Hex Crawl
A hex crawl is a specific type of Overland Journey, used to resolve wilderness travel.
Procedure
The procedure for a hex crawl is as follows.
Start of the Journey
- The PCs Define Roles.
- The GM determines the Explorable Area with a hex map .
- The GM determines how many hexes (Zones) the party can traverse per day.
Start of a Day
- The GM determines the Weather.
Entering a Hex
- The GM determines if the Navigator got lost
- The GM rolls for the Danger Clock
- The Scout rolls to spot potential encounters
- The GM determines if there are any special features in this hex
- If there are, the GM should give out relevant secrets or clues
- The party can choose to spend a hex movement to perform other actions
- Search the current hex, for instance
End of a Day
- The Quartermaster tracks any expended resources