Full resolution hex crawl map of Baldur’s Gate and the sorrounding lands south of it, based on the in game map from Baldur’s Gate 1, including the areas from Tales of the Sword Coast and the Enhanced Edition. Took me about a week, easily the most detailed thing I’ve ever drawn. Full res version: [Click]
Testing out some cronchy pre-rendered sprites and a tileset for a potential upcoming Lancer campaign! Getting the tiles to work with a hex map was kind tricky, but I managed to do it with 6 different tiles for cliff sides.
I built a lego hex map for an upcoming one-shot game of Cairn. Some old friends are visiting for the holidays and I want to make the experience really special.
The hexes all slot together and can be rearranged to make new maps. Plus, modifying the terrain with snow or trees is super easy.
I have recently started work on a bronze age lost world style setting called the Bay of Birini. It's a hex crawl over a 50 x 50 mile area. It uses a bunch of shit from other people because it's a home game thing so I am not gonna post the hexes because a chunk of them are written by other people. Instead here is the plain map and the hex fill procedures that used for the making of it!
Roll 1d24
1-2 Obvious Feature
3 Hidden Feature
4 Obvious and Hidden
Feature 1d4
Settlement
Monster Lair
Weird
Dungeon
Settlement
Roll 2d6 and multiply the results
1 Hermit
2 Thorp
3 Village
4 Village
5 Fort
6 Fort
8 Town
9 Bandit Holding
10 Town
12 Town
15 New Imperial Outpost
16 Religious Commune
18 City
20 Collapsed Imperial Remnants
24 Wizard
25 Dragon
30 Theocracy
36 Kingdom
Weird
Animal Behavior
Magical Feature
Treasure
Resource
Historical Location
Hint to nearby Hex
Combine 2
Monster Spark Tables
Monster Themes
Hidden danger
Predation
Mimicry
Mutation
Religion
Curses
Stalking
Ancient
Rumors surround it
Venom
Storms
Hunger
Monster Type
Chimeric creature
Large animal
Dinosaur
Undead
Chimeric Types
Two animals
Human and modern animal
Human and prehistoric animal
Existing mythological creature but with prehistoric parts (e.g. minotaur but triceptops instead of bull, )
I didn't think I enjoyed Hexmaps and Hexcrawls, and then I made one for my Mausritter game. Turns out I just needed the right setting and then I was all in!
Centuries of attempts at sustainable farming have resulted in the OVERGROWTH, a mid-city bioengineered forest that contains a full selection of mutated flora and fauna.
This is my second weekly post summarizing the progress I’ve made on my hexmap for Dungeon23. My project for the year is “The Swamp of the Great Honker” a big swamp hex map. You can check out all of the posts for the project here.
This week has honestly felt a bit less exciting than the first week. I think a lot of us are already feeling that. I even forgot to do it two different days and had to make up for it the day after. But, I’m sticking with it, and I hope other folks can keep their spirits up about the project too.
Part of what’s made this week feel different is that it’s all hexes, and none of the other worldbuilding bits I threw in the first week. I think that might be a clue as to how to keep this interesting, at least to myself. So, I’m going to plan to get at least one item done outside the hexes each week, be it an encounter table, or a faction description, a new monster, or whatever else to add to the depth of the world that’s coming together here.
And, at the end of the week, it’s still nice to look back and see how much the map has grown in just the course of two weeks. I’ve finished the path of the canal through the quadrant of the map I’m focusing on now, and I’ve started the road that crosses it. Once those two are done, I’ll be diving into the spaces between them to add more.
I realized after taking this photo I’d forgotten to connect the road to the structure in Hex 64 to the road in Hex 45, so I’ve done that, but I can’t be bothered to do a new photo right now.
Day 8 (1-8-2023)
Hex #23: Canal through thick reeds. Heavy stench of marsh gasses wafting from nearby. 1-in-6 chance of encounter on canal encounters table.
Day 9 (1-9-2023)
Hex #43: Canal through thick reeds. Dead tree is stuck blocking the canal and covered in faintly glowing fungus. 1-in-6 chance of encounter on canal encounters table.
Day 10 (1-10-2023)
Hex #44: Canal through lighter reeds. Royal road crosses canal via high-arched wooden bridge allowing canal boats to pass underneath. 1-in-6 chance of encounter on canal or road encounters tables (roll 1d2 to determine which table to use).
Day 11 (1-11-2023)
Hex #64: Canal through lighter reeds interrupted by lock connecting this part of the canal to a higher section. Takes 1 hour to pass through lock in either direction. There is a large structure housing guards and a waterwheel-powered pump for the lock. Four mudwoggers serve as guards and operate the lock.
Day 12 (1-12-2023)
Hex #65: Canal through thick reeds. 2-in-6 chance of encounter on canal encounters table.
Day 13 (1-13-2023)
Hex #85: Canal through thick reeds. A flock of geese stands on the edge of the water staring menacingly. You get the feeling you shouldn’t linger here.
Day 14 (1-14-2023)
Hex #45: Road through thick reeds. 1-in-6 chances of encounter on road encounters table.
Spent most of today shaving the yak, but I did make this little map of Dwimmermount and immediate surrounds, using HexKit.
I'm probably not going to need much more than this, at least for a while. My party will start in Adamas, do some research and gather initial rumors, then travel on to Muntburg and from there into Dwimmermount proper.
I don't find the Keep [on the Borderlands, B2] particularly compelling, a problem made all the more obvious to me in my own Dwimmermount campaign, where Muntburg is a close relative of the Keep in terms of depth and detail (which probably explains why both the players and myself prefer to visit Adamas, even though it's farther away from the dungeon).
Retrospective: The Secret of Bone Hill, Grognardia
I'm assuming Muntburg will become the party's base of day-to-day operations, with occasional trips to Adamas to visit specialists and seek out whatever can't be acquired in the smaller town.
Hey have a full Lost World Map down to every last hex tile visible;
as in everything you can see when you walk around as Sonic in the overworld between stages
(minus the bonus Hidden World after Lava Mountain)
I tried being as accurate as possible-
The only biome I really tweaked/changed was Sky Road; if that bothers you Im sorry
I made this primarily for myself, but figured it might help some others out too somehow? idk
Maybe one day i'll fill out all that blank space with other unnamed biomes to flesh out this section of the Lost Hex better (for myself/a friend)
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I trust the overworld map you walk on more than the little map you can bring up to fast travel around, I dont count that as accurate at all.
There's obviously definitely more to the Lost Hex than just the Deadly Six's territory.
Individual biomes + bonus stuff under the cut!
All Seven Biomes from Lost World, plus main path and stage/boss placements, No Hidden World extra biome bc m e h
Again, I did my best to be as tile accurate as possible, the only one being heavily tweaked/changed being Sky Road
I forgot the sparse dry bushes in Lava Mountain but I cant be arsed at this point to add them they're so minor.
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As a bonus (sneak peak?), and a mini reminder that I did have a rewrite (and oc inclusion) of Lost World in the works, I just haven't touched it in awhile (aka also since November,,,);
Here's Zenyx's Biome :) and the rewrite's version of Lava Mountain's stage/boss placements :))
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I have Lost World on Steam, so I used it as the tile guide as I played through it
As you can see I haven't touched it since November (which is the last I worked on the map before finishing it earlier)
I beat this game in maybe 3-4 ish hours just casually, all that extra time is mainly standing around the overworld looking at tile placements.................
and trying to 100% it when I got bored doing map stuff; I've gotten all the emeralds already, its just a matter of achievements now- BUT its mostly from standing around looking at tiles.
Say what you will about the game, I personally kind of liked it. I liked how it felt to play and had fun with it.
Does it have some flaws in Game and Story? of course it does, but that doesnt hinder my ability to enjoy it.
And I mean.. I have the power of writing on my side, why do you think I started a rewrite?
anyway yeah uh thats all I got um enjoy?
Okay someone help me out here, this has to be intentional, there is no way it isn’t, is this just a fun reference or is Luke’s video camera somehow related to this piece of eldritch game dev software? Kam obviously means camera, but it also puts me in the mind of Kaminski? We know that Gameworks explicitly exists in the Inscryption universe and it was used to make the game. And according to Kaycee’s mod, Kaminski was somehow involved in the development beyond just making the disks. I’m not sure what his whole deal is but from all the snippets referencing him, he’s clearly got a lot going on. Did he make Gameworks? Did he make KamWerks??? Or if not him, is there some other connection here? All of these redactions and censorings of the footage, is that something the camera is doing of its own volition? If it’s built from the same technology that makes self-aware video game characters, it’s possible. I know that the game has an endless rabbit hole of files and secrets to trawl through, but how the camera itself is meant to interphase with all of this? These companies have to be connected some how, there’s no way.