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Grim Tales Hexcrawling

This post sums up the streamlined hexcrawling procedures I developed for Grim Tales. This lacks the tables referenced in the rules (except for the master level "Event Table"). I'd like to thank Gavin Norman, whose recent blog posts really inspired me.

Wilderness Actions

The party has 3 actions altogether; 2 for the day and 1 for the night. The following actions are covered by the rules:
  • Move (move to a new hex)
  • Search (look for hidden location)
  • Hunt/Forage (replenish supplies)
  • Camp (rest and recover in the wilds)
  • Explore (interact with a location)
Move: The party leaves the current hex and moves into an adjacent one. On horseback the party may move through an extra hex, except through swamps, mountains, and particularly dense forests. All obvious features and the terrain type of all neighbouring hexes are immediately revealed to them. After resolving the action, roll on the Event Table.

Search: The party sets out and looks for hidden features within the current hex. Immediately roll on the Event Table with a +2 bonus.

Hunt/Forage: The party collectively replenish their supplies from the wilderness. 1d6-2 rations are gained per character (increase die size for particularly skilled characters and decrease it for harsh terrain and weather). After resolving the action, roll on the Event Table.

Camp: The party stops to set up camp. Every member regains 1 HD’s worth of lost hit points, removes 1 point of Fatigue, and consumes 1 unit of rations. Every night the party skips camp they receive 2 points of Fatigue, penalising all their checks by -1 each; this penalty is cumulative. Roll on the Event Table with a -2 penalty.

Explore: The party interacts with a location in a meaningful way. This includes the exploration of adventure sites (i.e. dungeons and lairs), dealing with people and their problems in a settlement, using a facility, etc. After resolving the action, roll on the Event Table.

Note that things that take only a very short amount of time might not qualify as an “action” in this sense, such as dealing with a Hazard or Encounter.

Event Table

D6 Result
2-   Uneventful
3    Weather Changes
4    Encounter
5    Hazard
6+  Location

Uneventful: No unexpected event unfolds.

Weather Changes: Roll on the seasonally appropriate column of the Weather Table to determine the new weather. Assume it doesn’t change until another Weather Changes result.

Encounter: Based on the time of day and the party’s activity generate an Encounter first rolling on the General and then the Specific Encounter Tables to determine what creature is encountered.

Hazard: The party comes across an environmental hazard that test their skills and possibly diminishes their resources.

Location: The party stumbles upon a hidden location within the hex, or a known one if they set out to reach a specific location.

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