Hex Crawl Advances

Mapping by hand really brings back that Old School feeling.

I took the liberty of rolling up the next ring.

After this, I’m only rolling for the hexes as the party enters them. Should be entertaining. I’ve already rolled one hex from the Paraelemental Plane of Mud, two jungle hexes, and and a random desert hex. Mapping by hand really brings back that Old School feeling.

The Hex Map Round 2
  • (Home) The quiet town of Dunbury Glen and its immediate surroundings before they were flung across time and space.
  • C3 Mountains. Dungeon here.
  • D4 Forest
  • D6 Wasteland. Elementals present.
  • C7 Plains/Grasslands. No roads.
  • B6 Fresh water.
  • B4 Plains/Grasslands.
  • C1 Grassy hills
  • D2 Forest
  • E3 Mud from the Paraelemental Plane of Mud. Elemental Chaos!
  • E5 Eerily cold, some trees, some grass
  • E7 Forest
  • D8 Jungle
  • C9 Grassy Hills
  • B9 Jungle
  • A7 Fresh water.
  • A5 Desert/Sand
  • A3 Jungle
  • B2 Grassy Hills.

So far, the group has explored enough to discover the 6 hexes directly around Dunbury Glen. They have not, however, run into sentient beings or any signs of civilization yet. They made a note of the dungeon in the mountains north of town, but decided to come back later. They are currently working their way Northeast through the forest at D4.

Thank you for stopping by. More fun tomorrow. I appreciate you!

DCC RPG: Hexcrawling Around.

Your characters are everyday villagers, or maybe even young, budding adventurers in a run of the mill medieval fantasy village of Dunbury Glen. Dark forces have been at work, unseen in the background for years in the quiet farming/fishing village.

Welcome to my thought exercise/solo roleplay hexcrawl to start defining my new campaign world.

Hand drawn. Colored pencils. Starter map. (Already has a coffee stain.)

A Little Background: Your characters are everyday villagers, or maybe even young, budding adventurers in a run of the mill medieval fantasy village of Dunbury Glen. Dark forces have been at work, unseen in the background for years in the quiet farming/fishing village.

Black stone obelisks appeared in the fields and on the river bank. No one knew where they came from or when. It was if some great dark hand planted them during the night while everyone slept.

Then one day, it all changed. In the early dawn hours just before everyone would normally rise to do the daily chores, the entire village and much of the surrounding area was ripped from the very ground and flung across space and dimensions, possibly even time itself.

The PCs at first find themselves waking up to this strange new world. Everything is askew from the village’s abrupt landing in the new environment. Livestock and pets are behaving strangely. Crops somehow look different. We are definitely not in the proverbial kingdom of Kansas any more.

Things are just getting started. There are many questions to answer and ground to explore. We’re just beginning to uncover the mysteries.

Photo by Jonathan Borba on Pexels.com

First Step: Dealing with the DCC Character Funnel. The characters’ lives have just been turned upside down when some unseen force wrenched the world that they possibly grew up in out of the ground and planted it millions of miles away. This makes it easy for the characters to have come from almost any walk of life waking up in this new reality.

The first and most obvious mystery will be the swirling dark portal at the center of the town square. It contains a dungeon suitable for 0 Level characters that will unlock part of the mystery regarding what happened to the village. Upon surviving, the characters will receive their 10 XP and First Character Levels.

At the Judge’s discretion, would-be adventurers can face trials and tribulations elsewhere, possibly just running around the village checking on friends and family in the wake of the disaster. All kinds of secrets lie within Dunbury Glen itself, including the “who” and “why” of what happened to the village. Eventually the group may wish to explore the mysteries surrounding the obelisks and assist the village in recovery.

However, the emergency town meeting held by the local baron and the village elders will take precedence over much of the day’s proceedings. The second way to proceed with the Character Funnel will be in the form of volunteers to explore the immediate surroundings outside the village. At first no one will be allowed to travel more than one day (A single hex) in any given direction. A hex will be worth 10 XP regardless of the encounters within, assuming the characters survive.

Please note there are only so many pack animals and mounts available to start. Certainly most horse owners will NOT want to part with their animals. If nothing else, the various animals are still panicky from being moved abruptly by unseen magical forces. The characters will all be on foot to begin their journey.

The third potential character funnel will come in the form of NPCs the characters know asking for help and support in the early days living in the new environment. The village could randomly come under attack from any number of threats, causing the 0 Level characters to come to its aid. The group should be rewarded accordingly in conjunction with their efforts.

Time to break out the 12-Siders.

Step 2: Random Tables and a Map.

To be continued…

Thanks for stopping by. I appreciate you. Lots more to come.

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