My N1 Campaign Prep

Guys, guys... the adage here is "the right tool for the job".

Are six-mile hexes the right tool for the job? Are sub-hexes the right tool for the job? Are procedurally-generated hexes the right tool for the job? Are hexes even required for the job at all?

The answer is "it depends on the job". Let's not lose track of that. A screwdriver might be useless for cutting a piece of wood, but nobody would say that a screwdriver is useless.
 
I presume that combat involved individual creatures because that is literally how combat is designed in pretty much every iteration of D&D and most of the clones (ACKS partially excepted).

Six mile hexes are for traveling through. Half mile hexes are for exploring. A half mile is still really big, but (a) going smaller just puts too many on a 8.5 x 11 page to be functional, and (b) using half mile hexes means that, at 3 mph, a party on a good road in flatlands is going to travel 6 hexes in an hour, which is easy math whether your system uses 12", 120 ft, 30 ft or 6 squares as a base movement rate.

For illustration, here is the area around Banff, Alberta, seen as approximately a 6 six mile hex:

View attachment 1577

You have a few different types of terrain within that single hex: forested mountain, unforested/snow-capped mountain, valleys, lakes, and a town. By comparison, we zoom in on some lakes, seen as approximately a 0.5 mile hex:


View attachment 1576

That is more consistently a single type of terrain. Having a bunch of 0.5 miles hexes inside the 6 mile hex allows you to detail movement within the 6 mile hex, and include more than one thing in the 6 mile hex. Players can choose a strategy for exploring the hex, encounter areas like that band of 30-300 orcs can be hidden, the PCs can be hidden from the orcs. The whole area is a more dynamic environment.

I have read some blog posts addressing the issue. Perhaps there is a way to use a hex flower chart to group terrain so you can create mountain chains and large lakes
 
Guys, guys... the adage here is "the right tool for the job".

Are six-mile hexes the right tool for the job? Are sub-hexes the right tool for the job? Are procedurally-generated hexes the right tool for the job? Are hexes even required for the job at all?

The answer is "it depends on the job". Let's not lose track of that. A screwdriver might be useless for cutting a piece of wood, but nobody would say that a screwdriver is useless.
it is the random content, not the size that may make the tool ineffective,
 
Sometimes a job calls for the generation of random content; in that way, I'd say Beoric's tool would work exactly as intended.
 
Well, enjoy creating your bespoke 144 hex area map every time your players decide to explore a hex.


Only if you consider half a mile to be tactical scale when combat is presumed to occur between individual creatures.


You are requesting revisions to the tool you say you will never use unless you are exploring "cloud cuckoo land"?

As I said, "The images are from Worldographer 2. I just threw them in there as a proof of concept, using a modified Hills tile for the depression." Yes, I will also eventually use a blue disk to signify water; if I get ambitious I might colour the other terrain types as well.
if i offended you by using the term cloud cuckoo land to refer to random content i apologize, i did not intend to insult you. it was an attempt to illustrate how random tables can generate wonky results. again i apologize
 
it is the random content, not the size that may make the tool ineffective,
Again, this is a proof of concept. I populated it with terrain from the 1e DMG because everyone is familiar with it. The ones I am prepping for my game don't have contradictory terrain in them (like sandy desert and marsh), but also, trying to explain apparent contradictions can inspire interesting areas (rocky desert next to marsh raises the question of why there is a barren area where nothing grows). And I can change terrain positioning that doesn't make sense because I have free will and am capable of exercising judgment.

These can be used to prep a keyed area that is more interesting than, say, miles of nothing but plains in every direction. Or I can have a few pre-printed for the various terrain types in an area, in case a check indicates an encounter. And if you are running a hex crawl you pretty much have to rely on procedurally generated content at some point because you can't pre-key an entire region.

A 6 mile hex is a huge area to explore. I find a pregenerated, variable environment to be a better source of inspiration than trying to ad lib an environment that holds 30-300 orcs (for example) in 31 square miles of forest.
 
Again, this is a proof of concept. I populated it with terrain from the 1e DMG because everyone is familiar with it. The ones I am prepping for my game don't have contradictory terrain in them (like sandy desert and marsh), but also, trying to explain apparent contradictions can inspire interesting areas (rocky desert next to marsh raises the question of why there is a barren area where nothing grows). And I can change terrain positioning that doesn't make sense because I have free will and am capable of exercising judgment.

These can be used to prep a keyed area that is more interesting than, say, miles of nothing but plains in every direction. Or I can have a few pre-printed for the various terrain types in an area, in case a check indicates an encounter. And if you are running a hex crawl you pretty much have to rely on procedurally generated content at some point because you can't pre-key an entire region.

A 6 mile hex is a huge area to explore. I find a pregenerated, variable environment to be a better source of inspiration than trying to ad lib an environment that holds 30-300 orcs (for example) in 31 square miles of forest.
i hear you. i look forward to seeing you manifest your idea!
 
I've got 75055 Imperial Destroyer, tho. The kids want me to open the box, but it's worth a good chunk at this point. Thoughts?
this is a personality defining question! i believe things are made to be used. collecting and not using is valid, but not my thing. crack it open and bring joy to the kids
 
A handout for my players:
I heard this story from an old hobgoblin storyteller. I’m going to tell it to you the same way it was told to me.

The story continues...

Once upon a time there was a great War Troll who lived under a bridge in the mountains. The bridge passed over a deep gorge, and there was no other way across. If a group of people wished to cross the bridge, the Troll exacted a steep price; they could only pass if one of their members was surrendered for him to eat. Needless to say, not many people were willing to pay that toll, and the Troll’s meals become less and less frequent, and he grew so hungry that sometimes he would eat his own foot. Which he hated to do, because he would have to wait for it to grow back before he could have another meal, plus his foot tasted terrible.

The Troll was so hungry that he decided to eat the next person he encountered, whether they intended to use the bridge or not. The Troll’s stomach was grumbling unhappily when along came Sora Tereza, hobbling along with her cane.

“Tap, tap, tap,” went Blind Teraza’s cane as she walked along the bridge.

“Who’s that tap-tapping on my bridge!” demanded the Troll.

“It is I, Teraza,” she said, “I must cross your bridge, for I am to meet my sisters on the other side.”

“Well, you won’t get to do that,” growled the Troll, “Because I am very hungry and I’m going to eat you for my supper!”

“Oh, dear, you don’t want to do that, “said Ancient Teraza, “I am old and frail, I am nought but skin and bone, I wouldn’t make a good meal. You should wait for my sister, Maenya, she will be along shortly, she is big and strong and has a lot of meat on her bones.”

“Well, that does sound better,” said the Troll, “But you should get going before I change my mind.”

So off tapped Sora Terza. But now the Troll’s stomach was growling very loudly indeed, and he was just wondering if maybe he should eat a few of his toes when, “Clomp, clomp, clomp,” he heard Sora Maenya’s hobnail boots on the bridge.

“Who’s that clomp-clomping on my bridge!” demanded the Troll.

“It is I, Maenya,” she said, “I must cross your bridge to meet my sisters on the other side.”

“Well, I am so hungry I could eat my own foot. But you look like you have a lot of meat on your bones, so I’m going to eat you instead!”

“I understand how that feels,” admitted Hungry Maenya. “But I am also very strong, I don’t know that you could defeat me. And anyway, I wouldn’t taste very good, my meat would be tough and there isn’t an ounce of fat on me. You should wait for my little sister, Katra, she is young and tender and would be a much tastier meal. Sometimes I think about eating her myself!”

The Troll looked Brawny Maenya up and down. She did, indeed, seem very formidable, so the Troll decided to take the better part of valour. “Get out of here, before I change my mind!” he growled, somewhat sulkily, and off clomped Cunning Maenya.

It took a long time for Sora Katra to arrive. The Troll was beginning to regret letting Maenya pass, and was thinking that this time he might have to eat both his feet. His stomach was grumbling so loudly that it shook the bridge, and he barely heard the “Pat, pat, pat,” of Katra's slippered feet walking upon it.

“Who’s that pat-patting on my bridge!” demanded the Troll.

“It is I, Katra,” she said, “I must cross your bridge to meet my sisters on the other side.”

“Well, I am so hungry I could eat both of my feet, and maybe a hand,” growled the Troll. “I let both your sisters pass because one was too old and the other was too tough. But I see your sister told the truth, you do look young and tender, and I’m going to eat you!” And with that, the Troll leapt onto the bridge and trussed up Katra faster than you could say “lickety-split”.

“I would indeed be tasty,” admitted Katra, as the Troll opened his mouth to take a bite. “But you aren’t going to eat me raw, are you? I would be so much better cooked.”

Charming Katra could be very persuasive. The Troll had to admit she was right, and he hadn’t eaten a well-cooked meal in a long time. “Uh, I’m not a very good cook,” he mumbled.

“That’s okay,’ said Katra cheerfully, “I can teach you. First, you need to have the right seasonings. Go gather some herbs and wild garlic and special spices, and some honey for the dessert, and a pot to cook me in.” Clever Katra instructed the Troll on where to find the ingredients, which the Troll dutifully gathered. Soon he had all the ingredients he needed, although the bees had stung him fiercely, and his fingers and mouth were sticky with the honey.

“Good,” said Katra, “Now bruise the herbs and peel and crush the garlic and grind the spices, and throw them into the pot.”

“Oh,” said the Troll,”I, uh, I don’t have a pot.”

“Then you are just going to have to roast me over an open fire,” said Katra.

Now, the Troll didn’t much like fire, but he wasn’t going to admit that to his dinner, so instead he said, “Um, I don’t have any firewood, and there are no trees nearby, I guess I can’t make a fire.”

But Enchanting Katra could be very persuasive. “Nonsense,” she said, “You can take the planks from this side of the bridge.” So the Troll dutifully pulled up the planks, and snapped them and split them, and with Katra’s instructions he piled them just in front of the hole he had made in the bridge.

When it came time to light the fire, the Troll realized he had another problem. “I, uh, don’t know how to start a fire,” he said. Indeed, he found the idea of deliberately setting something on fire to be quite alarming.

“That’s okay,” said Katra, “Untie me, and I will light it for you.” Well, the Troll did not know how he felt about that. But he was now very hungry, and roast Katra sounded very tasty. And Smiling Katra could be very persuasive.

So with a murmured, “No funny business,” the Troll untied Katra, and she lit the fire. The fire started out small, and the Troll was very impatient to eat. “How long until it is ready?” he asked.

“Not long,” said Katra. “It will grow faster if you get on your hands and knees, and get your head close to the flame, and blow on it.”

Well, the Troll really didn’t like the idea of getting that close to the fire, but he didn’t know how he was going to have roast Katra any other way. And Subtle Katra could be very persuasive. So he did as she said and got on his hands and knees, even though the honey made dirt stick to his hands. And pretty soon he had a roaring fire. Surely, now he could finally have roast Katra, he thought.

But Bewitching Katra could be very persuasive. “No, no,” she said, “I know you are hungry, and I will cook faster if the fire is as high as you can get it.” And the Troll was very hungry indeed, his stomach was growing so loud it caused an avalanche in a high mountain pass. He had sneaked some honey when she wasn’t looking, but it wasn’t enough, and now he was stickier than ever.

So the Troll dutifully got on his sticky hands and knees, with his rear end sticking in the air. He put his head low to the ground and as near to the fire as he could stand. And at that moment, Scheming Katra pushed him into the fire and over, through the hole in the bridge and tumbling into the chasm, bringing the fire with him as he fell.

And the Troll was never seen again. But I am told that if you ask the Daughters of Sora Kell what happened to him, they will tell you that is how they learned to make grist.

The story stops but never ends.
 
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Here are some design notes that couldn't fit in the previous post:
I wrote the first part of this as a response to a forum discussion, I think on the WotC forums. I have no recollection of what I was responding to, but I wanted to complete it for my players to give them a grounding in the world. I couldn’t find the original, so I had to start from scratch. I actually started out trying to get ChatGPT to finish it for me, but as I started writing the bits I could remember for Chat, it kind of took off and I completed the whole thing.

The point of the exercise is to introduce some in-setting elements to the players in a form that gives them a connection to the setting, because hearing the story is an experience that they would share with most of the NPCs.

The Daughters of Sora Kell are a trio of hags, each of whom have many stories about them. A couple of decades ago they united to conquer Droaam, the land of monsters, which they now rule. Sora Katra is a green hag, noted for her scheming and her charisma; Sora Maenya is an annis, noted for her strength and her enduring hunger; and Sora Maenya is a dusk hag, blind and with the gift of prophesy. They are all, of course, much more than simple hags; how much more is anyone’s guess, although it is known that they are all shape-shifters. Sora Kell is a night hag+ and a legend in her own right; there are rumors that each of the Daughters have a different father, and their fathers were demons. On the other hand, it is also rumored that they are not actually Sora Kell’s daughters in a literal sense.

The story introduces the Daughters as characters, and hints about what they are like, particularly Sora Katra. It also hints that trolls are vulnerable to fire, and references “grist”, a sour, unpleasant sausage meat. Grist is a cheap, staple food in parts of Droaam, used by the Daughters to feed their work force. Not many know that the main ingredient it is troll meat, harvested from live trolls in troll farms, which are populated partly by trolls bred for the purpose, and partly by trolls being punished by the Daughters. Troll meat is normally toxic, and nobody seems to know how it is treated to make it edible.

Other elements of the story are related to goblinoid language and culture. “Sora” is goblin for “grandmother”. Goblinoids typically begin the telling of their legends with the phrase “raat shi anaa” and end them with “raat shan gath’kal dor”, which respectively mean “the story continues” and “the story stops but never ends." This is more fairy tale than legend, but I wanted to introduce the element.
 
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This is very cool and super imaginative, but are you at all worried that this might be too much read-aloud and/or a tldr player handout?
 
This is very cool and super imaginative, but are you at all worried that this might be too much read-aloud and/or a tldr player handout?
Reading it is entirely optional, it is at most bonus lore, not mandatory lore.. Mostly it's just vibes.

I had a DM who gave us pages and pages of backstory, from which we were supposed to extract clues which were critical information, which nobody at the table was ever able to do because the allusions only made sense to the DM. I don't do that.
 
This is very cool and super imaginative, but are you at all worried that this might be too much read-aloud and/or a tldr player handout?
Beoric, I think you might be falling into what Bryce would call "just write a book already" territory. I get it; I get excited over worldbuilding stuff too. But I've found that having it all set up beforehand only leads to disappointment and difficulties in the long run, especially if the players don't care or won't take it into consideration. I find it ends up being better to generate these things organically over the course of the game rather than all at once, all up front. It's easier if you make a little bit of "sprinkle lore" to trickle into NPC conversations and whatnot; nothing more than a sentence or two at a time. Does the job just as effectively (if not more so) than a lore dump.
 
Beoric, I think you might be falling into what Bryce would call "just write a book already" territory. I get it; I get excited over worldbuilding stuff too. But I've found that having it all set up beforehand only leads to disappointment and difficulties in the long run, especially if the players don't care or won't take it into consideration. I find it ends up being better to generate these things organically over the course of the game rather than all at once, all up front. It's easier if you make a little bit of "sprinkle lore" to trickle into NPC conversations and whatnot; nothing more than a sentence or two at a time. Does the job just as effectively (if not more so) than a lore dump.
Nah, I enjoy making it, I don't much care if it never gets used. And getting something ready for publication is (a) more work than just making it up, and (b) not work I enjoy. So I'm good, thanks.
 
A handout for my players:
I like the story. I like the re-imagining of the fairy tale and the way they outsmart the troll. But aren't the hags spellcasters? Seems like they would have easier ways of killing a troll, but maybe they enjoy the challenge. Or maybe it didn't really happen that way and that's how the legend evolved over many retellings.
 
I like the story. I like the re-imagining of the fairy tale and the way they outsmart the troll. But aren't the hags spellcasters? Seems like they would have easier ways of killing a troll, but maybe they enjoy the challenge. Or maybe it didn't really happen that way and that's how the legend evolved over many retellings.
Or maybe it didn't happen at all, maybe it was entirely made up, or an older story was retold to attribute it to them. Also, what happens in a world where fairy tales are real? Katra and Maenya are deeply evil, and Maenya in particular enjoys carnage. Maenya likes to eat her victims, pick their bones clean, bind their souls inside their skulls and take the skulls as trophies. Her hunger is reputedly insatiable, she has eaten whole villages in an evening. These are all things that are historically documented, journalists report on this stuff, the inhumanity and suffering are real. But their depredations are localized, they aren't a threat to humanity as a whole, or even humanity in most of the world; even in their territories most people will never encounter them.

So in a world like that, what stories do you tell, particularly to children? In our world, we write fictional stories about real life villains; Captain America was fighting Hitler in comics published during WW2. People in that world still need stories to connect to each other, and their communities and values, and to serve as models of good behaviour and warn about dangers in the world.

There is also the fact that hags are fey, and in-setting the fey are collectively archetypes of stories. Thelanis, the land of the fey, operates by fairy tale logic, as do the fey themselves. Archfey of Thelanis are normally associated with a particular cycle of stories, and those stories tend to appear in many cultures with different names and cultural touchstones. The Daughters are not from Thelanis, so they are not bound as strictly by those rules, but even non-Thelanis fey tend to live by fairy tale logic, and their presentation varies by the story they are in. So another possibility is that they got caught in a re-enactment of a archetypal story, and were less powersul than the troll because that is what the story called for. It is probably a good idea when dealing with any powerful fey to ask whether the interaction bears the hallmarks of an archetypal story, what role do you appear to have in it, and can you gain advantage by switching to a different role?

EDIT: For the curious, here's an article talking about the role of hags in Eberron.
 
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Excerpt about Sora Maenya from Keith Baker's Queen of Stone:

It was Zarantyr of 972 when she came to our gate. She was a refugee. She told us that her husband and children had been killed by trolls. I’ll never forget her: Tall and thin, hair as black as a crow’s wing and just as ragged, surrounding her like a shroud woven from the night itself. I could see that her skin was flawless beneath the dirt, and her eyes were as dark as her hair. But it was her spirit that impressed me the most—the determination that had carried her out this far from Sharn and Wroat, the courage that kept her going after her family was destroyed. She said she was hungry, and asked if she could stay the night beneath our roof before continuing east. The commander agreed. But I didn’t stay for the evening meal. Cainan and I were sent on a scouting mission, to search for our lady’s village and to track the aggressive trolls.”

“And what did you find?” Thorn said.

Beren studied the cold fire dancing along his enchanted torch. “There was no trail to follow. It was Zarantyr, and it had snowed the day before, but there were no tracks save ours … and the snow was stained with blood. Yet there were no signs of struggle. No smashed doors, no burned buildings. Just the bones of twelve settlers, picked perfectly clean and stacked neatly by the town well. Every bone … except for the skulls. Those were nowhere to be found … We returned as quickly as we could, but it was past midnight by the time we arrived. I’d called on Dol Arrah, begged the Sovereigns to let that woman be a ghost, a restless spirit who’d simply wanted her remains to be found. But I knew what we were going to find. We’d left thirty people in that fort, veteran soldiers among them. All that awaited us on our return was bones, picked clean and stacked on the table in the great hall. The skulls were gone. She’d told us the truth: She was hungry.”
 
That Sora character's actually a pretty dope local legend/boogeyman.

I've always used hags as more interactable NPCs than monsters to be slain - more like forest witches who are always scheming something evil, but who only make their appearance to those they know pose no threat. Buy some strange potions, sell her some rare plants and mummified frogs, get some local lore, learn about a legendary artifact, watch her eat something called a "stew of souls", etc. It helps when the party is morally neutral and willing to overlook her obvious collection of baby skulls just because she's super friendly and always has fresh biscuits baking. For good-ish parties, a hag makes for an excellent begrudging ally that might be essential for their quests but will inevitably need to be confronted for their wicked ways.

Always takes payment in ways that are creepily too good to be true - "a healing elixir in exchange for a single hair from my head, eh? Hmmm...". Kind of trying to steal souls or build a secret zombie army or something... players never quite clear on her true motives.

Mechanically hags make good "boogeymen" too (in a cryptid-esque, the "be good or the night lady will take you" kind of way), though I think you can transition the same role just as easily and believably to an ogre magi, a rakshasa, a devil, or a hermit necromancer (or just a "boogeyman" with made-up stats and abilities), so for that reason I tend to reserve hags for more interaction-based encountering as it suits their niche nicely.
 
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