Hex-based Campaign Design (Part 2)

deutsche Übersetzung

The idea of developing your campaign through small, but ever-expanding, hex maps, was inspired by Greywulf’s Six sided gaming: Hex magic article. With Greywulf’s permission, I’ve expanded the concept a bit. Part 1 described how to size your beginning map and determine terrain. In this post, I’ll provide some guidelines for populating your hexes with encounters and lay the groundwork for adventure.

The Hex Map

Bloristone Lands (Terrain only)

As a refresher, the hex map I started in the previous post is shown at right, though I’ve gone ahead and filled out the remaining terrain as outlined in Part 1. Please note the hex numbers shown, as I’ll use them to identify the locations of the encounters.

As a reminder, each individual hex is 5 miles across; the large hex—called an atlas hex—is 25 miles across and matches the scale of the Atlas template (q.v., Hex Templates).

Encounters

For our purposes, an encounter is any feature that has the potential to challenge the PCs or serve as the basis for adventure. There are two types of encounters:

  • Major – large or multi-layered encounters, often the focus of the region; for the PCs, interactions with these require careful thought and planning
  • Minor – small or fairly straight-forward encounters; these represent diversionary challenges for the PCs or opportunities to detail the campaign for the GM

For each atlas hex, there is a chance of a single major encounter and a variable number of minor encounters. The frequency of major and minor encounters varies according to the atlas hex’s primary terrain type and climate, as shown below:

Primary TerrainMajor Encounter [1]Minor Encounter [2]
Water10%1
Swamp20%2
Desert20%2
Plains60%6
Forest40%4
Hills40%4
Mountain20%2
Modifiers (apply to chance of Major encounters)
  • Arctic: -10%

  • Sub-arctic: -5%

  • Temperate: +0%

  • Sub-tropical: +5%

  • Tropical: +10%

Footnotes


  1. Roll once for each atlas hex

  2. Roll this many d6’s; each result of “1” indicates a minor encounter

Major Encounters

When a major encounter is indicated, roll 1d6 to determine its identity. Place the encounter in any whole sub-hex within the atlas hex and note the hex number to record its location. Recall that there is never more than one major encounter in a single atlas hex. (UPDATE 8/26/15 – added links to the major encounters articles, which contain random tables with more detail than provided below.)

  1. Settlement – a town or city that supports a significant population
  2. Fortress – a large, fortified holding owned by a noble or self-styled lord, always with an armed garrison and (usually) a small population of civilians
  3. Religious order – a temple, monastery, or non-secular fighting order (Alignment (d6): 1-2 Lawful, 3-5 Neutral, 6 Chaotic)
  4. Ruin – the remains of an entire settlement or population complex, abandoned by original occupants because of (d6: 1 disease, 2-4 attack, or 5-6 migration)
  5. Monster – the lair of a rare or very rare creature
  6. Natural Phenomenon – an unusual natural feature (d6: 1 unseasonal or intense weather, 2-3 geothermal activity, 4-5 peculiar growth or blight, 6 oasis or grove)

Minor Encounters

Roll 1d20 on the following list for each minor encounter indicated. Distribute minor encounters throughout the hex as you see fit. As with major encounters, note the hex number of each to record its location.

  1. Settlement – a village or hamlet with a small to moderate population
  2. Fort – a small fortified holding owned by a noble, military leader, fighting order, or adventurer
  3. Ruin – the remains of a single structure whose original purpose was (d6: 1-2 tomb, 3 holding, 4-5 other structure, 6 dwelling; 60% chance it’s a shipwreck if located in a water hex)
  4. Monster – the lair of a common or uncommon creature
  5. Wandering Monster – creature type based on current habitat; creature is (d6: 1-2 establishing a lair, 3-5 scouting/foraging, 6 lost)
  6. Camp, industrial – production facility for some natural resource, based on terrain (Water/fishery, Swamp/peat, Desert/oasis, Plains/farming/ranching, Forest/logging, Hills or Mountain/mining)
  7. Camp, semi-permanent – a way-station for (d6: 1-2 trappers, 3-4 hunters, 5 drovers, 6 messengers)
  8. Beacon – a long-range signalling/communication device (lighthouse if on/near water; 20% chance of being magical) operated by (d6: 1-2 guild, 3 local lord, 4-6 council of nearest settlement)
  9. Construction Site – a structure is being erected here (d6: 1 fortification, 2-3 infrastructure, 4-5 homestead, 6 religious centre)
  10. Battlefield – the site of a major battle (20% chance of containing salvageable gear; 10% chance that the area is haunted by the spirits of the slain)
  11. Isolated – the dwelling of some outsider (d6: 1 hermit, 2 mad hermit, 3 oracle, 4 retired adventurer, 5 outlaw, 6 homestead; 40% chance dwelling is fortified)
  12. Sacred Ground – a protected area, designated as a (d6: 1-3 burial grounds, 4-5 consecrated area, 6 hunting range)
  13. Crossing – a bridge, ford, or pass (20% chance that it’s in disrepair; if serviceable, 60% chance that a toll is charged)
  14. Ancient Structure – a construction of antiquity (d6: 1-3 grave marker, 4 astrological construction, 5-6 pagan shrine; 10% chance that is possesses magical properties)
  15. Special Hazard – an environmental danger exists here (d6: 1-2 poison, 3, disease, 4 unstable ground, 5 strong electromagnetic field, 6 radiation)
  16. Treasure – a cache of valuables is rumoured to lie hidden here (40% chance of actually existing; 20% chance that it’s unguarded, but certainly not easy to obtain)
  17. Contested – the area is fought over by 2 or more factions because of (d6: 1-2 valuable resources, 3 abundant food, 4-5 strategic location, 6 religious significance)
  18. Natural Resource – a valuable commodity is located here (d6: 1-2 rare herbs, 3-4 rare mineral (lodestone, quicksilver), 5 meteoric steel, 6 heavy water)
  19. Supernatural Feature – an unexplained effect or object exists here (d6: 1-2 teleportation portal, 3 dimensional gate, 4 anti-magic field, 5-6 wild-magic field)
  20. Gathering Place – a meeting place, relatively free from outside influence (d6: 1-3 tribal moot, 4-5 free trading post, 6 hospitaliers)

Encounter Tips

Once placed, encounters are yours to detail, based on the flavour of your campaign, the challenge you want to provide, the ability of the characters, and the game system you’re playing. That said, there are two cardinal rules to placing encounters: First, encounters will co-mingle with other encounters in the same or nearby hexes. Nothing in your setting exists in a vacuum, so where possible (and sensible), populations will interact, cooperating with or opposing each other as resources and alignment dictate. Settlements will practice trade, monsters will prey on the weak, local people will know about local ruins, and adventuring spots will possess a history that intersects with other encounters. As you place encounters, then, be mindful of potential connections between them, and don’t be shy about exploiting associations that fit well together.

Second, to extract maximum creativity, make it a policy to modify any encounter to suit the terrain, not the other way round. For example, a monastery located on the plains or in a forest might be fairly typical, but a monastery in the mountains might be occupied by highly private monks with a strange obsession with (or sinister reason for) seclusion. A swamp monastery might be populated by a sect of degenerate cenobites who worship a slimy, evil frog god, whereas a monastery in a water hex might be a old ship run aground, and the monks’ mission is to keep eternal guard over whatever cargo is still in the hold. Be creative—almost any idea outside the norm becomes plausible if given some considered background.

Finally, there’s an unwritten rule (which, oddly, I feel the need to write down): don’t let the dice dictate your design. This exercise is designed to make campaign design easier, not foolproof. You still need to decide if what the dice are telling you makes sense. If they’re not, use their results as suggestions and tweak what you need to tell the story you want.

Encounter Example

Completed Atlas hex

To keep things quick, I’ll determine encounters for just the single, central atlas hex on my map. The hex’s primary terrain is “Plains,” for a 60% chance of a major encounter and I roll 6d6 for minor encounters (because the map depicts a temperate zone (determined in Part 1), there is no climate adjustment). I roll 42 on the percentile die (for 1 major encounter) and let’s say I come up 5 minor encounters:

  • Major encounter: Fortress [05.04] – Fort Torin, a keep ruled by Lord Dordi Nonahi (AL Lawful), and the attached village of Looma (pop. 344 + 18 in garrison)
  • Minor encounter: Isolated [04.06] – the outlaw, Usufo Hilden (AL Neutral), has a treehouse hideout, which he shares with 3 other bandits
  • Minor encounter: Contested [05.02] – Lord Nonahi’s plan to revive an abandoned silver mine is contested by a local dwarf clan declaring that it cannot be reopened (but will not say why)
  • Minor encounter: Wandering Monster [03.03] – goblin patrols have been sighted here, more frequently in recent weeks; they represent scouting parties from a tribe in the next hex
  • Minor encounter: Gathering Place [07.03] – West Hailford, a walled trading post, is a safe haven for travellers; visitors of all sorts obey the local law forbidding violence within the post’s walls
  • Minor encounter: Ancient Structure [06.06] – a stone table of pagan origin stands here; during the new moon, the moss that covers it gives off a shimmering verdant glow

I made some liberal interpretations of the results from the tables above, but that’s the point—these are just idea-starters to get you thinking about who and what exist in the hex and, more importantly, how they might interact with each other.

Finishing Touches

You may wish to devise random encounter tables specific to your map, using whatever guidelines are pertinent to your game system and campaign. Include wandering monsters particular to the area (based on climate and terrain); patrols from nearby settlements, garrisons, or outposts; and events that may be related to certain encounters (e.g., a freak storm caused by a special hazard, supernatural feature, or natural phenomenon in a nearby hex). I suggest you create a single table for the entire map.

Rumours are also important, as they frequently serve as the basis for adventure hooks. Create a single table of tales and rumours for the entire map, obviously using the encounters you’ve placed, but also (more importantly) the connections between those encounters, as these are usually easier for you to fabricate and more tantalising to the PCs. You probably don’t need to be reminded of this, but make sure you sprinkle a few false rumours in the mix, as well a few half-truths.

Final Words

The end result of this exercise is a fledging campaign setting that will keep your players busy for some time. The format lends itself easily to the Busy GM’s creed: Don’t do more work than necessary. And, as a bonus, it’s very simple to expand the campaign as you need to using the Hex Template system outlined elsewhere on this site.

39 thoughts on “Hex-based Campaign Design (Part 2)”

  1. Flynn – I urge you to succumb to temptation. Rob’s outline provides good detail and methodology, whereas this is perhaps more quick-and-dirty. A blend would be cool – maybe the basic approach above with Rob’s material to fill in some detail. Post a link to your results here – I’d love to see what you come up with.

  2. Darthmike – I used the Pro version of Hexographer, which has a Map Key command (Options -> Configure Map Key). I don’t think this feature is available in the online version – are you using Pro? If not, I recommend it – the Map Key feature alone is worth laying down the scratch.

  3. Hello Erin, I am trying to translate your Minor Encounter determination method (Roll 1D6 at 1 roll for an encounter) into Inspiration Pad Pro. Maybe I am over-thinking it but so far I can not come up with a good way of doing it.

  4. Erin, thanks a lot for the amazing articles in hex-campaigning!

    I developed some interest in the OSR lately and your postings played a vital part in convincing myself to go and start preparing a game of hexcrawling. I am still experimenting, but chances are I might use your system verbatim, most likely with Swords & Wizardry.

  5. @Arne : Glad you find them useful, and flattered that they have a role in your pending hexcrawl. To that end, I’m (slowly) writing an expansion on the topic, fleshing out the major and minor encounters (check the Minocra tag for preliminary work on the major encounters).

    I struggled with the OSR for a long time, but eventually came to really like S&W Core. It’s a good balance of rules and flexibility between White Box and S&W Complete. YMMV, but I think the way it handles random encounters and treasure lends itself really well to hex crawling.

  6. Erin, thank you for this wonderful system. I am curious as to how you put this into actual practice. If the players enter a hex with a keyed item, do they automatically find that location, or do they have to make some kind of search check? Do you keep this map hidden from your players, or are they aware of everything?

    1. Hi James: Finding a keyed encounter is not automatic – I actually add a “Keyed Encounter” entry at the high end of my random encounter tables. Major encounters get more weight than minor encounters. For example:

      d8 Roll    Encounter
      -------    ---------
         1       Bandits
        2-3      Game
         4       Goblin pit trap
         5       Snapvine
        6-7      Goblin patrol OR major encounter
         8       Weather event OR any keyed encounter
      

      When the PCs enter a hex, the chance of a random encounter is based on what they’re doing: passing through (1/6), camping/resting (2/6), or actively searching (3/6). If the PCs know about the keyed encounter or they have a guide, a map, or are using some sort of divining magic, they might get a +1 or +2 bonus on the encounter table roll.

      I prefer to give the PCs an incomplete hex map that they can fill in (or correct) as they explore. Once they visit a major encounter location, they can find it again automatically; for minor encounter locations, there’s a 5/6 chance of finding it again.

      1. Erin,

        Thanks for the explanation! To clarify, the “6-7: major encounter” or “8: any keyed encounter” would only happen if they were actually moving through a hex that already had something marked in your hex key, or would you use this to generate major/minor encounters in unkeyed hexes? Or, if they’re in an unkeyed hex, do they get the goblin patrol or weather event?

        1. Hi James: Correct, a major or minor encounter only occurs in a hex where I’ve already placed a fixed encounter. If the current hex had no fixed encounter, then a result of 6-7 is a goblin patrol; a result of 8 is a weather event.

          I try not to do hexcrawl encounters on the fly, so any regional map that the PCs are exploring already have each 5-mile hex keyed (or unkeyed, as the case may be). This requires a complete GM’s map and an incomplete players’ map, but this seems to work – players like getting a map handout they can mark up with their own notes.

          Final note: this arrangement gives a 1/8 chance of a minor encounter or 3/8 chance of a major encounter (using this system, you won’t have both in the same 5-mile hex). You could swap the major/minor encounter entries on the table, but because I sometimes apply a modifier to the encounter roll, the positioning matters with respect to minor encounters.

  7. Going over this, are you sure you’re trying for so few minor encounters? The rates per 5-mile hex for minor encounters are going to be only 67% higher than major encounters, and many 25-mile atlas hexes will have neither. (Even 2-in-15 plains atlas hexes will have no encounters.) Space is good, but that’s a lot of nothing at times, though I am assuming you’re adding monster lairs from random encounters.

    1. Hi Charles – That was the original intent, and part of the rationale was that there would be random encounter tables (see comment above) to supplement. I’ve addressed this in the updated Chimera Core Rules (coming soon!), but the quick-and-dirty fix might be to use the Minor Encounter column above for each 5-mile Regional hex.

  8. Hi Erin. Even using random encounters with wandering monsters during play, isn’t it too few actual “places” per atlas-hex? I did a little math. There are, on average, 1.67 minor encounters per major encounter. A “Forest” or “Hills” atlas hex have a chance of almost 50% of having no minor encounters at all. Feels like a lot of emptiness. The major and minor encounters tables are great though (:

    1. Hi Kaique – As guidelines, the instructions can be tweaked to suit your style and desire for encounter frequency. Two considerations:
      1 – Minor encounters are fixed, meaning their location is static; as such, they are not the same as random encounters. Random encounter frequency is based on the overland travel rules for whatever game system you’re running, but I’d recommend the possibility that when they occur, they are tied to lairs, fortresses, settlements, or other fixed-location areas that you haven’t already rolled up. This lets you populate your atlas hex randomly, as you play.
      2 – If this is still too “empty,” consider rolling 1d6 for each 5-mile regional hex within the atlas hex – the chance of a minor encounter equals the value shown on the table in the article (i.e., 1/6 for water, 2/6 for swamp, etc.). Note that this approach gives 100% chance of a minor encounter in each hex of plains/clear terrain. If you go this route, I suggest you use the system above before play, then roll 1d6 for “empty” hexes when the party enters – this allows you to customise the encounter for the current situation and prevents unnecessary work.
      Does that help?

Leave a Reply to Erin SmaleCancel reply

This site uses Akismet to reduce spam. Learn how your comment data is processed.