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The Adventurer: Craygor the Cleric (Solo Hexcrawl Gameplay)

The Dungeon Dive May 17, 2026
Transcript 33:39

Hey folks, welcome back to the Dungeon Dive. Daniel here. I hope you're doing well, and if you're not, I hope you are soon. Okay, in this video, we are returning to the adventurer, and we are continuing our adventure with Kraygor II, who is a level one cleric with 20 gold and 5 XP. And Kraygor II, of course, is part of the lineage of Kraygors, who is sent from his monastery to retrieve a lost relic. The first Kraygor was on guard duty, and he failed to protect the monastery's most valuable relic. Someone or something broke in and stole it. And so, now it is up to all of the Kraygor lineage to retrieve this lost relic. And to do so, according to the rules of the adventurer, which doesn't really have rules to govern something like this, I'm just using the basic win condition of gathering 500 gold. And so, if I gather 500 gold in this game, then I am saying that I have located the relic. The past adventure of Kraygor II, Kraygor II had a kind of a bumbling had a kind of a bumbling adventure, bumbling start to his adventure. He ate a lot of bad food. So, on turn one, I ate some bad food and got food poisoned. Turn two, I entered the city down here of Crescent Point, and I visited a temple, and I was healed. On turn three, I found some food again and ate it, and it made

me sick. So, I yeah, Kraygor is just yeah, has a very low constitution, and he needs to be he needs to pay better attention to what he's putting in his mouth. On turn four, I was approached by an elf, and I tried to converse with the elf, but I think my kind of a gruff human attitude just didn't appeal to the elf, so the elf attacked me, but I was able to kill the elf. Turn five, I spent healing myself using one of my cleric powers to heal myself. And then in turn six, I met an old man who was this wizard who disappeared in a puff of smoke. And I kind of put a little star by that because I'm I'm considering, you know, if I meet a wizard again, then it might be the same wizard. There might be some continuation to this encounter. I don't know yet. We'll see how it goes.

That's one of the cool things about the adventure is that it's kind of bare-bones nature just allows you to add as much flavor and fluff as you want. And you can add some complexity to the game because the rules are so simple. But I'll see. So, here is my character sheet and these are the dice that I'm using to keep track. I am on hex 1313. And so, my wounds I'm completely healed, so I have no wounds. So, my physicality score is at a four. My intellect is a three and I'm keeping track of that with that green D6 there. I have two hero points and again, hero points can be spent to reroll rolls in combat or they can also be spent to trigger some of your heroic points or other things.

They're they're basically a currency that you can spend. And then our aura shield right now is at a level two and I'm using this blue D4 to keep track of that. And the aura shield, it dictates which column on the event table you roll on from from low to high. And the higher you go, you have a better chance of having, you know, some kind of more more difficult or more deadly encounter. And right now, Kregor II, the only clue that I really have about what's going on is this uh hidden temple that Gregor the first found and that information was somehow passed down through the monastery. And so there is this hidden temple over here and I'm using uh this little counter here that I wrote on and that is at hex 07.

And so because that's Gregor the second, because that is his only clue, that's where I'm trying to get and that's a long ways away. That's like 13 turns away. I don't know if Gregor will make it. Uh one of the things I was thinking of when I was starting this adventure would be how funny it would be if Gregor the second died on the first turn of this video. I think that would be really hilarious. It would actually have absolutely killed the anticipation for uh Gregor the second's uh continuing adventures, but uh let's see if that happens. I would I would love it if that happened. So let's continue. Let's uh move into hex 1212. So this game is really simple. When you begin, you basically have uh two actions. You can like stay in place and maybe take one of your character skills or if you have another skill or something else you can do in that hex.

If there's a point of interest in that hex, you can engage with that point of interest or you can uh travel. And that's basically all of the actions. You have basically uh two actions. If you're in a city, you can engage with the city. So very, very simple game. And that's one of the reasons why I love it so much. Uh this really is one of my favorite solo hex crawls. It's just It's just pure fun. Especially if you like generating random events and kind of connecting the dots between the stories. So I think uh Gregor the second is going to continue moving towards the hidden temple. So that's going to be a northwest movement. So I'm just going to write travel northwest here in my journal. And my journal is very simple. I just keep track of bullet points. You know, if you want to get more involved with your journaling to keep track of the ongoing story, uh go for it. I guess I'm kind of lucky as I'm also making a video for my journal, so I can go back and and review anything that I need to review. So, we have moved and so now we do have an encounter. So, let's see what happens. Our aura shield is at two.

So, we are going to roll on this column. So, we will roll our D100 here and see what happens. Uh 15. Hopefully Hopefully that's not for I think 10 and 11 is Oh, no, that was on aura shield one. So, a 15 on aura shield two is event 135. So, let me turn to the book here and let me turn to event 135. And uh let's see what we have. Okay, so we have an encounter. Uh what's the uh hex that we are in? We are in a grassland hex. So, we are going to turn to 104. Okay, so we have an encounter in a forest or grassland. Roll a D10. I have a feeling some combat's going to be uh on the menu here.

A two. Um a hill giant. Initiative. Okay, so we have to attack a hill giant. They have thick skin. Whenever the hill giant takes any wound level, immediately roll a D6 and lower the wound level by one on a one to a two. Okay, so our initiative roll is going to be at an intelligence minus one on table C. And uh so, let's see. Do I want to flee from the hill giant? I have a physicality of three. I have a physicality of four. Their weapon is a lot more powerful than my weapon or at least it's it's one rank higher. I will get six XP if I defeat the hill giant. But, I think I might try to flee. So, uh let me look up the rules for fleeing because I forgot where they are here. I think they're in the combat rules.

Uh let's see here. Fleeing combat. You can also flee combat if the event doesn't state otherwise, and uh, no, we should be good to flee here. When it's your turn to attack during combat, instead of attacking, you can attempt to flee. So, I do still have to roll for my initiative. So, let's see. My initiative is on uh, table C at a minus one. So, my intellect is at a three, minus one is two. So, I am going to add a plus two to this roll on table C here. And so, we will roll a D10, and I will add a plus two. A five, six, seven. So, I passed that skill test. So, that means that I have won the initiative. So, now I get to choose to go first. So, I think I'm going to flee. So, to flee, I will turn to uh, 266.

So, let's see if I'm able to flee here. Let me turn to event 266. Okay, so here we have our flee uh, our flee attempt. You attempt to flee from combat. Roll a D6. Okay, so I probably want to roll high. And a five, that's pretty good. You flee to an adjacent hex. Move to any adjacent hex. Okay, I think I'm going to move forward. So, we'll continue to go northwest there. If you have any companions, roll a D uh, roll a D6. So, you can lose your companions when you're fleeing here. Like, "Hey, uh, you know, as long as you're faster than your companions, you can you can flee." But, uh, I have no companions, so we don't need to worry about worry about that. So, we were uh, attacked by a giant a hill giant, but I fled. So, I will go ahead and write that down here. Let's see. Attacked by hill gia- hill giant, and Kregor fled. Kregor the brave bravely ran away.

But, that's fine. Kregor is not a uh, you know, he he's not a a fighter. He he will fight when he needs to, but um, he wanted to flee from that hill giant because uh, I'm all healed up and he haven't eaten anything poisonous yet. So, that's really good. It's looking good for Cragore here. So, turn eight. I will continue to move to the northwest. So, now I am in a mountain hex. So, travel northwest. My aura shield is still at two. So, let's see what our event is now. Eight. Okay, I keep rolling really low on these zone I. 116 is our event. So, let's go to 116 and see what will happen to Cragore here.

Okay, 116. I found some ruins. You see large stone ruins in the distance. You can approach the ruins or ignore them. Well, of course I'm going to approach them. I am looking for some clues about our lost relic. You know, maybe I will find some clue in there, some gold, something, some kind of mystical force. So, I'm going to turn to 213 to approach the ruins. Okay, you explore some large stone ruins. I get a four XP. XP a D4. So, I have to roll a D4. So, I gain some XP just for exploring the ruins. So, let's see what we get and we get one. Okay, so I'm up to six XP. I need 15 to level up to level two. But, now I will roll a D10 to see what I find in the ruins.

A one. I don't think this is good. Turn to 252. All right, what do we find in the ruins here? Probably some kind of necromancer or something. It's a shrine. Oh, nice. You come up on a shrine in the ruins. Roll a D6. And a three. It is dedicated to a god of light that has been desecrated. If your aura shield is a blank shield, give yourself a light wound and you gain XP. It is not If your aura shield is not a blank shield, aura shield up two, and I get a D4 XP. So, my aura shield is up to four now. So, that's going to bump us up to a different difficulty level or a different encounter level, I should say. I gain a D4 XP. So, let me grab my D4 here, and four XP, nice. Okay, so I'm up to 10 XP.

Only need five more to level up. And either way, roll a D6. If you roll a result of one to two, go to result seven. Okay, so if I have rolled a one or two, I have a continuing encounter here in these ruins, and a one, I do. Okay, result seven. There is a tribute you can There is a tribute. You can take the tribute from the shrine or leave it. If you leave, your aura shield goes down one. If you take the tribute, roll a D4. Okay, I didn't look at that. Um I don't think Kraygor would take a tribute left on a shrine, because he he is a cleric. He is from a monastery. He understands the importance of leaving religious relics alone. So, I am not going to take the tribute. And so, if I don't take the tribute, my shield goes down one. So, now our aura shield is at three.

Okay, so let's see what happened here. We explored some ruins. I'm going to start that encounter, too, cuz that might be kind of interesting. You know, if we are having some trouble finding our lost relic, that may be something that narratively we would want to return to this ruins. I'm going to actually write that down. That is at hex 1011. You know, we can return there. Maybe somebody Maybe we'll learn about a clue or something, and we can, you know, connect the dots between a clue we we learned about and that tribute that is in that ruin at hex 1011. So, that might add something to our story. You never really know, but that's something that I like to do in these kinds of games and it's something you know, just taking control of the story and doing things that will help you tell a more fun and more interesting story is can be greatly beneficial in these kinds of games. So that's what I am doing there. All right, so let's continue on turn nine. We will continue to trek Northwest. We are still in the mountains. And we are at Ora's Shield three. So let's roll our encounter on Ora's Shield three here.

And we have a 60. Okay, so a 60. We will turn to 81 encounter 81. Okay, encounter 81. We come up on an encampment. I get four XP. I feel like I might have been forgetting to give myself XP on some of the other encounters. Like sometimes forget to look at that top little number there at the top of a lot of the encounters. It tells you to gain some XP. So I might have forgotten to do that in some of my in my last video. D4 we gain one. Okay, so I'm up to 11 XP. Almost there. Almost up to level two. Cragheart the second is having a better adventure than Cragheart the first here. Okay, so roll a D10 to see what kind of encampment we have found.

A three. It is inhabited by filthy orcs. Oh, no. This is going to be an initiative roll. Roll D4 plus one to determine the number of orcs you face. Each orc has the following stats. If you defeat the orcs roll a D6 on the treasure table. If you roll a one or two, you have to fight their chieftain. Ooh, man. This could be really bad. I think I need to flee again. Now multiplayer multi uh combatant combat. I'm not exactly sure how that works. Uh Ken, if you watch this video, maybe you can let me know. So, I don't know if all of them attack and then I attack or if I attack and then all of them attack depending on who wins initiative or if I fight one at a time. In the other games that I've played of this when I've had multi-combatant combat, it's been pretty deadly because I've been playing that they all when it's the enemy's turn, they all get to attack. Uh let's let's see let me see the rules here. Combat takes place in rounds. A full round of combat is when every character and opponent has attacked at least once.

Yeah, so that leads me to believe that when you are up against a group of enemies and after you've taken your action, they all get to take an action and man, they can just completely wallop you. So, if I pass my initiative, I think Kragor is going to flee again because I do not want to fight up to five orcs. I think they will absolutely slaughter me. Although, I could also get slaughtered fleeing and you know, oh well. Uh that would be uh Kragor's fate and that's fine. But, on table C at an intelligence minus one at the one sword shield column. So, let's see. My intelligence Whoops, I uh moved my uh intelligence die there. Is that a three? Actually, that was the D6 I was using, wasn't it?

My intelligence is at a three. So, um intelligence minus one, so I get to add a plus two on this column to see if I gain the initiative in this combat. Hopefully, I do so I can attempt to flee without getting absolutely walloped by these orcs. And a two. Okay, no. Uh that is I failed. So, all of the orcs are going to be able to attack Cragore uh first before I can even take an action. So, let's write down our stats for the orcs here on our combat table. So, let's see. All of the orcs have They have a physicality of two. So, let's see. These are the orcs. They have a physicality of two.

Okay, they have an intelligence of two. They attack with a club at uh the uh shield strength there. Okay, so they will get to attack first. And let's see here. So, how many of them are there? So, we'll take our D4. So, it's D4 plus one. D4 plus one orcs. Okay, so two orcs. That's not too bad. So, I'm going to put times two. So, we'll just keep track of both of the orcs here. And so, to keep track of their wounds, I'll have orc one up here and I'll have orc two on the second. Um okay, so the orcs have a physicality of two. My physicality is four. So, they are going to be rolling at minus two because you take the physicality of the attacker minus the physicality of the defender and that is your modified roll.

And then you use the combat table roll that corresponds to the weapon that they are using. So, the orcs are using a club with the shield icon and so they will be rolling at a minus two and that will be a D12 minus two. And so, this will be the attack for the first elf. Let me grab my D12 here. So, a D12 minus two. And ooh, a nine. Ouch. Okay, so I take a light wound. So, I go down to a light wound. That still leaves me leaves me with a physicality of four. So, the second orc is going to attack on the same column on the same table at a minus two. And a two minus two is zero, so they miss and now that has an asterisk. Countered attack immediately attacker immediately takes a light wound. Nice.

Okay, so orc number two has one light wound and I mark that so that doesn't impact their physicality at all. You know, I might be able to fight these orcs. They don't seem too deadly. Should I do it? I do have two hero points and I can always use the hero points to reroll uh some bad combat rolls if I need them. I think that I can use those to reroll the enemy rolls as well. Uh let's see Kreggar. Yeah, let's do at least one round. Let let let's counter attack. So, I think I'm going to attack orc number two because orc number two already has a light wound. So, my physicality is four. Their physicality is two so I get to add a plus two to my roll now and my mace is at the uh shield level the dark shield level so I get to add a plus two to this and a 10. Okay.

D12 a 10 here is a medium wound. So, they will take two more wounds putting them to a heavy wound. So, they're So, orc number two is actually at zero physicality. So, when they attack they will have a great penalty. So, that's actually pretty good there. Uh yeah, let's continue combat. So, now orc one is going to attack Kreggar and again they are at a minus two. And a three minus two is uh one. And so, they miss and they take a wound. Okay, excellent. So, orc number one now has one light wound. Now, orc number two is at a zero physicality and my physicality is four so they're at a minus four to this roll.

7 - 4 is 3 and they miss. Excellent. Okay, good job, Cragore. Okay, so let's continue. So now it is my turn to attack. I will try to finish off orc number two. So orc number two is at a physicality of zero. And I have a physicality of four, so I get to add plus four to this roll. And an eight four is 12, a heavy wound. So orc number two is dead. We have killed orc number two. That is excellent. Looks like I just bumped my dude. Forgot where he was. I think I was at 9:11. Yeah, I was at 9:11. 9:11. Spooky. Okay, so we have killed orc number two. So now it's just our Cragore and orc number one. And orc number one still has a physicality of two. I have a physicality of four, so they're going to be rolling at minus two.

4 - 2 is 2, so they have missed. Excellent. I get to attack now, but I'm attacking orc number one, so I only get to add a plus two because they have a physicality of two. So adding two is a five is a is a miss. I think I'm going to spend one hero point to reroll that. Okay, a 6 + 2 is eight, so that is a light wound. So orc number one is down, another light wound. So they are at a minus one now. So they have a physicality of one. I have a physicality of four, so they are rolling at minus minus three. Excellent. Less than one is a miss, so they automatically take a light wound. So they are now at a physicality of zero with a heavy wound.

So I will attack them with a plus four. And 11 + 4 13 plus and that is a uh wound, so they would be dead. And we look at the double asterisk, swift attacker immediately gets another attack, but I don't have to. I cleared out all the orcs. Nicely done, Kraygor. Very, very cool. I cleared out this orc encampment, but I might have to fight the chieftain. So, if I roll poorly, but let's see here. I get uh three XP for each of the orcs. So, that's going to be six XP. So, 1 2 3 4 5 6. So, I can't level up. Let's see what happens when I do level up. I think I get to level up right away here. Yeah, so this is when you gain enough experience points, you immediately gain a level, which gives you a new class ability. So, I now have a new class ability as a cleric. So, I can spend those uh XP to go up to level two. And now I have prayer as an action in combat now. I can or as an action I can pray.

And I can spend one hero point to roll a D6 and gain that much XP. And it also lowers my aura shield by one. That's cool. Okay, so Kraygor II has reached level two. Gained level two, amazing. But now let's see if I have to fight the uh the the chieftain here. So, if you defeat the orcs, roll a D6. On a three to six, I get to roll on a treasure table. Then go to result 11. Okay, so on a three to six. I just I don't want to roll a one or a two. A three. Oh, okay. We did it. Okay, so uh we get to roll on the uh table on the one sword treasure table. So, we'll take a look at our treasure table. That is a D20, and I get one sword here. So, let's see what kind of treasure we have.

Hopefully it's a high one. Uh 13. So, a 13 here on that, we find 16 gold. Okay, so that brings us up to 36 gold. We're still a long ways off from 500 gold and hitting that timer mechanism that I introduced in order for us to find our relic. So, yeah, we're still we're still still a long way off. But, uh let's see. If you defeat the orcs, if you roll uh then go to result 11. You search the encampment. Roll a D6. Ooh, this is cool. So, we've cleared out all the orcs and now we're searching their encampment to see what else we can find. And we have rolled a three. There is an inconspicuous an inconspicuous passage into darkness. You may enter the darkness or leave. Ooh, I want to continue uh exploring this encampment.

That might be kind of cool. Maybe I'll find some kind of dungeon underneath the encampment. Uh maybe there's something that uh has piqued my interest and I want to go down there to see if I can find a clue about this lost relic possibly. So, yeah, I am going to enter the darkness. So, 55. Ooh, this is really cool. I like this. Uh 55 is an entrance. Roll a D6. A two. You enter a large tomb. Go to E11. Okay, so underneath this encampment, Kragor found a tomb. You enter a dark, dank tomb. Roll a D10. A two. Go to event seven. It's a trap. No. Attempt a physicality skill test. Okay, so that's going to be on the uh one uh sword shield as a physicality minus three. So, my physicality is at four.

And we are at uh this here. So, I get to add a plus one to this roll. An eight. And we passed. Uh actually, it was that one. That column there. We passed still. Excellent. So, if we pass, you maneuver uh the trap. Roll a D6. Okay. A six. It was protecting a wooden chest. Roll on treasure table with the one sword. Okay, well, lots of treasure. So, I found this tomb under underneath this encampment. And now we find more treasure and it is a four and we find only three gold and plus one hero point. Okay, excellent. So, we'll go up to two hero points. So, we replenish that hero point that we had spent and we found three gold. So, that brings us up to 39 gold.

Man, this is such a fun adventure. I love this game. It is so much fun. Uh this is

this is uh quickly turning into one of my favorite games just because of how simple it is and how fast it is and you know, just how much cool random things happen. But um okay, uh let's do at least a couple more turns, I think. So, um man, I have to write all that down. So, uh we traveled uh northwest again. Okay, we are going on to turn 10. Uh how many turns did Craigor the first last? Uh eight. So, Craigor the second is already doing better than Craigor the first. Good job, Craigor the second. Okay, so let's continue to travel to the northwest. It might be a good idea. Uh I think you know, I'm kind of playing on a table trying to get everything that I can on camera so uh things are more compact.

But um you know, for me it might be a good idea to actually write down the hex that I move into. So, when I do bump my guy cuz I know I'm going to bump him again. So, I am at uh 8 10 here. That way if I do bump him, I can reset it. So, now we are moving into some grasslands. And our aura shield is at three. So, let's roll for our encounter. That's cocked. So, 88. Aura shield is at three at 88. And we come up to 131. Uneventful. Choose any of the following. We can gain two XP or one hero point. Excellent. I'm going to take one hero point. Those hero points can come in handy, especially now that I have two powers. So, remember Kragor did level up. So, now I have the power of healing and the power of of prayer.

And I do have one wound. Do I want to heal? Roll a D6. Actually, um hmm. No, I think I'm okay. It's been one to heal yourself two wound levels. Yeah, I need to wait until I have at least two wound levels in order to spend a point. That's just more efficient. Uh it's a better bonus. So, yeah. So, that was an uneventful day. Okay, turn 11. I will continue to move to the northwest here. Travel northwest. I am now in a forest. So, let's roll our random encounter. Maybe this will be our last turn for this video. So, aura shield three and 23. All right, 23 here. We are at 133.

Okay, 133 is an encounter. While traveling through the wilderness, we encounter a roll a D10. A seven. A talking bird attempts an attempt an intellect test. At table C at intellect minus two. So, I get to add a plus one because my intellect is three. Three minus two is one. And that's at the one sword column. So, we are going to be rolling on this column here. And that's a D10 plus one. A four. And that is a fail. Okay. Yeah, anytime Kragor the second has to converse with with something, he doesn't do very well. Um so, the the talking bird laughs and flies away. Uh roll a D6. On a one to two, I have to turn to 223.

Okay, so I this bird's up to no good. On a one-to-a-two, no, I don't. Okay, so not too bad. So, talking bird laughed and flew away.

Laughed at Cragheart and flew away. All right. Uh let's do one more turn. I'm having too much fun. Okay, so 12 travel northwest. Still moving in a forest here. We are at Orashield 3. Let's roll our encounter. And 63. Okay, 63 here. We are at E189. Okay, we stumble upon a cemetery, a forest cemetery. You pass through an old cemetery. Roll a D10. Two. Turn to event 005. An undead encounter. Okay, that makes sense. So, Cragheart walks into the cemetery and comes across some kind of undead encounter.

And it is an eight. Um a sleeping vampire. Attempt a physicality skill test first. Okay. Ooh. So, if I defeat it if if I if I succeed at this, I can actually kill it in its sleep. That would be really nice, but it it is at a physicality of minus three. So, I will get to roll at a plus one on the one shield column. So, I need to get a five or higher to pass. Come on. Come on, Cragheart. Sneak up on this sleeping vampire. A five. Yes, so 5 + 1 is 6. I passed. Excellent. You kill it in its sleep. So, now I get to roll on the uh light shield treasure table to take the sleeping vampire's treasure here.

And an eight. I find zero gold, so nothing. But hey, at least I killed that vampire. That was really cool. I love that. So, we are closer to the hidden temple. We've made some really good progress. This has been a really good session. Uh we are in hex eight or six nine. So, let me write that down here, six nine. Oh, let me write this here. So, a forest cemetery. Okay, so yeah, if you want to see I don't mind continuing this adventure. So, I I it does depend on the views, of course. You know, I have to make this worth uh worth my while. But, I'm having a ton of fun. I want to continue the adventures of Kraygor the second. And I will hold off if you all want to see more of this, uh let me know. And we will continue. If not, I will just continue off camera. It's not really a big deal, but I'm having a lot of fun with this game. I'm hoping you are having fun watching uh these adventures. And uh maybe you're rooting for Kraygor. I think it would be hilarious if he dies, but uh but that's just me. So, all right. Well, hope you enjoyed this video. We will talk to you later. Bye-bye.

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