On offer for you today: a pretty rough idea on how to flesh out a hex map a bit more. Beyond creating something interesting for every hex, I think it would be nice to link certain hexes together; chains of events that players can stumble on and interact with. Basically: give players a goal, and let travel mechanics/random encounters etc. do the rest!

First, pick a hex that needs fleshing out. It can be a hex on a still-pretty-empty new hexmap you’re making, or the hex players are about to visit.

Next, let’s see what’s going on here:

1D6Category
1Something is missing
2Someone is wanted
3Something is needed
4Something is being hunted
5Something is threatening
6Something is hidden

Next, roll for the length of this chain. The length defines how many times we’re going to repeat direction and distance. A length of 1 mean we link 2 hexes together, a length of 2 means we go from hex A to hex B to hex C.

1D6Length
1-21
3-42
5-63

Next, roll for direction; number the sides of the hex 1-6 (1 being North, 2 being Northeast etc).

Next, roll for distance; roll 2d6 (or 1d6, or 1d8, or whatever works best for you) to determine how many hexes away the next ‘thing’ is (the next clue or the end of the chain).

Note that the players will know the direction but not the direction; they’ll have to search each hex along the way to uncover what they’re looking for.

Next, roll for the type of tracking going on:

1D6Method
1Physical tracks (footprints, broken branches, blood, feces)
2Magical traces (residual energy, arcane marks)
3Witness account (local stories, rumors, sightings)
4Written direction (map fragments, riddles, coded messages)
5Environmental clues (unusual growth, affected wildlife, strange phenomena)
6Personal items (dropped possessions, intentional markers)

Some quick examples/implementations/ideas involving this method:

“Something is Missing” Scenarios:

  • A village temple’s sacred chalice has vanished. Following witness accounts (peasants saw hooded figures at night), the trail leads northeast for 7 hexes. At that point, cryptic symbols carved into trees point southeast for 4 more hexes.
  • The mayor’s daughter has disappeared from her bedroom. Torn pieces of her dress create a trail heading northwest for 3 hexes.

“Something is Being Hunted” Scenarios:

  • A wounded griffin has been raiding farmsteads. Blood trails and fallen feathers lead southwest for 5 hexes. From there, disturbed nests and frightened wildlife point north for another 6 hexes. The final trail shows signs of the creature finding shelter in ancient ruins.
  • The White Stag of the Moonwood has been sighted. Magical traces of its passage (glowing hoofprints visible only under moonlight) lead southeast for 8 hexes. Local fey creatures provide riddling directions to its sacred grove another 4 hexes to the northeast.

“Someone is Wanted” Scenarios:

  • The notorious bandit “Three-Finger Thom” fled after a failed heist. A dropped coin purse and trampled vegetation lead south for 6 hexes. From there, frightened travelers speak of a limping man heading northwest for 3 hexes.
  • A royal spy carrying crucial documents has gone missing. Coded messages left on tree bark point southwest for 4 hexes. At a abandoned waystation, mysterious chalk marks suggest traveling southeast for 7 more hexes to a secret safehouse.

Something is Threatening” Scenarios:

  • A curse is spreading through the forest, turning animals aggressive. Withered vegetation and corrupted wildlife create a path leading north for 5 hexes. Ancient warning runes then point northeast for 3 hexes to the source.
  • Villagers report seeing an ancient dragon awakening. Scorched earth and melted snow create a trail heading northwest for 9 hexes. Local dwarves then tell of tremors coming from peaks 4 hexes to the northeast.

“Something is Needed” Scenarios:

  • A dying elder needs a rare mountain flower for medicine. An old herbalist’s map shows a path heading south for 6 hexes. There, stone markers left by previous herbalists point southwest for 2 more hexes to the growing grounds.
  • The town’s protective ward is failing and needs a new focus crystal. Residual magical energies trace a path northeast for 4 hexes to an old quarry. Written directions in an ancient logbook then lead southeast for 5 hexes to a hidden crystal cave.

“Something is Hidden” Scenarios:

  • Rumors speak of a forgotten shrine holding a powerful artifact. Eroded waymarkers create a path heading north for 3 hexes. There, ancient tapestries in a ruined temple provide clues leading southwest for 7 hexes to the true shrine location.
  • A resistance group’s secret meeting place needs to be found. Subtle markers (specific arrangements of stones) lead southeast for 5 hexes. A sympathetic merchant then provides directions heading northeast for 2 more hexes to the hidden gathering spot.

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