Veeky Forums makes a Hexcrawl: Episode 2

Here is a small blank hexmap.

PHASE 1

Each person chooses a blank tile and posts its terrain. Once all the tiles are filled we move on to phase 2.

To start I've added a fungal forest in the middle.

Also here's the previous hexcrawl map, Hexmetal.

Whoops forgot the coordinates!

05.03
A lush green swamp called Gol Durak by locals. Shit's crawling with:
>poisonous animals, flora, and people
>stealthy animals, flora, and people
>deadly animals, flora, and people
>all three combined

Done!

06.04
The Cave of the Skull. A giant skull-shaped cave entrance hidden deep within the swamp.

02.05
A forest blacked and corrupted by the death of a sacred white elk. Twisted legions of men emerge to besiege surrounding lands.
It is said that with proper ceremony and burial rites on the elk, the source of the taint, and the corruption it has wrought, will be no more.

04.02
This part of the fungal forest consists of luminescent mushrooms. Small trickster fae, such as pixies and sprites, appear there at night.

01.01
An impossibly tall glass mountain with a golden wall around its peak. Rumor has it that those who scale the mountain will find a garden , and whose fruit grants eternal life, behind those golden walls. However, A great serpent is said to dwell within and none have ever returned from attempting to climb the mountain, while the land around it, while verdant and green is littered with the bones of those who sought immortality.

08.06
A rocky and gelid beach lies here - inhabiting it is a horde of man-eating white apes. They have a paleolithic level of technology, although they live amidst the ruins of a seaside port. This place is the only location in the world that permits the growth of a hallucinogenic root plant that allows for astral projection, though it is most often used as a potent magical catalyst. Said plant is called a "Dream Yam"

A rocky and gelid beach lies here - inhabiting it is a horde of man-eating white apes. They have a paleolithic level of technology, although they live amidst the ruins of a seaside port. This place is the only location in the world that permits the growth of a hallucinogenic root plant that allows for astral projection, though it is most often used as a potent magical catalyst. Said plant is called a "Dream Yam".

03.03

A lake with a huge maelstrom/whirlpool

00.06

Frozen Rainforest

OP, what are you using to build the map?

09.03 is a vast, open savanna. At its easternmost point is the Roil Gate, beyond which reality begins to fray and break down.

not him but it looks like Hexographer

A magical pussy.
Those said to fuck it get pregnant themselves.
However they do not spawn babies, but rather lay a golden egg filled with mana juice

09.04 A slightly hilly region. There are dry shrubs and ruby red tufts of sharply edged grass. To the east, at the outermost edge of reality, the weary traveller might discover the copper statue of a rotund, smirking man that points towards the Roil Gate.

Done!

And sorry about that delay, I fell asleep.

I second this at 07.00

04.06
The salt plain with large pillars of salt that move when you don't look at them

07.02

A tribal elf village hidden deep within the swamp. Trespassers are shot on sight or captured to be sacrificed to the patron crocodilian god of the tribe.

Done!

08.02

Massive sinkhole leading to an extensive system of underwater caves.

06.03

A swamp that has a muddy river running through it from 0502 to 0703.

Done!

Let's fix this river system.

Have 0502's river empty into 0303 after passing through 0403. Have 0703's river curve up into 0803, then through 0804 to 0805 where it turns into 0905.

0905 is a mountain at the peak of which is a large, overturned decanter of endless water. It is from here that the river flows.

To piggyback off of 07.06 should probably be an ocean, extending as far as the eye can see. Those who venture beyond its southernmost regions will find themselves forever lost in an impenetrable rolling fog.

>02.03

In the lake is an island with evergreen trees and an ancient observatory.

>03.02
Human city that has been completely overrun by warring goblins. All of the humans have vanished, and without them the infrastructure is falling apart and nature has started to reclaim the edges.

Endless void at 7.00

06.01
Rumor has it that a crazed wisard once opened a portal to another plane, filled with horrible, unearthly creatures in an attempt to use them to take over. All we know for sure is these creatures wander the earth here, kept at bay only by a barrier sustained by a contingant of highly traine clerics.

00.00, 00.01, 01.00, 02.00
What looks from afar as an especially blue ocean, but when looked at up close is clearly something else.
In these hexes and beyond the map that way is the great slime, an ocean made entirely of one large gelatinous life form.

Larger on the inside than on the outside. Filled with floating islands that look like flowers, but are actually giant carved stone asteroids.

>08.05
Barbarian city of slavers and arena fighters.

Done!

@09.06 one can find the mountainous homeland of the rare and elusive hammerspace dragons.

These legendary creatures grow smaller as they age, but have impossibly large appetites and extradimensional stomachs that only grow as the years go on. If tamed young, they make excellent living bags of holding.

Unending mountains stretch to the west and fog-covered oceans lie to the south.

@05.05 an enormous plateu rises, surrounded by smaller hills. Wet on the northside, barren and desert to the south

@05.06 an enourmous mountain is magically made to rise through the sky. All who attempt to climb never stop ascending. Barren slopes that never see weather, the remains of ancient river beds hint at ancient flows to the northwestern side of the mountain

Has anyone actually used Veeky Forums-generated content in an actual game? Not that stuff like this isn't cool just for the creative exercise, but I'm just curious.

Done!

@04.05 Spires of sandstone rock jut out of the landscape. Though water is hard to come by in the sun blasted, arid mountains, many merchants travel The Golden Road, a highway of salt wagons hauling from the south in 04.06 for sale in the city at 08.05. This road is beset with danger, as thieves pray on all travelers.

The Golden Road continues out of the mountains and into a deep forest rising above the swampy marshes to the north. The woods are believed to be possessed by angry spirits of a bygone age. Bandits hide in the forest, and anyone lost in the woods will be magically drawn to clear water creeks where mermaids try to drown them

@05.04

I'm thinking about doing so, I like a lot of the ideas from the last thread

Done!

Could you clarify this? I'm a bit confused.

@6.06 A very cold sea with many icebergs floating within it. Every iceberg has its own tribe of abominable snowmen, who have an ancient tradition declaring war on any iceberg that collides with their own. At the seabed is the looming remains of a starship whose gigantic silhouette can be vaguely observed at low tide. Very few whaling ships ply this sea.

2.01 and 3.0; a volcanic, mountainous region pouring out southward into 3.01, creating a desert made out of grains of obsidian broken up by large, flat buttes of the solid glass.

@7.05 the entire region is one giant bubbling lava flow, spanned by a bridge built by a long dead civilization.

Modern architects have no idea how the bridge stays up, as it has no supporting architecture, it is made of a magical, nearly indestructible silver metal.

...

The Golden Road leads from a wary mining encampment in 04.06, through 04.05, then 05.04. The road continues through 06.05 next, on way to 08.05

05.04 is an enormous deciduous forest. In it lurk bandits, looking to rob caravans of salt. The forest is believed to be haunted. All who get lost in the forest will stumble upon a long magical creek where mermaids try to lure travelers in and drown them

07.03

Mire of the Chun-Ni. Swamp vapors in this area make unwary travelers lose all memories of who they are, replacing them with beliefs that they actually are legendary heroes or beasts.

@02.02
A giant termite mound casts its forboding shadow upon a broad yet semi-arid valley. The mound is three hundred meters tall and is inhabited by hundreds of thousands of goblin-sized humanoid termites who are remarkable at woodwork and papermaking. The termite-men are ruled by an autocracy, and they have recently learned how to make ships wrought of pine wood to ply the waters of 02.03 so that they may scout the island.

Done!

The Golden Road crosses this forest. Wild, unhindered fey spirits lurk in the shadows of the trees. Where the road runs into 07.05, ancient stone and iron statues overlook the entrance to the magical silver bridge

>The Golden Road crosses this forest. Wild, unhindered fey spirits lurk in the shadows of the trees. Where the road runs into 07.05, ancient stone and iron statues overlook the entrance to the magical silver bridge

@06.05 ... I am dumb

00.04
In this steppe-like region, the sight lines can go on for miles. The intrepid adventurer notices a large metal disc , rising up out of the plains, sunlight glinting off it's many facets. Unfortunately, should they choose to approach it, by the time they get within a kilometer, they begin to sweat and itch uncontrollably. 500 meters, and they begin vomiting. 300 meters, their vision blurs and they experience the most splitting headache of their life. No man has ever gotten within 100 meters, and lived to tell the tale. Anyone who tries to leave the lethal field surrounding the disc will experience a horrible illness over the coming weeks, where the skin flakes off in bunches and tumors erupt over the body.

It's a crashed spaceship. The reactor housing took a nasty crack during the landing, and an elephants foot has formed in the lower levels. If you get inside without dying horribly, you should be able to find some laser pistols and alien corpses.

Sorry if this doesn't fit the hexcrawl theme, but I've had this idea in my mind since 2015 and I haven't had a group to spring it on.

04.04

The Trump tower. Will Trump, local fighter and adventurer, has managed to drive out monsters and bandits from this forest. Now he rules the tile from his newly built stone tower.

@04.04
At the southern border of the fungal forest, the mushrooms become squatter and sparser until they can only be described as a fungal shrubland, covered with clusters of mushrooms that only rise up to the hip.

@04.00
A huge sea of molten rock and stone, with a few larger stones you can walk on, from one end to another. Deep below, a demon of pure fire is chained down which keeps the pit ever flowing with lava. There is no wildlife or plantlife, nor settlements near the pit.

@08.00

Skullfuck mountain. It's literally a mountain shaped as a skull. Inside is the entire tomb of horrors.

@04.01
Plains of poison, noxious volcanic fumes and toxic spores of the unique fungi form a thick fog of absolute death above ground, forcing the inhabitants of this area to live in underground tunnel systems.

01.05
The mysterious force that cooled 00.06 and the corruption of 02.05 clash on this hex. It's hard to tell darkened frostwork from frozen sinister plants. Adventurers should take care not to stumble into barbed icicles or thorny undergrowth.

00.04 A vast desert of rainbow coloured sand, patrolled by statues of pirate ships complete with crew. These pirate ships walk on many human sized construct legs. These boats wander into neighbouring tiles in search of plunderer and become increasingly gaudy as stone is replaced with plunder, gold and gems.

The massive lake continues to 01.02, 01.03, and 02.04. An ancient ship of highly advanced technology rests deep beneath the water.

07.04

Order of the Serrated Knife, a group of rangers focused on jungle survival, stealth and poison use, have turned this patch of swamp into a proving ground for new recruits. Full of deadly plants, dangerous predators both local and introduced, and lethal traps, this place took lives of many prepared aspirants.

3.04, the remnants of an ancient aquatic civilization. Although once completely submerged in a massive ocean, much of the water has drained into the whirlpool at 3.03. Now, the landscape is made up of many basins of clay, and draining ponds, covered in the husks of the civilization's jellyfish homes.
Living fishfolk still live in those jellyfish, gone feral from dehydration, killing wayward travelers and bathing in their blood. Despite the risks, poachers enter the nation's jellyfish halls to hunt fishfolk, and sell their jagged bright scales as ornaments or as weapons.
It is said that the oldest of the fishfolk will trade ancient bits of knowledge in exchange for mushrooms, which were once a delicacy that could be found on the ocean floor.

Done!

>01.04
A fortress of enslaved dwarves in a grey wasteland, now dedicated to forging weapons for their conquerors.

6.02
A deep, brackish lake that is strangely still. It reflects its surroundings like a mirror. It is said that when the moon shines full over the surface, strange beings emerge from the depths, only to return by dawn. No one knows if they are hostile. No one knows what is at the bottom of the lake.

01.06
An insular group of monks has found a new home near a frozen mountain. They mortify their flesh with the cold and abstain from all expressions of emotion to reach enlightenment of the pure reason.

Done!

00.00
Great creatures that tower over 300 feet roam here, they eat the great slime step by step with the gaping maws on the bottom of each of their enormous feet.
The beasts' flesh is both incredibly tough and light as a feather, anything made from it will be harder to part than iron and 30 times lighter, but it will rot over the course of a few years.

05.02 a swamp in which sporadic villages only survive the terrifying fauna of monster toads, tree spirits and ogres by appealing to the arguably even more malign witches that take babies and maids for sacrifice

00.02
A large tract of salt flats that are impossibly smooth and white, to the point that care needs to be taken to not lose direction, as once one is deep enough everything looks the same. The deeper one goes, the more arid and toxic the land is. The large lakes near the center are hypersaline, have dangerous levels of arsenic, and are extremely hot.

08.04
From here the savanna starts to get more green as you move left. A lush valley surrounds the river. The cliffs are extremely steep where the river meets the borders, resulting in two waterfalls. The waterfall on the northern border falls up instead of down. Those who are foolish enough to try and catch a ride from the "water-rise" end up being shot into the sky. This usually results in death.

Done!

god damn these threads are awesome.

It is indeed a surprising concentration of creativity.
Better than the usual shitposting and general threads I hope.

So is this series of hexes beside the first HexMetal map that was made?

9.00
a great pit, none have found a bottom.
or, at least, none have found a bottom and returned
still there is life here though.


at first plant life of all description clings to the walls.
lower these give way to fungi when the sunlight is insufficient to sustain the plants.
further still, where sunlight never falls, lighting is provided by strange variants of fungi which glow with their own light
beneath even this layer, bizarre fleshy buds not found on the surface replace the fungi.
no reports of what may lay beyond this have been received.


most fauna of the pit can fly, or at least glide.
those in upper layers resemble normal birds, bats, and insects.
further down the pit, stranger things lurk.


many of the lifeforms in the lower reaches have unique and valuable alchemical properties.

03.05
This part of the wasteland is littered with pieces of a fallen star which have fallen here aeons ago. Worked into talismans and amulets with capable hands, they gift their wielders with strange mystical powers and dreams of alien geometries and far-away dimensions.

It can be if you like. I intend these to be modular.

Done!

lets make them dimensions that stat vertically. If you dimension shifted up or down on a hex it takes you to a hex on the map below it or above it.

A 3D Hexmap? I love it!

I see you read/watched Made in Abyss.

00.05
In the northern part of the dry steppes, a race of bronze skinned, burly, oryx-horned people live. They keep raptors as livestock, which are used for food, clothing, and as (unreliable) transport. Due to a lack of metals, the people use their long, sharp horns to make weapons and tools. It's not uncommon to see a horned man brandishing one of his own horns as a spear or knife.
The tall, blood-red grass that grows everywhere in the steppe is used in medicines in many different forms. It is also chewed recreationally, tasting of sweet violet flowers. As such, it is a cornerstone of trade between the horned men and foreigners.
Currently, the horned men are fighting back against an invasion from the north. Bright blue lizards have been ravaging every village and town they've come across. What the horned men don't know is that these beings somehow feed off of the cold, heating up their environments. They're heading south to the frozen rainforest.

kind of, not really.
there is no wonky forcefield/curse
just TRULY ridiculous depth.

think:
1hex is ~100 km across
the hole is the size of the hex
latitude says around 45degree sunlight
so:
~ 100 km before there is not enough light to support plants
another 100 km till you cant see by reflected light and flowing fungi start
another equal depth till the fleshbuds start
similar thicknesses for following layers
consider:
the international space station orbits at an altitude of 400 km


i was thinking crystalline life, robots, clockworks, energy forms, and then living spacial distortions beneath the fleshbud layer

05.01
The Elemental Plane of Landmines
I think you can guess how that works

Just Tenser's Floating Disc over i-
>Bouncing Betties say hi

This thread is FUCKING AWESOME!

@03.04
This region is a wind swept dust bowl, with sand dunes. Enormous skeletons of ancient aquatic giants lure scavengers who sell the bones for magical spells and to forge mystical weapons.

Destitute fishmen cling to lonely springs, slaying all who would drink their water.

>This region is a wind swept dust bowl, with sand dunes. Enormous skeletons of ancient aquatic giants lure scavengers who sell the bones for magical spells and to forge mystical weapons.

>Destitute fishmen cling to lonely springs, slaying all who would drink their water

>>>> 03.06

oops

@09.01

A grassy plain with many small ponds, travelers be warned as massive sink holes have consumed many who walk across.

A small statue juts out of the earth in the middle. According to legend, it is a statue at the top of an enormous temple, and hides a secret entrance to an ancient city so wealthy the weight of their gold buckled the ground and destroyed all who lived there.

Tomb of Horrors (at least the original) was truly one of the hardest modules I've ever played

7.01
It's just endless night and empty space.

NVM.

7.01
An endless expanse of flesh and bone.

Actually scratch that. My old idea was cliched. Howabout if 7.01 was literally yesterday?

Like this. Not time travel but the remains of the past being chewn up and disposed of.