#hex map
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2minutetabletop · 7 months ago
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World Map Hex Tiles
Have you mapped your world yet? If not, these hex tiles are for you! Oh, and let us know what to add to Part 2. ;)
→ Download them here!
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oldschoolfrp · 4 months ago
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Within the Spinward Marches, the Sword Worlds subsector includes the worlds of Orcrist, Narsil, Anduril, Sting, and other reminders that canonically the galaxy was colonized by nerds (From Traveller Supplement 3: The Spinward Marches, GDW, 1979.) Previously
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another-rpg-sideblog · 21 hours ago
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Here Be Cannibals: Mapping Generic OSR-Land
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highlandparanormalsociety · 2 years ago
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Adventures in small boxes
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labyrinthlurker · 3 months ago
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After some fine-tuning, I’ve finally landed on a color scheme for my Kaiju-themed game, #kaijuHexicutioner. While I have access to #HexKit and an array of tiles and tools, my iPad is my go-to these days, so installation is off the table. Instead, I embraced the budget-friendly route with my free Canva account. To piece it all together, the “Hex Kit Tile Snapping Template” from ATellingEllipsis on itch.io has been an absolute game-changer for laying down tiles in that perfect hex style.
I’ll probably keep all the art/layout/design in this scheme. What do you guys think?
Just to clarify, I’m currently working on two Kiaju related projects inspired by son, Monster Brains blog, Shojio Otomo, Lancer, Yokai Hunter, and a million other things.
1 - Kaiju Hexicutioner - for Roll Up Jam on itch.io. A simple flavor rich hex crawl with a bunch of dailed in d66 tables for worldbuilding
2. - Unnamed Kaiju and Yokai Game – This hybrid journaling and tactical combat game draws inspiration from the battle boards seen in RUNE and *Magnagothica: Maleghast.* It features a unique mechanic of yokai collecting through physical cards, where players can collect, kill, buy, sell, trade, or even set yokai free. With a nod to *Shin Megami Tensei*, player characters can also acquire yokai (and potentially Kami) powers.
The story follows a young boy or girl who forms an unexpected bond with a kaiju in a post-apocalyptic world inspired by medieval Japan. Set on a small island once decimated by ancient Kaiju wars, the landscape bears the scars of battles between colossal kaiju and mecha. Over time, the survivors rebuilt, forming small settlements and a single large city, each with its own unique culture, customs, and religion. After years of peace and restoration, the island’s fragile tranquility is shattered when a notorious and powerful kaiju reappears, laying waste to the capital city and plunging the island into collective mourning over the shared tragedy.
Embark on a journey across the land, where you'll explore diverse landscapes and capture monsters and yokai, with opportunities to harness their power for yourself. Salvage materials to craft and trade, and interact with various factions and influential figures, gaining insights into their communities. Most villages and settlements exude a peaceful, cozy atmosphere reminiscent of *Animal Crossing*, *Stardew Valley*, and *Zelda*. However, be prepared to encounter numerous evil, cursed, tainted, and haunted locations along the way.
I’ll probably tie them together with similar themes and design.
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taritoons · 2 years ago
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Full resolution hex crawl map of Baldur’s Gate and the sorrounding lands south of it, based on the in game map from Baldur’s Gate 1, including the areas from Tales of the Sword Coast and the Enhanced Edition. Took me about a week, easily the most detailed thing I’ve ever drawn. Full res version: [Click]
Inspired by JP Coovert on YouTube.
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nothingrpgzone · 9 months ago
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The Bay of Birini
I have recently started work on a bronze age lost world style setting called the Bay of Birini. It's a hex crawl over a 50 x 50 mile area. It uses a bunch of shit from other people because it's a home game thing so I am not gonna post the hexes because a chunk of them are written by other people. Instead here is the plain map and the hex fill procedures that used for the making of it!
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Roll 1d24 1-2    Obvious Feature 3        Hidden Feature 4        Obvious and Hidden Feature 1d4
Settlement
Monster Lair
Weird
Dungeon
Settlement Roll 2d6 and multiply the results 
1    Hermit
2    Thorp
3    Village
4    Village
5    Fort
6    Fort
8    Town
9     Bandit Holding
10    Town
12    Town
15    New Imperial Outpost
16    Religious Commune
18    City
20    Collapsed Imperial Remnants
24    Wizard
25    Dragon
30    Theocracy
36    Kingdom
Weird
Animal Behavior
Magical Feature
Treasure
Resource
Historical Location
Hint to nearby Hex
Combine 2
Monster Spark Tables
Monster Themes
Hidden danger
Predation
Mimicry
Mutation
Religion
Curses
Stalking
Ancient
Rumors surround it
Venom
Storms
Hunger
Monster Type
Chimeric creature
Large animal
Dinosaur
Undead
Chimeric Types
Two animals
Human and modern animal
Human and prehistoric animal
Existing mythological creature but with prehistoric parts (e.g. minotaur but triceptops instead of bull, )
Plant and animal
Undead Types
Ghost with mission
Mindless body
Avoider of death
Formless phenomenon
Special Thank you to Luke Gearing and Mark Conway
Recommended modules
Fire Pearls of Aya Gahn
The Ruinous Palace of the Metegorgos
Bronzelands (unpublished as of yet)
Seas of Sands (unpublished as of yet)
Into the Wyrd and Wild
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misscaptainbear · 10 months ago
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Testing out some cronchy pre-rendered sprites and a tileset for a potential upcoming Lancer campaign! Getting the tiles to work with a hex map was kind tricky, but I managed to do it with 6 different tiles for cliff sides.
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illunispress · 2 years ago
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I built a lego hex map for an upcoming one-shot game of Cairn. Some old friends are visiting for the holidays and I want to make the experience really special.
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The hexes all slot together and can be rearranged to make new maps. Plus, modifying the terrain with snow or trees is super easy.
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printinkling · 2 years ago
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So we've been playing with the idea of hex stickers.
Probably 2.5", just little art pieces for different locations or whatever.
Part of me wants to include lore
Part of me wants to make it a whole concept with monthly exclusives and whatnot
Part of me thinks it's just fun and neat
And yet NO part of me knows who would want these or find them useful in any way
So yeah, not sure WHAT to do with them
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but thinking thinks and doing Things 🤪
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khansimp · 2 years ago
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Hex map for the area of my #dungeon23 challenge
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mortphilippa · 2 years ago
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I didn't think I enjoyed Hexmaps and Hexcrawls, and then I made one for my Mausritter game. Turns out I just needed the right setting and then I was all in!
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pyrot3ch-nick · 4 months ago
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Wake up babe new Azgaar Fantasy Map design just dropped
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this is the most beautiful captcha ive ever seen i want to go to captcha world
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rollinkunz · 2 years ago
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Centuries of attempts at sustainable farming have resulted in the OVERGROWTH, a mid-city bioengineered forest that contains a full selection of mutated flora and fauna.
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catshavenolord · 2 years ago
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Dungeon23: Week 2
This is my second weekly post summarizing the progress I’ve made on my hexmap for Dungeon23. My project for the year is “The Swamp of the Great Honker” a big swamp hex map. You can check out all of the posts for the project here.
This week has honestly felt a bit less exciting than the first week. I think a lot of us are already feeling that. I even forgot to do it two different days and had to make up for it the day after. But, I’m sticking with it, and I hope other folks can keep their spirits up about the project too.
Part of what’s made this week feel different is that it’s all hexes, and none of the other worldbuilding bits I threw in the first week. I think that might be a clue as to how to keep this interesting, at least to myself. So, I’m going to plan to get at least one item done outside the hexes each week, be it an encounter table, or a faction description, a new monster, or whatever else to add to the depth of the world that’s coming together here.
And, at the end of the week, it’s still nice to look back and see how much the map has grown in just the course of two weeks. I’ve finished the path of the canal through the quadrant of the map I’m focusing on now, and I’ve started the road that crosses it. Once those two are done, I’ll be diving into the spaces between them to add more.
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I realized after taking this photo I’d forgotten to connect the road to the structure in Hex 64 to the road in Hex 45, so I’ve done that, but I can’t be bothered to do a new photo right now.
Day 8 (1-8-2023)
Hex #23: Canal through thick reeds. Heavy stench of marsh gasses wafting from nearby. 1-in-6 chance of encounter on canal encounters table.
Day 9 (1-9-2023)
Hex #43: Canal through thick reeds. Dead tree is stuck blocking the canal and covered in faintly glowing fungus. 1-in-6 chance of encounter on canal encounters table.
Day 10 (1-10-2023)
Hex #44: Canal through lighter reeds. Royal road crosses canal via high-arched wooden bridge allowing canal boats to pass underneath. 1-in-6 chance of encounter on canal or road encounters tables (roll 1d2 to determine which table to use).
Day 11 (1-11-2023)
Hex #64: Canal through lighter reeds interrupted by lock connecting this part of the canal to a higher section. Takes 1 hour to pass through lock in either direction. There is a large structure housing guards and a waterwheel-powered pump for the lock. Four mudwoggers serve as guards and operate the lock.
Day 12 (1-12-2023)
Hex #65: Canal through thick reeds. 2-in-6 chance of encounter on canal encounters table.
Day 13 (1-13-2023)
Hex #85: Canal through thick reeds. A flock of geese stands on the edge of the water staring menacingly. You get the feeling you shouldn’t linger here.
Day 14 (1-14-2023)
Hex #45: Road through thick reeds. 1-in-6 chances of encounter on road encounters table.
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dwimmersworn · 2 years ago
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Spent most of today shaving the yak, but I did make this little map of Dwimmermount and immediate surrounds, using HexKit.
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I'm probably not going to need much more than this, at least for a while. My party will start in Adamas, do some research and gather initial rumors, then travel on to Muntburg and from there into Dwimmermount proper.
I don't find the Keep [on the Borderlands, B2] particularly compelling, a problem made all the more obvious to me in my own Dwimmermount campaign, where Muntburg is a close relative of the Keep in terms of depth and detail (which probably explains why both the players and myself prefer to visit Adamas, even though it's farther away from the dungeon).
Retrospective: The Secret of Bone Hill, Grognardia
I'm assuming Muntburg will become the party's base of day-to-day operations, with occasional trips to Adamas to visit specialists and seek out whatever can't be acquired in the smaller town.
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