There was a thread here about designing a campaign setting one hex at a time-placing the starting adventure/module in the center hex then placing other modules in the hexes around it. Can someone point out or link to that thread?
Was it related to Wilderlands of High Fantasy?
Quote from: JongWKWas it related to Wilderlands of High Fantasy?
No, it was just generic campaign design. I want to say it was a thread started by Pundit, but I'm not sure. Heck, it may not have even been on this message board.
What's stopping us from doing that here, and now?
Let's say that the hexes are 24 miles across, just like in the D&D RC. Here's my hex:
MAIN FEATURE: Town
Nestled in the green rolling plains of is the quiet, placid community of Shrubton. Home to about 600 or so farmers and loggers, Shrubton is wholly unremarkable except for one unique feature in the woods just a half-mile out of town :
A talking statue.
Every ten years, on a night during High Summer, the rain-worn statue sings a woeful song of longing and loneliness. The locals just think it's haunted (probably by the maiden whom it depicts) and leave it at that. They're a practical people.
The arcane sorceror who has hired the party to ecort him there, however, is not so convinced that it's so mundane a thing as a haunting -- he's heard of strange runes that encircle the bottom of the statue, and being the ever-curious sort of NPC who unwittingly does things like release a banshee from her stone prison, he simply must go to investigate.
Good idea doc, I think this deserves some building up. One hex over...
The Abandoned Beacon
An artifact from a more dangerous time. Beacons were like lighthouses on land. Manned at all hours, the beacons were signal lights to used to pass emergency information between the castles of Hartford and Sturrock. Most have been dismantled, but this remained up as a monument to a time when such great projects were needed to ensure safety. Today it is said to be structurally unsafe and full of dangerous nocturnal creatures.
Today the monument is a equal opportunity supply outpost/bazaar for the bandits that troll the road. Run by a wizard and his monsterous henchmen, he carved a basement under the beacon to ply his trade. He also enforces a strict rule that no robberies can happen within sight of the beacon. This has allowed the place to exist for many years without notice, and has given the wizard time to know the beacon well enough for him to uses his powers to install many dangerous and clever traps to hide his true location and keep the curious out.
Dear James --
I want you to know that I will always love you very, very much. I never stopped and I never will. But Rotwang! has taken me into his arms because, without me, he is nothing.
Goodbye, James.
Love,
-- Your Idea
Hex aa-26 or whatever is a mostly rocky hills dotted by scrubby little farms where large families subsist on tubers and sheep-herding. A small group of goblins also lives here. They maintain mushroom farms in the wet caves under the hills. Most of the time the humans and goblins live in peace, even going so far as to trade sheep and potatoes for shroomwine and goblin shoes at once-a-year meet-ups. But when things get tough on the goblins they form raiding parties that rustle sheep in the night. An adventuring party poaching the goblins indiscriminately will actually increase the violence in this region.
Quote from: jrients... trade sheep and potatoes for shroomwine ...
Whiskey Tango Foxtrot, over? Is that, like, hallucinogenic?
Quote from: Dr Rotwang!Whiskey Tango Foxtrot, over? Is that, like, hallucinogenic?
Heck if I know. I just pushed the words
shroom and
wine together.
Ok, I'll play.
One hex out of Scrubton (opposite the beacon) on a windy hillside is the Old Chestnut Inn. It is a run-down reminder of better days when the region was more populous and prosperous. Only a few rooms on the first floor are used these days (the large common room, a couple of smaller private rooms, and a small kitchen). The second floor has partially collapsed and has been sealed off (along with the part of the first floor onto which it fell). There is a cellar, but that too has been partially sealed off due to the damage from above. Still, on some nights, strange noises can be heard from its depths.
The inn is always dark and cold inside, being lit by a few candles at most (there is no fire pit). Hardly anyone ever stops here anymore, and those that do don't linger long, staying just long enough to sleep for a few hours and have a quick meal.
The innkeeper is a gruff old man of few words. He stays in a shack near the inn, usually coming to the inn itself only when a traveler calls seeking shelter. He has a habit of disappearing into the nearby woods for hours at a time.
Although it has been sealed off, occasionally dim lights (as if from a candle) can be seen through windows or cracks in the second story.
Quote from: TechnomancerAlthough it has been sealed off, occasionally dim lights (as if from a candle) can be seen through windows or cracks in the second story.
They's ale-yuns innere, by Cracky, frum Mars!
Quote from: Dr Rotwang!They's ale-yuns innere, by Cracky, frum Mars!
Heh, this is turning into a nice old-school setting.
Ehhh, you can put anything in there, obviously. There's no real reason to listen to me, unless...you know...there's a fire, or something.
By the way, we mapping this?
Quote from: Dr Rotwang!Ehhh, you can put anything in there, obviously.
Sweet! On the opposite side of the beacon from Scubton is Cthulu, and he's hungry.
Or is that too much?
Quote from: James McMurraySweet! On the opposite side of the beacon from Scubton is Cthulu, and he's hungry.
Or is that too much?
Sure, man. I can't guarantee that I'll swipe that for my version of the map, but you just crack open that ice-cold can of Loco-Brand Red Pop and ride the Funtrain to Gobbletown.
Nevermind. If I can't lull myself to sleep to the sounds of some other GM's players screaming in agony because of my idea, it's just not worth it.
LOCATION: 1 hex south of Shrubton
TERRAIN: Grassland
MAIN FEATURE: (None)
More rolling plains, grass waving in the breeze. A few areas of light forest crop up here and there, decidious trees and the occasional wild peach orchard.
These are the hunting grounds of the Gruggkulk Clan, bugbears who have emigrated from the southeast. Their intelligent and charismatic leader, Gurggkulk, has gathered many formerly-competing gangs into a cohesive whole, under a unified banner. His strategy for bugbear success is to use their combined strength to carve out a veritable bugbear kingdom. They believe in him, because the shamans tell them to -- because their god tells them to.
Bugbear politics being what they are, this idea isn't working out too well. The separate gangs argue and fight amongst each other, and Gruggkulk has a very hard time keeping them in line. This plan may or may not succeed.
The shamans, by the way, are right. Gruggkulk is chosen by their god to lead the bugbears to greatness; the guy is by no means a prophet, just a smart guy who knows when to hold 'em an knows when to fold 'em. But he's gathered them up this far, and he may yet whip them into civility. The goal, you see, is not to attain success through battle -- it is to do so through trade of labor. That's right: the bugbear god has decided that it is the fate of the bugbears to become he ultimate go-to resource for dependable manual labor, and if the other races want some help with their next castle or city or massive works project, they'll fing Gruggkulk and his boys to be worth every gold piece they can be paid.
Quote from: Dr Rotwang!Ehhh, you can put anything in there, obviously. There's no real reason to listen to me, unless...you know...there's a fire, or something.
By the way, we mapping this?
Well I found a 20x20 blank map. I can try to fill it in as we go. Thing is, how do we lay out the symbols?
Google for Hexmapper. It's a freeware program that comes with some default tiles. Also it would let you save it as a bmp and share it with everyone.
(http://i15.photobucket.com/albums/a383/Rotwang/HbH01.gif)
EDIT:Hmm. Clutter-riffic. Maybe we need to number these and provide a key? Alternately, I could make every map hex, say, 6 miles wide, and make a secondary grid on top of this one, to make 24-mile hexes. Then we could fit this stuff in a little better.
Also, I may be getting map-loco, but I do that a lot. Like a fish who suddenly gets the urge to breathe through his gills.
In the hopes of resurrecting this thread I'm bringing it back to the front page with Rob Conley's nice campaign map version of things so far:
(http://www.ibiblio.org/mscorbit/beta/rotwangmap1sm.jpg)
And a promise to put something down by Sunday! Remember folks these are six mile hexes to play with, so storm something up and let's fill this place up with adventure. :)
Further down the road from the Old Chestnut Inn is the Final Skirmish (Hex 2926). The Final Skirmish is a verdant grassy basin where two divisions of the same king's army mistakenly fought each other on a fog-shrouded moonless night during the 14th Orc War. Many brave soldiers died before they realized their error. The local farmers and herders believe the land cursed and refuse to plant there or allow animals to graze there. It is rumored that on the anniversary night of the battle, the bones of the fallen rise up from the ground and fight each other again in anger over their own ignorance on that fateful night.
Meanwhile... I think I can answer the original question:
Quote from: TechnomancerThere was a thread here about designing a campaign setting one hex at a time-placing the starting adventure/module in the center hex then placing other modules in the hexes around it. Can someone point out or link to that thread?
Quote from: TechnomancerI want to say it was a thread started by Pundit, but I'm not sure. Heck, it may not have even been on this message board.
The Microlite Campaign AKA the lazy-gamer's guide to world building (http://wiki.greywulf.net/cgi-bin/wiki.pl/Macropedia/Other) in the Microlite Macropedia. (Scroll down to Wed, 29 Nov 2006)
(If you remember having seen it in a forum thread it most probably was in that 29-pages-long ENworld thread that originally spawned Microlite20.)
(http://www.ibiblio.org/mscorbit/beta/rotwangmap2sm.jpg)
Sticky this thread. i demand it!
A narrow inlet, representing the Western most coast of the Ruin Sea comes to it's terminus along the Western edges of hexes 3124 and 3125. although the coastal waters are relatively calm, a half day's sail (with good wind) to the east (in hex 3326) the roof tops of a once great metropolis can be seen rising a short distance out of the water. rumor has it that some of these buildings are watertight and can be entered during the trilunar convergence at midsummer. Few have tried, though, because these waters are known to be patrolled by Bloodeye, an ancient, malign and supposedly cursed (undead?)sperm whale.
That's probably too many hexes. sorry.
(http://www.ibiblio.org/mscorbit/beta/rotwangmap3sm.jpg)
A couple of notes
1) I will draw the minimum needed to add X.
2) The lack of rivers is deliberately not added see #1. This is done so the community can add them.
3) I not really going to do additional maps this fast for the life of the project. Aos post had some firsts that I thought should be shown on a map.
4) I will show empty hexes around the area being discussed. The hex map I have ranges from 01xx to 53xx from xx01 to xx33 even columns xx34 odd columns. At some point we will make a new map when it crosses the boundary of the hex paper. This is not a big deal. The hex map I am using will overlap the next in a sensible way.
My Map Legend
(http://www.ibiblio.org/mscorbit/beta/mapkey.jpg)
Thanks for accommidating my "contribution." You rock!
Hex 2326: The Redfeather toll road
For the past 6 years, the road heading west from Shrubton has been claimed the property of the Readfeather Gang. All merchants and travellers who travel the road must pay a toll at a box that has been clearly marked along the road. Those who refuse often find themselves either without their possesions or turned into target practice for the red fletched arrows that give the gang their name and lend to their fearsome reputation.
Excellent thread
Hex 3123: Ancient Harbor City; This once proud jewel of a forgotten empire now stands in the middle of a bleak mire, its ruined warehouses and broken piers stranded in thick mud and marsh grass. Many of the old buildings (and tales tell of half buried ships loaded with goods still guarded by the spirits of long dead sailors) still stand as they were simply abandoned as the harbor mysteriously silted up over a handful of years.
The marshlands extend southeast to the shoreline and are drowned in the murky surf of the ruined sea.
Hells yes! Need to go work my my contribution--today was a Babies 'R' Expensive shopping day... :deflated:
Mods, sticky please?
Hex 3322: The port town of Shark's Gate. This is a bustling community with thriving whaling and fishing industries. It is also the the location of the hq for The Northcoast Explorer's and Naturalist's Guild. Members of the NENG frequently (once or twice a year) initiate expeditions to places that are, as a rule, better left unvisited; subsequently, they are always hiring sword fodder.
Secret History: The town is built upon the ruins of the ancient temple city, Asandrul. The priests of Asandrul originally served, insert name, a god of light and goodness, but sold their allegiance to, insert name, a dark and evil god, in exchange for worldly advantages. One night, nearly a thousand years ago, for reasons never properly explained, the citizens all went mad and slaughtered one another. Over the next few centuries, Asandrul sank into the unstable coastal sediment; it has been long forgotten. This may not always remain the case, though, as work has recently commenced on the sewer system of Shark's Gate. already, there are rumors of hauntings and disappearances.
Hex 2723: The Kobold Longstrides: The forest here is broken by a series of less-densely wooded hills which harbor several entrances to the subterreanean Kobold Longstrides. So named for the prior inhabitants of this cave system and the long-running tunnels below the surface, the group of kobold raiders that was thought to be based here has not been seen or heard for 15 years now.
In decades before the kobold threat, a type of cave moss called Triblindus was known to grow here, and supposedly possessed strange healing powers. However, no one has seen a specimen in nearly 3 decades.
Request: it'd be great if some of the early posters in this thread would go back and edit the appropriate hex numbers into their early posts...
Also I'd like to suggest that we call this setting The Hinterlands
Could someone make a map of the Hexes covered so far and post it as an image in this thread ?
I'm trying to follow along - but I'm either too sleepy or I need more caffeine in me.
Really cool ideas so far...just needing a map.
- Ed C.
Hex 2927
South of the The Final Skirmish, the determined explorer may stumble upon a sheltered dell. In this hidden valley nestles a small homestead; smoke curling lazily from the chimney. A small fenced stable lies to one side of the cottage, but is empty. The cottage is inhabited by the wizened Old Jeb, a man who looks so old that it's a wonder that he still lives. He welcomes travellers with a gap-toothed smile and is more than happy to share his provender with peaceful visitors. If he really takes to you, he may relate the tale of the Final Skirmish and a possible way to lay the curse to rest. First, you must find the Plough of Atonement, then once you have that, you must run down the Red Bull (a bovine of foul temper and Dire size) and hitch the beast to the plough. Legend says that once the lands of the Final Skirmish are tilled in this manner, the lost souls there will finally find peace. Then again, Old Jeb also says that dogs can't look up.
(http://www.ibiblio.org/mscorbit/beta/rotwangmap4sm.jpg)
Hexes:2121,2220,2329, 2419: Section of The Broken Mountains an ancient, crumbling limestone mountain range. This is a karstic region full of caves and underground waterways. The Reptarch Clans, the last surviving remanants of a once great Lizardman Culture, control the region. Their seat of power, The Wyrmkeep is located in 2419; it rises up from the mountain peak and plunges down into the heart of the mountain itself- or, perhaps, even deeper. The lizardmen are fanatical about keeping travelers out of the mountains to the north. Some say that they are guarding a great treasure, others say they are containing a horror from beyond the Dark Boundary.
Note: 2121, 2220, 2329 are all open, but they are now part of a mountain region.
Thank you for the map.
Makes things easier to follow.
More please ??
If I was much more used to running fantasy games I'd throw something into the mix.
- Ed C.
(http://www.ibiblio.org/mscorbit/beta/rotwangmap5sm.jpg)
I am presuming that 2329 should be 2320. Correct me if I am wrong.
You got it. Thanks, looks great.
Quote from: Dirk RemmeckeMeanwhile... I think I can answer the original question:
The Microlite Campaign AKA the lazy-gamer's guide to world building (http://wiki.greywulf.net/cgi-bin/wiki.pl/Macropedia/Other) in the Microlite Macropedia. (Scroll down to Wed, 29 Nov 2006)
(If you remember having seen it in a forum thread it most probably was in that 29-pages-long ENworld thread that originally spawned Microlite20.)
That's where I saw it! Thanks!
I think we missd this one on our map:
Quote from: RockViperExcellent thread
Hex 3123: Ancient Harbor City; This once proud jewel of a forgotten empire now stands in the middle of a bleak mire, its ruined warehouses and broken piers stranded in thick mud and marsh grass. Many of the old buildings (and tales tell of half buried ships loaded with goods still guarded by the spirits of long dead sailors) still stand as they were simply abandoned as the harbor mysteriously silted up over a handful of years.
The marshlands extend southeast to the shoreline and are drowned in the murky surf of the ruined sea.
I am on the road until Friday but I will get that missed entry and any others added when I get back.
Good lord, this thread passed me by completely. Utter rockingness, I love it.
Hex 2922: Monastery of The Stolen Journey
In days past, this was a thriving, eclectic mix of sages and holy men, brought together to study an obscure, now near-forgotten Path of Enlightenment. Several brutal kobold raids in years past reduced the Monastery to a shadow of its former glory. Ruined outbuildings and overgrown groves belie the still-tidy and fertile gardens and long hall at the Monastery's center. The monks here are some of the most well-regarded herbalists in the region, and they are also capable brewers. At any time, there will be at least 3d6+6 monks here, with at least 50% of them able to offer at least a reasonably stout defense of the monastery as needed.
Rumor has it that Vicu, Mighty Hero of Heroes, turned away from his adoring crowds and fame after some unknown event to become a lowly gardener. If he is among the brothers here, they keep his real identity well-hidden.
Hex 2025: Bushelburry Town and the Trosker Museum
Roughly a days journey away by foot, Bushelburry is one of the nearest towns to Shrubton and despite the Redfeather Toll Road*, is also somewhat safe and so supports some trade. Bushelberry is unique because of its modest museum, which are rare even in the wealthiest and strongest of kingdoms. Statues and paintings share space with a variety of other curio pieces, all to the credit of Delwyn Trosker. Trosker is a man of some wealth and a guarded past, who built the museum which also double as his house. By drawing in merchants and the occasional noble willing to pay the admission, the museum has been good to the town, raising its notariety and allowing Trosker to hire some of the townsfolk as guards.
*Readfeather Road slightly edited to expand it and as a reminder:
Hexes 2425, 2326, 2225, 2125: The Redfeather toll road
For the past 6 years, the road heading west from Shrubton has been claimed the property of the Readfeather Gang. All merchants and travellers who travel the road must pay a toll at one of the boxes that have been clearly marked along the road. Those who refuse often find themselves either without their possesions or turned into target practice for the red fletched arrows that give the gang their name and lend to their fearsome reputation.
Hex 3418, Coastal city of Ghostlamp, and volcano bearing the same name.
When Ghostlamp the city was founded a dim light could be seen in the crater of the volcano above the town; the warm golden glow was like a benediction, or an omen of endless prosperity. And indeed the city did experience centuries of prosperity, but now the light has long since gone out, and the once bustling factory town is mostly deserted. The mystical secrets of mass production and quality control have vanished forever; rusted pipework, broken pavement and burnt out brick buildings are all that remain of their former glory. Even at this late date, though, a few residents, destitute and desperate, hang on, struggling to survive in the slowly dying city. Maniacal cults and bloodthirsty criminal organizations vie for control. It's a dirty, cold rain that falls in Ghostlamp, and it falls nearly every day.
Hex 3318, The Necropolis of Lunt:
Thousands of years ago, during the time of The Third Doomsday War, Dandrood, the High Priest of the God Lunt summoned five thousand of the world's mightiest heroes to a great conclave. These men and women were the finest of their day, each pure of spirit, noble of purpose, and unstoppable in their resolve. They came one and all to a place known then only as the Plain of Summoning. At the High Priest’s request, every one of these great heroes laid down their weapons- at which point, Dandrood and his under-priests surrounded the warriors and attacked them unawares. A great struggle ensued, but the Priests of Lunt were well prepared, and in the end they subdued each of the heroes and bound them up with great magics. Over the next several days, Dandrood and his underlings brought forth each of the champions and tore the still beating heart out of their chest. These pulsing, scarlet offerings went to Lunt, who accepted them with a reverent sadness. Heaven wept, but the battlefields of the earth were silent. It is said that this great sacrifice somehow brought an end to The Third Doomsday War. The truth of this assertion, though, is lost to time. What is known, however, is that a great collection of tombs was constructed to house all the heroes, each in the fashion of his nation. There are five thousand tombs in the necropolis and no two are a like. The Necropolis was discovered by residents of the nearby city, Ghostlamp, more than a century ago- this discovery was made, coincidently enough, the same year that the light atop Mt Ghostlamp went out. Today groups of prospectors set out from Ghostlamp to delve in the Necropolis; occasionally emerging from the tomb city with fantastic treasures. Despite the potential for profit, however, such forays have become less common as of late. There is something wrong in the Necropolis…
(http://www.ibiblio.org/mscorbit/beta/rotwangmap6sm.jpg)
Aos, BRILLIANT. I want to run players through the Necropolis of Lunt. Like right now.
Very nice work everyone! Glad this thread got resurrected. :)
Quote from: Zachary The FirstAos, BRILLIANT. I want to run players through the Necropolis of Lunt. Like right now.
Thanks, man, glad you liked it.
Hex 2929:
Mantis swarm. It starts as a distant, dull rustling noise, but it grows steadily louder. Suddenly, a dark line appears on the horizon. A billion billion hopping shapes- headed this way! It's a swarm of huge (about as long as your forearm) Mantis-like, carnivorous (and hungry!) insects. They are virtually unstoppable, and there are far, far too many to kill. The only hope is to seek shelter, perhaps in that mysterious cave over there, or that bandit stronghold a mile or so back.
Hex 2820:
Abandoned Silver Mines: Over one hundred years ago, these silver mines were the source of much of the coin of the region. They still contain rich veins of ore. However, after the full moon had shone blood red for three days in the sky, the shipments stopped. No one has ever found a trace of the miners or what happened to them. Further attempts to restart mining have been unsuccessful.
Hex 2022 Airship wreckage. This is a canyon leading up into the foothills, on the floor of the gully below the trail lies the remains of a dirigible. the gondola is largely intact but the gas envelope is blown. Investigation reveals no obvious signs of a struggle here, but there are no bodies, and there seems to be a full store of foodstuffs. There is a Ship's log, though, sitting out in plain site on the command deck's navigation table. the log appears to be slightly scorched around the edges and there is a wad of black slime smeared across the front cover.
Note: A bare coastline doesn't mean that the hexes are already taken. Feel free to put stuff or describe hexes along unfilled coast hexes. Also don't forget about islands offshore or even deep into the sea.
Hex 2623: Oberlan's Tower: Once a temple of Mord, the death god, Oberlan's tower sits at the edge of the forest, overlooking one of the more frequently used local boneyards. The ancient tower is the residence of one Dr. Pham, a wizard who specializes in creating Vat-life. Pham is not especially good at this, however, and most of his creations are mishappen and horrifying to look upon; beyond this some have appetites even less savory than their appearences. Threfore, they are all kept locked within the tower, where they act in the capacity of domestic servants for Dr. Pham. However, the good doctor hasn't been seen in weeks, and when the local goblins attempted to deliver shroomwine to the tower two days past, they received no response (beyond a horrid baleful and hungry sounding moaning) coming from the tower's interior.
Hex 3822: The Isle of Forgotten Torment and Hex 3722: Harmtown: 200 years ago when the great pirate, Captain Crust, first put in at the Island of Forgotten Torment, he found it a place of Arcadian beauty, blessed with plentiful game, many sources of fresh water and covered with a beautiful forest of over-sized palm trees. Marring this idyllic paradise, somewhat, however, was the presence of 1-3 crucified corpses upon each and every one of the giant palms. The bodies were fairly fresh, but not so much that they hadn't started to put up a smell. Crust, of course, loved the place, and decided to build his hideaway there. Some say he commanded his crew to begin construction that very day; others maintain that Crust sailed away and returned a season later- after the stink had died down a bit. Either way, the hideaway eventually became the bustling pirate port known as Harmtown. Harmtown is a city of debauchery and vice, everything that can be had for a price can be had there, especially if it is, in any way, connected to drugs and whoring. As for the remainder of the island, anonymous skeletons hang from the ancient trees of the forest, and still, after all this time, no one knows from whence they came.
Hexes 2223,2224, 2324,2325: The Thousand Tarns
The Thousand Tarns is a wasteland area of scrub and swamp punctuated with small copses of cypress and bladderwood. It is noted for the eponymous bodies of water, small ponds stained with tannin and ochre. The waters from some of these have healing properties, while others are potent hallucinogens. Assessing which is which can be challenging.
The region has also long been a refuge for scum and scoundrels. It is said to be haunted by the revenant of Striped Harald, a brigand of old who moved in to the Tarns with his band of blackguards and, in setting up his base of operations, slaughtered the small tribe known as the Oshas. As the Osha shaman lay dying, watching his people being put to the knife, he pronounced a curse on Harald, who now knows no rest in death.
A more recent development in the Tarns has been the arrival of the Order of the Tranquil Sky. These religious fanatics were ejected from Duke Mykander’s lands when their penchant for obtaining enlightenment through the infliction of pain proved too much even for the Obsidian Duke to tolerate. Practitioners learn to torture without leaving lasting damage, and the level one is able to tolerate determines one's status within the group. Unfortunately, they do not confine their experimentation to fellow members of the Order, but seek out victims to increase their lore. Members are naturally in demand in some circles as torturers, but they are generally despised as untrustworthy even by the typical depraved local lord. The Order has a major compound known as Ossyd, in the Thousand Tarns (Hex 2223).
Nice!
More please. I'm wearing down. :)
estar, any chance the hex numbers can be darkened a little bit on the next pass? They're a little hard to read.
Quote from: JamesVestar, any chance the hex numbers can be darkened a little bit on the next pass? They're a little hard to read.
It is the compression of shrinking down half size. I will post a link to a full rez version as well as the compressed image used for post.
Hex 2123: Stonebleeder's Keep
This barely-standing ancient keep is home to Stonebleeder the Hill Giant, who consider himself now "Lord" over all the lands he can see from his hilltop here. Stonebleeder is slightly more clever than your standard Hill Giant, but that isn't saying much. Those that pass through his lands must pay appropriate "tribute"--most often something to assist or add to in the ramshackle rebuilding of his keep.
I'm rereading Vance's Lyonesse right now, and the feel of the book is very hex crawly- if you have a really articulate GM with a sardonic sense of humor, that is.
Hex 3126, 3225 and 3326: Ship Graveyard
I can barely read the numbers in this section these hexes are right behind the ruin sea label.
Along the marshy shoreline lie the wrecks of hundreds of ships that have been washed up on the shallows by storms, smashed into the near-shore mollusk reefs or lured into the shallow bayous by strange lights and fair music.
Hex 2315: Giant Stone Circle
At the head of a deep mist shrouded valley stands a huge rune carved stone circle (at least 100' high and 500' in diameter) that appears to have been build by giants. An altar in the center of the circle contains a gargantuan dragon skull whose open mouth contains various gifts to the giant gods.
The original fortress is in ruins. The new stronghold was built overlooking the shattered walls of the original stronghold. A secret escape passage exists that exits in the overgrown ruins of the old stronghold. This area contains a mix of taverns, brothels, tradehouses, warehouses, guilds, and local craftsmen. There are additional pirate settlements and fortlets on smaller isles and mangroves that are in the immediate vicinity of Harmtown. Across the bay from the stronghold on the hill is a 40 foot tower that serves as a lighthouse and lookout post for the pirates.
Elevation lines are 20 feet high
Depth lines are 1 fathom (6 feet)
The port can accomodate ships with a draft of 15 feet or less.
Random Encounter Tables
Roll 1d20
========================================
1 - 1d10 Rowdy Sailors
2 - 2d8 Pirates
3 - Merchant with 2 apprentices loading cargo
4 - 1d4 Sailors, Officers in Transit
5 - Cleric with a group of 2d10 pilgrims
6 - Mage on a business trip
7 - Wizard's Apprentice running errand
8 - Guildsman or guilds elite with entourage
9 - Thief or Assasin on Business
10 - Merchant with guards loading cargo on boat or ship
11 - Pirate travelling to/from ship (may be drunk)
12 - 1d6 Pirates traveling to/from ship
13 - 1d4 footpads attempt to rob or con party
14 - Thief attempts to pick the pockets of a player
15 - 2d6 sailors carrying shanghied victims to a ship or boat
16 - Seamens guild meeting, 1d8 seamen
17 - Carpenters Guild meeting, 1d4 carpenters
18 - Sailmaker, Silversmith, or Shipping Company person
19 - Monster encounter
20 - Pirate Lord or Captain with entourage and armed escorts
21 - One or more brothel tarts approach players
(May have jealous suitor or "manager")
Pirates will
1d6
1- Question players
2 - Bully Players
3 - Arrest or Detain players
4 - Arrest NPC's
5 - Bully NPC's
6 - Question NPC's
Rowdy Sailors will
1d6
1 - Bully Players
2 - Attempt to Shanghai one or more players into crew
3 - Bully NPC's
4 - Shanghai NPC's
5 - Fight Amongst Selves
6 - Attempt to recruit or hire players
Pirate Lord or Captain will
1d6
1 - Seek to Hire Players
2 - Question or Parley with Players
3 - Attack Nearby Pirates
4 - Be Attacked by Pirates from the Stronghold
5 - Be beset by thieves
6 - Be seeking someone else (Not the players)
Hex 2022: The Infernal Device
Somewhere, in this sudden limestone valley surrounded by hills and punctuated with a clear, lazy creek, lies a machine which is said to instantly send out a shocking, painful, sometimes-lethal jolt of power if someone gets too close to its hiding place. The Infernal Device, as it was known, is said to have built by gnomes, but no one has ever succeeding in disarming it (the device will continue to send out jolts every 2 minutes while individuals remain in the vicinity). Large, bulky, somewhat cylindrical, 6' tall, shiny, and half-hidden in some bushes near the creekside, it is said to be the handiwork of some unknown gnomish tinkerer. Certainly, folks say, such a device must guard some sort of treasure, or at least a valuable secret...
Quote from: GameDaddy
Cool stuff.
[/QUOTEGreat contribution, really great, but the island that Harmtown is on should overflow into 3822, otherwise ther is no room for the hunbdreds and hundreds of crucified corpses- and that would be a shame...
Quote from: AosGreat contribution, really great, but the island that Harmtown is on should overflow into 3822, otherwise ther is no room for the hunbdreds and hundreds of crucified corpses- and that would be a shame...
Ohhhh..... you wanted a map of the Isle of Forgotten Torment, including Harmtown?
OK. Done. At least the western half... This new map depicts the standard 5 mile hex. Each little hex you see on the map is .2 miles across. Harmtown fits in here in triumphant grand tactical hex 1719 of Map Hex 3722. In addition to the corpses nailed to the many trees on this island, visitors will find the following additional features:
Map Key
Isle of Forgotten Torment (Western Half)Notable LocalesHex Locale Description1719 Harmtown
1008 Isle of the Misplaced Loop
1012 Twins (Rocky Islets)
1020 Shark Island
1118 Island of Bloody Cliffs
1306 Trilling Isle
1312 A lone pirate sits on the beach here mourning the loss of a fortune.
1321 Isle of Ruins – The remnants of ancient stoneworks are overgrown on this lush isle
1519 Castaway Isle – only bones are left of the pirates once marooned here. 1D12 castaways were abandoned here ages ago, and were never rescued. 10% prob of a map of some sort being found with the bones or possessions of any dead castaway found.
1717 Pirate Fortlet – Within an ancient ruined wood palisade surrounding half a score of grass huts, a longbearded nobleman, nearly mad from being alone too long, sits cross-legged and still as a stone.
1719 Harmtown
1722 Polehouse Island – An abandoned fortified polehouse sits crazily on stilts out in the water on the landward side of this island. Three decrepit wooden docks are still attached to the polehouse
1808 Moon Bay
1820 Merman Rocks
1821 Seamaid Rocks
1824 Reef of the Giant Frogs
1905 Sealion Isle
2004 Dolphin Isle
2020 Cannibal Island 10d10 Cannibals inhabit this isle. They have two cannibal sorcerers with them, and have a captured pirate ship anchored on the eastern side of this isle in the channel.
2112 Volcanic Cone, Hot, and strewn with fire broken rocks. The entire valley between the two volcanic cones here are covered with warm soft black rock. No plants grow in this valley. Only thirty or forty feet underground a river of lava flows threatening to burst to the surface at any time.
2206 Steaming Isle – This entire island is riddled with steam fissures. It is hot, and slick wet here. Sauna is an understatement, and any landing parties will be forced to leave after 1d4 hours due to the intense wet heat. The volcano at the southern tip of this isle erupts almost daily spilling a glowing avalanche of lava into the sea
2223 Isle of Springs – in many depressions all around this isle cooled porous lava filters sea water and collects rainwater making this isle an excellent source of freshwater.
2404 A Sea nymph inhabits this reef
2409 Active volcanic cone
2415 Active volcanic cone - Visitors will be treated to a boiling rain plume as an underground channel feeds directly into this cone pouring seawater during high tides directly onto the erupting lava.
2420 Salt marshes
2422 Quicksand – Very soft sandbars
2703 Gold coin reef. A pirate vessel heavily loaded with booty, gold, and jewels struck this reef during a storm and was lost with all hands. Typical of the time, no one knew this vessel was headed for Harmtown, so here a fortune sits in the shallows of this reef just waiting to be rediscovered.
2710 Amazon Isle 1d4 women warriors and a female wizard have washed up here not too long ago after a recent storm. They were slave soldiers serving on a slave galley that was sunk in battle. They escaped with a ships boat that sits overturned in the sand. It has been holed and needs major repairs, however there is no source of wood on this small isle. They are about out of food, and are low on freshwater as well, and will flag down any approaching ship to barter for rescue.
2715 Clutching Bay
2811 Coconut Isle – Plenty of coconut trees, an occasional amazon warrior can be found here as well, making a daring swim from Amazon isle to replenish the food supply.
3009-10 Reptile Island
3011 Triton Isle - 1d6x10 Tritons inhabit the shallows just off this isle
3213 Pirate Isle – An overgrown abandoned coral castle sits concealed on this isle complete with sea caves, underground passageways to and from cavern docks large enough to accommodate two medium sized pirate ships or one galley. The skull and bones of a pirate flag flying over the castle can be spotted by sailors on any vessel that traverse the channel between this isle and the mainland.
Ha. Nice. good job!
I just wanted to cngratulate everyone on a fantastic job so far. If it weren't for my brain space being taken up by various other gaming-related stuff I'd be all over this.
Maybe in a few weeks time... :)
Full Version
http://www.ibiblio.org/mscorbit/beta/rotwangmap7.jpg
Screen Version
(http://www.ibiblio.org/mscorbit/beta/rotwangmap7sm.jpg)
Hexes 2914, 3013, 3014, 3115, 3215, 3216: The Boiling Peaks - A collection of volcanoes, most dead, but a few still active. The remnants of iron mines that used to supply Ghostlamp can be found scattered throughout the range, but the mountains are now home to orcs, goblins and hillmen bandits.
These hexes are now mountains and volcanoes, but are otherwise open for anyone.
Hex 3013: Gan's Throat
The highest peak in the Boiling Peaks, Gan's Throat is a still active volcano. Named after an Orcish god of war, the Throat is a rallying point for Orcish armies as they prepare to sweep into the lowlands.
3119: Black Crater
A hundred years ago, something fell from the sky here. The crater and the surrounding land is covered with a fine black sand that the wind does not blow away. Nothing will grow there, and animals sicken and die if kept in the area. The crater is still unexplored, and may be the only place to find an explanation for what has happened.
Hey, are we ready for another round of this? I'm in if you guys are. :)
I still have my map files.
Hex 2916 - The crucifix of the Animator
On a shelf of rock about 2/3 of the way up to the crest of a majestic, 120' tall waterfall, there is the foreboding sight of the skeleton of a giant demonic figure, crucified on what appears to be a petrified tree. Any human dying nearby to the figure reanimates as a sentient, but weak undead creature when next the moon rises. Dwelling in a hut near the bottom of the waterfall is a sinister hermit who, through unknown means has developed the ability to walk among the undead unthreatened. He has many strange items for trade, but can he be trusted? And just where does he get them, anyway?
Also, would it be possible to re-title this thread for clarity?
this is imo, one of the best threads we've ever had here. Lets get it going again, and how about a sticky so it doesn't fall away.
If it is sticky I'll try to do at least a coiple of hexes every few days.
Heck, I'll add another one since I started it and all.
Hexes 2427, 2428, 2528: The Luminous Plain. Thousands of tiny points of light dot this plain at night, as if from a huge swarm of fireflies. No insects cause the glow, however. In fact, it is unknown where the multitude of lights come from, as no one has been able to get close enough to them to discover their source. As one approaches the edge of the plain, the lights nearest to them vanish, only to reappear after the person has passed by. The rest of the lights on the plain act in a similar manner, disappearing if anyone draws too close. The plain is otherwise unremarkable, not suitable for growing crops, occasionally used to graze small herds of sheep or goats. It is little more than a curiosity and serves mainly as a landmark to guide those in the area who have travelled off the beaten path.
Edited to make it a little bigger
Hexes 2027,2127, 2227,2328, 2329, 2330, 2230, 2131, 2031, 1931, 1830, 1829, 1828, and 1928 The Swampwood
The above mentioned hexes for the perphery of a somewhat circular forest/marsh area. the area is inhabited by pastoral lizardfolk who survive mostly of the meat and blood of the giant (elphant sized) snails they heard. The lizaardfolk are not picky though, they will happily eat just about anything else, including adventueres.
However, the forest is the only known home of the Giant Crystal Horned Behemoths, huge reptilian herbivores that subsist on swamp plants and tree bark. Each behemouth has a rack of antlers, similar in shape and configuration to those of a mundane moose, except much larger and made of colored crystal. These horns can be used as raw materials for many things, from goblets to windows and are valued throughout the region, with those of the clear, red and purple varieties commanding the highest prices in the marketplace. They are, or course, really hard to obtain, due to the Swampwood's many perils, and the danger of hunting the behemoth itself.
Hex 2226 - The Whispering Head
A toppled stone head lies on a high ridge overlooking the road. The head is 8 ft from chin to crown, and humanoid in visage, with a wide reptilian mouth. Anyone who puts an ear to the mouth will hear sinister whispers in a long-dead language. A wizard who listens for a full turn will learn the Confusion spell. A wizard who listens for two turns loses a point of Wisdom.
Quote from: Haffrung;232759Hex 2226 - The Whispering Head
A toppled stone head lies on a high ridge overlooking the road. The head is 8 ft from chin to crown, and humanoid in visage, with a wide reptilian mouth. Anyone who puts an ear to the mouth will hear sinister whispers in a long-dead language. A wizard who listens for a full turn will learn the Confusion spell. A wizard who listens for two turns loses a point of Wisdom.
Man do I love crazy giant stone heads.
Please post some name ideas for this region, mine is the Hinterlands. After we have a few I'll make a poll so we can pick one.
Hexes 2628, 2629, 2630, 2631- Hills of Konnos this is a low range of hills, that is not a true landform. It is actually the body of a huge construct of unknown origin (perhaps from the outer eather) covered in sediment and vegiation. in places parts of the construct are visible (A single finger juts high into the air in Hex 2631 for example, but is thought to be natural formation. Beneath the sediment the construct is honeycombed with cavities, some were placed there by the builders, others are the remanents of mining and borrowing. The construct may have been a form of transport, as rumors have drited back of habitats located within it, and hordes of strange and magnificent treasure. The constrct has an internal defense system, not unlike an immune system, and outside creatures have also borrowed into it, making lairs there.
Hex 2219- Ruined city of Jokodu
This is a crumbled, sprawling ruin. Little is known about it beyond that, due to the fact it is known to be a hunting ground for a pair of Dream beasts. Dream beasts are saurian creatures that resemble Allosaurus, but have the ability to excrete an airborne hallucinogen which they use to confuse their inteneded prey. they always hunt in pairs, one of the pair secretes the dream-mist while the other moves in for the kill. If one of the pair is killed the other will not relent until it has slain those repsonsible- even if that means following them across half the world.
Could we compile a list of the hexes already used? To make it easier for newcomers (myself) to add to.
I think this thread is awesome.
In fact, I'm going to do the compiling myself. I'll put together all of the hex descriptions that've already been written, along with the author's handle, and then add a list of which hexes have been used.
Very cool. Thanks in advance.
Here they are.
The first file contains the descriptions and the second has a list of hexes already used placed onto one page.
http://suudo.net/therpgsite/hex_descriptions.doc (http://suudo.net/therpgsite/hex_descriptions.doc)
http://suudo.net/therpgsite/hex_list.doc (http://suudo.net/therpgsite/hex_list.doc)
I did a bit of editing on the descriptions. Nothing big; just whatever jumped out at me.
I can't believe I spent two hours doing that :/
That's awesome, thanks!
No problem. I may find a use for it myself one day.
There've been a few hex-crawl type threads recently, so i thought it was time to necro this thread in the hope of a return to more awesomeness.
I've started to cannibalize this thread for my own one-hex-at-a-time setting (inspired by hazy memories of this thread IIRC) over at EN World (with attribution of course). I hope that nobody minds.
estar,
Your map-making skills are outstanding.
Is there any chance you could post a link to an image with just the hexes with the numbers?
Quote from: _kent_;517537estar,
Your map-making skills are outstanding.
Is there any chance you could post a link to an image with just the hexes with the numbers?
Thanks
A blank hex map with numbers?
Also for the general audience, does anybody have that doc that complied all the entries. I would like to update map with the stuff I didn't have before.
Quote from: estar;517853A blank hex map with numbers?
Yes, I can add hexes as a layer to existing maps but I don't have anything with numbers too.
Has the map of the Hinterlands been updated since the last round starting on page 8?
Renamed the thread to "One-Hex-at-a-time: the RPG Site's Hinterlands" for clarity's sake, as requested several pages ago. If the setting's name changes again, I'll fix it later.
Quote from: Benoist;517981Renamed the thread to "One-Hex-at-a-time: the RPG Site's Hinterlands" for clarity's sake, as requested several pages ago. If the setting's name changes again, I'll fix it later.
That's a stupid fucking name, whose idea was that?
Quote from: Aos;517985That's a stupid fucking name, whose idea was that?
Some jackhole upthread. You should stalk him and beat the crap out of him.
Fuck that guy, he's meat.
*bump*
Quote from: estar;517853A blank hex map with numbers?
Yes. Can you post one?
Hex 2120 - Orc Tribes and Elven Ruins
A number of orc tribes have gathered in this valley, which is full of lush vegetation and numerous animals. They hunt for food and fight each other. If strangers enter the area, they will be attacked if they appear weak or hired to fight the other orc tribes if they look like they are experienced adventurers.
An ancient elven ruin is also located deep within the forests. It is avoided by the orcs, as banshees inhabit it. Ancient elven artifacts may still be hidden within.
Wow, would love to kick in some entries to the map. I think I've steered clear of previously selected spaces, so here goes.
The Old Imperial Road
Branching north from the Redfeather Troll Road and running along the river which borders the Thousand Tarns is The Old Imperial Road. Residents of Bushelberry are unsure why it's called that, or even what ancient empire it refers to, but that is how its always been called in these parts. The road is wide and well built. Even though it hasn't been maintained as it was in the old days it is still the preferred route north and past the Broken Mountains. Along the side of the road, irregularly spaced, are statues of long dead rulers. Usually shown seated and bearing a naked sword across their knees. Most of these statues have been defaced by rain, wind, time and the occasional vandal, however on some of them can be seen the inscription 'My works prevail' written in an ancient human tongue on the statue's base. The Old Imperial Road runs north through a pass in the Broken Mountain's foothills between hexes 1923 and 2022. The valley is called Axfell Vale and is the site of a small fortified coaching inn called Axfell Hall. The road continues north and around the Broken Mountains, leading to the fortified town of Five Dials.
Axfell Hall (hex 1923)
Axfell Hall is a fortified coaching inn on the Old Imperial Road which travels north through the Hinterlands. The inn is run by Hrugir Axfell, his wife Urthill and their three children Bragda, Hrost and Vortrax. The Axfell's are dwarves who came as part of an expedition to mine the Broken Mountains. Hrugir, however suffered a crippling injury during the intial exploration and has now given up his dreams of striking it rich. However his family does make a comfortable living serving the travelers who move along the road. Hrugir and Urthill are prepared to defend their homestead/business to the death and have done an excellent job of fortifying it. Bragda and Hrost have also been trained to fight in case of an attack, Vortrax is still considered too young. The food at Axfell Hall is hot and filling, but could never be accused of being exotic or elaborate. However, the dark ales of the inn are famous through the region. Urthill is rightly famous as a master brewmistress and she is passing this skill on to her daughter Bragda.
Five Dials (hex 1920)
Five Dials is a town which has grown up on the Old Imperial Road which brings trade from the far north to the Hinterlands. Five Dials draws its name from a massive clock tower in the town center. The tower has 4 clock faces, one on each of its sides and on the flat roof is a sundial, accessible from the main gear chamber, used for setting the other clocks. Five Dials has a small garrison which defends it from the rare raid from the nearby orcs in Hex 2120. Five Dials sees a fair bit of traffic from merchant caravans and wanderers and for this reason is able to support three inns, The Card Player, The Gorgon and Stunger's. Of the three The Card Player is the poshest. It draws it's name from its placard which resembles the Magician card from the Tarot. A man stands behind a table and has dealt out four cards onto the table: the ace of wands, the ace of cups, the ace of swords and the ace of coins. The Card Player has an excellent selection of wines and often excellent food. The Gorgon takes its name from a grotesque stone gargoyle head which is built into the wall over the fireplace mantle in the common room. The statue was looted from the ruins of the old keep that Five Dials is built on top of. The Gorgon has excellent and large stables and is a favored for the caravan trade. Stunger's if mostly for the locals and is run by a man who is referred to as Stunger. The locals will look confused if they are asked if that is his first or last name and will reply that he's always just been called Stunger. It offers coarse wine, good ales and beers and cheap food served in large portions. Stunger, a human, looks to be old, but it's hard to pin down exactly how old he is. He is also an excellent source for local gossip if a person can win him over.
Five Dials was built over an old fortification from some ancient kingdom, probably the one which built the Old Imperial Road, and as the new town grew the inhabitants looted the old masonry from the ruin and used it to build their own houses. For this reason there are often strange bits of architecture to be seen around town such as bits of statuary sticking out of a store's walls, ancient friezes inside a peasant's cottage, or bits of stained glass shoved into new window frames. The only piece of the ancient fortress left untouched is the clock tower. There is a rumor that somewhere in the town is an entrance to a set of subterranean chambers left over from the old fortress and that there could be great treasures hidden there. Most people discount the story, though, saying that if they did exist they would have long collapsed as the old fortress was being taken apart.
*bump*
Quote from: estar;517853A blank hex map with numbers?
Yes. Can you post one?
Here is a link with a jpeg of a 17" by 22" hex map at 300 dpi.
http://www.batintheattic.com/downloads/Campaign_Map.zip
That is 53 Hex Columns by 34 hex rows. Judges Guild size.
Excellent. It looks great. Very generous of you.
What a crazy thread.
RPGPundit
Quote from: RPGPundit;519003What a crazy thread.
RPGPundit
Holds up pretty well. I think :)