...for the title of this post.
Anyway, I'm looking at a lot of hexes to stock and the best hex stocking procedure I have found so far is probably Luke Gearing's Hexfill one, although I also like a lot about Welsh Piper's Hex-based Campaign Design. But, I'm also constitutionally incapable of using something unmodified, so here's my spin on it.
My priorities are to have a procedure that takes into account the geography of the area being keyed, and also produces a more settled map than the procedures linked above.
Begin with a map of atlas (18mi) hexes subdivided into travel (6mi) hexes with terrain and roads marked.
For each travel hex, determine its difficulty (= hours of travel): open country (3), hills or woods (4), wooded hills (5), broken country (6). A road reduces difficulty by 1. Then, roll 1d6:
- If the roll is a 1, there's something weird (see below).
- If the roll more than 1 and less than the difficulty of the hex, it's empty.
- Roll a d20. If it is less than the d6 roll, there is a ruin of some prior settlement or structure.
- If the roll is at least equal to the difficulty of the hex, it contains: (2) a city, (3) a town, (4) 3d2 villages, (5) 2d2 villages, (6) a camp, fastness or inn.
- Camps and inns are abandoned 2-in-6, fastnesses 1-in-6
If something weird is indicated, roll 2d6 for its nature. If a Power is indicated, roll 2d6 again for that:
Roll | Nature | Power |
---|---|---|
2 | Old Ones yet dwells here | Nothing remains |
3 | Holds a vivid memory of the distant past | No more than a hum or a few sparks |
4 | A student of Power dwells here | Red (energy, heat and strength) |
5 | Strong medicines may be found here | Orange (industry and motion) |
6 | A place of attractive Power | Yellow (communication, illusion) |
7 | Works of the Old Ones, purposes now unknown | Green (growth and healing) |
8 | A place of repulsive Power | Blue (air and water) |
9 | Intelligible lore of the Old Ones | Indigo (protection, force) |
10 | Roll twice | Violet (domination, transformation) |
11 | Roll twice | Forces poisonous to draw upon |
12 | Roll twice | A malign intelligence possesses the seeker |
Replace 'Old Ones' with whatever fantastical civilization dwelt here before the current peoples if you like.
Now, for each atlas hex, count 1 for every village, 2 for every town and 4 for every city. If a roll of 2d6 plus the number of weird hexes is greater than this sum, a monster lairs somewhere within it.
This is quite interesting, could be automated for speed too!
ReplyDeleteI really like how the "road reduces difficulty by 1" interacts with the stocking. With lower difficulty, there is a great chance for settlements/signs of civiliization.
I think the title of that post is a great pun.
ReplyDelete