Hex Movement

Steps in Resolving Hex Movement
Step One: Destination & Path. The adventurers specify which hex they wish to enter or explore.

Step Two: Travel. The referee determines the weather, and how long it will take to enter or explore based on terrain type.

Step Three: Random Encounters. The referee rolls (1 on 1d6) for random encounters. If a random encounter occurs determine what is encountered.

Step Four: Features & Lairs. If the adventures are exploring they automatically encounter any features or lairs; if entering, only features located along their route. On a roll of 4 on 1d6 they notice spore shortly before reaching a lair.

Step Five: Spore. If the adventures are exploring roll 1d6 to see if they notice signs of the presence of monsters in nearby hexes. On a 1 they find signs and roll again.

Step Six: Resources: By exploring the adventurers learn the number of resources within a hex as well as their approximate value; this is important in regards to domain building. Table: Resources

Step Seven: Clearing a Hex. A hex is cleared once all lairs within a hex have been killed, driven off or reasoned with.

General Information
Movement Rate. The adventurers are moving at a rate generally equivalent to cautious dungeon movement. Thus, they have decent chances to notice tracks, avoid ambushes, and so on.

Features. Features are points of interest calling out to be explored. They can include dungeons, rivers, an area of differing terrain, a resource to exploit, a graveyard, abandoned dwellings, natural hazards, and much more.

Lairs. Lairs are permanent or semi-permanent settlements of predominantly one type of monster. When a lair is discovered the main question is whether the inhabitants of the lair discover the adventurers at the same time! Once a lair is cleared there's a chance, assuming it's not secured by the adventurers, of it being repopulated anew.

As a general rule, each hex should have a total of 2d3 features and lairs.