To Build an Undersea Hex
by Senarch from Threshold Magazine issue 32Image: Triton knights
http://pandius.com/Tritons.png
Caption: ‘Triton knights guarding their castle', original digital artwork by Senarch https://www.deviantart.com/senarch/galleryThis 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.
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)
3–190'
6
Kelp forest (L, M, H)
Underwater forests of giant kelp (rich habitat)
49–131'
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
2–5
Resource
Something of value
6–8
Structure
A lone structure of some kind
9–11
Hazard
A danger
12–14
Terrain
A geological or environmental feature
15–17
Ruin
Ruins of various size
18–19
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).
Deep-sea vents releasing black clouds of mineral-rich smoke and drawing in an abundance of sulphur-based life-forms and giant carnivorous tubeworms.
Bioluminescent plants and animals that light up the Abyss. Deep sea creatures use bioluminescence for defence, communication, camouflage, finding food or a mate. Ability to see bioluminescence or not being luminescent may have an impact on surprise in encounters (predators look up at the shadow cast by moving prey, some creatures use luminescence to confuse this. Yet being non-luminescent could have advantages as well).
Gigantic kelp forests that sway and move with the current, making it difficult to navigate and creating a hypnotic effect on swimmers, or an underwater forest of seaweed and kelp that has grown so thick that it creates a dense, tangled maze for swimmers, within which lair many creatures.
A deep-sea lake that is filled with a dense, viscous substance, such as a unique form of algae or bacteria, perhaps hiding slimes and oozes.
A massive underwater sinkhole that creates a whirlpool and pulls objects and creatures into its depths, perhaps into a cave or canyon system.
A layer of underwater fog created by a unique mix of temperature and salinity, making it almost impossible to navigate.
Coastal upwelling zones: areas of nutrient-rich water that can support large populations of fish and other marine life, or underwater canyons that create upwelling currents that bring nutrients to the surface, similarly supporting a diverse array of life. Nutrients bring many fish and predators (including birds and other flyers) for what can seem like huge feasts.
Algae blooms: These large accumulations of algae can create "dead zones" where oxygen levels are depleted, and where many species of marine life cannot survive.
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)
5–6
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.pngRuins (roll 1–4 Taymoran, 5–6 roll on Population table to determine origin)
Will contain, roll 1d6: 1–3 lair, 4–6 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
3–4
Village
1d20 houses around 1d6 buildings
5–7
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
3–4
Seals
Were-seals
Merrow
Merrow
5–6
Dolphin
Dolphin
Aquarendi elf
Aquarendi elf
7–8
Aquarendi elf
Aquarendi elf
Fish
Fish
9–10
Jellyfish
Giant fish
Sea hag
Nixie
11–13
Main local pop.
Main local pop.
Main local pop.
Main local pop.
14–15
Shark
Nixie
Sea horse
Sea horse
16–17
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
3–4
Merrow
Sea troll
Sea troll
Whale
5–6
Aquarendi elf
Ooze/jelly/slime
Giant shrimp
Flame salamander
7–8
Giant fish
Giant worms
Giant worms
Giant worms
9–10
Sea hag
Sea hag
Were-shark
Sea giant
11–13
Main local pop.
Main local pop.
Main local pop.
Main local pop.
14–15
Sea horse
Sharks
Kopru
Kopru
16–17
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
3–4
Undead
Ghoul fish
Ghoul fish
Sharks
5–6
Giant octopus
Giant octopus
Jellyfish
Ghoul fish
7–8
Sharks
Ooze/jelly/slime
Eye of the deep
Skeletons
9–10
Shark-kin
Undead
Devilfish
Undead fish
11–13
Main local pop.
Main local pop.
Main local pop.
Undead
14–15
Sea giant
Sharks
Undead
Zombies
16–17
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
3–4
Alphatia
Warship, small
Shark
5–6
Thyatis
Warship, large
Spider, aquatic
7–8
Karameikos
Galley, large
Devilfish
9–10
Minrothad
Galley, small
Skeletons
11–13
Ierendi
Sail ship, small
Undead
14–15
Five Shires
Sail ship, large
Zombies
16–17
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:
N'thaka (N) Makai Kraken hunter, grizzled, hates krakens following tragedy, wants to kill krakens, high-level fighter, partial to rum and brawling, chews a strange root that makes him red-eyed but alert.
The Oracle of the Abyss (A) 8'-bell sentient jellyfish, bioluminescent, ancient Abyss dweller, delivers accurate future possibilities through telepathic imagery, 120' poisonous tentacles / jellyfish swarm, riddles, collects luminescent items for his cave.
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!
Image: Undersea hex Template and hex
http://pandius.com/UnderseaHexTemplate.jpg
http://pandius.com/UnderseaHexTemplate.docx