So before reading up on the official "how to do a hex crawl" I drew up a "hex crawl" and got the kid to help populate the two random tables. We'll be sticking to our easy basic hex crawl mostly, but in the previous post I found those nice free (or PWYW) PDFs that will be very nice to give further ideas as needed.
Goals:
- Easy to run as a DM.
- Easy to run, really.
- Flexible. We'll learn as we go.
- Basically a one-shot (maybe over a couple of days).
- Playing 5e, level 3 characters, so we want a good few encounters. I want it to be maybe 15% chance of a TPK from start to finish.
So I made the map look like, top to bottom (so kinda backwards, see picture above), something like this:
- Final Area (circle/hex) and the kid as DM fills in the blank here.
- 3rd areas that lead to Final are any of the 3
- Cross a river - big river, bayou, or small creek... maybe a ferry, swim, rope, log... whatever you like.
- Forest trail
- Rocky hills
- 2nd areas
- Swampy
- Pine forest trail
- Cave
- 1st area outside a village is only one
- Starting area, only one
So we are playing fast and loose. To get from one area to another, it might be 4 hours (and 4 random encounter checks) or it might be more or less. We don't know, going to wing it.
Rules we made up/borrowed:
- 1d10, on a 1 you have an encounter. Do that once per hour. Assuming it takes an hour to move through an area. If you are in the labeled "swampy area" for instance, maybe that's 4 or 8 hours of swamp.
- Worth clarification... one circle on our "hexmap" is not one single encounter... it'll take 4 to 8 hours to get through there, so 4 to 8 encounters. We think that many, going to find out... we want a good few encounters. And I think the kid has a couple of "automatic encounter areas" with more complex stuff. He's good with a fancy cool set up.
- The river is probably the exception... doubt it'll be that many encounters, but it's trickier so, yeah.
- The cave is probably at ground level, and the exit of the cave is deeper into rocky hills... maybe it cuts through a hill.
- 1d20 (maybe 1d24, borrowing DCC dice) to see what the encounter is. See below. Wanted one to be a dragon, AKA super impossibly hard, and then a mix.
- Distance of encounter, 1d6; 1 = close, 6 = 500 feet.
- 2d6 reaction/morale check at start of encounter. Using the B/X rules for that... I thought it was something like the following, but each edition is different it seems:
.webp)
I made two random 1d20 (or 1d24) tables, I'll list the ones I have, but the kid has 8-16 secret ones.
FOREST OR HILLS (+CAVE) 1d20 TABLE:
- Green dragon
- 1d6+1 bandits
- 1d2 owlbear
- 1d4+1 hobgoblins
- 1d6+1 guardsmen/soldiers from village
- Animal trail, leads to a hidden loot stash (wooden doors into the ground, weird and cool)
- ? kid's secret since he is the DM for this
- ? kid's secret since he is the DM for this
- ? kid's secret since he is the DM for this
- ? kid's secret since he is the DM for this
- 1d6 gnolls + 1 hyena
- 1d6 lost travellers
- 1 orc shaman + 1d4 orcs
- 1 goblin adept + 1d4 goblins
- Bear
- 1d6 snakes (has to be extremely close, can't be 100+ feet away)
- 1d6 brownies
- 1d4 helpful fairies
- Ancient ruins
- Roc (can be extremely far away, since you can spot one miles away in the sky, if you have sky)
SWAMPY (+RIVER) AREA 1d20 TABLE:
- Black dragon
- 1d6 Lizardmen
- 1 giant alligator (or croc)
- 1d4+1 gnolls
- Pixies
- Rope ladder tree, leading to a box (maybe roll 1d6 to see what's in the box)
- ? kid's secret since he is the DM for this
- ? kid's secret since he is the DM for this
- ? kid's secret since he is the DM for this
- ? kid's secret since he is the DM for this
- 1d4+1 troglodytes
- 1d6 lost travellers
- 1d4+1 cultists
- 1 kobold sorcerer and 1d4 kobolds
- Blackscale lizardmen (see 3.5e or 5e stats, the big lizards)
- 1d12 stirge (wide number variation here, how easy or hard will this be?)
- 1d4+1 militia
- Giant crawfish
- Ancient Ruins
- 1d6 zombies
UPDATED MONSTERS FOR ANOTHER TABLE
- Giant snail
- Bullywugs
- 2e adnd Mystara minster list has lotsa good ones
- REMEMBER CONVERT B/X to 5e:
- AC IS 19 minus the old AC;
- HP is double the avg or so, maybe 150% of max of old
- To Hit is 20 minus ThAC0
- Dmg is about double the old dmg
- Acaeon - Elkman, 11 hitdice eh?
- Agarat - Undead midlevel, temp lvl drain i like
- Decapus
- Dusanu
11 hitdice elkman https://www.completecompendium.com/catalog/ms/2501/actaeon/
Undead w temp lvl drain https://www.completecompendium.com/catalog/ms/2501/agarat/
Decapus (not octo) https://www.completecompendium.com/catalog/ms/2501/decapus/
Dusanu, Spore weilding undeadish https://www.completecompendium.com/catalog/ms/2501/dusanu/
UPDATED BELOW, IDEAS
- Monsters running back to a prepared area for defense
- Monsters can have loot, else party only avoids them
- Running into a fight between 2 things or teams
- Signs of something
- Dew on grass spider webs disturbed
- Freshly cut or brushed aside vines
- Autumn leaves crushed underfoot
- Crows startled and fly away in distance
- Vultures circling
- Wolves running away from something
- Insects on carvass = older (depending like maggots), or Lack of = recent
- Urine on trail (smells like canine, or amount indicating horse,… or perhaps in a place likely a humanoid)
- Ants on breadcrumbs/ no ants on crumbs means very recent (15 minutes)
MY PARTY
- Wizard
- Druid or cleric
- Cleric or fighter (ranged focused?)
- Fighter