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Hexcrawl Exploration

Movement

  • How many tiles the party can move each day is determined by a survival check rounded down to the nearest multiple of 5, divided by 5. Minimum movement of one.
  • Before each tile movement, the party can sacrifice one other tile movement (if they have one that turn) to choose an action to take. This action can be stealth (make a stealth check, and if you pass through a square that has enemies, you pass through undetected if you beat their perception check), scouting (make a perception check with the same formula as movement, but not doubled: you can see what is around you in that many squares), tracking (a survival check functioning like a perception check for finding traces of where a creature passed through), or another the party chooses that the DM approves and can think of an appropriate effect for.
  • Mounts and vehicles all have different modifiers for their effect on movement, but a general rule of thumb is that they triple your movement along roads, double it on terrain with few obstacles, and halves it in terrain with many obstacles. Vehicles and mounts can be left behind by the party either at dedicated storage services (stables and garages on roadside rest stops), or can be hidden away if its inanimate/well trained, and can be released if it is not well trained.

Rests and the end of the day

  • During hexcrawl, rests cannot be taken unless the party takes a day to move only a single space at most. If the party ends the day in safe civilization, they may take a field rest overnight.
  • The party can end their movement early on a day if they choose. Any movement not expended can be used to fortify your camp that night.
  • At night fall, the party may move 2 more spaces and risk gaining a point of exhaustion (DC 15 con save, with DC increasing by 1 each day you repeat this bonus move), or set up camp at a reasonable hour. If you ended exploration early that day, you may set up camp early and fortify it.
  • The fortifications that can be made are as follows: 1 – clear sight lines around the camp (this lowers the perception DC vs ambushes by 5, but makes it easier to be spotted in turn). 2 – build traps and fortifications (using the appropriate skills (thieves tools for traps, carpenters tools for wooden fortifications, etc) to alter the map in case a fight happens. 3 – other ideas the party has that the DM approves and can think of a reasonable effect for.
  • When camping for the evening, the DM may roll a d20 to determine whether any random encounters happen that night. If the DM rolls above a number they set at the danger level of the area the party is hit with an encounter. If the party rolls well enough on the perception check during that watch, they can choose how to handle the situation (stealth, strike first, etc). If they fail, they are ambushed (if enemies are attacking that night).

Fast encounters

  • During hexcrawl exploration, some encounters will be shortened to be fast encounters that don’t require a full scene narration/combat. If these encounters threaten injury or resource expenditure, the party loses health, or alternatively their choice of long rest resources or short rest resources. The encounter will have a level of injury set by the DM, and depending on the level of injury the party suffers in the encounter, the party chooses that many short/long rest resources to lose, or to lose health that many times equal to 1d4 + their level. If a player uses a specific resource during the encounter (such as Animal Friendship on a bear that approaches the party’s camp), that player’s spent resource counts towards how many they lose if the encounter ends in injury.
  • Hexcrawl encounters can be broken down into three types: 1 – harmless encounters (you encounter a merchant, you encounter travelers on the road, you find a safe space to rest, you find a strange thing in your travels, etc), 2 – potentially dangerous challenges (you must climb a cliff/cross a ravine, you find a beast on the road, enemies are on the road but you saw them early enough to hide, etc), and 3 – certain danger challenges (enemies have encountered your party, you were ambushed while you slept, your party’s supplies were sabotaged).
  • In type 2 and 3 challenges, the DM sets an injury level for the encounter, and plans a skill check and DC for it (targeting a single party member or calling for a group check). Type 3 challenges should have level 2 injury at minimum. If the party succeeds on the check (or finds a different solution) they suffer no ill effects in type 2 challenges. In type 3 challenges, the party reduces the injury level by half (number it is reduced by is rounded up). The DM can also create alternate failure effects for not passing the challenge (e.g. a thief steals rations or a consumable item from the party).
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