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Dungeon Fantasy Solo Hexcrawl

The document outlines a solo hex crawl RPG system using GURPS that emphasizes organic character progression and minimal preparation for the GM. It includes guidelines for character creation, monster stats, treasure handling, and game processes like exploration and combat. The system allows for an open table playstyle, quick character roll-ups, and experience gain through various in-game activities.

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0% found this document useful (0 votes)
62 views5 pages

Dungeon Fantasy Solo Hexcrawl

The document outlines a solo hex crawl RPG system using GURPS that emphasizes organic character progression and minimal preparation for the GM. It includes guidelines for character creation, monster stats, treasure handling, and game processes like exploration and combat. The system allows for an open table playstyle, quick character roll-ups, and experience gain through various in-game activities.

Uploaded by

emikanter
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as ODT, PDF, TXT or read online on Scribd
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Dungeon Fantasy

Solo Hexcrawl
(Randos To Heroes hack)

Purpose Use GURPS to allow organic, classless character


progression and individuality.
Character creation should be fast and easy and
Run a game with zero preparation random
Allow the GM to watch the world unfold WITH If a PC dies, a new PC should start at “level 0” or
the players CP bank, however must be able to catch up in XP
Allow GM the OPTION to pre plan story lines if quickly
desired Have a default list of “Objectives” for party to
Allow an “open table” style of play where players work towards
can come and go from week to week with little Experience can be gained through exploration,
detriment to the overall game combat and mostly loot
Run a GURPS fantasy game with the feel of OSR Playable (and enjoyable!) as a solo RPG!
Use random encounter tables, treasure tables and
monster stats

D&D Conversion Monster Attack: skill is usually 12 for animal like


monsters, or use their “Save as” stat as a guideline
Just wing it comparing to a Fighter
Monsters Will: Monster Intelligence can be used for Will
Monster HP: D&D HD x10 (an HD 1 Orc would saves
have 10 HP in GURPS) Monster Size: If Monster is SM+1, then dmg x2.
Monster DR: Monster AC, depending on if If SM+2, then dmg x3, etc
Monster’s high AC is due to high mobility or due Monster “Save as” can be used for other saves
to protection/armour (an AC0 Giant Tutle would
have a high DR but low dodge, an AC 0 bird
would have a low DR but high dodge)
Treasure Treat any “Special Item” as Historicaly
significant Art
Roll on D&D random treasure tables
GURPS $ = DF cp = D&D sp
Treasure and magic items can be used as is for the
most part (a +3 sword adds +3 to skill and
damage)

Game process overview Players fill in the map as they go (GM keeps copy
as well noting anything he wishes to keep
persistent)
At beginning of play all players do a “Character As Party clears hexes of monsters this should be
Funnel” (see below for details). noted by drawing green border around hex.
As characters die, new ones can be rolled up When party has a wilderness combat encounter,
quickly and added in back at town drop the dice onto the battle map to determine the
Party starts in a secluded city/town placed in combat scene’s scenery (see Wilderness
center of a blank hex map Encounter below).

As party enters a new hex, GM rolls to determine: When party discovers a dungeon or cave (Point of
interest), drop the dice onto the battle map to
• Hex terrain determine layout and contents of room (see
• Point of interest below).

• Wandering Monster GM and PCs can keep a map of rooms explored


Account CP along the way, spend only in town

Character Generation and List. Start with 3d6 x10 copper coins, a Basic Kit
and a weapon you’re skilled with. Good luck.
Advancement
(https://jamesturneronline.net/gurps4e-character-
Creation builder/ works great for this)
This setup needs Delvers to Grow. Customize at
will, keeping the point count unchanged.
Characters are created with the 62 point packages Advancement
(Novices). First roll for Basic Module. Then roll What would be considered equivalent to a level in
for an Upgrade Module and Disadvantage other games is 25 CPs in this game. But the
Module. If the character is a Caster, roll for Spell characters don’t level, but develop CP by CP as in
classic GURPS and DFRPG.
Character Funnel
If desired, a classic Funnel can be a good way of picking a character. The number of characters depend
on the number of players. If 2 players, each player creates 4 characters. If 3 players, 3 characters. And
if the number of players is 4+, each one creates 2 characters.
Experience
1 point per cleared hex
1 point for each 5 new hexes explored
1 point for each threshold amount of copper
5 points for a stronghold
1 point for each road allowing trade
1 point for finding lucrative natural resources
1 point for each amount of monster CP equivalent to yours at the time

Hirelings
As many people as your reaction bonus can be hired. Usually they will charge their character points in
copper per month. If they are told to do something they don’t want or very dangerous, roll Reaction to
avoid them being disloyal.

Dungeon Crawling
Contrary to DFRPG, each exploration turn amounts to 10 minutes in counting. Marching order should
always be defined. Hidden doors and such should actively be rolled (Vision, Observation or Traps).
Mapping takes two hands, which makes the mapper vulnerable. Move your Basic Speed each turn.

Light
Candles have a 1 yard radius and works for a couple of turns. Torches burn for an hour and have a
radius of 2 yards. Lanterns work for four hours with a vial of oil and have a radius of 2 yards as well.

Scouting Ahead
Sneaking: Roll against Stealth to sneak ahead. Normally, any success will do – but if you happen upon
a sentry, this becomes a Quick Contest against the better of his Hearing or Vision. You’ll need a spell
like Dark Vision, Infravision, or Sound Vision to sneak in the dark.
Information Gathering: No roll necessary for basics, Observation for details (including patrol details).
Detecting traps requires a Traps roll, noticing monster tracks calls for Tracking.
Dogging: roll Shadowing vs. targer’s vision.
Wandering Monsters: Usually, random encounters are rolled every hour (supposedly GURPS characters
are weaker than the other game ones), 1 in 1d6.

Wilderness

Travel
Travel Speeds: Half of Basic Move, times terrain difficulty, miles per hour. Plains and hard rock have
no penalty. Hilly, slippery or woods are 0.5x, and harder terrain 0.2x.
A regular group will travel 8 hours per day, and people with Survival skill in their group can travel 12
hours per day.
Each new 10km/6mi Hex, random or already mapped, roll a Random Encounter and a Random Feature.
Don’t forget to add it to Hex Key. Each day decide the route and roll Navigation based on the hardest
terrain (-2 for the difficult ones, -4 for swamps) to avoid getting lost. Everything helps!
If the characters desire to explore the Hex in full, they spend the day, and roll every 2 hours of
exploration for finding Lairs and Places of Interest.
One can test Survival or Naturalist roll a day of travel to get enough food and water for a day. If all one
does a single day is hunting and gathering, they can roll five times that day!

Random encounters
Roll 3d6 each night or each new Hex, a 1 on the first die indicates Wandering Monster, 2 or 3 on the
other dice indicates a Point of Interest. The Number of Monsters depends on distance from nearest
cleared hex: Roll 1d6-2 for 1-4 hexes away, 1d6 if 5-6 hexes away, 1d6+2 if 7-8 hexes away etc. When
meeting the creature, roll a reaction. To determine-Roll on the GURPS Random Reaction table. The
Encounter Distance is determined by a Perception contest (the winner sees first and may try to Stealth):
Success by 5+ = max detectable distance for current terrain
Success by 3-4 = half max detectable distance for current terrain
Success by 1-2 = quarter of max detectable distance for current terrain

Clearing a Hex
There are many reasons to clear a hex. Most of the time it will be related to bringing peace and working
conditions to the regions near to villages and farm. As seen above, the closer to wild hexes, bigger the
chances of wandering monsters bringing mayhem. The proceedure is simple, but not easy, as all the
creatures in all lairs must be defeated. The number of lairs depends on how far from a stronghold the
hex is (+1 per hex up to +6), how closed the terrain is (-1 for easy, +1 for average to complicated
terrain and +3 for difficult terrain), but they should be found! Roll with an appropriate skill such as
observation or even perception every day in the hex, searching for a minimum of 32 miles. If you
suspect you missed something, you can roll tracking once a day every day. Things can go very wrong if
you think you have cleared the hex by mistake…
During this exploration, roll every six miles for Random Encounters.
Once you have searched for the whole of the hex, you get 1CP. Wandering monsters are less common:
if you roll 1 in the monster d6, throw it again: they only show up at odds. Once a hex is surrounded by
cleared hexes, there are no more wandering monsters there (usually…).

-Finding a scroll allows the player to learn the spell and all it’s pre-requisites for FREE
-Turn Undead: See Monster hunters 1; Champions p44

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