What the Hex?! Intro to Hex Crawls Part 1 - Web DM
ฝัง
- เผยแพร่เมื่อ 25 ส.ค. 2024
- Today we're starting our journey into one of our favorite campaign planning tools: hex maps! If you're a new DM, this is a must see!
HEX CRAWLS PART 2: • Oh HEX! Hex Crawls Par...
Web DM Podcast - bit.ly/2g49sUV
LINKS:
Chicago Wiz (19:57) chgowiz-games....
Alexandrian
thealexandrian....
thealexandrian....
Web DM Podcast - bit.ly/2g49sUV
TUE & WED Games on Twitch 6PM CST - bit.ly/2FANNPb
Subscribe to our NEW Channel - bit.ly/2HFh2kO
Check us out on Facebook - bit.ly/2oGKLOg
Twitter - / webdmshow
Written & Hosted by Jonathan Pruitt & Jim Davis
Produced, Directed & Edited by Travis Boles
Complete 5e Classes Playlist: bit.ly/2oGuhG1
Unearthed Arcana LIVE episodes playlist: bit.ly/2oQOlYu
New to 5th Edition D&D? Check out this playlist - bit.ly/2pbZN1K
Music by
John Branch -branchoutguita...
Web DM Theme by
Kyle Newmaster - kylenewmaster.com
Motion Graphics & Logo Design by
Ryan Wieber - ryan-w.com
WebDM Fan Art by Adam Miller - www.adammillerart.net
Intro To 5th Edition - • 5th Edition Dungeons &...
Backgrounds, Feats & Spellcasters - • Backgrounds, Feats & S...
Inside Editions - • Inside Editions - Web DM
Getting Started in 5th Edition - • Getting Started In 5th...
Character Creation Part One - • Character Creation Par...
Character Creation Part Two - • Character Creation Par...
Campaigning “On Rails” - • Is Your D&D Campaign "...
Treasure - • Treasure: How Much Is ...
Player Styles - • Different Player Style...
Killing Characters - • Killing Characters Res...
Barbarians & Bards - • Barbarians & Bards - W...
Druids,Fighters, Monks, Rangers & Rogues - • Druids, Fighters, Monk...
Sorcerers, Warlocks, Clerics, Paladins & Wizards - • Sorcerers, Warlocks, C...
Beholders - • Beholders - A Classic ...
Kobolds, Goblins & Bullywugs - • Zombies in 5e Dungeons...
Red Dragons - • Red Dragons in Dungeon...
5e Dungeons & Dragons is here to stay, and Web DM is here to help!!! Jim Davis & Jonathan Pruitt have been playing Dungeons & Dragons for a combined 30+ years, and on Web DM they demystify, dethrone, and defrock this Dungeon we call Dragons! Subscribe to our channel for weekly videos on 5e Classes, Monsters, DM Tips, and more! Join Pruitt & Jim as we kick down the door and talk some serious Dungeons & Dragons!
Thanks for watching! Want more Web DM in your life? Check out our Patreon for an extra weekly video and podcast and more! Patreon.com/webdm
Or our Twitch channel for live streamed ttrpgs every Tuesday and Thursday! Twitch.tv/webdm
Or our live play archive on TH-cam: TH-cam.com/webdmplays
what's that song at the end?
Yes please! Glory Hammer campaign
Great video as always. Eager for part 2.
Any updates on part 2 of the Hextravaganza?
Where is part 2? How can I complete my collection without the second part?!? Are you only going to reveal it when we defeat the lord of shadows?
That intro pun was devastating, I don't think there is any saving throw that will let me keep my sanity.
there is no saving throw because its hex
You lose 2d6 Sanity. Now I need you to make an Idea roll, to see if you comprehend how bad that pun was.
Hey, true columns vs. true rows is an important question.
Most Hexellent, seriously it’s very awesome about learning this D&D tool.
'Points of interest connected to character backstory/motivation.'
Hex crawl or not this has become a mantra for everything I make over time. It's not just an area *I* thought would be cool, there's something for the players.
That random NPC always knows something if pressed, the monster lair has a clue to something. I don't put them behind the paywalls of an investigation check anymore and have found that really helpful in keeping the players wanting to adventure.
Great stuff again guys! Thank you.
Being the 4th of July, i turned this video on as i bbq and decided to take a drink every time the said the word Hex.... it’s gonna be a rough night
That's a good idea. Brb, getting rum
I love you guys
And this time on 'Things that didn't happen'.
Luke Mabe it’s called a joke, guy. Take it easy
Oh dear god when he said "A sudden and quick sand storm" I imagined a "Quicksand storm" Now that is the stuff of freaking nightmares!
That would suck.
hahaha i was thinking the same thing :P
Ooooooh, that's evil, I love it...
This video gave me a Hexistential crisis.
Thanks guys! Love the show!
Alright, get out!
*slow claps*
@kevinsmith9013 Quit being hextra.
0:08 That joke was so bad that everyone including your own party draws their weapons, roll Initiative.
Warlocks gonna be overpowered on these maps. Hex bonuses everywhere!
Let's talk about Hex, baby!
Let's talk about D and D!
Let's talk about all the movement,
All the cover,
That could be!
Let's talk about Hex!
Let's talk a-bout Hex!
thats going to stick...
Bravo
just sang that while I read it.. damn youuuuu! :D
Bravo!
is that... is that a D&D Hex song to the melody of a Steven Universe song?
A great way to increase the variability and get the most out of localized hex maps is having roaming events such as apex predators, or herds, or travelling merchants/brigands who each have overlapping sets/patterns of hexes they roam and you roll to see where they are within a certain period. This encourages players to investigate different events and combinations or avoid them, excising repetition and vapid encounters while still enjoying the variability and clarity hex maps bring.
I'm going to steal a bit of that just to enliven the semi-random presets I use for non-hex travel montages.
Really enjoy this angle Malkor, thanks for sharing how not to have prosiac encounters when confronted with the danger of strip mall location ubiqitiously embedded in an adventure🤙#X
The opening to this- a thousand times yes, its not a campaign type- its a gameplay system
Absolutely a campaign based on music by The Sword. Back in High School one of our DMs ran a campaign based on Iron Maiden songs.
I loved that Avatar reference. That desert library episode is one of my all-time favorites.
Pruitt's face when Jim said "it's not a FUCKING IDENTITY" was glorious
I've always wanted to do a hex crawl campaign/adventure themed around the party being a group of explorers in relatively uncharted lands.
In the days before GPS everything is a uncharted land. :)
It seems all the good hex puns have been Hexhausted.
Thought this was going to be about the spell. My brain must not have registered the thumbnail.
You mad geniuses have done outdone yourselves again with that thumbnail
When you were both singing Gloryhammer, it made me so happy to see that you guys actually enjoy some amount of metal. You guys were already amazing, but that takes the cake. You guys are awesome, never change.
I would play the shit out of a campaign centered around "The Unicorn Invasion of Dundee!" What a masterful song. ❤
That rendition of 'Unicorn Invasion of Dundee' just made my little Scottish Morning. Thank you
Oh you know that if the Gloryhammer albums weren't based off their own D&D Campaigns, they'd be all over someone writing a series of modules based off their albums. They'd probably love it to be done regardless. A real challenge would be trying to adapt the King Gizzard and the Lizard Wizard albums into modules, although that might depend on how dedicated you are to the idea of the Gizzverse.
Angus McFife!!!!
Gloryhammer?
So happy to hear Gloryhammer sung by Pruitt, All hail the Unicorn invasion!
I am so happy that you mentioned Outdoor Survival! we played it when it came out, and it was rough, but then in later years we repurposed the map in a number of different game mash ups we made up on our own
I miss the old days when everything used hexes for everything, even regular battles. AD&D had advanced combat rules for hexes and we used them all. It was so cool, made much more sense than squares and I really would like to use them again
Never heard of “hex crawling” until now. Can’t wait to see what my group thinks! Thanks guys.
A fun example of a Hex Crawl is the old Isle of Dread.
still got this from my blue box
Converting mine to 5e, my players are hextactic.
Isle of Dread converted to 5e? That’s a hexcellent idea!
I love the work you guys do, it's definitely made me a better player/dm. I've only been playing for a little over a year and and I love how 5e works, but you guys reference other editions so often and I feel like it helps bring more to the table. If you guys could do a video expanding on what other editions offer I would absolutely love that.
Thanks for all the hard work guys!
I'm running my group through Pathfinder's Ironfang Invasion adventure path right now. This was super helpful. Great video as always!
I need a bard/warlock to give me that Hexual Healing.
Andrew Davis did you contract hexualy transmited disease?
Ooh, hexy!
A new WebDM video? I can barely contain my Hexitement!
I'd like to play in one of Jim's Hex Dungeons.
ToddTheTolerable ( ͡° ͜ʖ ͡°)
Timing on this video was perfect. I am just starting ToA and my players will be doing the hex crawl. I have never run one so we will see how it goes. I do have lots of unique stuff planned for their adventure though.
WOOP! WEST TEXAS!! GREATEST HEX CRAWL OF ALL TIME!!!
When you level up enough you either become an avatar of Pecos Bill or you move to California...
I'm glad I'm not the only one who really wanted to make a Warp Riders based campaign
I'm so happy that you guys talked about this. Not because I wanted to run a hex game/exploration but because no one is talking about this pillar of play. If you're looking for another video I'd love to see you guys talk about exploration as options and as the 1/3 of the game that it is. Search exploration on TH-cam and there's hardly any videos discussing the topic
This video taught me about The Unicorn Invasion of Dundee.
I feel there is related topic to explore here - hexes in combat. Sometimes all you need is imagination, sometimes a rough sketch by hand is sufficient, but there is something to be said for the certainty that hexes bring you.
A good combat map with hexes can really add to combat because you can really understand distance, location and strategic options. For certain playstyles (like say a spear fighter who specializes in defending his team, using reach, AOOs, and other enemy manipulation) wheter you use a system that allows for this detail can be almost a make or break for if this works well, and especially for if it feels good and fun. Otherwise combat can turn into "I hit the closest enemy" for several rounds, especially for basic melee types.
But obviously the more rigorous the combat framework the more risk of slowing down the game so you need to know when to apply it and how to prep the time-consuming stuff.
I've been looking at the hex-map for greyhawk (1 E AD&D), and I must say it got me into making my own maps into hex maps. I'm that worldbuilding mania who looks up videos on how to factor in plate tectonics when deciding where mountain ranges and canions occur, and so I'm far from heing my maps, as I'm still in plate tectonics stage (I am learning how to make the plates movement direction beliavable, by accounting for the movement of magma), but when the time comes, I'm gonna add those sweet six mile hexes.
Group started a homebrew hexcrawl a couple months ago. So far it’s been a lot better vehicle than a mega-dungeon.
I’m sure the DM loves the structure, allowing him to treat each hexagon as a unique scenario.
I know the first iterations of D&D urges players to use the Outdoor game
The Nile flows North... into the Mediterranean Sea. Rivers always flow from high to low (i.e. into the sea). Remember: the southern part of Egypt was called 'Upper Egypt'!
It's nice to see the full map of the land between two rivers
I love how you now have explained your land between two Rivers map
Congratulations gentlemen. I've been playing D&D, Cyberpunk, and other ttrpg's for 40 years. I'd never heard the term or seen anything like the Hex crawl before. Learning has occurred. Interesting.
I surely didn't hexpect that pun at the beginning
And neither did Pruitt
Hexcellent intro as always, guys
Great vid guys! As an add.... Matt Colville just posted a video on Dead Empires that really ties well with Jim's ideas on building a world about needing "places to visit" in your world. Having remnants of previous empires when powerful artifacts were created and lost or buried with their monarch, or powerful hero is a great way to identify what is in your world, and can be good, evil, back and forth, currently good, currently evil ,etc, etc.
This was an amazing video! Can't wait for part 2, and now I really want to run a hex crawl.
She was a hex machine, she kept her motor clean, she was the hex damn woman that ive ever seen.
heyo ACDC is mah JAM
I ran a hex crawl for a bunch of 5e noobs (and all 5e-only players are noobs because they haven't seen enough different types of rules and flow yet) a couple years ago in order for them to do a wilderness journey from the town to find a hermit's house in the woods. The hook was they had found this scroll that they couldn't read, and one of their allies in the town told them that this hermit would be able to interpret the ancient language. I made a map, laid it out in front of them as if they knew the overall layout of the land, without necessarily being able to navigate through the woods. So I made a simplified crawl where it took one hour game time to move one hex (one mile). (I make them count time because they have bills to pay at the end of each month so that gold is useful and they feel more a part of the world.) Each hex they had to make a Survival skill check (fail = lost, if lost roll d6 to see what hex they land on, but don't let them know they are lost), and they had to roll on the Events Table that I made (no event, encounter with goblins that were moving into the area or wolves, dryads or sprites, or find something that is evidence of the goblins, weather change, etc.). I put one set encounter (triggered when they reached the river and cliff, so i could drop it on them anytime) that forced them to cross the river and scale the cliff before either the wolf pack (infinite spawn) chasing them or the two goblins at the top of the cliff shot them with arrows (i.e., an encounter with two independent monster sets, each with its own objective). Before we started, I explained how it worked and we did a couple rounds, and one of them looked up and asked, ''Did you make this? This is awesome!" I think it is important for a DM to be able to present different kinds of games at each session, and be able to customize the rules for each one. You're right that not every traveling bit requires a hex crawl. You need variety. The hermit said, "I can guide you through the woods and avoid all the monsters." So now they don't need a hex crawl, just count the time, throw in the encounters (if any) and move them along.
A great way that I use hexes (hex crawl) is to not let the players know they exist. They may travel for two days (2hexes) and decide to head toward a distant forest or the foothills. But when they hit THAT group of hexes on my map is when random encounters and clues to that regions points of interest are revealed. Just don't fall down the rabbit hole as discussed in this video!
Nice topic and video dudes. 😊
This is my absolute favorite style of play as I am a very self-directed kind of player.
I will say for those interested in this style that are currently using 5e to consider a few of my house rules & recommendations that make this style of play funner:
Nerf goodberry and the spell light (make both of those spells consume their material components or consider making light a level 1 spell). The reason for this is that a hex-crawl is very much about resource management and that extra layer of resource management is only fun if there's an actual scarcity. Torches & light are to dungeons as rations are to overland travel. Tracking light is easy, find an OSR light tracking sheet (or spin down a d6) and basically fill in 1 of the 6 boxes when a party spends a "turn" (10 minutes) looking for secret doors (1 turn per 10" length) investigating a room or killing and looting a monster.
Consider bumping your forage DC's to the next highest slot and only allowing one party check per adventuring day, in addition to this, they should only be able to find 1d6 pounds of forage OR a source of potable water (if they aren't using one as a landmark for travel.) The Outlander background feature allows the character to add her WIS modifier to forage instead of automatically finding food.
Split your day into 6, 4 hour chunks. The 5e rules as written allow up to 8 hours of travel before potentially incurring travel before a CON check, let them travel an additional 4 hour chunk but only do a CON check after they've traveled for 4 hours or they have reached a destination.
When creating a random encounter chart, do so for each of your regions to make them distinct from one another and make sure you put NAMED & POWERFUL creatures (preferably with lairs, goals, relations, etc) on the ends of your tables as they are statistically less likely to be rolled. I use a 2d6 table with my mythical monster on the end, for an added layer of simulation I would recommend a -2 mod for "wild lands", no modifier for "borderlands" and a +2 for "civilized lands" with your NPC encounters on the top of the list (being more statistically likely to be rolled in civilized lands). You should also have a result on your monster table for "Dungeon monsters up to 1d20 miles", you guessed it, roll a d20 and choose a dungeon within the resulting miles.
Have three "funnels" to run a random encounter through to give rise to that emergent play, I have written a *monster*, *disposition* (for both bestial & intelligent creatures) & *activity* table that I roll my stuff through and I have had many really memorable nights of gaming because of it. (Like players getting really excited, spending 2 hours nursing a mortally wounded NPC in a cavern that became a beloved fixture in my game that started as a *1d4 elf*)
If you ever find yourself dreading prep, GIVE THE PARTY TONS OF PLOT HOOKS (maps, rumors, etc) & FIND OUT WHAT THE PARTY WANTS TO DO OUTSIDE OF PLAY. Seriously. You don't even have to prep all of the adventures beforehand and this works really well with all kinds of player styles as it gives the group a tangible GOAL to work towards but try not to overburden them with too many time sensitive tasks.
Don't worry about gamey "doomsday" clock mechanics, I literally have a .doc called "consequences" where I will recall at least 1 major party action after play and come up with three consequences that may come from their actions that I can use later for plot hooks and encounters.
For the love of GOD, don't fill your hexcrawl with 70+ room dungeons. That's what I did, it was really stupid and a total waste of time, 5-20 rooms is ample with 10 or so being a golden standard. Lairs are also hella tight, a lair is just a 1-3 chamber cavern (usually) with 1-2 exits (usually one hidden from the outside) and a hearth/treasure room. Wild & solitary animals have lairs and it's usually a good idea to have a result that includes a lair on your "activity" table.
And last point on dungeons, you should totally give them their own 1d3 tables for "dawn, day, dusk & night" (you can adjudicate) under its "dungeon features" that reflects the monsters life-cycles & affects their roster. I check for encounters every "turn", loud noise made and every adjacent room for random encounters and I usually use a 5-6 out of 10 (d10) chance, with my dungeons being kind of tiny & I scratch off killed dudes on my dungeon roster (a dungeon has 30 goblins in it for example.)
This list no by no means exhaustive. I MAY HAVE A SLIGHT PROBLEM WITH HOW MUCH I LOVE THIS GAME.
I do not agree with you with the nerfing of light and goodberry. I would instead just make all the mosquitoes and files surround the light player.
The goodberry is a solution that costs the ranger / druid a lvl 1 spell slot. Same with create water with a cleric. I find it a good trade.
You can make them find another party that is suffering from exaustion, now they have to spend more resources on food or start foraging to feed all those new NPCs. ( A jungle patrol that is wounded / Lost travelers / Exiled criminals and marooned pirates / Family of sick elves in the woods / half-crazy humanoid monster that is friendly )
All the more power to you. I found that at my table my players wanted to either ban it outright or make it consume its material components, the thing I like about rations is that at lower levels you are limited by the amount of wealth you have whereas at higher levels you are limited by your carrying capacity (even with hirelings, retainers and beasts of burden in your retinue).
As a general rule, I find 5e is far too generous with spell slots and spell like abilities and that speaks more to the kind of game my group and I favor, however I will say that spoilage, extra mouths foisted upon them and other ways that target rations are fine and dandy but I will not go out of my way to engineer those kinds of situations through cherry-picked encounters/scenes just to beat in that scarcity when I can simply opt for a house rule that can create emergent story-telling scarcity situations that creates that tension in unpredictable ways.
Pruitt singing is always the light in my day.
I’ve just started a new hombrew campaign and wasn’t sure how to do travel between towns but this video was extremely useful and insightful.
Holy Shit, Jim Davis is a divination wizard.
15:44
"That Humble Bundle you got earlier this year..."
I am prepping a hex-crawl for my party and he just reminded me that I bought a humble bundle from free league for the Tales from the Loop pdfs but they came bundled with another pdf "Symbaroum" which I only read a little of but it will be perfect for the area that I am trying to map out for a hex-crawl.
I read that in a hex map each hex represents roughly 95 square miles, edge to opposite edge is 10 miles, corner to corner along same edge is 6 miles, and corner to opposite corner is 12 miles.
this is cool, been learning to build hex crawls. and filling it with cool stuff. by rolling on a bunch of tables to inspire a cool scenario. one was a chariot underwater and a pig. then i rolled a grotto and thunder lizards combined them and boom
The party is traveling thru the woods when they see a opening in small hill that is an enterence leading into a grotto. with sunlight shining thru an opening in the top of the grotto, the party see a large roundish pond of water with trees and flowers and assortment of wildlife spread all around the pond. the pond is crystal clear filled with Lilly pads and tiny fish, in the far end of the pond there is a large lilly pad with a beast sleeping on it. and under the water the party sees something shining on the bottom partially burried and a roundish wheel exposed. it is revealed to be a very large pig. which will later depending on the situation will morph into a wooly boar as it steps on top of the water with every step a thunderous burst of electricity.depending on the roll, it if is friendly and if the party feeds it, it will help them retrieve a working golden chariot and might pull the chariot if the roll was right. if neutral the boar will attack if the party if they try to take the chariot with the surprise transformation and electric abilities giving hints the closer they get to the chariot by growing tusks and as a thin stream of electricity zaps between the two tusks, they could try to bribe the boar with food to make a reroll to see its reaction changes. if hostile it will transform and attack on sight by charging on top of the water as electric thunder and static bursts emanating from it body.
A whole episode about hexes?!
How hexciting!
right when I get my hex map this comes out, hell ya
I just want to say that i really love your channel and you made start a group,
Ur great
I know this is a old video but Forbidden lands is now available and hits the sweet spot.
Since I tend to run sandbox style games, hexcrawling is just sort of the normal mode of our games. A lot of the info here was very useful.
Pathfinder has a great campaign with hex crawl called Kingmaker.
I'm about to start running Tomb of Annihilation, and this video was very helpful to me :)
I'm going to take time out of our session 0 to talk about the hex crawling, as well as random encounters.
Wisdom save vs that intro was failed
For tomb of annihilation, I used the resting rules from Adventures in Middle Earth, where you can only short rest while in an unsafe area. It made early levels a lot more tense, but once they got access to tiny hut all bets are off.
Im hexcited for this.........sorry lol
Im not sorry im hexually hexcited
demon blood88
10/10 Angus Mcfife would be proud that the tale of Dundee has spread to Web DM. Now I want your rendition of Questlords of Inverness Ride to the Galactic Fortress. Gloryhammer made me want to run a starjammer campaign.
My PCs have been travelling from Baldur's Gate to Waterdeep for about months irl, 32 days in game. (Forty days total) Before they left, I set up all of the adventures, locations, NPCs and all I have had to do is detail work before a session and deal with their decisions and backstories. Everyone is having fun! Playing HotDQ and I could not imagine this trip with n0t much happening.
I decided for some outdoors travel, they'd basically be within the state of California, and that state has mountains and valleys, rivers, deserts, forests, etc. That's on the other side of the country. The initial thing was 3 days travel, two potential encounters per day. They completed those three days of travel in three hours, including getting to the destination and doing" some role playing there. Then they had a city, and they couldn't even get from one end of that city to the other end in four hours of session play. So travel is weird in D&D.
Can't find it offhand, but somewhere on the internet there exists a truly massive hex map of all of California
Gloryhammer's first album would make an amazing campaign. Make this happen!
I am a DM in a large West Marches game and Hex Crawling is a huge part of that style of game. Travel is based on terrain and various travel speeds (on foot, mounted etc) and every hex the DM rolls for random encounters. You definitely need some robust encounter tables but it makes the wilderness feel wild and adventuring dangerous. If travel was just hand waved it would not feel like a wilderness exploration at all.
i feel like this is good info even if you aren't using hex crawl. i've been looking for good ways to make my games more interesting when my party is traveling and this helped a lot
I'm creating a Spelljammer inspired campaign. In order to get the 32 planet I need, I started playing Civilization VI. I create a set up on a standard size map, for example all militaristic Civilization and two random for my Goblinoid home planet. Playing until you hit the Renaissance you'll get a nice map. You and the ai will have settled like 30-40% of the map. From there I create more detailed information on the kingdoms and so on. In addition Civilization also have two modes the "secret society" mode adding cultists and vampires and the heroes. Soon the barbarian will get an update as well. Maybe this idea helps someone else too.
Hex crawling seems suitable for a solitaire game. I played that Avalon Hill game back in the 70s...pretty amazing. If you do into the mountains, you pretty much get killed after that...
In awe of your ability to make a "jungle filled with zombie dinosaurs" sound boring
Hail Hexalted Ones!
How you run the game, which tools you use, and even which edition you play, is entirely down to personal preference.
A large portion of my first homebrew campaign was based off of Warp Riders. I can only imagine how many modules Dio has inspired.
This is exactly the kind of stuff i was looking for!
It really adds a Hextra layer to the game.
"Go for a walk for four miles and see what kinds of different terrain there are." Laughs in Phoenix, Arizona.
9:45 1,849 hexes, to be precise
Forest Shepherd at 3 hexes a day that would be 20 months of hex crawl... and longer if the party re-visited any previously explored hex... = unlimited possibilities!
I wasn't ready for this.
Now I have to prepare for an imminent hexistential crisis.
Love the vid guys. Talk more about 1st and 2nd edition methods of play
The trick I just kind of learned for making yourself be less obsessive and naturalistic is to remember that magic and spirits exist in D&D. Let's say you have a river flowing that you want the party to just raft down leisurely but you look at the map you made and realize "Oh wait...that river would be flowing 'up'. oh." Make up a reason why it doesn't follow the rules. "The spirit of this river is in love with the spirit atop the mountain in the distance and spends all his energy trying to run to her, making the river flow uphill with him."
At 24 miles per 8 hour adventuring day, making 3 mile hexes allows players to move 1 hex per hour, 8 hexes per day. Difficult terrain will half that, and the math does not get wonky (it will with 8 mile hexes as you proposed) as players will move one hex every two hours, and four hexes per day. Keeps the math easy.
"IT IS NOT A FUCKING IDENTITY YOU ASSUME."
Too many mechanics need someone to say this.
I gave a like just for that.
Hexcrawl. Made interesting by focusing the players on key landmarks, then making their journey to them no laughing matter.
I'm running a bit of one right now, and I kept the players engaged by giving them, in essence, a recipe. It was a riddle of things they had to boil in a Hag's cauldron to end a curse. They were engaged in finding these things, and were willing to account for food, water, and danger just to shut this Hag up. It was interspersed with homebrewed monsters that they have never seen before, magic items they've never experienced, and other Feywild nonsense. Speaking simply - I kept them on their toes.
They tended to fight creatures above their pay grade (or lesser ones in great numbers), who fought like they wanted to win. Death was always an option. Tension was high a lot. But the players also have a great sense of humour, so they broke that tension with great moments of absurdity and hijinks.
They're now hardened badasses with a clear goal and the will to get there.
And you're right. OOTA was tedious in it's methodology. We spent more time accounting for food and seeing the same type of caverns than actually doing anything. If I hear another description of Duergar architecture I may have to drink my breakfast.
Thank you thank you thank you for reinforcing that these are *tools* not an *identity*. Awesome.
All this time I've thought of it as WILL-derlands rather than WHILE-derlands - I've never heard it said out loud before :)
For my metric friends, I will mention that 6 american miles is the same as 9656 m, which is close wnought to one metric mile (10km). This means that slow pace is three metric miles, normal is four, and fast is five. Make your hexes metric miles my friends.
For further metrification, your battle squares would be 1.524m, so less neatly convertable, but if you want to, you can use one-meter squares, and divide all your ft. numbers by three. This would be innacurate, but you would only gain 2ft of movement for 30ft. move creatures, and about 1 for 25ft move creatures, and spell ranges would increase by a simmilar factor. Alternatively, you can say that a ft. is 1/3 of a metre (instead of 0.304), and more easily convert to a nummber you can relate to. Inches are just D6-widths (if you're using d6's from a typical set of 7 polyhedral dice), and one metre is about 40 inches (39 and 3/8ths) so that should just stay, since cm are a bit short to matter.
neat!
when I ran tomb of annihilation my solution was not to roll but pick my encounters, additionally I decided to add an extra goblin encampment and a ruin between Nyanzaru and the firefinger.
DMs I see tend to underuse the diseases as well as players tend to ignore travelling by river.
the DON'T have to fight zombie dinosaurs. they could instead track frost giants for 4 days whilst watching their backs for a 4 armed gargoyle.
This episode was very inspiring for me creatively. I had considered doing something like this for my CoS game, but being an inexperienced DM, I stayed away from it. For my next campaign, I'm absolutely going to give it try with my players. An excellent point you brought up was that a hex crawl is the perfect place to use those pages and pages of pdfs to fill up the world. Lord knows I have way too many 'one-shot dungeons/encounters' pdfs, why not throw one of them in a hex?
I was wondering if that "The Sword" T-Shirt refers to the band. Now I know, and yes you should make a campaign based on their music!
I feel like jim has a personal attachment to how this subject is discussed lol.
This showed up in my recommendations just in time. I was going to create a hex crawl map for a camaign
If you love Gloryhammer, I suggest you start listening to Alestorm...Pirate Metal, the keyboard player of gloryhammer is also the Singer of alestorm. You can create such an awesome seafaring adventure based on the songs of that band
Seems rad for sea travel and the like
Hex crawl is the preferred method for overland travel.
Hexcrawling is the greatest tool for solo RPGing and I run them on my channel often with a variety of systems.