
What's inside? Figure that out when/if they get in. Things like sudden cliff or ravine to cross, or oddities like a small stone tower with no entrance. I really think a much larger events table with some more open ended problems to solve would be good. There's also not very many terrain based events. Random Events The random events seem a bit flat and there's not very many of them. Also exhaustion often tends to hit the whole party, which means every tends to experience the same effects at the same time. Levels 1 and 2 are typically an inconvenience at worst and then level 3 turns just about any encounter into a Deadly one with no way of escaping because of the speed reduction, which is suddenly a massive problem. I'm really surprised you had the vanilla exhaustion effects as every table I've encountered them as player or DM they've been Not Fun. I'd strongly recommend a 3 day long rest.Įxhaustion. And if they just keep watch every night and there's nothing to break it up, a 7 day long rests begins to feel very pointless and drag hard. I love gritty realism but I found that 7 day long rests are basically impossible if you're running random encounters, because the party is almost guaranteed to have a wandering monster encounter that interrupts their long rest. I do have some thoughts & I hope you don't mind if I'm a bit blunt: The weather system in particular seems interesting and I'm keen to see if it feels better than a weather hexflower. This is really nice, I've been collecting hexcrawl rules/systems/material for a while now to improve my hexcrawl campaign and this seems like a really solid introductory ruleset.

Scrawl rules how to#
Over the next few months I’ll be adding some more material including i) an example of play, ii) how to build your own hexcrawl and iii) putting together the remaining half-dozen or so detailed descriptions for the Langden Mire hexcrawl. Langden Mire is still a Work in Progress, but there’s enough material to guide a DM who is running a hexcrawl for the first time. There’s also an introductory hexcrawl called Langden Mire for Levels 1-4 PCs included in the zine. Will you find what you seek in the mire? And what bargains will you make to gain what you desire? Which is why you’ve come here, seeking fame and fortune and a cure for a Noble’s sick child. Shrouded in fog and mystery, the mire is also rumoured to be the home of a Grindylow, a creature said to be able to brew cures for all afflictions. Langden Mire is a desolate and forgotten place - home to nothing but biting bugs and bullywugs.

That’s why I’ve written up the hexcrawl rules I use for wilderness exploration in my D&D 5e campaigns. There’s a freedom and openness to hexcrawls that I believe everyone playing D&D should get a chance to experience. I think hexcrawls are one of the best ways of playing D&D. The zine is a Work In Progress, but it’s at a stage where it can be shared. I’ve been putting together a zine containing some D&D 5e hexcrawl rules and an introductory hexcrawl adventure (called Langden Mire).

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Scrawl rules full#
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Scrawl rules free#
Post free (or PWYW), ready-to-use, playtested DM resources that YOU createdģ. One of the parts it speaks to that I think would help you is that it goes a little more in-depth in how to deal with varying map sizes, stocking them with interesting stuff and making sure that getting lost is meaningful at any scale.We are a library of resources and we're here to help!Ģ. Short version: it expands on the rules for wilderness travel and getting lost in the 5E DMG so that both things take into account that the players may not have a specific end-goal to every journey, and so getting lost leads to a lot more randomness (meaning being lost for a lot longer than the DMG assumes, messing up your maps, and suffering from hazards that will drain food, water, resources, and thus inflict conditions like exhaustion.all without being boring!). It also talks at length about how to make random encounters better "positioned" for such a campaign and to be a stronger tool for the DM, but it sounds like you don't need that piece so much. I published a thing on DMsGuild for precisely that: to codify how traveling and resources work in a hexcrawl campaign in 5E.
