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One-Hex-at-a-Time: the RPG Site's Hinterlands

Started by Joey2k, December 05, 2006, 02:12:39 PM

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Aos

I'm rereading Vance's Lyonesse right now, and the feel of the book is very hex crawly- if you have a really articulate GM with a sardonic sense of humor, that is.
You are posting in a troll thread.

Metal Earth

Cosmic Tales- Webcomic

RockViper

Hex 3126, 3225 and 3326: Ship Graveyard

I can barely read the numbers in this section these hexes are right behind the ruin sea label.

Along the marshy shoreline lie the wrecks of hundreds of ships that have been washed up on the shallows by storms, smashed into the near-shore mollusk reefs or lured into the shallow bayous by strange lights and fair music.
"Sometimes it's better to light a flamethrower than curse the darkness."

Terry Pratchett (Men at Arms)

RockViper

Hex 2315: Giant Stone Circle

At the head of a deep mist shrouded valley stands a huge rune carved stone circle (at least 100' high and 500' in diameter) that appears to have been build by giants. An altar in the center of the circle contains a gargantuan dragon skull whose open mouth contains various gifts to the giant gods.
"Sometimes it's better to light a flamethrower than curse the darkness."

Terry Pratchett (Men at Arms)

GameDaddy

The original fortress is in ruins. The new stronghold was built overlooking the shattered walls of the original stronghold. A secret escape passage exists that exits in the overgrown ruins of the old stronghold. This area contains a mix of taverns, brothels, tradehouses, warehouses, guilds, and local craftsmen. There are additional pirate settlements and fortlets on smaller isles and mangroves that are in the immediate vicinity of Harmtown. Across the bay from the stronghold on the hill is a 40 foot tower that serves as a lighthouse and lookout post for the pirates.

Elevation lines are 20 feet high
Depth lines are 1 fathom (6 feet)

The port can accomodate ships with a draft of 15 feet or less.

Random Encounter Tables
Roll 1d20
========================================
1 - 1d10 Rowdy Sailors
2 - 2d8 Pirates
3 - Merchant with 2 apprentices loading cargo
4 - 1d4 Sailors, Officers in Transit
5 - Cleric with a group of 2d10 pilgrims
6 - Mage on a business trip
7 - Wizard's Apprentice running errand
8 - Guildsman or guilds elite with entourage
9 - Thief or Assasin on Business
10 - Merchant with guards loading cargo on boat or ship
11 - Pirate travelling to/from ship (may be drunk)
12 - 1d6 Pirates traveling to/from ship
13 - 1d4 footpads attempt to rob or con party
14 - Thief attempts to pick the pockets of a player
15 - 2d6 sailors carrying shanghied victims to a ship or boat
16 - Seamens guild meeting, 1d8 seamen
17 - Carpenters Guild meeting, 1d4 carpenters
18 - Sailmaker, Silversmith, or Shipping Company person
19 - Monster encounter
20 - Pirate Lord or Captain with entourage and armed escorts
21 - One or more brothel tarts approach players
(May have jealous suitor or "manager")

Pirates will
1d6
1- Question players
2 - Bully Players
3 - Arrest or Detain players
4 - Arrest NPC's
5 - Bully NPC's
6 - Question NPC's

Rowdy Sailors will
1d6
1 - Bully Players
2 - Attempt to Shanghai one or more players into crew
3 - Bully NPC's
4 - Shanghai NPC's
5 - Fight Amongst Selves
6 - Attempt to recruit or hire players

Pirate Lord or Captain will
1d6
1 - Seek to Hire Players
2 - Question or Parley with Players
3 - Attack Nearby Pirates
4 - Be Attacked by Pirates from the Stronghold
5 - Be beset by thieves
6 - Be seeking someone else (Not the players)
Blackmoor grew from a single Castle to include, first, several adjacent Castles (with the forces of Evil lying just off the edge of the world to an entire Northern Province of the Castle and Crusade Society's Great Kingdom.

~ Dave Arneson

Zachary The First

Hex 2022:  The Infernal Device

Somewhere, in this sudden limestone valley surrounded by hills and punctuated with a clear, lazy creek, lies a machine which is said to instantly send out a shocking, painful, sometimes-lethal jolt of power if  someone gets too close to its hiding place.  The Infernal Device, as it was known, is said to have built by gnomes, but no one has ever succeeding in disarming it (the device will continue to send out jolts every 2 minutes while individuals remain in the vicinity).  Large, bulky, somewhat cylindrical, 6' tall, shiny, and half-hidden in some bushes near the creekside, it is said to be the handiwork of some unknown gnomish tinkerer.  Certainly, folks say, such a device must guard some sort of treasure, or at least a valuable secret...
RPG Blog 2

Currently Prepping: Castles & Crusades
Currently Reading/Brainstorming: Mythras
Currently Revisiting: Napoleonic/Age of Sail in Space

Aos

Quote from: GameDaddy
Cool stuff.
[/QUOTE
Great contribution, really great, but the island that Harmtown is on should overflow into 3822, otherwise ther is no room for the hunbdreds and hundreds of crucified corpses- and that would be a shame...
You are posting in a troll thread.

Metal Earth

Cosmic Tales- Webcomic

GameDaddy

Quote from: AosGreat contribution, really great, but the island that Harmtown is on should overflow into 3822, otherwise ther is no room for the hunbdreds and hundreds of crucified corpses- and that would be a shame...


Ohhhh..... you wanted a map of the Isle of Forgotten Torment, including Harmtown?

OK. Done. At least the western half... This new map depicts the standard 5 mile hex. Each little hex you see on the map is .2 miles across. Harmtown fits in here in triumphant grand tactical hex 1719 of Map Hex 3722. In addition to the corpses nailed to the many trees on this island, visitors will find the following additional features:

Map Key
Isle of Forgotten Torment (Western Half)


Notable Locales
Hex   Locale Description1719   Harmtown
   
1008   Isle of the Misplaced Loop
1012   Twins (Rocky Islets)
1020   Shark Island
1118   Island of Bloody Cliffs
1306   Trilling Isle
1312   A lone pirate sits on the beach here mourning the loss of a fortune.
1321   Isle of Ruins – The remnants of  ancient stoneworks are overgrown on this lush isle
1519   Castaway Isle – only bones are left of the pirates once marooned here. 1D12 castaways were abandoned here ages ago, and were never rescued. 10% prob of a map of some sort being found with the bones or possessions of any dead castaway found.
1717   Pirate Fortlet – Within an ancient ruined wood palisade surrounding half a score of grass huts, a longbearded nobleman, nearly mad from being alone too long, sits cross-legged and still as a stone.
1719    Harmtown
1722   Polehouse Island – An abandoned fortified polehouse sits crazily on stilts out in the water on the landward side of this island. Three decrepit wooden docks are still attached to the polehouse
1808   Moon Bay
1820   Merman Rocks
1821   Seamaid Rocks
1824   Reef of the Giant Frogs
1905   Sealion Isle
2004   Dolphin Isle
2020   Cannibal Island 10d10 Cannibals inhabit this isle. They have two cannibal sorcerers with them, and have a captured pirate ship anchored on the eastern side of this isle in the channel.
2112   Volcanic Cone, Hot, and strewn with fire broken rocks. The entire valley between the two volcanic cones here are covered with warm soft black rock. No plants grow in this valley. Only thirty or forty feet underground a river of lava flows threatening to burst to the surface at any time.
2206   Steaming Isle – This entire island is riddled with steam fissures. It is hot, and slick wet here. Sauna is an understatement, and any landing parties will be forced to leave after 1d4 hours due to the intense wet heat. The volcano at the southern tip of this isle erupts almost daily spilling a glowing avalanche of lava into the sea
2223   Isle of Springs – in many depressions all around this isle cooled porous lava filters sea water and collects rainwater making this isle an excellent source of freshwater.
2404   A Sea nymph inhabits this reef
2409   Active volcanic cone
2415    Active volcanic cone -  Visitors will be treated to a boiling rain plume as an underground channel feeds directly into this cone pouring seawater during high tides directly onto the erupting lava.
2420   Salt marshes
2422   Quicksand – Very soft sandbars
2703   Gold coin reef. A pirate vessel heavily loaded with booty, gold, and jewels struck this reef during a storm and was lost with all hands. Typical of the time, no one knew this vessel was headed for Harmtown, so here a fortune sits in the shallows of this reef just waiting to be rediscovered.
2710   Amazon Isle 1d4 women warriors and a female wizard have washed up here not too long ago after a recent storm. They were slave soldiers serving on a slave galley that was sunk in battle. They escaped with a ships boat that sits overturned in the sand. It has been holed and needs major repairs, however there is no source of wood on this small isle. They are about out of food, and are low on freshwater as well, and will flag down any approaching ship to barter for rescue.
2715   Clutching Bay
2811   Coconut Isle – Plenty of coconut trees, an occasional amazon warrior can be found here as well, making a daring swim from Amazon isle to replenish the food supply.
3009-10   Reptile Island
3011   Triton Isle - 1d6x10 Tritons inhabit the shallows just off this isle
3213   Pirate Isle – An overgrown abandoned coral castle sits concealed on this isle complete with sea caves, underground passageways to and from cavern docks large enough to accommodate two medium sized pirate ships or one galley. The skull and bones of a pirate flag flying over the castle can be spotted by sailors on any vessel that traverse the channel  between this isle and the mainland.
Blackmoor grew from a single Castle to include, first, several adjacent Castles (with the forces of Evil lying just off the edge of the world to an entire Northern Province of the Castle and Crusade Society's Great Kingdom.

~ Dave Arneson

Aos

You are posting in a troll thread.

Metal Earth

Cosmic Tales- Webcomic

Drew

I just wanted to cngratulate everyone on a fantastic job so far. If it weren't for my brain space being taken up by various other gaming-related stuff I'd be all over this.

Maybe in a few weeks time... :)
 


Pseudoephedrine

Hexes 2914, 3013, 3014, 3115, 3215, 3216: The Boiling Peaks - A collection of volcanoes, most dead, but a few still active. The remnants of iron mines that used to supply Ghostlamp can be found scattered throughout the range, but the mountains are now home to orcs, goblins and hillmen bandits.

These hexes are now mountains and volcanoes, but are otherwise open for anyone.

Hex 3013: Gan's Throat

The highest peak in the Boiling Peaks, Gan's Throat is a still active volcano. Named after an Orcish god of war, the Throat is a rallying point for Orcish armies as they prepare to sweep into the lowlands.

3119: Black Crater

A hundred years ago, something fell from the sky here. The crater and the surrounding land is covered with a fine black sand that the wind does not blow away. Nothing will grow there, and animals sicken and die if kept in the area. The crater is still unexplored, and may be the only place to find an explanation for what has happened.
Running
The Pernicious Light, or The Wreckers of Sword Island;
A Goblin\'s Progress, or Of Cannons and Canons;
An Oration on the Dignity of Tash, or On the Elves and Their Lies
All for S&W Complete
Playing: Dark Heresy, WFRP 2e

"Elves don\'t want you cutting down trees but they sell wood items, they don\'t care about the forests, they\'\'re the fuckin\' wood mafia." -Anonymous

Zachary The First

Hey, are we ready for another round of this?  I'm in if you guys are. :)
RPG Blog 2

Currently Prepping: Castles & Crusades
Currently Reading/Brainstorming: Mythras
Currently Revisiting: Napoleonic/Age of Sail in Space


Cole

Hex 2916 - The crucifix of the Animator

On a shelf of rock about 2/3 of the way up to the crest of a majestic, 120' tall waterfall, there is the foreboding sight of the skeleton of a giant demonic figure, crucified on what appears to be a petrified tree. Any human dying nearby to the figure reanimates as a sentient, but weak undead creature when next the moon rises. Dwelling in a hut near the bottom of the waterfall is a sinister hermit who, through unknown means has developed the ability to walk among the undead unthreatened. He has many strange items for trade, but can he be trusted? And just where does he get them, anyway?
ABRAXAS - A D&D Blog

"There is nothing funny about a clown in the moonlight."
--Lon Chaney

Ulas Xegg

Cole

Also, would it be possible to re-title this thread for clarity?
ABRAXAS - A D&D Blog

"There is nothing funny about a clown in the moonlight."
--Lon Chaney

Ulas Xegg