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To Build an Undersea Hex

by Senarch from Threshold Magazine issue 32


Image: Triton knights
http://pandius.com/Tritons.png
Caption:
‘Triton knights guarding their castle', original digital artwork by Senarch https://www.deviantart.com/senarch/gallery

This article offers a set of random tables and process for creating an Undersea hex, for sandbox and hex crawl design. It is inspired by the excellent OSE supplements Filling in the Blanks by Todd Leback1 and Aquatic Adventures by Kepr and Lothamer2, which are both recommended for adding more depth to your sunlit waters. We play BECMI/OSE at my table, in line with the Gazetteers, so while this is system neutral, it errs in that direction.


One of the aspects of the game I personally enjoy as a DM is improvising from random tables and using random tables to spice up my games. It keeps me on my toes, forces imagination, and can be a lot of fun. Similarly, when creating a living world for the stories to take place in, with hex crawls and emergent storylines, I find my imagination is aided by random tables.


Note that this is tailored to Undersea and might need some modification to work with the other seas of Mystara. PC3 The Sea People uses 8-mile hexes, which is big. Undersea is a shallow, busy, thriving place, and I am working here on the assumption that underwater population density will be roughly analogous to overland (except in the Abyss, which should be dark, cold, and scary, not to mention the pressure).

I provide a hex template at the end of the article, as well as an example hex “Old Mariner’s Bluff.” I picked a 6-mile hex, but it should be relatively easy to adjust to a 3-, 5- or 8-mile hex.


  1. Name your area and note the scale you are using and the area location


2) Roll or choose a dominant environment and depth for your UNDERSEA hex

Bear in mind that Undersea is very shallow, mostly less than 200 feet or 60m. Sunlight goes to 656 ft, so we can assume that as we get further south and closer to the Terraces, the depth drops, and some deeper blue areas of the PC3 map will be between 200 and 656 ft.

Each habitat tends to have its own flora and fauna, though some are richer than others.


d12

Description

Depth

1

Coastal shallows

Limited depth where terrain affects the waves

<100'

2

Coral reefs and atolls

Living coral formations (rich habitat)

<230'

3

Sand plains

Mostly flat sandy seabed

<656'

4

Rock plains

Mostly flat rocky seabed

<656'

5

Sea grass

Underwater meadows (rich habitat)

3190'

6

Kelp forest (L, M, H)

Underwater forests of giant kelp (rich habitat)

49131'

7

Submerged broken lands

Rock formations and caves

<656'

8

Submerged mountains

Mountains reaching towards the surface

<656'

9

Submerged volcanoes

Warmth and hydrothermal vents (rich habitat)

<656'

10

Terraces and Twilight

Underwater terraced cliffs, half light

<1000'

11

Trench

Deep depressions in the ocean floor

>10000'

12

Abyss

Utter darkness, cold and high pressure

>30000'


3) Roll or choose the main local population and population density

Population density refers to the number of intelligent creatures in the hex and will affect settlements and lairs. 1 – Abandoned, 2 – Wild, 3 – Settled, 4 – Urban.

Optional: roll or choose secondary populations (or roll for each settlement in stage 4).


Whatever the population or number of populations, give each 1d4 competing factions (e.g., ruling house, nobles, merchants, crime syndicates, hunters, army, and so on) to add flavour and sources of drama and conflict. Note that if the area is coastal, then surface-dwelling populations along the shore will most likely be a given.


2d6

Notes

2

Pirates and surface dwellers

Surface settlement, sailing through, depth explorers

3

Sea giants

Twilight / Depth dwellers >500'

4

Sea elves

Live in hidden coral reef and atoll cities

5

Shark-kin

Semi-nomadic (see nomad settlement table)

6

Merrow

Nomadic (see nomad settlement table)

7

Triton

Live in coral castles and cities

8

Kna

Semi-nomadic (see nomad settlement table)

9

Nixies

Live hidden in coral reefs and crevasses

10

Kopru

Prefer volcanic areas

11

Devilfish

Depth dwellers >700'

12

Other or rare

e.g., sahuagin if used


4) Choose or roll for settlements, lairs, and other features


Each hex has several features depending on population density.


Abandoned: 1d3-1 settlements, 1d4+2 monster lairs, 1d8 features

Wild: 1d3 settlements, 1d4+2 monster lairs, 1d8 features

Settled: 1d6 settlements, 1d6 monster lairs, 1d6 features

Urban: 1d8 settlements, 1d4 monster lairs, 1d6 features



Population Density

Settlements

Monster lairs

Features

Abandoned

1d3-1

1d4+2

1d8

Wild

1d3

1d4 +2

1d8

Settled

1d6

1d6

1d6

Urban

1d8

1d4

1d6



Roll or choose the settlement and features (I provide examples but leave the detail of the features to your imagination). Lairs will usually be part of a feature.


Some populations are sedentary, others nomadic. I have marked the kna as semi-nomadic (they return to the Deepwater Pool), and the shark-kin also (since they usually have an island which they return to, to choose their leaders). If a nomadic population is migrating or travelling through a hex, choose an entry and an exit point.


Sedentary Settlement table


Nomadic Settlement table


2d4

2

Ruin / abandoned

3

Dwelling

4

Hamlet

5

Village

6

Castle

7

Town

8

City

2d4

2

Abandoned camp

3

Supplies cache

4

Refuge

5

Migrating/travelling through

6

Camp

7

Market camp

8

Tribal gathering


Image: Kna
http://pandius.com/Kna011.png
Caption: ‘What yuu say bout our wares, hoooman? -
Original digital artwork by Senarch https://www.deviantart.com/senarch/gallery


Features Table


d20

1

No feature

The sea is empty

25

Resource

Something of value

68

Structure

A lone structure of some kind

911

Hazard

A danger

1214

Terrain

A geological or environmental feature

1517

Ruin

Ruins of various size

1819

Sign

The signs of a possible encounter in the region

20

Magic

A magical hazard or feature


All the tables below could themselves have sub-tables (e.g., Which a supplement like “Filling in the blanks” mentioned earlier, or to an extent the 5e DMG, provide). I leave those details to your imagination though. Here are a few ocean-related feature examples though, often where one feature implies or ties together others (examples mostly extrapolated from the Blue planet television series).



Resources Table

Useful stuff for hunting, foraging, and mining.


Ò

1

Metal nodules

2

Oyster field

3

Seahorse feeding ground

4

Fish and sea life (domesticated)

56

Fish and sea life (wild)

7

Mineral (natural)

8

Mineral (mined)

9

Vegetable (farmed)

10

Vegetable (wild)


Structures Table

Inhabited structures or signs of inhabitation, past or present.

d8


Hazards Table

d8


1

Battle ground

Sacred, cursed, carrion eaters, undead

2

Geological

Quicksand, collapses, sinkholes, vents, whirlpools, gas, cold, hot

3

Flora

Poisonous, dangerous, carnivorous, magical

4

Monstrous

Large sea monster passing through

5

Weather

Surface weather events affect the depth (e.g., sinking ship, nutrient clouds moved by rough seas)

6

Fauna

Crazed, rabid, diseased, acting unusually

7

Magical/Unusual

Ambush, magic storm, disease, gas, general weirdness

8

Dead zone

The water here is unbreathable (except by magic)

Dangerous areas and their causes.



Terrain Table

Geological features.

d8


1–2

Caves or mines

From single chamber to large complex

3

Change in elevation

Seabed drops one or more depth levels

4–5

Change in dominant environment

Roll again on the environment table

6-7

Rock formations

Unusual formations, carved, magical

8

Change in the water

Temperature, salinity, breathability, visibility


Image and Caption: ‘Taymoran ruin - Done by Midjourney at Senarch's prompting'
http://pandius.com/sunken1.png

Ruins (roll 14 Taymoran, 56 roll on Population table to determine origin)

Will contain, roll 1d6: 13 lair, 46 dungeon (roll 1d10 for number of levels/difficulty).

Taymoran ruins are arranged around one or more central conical towers of varying sizes.

Shipwrecks: see 7) below.

d10


1

Single dwelling or structure

House, tower, building

2

Hamlet

1d6 houses or structures

34

Village

1d20 houses around 1d6 buildings

57

Shipwreck(s)

1 or 2/6 chance of d6 d10 d12 d20 (roll 1d4)

8

Castle (+1 dungeon level)

Single structure

9

Town (+2 dungeon levels)

1d100 houses and 1d20 large buildings

10

City (+3 dungeon levels)

3d100 houses and 2d20 large buildings

Note that most ruined houses and buildings will just be structural walls around empty space.


Signs


Roll on the encounter table you are using and foreshadow the possible encounter with signs of the creature or creatures.


Magic Table

Weird or dangerous magical effects.

d6


1

Space and time distortion

Things get odd around here

2

Magical fauna

Unusual or sentient magical animals

3

Magical flora

Unusual or sentient magical plants

4

Magical terrain, breathable water

The stone, sand, or water is magical

5

Magical structure or affected settlement

Village under a spell, magical statue…

6

Ley lines and strange fields

Ley lines, anti-magic, wild magic


5) Placing your settlements and features, adding lairs


Place your settlements and features as you wish on your hex map. Add lairs by attaching them to appropriate features.


Image and Caption: ‘Merrow refuge - Original digital artwork by Senarch'
http://pandius.com/MerrowRefuge.png


6) Using encounter tables for encounters and lairs


I tried to make these tables system- and edition-neutral. The problem with that is that they are a little limited and repetitive. I would recommend swapping out monsters depending on the edition you use to add variety or use monsters from supplements like Aquatic Adventures mentioned earlier, or from THRESHOLD magazine!

The tables on the Hex template are blank so that you can tailor your hex areas to your taste.


Encounter Tables


d20 Coastal

Coral

Plains

Seagrass

1

Dragon turtle

Seals

Killer whale

Were-shark

2

Giant crab

Eels

Whale

Eels

34

Seals

Were-seals

Merrow

Merrow

56

Dolphin

Dolphin

Aquarendi elf

Aquarendi elf

78

Aquarendi elf

Aquarendi elf

Fish

Fish

910

Jellyfish

Giant fish

Sea hag

Nixie

1113

Main local pop.

Main local pop.

Main local pop.

Main local pop.

1415

Shark

Nixie

Sea horse

Sea horse

1617

Giant fish

Ooze/jelly/slime

Shark

Shark

18

Merrow

Triton

Triton

Triton

19

Sea serpent

Sea turtles

Kna

Kna

20

Killer whale

Giant octopus

Spider, aquatic

Sea serpent

d20 Kelp Forest

Broken lands

Mountains

Volcanoes

1

Dolphin

Giant octopus

Dragon, aquatic

Dragon, aquatic

2

Eels

Giant crab

Giant crab

Spider, aquatic

34

Merrow

Sea troll

Sea troll

Whale

56

Aquarendi elf

Ooze/jelly/slime

Giant shrimp

Flame salamander

78

Giant fish

Giant worms

Giant worms

Giant worms

910

Sea hag

Sea hag

Were-shark

Sea giant

1113

Main local pop.

Main local pop.

Main local pop.

Main local pop.

1415

Sea horse

Sharks

Kopru

Kopru

1617

Sharks

Shark-kin

Were-shark

Devilfish

18

Triton

Undead

Sea hydra

Giant crab

19

Kna

Were-shark

Eye of the deep

Black ooze

20

Spider, aquatic

Spider, aquatic

Giant squid

Eye of the deep

d20 Terrace

Trench

Abyss

Ruins

1

Sea hydra

Sea serpent

Behemoth

Giant crab

2

Triton

Sea snakes

Ooze/pudding

Sea troll

34

Undead

Ghoul fish

Ghoul fish

Sharks

56

Giant octopus

Giant octopus

Jellyfish

Ghoul fish

78

Sharks

Ooze/jelly/slime

Eye of the deep

Skeletons

910

Shark-kin

Undead

Devilfish

Undead fish

1113

Main local pop.

Main local pop.

Main local pop.

Undead

1415

Sea giant

Sharks

Undead

Zombies

1617

Giant fish

Sea hydra

Sea serpent

Devilfish

18

Jellyfish

Giant fish

Dragon turtle

Sea serpents

19

Manta rays

Manta rays

Whale

Giant octopus

20

Whale

Sea giants

Giant squid

Giant squid


7) Shipwrecks

Roll d6, on 1-2 the ship was a pirate ship. Then roll 3d20.


d20 Origin

Type

Encounter

1

Sind

Canoe

Giant crab

2

Ylaruam

Lifeboat

Sea troll

34

Alphatia

Warship, small

Shark

56

Thyatis

Warship, large

Spider, aquatic

78

Karameikos

Galley, large

Devilfish

910

Minrothad

Galley, small

Skeletons

1113

Ierendi

Sail ship, small

Undead

1415

Five Shires

Sail ship, large

Zombies

1617

Darokin

Troop transport

Spider, aquatic

18

Northern Reaches

Longship

Sea serpent

19

Atruaghin

Raft

Giant octopus

20

Other

Sailing boat

Were-seals, were-sharks


Completing your area


Once you have set all features, settlements, and lairs, including population and monsters, you will have a pretty good idea of the feel of your hex, and probably the elements of a story to tie it together. The following text and tables are just idea seeds, to be used by the hurried DM if needed.


8) NPCs


Rather than provide an Undersea NPC table that would be far too generic to be much use or fun, here are a few suggested design principles.


When fleshing out your hex, focus on the following key roles:

Allies: These are usually urban centre leaders, patrons, henchpersons, guides, or information sources. This can include lair inhabitants.

Enemies: Either persons in inhabited areas, or intelligent monsters in lairs, either way they have an agenda potentially pitting them against the PCs.

Neutral: Any of the above, but PCs actions, or some kind of bargain or task, can flip these between ally and adversary. Many merchants and artisans might sit here (who are the top three of each, and what are they famous for?).


I personally like this simple shorthand for an NPC when brainstorming (not all are needed):

Name (Ally/Enemy/N) role, appearance, story, goal, strength, weakness, quirk.


Examples:



9) Local flavour


What are some elements of the hex that make it unique? Most of this will derive from the features, but you can layer in added detail. This could be many things, ranging from:


d10

1

Food or clothing customs.

2

Unusual or unique festivals, social or religious events.

3

Accents and body language quirks.

4

Social or religious rules and taboos.

5

Flora or fauna unique to the hex.

6

Currents, travel lanes and other water effects.

7

Named geological and terrain features (and whether sacred, forbidden, pilgrimage or leisure location and so on).

8

Architectural quirks.

9

Famed resources or crafts produced here.

10

Reputational and faction effects.


9) Adventure seeds


The “main quests” will most likely follow from the interplay of settlements, features, lairs and factions and NPCs, but here are a few quickfire ideas to get you started, or for “side quests”. These are pretty generic, but then I find that even an irritating dice roll result is often enough to trigger an idea…


d20

1

Oh look, a fetch and carry quest (message, goods or items, or person(s)).

2

Undersea pest removal, or maybe something is emerging from a ruin…

3

Open conflict is brewing between two factions.

4

Raiding, or protecting, a nomadic group passing through.

5

Pilgrimage to a holy place for an answer, blessing, or other boon.

6

Spying on one faction for another, running political interference, or thuggery.

7

Exploration and mapping a ruin or area for a patron or a domain.

8

Hunting expedition, open or specific to a monster-lair, for trophies.

9

Protecting settlements from raiders or attacking encroaching hostiles.

10

Treasure hunting in ruins or shipwrecks.

11

Dealing with bothersome surface dwellers (pirates, navy, merchants, polluters).

12

An embassy arrives, or the PCs are asked to serve there as.

13

A named monster must be eliminated, and its lair cleared.

14

A merchant has bought a disused coral castle but… Oh, you know the drill…

15

A daring rescue, kidnapping, or assassination must be attempted.

16

A magical item must be recovered or stolen.

17

A dangerous ruin must be cleared for x faction or patron.

18

A behemoth or other sea monstrosity has been sighted. Maybe it ate a village.

19

A panic involving were-folk occurs.

20

The Devilfish are up to no good. Again.



10) Conclusion


It would of course be possible to provide far more tables, and sub-tables for the tables, however I hope this is enough to kickstart your imagination when designing Undersea areas. Happy creating!



Undersea Hex Template

Image: Undersea hex Template and hex

http://pandius.com/UnderseaHexTemplate.jpg

http://pandius.com/UnderseaHexTemplate.docx

http://pandius.com/Hex.jpg



1https://www.thirdkingdomgames.com/product-page/filling-in-the-blanks-pdf

2https://knightowlpublishing.com/product/aquatic-adventures-collectors-set/