Made for Hex Crawl a chart to randomly generate missions. I tried to stick with the same odds of rolling basic adventures vs other world adventures as Sid has in the Hex Crawl rules.
Still thinking of exactly how the campaign adventures will work with hex crawl. My latest idea is if you generate a campaign mission you have a choice to either accept or decline. If the posse accepts the campaign they have to see it through the end or suffer consequences. If they succeed in the campaign, regardless of there traits will always gain +2 on the the town charts. Perhaps they will also gain 1 random personal item.
Once the campaign is accepted the posse has to play through the whole campaign. They would not roll a random mine for the campaign. The campaign will take place in a mine near the town but not listed on the hex crawl map. Players can only stay in the town where they generated the campaign. When they are ready to travel to the mine they simply will travel there. Once they finish each adventure they will travel back to the same town using the basic travel rules from the main source book. They will continue this cycle until either A: the campaign is completed, B: they fail the campaign, or C: the posse gives up the campaign.
I do no think that the players should keep track of days and they should not move the overland darkness tracker on the hex crawl map. During a campaign the overland darkness tracker should be ignored. As well as the players not being able to seal or blow a mine.