diff --git a/README.md b/README.md index 22da75d..18da220 100644 --- a/README.md +++ b/README.md @@ -1,13 +1,35 @@ The Hexenbracken ============ +NOTE 5/20/2022: +First forked this from Funkaoshi way before I actually knew how to code and dealing with some legacy issues. Probably I'd need to start over to make whatever changes I'd want to make correctly, although it looks like the issues I was attempting to address have been addressed anyway. + +NOTE 10/5/2018: +This version has been modified by Max Cantor and has been adapted for python3. +hex.py and hexmaps.py have been altered, and utfcsv.py is now obsolete. +Additionally, there were some mistakes or omissions in the original instructions. +Check out my blog!: https://weirdwonderfulworlds.blogspot.com/ + This python script will take a set of hex descriptions from a Google Doc and turn them into a simple web site. Several example websites exist: [The Hexenbracken][1] and [The Kraal][2], [The Colossal Wastes of Zhaar][3], [Synthexia][4]. The source files that generate them are in this repository, under the `hexmaps` folder. -Usage: `python hexmaps.py > ` +Usage: +1. You need to create a jinja template. As long as you stick to the proper .csv + format, you should be able to just copy the base.html template from the templates + folder into a new template, the same name as the .csv file (and eventually the + html page itself): + + cp templates/base.html templates/[NAME].html + +2. Then you can run the following through in unix bash (I used git bash): + + python -Xutf8 hex.py hexmaps/[NAME].csv title > [NAME].html + + The -Xutf8 has to do with the fact that I used Windows, if you use linux or + probably also mac I don't think that part is necessary. You can use the flag `-f text` to tell the generator to use a text template, rather than an HTML one. The script currently assumes the HTML template used to diff --git a/hex.py b/hex.py index e71993b..73bbc94 100644 --- a/hex.py +++ b/hex.py @@ -1,4 +1,5 @@ import argparse +import csv import os import re import string @@ -6,7 +7,6 @@ import jinja2 -import utfcsv import hexmap as hm parser = argparse.ArgumentParser() @@ -24,17 +24,17 @@ # Read CSV dump of Google Docs hex map descriptions and create hexmap of # the data. -with open(args.CSV, 'rb') as csvfile: - hexmap = hm.HexMap(utfcsv.unicode_csv_reader(csvfile)) +with open(args.CSV, encoding="utf-8") as csvfile: + hexmap = hm.HexMap(csv.reader(csvfile, dialect=csv.excel)) if args.fmt == 'stats': - print 'Most referenced Hexes:' + print('Most referenced Hexes:') for l, count in hexmap.reference_histogram[-10:]: - print "\t%s mentioned %d times" % (l, count) - print 'Themes found in hexes:' + print("\t%s mentioned %d times" % (l, count)) + print('Themes found in hexes:') for l, count in hexmap.themes_histogram: - print "\t%s mentioned %d times" % (l, count) + print("\t%s mentioned %d times" % (l, count)) exit(0) @@ -45,7 +45,7 @@ def settlementlink(m): # exists. settlement = m.group(1).upper().strip() if settlement in hexmap.settlements: - return u"{settlement}".format( + return "{settlement}".format( settlement=settlement, hex=hexmap.settlements[settlement]) return settlement @@ -64,9 +64,9 @@ def hex2link(text): def getreferences(h): # return references for this hex. if h in hexmap.references: - return u', '.join("%s" % (l, l) + return ', '.join("%s" % (l, l) for l in sorted(hexmap.references[h])) - return u'' + return '' def coordinates(location): return int(location[:2]), int(location[2:]) @@ -125,10 +125,10 @@ def process(description): context = { 'hexes': sorted(hexmap.hexes.items()), - 'authors': u", ".join("%s (%s)" % (author, count) + 'authors': ", ".join("%s (%s)" % (author, count) for author, count in hexmap.author_histogram.most_common()), 'references': hexmap.references, 'title': args.Title } -print template.render(**context).encode('utf-8') +print(template.render(**context)) diff --git a/hexmap.py b/hexmap.py index 5b36705..b8963c6 100644 --- a/hexmap.py +++ b/hexmap.py @@ -4,7 +4,7 @@ def make_histogram(d): - histogram = [(l, len(i)) for l, i in d.iteritems()] + histogram = [(l, len(i)) for l, i in d.items()] histogram = sorted(histogram, key=operator.itemgetter(1)) return histogram @@ -18,7 +18,7 @@ def __init__(self, location, settlement, author, description, url, themes): self.settlement = settlement.upper().strip() self.themes = [t.upper().strip() for t in themes.split(',')] self.author = author - self.description = description or '-'.encode('utf-8') + self.description = description or '-' self.url = url @@ -51,13 +51,13 @@ def __init__(self, csvfile): # Yank out all the authors self.authors = [d.author - for l, details in self.hexes.iteritems() for d in details + for l, details in self.hexes.items() for d in details if d.author] self.author_histogram = collections.Counter(self.authors) # Yank out all references self.references = collections.defaultdict(set) - for l, details in self.hexes.iteritems(): + for l, details in self.hexes.items(): for d in details: for m in re.finditer(r"\[\[(\d\d\d\d)\]\]", d.description): if l != m.group(1): @@ -76,4 +76,3 @@ def reference_histogram(self): @property def themes_histogram(self): return make_histogram(self.themes) - diff --git a/hexmaps/barbarianbracken.csv b/hexmaps/barbarianbracken.csv index f54621a..3b514f0 100644 --- a/hexmaps/barbarianbracken.csv +++ b/hexmaps/barbarianbracken.csv @@ -1,484 +1,484 @@ -There is a comment in this first cell -- hover your mouse over it.,,,,,,,,,, -"PLEASE DO NOT SORT THIS SPREADSHEET - IT SHOULD REMAIN SORTED BY HEX #, STARTING WITH HEX 0101 AND ENDING WITH HEX 2023",,,,,,,,,, -x,y,,HEX #,Terrain,Feature,,Author,Description,Social Media Link of Choice,Themes -01,01,,0101,Town,OGON,,Matthew Schmeer,The mayor of [[Ogon]] is involved in the goblin slave trade. Goblins entering [[Ogon]] are routinely hassled and arrested for minor or trumped up charges and fined outrageous amounts. Any goblin unable to pay is given the choice of having both hands chopped off or servitude. A goblin uprising is fomenting.,http://rendedpress.blogspot.com,Goblins -01,02,,0102,Open Countryside,,,Chris H,A stone & wood bridge connects this region of farmland to the city of [[Ogon]] to the North. Farmers's children maintain a constant watch to stop crop thieves from the nearby mountains & forest.,, -01,03,,0103,Mountains,,,Ramanan S,"A small group of goblins make their home in the mountains and engage in banditry throughout the region. They are led by Mogden, a hulking brute of a hobgoblin.",http://save.vs.totalpartykill.ca/,Goblins -01,04,,0104,Open Countryside,,,Gus L,"Former fields, now flower filled meadow, with the ocassional picturesque ruined farmstead.",http://dungeonofsigns.blogspot.com/, -01,05,,0105,Hills / Badlands,,,Gus L,"Haunted hills of broken red stone poisoned and lifeless from exposure to the [[Baleful Sign]] atop the pillars in the desert below (0206), sifting through the crumbling rock will find some marked with strange glyphs, seared on thier surfaces by ancient heat.",http://dungeonofsigns.blogspot.com/,Baleful Sign -01,06,,0106,Desert,,,Matthew Schmeer,4 harpies are staked to the ground with iron chains. They have been partially defeathered and covered in honey. They know a secret route between the oases in the [[Kabir Desert]]. They are also ravenous. One of the harpies wears a silver band around one of its talons.,http://rendedpress.blogspot.com,Harpies -01,07,,0107,Hills / Badlands,,,Gus L ,"Crumbling red hills, broken rocks and ancient foundations seared clean of life by the [[Baleful Sign]] [[0206]] and haunted by the strange spirits of thier former residents, whose malevolent ghosts appear as shadow, disappearing at noon and night, and stretching, larger and stronger as the sun crosses above. ",http://dungeonofsigns.blogspot.com/,Baleful Sign -01,08,,0108,Open Countryside,,,Gus L. ,"Meadow and grassland, the citizens of [[Angleae]] construct wooden effigies here. Scareceows with large round heads painted white. Hundreds of the things dot the otherwise placid land all facing the hills to the North.",http://dungeonofsigns.blogspot.com/,Angleae -01,09,,0109,Town,ANGLEAE,,Gus L. ,"The town of [[Angleae]] has odd traditions, a secret local langauge, and its residents share a similar pale cast to the haggard features that hang beneath thier moon pale eyes. They aren't unfriendly and will trade in wool and copper, but they are unwilling to talk about thier past. The town shrine to a moon god hides texts in the same glyphs that mark the pillars to the North ([[0206]]) with the [[Baleful Sign]] ",http://dungeonofsigns.blogspot.com/,Baleful Sign -01,10,,0110,Open Countryside,,,Gus L. ,"Residents of [[Angleae]] graze thier flock of red and white sheep, and spiral horned goats on these meadows. Flocks are guarded by armed shepards and accompanied by huge white dogs with warty skin that can turn aside arrows.",http://dungeonofsigns.blogspot.com/,Angleae -01,11,,0111,Forest,,,Statsis Engine,"This part of the forest is old – very, very old. The trees are gnarled and twisted, and the floor is ankle-deep in leaf-litter. The canopy is thick and visibility is poor. There is a dryad watching the party, an essential spirit of the woods – it is entirely invisible but will attack if the forest is not respected. If the party passes through without disturbing anything too much, they will find a bronzey leaf next to their fire next time they camp. It gives the owner advantage on stealth checks.",stasisengine.blogspot.com, -01,12,,0112,Open Countryside,,,Gus L. ,"Fine open grasslands covered in thick sod that occassionally rises in od hummocks. Beneath some of these hummocks are ancient barrows or even stranger, the ruined, dirt fused remains of even older machines.",http://dungeonofsigns.blogspot.com/, -01,13,,0113,Open Countryside,,,Gus L. ,"The barrow studded meadows here are deceptively safe. The swamp to the South is exapnding slowly, and a carpet of yellowing sod coneals many pools of icy water that have bubbled up from below. A carefree traveller can easyily fall through the wildflower and grass strewn surface and drown, trapped in the muck beneath.",http://dungeonofsigns.blogspot.com/, -01,14,,0114,Swamp, LLEWYLLA MOOR,,Gus L. ,"A cold swamp fed both by the Nesser river and several springs of icy cold water from deep in the earth. The [[Llewylla Moor]] was once home to a vast field of ancient barrows, but most have now sunk beneath the slime and rotting vegitation of the cold swamp. Ancient bodies hang here and thier in the red acidic waters, perserved in thier tomb finery of blackened leather and carved bone sigils that promise potent curses.",http://dungeonofsigns.blogspot.com/,Llewylla Moor -01,15,,0115,Swamp, LLEWYLLA MOOR,,Gus L. ,"The moor here is less watery then on the North side of the river, and fewer barrows vomit up thier anicent dead here, but it is a desolate and morbid place all the same. A large mound visivble from the river appears to be the work of ancient builders, and if excavated contains a rude stone step pyramid and the tombs of ancient kings protected by the gods of carrion and terrible curses.",http://dungeonofsigns.blogspot.com/,Llewylla Moor -01,16,,0116,Forest,,,Matthew Schmeer,"An encampment of goblins, a number of double-amputees among their number, are readying for a major battle.",http://rendedpress.blogspot.com,Goblins -01,17,,0117,Forest,,,Gus L. ,Regularlly cut by the men of [[Galden]] the forest here is full of logging roads and has an oddly manicured feel.,http://dungeonofsigns.blogspot.com/, -01,18,,0118,Forest,,,Gus L. ,Charcol burners out of [[Galden]] have built thier poor huts here and tend thier mounds with stoic indifference to goblins ([[0116]]) or the spectral wolf they say hunts thier adolescent men.,http://dungeonofsigns.blogspot.com/,Primal Beasts -01,19,,0119,Open Countryside,,,Matthew Schmeer,"Three shepherds cull a herd of blue-eyed piebald sheep, slaughtering any animal that does not have at least 2 patches of black wool. ",http://rendedpress.blogspot.com,Sheep -01,20,,0120,Open Countryside,,,Gus L. ,These well manicured meadows are filled with small streams and numerous butterflies.,http://dungeonofsigns.blogspot.com/, -01,21,,0121,Open Countryside,,,Vance A.,A herd of wild aurochs graze the luscious grasses here. The massive patriarch-bull has blue-hued hair and hide.,http://leicestersramble.blogspot.com/,herd animals -01,22,,0122,Open Countryside,,,Gus L. ,"The Steward of Drogat Castle believes that the luscious blue grass here provides the best feed for the ""King's Herd"" and all other domestic animals are forbidden from grazing here under penalty of fine for thier masters and 2 days of hanging by thier thumbs for the unfortunate beast. This fact is noted by an ocassional post with a worn handbill tacked to it. Herdsmen armed with long whips, slings and steerhide jackets (some with horns attached) graze a herd of over one hundred fine cattle here most days. ",http://dungeonofsigns.blogspot.com/,Drogat Castle -02,23,,0123,Forest,,,Gus L. ,"Less a forest and more a garden, the Steward of Drogat maintains this land as a preserve for the ""King's Hunt"", and the animals (though 'culled' see ([[0323]])) have never been hunted. Does fed only on lilac are carefully fattened (and then starved for better access to thier skin for glove making), rabbits eat buttercup oblivious to the young pages who mind them (and carefully lead off any who aren't the purest white for slaughter), and all the while hard eyed foresters, ledger or long bow in hand, watch from thier hidden blinds among the ancient oaks.",http://dungeonofsigns.blogspot.com/,Drogat Castle -02,01,,0201,Mountains,,,Matthew Schmeer,"A blind and mute ferryman offers passage across the [[TRAGOTH RIVER]]. At the sloping foot of a mountain, a tavern keeper serves food that turns any who eat it into a piebald sheep. The sheep are turned over to a fallen druid named Erd, who sells the sheep to farmers near [[GALDEN]] (Hex [[0216]]). Once a month, Erd allows the tavern keeper to groom her elk mount, which is actually the tavern keeper's son who is being held hostage. ",http://rendedpress.blogspot.com,Sheep -02,02,,0202,Forest,,,Luka R,"Great woods tumble down in a cacophony of root and branch and heavy bough, hugging the [[TRAGOTH RIVER]] and resound with the chittering of the _Red Squirrel Clan_ of sentient dire squirrels. The squirrels guide friendly visitors along the Paths of Portage for a fee, but deeper in the woods _mushroom traps_ and _poison ivy pits_ block and confuse access to the sentient, sessile [[GREAT OLD LINDEN]].",http://wizardthieffighter.blogspot.ch/,Squirrel Clan -02,03,,0203,Forest,GREAT OLD LINDEN,,Luka R,"The squirrels' Paths of Portage drive through beneath heavy boughs, giving fee-payers easy access further south. In the tangles, however, _Flying Squirrels_ hide access to the [[GREAT OLD LINDEN]]. The Great Old Linden has magic abilities as a lich, though applying to mushrooms, trees and squirrels instead of the undead.",http://wizardthieffighter.blogspot.ch/,Squirrel Clan +There is a comment in this first cell -- hover your mouse over it.,,,,,,,# OF BLANK HEXES:,232,,, +"PLEASE DO NOT SORT THIS SPREADSHEET - IT SHOULD REMAIN SORTED BY HEX #, STARTING WITH HEX 0101 AND ENDING WITH HEX 2023",,,,,,,,,,, +x,y,,HEX #,Terrain,Feature,,Author,Description,Social Media Link of Choice,Encounter?,Themes +01,02,,0102,Open Countryside,,,Chris H,A stone & wood bridge connects this region of farmland to the city of [[Ogon]] to the North. Farmers's children maintain a constant watch to stop crop thieves from the nearby mountains & forest.,,, +01,03,,0103,Mountains,,,Ramanan S,"A small group of goblins make their home in the mountains and engage in banditry throughout the region. They are led by Mogden, a hulking brute of a hobgoblin.",http://save.vs.totalpartykill.ca/,,Goblins +01,04,,0104,Open Countryside,,,Gus L,"Former fields, now flower filled meadow, with the ocassional picturesque ruined farmstead.",http://dungeonofsigns.blogspot.com/,, +01,01,,0101,Town,OGON,,Matthew Schmeer,The mayor of [[Ogon]] is involved in the goblin slave trade. Goblins entering [[Ogon]] are routinely hassled and arrested for minor or trumped up charges and fined outrageous amounts. Any goblin unable to pay is given the choice of having both hands chopped off or servitude. A goblin uprising is fomenting.,http://rendedpress.blogspot.com,,Goblins +01,05,,0105,Hills / Badlands,,,Gus L,"Haunted hills of broken red stone poisoned and lifeless from exposure to the [[Baleful Sign]] atop the pillars in the desert below (0206), sifting through the crumbling rock will find some marked with strange glyphs, seared on thier surfaces by ancient heat.",http://dungeonofsigns.blogspot.com/,,Baleful Sign +01,06,,0106,Desert,,,Matthew Schmeer,4 harpies are staked to the ground with iron chains. They have been partially defeathered and covered in honey. They know a secret route between the oases in the [[Kabir Desert]]. They are also ravenous. One of the harpies wears a silver band around one of its talons.,http://rendedpress.blogspot.com,,Harpies +01,07,,0107,Hills / Badlands,,,Gus L ,"Crumbling red hills, broken rocks and ancient foundations seared clean of life by the [[Baleful Sign]] [[0206]] and haunted by the strange spirits of thier former residents, whose malevolent ghosts appear as shadow, disappearing at noon and night, and stretching, larger and stronger as the sun crosses above. ",http://dungeonofsigns.blogspot.com/,,Baleful Sign +01,08,,0108,Open Countryside,,,Gus L. ,"Meadow and grassland, the citizens of [[Angleae]] construct wooden effigies here. Scareceows with large round heads painted white. Hundreds of the things dot the otherwise placid land all facing the hills to the North.",http://dungeonofsigns.blogspot.com/,,Angleae +01,09,,0109,Town,ANGLEAE,,Gus L. ,"The town of [[Angleae]] has odd traditions, a secret local langauge, and its residents share a similar pale cast to the haggard features that hang beneath thier moon pale eyes. They aren't unfriendly and will trade in wool and copper, but they are unwilling to talk about thier past. The town shrine to a moon god hides texts in the same glyphs that mark the pillars to the North ([[0206]]) with the [[Baleful Sign]] ",http://dungeonofsigns.blogspot.com/,,Baleful Sign +01,10,,0110,Open Countryside,,,Gus L. ,"Residents of [[Angleae]] graze thier flock of red and white sheep, and spiral horned goats on these meadows. Flocks are guarded by armed shepards and accompanied by huge white dogs with warty skin that can turn aside arrows.",http://dungeonofsigns.blogspot.com/,,Angleae +01,11,,0111,Forest,,,Statsis Engine,"This part of the forest is old – very, very old. The trees are gnarled and twisted, and the floor is ankle-deep in leaf-litter. The canopy is thick and visibility is poor. There is a dryad watching the party, an essential spirit of the woods – it is entirely invisible but will attack if the forest is not respected. If the party passes through without disturbing anything too much, they will find a bronzey leaf next to their fire next time they camp. It gives the owner advantage on stealth checks.",stasisengine.blogspot.com,, +01,12,,0112,Open Countryside,,,Gus L. ,"Fine open grasslands covered in thick sod that occassionally rises in od hummocks. Beneath some of these hummocks are ancient barrows or even stranger, the ruined, dirt fused remains of even older machines.",http://dungeonofsigns.blogspot.com/,, +01,13,,0113,Open Countryside,,,Gus L. ,"The barrow studded meadows here are deceptively safe. The swamp to the South is exapnding slowly, and a carpet of yellowing sod coneals many pools of icy water that have bubbled up from below. A carefree traveller can easyily fall through the wildflower and grass strewn surface and drown, trapped in the muck beneath.",http://dungeonofsigns.blogspot.com/,, +01,14,,0114,Swamp, LLEWYLLA MOOR,,Gus L. ,"A cold swamp fed both by the Nesser river and several springs of icy cold water from deep in the earth. The [[Llewylla Moor]] was once home to a vast field of ancient barrows, but most have now sunk beneath the slime and rotting vegitation of the cold swamp. Ancient bodies hang here and thier in the red acidic waters, perserved in thier tomb finery of blackened leather and carved bone sigils that promise potent curses.",http://dungeonofsigns.blogspot.com/,,Llewylla Moor +01,15,,0115,Swamp, LLEWYLLA MOOR,,Gus L. ,"The moor here is less watery then on the North side of the river, and fewer barrows vomit up thier anicent dead here, but it is a desolate and morbid place all the same. A large mound visivble from the river appears to be the work of ancient builders, and if excavated contains a rude stone step pyramid and the tombs of ancient kings protected by the gods of carrion and terrible curses.",http://dungeonofsigns.blogspot.com/,,Llewylla Moor +01,16,,0116,Forest,,,Matthew Schmeer,"An encampment of goblins, a number of double-amputees among their number, are readying for a major battle.",http://rendedpress.blogspot.com,,Goblins +01,17,,0117,Forest,,,Gus L. ,Regularlly cut by the men of [[Galden]] the forest here is full of logging roads and has an oddly manicured feel.,http://dungeonofsigns.blogspot.com/,, +01,18,,0118,Forest,,,Gus L. ,Charcol burners out of [[Galden]] have built thier poor huts here and tend thier mounds with stoic indifference to goblins ([[0116]]) or the spectral wolf they say hunts thier adolescent men.,http://dungeonofsigns.blogspot.com/,,Primal Beasts +01,19,,0119,Open Countryside,,,Matthew Schmeer,"Three shepherds cull a herd of blue-eyed piebald sheep, slaughtering any animal that does not have at least 2 patches of black wool. ",http://rendedpress.blogspot.com,,Sheep +01,20,,0120,Open Countryside,,,Gus L. ,These well manicured meadows are filled with small streams and numerous butterflies.,http://dungeonofsigns.blogspot.com/,, +01,21,,0121,Open Countryside,,,Vance A.,A herd of wild aurochs graze the luscious grasses here. The massive patriarch-bull has blue-hued hair and hide.,http://leicestersramble.blogspot.com/,,herd animals +01,22,,0122,Open Countryside,,,Gus L. ,"The Steward of Drogat Castle believes that the luscious blue grass here provides the best feed for the ""King's Herd"" and all other domestic animals are forbidden from grazing here under penalty of fine for thier masters and 2 days of hanging by thier thumbs for the unfortunate beast. This fact is noted by an ocassional post with a worn handbill tacked to it. Herdsmen armed with long whips, slings and steerhide jackets (some with horns attached) graze a herd of over one hundred fine cattle here most days. ",http://dungeonofsigns.blogspot.com/,,Drogat Castle +02,23,,0123,Forest,,,Gus L. ,"Less a forest and more a garden, the Steward of Drogat maintains this land as a preserve for the ""King's Hunt"", and the animals (though 'culled' see ([[0323]])) have never been hunted. Does fed only on lilac are carefully fattened (and then starved for better access to thier skin for glove making), rabbits eat buttercup oblivious to the young pages who mind them (and carefully lead off any who aren't the purest white for slaughter), and all the while hard eyed foresters, ledger or long bow in hand, watch from thier hidden blinds among the ancient oaks.",http://dungeonofsigns.blogspot.com/,,Drogat Castle +02,01,,0201,Mountains,,,Matthew Schmeer,"A blind and mute ferryman offers passage across the [[TRAGOTH RIVER]]. At the sloping foot of a mountain, a tavern keeper serves food that turns any who eat it into a piebald sheep. The sheep are turned over to a fallen druid named Erd, who sells the sheep to farmers near [[GALDEN]] (Hex [[0216]]). Once a month, Erd allows the tavern keeper to groom her elk mount, which is actually the tavern keeper's son who is being held hostage. ",http://rendedpress.blogspot.com,,Sheep +02,02,,0202,Forest,,,Luka R,"Great woods tumble down in a cacophony of root and branch and heavy bough, hugging the [[TRAGOTH RIVER]] and resound with the chittering of the _Red Squirrel Clan_ of sentient dire squirrels. The squirrels guide friendly visitors along the Paths of Portage for a fee, but deeper in the woods _mushroom traps_ and _poison ivy pits_ block and confuse access to the sentient, sessile [[GREAT OLD LINDEN]].",http://wizardthieffighter.blogspot.ch/,,Squirrel Clan +02,03,,0203,Forest,GREAT OLD LINDEN,,Luka R,"The squirrels' Paths of Portage drive through beneath heavy boughs, giving fee-payers easy access further south. In the tangles, however, _Flying Squirrels_ hide access to the [[GREAT OLD LINDEN]]. The Great Old Linden has magic abilities as a lich, though applying to mushrooms, trees and squirrels instead of the undead.",http://wizardthieffighter.blogspot.ch/,,Squirrel Clan 02,04,,0204,Hills / Badlands,GLEAMING TRIPORTAL,,Luka R,"The trees give way to the shattered shale and lumpen limestone levees, rising up like mute testament to some forgotten lithic civilization. Gargantuan stone axes and scrapers may be found. In some caves the bones of dire cave bears are arranged in crued curse forms, covered in dust and forgetfulness. In the heart of the stones is a [[GLEAMING TRIPORTAL]] of polished lilac lepidolite (a kind of mica) with circular key altars that fit the meteoric iron statue and the god beast flesh statue. A giant cavebear wight is said to haunt the ruins and seek riddles and mice. -The Triportal can be activated as a teleportation hub. A meteoric iron statue from ([[912]]) creates a link with that location. Using the portal has a 40% chance of casting stoneskin on the user and a 30% chance of slow.",http://wizardthieffighter.blogspot.ch/,Lithic Remains -02,05,,0205,Hills / Badlands,,,Gus L.,"Broken red rock hills that side uneasily into a glassy cracked sheet of fused sand. The landscape was seared long ago by the [[Baleful Sign]], The hills are safe enough, though bare and lifeless, but the razored fragments of the glassy desert will quickly maim horses and even travellers on foor who lack armored boots.",http://dungeonofsigns.blogspot.com/,Baleful Sign -02,06,,0206,Desert,BALEFUL SIGN,,Gus L.,"The ruins of an ancient megastructure, tall pillars of white gleaming stone, driven into the earth like fallen arrows. Each pillar is featureless save for strange glyphs 10' high near thier tops [[the Baleful Sign]]. If the unknown glyphs are read in the correct order they will emit searing rays that will poision the land around. Harpies nest atop the pillars, each nest plotting against the others. Nearby a poison oasis is surrounded by bones.",http://dungeonofsigns.blogspot.com/,Baleful Sign -02,07,,0207,Hills / Badlands,,,Gus L.,"An old road ends here among shattered hills. The ruins of a fortress, molten by the ancient magics of the [[Baleful Sign]] guard the road where it cuts off in a chasm of cracked burnt looking rock. The magic twisted geometery of the fortress is haunted by more shadow ghosts and howling spectres, but beneath its ruins is a sealed arsenel of strange weapons. ",http://dungeonofsigns.blogspot.com/,Baleful Sign -02,08,,0208,Open Countryside,,,Gus L. ,"A wide ancient roads leads from [[ANGLEAE]] into the wastes to the North. Moon worshipping 'renegades' from the nearby town camp here with thier giant pale dogs, and waylay travellers to sacrifice in orgiastic monthly rituals. ",http://dungeonofsigns.blogspot.com/,Angleae -02,09,,0209,Open Countryside,,,Gus L. ,Gentle rolling land with a long low ridge provide more pasture for Angleae's shepards and thier huge pale dogs. This is [[ANGLEAE]]'s breadbasket and dells and meadows here have been plowed and planted with round bluish white-squash and large grained barley on ugly yellow stalks. Armed farmers sleep among the stalks during the harvest and planting seasons. ,http://dungeonofsigns.blogspot.com/,Angleae -02,10,,0210,Open Countryside,,,Gus L.,"These wildflower strew meadows are the haunt of a ratlegged devil wearing a mask made of cracked china. She sings beautifully, accompanying herself on a small drum, though her songs are always tales of love that end in murder. She will cheerfully trade mortal souls for information. She knows many things (can answer one question truthfully per soul sold) but has clauses voiding any deal that will reveal the secrets of the Gods.",http://dungeonofsigns.blogspot.com/,Devils -02,11,,0211,Open Countryside,,,Gus L.,"A band of 41 Southern spiderherd desperados, clad in quilted silk armor and large hats. They seek to beseige the town of Angleae with thier light repeating crossbows until it gives up it's priests, who they will toruture with thier wavy bladed fighting knives until they admit to blasphemous moon worship and human sacrifice. The warband is led by a foolish young noble atop a giant spider, who dabbles in horomancy, the sorcery of time, but fancies himself a true magus.",http://dungeonofsigns.blogspot.com/,Warbands -02,12,,0212,Open Countryside,,,Gus L.,"Troubadors, bards and minstrels of the most saccrine kinf beleive these picturesque cliffs over the Nesser River offer a perfect spot for contemplation, songwriting and moddy reflection. There are currently 23 silk and velvet clad romantics here takignthe airs, and at least 8 of them would be happy to put a dagger or courtsword into anyone lacking in artistic appreciation.",http://dungeonofsigns.blogspot.com/,warbands -02,13,,0213,Swamp, LLEWYLLA MOOR,,Gus L.,"Boggy moors that stretch south to the river, interrupted by the ocassional ancient barrow, it's lintel stones marked with sigils that promise sinister curses for any who dare despoil it. The waters here are acidic and red, with corpses and bones washed from the barrows - some of which will rise from the muck to drown travellers, or crawl to seek the warmth of a campfire at night.",http://dungeonofsigns.blogspot.com/,Llewylla Moor -02,14,,0214,Swamp, LLEWYLLA MOOR,,Gus L.,"The heart of [[Llewylla Moor]], where the barrows and thier mummified fruit are the thickest. The ancient bodies that float here are often shrouded with a strange vines, growing directly from thier leathery flesh. These vines produce white and black flowers that whipser the stories of the dead the plants devour, and thier sparse blue leaves are known as Yrr leaf, sacred to the acolytes of Zhor.",http://dungeonofsigns.blogspot.com/,Llewylla Moor -02,15,,0215,Forest,,,Gus L.,"The sheep herd of [[Galden]] are often grazed here before slaugther, fattened on the rich grasses that grow waist high among small bogs and pools.",http://dungeonofsigns.blogspot.com/,Sheep -02,16,,0216,Town with Farmland,GALDEN,,Matthew Schmeer,"The eyes of the people of [[GALDEN]] have rectangular pupils. The citizens are never seen in less than groups of three. The town's economy is heavily based on processing the piebald sheep raised in the surrounding countryside. Spinners, weavers, tanners, butchers, and even a glue factory do brisk trade here. A visit to the slaughterhouse reveals that Galden sheep have human-shaped skulls.",http://rendedpress.blogspot.com,Sheep -02,17,,0217,Farmland,,,Vance A.,"The fields, once fertile, have been burned and thrice-blessed in an attempt to clear a fungal rust that infested the farmers' prize barley. ",http://leicestersramble.blogspot.com/, -02,18,,0218,Forest,,,Vance A.,"The forest here has been spared the axe in deference to a 'methuselah' tree which has engulfed and lifted a bluestone menhir 40 feet into the air. While the tree is regularly struck by lightning during storms, it does not burn. The only result of the strikes is to cause the menhir to glow in an uneartly green light.",http://leicestersramble.blogspot.com/, -02,19,,0219,Open Countryside,GIANT COMPASS ROSE,,Gus L.,"The tyrannical Steward of [[Drogat Castle]] has decreed that a giant compass rose is cut here in the turf, carefully tended by starving wretches fro the Steward's expansive dungeons. Lime filled trenches are cut into the land by skeletal figures under the watchful eye of manitocre mounted knights far above. The knights will swoop down on any who appear to slack or falter, offering them to thier mounts to devour. The compass is allegedly an act of devotion to encourage the return of the lost king of [[Drogat Castle]].",http://dungeonofsigns.blogspot.com/, -02,20,,0220,Forest,GIANT HAND,,Mark Sable,"In a copse in the wood is a massive, gnarled tree in what appears to the the shape of a gaint, grasping hand. There is a hole bi g enough for a demi-human or goblin to walk through and a full human to walk through. Following the hold into the tree and underground leads one to THE TEMPLE OF THE HAND. Here you will find goblins whose hands were cut off in the town of OGON (Hex 101) supplicating themslves. If one successfully sneaks in undetected, they will witness hands crawl out of nooks and crevasses and, after feeling around for a worthy recipient, attach themselves to selected amputees. The hands are intelligent parasites that will make their hosts stronger, more dextrous and able to cast wizard or cleric spells. They will dominate the goblins, and attempt to kill any intruders they detect..unless the intruder is herself an amputee. If captured by a PC who has lost a hand, and its ego is overcome, the PC may attach the hand to herself and treat it as an intelligent sword that imbues one of the abilities mentioned above. If the ego overcomes them, they will become a servant to The Cult of The Hand and face an strong compulsion to cut off the hands of others and lead them back here. The Cult has members in OGON and throughout the realm. The hands purpose beyond attacting more hosts is unknown.",https://twitter.com/marksable,"Goblins, amputations, parasites, Temple" -02,21,,0221,Forest,,,,,, -02,22,,0222,Farmland,,,Matthew Schmeer,"16 cows walk unceasingly in a circle, Should a cow die (naturally or by the sword), another cow wanders in from the northeast and assumes its place, the dead being pummeled into the earth. The ground beneath their hooves is trampled to bloody, pulpy mud. In the middle of the circle, a strange rune has been burned into the earth.",http://rendedpress.blogspot.com,"Baleful Sign, Circle of Cows" +The Triportal can be activated as a teleportation hub. A meteoric iron statue from ([[912]]) creates a link with that location. Using the portal has a 40% chance of casting stoneskin on the user and a 30% chance of slow.",http://wizardthieffighter.blogspot.ch/,,Lithic Remains +02,05,,0205,Hills / Badlands,,,Gus L.,"Broken red rock hills that side uneasily into a glassy cracked sheet of fused sand. The landscape was seared long ago by the [[Baleful Sign]], The hills are safe enough, though bare and lifeless, but the razored fragments of the glassy desert will quickly maim horses and even travellers on foor who lack armored boots.",http://dungeonofsigns.blogspot.com/,,Baleful Sign +02,06,,0206,Desert,BALEFUL SIGN,,Gus L.,"The ruins of an ancient megastructure, tall pillars of white gleaming stone, driven into the earth like fallen arrows. Each pillar is featureless save for strange glyphs 10' high near thier tops [[the Baleful Sign]]. If the unknown glyphs are read in the correct order they will emit searing rays that will poision the land around. Harpies nest atop the pillars, each nest plotting against the others. Nearby a poison oasis is surrounded by bones.",http://dungeonofsigns.blogspot.com/,,Baleful Sign +02,07,,0207,Hills / Badlands,,,Gus L.,"An old road ends here among shattered hills. The ruins of a fortress, molten by the ancient magics of the [[Baleful Sign]] guard the road where it cuts off in a chasm of cracked burnt looking rock. The magic twisted geometery of the fortress is haunted by more shadow ghosts and howling spectres, but beneath its ruins is a sealed arsenel of strange weapons. ",http://dungeonofsigns.blogspot.com/,,Baleful Sign +02,08,,0208,Open Countryside,,,Gus L. ,"A wide ancient roads leads from [[ANGLEAE]] into the wastes to the North. Moon worshipping 'renegades' from the nearby town camp here with thier giant pale dogs, and waylay travellers to sacrifice in orgiastic monthly rituals. ",http://dungeonofsigns.blogspot.com/,,Angleae +02,09,,0209,Open Countryside,,,Gus L. ,Gentle rolling land with a long low ridge provide more pasture for Angleae's shepards and thier huge pale dogs. This is [[ANGLEAE]]'s breadbasket and dells and meadows here have been plowed and planted with round bluish white-squash and large grained barley on ugly yellow stalks. Armed farmers sleep among the stalks during the harvest and planting seasons. ,http://dungeonofsigns.blogspot.com/,,Angleae +02,10,,0210,Open Countryside,,,Gus L.,"These wildflower strew meadows are the haunt of a ratlegged devil wearing a mask made of cracked china. She sings beautifully, accompanying herself on a small drum, though her songs are always tales of love that end in murder. She will cheerfully trade mortal souls for information. She knows many things (can answer one question truthfully per soul sold) but has clauses voiding any deal that will reveal the secrets of the Gods.",http://dungeonofsigns.blogspot.com/,,Devils +02,11,,0211,Open Countryside,,,Gus L.,"A band of 41 Southern spiderherd desperados, clad in quilted silk armor and large hats. They seek to beseige the town of Wickfordwith thier light repeating crossbows until it gives up it's priests, who they will toruture with thier wavy bladed fighting knives until they admit to blasphemous moon worship and human sacrifice. The warband is led by a foolish young noble atop a giant spider, who dabbles in horomancy, the sorcery of time, but fancies himself a true magus.",http://dungeonofsigns.blogspot.com/,,Warbands +02,12,,0212,Open Countryside,,,Gus L.,"Troubadors, bards and minstrels of the most saccrine kinf beleive these picturesque cliffs over the Nesser River offer a perfect spot for contemplation, songwriting and moddy reflection. There are currently 23 silk and velvet clad romantics here takignthe airs, and at least 8 of them would be happy to put a dagger or courtsword into anyone lacking in artistic appreciation.",http://dungeonofsigns.blogspot.com/,,warbands +02,13,,0213,Swamp, LLEWYLLA MOOR,,Gus L.,"Boggy moors that stretch south to the river, interrupted by the ocassional ancient barrow, it's lintel stones marked with sigils that promise sinister curses for any who dare despoil it. The waters here are acidic and red, with corpses and bones washed from the barrows - some of which will rise from the muck to drown travellers, or crawl to seek the warmth of a campfire at night.",http://dungeonofsigns.blogspot.com/,,Llewylla Moor +02,14,,0214,Swamp, LLEWYLLA MOOR,,Gus L.,"The heart of [[Llewylla Moor]], where the barrows and thier mummified fruit are the thickest. The ancient bodies that float here are often shrouded with a strange vines, growing directly from thier leathery flesh. These vines produce white and black flowers that whipser the stories of the dead the plants devour, and thier sparse blue leaves are known as Yrr leaf, sacred to the acolytes of Zhor.",http://dungeonofsigns.blogspot.com/,,Llewylla Moor +02,15,,0215,Forest,,,Gus L.,"The sheep herd of [[Galden]] are often grazed here before slaugther, fattened on the rich grasses that grow waist high among small bogs and pools.",http://dungeonofsigns.blogspot.com/,,Sheep +02,16,,0216,Town with Farmland,GALDEN,,Matthew Schmeer,"The eyes of the people of [[GALDEN]] have rectangular pupils. The citizens are never seen in less than groups of three. The town's economy is heavily based on processing the piebald sheep raised in the surrounding countryside. Spinners, weavers, tanners, butchers, and even a glue factory do brisk trade here. A visit to the slaughterhouse reveals that Galden sheep have human-shaped skulls.",http://rendedpress.blogspot.com,,Sheep +02,17,,0217,Farmland,,,Vance A.,"The fields, once fertile, have been burned and thrice-blessed in an attempt to clear a fungal rust that infested the farmers' prize barley. ",http://leicestersramble.blogspot.com/,, +02,18,,0218,Forest,,,Vance A.,"The forest here has been spared the axe in deference to a 'methuselah' tree which has engulfed and lifted a bluestone menhir 40 feet into the air. While the tree is regularly struck by lightning during storms, it does not burn. The only result of the strikes is to cause the menhir to glow in an uneartly green light.",http://leicestersramble.blogspot.com/,, +02,19,,0219,Open Countryside,GIANT COMPASS ROSE,,Gus L.,"The tyrannical Steward of [[Drogat Castle]] has decreed that a giant compass rose is cut here in the turf, carefully tended by starving wretches fro the Steward's expansive dungeons. Lime filled trenches are cut into the land by skeletal figures under the watchful eye of manitocre mounted knights far above. The knights will swoop down on any who appear to slack or falter, offering them to thier mounts to devour. The compass is allegedly an act of devotion to encourage the return of the lost king of [[Drogat Castle]].",http://dungeonofsigns.blogspot.com/,, +02,20,,0220,Forest,GIANT HAND,,Mark Sable,"In a copse in the wood is a massive, gnarled tree in what appears to the the shape of a gaint, grasping hand. There is a hole bi g enough for a demi-human or goblin to walk through and a full human to walk through. Following the hold into the tree and underground leads one to THE TEMPLE OF THE HAND. Here you will find goblins whose hands were cut off in the town of OGON (Hex 101) supplicating themslves. If one successfully sneaks in undetected, they will witness hands crawl out of nooks and crevasses and, after feeling around for a worthy recipient, attach themselves to selected amputees. The hands are intelligent parasites that will make their hosts stronger, more dextrous and able to cast wizard or cleric spells. They will dominate the goblins, and attempt to kill any intruders they detect..unless the intruder is herself an amputee. If captured by a PC who has lost a hand, and its ego is overcome, the PC may attach the hand to herself and treat it as an intelligent sword that imbues one of the abilities mentioned above. If the ego overcomes them, they will become a servant to The Cult of The Hand and face an strong compulsion to cut off the hands of others and lead them back here. The Cult has members in OGON and throughout the realm. The hands purpose beyond attacting more hosts is unknown.",https://twitter.com/marksable,,"Goblins, amputations, parasites, Temple" +02,21,,0221,Forest,Fey encounter,,Jason Knepper,"Anyone wandering this section of forest at night on a full moon will encounter the Wyld Ride hunt of the Seelie Court. If they can succeed at a moderate Charisma or Diplomacy (or similar) check, they can join the hunt. The Seelie fey will reward them with simple charms or blessings if they successfully add to the joy of the hunt (DM discretion) and will punish them with simple curses or hexes for ruining it. Once joined, PCs that stray from the hunt are hunted by Rougarou, the Hound (use dire wolf stats but double HD and vulnerable to cold iron) of the Seelie Court until sunrise or they return to the hunting party. If they see the hunt all the way through, it ends in a dawn bacchanalia that will leave the PCs with a wicked hangover.",,,"Fey, Seelie court, social interaction, hunting, " +02,22,,0222,Farmland,,,Matthew Schmeer,"16 cows walk unceasingly in a circle, Should a cow die (naturally or by the sword), another cow wanders in from the northeast and assumes its place, the dead being pummeled into the earth. The ground beneath their hooves is trampled to bloody, pulpy mud. In the middle of the circle, a strange rune has been burned into the earth.",http://rendedpress.blogspot.com,,"Baleful Sign, Circle of Cows" 02,23,,0223,Open Countryside,,,Dale M.,"This area is dominated by the [[Spine of the World]] a non-magical rod of pure force about 2 inches in diameter and extending from the ground vertically in both directions (i.e. into the ground and the sky) for, as far as anyone knows, forever. It has an oppolescent shean much like mother of pearl but takes on irridescent colors from the sun, the moon and stars. It is neither hot nor cold to the touch and is perfectly smooth and nearly frictionless. It is surronded for about a mile in all directions by flooded diggings and structures built over melenia as peopleof various races have tried to determine just what the heck it is; the whole area is therefore reminiscent of the Somme battlefieds of 1916. At the foot of the [[Spine]] itself is a shaft of perhaps a mile deep about 50 feet across, the greatest legacy of the historical investigations, in which the [[Spine]] stands like an impossibly tall drinking straw in a riduiculously huge tumbler; the effect enhanced by the fact that the bottom of the shaft is full to an unknown depth with rainwater run-off. Many passages branch off the shaft, twisting and turning either up to the surface or down to the depths. Monsters are known to make lairs in these and the area is shunned for that reason: along with the fact that the impossibility of the [[Spine]] creeps most people out. However, every now and then some mad archmage or dotty high priest spends to much time with with the mercury/incense and concocts a theory about how the the [[Spine]] must be harnessed/destroyed/investigated/protected etc.and therefore becomes willing to invest money and blood on their obsession. -What, if anything, the [[Spine]] thinks of all this, it keeps to itself.",,"Baleful Sign, Spine of the World, Anomoly" -03,01,,0301,Mountains,,,Gus L.,"The passes through these mountains stink with the smell of rotten flesh, and great wheeling murders of rooks swarm above. Along each of the three passes, the slavers of [[Ogan]] impale goblin slave they catch trying to escape of defeated goblin warriors. At night the spirits of the tortured goblins wail like harsh winf through the rocks. They can devour and replace the soul of any human infant brought here.",http://dungeonofsigns.blogspot.com/,goblins -03,02,,0302,Forest,GIANT HAND,,,,, -03,03,,0303,Forest,,,,,, -03,04,,0304,Mountains,HIDDEN MOUNTAIN VILLAGE,,Joshua M.,"A hidden village nestled in the foothills, where they worship a female android nurse (recovered from the mysterious ruins deeper in the Barrier Peaks) as a goddess. As long as the goddess is given the sacrifices she demands, generally certain herbs and sometimes animals, she can provide the villagers with a healing spray that cures 2d12 hit points three times per day, and an injection that can cure disease/poison or radiation poisoning once per day. The people of the village have learned to speak her language sufficiently to request cures and understand her commands. The villagers will resist anybody trying to take away their goddess, and the goddess will try to remain with the villagers unless commanded by somebody equipped with a violet or higher card.",http://talesoftheramblingbumblers.com, -03,05,,0305,Open Countryside,,,,,, -03,06,,0306,Desert,,,Gus L.,"A lifeless waste, watched by scrawny harpies and difficult to cross due to the heat and razor edges of sand fused into glass that hide beneath the dust here. Crossing the sands will maim horses and lacerate travelers on foot if the who wear armored boots.",http://dungeonofsigns.blogspot.com/,Baleful Sign -03,07,,0307,Hills / Badlands,,,Gus L.,"Broken Hills above a the tractless waste, bordered by a thin line of grassy meadows. A small wagon and campsite at the edge of the waste is the temporary home of Redfaced Vindin a petulent scholar of antiquities and part-time tomb robber. He is currently using a telescope to copy the writings on the pillars at the small desert's center [[0206]] ",http://dungeonofsigns.blogspot.com/,Baleful Sign -03,08,,0308,Open Countryside,,,Gus L.,"Meadowlands dotted with round faced scarecrows. A few of the bundles of sticks and rags are actually the poorly disguised bodies of dead travellers, sacrificed by the moon cultist renegades who lurk along the road nearby ([[0208]]).",http://dungeonofsigns.blogspot.com/,Angleae -03,09,,0309,Forest,,,Gus L. ,"Sparse trees soon turn into a forest of oak and beech, filled with feral pigs that feast on fallen nuts and acorns. They are unafraid of man and aggressively territorial. All answer to the authority of the [[SAINT OF SWINE]] ([[0409]])",http://dungeonofsigns.blogspot.com/,Saint of Swine -03,10,,0310,Forest,,,Stasis Engine,"The stream the party has been following through the forest is suddenly running with gold: and growing from the bank is a silver tree with diamonds in place of leaves. These are both illusions, sprung by a satyr (the stream) and a sprite (the tree) having a competition (DC18 to detect): whichever one the party “falls for” first, the corresponding creature wins the bet. They will reveal themselves at this point and fight over the winnings, the loser refusing to pay up. The party could offer a trinket to settle it, or help the winner beat up the loser and take what's theirs, or whatever. ",stasisengine.blogspot.com,Forest Trickery -03,11,,0311,Open Countryside,,,,,, -03,12,,0312,Swamp, LLEWYLLA MOOR,,Vance A.,"A tribe of lizardfolk inhabit the moors, fiercely defending their territory from interlopers. Their shaman-priestess, Gugh, carries an enchanted trident, insurance against the occasional restless undead found in the moors.",http://leicestersramble.blogspot.com/,"Llewylla Moor, lizardfolk" -03,13,,0313,Swamp, LLEWYLLA MOOR,,Vance A.,"The Moors here were the last stand of the Kipht, a rebel fanatic-army vanquished a few generations back. They were slaughtered to the last man in the boggy terrain. Their dead do not rest easily, and skeletons and wights plague the moors.. ",http://leicestersramble.blogspot.com/,"Llewylla Moor, undead" -03,14,,0314,Forest,,,Vance A.,"Guar herds occupy the forests ringing the moors. The reticent herbivores are generally noctunal, avoiding explorers and poachers. The scarred dominant male bristles with broken arrows and boarspears, trophies of his run-ins with poachers.",http://leicestersramble.blogspot.com/,herd animals -03,15,,0315,Forest,,,,,, -03,16,,0316,Open Countryside,,,,,, -03,17,,0317,Farmland,,,,,, -03,18,,0318,Open Countryside,,,,,, -03,19,,0319,Farmland,,,Matthew Schmeer,A farmer & his daughter stand on the roof of a barn as a herd of Carnivorous Antelope devour a flock of chickens. The daughter pines for a life of adventure away from home.,http://rendedpress.blogspot.com,Hybrids -03,20,,0320,Open Countryside,,,,,, -03,21,,0321,Open Countryside,,,Matthew Schmeer,"A herd of Carnivorous Antelope battle a mischief of Ratcoons. A squadron of Flying Monkeys watches from the branches of a small copse of trees, swapping bets and pointing out the better parts of the action. The monkeys are led by Serjeant Red Hand and are armed with javelins and short swords. They are currently under contract to the Steward of [[Drogat Castle]] ([[Hex 0323]]).",http://rendedpress.blogspot.com,"Flying Monkeys, Hybrids, Warbands" -03,22,,0322,Farmland,,,Gus L.,"Beautifully maintained farmland, with picturesque farms of unusual wealth. The farmhouses nearest to the road are locked, and those further form it prove to be potemkin shells of gaily painted plaster. The Farmers will be seen at twilight, bleak eyed men and women, who return to thier spartan barracks in [[Drogat Castle]] each night. During the day they are guarded by plate clad footmen with flat, mechanical affects and the ocassional ribbion bedecked, manticore mounted knight. ",,Drogat Castle -03,23,,0323,Farmland,DROGAT CASTLE,,Gus L.,"Drogat Castle is know as the Castle of (false) Smiles by most in the region. It is a formidable fortress, its lower works made from ancient black stone, sagging with time and the effect of ancient seige weapons in places, and its upper works newer, fashioned of dark and light stone to give the entire place a checkerboard pattern. Drogat is well garrisoned, rish and very proud. It is ruled by the 19th Steward of Drogat, as the last King vanished, leaving only a young son who died mysteriously. The stewards have been excellent in maintaining Drogat's marches, but have a tendency to claim the missing King's rights as an excuse to minutely manage and direct everything in thier purview towards greater and greater profit. The knights of Drogat ride Black or white manticores and number 24, while the guards, foresters, footmen and levies are far more numerous.",http://dungeonofsigns.blogspot.com/,Drogat Castle -04,00,,0400,Forest,,,,,, +What, if anything, the [[Spine]] thinks of all this, it keeps to itself.",,,"Baleful Sign, Spine of the World, Anomoly" +03,01,,0301,Mountains,,,Gus L.,"The passes through these mountains stink with the smell of rotten flesh, and great wheeling murders of rooks swarm above. Along each of the three passes, the slavers of [[Ogan]] impale goblin slave they catch trying to escape of defeated goblin warriors. At night the spirits of the tortured goblins wail like harsh winf through the rocks. They can devour and replace the soul of any human infant brought here.",http://dungeonofsigns.blogspot.com/,,goblins +03,02,,0302,Forest,GIANT HAND,,,,,, +03,03,,0303,Forest,,,Jason Knepper,"A hidden natural fountain springs from the ground here. Its waters can heal and calm any that bath in it for at least an hour. Local monsters know this and frequently check on it for prey (roll encounter: 1d6: 1 = 1d12 goblins led by goblin shaman, 2 = Troll, 3 = Ettin, 4 = 1d8 Gnolls, 5 = Young green dragon, 6 = 2d4 Evil Centaurs serving an evil druid)",,,"healing, random encounters" +03,04,,0304,Mountains,HIDDEN MOUNTAIN VILLAGE,,Joshua M.,"A hidden village nestled in the foothills, where they worship a female android nurse (recovered from the mysterious ruins deeper in the Barrier Peaks) as a goddess. As long as the goddess is given the sacrifices she demands, generally certain herbs and sometimes animals, she can provide the villagers with a healing spray that cures 2d12 hit points three times per day, and an injection that can cure disease/poison or radiation poisoning once per day. The people of the village have learned to speak her language sufficiently to request cures and understand her commands. The villagers will resist anybody trying to take away their goddess, and the goddess will try to remain with the villagers unless commanded by somebody equipped with a violet or higher card.",http://talesoftheramblingbumblers.com,, +03,05,,0305,Open Countryside,,,,,,, +03,06,,0306,Desert,,,Gus L.,"A lifeless waste, watched by scrawny harpies and difficult to cross due to the heat and razor edges of sand fused into glass that hide beneath the dust here. Crossing the sands will maim horses and lacerate travelers on foot if the who wear armored boots.",http://dungeonofsigns.blogspot.com/,,Baleful Sign +03,07,,0307,Hills / Badlands,,,Gus L.,"Broken Hills above a the tractless waste, bordered by a thin line of grassy meadows. A small wagon and campsite at the edge of the waste is the temporary home of Redfaced Vindin a petulent scholar of antiquities and part-time tomb robber. He is currently using a telescope to copy the writings on the pillars at the small desert's center [[0206]] ",http://dungeonofsigns.blogspot.com/,,Baleful Sign +03,08,,0308,Open Countryside,,,Gus L.,"Meadowlands dotted with round faced scarecrows. A few of the bundles of sticks and rags are actually the poorly disguised bodies of dead travellers, sacrificed by the moon cultist renegades who lurk along the road nearby ([[0208]]).",http://dungeonofsigns.blogspot.com/,,Angleae +03,09,,0309,Forest,,,Gus L. ,"Sparse trees soon turn into a forest of oak and beech, filled with feral pigs that feast on fallen nuts and acorns. They are unafraid of man and aggressively territorial. All answer to the authority of the [[SAINT OF SWINE]] ([[0409]])",http://dungeonofsigns.blogspot.com/,,Saint of Swine +03,10,,0310,Forest,,,Stasis Engine,"The stream the party has been following through the forest is suddenly running with gold: and growing from the bank is a silver tree with diamonds in place of leaves. These are both illusions, sprung by a satyr (the stream) and a sprite (the tree) having a competition (DC18 to detect): whichever one the party “falls for” first, the corresponding creature wins the bet. They will reveal themselves at this point and fight over the winnings, the loser refusing to pay up. The party could offer a trinket to settle it, or help the winner beat up the loser and take what's theirs, or whatever. ",stasisengine.blogspot.com,,Forest Trickery +03,11,,0311,Open Countryside,,,,,,, +03,12,,0312,Swamp, LLEWYLLA MOOR,,Vance A.,"A tribe of lizardfolk inhabit the moors, fiercely defending their territory from interlopers. Their shaman-priestess, Gugh, carries an enchanted trident, insurance against the occasional restless undead found in the moors.",http://leicestersramble.blogspot.com/,,"Llewylla Moor, lizardfolk" +03,13,,0313,Swamp, LLEWYLLA MOOR,,Vance A.,"The Moors here were the last stand of the Kipht, a rebel fanatic-army vanquished a few generations back. They were slaughtered to the last man in the boggy terrain. Their dead do not rest easily, and skeletons and wights plague the moors.. ",http://leicestersramble.blogspot.com/,,"Llewylla Moor, undead" +03,14,,0314,Forest,,,Vance A.,"Guar herds occupy the forests ringing the moors. The reticent herbivores are generally noctunal, avoiding explorers and poachers. The scarred dominant male bristles with broken arrows and boarspears, trophies of his run-ins with poachers.",http://leicestersramble.blogspot.com/,,herd animals +03,15,,0315,Forest,,,,,,, +03,16,,0316,Open Countryside,,,,,,, +03,17,,0317,Farmland,,,,,,, +03,18,,0318,Open Countryside,,,,,,, +03,19,,0319,Farmland,,,Matthew Schmeer,A farmer & his daughter stand on the roof of a barn as a herd of Carnivorous Antelope devour a flock of chickens. The daughter pines for a life of adventure away from home.,http://rendedpress.blogspot.com,,Hybrids +03,20,,0320,Open Countryside,,,,,,, +03,21,,0321,Open Countryside,,,Matthew Schmeer,"A herd of Carnivorous Antelope battle a mischief of Ratcoons. A squadron of Flying Monkeys watches from the branches of a small copse of trees, swapping bets and pointing out the better parts of the action. The monkeys are led by Serjeant Red Hand and are armed with javelins and short swords. They are currently under contract to the Steward of [[Drogat Castle]] ([[Hex 0323]]).",http://rendedpress.blogspot.com,,"Flying Monkeys, Hybrids, Warbands" +03,22,,0322,Farmland,,,Gus L.,"Beautifully maintained farmland, with picturesque farms of unusual wealth. The farmhouses nearest to the road are locked, and those further form it prove to be potemkin shells of gaily painted plaster. The Farmers will be seen at twilight, bleak eyed men and women, who return to thier spartan barracks in [[Drogat Castle]] each night. During the day they are guarded by plate clad footmen with flat, mechanical affects and the ocassional ribbion bedecked, manticore mounted knight. ",,,Drogat Castle +03,23,,0323,Farmland,DROGAT CASTLE,,Gus L.,"Drogat Castle is know as the Castle of (false) Smiles by most in the region. It is a formidable fortress, its lower works made from ancient black stone, sagging with time and the effect of ancient seige weapons in places, and its upper works newer, fashioned of dark and light stone to give the entire place a checkerboard pattern. Drogat is well garrisoned, rish and very proud. It is ruled by the 19th Steward of Drogat, as the last King vanished, leaving only a young son who died mysteriously. The stewards have been excellent in maintaining Drogat's marches, but have a tendency to claim the missing King's rights as an excuse to minutely manage and direct everything in thier purview towards greater and greater profit. The knights of Drogat ride Black or white manticores and number 24, while the guards, foresters, footmen and levies are far more numerous.",http://dungeonofsigns.blogspot.com/,,Drogat Castle +04,00,,0400,Forest,,,,,,, 04,01,,0401,Forest,,,Gus L.,"A pitifully small band of goblins dwells in a ramshackle treehosue of bark and twigs here, hunting in the forest for mushrooms and small animals. They fancy themselves far more ferocious then they are, and will loudly and proudly proclaim thier love of 'manflesh', though none have ever tasted it, and thier descriptions of its succulence, flavor and effects can easily be confused with other near mythical foods such as strawberries, pound cake and strong spirits. If flattered and told they will be paid in 'manflesh' several of these creatures may be willing to take mercenary or henchman work. -",http://dungeonofsigns.blogspot.com/,Goblins -04,02,,0402,Forest,,,,,, -04,03,,0403,Mountains,,,,,, -04,04,,0404,Mountains,,,Gus L.,"Among the crags and caves of nesting swallows that fill these mountains a pale stone cenotaph stands. Climbing to it is dangerous but a close examination reveals that it tells a story of conquest with pictures and strange glyphs, much like the language of the [[BALEFUL SIGN]]. The carvings speak of an army embarked atop great stone spears cast down from the moon to punish its terrestrial enemies with searing magical fire. ",http://dungeonofsigns.blogspot.com/,Baleful Sign -04,05,,0405,Mountains,,,,,, -04,06,,0406,Hills / Badlands,ROCK FORMATION,,Gus L.,"A strange rock formation, a giant hollow boulder, carved with windows and strange petroglyphs and pearched precariously atop a spire of crumbling red stone marks the edge of the [[Baleful Sign]]'s infulence. The rock was once home to a band of silent hermits, but is now a lair for a small fanatical cult of moon worshipping bone puppeteers.",http://dungeonofsigns.blogspot.com/,Baleful Sign -04,07,,0407,Desert,,,Gus L.,"These low polluted hills were lightly seared by the [[BALEFUL SIGN]] long ago, revealling rish seams of copper belwo the topsoil. The people of [[ANGLEAE]] have set up several pit mines, which they work lackadasically during the summer and early winter. The miners claim to be entirely unaware of any moon cults nearby ([[0406]]), ([[0208]]).",http://dungeonofsigns.blogspot.com/,Angleae/ Baleful Sign -04,08,,0408,Forest,,,,,, -04,09,,0409,Forest,SAINT OF SWINE,,Gus L. ,"Deep in the oldest part of the oak forest resides the [[SAINT OF SWINE]] an enormous boar, 10' tall at the shoulder. When it's huge jagged tusk mouth is open the head and placidly smug, ageless face of a man is revealled, filling the unnatural beast's entire maw. The [[SAINT OF SWINE]] is forever trapped within the boar's gullet, mean-spirited, boarish, boorish but alive, and only truely malicious to those who carry pig flesh in thier provisions. He dislikes the fey who play games in his forest ([[0310]]) and the has heard of the Dryad across the meadow ([[0111]]) who the Saint wishes to convert to his porcine faith.",http://dungeonofsigns.blogspot.com/,Saint of Swine -04,10,,0410,Open Countryside,,,,,, -04,11,,0411,Swamp,,,Gus L.,Swampland only remarkable for its unsurpassing ugliness and the extraordinqry gluelike quality of its grey mud.,http://dungeonofsigns.blogspot.com/, -04,12,,0412,Open Countryside,,,,,, -04,13,,0413,Open Countryside,,,,,, -04,14,,0414,Forest,,,,,, -04,15,,0415,Open Countryside,,,,,, -04,16,,0416,Open Countryside,,,,,, -04,17,,0417,Open Countryside,,,,,, -04,18,,0418,Farmland,,,,,, -04,19,,0419,Town / Farmland,HALOWICH,,Matthew Schmeer,The townspeople complain of a plague of Ratcoons--rats with the markings and size of racoons. A tavern patron says he's seen similar creatures prowling the forest's edge on the road between [[Halowich]] and [[Lower Drogat]].,http://rendedpress.blogspot.com,Hybrids -04,20,,0420,Farmland,,,,,, -04,21,,0421,Forest,,,Matthew Schmeer,"A single cow walks unceasingly in a circle on bloody stumps; it hooves are worn away to the ankle. The ground beneath the cow is trampled to bloody, pulpy mud and the battered and trampled carcasses of 255 cows are strewn about the circle. In the middle of the circle, a strange rune pulses and glows an eerie purplish-green light. From the center of the rune, pale white tentacles with hundreds of fanged beaks thrust out from the earth. The forest is completely silent.",http://rendedpress.blogspot.com,"Baleful Sign, Circle of Cows, Anomaly" -04,22,,0422,Town / Farmland,LOWER DROGAT,,,,, -04,23,,0423,Farmland,,,Matthew Schmeer,"The farmers and their sons here loathe outsiders and shun any interactions with strangers. They are outright rude and violent. The farmers's daughters and wives, however, attempt to seduce every stranger they meet, regardless of gender. Every farm has at least six housecats and every farmhouse features a black granite carving of a curled-up, sleeping cat. Mice and rats are nowhere to be found; indeed, even domesticated mice and pet rats go out of their way to avoid traversing this section of land.",http://rendedpress.blogspot.com,Cat -05,01,,0501,Forest,,,,,, -05,02,,0502,Open Countryside,,,,,, -05,03,,0503,Mountains,,,,,, -05,04,,0504,Mountains,,,,,, -05,05,,0505,Forest,,,,,, -05,06,,0506,Hills / Badlands,,,Stasis Engine,"There is a curious temporal anomaly in a valley in the middle of this hex – time here runs at triple speed. The area is deserted, since the aging effects are terrifying, but one or two farmers live on the other side of the hills and visit profuse orchards to collect triple harvests. Crossing this hex takes double time .",stasisengine.blogspot.com,Temporal Anomaly -05,07,,0507,Open Countryside,,,,,, -05,08,,0508,Forest,,,,,, -05,09,,0509,Forest,,,Stasis Engine,"Rulf Half-man lives in this hex – a long-lived and unpleasant half-orc hermit. Actually extremely stupid. He inhabits a cave and brews massively powerful cider using wild apples: he is drunk on it most of the the time. He will sell it, swap it for news of the outside world, or just give it away when drunk enough. He also owns 3 apples of life, which grow on one specific tree near his cave once every 9 years and do not rot. Eating an entire one is the equivalent of having greater restoration cast on you. Rulf doesn't know much but he knows what they are, and how precious they are. ",stasisengine.blogspot.com,NPC and Item -05,10,,0510,Open Countryside,,,,,, -05,11,,0511,Swamp,,,Gus L.,"More desolate grey mud, stinging midges and ragged brown lilypads. A friendly but off-putting old woman named Rizzela Punt lives in an half flooded barge festooned with dirty flags made of rags that is capsized near the bank of the Nesser river. She sells dried frog jerky, 'swamp pearls', and hallucination producing incense.",http://dungeonofsigns.blogspot.com/, -05,12,,0512,Open Countryside,,,,,, -05,13,,0513,Forest,,,,,, -05,14,,0514,Forest,,,,,, -05,15,,0515,Open Countryside,,,,,, -05,16,,0516,Forest,,,,,, -05,17,,0517,Open Countryside,,,,,, -05,18,,0518,Forest,,,,,, -05,19,,0519,Farmland,,,Matthew Schmeer,"32 cows walk unceasingly in a circle, Should a cow die (naturally or by the sword), another cow wanders in from the northeast and assumes its place, the dead being pummeled into the earth. The ground beneath their hooves is trampled to bloody, pulpy mud. In the middle of the circle, a strange rune has been burned into the earth.",http://rendedpress.blogspot.com,"Baleful Sign, Circle of Cows" -05,20,,0520,Open Countryside,,,Matthew Schmeer,An overturned merchant's wagon blocks the road. The merchant and his assistant are dead; they have been gnawed to death. Their wagon contains succulent melons and gourds; eating any of the melons grants an immunity to disease for 24 hours. The gourds are just gourds. A dead Ratcoon is crushed under the wagon.,http://rendedpress.blogspot.com,Hybrids -05,21,,0521,Open Countryside,,,,,, -05,22,,0522,Forest,,,Matthew Schmeer,An idiot savant performs magical experiments on small forest creatures in a dilapidated cabin. Strange hybrids such as star-nosed weasels and skunkbadgers stalk the woods. ,http://rendedpress.blogspot.com,Hybrids -05,23,,0523,Open Countryside,,,,,, -06,00,,0600,Forest / Open Countryside,,,,,, -06,01,,0601,Open Countryside,,,,,, -06,02,,0602,Open Countryside,,,,,, -06,03,,0603,Mountains,,,,,, -06,04,,0604,Open Countryside,,,,,, -06,05,,0605,Hills / Badlands,,,Stasis Engine,"The strange, weathered outcrop of rock here is known in local folklore and ancient legends as Belazias' throne: supposedly it looks like a huge chair. Anyone clambering up to sit in it can see further than seems natural – PC can choose to look at something (their home, the next hex, their target) and DM must give them some surveillance info about it – but the player must take a DC15WIS save or be affected by a long-term madness as per DMG260",stasisengine.blogspot.com,Farsight -06,06,,0606,Forest,,,,,, -06,07,,0607,Open Countryside,,,,,, -06,08,,0608,Open Countryside,,,,,, -06,09,,0609,Swamp,,,Matthew Schmeer,"A temple has sunk into the muck of the bog. The doors are beneath the waterline, but at least two stones in roof are moveable. A band of 13 Frog People are performing cleansing rights within the temple; they are furious if interrupted. Within the temple's treasure room are the skeletal remains of twelve harpies; each has a silver band fastened around one talon. If the talons are removed, the harpy skeletons animate and attack.",http://rendedpress.blogspot.com,"Frog People, Harpies" -06,10,,0610,Forest,,,,,, -06,11,,0611,Swamp,,,Gus L,"Wretched swamplands of grey mud and brown ropey weed that ends in ragged liliypads. The swamp is home to four catoblepus, who, while solitary beasts of great gllom, lair at the foot of a pile of black rock, that also shelters an enormous colony of freshwater mussels which produce a profusion of lumpy green pearls. ",http://dungeonofsigns.blogspot.com/, -06,12,,0612,Open Countryside,,,,,, -06,13,,0613,Open Countryside,,,,,, -06,14,,0614,Open Countryside,,,,,, -06,15,,0615,Open Countryside,,,,,, -06,16,,0616,Forest,,,,,, -06,17,,0617,Open Countryside,,,,,, -06,18,,0618,Farmland,,,,,, -06,19,,0619,Farmland / Open Countryside,,,,,, -06,20,,0620,Open Countryside,,,,,, -06,21,,0621,Open Countryside,,,,,, -06,22,,0622,Open Countryside,,,,,, -06,23,,0623,Open Countryside,,,,,, -07,01,,0701,Open Countryside,,,,,, -07,02,,0702,Open Countryside,,,Gus L.,"The land to the North is filled with savage tribes of might thewed warriors, obessed with thier own wars and spiteful cycles of vendetta. Among the knee high blue grass of this area a Barbarian Prince - about nine years old, but still improabaly muscular, carrying a small sword and wearing only a (fancy) fur loincloth - stares into the river. His eyes are watering from the 'dust', he is certainly not crying, but his family to the far North has been slain by raiders and his pony finally died here. If treated kindly he will make a good henchman (F1 - even as a child) but his ultimate goal will always be revenge and conquest.",http://dungeonofsigns.blogspot.com/,Barbarian Prince -07,03,,0703,Mountains,,,Ramanan S.,"What appears to be a simple cave is actually the entrance to a strange alien spaceship. The crew is dead, but robots and monsters wander the halls and rooms filled with alien technology.",http://save.vs.totalpartykill.ca/,Aliens -07,04,,0704,Open Countryside,,,Gus L.,"Green grass grows, tall and hearty among brittle bones. A blnket of them, the spngey yellowed bones of old death, men and horses both with only the mournful wind to tell their tales. ",http://dungeonofsigns.blogspot.com/, -07,05,,0705,Forest,,,Gus L.,"Lovely forest, rich in game and filled with small pools that collect clear sweet water. An abandoned hunting lodge and outlaying camps show signs of recent occupany.",http://dungeonofsigns.blogspot.com/, -07,06,,0706,Open Countryside,,,,,, -07,07,,0707,Open Countryside,,,,,, -07,08,,0708,Open Countryside,,,,,, -07,09,,0709,Forest,,,,,, -07,10,,0710,Swamp,,,Gus L.,"The marsh here has been nearly drained as a dike along the river prevents it from refilling. The Seers at Branwyn's Temple decreed the dike be built as the only way to stop the predations of an enormous Froghemoth that dwells in the center of this isolated swamp. With its habitat diminished, prey vanishing and barely enough water to cover its bulk, the Froghemoth has buried itself in the mud of the swamp and will only rise if the noise of prey (such as human travellers) disturb its semi-hibernation.",http://dungeonofsigns.blogspot.com/,frogs -07,11,,0711,Forest,BRANWYN'S TEMPLE,,Matthew Schmeer,The temple is deserted except for a large den of rabid Ratcoons. Hidden beneath the broken altar is an ingot of pure star-metal that burns to the touch. Disease follows it.,http://rendedpress.blogspot.com,Hybrids -07,12,,0712,Forest,,,,,, -07,13,,0713,Swamp,,,,,, -07,14,,0714,Open Countryside,,,Stasis Engine,"There is a weftmeadow here – a strange geomantic occurrence, a weftmeadow looks like am infinitely radially symmetrical piece of pasture, with an odd, dazzling sheen to it, like a field viewed through a soapbubble. There is nothing dangerous in it – in fact it is utterly, perfectly safe – but the party will lose all sense of direction and exit through a random hex. ",stasisengine.blogspot.com,Spatial Anomaly -07,15,,0715,Forest,,,,,, -07,16,,0716,Forest,,,,,, -07,17,,0717,Open Countryside,,,,,, -07,18,,0718,Open Countryside,,,,,, -07,19,,0719,Town / Farmland,BIRGUD,,,,, -07,20,,0720,Open Countryside,,,Gus L.,"Hired by the Baron of [[Halowich]] and the mayor of [[Brigud]] 26 mercenary hobblers out of [[Drogat Castle]] (several have family in [[Cumry]]) led by a renegade knight of St. Cindilla are preparing to eradicate the Hole People colony nearby([[1019]]). Even the callous mercenaries feel a bit chargrined about the mission, pitying the stone age troglodytes - they shouldn't. The Hole People will massacre them, popping out of holes to throw jagged stone spears, while thier dirt caller shaman summon mole swarms to cripple horses and devour the mercenaries who fall prey to the Hole People's inummerable pit traps.",http://dungeonofsigns.blogspot.com/,Warbands -07,21,,0721,Forest,,,Gus L.,"The spiderherds to the South 'graze' thier giant arachnid livestock here as these misty copses of trees are risch in birds. A devil with a mask of beaten copper dwells among the roots of a fallen try here in a cozy moss caulked cottage. She wears a robe made from the skins of hypocritical priests (which still chant incomprehensible prayers). She has no boons to trade but will instantly know the past crimes of anyone who lies to her, and will bind herself to keep this knoweldge secret in exchange for a mortal soul. Otherwise she will reveal the crimes to the proper authorities by letter. The Spiderherds know the Copper Masked Devil's tricks, but prefer not to speak of her.",http://dungeonofsigns.blogspot.com/, -07,22,,0722,Open Countryside,,,Gus L. ,"Semi-permenant camp of over four hundred nomadic spiderherds. Wearing bright silk armor and large absurdly deocrated hats that show thier status and clan affiliations they are happy to trade news and goods, but somewhat fanatical in thier view that all relgions except the worship of Donat is blashphemous. If angered the nomads will fight with repeating crossbows and long wavy bladed daggers. Thier leaders are horomancers (time sorcerers) and often ride special domesticated giant spiders.",http://dungeonofsigns.blogspot.com/,Warbands -07,23,,0723,Forest,,,,,, -08,01,,0801,Hills / Badlands,,,Matthew Schmeer,"2,000 copper-colored housecats watch the mating frenzy of 70 monstrous-sized Blasting Spiders with keening interest. The cats look ready to pounce.",http://rendedpress.blogspot.com,"Cats, Spiders" -08,02,,0802,Forest,,,,,, -08,03,,0803,Forest,,,,,, -08,04,,0804,Mountains,,,Gus L. ,"Generations of fervent belief by the warren of Hole People to the Northeast have caused a hideous slug godling - Filthsqaulor the Unhealthful to manifest in a series of water carved caves near the summit of this otherwise unremarkable mountain. The creature is intelligent, very patient and very cruel. It is also still mortal (As Giant Slug). Recently Filthsqualor has started spawning spindly winged, disease spreading, bloodsucking slug demons (as stirges), flocks of which descend from its lair nightly and murder any non humanoid (other then Hole People) they find.",http://dungeonofsigns.blogspot.com/,Hole People -08,05,,0805,Forest,,,,,, -08,06,,0806,Hills / Badlands,,,Matthew Schmeer,"A band of bards and troubadors have set up camp and challenge all whom they encounter to a singing contest. Winners are awarded a half-keg of fine mead. Losers must swallow a live newborn giant slug. The encampment has converted an entire wagon into a slug-egg nursery. There is a 30% chance that one of the bards, if drunk enough, will reveal he was born to the Hole People but escaped several years ago.",http://rendedpress.blogspot.com,Hole People -08,07,,0807,Forest / Open Countryside,,,,,, -08,08,,0808,Forest,,,,,, -08,09,,0809,Forest,,,,,, -08,10,,0810,Open Countryside,,,,,, -08,11,,0811,Forest,DOONSBARROW,,Vance A.,"The halfling settlement of [[Doonsbarrow]] has been overrun by telepathic giant spiders. Those halflings remaining alive are trussed up in silk, mewling in madness as the spiders consume both body and mind.",http://leicestersramble.blogspot.com/, -08,12,,0812,Forest,,,O Moody,"The camp of several halflings from [[Doonsbarrow]], who were out picking mushrooms when their village was attacked. They have built completely convincing-looking giant-spider-outfits out of unlikely materials, and use them to try to scare off danger. They are planning to infiltrate [[Doonsbarrow]] wearing the suits, and free their families from the spiders' silky larder. If they do this, they will all probably die.",, -08,13,,0813,Forest,,,,,, -08,14,,0814,Forest,,,,,, -08,15,,0815,Forest,,,,,, -08,16,,0816,Farmland,,,,,, -08,17,,0817,Open Countryside,,,,,, -08,18,,0818,Open Countryside,,,,,, -08,19,,0819,Open Countryside,,,,,, -08,20,,0820,Open Countryside,,,,,, -08,21,,0821,Open Countryside,,,Vance A.,"The grassland here is home to several rabbit warrens. Close inspection of the grass will reveal a faint grid of different grass species. The rabbits, colored according to their warren, appear to move and displace one another in a giant, undiscernable strategy game.",http://leicestersramble.blogspot.com/,Bunnies! -08,22,,0822,Open Countryside,,,,,, -08,23,,0823,Open Countryside,,,,,, -09,01,,0901,Mountains,RUINS OF JAKOR'S KEEP,,Gus L. ,"Jakor was only the most recent of a long line of foolish men to try to rebuild and hold this ancient keep. His demise was predictible, as he and his warband were attakced from below by a mysterious army of dirt clad troglodytes after holding the keep for two years. The [[Ruin of Jakor's Keep]] is a maze of monumental marble columns and detrius of ancient archetecture. It still appears very defensible however. A rough dock of unseasoned green timber is used by barges from [[Weshor]] to steal the ancient stonework. Unknown to any, but obvious to anyone with a knowledge of thier ways, the ground beneath [[Jakor's Keep]] contains an enormous and ancient colony of diminuative Hole People. Mostly oblivious to what happens above, and hidden by layers and layers of ruined caves filled with trash and detritus of Hole Person life, the colony will likely remain placid, but if disturbed, it is truely dangerous - A troglodyte empire, thousands strong, ruled with stone-age brutality by a half mole-demon cabal of Earth speaker sorcerers.",http://dungeonofsigns.blogspot.com/,Hole people -09,02,,0902,Open Countryside,,,,,, -09,03,,0903,Forest,,,,,, -09,04,,0904,Hills / Badlands,,,,,, -09,05,,0905,Open Countryside,,,Gus L. ,"A group of three filthy, scabby Hole People, exiles from the Warren to the Northeast ([[1102]]), cower in shallow pits during the day and wander confused by night. All three are starving as lichen and slugs are hard to find in this lush grassland. The Hole People speak rudimentary common and if taught about a non-slug based diet might be convinced to act as henchmen (1st level halflings). They are named: Skuto, Reft, and Slugibella, are extremely agoraphobic and carry only stone chopper knives and dirty moleskin cloaks.",http://dungeonofsigns.blogspot.com/,Hole People -09,06,,0906,Open Countryside,,,,,, -09,07,,0907,Open Countryside,,,Gus L.,"The river here is fast, as it narrows between cliff faces carved with ancient stone faces. All of the faces are haggard and drooping like those of the people in [[ANGLEAE]]. All of the carved faces appear blind.",http://dungeonofsigns.blogspot.com/,Angleae -09,08,,0908,Forest,,,,,, -09,09,,0909,Open Countryside,,,,,, -09,10,,0910,Open Countryside,,,,,, -09,11,,0911,Forest,,,,,, +",http://dungeonofsigns.blogspot.com/,,Goblins +04,02,,0402,Forest,,,,,,, +04,03,,0403,Mountains,,,Brandon Knepper,"Nestled in the peaks, is a small human settlement (20 commoners) beneath the south face of the tallest mountain in the range. Rare Silver Bears make their homes in caves in this region and their pelts are quite valuable (as are their claws, teeth, bones, etc...). Deeper inside the caves reside mountain trolls (as troll but +2 HD, resistant to weapon attacks, and gray in color). The trolls are rarely seen out of the caves but it is rumored that their leader still carries the greatsword ""Urkushu"", legendary weapon of Ezeke Wildmane the lost barbarian hero who sought to kill the great mountain trolls.",,, +04,04,,0404,Mountains,,,Gus L.,"Among the crags and caves of nesting swallows that fill these mountains a pale stone cenotaph stands. Climbing to it is dangerous but a close examination reveals that it tells a story of conquest with pictures and strange glyphs, much like the language of the [[BALEFUL SIGN]]. The carvings speak of an army embarked atop great stone spears cast down from the moon to punish its terrestrial enemies with searing magical fire. ",http://dungeonofsigns.blogspot.com/,,Baleful Sign +04,05,,0405,Mountains,,,Jason Knepper,Ten boulders are precariously stacked in a tower more than 100 feet high here. It is unknown who stacked them or why. A rare bird whose eggs are sought for magical properties nests on the highest boulders. ,,, +04,06,,0406,Hills / Badlands,ROCK FORMATION,,Gus L.,"A strange rock formation, a giant hollow boulder, carved with windows and strange petroglyphs and pearched precariously atop a spire of crumbling red stone marks the edge of the [[Baleful Sign]]'s infulence. The rock was once home to a band of silent hermits, but is now a lair for a small fanatical cult of moon worshipping bone puppeteers.",http://dungeonofsigns.blogspot.com/,,Baleful Sign +04,07,,0407,Desert,,,Gus L.,"These low polluted hills were lightly seared by the [[BALEFUL SIGN]] long ago, revealling rish seams of copper belwo the topsoil. The people of [[ANGLEAE]] have set up several pit mines, which they work lackadasically during the summer and early winter. The miners claim to be entirely unaware of any moon cults nearby ([[0406]]), ([[0208]]).",http://dungeonofsigns.blogspot.com/,,Angleae/ Baleful Sign +04,08,,0408,Forest,,,Jason Knepper,"Seven cabins are just inside the northern edge of the forest here, spread out from east to west over half a mile. They show no signs of recent inhabitance, save one, at the far west end were a hunter has taken residence. The others are all marked on their doors with elven sigils of warning and danger. Feral elves have chased off the inhabitants and will permit no mortals to reside here. The hunter is left alone because he is no mere mortal. What he is, scares even the feral elves.",,,"Feral elves, mysterious immortal" +04,09,,0409,Forest,SAINT OF SWINE,,Gus L. ,"Deep in the oldest part of the oak forest resides the [[SAINT OF SWINE]] an enormous boar, 10' tall at the shoulder. When it's huge jagged tusk mouth is open the head and placidly smug, ageless face of a man is revealled, filling the unnatural beast's entire maw. The [[SAINT OF SWINE]] is forever trapped within the boar's gullet, mean-spirited, boarish, boorish but alive, and only truely malicious to those who carry pig flesh in thier provisions. He dislikes the fey who play games in his forest ([[0310]]) and the has heard of the Dryad across the meadow ([[0111]]) who the Saint wishes to convert to his porcine faith.",http://dungeonofsigns.blogspot.com/,,Saint of Swine +04,10,,0410,Open Countryside,,,,,,, +04,11,,0411,Swamp,,,Gus L.,Swampland only remarkable for its unsurpassing ugliness and the extraordinqry gluelike quality of its grey mud.,http://dungeonofsigns.blogspot.com/,, +04,12,,0412,Open Countryside,,,,,,, +04,13,,0413,Open Countryside,,,,,,, +04,14,,0414,Forest,,,,,,, +04,15,,0415,Open Countryside,,,,,,, +04,16,,0416,Open Countryside,,,,,,, +04,17,,0417,Open Countryside,,,,,,, +04,18,,0418,Farmland,,,,,,, +04,19,,0419,Town / Farmland,HALOWICH,,Matthew Schmeer,The townspeople complain of a plague of Ratcoons--rats with the markings and size of racoons. A tavern patron says he's seen similar creatures prowling the forest's edge on the road between [[Halowich]] and [[Lower Drogat]].,http://rendedpress.blogspot.com,,Hybrids +04,20,,0420,Farmland,,,,,,, +04,21,,0421,Forest,,,Matthew Schmeer,"A single cow walks unceasingly in a circle on bloody stumps; it hooves are worn away to the ankle. The ground beneath the cow is trampled to bloody, pulpy mud and the battered and trampled carcasses of 255 cows are strewn about the circle. In the middle of the circle, a strange rune pulses and glows an eerie purplish-green light. From the center of the rune, pale white tentacles with hundreds of fanged beaks thrust out from the earth. The forest is completely silent.",http://rendedpress.blogspot.com,,"Baleful Sign, Circle of Cows, Anomaly" +04,22,,0422,Town / Farmland,LOWER DROGAT,,,,,, +04,23,,0423,Farmland,,,Matthew Schmeer,"The farmers and their sons here loathe outsiders and shun any interactions with strangers. They are outright rude and violent. The farmers's daughters and wives, however, attempt to seduce every stranger they meet, regardless of gender. Every farm has at least six housecats and every farmhouse features a black granite carving of a curled-up, sleeping cat. Mice and rats are nowhere to be found; indeed, even domesticated mice and pet rats go out of their way to avoid traversing this section of land.",http://rendedpress.blogspot.com,,Cat +05,01,,0501,Forest,,,,,,, +05,02,,0502,Open Countryside,,,,,,, +05,03,,0503,Mountains,,,,,,, +05,04,,0504,Mountains,,,,,,, +05,05,,0505,Forest,,,,,,, +05,06,,0506,Hills / Badlands,,,Stasis Engine,"There is a curious temporal anomaly in a valley in the middle of this hex – time here runs at triple speed. The area is deserted, since the aging effects are terrifying, but one or two farmers live on the other side of the hills and visit profuse orchards to collect triple harvests. Crossing this hex takes double time .",stasisengine.blogspot.com,,Temporal Anomaly +05,07,,0507,Open Countryside,,,,,,, +05,08,,0508,Forest,,,,,,, +05,09,,0509,Forest,,,Stasis Engine,"Rulf Half-man lives in this hex – a long-lived and unpleasant half-orc hermit. Actually extremely stupid. He inhabits a cave and brews massively powerful cider using wild apples: he is drunk on it most of the the time. He will sell it, swap it for news of the outside world, or just give it away when drunk enough. He also owns 3 apples of life, which grow on one specific tree near his cave once every 9 years and do not rot. Eating an entire one is the equivalent of having greater restoration cast on you. Rulf doesn't know much but he knows what they are, and how precious they are. ",stasisengine.blogspot.com,,NPC and Item +05,10,,0510,Open Countryside,,,,,,, +05,11,,0511,Swamp,,,Gus L.,"More desolate grey mud, stinging midges and ragged brown lilypads. A friendly but off-putting old woman named Rizzela Punt lives in an half flooded barge festooned with dirty flags made of rags that is capsized near the bank of the Nesser river. She sells dried frog jerky, 'swamp pearls', and hallucination producing incense.",http://dungeonofsigns.blogspot.com/,, +05,12,,0512,Open Countryside,,,,,,, +05,13,,0513,Forest,,,,,,, +05,14,,0514,Forest,,,,,,, +05,15,,0515,Open Countryside,,,,,,, +05,16,,0516,Forest,,,,,,, +05,17,,0517,Open Countryside,,,,,,, +05,18,,0518,Forest,,,,,,, +05,19,,0519,Farmland,,,Matthew Schmeer,"32 cows walk unceasingly in a circle, Should a cow die (naturally or by the sword), another cow wanders in from the northeast and assumes its place, the dead being pummeled into the earth. The ground beneath their hooves is trampled to bloody, pulpy mud. In the middle of the circle, a strange rune has been burned into the earth.",http://rendedpress.blogspot.com,,"Baleful Sign, Circle of Cows" +05,20,,0520,Open Countryside,,,Matthew Schmeer,An overturned merchant's wagon blocks the road. The merchant and his assistant are dead; they have been gnawed to death. Their wagon contains succulent melons and gourds; eating any of the melons grants an immunity to disease for 24 hours. The gourds are just gourds. A dead Ratcoon is crushed under the wagon.,http://rendedpress.blogspot.com,,Hybrids +05,21,,0521,Open Countryside,,,,,,, +05,22,,0522,Forest,,,Matthew Schmeer,An idiot savant performs magical experiments on small forest creatures in a dilapidated cabin. Strange hybrids such as star-nosed weasels and skunkbadgers stalk the woods. ,http://rendedpress.blogspot.com,,Hybrids +05,23,,0523,Open Countryside,,,,,,, +06,00,,0600,Forest / Open Countryside,,,,,,, +06,01,,0601,Open Countryside,,,,,,, +06,02,,0602,Open Countryside,,,,,,, +06,03,,0603,Mountains,,,,,,, +06,04,,0604,Open Countryside,,,,,,, +06,05,,0605,Hills / Badlands,,,Stasis Engine,"The strange, weathered outcrop of rock here is known in local folklore and ancient legends as Belazias' throne: supposedly it looks like a huge chair. Anyone clambering up to sit in it can see further than seems natural – PC can choose to look at something (their home, the next hex, their target) and DM must give them some surveillance info about it – but the player must take a DC15WIS save or be affected by a long-term madness as per DMG260",stasisengine.blogspot.com,,Farsight +06,06,,0606,Forest,,,,,,, +06,07,,0607,Open Countryside,,,,,,, +06,08,,0608,Open Countryside,,,,,,, +06,09,,0609,Swamp,,,Matthew Schmeer,"A temple has sunk into the muck of the bog. The doors are beneath the waterline, but at least two stones in roof are moveable. A band of 13 Frog People are performing cleansing rights within the temple; they are furious if interrupted. Within the temple's treasure room are the skeletal remains of twelve harpies; each has a silver band fastened around one talon. If the talons are removed, the harpy skeletons animate and attack.",http://rendedpress.blogspot.com,,"Frog People, Harpies" +06,10,,0610,Forest,,,,,,, +06,11,,0611,Swamp,,,Gus L,"Wretched swamplands of grey mud and brown ropey weed that ends in ragged liliypads. The swamp is home to four catoblepus, who, while solitary beasts of great gllom, lair at the foot of a pile of black rock, that also shelters an enormous colony of freshwater mussels which produce a profusion of lumpy green pearls. ",http://dungeonofsigns.blogspot.com/,, +06,12,,0612,Open Countryside,,,,,,, +06,13,,0613,Open Countryside,,,,,,, +06,14,,0614,Open Countryside,,,,,,, +06,15,,0615,Open Countryside,,,,,,, +06,16,,0616,Forest,,,,,,, +06,17,,0617,Open Countryside,,,,,,, +06,18,,0618,Farmland,,,,,,, +06,19,,0619,Farmland / Open Countryside,,,,,,, +06,20,,0620,Open Countryside,,,,,,, +06,21,,0621,Open Countryside,,,,,,, +06,22,,0622,Open Countryside,,,,,,, +06,23,,0623,Open Countryside,,,,,,, +07,01,,0701,Open Countryside,,,,,,, +07,02,,0702,Open Countryside,,,Gus L.,"The land to the North is filled with savage tribes of might thewed warriors, obessed with thier own wars and spiteful cycles of vendetta. Among the knee high blue grass of this area a Barbarian Prince - about nine years old, but still improabaly muscular, carrying a small sword and wearing only a (fancy) fur loincloth - stares into the river. His eyes are watering from the 'dust', he is certainly not crying, but his family to the far North has been slain by raiders and his pony finally died here. If treated kindly he will make a good henchman (F1 - even as a child) but his ultimate goal will always be revenge and conquest.",http://dungeonofsigns.blogspot.com/,,Barbarian Prince +07,03,,0703,Mountains,,,Ramanan S.,"What appears to be a simple cave is actually the entrance to a strange alien spaceship. The crew is dead, but robots and monsters wander the halls and rooms filled with alien technology.",http://save.vs.totalpartykill.ca/,,Aliens +07,04,,0704,Open Countryside,,,Gus L.,"Green grass grows, tall and hearty among brittle bones. A blnket of them, the spngey yellowed bones of old death, men and horses both with only the mournful wind to tell their tales. ",http://dungeonofsigns.blogspot.com/,, +07,05,,0705,Forest,,,Gus L.,"Lovely forest, rich in game and filled with small pools that collect clear sweet water. An abandoned hunting lodge and outlaying camps show signs of recent occupany.",http://dungeonofsigns.blogspot.com/,, +07,06,,0706,Open Countryside,,,,,,, +07,07,,0707,Open Countryside,,,,,,, +07,08,,0708,Open Countryside,,,,,,, +07,09,,0709,Forest,,,,,,, +07,10,,0710,Swamp,,,Gus L.,"The marsh here has been nearly drained as a dike along the river prevents it from refilling. The Seers at Branwyn's Temple decreed the dike be built as the only way to stop the predations of an enormous Froghemoth that dwells in the center of this isolated swamp. With its habitat diminished, prey vanishing and barely enough water to cover its bulk, the Froghemoth has buried itself in the mud of the swamp and will only rise if the noise of prey (such as human travellers) disturb its semi-hibernation.",http://dungeonofsigns.blogspot.com/,,frogs +07,11,,0711,Forest,BRANWYN'S TEMPLE,,Matthew Schmeer,The temple is deserted except for a large den of rabid Ratcoons. Hidden beneath the broken altar is an ingot of pure star-metal that burns to the touch. Disease follows it.,http://rendedpress.blogspot.com,,Hybrids +07,12,,0712,Forest,,,,,,, +07,13,,0713,Swamp,,,,,,, +07,14,,0714,Open Countryside,,,Stasis Engine,"There is a weftmeadow here – a strange geomantic occurrence, a weftmeadow looks like am infinitely radially symmetrical piece of pasture, with an odd, dazzling sheen to it, like a field viewed through a soapbubble. There is nothing dangerous in it – in fact it is utterly, perfectly safe – but the party will lose all sense of direction and exit through a random hex. ",stasisengine.blogspot.com,,Spatial Anomaly +07,15,,0715,Forest,,,,,,, +07,16,,0716,Forest,,,,,,, +07,17,,0717,Open Countryside,,,,,,, +07,18,,0718,Open Countryside,,,,,,, +07,19,,0719,Town / Farmland,BIRGUD,,,,,, +07,20,,0720,Open Countryside,,,Gus L.,"Hired by the Baron of [[Halowich]] and the mayor of [[Brigud]] 26 mercenary hobblers out of [[Drogat Castle]] (several have family in [[Cumry]]) led by a renegade knight of St. Cindilla are preparing to eradicate the Hole People colony nearby([[1019]]). Even the callous mercenaries feel a bit chargrined about the mission, pitying the stone age troglodytes - they shouldn't. The Hole People will massacre them, popping out of holes to throw jagged stone spears, while thier dirt caller shaman summon mole swarms to cripple horses and devour the mercenaries who fall prey to the Hole People's inummerable pit traps.",http://dungeonofsigns.blogspot.com/,,Warbands +07,21,,0721,Forest,,,Gus L.,"The spiderherds to the South 'graze' thier giant arachnid livestock here as these misty copses of trees are risch in birds. A devil with a mask of beaten copper dwells among the roots of a fallen try here in a cozy moss caulked cottage. She wears a robe made from the skins of hypocritical priests (which still chant incomprehensible prayers). She has no boons to trade but will instantly know the past crimes of anyone who lies to her, and will bind herself to keep this knoweldge secret in exchange for a mortal soul. Otherwise she will reveal the crimes to the proper authorities by letter. The Spiderherds know the Copper Masked Devil's tricks, but prefer not to speak of her.",http://dungeonofsigns.blogspot.com/,, +07,22,,0722,Open Countryside,,,Gus L. ,"Semi-permenant camp of over four hundred nomadic spiderherds. Wearing bright silk armor and large absurdly deocrated hats that show thier status and clan affiliations they are happy to trade news and goods, but somewhat fanatical in thier view that all relgions except the worship of Donat is blashphemous. If angered the nomads will fight with repeating crossbows and long wavy bladed daggers. Thier leaders are horomancers (time sorcerers) and often ride special domesticated giant spiders.",http://dungeonofsigns.blogspot.com/,,Warbands +07,23,,0723,Forest,,,,,,, +08,01,,0801,Hills / Badlands,,,Matthew Schmeer,"2,000 copper-colored housecats watch the mating frenzy of 70 monstrous-sized Blasting Spiders with keening interest. The cats look ready to pounce.",http://rendedpress.blogspot.com,,"Cats, Spiders" +08,02,,0802,Forest,,,,,,, +08,03,,0803,Forest,,,,,,, +08,04,,0804,Mountains,,,Gus L. ,"Generations of fervent belief by the warren of Hole People to the Northeast have caused a hideous slug godling - Filthsqaulor the Unhealthful to manifest in a series of water carved caves near the summit of this otherwise unremarkable mountain. The creature is intelligent, very patient and very cruel. It is also still mortal (As Giant Slug). Recently Filthsqualor has started spawning spindly winged, disease spreading, bloodsucking slug demons (as stirges), flocks of which descend from its lair nightly and murder any non humanoid (other then Hole People) they find.",http://dungeonofsigns.blogspot.com/,,Hole People +08,05,,0805,Forest,,,,,,, +08,06,,0806,Hills / Badlands,,,Matthew Schmeer,"A band of bards and troubadors have set up camp and challenge all whom they encounter to a singing contest. Winners are awarded a half-keg of fine mead. Losers must swallow a live newborn giant slug. The encampment has converted an entire wagon into a slug-egg nursery. There is a 30% chance that one of the bards, if drunk enough, will reveal he was born to the Hole People but escaped several years ago.",http://rendedpress.blogspot.com,,Hole People +08,07,,0807,Forest / Open Countryside,,,,,,, +08,08,,0808,Forest,,,,,,, +08,09,,0809,Forest,,,,,,, +08,10,,0810,Open Countryside,,,,,,, +08,11,,0811,Forest,DOONSBARROW,,Vance A.,"The halfling settlement of [[Doonsbarrow]] has been overrun by telepathic giant spiders. Those halflings remaining alive are trussed up in silk, mewling in madness as the spiders consume both body and mind.",http://leicestersramble.blogspot.com/,, +08,12,,0812,Forest,,,O Moody,"The camp of several halflings from [[Doonsbarrow]], who were out picking mushrooms when their village was attacked. They have built completely convincing-looking giant-spider-outfits out of unlikely materials, and use them to try to scare off danger. They are planning to infiltrate [[Doonsbarrow]] wearing the suits, and free their families from the spiders' silky larder. If they do this, they will all probably die.",,, +08,13,,0813,Forest,,,,,,, +08,14,,0814,Forest,,,,,,, +08,15,,0815,Forest,,,,,,, +08,16,,0816,Farmland,,,,,,, +08,17,,0817,Open Countryside,,,,,,, +08,18,,0818,Open Countryside,,,,,,, +08,19,,0819,Open Countryside,,,,,,, +08,20,,0820,Open Countryside,,,,,,, +08,21,,0821,Open Countryside,,,Vance A.,"The grassland here is home to several rabbit warrens. Close inspection of the grass will reveal a faint grid of different grass species. The rabbits, colored according to their warren, appear to move and displace one another in a giant, undiscernable strategy game.",http://leicestersramble.blogspot.com/,,Bunnies! +08,22,,0822,Open Countryside,,,,,,, +08,23,,0823,Open Countryside,,,,,,, +09,01,,0901,Mountains,RUINS OF JAKOR'S KEEP,,Gus L. ,"Jakor was only the most recent of a long line of foolish men to try to rebuild and hold this ancient keep. His demise was predictible, as he and his warband were attakced from below by a mysterious army of dirt clad troglodytes after holding the keep for two years. The [[Ruin of Jakor's Keep]] is a maze of monumental marble columns and detrius of ancient archetecture. It still appears very defensible however. A rough dock of unseasoned green timber is used by barges from [[Weshor]] to steal the ancient stonework. Unknown to any, but obvious to anyone with a knowledge of thier ways, the ground beneath [[Jakor's Keep]] contains an enormous and ancient colony of diminuative Hole People. Mostly oblivious to what happens above, and hidden by layers and layers of ruined caves filled with trash and detritus of Hole Person life, the colony will likely remain placid, but if disturbed, it is truely dangerous - A troglodyte empire, thousands strong, ruled with stone-age brutality by a half mole-demon cabal of Earth speaker sorcerers.",http://dungeonofsigns.blogspot.com/,,Hole people +09,02,,0902,Open Countryside,,,,,,, +09,03,,0903,Forest,,,,,,, +09,04,,0904,Hills / Badlands,,,,,,, +09,05,,0905,Open Countryside,,,Gus L. ,"A group of three filthy, scabby Hole People, exiles from the Warren to the Northeast ([[1102]]), cower in shallow pits during the day and wander confused by night. All three are starving as lichen and slugs are hard to find in this lush grassland. The Hole People speak rudimentary common and if taught about a non-slug based diet might be convinced to act as henchmen (1st level halflings). They are named: Skuto, Reft, and Slugibella, are extremely agoraphobic and carry only stone chopper knives and dirty moleskin cloaks.",http://dungeonofsigns.blogspot.com/,,Hole People +09,06,,0906,Open Countryside,,,,,,, +09,07,,0907,Open Countryside,,,Gus L.,"The river here is fast, as it narrows between cliff faces carved with ancient stone faces. All of the faces are haggard and drooping like those of the people in [[ANGLEAE]]. All of the carved faces appear blind.",http://dungeonofsigns.blogspot.com/,,Angleae +09,08,,0908,Forest,,,,,,, +09,09,,0909,Open Countryside,,,,,,, +09,10,,0910,Open Countryside,,,,,,, +09,11,,0911,Forest,,,,,,, 09,12,,0912,Hills / Badlands,,,Luka R,"Nanofossil studded limestone broken into fantastic shapes and natural bridges, home to wandering cybernetically enhanced terror birds and their natural prey, scab monkey troups who farm the air-filtering anemone-bushes. Chance of space-bending jumpfish mushrooms (on eating, dimension door 1d1000' feet and take 1d6 INT damage, exploding). -Also here is a Tomb Museum of the Prelithics carved inside a great eroded cube of nephrite studded concrete. Protected by madmen drawn here by the riddle of meteoric iron, inside a small labyrinth stands the _First Portal_ and the _Statue of Meteoric Iron_. Using the statue at the Triportal at ([[204]])) opens a permanent teleportation tunnel between the two locations. Each use of the tunnel has a 20% chance of casting ironskin on the traveller and a 20% chance of casting sleep. Protective magics or a nephrite amulet protect from this.",http://wizardthieffighter.blogspot.ch/,Lithic Remains -09,13,,0913,Forest,"Silent, melancholy forest",,O Moody,"This area of forest is silent: there are no sounds of any creature, the wind doesn't stir the trees. The flowers stay closed in daytime, and even the leaves on the trees seem to droop. A very keen-eared person might hear the sounds of many distant weeping voices. A lone elf, wanders the woods destraught for a lost love. They are followed by a band of fairies, who are greatly enjoying their part as a despairing chorus, and magically 'redecorating' the path before and behind them to 'suit the mood'. The elf returns frequently to the side of their dead lover, who fell in battle- the dead elf still wears their bright armor (loots?), and looks as though asleep but for the crimson blossom upon their breast.",,fairies -09,14,,0914,Swamp,,,,,, -09,15,,0915,Forest,,,O Moody,"Hill giant chosen by fairies as their king. He is greatly confused by this state of affairs, but not a little pleased. the fairies will demand proper respect & tribute for their king- all party members should be asked for something, and are expected to one-up each other. If the king is given sufficent tribute, or if the fairies are sufficiently impressed for other reasons, they will prompt their king to somehow reward his loyal subjects. If sufficient tribute is not given, or if attacked, they will call upon their 'king' to save them, and all of them fall about in a great play of distress, avoiding combat themselves but playfully using their magic to interfere with the party.",,fairies -09,16,,0916,Town / Farmland,ERWYN,,,,, -09,17,,0917,Open Countryside,,,,,, -09,18,,0918,Forest,,,,,, -09,19,,0919,Open Countryside,,,Matthew Schmeer,A dead Hill Giant is trampled into the mud. Close examination reveals she was dragged to this location.,http://rendedpress.blogspot.com,Giants -09,20,,0920,Open Countryside,,,Matthew Schmeer,"An untended flock of 3,000 sheep trample anything in their path.",http://rendedpress.blogspot.com,Sheep -09,21,,0921,Open Countryside,,,Matthew Schmeer,The huge swath of countryside is trampled to mud intermingled with bloody chunks of lamb. ,http://rendedpress.blogspot.com,Sheep -09,22,,0922,Hills / Badlands,,,Matthew Schmeer,Two Hill Giants are locked in a fierce wrestling match while a priest from [[SULWYTH TEMPLE]] adjudicates. The priest watches the match intently and warns outsiders not to interfere in the ritual.,http://rendedpress.blogspot.com,Giants -09,23,,0923,Hills / Badlands,,,,,, -10,01,,1001,Hills / Badlands,,,,,, -10,02,,1002,Forest,,,,,, -10,03,,1003,Hills / Badlands,,,,,, -10,04,,1004,Town,CUMRY,,Gus L. ,"An ugly little town of depressingly poorly built cottages. The townsfolk live mostly off robbery, animal trapping and hiring out thier youth as soldiers. many of the towns residents are retired mercenaries and the entire place has an aura of seedy violence. Of late things in [[CUMRY]] are on edge as villagers have been discovered in the morning slain by some strange terror, thier slime covered bodies partially melted and drained of blood.",http://dungeonofsigns.blogspot.com/,Cumry -10,05,,1005,Open Countryside,CUMRY,,Gus L. ,"The degenerate mercenry bastards of [[Cumry]] use this flat to train thier youth in the art of ""the dirty coin"", the mercenaries 'way of survival. The lands themselves are a patchy mess of grass and scrub with a few goat herds and a large number of sadistic animal traps scattered about. [[Cumry]]'s elders send gangs of youth here to learn the 'dirty eyegouge', 'possum strangler', 'the irrefutable offer' and 'compound interest' among others essential strategems and moral imperatives of the mercenary. Bands of pugnacious and morally vacant youth roam this land, each led by and elderly, often maimed ex-mercenary with a heart like a shrivled lemon.",http://dungeonofsigns.blogspot.com/,Cumry -10,06,,1006,Mountains,,,,,, -10,07,,1007,Open Countryside / Forest,,,Gus L.,"31 brigands out of [[CUMRY]] are camping here in the forest preparing for a dusk raid on the town of [[CAWTHER]]. Most of them are young and poorly armed with spears, wood felling axes and badly made light wooden shields. Nive however are veteran mercenaries in good chain hauberks and equipped with crossbows, longswords, tower shields, and fighting spears.",http://dungeonofsigns.blogspot.com/,Warbands -10,08,,1008,Open Countryside,,,,,, -10,09,,1009,Town / Farmland,CAWTHER,,Matthew Schmeer,"The townspeople make monthly pilgrammages to [[SULWYTH TEMPLE]] to bring offerings of cheese, wine, and sheep. The temple has recently demanded a six-fold increase in these offerings else The Jale God bring His judgement against them. The townspeople are worried they cannot meet these demands.",http://rendedpress.blogspot.com,Sheep -10,10,,1010,Hills / Badlands,NARROW PASS,,,,, -10,11,,1011,Hills / Badlands,,,Gus L.,"A rag swaddled devil in a grey oaken mask sets up a red spider silk pavillion here and trades travellers ""heart's desires'"" for thier souls. He writes the contracts in diabolic, so most of them are full of the typical nasty conditions, but they aren't lies. The Oak Devil's actual powers to grant wishes are very limited and he prefers to use other travelers as his catspaws. Currently he's looking for someone to steal (alive or dead, the contract didn't say) a young woman in a green silk jacket from the Spiderherds ([[0722]]) and deliver her to a lust blind idiot farm boy in [[Cawther]] ([[1009]]). He's on a tight schedule so the Devil will pay in the red gold of hell or a favor. ",http://dungeonofsigns.blogspot.com/,Devils -10,12,,1012,Open Countryside,,,,,, -10,13,,1013,Open Countryside,,,,,, -10,14,,1014,Open Countryside,,,,,, -10,15,,1015,Swamp,,,,,, -10,16,,1016,Swamp,,,,,, -10,17,,1017,Open Countryside,,,Gus L.,"A lovely knight's pavillion of black silk, embroidered with roses and cranes stands by alone in these lavender fields. Appraoching strangers will be met be a limping dwarf with haunted eyes and a black mask. He will inform that his master, a knight of great renown, will fight any who wish to challenge him - and offers 10,000 Gold Coins (The red Gold of Hell again) to any who can defeat him. Loss is to forfeit onself to service to the knight (by which he means forfiet one's soul). The knight of the pavillion is a Seneschal of Hell, and cannot be harmed with normal weapons, likewise his sword of liquid shadows ignores all armor and he knows a word that saps strength (reduces it to 3 for a day) the strength of warriors. He stands regally in black armor with a long black helm like the beak of a crane (under the helm is another similar helm with the same beak). He has hired mercenaries [[2020]] to scout out [[Aeravir Castle]] and his enemy the Regal devil near the castle ([[2023]]) who's power he fears.",http://dungeonofsigns.blogspot.com/,Devils -10,18,,1018,Forest,,,,,, -10,19,,1019,Hills / Badlands,,,Gus L.,"A new colony of filth smeared diminuative Hole People (as halflings) is digging in here, destorying the lush meadowlands with stone maddocks and intentionally spreading urine to kill plantlife. The colony of 102 (88 combatants) is only a month old and on its first set of shalllow pits, but if asked its members will claim to have ""always been here"". They are not antisocial and have had a bumper crop of slugs lately that they will offer to outsiders. If they learn of the existence of Filthsqualor the Unhealthful ([[0804]]) they will begin praying fervently to him and greatly increase his power. If told of the Hole Person colony to the North ([1102]]) they will deny the possibility of its existence before becoming cranky and hostile.",http://dungeonofsigns.blogspot.com/,Hole People -10,20,,1020,Mountains,,,,,, -10,21,,1021,Mountains,SULWYTH TEMPLE,,Unknown,"A temple entirely composed of menhirs, iron blocks (an ostentatious absurdity) and cold grey slate tile. Sulwyth is a god of Stregth, but not self-reflective 'strength of the soul' sort of strength - breaking things strength. the priests of Sulwyth a big muscular fellows, and not a few of them are hill giants, because beign stronger then the other guy, or looking it, is the entrity of Sulwyth's creed. Sulwyth has a fair number of followers, because he's a generous diety to those who have bulging muscles, and his faovrite act of devotion is smashing things. Sulwyth is popular with less thoughtful and skilled blacksmiths and giants. Indeed the mark of Sulwyth (two pythons opposed) can be invoked as a parley sgn with many lesser (hill, mud, stone and forest) giants. The greatest mystery of the temple is a huge iron monolith, called ""The immovable"" - legend claims that only the avatar of Sulwyth is capable of moving it (though 50lbs of blackpowder would be a start).",,giants -10,22,,1022,Mountains,,,,,, -10,23,,1023,Hills / Badlands,,,,,, -11,01,,1101,Hills / Badlands,,,,,, -11,02,,1102,Hills / Badlands,,,Gus L. ,"Mounds of dirt and rock abruptly rip up from beneath the grasslands. This range of low hills is entirely unnatural, the product of generations of labor by a warren of Hole People. The 3' tall human-like creatures (as halflings) live underground in filthy dirt chambers carved with crude stone tools and subsist on a diet of slugs and lichens they grow in thier holes. Because of thier unsanitary habits Hole People warrens appear largely abandoned, with chamber after chamber of refuse and filth above the inhabited holes of the band. They worship a not entirely unreal slug diety ([[0804]]).",http://dungeonofsigns.blogspot.com/,Hole People -11,03,,1103,Swamp,,,,,, -11,04,,1104,Open Countryside,,,Evan Webber,"Hidden within this swampy area the much diminished Valentini gang has set up a small military-style camp; they imagine the swift waters of the Nester will keep them safe from any vengeful clowns from [[CUMRY]] until they can find a good spot to relocate to. At any given time there are 2d6+10 human theives here along with 2d6 frogs. Among these are a cutpurse named Leopardo and the gang's current acting boss, Sebastiano Valentini, a powerful frog fighter. They have abundant treasure.",,Frog People -11,05,,1105,Mountains,,,,,, -11,06,,1106,Mountains,,,,,, -11,07,,1107,Hills / Badlands,,,Gus L,"Above the blasted wastes of this area, a black scree of flint, orange lichen and large thorny shrubs, floats a gleaming bronze paltform. The saucer shaped artifact is home to a group of 45 bone pierced, clay caked berserkers, who descend in the early hours of the morning to hunt and raid in the lands around the platform. They are widely reviled and the people of [[CAWTHER]] and [[CUMRY]], as well as the giants and priests of [[SULWYTH TEMPLE]] would be pleased to see them die badly.",http://dungeonofsigns.blogspot.com/,Warbands -11,08,,1108,Hills / Badlands,,,Gus L,The black flint scree here contains a fair number of glimmering bleached bones.,http://dungeonofsigns.blogspot.com/, -11,09,,1109,Hills / Badlands,,,Vance A.,Journeyman-morticians drive their black and offal-stinking tumbrills through the pass. They are seeking the battlefield [[1205]] to pick over the dead and properly inter the dead of the Red Hands.,http://leicestersramble.blogspot.com/, -11,10,,1110,Open Countryside,,,,,, -11,11,,1111,Mountains,,,Gus L,"A band of four (4) robust young hill giants wander, entirely lost, through these mountains snacking on bighorn sheep. The giants are on a pillgramage to Sulwyth temple to try thier strength at shifting the immovable"" and wrestling the priests there (they will lose). They don't want to get into any tussels in the meantime, but could really use some 'muscle food' - especially a few juicy bullocks ([[0122]]), for which they would pay with the contents of thier sacks (gold and rotten meat) and promises of friendship. The giants are also flumoxed by the twisty little mountain paths here and could use some directions/guidance to [[Sulwyth Temple]], but they won't admit they are lost.",http://dungeonofsigns.blogspot.com/,giants -11,12,,1112,Hills / Badlands,,,,,, -11,13,,1113,Hills / Badlands,,,,,, -11,14,,1114,Mountains,,,,,, -11,15,,1115,Open Countryside,,,,,, -11,16,,1116,Open Countryside,,,Vance A.,"A trio of gnome aeronauts attempt to repair their crashed dirigible. Two of their kin perished in the crash, one of whom was their chief fabricator. Anyone with above-average seamstressing skills will be greatly appreciated to help patch up the airbag. The craft is propelled by an alcohol-fueled Stirling engine.",http://leicestersramble.blogspot.com/,"technology, gnomes" -11,17,,1117,Forest / Open Countryside,,,,,, -11,18,,1118,Open Countryside,,,,,, -11,19,,1119,Swamp,,,Matthew Schmeer,"A village of frog people (3d30) lies half-submerged in the the foulest, most stagnant part of the swamp. The leader of the village and several of the stoutest warriors forged an alliance with a roving band of misfits (Hex [[1104]]) and have been missing for several weeks. The shaman has been making decisions in his stead and has fed all the female froglings highly hallucinogenic Botchi Flies in an attempt to channel the Divine Braaaap of the Frog God.",http://rendedpress.blogspot.com,Frog People -11,20,,1120,Forest,,,,,, -11,21,,1121,Mountains,,,,,, -11,22,,1122,Mountains / Open Countryside,,,,,, -11,23,,1123,Mountains,,,,,, -12,00,,1200,Open Countryside,,,,,, -12,01,,1201,Forest,,,,,, -12,02,,1202,Forest,,,,,, -12,03,,1203,Hills / Badlands,,,,,, -12,04,,1204,Mountains,,,,,, -12,05,,1205,Open Countryside,,,Gus L.,"A battle was fought here recently, between men in bronze and iron armor and men with heavy hide shields and bone scale robes. Both sides have left at least fifty dead on the field, and most of the bodies are unlooted. Carrion and other scavengers gather.",http://dungeonofsigns.blogspot.com/,Warbands -12,06,,1206,Mountains,,,,,, -12,07,,1207,Mountains,,,,,, -12,08,,1208,Hills / Badlands,,,,,, -12,09,,1209,Hills / Badlands,,,,,, -12,10,,1210,Hills / Badlands / Open Countryside,,,,,, -12,11,,1211,Mountains,,,,,, -12,12,,1212,Mountains,HULDRA CASTLE,,Gus L.,"A bastion of reason, good lordship and tolerance, [[Huldra Castle]] was once a forbidding fortress devoted to demon gods, and while there's only so much whitewash and bunting can do about monumental skulls as a decor choice, the current Lord Huldra is a welcoming fellow, who wishes only to extend free trade, scientific argronomy and basic rights for all sentitients. He's allied with many of the goblin tribes, and some of the more open towns, but has a distrustful relationship with [[Drogat Castle]]'s tyrannical Steward and [[Aeravir Castle]]'s dreamy chauvinism and casual appraoch to slavery. [[Huldra Castle]] sponsors many scientific and survey expeditions and is always looking for scouts and adventurers to hire on - though it does require extensive, magically augmented questioning to weed out the evil, corrupted and those lacking a proper respect for the common wheal from its agents.",http://dungeonofsigns.blogspot.com/,Huldra Castle -12,13,,1213,Open Countryside,,,,,, -12,14,,1214,Mountains,,,,,, -12,15,,1215,Hills / Badlands,,,,,, -12,16,,1216,Open Countryside,,,,,, -12,17,,1217,Open Countryside,,,,,, -12,18,,1218,Forest,,,,,, -12,19,,1219,Forest,,,,,, -12,20,,1220,Forest,,,,,, -12,21,,1221,Open Countryside,,,Matthew Schmeer,"A platoon of 47 mercenary Flying Monkeys have set up camp. They lounge around cook fires smoking pipes, playing cards (mostly flume), tradings insults, and holding literal pissing contests. Their leader is Serjeant Tan Jerkins, who is looking to raise some fast cash to pay off debts to arms merchants in [[TULITH]] (Hex [[1415]]). The platoon is well-armed with crossbows, spears, javelins, war sporks, spiked clubs, and scimitars. The Flying Monkeys are extremely sociable and friendly if approached, but can turn into a snarly mass of fury if provoked. They will not undertake any mission involving Hex [[1212]]. ",http://rendedpress.blogspot.com,"Warbands, Flying Monkeys" -12,22,,1222,Forest,,,,,, -12,23,,1223,Mountains,,,,,, -13,01,,1301,Open Countryside,,,Gus L.,"A knight of St. Cindilla lays dead here, back against a wind twisted tree his white harness covered in curdled blood. HIs war ram, 12' of despondent horned ovine pugnaciousness, stands guard. In the dead knights hand is a map to the lair of Filthsqualor ([[0804]]) the Unheathful, a quest he will never complete.",http://dungeonofsigns.blogspot.com/,Weshor -13,02,,1302,Swamp,,,,,, -13,03,,1303,Open Countryside,,,Ramanan S,"A group of men and women (5) are camped on the plains. They are very aggressive, seeking people they can sacrifice to their ancient pagan gods. When first encountered they will be loudly praying.",, -13,04,,1304,Forest,,,Vance A.,"Anyone crossing through the forest hex will spy white-furred humanoids out of the corner of their eye. It is yeti breeding season, with the brutes descending from the three surrounding mountain ranges to find appropriate mates. Anyone disturbing a yeti will be pugnaciously attacked. Anyone disturbing a pair in flagrante delicto, doubly so...",http://leicestersramble.blogspot.com/, -13,05,,1305,Open Countryside,,,Nick Alexander,"A barbarian princess boils the head of her dead husband, terrified to discover if she was right to slay him for indulging in a weak city woman. The brains will form a speak with dead broth. His love was trite.",http://daayansongstranslated.blogspot.co.uk/,"Trouble between tribes, romance" -13,06,,1306,Hills / Badlands,,,Nick Alexander,"Tribal scouts of the Iron Rain hunts for signs of their chieftain's eldest daughter (who has run away). A war is brewing between them and their rivals, the Hag Kings, since their eldest children were to marry but have instead, been consumed by dishonour ([[1304/1305]]). The Hag Kings, are about to open their barrows and let loose contagious Draugr.",http://daayansongstranslated.blogspot.co.uk/,"Trouble between tribes, politics" -13,07,,1307,Mountains,,,,,, -13,08,,1308,Desert,,,,,, -13,09,,1309,Desert,DONAT'S TEMPLE,,Gus L. ,"[[Donat's Temple]] is a tall spire of rock seemingly shaped enitirely by the elements and watered with deep cisterns of midnight black water. Its preisthood is made up of horomancers, time sorcerers, as Donat is the diety of the 13th hour, the brighter noon, and the darker midnight. Donat is a demanding deity, knowing that all other dieties are false because they will eventually fade, while he alone is timeless and always present in every moment simulataneously. ",http://dungeonofsigns.blogspot.com/, -13,10,,1310,Hills / Badlands / Desert,,,,,, -13,11,,1311,Mountains,,,Gus L,"9 knights of St. Cindilla out of [[Weshor]] ride thier hulking, armored, war rams through these torturous mountians. They are on a quest of spiritual errantry, seeking other dieties to worship briefly and perform tasks on behalf of so that thier followers will know of St. Cindilla's perfect magnaminity. They are also violent youthful hotheads and will challenge any mounted and armed traveller they meet to a joust or duel, they are well trained and won't fight fair - but aren't ready to kill anyone intentionally.",http://dungeonofsigns.blogspot.com/,"Warbands, Sheep, Weshor" -13,12,,1312,Forest,Sigil Prison,,Jason Knepper,"A sigil formed by the position of ancient white trees is found in the center of this dense forest. The sigil serves as a ward of imprisonment for an ancient witch, entombed in the earth below the center of the sigil. In her tomb she has used great magics to dig and search for an escape, forming a great labyrinth beneath the forest. She is imprisoned still. Only the destruction of the sigil will grant her escape. None from the nearby settlements will fell a single tree in this wood for fear of releasing her and they prevent all others from doing the same. Any humanoid that rests here is haunted by strange fever dreams of clawing, digging, and suffocating beneath the earth. They feel compelled upon waking to explore and perhaps to dig. ",,"Witch, dungeon, nightmares" -13,13,,1313,Mountain,,,,,, -13,14,,1314,Open Countryside,,,Gus L,"There is nothing here, and the wind whispers it in the ears of travellers as they pass through this great expanse of grass and yellow flowered broom.",http://dungeonofsigns.blogspot.com/, -13,15,,1315,Open Countryside,,,,,, -13,16,,1316,Farmland,,,Matthew Schmeer,"64 cows walk unceasingly in a circle, Should a cow die (naturally or by the sword), another cow wanders in from the northeast and assumes its place, the dead being pummeled into the earth. The ground beneath their hooves is trampled to bloody, pulpy mud. In the middle of the circle, a strange rune has been burned into the earth.",http://rendedpress.blogspot.com,"Baleful Sign, Circle of Cows" -13,17,,1317,Open Countryside,,,,,, -13,18,,1318,Open Countryside,,,Gus L. ,"19 very devoted lay brothers of the 'reformed' Church of St. Cindilla, led by 'Exalted' Inquistor Remedius Fear Only Hell's Fires have set up an ambush on the North side of the bridge across the Dienstal Branch. They are currently refortifying a long abandoned (and throughly haunted) tower some distance East with more of thier band, but currently guard the bridge and waylay travellers from ambush to force a toll of 10GP each out of them, and 'certifiy purity'. The cultists are obsessed with lychnthropy, but have no reliable method of detecting its taint. They are suspicious of hair eyebrows, silver weapons (how else do werewolves fight eachother), druids, elves, anyone wearing red and bearded men.",http://dungeonofsigns.blogspot.com/,cult warband -13,19,,1319,Open Countryside,BRIDGE ,,,,, -13,20,,1320,Open Countryside,,,Vance A.,"An itinerant butcher and his abattoir-wagon are travelling and seeking certain circles of cows. He will cull one, dragging its corpse from the ring, for the meat is held sacred by certain fey, and the butcher recieves good pay in their majicked silver in exchange for the beef.",http://leicestersramble.blogspot.com/, -13,21,,1321,Open Countryside,,,,,, -13,22,,1322,Open Countryside,,,,,, -13,23,,1323,Open Countryside,,,,,, -14,01,,1401,Swamp,,,Gus L. ,"Hot and fertile these swamps are a balnket of green duckweed and large lotus in many colors. Unlike the fishers across the river ([[1502]]) these swamp folk are devote followers of St. Cindilla and pay 60% of thier catch to the bishop at [[Weshor]]. There children are skinny, there nets filled with holes and thier boats unpainted.",http://dungeonofsigns.blogspot.com/,Weshor -14,02,,1402,Open Countryside,,,Ramanan S,"A hallowed plot of land, roughly 50', stands out amongst the wilderness. Those of Lawful or Neutral alignment who enter the small patch feel a deep sense of tranquility crossed with the strange urge to stamp out the forces of chaos wherever they may be. Chaotic characters that enter the grove will collapse to the ground in agonizing pain (taking 1 damage per round they remain in the patch) and will be filled with a deep sense of melencoly and foreboding.",, -14,03,,1403,Open Countryside,,,Gus L. ,"Dull countryside, once under cultivation, but now overgrown with brambles and weeds. Crumbled cottages and a few root sellers are haunted by madmen and cannibals.",http://dungeonofsigns.blogspot.com/, -14,04,,1404,Forest,Corpse Tree,,Nick Alexander,"Crows circle a tree hung with bodies (Hag King Warriors), dangling by their ankles. One, a young woman, lives yet. She claims to be from civilised lands. Her husband was slain by a she devil. Ghouls claw at the bark. ",http://daayansongstranslated.blogspot.co.uk/,"Trouble between clans, undead" -14,05,,1405,Open Countryside / Hills / Badlands,,,Vance A.,"Numerous termite hills, up to 20 feet tall, line the juncture between the plains and badlands. The termites are hyper-intelligent, but communication with these miniscule geniuses is nigh-impossible. The termite hills are heated by nuclear piles excavated and coalesced by the various colonies. While the termites are immune to the effects of radiation, anyone tarrying for three days or more in the presence of the hills will begin to show the effects of radiation poisoning. ",http://leicestersramble.blogspot.com/, -14,06,,1406,Hills / Badlands,,,Gus L. ,"Broken lands, where swirling dust shurns constantly above rocks formed into outlandish spirals of black and red",http://dungeonofsigns.blogspot.com/, -14,07,,1407,Hills / Badlands / Desert,,,Gus L.,"A group of survivors from the battlefield to the Northwest, 23 warriors with large hide shields and bone scale armor are led by a wounded man in a bone mask. They refuse to explain thier reasons for being here, thier goals or the nature of thier enemies, but know some about the desert to the South and ask anyone they meet if they have seen the 'Red Hands"" who they describe as men in bronze and iron armor with absurd crests.",http://dungeonofsigns.blogspot.com/,Warbands -14,08,,1408,Desert,,,Matthew Schmeer,"A muscular, sinewy man is staked to the ground spreadeagle with heavy rope. His head and beard have been recently shaved and his chest branded with the shape of a large hand; it oozes blood and pus. Ants and scorpions team over his body, and the headless body of a rattlesnake lies near his head. He refuses to talk about his predicament and will attack anyone who cuts him loose, attempting to bite their ears off.",http://rendedpress.blogspot.com,Warbands -14,09,,1409,Desert,OASIS,,Matthew Schmeer,A flock of harpies feast on a camel. One of them wears a silver band around one talon. It will not attack anyone wearing a matching band.,http://rendedpress.blogspot.com,Harpies -14,10,,1410,Desert + Hills / Badlands,,,,,, -14,11,,1411,Hills / Badlands,,,,,, -14,12,,1412,Hills / Badlands,,,,,, -14,13,,1413,Forest,,,,,, -14,14,,1414,Farmland,,,,,, +Also here is a Tomb Museum of the Prelithics carved inside a great eroded cube of nephrite studded concrete. Protected by madmen drawn here by the riddle of meteoric iron, inside a small labyrinth stands the _First Portal_ and the _Statue of Meteoric Iron_. Using the statue at the Triportal at ([[204]])) opens a permanent teleportation tunnel between the two locations. Each use of the tunnel has a 20% chance of casting ironskin on the traveller and a 20% chance of casting sleep. Protective magics or a nephrite amulet protect from this.",http://wizardthieffighter.blogspot.ch/,,Lithic Remains +09,13,,0913,Forest,"Silent, melancholy forest",,O Moody,"This area of forest is silent: there are no sounds of any creature, the wind doesn't stir the trees. The flowers stay closed in daytime, and even the leaves on the trees seem to droop. A very keen-eared person might hear the sounds of many distant weeping voices. A lone elf, wanders the woods destraught for a lost love. They are followed by a band of fairies, who are greatly enjoying their part as a despairing chorus, and magically 'redecorating' the path before and behind them to 'suit the mood'. The elf returns frequently to the side of their dead lover, who fell in battle- the dead elf still wears their bright armor (loots?), and looks as though asleep but for the crimson blossom upon their breast.",,,fairies +09,14,,0914,Swamp,,,Nickolas Knepper,"Hidden in the center of the swamp, buried 10' under the muck and water is a leather sack, sewn from the skins of children. Placed here long ago by an ancient and wealthy witch seeking immortality. This was her sacrifice to undergo the transformation into a green hag and now she guards this swamp to prevent the theft of her sacrifice, which would undo her foul magical existance. She has also learned to summon and control 1d100 crawling claws once per night and it is the locals knowledge of this that has given the swamp it's name, Severed Swamp.",,, +09,15,,0915,Forest,,,O Moody,"Hill giant chosen by fairies as their king. He is greatly confused by this state of affairs, but not a little pleased. the fairies will demand proper respect & tribute for their king- all party members should be asked for something, and are expected to one-up each other. If the king is given sufficent tribute, or if the fairies are sufficiently impressed for other reasons, they will prompt their king to somehow reward his loyal subjects. If sufficient tribute is not given, or if attacked, they will call upon their 'king' to save them, and all of them fall about in a great play of distress, avoiding combat themselves but playfully using their magic to interfere with the party.",,,fairies +09,16,,0916,Town / Farmland,ERWYN,,,,,, +09,17,,0917,Open Countryside,,,,,,, +09,18,,0918,Forest,,,,,,, +09,19,,0919,Open Countryside,,,Matthew Schmeer,A dead Hill Giant is trampled into the mud. Close examination reveals she was dragged to this location.,http://rendedpress.blogspot.com,,Giants +09,20,,0920,Open Countryside,,,Matthew Schmeer,"An untended flock of 3,000 sheep trample anything in their path.",http://rendedpress.blogspot.com,,Sheep +09,21,,0921,Open Countryside,,,Matthew Schmeer,The huge swath of countryside is trampled to mud intermingled with bloody chunks of lamb. ,http://rendedpress.blogspot.com,,Sheep +09,22,,0922,Hills / Badlands,,,Matthew Schmeer,Two Hill Giants are locked in a fierce wrestling match while a priest from [[SULWYTH TEMPLE]] adjudicates. The priest watches the match intently and warns outsiders not to interfere in the ritual.,http://rendedpress.blogspot.com,,Giants +09,23,,0923,Hills / Badlands,,,,,,, +10,01,,1001,Hills / Badlands,,,,,,, +10,02,,1002,Forest,,,,,,, +10,03,,1003,Hills / Badlands,,,,,,, +10,04,,1004,Town,CUMRY,,Gus L. ,"An ugly little town of depressingly poorly built cottages. The townsfolk live mostly off robbery, animal trapping and hiring out thier youth as soldiers. many of the towns residents are retired mercenaries and the entire place has an aura of seedy violence. Of late things in [[CUMRY]] are on edge as villagers have been discovered in the morning slain by some strange terror, thier slime covered bodies partially melted and drained of blood.",http://dungeonofsigns.blogspot.com/,,Cumry +10,05,,1005,Open Countryside,CUMRY,,Gus L. ,"The degenerate mercenry bastards of [[Cumry]] use this flat to train thier youth in the art of ""the dirty coin"", the mercenaries 'way of survival. The lands themselves are a patchy mess of grass and scrub with a few goat herds and a large number of sadistic animal traps scattered about. [[Cumry]]'s elders send gangs of youth here to learn the 'dirty eyegouge', 'possum strangler', 'the irrefutable offer' and 'compound interest' among others essential strategems and moral imperatives of the mercenary. Bands of pugnacious and morally vacant youth roam this land, each led by and elderly, often maimed ex-mercenary with a heart like a shrivled lemon.",http://dungeonofsigns.blogspot.com/,,Cumry +10,06,,1006,Mountains,,,,,,, +10,07,,1007,Open Countryside / Forest,,,Gus L.,"31 brigands out of [[CUMRY]] are camping here in the forest preparing for a dusk raid on the town of [[CAWTHER]]. Most of them are young and poorly armed with spears, wood felling axes and badly made light wooden shields. Nive however are veteran mercenaries in good chain hauberks and equipped with crossbows, longswords, tower shields, and fighting spears.",http://dungeonofsigns.blogspot.com/,,Warbands +10,08,,1008,Open Countryside,,,,,,, +10,09,,1009,Town / Farmland,CAWTHER,,Matthew Schmeer,"The townspeople make monthly pilgrammages to [[SULWYTH TEMPLE]] to bring offerings of cheese, wine, and sheep. The temple has recently demanded a six-fold increase in these offerings else The Jale God bring His judgement against them. The townspeople are worried they cannot meet these demands.",http://rendedpress.blogspot.com,,Sheep +10,10,,1010,Hills / Badlands,NARROW PASS,,,,,, +10,11,,1011,Hills / Badlands,,,Gus L.,"A rag swaddled devil in a grey oaken mask sets up a red spider silk pavillion here and trades travellers ""heart's desires'"" for thier souls. He writes the contracts in diabolic, so most of them are full of the typical nasty conditions, but they aren't lies. The Oak Devil's actual powers to grant wishes are very limited and he prefers to use other travelers as his catspaws. Currently he's looking for someone to steal (alive or dead, the contract didn't say) a young woman in a green silk jacket from the Spiderherds ([[0722]]) and deliver her to a lust blind idiot farm boy in [[Cawther]] ([[1009]]). He's on a tight schedule so the Devil will pay in the red gold of hell or a favor. ",http://dungeonofsigns.blogspot.com/,,Devils +10,12,,1012,Open Countryside,,,,,,, +10,13,,1013,Open Countryside,,,,,,, +10,14,,1014,Open Countryside,,,,,,, +10,15,,1015,Swamp,,,,,,, +10,16,,1016,Swamp,,,,,,, +10,17,,1017,Open Countryside,,,Gus L.,"A lovely knight's pavillion of black silk, embroidered with roses and cranes stands by alone in these lavender fields. Appraoching strangers will be met be a limping dwarf with haunted eyes and a black mask. He will inform that his master, a knight of great renown, will fight any who wish to challenge him - and offers 10,000 Gold Coins (The red Gold of Hell again) to any who can defeat him. Loss is to forfeit onself to service to the knight (by which he means forfiet one's soul). The knight of the pavillion is a Seneschal of Hell, and cannot be harmed with normal weapons, likewise his sword of liquid shadows ignores all armor and he knows a word that saps strength (reduces it to 3 for a day) the strength of warriors. He stands regally in black armor with a long black helm like the beak of a crane (under the helm is another similar helm with the same beak). He has hired mercenaries [[2020]] to scout out [[Aeravir Castle]] and his enemy the Regal devil near the castle ([[2023]]) who's power he fears.",http://dungeonofsigns.blogspot.com/,,Devils +10,18,,1018,Forest,,,,,,, +10,19,,1019,Hills / Badlands,,,Gus L.,"A new colony of filth smeared diminuative Hole People (as halflings) is digging in here, destorying the lush meadowlands with stone maddocks and intentionally spreading urine to kill plantlife. The colony of 102 (88 combatants) is only a month old and on its first set of shalllow pits, but if asked its members will claim to have ""always been here"". They are not antisocial and have had a bumper crop of slugs lately that they will offer to outsiders. If they learn of the existence of Filthsqualor the Unhealthful ([[0804]]) they will begin praying fervently to him and greatly increase his power. If told of the Hole Person colony to the North ([1102]]) they will deny the possibility of its existence before becoming cranky and hostile.",http://dungeonofsigns.blogspot.com/,,Hole People +10,20,,1020,Mountains,,,,,,, +10,21,,1021,Mountains,SULWYTH TEMPLE,,Unknown,"A temple entirely composed of menhirs, iron blocks (an ostentatious absurdity) and cold grey slate tile. Sulwyth is a god of Stregth, but not self-reflective 'strength of the soul' sort of strength - breaking things strength. the priests of Sulwyth a big muscular fellows, and not a few of them are hill giants, because beign stronger then the other guy, or looking it, is the entrity of Sulwyth's creed. Sulwyth has a fair number of followers, because he's a generous diety to those who have bulging muscles, and his faovrite act of devotion is smashing things. Sulwyth is popular with less thoughtful and skilled blacksmiths and giants. Indeed the mark of Sulwyth (two pythons opposed) can be invoked as a parley sgn with many lesser (hill, mud, stone and forest) giants. The greatest mystery of the temple is a huge iron monolith, called ""The immovable"" - legend claims that only the avatar of Sulwyth is capable of moving it (though 50lbs of blackpowder would be a start).",,,giants +10,22,,1022,Mountains,,,,,,, +10,23,,1023,Hills / Badlands,,,,,,, +11,01,,1101,Hills / Badlands,,,,,,, +11,02,,1102,Hills / Badlands,,,Gus L. ,"Mounds of dirt and rock abruptly rip up from beneath the grasslands. This range of low hills is entirely unnatural, the product of generations of labor by a warren of Hole People. The 3' tall human-like creatures (as halflings) live underground in filthy dirt chambers carved with crude stone tools and subsist on a diet of slugs and lichens they grow in thier holes. Because of thier unsanitary habits Hole People warrens appear largely abandoned, with chamber after chamber of refuse and filth above the inhabited holes of the band. They worship a not entirely unreal slug diety ([[0804]]).",http://dungeonofsigns.blogspot.com/,,Hole People +11,03,,1103,Swamp,,,,,,, +11,04,,1104,Open Countryside,,,Evan Webber,"Hidden within this swampy area the much diminished Valentini gang has set up a small military-style camp; they imagine the swift waters of the Nester will keep them safe from any vengeful clowns from [[CUMRY]] until they can find a good spot to relocate to. At any given time there are 2d6+10 human theives here along with 2d6 frogs. Among these are a cutpurse named Leopardo and the gang's current acting boss, Sebastiano Valentini, a powerful frog fighter. They have abundant treasure.",,,Frog People +11,05,,1105,Mountains,,,,,,, +11,06,,1106,Mountains,,,,,,, +11,07,,1107,Hills / Badlands,,,Gus L,"Above the blasted wastes of this area, a black scree of flint, orange lichen and large thorny shrubs, floats a gleaming bronze paltform. The saucer shaped artifact is home to a group of 45 bone pierced, clay caked berserkers, who descend in the early hours of the morning to hunt and raid in the lands around the platform. They are widely reviled and the people of [[CAWTHER]] and [[CUMRY]], as well as the giants and priests of [[SULWYTH TEMPLE]] would be pleased to see them die badly.",http://dungeonofsigns.blogspot.com/,,Warbands +11,08,,1108,Hills / Badlands,,,Gus L,The black flint scree here contains a fair number of glimmering bleached bones.,http://dungeonofsigns.blogspot.com/,, +11,09,,1109,Hills / Badlands,,,Vance A.,Journeyman-morticians drive their black and offal-stinking tumbrills through the pass. They are seeking the battlefield [[1205]] to pick over the dead and properly inter the dead of the Red Hands.,http://leicestersramble.blogspot.com/,, +11,10,,1110,Open Countryside,,,,,,, +11,11,,1111,Mountains,,,Gus L,"A band of four (4) robust young hill giants wander, entirely lost, through these mountains snacking on bighorn sheep. The giants are on a pillgramage to Sulwyth temple to try thier strength at shifting the immovable"" and wrestling the priests there (they will lose). They don't want to get into any tussels in the meantime, but could really use some 'muscle food' - especially a few juicy bullocks ([[0122]]), for which they would pay with the contents of thier sacks (gold and rotten meat) and promises of friendship. The giants are also flumoxed by the twisty little mountain paths here and could use some directions/guidance to [[Sulwyth Temple]], but they won't admit they are lost.",http://dungeonofsigns.blogspot.com/,,giants +11,12,,1112,Hills / Badlands,,,,,,, +11,13,,1113,Hills / Badlands,,,,,,, +11,14,,1114,Mountains,,,,,,, +11,15,,1115,Open Countryside,,,,,,, +11,16,,1116,Open Countryside,,,Vance A.,"A trio of gnome aeronauts attempt to repair their crashed dirigible. Two of their kin perished in the crash, one of whom was their chief fabricator. Anyone with above-average seamstressing skills will be greatly appreciated to help patch up the airbag. The craft is propelled by an alcohol-fueled Stirling engine.",http://leicestersramble.blogspot.com/,,"technology, gnomes" +11,17,,1117,Forest / Open Countryside,,,,,,, +11,18,,1118,Open Countryside,,,,,,, +11,19,,1119,Swamp,,,Matthew Schmeer,"A village of frog people (3d30) lies half-submerged in the the foulest, most stagnant part of the swamp. The leader of the village and several of the stoutest warriors forged an alliance with a roving band of misfits (Hex [[1104]]) and have been missing for several weeks. The shaman has been making decisions in his stead and has fed all the female froglings highly hallucinogenic Botchi Flies in an attempt to channel the Divine Braaaap of the Frog God.",http://rendedpress.blogspot.com,,Frog People +11,20,,1120,Forest,,,,,,, +11,21,,1121,Mountains,,,,,,, +11,22,,1122,Mountains / Open Countryside,,,,,,, +11,23,,1123,Mountains,,,,,,, +12,00,,1200,Open Countryside,,,,,,, +12,01,,1201,Forest,,,,,,, +12,02,,1202,Forest,,,,,,, +12,03,,1203,Hills / Badlands,,,,,,, +12,04,,1204,Mountains,,,,,,, +12,05,,1205,Open Countryside,,,Gus L.,"A battle was fought here recently, between men in bronze and iron armor and men with heavy hide shields and bone scale robes. Both sides have left at least fifty dead on the field, and most of the bodies are unlooted. Carrion and other scavengers gather.",http://dungeonofsigns.blogspot.com/,,Warbands +12,06,,1206,Mountains,,,,,,, +12,07,,1207,Mountains,,,,,,, +12,08,,1208,Hills / Badlands,,,,,,, +12,09,,1209,Hills / Badlands,,,,,,, +12,10,,1210,Hills / Badlands / Open Countryside,,,,,,, +12,11,,1211,Mountains,,,,,,, +12,12,,1212,Mountains,HULDRA CASTLE,,Gus L.,"A bastion of reason, good lordship and tolerance, [[Huldra Castle]] was once a forbidding fortress devoted to demon gods, and while there's only so much whitewash and bunting can do about monumental skulls as a decor choice, the current Lord Huldra is a welcoming fellow, who wishes only to extend free trade, scientific argronomy and basic rights for all sentitients. He's allied with many of the goblin tribes, and some of the more open towns, but has a distrustful relationship with [[Drogat Castle]]'s tyrannical Steward and [[Aeravir Castle]]'s dreamy chauvinism and casual appraoch to slavery. [[Huldra Castle]] sponsors many scientific and survey expeditions and is always looking for scouts and adventurers to hire on - though it does require extensive, magically augmented questioning to weed out the evil, corrupted and those lacking a proper respect for the common wheal from its agents.",http://dungeonofsigns.blogspot.com/,,Huldra Castle +12,13,,1213,Open Countryside,,,,,,, +12,14,,1214,Mountains,,,,,,, +12,15,,1215,Hills / Badlands,,,,,,, +12,16,,1216,Open Countryside,,,,,,, +12,17,,1217,Open Countryside,,,,,,, +12,18,,1218,Forest,,,,,,, +12,19,,1219,Forest,,,,,,, +12,20,,1220,Forest,,,,,,, +12,21,,1221,Open Countryside,,,Matthew Schmeer,"A platoon of 47 mercenary Flying Monkeys have set up camp. They lounge around cook fires smoking pipes, playing cards (mostly flume), tradings insults, and holding literal pissing contests. Their leader is Serjeant Tan Jerkins, who is looking to raise some fast cash to pay off debts to arms merchants in [[TULITH]] (Hex [[1415]]). The platoon is well-armed with crossbows, spears, javelins, war sporks, spiked clubs, and scimitars. The Flying Monkeys are extremely sociable and friendly if approached, but can turn into a snarly mass of fury if provoked. They will not undertake any mission involving Hex [[1212]]. ",http://rendedpress.blogspot.com,,"Warbands, Flying Monkeys" +12,22,,1222,Forest,,,,,,, +12,23,,1223,Mountains,,,,,,, +13,01,,1301,Open Countryside,,,Gus L.,"A knight of St. Cindilla lays dead here, back against a wind twisted tree his white harness covered in curdled blood. HIs war ram, 12' of despondent horned ovine pugnaciousness, stands guard. In the dead knights hand is a map to the lair of Filthsqualor ([[0804]]) the Unheathful, a quest he will never complete.",http://dungeonofsigns.blogspot.com/,,Weshor +13,02,,1302,Swamp,,,,,,, +13,03,,1303,Open Countryside,,,Ramanan S,"A group of men and women (5) are camped on the plains. They are very aggressive, seeking people they can sacrifice to their ancient pagan gods. When first encountered they will be loudly praying.",,, +13,04,,1304,Forest,,,Vance A.,"Anyone crossing through the forest hex will spy white-furred humanoids out of the corner of their eye. It is yeti breeding season, with the brutes descending from the three surrounding mountain ranges to find appropriate mates. Anyone disturbing a yeti will be pugnaciously attacked. Anyone disturbing a pair in flagrante delicto, doubly so...",http://leicestersramble.blogspot.com/,, +13,05,,1305,Open Countryside,,,Nick Alexander,"A barbarian princess boils the head of her dead husband, terrified to discover if she was right to slay him for indulging in a weak city woman. The brains will form a speak with dead broth. His love was trite.",http://daayansongstranslated.blogspot.co.uk/,,"Trouble between tribes, romance" +13,06,,1306,Hills / Badlands,,,Nick Alexander,"Tribal scouts of the Iron Rain hunts for signs of their chieftain's eldest daughter (who has run away). A war is brewing between them and their rivals, the Hag Kings, since their eldest children were to marry but have instead, been consumed by dishonour ([[1304/1305]]). The Hag Kings, are about to open their barrows and let loose contagious Draugr.",http://daayansongstranslated.blogspot.co.uk/,,"Trouble between tribes, politics" +13,07,,1307,Mountains,,,,,,, +13,08,,1308,Desert,,,,,,, +13,09,,1309,Desert,DONAT'S TEMPLE,,Gus L. ,"[[Donat's Temple]] is a tall spire of rock seemingly shaped enitirely by the elements and watered with deep cisterns of midnight black water. Its preisthood is made up of horomancers, time sorcerers, as Donat is the diety of the 13th hour, the brighter noon, and the darker midnight. Donat is a demanding deity, knowing that all other dieties are false because they will eventually fade, while he alone is timeless and always present in every moment simulataneously. ",http://dungeonofsigns.blogspot.com/,, +13,10,,1310,Hills / Badlands / Desert,,,,,,, +13,11,,1311,Mountains,,,Gus L,"9 knights of St. Cindilla out of [[Weshor]] ride thier hulking, armored, war rams through these torturous mountians. They are on a quest of spiritual errantry, seeking other dieties to worship briefly and perform tasks on behalf of so that thier followers will know of St. Cindilla's perfect magnaminity. They are also violent youthful hotheads and will challenge any mounted and armed traveller they meet to a joust or duel, they are well trained and won't fight fair - but aren't ready to kill anyone intentionally.",http://dungeonofsigns.blogspot.com/,,"Warbands, Sheep, Weshor" +13,12,,1312,Forest,Sigil Prison,,Jason Knepper,"A sigil formed by the position of ancient white trees is found in the center of this dense forest. The sigil serves as a ward of imprisonment for an ancient witch, entombed in the earth below the center of the sigil. In her tomb she has used great magics to dig and search for an escape, forming a great labyrinth beneath the forest. She is imprisoned still. Only the destruction of the sigil will grant her escape. None from the nearby settlements will fell a single tree in this wood for fear of releasing her and they prevent all others from doing the same. Any humanoid that rests here is haunted by strange fever dreams of clawing, digging, and suffocating beneath the earth. They feel compelled upon waking to explore and perhaps to dig. ",,,"Witch, dungeon, nightmares" +13,13,,1313,Mountain,,,,,,, +13,14,,1314,Open Countryside,,,Gus L,"There is nothing here, and the wind whispers it in the ears of travellers as they pass through this great expanse of grass and yellow flowered broom.",http://dungeonofsigns.blogspot.com/,, +13,15,,1315,Open Countryside,,,,,,, +13,16,,1316,Farmland,,,Matthew Schmeer,"64 cows walk unceasingly in a circle, Should a cow die (naturally or by the sword), another cow wanders in from the northeast and assumes its place, the dead being pummeled into the earth. The ground beneath their hooves is trampled to bloody, pulpy mud. In the middle of the circle, a strange rune has been burned into the earth.",http://rendedpress.blogspot.com,,"Baleful Sign, Circle of Cows" +13,17,,1317,Open Countryside,,,,,,, +13,18,,1318,Open Countryside,,,Gus L. ,"19 very devoted lay brothers of the 'reformed' Church of St. Cindilla, led by 'Exalted' Inquistor Remedius Fear Only Hell's Fires have set up an ambush on the North side of the bridge across the Dienstal Branch. They are currently refortifying a long abandoned (and throughly haunted) tower some distance East with more of thier band, but currently guard the bridge and waylay travellers from ambush to force a toll of 10GP each out of them, and 'certifiy purity'. The cultists are obsessed with lychnthropy, but have no reliable method of detecting its taint. They are suspicious of hair eyebrows, silver weapons (how else do werewolves fight eachother), druids, elves, anyone wearing red and bearded men.",http://dungeonofsigns.blogspot.com/,,cult warband +13,19,,1319,Open Countryside,BRIDGE ,,,,,, +13,20,,1320,Open Countryside,,,Vance A.,"An itinerant butcher and his abattoir-wagon are travelling and seeking certain circles of cows. He will cull one, dragging its corpse from the ring, for the meat is held sacred by certain fey, and the butcher recieves good pay in their majicked silver in exchange for the beef.",http://leicestersramble.blogspot.com/,, +13,21,,1321,Open Countryside,,,,,,, +13,22,,1322,Open Countryside,,,,,,, +13,23,,1323,Open Countryside,,,,,,, +14,01,,1401,Swamp,,,Gus L. ,"Hot and fertile these swamps are a balnket of green duckweed and large lotus in many colors. Unlike the fishers across the river ([[1502]]) these swamp folk are devote followers of St. Cindilla and pay 60% of thier catch to the bishop at [[Weshor]]. There children are skinny, there nets filled with holes and thier boats unpainted.",http://dungeonofsigns.blogspot.com/,,Weshor +14,02,,1402,Open Countryside,,,Ramanan S,"A hallowed plot of land, roughly 50', stands out amongst the wilderness. Those of Lawful or Neutral alignment who enter the small patch feel a deep sense of tranquility crossed with the strange urge to stamp out the forces of chaos wherever they may be. Chaotic characters that enter the grove will collapse to the ground in agonizing pain (taking 1 damage per round they remain in the patch) and will be filled with a deep sense of melencoly and foreboding.",,, +14,03,,1403,Open Countryside,,,Gus L. ,"Dull countryside, once under cultivation, but now overgrown with brambles and weeds. Crumbled cottages and a few root sellers are haunted by madmen and cannibals.",http://dungeonofsigns.blogspot.com/,, +14,04,,1404,Forest,Corpse Tree,,Nick Alexander,"Crows circle a tree hung with bodies (Hag King Warriors), dangling by their ankles. One, a young woman, lives yet. She claims to be from civilised lands. Her husband was slain by a she devil. Ghouls claw at the bark. ",http://daayansongstranslated.blogspot.co.uk/,,"Trouble between clans, undead" +14,05,,1405,Open Countryside / Hills / Badlands,,,Vance A.,"Numerous termite hills, up to 20 feet tall, line the juncture between the plains and badlands. The termites are hyper-intelligent, but communication with these miniscule geniuses is nigh-impossible. The termite hills are heated by nuclear piles excavated and coalesced by the various colonies. While the termites are immune to the effects of radiation, anyone tarrying for three days or more in the presence of the hills will begin to show the effects of radiation poisoning. ",http://leicestersramble.blogspot.com/,, +14,06,,1406,Hills / Badlands,,,Gus L. ,"Broken lands, where swirling dust shurns constantly above rocks formed into outlandish spirals of black and red",http://dungeonofsigns.blogspot.com/,, +14,07,,1407,Hills / Badlands / Desert,,,Gus L.,"A group of survivors from the battlefield to the Northwest, 23 warriors with large hide shields and bone scale armor are led by a wounded man in a bone mask. They refuse to explain thier reasons for being here, thier goals or the nature of thier enemies, but know some about the desert to the South and ask anyone they meet if they have seen the 'Red Hands"" who they describe as men in bronze and iron armor with absurd crests.",http://dungeonofsigns.blogspot.com/,,Warbands +14,08,,1408,Desert,,,Matthew Schmeer,"A muscular, sinewy man is staked to the ground spreadeagle with heavy rope. His head and beard have been recently shaved and his chest branded with the shape of a large hand; it oozes blood and pus. Ants and scorpions team over his body, and the headless body of a rattlesnake lies near his head. He refuses to talk about his predicament and will attack anyone who cuts him loose, attempting to bite their ears off.",http://rendedpress.blogspot.com,,Warbands +14,09,,1409,Desert,OASIS,,Matthew Schmeer,A flock of harpies feast on a camel. One of them wears a silver band around one talon. It will not attack anyone wearing a matching band.,http://rendedpress.blogspot.com,,Harpies +14,10,,1410,Desert + Hills / Badlands,,,,,,, +14,11,,1411,Hills / Badlands,,,,,,, +14,12,,1412,Hills / Badlands,,,,,,, +14,13,,1413,Forest,,,,,,, +14,14,,1414,Farmland,,,,,,, 14,15,,1415,Town / Farmland,TULITH / CROSSROADS,,Matthew Schmeer,"[[TULITH]] boasts a large open market where anything can and will be sold, as the town enjoys the distinction of being the only town in the kingdom where taxes and tariffs are illegal so that commerce may freely flow. Given that many of the goods and services for sale here are banned elsewhere in the kingdom, the town guard's vigorous and disciplined forces are well-renowned. The town guard is empowered to arrest, convict, sentence, and execute criminals for all minor and major infractions, from disturbing the peace to murder; thus, the town enjoys one of the lowest crime rates of the settled lands. -The Merchant's Guild has recently learned that several members of the town guard are extorting numerous guild members.",http://rendedpress.blogspot.com, -14,16,,1416,Open Countryside,,,,,, -14,17,,1417,Forest,,,Gus L. ,"A tumbled tower stands on a rocky crag between the river and the edge of these forbidding grey woods. It is home to 8 fanatical cultists of the 'reformed' church of St. Cindilla, who are currently fixated on hunting werewolves. They wish to rebuild this tower into a 'Bastion of Faith!' and use it as a strongpoint from which to harass and kidnap travellers. The guilds and guard of [[Tulith]] are not yet aware of thier buffonish fanaticism but if they were would likely pay well for their extermination, as well as that of thier companions in ([[1318]]). The tower itself is haunted by the ghosts of a robber knight and his fourteen brave companions who died defending it from the men of [[Aeravir Castle]] in the distant past. They now take the form of giant glossy crows that nest in the towers crumbling battlements. They can talk, but mostly request human eyeballs to devour.",http://dungeonofsigns.blogspot.com/,cult warband -14,18,,1418,Open Countryside,,,,,, -14,19,,1419,Forest,,,,,, -14,20,,1420,Open Countryside,,,,,, -14,21,,1421,Swamp,,,Gus L.,"With the face of a solem child and wrapped in a burial shroud this spindly insectile devil poles the waters of the swamp at night in a jaunty red painted raft with paper lanterns hung on its sides. The Devil will rescue those trapped by the swamps grasping quicksand and trecherous waterways without payment as he was bound to do so by an ancient saint. He will still try to trade souls for things beyond rescue (implying recuse is also a condition of the trade) such as food, clean dry clothes. The only magical boon the devil can grant is luck at games of chance (an 80% chance to win any game of chance) which he will also exchange for a mortal soul.",http://dungeonofsigns.blogspot.com/,Devils +The Merchant's Guild has recently learned that several members of the town guard are extorting numerous guild members.",http://rendedpress.blogspot.com,, +14,16,,1416,Open Countryside,,,,,,, +14,17,,1417,Forest,,,Gus L. ,"A tumbled tower stands on a rocky crag between the river and the edge of these forbidding grey woods. It is home to 8 fanatical cultists of the 'reformed' church of St. Cindilla, who are currently fixated on hunting werewolves. They wish to rebuild this tower into a 'Bastion of Faith!' and use it as a strongpoint from which to harass and kidnap travellers. The guilds and guard of [[Tulith]] are not yet aware of thier buffonish fanaticism but if they were would likely pay well for their extermination, as well as that of thier companions in ([[1318]]). The tower itself is haunted by the ghosts of a robber knight and his fourteen brave companions who died defending it from the men of [[Aeravir Castle]] in the distant past. They now take the form of giant glossy crows that nest in the towers crumbling battlements. They can talk, but mostly request human eyeballs to devour.",http://dungeonofsigns.blogspot.com/,,cult warband +14,18,,1418,Open Countryside,,,,,,, +14,19,,1419,Forest,,,,,,, +14,20,,1420,Open Countryside,,,,,,, +14,21,,1421,Swamp,,,Gus L.,"With the face of a solem child and wrapped in a burial shroud this spindly insectile devil poles the waters of the swamp at night in a jaunty red painted raft with paper lanterns hung on its sides. The Devil will rescue those trapped by the swamps grasping quicksand and trecherous waterways without payment as he was bound to do so by an ancient saint. He will still try to trade souls for things beyond rescue (implying recuse is also a condition of the trade) such as food, clean dry clothes. The only magical boon the devil can grant is luck at games of chance (an 80% chance to win any game of chance) which he will also exchange for a mortal soul.",http://dungeonofsigns.blogspot.com/,,Devils 14,22,,1422,Swamp,GOD BEAST,,Luka R,"Half sunk in the snakefish infested waters, blocked by half-mobile willow walkers, wallows a pumice palace, trellised by fleshy vines that pulse and blink viciously. Here and there a _giant snapping lilly_ or a _stinging juice sucker vine_ lie in wait for the careless wanderer. Beyond these vegetable villains, in the heart of the pumice palace, gargantuan gabro blocks make a cairn for the quivering, regenerating flesh of the god beast. Pierced by great lances of vitrified radiance, a portal of glass is built where its heart should be. There, a statue of flesh writhes and wriggles in it's radiant jar. Placing the flesh statue on its stand in the [[TRIPORTAL]] at ([[204]]) opens a yawning teleportation portal to this spot. Using the portal has a 30% chance of casting enlarge on the user and a 50% chance of casting confusion. Holding a piece of raw meat in the mouth protects against this effect. -The vitrified radiance can be valuable for crafting weapons that pierce even godly flesh, however, removing too many may release the god beast. Also, both the local fibrous parasites and floating angel wisps may make such activity difficult.",http://wizardthieffighter.blogspot.ch/,Lithic Remains -14,23,,1423,Swamp,,,,,, -15,01,,1501,Town / Farm,WESHOR,,Evan Webber,"[[WESHOR]] is the raindrenched, sooty home of kvass-swilling astrologers and furtraders. Second conquest of the Good Knights of the Temple of St. Cindilla, seven generations past. Here their Prince-Bishop rules without challenge.",, -15,02,,1502,Swamp,,,Gus L. ,"Fisherfolk and religious exiles from [[Weshor]] dwell here, living thier lives on flatbottomed boats. The frequently catch large silvery carp and a variety of urchins (including the deadly poisonous ghost urchin) among the carpets of vibrantly green duckweed, bright lotuses and towering reed beds.",http://dungeonofsigns.blogspot.com/, -15,03,,1503,Forest,,,Gus L.,"6 Ressurectionists camp here, storing thier wares in a set of old stone cisterns at the center of this small forest. They are dirty uncouth men, but have the secret friendship of the Bishop of [[Weshor]] who relies on them to supply saints bones and prophet's bead hairs to his relic greedy flock. They are very uncomfortable around visitors, but try to put on a friendly face and will share thier trade secrets with anyone who promises not to reveal thier camp location.",http://dungeonofsigns.blogspot.com/,Weshor Warbands -15,04,,1504,Forest,,,Gus L.,"18 Exhausted warriors fleeing the battlefield to the Southeast rest here under the trees at the forest edge. They wear iron and bronze armor and thier helmets are decorated with tall hand shaped crests, some dipped in blood. Thier leader, a giant of a woman with a broken nose says prayers over a grave containing 54 hand crested helmets. The band will not explain itself, and becomes threatening is pressed. They claim to seek the 'Secret of Steel' and are looking for a group of bone wearing desert dwellers they describe as ""The Gristlemen"" who they claim have stolen it. ",http://dungeonofsigns.blogspot.com/,Warbands -15,05,,1505,Mountains,,,,,, -15,06,,1506,Mountains,,,Jensan,"Qarraq the Tamarin, small monkey who keeps an eye on the Vultures of Roc (hex 1908). Secret caretaker of the antidote that may cure the Egg of Rot, should the mighty Roc return. Communicates through sign language, understands common. Carries a small bo staff",http://acornafloat.blogspot.com,Monkey -15,07,,1507,Desert,,,,,, -15,08,,1508,Desert,,,,,, -15,09,,1509,Desert,,,,,, -15,10,,1510,Desert,,,Kitchen Wolf,"Tarantula stampede! In the middle of the night, a seemingly endless wave of tightly packed enormous hairy spiders crawls over everything in their path like nightmarish multilegged lemmings with fangs. They will not cross flames or pooled liquids, but climb over pretty much anything else. Needless to say, this tends to sow panic amongst hirelings and pack animals, who will attempt to scatter into the surrounding desert. After 15 minutes, the spiders are gone, leaving nothing but a genuinely enormous number of itty bitty footprints.",http://theverticaljungle.blogspot.com/,"Spiders, Real World Weirdness" -15,11,,1511,Hills / Badlands,,,,,, -15,12,,1512,Hills / Badlands,,,,,, -15,13,,1513,Open Countryside,,,Vance A,"A number of Carnivorous Antelope corpses are visible, rended apart by a mighty predator. A few large feathers and huge clawed footprints are visible in the grasses.",http://leicestersramble.blogspot.com/,hybrids -15,14,,1514,Open Countryside,,,,,, -15,15,,1515,Farmland,,,,,, -15,16,,1516,Open Countryside,,,Charlie Mason,"Marcos Drury lives here on a Mulberry farm. He is famous around the region as the Muffin Man. He travels far and wide selling his Mulberry muffins to all. But he escpecially likes to give muffins away to children. Recently Mr. Drury has come under the influence of an ancient evil force of Chaos and now makes his muffins with a special ingredient. The ingredient causes children who eat the muffin to transform into hideous, murderous monsters. There is no known cure. ",http://whiteboxgame.blogspot.com/,Muffins and Murder -15,17,,1517,Forest,,,Vance A.,"A herd of spider-pigs root in the undergrowth and browse in the canopy above. Their pig-herders, wearing the traditional lederhosen and climbing tack of their profession, keep watch on their charges. They will not sell a pig, as they are reserved for roasting at a harvest festival at [[Lullwyn]]",http://leicestersramble.blogspot.com/,Hybrids -15,18,,1518,Forest,,,,,, -15,19,,1519,Forest,,,,,, -15,20,,1520,Forest,,,,,, -15,21,,1521,Forest,,,,,, -15,22,,1522,Swamp,,,Vance A.,"A flight of 15 Flying Monkeys harry an enraged Slothapotamus. They are slowly wearing down the giant beast, although one or two of their number has been downed by its fearsome claws. They hope to slay it for meat and to make trophes of its incisors and canines. ",http://leicestersramble.blogspot.com/,"Flying Monkeys, Hybrids" -15,23,,1523,Swamp,,,,,, -16,01,,1601,Farmland,,,Gus L. ,"The dour and penetient followers of St. Cindilla farms this land from neat villages of whitewashed brick. Each village supports a knight of St. Cindilla and his huge war ram, which leaves little besides gruel and prayer for the devote toilers.",http://dungeonofsigns.blogspot.com/,Weshor -16,02,,1602,Open Countryside,,,Gus L. ,"Dull grasslands, where dry grasses cling to life and long, lean hares gaze at anything larger then them with open defiance. The Northern edge is marked with small cairns, each flying a flag of St. Cindilla's scared ram.",http://dungeonofsigns.blogspot.com/, -16,03,,1603,Mountains,Huge 'Ski Slope',,O Moody,"The southernmost mountain is unnaturally shaped. The southern side of it has been smoothed off into a curve. It is almost vertical at the top, but falls away to merge with the flat valley floor below. A light covering of grass, moss, or lichen covers the continuation of the stone road hidden in [[1604]]",,wizards -16,04,,1604,Forest,,,Jeff Faller,"A ""natural"" corridor runs through an ancient forest here... Used for ages by men and dwarves traveling from north to south through this sacred elven forest, this road seems anything but natural. If one were to dig just a handspan down into the rich earth they would find ancient red pavers. Huge stones roughly 3' x 3' x 3' with images of flying animals of all types carved into their surfaces. How far do these go? Who laid these cyclopean stones? No one knows, for they are ancient and the architects long dead. Magic suffuses them still though, if looked for, but it is a strange and narrowly focused enchantment. Any creature that flies no higher than 15' above this surface will be able to move 3x their normal speed w/ no ill effects. This potent magic ends at each end of the corridor through the trees.",http://redboxdenver.blogspot.com/, -16,05,,1605,Mountains,"Huge 'Ski Slope', flying wizard tower",,O Moody,"The northernmost mountain in this range has been treated similarly to the feature in [[1603]]. However, above the massive 'ski slope' like formation, hanging directly in line with the hidden red pavers, is a modest 4 story wizard's tower. It was/is the home of Artosaari the Radical (and probably contains sick skater wizard loot). The tower is enchanted; not only is it unreachable from the ground, but also to anyone not going sufficiently quickly. A person would have to build momentum on the valley-sized 'fligher's skate ramp', whizzing back and forth along it and going higher/faster each time, to be able to build enough speed to enter the tower. Artosaari the Radical is not at home.",,wizards -16,06,,1606,Mountains / Desert,,,,,, -16,07,,1607,Desert,OASIS,,Jeff Faller,"A long ago war has despoiled this once beautiful location. Two kingdoms in strife, warring over a riparian corridor through the desolation, met in a desperate struggle in this spot. But for the odd remnants of ""trees"" (long destroyed siege craft) on the outskirts of the northern edge of the oasis, all seems as it should, during the day. The water crystal cool, the shadow providing trees swaying in a gentle breeze, etc. But at night this is quite a different story. The restless dead rise again from their sandy graves. Water, once life sustaining, turns turgid, crimson and poisonous. A battle has raged every night with the living adding to the forces of chaos over the long years... This cursed place is studiously avoided by the aboriginal tribes, visited only during the light of day, staying well clear when the sun falls below the horizon.",http://redboxdenver.blogspot.com/, -16,08,,1608,Desert,,,,,, -16,09,,1609,Desert,OASIS,,Matthew Schmeer,"Around a fresh water spring is a lush oasis with numerous date, fig, apricot, and palm trees, and soft grazing grasses. Dozens of housecats gaze into the depths of a pool of crystal clear water, watching fish swim in a lazy circle. A brass doorknob protudes from the base of one of the palm trees. If the party waits long enough, a barely noticable door in the palm tree will open and a housecat will saunter out and join its brethren. See also Hex [[1921]].",http://rendedpress.blogspot.com,Cat -16,10,,1610,Hills / Badlands,,,,,, -16,11,,1611,Mountains,,,Gus L.,"Lone and forbidding, the ancients called this mountian the ""Maker of Men"" and the children of ancient tribes claimed warrior status by climbing its razor edged cliffs and bringing back a single timeless bloom from the thorny black brambles that grace its top (such blooms will appear 1 per climber and allow a deathblow to be avoided at the cost of 1 level of experience). The climb is long, arduous and deadly, and in addition to the magical briars the mountian top is also the current home of the abbott of Donat, absent from [[Donat's Temple]] a time sorcerer of great power. He hides here as his friendly demeanor makes it difficult for him to deny a reasonable request.",http://dungeonofsigns.blogspot.com/,Donat's Temple -16,12,,1612,Hills / Badlands,,,,,, -16,13,,1613,Open Countryside,,,Vance A.,"A crushed palanquin lies here, miles from any road. Its silk curtains are rended and bloody. A few large feathers are strewn about. Tucked between the shreaded cushions is a holy symbol to a minor god of lost things and a will granting legitimacy to the bastard child of a foreign duke. There is little other information regarding the passenger(s).",http://leicestersramble.blogspot.com/, -16,14,,1614,Open Countryside,,,Vance A.,"A wandering tinker plies his way down the road, his overloaded cart rocking and swaying. There is a 25% chance that has any piece of mundane adventuring gear available for sale at 2x list price. He will also repair damaged equipment and light armor for a few silvers or for trade (negotiable). There is a 30% chance that he has useful information regarding any hex adjoining a roadway.",http://leicestersramble.blogspot.com/,npc -16,15,,1615,Open Countryside,,,,,, -16,16,,1616,Open Countryside,,,Gus L.,"Meadowland with more then its fair share of voles, moles, and gophers. Inexplicably these meadows are also overrun with feral housecats. If anyone sleeps here, ignoring the pungent scent of feline territorial claims, the ""Prince of Cats"" will appear in thier dreams, asking them to free his 'people' from the curse of the [[Baleful Sign]], and the lure of the hypnotic oasis ([[1609]]).",http://dungeonofsigns.blogspot.com/,Cats -16,17,,1617,Swamp,,,Vance A.,"Several springs feed the swamp and, in turn, the Dienstal Branch tributary to the Greater Nesser River. A pair of naiads guard the springs from corruption. They are quite gregarious, and seek tales and gossip from the surrounding area. Any party coming upon the pair must save from charm or be stuck there telling stories for five days. A successful save means that the party will only tarry for eight hours at the spring.. ",http://leicestersramble.blogspot.com/, -16,18,,1618,Forest / Open Countryside,,,,,, -16,19,,1619,Open Countryside,,,,,, -16,20,,1620,Open Countryside,,,,,, -16,21,,1621,Forest,,,,,, -16,22,,1622,Swamp,,,,,, -16,23,,1623,Swamp,,,,,, -17,01,,1701,Hills / Badlands,,,Gus L.,"The Sytlites of St. Cindilla gather here, dragging marble pillars from the [[Runis of Jakor's Keep]], and floating them on rough barges to erect among the cold broken scree here. The devout of [[Weshor]] bury any stylite who falls with grave ceremony and bring the holy men food as they sit atop their broken pillars contemplating the divine. ",http://dungeonofsigns.blogspot.com/,Weshor -17,02,,1702,Hills / Badlands,,,Gus L.,"A Pardoner of St. Cindilla meets with a gang of ressurectionists ([[1503]]) at the foot of a broken stone pier, among desolate fallen slabs of brown and grey rock. On nights of the new moon the Pardoner trades the Bishop of [[Weshor]]'s bright gold for the grubby shattered bones of holy Stylites ([[1701]])",http://dungeonofsigns.blogspot.com/,Weshor -17,03,,1703,Mountains,,,Gus L.,"Leaping from precarious rock to tettering crag is a magnificent bighorn sheep, its white coat covered in black star shaped patches. This creature is the immortal embodiment of ovine perfection. It will stare at travellers, seemingly daring them to catch it on the rocky slopes and sheer cliffs of the mountains. Those that try will fail, as the sheep's path is incredibly dangerous, full of crumbling rocks, hidden chasms and loose scree. Any who manage to follow the sheep for more then a few minutes will be granted its boon (a permenant bonus to agility, the ability to speak to sheep or impressive curling rams horns). The sheep will dodge any missile attacks directed at it and punish those who seek to harm it with crippling joint pain, clusminess or sheep-like stupidity. ",http://dungeonofsigns.blogspot.com/,Sheep -17,04,,1704,Open Countryside,,,,,, -17,05,,1705,Mountains,,,,,, -17,06,,1706,Mountains,,,,,, -17,07,,1707,Desert,,,Jason Knepper,"Bedouin nomads seek an arbiter for a tribal dispute. One tribe accuses another of theft of livestock. Once embroiled, both tribes ambush the party and try to eat them. ",,Cannibal bedouins -17,08,,1708,Desert,,,Gus L.,"A devil in red laquer armor with the face of a dead maggot gnawed dog has been banished here to eke out the few souls he can. He's a murderous combatant, and resort to violence, forgeting his mission to gather souls via legitimate contracts and bargin for exchange if made angry. He fights with small barbed darts and a flail made of posionous snakes. The devil has little to offer in exchange for souls beyond directions of guidance to the desert's oasis.",http://dungeonofsigns.blogspot.com/,Devils -17,09,,1709,Hills / Badlands,,,Gus L.,"These jagged dry hills contain numerous dusty cairns of stone. One cairn, topped with a stone that looks vaguely like a rearing boar, contains a series of stone tombs. Trapped within the penultimate tomb is the last King of [[Drogat Castle]], his ancient body caught in an eddy of time that only a skilled horomancer with the blessing of Donat ([[1309]]) could reverse. His head still bears the pink 'swine' jeweled crown of [[Drogat Castle]] and allows the bearer to command manitcores. He is frozen in time prepetually reaching for the door to the tomb of an ancient patriarch of Donat (the door remains trapped with a similar temporal spell). The tomb contians a feel guardian and a miraculous hourglass that allows the manipulation of time at the cost of life. If freed the Kign will be greatly disturbed by the Steward of [[Drogat Castle]]'s greed, but will remain a gentleman at all times. ",http://dungeonofsigns.blogspot.com/,Drogat Castle -17,10,,1710,Desert,,,John T.,"The robot. Basic explorer droid repairing fusion powered hot air ballon. ""Artie"" came under fire, shortly after recording Ruins of Pelgar [[2009]], by unknown source(s) [[1809]]. In desperate need of textiles to complete job and resume mission. More than willing to trade information for materials, also not adverse to using humanoid leather.",Google+TheJohnnyNormal,Technology -17,11,,1711,Hills / Badlands,,,Gus L.,"Low rolling hills, covered in a rich crop of lichens and short bright grasses. The hills are pocked with small caves (most filled with carnivorous slugs) and holes, easy for a traveller to fall into. Exploration of this land will reveal that the hills are artificial, the product of a vanished Hole Person colony, long lost to cannibalism, infighting and stravation after an ancient slug blight destroyed it food sources. The mad spirits of the Hole People may remain, thier muffled howls rising at night from deep beneath the surface.",http://dungeonofsigns.blogspot.com/,Hole People -17,12,,1712,Mountains,,,,,, -17,13,,1713,Hills / Badlands,,,Vance A.,"The hills are filled with the barrows of nomads driven from the region a generation ago. The barrows are generally well picked-over, but a few unmolested ones may be found, with modest grave goods and feisty undead. ",http://leicestersramble.blogspot.com/,Undead -17,14,,1714,Open Countryside,,,,,, -17,15,,1715,Hills / Badlands,BALANCING ROCK,,Vance A.,"The so-called 'Balancing Rock' is comprised of black, meteoric iron. The hulking chunk of iron was transported and set at this location in time immemorial. Some say it originally landed in the [[Samain Marshes]], others claim it crashed into the peaks above the [[ruins of Pelgar]]. Regardless, the reason for its precarious position is a mystery. It is tended by three mute priestesses who hum tunelessly.",http://leicestersramble.blogspot.com/, -17,16,,1716,Forest,,,,,, -17,17,,1717,Forest,,,Gus L.,"These dry oak and bay forests are rife with with blackberry brambles. The only evidence of human presence is the ocassional yellowed skull, set in the crotch of a tree. The spirits are spiteful here and the forest is home to several murderous hermits who stalk lone travellers at thier direction.",http://dungeonofsigns.blogspot.com/, -17,18,,1718,Open Countryside,,,Gus L.,"Grasses spotted with lilac and sage, jackrabbits and quail are abundant here",http://dungeonofsigns.blogspot.com/, -17,19,,1719,Hills / Badlands,,,Vance A.,"Brother Donal Seld rails and sobs over his lamed riding-jackalope. The mount broke its leg as the wold-cleric attempted to shortcut through the rough lands in a desperate attempt to undo the sleeping curse of [[Aeravir Castle]]. Among the relics in his bulging saddlebags is the 'Sleeping Princess,' a mummified alien child he hopes wil be the key to lifting the curse and allowing the few survivors their rest...",http://leicestersramble.blogspot.com/,Aeravir Castle hybrids -17,20,,1720,Town,LULLWYN,,Gus L.,"A rich town under the protection of [[Aeravir Castle]], [[Lullwyn]] believes it has no need of trade or strangers. It's reidents are incurious and always seem to be planning for a wedding or a festival that demands careful attention to the towns esoteric traditions and usually a naked race through the town streets by some segment of the populace. Outsiders are strictly forbidden from viewing or pratcipating in any of these civic festivals.",http://dungeonofsigns.blogspot.com/, -17,21,,1721,Swamp,,,,,, -17,22,,1722,Forest,,,,,, -17,23,,1723,Open Countryside,,,Gus L.,"More land newly reclaimed from the marshes for the glory of [[Aeravir Castle]]. Great earthworks and massive sluicegates are being built to channel the Nesser here, by gangs of war captives and convicts who live a miserable existence among the stinking mudflats that will someday be rich farmland. The mercenary guards, led by Otto the Punitive, an massive shirtless man with eight nipples who always wears a black executioner's hood, are somewhat worried that they haven't received word, pay or supplies from [[Aeravir Castle]] in several weeks. The merceanries will desert soon and the penal slaves are becoming increasingly restless. Otto and many of his men are secretly werewolves and have been preying on/recruiting from the dam workers.",http://dungeonofsigns.blogspot.com/,Aeravir Castle werewolves -18,01,,1801,Mountains,,,Gus L.,"High cliffs, deceptive paths and overhanging, icicle covered rock ledge make these mountains extremely forbidding.",http://dungeonofsigns.blogspot.com/, -18,02,,1802,Mountains,,,Jason Knepper,A tribe of goat people are accosting travelers and searching their belongings. Their shaman and goat God idol have been stolen. They fear a prophecy of destruction without their idol. They don't know that their shaman abandoned them and took the idol with them. He is hidden nearby and awaits their destruction before leaving his lair. ,,Goat people -18,03,,1803,Open Countryside,,,Matthew Schmeer,"128 cows walk unceasingly in a circle, Should a cow die (naturally or by the sword), another cow wanders in from the northeast and assumes its place, the dead being pummeled into the earth. The ground beneath their hooves is trampled to bloody, pulpy mud. In the middle of the circle, a strange rune has been burned into the earth.",http://rendedpress.blogspot.com,"Baleful Sign, Circle of Cows" -18,04,,1804,Mountains,,,,,, +The vitrified radiance can be valuable for crafting weapons that pierce even godly flesh, however, removing too many may release the god beast. Also, both the local fibrous parasites and floating angel wisps may make such activity difficult.",http://wizardthieffighter.blogspot.ch/,,Lithic Remains +14,23,,1423,Swamp,,,,,,, +15,01,,1501,Town / Farm,WESHOR,,Evan Webber,"[[WESHOR]] is the raindrenched, sooty home of kvass-swilling astrologers and furtraders. Second conquest of the Good Knights of the Temple of St. Cindilla, seven generations past. Here their Prince-Bishop rules without challenge.",,, +15,02,,1502,Swamp,,,Gus L. ,"Fisherfolk and religious exiles from [[Weshor]] dwell here, living thier lives on flatbottomed boats. The frequently catch large silvery carp and a variety of urchins (including the deadly poisonous ghost urchin) among the carpets of vibrantly green duckweed, bright lotuses and towering reed beds.",http://dungeonofsigns.blogspot.com/,, +15,03,,1503,Forest,,,Gus L.,"6 Ressurectionists camp here, storing thier wares in a set of old stone cisterns at the center of this small forest. They are dirty uncouth men, but have the secret friendship of the Bishop of [[Weshor]] who relies on them to supply saints bones and prophet's bead hairs to his relic greedy flock. They are very uncomfortable around visitors, but try to put on a friendly face and will share thier trade secrets with anyone who promises not to reveal thier camp location.",http://dungeonofsigns.blogspot.com/,,Weshor Warbands +15,04,,1504,Forest,,,Gus L.,"18 Exhausted warriors fleeing the battlefield to the Southeast rest here under the trees at the forest edge. They wear iron and bronze armor and thier helmets are decorated with tall hand shaped crests, some dipped in blood. Thier leader, a giant of a woman with a broken nose says prayers over a grave containing 54 hand crested helmets. The band will not explain itself, and becomes threatening is pressed. They claim to seek the 'Secret of Steel' and are looking for a group of bone wearing desert dwellers they describe as ""The Gristlemen"" who they claim have stolen it. ",http://dungeonofsigns.blogspot.com/,,Warbands +15,05,,1505,Mountains,,,,,,, +15,06,,1506,Mountains,,,Jensan,"Qarraq the Tamarin, small monkey who keeps an eye on the Vultures of Roc (hex 1908). Secret caretaker of the antidote that may cure the Egg of Rot, should the mighty Roc return. Communicates through sign language, understands common. Carries a small bo staff",http://acornafloat.blogspot.com,,Monkey +15,07,,1507,Desert,,,,,,, +15,08,,1508,Desert,,,,,,, +15,09,,1509,Desert,,,,,,, +15,10,,1510,Desert,,,Kitchen Wolf,"Tarantula stampede! In the middle of the night, a seemingly endless wave of tightly packed enormous hairy spiders crawls over everything in their path like nightmarish multilegged lemmings with fangs. They will not cross flames or pooled liquids, but climb over pretty much anything else. Needless to say, this tends to sow panic amongst hirelings and pack animals, who will attempt to scatter into the surrounding desert. After 15 minutes, the spiders are gone, leaving nothing but a genuinely enormous number of itty bitty footprints.",http://theverticaljungle.blogspot.com/,,"Spiders, Real World Weirdness" +15,11,,1511,Hills / Badlands,,,,,,, +15,12,,1512,Hills / Badlands,,,,,,, +15,13,,1513,Open Countryside,,,Vance A,"A number of Carnivorous Antelope corpses are visible, rended apart by a mighty predator. A few large feathers and huge clawed footprints are visible in the grasses.",http://leicestersramble.blogspot.com/,,hybrids +15,14,,1514,Open Countryside,,,,,,, +15,15,,1515,Farmland,,,,,,, +15,16,,1516,Open Countryside,,,Charlie Mason,"Marcos Drury lives here on a Mulberry farm. He is famous around the region as the Muffin Man. He travels far and wide selling his Mulberry muffins to all. But he escpecially likes to give muffins away to children. Recently Mr. Drury has come under the influence of an ancient evil force of Chaos and now makes his muffins with a special ingredient. The ingredient causes children who eat the muffin to transform into hideous, murderous monsters. There is no known cure. ",http://whiteboxgame.blogspot.com/,,Muffins and Murder +15,17,,1517,Forest,,,Vance A.,"A herd of spider-pigs root in the undergrowth and browse in the canopy above. Their pig-herders, wearing the traditional lederhosen and climbing tack of their profession, keep watch on their charges. They will not sell a pig, as they are reserved for roasting at a harvest festival at [[Lullwyn]]",http://leicestersramble.blogspot.com/,,Hybrids +15,18,,1518,Forest,,,,,,, +15,19,,1519,Forest,,,,,,, +15,20,,1520,Forest,,,,,,, +15,21,,1521,Forest,,,,,,, +15,22,,1522,Swamp,,,Vance A.,"A flight of 15 Flying Monkeys harry an enraged Slothapotamus. They are slowly wearing down the giant beast, although one or two of their number has been downed by its fearsome claws. They hope to slay it for meat and to make trophes of its incisors and canines. ",http://leicestersramble.blogspot.com/,,"Flying Monkeys, Hybrids" +15,23,,1523,Swamp,,,,,,, +16,01,,1601,Farmland,,,Gus L. ,"The dour and penetient followers of St. Cindilla farms this land from neat villages of whitewashed brick. Each village supports a knight of St. Cindilla and his huge war ram, which leaves little besides gruel and prayer for the devote toilers.",http://dungeonofsigns.blogspot.com/,,Weshor +16,02,,1602,Open Countryside,,,Gus L. ,"Dull grasslands, where dry grasses cling to life and long, lean hares gaze at anything larger then them with open defiance. The Northern edge is marked with small cairns, each flying a flag of St. Cindilla's scared ram.",http://dungeonofsigns.blogspot.com/,, +16,03,,1603,Mountains,Huge 'Ski Slope',,O Moody,"The southernmost mountain is unnaturally shaped. The southern side of it has been smoothed off into a curve. It is almost vertical at the top, but falls away to merge with the flat valley floor below. A light covering of grass, moss, or lichen covers the continuation of the stone road hidden in [[1604]]",,,wizards +16,04,,1604,Forest,,,Jeff Faller,"A ""natural"" corridor runs through an ancient forest here... Used for ages by men and dwarves traveling from north to south through this sacred elven forest, this road seems anything but natural. If one were to dig just a handspan down into the rich earth they would find ancient red pavers. Huge stones roughly 3' x 3' x 3' with images of flying animals of all types carved into their surfaces. How far do these go? Who laid these cyclopean stones? No one knows, for they are ancient and the architects long dead. Magic suffuses them still though, if looked for, but it is a strange and narrowly focused enchantment. Any creature that flies no higher than 15' above this surface will be able to move 3x their normal speed w/ no ill effects. This potent magic ends at each end of the corridor through the trees.",http://redboxdenver.blogspot.com/,, +16,05,,1605,Mountains,"Huge 'Ski Slope', flying wizard tower",,O Moody,"The northernmost mountain in this range has been treated similarly to the feature in [[1603]]. However, above the massive 'ski slope' like formation, hanging directly in line with the hidden red pavers, is a modest 4 story wizard's tower. It was/is the home of Artosaari the Radical (and probably contains sick skater wizard loot). The tower is enchanted; not only is it unreachable from the ground, but also to anyone not going sufficiently quickly. A person would have to build momentum on the valley-sized 'fligher's skate ramp', whizzing back and forth along it and going higher/faster each time, to be able to build enough speed to enter the tower. Artosaari the Radical is not at home.",,,wizards +16,06,,1606,Mountains / Desert,,,,,,, +16,07,,1607,Desert,OASIS,,Jeff Faller,"A long ago war has despoiled this once beautiful location. Two kingdoms in strife, warring over a riparian corridor through the desolation, met in a desperate struggle in this spot. But for the odd remnants of ""trees"" (long destroyed siege craft) on the outskirts of the northern edge of the oasis, all seems as it should, during the day. The water crystal cool, the shadow providing trees swaying in a gentle breeze, etc. But at night this is quite a different story. The restless dead rise again from their sandy graves. Water, once life sustaining, turns turgid, crimson and poisonous. A battle has raged every night with the living adding to the forces of chaos over the long years... This cursed place is studiously avoided by the aboriginal tribes, visited only during the light of day, staying well clear when the sun falls below the horizon.",http://redboxdenver.blogspot.com/,, +16,08,,1608,Desert,,,,,,, +16,09,,1609,Desert,OASIS,,Matthew Schmeer,"Around a fresh water spring is a lush oasis with numerous date, fig, apricot, and palm trees, and soft grazing grasses. Dozens of housecats gaze into the depths of a pool of crystal clear water, watching fish swim in a lazy circle. A brass doorknob protudes from the base of one of the palm trees. If the party waits long enough, a barely noticable door in the palm tree will open and a housecat will saunter out and join its brethren. See also Hex [[1921]].",http://rendedpress.blogspot.com,,Cat +16,10,,1610,Hills / Badlands,,,,,,, +16,11,,1611,Mountains,,,Gus L.,"Lone and forbidding, the ancients called this mountian the ""Maker of Men"" and the children of ancient tribes claimed warrior status by climbing its razor edged cliffs and bringing back a single timeless bloom from the thorny black brambles that grace its top (such blooms will appear 1 per climber and allow a deathblow to be avoided at the cost of 1 level of experience). The climb is long, arduous and deadly, and in addition to the magical briars the mountian top is also the current home of the abbott of Donat, absent from [[Donat's Temple]] a time sorcerer of great power. He hides here as his friendly demeanor makes it difficult for him to deny a reasonable request.",http://dungeonofsigns.blogspot.com/,,Donat's Temple +16,12,,1612,Hills / Badlands,,,,,,, +16,13,,1613,Open Countryside,,,Vance A.,"A crushed palanquin lies here, miles from any road. Its silk curtains are rended and bloody. A few large feathers are strewn about. Tucked between the shreaded cushions is a holy symbol to a minor god of lost things and a will granting legitimacy to the bastard child of a foreign duke. There is little other information regarding the passenger(s).",http://leicestersramble.blogspot.com/,, +16,14,,1614,Open Countryside,,,Vance A.,"A wandering tinker plies his way down the road, his overloaded cart rocking and swaying. There is a 25% chance that has any piece of mundane adventuring gear available for sale at 2x list price. He will also repair damaged equipment and light armor for a few silvers or for trade (negotiable). There is a 30% chance that he has useful information regarding any hex adjoining a roadway.",http://leicestersramble.blogspot.com/,,npc +16,15,,1615,Open Countryside,,,,,,, +16,16,,1616,Open Countryside,,,Gus L.,"Meadowland with more then its fair share of voles, moles, and gophers. Inexplicably these meadows are also overrun with feral housecats. If anyone sleeps here, ignoring the pungent scent of feline territorial claims, the ""Prince of Cats"" will appear in thier dreams, asking them to free his 'people' from the curse of the [[Baleful Sign]], and the lure of the hypnotic oasis ([[1609]]).",http://dungeonofsigns.blogspot.com/,,Cats +16,17,,1617,Swamp,,,Vance A.,"Several springs feed the swamp and, in turn, the Dienstal Branch tributary to the Greater Nesser River. A pair of naiads guard the springs from corruption. They are quite gregarious, and seek tales and gossip from the surrounding area. Any party coming upon the pair must save from charm or be stuck there telling stories for five days. A successful save means that the party will only tarry for eight hours at the spring.. ",http://leicestersramble.blogspot.com/,, +16,18,,1618,Forest / Open Countryside,,,,,,, +16,19,,1619,Open Countryside,,,,,,, +16,20,,1620,Open Countryside,,,,,,, +16,21,,1621,Forest,,,,,,, +16,22,,1622,Swamp,,,,,,, +16,23,,1623,Swamp,,,,,,, +17,01,,1701,Hills / Badlands,,,Gus L.,"The Sytlites of St. Cindilla gather here, dragging marble pillars from the [[Runis of Jakor's Keep]], and floating them on rough barges to erect among the cold broken scree here. The devout of [[Weshor]] bury any stylite who falls with grave ceremony and bring the holy men food as they sit atop their broken pillars contemplating the divine. ",http://dungeonofsigns.blogspot.com/,,Weshor +17,02,,1702,Hills / Badlands,,,Gus L.,"A Pardoner of St. Cindilla meets with a gang of ressurectionists ([[1503]]) at the foot of a broken stone pier, among desolate fallen slabs of brown and grey rock. On nights of the new moon the Pardoner trades the Bishop of [[Weshor]]'s bright gold for the grubby shattered bones of holy Stylites ([[1701]])",http://dungeonofsigns.blogspot.com/,,Weshor +17,03,,1703,Mountains,,,Gus L.,"Leaping from precarious rock to tettering crag is a magnificent bighorn sheep, its white coat covered in black star shaped patches. This creature is the immortal embodiment of ovine perfection. It will stare at travellers, seemingly daring them to catch it on the rocky slopes and sheer cliffs of the mountains. Those that try will fail, as the sheep's path is incredibly dangerous, full of crumbling rocks, hidden chasms and loose scree. Any who manage to follow the sheep for more then a few minutes will be granted its boon (a permenant bonus to agility, the ability to speak to sheep or impressive curling rams horns). The sheep will dodge any missile attacks directed at it and punish those who seek to harm it with crippling joint pain, clusminess or sheep-like stupidity. ",http://dungeonofsigns.blogspot.com/,,Sheep +17,04,,1704,Open Countryside,,,,,,, +17,05,,1705,Mountains,,,,,,, +17,06,,1706,Mountains,,,,,,, +17,07,,1707,Desert,,,Jason Knepper,"Bedouin nomads seek an arbiter for a tribal dispute. One tribe accuses another of theft of livestock. Once embroiled, both tribes ambush the party and try to eat them. ",,,Cannibal bedouins +17,08,,1708,Desert,,,Gus L.,"A devil in red laquer armor with the face of a dead maggot gnawed dog has been banished here to eke out the few souls he can. He's a murderous combatant, and resort to violence, forgeting his mission to gather souls via legitimate contracts and bargin for exchange if made angry. He fights with small barbed darts and a flail made of posionous snakes. The devil has little to offer in exchange for souls beyond directions of guidance to the desert's oasis.",http://dungeonofsigns.blogspot.com/,,Devils +17,09,,1709,Hills / Badlands,,,Gus L.,"These jagged dry hills contain numerous dusty cairns of stone. One cairn, topped with a stone that looks vaguely like a rearing boar, contains a series of stone tombs. Trapped within the penultimate tomb is the last King of [[Drogat Castle]], his ancient body caught in an eddy of time that only a skilled horomancer with the blessing of Donat ([[1309]]) could reverse. His head still bears the pink 'swine' jeweled crown of [[Drogat Castle]] and allows the bearer to command manitcores. He is frozen in time prepetually reaching for the door to the tomb of an ancient patriarch of Donat (the door remains trapped with a similar temporal spell). The tomb contians a feel guardian and a miraculous hourglass that allows the manipulation of time at the cost of life. If freed the Kign will be greatly disturbed by the Steward of [[Drogat Castle]]'s greed, but will remain a gentleman at all times. ",http://dungeonofsigns.blogspot.com/,,Drogat Castle +17,10,,1710,Desert,,,John T.,"The robot. Basic explorer droid repairing fusion powered hot air ballon. ""Artie"" came under fire, shortly after recording Ruins of Pelgar [[2009]], by unknown source(s) [[1809]]. In desperate need of textiles to complete job and resume mission. More than willing to trade information for materials, also not adverse to using humanoid leather.",Google+TheJohnnyNormal,,Technology +17,11,,1711,Hills / Badlands,,,Gus L.,"Low rolling hills, covered in a rich crop of lichens and short bright grasses. The hills are pocked with small caves (most filled with carnivorous slugs) and holes, easy for a traveller to fall into. Exploration of this land will reveal that the hills are artificial, the product of a vanished Hole Person colony, long lost to cannibalism, infighting and stravation after an ancient slug blight destroyed it food sources. The mad spirits of the Hole People may remain, thier muffled howls rising at night from deep beneath the surface.",http://dungeonofsigns.blogspot.com/,,Hole People +17,12,,1712,Mountains,,,,,,, +17,13,,1713,Hills / Badlands,,,Vance A.,"The hills are filled with the barrows of nomads driven from the region a generation ago. The barrows are generally well picked-over, but a few unmolested ones may be found, with modest grave goods and feisty undead. ",http://leicestersramble.blogspot.com/,,Undead +17,14,,1714,Open Countryside,,,,,,, +17,15,,1715,Hills / Badlands,BALANCING ROCK,,Vance A.,"The so-called 'Balancing Rock' is comprised of black, meteoric iron. The hulking chunk of iron was transported and set at this location in time immemorial. Some say it originally landed in the [[Samain Marshes]], others claim it crashed into the peaks above the [[ruins of Pelgar]]. Regardless, the reason for its precarious position is a mystery. It is tended by three mute priestesses who hum tunelessly.",http://leicestersramble.blogspot.com/,, +17,16,,1716,Forest,,,,,,, +17,17,,1717,Forest,,,Gus L.,"These dry oak and bay forests are rife with with blackberry brambles. The only evidence of human presence is the ocassional yellowed skull, set in the crotch of a tree. The spirits are spiteful here and the forest is home to several murderous hermits who stalk lone travellers at thier direction.",http://dungeonofsigns.blogspot.com/,, +17,18,,1718,Open Countryside,,,Gus L.,"Grasses spotted with lilac and sage, jackrabbits and quail are abundant here",http://dungeonofsigns.blogspot.com/,, +17,19,,1719,Hills / Badlands,,,Vance A.,"Brother Donal Seld rails and sobs over his lamed riding-jackalope. The mount broke its leg as the wold-cleric attempted to shortcut through the rough lands in a desperate attempt to undo the sleeping curse of [[Aeravir Castle]]. Among the relics in his bulging saddlebags is the 'Sleeping Princess,' a mummified alien child he hopes wil be the key to lifting the curse and allowing the few survivors their rest...",http://leicestersramble.blogspot.com/,,Aeravir Castle hybrids +17,20,,1720,Town,LULLWYN,,Gus L.,"A rich town under the protection of [[Aeravir Castle]], [[Lullwyn]] believes it has no need of trade or strangers. It's reidents are incurious and always seem to be planning for a wedding or a festival that demands careful attention to the towns esoteric traditions and usually a naked race through the town streets by some segment of the populace. Outsiders are strictly forbidden from viewing or pratcipating in any of these civic festivals.",http://dungeonofsigns.blogspot.com/,, +17,21,,1721,Swamp,,,,,,, +17,22,,1722,Forest,,,,,,, +17,23,,1723,Open Countryside,,,Gus L.,"More land newly reclaimed from the marshes for the glory of [[Aeravir Castle]]. Great earthworks and massive sluicegates are being built to channel the Nesser here, by gangs of war captives and convicts who live a miserable existence among the stinking mudflats that will someday be rich farmland. The mercenary guards, led by Otto the Punitive, an massive shirtless man with eight nipples who always wears a black executioner's hood, are somewhat worried that they haven't received word, pay or supplies from [[Aeravir Castle]] in several weeks. The merceanries will desert soon and the penal slaves are becoming increasingly restless. Otto and many of his men are secretly werewolves and have been preying on/recruiting from the dam workers.",http://dungeonofsigns.blogspot.com/,,Aeravir Castle werewolves +18,01,,1801,Mountains,,,Gus L.,"High cliffs, deceptive paths and overhanging, icicle covered rock ledge make these mountains extremely forbidding.",http://dungeonofsigns.blogspot.com/,, +18,02,,1802,Mountains,,,Jason Knepper,A tribe of goat people are accosting travelers and searching their belongings. Their shaman and goat God idol have been stolen. They fear a prophecy of destruction without their idol. They don't know that their shaman abandoned them and took the idol with him. He is hidden nearby and awaits their destruction before leaving his lair. ,,,Goat people +18,03,,1803,Open Countryside,,,Matthew Schmeer,"128 cows walk unceasingly in a circle, Should a cow die (naturally or by the sword), another cow wanders in from the northeast and assumes its place, the dead being pummeled into the earth. The ground beneath their hooves is trampled to bloody, pulpy mud. In the middle of the circle, a strange rune has been burned into the earth.",http://rendedpress.blogspot.com,,"Baleful Sign, Circle of Cows" +18,04,,1804,Mountains,,,,,,, 18,05,,1805,Open Countryside,TEMPLE OF ZHOR,,Robert Gimenez,"In the near-fabled Temple of Zhor, emaciated priests spend their days deciphering fever dreams brought on by consumption of the Yrr leaf. Young acolytes are sent forth beyond the mountains to infiltrate settlements and work on bringing about the deciphered revelations of Zhor. -The priests will pay handsomely for Yrr leaf, which can be found growing on bog corpses in the [[Llewylla Moor]] (Hex [[0214]])",,Acolytes of Zhor -18,06,,1806,Mountains,,,,,, -18,07,,1807,Mountains,,,,,, -18,08,,1808,Hills / Badlands,,,,,, -18,09,,1809,Mountains,,,,,, -18,10,,1810,Mountains,,,,,, -18,11,,1811,Hills / Badlands,,,Maybe me? can't remember,"Wretched lands, covered in pale rocks and fine irritating dust. Nothing glows here except pale blue lichen.",, -18,12,,1812,Hills / Badlands,,,,,, -18,13,,1813,Hills / Badlands,UNDERGROUND ROAD,,Vance A.,"The Underground Road - a dwarf-carved tunnel - connects the [[Ruins of Pelgar]] to the more civilized ares to the south. The Road has fallen into disrepair, and certain protective wards placed by the dwarven rock-wardens have faded with time, causing the Road to be seasonally inundated with groundwater. ",http://leicestersramble.blogspot.com/, -18,14,,1814,Open Countryside,,,,,, -18,15,,1815,Forest,,,Vance A.,It is quiet here. Too quiet...,http://leicestersramble.blogspot.com/, -18,16,,1816,Swamp,,,,,, -18,17,,1817,Forest,,,,,, -18,18,,1818,Hills / Badlands,,,Matthew Schmeer,"A pack of coyotes feast on the arrow-riddled body of a goblin messenger. In his leather pouch is a letter to Gobo Rikleclan, a Goblin Prince, requesting assistance in the invasion of [[Ogon]] (Hex [[0101]]).",http://redndedpress.blogspot.com,Goblins -18,19,,1819,Open Countryside,,,,,, -18,20,,1820,Open Countryside / Forest,,,,,, -18,21,,1821,Forest,,,,,, -18,22,,1822,Farmland,,,Zak Sabbath,Farm was destroyed by a cult hunting werewolves. False tracks of children fleeing lead to an ambush.,dndwithpornstars.blogspot.com,"Werewolves, Cult" -18,23,,1823,Open Countryside,,,Gus L.,"A finely made, fortified bridge crosses the Nesser here, guarded by a forbidding tollhouse, which seems strangely abandoned. Beyond the river hardscrabble farmers break new ground for the lands of [[Aeravir Castle]]. If questioned they say the guards at the Tollhouse were suddenly recalled to the castle, and that they have heard nothing from [[Aeravir Castle]] for several weeks.",http://dungeonofsigns.blogspot.com/,Aeravir Castle -19,01,,1901,Mountains,,,John T.,"The cave bear. Ancient lord in his garden of bones and berries. Knowledge of the lost pathways known only by beasts. Disposition linked to the seasons: hungry (Spring), satiated (Summer), distracted (Fall), in dream (Winter).",Google+TheJohnnyNormal,Primeval beast -19,02,,1902,Mountains,,,John T.,"You shouldn't have found this place. Technologicaly advanced partially bipedal insect peoples. Their colony ship shunted a hostile dimension (Carcosa) with insufficient calculation now merged with the mountain. They near completion after a hundred generations, to return to the stars, but the arachnids [[2002]] have found them.",Google+TheJohnnyNormal,Space Bugs -19,03,,1903,Mountains,,,,,, -19,04,,1904,Hills / Badlands,NORTH PASS,,Vance A.,"A gang of bandits, led by a defrocked priest, prey on travellers along the road. They hide in caves above the Pass. Efforts to root them out have been generally fruitless, as the caves networks are tortuous and interconnected. ",http://leicestersramble.blogspot.com/,Bandits -19,05,,1905,Open Countryside,,,Vance A.,"Scrubby plains, populated by wild goats. A lamed mountain lion, unsuccessful at catching goats, may attempt to slay a lagging pack animal or traveler. ",http://leicestersramble.blogspot.com/, -19,06,,1906,Open Countryside,,,Vance A.,"Scrubby plains, populated by wild goats.",http://leicestersramble.blogspot.com/, -19,07,,1907,Mountains,,,Matthew Schmeer,A roving herd of Venomous Mountain Goats attack travellers on a mid-level mountain pass. Their wool is extremely toxic with an 85% chance of death if it comes in contact with bare skin. ,, -19,08,,1908,Mountains,,,Jensan,"Vultures of Roc, large intelligent birds that awaits the coming of the mighty Roc, the legendary bird of prey who'll peck a hole in the mountain side and lay its Egg of Rot there, to mark the end of the world. The vultures are not hostile, and keen to converse",http://acornafloat.blogspot.com,Birds -19,09,,1909,Mountains,,,,,, -19,10,,1910,Mountains / Open Countryside,,,,,, -19,11,,1911,Open Countryside,,,,,, -19,12,,1912,Hills / Badlands,,,,,, -19,13,,1913,Hills / Badlands,,,,,, -19,14,,1914,Open Countryside,,,Christopher Weeks,"Largos Nomads - a hundred tiny villages, just a few families each dot these plains. Outsiders are shown the point of a barbarian spear more often than not. If you do manage to earn their loyalty, they'll back your plays, give aid and comfort, and occasionally follow you on your fool quest outside of their homelands. This is the same as [[1915]] and [[2014]].",,Wildmen -19,15,,1915,Open Countryside,,,Christopher Weeks,"Largos Nomads - a hundred tiny villages, just a few families each dot these plains. Outsiders are shown the point of a barbarian spear more often than not. If you do manage to earn their loyalty, they'll back your plays, give aid and comfort, and occasionally follow you on your fool quest outside of their homelands. This is the same as [[1914]] and [[2014]].",,Wildmen -19,16,,1916,Forest,,,,,, -19,17,,1917,Forest,,,Gus L.,"A young forest, pushing up through the burnt remains of a much older one.",, -19,18,,1918,Open Countryside,,,,,, -19,19,,1919,Open Countryside,,,Vance A.,"A band of slavers hunting goblins makes their way up the road in their heavy, covered wagons. The moans of captured and roughly-sedated goblins can be heard emanating from the wagons. ",http://leicestersramble.blogspot.com/,Goblins -19,20,,1920,Forest,,,,,, -19,21,,1921,Farmland,,,Matthew Schmeer,"The entire hex has been burned to the ground and the land tilled with salt. In the center of the hex, a towering pillar of salt, pink and crystaline, pulses with a pale glow. Around the pillar are the emaciated bodies of hundreds of men, women, and children. A lone housecat weaves among the bodies. From one side of the pillar protudes a brass doorknob and the rough outline of a door is barely visible. Within ten minutes of the party's arrival, the housecat begins to scratch at the door. See also Hex [[1609]].",http://rendedpress.blogspot.com,"Cats, Baleful Sign" -19,22,,1922,Farmland,,,Gus L.,"Rich farmland, seemingly suddenly adandoned. Tools rust in the fields and inside the neat cottages of the bondsmen food rests, rotting, uneaten on tables, and petty valuables remain undisturbed. ",http://dungeonofsigns.blogspot.com/,Aeravir Castle -19,23,,1923,Farmland,AERAVIR CASTLE (PART 1),,Gus L.,"[[Aeravir Castle]] - ""The Unbreachable Fortress"" is a huge pile of every concieveable archetectural whim and a compilation of the seige engineers art for thousands of years. It's gates stand open, guarded by listless exhausted men, who are starving. They speak of a curse that makes any who fall asleep fade from existence, while conversing with unseen strangers or pursued by unkown horrors. All that remains of the castle's population are those who have used magic or drugs to avoid sleep for several weeks, and they are going mad. Most cling to the rituals of castle life, but all stumble like sleepwalkers and many have taken to painting a second set of open eyes on thier forheads in a vain effort to trick whatever is taking thier fellows. ",http://dungeonofsigns.blogspot.com/,Aeravir Castle -20,01,,2001,Mountains,,,Gus L.,"The grim, cold and high the mountains here are jagged spikes spliting the earth. No paths or trails cut through them, and thier icy stones often give way, dropping travellers hundreds of feet to be impaled by spires of rock.",http://dungeonofsigns.blogspot.com/, -20,02,,2002,Open Countryside / Mountains,FOREST OF HUSKS,,John T.,Valley of the Spider. They came here as an egg sac attached to the Space Bug ship [[1902]]. When the spiderlings hatched they made their way through the honeycomb passages to the base of the mountain to grow and build their nest. One strand at a time the weave of the great web expanded across the countryside. Now the landscape is a mad network of silk highways connecting to the central hive. They have watched and waited as the Space Bugs rebuilt their ship. Now is the time to take it and return to Carcosa. The wrongness of their presence in this dimension (also genetic influence) has infected the arachnids for hundreds of miles. All flesh must be eaten.,Google+TheJohnnyNormal,Spiders -20,03,,2003,Hills / Badlands,,,John T.,Ettin Olympics. The present event is antelope bombardment. Presided over from the centrally located judges stand and observation towers. Teams currently in play: Grak-Nash (Brown; antlers; reigning champions) and Meh-Lerg (Green;Crocodile),Google+TheJohnnyNormal,Monstrous Beings -20,04,,2004,Open Countryside,,,Gus L.,"Grasslands and meadows, home to heards of small large eyed antelope. At their center is a large stone disk, like a giant plug; a deep humming can be heard pulsing rythimically from the earth around it.",http://dungeonofsigns.blogspot.com/, -20,05,,2005,Hills / Badlands,,,,,, -20,06,,2006,Mountains,,,Vance A.,"A tribe of garuda (bird-men) inhabit the highest, isolated peak, called Usk'nso in their tongue (and Mt. Perdar by the locals). The garuda are insular, descending only to hunt wild goats and abscond with any books carried by pilgrims or other travellers on the road to the Temple of Zhor [[1805]]",http://leicestersramble.blogspot.com/, -20,07,,2007,Hills / Badlands,,,Vance A.,"Clusters of ceramic urns are set in hollows in the rocks or arranged in geometric patterns on plateaus and flats. The urns contain the cremated remains of members of the horse-warden tribes to the east. Many of the urns are cracked or broken, from the elements or prowlers, and are returning to the earth. Some of the undisturbed urns will have small grave-good trinkets. There is a 20% chance that any of these items is cursed.",http://leicestersramble.blogspot.com/, -20,08,,2008,Mountains,,,,,, -20,09,,2009,Hills / Badlands,RUINS OF PELGAR,,,,, -20,10,,2010,Hills / Badlands,,,Gus L.,"A great pillar of light nacreous stone has been driven into the rocky earth here as if it fell from a great height. It stands 40' tall and resembles the pillars of the [[Baleful Sign]]. Anyone with knowledge of the area, such as the nomads to the South [[2014]], will say the pillars was absent in the recent past. ",http://dungeonofsigns.blogspot.com/,Baleful Sign -20,11,,2011,Mountains,,,Gus L.,"Mooncalf, a potent monsterous sorcerer from the moon has holed up in an old tomb carved into the side of this imposingly bare mountain. Mooncalf appears as a centuar like figure with a lower body of dappled pale fungus and eyes that glow with white fire. He has been sent by the masters of the moon to reactivate an ancient army of moon men (now the unsuspecting residents of [[Angleae]]) to continue a war of spite and destruction. Mooncalf knows the correct order of glyphs to activate the [[Baleful Sign]] and will do so to destory [[Angleae]] and its people if he discovers them in thier degenerate state. He is pained by gravity, depressed at being forever exiled from his home, and confused by the profusion of life on the terrestial sphere. Mooncalf will trade sorcerous knowledge and euphoria producing moon fungus, golden pearls and starstuff for information on the wereabout of the [[Baleful Sign]], captive locals to interrogate or allies to do his masters' spiteful bidding. ",http://dungeonofsigns.blogspot.com/,Baleful Sign -20,12,,2012,Mountains,,,Gus L.,"Crags of dry stone, with a few winding pathes between and over them. Here and there great growths of crystal make these mountains sparkle at dusk and midday.",http://dungeonofsigns.blogspot.com/, -20,13,,2013,Hills / Badlands,,,,,, -20,14,,2014,Open Countryside,,,Christopher Weeks,"Largos Nomads - a hundred tiny villages, just a few families each dot these plains. Outsiders are shown the point of a barbarian spear more often than not. If you do manage to earn their loyalty, they'll back your plays, give aid and comfort, and occasionally follow you on your fool quest outside of their homelands. This is the same as [[1914]] and [[1915]].",,Wildmen -20,15,,2015,Forest,,,John T.,The forest of misfit gods,Google+TheJohnnyNormal, -20,16,,2016,Swamp,,,Jason Knepper,"The corpse of an adult black dragon lies on its back sinking into the swamp. 2d6 large alligators are feasting on it. A moderate DC search or perception check will reveal that the canopy above is unbroken and clear tracks through the cypress roots show that a large group of humanoids battled it from deeper in the swamp to here. Following the tracks will lead to a group of dragonslayers (random NPC adventuring party) looting the dragon's nest. They are injured and many of their spells are expended from the fight. They will be cautious and will fight to protect their loot but will flee obviously more powerful parties. If they flee, they will follow to reclaim their loot at the most opportune time. ",,npc adventurers -20,17,,2017,Forest,,,,,, -20,18,,2018,Open Countryside,TEMPLE OF DUFFYD,,Matthew Schmeer,"Duffyd, the Petty Goddess of Heroic Dreams of Groveling Cowards, is currently residing in a small ceramic tureen on the third step of the altar. Should a groveling coward come within twenty feet of Her current domicile, She will manifest and promise a boon to anyone who retrieves a silver band from a harpy's talon and returns it to her. There is a 50% chance this is a false promise.",http://rendedpress.blogspot.com,Harpy -20,19,,2019,Open Countryside,,,Matthew Schmeer,"A band of cultists are about to burn a small girl at the stake. The girl is bound in silver chains and writhes in pain, her mouth foaming. She is having a seizure.",http://rendedpress.blogspot.com,"Werewolves, Cult" -20,20,,2020,Forest,,,Gus L. ,"The 'Green Men of [[Erwyn]]', a band of forest 28 skulking killers for hire, secrative and much opposed to the rule of the Steward of [[Drogat Castle]] have set up a secret camp here in preparation of patrolling South towards [[Aeravir Castle]]. They are heavily armed with finely made longbows, a variety of poision arrows and other weapons of assassination. They may consider future comissions but have been hired by a strange made in a black mask ([[ 1017]])) to scout the lands around the castle and are unavailable for at least two weeks. They aren't above a bit of robbery, murder and torture as a sideline to 'keep thier skills sharp'.",http://dungeonofsigns.blogspot.com/,Warbands Aeravir Castle -20,21,,2021,Farmland,,,Gus L. ,"A Regal Devil in a the clothes of a courtier and with a marble mask that always mirror the face of the viewer has the ability to grant victory in battle. For the price of a soul he will augment a warriors abilities so that during the next combat all attacks by the warrior will do maximum damage and gain +4 to hit. He dwells simply and without acosting the local farmers in an abandoned but fastidious shrine and is well know to the soldiers of [[Aeravir Castle]], he is currently rather lonely and unaware of the local sleeping curse. ",http://dungeonofsigns.blogspot.com/,Devil Aeravir Castle -20,22,,2022,Farmland,,,Gus L. ,"The road to [[Aeravir Castle]] runs through these formerly resplendent farmlands. Now farm carts, piled high with sprouting and moulderd grain are abandoned on it, with oxen dead in the traces. A through search of the road will reveal the pack of an apothecary out of [[Aeravir Castle]] which describes a curse that pulls the sleeping into the world of thier own dreams. The apothecaries efforts to treat citizens in the castle failed, but sustaining herself with stong stimulants (there are several vials of foul smelling powder in the pack) she managed to fend of sleep for some weeks. The writing shows signs of maddness toward the journal's end, but the apothecary came to the conclusion that [[Aeravir Castle]] was cursed and that the sleeping sickness was regional rather then a disease - she aparently failed to make it far enough out of town before falling asleep.",http://dungeonofsigns.blogspot.com/,Aeravir Castle -20,23,,2023,Farmland,AERAVIR CASTLE,,Gus L.,"[[Aeravir Castle]] - A great wall, nearly 150' high stretches around the fortress town of [[Aeravir Castle]], but the gates here are unguarded and smoke rises from within. The town burns, mostly abandoned, as it's residents have disappeared into thier dreams whenever they fall asleep. The few remaining citizens are burning thier valuables (and many shops, homes and businesses) in an effort to apease whatever demon or god is responsible for this curse. They are mad eyed and have kept themselves awake for weeks with crude spells and dangerous alchemical stimulants. They will react badly to efforts to loot the town.",http://dungeonofsigns.blogspot.com/,Aeravir Castle \ No newline at end of file +The priests will pay handsomely for Yrr leaf, which can be found growing on bog corpses in the [[Llewylla Moor]] (Hex [[0214]])",,,Acolytes of Zhor +18,06,,1806,Mountains,,,,,,, +18,07,,1807,Mountains,,,,,,, +18,08,,1808,Hills / Badlands,,,,,,, +18,09,,1809,Mountains,,,,,,, +18,10,,1810,Mountains,,,,,,, +18,11,,1811,Hills / Badlands,,,Maybe me? can't remember,"Wretched lands, covered in pale rocks and fine irritating dust. Nothing glows here except pale blue lichen.",,, +18,12,,1812,Hills / Badlands,,,,,,, +18,13,,1813,Hills / Badlands,UNDERGROUND ROAD,,Vance A.,"The Underground Road - a dwarf-carved tunnel - connects the [[Ruins of Pelgar]] to the more civilized ares to the south. The Road has fallen into disrepair, and certain protective wards placed by the dwarven rock-wardens have faded with time, causing the Road to be seasonally inundated with groundwater. ",http://leicestersramble.blogspot.com/,, +18,14,,1814,Open Countryside,,,,,,, +18,15,,1815,Forest,,,Vance A.,It is quiet here. Too quiet...,http://leicestersramble.blogspot.com/,, +18,16,,1816,Swamp,,,,,,, +18,17,,1817,Forest,,,,,,, +18,18,,1818,Hills / Badlands,,,Matthew Schmeer,"A pack of coyotes feast on the arrow-riddled body of a goblin messenger. In his leather pouch is a letter to Gobo Rikleclan, a Goblin Prince, requesting assistance in the invasion of [[Ogon]] (Hex [[0101]]).",http://redndedpress.blogspot.com,,Goblins +18,19,,1819,Open Countryside,,,,,,, +18,20,,1820,Open Countryside / Forest,,,,,,, +18,21,,1821,Forest,,,,,,, +18,22,,1822,Farmland,,,,,,, +18,23,,1823,Open Countryside,,,Gus L.,"A finely made, fortified bridge crosses the Nesser here, guarded by a forbidding tollhouse, which seems strangely abandoned. Beyond the river hardscrabble farmers break new ground for the lands of [[Aeravir Castle]]. If questioned they say the guards at the Tollhouse were suddenly recalled to the castle, and that they have heard nothing from [[Aeravir Castle]] for several weeks.",http://dungeonofsigns.blogspot.com/,,Aeravir Castle +19,01,,1901,Mountains,,,John T.,"The cave bear. Ancient lord in his garden of bones and berries. Knowledge of the lost pathways known only by beasts. Disposition linked to the seasons: hungry (Spring), satiated (Summer), distracted (Fall), in dream (Winter).",Google+TheJohnnyNormal,,Primeval beast +19,02,,1902,Mountains,,,John T.,"You shouldn't have found this place. Technologicaly advanced partially bipedal insect peoples. Their colony ship shunted a hostile dimension (Carcosa) with insufficient calculation now merged with the mountain. They near completion after a hundred generations, to return to the stars, but the arachnids [[2002]] have found them.",Google+TheJohnnyNormal,,Space Bugs +19,03,,1903,Mountains,,,,,,, +19,04,,1904,Hills / Badlands,NORTH PASS,,Vance A.,"A gang of bandits, led by a defrocked priest, prey on travellers along the road. They hide in caves above the Pass. Efforts to root them out have been generally fruitless, as the caves networks are tortuous and interconnected. ",http://leicestersramble.blogspot.com/,,Bandits +19,05,,1905,Open Countryside,,,Vance A.,"Scrubby plains, populated by wild goats. A lamed mountain lion, unsuccessful at catching goats, may attempt to slay a lagging pack animal or traveler. ",http://leicestersramble.blogspot.com/,, +19,06,,1906,Open Countryside,,,Vance A.,"Scrubby plains, populated by wild goats.",http://leicestersramble.blogspot.com/,, +19,07,,1907,Mountains,,,Matthew Schmeer,A roving herd of Venomous Mountain Goats attack travellers on a mid-level mountain pass. Their wool is extremely toxic with an 85% chance of death if it comes in contact with bare skin. ,,, +19,08,,1908,Mountains,,,Jensan,"Vultures of Roc, large intelligent birds that awaits the coming of the mighty Roc, the legendary bird of prey who'll peck a hole in the mountain side and lay its Egg of Rot there, to mark the end of the world. The vultures are not hostile, and keen to converse",http://acornafloat.blogspot.com,,Birds +19,09,,1909,Mountains,,,,,,, +19,10,,1910,Mountains / Open Countryside,,,,,,, +19,11,,1911,Open Countryside,,,,,,, +19,12,,1912,Hills / Badlands,,,,,,, +19,13,,1913,Hills / Badlands,,,,,,, +19,14,,1914,Open Countryside,,,Christopher Weeks,"Largos Nomads - a hundred tiny villages, just a few families each dot these plains. Outsiders are shown the point of a barbarian spear more often than not. If you do manage to earn their loyalty, they'll back your plays, give aid and comfort, and occasionally follow you on your fool quest outside of their homelands. This is the same as [[1915]] and [[2014]].",,,Wildmen +19,15,,1915,Open Countryside,,,Christopher Weeks,"Largos Nomads - a hundred tiny villages, just a few families each dot these plains. Outsiders are shown the point of a barbarian spear more often than not. If you do manage to earn their loyalty, they'll back your plays, give aid and comfort, and occasionally follow you on your fool quest outside of their homelands. This is the same as [[1914]] and [[2014]].",,,Wildmen +19,16,,1916,Forest,,,,,,, +19,17,,1917,Forest,,,Gus L.,"A young forest, pushing up through the burnt remains of a much older one.",,, +19,18,,1918,Open Countryside,,,,,,, +19,19,,1919,Open Countryside,,,Vance A.,"A band of slavers hunting goblins makes their way up the road in their heavy, covered wagons. The moans of captured and roughly-sedated goblins can be heard emanating from the wagons. ",http://leicestersramble.blogspot.com/,,Goblins +19,20,,1920,Forest,,,,,,, +19,21,,1921,Farmland,,,Matthew Schmeer,"The entire hex has been burned to the ground and the land tilled with salt. In the center of the hex, a towering pillar of salt, pink and crystaline, pulses with a pale glow. Around the pillar are the emaciated bodies of hundreds of men, women, and children. A lone housecat weaves among the bodies. From one side of the pillar protudes a brass doorknob and the rough outline of a door is barely visible. Within ten minutes of the party's arrival, the housecat begins to scratch at the door. See also Hex [[1609]].",http://rendedpress.blogspot.com,,"Cats, Baleful Sign" +19,22,,1922,Farmland,,,Gus L.,"Rich farmland, seemingly suddenly adandoned. Tools rust in the fields and inside the neat cottages of the bondsmen food rests, rotting, uneaten on tables, and petty valuables remain undisturbed. ",http://dungeonofsigns.blogspot.com/,,Aeravir Castle +19,23,,1923,Farmland,AERAVIR CASTLE (PART 1),,Gus L.,"[[Aeravir Castle]] - ""The Unbreachable Fortress"" is a huge pile of every concieveable archetectural whim and a compilation of the seige engineers art for thousands of years. It's gates stand open, guarded by listless exhausted men, who are starving. They speak of a curse that makes any who fall asleep fade from existence, while conversing with unseen strangers or pursued by unkown horrors. All that remains of the castle's population are those who have used magic or drugs to avoid sleep for several weeks, and they are going mad. Most cling to the rituals of castle life, but all stumble like sleepwalkers and many have taken to painting a second set of open eyes on thier forheads in a vain effort to trick whatever is taking thier fellows. ",http://dungeonofsigns.blogspot.com/,,Aeravir Castle +20,01,,2001,Mountains,,,Gus L.,"The grim, cold and high the mountains here are jagged spikes spliting the earth. No paths or trails cut through them, and thier icy stones often give way, dropping travellers hundreds of feet to be impaled by spires of rock.",http://dungeonofsigns.blogspot.com/,, +20,02,,2002,Open Countryside / Mountains,FOREST OF HUSKS,,John T.,Valley of the Spider. They came here as an egg sac attached to the Space Bug ship [[1902]]. When the spiderlings hatched they made their way through the honeycomb passages to the base of the mountain to grow and build their nest. One strand at a time the weave of the great web expanded across the countryside. Now the landscape is a mad network of silk highways connecting to the central hive. They have watched and waited as the Space Bugs rebuilt their ship. Now is the time to take it and return to Carcosa. The wrongness of their presence in this dimension (also genetic influence) has infected the arachnids for hundreds of miles. All flesh must be eaten.,Google+TheJohnnyNormal,,Spiders +20,03,,2003,Hills / Badlands,,,John T.,Ettin Olympics. The present event is antelope bombardment. Presided over from the centrally located judges stand and observation towers. Teams currently in play: Grak-Nash (Brown; antlers; reigning champions) and Meh-Lerg (Green;Crocodile),Google+TheJohnnyNormal,,Monstrous Beings +20,04,,2004,Open Countryside,,,Gus L.,"Grasslands and meadows, home to heards of small large eyed antelope. At their center is a large stone disk, like a giant plug; a deep humming can be heard pulsing rythimically from the earth around it.",http://dungeonofsigns.blogspot.com/,, +20,05,,2005,Hills / Badlands,,,,,,, +20,06,,2006,Mountains,,,Vance A.,"A tribe of garuda (bird-men) inhabit the highest, isolated peak, called Usk'nso in their tongue (and Mt. Perdar by the locals). The garuda are insular, descending only to hunt wild goats and abscond with any books carried by pilgrims or other travellers on the road to the Temple of Zhor [[1805]]",http://leicestersramble.blogspot.com/,, +20,07,,2007,Hills / Badlands,,,Vance A.,"Clusters of ceramic urns are set in hollows in the rocks or arranged in geometric patterns on plateaus and flats. The urns contain the cremated remains of members of the horse-warden tribes to the east. Many of the urns are cracked or broken, from the elements or prowlers, and are returning to the earth. Some of the undisturbed urns will have small grave-good trinkets. There is a 20% chance that any of these items is cursed.",http://leicestersramble.blogspot.com/,, +20,08,,2008,Mountains,,,,,,, +20,09,,2009,Hills / Badlands,RUINS OF PELGAR,,,,,, +20,10,,2010,Hills / Badlands,,,Gus L.,"A great pillar of light nacreous stone has been driven into the rocky earth here as if it fell from a great height. It stands 40' tall and resembles the pillars of the [[Baleful Sign]]. Anyone with knowledge of the area, such as the nomads to the South [[2014]], will say the pillars was absent in the recent past. ",http://dungeonofsigns.blogspot.com/,,Baleful Sign +20,11,,2011,Mountains,,,Gus L.,"Mooncalf, a potent monsterous sorcerer from the moon has holed up in an old tomb carved into the side of this imposingly bare mountain. Mooncalf appears as a centuar like figure with a lower body of dappled pale fungus and eyes that glow with white fire. He has been sent by the masters of the moon to reactivate an ancient army of moon men (now the unsuspecting residents of [[Angleae]]) to continue a war of spite and destruction. Mooncalf knows the correct order of glyphs to activate the [[Baleful Sign]] and will do so to destory [[Angleae]] and its people if he discovers them in thier degenerate state. He is pained by gravity, depressed at being forever exiled from his home, and confused by the profusion of life on the terrestial sphere. Mooncalf will trade sorcerous knowledge and euphoria producing moon fungus, golden pearls and starstuff for information on the wereabout of the [[Baleful Sign]], captive locals to interrogate or allies to do his masters' spiteful bidding. ",http://dungeonofsigns.blogspot.com/,,Baleful Sign +20,12,,2012,Mountains,,,Gus L.,"Crags of dry stone, with a few winding pathes between and over them. Here and there great growths of crystal make these mountains sparkle at dusk and midday.",http://dungeonofsigns.blogspot.com/,, +20,13,,2013,Hills / Badlands,,,,,,, +20,14,,2014,Open Countryside,,,Christopher Weeks,"Largos Nomads - a hundred tiny villages, just a few families each dot these plains. Outsiders are shown the point of a barbarian spear more often than not. If you do manage to earn their loyalty, they'll back your plays, give aid and comfort, and occasionally follow you on your fool quest outside of their homelands. This is the same as [[1914]] and [[1915]].",,,Wildmen +20,15,,2015,Forest,,,John T.,The forest of misfit gods,Google+TheJohnnyNormal,, +20,16,,2016,Swamp,,,Jason Knepper,"The corpse of an adult black dragon lies on its back sinking into the swamp. 2d6 large alligators are feasting on it. A moderate DC search or perception check will reveal that the canopy above is unbroken and clear tracks through the cypress roots show that a large group of humanoids battled it from deeper in the swamp to here. Following the tracks will lead to a group of dragonslayers (random NPC adventuring party) looting the dragon's nest. They are injured and many of their spells are expended from the fight. They will be cautious and will fight to protect their loot but will flee obviously more powerful parties. If they flee, they will follow to reclaim their loot at the most opportune time. ",,,npc adventurers +20,17,,2017,Forest,,,,,,, +20,18,,2018,Open Countryside,TEMPLE OF DUFFYD,,Matthew Schmeer,"Duffyd, the Petty Goddess of Heroic Dreams of Groveling Cowards, is currently residing in a small ceramic tureen on the third step of the altar. Should a groveling coward come within twenty feet of Her current domicile, She will manifest and promise a boon to anyone who retrieves a silver band from a harpy's talon and returns it to her. There is a 50% chance this is a false promise.",http://rendedpress.blogspot.com,,Harpy +20,19,,2019,Open Countryside,,,Matthew Schmeer,"A band of cultists are about to burn a small girl at the stake. The girl is bound in silver chains and writhes in pain, her mouth foaming. She is having a seizure.",http://rendedpress.blogspot.com,,"Werewolves, Cult" +20,20,,2020,Forest,,,Gus L. ,"The 'Green Men of [[Erwyn]]', a band of forest 28 skulking killers for hire, secrative and much opposed to the rule of the Steward of [[Drogat Castle]] have set up a secret camp here in preparation of patrolling South towards [[Aeravir Castle]]. They are heavily armed with finely made longbows, a variety of poision arrows and other weapons of assassination. They may consider future comissions but have been hired by a strange made in a black mask ([[ 1017]])) to scout the lands around the castle and are unavailable for at least two weeks. They aren't above a bit of robbery, murder and torture as a sideline to 'keep thier skills sharp'.",http://dungeonofsigns.blogspot.com/,,Warbands Aeravir Castle +20,21,,2021,Farmland,,,Gus L. ,"A Regal Devil in a the clothes of a courtier and with a marble mask that always mirror the face of the viewer has the ability to grant victory in battle. For the price of a soul he will augment a warriors abilities so that during the next combat all attacks by the warrior will do maximum damage and gain +4 to hit. He dwells simply and without acosting the local farmers in an abandoned but fastidious shrine and is well know to the soldiers of [[Aeravir Castle]], he is currently rather lonely and unaware of the local sleeping curse. ",http://dungeonofsigns.blogspot.com/,,Devil Aeravir Castle +20,22,,2022,Farmland,,,Gus L. ,"The road to [[Aeravir Castle]] runs through these formerly resplendent farmlands. Now farm carts, piled high with sprouting and moulderd grain are abandoned on it, with oxen dead in the traces. A through search of the road will reveal the pack of an apothecary out of [[Aeravir Castle]] which describes a curse that pulls the sleeping into the world of thier own dreams. The apothecaries efforts to treat citizens in the castle failed, but sustaining herself with stong stimulants (there are several vials of foul smelling powder in the pack) she managed to fend of sleep for some weeks. The writing shows signs of maddness toward the journal's end, but the apothecary came to the conclusion that [[Aeravir Castle]] was cursed and that the sleeping sickness was regional rather then a disease - she aparently failed to make it far enough out of town before falling asleep.",http://dungeonofsigns.blogspot.com/,,Aeravir Castle +20,23,,2023,Farmland,AERAVIR CASTLE,,Gus L.,"[[Aeravir Castle]] - A great wall, nearly 150' high stretches around the fortress town of [[Aeravir Castle]], but the gates here are unguarded and smoke rises from within. The town burns, mostly abandoned, as it's residents have disappeared into thier dreams whenever they fall asleep. The few remaining citizens are burning thier valuables (and many shops, homes and businesses) in an effort to apease whatever demon or god is responsible for this curse. They are mad eyed and have kept themselves awake for weeks with crude spells and dangerous alchemical stimulants. They will react badly to efforts to loot the town.",http://dungeonofsigns.blogspot.com/,,Aeravir Castle \ No newline at end of file diff --git a/hexmaps/fallout.csv b/hexmaps/fallout.csv index a678a80..e1e844b 100644 --- a/hexmaps/fallout.csv +++ b/hexmaps/fallout.csv @@ -1,32 +1,32 @@ "01","01",,"0101",,,"1366554160","Jonathan Black","A small trading outpost with a number of surrounding farms is nestled in the hills. Kids growing up here take part in the Explorers program and are taught to hunt the mutant wildlife in the nearby hills at an early age.",, "01","02",,"0102",,,"1366554191","Joshua Macy","A party of Tigermen are beset by velociraptors.",, "01","03",,"0103",,"GULOSHIK","1366554619","Joshua Macy","[[GULOSHIK]], an underwater village of mutant telepathic eel men.",, -"01","04",,"0104",,,"1366554991","Joey Lindsey","Squat concrete fortifications lie abandoned, except for the radioactive Atomic Ghosts and a few struggling mutated insects.",, +"01","04",,"0104",,,"1366554991","Josie Lindsey","Squat concrete fortifications lie abandoned, except for the radioactive Atomic Ghosts and a few struggling mutated insects.",, "01","05",,"0105",,,"1366555138","Chris McDowall","Jetski Centaurs want to eat you. In an ongoing struggle with the shark men of Hex [[0103]].",, "01","06",,"0106",,,"1366555212","Joshua Macy","Tower of the Space Wizard, Thrax Omnichron. Thrax seeks the key to controlling the temporal flux in Hex [[0808]].",, -"01","07",,"0107",,,"1366555652","Joey Lindsey","The intelligent sand here hates the incursion of Thrax Omnicron from Hex [[0106]], and will attack any it believes allied with him. It may help or steal from any it believes are not.",, -"01","08",,"0108",,,"1366555689","Joey Lindsey","Uplifted Sharks who live here leave partially-eaten corpses of their victims floating as a warning to others. They will pay a pretty penny for waterproof books and android arms, however.",, +"01","07",,"0107",,,"1366555652","Josie Lindsey","The intelligent sand here hates the incursion of Thrax Omnicron from Hex [[0106]], and will attack any it believes allied with him. It may help or steal from any it believes are not.",, +"01","08",,"0108",,,"1366555689","Josie Lindsey","Uplifted Sharks who live here leave partially-eaten corpses of their victims floating as a warning to others. They will pay a pretty penny for waterproof books and android arms, however.",, "01","09",,"0109",,,"1366555973","Joshua Macy","A cave in the hills contains a deactivated but functional H.E.M.A.N. (Hyper Enhanced Male Android Newtype).",, "01","10",,"0110",,,"1366556308","Ramanan Sivaranjan","Two unassuming shacks sit on top of deep bunkers full of long lost super-science. Hints of their former use as a atomic energy labs are found throughout the ruins. Tunnels lead to Hex [[0209]] and Hex [[0210]].",, "01","11",,"0111",,,"1366556686","Reece Carter","Toxic run off from Hex [[0210]] has caused this hex to become a smokey mess. -2 to any task that requires vision, -4 if you dont have goggles of some sort.",, "01","12",,"0112",,,"1366556813","Ed Hackett","The patches of razor-grass here are genetically engineered to envenom passersby and mulch the remains. It protects the underground laboratory/bunker of a long dead scientist.",, -"01","13",,"0113",,,"1366558338","Joey Lindsey","Two-legged deer with bodies like ostrich feed from the grasses and drink from the shore. They will panic if forced North towards Hex [[0112]] or forced onto the beach at night, where poisonous crabs beach themselves to hunt.",, +"01","13",,"0113",,,"1366558338","Josie Lindsey","Two-legged deer with bodies like ostrich feed from the grasses and drink from the shore. They will panic if forced North towards Hex [[0112]] or forced onto the beach at night, where poisonous crabs beach themselves to hunt.",, "01","14",,"0114",,,"1366558804","Shoe Skogen","A small tribe of young people live here, on a flotilla of connected rafts moored securely to shore.They tend a healthy herd of very clever, quick oviraptor type dinosaurs. The little oviraptors are quite intelligent, and can be trained to sneak and snitch and steal. They will sell dinos to travellers for food, toys, and entertainments. If asked about the absence of adults ("Where are your parents?!" and such), they just laugh.",, "01","15",,"0115",,,"1366559039","Reginald Mc Reynolds","A large pod of Domers frolic here, making their homes among small reefs and ancient roof tops lying below the surface of the water. Domers are often clumsy on land, but here in the water, their speed is doubled.",, "01","16",,"0116",,,"1366559651","Joshua Macy","A drowned forest from before the waters in this area rose, now home to a colony of ghost beavers.",, -"01","17",,"0117",,,"1366559766","Joey Lindsey","Medirepair nanobots have gone amok; an ancient soda vending machine is full, drawing power for refrigeration from a massive tree; the tree's fruit has hard, metallic skin and is explosive; hermit crabs have adapted to living in skulls that wash up here.",, +"01","17",,"0117",,,"1366559766","Josie Lindsey","Medirepair nanobots have gone amok; an ancient soda vending machine is full, drawing power for refrigeration from a massive tree; the tree's fruit has hard, metallic skin and is explosive; hermit crabs have adapted to living in skulls that wash up here.",, "01","18",,"0118",,,"1366561037","Joshua Macy","Gargantako, a giant mutant mind-controlling octopus terrorizes these waters and is worshiped by local tribes as a god. This hex contains his lair, some pre-apocalyptic ruins.",, "01","19",,"0119",,,"1366561460","Noah Stevens","The semi-sentient lake grasses that sway gently back and forth eagerly pluck the humanoid insects from Hex [[0120]] out of the air here, and the water is covered in a scrim of insectile wings. The lake bed is covered in small ancient artifacts",, "01","20",,"0120",,,"1366565255","Ramanan Sivaranjan","In a secluded monastery of Insect-Men deep in the woods, the great monk Kacht-ta makes slow progress on his life's work, illuminating The Codex of Burning Effigies.",, "02","01",,"0201",,,"1366566030","Ed Hackett","Giant Rodents often wander the grassy hills here. Perfect training fodder for the students of the Explorer program in Hex [[0101]].",, -"02","02",,"0202",,,"1366567599","Joey Lindsey","Ancient statues and tough desert shrubs dot the sand dunes. Spidergoats and Horned Sand Cats prey on Giant Dune Rats and provide a variety of more serious and sometimes deadly challenges for the inhabitants of Hex [[0101]].",, +"02","02",,"0202",,,"1366567599","Josie Lindsey","Ancient statues and tough desert shrubs dot the sand dunes. Spidergoats and Horned Sand Cats prey on Giant Dune Rats and provide a variety of more serious and sometimes deadly challenges for the inhabitants of Hex [[0101]].",, "02","03",,"0203",,,"1366568918","David Lewis Johnson","A barge-island built by the Crab Handers, who conduct brisk business with the Eel Men in [[0103]] and the Musical Sex Magic Cultists hiding in [[0304]]. Occasionally it rains living squid.",, "02","04",,"0204",,,"1366573276","Joshua Macy","A pack of plesiosaurs swim these waters",, "02","05",,"0205",,,"1366573529","Joshua Macy","Run-off from Hex [[0306]] has created a gigantic seaweed kaiju (composed largely of sargassum), which menaces ships and nearby hexes.",, "02","05",,"0205",,,"1366584180","Phil DeLuca","Amphibious pirates are organizing their junk fleet and planning to steal the jet skis from Hex [[0105]]. The sentient plesiosaur leader of Hex [[0204]] has stymied their efforts to expand north.",, "02","06",,"0206",,,"1366584436","Phil DeLuca","The corrosive sands originating from the Space Wizard's experiments with temporal fuel are spreading from Hex [[0106]]. The sands dissolve external equipment (clothes, backpacks, armor) in 3d12 hours unless specifically cleaned and treated once every 24 hours.",, "02","07",,"0207",,,"1366598613","Joshua Macy","Ratmen on motorcycles and dune-buggies roam these hills, waylaying travelers.",, -"02","08",,"0208",,,"1366598968","Joey Lindsey","No life stirs in the dead forest on stony ground. Any living creature entering it will cause the blight to become grass, trees to regain color, and even animals to emerge from the brush - causing the creature who entered to weaken and die as its life force it sucked away. Ratmen from Hex [[0207]] seeking a thrill ride in to loot bodies, leaving before they get too sick.",, +"02","08",,"0208",,,"1366598968","Josie Lindsey","No life stirs in the dead forest on stony ground. Any living creature entering it will cause the blight to become grass, trees to regain color, and even animals to emerge from the brush - causing the creature who entered to weaken and die as its life force it sucked away. Ratmen from Hex [[0207]] seeking a thrill ride in to loot bodies, leaving before they get too sick.",, "02","09",,"0209",,,"1366602636","Jonathan Black","Shards of radioactive metal from an exploded rocketship in Hex [[0310]] litter the irradiated sand dunes. Travelers passing through have reported seeing giant worms made from these shards of metal boring through the sand dunes, devouring everything in their path.",, "02","10",,"0210",,,"1366602965","Reece Carter","Large pools of toxic waste are found in this area, there is even a nice little river between them, the river also leads into [[0209]].",, "02","11",,"0211",,,"1366607303","Reginald Mc Reynolds","An abandoned warehouse sits rusting among the hills. It is stocked with plenty of replacement parts for robots and androids, but is guarded by a gang of a dozen look-alike synthetic's called Cherry.",, @@ -56,7 +56,7 @@ "03","14",,"0314",,,"1366724574","Ben Djarum","A scrap pile rises from the acidic water here. There are the corroding remains of rockets, shuttle towers, and defunct worker robots. Dog-sized white slugs slowly work their way over the pile, sucking on the dissolving metal with a disquieting slurping sound.",, "03","15",,"0315",,,"1366728778","Joshua Macy","Abandoned space port, still patrolled by Walking Eye security bots. There are several fully functional mecha rusting in hangars, as well as a carrier truck for transporting mecha that needs only minor repairs.",, "03","16",,"0316",,"EGLINGTON DYNAMICS","1366729381","Ramanan Sivaranjan","A small tribe of Freak People live in a long abandoned brutalist office complex. They have named their town after the building itself, [[EGLINGTON DYNAMICS]]. Old laboratories and military facilities litter the small island.",, -"03","17",,"0317",,,"1366730568","Joey Lindsey","A field of Naval Mines at various depths. Some create a vacuum and artificial whirlpool when triggered. Mechanisms in Hexes [[0315]] and [[0316]] can convey a safe path.",, +"03","17",,"0317",,,"1366730568","Josie Lindsey","A field of Naval Mines at various depths. Some create a vacuum and artificial whirlpool when triggered. Mechanisms in Hexes [[0315]] and [[0316]] can convey a safe path.",, "03","18",,"0318",,,"1366732881","Ray Colina","This Tigerman pirate fleet is made up of about a half dozen sailing junks and a cobbled-together, Frankenstein of a steamer, complete with a steam powered harpoon gun. A cage in the steamer's hold holds a captive, a self absorbed rock legend from Hex [[0305]], whom the Tigermen pirates are holding for ransom. They know of the mechanisms in [[0315]] and [[0316]] and use them to their advantage.",, "03","19",,"0319",,,"1366776046","Joshua Macy","The left arm of a Mazinger is half-buried in sediment at the bottom of the sea.",, "03","20",,"0320",,"SKIXXIKIS","1366782309","Ed Hackett","[[SKIXXIKIS]] The Man-spider colony in the trees of the forest here has a rich hunting tradition and also expertly woven silk items. If you can convince them to trade, you will be the richer for it. Their cloth product is second to none.",, @@ -70,8 +70,8 @@ "04","08",,"0408",,,"1366954967","Ed Hackett","The lake's edge here is quiet and calm. The fishing is plentiful and the woods full of birdsong. The temporal anomaly here causes time to slow down while the outside world surges past. Every hour spent here costs you a day on the outside.",, "04","09",,"0409",,,"1367008798","Reginald Mc Reynolds","The giant three-head snake, Cerekans; who preys upon the crocodile-men of Hex [[0309]], lairs here in an old school bus lot. Hidden within the tall grasses, one can find numerous automobiles and other land based vehicles rusting away.",, "04","10",,"0410",,,"1367113581","Reece Carter","This swampy area holds the remains of a large space ship (think planet evacuation size). It only crashed 2D20 days ago and has been getting looted since",, -"04","11",,"0411",,,"1367114987","Joey Lindsey","Wild screams and thunderous groans echo all through the Grim Peaks of Haegtesse. Spots spontaneously become magnetized, and any who eat the florescent berries tell tales of spirit-walking in caverns that the conscious never find entrance to.",, -"04","12",,"0412",,,"1367115232","Joey Lindsey","An unnatural pall overshadows the southern reach of the Haegtesse, much as the flats just south are unnaturally bright. Dreamers sometimes wake up different on these mountains, for predators of the unconscious swarm about.",, +"04","11",,"0411",,,"1367114987","Josie Lindsey","Wild screams and thunderous groans echo all through the Grim Peaks of Haegtesse. Spots spontaneously become magnetized, and any who eat the florescent berries tell tales of spirit-walking in caverns that the conscious never find entrance to.",, +"04","12",,"0412",,,"1367115232","Josie Lindsey","An unnatural pall overshadows the southern reach of the Haegtesse, much as the flats just south are unnaturally bright. Dreamers sometimes wake up different on these mountains, for predators of the unconscious swarm about.",, "04","13",,"0413",,,"1367139178","Ian Borchardt","Large swathes of the sand here have been melted into glass by some kind of energy weapon.",, "04","14",,"0414",,,"1367220155","M Nicksic","A thousand foot tall metal spire which served as the defense system for the flightpaths of the spaceport in Hex [[0315]] stands here. The AI control has gone crazy over the centuries, and it spends its time shooting its kosmidot energy beams at the Hoops that live in Hex [[0413]].",, "04","15",,"0415",,,"1367257945","Forrest Hudspeth","A paranoid, chem-addled super scientist dwells in her underwater Science Dome. She has a plan to take over Hex [[0315]] and rule the waste. All that is needed is a component from Hex [[1414]] to complete the device.",, diff --git a/hexmaps/gongburg.csv b/hexmaps/gongburg.csv index 8aa7c8c..d2c2e1c 100644 --- a/hexmaps/gongburg.csv +++ b/hexmaps/gongburg.csv @@ -2,7 +2,7 @@ Description is the only field you need to fill out. Refer to other hexes by wrapping a feature in [[ ]] or another hex key — [[BURNTFORT]] or [[0102]]. Features should be unique.,,,,,,,,,, "The Gongburg Solitutdes are are foresaken hinterland somewhere West of the Capital, South of the Pine Hells and East of the Black Shoals. Forgotten by men a place between others along the decaying Imperial Highway, the Solitudes are officially ungoverned and without significant military force or even patrols. Given their own forgotten and moribund condition, the Solitudes are a fine place to hide from revenge or justice, but like most abandoned baronies of the Empire they are haunted by thier past, and secretly rich in once discarded wealth. Marble and wool could make the Solitudes a productive demense, if they were governed by men and women of sense and vision - something utterly lacking in these fallen times.",,,,,,,,,, x,y,,HEX #,Terrain,Feature,,Author,Description,Social Media Link of Choice,Themes -01,01,,0101,Wasteland,,,Ramanan S.,"Dilapitated hiking paths snake their way up the scenic twin peaks of the lone mountains to the North East of [[BURNTFORT]]. Near the top of the Western peak is a small near collapsing banquet hall. Its balcony provides a good view of the region. A fairly large and certainily inbred family makes their home within these ruins. They have stockpiled Imperial knicknacks and kitsch: paintings of the scenic vistas of this moutain, poorly made scultpures, ugly art featuring trite and out of fashion sayings, etc.",,"Imperial Collapse, Bumpkins" +01,01,,0101,Wasteland,,,Ramanan S,"Dilapitated hiking paths snake their way up the scenic twin peaks of the lone mountains to the North East of [[BURNTFORT]]. Near the top of the Western peak is a small near collapsing banquet hall. Its balcony provides a good view of the region. A fairly large and certainily inbred family makes their home within these ruins. They have stockpiled Imperial knicknacks and kitsch: paintings of the scenic vistas of this moutain, poorly made scultpures, ugly art featuring trite and out of fashion sayings, etc.",,"Imperial Collapse, Bumpkins" 01,02,,0102,Plains,BURNTFORT,,Gus L,"Once a hinterland garrison for the 94th Terico, then a bustling castle town that has fallen into picturesque ruin in the eon since it was bypassed by the [[IMPERIAL HIGHWAY]] and the 300 years since the marble walled White Fort itself was sacked. The rich marble of the nearby mountains both serves as the primary building material in of the town and in the past provided commerce and trade. Since the [[MARBLE QUARRY]] has been abandoned the few citizens of Burnt Fort content themselves with cabbage and turnip farming, intoxicating mushroom wine and cruel gossip.",,"Imperial Collapse, Intoxication" 01,03,,0103,Wasteland,,,Gus L,"Broken lands, once turned by the plow, but long abandoned by civilized man. Dust colored rabbits and large flocks of crows seem the only inhabitants.",,Imperial Collapse 01,04,,0104,Corrupted Forest,,,Gus L,"Runoff from the [[MONOLITH OF THE MOON]]'s whispering waters has curdled the earth in this area and killed the native grasses and shrubs. Now fleshy copses of pale fungal blooms dominate a landscape of dead earth. The fungus is mostly poisonous, except to the grub colored, soft fleshed moondogs and other pallid monstrosities that burrow into the stalks of giant mushrooms and perch on thier caps waiting to drop on visitors and devour them. Harvesters from [[BURNTWATCH]] cautiously pick at the edges of the fungal groves, gathering up the pale blue mooncaps that give thier town's wine it's prized hallucinagenic qualities.",,"Curdled Magic, Intoxication" @@ -22,7 +22,7 @@ x,y,,HEX #,Terrain,Feature,,Author,Description,Social Media Link of Choice,Theme 04,03,,0403,Lake,LAKE FLEXUOUS,,Gus L,"Dull and grey below crooked mountains whose cold streams feed it, [[LAKE FLEXUOUS]] offers only poor fishing, and is rumored to be haunted by the drowned maidens of the ancient Wool Tribes who, fleeing the atrocities of the 93rd Terico were dragged down to the lake's depths by the weight of thier jade and silver jewelry. No evidence of such a haunting exists, but jade and agate carved beads are sometimes found on the lakes rocky beaches. ",,"Lies, Atrocities." 04,04,,0404,Hills,,,Gus L,"Set against the stark cliff that separate the Burntfort Marches from the Gongburg Solitudes, there is something bucolic about this particular range of hills. It is said that these hills were blessed by an ancient sheep headed goddess (or the 172nd Sainted Emperor who is also a patron of even-toed ungulants and sea reavers) to always remain a haven for her people, and indeed in winter and summer there is green grass, flowery meadows and beds of fern in abundance. Along the dirt and gravel track from the [[BROKEN STAIR]] squats an ancient altar, in the shape of a ram's curled horn, psyhically screaming with the blood of thousands of years of human sacrifice.",,"Lies, Ancient Remenants, Atrocities" 04,05,,0405,Mountains,,,Gus L,"The Mountains here are twisted faces of pristine white marble cut with trails, and spotted with orange lichen and small stands of drooping trees. Picturesque and unforgiving, little lives here except inordinately large peak cats that stalk on silent pads and are said to prey on the spirits of the dead, as well as the flesh of any creature from mouse through man and the large, aggressively horned sheep they share the cliffsides with. Explorers in these mountains report finding pits and niches entirely filled with small marble tokens, meticulously carved in the shape of sheep skulls. ",,Ancient Remenants -05,01,,0501,Forest,,,Ramanan S.,"3 farmers turned bandits are holed up in the woods along with a surprisingly large cache of turnips stolen from [[GONGBURG]]. They are looking for someone to take them off their hands and will sell them at a very reasonable price. Their former employer is offering a 100 GP reward for each bandit, dead or alive.",,Bumpkins +05,01,,0501,Forest,,,Ramanan S,"3 farmers turned bandits are holed up in the woods along with a surprisingly large cache of turnips stolen from [[GONGBURG]]. They are looking for someone to take them off their hands and will sell them at a very reasonable price. Their former employer is offering a 100 GP reward for each bandit, dead or alive.",,Bumpkins 05,02,,0502,"Plains, Imperial Highway",,,Zedeck Siew,"Tent-stalls line the Highway, their colours faded. Highway-side merchants were traditionally called Beggars - how else would one style the locals, grasping at scraps of Imperial commerce? It has been years since a shining caravan drifted past. The Beggars, once the richest families in [[WATERBURG]], have turned to banditry.",,"Bumpkins, Depression, Sham Finery" 05,03,,0503,Cliffs/Hills,,,Gus L,"Dun hills of sage scrub and golden grass. Rumor has it that on this spot the Wool Tribes ambushed the Tourmarchēs of the 94th Terico and his guard, slaying them to the last man and percipitating a brutal war and half century of genocidal pogrom. Rumor has it that the Tourmarchēs was escorting treasure, a paychest, or carried powerful ancient weapons and in [[BURNTFORT]], [[WATERBURG]] and even [[GONGBURG]] drunks and confidence men clad in farcial approximations of the holy felt robes of Wool Tribes' wangateur will offer 'ancient' maps to it's purported location (though the maps of [[GONGBURG]] tend to be laughably incompetent).",,"Lies, Imperial Collapse, Atrocities, Sham Finery" 05,04,,0504,Cliffs/Hills,BROKEN STAIR,,Gus L,"The line of cliffs that separate the [[GONGBURG]] Solitudes from the [[BURNTFORT]] Marches to the North are broken here by a tumbled stair of stone that appears suddenly from the rolling hills of yellow crass and sage bracken. Improvments over the centuries have led to a rough track that winds up the cliffs over the steps, providing mule traders, peddlers, bandits and felt sellers access to the Marches.",, @@ -32,6 +32,6 @@ x,y,,HEX #,Terrain,Feature,,Author,Description,Social Media Link of Choice,Theme 06,03,,0603,"Plains, Imperial Highway",,,Gus L,The [[Imperial Highway]] here straddles the plains in a perfect line of ancient stone. Except for the lack of traffic it's almost possible to believe that the Highway is something more then the collapsing artery of a dying polity.,,Imperial Collapse 06,04,,0604,"Hills, Imperial Highway",,,Gus L,"The dirt track out of [[GONGBURG]] and the [[Imperial Highway]] meet among dull ochre hills speckled with a few sage leaved briars and cliffs of lichen covered grey rock. At the junction, a rickety wooden tower leads up 20' to the level of the highway. It's interior papered with the prayers, handbills and diaries of past travellers. The local bandit gangs, felt traders, tinkers and bumpkins use this spot as a way of exchanging messages and news.",,Lies 06,05,,0605,"Arcane Sink, Imperial Highway",LONE COLOSSUS,,Gus L,"The [[Imperial Highway]] in the South offers safe passage, despie a huge washout that makes the movement of anything larger then a 4 horse wagon difficult, but to the North is a stew of arcane corruption. A ruined Seige Colossus - it's bridge still wrethed in the eldritch fire that destoryed it, hulks surrounded by a crater of magical esters, pollutants and poisons. The particular corruption here appears necromantic, and everything (except the fat sloths of Owlbears that roam the sink) here has the cast of unlife - plants sprout new brown leaves after lashing out at the living and many birds are rotten kites of moldered feathers or skeletal, flightless abominations. ",,"Imperial Collapse, Curdled Magic, Rumored Riches" -07,01,,0701,Fields,GONGBURG,,Gus L. ,"Forgotten by civilization and the law, [[GONGBURG]] is a stinking mud pit of colorfully deformed dirt farmers, inbreeding and rampant drunken hopelessness. Turnips are Gongburg's major crop and it has only the most minimal of accomidations for travellers. ",,"Depression, Bumpkins, Intoxication" +07,01,,0701,Fields,GONGBURG,,Gus L,"Forgotten by civilization and the law, [[GONGBURG]] is a stinking mud pit of colorfully deformed dirt farmers, inbreeding and rampant drunken hopelessness. Turnips are Gongburg's major crop and it has only the most minimal of accomidations for travellers. ",,"Depression, Bumpkins, Intoxication" 07,03,,0703,Hills,MASS GRAVES,,Gus L,"Plague dead, paupers, and the corpse of criminals have been piled atop the graves of the area original inhabitants for hundreds of years. The great stone pits and cairns that held the victims of ancient pogroms now overflow with newer dead, most of whom are now simply dumped in the lush, well feritilized grass.",,"Ancient Remenants, Rumored Riches, Imperial Collapse, Atrocities" 07,05,,0705,Plains,GIANT BONES,,Gus L,"Something huge died here in the ancient past, a titan, a great wyrm, an arch demon - it's unclear. Whatever the majestic creature was it's stone hard bones still erupt from the scrubby yellow plains, taller then most fortresses and far more ominious. Huts, hovels and mud shantys have been built against the bones, but they all appear empty, thier hearths cold.",,"Curdled Magic, Ancient Remenants, Rumored Riches" \ No newline at end of file diff --git a/hexmaps/hexenbracken.csv b/hexmaps/hexenbracken.csv index 80a4bf6..eacd781 100644 --- a/hexmaps/hexenbracken.csv +++ b/hexmaps/hexenbracken.csv @@ -261,7 +261,7 @@ x_index,y_index,extra_1,hex_key,terrain,settlement,extra_2,author,description,mo 08,08,,0808,fin,,,Ray Colina,"The burial mounds here hold the most honored dead of local nomadic tribes. One of the mounds has recently been broken into or out of, whatever was inside is gone.",, 08,09,,0809,plain,,,Matthew Burack,"A hamster in a magic sphere slowly rolls his way across the landscape. The hamster needs no water, food, or air and is completely immune to all harm while the globe is intact.",, 08,10,,0810,sea,,,Ray Colina,"The cloaked figure sailing a skiff is actually the powerful skeleton, Zox (7HD, claws, fires green magic missiles from its emerald eyes). Every year, his mistress, the necromancer in [[0715]], sends him to gather magic mushrooms that grow in [[0711]], this year the mushrooms were gone, taken by the sea hippies in [[0502]]. Fearful of returning empty handed, he demands any vessel he comes across allow him to search their ship, attacking if he is refused.",, -08,11,,0811,sea,,,Joey Lindsey,"Dense overgrowth along the bank hides a cave entrance. Inside the cave, the path West is a dungeon where undead dwarves toil fruitlessly; the other exit is in [[0406]]. The underground path East has a track and ancient mining cart, with an eventual opening to an owlbear cave in [[1312]].",, +08,11,,0811,sea,,,Josie Lindsey,"Dense overgrowth along the bank hides a cave entrance. Inside the cave, the path West is a dungeon where undead dwarves toil fruitlessly; the other exit is in [[0406]]. The underground path East has a track and ancient mining cart, with an eventual opening to an owlbear cave in [[1312]].",, 08,12,,0812,woodland,,,Darien Mason,a leprechaun guards his pot of gold. He has health issues and will pay handsomely for a sack of prunes/,, 08,13,,0813,plain,,,Ray Colina,"A party of 2-8 Ice Trolls hunt here, amongst their possessions is a tattered map written in a forgotten language. It details how to use “The Needle” in [[0321]].",, 08,14,,0814,plain,,,Martin Bay Thomsen,"Golem Factory: Crafter hos gone mad and created a sentient flesh golem that has taken over his factory. It is turning everything suitable into golems (including but not limited to: the entire contents of the crafters treasury, obsidian decor, the pantry, the bedroom linens etc.) The flesh golem has an extremely long, six-jointed arm and 3 heads. It desires to have its creator's face sown onto it.",, @@ -270,10 +270,10 @@ x_index,y_index,extra_1,hex_key,terrain,settlement,extra_2,author,description,mo 08,17,,0817,fin,,,Matt Maranda,These plains contain several cairns spread in a circular formation over a 4 mile radius. At the center is a very large barrow with a low entry. Deep bellow the barrow lies a helmet sized to fit in the throne of hex [[0119]] and is capable of making sense of the visual panoply present there.,, 08,17,,0817,fin,,,Darien Mason,A pair of manticores are cursed to guard an orchard of plum trees. Any vegetation they try to eat shrivels in their paws.,, 08,18,,0818,hill,,,Martin Bay Thomsen,Pastel colored lime pit,, -08,19,,0819,woodland,,,Joey Lindsey,"Thin stretch of forest with poison ivy, mosquitos, dragonflies, songbirds.",, +08,19,,0819,woodland,,,Josie Lindsey,"Thin stretch of forest with poison ivy, mosquitos, dragonflies, songbirds.",, 08,20,,0820,plain,,,Matt Maranda,At the edge of the forest and guarding the plains is the fort and trading town of Axerist.,, 08,21,,0821,plain,,,Ray Colina,"Shaggy wild horses run through these plains, if captured and broken, they will make fine mounts.",, -08,22,,0822,woodland,,,Joey Lindsey,"An exceedingly shy Dryad lives in this sparse copse. She is feral, possibly rabid, and feeds on the eels from the lake in [[0723]]. The local animals are afraid of her.",, +08,22,,0822,woodland,,,Josie Lindsey,"An exceedingly shy Dryad lives in this sparse copse. She is feral, possibly rabid, and feeds on the eels from the lake in [[0723]]. The local animals are afraid of her.",, 08,23,,0823,fin,,,Jason Sholtis,"Pugnacious clan of hill giants walk around with black eyes and bruises from their incessant squabbling, subsist on diet almost entirely of giant eels from [[0723]]. They dress in skin-tight eel skin leggings, sport eel tooth jewelry, smell like eels and are actually quite slippery.",, 08,23,,0823,fin,,,Darien Mason,"The secret t' cookin' giant eels, y'see, is y'gotta put 'm in a tub and feed 'm loaves of bread for a couple weeks t' clean 'm out. Then they's delicious!",, 08,24,,0824,fin,,,Zak Smith,"Was once an office of the local taxation department of the NegaTsar, now in ruins. Contains a hidden vault containing 4500gp, reams of documents with the suspected locations of various ancient potentates' hidden treasure, and the descendants of a pack of wolfdogs the tax collector bred to protect him on his travels.",, @@ -293,7 +293,7 @@ x_index,y_index,extra_1,hex_key,terrain,settlement,extra_2,author,description,mo 09,08,,0908,fin,,,Ben Djarum,the petrified remains of a colossal whale. The bones and ossified digestive tract of the creature has created a vast labyrinthine system of passages.,, 09,09,,0909,fin,,,Asen R Georgiev,"A city amidst swamps, that blocks the safest route through the treacherous ground. It takes a tax of 5% on any valuables one wants to bring through it, not just trade goods.",, 09,09,,0909,fin,,,Casey Garske,Ghouls live under the ancient battlefield here. The ghoul king wields the sword of an ancient prince who died on the battlefield.,, -09,10,,0910,fin,,,Joey Lindsey,"This expanse gets rockier to the south, and the shore with [[0911]] is one large flat stone expanse. Huge Lizards come here to bask in the sun and drink the water. Zox from [[0810]] feeds people he kills to them, and random items litter the ground and shallows.",, +09,10,,0910,fin,,,Josie Lindsey,"This expanse gets rockier to the south, and the shore with [[0911]] is one large flat stone expanse. Huge Lizards come here to bask in the sun and drink the water. Zox from [[0810]] feeds people he kills to them, and random items litter the ground and shallows.",, 09,10,,0910,fin,,,James Smith,"Small town, recently razed because its inhabitants worshiped the FF Elemental Princes. Patrol of 30 soldiers from [[0909]] is hunting for survivors and putting them to the sword.",, 09,11,,0911,sea,,,Ray Colina,Relatively shallower waters make this a feeding ground for sea life including 2-24 Crabmen.,, 09,12,,0912,woodland,,,Ray Colina,"Not far from the shore, hidden under branches and brambles is a longboat. At first glance it appears a to be Viking vessel but closer inspection reveals it to be of White Elf construction.",, @@ -313,7 +313,7 @@ x_index,y_index,extra_1,hex_key,terrain,settlement,extra_2,author,description,mo 09,24,,0924,woodland,,,Ben Djarum,a sad satyr sits here playing a sad song on a silver sitar. He takes requests and will give those who appreciate his music a small copper key.,, 09,25,,0925,sea,,,Alex Williamson,A constant bubbling near the shore here belies an underground spring which connects to a flooded cave system. If followed for 2 miles the caves rise above the water line and connect to the labyrinth in [[0923]].,, 09,26,,0926,sea,,,Martin Bay Thomsen,Goblin-built Wooden Submarine -- More or less sea-wothy,, -09,26,,0926,sea,,,Joey Lindsey,"A massive hollowed-out insect head at the bottom of the lake. If one swims into the left eye, violently rushing water takes you through tunnels, eventually emerging in [[1226]]. Bits of flesh and dark liquids eddy above the right eye; anyone swimming inside is wracked with pain and gains insectoid mutations.",, +09,26,,0926,sea,,,Josie Lindsey,"A massive hollowed-out insect head at the bottom of the lake. If one swims into the left eye, violently rushing water takes you through tunnels, eventually emerging in [[1226]]. Bits of flesh and dark liquids eddy above the right eye; anyone swimming inside is wracked with pain and gains insectoid mutations.",, 09,27,,0927,woodland,,,Martin Bay Thomsen,Hidden shed contains wooden torpedoes for the submarine in [[0926]]. Over time they sweat nitroglycerine and are highly unstable,, 09,28,,0928,woodland,,,Wayne Snyder,"In the center of this dark forest, a band of surly orks run a lumber mill powered by giant rats running in huge wooden wheels.",, 10,01,,1001,hill,,,Zak Smith,"Pile of recently deceased adventurers and wolves that slew each other after the adventurers visited Nyngloom Castle and Fellmount Abbey (hexes [[0901]] [[0902]] ) and the dwarven camp [[0721]]. They have extensive gear, notes and maps.",, @@ -322,9 +322,9 @@ x_index,y_index,extra_1,hex_key,terrain,settlement,extra_2,author,description,mo 10,04,,1004,plain,,,Zak Smith,Large pond contains a giant teakettle wherein dwells Chleresta the Lazy Witch--responsible for freaks in [[1003]]. She forgot some important shoes when she moved from [[0103]] and will attempt to convince/force visitors to retrieve them.,, 10,05,,1005,woodland,,,Matt Maranda,A tower in the woods manned by elves; guard a well said to give the imbiber greater insight to the doings of the gods.,, 10,06,,1006,woodland,,,Chris Blauwkamp,"A thatched hut with seven brothers, seeking seven brides. The brothers are ogre magi.",, -10,07,,1007,woodland,,,Joey Lindsey,"A small band of heavily wounded survivors of tribal warfare to the south and east. They seek protectors for their pregnant leader, whose child they believe will unite the tribes in adulthood. The Wizard in [[0411]] owes them a favor, as does the Amazon in [[0419]].",, +10,07,,1007,woodland,,,Josie Lindsey,"A small band of heavily wounded survivors of tribal warfare to the south and east. They seek protectors for their pregnant leader, whose child they believe will unite the tribes in adulthood. The Wizard in [[0411]] owes them a favor, as does the Amazon in [[0419]].",, 10,08,,1008,woodland,,,Zak Smith,Large wardrum in a crumbling tower. If played it will cause the constructs in [[0908]] to attack the ghouls in [[0909]].,, -10,09,,1009,plain,,,Joey Lindsey,"a war party of hill tribesmen, chasing the small band in [[1007]]. They expect their quarry to seek out the Ogre Magi, and are armed for them - Periapts of True Seeing, herbal unguent that works like napalm, and a shaman with Dispel Magic.",, +10,09,,1009,plain,,,Josie Lindsey,"a war party of hill tribesmen, chasing the small band in [[1007]]. They expect their quarry to seek out the Ogre Magi, and are armed for them - Periapts of True Seeing, herbal unguent that works like napalm, and a shaman with Dispel Magic.",, 10,10,,1010,hill,,,Zak Smith,"Princess Adria and her retinue are going to visit her sister--sent here months ago to marry (and enslave) one of the ogre mages [[1006]]. Unbeknownst to Adria or the angry ogres, her sister never made it to the wedding because she is trapped in [[0707]] .",, 10,11,,1011,plain,,,Ray Colina,"The cairns in these plains hold the most honored dead of nomadic tribes. One of the mounds has recently been broken into or out of, whatever was inside is gone.",, 10,12,,1012,woodland,,,Duncan Young,"The corpse of a giant, buried in undergrowth but showing no signs if decay or consumption. An orchard with a sign reading ""Keep out! No scrumping! Trespassers will be pulped!""",, @@ -334,7 +334,7 @@ x_index,y_index,extra_1,hex_key,terrain,settlement,extra_2,author,description,mo 10,14,,1014,plain,,,Courtney Campbell,"A geomancer sits by the side of the road, depressed over fighting with his wife. His wife is a naga paladin. There is a hobgoblin witch nearby that creates twig demons to disrupt their relationship.",http://hackslashmaster.blogspot.ca/2013/04/on-hexbraken.html, 10,15,,1015,plain,,,Thomas Fitzgerald,"Vriminynthe Gholthaniel: Elvish lancer, banished vassal of Baron Cytorrak [[0709]], rides a feathered tyrannosaur, seeks adventure.",, 10,16,,1016,woodland,,,Edgar Johnson,Glen of Howling Trees. This haunted wood shelters a variety of ghosts.,, -10,17,,1017,woodland,,,Joey Lindsey,"Crkt Bibin, a dense growth of trees home to a secret city of hundreds of murderous bandits. If a bag of 50 GP per traveller is left at the proper spot, the bandits will leave you alone. If you were well-liked in DIES ARKATT [[1014]], they will have told you of the ""Crkt Bibin Tax"".",, +10,17,,1017,woodland,,,Josie Lindsey,"Crkt Bibin, a dense growth of trees home to a secret city of hundreds of murderous bandits. If a bag of 50 GP per traveller is left at the proper spot, the bandits will leave you alone. If you were well-liked in DIES ARKATT [[1014]], they will have told you of the ""Crkt Bibin Tax"".",, 10,17,,1017,woodland,,,Zak Smith,The nagas in [[0322]] and [[0121]] worship this statue of Mistress of All Perils. The geomancer's wife [[1014]] seeks its destruction but her grotesque appearance makes it difficult for her to recruit aid so she has recently taken to wearing a shell of ornate humanoid plate armor fixed to a horse to hide her wormlike body.,, 10,18,,1018,hill,,,Richard G,"the hills have many small rockpools. One pool, limpid blue, acts as a one-way teleporter to hex [[0310]].",, 10,19,,1019,woodland,,,Martin Bay Thomsen,"5' wide shaft, impossibly deep.",, @@ -432,7 +432,7 @@ x_index,y_index,extra_1,hex_key,terrain,settlement,extra_2,author,description,mo 13,18,,1318,woodland,,,Dan Cassar,A small river runs through the woods here. A family of good-natured Giant Otters live in it.,, 13,19,,1319,woodland,,,Dan Cassar,An otherwise normal-looking tree in this forest bears deep purple apples each spring. Eating an entire apple causes one to forget everything that has happened since the previous spring.,, 13,20,,1320,woodland,CLOVECRUSHED,,Trent B,"CLOVECRUSHED (Settlement) 6-7ft tall emaciated goatheaded humanoids live in a series of predominately subterranean dwellings and shrines to Akerbeltz [[1021]]. They trade with men and tend goats above the surface, with Shamen capable of reading fortunes. Each night they dance, sacrifice and feast on goat flesh, though Halfling, Frogling or Corvid flesh are valuable to them.",, -13,21,,1321,fin,,,Joey Lindsey,"There 7 Penlaggans here with their gut strings accidentally tied together, floating out of weapons' reach. If one unties them and lets them leave, they will tell you: Leave a blood sacrifice in hexes [[1121]] [[1521]] [[1219]] [[1323]] and [[1419]], then [[1121]] again, then return here. A demon will be summoned and have to do your bidding for a day. (Obviously they're describing topographical features and not giving pcs hex numbers, but you get the idea.)",http://metalvsskin.blogspot.com/2013/04/the-7-daughters-of-fury-hexenbrackens.html, +13,21,,1321,fin,,,Josie Lindsey,"There 7 Penlaggans here with their gut strings accidentally tied together, floating out of weapons' reach. If one unties them and lets them leave, they will tell you: Leave a blood sacrifice in hexes [[1121]] [[1521]] [[1219]] [[1323]] and [[1419]], then [[1121]] again, then return here. A demon will be summoned and have to do your bidding for a day. (Obviously they're describing topographical features and not giving pcs hex numbers, but you get the idea.)",http://metalvsskin.blogspot.com/2013/04/the-7-daughters-of-fury-hexenbrackens.html, 13,22,,1322,woodland,,,Trent B,"Forest. A single sinister but polite skeleton with a small, empty sack, a decent waterskin and a bundle of preserved mushy foods. Tirelessly roams the surface searching for children to steal away to the Lazy Witch in [[1004]].",, 13,23,,1323,woodland,,,Ray Colina,An old cleric of the Sun Peacock from the town of Axerist [[0820]] is lost in this forest. He is nearly blind from decades of staring into the sun.,, 13,24,,1324,woodland,,,Claytonian JP,"One being the PCs have encountered before in their travels seems to be here. It is, of course, an impostor, and has nefarious goals. The least of which would be to shave the PCs in their sleep.",, @@ -449,15 +449,15 @@ x_index,y_index,extra_1,hex_key,terrain,settlement,extra_2,author,description,mo 14,07,,1407,sea,,,,,, 14,08,,1408,plain,,,Trent B,"A morbidly fat lady from a settlement in [[1809]], collapsed, sweaty and exhausted, by a rock in the forest. She has left her husband and decided to move to Wormwallow in [[1309]]. She is too ill and fatigued to make it alone and has stolen 275GP of her ex husbands money.",, 14,09,,1409,plain,,,Random Wizard,"A powerful wizard sits here before three paths into the woods, warning the adventurers that an ogre lurks down one of the paths, and a great treasure resides down another. No matter which path the adventurers take, they will encounter the Ogre because the wizard uses teleport to put the Ogre on their path since the Ogre and wizard work together to rob adventurers of their treasure.",, -14,09,,1409,plain,,,Joey Lindsey,"The invisible Tower of the Ashen Hand - an assassin training cult. The song and dance to make the tower visible can be pieced together from info from the Dwarves in [[1401]] and Corvid in [[1403]]. The Ashen Hand are happy to give a tour of their training facility to anyone knowing the song and dance, believing them to be wealthy clients.",, +14,09,,1409,plain,,,Josie Lindsey,"The invisible Tower of the Ashen Hand - an assassin training cult. The song and dance to make the tower visible can be pieced together from info from the Dwarves in [[1401]] and Corvid in [[1403]]. The Ashen Hand are happy to give a tour of their training facility to anyone knowing the song and dance, believing them to be wealthy clients.",, 14,10,,1410,lake,,,Trent B,"Swamp and mire, with small, uncommon patches of wildflowers emerging. The wildflowers seed into gemlike pods, worth 10 GP each. Undead Froglings, Humans and Apes stalk the murk for the flesh and brains of conscious beings.",, 14,11,,1411,mountain,,,Casey Garske,An unholy pit is filled with the desecrated holy symbols of a forgotten pantheon of gods and also 1d4+2 manticores.,, 14,12,,1412,mountain,,,Trent B,"Sharp, rocky hills rise up to the base of the Dracolisk's mountain in [[1413]]. Chasms occasionally split the earth, dropping into the underground ruins of the Black Marble city where foul things creep.",, 14,13,,1413,mountain,,,Trent B,The mountaintop ruin of a black marble city that once sprawled from [[1311]] to [[1616]] is now the home an ancient dracolisk.,, -14,14,,1414,mountain,,,Joey Lindsey,"An ancient Maintenance Construct endlessly roams the black marble city, seeking ""Masters"" to ""Repair"". If invited to help an injured person, it will try to paralyze any healthy people present with a shock attack and extract their ""useful parts"" to ""repair"" the injured person.",, -14,15,,1415,mountain,,,Joey Lindsey,"The dump of the ancient marble city appears stable, but could collapse when weight is put upon it. Gasses from rotting matter have caused eternal underground fires here.",, +14,14,,1414,mountain,,,Josie Lindsey,"An ancient Maintenance Construct endlessly roams the black marble city, seeking ""Masters"" to ""Repair"". If invited to help an injured person, it will try to paralyze any healthy people present with a shock attack and extract their ""useful parts"" to ""repair"" the injured person.",, +14,15,,1415,mountain,,,Josie Lindsey,"The dump of the ancient marble city appears stable, but could collapse when weight is put upon it. Gasses from rotting matter have caused eternal underground fires here.",, 14,16,,1416,mountain,,,Trent B,"A single corvid from [[1403]], with a bodyguard of 2 humans, 2 froglings and an elf, camp in a valley.The corvid searches the mountains for a way into the black marble city.",, -14,17,,1417,woodland,,,Joey Lindsey,"A grassy field with occasional bushes. Hyper gnomes and faeries run from spot to spot, and a plume of oddly colored mist emerges from a hole in the ground, drifting over the field and into the South.",, +14,17,,1417,woodland,,,Josie Lindsey,"A grassy field with occasional bushes. Hyper gnomes and faeries run from spot to spot, and a plume of oddly colored mist emerges from a hole in the ground, drifting over the field and into the South.",, 14,18,,1418,woodland,,,Ray Colina,The woods here are idyllic. Should the party camp overnight they gain +2 hp. Camping a second night triggers a wandering monster roll.,, 14,19,,1419,woodland,,,Trent B,"Lovely woods with fruit and deer. 9 Wolves, two are pregnant.",, 14,20,,1420,lake,,,Ray Colina,From time to time a great tumult of air bubbles erupts from the depths here endangering boats present. An air elemental is bound at the lake's bottom.,, @@ -542,10 +542,10 @@ x_index,y_index,extra_1,hex_key,terrain,settlement,extra_2,author,description,mo 17,10,,1710,lake,,,Reece Carter,"the waters of this lake are cursed and evil, drinking from it make you thirsty-er, the fish and other various animals that live it in are poisonous to eat. There is a small island in the very center of the lake where everything is good. Traveling to this small island is one of the most perilous things that you could do",, 17,11,,1711,woodland,,,Casey Garske,They call this the Owlbear Forest because this forest is FULL of owlbears. All random encounters in this hex will be owlbears.,, 17,12,,1712,clear,,,Ed Hackett,Rotted dryad grove. Poisoned by underground runoff from the cursed lake to the north.,, -17,13,,1713,woodland,,,Joey Lindsey,"A man and his cat have been hung poorly from a tree. Their necks are broken, but they are alive and starving due to the rope being poorly tied. They know which spots in the area are popular for bandits and monsters to attack, and about the fountain in [[1704]].",, +17,13,,1713,woodland,,,Josie Lindsey,"A man and his cat have been hung poorly from a tree. Their necks are broken, but they are alive and starving due to the rope being poorly tied. They know which spots in the area are popular for bandits and monsters to attack, and about the fountain in [[1704]].",, 17,13,,1713,woodland,,,Claytonian JP,"That cat is a witch. She's really not so bad, once you get to know her. EDIT: not saying it's a witch, sometimes a cat is a cat?",, 17,14,,1714,woodland,,,Ray Colina,"Sujay, an illusionist, has made is home in a ruined castle along a small bay. He has in his service thirty pirates, their ship, and two charmed owlbears from [[1711]]. A fresco in one of the crumbling towers depicts the nearby coastline and marks the locations of the Cacodemon statues in [[1617]], [[1623]] and [[1627]].",, -17,15,,1715,woodland,,,Joey Lindsey,"The older couple with a cabin near the shore have no interest in the occasional coin or gem that washes up from the East. Further inland, several gelatinous cubes wander, looking for a way back underground.",, +17,15,,1715,woodland,,,Josie Lindsey,"The older couple with a cabin near the shore have no interest in the occasional coin or gem that washes up from the East. Further inland, several gelatinous cubes wander, looking for a way back underground.",, 17,16,,1716,woodland,,,Matt Maranda,"A group of Witch-hunters an offshoot of the Sun Peacock's clergy patrol this land. Overzealous, they have found several demons and witches. They left the cat & her familiar on the tree in [[1713]] and are searching for holy woods to burn them with.",, 17,17,,1717,fin,,,M Nicksic,"This area was largely deforested in order to aid extraction of the enchanted clay below. The boowtown that grew up around this industry was abandoned when the clay-golem-bubble burst after the War, and the buildings are slowly sinking into the mud. Any rainfall makes this entire hex difficult terrain for a week afterwards.",, 17,18,,1718,sand,,,Gus L,Recent Battlefield between two local tribes. Scattered bodies looted of weapons and valuables represent the losers (The Forest People) while a nearby cairne contains the honored dead of the victorious hill people. Generally a reeking and depressing mess. Carrion birds can be seen from miles off.,, @@ -568,16 +568,16 @@ x_index,y_index,extra_1,hex_key,terrain,settlement,extra_2,author,description,mo 18,04,,1804,sea,,,Gus L,"The Southern half of the Trial of the Long Causeway, a shattered bridge of monumental stone that leads from [[1802]] to [[1805]]. Here there are only jagged pillars and debris from the fallen bridge that present a menace to navigation, and a said to be the home of hideous flesh eating ""mermaids"".",, 18,05,,1805,woodland,,,Gus L,The Isle of Judgment was once a temple prison to a god of hopelessness and punishment. The the ruins of a large ornate complex of layered stone tiers rises dolorously from a hardwood forest where the degenerate descendant prisoners still venerate a lost god with croaking subhumans chants.,, 18,05,,1805,woodland,,,Joshua Macy,Animals entering this hex gradually become intelligent and capable of speech within 1d4 hours; effect persists for 1d4 hours after leaving the hex. It doesn't change their nature (e.g. they don't build cities or wear clothes).,, -18,05,,1805,woodland,,,Joey Lindsey,A merchant from [[WORMWALLOW]] [[1309]] is marooned here with a large store of food and many [[MULK]] glasswares. She will lament trading away her 3 crocodiles to any who will listen. She was cast off the vessel in [[1601]] for inciting mutiny before it was wrecked by the sirens in [[1603]].,, +18,05,,1805,woodland,,,Josie Lindsey,A merchant from [[WORMWALLOW]] [[1309]] is marooned here with a large store of food and many [[MULK]] glasswares. She will lament trading away her 3 crocodiles to any who will listen. She was cast off the vessel in [[1601]] for inciting mutiny before it was wrecked by the sirens in [[1603]].,, 18,06,,1806,sea,,,Matthew Burack,"A navy frigate has subdued a pirate vessel but sustained heavy losses in the battle. The pirates are about to be hung from the yardarm while their plunder is being confiscated, then the ship will be scuttled.",, -18,07,,1807,swamp,,,Joey Lindsey,Twelve White Elves from [[SCREEYAL]] [[0112]] riding dinosaurs. Lost and trying to find the Golem Factory in [[0814]]. They are out of supplies and have been foraging and killing other travelers for food.,, +18,07,,1807,swamp,,,Josie Lindsey,Twelve White Elves from [[SCREEYAL]] [[0112]] riding dinosaurs. Lost and trying to find the Golem Factory in [[0814]]. They are out of supplies and have been foraging and killing other travelers for food.,, 18,08,,1808,swamp,,,Zak Smith,"A blood trail leads down a ferret hole to a long, ancient vertical shaft library. Many books but even more snakes (some now eating the ferret). Properly read, the snakes can reveal the geomantic code to reading the ruins in [[1527]].",, 18,09,,1809,woodland,,,David Brawley,This boggy forest is home to a hobbled witch living in a cottage. The mushrooms growing around the cottage are psychedelic and talkative.,, 18,10,,1810,mountain,,,Ray Colina,"The Weird Black Plinths of Mount Yarling are said to provide confusing but prophetic dreams to those who dare to sleep amongst them. The Mount is rumored to be the lair of a vampire, but the more immediate danger comes from Witch-Hunters who watch the area, convinced that consulting the dream stones here is tantamount to trafficking with demons.",, 18,11,,1811,woodland,,,Mike Evans,Hut with lonely old man inside. He bores you with stories from his life. Make a save or fall asleep for 1d6 years from boredom.,http://wrathofzombie.wordpress.com/2013/04/02/loneliest-man-in-hexenbraken/, 18,12,,1812,woodland,,,Chris Blauwkamp,The southern edge of this hex ends in sharp cliffs. The wind as it blows throw the nooks and crannies sounds like a mournful version of the Harlem Globetrotters theme.,, 18,13,,1813,sea,,,Martin Bay Thomsen,"Giant Sea Cucumbers. If brought to the surface they shrivel and harden, their skin makes for excellent armor.",, -18,14,,1814,sea,,,Joey Lindsey,The tide and coastal shape causes detritus to wash up and get stuck in this stinky bog. Crocodiles and hippopotamuses live in an uneasy truce.,, +18,14,,1814,sea,,,Josie Lindsey,The tide and coastal shape causes detritus to wash up and get stuck in this stinky bog. Crocodiles and hippopotamuses live in an uneasy truce.,, 18,15,,1815,sea,,,Gus L,"The seas here are unremarkable, but there is excellent fishing and the shallow coastal waters contain edible sea urchin colonies.",, 18,16,,1816,sea,,,Gus L,Mysterious spheres of black tar and slicks of oil float on the surface of these teeming waters. The oil and tar is the product of a natural deep sea deposit that is farmed by listless earth elementals.,, 18,17,,1817,plain,,,Martin Bay Thomsen,Murderous pixie couple killing time by drowning frogs in a small pond. One wears a magic ring as a waistband.,, @@ -627,7 +627,7 @@ x_index,y_index,extra_1,hex_key,terrain,settlement,extra_2,author,description,mo 20,03,,2003,sea,,,Trent B,13 racist pirates drift aimlessly on a small but relatively fast vessel. They are recovering from a big night and seek healing magic. Or bacon.,, 20,04,,2004,sea,,,Trent B,"A ruined, black marble outpost lies beneath the waves. Conceals an entrance to the submerged caverns beneath.",, 20,05,,2005,sea,,,Zak Smith,"A drifting 15' diameter hollow copper sphere contains a 10' diameter egg, cushioned in velvet. Only the copper key from [[0924]] will open it. No magic can detect what kind of egg it is but it is definitely the egg of some kind of gestating creature and definitely worth a lot of money.",, -20,06,,2006,sea,,,Joey Lindsey,The blue salamanders sought by Bored Queen Morgause [[1803]] gather here to feed on dead pirates (from [[1806]] and others).,, +20,06,,2006,sea,,,Josie Lindsey,The blue salamanders sought by Bored Queen Morgause [[1803]] gather here to feed on dead pirates (from [[1806]] and others).,, 20,07,,2007,woodland,HOGS CROSSING,,Trent B,"HOGS CROSSING (settlement) Humans and tall, goat-headed emaciates farm hogs/grain and moles/mushrooms respectively. Clerics of (primary human god) and Akerbeltz [[1021]] vie for religious dominance of the population. They tell stories of the lake god in [[2011]].",, 20,07,,2007,woodland,,,Ben Djarum,"Hedge maze. At the center is the glass coffin of Caroulus of Cymophane. If the glass is broken, Caroulus will rise up and attack as a 20 HD Lich.",, 20,08,,2008,woodland,,,Jason Sholtis,"Rendezvous point for party of cutthroats, wizards and assassins from all corners of the Hexenbracken assembling to take down the witches to the west, starting with Yeegra in [[2009]]. Their plan involves sending off several sub-groups as diversions/cannon fodder to mitigate the witch's fearsome power.",, @@ -637,7 +637,7 @@ x_index,y_index,extra_1,hex_key,terrain,settlement,extra_2,author,description,mo 20,12,,2012,swamp,,,Jason Sholtis,Stationary formations of sky-fungi send down continuous hail of relatively harmless spores in this otherwise desolate hex. Plants and animals within go about their business as normal even though covered in hideous fungal growths.,, 20,13,,2013,sea,,,Zak Smith,"Adventurers in an angular vessel with thick crystal windows are charged by Queen Jane of the City In The Waste with investigating the proliferation of insect cults in the southeast Hexenbracken ( [[0627]], [[0612]], [[0127]], [[0826]], [[0926]], [[0127]]). Unbeknownst to them all, they are secretly aided and overseen in their task is by the grotesque Toad Gods (Slaad), who can see through the eyes of any frog, frogling or toad in the world, including the vortex eyes of the blindheim [[1514]] .",, 20,14,,2014,sea,,,Reece Carter,"a pirate raiding ship, they have captured and blindfolded a pair of sea-witches, they are being used to conjure up winds and tides to help the pirates or hinder their foes. If being chased by the pirate vessel they are at +2 and you are at -2",, -20,15,,2015,sea,,,Joey Lindsey,"The water here is turbulent, but there is almost no wind or sea life. Swarms of bats from [[2115]] blacken the sky at dawn and dusk.",, +20,15,,2015,sea,,,Josie Lindsey,"The water here is turbulent, but there is almost no wind or sea life. Swarms of bats from [[2115]] blacken the sky at dawn and dusk.",, 20,16,,2016,sea,,,Claytonian JP,"A taurus-form, floating wizard/witch academy is located here. The high walls protect the students, and they catch their food each day in the middle.",, 20,17,,2017,sea,,,Ben Djarum,"A whirlpool forms beneath passing ships, transporting them to 1d4: 1- [[0723]] 2- [[1120]] 3- [[1620]] 4- [[1710]]",, 20,18,,2018,swamp,,,Reece Carter,"this mash/swamp area has a glamor cast over it to make it still look like ocean, it has been put into place by a group of goblins who attack the ships that crash or get bogged here, they found a powerful wizards spellbook and this is the only spell they could work out (roll on wild magic table whenever a spell is cast in this area)",, @@ -646,17 +646,17 @@ x_index,y_index,extra_1,hex_key,terrain,settlement,extra_2,author,description,mo 20,21,,2021,mountain,,,Reece Carter,"mountain of the gods. A single lonely mountain raises up out of the ocean and reaches high into the clouds, there are various paths along this mountain and they are all perilous to travel (they are designed to keep people out and gods in). A person in (random hex number) says they know a short cut and will be your sherper up the mountain (they are really a god, only clerics and paladins have a chance at noticing this, its like 01%)",, 20,22,,2022,sea,,,Trent B,A well guarded merchant vessel with goods destined for the northern settlements of The Hexenbracken. Seeks information or help navigating the web of pirates and such.,, 20,23,,2023,woodland,,,Jason Sholtis,"Verthram the Discommodious, sorcerer and dandy, lost an enchanted scarf made from the Worm God's own silk somewhere in this hex while zooming by on his magic carpet several days ago. He has charmed a gaggle of moon goblins to help him search and will suspect anyone he encounters of concealing his prized accessory.",, -20,23,,2023,woodland,FNAM BAK,,Joey Lindsey,"FNAM BAK, a peninsular ranch that raises oversized turtles, crabs, and black frogs that can be ridden, but are extremely picky and lethal. The top man is a retired adventurer who secretly has a map of the area tattooed on him that moves and changes, giving him an idea of local power struggles. He's wanted for murder in [[SEEKERSFILE]] [[0922]] and debts in [[GREASEGRAFT]] [[1210]].",, +20,23,,2023,woodland,FNAM BAK,,Josie Lindsey,"FNAM BAK, a peninsular ranch that raises oversized turtles, crabs, and black frogs that can be ridden, but are extremely picky and lethal. The top man is a retired adventurer who secretly has a map of the area tattooed on him that moves and changes, giving him an idea of local power struggles. He's wanted for murder in [[SEEKERSFILE]] [[0922]] and debts in [[GREASEGRAFT]] [[1210]].",, 20,24,,2024,sea,,,Trent B,Ocean or river or whatever this is! With 5 dolphins!,, 20,24,,2024,,,,Jack Mcnamee,"The doldrums! Without wind, your boat is stuck.",, 20,25,,2025,sea,,,Ben Djarum,"On the bottom of this shallow patch of sea is a large round iron hatch. It can be opened by blowing the magical Horn of Trofalcomar, found hidden in the sunken city ruins in [[2020]]. The hatch leads to a lava tube that winds deep into a subterranean city of Beholders.",, 20,26,,2026,sea,,,Zak Smith,The mist here is so thick that navigation is effectively random.,, -20,27,,2027,sea,,,Joey Lindsey,"A drowning bard and 7 sharks share this stretch of emerald green sea, a languid mist rising to mock his plight. He prays to the Gods of the Chrysanthemum Sea, but is finding no help.",, +20,27,,2027,sea,,,Josie Lindsey,"A drowning bard and 7 sharks share this stretch of emerald green sea, a languid mist rising to mock his plight. He prays to the Gods of the Chrysanthemum Sea, but is finding no help.",, 20,28,,2028,,,,,,, 21,01,,2101,sea,LAO-SHAE,,Ben Djarum,"The Floating Market of Lao-Shae. A bustling marketplace of sailors, traders, smugglers and pirates, built upon a series of large floating barges.",, 21,02,,2102,sea,,,Reece Carter,"a sweet little old lady and her small granddaughter are sitting trapped on some rocks. rescuing them will get you ambushed by some mer-people, leaving them their will cause your next D12 rolls to be at -2",, 21,03,,2103,sea,,,Jason Sholtis,"The center of the hex is the newly claimed domain of the ship-devouring Famished God, this time manifested as three conjoined blue whales with a colossal maw, seemingly filled with a starry night sky.",, -21,04,,2104,sea,,,Joey Lindsey,"a boat full of what appear to be dead Chaos Champions who lost a fight. In fact, they had a raging party last night and are all passed out; upon waking, they're hung over, sensitive, and heavily armed.",, +21,04,,2104,sea,,,Josie Lindsey,"a boat full of what appear to be dead Chaos Champions who lost a fight. In fact, they had a raging party last night and are all passed out; upon waking, they're hung over, sensitive, and heavily armed.",, 21,05,,2105,woodland,,,Jack Mcnamee,"The darkness here is made of Shadow-men, which cover the entire island at night. If you touch them, you become a shadow-man.",, 21,06,,2106,sea,,,Ray Colina,"A pirate in a johnboat, he flees his irascible captain. On his back is tattooed the map to doorway in [[1402]].",, 21,07,,2107,woodland,,,Jack Mcnamee,"New Providence; 30 lackadaisical pirates gather around buccan fires. Led by John Chandagnac, a fifth level thief.",, @@ -680,9 +680,9 @@ x_index,y_index,extra_1,hex_key,terrain,settlement,extra_2,author,description,mo 21,24,,2124,swamp,,,Reece Carter,a group of spider-goblins attack the party and attempt to herd them towards a pool of quicksand in the center of the hex. there are a number of magical items at the bottom of the pool of quicksand,http://gamingithappens.blogspot.com.au/2013/04/the-hexenbracken.html, 21,25,,2125,swamp,,,Claytonian JP,"4 blue elves commune over a puddle of blood. This is a sacred matter, and they won't discuss the source of the blood with anyone willingly.",, 21,26,,2126,sea,,,Ray Colina,"Fishing boats frequent this bay. A wyvern from [[2127]], has on occasion swooped down to steal a catch as they pull up their nets. It has otherwise caused them no harm.",, -21,27,,2127,hill,,,Joey Lindsey,"the old man from [[2121]] wife is here, seeking passage west. She has been returned as a partially astral Paladin of the Beurocratic Demonities of Ashen Luck to claim the lives of witches; she will reward others who give her passage and promise to destroy witches a sword that, while pursuing that goal, has a +2 and Aura of Protection VS Magic (2/day, there's only one sword).",, +21,27,,2127,hill,,,Josie Lindsey,"the old man from [[2121]] wife is here, seeking passage west. She has been returned as a partially astral Paladin of the Beurocratic Demonities of Ashen Luck to claim the lives of witches; she will reward others who give her passage and promise to destroy witches a sword that, while pursuing that goal, has a +2 and Aura of Protection VS Magic (2/day, there's only one sword).",, 21,28,,2128,sea,,,Reece Carter,"this entire area is very shallow, you can tell this because of the various broken goblin flying machines that are in the water here, many a goblin died in their attempt to fly",, -22,01,,2201,sea,,,Joey Lindsey,"The surface here teems with Purple Garbugs; what appears to be a giant functioning circulatory system hundreds of miles beneath the waves is the red-robed Order of Forgotten Scars moving through their transparent underwater citadel. Large beasts swim around the outside, seeking a way in.",, +22,01,,2201,sea,,,Josie Lindsey,"The surface here teems with Purple Garbugs; what appears to be a giant functioning circulatory system hundreds of miles beneath the waves is the red-robed Order of Forgotten Scars moving through their transparent underwater citadel. Large beasts swim around the outside, seeking a way in.",, 22,02,,2202,sea,,,Reece Carter,"a magical doorway is said to open here on the nights of the first equinox of summer. the doorway is open for exactly 3 bell tolls, but time travels differently where it opens into, a bell toll could be anywhere from one second to one year. where it opens to is different every time",, 22,03,,2203,sea,,,Zak Smith,Island convent.,, 22,04,,2204,sea,,,Zak Smith,Gutspasm Froth and his warband of seagoing chaos champions dedicated to the Famished God. Recently defeated those in [[2104]].,, diff --git a/hexmaps/hexkit.csv b/hexmaps/hexkit.csv index 60573ca..8e277f7 100644 --- a/hexmaps/hexkit.csv +++ b/hexmaps/hexkit.csv @@ -4,11 +4,11 @@ Description is the only field you need to fill out. Refer to other hexes by wrap x,y,,HEX #,Terrain,Feature,,Author,Description,Social Media Link of Choice,Themes 01,01,,0101,Mountains,CAVES,,Ramanan Sivaranjan,"A tribe of savages make their home in a network of caves at the base of this mountain range. Their homes are littered with super-technogolgy far beyond their comprehension, which they use as crude tools and furniture.",, 01,01,,0101,Mountains,,,Ramanan Sivaranjan,"A small monastry sits on one of the craggy peaks of this mountain range. The monks within worhship an ancient computer, it's terminal blinking waiting for its next comand.",, -01,02,,0102,Swamp Forest,TUNNELS,,Cédric Plante,A hermit shaman collect broken technogical artifacts. He(she?) can talk to the machine spirits. Secret tunnels lead to 0101. ,, +01,02,,0102,Swamp Forest,TUNNELS,,Evlyn Moreau,A hermit shaman collect broken technogical artifacts. He(she?) can talk to the machine spirits. Secret tunnels lead to 0101. ,, 01,03,,0103,Marsh,,,,,, 01,04,,0104,Marsh,MIRE MAN,,Jürgen Mayer,"The MIre Man lives here, a grotesque bloated hybrid of elf and ooze. He tried to destroy [[OOL-LENG]], failed, and paid a terrible price. He hates everything that has bones. His territory is marked by a countless number of strange sculptures made from the broken bones of creatures that crossed his path, from frogs to unwary travelers. ",http://deadcyclops.blogspot.com/2014/07/mire-man.html, 01,05,,0105,Shroom Forest,OOL-LENG,,Jürgen Mayer,"FALSE PYRAMID OF OOL-LENG. Ool-leng is an immobile, giant, pyramid-shaped, intelligent, philosophical ooze. It longs for information about obscure subjects and rewards entities that fulfill quests on its behalf with parts of its own substance, which has various magical properties.",, -01,06,,0106,Shroom Forest,POOL OF DREAM OOZE,,Cédric Plante,Some shrooms are absorbing the spores of [[OOL-LENG]] and are growing in pyramidal grooves. This forest is a melting pot of weirdly shaped slimes and shrooms. Some native hunters know their way around the place. A trail lead to a pool of dreaming ooze. ,, +01,06,,0106,Shroom Forest,POOL OF DREAM OOZE,,Evlyn Moreau,Some shrooms are absorbing the spores of [[OOL-LENG]] and are growing in pyramidal grooves. This forest is a melting pot of weirdly shaped slimes and shrooms. Some native hunters know their way around the place. A trail lead to a pool of dreaming ooze. ,, 02,01,,0201,Mountains,DEAD ROC,,"Jeremy ""frothsof"" Smith","Roc corpse. Upon inspection, 2d8 bloated spiders burst from its breast. Partially digested gnome in stomach wears ring of x-ray vision.",, 02,02,,0202,Swamp Forest,,,,,, 02,03,,0203,village,VESPID,,Zedeck Siew,"VESPID. A rock outcrop rises from the surrounding mire. Lodged in its fissures: the bulb-like cement apartments of the wasp-women. A hospitable community, led by an iridescent priestess. Communal creche filled with captive humanoids - paralysed, implanted with larvae.",, @@ -25,7 +25,7 @@ x,y,,HEX #,Terrain,Feature,,Author,Description,Social Media Link of Choice,Theme 04,02,,0402,Swamp Forest,,,,,, 04,03,,0403,Marsh,,,Reece Carter,"Shallow water changing in depth from just over the foot to slightly more then ankle deep, softly bubbles. Mosquitoes buzz around and bite the PCs as they move through the area. A soft rotten egg smell permeates though the area but it's not so overpowering as to be a distraction. As the player walk through the area roll 1d6: if the number is equal to or less then the number of players 1d2 of them have stepped into the bog. These players begin to slowly sink and are treated as though grappled. A strength check (roll under half strength score) is required for the player to get out. Other players can aid this but you can decide how that will work.",, 04,04,,0404,swamp Forest,,,Jennifer Erixon,"Wild Arachnaurochs Herd. Ancient cousins of the silk producing Holstein Spidercattle, these vicious creatures roam about the forest preying upon unsuspecting herbivores. Their eggs are a prized delicacy, and their nests tend to have the belongings of lost travelers. ",, -04,05,,0405,Swamp Forest,Holstein Pod Ruins,,Cédric Plante ,"Ruins of a Holstein automated spidercattle farm pod, contain ancient skeletons covered in calcified webs. Local mudwalker avoid the place ",, +04,05,,0405,Swamp Forest,Holstein Pod Ruins,,Evlyn Moreau ,"Ruins of a Holstein automated spidercattle farm pod, contain ancient skeletons covered in calcified webs. Local mudwalker avoid the place ",, 04,06,,0406,Marsh,,,,,, 05,01,,0501,Mountain,,,Wayne Rossi,"The mountain is naturally the source of an extremely rare fungus that is highly valued by wizards and alchemists as an ingredient in potions. However, the fungus is tended by a colony of giant ants (roughly the size of dogs), which will fiercely defend it if provoked. Warrior ants have a bonus to ambush anyone disturbing the fungus.",, 05,02,,0502,Shroom Forest,SPORE FOREST,,Joel Bethell,A particularly dangerous part of the fungal forests: here it snows deadly spores that infest living creatures with mind-controlling cordiceps. The tops of the shrooms are decorated with the hollowed out corpses of giant ants who had fallen victim to them; from their heads grow valuable fungal branches.,, @@ -36,7 +36,7 @@ x,y,,HEX #,Terrain,Feature,,Author,Description,Social Media Link of Choice,Theme 06,01,,0601,Mountain,BLADEWIND PEAKS,,Jürgen Mayer,"Caves under the mountain, made by the worm god Quoolak. A clan of reclusive, worm-worshipping dwarves dwells there. It is devided into two warring factions, the stone-born who live in the caves and the womb-born who live in the carcass of the worm god. Both have gone insane over the centuries and their numbers are dwindling. A wizard king has promised eternal gratitude and unknown riches for those who can steal and bring him the worm god's heart. ",, 06,02,,0602,Shroom Forest,"HEART OF THE SHROOM-FOREST ",,Jürgen Mayer,"HEART OF THE SHROOM-FOREST The shroom dryads have captured the sorcerer Parnea [[0604]] and drain the energy from his lichen-cocooned body to feed the forest's psycho-hallucigenic veil. After three decades of imprisonment, Parnea has learned to manipulate the veil enough to send out telepathic messages and weaken the bonds of his prison. The dryads are alarmed and might seek outside assistance to contain the sorcerer. Parnea seeks allies of his own to help him escape.",, -06,03,,0603,Shroom Forest,,,Cédric Plante,"Walking Spore Forest. Quiet except for the multiple mushrooms clones of a lost adventurer, walking around looking for traps and secret stuff. His or her original body holds something precious in his or her arms. ",, +06,03,,0603,Shroom Forest,,,Evlyn Moreau,"Walking Spore Forest. Quiet except for the multiple mushrooms clones of a lost adventurer, walking around looking for traps and secret stuff. His or her original body holds something precious in his or her arms. ",, 06,04,,0604,,THE OLD GARDEN,,Wayne Synder,THE OLD GARDEN AKA the Death Garden of Parnea. A ruined manse situated in a malevolent sorcerer's garden grown wild with years of neglect. ,, 06,05,,0605,swamp forest ,,,Ramanan Sivaranjan,A group of broken adventures have recently fled the [[MONOLITHIC SHRINE OF MEGOL]]. They lament the treasures they were foced to leave behind. They can provide players with a partial map of the shrine for a small price.,, -06,06,,0606,swamp forest ,AUTOMATON JUNKYARD,,Cédric Plante,"Rusted forest of lost automatons. Willows trees grow over the metal husks, their dryads cry for the broken and discarded automatons. One automaton contain a moss covered prime spark core. The prime spark is damaged. ",, \ No newline at end of file +06,06,,0606,swamp forest ,AUTOMATON JUNKYARD,,Evlyn Moreau,"Rusted forest of lost automatons. Willows trees grow over the metal husks, their dryads cry for the broken and discarded automatons. One automaton contain a moss covered prime spark core. The prime spark is damaged. ",, \ No newline at end of file diff --git a/hexmaps/kaltval.csv b/hexmaps/kaltval.csv index 0251646..9aeed33 100644 --- a/hexmaps/kaltval.csv +++ b/hexmaps/kaltval.csv @@ -20,16 +20,16 @@ "00","20",,"0020",,,"1375796756","Nadav Ben Dov","The peak of this mountain holds a small flower that grows only at this particular place. It is said that the fragrance of the flower could drive any creature to madness.",, "01","00",,"0100",,,"1375798150","Craig Brasco","The edge of this forested valley is very dense and ends abruptly at the face of the mountain. It is said strange wolf-men hide in the shadows of the trees. The supple wood of the steelepines here are treasured by bowyers.",, "01","01",,"0101",,"MOUNT TRACHURUS","1375798435","Ben Djarum","[[MOUNT TRACHURUS]] This rocky crag is home to a tribe of berserkers and their specially trained, armored black bears.",, -"01","02",,"0102",,,"1375801007","Joey Lindsey","The bloody-mudded discharge from [[0002]] collects in a valley between those hills and a snow-capped mountain. Florescent fungus grows where the snow runoff meets the blood-mud, and occasionally forms creatures shaped like bad memories of men or beasts, wailing in pain or stalking travelers with a low mad cunning.",, -"01","03",,"0103",,,"1375801623","Joey Lindsey","Travelers emerge from here with no memory of passage but repetitive swaying plants. Once clear, they will notice strange wounds and possessions gone, rearranged, in a companion's pack, or replaced with odd items of unknown purpose. The Barbarians from [[0004]] and [[0104]] send youths into this area as a coming of age rite.",, +"01","02",,"0102",,,"1375801007","Josie Lindsey","The bloody-mudded discharge from [[0002]] collects in a valley between those hills and a snow-capped mountain. Florescent fungus grows where the snow runoff meets the blood-mud, and occasionally forms creatures shaped like bad memories of men or beasts, wailing in pain or stalking travelers with a low mad cunning.",, +"01","03",,"0103",,,"1375801623","Josie Lindsey","Travelers emerge from here with no memory of passage but repetitive swaying plants. Once clear, they will notice strange wounds and possessions gone, rearranged, in a companion's pack, or replaced with odd items of unknown purpose. The Barbarians from [[0004]] and [[0104]] send youths into this area as a coming of age rite.",, "01","04",,"0104",,"GRIMMROBE VILLAGE","1375837605","Ben Djarum","[[GRIMMROBE VILLAGE]] - Home of the Barbarian Tribe of Korelath. 400 barbarian warriors, 20 champions, 1 shamanka, 8 elders. Hidden within the village is a secret blood cult of 12 werewolves. Only the shamanka knows which of the warriors are the lycanthopes.",, "01","05",,"0105",,,"1375844608","Michael Currie","These woods are often inhabited by great herds of caribou, and can be easily tracked as they migrate up through Hex [[0106]]. The local barbarians often hunt the beasts in gangs of 1d6+2. The caribou dung can also be collected and makes for an excellent fuel.",, "01","06",,"0106",,,"1375844851","Michael Currie","Within this hilly pass is a deep ice cave in which there lives a fearsome Wampa. The beast lives off the herds of caribou and is a most efficient hunter. It will not shy from attacking anything that looks like a good meal. If anyone is to search the monsters ice cave they can find 2xD20 gold teeth inside a huge pile of Wampa shit and also a +2 Flaming Longsword imbedded in a snowdrift.",, "01","07",,"0107",,,"1375846474","Ben Djarum","Within a clearing in the woods, there is a circle of standing stones. During the first night of the Hunter's Moon, a white fox will appear in the stones. If someone feeds the fox a dish of cream mixed with seven drops of their own blood, the fox will transform into a white-haired woman who will offer three wishes in exchange for the instant death of three people within a 100 mile radius.",, "01","08",,"0108",,,"1375963094","Jensan Thuresson","A crazy treant high on sap wielding two smaller trees as weapons.",, "01","09",,"0109",,,"1376009897","Ben Djarum","These frozen hills conceal a hidden Ice Troll lair. Within his lair are all manner of treasure stolen from caravans and wayward travelers.",, -"01","10",,"0110",,,"1376010335","Joey Lindsey","This forest grows on the site of the ancient clan blood battle that split the barbarians of [[0104]] and [[0309]] into separate tribes. Now it is a holy site for both tribes to reflect and commune with the dead. A small band of Axalotlic Kobolds from the east have begun tricking the barbarians into leaving offerings by hiding in the trees and pretending to be ghosts.",, -"01","11",,"0111",,,"1376012122","Joey Lindsey","These hills are riddled with old Pandemonium mines, considered tapped out by the Dwarves of [[GEARING]]. A warren of Lizardines has made them its home and will fiercely attack anyone venturing into the icy mines.",, +"01","10",,"0110",,,"1376010335","Josie Lindsey","This forest grows on the site of the ancient clan blood battle that split the barbarians of [[0104]] and [[0309]] into separate tribes. Now it is a holy site for both tribes to reflect and commune with the dead. A small band of Axalotlic Kobolds from the east have begun tricking the barbarians into leaving offerings by hiding in the trees and pretending to be ghosts.",, +"01","11",,"0111",,,"1376012122","Josie Lindsey","These hills are riddled with old Pandemonium mines, considered tapped out by the Dwarves of [[GEARING]]. A warren of Lizardines has made them its home and will fiercely attack anyone venturing into the icy mines.",, "01","12",,"0112",,,"1376014530","Trent B","The foul, beaked prophet of an ancient sauropsid evil lies frozen in a tomb beneath the glacier here. The inexorable movements of the ice have carved away most of the stone and iron chambers surrounding the tomb, which contain treasure and chaotic varanis and corvid entities.",, "01","13",,"0113",,,"1376017225","Jacob Hurst","Some if the forested hills here are covered in what appear to be shining black scales. They were long thought to be alive until the mining operations began and the gold started pouring out.",, "01","14",,"0114",,,"1376017513","Jacob Hurst","A ring of seven icy hills surround a lake of boiling water. Steam mephits attempt to fuck then drown most any humanoid that enters area (after spreading rumors of great treasure in the lake's depths of course)",, diff --git a/hexmaps/kraal.csv b/hexmaps/kraal.csv index 375d860..6bd9d97 100644 --- a/hexmaps/kraal.csv +++ b/hexmaps/kraal.csv @@ -80,20 +80,20 @@ x,y,,Hex,Terrain,Settlement,,Author,Description,More Info URL,Themes 04,15,,0415,mountain,THE HALL OF THE MOUNTAIN KING,,Reece Carter,"[[THE HALL OF THE MOUNTAIN KING]], this was once a very nice dwarf kingdom and is now taken over by a bunch of ice goblins. The Ice Goblin King lives here and is trying to slowly take over the general area around him. He has a fierce hatred for giants.",,"ICE GOBLINS, GOBLINS, DWARFS" 04,16,,0416,mountain,,,C. W. Marshall,"Blades made from the obsidian from the wintry slopes of Destiny's Anvil are said to lead their owner to his or her true love. It's superstition, of course: it always ends with blood.",, 04,17,,0417,hill,,,Chris F,"A pack of Winter Gnolls dwells in the frozen hills, led by a highly intelligent, albino Chimera. The Chimera possesses a Hyena head in place of it's goat head.",, -04,18,,0418,hill,,,Joey Lindsey,"Automatons that speak in chirps and lights raise then destroy a crop of flowers on these hills year-round with their drugged, barely-alive human work force. The shredded flowers and pollen are psychotropic, and responsible for the paranoia in [[0519]] , [[0719]] , the unsettling presence in [[0819]] , and the visions caused by the water in [[0820]] . A trick of the wind keeps the pollen and petals well above [[0619]] . (The [[WINTER PALACE]] from [[0420]] appears to be in this hex but it's an illusion.)",,WINTER PALACE +04,18,,0418,hill,,,Josie Lindsey,"Automatons that speak in chirps and lights raise then destroy a crop of flowers on these hills year-round with their drugged, barely-alive human work force. The shredded flowers and pollen are psychotropic, and responsible for the paranoia in [[0519]] , [[0719]] , the unsettling presence in [[0819]] , and the visions caused by the water in [[0820]] . A trick of the wind keeps the pollen and petals well above [[0619]] . (The [[WINTER PALACE]] from [[0420]] appears to be in this hex but it's an illusion.)",,WINTER PALACE 04,19,,0419,hill,,,Ben Djarum,"A ruined cemetery, covered in drifts of snow. There is a small house on the outskirts where the caretaker lives. He is a cannibal and servant of a death cult. A tunnel beneath his house is filled with bones, remains, and bone-chewing ghouls.",, -04,20,,0420,tundra,WINTER PALACE,,Joey Lindsey,"A cabal of twisted grey Deep Gnomes live in an ancient [[WINTER PALACE]] that is glamoured to appear as if in [[0418]] from afar. They sneak through Smoke Eater camps to maintain the automatons in [[0418]] , and set traps to leave victims for the Smoke-Eaters with results such as the village in [[0219]] , warriors in [[0318]] , and undead in [[0520]] . They may have built the skull in [[0620]] , tower in [[0713]] , or stairway in [[0808]] hundreds of years ago.",,"SMOKE-SWALLOWERS, GNOMES, DEEP GNOMES, WINTER PALACE" +04,20,,0420,tundra,WINTER PALACE,,Josie Lindsey,"A cabal of twisted grey Deep Gnomes live in an ancient [[WINTER PALACE]] that is glamoured to appear as if in [[0418]] from afar. They sneak through Smoke Eater camps to maintain the automatons in [[0418]] , and set traps to leave victims for the Smoke-Eaters with results such as the village in [[0219]] , warriors in [[0318]] , and undead in [[0520]] . They may have built the skull in [[0620]] , tower in [[0713]] , or stairway in [[0808]] hundreds of years ago.",,"SMOKE-SWALLOWERS, GNOMES, DEEP GNOMES, WINTER PALACE" 05,01,,0501,tundra,,,Matt Maranda,"A hunting party of 5 humans covered in woad. They will attack any dwarves or parties that seem weak, not wearing the woad of ZSITHAMK, but otherwise are looking for Ice Weasels. They hail from the territory of [[ZSITHAMK ICECALLER]] Hex [[0504]],",, 05,02,,0502,hill,,,George E. Williams IV,"Hot springs inhabited by a friendly water spirit, drinking from it cures 1d6 damage. Drinking from it a second time drains 1 point of Intelligence.",, 05,03,,0503,hill,,,George E. Williams IV,Signs of bloody battle but no bodies. A holy symbol of the toad god concealed in the snow is the only thing other than blood.,,TOAD GODS 05,04,,0504,hill,ZSITHAMK ICECALLER,,Matt Maranda,"The village and domain of [[ZSITHAMK ICECALLER]]. All the villagers wear woad to look like their leader and god, the permanently frozen corpse of a Frost Giant once called Zisthamk Icecaller. His priests still hear him speak..",,"FROST GIANTS, GIANTS" -05,05,,0505,forest,,,Joey Lindsey,"The Sloth Fruit trees here are metallic, and sweat and steam in the cold. Villagers from [[0504]] who wander here tend to stay, never rejoining the village after their new grey dreams. Travelers through this area are sometimes found missing the tops of their heads and brains.",, +05,05,,0505,forest,,,Josie Lindsey,"The Sloth Fruit trees here are metallic, and sweat and steam in the cold. Villagers from [[0504]] who wander here tend to stay, never rejoining the village after their new grey dreams. Travelers through this area are sometimes found missing the tops of their heads and brains.",, 05,06,,0506,forest,,,Ben Djarum,"A party of 8 dwarf Mastodon Hunters. They have pelts, dried meat, and other goods to trade. They also have a few jugs of sloth fruit wine sourced from Hex [[0505]] which the dwarves attribute to their past successes.",,"DWARFS, MASTODONS" -05,07,,0507,tundra,,,Joey Lindsey,"White apes wander here, worshiping a frozen rotting mastodon head, which their chief must wear over his own head at all times. Their oracle can speak with the dead if she has their face and tongue, and can tell your future by floating one of your teeth in a pool of blood.",,MASTODONS +05,07,,0507,tundra,,,Josie Lindsey,"White apes wander here, worshiping a frozen rotting mastodon head, which their chief must wear over his own head at all times. Their oracle can speak with the dead if she has their face and tongue, and can tell your future by floating one of your teeth in a pool of blood.",,MASTODONS 05,08,,0508,tundra,,,Richard G,A great metal triangle with channels in it has been overgrown by lichens and poverty grasses. Sighting along the main channel allows you to see and hear everything on Mt. CURALL in Hex [[1007]]. A combined strength of 50 can turn the stone a few degrees to spy instead on the town of [[MYTHILLI]] in Hex [[1009]].,, 05,09,,0509,forest,,,Richard G,"A family of 3 polar bears will trade iron rations or information for smokes. The tree roots here have grown around machine parts, scattered over a wide area. A black box can be seen clasped in high branches.",, 05,10,,0510,tundra,,,Brian Green, A snow-covered treasure chest sits in the middle of a field. It's a very lost mimic.,, -05,11,,0511,tundra,,,Joey Lindsey,A lone Amazon is sneaking among a group of slumbering frost giants. A 30 ft sack is writhing near them.,,"AMAZONS, FROST GIANTS, GIANTS" +05,11,,0511,tundra,,,Josie Lindsey,A lone Amazon is sneaking among a group of slumbering frost giants. A 30 ft sack is writhing near them.,,"AMAZONS, FROST GIANTS, GIANTS" 05,12,,0512,tundra,GLANIS TOP,,Ian Burns,[[GLANIS TOP]] A watchtower of 18 stranded soldiers.,, 05,13,,0513,tundra,,,Dan Cassar,"A vast, frozen plain. The only notable thing is the remains of half-eaten horse.",, 05,14,,0514,hill,,,Brian Green,"A hidden terrace farm, growing various root vegetables. Tended by members from [[ILLY'S HAVEN]] in [[0515]].",, @@ -103,7 +103,7 @@ x,y,,Hex,Terrain,Settlement,,Author,Description,More Info URL,Themes 05,18,,0518,tundra,FUSEN'S HOLDFAST,,Ed Hackett,"[[FUSEN'S HOLDFAST]] the now ruined keep is home to a small clan of ravening halfling werewolves. They are keenly aware of the fortifications at [[RAVENSGATE]] in Hex [[0519]] and avoid the place, if possible.",,"LYCANTHROPES, WEREWOLVES" 05,19,,0519,hill,RAVENSGATE,,Ben Djarum,"The city of [[RAVENSGATE]] - a city ruled by the mad King Elgor. The city is surrounded by high walls that are manned with hundreds of soldiers. King Elgor believes that any day, his city will be raided and sacked by barbarians and werewolves. The entire population of the city keep a constant vigil, waiting for an invasion that may or may not ever come.",,"LYCANTHROPES, WEREWOLVES" 05,20,,0520,tundra,,,Trent B,"A half buried undead warband (140 strong) is frozen amongst the lichen and fir trees here. Their semi living, necromantic mistress, Caroline Hexfeather, possesses books and maps to the Three Despairs (Hexes [[0112]], [[1409]], [[1817]]) in the area, but she lies shattered and buried amongst her creations. Any of the warband, including Caroline, exposed to moonlight will reanimate in D6 hours, and set about releasing their mistress/fellows to resume Caroline's Despair quest.",,"THE THREE DESPAIRS, UNDEAD" -06,01,,0601,tundra,,,Joey Lindsey,"Arctic Umber Hulks burrow under the surface, weakening the ice; the passage of Firgax [[0201]] didn't help any. There are also Ice Toads that collect humanoid arms by tearing them off with their long, strong tongues.",, +06,01,,0601,tundra,,,Josie Lindsey,"Arctic Umber Hulks burrow under the surface, weakening the ice; the passage of Firgax [[0201]] didn't help any. There are also Ice Toads that collect humanoid arms by tearing them off with their long, strong tongues.",, 06,02,,0602,hill,,,Pearce Shea,"Snow falls skywards here and any who sleep in this hex are compelled for the following 24 hours to divulge any long-held, close-kept secret. They spend this time preoccupied with nightmares of a world unchanging.",, 06,03,,0603,hill,,,George E. Williams IV,Yellow snow.,, 06,04,,0604,forest,,,Pearce Shea,"These frozen woods are thick with wights and draugr decked out in ancient clothing, and extensive searching will reveal that the hills beneath the wood appear to be man-made and carved in incredibly detailed and large, albeit crude, motifs featuring squat frogs and radiant beings in armor, descending from the stars.",,TOAD GODS @@ -208,23 +208,23 @@ x,y,,Hex,Terrain,Settlement,,Author,Description,More Info URL,Themes 11,01,,1101,tundra,,,Matt Maranda,The terrain here becomes a thick brackish morass. While the ground water is liquid the air is freezing giving the plants a coat of hoary frost.,, 11,02,,1102,tundra,,,Richard G,Large blocks of ice like giant ice cubes litter the plain. Each hour there is a 1 in 6 chance of encountering one that's actually a crystal ooze.,, 11,03,,1103,hill,ZAOTHANOSH,,Wayne Rossi,"These hills contain [[ZAOTHANOSH]], a village of degenerate humans. They worship Kyth-Turan in Hex [[1002]] and offer it human sacrifices.",,KYTH-TURAN -11,04,,1104,forest,,,Joey Lindsey,"A frozen corpse on his frozen horse; he has a signet ring and a partially (50%) correct map of the area 0107-0513 and the underground complex beneath 0107-0206 with an X marked with ""Left GS Spr for ritual."" Another note says ""sldrs grd stayed in tower, afraid"" see Hex [[0512]].",, +11,04,,1104,forest,,,Josie Lindsey,"A frozen corpse on his frozen horse; he has a signet ring and a partially (50%) correct map of the area 0107-0513 and the underground complex beneath 0107-0206 with an X marked with ""Left GS Spr for ritual."" Another note says ""sldrs grd stayed in tower, afraid"" see Hex [[0512]].",, 11,05,,1105,forest,,,Steven Goodman,Twisted Tree Forest; home to the cavernous lair of the dreaded Grebbin (see Hex [[1005]]). Grabbing a Grebbin brings great luck for d6 days.,,GREBBIN 11,06,,1106,hill,,,Matt Maranda,A starving group of dwarfs are setting up a surface colony. They are willing to trade a map of caverns between vaults for under earth travel for food. They refuse to discuss why they are refugees but might be coaxed into revealing where their vault used to be in Hex [[1107]].,,DWARFS 11,07,,1107,hill,,,Matt Maranda,High in these mountains there is a cracked open and abandoned Dwarf vault. Many areas are burned and charred while others have walls are rent and torn; as if by great a clawed beast. The dwarfs of Hex [[1106]] are refugees from this disaster.,,DWARFS 11,08,,1108,mountain,,,George E. Williams IV,"A dwarven charnel it is never a pretty thing, even less so when it is a full mile across. The reek is visible in the air and smells of carrion and marmalade. Take 1 pt of damage every hour that you are within 80 feet of ti.",,DWARFS 11,09,,1109,mountain,,,Steven Goodman,High in his mountain tower the mad Arch Magus Xzu Seton is building a titanic heat beam to melt Setra's (Ice Queen) heart (Hex [[1009]]).,, -11,10,,1110,mountain,GRIZT NAS,,Joey Lindsey,[[GRIZT NAS]] A city of Dwarves in the mountain who often steal from Xzu Seton (Hex [[1109]]) have buildups of metal under their skin and sleepwalk to a cave at night none of them remember.,,DWARFS -11,10,,1110,mountain,AARTZT,,Joey Lindsey,"At the base of the mountain is the settlement of [[AARTZT]], miners who are plagued by Slaadi reavers.",,DWARFS +11,10,,1110,mountain,GRIZT NAS,,Josie Lindsey,[[GRIZT NAS]] A city of Dwarves in the mountain who often steal from Xzu Seton (Hex [[1109]]) have buildups of metal under their skin and sleepwalk to a cave at night none of them remember.,,DWARFS +11,10,,1110,mountain,AARTZT,,Josie Lindsey,"At the base of the mountain is the settlement of [[AARTZT]], miners who are plagued by Slaadi reavers.",,DWARFS 11,11,,1111,hill,,,Matt Maranda,"At the top of a low hill is an empty Keep with chapel bathed in long dried blood at its center. Inscribed in the middle of the chapel on the floor is a broken warding circle a thumb sized stone of cat's eye is in the middle of the circle, no blood is on it.",, 11,12,,1112,mountain,MAGMAMAUS,,Steven Goodman,"[[MAGMAMAUS]] an incredible underground citystate inside an active Volcano. Ruled by Largous the Titan (Titan!). The cyclopidian amber-stone walls & tunnel protect the lesser inhabitants. The population is 70% fire dwellers; Fire Giants, Elementals & Salamanders, etc... Largous has a long brewing hatred of [[MYTHILLI]] & its Icy Queen and is planing an invasion to sack it!",,"FIRE GIANTS, GIANTS, VOLCANO" 11,13,,1113,hill,,,Richard G,"A group of 10 mi-go are hiding in a collapsible alloy shelter underground. They have mysterious blinking equipment, 4 braincases and a small periscope they use to look out for intruders. They were recently chased from [[1111]] by an irate pyromancer and his anthracite elemental, who is now stalking around the hills setting fire to stuff randomly in thwarted irritation.",,MI-GO -11,14,,1114,tundra,,,Joey Lindsey,A vast plain of muddy slush and ice has a cluster of six 4ft long pink stalks every 50 ft or so. These are the tongues of Frost Toads that will leap to the surface and try to eat anything touching them. Goat-Men ( [[1014]] ) and Ice Goblins ( [[0415]] ) lure enemies here.,,"ICE GOBLINS, GOBLINS" +11,14,,1114,tundra,,,Josie Lindsey,A vast plain of muddy slush and ice has a cluster of six 4ft long pink stalks every 50 ft or so. These are the tongues of Frost Toads that will leap to the surface and try to eat anything touching them. Goat-Men ( [[1014]] ) and Ice Goblins ( [[0415]] ) lure enemies here.,,"ICE GOBLINS, GOBLINS" 11,15,,1115,hill,,,Alex Williamson,Blue flowers with star shaped blooms grow on a lone hillside here; 1D12 per season. Arcane casters who smoke or drink tea made from the blooms can memorize an extra 1st level spell per day.,, 11,16,,1116,tundra,,,Richard G,"One tall featureless tree trunk rises out of the blasted tundra. It ends in a burning, splintered mess. The smouldering remains of a wizard's tower are scattered across the plain - unlabeled lozenges, shattered lab equipment and at least 2 unmarked scrolls await diligent searchers, along with a homunculus-sized fire elemental.",, 11,17,,1117,tundra,,,Steve Sigety,A caravan bound for [[MISTRA]] (Hex [[1008]]) loaded with trade goods from southern civilizations is stopped here to repair a broken wheel on one of the wagons.,, 11,18,,1118,forest,,,Ed Hackett,"A narrow stream the colour of blood is frozen here. in the stream, a Wendigo (flesh-eating demon spirit) is imprisoned. it's attempts to escape can be heard throughout the forest here - profoundly loud cracking ice sounds. the sound of it causes terror in horses and pack animals. they will bolt.",, -11,19,,1119,hill,,,Joey Lindsey,"Strange scrubs of twisting vines exude a strange warmth and the smell of copper and sulphur. When making contact with the vines, one can communicate with the demon who the plant's roots have grown into and whose blood courses through the vines.",, +11,19,,1119,hill,,,Josie Lindsey,"Strange scrubs of twisting vines exude a strange warmth and the smell of copper and sulphur. When making contact with the vines, one can communicate with the demon who the plant's roots have grown into and whose blood courses through the vines.",, 11,20,,1120,forest,,,Steven Goodman,"A herd of ten score and twenty reigndeer (220+) ( named for their crown like horns ) roam this lightly forested glen. The Old Buck Stag has silver stars on it's brow & heart, a red broken arrow is still lodged in it's flank. The hunter of [[AGALLOCH]] ( Hex [[1219]] ) gave up trying to track the stag, but longs to see it once again.",, 12,01,,1201,tundra,,,Brian Green,"Site of an ancient battle, glints of ancient metal are visible under the murk of the tundra. Disturbing remains summons 1d4 hostile will-o'-wisps.",, 12,02,,1202,tundra,,,Matt Maranda,"8 Batrachian Beasts (toad monsters) guard this area, mostly surrounding the sunken remains of a stone statue. On the base of the statue are weird runes that even magic cannot translate.",,TOAD GODS @@ -234,7 +234,7 @@ x,y,,Hex,Terrain,Settlement,,Author,Description,More Info URL,Themes 12,05,,1205,hill,,,Steve Sigety,"A great horned owl sits on a tree stump. It answers the first three questions that it hears, then flies away to the southwest.",, 12,06,,1206,hill,,,Harald Wagener,"These hills have recently been cleared of all trees, only cleanly cut stumps remain. The wood was used by the dwarves in [[1106]]. An insane shepherd treeman is flailing around trying to exact revenge on the killers of his tree, which he assumes anyone with an axe may be.",,DWARFS 12,06,,1206,hill,,,James Stuart,"The overgrown, ancient and ossified remains of a gargantuan giant lie in a valley here, almost indistinguishable from the surrounding hills. A group of 18 Boggarts lives in the valley, tunneling into the stone bones for unknown reasons.",,GIANTS -12,07,,1207,hill,,,Joey Lindsey,"The shortest way through this area is over the hills, but psychic white giant lizards ambush any descending the hill and accuse them of real and imaginary crimes. Depending on their judgement, one might be killed, or has a chance of ending up in [[0107]], [[0607]], [[1607]], [[2007]], or this hex. They usually prefer Trial By Theater.",, +12,07,,1207,hill,,,Josie Lindsey,"The shortest way through this area is over the hills, but psychic white giant lizards ambush any descending the hill and accuse them of real and imaginary crimes. Depending on their judgement, one might be killed, or has a chance of ending up in [[0107]], [[0607]], [[1607]], [[2007]], or this hex. They usually prefer Trial By Theater.",, 12,08,,1208,hill,,,Matt Maranda,A pack 2d6 of snow panthers prowl these hills.,, 12,09,,1209,hill,CAMP BOON,,Harald Wagener,"[[CAMP BOON]], the winter grazing grounds of a local tribe of centaurs.",,CENTAURS 12,09,,1209,hill,,,Zak Smith,"Half of a mystic formula that wizards can memorize (as a spell) to cast a spell one level higher once per week is carved into standing stones here along with a damaged map showing graves near [[0519]] [[RAVENSGATE]], [[0415]] [[THE HALL OF THE MOUNTAIN KING]], and [[0117]] [[NIXELSTRATH]]. Each contains a similar set of standing stones nearby with half of a formula: The correct second half is at Nixelstrath, the one at Ravensgate will cause the wizard to imitate the nearest evil potentate for one day, and the one in the Hall of the Mountain King will summon the largest creatures in ten hexes to destroy the wizard, while, secretly, stitching the one at Ravensgate and the Hall together will cause the wizard to gain 25% of the xp necessary to level up (it will take a day of work to get the formula to fit).",, @@ -251,7 +251,7 @@ x,y,,Hex,Terrain,Settlement,,Author,Description,More Info URL,Themes 12,20,,1220,hill,,,Harald Wagener,"A travelling band of flagellants, led by a cardinal of light, in search of a demonic plant. They are seriously outgunned by the demon plant in [[1119]] should they ever make it there. The cardinal knows and will offer a band of able travellers a chest full of gold and jewels should they assist him to fight this abomination.",, 13,01,,1301,tundra,,,Alex Williamson,"Shaxtric, a half-elven F/MU in cobalt plate mail maintains a base camp of human workers and spearmen here around a giant draconic footprint. He is using it as a mould to make a silver model to present as a gift to the Ice Queen in [[1009]].",, 13,02,,1302,tundra,,,Stuart Marshall,"The Steaming Hives: 3,432 hexagonal stone columns, 20ft across and 20ft tall, are clustered together like a city. Their entrances are 5ft high. The interiors are magically warmed to 20 degrees centigrade, and steam in the cold air. 50% chance of meeting travellers, bandits and/or adventurers among the hives.",, -13,03,,1303,hill,,,Joey Lindsey,"An assassin sits idly staring in field of flowers - he has been tricked into eating the hallucinogenic blooms by Strikorx, a gleeful gremlin who will try to do the same to you. If cured, The assassin has a 50% chance to think he is supposed to assassinate someone in the party.",, +13,03,,1303,hill,,,Josie Lindsey,"An assassin sits idly staring in field of flowers - he has been tricked into eating the hallucinogenic blooms by Strikorx, a gleeful gremlin who will try to do the same to you. If cured, The assassin has a 50% chance to think he is supposed to assassinate someone in the party.",, 13,04,,1304,hill,,,Ramanan Sivaranjan,A stray dog. On her collars are the initials S.S.,, 13,05,,1305,hill,,,Matt Maranda,"Cairn cut into a hill has several runes carved into the walls; on the lintel is are sigils of the Toad Gods. Buried with the lord of this cairn is a glass eye, anyone who looks through it or replaces an eye with it can read these writings and more. (Like the runes on the statue buried in [[1202]]) They are also cursed to insanity and will not be able to convey any meaningful information.",,TOAD GODS 13,06,,1306,hill,,,Bennet Akkerman,A tribe of ice goblins have domesticated glyptodonts and are secretly planning to overthrow the Ice Goblin King in [[0415]]. At the moment they are looking for co-conspirators and have a pair of unruly and wild glyptodont warmounts (2/6 chance to go berserk in battle) as a gift to the King.,,"ICE GOBLINS, GOBLINS" @@ -263,7 +263,7 @@ x,y,,Hex,Terrain,Settlement,,Author,Description,More Info URL,Themes 13,12,,1312,tundra,,,Zak Smith,"The warband of Gibberlick Hackbile ( a deformed plague wizard so corpulent he is carried about by crow-headed men), dwells beneath a bridge. Their number includes diseased flagellants, hypnotic-eyed goblins and 3-eyed children that are invisible at noon and midnight.",,GOBLINS 13,13,,1313,tundra,,,Richard G,"Flagellants are attracted to a fane at the bottom of an open pit deep in the marsh: 3 stone pillars bearing manacles and rusty hooks. The pit and surroundings are infested with 1d1000 flagellates - miserable, hopping strips of skin and sprays of blood somehow animated in this place. If more that 100 flagellates are present they coagulate into a flagelemental with HP equal to the d1000 roll and 2 bludgeon attacks, worth 2d10 each.",, 13,14,,1314,tundra,TOWER OF THE MOON PRINCESS,,Harald Wagener,"[[TOWER OF THE MOON PRINCESS]] - a ruinous tower, it's windows barred, the star gazing cupola filled with quartz sand. In it's shadow is a small village of three-eyed mutants. The families worry about their children, which have been abducted by Gibberlick Hackbile (see: [[1312]]) in pied-piper style, but they absolutely refuse to move beyond eyeshot of the tower.",, -13,15,,1315,tundra,ANNIX VER,,Joey Lindsey,"Stone monoliths spaced a mile apart contain the sprawl of [[ANNIX VER]] within the stone monoliths time cycles through a century every phase of the moon. At the start of the month, the women from [[1316]] are alive and well here; mid-month a young, handsome, innocent Gibberlick Hackbile [[1312]] can be found holding court in the pub.",, +13,15,,1315,tundra,ANNIX VER,,Josie Lindsey,"Stone monoliths spaced a mile apart contain the sprawl of [[ANNIX VER]] within the stone monoliths time cycles through a century every phase of the moon. At the start of the month, the women from [[1316]] are alive and well here; mid-month a young, handsome, innocent Gibberlick Hackbile [[1312]] can be found holding court in the pub.",, 13,16,,1316,tundra,,,Lee Reynoldson,"A frozen lake. Visible beneath the surface: the entire female population of a previously unkown, and long extinct, humanoid species.",, 13,17,,1317,forest,,,Bennet Akkerman,"Fortified mansion of Nentil the Uncaring; ice medusa, whose gaze turns creatures into ice, can teach MU's the spells Flesh to Ice, Blood to slush and their reversal spells. Breeds jellyfish (whose poison turns blood into slush) in highly alcoholic ponds and has a great mask collection from the maskmaker in [[1215]], has made sculptures for the Ice Queen in [[1009]].",, 13,17,,1317,forest,,,Gus L,Forest of blasted and burnt trees radiates for two miles from an empty crater. Animals in this region are rare and the surviving predators hungry.,, @@ -298,12 +298,12 @@ x,y,,Hex,Terrain,Settlement,,Author,Description,More Info URL,Themes 15,03,,1503,hill,,,Steve Sigety,Large ancient temple in ruins. 2d6 ghouls tear their way out of the frosty graveyard dirt when travelers approach.,, 15,04,,1504,mountain,FIRNHEIM,,Harald Wagener,"[[FIRNHEIM]], titanic city of the storm giants. This mountain is not crowned by a giant keep, it is a city built into the mountain, homestead for several hundred storm giants including their children. The mountain is practically hollow, but not from the below as would be with dwarves or other subterraneans, but because the storm giants dug into it.",,"STORM GIANTS, GIANTS" 15,05,,1505,mountain,,,Reece Carter,"The mountain throne of the Winter Knight is hidden within this hex. This knight has been placed into the world to act as the Winter Queens vessel and this is where she resides (yes the Winter Knight is a woman, deal with it)",, -15,06,,1506,hill,,,Joey Lindsey,"Odd machinery is built around a frozen river; if the river is thawed and moves the mechanism, everyone within 30ft is transported in time. The machine is protected by 6ft tall stone mantises who are alive but pretend to be statues.",, +15,06,,1506,hill,,,Josie Lindsey,"Odd machinery is built around a frozen river; if the river is thawed and moves the mechanism, everyone within 30ft is transported in time. The machine is protected by 6ft tall stone mantises who are alive but pretend to be statues.",, 15,07,,1507,hill,,,Zak Smith,Vorgenfrost the white elf necromancer's red and black ebony warmask gives him mastery of all the dishonored fallen. He is researching the history of the area in a crooked tower in order to divine the location of all the tombs and mass graves in the area.,,"WHITE ELVES, ELVES" 15,08,,1508,forest,,,Barry Blatt,Sauna of the Beserks where mountain men warriors eat spotty mushrooms in preparation for gloriously bloody and futile attacks on [[FIRNHEIM]] in Hex [[1504]]. 1 in 6 chance of meeting 3d10 beserkers and their one eyed shaman preparing for a fight.,, 15,09,,1509,forest,,,James Young,"Rattling spooky tree limbs make it hard to sleep in this hex. Wisdom or will check to gain the benefits of a full night's sleep, else toss fitfully all night.",, 15,10,,1510,forest,WOODFORD,,Kelvin Green,"[[WOODFORD]]: a normal village inhabited by normal humans, except none of them seem to feel the cold and all potter about as if it's the height of summer. If asked, the villagers claim to know nothing about the stones in Hex [[0409]], but they are lying.",, -15,11,,1511,forest,,,Joey Lindsey,"Polar bears roam here, one has somehow gotten an Elf's mask caught on it's face which raises its intelligence and allows it to blend into surroundings. A Grippli Paladin of the Toad Gods stalks Slaadi bandits who have disguised themselves as a merchant wagon.",,TOAD GODS +15,11,,1511,forest,,,Josie Lindsey,"Polar bears roam here, one has somehow gotten an Elf's mask caught on it's face which raises its intelligence and allows it to blend into surroundings. A Grippli Paladin of the Toad Gods stalks Slaadi bandits who have disguised themselves as a merchant wagon.",,TOAD GODS 15,12,,1512,tundra,GJAST,,Zak Smith,"[[GJAST]] (settlement) One priest, 8 rangers, one druid, 40 barbarians, one scholar, lots of miscellaneous humans, excellent goat cheese and a warm inn. A nearby bridge had a troll under it but the priest tricked it and froze it.",, 15,13,,1513,tundra,,,Gus L,"These snow covered plains are home to a large band of blue dessicated cannibal ghouls with tangled reddish hair and beards. They dig up the corpses in Hex [[1514]] to feast upon, and are generally peaceful as they have no lack of food.",,"UNDEAD, GHOULS" 15,14,,1514,tundra,,,Zak Smith,"Site of a recent battle between a troll band from Hex [[1415]] [[KRAGDUM-IUGHERIA]] and a mixed force of amazons form Hex [[0117]] and Falgar's men from Hex [[1406]] . There are items, weapons and tracks, and a parliament of 80 snow owls picks at the dead.",,AMAZONS @@ -330,7 +330,7 @@ x,y,,Hex,Terrain,Settlement,,Author,Description,More Info URL,Themes 16,14,,1614,tundra,,,Jason Sholtis,"An archeological team headed by the mad sorcerer Hulukan, whose razor-clawed left hand of ice petrifies at the touch, leads a caravan of ape-drawn sledges southbound for civilization, loaded with artifacts extracted from Hex [[1514]]",, 16,15,,1615,tundra,,,David Brawley,"This hex was recently woodland, but a few years ago the trees were all leveled, blasted down and pointing generally to the south.",, 16,16,,1616,forest,,,Zak Smith,Frozen pond. Fresh drinking water beneath the ice.,, -16,17,,1617,hill,,,Joey Lindsey,"White tigers stalk a sprawling labyrinth of crude stone, hunting those driven to despair by the Embodiment in [[1817]] . Troops from various factions secretly meet here to discuss how they can betray their masters and establish new orders - [[0114]] [[0117]] [[0203]] [[0415]] [[0519]] [[1312]] etc. ",,"THE THREE DESPAIRS, WHITE TIGERS" +16,17,,1617,hill,,,Josie Lindsey,"White tigers stalk a sprawling labyrinth of crude stone, hunting those driven to despair by the Embodiment in [[1817]] . Troops from various factions secretly meet here to discuss how they can betray their masters and establish new orders - [[0114]] [[0117]] [[0203]] [[0415]] [[0519]] [[1312]] etc. ",,"THE THREE DESPAIRS, WHITE TIGERS" 16,18,,1618,hill,,,David Brawley,"The hills are pockmarked with mostly small copper mines. One houses a den of wargs, while another opens into an underground lake.",, 16,19,,1619,hill,,,Trent B,"A pack of 19 fishheaded Frostboar dominate these wintry hills, hunting for entrails. Their tusks are fouled and terrible.",, 16,20,,1620,hill,TERSIFLUX,,Brendan S,"High in the mountains is the citadel [[TERSIFLUX]], home of the wizard Larafdok and his subjects. Many apprentices come to him to learn destructive dweomers, and his magic is the cause of the destruction in Hex [[1615]]. He will sell incendiaries, but also has the ability to detonate any of his own creations with a thought and a wink.",, @@ -342,7 +342,7 @@ x,y,,Hex,Terrain,Settlement,,Author,Description,More Info URL,Themes 17,06,,1706,hill,,,Trent B,"A hunter's lodge sits on a hillside by a frozen lake, housing D10 Hunters, of level 1D10, at any time. Huntmaster Karl Baerssonn knows the lands extremely well and, for pay, may guide a party to any described location. Will reward fame, goodwill, a Trophy (1D20x100GP), and a favour to anyone who brings proof of having slain any of the following game animals: The Devil Swine of Hex [[1308]] and Hex [[1407]], The Woolly Mammoth of Hex [[1218]], The Dryad of Hex [[1420]], The Arctic Tyrannosaur from Hex [[0617]].",,"MASTODONS, DEVIL SWINE" 17,07,,1707,hill,,,James Aulds,"On a prominant hill, an illusion of a giant laughing while flying a giant sized kite , directly underneath is a massive and hungry steeljawed horror buried in concealment waiting to eat.",, 17,08,,1708,forest,,,Wayne Snyder,Hundreds of mineral rich hot springs dot these hills. It is said one of them magically heals wounds.,, -17,09,,1709,forest,,,Joey Lindsey,"The trees here grow at a strange angle, and there are large brass drums scattered over miles. If you orient your stance to the trees and beat one of the drums, the red furred demon Aunixinua will emerge from the trees and beat you with sticks - if you survive this, you can now see concealed or previously nonexistent entrances and doors for 1d6 days but must reroll HP and use the new number.",, +17,09,,1709,forest,,,Josie Lindsey,"The trees here grow at a strange angle, and there are large brass drums scattered over miles. If you orient your stance to the trees and beat one of the drums, the red furred demon Aunixinua will emerge from the trees and beat you with sticks - if you survive this, you can now see concealed or previously nonexistent entrances and doors for 1d6 days but must reroll HP and use the new number.",, 17,10,,1710,forest,,,Ben Djarum,"A deep cave winds into the earth. Four Ice Trolls live inside on the banks of a frozen, underground lake.",, 17,11,,1711,forest,,,Zak Smith,"Five gnarled winter treants plod across the forest, seeking to slay the Dryad in Hex [[1420]] . They can be controlled with the gold coins from Hex [[0101]] for up to an hour.",, 17,12,,1712,tundra,,,James Aulds,Frost Goblin pulled Caravan on swamp marsh sleds going to [[KRAGDUM-IUGHERIA]] led by three Ice trolls and carrying mining supplies and mage hides.,,"FROST GOBLINS, GOBLINS" @@ -357,7 +357,7 @@ x,y,,Hex,Terrain,Settlement,,Author,Description,More Info URL,Themes 17,20,,1720,hill,,,Ramanan Sivaranjan,"6 well provisioned hunters, led by a Frost Sorceress, trek North in search of the Diamond Displacer Beasts in Hex [[1718]]. Their pelts are worth a small fortune.",, 18,01,,1801,hill,,,Steven Goodman,"Abandon Ski & Hunting Lodge ( four room log cabin ). The firewood is chopped, food is fresh and will last 8 people one month. There is a revolver & a box of 50 bullets under some loose floor boards.",, 18,02,,1802,mountain,,,James Aulds,Polluted Falls. A large waterfall in this hex pours poisonous water into a lake and all plant life is dead and surrounded by skeletons of dead animals. the source is a large one ton canister leaking the poison that contains a bound and angry plague demon,, -18,03,,1803,hill,,,Joey Lindsey,"At specific days and times, the sunlight filters through the surrounding mountains into clear beams that meet in the middle of this unusually warm valley. If the crystals from the barrel in Hex [[0707]] are held in the beam, a map of the tower in Hex [[1411]] or a false treasure map of ruins in Hex [[0407]] will be projected onto the ground. Dinosaurs roam here, gathering in the warmth.",,DINOSAURS +18,03,,1803,hill,,,Josie Lindsey,"At specific days and times, the sunlight filters through the surrounding mountains into clear beams that meet in the middle of this unusually warm valley. If the crystals from the barrel in Hex [[0707]] are held in the beam, a map of the tower in Hex [[1411]] or a false treasure map of ruins in Hex [[0407]] will be projected onto the ground. Dinosaurs roam here, gathering in the warmth.",,DINOSAURS 18,04,,1804,hill,DRAXIS,,Ramanan Sivaranjan,"Dinosaurs foolish enough to venture south from Hex [[1803]] lay dead through out the hex, victims of the cold. The village [[DRAXIS]] lays at the centre of the hex, and subsits of the meat of these dead beasts. The villagers prevent all travellers from heading North into Hex [[1804]] via their valley.",,DINOSAURS 18,05,,1805,hill,,,Zak Smith,"The Lady Of Justice dwells here and will ask the PCs about deaths they've caused since the Solstice and then curse or reward them. If they lie, magpies will crawl into their mouths while they sleep and choke them to death.",, 18,06,,1806,hill,,,James Young,The rolling hills here are all of regular shape and height. Many rabbits.,, @@ -390,12 +390,12 @@ x,y,,Hex,Terrain,Settlement,,Author,Description,More Info URL,Themes 19,12,,1912,forest,,,Zak Smith,Small island in the middle of a large pond contains a house which contains an urn with a puffer fish swimming in olive oil inside. Inside that is the soul of Firgax (Hex [[0201]]).,, 19,13,,1913,tundra,,,Brian Green,"As the group enters the hex, a meteorite falls from the sky and lands in the tundra, vaporizing snow and ice in the area. The meteorite is made of a rare metal suitable for making highly magical items.",, 19,14,,1914,tundra,JOLLYOAK,,Harald Wagener,"[[JOLLYOAK]] An unremarkable igloo village of doppelgangers. They look like dark elves, but act like halflings, which is slightly disconcerting.",, -19,15,,1915,tundra,,,Joey Lindsey,"In the Southeast of this snowy plain, a Hu Hsien, or fox spirit, flees its pursuers from the Far East who are in Hex [[2015]]. In the Northwest, a Dark Elf flees Hex [[1815]], having just killed his only love.",,ELVES +19,15,,1915,tundra,,,Josie Lindsey,"In the Southeast of this snowy plain, a Hu Hsien, or fox spirit, flees its pursuers from the Far East who are in Hex [[2015]]. In the Northwest, a Dark Elf flees Hex [[1815]], having just killed his only love.",,ELVES 19,16,,1916,tundra,,,Jason K,"In the North are an entrenched force of Orcs, in the South a motley force of elfs, and humans in between a mile section of no demihumans's land piled w/ corpses. In this no demihuman's land is a web of tunnels, a Thief's group holds sway, filled with the loot of the generations who have died in this war.",,ELVES 19,17,,1917,forest,,,Gus L,"Hills of stone and frost, marked by outcroppings of black rock. An expedition or ambassadors (35 strong) from the deep south are encamped here, the vizier argues the guard captain about turning back - they have 5,000 GP in black pearls and incense they will trade at the rate of 200 GP per man for furs and warm clothing.",, 19,18,,1918,forest,,,Ben Djarum,"Anzett the Cold, the assassin from Hex [[1811]] and Hex [[1815]] sits hiding in a tree, restringing her crossbow.",, 19,19,,1919,hill,,,Zak Smith,The Temple of the White Tiger. The tiger priests offer mineral baths and fresh meat to those with something to trade and currently employ Anzett the Cold (Hex [[1918]]).,,WHITE TIGERS -19,20,,1920,hill,,,Joey Lindsey,"To the south end, a rod of brackish metal juts from the ground and pulls light toward it, making a sound like poison sucked from a wound. Half-formed winged mechanical things flutter about with great purpose and no objective; anyone sleeping in this place will remember the grey blue sky, and wake with some patch of skin harder, and shiny.",, +19,20,,1920,hill,,,Josie Lindsey,"To the south end, a rod of brackish metal juts from the ground and pulls light toward it, making a sound like poison sucked from a wound. Half-formed winged mechanical things flutter about with great purpose and no objective; anyone sleeping in this place will remember the grey blue sky, and wake with some patch of skin harder, and shiny.",, 20,01,,2001,mountain,,,Zak Smith,The titanic and translucent fetus of a new frost giant king incubates in a mineral lake hidden by the mountains.,,"FROST GIANTS, GIANTS" 20,02,,2002,mountain,,,Zak Smith,"The Ringwolf—a rolling, circular demon with radiating heads like fire off a flaming wheel.",, 20,03,,2003,mountain,,,Gus L,"Jagged rust colored peaks march like an army Southward, this is tough ground, avoided by all. Random encounters are 1/2 as common, but more likely to be aggressive.",, diff --git a/hexmaps/marshes.csv b/hexmaps/marshes.csv index a3447f5..bfc6add 100644 --- a/hexmaps/marshes.csv +++ b/hexmaps/marshes.csv @@ -4,11 +4,11 @@ Description is the only field you need to fill out. Refer to other hexes by wrap x,y,,HEX #,Terrain,Feature,,Author,Description,Social Media Link of Choice,Themes 01,01,,0101,Mountains,CAVES,,Ramanan Sivaranjan,"A tribe of savages make their home in a network of caves at the base of this mountain range. Their homes are littered with super-technogolgy far beyond their comprehension, which they use as crude tools and furniture.",, 01,01,,0101,Mountains,MONASTERY,,Ramanan Sivaranjan,"A small monastry sits on one of the craggy peaks of this mountain range. The monks within worhship an ancient computer, it's terminal blinking waiting for its next comand.",, -01,02,,0102,Swamp Forest,TUNNELS,,Cédric Plante,A hermit shaman collect broken technogical artifacts. He(she?) can talk to the machine spirits. Secret tunnels lead to 0101. ,, +01,02,,0102,Swamp Forest,TUNNELS,,Evlyn Moreau,A hermit shaman collect broken technogical artifacts. He(she?) can talk to the machine spirits. Secret tunnels lead to 0101. ,, 01,03,,0103,Mountains,COLLAPSING CAVES,,Eric Diaz,"These mountains are suspciously filled with round holes and dangerously susceptible to cave-ins. A great hole in the side of one moutains marks the entrance to a burrowing Titan’s lair. It collects big, shiny pieces of scrap metal (half-broken ancient tech). It won’t bother to hunt anything smaller than a horse, unless it becomes very hungry.",, 01,04,,0104,Marsh,MIRE MAN,,Jürgen Mayer,"The MIre Man lives here, a grotesque bloated hybrid of elf and ooze. He tried to destroy [[OOL-LENG]], failed, and paid a terrible price. He hates everything that has bones. His territory is marked by a countless number of strange sculptures made from the broken bones of creatures that crossed his path, from frogs to unwary travelers. ",http://deadcyclops.blogspot.com/2014/07/mire-man.html, 01,05,,0105,Shroom Forest,OOL-LENG,,Jürgen Mayer,"FALSE PYRAMID OF OOL-LENG. Ool-leng is an immobile, giant, pyramid-shaped, intelligent, philosophical ooze. It longs for information about obscure subjects and rewards entities that fulfill quests on its behalf with parts of its own substance, which has various magical properties.",, -01,06,,0106,Shroom Forest,POOL OF DREAM OOZE,,Cédric Plante,Some shrooms are absorbing the spores of [[OOL-LENG]] and are growing in pyramidal grooves. This forest is a melting pot of weirdly shaped slimes and shrooms. Some native hunters know their way around the place. A trail lead to a pool of dreaming ooze. ,, +01,06,,0106,Shroom Forest,POOL OF DREAM OOZE,,Evlyn Moreau,Some shrooms are absorbing the spores of [[OOL-LENG]] and are growing in pyramidal grooves. This forest is a melting pot of weirdly shaped slimes and shrooms. Some native hunters know their way around the place. A trail lead to a pool of dreaming ooze. ,, 02,01,,0201,Mountains,DEAD ROC,,"Jeremy ""frothsof"" Smith","Roc corpse. Upon inspection, 2d8 bloated spiders burst from its breast. Partially digested gnome in stomach wears ring of x-ray vision.",, 02,02,,0202,Swamp Forest,,,,,, 02,03,,0203,village,VESPID,,Zedeck Siew,"VESPID. A rock outcrop rises from the surrounding mire. Lodged in its fissures: the bulb-like cement apartments of the wasp-women. A hospitable community, led by an iridescent priestess. Communal creche filled with captive humanoids - paralysed, implanted with larvae.",, @@ -25,7 +25,7 @@ x,y,,HEX #,Terrain,Feature,,Author,Description,Social Media Link of Choice,Theme 04,02,,0402,Swamp Forest,TOWER TRAPS,,Jürgen Mayer,"This area is infested with bog imps that breed in shallow pools of mud water. They are feared for the often infectious wounds their claws can inflict. An even greater danger are the Tower Traps that sprout here, huge carnivorous plants that grow up to 60' high. They look like huge green trunks crowned by large bladder sacks. They can throw the bladders up to 50' to trap food in the digestive and sticky goo of the bladder. The bladders are big enought to trap human-sized prey and are attached to the trunk by vines that can pull them back up to the top of the plants. The tower traps will happily eat something other than bog imp for a change.",, 04,03,,0403,Marsh,,,Reece Carter,"Shallow water changing in depth from just over the foot to slightly more then ankle deep, softly bubbles. Mosquitoes buzz around and bite the PCs as they move through the area. A soft rotten egg smell permeates though the area but it's not so overpowering as to be a distraction. As the player walk through the area roll 1d6: if the number is equal to or less then the number of players 1d2 of them have stepped into the bog. These players begin to slowly sink and are treated as though grappled. A strength check (roll under half strength score) is required for the player to get out. Other players can aid this but you can decide how that will work.",, 04,04,,0404,swamp Forest,ARACHNAUROCHS HERD,,Jennifer Erixon,"Wild Arachnaurochs Herd. Ancient cousins of the silk producing Holstein Spidercattle, these vicious creatures roam about the forest preying upon unsuspecting herbivores. Their eggs are a prized delicacy, and their nests tend to have the belongings of lost travelers. ",, -04,05,,0405,Swamp Forest,HOLSTEIN POD RUINS,,Cédric Plante ,"Ruins of a Holstein automated spidercattle farm pod, contain ancient skeletons covered in calcified webs. Local mudwalker avoid the place ",, +04,05,,0405,Swamp Forest,HOLSTEIN POD RUINS,,Evlyn Moreau ,"Ruins of a Holstein automated spidercattle farm pod, contain ancient skeletons covered in calcified webs. Local mudwalker avoid the place ",, 04,06,,0406,,BLIGHT RANGER HEADQUARTERS,,Chris P.,"BLIGHT RANGER HEADQUARTERS: A fortification rests in a clearing seperated from the surrounding mire by walls made of the region's sturdiest logs. This is the base of the BLIGHT RANGERS, a taskforce of would-be peacekeepers for the Lavender Marshes. Originally organized from the survivors of the spidercattle farm pod disaster in [[405]], the Blight Rangers have since then gathered membership from all sorts of people touched by the misfortune and degenerative influence of the Marshes. Many of the members therefore bear marked warping of the flesh and sometimes of the mind. Despite the ragtag misfit nature of its membership, the hidden influence of Megol (see [[506]]) upon the Rangers' leadership keep the upper ranks rather organized.",, 05,01,,0501,Mountain,ALCHEMIST FUNGUS,,Wayne Rossi,"The mountain is naturally the source of an extremely rare fungus that is highly valued by wizards and alchemists as an ingredient in potions. However, the fungus is tended by a colony of giant ants (roughly the size of dogs), which will fiercely defend it if provoked. Warrior ants have a bonus to ambush anyone disturbing the fungus.",, 05,02,,0502,Shroom Forest,SPORE FOREST,,Joel Bethell,SPORE FOREST: A particularly dangerous part of the fungal forests: here it snows deadly spores that infest living creatures with mind-controlling cordiceps. The tops of the shrooms are decorated with the hollowed out corpses of giant ants who had fallen victim to them; from their heads grow valuable fungal branches.,, @@ -36,7 +36,7 @@ x,y,,HEX #,Terrain,Feature,,Author,Description,Social Media Link of Choice,Theme 06,01,,0601,Mountain,BLADEWIND PEAKS/QUOOLAK,,Jürgen Mayer,"BLADEWIND PEAKS: Caves under the mountain, made by the worm god Quoolak. A clan of reclusive, worm-worshipping dwarves dwells there. It is devided into two warring factions, the stone-born who live in the caves and the womb-born who live in the carcass of the worm god. Both have gone insane over the centuries and their numbers are dwindling. A wizard king has promised eternal gratitude and unknown riches for those who can steal and bring him the worm god's heart. ",, 06,02,,0602,Shroom Forest,"HEART OF THE SHROOM-FOREST ",,Jürgen Mayer,"HEART OF THE SHROOM-FOREST The shroom dryads have captured the sorcerer Parnea [[0604]] and drain the energy from his lichen-cocooned body to feed the forest's psycho-hallucigenic veil. After three decades of imprisonment, Parnea has learned to manipulate the veil enough to send out telepathic messages and weaken the bonds of his prison. The dryads are alarmed and might seek outside assistance to contain the sorcerer. Parnea seeks allies of his own to help him escape.",, -06,03,,0603,Shroom Forest,WALKING SPORE FOREST,,Cédric Plante,"Walking Spore Forest. Quiet except for the multiple mushrooms clones of a lost adventurer, walking around looking for traps and secret stuff. His or her original body holds something precious in his or her arms. ",, +06,03,,0603,Shroom Forest,WALKING SPORE FOREST,,Evlyn Moreau,"Walking Spore Forest. Quiet except for the multiple mushrooms clones of a lost adventurer, walking around looking for traps and secret stuff. His or her original body holds something precious in his or her arms. ",, 06,04,,0604,,THE OLD GARDEN,,Wayne Snyder,THE OLD GARDEN AKA the Death Garden of Parnea. A ruined manse situated in a malevolent sorcerer's garden grown wild with years of neglect. ,, 06,05,,0605,swamp forest ,,,Ramanan Sivaranjan,A group of broken adventures have recently fled the [[MONOLITHIC SHRINE OF MEGOL]]. They lament the treasures they were foced to leave behind. They can provide players with a partial map of the shrine for a small price.,, -06,06,,0606,swamp forest ,AUTOMATON JUNKYARD,,Cédric Plante,"Rusted forest of lost automatons. Willows trees grow over the metal husks, their dryads cry for the broken and discarded automatons. One automaton contain a moss covered prime spark core. The prime spark is damaged. ",, \ No newline at end of file +06,06,,0606,swamp forest ,AUTOMATON JUNKYARD,,Evlyn Moreau,"Rusted forest of lost automatons. Willows trees grow over the metal husks, their dryads cry for the broken and discarded automatons. One automaton contain a moss covered prime spark core. The prime spark is damaged. ",, \ No newline at end of file diff --git a/hexmaps/synthexia.csv b/hexmaps/synthexia.csv index 9b652e0..6f4dc5d 100644 --- a/hexmaps/synthexia.csv +++ b/hexmaps/synthexia.csv @@ -11,7 +11,7 @@ 02,02,,0202,Volcano (Extinct),,,Patrick Stuart,The {{Mind-Scuptor}} dwells in a chromium lattice formed in the decaying core of an extinct volcano. His War Witch {{Onero-Cyber}} flocks hunt the Noosphere for tantilising minds for him to mold.,,Mind-Sculptor,Mind-Sculptor; Onero-Cyber 02,03,,0203,Mountains,,,Judd Karlman,"The coven of the <http://towerofthearchmage.blogspot.com/2010/01/magic-mushrooms.html",,,Portal Witch -18,01,,1801,Devastation,,,Joey Lindsey,"Modular creatures made of stone tend the rough ground as if it were a garden, assembling huge beautiful stone arrangements. They can rearrange and trade body parts with each other at will, sometimes forgetting that visitors can not.",,, +18,01,,1801,Devastation,,,Josie Lindsey,"Modular creatures made of stone tend the rough ground as if it were a garden, assembling huge beautiful stone arrangements. They can rearrange and trade body parts with each other at will, sometimes forgetting that visitors can not.",,, 18,02,,1802,Scrubland,,,Chris Tamm,A huge plasticrete vault entrance to a ruined factory complex. Remains of crashed attacking fighter craft and defenses are guarded by mutant cyborgs who hopelessly dream of resurrecting past glory days.,,, -18,03,,1803,Hills,,,Joey Lindsey,"Satyrs train dim-witted Centaurs to herd even dimmer-witted sheep-people. They are all using laser guns, light swords, radio communicators, and other remnants of high military technology as mundane everyday tools, not imagining them as weapons.",,, +18,03,,1803,Hills,,,Josie Lindsey,"Satyrs train dim-witted Centaurs to herd even dimmer-witted sheep-people. They are all using laser guns, light swords, radio communicators, and other remnants of high military technology as mundane everyday tools, not imagining them as weapons.",,, 18,04,,1804,Hills,,,Chris Tamm,"Crashed space ark being repaired by nanogolems. Metalic purple jewel encrusted dinosaurs dwell here now, some with lazer eyes.",,, 18,05,,1805,Hills,,,Matthew Baron,The vat-brain AI that controlled the crashed space ark in Hex [[1804]] is slowly migrating south to the void (1-5) to end it's pain-filled existence or (6) to mate with the void (!). As it passes it leaves a 1km-wide magenta-cyan-sparkly slime trail that causes random genetic re-combinations if touched.,,, 18,06,,1806,Scrubland,CORUSCATING CARNIVAL,,Arnold K.,"{{The Jacksonian}} and His Amazing [[CORUSCATING CARNIVAL]] exhibit wonders of superscience while selling fireworks, jetpacks, and 44 anthrophages that have been transformed into kittens. The Jacksonian is already constructing viewing platforms for when the the vat-brain in Hex [[1805]] plummets into the void, and has already sold many tickets to the ""Suicide of the Century"".",,,The Jacksonian @@ -173,7 +173,7 @@ 19,04,,1904,Hills,,,Jacob Hurst,Continual wind and sandstone valleys. Silver feathered harpies and robo-basilisks.,,, 19,05,,1905,Hills,HOVERBOARD RACETRACK,,Arnold K.,"Watching the Hoverboard Races was once a favored indulgence of {{Sad Ivory}} the Sorceress Queen, but neglect has cracked the ceramic curves and choked the access tunnels with dead leaves. However, the degenerate, carnivorous androids of the area maintain disarming smiles, glib voices, and a few functional hoverboards that they use to chase down prey. The name of {{Lord Nichrome}} causes them to fall to their knees, mewling and begging in abject terror.",,, 19,06,,1906,Scrubland,,,Arnold K.,"A crumbling, elevated highway serves as the only safe path through this hex, although glitter harpies nest upon it. Packs of howling turboghouls ("http://vaultsofnagoh.blogspot.com/2012/06/bestiary-of-vaults-turboghouls.html") kill anything on the ground.",,, -19,08,,1908,Devastation,,,Joey Lindsey,"Perilous rope bridges connect the peaks here; if anyone has seen the ground below the hazy mist, they are lying or mad. Tiger-men with bulging muscles have a complex culture of honor and consider death a blessing, and wrestling until the opponent is thrown off a cliff fine sport.",,, +19,08,,1908,Devastation,,,Josie Lindsey,"Perilous rope bridges connect the peaks here; if anyone has seen the ground below the hazy mist, they are lying or mad. Tiger-men with bulging muscles have a complex culture of honor and consider death a blessing, and wrestling until the opponent is thrown off a cliff fine sport.",,, 19,11,,1911,Starfruit Mountains,ASTROTOPIA,,Arnold K.,"[[ASTROTOPIA]], the lost city of Urghis Khan, has fallen into ruin. A disgraced baron from The [[CRYSTAL METROPOLIS]] has begun launching forays into the underground, and has even enslaved the dead Khan's famous pet: the laser phoenix.

"http://goblinpunch.blogspot.com/2013/07/gengrilaa-lost-city.html"",,, 19,12,,1912,Starfruit Mountains,ANUBIAN'S VILLAGE,,David Brawley,"The [[ANUBIAN'S VILLAGE]] is hidden in the caves beyond the lush starfruit forest. They worship the laser phoenix as a messenger of the gods, and fear the attention of the rakshasa from Hex [[1812]].",,Anubians, 19,09,,1909,Devastation,VALLEY OF SHADOWLESS DEATH,,Matthew Baron,"Pilgrims to the [[VALLEY OF SHADOWLESS DEATH]] pray fruitlessly to the thunder gods for rain. The crystal sorceress ("http://genealogyreligion.net/wp-content/uploads/2011/05/Gozer-the-Gozerian.jpg") lures the most penetent to the top of the valley with her languid screams of forgiveness, whereupon she picks them off one-by-one with her lazerbeam eyes.",,, diff --git a/hexmaps/test.csv b/hexmaps/test.csv new file mode 100644 index 0000000..80a4bf6 --- /dev/null +++ b/hexmaps/test.csv @@ -0,0 +1,743 @@ +x_index,y_index,extra_1,hex_key,terrain,settlement,extra_2,author,description,more_info_url,themes +01,01,,0101,woodland,,,Zak Smith,Well. 3 crocodiles.,, +01,02,,0102,fin,MULK,,Zak Smith,MULK. Human settlement. Excellent glassblowers.,, +01,02,,0102,fin,,,Harald Wagener,Hidden harbor. Base of a luckless pirate captain.,, +01,03,,0103,swamp,,,Jeremy Morgan,Abandoned witch's hut.,, +01,04,,0104,sea,,,Brian Green,Burnt remains of a fishing village along the shore. Sunken fishing boats in the shallows.,, +01,05,,0105,sea,,,Random Wizard,"A very old bard in a dinghy. Appears to be idly fishing but in reality, is attempting to find ways to capture a mermaid who taunts and jilts him.",, +01,06,,0106,sea,,,Zzarchov Kowolski,Abandoned stone watchtower. Someone burned down the roof and there is a pack of 20 feral dogs with a taste for human meat.,, +01,07,,0107,sea,,,Jensan Thuresson,Unsinkable cursed buckets. Lots of.,http://acornafloat.blogspot.se/2013/04/hexenbrachen-hex-0107.html, +01,08,,0108,sea,,,Brendan S,Pirate patrols from the hilly island to the south that seek slaves (50% chance their ship is already loaded with precious cargo). 10% chance actually ghost pirates from a ship that was ran aground in a storm (there may be treasure in the real wreck as well).,, +01,09,,0109,hill,,,Harald Wagener,"The Cyclops´ armory. Believed to hold items of excellent craftmanship (true, but they're all giant sized)",, +01,10,,0110,sea,,,James Stuart,Wet Water is Wet. There are lots of fish here.,, +01,10,,0110,sea,,,Matt Maranda,The sunken remains of ships with several large rocks scattered among them. (These ships were sunk by the Cyclops before they ever reached his island.),, +01,10,,0110,sea,,,Zak Smith,One of the jellyfish here is being remotely controlled by a mind flayer in hex [[0109]]. He is using it to look for a lost gem in the shoals.,, +01,11,,0111,sea,,,Alex Mayo,"The remains of an old fishing settlement. A strange statue, clearly dredged from the ocean floor, is located in the center of town - surrounded by corpses.",, +01,11,,0111,sea,,,Jensan Thuresson,Moonlight turns water surface into a portal.,, +01,12,,0112,plain,SCREEYAL,,Zak Smith,[[SCREEYAL]] White Elf port. Rough.,, +01,13,,0113,hill,,,Jeff Rients,small pile of rocks near highest hilltop in the hex. Hasty grave - underneath is the naked corpse of a halfling with tremendous sideburns.,, +01,14,,0114,hill,,,Stuart Marshall,Scree and loose rock. 4 large pterosaurs.,, +01,14,,0114,hill,UPSIDE,,Harald Wagener,"[[UPSIDE]] Dwarven surface colony. sturdy buildings, little luxury.",https://docs.google.com/document/d/1qP5N8zNu7l5PvZb_BzKgii3u7d7vU6cbbrCSPQiaP4k/edit#, +01,15,,0115,hill,,,John Bell,One of the hills has an iron door cut into its side. A corpse with stab wounds in its back lies face down towards the door.,, +01,15,,0115,hill,,,Nakia Pope,Ash and burnt vegetation from a huge wildfire.,, +01,16,,0116,hill,,,John Bell,Drunken hill giant who loves to gamble.,, +01,16,,0116,hill,,,Zak Smith,Dwarves here with trained rabid bats will steal your armor int he night and melt it down.,, +01,17,,0117,mountain,,,Matt Maranda,"These mountains contain a sealed Dwarf Vault. The seal has not been broken largely because of the legends that claim ""The Dwarfs that founded this vault never left before the seal was put in place.""",, +01,18,,0118,mountain,,,John Bell,"One of the mountains is illusory, but chances are you won't realise til you're halfway up it.",, +01,18,,0118,mountain,,,Harald Wagener,"A big telescope built by lizardmen, pointing at the stars. They buy lenses from the lens grinders in [[0217]].",, +01,18,,0118,mountain,,,Darien Mason,A desolate mountain peak strewn with bones of a decimated adventuring crew. One rather intact skeleton still clutches a red dragon scale the size of a great-shield.,, +01,19,,0119,mountain,,,Matt Maranda,"at the top of this mountain carved into the living stone is a very small throne, too small even for a halfling. (Anyone small enough to sit in it can see all surface activity for 30 miles around, while seated in the chair. But no special power to actively process that information is imparted upon the user.)",, +01,20,,0120,mountain,,,John Bell,A massive statue of an ancient king points directly at the throne in [[0119]] with an accusing expression,, +01,20,,0120,mountain,,,John Johnson,Abandoned mines with a collapsed entrance.,, +01,21,,0121,fin,,,,Sheer cliffs over the water with caves high up.,, +01,21,,0121,fin,,,Zak Smith,The palatial abandoned manse overlooking the water here is an illusion. It's really a rickety deathtrap covered by an illusion the cannibal witch-naga beneath cast so adventurers will fall to their doom.,, +01,21,,0121,fin,,,Paul Schaefer,Crater with large crashed space capsule. Squishy aliens unloading parts to construct mechanical walking death machines.,, +01,22,,0122,sea,,,John Bell,A flotilla of rafts inhabited by peaceful lizardmen plies a circular route throughout this hex.,, +01,22,,0122,sea,,,Zak Smith,Two fortified islands linked by a stone bridge,, +01,22,,0122,sea,,,Chris L Sheppard,A school of small green fish that form strange arcane symbols.,, +01,23,,0123,sea,,,John Bell,Den of 4 werecrocodiles who prey on the lizardmen in [[0122]].,, +01,23,,0123,sea,,,Matt Maranda,Excellent finish in the hex. Including one overly large shark with a suite of +1 chain in its belly.,, +01,23,,0123,sea,,,Zak Smith,A skinny deep blue jelly with tentacles and 2 vampire heads.,http://dndwithpornstars.blogspot.ca/2013/06/i-just-play-here.html, +01,24,,0124,sea,,,Casey Garske,The top of a giant statue's head protrudes from the water. At low tide it's eyes are revealed.,, +01,25,,0125,woodland,,,John Bell,No one can prove a tribe of degenerate elvish cannibals live here because no one ever comes out of the forest alive.,, +01,25,,0125,woodland,,,Harald Wagener,"Glade with portal to the Nymph's Shadow Realm. Druids can find a pathway to hex [[2211]], traversable in a day (accompanied by Druid's level living beings).",http://gist.io/5291901, +01,26,,0126,swamp,,,Olman Feelyus,Marsh lands. Very difficult terrain to cross. No potable water.,, +01,26,,0126,swamp,,,Wayne Snyder,Dank swamp land made passable by bridges of human bones. The air is thick with the stench of rotting flesh.,, +01,26,,0126,swamp,,,Zak Smith,Old squat Dwarven fortress. Wererats disguised as lost pilgrims inside. They have d20xd12 gp worth of stuff.,, +01,27,,0127,swamp,,,Casey Garske,The Mosquito Queen,https://docs.google.com/document/d/1Vx4cpRiLJu-R-Hl5Kl5cPGiIh3QRoY4iLVIBPYcR5xQ/edit, +01,27,,0127,swamp,,,Wayne Snyder,Dank swamp land made passable by bridges of human bones. The air is thick with the stench of rotting flesh. A massive hollow earthen mound sits above the murky water and is home to a clutch of flesh eaters.,, +01,28,,0128,woodland,,,Zak Smith,"Quasit--ex-familiar of Mosquito Queen, created the hyper sophisticated lizardmen in [[0118]].",, +02,01,,0201,sea,,,John Carr,Kelpies,, +02,01,,0201,sea,,,Chris L Sheppard,"Nothing. Absolutely, stinking, frigging, nothing. Will drive players mad looking since they’ve found something of interest on every other hex on the map.",, +02,02,,0202,sea,,,Zak Smith,Hidden rocks--ships will probably founder. Pirates and scavengers from nearby ports know about this place,, +02,02,,0202,sea,,,Mike Evans,Swamp village if mutated half fish half human creatures. Led by blind mad prophet.,http://wp.me/puSkU-TE, +02,02,,0202,sea,,,Gennifer Bone,"Sunken rowboat. Here, a party of adventurers learned that armor doesn't float.",, +02,03,,0203,swamp,,,Chris L Sheppard,An orc in a rowboat guarding a locked chest. Full of killer bees.,, +02,03,,0203,swamp,,,Mike Evans,Giant sits on a throne of living humans stitched together.,, +02,03,,0203,swamp,,,Wayne Snyder,Salt water marsh as far as the eye can see. Long legged birds prey on fish in the shallows.,, +02,04,,0204,sea,,,Harald Wagener,"water in this hex boils at a 1-in-6 chance per night, 2-in-6 at a full moon, from sundown to sundawn.",, +02,04,,0204,sea,,,Jacob Hurst,"Wreck of pirate ship ""The Yeasty Skulls"" - Contains 2 forlorn ghosts. Chest of glass flowers.",, +02,05,,0205,sea,,,Zak Smith,Water goblins in huge half-submerged fortress of trained coral.,, +02,06,,0206,swamp,,,Ian Burns,Village of 116 Rat Men who worship the corpse of a prehistoric mammoth. 2000 GP worth of valuables piled between its ribs. The skull was stolen two months ago by the giant in hex [[0212]].,, +02,06,,0206,woodland,,,Harald Wagener,"Marble prison to a Nymph from [[0125]]. The key to her prison is a marble figurine of her likeness, at the bottom of 0202 near the sunken rowboat. If you free her, she grants you a wish.",, +02,07,,0207,woodland,,,Jacob Hurst,Clearing filled with small orange and white speckled mushrooms. Visions if consumed.,, +02,08,,0208,sea,,,Paul Schaefer,Psychotropic seaweed grows on the seabed. Popular vacation spot for merpeople.,, +02,09,,0209,plain,VEKTH,,Zak Smith,"VEKTH Largish port city here--half of it is on solid ground, half is linked boats and fishing towers.",, +02,10,,0210,sea,,,Ian Burns,Undersea dome - rusting in places and of questionable constriction - hidden by a forest of purple and green kelp.,, +02,11,,0211,fin,,,Levi Kornelsen,"Docks, roads, inns - largely serving traffic to and from nearby [[VEKTH]] [[0209]].",, +02,12,,0212,fin,,,Ian Burns,"Mountain pass guarded by the Skull Baron, a insane giant, naked except for mammoth skull head stolen from the rat men in Hex [[0206]].",http://reynaldogamingsoap.blogspot.com/2013/04/the-skull-baron-of-hexenbrachen.html, +02,13,,0213,fin,,,Chris L Sheppard,Twelve Lords a’ Leaping. Twelve armored knights suffering from a permanent 'Otto’s Irresistible Dance'.,, +02,13,,0213,fin,,,Jason Sholtis,"Bone yards of the Skull Baron, loaded with heaped detritus from his rampages, discarded remnants of his victims, plenty of scavenger monsters",, +02,14,,0214,fin,,,Kerry Forester,natural hot springs,, +02,15,,0215,plain,,,Ian Burns,"Bloodcorn, village of 400 disheveled, and paranoid farmers. The corn grown in the surrounding fields bleeds and screams when bitten into.",, +02,16,,0216,fin,,,Zak Smith,Inn of the Night Goat d6 minus d4 travelers at any time. Barkeep's has an accurate treasure map in a map case in his room to an underground complex in [[1423]] inhabited by trolls.,, +02,16,,0216,fin,,,,,, +02,17,,0217,plain,,,Wayne Snyder,"Fertile steppe land populated by wild herds of huge black goats with the faces of men, also known as night goats.",, +02,18,,0218,woodland,,,Ian Burns,one-eye grizzly bear feared by the surrounding locals.,, +02,19,,0219,fin,,,Levi Kornelsen,"Abandoned mining camp, spoil heaps, equipment, from mines in [[0120]]. Road leading to that abandoned mine past the feet of the giant seated statue also in [[0120]].",, +02,20,,0220,fin,,,Jason Sholtis,"Encampment of fantasy hippies, protected from harm by overwhelming stench of arcane incense",, +02,21,,0221,plain,,,Casey Garske,A surly herd of aurochs led by a very short-tempered bull who HATES halflings.,, +02,22,,0222,plain,,,Matthew Burack,"Ruins of a burned-out farmstead with skeletal remains scattered about. Fields are overgrown with weeds, but have fresh crop circles in them.",, +02,23,,0223,plain,,,Zak Smith,Nizadd Gors was transformed into a wererat by a cursed scroll sold to him by a merchant in [[SCREEYAL]] [[0112]]. He seeks information and revenge.,, +02,24,,0224,plain,,,Levi Kornelsen,"Lizardman encampment; this tribe of primitive lizardmen were subjected to arcane experiments by outsiders see [[0128]] , and the successes taken away. They remain embittered.",, +02,25,,0225,plain,,,Paul Schaefer,Two large clans of primitive cannibals. They are feuding over an ancient recipe for barbecue sauce.,, +02,26,,0226,woodland,,,Zak Smith,Spell scroll hidden in knot of unusually twisted tree beneath overgrown crow's nest. Permanency . Castable by anyone but only works once.,, +02,27,,0227,woodland,,,Jason Sholtis,"Caravan from Mulk laden with high-end glassware, lost, bewildered, guards depleted from monster attacks, near starvation, still they soldier on, devoted to fulfilling their orders to the south",, +02,28,,0228,,,,,,, +03,01,,0301,sea,,,Zak Smith,"On a small island is an apparently abandoned tower taken by The Cold Banner--a cult of mute assassins dedicated to Akayle Ozph, the many-faced god.",, +03,02,,0302,sea,,,Paul Schaefer,"Tiny islands randomly rise and sink here, usually within hours. Prides of aquatic displacer beasts hunt in these waters.",, +03,03,,0303,sea,,,Wayne Snyder,Beneath the waves the Aquanarium of Bubblox the Sea Wizard lurks on a rocky outcropping near the edge of an abyssal trench.,, +03,04,,0304,hill,,,Darien Mason,"a bustling port town, nearby healing spring houses symbiotic parasites than actually run the town.",, +03,05,,0305,hill,,,Ben Djarum,The Oakheart Academy for Wayward Girls is nestled in the rugged hills here. It is actually a front for the Slime Sisters of Jubilex - an odious cult of depraved nuns devoted to the Slime God.,http://codexapocrypha.blogspot.ca/2013/03/the-oakheart-academy-for-wayward-girls.html, +03,06,,0306,hill,,,Zak Smith,"Abandoned fortress of the Order of The Nine Dozen. Mostly picked over (unless there's a secret door somewhere) still, offers shelter from the elements.",, +03,07,,0307,woodland,,,Paul Schaefer,"The retired bard H'Timskaz resides here in the port town of Ratzenrop. He now makes his living by selling sandals, togas and headbands to fashion challenged visitors at the local inn.",, +03,08,,0308,sea,,,Casey Garske,Plesiosaur mating ground,, +03,09,,0309,sea,,,Paolo Greco,"sunken ship. in the hold, granite icon of Saint Gunther of the Uplands. Praying in front of it gives the faithful +1 to hit and damage with crossbows until next dawn",, +03,10,,0310,sea,,,Zak Smith,"Thin string of half-submerged fortresses linked by a crumbling causeway connecting [[0407]] to [[0608]]. Once part of the western defenses in the The Bleak Wars, a lunatic has taken up residence in one.",, +03,11,,0311,fin,,,Jacob Hurst,A 3 mile long trail is marked with crucified rabbits every 500 feet. The trail ends in a clearing containing the stump of a large oak tree.,, +03,12,,0312,fin,,,Jürgen Mayer,"Bottomless cave. Three servants of Ith-Narmant, Master of Shadows, are building a shrine in its black depths.",, +03,13,,0313,fin,,,Jacob Hurst,The canyon lands of the screaming arches. Wind(?) blowing through natural rock arch ways sounds like the screams of the dying.,, +03,13,,0313,fin,,,Gennifer Bone,Black Tar Pits. Pitch Elementals have been known to spawn here.,, +03,14,,0314,woodland,,,Zak Smith,"The Devilwide--a popular dueling ground for local nobles. 70% of seeing at least one duel if traveling on foot through this hex, 40% on horseback.",, +03,15,,0315,plain,,,Casey Garske,Village of Scoble. Will warn about the weirdos who grow the screaming corn in [[0215]].,, +03,15,,0315,plain,GALASSA,,Eric Boyd,"GALASSA, halfling village, 900 residents, exports barley; sherrif, innkeeper, 3d20 more relatively prominent residents secretly worship and offer blood sacrifices to a minor demon prince.",, +03,16,,0316,mountain,,,Zak Smith,Astrologer's tower was destroyed some weeks ago by the weird golem thing in [[0318]]. It was searching for something it could not find.,, +03,16,,0316,mountain,,,Zak Smith,A crag on this peak bears the mark of dark rites. A ranger can identify the bones as those of elven children (a rare thing).,, +03,17,,0317,fin,,,Trent B,"Alchemist lady, Rebecca Flaskhaver, lives under a stone outcrop in a forested valley between the peaks. Likes to test substances on nearby corn farmers (02 15). Will trade powerful magic/potions/powders for humanoid babies.",, +03,18,,0318,woodland,,,James Smith,"A Mechanical Walking Death Machine from [[0121]]. Systematically destroying all vegetation, in search of the Nymph's Portal in [[0125]].",, +03,19,,0319,plain,,,Jürgen Mayer,"Field of arms. 2d100+100 undead soldier skeletons from a bygone wizard war are buried here, each with one of their arms sticking out of the ground. Pulling one out is not recommended.",, +03,20,,0320,mountain,,,Darien Mason,a tribe of raptor riding goblins aids travelers in distress. Their leader wears a ratty red cloak and mask.,, +03,20,,0320,mountain,,,Zak Smith,"Corpse of dark elf traveler. Carrying standard dungeoneering gear--rope, torches, rations, etc.",, +03,21,,0321,mountain,,,Casey Garske,"The Needle. A thin mountain with an oval hole in the peak. When the moon rises behind it, the light shining through illuminates a secret temple of the Moon Goddess.",, +03,22,,0322,fin,,,Michael Currie,"Wheretewhakawi plateau, arid and pungent with the stench of gorgonzola. Several Naga zealots have taken residence in the flab of Pukurangi, a giant clairavoyant mooncalf.",, +03,22,,0322,fin,,,Darien Mason,"a ghostly troupe of murdered actors follows the party, critiquing their ""performance"".",, +03,23,,0323,sand,,,Jürgen Mayer,Wererat assassin who killed the dark elf in [[0320]] and took his ring of spiderform. The assassin is on its way back to the dwarven fortress in [[0126]].,, +03,24,,0324,hill,,,Zak Smith,"Remains of a huge merchant caravan. Carrion crawlers poking through it at night, wild boars during the day.",, +03,25,,0325,fin,,,Trent B,"Wooden fortress on a hilltop, populated by 140 hardy wo/men. Forage and hunt, not much farming. Small mine to extract copper for trade etc. - Equipment/hirelings/henchpeople available. - Will share good information on any nearby area (up to 4 hexes away) in exchange for luxurious commodities.",, +03,26,,0326,hill,,,Jürgen Mayer,"Snakehill path. A merchant with a wagon full of strange wares is missing his son, who was kidnapped by the Mosquito Queen's soldiers from [[0127]].",, +03,27,,0327,fin,,,Zak Smith,"Former fortified city, abandoned and crumbling, full of snake eggs. The pythons here feed on sadness and will attack the loneliest party members first.",, +03,28,,0328,hill,,,Michael Currie,Large rubbish dump . Several belligerent lizardchildren hang around breaking bottles and smoking cigarettes.,, +04,01,,0401,sea,,,Zak Smith,"Friendly helpful, generous merchants vessel need a hand being pulled to shore. For real.",, +04,02,,0402,sea,,,Trent B,A pod of dolphins are often in this hex. They are familiar with the submerged parts of the whole region.,, +04,02,,0402,sea,,,Ray Colina,"A talking sea monster dwells beneath the waters here. There is a 15% chance a passing ship will catch its eye. It isn't necessarily hostile, but it will want something.",, +04,03,,0403,sea,,,Levi Kornelsen,The currents and flows here strongly suggest hidden rocks and shallow sandbars - but none are actually present. Experienced local sailors will know about this.,, +04,04,,0404,sea,,,Matt Maranda,This area contains a school of semi-intelligent squid (Int 5). They hunt in this area and will even attacks sailors that fish them. Attempt to communicate with them can be made.,, +04,05,,0405,sea,,,Trent B,"A single undead human lives at the bottom of the river, occasionally creeping out to steal away an easy target from the port in [[0304]]. Has treasure from victims in it's lair.",, +04,05,,0405,sea,,,James Smith,"Several bottles, containing notes may be found here and there. A young inmate of the Oakheart Academy in [[0305]], pleading for help.",, +04,06,,0406,sea,,,Zak Smith,At the bottom of the water there is a great circular stone with a glyph on it. Removing it reveals an entrance to the dungeon.,, +04,07,,0407,woodland,,,Darien Mason,A crowd of children wearing cursed buckets from [[0107]] as helmets have amassed here led by a mysterious force. They carry pot lids as shields and farm implements as weapons and prepare to storm the dungeon entrance.,, +04,08,,0408,sea,,,Asen R Georgiev,"The giant raft with a population of albinoes, simply known as ""the Albino island"". The albinoes are rich people who dwell on this artificial island, protected by golem guards, waiting for a cure of their condition to come from the sea according to a prediction. The cure is to be related to the monster from hex [[0402]], but they don't know that.",, +04,08,,0408,sea,,,Zak Smith,Abandoned halfling merchant vessel. Inside there are 4 leech-headed halflings and the diary of a butcher who escaped the cult in Galassa [[0315]].,, +04,08,,0408,sea,,,Darien Mason,That's the hex-eating mega purple worm.,, +04,09,,0409,sea,,,Bennet Akkerman,"Cursed albatross; will follow any sailing ship; wind strength will be lower than normal, but will be increased in case of a storm. The killer of the albatross will be cursed (can only consume salt water instead of fresh water).",, +04,09,,0409,sea,,,Eric Boyd,"Once you get a bag of salt, that's kind of a blessing; it's a lot easier to make fresh water salty than t'other way round. Maybe all your clothes and possessions are permanently crusted with seaweed and salt, -1 to dex and your items wear out/break often?",, +04,10,,0410,woodland,,,Ray Colina,"There is an excellent sheltered bay here, unfortunately strong uncooperative currents make sailing into the bay all but impossible. A tribe of wood giants lives here, they will trade lumber and amber for iron.",, +04,11,,0411,hill,,,Bennet Akkerman,"A wizard growing crying mushrooms will pay handsomely for the hand of an hanged elf. Pays double for the hand of a White Elf, triple in the case of a White Elf magic user, knows the location of [[SCREEYAL]] [[0112]].",, +04,12,,0412,mountain,,,Random Wizard,"A quaint, rustic inn with a wood sign proclaiming ""The Green Dragon Inn"" sits on a path winding through the mountains. A strange book titled ""FLAILSNAILS"" in the reading room hint at magic portals in the extensive wine cellar linking the inn to other wine cellars throughout the multiverse.",, +04,12,,0412,mountain,,,Darien Mason,"At dawn, those who view the cliff side will see inscribed the names of everyone who worked on this hexmap. PCs who gaze upon it will be refreshed, but will forget about it entirely once they look away.",, +04,13,,0413,plain,,,Ben Djarum,"A caravan of dancers, performers and musicians have made camp in this small grassy valley. Amongst their belongings in their wagon is a large wooden box containing a vampire.",, +04,14,,0414,plain,,,Dave Booth,Man sits on a stump. Will smile and give a knowing nod and encouraging thumbs-up to passers-by.,, +04,15,,0415,plain,,,Darien Mason,The plants in this forest wander about on shuffling roots. The animals either cling like vines or are rooted by their legs to the ground.,, +04,16,,0416,swamp,,,Brendan S,"Blasted moonscape hidden in the marsh (division between healthy swamp and dead area is clear as a line) and anything that dies within the dead zone will reanimate as undead during the next night (all vegetation is also undead). Ancient underground necromantic laboratory buried somewhere, corrupting the whole area.",, +04,17,,0417,swamp,,,Ben Djarum,"A ruined village sinks in the stagnant murk. A half orc offers you a ride in his boat through the ruins for 10 gp. Sitting on the roof of one of the buildings is a strange child with no eyes who warns adventurers to beware the ""man who smells like blood""",, +04,18,,0418,plain,,,Michael Currie,A decaying mausoleum half hidden by brambleberries is home to a small band of evil rapist Deodands. The Tombs inside contain D10x20gps worth of golden jewellery and a cursed tiara of resist pleasure.,, +04,19,,0419,sand,,,Ray Colina,"A skull-faced Amazon with a large hellhound wanders here, seeking the location of the dungeon in hex [[0406]]. The Amazon wears a tattered cloak made from thirteen demon faces sewn together. The faces whisper dark secrets and make prophecies of doom about random people, 10% chance one of the faces mentions someone the PC’s know.",, +04,20,,0420,mountain,,,Dave Booth,"Mountain fortress housing 28 pterodactyl riding bandits. They have imprisoned the former owner (a wind druid) and are forcing him to keep the 2d12 'dactyls docile. Fortress contains 3d100x100gp worth of goods, supplies and valuables stolen from nearby settlements.",, +04,20,,0420,mountain,,,Edgar Johnson,"Titanic arm made of black, very hard metal makes a lewd gesture toward what used to be a contended border. Chance of rock slides.",http://revdoctoredj.blogspot.ca/2013/04/hexenbracken-hex-0420-black-metal-army.html, +04,21,,0421,mountain,,,Noah Marshall,"Ruined mountain pass fortress of Doram. Clay Golem soldiers continue to collect toll-fee in the now overflowing, trap-ridden vault.",, +04,22,,0422,fin,,,Wayne Snyder,A dusty road twists through this bleak rock scape. It passes along sheer cliffs and over a rusted iron bridge of bizarre craftsmanship. The road leads to the Fortress of Doram.,, +04,23,,0423,mountain,,,Dave Booth,Come see the famous Dungeon of Dread!,, +04,23,,0423,mountain,,,Matt Maranda,This snow capped mountain is the home to a cult that worships the 3' tall purple cacti. The petals are used to brew a ritual tea said to give the faithful greater understanding of the world around them.,, +04,24,,0424,fin,,,Anthony Picaro,"Irregular mounds of earth, the remains of several fires, and trees that twist unnaturally on themselves to precariously grip intricately carved wooden boxes mark this secluded place an ancient graveyard. The solitary gravetender – a scrawny, naked man caked all over with red clay (Cleric 5) – will bury a corpse (thus preventing it from rising as undead) for a donation of good food, Speak with Dead for a donation of good drugs, or allow PCs to remove a corpse for the donation of a fresher, more powerful (higher HD or level) humanoid specimen.",, +04,25,,0425,fin,,,Noah Marshall,A band of 2d4 Mountain Gorillas. They have some rudimentary knowledge of weapon and armor usage.,, +04,26,,0426,fin,,,Jack Mcnamee,Lonely shepherd guards 2d10 yaks.,, +04,27,,0427,fin,,,Wayne Snyder,The ground here is littered with stone turtles. An evil skeleton loiters in the area waiting to trick passers-by with its bogus prophecies.,, +04,28,,0428,,,,,,, +05,01,,0501,sea,,,Ray Colina,"Schools of crystalline-flying fish with razor sharp wings frequent these waters, 50% chance of encounter. If caught they can fetch a decent price from the right buyer.",, +05,02,,0502,sea,,,Jason Sholtis,A ramshackle boat full of sea hippies cruises about looking for a market for their hand crafted doo-dads.,, +05,03,,0503,sea,,,Reece Carter,"its rumoured that there is an opening to an underwater cavern here. when inside of said cavern you can breath water as though it was air (water acts as air), but air can cause you to drown (treat as water)",, +05,03,,0503,sea,,,Alex Williamson,A long abandoned catamaran is anchored above a pearl bed inhabited by giant oysters and 4 Ixitxachitl who prey on those who may investigate.,, +05,04,,0504,sea,,,Adam Thornton,Shoals off the coast are full of stinging jellyfish. Sea cows here moan in suspiciously human voices.,, +05,04,,0504,sea,,,David Pretty,Reef! A Seamanship / Navigation check is required or your vessel will run aground. Some spots are so shallow swimmers can climb up and be completely out of the water.,, +05,05,,0505,fin,,,Wayne Snyder,Thunderous surf crashes on beaches of black volcanic sand. Indigenous monkey people sift diamonds from the sands with loose weave wicker baskets.,, +05,06,,0506,plain,,,Jack Mcnamee,Secret beach hosts massive Ghost Dance on the full moon.,, +05,07,,0507,sea,,,Wayne Snyder,Colorful coral reefs lie just below the waters surface. This is the spawning place of the merfolk.,, +05,07,,0507,sea,,,Jeff Rients,"The fishing is really good here, so good even untrained observers will notice it.",, +05,07,,0507,sea,,,Jack Mcnamee,Burnt remains of viking funeral barge under the water. Full of the usual viking treasure and rotting skeletal warriors.,, +05,08,,0508,sea,,,Alex Williamson,The last remaining pylon of a colossal basalt bridge that spanned from [[0407]] to [[0608]] rises from the water here. It is now used as the nesting place for several families of giant albatross. Their eggs are prized for those who would use the young as mounts.,, +05,09,,0509,sea,,,Ben Djarum,"A wild-haired man, his body covered in strange symbols, is tied screaming to a raft.",, +05,10,,0510,sea,,,Justin Howe,Three barrels of brandy float in the water. They fell off a smuggler's ship in a storm.,, +05,11,,0511,hill,,,Jack Mcnamee,Rocky cliffs prevent landing.,, +05,12,,0512,hill,,,Wayne Snyder,Low sandy hills infested with smart mouth harpies.,, +05,13,,0513,mountain,,,Anthony Picaro,"This mountain is an active volcano with an eruption impending; roll 1d12 each time PC pass by or view the mountain from a distance: 1-3 nothing, 4-8 minor tremors, 9-11 distressing smoldering, 12 eruption. The lava flow will head Northeast to the sea, through hexes [[0512]] and [[0612]]. After the eruption, the lopsided face of the volcano looks strangely like the profile of a lost dwarven king.",, +05,13,,0513,mountain,,,John Carr,"Termite mounds hundreds, even thousands of feet high",, +05,14,,0514,woodland,LENINA,,Ben Djarum,The small village of Lenina. A blacksmith's son has become possessed by an evil spirit. He is bound in shackles and locked away in an old barn. At night he cries out the names of the villagers and the dates and ways in which they will die.,, +05,15,,0515,hill,,,John Carr,These hills have eyes: a beholder spawning site just beneath the surface,, +05,16,,0516,plain,,,Patrick Henry Downs,A smoldering campfire that appears to have exhausted it's fuel within the last day. A small opened belt pouch sits in the middle of three charred bodies lying fifteen feet to the east of the fire pit.,, +05,17,,0517,plain,,,Wayne Snyder,Abandoned silver mine. D10 Kobolds.,, +05,17,,0517,plain,,,Jack Mcnamee,"2d10 Chaotic pilgrims cruising for sick thrills. Led by The Devil Himself, a third-level cleric.",, +05,18,,0518,plain,,,Richard Rush,An angry mother bear rages because her cub has been caught in a trap.,, +05,18,,0518,plain,,,Ben Djarum,Three escaped refugees from the Oakheart Academy [[0304]] are hiding in the trees on this rocky plateau. They are being menaced by a pack of 8 grizzly bears.,, +05,19,,0519,fin,,,Zak Smith,"Pile of slain deodands--same tribe as those in [[0418]], apparently slain by the amazon in [[0419]].",, +05,20,,0520,mountain,,,Casey Garske,Moonlight shining through the Needle from [[0321]] illuminates the Moon Goddess's temple on this mountainside.,, +05,20,,0520,mountain,,,Jack Mcnamee,"Weeping statue looks towards sister on peak of [[0816]]. If their gazes are aligned, a chasm will open at [[0618]] leading to lost city.",, +05,21,,0521,mountain,,,Jacob Hurst,"Large demon stands before a bridgeless chasm. Compelled to aid those who wish to cross, but acts aggressively in the hopes of triggering combat and slaying or being slain (reappears in 24 hours) so he doesn't have to help.",, +05,22,,0522,plain,,,Ben Djarum,A cenotaph covered in choking vines of ivy. Hidden within the vines is an entrance to a dungeon beneath.,, +05,22,,0522,plain,ROPETOWN,,Ray Colina,"ROPETOWN, most who live in this town either grow hemp, or make rope. The town headman, Mangai, will pay 500 gp, for the return of his feckless son, Lein the Ropesmoker, who ran off to be one of the sea hippies in hex [[0502]].",, +05,23,,0523,mountain,,,Jack Mcnamee,"Treacherous path, 60% chance of blizzard. 8 wolves.",, +05,24,,0524,fin,,,Olman Feelyus,"Beautiful alpine lake, crystal clear, cold, excellent for drinking, washing and fishing.",, +05,25,,0525,fin,,,Jack Mcnamee,20 Nomadic hill people.,, +05,26,,0526,fin,,,M Nicksic,"Mastodon graveyard, reverently avoided by nomadic tribes. Disturbing remains has a 60% chance of angering a random God with Animal/Nature/Mastodon portfolio.",, +05,27,,0527,fin,,,Trent B,Travelling Minstrels! Currently composing a ballad about the contents of hex (D20) (D20+6),, +05,28,,0528,plain,,,Ray Colina,A grove of tall trees has 2-24 giant bees.,, +06,01,,0601,woodland,,,Anthony Picaro,"No animal found on this forested peninsula has any teeth, each choking down their food whole. Otherwise healthy.",, +06,02,,0602,woodland,,,Ben Djarum,"Suicide Cult of Moon Elves are gathered in a circle of stones, awaiting a meteor to streak across the sky.",, +06,03,,0603,sea,,,Ray Colina,"Flotsam. If night, the strange mournful calls of some unknown sea creature.",, +06,04,,0604,sea,,,M Nicksic,"The shipping channel is filled with d20 mines from some long ago war. These masterwork mines are all crafted to resemble eye tyrants, and each has a 1 in 6 chance of still being active.",, +06,05,,0605,swamp,,,Eric Boyd,"Haunted salt marsh/tide flats- basically a group of small islands at high tide. On arrival and every 30 minutes, roll a d8: if 1, a ghost; 2-3. a of 3d4 sea-ghouls in ancient rotted soldier's uniforms",, +06,06,,0606,swamp,,,Ray Colina,"Half sunk into the black waters of this fetid swamp is the Iron Tower of the Space Vampire. Giant frogs, apparently not bothered by the cold, are common here.",, +06,07,,0607,sea,,,Ben Djarum,Abandoned lighthouse,, +06,08,,0608,plain,,,Ray Colina,The tribesmen here fish from dugout canoes. They tend to a dying sailor from [[VEKTH]] [[0209]]. Hidden in his dagger’s scabbard is a map to the dungeon in hex [[0522]].,, +06,09,,0609,sea,,,Zak Smith,Small island temple surrounded by a flotilla of miniature wooden boats. Worshippers come here and place messages to the Gods of the Chrysanthemum Sea in these boats and wait for the tide to take them and interfering with one has a 5% chance of bringing a water-breathing-only curse down on the blasphemer.,, +06,10,,0610,sea,DASTREICH VALE,,Zak Smith,"DASTREICH VALE Hyrax Vooreal and his 20 werewolf minions rules this fortified island city, sacrificing those who displease him to the Goddess of the Gibbous Moon.",, +06,11,,0611,sea,,,Zak Smith,"Palace of 1000 Terraces (Island Castle) Originally built 1000 years ago as a summer estate for the NegaTsar, it contains overgrown gardens, winding stairs, chimes, parlors. It was so beautiful, the NegaTsar used to have everyone who saw it drowned.",, +06,12,,0612,hill,,,Ray Colina,"A squat lonely tower is home to Dagan Zur the Transmuter, wizard and avid entomologist. Dagan Zur spends hours each day scrying with his crystal ball for new insects to study and catalog. He has secretly fallen in love with the Mosquito Queen [[0127]] and will seek to punish any who bring harm to her.",, +06,13,,0613,fin,,,Zak Smith,The Pool of Heal and Harm: In the daylight the pool is red. Anyone getting in the pool takes 2d12 points of damage. At night the pool is clear blue. Anyone getting into the pool heals 2d12 hits. (stolen from Majestic Wilderlands),, +06,14,,0614,fin,,,Ray Colina,"Atop a flat-topped hill is the decapitated head of a statue, some fourteen feet tall on its side. It depicts the face of a gaping fish-man.",, +06,15,,0615,mountain,,,Ben Djarum,"Battle Arena of Ras Rachtan - A colossal, oval-shaped arena filled with giant stone statues called The Rachtan. By using a series of spells and controls, one can animate the Rachtan to battle one another. Rachtan betting is serious business.",, +06,16,,0616,woodland,,,Zak Smith,"Grigs and pixies turned hostile by Dagan Zur in [[0621]] in a black tree that grows sideways. Their treasure includes 9000gp, a land deed to Vornheim and a mangled taxidermized miniphant that contains a small die which is actually a lich's phylactery.",, +06,17,,0617,plain,,,Jensan Thuresson,Pack of undead birds.,, +06,18,,0618,plain,,,Trent B,"Wild Boar, an abandoned homestead and an overgrown orchard, claimed by the wild.",, +06,18,,0618,plain,,,Justin Howe,Group of statues in various hostile poses that are actually adventurers that were turned to stone by long dead basilisk.,, +06,19,,0619,fin,,,Ray Colina,The 36 tribesman who live in these hills are actually wereboars. They are forced to give tribute to Hyrax Vooreal [[0610]] and are bound from attacking him directly. They seek proxies to relieve them of this burden.,, +06,19,,0619,fin,,,Rob Acton,Blasted craggy hills that have been sculpted by the NE wind into the shapes of the totems of the Argui Tribe.,, +06,20,,0620,mountain,,,Trent B,Dwarven Skeletons patrol here at night. Any severed skeleton pieces will attempt to crawl back to the entrance to the subterranean dwarf skeleton dungeon with treasure and curses and tragedy.,, +06,21,,0621,plain,,,Zak Smith,Giant Flail Snail--20' tall. Shell is worth 10x normal price.,, +06,22,,0622,plain,GAGORUM,,Ray Colina,"GAGORUM the Nomad City is made up of scores of ancient stone houses and other buildings, each made from a solid piece of an unknown green stone. It is a ghost-town most of the year, but during the winter months the nomadic tribes of the region gather for a great moot.",, +06,23,,0623,plain,,,Trent B,"Fishing Hamlet - Fish the shores of the lake in [[0723]]. A certain type of Lake Squid has fine fibres, which are used to make luxurious, soft and strong clothing here.",, +06,24,,0624,plain,CASTLE ABATTE,,Zak Smith,Castle Abatte: Abatte is a petty warlord he employs the best chefs in the realm. Obliging when he wants something--will pay 10x the price for exotic ingredients or spices.,, +06,25,,0625,plain,,,Reece Carter,"dark deep forests, nothing special in here, just scary darkness",, +06,26,,0626,plain,,,Reece Carter,"more dark deep forests, but here there be spiders, trap door spiders and goldern orb spiders (but medium-large sized)",, +06,27,,0627,plain,,,Ray Colina,"Within a massive termite mound like structure lives a Bee Demon. It trades its demon-honey, valued for its endurance enhancing properties, for betrayed confidences and broken promises.",, +06,28,,0628,,,,,,, +07,01,,0701,plain,,,Zak Smith,"A single large snow leopard lives here, it is sacred to the moon elves who live here ( 06 02 ) and is the only animal in the area with teeth.",, +07,02,,0702,sea,,,Reece Carter,"this area is prone to rip tides, they are very strong and very long",, +07,03,,0703,sea,,,Ian Burns,Remains of a prehistoric shark lie of the sea floor.,, +07,04,,0704,sea,,,Zak Smith,Hyperintelligent monkeys from [[0505]] are posing as ordinary pets and plan to take over the merchant vessel--The Dawn Bream--moored at the island here.,, +07,05,,0705,sea,,,Ian Burns,"Small village of 61 honorable fisherman constructed of 12 large, wooden rafts banded together and floating at sea.",, +07,06,,0706,swamp,,,Zak Smith,3 Intelligent foxes hunt the marsh. All know Suggestion . They trapped the princess in [[0707]].,, +07,07,,0707,sea,,,,"The princess trapped in a magical island gibbet here can enslave the minds of men for 24 hours at a time, but can only be freed speaking the ancient spell written into the sigils of the fish in 01 22.",, +07,08,,0708,fin,,,Ian Burns,Cliff-side monastery of 23 blind elves that nontheless fight a 6th level fighters dedicated to the appeasement of the Lurker of Endless Night. 1d20 x 1d20 GP worth of valuables within.,, +07,09,,0709,plain,WROTHWHEEL,,Zak Smith,"WROTHWHEEL (settlement) Baron Cytorrak, who rules here, is cruel but respects the Gods of the Chrysanthemum Sea [[0609]]. The prayers in his devotion vessels contain clues to his intrigues with Abatte [[0624]] and the wizard in [[0411]] .",, +07,10,,0710,sea,,,M Nicksic,The unusually clear water reveals a vast sponge field. Ingesting the sponges causes nausea and strange visions which allow the eater to see the future as if the had cast Augury.,, +07,11,,0711,woodland,,,M Nicksic,A small fishing village has grown wealthy catering to a strange sect of deathwish pilgrims who travel to see the palace in [[0611]] knowing they will be put to death by the NegaTsar.,, +07,12,,0712,sea,,,Zak Smith,A statue of the Bringer of Endless Night is sunk beneath the water here. It is sacred to the Ixitachitl in [[0503]].,, +07,13,,0713,sand,,,Ian Burns,Sixteen greedy dwarves hopelessly pan the many rivers and streams in this hex for gold.,, +07,14,,0714,mountain,,,Zak Smith,Inside a sturdy watchtower is what appears to be a statue of an elf looking in the sky to the east. It was the first intelligent creature to discover that the reclusive dragon roosting in the peaks at [[1413]] is actually a dracolisk.,, +07,15,,0715,mountain,,,Zak Smith,"Ancient elven burial city now occupied by a necromancer. She is served by a disturbing variety of undead birds (ghoul crows, skeletal vultures, bloodfalcons etc)--including those in [[0617]].",, +07,16,,0716,mountain,,,Ian Burns,Remains of an ancient battle between Elven and Goblins kind. Followers of the Many Headed God morn this sight.,, +07,16,,0716,mountain,,,Reece Carter,"here is the caves of the goblin heroes, it has many a valuable item in here, and the goblins who live here fight as a 3-4 level rogue and 2-3 level fighter (multi-class)",, +07,17,,0717,plain,,,Zak Smith,Vyrvalis (settlement) this was once an enormous elven city made entirely of geometrically carved white marble with circular openings for doors. Now it is mostly overgrown and supports a small population of traders and hunters.,, +07,18,,0718,plain,,,Ian Burns,Seven giant hogs branded in the left buttocks.,, +07,19,,0719,woodland,,,M Nicksic,"d20 Rabid monkeys hiding in the trees pelt intruders mercilessly with extremely hard nuts (treat as slingshot) and will attempt to steal small, shiny objects during the night from people foolish enough to camp here.",, +07,20,,0720,woodland,,,Zak Smith,Dwarves hunting wereboars [[0619]] through the ruins of a vast temple complex that used to be adjacent to Vyrvalis [[0117]].,, +07,21,,0721,plain,,,Anders Nordberg,Camp of the Dwarven expedition searching for clues to the secrets of Vervalis [[0117]] in the nearby Dwarf Skeleton Dungeon [[0620]]. Most are hunting boars in the nearby forest [[0720]].,, +07,22,,0722,plain,,,M Nicksic,"At the junction of two major trade routes, a low, rambling inn does a brisk business selling barbecued pork to travelers. They will grill anything for the right price.",, +07,23,,0723,lake,,,Wayne Snyder,"A shallow lake completely fills this grim valley. The water is murky, almost black with silt and infested with giant eels.",, +07,24,,0724,swamp,,,Mike Evans,"A group of twenty two statues of ugly haggard woman that face away from one another, circled around carving of full moon. Babbling and nonsensical mutterings are heard passing between them. When the moon is full the statues face each other and sing warnings of [[0416]].",, +07,25,,0725,swamp,,,Jeff Rients,"Stankbog, muddy human village of 150 wretches that worship the Great Swamp Gas, a nearby Will-o-Wisp.",, +07,26,,0726,plain,,,Mike Evans,"Mountain man lives in rickety cabin. Practices taxidermy and talks to his stuffed animals, hoping one day they'll talk back.",, +07,27,,0727,plain,,,Chris Blauwkamp,A statue of a okapi stands alone. It is disturbingly realistic.,, +07,28,,0728,plain,,,M Nicksic,A herd of mastodons are escorting their dying matriarch to the graveyard at 05 26. D6+2 nomadic tribesmen are observing and will attempt to thwart anyone interfering with the procession.,, +08,01,,0801,sea,,,August Aronsson,"Iceberg adrift, with ruined camp of gnomish polar explorers, inexplicably killed.",, +08,01,,0801,sea,,,Thomas Fitzgerald,Empty coracle floats alone,, +08,02,,0802,sea,,,,,, +08,03,,0803,sea,,,Ray Colina,"A hopelessly lost flotilla of small vessels, pilgrims from [[VEKTH]] [[0209]] seeking the island temple in [[0609]]. They will ask the Gods of the Chrysanthemum Sea to smile upon any who set them back on course.",, +08,04,,0804,woodland,,,Ray Colina,"The trees in these woods make fine dugout canoes. Two tribes live here, one of them practices ritual cannibalism.",, +08,05,,0805,sea,,,August Aronsson,Isolated community of ex-sailors only admits settlers who are afflicted by scurvy. Fresh fruit is confiscated by the authorities.,, +08,06,,0806,sea,,,Matthew Burack,"A fishing boat carrying a salty ex-soldier turned fisherman, a young scholar, and a paladin. They are hunting a giant devil-shark.",, +08,07,,0807,sea,,,Matt Maranda,the wreckage of 5 ancient longboats can be found here. They hold a treasure guarded by the restless spirits of ship crews.,, +08,07,,0807,sea,,,Brendan S,"Placid waters, an area frequently plied by pleasure barges of decadent nobles (guarded by heavily armored janissarys). They will sometimes pay adventurers to engage in gladiatorial combat.",, +08,08,,0808,fin,,,Ray Colina,"The burial mounds here hold the most honored dead of local nomadic tribes. One of the mounds has recently been broken into or out of, whatever was inside is gone.",, +08,09,,0809,plain,,,Matthew Burack,"A hamster in a magic sphere slowly rolls his way across the landscape. The hamster needs no water, food, or air and is completely immune to all harm while the globe is intact.",, +08,10,,0810,sea,,,Ray Colina,"The cloaked figure sailing a skiff is actually the powerful skeleton, Zox (7HD, claws, fires green magic missiles from its emerald eyes). Every year, his mistress, the necromancer in [[0715]], sends him to gather magic mushrooms that grow in [[0711]], this year the mushrooms were gone, taken by the sea hippies in [[0502]]. Fearful of returning empty handed, he demands any vessel he comes across allow him to search their ship, attacking if he is refused.",, +08,11,,0811,sea,,,Joey Lindsey,"Dense overgrowth along the bank hides a cave entrance. Inside the cave, the path West is a dungeon where undead dwarves toil fruitlessly; the other exit is in [[0406]]. The underground path East has a track and ancient mining cart, with an eventual opening to an owlbear cave in [[1312]].",, +08,12,,0812,woodland,,,Darien Mason,a leprechaun guards his pot of gold. He has health issues and will pay handsomely for a sack of prunes/,, +08,13,,0813,plain,,,Ray Colina,"A party of 2-8 Ice Trolls hunt here, amongst their possessions is a tattered map written in a forgotten language. It details how to use “The Needle” in [[0321]].",, +08,14,,0814,plain,,,Martin Bay Thomsen,"Golem Factory: Crafter hos gone mad and created a sentient flesh golem that has taken over his factory. It is turning everything suitable into golems (including but not limited to: the entire contents of the crafters treasury, obsidian decor, the pantry, the bedroom linens etc.) The flesh golem has an extremely long, six-jointed arm and 3 heads. It desires to have its creator's face sown onto it.",, +08,15,,0815,mountain,,,Martin Bay Thomsen,Paranoid man living in a gazebo. He has a bone scalpel that protects him from anyone whose name he carves in his skin.,, +08,16,,0816,mountain,DAMNATION,,Ray Colina,"DAMNATION a sprawling ramshackle boom-town of tents and rickety lean-tos has sprung up in a windy valley here after the discovery of mega-dungeon. It is wretched hive of scum and villainy nearly as dangerous as the dungeon itself. Recently, unknown arsonists have taken to setting fires in order to loot in the wake of the chaos.",, +08,17,,0817,fin,,,Matt Maranda,These plains contain several cairns spread in a circular formation over a 4 mile radius. At the center is a very large barrow with a low entry. Deep bellow the barrow lies a helmet sized to fit in the throne of hex [[0119]] and is capable of making sense of the visual panoply present there.,, +08,17,,0817,fin,,,Darien Mason,A pair of manticores are cursed to guard an orchard of plum trees. Any vegetation they try to eat shrivels in their paws.,, +08,18,,0818,hill,,,Martin Bay Thomsen,Pastel colored lime pit,, +08,19,,0819,woodland,,,Joey Lindsey,"Thin stretch of forest with poison ivy, mosquitos, dragonflies, songbirds.",, +08,20,,0820,plain,,,Matt Maranda,At the edge of the forest and guarding the plains is the fort and trading town of Axerist.,, +08,21,,0821,plain,,,Ray Colina,"Shaggy wild horses run through these plains, if captured and broken, they will make fine mounts.",, +08,22,,0822,woodland,,,Joey Lindsey,"An exceedingly shy Dryad lives in this sparse copse. She is feral, possibly rabid, and feeds on the eels from the lake in [[0723]]. The local animals are afraid of her.",, +08,23,,0823,fin,,,Jason Sholtis,"Pugnacious clan of hill giants walk around with black eyes and bruises from their incessant squabbling, subsist on diet almost entirely of giant eels from [[0723]]. They dress in skin-tight eel skin leggings, sport eel tooth jewelry, smell like eels and are actually quite slippery.",, +08,23,,0823,fin,,,Darien Mason,"The secret t' cookin' giant eels, y'see, is y'gotta put 'm in a tub and feed 'm loaves of bread for a couple weeks t' clean 'm out. Then they's delicious!",, +08,24,,0824,fin,,,Zak Smith,"Was once an office of the local taxation department of the NegaTsar, now in ruins. Contains a hidden vault containing 4500gp, reams of documents with the suspected locations of various ancient potentates' hidden treasure, and the descendants of a pack of wolfdogs the tax collector bred to protect him on his travels.",, +08,25,,0825,fin,,,Zak Smith,"Corpse of a hill giant from [[0823]] ripped apart by wild dogs from [[0824]]. Has 345gp, 2-handed sword (a sword to him), and clear footprints leading from the north.",, +08,26,,0826,fin,,,Zak Smith,Cathedral of an ancient insect cult related to the Mosquito Queen in [[0127]]. It and the tunnels beneath are in the process of being sacked by goblins who are fighting huge walking wasps in the tunnels. Some of the goblins have begun to develop strangely faceted eyes and wasplike legs.,, +08,27,,0827,plain,,,Casey Garske,An apatosaurus corpse is being scavenged by a pack of deinonychus.,, +08,27,,0827,plain,,,Joshua Macy,"Ancient monolith. The shadow of the monolith will teleport anyone standing fully within it 1d6 hexes in the direction its currently pointing, as long as that's not off the edge of the map (due to the lay of the land it casts no shadow in directions that would be off the map).",, +08,28,,0828,,,,,,, +09,01,,0901,hill,NYNGLOOM CASTLE,,Zak Smith,NYNGLOOM CASTLE Surrounded by hundreds of ships beached after a tide-lowering spell cast during a catastrophic war. Infested with carrion crawlers.,, +09,02,,0902,hill,FELLMOUNT ABBEY,,Chris Blauwkamp,"FELLMOUNT ABBEY An abbey of monks sits in these hills, brewing beer. 20 years ago, the monks were replaced by dopplegangers, who continue to brew quite good beer.",, +09,03,,0903,sand,,,Matt Maranda,"A sinkhole 3 miles long, over 200' feet across at its widest and incredibly deep scars the land here. The air around it smells of methane.",, +09,04,,0904,fin,,,Jason Sholtis,"Procession of bat-like methane-breathers from [[0903]], fleeing some terror worse than death from deep below, all collapsed in a heap. They need concentrated methane fast!",, +09,05,,0905,woodland,,,Alex Williamson,A great tree dominates a clearing here. Its upper branches are home to a nest of benevolent but mischievous couatls.,, +09,06,,0906,woodland,,,Casey Garske,Kleptomaniacal monkeys bring their ill-gotten gains to the coatls in [[0905]]. The coatls may ask a favor to have the items returned.,, +09,07,,0907,sea,,,Jason Sholtis,Waters teeming with millions of luminous jellyfish including one colossal telepathic jellyfish oracle who will answer any question with 100% accuracy for a single human sacrifice.,, +09,08,,0908,fin,,,Simon Forster,"in the ruins of a castle are a dozen bronze-soldiers, automatons that march and fight when military-styled music is played.",, +09,08,,0908,fin,,,Ben Djarum,the petrified remains of a colossal whale. The bones and ossified digestive tract of the creature has created a vast labyrinthine system of passages.,, +09,09,,0909,fin,,,Asen R Georgiev,"A city amidst swamps, that blocks the safest route through the treacherous ground. It takes a tax of 5% on any valuables one wants to bring through it, not just trade goods.",, +09,09,,0909,fin,,,Casey Garske,Ghouls live under the ancient battlefield here. The ghoul king wields the sword of an ancient prince who died on the battlefield.,, +09,10,,0910,fin,,,Joey Lindsey,"This expanse gets rockier to the south, and the shore with [[0911]] is one large flat stone expanse. Huge Lizards come here to bask in the sun and drink the water. Zox from [[0810]] feeds people he kills to them, and random items litter the ground and shallows.",, +09,10,,0910,fin,,,James Smith,"Small town, recently razed because its inhabitants worshiped the FF Elemental Princes. Patrol of 30 soldiers from [[0909]] is hunting for survivors and putting them to the sword.",, +09,11,,0911,sea,,,Ray Colina,Relatively shallower waters make this a feeding ground for sea life including 2-24 Crabmen.,, +09,12,,0912,woodland,,,Ray Colina,"Not far from the shore, hidden under branches and brambles is a longboat. At first glance it appears a to be Viking vessel but closer inspection reveals it to be of White Elf construction.",, +09,13,,0913,woodland,,,Zak Smith,Ancient pile of boar and snow leopard bones. Digging beneath for an hour reveals a plinth of depthless black stone that may account for all the preternaturally smart monkeys on this hex map.,, +09,14,,0914,fin,,,Casey Garske,The fossilized jaws of a Tyrannosaurus jut from the bare rock here. A warrior praying within the jaws is granted a +1 to attack and damage while within the surrounding hexes.,, +09,15,,0915,plain,,,Zak Smith,"Armored chaos champions on metallic steeds roam this area, obeying ancient orders to defend the overgrown and partially buried skull-shaped temple. The necromancer in [[0715]] seeks this hidden temple as it is holds the key to the energies responsible for all the undead on this hexmap.",, +09,15,,0915,,,,Wayne Snyder,A prosperous vineyard run by retired halfling adventures.,, +09,16,,0916,plain,,,Shaine Edwards,A family of Halfling moonshiners ride an enormous tortoise. Their assortment of cheap liquors has made for strained relations with the vintners in hex 09 15.,, +09,17,,0917,fin,,,Ray Colina,"A party of 8 White Elves in warmasks and their half-ogre slave pulling cart as they return from the dungeon in [[0816]], they are in route to their ship in [[0912]]. Inside the cart is 8000 gp in tapestries, candlesticks, offertory containers, oils, and idols, all of them of them of fine make and bearing snake motifs. There is also a beautiful green skinned female in a glass coffin; she wears snake themed jewelry and little else.",, +09,18,,0918,hill,,,Zak Smith,A feast set for a king lies exposed to the elements but unperturbed. The tablecloth and chair cushions are a spongy moss--anyone eating it is cursed to guard the plum orchard in [[0817]].,, +09,19,,0919,woodland,,,Matthew Burack,"A gnomish survey team and their clockwork servants/guards have staked out the corners of this hex and are in the process of creating a detailed map of the area that they refer to as ""Sector Oh Nine One Nine"". Their base camp is near a set of ancient standing stones in a hexagonal ring around a hexagonal altar in the exact center of the area they are surveying.",, +09,20,,0920,plain,,,Matt Maranda,A lake in grassland with several abandoned huts on its shores. The horses of [[0821]] and the shepherds from [[0820]] sometime pasture near it.,, +09,21,,0921,plain,,,Mike Evans,"A field of knee high grass that is razor sharp that works its way into the wounds of those who are cut, infecting the host. When rolled up and smoked can see through time.",, +09,22,,0922,woodland,SEEKERSFILE,,Zak Smith,Pair of settlements in the forest: SKYVVEN-human and SEEKERSFILE--elven. Both are hospitable.,, +09,23,,0923,plain,,,Wayne Snyder,A ring of great standing stones carved from bright orange quartz sits on a hill. Beneath the altar is the entrance to a labyrinth which lies below the hill. Infested with crypt ghasts the maze is also home to seven magic sacrificial daggers made from the same orange quartz.,, +09,24,,0924,woodland,,,Shaine Edwards,"A sickly forest hides the entrance to Oozopolis, an abandoned subterranean town now haunted by slimes. A pair of Druids investigate.",, +09,24,,0924,woodland,,,Ben Djarum,a sad satyr sits here playing a sad song on a silver sitar. He takes requests and will give those who appreciate his music a small copper key.,, +09,25,,0925,sea,,,Alex Williamson,A constant bubbling near the shore here belies an underground spring which connects to a flooded cave system. If followed for 2 miles the caves rise above the water line and connect to the labyrinth in [[0923]].,, +09,26,,0926,sea,,,Martin Bay Thomsen,Goblin-built Wooden Submarine -- More or less sea-wothy,, +09,26,,0926,sea,,,Joey Lindsey,"A massive hollowed-out insect head at the bottom of the lake. If one swims into the left eye, violently rushing water takes you through tunnels, eventually emerging in [[1226]]. Bits of flesh and dark liquids eddy above the right eye; anyone swimming inside is wracked with pain and gains insectoid mutations.",, +09,27,,0927,woodland,,,Martin Bay Thomsen,Hidden shed contains wooden torpedoes for the submarine in [[0926]]. Over time they sweat nitroglycerine and are highly unstable,, +09,28,,0928,woodland,,,Wayne Snyder,"In the center of this dark forest, a band of surly orks run a lumber mill powered by giant rats running in huge wooden wheels.",, +10,01,,1001,hill,,,Zak Smith,"Pile of recently deceased adventurers and wolves that slew each other after the adventurers visited Nyngloom Castle and Fellmount Abbey (hexes [[0901]] [[0902]] ) and the dwarven camp [[0721]]. They have extensive gear, notes and maps.",, +10,02,,1002,sand,,,Martin Bay Thomsen,"Gnomish Junkyard. Pretty much anything made out of metal, glass, wood or stone can be found here, only catch is that whenever you find something you want, the gnomes suddenly remember they need that exact part for something very important.",, +10,03,,1003,plain,,,Zak Smith,A child that can't speak but merely croak like a frog. A crawling hand the size of a house.,, +10,04,,1004,plain,,,Zak Smith,Large pond contains a giant teakettle wherein dwells Chleresta the Lazy Witch--responsible for freaks in [[1003]]. She forgot some important shoes when she moved from [[0103]] and will attempt to convince/force visitors to retrieve them.,, +10,05,,1005,woodland,,,Matt Maranda,A tower in the woods manned by elves; guard a well said to give the imbiber greater insight to the doings of the gods.,, +10,06,,1006,woodland,,,Chris Blauwkamp,"A thatched hut with seven brothers, seeking seven brides. The brothers are ogre magi.",, +10,07,,1007,woodland,,,Joey Lindsey,"A small band of heavily wounded survivors of tribal warfare to the south and east. They seek protectors for their pregnant leader, whose child they believe will unite the tribes in adulthood. The Wizard in [[0411]] owes them a favor, as does the Amazon in [[0419]].",, +10,08,,1008,woodland,,,Zak Smith,Large wardrum in a crumbling tower. If played it will cause the constructs in [[0908]] to attack the ghouls in [[0909]].,, +10,09,,1009,plain,,,Joey Lindsey,"a war party of hill tribesmen, chasing the small band in [[1007]]. They expect their quarry to seek out the Ogre Magi, and are armed for them - Periapts of True Seeing, herbal unguent that works like napalm, and a shaman with Dispel Magic.",, +10,10,,1010,hill,,,Zak Smith,"Princess Adria and her retinue are going to visit her sister--sent here months ago to marry (and enslave) one of the ogre mages [[1006]]. Unbeknownst to Adria or the angry ogres, her sister never made it to the wedding because she is trapped in [[0707]] .",, +10,11,,1011,plain,,,Ray Colina,"The cairns in these plains hold the most honored dead of nomadic tribes. One of the mounds has recently been broken into or out of, whatever was inside is gone.",, +10,12,,1012,woodland,,,Duncan Young,"The corpse of a giant, buried in undergrowth but showing no signs if decay or consumption. An orchard with a sign reading ""Keep out! No scrumping! Trespassers will be pulped!""",, +10,12,,1012,woodland,,,Humza Kazmi,"The orc tribe here are all Terminator-2 liquid-shimmery-metal (AC improved by 2, weapons out of hands). The trees in this forest are also all different types of metal, with a giant pool of mercury at the heart of the forest.",, +10,13,,1013,woodland,,,Wayne Snyder,"This forest grows thick with razor weed, poison humbert, stinging ghost leaf and strangle wort. Travel rates through this area are reduced by 75%.",, +10,14,,1014,plain,DIES ARKATT,,Zak Smith,DIES ARKATT (settlement) Two colossal statues (? or victims of the Dracolisk in [[1413]]) of ancient gods crashed together long ago here but remain essentially vertical. A largely vertical settlement has grown up on and around them.,, +10,14,,1014,plain,,,Courtney Campbell,"A geomancer sits by the side of the road, depressed over fighting with his wife. His wife is a naga paladin. There is a hobgoblin witch nearby that creates twig demons to disrupt their relationship.",http://hackslashmaster.blogspot.ca/2013/04/on-hexbraken.html, +10,15,,1015,plain,,,Thomas Fitzgerald,"Vriminynthe Gholthaniel: Elvish lancer, banished vassal of Baron Cytorrak [[0709]], rides a feathered tyrannosaur, seeks adventure.",, +10,16,,1016,woodland,,,Edgar Johnson,Glen of Howling Trees. This haunted wood shelters a variety of ghosts.,, +10,17,,1017,woodland,,,Joey Lindsey,"Crkt Bibin, a dense growth of trees home to a secret city of hundreds of murderous bandits. If a bag of 50 GP per traveller is left at the proper spot, the bandits will leave you alone. If you were well-liked in DIES ARKATT [[1014]], they will have told you of the ""Crkt Bibin Tax"".",, +10,17,,1017,woodland,,,Zak Smith,The nagas in [[0322]] and [[0121]] worship this statue of Mistress of All Perils. The geomancer's wife [[1014]] seeks its destruction but her grotesque appearance makes it difficult for her to recruit aid so she has recently taken to wearing a shell of ornate humanoid plate armor fixed to a horse to hide her wormlike body.,, +10,18,,1018,hill,,,Richard G,"the hills have many small rockpools. One pool, limpid blue, acts as a one-way teleporter to hex [[0310]].",, +10,19,,1019,woodland,,,Martin Bay Thomsen,"5' wide shaft, impossibly deep.",, +10,20,,1020,plain,,,Richard G,"3d20 goats. If disturbed they stampede, screaming, into adjacent grassland hexes.",, +10,21,,1021,sand,,,Richard Rush,"An enormous constrictor is noisily giving birth... to small-sized, fully-grown people. They're mentally infantile, and lack belly buttons.",, +10,21,,1021,sand,,,Ray Colina,"Akerbeltz, the dancing hill demon, a twelve foot tall goat-spirit with adamantine horns, has made this rugged terrain his home. He either attacks or offers to answer a question, 50/50 chance. He can summon 3-36 goats from [[1020]].",, +10,22,,1022,woodland,,,Richard G,a tree with carnivorous roots and fruits. The fruit are delicious and nutritious but if stored in packs they'll eat all the rest of your food and if eaten they cause 1d6 damage 1d6 hours after eating.,, +10,23,,1023,woodland,,,Richard G,"a deep gorge with trees growing horizontally out of the sides, forming a living jungle gym. Inhabited by climbing, sociable, talkative monkey con-artists.",, +10,24,,1024,woodland,,,Jason Sholtis,"Undead greenskeepers tend acre after acre of impeccably tidy lawns, gardens, manicured shrubberies, decorative arrangements of stones, water features, etc. They work ceaselessly, expanding their project in all directions, pausing only to destroy those who would impede their progress .",, +10,25,,1025,woodland,,,Dave Younce,There is a 50' wide unfinished stone-lined canal running NE/SW here; the apparently dwarven engineering work to connect the lake at [[0926]] with the one at [[1125]] was about halfway complete when work stopped (the oldest dwarf in [[UPSIDE]] [[0114]] was a digger here as a boy and can tell wild stories about it for the price of a pint of ale). It is now overgrown with vines and home only to a few giant frogs with delicious flesh and faintly glowing eyes.,, +10,26,,1026,woodland,,,Ray Colina,"Angerboda, Witch of the Iron Wood, a giantess-witch, lives here with 2d12 ogres. The nuns of the Oakheart Academy in [[0305]] mocked her and have made a lifelong enemy. Abatte in [[0624]] owes her a favor, for the dark blessing she preformed for his son.",, +10,26,,1026,woodland,,,Martin Bay Thomsen,"Tribe of Gorilla-Men, hates all monkeys, especially he intelligent ones. The position of village chief can be contested through one-on-one melee combat followed by a game of chess. Current leader wields a +2 monkeybane club.",, +10,27,,1027,woodland,,,Jason Sholtis,"A party of vicious barbarian heroes make their way north, to smite the Mistress of All Perils (hex [[1017]]) at the behest of their vision-beset shaman, who also told them to befriend a worm-woman. Very friendly to any who openly blaspheme against the Mistress.",, +10,28,,1028,,,,,,, +11,01,,1101,hill,,,Zak Smith,"Village of Morons. The black plinth in [[0913]] awakens monkeys by trading parts of their consciousness with that of nearby humans, many of these unfortunate idiots have gathered here for some reason.",, +11,02,,1102,hill,,,Jason Sholtis,"Scattered crappy campsites of the Half-morons. They have no idea why they are here, but enjoy sticking it to the Morons of [[1101]] at every opportunity.",, +11,03,,1103,mountain,,,Richard G,"gigantic smoking cone looks more like a factory chimney than a volcano. The smoke slows thinking and causes confusion, but is strangely addictive.",, +11,04,,1104,sand,,,Martin Bay Thomsen,Sage religiously writes down anything ever said to him directly. Travels in a wagon filled to the brim with tomes he has written.,, +11,05,,1105,sea,,,Richard G,"sandbars extend from shore forming a causeway to [[1205]] for the hour of lowest tide. Morons from [[1101]] frequently get trapped by the incoming tide, to the enormous but silent amusement of the snails.",, +11,06,,1106,sea,,,Richard G,"The witch from [[0103]], clamped like a limpet onto the back of the butcher from [[0408]], sculling SE with a long spoon. The butcher is floating, face just out of the water, weeping softly. If left uninterrupted they will eventually get to the island at [[1805]], where the witch will sacrifice the butcher to summon an earthquake carp.",, +11,07,,1107,sea,,,Jason Sholtis,"Seared debris floats around, all that remains of a sorcerer's experimental ironclad warship that violently exploded on its maiden voyage, killing the sorcerer and most of her minions. Her secret harbor and research facility (now unmanned but for undead cleaning crew) remains concealed by illusion on the shores of hex [[1108]].",, +11,08,,1108,woodland,,,Jürgen Mayer,"Portal to the fae realm, heavily guarded by the crimson faerie court. 90% chance to encounter a reception committee of 3d4 fierce redcap guardians.",, +11,09,,1109,woodland,,,Taar Koth,Pattern of carved stones surrounding altar. Wereboar preparing for a ritual to sacrifice himself to achieve apotheosis.,, +11,09,,1109,woodland,,,Niles Calder,"On moonless nights a coven of witches celebrate their dark rites. Witnesses must save versus spells or be sucked into their merry making, becoming willing subjects to whatever they do which could be fun but naughty, but probably isn't. Those who pass their saves are pursued by dark forces (Phantasmal Killer each) for 1d6 hexes, or until dawn, which ever comes first. 13 Witches, MU level 2d6.",, +11,10,,1110,hill,,,Zak Smith,"Twisted treants dwell here, moaning in the north wind. They mutilate visitors and drop the pieces down a well full of white insects.",, +11,11,,1111,hill,,,Jürgen Mayer,"Burial mounds of the eleven kings, secured by powerful magic. The shaman in [[1009]] knows how to open them, but demands a big sacrifice for the information. The precious grave goods are protected by sophisticated traps.",, +11,11,,1111,hill,,,James Young,"A wolf, apparently ordinary. When damaged an entire other wolf jumps out of its mouth, and so on.",http://tenfootpolemic.blogspot.com.au/2013/04/monster-packed-wolves.html, +11,12,,1112,hill,,,Reece Carter,"a large cave opening is here, it extends about 50m back and is about 10-15m tall. Its really nothing, just good protection against the elements",, +11,13,,1113,hill,,,Reece Carter,"goblin cavelry are here, they are riding on some form of mountain goat. The goblins count as 3rd level fighters, the mountain goats count as a war horse, 1D3 per party member will attack",, +11,14,,1114,hill,,,Trent B,"ancient tower on the hillside, overlooks the grasslands to the south. Table inside is a carved stone map of the mountains northwest.",, +11,15,,1115,plain,,,Jürgen Mayer,"Strawberry fields. In the village of Forehome, any valuable goods can be traded for delicious strawberries. The local priest controls a powerful stone golem who is sent to deal with strawberry thieves.",, +11,16,,1116,plain,SHALLOWGROVE,,Trent B,SHALLOWGROVE. Squalid settlement of 49 human outcasts. Send criminals and ill people to the howling glen in [[1016]].,, +11,17,,1117,plain,,,Martin Bay Thomsen,Goblin and/or Monkey desperately clinging on to giant silken balloon floating 100 ft in the air. Will shout offers of a magic ring as reward for getting it down safely.,, +11,18,,1118,woodland,,,James Young,"Jagged, close-set pines make this hex annoying to move through.",, +11,19,,1119,fin,,,Jürgen Mayer,Old meteor impact crater. Lucky prospectors might find meteor splinters.,, +11,20,,1120,lake,,,Trent B,"A dark, misty swamp surrounds a murky spring and its accompanying treasure-having Temple Of Leeches. Disease bearing leech hybrid swamp creatures hound every step and a cult of 9 leech-headed men, elves and dwarves attempt to magically spread the leeches corrupting influence beyond the swamp temple.",, +11,21,,1121,woodland,,,Martin Bay Thomsen,Naked gnome convinced he is in fact invisible. Cannot be convinced otherwise and does not respond to logic.,, +11,22,,1122,mountain,,,James Raggi,"A confused, distracted, (immediately) forgetful old hermit lives atop the mountain here who thinks any visitors are his kids and grandkids and serves them his mountain goat stew. He owns a map of the region that makes it twice as likely to become lost (disregard roads and rivers when determining this, using the surrounding terrain) and if the PCs become lost, the map rewrites the surrounding land so that whatever direction the PCs go, where they thought they were going is there instead of where it should be.",, +11,23,,1123,fin,THISTLETHRALL,,Zak Smith,THISTLETHRALL (settlement) the Elves here dissolve the those who bore them in acidic pits.,, +11,24,,1124,fin,,,Jürgen Mayer,An earth elemental is looking for victims to sacrifice to the God of Dirt. Neutral clerics may have a chance to reason with it.,, +11,24,,1124,fin,HELVIZ FOLLY,,Gus L,"HELVIZ'S FOLLY - Town of 36 souls, but with neat brick buildings for several hundred more residents.",, +11,25,,1125,lake,,,Richard Rush,A band of marauders who raid nearby areas mounted on armored hippopotami make their camp on a small island in the middle of this lake. Magical amphorae keep their animals hydrated when they range beyond its shores.,, +11,26,,1126,woodland,,,Trent B,"Thick forest contains various fungus, some edible, some poisonous. Some (1 in 6, if chosen randomly) turn eater into a myconid/fungusman in D6 days (con save)",, +11,27,,1127,woodland,SUNNYHILL,,Trent B,"SUNNYHILL - settlement. A hillside of 260 halflings, (relatively) recently moved here from [[1220]] because the cruel leeches in [[1120]] kept stealing children. Leeches and, more recently, fungus are explicitly illegal. Possession punishable by mutilation.",, +11,27,,1127,woodland,NINE NEERING,,Zak Smith,"NINE NEERING (settlement) Lord Frast is generous and obliging, but his disturbed halfling clown seeks to supplant him and feed him to the apes in [[1026]].",, +11,28,,1128,woodland,,,Reece Carter,"There is something special hidden deep in the forest here, but its protected by the forest itself. The forest paths will change, the trees will attack, the random animals will ambush and then lead the party astray, even the weather doesnt want it found. What it is? No one knows",http://gamingithappens.blogspot.com.au/2013/08/random-forest.html, +12,01,,1201,hill,,,Zak Smith,A princess heads south with her retinue to marry one of the ogre mages in [[1006]]. She is a weretiger and preys on the nearby idiots in [[1101]] and [[1102]].,, +12,02,,1202,sea,,,Reece Carter,water elementals are attacking at the sheer cliff faces along the edge of the hex trying to make their way into [[1201]].,, +12,03,,1203,sea,,,Steve Sigety,Corpse of a pirate strapped to a barrel with steel chains -- a warning to other mutineers. The barrel is full of gunpowder.,, +12,04,,1204,sea,,,Trent B,"An abandoned barge. Some supplies, no treasure.",, +12,05,,1205,plain,,,Martin Bay Thomsen,Gorgon-Minotaurs chariot racing in marble arena.,, +12,06,,1206,sea,,,Trent B,The support upright remains of a six mile bridge running north south.,, +12,07,,1207,plain,,,Trent B,"On the shore near the remains of the bridge, someones long abandoned equipment lays against a tree, wrapped in a waterproof cloak. 55 gp, adventure gear, sword, writing material and a footnoted book on dwarven construction methods.",, +12,08,,1208,plain,,,Trent B,"A tribe of aloof humans, involved in the tribal warfare in [[1007]]. They are clad in newly made leech masks and dark, segmented cloaks. They appear to be preparing for an expedition.",, +12,09,,1209,woodland,,,Matt Maranda,The woods are inhabited by Dryads that hide from the savages of [[1208]] and created the worm to keep them distracted. They would gladly pay with healing and the bounty of the forest if anyone could depose the witches from [[1109]].,, +12,10,,1210,fin,GREASEGRAFT,,Zak Smith,"GREASEGRAFT friendly, usually quiet settlement. Nearby: a fortress inhabited by goblins wearing iron warmasks.",, +12,11,,1211,hill,,,Claytonian JP,"a gigantic, though fairly innocuous, armored worm. The worm passes through everything like a ghost and feeds on auras.",, +12,12,,1212,sand,,,Brian Green,Contains a hidden gargantuan trapdoor spider lair. Lair is inhabited by a tribe of primitive desert elves who slew the spider generations ago.,, +12,13,,1213,hill,,,Trent B,"A giant, silver-black owl, 7HD, stalks these mountains at night, feeding on anything smaller than a horse. It attempts to drag larger prey off cliffs and there is decent treasure in its lair.",, +12,14,,1214,plain,,,Matt Maranda,"The Keep Bael Beauty, is a strong well supplied castle. All who attend Bael are beautiful and it is said the lord himself is so gorgeous that his stare can turn others into his servants.",, +12,15,,1215,plain,,,Ray Colina,"Halflings from [[GALASSA]] [[0315]] struggle with an exceptionally beautiful shaggy horse, from of the herd in [[0821]]. They plan to take the horse back to [[0316]] to be sacrificed. The horse is an exceptional animal, worthy of being a Paladin's mount if rescued; if no suitable paladin is present it will return to its herd.",, +12,16,,1216,plain,,,Reece Carter,"a open grassy planes, nothing special to see here, in fact to spot something you roll at +2. Roll on a wondering monster table",, +12,17,,1217,sand,,,Trent B,"An abandoned iron mine and settlement. A mile in, the mine breaks into a vast mile deep cavern.",, +12,17,,1217,sand,,,Random Wizard,Self flagellating deathwish pilgrims are wandering lost here. They will offer what meager coin they have for directions to the town at [[0711]] but will attempt to kidnap the weak and unwary as offering for their death god.,, +12,18,,1218,woodland,,,Stuart Marshall,"Forest. Treant is under a curse and has 1d4 golden apples growing from its branches, picking them is extremely painful for it.",, +12,19,,1219,woodland,,,Steve Sigety,A tribe of peaceful centaurs make their home in the woods. They warn travelers about the archanotech-mummies in hex [[1317]].,, +12,20,,1220,woodland,,,Trent B,An abandoned halfling hill. Currently being investigated by 4 leech headed halflings.,, +12,21,,1221,lake,,,Trent B,A lake! 3 crocodiles. Not claw claw bite.,, +12,22,,1222,lake,,,Noah Marshall,More Lake! The swampy ill-defined southern border of [[1221]]. A sunken castle whose three exposed towers are home to a tribe of 22 Gatormen.,, +12,23,,1223,plain,,,Matt Maranda,"A lost caravan of halflings are attempting to return to the village in [[1127]]. If searched they have several barrels with mushrooms hidden inside, but deny all knowledge of truffle hunting and most certainly not in forests [[1323]].",, +12,24,,1224,plain,,,Claytonian JP,"This grassy area is a favorite of the Claw Claw Bite Society, a group of battle reenactors. If the PCs have heroic ancestors, someone will be taking said ancestors' role, probably to the dissatisfaction of the PCs.",, +12,25,,1225,woodland,,,Steve Sigety,"In a clearing, a wicker basket containing one suit of gnome-sized crabshell armor.",, +12,26,,1226,lake,,,Ray Colina,The lake waters here are algae filled. A giant bass lurks beneath the waters.,, +12,27,,1227,woodland,,,Ray Colina,"The monkey people from [[0505]] have built a tree-fortress here. They are hostile to outsiders. Baboon people also roam here, they make almost daily raids on the monkey people.",, +12,28,,1228,,,,,,, +13,01,,1301,hill,,,Trent B,"A small coterie of fisherdwarfs live here, 4 males and their families. They trade their surfacefish with the denizens of the endless tunnels below their homes and therefore having interesting tunnel-goods to trade to travellers.",, +13,02,,1302,sea,,,Ray Colina,This small forested island is surrounded by shoals; only shallow draft ships may approach. At the island's center is black pool of weltering putrescent muck. So inauspicious is this muck that no one sane can approach any closer than fifty feet to the pool.,, +13,03,,1303,sea,,,Trent B,"13 racist pirates on a small, relatively fast vessel. They have firearms and gunpowder stolen from Corvid (crowman) tinkers in [[1403]].",, +13,04,,1304,sea,,,Noah Marshall,"3 Empusa Sisters living in a sea spire, who keep lured sailors as silver mining slaves. 3 racist pirates from [[1303]] serve as enforcers in their gang of 32 thralls.",, +13,05,,1305,sea,,,Trent B,"A rotted old shipwreck, home to octopus and crabs. Silverware and coins valuing 238 GP in the sunken hold.",, +13,06,,1306,plain,,,Noah Marshall,d4 Hornless outcasts of the Mino-Gorgs from [[1205]]. Roll 1d4 1- Disenfranchised and spoiling for a fight 2- Lonely and spoiling for adventure 3- Starving and will buddy up to get some food 4- Revolutionaries looking to take back their homes,, +13,06,,1306,plain,,,Tom Hudson,"A small shrine in pseudo-Greek style (round platform, pillars, shallow domed roof). The oculus is an inobvious portal. Disturbed earth nearby from filled-in pits.",, +13,07,,1307,sea,,,Thomas Fitzgerald,Belligerent drunken gnome treading water,, +13,08,,1308,plain,,,Matt Maranda,Sheep graze here. The shepherd carries a silvered short sword an heirloom from his grandfather's time in the war.,, +13,09,,1309,plain,WORMWALLOW,,Trent B,"WORMWALLOW (Settlement) Humans and Froglings, renowned for their fine weapons and steelcraft. Froglings gather Bog-ore from [[1310]], and humans extract Iron and craft shears and blades from fine alloys. Master Smith Eerovir is father to the cursed child in [[1003]] and offers a reward of an enchanted masterwork broadsword for his safe return.",, +13,10,,1310,lake,,,Trent B,"A boggy mire, exploited and hunted by the men/froglings of Wormwallow [[1309]]. Inhabited by dangerous bogworms, which lay submerged and attack things with their paralyzing tentacles for food and nutrients. 2-in-6 Chance of incidental corpse-treasure near bogworm infestations.",, +13,11,,1311,mountain,,,Matt Maranda,is +Zak Smith The mountaintop ruin of a black marble city that once sprawled from [[1311]] to [[1616]] is now the home an ancient dracolisk.,, +13,12,,1312,hill,,,Adam Thornton,"Abandoned silver mine. Rails, minecarts, mining tools, but nothing both valuable and portable.",, +13,13,,1313,mountain,,,Shaine Edwards,"amid broken chunks if black marble lies a ninety pound pellet from the owl in [[1213]]. It contains a hair, bones, and skull that still bears a magical crystal crown.",, +13,14,,1314,fin,,,Casey Garske,"In a secluded valley, a stone golem refugee from [[0814]] tends a small cockatrice farm. He is intelligent and friendly, but the cockatrices are not and the stone golem is very protective of them.",, +13,15,,1315,sand,,,Trent B,"A corner of a large black-marble building juts forth from an old landslide. If excavated 6 yards down, the entrance reveals old, weakened shelves of decomposed fabric stores and a small pile (4x4 yards) of enchanted black/silver fabric (Keeps wearer warm/cool, resistant to cutting).",, +13,16,,1316,plain,,,Richard Rush,A lazy creek flows through this area; the corpses of dead cattle float behind some weeds. Drinking the water without purifying it in some way will likely cause dysentery.,, +13,16,,1316,plain,,,Trent B,"Green rolling hills and black marble ruins, with a fractured, overgrown marble path leading north northeast.",, +13,17,,1317,sand,,,Gabriel Perez Gallardi,In a hole in the ground... ...I don't know what lives in there but it goes all the way down to the mine from [[1217]].,, +13,18,,1318,woodland,,,Dan Cassar,A small river runs through the woods here. A family of good-natured Giant Otters live in it.,, +13,19,,1319,woodland,,,Dan Cassar,An otherwise normal-looking tree in this forest bears deep purple apples each spring. Eating an entire apple causes one to forget everything that has happened since the previous spring.,, +13,20,,1320,woodland,CLOVECRUSHED,,Trent B,"CLOVECRUSHED (Settlement) 6-7ft tall emaciated goatheaded humanoids live in a series of predominately subterranean dwellings and shrines to Akerbeltz [[1021]]. They trade with men and tend goats above the surface, with Shamen capable of reading fortunes. Each night they dance, sacrifice and feast on goat flesh, though Halfling, Frogling or Corvid flesh are valuable to them.",, +13,21,,1321,fin,,,Joey Lindsey,"There 7 Penlaggans here with their gut strings accidentally tied together, floating out of weapons' reach. If one unties them and lets them leave, they will tell you: Leave a blood sacrifice in hexes [[1121]] [[1521]] [[1219]] [[1323]] and [[1419]], then [[1121]] again, then return here. A demon will be summoned and have to do your bidding for a day. (Obviously they're describing topographical features and not giving pcs hex numbers, but you get the idea.)",http://metalvsskin.blogspot.com/2013/04/the-7-daughters-of-fury-hexenbrackens.html, +13,22,,1322,woodland,,,Trent B,"Forest. A single sinister but polite skeleton with a small, empty sack, a decent waterskin and a bundle of preserved mushy foods. Tirelessly roams the surface searching for children to steal away to the Lazy Witch in [[1004]].",, +13,23,,1323,woodland,,,Ray Colina,An old cleric of the Sun Peacock from the town of Axerist [[0820]] is lost in this forest. He is nearly blind from decades of staring into the sun.,, +13,24,,1324,woodland,,,Claytonian JP,"One being the PCs have encountered before in their travels seems to be here. It is, of course, an impostor, and has nefarious goals. The least of which would be to shave the PCs in their sleep.",, +13,25,,1325,woodland,,,Trent B,Forest with some wild cherries and 3 Elk. Also various fungus: If chosen randomly D6: 1-3 Edible. 4-5 Poisonous. 6 Turn eater into a myconid/fungusman in D6 days (con save),, +13,26,,1326,lake,SPOREGORGON,,Trent B,"SPOREGORGON (Settlement) Fen containing the beginnings of a mossy, fragrant Fungusman hamlet, leading south to an algae filled lake. The Fungusmen will trade algal salves/potions for unusual organic materials. If murdered upon, their bobbly fungus head explodes into spores that turn nearby humanoids into fungusmen in D6 days (con/breath save).",, +13,27,,1327,lake,,,Claytonian JP,Old Kappas on an expedition to catch the giant fish in [[1226]]. Will give kappa hooch to those that help them hunt and advise against consorting with minstrels.,, +13,28,,1328,swamp,,,Trent B,"Swamp, but with Travelling Minstrels! Except actually Wererats. Currently composing a ballad about how thieving and villainous the Minstrels from [[0527]] are. Presently tracking the Minstrels to murder and supplant them.",, +14,01,,1401,hill,ZAK MADRAS,,Trent B,"ZAK MADRAS (Settlement) Dwarves! They don't like you, but will let you stay just inside their gate, under guard, overnight for 20gp each.",, +14,02,,1402,hill,,,Claytonian JP,"There is a doorway here. It is only visible from the front and cannot be touched from behind. If the PCs open it, they will find themselves entering into a dungeon that the DM may make up or just pull from his bookshelf.",, +14,03,,1403,mountain,,,Trent B,"A small collection of Corvid (Cunning little Crowmen) Alchemists and Tinkers live in treetop laboratories on the mountainside, crafting firearms, chemicals and potions with their dexterous talons. Will trade for unusual substances or rare monster parts. Their telescopic observatories command a view 8 hexes to the east, south and west, and to the Dracolisk's Mountain Lair in 14 13.",, +14,04,,1404,sea,,,Claytonian JP,The armadas of two tribes meet here in a decisive battle for who will be the true empress of the shadow nation.,, +14,05,,1405,sea,,,Trent B,"A badly damage, burning ship flees the battle in [[1404]] with what is left of its crew. It is pursued by 12 racist pirates in a small, fast vessel.",, +14,06,,1406,sea,,,Ray Colina,"A racist pirate is marooned on this island for his lame jokes and terrible B.O. He's actually an apt, if bloodthirsty, sailor with sturdy morale.",, +14,07,,1407,sea,,,,,, +14,08,,1408,plain,,,Trent B,"A morbidly fat lady from a settlement in [[1809]], collapsed, sweaty and exhausted, by a rock in the forest. She has left her husband and decided to move to Wormwallow in [[1309]]. She is too ill and fatigued to make it alone and has stolen 275GP of her ex husbands money.",, +14,09,,1409,plain,,,Random Wizard,"A powerful wizard sits here before three paths into the woods, warning the adventurers that an ogre lurks down one of the paths, and a great treasure resides down another. No matter which path the adventurers take, they will encounter the Ogre because the wizard uses teleport to put the Ogre on their path since the Ogre and wizard work together to rob adventurers of their treasure.",, +14,09,,1409,plain,,,Joey Lindsey,"The invisible Tower of the Ashen Hand - an assassin training cult. The song and dance to make the tower visible can be pieced together from info from the Dwarves in [[1401]] and Corvid in [[1403]]. The Ashen Hand are happy to give a tour of their training facility to anyone knowing the song and dance, believing them to be wealthy clients.",, +14,10,,1410,lake,,,Trent B,"Swamp and mire, with small, uncommon patches of wildflowers emerging. The wildflowers seed into gemlike pods, worth 10 GP each. Undead Froglings, Humans and Apes stalk the murk for the flesh and brains of conscious beings.",, +14,11,,1411,mountain,,,Casey Garske,An unholy pit is filled with the desecrated holy symbols of a forgotten pantheon of gods and also 1d4+2 manticores.,, +14,12,,1412,mountain,,,Trent B,"Sharp, rocky hills rise up to the base of the Dracolisk's mountain in [[1413]]. Chasms occasionally split the earth, dropping into the underground ruins of the Black Marble city where foul things creep.",, +14,13,,1413,mountain,,,Trent B,The mountaintop ruin of a black marble city that once sprawled from [[1311]] to [[1616]] is now the home an ancient dracolisk.,, +14,14,,1414,mountain,,,Joey Lindsey,"An ancient Maintenance Construct endlessly roams the black marble city, seeking ""Masters"" to ""Repair"". If invited to help an injured person, it will try to paralyze any healthy people present with a shock attack and extract their ""useful parts"" to ""repair"" the injured person.",, +14,15,,1415,mountain,,,Joey Lindsey,"The dump of the ancient marble city appears stable, but could collapse when weight is put upon it. Gasses from rotting matter have caused eternal underground fires here.",, +14,16,,1416,mountain,,,Trent B,"A single corvid from [[1403]], with a bodyguard of 2 humans, 2 froglings and an elf, camp in a valley.The corvid searches the mountains for a way into the black marble city.",, +14,17,,1417,woodland,,,Joey Lindsey,"A grassy field with occasional bushes. Hyper gnomes and faeries run from spot to spot, and a plume of oddly colored mist emerges from a hole in the ground, drifting over the field and into the South.",, +14,18,,1418,woodland,,,Ray Colina,The woods here are idyllic. Should the party camp overnight they gain +2 hp. Camping a second night triggers a wandering monster roll.,, +14,19,,1419,woodland,,,Trent B,"Lovely woods with fruit and deer. 9 Wolves, two are pregnant.",, +14,20,,1420,lake,,,Ray Colina,From time to time a great tumult of air bubbles erupts from the depths here endangering boats present. An air elemental is bound at the lake's bottom.,, +14,21,,1421,lake,,,M Nicksic,At the bottom of the lake lies a cargo container that fell off the space capsule which crashed in 01 21. It is filled with fleshy sacs of viscous goo that the squishy aliens use as nourishment. 1 sac contains enough goo to sustain a human for a week.,, +14,22,,1422,woodland,,,Ray Colina,"The trees here make excellent furniture. The wood cutters here want booze. One asks if they'd deliver to Chiang, in [[DAMNATION]] [[0816]], the news that his brother was eaten by a giant weasel.",, +14,23,,1423,plain,,,Ray Colina,"The party sees a steady plume of smoke in the distance. If they investigate, they find the collapsing remains of burning wicker man. There is no sign of who did this, but by examining the tracks a ranger can determine they did it to themselves.",, +14,24,,1424,woodland,,,Ray Colina,"The trees here are Sequoia massive. In the hollow of a particularly massive tree, the giant weasel mention in [[1422]] makes its lair. Under a pile of bones in its warren is a 500 gp emerald.",, +14,25,,1425,woodland,,,Claytonian JP,"A forest of statues, who are the victims of a gorgon/medusa/whatevs that has wandered to another hex.... They will organize themselves into an unruly mercenary war-band under the guidance of a lvl 10 cleric that is among them, should they come back to flesh en masse, within a day.",, +14,26,,1426,woodland,,,Ray Colina,A clearing housing three small farms. There is neither people or livestock here as they are the sacrifices found in [[1423]]. A demodand lurks in the basement of the largest farmhouse.,, +14,27,,1427,swamp,,,Claytonian JP,A settlement unstuck in time that presents a different aspect and size depending on which direction the party approaches it from. -300 years hamlet in the South and +100 more years from there going clockwise (SE is +400 years advanced metropolis).,, +14,28,,1428,,,,,,, +15,01,,1501,swamp,,,Zak Smith,Goblins looking for the entrance to their home in the dungeon at [[1402]] after having been blinded by the dwarves in [[1401]].,, +15,02,,1502,swamp,,,M Nicksic,"The corvid alchemists from [[1403]] have a salt refining operation here. Vast evaporation ponds are tended/guarded by massive clockwork automatons. If asked nicely, the corvids will sell you some of the paste they use to protect the automatons from corrosion.",, +15,03,,1503,sea,,,Jacob Hurst,"Wreck of ""The Jolly Daggers"" (Merchant ship - spice/fabric) on a reef of bio-luminescent coral. Now inhabited by a sea hag seeking three feathers from a purple bird only found in the ruins of the Black Marble City.",, +15,04,,1504,sea,,,Claytonian JP,"A procession of warrior-nobles is on an island or shore here enjoying a seasonal sight. Cherry tree petals falling, moon viewing, or autumnal leaves, perhaps.",, +15,05,,1505,sea,,,Jacob Hurst,"A fleet of at least 100 ghostly fishing ships sails these waters each night, fading away at dawn. On nights of the full moon and new moon these vessels release hundreds of translucent, glowing paper lanterns.",, +15,05,,1505,sea,,,Justin Howe,A group of sahuagin outcasts patrols these waters. They serve the sea-hag in [[1503]].,, +15,05,,1505,sea,,,Zak Smith,The dozen towers jutting from the water here ( left over from when this area was a fortified harbor ) are now home to drow pirates. A mile-long network of spider webs stretches between them over the water.,, +15,06,,1506,sea,,,C. W. Marshall,"When the tides rose last century, the wharf and the seaside village of Sailor's Rest was submerged. It now can be seen at low tide, a few feet below the surface. Some vessels get reefed in the branches of the old Elm.",, +15,07,,1507,woodland,,,Duncan Young,"the shoreline is littered with coins that have washed up - all bearing the face and mark of Emperor Titian the Red, and all of them fake. Aquatic and burrowing variants of rust monsters plague the region",, +15,08,,1508,woodland,ORTHRIST,,Zak Smith,"ORTHRIST This sprawling port city, known for its red lanterns, began as a colossal fortress that used to guard the bay during the Bleak Wars. Built and sealed on many levels and in many ways to protect from centuries of unpredictable weather, the southern outskirts of the city merge imperceptibly with half-buried ruins to the south.",, +15,09,,1509,woodland,,,Niles Calder,a wizard's tower sits here unfinished. The wizard and his dwarven workers are in dispute after someone spilled beer on the blueprints and now the scale is all off. Resolving the dispute one way or another will make the PCs powerful friends and enemies.,, +15,10,,1510,plain,,,M Nicksic,"Inside a fairy ring, an anthropomorphic squirrel (wearing a very nice hat in a very old style) dances an endless jig. Destroying the circle will free him, but his memories of life as a cruel wizard are unreliable at best as he has gone quite mad over the centuries. He has a 1% chance of remembering something useful about the Black Marble City.",, +15,11,,1511,woodland,,,Niles Calder,Somewhere in this forest lies the entrance to the Caverns of Unending Sorrows.,, +15,12,,1512,mountain,,,Zak Smith,"A thief is trapped here, webbed months ago by the capricious wizard in [[1509]] on the road to Orthrist [[1508]]. He knows the dracolisk's true name (Vorax) and that it is immune to magic unless the caster uses the name.",, +15,13,,1513,hill,,,Anthony Stiller,"An old crone is driving what appears to be a gypsy caravan along a rutted road however the caravan is actually sentient (having escaped from the Golem Factory at [[0814]]) and the crone is its slave. If attacked the wagon transforms into a powerful wood golem. The golem's power source is a portal to the Outer Realms, deep within its belly.",, +15,14,,1514,mountain,,,Zak Smith,A small (rabbit-sized) blindheim lurks in the glossy black ruins here. It has collected 6500 gp worth of gems for reasons unknown.,, +15,14,,1514,mountain,,,Niles Calder,"There is a path through these mountains marked by cairns. One of these is made of unfinished black marble blocks. Beneath it is buried a large clay pot containing a golden scroll that points to the locations of ""great treasures"" once translated.",, +15,15,,1515,mountain,,,Zak Smith,"Three linked, rooklike and geometric towers here are completely infested with crawling claws. Whether this is due to the capricious magic of the former ancient inhabitants or the dracolisk is unknown.",, +15,16,,1516,mountain,,,Duncan Young,"This regions is very prone to earthquakes and mudslides, which have been known to reveal several buried tombs of a lost winged, eagle-headed humanoid tribe. These people were in fact lycanthropes, and their descendants guard their treasures jealously.",, +15,17,,1517,mountain,,,Zak Smith,"The southernmost marble watchtower is now the haunt of goblin treasure-hunters seeking their fortune in the ruins of the black city. They are served by a pack of 6 berserk, drugged babboons dyed lurid colors.",, +15,18,,1518,woodland,,,Zak Smith,A knight of a kingdom to the east seeks to prevent the marriage of one of the ogre mages [[1006]] to a princess of a rival kingdom [[1201]] as it will cement a powerful alliance against his liege.,, +15,18,,1518,woodland,,,Duncan Young,"Freddegar, the major domo to Lord Frast in [[NINE NEERING]] [[1127]] is a normally respectable man, but with a few drinks in him at night, swears blind that he was caught in a hailstorm of fist-sized diamonds dropping from the sky whilst travelling in this region",, +15,19,,1519,woodland,,,Zak Smith,A ranger has been tracking something for three days that murdered an entire village. The tracks seem to warp and change every few miles.,, +15,20,,1520,woodland,,,Anthony Stiller,"Deliberately buried underneath a collapsed mill are 3 small, gold ingots each stamped with an elven rune and spattered with blood. The ingots are each cursed and make the location of the bearer known to a secret organisation of witch hunters who wield black powder weapons.",, +15,21,,1521,woodland,AZEL EIRE,,Zak Smith,"AZEL EIRE (settlement) Although it looks like six miles of forest connecting the lake at [[1621]] to the lake at [[1424]], the greenery actually grows on a vast and aging stone platform built over a river connecting the two lakes. The people of Azel Eire catch blind fish using cylindrical cages they lower through holes in the false ground.",, +15,22,,1522,woodland,,,Claytonian JP,"Some ruins are to be found here. Any who present themselves in front of an ancient dais will be judged, punished and/or rewarded by a forgotten entity of supreme justice.",, +15,23,,1523,woodland,,,Zak Smith,A long-armed hobgoblin whose touch causes madness lives in a tall hedge maze. Likely responsible for the wicker man in [[1423]].,, +15,24,,1524,woodland,,,Claytonian JP,"A small cabin in the woods. A variety of weapons are within, and one is actually magical, but anyone who spends the night will meet their doom when the undying man that once owned them comes back.",, +15,25,,1525,woodland,,,Niles Calder,A herd of 96 Wild Cattle roam this hex.,, +15,26,,1526,swamp,,,Reece Carter,"swamp goblins live here, they are a amalgamation of spiders and goblins (think centaur), they attack from webs that they have spun in an ambush like attack. Their web sack (where the web comes from) it is rumored to be worth a bit of money",http://gamingithappens.blogspot.com.au/2013/04/the-hexenbracken.html, +15,27,,1527,swamp,,,Zak Smith,"This house-of-cards-like henge is actually an ancient sun calendar built in the earliest years of the earth by the Callow Men. The command words for various ancient locks and wards all over the map--from the black marble city to the dungeons to the ruins beneath the sea, can be discovered if one ""reads"" the moonlight filtering through the structure on the night corresponding numerically to the geomantic code of the ancients.",, +15,28,,1528,swamp,,,Niles Calder,"A Giant Leech can be found here. Although it can be encountered anywhere within the swamp, along with its offspring, it spends most of it's time (80%) within this hex.",, +16,01,,1601,sea,,,Niles Calder,"The half sunk wreck of a merchantman wallows in the sea here. Much of its cargo has spoiled due to being submerged but 2d4x1000 GP can be recovered by anyone prepared to brave the drowned hold and crew (7 undead crewmen, treat as Wights).",, +16,02,,1602,sea,,,Zak Smith,"A 3 foot tall statue of Naxxice of the Fathoms sits on a tiny island. Extra arms have been added, his feet have been chiseled into hooves and the head has been replaced with the head of Est Mourn, God of Shipwrecks.",, +16,03,,1603,sea,,,Reece Carter,"its said that sirens are very prevalent in this area, so much so that pirates and the superstitious stear clear of this whole area",, +16,04,,1604,sea,,,Michael Currie,Several sargasso rafts are home to small timid mer-apes who will exchange lewd scrimshaw for alcohol or drugs.,, +16,05,,1605,sea,,,M Nicksic,d8 mimics masquerading as floating crates.,, +16,06,,1606,swamp,,,Stuart Marshall,Cave. Contains giant rats and 2000 cp.,, +16,07,,1607,swamp,,,Claytonian JP,An earth mote with a keep floats tantalizingly just 30 feet above sea level here. The keep is only the abode of monsters these days.,, +16,08,,1608,woodland,,,Zak Smith,"the more secluded end of the city of [[ORTHRIST]] sprawl: Nil Zerise experiments with telescopes, Orbin Wayward attempts to piece together the area's true geography and history using fragmentary maps from passing travelers, Volve Spinnaker presides over the city's lurid madhouse.",, +16,09,,1609,woodland,,,Niles Calder,"Five young magic users, apprentices of the Wizard in [[1509]], are camping here drinking beer and 'fixing the world'. The four men are completely enamoured with the solitary woman in their company and believe themselves romantic rivals for her affections. She has no feelings for any of her companions beyond camaraderie and would be upset to learn of their intentions.",, +16,10,,1610,woodland,,,Zak Smith,"A well here is full of poison toads, beneath them is a tunnel leading to a secret door behind the throne room in the Caverns of Unending Sorrow under [[1511]].",, +16,11,,1611,woodland,,,Zak Smith,"An elegant carriage sent to fetch the woman in [[1609]] and bring her to meet her new husband--one of the brothers in [[1006]]. Most of the wedding party (including the guards) have been slain by goblins during the journey and the driver and bride's father (the only survivors) will handsomely reward anyone willing to keep them safe for the rest of their trip. The father knows of the monstrous nature of the would-be husband but has kept it a secret from everyone, including the bride, in order to more easily secure a powerful ally.",, +16,12,,1612,woodland,,,Zak Smith,"Bandits (3 Rot Goblins, 2 White Goblins, 3 Red goblins, 1 hyena) ambush those on the road to or from Orthrist ( [[1508]] , [[1608]] ) by dropping down from above. Their lair, a ramshackle wooden complex in a tangle of huge black trees, contains 3600gp and a map to the burial mounds in 11 11 along with scribbled theories (50% correct) on how to avoid the traps.",, +16,13,,1613,woodland,,,Claytonian JP,"In hill-houses, a tribe of halflings with great facial hair. They are hopeful that their favored son who went off towards the west to seek his fortune with a band of adventurers is fairing well (see [[0113]]).",, +16,14,,1614,hill,,,M Nicksic,"A halfling sells ""100% Authentic Maps of the City of Black Marble"" for 100gp from a small hut by the side of the road. Not only are the maps wholly inaccurate, they are enchanted to betray the location of the bearer to the halfling's three assassin partners.",, +16,15,,1615,mountain,,,Zak Smith,"The easternmost towers of the ruined black marble city stand in a pentagon around a triangular pool filled with unnaturally blue water. Two wizards, Orlast and Kraal, bitter rivals, wander amidst the tower libraries, seeking ancient secrets while avoiding both each other and the dracolisk [[1413]].",, +16,16,,1616,woodland,,,Wayne Snyder,Deep in this lush woodland a giant forest spirit dwells in a great hollow tree filled with soft mosses and frolicing butterflies. It is a good neighbor and can use it's mighty roar to summon a twelve legged cat bus at will.,, +16,17,,1617,woodland,,,Ray Colina,"Near a decapitated marble statue of Cacodemon, a Corvid battles with two of the emaciated goat-headed humanoids from [[CLOVECRUSHED]] [[1320]]. The Cacodemons head lies nearby, in the forest undergrowth. Anyone who replaces the head on the statue is immediately teleported before a simailar statue in the beer cellar of [[FELLMOUNT ABBEY]] [[0902]].",, +16,18,,1618,plain,,,Jensan Thuresson,Petrified druid hugging a tree,, +16,19,,1619,woodland,,,Matt Maranda,"A pack of wolves have been slaughtered here, but there are no tracks other than wolf spore. It appears that whatever did this was over 8' tall had a beak and slashing claws.",, +16,20,,1620,lake,,,Matt Maranda,"This large lake is perfectly flat, ripples only appear when an object forcefully agitates its surface.",, +16,21,,1621,woodland,,,M Nicksic,"A nearly-finished canal stretches from the seashore at [[1722]] towards the lake at [[1620]]. Tracks and other evidence at the work site suggests that the workers abandoned the project and walked into the eerily calm lake en masse. Tools lay where they were dropped, free for the taking - they are serviceable, but not worth much.",, +16,22,,1622,woodland,,,Ray Colina,A hunting party of 6 emaciated goat-headed men has set up a lakeside camp. They are smoking Frogling legs in a makeshift oven of piled rocks.,, +16,23,,1623,woodland,,,Ray Colina,"A decapitated marble of a statue of Cacodemon identical to the one in [[1617]], overlooks the lake here, Froglings, wounded from their battle with the emaciated goat-headed humanoids [[1622]], hide in the water, but will warn any who attempt to replace the demon head. Anyone who proceeds anyway is immediately teleported before a similar statue in the gardens of the PALACE OF 1OOO TERRACES [[0611]].",, +16,24,,1624,woodland,,,Peter Seckler,A hidden grove here contains a lair of brightly-colored giant trap-door spiders. They have an unusual coloration- bright magenta bands on their legs.,, +16,25,,1625,woodland,,,Peter Seckler,"a creek winds its way through here, and there is a spring with fresh drinkable water.",, +16,26,,1626,hill,,,Peter Seckler,"A humanoid rabbit (known as 'Paddy Cottontail') lives in a quaint burrow here and has a small farming plot on the side of the hill. He is cautious but friendly, and happens to be a skilled musician with the lyre. If threatened he knows some basic magic- enough to cast a sleep and a charm spell. He doesn't like to fight.",, +16,27,,1627,lake,,,Ray Colina,"The rocky island that juts up from the lake here has a decapitated marble statue of a Cacodemon, anyone who replaces the head is immediately teleported to castle ruins in [[0908]]. If all three heads are ever restored [[1623]], [[1617]], then any whom placed the heads are immediately teleported before Azi the Harmer, Cacodemon Prince. Azi gives each of them a magic item and binds them into his service for a year and a day.",, +16,28,,1628,,,,,,, +17,01,,1701,plain,,,Bennet Akkerman,"On these grasslands there is a large stone disk covering a hole in the ground, below there's a cave with white plants and a trident lodged in a black stone shaped like an heart. The trident is holy and can only be wielded by those pure of heart, but it can only pulled loose by black hearted creatures.",, +17,02,,1702,hill,,,David Brawley,This hilly area next to the calm waters of [[1703]] is home to the small fishing and farming village of Corwin. At the center of the village stands a green and gold obelisk that causes those who spend time near it to want to settle in the village and lead a peaceful life.,, +17,03,,1703,sea,,,Reece Carter,"the shore along here is really calm, like so calm that its weird",, +17,04,,1704,sea,,,Ray Colina,"A amongst crumbling the crumbling ruins of the hilly island here, is a working fountain in perfect repair. Any who drink from it may never leave the island. The island's current residents, 2 racist pirates, a halfling assassin and a cleric of the Sun Peacock bitterly try to trick others into drinking.",, +17,05,,1705,sea,,,Bennet Akkerman,"If a boat get's caught in the maelstrom here, it will transport the vessel in a 1d6 direction and 1d6 hexes away, there's a 3% chance a vessel will be instead transported to [[0401]] or [[2016]]. The vessel will be damaged on arrival and any crewmembers that could hang on will get [hexes transported]d6 damage (max 8d6).",, +17,06,,1706,sea,,,Reece Carter,"a large (giant sized) eel lives in this area, it preys upon various animal species that live in the brackish waters (the edge it shares with [[1707]]). Tall tales are spun about this eel in various fishermans pubs, some of those tales are true",, +17,07,,1707,swamp,,,Ray Colina,"Hanging from one of the many hemlock trees growing in this swamp is an iridescent multicolored holy symbol of the Sun Peacock. Any cleric can use the holy symbol, turning undead at +2 levels, however, they become increasingly obsessed with fashion, eventually spending 75% of all wealth on increasingly elaborate and expensive clothes to complement the holy symbol.",, +17,07,,1707,swamp,,,Random Wizard,Swamp gas and 2d12 zombies do not mix.,, +17,08,,1708,swamp,,,M Nicksic,"Those too poor to live within Orthrist proper make their homes here, building stilted houses over the brackish water. There is a thriving trade in medicinal leeches.",, +17,09,,1709,woodland,,,Matt Maranda,"A pack of wereboars have become the dominant force in these woods They are debating granting their ""gift"" to the villagers of [[1708]]. They fear the lake in [[1710]] and do not go near it.",, +17,10,,1710,lake,,,Reece Carter,"the waters of this lake are cursed and evil, drinking from it make you thirsty-er, the fish and other various animals that live it in are poisonous to eat. There is a small island in the very center of the lake where everything is good. Traveling to this small island is one of the most perilous things that you could do",, +17,11,,1711,woodland,,,Casey Garske,They call this the Owlbear Forest because this forest is FULL of owlbears. All random encounters in this hex will be owlbears.,, +17,12,,1712,clear,,,Ed Hackett,Rotted dryad grove. Poisoned by underground runoff from the cursed lake to the north.,, +17,13,,1713,woodland,,,Joey Lindsey,"A man and his cat have been hung poorly from a tree. Their necks are broken, but they are alive and starving due to the rope being poorly tied. They know which spots in the area are popular for bandits and monsters to attack, and about the fountain in [[1704]].",, +17,13,,1713,woodland,,,Claytonian JP,"That cat is a witch. She's really not so bad, once you get to know her. EDIT: not saying it's a witch, sometimes a cat is a cat?",, +17,14,,1714,woodland,,,Ray Colina,"Sujay, an illusionist, has made is home in a ruined castle along a small bay. He has in his service thirty pirates, their ship, and two charmed owlbears from [[1711]]. A fresco in one of the crumbling towers depicts the nearby coastline and marks the locations of the Cacodemon statues in [[1617]], [[1623]] and [[1627]].",, +17,15,,1715,woodland,,,Joey Lindsey,"The older couple with a cabin near the shore have no interest in the occasional coin or gem that washes up from the East. Further inland, several gelatinous cubes wander, looking for a way back underground.",, +17,16,,1716,woodland,,,Matt Maranda,"A group of Witch-hunters an offshoot of the Sun Peacock's clergy patrol this land. Overzealous, they have found several demons and witches. They left the cat & her familiar on the tree in [[1713]] and are searching for holy woods to burn them with.",, +17,17,,1717,fin,,,M Nicksic,"This area was largely deforested in order to aid extraction of the enchanted clay below. The boowtown that grew up around this industry was abandoned when the clay-golem-bubble burst after the War, and the buildings are slowly sinking into the mud. Any rainfall makes this entire hex difficult terrain for a week afterwards.",, +17,18,,1718,sand,,,Gus L,Recent Battlefield between two local tribes. Scattered bodies looted of weapons and valuables represent the losers (The Forest People) while a nearby cairne contains the honored dead of the victorious hill people. Generally a reeking and depressing mess. Carrion birds can be seen from miles off.,, +17,18,,1718,sand,,,Ray Colina,"The Citadel of Bone, so named because its blocks are carved from the petrified bones of titans. The Warlord Rastazar lives here with 50 brigand henchman. Rastazar wears a cursed pig-faced warmask which allows him to see in the dark but may be only removed in death, forcing him to take all nourishment through a straw.",, +17,19,,1719,plain,GRIGLAZZ,,Ray Colina,"GRIGLAZZ a slovenly village of pig-faced orc-pirates who owe fealty to Rastazar in [[1718]]. They are led by Grimslag, Captain of the Maslayer, an orc fighter of great strength (18) and ample girth.",, +17,20,,1720,woodland,,,Steve Sigety,"A pack of blink dogs will suddenly surround and follow travellers in the woods, barking, jumping and carrying sticks to play fetch. Any attempts to be stealthy are foiled by the attention.",, +17,21,,1721,plain,,,Ed Hackett,A single stone monument to an ancient battle fought in the fields here.,, +17,22,,1722,sea,,,Ray Colina,Mottled blue crab warriors spawning grounds. The crab warriors attempt to drive off all who enter these waters.,, +17,23,,1723,sea,,,Zak Smith,"Remains of a battle weeks ago between a witch hunter and a chaos warband on a half-mile bridge linking parts of [[1724]] and [[1623]]. The gore and blasphemy on display have thus far scared off looters, many of the emaciated goatmen in the area ([[1320]], [[1617]], [[1622]] ) are remnants of this once-proud warband. The dead witch hunter's notes have maps showing the last known locations of all the witches on the hexmap ([[0121]], [[0715]], [[1808]], [[1909]], [[1910]], [[1713]] has a question mark, and the coven in [[1109]] which includes the witches in [[1014]], [[1026]], and [[1004]] and [[1106]] -- who used to live together in [[0103]] ).",, +17,24,,1724,woodland,,,Shaine Edwards,"A badly wounded scribe is being cared for by a small, clairvoyant girl. A tiny pair of goat horns sprout from her forehead.",, +17,25,,1725,woodland,,,Ed Hackett,A renowned elven swordsman keeps a cabin here. He no longer takes students.,, +17,26,,1726,woodland,,,Ray Colina,"The iron wood trees here are very difficult to work but make strong hulls. Pig-faced orc pirates from [[GRIGLAZZ]] [[1718]] attempt build a ship, but the combination of laziness and poor tools makes for little progress.",, +17,27,,1727,woodland,,,Matt Maranda,Here there is an apple orchard with a well before it and farm house to the side. The farmer asks for 4cp per peck any who take without paying are cursed by him.,, +17,28,,1728,woodland,,,Ray Colina,"The Oak Daughter, a swanmay lives here in an old cabin by the water. She is the wife of the wizard Orlast [[1615]], but has little interest in libraries.",, +18,01,,1801,fin,,,Joshua Macy,Hippogriff's nest. Mother and 1d4 foals.,, +18,02,,1802,fin,,,Matt Maranda,A dwarf and three halfling merchants are picking through shipwreck remains washed ashore. Their orcish servants wait chained and ready to pull two surviving carts. If questioned they reveal they are from a shipping town in the mountains of [[2001]] and were returning from trading with alchemists in [[1502]].,, +18,03,,1803,sea,,,Gus L,"The Northern half of the Trial of the Long Causeway, a shattered bridge of monumental reddish stone that leads from [[1802]] to [[1805]]. The bridge and it's towers are more intact here than to the South, but it's stonework is deceptively solid looking and the slick stones crumble into the frothing sea below with ease.",, +18,03,,1803,sea,,,Zak Smith,"Bored Queen Morgause and her devoted sons search a nameless island for blue salamanders. She knows impaling one and eating its lungs grants you the ability to breathe water. The witch hunter [[1723]], is aware of her activities but feared to name her for political reasons.",, +18,03,,1803,sea,,,Mike Evans,A large whirlpool that rotates counter clockwise. Down at the bottom is a gigantic red eye.,, +18,04,,1804,sea,,,Gus L,"The Southern half of the Trial of the Long Causeway, a shattered bridge of monumental stone that leads from [[1802]] to [[1805]]. Here there are only jagged pillars and debris from the fallen bridge that present a menace to navigation, and a said to be the home of hideous flesh eating ""mermaids"".",, +18,05,,1805,woodland,,,Gus L,The Isle of Judgment was once a temple prison to a god of hopelessness and punishment. The the ruins of a large ornate complex of layered stone tiers rises dolorously from a hardwood forest where the degenerate descendant prisoners still venerate a lost god with croaking subhumans chants.,, +18,05,,1805,woodland,,,Joshua Macy,Animals entering this hex gradually become intelligent and capable of speech within 1d4 hours; effect persists for 1d4 hours after leaving the hex. It doesn't change their nature (e.g. they don't build cities or wear clothes).,, +18,05,,1805,woodland,,,Joey Lindsey,A merchant from [[WORMWALLOW]] [[1309]] is marooned here with a large store of food and many [[MULK]] glasswares. She will lament trading away her 3 crocodiles to any who will listen. She was cast off the vessel in [[1601]] for inciting mutiny before it was wrecked by the sirens in [[1603]].,, +18,06,,1806,sea,,,Matthew Burack,"A navy frigate has subdued a pirate vessel but sustained heavy losses in the battle. The pirates are about to be hung from the yardarm while their plunder is being confiscated, then the ship will be scuttled.",, +18,07,,1807,swamp,,,Joey Lindsey,Twelve White Elves from [[SCREEYAL]] [[0112]] riding dinosaurs. Lost and trying to find the Golem Factory in [[0814]]. They are out of supplies and have been foraging and killing other travelers for food.,, +18,08,,1808,swamp,,,Zak Smith,"A blood trail leads down a ferret hole to a long, ancient vertical shaft library. Many books but even more snakes (some now eating the ferret). Properly read, the snakes can reveal the geomantic code to reading the ruins in [[1527]].",, +18,09,,1809,woodland,,,David Brawley,This boggy forest is home to a hobbled witch living in a cottage. The mushrooms growing around the cottage are psychedelic and talkative.,, +18,10,,1810,mountain,,,Ray Colina,"The Weird Black Plinths of Mount Yarling are said to provide confusing but prophetic dreams to those who dare to sleep amongst them. The Mount is rumored to be the lair of a vampire, but the more immediate danger comes from Witch-Hunters who watch the area, convinced that consulting the dream stones here is tantamount to trafficking with demons.",, +18,11,,1811,woodland,,,Mike Evans,Hut with lonely old man inside. He bores you with stories from his life. Make a save or fall asleep for 1d6 years from boredom.,http://wrathofzombie.wordpress.com/2013/04/02/loneliest-man-in-hexenbraken/, +18,12,,1812,woodland,,,Chris Blauwkamp,The southern edge of this hex ends in sharp cliffs. The wind as it blows throw the nooks and crannies sounds like a mournful version of the Harlem Globetrotters theme.,, +18,13,,1813,sea,,,Martin Bay Thomsen,"Giant Sea Cucumbers. If brought to the surface they shrivel and harden, their skin makes for excellent armor.",, +18,14,,1814,sea,,,Joey Lindsey,The tide and coastal shape causes detritus to wash up and get stuck in this stinky bog. Crocodiles and hippopotamuses live in an uneasy truce.,, +18,15,,1815,sea,,,Gus L,"The seas here are unremarkable, but there is excellent fishing and the shallow coastal waters contain edible sea urchin colonies.",, +18,16,,1816,sea,,,Gus L,Mysterious spheres of black tar and slicks of oil float on the surface of these teeming waters. The oil and tar is the product of a natural deep sea deposit that is farmed by listless earth elementals.,, +18,17,,1817,plain,,,Martin Bay Thomsen,Murderous pixie couple killing time by drowning frogs in a small pond. One wears a magic ring as a waistband.,, +18,18,,1818,plain,,,Zak Smith,"Entering a gazebo here (dwarf scaled) brings you out dwarf sized into an identical wood with a small house (halfling scale) and entering the halfling house brings you out halfling sized into an identical wood with a dog house, entering the dog house brings you out 2' tall into an identical wood containing a bird cage, entering the bird cage leads you (now bird sized) to a court of Unseelie faerie folk (home of the pixies in 18 17 ), currently negotiating an alliance with a lizard representing a hobgoblin from the warband at Griglazz ( 17 19 ).",, +18,19,,1819,sea,,,Ray Colina,"The waters of DOLDRUM BAY are very deep and very still. Ships without oars who enter the inviting looking bay will find themselves adrift for 1d4 days trying to catch a rare breeze, even dropping anchor is difficult do the water's depth. White Elves from [[SCREEYAL]] [[0112]] in Viking ships, lie in wait.",, +18,20,,1820,woodland,,,Matt Maranda,Treants live in this wood.,, +18,21,,1821,plain,EELVAST,,Zak Smith,"EELVAST--this fortified trading settlement was built in the wreck of a massive zoo/slave ship from Yoon Suin. While most of the current inhabitants are descended from human or Drownesian pirates, the fierce mottled blue crab warriors, [[1722]], the wild animals in [[1920]], the leech-headed halflings [[1220]] and many other species not native to the Hexenbracken originated here.",, +18,22,,1822,sea,,,David Brawley,Giant hermit crabs,, +18,22,,1822,sea,,,James Clark,"Houseboat anchored one mile off shore & occupied by a family of five greys (short, lean build with hairless, grey-skinned bodies; big heads & eyes; small mouths, no external noses or ears) . They're on the lamb from witch hunters for some past misunderstanding. They keep a low profile, but are willing to trade fish and pearls for copper and gold.",, +18,23,,1823,sea,,,James Clark,"large pearl bed on sandy floor, 100' down. giant pikes (the kind with gills and fins).",, +18,24,,1824,sea,,,Random Wizard,A travelling merchant barge named Mentzer's Menagerie plods along the shore here. The head merchant is happy to answer questions about what lies along the eastern coast provided the questioner is willing to buy some bauble at a reasonable price.,, +18,24,,1824,sea,,,Stuart Marshall,"Tribespeople, live on rafts, dive for pearls --- intelligent giant mutant crustaceans prey on them",, +18,25,,1825,sea,,,Zak Smith,"Nothing lives about these beaches but limpets and kelp, a few curiously furtive terns which survive for the most part by eating one another’s eggs, and in season a handful of deformed seals. -M John Harrison, Viriconium",, +18,26,,1826,woodland,,,Zak Smith,The black swans in the large pond here are victims of the farmer's curse [[1727]] which separates bodies (you've seen the undead around here right?) from souls (these black swans) at death. Some have attempted to court The Oak Daughter [[1728]] with mixed success.,, +18,27,,1827,woodland,,,David Brawley,A band of Vistani is traveling toward the greys in [[1822]] to trade for pearls.,, +18,28,,1828,,,,,,, +19,01,,1901,mountain,,,Zak Smith,"Port Of Idiots-- like the morons in [[1101]], these unfortunates have been made stupid by the plinth in [[0913]]. Forever asking to trade for weevils while fondling spotted chicken eggs, they sorely test the composure of the kind people of Corwin [[1702]].",, +19,02,,1902,sea,,,Martin Bay Thomsen,Band of orcs entertaining themselves by launching captured morons from [[1901]] out in the ocean from the beach with a large catapult.,, +19,03,,1903,sea,,,Ray Colina,"Lady Yavika the self-stiyed merchant queen and occasional pirate, plies these waters in her lavender-sailed, three masted sloop, the Primrose Princess. Beleg, her dour white elf lover, and skipper, never far from her side.",, +19,04,,1904,sea,,,Jason Sholtis,"Sorcerer's Guild vessel makes bee-line for [[1901]], loaded to the gills with new and experimental products to be given extensive trials among the idiot population.",, +19,05,,1905,sea,,,Zak Smith,A group of hyperintelligent crows [[1805]] tricked the crew of this foundering vessel into destroying the idol of the Isle of Judgment (also [[1805]]). They are now cursed to roam the area until they meet the god of forgotten judgment once more [[1522]].,, +19,06,,1906,sea,,,Ray Colina,"Sea Dogs, play and romp in these waters and sun themselves along the coasts and islets. Their incessant barking can be wearing on the nerves.",, +19,07,,1907,woodland,,,Ray Colina,"Three angry idiots endlessly bicker and complain about and at the barking sea dogs. Luck and the current brought them here after being catapulted into the ocean by the orcs in [[1902]], but now they are either too stupid or stubborn to leave.",, +19,08,,1908,woodland,,,Reece Carter,"cursed elves live here, they have been cursed by a witch to take on the aperance of that which they cherish most, which for these guys are the trees, flowers, and other plants. They have a damage reduction of 1-2 to everything (except axes and fire), and will react violently to anyone who brings an axe into their hex",, +19,09,,1909,woodland,,,Jason Sholtis,"Conclave of naked forest hippies spend their careless days in meditation, zero-impact hunting and gathering, procreating abundantly and gratefully donating many offspring to Yeegra the vernal witch, who abides alone in a grand tree-mansion suspended in the canopy.",, +19,10,,1910,woodland,,,Zak Smith,"A tower barely emerging from the mist and branches at the foothills of [[1911]] is home to Glisten Wrakk, a rain witch. She is the third part of the coven formed by Yeegra [[1909]] and the nameless hobbled witch in [[1809]] and considers herself the brains of the operation.",, +19,11,,1911,mountain,,,Reece Carter,"the mountains and hills in this area are warped by the magic of the witches, they dont really seem to follow any logic patern. Walking across this hex will take both a short amount of time and a really really long time. Any random encounter on this hex magical in nature and twisted by these magics",, +19,12,,1912,sand,,,Zak Smith,A group of clowns from the Vollen Veen merchant kingdoms sent to perform at the wedding of one of the ogre magi in [[1006]]. They are lost.,, +19,13,,1913,woodland,,,Ray Colina,"This mossy forest smells of cabbage and the air swims with countless swarming gnats, at night, an enormity of cricket song. In the hollow of venerable old oak, Yoka the Wad, a tiny goblin witch and her grig and pixie companions have made their coven.",, +19,14,,1914,sea,,,Zak Smith,Rot Goblins with harpoons and grappling hooks hunt giant spiny puffer fish to seal and use as sea-balloons.,, +19,15,,1915,sea,,,Jason Sholtis,"Unsubstantiated rumors tell of Yithrilae, domed city of the jelly-men, just visible deep below the waves. Within the dome the jellies diligently labor at literature, music and art, all of which inspire terror and nausea in human-types. Enslaved glassblowers from [[MULK]] sneak out pleas for rescue in exquisitely crafted bottles.",, +19,16,,1916,sea,,,Zak Smith,A toad in the water here can talk and knows the way to the Unseelie Court [[1818]]. It also claims to know the way to a hidden treasure on the island at [[2011]] and will tell the PCs in exchange for killing the hobgoblin of Griglazz,, +19,17,,1917,sea,,,Zak Smith,"An old tower rising from the water here has been converted into a tavern, The Nivling Clasp, known for its stewed bream and blistered eggs. Though inhabited by the usual shifting cast of reavers, slavers and mutilated adventurers it is widely regarded by most humans as the safest place in the Hexenbracken.",, +19,18,,1918,sea,,,Steve Sigety,A boat is in danger of capsizing as fishermen fight an enormous undead shark caught in their nets (turn as a Wraith).,, +19,19,,1919,sea,,,Reece Carter,"fishing here is so easy that they almost just jump onto the boat, +4 to any survival checks or fishing checks",, +19,20,,1920,woodland,,,Reece Carter,"lions, tigers, and bears",, +19,21,,1921,sea,,,Reece Carter,the water here has a more greenish hue to it then anywhere else. This is because of the soul-stones trapped at the bottom of the ocean.,, +19,22,,1922,sea,,,Zak Smith,"The worst poet in New Feierland was stuffed in a cage with 300 days rations, strapped into a rowboat and shoved into the sea. After 230 days, he's fetched up here--he has seen much.",, +19,23,,1923,sea,,,Reece Carter,"a wizard riding on thay back of a giant tortoise, this wizard is responsible for what is happening in [[1922]].",, +19,24,,1924,sea,,,Reece Carter,"traveling merchant vessels, they are happy to trade with the PCs and are very good at getting the bettee deal. They trade goods for goods and infomation for memories (this is particularly hazardous for a spell caster)",, +19,25,,1925,sea,,,Zak Smith,"Deep beneath the water here is the shattered and gargantuan body of a long dead city-tortoise. It contains the entrance to a vast ruined subsea complex of polished, half-flooded tunnels choked with slime inhabited by mind flayers and ambulatory, amphibious ixitachitil dedicated to the Bringer of Endless Night. It connects to Yithrilae in [[1915]].",, +19,26,,1926,swamp,,,Ray Colina,The waters here are often foggy.,, +19,27,,1927,woodland,,,Ray Colina,This swampy forest is often foggy. The Moths here can scream and drink blood like mosquitoes.,, +19,28,,1928,sea,,,Zak Smith,"The salt foam tumbles, slackens and slides down the grey, diffident faces of the slathered rocks.",, +20,01,,2001,mountain,,,Jason Sholtis,"A loose confederation of mountain fools, even more degenerate than their cousins in [[1901]], install shabby rope bridges and ladders from peak to peak in this particularly craggy zone in a mad web. The broken bodies of countless unfortunate goofs litter the fjords.",, +20,02,,2002,sea,,,Zak Smith,"Victims of Lady Yakiva, [[1903]] Merchants headed for Orthrist [[1508]] and Eelvast [[1821]], bob lifelessly around the sinking ships and remains of their wares: d4 kinds of potions in spherical bottles of colored glass.",, +20,03,,2003,sea,,,Trent B,13 racist pirates drift aimlessly on a small but relatively fast vessel. They are recovering from a big night and seek healing magic. Or bacon.,, +20,04,,2004,sea,,,Trent B,"A ruined, black marble outpost lies beneath the waves. Conceals an entrance to the submerged caverns beneath.",, +20,05,,2005,sea,,,Zak Smith,"A drifting 15' diameter hollow copper sphere contains a 10' diameter egg, cushioned in velvet. Only the copper key from [[0924]] will open it. No magic can detect what kind of egg it is but it is definitely the egg of some kind of gestating creature and definitely worth a lot of money.",, +20,06,,2006,sea,,,Joey Lindsey,The blue salamanders sought by Bored Queen Morgause [[1803]] gather here to feed on dead pirates (from [[1806]] and others).,, +20,07,,2007,woodland,HOGS CROSSING,,Trent B,"HOGS CROSSING (settlement) Humans and tall, goat-headed emaciates farm hogs/grain and moles/mushrooms respectively. Clerics of (primary human god) and Akerbeltz [[1021]] vie for religious dominance of the population. They tell stories of the lake god in [[2011]].",, +20,07,,2007,woodland,,,Ben Djarum,"Hedge maze. At the center is the glass coffin of Caroulus of Cymophane. If the glass is broken, Caroulus will rise up and attack as a 20 HD Lich.",, +20,08,,2008,woodland,,,Jason Sholtis,"Rendezvous point for party of cutthroats, wizards and assassins from all corners of the Hexenbracken assembling to take down the witches to the west, starting with Yeegra in [[2009]]. Their plan involves sending off several sub-groups as diversions/cannon fodder to mitigate the witch's fearsome power.",, +20,09,,2009,plain,,,Zak Smith,"Horthrik Veil cannot be slain, and has grown wise in the ways of the Hexenbracken. However, he smells like an open wound [[0417]] and draws fierce creatures wherever he goes (roll wandering monsters x 3 ). He's spent eons in the bellies of the vilest beasts.",, +20,10,,2010,mountain,,,Ben Djarum,The great barbarian chieftain Marluk's long house is here with his tribe of 15 wereboar warriors.,, +20,11,,2011,sea,,,Trent B,"A deep, fabulously clean lake between mountain peaks. The men of Hogs Crossing [[2007]] say that at night, one of several terrible shapeless creatures will surface to commune with the moon. If somehow conversed with, it will share great detail of any one hex in the Hexenbracken and cause short term or permanent insanity to the listener.",, +20,12,,2012,swamp,,,Jason Sholtis,Stationary formations of sky-fungi send down continuous hail of relatively harmless spores in this otherwise desolate hex. Plants and animals within go about their business as normal even though covered in hideous fungal growths.,, +20,13,,2013,sea,,,Zak Smith,"Adventurers in an angular vessel with thick crystal windows are charged by Queen Jane of the City In The Waste with investigating the proliferation of insect cults in the southeast Hexenbracken ( [[0627]], [[0612]], [[0127]], [[0826]], [[0926]], [[0127]]). Unbeknownst to them all, they are secretly aided and overseen in their task is by the grotesque Toad Gods (Slaad), who can see through the eyes of any frog, frogling or toad in the world, including the vortex eyes of the blindheim [[1514]] .",, +20,14,,2014,sea,,,Reece Carter,"a pirate raiding ship, they have captured and blindfolded a pair of sea-witches, they are being used to conjure up winds and tides to help the pirates or hinder their foes. If being chased by the pirate vessel they are at +2 and you are at -2",, +20,15,,2015,sea,,,Joey Lindsey,"The water here is turbulent, but there is almost no wind or sea life. Swarms of bats from [[2115]] blacken the sky at dawn and dusk.",, +20,16,,2016,sea,,,Claytonian JP,"A taurus-form, floating wizard/witch academy is located here. The high walls protect the students, and they catch their food each day in the middle.",, +20,17,,2017,sea,,,Ben Djarum,"A whirlpool forms beneath passing ships, transporting them to 1d4: 1- [[0723]] 2- [[1120]] 3- [[1620]] 4- [[1710]]",, +20,18,,2018,swamp,,,Reece Carter,"this mash/swamp area has a glamor cast over it to make it still look like ocean, it has been put into place by a group of goblins who attack the ships that crash or get bogged here, they found a powerful wizards spellbook and this is the only spell they could work out (roll on wild magic table whenever a spell is cast in this area)",, +20,19,,2019,sea,,,Trent B,14 racist pirates in a small but relatively fast vessel. They want help capturing a magic laden vessel bound for the academy in 20 16. They know of the illusory goblinswamp in [[2018]].,, +20,20,,2020,sea,,,Ben Djarum,"The ruins of a sunken city rise up from the dark waters. Harpies and stirges live among the ruins, preying upon passing sailors.",http://codexapocrypha.blogspot.ca/2013/04/for-glory-of-trofalcomar.html, +20,21,,2021,mountain,,,Reece Carter,"mountain of the gods. A single lonely mountain raises up out of the ocean and reaches high into the clouds, there are various paths along this mountain and they are all perilous to travel (they are designed to keep people out and gods in). A person in (random hex number) says they know a short cut and will be your sherper up the mountain (they are really a god, only clerics and paladins have a chance at noticing this, its like 01%)",, +20,22,,2022,sea,,,Trent B,A well guarded merchant vessel with goods destined for the northern settlements of The Hexenbracken. Seeks information or help navigating the web of pirates and such.,, +20,23,,2023,woodland,,,Jason Sholtis,"Verthram the Discommodious, sorcerer and dandy, lost an enchanted scarf made from the Worm God's own silk somewhere in this hex while zooming by on his magic carpet several days ago. He has charmed a gaggle of moon goblins to help him search and will suspect anyone he encounters of concealing his prized accessory.",, +20,23,,2023,woodland,FNAM BAK,,Joey Lindsey,"FNAM BAK, a peninsular ranch that raises oversized turtles, crabs, and black frogs that can be ridden, but are extremely picky and lethal. The top man is a retired adventurer who secretly has a map of the area tattooed on him that moves and changes, giving him an idea of local power struggles. He's wanted for murder in [[SEEKERSFILE]] [[0922]] and debts in [[GREASEGRAFT]] [[1210]].",, +20,24,,2024,sea,,,Trent B,Ocean or river or whatever this is! With 5 dolphins!,, +20,24,,2024,,,,Jack Mcnamee,"The doldrums! Without wind, your boat is stuck.",, +20,25,,2025,sea,,,Ben Djarum,"On the bottom of this shallow patch of sea is a large round iron hatch. It can be opened by blowing the magical Horn of Trofalcomar, found hidden in the sunken city ruins in [[2020]]. The hatch leads to a lava tube that winds deep into a subterranean city of Beholders.",, +20,26,,2026,sea,,,Zak Smith,The mist here is so thick that navigation is effectively random.,, +20,27,,2027,sea,,,Joey Lindsey,"A drowning bard and 7 sharks share this stretch of emerald green sea, a languid mist rising to mock his plight. He prays to the Gods of the Chrysanthemum Sea, but is finding no help.",, +20,28,,2028,,,,,,, +21,01,,2101,sea,LAO-SHAE,,Ben Djarum,"The Floating Market of Lao-Shae. A bustling marketplace of sailors, traders, smugglers and pirates, built upon a series of large floating barges.",, +21,02,,2102,sea,,,Reece Carter,"a sweet little old lady and her small granddaughter are sitting trapped on some rocks. rescuing them will get you ambushed by some mer-people, leaving them their will cause your next D12 rolls to be at -2",, +21,03,,2103,sea,,,Jason Sholtis,"The center of the hex is the newly claimed domain of the ship-devouring Famished God, this time manifested as three conjoined blue whales with a colossal maw, seemingly filled with a starry night sky.",, +21,04,,2104,sea,,,Joey Lindsey,"a boat full of what appear to be dead Chaos Champions who lost a fight. In fact, they had a raging party last night and are all passed out; upon waking, they're hung over, sensitive, and heavily armed.",, +21,05,,2105,woodland,,,Jack Mcnamee,"The darkness here is made of Shadow-men, which cover the entire island at night. If you touch them, you become a shadow-man.",, +21,06,,2106,sea,,,Ray Colina,"A pirate in a johnboat, he flees his irascible captain. On his back is tattooed the map to doorway in [[1402]].",, +21,07,,2107,woodland,,,Jack Mcnamee,"New Providence; 30 lackadaisical pirates gather around buccan fires. Led by John Chandagnac, a fifth level thief.",, +21,08,,2108,plain,,,Ben Djarum,"On a grassy hill, a group of 12 sylphs gather beneath a full moon. If they discover that they are being watched, they will summon 10 wood elves riding upon stags to attack the intruders.",, +21,09,,2109,plain,,,Zak Smith,Why do so many people in the Hexenbracken draw maps on things that aren't paper? Map thieves. Orbin Wayward in [[1608]] pays well.,, +21,10,,2110,sand,,,M Nicksic,"Salt flats where the Corvids race alchemical funny carts for bragging rights. They will take on outsiders too, but the stakes have to be much higher (usually a magic item wagered) for them to even bother.",, +21,11,,2111,plain,,,Reece Carter,"a large heard of bison/buffalo roam though this area, their skin can be hardened into a +1 suit of leather, their meat is delicious and works like a half cure light wounds (cures 1D4 HP), their horns are worth a lot of gold to the right people, and they are going extinct",, +21,12,,2112,hill,,,Ray Colina,The volcanic rock hills here are much warmer than surrounding landscape. A network of lava tube caves lead to SURTUR THE FIRE GIANT CITY,, +21,13,,2113,sea,,,Zak Smith,Sailing this way around the island at [[2114]]/[[2115]] is actually totally safe (other than a few spores from [[2012]]). A lot safer than sailing around [[2116]] anyway.,, +21,14,,2114,woodland,,,Jack Mcnamee,"10 elven savages, hunting swamp donkeys. Lead by a Rusk, a third level wolf.",, +21,15,,2115,swamp,,,Reece Carter,"swamp donkeys live in this area, they are like normal donkeys but they have more moss and bracken growing off of my and stuck to them. they can be ridden and dont loose any speed though a swamp. you need to tame them first and they dont like elves",, +21,16,,2116,sea,,,M Nicksic,"Columnar basalt rises from the seabed to around water level, forming a bridge between [[2115]] and [[2216]]. Rough seas often hide this navigational hazard, which for some reason is not noted on any nautical charts.",, +21,17,,2117,sea,,,Trent B,"Eels. At dusk, the surface churns and writhes with eels.",, +21,18,,2118,sea,,,Zak Smith,Goblin reavers riding drugged baboons leap hundreds of feet off the Bastard Isle onto ships when the weather forces them to pass close to the cliffs.,, +21,19,,2119,sea,,,Chris Blauwkamp,"Floating in the sea here is a barrel with three men. The baker and the candlemaker are pretty freaked out, but the butcher is trying to calm down the candlemaker with the offer of rendered fat from some eels from [[2117]].",, +21,20,,2120,mountain,,,Gus L,"A pack of 2D6+2 flying monkey zouves armed with scimitars, armored fez's, scale mail and throwing axes. The troop is forlornly staring across the water looking for a sign of a wizard to give their simian lives meaning. Mostly they are simply a pack of scampering vandals who drop rocks on passing travelers.",, +21,20,,2120,mountain,,,Zak Smith,The far western edge of The Lesser Bastard has a tower in it full of eggs of all different species collected by someone insane.,, +21,21,,2121,sea,,,Ben Djarum,Hidden in a rocky cove is a wild-eyed old man covered in seaweed. He sits in a tiny boat playing a flute for his long dead wife.,, +21,22,,2122,sea,,,Reece Carter,"a pirate ship that has no visible crew floats by. its actually crewed by ghost pirates, they will attack anyone that comes aboard their ship",, +21,23,,2123,sea,,,Claytonian JP,"Strange runed stones jut up here, forming a ring large enough for a small ship to enter. Anyone who prays here will find theirself, their companions, and their vessel on the top of a random mountain hex.",, +21,24,,2124,swamp,,,Reece Carter,a group of spider-goblins attack the party and attempt to herd them towards a pool of quicksand in the center of the hex. there are a number of magical items at the bottom of the pool of quicksand,http://gamingithappens.blogspot.com.au/2013/04/the-hexenbracken.html, +21,25,,2125,swamp,,,Claytonian JP,"4 blue elves commune over a puddle of blood. This is a sacred matter, and they won't discuss the source of the blood with anyone willingly.",, +21,26,,2126,sea,,,Ray Colina,"Fishing boats frequent this bay. A wyvern from [[2127]], has on occasion swooped down to steal a catch as they pull up their nets. It has otherwise caused them no harm.",, +21,27,,2127,hill,,,Joey Lindsey,"the old man from [[2121]] wife is here, seeking passage west. She has been returned as a partially astral Paladin of the Beurocratic Demonities of Ashen Luck to claim the lives of witches; she will reward others who give her passage and promise to destroy witches a sword that, while pursuing that goal, has a +2 and Aura of Protection VS Magic (2/day, there's only one sword).",, +21,28,,2128,sea,,,Reece Carter,"this entire area is very shallow, you can tell this because of the various broken goblin flying machines that are in the water here, many a goblin died in their attempt to fly",, +22,01,,2201,sea,,,Joey Lindsey,"The surface here teems with Purple Garbugs; what appears to be a giant functioning circulatory system hundreds of miles beneath the waves is the red-robed Order of Forgotten Scars moving through their transparent underwater citadel. Large beasts swim around the outside, seeking a way in.",, +22,02,,2202,sea,,,Reece Carter,"a magical doorway is said to open here on the nights of the first equinox of summer. the doorway is open for exactly 3 bell tolls, but time travels differently where it opens into, a bell toll could be anywhere from one second to one year. where it opens to is different every time",, +22,03,,2203,sea,,,Zak Smith,Island convent.,, +22,04,,2204,sea,,,Zak Smith,Gutspasm Froth and his warband of seagoing chaos champions dedicated to the Famished God. Recently defeated those in [[2104]].,, +22,05,,2205,sea,,,Jack Mcnamee,Insect pilgrims journeying to worship the Insect Queen in hex [[0127]].,, +22,06,,2206,woodland,,,Steve Sigety,"The forest is riddled with tunnels. Movement near a tunnel opening has a 25% chance of drawing the attention of 2d8 serpent-man warriors and their chieftain, Acaxoatl the Hooded Venom-spitter.",, +22,07,,2207,plain,,,Reece Carter,"a troll war party is riding through here on large war pigs, they are hunting down some renagade warriors of chaos",, +22,08,,2208,plain,,,Jensan Thuresson,An airship has crashed here. One strange survivor.,, +22,09,,2209,plain,,,Zak Smith,"Hooded Kenku (man sized Corvid) carrying a scythe, seeking sacrifices to the Demon of the Crossing In [[0521]]. If he finds a suitable victim he will call in rest of his murder.",, +22,10,,2210,plain,,,Brian Green,A sizable church dedicated to the philosophy of Order is maintained by elderly paladins and priests. They are physically frail but spiritually and magically powerful. Will trade healing services and divine spellwork for information about chaos champions in the area.,, +22,11,,2211,woodland,,,Jensan Thuresson,Yellow apple tree valley. 1 in 6 apple contains polymorph juice.,, +22,12,,2212,sea,,,Jack Mcnamee,Dead crones hang from withered trees.,, +22,13,,2213,sea,,,Ray Colina,"Witch’s Fog- A wandering cloud of shimmering fog, unless avoided, perfect shadow duplicates appear and attack when entered. They dissolve when killed or three rounds after leaving the mist.",, +22,14,,2214,sea,,,Zak Smith,An colony of Aaracokra defend their nameless isle from the elven savages in [[2114]]. They carry chain weapons and worship dark gods.,, +22,15,,2215,sea,,,Trent B,"A trio of monks on a small Junk, destined for [[0902]] [[FELLMOUNT ABBEY]]. They have not heard from their companions and seek to ensure all is well. They have healing salves and medical skill for trade.",, +22,16,,2216,woodland,SPIREWATER,,Trent B,"SPIREWATER (Settlement) A quiet, well guarded Jetty town of humans. Farm rice and keep orchards in the fertile soil, trading fresh food to water-travelers. Try to maximise segregation from the unscrupulous [[MAW]] folk [[2219]], causing tensions to be high between the peoples.",, +22,17,,2217,mountain,,,Reece Carter,"a large sinkhole in the ground that you cant see the bottom of, getting down it leads you to a random hex. The entire travel along the bottom of this sinkhole the pc's are chased by a bunch of different monsters from around the hex crawl that have fallen in there",, +22,18,,2218,mountain,,,Ray Colina,"Asbjorn, a Bear Spirit and protector of bears, lives in a massive cave here. He can smell if you’ve ever killed a bear, and will not be pleased if you have.",, +22,19,,2219,mountain,MAW,,Zak Smith,"THE MAW (city) this is the largest settlement on The Bastard Isle, overlooking the curved harbor beneath. Favored by fugitives, philosophers and others who require both solitude and information.",, +22,20,,2220,sea,,,Trent B,"The bay of MAW [[2219]] contains a myriad of privately owned and leased boats, often used to provide seclusion and/or serenity for the meditations/treacheries/revelries of MAW folk. If a random boat is selected (D6): 1,2 - Unused, 3 - Philosophers/Sage 4- Shady Characters 5 - Carousing Humanoids 6 - Fishermen",, +22,21,,2221,swamp,,,Sam Mameli,The fighter and the blind thief wander this swamp. The fighter stands guard as the blind thief steals the eyes of sleeping adventurers. ,, +22,22,,2222,sea,,,Reece Carter,"a fight is happening between 22 mermaids and 22 goblin swimmers. The goblin swimmers are using a very primitive version of a SCUBA suit, many of them are drowning",, +22,22,,2222,sea,,,Heikki Hallamaa,"An old brass diving bell lies on the bottom, somewhat visible from the surface. Can accommodate 4 people. Worth 10.000 gp. Is haunted. ",, +22,23,,2223,sea,,,Zak Smith,"The horrible amphibious Fishwife of The Lesser Bastard lives in a slimy tower here, sending 5 seatrolls to seek husbands for her in the night.",, +22,24,,2224,swamp,,,Zak Smith,The ghoulish revenant of a drowned woman haunts this area. Hooked chains hang in her long black hair and she can control all the animals in the fen.,, +22,25,,2225,woodland,,,Jack Mcnamee,River. 5 carp.,, +22,26,,2226,hill,,,Trent B,"3 Goat horned, Leech-Headed emaciates, 3 Leech-Headed Men and a Leech-Headed Halfling travelling north to THE [[MAW]] [[2219]]. They intend to drop a Leech Idol into the well to spread the Corruption of The Leeches [[1120]].",, +22,27,,2227,hill,,,Zak Smith,"Voxilla the Green, the two-headed war witch of the Lesser Bastard schemes in the sodden murk of a hidden temple dedicated to the great Carrion God. She is attended by leechfaces, vicious goblins of twenty tribes and borne aloft in a palanquin by her rhinocerous-horned half brothers.",, +22,28,,2228,,,,,,, +23,01,,2301,sea,,,Ben Djarum,Rakshasa wedding party aboard a sandalwood boat.,, +23,02,,2302,fin,,,Zak Smith,Isle of Pale Worms. Lots of pale worms here.,, +23,03,,2303,plain,,,Reece Carter,"spined wurms are found in the various borrows around this area. They are a medium/large creature with 4-6HD (D8s), an AC of 15/7, 2 attacks each turn it attacks by rushing past a creature and cutting it with its many sharp spines Bite: 1D8 damage Rush past: 2D6 damage, fort(17)/con(-4)/save vs death or take 1D6 damage next turn Crush: 4D6 (same as above for a save, but damage is 2D6)",, +23,04,,2304,fin,,,Zak Smith,"Idiot barber with a shop here has a lonely line in hair cutting (he's crap), dentistry (not recommended) and surgery (decent). Insists its called the Isle of Whale Perms.",, +23,05,,2305,fin,,,Reece Carter,"poison worms (carrion crawlers) are found in this area. Just replace their paralysis ability with poison (1D6, save vs nausea, if failed you can only do half an action next turn, attempt save until one is passed) and they only get 1-2 attacks per turn",, +23,06,,2306,sea,,,Zak Smith,The presumed-dead wife of the swordsman in [[1725]] is being taken forcibly to wed one of the ogre magi in [[1006]] she has taught a minah bird in this hex to repeat her message to him along with his location to anyone it meets.,, +23,07,,2307,sea,,,Reece Carter,a airship is passing through here collecting the lightning that seems to be prevalent in this area. The airship is ran by a bunch of pirates (the good kind),, +23,08,,2308,woodland,,,Zak Smith,"Throb Castle--home to Cracklecut Throb, the Bloated Lord and his hideous court of Boschean sycophants.",, +23,09,,2309,plain,,,Jack Mcnamee,Acres of deserted farmland.,, +23,10,,2310,plain,,,Zak Smith,"Vindisvein Monastery of the Borrowed Light. They make cheese and wine, illuminate holy books and charge travelers 3 cp to stay for the night.",, +23,11,,2311,sea,,,Zak Smith,Careful observation of one of the mossy tidepools here reveals it is a precise miniature map of the entire Hexenbracken with tiny shaped rocks where the castles and buildings are. You'd have to know the area fairly well to recogize this and be very bored to notice the pool's even there.,, +23,12,,2312,sea,,,Trent B,"3 Hunched, Bipedal Crabmen stalk the shallow waters for meats.",, +23,13,,2313,sea,,,Ben Hannigan,A vast school of over 200 sharks patrol these waters. All of them glow red in the moonlight.,, +23,13,,2313,sea,,,Jack Mcnamee,Rotting corpses of 50 farmers. Fish from miles around have been feeding for days.,, +23,14,,2314,sea,,,Ben Hannigan,"A blue-steel rod of about two feet in diameter rises 1,000 feet out of the water, rotating with the wind. It gives off occasional sparks of electricity at lower wind speeds, but will suddenly erupt into a steady aura of lightning stretching 200 feet from the rod if the winds achieve 100 mph or more.",, +23,15,,2315,sea,,,Niles Calder,Shifting sandbanks threaten to ground passing ships.,, +23,16,,2316,mountain,,,Niles Calder,"A convent of the secretive Sisters of the Good Burden is located here. They are powerful allies and dangerous foes for it is said that they can seduce a man with their voice alone, resist any poison and slay with a touch. They have long term goals that involve controlling the bloodlines of the world but to what end is unknown.",, +23,17,,2317,mountain,,,Ben Hannigan,"A brackish pool of foul smelling water is here. A drinker who fails their save vs. Poison will be transported to a landscape of flame and ash for 3d6 hours, taking one HP of fire damage for each hour there.",, +23,18,,2318,mountain,,,Zak Smith,"A hunched man in the market here will sell you an ancient contract in an unknown language. It is a spiritually binding contract between the elves and the shark king and requires merely the signature of any single elf in order to go into effect: if signed, all sharks will obey the signing elf for one day each century.",, +23,19,,2319,mountain,,,Trent B,"Orchids erupt gloriously from crevices in the mountainside. At night, 6 enigmatic wormpeople creep out of secret tunnels to tend their crop with fine silver tools (Worth 30gp/Worm). The orchids hold back a lurking rot, which would otherwise seep out of the deep mountains and corrupt surrounding hexes.",, +23,20,,2320,mountain,,,Reece Carter,"the mountains have been carved into the shapes of various gods ans heros. Each carving is over the top of a cave entrance, but they are backwards, the good gods lead to bad places and the bad gods to good",, +23,21,,2321,swamp,,,Claytonian JP,A camp of lizard men are making a massive wooden sculpture of a king on a throne. It's base will have a magic door to [[0119]].,, +23,22,,2322,sea,,,Jeff Rients,A pod of dolphins often play and fish in these waters. Anyone belligerent to the pod will be reported to the Princess of the Drowned and the Damned.,, +23,23,,2323,swamp,,,Trent B,A swamp with pigs and mosquitoes. Vines harass every step.,, +23,24,,2324,woodland,,,David Brawley,"A 10 headed hydra lives in these woods, and feasts on the pigs in [[2322]]. It's lair contains a portal into the depths of the dungeon in [[1402]].",, +23,25,,2325,woodland,,,M Nicksic,All the vines on the island seem to originate from an expanse of gigantic purple lotuses. The narcotic scent of their blossoms lures the unwary into a pond of digestive enzymes.,, +23,26,,2326,sea,,,Wayne Snyder,A goblin fortress is perched on a rocky coast. A great sea beast menaces it from the depths.,, +23,27,,2327,sea,,,Trent B,"Petrified trees rise out of the waters here. A Swamp Hag, Brezelda The Fair, lives in a hut built among the treetops. She searches for her true love and/or eats people.",, +23,28,,2328,sea,,,Reece Carter,"a large floating fort made from various boats and ships (think water world) is here, its run by about 30-40 people, they will trade with you, you can also get hirelings/hench-people here. But if you mention anything about the fort in [[0325]] they will not trust you as they are their enemy ",, +XX,XX,,,,,,Darien Mason,"all the things and creatures in parts of the descriptions that go over the mandated three sentence structure are metaphysically clipped and banished to this pocket dimension, which is quite crowded and please please please get me out of here I promise I'll never",, \ No newline at end of file diff --git a/hexmaps/wastes.csv b/hexmaps/wastes.csv index c6d36d5..703f2c0 100644 --- a/hexmaps/wastes.csv +++ b/hexmaps/wastes.csv @@ -21,7 +21,7 @@ x,y,,Hex,Terrain,Settlement,Date,Author,Description,More Info URL,Themes 01,20,,0120,,,1365560514,Shoe Skogen,"A small group of young people, fleeing the [[TEMPLE OF THE CRAWLING DEAD]] in Hex [[0119]]. They are starving and frightened, quite eager to get back to their homes.",, 02,01,,0201,,,1365560518,Vincent Quigley,A Githzerayian sky barge wrecked in a rocky sand dune is now the lair of Dire sand moles. The sky barge came form a great city found in Hex [[0811]],, 02,02,,0202,,PSILOCYBEA,1365560557,Vincent Quigley,The Great Fungi City of [[PSILOCYBEA]] Ruled by Shaman-priests who can see through the veil of time with mushroom induced trances. They wage a guerrilla war with the City of [[NAS AKHU KHAN SHE EN ASBIN]] in Hex [[0102]] using suicidal deadly spore carrying spies.,, -02,03,,0203,,,1365567670,Joey Lindsey,"Mountains with twisting footpaths and sheer cliffs. The inhabitants of Hexes [[0102]], [[0103]], [[0104]], [[0202]] patrol for outsiders here, and have elaborate protocols for when they encounter each other. Some find their way from here to [[SYRINX]] in Hex [[0205]] without ever entering the mines in [[0204]].",, +02,03,,0203,,,1365567670,Josie Lindsey,"Mountains with twisting footpaths and sheer cliffs. The inhabitants of Hexes [[0102]], [[0103]], [[0104]], [[0202]] patrol for outsiders here, and have elaborate protocols for when they encounter each other. Some find their way from here to [[SYRINX]] in Hex [[0205]] without ever entering the mines in [[0204]].",, 02,04,,0204,,,1365560897,Ramanan Sivaranjan,The great strip mines that litter this region provide the rock needed to construct the numerous temples of [[SYRINX]] to the South.,, 02,05,,0205,desert,SYRINX,1365561027,Zak Smith,"[[SYRINX]] (City) The wailing, banshee-like priests of the great temples seem to provide all their subjects could desire but forbid all forms of entertainment, magic, or ecstatic transcendence. Their first and most sacred temple is rumored to be just to the northeast of Hex [[2012]] .",, 02,06,,0206,desert,,1365561046,Steve Sigety,A 20-foot tall statue of quartz projects from a sand dune at a strange angle. The headless figure is a humanoid dressed in royal robes.,, @@ -62,7 +62,7 @@ x,y,,Hex,Terrain,Settlement,Date,Author,Description,More Info URL,Themes 04,01,,0401,desert,,1365566800,Jacob Hurst,Five pits of cobras ring a broken obelisk too cracked and weathered to read. It is said that the obelisk can be restored each full moon by cracking a cobra egg from each pit on its surface.,, 04,02,,0402,desert,,1365567304,James Young,Melange,, 04,03,,0403,desert,TOWER OF THE DRAGON SORCERER,1365567653,Brian Green,[[TOWER OF THE DRAGON SORCERER]] is the abode of a normally friendly sorcerer. He is currently angry and upset because his lover left him to serve the temples of [[SYRINX]] (Hex [[0205]]).,, -04,04,,0404,desert,,1365567670,Joey Lindsey,"Sand falls from the sky here, but it can only be gathered once. Blowing it in a creature's face causes them to answer the next question truthfully. Desert creatures pass through to drink and feed from Hex [[0305]].",, +04,04,,0404,desert,,1365567670,Josie Lindsey,"Sand falls from the sky here, but it can only be gathered once. Blowing it in a creature's face causes them to answer the next question truthfully. Desert creatures pass through to drink and feed from Hex [[0305]].",, 04,05,,0405,desert,,1365567911,Mak H,"The one-horned blind minotaur oracle Suug Magog shelters here within the skeletal rib cage of some long-dead giant cetacean. He practices scapulomancy: if brought the shoulder blade of one of the basilisks inhabiting the area, he will tell the bringer's fortunes by feeling the cracks produced when it is heated over fire.",, 04,06,,0406,desert,,1365568597,Brian Green,The river's slow-flowing waters provide a lush greenery along the banks. At night the area is patrolled by jackalwere bandits.,, 04,07,,0407,desert,,1365568907,Reginald Mc Reynolds,"A fallen iron star crashed here, leaving a crater that dominates the blasted desert landscape. The star still calls down the sky to the earth, and anyone crossing risks being struck by lightning.",, @@ -72,7 +72,7 @@ x,y,,Hex,Terrain,Settlement,Date,Author,Description,More Info URL,Themes 04,11,,0411,desert,,1365570270,Shaine Edwards,The Mosque of Annihilation.,, 04,12,,0412,desert,,1365577490,Chris H,"Anyone who sleeps in this hex will find himself back here, with exactly the same gear and physical condition as when they initially entered, upon awaking from sleep regardless of where they may have traveled since. The hex is filled with every sentient creature that has ever entered and failed to discover its secret, many of which have gone insane over the centuries. The lone adventurer from Hex [[0117]] knows that the only way to end the curse is to kill yourself, whereupon you'll appear, alive, in Hex [[0316]].",, 04,12,,0412,desert,,1365578333,Jason K,"The Mad idiot of [[0117]] asks anyone who sees him "Why did the Farmer wait 2 streets up to cross the road?" This hex is crossed by dried up streams and the stench of chicken feed, in the center is a 4 level factory farm. The farm is dedicated to the living chicken god Squawk who is the size of a T-Rex and sits on a massive straw bed and her humanoid cult ensures she has a life of leisure.",, -04,13,,0413,desert,,1365570291,Joey Lindsey,"A tribe of An-An, naked half-men who paint themselves wild colors and hunt with hollow spears. They will trade knowledge of surrounding hexes for goods to anyone surviving their initial attacks. They consider the Pangolin Men in Hex [[0313]] good eating, and point people looking for water to Hex [[0514]]",, +04,13,,0413,desert,,1365570291,Josie Lindsey,"A tribe of An-An, naked half-men who paint themselves wild colors and hunt with hollow spears. They will trade knowledge of surrounding hexes for goods to anyone surviving their initial attacks. They consider the Pangolin Men in Hex [[0313]] good eating, and point people looking for water to Hex [[0514]]",, 04,14,,0414,desert,,1365570342,Jacob Hurst,"Non-aquatic crocodiles with the legs, tails and pincers of black scorpion nest among rust colored dunes.",, 04,15,,0415,desert,,1365570411,Ray Colina,"A caravan, led by Jave Murak, who wears the scorpion crown, carrying silks and fine goods bound for Hex [[0102]]. An armored wagon, pulled by giant six-legged lizards and guarded, at all times, by desert-demon masked warriors, travels with the caravan.",, 04,15,,0415,desert,T'LAL EL FNA,1365570542,Shaine Edwards,"A ghostly souk called [[T'LAL EL FNA]] appears in the wastes beneath each new moon. It is said that all manner of enchAnt-ment may be had for a promise, but the eyeless merchants drive a difficult bargain.",, @@ -81,9 +81,9 @@ x,y,,Hex,Terrain,Settlement,Date,Author,Description,More Info URL,Themes 04,18,,0418,,,1365571378,James Young,"Pools of boiling mud bubble up from the loam here. This is a holy place for all tribes of the An-An, a place where tribal rivalries are forgotten and all may bathe in peace. They use the mud for bathing, hut-building, and as a base for their colourful daub.",, 04,19,,0419,,,1365571431,Mak H,A winding trail climbs to a windswept ledge overlooking a sheer precipice. The Pangolin men from Hex [[0313]] come here with offerings to propitiate the spirits they believe control the weather. It is considered sacrilege to disturb the site.,, 04,20,,0420,,,1365572630,Michael Raston,Deep below the water there is an artificial grotto that houses a library and a nursery tended by monks with their eyes replaced with rubies. Psychotropic tentacled jellyfish guard the entrance.,, -05,01,,0501,desert,,1365572839,Joey Lindsey,"Blasphemous offspring of human and Djin meditate in a neglected palace of sparkling stone. They perform arduous rituals to maintain the Obelisk in Hex [[0401]], ingesting fungus from Hex [[0303]], and will try to prevent anyone from freeing the efreeti in Hex [[0502]].",, +05,01,,0501,desert,,1365572839,Josie Lindsey,"Blasphemous offspring of human and Djin meditate in a neglected palace of sparkling stone. They perform arduous rituals to maintain the Obelisk in Hex [[0401]], ingesting fungus from Hex [[0303]], and will try to prevent anyone from freeing the efreeti in Hex [[0502]].",, 05,02,,0502,desert,,1365573428,Brian Green,"An efreeti bound within an obsidian pillar will negotiate with passers by for its freedom, which requires a blood sacrifice.",, -05,03,,0503,desert,,1365573907,Joey Lindsey,"A frequent thoroughfare for beast migration. A pride of lions prey on the weak and vultures circle, awaiting the dead.",, +05,03,,0503,desert,,1365573907,Josie Lindsey,"A frequent thoroughfare for beast migration. A pride of lions prey on the weak and vultures circle, awaiting the dead.",, 05,04,,0504,desert,,1365578192,Michael Raston,"A field of humanoid bones, some of it underneath a layer of sand, marks this hex as the location of a long forgotten battle. Giant maggots, overfed on centuries old leather may attack if disturbed.",, 05,05,,0505,desert,THE WANDERER'S HIDE,1365580350,Reece Carter,"[[THE WANDERER'S HIDE]] this area has a secret hidden oasis, you must be incredibly lucky or have been shown where it is to find it (a guide or a map will do). This area is a closely guarded secret and not many people know about it. Within this area you can find a safe place to rest (no encounter roll), fresh water, left food/gear/supplys from other people who know about the place. Anyone who uses any of the food/gear/supplys is expected to put some of their own stuff in its place so that everyone can use it",, 05,06,,0506,desert,,1365582772,Brian Green,A gathering of desert ascetics has met here to exchange news and information. Spending an entire day with them will allow a person to reduce their consumption of food and water while traveling in the desert by 1/2 for a number of weeks equal to their Wisdom score.,, @@ -94,50 +94,50 @@ x,y,,Hex,Terrain,Settlement,Date,Author,Description,More Info URL,Themes 05,11,,0511,desert,ITZAMNA,1365598693,Ramanan Sivaranjan,"The massive ziggurats of the the city-state of [[ITZAMNA]] can be seen for miles around. Ruled by the Socerer-God Ixmucane, self-proclaimed creator of all humanity.",, 05,12,,0512,desert,,1365599419,Chris Tamm,"A lone spirit lurks in the sands at night, so old it remembers nothing. By day normal seeming sand dunes littered by bones",, 05,13,,0513,desert,,1365599703,Zachary Zahringer,"A failed demonic ritual has taken place here in the wind swept dunes. As lighting seemingly bursts out of the dark cloudless sky, slaves in rags run screaming from a black swirling vortex on top of a large stone altar.",, -05,14,,0514,desert,,1365600096,Joey Lindsey,"A field of shallow depressions between dunes; digging into one will cause either fresh water to spring up, or plunge your hand into a Rot Grub nest. The An-An of Hex [[0413]] direct travelers looking for water here. The creatures of Hex [[0414]] feed on the Rot Grubs.",, +05,14,,0514,desert,,1365600096,Josie Lindsey,"A field of shallow depressions between dunes; digging into one will cause either fresh water to spring up, or plunge your hand into a Rot Grub nest. The An-An of Hex [[0413]] direct travelers looking for water here. The creatures of Hex [[0414]] feed on the Rot Grubs.",, 05,15,,0515,desert,,1365600494,Bennet Akkerman,"Encampment of Teimlad Dwar, reclusive magic user (Sand to Glass, Glass to Water, Blindness) and stargazer, Teimlad Dwar knows most of the common names of astronomical objects, but not all obscure ones. He has a magical telescope with which structures on the second closest planet are visible, if one looks through the opposite side the area within 30 metres is shown as a day ago.",, 05,16,,0516,desert,,1365603416,Jacob Hurst,Sand lice. Sand lice everywhere.,, 05,17,,0517,desert,,1365603584,Joshua Macy,"Rocky plateau is a maze of narrow canyons (chance of getting lost is doubled), prone to flash floods in the rainy season. The entrance to the temple of Sul Amon, Master of the Marid, is hidden somewhere in these canyons.",, -05,18,,0518,,,1365603789,Joey Lindsey,"A caravan of giant insects is frozen among the shadows of 10-20 foot fungus stalks. If the ice is dispelled or they are otherwise unfrozen, they will tell you where they buried crystal keys to Brevia's Palace of a Thousand Colors in Hex [[0618]]. They carry trade goods bound for [[TELLACH AVAIL]] in Hex [[0218]].",, +05,18,,0518,,,1365603789,Josie Lindsey,"A caravan of giant insects is frozen among the shadows of 10-20 foot fungus stalks. If the ice is dispelled or they are otherwise unfrozen, they will tell you where they buried crystal keys to Brevia's Palace of a Thousand Colors in Hex [[0618]]. They carry trade goods bound for [[TELLACH AVAIL]] in Hex [[0218]].",, 05,19,,0519,,,1365604249,Ray Colina,"In a cave here dwells the Pale Lady. Some claim she is the lich of the exiled queen Agrat Bat Mahlat, others that she is a spirit of wisdom. She trains witches, procures succubae and incubi, and barters her potions and poisons in return for favors.",, 05,20,,0520,,,1365605689,Ramanan Sivaranjan,"The massive turtle Achauhthil has been waiting a thousand years for his mate, Ixilithi (Hex [[0311]]), to return to their home beneath the waters.",, 06,01,,0601,,,1365607842,Kelvin Green,"Partially submerged in the stinking mud is a vast stone lion's head. Inside, accessed by a secret door, are the ancient burial chambers of a forgotten psychic warlord. Almost identical stone heads can be found in the sands of Hex [[1414]] and far below the waves of Hex [[2005]].",, 06,02,,0602,,,1365608083,Zachary Zahringer,Here where the tainted river Ra'ht Tan flows through the badlands a red crystalline bridge spans across a more narrow section of the reddish brown water. At night it glows eerily and can be seen in the horizon with ease from the edge of the the neighboring hexes.,, -06,03,,0603,,,1365608275,Joey Lindsey,"The area is unnaturally devoid of flora. Fire worshippers ride great lizards down the river from the North, looking for those in Hex [[0302]], whom have been declared heretics while travelling. They show signs of passage through swamp Hex [[0601]] and are currently turned around, seeking the oasis in Hex [[0505]].",, +06,03,,0603,,,1365608275,Josie Lindsey,"The area is unnaturally devoid of flora. Fire worshippers ride great lizards down the river from the North, looking for those in Hex [[0302]], whom have been declared heretics while travelling. They show signs of passage through swamp Hex [[0601]] and are currently turned around, seeking the oasis in Hex [[0505]].",, 06,04,,0604,desert,,1365608668,Kelvin Green,"Buried in the sand are seven basalt caskets, each about a metre in height and each full of daemonic absinthe. Daemonic absinthe is a neon purple in colour, is twice as potent as the mundane sort, and if drunk by a good-aligned character, will set them on fire.",, -06,05,,0605,desert,,1365609502,Joey Lindsey,"Small herds of wild camels roam here, defending territory from each other. They are hunted by Sand Cats and burrowing serpents.",, +06,05,,0605,desert,,1365609502,Josie Lindsey,"Small herds of wild camels roam here, defending territory from each other. They are hunted by Sand Cats and burrowing serpents.",, 06,06,,0606,desert,,1365609605,Zachary Zahringer,"In the center of this stretch of desert sits a large ornate mirror, approximately 15', tall placed on top of a stepped platform of black stone. The mirror reflects those who stand before it, but the reflected surroundings are not of the region and are instead of Hex [[1411]].",, 06,07,,0607,desert,,1365610808,Chris Tamm,"This stretch of eroded red sandy hills has been exposing ancient fossilized bones of primordial monsters for aeons. Scholars, holy men and alchemists visit for souvenirs",, -06,07,,0607,,AI BATUR MAL ER ZE,1365610563,Joey Lindsey,"A When entered from the East, the metropolitan sprawl of [[AI BATUR MAL ER ZE]] is a bustling, crowded center of trade of nearly 100,000 - the natives are ram-horned, golden skinned humanoids. When entered from the West, a few hundred malnourished survivors eke out a living in the ruins.",, -06,08,,0608,,,1365611425,Joey Lindsey,Dense fungus grows high from the lava and has been shaped into many levels of living bridges over the river by Jackal-men. In places the fungus will whip creatures with tentacles to drink the blood - the Jackal-men attack survivors and loot bodies.,, +06,07,,0607,,AI BATUR MAL ER ZE,1365610563,Josie Lindsey,"A When entered from the East, the metropolitan sprawl of [[AI BATUR MAL ER ZE]] is a bustling, crowded center of trade of nearly 100,000 - the natives are ram-horned, golden skinned humanoids. When entered from the West, a few hundred malnourished survivors eke out a living in the ruins.",, +06,08,,0608,,,1365611425,Josie Lindsey,Dense fungus grows high from the lava and has been shaped into many levels of living bridges over the river by Jackal-men. In places the fungus will whip creatures with tentacles to drink the blood - the Jackal-men attack survivors and loot bodies.,, 06,09,,0609,,,1365611447,Humza Kazmi,"The volcano that destroyed [[0509]] [[GLATHERBLACK]] is here, dead as the village. The colossal ash statue at the top still contains the spirit of the bitter giant sorcerer who had vowed to destroy his hometown.",, 06,10,,0610,,,1365612595,Ramanan Sivaranjan,A small battalion of soldiers from [[ITZAMNA]] hunt prisoners for training and sport. There are prisoners hiding throughout the badlands.,, 06,11,,0611,desert,,1365612841,Chris H,High grass savannah where great cats hunt all. Wildfires are common during the dry season.,, -06,12,,0612,desert,,1365613249,Joey Lindsey,"A sorcerer, two brigands, and a woman pirate travel this trackless expanse to find their father, the Wizard in Hex [[0101]]. They want to extort power from him, and will lie, steal, and kill to get maps and magic from anyone they encounter. They are selling the deed to their ship, stating it's in Hex [[0520]].",, +06,12,,0612,desert,,1365613249,Josie Lindsey,"A sorcerer, two brigands, and a woman pirate travel this trackless expanse to find their father, the Wizard in Hex [[0101]]. They want to extort power from him, and will lie, steal, and kill to get maps and magic from anyone they encounter. They are selling the deed to their ship, stating it's in Hex [[0520]].",, 06,13,,0613,desert,,1365617286,Shoe Skogen,"A bone-pale dervish, wandering the desert to prove their love to the Pale Lady of [[0519]]. They expect it will take a long time, but are resolute. They will offer dreams, nightmares, or made-to-order nightmares in trade for artefacts of baubles to win her favour.",, 06,14,,0614,desert,,1365614163,Kelvin Green,"Hzzzthzzzthzzz the insect philospher meditates upon a tall spire of crimson stone. Each of his pronouncements are (d6) 1-2 true and useful, 3-4 true but inscrutable, or 5-6 complete falsehoods designed to embarrass his interlocutor in some comical fashion, for Hzzzthzzzthzzz does love a good jape.",, -06,15,,0615,desert,,1365615234,Joey Lindsey,"Bones, dazed travelers, and frightened animals are picked over by jewellike insects of odd anatomy.",, -06,16,,0616,desert,,1365615317,Joey Lindsey,"Flower petals fly about on butterfly wings, allergic to their own pollen. Anyone getting sneezed on suffers a random potion effect, and miscability comes into play when a swarm is encountered.",, +06,15,,0615,desert,,1365615234,Josie Lindsey,"Bones, dazed travelers, and frightened animals are picked over by jewellike insects of odd anatomy.",, +06,16,,0616,desert,,1365615317,Josie Lindsey,"Flower petals fly about on butterfly wings, allergic to their own pollen. Anyone getting sneezed on suffers a random potion effect, and miscability comes into play when a swarm is encountered.",, 06,17,,0617,desert,,1365615910,Ramanan Sivaranjan,"The Army of the Crawling Dead, several hundred Scorpion-men, make their way through the desert wastes. It's unclear who they are marching against.",, 06,18,,0618,,,1365615928,Chris H,"Ant-men tend their flocks of thousand pound aphids in their rain forest home. Besides being a staple of the Ant-men's diet, the honeydew is sold as a sweetener throughout the region.",, -06,19,,0619,,,1365617040,Joey Lindsey,"The Witch Queen Brevia recently moved her Palace of a Thousand Colors here to avoid the Ant-men of Hex [[0618]] learning too many of her secrets. Many of her Scarab servants died during the operation, and some floors of her Palace are unstable now. She suspects the Pale Lady in [[0519]] of stealing her keys, and one of the two froze the insect merchants in [[0518]].",, +06,19,,0619,,,1365617040,Josie Lindsey,"The Witch Queen Brevia recently moved her Palace of a Thousand Colors here to avoid the Ant-men of Hex [[0618]] learning too many of her secrets. Many of her Scarab servants died during the operation, and some floors of her Palace are unstable now. She suspects the Pale Lady in [[0519]] of stealing her keys, and one of the two froze the insect merchants in [[0518]].",, 06,20,,0620,,,1365618061,Brian Green,A giant underwater cave is the lair of a ferocious sea serpent who has collected debris from hundreds of ships she has sunk over the years.,, 07,01,,0701,,LOBRECO,1365618277,Ramanan Sivaranjan,"The peaceful Halfling village of [[LOBRECO]] lays at the North most tip of the scrubland. The Halflings of the village make excellent guides, being quite familiar with the Northern portion of the region.",, 07,02,,0702,,VISCID ISTAN,1365618388,Zak Smith,"[[VISCID ISTAN]] Long ago, this cluster of domed pleasure palaces and pools fell into disrepair for reasons unknown. The princes and sultans are gone, but refugees from [[ITZAMNA]] ( Hex [[0511]] ) have built a thriving and energetic trading settlement here in the retrofitted ruins.",, 07,03,,0703,,,1365618504,Zachary Zahringer,"When the wind is strong enough (2 in 6 chance), just after the desperately short rainy season, the giant fungus of this region release it's psychedelic spores into the air sending all who travel through here into a deep and intense auditory/visual hallucination. Lasting hours past the last contact with the fugal spores, there is no save for its effect.",, 07,04,,0704,,,1365619773,Chris H,"A raving, blood soaked, nude, human stands near a rune-inscribed circle (made of gold, obsidian, silver, and gems) and over the bodies of 10 dead humans, a bloody knife in his left hand. If neither he nor the summoning circle are physically disturbed he summons ( http://summon.totalpartykill.ca/ enter values 3, 4, 30) if either he or the summoning circle are physically disturbed enter values 3, 4, 0). Regardless of the outcome, he will attack the party.",, -07,05,,0705,,,1365621956,Joey Lindsey,"Overturned carts are on fire and maddened people rush into the river, heedless of the reptiles peeking above the water and moving in. A tree with the face of a man laughs near the rope bridge, unaware the flames lick his branches. Bloody smears lead North to Hex [[0704]].",, +07,05,,0705,,,1365621956,Josie Lindsey,"Overturned carts are on fire and maddened people rush into the river, heedless of the reptiles peeking above the water and moving in. A tree with the face of a man laughs near the rope bridge, unaware the flames lick his branches. Bloody smears lead North to Hex [[0704]].",, 07,06,,0706,,,1365622021,Ramanan Sivaranjan,"A group of adventurers are searching for rumoured ruins of [[ACAMAPICHTLI]], the capital city of the long dead Snake-men. They are reading a worn and incomplete map of the region upside down, and should be searching in Hex [[1415]].",, -07,07,,0707,,,1365623594,Joey Lindsey,"The sprawl of [[AI BATUR MAL ER ZE]] from Hex [[0607]] extends here, and has a skilled metalsmith and tattooist. The ram-horned natives hide from raids of surrounding factions. Walking different paths through the streets here will lead to different eras of the main city.",, +07,07,,0707,,,1365623594,Josie Lindsey,"The sprawl of [[AI BATUR MAL ER ZE]] from Hex [[0607]] extends here, and has a skilled metalsmith and tattooist. The ram-horned natives hide from raids of surrounding factions. Walking different paths through the streets here will lead to different eras of the main city.",, 07,08,,0708,,,1365624638,Chris H,The Singing Mountain is the holy site of the ram-horned men in Hex [[0607]] & Hex [[0707]]. Long abandoned natural and sentiently-crafted tunnels and chambers honeycomb the mountain. During the change of seasons the East West winds blow forcefully through these caverns. An eerily enchanting melody can be heard for 2 hexes in every direction.,, 07,09,,0709,,BEETA BAATE,1365625739,Ramanan Sivaranjan,"Hidden within this forest of giant mushrooms is the Halfling village of [[BEETA BAATE]]. Most mushrooms in the forest are poisonous, but the villagers know which ones are safe, and more importantly which ones grant them the super-strength they use to vanquish all their foes.",, -07,10,,0710,,,1365631636,Joey Lindsey,"Molten flows ooze from openings through which creatures of fire sometimes emerge. The river trickles above, but below flows through tunnels where albino Sahuagin defend themselves from Turtle and fire creatures.",, +07,10,,0710,,,1365631636,Josie Lindsey,"Molten flows ooze from openings through which creatures of fire sometimes emerge. The river trickles above, but below flows through tunnels where albino Sahuagin defend themselves from Turtle and fire creatures.",, 07,11,,0711,,,1365631731,Kelvin Green,"Six mutant halflings are waiting for nightfall. In the meantime, they ride giant scorpions against each other for money and invite passers by to have a go.",, 07,12,,0712,,,1365632368,Chris H,"An abbey of women devoted to the god of fertility, Yasur Im, protect and care for the large farming community situated along the western bank of the river. The head abbess is dying of a wasting disease and several sisters are already jockeying for position to replace her.",, 07,13,,0713,,,1365632439,Reginald Mc Reynolds,"This area is unbearable hot, and even the night does nothing to abate the heat. Small carcasses of birds and lizards dot the landscape and the air shimmers above you. At night a great light shines from the east in Hex [[0813]].",, 07,14,,0714,,,1365632445,Reginald Mc Reynolds,"Here you feel like you are baking, and even the night does nothing to alleviate the feeling. The ground is parched and cracked; the sand packed as hard as stone. At night a great light shines from the east in Hex [[0813]].",, 07,15,,0715,,,1365632629,Shoe Skogen,"A pack of beasts (hounds, pigs, ponies, what-have-you) recently escaped from captivity in [[0702]]. A few might be hungry enough to attack if the Party has especially delicious things on them. On the other hand, if caught and tamed patiently, the younger beasts may easily be trained, and will make excellent working animals.",, -07,16,,0716,,,1365633646,Joey Lindsey,"A winding maze of wooden tunnels provides relief from the sand and heat of the day, but...
Far within the oaken tower / Exists the one with evil power / Magic channeler of earth's frustration / The Druid sleeps in meditation (""Sleep"" The Druid)",, +07,16,,0716,,,1365633646,Josie Lindsey,"A winding maze of wooden tunnels provides relief from the sand and heat of the day, but...
Far within the oaken tower / Exists the one with evil power / Magic channeler of earth's frustration / The Druid sleeps in meditation (""Sleep"" The Druid)",, 07,17,,0717,,,1365634303,Ramanan Sivaranjan,"Dune traders head North, their Giant Ants laden with the delicious giant fungi that grow in Hex [[0817]].",, 07,18,,0718,,,1365634700,Reece Carter,"There is a large pool of quick sand here, its rumored that at the bottom of the pool is a large underground city run by dragons and sand mages",, 07,19,,0719,,,1365636562,Zachary Zahringer,"At the top of the rugged cliffs overlooking the sea to the south in Hex [[0720]] stretches out a natural stone ledge. Standing at its edge are 6 followers of the god Al'az Zulg preparing a woman as sacrifice to the material form of the god, the sea creature who dwells deep below.",, @@ -146,10 +146,10 @@ x,y,,Hex,Terrain,Settlement,Date,Author,Description,More Info URL,Themes 08,02,,0802,,,1365641762,Michael Raston,"This mountainous area is covered by a thick, black smog, being a mixture of the fumes from [[TEPETL QUIAUTL]] in Hex [[0801]] and the spores from Hex [[0703]]. It is a choking smog that causes travelers to cough, splutter and hallucinate. Daring merchants from [[VISCID ISTAN]] in Hex [[0702]] attempt to bottle the smog for consumption in the refugee city.",, 08,03,,0803,,,1365641819,Ramanan Sivaranjan,"Throughout the badlands, giant boulders have been carved with intricate images of the ancient Snake-men. There is a cumulative 20% chance per week of discovering the location of [[CHICOMECOATL]] in Hex [[0109]].",, 08,04,,0804,,,1365643231,Michael Raston,"Palm trees blow gently in the breeze along the eastern riverbank, behind is sweeping views of the mysterious desert. Undead crocodiles with the ability to climb and hunt from trees lounge atop the palms.",, -08,05,,0805,,,1365643614,Joey Lindsey,"Sprawling camps of disparate soldiers and hangers-on line the riverbank and beyond, 900 strong under the Eagle and Lightning Bolt flag of Jupiter. Sir Gregor La Scala has gathered his ragtag army of converted locals and odd foreigners to "Bring Peace, Order, and True Faith to the land." In hused tones is speculation of his true age and how he liberated much power for Jupiter's Glory from the mighty Djinni (see Hex [[0304]]).",, +08,05,,0805,,,1365643614,Josie Lindsey,"Sprawling camps of disparate soldiers and hangers-on line the riverbank and beyond, 900 strong under the Eagle and Lightning Bolt flag of Jupiter. Sir Gregor La Scala has gathered his ragtag army of converted locals and odd foreigners to "Bring Peace, Order, and True Faith to the land." In hused tones is speculation of his true age and how he liberated much power for Jupiter's Glory from the mighty Djinni (see Hex [[0304]]).",, 08,06,,0806,,,1365645329,Mak H,"Chances of getting lost in this trackless waste are increased as blowing sand blots out the sky nearly every day, causing PCs to travel in an unintended direction.",, 08,07,,0807,,,1365646315,Zachary Zahringer,A group of sand goblins has set up camp here along the river next to a crudely constructed bridge. They will demand a toll of 100 Dh'nak to anyone who attempts to cross it. On this stretch of river the water is only 2' deep and can be crossed easily by foot.,, -08,08,,0808,,,1365651544,Joey Lindsey,"A group of Ram-Horned spies are making their way North to get information on Sir Gregor La Scala's forces in Hex [[0805]]. If the clay pot from Hex [[0408]] is sunk where the river turns and retrieved after nightfall, etched on it will be an ancient map to and of the capitol of the long-dead Snake-men [[ACAMAPICHTLI]] in Hex [[1415]].",, +08,08,,0808,,,1365651544,Josie Lindsey,"A group of Ram-Horned spies are making their way North to get information on Sir Gregor La Scala's forces in Hex [[0805]]. If the clay pot from Hex [[0408]] is sunk where the river turns and retrieved after nightfall, etched on it will be an ancient map to and of the capitol of the long-dead Snake-men [[ACAMAPICHTLI]] in Hex [[1415]].",, 08,09,,0809,,,1365653216,Brian Green,Two women in ragged clothes are hiding beneath a rocky outcrop. They are on the run from the guards from the city [[AI BATUR MAL ER ZE]] (Hex [[0607]]) and are bound together with 2' of super-strong chain that negates spellcasting in a 10' radius.,, 08,10,,0810,,,1365559703,Andy Link,"In the Shadow of Old Phosphor, the tribe of Soft Shale make their last stand against the encroaching hoardes. They've sworn to fight back any pregressors with a cunning brand of savagery and explicit knowledge of the terrain. Beneath the sands, they've found a temple pledged to the Skin Eaters, an insect swarm that emerges once every other decade to replenish its life-cycle.",, 08,10,,0810,,,1365654121,Ben Djarum,A group of 8 Hobgoblin Raiders have taken a group of Pangolin Men prisoner. They are shackled together and being forced to march southward.,, @@ -169,15 +169,15 @@ x,y,,Hex,Terrain,Settlement,Date,Author,Description,More Info URL,Themes 09,04,,0904,,,1365704158,Ray Colina,"Here in a lifeless patch of cracked desert sits a shrine built of bones and the tattered dry husks of man and animal alike. This is the shrine to Aru Kep Bohet, lord of dryness and desiccation.",, 09,05,,0905,,,1365704444,Ramanan Sivaranjan,"The bones of a long dead giant turtle are worshiped by a nomadic tribe of Jackal-men. The tribe can be found wandering in hexes throughout the Eastern desert, but always return here to pray.",, 09,06,,0906,,,1365704489,Brian Green,"Flecks of diamonds are mixed in with the sand near the river, with a small industry of workers sifting through the sands to collect diamond dust.",, -09,07,,0907,,,1365704880,Joey Lindsey,"A host of 523 Githzerai march Northeast from a recently awakened portal, heading to bind the Efreeti in Hex [[0502]] to an engine they have and recover their ship in Hex [[0201]]. Their leader has a nearly accurate map of the area with topography and fauna, and they are avoiding the burrowing spider sand traps here.",, +09,07,,0907,,,1365704880,Josie Lindsey,"A host of 523 Githzerai march Northeast from a recently awakened portal, heading to bind the Efreeti in Hex [[0502]] to an engine they have and recover their ship in Hex [[0201]]. Their leader has a nearly accurate map of the area with topography and fauna, and they are avoiding the burrowing spider sand traps here.",, 09,08,,0908,,,1365706044,Ramanan Sivaranjan,"16 well provisioned outriders from [[YEELA YAHUTA]] in Hex [[1411]] race to investigate the forces gathering in Hex [[0805]]. They are led by the Iron Golem Magestor, the eyes and ears of the Sorcerer-Queen Leila Lalia.",, -09,09,,0909,,,1365706685,Joey Lindsey,"150 ill-equipped Ram-horned soldiers camp outside a boarded-up shack, waiting on word from their spies in Hex [[0808]]. They avoid the shack superstitiously, for it is the former lab of the inventoress Malux Ja Na. Unbeknownst to all she is trapped on one of the many invisible layers by her mad clockwork contraptions.",, +09,09,,0909,,,1365706685,Josie Lindsey,"150 ill-equipped Ram-horned soldiers camp outside a boarded-up shack, waiting on word from their spies in Hex [[0808]]. They avoid the shack superstitiously, for it is the former lab of the inventoress Malux Ja Na. Unbeknownst to all she is trapped on one of the many invisible layers by her mad clockwork contraptions.",, 09,10,,0910,,,1365708385,Zak Smith,Guards from [[AI BATUR MAL ER ZE]] ( Hex [[0607]] ) searching for the women in Hex [[0809]] . They do not know why but have been told to bring them in at any cost.,, 09,11,,0911,,,1365713441,Chris H,Black rails perch on the vast numbers of saguaro that grow here. They mock passersby mercilessly in the common tongue.,, 09,12,,0912,,,1365711977,Chris H,"The richly appointed mansion of Sir Bibble the Euphonic; Advisor to Princes, "Father of Nations", "Peacemaker", "The Enlightened", The Coveted, The Lusted, He Who's Fingers Pluck Most Vigorously, Foremost Bard in the World resides here with 999 hand-picked goblin guards and innumerable hangers on of various races (among them at least 2 kings) all potential lovers. It is a rare day that a very well-guarded entourage does not arrive at or depart the manse.",, -09,12,,0912,,,1365713044,Joey Lindsey,"Food and addictive herbs are farmed here, upriver by Sand Goblins, downriver by the Ram-horned people, or Marhaban. They are not friendly to each other and have distinct border protocols.
The Sand Goblins burn the addictive herb on the basalt cliffs of Hex [[0812]] to keep the Blue Dragon Mosach the Preeminent pacified, but he is getting a tolerance.",, -09,13,,0913,,,1365713183,Joey Lindsey,Sand Goblin hunters stalk 52 Ram-horned Marhaban riding great insects across the dune hills on their way to join the forces in Hex [[0909]]. The Sand Goblins have trapped many areas and left light valuables resting on patches of quicksand. They are violating a treaty.,, -09,14,,0914,,,1366342188,Joey Lindsey,"The Seven-Horned Annihilix Of Judgement sits on its seven-foot obsidian throne (an upside-down skull), seven candles burning on each of its horns. Rivulets of wax sweat whisper to travelers, and those who please it are twisted painfully into new shapes for unfathomable purposes. Once a Marhaban, he will try to prevent Snake-people from getting the obelisk in Hex [[0416]]",, +09,12,,0912,,,1365713044,Josie Lindsey,"Food and addictive herbs are farmed here, upriver by Sand Goblins, downriver by the Ram-horned people, or Marhaban. They are not friendly to each other and have distinct border protocols.
The Sand Goblins burn the addictive herb on the basalt cliffs of Hex [[0812]] to keep the Blue Dragon Mosach the Preeminent pacified, but he is getting a tolerance.",, +09,13,,0913,,,1365713183,Josie Lindsey,Sand Goblin hunters stalk 52 Ram-horned Marhaban riding great insects across the dune hills on their way to join the forces in Hex [[0909]]. The Sand Goblins have trapped many areas and left light valuables resting on patches of quicksand. They are violating a treaty.,, +09,14,,0914,,,1366342188,Josie Lindsey,"The Seven-Horned Annihilix Of Judgement sits on its seven-foot obsidian throne (an upside-down skull), seven candles burning on each of its horns. Rivulets of wax sweat whisper to travelers, and those who please it are twisted painfully into new shapes for unfathomable purposes. Once a Marhaban, he will try to prevent Snake-people from getting the obelisk in Hex [[0416]]",, 09,15,,0915,,TOMB OF THE SHALAK-NUR,1365719183,Ramanan Sivaranjan,"A working well in the middle of the desert is a welcoming site. It's 200' deep, and under its water is the entrance to the [[TOMB OF THE SHALAK-NUR]].",, 09,16,,0916,,AMHERIB,1365719207,Harald Wagener,"Quicksand reduces travel speed to 1/3rd (or roll vs Petrification and be swallowed by the desert to be trapped in the lost city of [[AMHERIB]], which is inhabited by skeletons and desert halflings that are very hungry. The smell like beef jerky).",, 09,17,,0917,,,1365719747,Harald Wagener,"A lost band of 8 treasure hunters are looking for the fabled city of [[AMHERIB]] ( [[0916]] ), seeking its fabled amber dome. They're 4th level rogues but were recently robbed by a wizard whose tower is in [[1017]] but visible from here.",, @@ -187,15 +187,15 @@ x,y,,Hex,Terrain,Settlement,Date,Author,Description,More Info URL,Themes 10,01,,1001,,,1365724223,Chris Tamm,Thousands of carbonized corpses are found in huge mounds with eroded walkways through the mounds revealing tragic faces of ancients caught in some disaster. Clouds of ash seem to watch intruders or seek communication but cannot speak,, 10,02,,1002,,,1365724511,Chris Tamm,"A desolate charred waste with a series of trenches and a strange concrete bunker with observation ports looking towards desolation in [[1001]]. A complex of labs, barracks and store rooms under the bunker may hold secret of what really happened",, 10,03,,1003,,,1365724768,Chris Tamm,"Black impenetrable mountains have tunnels of lava tubes riddling them, home to Degenerate albino mutants, refugees from the disaster of [[1001]]. A few relics of their civilization can be found in their holy places but they remember nothing of their past and live to eat and breed and kill.",, -10,04,,1004,,,1365725151,Joey Lindsey,"Djinni, Efreeti, Demons and spirits gather here every seven months in 7times7times7 (343) lavish floating pavilions to divide the domain and it's magic. Those who agree to serve one of them (errands, spying on other factions in the gathering, skullduggery, etc) can gain the favor of Fate for one month.",, +10,04,,1004,,,1365725151,Josie Lindsey,"Djinni, Efreeti, Demons and spirits gather here every seven months in 7times7times7 (343) lavish floating pavilions to divide the domain and it's magic. Those who agree to serve one of them (errands, spying on other factions in the gathering, skullduggery, etc) can gain the favor of Fate for one month.",, 10,05,,1005,,,1365725363,Zachary Zahringer,"An enormous beetle carcass, as big as an elephant, has been hollowed to create a small shack. Inside the walls are covered from floor to ceiling with jars containing rare spices and ingredients at very reasonable prices. Some say Bzul'lek, the owner of the shop, deals in much more rare or perhaps illicit goods if paid the right price.",, -10,06,,1006,,TEMPLE OF QUMARKAJ,1365725634,Joey Lindsey,"The shadow of an invisible staircase reveals it's location but doesn't make it any easier to climb once you're on it. Above is the [[TEMPLE OF QUMARKAJ]], concentric circles of mud brick halls attended by priestesses who become more serpent-like towards the center and know the ancient history of the Snake-men.",, +10,06,,1006,,TEMPLE OF QUMARKAJ,1365725634,Josie Lindsey,"The shadow of an invisible staircase reveals it's location but doesn't make it any easier to climb once you're on it. Above is the [[TEMPLE OF QUMARKAJ]], concentric circles of mud brick halls attended by priestesses who become more serpent-like towards the center and know the ancient history of the Snake-men.",, 10,07,,1007,,,1365726828,Reece Carter,A large priamid surrounded by some smaller priamids are here,, 10,08,,1008,,,1365727385,Chris Tamm,Gigantic ornate jars containing strange horse size monsters preserved in magical coloured fluid are found exposed here. Wizards come here to research this ancient mystery,, -10,09,,1009,,,1365727448,Joey Lindsey,"Corpses, caravans, and half-constructed buildings are buried in the sand. Huge finned worms hunt anything heavy or noisy.",, +10,09,,1009,,,1365727448,Josie Lindsey,"Corpses, caravans, and half-constructed buildings are buried in the sand. Huge finned worms hunt anything heavy or noisy.",, 10,10,,1010,,TEL AMUR,1365727591,Chris Tamm,"[[TEL AMUR]], is a semi exposed ziggurat. No entry can be found but hundreds of raspy voices within can be heard chanting by night",, 10,11,,1011,,,1365727945,Chris Tamm,"Giant ants collect nuggets of metal like meteoric star stones, peaceful unless you rob them or tease with metal. Pets of a minor craft godling. Giant ant-lions with illusion powers worse.",, -10,12,,1012,,,1365728602,Joey Lindsey,"Scorpion-man settlements are on the rocky sand, distrustful of outsiders but known for great parties. Yak-men living on the mountain mine metal scraps and gems from caves to fire them from a great cannon that fell from the sky in ancient times. They trek to laugh at the creatures gathering them in Hex [[1011]] and Hex [[0906]].",, +10,12,,1012,,,1365728602,Josie Lindsey,"Scorpion-man settlements are on the rocky sand, distrustful of outsiders but known for great parties. Yak-men living on the mountain mine metal scraps and gems from caves to fire them from a great cannon that fell from the sky in ancient times. They trek to laugh at the creatures gathering them in Hex [[1011]] and Hex [[0906]].",, 10,13,,1013,,,1365729589,Ben Djarum,A tribe of Lava Children live in stone huts across the barren lava field. They are under constant threat by Mephits and a renegade Fire Giant.,, 10,13,,1013,,GRUBSHANK,1365728978,James Young,"[[GRUBSHANK]] Beneath the sandy loam here, Sand-Goblins live in a Cu Chi Tunnel-like system of crawlspaces and tunnel traps.
They feed upon the sand-grubs which are drawn to their underground water resevoirs.

Some of their number are fighting a guerilla war in Hex [[0913]], in defiance of a treaty.",, 10,14,,1014,,,1365729711,Ed Hackett,The sand here is hard-packed and easy to travel over. The dunes are also not so high here and provide great visibility southward to Hex [[1015]]. The dunes are reduced in size by Wasp-men that make their homes in the hard pack. They are mortal enemies with the Scorpion-men in Hex [[1012]].,, @@ -203,18 +203,18 @@ x,y,,Hex,Terrain,Settlement,Date,Author,Description,More Info URL,Themes 10,16,,1016,,,1365730853,Ben Djarum,"The gruesome remains of an exploration party. Four men, all missing their tongues and eyeballs and their skin is a strange orange color. Among their belongings is a map of the pyramid complex in Hex [[1007]]",, 10,17,,1017,,,1365733653,Claytonian JP,"A ship lies in the sand, crewed by friendly skeletons. If payed with three buckets of water, they will magically transport one to the waters of Hexenbracken",, 10,18,,1018,,ADABIS THE CAVE CITY,1365733815,Ben Djarum,"Built into the mountain side is [[ADABIS THE CAVE CITY]] Stronhold of the Desert Gnomes, ruled by Queen Ashurah IV.",, -10,19,,1019,,,1365734367,Joey Lindsey,"Eating the flowers on the Cursed Cowl causes an hour of vomiting, and a night of visions. One may see 333 Snake-men waiting for revenge for centuries; 111 faithful warriors with no souls; 20,000 servitors of the rusted dead; a jug that is a key; and an Efreeti that plugs the dam of fate, struggling against time.",, +10,19,,1019,,,1365734367,Josie Lindsey,"Eating the flowers on the Cursed Cowl causes an hour of vomiting, and a night of visions. One may see 333 Snake-men waiting for revenge for centuries; 111 faithful warriors with no souls; 20,000 servitors of the rusted dead; a jug that is a key; and an Efreeti that plugs the dam of fate, struggling against time.",, 10,20,,1020,,,1365734668,James Young,"Heavy brownish sea-foam washes in from the sea here and builds up on the pebbly beaches. It is merman sperm washed in from their breeding grounds in this hex. On the nights of the full moon, mermaids beach themselves and deposit their eggs in the sand.",, 11,01,,1101,,KA RUKH KA,1365734998,Ben Djarum,Massive stratovolcano [[KA RUKH KA]] spews clouds of poisonous gas. A thick magma flows down a vent in the southern face of the mountain. Mephits and Fire Elementals frolic wickedly here.,, 11,02,,1102,,,1365735786,Michael Raston,Canals of lava in concentric circles have been constructed on this part of the lavafields. The canals ring around an abandoned Snake-men altar that is guarded by a Wyrm that lives in the canals.,, 11,03,,1103,,,1365736275,James Young,Anybody travelling through the mountain pass between Hex [[1102]] and Hex [[1104]] must pass between two carved statues of Snake-men warriors.,, -11,04,,1104,,,1365737526,Joey Lindsey,"Jackal-men desperately mine a purple mineral and seek brave souls to help apply it to the mutants of Hex [[1003]]. They are raising an army for Abn Rex An, an intelligent Tyrannosaurus Hex. They also need help dealing with fire creatures encountered in the mines.",, -11,05,,1105,,,1365739603,Joey Lindsey,"Giant insects herd here, captured and trained for mounts by the various peoples of desert and mountain. The Ram-Horned Marhaban are the best trainers, other tribes less so.",, -11,06,,1106,,,1365740060,Joey Lindsey,"111 statues are an automaton army that can be activated from a device in [[ACAMAPICHTLI]] in Hex [[1415]], capitol of the long-dead Snake-men. Sand-colored flying manta attack those trying to steal the sparkling gems in their chests.",, -11,07,,1107,,,1365741073,Joey Lindsey,An ex-assassin is in a fight with zombies and skeletons who rise from the sand. He will only survive with help. He is on his way to Hex [[0809]] to help the two women and take them to Hex [[1111]].,, +11,04,,1104,,,1365737526,Josie Lindsey,"Jackal-men desperately mine a purple mineral and seek brave souls to help apply it to the mutants of Hex [[1003]]. They are raising an army for Abn Rex An, an intelligent Tyrannosaurus Hex. They also need help dealing with fire creatures encountered in the mines.",, +11,05,,1105,,,1365739603,Josie Lindsey,"Giant insects herd here, captured and trained for mounts by the various peoples of desert and mountain. The Ram-Horned Marhaban are the best trainers, other tribes less so.",, +11,06,,1106,,,1365740060,Josie Lindsey,"111 statues are an automaton army that can be activated from a device in [[ACAMAPICHTLI]] in Hex [[1415]], capitol of the long-dead Snake-men. Sand-colored flying manta attack those trying to steal the sparkling gems in their chests.",, +11,07,,1107,,,1365741073,Josie Lindsey,An ex-assassin is in a fight with zombies and skeletons who rise from the sand. He will only survive with help. He is on his way to Hex [[0809]] to help the two women and take them to Hex [[1111]].,, 11,08,,1108,,,1365741321,Chris H,"A sprawling, disused temple to Netira, Goddess of the Cleansing Sand, has become occupied by hundreds of refugees from Hex [[1911]]. When the group arrives, a robed man claiming to be the last priest of Netira is pleading with them to leave the temple. He claims their sacrilege will bring calamitous retribution by Netira's hand.",, 11,09,,1109,,,1365741711,Reece Carter,A old mummy that has regained its human form is in this area with some of its undead protectors. The mummy is trying to find living people to switch with its protectors.
Any random encounter rolled in this area is the mummy and its cohorts.,, -11,10,,1110,,,1365742782,Joey Lindsey,"Silent Insect-people tend colored flames and chimes on stone altars. Their services depend on how one solves their puzzles - the right combination of light and tone can summon or repel specific species and send messages to any place in the desert, among other things.",, +11,10,,1110,,,1365742782,Josie Lindsey,"Silent Insect-people tend colored flames and chimes on stone altars. Their services depend on how one solves their puzzles - the right combination of light and tone can summon or repel specific species and send messages to any place in the desert, among other things.",, 11,11,,1111,,,1365742849,Chris H,"Saqfa Zojaj, a charming and strikingly beautiful woman with burned but healthy hands, runs a glass foundry here. Craftsmen fashion boringly mundane glass goods as a front for their secret business of producing exquisite, illegal, glass war devices, including arrows & spears with flechette heads and piercing weapons with hollow ends intended to deliver live creatures such as scorpions and flesh-eating scarabs onto or into a victim.",, 11,12,,1112,,,1365746750,Ed Hackett,"The sand here is glassy and sheer in places. This area is profoundly dangerous for the shifting, cracking glass-sands and the jets of super-heated magma that erupt randomly. Vents and tubes of magma have passed under this portion of the desert from Hex [[1113]], causing super-hard glass to form: glass which Saqfa Zojaj in Hex [[1111]] uses to forge her war devices.",, 11,13,,1113,,,1365747401,Shoe Skogen,"Every now and then, this volcano gets fitful and fretful, and buries the surrounding communities. It really only wants a friend, though. Someone to sing to it. If only someone would give a bit of love, it would totally stop asploding every so often.

(The Needy Volcano may be influenced by the powerful spirit of the First Child, a powerful ghost of the very first sacrifice ever made to the volcano. It loves music.)",, @@ -226,13 +226,13 @@ x,y,,Hex,Terrain,Settlement,Date,Author,Description,More Info URL,Themes 11,19,,1119,,,1365758312,Zak Smith,In the weeds is a stilt hut where lives a desert hag who creates concoctions from the flowers of the Cursed Cowl ( Hex [[1019]] ). Her name is Morgmesh and she despises the Pale Lady ( Hex [[0519]] ).,, 11,20,,1120,,,1365758788,Harald Wagener,Dolphin mating grounds.,, 12,01,,1201,,,1365758964,Harald Wagener,"The groundwork here resembles the outline of the volcano in Hex [[1101]]. Further investigation shows gigantic tread tracks to the unknown north, and bits and pieces of strange metal sticking out of the floor. If seen from space, looks like a failed terraforming installation.",, -12,02,,1202,,,1365770747,Joey Lindsey,"Rock platforms provide just enough footing over the lava to a crystal tube a mile out that leads under. A cache of powerful weapons is in there, but Fire Mephits and Lava Oozes protect it.",, +12,02,,1202,,,1365770747,Josie Lindsey,"Rock platforms provide just enough footing over the lava to a crystal tube a mile out that leads under. A cache of powerful weapons is in there, but Fire Mephits and Lava Oozes protect it.",, 12,03,,1203,,,1365771909,Harald Wagener,Slaggy mountains. Geology indicates this hex had several active volcanoes not 100 years ago.,, 12,04,,1204,,KRAGSHAVEN,1365772000,Harald Wagener,"[[KRAGSHAVEN]] -- the people in this village clothe and behave as if they live in eternal winter, with no obvious ill effects to their health from wearing heavy furs and having big fires heat up their hoses. On starless nights, you can find a portal to the Kraal here.",, -12,05,,1205,,,1365772841,Joey Lindsey,"42 Mughali live in and protect an ancient outpost of the Marhaban in which a ship's wheel is set into a column and there are grates in the walls. In a room they avoid, 25 mummified White Elves lie as if they were running from the corpses of 3 women of indeterminate species.",, +12,05,,1205,,,1365772841,Josie Lindsey,"42 Mughali live in and protect an ancient outpost of the Marhaban in which a ship's wheel is set into a column and there are grates in the walls. In a room they avoid, 25 mummified White Elves lie as if they were running from the corpses of 3 women of indeterminate species.",, 12,06,,1206,,,1365773065,Zachary Zahringer,The bard Ta'Rehk can be found here playing his masterfully crafted Oad. When approached he recites a poem about the fallen adventurers who sought out the Trapezohedron of Nephren-Ka (See Hex [[0114]]).,, 12,07,,1207,,,1365773397,Harald Wagener,A hidden well near the northern caravan trail leading to [[ALIPAHL]]. It's location is guarded closely by a tribe of white elves which sell water to the traders passing by.,, -12,08,,1208,,ALIPAHL,1365773618,Joey Lindsey,"[[ALIPAHL]], walled trading post of the Marhaban, is becoming a small city both in and outside the walls. It is run in a more hierarchical and military fashion than usual, but one can earn their trust.",, +12,08,,1208,,ALIPAHL,1365773618,Josie Lindsey,"[[ALIPAHL]], walled trading post of the Marhaban, is becoming a small city both in and outside the walls. It is run in a more hierarchical and military fashion than usual, but one can earn their trust.",, 12,09,,1209,,,1365775049,Ray Colina,"Rising from an oasis is a white tower with a copper onion dome. Here, the mad, bad and skeezy wizard, Othamagos, makes his home, along with the greatest creations to come from his parthenogenesis vats, his seven deadly houris.",, 12,10,,1210,,,1365776761,Chris Tamm,Locusts swarm here and a lone prophet lives off them and wild honey. His only valuable property is 40 years of poetic moral fables recorded on hide in a long lost script,, 12,11,,1211,,,1365780716,Ben Djarum,Four Desert Gnomes (from Hex [[1018]]) ride on battle goats on a secret mission to Hex [[1208]],, @@ -242,25 +242,25 @@ x,y,,Hex,Terrain,Settlement,Date,Author,Description,More Info URL,Themes 12,15,,1215,,,1365786710,Ben Djarum,A lush garden of fig and olive trees. Two nomads sit under a tree smoking hashish from a long wooden pipe.,, 12,16,,1216,,,1365787163,Ray Colina,"A tribe of nomads are camped upon a mesa here. Their chieftain, Yosab-Am, lies dying, poisoned by a Scorpion-man from Hex [[1012]].",, 12,17,,1217,,,1365794523,Chris H,"For some reason, Ant-men have created a bizarre but successful farming community here seeking to live as humans. This community appears as a well-meaning, but unintentional, parody of human civilization.",, -12,18,,1218,,,1365797239,Joey Lindsey,"The cruel Entomancer Abniz Dzir controls the insect peoples of the desert with wicked, hidden magic (Hexes [[0314]], [[0618]], [[1011]], [[1217]] etc) and will make them turn on anyone he does not like. He is in love with the hag in Hex [[1119]] and the Pale Lady in Hex [[0519]] but they revile him.",, +12,18,,1218,,,1365797239,Josie Lindsey,"The cruel Entomancer Abniz Dzir controls the insect peoples of the desert with wicked, hidden magic (Hexes [[0314]], [[0618]], [[1011]], [[1217]] etc) and will make them turn on anyone he does not like. He is in love with the hag in Hex [[1119]] and the Pale Lady in Hex [[0519]] but they revile him.",, 12,19,,1219,,,1365806100,Harald Wagener,"Volcano holds the abandoned lair of Zyrax the Destroyer, the dragonic king who strafed the lands and turned most of them into desert 1,111 years ago. Inquisitive adventurers will find an unhatched dragon egg here (but the volcano kept it warm and it will hatch in 1d10 years if left to it's own devices).",, 12,20,,1220,,,1365808981,Chris H,"Trained dolphins perform acrobatic feats to starboard, while their accomplices, Otter-folk, sneak aboard from larboard to steal. If noticed the Otter-folk will flee to the water, riding their dolphins getaway mammals.",, 13,01,,1301,,THE HALLS OF ASH AND FIRE,1365809483,Brian Green,[[THE HALLS OF ASH AND FIRE]] is a fire giant stronghold known for it's fine steel forged at incredible temperatures. The fire giants hold a rare great wyrm magma dragon captive to power their volcanic forges.,, 13,02,,1302,,,1365818075,Ben Djarum,Past volcanic activity have covered this expanse in tear-shaped beads of black glass. These can be gathered and sold to the sisters of the abbey in Hex [[0712]],, 13,03,,1303,,,1365818453,Jacob Hurst,Fire based magic cast within the crumbled ruins of a tower are greatly amplified here. Some say a powerful efreet is trapped below the ruins.,, -13,04,,1304,,PALACE OF THE SUMMER PHARAOH,1365820822,Joey Lindsey,"The [[PALACE OF THE SUMMER PHARAOH]] is cooled by the shadow of the mountain in Hex [[1303]]; it is a neutral place for all peoples of the desert to gather for arena competitions, bathe in the acres of pools, and negotiate treaties. The Pharaoh of Summer title carries much land, power, and a standing army of 60,000 - it is currently held by a woman. Aquatic Vampires maintain the pools at night.",, -13,05,,1305,,,1365821071,Joey Lindsey,"Riders carry sealed and coded messages bound for the Rusted Lich in Hex [[0103]], Sir Gregor La Scala in Hex [[0805]], and Sir Bibble the Euphonic in Hex [[0912]]. The messages for Sir Gregor and Sir Bibble are accepting marriage proposals those two made to the Summer Pharaoh, although they state different names for her. The message for the Rusted Lich is offering to unite her power with his in a military partnership.",, +13,04,,1304,,PALACE OF THE SUMMER PHARAOH,1365820822,Josie Lindsey,"The [[PALACE OF THE SUMMER PHARAOH]] is cooled by the shadow of the mountain in Hex [[1303]]; it is a neutral place for all peoples of the desert to gather for arena competitions, bathe in the acres of pools, and negotiate treaties. The Pharaoh of Summer title carries much land, power, and a standing army of 60,000 - it is currently held by a woman. Aquatic Vampires maintain the pools at night.",, +13,05,,1305,,,1365821071,Josie Lindsey,"Riders carry sealed and coded messages bound for the Rusted Lich in Hex [[0103]], Sir Gregor La Scala in Hex [[0805]], and Sir Bibble the Euphonic in Hex [[0912]]. The messages for Sir Gregor and Sir Bibble are accepting marriage proposals those two made to the Summer Pharaoh, although they state different names for her. The message for the Rusted Lich is offering to unite her power with his in a military partnership.",, 13,06,,1306,,,1365821650,Ben Djarum,A raiding party of Qullans are tracking the riders in Hex [[1305]] They are armed with broadswords and nets.,, 13,07,,1307,,,1365821861,Jacob Hurst,"The Greenshoe clan of white elves lives in an expansive home beneath the dunes that can only be accessed by cleverly hidden, and cleverly trapped, trap doors.",, -13,08,,1308,,,1365822767,Joey Lindsey,"An outpost of the Army of the Summer Pharaoh (see Hex [[1304]]) - travelers may be searched, escorted North, fined for illicit goods, or helped. Underground is a dead portal that once led to The Kraal; it trapped the wicked White Elves in Hex [[1307]] here.",, +13,08,,1308,,,1365822767,Josie Lindsey,"An outpost of the Army of the Summer Pharaoh (see Hex [[1304]]) - travelers may be searched, escorted North, fined for illicit goods, or helped. Underground is a dead portal that once led to The Kraal; it trapped the wicked White Elves in Hex [[1307]] here.",, 13,09,,1309,,,1365823220,Ben Djarum,A stone slab can be discerned beneath the sand. The slab leads down into a subterranean tomb where Sons of Kyuss await.,, -13,10,,1310,,,1365823318,Joey Lindsey,"The 32nd Monolith of the Toad Gods. Graffiti pleads for readers to return the Monolith to it's home (in The Kraal) by sacrificing an An-An from the small illiterate tribe that live around the monument itself, an Insect Monk in Hex [[1110]], a Son of Kyuss in Hex [[1309]], the Prophet in Hex [[1210]], the Mummy in Hex [[1109]], and then return here and have one request fulfilled by the Toad Gods.",, +13,10,,1310,,,1365823318,Josie Lindsey,"The 32nd Monolith of the Toad Gods. Graffiti pleads for readers to return the Monolith to it's home (in The Kraal) by sacrificing an An-An from the small illiterate tribe that live around the monument itself, an Insect Monk in Hex [[1110]], a Son of Kyuss in Hex [[1309]], the Prophet in Hex [[1210]], the Mummy in Hex [[1109]], and then return here and have one request fulfilled by the Toad Gods.",, 13,11,,1311,,,1365823941,Chris Tamm,A desert goblin riding trained giant scorpion sells trinkets and water and maps to passers by,, -13,12,,1312,,,1365824975,Joey Lindsey,"Crow-men are disguised as Priests of Aru Kep Bohet, lord of dryness and desiccation on a trek to the temple in Hex [[0904]]. They are actually a bandit collective dividing recent hauls from [[NALUT]] in Hex [[1213]] and a heist gone wrong from further East that left them with a Flying Carpet.",, -13,13,,1313,,,1365826174,Joey Lindsey,A caravan of supplies bound for Saqfa Zojaj's Glass Foundry in Hex [[1111]]. Desert creatures hide from the sun in a series of old abandoned shacks.,, +13,12,,1312,,,1365824975,Josie Lindsey,"Crow-men are disguised as Priests of Aru Kep Bohet, lord of dryness and desiccation on a trek to the temple in Hex [[0904]]. They are actually a bandit collective dividing recent hauls from [[NALUT]] in Hex [[1213]] and a heist gone wrong from further East that left them with a Flying Carpet.",, +13,13,,1313,,,1365826174,Josie Lindsey,A caravan of supplies bound for Saqfa Zojaj's Glass Foundry in Hex [[1111]]. Desert creatures hide from the sun in a series of old abandoned shacks.,, 13,14,,1314,,,1365826616,Ben Djarum,Four Hobgoblins ride on war elephants. They carry long bows and are hunting Pangolin Men.,, -13,15,,1315,,,1365828503,Joey Lindsey,"Vultures feed off the corpses of a looted caravan while lizards and scorpions wait their turn. One of the corpses clutches an iron rod, a control devices for the time travel chamber in some hex to the Southeast.",, -13,16,,1316,,,1365829213,Joey Lindsey,"Owls with the faces of men and women perch in the scraggly trees near the river. Velociraptors have a feeding area in the eastern 2 miles, and Sahaguapede tribes occupy the southern 2 miles.",, +13,15,,1315,,,1365828503,Josie Lindsey,"Vultures feed off the corpses of a looted caravan while lizards and scorpions wait their turn. One of the corpses clutches an iron rod, a control devices for the time travel chamber in some hex to the Southeast.",, +13,16,,1316,,,1365829213,Josie Lindsey,"Owls with the faces of men and women perch in the scraggly trees near the river. Velociraptors have a feeding area in the eastern 2 miles, and Sahaguapede tribes occupy the southern 2 miles.",, 13,17,,1317,,,1365829259,Casey Garske,"A ferry crosses the river here, the ferryman pulling the boat across by a thick rope anchored to either shore. But the real ferryman was killed yesterday, this is a Snake-man in disguise and his lizardman cohorts hide under the water.",, 13,18,,1318,,,1365829739,Brian Green,A group nomadic sand giants calling themselves the Tribe of El Bardin has set up camp here. They are engaged in skirmishes with the sand goblins of this desert.,, 13,19,,1319,,BUTTER TOP,1365830861,Ben Hannigan,"[[BUTTER TOP]] Halfings and fire giants symbiotically cohabitate in this medium sized community on the southwestern slope of one of the smaller mountains here. Fizdu Rockwaggle, an halfling of some means, offers a large ruby as reward to any who will act as escort and return his recently widowed daughter who lives in [[LOBRECO]] in Hex [[0701]].",, @@ -269,31 +269,31 @@ x,y,,Hex,Terrain,Settlement,Date,Author,Description,More Info URL,Themes 14,02,,1402,,,1365847108,Claytonian JP,"A gathering of minor dieties (or kami) takes place at a pine temple in the middle of a flat valley. Humans are considered to be unclean here during this time, and will be driven out.",, 14,03,,1403,,,1365847725,Chris Tamm,Giant lava crabs creep around burning magma pools,, 14,04,,1404,,,1365847809,Harald Wagener,Prison palace for the Summer Pharaoh's family members.,, -14,05,,1405,,,1365862939,Joey Lindsey,"Guard checkpoint of the Army of the Summer Pharaoh; violent windstorms are frequent here and the outpost is adapted for it. Travelers will be checked, although hospitality and friendliness are attempted. When Sand Giants gather in Hex [[1406]] they can be seen from here.",, -14,06,,1406,,,1365863026,Joey Lindsey,Toward the SouthEast of this sandstorm-prone area the Sand Giant Ceremony of Gnashing and Wailing has been interrupted by a murder of Wyvern Horrors. Fight in progress.,, -14,07,,1407,,,1365863582,Joey Lindsey,A caravan taking an ill-advised route is caught in a sandstorm. Sand Goblins are moving in to loot.,, +14,05,,1405,,,1365862939,Josie Lindsey,"Guard checkpoint of the Army of the Summer Pharaoh; violent windstorms are frequent here and the outpost is adapted for it. Travelers will be checked, although hospitality and friendliness are attempted. When Sand Giants gather in Hex [[1406]] they can be seen from here.",, +14,06,,1406,,,1365863026,Josie Lindsey,Toward the SouthEast of this sandstorm-prone area the Sand Giant Ceremony of Gnashing and Wailing has been interrupted by a murder of Wyvern Horrors. Fight in progress.,, +14,07,,1407,,,1365863582,Josie Lindsey,A caravan taking an ill-advised route is caught in a sandstorm. Sand Goblins are moving in to loot.,, 14,08,,1408,,,1365868444,Kelvin Green,"In a shallow depression in the sand sits a cube of blue ice, a metre per side, that never shows any sign of melting, even in the most intense desert heat.",, 14,09,,1409,,UNI STILL,1365868642,Ramanan Sivaranjan,"[[UNI STILL]], a thriving Goblins village and citadel, is built upon and within the ruins of a large ancient Snake-men trading outpost. Underground catacombs stretch out for miles and miles in all directions,",, -14,10,,1410,,,1365868850,Joey Lindsey,"An ancient Snake-men building with many rooms and twisting hallways is haunted, and seems to change over time. The Goblins of [[UNI STILL]] Hex [[1409]] would like to use it but none seem to ever return.",, +14,10,,1410,,,1365868850,Josie Lindsey,"An ancient Snake-men building with many rooms and twisting hallways is haunted, and seems to change over time. The Goblins of [[UNI STILL]] Hex [[1409]] would like to use it but none seem to ever return.",, 14,11,,1411,,YEELA YAHUTA,1365869641,Ramanan Sivaranjan,"[[YEELA YAHUTA]] stands at the base of the great mountain in Hex [[1411]]. A legion of Iron Golems manage the city and its affairs, controlled by their queen, the sorceress Leila Lalia, who lives alone in a palace high atop the mountain.",, 14,12,,1412,,,1365871036,Ray Colina,"A woman in black enameled scale mail and an elfin sword, she's lovely but completely hairless and has a black tongue. This is Narotha, one of Othamagos' near successes (Hex [[1209]]). The willful Narotha left her creator's service long ago and is currently here on a bounty from the Hundred-Eye Shah in the east, for the Crow-men currently in Hex [[1312]], whom have eluded her with their diquise.",, -14,13,,1413,,,1365876958,Joey Lindsey,"Ancient roads of the Empire of the Snake-men still rise above the sand, and anyone straying from them will be attacked by predators from underneath. Dotting the landscape are old doors and foundations of buildings long worn away.",, +14,13,,1413,,,1365876958,Josie Lindsey,"Ancient roads of the Empire of the Snake-men still rise above the sand, and anyone straying from them will be attacked by predators from underneath. Dotting the landscape are old doors and foundations of buildings long worn away.",, 14,14,,1414,,,1365877031,Chris H,"A boy shepherds a flock of burrowing owls that scamper off, burrow, and return with something. They've been trained to hunt insects and smaller animals and to collect anything shiny or metal; there is a chance the boy may have collected something of great value.",, 14,15,,1415,,ACAMAPICHTLI,1365877566,Ramanan Sivaranjan,"Magical wards conceal and lock the solid gold doors that lead into [[ACAMAPICHTLI]], the majestic subterranean capital city of the long dead Snake-men. These are the only doors into the city, keeping that which destroyed the Snake-men trapped within.",, -14,16,,1416,,,1365879338,Joey Lindsey,"A freestanding door at the end of an ancient road is inscribed with runes that are the instructions for a ritual. If completed and the clay pot from Hex [[0408]] is used to open the door, an army of 333 Snake-men will emerge and begin marching Northwest. They will not enter their former capital city in Hex [[1415]], but will tell of many riches locked therein.",, -14,17,,1417,,,1365887285,Joey Lindsey,"The air is thick with sulfurous fumes as a relatively new volcano pulses lava steadily to the south. Lava Oozes break away from the stream to hunt, and twisted coal men capture slaves with tridents. Pieces of the a military outpost and armory of [[ACAMAPICHTLI]] Hex [[1415]] are buried amongst the rocks.",, +14,16,,1416,,,1365879338,Josie Lindsey,"A freestanding door at the end of an ancient road is inscribed with runes that are the instructions for a ritual. If completed and the clay pot from Hex [[0408]] is used to open the door, an army of 333 Snake-men will emerge and begin marching Northwest. They will not enter their former capital city in Hex [[1415]], but will tell of many riches locked therein.",, +14,17,,1417,,,1365887285,Josie Lindsey,"The air is thick with sulfurous fumes as a relatively new volcano pulses lava steadily to the south. Lava Oozes break away from the stream to hunt, and twisted coal men capture slaves with tridents. Pieces of the a military outpost and armory of [[ACAMAPICHTLI]] Hex [[1415]] are buried amongst the rocks.",, 14,18,,1418,,,1365891821,Reece Carter,"A large river of lava runs through this hex. Goblins are here in crude gas masks trying to gather some of the lava in containers, it doesn't seem to be going well for them",, 14,19,,1419,,,1365893318,Chris H,"A man in an outrigger canoe is using a cormorant to fish, a young girl holds the end of the bird's leash; she's "helping". Several manned fortifications are arrayed along each coast of this delta, each flies a different flag.",, 14,20,,1420,,,1365893798,Steve Sigety,"The fast-moving lava and fresh water from the river meet here offshore, creating spiral rock formations underwater. The cooled lava deposits are rich with rare minerals.",, 15,01,,1501,,,1365897549,Chris Tamm,"On a crumbling cliff of ash over a volcanic crater is a ancient skycar shell. While it looks like a burned out wreckage, crystal pods half buried contain intact wonder workers of the distant past
",, 15,02,,1502,,,1365908095,Ben Djarum,"Hidden in a valley is a 50 meter high monolith of smooth polished basalt. A coven of Crow-men perform strange rituals during the night of the new moon. During these rituals, a secret door opens into a mysterious realm and closes at dawn.",, -15,03,,1503,,,1365910587,Joey Lindsey,Hairless cave-bears with Gust of Wind breath and blind Goat-men fight anyone who attempts to cross these mountains. Fungus that helps resist heat and those that cause violent fevers grow together in the cracks.,, +15,03,,1503,,,1365910587,Josie Lindsey,Hairless cave-bears with Gust of Wind breath and blind Goat-men fight anyone who attempts to cross these mountains. Fungus that helps resist heat and those that cause violent fevers grow together in the cracks.,, 15,04,,1504,,ABUL DHAIHAN,1365915185,Ben Djarum,"The Monastery of [[ABUL DHAIHAN]], A peaceful enclave of Goat Monks who worship the nameless desert goddess in Hex [[1505]] The monastery has been occupied by Qullan raiders.",, 15,05,,1505,,,1365915919,Mak H,"An immortal celestial being of radiant beauty descends here each night and walks slowly through the desert, finally disappearing into the rising sun. Any intelligent living creature who witnesses its passage will be filled with peace and incapable of taking any malicious or violent action until the celestial is out of sight.",, 15,06,,1506,,,1365928960,Ben Hannigan,"Within this hex there is a single 100 foot tall evergreen tree standing among the dunes. Standing at the base of the tree at mid-day every day for seven days and staring into the sun through the branches for one hour will permanently blind the observer, but also allow them to cast, once per day, a fireball spell, as a caster of one level less than the character (arcane casters can even scribe the spell into a spell book/scroll as if they had successfully researched it). They will also know one of the names of the sun (see Hex [[0319]]).",, -15,07,,1507,,,1365946641,Joey Lindsey,"In the Painted Dunes of Amaranaset-Sa the people of that name, who were once Mughali, wear the faces of the men they kill and hunt with trained birds and throwing swords. They will try to lead tough prey toward the nest of Wyvern Horrors in the North of this area.",, -15,08,,1508,,,1365947021,Joey Lindsey,"A merchant's cart with many hangers-on. They are mostly actors and mercenaries hired by one who has a magical great-axe hidden, with which he plans to chop down the tree in Hex [[1506]] and sell it to the Witch Queen Brevia in Hex [[0619]].",, -15,09,,1509,,,1365951966,Joey Lindsey,"At the bottom of a large dune the corpse of a Snake-man baby will tell of the future or past in the cracked voice of 1,000 years of doom to any casting shade upon it. At the top of the dune sits an old man in a loincloth, spinning a bullroar that will teleport those he is pleased with to their true goal; all who are teleported are changed in some way.",, +15,07,,1507,,,1365946641,Josie Lindsey,"In the Painted Dunes of Amaranaset-Sa the people of that name, who were once Mughali, wear the faces of the men they kill and hunt with trained birds and throwing swords. They will try to lead tough prey toward the nest of Wyvern Horrors in the North of this area.",, +15,08,,1508,,,1365947021,Josie Lindsey,"A merchant's cart with many hangers-on. They are mostly actors and mercenaries hired by one who has a magical great-axe hidden, with which he plans to chop down the tree in Hex [[1506]] and sell it to the Witch Queen Brevia in Hex [[0619]].",, +15,09,,1509,,,1365951966,Josie Lindsey,"At the bottom of a large dune the corpse of a Snake-man baby will tell of the future or past in the cracked voice of 1,000 years of doom to any casting shade upon it. At the top of the dune sits an old man in a loincloth, spinning a bullroar that will teleport those he is pleased with to their true goal; all who are teleported are changed in some way.",, 15,10,,1510,,,1365963720,Ben Djarum,A strange flock of white pygmy deer forage in the weeds along a dry riverbed. A two-headed boy sits on a rock and watches over them.,, 15,11,,1511,,,1365966448,Bennet Akkerman,"A pit covered with a withered carcass is filled with glassy grains of sand. These grains are actually eggs of a parasitic, flesh-boring crab-species, they will hatch if warm flesh comes in contact with them (After 5d6 days, an infested creature will feel compelled to dig a pit and lay over it).",, 15,12,,1512,,,1365974947,Ray Colina,"A man wearing a fine thawb and carrying a rune-inscribed, iron shod staff, marches along with his bodyguards, two dangerous looking An-An warriors (Hex [[0413]]), outcasts from their clan. He is returning from Hex [[1509]] where his future was foretold and his true goal denied. He is in no mood for conversation.",, @@ -306,33 +306,33 @@ x,y,,Hex,Terrain,Settlement,Date,Author,Description,More Info URL,Themes 15,19,,1519,,,1366006728,Brian Green,"An aerie of malevolent harpies inhabits the peaks of this mountain range, harrying any travelers in the surrounding low areas.",, 15,20,,1520,,,1366006768,James Young,"An unpredictable whirlpool opens sporadically in this hex. Cumulative 10% chance per hour that it opens up somewhere interesting. The An-An believe that it leads to the underworld, and float their dead and dying into it on kayaks made from mud and reeds.",, 16,01,,1601,,,1366011358,Chris H,Centuries of laborers toiling to bring ice down from the "Old Men" have packed and smoothed the snow covered earth in to a natural luge track. Daredevils risk yeti and ice troll attacks on the way up for the thrill of the miles long ride to the bottom.,, -16,02,,1602,,,1366029548,Joey Lindsey,"Shadowed by mountains part of the day and receiving rain from a weather fluke (see conditions in Hex [[1601]]), these few miles of scrubland are tended as the holy site of ~6ft intelligent mantises. They allow creatures to feed from it in controlled areas, but strictly regulate it's use and passage through it.",, -16,03,,1603,,,1366031080,Joey Lindsey,The pirate crew of a great wooden ship that can sail sand as if sea are stocking up on drinkable water and herbs at a tiny oasis just outside the domain of the Mantis-people (see Hex [[1602]]).,, -16,04,,1604,,,1366031393,Joey Lindsey,Corpses recently fallen from one of the many airships crashed elsewhere in the desert. Goat-men who want to search them are in a fight with natural scavengers.,, -16,05,,1605,,,1366032456,Joey Lindsey,"Sand, sun, the occasional cactus. Heat shimmer makes it very easy to get lost and go in circles here.",, +16,02,,1602,,,1366029548,Josie Lindsey,"Shadowed by mountains part of the day and receiving rain from a weather fluke (see conditions in Hex [[1601]]), these few miles of scrubland are tended as the holy site of ~6ft intelligent mantises. They allow creatures to feed from it in controlled areas, but strictly regulate it's use and passage through it.",, +16,03,,1603,,,1366031080,Josie Lindsey,The pirate crew of a great wooden ship that can sail sand as if sea are stocking up on drinkable water and herbs at a tiny oasis just outside the domain of the Mantis-people (see Hex [[1602]]).,, +16,04,,1604,,,1366031393,Josie Lindsey,Corpses recently fallen from one of the many airships crashed elsewhere in the desert. Goat-men who want to search them are in a fight with natural scavengers.,, +16,05,,1605,,,1366032456,Josie Lindsey,"Sand, sun, the occasional cactus. Heat shimmer makes it very easy to get lost and go in circles here.",, 16,06,,1606,,,1366042714,Chris Tamm,Mantis-men driving cactus juggernaut in huge circles lost from [[1605]],, 16,07,,1607,,,1366042629,Ben Hannigan,"In a small, sheltered oasis, can be found a small, withered, blind and completely mad level 2 Goat-man warrior begging for alms. The flora in front of him is charred and blasted. He has spent a year under the tree in Hex [[1506]] and will cast fireball at any who refuse to donate.",, 16,08,,1608,,,1366043511,Ray Colina,"Half buried in the sands here is the Pyramid of The Serpent Headed Prophet. Though looted of its original treasures millennium ago, the pyramid, when it hasn't been forgotten under sands, has periodically served as base of operations for one group of undesirables or another, most recently, to a particularly bloodthirsty and brutally effective gang of bandits led by the nomad turned assassin, Kamal the Killer, who wields the deadly blade ""Spiller of the Silver Blood.""",, -16,09,,1609,,,1366052018,Joey Lindsey,"The Great Wyrm of Gloom, Techatnazl, burrows endlessly here, causing shifting sands, uncertain footing, and no end of sadness in the slave quarters of the far reaches of the Northern Outpost of the Great Empire of [[KARAKT-ZUL]] directly to the East. The Wyrm's gloom affects all in the neighboring areas except around the old man in Hex [[1509]].",, +16,09,,1609,,,1366052018,Josie Lindsey,"The Great Wyrm of Gloom, Techatnazl, burrows endlessly here, causing shifting sands, uncertain footing, and no end of sadness in the slave quarters of the far reaches of the Northern Outpost of the Great Empire of [[KARAKT-ZUL]] directly to the East. The Wyrm's gloom affects all in the neighboring areas except around the old man in Hex [[1509]].",, 16,10,,1610,,,1366056536,Chris H,"The abandoned kivas of a once thriving community, driven off along with all wildlife by the influence of Techatnazl in Hex [[1609]], are now used by smugglers, slavers, and other nefarious types. People rarely speak while here.",, 16,11,,1611,,,1366066159,Chris H,"Despite dire, but vague, warnings of doom, An-An are using the stones of an ancient ziggurat to build their village in its ever decreasing shadow. They are days from removing the stones imprisoning the forgotten demi-god Jaek Entep Ro "The Phylactor" from his treasure filled cell.",, -16,12,,1612,,,1366068720,Joey Lindsey,Slaves and great beasts pull a caravan from the Capitol of the Great Empire of [[KARAKT-ZUL]] in some hex to the SouthEast meeting a resupply caravan from the Northern Outpost in Some Hex to the NorthEast. They are on an exploratory trek to the Snake-man ruins to the West in Hexes [[1409]] - [[1415]] and [[1611]].,, +16,12,,1612,,,1366068720,Josie Lindsey,Slaves and great beasts pull a caravan from the Capitol of the Great Empire of [[KARAKT-ZUL]] in some hex to the SouthEast meeting a resupply caravan from the Northern Outpost in Some Hex to the NorthEast. They are on an exploratory trek to the Snake-man ruins to the West in Hexes [[1409]] - [[1415]] and [[1611]].,, 16,13,,1613,,,1366070822,Wayne Snyder,"A verdant oasis, lush with ripe fruits and fresh waters is nestled among the jagged black Cliffs of Bhat. Deep in the center of the pool a large metallic canister lies broken and leaking. Anyone eating or drinking here gains a random mutation in 1d4 days.",, -16,14,,1614,,,1366074672,Joey Lindsey,"An outer settlement beyond the furthest ring of slave hovels, this small village of [[KARAKT-ZUL]] loyalists take in the shivering wrecks who speak of a nonexistent mountain to the North and put them to work before the shock of the desert wears off.",, +16,14,,1614,,,1366074672,Josie Lindsey,"An outer settlement beyond the furthest ring of slave hovels, this small village of [[KARAKT-ZUL]] loyalists take in the shivering wrecks who speak of a nonexistent mountain to the North and put them to work before the shock of the desert wears off.",, 16,15,,1615,,,1366074857,Wayne Snyder,A trail of fresh blood leads over the rocks and down into the ruins of an ancient well.,, 16,16,,1616,,,1366078342,Chris H,"A recent earthquake has created a long, narrow crevasse that has completely drained the oasis that once defined this area. At the center of the drained oasis is an unlocked hatch made of petrified bone.",, 16,17,,1617,,,1366080680,Chris H,"Local farmers drive long taps in to the cacti of this semi-arid scrubland to extract a naturally occurring liquor. The harpies in Hex [[1519]] conduct raids on the farms, flying off with bottles and kegs of the booze.",, 16,18,,1618,,,1366085061,Michael Raston,The peak of the highest mountain in this range has a flattened top with two 20 foot high ornate stone thrones. Disease filled clouds waft through the air.,, -16,19,,1619,,,1366086695,Joey Lindsey,"The Harpies of Hex [[1519]] and Aquatic Vampires that haunt the shore to the South allow violently colored plant creatures to compulsively style their hair and paint their faces, bringing any visitors to meet their "Pretty Friends".",, +16,19,,1619,,,1366086695,Josie Lindsey,"The Harpies of Hex [[1519]] and Aquatic Vampires that haunt the shore to the South allow violently colored plant creatures to compulsively style their hair and paint their faces, bringing any visitors to meet their "Pretty Friends".",, 16,20,,1620,,,1366088122,James Young,Aquatic vampires use tightly woven parachute-like nets to bring air down into the underwater caves here. The caves contain a variety of warm-blooded men and beasts which have been brought here from the surface. The vampires keep them alive on a diet of local sealife and use them as a replenishing source of nourishment.,, 17,01,,1701,,,1366100341,Ed Hackett,"Didjeet, leader of a rogue faction of the Mantises from Hex [[1602]], has taken refuge here in the mountains after a failed coup d'état over the elders. He believes the scrubland should be used for profit, while the elders merely police the land allowing outsiders to just take their water.",, 17,02,,1702,,,1366121419,Ramanan Sivaranjan,"A lone Iron Golem lays inert in the brush, part of a long forgotten expedition to the North. It can be reanimated if sufficient magical energy is expended in its presence, forever serving the first person it sees. Once awoken there is a 1 in 20 chance per week that the Sorcerer-Queen Leila Lalia of Hex [[1411]] will become aware of the creature and will send a battalion led by an Iron Golem to bring it back.",, -17,03,,1703,,,1366124304,Joey Lindsey,"Qullan raiders swarm around a great hive structure made from sand and spit. At the top, 30 ft up and growing, some of them emerge with wasps' wings and stingers. The Qullans of Hex [[1306]] and Hex [[1504]] came from this camp, but would find it much changed recently.",, +17,03,,1703,,,1366124304,Josie Lindsey,"Qullan raiders swarm around a great hive structure made from sand and spit. At the top, 30 ft up and growing, some of them emerge with wasps' wings and stingers. The Qullans of Hex [[1306]] and Hex [[1504]] came from this camp, but would find it much changed recently.",, 17,04,,1704,,,1366125001,Ed Hackett,"An underground lava flow from Hex [[1805]] has reached an oasis here. The waters have become fouled and undrinkable. However, it has become a very comfortable natural hot spring. It is often frequented by a group of samurai warriors (from a distant land) that originally disembarked from their ship at Hex [[1904]].",, 17,05,,1705,,SAROMATAE,1366125199,Ray Colina,"[[SAROMATAE]] Over two score years ago an army of Amazons attacked the Great Empire of [[KARAKT-ZUL]] and lost. Rather than return home in ignominious defeat, the surviving Amazons chose to wander the sands, eventually subsuming a tribe of An-An that had impressed them and settlling this village.",, 17,06,,1706,,,1366157010,Ben Djarum,Abandoned Watchtower. A 300 meter high tower rises from the dunes. 143 Desert Goblins have taken control of the tower and are armed with longbows. Their leader - a cruel Hobgoblin called Kargull has taken an Amazon princess from [[SAROMATAE]] (Hex [[1705]]) captive.,, 17,07,,1707,,,1366183439,Michael Raston,"One of the many, miles long Catacombs underneath [[UNI STILL]], in Hex [[1409]], opens up to the surface here. Supplies are transported from [[UNI STILL]] to the goblins in Hex [[1706]]. Undead Snake-men have to be periodically fought back to keep control of the passage.",, -17,08,,1708,,,1366232422,Joey Lindsey,Soldiers from [[KARAKT-ZUL]]'s northern outpost to the east meet a group of elites from the capital to the south. They are massing to slaughter the bandits in Hex [[1608]] but are losing morale from the Great Wyrm of Gloom in Hex [[1609]] .,, +17,08,,1708,,,1366232422,Josie Lindsey,Soldiers from [[KARAKT-ZUL]]'s northern outpost to the east meet a group of elites from the capital to the south. They are massing to slaughter the bandits in Hex [[1608]] but are losing morale from the Great Wyrm of Gloom in Hex [[1609]] .,, 17,09,,1709,,,1366232640,Chris H,"A raised, ancient but servicable road runs through the desert leading to Hex [[1708]] and Hex [[1709]]. Travel speed is greatly increased on the road but it is often used by armies on the march, many of which employ forcible conscription.",, 17,10,,1710,,,1366233159,Ray Colina,"The crumbling remains of very ancient palace. At night, undead shadows roam this place, despondently trying to reenact their lives, but passing of time and the influence of Techanazl in Hex [[1609]] have caused them to forget much of what living was, though not their hatred for those that still live.",, 17,11,,1711,,,1366235548,Dean Collins,Thousands of sandstone statues of human warriors poised for battle. All seem to show the same amount of aging as if they were placed there together.,, @@ -377,8 +377,8 @@ x,y,,Hex,Terrain,Settlement,Date,Author,Description,More Info URL,Themes 19,09,,1909,,,1366312987,Ben Djarum,"The Port City of Seresan Built centuries ago, this enormous city is built into the mountains at the edge of the sea. Seven lighthouses rise from the mountain peaks to guide boats on the sometimes treacherous water. It is a bustling place of trade.",, 19,10,,1910,,,1366313057,Harald Wagener,These lush hills are home to a tribe of molemen.,, 19,11,,1911,,,1366313808,Ramanan Sivaranjan,"At the top of the mountain lays a long abandoned observatory, hidden by magic. One magical telescope allows one to view the surface of the moon, while the other allows one to view any Hex in the region.",, -19,12,,1912,,,1366314077,Joey Lindsey,"Slaves and indentured servants live in straw huts, trekking miles into [[TEKHAT MAL]] in Hex [[1812]] every day to work. Gravity is unstable in this area, and people will suddenly fly into the air, although most come down again and locals can usually predict where it will happen.",, -19,13,,1913,,,1366314973,Joey Lindsey,Military barracks and training grounds for the Northern Outpost of [[KARAKT-ZUL]] and the city of [[TEKHAT MAL]] . Rows and rows of tents.,, +19,12,,1912,,,1366314077,Josie Lindsey,"Slaves and indentured servants live in straw huts, trekking miles into [[TEKHAT MAL]] in Hex [[1812]] every day to work. Gravity is unstable in this area, and people will suddenly fly into the air, although most come down again and locals can usually predict where it will happen.",, +19,13,,1913,,,1366314973,Josie Lindsey,Military barracks and training grounds for the Northern Outpost of [[KARAKT-ZUL]] and the city of [[TEKHAT MAL]] . Rows and rows of tents.,, 19,14,,1914,,,1366315080,Chris H,A battallion from [[TEKHAT MAL]] has seized the port of this undefended fishing community. The fisherman have turned to smuggling to bypass the new restrictions and tarriffs the military has instated.,, 19,15,,1915,,,1366315683,Chris H,The "stumps" of hundreds of cacti give evidence to some recent harvest. Hundreds of goblin tracks lead to the north west.,, 19,16,,1916,,,1366315759,Chris H,Hundreds of Sandstone Elementals are using sand from Hex [[1815]] and their lifeforce magic (which will ultimately destroy them at the conclusion of their project) to construct a 10000x10000x10000 foot cube of solid sandstone at the summit of the highest peak in this mountain range. This is the pinnacle of Sandstone Elemental art.,, @@ -402,7 +402,7 @@ x,y,,Hex,Terrain,Settlement,Date,Author,Description,More Info URL,Themes 20,14,,2014,,KARAKT-ZUL,1366333377,Ben Hannigan,"The Imperial Seat of The Great Empire of [[KARAKT-ZUL]] floats high above the waters here on waves of magical energy being subtly sapped from the Sandstone Elementals of Hexes [[1815]] and [[1916]], though none now living know this or much else of the ancient magics of this tremendous and beautiful "City Above the Sea." Transport to and from the city is accomplished in giant scarab styled gondolas lifted by Rocs charmed and thus controlled by the Illustrious Vizier of the Aires. The beautiful Seranda el Teran, cousin to the Emperor, is the current holder of the powerful Amulet of Aire which confers this title and such control over Rocs, she will thus pay handsomely for the hatchlings of the Rocs in Hex [[0508]] or simply information about such.",, 20,15,,2015,,,1366334063,Reece Carter,The water here is extremely deep almost impossibly deep. At the bottom lurks some beast only knows as "the deep one",, 20,16,,2016,,,1366334798,Ben Djarum,"Several nuns from the [[DAUGHTER OF THE MOUNTAIN MONASTERY]] (Hex [[1917]]) frolic in the shallows here. A reef of iridescent coral can be seen beneath the water. The coral is harvested by the nuns and made into enchanted jewelry. If anyone attempts to vex the nuns, a giant golem made of Coral will rise from the water and attack.",, -20,17,,2017,,,1366337473,Joey Lindsey,"For the Giant Dragonflies and Wasps that breed in the fungus of Hex [[2018]] the water here is a portal to Hex 0819 of Hexenbracken, and they fly back and forth often; this will work for any that ride them, although they are not easily tamed. For any not riding a Giant Dragonfly from this area it is a normal sea inlet.",, -20,18,,2018,,,1366337804,Joey Lindsey,"An old building made of decaying books is overtaken by the fungal forest; a few spellbooks can still be harvested. Eating the fungus here causes nausea and hallucinations, but at the end of a month one will grow small dragonfly wings and be able to use the waters of Hex [[2017]] as a portal once per day. The Giant Dragonflies and Wasps of Hex [[2017]] breed and feed here, but mainly live in the neighboring hexes.",, +20,17,,2017,,,1366337473,Josie Lindsey,"For the Giant Dragonflies and Wasps that breed in the fungus of Hex [[2018]] the water here is a portal to Hex 0819 of Hexenbracken, and they fly back and forth often; this will work for any that ride them, although they are not easily tamed. For any not riding a Giant Dragonfly from this area it is a normal sea inlet.",, +20,18,,2018,,,1366337804,Josie Lindsey,"An old building made of decaying books is overtaken by the fungal forest; a few spellbooks can still be harvested. Eating the fungus here causes nausea and hallucinations, but at the end of a month one will grow small dragonfly wings and be able to use the waters of Hex [[2017]] as a portal once per day. The Giant Dragonflies and Wasps of Hex [[2017]] breed and feed here, but mainly live in the neighboring hexes.",, 20,19,,2019,,,1366337867,Zak Smith,"Cytorrak, sorcerer and ancient nemesis of the wizard in Hex [[1920]] sails with a ship full of jackal-headed men to destroy his foe at last. He has no idea of the situation his foe has gotten himself into, and he will be confused.",, 20,20,,2020,,MOUNT NAZARAD,1366338113,Ben Djarum,[[MOUNT NAZARAD]] - "The Forbidden Mountain" Atop this lone peak is a temple carved from yellow and green jade. Within the depths of the mysterious temple is a room of portals that lead to (1d6:) 1 - [[FIRNHEIM]] (Kraal Hex 1504) 2 - [[THE HATEFOREST]] (Kraal Hex 1609) 3 - [[DASTREICH VALE]] (Hexenbracken Hex 1610) 4 - [[THE MAW]] (Hexenbracken Hex 2219) 5 - City of [[NAS AKHU KHAN SHE EN ASBIN]] (Hex [[0102]]) 6 - [[ITZAMNA]] (Hex [[0511]]),, \ No newline at end of file diff --git a/templates/barbarianbracken.html b/templates/barbarianbracken.html index 8093576..c96ff64 100644 --- a/templates/barbarianbracken.html +++ b/templates/barbarianbracken.html @@ -28,6 +28,6 @@

The Lands of the Barbarian Prince

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About this Project

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Based off the work I did for The Hexenbracken. A bunch of Python code turns a Google Spreadsheet into the page you see.

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Based off the work I did for The Hexenbracken. A bunch of Python code turns a Google Spreadsheet into the page you see. Contributors: {{ authors }}.

{% endblock %} diff --git a/templates/gongburg.html b/templates/gongburg.html index c648357..553dac8 100644 --- a/templates/gongburg.html +++ b/templates/gongburg.html @@ -9,7 +9,7 @@ {% endblock %} {% block header %} -

Gongburg

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Gongburg Solitudes

Bumpkins, Depression, Sham Finery: Gongburg has it all. Adventure within the ruins of the once great Imperial Empire. Truly it was the empire to end all empires.

diff --git a/templates/kraal.html b/templates/kraal.html index 20072d1..04aed71 100644 --- a/templates/kraal.html +++ b/templates/kraal.html @@ -430,7 +430,7 @@

A Map of the Kraal

{% block footer %}

About this Project

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Like The Hexenbracken before it, this is another attempt to crowd source a hex crawl. This time I turned the resulting comment thread into a Google Doc, which was then cleaned up with the help of Brendan S, James Young, Ben Hannigan and Joey Lindsey. A bunch of Python code turns that into the page you see.

+

Like The Hexenbracken before it, this is another attempt to crowd source a hex crawl. This time I turned the resulting comment thread into a Google Doc, which was then cleaned up with the help of Brendan S, James Young, Ben Hannigan and Josie Lindsey. A bunch of Python code turns that into the page you see.

A big thank you to Zak Smith for organizing, Ben Hannigan for going above and beyond in editing the Google Doc, and to all the contributors: {{ authors }}.

diff --git a/templates/wastes.html b/templates/wastes.html index 06d37dd..bc71c23 100644 --- a/templates/wastes.html +++ b/templates/wastes.html @@ -427,7 +427,7 @@

A Map of The Colossal Wastes of Zhaar

About this Project

Another day another hexcrawl. As always these are a community effort. Ben Hannigan, who did a fantastic job editing The Kraal's source material, wrote a script to automate the process of taking a Google+ thread and turning it into a Google Doc. As before, a bunch of Python code then takes that Google Doc and makes the page you see.

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A big thank you to Joey Lindsey for organizing and to all the contributors: {{ authors }}. +

A big thank you to Josie Lindsey for organizing and to all the contributors: {{ authors }}.

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Hex Descriptions

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+ Well. 3 crocodiles. + +

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+ See: 1805, 1915 +

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+ MULK. Human settlement. Excellent glassblowers. + +

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+ Hidden harbor. Base of a luckless pirate captain. + +

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+ See: 1004, 1106, 1723 +

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+ Abandoned witch's hut. + +

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+ Burnt remains of a fishing village along the shore. Sunken fishing boats in the shallows. + +

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+ A very old bard in a dinghy. Appears to be idly fishing but in reality, is attempting to find ways to capture a mermaid who taunts and jilts him. + +

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+ Abandoned stone watchtower. Someone burned down the roof and there is a pack of 20 feral dogs with a taste for human meat. + +

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+ See: 0407 +

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+ Unsinkable cursed buckets. Lots of. + + Read More + +

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+ Pirate patrols from the hilly island to the south that seek slaves (50% chance their ship is already loaded with precious cargo). 10% chance actually ghost pirates from a ship that was ran aground in a storm (there may be treasure in the real wreck as well). + +

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+ See: 0110 +

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+ The Cyclops´ armory. Believed to hold items of excellent craftmanship (true, but they're all giant sized) + +

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+ Wet Water is Wet. There are lots of fish here. + +

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+ The sunken remains of ships with several large rocks scattered among them. (These ships were sunk by the Cyclops before they ever reached his island.) + +

+ +

+ One of the jellyfish here is being remotely controlled by a mind flayer in hex 0109. He is using it to look for a lost gem in the shoals. + +

+ + +
+
+ +
+
+

+ + + ⇖ + ⇙ + + + +

+ +
+ + +

+ The remains of an old fishing settlement. A strange statue, clearly dredged from the ocean floor, is located in the center of town - surrounded by corpses. + +

+ +

+ Moonlight turns water surface into a portal. + +

+ + +
+
+ +
+
+

+ + + ⇖ + ⇙ + + + +

+ +

+ See: 0223, 0411, 1807, 1819 +

+ +
+ + +

+ SCREEYAL White Elf port. Rough. + +

+ + +
+
+ +
+
+

+ + + ⇖ + ⇙ + + + +

+ +

+ See: 1613 +

+ +
+ + +

+ Small pile of rocks near highest hilltop in the hex. hasty grave - underneath is the naked corpse of a halfling with tremendous sideburns. + +

+ + +
+
+ +
+
+

+ + + ⇖ + ⇙ + + + +

+ +

+ See: 1025 +

+ +
+ + +

+ Scree and loose rock. 4 large pterosaurs. + +

+ +

+ UPSIDE Dwarven surface colony. sturdy buildings, little luxury. + + Read More + +

+ + +
+
+ +
+
+

+ + + ⇖ + ⇙ + + + +

+ +
+ + +

+ One of the hills has an iron door cut into its side. A corpse with stab wounds in its back lies face down towards the door. + +

+ +

+ Ash and burnt vegetation from a huge wildfire. + +

+ + +
+
+ +
+
+

+ + + ⇖ + ⇙ + + + +

+ +
+ + +

+ Drunken hill giant who loves to gamble. + +

+ +

+ Dwarves here with trained rabid bats will steal your armor int he night and melt it down. + +

+ + +
+
+ +
+
+

+ + + ⇖ + ⇙ + + + +

+ +

+ See: 0720, 0721 +

+ +
+ + +

+ These mountains contain a sealed Dwarf Vault. The seal has not been broken largely because of the legends that claim "The Dwarfs that founded this vault never left before the seal was put in place." + +

+ + +
+
+ +
+
+

+ + + ⇖ + ⇙ + + + +

+ +

+ See: 0128 +

+ +
+ + +

+ One of the mountains is illusory, but chances are you won't realise til you're halfway up it. + +

+ +

+ A big telescope built by lizardmen, pointing at the stars. They buy lenses from the lens grinders in 0217. + +

+ +

+ A desolate mountain peak strewn with bones of a decimated adventuring crew. One rather intact skeleton still clutches a red dragon scale the size of a great-shield. + +

+ + +
+
+ +
+
+

+ + + ⇖ + ⇙ + + + +

+ +

+ See: 0120, 0817, 2321 +

+ +
+ + +

+ At the top of this mountain carved into the living stone is a very small throne, too small even for a halfling. (anyone small enough to sit in it can see all surface activity for 30 miles around, while seated in the chair. but no special power to actively process that information is imparted upon the user.) + +

+ + +
+
+ +
+
+

+ + + ⇖ + ⇙ + + + +

+ +

+ See: 0219 +

+ +
+ + +

+ A massive statue of an ancient king points directly at the throne in 0119 with an accusing expression. + +

+ +

+ Abandoned mines with a collapsed entrance. + +

+ + +
+
+ +
+
+

+ + + ⇖ + ⇙ + + + +

+ +

+ See: 0318, 1017, 1723 +

+ +
+ + +

+ The palatial abandoned manse overlooking the water here is an illusion. It's really a rickety deathtrap covered by an illusion the cannibal witch-naga beneath cast so adventurers will fall to their doom. + +

+ +

+ Crater with large crashed space capsule. Squishy aliens unloading parts to construct mechanical walking death machines. + +

+ + +
+
+ +
+
+

+ + + ⇖ + ⇙ + + + +

+ +

+ See: 0123 +

+ +
+ + +

+ A flotilla of rafts inhabited by peaceful lizardmen plies a circular route throughout this hex. + +

+ +

+ Two fortified islands linked by a stone bridge. + +

+ +

+ A school of small green fish that form strange arcane symbols. + +

+ + +
+
+ +
+
+

+ + + ⇖ + ⇙ + + + +

+ +
+ + +

+ Den of 4 werecrocodiles who prey on the lizardmen in 0122. + +

+ +

+ Excellent finish in the hex. Including one overly large shark with a suite of +1 chain in its belly. + +

+ +

+ A skinny deep blue jelly with tentacles and 2 vampire heads. + + Read More + +

+ + +
+
+ +
+
+

+ + + ⇖ + ⇙ + + + +

+ +
+ + +

+ The top of a giant statue's head protrudes from the water. At low tide it's eyes are revealed. + +

+ + +
+
+ +
+
+

+ + + ⇖ + ⇙ + + + +

+ +

+ See: 0206, 0318 +

+ +
+ + +

+ No one can prove a tribe of degenerate elvish cannibals live here because no one ever comes out of the forest alive. + +

+ +

+ Glade with portal to the Nymph's Shadow Realm. Druids can find a pathway to hex 2211, traversable in a day (accompanied by Druid's level living beings). + + Read More + +

+ + +
+
+ +
+
+

+ + + ⇖ + ⇙ + + + +

+ +

+ See: 0323 +

+ +
+ + +

+ Marsh lands. Very difficult terrain to cross. No potable water. + +

+ +

+ Dank swamp land made passable by bridges of human bones. The air is thick with the stench of rotting flesh. + +

+ +

+ Old squat Dwarven fortress. Wererats disguised as lost pilgrims inside. They have d20xd12 gp worth of stuff. + +

+ + +
+
+ +
+
+

+ + + ⇖ + ⇙ + + + +

+ +

+ See: 0326, 0612, 0826, 2013, 2205 +

+ +
+ + +

+ The Mosquito Queen. + + Read More + +

+ +

+ Dank swamp land made passable by bridges of human bones. The air is thick with the stench of rotting flesh. A massive hollow earthen mound sits above the murky water and is home to a clutch of flesh eaters. + +

+ + +
+
+ +
+
+

+ + + ⇖ + ⇙ + + ⇘ + +

+ +

+ See: 0224 +

+ +
+ + +

+ Quasit--ex-familiar of Mosquito Queen, created the hyper sophisticated lizardmen in 0118. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Kelpies. + +

+ +

+ Nothing. Absolutely, stinking, frigging, nothing. Will drive players mad looking since they’ve found something of interest on every other hex on the map. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Hidden rocks--ships will probably founder. Pirates and scavengers from nearby ports know about this place. + +

+ +

+ Swamp village if mutated half fish half human creatures. Led by blind mad prophet. + + Read More + +

+ +

+ Sunken rowboat. Here, a party of adventurers learned that armor doesn't float. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ An orc in a rowboat guarding a locked chest. Full of killer bees. + +

+ +

+ Giant sits on a throne of living humans stitched together. + +

+ +

+ Salt water marsh as far as the eye can see. Long legged birds prey on fish in the shallows. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Water in this hex boils at a 1-in-6 chance per night, 2-in-6 at a full moon, from sundown to sundawn. + +

+ +

+ Wreck of pirate ship "The Yeasty Skulls" - Contains 2 forlorn ghosts. Chest of glass flowers. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Water goblins in huge half-submerged fortress of trained coral. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 0212 +

+ +
+ + +

+ Village of 116 Rat Men who worship the corpse of a prehistoric mammoth. 2000 GP worth of valuables piled between its ribs. The skull was stolen two months ago by the giant in hex 0212. + +

+ +

+ Marble prison to a Nymph from 0125. The key to her prison is a marble figurine of her likeness, at the bottom of 0202 near the sunken rowboat. If you free her, she grants you a wish. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Clearing filled with small orange and white speckled mushrooms. Visions if consumed. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Psychotropic seaweed grows on the seabed. Popular vacation spot for merpeople. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 0211, 0608, 0803 +

+ +
+ + +

+ VEKTH Largish port city here--half of it is on solid ground, half is linked boats and fishing towers. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Undersea dome - rusting in places and of questionable constriction - hidden by a forest of purple and green kelp. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Docks, roads, inns - largely serving traffic to and from nearby VEKTH 0209. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 0206 +

+ +
+ + +

+ Mountain pass guarded by the Skull Baron, a insane giant, naked except for mammoth skull head stolen from the rat men in Hex 0206. + + Read More + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Twelve Lords a’ Leaping. Twelve armored knights suffering from a permanent 'Otto’s Irresistible Dance'. + +

+ +

+ Bone yards of the Skull Baron, loaded with heaped detritus from his rampages, discarded remnants of his victims, plenty of scavenger monsters. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Natural hot springs. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 0315 +

+ +
+ + +

+ Bloodcorn, village of 400 disheveled, and paranoid farmers. The corn grown in the surrounding fields bleeds and screams when bitten into. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Inn of the Night Goat d6 minus d4 travelers at any time. Barkeep's has an accurate treasure map in a map case in his room to an underground complex in 1423 inhabited by trolls. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 0118 +

+ +
+ + +

+ Fertile steppe land populated by wild herds of huge black goats with the faces of men, also known as night goats. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ One-eye grizzly bear feared by the surrounding locals. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Abandoned mining camp, spoil heaps, equipment, from mines in 0120. Road leading to that abandoned mine past the feet of the giant seated statue also in 0120. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Encampment of fantasy hippies, protected from harm by overwhelming stench of arcane incense. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A surly herd of aurochs led by a very short-tempered bull who HATES halflings. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Ruins of a burned-out farmstead with skeletal remains scattered about. Fields are overgrown with weeds, but have fresh crop circles in them. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Nizadd Gors was transformed into a wererat by a cursed scroll sold to him by a merchant in SCREEYAL 0112. He seeks information and revenge. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Lizardman encampment; this tribe of primitive lizardmen were subjected to arcane experiments by outsiders see 0128 , and the successes taken away. They remain embittered. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Two large clans of primitive cannibals. They are feuding over an ancient recipe for barbecue sauce. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Spell scroll hidden in knot of unusually twisted tree beneath overgrown crow's nest. Permanency . Castable by anyone but only works once. + +

+ + +
+
+ +
+
+

+ + + + + + ⇘ + +

+ +
+ + +

+ Caravan from Mulk laden with high-end glassware, lost, bewildered, guards depleted from monster attacks, near starvation, still they soldier on, devoted to fulfilling their orders to the south. + +

+ + +
+
+ +
+
+

+ + + ⇖ + + ⇗ + + +

+ +
+ + +

+ On a small island is an apparently abandoned tower taken by The Cold Banner--a cult of mute assassins dedicated to Akayle Ozph, the many-faced god. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Tiny islands randomly rise and sink here, usually within hours. Prides of aquatic displacer beasts hunt in these waters. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Beneath the waves the Aquanarium of Bubblox the Sea Wizard lurks on a rocky outcropping near the edge of an abyssal trench. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 0405, 0518 +

+ +
+ + +

+ A bustling port town, nearby healing spring houses symbiotic parasites than actually run the town. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 0405, 1026 +

+ +
+ + +

+ The Oakheart Academy for Wayward Girls is nestled in the rugged hills here. It is actually a front for the Slime Sisters of Jubilex - an odious cult of depraved nuns devoted to the Slime God. + + Read More + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Abandoned fortress of the Order of The Nine Dozen. Mostly picked over (unless there's a secret door somewhere) still, offers shelter from the elements. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ The retired bard H'Timskaz resides here in the port town of Ratzenrop. He now makes his living by selling sandals, togas and headbands to fashion challenged visitors at the local inn. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Plesiosaur mating ground. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Sunken ship. in the hold, granite icon of saint gunther of the uplands. praying in front of it gives the faithful +1 to hit and damage with crossbows until next dawn. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1018 +

+ +
+ + +

+ Thin string of half-submerged fortresses linked by a crumbling causeway connecting 0407 to 0608. Once part of the western defenses in the The Bleak Wars, a lunatic has taken up residence in one. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A 3 mile long trail is marked with crucified rabbits every 500 feet. The trail ends in a clearing containing the stump of a large oak tree. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Bottomless cave. Three servants of Ith-Narmant, Master of Shadows, are building a shrine in its black depths. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ The canyon lands of the screaming arches. Wind(?) blowing through natural rock arch ways sounds like the screams of the dying. + +

+ +

+ Black Tar Pits. Pitch Elementals have been known to spawn here. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ The Devilwide--a popular dueling ground for local nobles. 70% of seeing at least one duel if traveling on foot through this hex, 40% on horseback. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 0408, 1215 +

+ +
+ + +

+ Village of Scoble. Will warn about the weirdos who grow the screaming corn in 0215. + +

+ +

+ GALASSA, halfling village, 900 residents, exports barley; sherrif, innkeeper, 3d20 more relatively prominent residents secretly worship and offer blood sacrifices to a minor demon prince. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1215 +

+ +
+ + +

+ Astrologer's tower was destroyed some weeks ago by the weird golem thing in 0318. It was searching for something it could not find. + +

+ +

+ A crag on this peak bears the mark of dark rites. A ranger can identify the bones as those of elven children (a rare thing). + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Alchemist lady, Rebecca Flaskhaver, lives under a stone outcrop in a forested valley between the peaks. Likes to test substances on nearby corn farmers (02 15). Will trade powerful magic/potions/powders for humanoid babies. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 0316 +

+ +
+ + +

+ A Mechanical Walking Death Machine from 0121. Systematically destroying all vegetation, in search of the Nymph's Portal in 0125. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Field of arms. 2d100+100 undead soldier skeletons from a bygone wizard war are buried here, each with one of their arms sticking out of the ground. Pulling one out is not recommended. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 0323 +

+ +
+ + +

+ A tribe of raptor riding goblins aids travelers in distress. their leader wears a ratty red cloak and mask. + +

+ +

+ Corpse of dark elf traveler. Carrying standard dungeoneering gear--rope, torches, rations, etc. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 0520, 0813 +

+ +
+ + +

+ The Needle. A thin mountain with an oval hole in the peak. When the moon rises behind it, the light shining through illuminates a secret temple of the Moon Goddess. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1017 +

+ +
+ + +

+ Wheretewhakawi plateau, arid and pungent with the stench of gorgonzola. Several Naga zealots have taken residence in the flab of Pukurangi, a giant clairavoyant mooncalf. + +

+ +

+ A ghostly troupe of murdered actors follows the party, critiquing their "performance". + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Wererat assassin who killed the dark elf in 0320 and took his ring of spiderform. The assassin is on its way back to the dwarven fortress in 0126. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Remains of a huge merchant caravan. Carrion crawlers poking through it at night, wild boars during the day. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 2328 +

+ +
+ + +

+ Wooden fortress on a hilltop, populated by 140 hardy wo/men. Forage and hunt, not much farming. Small mine to extract copper for trade etc. - Equipment/hirelings/henchpeople available. - Will share good information on any nearby area (up to 4 hexes away) in exchange for luxurious commodities. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Snakehill path. A merchant with a wagon full of strange wares is missing his son, who was kidnapped by the Mosquito Queen's soldiers from 0127. + +

+ + +
+
+ +
+
+

+ + + + ⇙ + + + +

+ +
+ + +

+ Former fortified city, abandoned and crumbling, full of snake eggs. The pythons here feed on sadness and will attack the loneliest party members first. + +

+ + +
+
+ +
+
+

+ + + + ⇙ + + ⇘ + +

+ +
+ + +

+ Large rubbish dump . Several belligerent lizardchildren hang around breaking bottles and smoking cigarettes. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1705 +

+ +
+ + +

+ Friendly helpful, generous merchants vessel need a hand being pulled to shore. For real. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 0408 +

+ +
+ + +

+ A pod of dolphins are often in this hex. They are familiar with the submerged parts of the whole region. + +

+ +

+ A talking sea monster dwells beneath the waters here. There is a 15% chance a passing ship will catch its eye. It isn't necessarily hostile, but it will want something. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ The currents and flows here strongly suggest hidden rocks and shallow sandbars - but none are actually present. Experienced local sailors will know about this. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ This area contains a school of semi-intelligent squid (Int 5). They hunt in this area and will even attacks sailors that fish them. Attempt to communicate with them can be made. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A single undead human lives at the bottom of the river, occasionally creeping out to steal away an easy target from the port in 0304. Has treasure from victims in it's lair. + +

+ +

+ Several bottles, containing notes may be found here and there. A young inmate of the Oakheart Academy in 0305, pleading for help. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 0419, 0811 +

+ +
+ + +

+ At the bottom of the water there is a great circular stone with a glyph on it. Removing it reveals an entrance to the dungeon. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 0310, 0508 +

+ +
+ + +

+ A crowd of children wearing cursed buckets from 0107 as helmets have amassed here led by a mysterious force. They carry pot lids as shields and farm implements as weapons and prepare to storm the dungeon entrance. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1106 +

+ +
+ + +

+ The giant raft with a population of albinoes, simply known as "the Albino island". The albinoes are rich people who dwell on this artificial island, protected by golem guards, waiting for a cure of their condition to come from the sea according to a prediction. The cure is to be related to the monster from hex 0402, but they don't know that. + +

+ +

+ Abandoned halfling merchant vessel. Inside there are 4 leech-headed halflings and the diary of a butcher who escaped the cult in Galassa 0315. + +

+ +

+ That's the hex-eating mega purple worm. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Cursed albatross; will follow any sailing ship; wind strength will be lower than normal, but will be increased in case of a storm. The killer of the albatross will be cursed (can only consume salt water instead of fresh water). + +

+ +

+ Once you get a bag of salt, that's kind of a blessing; it's a lot easier to make fresh water salty than t'other way round. Maybe all your clothes and possessions are permanently crusted with seaweed and salt, -1 to dex and your items wear out/break often? + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ There is an excellent sheltered bay here, unfortunately strong uncooperative currents make sailing into the bay all but impossible. A tribe of wood giants lives here, they will trade lumber and amber for iron. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 0709, 1007 +

+ +
+ + +

+ A wizard growing crying mushrooms will pay handsomely for the hand of an hanged elf. Pays double for the hand of a White Elf, triple in the case of a White Elf magic user, knows the location of SCREEYAL 0112. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A quaint, rustic inn with a wood sign proclaiming "The Green Dragon Inn" sits on a path winding through the mountains. A strange book titled "FLAILSNAILS" in the reading room hint at magic portals in the extensive wine cellar linking the inn to other wine cellars throughout the multiverse. + +

+ +

+ At dawn, those who view the cliff side will see inscribed the names of everyone who worked on this hexmap. PCs who gaze upon it will be refreshed, but will forget about it entirely once they look away. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A caravan of dancers, performers and musicians have made camp in this small grassy valley. Amongst their belongings in their wagon is a large wooden box containing a vampire. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Man sits on a stump. Will smile and give a knowing nod and encouraging thumbs-up to passers-by. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ The plants in this forest wander about on shuffling roots. The animals either cling like vines or are rooted by their legs to the ground. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 0724 +

+ +
+ + +

+ Blasted moonscape hidden in the marsh (division between healthy swamp and dead area is clear as a line) and anything that dies within the dead zone will reanimate as undead during the next night (all vegetation is also undead). Ancient underground necromantic laboratory buried somewhere, corrupting the whole area. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 2009 +

+ +
+ + +

+ A ruined village sinks in the stagnant murk. A half orc offers you a ride in his boat through the ruins for 10 gp. Sitting on the roof of one of the buildings is a strange child with no eyes who warns adventurers to beware the "man who smells like blood" + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 0519 +

+ +
+ + +

+ A decaying mausoleum half hidden by brambleberries is home to a small band of evil rapist Deodands. The Tombs inside contain D10x20gps worth of golden jewellery and a cursed tiara of resist pleasure. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 0519, 1007 +

+ +
+ + +

+ A skull-faced Amazon with a large hellhound wanders here, seeking the location of the dungeon in hex 0406. The Amazon wears a tattered cloak made from thirteen demon faces sewn together. The faces whisper dark secrets and make prophecies of doom about random people, 10% chance one of the faces mentions someone the PC’s know. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Mountain fortress housing 28 pterodactyl riding bandits. They have imprisoned the former owner (a wind druid) and are forcing him to keep the 2d12 'dactyls docile. Fortress contains 3d100x100gp worth of goods, supplies and valuables stolen from nearby settlements. + +

+ +

+ Titanic arm made of black, very hard metal makes a lewd gesture toward what used to be a contended border. Chance of rock slides. + + Read More + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Ruined mountain pass fortress of Doram. Clay Golem soldiers continue to collect toll-fee in the now overflowing, trap-ridden vault. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A dusty road twists through this bleak rock scape. It passes along sheer cliffs and over a rusted iron bridge of bizarre craftsmanship. The road leads to the Fortress of Doram. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Come see the famous Dungeon of Dread! + +

+ +

+ This snow capped mountain is the home to a cult that worships the 3' tall purple cacti. The petals are used to brew a ritual tea said to give the faithful greater understanding of the world around them. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Irregular mounds of earth, the remains of several fires, and trees that twist unnaturally on themselves to precariously grip intricately carved wooden boxes mark this secluded place an ancient graveyard. The solitary gravetender – a scrawny, naked man caked all over with red clay (Cleric 5) – will bury a corpse (thus preventing it from rising as undead) for a donation of good food, Speak with Dead for a donation of good drugs, or allow PCs to remove a corpse for the donation of a fresher, more powerful (higher HD or level) humanoid specimen. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A band of 2d4 Mountain Gorillas. They have some rudimentary knowledge of weapon and armor usage. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Lonely shepherd guards 2d10 yaks. + +

+ + +
+
+ +
+
+

+ + + + + + ⇘ + +

+ +
+ + +

+ The ground here is littered with stone turtles. An evil skeleton loiters in the area waiting to trick passers-by with its bogus prophecies. + +

+ + +
+
+ +
+
+

+ + + ⇖ + + ⇗ + + +

+ +
+ + +

+ Schools of crystalline-flying fish with razor sharp wings frequent these waters, 50% chance of encounter. If caught they can fetch a decent price from the right buyer. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 0522, 0810 +

+ +
+ + +

+ A ramshackle boat full of sea hippies cruises about looking for a market for their hand crafted doo-dads. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 0712 +

+ +
+ + +

+ Its rumoured that there is an opening to an underwater cavern here. when inside of said cavern you can breath water as though it was air (water acts as air), but air can cause you to drown (treat as water) + +

+ +

+ A long abandoned catamaran is anchored above a pearl bed inhabited by giant oysters and 4 Ixitxachitl who prey on those who may investigate. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Shoals off the coast are full of stinging jellyfish. Sea cows here moan in suspiciously human voices. + +

+ +

+ Reef! A Seamanship / Navigation check is required or your vessel will run aground. Some spots are so shallow swimmers can climb up and be completely out of the water. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 0704, 1227 +

+ +
+ + +

+ Thunderous surf crashes on beaches of black volcanic sand. Indigenous monkey people sift diamonds from the sands with loose weave wicker baskets. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Secret beach hosts massive Ghost Dance on the full moon. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Colorful coral reefs lie just below the waters surface. This is the spawning place of the merfolk. + +

+ +

+ The fishing is really good here, so good even untrained observers will notice it. + +

+ +

+ Burnt remains of viking funeral barge under the water. Full of the usual viking treasure and rotting skeletal warriors. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ The last remaining pylon of a colossal basalt bridge that spanned from 0407 to 0608 rises from the water here. It is now used as the nesting place for several families of giant albatross. Their eggs are prized for those who would use the young as mounts. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A wild-haired man, his body covered in strange symbols, is tied screaming to a raft. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Three barrels of brandy float in the water. They fell off a smuggler's ship in a storm. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Rocky cliffs prevent landing. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 0513 +

+ +
+ + +

+ Low sandy hills infested with smart mouth harpies. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ This mountain is an active volcano with an eruption impending; roll 1d12 each time PC pass by or view the mountain from a distance: 1-3 nothing, 4-8 minor tremors, 9-11 distressing smoldering, 12 eruption. The lava flow will head Northeast to the sea, through hexes 0512 and 0612. After the eruption, the lopsided face of the volcano looks strangely like the profile of a lost dwarven king. + +

+ +

+ Termite mounds hundreds, even thousands of feet high. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ The small village of Lenina. A blacksmith's son has become possessed by an evil spirit. He is bound in shackles and locked away in an old barn. At night he cries out the names of the villagers and the dates and ways in which they will die. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ These hills have eyes: a beholder spawning site just beneath the surface. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A smoldering campfire that appears to have exhausted it's fuel within the last day. A small opened belt pouch sits in the middle of three charred bodies lying fifteen feet to the east of the fire pit. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Abandoned silver mine. D10 Kobolds. + +

+ +

+ 2d10 Chaotic pilgrims cruising for sick thrills. Led by The Devil Himself, a third-level cleric. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ An angry mother bear rages because her cub has been caught in a trap. + +

+ +

+ Three escaped refugees from the Oakheart Academy 0304 are hiding in the trees on this rocky plateau. They are being menaced by a pack of 8 grizzly bears. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Pile of slain deodands--same tribe as those in 0418, apparently slain by the amazon in 0419. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Moonlight shining through the Needle from 0321 illuminates the Moon Goddess's temple on this mountainside. + +

+ +

+ Weeping statue looks towards sister on peak of 0816. If their gazes are aligned, a chasm will open at 0618 leading to lost city. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 2209 +

+ +
+ + +

+ Large demon stands before a bridgeless chasm. Compelled to aid those who wish to cross, but acts aggressively in the hopes of triggering combat and slaying or being slain (reappears in 24 hours) so he doesn't have to help. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 0608 +

+ +
+ + +

+ A cenotaph covered in choking vines of ivy. Hidden within the vines is an entrance to a dungeon beneath. + +

+ +

+ ROPETOWN, most who live in this town either grow hemp, or make rope. The town headman, Mangai, will pay 500 gp, for the return of his feckless son, Lein the Ropesmoker, who ran off to be one of the sea hippies in hex 0502. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Treacherous path, 60% chance of blizzard. 8 wolves. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Beautiful alpine lake, crystal clear, cold, excellent for drinking, washing and fishing. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ 20 Nomadic hill people. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Mastodon graveyard, reverently avoided by nomadic tribes. Disturbing remains has a 60% chance of angering a random God with Animal/Nature/Mastodon portfolio. + +

+ + +
+
+ +
+
+

+ + + + ⇙ + + + +

+ +

+ See: 1328 +

+ +
+ + +

+ Travelling Minstrels! Currently composing a ballad about the contents of hex (D20) (D20+6) + +

+ + +
+
+ +
+
+

+ + + + ⇙ + + ⇘ + +

+ +
+ + +

+ A grove of tall trees has 2-24 giant bees. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ No animal found on this forested peninsula has any teeth, each choking down their food whole. Otherwise healthy. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Suicide Cult of Moon Elves are gathered in a circle of stones, awaiting a meteor to streak across the sky. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Flotsam. If night, the strange mournful calls of some unknown sea creature. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ The shipping channel is filled with d20 mines from some long ago war. These masterwork mines are all crafted to resemble eye tyrants, and each has a 1 in 6 chance of still being active. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Haunted salt marsh/tide flats- basically a group of small islands at high tide. On arrival and every 30 minutes, roll a d8: if 1, a ghost; 2-3. a of 3d4 sea-ghouls in ancient rotted soldier's uniforms. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Half sunk into the black waters of this fetid swamp is the Iron Tower of the Space Vampire. Giant frogs, apparently not bothered by the cold, are common here. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Abandoned lighthouse. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 0310, 0508 +

+ +
+ + +

+ The tribesmen here fish from dugout canoes. They tend to a dying sailor from VEKTH 0209. Hidden in his dagger’s scabbard is a map to the dungeon in hex 0522. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 0709, 0803 +

+ +
+ + +

+ Small island temple surrounded by a flotilla of miniature wooden boats. Worshippers come here and place messages to the Gods of the Chrysanthemum Sea in these boats and wait for the tide to take them and interfering with one has a 5% chance of bringing a water-breathing-only curse down on the blasphemer. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 0619 +

+ +
+ + +

+ DASTREICH VALE Hyrax Vooreal and his 20 werewolf minions rules this fortified island city, sacrificing those who displease him to the Goddess of the Gibbous Moon. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 0711, 1623 +

+ +
+ + +

+ Palace of 1000 Terraces (Island Castle) Originally built 1000 years ago as a summer estate for the NegaTsar, it contains overgrown gardens, winding stairs, chimes, parlors. It was so beautiful, the NegaTsar used to have everyone who saw it drowned. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 0513, 2013 +

+ +
+ + +

+ A squat lonely tower is home to Dagan Zur the Transmuter, wizard and avid entomologist. Dagan Zur spends hours each day scrying with his crystal ball for new insects to study and catalog. He has secretly fallen in love with the Mosquito Queen 0127 and will seek to punish any who bring harm to her. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ The Pool of Heal and Harm: In the daylight the pool is red. Anyone getting in the pool takes 2d12 points of damage. At night the pool is clear blue. Anyone getting into the pool heals 2d12 hits. (stolen from Majestic Wilderlands) + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Atop a flat-topped hill is the decapitated head of a statue, some fourteen feet tall on its side. It depicts the face of a gaping fish-man. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Battle Arena of Ras Rachtan - A colossal, oval-shaped arena filled with giant stone statues called The Rachtan. By using a series of spells and controls, one can animate the Rachtan to battle one another. Rachtan betting is serious business. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Grigs and pixies turned hostile by Dagan Zur in 0621 in a black tree that grows sideways. Their treasure includes 9000gp, a land deed to Vornheim and a mangled taxidermized miniphant that contains a small die which is actually a lich's phylactery. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 0715 +

+ +
+ + +

+ Pack of undead birds. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 0520 +

+ +
+ + +

+ Wild Boar, an abandoned homestead and an overgrown orchard, claimed by the wild. + +

+ +

+ Group of statues in various hostile poses that are actually adventurers that were turned to stone by long dead basilisk. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 0720 +

+ +
+ + +

+ The 36 tribesman who live in these hills are actually wereboars. They are forced to give tribute to Hyrax Vooreal 0610 and are bound from attacking him directly. They seek proxies to relieve them of this burden. + +

+ +

+ Blasted craggy hills that have been sculpted by the NE wind into the shapes of the totems of the Argui Tribe. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 0721 +

+ +
+ + +

+ Dwarven Skeletons patrol here at night. Any severed skeleton pieces will attempt to crawl back to the entrance to the subterranean dwarf skeleton dungeon with treasure and curses and tragedy. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 0616 +

+ +
+ + +

+ Giant Flail Snail--20' tall. Shell is worth 10x normal price. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ GAGORUM the Nomad City is made up of scores of ancient stone houses and other buildings, each made from a solid piece of an unknown green stone. It is a ghost-town most of the year, but during the winter months the nomadic tribes of the region gather for a great moot. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Fishing Hamlet - Fish the shores of the lake in 0723. A certain type of Lake Squid has fine fibres, which are used to make luxurious, soft and strong clothing here. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 0709, 1026 +

+ +
+ + +

+ Castle Abatte: Abatte is a petty warlord he employs the best chefs in the realm. Obliging when he wants something--will pay 10x the price for exotic ingredients or spices. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Dark deep forests, nothing special in here, just scary darkness. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ More dark deep forests, but here there be spiders, trap door spiders and goldern orb spiders (but medium-large sized) + +

+ + +
+
+ +
+
+

+ + + + + + ⇘ + +

+ +

+ See: 2013 +

+ +
+ + +

+ Within a massive termite mound like structure lives a Bee Demon. It trades its demon-honey, valued for its endurance enhancing properties, for betrayed confidences and broken promises. + +

+ + +
+
+ +
+
+

+ + + ⇖ + + ⇗ + + +

+ +
+ + +

+ A single large snow leopard lives here, it is sacred to the moon elves who live here ( 06 02 ) and is the only animal in the area with teeth. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ This area is prone to rip tides, they are very strong and very long. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Remains of a prehistoric shark lie of the sea floor. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Hyperintelligent monkeys from 0505 are posing as ordinary pets and plan to take over the merchant vessel--The Dawn Bream--moored at the island here. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Small village of 61 honorable fisherman constructed of 12 large, wooden rafts banded together and floating at sea. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ 3 Intelligent foxes hunt the marsh. All know Suggestion . They trapped the princess in 0707. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Cliff-side monastery of 23 blind elves that nontheless fight a 6th level fighters dedicated to the appeasement of the Lurker of Endless Night. 1d20 x 1d20 GP worth of valuables within. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1015 +

+ +
+ + +

+ WROTHWHEEL (settlement) Baron Cytorrak, who rules here, is cruel but respects the Gods of the Chrysanthemum Sea 0609. The prayers in his devotion vessels contain clues to his intrigues with Abatte 0624 and the wizard in 0411 . + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ The unusually clear water reveals a vast sponge field. Ingesting the sponges causes nausea and strange visions which allow the eater to see the future as if the had cast Augury. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 0810, 1217 +

+ +
+ + +

+ A small fishing village has grown wealthy catering to a strange sect of deathwish pilgrims who travel to see the palace in 0611 knowing they will be put to death by the NegaTsar. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A statue of the Bringer of Endless Night is sunk beneath the water here. It is sacred to the Ixitachitl in 0503. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Sixteen greedy dwarves hopelessly pan the many rivers and streams in this hex for gold. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Inside a sturdy watchtower is what appears to be a statue of an elf looking in the sky to the east. It was the first intelligent creature to discover that the reclusive dragon roosting in the peaks at 1413 is actually a dracolisk. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 0810, 0915, 1723 +

+ +
+ + +

+ Ancient elven burial city now occupied by a necromancer. She is served by a disturbing variety of undead birds (ghoul crows, skeletal vultures, bloodfalcons etc)--including those in 0617. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Remains of an ancient battle between Elven and Goblins kind. Followers of the Many Headed God morn this sight. + +

+ +

+ Here is the caves of the goblin heroes, it has many a valuable item in here, and the goblins who live here fight as a 3-4 level rogue and 2-3 level fighter (multi-class) + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Vyrvalis (settlement) this was once an enormous elven city made entirely of geometrically carved white marble with circular openings for doors. Now it is mostly overgrown and supports a small population of traders and hunters. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Seven giant hogs branded in the left buttocks. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ D20 rabid monkeys hiding in the trees pelt intruders mercilessly with extremely hard nuts (treat as slingshot) and will attempt to steal small, shiny objects during the night from people foolish enough to camp here. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 0721 +

+ +
+ + +

+ Dwarves hunting wereboars 0619 through the ruins of a vast temple complex that used to be adjacent to Vyrvalis 0117. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1001 +

+ +
+ + +

+ Camp of the Dwarven expedition searching for clues to the secrets of Vervalis 0117 in the nearby Dwarf Skeleton Dungeon 0620. Most are hunting boars in the nearby forest 0720. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ At the junction of two major trade routes, a low, rambling inn does a brisk business selling barbecued pork to travelers. They will grill anything for the right price. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 0623, 0822, 0823, 2017 +

+ +
+ + +

+ A shallow lake completely fills this grim valley. The water is murky, almost black with silt and infested with giant eels. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A group of twenty two statues of ugly haggard woman that face away from one another, circled around carving of full moon. Babbling and nonsensical mutterings are heard passing between them. When the moon is full the statues face each other and sing warnings of 0416. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Stankbog, muddy human village of 150 wretches that worship the Great Swamp Gas, a nearby Will-o-Wisp. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Mountain man lives in rickety cabin. Practices taxidermy and talks to his stuffed animals, hoping one day they'll talk back. + +

+ + +
+
+ +
+
+

+ + + + ⇙ + + + +

+ +
+ + +

+ A statue of a okapi stands alone. It is disturbingly realistic. + +

+ + +
+
+ +
+
+

+ + + + ⇙ + + ⇘ + +

+ +
+ + +

+ A herd of mastodons are escorting their dying matriarch to the graveyard at 05 26. D6+2 nomadic tribesmen are observing and will attempt to thwart anyone interfering with the procession. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Iceberg adrift, with ruined camp of gnomish polar explorers, inexplicably killed. + +

+ +

+ Empty coracle floats alone. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A hopelessly lost flotilla of small vessels, pilgrims from VEKTH 0209 seeking the island temple in 0609. They will ask the Gods of the Chrysanthemum Sea to smile upon any who set them back on course. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ The trees in these woods make fine dugout canoes. Two tribes live here, one of them practices ritual cannibalism. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Isolated community of ex-sailors only admits settlers who are afflicted by scurvy. Fresh fruit is confiscated by the authorities. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A fishing boat carrying a salty ex-soldier turned fisherman, a young scholar, and a paladin. They are hunting a giant devil-shark. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ The wreckage of 5 ancient longboats can be found here. they hold a treasure guarded by the restless spirits of ship crews. + +

+ +

+ Placid waters, an area frequently plied by pleasure barges of decadent nobles (guarded by heavily armored janissarys). They will sometimes pay adventurers to engage in gladiatorial combat. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ The burial mounds here hold the most honored dead of local nomadic tribes. One of the mounds has recently been broken into or out of, whatever was inside is gone. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A hamster in a magic sphere slowly rolls his way across the landscape. The hamster needs no water, food, or air and is completely immune to all harm while the globe is intact. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 0910 +

+ +
+ + +

+ The cloaked figure sailing a skiff is actually the powerful skeleton, Zox (7HD, claws, fires green magic missiles from its emerald eyes). Every year, his mistress, the necromancer in 0715, sends him to gather magic mushrooms that grow in 0711, this year the mushrooms were gone, taken by the sea hippies in 0502. Fearful of returning empty handed, he demands any vessel he comes across allow him to search their ship, attacking if he is refused. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Dense overgrowth along the bank hides a cave entrance. Inside the cave, the path West is a dungeon where undead dwarves toil fruitlessly; the other exit is in 0406. The underground path East has a track and ancient mining cart, with an eventual opening to an owlbear cave in 1312. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A leprechaun guards his pot of gold. he has health issues and will pay handsomely for a sack of prunes/ + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A party of 2-8 Ice Trolls hunt here, amongst their possessions is a tattered map written in a forgotten language. It details how to use “The Needle” in 0321. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1314, 1513, 1807 +

+ +
+ + +

+ Golem Factory: Crafter hos gone mad and created a sentient flesh golem that has taken over his factory. It is turning everything suitable into golems (including but not limited to: the entire contents of the crafters treasury, obsidian decor, the pantry, the bedroom linens etc.) The flesh golem has an extremely long, six-jointed arm and 3 heads. It desires to have its creator's face sown onto it. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Paranoid man living in a gazebo. He has a bone scalpel that protects him from anyone whose name he carves in his skin. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 0520, 0917, 1422 +

+ +
+ + +

+ DAMNATION a sprawling ramshackle boom-town of tents and rickety lean-tos has sprung up in a windy valley here after the discovery of mega-dungeon. It is wretched hive of scum and villainy nearly as dangerous as the dungeon itself. Recently, unknown arsonists have taken to setting fires in order to loot in the wake of the chaos. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 0918 +

+ +
+ + +

+ These plains contain several cairns spread in a circular formation over a 4 mile radius. At the center is a very large barrow with a low entry. Deep bellow the barrow lies a helmet sized to fit in the throne of hex 0119 and is capable of making sense of the visual panoply present there. + +

+ +

+ A pair of manticores are cursed to guard an orchard of plum trees. Any vegetation they try to eat shrivels in their paws. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Pastel colored lime pit. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Thin stretch of forest with poison ivy, mosquitos, dragonflies, songbirds. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 0920, 1323 +

+ +
+ + +

+ At the edge of the forest and guarding the plains is the fort and trading town of Axerist. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 0920, 1215 +

+ +
+ + +

+ Shaggy wild horses run through these plains, if captured and broken, they will make fine mounts. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ An exceedingly shy Dryad lives in this sparse copse. She is feral, possibly rabid, and feeds on the eels from the lake in 0723. The local animals are afraid of her. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 0825 +

+ +
+ + +

+ Pugnacious clan of hill giants walk around with black eyes and bruises from their incessant squabbling, subsist on diet almost entirely of giant eels from 0723. They dress in skin-tight eel skin leggings, sport eel tooth jewelry, smell like eels and are actually quite slippery. + +

+ +

+ The secret t' cookin' giant eels, y'see, is y'gotta put 'm in a tub and feed 'm loaves of bread for a couple weeks t' clean 'm out. Then they's delicious! + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 0825 +

+ +
+ + +

+ Was once an office of the local taxation department of the NegaTsar, now in ruins. Contains a hidden vault containing 4500gp, reams of documents with the suspected locations of various ancient potentates' hidden treasure, and the descendants of a pack of wolfdogs the tax collector bred to protect him on his travels. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Corpse of a hill giant from 0823 ripped apart by wild dogs from 0824. Has 345gp, 2-handed sword (a sword to him), and clear footprints leading from the north. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 2013 +

+ +
+ + +

+ Cathedral of an ancient insect cult related to the Mosquito Queen in 0127. It and the tunnels beneath are in the process of being sacked by goblins who are fighting huge walking wasps in the tunnels. Some of the goblins have begun to develop strangely faceted eyes and wasplike legs. + +

+ + +
+
+ +
+
+

+ + + + + + ⇘ + +

+ +
+ + +

+ An apatosaurus corpse is being scavenged by a pack of deinonychus. + +

+ +

+ Ancient monolith. The shadow of the monolith will teleport anyone standing fully within it 1d6 hexes in the direction its currently pointing, as long as that's not off the edge of the map (due to the lay of the land it casts no shadow in directions that would be off the map). + +

+ + +
+
+ +
+
+

+ + + ⇖ + + ⇗ + + +

+ +

+ See: 1001 +

+ +
+ + +

+ NYNGLOOM CASTLE Surrounded by hundreds of ships beached after a tide-lowering spell cast during a catastrophic war. Infested with carrion crawlers. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1001, 1617, 2215 +

+ +
+ + +

+ FELLMOUNT ABBEY An abbey of monks sits in these hills, brewing beer. 20 years ago, the monks were replaced by dopplegangers, who continue to brew quite good beer. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 0904 +

+ +
+ + +

+ A sinkhole 3 miles long, over 200' feet across at its widest and incredibly deep scars the land here. The air around it smells of methane. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Procession of bat-like methane-breathers from 0903, fleeing some terror worse than death from deep below, all collapsed in a heap. They need concentrated methane fast! + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 0906 +

+ +
+ + +

+ A great tree dominates a clearing here. Its upper branches are home to a nest of benevolent but mischievous couatls. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Kleptomaniacal monkeys bring their ill-gotten gains to the coatls in 0905. The coatls may ask a favor to have the items returned. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Waters teeming with millions of luminous jellyfish including one colossal telepathic jellyfish oracle who will answer any question with 100% accuracy for a single human sacrifice. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1008, 1627 +

+ +
+ + +

+ In the ruins of a castle are a dozen bronze-soldiers, automatons that march and fight when military-styled music is played. + +

+ +

+ The petrified remains of a colossal whale. the bones and ossified digestive tract of the creature has created a vast labyrinthine system of passages. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 0910, 1008 +

+ +
+ + +

+ A city amidst swamps, that blocks the safest route through the treacherous ground. It takes a tax of 5% on any valuables one wants to bring through it, not just trade goods. + +

+ +

+ Ghouls live under the ancient battlefield here. The ghoul king wields the sword of an ancient prince who died on the battlefield. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ This expanse gets rockier to the south, and the shore with 0911 is one large flat stone expanse. Huge Lizards come here to bask in the sun and drink the water. Zox from 0810 feeds people he kills to them, and random items litter the ground and shallows. + +

+ +

+ Small town, recently razed because its inhabitants worshiped the FF Elemental Princes. Patrol of 30 soldiers from 0909 is hunting for survivors and putting them to the sword. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 0910 +

+ +
+ + +

+ Relatively shallower waters make this a feeding ground for sea life including 2-24 Crabmen. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 0917 +

+ +
+ + +

+ Not far from the shore, hidden under branches and brambles is a longboat. At first glance it appears a to be Viking vessel but closer inspection reveals it to be of White Elf construction. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1101, 1901 +

+ +
+ + +

+ Ancient pile of boar and snow leopard bones. Digging beneath for an hour reveals a plinth of depthless black stone that may account for all the preternaturally smart monkeys on this hex map. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ The fossilized jaws of a Tyrannosaurus jut from the bare rock here. A warrior praying within the jaws is granted a +1 to attack and damage while within the surrounding hexes. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Armored chaos champions on metallic steeds roam this area, obeying ancient orders to defend the overgrown and partially buried skull-shaped temple. The necromancer in 0715 seeks this hidden temple as it is holds the key to the energies responsible for all the undead on this hexmap. + +

+ +

+ A prosperous vineyard run by retired halfling adventures. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A family of Halfling moonshiners ride an enormous tortoise. Their assortment of cheap liquors has made for strained relations with the vintners in hex 09 15. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A party of 8 White Elves in warmasks and their half-ogre slave pulling cart as they return from the dungeon in 0816, they are in route to their ship in 0912. Inside the cart is 8000 gp in tapestries, candlesticks, offertory containers, oils, and idols, all of them of them of fine make and bearing snake motifs. There is also a beautiful green skinned female in a glass coffin; she wears snake themed jewelry and little else. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A feast set for a king lies exposed to the elements but unperturbed. The tablecloth and chair cushions are a spongy moss--anyone eating it is cursed to guard the plum orchard in 0817. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A gnomish survey team and their clockwork servants/guards have staked out the corners of this hex and are in the process of creating a detailed map of the area that they refer to as "Sector Oh Nine One Nine". Their base camp is near a set of ancient standing stones in a hexagonal ring around a hexagonal altar in the exact center of the area they are surveying. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A lake in grassland with several abandoned huts on its shores. The horses of 0821 and the shepherds from 0820 sometime pasture near it. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A field of knee high grass that is razor sharp that works its way into the wounds of those who are cut, infecting the host. When rolled up and smoked can see through time. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 2023 +

+ +
+ + +

+ Pair of settlements in the forest: SKYVVEN-human and SEEKERSFILE--elven. Both are hospitable. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 0925 +

+ +
+ + +

+ A ring of great standing stones carved from bright orange quartz sits on a hill. Beneath the altar is the entrance to a labyrinth which lies below the hill. Infested with crypt ghasts the maze is also home to seven magic sacrificial daggers made from the same orange quartz. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 2005 +

+ +
+ + +

+ A sickly forest hides the entrance to Oozopolis, an abandoned subterranean town now haunted by slimes. A pair of Druids investigate. + +

+ +

+ A sad satyr sits here playing a sad song on a silver sitar. he takes requests and will give those who appreciate his music a small copper key. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A constant bubbling near the shore here belies an underground spring which connects to a flooded cave system. If followed for 2 miles the caves rise above the water line and connect to the labyrinth in 0923. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 0927, 1025, 2013 +

+ +
+ + +

+ Goblin-built Wooden Submarine -- More or less sea-wothy. + +

+ +

+ A massive hollowed-out insect head at the bottom of the lake. If one swims into the left eye, violently rushing water takes you through tunnels, eventually emerging in 1226. Bits of flesh and dark liquids eddy above the right eye; anyone swimming inside is wracked with pain and gains insectoid mutations. + +

+ + +
+
+ +
+
+

+ + + + ⇙ + + + +

+ +
+ + +

+ Hidden shed contains wooden torpedoes for the submarine in 0926. Over time they sweat nitroglycerine and are highly unstable. + +

+ + +
+
+ +
+
+

+ + + + ⇙ + + ⇘ + +

+ +
+ + +

+ In the center of this dark forest, a band of surly orks run a lumber mill powered by giant rats running in huge wooden wheels. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Pile of recently deceased adventurers and wolves that slew each other after the adventurers visited Nyngloom Castle and Fellmount Abbey (hexes 0901 0902 ) and the dwarven camp 0721. They have extensive gear, notes and maps. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Gnomish Junkyard. Pretty much anything made out of metal, glass, wood or stone can be found here, only catch is that whenever you find something you want, the gnomes suddenly remember they need that exact part for something very important. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1004, 1309 +

+ +
+ + +

+ A child that can't speak but merely croak like a frog. A crawling hand the size of a house. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1322, 1723 +

+ +
+ + +

+ Large pond contains a giant teakettle wherein dwells Chleresta the Lazy Witch--responsible for freaks in 1003. She forgot some important shoes when she moved from 0103 and will attempt to convince/force visitors to retrieve them. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A tower in the woods manned by elves; guard a well said to give the imbiber greater insight to the doings of the gods. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1010, 1201, 1518, 1611, 1912, 2306 +

+ +
+ + +

+ A thatched hut with seven brothers, seeking seven brides. The brothers are ogre magi. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1009, 1208 +

+ +
+ + +

+ A small band of heavily wounded survivors of tribal warfare to the south and east. They seek protectors for their pregnant leader, whose child they believe will unite the tribes in adulthood. The Wizard in 0411 owes them a favor, as does the Amazon in 0419. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Large wardrum in a crumbling tower. If played it will cause the constructs in 0908 to attack the ghouls in 0909. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1111 +

+ +
+ + +

+ A war party of hill tribesmen, chasing the small band in 1007. they expect their quarry to seek out the ogre magi, and are armed for them - periapts of true seeing, herbal unguent that works like napalm, and a shaman with dispel magic. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Princess Adria and her retinue are going to visit her sister--sent here months ago to marry (and enslave) one of the ogre mages 1006. Unbeknownst to Adria or the angry ogres, her sister never made it to the wedding because she is trapped in 0707 . + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ The cairns in these plains hold the most honored dead of nomadic tribes. One of the mounds has recently been broken into or out of, whatever was inside is gone. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ The corpse of a giant, buried in undergrowth but showing no signs if decay or consumption. An orchard with a sign reading "Keep out! No scrumping! Trespassers will be pulped!" + +

+ +

+ The orc tribe here are all Terminator-2 liquid-shimmery-metal (AC improved by 2, weapons out of hands). The trees in this forest are also all different types of metal, with a giant pool of mercury at the heart of the forest. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ This forest grows thick with razor weed, poison humbert, stinging ghost leaf and strangle wort. Travel rates through this area are reduced by 75%. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1017, 1723 +

+ +
+ + +

+ DIES ARKATT (settlement) Two colossal statues (? or victims of the Dracolisk in 1413) of ancient gods crashed together long ago here but remain essentially vertical. A largely vertical settlement has grown up on and around them. + +

+ +

+ A geomancer sits by the side of the road, depressed over fighting with his wife. His wife is a naga paladin. There is a hobgoblin witch nearby that creates twig demons to disrupt their relationship. + + Read More + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Vriminynthe Gholthaniel: Elvish lancer, banished vassal of Baron Cytorrak 0709, rides a feathered tyrannosaur, seeks adventure. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1116 +

+ +
+ + +

+ Glen of Howling Trees. This haunted wood shelters a variety of ghosts. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1027 +

+ +
+ + +

+ Crkt Bibin, a dense growth of trees home to a secret city of hundreds of murderous bandits. If a bag of 50 GP per traveller is left at the proper spot, the bandits will leave you alone. If you were well-liked in DIES ARKATT 1014, they will have told you of the "Crkt Bibin Tax". + +

+ +

+ The nagas in 0322 and 0121 worship this statue of Mistress of All Perils. The geomancer's wife 1014 seeks its destruction but her grotesque appearance makes it difficult for her to recruit aid so she has recently taken to wearing a shell of ornate humanoid plate armor fixed to a horse to hide her wormlike body. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ The hills have many small rockpools. one pool, limpid blue, acts as a one-way teleporter to hex 0310. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ 5' wide shaft, impossibly deep. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1021 +

+ +
+ + +

+ 3d20 goats. If disturbed they stampede, screaming, into adjacent grassland hexes. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1320, 2007 +

+ +
+ + +

+ An enormous constrictor is noisily giving birth... to small-sized, fully-grown people. They're mentally infantile, and lack belly buttons. + +

+ +

+ Akerbeltz, the dancing hill demon, a twelve foot tall goat-spirit with adamantine horns, has made this rugged terrain his home. He either attacks or offers to answer a question, 50/50 chance. He can summon 3-36 goats from 1020. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A tree with carnivorous roots and fruits. the fruit are delicious and nutritious but if stored in packs they'll eat all the rest of your food and if eaten they cause 1d6 damage 1d6 hours after eating. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A deep gorge with trees growing horizontally out of the sides, forming a living jungle gym. inhabited by climbing, sociable, talkative monkey con-artists. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Undead greenskeepers tend acre after acre of impeccably tidy lawns, gardens, manicured shrubberies, decorative arrangements of stones, water features, etc. They work ceaselessly, expanding their project in all directions, pausing only to destroy those who would impede their progress . + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ There is a 50' wide unfinished stone-lined canal running NE/SW here; the apparently dwarven engineering work to connect the lake at 0926 with the one at 1125 was about halfway complete when work stopped (the oldest dwarf in UPSIDE 0114 was a digger here as a boy and can tell wild stories about it for the price of a pint of ale). It is now overgrown with vines and home only to a few giant frogs with delicious flesh and faintly glowing eyes. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1127, 1723 +

+ +
+ + +

+ Angerboda, Witch of the Iron Wood, a giantess-witch, lives here with 2d12 ogres. The nuns of the Oakheart Academy in 0305 mocked her and have made a lifelong enemy. Abatte in 0624 owes her a favor, for the dark blessing she preformed for his son. + +

+ +

+ Tribe of Gorilla-Men, hates all monkeys, especially he intelligent ones. The position of village chief can be contested through one-on-one melee combat followed by a game of chess. Current leader wields a +2 monkeybane club. + +

+ + +
+
+ +
+
+

+ + + + + + ⇘ + +

+ +
+ + +

+ A party of vicious barbarian heroes make their way north, to smite the Mistress of All Perils (hex 1017) at the behest of their vision-beset shaman, who also told them to befriend a worm-woman. Very friendly to any who openly blaspheme against the Mistress. + +

+ + +
+
+ +
+
+

+ + + ⇖ + + ⇗ + + +

+ +

+ See: 1102, 1105, 1201, 1901 +

+ +
+ + +

+ Village of Morons. The black plinth in 0913 awakens monkeys by trading parts of their consciousness with that of nearby humans, many of these unfortunate idiots have gathered here for some reason. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1201 +

+ +
+ + +

+ Scattered crappy campsites of the Half-morons. They have no idea why they are here, but enjoy sticking it to the Morons of 1101 at every opportunity. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Gigantic smoking cone looks more like a factory chimney than a volcano. the smoke slows thinking and causes confusion, but is strangely addictive. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Sage religiously writes down anything ever said to him directly. Travels in a wagon filled to the brim with tomes he has written. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Sandbars extend from shore forming a causeway to 1205 for the hour of lowest tide. morons from 1101 frequently get trapped by the incoming tide, to the enormous but silent amusement of the snails. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1723 +

+ +
+ + +

+ The witch from 0103, clamped like a limpet onto the back of the butcher from 0408, sculling SE with a long spoon. The butcher is floating, face just out of the water, weeping softly. If left uninterrupted they will eventually get to the island at 1805, where the witch will sacrifice the butcher to summon an earthquake carp. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Seared debris floats around, all that remains of a sorcerer's experimental ironclad warship that violently exploded on its maiden voyage, killing the sorcerer and most of her minions. Her secret harbor and research facility (now unmanned but for undead cleaning crew) remains concealed by illusion on the shores of hex 1108. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1107 +

+ +
+ + +

+ Portal to the fae realm, heavily guarded by the crimson faerie court. 90% chance to encounter a reception committee of 3d4 fierce redcap guardians. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1209, 1723 +

+ +
+ + +

+ Pattern of carved stones surrounding altar. Wereboar preparing for a ritual to sacrifice himself to achieve apotheosis. + +

+ +

+ On moonless nights a coven of witches celebrate their dark rites. Witnesses must save versus spells or be sucked into their merry making, becoming willing subjects to whatever they do which could be fun but naughty, but probably isn't. Those who pass their saves are pursued by dark forces (Phantasmal Killer each) for 1d6 hexes, or until dawn, which ever comes first. 13 Witches, MU level 2d6. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Twisted treants dwell here, moaning in the north wind. They mutilate visitors and drop the pieces down a well full of white insects. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Burial mounds of the eleven kings, secured by powerful magic. The shaman in 1009 knows how to open them, but demands a big sacrifice for the information. The precious grave goods are protected by sophisticated traps. + +

+ +

+ A wolf, apparently ordinary. When damaged an entire other wolf jumps out of its mouth, and so on. + + Read More + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A large cave opening is here, it extends about 50m back and is about 10-15m tall. its really nothing, just good protection against the elements. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Goblin cavelry are here, they are riding on some form of mountain goat. the goblins count as 3rd level fighters, the mountain goats count as a war horse, 1d3 per party member will attack. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Ancient tower on the hillside, overlooks the grasslands to the south. table inside is a carved stone map of the mountains northwest. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Strawberry fields. In the village of Forehome, any valuable goods can be traded for delicious strawberries. The local priest controls a powerful stone golem who is sent to deal with strawberry thieves. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ SHALLOWGROVE. Squalid settlement of 49 human outcasts. Send criminals and ill people to the howling glen in 1016. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Goblin and/or Monkey desperately clinging on to giant silken balloon floating 100 ft in the air. Will shout offers of a magic ring as reward for getting it down safely. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Jagged, close-set pines make this hex annoying to move through. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Old meteor impact crater. Lucky prospectors might find meteor splinters. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1127, 2017, 2226 +

+ +
+ + +

+ A dark, misty swamp surrounds a murky spring and its accompanying treasure-having Temple Of Leeches. Disease bearing leech hybrid swamp creatures hound every step and a cult of 9 leech-headed men, elves and dwarves attempt to magically spread the leeches corrupting influence beyond the swamp temple. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1321 +

+ +
+ + +

+ Naked gnome convinced he is in fact invisible. Cannot be convinced otherwise and does not respond to logic. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A confused, distracted, (immediately) forgetful old hermit lives atop the mountain here who thinks any visitors are his kids and grandkids and serves them his mountain goat stew. He owns a map of the region that makes it twice as likely to become lost (disregard roads and rivers when determining this, using the surrounding terrain) and if the PCs become lost, the map rewrites the surrounding land so that whatever direction the PCs go, where they thought they were going is there instead of where it should be. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ THISTLETHRALL (settlement) the Elves here dissolve the those who bore them in acidic pits. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ An earth elemental is looking for victims to sacrifice to the God of Dirt. Neutral clerics may have a chance to reason with it. + +

+ +

+ HELVIZ'S FOLLY - Town of 36 souls, but with neat brick buildings for several hundred more residents. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1025 +

+ +
+ + +

+ A band of marauders who raid nearby areas mounted on armored hippopotami make their camp on a small island in the middle of this lake. Magical amphorae keep their animals hydrated when they range beyond its shores. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Thick forest contains various fungus, some edible, some poisonous. Some (1 in 6, if chosen randomly) turn eater into a myconid/fungusman in D6 days (con save) + +

+ + +
+
+ +
+
+

+ + + + ⇙ + + + +

+ +

+ See: 1223, 1518 +

+ +
+ + +

+ SUNNYHILL - settlement. A hillside of 260 halflings, (relatively) recently moved here from 1220 because the cruel leeches in 1120 kept stealing children. Leeches and, more recently, fungus are explicitly illegal. Possession punishable by mutilation. + +

+ +

+ NINE NEERING (settlement) Lord Frast is generous and obliging, but his disturbed halfling clown seeks to supplant him and feed him to the apes in 1026. + +

+ + +
+
+ +
+
+

+ + + + ⇙ + + ⇘ + +

+ +
+ + +

+ There is something special hidden deep in the forest here, but its protected by the forest itself. The forest paths will change, the trees will attack, the random animals will ambush and then lead the party astray, even the weather doesnt want it found. What it is? No one knows. + + Read More + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1202, 1518 +

+ +
+ + +

+ A princess heads south with her retinue to marry one of the ogre mages in 1006. She is a weretiger and preys on the nearby idiots in 1101 and 1102. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Water elementals are attacking at the sheer cliff faces along the edge of the hex trying to make their way into 1201. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Corpse of a pirate strapped to a barrel with steel chains -- a warning to other mutineers. The barrel is full of gunpowder. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ An abandoned barge. Some supplies, no treasure. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1105, 1306 +

+ +
+ + +

+ Gorgon-Minotaurs chariot racing in marble arena. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ The support upright remains of a six mile bridge running north south. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ On the shore near the remains of the bridge, someones long abandoned equipment lays against a tree, wrapped in a waterproof cloak. 55 gp, adventure gear, sword, writing material and a footnoted book on dwarven construction methods. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1209 +

+ +
+ + +

+ A tribe of aloof humans, involved in the tribal warfare in 1007. They are clad in newly made leech masks and dark, segmented cloaks. They appear to be preparing for an expedition. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ The woods are inhabited by Dryads that hide from the savages of 1208 and created the worm to keep them distracted. They would gladly pay with healing and the bounty of the forest if anyone could depose the witches from 1109. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 2023 +

+ +
+ + +

+ GREASEGRAFT friendly, usually quiet settlement. Nearby: a fortress inhabited by goblins wearing iron warmasks. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A gigantic, though fairly innocuous, armored worm. the worm passes through everything like a ghost and feeds on auras. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Contains a hidden gargantuan trapdoor spider lair. Lair is inhabited by a tribe of primitive desert elves who slew the spider generations ago. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1313 +

+ +
+ + +

+ A giant, silver-black owl, 7HD, stalks these mountains at night, feeding on anything smaller than a horse. It attempts to drag larger prey off cliffs and there is decent treasure in its lair. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ The Keep Bael Beauty, is a strong well supplied castle. All who attend Bael are beautiful and it is said the lord himself is so gorgeous that his stare can turn others into his servants. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Halflings from GALASSA 0315 struggle with an exceptionally beautiful shaggy horse, from of the herd in 0821. They plan to take the horse back to 0316 to be sacrificed. The horse is an exceptional animal, worthy of being a Paladin's mount if rescued; if no suitable paladin is present it will return to its herd. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A open grassy planes, nothing special to see here, in fact to spot something you roll at +2. roll on a wondering monster table. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1317 +

+ +
+ + +

+ An abandoned iron mine and settlement. A mile in, the mine breaks into a vast mile deep cavern. + +

+ +

+ Self flagellating deathwish pilgrims are wandering lost here. They will offer what meager coin they have for directions to the town at 0711 but will attempt to kidnap the weak and unwary as offering for their death god. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Forest. Treant is under a curse and has 1d4 golden apples growing from its branches, picking them is extremely painful for it. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1321 +

+ +
+ + +

+ A tribe of peaceful centaurs make their home in the woods. They warn travelers about the archanotech-mummies in hex 1317. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1127, 1821 +

+ +
+ + +

+ An abandoned halfling hill. Currently being investigated by 4 leech headed halflings. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1222 +

+ +
+ + +

+ A lake! 3 crocodiles. Not claw claw bite. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ More Lake! The swampy ill-defined southern border of 1221. A sunken castle whose three exposed towers are home to a tribe of 22 Gatormen. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A lost caravan of halflings are attempting to return to the village in 1127. If searched they have several barrels with mushrooms hidden inside, but deny all knowledge of truffle hunting and most certainly not in forests 1323. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ This grassy area is a favorite of the Claw Claw Bite Society, a group of battle reenactors. If the PCs have heroic ancestors, someone will be taking said ancestors' role, probably to the dissatisfaction of the PCs. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ In a clearing, a wicker basket containing one suit of gnome-sized crabshell armor. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 0926, 1327 +

+ +
+ + +

+ The lake waters here are algae filled. A giant bass lurks beneath the waters. + +

+ + +
+
+ +
+
+

+ + + + + + ⇘ + +

+ +
+ + +

+ The monkey people from 0505 have built a tree-fortress here. They are hostile to outsiders. Baboon people also roam here, they make almost daily raids on the monkey people. + +

+ + +
+
+ +
+
+

+ + + ⇖ + + ⇗ + + +

+ +
+ + +

+ A small coterie of fisherdwarfs live here, 4 males and their families. They trade their surfacefish with the denizens of the endless tunnels below their homes and therefore having interesting tunnel-goods to trade to travellers. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ This small forested island is surrounded by shoals; only shallow draft ships may approach. At the island's center is black pool of weltering putrescent muck. So inauspicious is this muck that no one sane can approach any closer than fifty feet to the pool. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1304 +

+ +
+ + +

+ 13 racist pirates on a small, relatively fast vessel. They have firearms and gunpowder stolen from Corvid (crowman) tinkers in 1403. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ 3 Empusa Sisters living in a sea spire, who keep lured sailors as silver mining slaves. 3 racist pirates from 1303 serve as enforcers in their gang of 32 thralls. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A rotted old shipwreck, home to octopus and crabs. Silverware and coins valuing 238 GP in the sunken hold. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ D4 hornless outcasts of the mino-gorgs from 1205. roll 1d4 1- disenfranchised and spoiling for a fight 2- lonely and spoiling for adventure 3- starving and will buddy up to get some food 4- revolutionaries looking to take back their homes. + +

+ +

+ A small shrine in pseudo-Greek style (round platform, pillars, shallow domed roof). The oculus is an inobvious portal. Disturbed earth nearby from filled-in pits. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Belligerent drunken gnome treading water. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Sheep graze here. The shepherd carries a silvered short sword an heirloom from his grandfather's time in the war. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1310, 1408, 1805 +

+ +
+ + +

+ WORMWALLOW (Settlement) Humans and Froglings, renowned for their fine weapons and steelcraft. Froglings gather Bog-ore from 1310, and humans extract Iron and craft shears and blades from fine alloys. Master Smith Eerovir is father to the cursed child in 1003 and offers a reward of an enchanted masterwork broadsword for his safe return. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1309 +

+ +
+ + +

+ A boggy mire, exploited and hunted by the men/froglings of Wormwallow 1309. Inhabited by dangerous bogworms, which lay submerged and attack things with their paralyzing tentacles for food and nutrients. 2-in-6 Chance of incidental corpse-treasure near bogworm infestations. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1413 +

+ +
+ + +

+ Is +zak smith the mountaintop ruin of a black marble city that once sprawled from 1311 to 1616 is now the home an ancient dracolisk. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 0811 +

+ +
+ + +

+ Abandoned silver mine. Rails, minecarts, mining tools, but nothing both valuable and portable. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Amid broken chunks if black marble lies a ninety pound pellet from the owl in 1213. it contains a hair, bones, and skull that still bears a magical crystal crown. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ In a secluded valley, a stone golem refugee from 0814 tends a small cockatrice farm. He is intelligent and friendly, but the cockatrices are not and the stone golem is very protective of them. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A corner of a large black-marble building juts forth from an old landslide. If excavated 6 yards down, the entrance reveals old, weakened shelves of decomposed fabric stores and a small pile (4x4 yards) of enchanted black/silver fabric (Keeps wearer warm/cool, resistant to cutting). + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A lazy creek flows through this area; the corpses of dead cattle float behind some weeds. Drinking the water without purifying it in some way will likely cause dysentery. + +

+ +

+ Green rolling hills and black marble ruins, with a fractured, overgrown marble path leading north northeast. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1219 +

+ +
+ + +

+ In a hole in the ground... ...I don't know what lives in there but it goes all the way down to the mine from 1217. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A small river runs through the woods here. A family of good-natured Giant Otters live in it. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ An otherwise normal-looking tree in this forest bears deep purple apples each spring. Eating an entire apple causes one to forget everything that has happened since the previous spring. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1617, 1723 +

+ +
+ + +

+ CLOVECRUSHED (Settlement) 6-7ft tall emaciated goatheaded humanoids live in a series of predominately subterranean dwellings and shrines to Akerbeltz 1021. They trade with men and tend goats above the surface, with Shamen capable of reading fortunes. Each night they dance, sacrifice and feast on goat flesh, though Halfling, Frogling or Corvid flesh are valuable to them. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ There 7 Penlaggans here with their gut strings accidentally tied together, floating out of weapons' reach. If one unties them and lets them leave, they will tell you: Leave a blood sacrifice in hexes 1121 1521 1219 1323 and 1419, then 1121 again, then return here. A demon will be summoned and have to do your bidding for a day. (Obviously they're describing topographical features and not giving pcs hex numbers, but you get the idea.) + + Read More + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Forest. A single sinister but polite skeleton with a small, empty sack, a decent waterskin and a bundle of preserved mushy foods. Tirelessly roams the surface searching for children to steal away to the Lazy Witch in 1004. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1223, 1321 +

+ +
+ + +

+ An old cleric of the Sun Peacock from the town of Axerist 0820 is lost in this forest. He is nearly blind from decades of staring into the sun. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ One being the PCs have encountered before in their travels seems to be here. It is, of course, an impostor, and has nefarious goals. The least of which would be to shave the PCs in their sleep. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Forest with some wild cherries and 3 Elk. Also various fungus: If chosen randomly D6: 1-3 Edible. 4-5 Poisonous. 6 Turn eater into a myconid/fungusman in D6 days (con save) + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ SPOREGORGON (Settlement) Fen containing the beginnings of a mossy, fragrant Fungusman hamlet, leading south to an algae filled lake. The Fungusmen will trade algal salves/potions for unusual organic materials. If murdered upon, their bobbly fungus head explodes into spores that turn nearby humanoids into fungusmen in D6 days (con/breath save). + +

+ + +
+
+ +
+
+

+ + + + ⇙ + + + +

+ +
+ + +

+ Old Kappas on an expedition to catch the giant fish in 1226. Will give kappa hooch to those that help them hunt and advise against consorting with minstrels. + +

+ + +
+
+ +
+
+

+ + + + ⇙ + + ⇘ + +

+ +
+ + +

+ Swamp, but with Travelling Minstrels! Except actually Wererats. Currently composing a ballad about how thieving and villainous the Minstrels from 0527 are. Presently tracking the Minstrels to murder and supplant them. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1409, 1501 +

+ +
+ + +

+ ZAK MADRAS (Settlement) Dwarves! They don't like you, but will let you stay just inside their gate, under guard, overnight for 20gp each. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1501, 2106, 2324 +

+ +
+ + +

+ There is a doorway here. It is only visible from the front and cannot be touched from behind. If the PCs open it, they will find themselves entering into a dungeon that the DM may make up or just pull from his bookshelf. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1303, 1409, 1416, 1502 +

+ +
+ + +

+ A small collection of Corvid (Cunning little Crowmen) Alchemists and Tinkers live in treetop laboratories on the mountainside, crafting firearms, chemicals and potions with their dexterous talons. Will trade for unusual substances or rare monster parts. Their telescopic observatories command a view 8 hexes to the east, south and west, and to the Dracolisk's Mountain Lair in 14 13. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1405 +

+ +
+ + +

+ The armadas of two tribes meet here in a decisive battle for who will be the true empress of the shadow nation. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A badly damage, burning ship flees the battle in 1404 with what is left of its crew. It is pursued by 12 racist pirates in a small, fast vessel. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A racist pirate is marooned on this island for his lame jokes and terrible B.O. He's actually an apt, if bloodthirsty, sailor with sturdy morale. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A morbidly fat lady from a settlement in 1809, collapsed, sweaty and exhausted, by a rock in the forest. She has left her husband and decided to move to Wormwallow in 1309. She is too ill and fatigued to make it alone and has stolen 275GP of her ex husbands money. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A powerful wizard sits here before three paths into the woods, warning the adventurers that an ogre lurks down one of the paths, and a great treasure resides down another. No matter which path the adventurers take, they will encounter the Ogre because the wizard uses teleport to put the Ogre on their path since the Ogre and wizard work together to rob adventurers of their treasure. + +

+ +

+ The invisible Tower of the Ashen Hand - an assassin training cult. The song and dance to make the tower visible can be pieced together from info from the Dwarves in 1401 and Corvid in 1403. The Ashen Hand are happy to give a tour of their training facility to anyone knowing the song and dance, believing them to be wealthy clients. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Swamp and mire, with small, uncommon patches of wildflowers emerging. The wildflowers seed into gemlike pods, worth 10 GP each. Undead Froglings, Humans and Apes stalk the murk for the flesh and brains of conscious beings. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ An unholy pit is filled with the desecrated holy symbols of a forgotten pantheon of gods and also 1d4+2 manticores. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Sharp, rocky hills rise up to the base of the Dracolisk's mountain in 1413. Chasms occasionally split the earth, dropping into the underground ruins of the Black Marble city where foul things creep. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 0714, 1014, 1412, 1615 +

+ +
+ + +

+ The mountaintop ruin of a black marble city that once sprawled from 1311 to 1616 is now the home an ancient dracolisk. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ An ancient Maintenance Construct endlessly roams the black marble city, seeking "Masters" to "Repair". If invited to help an injured person, it will try to paralyze any healthy people present with a shock attack and extract their "useful parts" to "repair" the injured person. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ The dump of the ancient marble city appears stable, but could collapse when weight is put upon it. Gasses from rotting matter have caused eternal underground fires here. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A single corvid from 1403, with a bodyguard of 2 humans, 2 froglings and an elf, camp in a valley.The corvid searches the mountains for a way into the black marble city. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A grassy field with occasional bushes. Hyper gnomes and faeries run from spot to spot, and a plume of oddly colored mist emerges from a hole in the ground, drifting over the field and into the South. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ The woods here are idyllic. Should the party camp overnight they gain +2 hp. Camping a second night triggers a wandering monster roll. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1321 +

+ +
+ + +

+ Lovely woods with fruit and deer. 9 Wolves, two are pregnant. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ From time to time a great tumult of air bubbles erupts from the depths here endangering boats present. An air elemental is bound at the lake's bottom. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ At the bottom of the lake lies a cargo container that fell off the space capsule which crashed in 01 21. It is filled with fleshy sacs of viscous goo that the squishy aliens use as nourishment. 1 sac contains enough goo to sustain a human for a week. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1424 +

+ +
+ + +

+ The trees here make excellent furniture. The wood cutters here want booze. One asks if they'd deliver to Chiang, in DAMNATION 0816, the news that his brother was eaten by a giant weasel. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 0216, 1426, 1523 +

+ +
+ + +

+ The party sees a steady plume of smoke in the distance. If they investigate, they find the collapsing remains of burning wicker man. There is no sign of who did this, but by examining the tracks a ranger can determine they did it to themselves. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1521 +

+ +
+ + +

+ The trees here are Sequoia massive. In the hollow of a particularly massive tree, the giant weasel mention in 1422 makes its lair. Under a pile of bones in its warren is a 500 gp emerald. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A forest of statues, who are the victims of a gorgon/medusa/whatevs that has wandered to another hex.... They will organize themselves into an unruly mercenary war-band under the guidance of a lvl 10 cleric that is among them, should they come back to flesh en masse, within a day. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A clearing housing three small farms. There is neither people or livestock here as they are the sacrifices found in 1423. A demodand lurks in the basement of the largest farmhouse. + +

+ + +
+
+ +
+
+

+ + + + + + ⇘ + +

+ +
+ + +

+ A settlement unstuck in time that presents a different aspect and size depending on which direction the party approaches it from. -300 years hamlet in the South and +100 more years from there going clockwise (SE is +400 years advanced metropolis). + +

+ + +
+
+ +
+
+

+ + + ⇖ + + ⇗ + + +

+ +
+ + +

+ Goblins looking for the entrance to their home in the dungeon at 1402 after having been blinded by the dwarves in 1401. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1802 +

+ +
+ + +

+ The corvid alchemists from 1403 have a salt refining operation here. Vast evaporation ponds are tended/guarded by massive clockwork automatons. If asked nicely, the corvids will sell you some of the paste they use to protect the automatons from corrosion. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1505 +

+ +
+ + +

+ Wreck of "The Jolly Daggers" (Merchant ship - spice/fabric) on a reef of bio-luminescent coral. Now inhabited by a sea hag seeking three feathers from a purple bird only found in the ruins of the Black Marble City. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A procession of warrior-nobles is on an island or shore here enjoying a seasonal sight. Cherry tree petals falling, moon viewing, or autumnal leaves, perhaps. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A fleet of at least 100 ghostly fishing ships sails these waters each night, fading away at dawn. On nights of the full moon and new moon these vessels release hundreds of translucent, glowing paper lanterns. + +

+ +

+ A group of sahuagin outcasts patrols these waters. They serve the sea-hag in 1503. + +

+ +

+ The dozen towers jutting from the water here ( left over from when this area was a fortified harbor ) are now home to drow pirates. A mile-long network of spider webs stretches between them over the water. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ When the tides rose last century, the wharf and the seaside village of Sailor's Rest was submerged. It now can be seen at low tide, a few feet below the surface. Some vessels get reefed in the branches of the old Elm. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ The shoreline is littered with coins that have washed up - all bearing the face and mark of emperor titian the red, and all of them fake. aquatic and burrowing variants of rust monsters plague the region. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1512, 1608, 1612, 2002 +

+ +
+ + +

+ ORTHRIST This sprawling port city, known for its red lanterns, began as a colossal fortress that used to guard the bay during the Bleak Wars. Built and sealed on many levels and in many ways to protect from centuries of unpredictable weather, the southern outskirts of the city merge imperceptibly with half-buried ruins to the south. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1512, 1609 +

+ +
+ + +

+ A wizard's tower sits here unfinished. the wizard and his dwarven workers are in dispute after someone spilled beer on the blueprints and now the scale is all off. resolving the dispute one way or another will make the pcs powerful friends and enemies. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Inside a fairy ring, an anthropomorphic squirrel (wearing a very nice hat in a very old style) dances an endless jig. Destroying the circle will free him, but his memories of life as a cruel wizard are unreliable at best as he has gone quite mad over the centuries. He has a 1% chance of remembering something useful about the Black Marble City. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1610 +

+ +
+ + +

+ Somewhere in this forest lies the entrance to the Caverns of Unending Sorrows. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A thief is trapped here, webbed months ago by the capricious wizard in 1509 on the road to Orthrist 1508. He knows the dracolisk's true name (Vorax) and that it is immune to magic unless the caster uses the name. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ An old crone is driving what appears to be a gypsy caravan along a rutted road however the caravan is actually sentient (having escaped from the Golem Factory at 0814) and the crone is its slave. If attacked the wagon transforms into a powerful wood golem. The golem's power source is a portal to the Outer Realms, deep within its belly. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 2013 +

+ +
+ + +

+ A small (rabbit-sized) blindheim lurks in the glossy black ruins here. It has collected 6500 gp worth of gems for reasons unknown. + +

+ +

+ There is a path through these mountains marked by cairns. One of these is made of unfinished black marble blocks. Beneath it is buried a large clay pot containing a golden scroll that points to the locations of "great treasures" once translated. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Three linked, rooklike and geometric towers here are completely infested with crawling claws. Whether this is due to the capricious magic of the former ancient inhabitants or the dracolisk is unknown. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ This regions is very prone to earthquakes and mudslides, which have been known to reveal several buried tombs of a lost winged, eagle-headed humanoid tribe. These people were in fact lycanthropes, and their descendants guard their treasures jealously. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ The southernmost marble watchtower is now the haunt of goblin treasure-hunters seeking their fortune in the ruins of the black city. They are served by a pack of 6 berserk, drugged babboons dyed lurid colors. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A knight of a kingdom to the east seeks to prevent the marriage of one of the ogre mages 1006 to a princess of a rival kingdom 1201 as it will cement a powerful alliance against his liege. + +

+ +

+ Freddegar, the major domo to Lord Frast in NINE NEERING 1127 is a normally respectable man, but with a few drinks in him at night, swears blind that he was caught in a hailstorm of fist-sized diamonds dropping from the sky whilst travelling in this region. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A ranger has been tracking something for three days that murdered an entire village. The tracks seem to warp and change every few miles. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Deliberately buried underneath a collapsed mill are 3 small, gold ingots each stamped with an elven rune and spattered with blood. The ingots are each cursed and make the location of the bearer known to a secret organisation of witch hunters who wield black powder weapons. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1321 +

+ +
+ + +

+ AZEL EIRE (settlement) Although it looks like six miles of forest connecting the lake at 1621 to the lake at 1424, the greenery actually grows on a vast and aging stone platform built over a river connecting the two lakes. The people of Azel Eire catch blind fish using cylindrical cages they lower through holes in the false ground. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1905 +

+ +
+ + +

+ Some ruins are to be found here. Any who present themselves in front of an ancient dais will be judged, punished and/or rewarded by a forgotten entity of supreme justice. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A long-armed hobgoblin whose touch causes madness lives in a tall hedge maze. Likely responsible for the wicker man in 1423. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A small cabin in the woods. A variety of weapons are within, and one is actually magical, but anyone who spends the night will meet their doom when the undying man that once owned them comes back. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A herd of 96 Wild Cattle roam this hex. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Swamp goblins live here, they are a amalgamation of spiders and goblins (think centaur), they attack from webs that they have spun in an ambush like attack. their web sack (where the web comes from) it is rumored to be worth a bit of money. + + Read More + +

+ + +
+
+ +
+
+

+ + + + ⇙ + + + +

+ +

+ See: 1808 +

+ +
+ + +

+ This house-of-cards-like henge is actually an ancient sun calendar built in the earliest years of the earth by the Callow Men. The command words for various ancient locks and wards all over the map--from the black marble city to the dungeons to the ruins beneath the sea, can be discovered if one "reads" the moonlight filtering through the structure on the night corresponding numerically to the geomantic code of the ancients. + +

+ + +
+
+ +
+
+

+ + + + ⇙ + + ⇘ + +

+ +
+ + +

+ A Giant Leech can be found here. Although it can be encountered anywhere within the swamp, along with its offspring, it spends most of it's time (80%) within this hex. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1805 +

+ +
+ + +

+ The half sunk wreck of a merchantman wallows in the sea here. Much of its cargo has spoiled due to being submerged but 2d4x1000 GP can be recovered by anyone prepared to brave the drowned hold and crew (7 undead crewmen, treat as Wights). + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A 3 foot tall statue of Naxxice of the Fathoms sits on a tiny island. Extra arms have been added, his feet have been chiseled into hooves and the head has been replaced with the head of Est Mourn, God of Shipwrecks. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1805 +

+ +
+ + +

+ Its said that sirens are very prevalent in this area, so much so that pirates and the superstitious stear clear of this whole area. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Several sargasso rafts are home to small timid mer-apes who will exchange lewd scrimshaw for alcohol or drugs. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ D8 mimics masquerading as floating crates. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Cave. Contains giant rats and 2000 cp. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ An earth mote with a keep floats tantalizingly just 30 feet above sea level here. The keep is only the abode of monsters these days. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1612, 2109 +

+ +
+ + +

+ The more secluded end of the city of ORTHRIST sprawl: nil zerise experiments with telescopes, orbin wayward attempts to piece together the area's true geography and history using fragmentary maps from passing travelers, volve spinnaker presides over the city's lurid madhouse. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1611 +

+ +
+ + +

+ Five young magic users, apprentices of the Wizard in 1509, are camping here drinking beer and 'fixing the world'. The four men are completely enamoured with the solitary woman in their company and believe themselves romantic rivals for her affections. She has no feelings for any of her companions beyond camaraderie and would be upset to learn of their intentions. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A well here is full of poison toads, beneath them is a tunnel leading to a secret door behind the throne room in the Caverns of Unending Sorrow under 1511. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ An elegant carriage sent to fetch the woman in 1609 and bring her to meet her new husband--one of the brothers in 1006. Most of the wedding party (including the guards) have been slain by goblins during the journey and the driver and bride's father (the only survivors) will handsomely reward anyone willing to keep them safe for the rest of their trip. The father knows of the monstrous nature of the would-be husband but has kept it a secret from everyone, including the bride, in order to more easily secure a powerful ally. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Bandits (3 Rot Goblins, 2 White Goblins, 3 Red goblins, 1 hyena) ambush those on the road to or from Orthrist ( 1508 , 1608 ) by dropping down from above. Their lair, a ramshackle wooden complex in a tangle of huge black trees, contains 3600gp and a map to the burial mounds in 11 11 along with scribbled theories (50% correct) on how to avoid the traps. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ In hill-houses, a tribe of halflings with great facial hair. They are hopeful that their favored son who went off towards the west to seek his fortune with a band of adventurers is fairing well (see 0113). + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A halfling sells "100% Authentic Maps of the City of Black Marble" for 100gp from a small hut by the side of the road. Not only are the maps wholly inaccurate, they are enchanted to betray the location of the bearer to the halfling's three assassin partners. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1728 +

+ +
+ + +

+ The easternmost towers of the ruined black marble city stand in a pentagon around a triangular pool filled with unnaturally blue water. Two wizards, Orlast and Kraal, bitter rivals, wander amidst the tower libraries, seeking ancient secrets while avoiding both each other and the dracolisk 1413. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1311, 1413 +

+ +
+ + +

+ Deep in this lush woodland a giant forest spirit dwells in a great hollow tree filled with soft mosses and frolicing butterflies. It is a good neighbor and can use it's mighty roar to summon a twelve legged cat bus at will. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1623, 1627, 1714, 1723 +

+ +
+ + +

+ Near a decapitated marble statue of Cacodemon, a Corvid battles with two of the emaciated goat-headed humanoids from CLOVECRUSHED 1320. The Cacodemons head lies nearby, in the forest undergrowth. Anyone who replaces the head on the statue is immediately teleported before a simailar statue in the beer cellar of FELLMOUNT ABBEY 0902. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Petrified druid hugging a tree. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A pack of wolves have been slaughtered here, but there are no tracks other than wolf spore. It appears that whatever did this was over 8' tall had a beak and slashing claws. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1621, 2017 +

+ +
+ + +

+ This large lake is perfectly flat, ripples only appear when an object forcefully agitates its surface. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1521 +

+ +
+ + +

+ A nearly-finished canal stretches from the seashore at 1722 towards the lake at 1620. Tracks and other evidence at the work site suggests that the workers abandoned the project and walked into the eerily calm lake en masse. Tools lay where they were dropped, free for the taking - they are serviceable, but not worth much. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1623, 1723 +

+ +
+ + +

+ A hunting party of 6 emaciated goat-headed men has set up a lakeside camp. They are smoking Frogling legs in a makeshift oven of piled rocks. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1627, 1714, 1723 +

+ +
+ + +

+ A decapitated marble of a statue of Cacodemon identical to the one in 1617, overlooks the lake here, Froglings, wounded from their battle with the emaciated goat-headed humanoids 1622, hide in the water, but will warn any who attempt to replace the demon head. Anyone who proceeds anyway is immediately teleported before a similar statue in the gardens of the PALACE OF 1OOO TERRACES 0611. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A hidden grove here contains a lair of brightly-colored giant trap-door spiders. They have an unusual coloration- bright magenta bands on their legs. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A creek winds its way through here, and there is a spring with fresh drinkable water. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A humanoid rabbit (known as 'Paddy Cottontail') lives in a quaint burrow here and has a small farming plot on the side of the hill. He is cautious but friendly, and happens to be a skilled musician with the lyre. If threatened he knows some basic magic- enough to cast a sleep and a charm spell. He doesn't like to fight. + +

+ + +
+
+ +
+
+

+ + + + + + ⇘ + +

+ +

+ See: 1714 +

+ +
+ + +

+ The rocky island that juts up from the lake here has a decapitated marble statue of a Cacodemon, anyone who replaces the head is immediately teleported to castle ruins in 0908. If all three heads are ever restored 1623, 1617, then any whom placed the heads are immediately teleported before Azi the Harmer, Cacodemon Prince. Azi gives each of them a magic item and binds them into his service for a year and a day. + +

+ + +
+
+ +
+
+

+ + + ⇖ + + ⇗ + + +

+ +
+ + +

+ On these grasslands there is a large stone disk covering a hole in the ground, below there's a cave with white plants and a trident lodged in a black stone shaped like an heart. The trident is holy and can only be wielded by those pure of heart, but it can only pulled loose by black hearted creatures. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1901 +

+ +
+ + +

+ This hilly area next to the calm waters of 1703 is home to the small fishing and farming village of Corwin. At the center of the village stands a green and gold obelisk that causes those who spend time near it to want to settle in the village and lead a peaceful life. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1702 +

+ +
+ + +

+ The shore along here is really calm, like so calm that its weird. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1713 +

+ +
+ + +

+ A amongst crumbling the crumbling ruins of the hilly island here, is a working fountain in perfect repair. Any who drink from it may never leave the island. The island's current residents, 2 racist pirates, a halfling assassin and a cleric of the Sun Peacock bitterly try to trick others into drinking. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ If a boat get's caught in the maelstrom here, it will transport the vessel in a 1d6 direction and 1d6 hexes away, there's a 3% chance a vessel will be instead transported to 0401 or 2016. The vessel will be damaged on arrival and any crewmembers that could hang on will get [hexes transported]d6 damage (max 8d6). + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A large (giant sized) eel lives in this area, it preys upon various animal species that live in the brackish waters (the edge it shares with 1707). tall tales are spun about this eel in various fishermans pubs, some of those tales are true. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1706 +

+ +
+ + +

+ Hanging from one of the many hemlock trees growing in this swamp is an iridescent multicolored holy symbol of the Sun Peacock. Any cleric can use the holy symbol, turning undead at +2 levels, however, they become increasingly obsessed with fashion, eventually spending 75% of all wealth on increasingly elaborate and expensive clothes to complement the holy symbol. + +

+ +

+ Swamp gas and 2d12 zombies do not mix. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1709 +

+ +
+ + +

+ Those too poor to live within Orthrist proper make their homes here, building stilted houses over the brackish water. There is a thriving trade in medicinal leeches. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A pack of wereboars have become the dominant force in these woods They are debating granting their "gift" to the villagers of 1708. They fear the lake in 1710 and do not go near it. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1709, 2017 +

+ +
+ + +

+ The waters of this lake are cursed and evil, drinking from it make you thirsty-er, the fish and other various animals that live it in are poisonous to eat. there is a small island in the very center of the lake where everything is good. traveling to this small island is one of the most perilous things that you could do. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1714 +

+ +
+ + +

+ They call this the Owlbear Forest because this forest is FULL of owlbears. All random encounters in this hex will be owlbears. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Rotted dryad grove. Poisoned by underground runoff from the cursed lake to the north. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1716, 1723 +

+ +
+ + +

+ A man and his cat have been hung poorly from a tree. Their necks are broken, but they are alive and starving due to the rope being poorly tied. They know which spots in the area are popular for bandits and monsters to attack, and about the fountain in 1704. + +

+ +

+ That cat is a witch. She's really not so bad, once you get to know her. EDIT: not saying it's a witch, sometimes a cat is a cat? + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Sujay, an illusionist, has made is home in a ruined castle along a small bay. He has in his service thirty pirates, their ship, and two charmed owlbears from 1711. A fresco in one of the crumbling towers depicts the nearby coastline and marks the locations of the Cacodemon statues in 1617, 1623 and 1627. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ The older couple with a cabin near the shore have no interest in the occasional coin or gem that washes up from the East. Further inland, several gelatinous cubes wander, looking for a way back underground. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A group of Witch-hunters an offshoot of the Sun Peacock's clergy patrol this land. Overzealous, they have found several demons and witches. They left the cat & her familiar on the tree in 1713 and are searching for holy woods to burn them with. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ This area was largely deforested in order to aid extraction of the enchanted clay below. The boowtown that grew up around this industry was abandoned when the clay-golem-bubble burst after the War, and the buildings are slowly sinking into the mud. Any rainfall makes this entire hex difficult terrain for a week afterwards. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1719, 1726 +

+ +
+ + +

+ Recent Battlefield between two local tribes. Scattered bodies looted of weapons and valuables represent the losers (The Forest People) while a nearby cairne contains the honored dead of the victorious hill people. Generally a reeking and depressing mess. Carrion birds can be seen from miles off. + +

+ +

+ The Citadel of Bone, so named because its blocks are carved from the petrified bones of titans. The Warlord Rastazar lives here with 50 brigand henchman. Rastazar wears a cursed pig-faced warmask which allows him to see in the dark but may be only removed in death, forcing him to take all nourishment through a straw. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1726 +

+ +
+ + +

+ GRIGLAZZ a slovenly village of pig-faced orc-pirates who owe fealty to Rastazar in 1718. They are led by Grimslag, Captain of the Maslayer, an orc fighter of great strength (18) and ample girth. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A pack of blink dogs will suddenly surround and follow travellers in the woods, barking, jumping and carrying sticks to play fetch. Any attempts to be stealthy are foiled by the attention. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A single stone monument to an ancient battle fought in the fields here. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1621, 1821 +

+ +
+ + +

+ Mottled blue crab warriors spawning grounds. The crab warriors attempt to drive off all who enter these waters. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1803 +

+ +
+ + +

+ Remains of a battle weeks ago between a witch hunter and a chaos warband on a half-mile bridge linking parts of 1724 and 1623. The gore and blasphemy on display have thus far scared off looters, many of the emaciated goatmen in the area (1320, 1617, 1622 ) are remnants of this once-proud warband. The dead witch hunter's notes have maps showing the last known locations of all the witches on the hexmap (0121, 0715, 1808, 1909, 1910, 1713 has a question mark, and the coven in 1109 which includes the witches in 1014, 1026, and 1004 and 1106 -- who used to live together in 0103 ). + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1723 +

+ +
+ + +

+ A badly wounded scribe is being cared for by a small, clairvoyant girl. A tiny pair of goat horns sprout from her forehead. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 2306 +

+ +
+ + +

+ A renowned elven swordsman keeps a cabin here. He no longer takes students. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ The iron wood trees here are very difficult to work but make strong hulls. Pig-faced orc pirates from GRIGLAZZ 1718 attempt build a ship, but the combination of laziness and poor tools makes for little progress. + +

+ + +
+
+ +
+
+

+ + + + ⇙ + + + +

+ +

+ See: 1826 +

+ +
+ + +

+ Here there is an apple orchard with a well before it and farm house to the side. The farmer asks for 4cp per peck any who take without paying are cursed by him. + +

+ + +
+
+ +
+
+

+ + + + ⇙ + + ⇘ + +

+ +

+ See: 1826 +

+ +
+ + +

+ The Oak Daughter, a swanmay lives here in an old cabin by the water. She is the wife of the wizard Orlast 1615, but has little interest in libraries. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Hippogriff's nest. Mother and 1d4 foals. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1803, 1804 +

+ +
+ + +

+ A dwarf and three halfling merchants are picking through shipwreck remains washed ashore. Their orcish servants wait chained and ready to pull two surviving carts. If questioned they reveal they are from a shipping town in the mountains of 2001 and were returning from trading with alchemists in 1502. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 2006 +

+ +
+ + +

+ The Northern half of the Trial of the Long Causeway, a shattered bridge of monumental reddish stone that leads from 1802 to 1805. The bridge and it's towers are more intact here than to the South, but it's stonework is deceptively solid looking and the slick stones crumble into the frothing sea below with ease. + +

+ +

+ Bored Queen Morgause and her devoted sons search a nameless island for blue salamanders. She knows impaling one and eating its lungs grants you the ability to breathe water. The witch hunter 1723, is aware of her activities but feared to name her for political reasons. + +

+ +

+ A large whirlpool that rotates counter clockwise. Down at the bottom is a gigantic red eye. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ The Southern half of the Trial of the Long Causeway, a shattered bridge of monumental stone that leads from 1802 to 1805. Here there are only jagged pillars and debris from the fallen bridge that present a menace to navigation, and a said to be the home of hideous flesh eating "mermaids". + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1106, 1803, 1804, 1905 +

+ +
+ + +

+ The Isle of Judgment was once a temple prison to a god of hopelessness and punishment. The the ruins of a large ornate complex of layered stone tiers rises dolorously from a hardwood forest where the degenerate descendant prisoners still venerate a lost god with croaking subhumans chants. + +

+ +

+ Animals entering this hex gradually become intelligent and capable of speech within 1d4 hours; effect persists for 1d4 hours after leaving the hex. It doesn't change their nature (e.g. they don't build cities or wear clothes). + +

+ +

+ A merchant from WORMWALLOW 1309 is marooned here with a large store of food and many MULK glasswares. She will lament trading away her 3 crocodiles to any who will listen. She was cast off the vessel in 1601 for inciting mutiny before it was wrecked by the sirens in 1603. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 2006 +

+ +
+ + +

+ A navy frigate has subdued a pirate vessel but sustained heavy losses in the battle. The pirates are about to be hung from the yardarm while their plunder is being confiscated, then the ship will be scuttled. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Twelve White Elves from SCREEYAL 0112 riding dinosaurs. Lost and trying to find the Golem Factory in 0814. They are out of supplies and have been foraging and killing other travelers for food. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1723 +

+ +
+ + +

+ A blood trail leads down a ferret hole to a long, ancient vertical shaft library. Many books but even more snakes (some now eating the ferret). Properly read, the snakes can reveal the geomantic code to reading the ruins in 1527. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1408, 1910 +

+ +
+ + +

+ This boggy forest is home to a hobbled witch living in a cottage. The mushrooms growing around the cottage are psychedelic and talkative. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ The Weird Black Plinths of Mount Yarling are said to provide confusing but prophetic dreams to those who dare to sleep amongst them. The Mount is rumored to be the lair of a vampire, but the more immediate danger comes from Witch-Hunters who watch the area, convinced that consulting the dream stones here is tantamount to trafficking with demons. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Hut with lonely old man inside. He bores you with stories from his life. Make a save or fall asleep for 1d6 years from boredom. + + Read More + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ The southern edge of this hex ends in sharp cliffs. The wind as it blows throw the nooks and crannies sounds like a mournful version of the Harlem Globetrotters theme. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Giant Sea Cucumbers. If brought to the surface they shrivel and harden, their skin makes for excellent armor. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ The tide and coastal shape causes detritus to wash up and get stuck in this stinky bog. Crocodiles and hippopotamuses live in an uneasy truce. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ The seas here are unremarkable, but there is excellent fishing and the shallow coastal waters contain edible sea urchin colonies. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Mysterious spheres of black tar and slicks of oil float on the surface of these teeming waters. The oil and tar is the product of a natural deep sea deposit that is farmed by listless earth elementals. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Murderous pixie couple killing time by drowning frogs in a small pond. One wears a magic ring as a waistband. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1916 +

+ +
+ + +

+ Entering a gazebo here (dwarf scaled) brings you out dwarf sized into an identical wood with a small house (halfling scale) and entering the halfling house brings you out halfling sized into an identical wood with a dog house, entering the dog house brings you out 2' tall into an identical wood containing a bird cage, entering the bird cage leads you (now bird sized) to a court of Unseelie faerie folk (home of the pixies in 18 17 ), currently negotiating an alliance with a lizard representing a hobgoblin from the warband at Griglazz ( 17 19 ). + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ The waters of DOLDRUM BAY are very deep and very still. Ships without oars who enter the inviting looking bay will find themselves adrift for 1d4 days trying to catch a rare breeze, even dropping anchor is difficult do the water's depth. White Elves from SCREEYAL 0112 in Viking ships, lie in wait. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Treants live in this wood. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 2002 +

+ +
+ + +

+ EELVAST--this fortified trading settlement was built in the wreck of a massive zoo/slave ship from Yoon Suin. While most of the current inhabitants are descended from human or Drownesian pirates, the fierce mottled blue crab warriors, 1722, the wild animals in 1920, the leech-headed halflings 1220 and many other species not native to the Hexenbracken originated here. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1827 +

+ +
+ + +

+ Giant hermit crabs. + +

+ +

+ Houseboat anchored one mile off shore & occupied by a family of five greys (short, lean build with hairless, grey-skinned bodies; big heads & eyes; small mouths, no external noses or ears) . They're on the lamb from witch hunters for some past misunderstanding. They keep a low profile, but are willing to trade fish and pearls for copper and gold. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Large pearl bed on sandy floor, 100' down. giant pikes (the kind with gills and fins). + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A travelling merchant barge named Mentzer's Menagerie plods along the shore here. The head merchant is happy to answer questions about what lies along the eastern coast provided the questioner is willing to buy some bauble at a reasonable price. + +

+ +

+ Tribespeople, live on rafts, dive for pearls --- intelligent giant mutant crustaceans prey on them. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Nothing lives about these beaches but limpets and kelp, a few curiously furtive terns which survive for the most part by eating one another’s eggs, and in season a handful of deformed seals. -M John Harrison, Viriconium. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ The black swans in the large pond here are victims of the farmer's curse 1727 which separates bodies (you've seen the undead around here right?) from souls (these black swans) at death. Some have attempted to court The Oak Daughter 1728 with mixed success. + +

+ + +
+
+ +
+
+

+ + + + + + ⇘ + +

+ +
+ + +

+ A band of Vistani is traveling toward the greys in 1822 to trade for pearls. + +

+ + +
+
+ +
+
+

+ + + ⇖ + + ⇗ + + +

+ +

+ See: 1902, 1904, 2001 +

+ +
+ + +

+ Port Of Idiots-- like the morons in 1101, these unfortunates have been made stupid by the plinth in 0913. Forever asking to trade for weevils while fondling spotted chicken eggs, they sorely test the composure of the kind people of Corwin 1702. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1907 +

+ +
+ + +

+ Band of orcs entertaining themselves by launching captured morons from 1901 out in the ocean from the beach with a large catapult. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 2002 +

+ +
+ + +

+ Lady Yavika the self-stiyed merchant queen and occasional pirate, plies these waters in her lavender-sailed, three masted sloop, the Primrose Princess. Beleg, her dour white elf lover, and skipper, never far from her side. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Sorcerer's Guild vessel makes bee-line for 1901, loaded to the gills with new and experimental products to be given extensive trials among the idiot population. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A group of hyperintelligent crows 1805 tricked the crew of this foundering vessel into destroying the idol of the Isle of Judgment (also 1805). They are now cursed to roam the area until they meet the god of forgotten judgment once more 1522. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Sea Dogs, play and romp in these waters and sun themselves along the coasts and islets. Their incessant barking can be wearing on the nerves. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Three angry idiots endlessly bicker and complain about and at the barking sea dogs. Luck and the current brought them here after being catapulted into the ocean by the orcs in 1902, but now they are either too stupid or stubborn to leave. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Cursed elves live here, they have been cursed by a witch to take on the aperance of that which they cherish most, which for these guys are the trees, flowers, and other plants. they have a damage reduction of 1-2 to everything (except axes and fire), and will react violently to anyone who brings an axe into their hex. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1723, 1910 +

+ +
+ + +

+ Conclave of naked forest hippies spend their careless days in meditation, zero-impact hunting and gathering, procreating abundantly and gratefully donating many offspring to Yeegra the vernal witch, who abides alone in a grand tree-mansion suspended in the canopy. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1723 +

+ +
+ + +

+ A tower barely emerging from the mist and branches at the foothills of 1911 is home to Glisten Wrakk, a rain witch. She is the third part of the coven formed by Yeegra 1909 and the nameless hobbled witch in 1809 and considers herself the brains of the operation. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1910 +

+ +
+ + +

+ The mountains and hills in this area are warped by the magic of the witches, they dont really seem to follow any logic patern. walking across this hex will take both a short amount of time and a really really long time. any random encounter on this hex magical in nature and twisted by these magics. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A group of clowns from the Vollen Veen merchant kingdoms sent to perform at the wedding of one of the ogre magi in 1006. They are lost. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ This mossy forest smells of cabbage and the air swims with countless swarming gnats, at night, an enormity of cricket song. In the hollow of venerable old oak, Yoka the Wad, a tiny goblin witch and her grig and pixie companions have made their coven. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Rot Goblins with harpoons and grappling hooks hunt giant spiny puffer fish to seal and use as sea-balloons. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1925 +

+ +
+ + +

+ Unsubstantiated rumors tell of Yithrilae, domed city of the jelly-men, just visible deep below the waves. Within the dome the jellies diligently labor at literature, music and art, all of which inspire terror and nausea in human-types. Enslaved glassblowers from MULK sneak out pleas for rescue in exquisitely crafted bottles. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A toad in the water here can talk and knows the way to the Unseelie Court 1818. It also claims to know the way to a hidden treasure on the island at 2011 and will tell the PCs in exchange for killing the hobgoblin of Griglazz. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ An old tower rising from the water here has been converted into a tavern, The Nivling Clasp, known for its stewed bream and blistered eggs. Though inhabited by the usual shifting cast of reavers, slavers and mutilated adventurers it is widely regarded by most humans as the safest place in the Hexenbracken. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A boat is in danger of capsizing as fishermen fight an enormous undead shark caught in their nets (turn as a Wraith). + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Fishing here is so easy that they almost just jump onto the boat, +4 to any survival checks or fishing checks. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1821 +

+ +
+ + +

+ Lions, tigers, and bears. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ The water here has a more greenish hue to it then anywhere else. this is because of the soul-stones trapped at the bottom of the ocean. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1923 +

+ +
+ + +

+ The worst poet in New Feierland was stuffed in a cage with 300 days rations, strapped into a rowboat and shoved into the sea. After 230 days, he's fetched up here--he has seen much. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A wizard riding on thay back of a giant tortoise, this wizard is responsible for what is happening in 1922. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Traveling merchant vessels, they are happy to trade with the pcs and are very good at getting the bettee deal. they trade goods for goods and infomation for memories (this is particularly hazardous for a spell caster) + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Deep beneath the water here is the shattered and gargantuan body of a long dead city-tortoise. It contains the entrance to a vast ruined subsea complex of polished, half-flooded tunnels choked with slime inhabited by mind flayers and ambulatory, amphibious ixitachitil dedicated to the Bringer of Endless Night. It connects to Yithrilae in 1915. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ The waters here are often foggy. + +

+ + +
+
+ +
+
+

+ + + + ⇙ + + + +

+ +
+ + +

+ This swampy forest is often foggy. The Moths here can scream and drink blood like mosquitoes. + +

+ + +
+
+ +
+
+

+ + + + ⇙ + + ⇘ + +

+ +
+ + +

+ The salt foam tumbles, slackens and slides down the grey, diffident faces of the slathered rocks. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1802 +

+ +
+ + +

+ A loose confederation of mountain fools, even more degenerate than their cousins in 1901, install shabby rope bridges and ladders from peak to peak in this particularly craggy zone in a mad web. The broken bodies of countless unfortunate goofs litter the fjords. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Victims of Lady Yakiva, 1903 Merchants headed for Orthrist 1508 and Eelvast 1821, bob lifelessly around the sinking ships and remains of their wares: d4 kinds of potions in spherical bottles of colored glass. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ 13 racist pirates drift aimlessly on a small but relatively fast vessel. They are recovering from a big night and seek healing magic. Or bacon. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A ruined, black marble outpost lies beneath the waves. Conceals an entrance to the submerged caverns beneath. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A drifting 15' diameter hollow copper sphere contains a 10' diameter egg, cushioned in velvet. Only the copper key from 0924 will open it. No magic can detect what kind of egg it is but it is definitely the egg of some kind of gestating creature and definitely worth a lot of money. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ The blue salamanders sought by Bored Queen Morgause 1803 gather here to feed on dead pirates (from 1806 and others). + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 2011 +

+ +
+ + +

+ HOGS CROSSING (settlement) Humans and tall, goat-headed emaciates farm hogs/grain and moles/mushrooms respectively. Clerics of (primary human god) and Akerbeltz 1021 vie for religious dominance of the population. They tell stories of the lake god in 2011. + +

+ +

+ Hedge maze. At the center is the glass coffin of Caroulus of Cymophane. If the glass is broken, Caroulus will rise up and attack as a 20 HD Lich. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Rendezvous point for party of cutthroats, wizards and assassins from all corners of the Hexenbracken assembling to take down the witches to the west, starting with Yeegra in 2009. Their plan involves sending off several sub-groups as diversions/cannon fodder to mitigate the witch's fearsome power. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 2008 +

+ +
+ + +

+ Horthrik Veil cannot be slain, and has grown wise in the ways of the Hexenbracken. However, he smells like an open wound 0417 and draws fierce creatures wherever he goes (roll wandering monsters x 3 ). He's spent eons in the bellies of the vilest beasts. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ The great barbarian chieftain Marluk's long house is here with his tribe of 15 wereboar warriors. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1916, 2007 +

+ +
+ + +

+ A deep, fabulously clean lake between mountain peaks. The men of Hogs Crossing 2007 say that at night, one of several terrible shapeless creatures will surface to commune with the moon. If somehow conversed with, it will share great detail of any one hex in the Hexenbracken and cause short term or permanent insanity to the listener. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 2113 +

+ +
+ + +

+ Stationary formations of sky-fungi send down continuous hail of relatively harmless spores in this otherwise desolate hex. Plants and animals within go about their business as normal even though covered in hideous fungal growths. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Adventurers in an angular vessel with thick crystal windows are charged by Queen Jane of the City In The Waste with investigating the proliferation of insect cults in the southeast Hexenbracken ( 0627, 0612, 0127, 0826, 0926, 0127). Unbeknownst to them all, they are secretly aided and overseen in their task is by the grotesque Toad Gods (Slaad), who can see through the eyes of any frog, frogling or toad in the world, including the vortex eyes of the blindheim 1514 . + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A pirate raiding ship, they have captured and blindfolded a pair of sea-witches, they are being used to conjure up winds and tides to help the pirates or hinder their foes. if being chased by the pirate vessel they are at +2 and you are at -2. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ The water here is turbulent, but there is almost no wind or sea life. Swarms of bats from 2115 blacken the sky at dawn and dusk. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 1705 +

+ +
+ + +

+ A taurus-form, floating wizard/witch academy is located here. The high walls protect the students, and they catch their food each day in the middle. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A whirlpool forms beneath passing ships, transporting them to 1d4: 1- 0723 2- 1120 3- 1620 4- 1710 + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 2019 +

+ +
+ + +

+ This mash/swamp area has a glamor cast over it to make it still look like ocean, it has been put into place by a group of goblins who attack the ships that crash or get bogged here, they found a powerful wizards spellbook and this is the only spell they could work out (roll on wild magic table whenever a spell is cast in this area) + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ 14 racist pirates in a small but relatively fast vessel. They want help capturing a magic laden vessel bound for the academy in 20 16. They know of the illusory goblinswamp in 2018. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 2025 +

+ +
+ + +

+ The ruins of a sunken city rise up from the dark waters. Harpies and stirges live among the ruins, preying upon passing sailors. + + Read More + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Mountain of the gods. a single lonely mountain raises up out of the ocean and reaches high into the clouds, there are various paths along this mountain and they are all perilous to travel (they are designed to keep people out and gods in). a person in (random hex number) says they know a short cut and will be your sherper up the mountain (they are really a god, only clerics and paladins have a chance at noticing this, its like 01%) + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A well guarded merchant vessel with goods destined for the northern settlements of The Hexenbracken. Seeks information or help navigating the web of pirates and such. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Verthram the Discommodious, sorcerer and dandy, lost an enchanted scarf made from the Worm God's own silk somewhere in this hex while zooming by on his magic carpet several days ago. He has charmed a gaggle of moon goblins to help him search and will suspect anyone he encounters of concealing his prized accessory. + +

+ +

+ FNAM BAK, a peninsular ranch that raises oversized turtles, crabs, and black frogs that can be ridden, but are extremely picky and lethal. The top man is a retired adventurer who secretly has a map of the area tattooed on him that moves and changes, giving him an idea of local power struggles. He's wanted for murder in SEEKERSFILE 0922 and debts in GREASEGRAFT 1210. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Ocean or river or whatever this is! With 5 dolphins! + +

+ +

+ The doldrums! Without wind, your boat is stuck. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ On the bottom of this shallow patch of sea is a large round iron hatch. It can be opened by blowing the magical Horn of Trofalcomar, found hidden in the sunken city ruins in 2020. The hatch leads to a lava tube that winds deep into a subterranean city of Beholders. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ The mist here is so thick that navigation is effectively random. + +

+ + +
+
+ +
+
+

+ + + + + + ⇘ + +

+ +
+ + +

+ A drowning bard and 7 sharks share this stretch of emerald green sea, a languid mist rising to mock his plight. He prays to the Gods of the Chrysanthemum Sea, but is finding no help. + +

+ + +
+
+ +
+
+

+ + + ⇖ + + ⇗ + + +

+ +
+ + +

+ The Floating Market of Lao-Shae. A bustling marketplace of sailors, traders, smugglers and pirates, built upon a series of large floating barges. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A sweet little old lady and her small granddaughter are sitting trapped on some rocks. rescuing them will get you ambushed by some mer-people, leaving them their will cause your next d12 rolls to be at -2. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ The center of the hex is the newly claimed domain of the ship-devouring Famished God, this time manifested as three conjoined blue whales with a colossal maw, seemingly filled with a starry night sky. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 2204 +

+ +
+ + +

+ A boat full of what appear to be dead chaos champions who lost a fight. in fact, they had a raging party last night and are all passed out; upon waking, they're hung over, sensitive, and heavily armed. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ The darkness here is made of Shadow-men, which cover the entire island at night. If you touch them, you become a shadow-man. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A pirate in a johnboat, he flees his irascible captain. On his back is tattooed the map to doorway in 1402. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ New Providence; 30 lackadaisical pirates gather around buccan fires. Led by John Chandagnac, a fifth level thief. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ On a grassy hill, a group of 12 sylphs gather beneath a full moon. If they discover that they are being watched, they will summon 10 wood elves riding upon stags to attack the intruders. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Why do so many people in the Hexenbracken draw maps on things that aren't paper? Map thieves. Orbin Wayward in 1608 pays well. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Salt flats where the Corvids race alchemical funny carts for bragging rights. They will take on outsiders too, but the stakes have to be much higher (usually a magic item wagered) for them to even bother. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A large heard of bison/buffalo roam though this area, their skin can be hardened into a +1 suit of leather, their meat is delicious and works like a half cure light wounds (cures 1d4 hp), their horns are worth a lot of gold to the right people, and they are going extinct. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ The volcanic rock hills here are much warmer than surrounding landscape. A network of lava tube caves lead to SURTUR THE FIRE GIANT CITY. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Sailing this way around the island at 2114/2115 is actually totally safe (other than a few spores from 2012). A lot safer than sailing around 2116 anyway. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 2113, 2214 +

+ +
+ + +

+ 10 elven savages, hunting swamp donkeys. Lead by a Rusk, a third level wolf. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 2015, 2113, 2116 +

+ +
+ + +

+ Swamp donkeys live in this area, they are like normal donkeys but they have more moss and bracken growing off of my and stuck to them. they can be ridden and dont loose any speed though a swamp. you need to tame them first and they dont like elves. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 2113 +

+ +
+ + +

+ Columnar basalt rises from the seabed to around water level, forming a bridge between 2115 and 2216. Rough seas often hide this navigational hazard, which for some reason is not noted on any nautical charts. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 2119 +

+ +
+ + +

+ Eels. At dusk, the surface churns and writhes with eels. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Goblin reavers riding drugged baboons leap hundreds of feet off the Bastard Isle onto ships when the weather forces them to pass close to the cliffs. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Floating in the sea here is a barrel with three men. The baker and the candlemaker are pretty freaked out, but the butcher is trying to calm down the candlemaker with the offer of rendered fat from some eels from 2117. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A pack of 2D6+2 flying monkey zouves armed with scimitars, armored fez's, scale mail and throwing axes. The troop is forlornly staring across the water looking for a sign of a wizard to give their simian lives meaning. Mostly they are simply a pack of scampering vandals who drop rocks on passing travelers. + +

+ +

+ The far western edge of The Lesser Bastard has a tower in it full of eggs of all different species collected by someone insane. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +

+ See: 2127 +

+ +
+ + +

+ Hidden in a rocky cove is a wild-eyed old man covered in seaweed. He sits in a tiny boat playing a flute for his long dead wife. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A pirate ship that has no visible crew floats by. its actually crewed by ghost pirates, they will attack anyone that comes aboard their ship. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Strange runed stones jut up here, forming a ring large enough for a small ship to enter. Anyone who prays here will find theirself, their companions, and their vessel on the top of a random mountain hex. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ A group of spider-goblins attack the party and attempt to herd them towards a pool of quicksand in the center of the hex. there are a number of magical items at the bottom of the pool of quicksand. + + Read More + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ 4 blue elves commune over a puddle of blood. This is a sacred matter, and they won't discuss the source of the blood with anyone willingly. + +

+ + +
+
+ +
+
+

+ + + + + + + +

+ +
+ + +

+ Fishing boats frequent this bay. A wyvern from 2127, has on occasion swooped down to steal a catch as they pull up their nets. It has otherwise caused them no harm. + +

+ + +
+
+ +
+
+

+ + + + ⇙ + + + +

+ +

+ See: 2126 +

+ +
+ + +

+ The old man from 2121 wife is here, seeking passage west. she has been returned as a partially astral paladin of the beurocratic demonities of ashen luck to claim the lives of witches; she will reward others who give her passage and promise to destroy witches a sword that, while pursuing that goal, has a +2 and aura of protection vs magic (2/day, there's only one sword). + +

+ + +
+
+ +
+
+

+ + + + ⇙ + + ⇘ + +

+ +
+ + +

+ This entire area is very shallow, you can tell this because of the various broken goblin flying machines that are in the water here, many a goblin died in their attempt to fly. + +

+ + +
+
+ +
+
+

+ + + + + ⇗ + ⇘ + +

+ +
+ + +

+ The surface here teems with Purple Garbugs; what appears to be a giant functioning circulatory system hundreds of miles beneath the waves is the red-robed Order of Forgotten Scars moving through their transparent underwater citadel. Large beasts swim around the outside, seeking a way in. + +

+ + +
+
+ +
+
+

+ + + + + ⇗ + ⇘ + +

+ +
+ + +

+ A magical doorway is said to open here on the nights of the first equinox of summer. the doorway is open for exactly 3 bell tolls, but time travels differently where it opens into, a bell toll could be anywhere from one second to one year. where it opens to is different every time. + +

+ + +
+
+ +
+
+

+ + + + + ⇗ + ⇘ + +

+ +
+ + +

+ Island convent. + +

+ + +
+
+ +
+
+

+ + + + + ⇗ + ⇘ + +

+ +
+ + +

+ Gutspasm Froth and his warband of seagoing chaos champions dedicated to the Famished God. Recently defeated those in 2104. + +

+ + +
+
+ +
+
+

+ + + + + ⇗ + ⇘ + +

+ +
+ + +

+ Insect pilgrims journeying to worship the Insect Queen in hex 0127. + +

+ + +
+
+ +
+
+

+ + + + + ⇗ + ⇘ + +

+ +
+ + +

+ The forest is riddled with tunnels. Movement near a tunnel opening has a 25% chance of drawing the attention of 2d8 serpent-man warriors and their chieftain, Acaxoatl the Hooded Venom-spitter. + +

+ + +
+
+ +
+
+

+ + + + + ⇗ + ⇘ + +

+ +
+ + +

+ A troll war party is riding through here on large war pigs, they are hunting down some renagade warriors of chaos. + +

+ + +
+
+ +
+
+

+ + + + + ⇗ + ⇘ + +

+ +
+ + +

+ An airship has crashed here. One strange survivor. + +

+ + +
+
+ +
+
+

+ + + + + ⇗ + ⇘ + +

+ +
+ + +

+ Hooded Kenku (man sized Corvid) carrying a scythe, seeking sacrifices to the Demon of the Crossing In 0521. If he finds a suitable victim he will call in rest of his murder. + +

+ + +
+
+ +
+
+

+ + + + + ⇗ + ⇘ + +

+ +
+ + +

+ A sizable church dedicated to the philosophy of Order is maintained by elderly paladins and priests. They are physically frail but spiritually and magically powerful. Will trade healing services and divine spellwork for information about chaos champions in the area. + +

+ + +
+
+ +
+
+

+ + + + + ⇗ + ⇘ + +

+ +

+ See: 0125 +

+ +
+ + +

+ Yellow apple tree valley. 1 in 6 apple contains polymorph juice. + +

+ + +
+
+ +
+
+

+ + + + + ⇗ + ⇘ + +

+ +
+ + +

+ Dead crones hang from withered trees. + +

+ + +
+
+ +
+
+

+ + + + + ⇗ + ⇘ + +

+ +
+ + +

+ Witch’s Fog- A wandering cloud of shimmering fog, unless avoided, perfect shadow duplicates appear and attack when entered. They dissolve when killed or three rounds after leaving the mist. + +

+ + +
+
+ +
+
+

+ + + + + ⇗ + ⇘ + +

+ +
+ + +

+ An colony of Aaracokra defend their nameless isle from the elven savages in 2114. They carry chain weapons and worship dark gods. + +

+ + +
+
+ +
+
+

+ + + + + ⇗ + ⇘ + +

+ +
+ + +

+ A trio of monks on a small Junk, destined for 0902 FELLMOUNT ABBEY. They have not heard from their companions and seek to ensure all is well. They have healing salves and medical skill for trade. + +

+ + +
+
+ +
+
+

+ + + + + ⇗ + ⇘ + +

+ +

+ See: 2116 +

+ +
+ + +

+ SPIREWATER (Settlement) A quiet, well guarded Jetty town of humans. Farm rice and keep orchards in the fertile soil, trading fresh food to water-travelers. Try to maximise segregation from the unscrupulous MAW folk 2219, causing tensions to be high between the peoples. + +

+ + +
+
+ +
+
+

+ + + + + ⇗ + ⇘ + +

+ +
+ + +

+ A large sinkhole in the ground that you cant see the bottom of, getting down it leads you to a random hex. the entire travel along the bottom of this sinkhole the pc's are chased by a bunch of different monsters from around the hex crawl that have fallen in there. + +

+ + +
+
+ +
+
+

+ + + + + ⇗ + ⇘ + +

+ +
+ + +

+ Asbjorn, a Bear Spirit and protector of bears, lives in a massive cave here. He can smell if you’ve ever killed a bear, and will not be pleased if you have. + +

+ + +
+
+ +
+
+

+ + + + + ⇗ + ⇘ + +

+ +

+ See: 2216, 2220, 2226 +

+ +
+ + +

+ THE MAW (city) this is the largest settlement on The Bastard Isle, overlooking the curved harbor beneath. Favored by fugitives, philosophers and others who require both solitude and information. + +

+ + +
+
+ +
+
+

+ + + + + ⇗ + ⇘ + +

+ +
+ + +

+ The bay of MAW 2219 contains a myriad of privately owned and leased boats, often used to provide seclusion and/or serenity for the meditations/treacheries/revelries of MAW folk. If a random boat is selected (D6): 1,2 - Unused, 3 - Philosophers/Sage 4- Shady Characters 5 - Carousing Humanoids 6 - Fishermen. + +

+ + +
+
+ +
+
+

+ + + + + ⇗ + ⇘ + +

+ +
+ + +

+ The fighter and the blind thief wander this swamp. The fighter stands guard as the blind thief steals the eyes of sleeping adventurers.. + +

+ + +
+
+ +
+
+

+ + + + + ⇗ + ⇘ + +

+ +
+ + +

+ A fight is happening between 22 mermaids and 22 goblin swimmers. the goblin swimmers are using a very primitive version of a scuba suit, many of them are drowning. + +

+ +

+ An old brass diving bell lies on the bottom, somewhat visible from the surface. Can accommodate 4 people. Worth 10.000 gp. Is haunted.. + +

+ + +
+
+ +
+
+

+ + + + + ⇗ + ⇘ + +

+ +
+ + +

+ The horrible amphibious Fishwife of The Lesser Bastard lives in a slimy tower here, sending 5 seatrolls to seek husbands for her in the night. + +

+ + +
+
+ +
+
+

+ + + + + ⇗ + ⇘ + +

+ +
+ + +

+ The ghoulish revenant of a drowned woman haunts this area. Hooked chains hang in her long black hair and she can control all the animals in the fen. + +

+ + +
+
+ +
+
+

+ + + + + ⇗ + ⇘ + +

+ +
+ + +

+ River. 5 carp. + +

+ + +
+
+ +
+
+

+ + + + + ⇗ + ⇘ + +

+ +
+ + +

+ 3 Goat horned, Leech-Headed emaciates, 3 Leech-Headed Men and a Leech-Headed Halfling travelling north to THE MAW 2219. They intend to drop a Leech Idol into the well to spread the Corruption of The Leeches 1120. + +

+ + +
+
+ +
+
+

+ + + + + ⇗ + ⇘ + +

+ +
+ + +

+ Voxilla the Green, the two-headed war witch of the Lesser Bastard schemes in the sodden murk of a hidden temple dedicated to the great Carrion God. She is attended by leechfaces, vicious goblins of twenty tribes and borne aloft in a palanquin by her rhinocerous-horned half brothers. + +

+ + +
+
+ +
+
+

+ + + ⇖ + + ⇗ + ⇘ + +

+ +
+ + +

+ Rakshasa wedding party aboard a sandalwood boat. + +

+ + +
+
+ +
+
+

+ + + + + ⇗ + ⇘ + +

+ +
+ + +

+ Isle of Pale Worms. Lots of pale worms here. + +

+ + +
+
+ +
+
+

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+ +
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+ Spined wurms are found in the various borrows around this area. they are a medium/large creature with 4-6hd (d8s), an ac of 15/7, 2 attacks each turn it attacks by rushing past a creature and cutting it with its many sharp spines bite: 1d8 damage rush past: 2d6 damage, fort(17)/con(-4)/save vs death or take 1d6 damage next turn crush: 4d6 (same as above for a save, but damage is 2d6) + +

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+ Idiot barber with a shop here has a lonely line in hair cutting (he's crap), dentistry (not recommended) and surgery (decent). Insists its called the Isle of Whale Perms. + +

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+ Poison worms (carrion crawlers) are found in this area. just replace their paralysis ability with poison (1d6, save vs nausea, if failed you can only do half an action next turn, attempt save until one is passed) and they only get 1-2 attacks per turn. + +

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+ The presumed-dead wife of the swordsman in 1725 is being taken forcibly to wed one of the ogre magi in 1006 she has taught a minah bird in this hex to repeat her message to him along with his location to anyone it meets. + +

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+ A airship is passing through here collecting the lightning that seems to be prevalent in this area. the airship is ran by a bunch of pirates (the good kind) + +

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+ Throb Castle--home to Cracklecut Throb, the Bloated Lord and his hideous court of Boschean sycophants. + +

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+ Acres of deserted farmland. + +

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+ Vindisvein Monastery of the Borrowed Light. They make cheese and wine, illuminate holy books and charge travelers 3 cp to stay for the night. + +

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+ Careful observation of one of the mossy tidepools here reveals it is a precise miniature map of the entire Hexenbracken with tiny shaped rocks where the castles and buildings are. You'd have to know the area fairly well to recogize this and be very bored to notice the pool's even there. + +

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+ 3 Hunched, Bipedal Crabmen stalk the shallow waters for meats. + +

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+ A vast school of over 200 sharks patrol these waters. All of them glow red in the moonlight. + +

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+ Rotting corpses of 50 farmers. Fish from miles around have been feeding for days. + +

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+ A blue-steel rod of about two feet in diameter rises 1,000 feet out of the water, rotating with the wind. It gives off occasional sparks of electricity at lower wind speeds, but will suddenly erupt into a steady aura of lightning stretching 200 feet from the rod if the winds achieve 100 mph or more. + +

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+ Shifting sandbanks threaten to ground passing ships. + +

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+ A convent of the secretive Sisters of the Good Burden is located here. They are powerful allies and dangerous foes for it is said that they can seduce a man with their voice alone, resist any poison and slay with a touch. They have long term goals that involve controlling the bloodlines of the world but to what end is unknown. + +

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+ A brackish pool of foul smelling water is here. A drinker who fails their save vs. Poison will be transported to a landscape of flame and ash for 3d6 hours, taking one HP of fire damage for each hour there. + +

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+ A hunched man in the market here will sell you an ancient contract in an unknown language. It is a spiritually binding contract between the elves and the shark king and requires merely the signature of any single elf in order to go into effect: if signed, all sharks will obey the signing elf for one day each century. + +

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+ Orchids erupt gloriously from crevices in the mountainside. At night, 6 enigmatic wormpeople creep out of secret tunnels to tend their crop with fine silver tools (Worth 30gp/Worm). The orchids hold back a lurking rot, which would otherwise seep out of the deep mountains and corrupt surrounding hexes. + +

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+ The mountains have been carved into the shapes of various gods ans heros. each carving is over the top of a cave entrance, but they are backwards, the good gods lead to bad places and the bad gods to good. + +

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+ A camp of lizard men are making a massive wooden sculpture of a king on a throne. It's base will have a magic door to 0119. + +

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+ See: 2324 +

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+ A pod of dolphins often play and fish in these waters. Anyone belligerent to the pod will be reported to the Princess of the Drowned and the Damned. + +

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+ A swamp with pigs and mosquitoes. Vines harass every step. + +

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+ A 10 headed hydra lives in these woods, and feasts on the pigs in 2322. It's lair contains a portal into the depths of the dungeon in 1402. + +

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+ All the vines on the island seem to originate from an expanse of gigantic purple lotuses. The narcotic scent of their blossoms lures the unwary into a pond of digestive enzymes. + +

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+ A goblin fortress is perched on a rocky coast. A great sea beast menaces it from the depths. + +

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+ Petrified trees rise out of the waters here. A Swamp Hag, Brezelda The Fair, lives in a hut built among the treetops. She searches for her true love and/or eats people. + +

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+ A large floating fort made from various boats and ships (think water world) is here, its run by about 30-40 people, they will trade with you, you can also get hirelings/hench-people here. but if you mention anything about the fort in 0325 they will not trust you as they are their enemy. + +

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+ + diff --git a/utfcsv.py b/utfcsv.py deleted file mode 100644 index 9290533..0000000 --- a/utfcsv.py +++ /dev/null @@ -1,9 +0,0 @@ -import csv - -def unicode_csv_reader(utf8_data, dialect=csv.excel, **kwargs): - """ - UTF8 CSV Reader from: http://stackoverflow.com/q/904041/2100287 - """ - csv_reader = csv.reader(utf8_data, dialect=dialect, **kwargs) - for row in csv_reader: - yield [unicode(cell, 'utf-8') for cell in row]