Travel - Roads vs Hexcrawl Rules:
Roads - Following the Yellow Brick Road:
When traveling across an established route, such as a well-worn trail/road, or following a known previously chartered trade route when travelling in terrain such as the sea via sailing ship, there is no need for laborious hex crawls.
Instead, once a day, every few days or a week, a PC rolls on a small pre-prepared table for that route for if there is a complication that day. This could be an extra day added to the journey due to a storm or broken bridge etc. They might cover an extra days’ worth of travel because they found a shortcut, they might encounter a place of interest, they might have an encounter during the day or an encounter during the night, or nothing may happen at all.
Depending on travel speed the dice rolled might be changed to reflect.
I.e a on a table where low roll results might be a Random encounter if you were travelling slowly you might roll with advantage and if travelling fast would roll with disadvantage.
Example:
Roll 1d12
1: Major inconvenience (Lose a day’s travel and gain a point of exhaustion)
2: Minor inconvenience (Lose a day’s travel)
3: A Night Encounter
4-5: A Day Encounter
6-8: Travel with no issue
9-10: Encounter an interesting/friendly NPC/creature or Landmark
11: Minor boon (Cover an extra day’s travel)
12: Major Boon (Cover an extra day’s travel, and all PCs gain a point of inspiration or lose a point of exhaustion)
Wilderness Travel: Hexcrawl
This is when PCs travel through unfamiliar off-road terrain with a lack of chaining Landmarks. Such as a Forest, Canyon, Tundra, or a Mountain range.
1. DIRECTION & TRAVEL PACE.
TRAVEL PACE (1)
During each travel watch, the expedition determines their travel pace.
Normal Pace: An expedition traveling at normal pace cannot use Stealth checks to avoid detection.
Travels across one 12-mile Hex (or Two 6-mile Hexes) over 4 hours.
Slow Pace: While moving at a slow pace, the expedition is purposely being careful. An expedition traveling at slow pace:
Exploration Pace: While exploring, an expedition is assumed to be trying out side trails, examining objects of interest, and so forth. While exploring, an expedition:
Fast Pace: While moving quickly through the wilderness, expeditions traveling at fast pace:
Vehicles can affect pace options:
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.
Land Vehicles: Choose pace normally.
Waterborne Vehicles: Distance is limited to the speed of the vessel. On some ships, PCs 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 fare 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 for each watch to make any progress at all.
2. ENCOUNTER CHECK.
This is just the generation of the encounter. It does not occur until other watch actions are resolved. To determine time encounters to randomly occur during a watch.
However, the chance of finding the keyed location is affected by a few factors.
3. WATCH ACTIONS
Resolve all watch Actions & Encounters.
WATCH TYPES:
A watch is the basic unit for tracking time. A watch is equal to 4 hours.
There are six watches per day and three types of watch:
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.
WATCH ACTION ORDER: If it is a travel watch resolve them in the following Order:
Determining Time Within a Watch: To randomly generate a particular time within a watch, use 1d8 to determine the half hour, just hours on a long rest.
WATCH ACTIONS
Characters can take watch actions to contribute to the expedition’s success or achieve other tasks while traveling. (Best to create a standing order instead of asking each Watch).
Some watch actions are limited to specific types of watch or travel pace.
PCs cannot provide the help action to give advantage on watches, but they can pick the same watch action and see if they succeed as a backup.
However, some roles can only have one person filling it while staying with the same group, such as Navigator or Pack Puller. Additionally, the same tracks cannot be tracked by a tracker in the same group.
NAVIGATOR *Essential*
The expedition’s navigator is responsible for making navigation checks (A Wisdom (Survival) check to determine if the party becomes lost).
When traveling by Sea/Air the Navigator can roll with Adv if they are proficient with Navigator's Tools, and Veer automatically resets when entering a new Hex.
SIGHTING
During a Preparation watch, a character can take a watch action to find an outlook – a good sighting place (Typically 50ft up) 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.
(I.e a Strength (Athletics) check to reach the top of an appropriately positioned tree.)
General Benefits: successfully reaching a sighting point allows the PC to see into neighboring hexes, and possibly even see notable locations within those hexes or their current hex. This may or may not still require a Wisdom (Perception) check at Advantage.
On a success veer is reset, and during the current or subsequent watch, they can grant one ally Forager, Scout, Outrider, or Cartographer’s advantage on their watch action check.
PACK-PULLER
A pack-puller is essential for managing an expedition's pack animals and keeping them fed.
FORAGER
Characters can forage during a preparation 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 2 rations of food or finds a source of freshwater. Allowing the expedition to drink their daily ration of water and for waterskins to be refilled.
An additional 2 rations of food or source of fresh water can be found for every 2 points by which the check result exceeds the DC.
A PC with the Wanderer Background Feature automatically finds enough for 5 people (provided the resources are abundant), but can also choose to roll for additional rations.
However, if resources are not abundant, then the Wanderer must still roll for foraging but the DC is decreased by 5.
VARIANT FORAGER: Herbalist/Alchemist.
If a forager is proficient in Herbalism Kit or Alchemist Supplies, they may forage for ingredients to use for Herbalism/Alchemy instead of food and water.
TRACKER
A tracker can take one of two actions depending on if it is a preparation or travel watch:
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 half the normal chance of an encounter. This makes it possible for outriders to discover locations or encounter creatures which would have otherwise been missed by the main expedition.
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:
A character can scout during a travel 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 preparing 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.)
CARTOGRAPHER
A Cartographer reads out & records the routes of the party’s travels, they can choose to perform one of the following two actions:
SENTINEL
A member of an expedition acting as a sentinel can make active Wisdom (Perception) checks to detect threats or notice anything else out of the ordinary, instead of relying on the group's passive perception.
This can be done on any type of watch, but on rest watches it can be shortened to two hours instead of 4.
In addition, should the expedition be ambushed, the Sentinel cannot be surprised.
4. ARE THEY LOST?
REORIENTING: A navigator who realizes that they’ve become lost has several options for reorienting themselves.
ENTERING A NEW HEX:
MOVING ACROSS A HEX (For Dm to log miles)
GM ONLY REFERENCE MATERIAL
Random Encounters:Roll once every 4 hours of travel/ once a long Rest: Roll a d100, 16% (Standard Path, can be modified based on the area type) there's an encounter.
Expanded Encounter rules: https://thealexandrian.net/wordpress/17333/roleplaying-games/hexcrawl-part-4-encounter-tables For filling Hexes with creature lairs, & Tracks.
Towns & Farmland (Usually Non-Hostile) | Normal Paths, Cities, & Grassland | Unguarded Roads, Sparse Forest, Hills, & Moorland | Swamp, Mountains, Medium/Dense Forest/Jungle, & Ruins | |
Normal (D100) | 8% | 16% | 20% | 24% |
Reduced Chance | 4% | 8% | 10% | 12% |
Increased Chance | 16% | 32% | 40% | 48% |
If you (the DM) roll only 5% under the DC for causing a random encounter you can instead give players a warning of it:
The players see a creature flying overhead, hear shouting/roars, find tracks leading to a lair ect. Then let the players choose if they want to engage it. If they choose not to engage, then it can be easily avoided.
Use judgement to decide range, not every fight needs be a confrontation, it can sometimes be parlayed or avoided altogether.
Variant Rule: Monster Reactions:
Roll 2d6 plus the lead player’s Charisma modifier, and the result determines how the monster reacts to the party:
2-4 | Monster Attacks |
5-6 | Monster is Aggressive (Growls/Threatens), Roll again in one round with a -4 to the roll |
7-9 | Monster is Cautious, Roll again in one round |
10-11 | Monster is Neutral, Roll again in one round with a +4 to the roll |
12+ | Monster is Amiable |
You can also shorten encounters by having monsters flee when they lose the tactical advantage or most of their hit points.
Navigation/Mapping and Foraging
At the start of each Travel Watch/day let the players choose a navigator, then make a Wisdom (Survival) check on the navigator's behalf to determine if the party becomes lost. The DC of the check is based on the day's most common terrain:
Remember, Navigators and Cartographers may have bonus depending on certain factors.
Terrain | Navigation/Mapping DC | Forage DC |
Coast | 12 | 13 |
Desert | 14 | 18 |
Sparse Forest | 13 | 12 |
Dense Forest | 16 | 12 |
Hills | 12 | 12 |
Jungle | 16 | 14 |
Lakes | 10 | 10 |
Moor | 12 | 13 |
Mountains | 16 | 16 |
Plains | 10 | 12 |
Rivers | 12 | 10 |
Swamp | 16 | 16 |
Tundra | 14 | 20 |
+5 Bonus to check: If the group sets an exploration pace.
-5 Penalty to check: If the group is moving at a fast pace.
Advantage to check: If moving at a slow pace.
Tracking DC
Ground Surface | DC |
Very soft surface such as snow or wet mud | 8 |
Soft Surface such as Sand | 12 |
Dirt or grass | 15 |
Bare stone | 20 |
Each day since the creature passed | +3 |
Creature left a trail such as blood | -5 |
Significant weather Event since trail was made. A downpour/snow ect. | +10 |
An Additional Creature in the tracked Group (Max stack of 8) | -1 |
Tiny Creature | +10 |
Small Creature | +2 |
Large Creature | -2 |
Huge Creature | -4 |
Gargantuan Creature | -8 |
Credits: https://thealexandrian.net/wordpress/46020/roleplaying-games/5e-hexcrawl