Getting Started on the Classic Adventure Game Sandbox
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This guy in the tavern won't shut up about adventure rumors if you buy him drinks. |
Tentpole Dungeon
The Hex Map
Wilderlands of High Fantasy by Judges GuildFomalhaut by Gabor LuxNod Magazine by Jon StaterBlack Marsh by Rob Conley
Blank Hex Maps (For Printing or Photoshop/GIMP)https://hexroll.app/https://hextml.playest.net/
Blank JG Maps (https://devilghost.com/blog/20140705153400.html)https://molotovcockatiel.com/hex-map-maker/https://hamhambone.github.io/hexgrid/
Starting Towns and Regional Network
One quick method of setting up your own towns, I've already written about here. I recommend, to start, a network of about 5 reasonably sized towns. 'Reasonably' being the term that would at least provide characters the opportunity to restock on gear, visit temples for healing, find some henchmen or hirelings, and rest. One of those should be a city, which I will go in to more depth under City Adventuring. Another few villages as way points may be desirable depending on the size and scale of your planned hex map.
City Adventuring
As mentioned in the Town blog, you can use Sandbox Generator to help you get the bones of a city generator. Personally, I just used my imagination for most cities and started building it organically. If you are not able to, you can use a generator to get yourself started.
Alternatively, this online fantasy town generator can get you a map in a hurry. You can see I used an convenient sample from below. I simply downloaded the image, opened the file up and started the next step: establishing districts and neighborhoods.
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How would you divide up these districts? Where is water coming from? |
Now write some dangerous places that could be adventured within the city. Dark alleyways, warehouses, sewers, territory streets being fought over by rivals, and magic-user abodes. Once you spend a bit of time to really have some meat to find in the city, the next step is random encounters.
Both City Encounters and The Nocturnal Table, as well as a strong template for City State of the Invincible Overlord, have encounters that can fit in any city. The Forgotten Realms City System might be helpful to you, as well as FR1 Waterdeep and the North for inspiration.
Establish a Rough Timeline
This doesn't have to be exhaustive at first. When did the current rulers come into power? What events led up to certain adventure relevant status quos? When were some of those more major adventure sites build and operational? That ziggurat was built by someone. What happened? Then some of the fun of running a long term campaign is sprinkling some specific events to happen in the future, informed by what's already on the hex map.
For example, maybe on session 20 (day xxxx on your timeline), the the leader of the 40 ogre Torn-Face tribe is rumored to have the Blade of the Frostking, (from Hex XXXX) is going to try to set up in the forest stronghold (Hex XXYY) to settle in for a permanent home. The PCs may hear some rumors, one about a forest stronghold to the east where the lost kings treasures were buried with his mummified contingent and has since been eroded until it was partially flooded, letting other foul things slither in. The PCs go travel to it and come across 2 barrow mounds, an ankheg lair, and a fairy ring that was a cruel dryad ambush going back and forth to it but explore/loot the dungeon. Later the Ogres take it over and are there on a revisit. Maybe the PCs need to stop some place for the night and 'shit, 40 ogres'.
Or the PCs aren't interested when they first hear about the forest stronghold. The PCs, later, having spent 20 sessions in the megadungeon, hear about the ogre tribe smashing through the forest stronghold to the east. The PCs see a change in scenery as a palette cleanser and go check it out.
The ogres are now part of the upper level that used to be manned by clerics of some peaceful god that had their own obstacle of getting past. The Ogres fear the undead and shambling mounds that were already underneath, but now that site has Ogres to contend with and the undead are restless. Had they acted on a rumor they heard 5 sessions ago, getting through to that dungeon level would have been a matter of convincing the clergy, a very expensive or violent endeavor, who have been keeping the undead pacified.
That is how 1 timeline entry can facilitate play as you tick the days past and add another dimension to the strict time records that you should be keeping.
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