|With all the world at hand, where do you start exploring?|
Gary's process for step 2 is to sit down with a large sheet of hex paper and start drawing your starting area. He goes on to add that the scale should be 1 mile per hex.
Just Three HexesA large sheet of blank paper can be pretty intimidating. Where do you start? In the center or closer to one edge? While pondering these questions I remember Chicagowiz's advice on this subject: just start with three hexes.
|Starting area lo-res version|
The starting area is based on the geographic descriptions within several songs from my source Rush albums: Rivendell from Fly By Night, The Necromancer and The Fountain of Lamneth from Caress of Steel.
Starting in the south-western most hex you have the ruins of the Necromancer's tower in the center of a dead forest. North of there is the town of WIllow Dale. This will most likely serve as the home base for player characters. North and east from Willow Dale is the village of River Dell, home of a circle of Eldir (elves). The eastern most hexes show the Down Mountains running north and south. This gives me plenty area to start with.
One Mile Hexes
|Starting area hi-res version|
There was an unexpected bonus outcome of this exercise: wandering monster tables. Looking at the maps I created I began to think about the types of encounters PC may experience as they travel from point to point. I started to ask questions in order to detail the encounter tables: are there different encounters during the day as opposed during the evening, are any type of encounters more likely to happen than others, what sort of monsters live in these areas? The map certainly makes these questions easier to answer.
With step two down I'm ready to tackle step three: dungeon design.
From Ray OtusThe Gygax 75 Challenge: Week 2
Illustration CreditsWikimedia Commons - Unknown artist from Sebastian Münster's, Cosmographia: Book V (1544)
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