Hexcrawling Procedures (Optional)

These procedures provide a baseline for creating and refereeing hexcrawl-style adventures with White Box FMAG, with little to no advance preparation. They do not prevent the Referee from pre-planning storylines, but they do let the world unfold alongside the players. This style also supports an “open table” campaign where players can come and go from week to week.

Motivation and Rewards

The party can begin in any setting. A secluded town in the center of a blank hex map is a good choice: the surrounding wilderness is unexplored, full of forgotten ruins, hidden treasures, and monster-haunted places. The following rewards support wilderness exploration, clearing land, reclaiming sites, and building strongholds.

Activities and Outcomes
ActivityXP to Each PCStronghold Grant
Explore and map the wilderness25 XP per hex
Explore and map caves/dungeons25 XP per room
Clear a wilderness hex of monsters100 XP
Donate money to the poor, church, Crown, or guild1 XP per 1 gp
Clear 6 hexes surrounding the town to stop frequent monster attacks or sightingsAdditional 600 XP+5% cost match
Clear 12 hexes surrounding the townAdditional 1200 XP+5% cost match
Find and clear a hex path to exploitable natural resources+1% per hex cleared
Find and clear or reclaim historical ruins/dungeons500 XP per dungeon level+1% per dungeon level
Clear a hex path to historical ruins/dungeons+1% per hex cleared
Find and clear a hex path to other towns for trade partnership+1% per hex cleared
Build a stronghold in the wilderness to maintain “Cleared Hex” status in a 2-hex radius
Mitigate a negative domain event10 XP × number of families
Death of a player character100 XP × level

Stronghold Grants

A stronghold grant is a price-matching percentage that the Crown, town council, guild, or other patron gives to each player character involved in the successful completion of particular objectives. Grants are cumulative. If a Fighter has acquired a 50% stronghold grant and spends 600 gp to build a stronghold, the patron contributes an additional 300 gp.

Death and Fear

When a player character dies, the surviving party members learn from the tragedy once they return safely to town. Each survivor gains the listed XP bonus, but must make a saving throw or acquire a fear of the monster, trap, or situation that caused the death.

When the subject of that fear is encountered again, the character must make another saving throw or freeze up for 1 round, as if surprised. A situational fear may instead impose a -2 penalty, or -10% where appropriate, to activity rolls while facing the situation. Multiple fears of the same subject can stack. A character may work through a fear by spending gold frivolously in town—drinking, partying, gambling, praying, tithing, or similar activity—equal to the XP gained from the death. Hireling deaths do not grant XP this way.

Where to Explore Next

As the party ventures into blank hexes, the Referee, or optionally a player, can roll to determine the nature of each new location. One hex is a six-mile area and may contain terrain, vegetation, water, a point of interest, and/or a wandering monster. Players should fill in their map as they go, while the Referee keeps a separate copy for predetermined or secret locations.

When beginning a campaign, choose or roll terrain, vegetation, and water for the town’s starting hex. Towns are usually built on rivers or lakes. From there, determine adjacent hexes as they are explored.

Terrain

When entering a new hex, find the current hex’s terrain and roll 1d12 to determine the terrain of the newly entered hex.

Terrain
Current HexNew Hex on 1d12
Mountains1–6 Mountains; 7–10 Hills; 11 Plains; 12 Swamp
Hills1–4 Mountains; 5–8 Hills; 9–11 Plains; 12 Swamp
Plains1 Mountains; 2–3 Hills; 4–9 Plains; 10–12 Swamp
Swamp1 Mountains; 2 Hills; 3–8 Plains; 9–12 Swamp

Vegetation

Find the current hex’s vegetation and roll 1d12 to determine the vegetation of the newly entered hex.

Vegetation
Current HexNew Hex on 1d12
Dense Forest/Jungle1–6 Dense Forest; 7–10 Light Forest; 11 Grassland; 12 Barren
Light Forest1–4 Dense Forest; 5–8 Light Forest; 9–11 Grassland; 12 Barren
Grassland1 Dense Forest/Jungle; 2–3 Light Forest; 4–9 Grassland; 10–12 Barren
Barren1 Dense Forest/Jungle; 2 Light Forest; 3–6 Grassland; 7–12 Barren

Water (Optional)

Find the current hex’s water feature and roll 1d12 to determine the water feature of the newly entered hex. If a river is present, roll 1d6 to determine which side of the hex it flows out of.

Water
Current HexNew Hex on 1d12
Lake1 Lake; 2–4 River; 5–12 None
River1 Lake; 2–10 River; 11–12 None
None1 Lake; 2–3 River; 4–12 None

Points of Interest

With the general terrain established, roll 1d8. On a 1, the hex contains a point of interest. Roll 1d20 to determine the specific type. If the roll indicates a settlement, the Referee may roll for settlement size.

Point of Interest
1d20Point of Interest
1–3Ruins (above ground)
4–7Caves
8–9Tomb
10–11Lair
12–14Natural Resource (iron bog, lake, metals, gemstone, lush grapevines, high mana, quarry stone, etc.)
15–16Settlement (50% chance of human, otherwise roll random monster type; optionally roll for size)
17–18Mine (abandoned)
19–20Ruins (dungeon)

Settlement Size (Optional)

Settlement Size
3d6ChanceTypePopulationBase Value
30.5%Large city10,001–25,00040,000 gp
41%Large town2,001–5,0003,000 gp
5–935%ThorpFewer than 2150 gp
10–1346%Hamlet21–60200 gp
14–1511%Village61–200500 gp
163%Small town201–2,0001,000 gp
171%Small city5,001–10,00015,000 gp
180.5%MetropolisMore than 25,000100,000 gp

Wilderness Monsters

After terrain and any point of interest are established, roll 1d6. On a 1, the party encounters a wandering monster. Roll for monster type using the White Box FMAG wilderness encounter tables and determine number appearing according to the monster description. Then roll for reaction and surprise using the normal White Box FMAG procedures.

As an optional safety valve near town, when rolling number appearing for a wandering monster, use the distance in hexes from the nearest town as the maximum result. Apply this rule only up to 4 hexes from town. Beyond that, roll normally. This rule should never affect the number of monsters in a discovered lair.

Wilderness Encounter Terrain

To quickly create an encounter scene, drop two complete sets of dice, ignoring percentile dice, onto the tabletop. The dice represent terrain features such as boulders, trees, and brush. Their positions indicate the approximate layout, and their numbers suggest the size of each feature.

Wilderness Encounter Terrain
Dice DroppedFeature
2d4Trees (trunks)
2d6Brush
2d8Rock
2d10Boulder
2d12Rock outcrop/ridge
2d20Terrain Change: 1–5 Trees & Brush; 6–10 Water (or land if in swamp); 11–15 Elevation change down; 16–20 Elevation change up

Continuing to Explore

As the PCs enter new hexes, note their movement speed modified by the terrain they traverse. They may explore any number of hexes in a day up to their White Box FMAG movement rate. Once the party has moved its maximum daily distance, they must make camp. When camped, roll for encounters once per night. The Referee may instead use the normal White Box FMAG wandering monster frequency.

Clearing Hexes

To clear a wilderness hex, the PCs must track and kill all monster lairs in the hex. Make a simple 1d6 tracking roll to detect monster tracks and follow them back to the lair.

  • Humans are successful on a roll of 1.
  • Elves and Halflings are successful on a roll of 1–2.
  • Dwarves cannot normally track in the wilderness.
  • If the campaign uses classes, backgrounds, or house rules with a tracking ability, use that ability instead.

If tracking is successful, roll for monster type. When rolling number appearing, use the lair value. Once all monsters in a lair are destroyed, the hex is “cleared” and can be marked with a green border. A cleared hex is safer to traverse: wandering monsters appear on a roll of 1 on 1d12 instead of 1 on 1d6. A hex surrounded by cleared hexes contains no wandering monsters. Any hex containing an existing town is considered cleared.

Optional Movement System

To find out how far the party can move through the wilderness in a single day, use the miles-per-day value for the slowest member of the party from White Box FMAG. This is how many Movement Points the party has each day. Use the highest value of a hex’s terrain and vegetation to calculate the cost to enter it.

Wilderness Movement Point Costs
Terrain or VegetationMovement Point Cost
Jungle, Dense Forest, Mountain, Swamp18
Desert, Forest, Hills9
Clear, Plains, Trail (any terrain)6
Road (paved)1 step lower, minimum 6 MP

If a character with a tracking ability exists in the party, a successful tracking roll can add 3 Movement Points to the day’s travel by finding useful animal trails, goat paths, deer trails, and similar routes. If the tracking roll fails, the party loses 3 Movement Points for the day.

Legends and Rumors

Use these procedures when PCs look for a quest, when an NPC offers them a quest, when a “map to a treasure” is found, or when PCs seek specific answers to a mystery. Once per week, each PC may attempt to learn a legend or rumor from one location.

Knowledge Inquiries
LocationPC ClassSuccess Check
TavernAny PCRoll against Charisma
Temple or ChapelCleric onlyRoll against Wisdom
Thieves GuildThief onlyRoll against Charisma
Militia BarracksFighter onlyRoll against Charisma
Library or ArchivesMagic-User onlyRoll against Intelligence

The PC makes an ability check appropriate to the location. The base target number for a 1st-level character is 17; adjust as needed for your chosen White Box FMAG ability check method. Open-ended inquiries use the normal check. Inquiries about specific information or rumors suffer a -4 penalty.

For every 2 points by which the check exceeds the success target, reveal one additional piece of information in the order shown below.

Knowledge Received
LocationOrder of Information
TavernTreasure, Point of Interest type, Monster, Clue, Location
Temple or ChapelPoint of Interest type, Location, Monster, Clue, Treasure
Thieves GuildLocation, Treasure, Monster, Point of Interest type, Clue
Militia BarracksMonster, Treasure, Location, Point of Interest Type, Clue
Library or ArchivesLocation, Point of Interest Type, Clue, Treasure, Monster
Point of Interest
Roll on the Point of Interest table above.
Location
Randomly determine a direction and distance from town on the wilderness hex map.
Monster
Roll using the White Box FMAG encounter tables or another monster index used by the campaign.
Treasure
There is a 50% chance the rumor reveals coinage treasure and a 50% chance it concerns a magic item. Roll on the appropriate treasure tables.
Clue
A clue is a metagame device granting a +4 situational bonus on one non-combat roll connected to the rumored location, such as finding the site, avoiding surprise, or dealing with a trap.

Once the party reaches the rumored hex, the leading PC makes an appropriate ability check to locate the site. Add half the location’s distance in hexes from town, rounded down, to the target number. The PC may add a Wisdom bonus, and a character with a relevant wilderness tracking ability may also add half their level, rounded down. If the check fails, the party fails to locate the site that day, but gains a cumulative +1 bonus on each later day of searching. Roll for wandering monsters each day and each night spent searching.

Stronghold and Dominion Events

Sooner or later, a character may acquire enough wealth and power to build a stronghold. This can be done in any cleared hex. A stronghold attracts peasants and generates tax money depending on the population’s sentiment toward its ruler.

When a stronghold is built, roll 1d10 × 10 to determine the number of families that take up residence nearby. The population starts at Indifferent. At the end of each month, the population grows or shrinks according to the Population Sentiment table and generates 1 gp per family, paid to the ruler. At the start of each month, roll for a Domain Event. The ruler has one month to address any negative event before its listed effect applies.

Population Sentiment
SentimentMonthly Change
PatrioticPopulation grows by 4d6%
HappyPopulation grows by 1d10%
IndifferentPopulation grows by 1d4%
UnhappyPopulation loses 1d10%
RebelliousPopulation loses 4d6%
Domain Events
2d6Event TypeEffect on Population Sentiment
2–3Very BadPopulation Sentiment worsens by 1 step and tax income is halved this month
4–5BadPopulation Sentiment worsens by 1 step
6–8NeutralNo change to Population Sentiment
9–10GoodPopulation Sentiment improves by 1 step
11–12Very GoodPopulation Sentiment improves by 1 step and tax income is doubled this month

Roll 1d12 for the nature of the event and interpret it according to the event type rolled above.

Nature of Event
1d12Description of Change
1Change in monster activity in surrounding wilderness
2Change in crime rates and criminal activity (bandits?)
3Change in sickness/plague rates (a curse?)
4Change in crop yields (feast or famine; a curse?)
5Change in weather (if Very Bad, a natural disaster such as flood, fire, earthquake, etc.)
6Death of important figure
7New social movement
8War declared
9Change in natural resources (resource exhausted, new resource found, etc.)
10Change in foreign trade or trade routes
11Change in festival or holiday event
12Historical/holy relic (lost or found)

Hexcrawl Exploration Loop

  1. Enter a new hex and record its coordinates.
  2. Roll for terrain, vegetation, optional water, and possible point of interest.
  3. Roll for the possible presence of a wandering monster. If one appears, roll for reaction and surprise, then drop dice to create the encounter terrain.
  4. If the party has movement left for the day, enter a new hex and repeat the process.
  5. If the party has moved its maximum distance for the day, make camp and roll once for a night encounter. If one appears, roll for reaction and surprise, then drop dice to create the encounter scene.

Hexcrawl Log Fields

For each hex or travel segment, note the following: day, heading, hex number, movement points used in the hex, whether the hex is newly explored, terrain, vegetation, water, and any notes.

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