The map is what will allow the players to define where they want to adventure. This campaign is driven by the players not the GM. Gm’s will state when they have open times for play, but it will be the players who form a group, decide where to go, and then ask the GM for a play slot.
All adventures will start in Region 82A – Elmhearth. The further away you get, the more dangerous it will become. Each minihex is 36 miles which is two days of travel with no distractions. An Uberhex is 4 days across ( 72 miles).
The Players control the Map.
Important Map Points
- The players are the ones who will update the map with the locations of encounters, dungeons, etc.
- This can be done in a image editor, in google slides, or an online source like https://www.resourcemapmaker.com/M/?m=208. These player maps can also be uploaded and included in the Fantasy Grounds The Road West campaign for in game reference.
- The map is unreliable.
- The adventurers may think a dungeon is in a certain hex, in a certain region, but they are adventuring in a wilderness, with out the benefit of overhead views for cartography. Map making is a little less exacting.
- The SG will not abuse this. This is just to give some leeway to adventures and design. We won’t move a dungeon halfway across the map.
- Food and water matters.
- Treasure Weight is important.
- A statue of Tanthias may fetch a hefty price from the markets of Uthgard, but how will the players get it back to Elmhearth over rugged terrain?
- Satellite bases can be built, as well as roads, but this will take time, protection, and money. This will make it easier to transport findings, but will also add to other adventures.