
For the sake of simplicity, let's assume that unless otherwise stated, travel occurs during daylight conditions, and that a single 2-mile hex is traversed hourly. Let's further assume that a character can cover six of these hexes daily — and that this incorporates rest stops, brief hunting for game, time for meals, time for backtracking. That's 12 miles per day with no ticks against Body stress track, so long as weather conditions aren't extreme, there is adequate food and water, and that after such a day's travel you're getting 6+ hours of rest, if not sound sleep.
The above assumptions are for the usual travel circumstances, business as usual. This doesn't preclude the possibility of traveling under cover of complete darkness — although night-time travel in the Endless Rime campaign is usually avoided simply because of plummeting temperatures making it very uncomfortable and hazardous.
Given our "most of the time" travel assumptions outlined in the first paragraph, let's stipulate that daily travel (could be done nightly instead) — minus breaks, hunting, meals — amounts to six hours and covers 12 miles if the terrain isn't difficult. For the sake of game mechanics, we'll break a day's travel into three 2-hour phases: Morning, Midday, Afternoon legs of travel. Under optimal conditions, our PC will travel 4 miles in each of those phases.

There will be some long-time hex crawlers who read this and will argue that a PC can cover 18-24 miles in a day. I will simply say that terrain in 35th millennium B.C. will be assumed to have been extremely rugged, and that this (as well as breaks, hunting, combat, backtrack/re-routing delays, etc.) account for the slower travel.
With regard to the Endless Rime campaign, set in the Upper Neolithic 35,000 years ago, all overland travel counts as hex-crawling, since there are no roads or large man-made landmarks by which to navigate. However, in a later post I will incorporate a mechanic to take into account whether or not a PC has traveled a given hex multiple times and may have developed some internal map of the area and thus have the benefit of familiarity.
Alternatively, we could use the Kal-Arath Overland Travel algorithm:
Step 1: Determine Weather

Step 2: Am I Lost?
A result of 1-2 on d6 means you are Lost. You don't leave the current hex today, and must spend tomorrow finding your way out of it. You can Forage while Lost, and Weather modifiers apply.
If you are following a river, roadway, or specific landmark, you don't get Lost.
Once Lost, rolls to Get Lost are made at a disadvantage unless a skill mitigates this, and results of 1–2 imply the character is still lost and makes no progress.
Lost characters or parties still roll for POI and Encounters.
Step 3: Forage
If the party chooses or needs to forage for food and water, or other resources, make a roll to determine the success of their efforts.
Weather can affect this.
Foraging reduces the day’s movement to 50% of whatever it would be normally (after considering weather).

Herbs

Step 4: Points of Interest
You find a POI on a 5-6 on d6:

Step 5: Encounters
Determine if the party has an encounter during their travels. On a 5–6, use the encounter chart below. All Encounters then use a Reaction Check to determine disposition, although this can be done using advantage/disadvantage depending on circumstances or what type of creature is encountered:

When an Encounter doesn't immediately jump off into violence, consider using Kate Korsaro's Compass Points to Adventure table.
Step 6: Camp, Spend Resources, and Recover:
At the end of the day’s travel, the party makes camp. They will need to expend a ration and can attempt to heal any wounds or conditions. Check for night-time encounter (1–2 on d6):

Step 7: End of Day / End of Session?
Summarize the day’s events in your journal, update the party’s status, roll for any meaning or turning points if necessary, prepare for the next day of travel, or end your session.



