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Old-School Hex Crawl Guide

A guide for running hex crawls in old-school fantasy tabletop roleplaying games provides advice on keeping a notebook, making a map, designing encounter tables, and populating the map with sites of adventure.

Uploaded by

Jack Brightwell
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (6 votes)
3K views21 pages

Old-School Hex Crawl Guide

A guide for running hex crawls in old-school fantasy tabletop roleplaying games provides advice on keeping a notebook, making a map, designing encounter tables, and populating the map with sites of adventure.

Uploaded by

Jack Brightwell
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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INTRO
This document is designed to help you run a hex Hexed Press on Youtube:
crawl for old-school fantasy table-top role- https://www.youtube.com/channel/UCixLUNVV
playing games. There are many guides, blogs, _WSdkRNtCmloJRA
videos, and forums full of advice on this subject.
The fine folks at the OSR subreddit:
This guide is my personal distillation of all the
research I did when I decided to take the plunge reddit.com/r/OSR
into running a hex crawl. The Judges Guild, Gygax, Arneson, Holmes,
Herein you will find advice on how to keep a Moldvay, Cook, Mentzer, et al
notebook, make a calendar, design and key My gaming group, still going strong after thirty
your map, and populate it with interesting sites years!
of adventure featuring encounters with
monsters and NPCs. This system can be used or I hope this can be useful to you, and that you
adapted to work with any old-school RPG will find as much enjoyment running your hex
system based on that famous RPG we all know, crawl as I have! I’ve played this game since
especially ones based on an edition of that 1991, and hex crawling has shown me a brand
game with both basic and expert versions. And new (yet, very old) way to have fun.
super especially one that is essentially old-
Published: 2022
school.

The following is a list of some of the main Author: BroadSwordBard


inspirations that helped me put together this
book: [email protected]

Gucci Fuligin Cloak’s blog GFC’s Table Scraps:


guccifuligincloak.blogspot.com/

Ktrey’s blog d4 Caltrops:


https://blog.d4caltrops.com/

Arnold K’s blog Goblin Punch:


goblinpunch.blogspot.com/

Melan’s blog Beyond Formalhaut:


https://beyondfomalhaut.blogspot.com/

Professor DungeonMaster’s YouTube channel


DungeonCraft:
https://www.youtube.com/channel/UCD6ERRd
XrF2IZ0R888G8PQg
RUNNING A HEX CRAWL
The Notebook: Get a three-ring binder. You will Random Monster and Treasure Tables: Using
fill this binder with your calendar, map, hex key, the TTRPG of your choice, print out or recreate
encounter tables, treasure tables, copies of the the tables for dungeon encounters, wilderness
feature and monster tables in this document, encounters, and treasure generation. I use Old-
any other tables and tools you want, and a lot School Essentials Advanced, and this document
of blank pages. You can use tabs and reflects that, but it is easy enough to adapt this
separators, and you should have a clear sleeve system to most old-school TTRPG systems.
in which to place your map so you can draw on
it during games with a wet-erase marker. Populating the Map: First, decide where your
home base settlement will be and place it on
The Map: Now, it is time to make your hex map. the map. Just write ‘HB’ in pen on the hex
You can do this by hand, using an app, or a little desired. This is where the PCs will start and
bit of both. You can use the free version of (hopefully) end each adventure. They can rest
Hexographer (see LINKS) to do everything and restock here, and gather rumors and
required here. Make a map that fits on one information for further adventures. On the HEX
page (1/2 inch hexes preferably). You can print FEATURES page you will find directions for filling
out a map, or do like I do and color in your out the rest of your map.
terrain with colored pencils. I color them so
there are no icons getting in my way when When you roll a feature, place a mark on your
adding features. Try to have at least some of map in pen. Number the feature, and draw a
the following terrain types: grassland, shape around it (circle for landmarks, triangle
forest/jungle, hills, mountains, swamp, for magical sites, and square for structures).
rivers/lakes and desert. You can also combine Write down the number and symbol and a
two types (forested mountain, hilly grasslands, shorthand name for the site on the left side of
etc.). The scale I use for this document is one your HEX KEY page (an example Hey Key page
hex = six miles. A blank hex map for printing is for printing can be found in the WILDERNESS
provided at the end of the document. EXPLORATION section later in this document).

Calendar: The next thing you need is a calendar. Next, go to the blank pages in your notebook
Make a page or two with a space for each and create a page for that feature. Write its
month where you can jot down holidays and number and name at the top of the page, then
upcoming events. Keep another page for the record everything about the feature for when
current month with each day listed, and spaces the PCs discover it. Write down what they see,
for the weather, moon phase, and notes. An monsters present, what they are doing,
example can be found in the following pages. treasure to be found, connections with other
Use a weather generation tool (almanac, hex hexes, etc. Keep these pages in order by
flower (see LINKS) to pre-generate the weather number so that you have an easy reference
for each day of the current month. Fill in the between your map, key and blank page section.
moon phases. If this is too much, use my
Play: Following the feature tables, you will see a
calendar, which has 13 months of 28 days each
description of how to handle PC movement
(364 days per year), so that your moon phases
during the wilderness exploration turn, and a
are always on the same dates.
hex key/turn sheet for printing.
YEAR:

JANUARY – New Year Holiday 1st

FEBRUARY – Spring Equinox 28th

MARCH – Major Holiday 7th

APRIL – Minor Holiday 12th

MAY – Minor Holiday 22nd

JUNE – Summer Solstice 7th


JULY – Minor Holiday 4th

AUGUST – Minor Holiday 19th

SEPTEMBER – Fall Equinox 14th

OCTOBER – Major Holiday 13th

NOVEMBER – Major Holiday 27th

DECEMBER – Winter Solstice/Major Holiday 21st

TRECEMBER – New Year’s Eve 28th


DAY NAME WEATHER MOON EVENTS
1 SUNDAY C/N
2 MONDAY New
3 TUESDAY N/C
4 WEDNESDAY N/C
5 THURSDAY Cres
6 FRIDAY Cres
7 SATURDAY C/H
8 SUNDAY C/H
9 MONDAY Half
10 TUESDAY H/G
11 WEDNESDAY H/G
12 THURSDAY Gibb
13 FRIDAY Gibb
14 SATURDAY G/F
15 SUNDAY G/F
16 MONDAY Full
17 TUESDAY F/G
18 WEDNESDAY F/G
19 THURSDAY Gibb
20 FRIDAY Gibb
21 SATURDAY G/H
22 SUNDAY G/H
23 MONDAY Half
24 TUESDAY H/C
25 WEDNESDAY H/C
26 THURSDAY Cres
27 FRIDAY Cres
28 SATURDAY C/N

Moon Phases: New = no moon. Gibb = Gibbous (between half and full). A / indicates transitioning from
one phase to the next (C/N means a thin crescent moon disappearing into becoming a new moon). The
moon phases are waxing (becoming full) between the 3rd and 15th of the month, and waning (becoming
new) between the 17th and 1st.
HEX FEATURES
Map Population: After creating your map, roll of features and keep them in your folder for
1d20 for each hex. When you roll a 1, roll on the when a hex is populated mid-game.
following table to find what type of hex feature
to use. After you have populated your map, Search: If the PCs want to search a hex for
divide it into sections of equal-ish size and make hidden features, roll XdY, where X is the
sure you have a few interesting things in each amount of movement points they spend
section. If you don’t, pick an interesting hex and searching, and Y is the terrain type (d6 light, d8
populate it. rough, d10 very rough). They find a new feature
if a 1 is rolled. You may want to limit the
Travel: When the PCs travel to a hex that is number of features per hex to 3 or 4. This way
empty, roll 1d20 and populate it on a 1. If you your map doesn’t become a mess, and the PCs
are into prep, you may want to pre-roll a bunch can try to 100% your map if they choose.
HEX FEATURES: d8
1-4 5 6-8
Landmark Magical Site Structure
Go to Landmarks page Go to Magical Sites page Go to Structures page

Landmark: A landmark is what it says: a place and act exactly like them until the PC/s receive
the PCs can easily identify and use to know a curse instead of a boon.
where they are on the map. It might be
occupied, but usually not. Structure: Houses, towns, crypts, dungeons,
churches and more! These are your main sites
Magical Site: No one knows why these sites of adventure, where the PCs will encounter
exist, but they are known to grant travelers enemies and NPCs, and explore to find treasure.
boons, though a few are cursed. At minor When populating your map, make sure you
magical sites, the PCs must rest to gain a boon, have at least one structure in each section. In
while at major sites, one PC must take a your base settlement the PCs should be able to
particular action. A phantom of the past will hear rumors about these sites.
mime the action required before disappearing.
Example: “When you arrive at the site, you see Between Adventures: Note which hex features
an altar rising from the ground. A phantom the PCs have fully explored (or likely won’t
knight appears and places his sword atop the return to) and place a small mark on the map by
altar.” These phantoms are context clues for each. Make sure each of your sections still has
the PCs to use in deciding who uses the site and interesting features (at least 1 structure) not
how. Cursed sites are disguised as major sites, counting the ones you marked explored.
Repopulate if necessary.
LANDMARKS (d8: 1-4)
Roll 1d20 for feature, then decide which of the the type of inhabitants. If the inhabitants are
two choices makes sense for your hex. If neither Humanoid, Monstrous Humanoid, Giant or Fey,
does, reroll. If both do, choose one or roll a die you may roll on the Encounter Activity table
and decide by evens and odds. After this, roll (found later in this document) to see what the
1d20 for the trait that describes your rolled inhabitants are doing there. Finally, roll on the
feature, and 1d6 for the degree of the trait. Monster Tables (found later) to see which
Next, roll 1d10 to see if the Landmark is specific inhabitants are at your Landmark.
currently inhabited. If it is, roll 1d8 to find out
LANDMARKS
d20 Feature d20 Trait Degree d6
01 Strange Tree or Rock Formation 01 Abundant Wildlife 1-3 Slight
02 Flower or Vegetation 02 Burnt/Charred 4-5 Moderate
03 Cave or Overhang 03 Vandalized 6 Extreme
04 Pond or Quicksand 04 Giant Footprints
05 Spring or Waterfall 05 Remains or Litter
06 Dell or Crater 06 Bad Smell
07 Cliff or Ravine 07 Magic Runes or Writing
08 Tar Pit or Mud Pit 08 Weather Damaged
09 Skeletons* or Wreckage 09 Unnaturally Large
10 Statue/s or Fountain 10 Fungi, Slime or Algae
11 Monolith/Obelisk or Monument 11 Insect Infested
12 Graves/Burial Mound or Sign 12 Bloodstains
13 Trail or Bridge 13 Dead Animals
14 Dolmen or Stone Calendar 14 Dead Bodies*
15 Carved Cliffs or Sculpted Mound 15 Unnaturally Hot or Cold
16 Mesa or Plateau 16 Sinister Feeling/Bad Vibes
17 Terrace or Blight 17 Treasure Cache (level appropriate)
18 Well or Aquifer 18 Ambush (Skip 1-6 on Inhabited)
19 Dry Lake or Geyser 19 Poisonous Plants/Berries
20 Sinkhole or Chasm 20 Trap/s
* d6: 1-2 Humanoid, 3-5 Monstrous Humanoid, 6 Giant

INHABITED: d10
1-6: Not Inhabited 7-9: Small Group (Encounter NA) 10: Large Group (Wilderness NA)
d8 Inhabitants
01 Animal/Vermin Roll d6 1-4: Animal 5-6: Vermin
02 Humanoid
03 Monstrous Humanoid
04 Giant/Fey Roll d6 1-5: Giant 6: Fey
05 Magical Beast/Dragon Roll d6 1-4: Magical Beast 5-6: Dragon
06 Monstrosity/PFO Roll d6 1-3: Monstrosity 4-6: Plant, Fungus, Ooze
07 Undead/Lycanthrope Roll d6 1-4: Undead 5-6: Lycanthrope
08 Elemental/Construct Roll d6 1-4: Elemental 5-6: Construct
MAGICAL SITES (d8: 5)
Roll 1d8 to determine minor, major or cursed site. Then, roll on the appropriate table.

d20 Minor (1-3) Major (4-6) Cursed (7-8)


01 Healing doubled Wish Someone forgets you exist
02 Removes curses +1 to all Saves Age 1d10+10 years
03 Removes diseases Gain 1d3 HP permanently You can’t lie
Pass next failed poison/death Gain new random spell of highest Your weapon becomes a -1 cursed
04
save level you can cast weapon
Pass next failed paralysis/ Armor becomes +1 or gains +1 d6: Your skin becomes (1-2)
05
petrification save (max +3) orange, (3-4) green, (5-6) blue
Pass next failed breath attacks Weapon becomes +1 or gains +1 Your armor becomes -1 cursed
06
save (max +3) armor
Pass next failed wands or Gain ½ the XP you need for the Theme music follows you and
07
spells/rods/staves save next level changes according to events
08 Next missed attack roll hits Your retainers gain 1 loyalty -1 to a random ability score
09 Pass next failed % skill roll Gain a random magic item You fail all fear saves
Next attack that hits you deals You have a 5% chance to reflect Friendly NPC becomes your
10
minimum damage all spells cast at you enemy (retainer if possible)
Your next attack that hits deals Raise prime requisite score +1; if Lose 1d3 HP permanently
11
maximum damage at 18, random ability score
Max rolls on next turn undead Two PCs become telepathic with Nearsighted (-2 ranged attacks)
12
attempt each other permanently
Next damaging spell cast deals Learn the answer to one You smell terrible
13
maximum damage knowable question
At next level up, you may reroll Next unknown humanoid Food tastes awful to you
14
your new hit die once encountered becomes an ally
The next secret door near you will You can see invisible creatures You become deaf
15
be revealed
The next hidden trap near you will You no longer need to eat, but You are unable to speak
16
be revealed you can
You win initiative during your Gain 1d20 random gems You are afraid of a random
17
next encounter monster (roll Inhabitants)
You gain 2 movement points You can hold your breath for 30 You are afraid of heights
18
usable today minutes
19 Gain a healing potion You are immune to poison Shrink to half your size
Teleport 1d6 hexes in a random You are immune to fear effects Become a were-frog at the next
20
direction full moon

Minor: All PCs gain benefits after resting Cursed: Acts as a major site, except the
overnight, then site becomes inactive for 3d10 “reward” is a curse. Curses (and major benefits
days. “Next” affects do not stack and will be if desired) can be removed with the spell
replaced by visiting another site that bestows Remove Curse, or a world-based solution of the
one. GM’s choice. Example: Being kissed by a
princess could remove your were-frog status, or
Major: A phantom will mime the required killing a giant could restore you to normal size if
action/pose/offering for (usually) 1 PC to gain shrunk.
this benefit, then the site disappears forever.
STRUCTURES (d8: 6-8)
d6 Structure 1 2 3 4 5 6
1 Manor Roll d6 House Mansion Palace Cabin Cottage Farmhouse
2 Settlement Roll d6 Vilage Town City Hamlet Camp Hideout
3 Stronghold Roll d6 Barracks Castle Fort Tower Arena Prison
4 Temple Roll d6 Monastery Church Nunnery Holy Site Shrine Pyramid
5 Tomb Roll d6 Sepulcher Mausoleum Catacomb Cemetery Charnel Seal
6 Dungeon See Dungeon page
If 1-5, roll Condition below

Condition: d8 1-5: Ruined 6-7: Fine 8: Magical


d10 Ruined 1 2 3 4 5 6 7 8
01 Covered: d8 Sand Ashes Dirt Rock Mold Slime Webs Plants
02 Contaminant: d4 Poison Disease Vermin Curse
If Ruined, roll on Ruined and Degree;
03 Inside Crater d8 Magical
if Magical, roll on Magical
04 Sunken 1 No arcane magic
05 Burnt 2 No divine magic Degree of Ruination: d6
06 Crumbled 3 Illusions abound 1-3 Slight
07 Vandalized 4 -2 rolls non-chaotic 4-5 Moderate
08 Collapsed 5 -2 rolls non-lawful 6 Extreme
09 Weathered 6 -2 rolls non-neutral
When finished, proceed to Inhabited
10 Restored 7 No healing
and Inhabitants below
8 +2 all damage rolls

INHABITED: d8
1: Not Inhabited 2-7: Roll below 8: Roll twice
d8 Inhabitants
01 Animal/Vermin Roll d6 1-4: Animal 5-6: Vermin
02 Humanoid
03 Monstrous Humanoid
04 Giant/Fey Roll d6 1-5: Giant 6: Fey
05 Magical Beast/Dragon Roll d6 1-4: Magical Beast 5-6: Dragon
06 Monstrosity/PFO Roll d6 1-3: Monstrosity 4-6: Plant, Fungus, Ooze
07 Undead/Lycanthrope Roll d6 1-4: Undead 5-6: Lycanthrope
08 Elemental/Construct Roll d6 1-4: Elemental 5-6: Construct

Find the table for the type rolled and roll on monsters in the lair. If the monster lists a lair
that table (MONSTER TABLES, found later in this type treasure, it will be present. If the
document) to find the monsters at your inhabitants rolled are humanoid, monstrous
structure. Roll Lair % to see if this is a lair. If so, humanoid, giant or fey, you may wish to roll on
double the result of your Number Appearing the Encounter Activity table found later in this
roll to find the number of combat capable document.
DUNGEONS
Building a complete dungeon is beyond the Dungeon or 5 Room Dungeons, etc. 2) Use
scope of this document. If you roll a random random dungeon generators from the internet
dungeon, you have a few options. 1) Use a (like Donjon, see LINKS) or those found in books
dungeon from a module. Your random dungeon about dungeon design. 3) Wing it! If you decide
could be Keep on the Borderlands, Tomb of the to go this route, some of the following may be
Serpent Kings, or modules from One Page of help.
d10 Purpose Size/Depth: d6
01 Death Trap 1-3: Small 4-5: Medium 6: Large
02 Gate Small: d6
03 Lair 1-3: Single Floor 4-5: 2 Floors 6: 3 Floors
04 Maze Medium: d6
05 Mine 1-3: 4 Floors 4-5: 5 Floors 6: 6 Floors
06 Prison Large: d6
07 Stronghold 1-3: 7 Floors 4-5: 8 Floors 6: 8+1d6 Floors
08 Temple
Roll 1d6 for the size of your floors, then 1d6 to determine which table to use for
09 Tomb
number of floors.
10 Vault

To fill out your dungeon, I highly recommend  Multiple paths: Branching pathways,
following the advice found on the Goblin Punch multiple escape routes, discoverable
blog entry: the Dungeon Checklist. In short, shortcuts, etc.
every dungeon should include at least most of  Something that talks: NPC, adventuring
the following features: party, magic mouth spell, ghosts,
goblins who speak common, etc.
 Something to take: Treasure, info,  Something to experiment with: Portals,
territory, anything valuable to the PCs. wishing wells, devices that alter objects,
 Grunts to kill: Orcs, goblins, or rooms with reverse gravity, etc.
whatever you roll on your game’s  A secret: Something the players
dungeon encounter tables. probably won’t find, but will be really
 Something deadly: An encounter, trap, cool if they do! A roll of platinum coins
or event that could potentially kill the hidden in a hollowed-out table leg, a
players. There should be evidence treasure map under a dirty, old rug.
present that leads the PCs to believe
this could be deadly, and an The following page lists some examples for
opportunity to escape from the deadly things to take, things to talk to, things to
thing. A pit of acid with a rickety bridge experiment with, and deadly things. If you are
missing boards, or a book that casts in need of more of any of these, the internet is
fireball when you open it, sitting on top full of millions of ideas.
of a pile of charred bones.
DUNGEON FEATURES
d20 Take d20 Talk To
01 Old Coins (worth double) 01 Adventuring Party
02 Magic Item 02 Spell Effect/Magic Mouth
03 Trade Goods 03 Ghost/s
04 Retainer 04 Undead Head
05 Unique Gems 05 Person in Painting
06 Missing Heirloom 06 Demon in a Mirror
07 Religious Artifact 07 Lost NPC
08 Historical Item 08 Last Member of Slain Party
09 Notable Painting 09 Common-Speaking Goblins
10 Collectible Figurine 10 Indifferent Dragon
11 Spell Book/Scroll 11 Bound Succubus
12 Ancient Pottery/Tool 12 Animated Door Knocker
13 Ancient Fossil 13 Knight Seeking a Grail
14 Music Box 14 Do-Gooder Robin Hood Type
15 Crown/Tiara 15 Prisoner Begging to Be Freed
16 Valuable Book 16 Fortune Teller
17 Treasure Map 17 Squatter
18 Dungeon Map 18 Someone Hiding
19 Healing Potion Cache 19 Wizard Scrying
20 Fancy Clothing 20 Time Traveler Caught in 30 Second Loop
d20 Experiment With D10 Deadly Things
01 Portal/s Room full of poisonous vermin barricaded
01
02 Wishing well shut
03 Pedestal of polymorph object Medusa head in a box, statues reaching for
02
04 Pool of random potion/poison it, snakes alive and hissing
05 Head that screams when mouth opened Corpses holding throats, doors shut and lock
03
06 Altar that fuses items on entry, poison gas fills room
07 Door leads back to the entrance Spiked walls; slick, shiny floor
04
08 Wall you can walk through
09 Device that transfers consciousness Rotating room with column, door on floor,
05
10 Altar that fixes objects and spiked left and right walls
11 Statue that will eat anything Walls close in, hole in ceiling (tunnels to
06
12 Self-destruct lever next room)
13 Chest turns objects into equivalent GP Secret door marked “seekrit passij” that
07
14 Room is an elevator shuts, locks and leads nowhere
15 Golem that copies PC’s movements Book that casts fireball when opened (d6
08
16 Device changes objects to their opposite charges) on top of charred bones
17 Gravity reverses every 10 minutes Acid pit with rickety bridge missing planks
09
18 Altar makes tiny copy of objects
19 Pool: anyone in it doesn’t want to leave A sleeping dragon
10
20 Time does not pass
WILDERNESS EXPLORATION
The PCs have 3 movement points per day. It encounter happens as the PCs spend their first
costs 1 point to move to a hex of light terrain, 2 movement point. Noon is for the second, and
points for rough terrain, and 3 for very rough. evening for the third. If night is rolled, the PCs
Bad weather can penalize their total by 1 per have an encounter while they are resting for
day, or terrible weather can make movement all the night, disrupting spell casters attempts to
but impossible. If the PCs have movement memorize spells for the next day.
points left over at the end of the day, but
cannot afford to make another move, they gain After determining if there is an encounter and
1 movement point the following day. when it happens, roll on the wilderness
encounter table of the correct terrain type
At the start of the day, describe the using your preferred TTRPG. If your game
surroundings of the PCs current location, then includes a ‘% in Lair’ stat for monsters, roll to
ask what they wish to do. They can move to see if the PCs have discovered a lair instead of a
another hex, explore a feature on their current simple random encounter. In this document, I
hex, or search for a hidden feature on their hex. have included a Lair % stat for the monsters
used in the game I run (Old-School Essentials
Moving: Unless terrain or weather blocks their Advanced). If a lair is rolled, add it to the map
view, the PCs should be able to see about one key and blank pages section as a structure
hex in each direction. Ask them to choose a feature. Double the number of monsters rolled
direction, then check to see if they get lost for Number Appearing to represent the number
using the table on the HEX KEY page. Spend of combat-capable monsters present in the lair.
their movement point/s and move them into If the monster type has a lair treasure, it will be
the next hex in the proper direction. Mark their present.
movement on the slip cover holding your map
with a wet-erase marker. If the PCs did get lost, Explore: If the PCs move into a hex with a
instead of moving them in the direction they feature, find the page for it, describe what the
chose, change their direction a number of edges PCs see, and allow them to interact with it. If
in the indicated direction before moving. After the hex has no features, roll 1d20. If a 1 is
moving, roll for a random encounter on the HEX rolled, roll a feature using the feature tables,
KEY page. then describe it and let the PCs interact with it.

Search: The PCs can use movement points to Continue: Play out the remainder of the turn,
search a hex instead of moving. Roll XdY, where letting the PCs use their remaining movement
X is the amount of movement points spent, and points to search or move. Remember: lost
Y is the type or terrain (light=d6, rough=d8, very chance and random encounters are only rolled
rough=d10). If a 1 is rolled, roll a feature to add once per day, not once per hex. Once all
to the hex, describe it, and let the PCs interact movement points are spent, or unable to be
with it. spent, the PCs must rest for the night. Mark off
a day on the calendar, check to see if anything
Encounters: Make this check only once per day, important is happening tomorrow, and see
when the PCs make their first move (or search). what the weather will be. Have your PCs mark
The chance is determined by what type of off rations, water and other supplies used per
terrain they are moving into; or, if searching, day. If you rolled a night encounter, it happens
the hex they occupy. If there is an encounter, while the PCs are resting. If there is no night
roll on the HEX KEY page to find out when the encounter, or after it happens, begin the next
encounter will happen. If morning is rolled, the day with a fresh allotment of movement points.
HEX KEY THE TURN

1) Describe surroundings
2) Players move/search

MOVEMENT: 3 movement points

Clear (plains, grassland) 1 point


Rough (forest, hills) 2 points
Very Rough (swamp, mountains) 3 points
Bad Weather +1 point
1 unusable point may roll over to next day

3) Check for lost chance (d12):

d12 Clear Rough Very Rough


1 Left 1 Edge Left 2 Edges Lose Day
2 Right 1 Edge Right 2 Edges Backwards
3 Left 1 Edge Left 2 Hexes
4 Right 1 Edge Right 2 Hexes
5 Left 1 Hex
6 Right 1 Hex
7-12
No lost chance if navigating by river or familiar terrain, roll
th
2d6 instead if ranger or guide present (3d4 if 5 level+), -1
to -3 for weather, according to severity

Moving into empty hex = 1-in-20 chance of new feature

May spend move points to search hex for hidden features:

X in dY X = movement points spent*


Y = Terrain Type
Clear: d6 Rough: d8 Very Rough: d10
*Ranger/Guide adds +1, +2 if level 5+

4) Check for encounters:


x/d6
Clear: 1 Rough: 1-2 Very Rough: 1-3

Check encounter time:

Clear: d6 Rough: d8 Very Rough: d10


1-2 3-4 5-6 7-10
Morning Noon Evening Night*
*PCs can’t prepare spells

Check "% in Lair", if Lair, generate and add to key

5) Describe surroundings, PCs spend movement


points until exhausted, then rest and begin a
new day (check off a day on your calendar).

ONLY CHECK FOR LOST/ENCOUNTERS PER DAY, NOT


PER MOVE
MONSTER TABLES
Monsters ordered lowest XP to highest. Reroll or use next entry if terrain type does not fit. L% = Lair %

ANIMAL, DRY LAND: d100 ANIMAL, WETLANDS/LAKE/RIVER: d20


Roll Name L% Roll Name L%
1-3 Snake, Spitting Cobra 10 1-3 Frog, Giant: Mutant -
4-6 Ferret, Giant 60 4-5 Frog, Giant: Poisonous -
7-9 Bat, Giant 50 6-8 Crocodile, Normal -
10-12 Bat, Giant Vampire 50 9-10 Toad, Giant: Chameleon -
13-16 Dog, Wild - 11-12 Toad, Giant: Poisonous -
17-19 Rock Baboon 20 13-14 Crab, Giant -
20-22 Snake, Pit Viper 10 15-16 Crocodile, Large -
23-26 Wolf, Normal 10 17-18 Toad, Giant: Frost 40
27-29 Boar - 19-20 Turtle, Giant: Snapping -
30-32 Cat, Great: Mountain Lion 10 CONSTRUCT: d20
33-35 Hawk, Giant - Roll Name L%
36-38 Lizard, Giant: Gecko 20 1-2 Golem, Wood -
39-41 Ape, White 10 3-4 Homunculus -
42-44 Bear, Black 15 5-6 Living Statue, Crystal -
45-47 Cat, Great: Panther 15 7-8 Living Statue, Iron -
48-50 Lizard, Giant: Draco 20 9-10 Caryatid Column -
51-53 Snake, Giant Rattler 10 11-12 Living Statue, Rock -
54-56 Weasel, Giant 15 13-14 Golem, Bone -
57-59 Wolf, Dire 10 15 Golem, Flesh -
60-62 Bear, Grizzly 20 16 Golem, Clay -
63-65 Cat, Great: Lion 25 17 Golem, Amber -
66-68 Gorilla - 18 Golem, Stone -
69-71 Bear, Polar 15 19 Golem, Iron -
72-74 Cat, Great: Tiger 5 20 Golem, Bronze -
75-77 Lizard, Giant: Tuatara 20
78-80 Rhinoceros, Normal -
81-83 Lizard, Giant: Horned Chameleon 20
84-86 Snake, Rock Python 10
87-89 Amphisbaena -
90-92 Lizard, Giant: Subterranean 20
93-95 Hippopotamus, Normal -
96-98 Elephant -
99-100 Lizard, Giant: Monitor -
DRAGON: d20 ELEMENTAL: d20
Roll Name L% Roll Name L%
1-2 Pseudo-Dragon 5 1-2 Water Fiend 50
3-4 Dragon, White 20 3 Djinni (Lesser) -
5-6 Wyvern 30 4 Elemental, Air: Lesser -
7-8 Dragonne 40 5 Elemental, Earth: Lesser -
9-10 Dragon, Black 30 6 Elemental, Fire: Lesser -
11-12 Dragon, Brass 25 7 Elemental, Water: Lesser -
13 Dragon, Copper 35 8 Salamander, Flame 75
14 Dragon, Green 40 9 Efreeti (Lesser) -
15 Dragon, Bronze 45 10 Elemental, Air: Intermediate -
16 Dragon, Blue 50 11 Elemental, Earth: Intermediate -
17 Dragon, Red 60 12 Elemental, Fire: Intermediate -
18 Dragon, Silver 55 13 Elemental, Water: Intermediate -
19 Dragon, Gold 65 14 Salamander, Frost 75
20 Dragon, Multichromatic 100 15 Elemental, Air: Greater -
FEY: d8 16 Elemental, Earth: Greater -
Roll Name L% 17 Elemental, Fire: Greater -
1 Brownie 20 18 Elemental, Water: Greater -
2 Leprechaun 10 19 Djinni (Greater) -
3 Sprite 20 20 Efreeti (Greater) -
4 Nixie 95 HUMANOID*: d100
5 Pixie 5 Roll Name L%
6 Dryad 10 1-5 Halfling 70
7 Satyr 40 6-10 Normal Human 15
8 Will-o’-the-Wisp 5 11-15 Acolyte 70
GIANT: d20 16-20 Bandit 20
Roll Name L% 21-25 Brigand 20
1-2 Ogre 20 26-30 Buccaneer 80
3-4 Merrow 20 31-35 Dervish 5
5-6 Yeti 10 36-40 Dwarf 50
7-8 Troll 40 41-45 Gnome 50
9-10 Giant, Hill 25 46-50 Merchant 100
11-12 Giant, Stone 30 51-55 Nomad 15
13-14 Ettin 20 56-60 Pirate 80
15 Giant, Frost 30 61-65 Svirfneblin 5
16 Giant, Fire 25 66-70 Trader 15
17 Giant, Cloud 40 71-75 Duergar 5
18 Giant, Storm 55 76-80 Medium 10
19 Cyclops 35 81-85 Berserker 10
20 Titan 10 86-90 Drow 5
* 10% chance of adventuring party. If rolled, skip 91-93 Elf 10
Humanoid table and go to Adventuring Party on 94-96 Neanderthal 40
next page. 97-98 Veteran 10
99-100 Noble -
ADVENTURING PARTY
d6 1-4: Basic Adventurers 5-6: Expert Adventurers
Class: d20 Party Size
1 Acrobat 12 Illusionist Basic: 1d4+4 Expert: 1d6+3
2 Assassin 13 Knight Level
3 Barbarian 14-15 Magic-User Basic: 1d3 Expert: 1d6+3
4 Bard 16 Paladin Alignment: d6
5-7 Cleric 17 Ranger 1-2 Lawful
8 Druid 18-20 Thief 3-4 Neutral
9-11 Fighter 5-6 Chaotic
Race: d20
1: Drow 2: Duergar 3-4: Dwarf 5-6: Elf 7-8: Gnome
9-10: Half-Elf 11-12: Halfling 13: Half-Orc 14-19: Human 20: Svirfneblin
LYCANTHROPE: d8 MAGICAL BEAST: d100
Roll Name L% Roll Name L%
1-2 Wererat 30 1-4 Pegasus 15
3 Jackalwere 30 5-11 Hippogriff 10
4 Werewolf 25 12-17 Hippocampus -
5 Wereboar 20 18-23 Peryton 10
6 Weretiger 15 24-28 Blink Dog 20
7 Werebear 10 29-33 Unicorn 5
8 Devil Swine 50 34-38 Owl Bear 30
MONSTROSITY: d100 39-43 Roc, Small 10
Roll Name L% 44-48 Hellhound 30
1-10 Stirge 60 49-52 Spider, Giant: Phase 75
11-20 Shadow 10 53-56 Leucrocotta 40
21-30 Carcass Crawler 60 57-60 Manticore 20
31-40 Gargoyle 20 61-64 Cockatrice 30
41-49 Rust Monster 40 65-68 Griffon 25
50-57 Gibbering Mouther 95 69-72 Nightmare -
58-65 Otyugh - 73-76 Warp Beast 25
66-73 Invisible Stalker* - 77-80 Winter Wolf 10
74-80 Catoblepas 50 81-83 Lizard, Giant: Flame 50
81-86 Bulette - 84-86 Hydra 20
87-91 Remorhaz 20 87-89 Basilisk 40
92-95 Malfyr* - 90-91 Roc, Large 10
96-98 Roper 90 92-93 Gorgon 40
99-100 Tarrasque** - 94-95 Chimera 40
* = Outsider 96-97 Sphinx 60
**: If left alone, moves in random direction 1 hex 98 Couatl 10
per day for 5d6 days before disappearing to 99 Phoenix -
wherever Tarrasques go 100 Roc, Giant 10
MONSTROUS HUMANOID: d100 PLANT, FUNGUS, OOZE: d12
Roll Name L% Roll Name L%
1-9 Goblin 40 1-3 Mycelian 30
10-17 Kobold 40 4-6 Brown Mould -
18-25 Orc 35 7-8 Yellow Mould -
26-28 Gullygug 20 9-10 Grey Ooze -
29-31 Hobgoblin 25 11 Treant 10
32-34 Mutoid 35 12 Shambling Mound 25
35-37 Dark Creeper 20 UNDEAD: d20
38-40 Gnoll 20 Roll Name L%
41-43 Locathah 10 1-2 Skeleton -
44-46 Lizard Man 30 3-4 Poltergeist 100
47-49 Sahuagin 25 5-6 Zombie -
50-52 Troglodyte 15 7 Ghoul 20
53-55 Triton 25 8 Coffer Corpse 80
56-58 Bugbear 25 9 Wight 70
59-61 Harpy 20 10 Ghast 10
62-64 Thoul 40 11 Wraith 25
65-67 Centaur 5 12 Spawn of the Worm 15
68-70 Doppelganger 20 13 Mummy 80
71-73 Medusa 50 14 Spectre 20
74-76 Minotaur 20 15 Banshee 50
77-79 Mantid 5 16 Revenant -
80-82 Snake Person 70 17 Vampire 25
83-85 Drider 5 18 Demonic Knight -
86-88 Hag, Black 40 19 Ghost 25
89-91 Scorpionoid - 20 Lich 90
92-94 Rakshasa* 25
95-97 Lamia 60
98-100 Mind Lasher 50 * = Outsider
VERMIN: d100
Roll Name L% Roll Name L%
1-4 Rat, Giant - 53-56 Spider, Giant: Black Widow 70
5-8 Rat, Normal - 57-60 Spider, Giant: Aranea 70
9-12 Centipede, Giant - 61-64 Driver Ant 10
13-16 Killer Bee 15 65-68 Rhagodessa 20
17-20 Rot Grub - 69-72 Scorpion, Giant 50
21-24 Shrew, Giant - 73-76 Spider, Giant: Tarantella 70
25-28 Beetle, Giant: Fire - 77-80 Wasp, Giant 25
29-32 Cave Locust 10 81-84 Leech, Giant -
33-36 Robber Fly - 85-88 Ankheg 15
37-40 Beetle, Giant: Oil - 89-92 Caecilia 15
41-44 Spider, Giant: Crab Spider 70 93-96 Mantis, Giant -
45-48 Insect Swarm - 97-100 Purple Worm 30
49-52 Beetle, Giant: Tiger -
ENCOUNTER ACTIVITIES
Roll 1d6 to find the sub-table, then roll a d20 to see what your random humanoids are doing in the wild.

ENCOUNTER ACTIVITIES: d6
1-2 3-4 5-6
d20 Activity
01 Celebrating victory Religious ceremony Fighting another group
02 Defeated Camping Headed to town
03 Mourning Plotting a raid Execution
04 Escorting treasure Sport/games Secret mission
05 Eating and resting Gambling Seeking curse remover
06 Seeking lost treasure Training Smuggling
07 Protecting territory Building something Servants to stronger group
08 In need of help Looking for new home Seeking lost comrade
09 Same affiliation as PCs On patrol Self-sacrifice ritual
10 Known by PC/s Escorting prisoner Making sacrifice
11 Knows of PC/s Getting drunk Just robbed by bandits
12 Heading to same place Destroying lair/home Negotiating truce
13 Headed to where PCs just left Funeral/procession Under a spell/geas
14 Finishing murder/ambush Lost Practicing music
15 Making a delivery Setting ambush Going to pay a ransom
16 Hunting/gathering Demanding toll Repairing something
17 Tracking enemy Looking for work Running scams
18 Fleeing enemy Tracking fugitive Capturing magical beast
19 Wedding Protecting travelers Starving
20 Fighting each other Seeking lost location Herding animals

If you want your group to have a random alignment, use this chart.

Humanoid Alignment: d6
1-2: Lawful 3-5: Neutral 6: Chaotic
Monstrous Humanoid, Giant, Fey Alignment: d12
1: Lawful 2-3: Neutral 4-6: Chaotic 7-12: As book entry
LINKS
Hexographer: hexographer.com/free-version/

Hex Flower Weather Generator: korbohned.de/product/4-seasons-weather-table/

Donjon Dungeon Generator: donjon.bin.sh/fantasy/dungeon/

One Page Dungeons: dungeoncontest.com/

5 Room Dungeons: roleplayingtips.com/5-room-dungeons/

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