The unnamed land in this hexcrawl is desolate, strange, and enticing. The high, star-blasted peaks of the Barren Fells, the
slab-sided slopes of the Bluffs, the oozing Wastes, the desolate
Badlands, and the contentious and turbulent Savannah. The mysterious
Researchers, the aloof Rust Monks, the dead Pallid Knights, the mutated
Protean Army, and the mysterious Kalawi Tribe. We still don't really know much about the factions or why they are present in this region. Perhaps that's for the best.
Wurms, golems, psychic elephants, and stranger things besides lurk around every corner. Like Arnold's Centerra, there might be weird stuff everywhere but the world is still a real place with real people experiencing real problems. The setting feels like it could be bolted on to the Ultraviolet Grasslands, Acid Death Fantasy, Dying Earth, or other similar settings without too much trouble. It's similar to Gus L.'s Dread Machine, but more factional and much larger. You could stick some of the Trilemma adventures or White Plume Mountain in here too.
There are just 17 hexes available:
- 1.3 - [Faction] - Bluffs
- 1.10 - [Faction] - Savannah
- 2.7 - [Faction] - Savannah
- 4.1 - [Faction] - Bluffs
- 5.2 - [Faction] - Bluffs
- 5.8 - [Faction] - Bluffs
- 5.10 - [Faction] - Wastes
- 6.1 - [Faction] - Wastes
- 6.5 - [Faction] - Bluffs
- 6.8 - [Faction] - Bluffs
- 6.10 - [Faction] - Wastes
- 7.1 - [Faction] - Badlands
- 7.6 - [Faction] - Bluffs
- 7.8 - [Faction] - Barren Fells
- 8.6 - [Faction] - Bluffs
- 8.7 - [Faction] - Bluffs
- 8.9 - [Faction] - Badlands
a comment with one hex and one encounter. You can submit multiple hexes
and encounters in separate comments, but I'll try to give everyone a
chance before looping back to the same authors. First come, first serve.
In the format:
#.## - [Faction] - [Landform]
Terrain: [max 66 char. including spaces. Describes the general features of the hex.]
Obvious Feature: [max 107 char. including spaces. Describes a specific feature: a village, a standing stone, a dungeon hint, etc. Something the PCs will find if they wander into the hex.]
Hidden Feature: [max 107 char. including spaces. Describes a hidden feature: a cache, a cave, a dark secret, etc. Something the PCs might find if they search or spend time in the hex.]
#.## refers to the row.column number from the hex map. If you don't have a specific hex in mind, leave this blank or use #.##.
[Faction] must be one of the following: Neutral, Kalawi Tribe, Researchers, Rust Monks, Protean Army, Pallid Knights.
[Landform] must be one of the following: Badlands, Barren Fells, Bluffs, Savannah, Wastes.
Factions and terrain types are briefly described in the PDF. Hexes take 6hrs
to cross. They could be twenty miles of flat open ground or one mile of
trackless wilderness. Don't worry about scale, worry about density of
gameable content. Try as hard as you can to make every word or phrase
capable of supporting an interesting session.
In the format:
Omen: [max 66 char. including spaces. The hint the PCs get if they move cautiously.]
Encounter: [max 124 char including spaces. The encounter itself with descriptors.
If possible, encounters should be related to the landform, not the specific hex.