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Let’s Make a Hexcrawl Setting
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<blockquote data-quote="LostSoul" data-source="post: 5822620" data-attributes="member: 386"><p>Hex 13.08 (plains)</p><p></p><p>Within this hex lies a pleasant farming village, overgrown with webs glistening in the daylight. The webs pose a danger: the webs are as strong as steel. The glistening patterns (in daylight only) pose a threat to the mind, drawing characters into a maze of tunnels, which close behind them. </p><p></p><p>This is the den of a spider of foul intelligence and her brood. From her creche, which she never leaves, she can manipulate the web. She will open and close paths to lead characters to her, but she relies on vibrations from the web to locate her prey. Once they reach her, she will trap them and store them to feed her hungry children. She is fond of conversation and will spare those who converse with her - until the other, more boring food runs out, that is. </p><p></p><p>Characters who move carefully through the webs will find that they provide a safe place to rest.</p><p></p><p>Exploring the well-made houses reveals the skeletons of large families, many livestock, good tools, and some luxury goods.</p><p></p><p>Captain Keith from 15.07 once found himself trapped within the spider's lair, but was able to convince her to let him go after spinning wondrous tales. Now he has a deal with the spider: in exchange for more tales, which he collects from visitors to his eatery, he gathers the entrails and riches of her victims. He has been known to lead adventurers to their doom here - especially wealthy ones.</p><p></p><p>Hooks</p><p>- Who is the spider keeping alive in her den?</p><p>- Where have the inhabitants of this place gone? What would they do to get their homes back?</p><p>- Where can one find the cure for ghoulism?</p></blockquote><p></p>
[QUOTE="LostSoul, post: 5822620, member: 386"] Hex 13.08 (plains) Within this hex lies a pleasant farming village, overgrown with webs glistening in the daylight. The webs pose a danger: the webs are as strong as steel. The glistening patterns (in daylight only) pose a threat to the mind, drawing characters into a maze of tunnels, which close behind them. This is the den of a spider of foul intelligence and her brood. From her creche, which she never leaves, she can manipulate the web. She will open and close paths to lead characters to her, but she relies on vibrations from the web to locate her prey. Once they reach her, she will trap them and store them to feed her hungry children. She is fond of conversation and will spare those who converse with her - until the other, more boring food runs out, that is. Characters who move carefully through the webs will find that they provide a safe place to rest. Exploring the well-made houses reveals the skeletons of large families, many livestock, good tools, and some luxury goods. Captain Keith from 15.07 once found himself trapped within the spider's lair, but was able to convince her to let him go after spinning wondrous tales. Now he has a deal with the spider: in exchange for more tales, which he collects from visitors to his eatery, he gathers the entrails and riches of her victims. He has been known to lead adventurers to their doom here - especially wealthy ones. Hooks - Who is the spider keeping alive in her den? - Where have the inhabitants of this place gone? What would they do to get their homes back? - Where can one find the cure for ghoulism? [/QUOTE]
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