Friday, October 3, 2025

Riverboat Gambler: Keyed Map


No more fiction. What happens next will be decided by the actions of the players.
 
I threw out the Send a Gunboat river generator and drew a sinuous river with tributaries leading to keyed locations, then studded the main channel with villages and keyed locations from the Settlement Gazetteer. My first draft had too much content spread over stretches of desert that there was no reason to explore. I compromised on my vision of vast empty wasteland studded with occasional tombs to create something more dense with content.
 
The area in the top right is the delta, leading out to the sea. It's not playable (picked clean by prior generations of explorers) but if you need to generate adventures there try the Monsters of the Necropolis River Delta from Shuttered Room.
 
The formation enclosed by the circle below the Grange Bank is the pastry mesa, a raised tableland encircled by two channels of the Hog.
 
The line that sections off the bottom of the map is a cliff. The terrain south of that line is the High Plain. 
 

KEY
Some key entries are tied to rock formations which are visible at a distance, though the associated dungeon is only visible on close investigation.

4.38 Baradye The Blue and Red Dwarves on a chalk sphinx hoodoo VISIBLE AT A DISTANCE
7.74 Shrine of Sanctification. Barrier cliffs of red granite VISIBLE AT A DISTANCE 
8.13 Desiccated Village 
8.18 Potion Addict and cliffs with Barbican of the Blaster Caster. Mastaba VISIBLE AT A DISTANCE
13.59 Oh Gap (swift flowing but safe passage to the high plain by boat)
15.57 Yellow Cliffs. VISIBLE AT A DISTANCE but pirate hideout is not
17.22 Village of Indentures growing cash crops, hiding from undead in bunker
20.07 Village of Hogmen growing edible crops on consecrated ground
26.38 Widow's Grove on banded sandstone mesa VISIBLE AT A DISTANCE
27.53 Salt Sanctuary 
28.14 Deserted Oasis 
31.24 Village of Sharecroppers growing edible crops on bedrock bedrock
32.74 Dent in the Shield on black basalt shield volcano VISIBLE AT A DISTANCE
33.21 Convicts growing mandrake with canals
36.11 Oil Field
36.44 Bat King
38.21 Flooded Forge nestled in porphyry scablands VISIBLE AT A DISTANCE.
38.47 Village of Homesteaders raising animals protected by canals
39.35 Village of Adventurers growing food protected by Daylight spell VISIBLE AT A DISTANCE
39.56 Marsh on Mogart's Creek with mastaba VISIBLE AT A DISTANCE
39.69 Pleasure Dome VISIBLE AT A DISTANCE
44.16 Pharos VISIBLE AT A DISTANCE
48.36 Charioteer 
53.65 Cave of Birds (a high cave with birds that undead can't get to)
56.39 Homesteaders growing cash crops protected by canals
63.16 Cerebro Cerebro Cerebro
 
Here's a version of the map with only the terrain features and known settlements.
 

These maps were made using the last release of Hexographer before they released Worldographer. It's clunky as hell but it's not browser based and it has a good onion skin feature for tracing over a paper map.

3 comments:

  1. Quality stuff. Good to finally see it all come together.

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  2. Very nice! Though curious what scale each of the hexes is meant to be roughly? Is it 6 mile hexes? 12? Regardless I do like the setting/encounters/dungeons present here and might borrow them for one of my own games in the future.

    Thank you for all your work, and I have enjoyed reading/seeing Riverboat gambler get fleshed out. Hoping to continue to see more content of it possibly!

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    Replies
    1. Using Mythic Bastionland as an example I am treating each hex as a "hecksleague", a unit of distance in-world. Given that there are twelve phases in a day and you can cross a hex in one phase, a six mile hex is a good estimate of how far a normal person can walk in two hours. I keep this number in my back pocket for cases where the OSE spell list or other mechanics give precise measurements that might be relevant, but so far it hasn't come up.

      Glad you're enjoying the series. Let me know if you ever run it!

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