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I May Want to Build a Hexcrawl - Now What?

Started by Werekoala, May 11, 2014, 12:01:11 AM

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Werekoala

Ok, since this seems to be something of a hot topic lately - if I wanted to design an overland hex-crawl type map, what are some of the important elements that should be required? What should be avoided?

I understand that utterly random events/creatures per hex is, and should be, a no-no. I would intend to design the encounters per hex somewhat organically from a randomly determined result as it made sense/was cool. For example, if I rolled a random result in a hex for aggressive Centaurs, I would probably try to tailor the hexes around that to reflect their influence rather than going full random no matter what, perhaps even going so far as to direct their influence in a particular direction based on their "random" goals/local hex results that would indicate a natural enemy/ally or resources, etc.

So aside from determining geography (not randomly, since it's not a random science - plate tectonics and local environmental effects just "are"), once the dice start rolling, how would you tweak/adjust the results to maintain the hexcrawl flavor but "make sense"?
Lan Astaslem


"It's rpg.net The population there would call the Second Coming of Jesus Christ a hate crime." - thedungeondelver

GameDaddy

#1
Hrrrmmm... What? I started with a brand new Seaport last week and posted about that here:

https://plus.google.com/103296295009475963594/posts/Uf99DAaPkdX

This weekend I'm still working on it. Paused with the mapping though. Built six new generators to auto-create new content, and here's a sample, todays work, 2,000 words or so... along with a new tactical map of the Haymarket Keep itself. Still have to do the Keep upper levels as well as the dungeon, but have the ground floor fleshed out nicely, and will scan it Monday, when I get my wi-fi dongle back.

Hay Market  – 56 Blocks

HayMarket Keep
Home to the 2nd Free Guards Company. This keep includes a jail that can hold up to 120 prisoners. There is a Barbican Tower, the doors of which have been reinforced by magic spells to have double the hit points of regular doors so are much more difficult to break down having 40 Hp instead of 20 with a hardness DR of 5. The Iron Portcullis are similarly reinforced and have a hardness of 10 and 120 Hp each. In several bottlenecks and chokepoints throughout the stronghold, the HayMarket keep is trapped with invisible blade barriers (3d8 damage) that can be activated and set using levers located in concealed cul-de-sacs or secret alcoves. There are also 30' Pits (3d6 damage) located at several dead ends as well being accessible in secret corridors via pressure sensitive trapdoors. The Castle includes Bastion towers overlooking the city, and a single 120' extra tall watch tower known as the Haymarket Highwatch with a 360 degree view of the ocean around the Haymarket.

The castle Includes: 9 Wall Sections, 80' wide Stone 58 feet tall, 40 feet long
Wall Characteristics: none, barbican tower, Magically reinforced
Wall Special Defenses: maze, invisible blade barrier, Pits
Keep Includes 8 20' Bastion Towers 50' Tall,
Additional Castle Locations: Extra Tall Watch Tower
Attendants: Crony, Sycophant
Retainers: Forester, Ranger, Shoemaker, 2 consorts

Castle Garrison
2nd Free Guards Company
46 four HD lucerne hammer - polearm 1d12+1 Mercenary brigandine AC 6 and large wooden shield -2 AC,
13 four HD bec de corbin - polearm 1d10 full plate armor AC 2,
85 five HD pole axe - polearm 1d12 full plate armor AC 2,
10 six HD composite longbow 1d8+1 and classical indian medium armor, brigandine with mirror plates AC 5.
Morale Green, -1 on all morale checks.

Crest: Purple Shakefork with Two Blue Moons on Chief on an Off-White Shield. The Shield Wreath consists of a simple Green wreath, and the Motto is “From the Dolphins”.

Led by a Magic user Lvl 7, Man, Danath Arguard, the Enchanter  HD 4, Hp 20 armed with a +2 Throwing Hammer, Dmge 1d6+2, range increment 20', 3x per day the hammer vibrates when in the presence of metal within 20' as the Detect Metal spell.

Spells Known 4,3,2,1
First Level Spells readied – Charm Person, Detect Magic, Magic Missile, Shield
Second Level Spells Readied – Wizard Lock, ESP, ESP, Detect Invisible
Third Level Spells Readied – Dispel Magic, Infravision
Fourth Level Spells Readied – Polymorph Self

Also in Danath's Spellbook, 1st level - Read Languages, Sleep, 2nd Level - Detect Evil, Levitate, 3rd level -  Clairvoyance, Protection from Evil, 10'r 4th - level Ice Storm, Remove Curse
5th Level - Animate Dead  

Treasure – 1,000 Cp, 2,100 Gp, 20 gems value 2,000 Gp Fairly large Opal, 65 Gp very small Aquamarine, 8,000 Gp Good Star Opal, 200 Gp Large Onyx, 1,250 Gp Small Sapphire, 1,250 Gp Small Emerald, 125 Gp Small Pearl, 80,000 Gp Very Large Violet Hyacinth, 20,000 Gp Fairly Good Red Jacinth, 3,200 Gp Large Good Amber, 125 Gp Very poor red garnet, 4,000 Gp Good Opal, 10,000 Gp Fairly Good large Blue Sapphire, 2,000 Gp Good Yellow Topaz, 5 Gp Fairly Good Quartz, 1,250 Gp Very Small Red Jacinth, 800 Gp Very Large Amber, and also;

The Three Emerald Statues of the Wizard, Bel Illel. Each Emerald statue is about 18” tall and worth 5,000 Gp. If the entire set is together in the same room, they radiate magic, and illuminate darkened rooms with a deep green glow, Each of the Statues has one of the following properties so long as they remain uncovered in the open within 10 feet of each other -The First Statue of the Wizard Bel Illel shows Bel casting a spell. Once per day this statue will restore a quality of a person lost. The Second Statue of Bel Illel, depicts him casting a spell with a wizard's Staff. Once a day, the second statue will enlarge a creature, or group of creatures that touch it. The Third Statue depicts Bel the Wizard holding a wand in one hand, and his Wizard's hat in the other hand. If the Statue is held in one hand, and a Wizard's hat is held in the other hand, then the statue will create a Gem Golem from the nearest gemstone once per day, that will serve the owner of the statue for ten turns before reverting back into a gem. If any of the Statues are separated by more than 10 feet, then none of the magic will continue to work.

The statues are in Danath's Quarters and the treasure is located in a chest in his personal chambers, guarded by his two Courtesans.

Gem Obsidian Golem AC 3 HD 6  Htk 16, Mv 120/40 2x 2d4 Fist Attacks Morale 12, XP value 500

Danath is Attended by his Crony Bem Darksun, AC 9, HD 1, Htk 6. Bem is skilled with Labor Muscles, Endurance x2, but is also a Painter who enjoys Gambling. +2 on all Strength Checks.

Danath's other attendant is Kal Aluth a sycophant. He is a good Actor, Rider, and Sailor, and serves Dan from time-to-time as a food taster. Kal Aluth normally carries a dagger 1d4.

The Keep is also home to Kalena Watersilver, a 9th Level Forester, as well as Bon Waterblack a 4th Level Ranger, and Gin Kenith Highdell a Shoemaker. Two of Dan's Courtesans also live together in the Castle, Kalrathia Moondusk Lvl 2 HD 2 Htk 3 Armed with a dagger 1d4, and Nin Frostville lvl 2 HD 2 Htk 9, also armed with a dagger. The blade has a sleep poison on it ST vs death or fall asleep for 3d4 hours.

Kalena Watersilver , 9th Level female Forester. HD 9 AC 6 armed with a +2 Long Spear 1d8+2, and wearing European Ringmail AC 7 and carrying a small buckler AC -1. Kalena serves at the keep as a melee combat trainer, Training the rank and file troops as well as a serving as a wilderness survival guide and trainer. Skills:  Quick Draw, Snares, Animal Training - Horses, Hunting, and Nature Lore.

Bon Waterblack, 4th Level Ranger, HD 4 AC 5 armed with a Leather armor AC 7 and a +1 small steel shield -2AC, and carrying a Spear 1d6 damage. Bon is Kalena's Lieutenant and also serves as a wilderness survival guide Skills: Snares, Nature Lore, Mysticism, Leadership, and Caving.



Haymarket Naval Docks
The Haymarket Naval Docks are home to Misium's Navy, which at the present time consists of 3 Bireme Galleys, a Brigantine, and two large sailing ships. In addition to the large war vessels the Misium High Council also owns four Sloop sized sailboats and two shallow draft river boats that are about the same size as the sloops. The Ninth Wind Crusaders are the full time company of Marines that protect the Haymarket Naval Docks.

Bireme Galleys x3, the Viper Dracon, the Golden Hope and the Princess Kidd
Cost 20,000 Crew (Rowers) 120, Sailors 20, Marines 40 Cargo Capacity: 50,000 Move Mi/Day 18/72
Move Ft/Rd 90/135 Htk 100 AC 7 armed with 2 Ballistae, 2 Scorpions and 2 Catapults
2 Ballistae, AC 4 Htk 9 crew 4 Range 100/300 Damage 1d10+6 Rof 1/2
2 Scorpions, AC 2 Htk 20 crew 6 Range 150/450  Damage 3d6 Rof 1/3
2 Catapults AC 0 Htk 27 crew 8 Range 100/500 Damage d10+10 Rof 1/6

the Brigantine Beth Ama
Cost 5,000 Crew Rowers 80, Sailors 10, Marines 35 Cargo Capacity 100,000 Move Mi/Day 18/72 Move Ft/rd 150 Htk 100 AC 7, armed with 2 Scorpions and 2 ballistae
2 Ballistae, AC 4 Htk 9 crew 4 Range 100/300 Damage 1d10+6 Rof 1/2
2 Scorpions, AC 2 Htk 20 crew 6 Range 150/450  Damage 3d6 Rof 1/3

Large Sailing Ships x2, Caedl and the Covandyr
Cost 20,000 Crew Sailors 20, Marines 60, Cargo Capacity 300,000 Move Mi/Day 72 Move Ft/Rd 120 Htk 175 AC 7 armed with
2 Ballistae, AC 4 Htk 9 crew 4 Range 100/300 Damage 1d10+6 Rof 1/2
4 Scorpions, AC 2 Htk 20 crew 6 Range 150/450  Damage 3d6 Rof 1/3
2 Trebuchets AC 0 Htk 36 crew 12 Range 100/500 Damage 1d12+13 Rof 1/6

Small Two Masted Sloop x4,
Cost 5,000 crew Sailors 10, Marines 25 Cargo Capacity 100,000 Move Mi/Day 90 Move Ft/rd 150
Htk 75 AC 8 armed with
2 Ballistae, AC 4 Htk 9 crew 4 Range 100/300 Damage 1d10+6 Rof ½
1 Light Catapult AC 4 htk 18 crew 6 Range 150/300 Damage d8+8 Rof 1/5

Small Shallow Draft Single Sail oared River Boat x2,
Cost 8,000 crew Rowers 20,  Sailors 10, Marines 20 Cargo Capacity 100,000 Move Mi/Day 15/60 Move Ft/rd 25/100 Htk 75 AC 8 armed with
2 Ballistae, AC 4 Htk 9 crew 4 Range 100/300 Damage 1d10+6 Rof ½

All the ships Marines fight with the following characteristics
Level 3, 3 HD htk 12 armed with large harpoons 1d6 and metal lamellar armor featuring the Misium Marine Livery AC 6,

All  of the Misium Navy ships' sailors fight with the following characteristics
Level 2, two HD htk 10 armed with Scimitars 1d6 and no armor AC 9
Rowers - Level 1, one HD htk 4, armed with oars or clubs 1d6 and no armor, AC 9

The rowers are either slaves or prisoners.




The Haymarket naval Docks include: 16 Wall Sections, 25' wide Stone 43 feet tall, 10+ feet long
Wall Characteristics: castellated, glass embedded walls, arrow slits every ten feet
Wall Special Defenses: none
the Docks includes 5 10' tall Barbette Towers along the inside of the City Wall,
Additional Castle Locations: Embrasures, Subterranean Canals, Brewery
Attendants: Consort
Retainers: 1 scribes, Silversmith



Naval Garrison
Ninth Wind Crusaders (Marines)
14 4 HD falchion 2d4 Mercenary banded mail AC 4,
36 5 HD lochaber axe - polearm 1d10 splintmail AC 4,
36 6 HD large harpoon 1d6 and metal lamellar AC 6,
28 7 HD Light Horse armed with Spears 1d6 and hide armor AC 7,
10 9 HD Heavy Horse armed with Spears 1d6 and full plate armor AC 2.
Morale Elite, +2 on all morale checks.

Led by a Sea Druid Lvl 9, Man Jaken Ardusk-Moruthen AC 6, HD 9 htk 33 armed with a quarterstaff 1d6/1d6 and wearing a +3 Ring of Protection. He carries a potion of Elasticty and a Potion of ESP. Jaken has the following spells readied:

Spells Known 3,3,3,2
First Level Spells readied – Detect Danger, Faerie Fire, Locate, Predict Weather
Second Level Spells Readied – Heat Metal, Obscure, Produce Fire, Warp Wood
Third Level Spells Readied – Call Lightning, Hold Animal, Protection from Poison, Waterbreathing
Fourth Level Spells Readied – Protection from Lightning, Summon Sea Creatures, Plant Door
Blackmoor grew from a single Castle to include, first, several adjacent Castles (with the forces of Evil lying just off the edge of the world to an entire Northern Province of the Castle and Crusade Society's Great Kingdom.

~ Dave Arneson

Kyle Aaron

The Viking Hat GM
Conflict, the adventure game of modern warfare
Wastrel Wednesdays, livestream with Dungeondelver

Werekoala

Wow, thanks for both links and the interesting details - this will come in very handy. :)
Lan Astaslem


"It's rpg.net The population there would call the Second Coming of Jesus Christ a hate crime." - thedungeondelver

Scott Anderson

Hi, first post here.

I'm not an expert.  But I have been shifting my table from tactical (3.5e) to railroad (classic D) to sandbox (B/X homage game I wrote).  They are aware of the differences in play without explication, and I think they are enjoying the variety.

A couple of tips:  

Make the hexes about the right size for the group to explore in one or two days. A two-mile hex is about 3 square miles. An 8-mile hex is about 47 square miles. In my opinion, those are good upper and lower bounds for size.

Put 0, 1, 2 or 3 interesting things in each hex. Err on the low side of that range. It will keep the group moving and give room for random encounters. Don't be afraid to make some random encounters into dungeons in their own right. Wizardawn has an awesome instant procedural dungeon generator that works really well if you can bring a tablet to the table.

Have wandering tables, obviously, but don't use these as the focus of the hex unless your party is moving through it to go someplace else.

Do expect your players to generate their own adventures, but don't expect them to do it blindly. Definitely dangle plot books for them as they go along. A  sandbox is not a blank slate. It is what's happening around the party while they make their way through the world. Be sure to Make Stuff Happen so they have some context for their adventuring.
With no fanfare, the stone giant turned to his son and said, "That\'s why you never build a castle in a swamp."

The Butcher

Rob Conley's got you covered, twice.

There's the initial blog post and then there's the full-blown, fully laid-out PDF compilation.

Now Rob is hardcore and his methodology is not for the faint of heart, but even if you don't follow it to the letter, it's worth a read.

Werekoala

Quote from: The Butcher;748590.... then there's the full-blown, fully laid-out PDF compilation.


Oooooooo....... :D
Lan Astaslem


"It's rpg.net The population there would call the Second Coming of Jesus Christ a hate crime." - thedungeondelver

The Butcher

Quote from: Werekoala;748605Oooooooo....... :D

Yeah, that's pretty much how I reacted too. :) Seriously, Rob and the guy who laid it out should be selling this thing. It's fantastic.

Werekoala

Quote from: The Butcher;748614Yeah, that's pretty much how I reacted too. :) Seriously, Rob and the guy who laid it out should be selling this thing. It's fantastic.

No kidding. Glad I got it while it was free, but just on first glance it's amazing. Literally a step by step guide, which will be a huge help and inspiration.
Lan Astaslem


"It's rpg.net The population there would call the Second Coming of Jesus Christ a hate crime." - thedungeondelver

Scott Anderson

With no fanfare, the stone giant turned to his son and said, "That\'s why you never build a castle in a swamp."

Werekoala

Ok, I've read through it and a lot of it mirrors how I had mapped things out in my head, but seeing it written down with examples, maps, etc. really crystalizes the process for me. A fantastic resource! I'm actually excited to tackle this project now instead of wondering if I could do it.
Lan Astaslem


"It's rpg.net The population there would call the Second Coming of Jesus Christ a hate crime." - thedungeondelver