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Wilderness Hexplore revamped Jed McClure
MamaDM
Whidou
Wanderer Bill
presgas ;-) OGL 1.0a

Wilderness Exploration

These tables describe how to run an improvised wilderness hex crawl. The idea is that the even the GM does not know what the players will encounter, since the map, features, and encounters are all rolled randomly at the table. Every time the players explore a new hex, there are three primary rolls that need to be made. It works well to assign particular players to be responsible for some of these rolls to speed play- and also keep the players a part of the world creation. However the GM should always be the one to make the encounter roll. The party should have a blank Hex Region map (Make copies of the one at the end of the document) and a starting point hex. If rolling for the starting hex, roll a d8 for the row and then the column. Next roll or select a hex terrain type for their starting point- this will be important for when they begin exploring the hexes around the starting hex. (You may want to roll up a village for their starting hex using the village and town rules. This can be their safe place for buying rations and selling treasure.)

Basic procedure

Every time the PCs explore a new adjacent hex, these three roll are made first:

  • Determine the Hex Terrain type - using the table on the next page, roll a D20 and cross reference it with the hex type they just exited. This tells the type of the new hex. (There is a 50% chance that it is the same type as before)
  • Roll for presence of a Feature - A d8 roll to see if the party finds something of interest in that hex. Most of this document are the tables for determining the exact nature of a feature that is found.
  • Roll for Encounter - A d12 roll that answers if they encountered anyone or anything while they were exploring the hex. The encounter can happen before, after or during the discovery of a feature, (GMs choice)

Frequently a new hexs terrain will be of the same terrain type as the previous, and the party will not have any encounters or find any features. This is normal. For each hex (whether or not something is found) the party should decide if they want to move on in the same direction, or pick a new direction.

The GM should note the passage of time spent in each hex, before rolling the next hex.The GM (or better yet a designated player) should record the terrain type, and whatever feature they may have found in the region map annotations. Encounters should be rolled every time a hex is entered, even if it has been previously explored. If they party wants to spend more time exploring a hex, the GM can allow they to make another feature roll to see if they found something they missed the first time, but additional encounter rolls should also be made.

Note: be sure to track the passage of time, and the exhaustion of rations and resources. Wilderness hexcrawls are like a megadungeon, in that they are a type of challenge that requires the party to see how far they can push the odds before returning to town. If there is no penalty for exploring non-stop, then the hexcrawl will soon stop being fun for the players.

Travel time

Crossing/exploring a hex takes a certain amount time, based on its Difficulty, usually either 3 or 4 hours. There are about 15-18 hours in the day that a party can explore before they need to camp for the night. A party that explores for MORE then 18 hours will suffer a -1 to hit rolls the following day, unless they spend extra time the following day resting. Thus a party can generally explore 5 Moderate or 4 Difficult hexes in a single day, without penalty,

Food

Each PC and hireling eats one days rations each day. For each day a party member does not get a full ration, their to hit roll gets a -1 modifier. This is cumulative for each day they are not able to be properly fed.Thus mark off 1 days rations for each character and hireling for after 4 or 5 hexes explored.

If the party runs out of stores, they have the following options:

  • Foraging: The party as a whole may roll 1d6 once per day of exploration, and on the result of a 1 they found enough food to feed 1d6 party members for the day. (Note: they must state they are foraging at the start of the day.)
  • Hunting: If the party chooses they may spend a day hunting- this is the only activity the party can make that day, and they cannot explore any new hexes. Each party member who chooses to hunt, can roll 1d6, and on the result of 1 or 2 they caught enough game for 1d6 party members.
  • Ranger and Druid characters may deserve a bonus to these rolls, depending on the environment.
  • Hunting or foraging in particularly bleak environments may require a negative modifier to the roll, at the GMs discretion.

Terrain

First Roll: Determine the terrain Roll a d20 to determine how the new hex changes. Tables for climates other then temperate are given page Wilderness Exploration-6

TEMPERATE Mid latitudes similar to western Europe:

1d20 PLAINS FOREST MARSH HILLS MOUNTAINS WATER
1-10 Plains Forest Marsh Hills Mountains Water
11-16 Forest Plains Water Mountains Hills Marsh
17-18 Marsh Hills Forest Water Plains Mountain
19 Mountains Mountains Plains Forest Forest Plains
20 Water Marsh Hills Marsh Water Hills

Feature

Second Roll: Roll to see if there is a feature in the hex

Feature Type Roll

Encounters

THIRD ROLL: RANDOM ENCOUNTERS

The following 2d8 random encounter tables are adapted from the Basic Fantasy RPG by Chris Gonnermann and are open game content.

2d8 Desert or Barren Grassland Inhabited Territories
2 Dragon, Blue Dragon, Green Dragon, Gold
3 Hellhound Troll Ghoul
4 Giant, Fire Fly, Giant Bugbear
5 Purple Worm Scorpion, Giant Goblin
6 Fly, Giant NPC Party: Bandit Centaur
7 Scorpion, Giant Lion NPC Party: Bandit
8 Camel Boar, Wild NPC Party: Merchant
9 Spider, Giant Tarantula NPC Party: Merchant NPC Party: Pilgrim
10 NPC Party: Merchant Wolf NPC Party: Noble
11 Hawk Bee, Giant Dog
12 NPC Party: Bandit Gnoll Gargoyle*
13 Ogre Goblin Gnoll
14 Griffon Blink Dog Ogre
15 Gnoll Wolf, Dire Minotaur
16 Dragon, Red Giant, Hill Vampire*
2d8 Jungle Mountains or Hills Ocean
2 Dragon, Green Dragon, White Dragon, Sea
3 NPC Party: Bandit Roc (1d6: 1-3 Large, 4-5 Huge, 6 Giant) Hydra
4 Goblin Displacer Whale, Sperm
5 Hobgoblin Lycanthrope, Werewolf* Crocodile, Giant
6 Centipede, Giant Mountain Lion Crab, Giant
7 Snake, Giant Python Wolf Whale, Killer
8 Elephant Spider, Giant Crab Octopus, Giant
9 Antelope Hawk Shark, Mako
10 Jaguar Orc NPC Party: Merchant
11 Stirge Bat, Giant NPC Party: Buccaneer (Pirate)
12 Beetle, Giant Tiger Hawk, Giant Shark, Bull
13 Caecilia, Giant Giant, Hill Roc (1d8: 1-5 Huge, 6-8 Giant)
14 Shadow* Chimera Shark, Great White
15 NPC Party: Merchant Wolf, Dire Mermaid
16 Lycanthrope, Weretiger* Dragon, Red Sea Serpent
2d8 River or Riverside Swamp/Marsh Woods or Forest
2 Dragon, Black Dragon, Black Dragon, Green
3 Fish, Giant Piranha Shadow* Unicorn
4 Stirge Troll Treant
5 Fish, Giant Bass Lizard, Giant Draco Orc
6 NPC Party: Merchant Centipede, Giant Boar, Wild
7 Lizardman Leech, Giant Bear, Black
8 Crocodile Lizardman Hawk, Giant
9 Frog, Giant Crocodile Antelope
10 Fish, Giant Catfish Stirge Wolf
11 NPC Party: Buccaneer Orc Ogre
12 Troll Toad, Giant Bear, Grizzly
13 Jaguar Troglodyte Wolf, Dire
14 Nixie Blood Rose Giant, Hill
15 Water Termite, Giant Hangman Tree Owlbear
16 Dragon, Green Basilisk Unicorn

Hex sizes

Water hexes

Ocean exploration

Other uses

Forgotten places

Ruins

Relics

Remains

Vestiges

Remnants

Refuse

Wrecks

Skeletons

Antiques

Artifacts

Magic statues

Lairs

Dungeons

Caves

Burrows

Camp

Dwelling

Shipwreck

Ledge

Crevasse

Paths & streams

Orientation

Rivers

Roads

Islands

Type

Element

Provisions

Volcano

Castles

Condition

Invader

Abandoned

Garrison

Leader

Followers

Name

Churches

Temple

Location

Leadership

Wealth

Shrines

Deity

Appearance

d12 DEITY APPEARANCE
1 Concept
2 Force
3 Element
4 Plant
5 Animal
6 Person
7 Monster
8 Place
9 Star
10 Object
11 Unknown
12 Multiple, re-roll 1d4 times
d20 CONCEPT DEITY
1 Love
2 Freedom
3 Piety
4 Hunger
5 Death
6 Strangeness
7 Consciousness
8 Mathematics
9 Life
10 Time
11 Luck
12 Art
13 Justice
14 Weather
15
16
17
18
19
20
d20 FORCE DEITY
1 Light
2 Magnetism
3 Electricity
4 Gravity
5 Radiation
6 Magic
7 Thought
8 Heat
9 Cold
10 Wind
11 Waves
12 Laser
13
14
15
16
17
18
19
20
d20 ELEMENT DEITY
1 Rock
2 Goo
3 Water
4 Fire
5 Acid
6 Air
7 Crystal
8 Bone
9 Metal
10 Ice
11 Oil
12 Wood
13 Ash
14 Magma
15 Glass
16 Plastic
17 Fabric
18
19
20
d20 PLANT DEITY
1 Cactus
2 Forest
3 Grass patch
4 Giant turnip
5 Carnivorous plant
6 Purple mushroom
7 Palm tree
8 Orchid
9 Vine
10 Heap of seeds
11 Dead leaf
12 Hollow oak
13 Crooked fir
14 Bonsaï
15 Potted tulip
16 Datura
17 Lone branch
18 Silver apple
19 Alga
20 Bamboo shoot
d20 ANIMAL DEITY
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
d20 PERSON DEITY
1 Mother
2 Pirate
3 Old man
4 Empress
5 Baby
6 Farmer
7 Scholar
8 Teacher
9 Embryo
10 Prostitute
11 Beggar
12 Blacksmith
13 Twins
14 Child
15 Artist
16 Baker
17 Maid
18 Druid
19 Fisherman
20 Oneself
d20 MONSTER DEITY
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
d20 PLACE DEITY
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
d20 STAR DEITY
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
d20 OBJECT DEITY
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
d20 UNKNOWN DEITY
1 No appearance
2 Ineffable
3 Unknowable
4 Death upon perception
5 Cannot be remembered
6 Polymorph
7 Different for each believer
8 Cannot be grasped
9 Nobody saw it yet
10 Testimonies have been lost
11
12
13
14
15
16
17
18
19
20

Domain

Name

Powers

Relationships

Name

Defiling

Protection

Ceremonies

Hamlets

Leader

Streets

Shops

Population

Technological level

Government

Walls

Name

Notes

This is a document Jed McClures originally created in support of his gaming group. The philosophy of randomized tables like these, is that the GM is also playing a game, one that requires skill and creativity. Creating a narrative out of random results on the fly is what separates the good from the great. But as always, if the dice and tables result in something that is too boring or too brutal for your players, then use your power & creativity as the GM keep things fun.

In Jeds original document much of the material and artwork contained within was taken directly from Judges Guild publications.

For this Wilderness Hexplore Revamped edition the editors substituted those tables with useful stuff that's been published under OGL in the last years - within the OSR scene and elsewhere.