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A Breeze Amongst The Thickets: A TNU Hexcrawl Campaign

This page is a work in progress and will be updated repeatedly to serve as the central repository of links to writing of and about my hexcrawl campaign.

The Nightmares Underneath by Johnstone Metzger can be found here. There is also a free version up on dtrpg. You could reasonably run this campaign in any other system too, but when I write statblocks and reference specific rules mechanisms, this is the game I am doing so for unless otherwise specified.
I extensively use the monster stat from the TNU bestiary on Johnstone Metzger’s Patreon, and from Only Monsters Here.


PRIMARY GAME CONTENT
Overworld Hex Map And Keys — The Big One, itself a table of contents for individual hex entries.
Underworld Hex Map And Keys — The Gardens Below, in all their splendor.
Over-Overworld Hex Map And Keys — The Low-Hanging Firmament, unseen above the earth.
Encounter Lists for the Overworld Wilderness
Encounter List for the Underworld Wilderness
Encounter List for the Over-Overworld Wilderness
My personal hexcrawling rules (now on blot rather than a google doc)
Alternative Class Options

DUNGEONS
The Sunlit Redoubt
The River Temple

SETTLEMENTS
The Valley Collaboration
The Thicket Collaboration
The Northmost Collaboration
The Molars of Leviathan
The Bridge Encampment
Seaside Devil Village

SETTING MATERIAL
Catage, the Walled City-State
The Gardens Below
Hare House
The Horseman
The Intruder
King’s Dogs
MURAENIDAE
Occult-Futurist Helmets
Riccamino
The Witch-Faith in Catage

BACKGROUND MATERIAL
An initial conception of the campaign, the ideas from which have been refined or congealed into what I write and run.
An Appendix of Influences on the Thickets Campaign

MY HOME GAME PLAY REPORTS
Part 1: Catching Up On Past Sessions
Part 2: Traveling To A Tower
Part 3: The Sunlit Redoubt
BONUS: Map Records
Part 4: Wasps, Moths, and the Consequences Thereof
Part 5: Books
Part 6: Bartering and Bargaining
Part 7: Plotting a New Course
Part 8: Patience
Part 9: Cleo
Part 10: Smugglers
BONUS: Almuund and the Mountain
Part 11: A Small Reunion
Part 12: Legitimate Salvage
Part 13: Transportation
BONUS: Scouts
Part 14: Resentment
Part 15: The Printing Press
Part 15 BONUS: Almuund’s Dilemmas
Part 15 BONUS 2: Parzival Must Die
Part 16: Some Time Passes
Part 17: Kites in the North Wind
Part 18: More Kite Developments
Part 19: Horse Execution
Part 20: The Throwing of Runalt
Part 21: Lizard King
Part 22: Recovering
Part 23: A Farewell and A Scheme
Part 24: River Crossing
BONUS: The Occult-Futurist War Effort
Part 25: Market Plazas
Part 26: Snake
Part 27: The Embassy