Freeboot'n In The Witherwild : A Daggerheart Campaign

Wilderness Hex Traversal Environment v1.0

Updated 2/27/2026

This home brew is based on Patchwork Paladin's Daggerheart Hexcrawl Rules v1.0 with only a few changes. You can read Patchwork Paladin's blog post introducing his rules here.

These rules define the Wilderness Hex Traversal Environment that we will use when travelling in the wilderness and gaming use a hex map.

The intent and purpose of these rules is to use the wilderness as an adversary to attack the PC's resources. It does this by making ordinary short and long rests difficult to come by.

What is an environment in Daggerheart?

The Daggerheart Core Rule Book (CRB) introduces environments on pp. 240, which says "Environments represent everything in a scene beyond the PCs and adversaries, such as the physical space, background NPCs, and natural forces." The Wilderness Hex Crawl environment will function as a meta-environment, spanning multiple scenes. The Core Rule Book describes more than a dozen different environments. Environments appear regularly in my Daggerheart games and have I have used them for social encounters, exploration under water, wagon chases, and combat in unusual settings.

Overview

The Wilderness Hex Traversal Environment uses two different Group Actions and Group Action Rolls (see pp. 97 of the Daggerheart Core Rule book) in separate phases to resolves its affects on the PC's

The Modifiers: Encumbrance and Provision Dice and Player and GM Actions

Wilderness travel requires gear, food, water, and other provisions. We use dice as modifiers to this environment's action rolls to abstract the detriments of Encumbrance and the benefits of Provisions.

The Travel Action and Make Camp Action rolls are affected by two modifying dice, which can be increased or decreased in size by environmental, mechanical effects (traveling with or without a vehicle or pack animal) or magical assistance or hindrance.

Table 1: Terrain and Difficulty Class

The GM sets the DC for the Travel Action, using this table as a guide. The GM may spend one or more fear to introduce weather or other conditions to increase the DC by +1 for each fear spent.

DC Terrain
11 road, grassland, and open country
14 hills, forests, jungles and other rugged territory
17 deep bogs, steep mountains, deserts and other very challenging terrain
20 lava, shadow dimension, or other supernatural territory

Table 2: The Travel Progress Countdown

The Travel Countdown is equal to the number of hexes in the player's plotted course between their current location and desired destination, allowing for up to the maximum daily travel distance. This countdown increments or decrements based on the result of the Travel action roll's results:

Result Tick
Critical Success Tick down 4
Success with Hope Tick down 3
Success with Fear Tick down 2
Failure with Hope No advancement *
Failure with Fear Tick up 1 as the PC's lose their way. The GM will move the PCs to an adjacent hex.

* On a success or failure with Fear, the GM may make a GM move. See pp. 149 of the Core Rule Book.

Table 3: The Make Camp Results Table

Result Effect
Critical Success PC's may take a long or short rest with all normal downtime actions available.
Success with Hope PC's may take a short rest with all normal downtime actions available.
Success with Fear PC’s may take a short rest, but camp is uncomfortable and the number of downtime moves that each PC may take is reduced by one.*
Failure with Hope PCs are required to take a short rest on high alert but do not get normal rest actions: PCs may choose to recover one Hope, one Hit Point, one Armor, or one Stress. GM gains 1d4 Fear.
Failure with Fear PCs are required to take a short rest for the night but cannot make downtime moves. GM gains 1d4 Fear.*

* On a success or failure with Fear, the GM may make a GM move. See pp. 149 of the Core Rule Book.

What makes this campsite particularly suitable or unsuitable? What do you think about as you try to drift off? What stories will you share around the campfire?