Saturday, March 30, 2013

Building Mog Hexcrawl Phase 4


The terrain is done on the Midlands of MOG map.

We got wasteland, wasteland oasis, wasteland with insect mounds, dry hills, dry hills with insect mounds, dry tumbles, rocky mountains, forested mountains, open forest, forest, dense forest, thorn forest, thistle forest, hills, forested hills, twisted woods, swamp land, mud flats, and open terrain (savanna, plains, etc), along with rivers, coast,  lakes, and sea.

Going to have to name the cities and towns. Encounter tables for each terrain type shall be complied and hex encounters developed.

Tuesday, March 26, 2013

Building MOG Hexcrawl Phase 3

Development continues on the map of the midlands of MOG. Rivers and lakes have been placed on the map, cities and town nudged a bit and roads and routes have been blazed.





The forest of Teeth has been reduced in size, the cutoff segment will need a name. The howling wilderness down the northern middle of the map needs a name, that name may follow the determination of the residents of the region.

Monday, March 25, 2013

Building MOG Hexcrawl Phase 2

Demographics, who, where, how many? I've put 14 citiy hexes and 31 town hexes on my Midlands of MOG map.  How many people will there be?

A 30 mile hex is about 780 square miles in size. There are 640 acres to a square mile. That's 499,200 acres per hex. Let's say it takes the folk of MOG five acres of land use to feed a person (which is not so great), a fertile while managed hex is going to support   99,840 people.  That's a lot of people.

For my purposes I'm round up here for ease of math so 100,000 people in the most productive hexes.
I'm declaring those to be the city hexes of which there are 14 on the map. I'm going to halve productivity of  the town hexes to 50,000 of which there are 27. Near these are the rural hexes which produce food for 25,000 and there are 53 of these, around those there is  another ring of productivity of 12,000 per hex of the 78 i'm calling hunting hexes.

Let's see here 100,000 x 14 + 50,000 x 27 + 25,000 x 53 + 12,000 x 78 = 5,011,000 mouths can be fed.  That's not accounting for the 108 completely wild hexes which support 780 people each (one per square mile) on the average. All told 5,095,240 "people" eating in the Midlands of MOG.

Here's a map showing all that  (possibly with a mistake or two but not worth worrying about yet).

How many are 1st level or higher?   If 1 in 20 folk are over 0-level there are about 254,762 that are 1st level or higher.Half of those are level 2 or higher and half each tier because I'm feeling like keeping it simple.
so here's the numerical breakdown per level halving (roughly)  each step of the way
1st Level..... 127,381
2nd level.....63,690
3rd level.... 31,845
4th level.... 15,500
5th level..... 7,750
6th level.... 3,875
7th level.... 1,937
8th level.... 968
9th level.... 484
10th level... 242
11th leve1.... 121
12th level.... 60
13th level...30
14th level..15
15th level....7
16th level...3
17th level...2
18th level...1    (funny here as the highest level  a PC can reach on MOG is 18)
note: that's 50,502,100 exp worth of NPCs when figured at 100 exp per level.
I know who one of the 17th level characters is, as I do 2 of the 16th level characters, I don't know who the 18th level character is yet.

Now I must admit I'm in a quandary, should the numbers above be simply "civilized" folk?  I could certainly fit in food for 780 monsters/uncivilized creatures per hex without destroying the food budget for the campaign.  218,400 monsters could be out there and under there on the Midlands.

1 HD or less..... 109,200
2 HD................ 54,600
3 HD.................27,300
4 HD...............13,650
5 HD............... 6825
6 HD................ 3412
7 HD .............. 1706
8 HD ..............  853
9 HD.............. 426
10 HD............ 213
11 HD............ 106
12 HD.............53
13 HD.............26
14 HD.............13
15 HD..............7
16 HD.............4
17 HD.............2
18 HD.............1
note:  43,677,000 exp worth of monsters out there in the Midlands of MOG.

Hmmm... notice there's more exp to be earned fighting "civilized" folk if I keep to the demographic figures above?

How much treasure is out there?  Good question...  Well a 1st level character starts off with 105 Silver Shekels on average.  In my play group everyone is still 1st level after the 3rd session but they have over 800 shekels in loot each now (well the survivors do).   so let's say 1000 silver shekels per character and monster and about a dozen silver shekels in loot per 0-level and we get about 1,013,162,000 silver shekels worth of loot in the whole of the Midlands of MOG.  (That would be about 84,400,00 g.p. more or less in a typical D&D setting). That's a lot of exp for treasure hunters and thieves. I'd say only about 10% of that is floating about the cities, accounting for 72 silver shekels per occupant of a city hex, most folks will seldom have 20% of that.

A whole lot of deducing to get a feel for the campaign and what the players wealth means, what their relative might means, and what is out there.

Sunday, March 24, 2013

Working on more Castle Geomorphs

Working on series B castle geomorphs. It's all about 10x10 square sections for gatehouses.

Pretty tiny.  I draw a whole mess of these up in Adobe Illustrator export sections I like, import them into Photoshop add textures and there you go.



Building MOG HexCrawl Phase-1

 Here's my campaign map for MOG as I'm working on it.  The terrain is simply colored hexes for now as things are going to walk about as I develop them. Only The city of Panthoom is currently positioned on the map.  The party is currently rooting about some tunnels beneath ruins outside of a small trading town near hex 4-6. The labels are broad brushstrokes for what is in each area for now.





Plans for the HexCrawl- tighten up and define the terrain. Lay down the cities and major towns. Generate 1-3 set encounters per hex. Maybe develop detailed hexes of some hexes. The Under-city of MOG is under most of this map so there have to be some entrances, The Lost River Kingdom is the most obvious entry. A couple of location adventures should be worked up of course, I've already got a few palaces, temples, and tombs planned.








Tuesday, March 19, 2013

Exploring Wilderness Geomorphs

An idea I'd like to bounce off the readers of this blog: Wilderness Hex Geomorphs. There's a few aspects to wilderness geomorphs that are tricky such as being able to turn them and developing a symbol set that works turned to any of the possible directions.

Here's an elevation only hex tile set I worked up:





and here is a sample hex map I worked up with the tiles above and a blank one:

Any comments or suggestions would be appreciated.


The Masons Were Forgetful

Here are castle geomorphs A9 and A10 



Now series A of the Castle Geomorphs is posted (going to have to find some more reliable masons).