Thursday, August 8, 2013

Generic hex crawl map encounters.

We are filling a hex crawl map on Roludo (a Montreal gaming community forum).

I made a random encounter table to play our collective hex crawl at our next Roludothon (our local very micro convention). 

Since we want to explore the map, I guess we could check for encounters (or roll on the table) for each hex. 

roll 2d6
2: Unique location or feature of the hex (dangerous but can be helpful).
3: Encounter between two hostile predators.
4: Alpha predator (territorial) (near lair). 
5: Beta predators (hunting) (looking for prey). 
6: Pest (scavenging). 
7: Landmark or clue pointing toward a adventure location (or toward #2 & #12).
8: Humanoids travelling toward a settlement (check reaction).
9: Humanoids busy doing something (check reaction).
10: Humanoids in refuge, camp or small settlement (check reaction).
11: Humanoids needing or offering help.
12: Unique location or feature of the hex (helpful but can be dangerous).


  • Unique location: a small adventuring location build around a "special" trick/feature. 
  • Predators: can be natural or supernatural. 
  • Alpha predators: won't chase the party, keep close to their lair. 
  • Beta predators: may chase the party or stalk them to ambush them later.
  • Pest: have low moral and will hesitate to attack. May chase the party if they outnumber them. May be busy scavenging something. 
  • Landmark: give clue about the hex content. 
  • Clues: can point to other clues or directly to the adventuring location. 
  • Adventuring location: can be bigger than a unique location.  
  • Humanoids: can be any negotiable sentient being. 
  • Humanoids:  use the reaction test for inspiration about the nature of the encountered group. They can be bandits or worse on a bad reaction test. 
  • Traveler: can be locals traveling to a local settlement or strangers traveling toward a other hex (roll a open d6 to find out how many hex away).  
  • Busy: again use the reaction test for inspiration. A bad result may indict something they don't want other people to disturb or see (like burying a corpse). 
  • Camp: more then one group can be present. Again use the reaction test for inspiration. A bad result may indict a conflict between the groups present.  
  • Help: you may reroll on the table to find what they need or offer help for.  



No comments:

Post a Comment