top of page

Hexploration - 1 - Journey Rules part 1

May 31, 2025
5 min read

Updated: 2d


Wilderness Travel & Hexploration: My Take

Wilderness travel and hexploration—also known as hexcrawling—have been discussed for years, and I haven’t found a single “best” system. I’m looking for a balance: something with a touch of realism, meaningful player involvement, and mechanics that support the story without dragging down gameplay once they're in place. So, I made my own rules inspired by 'PF2 Kingmaker Rules' , 'Forbidden Lands RPG' and 'One Ring RPG'. I have also tried to make it as streamlined as I could without making it too easy to no longer have any effect on roleplay.


1. The Quick Cinematic Route


When the journey itself isn’t central to the story — when it doesn’t build tension, offer meaningful choices, or foreshadow future events — it’s perfectly fine to keep things simple. Skip ahead or focus on narrative character scenes (player input).

Steps:

  1. The GM describes the area to make each hex a little different: changing scenery, snippets of local flavour, or quick glimpses of the world in motion. He can ask players to describe it for him, how they imagine it. It must be fast and cinematic.

  2. The GM asks one PC what was a complication on the journey

  3. The GM then asks another what the solution was they used to solve it. (Or GM will roll on a table for a travel action.)


2. Gritty Survival Route


If the journey IS the adventure — if survival, discovery, or hardship are part of the stakes — then the environment is a challenge of its own, and PCs earn XP when conquering it (depending on difficulty level).


This is a shared effort between GM and players, turning the wilderness into a living, breathing part of the story. Narrative ownership is important in gritty survival. The key is choice. For travel to be interesting, the party has to make interesting choices. Choices on Time, Danger, Navigation and Resources.


Note: In PF2e players become Heroic, magic will in the end make the 'Gritty Travel' a lot less gritty. That is okay, that shows them they have grown into heroes.



Step 1. TRAVEL ROLES

Each PC picks a role and asks the player to take ownership of an aspect of survival travel. These roles are for overland travel that takes hours and hours.

To help you, the GM has made Role Cards.


GUIDE


"Keep the group oriented using the stars, the position of the sun, and the traits of the geography."


  • TIME: Determine how long it will take to travel through a hex.

    • Find The Company Speed (see Choice TIME) and pace received

    • Adjust due to weather (info from GM) or through Predict Weather)

    • Adjust for Terrain received from the Tracker

    • Proficiency: Check proficiency level needed

    • Tools: missing a compass or map will adjust the roll

  • Guide Activity: Lead The Way (See Choice Navigate)

    • Skill used: Survival - Sense Direction

    • This is the only activity the Guide does during travel (at normal speed)

  • Narrate the day’s travel

    • Gm may assist, or take over near key locations


TRACKER


"You help out determining the route, getting unlost, covering tracks and survive."


  • TIME: 

    • Assist the Guide by Determine Terrain Type and weather

    • Predict Weather: If you are able to Predict Weather OR

    • GM Reveals Weather for the day after other calculations.

  • Tracker Activity options: (at 1/2 speed) (also see Experienced Tracker feat)

    • Track (follow signs of others or getting unlost)

    • Cover Tracks (hide trail)

  • Narrate the activity

    • Gm may assist, or take over near key locations


SCOUT


"You scout ahead and behind the group to spot threats early."


  • Know Danger level

    • Skill (trained): Nature, appropriate Lore skill or information gathering

    • Success: reveal a range of 2-3 possible Danger levels

    • Critical Success: reveals the exact Danger Level

  • Scout Activity (at 1/2 speed)

    • Skill: Stealth (to see danger beforehand) or Perception (see something)

    • Scout (also see Scout's Speed feat)

  • Narrate your scouting and/ or the journey

    • GM may add some extra flavour or take over when arriving into a key location.


PROVISIONER


"You try to provide food and shelter as well as keep track of current resources." 


  • Pre-travel Provisioner Activity:

    • Check group supplies (rations, torches, arrows,...)

  • During Travel

    • Any support Activity

    • Roll any resource Supply Dice after an event

  • Post-travel Provisioner Activities:

    • Roll Supply Dice for rations in the evening.

  • Narrate the foraging and provisioning

    • Gm may assist, or take over near key locations



Step 2. TRAVEL PREPARATION


Choice 1: DANGER


The chance of encountering a hazard or monster. Spending time in the wilderness is dangerous, but that danger factor varies. You CAN control the danger of the route, but only if you know about the danger. Smart travellers SHOULD know about dangers through talking to locals and reading the land. Each Hex has a 'Danger Level' from 1 (safe) to 6 (extremely dangerous).


Scout Role - Know the Danger level

  • Skill(trained): Nature (expert), a Lore skill or information gathering

  • Success: reveal a range of 2-3 possible Danger levels

  • Critical Success: reveals the exact Danger Level

Level

Type

description

1

Safe

Civilised settlements (offer a relatively safe area)

2

Low

Civilised region (assuming that the roads are even occasionally patrolled by the local authorities) or a barren, desolate region (because it’s harder for living things to survive there to begin with).

3

Moderate

Wilderness frontier areas such as forests, flatlands, hills and wetlands. They all offer ample resources for creatures to live off of.

4

High

Enemy or monster territory, magical terrain

5

Dangerous

Regularly patrolled hostile territory

6

Hostile

Terrain filled with enemies that are actively trying to destroy all intruders

Notes 

  • Danger level is used during travel AND camping for encounters.

    • Camping: Actions of the player can adjust the Danger level up or down.

    • Travel: If everyone is Avoiding Notice or like action, reduce the Danger level by 1.


Choice 2: TIME (travel time)


Travel has to involve a component of risk. For example, imagine the choice between a long, safe path and a short, dangerous path. That creates a conflict. Do you risk the dangerous path to save time? What’s more important? Time or safety?


1. Travel Day - Quarters of the day

During journeys, the day is divided into four Quarter Days, used to measure time in the game:

quarter

Time

Spring

Summer

Autumn

Winter

Morning

05:00 - 11:00

Light

Light

Light

Light

Day

11:00 - 17:00

Light

Light

Light

Light

Evening

17:00 - 23:00

Light

Light

Light

Dark

Night

23:00 - 05:00

Dark

Dark

Dark

Dark

  • Sleep: Although players need 8 hours rest to be fully rested, it is acceptable to sleep in one quarter and rest 2 hours in an adjacent quarter.

  • Dark quarter: A guide rolls his travel check at a –2 penalty.

  • In some regions winter may only offer light during the day quarter.


2. Number of Pace points received

The traveling party receives their pace as points that they, as a group, can spend to do travel activities until no pace points remain. The party's pace points are always equal to the single lowest current pace of all traveling companions, as you can only travel in a group as fast as the slowest member.

Speed

Speed

Miles/ Day


Speed

Speed

Miles /Day

2 paces

5-10 ft

8


8 paces

40 ft

32

3 paces

15 ft

12


9 paces

45 ft

36

5 paces

20–25 ft

18


10 paces

50–55 ft

40 or 44

6 paces

30 ft

24


12 paces

60+ ft

48

7 paces

35 ft

28





Note:

  • Time: A hiking day can take a maximum of two quarters before fatigue starts

  • Hex miles: In the 'paces system' 1 hex is 6 miles but Greyhawk Map by Anna has 12 miles hexes. So a hike is done to enter the hex and another to exit.

  • Wounded: Any PC that is badly wounded (or below 50% HP) will subtract 1 pace for the day. Even when on horseback but not when you lay on a cart.




Next time: Step 3 (travel activities) and Step 4 (after Travel activities)










☕ Support my work via Ko-Fi

🛍️ Support the Cause — the Easy Way

       Disclaimer: As an Amazon Associate, I earn commission from qualifying purchases.

🧝‍♀️Discover our Tier 1 and Tier 2 Membership and our Project sponsor meters.



Comments


Never Miss

a New Post.

Need to ask me a question?
Cast a Sending spell

SUBSCRIBE

Welcome to the GLP and thanks for subscribing!

gf-bar-light.png

Homing Dragons carry your Msg to us!

© 2023 by Train of Thoughts. Proudly created with Wix.com

bottom of page