Thanks to a blog post by DIY&Dragons, I was reminded that I actually started this project. It's been, well nearly a year, I think? In reality, I actually finished it on my private Google Drive documents but I never did get around to posting the results onto here thanks to a rough year. So I'm doing that now.
Better late than never, right?
Anyways, this week features a Hex Map and Encounter Table.
Week Four Week Three Week One Zorn Hub Post
Week Two
Made With OGREMap2 (Six Mile Hexes) |
Hex Locations
0313, 0414, 0413, The South Haven; the only truly safe settlement within a hundred miles, one of the main gateways into Zorn for adventurers (Southwest Coast)
0612, An old destroyed Haven; and a warning against those who think they can safely civilize Zorn. Most usable signs of civilization have been looted from this place but it’s less dangerous than most of Zorn, and a few places to make camp exist. (Middle of the Marsh)
1206, An abandoned city of unknown origin; it's filled with strange buildings and stonework and has been mostly picked clean of all valuables, but a few secrets may remain. (Middle of the Clearing)
1311, Stracony Peaks; Local rumors state that a powerful group of cultists reside in these mountains. While it would explain some of the disappearances in that region, adventurers go missing in Zorn for an infinite number of reasons, these claims are dismissed. (Middle of the Lake)
0806, The Mountains of Hope; one of the few places actually in Zorn that is considered safe. Also one of the only places in Zorn that non-adventurers have settled. Protected by the local whitewater rivers, deep caves, and surrounding swamps, The Mountains of Hope are as safe as they get, and even then, attacks on this location are monthly at least. (Central Mountains)
Countless other ruins and small settlements may be found hidden in the deep jungles or mountains, but these are the only things obvious enough and permanent enough for a new adventurer to take note of.
Encounter Table (2d6)
2. 1 Outsider
3. 1d8 Ashmongrels
4. 1 Carnis Dreţe Sapling
5. 2d6 Soldiers
6. 3d4 Fresh Adventurers (0 Level)
7. 2d6 Burrowing Wurms
8. 1d4 Veteran Adventurers (1d4 Level)
9. Merchant Caravan (Roll 1d4 for guards: 1. Military 2. Adventurers 3. Mercenaries 4. Your Choice)
10. 1 Parrot Mantis, flip a coin (heads it is calling in distress, tails it is feeling mischievous)
11. 1d4 Soldiers covered in blood, fleeing something awful
12. 1 Metallisk
For more information on the creatures above, read here.
DM adjudication should be used to make sure every encounter is unique and fits the situation at hand, no matter how many times the same result is rolled.
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ReplyDeleteSpambot moment. But in general great post. Gygax 75 is a great prompt. Look forward to reading the others in the series.
ReplyDeleteYeah, that was an odd series of notifications to receive, for a second I was almost excited to see some community feedback until I noticed the entirely nonsensical message about home inspections...
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