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Hexcrawl Time Tracker

HEXCRAWL
ESSENTIALS
Each box = 2 hours; 1 block = 8 hours; 3 blocks = 1 day. P Mark Provision.
W Wandering monster, 1-in-6 chance. W Wandering monster, 1-in-20 chance.

Week One Week Two


Travel Camp Rest Travel Camp Rest

W W P W W W W W W P W W W W

W W P W W W W W W P W W W W

W W P W W W W W W P W W W W

W W P W W W W W W P W W W W

W W P W W W W W W P W W W W

W W P W W W W W W P W W W W

Rest Day Rest Day


W W P W W W W W W P W W W W

Sequence of Play Resting Referee’s Notes


1. Actions: The party decides what Daily: Characters who do not rest for
actions to take (e.g. moving to eight hours a day receive a -1 penalty to
another hex; exploring, hunting, or rolls until they have rested.
gathering within the current hex;
camping). Weekly: Characters must rest for one
day per six days of travel. Penalty as
2. Wandering monsters: Roll either 1d6 above.
or 1d20 as noted in turn tracker.
3. Description: Describe the results. Other Activities
4. End of turn: Tick off a box, paying
attention to events noted in the turn Exploring: Fully exploring a point of
tracker. interest within a hex can be traded for
one turn of movement. More detailed
Movement Speed exploration of an entire hex can be
performed instead of a day’s travel.
Hex distance is typically 6 miles across. Foraging: Can be performed alongside
The following speeds apply to easy normal movement or exploration. 1-in-6
terrain specifically. chance per day to find 1d6 provisions.
Standard Road: 2 hours per hex Hunting: Can be performed instead of a
Highway: 1½ hour per hex day’s travel. 1-in-6 chance per day to
encounter a creature suitable for eating.
Maintained Trail: 3 hours per hex This is in addition to the normal
Game Trail: 4 hours per hex procedure for random encounters.

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