TEXT: Bat in the Attic 
  How to make a Fantasy Sandbox
  By Rob Conley
   
   
   
  HT Make a Fantasy Sandbox_DraftA_111005.docx 
  10/05/11  3:14 PM    Page i of 36 
  http://batintheattic.blogspot.com 
  i 
  October 2011 – Draft A 
   
   
  Table of Contents 
   
   
   
  Process Overview ....................................................................................................................................... 1 
  1.1 
  Sketching the World ................................................................................................................ 2 
  1.2 
  Creating History and Focus .................................................................................................... 4 
  1.3 
  Creating the Campaign Map ................................................................................................... 7 
  1.4 
  A Fantasy Sandbox in Detail, Part IV ................................................................................... 10 
  1.5 
  Placing Locales and Naming the Geography ..................................................................... 12 
  1.6 
  Regional Background and History ...................................................................................... 13 
  1.7 
  Describing the Geography .................................................................................................... 15 
  1.8 
  Describing Locales, Lairs, and Ruins ................................................................................. 18 
  1.9 
  Creating Plots ........................................................................................................................ 21 
  1.10 
  Population Locale Encounters ............................................................................................. 23 
  1.11 
  General Encounters .............................................................................................................. 24 
  1.12 
  Map Important Population Locales ...................................................................................... 25 
  1.13 
  Mapping the “Home Base” ................................................................................................... 31 
  1.14 
  Shops in the “Home Base” ................................................................................................... 33 
   
  List of Figures 
  Figure 1.1-1: Idealized Air Circulation 
  2 
  Figure 1.1-2: Idealized Ocean Currents 
  3 
  Figure 1.1-3: Example Continent with the Coastlines and Mountain Ranges 
  3 
  Figure 1.1-4: Example Continent with Latitude Overlay 
  4 
  Figure 1.1-5: Example Continent with Rivers and Forests Added 
  4 
  Figure 1.2-1: Example Continent with Important Geographical Features Named 
  4 
  Figure 1.2-2: Before and After the Cataclysm 
  4 
  Figure 1.2-3: Spread of the Aegyptians 
  5 
  Figure 1.2-4: Migrations 
  6 
  Figure 1.2-5: Extent of the Dark Empire 
  6 
  Figure 1.2-6: Example with Campaign Area Located 
  7 
  Figure 1.3-1: Isle of Piall Initial Hex Grid 
  7 
  Figure 1.3-2: Isle of Piall – Coastlines 
  8 
  Figure 1.3-3: Isle of Piall – Mountains, Foothills, and Hills 
  8 
  Figure 1.3-4: Isle of Piall – Rivers 
  9 
  Figure 1.3-5: Isle of Piall – Vegetation 
  9 
  
  Bat in the Attic 
  How to make a Fantasy Sandbox
  By Rob Conley
   
   
   
  HT Make a Fantasy Sandbox_DraftA_111005.docx 
  10/05/11  3:14 PM    Page ii of 36 
  http://batintheattic.blogspot.com 
  ii 
  October 2011 – Draft A 
   
   
  Figure 1.3-6: Typical Drainage pattern 
  10 
  Figure 1.3-7: Example Drainage Basin 
  10 
  Figure 1.4-1: Isle of Piall – Population Locales 
  10 
  Figure 1.4-2: Isle of Piall – Lairs 
  11 
  Figure 1.4-3: Isle of Piall – Ruins 
  11 
  Figure 1.5-1: Isle of Piall – Villages Named 
  12 
  Figure 1.5-2: Isle of Piall – Geography Named 
  13 
  Figure 1.6-1: Author’s Collection of History Books 
  15 
  Figure 1.7-1: Geography of Isle of Piall 
  16 
  Figure 1.12-1: Keyed Map of Hawth 
  26 
  Figure 1.12-2: Keyed Map of Sandpoint 
  26 
  Figure 1.12-3: Keyed Map of Datha 
  28 
  Figure 1.12-4: Village of Woe Example Map 
  29 
  Figure 1.12-5: Keyed Map of Carra 
  29 
  Figure 1.12-6: Keyed Map of Kathi 
  31 
  Figure 1.13-1: Example Blank Hex Map 
  32 
  Figure 1.13-2: Example with Coastline Added 
  32 
  Figure 1.13-3: Example with Vegetation Added 
  32 
  Figure 1.13-4: Example with Walls Added 
  33 
  Figure 1.13-5: Example with Major Roads Added 
  33 
  Figure 1.13-6: Example with Buildings Added 
  33 
   
  
  Bat in the Attic 
  How to make a Fantasy Sandbox
  By Rob Conley
   
   
   
  HT Make a Fantasy Sandbox_DraftA_111005.docx 
  10/05/11  3:14 PM    Page 1 of 36 
  http://batintheattic.blogspot.com 
  1 
  October 2011 – Draft A 
   
   
  1 
  How to Make a Fantasy Sandbox 
  Process Overview 
  Unlike a Traveller Sandbox making a Fantasy 
  Sandbox is less straightforward.  This is 
  because Traveller at the stellar level has a 
  uniform geography while a fantasy setting can 
  have 
  any 
  type 
  of 
  geography 
  imaginable 
  including the fantastic like lands floating on 
  shards of a shattered world. 
  If talking a fantasy setting I would do the 
  following 
  1. 
  Using one page, sketch a world or 
  continent map. 
  2. 
  Label important regions. 
  3. 
  Write one page of background, giving no 
  more than a handful of sentences to each 
  region. 
  4. 
  Pick an area roughly 200 miles by 
  150 miles. 
  5. 
  Grab an 8.5” by 11” sheet of hex paper.  
  The scale 
  should 
  be 
  such 
  that 
  it 
  represents a 200 by 150 mile region. 
  6. 
  Draw in mountains. 
  7. 
  Draw in rivers. 
  8. 
  Draw in hills, using them to divide the 
  region into distinct river valley. 
  9. 
  Draw in vegetation (swamps, forests, 
  desert, etc.). 
  10. 
  Decide 
  where 
  to 
  place 
  Population 
  Locales.  Note their race – this includes 
  social monsters. 
  11. 
  Decide where to place Lairs (locales that 
  revolve around a home of monsters). 
  12. 
  Decide where to place Ruins (locales that 
  revolve around a site). 
  13. 
  Decide where to place miscellaneous 
  locales (anything that doesn't fit in the 
  steps above). 
  14. 
  Name 
  your 
  geography 
  (don't 
  forget 
  islands). 
  15. 
  Write a half page background describing 
  the region and its history. 
  16. 
  Write a paragraph describing each named 
  piece of geography. 
  17. 
  Write a paragraph describing each named 
  population locale. 
  18. 
  Write a paragraph describing each Lair 
  (you could get away with a stat block). 
  19. 
  Write a paragraph describing each Ruin. 
  20. 
  Look at your notes and come up with two 
  to four plots that tie one or more locales 
  together.  Write a paragraph or two on 
  each. 
  21. 
  For each population locale come up with 
  three to five encounters.  They should be 
  a sentence each. 
  22. 
  Come up with 6 to 12 general encounters 
  for the region as a whole.  They should be 
  usable in any area of the region and be a 
  sentence or two each. 
  23. 
  Pick the 4 or 6 most important population 
  locales and draw a quarter page sketch 
  map of the settlement. 
  24. 
  Pick the starting population locale and 
  draw a full page map of the settlement.  
  This is the "Home Base". 
  25. 
  Use Medieval Demographics to get an 
  idea of how many shops are in the town. 
  26. 
  Pick or create 6 or 12 important buildings.  
  Write a paragraph for each. 
  27. 
  Scan your descriptions for NPCs or noted 
  monsters.  Write a two sentence blurb 
  about each, the first a single line with 
  minimal stats and the second one a 
  sentence.  This is your roster. 
  28. 
  Pick the 12 most important NPCs or 
  Monsters.  Write a paragraph describing 
  each and fully stat them. 
  29. 
  Pick the most six common encounter 
  types (City Guard, Border Warders, 
  Bloody Hand, Orcs) and write a paragraph 
  and fully stat them. 
  
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  Fantasy San
  By Rob C
  4 PM    Page 2
  tober 2011 – D
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  4 PM    Page 3
  tober 2011 – D
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  Fantasy San
  By Rob C
  4 PM    Page 4
  tober 2011 – D
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  e to run the
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  10/05/11  3:14
  Oct
   Spread of th
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  with the dem
  arious times 
  Fantasy San
  By Rob C
  4 PM    Page 5
  tober 2011 – D
  he Aegyptian
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  111005.docx 
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  ians, history
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  tered.  In its 
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  Eainian Emp
  uries.  But its
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  or; civil war a
  pire. 
  ole regions de
  suffered th
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  glory.  A few
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  10/05/11  3:14
  Oct
  Extent of th
  newly formed
  rrath, 
  Thoth
  ecomes 
  the
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  Empire.  It to
  ord was killed
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  mpire. 
  pire’s golden 
  s heart, the U
  of gods.  Eve
  wer oversha
  and religious
  eclared indep
  eir own wa
  ack onto Van
  sway of the 
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   years after t
  ork quilt of re
  w realms, like
  m the past an
  Fantasy San
  By Rob C
  4 PM    Page 6
  tober 2011 – D
  e Dark Empi
  d United Chur
  h, 
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  the following
  11” sheet of 
  should be suc
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  ins. 
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  river valley. 
  ion (swamps,
  traints I am g
  he Kingdom o
  of Piall. 
  111005.docx 
  paign Area 
  ith a history
  alms.  In the
  e rectangular
  ecommended
  map. 
  e posts I am
  ea.  I do want
  s after we are
  mething fairly
  e Kingdom of
  u can see it
  angular area.
  paign 
  g steps. 
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  Figure 1.3-1:
  t I set up my h
  s per hex I a
  a little more d
  ou want to m
   I suggest y
  hexes. 
  w to make a F
  10/05/11  3:14
  Oct
  Isle of Piall I
  hex grid and s
  am going with
  detail. 
  methodically 
  ou read this
  Fantasy San
  By Rob C
  4 PM    Page 7
  tober 2011 – D
  Initial Hex Gr
  scale.  Instea
  h 3 mile per h
  map your s
  s post on ma
  ndbox
  Conley
   
   of 36 
  Draft A 
   
   
  rid 
  ad of 5 
  hex to 
  setting 
  apping 
  
  Bat in the
   
   
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  Figur
  Then I dr
  like lakes 
  added som
  e Attic 
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  re 1.3-2: Isle 
  raw the coast
  and smaller 
  me small isla
  ndbox_DraftA_
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  of Piall – Co
  t line.  Don't 
  islands.  No
  nds in the eas
  111005.docx 
  oastlines 
  forget things
  te here that 
  stern bay. 
  8 
  s 
  I 
  Then
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  hills.
  as it
  going
  map
  An is
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  Thes
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  Figure 1.3-3:
  Fo
  n I add the
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  .  Note that I 
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  g with.  Fee
  pping you pref
  sland will hav
  eral adjacent
  se become th
  he island. 
  ands. 
  w to make a F
  10/05/11  3:14
  Oct
  : Isle of Piall
  othills, and H
  e mountains. 
  d, I am going 
  am going to 
  the easiest f
  l free to use
  fer. 
  ve a central m
  t masses fo
  he mountains
  In between
  Fantasy San
  By Rob C
  4 PM    Page 8
  tober 2011 – D
   – Mountains
  Hills 
   Because 
  ahead and a
  use a symbo
  for a novice t
   whatever st
  mass and po
  orming penin
  , foothills, an
   are the is
  ndbox
  Conley
   
   of 36 
  Draft A 
   
   
  s, 
  I am 
  adding 
  ol map 
  to get 
  tyle of 
  ossibly 
  sulas.  
  d hills 
  land's 
  
  Bat in the
   
   
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  Fig
  Then I d
  downhill. 
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  of step 8. 
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  e Attic 
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  gure 1.3-4: Is
  draw rivers, 
  e map is sma
   to worry abo
   I will have so
  f this section.
  ndbox_DraftA_
  gspot.com 
  sle of Piall – R
  making cert
  all and just an
  out the hills a
  ome advice fo
   
  111005.docx 
  Rivers 
  tain they go
  n island I am
  and drainage
  or this step at
  9 
  o 
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  e 
  t 
  Next
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  place
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  local
  On 
  The 
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  drain
  mou
  drain
  often
  How
  Figure 1.3-5
  t we draw in 
  st, swamp, an
  out of place, a
  ectly plausible
  st in hex 0305
  amps often fo
  e two of them
  orm much of
  ady determin
  ded for agricu
  k it logical 
  ements.  So
  hern areas o
  ls haven't had
  Drainage
  reason you
  nage is that
  ecially on la
  nage pattern
  th of the rive
  nage basis w
  n be consider
  w to make a F
  10/05/11  3:14
  Oct
  : Isle of Piall
  the vegetatio
  nd sand.  Wh
  an area of ext
  e.  So I penc
  5. 
  orm along co
  m.  The islan
  f a rain shad
  ned that the
  ulture comes 
  that I reser
  o I put a pair
  of the island,
  d enough time
  u want to le
  t it helps to
  arge scale m
  looks much l
  er at its base
  will be the loca
  red hill terrain
  Fantasy San
  By Rob C
  4 PM    Page 9
  tober 2011 – D
  l – Vegetatio
  on, which inc
  hile a desert w
  tensive beach
  cil one in alon
  astal regions
  nd isn't big en
  dow anywhe
  e monsoon 
  from the sou
  rve that are
  r of forests i
  , thinking tha
  e to clear the
  earn a little 
  o place the 
  maps.  A t
  like a tree wi
  .  The edge 
  al high groun
  n. 
  ndbox
  Conley
   
   of 36 
  Draft A 
   
   
  n 
  cludes 
  would 
  hes is 
  ng the 
  s, so I 
  nough 
  ere.  I 
  rains 
  uth.  I 
  ea for 
  in the 
  at the 
  m. 
  about 
  hills, 
  typical 
  th the 
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  huge san
  several m
  beaches. 
  decided to
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  e Attic 
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  tintheattic.blo
  re 1.3-6: Typi
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  re 1.3-7: Exam
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  miles long an
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  ical Drainage
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  here it is so
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  some hills an
  outhern edge 
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   as Presque
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  111005.docx 
  e pattern 
  rd example of
  ook like. 
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  place a line of
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  t Creek basin
  nd finally add
  of the basin.
  f the map is a
  e Isle.  It is
  eral excellent
  e is when 
  ea to the Isle
  10 
   
  f 
   
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  This 
  steps
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  follow
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  Detail,
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  wing steps. 
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  Locales.  Not
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  11. Decide w
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  monsters). 
  12. Decide w
  (locales that r
  w for some de
  island is par
  ch is one of 
  ng up the geo
  he island ope
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  Figure 1.4-1
  w to make a F
  10/05/11  3:14 
  Oct
  tasy Sand
  , Part IV 
  th in a series
  ended for m
  ign.  Today's 
  here to place
  te their race –
  ers. 
  here to place
  around a hom
  here to place
  revolve aroun
  cisions on wh
  rt of the King
  the Eainian 
  ography, I lef
  en – that is w
  nts. 
  : Isle of Piall
  Locales 
  Fantasy San
  By Rob C
  PM    Page 10
  tober 2011 – D
  dbox in 
  s detailing th
  making a Fa
  post will cov
  e Population 
  – this includes
  e Lairs (locale
  me of 
  e Ruins 
  nd a site). 
  hat is here.  I 
  gdom of the 
  Kingdoms.  W
  ft the souther
  where I put 
  l – Populatio
  ndbox
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   of 36 
  Draft A 
   
  he 34 
  antasy 
  er the 
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  know 
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  think I’m 
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  small foo
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  forest loo
  relatively 
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  tintheattic.blo
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  couple of h
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  solid black d
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  outhern bay 
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  sle of Piall – 
    This is an is
  ed some sea
  of those.  O
  then two m
  western side. 
  111005.docx 
  dot in Figure
  ngles), and a
  stern bay.  
  dwarves and
  ge next to the
  and another
  ore. 
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  sland and it is
  a encounters
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  11 
  e 
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  most
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  Figure 1.4
  w for the ruin
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  h shore, likely
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  f is around the
  cing Settle
  lements form
  t common, 
  s. 
  eneral, a clus
  entral market 
  surrounding 
  el away from
  miles.  Marke
  e every two w
  ally with a cas
  w to make a F
  10/05/11  3:14 
  Oct
  4-3: Isle of Pi
  ns.  The big
  to get one, li
  mething in the
  y a ship wrec
  or – it is likel
  ntral mountain
  small map, 
  mber of loca
  rk for this e
  ng so there
  ut the map.  
  e eastern bay
  ements 
  m a hierarchy
  followed by 
  ster of village
  village that u
  villages are 
  m the marke
  et villages ho
  weeks.  Then
  stle attached 
  Fantasy San
  By Rob C
  PM    Page 11
  tober 2011 – D
  iall – Ruins
  g mountain i
  kely a dunge
  e ocean off o
  ck.  Then two 
  y I will make
  n ruins someh
  I am crampe
  les is a bit d
  exercise.  I 
  e is a nice 
  The only clu
  y. 
  .  Villages ar
  towns, and 
  es will exist a
  usually has a 
  about a half
  et village, a
  ld a market 
  n there are t
  and a marke
  ndbox
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   of 36 
  Draft A 
   
   
  n the 
  eon of 
  of the 
   more 
   them 
  how. 
  ed for 
  dense, 
  try to 
  even 
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  re the 
  then 
  round 
  keep.  
  f days 
  round 
  about 
  owns, 
  et that 
  
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  opens two
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  markets a
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  market vi
  villages o
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  four hexe
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  convoys b
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  often jus
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  ellites village
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  have satellite
  es out.  A c
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  llage and a 
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  r metropolis o
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  illages along
  bringing in th
  miles aroun
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  cities being 
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  tify cutting 
  the 20% rule.
  edieval but it 
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  Fantasy San
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  PM    Page 12
  tober 2011 – D
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  Fantasy San
  By Rob C
  PM    Page 13
  tober 2011 – D
  ng 
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  Bat in the Attic 
  How to make a Fantasy Sandbox
  By Rob Conley
   
   
   
  HT Make a Fantasy Sandbox_DraftA_111005.docx 
  10/05/11  3:14 PM    Page 14 of 36 
  http://batintheattic.blogspot.com 
  14 
  October 2011 – Draft A 
   
   
  Tavaras decided to claim Piall as his own.  In 
  110 AC (After the Cataclysm) he landed on the 
  shore of the Bay of the Dead with his undead 
  army.  He quickly subjugated the fishing hamlets 
  and enslaved the populace.  He used them to 
  build the Sable Port. 
  From there he explored the island, taking 
  particular interest in Mount Devon.  It was 
  originally just a rocky outcropping, but the 
  Cataclysm stripped away the surrounding soil, 
  leaving only the rocky core.  Within the 
  mountains was an extensive network of caves; 
  now dry because of the drop in the water table.  
  There 
  Tavaras 
  decided 
  to 
  establish 
  his 
  stronghold.  More slaves, and materials were 
  shipped in through the Sable Port and up into 
  the mountain.  On the North Downs, Bone Keep 
  was established at the center of several 
  latifundas set up to feed the growing slave 
  population. 
  Tavaras ruled Piall as his personal domain for 
  nearly 200 years.  He survived the fall of the 
  Dark Lord and collapse of the Dark Empire.  He 
  became one of the numerous petty lords striving 
  for mastery in the shattered remnants of the Five 
  Kingdoms.  His downfall came with the arrival of 
  crusaders from the United Church.  They 
  brought overwhelming force and besieged 
  Tavaras in his stronghold for nine months.  In 
  the end they were able to breach the mountain 
  and bring down the lich lord. 
  After the downfall of Tavaras, Piall was 
  incorporated as part of the County of the Isles.  
  The Isles were part of the Grand Duchy of 
  Nemedia, a province of the Eainian Empire.  
  When the Eainian Empire split apart around 
  500 AC, Piall was briefly the capital of Arwold III, 
  one of the pretenders to the Eainian Crown.  
  After the Civil Wars, it was incorporated into the 
  Kingdom of the Isles and granted to the Gevon 
  family.  Markon Gevon was made the first Baron 
  of Piall in 553 AC. 
  It was Baron Markon Gevon who invited 
  Halflings, the Hightower family, to settle the rich 
  bottomlands west of The Sands.  A hundred 
  years later, the friendship of Baron William 
  Gevon with the Dwarves of Kharan led to the 
  Darkiron Clan to establish Hawth Hold to mine 
  Southpoint. 
  Over the centuries, Bone Keep and Sable Port 
  remained abandoned.  The wars that led to the 
  foundation of the Eainian Empire did not leave 
  much time for the crusaders to scour the island 
  of Tavaras’s evil.  Enough remained to make the 
  northern half of the Isle of Piall dangerous to the 
  unwary traveller.  The Barons of Piall have kept 
  up patrols, but since the disappearance of Baron 
  Andrew Gevon 150 years ago in Mount Devon, 
  nobody has returned to explore any of the old 
  ruins. 
  Today (1000 AC) the Isle of Piall is starting to 
  emerge from relative obscurity.  The nearby 
  Empire of Po is expansionist and Piall is on the 
  border between the Kingdom of the Isles and 
  Po.  The King has appointed a Sheriff to survey 
  the island and to strengthen the island's 
  defenses.  The Gevons welcome the additional 
  gold, but are not sure they like a royal officer in 
  permanent residence. 
  Most of the peasantry are not free, having been 
  reduced to serfdom in the wake of their 
  liberation from Tavaras.  There have been 
  several peasant revolts on the island.  Twenty 
  percent of the human population is free; a mix of 
  yeomen, craftsmen, and merchants. 
  The human inhabitants of Piall worship Veritas.  
  There a temple in Mikva and shrines in the other 
  villages and hamlets.  The Dwarves of Hawth 
  are devout worshipper of Veritas in his aspect as 
  the Soul Forger.  The Halflings of Sandpoint 
  follow Dannu, the goddess of the Hearth and 
  Healing.  They pray to her to bless the crops and 
  their homes. 
   
  Maybe there a little more than a half page there.  
  Then again, I get carried away with this part of 
  setting creation.  I am a history buff: 
  
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  n of History 
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  10/05/11  3:14 
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  Fantasy San
  By Rob C
  PM    Page 15
  tober 2011 – D
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  le of Piall 
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  10/05/11  3:14 
  Oct
  main landin
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  s fishermen h
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  of the day
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  kes up the so
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  Fantasy San
  By Rob C
  PM    Page 16
  tober 2011 – D
  ng for the is
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  ck 
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  ored much o
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  Draft A 
   
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  By Rob Conley
   
   
   
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  South Bay 
  This bay is more exposed to storms than East 
  Bay and is not as popular of an anchorage for 
  ships coming to Isle of Piall.  Weekly barges 
  depart Hawth and Sandpoint to Mikva.  The bay 
  is a popular spot among the fishermen to hunt 
  for clam and lobsters.  Both the regular and the 
  giant-sized variety are abundant in the area. 
  South Downs 
  These hills are similar to the North Downs.  
  Their south facing slopes are gentle and the 
  north facing slopes are steep, almost cliffs.  The 
  eastern end of the range is used for grazing 
  sheep and has several scattered sheepfolds.  
  The area also several nature caves that are 
  rumored to connect to the caverns under Mount 
  Devon. 
  Southpoint 
  This low mountain was created when a rocky 
  mass was hurled upwards during the Cataclysm 
  and landed in this spot.  It is rich in iron, zinc, 
  and copper, along with several veins of silver.  
  Several hundred years ago Baron William 
  Gevon invited the Darkiron Clan to mine the 
  riches in exchange for a share for the barony’s 
  use.  Since then, the mine has proven profitable, 
  making the Darkirons one of the wealthiest of 
  the dwarven clans. 
  The slopes of Southpoint are bare of soil and 
  have little cover.  A steep stairway winds up and 
  around the mountain to the peak where a 
  lighthouse/watchtower is jointly maintained by 
  the King of the Isles and the dwarves.  Currently 
  it is the home of Valard the Yellow Mage (MU 9).  
  Once the court mage of the king’s father, he 
  retired here 8 years ago.  Nominally in charge of 
  the tower, he leaves the daily operation in the 
  hands of his capable assistant, Reynard 
  (FTR 4). 
  The Dwarves recently suffered a rash of 
  disappearance after a new vein was opened.  
  They have closed the section and are now 
  preparing an expedition to investigate what 
  happened. 
  The Midland Sea 
  Greatly expanded during the Cataclysm, the 
  Midland Sea now hums with the commerce of 
  the surrounding realms.  The Po Empire and the 
  Kingdom of the Isles have been traditional rivals 
  for mastery of the inland sea.  In the last 
  century, Po has been ascendant as the wealth 
  of their mainland territories has finally given 
  them a lasting advantage against the Isles. 
  Under the waves, the Midland Sea has been a 
  continual source of turmoil.  Suddenly hundreds 
  of square miles of new sea were laid open for 
  claims by the underwater realms.  When the 
  turmoil of the Cataclysm subsided, the sea grab 
  started in earnest.  Initially, with the support of 
  the Dark Lord, the Sahuagin gained the 
  advantage.  But later the Eainian Empire and the 
  successor realms (Po, Isles) aided the merfolk, 
  and the Locathah were able to push back the 
  Sahuagin and establish their own holdings.  
  Despite the aid of the surface realms, the 
  balance of power still remains precarious in the 
  underwater world. 
  The Sands 
  The southern end of the Isle of Piall has an 
  extensive expanse of sandy beaches, stretching 
  for nearly four miles along the shore and 
  reaching nearly a mile inland.  The area is 
  known for its shifting shoreline, which is carved 
  anew every year during the monsoon storms.  
  The area is noted for giant scorpions, which also 
  inhabit the local shallows.  It rumored that 
  sahuagin raiding parties are seen here capturing 
  the giant scorpions for their own nefarious 
  reasons. 
  West Fen 
  This salt marsh runs for almost two miles along 
  the Isle of Piall’s western shoreline.  Much of it is 
  soft ground overlain by six foot strands of 
  tallgrass.  These strands are home to murderous 
  packs of daggerbeaks who hunt the local fauna 
  and any unwary adventurers. 
   
  Having done nearly a dozen of these things so 
  far, one thing I have to say is get a good set of 
  random tables together.  Even now I can use 
  more tables.  The main use is for an idea 
  generator.  You will have a half dozen good 
  ideas and will still need to come up with dozens 
  more.  The tables help as an idea generator – 
  just keep rolling until something clicks and 
  makes you go “ah-ha!” 
  The Amur Forest I struggled with for a bit until I 
  decided to use a variant of the cursed forest. 
  
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  The Bay of the Dead was inspired by the scenes 
  of the dead walking along the bottom of the sea 
  in Pirates of the Caribbean. 
  East Bay is pretty much an extrapolation from all 
  the villages I placed around it.  The sails are a 
  color bit to set the scene for the players.  The 
  sahuagin were thrown in to tie it with one of the 
  plot elements I will be developing. 
  Mount Devon is from the desire to have a 
  megadungeon for the island.  The dropping of 
  the water table makes for a ready excuse to 
  have lots of caves.  Not like we need one, but 
  hey, at least mine has some plausibility behind 
  it. 
  North Downs and South Downs geography 
  comes from something I read recently about the 
  geology of SE England, basically formed by the 
  different layers exposed after the top regions got 
  whacked off.  In England's case it was the Ice 
  Age, in mine the Cataclysm.  The latifundas 
  come from Spartacus and reading Roman 
  history.  Nasty places for the slave inhabitants.  
  Now I have some nice ruins for small 
  adventures. 
  South Bay I didn't have much of a feel for, so I 
  just 
  extrapolated 
  something 
  from 
  the 
  surrounding settlements and threw in some giant 
  sized animals to liven things up. 
  For the South Downs I came up with the idea of 
  caves connecting with the larger network 
  underneath Mount Devon.  You can have some 
  low level adventure here in these caves and in 
  the very back have that one lone passage that 
  connects to the vast "Underearth" beneath the 
  Island. 
  Southpoint.  I thought it would be cool to have 
  what is essentially a giant meteorite plopped 
  down here and now being mined by Dwarves.  
  Mind Flayers or other “things man was not 
  meant to know” in here? 
  The Midland Sea comes from the fact that if you 
  got an island, pretty much you’ve got underwater 
  civilizations.  Since this whole area was just 
  recently created in historical terms, that means 
  things are probably even more chaotic than 
  usual. 
  The Sands come from a show called The Most 
  Dangerous Seas in History with Niall Marvin.  It 
  is one of those shows that are like Walking with 
  Dinosaurs, where the creatures are seamlessly 
  integrated with the actors.  One segment goes 
  back to the Cambrian period, where giant 
  scorpions inhabited the land – in fact were the 
  only animals on land.  The beach covered in 
  scorpions stuck in my head when I was creating 
  this. 
  The West Fens comes from the scene in 10,000 
  B.C. where the hunters got hunted by terror 
  birds. 
  1.8 
  Describing Locales, Lairs, 
  and Ruins 
  This section will cover the following steps. 
  17. Write a paragraph describing each 
  named population locale. 
  18. Write a paragraph describing each 
  Lair (you could get away with a stat 
  block). 
  19. Write a paragraph describing each 
  Ruin. 
   
  0102 Giant Squids 
  This area is the spawning ground for Giant 
  Squids.  There is a 20% of a ship being attacked 
  by 2d6 Giant Squids.  This rises to 40% during 
  the height of mating season, between May and 
  July.  Lying scattered along the bottom of this 
  area are the sunken remains of ships, including: 
  ♦ Gems: 5 x 10 gp; 4 x 50 gp; 18 x 100 gp; 11 
  x 500 gp; 2 x 5,000 gp 
  ♦ Jewels: 1 x 900; 1 x 1,000; 1 x 1,300; 6 x 
  2,000; 3 x 3,000; 5 x 4,000; 1 x 6,000; 1 x 
  7,000; 1 x 8,000 
  ♦ A tube sealed with wax containing a map to 
  a Lawful Sword +1 with Detect Gems, 
  Empathy; Ego 2 
  ♦ potion of treasure finding 
  0105 Hawth (village) Dwarf 
  Located just outside of the Southpoint mine, this 
  is home to 200 dwarves.  Their homes are 
  carved out of the rocky walls of the canyon 
  leading to the minehead.  Lord Dair Darkiron 
  (Ftr5, L) directs the mining operations.  The 
  original motherlodes are beginning to play out.  
  In response, Lord Dair opened a new section of 
  mine that promised renewed riches, but a rash 
  
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  of disappearances caused it to be closed up.  
  Lord Dair’s brother, Gamli is challenging Dair’s 
  leadership of the clan as a result.  Lord Dair will 
  pay handsomely to anybody who can find out 
  what happened in the mine. 
  0201 Spies 
  This is the camp of Sir Iago Dunth (Ftr 3) and 10 
  scouts (HD1).  They have been sent by Emperor 
  Clovis of Po to scout out the island’s defenses.  
  In Sir Iago’s tent are 1,000 gp and 2,000 sp to 
  be used for bribes.  Hidden nearby is a 20-foot 
  dingy with its single mast stowed in the hull. 
  0203 Barrows 
  A dozen barrows dot the hills of this region.  
  Used by the island’s original inhabitants to bury 
  their chiefs.  The malign influence of Tavaras 
  has caused several of the dead to return as 
  wights (3 HD).  Today only three remain, along 
  with their treasure scattered among the barrows: 
  3,000 CP; 2,000 GP; Jewels: 1 x 700; 1 x 5,000. 
  0204 Sandpoint (village) Halfling 
  This is the home to over 300 Halflings who farm 
  the fertile bottomlands and tend flocks of sheep 
  on the South Downs.  Buck Hightower is the 
  current Lord of Sandpoint.  The Hightowers of 
  Sandpoint have long been the most powerful 
  and wealthiest family in Sandpoint.  Recently 
  their preeminence has been challenged by the 
  Oldhams, who have grown wealthy on the wool 
  trade.  Albrus Oldham was recently appointed 
  the Reeve of Sandpoint by the King’s Sheriff to 
  collect the various Royal fees and duties. 
  0302 Bone Keep 
  This is the ruins of Bone Keep.  This was the 
  hub for the latifundas dotting the North Downs 
  during the reign of the Lich Lord.  When the 
  crusaders arrived, the slaves revolted and 
  burned the tower down.  Agarst, the wraith lord 
  of Bone Keep, was trapped in the tower before it 
  was set aflame.  Today only the first level 
  remains intact with the partial remains of the 
  second floor above.  There are at least two 
  levels to the dungeons below. 
  0303 The Fortress of the Lich Lord 
  Halfway up the mountain slope is the entrance 
  into Tavaras’s fortress.  It is now overgrown and 
  partly overrun by a rockslide.  A quarter way 
  around the east side of mountains, is the 
  entrance to the mine shaft dug by the crusaders 
  to breach the third level of Tavaras’s Fortress.  
  Thick underbrush covers the entrance; once 
  cleared, the passageway beyond is still open.  
  The number of levels inside is unknown, 
  although a search of records at the Temple of 
  Veritas at Mikva will show that they encountered 
  caves below the 5th level.  A note in the margin 
  indicates that scholars believed that it connects 
  to the Underearth. 
  0305 Ruins 
  Here are the remains of a three-mast sailing 
  ship, the White Wind.  Within are the remains of 
  the King of the Isles’ son and heir, Andrew.  If 
  Andrew’s body is recovered, the King will reward 
  the players handsomely.  Complicating this are 
  20 (HD 2) Sahuagins resting around the ship.  
  Within the ship are: 
  ♦ Gems: 100 GP; 2 x 500 GP 
  ♦ Jewels: 2 x 1,000 
  ♦ A sealed pouch 
  If the sealed pouch is opened on dry land, it is 
  the confession of Sir Uriens Balvair, who admits 
  to killing Prince Andrew on the voyage.  When 
  he found that the ship was sabotaged to sink he 
  spent 
  his 
  last 
  moments 
  writing 
  out 
  his 
  confession, implicating the King’s brother in the 
  murder. 
  0401 Aventis Village 
  This is the home of 150 Mermen (HD 1+1).  
  They are protected by King Tuoris (HD 10) and 
  his 10 guards (HD 6) on Seahorses (3 HD).  
  They are unaware of the impending attack of the 
  Sahuagins.  They settled here 200 years after 
  the Cataclysm and aided the crusaders in 
  sacking the Sable Port.  Since then, the Gervons 
  venture to the beaches of the north shore of the 
  island every ten years to exchange gifts with the 
  Mermen.  The next meeting is due in a year’s 
  time. 
  0402 Ruins of Sable Port 
  This small port was destroyed when the 
  Crusaders landed on the Isle of Piall.  Tavaras 
  kept a force of skeletons at the bottom of the 
  Bay of the Dead and they were not totally 
  eradicated after the fall of the Lich Lord.  The 
  freed inhabitants avoided the area and settled 
  around East Bay.  Minor undead now inhabit the 
  
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  ruins, as well as an assortment of other 
  unwholesome creatures. 
  0403 Mikva (castle, town) Human 
  This is a small castle town of 800 humans with 
  several dozen Dwarves and Halflings.  The 
  castle itself sits on a bluff overlooking the bay.  It 
  is the seat of the current Baron of Piall, Argus 
  Gervon.  Several trading vessels stop here 
  every week to pick up ingots from Southpoint.  
  Before the fall monsoon season, dozens of 
  traders put in at Mikva to attend the Piall Fair.  
  Here the island’s grain and, more importantly, 
  wool is traded for goods and supplies needed for 
  the next year. 
  Currently the King’s Sheriff, Tomar Revan, is 
  staying with one of the wealthiest merchants in 
  Mikva, the Honorable Orlon Beras.  The Sheriff 
  is currently using offices at the Mikva Trading 
  Hall to conduct his investigation and any other 
  Royal business.  There is considerable tension 
  between Baron Argus and the Sheriff. 
  0403 Datha (hamlet) Human 
  Datha is a small fishing hamlet on East Bay.  A 
  hundred humans live here in mud and wattle 
  huts along the shoreline.  The headman of the 
  hamlet is Danis Hobrun, who is thoroughly loyal 
  to Baron Argus.  Danis’ brother, Helmar, is the 
  yeoman in chief of the Baron’s small coast 
  guard.  Helmar and his fellow yeoman patrol the 
  shores of Piall looking for smugglers. 
  0404 Carra (hamlet) Human 
  On an island in the middle of East Bay is the 
  fishing hamlet of Carra.  This hamlet is home to 
  75 humans living in mud and wattle huts.  
  Conditions here are wretched and these people 
  are among the poorest on the island.  The 
  headman of the hamlet, Moran Loder, is also the 
  leader of the small Piall thieves’ guild.  He rules 
  Carra with an iron hand, severely punishing 
  anybody cooperating with Helmar and his 
  yeoman. 
  0503 Wereboars 
  Several decades into the Lich Lord’s reign a 
  rebel name Spardon nearly toppled his rule.  As 
  punishment, Spardon and his men were 
  condemned to roam the forest as Wereboars.  
  The pack still exists, as 12 Wereboars (HD 4+4) 
  roam the forest.  Spardon and his men have 
  been driven insane by their centuries-long curse.  
  However, if a means is found to make him lucid 
  while in human form, Spardon is sure that the 
  cure for his curse lies in Mount Devon.  Neither 
  he nor his men can aid the party, as they are 
  driven mad on their next transformation.  If killed 
  in human form, Spardon and his men will 
  resurrect on the next full moon. 
  0504 Kathi (village) Human 
  This is a farming village on the eastern shore of 
  the Isle of Piall.  The village has 300 humans 
  and is held by Sir Vandas Gervon, a distant 
  cousin of Baron Argus.  A third of the village is 
  devoted to fishing and the remainder works the 
  surrounding fields.  Despite Baron Argus’ 
  disapproval, Sir Vandas tries to be helpful to the 
  Sheriff.  He hopes to win the Sheriff’s 
  recommendation so he can send his son, Andal, 
  to be a squire at the royal court in Haras. 
  0505 Sahuagin Outpost 
  In the lee of a rock outcropping and below the 
  surface is an outpost of the Sahuagin Kingdom.  
  Here nearly 100 sahuagin (2 HD) are readying 
  themselves to take out King Tuoris and the 
  Mermen 
  of 
  Aventis. 
   
  This 
  operation 
  is 
  considered important enough to warrant the 
  presence of Prince Xatharazzax (HD 12).  
  Accompanying the Prince are his 5 honor 
  guards (HD 8).  Leading the Sahuagin troops 
  are 2 Captains (HD 4) and their commander, 
  Loxak (HD 6).  The Sahuagin have 10 Giant 
  Sharks (HD 5). 
  In the Prince’s personal treasury are: 
  ♦ Jewels: 1 x 500; 6 x 1,000; 4 x 1,100; 1 x 
  1,300; 1 x 1,400; 7 x 2,000; 2 x 3,000; 7 x 
  4,000; 4 x 5,000; 5 x 6,000; 1 x 7,000; 1 x 
  9,000 
  ♦ 5,000 SP 
  ♦ Potion of ESP 
  ♦ Potion of Control Brass Dragon 
  ♦ Potion of Invulnerability 
  ♦ Stone Tablet Map To: 
  − 
  40,000 SP 
  − 
  21 GP 
  − 
  Gems: 3 x 10 GP; 2 x 50 GP; 10 x 100 
  GP; 4 x 500 GP; 5,000 GP 
  − 
  Jewels: 1 x 600; 1 x 1,000; 1 x 1,100; 1 
  x 1,200; 2 x 2,000; 3 x 3,000; 3 x 5,000; 
  2 x 6,000; 3 x 8,000; 1 x 9,000) 
  
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  ♦ Stone Tablet Map To (Ring of Spell Storing) 
  ♦ Stone Tablet Scroll of Prot: Elementals 
   
  The Giant Squids I rolled up on the Wandering 
  Monsters charts.  This got me thinking, so I put it 
  in.  The treasure was likewise rolled in 
  accordance with the treasure type, using my 
  .NET utility at: 
  http://www.ibiblio.org/mscorbit/beta/RuinsGener
  ate.zip. 
  Hawth was pretty much set from the background 
  I’d written so far.  I like politics and intrigue in my 
  campaigns, so I added the bit about Gamli. 
  More politics and intrigue with the Po spies.  If 
  you are wondering where I got the name Po 
  from, it is from the Po River in Italy, not because 
  I am being flippant.  The spies also illustrates 
  following up on a background elements with 
  something concrete.  I feel if something is put in 
  the background, it should be reflected in the 
  details of the settings in some way. 
  The Barrows and wights are totally ripped off 
  from Tolkien.  Left over undead from the Lich 
  Lord's reign is a major theme of the island. 
  Sandpoint is a typical shire-style Halfling village 
  with a little bit of politics and tension with the 
  Hightower-Oldham conflict.  I threw in a link to 
  the arrival of the King's Sheriff as well. 
  Bone Keep.  Aside from adding detail to the 
  background of the Lich Lord, this will be where I 
  place the "mid-level" dungeon of the campaign, 
  after Sable Port. 
  The 
  Fortress 
  of 
  the 
  Lich 
  Lord 
  is 
  the 
  megadungeon of the campaign and will be setup 
  to allow the player to make their mark as they 
  crawl up to name level. 
  The White Wind is designed to allow the players 
  to have a hook to the wider world of the 
  Kingdom of the Isles. 
  Aventis Village is meant to be part of the 
  endgame.  My conception is that the player will 
  emerge from the Fortress of the Lich Lord at 
  name level and deal with the coming conflict 
  between the Mermen and the Sahuagin.  With 
  luck I will get to use 1st edition Battlesystem.  :D 
  The Ruins of Sable Port is the starting dungeon, 
  where 1st to 3rd level characters can get 
  experience.  From here they will find clues to 
  Bone Keep and from Bone Keep to the Fortress 
  of the Lich Lord.  I admit it sounds linear, but 
  keep in mind it is just a plan that will be altered 
  in the face of what the players actually do.  If I 
  don't get to use any particular part, there is 
  always the next campaign. 
  Mikva is the "home base" of the players.  More 
  political stuff with the King's Sheriff and the 
  Baron.  There is the possibility that the politics 
  and intrigue will BE the campaign if that how the 
  players choose to go.  Using the larger map I 
  recommend in the original 32 steps, you should 
  have 4 to 6 of these plot threads running through 
  your sandbox.  Again, they are not a railroad but 
  rather pieces of the setting that naturally lead to 
  each other.  By doing the background and 
  history you make it all plausible and the players 
  will accept it as a natural part of the ongoing 
  campaign. 
  Datha this sets up a minor thread involving the 
  thieves of Carra.  Datha are the "good guys" in 
  this plot. 
  Carra are the "bad guys" in the Datha-Carra 
  conflict.  Although if there are any thieves in the 
  party, they are likely going to have to deal with 
  Moran. 
  The Wereboars are a bunch of fantasy tropes I 
  cobbled 
  together. 
   
  With 
  Spardon, 
  think 
  Spartacus.  The curse is probably what the 
  Romans would have done to him if they could 
  really cast magic. 
  Kathi is a typical farmer manor that adds more 
  depth to the Sheriff-Baron conflict. 
  Finally, the Sahuagin Outpost.  I just used 
  monster description to come up with the roster 
  and decided that since this was going to be a 
  high level showdown, one of the Sahuagin 
  Princes will be present. 
  1.9 
  Creating Plots 
  This section will cover the following step. 
  20. Look at your notes and come up 
  with two to four plots that tie one or 
  more locales together.  Write a 
  paragraph or two on each. 
   
  
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  To me plots are not a script but rather a plan in 
  the form of what ifs so I can better prepare for 
  what players could do.  The plan will have to 
  adapt 
  as 
  choices 
  and 
  luck 
  alter 
  the 
  circumstances of the campaign. 
  Fortress of the Lich Lord 
  Hopefully this will wind up the centerpiece of this 
  campaign.  The pull is simple greed; the lure of 
  more treasure and better gear.  The push will be 
  the realization that someone or something is 
  trying to rebuild with dire consequences for the 
  island.  This entity I will call the Black Queen, 
  Lady of the Underearth.  She will be a wraith-like 
  figure.  Originally a minion of the Dark Lord and 
  a minor ally of Tavaras, she survived the 
  crusade.  Now, several hundred years later, she 
  has carved out a kingdom in the Underearth and 
  is seeking to reclaim Tavaras old domain. 
  The plot will initially start at Sable Port.  In a bit 
  of a twist, I will be making this a 1st level ruins to 
  explore, saving the dungeon for later.  In Sable 
  Port there are several factions.  The Rot Lord, 
  the agent of the Black Queen, is in the process 
  of creating a zombie army to seize control of 
  Sable Port.  The Bone Knight is a skeleton 
  warrior and is in nominal control.  He remains 
  loyal to Tavaras’ command to defend the port, 
  although his forces are much diminished 
  because of the Crusade. 
  From Sable Port the PCs will be able to find out 
  that the Rot Lord is the servant of Sir Avar.  
  Once a paladin and now fallen into darkness, Sir 
  Avar has taken control of much of Bone Keep.  
  Partly because he is an ally of the Black Queen 
  but also because he is searching for the body of 
  Duke Barradon.  Duke Barradon was the leader 
  of the crusaders and fell during the assault on 
  Bone Keep.  Two hundred men got cut off during 
  the assault and Duke Barradon personally led 
  the rescue against impossible odds.  The rescue 
  was successful, but the Duke was cut down.  His 
  men say that the divine light of Veritas was with 
  him during the fight. 
  When Bone Keep was sacked, a shrine was 
  erected to Duke Barradon.  For a few decades it 
  was a minor pilgrimage site but was then 
  forgotten amid the ruins of Bone Keep.  Sir Avar 
  believes that if he finds the shrine, he will be 
  able to be redeemed.  He will use whatever 
  means necessary to find the shrine, but so far it 
  has eluded him.  There are multiple levels 
  underneath Bone Keep still to be explored. 
  The players will learn of the Black Queen and, 
  after they are finished with the Bone Keep, they 
  will hopefully decide to move on to the Fortress 
  of the Lich Lord. 
  Finally, there is the Fortress of the Lich Lord.  
  Some of it controlled by the Black Queen, but 
  other factions exist.  Some factions are good, 
  some are evil, all are fighting for survival against 
  the rising power of the Black Queen.  The 
  players can eventually go into the Underearth, 
  into the realm of the Black Queen herself.  I 
  envision this as a very high level adventure. 
  I will need to come up with some interesting 
  treasures and artifacts when I detail these 
  dungeons. 
  The Threat of the Sahuagin 
  I will hook this in in two ways.  The first will be 
  with shore raids by the Sahuagins.  If the players 
  choose to investigate these raids they can track 
  the Sahuagins back to their lair.  I don’t envision 
  this as a simple follow the patrol back to the 
  base; rather the Sahuagins use every trick, such 
  doubling back on a trail, to throw off any tracker.  
  The second hook will be via Sable Port, where 
  they could rescue a merman from the Bone 
  Knight.  Hopefully this will lead to the players 
  becoming friends of King Aventis. 
  I will probably do this in two parts.  The first will 
  happen at mid-level and will result in a false 
  victory.  The PCs aid the mermen in fending off 
  a serious raid by the sahuagin.  The later part 
  will be when the PCs are beyond name level.  
  The original raid was just a test to gauge the 
  strength of the opposition.  Now the more 
  serious attack begins and it starts with a series 
  of devastating raids around the island. 
  The Empire of Po 
  The Empire of Po wants to absorb the Kingdom 
  of the Isles.  If they succeed, then they will have 
  uncontested control of the Midland Sea.  The 
  Isle of Piall is near the border with Po and an 
  early target for expansion.  What I will be looking 
  to do with this plot is to recruit the PCs as 
  agents of Po.  The ultimate prize will be the 
  Empire granting the island to the PCs as their 
  reward. 
  
  Bat in the Attic 
  How to make a Fantasy Sandbox
  By Rob Conley
   
   
   
  HT Make a Fantasy Sandbox_DraftA_111005.docx 
  10/05/11  3:14 PM    Page 23 of 36 
  http://batintheattic.blogspot.com 
  23 
  October 2011 – Draft A 
   
   
  This plot will have to remain vague as its 
  execution greatly depends on circumstances.  I 
  figure that there is a 50/50 chance that PCs will 
  grow disgusted enough with the conflict between 
  the 
  Sheriff 
  and 
  Baron 
  to 
  give 
  serious 
  consideration to any offers from Po. 
  The Baron and the Sheriff 
  The Gervons have long enjoyed being the sole 
  power on the Isle of Piall.  They view the recent 
  arrival of the King’s Sheriff as a threat.  Like the 
  Empire of Po plot, this will have to remain vague 
  because circumstances will change depending 
  on what the PCs do.  The main effect of the 
  conflict initially is that the PCs can get different 
  rewards for exploring Sable Port depending on if 
  they go to the Sheriff or the Baron.  Some of 
  these will involve making a choice, for example if 
  both want the Chalice of Healing that is known 
  to exist in the port, the players will have to 
  decide which one to give it too. 
  The Dwarves of Southpoint 
  If the players investigate the mines, they will find 
  an ancient evil from the time of the Lich Lord has 
  been awakened.  The answer to its demise will 
  be found in the Fortress of the Lich Lord.  I will 
  probably design this so it can’t be defeated 
  without the McGuffin.  It will be tricky to give the 
  player enough foreshadowing to know that they 
  may need to run to come back another day.  I 
  am also thinking about ways for the evil to 
  escape to terrorize Southpoint.  This is meant to 
  be a fantasy Cthulhu-type plot. 
  Other Stuff 
  Basically all of these plots setup the initial 
  circumstances of the island.  What happens 
  after the start depends on what the players do.  I 
  have multiple points of conflict happening.  
  Conflict means adventures.  Depending on how 
  the players deal with these conflicts, the 
  campaign can head into interesting directions for 
  both me and them. 
  1.10 Population Locale 
  Encounters 
  This section covers the following step. 
  21. For each population locale come up 
  with three to five encounters.  They 
  should be a sentence each. 
  Encounters 
  0105 Hawth (village) Dwarf 
  Balkrin Strongaxe, a Dwarf, needs several 
  nuggets officially assayed in Mikva.  He wants to 
  remain in his tunnel to avoid claim jumpers. 
  Avarik the Bald, a Dwarf, has recovered some 
  pages that could unveil what’s underneath 
  Southpoint.  The rest of the book is thought to 
  be in Bone Keep 
  Valard the Yellow Mage recently made a small 
  flying 
  animated 
  statue. 
   
  However 
  the 
  enchantment failed midway through the test and 
  the rather valuable statue fell into the sea next to 
  Southpoint. 
  Dair’s son, Nar, stupidly left his axe somewhere 
  on the South Downs.  He wants the party to help 
  find it quietly.  In return he will pay them a small 
  amount of gold and an introduction to his father. 
  0204 Sandpoint (village) Halfling 
  Buck Hightower prized flock of sheep (their wool 
  is extra-fine) was scattered in a wolf attack.  He 
  needs extra hands to find and gather them.  He 
  will pay well. 
  Albrus Oldham is organizing a posse to go after 
  Lodan Brightbuckle. 
  Two star-crossed lovers from the Greencastles 
  and the Yellowjams are missing in the South 
  Downs.  The two families need help finding 
  them.  They have a long standing feud. 
  0401 Aventis Village 
  Two of the best sea horse racers challenge one 
  member of the party.  King Touris expects them 
  to compete or lose face. 
  Horan, a master merman artisan, has grown a 
  beautiful statue out of coral.  Just as it was 
  ready to be detached a school of giant octopi 
  takes residence around it. 
  King Touris’ youngest son, Ormus, despises 
  surface dwellers.  He attempts to steal 
  something valuable from the party to make them 
  lose face. 
  0403 Mikva (castle, town) Human 
  A fight breaks out between Baronial Loyalist and 
  King’s men.  It spills from the tavern out onto the 
  street. 
  
  Bat in the Attic 
  How to make a Fantasy Sandbox
  By Rob Conley
   
   
   
  HT Make a Fantasy Sandbox_DraftA_111005.docx 
  10/05/11  3:14 PM    Page 24 of 36 
  http://batintheattic.blogspot.com 
  24 
  October 2011 – Draft A 
   
   
  A giant squid has taken a liking to Master Willis’ 
  barges.  He wants the party’s aid in killing or 
  driving off the Giant Squid. 
  The party walks by an alleyway where a bunch 
  of folks are unloading a wagon.  One of the crate 
  falls and a bunch of spearheads, swords, and 
  arrowheads spill to the ground. 
  Master Donovon from Sandpoint has a tear in 
  his tent that renders it useless for market day.  
  He needs somebody get his spare from 
  Sandpoint so he can setup for market day. 
  In a market stall the party comes across some 
  scrolls that have details on Sable Port.  They are 
  quite old and brittle. 
  The Sheriff needs somebody to take a ride 
  around the island, looking for anybody living in 
  the wilderness.  He wants to make sure the tax 
  rolls are complete. 
  Thomar Devar approaches the party.  Several of 
  his fellow fishermen buddies have disappeared 
  (Sahuagins?).  Thomar and his buddies are 
  smugglers and are in league with Moran of 
  Carra. 
  0403 Datha (hamlet) Human 
  Somebody has been cutting clam traps in the 
  bay.  Helmar needs more hands to watch for the 
  perpetrators. 
  A boat is seen floundering in the bay – the party 
  is the closest. 
  Helmar needs extra swords to help break up a 
  suspected smuggler’s meeting tonight.  He can’t 
  offer much, but will put in a good word with the 
  Baron. 
  0404 Carra (hamlet) Human 
  A body is found on the shore north of Carra. 
  The Sheriff has an arrest writ for one Hevus, a 
  resident on Carra.  He needs a well-armed party 
  to go get him. 
  Ordham’s compatriots got busted last night and 
  now sit in the Baron’s dungeons.  He needs a 
  well-armed party to help with a smuggler’s 
  meeting that night in the entrance of the bay. 
  0504 Kathi (village) Human 
  Sir Vandas warmly welcomes the party with food 
  and drink.  He later suggests a friendly bout with 
  him and his son, Andal.  However he is a sore 
  loser. 
  A bloody man staggers into the village, 
  screaming that Sea-Devils are attacking the 
  outlying hamlet and sheepfolds.  A small spy 
  party from Po is also caught in the midst of the 
  raid and do not wish to be discovered. 
   
  Random tables really help in generating the 
  mass of encounters needed for this step. 
  ♦ I like S John Ross Big List of RPG Plots as a 
  starting point 
  ♦ This about the 36 plots is also helpful. 
  ♦ The venerable Tablesmith is always good (if 
  you run Windows) 
  Reader Comments 
  Another option instead of Tablesmith would be 
  NBOS Software's Inspiration Pad Pro, a free app 
  that similarly generates results from random 
  tables you can create yourself: 
  http://www.nbos.com/products/ipad/ipad.htm 
  Hope This Helps, 
  Flynn 
  1.11 General Encounters 
  This section will cover the following step. 
  22. Come up with 6 to 12 general 
  encounters for the region as a whole.  
  They should be usable in any area of 
  the region and a sentence or two each. 
   
  1. 
  Captain Arvis Black and his ship the Red 
  Revenge are encountered.  If it is on water 
  then it is a ship to ship confrontation.  On 
  land, a shore party is encountered. 
  2. 
  After a storm, the bodies of several 
  Sahuagins are found washed up on the 
  shore.  One of them has a coral route map 
  to the Sahuagin’s lair that can be 
  interpreted by Valard the Yellow Mage of 
  Southpoint. 
  
  Bat in the Attic 
  How to make a Fantasy Sandbox
  By Rob Conley
   
   
   
  HT Make a Fantasy Sandbox_DraftA_111005.docx 
  10/05/11  3:14 PM    Page 25 of 36 
  http://batintheattic.blogspot.com 
  25 
  October 2011 – Draft A 
   
   
  3. 
  A small shrine to Saint Edmund exists on 
  an accessible ridge just below the peak of 
  Mount Devon.  A party of 3d6 pilgrims is 
  encountered while making their way to the 
  shrine. 
  4. 
  An avalanche on Mount Devon has 
  uncovered a small outpost of Tavaras the 
  Lich Lord.  It is a two level complex. 
  5. 
  The fishermen of the Midland Sea 
  periodically hold untaxed illegal fairs to 
  trade among each other.  Loud noises 
  draw the party to one such fair being held 
  on the north shore of the Isle of Piall. 
  6. 
  The annual tavern race is about to start.  
  On a run from Hawth to Kathi, the 
  participants are required to stop at each of 
  the half dozen taverns on the island and 
  drink at least four mugs before moving on. 
  7. 
  Baron Argus Gervon is hunting the slopes 
  of Mount Devon.  He is annoyed at the 
  lack of game.  Upon encountering the 
  party, he blames them for scaring away 
  the game and fines them 100 gp each for 
  forest law violations. 
  8. 
  On the east shore of the Isle of Piall a 
  beautiful voice is heard singing.  It is 
  Merisa, the daughter of King Tuoris of 
  Aventis, singing while resting on the rocks 
  on 
  the 
  shoreline. 
   
  She 
  has 
  an 
  18 Charisma. 
   
  When creating these encounters you should be 
  taking a broader view of the setting.  For 
  example, if a barbarian invasion is part of your 
  setting, the spot to put any encounters involving 
  that plot is not tied to any one location – raiders 
  or temporary encampments for example. 
  As to when you want to use these encounters 
  one answer is: "When you feel like it".  Many 
  have the idea that a sandbox is deterministic, in 
  that you go to location x and find y.  If that was 
  all it was, then it would be little better than 
  playing Ultima or Oblivion on your computer.  
  General Encounters is one tool a sandbox 
  referee can use give a sense that the characters 
  are moving in a larger world.  They are also 
  useful for moving the players along if they 
  flounder or appear to be going in circles. 
  If that is too subjective for your taste, then you 
  can use "triggers".  The triggers can cause or 
  terminate general encounters.  For example, 
  barbarian raids can cease if the High Chief of 
  Nermanni is killed or undead start wandering the 
  Isle of Piall if the 2nd level under the Bone Keep 
  is breached. 
  However you decide to implement General 
  Encounters, you need to think of your sandbox 
  setting as a whole rather than a collection of 
  locales.  Of course also make them fun and 
  exciting adventures. 
  1.12 Map Important Population 
  Locales 
  This section will cover the following step. 
  23. Pick the 4 or 6 most important 
  population locales and draw a quarter 
  page sketch map of the settlement. 
  From Section 1.8: 
  0105 Hawth (village) Dwarf 
  Located just outside of the Southpoint mine, this 
  is home to 200 dwarves.  Their homes are 
  carved out of the rocky walls of the canyon 
  leading to the minehead.  Lord Dair Darkiron 
  (Ftr5, L) directs the mining operations.  The 
  original motherlodes are beginning to play out.  
  In response, Lord Dair opened a new section of 
  mine that promised renewed riches, but a rash 
  of disappearances caused it to be closed up.  
  Lord Dair’s brother, Gamli is challenging Dair’s 
  leadership of the clan as a result.  Lord Dair will 
  pay handsomely to anybody who can find out 
  what happened in the mine. 
  
  Bat in the
   
   
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  Bat in the Attic 
  How to make a Fantasy Sandbox
  By Rob Conley
   
   
   
  HT Make a Fantasy Sandbox_DraftA_111005.docx 
  10/05/11  3:14 PM    Page 27 of 36 
  http://batintheattic.blogspot.com 
  27 
  October 2011 – Draft A 
   
   
  1. 
  Hightower Estate.  The ancestral home of 
  the Hightowers of Sandpoint.  Several 
  extended families living under one roof 
  make this place a madhouse. 
  2. 
  The Sandpoint Sheepfold.  Every April the 
  annual sheep shearing is held here, 
  thousands of sheep are moved between 
  the two stands and their fleece shorn off.  
  Afterward, the wool is washed and stored 
  in dry cellars underneath the stands.  In 
  May, the Great Island Sheep Fair is held 
  with buyers from all over the Midland Sea 
  coming to bid. 
  3. 
  The King's House.  This is currently the 
  residence of Albrus Oldham, the Reeve of 
  Sandpoint.  The Oldhams are currently 
  much in favor among the poor of 
  Sandpoint for shoring up the bluff three 
  years ago. 
  4. 
  The Mill Pond Inn.  This inn is run by 
  Janson Poundfoot.  It is a warren of 
  rooms, both for the big folks and the little 
  folks.  Many patrons have gotten lost 
  among its three stories.  For much of the 
  year the inn is mostly empty with the 
  majority of business coming during the 
  spring Sheep Fair. 
  5. 
  Sandpoint Mill.  Gladys Yellowbottom runs 
  this inn with an iron fist.  Much of her 
  family lies in terror of her legendary 
  temper.  Only her nephew, Manny 
  Yellowbottom, is not intimidated and livens 
  up the day with his practical jokes. 
  Note: 
  To the east, the river flows south from Mount Devon and 
  through the South Downs, forming a steep ravine through 
  the bluff.  After emerging from the bluff it turns west to flow 
  past Sandpoint.  From the bluff to the sea it forms a braided 
  flood plain with the channels changing every year.  It enters 
  the Midland Sea about a mile to the southwest of Sandpoint. 
  Sometimes it is hard to come up with a village 
  layout.  In these cases I turn to historical maps 
  and other gaming products (particularly Harn) for 
  inspiration. 
  There are several websites one can use as a 
  resource.  One I like particularly is The 
  Aedificium [www.aedificium.org/], a living history 
  for England.  Of particular interest is this map 
  page 
  [http://www.aedificium.org/Maps/LocalMaps.html
  ], which has several maps done in the Harn 
  style, making them very useful for gaming.  The 
  one that inspired Sandpoint was Serlby. 
  One interesting thing to do is look at the 
  Nottingham map and at some of the village 
  maps.  You realize that some of these places 
  are literally a stone throw away from each other.  
  Not particularly useful for gaming, as fantasy 
  campaigns work better with a bit more 
  wilderness between settlements, however it is 
  interesting to see how the medieval landscape 
  was laid out. 
  Finally, a map-making tip.  Many probably 
  wonder how I did the cropland.  Many vector and 
  paint programs have the ability to use textures.  
  These are bitmap or bitmap patterns that you 
  can use to fill shapes with.  This particular one 
  was done with Corel Draw using a cloth canvas 
  pattern rotated 45 degrees. 
  I created two full 8.5 by 11 bitmaps in TIFF 
  format at 300 dpi that you can use.  One is 
  greyscale and the other is full color CMYK.  The 
  full color uses yellow and brown to give an 
  impression of crop soil along with the texture.  
  You 
  can 
  download 
  it 
  here 
  [http://www.ibiblio.org/mscorbit/beta/cropland.zip
  ]. 
  0403 Datha (hamlet) Human 
  Datha is a small fishing hamlet on East Bay.  A 
  hundred humans live here in mud and wattle 
  huts along the shoreline.  The headman of the 
  hamlet is Danis Hobrun, who is thoroughly loyal 
  to Baron Argus.  Danis’ brother, Helmar, is the 
  yeoman in chief of the Baron’s small coast 
  guard.  Helmar and his fellow yeoman patrol the 
  shores of Piall looking for smugglers. 
  
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  Fant
  partl
  How
  1
  This is the 
  the headqu
  the local c
  Lordar of t
  anything to
  of thieves. 
  on a week
  Southpoint
  month will a
  This is the 
  of the Antim
  is friends w
  coasters an
  Moran Lord
  week to pi
  his father. 
  Moran's he
  village is typ
  e.  Grimy, 
  gue, even tho
  pe.  Players t
  n wind up with
  village also
  bols.  Becaus
  anaged to ac
  allow me to
  y were origina
  ge of Woe 
  tasy.  I never
  y done (Figur
  w to make a F
  10/05/11  3:14 
  Oct
  home of He
  uarters of the 
  coast guard. 
  the village of 
  o bring him d
   Typically a 
  k-long patrol 
  .  The patrol
  also circle the
  home of Va
  mus Black th
  with Helmar 
  nd is secretly
  dar.  He goe
  ck up lumbe
   There he m
  enchmen. 
  pical of the ty
  very medie
  ough it is not 
  that get invol
  h valuable frie
  o showcases 
  se I kept at m
  ccumulate a v
  o throw toget
  ally develope
  in the Wil
  r finished it, 
  re 1.12-4). 
  Fantasy San
  By Rob C
  PM    Page 28
  tober 2011 – D
  elmar Hobrou
  Baron's Coa
   He hates M
  Carra and w
  down and his
  single boat w
  from East B
   at the end o
  e island. 
  anis Black, th
  e boat make
  and many o
  y in the emp
  s to Mikva o
  er and supplie
  meets with o
  ype of settlem
  eval, and lo
  earth shatter
  lved in these
  ends and allie
  my hut and
  apping for so
  variety of sym
  ther maps qu
  ed for a map 
  derlands of 
  but you can 
  ndbox
  Conley
   
   of 36 
  Draft A 
   
  n and 
  asters, 
  Moran 
  will do 
  s pack 
  will go 
  Bay to 
  of the 
  e son 
  r.  He 
  of the 
  ploy of 
  nce a 
  es for 
  one of 
  ment I 
  ots of 
  ring in 
  e plots 
  es. 
  d boat 
  o long, 
  mbols 
  uickly.  
  of the 
  High 
  see it 
  
  Bat in the
   
   
  HT Make 
  http://bat
   
  Figure 1
  0404 Ca
  On an isl
  fishing ha
  75 huma
  Condition
  are amon
  headman 
  leader of 
  Carra wit
  anybody 
  yeoman. 
  e Attic 
  a Fantasy San
  tintheattic.blo
  1.12-4: Villag
  arra (hamle
  land in the m
  amlet of Carra
  ans living in
  s here are w
  ng the poore
  of the hamle
  the small Pia
  th an iron h
  cooperating 
  ndbox_DraftA_
  gspot.com 
  ge of Woe Ex
  et) Human 
  middle of Eas
  a.  This haml
  n mud and 
  wretched and 
  est on the 
  t, Moran Lode
  all thieves’ gu
  hand, severe
  with Helm
  111005.docx 
  xample Map
  st Bay is the
  et is home to
  wattle huts
  these people
  island.  The
  er, is also the
  uild.  He rules
  ely punishing
  mar and his
  29 
   
  e 
  o 
  .  
  e 
  e 
  e 
  s 
  g 
  s 
  1.
  2.
  3.
  4.
  How
  1
  Figure 1.12
  This is the
  headsmen 
  small Thiev
  a ruthless 
  have disap
  be seen ag
  lives in M
  interests.  M
  but few co
  About his 
  To outsider
  village catc
  record of hi
  Geran 
  the
  boatwright.
  among the 
  he learned
  His skills a
  the building
  compartme
  covered wi
  figures from
  Kals the S
  tanner.  H
  often packi
  barrels of c
  Orsin is the
  fishermen 
  devoutly re
  Canticles o
  as Moran's 
  w to make a F
  10/05/11  3:14 
  Oct
  2-5: Keyed M
  e home of 
  of Carra and
  ves Guild of 
  leader and 
  ppeared into E
  gain.  His gro
  Mikva overse
  Moran is note
  omment abo
  belt are num
  rs they appea
  ches, but in 
  is criminal em
  e 
  Marked 
    Unusually, 
   dwarves of 
  d from an ex
  re put to goo
  g of boats co
  ents for smug
  ith vivid tatto
  m dwarven leg
  Stench is the 
  e also acts 
  ing goods to 
  cod, and herri
  e leader of th
  in the villa
  eligious, often
  of Veritas whi
   enforcer. 
  Fantasy San
  By Rob C
  PM    Page 29
  tober 2011 – D
  Map of Carra
  Moran Lode
  d the leader o
  Piall Island.  
  many of ene
  East Bay, nev
  own son, Do
  eeing his fa
  ed for his big
  ut it and su
  merous tally s
  ar to track wh
  reality they 
  mpire. 
  is 
  the 
  vil
  Geran was r
  Southpoint, w
  xpert woodw
  od use by Mo
  omplete with s
  ggling.  His bo
  oos of scenes
  gend. 
  village salte
  as Moran's f
  be sold in s
  ng. 
  he largest ga
  ge.  He is 
  n quoting from
  le fishing or a
  ndbox
  Conley
   
   of 36 
  Draft A 
   
   
  r, the 
  of the 
  He is 
  emies 
  ver to 
  odson, 
  ather's 
   ears, 
  urvive.  
  sticks.  
  at the 
  are a 
  lage's 
  raised 
  where 
  worker.  
  ran in 
  secret 
  ody is 
  s and 
  er and 
  fence, 
  smelly 
  ang of 
  also 
  m the 
  acting 
  
  Bat in the Attic 
  How to make a Fantasy Sandbox
  By Rob Conley
   
   
   
  HT Make a Fantasy Sandbox_DraftA_111005.docx 
  10/05/11  3:14 PM    Page 30 of 36 
  http://batintheattic.blogspot.com 
  30 
  October 2011 – Draft A 
   
   
  5. 
  Pog the Crafty is Moran's lieutenant.  He 
  is often away from the village, dealing with 
  thieves guilds on other islands in the 
  Kingdom and even in the Empire of Po.  
  He also uses these trips to find a way of 
  restoring the magic power he lost when he 
  was a youth.  He was not born on Piall 
  and was briefly apprenticed to a mage.  In 
  an encounter he doesn't talk about, his 
  natural ability was burned away.  Chance 
  brought him to Piall and into the service of 
  Moran.  He was instrumental in Moran 
  seizing control of Carra and the Piall 
  Thieves Guild 20 years ago.  He has little 
  interest in the guild itself. 
  For Carra I decided to take a similar tack to work 
  I did on the Brotherhood of the Lion and focus 
  on making a memorable cast of characters to 
  populate the thieves’ guild of the Isle of Piall.  I 
  was helped by the excellent NPC tables from 
  Paizo's Gamemastery Guide.  I coded them up 
  for Inspiration Pad Pro and this is what I rolled: 
  Moran 
  Background: Inadvertently saved the life of a 
  future villain 
  Goal: Solve a murder 
  Physical: Big ears 
  Personality: Makes lists and check things off 
  Secrets: 
  Owes 
  the 
  local 
  moneylender 
  substantial funds 
  Reward: Follow someone for you 
  Geran 
  Background: Raised by members of a different 
  race 
  Goal: Continue to live in family estate despite 
  danger 
  Physical: Covered in tattoos 
  Personality: Easily angered 
  Secrets: Knows command word for a magic item 
  Reward: Bury or hide something dangerous 
  Kals 
  Background: Comes from a long line of tanners 
  Goal: Become the recipient of a actual miracle 
  Physical: Homely 
  Personality: Speaks with great formality; never 
  used contractions and employs bigger words 
  than necessary 
  Secrets: Was a very different creature prior to 
  reincarnation 
  Reward: Buy you a small gift 
  Orsin 
  Goal: Go on a pilgrimage 
  Physical: Shaved head 
  Personality: A connoisseur of find food and drink 
  who insists on lecturing about it 
  Secrets: Knows why no one swims in the 
  millpond anymore 
  Reward: Compose a poem praising your 
  prowess 
  Pog 
  Background: 
  Practiced 
  magic 
  before 
  a 
  traumatizing accident 
  Goal: Get a good night's sleep 
  Physical: Glass eye 
  Personality: Propositions any even remotely 
  attract person encountered, but makes panicked 
  excuses should somebody accept the offer 
  Secrets: Knows command word for a magic item 
  Reward: Provide shelter 
  Note that I don't use all the entries – I just scan 
  them and use what leaps out at me. 
  When making a sandbox campaign, a good set 
  of random tables are invaluable and Paizo's 
  Gamemastery Guide has several that work well 
  in coming up with ideas. 
  0504 Kathi (village) Human 
  This is a farming village on the eastern shore of 
  the Isle of Piall.  The village has 300 humans 
  and is held by Sir Vandas Gervon, a distant 
  cousin of Baron Argus.  A third of the village is 
  devoted to fishing and the remainder works the 
  surrounding fields.  Despite Baron Argus’ 
  disapproval, Sir Vandas tries to be helpful to the 
  Sheriff.  He hopes to win the Sheriff’s 
  recommendation so he can send his son, Andal, 
  to be a squire at the royal court in Haras. 
  
  Bat in the
   
   
  HT Make 
  http://bat
   
  Fig
  1. 
  This
  Ger
  chil
  old,
  gre
  at th
  Van
  som
  for A
  2. 
  This
  villa
  smi
  Acr
  run 
  3. 
  This
  loca
  spri
  4. 
  This
  crop
  Kat
  and
  5. 
  This
  800
  map
  whe
  and
  to s
  field
  6. 
  The
  gard
  cris
  e Attic 
  a Fantasy San
  tintheattic.blo
  ure 1.12-6: K
  s the mano
  rvon, his wif
  dren, the elde
  , Andal.  Visit
  eted with a r
  he manor's g
  ndas will que
  me type of sq
  Andal. 
  s is the sma
  age.  It has
  thy, and a
  ross Byway is
  by two priest
  s is a pasture
  al herd before
  ing lambing. 
  s is the North
  pland (much 
  hi practices 
  d this field is c
  s is the Sout
  0 acres of cro
  p).  Currently
  eat, barley, an
  d Sir Vandas
  switch to a ne
  ds. 
  ese are vari
  dens tended 
  sscrossed with
  ndbox_DraftA_
  gspot.com 
  Keyed Map o
  or house of 
  fe Elessa, a
  est of which i
  tors with any 
  oyal welcome
  reat hall.  Dur
  estion the pa
  quire-ship can
  ll merchant q
  s the Golde
  a carpenter's
  s a small tem
  ts and three a
  e.  It is used fo
  e the fall slau
  h Field, over 
  of this exten
  two-crop rota
  currently in fa
  th Field, whic
  opland (it also
  y this field is 
  nd rye.  The V
  s are conside
  ew system of 
  ous individu
  by the village
  h a number o
  111005.docx 
  f Kathi 
  Sir Vandas
  nd their five
  s the 17 year
  status will be
  e and a feast
  ring which Sir
  arty to see if
  n be secured
  quarter of the
  enrod Inn, a
  s workshop
  ple of Veritas
  acolytes. 
  or grazing the
  ghter and the
  800 acres of
  nds off map)
  ation farming
  llow. 
  ch is another
  o extends off
  planted with
  Village Reeve
  ering whether
  rotating three
  al vegetable
  ers.  They are
  f small paths.
  31 
   
  s 
  e 
  r 
  e 
  t 
  r 
  f 
  d 
  e 
  a 
  .  
  s 
  e 
  e 
  f 
  .  
  g 
  r 
  f 
  h 
  e 
  r 
  e 
  e 
  e 
  . 
  7.
  This 
  You 
  powe
  Free
  Mikv
  done
  avoid
  The 
  who 
  adm
  colle
  Woo
  wood
  inspe
  ever
  The 
  innke
  yeom
  being
  hand
  nam
  rent 
  I rec
  treat
  Med
  Folle
  of t
  med
  gam
  relea
  1.1
  This 
  2
  a
  s
  How
  1
  This is the
  Kathi.  The
  huge hulk 
  interest in 
  Carra and 
  tries to inte
  he smacks
  with his lar
  for eating t
  luck prior to
  is pretty mu
  have the lo
  er of justice 
  edmen can a
  va; however a
  e as a matte
  d causing ma
  villages has
  works with
  inistration; 
  ecting fines 
  odward, in ch
  ds are proper
  ects the fie
  rything is done
  freedmen o
  eeper, the sm
  men who hold
  g ready for
  dful of the vi
  e, with the on
  for using the 
  commend Har
  tment of Man
  ieval Society
  et's World wit
  the Earth, h
  ieval villages
  ing.  Finally a
  ased on Lythi
  3 Mappi
  section will c
  24. Pick the s
  and draw a fu
  settlement.  T
  w to make a F
  10/05/11  3:14 
  Oct
  e home of th
  ey are led b
  of a man. 
  the conflict b
  Helmar of Da
  erfere with on
  s the offende
  rge fishclub. 
  the head of a
  o the start of a
  uch a typica
  ord, Sir Vand
  over the se
  appeal to the
  as a practical
  er of last res
  ajor trouble in
  s several off
   Sir Vandas
  the 
  Beadle
  and keeping
  harge of mak
  rly used; and 
  lds and too
  e properly. 
  of the village
  mith, the carp
  d land rent-fre
  r instant mil
  llagers hold 
  nly requireme
  common plow
  rnmanor as th
  norialism.  F
  y are both lik
  thout End, th
  has several 
  s, which ha
  a well done g
  a.com. 
  ng the “H
  cover the follo
  starting popul
  ull page map 
  This is the "Ho
  Fantasy San
  By Rob C
  PM    Page 31
  tober 2011 – D
  e fisherfolk o
  y Donard Tiv
   He takes
  between Mor
  atha.  When 
  e of his fishe
  r upside the 
   Donard is k
  a herring for 
  a fishing seas
  al manorial v
  das, who ha
  erfs of the v
  e King's She
   matter this is
  sort as most 
  n the small v
  ficers: the R
  s on day to
  , 
  in 
  charg
  g the peace
  king sure tha
  the Hayward
  ols to make
  e will includ
  penter, and se
  ee in exchang
  itary service
  strips in thei
  ent that they 
  w. 
  he most game
  ief and A M
  kewise good. 
  e sequel to P
  chapters s
  s useful stu
  generic mano
  Home Ba
  owing step. 
  ation locale 
  of the 
  ome Base". 
  ndbox
  Conley
   
   of 36 
  Draft A 
   
  of the 
  vor, a 
  s little 
  ran of 
  either 
  rmen, 
  head 
  known 
  good 
  son. 
  illage.  
  as the 
  illage.  
  eriff in 
  s only 
  try to 
  illage.  
  Reeve, 
  o day 
  ge 
  of 
  e; the 
  at the 
  d, who 
  sure 
  e the 
  everal 
  ge for 
  e.  A 
  r own 
  pay a 
  e-able 
  agical 
   Ken 
  Pillars 
  set in 
  uff for 
  or was 
  se” 
  
  Bat in the
   
   
  HT Make 
  http://bat
   
  From 1.8:
  0403 Mi
  This is a 
  several d
  castle itse
  is the sea
  Gervon. 
  every we
  Before th
  traders pu
  Here the 
  wool is tra
  the next y
  Currently 
  staying w
  Mikva, the
  is current
  Hall to co
  Royal bus
  between B
   
  For this se
  create a 
  steps I do
  First I sta
  hexes at 
  coverage 
  go to a lar
  Figure
  I start by 
  in the co
  considere
  drawn as 
  the coastl
  e Attic 
  a Fantasy San
  tintheattic.blo
   
  ikva (castle
  small castle 
  dozen Dwarv
  elf sits on a bl
  at of the curr
   Several tra
  ek to pick up
  he fall mons
  ut in at Mikv
  island’s gra
  aded for good
  year. 
  the King’s 
  with one of th
  e Honorable 
  tly using offic
  onduct his inv
  siness.  Ther
  Baron Argus a
  ection I will go
  town map. 
  o for hand ma
  art with a blan
  40 ft per h
  to draw town
  rger page size
  e 1.13-1: Exa
  selecting the
  oast line.  
  ed coasts as w
  lines on a se
  line a comple
  ndbox_DraftA_
  gspot.com 
  e, town) Hu
  town of 800 
  ves and Ha
  luff overlookin
  rent Baron of
  ading vessel
  p ingots from
  soon season
  a to attend t
  in and, more
  ds and supplie
  Sheriff, Tom
  e wealthiest 
  Orlon Beras.
  ces at the M
  vestigation a
  re is conside
  and the Sher
  o step by step
   Roughly, th
  ps as well. 
  nk hex map.  
  hex.  This g
  ns and villages
  e. 
  ample Blank 
  e Coast layer 
  At this leve
  well.  Stream
  parate layer. 
  ete shape that
  111005.docx 
  uman 
  humans with
  lflings.  The
  ng the bay.  It
  f Piall, Argus
  s stop here
  m Southpoint
  n, dozens of
  the Piall Fair
  e importantly
  es needed for
  ar Revan, is
  merchants in
  .  The Sheriff
  Mikva Trading
  nd any other
  rable tension
  iff. 
  p about how 
  hese are the
  I use 0.28 in
  gives enough
  s.  For cities 
  Hex Map 
  and drawing
  el rivers are
  ms, if any, are
   I try to make
  t can be filled
  32 
  h 
  e 
  t 
  s 
  e 
  .  
  f 
  .  
  , 
  r 
  s 
  n 
  f 
  g 
  r 
  n 
  I 
  e 
  n 
  h 
  I 
   
  g 
  e 
  e 
  e 
  d 
  with 
  layer
  Next
  page
  level
  grou
  white
  and 
  Figu
  Next
  filling
  adde
  put i
  sens
  All th
  hex 
  F
  Next
  how 
  How
  1
  white.  The 
  r. 
  t I toggle on t
  e size rectan
  l.  I copy the
  und layer ben
  e.  You may 
  adding a glow
  ure 1.13-2: Ex
  t I add in veg
  g them in w
  ed some cliffs
  n cropland.  B
  se of how th
  his is on the 
  layer. 
  Figure 1.13-3
  t I add walls, 
  a town is dev
  w to make a F
  10/05/11  3:14 
  Oct
   coast layer 
  the water lay
  ngle of 20% g
  e coast I drew
  neath the Hex
  y want to look
  w effect for sh
  xample with 
  getation by d
  ith various te
  s and steep c
  By now you s
  e physical la
  vegetation la
  3: Example w
  Added 
  which are m
  veloped.  For
  Fantasy San
  By Rob C
  PM    Page 32
  tober 2011 – D
  is above the
  yer and put do
  gray at the l
  w and paste i
  x layer.  I fill 
  k at River Se
  hallow water.
   Coastline A
  drawing area
  errain fills.  
  contours.  Fin
  should be get
  ayout will turn
  ayer and belo
  with Vegetatio
  ajor constrain
  r Mikva I choo
  ndbox
  Conley
   
   of 36 
  Draft A 
   
  e hex 
  own a 
  owest 
  it to a 
  it with 
  ecrets 
   
  Added 
  s and 
  I also 
  nally, I 
  tting a 
  n out.  
  ow the 
   
  on 
  nts on 
  ose to 
  
  Bat in the
   
   
  HT Make 
  http://bat
   
  go with a
  added wo
  Mikva isn
  but does 
  hence a w
  Wall layer
  Figure 
  Now all th
  roads.  I d
  on the m
  buildings,
  are lines 
  road layer
  Figure 
  I then tak
  get a rou
  need.  Th
  average o
  out to 1
  e Attic 
  a Fantasy San
  tintheattic.blo
  n early versio
  ooden palisad
  n't wealthy en
  wish to cont
  wooden palis
  r, which is abo
  1.13-4: Exam
  his is enough
  do this in two
  major roads. 
  I will work on
  and filled sh
  r lies above th
  1.13-5: Exam
  A
  ke the popula
  ugh idea of h
  his comes fro
  of 5 people p
  60 or so.  
  ndbox_DraftA_
  gspot.com 
  on of Chepst
  des.  The reas
  nough to buil
  trol access to
  ade.  All this
  ove the Hex l
  mple with Wa
  h to suggest 
   stages.  Firs
   Later, after
  n minor roads
  hapes at 40%
  he hex layer. 
  mple with Ma
  dded 
  ation and div
  how many bu
  om assuming
  er household
  Because M
  111005.docx 
  tow Castle.  
  soning is that
  ld town walls
  o the market,
  s goes on the
  ayer. 
  alls Added 
  a network of
  st, I just focus
  r I place the
  s.  All of these
  % gray.  The
  ajor Roads 
  ide it by 5 to
  uildings I wil
  g there is an
  d.  This works
  Mikva is stil
  33 
  I 
  t 
  s 
  , 
  e 
   
  f 
  s 
  e 
  e 
  e 
   
  o 
  l 
  n 
  s 
  l 
  deve
  are 
  wattl
  as I 
  dens
  Figu
  All th
  layer
  the 
  keyin
  next 
  By c
  show
  1.1
  This 
  2
  a
  t
  From
  popu
  Dem
  of 2
  chan
  tailor
  Whil
  is a 
  incom
  Jose
  S. Jo
  adm
  of 12
  So t
  How
  1
  eloping as a 
  individual bu
  le huts.  I don
  get close.  W
  se and big en
  ure 1.13-6: Ex
  his goes on th
  r.  Next I finis
  placement o
  ng of the ma
  several steps
  computer or 
  wing the home
  4 Shops
  section will c
  25. Use Medi
  an idea of how
  town. 
  m previous st
  ulation of 800
  mographics, w
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  Bat in the Attic 
  How to make a Fantasy Sandbox
  By Rob Conley
   
   
   
  HT Make a Fantasy Sandbox_DraftA_111005.docx 
  10/05/11  3:14 PM    Page 34 of 36 
  http://batintheattic.blogspot.com 
  34 
  October 2011 – Draft A 
   
   
  enough, the Paris Tax Roll of 1292 in its original 
  form can be found on the Internet, thanks to the 
  SCA and Colm Dubh. 
  I knew that if you look at an actual list of 
  medieval occupations it would look rather 
  insane.  A combination of lax record keeping, 
  the trend to protect even closely related 
  professions from competition, and the fact that, 
  in real life, everything is just more complex, 
  means there is a bewildering array of distinct 
  professions. 
  This is a case where a referee needs to apply 
  some editorial judgment to make something 
  game-able out of reality.  I am a big fan of Harn 
  and its price list.  I think how the guilds are 
  organized under that setting is about at the right 
  level of detail for game-able realism.  So, 
  inspired by Harn, I came up with a similar list of 
  guilds and professions.  I then went through the 
  Paris Tax Roll categorizing everything into one 
  of the guild/professions I created. 
  You can see the result here in the form of an 
  excel spreadsheet.  I even added a little 
  generator.  Just change the cell next to 
  Population and the calculated number will 
  change by each guild.  I also wrote an article 
  summarizing my own research with the new 
  numbers I calculated.  You can download it 
  here. 
  Note: 
  This is a first draft, so it is bit skimpy on explanations.  I 
  intend to gather all these "How to make a fantasy Sandbox" 
  into a book that I will publish.  This is a part of one of the 
  chapters I intend to include.  The basic gist is that you divide 
  the value for each profession into the total population.  If it is 
  1 or greater that is how many of that profession is present.  If 
  it is lower than 1 then it is a percentage change that 
  profession will exist. 
  So I plugged in Mikva's 800 population to the 
  spreadsheet and this what I got: 
  artist 
  1 
  baker 
  3 
  carpenter 
  4 
  chandler 
  1 
  finesmith 
  3 
  fisherman 
  1 
  herbalist 
  1 
  jeweler 
  2 
  laborer 
  5 
  leathercrafter 
  10 
  legal 
  1 
  mason 
  3 
  merchant 
  3 
  metalsmith 
  1 
  miller 
  2 
  ostler 
  2 
  physician 
  2 
  religious 
  1 
  sailor 
  1 
  scholar 
  2 
  servant 
  5 
  tailor 
  8 
  tavern 
  6 
  weaponsmith 
  1 
  weaver 
  6 
  This generates roughly 75 shops in the castle 
  town of Mikva.  Now the key to creating a 
  Sandbox Setting is managing the level of detail, 
  which is why in the next step we are only going 
  to pick 6 to 12 of the most interesting shops and 
  just leave the rest as one line entries to be used 
  in later campaigns. 
   
  
SOURCE: textdata/thevault/Tables & Charts/World & Planet Building/World-building/FantasySandbox.pdf