Hexcrawl-Solo - English v3

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Hexcrawl in Cairn

For solo/GMless play, by Kaeptn Flunder. Adapted from: https://cairnrpg.com/hacks/third-


party/hexcrawl-procedures/, Cairn 2e from Yochai Gal:
https://drive.google.com/file/d/1Km4LQliCbn-sAH2nzT6WhLTnGKZyijLx/view and the tables
from „Perilous Wilds“. CC-BY-SA 4.0.

Watches
The day is divided into three sections of +/- 8 hours, called „watches“. Each PC has one action per
watch. At the beginning of the day you can roll on the weather-table.

morning afternoon night


(6am – 2pm) (2pm - 10pm) (10pm – 06am)

Actions

Travel Getting lost (1d6)

The PCs move through a hex.


The probability of the
If appropriate, roll 1d6 to prevent them from getting lost. PCs getting lost.
Depending on the terrain & weather, you may need 1, 2 or 3 Easy terrain, roads: 0
watches for one hex.
Difficult terrain/
 Roll the dice on the event table. uncomfortable weather:
2 out of 6
Explore Interact bad weather or terrain:
+2
The PCs search for hidden Exploration of a dungeon, Paths, waterways,
features within the current hex. town/village adventure, guides: -2
Roll the dice on the event table. exploration of a cave,
Maps, waypoints, skills:
long NPC interaction,
A location/feature is discovered. -1
etc.
If the PC get lost, move
to a random adjacent hex
(1d6).
Supply
The PCs gather food and water (if terrain allows it).
Roll the dice on the event table.
 One PC gathers 1d4 rations. Two PCs gather 1d6, etc. Special
skills/tools can further increase the dice. One ration lasts for three
days.

Make Camp Fatigue

The PCs set up camp and eat a day's rations. For every day that an SC
cannot rest or is forced
Roll the dice on the event table.
to march, he is deprived
 If it’s quiet and the PCs can rest, they lose all their fatigue from the and receives an
inventory. exhaustion.
Event table
1d10 + Travel Explore Supply Make Camp
terrainmod.
<=1 Encounter Encounter Encounter Encounter

2 Danger Danger Danger Danger

3 Location/Feature Danger Location/Feature Weather change

4 Weather change Weather change Weather change Quiet

5 Omen Omen Omen Quiet

>=6 Quiet Quiet Quiet Quiet

Terrain modifier
Plains/Grassland, Settlements: 0 | Forest, Hills/Highlands, Barren/Desert, Odd: -1 | Mountains,
Jungel, Swamp: -2

Terrain (1d12)

In new hex: 1 Barren/Desert 8-9 Hills/Highlands

1-8 Same terrain 2-3 Plains/Grassland 10-11 Mountains

9-12 New terrain 4 Wetlands/Swamp 12 Oddity*


* see "perilous wilds" or other
5-7 Forest/Jungle
random tables

Weather Spring Summer Fall Winter


(1d6)
1 Nice Nice Fair Fair

2 Fair Nice Fair Unpleasant

3 Fair Fair Unpleasant Inclement

4 Unpleasant Unpleasant Inclement Inclement

5 Inclement Inclement Inclement Extreme*

6 Extreme* Extreme* Extreme* Extreme*

* travel, explore or supply in extreme weather adds one fatigue per watch.

Travel speed
easy: Plains/Grassland, difficult: Forest, mountains, dangerous: Swamp, desert,
Terrain
barren hills/highlands jungle

1 hex -> 1 watch 1 hex -> 2 watches 1 hex -> 3 watches


Time
(8h) (16h) (24h)

Inclement weather, darkness, injuries, carts, etc. = +1 watch or 8h.


Roads, trails, mounts, carriages, etc. = + 1 watch (+ 1 hex in easy terrain)

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