Hexcrawl Procedures
- Move to new hex: Guide makes a successful Survival roll, or suffer mishap.
- Roll for encounter/feature (d20). PC makes Keep Watch roll to see it first.
- 1-3 Roll on FbL encounter chart (DMG, pg 147)
4-5 Discovery (Perilous Wilds, pg 44)
6-7 Danger (Perilous Wilds, pg 48)
8-9 Ruins & Relics table (Wilderness Exploration, R&R-1)
Roll for Danger, 1 in 8 chance
10-20 No Encounter
- 1-3 Roll on FbL encounter chart (DMG, pg 147)
Every night, during Sleep, 1 on d10 is a Danger (Perilous Wilds, pg 48)
Perilous Wilds: on Discovery chart, if a Steading is rolled, go to (d12: 1-7 Village, 8-12 Castle) in FbL DMG pg 168)
Perilous Wilds: on Structure result, use optional details from FbL DMG pg 172
Perilous Wilds: for Creature: Monster entry, roll 1d12: 1-6, use their charts, 7-12 use FbL monster (DMG pg 74)
Chance (d20) | Conditions | Visibility |
---|---|---|
1-10 | None | Good |
11-15 | Moderate | 2-3 miles |
16-18 | Bad | .5-2 miles |
19-20 | Severe* | .1 to .5 miles |
D12 | Adventure Site | D12 | Adventure Site |
---|---|---|---|
1-7 | Village | 8-12 | Castle |
D# | Original Purpose | D# | Who Built It |
---|---|---|---|
# | Temple | # | Natural |
# | Stronghold | # | Elves/Dwarves |
# | Living Area | # | Orcs/Bandits |
# | Hiding Place | # | Priest/Cult |
# | Mine | # | Sorcerer |
# | Prison | # | Noble/Warrior |
# | Tomb | # | Demon |
D% | Monster | D% | Monster |
---|---|---|---|
#-# | Strangling Vine | #-# | Abyss Worm |