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

  1. Choose Activity Type
    • Travel = Choose speed
  2. Choose Activity
  3. 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
  4. Resolve all other Activities
  5. 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. Stealth check result is the detect DC. Additionally use the Stealth check against DC 20.
    • Slow: +2. Crawl: +4*
    • -1 penalty for every character beyond the first. -3 for a large creature. -9 for a huge.
    • Crit Success = Lower random encounter chance by 50%; expedition may choose to encounter a "discarded" encounters as Hidden and Undetected. May also make an Aid check for another's Cover Track Activity.
    • Success = Lower random encounter chance by 25%; may also make an Aid check for another's Cover Track Activity.
    • Fail = No effect.
    • Crit Fail = Increase random encounter chance by 25%.
  • 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.
  • 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 (+25% 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 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 DCs
SURFACEDC
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
CONDITIONMODIFIER
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
  • Track (Slow or slower) - Follow the trail alread found by the Exploraion Activity "Track" or Local Activity Track, making a Survival check against the Track DC. Make one check every hour (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 (Perception check) rather than stopping to Track.
    • Crawl: +2 circmstance bonus to Track and the first Track Exploration Activity made to re-find a lost track doesn't require a halt.
    • Crit Success = You find the trail or continue to follow the one you’re already following and have a +2 circumstance bonus on our next check on this track.
    • 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 in terms of speed and number of
  • 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: +1. Crawl: +2.
    • Don't forget that Tracking has +5 on hard ground and -5 on soft.
  • 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 with 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.
  • 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 DCs
SURFACEDC
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
CONDITIONMODIFIER
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
  • Track (1 Watch) - Spend time familiarising ourself with the track, or to find it, and gain bonus on the next check. You may attempt up to 4 checks during the Watch.
    • Track is found: 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 found: Make a Perception 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 found. You can not try another check for 24 hours. Others suffer a -2 circmstance penalty to find it in the next 24 hours because you mucked up the tracks.
  • Stealthing (1 Watch) - Keeps tabs on the whole expedition. The result is the detect DC of the camp. Lowers random encounter chance by 25%.
    • -1 penalty for every character beyond the first. -3 for a large creature. -9 for a huge. -5 for a fire.
    • If a character did a Cover Tracks Activity while travelling to the current location or does a Fortify Camp Activity during this Watch, the Stealthing character may make an Aid action to that check to increase the Track DC (even after) or to assist one Fortify Camp check.
  • Reconnaissance (Multiple watches) - Explained in the Travel Activity section. One character can do this while the ret of the expedition does Local Actions.
  • Map the Area (1 Watch) - After Reconning the area, create an Accurate Map of it with a successful DC20 Survival check (Expert DC).
    • Crit Success = You made an Accurate Map of the area that provides a +4* circumstance bonus to Navigating checks.
    • Success = You made an Accurate Map of the area that provides a +2 circumstance bonus to Navigating checks.
    • Fail = You have made a map with enogh errors to not provide an bonus.
    • Crit Fail = You have made a convincing map of the area but with some errors, causing -2 circumstance penalty to Navigation checks.
    • If you get lost in this area using the map, the character Navigating can attempt a Perception DC 20 check to identify that the map is incorrect.
  • Fortify Camp (1 Watch) - Craft or Survival check against the terrain's Forage DC grants the camp advantages.
    • Crit Success = 4 advantages.
    • Success = 2 advantages.
    • Fail = 1 advantage.
    • Crit Fail = If the camp had advantages, remove 2. If not, there are unnoticed disadvantages surrounding the camp causing a -2 circumstance penalty to future checks relating to Perception, Stealth or Initiative.
    • Advantages (circumstance bonuses): +2 to Initiative; +2 to Perception checks; +2 to Perception DC; +2 to Stealth; ability to make stealth check to start an encounter Hidden and Undetected; +1 to attack rolls in/adjacent to camp; +1 to AC in/adjacent to camp; +1 to Reflex saves; comfort increase one step (2 needed for "luxurious"); improvised caltrops in 4 spaces (Perception DC 15 to see)
  • Downtime Activities - These activities normally take at least 4 consecutive Active Watches to perform ("a day or more") and may not be applicable.
    • Subsist (4 Active Watches) - Sustenance and shelter, see rules
    • Crafting - 4 days is standard, but some mundane items can be crafted in 1 Active Watch.



Campfire watches

Actually keeping watch dring resting.

Party SizeTotal TimeDuration of Each Watch
216 hours8 hours
312 hours4 hours
410 hours, 40 minutes2 hours, 40 minutes
510 hours2 hours
69 hours, 36 minutes1 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.

SpeedFeet per MinuteMiles per HourMiles per Day
1010018
151501-1/212
20200216
252502-1/220
30300324
353503-1/228
40400432
50500540
60600648

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
HIGHWAY
ROAD/TRAIL
TRACKLESS
NAVIGATION DC
FORAGE DC
Desert
x1
x1/2
x1/2
12
20
Forest (sparse)
x1
x1
x1/2
14
14
Forest (medium)
x1
x1
x1/2
16
14
Forest (dense)
x1
x1
x1/2
18
14
Hills
x1
x3/4
x1/2
14
12
Jungle
x1
x3/4
x1/4
16
14
Moor
x1
x1
x3/4
14
16
Mountains
x3/4
x3/4
x1/2
16
18
Plains
x1
x1
x3/4
12
12
Swamp
x1
x3/4
x1/2
15
16
Tundra, frozen
x1
x3/4
x3/4
12
18

Note! These DCs are for e and ma have to be revised for PF2

Conditions

CONDITIONS
SPEED MODIFIER
Cold or hot climate
x3/4
Giant terrain
x3/4
Hurricane
x1/10
Leading mount
x3/4
Poor visibility (fog, darkness)
x1/2
River crossing
x3/4
Snow cover
x1/2
Snow cover, heavy
x1/4
Storm
x3/4
Storm, powerful
x1/2


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

Hex navigation distances.jpg

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


Navigation

Encounters



Print


References

  1. https://thealexandrian.net/wordpress/46101/roleplaying-games/5e-hexcrawl-part-2-wilderness-travel
  2. PF2 hexploration https://2e.aonprd.com/Rules.aspx?ID=1265
  3. https://dndnerds.org/2021/07/15/wilderness-hexcrawl-procedure/
  4. ...
  5. https://www.reddit.com/r/rpg/comments/9m7xax/recommend_me_a_hexcrawl_random_generator/
  6. https://iceandruin.blogspot.com/2018/03/help-make-hex-describe-best-thing-ever.html
  7. Did peasants travel?
  8. Subsist


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