The Crowned Knave
Sunday, March 5, 2023
TLDoCR 1
Sunday, February 12, 2023
The Long Dark Beneath Castle Redhelm INTRO
It's time, folks. I'm going to try and essentially build an ever-going dungeon here on the blog. Where will it end? I don't know, but I'm going to see where it goes. It may go well, but it'll probably flop. No harm, no foul. This is going to be stress-free, and hopefully a nice, easy dungeon for you to run. No paywall or anything, but this is as rough as it gets. Lots of ramblings about whatever I see fit. Here is my goal for it all:
1. Provide an underground adventure site that is easy (enough) to run, with minimal bullshit.
And that's...pretty much it. I've gone back and forth on what other points I'd make are going to be, but at this point, I'm as in the dark as you, which is kind of exciting? Fuck it, let's just build this thing together.
Sunday, November 27, 2022
Cave of CHAOS
So, a friend of mine does illustrations for their tabletop games, but has never illustrated a dungeon map. He also said he hates caves. So of course, I wrote up a quick cave dungeon. This is that cave dungeon. Enjoy.
Tuesday, September 13, 2022
Heartseeker: A Quaint and Cozy Homage to the Games of Yore
Monday, April 18, 2022
Hex Education #2 Home Town Heroes
So now that we've got a hex map generated, you are going to pick a spot on this map to put your adventure starting point, or the character's home town.
The home town is going to serve as a hub for the adventure. A safe space, so to speak. Safe space does a lot of heavy lifting in this instance. Why? Because the adventurers want to be lured and tempted into the wilderness. Into the great hex map you created. If the home town is constantly under threat, and the adventuring keeps happening here, they have no reason to leave. So what purpose(s) should the home town serve as?
- A comfortable place to rest
- A place to bring back treasure
- A hub to gather intel and rumors
- Possibly the place to get their magic items identified
- A place to feel like "home town heroes"
Now, you are probably familiar with the archetypal village. It probably has a blacksmith, a tavern, and inn, and a provisioner. Note this important fact; not every problem the characters run into can be solved here in the home town. This will require them to venture out into the wilderness, where the treasure is, as well. But I also believe in making this town a bit unique as well. Maybe add an establishment with no direct use for the characters just yet.
Wednesday, April 13, 2022
Hex Education #1 Generating Hex Type
Before we begin the official lesson, there are a couple things I am assuming:
1. Your group of players are aware and interested in playing in a hex-based adventure. It does require more from them, and it's not for everyone. Or you could just be doing this for fun, yourself.
2. You have hexes to work with. This can be with programs such as Hex Kit, or Worldographer, or even good ol' fashioned hex paper. I am not sponsored by any of these folks (so use whatever you like), but I'll admit I'm a paper shill.
3. You're using 6-mile hexes. You can always go with larger hexes, but I wouldn't go with anything smaller than 5-mile hexes. If larger, and you want to create a whole continent, you have *a lot* more work ahead of you.
Good, now that we've got those out of the way, we may begin.
I first begin with 6 types of hexes: Plains/Grassland, Forest, Swamp/Marsh, Hills, Mountain, and Water. These are the basic ones, but you can add Desert, Jungle, or Arctic hexes as well.
1. Assign each type a number on a d6. If you have more than these types, then use a larger dice.
2. Choose a random spot on your blank map, and roll 1d6, and assign that hex with the specified type.
3. Once the first hex has been decided, you will choose an adjacent hex, and roll 1d20.
- 1-10: Hex type stays the same.
- 11-19: Roll a d6 (or whatever dice you used to determine beginning type) and assign the hex the corresponding type.
- 20: This indicates that there is a very valuable resource here. Then, roll again.
*After each Mountain hex, roll another d20. On a 1, there is an active volcano.
**After each Water hex, roll a d8. On a 1, there is an island.
When generating hex types, you are ALWAYS building off of the last one you completed, and must do your absolute best to stay adjacent. This will create a pattern of like-hexes with occasional variants instead of absolute chaos.
How big should the map be? The map shown below is 150 miles, North to South, and 162 miles East to West at its longest points. PLENTY of room for adventure.
SEE? It's that easy! I knew you could do it. Honestly, most of the work is already done. Be proud of your accomplishment! Please share your maps so we may all see your brilliance!
I think next time we'll see about populating them there hexes.
Friday, April 8, 2022
Hex Education Intro #0
Welcome to Hex Education. My name is Mathias, and I will be your guide.
What: This is a series about the creation and play of hex-based tabletop rpgs.
Why: To help those who may not know where to start, or who have found other methods unsuccessful.
When: I’m hoping one post per week, maybe more, maybe less. No strict schedule is in place, but my aim is to be relatively steady.
How: I am currently running a hex-based game with my group of compatriots, and I have thoughts and feelings on the process as a whole that may be useful to interested folks.
Where: Well, here of course. Though, my goal is to get my equipment set-up, and I’ll narrate my posts for those who prefer listening, or for those who have vision disabilities.
Who: The good folk of the realm know me as Mathias. He/Him pronouns are preferred.
Firstly, I am not an expert. I’ve never claimed to be, and never will claim myself as such.
Secondly, little research was conducted. I do not have the time to comb through the many blogs and videos describing hex-based play to make sure I am not repeating what others have done.
Thirdly, I cannot guarantee my method will work for you. I am confident that my method will also change in time, and I reserve the right to change things as I go. I simply wish to share my thoughts and methods with you, in hopes that perhaps, you may find them useful.
Lastly, if you’re looking for flowery language, and all the complicated designer jargon, you will be sorely disappointed.
TLDoCR 1
Here are the first 10 rooms of the Long Dark of Castle Redhelm. This map was used via Dungeon Scrawl, and it looks pretty good so far. Mos...
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It's time, folks. I'm going to try and essentially build an ever-going dungeon here on the blog. Where will it end? I don't know...
-
So now that we've got a hex map generated, you are going to pick a spot on this map to put your adventure starting point, or the charact...
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Heartseeker Being a traditional fantasy adventure game Author: Scott Malthouse