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
Wilderness
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.
Overworld
Hex Map And Keys — The Low-Hanging Firmament, unseen above the
earth.
Encounter
Lists for the Wilderness
Encounter
List for the Underworld
Encounter
List for the Overworld
My personal hexcrawling
rules (now on blot rather than a google doc)
Alternative
Class Options
DUNGEONS
original:
The
Sunlit Redoubt
The River
Temple
adapted from others work:
The
Black Manse by Micah Anderson
SETTLEMENTS
on the land:
The Valley
Collaboration
The Thicket
Collaboration
The
Northmost Collaboration
The
Molars of Leviathan
The Bridge
Encampment
Seaside
Devil Village
Fort Cygne
below the earth:
The
City At The Bottom Of The Top Of The Mountain
Megastructure
Mining Town
in the sky:
Transcendentalist
Refugee Village
The
Ghoul-Ship Friþgeard
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
Nightmare
Groves of Runalt
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
BONUS:
Matilde and Miss Marlowe
Part 28:
Days of Rest
Part
29: Now Again I Climb
Part 30:
Holy Water
Part
31: Worlds Dampest Physician
Part
32: Basement Freaks
BONUS:
Some Ongoing Concerns
Part 33:
Workshop
Part 34:
Orb Incident
Part
35: What’s In The Closet
Part 36:
Jellunculus