Resources could be hiding anywhere in the hex.

Most GMs think of hexes as containers for encounters, but they can also hold resources—rare ore veins, magical herbs, hidden oases, or even trade routes. These resources don’t just exist as treasure; they shape the story.

Entering the Hex

Obvious vs. Obscure
Do the characters enter through a visible landmark (like a canyon opening or a ruined gate) or stumble in through a less expected path (dense woods, high cliffs, an underground tunnel)? Entry shapes their first impression.

Foreshadowing
A flock of winged spider-velociraptors circling the skies sends a different signal than a patch of strange glowing herbs. GMs can use sensory detail (sound, smell, movement) to hint at both danger and value.

Player Choice
In hex crawls, the players choose where they go. That means when they enter a hex can matter just as much as how. Do they brave the nesting grounds in spring, when the beasts are most aggressive, or wait until winter migration?

Discovering the Resource

Direct Encounter
The party might walk right into it: silk webs strung across the trees, sparkling ore visible in a cliff face, a bubbling oasis in the desert.

Local Knowledge
Villagers, travelers, or even rival adventurers may point the way (sometimes for a price). Rumors and maps can seed player curiosity.

Conflict First, Treasure Later
Often the valuable thing isn’t obvious until after the danger is. A necropolis full of undead may hide a vault of enchanted gems. A city built atop volcanic vents may rely on a hidden crystal that fuels its survival.

Guarded and Contested

Every worthwhile resource has stakeholders:

Monsters: predators nesting nearby, spirits bound to the land, or intelligent species farming the resource for themselves.

Factions: mercenary companies, guilds, or kingdoms that claim the area.

The Land Itself: deserts, mountains, and seas are their own guardians. The oasis is rare because the desert is deadly.

Trade and Use

Once discovered, players ask: what can we do with it?

Personal Use: an herb that boosts magic, ore for forging new weapons, water for survival.

Local Trade: selling silk bolts, spices, or rare minerals to nearby villages.

Strategic Value: entire campaigns can be built around controlling a mine, silk grove, or oasis. Think D&D’s Acquisitions Incorporated, but with spider silk.

Resources as Story Hooks

A hex’s signature resource can be more than a loot drop—it’s a story engine. It forces the party to make choices:

Is it worth fighting the spider-velociraptors for silk that sells at 100 gold per bolt?

Do they share an oasis with a rival adventuring company, or try to drive them off?

Will they ally with locals who depend on the resource, or seize it for themselves?

When the party decides to enter the hex, they aren’t just moving across a map—they’re choosing whether to risk everything for a chance at something valuable.

In sandbox play, exploration isn’t just travel. It’s opportunity, danger, and the seeds of entire campaigns.