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The team has to use a hex grid now but Vaarsuvius explains the advantages.

Cast[]

Transcript[]

Panel 1

Belkar: Hold up, everybody. I think we're getting close. Roy, let me see that map of yours.

Panel 2

Belkar looks at the hex grid map.

Panel 3

Roy: So? Are we getting close or not?

Panel 4

There are hex grids on the ground.
Belkar: Yeah... I'm pretty sure we're almost there.

Panel 5

Belkar: Geez, this sucks. I feel like I'm playing hopscotch.
Elan: And we had to tie the horses up again!
Vaarsuvius: Now, now. Do not disparage the noble hexagon.

Panel 6

Vaarsuvius: A hex grid allows for the easier computation of distances when traveling at an angle other than 45 or 90. It is also quite useful for discerning the area of round spell effects, such as that of my mighty Fireball spell.

Panel 7

Roy: Yeah, but only six warriors can surround and flank a single enemy in a hex grid. Normally, you can surround with eight.

Panel 8

Vaarsuvius: Considering there are only six of us anyway, I fail to see the concern.
Roy: Hmmm. So we get a cheesy—but concrete—tactical advantage by fighting melee on a hex grid.
Vaarsuvius: Precisely.

Panel 9

A Green Hag appears in front of the party.
Roy: Hooray for hexes!!
Green Hag: Wow, you know, it's great to see you being such a good sport about this.

D&D Context[]

  • Hex grids are another way drawing of D&D maps, using hexagonal tiles instead of square ones. Vaarsuvius explains the advantages of using a hex grid in panel 6.
  • Green Hags are monsters known for their spell-like abilities and touch of Weakness. Green Hags first appeared in the AD&D (1st edition) Monster Manual II (1983) and were detailed in Dragon #125 (September 1987), in "The Ecology of the Greenhag." Earlier Hag varieties appear as early as 1975 in the 0th edition D&D supplement Blackmoor.

Trivia[]

  • This is the first appearance of the Green Hag.

External Links[]

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