Landmarks, Clues, and Secrets


I forget what product I was looking at this past year that broke down their hex features into multiple levels. I like this concept a lot so I’m going to use it here. Each hex will have three features:

  • A Landmark: this is the most obvious feature, potentially encountered by chance;
  • Clues: this could be one or more smaller features that point to the existence of the third, hidden feature—
  • A Secret: something almost never discovered through chance— it could be an entrance, a lair, a cache of treasure, or even a clue to some larger truth.

For this adventure, I will be seeding the hexes will initial features. Some will point towards the main action of the adventure and some will point to other things.

Comments

Log in with itch.io to leave a comment.

I did something similar in one of my settings in the past, but I used "Time spent in the Hex" as a way of unlocking deeper levels of detail. Basically, if they establish a camp in a hex and spend a measure of time exploring and defending their camp, they have the ability to uncover secrets and available resources.  If resources are plentiful, the camp grows. Once established and funded, the characters can move on to other goals while the new town continues to operate. 
Its worth noting that the group really didn't do much with this feature. 
I think its a game I would like to play.

That sounds like a cool concept! Time is definitely a great way to uncover things if you’ve got it to spend and/or you’re low on other resources or abilities to spend.