Hexploration

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Order of Events in One Game Day

  1. The party decides their direction of travel.
  2. The DM checks to see if the party becomes lost (1d6, pg Expert 56).
  3. The DM rolls for wandering monsters (1d6 see pg Expert 55).
  4. If monsters are not encountered, the day ends. If monsters are encountered, the DM must determine the type of monsters and for the Number Appearing.
  5. The DM rolls to check the distance between the monsters and the party (4d6).
  6. The DM rolls to check surprise (1d6).
  7. The DM and the party roll for initiative (1d6).
  8. The DM rolls for Monster Reaction (2d6 see Monster Reactions).
  9. The party and monsters react (if Combat occurs see pg Expert 23).
  10. End of turn. When necessary, the DM should check the character's remaining hit point, changes in the party's marching order, and the duration of any spells in progress.

Evasion

In the wilderness, parties with surprise may always avoid an encounter if desired. If the party does not surprise and still seeks to avoid an encounter the evasion table is used. Compare the size of the party to the number of creatures encountered. This gives the percentage change the evasion will be successful. If a large party breaks up into small parties, roll for each small party separately. There is always at least a 5% chance of evasion unless surprised.

Party Size / Creatures Encountered
1-4 5-12 13-24 25+ Chance of Evasion
- - - 1-10 10%
- - 1-6 11-30 25%
- 1-3 7-16 31+ 35%
2-3 9+ - - 50%
4+ - - - 90

The DM may adjust evasion chances for relative speed, terrain, and other factors as desired. For example, woods might add 25% to evasion chances and give a 10% chance for evasion even if a party is surprised. If one group can move at least twice as fast as the other, the faster the group may increase (or decrease) the chances of evasion by 25% in its favor.