* wilderness zones-medium threat, more monsters.Īny suggestions? Places to look? Sources? * Civilized zones-low threat, things mostly cleared out. I figure it will depend strongly on the wildness of the area, so maybe three "zones", each with a range? I'm not really worried about urban adventures at this point, so those can be neglected. From experience with hexcrawls, with adventures past in various systems, and with any other experience, how many adventure locations make sense within a hex? Adventure locations might be graveyards, monster lairs, dungeon entrances, ruins, bandit camps, eeeeeeevil forests, etc. Assume a hex map with two levels-one with a hex size of about a day's travel (25-30 miles) and a second inset map with 6-mile hexes. I'd like to add more, but I'm not sure what makes sense. This makes them less connected to their home-base locations and ends up feeling somewhat like a David Eddings novel (travelogue-style, crossing the world twice before the quest's over). As a result, parties end up traveling all over the place, even at low level. As in, it's multiple days' travel between any two adventure locations, or between an adventure location and a town. I'm working on fleshing out maps for my D&D 5e setting, and I've realized I place things way far apart.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |