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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

Start of a Day

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