My first sit-down with the Hexcrawl was fun, but a little tense. This feels more like an After Action Report than an…

My first sit-down with the Hexcrawl was fun, but a little tense. This feels more like an After Action Report than an actual play. I was using the Judges Guild Wilderness Exploration, Mythic GM and Deluxe Tunnels &Trolls for the mechanics.

Session 1: I have a party of a warrior, a wizard, and two rogues. As they are my test group, I haven’t built up much backstory, but I couldn’t help but imagine Gandalf, Aragorn, Merry and Pippin…in fact I may go change their names.

I will be using Saving Rolls for survival, likely vs INT or CON. The SR level will be determined by terrain and the number of hexes since the last sign of civilization (villages, roads, forts, etc). I say probably because I completely I forgot I wanted to factor in wilderness survival until I was half way through the session.

They found an encounter and a Lair on the last hex explored, on the shores of Lake Althode (Hex 0404). I rolled Giant Killer Bees for the encounter, so I opted (without rolling) to make the lair a giant Beehive in the bluffs near the lake. I hadn’t forgotten how fun T&T is when you’re rolling hand fulls of dice and looking for doubles. The party won with little difficulty, but they took enough damage that they chose not explore the hives.

The Positive: First and foremost, I enjoyed myself. The hexes that were generated made sense, and once I had a few done ideas for event hooks began to pop into my head. The combat was as quick and fun. I think as I get into it more, and remember to incorporate all the components I’m looking for, it will be a fulfilling solo campaign.

The Negatives: This will definitely be a game for early mornings, when the house is quiet and I have some alone time. It feels a bit like hearding cats, and until I’ve built up some gaming muscle memory for the systems it will be part work and part play.

No GM? Still No Problem!

No GM? Still No Problem!

Written by David N. Ross, Forest of Secrets is a solo / 1-on-1 adventure, compatible with the fifth edition fantasy SRD. It’s meant for 1 cleric, fighter, or similar class character of 2nd level.

Astenforth is a dangerous place, and the Ringwood forest even more so. Things go from bad to worse when you’re forced off the road by the Baron Astenforth’s men and have a chance encounter with the woman they’re hunting.

http://www.drivethrurpg.com/product/218812/Forest-of-Secrets?affiliate_id=273771&src=buffer

I had a really good solo skirmish using the Frostgrave rules. I hadn’t intended for it to be solo, my son was going…

I had a really good solo skirmish using the Frostgrave rules. I hadn’t intended for it to be solo, my son was going to play. Understandably he decided to play games with his friends, but I had just gotten a new set of HoN terrain tiles that needed using.

I ditched the standard activation phases for the solo game. I used a hybrid of my HoN activation and that from mobile frame zero. In short, each unit rolled 1d12 and that number was their order. Then each warband rolled a die and the winner would act first if unit dice were tied.

To give the Wizard and Apprentice more prestige they rolled 1d6 for activation order to increase the chances they would move early in the round. I also allowed them to activate soldiers within 3″, as per default, and discarded the soldier’s original initiative die.

I also used and odd number of treasure sites to force a final conflict. Each side moved to pick up the treasures nearest their deployment zones, then converged on the final central market.

Their were a few surprises. This was only my second play of the system, I had not realized how useful the Leap spell was for warband mobility. I’ll definitely make that a mainstay of future wizards.

The other surprise was how much of the game revolves around positioning. There is lots of terrain to break up LOS, but getting caught out in the open could be disastrous. In fact the Necromancer warband lost half of it’s units on account of my poor movement tactics and some exceptionally good rolls from the Witch Doctor band.

I designed this to support Solo games.

I designed this to support Solo games.

Originally shared by Jacob Ross

The Exodus System is a new standalone RPG inspired by my favorite systems of all time, including Black Hack, Cortex Prime, Numenera/Cypher System and the Adventurer, Conqueror, King System (ACKS).

Inside is a complete game ready for you to hack. It’s suitable for any genre, from stone age historical to sci-fi. Character creation is fast and easy. You get to create your own class by simply choosing two Roles and two Flavors. Every character gets a Role that’s useful in combat and one that’s non-combat applications so everyone always has time to shine.

This purchase comes in both PDF form, for easy reading, and in a Word document so you can hack the system. Besides the name “Exodus System” and my name, Jacob DC Ross, everything in the book is Open Content with the OGL.

Thiese files have no interior art in order to make printing easier and less expensive. That said, we’re working on a new setting called NexEarth, which is going to feature beautiful pieces by some of the best artists in the industry, as well as new mechanics and a rich story.

As a living document, this game is going to get regularly updated, and your purchase here gets you access to those updates. When we release NexEarth everyone whose already purchased the SRD gets a discount coupon, which essentially makes this title FREE.

We want a lot of support for this title, so please get the word out!