Continuing from where I left off here and here, I use a standardized system to assign encounter charts to hexes so I know automatically which one to use by looking at the hex in question. This is that system! I refer to the hex's designation as it's encounter key, and the process of applying keys to hexes as keying a hexmap.
For each hour of travel, (each hex entered) I roll a group perception check for the party to evade an encounter. (1d20 rolled once, using the lowest mod for the party) If they roll higher than the local encounter DC, (Derived from the hex they land in) no encounter occurs, and I provide basic fluff. The DC is encoded on each hex by a letter value, with that letter's alphabetic position being the value of the DC. (A=1, Z=26) If an encounter DOES happen, I roll 1d6 on an appropriate encounter root chart to determine the type of encounter they face. I know which root to use, because they are letter-coded on the hex after the DC. To speed this process, I just make all the rolls using color coded dice behind the screen.
Encounter DC Keys
1 = A
2 = B
3 = C
4 = D
5 = E
6 = F
7 = G
8 = H
9 = I
10 = J
11 = K
12 = L
13 = M
14 = N
15 = O
16 = P
17 = Q
18 = R
19 = S
20 = T
21 = U
22 = V
23 = W
24 = X
25 = Y
26 = Z
Terrain Keys
U - Urban (Social>All)
Social 3-6 66%Exploration 2 16%
Combat 1 16%
This root represents areas inside and immediately surrounding a settlement, not just the roadways. These are generally highly active areas, even when they seem calm, especially compared to the savage wilderness of far off lands.
R - Rural (Social>Combat)
Social 4-6 50%Exploration 2-3 33%
Combat 1 16%
This represents farmland, grazeland, hunting grounds, estates, parklands, lumberyards, etc. Owned and cultivated land.
L - Local (Social>Exploration)
Social 4-6 50%Exploration 3 16%
Combat 1-2 33%
This represents the unowned apparent wilderness surrounding the owned land of a settled place, several miles away. While these regions are technically "wild", the significant human activity passing through the area has driven out a lot of the more chaotic elements, and tamed the wilderness.
H - Highway (Exploration>Combat)
Social 5-6 33%Exploration 2-4 50%
Combat 1 16%
This root determines encounter type for patrolled, paved, or high-traffic roadways, regardless of the surrounding terrain.
F - Flatland (Exploration>All)
Social 6 16%Exploration 2-5 66%
Combat 1 16%
Here we have the distribution for a wide, open environment, where the party has good visibility to survey heir surrounding land, possibly out to the horizon. Because of the high visibility, there's a high chance for distractions to explore or change course, and it's easy for animals to avoid fights they don't want. This also applies to deserts, but the DC for avoiding encounters there is usually below 5, so it almost never comes into play.
B - Backroads (Even)
Social 5-6 33%Exploration 3-4 33%
Combat 1-2 33%
This represents the likelihood of various encounter types when wandering backroads, regardless of surrounding environments. A backroad is any path or trail, typically unpaved, rarely patrolled, infrequently used, and possibly little more than wagon tracks in the mud. People do come by this way, so it is sort-of maintained, however infrequently, and the occasional activity does keep some of the wildlife away.
W - Wilderness (Exploration>Social)
Social 6 16%Exploration 3-5 50%
Combat 1-2 33%
This represents the players walking around in regular, run-of-the-mill swamps, forests, jungles, ravines, etc. Most wildlife will avoid them, and there are very few people, so it's mostly going to be just you and nature. If an animal does attack, you probably startled it or entered its territory.
T - Tribal (Combat>Exploration)
Social 5-6 33%Exploration 4 16%
Combat 1-3 50%
Tribal lands are those regions which, while populated, are uncultivated, untamed, and uncivilized. These are the lands of nomads and wildfolk. While you have a better chance of seeing a friendly face than usual, you're even more likely to get jumped.
S - Savage (Combat>Social)
Social 6 16%Exploration 4-5 33%
Combat 1-3 50%
These are isolated, exotic, or distant regions, nearly entirely uninhabited, completely uncultivated, and wild. The wildlife has no learned fear of people, and react with unpredictable behavior. These are foreign, dangerous places.
I - Inhospitable (Combat>All)
Exploration>AllSocial 6 16%
Exploration 5 16%
Combat 1-4 66%
These lands are unnaturally violent. This is used for places populated by vicious humanoids, military enemies, carnivorous plants, or a primarily carnivorous ecosystem. It can also be used to represent lands which are haunted, cursed, or innately malevolent.
So, for example, a hex with the key FT would be a Tribal region with an encounter DC of 6. Sounds like a pretty barren place, since the PCs won't see much action and the only people aren't civilized. As another example, a region encoded RR would be a Rural place with an encounter DC of 18.
Now, what about the actual encounter charts themselves? Where are those?What do they look like? They look like a standard d20 randomized weighted list. Each terrain type is paired with 3 encounter charts, one for each encounter type. I have a set of 3 encounter charts for each terrain type, at each potential encounter type. An encounter chart has below-CR encounters in its top third, and above-CR encounters in its bottom third, with the middle third all being the labelled CR. Terrain types are color-coded, and CRs are written on each hex after the initial letter codes. So, for example, a dark green hex with the code OB3 would be a backroad in a forest with an encounter DC of 16, and any encounters found there should have a CR around 3. If they roll badly on an encounter though, the encounter's CR could be as high as 4 or 5! Now, does that sound like a lot of charts to you?? Well, hold on to your hat, because You need two versions of every single one of them! One for day, the other for night.
CR KEY:
0 = 01/8 = A
1/4 = B
1/2 = C
1 = 1
2 = 2
3 = 3
4 = 4
5 = 5
6 = 6
7 = 7
8 = 8
9 = 9
10 = D
11 = E
12 = F
13 = G
14 = H
15 = I
16 = J
17 = K
18 = L
19 = M
20 = N
21 = O
22 = P
23 = Q
24 = R
25 = S
26 = T
27 = U
28 = V
29 = W
30 = X
And for the lazy, here is a link to my encounter chart sheet. One page per hex on the map. It makes for a lot of paper.
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