Showing posts with label hex. Show all posts
Showing posts with label hex. Show all posts

Sunday, January 11, 2015

Monday, September 1, 2014

Location Description Generator I

Roll 1d20 (3 times)
1.       Historical / Legendary
2.       Local customs
3.       Religious habits
4.       Natural Wonders
5.       Ruins
6.       Weird Facts
7.       Groups
8.       Military Conflict
9.       Magical Conflict
10.    Legendary Beast
11.    Monuments
12.    Magical properties
13.    Lost Stuff
14.    Local Products
15.    Rumors
16.    Reference / link to another site
17.    Persons of note
18.    Haunted
19.    Weather
20.    Structures Occupied

Example A: Rolls: 13,2,4
Title: Spear Tree
The town of Spear Tree was founded around  the infamous tree of the same name. It is told that barbarians use to test their courage by being tied to the tree and those which showed no sign of fear while spears where thrown at them would rule for one year. A revered spear called Treespear  was used in the contest and was kept in a hallow of the tree. It was stolen  50 years ago. The current chieftain has ruled all this time. The tree that harbored the spear quivers  and trembles and it is said that the sap can cause fear in men.

Example B: Rolls: 3,9,11
Title: The Pillar of Wespar
The pillar of was the site where the hermit Wespar lived for 10 years atop a pillar. Followers of the faith erect pillars every year and set atop them for a week in honor of the hermit. A group of cabalist wizards poses a worshipers at the event to exchange information and conduct business. They are slowly taking over the pilgrims and using them as unknowing pawns in their plans.

Example C: Rolls: 15,7,6
Title: Wooden Castle of Eurgam

This wooden castle is home to the noble family of Eurgam. The family sponsors a small knighthood called the Order of the Golden Gauntlet dedicated to protecting or more like guarding against the magical sites of the land. It is rumored that the knighthood is securing the sites for use by the knighthood only or more likely the noble family Eurgan.

Saturday, November 12, 2011

HEX MAP (VIVID GREY SCALE)

I present a map illustrating the different stages of fantasy cartography. Please feel free to use it in your own game.

BLANK MAP (no labels)


HEX MAP (no labels)


HEX MAP (labeled)


The final hex map with labels shows many locations man made and natural. What awaits heroes in Giant's Teeth Mountains? What dangers challenge them in the Wight Wood? Who dwells with in Castle Red Rune?

Thursday, November 10, 2011

HEX MAP (IN VIVID COLOR!)

Here is a hex map on vivid color for use in your campaign. A little nonstandard but none the less useful. The scale is region so each hex can be any size you wish. I have also included a non-hex version for those of you new school kids.

Campaign Kick Starters
  • Medieval City States - Three or more power city states fight with there neighbors on land and at sea. Think of many small byzantine states each with a different patron deity and each fearing magic user cabal's dark conspiracies. The patron deities play a grand game as the less immortal magic users fight for their own vision of the world.
  • Reverse Races - Halflings, Elves, Dwarves, and Gnombs are evil and Orcs, Goblin, Bubbear, and Hobgoblins are good. Humans are either out of the picture or on the good side.
  • Stone Age - A network of traders connects small villages and towns amid dangerous mega fauna and wilderness. Agriculture is slowly being introduced and larger settlements are forming. All races have human lifespans and subject to the danger and brutality of the age.

NON-HEX MAP



HEX MAP

Wednesday, November 9, 2011

Blank Hex Map


I present a blank hex map. Feel free to use it it your own games. It is in a regional scale so it cam be any thing from 1 mile per hex to 25 miles per hex. It uses standard hex map icons: Mountains, Hills, Forest, Grassland and Swamp.

There are many campaign possibilities having a island chain between two larger land masses.
For example:
  • Pirates Kingdoms - Competing pirates preying on merchants ships traveling from the northern land to the southern. Pirate strongholds conducting pirate on pirate warfare.
  • Exile Dumping Grounds - For centuries the northern kingdom and southern kingdom have dumped their criminals, undesirables and anything dangerous on the island. The exiles now are conducting raids on their former homes. The have a grudge and the power to fulfill their revenge.
  • Races Living on Different Islands - The goblinoid races of orc, hobgoblin, goblin, bugbear have taken over the northern and southern land masses. The surviving good humanoid races live on isolated islands between the land masses. Halflings have a mercantile island, Dwarves have a strongholds defending their island and trade in stone and steel, Elves have magic glowing forests and sell enchanted items, Gnombs farm and fish and make ornaments, Humans formed a corsair society on their island serving one island or another raiding goblinoid ships .

Friday, April 8, 2011

H is for Hex Map

















Hex maps are useful tools for a game master and player alike. Also movement is accurately determined in any direction. Below is a sample map showing a wilderness area full of adventure possibilities.

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