The Alexandrian

Posts tagged ‘hexcrawl’

Five Landsknechte and an Oriental Man on Horseback - c. 1495, Albrecht Durer

Go to Part 1

Characters can take watch actions to contribute to the expedition’s success or achieve other tasks while traveling. Some watch actions are limited to specific types of watch or travel pace.

Playtest Tip: It’s usually a good idea to get an expedition’s “standing orders” instead of asking everyone to declare their watch action during every single watch. An easy example is that if the ranger has been doing the navigating for the last eight days, he’s probably going to continue navigating for the next four hours and you don’t need to confirm that.

FORAGER

Characters can forage during an active watch or while traveling at a slow pace. Foragers make a Wisdom (Survival) check against the Forage DC of the terrain. On a success, the forager either gains 1 ration of food or finds a source of fresh water (allowing the expedition to drink their daily ration of water and for waterskins to be refilled). An additional ration of food or source of fresh water can be found for every 2 points by which the check result exceeds the DC.

Advanced Rule – Sparse Biome: At the GM’s discretion, a biome may be deemed sparse. In a sparse biome, each source of fresh water discovered only yields one gallon of water.

Advanced Rule – Grazing: Some animals (like horses) can simply graze for sustenance. In an appropriate biome (as determined by the GM), they will be fully fed as long as they are allowed to graze for one watch per day. In a sparse biome, they must graze for two watches per day and it may be necessary to also provide fresh water for them.

FOOD & WATER

Food: Small or Medium creatures require 1 ration of food per day. They can go without food for a number of days equal to 3 + their Constitution modifier (minimum 1) before suffering 1 exhaustion level per day thereafter. A normal day of eating resets the count of days without food to zero.

A creature on half rations counts as going a ½ day without food (and these half days accumulate until they can eat full rations).

Water: Small or Medium creatures require 1 gallon of water per day, or twice that in hot weather. A creature on a half ration of water must succeed on a DC 15 Constitution check at the end of each day or suffer a level of exhaustion. If they drink less water than that, they suffer a level of exhaustion automatically. If the character already has one or more levels of exhaustion, the character takes two levels instead of one level in either case.

Waterskins hold a half-ration of water.

Recovery: Any exhaustion suffered from lack of food or water cannot be removed until after a full day of normal consumption.

Large & Tiny Creatures: Tiny creatures require one-quarter ration of food and water per day. Large creatures (like horses) require four rations  of food and water per day.

NAVIGATOR

The expedition’s navigator is responsible for making navigation checks. A second navigator can assist, granting advantage to the navigation checks.

PACK-PULLER

A pack-puller is responsible for managing an expeditions pack animals. A pack-puller can lead a number of animals equal to their passive Wisdom (Animal Handling) score. (This number includes the pack-puller’s mount, if any.)

RESTING

A character must take the Resting watch action for two rest watches in a row in order to gain the benefits of a Long Rest. (See the rules for Long Rests regarding which types of interruptions are possible without disrupting the Resting action.)

Advanced Rule – Lack of Sleep: If a character does not spend at least one full watch per day resting, they must succeed at a Constitution saving throw (DC 16 – the number of hours they slept, if any) or suffer a level of exhaustion.

SCOUT

A scout can journey out from an expedition in an effort to chart a course or learn the lay of the land. When scouting, they can choose one of two actions:

  • Reporting: If the navigator receives a scout’s report, they gain advantage on their navigation checks for the next travel watch.
  • Pathfinding: The scout attempts a Wisdom (Survival) score using the area’s Navigation DC. On a success, the expedition can treat trackless terrain as if it had a trail for one watch.

A character can scout during a watch in which an expedition is traveling only if their speed is faster than the expedition’s. Alternatively, scouts can be sent out during watches in which the rest of the expedition are active or resting (but not traveling).

An additional encounter check is made for each scouting group. (They are effectively a separate expedition while engaged in scouting.)

SENTINEL

A member of an expedition acting as a sentinel can make Wisdom (Perception) checks to detect threats or notice anything else out of the ordinary.

Design Note: If you use passive Wisdom (Perception) scores, their use on journeys is also limited to sentinels. I do not.

Advanced Rule – Outrider: During a travel watch, a character can journey out in an effort to protect the expedition from detection or threats. Whenever an encounter is generated for the expedition, each outrider group can attempt a Wisdom (Perception) check (DC 15 or opposed by the encounter’s Stealth check) to detect the encounter before it’s encountered by the expedition.

However, an additional encounter check is also made for each outrider group at one-half the normal chance of an encounter. (It’s possible for outriders to discover locations or encounter creatures which would have otherwise been missed by the main expedition.)

SIGHTING

During an active watch, a character can take a watch action to find an outlook – a good sighting place which will allow the character to significantly extend the distance to which they can see the surrounding wilderness. (See Hexcrawl Tools: Spot Distances.)

At the GM’s discretion, a skill check may be required to identify or reach the outlook. (For example, a Strength (Athletics) check to reach the top of an appropriately positioned tree.)

TRACKER

Finding Tracks: Searching a significant wilderness area for tracks is an active watch action. The tracker makes a Wisdom (Perception) check against the appropriate Track DC.

Following Tracks: Once tracks have been found, a tracker can follow the trail during a travel watch by making a Wisdom (Survival) check against the appropriate Track DC. A new check must be made each time the trail enter a new hex.

If a trail is lost, it may be possible to reacquire it using the Finding Tracks action.

Design Note: Generally speaking, it’s appropriate to use let it ride techniques when tracking a quarry. In this case, however, navigation (and possibly getting lost) is a significant component of the hexcrawl structure and these additional checks are meaningful.

However, you could easily decide to go the other direction: A single successful Wisdom (Survival) check could follow the trail all the way to its end. Alternatively, you might only call for new checks when the terrain (the tracks enter the desert) or conditions (it starts raining) change, creating points of uncertainty.

TRACK DCs

SURFACEDC
Very soft ground (snow, wet mud)5
Soft ground (sand)10
Firm ground (fields, woods, thick rugs, dusty floors)15
Hard ground (bare rock, indoor floor, streambeds)20
CONDITIONMODIFIER
Multiple people-2
Large group-4
Very large group-8
Creature is bleeding-4
Every day since the trail was made+1 per day
Every hour of rain since the trail was made+1 per hour
Fresh snow cover since the trail was made+10

Advanced Rule – Cover Your Tracks: As a watch action, a character can attempt to cover the expedition’s tracks. This is a stealth action, requiring the expedition to be moving at a slow pace. The character makes a Wisdom (Stealth) or Wisdom (Survival) check to set the Track DC for any pursuer attempting to find or follow their tracks. The check suffers disadvantage in very soft ground, but gains advantage on hard ground. Condition modifiers apply normally to the pursuer’s tracking check.

TRAILBLAZER

When an expedition is trailblazing (see Advanced Rule: Trailblazing), one member of the expedition must use their watch action to blaze the trail. If hidden signs are being employed, an additional character can assist the trailblazer on their Wisdom (Stealth) check.

Go to Part 4: Navigation

Go to Part 1

The rules for wilderness exploration can be broken down into four modules:

  • Wilderness Travel, with rules for timekeeping and determining the distance traveled.
  • Watch Actions, which allow characters traveling through the wilderness to do activities other than simply moving.
  • Navigation, providing a structure for determining where the characters actually go.
  • Encounter System, for determining what characters experience during their travels.

To some extent, each of these modules can be used independently of the others, either by simply ignoring a particular module or, in some cases, by assuming a basic default for the module.

For example, instead of using the rules for wilderness travel, you could simply assume that an expedition always moves 24 miles or 2 hexes per day, while still using the rules for navigation to determine where the PCs end up with that distance traveled. Conversely, you could use all the rules for wilderness travel to greatly vary and customize the distance traveled each day, but simultaneously ignore all the rules for navigation and simply checking off the distance traveled towards whatever destination was selected.

But, of course, the four modules are also designed to be used together, with the results produced by one module enhancing and informing the others.

WATCHES

A watch is the basic unit for tracking time. A watch is equal to 4 hours.

Determining Time Within a Watch: To randomly generate a particular time within a watch, use 1d8 to determine the half hour and 1d30 to determine the exact minute (if necessary).

WATCH TYPES

There are six watches per day and three types of watch:

  • Active
  • Rest
  • Travel

While traveling, it is generally assumed that an expedition is spending two watches per day traveling, two watches per day resting, and two watches per day engaged in other activities.

Forced March: If a character spends more than two watches traveling in one day, they must make a Constitution check (DC 10 + 1 per hour of additional travel). On a failure, they suffer one level of exhaustion.

TRAVEL PACE

During each travel watch, the expedition determines their travel pace.

Normal: An expedition traveling at normal pace cannot use Stealth checks to avoid detection.

Slow: While moving at a slow pace, the expedition is purposely being careful. An expedition traveling at slow pace:

  • Gains advantage on navigation checks.
  • Can make Stealth checks to avoid detection.
  • The chance for a non-exploratory encounter is halved. (If a non-exploratory encounter is generated, there is a 50% chance it doesn’t actually happen.)

Exploration: While exploring, an expedition is assumed to be trying out side trails, examining objects of interest, and so forth. While exploring, an expedition:

  • Cannot use Stealth checks to avoid detection.
  • Gains advantage on navigation checks.
  • The chance for encounters is doubled.

Fast: While moving quickly through the wilderness, expeditions traveling at fast pace:

  • Cannot use Stealth checks to avoid detection.
  • Suffer disadvantage to Wisdom (Perception) checks.
  • Suffer a -5 penalty to navigation checks.

BASIC TRAVEL DISTANCE

PacePer HourPer WatchPer Day
Fast4.5 miles18 miles36 miles
Normal3 miles12 miles24 miles
Slow2 miles9 miles18 miles
Exploration1.5 miles6 miles12 miles

Note: Per Day on this table is based on traveling for two watches (8 hours); i.e., a full day of travel without a forced march.

ADVANCED RULE: MOUNTS & VEHICLES

Gallop: If riding a mount, you can gallop for 1 hour during a watch in which you are traveling at normal or fast pace. During that hour you travel at twice your fast pace speed. (This results in a total watch distance of 18 miles at normal pace or 22.5 miles at fast pace.)

If fresh mounts are available every 8 or 10 miles, characters can cover larger distances at this pace, but this is very rare except in densely populated areas.

Note: If you are using the advanced rules for party speed below, do not use the rule for galloping.

Land Vehicles: Choose pace normally.

Waterborne Vehicles: Distance is limited to the speed of the vessel. On some ships, characters may be able to take rest and active watches even while the ship is moving. This may also allow the ship to travel up to 24 hours a day if the crew can operate in multiple shifts.

Unsuitable Terrain: Most land vehicles are designed to be used on roads, although many will fair well in open terrain (like a prairie). At the GM’s discretion, in unsuitable terrain a vehicle may be limited to a slow pace and ability checks may be required each watch to make any progress at all.

ADVANCED RULE: EXPEDITION SPEED

An expedition’s speed is based on the speed of its slowest member.

  • In 1 hour at normal pace, the expedition can travel a number of miles equal to its speed divided by 10.
  • At a fast pace, the expedition can travel 150% of its normal speed.
  • At a slow pace, the expedition can travel two-thirds of its normal speed.
  • At an exploration pace, the expedition can travel one-half of its normal speed.
  • Calculate distance per watch based on the expedition’s hourly speed.

On the tables below, distances have been rounded to the nearest half mile.

EXPEDITION SPEED – PER HOUR

Expedition SpeedFast PaceNormal PaceSlow PaceExploration Pace
20 ft.3 miles2 miles1.5 miles1 mile
25 ft.4 miles2.5 miles2 miles1.5 miles
30 ft.4.5 miles3 miles2 miles1.5 miles
40 ft.6 miles4 miles3 miles2 miles
60 ft.9 miles6 miles4 miles3 miles
100 ft.15 miles10 miles7 miles5 miles
300 ft.45 miles30 miles20 miles15 miles

EXPEDITION SPEED – PER WATCH

Expedition SpeedFast PaceNormal PaceSlow PaceExploration Pace
20 ft.12 miles8 miles5.5 miles4 miles
25 ft.15 miles10 miles7 miles5 miles
30 ft.18 miles12 miles8 miles6 miles
40 ft.24 miles16 miles11 miles8 miles
60 ft.36 miles24 miles16 miles12 miles
100 ft.60 miles40 miles27 miles20 miles
300 ft.180 miles120 miles80 miles60 miles

Note: You might also choose to generally use the basic travel distance for expeditions, but use the advanced rules for expedition speed for unusual means of conveyance (via magic, mechanism, or fantastical mount, for example).

ADVANCED RULE: TERRAIN

The type of terrain modifies the speed at which an expedition can travel.

  • Highway: A highway is a straight, major, paved road.
  • Road: A road is a dirt track or similar causeway.
  • Trail: An irregular byway. Probably unsuitable for most vehicles and may only allow for single-file travel. Most off-road travel follows local trails. A known trail does not usually require navigation checks, although a known trail in poor repair requires a DC 10 navigation check to follow.
  • Trackless: Trackless terrain is a wild area with no paths. +2 to navigation DCs.
TERRAIN
HIGHWAY
ROAD/TRAIL
TRACKLESS
NAVIGATION DC
FORAGE DC
Desert
x1
x1/2
x1/2
12
20
Forest (sparse)
x1
x1
x1/2
14
14
Forest (medium)
x1
x1
x1/2
16
14
Forest (dense)
x1
x1
x1/2
18
14
Hills
x1
x3/4
x1/2
14
12
Jungle
x1
x3/4
x1/4
16
14
Moor
x1
x1
x3/4
14
16
Mountains
x3/4
x3/4
x1/2
16
18
Plains
x1
x1
x3/4
12
12
Swamp
x1
x3/4
x1/2
15
16
Tundra, frozen
x1
x3/4
x3/4
12
18

ADVANCED RULE: CONDITIONS

Certain climate conditions and activities modify the speed at which an expedition can travel.

CONDITIONS
SPEED MODIFIER
Cold or hot climate
x3/4
Giant terrain
x3/4
Hurricane
x1/10
Leading mount
x3/4
Poor visibility (fog, darkness)
x1/2
River crossing
x3/4
Snow cover
x1/2
Snow cover, heavy
x1/4
Storm
x3/4
Storm, powerful
x1/2

Leading Pack Animal: Under normal circumstances, a pack-puller can lead a file with a number of animals equal to their passive Wisdom (Animal Handling) skill.

Poor Visibility: This condition also gives disadvantage to navigation and forage checks.

River Crossing: This penalty applies to any watch during which a river must be crossed. This does not apply if the characters are following a road which has a bridge on it, but does apply if they’re traveling cross-country and must seek out a bridge.

ADVANCED RULE: ACTUAL DISTANCE TRAVELED

The distance cited on the travel tables is the average distance traveled. The actual distance traveled in a watch is 50% to 150% (2d6+3 x 10%) of that distance.

Characters can ascertain the actual distance traveled with a successful Wisdom (Survival) check made at the navigation DC of the terrain. On a failure, they assume the average value of the distance traveled.

Design Note: The purpose of this rule is to make accurate mapping more difficult. (You could hypothetically adapt a similar rule to dungeon exploration in order to make accurate mapping of the dungeon environment more difficult, too, although the resolution time involved would probably be prohibitive.)

ADVANCED RULE: TRAILBLAZING

Trailblazing is a special travel pace which can be taken in conjunction with other travel paces. It reduces the expedition’s speed by one-half, but also marks an efficient trail through the wilderness with some form of signs – paint, simple carvings, cloth flags, etc.

Once blazed, this is considered a known trail to the expedition.

Hidden Signs: The signs of a trail can be followed by any creature. When blazing a trail, however, the character making the signs can make a Wisdom (Stealth) check to disguise them so that they can only be noticed or found with a Wisdom (Perception) or Intelligence (Investigation) check.

You don’t need to make a Wisdom (Perception) check to follow your own hidden signs (or the hidden signs of a known trail you’ve followed before). Those who are aware of the trail’s existence but who have not followed it before gain advantage on their Wisdom (Perception) or Intelligence (Investigation) check to find the trail sign.

Note: Trail signs – including hidden trail signs – may be encountered as an exploration encounter in a hex the trail passes through.

Optional Rule – Old Trails: Most trail signs are impermanent and likely to decay over time. There is a 1 in 6 chance per season that a trail will decay from good repair to weather worn; from weather worn to poor repair; or from poor repair to no longer existing.

Someone traveling along a weather worn trail can restore it to good repair as long as they are not traveling at fast pace. Trails in poor repair require someone to travel along them at the trailblazing travel pace to restore to good repair.

Note: Erecting more permanent trail signs – like cairns, stone carvings, etc. – is a significant and time-consuming activity, but may be worthwhile on well-traveled trails.

HEXES

1 Hex = 12 miles (center to center / side to side) = 7 mile sides = 124 square miles

Movement on the wilderness hex grid is abstracted. In order to determine if an expedition has left a hex, you must keep track of their progress within the hex.

Starting in a Hex: If an expedition starts movement within a hex, it requires 6 miles of progress to exit any face of the hex.

Optional Rule: You can choose to bias a starting position. For example, you might see that a river flows near the western edge of a hex. If the PCs start traveling from that river, you might decide it only takes 2 miles to exit through the hex’s western face and 10 miles to exit through its eastern face.

Crossing Hex to a Far Side: It requires 12 miles of progress to exit a hex through one of the three faces on the opposite side.

Crossing Hex to a Near Side: It requires 6 miles of progress to exit a hex through one of the two nearest faces.

Changing Direction: Changing direction more than once within a hex will result in the loss of 2 miles of progress each time direction is changed.

Back the Way We Came: If characters deliberately double back along their own trail, simply reduce their progress until they exit the hex. If they leave back through the face through which they entered the hex for any other reason (by getting lost, for example) it requires an additional 1d6-1 miles of progress to exit the hex (unless circumstances suggest some other figure).

Go to Part 3: Watch Actions

5E Hexcrawl

February 28th, 2021

Sample Hexmap

The hexcrawl is a game structure for running wilderness exploration scenarios. Although it was initially a core component of the D&D experience, the hexcrawl slowly faded away. By 1989 there were only a few vestigial hex maps cropping up in products and none of them were actually designed for hexcrawl play. That’s when the 2nd Edition of Advanced Dungeons & Dragons removed hexcrawling procedures from the rulebooks entirely.

It wasn’t until Necromancer Games brought the Wilderlands back into print and Ben Robbins’ West Marches campaign went viral that people started to rediscover the lost art of the hexcrawl. The format has returned to prominence in recent years through releases like the Kingmaker campaign for Pathfinder and Tomb of Annihilation for D&D 5th Edition.

BASIC HEXCRAWL STRUCTURE

Hexcrawls are only one way of running wilderness travel (see Thinking About Wilderness Travel for some other options) and there are actually many different varieties of hexcrawls and schools of thought on how they should be designed or run. “True” hexcrawls, however, share four common features.

  1. They use a hexmap. In general, the terrain of the hex is given as a visual reference and the hex is numbered (either directly or by a gridded cross-reference). Additional features like settlements, dungeons, rivers, roads, and polities are also often shown on the map.
  2. Content is keyed to the hexmap. Using the numbered references, some or all of the hexes are keyed with locations and/or encounters.
  3. Travel mechanics determine how far the PCs can move and where they move while traveling overland. After determining which hex the PCs are starting in, the GM will use these mechanics (and the decisions the players make) to track their movement.
  4. When the PCs enter a hex, the GM will tell them the terrain type and determine whether or not the keyed content of the hexmap is triggered: If so, the PCs experience the event, encounter the monsters, or see the location. (There is often a 100% chance that the keyed content will be triggered.)

Around this basic structure you can build up a lot of additional features and alternative gameplay. For example, mechanics for random encounters and navigating (or, more importantly, getting lost in) trackless wastes are quite common. Hex-clearing procedures were once quite common, too, as an antecedent for stronghold-based play.

THE ALEXANDRIAN HEXCRAWL

In 2012, before 5th Edition was released, I wrote Hexcrawls: This series discussed hexcrawl procedures and laid out a robust structure for prepping and running hexcrawls in both 3rd Edition and the original 1974 edition of the game.

The Alexandrian Hexcrawl had several key design goals.

First, I wanted a structure that would hide the hexes from the players. In my personal playtesting, I found that the abstraction of the hex was extremely convenient on the GM’s side of the screen (for tracking navigation, keying encounters, and so forth), but had a negative impact on the other side of the screen: I wanted the players interacting with the game world, not with the abstraction. Therefore, the hexes in the Alexandrian Hexcrawl were a player-unknown structure.

Second, the structure was explicitly built for exploration. The structure, therefore, included a lot of rules for navigation, getting lost, and finding your way again. It was built around having the players constantly making new discoveries (even in places they’d been to before).

Third, the hex key features locations, not encounters. It’s not unusual to see hexcrawls in which encounters are keyed to a hex, like this one from the Wilderlands of the Magic Realm:

A charismatic musician sits on a rock entertaining a group of Halfling children. He sings songs of high adventure and fighting Orcs.

While the Alexandrian Hexcrawl system could be used with such keys, my intention was to focus the key on content that could be used more than once as PCs visit and re-visit the same areas. (This is particularly useful if you’re running an open game table.) In other words, the key is geography, not ephemera, with encounters being handled separately from the key.

Fourth, the system is built around the assumption that every hex is keyed. There may be rare exceptions — the occasional “empty” hex, for example — but if this is happening a lot it’s generally an indication that your hexcrawl is at the wrong scale. This tends to create two problems in actual play: First, it results in very poor pacing (with long spans of time in which navigational decisions are not resulting in interesting feedback in the form of content). Second, the lack of content equates to a lack of structure. One obvious example of this is that hexcrawls with vast spans of empty space lack sufficient landmarks in order to guide navigation.

(You run into similar problems if you have lots of densely packed hexes featuring multiple locations keyed to each hex: The abstraction of the hex stops working and your hexcrawl procedures collapse as the PCs engage in lots of sub-hex navigation.)

THE (MANY) RULES OF 5th EDITION WILDERNESS TRAVEL

Since the release of 5th Edition, I have been frequently asked to update the Alexandrian Hexcrawl to the new system. Unfortunately, there have been a couple impediments making this more difficult than it might first appear.

First, 5th Edition is not designed for hexcrawls. 3rd Edition didn’t feature hexcrawl play, either, but its rules were fundamentally grounded in a mechanical tradition that had originally been designed to support hexcrawl play, and it was therefore fairly straightforward to graft those procedures back onto those mechanics.

5th Edition, ironically, reintroduced hex-mapping to the core rulebooks, but mechanically trivializes or strips out essential mechanical elements that make hexcrawls (or, more generally, the challenges of wilderness exploration) work in actual play.

Second, the rules for overland travel and wilderness exploration in 5th Edition are a little… fraught.

  • The rules are scattered haphazardly throughout the rulebooks and difficult to pull together into any sort of cohesive procedure.
  • The rules actually change from one book to the next: The exploration procedures and travel distances in Tomb of Annihilation, for example, are just slightly different from those in the core rulebooks for no apparent reason. And the ones in the Wilderness Kit are different once again.
  • The rules are vague in bafflingly inconsistent ways. For example, there is a specific rule about how many pounds of food you need each day. And there’s a specific rule about how many pounds of food you get while doing the Forage activity while traveling. It seems like those would link up, but the rule for how often you make a Forage check is “when [the DM] decides it’s appropriate.” Which could be every hour, every day, every week, or literally anything else.
  • Most of the wilderness rules are not actually found in the SRD, making them inaccessible for projects outside of the Dungeon Master’s Guild.

Although these factors have largely stymied my efforts in the past, I’ve decided to more or less embrace the vague chaos of it all: If there is no coherent set of rules in the first place, then no one will probably care if I change them.

So my final design goal is to maintain the large, macro structures of 5th Edition wilderness travel that tie into other elements of the game – like how various classes modify your travel pace, for example – but otherwise tweak and change whatever needs to be altered to make things work.

Go to Part 2: Wilderness Travel

5E HEXCRAWLS
Part 2: Wilderness Travel
Part 3: Watch Actions
Part 4: Navigation
Part 5: Encounters
Part 6: Watch Checklists
Part 7: Hex Exploration
Part 8: Cheat Sheet

Hexcrawl Tool: Rumor Tables
Hexcrawl Tool: Spot Distances
Hexcrawl Tool: Tracks

Hexcrawl Addendum: Sketchy Hexcrawls
Hexcrawl Addendum: Designing the Hexcrawl
Hexcrawl Addendum: Running the Hexcrawl
Hexcrawl Addendum: Connecting Your Hexes
Hexcrawl Addendum: Special Encounter Tables

As described in The Art of the Key, the first published module for D&D was Palace of the Vampire Queen. It used a very simplistic, tabular key:

Palace of the Vampire Queen

A year later, Judges Guild would release Wilderlands of High Fantasy, the first published hexcawl. This book keyed only a fraction of the hexes on its map, also using mostly tabular methods:

Wilderlands of High Fantasy - Lurid Lairs

Different table formats were presented for Lurid Lairs (above), Villages, and Citadels & Castles.

These tablular entries are supplemented with short, one or two sentence entries like these:

1002-Above Ground Ruined Temple-3 Windwalkers

2822-Overgrown Antique Paintings-Copper Dragon

1418 Isle of Grath – Abode of four huge Ogres which relish human flesh. Every Ogre has three eyes, and flaming red hair. A pet giant crocodile follows them to feast on the leavings.

(“Overgrown Antique Paintings” is just a typo. Based on the format of other entries, it should be specifying an overgrown something in which antique paintings are the treasure to be looted from a copper dragon. The image it conjures of a copper dragon living inside magical antique paintings that one can presumably enter is just too fantastic for me not to call it out here. But I digress.)

But whereas the published presentation of dungeons has significantly developed and improved over the last 40+ years, the presentation of hexcrawls largely has not. If you pick up virtually any of the OSR hexcrawls released over the past few years, you’ll still find:

Incomplete keys, in which lots of hexes aren’t keyed at all. This is generally an indication that your hexcrawl is at the wrong scale. This creates two problems in actual play. First, it tends to create very poor pacing (with long spans of time in which navigational decisions are not resulting in interesting feedback in the form of content). Second, the lack of content equates to a lack of structure. One obvious example of this is that hexcrawls with vast spans of empty space lack sufficient landmarks in order to guide navigation.

Underdeveloped keys that aren’t ready for actual play. Telling me that there is, for example, a dungeon in a particular hex with “Hobgoblins 42” in it doesn’t actually give me any meaningful information for bringing that dungeon into play.

Perhaps the most egregious example of this sort of thing are products like Carcosa, which feature keys almost entirely generated by rolling on the random stocking tables found in the back of the book and jotting down the result. There’s zero value in such a key. Why? Because you could just as easily roll on the random stocking tables yourself.

Transitory keys, in which the content keyed to a hex is something you only encounter once and then the hex is functionally empty the next time you go there. (For example, from Isle of the Unknown, “A 9th-level cleric… in a red surcoat with a white cross rides southeast to take ship upon a holy pilgrimage.”) Because this content effectively deletes itself from the key, over time this transitory content turns even a complete key into an incomplete one. It should instead be encoded as a random encounter (or similar structure).

SO WHAT?

Why is this a problem?

Well, imagine if we designed dungeons this way.

THE TOMB OF SAGRATHEA

Level 1: 12 skeletons.

Level 2: The original laboratories of the lich Sagrathea, now divided into a tribe of 17 ghost eaters and a kingdom of 46 skeletons locked in war with each other.

Level 3: The walls of the Bloodpool Labyrinth are of pinkish flesh which bleeds a grease-like substance if injured. There are many traps here. Patrolled by 2 flaming skulls.

Level 4: [intentionally left blank]

Level 5: [intentionally left blank]

Level 6: 121 skeletons + 4 ogre skeletons.

Level 7 – Sagrathea’s Gardens: A collection of 27 caverns each rendered as a miniature biome. Sagrathea has recorded his spellbook in these gardens, with each garden cavern recording a single spell of the 4th to 9th level of potency.

Level 8 Sagrathea’s Manse: The lich Sagrathea sits upon a throne of black stone with his wight bride.

You can add in a side-view illustration of the dungeon showing each level’s vertical elevation, but if you can imagine looking at this dungeon “key” and being asked to run the Tomb of Sagrathea, then you know how I generally feel when I open up a typical hexcrawl and see the “key” inside.

There’s a real “draw the rest of the fucking owl” vibe to it.

How to Draw an Owl - Draw the Rest of the Fucking Owl

WHAT SHOULD A HEXCRAWL LOOK LIKE?

Published hexcrawls are, in my opinion, providing a poor example of the value a hexcrawl structure is actually capable of providing.

At a basic level, I want to be able to pick up a hexmap and its key and have a fundamentally playable experience.

The Dark of Hot Springs IslandAt a more advanced level, once you have a fully functional hexcrawl, there’s all kinds of cool utility that you can leverage out of that hexcrawl. For example, in Thinking About Wilderness Travel I looked at how the basic scaffolding for rich route-based travel basically just falls out of a properly designed hexcrawl key. Hexcrawls can also provide the context and tools for rapidly restocking empty dungeon complexes, as described in (Re-)Running the Megadunegon.

You can see the sample hex key I included as part of my longer series on hexcrawls.

If you’re looking for something like this on the market right now, check out The Dark of Hot Springs Island by Jacob Hurst, Gabriel Hernandez, Even Peterson, and Donnie Garcia. Every hex is keyed with content. Every lair and dungeon is mapped. And it’s paired to the incredible Field Guide to Hot Springs Island, an incredibly rich handout that’s designed to be given to your players as a kind of rumor table on steroids. It’s not just everything I want in a hexcrawl product; it’s more than that. And it’s the absolute gold standard to which any hexcrawl supplement should aspire.

Back to Hexcrawls

Go to Part 1

“If once we shake off pursuit, I shall make for Weathertop. It is a hill, just to the north of the Road, about half way from here to Rivendell. Gandalf will make for that point, if he follows us. After Weathertop our journey will become more difficult, and we shall have to choose between various dangers.” – Aragorn, Lord of the Rings (J.R.R. Tolkien)

UNPATHED ROUTES: The basic route system described above assumes that the route follows a clear and unmistakable path — a road or river, for example. Some routes don’t follow paths, however. These generally take the form of a landmark chain: Head north to Archet, then turn east to Weathertop. Turn south from Weathertop, cross the road, and then head west until you hit the road again.

To handle unpathed routes, you’ll need to add mechanics for both (a) getting lost and (b) getting back on track after you’ve become lost. (This may also include a mechanic to determine whether or not you realize that you’re lost.)

A single route can also include both pathed and unpathed sections.

HIDDEN ROUTE FEATURES: The gansōm bridge was washed out by the spring floods, releasing howling water spirits into the Nazharrow River. Before arriving in the Bloodfens, the PCs were unaware of the presence of goblin rovers. They’re pleasantly surprised to discover that the Imperial checkpoint at the Karnic crossroads has been abandoned, its regiment summoned north to deal with peasant rebellions.

Although I mentioned before that PCs need to be aware of distinctions between the available routes in order to make a meaningful choice between them, that doesn’t necessarily mean that they need to know everything. Some aspects of a route’s speed, difficulty, stealth, expense, landmarks, or hazards can be initially hidden from the PCs and only discovered later.

In some cases, hidden route features can be uncovered before the journey begins if the PCs research the route or can get their hands on better maps.

FORKED ROUTES: Sometimes the choice of route (or additional choices of route) can appear after the journey has begun. These can include detours, in which the fork in the route eventually collapses back into the original route.

Detours are often made in response to hidden route features discovered along the way (the gansōm bridge has been washed out, so you need to figure out a different way across the river). PCs can be both pushed and pulled by detours, however: In addition to trying to avoid bad things on the original route, they might also choose to turn aside to gain some benefit (from an advantageous landmark, for example), usually at the cost of time.

PROCEDURAL CONTENT GENERATORS: Procedural content generators are generally nonessential to a scenario structure, but properly designed they can be large boons in content creation and can even unlock unique gameplay. Other than a random encounter table, what other content generators could we potentially develop?

I think one thing we can immediately rule out is trying to develop a map generator. Nothing wrong with a good random map generator, but it doesn’t feel like it’s directly connected to route travel. The assumption of the route system is that you know where Point A is, where Point B is, and what the general routes between them are going to be.

However, you might occasionally faced with a map like this one:

Forgotten Realms - Secomber to Dragonspear Castle

And need to ask yourself, “How can you get from Secomber to Dragonspear Castle?” There’s one obvious route that goes down the Delimbyr River to Daggerford and then along the Trade Way, but is that the only route?

So our first procedural content generator might randomly determine a type of route:

  • Road
  • River
  • Landmark Chain
  • Magical

You could bias that so that 1-5 is Road, 6-7 is River, 8-9 is Landmark Chain, and 10 is Magical on a d10 roll. If I literally roll a d10 while sitting at my desk here, I get a 1 and discover that there must be an old, disused road that crosses the High Moor. (It might be a remnant of the Netherese Empire.)

Let’s go back to the Secomber-Daggerford-Dragonspear Castle route on the map above. Remembering that a route is largely defined by the sequence of landmarks spaced along its length, we can see at the moment that the only landmark we know about is the city-state of Daggerford. So perhaps we develop a landmark generator. You could randomly determine a number of landmarks (perhaps 1d6+1) for a given route, and then generate specific landmarks in various categories:

  • Settlement (town, village, fortress, shrine, inn)
  • Ruin
  • Lair
  • Route Feature (bridge, wall, tunnel, toll, fork in the path)
  • Natural Landmark

There’s likely other categories to be explored, and you can also easily dive down into any number of detailed sub-tables for each of these categories.

Now that you have a list of landmarks for the route, you might want to think about how those landmarks relate to the route itself. A landmark doesn’t necessarily need to be directly on the road, for example, so we could randomly determine the landmark connection:

  • On Route
  • Detectable From Route (sight, smell, sound)
  • Detour (you have to leave the route in order to visit/see the landmark)

As you’re generating landmarks, you may want to get a better sense of how they connect to the wider world. So you might use a path generator to determine if the landmark is functionally a crossroads for many different routes or if it can only be reached along the road, river, or other route that the PCs are currently following.

You can use any number of methods to determine the presence/number of routes connected to the landmark, then randomly determine the type of route (see above), and then use a d8 for compass direction or d6 for hex direction to randomly determine the rough direction of the route.

Where do these other routes go? Unless the PCs express interest, you don’t necessarily need to explore that, although it can often provide good local color. (“About midday you come to the Inn of the Prancing Fairy. It lies at a crossroads with the road leading to Elegor in the north.”) Often you can just look at your map and get a pretty good idea of where they might go.

For example, if the PCs are travelling down the Delimbyr from Secomber to Daggerford and they come to a ruined tower that you determine is a crossroads with a route heading to the southeast, you could pretty easily conclude that there must be a small tributary river flowing out of the Misty Forest that joins the Delimbyr here.

As you’re describing the PCs’ journey, it may also be useful to describe the changing terrain they’re passing through. A terrain feature generator could use a simple mechanic like having a 1 in 6 chance each day of the terrain changing, and then tables to determine the new terrain features that they encounter (likely based on the base terrain type they’re traveling through). Terrain features could include vegetation, debris, obstacles, things seen on the horizon, etc.

RUNNING WITH ROUTES

As you begin running games with the route system, here are a few things to keep in mind.

First, the structure does not inherently make travel interesting. If you think of the structure as a way by which specific scenes (the landmarks and random encounters) can be easily framed, then it follows that you still need to make those scenes meaningful.

By default, the route system will lead you towards a generic travelogue (“…and then we went to X and then we went to Y and then we went to…”). But the best travelogues find ways to elevate the sequence of events. You want your game to resonate with the powerful journeys of The Lord of the Rings, rather than plodding along in the dull procedural of something like The Ringworld Engineers.

If you’re of a dramatist bent, think of what kind of story you want to be telling with this journey: Exploration, a race, escape, survival, self-discovery, edification. Or is the journey simply a convenient framing device for a number of individually interesting and complete short stories? Journeys can set mood (think of the emotional toll of Frodo and Sam’s long trek across Mordor), emphasize a theme (sure are a lot of goblins in these fens), establish current events (passing caravans of refugees from the war), or provide hooks to side quests.

Regardless, think about the agenda of the scenes you’re framing to. Why are you framing to these moments? What’s the bang that forces the PCs to make one or more meaningful choices in that scene? (These topics are discussed at more length in The Art of Pacing.)

If you can’t think of any agenda or bang for a particular landmark, then consider demoting that landmark to a part of the abstract description of the journey or even drop it entirely. (The truth is that the PCs will see a lot of stuff on the road. You’re going to skip over most of it. The important thing is to figure out what stuff you need to focus on in order for the journey to be meaningful.)

THE PROBLEM WITH MULTIPLE ROUTES: A fundamental problem with the route system is the choice between routes. This inherently creates a choose-your-own-adventure structure in which you’re prepping a lot of material for two different routes and then immediately throwing out at least half of that prep as soon as the PCs choose one route over another.

There are, however, a few ways that you can mitigate this problem.

First, you can often minimize wasted prep by having the players choose their route at the end of a session. You still need to broadly prep each route so that a meaningful choice can be made between routes, but this is fairly minimal and you only need to prep the chosen route in fully playable detail.

Second, in many cases there may not actually be a choice between multiple routes. We talked about this briefly before, but if the decision of route boils down to a calculation rather than true choice, then you only need to prep the route that’s calculated to be best.

Third, you can focus your prep on proactive elements that are relevant regardless of which route is chosen.

Being chased by the bad guys is an easy example of this: With the Ringwraiths chasing them from the Shire to Rivendell, the hobbits — and, later, Strider — make a number of route choices balancing speed, safety, and stealth. The threat of the Ringwraiths (and their other agents) make these choices interesting, but you only need to prep the Ringwraiths once.

You can also feature content that the PCs carry along the road with them. For example, you might prep a murder mystery and/or romantic drama that features the team of hirelings the PCs have brought along on the journey. For the “Battle of the Bands” scenario in the Welcome to the Island anthology for Over the Edge, Jeremy Tuohy and I developed an interlinked system of road talk and encounters on the road that create an evolving drama with the NPCs the characters collect along the way.

Fourth, you can find ways to reuse, reincorporate, and recycle material so that even if the PCs don’t see the stuff on Route B on this particular journey, you’ll still end up using it at some point in the future.

BACK TO HEXCRAWLS

Which actually brings us all the way back to hexcrawls.

Because it turns out that a lot of the stuff we’ve built into our route system — landmarks, navigation DCs, terrain, travel times, etc. — actually just fall out of a fully stocked hexcrawl with no additional prep whatsoever.

This is one of the many reasons that a truly ready-to-play hexcrawl would actually be one of the highest value supplements a game company could publish. The utility of the hexcrawl is incredibly high to any individual GM, particularly if you can eliminate the inefficient nature of most hexcrawl prep by spreading that value across an audience of hundreds or thousands.

(Unfortunately, most hexcrawl products aren’t fully stocked and ready-to-play. They just provide a very high level overview of the would-be content of the hexcrawl, leaving a lot of the actual work in the GM’s lap.)

To be clear here, I’m not saying that we should abandon the route system and go back to hexcrawling. The hexcrawl system is still optimized for exploration, not travel. What I’m saying is that if you map a route across a fully stocked hexcrawl, then 99% of the work in defining that route for us in the route system can just be directly yanked out of the hexcrawl content.

If you’re working from a hexcrawl, you can also begin experimenting with trailblazing structures in which the PCs create their own routes through the wilderness. In fact, whether you have a system for trailblazing or not in a hexcrawl campaign, you’ll probably find that the PCs just naturally create routes for themselves: They want to get back to the Citadel of Lost Wonders so that they can continue looting it, and they will figure out how to make that happen. These routes almost always take the form of landmark trails, and will often feature the PCs making their own navigational landmarks to fill in the gaps.

THE ROUTE MAP

Whether you’re working from a hexcrawl or not, if your campaign regularly features travel then you will, over time, begin to accumulate a collection of planned routes that crisscross the local region. Over time, it is likely that this route map will evolve into a pointcrawl: As the routes intersect and overlap with each other, the map will develop enough depth that the players can make complex navigational decisions and begin charting out their own routes in detail.

If this is a style of play that appeals to you, it may be tempting to imagine sitting down and planning this elaborate route map ahead of time as part of your campaign prep. There may be a few major, obvious routes where this makes sense, but for the most part I recommend resisting the temptation. Partly because the thought of all that wasted prep makes the little winged GM on my shoulder wince, but mostly because it’s intrinsically more effective to let the players (by way of their PCs) tell you where they want to go and what the important routes are.

In transportation planning there’s a concept called the desire path: These are the paths created by the erosion of human travel across grass or other ground covering. It’s the way that people want to travel, even if the planned or intended paths are telling them to take a different route.

It has become quite common for urban planners to open parks, college campuses, and similar spaces without sidewalks, wait to see where the desire paths naturally form, and only then install the pavement.

You’re doing the same thing here: Following the players’ paths of desire and developing the campaign along the lines that they have chosen.

FURTHER READING

If you’re interested in delving deeper into this sort of thing, I recommend checking out:

Archives

Recent Posts


Recent Comments

Copyright © The Alexandrian. All rights reserved.