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Let’s Make a Hexcrawl Setting
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<blockquote data-quote="Daztur" data-source="post: 6101169" data-attributes="member: 55680"><p>OK for the random encounters I like having them. Normally when PCs are spending a lot of time in the wilderness in a small area there’s a couple different locations and encounters they can run into. We don’t really have that so the random encounters provide basically all of the adventuring nuts and bolts.</p><p> </p><p>The two main reasons not to have them:</p><p>-Take too much time to write them up: not so bad I don’t think, lots of copy pasta between different hexes is possible.</p><p>-Takes up too much space. Well they do. This is the main one. Could shrink it down a bit I suppose.</p><p> </p><p>But look at the map Hex 11.01 is crawling with goblins and should have very few encounters with other sentient species. Hex 14.01 is crawling with bears and is going to have few if any goblins. But you can’t just make there be more goblins in the west and more bears in the east since in the middle there are bunches of half-orcs. Also a LOT of hexes have stuff that you’d encounter there and nowhere else, especially when you consider that the tables produce terrain as well. Hard to model that without making up bunches of different tables.</p><p> </p><p>Or for another example in the Hex 20.16 write-up it says that there are crowfolk bandits about, which’d have it make more sense to only run into those specific bandits around here not evenly across a big swath of hexes.</p><p> </p><p>Another thing that’s important is that some hexes should be very dangerous places and others should be safe. Have to model that without different tables but maybe some similar hexes should share tables.</p><p> </p><p>Is a bit time-consuming, but just scatter bears throughout all of the hexes where bears show up could be workable.</p><p> </p><p>Looking over the map maybe instead of a round chunk of hexes around the Pool of the Firebirds (which is pretty random and not my favorite bit of the map) maybe a strip off the western coast more or less from Everdark to the Cross? That has a more consistent feel (melancholic, giant pirates in cloud castles, misty, wet and gloomy feel). Also that gives us a bit of flexibility to meander along the coast and grab some of the best hexes while giving the more boring ones a pass.</p><p> </p><p>Maybe:</p><p>Hex 00.02 the Pirate Kings: good stuff.</p><p>Hex 01.02 the Scorshia Birches: not my best hex but decent adventure seed for low level PCs, go harvest a bunch of rare wood and haul it back to sell it. Plays into the Oregon Trail aspects of D&D that I like.</p><p>Hex 02.03 Mount Scorshia: connects in with the theme of “lots of giants” and has some adventure seeds.</p><p>Hex 01.03 the Everdark: good base for adventurers. Can help tie the region together.</p><p>Hex 02.04: empty hex plunk in something with a lot of connections to other stuff along the coast.</p><p>Hex 01.04 the Chalk Cliffs: not many adventure seeds but fits into the giant theme.</p><p>Hex 02.05 Hoth Akbir: more giants and the local dungeon. Good adventuring site.</p><p>Hex 01.05 Laughing Sam: solid hex from chutup (right?) and good connections.</p><p>Hex 00.06: the Ocean of Bitter Regrets and the Dreamsong. I’m proud of this writing, good stuff here.</p><p>Hex 02.06 the Spawning Pool of the Salamanders: a bit random, maybe give it a pass?</p><p>Hex 01.06 the Warbling Coast: pretty generic but the entry is really short, can have cool stuff added.</p><p>Hex 02.07: Broderick’s Grove: entry is a bit of a stub, no much more than “redwoods grow here” could have something cool added.</p><p>Hex 01.07 The Saltwood: a bit random but Zuc’s OK. Maybe stick the druids here?</p><p>Hex 01.08 Broderick’s Estuary: pretty generic.</p><p>Hex 00.09 Salt Point: creepy lighthouse.</p><p>Hex 01.09 Fernsbank: solid hex.</p><p>Hex 01.10 Cave of Kull Cove: solid adventuring location, is based on a one page dungeon.</p><p>Hex 02.11 The Cross: good bookend on the other side.</p><p> </p><p>Potential additional hexes: 00.03, 00.04, 00.05, 00.07, 00.08, 02.09, 00.10, 00.11, 01.11</p><p> </p><p>Could work. Some bland hexes but they’re the short ones and have space for spicing up.</p><p> </p><p>Alternatively I think the area of eastern Thring most of the Barrier Peaks (giving the stuff too closely tied to Shuttered a miss) and the area upstream of Blind Midshotgate Pool works well. Birlwood Hall provides an adventuring location, Where the Levee Breaks provides a hook (Witch Clans up to no good)</p><p> </p><p>Maybe:</p><p>Hex 19.15 Chicken Dragon: a bit goofy but fun monster.</p><p>Hex 20.16 Castle Spiriwin: good hex would make for some fun adventures.</p><p>Hex 21.14 Birlwood Hold: good hex, solid base for adventuring locations.</p><p>Hexes 21.15 and 22.15: creepy ogre sisters, good adventure fodder.</p><p>Hexes 22.16 and 23.16: Witch Queen and her dogs good antagonist.</p><p>Hex 20.18 the Foolish Sages: these guys are funny.</p><p>Hex 22.18 Where the Levee Breaks: provides a hook to get PCs involved with the Witch Clans.</p><p>Hex 24.15 Phantom hex. Weird there’s no description of this hex anywhere.</p><p>Hexes 23.18, 23.19, 24.18, 24.20, 25.16, 25.17, 26.16 = witch clans.</p><p>Hex 26.17: a dungeon, adventuring site.</p><p>Hexes 25.18 & 19 could be stolen off of Blind Midshotgatepool</p><p> </p><p>Fill in most some combination of 21.16, 22.17, 23.17, 24.17, 24.16, and 23.15.</p><p> </p><p>Hmmmm, more hexes to fill in than the coastal strip, maybe hit the coastal strip?</p><p> </p><p>Note: I’m giving the stuff in the NE corner of the mountains a pass since they’re connected too closely in with Shuttered, they’d fit better with the area between the mountains and the City with stuff like the White Road.</p><p> </p><p>Note to self: Hex 25.19 doesn’t show up on the map.</p></blockquote><p></p>
[QUOTE="Daztur, post: 6101169, member: 55680"] OK for the random encounters I like having them. Normally when PCs are spending a lot of time in the wilderness in a small area there’s a couple different locations and encounters they can run into. We don’t really have that so the random encounters provide basically all of the adventuring nuts and bolts. The two main reasons not to have them: -Take too much time to write them up: not so bad I don’t think, lots of copy pasta between different hexes is possible. -Takes up too much space. Well they do. This is the main one. Could shrink it down a bit I suppose. But look at the map Hex 11.01 is crawling with goblins and should have very few encounters with other sentient species. Hex 14.01 is crawling with bears and is going to have few if any goblins. But you can’t just make there be more goblins in the west and more bears in the east since in the middle there are bunches of half-orcs. Also a LOT of hexes have stuff that you’d encounter there and nowhere else, especially when you consider that the tables produce terrain as well. Hard to model that without making up bunches of different tables. Or for another example in the Hex 20.16 write-up it says that there are crowfolk bandits about, which’d have it make more sense to only run into those specific bandits around here not evenly across a big swath of hexes. Another thing that’s important is that some hexes should be very dangerous places and others should be safe. Have to model that without different tables but maybe some similar hexes should share tables. Is a bit time-consuming, but just scatter bears throughout all of the hexes where bears show up could be workable. Looking over the map maybe instead of a round chunk of hexes around the Pool of the Firebirds (which is pretty random and not my favorite bit of the map) maybe a strip off the western coast more or less from Everdark to the Cross? That has a more consistent feel (melancholic, giant pirates in cloud castles, misty, wet and gloomy feel). Also that gives us a bit of flexibility to meander along the coast and grab some of the best hexes while giving the more boring ones a pass. Maybe: Hex 00.02 the Pirate Kings: good stuff. Hex 01.02 the Scorshia Birches: not my best hex but decent adventure seed for low level PCs, go harvest a bunch of rare wood and haul it back to sell it. Plays into the Oregon Trail aspects of D&D that I like. Hex 02.03 Mount Scorshia: connects in with the theme of “lots of giants” and has some adventure seeds. Hex 01.03 the Everdark: good base for adventurers. Can help tie the region together. Hex 02.04: empty hex plunk in something with a lot of connections to other stuff along the coast. Hex 01.04 the Chalk Cliffs: not many adventure seeds but fits into the giant theme. Hex 02.05 Hoth Akbir: more giants and the local dungeon. Good adventuring site. Hex 01.05 Laughing Sam: solid hex from chutup (right?) and good connections. Hex 00.06: the Ocean of Bitter Regrets and the Dreamsong. I’m proud of this writing, good stuff here. Hex 02.06 the Spawning Pool of the Salamanders: a bit random, maybe give it a pass? Hex 01.06 the Warbling Coast: pretty generic but the entry is really short, can have cool stuff added. Hex 02.07: Broderick’s Grove: entry is a bit of a stub, no much more than “redwoods grow here” could have something cool added. Hex 01.07 The Saltwood: a bit random but Zuc’s OK. Maybe stick the druids here? Hex 01.08 Broderick’s Estuary: pretty generic. Hex 00.09 Salt Point: creepy lighthouse. Hex 01.09 Fernsbank: solid hex. Hex 01.10 Cave of Kull Cove: solid adventuring location, is based on a one page dungeon. Hex 02.11 The Cross: good bookend on the other side. Potential additional hexes: 00.03, 00.04, 00.05, 00.07, 00.08, 02.09, 00.10, 00.11, 01.11 Could work. Some bland hexes but they’re the short ones and have space for spicing up. Alternatively I think the area of eastern Thring most of the Barrier Peaks (giving the stuff too closely tied to Shuttered a miss) and the area upstream of Blind Midshotgate Pool works well. Birlwood Hall provides an adventuring location, Where the Levee Breaks provides a hook (Witch Clans up to no good) Maybe: Hex 19.15 Chicken Dragon: a bit goofy but fun monster. Hex 20.16 Castle Spiriwin: good hex would make for some fun adventures. Hex 21.14 Birlwood Hold: good hex, solid base for adventuring locations. Hexes 21.15 and 22.15: creepy ogre sisters, good adventure fodder. Hexes 22.16 and 23.16: Witch Queen and her dogs good antagonist. Hex 20.18 the Foolish Sages: these guys are funny. Hex 22.18 Where the Levee Breaks: provides a hook to get PCs involved with the Witch Clans. Hex 24.15 Phantom hex. Weird there’s no description of this hex anywhere. Hexes 23.18, 23.19, 24.18, 24.20, 25.16, 25.17, 26.16 = witch clans. Hex 26.17: a dungeon, adventuring site. Hexes 25.18 & 19 could be stolen off of Blind Midshotgatepool Fill in most some combination of 21.16, 22.17, 23.17, 24.17, 24.16, and 23.15. Hmmmm, more hexes to fill in than the coastal strip, maybe hit the coastal strip? Note: I’m giving the stuff in the NE corner of the mountains a pass since they’re connected too closely in with Shuttered, they’d fit better with the area between the mountains and the City with stuff like the White Road. Note to self: Hex 25.19 doesn’t show up on the map. [/QUOTE]
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