## Hexes on the Island The Island of the Apemen is a large tropical island consisting of about 120 hexes and totaling approximately 3,800 square miles. ![[island_of_the_apemen.png]] There are a number of ways to approach a hexcrawl, and the key details of this one are included below: **1 hex** = 6 miles **1 hex side** = 3.5 miles **Hex size** = 32 square miles Additionally, the following hexes are all in various stages of development. This simple legend indicates their usability at any given time: **New:** 🥥 (*unusable*; nascent and volatile ideas) **In–progress:** 🌱(*usable but incomplete*; significant changes likely) **Complete:** 🌴(*complete*; only minor changes possible) Finally, hexes are identified by a number (e.g. 0505) which corresponds to the matching hex number on the above map. Locations within these hexes are identified using a decimal notation (e.g. 0505.01) to indicate their relationship within the parent hex. #### [[0505 – The Mouth of Snake River|0505 – The Mouth of Snake River]] 🌱 *The sandy white beach is split by a freshwater river that empties into the sea. The shoreline is littered with the wreckage of countless ships of various ages, and to the west the lush jungle masses like black mountains, its foliage so thick as to appear impenetrable.* The overwhelming majority of shipwrecks on the island—including the Old Galleon—occur here. There is something magnetic about the Snake River and the beach that comprises the river's mouth (known locally as the Beach of the Lost). Calm seas attract wayward ships like a moth to flame, while wild seas toss hapless vessels to its breast. **It is therefore recommended that your adventure begin here.** #### [[0604 – North of Snake River]] 🥥 *A wide and treacherous salt marsh that stretches on for miles, the territory north of Snake River is difficult to navigate and requires great care to avoid becoming mired in the mud plains, or worse: swallowed up by the rot pits found throughout that fetid morass.* In addition to the natural hazards that plague the floodplains north of Snake River, sunken ruins—decayed remnants of a once–thriving lizard folk civilization—dot the moss–haunted forests. #### [[0605 – Snake River Bend]] 🥥 *The murky waters of the river snake into the jungle, disappearing around a sharp bend. The tree line hugs its muddy banks, interspersed by sandy spits along its winding shore. Strange calls echo from the verdure, too strangled by the thick foliage to be distinguishable.* The river winds deep into the interior of the island. ## Designing Hexes **The Island of the Apemen** uses the [six–mile hex format]([The Hydra's Grotto: In Praise of the 6 Mile Hex](https://steamtunnel.blogspot.com/2009/12/in–praise–of–6–mile–hex.html)) to facilitate exploration and adventure. The following workflow can be used to quickly and consistently populate hexes. Before beginning, it is recommended that you are familiar with the details of the [[The Island of the Apemen|Island of the Apemen]] setting. Then, review the following map and select a hex whose location or geography resonates with you. **Please note:** Hexes are currently being populated in the **northwestern region** of the island (an in–flight list can be found [[The Island of the Apemen#Hexes|here]]). ![[island-unlabeled.png]] *You are encouraged, of course, to select any hex, anywhere for population—even already completed ones, making the setting your own—but new contributions clustered in the northwestern region are, in particular, deeply appreciated.* ### Step 1: Hex Attributes The core identity of each hex consists three attributes: 1. **Name:** This should reflect the overall nature of the hex. 2. **Terrain type:** The predominant terrain of the hex (as inferred from the map). 3. **Overview:** 1–3 sentences that describe the unique qualities of the hex. Defining these attributes first will accelerate the process of populating the hex and provide a valuable backdrop for subsequent steps. ### Step 2: Anchor Encounters Each hex generally consists of two (2) primary encounters and one (1) secondary encounter, which act as anchor points to the history of the Island and ongoing conflicts. These encounters provide players with opportunities for tactical play, deep exploration, and discovery of lore or mysteries of the Island. - **Primary encounters:** These are fixed locations (e.g. major points of interest) or events (e.g. medium–to–large monster encounters) that present narrative and tactical depth, and high risk/reward scenarios; primary encounters may also include maps for dungeons or other structures. - **Secondary encounters:** These can be fixed locations (e.g. minor points of interest) but also events (e.g. small monster encounters) that represent less significant scenarios with fewer risks and rewards. ### Step 3: Random Tables It is recommended that each hex have at least one random table that makes it mechanically distinct from the island as a whole. By introducing randomness in addition to that found in the anchor encounters, history is given the opportunity to unfurl in the winds of Fate—in real time. The most common random tables are wandering monster encounters, but may also include: - Weather or environmental hazards - Encounters with factions - Clues or anomalous events - Rumors (both true and false) - Atmospheric queues The Island has available a growing number of [[Random Tables]], many of which may be used both in their entirety or simply for inspiration. ### Step 4: Travel Notes Finally, information relevant to traversing the hex—like unique hazards to navigation or increased likelihood of dangers, or anything else that will aid the game master as he oversees travel through the hex—should be recorded as travel notes. ### Step 5: Refining (Optional) These steps generate a ready–to–play hex, especially if supplemented with [rules](https://cyrusrite.itch.io/let–it–roll) for randomly generating dungeons and other structures. Once the hex has been thoroughly explored, any resulting emergent adventures can be incorporated into the ### Example Hex Coming soon. ## The Island Giveaway Friends of the System (become one [here](https://x.com/td10rpg)) are encouraged to "populate" a hex by contributing one or two pieces of lore about the location (examples can be found and submitted [here](https://x.com/td10rpg/status/1955801203063054439)). Contributors are then entered into a weekly random hex giveaway, the winner of which receives a free print copy of [Tiny d10: Fantasy Core](https://www.lulu.com/shop/aaron-carlson/tiny-d10-fantasy-core/paperback/product-vwmmgk.html?srsltid=AfmBOoqGZUV6tBVPI4byoSz-qUdPrs_W2gaa_NCOPHcH2Zntv7-ndh0_&page=1&pageSize=4)! The below map is updated with each contribution (one per Friend of the System). ![[island_of_the_apemen_giveaway.png]] ### Populated Hexes The following hexes have been populated with lore, opponents, and more. Note: More than one Friend may populate the same hex. In the event this hex is randomly chosen during a weekly giveaway, a sudden death contest is triggered! #### 0505 – The Ruined City *A ruined city lays half submerged in a rocky bay. Strange statues of alien creatures face out into the see with eyes made of black glass. Sea birds don't land there and the nearby fish are misshapen and vile.* – Contributed by @RG1527 #### 0601 – The Forbidden Isle *Hidden here on the Forbidden Isle, deep in the tangled woods, a long dilapidated temple sits, full of ancient visages & grotesque carvings of long forgotten beasts; legends say it is guarded by a Great Ape who styles himself as a King and holds the secrets of the Red Fire.* – Contributed by @HootOwl86 #### 0706 – The Humming Fortress *Once it was discovered a faction of devoted Apemen made a fortress around a strange object. Towards anyone who approaches they defend their sanctum with extreme violence wanting to guard their highly coveted item. Because no one has been able to penetrate the fortress rumors are spreading that the strange object glows a soft light and emanates a gentle hum. People say it's a crystal.* – Contributed by @EdgeOfFateTTRPG #### 0709 – The Standing Stones *The mist covered island in the lake has hills with standing stones. Strange lights are seen there on the equinox and legend holds that an ancient shrine is hidden there.* – Contributed by @laxmere #### 0715 - The Small Lake The tumbled ruins of a long-abandoned village mark the shore of this diminutive lake. The reason for its abandonment has long been forgotten, but rumours abound that the village ruins conceal the entrance to a labyrinthine cave complex full of lost treasures & fierce foes! – Contributed by @morquinga #### 0812 – The Wizard's Tower *An old battlefield lies on a mesa, where a horde of beastmen occupying the heights was crushed in another age. It's said that those who camp on the heights can hear the horns of that lost battle. A wizard has begun erecting a tower there, and attracting apprentices.* – Contributed by @VelarnSelthrim #### 0813 – The Burial Mounds of the Forgotten Kings *Among the foot hills lie the burial mounds of ancient and forgotten kings.* – Contributed by @bishop2k7 #### 0913 – The Ruins of the Library of Man *Once long ago in a time forgotten there was a great fortress ruled by a godly king. It protected the pass through the mountains, guarding the heart of the island.* *When the ape men came with their evil magics the fortress held long but couldn't withstand the onslaught forever. In a final act of desperation the King and his council of wizards cast a powerful spell to erase the knowledge the ape men. They forgot their magics, their homeland, their history, and why they quested for the heart.* *Enraged even after victory the ape men tore the fortress to the ground pounded every stone to dust or threw them into the sea. But they never found the hidden passages beneath the castle where the Library of Men contained their most precious text and holy relics.* – Contributed by @ScythianB #### 1009 – The Temple of the Stone Heart *Here there is a temple not even the vicious Ape Men approach, except once a year. On that night, when the new moon rises unseen, they chain a screaming sacrifice to a pair of red stone posts and leave. Come morning, no trace of the sacrifice remains, save the petrified heart.* – Contributed by @JimmieWrites #### 1010 – The Heart of the Island *These lung shaped lakes give life to the island, and on the bridge between them is the heart of the island.* – Contributed by @PaddyohCakes *This location is easy to keep safe from the outside world. Land entry would be impossible for outsiders. Water access while possible, would be guarded by natural and ape made defenses.* – Contributed by @5LBbass #### 1014 – Dinosaur Pastures *The Lizardmen breed and training their war dinosaurs here. Giant pastures use the river as a natural boundary to the west monumental stone walls to the east. Guard towers line the river banks defending their livestock from pirates.* – Contributed by @Corbzor #### 1207 – The Rust River *Where the river lands and the Crystal nexus lie closest to each other, you’ll note the River that’s there. A powerful swamp hag dwells there. She once stopped an entire army from the river lands on their quest to the Crystal nexus. Rusted armor still litters the River banks.* – Contributed by @ThebanMonk #### 1210 – The Library of Unspeakable Knowledge *An undead warlock keeps a tome of [great power] in his abandoned temple. He lives below in the Library of Unspeakable Knowledge.* – Contributed by @BrandonMccarri2 #### 1309 – The Twin Peaks *Two of the highest peaks on the island. On each is a monastery, scaled for inhabitants roughly twice human height. One is populated by massive, four armed white apes. They spend their days in contemplation and careful farming and cultivation. They do not speak.* – @Contributed by @DoggieLine #### 1313 – The Three Rivers *This location has three rivers colliding and looks cool.* – Contributed by @mostdangerousg #### 1414 – The Catacombs Beneath the Bone Mountains *Beneath the bone mountains lays a labyrinth of catacombs of an ancient race of pre history man. Somewhere in this location there is believed to be an entrance to the underground, and upon a dais of skulls on the tenth floor is a tome of knowledge and power…* – Contributed by @BLKfeatherPress #### 1505 – The Temple of the Crystal Cavern *In a crystal cavern temple at the juncture of two mountains was hidden the magnificent tome of lore. Protected by crystalline guardians and rock–men, it resides awaiting a hero to retrieve it and allow the world to read the words...* – Contributed by @TheBadUncle #### 1517 – The Lost House of Barzuk *Many turns of the seasons ago, the dwarves of House Barzuk held a fastness in 1717. For hundreds of years they delved there and created mighty works of stone. They set themselves up as a colony. They knew the apes were ranging to the north and across the Bone Mountains but they were largely peaceful until an sadistic wizard enslaved the poor beasts and made them his army. They swarmed the Barzuk, who were forced to flee with Fantasy Core into the wilderness where upon it was lost during a fighting retreat from the swarms of apemen.* – Contributed by @BrokenFiction #### 1606 – The Underdesert *A flat desert of packed salt is what remains of a civilization that was blasted 💥 into oblivion ages ago. The occasional vestiges of a statue or cave entrance into the void below is all that exists on the surface, but below is a vast underground labyrinth of mystery & ☠️.* – Contributed by @theomegagambit #### 1817 – The Smoking Mountain *In the heart of the Smoking Mountains, lies the ruins of an obsidian city crafted NOT by mortals hands. There sits the Forge of Eldritch Folly where Eternal Teel'bek, clad in robes of void and light crafts weapons for a war both long fought and unknown.* – Contributed by @jeframdenkar *Located here is a man of great wisdom who doesn't even actually smoke, he just pretends to at the Smoking Mountain because he's jealous of how many breaks the smokers get.* – Contributed by @Messerschmied14 #### 1903 – The Cerulean Spire *A jagged, cerulean crystal spire juts out from the highest point in the surrounding area. It marks the spot where a great shaman who, in a fit of rage, angered nature by calling lightning. In retaliation for his transgression, his lodge was buried beneath the bolt itself.* – Contributed by @FloodedRealms