Some hexcrawl rules for D&D 5e - plus an introductory hexcrawl adventure (Levels 1-4)
https://copperpieces.itch.io/an-explorers-guide-to-hexcrawls
I think hexcrawls are one of the best ways of playing D&D. There’s a freedom and openness to hexcrawls that I believe everyone playing D&D should get a chance to experience. That’s why I’ve written up the hexcrawl rules I use for wilderness exploration in my D&D 5e campaigns. My goal is to keep things simple and to build as much as possible on the core D&D 5e rules.
Here’s what is covered:
- An Introduction to Hexcrawls: What is a hexcrawl and why run one?
- Hexcrawl Wilderness Rules: Travel and navigation, wilderness encounters, managing resources, and weather
- Running Hexcrawls in D&D 5e: Variant and house rules, tips for running hexcrawls
Langden Mire: An Introductory Hexcrawl
Langden Mire is a desolate and forgotten place - home to nothing but biting bugs and bullywugs. Shrouded in fog and mystery, the mire is also rumoured to be the home of a Grindylow, a creature said to be able to brew cures for all afflictions. Which is why you’ve come here, seeking fame and fortune and a cure for a Noble’s sick child. Will you find what you seek in the mire? And what bargains will you make to gain what you desire?
There’s also an introductory hexcrawl called Langden Mire for Levels 1-4 PCs included in the zine. Langden Mire is still a Work in Progress, but there’s enough material to guide a DM who is running a hexcrawl for the first time.
Next steps
This is the first draft. Over the next few months I’ll be adding some more material including i) an example of play, ii) how to build your own hexcrawl and iii) putting together the remaining half-dozen or so detailed descriptions for the Langden Mire hexcrawl. Comments or feedback are very welcome.
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