Showing posts with label Hexcrawl. Show all posts
Showing posts with label Hexcrawl. Show all posts

Monday, January 24, 2022

[Now Available] Isle of Eldisor Hexcrawl Campaign Cyclopedia & Gazetteer

By James Mishler & Jodi Moran-Mishler
Designed for use with Labyrinth Lord
 
The Isle of Eldisor Hexcrawl Campaign Cyclopedia & Gazetteer is a 76-page campaign guide describing the Southlands of the Isle of Eldisor.
 

Jordvann was once a land dedicated to Law and Good, until the rise of Eldisor, the Devil’s-Son, who together with his hordes of giants, dragons, trolls, ogres, orcs, and goblins conquered the land, reduced the people to slavery, and brought down Fimbul Winter, which caused empires to fall world-wide. Eldisor ruled for 400 years, until he was slain or brought low during a rebellion of his captains, the Old Evils. Fimbul Winter ended, and civilization rose again elsewhere, while the survivors on the Isle of Eldisor sought to stay alive between the warring Old Evils.
 
Now, descendants (or claimed descendants) of exiled Jordvanner have settled the southern verge of the southern portion of the island, building colonies and rebuilding civilization among the monstrous and savage peoples of the isle. Little is known of the Isle of Eldisor, and what little is known is merely myth, legend, and rumor. The adventurers can partake of the return to the Isle of Eldisor in many ways – find and recover the lost treasures of the ancient civilization; discover, ally, and trade with the savage descendants of the Jordvanner; battle the remaining hordes of evil giants, dragons, trolls, ogres, orcs, and goblins; or seek to re-establish the lost realm of Jordvann and protect the native peoples from the inroads of the colonial factors.
 
The setting is presented as a Hexcrawl sandbox, and includes the following details:
  • History of the Isle of Eldisor.
  • Details on the Colonial Powers.
  • Geographical information, including specific regional encounter options.
  • The Jordvanner (including the four descendant peoples – the wild Cavemen, the sorcerous Gray Folk, the monstrous Morlocks, and the savage Tribesmen, as well as their cousins, the barbaric Kruski berserkers and vikings).
  • 13 Gods, Demi-Gods, and Demons of the Isle of Eldisor and the Continent.
  • 36 Myths, Legends, and Rumors.
  • Complete Campaign Notes on making the Isle of Eldisor experience more immersive and unique.
  • Details on the Weather on the Isle of Eldisor, still recovering from Fimbul Winter.
  • A complete Hexcrawl Exploration Procedure to determine encounters and the discovery of minor ruins and settlements.
  • A gazetteer detailing 156 major settlements, strongholds, ruins, and lairs.
  • New monsters, including the Mammoth, Northern Titan, Giant Troll, and Multi-Headed Troll.
  • An Appendix N detailing literature inspirational to the campaign.
  • The map is 52 hexes east-west by 34 hexes north-south; each hex is 6 miles across, providing more than 50,000 square miles of adventure!
  • The map (also available as a separate file), is provided in the book, divided into eight sections for easy reading.

The Isle of Eldisor Hexcrawl Campaign can provide a Judge and their players with years of adventure!

Designed for use with Labyrinth Lord, easily adaptable to any Old-School RPG or even Fifth Edition!

76 Pages (70 pages of content), PDF format with PNG Map, $15.

Click here to buy the Isle of Eldisor!

The map is also available separately PWYW!

Wednesday, April 8, 2020

Middle-Southlands: Hexes 0114 to 0332

Here is some detail on the Middle-Southlands Map:

LOCATIONS
0114 LOST CITY: This is the location of the Lost City presented in module B4: The Lost City.


0118 GOBLIN-TOWN: This large town (pop. 9,936, 2,484 able-bodied) is home to goblinoids – 40% goblin-bloods, 30% goblins, 15% hobgoblins, and 10% bugbears – the 5% balance being humans, gray dwarves, dark elves, dread halflings, orcs, orc-bloods, gnolls, ogres, and trolls, plus many packs of dire wolves. The town stands at the heart of a vast, ever-shifting labyrinth, deadly and eldritch in nature. The goblins are led by the Goblin-King, Jareth (Chaotic male 10th-level Elf), who can control the labyrinth at a whim. Jareth serves the Witch-King (Hex 0618) and provides him with goblins and materiel for his wars; he is not a Melkor cultist as he prefers his Chaos pure. The forges of the goblin-smiths of Goblin-Town provide armor, weapons, siege engines, fireworks, and explosives for their own armies and as trade fodder for the other settlements of Goblinland – sometimes they even function as designed!

0205 LION CASTLE: The is the location of the Lion Castle presented in module BSOLO: Lion Castle.

0207 EOMERINGS CAMP: This camp of nomads (pop. 880, 220 able-bodied warriors) is the “capital” of the Eomerings – a tribe of the Rohirrim nomads from the northwest who, in the last two generations, extirpated the goblin nomads of the Plains of Calenardhon  and took them for their own. The Eomerings are descended from the warriors who chose to follow Eomer the Mighty upon the corruption of their previous king, Theoden, three generations ago. Though cousins with the Eowyngs (Hex 0303), they constantly feud with members of that tribe, as they do not believe that women are worthy of being warriors, nor leading a tribe. The current leader is King Theodred (Neutral male Rohirrim human 10th-level Fighter), a hot-tempered young savage eager to make his name raiding enemies. The Eomerings regularly raid the Variags of the Wastes of Khand, and the two peoples are great enemies, neither offering nor expecting quarter. The Eomerings are often found in the southern and eastern lands as mercenary warriors, adventurers, and sometimes raiders, though they do not raid Osgiliath or its possessions due to ancient alliances.


0226 SHADOW FORD: This shallow point along the Shadow River is guarded by 20 1st level veterans, one 2nd level sergeant, and one 3rd level lieutenant in service to the Necromancer (Hex 0624), camped on the northeast bank. They are commanded by Zaukritar the Black (Chaotic male Numenorean human 4th-level Magic-user; wand of fear), a loyal servant who embezzles no more than is customary. He has a personal guard of six zombies (plate with two-handed swords) and a hidden reserve force of 20 skeletons (chain mail, shields, and swords) hidden in a copse by the ford. Only those who are perceived as not threat may pass, and they must pay 10% of the value of their goods to do so (local subjects of the Necromancer pay only a modest fee). There is a 2 in 6 chance a caravan of merchants from the western realm of Rhun is camped at the crossing. If a large armed force approaches, messengers are sent to the village of Dol-Guldur, where resides a larger garrison.

0303 EOWYNGS CAMP: This camp of nomads (pop. 1,000, 250 able-bodied warriors) is the “capital” of the Eowyngs, a tribe of Rohirrim nomads, cousins to the Eomerings to the south (Hex 0207). The Eowyngs are matriarchal Amazons – all the able-bodied warriors are women; men serve in the camp to cook, clean, weave, and tend to the camp while the women hunt and go to war. Young Queen Rheda (Neutral female Rohirrim human 8th-level Fighter) and her twin sister, Wilda the Wise (Neutral female Rohirrim human 8th-level Cleric of Nessa) lead their tribe against the inroads of the Eomerings and strive to contain the corruption of the dark forces of Edoras (Hex 0702). The tribe has taken to the sea in the last two generations, with small fishing and ship-building hamlets on the shores of the Bay of Belfalas (one each in Hex 1001, 1002, and 1103); thus, they have also earned the enmity of the Corsairs. Eowyngs are often encountered in the lands to the south and east as mercenaries (especially for Osgiliath, an ancient ally), adventurers, and raiders.

0326 VILLAGE OF DOL-GULDUR: This village of 84 (21 able-bodied) Southlanders is home to much-oppressed farmers and herders who live in abject fear of their master, the Necromancer (Hex 0624). The numbers are deceptive, as they only list the living residents; the undead outnumber the living by five to one, including 300 skeletons and 200 zombies, who work the fields at the direction of the Village-Master, Dru-Gurz the Dreadful (Chaotic male Numenorean human 6th-level Magic-user; staff of necromancy), a noted vivisectionist who likes to experiment with recombination of body parts in animating the dead. There are also 50 men-at-arms, 20 1st-level veterans, two 2nd level sergeants, and a 4th-level lieutenant posted to the village. They, Dru-Gurz, and the entire company of undead will rush to the Shadow Ford if called upon to defend the western flank of the Necromancer’s realm. Dol-Guldur has only a smithy, a general store, and an ale-wife, Gritha (Neutral female Southlander human 3rd-level Magic-user); she is a rebel and is a contact for the Iron Ring Alliance led by the dwarves of Dain (Hex 0633).


0332 DALEFORD: This shallow crossing of the River Erebor is protected by a small force from the human village of Dale (Hex 0432). The force consists of 40 1st level veterans, two 2nd level sergeant, and one 4th level lieutenant, fortified by three 2nd level and one 4th level cleric. They are commanded by Captain Girion (Lawful male Dunedain human 5th-level Fighter; chain mail +2, arrow of vampire slaying), a cousin of Lord Brand of Dale. The tax to use the ford is fair, merely 1 sp per leg (human and animal) and 1 gp per wheel. However, the guards perform a thorough search, ensuring that nothing passes either way that should not by the laws of Dale and Dwarfland (Dale’s nominal liege). A hamlet of 72 (18 able-bodied) stands on the southwest bank of the Erebor; it has a dwarf-smith (3rd level), a general store, and an inn – the Dead Dragon (a red dragon on his back with a giant empty stein on his belly). The proprietor is a dwarf, Gloin son of Oin (Lawful male 7th-level Dwarf; plate mail +1, war hammer +1, 3,000 gp gold necklace of rank). Gloin is the secret “Dwarf-King’s Man” at the ford, to back up defense of the ford and Dale in the event of an attack by the Necromancer; he first sends carrier pigeons to warn his counter-part in Dale and the court in Thorin, reveals his necklace of rank, then wades into battle.

Friday, April 14, 2017

[JMG] The Incompleat Realmscrawl

So last year I tried to jump into the 5E market on the Dungeon Masters Guild, with some hex-based mapping of the Forgotten Realms called Realmscrawl (also, alternate version of FR based on some old campaign stuff). Sales went nowhere, for various reasons.
 
I had already done a lot of work on the rest of the Realmscrawl maps, and have decided to release the Incompleat Realmscrawl maps into the wild. The linked product includes all eight of the remaining Realmscrawl map Hexographer files, as well as small PNGs of each region, and one very small scale "mega-map" of all nine regions of the Eastern Heartlands altogether.
 
As mentioned, it is incomplete... none of the maps have any names on them, most got to the placement of locations stage, and Map #9 is only in primitive layout stage. But if you are into FR, or just need a blank sandbox or eight, this is for you, and at the right price... if you have Hexographer, of course...
 
The Incompleat Realmscrawl
 
 
Herein you will find the remaining eight maps of the Realmscrawl line, which never quite took off.

The initial release, Realmscrawl Campaign Map #5: Tilverton, never sold enough for me to further develop the line.
 
However, I still have my initial work done on the rest of the maps; here they are, incomplete, ready to be further developed for your own campaign using Hexographer.
 
Included are the Hexographer files for Maps 1 to 4 and 6 to 9.
 
Maps 1 to 4 and 6 to 8 are essentially complete, save for names. Map 9 is in a rather more primitive condition, but the general outline is all there.
 
Also included are small maps of each of the eight regions, in PNG format, as well as one map of all nine regions stitched together in a primitive fashion (made with slightly older versions of the maps included herein).
 
PAY WHAT YOU WANT
 

Sunday, March 31, 2013

Simple Advice from Zak...

Zak over at Playing D&D With Porn Stars has some good, simple advice for running a Sandbox/Hexcrawl game... click here to check it out.