Categories
Godsbarrow Old school Tabletop RPGs

#dungeon23: off to the races!

I’m not sure all my notes (many rolled in Tome of Adventure Design [affiliate link]) will survive the next steps, but I’m off to the races with #dungeon23. Weep at my terrible handwriting!

Sketching out the surface level of the Black Furnace: five entrances, with notes

I like megadungeons with multiple entrances and verticality, so the Black Furnace has a main entrance, two chimneys (which can be used as dangerous entrances), an observatory side entrance, and a collapsed garden/cave that also allows ingress.

Today’s room was S1, the main entrance: a huge black kiln with three ways down to level 1 (one of which also leads to level 2).

Out now: The Unlucky Isles

The Unlucky Isles [affiliate link], the first system-neutral guidebook for my Godsbarrow fantasy campaign setting, is now on DriveThruRPG.
Categories
Godsbarrow Old school Old School Essentials Tabletop RPGs

#dungeon23: The Black Furnace

Sean McCoy‘s #dungeon23 challenge has been making the rounds on Mastodon: Every day in 2023, write one room of an old-school fantasy megadungeon (or whatever similar project tickles your fancy). I’ve been intrigued, but felt like I didn’t really need another project next year — until this morning, when the puzzle pieces fell into place.

Dungeon23 logo created by Lone Archivist and released under a CC BY 4.0 license

These days I do best with long-term projects that I can 1) work on every single day, no exceptions, and 2) just “check the box” if I don’t have the energy today. That means projects with lots of variety in their components, and which can survive banking the fires — basically only working on them in the most technical sense, like a dab of paint or writing a single name — while I recharge my creative juices or deal with life’s curveballs.

This is how Godsbarrow got created, and how I’ve worked on it daily since March 2021. It’s how I wrote and published The Unlucky Isles [affiliate link]. It’s how I work on my 40k miniatures. It prioritizes continuation, completion, and realistic expectations — and it’s baked right into #dungeon23. There’s tons of variety (365 rooms!), and writing “Empty room” is a 100% valid and necessary component of any megadungeon.

Sean’s longer write-up makes that explicit, and it’s what really sealed the deal for me. After many past false starts, I’m going to take a run at creating my first megadungeon: the Black Furnace, my favorite dungeon that I’ve mentioned in my Godsbarrow material.

My WIP simple spreadsheet, as of December 10, 2022

My approach

I get the appeal of working on #dungeon23 in a physical notebook with hand-drawn maps; that will produce a lovely artifact at the end of the year, and it hearkens back to the origins of the hobby. But my handwriting is terrible, I won’t always have that notebook handy, I know drawing dungeon maps is a roadblock for me (I always get too deep in the weeds and then abandon the project), and ultimately whatever I produce is likely to be something I want to publish — so why make more work for myself by doing it by hand?

Once I knew that, the rest of my path became pretty clear. Here it is in rough form, as it stands now:

  • Google Sheets: I’ll be creating my megadungeon in Google Sheets. Easily updateable and editable, always available, and already digital.
  • Dyson Logos’ maps: I’m going to use some of the wonderful maps created by Dyson Logos — specifically, the ones Dyson has generously released with a royalty-free commercial license. If I finish my dungeon and like it enough to publish it, this makes that possible.
  • OSE: Old School Essentials is my old-school system of choice, and the game I’d most likely use to run a megadungeon, so that’s sorted. And OSE has a third-party license for published products that looks entirely reasonable, so I’m covered there as well.
  • Dungeon stocking: That also means I can use the OSE rules for random dungeon stocking, which I quite like. That breaks down to 1/3 empty rooms, 1/3 monster, 1/6 special, and 1/6 trap.
    • I might also use the method from AD&D 1e, which comes up in Courtney’s PDF (the next bullet).
  • Random generators: I love random generators, and with 365 rooms to write (even if 122 of them are empty!) I’m going to need plenty of inspiration. There are a billion tools for this, but I’ll start with two.
  • A snazzy logo: Lone Archivist created a free #dungeon23 logo pack (as well as one for sci-fi projects) with a CC BY 4.0 license.

That’s the how, but what about the what?

The Black Furnace

I created the Black Furnace when I was designing the Unlucky Isles, and I like how it turned out. Even though it’s only a region-level sketch, that’s plenty to get me rolling on room-by-room creation (which is one of the things I love about region-level sketches!):

This black stone kiln the size of a large house, its soot-covered iron door always warm to the touch, rises from the earth during times of great strife. It was thought to have receded from the world centuries ago, but in recent days trappers and woodcutters who work the Hulawe Hills claim to have seen this fell edifice, and those who have gone to look for it have not returned. Folk tales say that it’s the entrance to a sprawling subterranean maze, or to the realm of a long-forgotten god, or a maw which releases ancient monstrosities into the world. In truth, the Black Furnace is all three of those things, and its reappearance bodes ill for Brundir.

From The Unlucky Isles [affiliate link]

That’s got all the bones I need for #dungeon23: A sprawling subterranean maze: check. The realm of a long-forgotten god, which hearkens back to one of my favorite modules, Tomb of the Iron God [affiliate link]: check. A maw that spews monsters, which is already giving me all sorts of ideas: check. And potential region-level, world-shaking implications, which I love in a dungeon: check.

In the spirit of drawing from my first Godsbarrow and proto-Godsbarrow ideas for worldbuilding, I’m going to reuse, remix, and draw from the megadungeon I started designing back in 2016, Marrowdark. (I’ll likely use that name for something else in Godsbarrow — maybe even a dungeon; it’s the ideas I’m after here.) Some of the rough clay in those notes has already made its way into wider Godsbarrow, notably the null slimes of Middenglum, and I want to explore more of its themes.

Many thanks to Sean McCoy for kicking this off, and for posting about it well in advance of the start date! I needed that time to get my ducks in a row and think things over, and now I’m excited to get rolling in January.

Out now: The Unlucky Isles

The Unlucky Isles [affiliate link], the first system-neutral guidebook for my Godsbarrow fantasy campaign setting, is now on DriveThruRPG.
Categories
Tabletop RPGs Traveller

Traveller generators: worlds, systems, sectors, subsectors, and Mongoose 2e characters

I’ve posted about Traveller generators before here on Yore, but I’ve also used one or two I’ve never posted about — and recently found a great Reddit list of even more generators that were new to me. Time for a round-up!

My brain is in Mongoose Traveller 2e [paid link] mode at the moment, but given the broad compatibility of the various editions of Traveller — especially in terms of setting creation — these generators should be useful no matter which flavor/fork appeals to you. The only exception is the last one on the list, which specifically creates Mongoose 2e NPCs.

Mongoose Traveller 2e core book (sitting atop High Guard on my paint-spattered desk)

Sectors and subsectors you can revisit, with maps

The inimitable Alex Schroeder offers a triple threat for Traveller GMs, with some really cool features. The main Traveller generator page features links to generate random sectors and subsectors; those output on a new page, with a unique URL. (To generate a new one, you have to hit the link on the main page. Refreshing your generated page, logically enough, changes nothing.)

You can also paste in your own list of UWPs (and the list the page itself generates is preformatted to work perfectly here), or the URL of a page you just generated, and then hit the “Submit” button, and the site will also generate your subsector or sector map. (The map needs to be saved locally for future use.)

Systems, sectors, and subsectors, with options (rift, spiral arm, etc.)

If you want some options when it comes to type of sector/subsector, neuzd’s awesome Mongoose 1e generator is a one-stop shop, and includes options for rift, sparse, spiral arm, and densely populated sectors and subsectors. Those options are what make this one so cool. Do note that you can’t bookmark the results; you’ll need to export or paste them for future use.

Best of all, you can select the type of sector/subsector with this generator, copy the resulting list, paste it into Alex Schroeder’s generator (above), and the latter will create your map for you. The best of both worlds!

Systems and worlds with bells and whistles

One of my go-to sites for generators of all stripes, donjon, offers an amazing system generator that includes planetary images, a breakdown of the system, and a full work-up of the core world that includes a randomly generated world map. For a new system, just hit refresh. The simplest way I’ve found to preserve its output is to take a screenshot.

Worlds you can revisit

The PBE Games world generator is fantastic. It will spit out random worlds, of course, but you can also provide your own UWPs and it will expand them into full write-ups. Best of all, the generator provides a seed for every world it creates — just save that seed (a short string of characters), and you can plug it back into the generator anytime to re-create that world.

Worlds based on milieu, with extras

Not only can you specify the milieu and other details before generation, Traveller Tools will also tell you fun stats like refuel time, travel times and distances, and available trade goods. This one appears to be Mongoose 2e-specific (to the extent that that matters). A permalink is available for every world you create.

Mongoose 2e Traveller character generator

Traveller Tools also features a great Mongoose 2e Traveller character generator, and there’s a permalink for any character you create. You can specify age and careers or just let the randomizer do its work; either way, it’s intended for NPCs and, as the page notes, takes a few liberties with the rules to enable random generation.

Mongoose 2e characters aren’t quite as simple as OG Trav characters (which generally fit into a line or two of text), so I was thrilled to find this one.

Want more?

The Zhodani Base offers a beefy list of Traveller generators covering everything from sectors to counters to magazine covers. There’s plenty here that should be handy for any Trav GM.

Out now: The Unlucky Isles

The Unlucky Isles [affiliate link], the first system-neutral guidebook for my Godsbarrow fantasy campaign setting, is now on DriveThruRPG.
Categories
Tabletop RPGs Traveller

Mongoose Traveller system and sector generator

neuzd offers a dandy Traveller system generator for 1st edition Mongoose Traveller (paid link), and it’s free.

What makes it so dandy? For starters, it’s dead simple: click link, get system. The abbreviations for bases and trade codes appear on every output screen (you’ll have to reference the rules, or the web, for the UWP and other codes).

It also hits all my high notes for a random generator: just the right amount of inspiration, quirky without going too far off the rails, and never boring. As an example, here’s the first system I generated while writing this post:

The Bbj Iisog System

“Bbj Iisog” is a great name, weird and not at all one I’d have thought up on my own. There’s a scout base here, and the trade codes signify garden, high population, industrial, and low tech.

Unpacking the UWP stats, there’s a rundown starport on a medium-size wet world with a tainted atmosphere. That world has a high population (1-10 billion) and is governed by a charismatic dictator; the law level is moderate. Its tech level of 4 puts it at the level of atomic science and internal combustion engines.

So, a garden world — that has a tainted atmosphere — with a huge population, one shitty starbase, a dictator, and not much in the way of advanced technology. My brain goes straight to an atmosphere that has a low-level soporific effect on the population, keeping them alert enough to work but docile enough not to rebel — which is handy for the planetary dictator, since there are a lot of people to control. That same atmosphere is what makes this world so fertile: They grow stuff here that can’t be grown anywhere else, and in abundance.

What will the PCs do when they arrive? If they’re in bad shape, they might be stuck for a little while (not much in the way of services at that starport). The planet is ripe for a revolution, but how do you foment one when the very air fights against you? (Sure, everyone has filters, but they probably don’t work all the time — and I bet the dictatorship has a hand in that.) It’s also ripe for stealing some of the weird plants they grow, or running tests to try to find a way to synthesize their growing conditions elsewhere — or a host of other possibilities.

Sectors and sub-sectors, too

But wait, there’s more! This generator also does sub-sectors and sectors, and you can toggle settings for population density and sector location. And on top of that, it can also just spit out name lists for you to use as needed.

Want a ton of systems all at once, with hexes (ready for you to hand-populate your game map)? This generator delivers. And again, I love the names — here are a few from a sample system I generated:

  • VHS-592
  • Garcia’s Field
  • Silva’s Dead
  • Concentrate XCVIII
  • Activity Glamorous
  • Chdydmbahk

Maybe “Activity Glamorous” doesn’t work for your game, and that’s cool: Just hit the link again, and it’ll generate a whole new sector.

The only thing I wish it did was produce a permanent URL for whatever you generate, but for such an otherwise robust (and free) tool that’s more of a quibble than a complaint. This generator is excellent.

Pair the neuzd Traveller system and sector generator with a character generator (like Frank Filz’s generator, or Devil Ghost’s generator[1]), and you’ve reduced the handling time needed to make stuff in Traveller — without reducing the fun factor.

[1] I like these both so much that I wrote Yore posts about them: Filz, Ghost

Out now: The Unlucky Isles

The Unlucky Isles [affiliate link], the first system-neutral guidebook for my Godsbarrow fantasy campaign setting, is now on DriveThruRPG.
Categories
Tabletop RPGs Traveller

Frank Filz’s excellent Classic Traveller character generator

After I posted about Devil Ghost’s character generator for Classic Traveller, Frank Filz mentioned that he hosts the same generator on his site — and that he’s made it user-configurable. I tried it out, and it rocks.

To get a character, just open the generator page. For a new one, just refresh the page. Easy peasy (just like the Devil Ghost generator).

By default, this generator shows quite a bit of detail. Here’s a partial screenshot of Brom Tanaka, a 7-term general I rolled up:

But you can also tweak the generator in a variety of ways by altering the URL, and Frank explains all of the settings on his site. Want to see the die rolls? Toggle the “verbose” setting. Want less history, just the results? You can change that. Need a Navy character? Specify the service branch in the URL.

If I needed a character fast, with minimal output — just the facts, ma’am — I’d go the Devil Ghost route. If I needed more control, or wanted to see the details of how my character got where they landed, I’d hit up Frank’s version. Two great flavors to enjoy!

Out now: The Unlucky Isles

The Unlucky Isles [affiliate link], the first system-neutral guidebook for my Godsbarrow fantasy campaign setting, is now on DriveThruRPG.
Categories
Tabletop RPGs Traveller

A spiffy online Classic Traveller character generator

This Classic Traveller character generator on Devil Ghost is a hoot. The visuals are a perfect match for Traveller, and it couldn’t be easier to use: just refresh to get a new character.[1]

Here’s my favorite character I’ve rolled up so far:

Just look at this dude: he spent five terms — 20 years — in the military, working his way steadily up to the rank of colonel, and has the mustering-out benefits of someone who was a very successful soldier. But what interests me most is one skill in particular: Dagger-3.

Dagger-1 is a professional knife fighter, or equivalent. Like if there’s a job that involves knifey stuff, you can get hired to do that job with Dagger-1.

Dagger-2 is an elite knife fighter. This is someone with special skills, who stands out even among skilled knife fighters.

But Dagger-3? Dagger-3 is a fucking ninja assassin. And in his 20 years in the service, that must be what Colonel Wang spent the most time doing.

Why? What kinds of missions did he undertake? How did they shape him as a person? Who is he today, mustering out at 38 with the means to travel the galaxy?

I had some ideas the moment I scanned his character sheet, and I bet you did too. That’s why I love Classic Traveller‘s (paid link) minimalist characters and delightfully random character creation.

[1] I do wish there was a permalink for each character, but I don’t know enough about programming to know if that might be difficult to produce.

Out now: The Unlucky Isles

The Unlucky Isles [affiliate link], the first system-neutral guidebook for my Godsbarrow fantasy campaign setting, is now on DriveThruRPG.
Categories
Dice Tabletop RPGs

Rory’s Story Cubes are one of my favorite improv GMing tools

This Adventure Time dice bag rides in my gaming bag every day, just in case. What’s inside?

Why, it’s a big ol’ pile of Rory’s Story Cubes (paid link)!

I carry these to every game because they’re one of the most useful improv tools in my GMing toolkit.

Here’s my full assortment:

That spread includes the following Story Cubes sets (also noted is where they appear in the above photo; all are paid links):

I don’t find every Story Cubes set to be perfect for improv GMing — Actions (paid link), for example, doesn’t really meet my needs (but it might meet yours; YMMV, and all that). There are also newer sets I haven’t considered, but I worry that having too many dice in this bag would dilute some of its potency; this amount is a good fit for me.

What I love about Story Cubes

These dice are well-made: a nice size, tumbled, etched, and well-inked. They’re easy to read, even for my aging eyes.

The symbols are whimsical, but also tuned for what I find to be an interpretive sweet spot: It’s a dinosaur, but that can mean a literal dino, an old person, someone with antiquated habits, a museum, an archaeological dig site — and so on.

That interpretive sweet spot applies just as well when rolled together — better, even. The instant context provided by the rest of the roll, and my imagination, makes different meanings pop out at me.

Three examples

The most common thing I do with my Story Cubes is reach into the bag, grab a handful (no specific amount) of dice, roll them, and just look at the results for a moment. I generally do this when I need a jolt — perhaps I’m feeling stuck, or I’m considering an element of the game that I hadn’t considered before, and some random inspiration seems like it would help.

That’s totally unscientific! But it works for me.

But I sometimes use them for more specific things — like coming up with NPCs (which I wrote about on Gnome Stew three years ago).

I usually use three dice for NPCs, drawn at random from my full mixed set. Here’s a sample throw:

That could be: a planar traveler who uses a magic gemstone to slip into other worlds, a globetrotting hypnotist, someone under the influence of a cursed jewel (ignoring the globe; I often do this if I can’t use every die in a throw), and so on.

Three dice gives me enough to work with, but doesn’t overwhelm me with details to think about. (An especially important NPC might merit more than three dice.)

I also like to use them to think about what’s going on with [X], whatever X might be at the moment — a conspiracy, a faction’s agenda, a mystery, etc. For those throws, I generally use at least five dice, and occasionally more than five. Here’s a five-die throw:

The first thing I thought of was an adventure hook: giants are using enchanted bees to put people to sleep so they can steal their treasure. I read the dinosaur eggs as sleeping babies when I first saw that die, and interpreted the heart to mean that this was a charming, Disney-esque plot rather than a more serious one.

If you looked at those throws and started getting ideas for an NPC or other game element, then you’ll probably like Story Cubes.

A security blanket

Lastly, I like just having Story Cubes nearby when I’m GMing, because I know they’re there if I need them. Zero-prep GMing still makes me nervous sometimes (and I suspect it always will), so knowing I’ve got a proven, useful tool for getting back into the groove — or finding the groove, or unsticking my brain — in my gaming bag is comforting.

And that’s one of the coolest things about Rory’s Story Cubes (paid link): They have a million gaming applicatons. Throw in being inexpensive and well-made, and they’re incredibly easy to recommend.

Out now: The Unlucky Isles

The Unlucky Isles [affiliate link], the first system-neutral guidebook for my Godsbarrow fantasy campaign setting, is now on DriveThruRPG.
Categories
Old school Tabletop RPGs

Doodle Temple and Gormand’s Larder: illustrated DIY dungeon generators

Doodle Temple and Gormand’s Larder, both illustrated by Cédric Plante, are two of the coolest gaming books I’ve bought in recent memory.

They’re both dungeon generators, but instead of random tables, they consist entirely of Cédric’s beautiful illustrations. And they’re weird. I love weird! Mundane dungeons are boring, and neither of these books will turn out a mundane dungeon.

Doodle Temple is for making a peculiar temple, while Larder covers a small dungeon/lair. There are no stats or rules, just pictures of what to roll and indicators for what die roll produces what result. Totally system-neutral.

But oh, those pictures! They’re creepy, esoteric, graceful, twisty, sometimes quite dark, and above all they’re imaginative. I can’t flip through these books without thinking about what they might mean in-game, and how my players might react to them.

They’d work well in just about any old-school fantasy campaign, and probably in other genres, too — there’s nothing about the temple, for example, that wouldn’t fit right into a sci-fi game. Fantasy-wise, they’d be a perfect fit for a darker setting, which I wouldn’t have guessed beforehand.

Doodle Temple

(I didn’t have great light for these photos, so please ascribe any oddities to me, not Cédric.)

Doodle Temple opens with rooms and dungeon dressing (larger version):

What do the doors and windows look like?

And what lives there?

This is my favorite creature in the book, but it was by no means easy to choose just one. The temple denizens are all equally strange and wonderful.

Gormand’s Larder

The Larder is in black and white, and ups the creepy factor quite a bit. Here’s the foyer and its potential denizens and dungeon dressing (larger version):

You don’t need a written room description — it’s all there, clear and detailed, including the contents of the chamber.

What happens when you eat that weird thing in the recipe room? Why, this, of course!

This dude hangs out in the meat zoo. The meat zoo. I’m going to have weird dreams about this room.

On the whole, Larder feels more distilled. It’s denser with ideas, and the skin-crawl factor appeals to me, as does its strong sense of place. Doodle Temple is more loosely themed, and instead of lots of small pictures, you get fewer illustrations, but they’re larger and in color.

For Doodle Temple, Cédric collaborated with Benjamin Baugh, Ian Reilly, and Edward Lockhart; for Larder, Baugh was his sole co-contributor. Hats off to all of these folks, especially Cédric, for coming up with such a nifty idea and executing it so well.

If I had to pick just one, it’d be Larder, but I’m glad I don’t have to pick just one. Gormand’s Larder and Doodle Temple both get starred entries on my big list of Lulu RPG recommendations. I highly recommend them both!

Out now: The Unlucky Isles

The Unlucky Isles [affiliate link], the first system-neutral guidebook for my Godsbarrow fantasy campaign setting, is now on DriveThruRPG.
Categories
Tabletop RPGs

Last Gasp’s Cörpathium city generator

Last Gasp is a beautiful site by Logan Knight, compelling and raw and brimming over with enthusiasm and gorgeous (often NSFW) artwork. The tagline is “Art, Smut, and Role-Playing,” so you know exactly what you’re getting.

I love random generators, and Last Gasp offers a stunning one: In Cörpathium. It combines a die-drop map (another thing I love!) with conditionals; the conditionals are a great piece of game tech I don’t recall ever seeing before, and they really merit an example. But first, the core concept behind Cörpathium (so the conditionals make sense):

M. John Harrison’s Viriconium was one of the big inspirations that brought Cörpathium into existence, and one of the things that I loved most about those stories was that the city was never the same; places move, facts shift, but it remains Viriconium.

So, conditionals. Here’s the first line under Government:

If there is no Temple District, but the Blood-Red Palace of the Godless exists, Cörpathium is ruled by the Godless and the Childlike Oracle, the Lamb, Eater of Eternity.

You take the first conditional that applies, so if that one doesn’t apply you move on to the next one:

If there is no Temple District, or the Blood-Red Palace of the Godless, but The Old Folk exist, Cörpathium is ruled by that which crawled up from the Emerald Pit so long ago, and the Old Folk live.

And so on from there, and for other categories, until you have your Cörpathium of the moment. It’s brilliant.

It also looks eminently hackable, even for cities without Cörpathium’s peculiar nature. I’d love to see it in book form, too.

Out now: The Unlucky Isles

The Unlucky Isles [affiliate link], the first system-neutral guidebook for my Godsbarrow fantasy campaign setting, is now on DriveThruRPG.
Categories
Old school Tabletop RPGs

Hexmancer update and extended example

Thanks to a great question from Rogue Prismatic Golem on G+, I’ve updated Hexmancer to version 1.1. This version includes clearer language for the d24 roll, the d20 roll, and the Byways and Waterways section, plus a new logo. (The logo font is Hexatus, by Koczman Bálint.)

I also thought it would be a good idea to share a extended example of Hexmancer in use, so I grabbed the five dice it employs and printed out a sheet of numbered hex paper.

Hexmancer in action

For this example, I made 12 Hexmancer rolls, pausing to draw results on the map between each roll — but first, I seeded the map. I apologize in advance for subjecting you to my “artwork.”

Seed the map of Examplehawk

I added a village to the map, picked a terrain type for that hex (plains), included a trail because I figure the village has to be connected to something, and seeded three rumored dungeons out in the wilderness. (The map appears in Roll 1.)

For purposes of this example, I’m not going to check for random encounters or see if the party gets lost, and I’m not going to create features if any are rolled — I’m just showing you Hexmancer. I’m also actually rolling dice — and not manipulating the results — because rolling dice is fun and I want to use this example as a proof of concept.

Roll 1

The PCs are in the village in hex 1208, which is in a borderlands region of Examplehawk. They decide to check out the rumored dungeon to the south (down). The villagers tell them the trail heads in that direction, so they follow the trail.

  • d30: 6
  • d24: 6
  • d20: 10

Their origin hex is plains, so I look at the Plains column in Hexmancer. A 6 gives me plains as the terrain type for the new hex.

They’re in a borderlands region, and they’re following a trail, so I check the fourth row in the d24 table (the third row is borderlands, the fourth is borderlands while on a byway/waterway). I needed a 1-4 to get a feature, and rolled a 6 — no feature. Because there’s no feature, I ignore the d20 roll.

But I also know the trail continues into the new hex, so I’m going to use Byways and Waterways (Hexmancer, p. 2) to see where it leads. I use option 2 (“Party is following the feature”) and just roll a d5 to see where the trail exits the new hex.

I rolled a 4, so I count 4 hex sides clockwise from the origin side and draw in the trail. It exits into hex 1109, to the southwest.

Here’s the map with my new hex added.

Roll 2

Seeing that the trail seems to be heading in the right direction, the party stays on the trail. (From here on, I won’t show you my rolls, I’ll just list them and show you the map.)

  • d30: 29
  • d24: 10
  • d20: 1

Exiting a plains hex, a 29 gives me mountains. They’re still following the trail and we’re still in the borderlands, so a 10 on the d24 roll doesn’t generate a feature. I ignore the d20 roll again.

Using option 2 in Byways and Waterways, I roll a d5 and get a 2. The trail will exit hex 1109 into hex 1110.

Roll 3

The party presses on, following the trail through the mountains into hex 1110.

  • d30: 29
  • d24: 24
  • d20: 6

Looking at the Mountains column for the d30 roll, a 29 gives me plains. No feature again, so I ignore the d20 roll and move on to the trail. I get a 3 for the trail, so it’s going to exit into hex 1111.

Roll 4

The PCs continues on into hex 1111, still following the trail.

  • d30: 24
  • d24: 5
  • d20: 2

24 on the d30 roll yields hills. 5 on the d24 comes soooo close to generating a feature (needed a 4), but doesn’t. I get a 2 for the trail, so it’ll exit into hex 1112.

Roll 5

(In true “live TV” fashion, starting around this point my phone didn’t actually take a bunch of pictures I thought it had taken. You may notice ghostly terrain in unexplored hexes going forward — that’s me backtracking through the finished map, erasing things so I could retake photos for earlier rolls.)

The party decides to leave the trail and head southwest, straight for the dungeon in hex 1012.

  • d30: 24
  • d24: 7
  • d20: 10

Another 24 on the d30 roll, but since the hex they’re leaving is hills I look at the Hills column: a 24 is plains. No feature, again.

This time they’re not following the trail, though, so I glance at Byways and Waterways again. Option 3 (“Party isn’t following the feature”) notes that I only need to worry about the trail if its origin side connects to the hex they’re entering, which it doesn’t.

The dungeon looted, the party decides to head back to the village, buy supplies, and go for the dungeon in hex 1609, to the east. They follow “known” hexes the whole way, so I don’t need Hexmancer again until they decide to leave hex 1208, the village.

Roll 6

When they leave the village, there’s no trail to follow and they go straight for hex 1308.

  • d30: 15
  • d24: 4
  • d20: 10

Leaving a plains hex, 15 on the Plains column makes the new hex plains as well. A 4 on the d24 roll would have generated a feature on the first four example rolls, but now they’re in borderlands and not following a trail.

Roll 7

They head for hex 1409, to the southeast.

  • d30: 8
  • d24: 8
  • d20: 11

That’s plains, no feature, and ignore the d20 roll.

Roll 8

Not knowing anything else about the map, the absence of a trail leads me to decide that the PCs are now in a wilderness region.

  • d30: 24
  • d24: 7
  • d20: 12

Those rolls give me hills, but no feature.

Roll 9

  • d30: 12
  • d24: 12
  • d20: 17

Hills, no feature (other than the dungeon).

Roll 10

The party makes it out of that dungeon, too, and returns to the village via a known route. The next Hexmancer roll will be made from the village, hex 1208, heading towards the dungeon in hex 0806.

  • d30: 2
  • d24: 14
  • d20: 6

Back to borderlands, no trail, and leaving a plains hex, so that roll gets me a plains hex with no features.

Roll 11

They head into hex 1007.

  • d30: 23
  • d24: 9
  • d20: 15

23 on the Plains column is woods; still no features.

Roll 12

Hex 0906 has a feature! Also, the party is in wilderness again.

  • d30: 25
  • d24: 1
  • d20: 19

The terrain here is swamp, and a 1 on the d24 roll would be a feature in any type of region. I look at the first row on the d24 table (for wilderness, not on a byway/waterway) and see that this gives a -2 modifier to the d20 roll.

With the d20 roll (19) now a 17, instead of a getting a village (the 19 result), I get a castle. I could make one up or pull a pregenerated castle out of any number of books; easy peasy.

At this point I assume the party would decide what to do about the castle (or vice versa!), so I’ll stop the example here.

Postmortem

I rolled up 12 hexes using Hexmancer, including a mix of borderlands, wilderness, on-trail, and off-trail rolls. The average chance of rolling a feature across those four rows on the d24 table in Hexmancer is around 13%, or about 1 hex out of 8. Statistically, my one roll that resulted in a feature is about right.

Is it “right,” though? I’m going to sleep on that, but it seems about right for the style of campaign I had in mind when I designed Hexmancer. There would also have been random encounters, at least a couple checks to see if the party got lost, and the fallout from both of those things.

Features are fun, though, and the balance depends on your specific group and campaign — if you want more features, just change the d24 table. You could also seed the map with more stuff, which I’ll be doing tonight for my DCC campaign, probably to the tune of three or four villages and a similar number of features.

After 12 hexes, I’m also left with some interesting questions — and more importantly, so are the players. For example:

  • Where does the trail to the south go?
  • Why is there a castle next to a dungeon?
  • Why is the castle built in a swamp? (Cue Monty Python reference.)
  • What else is out there?

I also see that the terrain in Examplehawk is pretty diverse, but not unrealistically so (at least, not for the value of realistic that I care about for gaming).

Lastly, I should note that it took me much longer to write about each hex here than it did to generate them. After a few rolls, things like “d30 roll under 16 = same terrain” became second nature, and I didn’t even have to check Hexmancer to know the results.

If you have questions or feedback about Hexmancer, I’d love to hear them!

Out now: The Unlucky Isles

The Unlucky Isles [affiliate link], the first system-neutral guidebook for my Godsbarrow fantasy campaign setting, is now on DriveThruRPG.