Hexes |
1650’ - 500m - Hill | 7 Hexes |
3300’ - 1000m – Mountain | 10 Hexes |