Posts Tagged ‘ Sandbox Generator ’

Bayou of Feathers 3

Since the settlement of refugees in the Bayou of Feathers needs a name and other information, I put off adding more detail to the region’s hexes and turn to page 27 in Atelier Clandestin‘s Sandbox Generator.

(Nota Bene: That product link is still an affiliate link. If you click and purchase, I get a small bit of pocket change.)

The refugees live in a hamlet, the smallest settlement type. I roll 1d30 to determine the pattern for the hamlet’s name, getting a 12. The name pattern is “D-by-sea”, where D is the component table on which I roll next, which means roll 1d24. I do, and I get a 20.

The refugees’ hamlet is Unvary-by-sea, but since they’re not by a sea, I tweak it a bit to Unvary-by-Water. Since I’ve said that Unvary-by-Water occupies “a few clustered islands”, I’ll also roll 1d3+2 to determine the number of islands. Unvary-by-Water is divided between four small islands.

Next I turn to the section on hamlets. I roll 1d12 for the main building, 1d3 for layout, 2d6 for disposition, and 1d6 for a secret, doing so for each of the four islands. The results are as follows:

Island One: 12, 3, 7, 1
Island Two: 9, 2, 5, 5
Island Three: 2, 3, 9, 2
Island Four: 4, 3, 4, 6

This means:

Island One has a watchtower. The layout is a row. The residents’ disposition is neutral, and they are secretly cannibals.

Island Two has a tavern. The layout is round. The residents’ disposition is neutral, and they are secretly lycanthropes or vampires.

Island Three has a chapel. The layout is a row. The residents’ disposition is welcoming, and they are secretly cultists.

Island Four has a manor. The layout is a row. The residents’ disposition is hostile, and they are secretly murderers.

Since all four islands are really the same community, these results call for some interpretation. In general, the residents of Unvary-by-Water are neutral toward visitors. I’ve overlap between cannibal, lycanthrope or vampire, and murder. I don’t like the vampires choice, which leaves lycanthropes. But what kind of lycanthrope? Since they’ve relocated to a marsh, the obvious-to-me choice is the alligator. So, the community of refugees turn out to be a cult of were-alligators who fled into the Bayou of Feathers so that they could both practice the rituals of their alligator cult and occasionally devour travelers in relative peace.

Well, I did not expect the refugee community to end up like that!

This is the great virtue of relying on a combination of random tables and GM fiat. The tables suggest combinations of traits that I doubt I would have come up with on my own. This makes the unfolding hexcrawl world both a surprise to GM and player alike.

June 12th, 2025  in RPG No Comments »

Bayou of Feathers 2

If you don’t have Atelier Clandestin‘s Sandbox Generator, you ought to check it out. I purchased the PDF and printed it, hole-punching the pages to fit in a three-brad folder. I used Sandbox Generator (SG hereafter) with my groups of student players last school year, and it was great fun for them and me.

(Nota Bene: The product link in the previous paragraph is an affiliate link. If you click and purchase, I get a small bit of pocket change.)

The centerpiece of SG is the hex map. With my students, I used the pictured hex map. Seven clusters of 19 hexes each make up the map, and each hex is two miles across. A section of the map template I used with my student groups can be seen right to the right. There are six clusters of hexes surrounding the 19 hexes of the center cluster.

The first step for a cluster? Determining the biome for each 2-mile hex. SG‘s biomes are determined by first rolling 1d10 for the starting hex. After this, I roll 1d10 on the “Next hexes” chart, which yields a 50% chance of repeating the previous hex’s biome.

For example:

The table above shows the unedited results of 19d10 rolls. Most of the region is grassland surrounding a stretch of forest that starts in the center hex and extends to the north and northwest. There are more forests and some mountains in the southwest as well as hills in the west.

Linking this to my previous post about the Bayou of Feathers, the lack of marshlands becomes noticeable. This isn’t a problem. I can edit the biomes as I see fit. I change hexes 6 and 16 to marsh, sandwiching the biome between the mountains and the hills in hexes 15 and 17, respectively. Thus:

This puts last post’s community of refugees somewhere within about 21 square miles of marshland situated in the southwest of the center cluster of hexes on my sandbox map.

In the next post in this Bayou of Feathers series, I’ll randomly generator features for 18 of the 19 hexes in the center cluster. Either hex 6 or 16 will be location of the refugee community, which really does need a name.

June 11th, 2025  in RPG No Comments »