Devlog #3 -- The Lonely Procedure of Lune
For the Lune hexcrawl, I used Luke Gearing’s Hexfill Procedure for Wolves Upon the Coast, but with tweaks made to adjust it from “medieval Europe” to “colonized moon”. I found this method of scaffolding extremely satisfying, and feels like a major speed boost in the process of building out a setting.
The changes I made to Luke’s procedure were intended to reflect the barren, hardy surface of Lune. So, I made it more likely for a hex to be empty, and reduced settlement populations. I also opted to place monster lairs by hand, to control their quantity and proximity to settlements. And of course, I changed magic things to outer space things.
Finally, I modified the Hoard Classes and Trade Goods from Luke’s &&&&&&&&& Treasure to create ones suitable for Lune. The numbers are still debatable, as I haven’t used this is actually generate any hoards yet. But the structure of Hoard Classes feels logical to me, and I was unsettled by the void of Trade Goods in Monolith. I was similarly unsettled by the vagueness of “Credits” (which is not Monolith’s fault, this is true of most sci-fi games), and being inspired by the Coins in &&&&&&&&& Treasure, I wrote d5 Physical Forms of Credit.
I hope you enjoy this low-effort ripoff of Luke Gearing’s excellent work.
Lune Hexfill Procedure
Per hex, roll a d6. Place monster lairs by hand.
d6 | Hex Contents |
---|---|
1-4 | Nothing |
5 | Settlement |
6 | Weird |
Settlement
Roll a d6 to determine Size and Population.
d6 | Size | Population |
---|---|---|
1-3 | Village | d10 |
4-5 | Work Site | d6*10 |
6 | Outpost | 3d6 |
Notes
Roll a d6 to determine the nature of the Settlement.
d6 | Notes |
---|---|
1-3 | Relationship to nearby hex. |
4 | A boon or ally. |
5 | Hostile. |
6 | Roll again & once on Weird |
Weird
Roll a d10 to determine the nature of the Weird in the hex.
d10 | Weirdness |
---|---|
1 | Geography. |
2 | High Tech Component. |
3 | Strange Merchant. |
4 | Strange Tutor. |
5 | Strange Ally. |
6 | Flora/Fauna Behaviour. |
7 | Clue to Nearby Hex. |
8 | Ancient Alien Location. |
9 | Treasure. |
0 | Roll twice and combine. |
Treasure
Pirates covers "normal" hoards and those found in Lune's dusty no-mans-lands. Pirates I is a local gang, Pirates III is a system-wide facilitator.
Farms are both active and ruined sites of resource extraction. Farm I is a family farm, Farm V is an operation that sustains thousands of lives on Lune.
Ruins are historical sites, often of scientific or spiritual significance. Ruin I is decaying infrastructure, Ruin III is a legendary location.
Alien covers hoards generated by those originating outside humanity's understanding. Alien I is a tall grey, Alien IV is a black hole hyper-dragon.
A Mythic hoard is ancient treasure, a corporation's vault, etc - the campaign-defining haul.
Treasure Type | # | Credits (C) | Trade Goods | Artifacts | Maps | High Tech |
---|---|---|---|---|---|---|
Pirates | I | 2d6*10C | 1d10*100C | 20%:1 | 20%:1 | 1%:1 |
II | 2d6*100C | 2d10*100C | 40%:1 | 20%:1 | 5%:1 | |
III | 6d6*100C | 4d10*100C | Nil | Nil | 20%:1d4 | |
Farms | I | 1d8*10C | Nil | Nil | Nil | Nil |
II | 1d10*100C | Nil | 50%:1 | Nil | Nil | |
III | 1d12*100C | 1d4*100C | 70%:1 | Nil | 10%:1 | |
IV | 2d6*100C | 1d8*100C | 1 | 30%:1 | 50%:1d4 | |
V | 2d10*1000C | 1d4*1000C | 1 | 50%:1 | 1d6 | |
Ruins | I | 1d4*200C | Nil | 1 | Nil | Nil |
II | 1d6*300C | 1d4*100C | 2 | Nil | 10%:1 | |
III | 1d10*1000C | 1d10*1000C | 3 | Nil | 50%:1d4 | |
Alien | I | Nil | 1d6*100C | 20%:1 | 20%:1 | 1 |
II | 1d6*100C | 1d8*100C | 30%:1 | 40%:1 | 1d4 | |
III | 1d8*200C | 1d10*100C | 40%:1 | 1 | 1d6 | |
IV | 1d4*1000C | 1d10*100C | 1 | 1d4 | 2d8 | |
Mythic | 5d10*1000C | 5d10*1000C | 1d4 | 1d6 | 2d10 |
Trade Goods
If indicated in a hoard, 1d4 types of trade goods are present. Divide the amount required by the per-item value to get how many of each are present. Values are average. Quality varies across instances of an item: a single precious stone may make up half the rolled value. Distance from origin increases value - double prices for each system jump to the nearest source.
1d100 | Trade Good | Value | Complications |
---|---|---|---|
1 | Alien ceramics | 75C per vase | Proscribed, delicate. |
2-3 | Drugs | 40C per dose | Proscribed, spoils, pungent. |
4-5 | Alcohol | 15C per bottle | Proscribed, delicate. |
6 | Trip chips | 250C per chip | Proscribed, ruined by EMP. |
7-8 | Scripture | 50C per document | Proscribed, delicate. |
9 | Water from Earth | 50C per vial | Proscribed, delicate. |
10 | Soil from Earth | 75C per bucket | Proscribed. |
11 | Robot brains | 500C per brain | Proscribed, ruined by EMP. |
12 | Live animals | 100C per animal | Proscribed, bulky, pungent. |
13-15 | Small arms | As weapon | Proscribed. |
16-18 | Body armor | As armor | Proscribed. |
19-20 | High-end clothing | 80C per garment | Delicate, bulky. |
21-25 | Work clothing | 15C per garment | Bulky. |
26-28 | Standard ammunition | 50C per bandolier | |
29-30 | Specialty ammunition | 200C per bandolier | |
31-35 | Starship fuel | 200C per tank | Bulky. |
36-37 | Uranium ingots | 100C per ingot | |
38-39 | Moonrocks | 50C per moonrock | |
40-41 | Iron ingots | 25C per ingot | |
42-43 | Helium-3 | 45C per tank | |
44 | Lithium hydroxide | 200C per crate | |
45-46 | Silica | 30C per crate | Delicate. |
47-48 | Nanocarbon thread | 50C per spool | |
49-50 | Encyclopedic databank | 50C per databank | Delicate, ruined by EMP. |
51-52 | Engineering tools | 100C per tool | |
53-55 | Gemstones | 50C per item | |
56-57 | Jewelry | 100C per item | |
58-59 | Incense | 50C per pouch | Delicate, pungent. |
60 | Perfumes | 100C per bottle | Delicate, pungent. |
61-63 | Ambergris | 150C per vial | Extremely pungent. |
64 | Textiles | 50C per bale | Delicate. |
65 | Goose down | 50C per sack | Absorbs smells. |
66-67 | Sheep wool | 50C per bale | Bulky, pungent. |
68-69 | Exomammal pelts | 70C per hide | Bulky. |
70-71 | Salt | 100C per block | Ruined by moisture. |
72-73 | Saplings | 100C per sapling | Delicate, needs sun & water. |
74-77 | Crop seeds | 140C per crate | Delicate. |
78-79 | Ornamental seeds | 80C per crate | Delicate. |
80 | Honey | 150C per jar | Delicate, sticky. |
81-82 | Cheese | 35C per wheel | Pungent. |
83-84 | Powdered spices | 80C per pouch | Delicate, pungent. |
85 | Raw Meat (butchered) | 40C per ration | Spoils. |
86-90 | Raw Meat (vat-grown) | 15C per ration | |
91-93 | Raw Fruit/Vegetables | 15C per ration | Spoils, may bruise. |
94-96 | Nutrient paste | 5C per ration | |
97-00 | Potable water | 100C per tank |
Credits
"Credits" are a theoretical framework facilitating exchange throughout human space. Under normal conditions, credits are stored in bank accounts or otherwise recorded by creditors. When debtors live outside the law or things begin to fall apart, credits are hoarded in physical objects.
Credits discovered in hoards tie to the time of their origin. Hoards which are found were never claimed by their originator.
d5 | Physical forms of credit |
---|---|
1 | Digital thumb drives. Cold storage of digital currency recognized by many corporations. Extremely common in corporate stations and long-settled planets. If a drive is encrypted, extracting the currency requires a password, a hack, or a way to convince the manufacturer's customer service that you're really, really supposed to have it. |
2 | Printed bills and/or deeds. Representations of legal agreements with a current or former hegemon of any size. Exact credit values of these are debatable until redeemed. If the legal regime that printed it is no longer in power, its redeemable value depends upon the holder's ability to enforce it. Collectors and historians may buy such items for half their stated value; those eager to pursue a claim on applicable property may pay double. |
3 | Stamped metal coinage. Many younger planetary societies without a strong connection to inter-system trade resort to mined metals to facilitate hand-to-hand trade. Such coins, stamped with the face or heraldry of a local ruler, can be counterfeited easily, and typically do not originate with a powerful hegemony. Thus, they are of little value in a system-level context, unless the coins are made of a particularly rare metal, or if the story of their origin is of particular interest to researchers or collectors. 100 coins may be worth 1C in general. |
4 | Compressed oxygen tanks. Highly valued everywhere humans live in vacuum. A topped-up tank is worth 500C, and can make 1 spaceship hold habitable for 1 human for 100 days. However, most who buy such tanks do not ever intend to release the oxygen within; stations prefer ongoing oxygenation methods such as algae farming, while most spaceships are equipped with lithium hydroxide reactors. Regardless, there is little better backup plan for calamity in space than a solid tank of pure oxygen. |
5 | New information. Although humanity has risen far above its humble Earthbound beginnings, there is always more to learn. Hegemons across human space fund research on innumerable topics, but the results of this research do not always make it back to their sponsors. Recovered data from lost research, evidence of crimes or accidents, and other information previously unknown to humanity, are all commonly bartered against credits. However, making sure the information retains its novelty until credits can be exchanged is often a challenge. |
Get The Lonely Heart of Lune
The Lonely Heart of Lune
Status | In development |
Category | Physical game |
Author | Riles |
Tags | Hexcrawl, Sci-fi, setting, Tabletop role-playing game |
More posts
- Devlog #4 -- The Lonely Languishing of Lune34 days ago
- Devlog #2 -- The Lonely Castle of Lune72 days ago
- Devlog #1 -- The Lonely Backstory of Lune79 days ago
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