You are on page 1of 2

18 24 30 36 42 48

Afte
S E CO ND S ing rn
oo
SECONDS
12 r n 10 am 11 am 12 pm
1p 54
o m
n
M 9 am 2
pm
6 60

3
m

pm
8a
m

4p
7a
Morning

10

m
60

Evening
6 am

5 pm
20
50

6 pm
5 am
ly

30
r

40
Ea

7p
m
4a

m
8p
am

m
3

1 10
9
am pm
2
ht
1 am
ig Ni 10 pm
gh
2 N 9
12 am 11 pm
M I NU T E S te t MINUTES
L a
3 4 5 6 7 8

1 2 3 4 5 6 7
Time Tracker
Time Tracker is designed to be a visible reference to both players and the DM. It can assist in keeping track of events, add some urgency to game play, and visualize time
as a resource with consequences. Laminating the time tracker is recommended so that notes can be added with a dry erase marker.

Initiative Track

Located at the very top of the time tracker is a simple initiative track. Each player places a token or pawn on the
initiative track in the order of their turn.

Stages, Hours, and Events Spent Time Track & Event Segments Combat Time/Seconds & Minutes

Each hour is made up of six segments (10, 20,


30, 40, 50, 60) of spent time -- this is the inner
ring. Each of these segments loosely represents
the time it takes to preform an out of combat
action (e.g. search a room, pick a lock, copy
Each day is divided into 6 stages: Early information, break down a door, climb a tree, During combat the use of seconds and/or
Morning, Morning, Afternoon, Evening, Night, start a fire with a tender box). What constitutes minutes may be helpful. The top half has ten
and Late Night -- these stages make up the spent time is up for interpretation by the DM, but spaces that are 6 seconds each (each round of
outermost ring. Each of these stages contains is generally between 3-10 minutes of activity. combat is 6 seconds).
four 1 hour segments. When time is spent, place a d6 on the next
available number of the Spent Time Track (STT) The bottom has ten spaces that are 1 minute
Place a token or pawn on the current in-game (starting with 10 and going clockwise). each. These can be used to track longer
hour segment. The token will move clockwise combat interactions or a DM can use the
as time passes -- this will be the hour marker. Event segments are the six sections of the outer minute section to put pressure on dawdling
ring, each marked with a die face. Use these to players to make decisions (once it reaches 10
To mark future event(s) (e.g. a spell ends, an mark the occurrence of an event(s) happening minutes another d6 is added to the Spent
NPC arrives, a comet appears, a torch goes this hour using a d6. When the STT reaches a Time Track).
out, a portal opens, the drugs wear off) place a segment with a corresponding event(s), move
d6 on the hour of the event with the minute that event’s d6 on to the STT when a player
facing upward (use 10 minute increments: spend time (instead of adding a new d6) -- this
triggers the event. If there is more than one
1=10, 2=20, 3=30, 4=40, 5=50, 6=60). When
event on an event segment all are triggered, but
the hour marker reaches the hour of the event
only one d6 is moved -- the rest are discarded.
move the d6 to the corresponding Event
Segment (see the next column over for event When the Spent Time Track is full, roll the 6d6.
segments). If any 1s are rolled, bad stuff happens.

Days, Weeks, Months, and Seasons

1 2 3 4 5 6 7

The top bar, numbered 1-7, is used to track the days of a week. The bar below that tracks 4 weeks per month,
3 months in a season (blue: winter, green: spring, yellow: summer, orange: fall) and 12 months per year. Each
of these can be checked off as time passes.

Notes

Use this to help keep track of events or whatever else.

Credits:
Created by: /u/Woopdeedo;
Inspired by (but not endorsed by): https://theangrygm.com/hacking-time-in-dnd
Sun & Moon icons: https://en.wikipedia.org/wiki/File:Golden_Sun_icon.png
d6 icons: https://game-icons.net/

You might also like