I use the wilderness encounter system from the B/X D&D Expert Set (paid link) in my DCC RPG (paid link) hexcrawl (the binder for which is full of hexcrawling tools), but it occurred to me that it would be pretty easy to tweak that system to take advantage of DCC’s dice chain.
In this tweaked version, an encounter occurs on a 1 or 2, but the die type varies by terrain. In general, roll once per day.
If the PCs are doing something that would dramatically increase or decrease their chances of bumping into something while traveling, like leading a small army of hirelings (increase) or wearing camouflage cloaks and moving at a snail’s pace (decrease), just step the die type up/down accordingly.
For example, if they’re in the woods (d6), but wearing camouflage garb, roll a d7 instead. Now the odds of getting a 1 or 2 have gone down from 33.33% to 28.6%. If they’re also moving super-slowly, consider rolling a d8 (25% odds) or even a d10 (20% odds).
Be wary of adjusting the die type by too many steps in already-dangerous terrain. Two steps down on a d4 is a d2, which is a guaranteed encounter.
The terrain types in the table above match “fantasy western Europe,” and play nice with my wilderness travel speeds and encounter tables by terrain type for DCC, but the sub-system itself should work fine with other approaches.
The only difference in odds between this table and the one in B/X is plains, which gives 20% odds here and 16.67% odds in B/X.
 In B/X, it’s always a d6, but the range of results that produce an encounter changes based on the terrain.