>>96463195
Generally speaking, you don't hex-crawl during downtime, that's something you do at the table. Particularly at low levels, downtime activities are usually confined to things you do in a safe, settled location, which is why it's important to end every session in a safe locale whenever possible.

An exception is when characters are high enough level to move with your own army, at which point players can usually meet one-on-one to play out battles without needing the DM to join.

However, let's assume that your scenario does happen for whatever odd reason:
>The werewolves are out for blood and being a first level fighter without magic/silver weapons you have no chance to survive. You died and nobody knows what happened to you, your body is never found.
Did you read the guide? This is the kind of error/situation that is discussed in there, see the red boxed text in picrel, but probably reviewing the whole page might be helpful since you're asking this.

This is also one of the reasons why we insist so much on it being an issue when a published OSR rulebook doesn't include the core procedures. In this case, the wilderness evasion rules are omitted extremely often, e.g. Dragonslayer doesn't have them, nor does OSRIC 2.0 if I remember correctly (OSRIC 3.0 is planned to fix this).

So you would run the wilderness evasion procedure and tell the player the outcome, that in that kind of case is usually many hours (AD&D) or days (B/X) spent wandering around the wildnerness.

>How would you respond as a player without sounding mad?
If you apply the procedures consistently, the game is very fair. The encounter doesn't generally go much differently if the player were at the table.

But 1:1 time is definitely stuff by adults for adults, born of a wargaming club culture. It's not for everyone. Something something kids these days.