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Hex Crawl Chronicles 6: The Troll Hills (Swords & Wizardry)
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Hex Crawl Chronicles 1: Valley of the Hawks (Swords & Wizardry)

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The Valley of Hawks is a wooded river valley that cuts across a verdant prairie. It is named for the giant specimen of hawks that hunt along its banks and, during the Spring, blacken its skies. In the days of myth and legend, the Valley of the Hawks was inhabited by a race of giants who carved their likenesses in stone and hunted monstrous creatures using the giant hawks as their ardent companions and helpers. In the shadow of the giants dwelled the trouping elves and their erstwhile goblin enemies, fighting and feasting and making sport of life. The coming of the golden men from the west sent the proud elves and vicious goblins into hiding, for they commanded powerful magics and built a grand city of metal and crystal. But the reach of the golden men exceeded their grasp, and within a few generations their city had fallen and sent its children into the valley as orphans, and the elves and goblins worked their vengeance on them until only a few bands of the golden men, as wild and savage as the beasts, still roam the Valley. And so our adventurers arrive in the Valley of the Hawks seeking fame and fortune. Perhaps they come from northern lands or southern lands or perhaps they were born in the Valley and seek to learn its secrets and use its wealth to found a new city in the manner of the long gone golden men, a city that shines and terrifies and engraves their names forever in the stories of elves and men.

Hex Crawl Chronicles

When the game was invented and sold in a little woodgrain box, the author told us a required supplement was an Avalon Hill game called Outdoor Survival. This was a wilderness survival game that consisted of a hexagonal map system that players would travel around, trying to find their way back to civilization, all the while trying not to die of thirst or get eaten by bears. This game map was used as the first wilderness “hex-crawl” for what eventually became D&D. Later, Judges Guild took this to a whole new level with the Wilderlands series. For many years, hex crawling was just the way the game was played. This series brings that back, or supplements existing games that use that system of travel.

What a hex crawl is, literally, is a wilderness sandbox of areas, encounters and villages that players travel around in. It provides no story line, just hundreds of story hooks and possibilities. An example of what this looks like that I published a few years ago can be found at:
http://www.necromancergames.com/pdf/lenap/lenap.pdf

These books provide a sub-setting in your own campaign world. They populate the world, and allow you to let your players explore that world, rather than just “travel 20 days” to the dungeon. Written by John Stater of NOD fame, each of these supplements details an area with a specific theme. Monster and NPC statistics are provided for each encounter area detailed.

Product Availability
Print/PDF Bundle:
    Usually ships from our warehouse in 2 to 6 business days. The PDF will be added to your downloads immediately upon purchase.
PDF:
    Will be added to your downloads immediately upon purchase of PDF.

Are there errors or omissions in this product information? Got corrections? Let us know at webmaster@paizo.com.


FGGHCC01SW


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Product Discussion (1)

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Andoran

Hi,

Any chance this is just a mistake that it isn't being offered as a print/PDF bundle like Hex Crawl Chronicles 4, & 5?

Sean

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