Travel networks for hex crawl campaigns
Point Crawl Maps for D&D
Connect locations with travel routes, define encounters along the way, and track your party's journey — all layered on top of your hex map.
How Point Crawl Works in Hexer
Placing nodes from 8 types with auto-generated names.
Build your network
Click any hex to place a node. Shift-click two nodes to connect them instantly.
- ◆ 8 node types: settlements, dungeons, landmarks, encounters, crossroads, and more
- ◆ Auto-generated thematic names — double-click to rename
Drawing roads, trails, and rivers with travel time badges.
Define routes & travel time
Seven visually distinct route types with auto-calculated travel time.
- ◆ Roads, trails, rivers, overland, underground, sea, and custom
- ◆ Travel time in watches (~4 hrs each) — auto or manual
- ◆ Difficulty and conditions: easy to dangerous, open to locked
Rolling encounter tables with weighted probabilities.
Add encounters along the way Pro
Define weighted encounter tables on any route and roll directly in the editor.
- ◆ Multiple encounters per route with probability weights
- ◆ Roll dice in-editor to see what the party meets
- ◆ Dangerous routes auto-apply a 1.5× travel time multiplier
Converting hex map features into a point crawl in one click.
Generate from your hex map Pro
One click converts your existing hex map into a point crawl network.
- ◆ Cities, ruins, temples, roads, rivers → nodes and routes
- ◆ Intersections auto-generate as crossroad nodes
- ◆ Isolated locations get fallback overland connections
Finding the shortest route with travel time estimates.
Find the shortest path
Pick a start and destination — Hexer finds the fastest route through your network.
- ◆ Impassable and locked routes auto-excluded
- ◆ Four travel paces: slow, normal, fast, forced march
- ◆ Exact journey times for session planning
See It in Action
30-second walkthrough — build, route, encounter, generate.
The only tool that combines hex crawl and point crawl.
Most hex map editors stop at terrain. Most point crawl tools are standalone graphs with no spatial context. Hexer layers both systems on the same map — paint your world hex by hex, then overlay a travel network for session-ready abstraction.
Your hex map provides the detail. The point crawl provides the structure. Toggle between DM and player views to control exactly what's revealed. Combine with fog of war →
Start Building Your Point Crawl
Basic point crawl is free — place nodes, connect routes, and plan travel. Upgrade to Pro for encounter tables, auto-generation, and route conditions.
Frequently Asked Questions
Is point crawl free in Hexer?
Basic point crawl — placing nodes, connecting routes, and travel time — is free. Encounter tables, auto-generation from your hex map, and advanced route conditions are Pro features (€4.99/mo).
What is a point crawl?
A point crawl is a graph of named locations connected by routes. Instead of tracking movement hex by hex, players travel between meaningful points — settlements, dungeons, crossroads — with defined travel times and possible encounters along the way.
Can I combine hex crawl and point crawl on the same map?
Yes — that's what makes Hexer unique. The point crawl is an overlay on your hex map. Paint terrain as usual, then add a point crawl network on top. Both systems coexist: hex-level detail for exploration, point-level abstraction for travel.
Can I auto-generate a point crawl from my existing map?
Yes. One click turns your map notes, hex features (cities, ruins, temples), roads, trails, and rivers into a connected point crawl graph. Intersections become crossroads automatically. You can refine everything after generation.
Do players see the point crawl in the shared view?
You control visibility per node and route. Mark locations and routes as DM-only to keep them hidden, or reveal them as players discover new paths.