Showing posts with label Maps. Show all posts
Showing posts with label Maps. Show all posts

Saturday, February 15, 2025

The Bramble Marches

 The Bramble Marches is a campaign I've been working on that's meant to include TSR-era exploration and end-game content into 5e D&D. A friend of mine has actually done more with it so far than I have. ;p

Made in Inkarnate

The basic premise is that a thousand years ago, a great dark empire crossed the Mistweaver Mountains and destroyed an Arthurian-inspired kingdom, force-marching the survivors to the far south.  Those survivors eventually threw off the yoke of their subjugation and have been slowly expanding their new territory ever-northwards with the goal of reclaiming their ancestral lands.  In the meantime, the old evil empire collapsed, leaving those old ancestral lands a wild wilderness full of ruins and monsters.


The Bramble Marches is the furthest north territory of the survivors of the old kingdom, and its current northern borders are on the southern borders of the old kingdom.  


The map was made in Inkarnate.

Monday, January 09, 2012

Hex Mapping Part 5 Addendum: Moral Landscapes

Getting back into the swing of blogging, I've been going back through my posts about hex-mapping. Part 5, where I discuss placing the terrain features that exist between mountains and coastline, brought to mind a conversation I had with a friend about alternatives to pseudo-realistic geography.

The guidelines I gave will tend to generate a landscape that is reasonably realistic. This should give you a map suitable for a campaign built around the assumptions that under-gird the stories of Conan, Elric, Fafhrd and the Grey Mouser, or Odysseus. In short, it's designed to fit very well with what most of us consider the default assumptions of the early versions of D&D.


Good 'ol Appendix N has a lot more going on in it than just those stories. Consider the landscape of the Arthurian romances, for instance: trackless forests peppered with magical castles, enchanted pools, and bridges fashioned from giant swords. The lands of Narnia and Oz are like unto it. All of them share a moral component in their landscapes. The moral character of the land's rulers and inhabitants actively shapes the landscape.

In Part 5 of this series, geography informs the location of populations within it. A more Arthurian geography turns that on its head. The twisted and wicked troll king does not choose to live in lands of tangled brambles and sulfurous hot springs. Rather, whatever land the troll king chooses to dwell in will eventually become tangled with thorny brambles and dotted with sulfurous hot springs. Likewise, the lands around Camelot are not rich and fertile due to geography so much as the virtuous nature of the King and his court ("The land and the king are one.") Should that virtue be compromised, the land's fertility will suffer and fair weather will turn foul.

If that's more the feel you're going for, you should place your terrain features after you've decided who lives where. Kingdoms will tend to be small (most seemed to have but one large city, if that many, and it was centered around the capital castle) and there will be little trade between them. It wouldn't be unusual at all to come across some land or castle nobody from back home had ever heard of before. You might even easily cross between worlds without realizing it, a la the Mabinogian.

It doesn't need to be an either-or thing, of course. Tolkien's Middle Earth seems to borrow a bit from column A and a bit from column B here, where the geography itself is anthropomorphized enough to create its own moral atmosphere. Ancient tragedies create modern terrain hazards, but most of the world appears to operate under the forces of geology and meteorology well known to most of us. In such a world, the features of the troll king's kingdom have a certain chicken-or-the-egg mystery about them; does he live there because he chooses, does the landscape follow him, or does he create it somehow?

Monday, September 12, 2011

Hex Mapping Part 15: Getting Random

Embracing the hex-map-as-improvisational-tool, we’ll want to develop other, similar tools as sort of utility-multipliers for it. The most traditional of these is the random table. And the most traditional random table is the wilderness wandering monster table. But there’s no reason to stop there. You can create random tables for all sorts of things, including:

  • unusual land formations.
  • results for hunting, fishing, and foraging.
  • disasters like earthquakes, volcanic eruptions, hail storms, etc.
  • weather.
  • frequency of and style of the ubiquitous defensive terrain the PCs will always want to camp in.
  • celestial phenomena like auroras, shooting stars, blood-red moons, etc.
  • bizarre animal behavior like birds trying to bury themselves or spontaneous sponge migrations.
  • magical effects, like magic being stronger or weaker, or rivers that steal your memories, or portals to other planes or other spots on the map.

There’s no need to go crazy here; none of these are mentioned in Cook’s Expert book, for instance, and so you can probably get along just fine without them. Still, if there’s any aspect that you consistently find yourself flummoxed on when the players ask about it, go ahead and make a table.

In my Doom & Tea Parties game, the PCs have been very careful to be well-supplied before leaving town, but they’re always asking me about the layout of their camp. A good random table simply helps me not repeat myself too often. Magic is extremely rare (so I don’t bother with a table of wacky magical effects or strange animal behavior, since anything the PCs see along those lines is extremely important and crafted to fit the situation) and the island of Dreng Bdan, like the one we’ve been building for this series of articles, is in the tropics, so the weather is fairly predictable (rain every day during the rainy season, hot the rest of the time).

The key to a good random table is to not put more than you need to inspire you on it. The more detailed the table is, the less flexible it is. Here’s the table I’ve been using to describe defensively-positioned campsites in the jungle:

Roll a d10 1d4 times on the following table.
1: water (stream, river, pond)
2: boulders
3: hollow tree (strangler fig)
4: fallen tree
5: thorn bushes
6: cliff or ledge
7: sink hole
8: quicksand
9: insects
10: tangle of vines.

By rolling on this table, I get a series of barriers that the PCs will use to guard one or more flanks of their camp. Some are potentially as dangerous to the PCs as they are to any attackers (like the insects or the stream if its inhabited by nixies), and I usually describe these features to the PCs to see if they want to accept the site or if they want to keep searching for something a bit safer.

It’s the combination of a random number of randomly generated features that keeps this list from looking like too much of the same thing over and over again. All of these are things you’d expect to find in a jungle, and so a certain amount of repetition is fine, even builds a sense of verisimilitude, but the combos are going to be unique enough to spur my own imagination when necessary. You may find your own imagination needs fewer or more details. As always, season to taste.

Friday, September 09, 2011

Hex Mapping Part 14: What do I See?

Whether you’ve opted to be a traditionalist and allow your players a few levels in the dungeon, or just decided to throw them straight into a hex crawl, eventually you’re going to have to deal with what, exactly, is in these hexes that we’ve mapped out. Six-mile hexes made sense in terms of long distance travel. In terms of what someone standing on the ground can see, however, they are absolutely absurd.

Our hex map is a gross abstraction. This is where you see the greatest divergence between a hex crawl and a traditional West Marches campaign. In a West Marches map it’s very important to mark minute details of the terrain since that is how the PCs are going to navigate across it. It’s very much a matter of moving from the river to the old, twisted oak, past the toppled menhir towards the ragged ridge.

Hex crawling is not like this at all. The basic unit of time measurement in hex-crawling is not the round or the minute or even the hour, but the day. The scale is not about searching for lost children or combing through forests to find a hidden shrine. It is more on par with the movements of armies, the interactions of nations, and the journeys of explorers.

Your hex map is a tool for improvisation but it cannot answer the question, “What do we see?” It can help you answer that question, and that’s exactly what it’s for. But it’s only a help. The DM of a hex crawl needs to be ready to fill in the fine details from the gross generalizations.

So what can be in a six-mile hex? Doc Rotwang turned to his own neighborhood to answer what could be found in a one-mile hex. I’m going to turn to history for my example. Specifically, what existed in Sherwood Forest?

We have a fairly good idea of the boundaries of Sherwood Forest because the term “forest” was more legal than botanical in medieval England. Using the 1232 borders (unfortunately many years after the death of King John, and so probably after the notorious banditry that would’ve inspired the legend of Robin Hood) we can see that it was roughly 6 miles wide and 24 miles north-to-south. This makes it almost perfectly fit four of our 6-mile hexes stacked atop each other. And what could a traveler in 13th century England expect to find in Sherwood Forest?

According to our map, the following: fourteen towns and villages, three abbeys, five hunting lodges, and three castles. Hardly a deserted and desolate place, even when not harboring a band of Merry Men.

This, then, is the other beauty of the six-mile hex. It’s literally big enough for you to put damn near anything you need in it, from a hidden bandit camp to a lost castle everyone forgot was there. The gross details we’ve plotted on our map are the things that are obvious: the large communities, the dominant terrain, that sort of thing. If you suddenly need a pond or a strange outcropping of mystical crystals, or the pillar of a cranky, misanthropic living saint, there’s more than enough room in each hex for you to include it. Suddenly dropping in a mountain with a 100-foot carving of a skull in its cliff-face might be a bit much, but short of that there’s lots of room for improvisation, the inclusion of new material (like a recently purchased adventure module), or whatever your random tables generate.

Next time, we’ll talk about more about random tables, since they’ll be your best friends when it comes to spicing up the PCs’ journeys across our hexed terrain.

Wednesday, September 07, 2011

Hex Mapping Part 13: You Take the High Road and I'll Take the Low

Finally, back to the hex-mapping fun. What's the next step? That depends on how traditional you want to get. My game of choice these days is Labyrinth Lord/Moldvay/Cook B/X. The assumption of Moldvay and Cook was the players would graduate to hex crawling at the third or fourth level. Before then, the adventures would primarily be focused on dungeons.

If I was going to do things this way, I'd probably stop building the hex map now and refocus my efforts on one or two dungeon locations near the human city. It's still good to have mapped out the island as we have because I want to seed the dungeons with the promises of the hex-crawl. In this case, at least one of the dungeons would've been constructed by the wicked elves back when they ruled the island. I might also throw in a hint or two about the mind flayers or one of the dragons. I'd probably avoid using goblins since I want those to be one of the special parts of the jungle. I'd probably go with lesser undead, regular humans, and fantastical animals and follow the classic tropes of making each level more dangerous than the one above. I'd also strongly adhere to Moldvay's scheme of dungeon design in which a third of the treasure is in the hands of monsters, a third of the treasure is guarded by traps and a third of the treasure is undefended, though perhaps difficult to get to or find.

Optimally, the dungeons would be in, or very close, to the city. Part of the goal would be to solidify the human city as a home base for the PCs. One of the benefits of starting this way is that the players really learn their way around the human city. By this I don't mean geographically; the human city is mostly a safe place and I don't expect to do any urban crawling through it. I'm more talking about learning what resources the city has to offer and how to get them. They should learn which temples offer which services, what the alternatives to the temples are, if any, where they can (and can't) sleep safely for the night and store their treasure, and, of course, where they can acquire weapons, armor, and other supplies.

Finally, when I run hex-crawls, it can be important to have some idea of who the political and economic movers-and-shakers are in the civilized border area. There's an aspect of first contact in my hex crawls. The PCs are likely to find themselves ambassadors and go-betweens for both the human city and the monster civilizations they encounter. So there will at least be opportunities to explore the dungeons on behalf of, or under the patronage of, someone important in town.

I'm not going to go into too much detail here, because there are already some great resources for writing dungeons. With an eye on the above issues and prepping the campaign for the hex crawl to come, the dungeon should follow the usual design advice that works for low-level dungeoneering. That's not to say that they can't be unique. Only that there are well known methods for crafting a successful low-level dungeon and there's no reason not to use those here.

Next time, we go back to the hexes as we prepare to unleash our players upon them.

Friday, August 19, 2011

Hex Mapping Part 12: Workin’ in a Coal Mine, Workin’ Downtown...

Last weekend somebody asked me, "do you really do this much work before starting a campaign?"

My reply: oh, heck no!

What I have posted so far would be the work of a lazy afternoon. Over the span of 2 to 3 hours I would have scribbled out a map with pencil and paper and jotted down maybe a page or two of notes. I could have just shown you that, but would you have been able to make any sense out of "orcs" and "mind flayers" with an arrow pointing between them?

So I downloaded Hexographer and wrote up fairly detailed descriptions, or, at least, much more detailed than I would have written for just myself. If you've been at this for any period of time, you certainly have already developed a shorthand for describing places and monsters and situations your players are likely to encounter.

Evan at In Places Deep touches on this when discussing this picture of Gygax at the gaming table. You also see a lot of this in the Zak's Vornheim. We don't really need to be that detailed. Hex crawls are primarily powered by improvisation. What we've done so far is just give ourselves enough of a framework to build on as the players explore our island. We'll be hitting this point a lot. Most of the tools that we're going to develop are aids to improvisation. This includes the map I've been talking about for the past two weeks, the random encounter tables we’ll be tackling in the future and any other bits and bobs that invoke randomness (like random weather tables) or terrain details.

Unlike a West Marches game, classic hex crawls are not about going over the land with a fine-toothed comb. It's more on par with the Lewis and Clark expedition, exploring the terrain at a land-eating pace where one of the primary motivations is discovering what cool things the DM has hidden just beyond the horizon. The double-sided purpose of the map we have made is to both inspire and leave room for cool things to tantalize and dazzle our players with.

Wednesday, August 17, 2011

Hex Mapping Part 11: Tyger! Tyger! Burning Bright

“Oh,” say those who have played in my campaigns before, “here’s where he’s putting in the rakshasa.”

I'm a big fan of rakshasa, whether you're talking about the tiger-headed sorcerers of D&D or the shape-shifters of Hindu and Buddhist lore. There are a handful of monsters I just really love using, and I try to include them in every campaign. I doubt I'm unique in this, so when building your own hex crawl be sure to keep your favorites in mind.

In this case, I'm putting them in a city in the hills where the river bifurcates. It was originally built hundreds of years ago by the elves, and was one of the last abandoned by them. (Note that this also gives us an excuse to cover the countryside with abandoned elven ruins.) It's ruled by a family (or perhaps feuding families) of rakshasa. Most of the inhabitants, however, are less dangerous humanoid monsters, probably gnolls (another favorite monster), minotaurs, and maybe unusual merochi families.

Along the river exist small communities and individual freeholds of thri-kreen. These were left behind by the elves when they abandoned this area. South of the city, in the swamps along the coastline of the delta, are hidden villages of turtlefolk. Both avoid the city as much as possible.

In the plains on either side of the river wander clans of wemic. In the hills to the north and east are small clans of hill giants. Both of these prey upon the thri-kreen to keep as slaves for themselves or to sell in the rakshasas' city. Moon beasts may also be involved in this trade.

The broken lands to the west and north are a veritable maze of shattered stones, defiles, ravines, small canyons, and lava tubes. This territory is claimed by a number of minotaur clans. Successfully navigating this maze will lead you to the active volcano at the southernmost tip of our secret plateau. Here, a fortress inhabited by fire giants guards the entrance to the plateau.

What's in the plateau? No idea just yet. But there's still no rush to fill that in. On Friday, will back up, survey what we've done, and discussed how I would actually accomplish this much for normal game I was planning to run.

Monday, August 15, 2011

Hex Mapping Part 10: Ashes, Ashes, We All Fall Down

We’re now to the southern end of our island, the sections furthest from the human lands and our PCs’ starting zone. These should be the most challenging sections as well as the most fantastical, just as you’d expect at the deepest parts of a dungeon.

In the southwest we have our corridor of active volcanoes, grey ash, and giant fungus forests. The smoldering (or even actively erupting volcanoes) constantly belch smoke and ash into the sky, and the prevailing winds and shape of the valley cause it to blanket the area between the mountains. It’s not unusual for the sky to rain flakes of ash or dustings of very fine grey-black powder from the sky. Drifts can be as deep as four feet, and speeds will likely be reduced to a mere third of normal. Just walking through this landscape can be dangerous.

Even breathing can be a challenge, because the dust is shot through with magical particles (perhaps the magma pushes up through a vein of mithril or some other magical mineral). Breathing this dust without some sort of protection or filter will result in strange magical effects or even mutations. For every half-day the PCs spend traveling through this terrain without the proper protections, roll a 2d6 and consult the following table.

2-3: the character’s skin sprouts (roll a d4): 1 - iridescent scales (+2 to AC), 2- golden feathers, 3 - porcupine quills (+1 damage in melee) 4 - a glistening lair of slime (+1 to AC, -1 to reaction rolls, +2 on saves vs. poison or to resist fire or magical fire).

4-5: the character acquires (roll a d4): 1 - nictating membranes over the eyes (+1 to saves vs. blinding or gaze-attacks), 2 - a prehensile trunk (may be used to wield an additional weapon at -4 to hit), 3 - a forked tongue, 4 - a prehensile tail.

6-8: the character develops a hacking cough. So long as they are exposed to the dust, they get a -1 to all dice rolls.

9: character behaves as if under the influence of a confusion spell for 1d2 hours.

10: roll for a random insanity. Only a lengthy clerical purification ritual will remove it.

11: character gains ESP for six hours. At the end of that time, roll a save vs. spells to see if the character acquires a random insanity due to the thoughts of others intruding upon their mind.

12: character gains the ability to cast a single, randomly determined first-level magic-user spell at will so long as it is cast in the next 24 hours.

The western line of mountain and the broken lands at the northern point of the territory are inhabited by wandering tribes of nomadic gnolls. They wear complicated masks with filters to catch most of the dust, but incidents of mutation are still fairly common among them.

In the fungus forests along the river live myconids and similar critters. These have no need to protect themselves from the ash and soot falling from the sky. In fact, their lives may very well depend on the stuff.

At the river’s end, where it flows sluggish and silty into the sea, is a large elven city. These are Melnibonean-style elves, wicked and cruel and wracked by ennui and caprice. They are most assuredly not likely to be allies of the PCs, and any alliance they do make will last only long enough to allow the elves to betray the PCs at the worst possible moment. It’s rare to meet any of these elves outside their city, but occasionally their sleek corsairs are sent out to raid along the coast or seek out merchant ships for plundering.

Over half of the city’s population are slaves. This far out, they don’t need to worry about the effects of the ash (though nobody drinks the water if they can avoid it), but the elves themselves delight in “improving” their slaves. Most of the slaves are thri-kreen, imported to the island because they appear to be largely immune to the worst of the ash-fall’s effects. However, members of nearly ever population on the island, including some humans, are represented among the city’s enslaved.

Long ago, the elven empire laid claim to the entire island. As their numbers dwindled, they’ve been forced to abandon all but this last bastion. Still, they consider the island to be theirs and theirs alone, and treat humans or other recent arrivals (and by “recent” they mean anyone who’s landed in the last 600 years) as interlopers. Luckily for everyone else, those elves who don’t spend most of their time indulging their depraved vices are too busy squabbling among themselves for lordship of the city.

Still, the city and the fungal forests to the north are rich in magical resources. Characters interested in rare herbs, psychedelic fungi, and exotic flora will find a veritable cornucopia of varied species along the river’s banks. Ever hour spent exploring beneath the towering mushroom caps will reveal one of the following (roll a d8):

1: random lotus type

2: tangerine smut: grows on other fungus. Horribly toxic to touch, causing nerve damage on contact with bare skin, resulting in the loss of 1d4 points of Dexterity. (Powerful clerical magic can undo this damage.) If the smut is dried, it will produce a bright orange powder with anesthetic properties (heals +2 hit points per level of the wounded when used in bandages on open wounds; each found collection of the smut results in 1d6 such uses when dried).

3-4: cleric’s wort: a small plant with silvery fuzzy leaves. If these leaves are dried and added to 100 gp worth of incense which is inhaled by a cleric who is meditating or praying to prepare spells, the cleric will be able to prepare one additional spell of their highest level available that day. However, there’s also a 1 in 12 chance that the cleric will also permanently lose one point of Constitution. Each plant found gives enough leaves for only two such uses.

5-6: berserker pods: red and green puff-balls that grow in wet, sheltered spots. If a pod is crushed under someone’s nose so that they inhale the spores, they will be filled with amazing strength, (treat as a 19 strength or a +4 to hit and damage bonus) for 2d3 rounds. However, every round they are under the influence of the spores, there is a 1 in 10 chance of the character behaving as if subject to a confusion spell. Harvesting results in the collection of 2d4 viable pods, but they lose their potency after a week.

7: Tartarus’ slime: a blackish-purple slime mold. If coated on a blade it will render anyone even scratched by the weapon catatonic for 1d4 hours if a save vs. poison is failed. Each crop found will be enough to coat 2 swords, six daggers, or eight arrows. Tartarus’ slime loses its potency 2d6 days after being harvested.

8: A shrieker: roll on the wandering monster table.

Friday, August 12, 2011

Hex Mapping Part 9: Valley of the Avians

Hopping back to the eastern side of the mountain, we’ll next populate the broad, long valley south of the jungles. Starting in the far east, there’s a tower built by the orcs. It’s not as necessary as it used to be, but its primary purpose remains to guard against large forces moving through the gap between the mountains and the sea. I suppose the hidden lair of the mind flayers could be below it as well, but I haven’t really decided just where I want that to be, and it would make more sense if it was further north and west in the range, I think. At this point, there’s no need to force the issue.


Moving west up the valley, we see a village marked on the southern range. This is actually an ancient monastery that’s fallen partially into ruin. The current inhabitants are a community of kenku. Assuming the PCs can put up with their antics, they could serve as potential allies for the PCs, but knowing the way most players deal with thieving kenku, this is likely to turn into the target of a vengeful raid. ;p

Moving up (to the west in) the valley, we find a village in the plain between the mountains, alongside the river. These are orcs, captured from across the mountains and enslaved to toil here by the batfolk who live in deep caves where the town is marked on the map to the north and east of the village. (What are batfolk? Not entirely sure just yet. I’ll probably throw up stats and such next week.)

Finally, all the way up the valley is a castle. It was built by cloud giants in ancient times, but the current inhabitants are stone giants. In a massive aviary on one side of the castle they keep rocs, and they use them to raid all across the island. Most of their slaves are ankeri from the eastern side of the island, though they also have gnollish mamluks and a few hill giants among their menials.

Most of these creatures are neutral (or under the thumb of neutral monsters) and so any could conceivably serve as allies to the PCs. At the same time, none are obvious allies for the PCs. The players could easily end up antagonizing all of them which will make life very difficult, especially if they’re moving clockwise around the mountains. This is their last best chance to make powerful friends for a while.

Finally, there’s that one, single mountain south and west of the dead volcano. That was an oops on my part when I way plopping down mountains, but I left it, and I’m still tempted to do something with it. Perhaps it’s the home of reclusive, xenophobic dwarves? Again, there’s no rush to drop something in there now, but it’s certainly something to keep in mind for later.

Wednesday, August 10, 2011

Hex Mapping Part 8: Go For the Eyes, Boo. Go For the Eyes!

If you’ve been reading my blog (or many others in the OSR) for any length of time, you’ve likely seen praise heaped on Taichara’s Hamsterish Hoard of Dungeons & Dragons. Taichara doesn’t post often (the site is on hiatus right now) but when she does, it’s amazing stuff. Even better, if your players don’t read blogs much, they’ve likely missed out on all the hamsterish goodness. So they’ll have no idea what hit them after you unleash the hoard’s hordes upon them. Muah-ha-haaa...

I’ll be returning to the Hamsterish Hoard repeatedly for inspiration and monsters. Today, I’m going to use one of my personal favorites, the ankeri.

South and west of that northern V of mountains that cradle the human settlements, a pair of rivers wind out of the mountains, through some hilly terrain, and then join before continuing down to a swampy delta and then into the sea. Nestled along these waterways are the handful of villages and towns of the ankeri. Their homes are made of kiln-baked bricks and thatched with the grasses and reeds of the rivers. In addition to chickpeas and grains, the ankeri also farm papyrus (for they are a highly literate society) and various breeds of hamsters from which they weave an especially fine and water-resistant wool. Cricipters, especially albino ones, can also be found in grand aviaries in some of their temples, as they are seen as the messengers of the gods and the bringers of love and fertility.


The ankeri nation is a loose confederacy woven together by a shared faith. The supreme position of their priests makes their nation technically a theocracy, but it is a tolerant one that primarily wields influence though judicial means. Most personal matters and conflicts between clans are settled through an ornate and festive dueling culture. Matters that touch on the larger community are brought before a council of priests to adjudicate.

The ankeri are likely to serve as another group that might prove friendly to the PCs, or at least willing to deal with them as commercial customers. Trusted PCs may be able to buy maps of the lands surrounding the river communities of the ankeri. Even the best maps, however, won’t show anything beyond the mountains. So far as the ankeri are concerned, that’s terra incognita.

Cohesion among the ankeri is reinforced by their neighbors: two nations of merochi which live on opposite sides of the river, bracketing the ankeri civilization between them. (Hey, it’s my blog, I’m gonna pimp my critters too!) Each nation has its own ceremonial center, a broad plaza surrounded by stone-walled, curve-roofed barracks for visitors, the small complex where the priestesses who tend the site dwell, and a ziggurat temple. Few merochi can be found here, however; most dwell in scattered settlements where the males raise the young and supervise the slaves who tend their fields (many of whom are ankeri or gelded males) while the females hunt.

There’s a lot of interaction between the ankeri and merochi. The ankeri sell the merochi most of their pottery, clothing, and jewelry. In return, the merochi sell the ankeri leather, feathers, captured animals, and their services as mercenaries. Unattached merochi males frequently serve as guards in the homes of wealthy ankeri, or in the clan caravans of the sau'inpu merchants who travel between the settlements of both ankeri and merochi.

Among the slaves of the southern-most merochi are gnolls and thri-kreen. They can tell the NPCs something of the bizarre lands that lie further south, where the volcanoes still rumble with angry life, and fill the skies with clouds of strange ash.

And now a musical interlude: But-kicking For Goodness!

Monday, August 08, 2011

Hex Mapping Part 7: Tradition! (Dai-dai-dai-dai-dai...)

Generally speaking, a hex map should work very much like a dungeon map: the “deeper” you go, the more dangerous the critters should be. The caveat on that is, in the wilderness, the PCs have a lot more flexibility when it comes which encounters they tackle with combat and which they avoid entirely. There’s just a lot more mobility in the wilderness, and if the PCs ever come across a population they don’t want to fight, they can generally get around them somehow.

So we’ll start with a fairly traditional low-level monster: goblins. The eastern jungles below the V of the mountains and north of the first river is peppered with small goblin tribes. Most are probably nomadic hunter-gatherers, but some will be organized into actual static villages. The further south you go, the more organized the tribes are and the more they’re likely to have domesticated giant spiders. I could even see some of these guys dressing up in spider-inspired war costumes.

Those living close to the southern river are in a constant state of low-level conflict with their neighbors. There are raids across the river going both ways. In the jungles between the two rivers live lizardfolk. While less numerous than the goblins, they are a lot more organized, and possess an actual city along the edge of the mountains. It’s an ancient ruin built in their prouder days (or possibly by another race entirely?) where their immortal king (who is actually the green dragon who disguises himself with magic) lives and rules over them.

While the goblins are almost certainly to turn out to be foes of the PCs (though playing one tribe off against another certainly is a possibility) the lizardfolk might turn out to be fairly friendly to the PCs. Having groups that are potential allies is important, especially if you use advancement rules like Jeff’s Carousing rules or LotFPWFRP’s insistence that only treasures returned to civilization count. The deeper the PCs travel into the wilderness, the harder it’s going to be for them to return to Home Base between missions. You need to give them some way to replenish their expendable supplies and level up. Allies can do that for you. We’ll be revisiting this topic later.

The goblins are little more than an annoyance to the lizardfolk and their wyrm-king. Their other two neighbors are far more threatening. To the east are the bullywugs that live in the massive swamp that spans the shoreline between the two rivers. The swamp is a spooky, eldritch place, teeming with carnivorous plants, strange creatures, and mysterious phenomena. The rocky hills in the center of the swamp are holy places to the bullywug, where their living ancestors dwell.

Relations between the bullywugs and the lizardfolk are fairly quiet most of the time. Every generation or so, however, the bullywugs swarm out of the swamps in great numbers, bent on pillage and destruction. The lizardfolk have erected a few forts, mostly of earth and wood, to guard against these occasional invasions.

Of greater concern to the lizardfolk are the orcs that live south of the river. Raids and skirmishes across the river are common in both directions. The orcs have matched the forts of the lizardfolk with tall stone towers of their own. While the jungle claimed by the orcs is vast and includes many different tribes, the orcs seem capable of banding together quickly, and even engaging in long-term projects such at the building and garrisoning of the towers. An alliance between the lizardfolk and the fey living in the southern river (a clan of potent nixies) is one of the reasons the lizardfolk haven’t simply been overwhelmed yet by the orcs.

The source of the orcs’ inexplicable organizational abilities is not guessed at by even most of the orcs. In truth, their chieftains and shamans are all in thrall to a cabal of mind flayers who dwell deep beneath the mountain range that makes up the western boundaries of their domain. A complex system of potlatch and raiding between the orcs sends a steady stream of slaves and treasure to the mind flayers in their hidden caverns. The principle foe of the mind flayers is the living ancestors of the bullywugs. To date, however, attempts to invade the jungle with
massed orc hordes have failed to penetrate deeper than a dozen miles beyond the river.

So that’s the eastern quarter of the island. Next time, we’ll populate the western quarter with some less-traditional critters.

Friday, August 05, 2011

Hex Mapping Part 6: Who Are the People in Your Neighborhood?

Finally, we’re ready to begin populating our island. This is probably my favorite part of world building.

First, an important note about hex-crawling. The bedrock assumption of the hex crawl is that the area the PCs will be exploring is mysterious and unknown to them. There are no maps existing already that show what they should expect to find. The point is for the PCs to fill in the blanks spaces.

Towards this end, the outposts of civilization (or, at least, the civilization the PCs belong to) should be few. On our map, there will be only a handful, and all clustered close together.

So, starting at the top, we put a large city where the northern-most river meets the sea. I want a fairly serious city so that the PCs can expect to buy anything they might need: triremes and mounts, porters or slaves, powerful healing magic, and someone who can remove curses or similar unfortunate magics for a price. You can fudge this a bit by making the city heavily focused; the Pitsh of my Doom & Tea Parties campaign is a theocratic community that grew up around a temple to Uban that itself was focused on exploring the island of Dreng Bdan and plundering its ruins. That means it is much richer in clerical resources than you’d normally expect from a city its size.

For our hex-map island's human city, I’m thinking it’s an outpost of the Sea Lords, a city-state that only recently won its independence from another such state. Possibly a brother or nephew of some other Sea Lord or some such. It’s a port-of-call for pirates and smugglers, but also an important shipyard for same. Up-river, in the jungle hexes, I’ll put one or two villages that are based on logging. They’ll float their lumber down river to the city where it’s transformed into new ships. I’ll also drop in a few villages in the clear hexes where farmers grow food to support the city and the loggers.

This part of the island is pretty well explored, and when I hand the PCs a map of the island, the part north of that V of mountains will be largely filled in. So will the coastline, but nothing else; due to the city-state’s battle for independence, they’ve not really had the chance to explore the interior yet. That’s where the PCs come in.

Some critters are so dangerous, they’re practically forces of nature in their own right. Dragons come to mind. I want three on this island. The youngest, a male red, lives in the extinct volcano just north of the mysterious plateau. The oldest, a female red and possibly the mother or grandmother of the young red, lives in the dead volcano just north of the grey volcanic ash wastes. And I’m thinking there’s a green somewhere in those jungles on the eastern side of the island. I could put a black in those hills surrounded by swamp along the eastern coast, but I’ve got other ideas for that part of the world.

I want to place the dragons now because they'll likely distort the social map. Few people want to live next-door to a dragon. Now that I've got a good idea of where there be dragons, I can start plopping down the more civilized, social monsters. And we'll get to that next week.

Art by Frederick Arthur Bridgman and Albert Bierstadt.

Wednesday, August 03, 2011

Hex Mapping Part 5: Things That Grow

With the coastline, mountains, and rivers placed, we’re set to drop in everything else we want. And you probably want most other things. Granted, on an island this size, it’s probably not reasonable to include both arctic ice-sheets and tropical jungles. Still, snow-capped mountains surrounded by tropical jungle is certainly feasible, as are the sorts of rain forests you find on the coast of the Pacific northwest creeping up towards tundra. If you really want it, you can probably find a way to make it happen.

Why go to such extremes? It’s not really necessary, but you may want to be able to drop in things you pick up. Death Frost Doom kinda requires a frozen landscape to work in, though a good, tall mountain might work. N1: Against the Cult of the Reptile God works best if you have a swamp. B4: The Lost City could be dropped in a jungle, but the feel is decidedly desert.

Besides, endless days of nothing but forest get dull. You want to keep things fresh and interesting. Varied terrain also makes picking a route more interesting. Traveling down the river is faster than cutting through the hills, but if you do that, you might miss something interesting. And maybe that river doesn’t go where you want to go.

Before we start plopping terrain, a word about climate. Right now, in the tropics, the prevailing winds, and the rains they push, move from east to west, and in the temperate regions they go the other way. This is what creates all the moisture in the Amazon as the rains that don’t fall over the jungle are forced to dump their moisture when they run into the Andes, while the Pacific coast of California is rich and fertile while the other side of the mountains is a desert.

But the world was not always as it is today. The Sahara was once a lush forest. Ferns once grew in the soils of Antarctica. If climate’s a useful tool for you, use it. Some people feel climate is a good framework to use when the blank hexes grow too daunting. Otherwise, feel free to chunk it.

Let’s start with hills. Hills often appear alongside mountains, the way big wrinkles in a blanket might be surrounded by smaller ones. They’re also a good excuse if you have a river that suddenly zigs or zags abruptly. Put some hills at that point, and the river is flowing around the higher terrain, always choosing to flow down and never up. If you put in any lakes, maybe a series of hills caused the water to back up until it could flow through a saddle in those hills.

Marshes and swamps usually occur alongside rivers. Basically, the land is low and you get what would be a lake if the depression was deeper. Or the river meets the sea and the separation between earth and water becomes muddled. If you put in one of those deltas we talked about last time, the land around it is probably pretty marshy.

Could you have marsh next to desert? Sure. It’s easy to imagine something like the salt marshes outside Lankhmar along the edge of a desert, or maybe even as the dividing line between desert and sea.

Since I’ve said my island is tropical, I’m going to put lots of thick jungle on the eastern half. I’m declaring the western half is mostly savanna. Putting the PCs’ base near the dividing line in the north gives them an interesting choice almost immediately: dense rain forest or open grasslands?

But this is a fantasy world, not just Hawaii writ large. Normal terrain is good and all, but if you can, you should absolutely drop in some really cool fantastical bits of terrain: rivers of lava, rocks that float in mid-air, columns of stone that have been hollowed out to be the homes of gnomes, landforms that are actually giant creatures, mammoths’ graveyards, magically warped terrains, groves of treants and dryads, burning hellscapes, great plains teeming with carnivorous plants, yellow brick roads, rainbow bridges, gumdrop mountains, towers that shift between different dimensions, tesseracts, enchanted forests, eternal storms, ancient standing stones, radioactive wastelands, crops of magnetic crystals, and other cool ideas I’ve never even dreamed of yet, but that I hope you’ll share with me.

In that spirit, the southwestern portion of the island is a strange landscape of poisonous ash coughed up by the volcanoes. Living there will be difficult without magic or specialized gear. In this strange dust and ash, giant mushrooms have sprung up into dense fungal forests. Perhaps colonies of myconids tend them, and sorcerers lurk in the shadows, collecting rare and potent reagents for their potions and spells.

I'm not touching the spot in the middle, our mysterious plateau, just yet. Still not sure what I want to put there, but there's no rush on that score. As rorschachhamster pointed out on Monday, that lake really is just crying out for an island in the middle, isn't it? But first, I think I want to decide what my major populations on this island are going to be. We'll tackle that on Friday, if all goes well.

Monday, August 01, 2011

Hex Mapping Part 4: Mountains and Subdivisions

As promised, today we’re talking about mountains. Now that we have our coastline defined, we can chop up our big, flat island into more digestible chunks. Mountains work really well for this purpose because they are both a physical boundary but also permeable. Mountain slow you down, but they don't stop you necessarily.

This makes them useful for the players as internal boundaries inside the island. And they work well for the DM because mountains have frequently served as cultural boundaries in the real world. The Alps marked the boundary between Italy and Gaul just as the Pyrenees mark the boundary between France and Spain. Mountains work better for this purpose than rivers because rivers are facilitators of mobility instead of inhibitors. Rivers encourage motion; mountains discourage it.

So the players will use our mountains to define geographic subdivisions of our island. We will encourage this behavior by using mountains to separate cultural and racial groups.

More about that later. Right now, we just need to chop up this big Island into more digestible bits. So I'll go ahead and slap down some chains of mountains radiating from the center of our island out towards some of the points.

(If you wanted to, you could extend these mountains out into the sea as islands. You can see this sort of thing in the Aleutian Islands of Alaska. But keep in mind we want to encourage our players to stay on the island and not give them small, tempting distractions just offshore. So we’ll stop our mountain chains well short of the coast.)


As you can see, I've chopped my island into six sections. Some are a little big, especially the ones on the eastern side, so I'll probably want to vary the terrain a little bit over there. The northern section is the smallest, so I'll probably make that the "safe zone" of civilization. Finally, I put a ring of mountains in the center of the island. This is going to be our mysterious and difficult to reach plateau. It's perfect for a “lost world” teeming with dinosaurs, ancient lost civilizations, or crashed spaceships à la Expedition to the Barrier Peaks. I have no idea yet what I'm going to put there, but that's okay. We're still only just getting started.

Now that we have mountains and the coastline defining our highest and lowest spots, we can put in rivers. Assuming your world works under the same general principles as ours does, water will flow downhill. Find some likely spots, and draw some squiggly river lines heading towards the coast. Rivers tend to do one of two things when flowing from a mountain to the sea; they either separate into smaller rivers, or merge into bigger rivers. If you want some massive artery like the Mississippi or the Amazon, have lots of rivers flow into one. If you have a good fan-shaped piece of coastline your river can fan out into a delta like the Nile.

Don't go too crazy with the rivers. Not every nook and cranny of your coastline requires a river flowing into it. On a map this size, a handful should serve you well. If you've already located what you consider to be choice spots for civilization, go ahead and put a river by that. Communities love rivers. But we'll get to those later. We've still got to finish our geography first.

Friday, July 29, 2011

Hex Mapping Part 3: Hittin' the Beach

Ok, so three posts into this and we’re finally ready to whip out the hex paper! First question is, how big should our map be?

We want lots of room for exploration, clearly. If you’re running an "open table" sort of game, as West Marches is, where you’ll have lots of groups running around, you’ll want both lots of room to explore and multiple directions to explore at a time.

(The actual, hex-less West Marches game was probably a lot smaller than this, since Mr. Robbins encouraged navigation by landmarks. That sort of play encourages a much more intimate knowledge of the terrain than a hex map will usually give you, and six miles is a huge distance if your landmarks are things like unusual rock formations, big trees, or sinkholes.)

Just to pick a dimension at random, saying that our map takes a full month of travel to cross from one end to the other sounds good, yes? Since we’ll want a wide array of terrain types, let’s say we can expect people to move at an average pace of 12 miles per day. That comes to a map that’s 360 miles (30 days x 12 miles) across. If we simply square that, we’ve got an area of 129,600 square miles.

How’s that square with the real world? Well, it’s a hint more than 150% the size of Great Britain. That should be more than big enough to give us all the adventure we need, at least for the first few levels.

360 miles is 60 hexes (360 miles / 6 miles-per-hex). We’ll start a bit bigger than that, since we don’t want to just create a simple, square plain. I also want a bit of a border because I’m going to draw an island.

“Here Am I, Your Special Island”
Why an island? Islands work great for hex-crawling games. First, they give the area of play a solid and unequivocal boundary in the sea. When the PCs reach the ocean, the players know they’ve reached the edge of the map. At the same time, it’s not an insurmountable barrier; players can buy boats and sail outward to new lands if they get tired of the starting area (or if it gets too dangerous for them).

Plus, I never did get around to adding anything to the Seas of Os’r project, so...

When starting a new map, it’s generally a good idea to start at the bottom and work your way up. Most times, that means sea level and your coastline. Coastlines generally come in two flavors: soft and rocky. The Texas gulf coast, for instance is soft, the beaches sandy, the land clay. So you get a nice, smooth coastline, with long barrier islands just offshore.

The other option is rocky and that usually means jagged, like the fjords of Finland or Denmark, though it can mean smooth, like the cliffs of Dover. In either case, you’re likely to end up with lots of little islands off the coast, but not the long, delicate barrier islands of a soft coast.

Since I’m going with an island, I’m thinking volcanoes. And I’m thinking tropical, too, because I’m kinda on a tropical kick just lately. So we’ll start with something a bit softer, like Hawaii and its collection of shield volcanoes. Saving the volcanoes for later, here’s the coastline.


Just one big island. Why? Because we want the coastline to signal to the players, “Hey, this is the edge of the map.” We want to encourage them to explore the island as much as possible before they hop on a boat and head for the horizon. Still, dividing our island into clearly recognizable sections is a good idea for all sorts of reasons. We’ll do that next week as we swing to the other extreme, jumping from sea level to maximum elevation when we place our volcanoes and mountains.

UK map from the CIA's World Factbook. Satellite image of Padre Island, TX from these folks. They have lots of great pics of geological formations of all kinds, so be sure to explore. My map was done in Hexographer to save y'all from having to decipher my pathetic chicken-scratches.

Wednesday, July 27, 2011

Hex Mapping Part 2: Scale

Cook’s Expert D&D says you should divide a character’s per-round movement by 5 to get the number of miles they can travel in day. At 120’ a character can move 24 miles in a day, but most groups will have someone down at the 90’ movement rate, and that would slow them to 18 miles per day. This isn’t unreasonable, as the Roman legions were thought to be incredibly fast at a speed of 20 miles per day, while Charlemagne's armies (which relied on ox-drawn carts to carry their gear and food) generally averaged just 12 miles a day. So a small band of heroes, on foot and over level ground, should be able to cover nearly 20 miles per day, especially if they’re exploring and mapping as the go.

Cook also recommends hexes that are six miles across. This works pretty well as it has our heroes crossing three or four a day. There are some other issues to keep in mind as you’re picking your scale.

One is sight distance. You don’t want the PCs to be able to see all of a single hex, especially if you’re going to be using wandering monster rolls. You may want lairs, camps, or even just the critters themselves to not be seen the first few times the PCs move through a hex (which helps explain why they’re suddenly popping up now that the dice say they should). Six-mile hexes mean each hex covers a bit more than 36 square miles. (Actually, it's a bit more than 30 square miles, but that doesn't throw us that far off. Thanks for catching my math-oops, JD!) That’s a lot of terrain for bandits or bears to hide in. Or even a castle if you need to drop one in after the fact.

Another question to consider is just what you can fit in a single hex. According to the medieval demographics calculators at the Domesday Book, a town of 5,000 people covers 83 acres, which is 0.13 square miles. Lots of room to lose small towns or villages (or orc camps) in a 6-mile hex. London in 1200 AD is assumed to have had a population of roughly 25,000. The Domesday Book page gives us a size of 412 acres, which is 0.64 square miles. At that same time, Rome was assumed to house 9,000,000 people. That may be too large for the Domesday Book page, and it returns a size of 148,258 acres or 231.65 square miles. That comes, very roughly, to 6-and-a-half of our 6-mile hexes. Paris’ population in 1200 was 110,000, which the Domesday Book page says should have covered 1,813 acres or 2.83 square miles, which fits comfortably in our 6-mile hex while still clearly dominating it.

The 6-mile hex works great for a muscle-powered world. If you want a world where people travel by jet-cycle, or live in massive cities like Tenochtitlan (possibly 212,500 people in 5.2 square miles not counting the greater metropolitan area) you might want to expand the size of you hexes. If, however, the world is full of dense jungles and tiny villages, a smaller hex (maybe 3 miles across, roughly a league) might be more appropriate.

UPDATE: More praise (and better math) for the six-mile hex at "The Hydra's Grotto."

Art by Ivan Constantinovich Aivazovsky and Alberto Pasini.

Monday, July 25, 2011

Hex Mapping Part 1: Whys and Wherefores

Chatting with a friend about Scott’s recent discussion of hex maps at “Huge Ruined Pile” it was pointed out to me that there’s really not a good, step-by-step description of how to use hex maps in a game. Yeah, the reaction you likely just had was the same as mine, but trust me, there’s a heck of lot we take for granted. The early versions of D&D did such a poor job of explaining what it was about that lots of folks thought nothing about removing EXP for treasure, wandering monsters, or not tracking the passage of time.

So, just to be complete (or anal, take your pick), I’d like to go through the process here of building and using a hex map, integrating it with creating and running a campaign. I’m going to try not to skip stuff and take it for granted, but if anything is unclear or just vague, feel free to call me out on it.

WHY?

First off, why hex maps? They most likely came down to RPGs from a boardgame called Outdoor Survival (AKA “Nobody Survives Outdoors!”) in which your piece would be plopped into the middle of a wilderness area mapped on hexes. Hexes are superior for this purpose because they offer a lot more flexibility in movement compared to squares. Hexes do make a few measuring issues more complex, but we’ll get to that much later. But largely, they remove all the brain-breaking issues of attempting to reconcile diagonal movement that plague squares.

Now, you could just toss hexes entirely, but like square grids for dungeon maps, they do help organize and simplify mapping for you and your players. This is vital if you’re doing a hex-crawl style game like a West Marches campaign. Keeping things nice and regular simplifies everyone's lives. Especially since a hard-core hex-crawl is going to do all sorts of things to mess with the players’ maps already.

WAIT, WHAT?

I guess I should back up here and explain what I’m talking about. A hex-crawl is like a dungeon crawl without walls. You’re outdoors, moving from hex-to-hex, mapping the wilderness, fleeing from (or occasionally fighting) monsters, and looking for treasure and dungeons to loot. Players can (and will) move in any direction. The big challenge for them is judging how far they can get on their supplies (and, in this case, supplies mean hit points and spells as much as they mean food and water). Misjudge the issue, and they could end up expiring before returning to safety.

The fun is the joy of exploration, of overcoming the open-ended challenges of natural terrain, logistics, and risk-to-reward balancing. It’s not for everyone, and some are just as happy to go straight from the tavern right to the dungeon (Ptolus is largely based on this simplicity). But it adds a whole new dimension to your typical dungeon-based play that offers players all sorts of extra flexibility and choices, and generally, that’s a great thing in an old-school game.

Next time, we’ll talk about scale and terrain.

UPDATE:And it’s just been pointed out to me that the original West Marches game didn’t use hexes! Xp Ben Robbins apparently felt that hexes make people think they’ve fully explored an area when they’d filled in the hex. True, but I’ll stick by them; they make all sorts of things much easier. We’ll get into more detail on this later.

Sunday, March 22, 2009

Cellar of the Poyma


At last!

Ok, I'm a bit slow, but I finally got this scanned and posted. Huzzah!

So what you're looking at here is where we left off last time in my Labyrinth Lord hack. This is the cellar beneath the Villa of the Poyma. Green slime, a nest of rats, a torture chamber, and a well-stocked wine cellar. But what's that large room in the NE, beyond the secret door and pit trap? That's where we left off last time:
The room beyond is larger than any you've been in yet. 45' square, with this door in the middle of the western wall. Four massive pillars are in the corners, each fashioned to resemble a twisting riot of snakes surging up towards the ceiling, the snakes crafted from different metals: silver, iron, copper, bronze, and even a few that appear to be gold. The roof is domed and ribbed, and the entire effect gives you the feeling that you are looking into the gullet of a some leviathan.

The walls are painted red with a repeating pattern of tiny gold and green flowers, which only heightens the disturbing sensation of being swallowed. In the middle of the southern wall, you see a massive portal of gleaming red orichalcum. On either side of it are clusters of large pots, six on each side, each large enough to hold you and small friend.

The floor, fashioned from alternating tiles of glossy green and yellow stone, is smeared with blood. It is littered with the detritus of recent combat: the bodies of seven elves, four of which have been stripped naked. Three more naked elves hang from long tendrils of root and earth dangling from the ceiling. These three are alive, but badly bruised and battered, and all three sport smears of mud over ugly-looking claw marks. Two are male, and you think you recognize them from the assault on Uban's temple. The third was their leader, the elven woman with the strawberry-blonde hair.

Hunched in the middle of the room, its back to you, is a massive, bestial figure, a creature apparently of living stone. From here, all you can see is it's stony hide, mossy lower legs, and a rack of gorgeous crystal antlers rising from its head. It appears to be hunched over the body of another dead elf, and the body twitches a bit as the head descends, and you hear more of that odd ringing sound, though now its source is clear: the stone beast is chewing through the slain elf's chain mail. The belongings of the stripped elves are arranged into two piles: one for clothing, packs, and generic equipment, and a second pile of armour and weapons.

I made a few mistakes last time I ran this adventure, but nothing serious. It was mostly due to me getting knocked off my game by a family phone call in the middle of things. Among stuff that got left out were two recently deceased elven bodies in the cellar and on of the cells in that long north-south passage south of the torture chamber. None of that was serious enough to retcon.

In other news, the game has moved to Sunday nights, from 7 PM to 11 PM Central time. If you'd like to join us, drop me an email at trollsmyth-at-yahoo-dot-com.

Thursday, March 05, 2009

“You’re in a maze of twisty little passages, all alike.”

As I mentioned in the previous post, Oddysey has started work on her megadungeon. She's got some neat ideas:

The initial first level -- what I'm working on right now -- is The Labyrinth, originally intended as a defense system for the fortress. (And amusement for its owners.)


Mazes are cool. They're chock full of mythic and spiritual resonances, can be generated by mathematical formulas (and can you get more nerdy than using an algorithm to build your D&D adventure?), look great on your graph paper, and just ooze old school as much as pig-snouted orcs and rust monsters.

They can also be game killers.

If you assume the maze can only be solved by marching through it and building a detailed map from the inside, it quickly devolves into the DM and the mapper shooting short-hand directions back and forth at each other while everyone else takes a nap, texts on their cellphones, or sees how high they can stack their dice. A raw maze, can, in short, be boring.

Those who adhere to the ways of the old school may take me to task on this. Have I not postulated that logistics and exploration are at the heart of old school D&D? And is there any challenge more suited to that sort of play than the maze?

All true points. But unless your players are really engaged in the mapping process, there's simply nothing for them to do while the mapper leads them blindly through the labyrinth, trying to puzzle it out. And true old school mazes were exercises in unbridled sadism. The DM knew the mapper would try the old follow-the-left-hand-wall trick, so they eagerly set out to foil it. Old school mazes were full of sloping passages, invisible teleporters, and rotating passages. Marks made on the walls or floor of the maze would be erased or altered. There's a picture in the 1e PHB where a warrior is carefully laying out thread from a spindle behind him to mark his way through a maze, while behind the corner a troll is just as carefully wrapping it back up. Drop a party of unsuspecting players who are used to more story-driven adventures into an old school maze and they are likely to quit out of boredom and frustration long before their characters starve to death, hopelessly lost in the bowels of your beautiful design.

In his computer game design series entitled “Bad Game Designer, No Twinkie!” Ernest Adams has this to say about mazes:

The original text adventure, Colossal Cave, had two mazes. One was a series of rooms each of which was described thus: “You’re in a maze of twisty little passages, all alike.” The other was a series of rooms described as, “You’re in a twisting little maze of passages, all different” (or “You’re in a little twisty maze of passages, all different,” or “You’re in a maze of little twisting passages, all different,” etc.). These were the prototypical boring and stupid mazes. Colossal Cave was the first adventure game ever, though, so I cut it a little slack. But that was over twenty years ago; there’s no longer any excuse for doing that now. Somebody gave me a copy of The Legend of Kyrandia a few years back, and I played it with some pleasure – right up until I got to the maze.

Mazes don’t have to be boring and stupid. It’s possible to design entertaining mazes by ordering the rooms according to a pattern that the player can figure out. A maze should be attractive, clever, and above all, fun to solve. If a maze isn’t interesting or a pleasure to be in, then it’s a bad feature.


I am in complete agreement with Mr. Adams in this regard. Even a raw maze without the gorgnard's clever attempts to foil mapping is boring. Besides, your maze can be so much more.

I imagine the ur-maze for those of us who discovered gaming during the Silver Age was probably Jim Henson's “Labyrinth”. While much of the appeal of the movie is in the visuals (from the art direction of Brian Froud), there are also the puzzles and thematic elements which make that maze work. The movie features old chestnuts like the door that always lies and the door that always tells the truth, the friendly-looking denizen who is actually very dangerous and the scary-looking creature who is actually very helpful, and the massive gate with a built-in, steampunk goblin mecha. Er, ok, maybe that last one isn't something we've seen much of before or since, but you get the idea.

That maze is a fairly simple thing, being a collection of atmospheric obstacles sprinkled through the labyrinth. There are other ways to make your maze interesting. There's the maze that is really a bunch of interdimensional back alleyways as used in Q1 Queen of the Demonweb Pits. A maze can also be a right-of-passage, a miniature journey through the Underworld from one stage of life to the next (which, in its way, is exactly what the maze in “Labyrinth” is, though I prefer something more mythological/anthropological and less preachy ;) ). There's the maze that's actually a machine, where the walls are arranged to focus magical energy or are actually giant gears and cogs that perform some amazing work when the bits are properly arranged and the right activation sequence performed. This is akin to the interactive maze, where the players can adjust the shape of the maze and thereby what parts of the maze they can visit and where the maze exits to. And that's a neat version to pair with the maze as tactical challenge, where the maze primarily serves as interesting terrain in which the party fights an enemy.

I suspect that Oddysey has in mind one of my favorite variations on the maze, which is maze as pitcher plant. These mazes are very easy to get into, but once you do, getting back out again can be a real challenge. At that point, things can get really exciting. Logistics come to the forefront and every wound and spent arrow is an agony for the party. The pitcher plant maze forces the party deeper and deeper to the center while slowly whittling away at their resources, a death of a thousand cuts with the promise of sudden, terrible, and almost certainly lethal violence at the end. plotting

What? Are you suggesting I'm as sadistic as the DMs of old? Perish the thought!

Saturday, February 28, 2009

Villa of the Poyma

PoymaBlogMap

I'm hoping that clicking on the image above will allow you to get a larger version that's actually legible. Yeah, it's ugly, a hand-drawn map scanned and edited with my meager Photoshop skills. I'm certainly not using it to advertise my capabilities as a cartographer. ;p

This is the Villa of the Poyma, an ancient elven clan. The building's been abandoned for over 700 years now, with intermittent habitation by orcs and goblins. Otherwise, it's become the home of various less-than-sentient monsters, including rats in the storeroom (bottom southwest corner), bats in the armoury (just east of the barracks, the little room with the secret connecting passage), a pair of tarantella (tarantellas? tarantelli?), and mystery creatures that are buzzing very loudly in the unexplored area east of the kitchen.

Ugly as the map is, it's a good example of my design philosophy for dungeons. This place was built to be lived in, not as a challenge for adventurers. It was a functioning home and center of operations for an influential family who were leaders in their community. The single entrance in the western wall brings you into an audience garden, where the matriarch of the family or her stand-in would greet clients, debtors, and petitioners on a regular basis. Many of these would bring gifts or payments, usually in the form of goods the household needed. So a farming family might bring milk from their cow every morning as part of the tuition they owed the family for a son attending the family school. Non-perishables would be kept in the storeroom directly south of the garden. Just north of the garden are the stables, where the riding beasts were housed. The large doors in the eastern wall of the garden open directly into the great hall, where the family would hold parties and feasts. The kitchen is directly south of the great hall and east of the storeroom, convenient to both.

You can see how this style of designing makes it easy to fill up your graph paper. One area flows naturally into the next, because lived-in locations have their own logic. It's a great way to get started if you find a blank page daunting. If you know who built a place and why, you can then begin to shape it based on those assumptions. Later inhabitants will then move in and put their own mark on the place. You can build a ruin in layers like this.

This particular villa was also built in zones. The western-most rooms are all about coming and going: audience garden, stables, and warehouse. North of the great hall are the barracks and "sand garden" (for sparring and training) of the guards/mercenaries. The small room with the secret door to the east of the barracks was their armoury. The secret passage allowed the guards to get quickly to the matriarch's chambers, and also allowed her to get inside the armoury and lock it from the inside if she feared mutiny. The southern portion of the map was the servants and slaves territory, including the kitchen and storeroom. I doubt I'm giving too much away when I say that the rooms beneath the "fog of war" were more barracks and workrooms for the family's slaves. Finally, the eastern portions of the map were the private areas enjoyed by the family. Knowing all this helps when coming up with descriptions. The finest furnishings and fixtures are found in the family's dwelling rooms, while the rudest and most utilitarian are found in the slave quarters.

After I knew how the Poyma used and lived in the villa, I could then add the layers of years since they fled: orcish graffiti gouged into the pear tree in the audience garden, the detritus of the goblin spider-hunters' camp in the old guard barracks, the wounded carvings and doors where gems and gilding have been plundered.

There are a few old school touches here and there. For instance, while the villa has only one "official" entrance, the first room that entrance opens into offers multiple paths for exploration. The entire place is a bit of a circle, and after exploring for a bit, the players can then pick-and-choose which challenges they feel up to tackling.