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I did my map the way (I assume) most hex maps are measured. The distance is from one side of the hex to the opposite side of the hex, or the center of one hex tot he center of an adjacent hex, which is the same thing. So that would be the height according to the linked site.
Thank you very much for the link, it calculates exactly what I am looking to calculate. :D
To use my above example, I have 1,178 hexes, each 20 miles across, my map is Just over 408,071.1 square miles, or about three Californias. So, bigger than I intended it to be, but since it's a coastal region there is a fair amount of ocean and islands.
So I am trying to figure out the square miles of my homebrew game world map but I drew it on hex paper and now I'm not sure how many square miles it is. I did a search online to find a conversion but all I could really find was an old forum thread that offered up a bunch of mathematical formulae for determining the area of a hex and debate to their accuracy for game purposes with no real answer.
Can anyone here help a brother out? If I can get an answer than hopefully other folks wandering about the interwebs with just such a problem will be able to find an answer as well.
What I am looking for is a simple means of calculating hex miles to square miles. If I have x number of hexes, each y number of miles across, my map is z number of square miles. That sort of thing, but a formulae that isn't too complicated and involving figuring the area based on the length of the sides and so on and so on geometry. Something the non mathies will be able to do. If a website with a calculator or such exists that would be great too.
The map I made for my homebrew world is 1,178 hexes large with each hex representing miles. How many square miles is my map?
Hello all, I am prepping a massive sandbox set to start next month and so I seeded it with a ton of different bits of adventure material I had in my kind of absurdly large collection. Don't judge, I've been collecting the damn things for over 20 years. :P
Anyway, the game will be run in 5e, which is obviously, a completely different system to previous editions. It might look similar, but it really is quite different. So I have adventure material not just from 5e but also from AD&D and 2E, 3E/3.5, Pathfinder, and 4E. I have drawn from some other games such as Warhammer FRP and Call of Cthulhu but those require a completely different attitude toward conversion.
So what I am looking to do is be able to make some quick and dirty conversions at the table. It doesn't need to be pretty, it just needs to work. When I can I am just going to pull the same monster from the Monster Manual but that's not always an option. Have any of you done this? I did some searching online and found a few things that talked about 3.5/PF conversions on the fly, but nothing else really. I just need to know quick ways to adjust HP, attacks, abilities, stats, and save DCs for different editions. Saving Throws and Skills/Proficiencies are pretty straightforward. I've run enough 5e at this point to understand the system pretty well, of course, it's a pretty light system.
I started my group out at level 3 but they never really dove into the dungeon. They flitted around the surface world for a bit before we disbanded. I told them a bunch of the rumors and they got all skittish and intimidated and avoided going there, They were really funny when they went into the bee hive and found a back entrance. Little did they know that the surface areas are just as dangerous as inside.
I am starting a game this afternoon that is a big sandbox and Rappan Athuk is part of it, if they feel like exploring. I really hope they do some delving.
I am preparing to run Carrion Hill for a Halloween party. I need to be able to complete it in about 8 hours. Is this possible or will it need to be shortened? If so, what are the best ways to shorten it?
A couple of years ago I ran Feast of Ravenmoor for the same people and a Halloween gaming party was so much fun and I really want to do it again. Feast plays really quick and every time I've run it's come in somewhere around 7 hours. I really hope Hill can be made to match. We don't use minis so our play is considerably faster because of that, but I'd like to hear your thoughts and suggestions.
There is a discrepancy between the number of assumed encounters per level between Pathfinder at medium XP and 5e. I did a mathematical breakdown of the 5e progression chart to see how many CR equivalent encounters are needed to advance in level. The medium XP track for Pathfinder assumes around 20, while the 5e track varies with a very quick progression from level 1-3 and then slows down some until around level 12 or so where it speeds back up.
I don't still have the breakdown I did but I can give the formula I use: (level XP requirement)x4 divided by (CR equivalent XP)
D&D 5e isn't designed to be a steady advancement like PF is. It's designed to have a quick intro bit where you get a handle on your characters then settle into them in the mid levels where the bulk of play will take place. Converting an AP will require adjusting assumed levels and a number of other considerations that may make it more complicated than it needs to be, especially if you do Rise of the Runelords which uses the fast XP track (which tries to match 3.5 with 13 encounters per level). It may be easier to just level up the party as you see fit when they reach certain points in the adventures; a method 5e refers to as milestone advancement if I remember correctly.
As an interesting aside because I did the breakdowns recently, D&D 4E had a progression table that matched about 10 encounters per day, so characters advanced faster but the same level of power that is otherwise in 20 levels was spread out over 30 levels. AD&D 2E, if the class XP tables are averaged out (which I did because I'm a nerd), it has a similar curve in the progression with a slightly faster early levels and then slower through mid levels before picking back up for high level play though it ends up averaging around 25 encounters per level for the low levels and 15 for the high levels, which ends up being a little faster than Pathfinder's slow progression, which aims for 30.
My biggest concern would be adding treasure. It seems difficult to know what magic items should be given to the PCs since they are not assumed in 5e, and the normal amount of 3.5/PF magic items would probably be too much for a 5e game.
I assume advice for this will appear in the DMG but until that comes out we could take a look at the treasure awards in Hoard of the Dragon Queen and get a general idea.
Oh yes, the Lord of Darkness (before ravenloft was even a campaign) is a collection of short undead tiered adventures.
I'll have to see if I can find a copy of that one.
It seems that the Book of Lairs, including it's follow ups, II, Forgotten Realms, and Dragonlance, all seem to not include any maps of the lairs. That is next to useless for me. I guess it's Dungeon Delve and a delve into Dungeon Magazine for me.
I think I found my solution, Book of Lairs. I found a copy of of Ravenloft's Book of Crypts, which is the same thing only made more Ravenlofty, tucked not in with my Ravenloft books so I forgot I had it. It got me thinking that the Lair books for the other game lines might be the perfect solution. They are little locations that can be plugged in anywhere without issue. I considered doing this with the 4E Dungeon Delve but the locations in that book are really not very interesting or modular. I'm really not a 4E fan but oh well, the books were free.
Now I just need to do some digging on eBay and see what I can find.
Oh man, DCC, I completely forgot I had one of those kicking around; #1, Idylls of the Rat King apparently. I have a friend who has a bunch of them so that would be a great resource. Thanks for all the help you've given me so far on this.
I just leafed through the old AP volumes I picked up and it doesn't look like I got any of the ones that include the set-pieces so it started after Curse of the Crimson Throne and stopped before Kingmaker. I have a friend running Second Darkness and I recall him saying something about those. If I can find a copy of an old AP installment through my distributor I can get them for around $10, which is great if I'm using all of the material in it, but a bit much for just an encounter or two. Unfortunately, my friend who is running SD bought all of that and Legacy of Fire through my store and the golem sale back in December and he is one of my players. Too bad, it sounds like I could have mined his AP issues for material.
I'll see what I can find on eBay for those Necromancer products. eBay is always where I go for out of print material I can't get through my distributors.
Hm, yeah that's not as helpful. I can populate a river valley with monsters without spending money on a module. Your description of "highly detailed/mapped, drop and play small sandbox encounters" is exactly what I am looking for.
The hexes on my world map are 20 miles and I would like to have something interesting in most of them. The populated regions were pretty easy with towns and waystations and such being easy to find and plug in. The wilderness, while it should have more open space, has still been harder to populate, especially the deep wilderness. I could create my own locations but that makes WAY more work for me and the party may never encounter those things.
I'm going to start a detailed scouring of my Dungeon collection and see what I can turn up.
What I could really use also are interesting sites that can e plugged in randomly. Things like a giant ant hive or an evil tree that has dark fae living in it or something. Basically, something that is small and self contained and doesn't necessarily have a plot or story related to it. The kind of thing that players may dive into and completely forget that they were on some kind of errand. Just cool things for them to discover while they are exploring. I mined some of Kingmaker for ideas but most of those random locations are pretty small or simple.
Okay, so my world has been stocked with an ass-ton* of adventure potential but I have lots of blank hexes. I have scoured adventures both old-school and new as well as a handful of AP installments and even some Dungeon Magazine gems.
Still there are blank hexes.
So what is out there that is really great fun for adventures? Are the Hex Crawl Chronicles from FGG any good? What about other 3PP material? What about material from other games entirely?
I could also use some temperate forest bits and some rocky badlands bits. Preferably in the level 7+ range. Urban and political intrigue suggestions are always welcome but they don't fill blank hexes.
*An ass-ton is slightly more than a butt-load but moderately less than a crap-lot.
Chuck Wright wrote:
I'm glad I'm not the only one who noticed that terrible math.
Something to keep in mind with Pathfinder is, despite the steep power curve between levels, it isn't so steep that you need to hit levels exactly. Think of modules as having a level range so if something says its for level 5, such as Tears at Bitter Manor, you are safe to start characters levels 4-6 without issue.
Owen K. C. Stephens wrote:
I can see them probably tying together easily if a GM were so inclined.
It's a little bit of time investment (20-30 hours of play time) but The Dragon's Demand by Mike Shel has a great 2E feel. As a big fan of AD&D 2E I was really happy to play an adventure that had the old style design ascetic.
If you want a 1E feel with a firm grasp on the PFRPG rules there is just about anything from Frog God Games, as mentioned above. I can't really recommend any one product because I am really only familiar with their longer material. If look for the bylines Bill Webb, Greg A. Vaughan, or Clark Peterson, you can be guaranteed a good adventure.
With the extra page count and XP padding The Dragon's Demand fills the gap of about two AP volumes. You should be good to dive into any of the APs with book 3 for the most part. Take a look at the product descriptions for the AP volumes and you will see where each installment starts for intended level.
Alternatively you could take a look at the Pathfinder Adventure Finder for suggestions. A quick search shows a bunch that start at level 6 or 7, which is where my party was when they finished DD.
I'm looking for a hex sheet like the one provided in the Kingmaker Player's Guide without all the KM graphics on it. I looked through all the community use and PRD stuff but I can't seem to find a generic sheet anywhere. I could have sworn I saw one once upon a time, but I'll be damned if I can find it. Is there a generic sheet available or am I just going to have to use the KM hex sheet?
I am building a homebrew sandbox and drew my original map using the graph generator on incompetech.com, which is where I usually get all my graph paper, but the way it generates hexes makes it so I'm having a really hard time lining up sheets of big hexes to make a different scale version of my large map without it looking clunky and awkward.
Richard Pett wrote:
if you think Beast was very Styes (and you are of course correct), then Levee, which is a 9-part urban horror AP set in a city called the Blight should be your sort of thing. It's due out next year from Frog God Games and has been giving me sleepless nights for about the last 18 months writing all 400K or so of it - city and AP together.
This is some of the most amazing news I have heard in a very long time. I have grown to have tons of respect for the folks at FGG and an urban AP penned entirely by you Mr. Pett is something I will gladly throw my money at.
EDIT: Apparently I enjoy throwing my money in a manner that involves ending sentences with prepositions.
Heart of Hellfire Mountain didn't really grab me when i read it. It reads like a simple dungeon crawl, albeit, a high-level one. Speaking of high-level adventures, I really enjoyed The Razing of Redshore. Ultra high-level design is not an easy thing but the pages of Dungeon always seemed to nail it. It's too bad that so few of the same designers and writers make attempts at it with Pathfinder these days.
There is a thread going on right now about the best authors for Pathfinder and plenty of familiar names are cropping up. It's interesting to see some of the folks that wrote the best Dungeon adventures are still in the game.
W E Ray wrote:
Well I certainly need to check this one out in that case. Perkins did some great adventures.
W E Ray wrote:
"Spirits of the Tempest" is great. I don't think it quite deserves to be on a top 50 list but it's really close! Unfortunately, "Dark Thane MacBeth," the other of Selinker's ode-to-Shakespeare adventures is average at best.
My unimpressed memories may be coming from the rather crap GM who ran it. He seemed to enjoy the fact that he got to strip our friend's mage character away from his staff of the magi more than anything else.
W E Ray wrote:
How 'bout a Golarion redo "Beast of Burden" with a Spawn of Rovagug!
I figure if part of a city can be built in the husk of one someone could build a dungeon on one. Hmmmmmm, I smell an AP hook....
W E Ray wrote:
How bout this, we make three: A top 10, ranked 1-10; an 11-25 in any order; a 26-50 in any order.
I'm down for this. It might be a couple days before I really get to scour my back issues, but I will give it a shot.
W E Ray wrote:
Wow, how the hell did I miss that? I guess I failed my perception test on that one. I guess I'll have to look closer and give my opinion.
I'm from the part of Maine no one likes to talk about; Lewiston, aka The Dirty Lew. It's in Cental Maine, which interestingly enough is no where near the actual, geographical center of Maine.
Also, yes Mr. Pett, chime in please. I would love to hear a contributor's opinion.
I was exaggerating a tad, but I was kind of surprised to have suggestions come from all over. I expected one or two installments to jump out but I've got marks all over my spreadsheet.
Originally what I was looking for were some suggestions of things I could plug into a sandbox. The conversation has evolved a bit since then, but it's still really helpful for me. I've decided I am definitely using Skeletons of Scarwall and Stolen Land. I'm still not sure about others yet.
I don't have the module in question, but isn't there something about the Dominion in The Dragon's Demand?
There is but not much.
The Dragon's Demand Spoiler:
The titular dragon is studying and attempting to make contact with the Dominion but has only had limited success. He is seeking some books of ancient lore and has been sent some alien minions but that is about all there is for connections. Well, there is also a portal to outer space in his lair...
Ah, Bhal Hamatugn... My group contained a drow who spoke undercommon so when they arrived she talked their way inside without a fight. However, upon returning to the city, they put together a force and returned to end the threat a few days later. They spent about a session and a half dealing with the place and it was a lot of fun.
It does seem to just be us. Also, post #150 wasn't an era for everyone, so that's fair. However, with Chris Perkins back in charge, he did some really interesting things despite the limitations of the new medium and rules.
I did some poking and reading and it looks like Pett didn't do one of the Carrion Crown installments. He did the module Carrion Hill however, which was great and also Lovecraftian horror. I think you may be thinking of Greg Vaughan's Wake of the Watcher. There are a lot of similarities between that AP installment and The Styes but I think that is because both are based heavily on HP Lovecraft's Shadow Over Innsmouth, which is some awesome horror adventure fodder. I never got to play or run The Weavers but being a Pett adventure I bet it's great. He's pretty spot on with his writing.
Last Breaths of Ashenport is another adventure that draws heavily from this story and thus maintains some heavy similarities to the above adventures. It was first released for 3.5 in issue #153 but was updated to 4E in issue #156. I prefer the #156 version because the presentation is better, with better maps and art, as well as clearer explanation of a few parts. Mostly it's a word for word reprint, but the parts that are changed, aside from the obvious rules changes, make for a clearer presentation. I really enjoyed it despite the fact that it retreads a lot of the ground covered by The Styes because it is seldom we get a good horror from the depth of the sea adventure. As a Maine native, there is a certain mystery to the sea that is hard to capture in RPGs, especially D&D/Pathfinder, so it's nice when something does.
Hunt for a Hirophant requires a little explanation as to why I listed it and why it jumps to the forefront of my mind when I think of great Dungeon adventures. It really doesn't offer much in the way of great writing or design or such, but I got a TON of mileage out of this adventure. It's been years since I touched that issue, but I could probably still run it from memory.
The list I made were just the first ones I thought of and probably not what I would list as the 10 best if I spent some time going through the issues and refreshing my memory.
House of Cards jumps out at me because of the concept. It does the same thing as Chadranther's Bane in that it really thinks outside the box and delivers a concept that is unique and intriguing. I agree that House gets pretty clunky a couple of times with random monsters being summoned from the cards, but it's still a neat way to use the deck. Also, having a deck of many things I could photocopy and use as a gaming prop was pretty neat and got a lot of use around my table. Beast of Burden was another one that grabs an interesting and different concept and uses it. I recommended this one to a friend when she was prepping a game because she wanted some kind of monster too big to fight akin to Shadow of the Colossus. When she ran it she changed the gnolls to drow and the beast to a giant spider stomping through the underdark and it was a lot of fun to play.
Speaking of the underdark, I enjoyed Kingdom of the Ghouls because it was an underdark adventure that wasn't just an excuse for a giant dungeon crawl. I really don't know how the editors at TSR didn't get that submission and immediately decide to flesh it out, give it some nice artwork, and release it as a regular module. I never really thought about the true ghouls as being like the Borg before but I just went and leafed through the adventure again and they do kind of have that ever moving always hungry aspect to them. This is another adventure that channels Lovecraft and that is certainly a theme in the gaming I enjoy.
Last Dance was another one that I only played and I'm not familiar with Horror's Heart I don't think. I remember when my paladin waled into the dead body show it was pretty epic. That was a really fun Ravenloft campaign because we were all into the weird horror of it but weren't afraid to have fun too. This adventure does both, I feel. The NPC, described as a cannonball with legs if I remember correctly, was a lot of fun to interact with, even if my pally was rather unimpressed with what she had been doing.
In my list above, I meant to list Kings of the Rift not Library of Last Resort from AoW AP. Dragons vs giants as the party dives headlong into insanity and tries not to get killed in the crossfire. It's a heist adventure with balls out D&D crashing all around. How is that not awesome?
I haven't read or played Umbra but you are certainly making me want to now. Nor have I read or played Prophyry House Horror but I have heard a lot of good things about it. I'm also not familiar with Interlopers of Ruun Khazai and Fiend's Embrace I don't think. I'll have to look and see if I have issue #92 though I think I do. I have a pretty complete collection with only a handful of missing issues.
Tammeraut's Fate is what Greg Vaughan does best, unpredictable and insanely fun scenarios and encounters. When the zombies come back to the hermitage was a freaken blast to run. Vaughan is easily one of my favorite adventure designers. He became as such when I ran Touch of the Abyss and realized he was the same guy who did this adventure. I really need to get a copy of Slumbering Tsar.
I didn't read or play Lear, Great King but I did play in the adventure that was based on The Tempest and I wasn't very impressed so, despite being a Shakespeare fan, I didn't look up the other two. I am guessing they were better if you listed one here.
I'll have to go through the issues and make a for real list of my favorites to replace the off the top of my head list. I'll spend some time with the post #150 issues too so if you feel like tracking down a copy or two you can see some of the highlights of the era. Personally, I'm not a fan of 4E and never really enjoyed playing it so the adventures I ran from it I converted over to other systems but there are still some gems in there.
If you are feeling so inclined, there is a fair amount of chaff you can trim from the campaign. For starters, Strike on Shatterhorn should be chopped even if you're not trying to shorten the campaign, it's just a weak entry overall. When it comes to strong entries that can be cut, you can easily remove Foundation of Flame since it contains an event that is pretty obviously going to happen but not related to the main story and is the culmination of the Hookface sub-plot, which also is a nice ending to that story, but not related to the main plot. If you haven't foreshadowed Adimarchus too much you can remove Asylum and end the campaign with Thirteen Cages, which a lot of people do. When I ran the campaign I spent a ton of time foreshadowing Adimarchus so it wouldn't have worked for me to drop the last chapter, but as written, he's not mentioned very much prior to the end.
Dropping these substantial segments of the story will require some smoothing out but shouldn't have too much impact outside of the scaling of encounters that will need to happen. It should shorten the second half of the campaign to focus just on the battle with the Cagewrights as told in Lords of Oblivion and Thirteen Cages. If you want to chop up the adventures themselves, the Fiery Sanctum in Thirteen Cages could probably be made smaller. It's been a while since I read the adventures so I'm not sure where you could start there. Lord of Oblivion has some material outside the big dungeon and final showdown but I recommend keeping it for completeness of story sake.