Dozens and Dragons

How To Do A Hexcrawl

a practical guide to crawling hexes

2025-07-26

Contents

  1. Introduction
  2. Speed, Distance, and Time
  3. Supplies
  4. Weather
  5. Keying Hexes
  6. Watch Procedure
  7. Terrain Type
  8. Overtable
  9. Proximity
  10. NPC Reaction
  11. What Are They Doing
  12. Drawing a Map
  13. Conclusion
  14. Resources

Introduction

The adventurers decided to answer their summons and travel overland from Blue Harbor to Beartown.

So I decided to do something I have never done before. I decided to do a HEXCRAWL.

Figure: Hexmap of the combined Blue Harbor / Beartown region. Each hex is 12 miles from side to side.

I have never done a hexcrawl before. Neither as a player nor as a DM. The closest I have come is playing a couple games of Barbarian Prince. And that experience informed a lot of what I know about crawling hexes: hexes have terrain, different terrains have different chances of getting lost and different travel speeds, and there are random encounters.

So this is what I came up with to emulate some of that and run a hexcrawl for my table.

Speed, Distance, and Time

First some mathy preliminaries. There’s really no way to avoid it.

Group travel speed = Slowest PC speed / 10. My slowest character has a speed of 30 so the group travel speed is 3 mph.

Units:

Distance:

Supplies

Optional food and water rules: each player character needs 1 pound of food and 1 gallon of water per day. It is helpful to assign one character the role of quartermaster to keep track of all the provisions. At the end of each day, have them update the group supplies.

It seems fair to me that characters can go 3 + Con Modifier days without eating, or 3 days without drinking, before taking Exhaustion. We didn’t get into this because the players stocked up on plenty of food and water.

Weather

At the start of each day roll d66 (2d6 and read them left to right) for weather on the “HOT AND WET” weather table: any 1s are Hot and Wet, respectively. Any 6s, opposite. (Relative to the expected weather for the season.)

D6 FIRST SECOND
1 hot wet
2-5 normal normal
6 cold dry

This procedure was created by Sean F. Smith.

Keying Hexes

I don’t key hexes up front. Mostly. I mean, I know where the two settlements are. But otherwise, I let the random encounters and landmarks establish what’s in each hex. And then I write that down, and that becomes the map key through play.

Watch Procedure

The four-hour Watch is the fundamental unit of time.

Each Watch, you will roll for an encounter and a landmark. You will need to six-sided dice that you can tell apart. Or two identical ones and just read them lift to right. I will refer to them below as light and dark. The procedure below is what I ended up doing at the table to try to prevent doing lots of re-rolls.

I haven’t introduced the terrain type tables, or the overtable yet. Let’s remedy that!

Terrain Type

Here is my current “Forest” terrain sheet.

FOREST

ENCOUNTERS

2d6 Result
3 Giant toad sitting on a giant egg
4 Bush brats racing some pixies through the forest
5 Lumbering Honeybear
6 Awakened Shrubs blocking the path

== Unused ==

== Used ==

LANDMARKS

  1. Waterfall
  2. Cave / Dungeon Breach
  3. Big Tree
  4. Eerily Silent Meadow
  5. Crystal Lake
  6. Collapsed Bridge

I have one of these for every major terrain type including grasslands, hills, mountains, forest, etc. They don’t take much work. You need 4 possible encounters (plus maybe a few extras to bank) and 3 or 6 possible landmarks.

Notable features include:

Also note: every terrain has a travel speed modifier. I currently have these in their own table, but probably ought to include them in each terrain type page.

Terrain Normal Trail Road
Plains 3/4 1 1
Forest 1/2 1 1
Hills 1/2 3/4 1
Mountains 1/2 3/4 3/4

So if normally you can travel 12 miles per Watch, in the forest you can only travel 6 miles unless following a trail or road.

Overtable

The overtable creates an overall cohesive feel for the world while also providing local flavor: 8 - 11 are four “world encounters” that can happen anywhere, 3 - 6 are four local encounters provided by the current terrain type.

7 is always a recurring NPC, 2 is always a dragon, and 12 is always a wizard.

This format is taken from Structuring Encounter Tables, Amended & Restated over at Papers and Pencils. https://www.paperspencils.com/structuring-encounter-tables-amended-restated/

2D6 RESULT
2 Dragon
3 - 6 LOCAL
7 Recurring NPC
8 Moleman looking for escaped animals
9 Bitebats
10 Mollusks
11 Underworld Denizen
12 Wizard

== UNUSED ==

== SPENT ==

I keep a table of recurring NPCs, and tables to roll up weird wizards and terrible dragons.

Proximity

D6 RESULT
1 Encounter spots players at a distance
2 Players spot encounter at a distance
3-4 Signs / Tracks
5 Oops no five!
6 Lair

NPC Reaction

2D6 REACTION
2 Hostile, reacting as negatively as is plausible
3-5 Negative, unfriendly and unhelpful
6-8 Neutral, reacting predictably or warily
9-11 Positive, potentially cooperative with PCs
12 Friendly, helpful as is plausible to be

NEEDS

  1. Sustenance (water/food/air).
  2. Shelter.
  3. Rest or recovery (includes being injured).
  4. Security.
  5. Stability.
  6. Friendship.
  7. Acceptance.
  8. Respect or status.
  9. Recognition.
  10. Creativity or achieving self-defined potential.

What Are They Doing

Unintelligent creature, roll d12. Intelligent creature, roll d30 (d6/2 * 3 + d10).

  1. Lost
  2. Hurt
  3. Trapped
  4. Sleeping
  5. Eating
  6. Sick
  7. Tracking Prey
  8. Lying in Ambush
  9. Mating Behavior
  10. Starving
  11. Returning Home
  12. Fleeing
  13. Plotting
  14. Holding Captives
  15. Scavenging
  16. Building a Camp
  17. Demolishing
  18. Doing drugs or drinking
  19. Artistic pursuits
  20. Spying
  21. Committing a crime
  22. Searching
  23. Religious ritual
  24. Setting, putting out, or fleeing a fire
  25. Weeping
  26. Excreting
  27. Bathing
  28. Socializing
  29. Gloating
  30. Something that isn’t on this table.

Source: I stole this from somewhere but didn’t write down where. So, sorry! I’ll update this if I find it.

Drawing a Map

I used HexKit by Negative Cone of Energy (https://cone.itch.io/hex-kit) to draw the map, with the Fantasyland tile set (https://cone.itch.io/fantasyland).

While drawing the map I tried to present options: a safe route that will take longer, or a shorter route that might be more dangerous. They chose danger!

I used gimp to colorize it and glitch it up a little bit because that’s my jam.

Conclusion

Okay I think that’s everything I used to run the hexcrawl! It allowed me to feel pretty prepared without feeling as though I had to do tons of prep.

It took 2 sessions for the players to make the trip. We had some memorable encounters along the way. The “recurring NPC” entry on the overtable made for some fun when a sleazy city goblin showed up miles from town to collect on a debt. “You owe me a bag of teeth!”

In summary:

Resources