Old School Essentials Hexcrawl Procedure

This is the hexcrawl procedure I use for Old School Essentials. It’s heavily influenced by the Dolmenwood Hexcrawl Procedure, as well as by the Necropraxis post on Overloading the encounter die. My main design goals have been to develop something that generates interesting events for realistic travel while keeping a quick enough pace. Flexibility is key. Depending on what happens, some days will pass in just a few seconds, and other days will take up an hour or so of session time.

I generally have the players roll on the event table openly when they travel. This creates Oregon Trail-like feel where they are aware of the results and risks of different actions.

Hexcrawl Procedure

Each adventuring day is divided into a a day phase and night phase, with one action per phase. Weather is checked at the start of each day. If the party does not camp at night, they become exhausted (-1 to attack rolls, cannot prepare spells, and surprised on 1-3) and must spend the next day resting.


Travel: Travel a day’s distance, modified by terrain and encumbrance. Lost chance 2-in-6 without roads, and 3-in-6 in difficult terrain.

Explore: Explore the terrain for new features. 1d6, hidden features revealed on 3-6.

Interact: Spend time at features already discovered (refer to that location for events).

Forage: Search for food and/or hunt for animals. 1d6, food found on 4-6.

Rest: Spend the day recovering. 1 HP recovered.

Camp: Camp out for the night.

Random Events

Roll once per action, referencing the table below.

Hexcrawl Random Events

Encounter: An encounter with wandering monsters.

Hazard: An unexpected hazard. 1d12 and choose from either event or terrain.

Hexcrawl Hazards

Location: A nearby hidden location.

Spoor: A sign of nearby monster, rolled from the wandering monster table.

Uneventful: No unexpected events occur.


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