The Alexandrian

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#5. IMPROVISED RANDOM GENERATORS

Okay, we started by filling the map with every ounce of creative thought we had. Then we started recklessly stealing everything we could lay our hands on. But we’re still staring at empty hexes. What now?

Now we need to get our creative juices flowing again by rapidly injecting fresh ideas that will break us out of the dried-out box our thinking is currently trapped in. There are a lot of ways to provide this stimuli. A simple one I used was to simply roll on a wilderness encounter table and then combine the result with a treasure generator. For example:

(1) Roll 1d8 to determine a column on the AD&D “Sub-Arctic Conditions” encounter table. I rolled a 6, so the result is “Mountains”.

(2) Roll 1d100 with a result of 65. That’s a giant owl. According to the Monster Manual, giant owls appear in groups of 1d4+1. I roll and generate a group of five owls.

(3) Giant owls have a treasure type of “Q x 5, X”. I roll on those treasure tables and I get 1 miscellaneous magic, 1 potion, and 1 gem. Rolling on the sub-tables I get a black pearl (500 gp), a potion of human control, and an amulet of life protection.

Okay. The hex I’m looking at is in the Old Forest, so let’s try something like this:

N7 – TREE OF THE ELDER OWL

A giant tree, over 80-feet wide at its base and towering several hundred feet in the air. Around the base of the tree are a number of strange carvings, intermixed with primitive pictures of owls.

CALL OF THE OWL: Anyone performing an owl call near the base of the tree will cause a hidden door to open, allowing passage into the hollow center of the trunk.

COUNCIL OF OWLS: Within the tree, four giant owls sit on perches. For an appropriate tribute, these owls can each cast augury once per day.

UPPER EYRIE: For a much larger tribute, the Council will have the supplicant remove their arms and armor. Then one of the owls will clutch them by the shoulders and fly them to the upper eyrie where they will be placed before the Elder Owl.

THE ELDER OWL: The left eye of the Elder Owl has been replaced with a black pearl (500 gp) and he wears an amulet of life protection. The Elder Owl will answer questions as per a commune spell, but he is also completely enamored with physical beauty: If someone of particular beauty (Charisma 16+) presents themselves, he will use his potion of human control in an attempt to enslave them.

Now we can move onto the next hex. Using the same procedure I generate a herd of wooly rhinos. They aren’t interesting, so I skip them and roll again. This time I get a gynosphinx with 4,000 platinum pieces, a potion of plant control, a bag of beans, and wearing a platinum belt studded with six black sapphires (worth 3,000 gp). What do you make of that?

#6. SPIN-OFFS

Regardless of how you’re stocking a hex, you should keep your mind open to other locations that the current hex suggests.

For example, you’ve got a necromancer in a crystalline spire who’s served by a bunch of goblins he’s charmed by writing arcane runes on the inside of their eyelids and then sewing their eyes shut. Where’d he get the goblins from? Maybe there’s a village of them living nearby. They protect a tree that bears a single, bright red fruit each year. The fruit has magical properties and each year the necromancer comes to claim the fruit and take away goblin slaves.

Or you’re keying a grotto that a bunch of bandits are using as a hideout. Turns out these bandits have longbows of remarkably high quality. This is because they’re trading with a one-eyed troll who lives in a cave that can only be accessed through a green crystal which thrusts up through the forest floor: Lay your hand upon the crystal, say the magic password, and the crystal becomes intangible. The troll is a master bowyer.

#7. WALK AWAY

Finally, be willing to walk away from the project and take a break: Watch a TV show. Read a book. Flip through some unrelated game manuals. Power up the PS3.

Give your brain a chance to breathe and your creative batteries a chance to recharge.

This is not, by any stretch of the imagination, a comprehensive catalog or definitive technique for keying a hexcrawl. It’s just what I happened to do while keying the Thracian Hexcrawl.

Go to Part 12: At the Table

Legends & Labyrinths - Art: Viktor FetschThis is not really an update for the status of Legends & Labyrinths because there’s not really anything new that I can discuss right now: The hold-up remains the artwork that was offered as a contributor reward. When the original artist flaked it initiated a series of cascading failures.

But I did want to generally assure people that progress is being made. And I’m hoping to have an actual update sooner rather than later. Until I have something actually concrete and in my hands, however, I don’t want to get into the business of publicly counting my chickens before they hatch.

I appreciate your patience, and I hope you can believe me when I say that nobody wants this ordeal to be over more than I do. There are days when this book feels like the Rock of Sisyphus to me, but I have to honestly believe that eventually the rock will find its resting place; you’ll all be able to enjoy the game; and I’ll be able to move on to new projects.

Thanks.

Go to Part 1

I’ve mentioned before that my Thracian Hexcrawl consists of a 16 x 16 map in which every hex has been keyed with geography: That’s 256 hex keys.

Several people have asked me how I did that. Here’s the first secret: When you’re prepping material for yourself, polish is overrated. (Details are also overrated, with the proviso that essential details and awesome details should always be jotted down.)

For example, consider the Skull Rock mini-dungeon I posted in Part 8. If I were writing this dungeon up for someone else to use, I’d probably take the time to mention how wet and slick the stairs leading down into area 1 are (due to the river above); the damp moistness in the air of the first chamber (providing a slight haze that can be burnt away dramatically by the flames of the dragon head); and the way that dampness gives way to a chilled condensation that hangs in glistening drops from the rough hewn walls as you descend into the dungeon.

But since I’m just prepping this for myself, I don’t need to write that down.

Trust your own voice as a GM. During play, based on your intrinsic understanding of the scenario and the environment, it will provide the logical and evocative details necessary to flesh things out.

And by placing that trust in yourself, you can save yourself a ton of prep time. (Something like Skull Rock would take me seven or eight times longer to write-up if I took the time to include and polish all the details.)

#0. HAVE A MAP

Today I’m just going to be talking about stocking hexes. Before you can do that, though, you need the map you’ll be keying.

First, figure out how big you want your map to be. Having worked with a 16 x 16 map with 256 hexes, I’ve concluded that (a) it’s bigger than it needs to be and (b) it requires a ridiculous amount of prep work. So I recommend that people start with a 10 x 10 or 12 x 12 map: 100 or 144 hexes are substantially more manageable and the map will be more than big enough.

Hexcrawl MapSecond, place the home base for the PCs in the center of the map. (This way they can go in any direction without immediately riding off the edge of your prep.)

Third, grab a copy of Hexographer and lay down your terrain. I recommend large blocks of similar terrain, which can then immediately double as your regions. (Remember that any individual hex is huge. Just because you threw down forest as the predominant terrain type doesn’t mean there can’t be a lot of local variation within it.)

I also recommend having two or three different types of terrain immediately adjacent to the home base: If the PCs go north, they enter the mountains. If they go west, they enter the forest. If they head south or east they’re crossing the plains. (It gives a clear and immediate distinction which provides a bare minimum criteria that the PCs can use to “pick a direction and go“.)

Fourth, throw down some roads and rivers. You’re done.

#1. BE CREATIVE, BE AWESOME, BE SINCERE

Before we get into any tips, tricks, shortcuts, or cheats, first things first: Do some honest brainstorming and pour some raw creativity onto the page.

The neat ideas you’ve been tossing around inside your head for the past few days? Everything your players think would be cool? Everything you think would be cool? Everything you wish the last GM you played with had included in the game?

Put ’em in hexes.

Then think about the setting logically: What needs to be there in order for the setting to work? What do you want the setting to have?

Get ’em in hexes.

Bring your creativity to the table. And make sure everything you include is awesome because life is too short to waste time on the mediocre or the “good enough”.

Finally, throughout this entire process be sincere. I think it’s really important to stay true to yourself when you’re doing design work: You have a unique point of view and a unique aesthetic. Even when you’re bringing in inspiration or material from other sources, apply it through your own perspective and values.

#2. JUMP AROUND

It can be useful to start at hex A1, go to hex A2, and then systematically proceed on through the A’s before starting the B’s.

But if you’re working on A3 and you get a cool idea that belongs on the other side of the map, don’t hesitate: Jump over there and key it up in hex F7.

This is not only useful from a practical standpoint: It also feels great when you get to column F and discover three-quarters of the hexes have already been filled.

#3. STEAL

Okay, you’ve filled a couple dozen hexes, but now you’re starting to run out of ideas. What next?

Steal.

If you’re reading this blog, I’m guessing you’ve got a stack of modules that you’ve collected over the years. Go pull your favorites off the shelf and start plopping them down into your hexes.

The Forge of FuryBy simply expanding the distances between locations in B2 Keep on the Borderlands, for example, I was able to fill six hexes: The Keep, the Caves of Chaos, the Mound of Lizard Men, the Spider’s Lair, the Raider Camp, and the Mad Hermit’s Hollow.

Additional locations in the ‘crawl include Caverns of Thracia, The Sunless Citadel, S3 Expedition to the Barrier Peaks, G1 Steading of the Hill Giant Chief, B3 Palace of the Silver Princess, Temple of Elemental Evil, Gates of Firestorm Peak, L3 Deep Dwarven Delve, Return to White Plume Mountain, DLE1 In Search of Dragons, and Forge of Fury. (Quite a few of those supplied multiples hexes.) Plus stuff from the Book of Treasure Maps 1 & 2, Book of Ruins, Touched by the Gods, Supplement II: Blackmoor, The Book of Taverns, quite a few 0onegames products, and The Secrets of Xendrik.

Having 20+ years worth of collecting to fall back on is nice, of course. But even if you don’t have that kind of gaming library, you can find a ton of stuff online for free. And I did: The One Page Dungeon contest is basically an all-you-can-eat smorgasboard for this sort of thing. Dyson Logos has oodles of gorgeous maps. I also pulled a ton of great stuff from Rust Monster Ate My Sword.

#4. STEAL MORE

No, seriously, go steal stuff. Pillage and loot with wild abandon.

For example, I own an almost complete run of Dungeon magazines. Not every Dungeon adventure is appropriate for keying a hex, but a lot of them are location-based (or contain locations that can be ripped out).

Dungeon Magazine #65For example, let’s flip open Dungeon #65.

(1) “Knight of the Scarlet Sword”. This adventure details the Village of Bechlaughter and the magical silver dome in the center of the village which serves as home to a lich. Use the whole village or just use the dome.

(2) “Knight of the Scarlet Sword” also contains the Caves of Cuwain — the tomb of a banshee. Another location that can be used as a key entry.

(3) “Flotsam” is a side trek featuring a couple of pirates who pretend to be legitimate merchants; they lure people onto their ship by offering legitimate passage and then rob them on the high seas. Not hex key appropriate, but what if the PCs found this ship — and its weird, seemingly crazy crew — just sitting in the middle of the forest. Might be workable: Make it a witch’s curse or a strange haunting. Or just crazy people.

(4) “The Ice Tyrant”. Heavily plotted adventure, but you can start by ripping out the fully-mapped Lodge and placing it along any convenient road that needs an inn.

(5) “The Ice Tyrant”. Also contains a map for a Sentinel Tower occupied by evil dwarves.

(6) “The Ice Tryant”. Finally, the Keep of Anghanor — guarded by a white dragon and containing a bunch of bad guys.

(7) “Reflections”. A side trek involving a cavern where a will ‘o wisp has imprisoned a gibbering mouther.

(8) “Unkindness of Raven”. Location-based adventure triggered by stumbling across Crawford Manor while wandering through the wilderness. Plop it in.

(9) “The Beast Within”. Location-based adventure triggered by stumbling across a werewolf’s cottage in the wilderness.

And there you go. One random issue of Dungeon and you’ve got 9 hexes keyed. Pick up a dozen issues and you could probably key a full 10 x 10 hex map entirely from the magazine.

Go to Part 11: More Hex Stocking

GenCon

August 16th, 2012

I’m there now.

Anybody else hanging out in Indianapolis? Running a game I should attend? Seen an awesome game I should check out?

My big disappointment so far was missing out on Android: Netrunner, which I was hoping to play some pick-up games with. Had a fairly slow Thursday otherwise: Super RoboRally (played with giant-sized, fully-operational lego robots) is cute. Mechnoir, the mecha expansion to Technoir, has been released, and Ken Hite makes for an awesome panel.

Also, check out the Indie Games on Demand room. It’s pretty awesome up there.  I may end up running a game there if I get the chance. I’ll try to post an update here if that happens.

Untested: Fungal Traps

August 2nd, 2012

Fungus - James Hamlyn Willis

I’ve been watching After Life: The Science of Decay, which is a really fascinating BBS documentary. The link there will take you to a point in the middle of the video which showcases a couple of interesting real-life fungi which, with a little fantasy twist, could be made very interesting challenges for your PCs.

Confusion Spike (CR 4): Characters within an area infested by the airborne spores of the confusion spike must make a Fortitude save (DC 15) each minute or become infected. Once infected, the spores will grow rapidly within the character’s mind, creating alchemicals that control and disrupt the victim’s behavior. 2d6 rounds after exposure, the victim will become confused (as per a confusion spell). 2d6 rounds after that, they must make a second Fortitude save (DC 15): On a success, they have recovered from the infection. On a failure they die.

Characters who die while under the effects of the confusion spike (either due to the effects of the fungus or otherwise), rapidly exude the fruiting body of the fungus. 1d4 rounds after death, this takes the form of a long, narrow spike which bursts through the character’s skull and grows rapidly to a length equal to roughly three times the character’s body length over the course of 2d6 rounds.

4d6 minutes later, the top of the fruiting body will explode spreading spores in a radius equal to the length of the fruiting body. These spores create a new infection zone, which can linger in the air for years or even decades. (Although they dissipate more quickly in outdoor environments.)

Dwarfbane (CR 1): This magical fungus, reportedly a tainted byproduct from certain rituals used to enchant magical arms and armor, breaks down metallic items in a cycle of decay. It was named dwarfbane after a strain of the fungus infested the rich veins of Dharballa and completely destroyed the dwarven city’s mines. Efforts to contain the infestation failed and eventually — broken and impoverished — the entire city of Dharballa was abandoned. Today there are many dwarven cities that will still refuse entry to any dwarf of Dharballa out of fear they will bring banespore with them.

Metallic items that touch dwarfbane become infested. Magic items made of metal can avoid infestation with a successful Reflex save (DC 17).

Although a great threat to dwarven cities, dwarfbane poses little threat to adventurers as long as they are wary of the danger: 1d4 hours after exposure to dwarfbane spores, a successful Knowledge (nature) check (DC 15) or Spot check (DC 25) will allow the owner of an item to notice spots of the distinctive green patina formed by the fungus. After 4d6 hours, the item will suffer 1d6 points of damage per hour until destroyed.

Objects affected by dwarfbane are rendered into a green, mossy rust. (Which, of course, seethes with dwarfbane spores.)

Fungal Snare (CR 2): These large, strong fungal growths form large loops around subterranean corridors. When a creature passes through the loop, the fungus snaps shut in a vice-like grip. If the target fails a Reflex saving throw (DC 14),they are caught by the snare, suffer 1d6 points of damage, and become stuck and entangled. The snare has AC 16, 10 hp, and requires a Strength or Escape Artist check (DC 15) to escape. A fungal snare can be detected with a successful Search check (DC 15).

Goblins have been known to specifically foster and grow fungal snares as lair wards. The goblins will carry small bags containing cuttings from the fungal snares, the presence of which prevents the fungal snares from snapping shut.

Fungal Web Droppers: Fungal webs grow on tall stalks to the ceiling of a cavern or into the lower foliage of a forest’s canopy. Once they have reached this height, their fruiting body spreads a wide, web-like indusium. When creatures pass beneath the indusium, the fungi drop their webs.

Size
Escape Artist DC
Reflex/Break DC
Hit Points
Poison
Small (5' x 5')
10
14
2
Fort DC 10, 1d2 Str
Medium (5' x 5')
10
10
4
Fort DC 10, 1d3 Str
Large (10' x 10')
12
16
6
Fort DC 12, 1d4 Str
Huge (15' x 15')
13
17
12
Fort DC 13, 1d6 Str
Gargantuan (20' x 20')
16
20
14
Fort DC 16, 1d8 Str
Colossal (30' x 30')
20
24
16
Fort DC 20, 2d6 Str
Colossal+ (50' x 50')
28
32
18
Fort DC 28, 2d8 Str

The table lists the size of the web and the maximum size of the creature that can be trapped by the web. Creatures beneath the web are affected as per a web spell, except using the DCs listed on the table. The web is also coated with a contact poison, afflicting anyone caught in the web or trying to tear it apart with their bare hands.

The tall stalks of fungal web droppers are usually easily noticed, although a Knowledge (nature) check (DC 18) is required to recognize the danger. Some fungal web droppers have stalks which camouflage themselves as stone columns or tree trunks, requiring a Spot check (DC 20) to notice. A Spot check (DC 30 – 2 per size category) will suffice to notice the overhanging webs.

Fungal Snare Webs: Fungal snare webs are similar fungal web droppers, except their webs remain attached to the fruiting body of the fungi and will attempt to draw those caught in the web up into the air. Characters who fail their initial Reflex throws are drawn a random distance into the air. Increase the Escape Artist and Break DCs by +5.

Long Net Stinkhorn - Shirley Ng

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