Sample Campaign Hex Map (suggested scale 12 to 30 miles a hex) |
Awards for travel, exploration, and other exploits appropriate to various classes tied to location on the hex map.
Tourism
Each named place on the map earns the visitor 100 exp upon the
first visit to each location.
Dueling Swordsmen and Bravos
For fighters and violent thieves dueling someone of the
duelists level or higher at the castle, a town, or a tower earns the winner an
extra 100 exp. Surviving a duel earns one 25 exp. One can earn the bonus exp at
a location but once a month.
Meditating at the monoliths.
Should a magic-user be able to visit a monolith from dawn to
dawn without suffering points of damage
in excess of their level they or casting a total number of spells in excess of their
level they gain magical insight. On the first qualifying visit a magic-user
learns a random spell of the appropriate level of the monolith if able to cast
spells of that level. On return visits a magic-use will be able to ready an
additional spell of the appropriate level in excess of what they may normally
ready if able to cast spells of that level (the bonus spell is lost once cast).
Amhainne- a 1st level spell.
Beirte- a 2nd level spell.
Triurre- a 3rd level spell.
Ceithre- a 4th level spell.
Mystical Duels
Spell casters may duel each other at a monolith site. If one
or more spells or magical devices are employed by the winning duelist they will
gain a 200 exp bonus as per spell level of the monolith.
The Jousts of Castle Merthyre
Once a year at Castle Merthyre a jousting tourney is held
that lasts for five days. There is a fee of 30 gp charged for each day a knight
is enters the lists, some knights pay more as a portion of this fee is awarded
to the families of knights who are crippled or die in the tournament (typically
1/3 of the total of such listing fees are divided among survivors of the slain).
One the first day only those who have never jousted before
at Merthyre may do so. Surviving a tilt earns one 50 exp on the first day. Winning
a tilt earns 100 exp above other exp bonuses for winning a tilt. Each jouster
will ride at least once against another and may choose to ride as often as can
be arranged. Whomever wins the most bouts is the Champion of the Neophytes. The
Champion earns an extra 100 exp due to the glory earned.
On the second and third day all who have rode on previous tournaments
may compete. All jousters are paired off against each other with a winner of
each round being promoted until a Champion Ritter is declared. Surviving a tilt
on the second or third day earns one 100 exp, a winner of a round earns an
extra 200 exp above other exp earned. If a knight refuses a round after the 1st
their opponent is promoted as winner (but only earns ½ the exp). The Champion
Ritter earns an extra 250 exp.
On the 4th day all winners of a round on days one
through three may joust. Whomever wins the most jousts on this day is the
Champion Cavalier. Surviving a tilt earns a bonus 100 exp, winning a tilt earns
an extra 250 exp above other exp earned. The Champion Cavalier earns an extra
300 exp.
On the 5th day the champions joust. The three champions of the first four days and
all previous tournaments who arrive will all be paired off by random drawing,
the winners of each joust will then be paired off round after round until there
are only 2 remaining jousters to be Declared Grand Champion of the tournament.
The Grand champion of the previous year
may sit out all but the first round should they choose to do so until the final
match of the day. Surviving a tilt on this day earns one 150 exp. Winning a
tilt on this day earns one 300 exp above other exp earned. The Grand champion earns an additional 500
exp above all other exp earned and the tournament purse (1/2 all entry fees and
between 2,000 and 5,000 gp depending on the year).
The wicked life of Thieves.
A thief earns double the exp for goods stolen the first time
they commit theft in a town and leave their mark.
If a thief steals from a tower and leaves their mark they earn
triple the exp for doing so on the first successful theft.
Stealing from a temple or the Castle Merthyre and leaving a
mark will earn the thief triple exp each time they do so (once per week at
most).
Stealing from a dragon den earns a thief 10 times the normal
exp award but only if the dragon sees their mark.
Exploring Ruins.
Each adventurer receives 250 exp for the first expedition
they join to a ruin in which they return with a souvenir (rocks, bricks, and
paving stones don’t count, nor do coins).
Some rewards for the faithful
Visiting each of the three temples earns a cleric 500 exp
for the first visit.
A Lawful worshipper earns double exp when sacrificing at the
Temple of Order.
A Neutral worshipper earns double exp when sacrificing at
the Temple of Harmony.
A Chaotic worhsipper earns double exp when sacrificing at
the Temple of wrath.
Visiting the master of a tower and converting them earns a
cleric 150exp per level of the master of a tower.
Studying at a Tower
A magic-user that visits a tower and studies for a week with
the master of the tower earns 500 exp for the first such study session.
I like these ideas a lot. When I start a new Hexcrawl I think I will write objectives like this in. Thanks.
ReplyDeleteThis is really cool. I may adapt some of this for use with my Stars Without Number game.
ReplyDeleteGlad you like them I was working on a complicated concept post and realized the best way to explain it was simply to provide an example.
ReplyDeleteI left the monsters out for a change (aside from the unnamed lair/dragon dens) as they are a complication to getting other business done.
Fantastic ideas! You need to add some share buttons on this site dude so we can spread the love!
ReplyDeleteBe free with linkage, my blog-fu is a bit weak it took me over 3 years to get tables right.
DeleteVery Interesting!
ReplyDeleteGlad you liked it enough to tell other people.
ReplyDeleteSleeping Gods, Forgotten Foes
ReplyDeleteThe gods of antiquity feature in the myths of the age. Praying at the lost temple of a "defunct" god confers a floating +1 bonus if the PC is involved in a quest that closely maps to a mythic conflict of that god, plus a onetime magical favour* at a crisis point in the quest and a special XP award at the "end".
So the players need to know the myths of the campaign and then stumble across a relevant temple. Researching the myths through anthropological street crawling and archaeological hex crawling and then linking them to both an ongoing concern and a previously ignored altar is a continuing activity that grounds the PCs/players in the setting.
*special spell slot, dream consultation, monster summoned by deity, weather control on voyage, & similar.
The reveal for a goal should certainly be tailored to fit the style that works for the campaign,DM, and players.
Delete