There are many creators [1] [2] [3] [4] detailing in great detail or simplified form, their unique ways to play a hexcrawl, in terms of travel. I have dabbled in the topic as well, but recently started an online campaign with my less that stellar English for people in the US, UK, Bulgaria, Germany and Finland, and since I have to use the old written word to make myself understood when I don’t know how to explain myself with the ultramodern spoken word, I found the need to save time, and the best way was to streamline the hexcrawling procedure. This is heavily inspired by Brendan’s and Ramanan’s ideas, with a bit of Mythic Bastionland.
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Summary of activities
- The party takes one Action
- The party makes a Danger Roll
- The party solves any complication
- Repeat until all day Actions are used
- New day begins, repeat the sequence
The Actions
In the wilderness, considering your map has the standard 6-mile long hexes, the party has 3 actions during the day and 1 action at night. If your map uses 10 or 12-mile long hexes, the party has only 2 actions at daytime and 1 at nighttime.
- Travel: Attempt to move to an adjacent hex.
- Difficult Terrain (Mountains, Swamp, Other) takes 2 actions. Make 2 Danger Rolls, one happens in the middle of travel (use the Middle table) and the second at the end (use Day or Nighttime as appropriate). If either action occurs at night, you skip Rest.
- Scout: Inspect the terrain ahead. The following Danger Roll is rolled twice; the players choose which result occurs. If an encounter is taken, the party wins surprise.
- Hunt and Forage: Search for rations. Any player who wants to partake rolls 1d6 + Wisdom modifier. See results: 0 or less: Nothing, and one item is lost or broken; 1-3: Nothing; 4: 1 ration; 5: 1d2 rations; 6: 2 rations; 7+: 1d2+1 rations (can be adjusted in more or less abundant wildlife and edible vegetation terrain).
- Explore: Find a hidden location or landmark; major feature first. Dungeons, settlements, ruins, strange formations, non-hostile camps, hidden cache, graveyards, and so on.
- Rest: Recover 1 level of exhaustion. Skipping a night’s rest applies a cumulative -2 penalty to all rolls. See the Optional Exhaustion Track for other drawbacks.
Rations: 1 ration is worth one meal and some water. At the start of the 3 daytime actions, rations are consumed. 3 total rations per day, per character. Unless there’s a strong reason, do not separate food and water. Use your preferred Starvation rules. Otherwise, each meal a character skips adds a cumulative -1 penalty to most rolls, and after a number of days equal to their positive Constitution modifier, each skipped meal deducts 1 hp
Optional: The Exhaustion Track
For a more gritty feel, you can use this table. It looks like just more complications for the referee, but since it’s used only when the party skips a night’s rest or more, it will rarely be used.
The Danger Roll
There are three tables, one used after an action is taken during daytime; one used at nighttime, and one used for the specific situation of Travel: Difficult Terrain, which uses two actions.
Navigation Drift & Getting Lost
- If a 4 is rolled during a Travel action, the party misses their destination. Roll 1d2 to determine which adjacent hex they enter instead: 1 = Left hex, 2 = Right hex.
- If the party has a Map or a Guide, roll again; if 4 is rolled again, they go off course.














