- The five mile hex is a decent approximation of the core range area of your average lone or pack predator in a prey-rich environment, with the maximum range extending into the next six hexes. Sparing you the details, this comes after rummaging around available ecological data for wolves, lions and mountain lions.
- Rule of thumb for range: (L) for lair-bound creatures like evil trees, demons, lake critters; (0) if move is slower than human, or habits are reclusive; (1) for normal human move and slightly faster, hunting or patrolling creature; (2) for flying, fast, particularly restless or wide-ranging creature.
- How you stock the map is up to you, but keep in mind the danger level you want to convey for the area. I figure in a 90% saturated environment, with a monster for nearly every hex, you'll average about a 10% chance of an encounter each roll, or 55% daily chance of an encounter (7 rolls a day assuming 15 miles per day). Going down to 50% saturation, the daily chance drops closer to 25%. In open terrain, monsters will be fewer but have longer range, while the opposite is true for swamps, forests and mountains. For comparison, 1st Edition AD&D has six 10% encounter chances a day for forests and swamps, and only three a day for plains and desert.
- Clues can be tracks, spoor, victims, old prospectors with a tall tale to tell, distant glimpses, or anything else that tips off a party to nearby monsters. If you're feeling kind, you can ignore these results and just give parties facing a clearly out-of-depth monster one warning clue, instead of their first encounter with it. But the next one is for real!
EDIT: Let's try this version for greater clarity: