This is probably
going to be the most familiar part of the entire pioneer endeavor, and that
presents a unique challenge. This
hexcrawl has to be different than any other hexcrawl you have ever run. Even if your players have traveled extensive
distances with wagons and gear, this will be an entirely new hexcrawl for both
them and you. This hexcrawl is
responsible for setting the tone of the entire settlement adventure,
introducing your players to a different way of thinking, one much more grounded
in the physical reality of their characters' situation.
We'll start at the
beginning: preparing for the journey.
The full traveling group should number at least 20, including player
characters: if the players want to do more than build and operate a single
farm, they'll need more bodies. The more
hands on deck at the end of their journey, the easier constructing the
settlement will be (remember that video last post of the approx. 50 workers
raising a barn in 10 hours?). Also, some
of the non-adventurers will die along the way.
That will be a consequence of the journey.
The group's makeup
will factor hugely into the success or failure of the venture, with regard to
both the overall skillset and the relationships between each individual
member. I'll devote a post just to
talking about the expeditionary group, which is why I'm going light on the
details here.
Once the group has
been created, the party needs to acquire supplies. While I love fiddling with spreadsheets and
accounting and looking at all of the fiddly details, I recognize that not
everyone finds it fun. Tough. While you, the DM, absolutely must help the
party choose supplies and quantities (offering suggestions and observations
frequently), when the party makes all of the final decisions, they assume the
responsibility for all of their equipment.
When a crucial supply is necessary and they didn't buy it (or didn't buy
enough of them), they can only get angry with themselves, as opposed to blaming
whatever abstraction is used so that your players didn't have to sit through
and approve every blessed item.
As a rule of thumb,
the group needs enough wagons that everyone in the expedition and all of the
equipment can fit into the wagons. Give
each wagon a name and character sheet and distribute them to the players. Wagons will have hit points and take damage
from terrain hazards. When they lose all
of their hit points, they break - either the wagon tongue snaps, a wheel breaks
or (eesh) an axle cracks (determine this randomly, say on a 1d6, 1-3 break a
wheel, 4-5 wagon tongue, and 6 break the axle).
Repairs take a half-day, assuming appropriate replacement parts are on
hand. Unlike a regular injury, determine
the next kind of break the day after the first one has been repaired - so if a
wagon busted a wheel yesterday and was fixed, today the DM would determine what
would break next - as the expedition travels, people will keep an eye on the
wagons and will notice that the axle has developed a small crack, which is fine
right now, but a couple big jolts will splinter it.
Every item brought
on the expedition needs to have some condition for it to not perform as
expected or needed - tools need a breakage chance, stored food needs conditions
under which it will spoil, etc. These
odds should be slight and conditions unlikely - but they need to be explicitly
stated and recorded somewhere.
You will need
foraging rules - if a full day is spent foraging, how much food can be brought
back per forager? They'll need to
account for vegetation and foraging skill.
I have a Hunter skill: it is an Apprentice task to find food for 1 in
the woods. Plains and scrubland are a
Journeyman task, and desert and similarly inhospitable terrain require a
Specialist Hunter test, and the difference between the check result and the
test's difficulty (minimum 1) is the number of people that can be fed on a
successful roll.
Lastly, in addition
to the normal encounters of your hex crawl (random encounters, interesting
location-based encounters to keep things different and interesting for your
players), you will need journey hazards that put stress upon the wagons,
equipment, and expeditionary group.
Things like needing to clear a path through a forest, crossing a river,
a rockslide coming towards the wagon train or a mudslide that has washed away
the path. I'm a big fan of a 1d6
encounter die for most wilderness encounters, with a check every day. Here, I'd roll 2d6 - one to determine whether
an encounter occurs or not, the other to determine the type: 1-3 for a typical
hexcrawl encounter, 4-5 a travel hazard, and 6 an interpersonal conflict within
the expeditionary group.
So: takeaways from
this brainstorm. The Hexcrawl section
requires:
Wagon character
sheets
Expeditionary group
mechanics to randomly create clusters of people interested in joining the
party's caravan and simulate their interpersonal relationships
Thorough equipment
lists, detailing dimensions, components, break or spoilage conditions, etc.
Hexcrawl encounters
including typical hexcrawl items (wandering monsters, lairs, ruins, etc.),
travel hazards, and interpersonal conflicts
That's a start.
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