8/4/2022

Hexcrawling with Multiple Parties

Disclaimer

This article is largly stolen ideas from the AD&D DMG and Zzarchov Kowolski's posts on patreon.

Active Players

This game will have potentially dozens of characters in different gaming groups active in the world simultaneously. This may result in the world being affected by other groups while your specific group is not playing the game. This results in two (and many more) things:

  1. The world may drastically change between your sessions
  2. Other groups might have a direct conflict or interaction with your character/group.

Time

Due to the rules stated above, it would be strange to have Group A be able to stop a session in the middle of The Dungeon and then a week later have Group B unable to go The Dungeon because Group A stopped time there until they return in their next session. To solve this issue a 1:1 time record ratio is established.

  • Time in game while no groups are in a session equates to time in real life. For example if one day in real life passes, so does one day within the game world.
  • Time in game while a group is in a session passes as the group chooses to use time. This means the current group actively playing the game may speed up time as long as they see fit to accomplish their goals in that session. Said time also passes for all characters not in said session.

Multiple Characters

Each player is encouraged to have multiple characters that may be active in different parties or even gaming groups. It is possible something might happen to one of your characters putting them out of action during the same time period you are able to play a session. This means having having another character available will still allow you to adventure with your friends. It is strongly recommended you do not bring multiples of your characters on the same adventure to prevent a total party kill of all your playable characters, effectively loosing all your coin and magic items.

End of Sessions

Taking the time rules into account, it brings up a question: "What happens if our groups ends the session in the middle of a dungeon/wilderness?" Because time will pass 1:1 while not playing the game (and potentially even faster if another group plays without you) your characters will likely be in severe danger trying to survive in a dungeon for potentially weeks or months on end. At the end of a session where you characters are not in a safe haven (such as a walled town or city) you must consult the Cliffhanger Table

Cliffhanger Table

Each player, given their adventuring experience, access to supplies, and assistance from other players has a "safe range" that allows them to return home unscathed and without rolling on the table. For example, an adventurer with a "safe range" of 4 may be up to 4 hexes of distance away from a safe haven at the end of a session without needing to roll on the table.

To determine your "safe range" consult the modifiers below:

  • Your character's level
  • +2 if you have enough critical supplies (food, water, tinderbox, etc).
  • +2 if some other character in the party is "being a hero" to help you make it back.
  • +2 if you are in a temporarily safe area (such as a hunter's camp or a fortified ruin).

After you have established your "safe range" consult the negative modifiers below and adjust it accordingly:

  • -2 if you are in the middle of a combat.
  • -2 if you are out of critical supplies (like food, water, tinderbox, etc).
  • -2 if your character is willing to "be a hero" to help the rest of the party return back safely.

Each player still not in "safe range" rolls a d8, d6, d4 and consults the table below. You only roll these three die once. If the d4 result says "you take d6 damage", then it is referencing the same d6 you just rolled. If you get a special combination you add the result to what you rolled on the tables below.

What happened (d8)

  1. You were saved by... (return next game as normal)
  2. You were found by... (miss next game)
  3. You were chased by... (miss next game, lose all encumbering equipment)
  4. You were attacked by... (miss next game, following session has -2 STR)
  5. You were robbed by... (miss next game, lose entire inventory)
  6. You were imprisoned by... (lose entire inventory, must be rescued)
  7. You were tortured by... (as imprisoned, but roll an additional d4)
  8. You were maimed by... (as tortured, but suffer a permanent injury based on d6: 1. Toe 2. Finger 3. Eye 4. Hand 5. Limb (d4) 6. Death)

By who (d6)

  1. ... the nearest traders
  2. ... the nearest locals
  3. ... robbers and theives
  4. ... slavers
  5. ... cultists
  6. ... animals

Unfortunately... (d4)

  1. You suffered some minor bruises (no notable effect)
  2. You became delirious (d4 WIS damage)
  3. You were badly hurt (d6 damage)
  4. You became ill (you contract a disease - consult with the referee)

But amazingly (special combination)

  • 1-1-1 In your journey you learned of a secret location of fabled treasure.
  • 2-2-2 You ended up having to get married to a local in a strange legal requirement.
  • 3-3-3 You ended up taking a long detour. You miss an additional game but gain 500 XP.
  • 4-4-4 You were captured but quickly caught a sickness from another slave. You were cast out immediately. You do not miss any games.
  • 5-5-* You lost a limb to their rituals before escaping blindly into the night. Lose a limb (d4) and roll Cliffhanger Table again in one week.
  • 6-6-* You were adopted into a pack of wolves (or other relevant creature). They nursed you back to health over a few weeks. You no longer require rescue, heal to full HP, but miss the next session.
  • 1-2-3 Through a suitable tale of guile, luck, and courage you gain a small treasure. Gain 250gp worth of coins/pelts/herbs.
  • 2-3-4 You saved the life of a local who vows to serve you for life in gratitude. You now have a sidekick. Their loyalty is 12 and they will follow you fanatically. They do not count toward your maximum hirelings.
  • 3-4-5 You are able to gather extra gear.* Gain 1d4 equipment in accordance to the d6 result.
  • 4-5-6 You managed to pilfer a horse, rowboat, or other means of conveyance. Gain 1d4 equipment in accordance to the d6 result. If you were imprisoned, you miss the next session, but don't need to be rescued.

*Lost Limbs (d4): 1. Right Arm 2. Right Leg 3. Left Leg 4. Left Arm

⇦ back to all posts