Showing posts with label Sandbox. Show all posts
Showing posts with label Sandbox. Show all posts

Wednesday, April 29, 2020

Three Ways to Make Better Hexmaps

I love hexcrawls.  In particular, I love the opportunity for wide-open adventure they present.  There's a whole region full of stuff to explore.  You can go anywhere, do anything.

That said, I've read a few hexcrawl modules, and I find them a bit hit or miss.  In a lot of ways actually, but here I'll talk about the individual hex descriptions.  Like, here's the third keyed location from Carcosa:

Village of 270 Black Men ruled by “the Overking of All the Lands,” a chaotic 7th-level Fighter.

Okay...the title is kinda cool, but that doesn't give a referee much to turn into an adventure.  Unfortunately, a lot of Carcosa is like that.  

I'm about to share a few tips for writing better hexmaps, but first I want to explain exactly what they're for.  

Hex locations come in two varieties: short descriptions, and fully detailed.  Most are the former; a fully detailed location would have like a full dungeon map, or village with named NPCs, and generally be a few pages long.

Short description locations vary in how short they are, mostly based on how big the hexmap is.  Big maps lie Carcosa or The Colossal Wastes of Zhaar tend to have super short ones; smaller, denser maps like Hot Springs Island or Fever Swamp usually have longer "short" descriptions, maybe a few paragraphs.  

What I'm writing about here mainly pertains to stuff like Carcosa, where you want to jazz up your hex locations– and have a system for generating good hex locations fairly quickly– but also need to keep them fairly short.  I used a similar method to create this 7-hex adventure, and this one.  

Add 1-2 Internal Characteristics of the Location

That is, things that are purely self-contained and don't pertain to its relationship with other locations.  For instance, that location from Carcosa could be expanded to:

Village of 270 Black Men, ruled by “the Overking of All the Lands,” a chaotic 7th-level Fighter.  Currently suffering a mild famine due to crop failures.  

That's not much, but it gives a referee at lest some direction for how to make the village interesting.  Food will be extremely expensive.  The villagers may be desperate enough to resort to brigandry, or at least traveling a longer than usual way to hunt and forage in dangerous areas.  They might buy food at very high prices.  

The bar doesn't have to be set very high most of the time. Some villages could be haunted, but you can and should have a lot of fairly normal stuff like crop failures going on too.  This brings the world alive, and gives a referee more to go off of, without packing the hex map full of excessive weirdness.  

Add a Relationship to Another Hex Location

Every hex map does this with some locations.  I'm saying you should do it with every location.  

Again, the bar doesn't have to be set very high though.  A lot of the relationships can be like "Village A trades wheat and wool for lumber and tools from vilage B," or "The bandits in hex C7 occasionally raid this village."  That's enough to give you potential plot hooks.  

The above description could now be expanded to:

Village of 270 Black Men, ruled by “the Overking of All the Lands,” a chaotic 7th-level Fighter.  Currently suffering a mild famine due to crop failures. Several people in this village are secretly space aliens in disguise, here to monitor and sabotage attempts to explore the ruins in hex 0101.

Again, not much, and it doesn't take up much more space, but you can already see a few ways these could lead to adventures.  

I recommend creating one such relationship for every keyed hex location.  Since relationships are two-sided, this means every hex location will have at least one relationship, but the average hex content will have two.  

Just like the hex contents themselves, these relationships don't have to be used.  They're there if you need them, but your party can just as easily interact with a hex location in ways that never bring the relationship into play.

One other advantage they have is that they give the party a way to discover each hex location.  This can be useful when generating hexmaps on the fly.

Generating the Hex Map As You Go

Creating a big hex map all at once would be a lot of work and probably not very fun.  Creating a little bit at a time is fun.

I recommend only keying up a small area when you start a campaign, like 6-10 hexes.  After that the usual advice is to build the map out in whatever direction the party moves.  I do believe in that, but the limitation to it is that you're only building out hexes after the players move into, or at least near them.  That obviously doesn't answer the question of how the party would find out about new stuff, other than just wandering aimlessly.  

This where relationships come in.  You can build out hexes in the way described above– but then for every new location, add a relationship with a random keyed location in a random direction at a random distance.  

Here's how you do it: after you create a new hex location, roll a d12 for a direction.  For distance, roll d6-1 if it's an orthogonal direction, or d4-1 if it's a diagonal (since a diagonal is about 50% longer than an orthogonal).  That's how many hexes away the other side of the relationship is. If you want to occasionally generate some long-distance relationships, make the distance dice explode.

e.g. I generate a village, then roll a d12 and get a 4, so it's southeast.  I roll a d6 and get a 5, so it's five hexes away.  I generate a troupe of traveling entertainers, so I decide the relationship is that a boy from the village ran off to join the entertainers, and his family wants him back.  The troupe needs another relationship, but I'll just make a note to generate that only if and when the party heads that way.  

If you're at a loss for what kind of relationship two things should have, you can make a reaction roll– 12 means they're allied, 7 means they're neutral, etc– and flesh it out from there.  Add a positive or negative modifier based on how friendly they most likely should be, like a positive modifier for two villages and a negative for a village and some bandits.  

By using these methods, you can quickly create a hex map packed fairly densely with interesting features that inter-relate to each other in complex ways and offer meaningful choices to the players about where to go and what adventure seeds to interact with.  

Thursday, April 23, 2020

7-Hex Setting #2: Isle of the Fae

You can assume this is an island with three more hexes of ocean around hex 2, or that it’s a peninsula; it works either way.  Note that the coastline extends very slightly into hexes 3 and 6, which contain seaside villages.



Hex 1- Central, Forrest

Feature 1-  Large town, population 3800
This town is inhabited by a mix of humans and elves.  It is located several miles inland, near the mouth of a river that flows southwest to hex 6.  The river is navigable to large boats, but not full-sized oceangoing ships.  

Control of the town is split between four powerful merchant houses.  While all merchant houses have some interest in multiple industry, each has one area that it focuses on.  An uneasy peace between the four houses currently prevails, but it may not last.

Merchant house #1 is composed of humans.  It runs most of the shipping on the island. It is the biggest employers in the port village in hex 6, but has a tepid relationship with the people there, who feel underpaid.  

Merchant house #2 is composed of a mix of humans and elves.  It controls most of the trade in food and practical crafts.  The people of the port village in hex 6 rely on this house for food and basic supplies, but also resent it for keeping the price of necessities artificially high.  

Merchant house #3 is composed of elves.  It deals mainly in art and magical items, which it buys from the Court of the Faerie Queen in hex #2.

Merchant house #4 is composed of humans.  It owns the gemstone mine in hex 1.

Feature 2- Emerald Mine
Emeralds have a special place in the culture of this island, as they’re viewed as sacred to the faeries.  They’re also a very valuable export commodity.

The managers of this mine want to take over the diving operation in hex 4- peacefully if possible, but ultimately by any means necessary.  

Owned by merchant house #4 from the town in hex 1. 

Hex 2- North, Forrest

Feature 1- The Palace of the Leprechaun King
The leprechaun king’s palace is located in Faerie, and can be reached by walking to the base of a rainbow in this hex after it rains.  He wants two things: treasure and slaves. 

Hated by the boat people in hex 3.

Currently in a state of entente with the faerie queen- cordial but distant.  He envies her power.

The leprechaun king wants to take over or destroy the diving operation in hex 4.  If he can’t have the gold, no one should have it!  Ideally, he’d like to enslave the divers by entrapping them into a magical pact, giving him both treasure and slaves.

Feature 2- The Court of the Faerie Queen
The faerie queen’s realm is located in the plane of faerie.  It can be reached by walking through a hedge in a magical glade at sunrise or sunset.  A few woodsmen in the area know the secret, as do the elves of merchant house #3.  It is located 4d100 miles from the leprechaun king’s palace, should adventurers try to travel between them within faerie.

Currently in a state of entente with the leprechaun king- cordial but distant.  She envies his wealth.  

Friendly relationship with the muse whale in hex 7.  The queen tries to get ships routed through hex 7 so the muse whale can inspire the sailors- then the queen can harvest their dreams and acquire the art they create.  

Sells magical items to the elves of merchant house #3 from the town in hex 1.  In return, they give her artwork and dreams- the dreams are often harvested from unwilling prisoners.  

Hex 3- Northeast, Ocean/Coastline

Feature- Village of the Boat People, pop. 200
The people of this village are refugees from a far-off land, driven here by persecution.  Widely mistrusted by the islanders, they live entirely on boats moored in a small cove in this hex.  They make their living mainly by fishing and creating artwork, and a few of them dive for treasure in hex 4.   

The boat people know about and dislike the leprechaun king in hex 2.  He was partly responsible for the strife in their homeland, which contains another portal to his realm.  They would happily aid any adventurers who seek to kill him. 

The boat people revere the muse whale in hex 7- they make regular pilgrimages and offerings to the whale.  In turn it inspires them to make great art and keep the hope alive that they may someday return to their homeland.  They don’t yet realize that this makes them a target for the faerie queen.  

Hex 4- Southeast, Ocean

Feature- Rocks, Shipwrecks, and Divers
A small area of jagged rocks lying just under the surface of the water.  Ships occasionally wreck here.  A group of boat people divers make a living recovering cargo from the wrecked ships.  

The divers are fending off hostile takeover attempts by the emerald mine in hex 1. 

The divers are being meddled with by the leprechaun king in hex 2, who wants to either control or destroy the diving operation.

Hex 5- South, Ocean

Feature- Female Sea Dragon
Can swim, fly, and breath underwater.  Has several young that she is raising.  Wrongly believed to attack ships- actually, the ships just crash into the rocks in hex 4.  In truth, she’s mostly indifferent towards humanoids, unless they bother her.   

Is revered- from a distance- by the people of the village in hex 6. 

Is a friend and neighbor of the muse whale in hex 7.

Hex 6- Southwest, Ocean/Coastline

Feature- Small village at the mouth of the river, pop. 200
This village in a rocky cover at the mouth of the river exists mainly for the purpose of transferring cargo between river-going boats and larger, ocean-going ships.  

Many are employed by merchant house #1, but they also resent it for under-paying them.

Reliant on merchant house #2 for food and other basic necessities- but resent it for price-fixing. 

The people of this village respect and fear the sea dragon in hex 5.  They occasionally leave offerings to her, which they believe is why she leaves them alone.    

Hex 7- Northwest, Ocean

Feature 1- Muse Whale
This beautiful narwhal looks like a unicorn of the sea.  It feeds on fish and positive emotions, and the sight and sound of it inspires humanoids to dream bigger and create beautiful works of art.

Revered by the boat people in hex 3- they make regular pilgrimages and offerings to the whale. 

Friendly relationship with the faerie queen in hex 2.  The queen tries to get ships routed through this hex so the muse whale can inspire the sailors- then the queen can harvest their dreams and acquire the art they create.  

Is a friend and neighbor of the sea dragon in hex 5.

Wednesday, April 15, 2020

7-Hex Sandbox #1: The Mountains of Terror

A year or so ago I started drawing up seven-hex sandboxes, inspired by Chicagowiz's three hex adventure post series.  I didn't really have any plans for them, wasn't blogging or running campaigns yet, just thought it was a fun way to pass the time.

Somehow now that I do have a blog, I forgot all about them until last night.  Turns out I have three of them saved on my laptop, so I'll release those over the next couple weeks and if there's interest maybe I'll start writing up some more.

The basic idea here is that every hex has two features, and every feature has connections to other hex features– usually one or two, sometimes three or four.  So these are written to provide not only stuff to explore, but hooks to get parties to explore them and also some dynamism with different things interacting with each other.

7-Hex Sandbox Setting: The Mountains of Terror





Hex 1- Central, Woods

Feature 1- Wood Golem
Can blend into the forrest, and regenerates in direct sunlight.  Under orders to prevent anyone from finding the scrying pool- the golem usually patrols 1-3 miles out from the pool, but once every day or two it stops by the pool to make sure nobody got past it.

Was created by the (deceased) wizard from the tower in hex 2 to guard the pool.  If killed, magical runes on the body can be deciphered- will include the wizard’s name.  

The golem will know if anyone other than the wizard uses the gate in hex 7 to travel to the tower.  When this happens, it will run to the tower to defend its master, arriving in 2d6+6 hours.  

Feature 2- Scrying Pool
A naturally occurring spring on the junction of two ley lines.  Decades ago, the wizard from the tower in hex 2 enchanted the spring into a scrying pool.  

Was created by the (now deceased) wizard from the tower in hex 2.

The golem occasionally passes by here.  It could potentially be found by tracking the golem to it.

Hex 2- North, Mountains

Feature 1- Wizard’s Tower
Formerly inhabited by a level 12 wizard.  The wizard recently died in a lab accident; the tower is now full of traps, treasure, and monsters created by the wizard.  

The wizard created the golem in hex 1.  Drawings of the golem can be found in the tower.

The wizard created the scrying pool in hex 1.  Instructions for using it can be found in the tower’s laboratory.  

Contains a magical gate that leads to the magical gate in hex 7.

Feature 2- Magophobic Human Village, Population 420
The inhabitants of this village hate magic due to bad experiences with the wizard in the nearby tower, and his creations.  They haven’t actively opposed the wizard- just avoid him and anything else magical. 

The people here trade with and are sympathetic towards the inhabitants of the haunted village in hex 3.  They will try to aid the people of the haunted village as much as they can as long as it doesn’t put themselves at risk.  

Hex 3- Northeast, Wooded Hills

Feature 1- Haunted Seaside Fishing Village
Located on the coast bordering hex 4.  Suffers occasional raids from skeleton warriors riding skeleton horses.  

Friendly trading relationship with the magophobic village in hex 2.  Both villages will aid each other against supernatural threats, though not at great cost/risk to themselves.

Main food source is the fish in hex 4.  Famine may ensue if the fish population gets too depleted.  

The skeletal raiders come from the dungeon in hex 5.  A typical raiding party consists of d6+2 skeleton warriors armed with shields and longswords, all riding skeleton horses. 

Feature 2- A Large Nest of Harpies
Located on top of the tallest hill in the hex.  Contains 3d6+3 adult harpies and 2d6+2 young.  The top of the nest is 250 feet above ground level; you can see the far edge of all neighboring hexes from there. 

Have trained the seagulls in hex 4 (who can communicate with them telepathically) to spot targets for them to raid.    

They don’t attack the haunted village due to fear of the monsters there.  They will likely start raiding it once the haunting ends.  

Hex 4- Southeast, Water

Feature 1- Fish
This hex is rich in fish of all kinds.

A staple food source of the haunted village in hex 3.  

Being over-fished by the flock of seagulls.  May become dangerously depleted if the seagull flock keeps growing, potentially causing starvation in the haunted village in hex 3.  

Feature 2- Flock of semi-intelligent seagulls.
These seagulls have an INT of 2 and can communicate telepathically with other flying creatures.  They continually migrate between the coastline of hexes 1, 3, and 5, overflying hex 4 on their travels.  With the aid of the harpies, this flock keeps growing bigger and bigger.      

They are allied with the harpies in hex 3- the seagulls spot targets for the harpies to raid, and the harpies protect the seagulls from predators, hunters, and people who would kill them as pests.  

Main food source is the fish in this hex.  If the flock keeps going, the fish population may plummet.

Hex 5- South, Mountains

Feature 1: Village of 150 people who fear the dark
This village has a strong taboo against darkness.  Nobody goes outside at night, and everybody keeps a fire lit all night, believing this keeps the skeletons from attacking.  In reality, the skeletons are under orders only to attack wanderers in the wilderness and not attack the village directly; the cleric who commands the skeletons actually hopes to someday convert the village to his faith.    

People who leave the village at night are sometimes attacked by skeleton raiders from the nearby dungeon.  

The hunter whose accidental death created the nightmare dungeon in hex 7 was from this village.  He died 14 years ago- most people will still remember him, and will wrongly assume he was killed by the skeletons.  

Feature 2: The Necromancer’s Lair
This is the lair of a level 7 cleric necromancer, a follower of an evil god of death.  He was cast out from the village in hex 5 after trying to proselytize on behalf of his deity, and now seeks revenge.  The lair is located in a pocket dimension tied to the negative energy plane; the entrance is in an ancient graveyard on the side of a mountain.  

Sometimes attacks the villagers from the nearby village if they venture out at night.  

The cleric sends raiding parties of skeleton warriors riding skeleton horses to terrorize the village in hex 3.  He has little desire to destroy the village- he’d rather make the villagers suffer.

The cleric has his minions hunt horses in hex 6 and bring him their corpses, which he raises as skeletons.  He also has them hunt anyone who would hunt the horses, however, to keep the herd large.    

Hex 6- Southwest, Prairie

Feature 1: Corpse with Rod of Darkness
A man, dead of multiple knife, club and arrow wounds.  Carries a rod can extinguish lights in the area.  The man was a traveler who had recently visited the village in hex 5; he died 2 years ago.

The villagers in hex 5, being afraid of the dark, freaked out and attacked this man after he used the rod in their village.  He managed to make it to this hex before dying of his wounds.  The villagers will try to cover up their crime- they know they overreacted, and feel guilty about murdering this man.

The seagulls in hex 4 know about this artifact- they witnessed it all while scouting the village on behalf of the harpies.  

Feature 2: Herd of wild horses 
There are hundreds of wild horses in this herd.  Physically, they’re suitable as riding or warhorses, but psychologically, very difficult to break.  Undead horses, however, are a different matter.  

Protected, hunted, and raised as skeletons by the evil cleric in hex 5, and his minions.  

Hex 7- Northwest, Prairie

Feature 1- Magical Gate 
This portal is built into the side of a small bluff.  It can be activated by tracing the runes on it with your fingers.  

Leads into the wizard’s tower in hex 2.  

The wood golem in hex 1 will know if anyone other than the wizard from the tower in hex 2 passes through the gate, and will respond by going to the tower to defend it.

Feature 2- Portal to the Nightmare Realm
This dungeon was created by the death of a hunter who was terrified of spiders, and died of fright after waking up to a spider crawling on his face.  Most of the monsters in it are spider-like in some way.  

It can be destroyed by removing the man’s longbow from it. If removed, the longbow is magical and can inflict fear on enemies with a critical hit, but also inflicts fear on the user with a critical failure.  Spider-monsters will sometimes roam the area around the dungeon, but won’t leave this hex.

The hunter was from the village in hex 5.  People there will still remember him.