Going from point A to point B. Hexcrawl.
For the procedure each watch runs, see Hexcrawl Flow. For roll thresholds, resource costs, and travel speeds, see the Hexcrawl Reference. For encumbrance rules, see the supplementary sources folder.

Map

Hex map and keyed locations

The wilderness is divided into hexagonal tiles. Each hex is 6 miles across (~10 km). Every hex has a coordinate, so a journey has a measurable distance — "three hexes north" means about 18 miles.

The GM keys hexes by writing 2–4 sentences describing what's there: what's visible, what's hidden, what's dangerous. Most hexes in the starting region are keyed; unkeyed hexes are just terrain until the party enters them.

Keyed hexes fall into two tiers:

Terrain types

Terrain determines travel speed, navigation difficulty, and what encounters happen. There are three categories:

Roads are a feature overlaid on any terrain, marked in the hex key. A hex with a road is traversable as if it were Clear along the road's line — and roads are the only terrain that supports fast travel (see below).

Travel speed across each terrain type is on the speed reference card.

Features: Overt, Hidden, Secret

Discoveries inside a hex sit on a visibility ladder:

Encounter tables

The map is divided into regions. A region is a cluster of 19 hexes — one central hex surrounded by two rings of neighbours. Each region has its own random encounter table.

Each region has a six-entry random encounter table, rolled on each watch. The base chance is 1-in-6, raised to 2-in-6 in dangerous regions. The night watch always adds +1 to the encounter chance.

Time-tracking

Each day is divided into four watches, each roughly six hours long:

Watch Typical use
Morning, Afternoon, Evening Move or Stay
Night Camp (mandatory)

The first three are travel watches — the party can Move or Stay. The night watch is mandatory Camp: the party rests, rotates a guard, consumes rations and wood. The exploration turn runs once per watch — see the flow reference card.

Time matters: rations and wood are spent at night camp, torches burn down during exploration, weather shifts, and factions move while the party is away.

Player roles

Hexcrawl runs better when each player has a job during travel. Four roles cover what the party needs to do every watch. Assign them at Session Zero and rotate between expeditions if people want a change — but keep them stable inside a single session to avoid confusion.

The watch procedure

Each watch begins with the Caller declaring what the party does. There are three top-level choices: Move, Stay, or Fast travel. The night watch is always Camp.

Move

The Caller declares direction and pace. The party advances toward the destination.

  1. Determine watches needed. Clear terrain = 1 watch/hex. Moderate = 2. Hard = 3. Roads downgrade the terrain to Clear along the road's line.
  2. Navigation roll — only if the terrain is Moderate or Hard and the party has no guide. Lost on 1 (Moderate) or 1–2 (Hard).
  3. Encounter roll — 1d6 against the region's threshold (1-in-6, or 2-in-6 in dangerous regions).
  4. Forage roll — the Quartermaster picks one:
    • Wood: 3-in-6 chance, yields 1 wood.
    • Rations: 1-in-6 chance, yields 1 ration.
  5. GM describes the watch: what's seen, what happens, hex progress.

A hex isn't crossed until all its required watches are spent on it. If the party turns around mid-hex, they back out at the same cost they came in.

Stay

The party doesn't change hexes this watch. The Caller picks one Stay action.

Common to all Stay actions: no navigation roll. The encounter roll still happens at the region's normal threshold.

The action determines what else happens:

Fast travel

Skip the watch-by-watch procedure when moving through familiar ground. Roads only, and only on hexes the party has fully crossed before.

The Caller declares the destination and the road route. Then:

  1. Count hexes. 1 hex = 1 watch, 3 watches = 1 day. Round up to whole days.
  2. Encounter rolls. Once per day: 2-in-6 normally, 3-in-6 if any part of the day passes through a dangerous region. Use that region's encounter table.
  3. Resource costs. Apply night camp costs per night spent on the road (see below). No forage, no hunt, no heal progress.
  4. GM describes the journey in a paragraph. The party arrives.

If an encounter triggers, pick the watch where it lands and run it normally. Once it resolves, fast travel resumes and the party continues to their destination.

Night camp (mandatory)

The night watch is always Camp. One keeper at a time stays on watch while the others sleep, rotating through the night.

Rest & recover

If the party Camps for all three travel watches plus the mandatory night camp, and no combat occurs during any of them, each character recovers 1d3 HP at the end of the day. This is the only reliable way to heal in the wild — a day of pure rest is sometimes the right call.

A single fight breaks heal eligibility for that day.

What about encounters and combat?

Combat happens when an encounter goes hostile and the party doesn't avoid or parley out of it. Encounters and combat are resolved per 4. Encounter and 5. Combat.


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