Hexploration
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Hexploration within a roleplaying campaign can be done in many ways. This page explains the homebrew rules for exploring, mostly taken from the Alexandrian 5e Hexcrawl and mixed with Pathfinder 2 Exploration and Hexploration. Some DCs are maybe up for revision as they are based on 5e.
Summary
- Choose Activity Type
- Travel = Choose speed
- Choose Activity
- If Travel:
- Resolve Travel calculations for distance
- Characters make checks on Activities
- Resolve Navigation/Veer
- Resolve Random/Set encounter (make additional roll if encounter happens)
- Traverse until reaching edge of area
- Resolve all other Activities
- Watch has ended
Time and Activities
The Hexploration Mode is divided up into "Watches" of which the day has 6 of, each 4 hours. Every watch the characters choose an Activity Type and an Hexploration Activity that explains what they are doing and how they are going about it during that watch.
Encounters
Encounters happen randomly or specifically; both associated with the local area, and pauses the current Watch until it has concluded. During Encounters, either Exploration Mode or straightforward Combat is used. Sometimes a watch ends becase of an enconter.
Activity Type
Character choose the Activity Type for the Watch. If they don't choose the same, the party splits and are counted as two (or more) expeditions. If they choose none, the Activity Type is Local Action.
- Travel means the expedition is traversing terrain, navigating themselves in the world.
- Local Action means the group is more or less stationary and conduct some activity locally.
Travel has aditional choices for speed. Which speed is used will have effects on the Activities that can be performed, and if it's done with advantage or disadvantage.
Speeds:
- Fast (150%) - Quick speed (without additional risk of fatigue). Can't make Stealth checks. Gains -4 (or Disadvantage) on Perception, Perception DC and Navigation.
- Normal (100%) - Normal travel. Can't make Stealth checks.
- Careful (75%) - Carefully traversing the land. Can make Stealth checks. Gains +4 (or Advantage) to Navigation.
- Slow (50%) - Slow travel (or travel with many detours). Can make Stealth checks*. Gains +5 (or Advantage) to Navigation.
- Crawl (25%) - Extra slow pace. Some activitiess gain advantages. Can make Stealth checks*. Trying out side trails; gain Gains +6 (or Advantage) to Navigation.
- A navigation check is made once per Watch if at least one expedition member is conducting the activity Navigating to avoid veer.
- Exploration (50%) - Trying out side trails; gain +4 or Advantage to Navigation, +100% chance of encounters but no stealth checks.
- Slow (75%) - Careful travel. Can make Stealth checks. Gains +4 (or Advantage) to Navigation.
Activities
Activities more closely deals with the specifics of what is done. Each character can perform one Activity per watch (unless otherwise noted):
Travel Activities
Note 1: Regarding PF2/DnD5e(*) we replaces "+4" or "-4" to Advantage/Disadvantage for DnD5e and any larger bonus/penalty is numeric.
- Navigating (Any speed) - Make Survival checks against the area's Navigation DC for the current travels.
- Fast: -4*. Careful: +4*. Slow: +8*. Crawl: +12*.
- A character Trained in Survival may perform an additional Travel Activity by taking a -10* penalty to the Navigating check.
- If no character does Navigating, the direction is determined randomly.
- Stealthing (Careful or slower) - Keeps tabs on the whole expedition. The result is the detect DC. Lowers random encounter chance by 50%.
- Slow: +2. Crawl: +4*
- -1 penalty for every character beyond the first. -3 for a large creature. -9 for a huge.
- If another character is engaging in the Cover Tracks activity, the stealthing character may also attempt to Aid that activity while Stealthing.
- Foraging (Careful or slower) - Survival vs Forage DC of the terrain.
- Slow: +1. Crawl: +2.
- Crit Success = 2 rations and a source of water or 3 rations.
- Success = Either 1 ration or a source of water.
- Fail = Neither.
- Critical Fail = You attract trouble, eat something you shouldn't, or otherwise worsen your situation. You take a –2 circumstance penalty to checks to Forage and Subsist for 1 week (cumulative).
- Animal Wrangling (Any speed) - Lead a number of animals equal to twice your Nature bonus. (This number includes the pack-puller's mount, if any.) If Trained, you may make a Nature check DC 25 to lead more.
- Slow: +1. Crawl: +2.
- Crit Success: +10. Success +5. Fail: 0. Crit Fail: -5
- If Expert or higher, you may increase the DC by 5 to increase the base addition by +5 for each proficienc level above Trained (e.g. +20/+10/0/-10 for Expert).
- Scouting (x2 speed+ and 50%+) - Choose Reporting or Pathfinding and make a Survival check on area's Navigation DC.
- Reporting - Try to make a Scout Report to a character's next Navigation check in this area.
- Crit Success = Provide a Scout Report. They can roll twice and choose which die to use. Also choose between gaining the Success effect of Pathfinding or a +2 circmstance bonus to Navigation.
- Success = Provide a Scout Report. They can roll twice and choose which die to use.
- Fail = No effect.
- Crit fail = You attract trouble, eat something you shouldn't, or otherwise worsen your situation. You take a –2 circumstance penalty to checks to Scout for 1 week (cumulative).
- Pathfinding - Survival check on area's Navigation DC.
- Crit Success = Treat trackless terrain as if it had a trail for the next watch in this area and provide a Success Scout Report.
- Success = Treat trackless terrain as if it had a trail for the next one watch in this area.
- Fail = No effect.
- Crit fail = You attract trouble, eat something you shouldn't, or otherwise worsen your situation. You take a –2 circumstance penalty to checks to Scout for 1 week (cumulative).
- An additional encounter check is made for each Scouting group.
- Reporting - Try to make a Scout Report to a character's next Navigation check in this area.
- Sentrywork (Any speed) - The character keeps an eye out, gaining a +4* circumstance bonus to Perception and Perception DC and may actively make Perception checks to detect threats or notice anything else out of the ordinary.
- Speed modifies the bonus: Fast = -6*. Normal = +0. Careful = +1. Slow = +2. Crawl: +3.
- Outriding (x2 speed+) - Rides/moves out to detect/prevent threats.
- If an encounter is generated for the expedition Outrider make a Perception check vs DC 15 (or stealth) to detect it way ahead of the expedition encountering it.
- An additional encounter check is made for each outrider group; at 50% lower chance of a random encounter.
- Track (Slow or slower) - Follow the trail alread found by the Exploraion Activity "Track", making a Survival check against the Track DC. Make one check every hour, so 4 checks in a Watch.
- If you haven't already found the track, or if you lost it while tracking, you may halt for 1 hour (lower travelled distance by 1/4 for this Watch) to make another Track Exploration Activity.
- Crawl: +2 circmstance bonus to Track and the first Track Exploration Activity made to re-find a lost track doesn't require a halt.
- Success = You find the trail or continue to follow the one you’re already following.
- Failure = You lose the trail but can try again after a 1-hour delay.
- Critical Failure = You lose the trail and can’t try again for 24 hours.
- Experienced Tracker works with this Travel Activity.
- Cover Tracks (Careful or slower) - Attempt to cover the expedition's tracks. Stealth or Survival check creates the Track DC for any pursuer attempting to find or follow their tracks.
- Slow: +2. Crawl: +4*.
TRACK DCs | |
---|---|
SURFACE | DC |
Very soft ground (snow, wet mud) | 5 |
Soft ground (sand) | 10 |
Firm ground (fields, woods, thick rugs, dusty floors) | 15 |
Hard ground (bare rock, indoor floor, streambeds) | 20 |
CONDITION | MODIFIER |
Multiple people | -2 |
Large group | -4 |
Very large group | -8 |
Creature is bleeding | -4 |
Every day since the trail was made | +1 per day |
Every hour of rain since the trail was made | +1 per hour |
Fresh snow cover since the trail was made | +10 |
- Trailblazing (Careful or slower) - Allows the expedition to lay down a trail that is either visible or hidden to others, using a Stealth check. See rules here and here.
- Slow: +2. Crawl: +4*.
- Reconnaissance (Multiple watches) - Map your surroundings. Takes as many Watches as it would take to cross the area, times two. Count travel time as if the area is trackless.
- Prerequisite to Map the Area (Local Activity).
- You automatically find any special feature that doesn’t require a check to find, and you attempt the appropriate checks to find hidden special features.
- For instance, if you were looking for an obvious rock formation among some hills at normal speed, you would spend 2 Reconnaissance Activities to Recon the area (1/2 speed = 6 miles = 2 Travel Watches), and you'd find the rock formation. But if you were looking for a hidden tengu monastery somewhere in some deep forests, after spending 2 Activities to Recon the forest area, you would have to succeed at a Perception check as part of your Reconnaissance Activity to find the monastery.
- To use Reconnaissance ith Fast speed requires a DC 20 Survival check for each Watch.
- Success = You do it Fat (150% speed). Fail = You do it at Normal speed. Crit Fail = You do it at Slow (50%) speed.
- Aid (Same speed as aidee) - A second character can aid an Activity check. Use Aid rules but double bonuses/penalties.
- DC 20: Crit Success +4*; Success +2; Fail 0; Crit Fail -2.
- Trailing - If a character isn't incapacitated but doesn't choose an Activity, they simply tag along without a specific thing they do.
Local Activities
Note 1: Daily preparations are normally seen as part of the Local Activity "Rest" and the beginning of the next activity without taking up more time unless something interrupts the Rest or preparations.
Note 2: Some Local Activities can be performed while travelling if doing so in an appropriate way, like in a comfortable wagon or on a steady ship. GM pergoative.
- Resting (2+ Watches) - Needs to be taken consecutively to gain the benefits of a rest (see limits). More watches may be needed if interrpted.
- Following rest, it's the normal time to do Daily Preparations.
- If a character does not spend at least two full watches per day resting; succeed at a Fortitude check (DC 16 - hours they slept, if any) or suffer a level of Fatigue.
- Write down hours of sleep missing from 8 (if slept 3h, then 5) and accumulate these for the next day's Fort check until a day the character takes no Fort check.
- Navigating (1 Watch) - Make navigation checks in advance for next travels. This check may be used to replace a Navigation check made by the same character in a subsequent Travel Watch.
- Crit Success = 2 rations and a source of water.
- Success = Either 1 ration or a source of water.
- Fail = Neither.
- Critical Fail = You attract trouble, eat something you shouldn't, or otherwise worsen your situation. You take a –2 circumstance penalty to checks to Forage and Subsist for 1 week (cumulative).
- Grazing (1 Watch, animal only) - If an appropriate biom (determined by the GM), animals (like horses) can graze and be fully fed by grazing as one Local Activity.
- Scouting (1 Watch) - Choose Reporting or Pathfinding and make a Survival check on area's Navigation DC.
- Reporting - Try to make a Scout Report to a character's next Navigation check in this area.
- Crit Success = Provide a Scout Report. They can roll twice and choose which die to use. Also choose between gaining the Success effect of Pathfinding or a +2 circmstance bonus to Navigation.
- Success = Provide a Scout Report. They can roll twice and choose which die to use.
- Fail = No effect.
- Crit fail = You attract trouble, eat something you shouldn't, or otherwise worsen your situation. You take a –2 circumstance penalty to checks to Scout for 1 week (cumulative).
- Pathfinding - Survival check on area's Navigation DC.
- Crit Success = Treat trackless terrain as if it had a trail for the next watch in this area and provide a Success Scout Report.
- Success = Treat trackless terrain as if it had a trail for the next one watch in this area.
- Fail = No effect.
- Crit fail = You attract trouble, eat something you shouldn't, or otherwise worsen your situation. You take a –2 circumstance penalty to checks to Scout for 1 week (cumulative).
- An additional encounter check is made for each Scouting group.
- Reporting - Try to make a Scout Report to a character's next Navigation check in this area.
- Sentrywork (1 Watch) - The character keeps an eye out, gaining a +4* circumstance bonus to Perception and Perception DC and may actively make Perception checks to detect threats or notice anything else out of the ordinary.
- Outriding (1 Watch) - Rides/moves out to detect/prevent threats.
- If an encounter is generated for the expedition Outrider make a Perception check vs DC 15 (or Stealth) to detect it before it enconters the expedition.
- An additional encounter check is made for each outrider group; at 50% lower chance of an encounter.
- Sighting (1 Watch) - Find an outlook to see further into the wilderness for threats. See Spotting Distances. Sharing this information will provide a +1 circumstance bonus to the next Navigating, Foraging, Scouting, Sentrywork, Outriding or Reconnaissance (Perception or to Recon faster) check an expedition member makes. A character Sighting may also choose to use these insights to increase or decrease the likliehood of an encounter by an additional 10%.
- Track (1 Watch) - Spend time familiarising ourself with the track, or to find it, and gain bonus on the next check.
- Track is known: Make a Survival check against the Track DC.
- Crit Success: Automatically succeed at your next Track check to follow this track.
- Success: Gain a +4* circumstance bonus to your next Track check to follow this track.
- Fail: Track is lost. You can not try another check for 1 hour.
- Crit Fail: Track is lost. You can not try another check for 24 hours.
- Track is not known: Make a Survival check against the Track DC.
- Crit Success: Track is found and you gain a +4* circumstance bonus to your next Track check to follow this track.
- Success: Track is found and you gain a +2 circumstance bonus to your next Track check to follow this track.
- Fail: You haven't found the track but can try again after 1 hour.
- Crit Fail: Track is not fond. You can not try another check for 24 hours. Others suffer a -2 circmstance penalty to find it in the next 24 hours.
- Track is known: Make a Survival check against the Track DC.
Follow the trail alread found by the Exploraion Activity "Track", making a Survival check against the Track DC. Make one check every hour, so 4 checks in a Watch.
- If you haven't already found the track, or if you lost it while tracking, you may halt for 1 hour (lower travelled distance by 1/4 for this Watch) to make another Track Exploration Activity.
- Crawl: +2 circmstance bonus to Track and the first Track Exploration Activity made to re-find a lost track doesn't require a halt.
- Success = You find the trail or continue to follow the one you’re already following.
- Failure = You lose the trail but can try again after a 1-hour delay.
- Critical Failure = You lose the trail and can’t try again for 24 hours.
- Experienced Tracker works with this Travel Activity.
Player Activities
TRACK DCs | |
---|---|
SURFACE | DC |
Very soft ground (snow, wet mud) | 5 |
Soft ground (sand) | 10 |
Firm ground (fields, woods, thick rugs, dusty floors) | 15 |
Hard ground (bare rock, indoor floor, streambeds) | 20 |
CONDITION | MODIFIER |
Multiple people | -2 |
Large group | -4 |
Very large group | -8 |
Creature is bleeding | -4 |
Every day since the trail was made | +1 per day |
Every hour of rain since the trail was made | +1 per hour |
Fresh snow cover since the trail was made | +10 |
- Tracking (Active Watch or Travel Watch*) - Choose Finding Tracks (Active Watch) or Following Tracks (Travel Watch)
- Finding Tracks: Searching a significant wilderness area for tracks. The tracker makes a Perception check against the appropriate Track DC.
- Following Tracks: Once tracks have been found, a tracker can follow the trail during a travel watch by making a Survival check against the appropriate Track DC. A new check must be made each time the trail enter a new hex.
- If a trail is lost, it may be possible to reacquire it using the Finding Tracks action.
- Cover tracks (Slow Travel Watch) - Attempt to cover the expedition's tracks. Stealth or Survival check creates the Track DC for any pursuer attempting to find or follow their tracks.
- +5 on hard ground and -5 on soft
- Trailblazing (Travel Watch) - Slows the chosen speed by an additional 50%. Allows the expedition to lay down a visible or hidden trail. See rles here and here
- Pazio Hexploration Rules - These are modified slightly to work with Alexandrian's Hexploration rules.
- Reconnaissance (Travel Watch) - Map your surroundings. Takes as many Watches as it would to traverse the area, times two. Count travel time as if the area is trackless.
- Once the hex has been Reconned, you can Map the Area to reduce your chance of getting lost in that hex (see below).
- You automatically find any special feature that doesn’t require a check to find, and you attempt the appropriate checks to find hidden special features.
- For instance, if you were looking for an obvious rock formation among some hills, you would spend 2 hexploration activities to Reconnoiter the hex, and you’d find the rock formation. But if you were looking for a hidden tengu monastery somewhere in some deep forests, after spending 2 activities to Reconnoiter the forest hex, you would have to succeed at a Perception check as part of your Reconnoiter activity to find the monastery.
- Map the Area (Active Watch) - After Reconnoitering the area, create an accurate map of it with a successful Survival check (typically at a trained or expert DC). When you have an accurate map, the DC of any check to navigate that area is reduced by 2.
- Fortify Camp (Active Watch) - Crafting check (typically at a trained or expert DC). Anyone keeping watch or defending the camp gains a +2 circumstance bonus to initiative rolls and Perception checks to Seek creatures attempting to sneak up on the camp.
- .
- Downtime Activities - These activities normally take at least 4 consecutive Active Watches to perform ("a day or more") and may not be applicable.
fin tracks
Campfire watches
Actually keeping watch dring resting.
Party Size | Total Time | Duration of Each Watch |
2 | 16 hours | 8 hours |
3 | 12 hours | 4 hours |
4 | 10 hours, 40 minutes | 2 hours, 40 minutes |
5 | 10 hours | 2 hours |
6 | 9 hours, 36 minutes | 1 hour, 36 minutes |
Resting
- Full rules: Healing#Resting
- Marching or other streneous activity in excess of 1h between rest periods will reset the time counted as rest. Taking turns on guard duty generally does not affect rest.
- Not automaticall Fatigued after 16 hours; after 20 hours instead (5 Watches).
- If a character does not spend at least one full watch per day resting; succeed at a Fortitude check (DC 12 + the number of hours missing) or suffer a level of Fatigue.
- Write down hours of sleep missing from 8 (if slept 3h, then 5) and accumulate these and add them to next day's Fort check until the character gets an opportunity to ret up the missing hours.
- HP gain: CON+1 (min 1) x lvl; may be less if resting without shelter/comfort.
- Fatigue: -1
- Doomed/Drained: -1 each
- Persistent Injury: -1
- Luxurious locale: x2
- Able to regain spells
Forced March
- Full rules: Travel#Forced_March
Generally a time increment (1h) after 8h march start making Fortitude check of DC 12 + 2 for ever previous check. Hustle: 10 x Con mod minutes of 200% speed (10 min increment).
- Crit Success: Skip the next Fortitude check and don't count either this or the skipped one for calculating future DCs.
- Success: No effect
- Fail: 1D4 damage and gain a Fatigue level
- Crit Fail: 1D12 damage and gain two Fatigue levels
Food and water
- Full rules: Starvation
Water: You need 1 or 2 waterskins (0.5 or 1 gallon) of water per day depending on activity level to be unaffected by thirst.
Food: You need one ration of food per day to be unaffected by hunger.
Recover Ammunition
Ammnition that did not hit a target has a 50% chance of being recoverable. In dire straits it's possible to reover also arrowheads from the other 50% that are otherise "lost" as well as those that have hit a target (or something hard). Arrows can be repaired (5hp) or crafted from scratch. An arrowhead hitting a hard object has the Broken and Shoddy traits until repaired and endows any arrows made from them with these traits.
Craft and Repair
There is a slight lack for this in PF2.
Improvised Repair Kit means it's a Shoddy one[1], with a -2 circmstance penalty. Most of the time, some level of repair is possible from things like knives, hatchets, stones and boulders but in some cases repairs are impossible, like if there is a lack of ANY relevant tools.
Craft uses the standard rules with the folloing exceptions:
- Crafting overtly mundane items can be done at 5% the time of normal crafting as well as dring Exploration Mode (4h) or Hexploration (1 Watch).
- E.g.: Clubs, ammunition (arrowheads already made), arrowheads of common wood or bone.
- Cutting tools, rope and fire are reqired.
- Wooden weapon made for quality like a Bo-staff or spear require a full Craft check (4 days Downtime), otherwise it's Shoddy
- 10 arrows are created per check (standard)
Materials
- Bone: -2 damage and Fragile
- Wood: -3 damage & additional -1 for medium armor or -3 for heavy armor and Fragile
- Weapons normally made by wood, like staves and clubs, do not apply these penalties
Army movements
Large scale movement is hindered by several factors, well summarised here.
Rule of thumb 8-12 miles per day rather than 24 odd. Can probabl be refined with eqation + dice.
Full rules
Watches
A watch is the basic unit for tracking time. A watch is equal to 4 hours.
Determine Time Within a Watch: To randomly generate a particular time within a watch, use 1d8 to determine the half hour and 1d30 to determine the exact minute (if necessary).
There are six watches per day and three types of watch:
- Active
- Rest
- Travel
While traveling, it is generally assumed that an expedition is spending two watches per day traveling, two watches per day resting, and two watches per day engaged in other activities.
Forced March: If a character spends more than two watches traveling in one day, they must make a Constitution check (DC 10 + 1 per hour of additional travel). On a failure, they suffer one level of exhaustion/fatigue.
Travel Pace
During each watch, the expedition determines their travel pace.
Normal: (x1) An expedition traveling at normal pace cannot use Stealth checks to avoid detection.
Slow: (x2/3) While moving at a slow pace, the expedition is purposely being careful. An expedition traveling at slow pace:
- Gains advantage on navigation checks.
- Can make Stealth checks to avoid detection.
- The chance for a non-exploratory encounter is halved. (If a non-exploratory encounter is generated, there is a 50% chance it doesn’t actually happen.)
Exploration: (x1/2) While exploring, an expedition is assumed to be trying out side trails, examining objects of interest, and so forth. While exploring, an expedition:
- Cannot use Stealth checks to avoid detection.
- Gains advantage (PF2 = +5 circumstance bonus) on navigation checks.
- The chance for encounters is doubled.
Fast: (x1.5) While moving quickly through the wilderness, expeditions traveling at fast pace:
- Cannot use Stealth checks to avoid detection.
- Suffer disadvantage to Wisdom (Perception) checks.
- Suffer a -5 penalty to navigation checks.
The most common speed is 30ft, 3mph, 12 miles per watch, 24 miles per day.
Speed | Feet per Minute | Miles per Hour | Miles per Day |
10 | 100 | 1 | 8 |
15 | 150 | 1-1/2 | 12 |
20 | 200 | 2 | 16 |
25 | 250 | 2-1/2 | 20 |
30 | 300 | 3 | 24 |
35 | 350 | 3-1/2 | 28 |
40 | 400 | 4 | 32 |
50 | 500 | 5 | 40 |
60 | 600 | 6 | 48 |
Terrain
The type of terrain modifies the speed at which an expedition can travel.
- Highway: A highway is a straight, major, paved road.
- Road: A road is a dirt track or similar causeway.
- Trail: An irregular byway. Probably unsuitable for most vehicles and may only allow for single-file travel. Most off-road travel follows local trails. A known trail does not require navigation checks, although a known trail in poor repair requires a DC 10 navigation check to follow.
- Trackless: Trackless terrain is a wild area with no paths. +2 to navigation DCs.
TERRAIN | |||||
---|---|---|---|---|---|
Desert | |||||
Forest (sparse) | |||||
Forest (medium) | |||||
Forest (dense) | |||||
Hills | |||||
Jungle | |||||
Moor | |||||
Mountains | |||||
Plains | |||||
Swamp | |||||
Tundra, frozen |
Note! These DCs are for e and ma have to be revised for PF2
Conditions
CONDITIONS | |
---|---|
Cold or hot climate | |
Giant terrain | |
Hurricane | |
Leading mount | |
Poor visibility (fog, darkness) | |
River crossing | |
Snow cover | |
Snow cover, heavy | |
Storm | |
Storm, powerful |
Leading Pack Animal: Under normal circumstances, a pack-puller can lead a file with a number of animals equal to their passive Wisdom (Animal Handling) skill.
Poor Visibility: This condition also gives disadvantage to navigation and forage checks.
River Crossing: This penalty applies to any watch during which a river must be crossed. This does not apply if the characters are following a road which has a bridge on it, but does apply if they’re traveling cross-country and must seek out a bridge.
Hexes
- 1 Hex = 12 miles (center to center / side to side) = 7 mile sides = 124 square miles
Movement on the wilderness hex grid is abstracted. In order to determine if an expedition has left a hex, you must keep track of their progress within the hex.
Starting in a Hex: If an expedition starts movement within a hex, it requires 6 miles of progress to exit any face of the hex.
- Optional Rule: You can choose to bias a starting position. For example, you might see that a river flows near the western edge of a hex. If the PCs start traveling from that river, you might decide it only takes 2 miles to exit through the hex’s western face and 10 miles to exit through its eastern face.
Crossing Hex to a Far Side: It requires 12 miles of progress to exit a hex through one of the three faces on the opposite side.
Crossing Hex to a Near Side: It requires 6 miles of progress to exit a hex through one of the two nearest faces.
Changing Direction: Changing direction more than once within a hex will result in the loss of 2 miles of progress each time direction is changed.
Back the Way We Came: If characters deliberately double back along their own trail, simply reduce their progress until they exit the hex. If they leave back through the face through which they entered the hex for any other reason (by getting lost, for example) it requires an additional 1d6-1 miles of progress to exit the hex (unless circumstances suggest some other figure).
Watch Actions
Encounters
References
- https://thealexandrian.net/wordpress/46101/roleplaying-games/5e-hexcrawl-part-2-wilderness-travel
- PF2 hexploration https://2e.aonprd.com/Rules.aspx?ID=1265
- https://dndnerds.org/2021/07/15/wilderness-hexcrawl-procedure/
- ...
- https://www.reddit.com/r/rpg/comments/9m7xax/recommend_me_a_hexcrawl_random_generator/
- https://iceandruin.blogspot.com/2018/03/help-make-hex-describe-best-thing-ever.html
- Did peasants travel?