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Post by distortedhumor on Sept 20, 2014 19:14:46 GMT
Okay folks - here is something for the forum. The world of Presposia. This will be a "Open source" world building project. A few rules. 1) Each person can "reserve" a hex (Up to three at a time), in that Hex they can put whatever they feel should go in that Hex. 2) While this forum is a free speech zone, I do request that you mind your manners. What people put in is up to them. the idea is that we might have someone with a serious section, and then another section of Moose-men protecting the holy grove of maples, with a were-beaver leader. Don't go out of the way to bash someone donation to the project. 3) Once you are finished with a section, please release the hex so someone can add to that hex. 4) the format for each hex is as thus. Adventure hook 1 - Adventure hook 2 - Expanded material - Adventure hooks are just small little tidbits to give a idea for a start of a encounter. Expanded material is stuff that is much more detail. When you are finished with a section, please let everyone know if you want them to add to it. 5) 4-10, the Port, is reserved as a special open area where the forum will build a port town as a base camp for the setting. The town will be called Presposia. If someone is dying for 4-10, then the town will be moved to 4-26 (the waterfall) 6) Have fun. 7) If you want to place a module at a location, you will just need to say "place Module name at hex XX/XX" 8) This is edition agnostic, just use a simple stat block. I will be using Classic D&D, but you are welcome to use 1st or 2nd edition, or other editions. Though I would prefer if you use a post 3rd edition stat block, to add a pre-3rd edition stat block as well. As of 9/21/14 10am Central. Hexes reserved: Hex 39-3 (DistortedHumor) Hex 4-10 (Group) Hex 4-29 (Group) Hex 10-12 (Pres) Hex 30-39 (Old Cat) Hex 11-13, 12-13, and 17-14 (Merdock) Hexes with material and are open Hex 14-10 Hex 10-31 All other hexes are open with no material.
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Post by Admin on Sept 20, 2014 19:16:19 GMT
Wow... thanks DH --> GREAT post!
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Post by distortedhumor on Sept 20, 2014 19:17:55 GMT
DH reserves Hex 39-3 - the Tower out in the water.
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Post by Admin on Sept 20, 2014 19:18:20 GMT
DH, can you give a template example for a hex? I have an idea for a place called the Mage's Realm, which is 16 magical dungeons linked by gates.
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Post by distortedhumor on Sept 20, 2014 19:26:53 GMT
Hex 14-10
Adventure Hook 1 - This hex is the home of a Glurm (Zen Frog) (S&W Monstrosities Page 208) named Janus, who in his hermit hut contemplates the life, universe, and everything.
Intelligent frog-like humanoids, Glurm can usually be found sitting
in meditation or study amid scenes of natural beauty. They wear simple
loincloths and will have a bamboo staff within arm’s reach. Their
dwellings are of woven reeds, and contain only a few simple items
Glurm (Zen frog): HD 3+2; AC 4 [15]; Atk 1 unarmed strike (1d4) or 1 bamboo staff (1d6+2); Move 12; Save 14; AL L; CL/XP 5/240; Special: Martial arts, spells as level 3 cleric (2 level 1 spells).
Adventure Hook 2 -
Expanded material -
Hex is open for further additions.
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Post by distortedhumor on Sept 20, 2014 19:33:22 GMT
DH, can you give a template example for a hex? I have an idea for a place called the Mage's Realm, which is 16 magical dungeons linked by gates. is the basic template. Your Mage's Realm would be under the expanded material, and you would then discribe the material in the expanded material section, or if it is too large, then you would make a thread called "Mage's realm" and then add the link in the expanded material like "This hex has the Mage's Realm, details at <insert link>
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Post by Admin on Sept 20, 2014 19:39:43 GMT
OK, got it thanks. Can you provide a link to the expanded .jpg of the map, so I can pick a hex? The numbers in the OP are too small for me to read...
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Post by distortedhumor on Sept 20, 2014 19:44:53 GMT
Hex 39-3
Adventure hook 1 -
Adventure hook 2 -
Expanded material - This is the home of the feared "Wizards of the Coast" - a group of high level dark wizards who have their fortress Z'ha'dum and plot to control the world of Presposia. The fortress is a massive tower built on a island in the water, that includes a magic academy, a library, and the strong defenses, both magical and mundane. due to the wizards dark researches and seeking the secrets of dark eldritch magic, the WotC have made many of the common folk scared of magic.
(will be expanded in a separate thread.)
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Post by distortedhumor on Sept 20, 2014 19:45:56 GMT
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Post by Admin on Sept 20, 2014 20:01:35 GMT
The Mage's Realm (1/16)
Hex 10-12
Adventure hook 1 - An ancient door in the mountains holds a great mystery behind it.
Adventure hook 2 - A mage tutor tells the PC mage about the Mage's Realm.
Expanded material - Basically, the Mage's Realm is 16 magical dungeons, linked by gates.
Prespos
Ps. The idea came from a campaign guide that I wrote for the Moonshae Isles of the FR. Many years ago, I detailed the first level of this complex. If I can get the notes online, I will, though I don't know where they are now (except for the hardcopy version).
Ps2. Not sure if I got the map numbering right. 10 is from the top border, and 12 is from the right border. Not sure if I lined up the 12 correctly -- it's supposed to be in one of the mountain squares.
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Post by distortedhumor on Sept 20, 2014 20:10:03 GMT
10-12 looks correct - will reserve it for you pres
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Post by Admin on Sept 20, 2014 20:29:29 GMT
Each "level" of the Mage's Realm is in a seperate hex, so theoretically, there would be a total of 16 hexes spread across the map ... 16 magical dungeons, linked by gates.
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Post by distortedhumor on Sept 20, 2014 21:13:52 GMT
Each "level" of the Mage's Realm is in a seperate hex, so theoretically, there would be a total of 16 hexes spread across the map ... 16 magical dungeons, linked by gates. Ahhh - let me know which 16 hexes the dungeons are at and i will not that they are locations of a level of the Mage's realm
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Deleted
Deleted Member
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Post by Deleted on Sept 21, 2014 1:14:53 GMT
I don't understand the hexes out in the deep waters. Are they islands?
If so, can I have 30/39? The "Danger Unknown" hex.
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Post by distortedhumor on Sept 21, 2014 1:42:50 GMT
I don't understand the hexes out in the deep waters. Are they islands? If so, can I have 30/39? The "Danger Unknown" hex. Yes, they are islands. if they are just one square they are less then 10x10 miles. And 30-39 is yours.
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Post by Admin on Sept 21, 2014 1:44:42 GMT
Danger Unknown... sounds scary!
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Post by distortedhumor on Sept 21, 2014 2:39:55 GMT
Hex 10-31
Adventure Hook 1 - A group of 11 moosemen (body of a man, head of a moose) protect a holy grove of maple trees. In the early spring when the sap flows the Moosemen lick the sap which causes them to have visions of god.
If killed, New Moosemen will appear 1 per day till the 11 is filled. Unless the grove is cut down.
Adventure Hook 2 -
Expanded material -
Hex is open for further additions.
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Post by Admin on Sept 21, 2014 2:41:41 GMT
Is there any way to put the numbers in the hexes?
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Post by distortedhumor on Sept 21, 2014 2:48:37 GMT
I will see most likely it a lot of work
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Post by Murdock Berk on Sept 21, 2014 5:12:02 GMT
I would like to reserve 11-13, 12-13, and 17-14
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Post by vondan on Sept 21, 2014 7:12:04 GMT
I don't understand the hexes out in the deep waters. Are they islands? If so, can I have 30/39? The "Danger Unknown" hex. maybe not islands but water hexes might be areas of control for maritime nations or groups and underwater creatures and are used for tracking travel distance and encounters checks
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Deleted
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Post by Deleted on Oct 7, 2014 16:20:31 GMT
I am hereby releasing my claim on any hex I might have previously expressed interest in.
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Post by Rystellin on Nov 12, 2015 18:27:00 GMT
I've put some time into this project, but I can't continue with it because I have to work on my own things. I'm sharing my progress here. First, I put lines at the 10hex marks to make the map more manageable. Columns A-F, Rows 1-4. Next, I have detailed the yellow hexes, including what they are and some description of the area. Grid Hex Tile Description A1 2-2 lighthouse isolated island off the cape A1 4-10 port Adventure Start A1 6-6 keep in the cove, hidden by forest from land A2 10-12 single mountain The Mage's Realm (Pres) A2 8-11 cave into 3 mountains (lair for beginner adventure) A2 2-15 keep island far from mainland A2 9-19 tower north of forest, watches 12-19 A3 8-27 danger unknown south of mountains and volcano A3 4-29 waterfall dumping into ocean (cave behind?) A4 8-35 tower surrounded by forest, bordering lake B1 18-10 mine goes into volcano, hidden by forest B2 17-14 castle in lake B2 12-19 primitive sett. In grasslands, boxed by forest B3 19-24 temple nestled in trees, overlooking plains southwest B4 20-34 danger unknown East of mountain cluster C1 29-10 camp in forest (rangers?) C2 28-17 grand temple in somewhat open grasslands C2 22-19 dungeon partial forest/grasslands coverage C3 25-29 fort fortress in the forest (elven kingdom?) C4 23-33 fort on a hill overlooking west, north, east C4 28-36 fort looking out to southern sea D1 34-2 fort large wooded island, navy for 37-6 D1 39-3 lighthouse for boats of 37-6 D1 37-6 city trade city, trades goods with 42-11 and foreign land D2 33-19 city bordering large forest and swamplands D3 34-28 temple on plateau of large mountain range D4 37-31 mine in open grasslands D4 38-39 danger unknown in open water (island/ sea monster?) E1 42-5 fort stronghold for powerful group (orcs?) E1 48-9 danger unknown open to northeast plains E2 42-11 city mostly large farms and timber industry, trades with 37-6 E2 49-16 dungeon super dungeon, must approach from southern mountain pass E2 42-18 temple in swamp/lake area (evil/undead temple?) E3 47-27 tower on mountains, looking south over large forest E3 45-29 danger unknown in heart of large forest F1 57-3 keep on distant wooded island (foreign occupants?) F2 58-11 danger unknown on hilly island F2 56-14 camp on large grassy island F2 59-18 fort northeast of volcano/mts F3 53-21 temple set against wall of mountains F3 58-23 castle island home F3 53-27 ruins on cove (abandoned trade post/mine?) F4 59-34 sunken ship (downed treasure galleon?) Sorry I wasn't able to get more done. It seems well set that the adventuring party will arrive at the Port and head to the Cave to the east for the first quest. Anyone who wishes to build more of this world is free to.
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Post by chris107 on Dec 14, 2015 9:41:36 GMT
What a shame this died a horrid death. Holds great potential.
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Post by Rystellin on Dec 14, 2015 17:00:28 GMT
I did try to revive it some, but then my own game took over. Something I have learned in the 4 months I have played AD&D is that each game doesn't always last. We would all have to be dedicated to this WoP game to get it going.
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