Monday, January 29, 2024

#Hexplore24 Week 4, Month 1: The Raven

 The Raven - January

The Process...

        Through a full month of this process, I have encountered quite a lot of fun along the way. There have been well over 200 dice rolls, over 20 PCs generated, and quite the large cemetery forming. With 142 total hexes generated and 22 locations, our adventure has taken us quite the distance, with over 1000 miles of land traveled among the parties. I like to think that I have found quite the balance with my time put into this project and the fun I get out of this. I have discovered the beauty of only playing with one party at a time since I can breeze through most days without needing to double up on my exploration and procedural generations. 

The Party...

        The PCs I have made were simply numbers when I began this on New Year's Day, but by this stage, a few character have stood out as heroes in their own right. I will highlight a few now.

Grayfern, level 3 ranger: Grayfern is from the first wave of PCs made, and he has grown to be quite the leader for the orange party. With a 17 Charisma, and a hefty Strength and Constitution, he's survived many a fight with his blade and bow. Oddly, he's never once tracked anything.

Butten, level 4 bard: Butten is a character of my partner's creation, and she's been a great counterpart to Grayfern, having a 17 Charisma as well, she has not managed to do too much during combat, though a few critical shots with her shortbow have turned the tide of combat. Butten has also done much to make an ally of the dwarves of Castle Lightway, the orange party's current homebase. 

Hukdar, level 3 barbarian: Hukdar is not statistically too impressive, and maybe its my soft spot for Conan style heroes, but Hukdar has managed to survive from day 1, having helped turn the first combat from a TPK to a well earned pile of treasure. Though many think of barbarians as rage-melee characters, he instead has earned his spot as a ranged character with some important support survival abilities.

Dender, level 3 knight: Dender has been a real plot driving member of the group, having hit the first character milestone by being knighted and earning the right to claim land in the name of the Empire of Ayiel. Dender has also been around since day 1, and has fought solely as a melee fighter, following the strict code of a knight, on many occasions having to forego fighting blind or disabled enemies.

While there are plenty of other important characters, I think these 4 stick out as my favorites as of right now. It is also funny to note that there is only one cleric I have had capable of casting spells, and I have yet to have a magic user or illusionist with more than 1 spell. I keep trying to get some sort of caster among one of the two parties, but they have a bad habit of getting killed.

The Plot...

        It seems clear that there's no overarching plot to this whole process, and that's okay. That's the whole thing, you know? But, I like thinking that within the lands I have already tread and explored there ought to be some sort of living, moving, conditions. How could I possibly control the movements of these camps, settlements, potential allies and villains without having a bias? I plan to use the Mythic solo-play oracle system to generate some terms/portents to create some small plots within the land. I had some friends roll up the first 4 of them, and I will interpret these as I go, applying them where relevant and sensible. 
  1. Usurp Suffering
  2. Befriend Hope
  3. Truce Good
  4. Assist the Intellectual
As you can tell, these can be interpreted a few different ways and I think that events in the world can be described through these.

The Future...

        As for the future, I anticipate much of the same. I haven't got any major plans for the future of this project, though I do hope I can connect my two groups and make one super group soon enough. Delving into more dungeons and recovering more loot would certainly be nice, but laying waste to one of the camps (the orcs, or the 290(!!!) kobolds outside of Odjoust) or one of the castles would be great. Honestly, I am quite surprised I have made it this far and frankly, I am impressed with the world I have made thus far; my only hope is that someday a group of my friends might be able to drop into this world.



Day 22 of The Raven

The weather is cold (26’F) and moderately windy. 

The gray party travel to the reeve Keadon Tristle’s home to meet with the Baron Eldare. Dender had explained her bravery in battle and her heroic actions, as well as her diplomatic moves with the locals. The Baron was impressed with these stories and agreed wholeheartedly to knight Dender, as well as offer her permission to establish her own foothold within the wilderness of this land in the name of the Empire of Ayiel. The Baron requested that Dender seek vengeance against the kobolds who have taken Castle Borthwick from the empire. 

The orange party travel south east, encountering a group of 3 traders. The party purchase some rations, torches, and waterskins (10gp). The party continue traveling through the marshes in the area, getting lost, but eventually discovering the Abbey of Fremarsil. The party are welcomed into the Abbey, but are kept within isolated chambers after being told there is something of a scandal currently happening within the abbey of a member selling information of the newly separated abbey to the Empire of Ayiel.

Day 23 of The Raven

The weather is cold (36’F) and with light wind. 

The gray party begin their return to adventuring by traveling to Castle Borthwick, though traveling around the territory to get a better understanding of the terrain. They discover the hills and mountains north of Hazelhedge with no issue, and finding enough food for the entire party along the way. 

The orange party decided to head out and explore further out east. The group have gotten lost numerous times while navigating the marshes, ending up within the mountains east of the abbey of Fremarsil. The party encounter a pair of sasquatch in the mountains and manage to slay them.


Day 24 of The Raven

The weather is especially cold (15’F) with overcast skies.

The gray party travel north of Hazelhedge and discover a large frozen lake. The party discovered the remnants of a road running from the frozen lake to the mountains.

The orange party meandered to the east of Castle Lightway, traveling through the plains, finding no food along the way.

Day 25 of The Raven


The weather is cold (22’F) and cloudy.

The gray party encounter a roving band of wildmen who attack on sight. The party survive without major harm, recovering thousands of coins. The party end their day within Riverhelm. The party pay to stay within the Orc’s Cavern tavern for the evening, spending 50sp. The party gain 5500 xp.

Klodis reaches level 4, gaining 2 HP, +1 Dex, +1 Int, +1 level 2 spell per day

Betrigorn reaches level 3, gaining 6 HP, +1 Wis, +1 Cha, +1 level 1 spell per day, learned Charm Person

The orange party find no food along their mountainous trek headed west back to Castle Lightway. The party encounter a large mound where a trio of giant scorpions aggressively chased them away on horseback.
 
Day 26 of The Raven

The weather is cold (29’F) and snowy.

The gray party leave Riverhelm and head out to explore the region south east of Riverhelm. The party discover a large ledge where a group of giant crows eagerly wait for victims to attack. Luckily they were not interested in the party. Unfortunately, the party get lost in the snow and wind up in the mountains south of Idarsby.

The orange party continue their trek back to Castle Lightway. They discover a road headed in the direction of Castle Lightway, though they find an orcish encampment at the end of this road. They manage to get away without trouble, but they plan on returning with dwarves.

Day 27 of The Raven

The weather is cold (33’F) with overcast skies.

The gray party go off the beaten path from Idarsby to Bridgeroot, treading slowly among the mountains. The party pay to stay at the Crazy Grape tavern in Bridgeroot and stock up on rations, torches, and water, all for 23gp and 50sp.

The orange party head west to Castle Lightway, running into a pair of giant poisonous toads. The party decide not to engage the unsuspecting toads for fear of their poison and reach Castle Lightway, calling for a meeting with castellan Keensong to explain the orc camp on the border. Castellan Keensong does not wish to send his troops out to kill them. The party then stop at the Twelve Pony Pub for the night, purchasing plenty more rations and arrows (50sp 50gp)

Day 28 of The Raven

The weather is cold (24’F) with overcast skies.

The gray party set out east and run into a duo of ogres, which they disposed of with ease. They then trek north, getting lost among the roving fields, finding nothing of value.

The orange party set out south, discovering a giant oil beetle mound, encountering none along the way. The party continue south, traveling through the fields until they encounter a forest.

Day 29 of The Raven

Notes: The weather is cold (24’F) and snowing.

The gray party run into a pack of jackals led by a pair of jackalwere. They kill a few of them and Offlan entangles the others, and they escape without pursuit. They end up lost along their trek to the west.

The orange party explore around Odjoust, discovering a small lake, and an encampment of Kobolds. The party then stop at the Broken Tower tavern, and restock on rations and arrows (50sp and 25gp).

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