Showing posts with label hexcrawl. Show all posts
Showing posts with label hexcrawl. Show all posts

Friday, July 9, 2021

19 hexes: hex briefs

After writing out 19 hex briefs and taking notes of potential factions and adventure locales, I hit a bit of a wall. The ideas weren't really fitting for me, but I didn't want to dump the idea because of a little speed bump. After a day of trying to push on, I eventually decided to stop and leave the project for 2 days. Afterwards, I'd come back and have another go, perhaps with some fresh and new threads.
The two days passed and, returning to my hex briefs, they bored me. So I scrapped them and wrote another set, and things have gone much better since.

As a reminder, my aim is to make a 19 hex setting. Inspired by The Evils of Illmire and Hot Springs Island, I wanted to try my hand at a project of a similar scope. The current draft has brief hex summaries, a list of potential factions and adventure locations, as well as some thoughts on a possible "big bad" that could be used if desired.

So what is it? At first I was trying to be more generic fantasy, but when I scraped the old idea that went in the bin too. It is now a river valley and surrounding lands, where various peoples live around the ruins of ancients who buried themselves in metal bodies. Unknown to the locals, some of the buried tombs are reawakening, which could snowball into a robot-undead horde rising from their resting places. Imagine undead invasion, with more metal bits.




My thoughts are that, as the project continues, I can release them onto this blog (about 1 blog post to a hex) and then group everything into a single file once its all done. If I were making this to run soon, I'd populate the various dungeons with premade modules, but for the blog posts I'm thinking of making everything whole cloth. If premade dungeons are used, they'll probably be place holders. For now, here are the hex briefs.


 𑁋𑁋𑁋𑁋𑁋𑁋𑁋𑁋𑁋𑁋𑁋𑁋𑁋𑁋𑁋𑁋𑁋𑁋𑁋𑁋𑁋𑁋𑁋𑁋𑁋𑁋𑁋𑁋

1. Dawnglider Pass: A high plateau in the mountains is the domain of a dawnglider, a huge, winged serpent. Generally, the dawnglider prefers to keep to itself, leaving to fly and see the world or hunt. Some take the perilous journey to meet with it, either leaving offerings or reverence, or seeking its wisdom or knowledge of spells and history. The dawnglider appreciates intelligent company and can spend days or even weeks with visitors of particular interest.

2. The Split Mountain: Local mythology tell that long ago these two peaks were once joined but were hewn in two during a battle between primordials that formed the land. Surrounded by lesser hills and dense wilderness, there lies within it a dormant Metal Catacomb of the [Leader Name].

3. Anomaly Fields: The forest and marshlands here are plagued with anomalies, magical phenomena that is both fantastic and dangerous. Occasional treasure hunters come here to scrouge for the arcane debris of these anomalies, with no clue that a laboratory of the ancients lies just under their feet.

4. Valley View: High hills give a magnificent view of the valley below. The region is a pilgrimage site for outlanders, who come here to meditate or contemplate the world and the gods. Some paths are blocked with cord and wards, for a grim opening has been discovered. This Metal Catacomb remains quiet for now, and the outlanders wish it to stay that way.

5. Mountainside Opening: Where hills climb higher and become mountains can be found remains from the past. Notably there are scattered walls and metal beams, while high on a mountainside are metal aeries, the opening to a Metal Catacomb. [At the mountains’ base is a sealed tomb to a buried demon who loathes their imprisonment and wishes nothing more than to escape.]

6. Shimmering Grotto of Futures: Deep in the marshes is a grotto that reflects and refracts light from cracks above. The dancing colours are said to be messages, and by studying them the gods tell fortunes and futures. It is an old place, with many aged coins pressed into cracks or thrown into the pool. Some distance away is a stretch of marshland where outlanders come with objects of the Metal Ancients and offer them to the little gods here. The waters are gorged with treasure, but removing items earns one the ire of the gods unless something is offered in return.

7. Metal-Mad Mage Lair: Concealed amongst an overgrown structure lies the lair of the Metal-Mad Mage. Once a laboratory of fine arcane arts, it resembles more a pawn shop or museum of curiosities. The Mage combs the area for relics and clues to the machines below, driven by his most recent metal additions.

8. Shambling Vents: Geothermic rents and other more artificial gusts of melting heat eject from the earth amongst the hills here. Warmth and heat are a source of life, and here the vents can be called upon to defend the land.

9. Outlander Villages: Scattered villages and homesteads line the river valley, with a larger village beside a crystal lake that forms the centre of trade for these disparate peoples. Standing stones and posts indicate the frontiers of their lands. While inhabited, it is not a long journey to enter the wilderness once again.

10. Bastion of the Ancients: An iron grey rectangular structure sits nestled amongst the slopes and trees. The remains of smaller buildings stand on and around this bastion, and concealed entrances lead inside to a Metal Catacomb.

11. Flowering Shrubland: The tall trees give way here to colourful bushes and shrubs who thrive in the damp and sandy soil in this area. Gatherers praise the area for the useful herbs and ingredients that can be found here, and under the old kings of the lowlands the area is protected from settlement. While the law is not enforceable, the soft earth makes long-term living and agriculture difficult. As such, it is a haven for animals and plant life. Others gather from this place, forest folk who appreciate the humans staying to the plains.

12. Rust Clefts: A dead foundry sits at the centre of hollows and lengths of hewn hill. The area is like the carcass of a ginormous monster, rotten with rust and overgrown with red brambles. Monsters and bandits are common amongst the clefts, and it is often one of the places where budding adventurers travel to, whether in search of treasure or a bounty.

13. Iron barrows: Hills both natural and artificial are dotted with openings. They contain remains of a past people seemingly obsessed with the Metal Ancients, many wearing bronze masks. Called the Bronze Faces by outlanders, they are avoided for strange undead wander here. Of late a new group has arrived in the area. Calling themselves “clay kin”, they enter the barrows without worry.

14. Waterfall Valley: Here the highland valley falls away in a series of cascading waterfalls. The slopes and cliffs form an unofficial border between the outlanders and plains villages. Atop these slopes is a place known as the Temple of the Abandoned, a crumbling stone structure where statues of past nations are taken to. Folk tales tell of how these past empires fell to their gods’ wrath, and as such people would rather take the difficult journey transporting the statues rather than destroy them and risk drawing their attention. Some statues still listen to prayers of those who ask.

15. Glasteel Pit: A wide pit carved into through earth and buried structures. This mine was busy until several months ago, when grells moved in and drove the miners out. With the recent troubles in the villages, they are still there. Some miners speak of a huge blue door, buried in rock and impenetrable to their tools. They reckon there is treasure behind it, if only they would open it. Lengths of cliffs stand between here and the highland valley, dotted with caves used by bandits and outlaws now that the mine is closed.

16. Foraging Caves: Free of metal or ancient structures, these caves are a haven for fauna and flora of all kinds. Some small villages make good use of the caves for food and resources. However, the Militia have been clumsily exploring the caves in search of treasure, destroying, or disturbing many of the animals who live there. The hills are also the home of the Granite Scholar, who lives away from the villages with agents acting as their front in the villages.

17. Sanctuary of the Coil: A serpentine war machine lies here entombed by earth. Called “The Coiled Dragon” by a band of small reptilians who live nearby, many openings allow travel through corridors and inner workings. Numerous spaces have been turned into shrines and temples, with areas with still functioning machinery given high reverence.

18. Upper River Valley: The river crashes down from the highland valley and slows to a wider and more ponderous flow here. The slopes and rocky hills give way to fields and grassland, or light forest to the north. A walled village stands in defiance of the Militia, refusing to pay their taxes.

19. Green Hollow: Irrigated fields line the river here, tended by numerous farmsteads that dot the land around the three major villages. Green Hollow, with its mighty buildings telling of past glories, stands as the central hub. The Militia have their stronghold in this region.

Wednesday, June 30, 2021

A magical source of inspiration

 One thing I'm trying to get better at is developing ideas, rather than simply throwing together a bunch of notes and leave them somewhere "to finish later". While some can be used for later inspiration, I find that some end up becoming mental baggage that feel like they need to be developed to free up the space. So, to free up some physical and mental space, here are some notes that may end up becoming a very loose hex crawl at some point (in the vein of The Evils of Illmire).

Using liches libram awesome oracle I created a setting and took notes. The last day or so I've been working on it, mostly throwing a bunch of ideas onto a page through blitzed brainstorming. My mind kept wanting to go science fantasy in a Caves of Qud style, but I attempted to keep the notes a bit more generic. Is that for the better or worse? I don't know, I reckoned generic makes it easier to adapt and less niche, but who knows.


Where is this place?


 Who lives here?


Who are the faction leaders?


What great beast or danger dwells here?


What legendary loot is there to be found?


So, what is this place?
  • Where sandy plains meet forest are numerous ruins of a past empire. Here roam bands of reiving humans and minotaurs who seek glory and plunder in the name of their dragon-god. These reavers also tell tales of a great slumbering fire giant who awakens every few years to eat and fight. Within one of these ruins is a crypt created by imperial mages for esoteric arcane purposes. A wizard, eager to unearth their secrets, stumbled into the crypt and left changed. Now known as the Metal-Mad Mage, he follows some secret agenda, in part advanced by machines of liquid metal. Their presence has awakened an ancient "Aspect of Death" who craves to devour the Metal-Mad Mage's essence.
  • If I were to go more science fantasy, they'd be a lot more robots, cybernetics, the works, but I understanding it's a bit more niche and ideally I wanted to create something more people could use.

I had about 19 hexes very briefly written out. Part of why I wrote this out was to refresh myself away from an increasingly jumbled list. A couple of ideas have come to mind, perhaps I'll make a series of blog posts for this hex map. And maybe draw some more cards for inspiration.

Saturday, September 26, 2020

Filling in hexes (and 3 hexes from my key)

When I mentioned to some French friends of mine that I was thinking of relaunching our game into more sandbox play (it had been on hiatus over the summer, and had gone in a very strange direction because of some bad decisions on my behalf), they groaned; previous sandbox style games they'd felt like they'd floundered, with no real direction. And I confess, t'was a lot on how I ran them.

Before I'd not really read or listened to much about hexcrawls and such, instead just having a vague idea in mind and went for it. However a read through the Alexandrian's hexcrawl series, and reading the Hot Springs Isle adventure, gave be a much better idea on what to do to back my game better. Not perfect by any means (we've had two games since the kick off, still getting used to new ways of note taking) but I'm a lot happier with the density of stuff.

Before I'd have vast swathes of land with... nothing. I'd spend a lot of time drawing a large map, but then didn't actually put anything in it. So, taking a leaf from Hot Springs Isle, I hacked down the map to a smaller size, and filled each hex with at least 3 things. Eventually some of the things got merged into one, but there's a point of interest, landmark, or something to mess with in each hex now. Because I didn't want to redraw maps, I used 6 mile hexes.

Using a lot of random elements (the Perilous Wilds has been super useful), I ended up with some places I'm pretty happy with. I also probably would never have imagined this stuff up unprompted, another thing I'm really appreciating this moment with random content generation. So I thought I'd share some here. Feel free to take any bits, or whole hexes even.

-----

0308 - HUMMING UNDERWATER CRYSTAL: Under the water is a tiny crystalline object, a wand or rod. Half buried and now it has surrounded itself with a glass like rock, it serves as a repository of transmutation magic, so far untapped.

  • Transmutation repository: 60 feet down in the water. Wand of a mage, cast into the sea. Formed a sort of glass like rock that stops it moving. Absorbs magical energy, and can be tapped into with the right knowledge. Lawful, transmutation.
This hex is just off the coast, underwater. I decided even if the players never find it, the nearby coastal areas should also have things of interest. A few rumours could set them off on an aquatic adventure.

-----

0505 - DRAGON’S HILL: Located in the north eastern part of the hex. The village is called such as it is believed that ages past a dragon died and a hill formed over them. The dragon spirit is said to tend to the lands, helping the plants grow.

  • Village: Abundant resources (grow a type of hill weed used for textiles). Problem: Recently attacked (less population, good stolen).

  • Ghouls cave: 6 ghouls have a lair in a cave. South eastern end, leave at night to eat the dead warriors in 0606.

    • Treasure: 2005cp (gnawed up bits of weapons, armour, jewellery), Ring of Love [the ring of love, moderate power. While wearing the ring, can place hands on someone’s head and kiss their forehead. For the next 6 days, whenever I do something to help the other, the receiver gains inspiration. If one of the pair is incapacitated, save vs heartbreak and anguish. If die, save vs death/incapacitation? If they have a disagreement, both gain un-inspiration, basically a disadvantage the DM can apply once, reversed inspiration).

  • Gnomish ghost gate: In centre of hex. Concealed by hills and shrubs is a stone gateway. Made of large rocks. The opening is about 2 ½ meters tall and 2 meters wide. The locals claim that the gate was made by gnomes, and believe that passing through the gate causes evil spirits/ghosts who are possessing or afflicting the individual to break their bond and flee. Claim that the dragon under the hill eats them , or scares them away.

The ghouls in this cave were drawn here due to the presence of a nearby battlefield, which is were all the scrap copper and ring comes from. The Ring of Love was randomly generated, and it's in game effects are still WIP. I've been keeping away from just +X swords and gear; we're playing d&d 5e, so bounded accuracy is a thing, plus I just find them rather uninspiring. With this ring, I'm tending towards the idea that when the pair of bounded characters are together, they're amazing ("The power of love!"), but heartbroken apart/if they fall out. Many folds to iron out beforehand mind.

-----


0910 - PURPLE OYSTER BEACH: A stretch of coast where gatherers claim to find magical oysters.

  • Enchantment oysters: The shells of these oysters have swirling colours, and when ground up can be used to produce enchantment based effects.

  • Clear marks (halflings): Halfings have beached here on occasion. The tracks are recent.
  • Ghost: The ghost of a fisherman wanders the coast, looking for his boat. He can also be seen wandering across the water.
Recently, I wondered that my fantasy games I've ran have been rather grounded; fantasy elements exist, but more on the lower end. Especially concerning flora and fauna.I decided to shake that up a bit, so oysters whose shells can be used in enchantment magics. Maybe the oysters charm you when you eat them too perhaps.