"It's...packed with amazing!"
-- James Introcaso, The Tome Show - Round Table 106
The following optional rules expand the Getting Lost section in the Wilderness rules (Dungeon Master’s Guide p. 106-112) and Random Encounter checks (p. 86), providing more opportunities for the player characters to interact with wilderness exploration (A.K.A. “hexcrawling”), and provide a framework on which to hang a slew of new ways to drop their hit points, increase their Exhaustion levels, or otherwise get them in trouble, as adventurers so often do!
Included is a detailed discussion of the theory, science, and art of building random encounter tables, as well as a hex map and five example wilderness encounter tables tied to it. Featuring plenty of combat, exploration, and evocative interaction-based encounters, there's enough material for several months of gaming, as well as a barebones setting that you can expand to create your own low- to mid-level campaign.
You'll receive:
A detailed system for wilderness exploration that combines the best of 5th Edition's elegance with old school hexcrawling.
A wilderness hex map.
Comprehensive discussion regarding building random encounter tables that make sense, feature a great variety of encounters, and enhance the feel of your campaign setting.
Five expansive tables of random encounters that suggest a bizarre and mysterious setting.
Hexcrawls in Play is an entire chapter of player-centric material:
A player-friendly discussion of what hexcrawl campaigns mean to them.
Tips and tricks on developing both player- and character-driven goals that promote a strong hexcrawl campaign.
Player Roles, a codification of "old school" roles like Caller, Mapper, and Quartermaster with hints, tricks, and tools on making these tasks fun and helping ease the burden of the DM's work!