Thursday, September 17, 2026

The Donkey Kong Island Hexcrawl - Introduction & Kongo Jungle

 

There's been plenty of good iterations of this place, 
but this version is the one that feels like home to me.

    Howdy, Farmhands   

    Five-ish years ago at the time of writing, I ran a TTRPG Actual Play for my Twitch audience titled "Escape from Kong Country." That AP took 6 or so months of planning and prep to even happen, and even then, that was after months of rolling the idea around in my head privately. What I'm trying to get at is that I've been thinking about roleplay games in the Donkey Kong world for a fairly long time. It wouldn't be until Josh McCrowell of Rise Up Comus began posting his own canon-adapting ttrpg project, "The Middle Earth Hexmap" that I decided to seriously take another whack at it. It helps that the immediate stumbling block I needed to pass was the question, "How do I even organize this thing?" Josh generously gave me permission to make use of his template. It's much easier to have a skeleton upon which to drape ideas than it is to stare at a blank page while those ideas wrestle in a cartoon dust cloud in your mind to decide which gets typed up first. It ALSO also helps that Josh has been forthcoming with his thought process on the project, how he approaches adapting works from beyond the original source material and filling in any gaps. Basically, I'd never have gotten my ass in gear for this without his work preceding me, so please go give his blog a good read. Buy his books maybe.

    Funnily enough, I've been sitting on what I've written for the last six months, so even this post is part of the process of dragging myself, kicking and screaming, towards the thing I desire. I briefly considered making this a daily excercise as Josh has,but I know that failing to keep up due to life or brain chemistry would simply upset me. Instead, I am posting this to introduce the project as a passive background activity, to fill in gaps where my other projects aren't ready for my loose self-assigned goal of "Posting Something Every Week." Might be a Comic page, might be a Livestream, but I have to post Something. Being able to sit down and knock out a hex or two is a good backup for when things go south. I've done it before with my contribution to the Rankin-Bass Christmas Hexcrawl.

    Similar to how that hexcrawl was made, I will be taking efforts to weave in connections between hexes. In the early days of this project, that will look like unfinished entries until I've gotten most of the adjacent locations written up as well. For this project, my primary sources will be Donkey Kong Country (SNES, 1994), Donkey Kong Land (GB, 1995), Donkey Kong 64 (N64, 1999), and Donkey Kong Returns (Wii, 2010). References and adaptions of stuff from other games that I feel fits within the main Donkey Kong Island will be dotted throughout, but the main goal is writing the island itself. I have split the place into chunks, each will have it's own regional encounter table atop individual hexes' encounters, in the cadence of Paper And Pencil's Structured Encounters. The hexes will remain unnumbered for the time being, as I'm still figuring out the exact form the final map will take. They will retain relative location to one another. Dungeons will have their own pages, and unfortunately that means a lot of empty spaces that amount to "add one of those here." It's a process.

     Quoting Josh on how to read the entries: 

HEX #

SITE NAME IN CAPITALS. The site name is mostly to help the GM remember the contents of the hex. The site description is given in Roman font. The type of terrain, which is needed for random sites or wandering encounters, is listed on the map. Particularly interesting sites where quests, rumors, random encounters, and interesting NPCs can be found are given in bold. Hidden features are given in italics.

HIDDEN SITE. Hidden features of the hex are presented in italics. These can only be found during certain times or by exploring the main feature of the hex.

! - QUEST NAME: Details a potential job for a burglar, if the players go sniffing around for work. 

✦ - OFTEN HERE: If the region is inhabited, a quick list of NPC names and descriptions for the GM to easily pull from. The number of NPCs is reflective of the size of the settlement, ranging between four and twelve. 

(d6): A special encounter could be here. Roll a d6. If the face equals the number shown, this event is currently occurring when the fellowship arrives, if it possibly makes sense.

       And for my own purposes, anything highlighted in Banana Yellow will link to it's own bespoke page once it's written, usually Dungeons. This is a Work In Progress, after all.


 REGION 1: KONGO JUNGLE

    Per MarioWiki: "The Kongo Jungle is a vast jungle found on Donkey Kong Island, at the foot of Monkey Mines. First appearing in Donkey Kong Country, Kongo Jungle is the place where DK's Tree House and the Banana Hoard is found; a distinction shared with the similar Jungle world in Donkey Kong Country Returns, which has been suggested to be the same location. It is known for its dense rainforests, including natural ranges of wild gorillas.

     Kongo Jungle is split into two sections based on elevation, the lower jungle being where the majority of the Kong Clan live. The western half of the lower jungle is seperated from the east by upper jungle's cliffs, which extend to the ocean's edge, with a series of caves and tunnels allowing access to the east. A river coming down from the upper mountains empties into the ocean via the eastern half, and while bridges and rope swings have been installed to travel over, it still remains a danger. The eastern jungle grants access to the BEACH region, while the upper west jungle leads to the MONKEY MINES and CHIMP CAVERNS.

HEX: Jungle Japes Valley- A Hilly valley to the Northeast of Jungle Hijinks.

Jungle Pond: Surrounding a pond where vines grow, and caves are dotted along the cliff face. A cannon on the shore could be a shortcut to Ropey Rampage, if it were to be fixed by a mechanic.

(Players can spend a Watch to Explore the caves if they like. 1 – Encounter, 2-4 – Nothing, 5-6 Treasure)


Batface Cave-in (Dungeon)

A sinkhole reveals a lost temple to an unknown diety. The construction is of dirt and stone, far removed from the Kong temples of the island. Who left this?

- Tight walkways over deep pits

- A bat colony has taken refuge in here and dislikes light

- Giant bat head with a wide, gaping mouth. It’s eyes sparkle like jewels.

Shell Stage: A wide clearing around a raised stone platform. Multiple fallen logs have been arranged to form seating around it. There’s a massive conch shell sitting on the stage, with ominous buzzing noises coming from within.

! -
The rainbow conch used to be used to perform music for the Banana Fairies, but a hive of Zingers took over and made blowing it… difficult. Relocating the hive and allowing the performances to continue will make the Fairies very happy.

Magic Conch Shell (Dungeon)

Objects entering it’s opening shrink to fit inside.

Zingers have created a nest inside and need to be removed

<> Advancement Opportunity: If the players perform for the Fairies after returning the conch, they will learn a Random Song as thanks

HEX: Jungle Japes Cliffside: Overlooks Jungle Japes. (Northwest?)

Snide’s H.Q: .A lopsided shack with a tin roof. A radio dish and tv sattelite have been haphazardly nailed on top, but appear functional. A hand painted sign reads “Snide’s HQ” Inside, a series of pulleys and levers connect to rube goldberg machines that seem to serve no purpose and are made of junk. Blueprints for various questionable constructs litter most spaces.

✦ - OFTEN HERE: SNIDE THE WEASEL (Snarky, Stingy, Sleezy) A reformed Kremling member, though his turn came from spite as opposed to a moral shift. Capable of building fantastical structures, but requires payment up front. Honors his deals to the letter, and frequent successful trades will warm him up to the party.

! - Bon Voyage, Blueprints: Someone broke into the H.Q. in the night, and scampered off with 9 of Snide’s Blueprints. He can replace them easily, but he worries what someone might do if the work was reverse-engineered. He’ll pay 5 Bananas per party member for each Blueprint returned. (Every Kremling Member henceforth has a 1 in 6 chance of having a Blueprint visibly on their person until all 9 are found)

Mountain Hideout (Dungeon)

A cavern repurposed by the Kremlings to store scavenged ammunitions (very unsafe)


HEX: Thunder Cove - A Sparse Jungle at the ocean’s edge with a clear view of the sky. Large knocked over logs form tunnels between locations. (East of Jungle Japes)

Sacred Tree: A tall and mighty trunk devoid of foliage. Multiple braided red ropes are strung around it, marking it as a place of power. Despite being completely hollow, the tree is alive and waiting. Locals place offerings of bananas in the hope of good things happening to the Island.

(d6) 1: Konfu Kong is giving an offering of (d6) Bananas. If any member of the party owns a Crest, he will challenge them to find his hidden training grounds and fight him in combat. Once the training ground is found, regardless of the result of the fight, he will have a 3 in 6 chance of appearing at the Sacred Tree from that point onward.


! - If the Party offers bananas totaling these amounts, events will trigger (These Amounts are based on the video game and will need to be adjusted)

  • 1-399 : A Bronze Crest falls from the Tree,
  • 400-799 : A Silver Crest falls from the Tree,

  • 800-1,199 : A Gold Crest falls from the Tree,

  • 1,200 or more: A Platinum Crest falls from the Tree,


Hidden Waterfall - A log tunnel embedded into the ground leads to an open cavern with a sturdy rope bridge crossing the gap. A large waterfall fills the cavern and the underground river below. Konfu Kong can be found training his heart and mind in the waters. If approached, he will request a spar. Any who take him down in honorable combat will be allowed to use the path. (Connects to-[Future Hex])

✦ - OFTEN HERE: KONFU KONG (Strict, Shrill, Snobbish) Martial Artist, previously of the Boss Kongs. Dislikes weaklings but respects those who respect nature. Will train warriors who have received the Sacred Tree’s Badges in combat techniques.

HEX: Jungle Hijinxs - A valley at the base of DK Mountain.

DK’s House: A wooden cabin with a thatch roof atop a tall tree. The inside is littered with whatever cool shit DK and Diddy found entertaining enough, along with probably too many banana peels.

✦ - OFTEN HERE: DONKEY KONG "DK" (Goofy, Childish, Kind) De Facto leader of the Kong Klan. His primary motivation is Bananas, though the safety of his island and it’s inhabitants come in a close second. Friendly to anyone who shows him the same. Not terribly bright.

Flat plain surrounded by trees

dense jungle nearby

rising hill underneath which is a banana hoard (one of many)

bashing into cliff reveals hidden valley?

Landmark:
Hidden:

Secret:
Encounters: Gnawty, Klump, Kritter, Necky

HEX: Ropey Rampage (Northeast of Jungle Hijinks, inaccessible from Lower Jungle Hexes)

A series of cliffs atop a raging river. Ropes have been placed all over for swinging to and from each side. Individiual areas jut out as islands above the perilous drop. (this level is interesting for being in the rain and dark, otherwise it’s just a more vertical jungle hijinx.) the river idea isn’t bad. Leap of faiths into barrels leading up to even higher treetops. Lots of butterflies once the rain stops

Landmark:
Hidden:

Secret:
Encounters: Army, Kritter, Zinger

HEX: Reptile Rumble (East of Jungle Hijinks, grants passage to Lower East Jungle Hexes)

A cave system connecting the jungle to the southern beach. Features high ceilings but deep snake pits and secret side caverns. Multi barrel puzzles shooting players all over the place? Tight squeezes between areas. A big pit with a floating platform and a tire to balance on. Multiple kritters jumping down an incline at the player. Should this be a Flux Space????


Cranky’s Hut

Landmark:
Hidden:

Secret:
Encounters: Kritter, Slippa, Zinger


HEX: Coral Capers (South/Southeast of Reptile Rumble)

An ocean inlet filled with piranhas and octopi. The emerald green coral hides secrets. Home of Enguarde. Wandering patrolling Sharks? Ocotopi chase you in circles. Coral patches reveal hidden items, air bubbles? Clams taking potshots from below? Why would the players come here? What’s down there worth getting?

Landmark:
Hidden:

Secret:
Encounters: Bitesize, Croctopus, Chomps, Clambo

 

Thursday, September 3, 2026

Spoonsingers - A Mon-astic Order for Into the Oddish

Everybody WAS Kung-fu fighting! (wow)
"Alola Alakazam Fighting Type" by LoganCure on Deviantart 


You can read this post and find links to my other works over on my static site!
 Farmhands pledging $1 or more over on patreon got to read this a week early!
  

Spoonsinger

    Of the Martial Orders founded since the fall of Humanity, there are few as powerful and dedicated as the Spoonsingers. Masters of both Fighting and Psychic techniques, Spoonsingers forgo the common belief that training one's mind or body are exclusive goals. By harmonizing their physique with their honed wills, they have learned techniques of both types that blend and blur the physical and spiritual domains.

    To be a Spoonsinger, a Pokemon must be a Psychic or Fighting Type. Upon commitment to the order, the opposite Typing will be gained as a Second Typing. Gaining an additional typing in this way is irreversible. 

  • Role: While Spoonsinger Order maintains temples and training grounds to their teachings, most trained members choose to wander the region in search of new techniques and young Pokemon who show traits of Psychic or Fighting prowess. They do this by seeking out sources of strife and attempting to calm them, either through words or actions. They act as diplomat and one-mon army in turn, upholding their belief in balance and insuring the continued teaching of future generations.
  • Weapon Proficiencies: Spoon
  • Recommended Skills: Dancing, Etiquette, Juggling, Singing, Tumbling, Weaponsmithing.
  • Equipment: A Spoonsinger is always identifiable by the order's weapon of choice; the Spoon. Recognizable as a tool once employed by Humans, Spoonsingers will smith variations of it's shape and size to better suit the individual's fighting style. Such an item is always polished, enhancing the Spoonsingers appearance in battle.
  • Distinctive Appearance: Not only are they easily identifiable by their weapon of choice, Spoonsingers don a set of loose robes, colored to match their respective Temple. Each Temple has a distinctive palette, closely related to the nearest Human settlement, all of which were once known by colorful names. These robes frequently include an outer and inner set, the heavier hooded coats giving protection from the elements, and the lighter inner robes allowing for freedom of movement in combat.
  • Special Benefits: Spoonsingers benefit from the harsh training afforded any acolyte, as well as the combined resources of the Temples dotted across Kanto.
  1. As a result of the harmony between mind and muscle, Spoonsingers move with a supernatural grace, almost dancing across the battlefield. This trance-like state is known as Spoonsong, and is accompanied by a hum of psychic power interrupted by the clang of their Spoons as they strike in time. This display is both beautiful and haunting, and triggers a Morale save for the group once the first opponent falls to half health.

  2.  Spoonsingers may find shelter and supplies at any Temple, regardless of minor ideological differences. It is not unheard of to find a Spoonsinger from the border of Johto taking supper at a Temple on the coast of Lavender town. Parties who have allied with a Spoonsinger are welcome, though only temporarily, unless they wish to become members of the order themselves.

  3.  Accomplished Spoonsingers may choose to retire from wandering and become Temple Masters, taking the position over from their Elders or choosing to found a new Temple of their own. While any Spoonsinger can share the basic tenants and foundational trainings, most believe the art of Spoonsong can only be learned properly from a Temple Master. Their skills are kept sharp by the frequent challengers from both within and without the order; Trained Pokemon who have completed the Gym Battles of the region choose to test their skills against greater warriors, and the Temple Masters willingly oblige.
  • Special Limitations: Spoonsingers are expected to follow a set of restrictions in their daily lives, failure to do so could mean ejection from the Order. 
  1. Not only must they attempt to advance the outreach of their Temples at all times, they must also lend aid to any Pokemon in need, unless that Pokemon is proven to be an enemy to the Spoonsinger way of life. 

  2. They may not use TMs/HMs. To develop a technique without the use of your own training is counter to the core of the Spoonsinger Order; while non-members are not begrudged their choices, committed practitioners think of the practice as a disgraceful grasp for unearned power.

  3.  Spoonsingers do not wear protective gear or finery other than their traditional robes, though held items that enhance their Psychic abilities are generally overlooked. This is both cultural expectation and  a matter of efficiency, as holding a shield or wearing armor interferes with their acrobatic fighting techniques, and clothing of any value goes against the tenent of limited wealth.

  4. Temples offer a small stipend for purchases wandering Spoonsingers must make during their journey, though it is largely understood that this money is primarily to maintain their weapon of choice. Additional money and treasures found during their adventures is assumed property of their Temple of origin, and is to be gifted to it's accounts upon the Spoonsinger's return. This means that most Spoonsingers survive off the generosity of the Pokemon settlements they travel to, or by temporarily joining Adventuring parties to clear dangerous dungeons and fund the next leg of their journey.

After becoming a Spoonsinger, Players gain an additional list of Moves they can learn at the end of a battle. The player may roll before choosing which list they would like to learn from. 

1d20 Move
1-3 Vacuum Wave - The user whirls its fists to create a wave of pure vacuum that it sends flying at targets. Moves first in combat regardless of Dexterity save results. Deals 1d4 Fighting-type damage to the target. Usage: Unlimited
4-6 Psyblade - The user rends the target with an ethereal blade. Deals 1d8 Psychic-damage to the target. Usage: 1x per encounter
7-8 Aura Sphere - The user lets loose a pulse of aura power from within its body. Deals 1d8 Fighting-type damage to the target. Usage: 2x per encounter
9-11 Zen Headbutt - The user focuses all its willpower into a fierce headbutt. Deals 1d8 Psychic-type damage to the target. If rolling multiple dice and any two match, the target flinches and misses their next turn. Usage: 1x per encounter
13-15 Psycho Cut - The user launches blades formed by psychic power. Deals 1d8 Psychic-damage to the target. The attack is a Critical Hit if it rolls a 7 or 8. Usage: 2x per encounter
16-17 Psyshield Bash - Cloaking itself in psychic energy, the user slams into the target. This also boosts the user’s Defense stat.  Deals 1d10 Psychic-type Damage. On a Critical Hit, the user's ARMOR is increased by 1 (max 5) for the duration of the battle. Usage: 1x per day
18-19 Focus Blast - The user heightens its mental focus and unleashes its power in the form of a spiritual bullet. Deals 1d10 Fighting-Type Damage. On a Critical Hit, the target's ARMOR is decreased by 1 (max 5) for the duration of the battle. Usage: 1x per Rest
20 Secret Sword - The user pushes psychic energy into their weapon, extending it as an ethereal blade. This odd power is solid to touch. Deals 1d10 Fighting-type damage, bypassing ARMOR. Usage: 1x per day

 Sources: x, x