Not to be confused with hexcrawling, hex-clearing is the process by which monsters and other hostile forces were cleared out of a hex in preparation for a stronghold to be constructed. Clearing a hex was the first step towards bringing civilization to an uncivilized portion of the world. It was also the transitional point between the low-level activities of monster slaying and the high-level activities of realms management. It is one of the oldest game structures in D&D, yet I feel comfortable saying that probably 99% of all current D&D players have never done it.
In pursuit of a tangentially-related project, I decided to do a brief survey of the extant hex-clearing procedures in old school D&D. I offer them here in the thought that they might be of use to a wider audience.
OD&D HEX-CLEARING
Hex Scale: 5 miles
- Referee rolls a die to determine if there is a monster encountered.
- If encountered monster is defeated or if no monster is encountered, the hex is cleared.
- Territory up to 20 miles distant from an inhabited stronghold may be kept clear of monsters once cleared.
AD&D HEX-CLEARING
Hex Scale: 1 mile / 30 miles
CLEARING HEXES
- Make wandering monster check.
- If encountered monster is defeated or if no monster is encountered, the hex is cleared.
Once cleared, hexes will remain cleared, except:
- Once per day, check to see if a monster has wandered into an uncleared border hex.
- Once per week, check to see if one of these monsters has wandered into the cleared territory.
Patrols: If regular (1/week) patrols from a stronghold are made through a cleared territory, the check to see if a monster has wandered into a border hex is made only once per week.
CONSTRUCTING THE STRONGHOLD
- Must map and clear the central hex (location of stronghold) and six surrounding hexes.
- Unless 7 hexes are actively patrolled, there is a 1 in 20 chance per day that a monster will enter the area.
GYGAXIAN VAGUERY – PATROLS
Because Gygax was objectively terrible at writing rulebooks, the rules above are actually incomplete. They overlap with a different set of incomplete rules which directly contradict the first set of rules. If you use this second set of rules, a cleared hex that is being patrolled should be handled in this way:
- Once per week, check on the Uinhabited/Wilderness encounter table to see if a monster enters the cleared territory.
- Once per week, also check on the Inhabited table. Or, if there is a road, check three times on the Inhabited encounter table.
Zone of Civilization: If a territory is cleared to a 30 mile radius [should probably be 30 mile diameter, filling the large hex that the stronghold is at the center of], make ONLY the second type of checks, but ignore all unfavorable checks except once per month.
Reversion to Wilderness: If patrols are not kept up, the territory automatically reverts to wilderness status. “Unless the lands around it are all inhabited and patrolled” in which case “all of the unsavory monsters from the surrounding territory will come to make it a haven for themselves.” [So it won’t revert to wilderness, it will just really revert to wilderness.]
RULES CYCLOPEDIA – HEX-CLEARING
Hex Scale: 8 miles / 24 miles
Clearing the Hex: You just… do it. “An area is considered clear when all significant monsters in the area have been killed, driven out, or persuaded (through bribery, threats, persuasion, or mutual-defense agreements) to leave the PC’s subjects alone.” There are no further guidelines.
Constructing the Stronghold: Clear the 8-mile hex in which the stronghold is being built.
Patrols: Cleared areas automatically remain free of monsters as long as they are patrolled.
- Patrols can range 24 miles from a stronghold in clear terrain.
- Jungles, swamps, and mountains require a garrison every 8 miles.
There are more detailed rules for dominion management, but they don’t really pertain to hex clearing.
EXPERT SET VARIATIONS
- Hex scale is not clearly defined. (Isle of Dread, the sample adventure included in the set, uses 24 mile and 6 mile hexes.)
- Patrol ranges are limited to 18 miles and 6 miles (instead of 24 miles and 8 miles).
- The 18 mile limit of patrols matches the 18 miles an encumbered character can travel on foot in a day. The Rules Cyclopedia oddly maintains the same rule for determining overland movement rates (divide by 5 to determine the number of miles a character can travel over clear terrain per day, and therefore 90’ divided by 5 = 18 miles per day), but the Traveling Rates By Terrain table doesn’t follow that rule and instead uses values calculated to divide evenly into hexes (so an encumbered character only travels 12 miles per day in clear terrain).
JUDGES GUILD – HEX-CLEARING
Hex Scale: 5 miles
As I’ve mentioned in the past, Judges Guilds’ hexcrawl procedures and management had a major impact on the game. Virtually all of OD&D’s hexcrawling procedures, for example, were abandoned by AD&D in favor of systems clearly drawing from Judges Guild material. This was somewhat less true when it comes to hex-clearing, but I thought reviewing the material from the Ready Ref sheets might be useful. In this case, it largely was not:
Constructing the Stronghold: Clear 4 hexes radiating from the stronghold’s hex.
Patrols: Automatically keep hexes clear of monsters, except for mountains, swamps, and dense woods.