Step Three, Key the dungeon.

    Last post we laid out the floorplan of our dungeon and rolled for room contents, both reposted below. I find keying a dungeon to take the longest time of any step for hex crawl prep, so plan on a few hours to get it ready. Lets start working our way through our key five rooms at a time, keeping in mind this location is an Ancient Temple.

Step Two, The Dungeon

    In my post last week we created the hex map you see here. This week we are going to breakdown creating a dungeon in hex 2,4 with my stocking methods that incorporate some homerules I play with. I use this download GridMapper and will be using it for this walkthrough and explanation.

Clarity Casting

"The power of Christ compels you!" - The Exorcist (1973)

    Originally written as an alternative for Clerics, "Clarity Casting" is a way to replace Vancian casting entirely in OSR style games. The Cleric has a new resource called Clarity equal to 1 for every three Wisdom they have, as per the following table;

Step One, Create the world

    Over the next few weeks I'll give a brief overview on how I prep for a game, starting with a hex map, then the dungeon, and finally populating town. The first step is having a hex map. If you have access to a printer I'd recommend printing one out, they can be found easily online. If you don't have a printer (or ran out of ink) you can easily draw a hex map on lined paper, even index cards, with a simple method described below.

Weather Mechanic

    I spent a long time trying to find a way to randomize weather for my tabletop games. Floating around online is a pretty looking hex flower involving rolling 2d7 and while it's nice, I didn't find the complexity to be worth it. Below are the rules for weather I use, and how to tailor them to your own use.

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