Curabel Campaign Hexcrawl Rules Cheat Sheet
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[[Image:]][[Image:]][[Image:]]= Hexcrawl Exploration House Rules: Hexcrawl =
Base Chance of Random Encounters
- The party will have an encounter on a roll of 5-6 on a d6
- A five indicates an encounter with one of the hexes special features (or clues to its existence if encountering it makes no sense in the situation)
- A six indicates a wandering monster encounter (use the next table to determine what is encountered)
How Often to Check for Random Encounters
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Alternate Method for Determining Random Encounter Type
roll 2d6 (Civilized Area) or 2d4 (Wilderness)# Unique location or feature of the hex (if it makes sense; re-roll if not).
- Encounter between two hostile predators (monster fight).
- Alpha predator (territorial) (monster; near lair).
- Beta predators (hunting) (monsters; looking for prey).
- Pest (monster[s]; scavenging).
- Landmark or clue pointing toward an adventure location (or toward #2 & #12).
- Humanoids travelling toward a settlement (check reaction).
- Humanoids busy doing something (check reaction).
- Humanoids in refuge, camp or small settlement (check reaction).
- Humanoid needing or offering help.
- Unique location or feature of the hex (helpful but can be dangerous).
Determining Distance of Random Encounter
- If applicable, roll for surprise
- Roll 6d4 for distance in yards (3ft to 1yrd); subtract surprise roll if successful
- Scrub -1 on all rolled 3s and 4s; Forest/Jungle -1 on all rolls; Marsh -1 on all 2s, 3s, and 4s
When to Roll for Becoming Lost in Hexcrawl
- Always when in an unknown/explored hex without landmark or road/path
- Never while following path or major river (small tributary do not count)
- If landmark obscured when traveling to it in unknown terrain
- Never in mapped/known territory unless special circumstances (storm, fleeing, etc.)
- Only in unusual circumstances with knowledgeable guide (storm, fleeing, etc.)
- Never with knowledgeable ranger
Chance of Becoming Lost in Hexcrawl
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- If moving into area previously mapped, the party will realize their error the next day
- If moving into a new area, roll again to see if they remain lost the second day