Hex Crawls for DURF
Overview
Procedural hexcrawl framework designed for DURF that integrates movement speed, event-pacing, and resource consumption into a unified turn loop. The system uses event-die rolling to pace encounters and emphasizes travel choices that create risk/reward tension.
Movement and Event Dice
Travel Actions and Pacing
The system establishes a baseline movement chart that ties travel speed to hexes per watch and event-die modifiers:
- Slow/Careful travel: 1 hex per watch, event dice +0
- Quick/Noisy travel: 2 hexes per watch, event dice +1
- Fast/Loud travel: 3 hexes per watch, event dice +2
Referee pattern: When designing hexcrawl movement rates, adjust hexes traveled and event dice pool together. Example variant: 5 dice per 3 hexes instead of baseline.
Conversion note: This scaling works with any terrain-and-mount system — mounted travel, road usage, and difficult terrain can all modify base rates (+1 hex, -1 hex, or adjusted dice pool).
Watch Structure and Resource Pressure
Travel uses watch-based time units: - After 4 watches of travel action, PCs must spend 2 watches resting (or take cumulative stress per watch past the 4th). - Without rations, PCs accrue stress per watch until they eat. - Wilderness camping (without verified safe rest) recovers only 1 stress per night instead of full stress recovery.
Referee utility: This creates daily pacing pressure that forces settlement interactions, supply management, and rest-vs-progress decisions.
Wilderness Actions
Gather Resources
On a character's chosen action to gather resources: - Roll relevant ability check (determine check type by what items sought). - Success: gain one supply or one item slot worth of items. - Failure: no resources gained; watch time spent with nothing to show.
Integration pattern: This creates foraging loops in multi-day expeditions; useful for supplementing supply caches or feeding hazard pressure.
Explore
Obvious keyed hex features are automatically discovered when passing through. For non-obvious features: - Make check to locate (GM adjudicates DC). - Failure: feature remains hidden unless revisited with different approach.
Referee utility: Allows procedural hex features to exist on map without forcing discovery, creating exploration surprise.
Rest and Recovery
Non-safe wilderness camps recover only 1 stress; this creates distinction between safe camps (verified safe locations, full recovery) and exposed camps (risk remains).
Science-fantasy applicability: In hostile ecology settings, this risk-of-rest mechanic creates campaign pressure even during downtime.
Hex Feature Generation
The system references d6 tables for landscape types and landmark features:
| Landscape | Examples |
|---|---|
| Water | Ocean, abyss, flooded, river |
| Shoreline | Beach, fjords, edge, swamp |
| Settlement | Metropolis, concrete, urban |
| Fields | Farmland, plains, desert, barren |
| Forest | Jungle, park, oasis |
| Heights | Mountains, hills, cliffs, towers |
| Landmark | Feature Type |
|---|---|
| Danger | Trap, weapon, hazard |
| Safety | Isolated, protected space |
| Hideout | Cave, ruins, shelter |
Design principle: Two-layer system (landscape + landmark) creates 36 quick-draw combinations for improvisation without requiring pre-rolled hexmaps.
Campaign Integration
Wilderness Turn Loop
- Party declares movement/action intent.
- Roll event dice (modified by movement speed chosen).
- If event triggered: consult wilderness encounter table or feature discovery.
- If no event: advance watch counter, consume resources, check for fatigue/stress accrual.
- After 4 watches: mandatory rest phase (2 watches minimum).
- Return to step 1.
Referee Pacing Control
Event-die modification creates three play speeds: - Slow/careful (event dice +0): safer travel, exploration-focused, lower encounter pressure. - Quick/noisy (+1 event die): balanced pacing, standard adventuring rhythm. - Fast/loud (+2 event dice): high encounter frequency, chase/pursuit mode, dangerous travel.
General use: This framework scales to any hexcrawl system by adjusting the event-die pool instead of changing mechanics.
See Also
- Travel Pace as Risk Dial - Pace-setting comparison with watch-based risk modifiers
- Travel Hazard and Hex Procedures - Hybrid hexcrawl/pointcrawl framework with hazard clocks
- Perilous Wilds - Travel moves table and Discoveries/Dangers framework
- Pointcrawl and Hexcrawl Exploration - Consolidated hexcrawl/pointcrawl selection framework
- Wolves Upon the Coast Hexfill Procedure - Minimal hexfill with settlement/lair/weird logic