The Alexandrian

Hexcrawl Tool: Tracks

May 20th, 2021

There are two places where tracks (along with the associated concept of tracking) can be found in the Alexandrian Hexcrawl: First, there is the Tracker watch action, in which characters can actively search for and follow tracks.

Second, the encounter system is designed to generate random encounters, lairs, and tracks.

Random encounters provide immediate obstacles and interludes while traveling, lairs spontaneously generate new locations in the hexcrawl (organically building up material along well-traveled routes as the campaign develops), and tracks are a trail that can be followed to a point of interest.

Thinking in terms of “tracks” seem to commonly conjure up the image of hoof prints in the sod, but we shouldn’t limit ourselves to that. In the wilderness exploration of the hexcrawl that sort of physical spoor is most likely very common, but the concept of “tracks” can really be generalized to “clue.”

For example, if we generated a result of “tracks” for bandits, that might mean footprints in the forest. But it could just as easily include a merchant caravan in panicked disarray due to their latest highway robbery; the dead body of a bandit that was critically wounded and abandoned; a bolt-hole containing documents implicating the mayor of a local village in collusion with the bandits; and so forth.

TYPES OF TRACKS

Spoor: What can be thought of as the “classic” tracks we commonly think of. This includes both physical prints and scents (particularly if you have a hound for a familiar or live life as a werewolf). Following a spoor path usually also means looking for and encountering other signs (like broken foliage) that are described below.

Spoor paths can include trails, which are paths used frequently repeatedly by a create. The common image here is the worn rut of a deer or fox path. Runs are similar to trails, but are less frequently used.

Subsurface trails are tunnels. In the real world, trackers frequently look for where small tunnels re-emerge (and will use the diameter of tunnels to identify creatures). In a fantasy world, it’s quite possible the tunnel will be more than large enough for adventurers to follow the spoor path right inside. (Tunnels created by one creature may also be used by other creatures.)

Sounds: The howl of a wolf, the roar of a dragon, the screech of a griffon, or the distant sound of a fireball exploding. Sounds emanating from nearby can be used as an encounter trigger, but distant sounds can (often ominously) indicate the presence (and direction) of creatures.

Smells: The zombie stench of putrefacting flesh, the lingering ozone odor of a beholder’s rays, the sulfurous stench of a hell hound, or the distinctive musk of more mundane creatures can linger in the air long after they have passed.

Moulting: Anything shed by a creature, such as feathers and fur. This can also include skin (like a snake) or an exoskeleton (like a crab, spider, or insect). Some lizards will actually lose their entire tails (a process known as “caudal autotomy”) in order to evade predators, and you could imagine similarly fantastical abilities. Perhaps there are creatures which, when threatened, will spontaneously generate a cloned copy of their “corpse” and leave it behind to slowly decompose into ectoplasmic residue.

Other creatures use parts of their bodies as weapons, which could be left behind in their victims or embedded in the environment, like the spines of a barbed devil being left in a tree.

On a similar theme, there might be body parts lost by animals due to hazard rather than nature (like a dismembered limb or pool of blood).

Food: This might include food that’s been stored (whether squirrels hiding nuts or a cache of the local rangers), but is probably more commonly partially consumed meals. This can include carcasses (including human corpses depending on which predators are active in the area), but also plants or area of foliage which have been grazed by herbivores.

Also consider pellets, which are masses regurgitated by hawks and the like. These include trace remnants of food, but are primarily made up of indigestible remnants from their meals (bones, exoskeletons, fur, feathers, bills, teeth, etc.).

Fewmets: The other end of the digestive track, specifically scat and excrement. Urine is also an option. Don’t be afraid to embrace the fantastical here, ranging from the well-known scale of triceratops poop to, say, the scorching phosphorescence of hell hound pee.

Kill Sites: This includes carcasses, but may just be signs (like blood spatter) left from a kill which a predator later dragged from the site (or consumed whole). This category is also worth calling out specifically because far more dramatic kill sites are frequently left by intelligent creatures (victims of goblin raiders or the rotting corpses left by poachers).

Glyphs: Intentional markings left by intelligent creatures. These might include navigational signs carved into trees, strange runic carvings, odd fetish sculptures, demonic graffiti, or simply a discarded note.

Sleeping Areas: Many sleeping areas will actually be generated as lairs, but there are also transit beds and lays, which are used as less frequent or irregular resting areas. For animals, this often takes the form of crushed vegetation. Intelligent creatures may leave a wide variety of signs (remnants of a campfire, a latrine, discarded food remnants, miscellaneous refuse, etc.).

Marring: The activities of beasts and monsters will often damage or leave their mark on the natural environment. Rubs are produced by an animal rubbing against trees or rocks. Gnaws and chews can give clear indication of the size of a creature’s teeth. (You might similarly find a place where intelligent creatures were practicing with their weapons or using a machete to chop through thick overgrowth.) Scratchings can be both intentional (sharpening your claws or digging for grubs) and unintentional (signs left from climbing or scampering over terrain).

In the realm of fantasy we might add to this things like burns (fire or acid), phase marks (distinct traces left by incorporeal creatures passing through physical objects), ectoplasm, and the like.

Tip: When imagining tracks and other signs, don’t get fixated on the ground. Remember verticality! In the real world, woodpeckers drill in trees above your head. In fantasy, bloated stirges can leave smears of blood up there, too.

SCALE OF TRACKS

Something else to consider is that tracks can vary from the obvious to the almost impossibly obscure. You can use this to provide varied flavor to tracking sequences, or to reward particularly good Wisdom (Perception) or Wisdom (Survival) checks.

Large scale tracks are significant and obvious. You might not automatically notice them, but even untrained people will likely recognize clear pawprints in mud, well-worn trails, significant damage to foliage, big animal carcasses, and the like.

Medium scale tracks are perhaps the most common (being left almost constantly by anyone or anything not intentionally covering their tracks), but are more difficult to notice or may only be significant to those with training. This can be stuff like gnaws and chews, pellets, and subtle vegetation breaks. It can also include more obvious tracks which have been obscured by the passage of time.

Small scale tracks usually require a sharp eye, special training, or both. They include many of the same signs as previous categories, but are subtler, sometimes as the result of extreme age. These are faint pawprints on hard ground, a handful of partially buried bones left from a months-old kill, or an orcish arrowhead buried deep in a tree trunk.

Ghost scale tracks almost certainly require training and experience to spot and interpret. They also frequently disappear quickly. This can include dullings (in which a creature passing through the morning dew leaves a “dull” area by brushing the water off foliage), shinings (later in the day, creatures walking through the grass press it down, revealing its shiny side), and other incredibly subtle tracks (like leaf depressions).

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4 Responses to “Hexcrawl Tool: Tracks”

  1. Inkstain85 says:

    I really like reading this Hexcrawl series you’re typing out, I feel I’m getting a better grasp of how it functions and its use (since I didn’t understand hexcrawls at all before).

    This particular Hexcrawl Tool was particularly enlightening, I’d not really thought about how many methods “tracks” can be expressed beyond the most obvious creature tracks.

    I just have one minor administrative query, as of the time of this question being sent in: While you’ve included a weblink back to the main Hewcrawl 5e series in this article, you’ve not yet updated the Main series Index Page to link back to this article. Is this an oversight?

  2. Justin Alexander says:

    That is an oversight! Thank you for catching it!

    (And I’m glad you’re enjoying the series!)

  3. Octal says:

    Oh, this is interesting!

  4. Barantor says:

    I was just putting carcasses in a hex for my dungeon23 project, this definitely gave me more ideas though.

    It’s good to telegraph a big creatures domain too so the marring is definitely going to happen in my map now, thanks!

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