04 - Hexploration
04 - Hexploration
Mystic Arts DM
HEXPLORATION
A simple ruleset for hexcrawls.
The basis of any system of overland travel is Regional Map
a map, with a hex grid overlay for quickly On a Regional Map, one hex is three miles
calculating distances. The system splits across. Consider picking a term to use for
these into two categories of scale; World this unit of distance, such as a “league”, as
Maps and Regional Maps. it will come up quite a lot! This more
granular approach allows you to break down
In ideal conditions, a character or party of
travel and exploration into finer chunks. All
characters can move up to 3 miles in an
movement on this scale track is measured
hour, or 24 miles over an 8-hour day. This
in hexes, not miles or hours. There’s no such
simple fact, coupled with our two map
thing as traveling half a hex.
scales, forms the basis of this system.
For ideal results, a majority of hexes on your
World Map wilderness map should contain a feature of
On the World Map, one hex is twenty-four
some kind. It doesn't have to be a dungeon,
miles across. This measurement is useful
but consider adding landmarks, or other
for tracking distances while moving between
points of interest. This can be a useful tool
settlements.
for navigation and orientation when a party
• A character can move one hex in a inevitably gets lost, or perhaps a clue to the
day's march along a road. location of a dungeon.
• A character on horseback moves
When the party enters a hex, consult the
twice as fast when entering a road,
chart below. A hex's type determines how
plains or hills hex.
much time it takes to travel into that hex.
• When entering a trackless wilderness
hex, travel time is doubled. A character on horseback moves twice as
• When entering a mountain or forest fast when entering a road, plains or hills hex.
hex, travel time is doubled.
You can Craft Magic Items, reducing the Roll for Weather
The following tables are used to determine
time remaining to craft an item you’re
the weather based on the month. Each
working on by half a day.
weather has an effect next to it, imposing
You can Scout Ahead by exploring the advantage or disadvantage on navigation
surrounding area in the hopes of stumbling and marching rolls.
onto something. The DM might ask for a
Feel free to adjust the calendar to fit yours.
survival or perception check to determine if
you find something. Marching refers to the constitution saving
throws made when spending more than 8
Or you can enage in some other downtime
hours exploring. Navigation refers to the
activity.
rolls made to avoid getting lost, or when
tracking something.
HEXPLORATION
Mystic Arts DM
Springsdawn
Roll (2d6) Weather Description Effect
2-3 Heavy rain, flooding fields Disadvantage on march and navigation
4-6 Light, refreshing showers Disadvantage on navigation
7-10 Mild temp. with some clouds No effect on rolls
11-12 Clear skies and warm afternoons Adv. on navigation and marching
Firstseed
Roll (2d6) Weather Description Effect
2-4 Frequent spring showers Disadvantage on navigation
5-7 Partly cloudy with cool breezes No effect on rolls
8-10 Mostly sunny and pleasantly warm No effect on rolls
11-12 Clear skies and warm temperatures Advantage on navigation and marching
Monsoon
Roll (2d6) Weather Description Effect
2-4 Torrential rain and thunderstorms Disadvantage on march and navigation
5-7 Steady, heavy rain Disadvantage on navigation
8-10 Overcast with intermittent showers Disadvantage on navigation
11-12 Cloudy with occasional sunshine No effect on rolls
Midnightsun
Roll (2d6) Weather Description Effect
2-4 Scorching heat Disadvantage on forced march
5-7 Very hot and humid Disadvantage on forced march
8-10 Warm with occasional cool breezes No effect on rolls
11-12 Hot but tolerable with clear skies No effect on rolls
Drywind
Roll (2d6) Weather Description Effect
2-3 Dust storms Disadvantage on navigation and march
4-7 Hot and dry Disadvantage on forced march
8-10 Warm with dry winds No effect on rolls
11-12 Blazing sun with no clouds in sight Disadvantage on forced march
HEXPLORATION
Mystic Arts DM
HEXPLORATION
Mystic Arts DM
Midyear
Roll (2d6) Weather Description Effect
2-4 Hot with occasional thunderstorms Disadvantage on march and navigation
5-7 Warm and sunny No effect on rolls
8-10 Pleasantly warm with mild breezes No effect on rolls
11-12 Clear skies and nice temperatures Advantage on navigation and marching
Harvestfall
Roll (2d6) Weather Description Effect
2-4 Cool with autumn rain Disadvantage on navigation
5-7 Crisp and clear No effect on rolls
8-10 Warm days and cool nights No effect on rolls
11-12 Sunny with colorful falling leaves Advantage on navigation and marching
Lastseed
Roll (2d6) Weather Description Effect
2-3 Early frost and chilly winds Disadvantage on forced march
4-7 Cool and overcast No effect on rolls
8-10 Mild with cloudy skies No effect on rolls
11-12 Clear skies with a crisp chill Advantage on navigation and marching
Coldwinds
Roll (2d6) Weather Description Effect
2-3 Strong, cold winds Disadvantage on march and navigation
4-7 Overcast with light snow Disadvantage on navigation
8-10 Cool and clear No effect on rolls
11-12 Frosty mornings with clear skies Advantage on navigation and marching
Snowfall
Roll (2d6) Weather Description Effect
2-3 Heavy snowstorms Disadvantage on march and navigation
4-7 Light snow and overcast Disadvantage on navigation
8-10 Clear and icy Disadvantage on forced march
11-12 Sunny with snow on the ground No effect on rolls
HEXPLORATION
Mystic Arts DM
Evernight
Roll (2d6) Weather Description Effect
2-3 Blizzards and harsh winds Disadvantage on march and navigation
4-8 Snow and overcast skies Disadvantage on navigation
9-12 Cold and clear nights Disadvantage on forced march
Wintersdusk
Roll (2d6) Weather Description Effect
2-5 Snow and frost Disadvantage on navigation
6-7 Cold and crisp No effect on rolls
8-10 Mild days with chilly nights No effect on rolls
11-12 Clear skies and warm Advantage on navigation and
temperatures. marching