Continuation of the channel’s The Adventurer solo-hexcrawl playthrough — Daniel (@dungeondive) returns to Craygor II, a level-one cleric carrying the family burden of recovering the relic the first Craygor failed to protect. Daniel’s house-rule for the win condition: 500 gold equals locating the lost relic. Craygor II begins the session at hex 1313 with no wounds and the hidden temple marked at hex 07, roughly thirteen turns away to the northwest.
The session opens with a sensible piece of cowardice — a hill giant rolls up on turn seven, Craygor wins initiative and flees forward. Then in turn the run delivers stone ruins (a desecrated shrine to a god of light, aura shield up to four, tribute left untouched on cleric principles), an orc encampment (two orcs, initiative lost, mace-and-hero-point combat clears them out and triggers a level-up to cleric two with the prayer action), an inconspicuous passage beneath the encampment into a tomb (trap disarmed, three gold and a hero point recovered), and — last beat — a sleeping vampire in a forest cemetery dispatched with a quiet physicality test. End state: 39 gold, hex 6/9, vampire-killer.
Daniel calls The Adventurer one of his favourite solo hexcrawls for exactly this reason — bare-bones rules that leave the player to connect the dots of an emergent narrative. Craygor lives.
Daniel admits he’d find it hilarious if Craygor II died on screen, but concedes Craygor’s already outlasted Craygor I (eight turns and out). Are you watching this run for the character, or for the next funeral?