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RPGG Build a Hexcrawl Together

The RPGG Hexcrawl Experience

Table of Contents

This page holds the working draft of the "Let's Make a Hexcrawl Together!" project started by ctimmins.
The related forum thread is Let's Make a Hexcrawl Together.

Introduction - Using This Resource

This hex crawl was a community endeavor involving dozens of contributors. As such, certain assumptions were made:

- Wherever possible, creatures, statistics, magic items and abilities have been abstracted so as to remain system-neutral. It's expected that a GM will alter details to suit both their game and choice of game system.

- Various rules exist surrounding the execution of hexcrawls at an RPG table. One of the more comprehensive is The Alexandrian's overview of the purpose and implementation of hex crawls ( This is a suggested resource, but GMs can and should tailor many elements to suit their style.

- Each individual hex is 10 miles across, from face to face. Once you've determined average travel speed (either using the suggestions in the Alexandrian link above or other resources), this can help inform travel time between locations and chances of certain encounters.

- Several general tables exist for things like monster encounters and weather. Several individual hexes include their own tables for these things. Rules and tables in specific hexes should trump the general tables, which exist primarily as a resource for those hexes that lack such details.

- Because this was a volunteer-based collaboration, a handful of hexes remain empty. Feel free to use the regional charts to fill in encounters in these areas, or abstract travel through these sections to get to others more quickly. Alternatively, you can add content that matches your campaign.

General History

The Bightwater Region is so named for its primary city, Bightwater, a port town. The region can be roughly broken into two eras. Many thousands of years ago, the area was a significant portion of the Eburnean Empire. This empire was both technologically and magically advanced, and many vestiges of their reign can still be found in the dark corners of the Bightwater region.

Following the fall of the empire (the ultimate cause of its fall was unknown) the more recent era saw the settlement of Bightwater by halfling merchants, who established a successful trade industry for several decades. Many wealthy halfling families thrived during this time, and their influence can still be felt today in the city. Roughly three human generations ago, barbarian invaders conquered and displaced many of the halflings. This resulted in a variety of different halfling settlements in the region. As the invaders began to settle in the newly-conquered region, certain halflings have returned to the city, its surrounding areas, and the trade industry. There remains a tense, uneasy peace between the city's inhabitants and surrounding settlements as a result of this history.

Notable Settlements

Other groups of civilized humanoids exist in the region. The list below, however, represents the largest settlements that a party is likely to encounter. The list omits settlements of more evil-aligned creatures, and omits those that would not be widely known among the general populace. The terminology below assumes that cities are larger than towns, which in turn are generally larger than villages, which are larger than settlements.

06.01 - Bightwater (city)

00.02 - Dwarfport (dwarven settlement)

01.06 - Covered Town (halfling town)

02.02 - Village of Slurry (fishing village)

04.01 - Cornucapia (port town)

04.04 - Longfit Point (trade outpost)

04.06 - The Monastery of St. Zoonus

05.06 - Owl's Mead Meadows (hunting/farming settlement)

06.06 - Village of Leann'ull (halfling village) and Town of Last Halt (human town)

07.00 - Schmutzdorf (village)

07.04 - Fiveman Camp (hunting/farming/fishing village)

08.00 - Plainview (village)

08.09 - Deepburrow Hills (gnome settlement)

09.00 - Desperation (village)

09.02 - Everhome (elven town)

09.09 - The Commune of Montesole (town)

Quest Hooks

The hexcrawl is predominantly free-form, so emergent plot hooks and and storylines can emerge without a central hook for the party. However, for those GMs who wish to provide an initial hook into the region, or need inspiration during a campaign, the list below represents possible plot hooks that will lead the party to various areas within the region.

After each, a list of suggested hexes are listed which provide specific details that link to these quests.

1. Unite the Halfling Diaspora
Various official settlements, as well as smaller groups of displaced halflings, exist throughout the region. Enmity toward the conquerors of Bightwater remains high, and there are those who would wish to reunite the halflings of the region to retake their place as rulers of Bightwater.
Suggested Hexes: 01.06, 04.01, 05.00, 06.01, 06.06, 09.09

2. Magical Water Collection
The party is hired to find and collect water from the many different magical water sources throughout the region. The combination of the waters will allow a cadre of wizards to summon the Behemowraith (see Appendix W: Weather Phenomenon), whose power they want to harness.
Suggested Hexes: 00.01, 02.03, 04.06, 06.02, 06.05, 06.07, 07.02, 07.03, 07.07, 08.03, 08.08

3. The Power of Music
A cleric of Noter - a god of music - asks the party to document the music, songs, lyrics and poems of the area, so his god's strength can be restored to face a coming apocalyptic war of the gods. Additionally, it's rumored that two Muses who served Noter once called the region their home. Their power may be of use in the conflict. Uncover any vestiges of their power that may be of use.
Suggested Hexes: 07.07, 09.04

4. Eburnean Resurrection
Find the Eburnean ruins and reactivate their portals and latent magic so the party can visit the past and prevent the empire's demise.
Suggested Hexes: 00.01, 00.02, 00.07, 00.08, 01.04, 01.05, 05.05, 05.06

5. Placate the Volcano
The hair of three different fire giants is required in a ritual to placate Tonbaekul the volcano, that volcanologists say is to erupt within a month.
Suggested Hexes: 01.04

6. Map the Region
The Cartographers' Guild from Bightwater hires the party to map the region. It is said that a completed map of all the region's peaks hides a message from the gods.
Suggested Hexes: Any, specifically mountainous hexes

Regional Events

Random Encounters

Roll for random encounters once per watch while traveling or as desired. The distance between the traveling party and the encounter should be determined before announcing the result. Roll for surprise with appropriate modifiers.

The Regional Encounter Tables

Regional Encounters may be used when traveling through hexes or when there is no hex-specific encounter table available. Please defer to the hex description when available.


Encounter (Reference Hex)
Giant Crab (05.04)
Languid Saltwater Crocodile (00.02)
1d6+1 Fish People (2.03/2.04)
2d4 Water Orcs (05.02)
1d6 Mutant Dolphins (00.01)
1d4+2 Red Apes on Stolen Boat (04.03)
Dreamwave of the Troll Tyrant (06.03)


1. Giant Ants (04.02)
1d6 Halfing Slaves
2d12 Workers
2d6 Warriors
1d4 Antmen
2. Briermen (00.00)
Trap (Sleep-Spores)
1d6+1 Hunters
Trap (Thorn-Snare)
Brier-Chief & Retinue
3. White Apes (04.03)
2d4 Seeking a Vessel
1d8 Chasing a Halfling
1d6 With Stolen Food
2d6 Fighting (Roll d4 for foe)
4. Demihumans
Ant-Knights (04.02)
2d4 Halfings (04.01)
Assassins (03.01)
1d6 Manananggal (02.01)

Western Mountain Range

Rolling Hardways generates a Landmark that can be used to better navigate the hex. Adventurers can use Landmarks for point to point travel, gaining a bonus on their travel checks. Once discovered, a landmark encounter in that hex will bring adventures to the familiar location.

1. Dwarves (00.03)
Dwarf Ranger
Day-old campfire
Goblinoid Corpse
Overgrown Hop Forest
Hearty Laughter
2. Fire Ant (00.08)
2d12 Warriors
2d12 Workers w/ Prey
Black Ant Carcass
Ant Hill
In Parlay w/ Antmen (04.02)
3. Basilisks (00.07)
Deserted Statue Garden
Lone Basilisk Sunbathing
1d4 Basilisks Hunting
Lair (Ruins, Cave)
4. Fire Giants (00.04)
2d4 Giants, Hunting
Scorched Earth (tracks)
Gift Certificate to Hägglor's Spa
Immolated Dwarf Carcass
Sulfurous Odor
5. Bokereyder (04.05)
2d4 Bokereyder
2d6 Feral Poodles
Haunted Yodeling
Lacerated Tree Trunk
Wanted Poster (04.04)
6. Location
Major Location
Eburnean Ruins
Eburnean Hieroglyphs
Dwarfen Frontier Stockade
Eburnean Portal, inactive


Rolling Hardways generates a Landmark that can be used to better navigate the hex. Adventures can use Landmarks for point to point travel, gaining a bonus on their travel checks. Once discovered, a landmark encounter in that hex will bring adventures to the familiar location. Letting players invent their own landmarks is encouraged.

1. Dwarves (09.04)
2d4 Dwarf Miners
Broken Mattock
A lost sheep
Trail of coal dust
Children singing
2. Gnomes (07.05)
1d6 Hill Gnomes
1d8+1 GRS members
1d4 Moth Rider Bandits
Pint-size broken pipe
Mischievous Illusion
3. Pilgrims (various)
1d4 Devotees of Noter (09.05
1d6+1 Cultists of Motte (07.05)
Moot Excavation Team (07.05)
Geriatrics seeking Eternal Youth (08.03)
Druids seeking Erastil (09.03)
4. Critters (various)
2d6 Lizard Vultures
1 Stealthy Elephant (08.05)
2d12 Mountain Goats
1 Mountain Lion
The Roc (07.03)
5. Trolls (06.05)
6. Location
Major Location
Gnome Cave
Carin (grave)
Abandoned mine
Eburnean Ruins

Forested Mountains East of the Bay'

1.d4+1 Spiders (07.03)
Building Trap
2. Critters
1d2 Bears
1 Mountain Lion
1d4 Giant Moles (07.01)
1d12 Owls
3. Spider Trap!
Pit Trap
Funnel Trap
Cocooned Prey
4. People
d5 Woodsman (07.04)
d6 Townsfolk (07.02)
d8 Hikers (07.01)
Fedelma Derwydd (07.04)

Rolling Hardways on the table encounters Urso the pacifist owl bear (05.06) who will try to convince adventures to retire their violent ways and follow a mindful path.

1. Nomads (05.05)
Urso the Owlbear
Old Campsite
d6 Lost Sheep
d4 on Elue Thyrp
3d6 Trading Party
d8 Commandos
2. Aurochs (05.05)
Urso the Owlbear
Hoof Prints
A Wander
3. Ghouls (05.06)
d8 Hunting
d4 Hiding
Urso the Owlbear
d6 Feeding
Foul Stench
Ghoul Trap
4. Zoonusians (04.06)
d6 Inebriated
d2 Sober
1 In Prayer
Urso the Owlbear
d4 Catching Aphids
Stash of Liquor Bottles
5. Lizard Vultures (06.05)
Feeding on Auroch
In the Distance
Circling Overhead
Hideous Laughter
Urso the Owlbear
6. Critters
d4 Grizzlies (06.07)
Swarm of Butterflies
Herd of Goats
3d12 Giant Ladybugs
d10 Grain Boars
Urso the Owlbear

Random Events

On the ground is a skeletal forearm and hand. All but the index finger are curled up; that finger points north west and has a brass ring on it.

A piece of paper flutters past on the wind. If caught, it is torn and water damaged; the only words that can be made out are "I can't...".

A pewter flagon sits under a tree. Next to it is a half-empty bottle of beer.

A rag doll with a porcelain head. The head is on back-to-front and oddly appears to have been attached that way deliberately. The face painted on the head looks to be screaming.

In a puddle floats a tiny boat made from a small piece of wood, a twig and a leaf. A red ribbon flutters from the top of the mast.

In the middle of a large patch of muddy ground is a single footprint, of a bare humanoid foot of unusually long length with distended toes.

A rusted knife sticks out of a tree. If removed, the knife snaps and a small fragment of paper is found, suggesting that the knife once pinned something to the tree.

Heavy Weather

See Appendix W for details

Weather and Weather Like Phenomena
Roll 1d100 once per day for weather.
1-50 - Clear skies
51-71 - Light Rain, travel 2/3rds speed
72-82 - Heavy Rain, travel 1/3rd speed
83-90 - Heavy Fog, 1/10th visibility
91-95 - Bloodmist
96 - Knife Storm
97 - Meteor Shower
98 - Rainbow Bridge - Connects random hex as if adjacent until sunset.
99 - Plague of Ooze

The Hexes

00.00 (The Seeing Tree) vestige

On a large green hill near the eastern edge of the hex, a few miles from short cliffs demarcating the water channel and the bay beyond, is a tangled maze of thick, hedge-like briars.

At the center of the hedge maze stands a medium-sized pine, the Seeing Tree. Local legends claim that, despite all appearances, it is the tallest tree in the world, and that from its branches one can look out not only over the region – even beyond the mountains! – but, by peering into one of its many tree holes, one can see the past and future as well.

The tree, and the maze, are tended by an ancient tribe of not-quite-humans, with tough, woody skin, thistles instead of hair, and finger (and toe) nails shaped into long thorns. The Briarmen are suspicious of outsiders but bound to listen to their entreaties. Their own legends claim that the tree has granted them their powers in exchange for protecting it from the unworthy. The definition of “unworthy” depends very much on the tribe’s leadership, which changes nearly monthly as the members continually fight for dominance (and as their thorns and thistles grow and shed). The current leader is:

1: The Blue Man, an outlander who was adopted into the tribe. He is secretly attempting to enrich himself and values “donations” for those seeking to see the tree.
2: Gooldon, the shortest of the Briarmen, who seeks love and is taken by tales of lost love
3: Harwin, whose thistle-hair stretches to the ground. She seeks those in genuine need.
4: Loop-man, who views all outlanders as unworthy
5: Farain, who secretly seeks to destroy the tree in order to liberate his tribe from their servitude
6: Rosewater, a female diviner who grants worthiness in exchange for knowledge

The Briarmen have seeded the maze with traps and minor plant guardians (sundews, assassin vines, animated thorns, and shambling leaf-mounds). All of the Briarmen firmly believe that the worthy will have no trouble with such guardians so will not tell the PCs of them before they enter the maze.

If the PCs wish to navigate the maze, roll a d6 for each turn they travel. PCs skilled in survival should receive a +1 bonus to their roll. On a 6, they make progress toward the center without incident. On a 4-5, they make progress but encounter a trap or guardian. On a 1-3, they encounter a trap or guardian. They reach the Seeing Tree after making progress for three turns.

The tree itself is extradimensional and magical. It takes one hour to climb, though it is not difficult. From its top, the entire region is visible. Additionally, three holes at the top seemingly disappear into darkness inside the tree. The holes contain runes in an ancient Sylvan language demanding tribute in exchange for visions. PCs who make a sacrifice by dropping a treasure down a hole receive visions about landmarks in the region commensurate with the value of their sacrifice. These can be detailed views of the current state of a hex or visions of its past or future. Note that the Briarmen consider the tree itself taboo, and none have climbed it or can explain the requirements of the sacrifice.

The ossified goblins of hex 01.00 are making incursions into this hex, but so far the vicious Briarmen have fended them off.

00.01 (The Sunken Temple) Azukail

(Maps by Dyson Logos)

Beyond the hex the channel spreads out into a bay and then the sea. The water is salty, although further up the channel it becomes less so due to fresh water coming in from rivers.

An old temple lies at the bottom of the channel, containing an intermittent portal to the Plane of Water, which occasionally makes the water less salty. The temple once used to be on an island in the channel, and now sits on what looks like a small mound on the sea floor, but the priests angered the sea god and he submerged it. This process, and the resulting water, has had an odd effect on some of the temple's magics.

The portal used to be part of the Eburnean Empire's transport system, allowing travel to other points in the Empire, but now does not work as intended. Instead of linking to the Empire, the sea god's influence and the salt water have turned it into a one-way portal from the Plane of Water. When the portal is active, and activation appears to be random (it is actually linked to the lunar cycle, but not directly and is very hard to work out) and is definitely uncontrollable, brings through creatures from the Plane of Water, primarily elementals. Angry at being unable to return, the elementals take their wrath out on passing ships, and one or more wrecks lies at the bottom of the sea. Just prior to the portal becoming inactive again, it draws back all those water elemental creatures, but not others, that passed through it as long as they are within 10 miles of the portal.

The portal to the Plane of Water also brings through fresh water, diluting the saltwater in the vicinity of the temple and occasionally killing sea life that is unable to cope with the change in salinity.

Not too far from the temple, a bed of carnivorous giant clams clusters near to a vent in the sea floor that provides warm water and nutrients. One of the clams, known as the Great Clam, is a monster easily twice the size of any of the others and contains an enormous pearl (worth 10,000 gp) as well as a watertight scroll tube that belonged to the nearby skeletal remains of someone who failed to recover the pearl. Inside the tube is the deed to a tea shop in the Lampwatch District of Bightwater (06.01); the current owners do so through a forged deed.

The Great Clam is worshipped as an embodiment of their god by the fish people of hexes (02.03) and (02.04) . The Great Clam is intelligent - for a clam - due to the temple's residual magics; it ate something that gave it an intelligence boost. It uses the giant pearl as a lure to attract more food, and also eats those who are sacrificed to it by its worshippers. As a result of its diet, the body of the Great Clam has grown larger than its shell, which is now unable to completely close.

The fish folk will not appreciate characters stealing the Great Clam's rightful offerings, such as the tea shop deed, and will seek to prevent such sacrilege. Anyone attempting to injure the Great Clam or, worse, actually succeed in harming or killing it will face the perpetual wrath of the fish folk.

Ruined Temple

Who or what the temple was originally dedicated to is no longer known. It may have been dedicated to something that the sea god who sank the island on which the temple originally stood found abhorrent. Alternatively, the temple may have originally been dedicated to said deity, who took offence to how his priests and followers were behaving. The temple itself sits atop a mound on the sea floor, all that remains of the island on which it stood.

Surroundings: The area surrounding the temple is subject to frequent influxes of fresh water from the Plane of Water, which is then diluted again by salt water flowing back in from the sea when the portal closes. This constant change between salt and fresh water has made the area unsuitable for flora and fauna that solely prefer either fresh or salt water, and the erratic alteration in the water's salinity has made it unfavourable even for those flora and fauna that prefer brackish water. As a result, the surroundings tend be free of either, with the exception of some mutated plants and creatures that has been affected by the combination of the fresh water from the Plane of Water, salt water and residual magics from the temple.

The priests of the temple looted items belonging to other religions. One of the things looted is the tenets of Mirluna, goddess of learning, whose shrine in the Spiders' Hills (07.03) has a knowledge-giving fountain. This can be found in (22).

If the portal from the Plane of water is currently active, there will be creatures from that plane within the area, primarily water elementals.

1. Tack Room: Contains the decayed remnants of horse tack.

2. Stables: Now empty except for some horse skeletons.

3. Feed Room: Formerly where the feed for the horses was kept, now empty.

4. Stable Office: Contains a collapsed wooden desk and a chair, with the skeletal remains of the occupant still in the latter. The skeleton will attack when approached. The desk remnants, if searched, can be found to contain 21 cp and 5 sp.

5. Dormitory: Where the ordinary priests used to sleep, it now contains rotted beds and 5 skeletons, who will attack if the room is entered. 18 brass rings and ten brass chains worth 1d4 sp each can be found if the room is searched. A full search of the room sufficient to find everything will take an hour.

6. Storeroom: Now empty.

7. Storeroom: Now empty.

8. Corridor

9. Kitchen

10. Dining Area and Common Room: This contains the remnants of tables and chairs as well as another 3 skeletons.

11. Obelisk: Of unknown origin, the style does not fit the rest of the temple.

12. Hall

13. Robing Chamber: This contains a decayed table and chairs and the remnants of priestly robes.

14. Stair Chamber: A few supplies are kept in here, such as candles and incense, now all ruined.

15. Chapel: The main worship hall of the temple, this has tattered once-black drapes on the ground that are the lair of 2d6 small, slightly poisonous, crabs. The crabs do not do much damage and will remain within the drapes unless they are disturbed. They have a minor poison thanks to the weird effects of the residual magics. The remains of five marble statues stand at the far end of the chamber, the centre one slightly larger than the others. Each statue has been destroyed, with piles of rubble next to them. Marks on the rubble suggest that the statues were struck by lightning.

16. High Priest's Quarters: This contains the remnants of the furniture and an incorporeal undead that used to be the high priest.


17. Storeroom: This contains supplies for the temple; most are ruined but a sealed box contains incense worth 50 gp. Opening the box underwater will ruin the incense.

18. Storeroom: This contains more supplies, most of which are ruined, except for three silver candelabra, now tarnished black, worth 15 gp each.

19. Alcoves: Each contains a stone pedestal with a ceramic urn on the top. Inside the urn is ash from a former high priest; the ash will cloud the water if an urn is opened.

20. Portal Chamber: The door to this chamber has been shattered, with only splinters still attached. A swirling oval takes up much of the room, the portal that was once part of the Eburnean Empire transport system. The portal can no longer be entered and is usually inactive. When active, the portal starts glowing with blue light and water starts rushing through from the Plane of Water. The current is strong enough to blast characters into the corridor and into the walls at the other end, causing damage as it does. Swimming against the current is extremely difficult.

21. Alcoves: As (19) but two of the alcoves contain no urn.

22. Treasury: The magically-augmented steel door to this chamber is still intact. It has a very complex lock, trapped with what used to be a deadly poison needle, but the water has largely diluted the effects. Inside in a sealed box are the tenets of Mirluna, related to the fountain in hex (07.03). Also in the chamber is the rotted remnants of some clothing, still with a faint magical aura, a stone chest, inside which are 1,211 gp, four 100 gp gems and a jewel-encrusted gold chalice (tacky, but worth 200 gp), and a rotten wooden barrel. The barrel will disintegrate if touched and contained 23,215 cp.

The Sea Bride

This is one of the sunken ships in the hex, sent to the bottom by an angry something with a very large mouth from the Plane of Water. The ship sits on the channel's bed and is entirely underwater.

Poop Deck

The poop deck, and the wheel, that once covered the rear cabins has been ripped off.

Upper Deck

1. Captain's Cabin: What was once good quality furniture is now splintered and rotten. The bedding that once covered the captain's bed has turned into slime (this may be a hazardous slime). The captain was in his room when the ship went down and his bloated remains float around the room. The body will animate as a zombie, one that is intelligent as the captain's spirit still resides in it, if the room is searched.

The only item that is still intact is a locked steel-bound chest. The lock has rusted beyond any chance of picking, and the chest will need breaking open. A poison needle trap is still partly functional, and has a 1 in 2 chance of pricking the first person to open the chest. Inside, the chest is filled with water. The ship's log is now a sodden lump of paper and leather but there is still some treasure in the chest. There are 126 cp, 52 sp, 10 gp and, hidden in a secret compartment at the bottom of the chest, an emerald worth 80 gp.

2. Hallway: Only the door to the captain's cabin is intact; the external door and ones to the two other cabins have rotted away.

3. Sail Locker: The floating scraps of fabric and rope indicate that this was the sail locker.

4. Galley: Once the ship's galley, this now only contains the remnants of food storage bins and cooking implements.

5. Deck: Only a stump of the mast protrudes from the upper deck. A few crates litter the deck, what was in them now decayed beyond use. The ladders and stairs to the lower decks and where the poop deck once stood are now thoroughly rotten. The large cargo hatch doors and the hatches covering the steps down are also rotten and easily opened.

Main Deck

6. Crew's Quarters: This cabin was where the majority of the crew slept. There are the tattered remnants of hammocks and a few skeletal remains tangled up in them. Searching the quarters for an hour will result in finding coins, bronze and brass jewellery worth 2d8 sp.

7. Gangway: The remnants of the ladders from the upper deck descend here and fragments of rotten wood from the hatches lie on the decking.

8. First Mate's Quarters: This cabin clearly used to have better quality furnishings than most, but they are all now decayed and worthless. A pile of collapsed wood and other matter on the deck was once the first mate's bed. Beneath it is an untarnished cutlass of superior craftsmanship. Should a character take this cutlass, they will be pursued by the first mate's spirit. Returning the cutlass to his family in Bightwater (06.01), the spirit will cease pursuing them. The family may well have a reward for the cutlass's return; however, there is no family name to be found anywhere.

9. Cabin: Part of the hole that sank the ship can be seen on one side of this thoroughly ruined cabin. It cannot be determined whose it used to be, but given the location it was probably the cabin of an officer or other personage.

10. Storage: Rotted crates partially fill the room, their contents worthless.

11. Storage: Almost empty, only a single rotten crate stands in the room. If the crate is thoroughly examined, which will take at least ten minutes, a single 10 gp amethyst can be found, hidden here by one of the crew.

12. Hold: Rotten crates fill this hold and holes in the deck lead to the main hold below.

13. Supply Locker: This used to contain the supplies needed to keep the ship repaired and seaworthy. Most are ruined but a sealed barrel of tar. There are 44 gallons and the tar is worth 5 sp per gallon.

Cargo Hold

14. Carpenter's: The workshop of the ship's carpenter, this contains rusted tools and rotten wood.

15. Main Hold: The majority of the huge hole in the side of the ship is in the cargo deck. When holed, the ship quickly sank to the bottom. Inspecting it carefully reveals that the hole is from a bite from some large creature.

There are a number of crates, casks and barrels, most of whose contents have been ruined by water. Two are still intact and watertight. One is a tierce containing 44 gallons of a decent ale worth 3 sp per gallon. The second is a small, two gallon cask of a very good whisky worth 200 gp. Without opening, all that can be determined about the contents is that they slosh slightly and opening either underwater will ruin the contents.

A Giant Barracuda makes its lair in the cargo hold. More intelligent than a normal barracuda, thanks to the effect of the temple's magics, it will lie in wait in the dark hold, attacking characters if they approach the hole from the outside too closely or make their way into the hold from the upper decks. It will retreat if it is able to do so, rather than fight to the death, but will constantly harass any characters afterwards when they are in the area.

16. Secret Compartment: At the front of the main hold is a secret compartment that is used to transport smuggled items.

The ship was transporting a crate of elvish treasure, items with a long history that are rumoured to be a way of getting the elves to notice the owner. Inside the crate is a jade tea set in a clearly elvish case and a copy of the dwarf accords, signed by both monarchs.


The Great Clam has the deed to a tea shop in the Lampwatch District of Bightwater (06.01).

The temple has the tenets of Mirluna, goddess of learning, whose shrine in the Spiders' Hills (07.03) has a knowledge-giving fountain.

Something relevant for the sunken temple in another hex.


"When the water in the Sunken Temple becomes less salty, be careful. For ships have been known to disappear during such times."

"The Great Clam has a valuable treasure for those with the skill to take it."

Encounter Table

3: Dead Fish: Dead fish float on the surface. If eaten, each is slightly poisonous.

4-5: Shark: Roll 1d10; on 1-2 the shark is mutated and 25% larger (25% more damage and hit points) and extremely aggressive.

6-9: Dolphins: Roll 1d0; on 1-2 the dolphins are mutated and aggressive.

10-12: Nothing

13-14: Roll on Bay Encounter Table

15-16: Ship: Another ship in the distance. Probably not aggressive and most likely heading to or from the dwarves in Dwarfport (00.02).

17: Pirate Ship: A kobold pirate ship from Kobold Blue (01.01); may be aggressive.

18: Water Elemental: If one is encountered, this means that the portal to the Plane of Water is currently active and will be active for another 2d20 hours. Roll on the Portal Active Table during this time.

Portal Active

3-5: Dead Fish: Dead fish float on the surface. If eaten, each is slightly poisonous.

6-9: Shark: Roll 1d10; on 1-8 the shark is mutated and 25% larger (25% more damage and hit points) and extremely aggressive.

10-12: 1d3 Water Elementals.

13-16: Dolphins: Roll 1d0; on 1-5 the dolphins are mutated and aggressive.

17: Ship: Another ship in the distance. Probably not aggressive and most likely heading to or from the dwarves in Dwarfport (00.02). The ship may be being attacked by water creatures at the GM's discretion.

18: GM's Choice: Dangerous being from the Plane of Water.

00.02 (Dwarfport) TTDG

Forested hills along the bay. Home to a settlement of hill dwarves. Light breezes flow north and south, from the mountains to the water and back in a daily day night cycle. This hex is the dwarves preferred public contact with outsiders.

There are 2 stone piers along the shore, opening to 00.01 and 01.01. The dwarves use one or the other depending on weather. Each is 50 foot long and 20 foot wide, with a channel dredged on both sides, so each can handle 2 ships at a time. These piers were built to last, and have survived the storms of centuries, though a docked ship may have to flee. A small village of hill dwarves works the wharf, warehouse and tavern at each pier. There will be at least 1 cleric and a magical form of communication at each. Alongside the 01.01 pier is what appears to be a ship made of stone under construction; a recent idea. A stone lined road connects the 2 villages together, and continues on to the center of the hex.

Near the center of this hex is the main hill dwarf settlement both on and under the surface. Non dwarves are not invited below. These hill dwarves are more friendly than their mountain cousins, almost jolly. This is the waypoint for exported dwarf crafted weapons, armor, raw ore, stone blocks, and rare gems though the dwarves are loathe to let very many of those go. They will not sell weapons to goblinoids or giants. Dirt logging roads wind among the trees, radiation out from the town. Some show signs of more recent use than others.

In the center of this town is 20 foot tall stone citadel, about 40 foot wide. The wall always has a guard looking out, and a guard looking in. The oaken door also always has a guard. The interior is a grassy area with the stationary pair to the gazebo in 01.03. This gazebo is occasionally fed, and never seems to have been intended to move. Instead, if it is not fed it can teleport gems within its range to itself, but watch your feet too. The teleport destination from here is the other gazebo. Only dwarves, or those who have earned the title dwarf friend, are allowed to know about this gazebo or use it. Any non-dwarf appearing here will be detained for questioning, and asked not to talk about the gazebos. (See gazebo in 01.03.)

Aspen house is the home of the elven ambassador, and seems to be made of living aspen trees. A wide nature space or park is in front of it, to give the elf some sense of home. The park contains the largest, oldest, protected, oak tree in this hex.

There is a halfling embassy here, but it amuses the dwarves to keep the halfling ambassador drunk, and he does not mind.

Non-dwarves are discouraged, but not forbidden from, heading deeper into the mountains to the south. Anyone expressing a desire to venture south will be warned about the fire giants.

Spring and Fall there is a holiday celebration featuring traditional Scottish competitions: log toss, hammer throw, boulder dodge, wrestling, etc. The elf caused quite a stir with a magical dancing, defending, hammer last season. The fair features the widest selection of beers outside the king’s repository. These events draw thousands of dwarves down from the mountains, and also doubles as a clan gathering for any outstanding judicial issues, though it does not draw the king from under mountain.

The dwarves use this region to garden and harvest what they can not easily grow underground. And so while the hill dwarves might be looked down on by their mountain cousins, they are respected as needed, and are obviously better than non-dwarves. Still, working with living things is not the same as stone, so captured orc slaves do logging and tree replanting. The slaves are individually freed after 6 years service. Some come back to fight again, but some consider it a mercy that they were not killed out of hand.

Elven and druidical influence have turned this hex into a well tended garden and forestry.

Random Encounters:

01-20 Orc work party with dwarf guards.
21-30 Random hill dwarf.
31-40 Elf ambassador. (see below)
41-50 Crocodile, if along the shore, otherwise reroll.
51-60 1d2 Bears
61-70 1d4 Wild turkeys.
71-80 Dwarven ranger, favored enemy goblinoids (goblins & orcs). Has a magical sending stone, able to cast send 1/day
81- 90 Dwarven druid.
91-00 Nothing but a rather pleasant hilly forest.

Elf ambassador: With long flowing white hair, dressed in whites and metallic golds with an aspen leaf theme, Lady Aspen is part diplomat, part researcher. As a tall elf among dwarves she stands out, but takes it with long suffering grace. She has leave to observe dwarven ways, and occasionally helps with some bit of elven lore. The replanting was her predecessor’s idea.

She is a mage of the arcane order, having access to nearly all low level arcane spell and able to cast at least some spontaneously. More than most NPCs, she will have a full complement of magical items, but she keeps them low key and non-flashy. She only knows what is commonly known about the Eburnean empire, but can point PCs to where most of the ruins are.

Mercury Curlybeard: As a child had an encounter with a large body of water and took that as a sign of a career. He is a ship captain for the dwarves, handling their most sensitive missions and ensuring that dwarven interest are protected in foreign ports. As salt is a necessary mineral, Mercury is salty. He has a magical tricorne hat (bonus to profession sailor, saves, and attack for sailors nearby) and never goes sailing without a complement of dwarven marines. He can be found: 20% 1 port village, 20% the other port village, 10% center town, 50% out sailing.

A luckless ranger: This dwarven ranger is drinking near one of the docks. He's sworn vengeance on the pirate kobolds, in 01.01 and knows rumors of them. (Favored enemy kobolds. Has rage instead of an animal companion, a strength bonus long bow, a great axe, and some profession as a sailor.) He'll ask the PCs for help.

00.03 (King Under Mountain) TTDG

Mountains inhabited by a clan of mountain dwarves. This is their main, deepest, settlement in the surrounding 6 hexes. They are interrelated with all of the local mountain dwarves, and have clan ties to the hill dwarves in 00.02.

One place has a narrow deep shadowed cold air vent to below. Another has a tall thin black chimney drafting hot air up and out during the day. Cleverly concealed windmills along mountain ridges drive and divert air below. Some of the mountains are terraced to grow, barley, hops, potatoes and other beer making grains, flavors, spices & additives.

Non dwarves are not invited below. Dwarves who go below feel at home. It is a full city. There are at least 10 levels, 100 foot deep shafts bordered by stairs, ramps, and elevators, and miles long tunnels that go off in 6 directions. Periodically a hidden room will have secret doors as entrances and hold storehouses, bolt holes, treasuries, and guard posts.

Random Encounters:

01-20 Peaceful mountains. Good air. Good view.
21-40 Random dwarf
41-50 Dwarven beermaster, visiting the hops. He has a deep knowledge of all things beer, and can make plants grow well and fast.
51-60 Dwarven vent guard. Has some form of magical communication, possibly a sending stone, able to cast send 1/day. Has max ranks in hiding, and a cloak colored to match the surroundings.
61-70 Dwarven ranger, favored enemy giant.
71-80 Dwarven ranger, favored enemy goblinoids.
81-00 Pair of dwarven paladins on war ponies. One has a thundering lance, and the other a shocking lance. They have back up hammers, and can dispense low justice. They are both at least 2nd level. They and their ponies are armored.

00.04 (A Tense Border) TTDG

Mountains bordering the volcano to the southeast, and inhabited by a clan of mountain dwarves. There is a town and 2 villages undermountain, all connected by tunnels. There is also a fire giant fort along the southeast edge here. They fight back and forth over the centuries, both believing that keeping the other around makes them strong, though neither would admit it.

Hidden (counts as secret doors) vents cleverly take advantage of breezes moving across the mountains to divert and drive air though upper chambers. Sometimes a ridge has been sculpted to further the effect, and worked to look natural.

Fire giant fort:
This black basalt fort is giant sized, and situated over a vent from the nearby volcano. Inside is room for 60 giants (20 on each of 3 walls) and their pets. Dotting the courtyard are piles of boulders next to giant sized fire pits for heating the boulders up. Along the 4th wall there is a greathall for audiences and dinning, nearby kitchen, forge, and 2 rooms set aside for sorcerous and clerical activities. The gatehouse has a stone drawbridge on great chains over a moat of magically heated lava, stone door, and portcullis. There is always 1 guard at the gate with a hellhound, and another similar pair walking the walls.

20 +1d10 fire giants, one of which is a mid level sorcerer or cleric and one of which is a low level sorcerer or cleric, both who have a ring of cold resistance. Plus 10 +2d10 hellhounds. Plus 12 +d12 trolls. Plus a small fire elemental. Plus a young red dragon. One of the trolls is a ½ red dragon, and immune to fire. One of the fire giants has a flaming greatsword and a level of barbarian. Another giant is a ranger with favored enemy dwarves. Expect the giants to have found a use for any other magical treasure that they have.

The giants here have adopted some of the dwarven language into their dialect of giant.

Random Encounters:

01-20 Fire giants. 2d4 giants, including a 3rd or 5th level sorcerer. Plus 4 hellhounds and a troll. This is a hunting party. Fire giants are lawful evil, and consider this their territory. So, they will kill anything they can eat (horses) and demand a toll from anyone that looks weaker than them.
21-50 Fire giants. 5 + 1d4, one of which is a cleric. 1/3 are civilians.
51-55 Fire giant ranger, favored enemy dwarf.
56-65 Random dwarf
66-70 Dwarven vent guard. He’ll have some form of magical communication, possibly a sending stone, able to cast send 1/day.
71-90 1d4 Dwarven rangers, favored enemy giant, one of whom has a returning, frost hammer. Their main task is scouting and protecting, not assault.
91-00 Gazebo (see 01.03 gazebo)

00.05 (Snowspur, or The Speaking Stone) solidsstate

Rising far above the land in every direction, due west of the fires of Tonbaekul, Snowspur rises in endless leaps, upwards and ever upwards. Unapproachable from the north, except by flight, and even then requiring a vast ascent without rest, one can only seek the heights of its perpetually fog-shrouded summit by crossing the volcano to the east or obtaining one of the few guides from the Maze (00.06) who know how to gain access to the slopes.

High above the treeline before even beginning the true climb, the fog that girds the peak is home to a degenerate people, the Llilanie. Descended originally from elves, some sort of evolutionary catastrophe has produced the icy white-skinned naked savages that run wild within the dense mist of the high mountain. Vicious, and almost now without language beyond a primitive marking of their tools with the blood of kills, the Llilanier attempt to hunt and consume all who pass through the foggy broken moors of the middle slopes.

The Llilanier see perfectly in the miles of opaque fog of their home below the peak, putting any prey at a disadvantage, blind unless magic means are used. Yet their enormous protruding eyes make them uniquely vulnerable to unshielded light, day and night, and they never leave the slopes or enter a section of cleared air. Their only cries are of worship to the Speaking Stone, which is their name for the bare peak of stone that rises at the crest of the mountain. If a character speaks elvish, they may recognize the remnants of the tongue.

The highest peaks of Snowspur, or The Speaking Stone, are the dwelling place of a elemental delegation from the deep earth. Almost a thousand years ago they ascended through the solid stone of the mountain to take up residence, following and studying a vein of unique metal with mutative properties. Their residence is hidden within the stone, but therein lies a full university campus, noble houses, a sort of summer court and academic retreat combined. Though the elementals here are mighty, far stronger than their normal surface kin, an adventurer interacting with them is most likely to be caught up in petty academic squabbles, noble backbiting, or even the intrigues of vacationing royal courtiers of the Core.

Exposure to the mutagenic metal exposed near the summit works slowly, but it cannot be reversed. It always takes the thing that a person finds most valuable, and gives something unwanted that others envy in return.

00.06 (The Maze) solidsstate

Constantly shadowed by the towering peak of what the locals call Snowspur rising in the north, these broken basalt foothills are almost impassible without a local guide. The stone breaks sheer, and only goats move comfortably over the towering walls of the thin canyons that interlace, deadend, double back. Unlike canyons formed by water, some force has shattered this land, splintering it in a wild pattern.

Adventurers entering the regions may initially believe the landscape to follow the normal logic of flow and stream, moving down tributaries in search of river valleys. This makes navigation extremely difficult, even for the experience, as intuition is misled, narrow walls open outward into enormous gulleys, routes move up and down sharp slopes with no logic, a series of downward sloping paths, seemingly smooth and clear, lead only to jagged teeth of stone at their bottom.

Hidden within this maze are a host of tiny settlements. Mostly dependent on the cultivation of goats, and the products related, these villages composed of gnomes and halflings have a rich oral history, and their deeply entwined family networks and relative prosperity are written in the architecture and stories in every Kellwhithal, as the locals call their village pubs.

But such things are in the past, as every town of the maze suffers under the oppressive hand of a family of halfling nobles, the Gershwin-Bill. They established rule over the region approximately 60 years ago, and maintain unquestioning obedience brutally. The lord of the family is known as the Manticore, and is said to have not aged more than a decade since he personally led his family to blood and conquest. The citizens of this once prosperous network of towns now labor under the watchful eye of the Sensa, a network of spies and backstabbers in the pay of the Manticore.

Recently, a number of gnomes and halflings from the Maze have gone missing, and are currently being held to the south (00.07), assisting in the excavations there. The Manticore is jealous of his people, and suspecting an attempt at flight, is readying an expedition south.

00.07 (Lesser Basilisk Peaks) adularia25

Lesser Basilisk Excavation of the Eburnean Empire

Zoldraan Pruug, the rotund half-Dwarven Historian Extraordinaire, is running a archaeological excavation of the Eburnean Empire at the base of one of the peaks. He is convinced he found the seat of their power - literally, the throne room of the Emperor of a Thousand Clouds, hidden deep in the roots of the mountain and he has employed a veritable village worth of workers to help him advance his theories.

Lesser Basilisk Excavation People of Interest

Zoldraan Pruug: rotund half-Dwarven Historian Extraordinaire who has written over fifty books on the Eburnean Empire and believes his current excavation changes the very nature of how we look at the Empire! If verified, the relics found within are the first concrete evidence that the Empire was not only ruled by Elves, something the other races are sure to find interesting! Especially since the arts flourished during the reign of the Emperor of a Thousand Clouds.

Faranid Glyphstream: no-nonsense Gnome paleontologist well known for discovery of new magical uses for the ancient bones (fossils from hex 05.04) and lauded in the ritual magic communities. She is grudgingly excited about the current find, since based on the size of the Throne it could mean that Gnomes ruled the Eburnean Empire during the reign of the Emperor of a Thousand Clouds.

Vrokanthalimus or as the work crew calls him "Professor Vrok": erudite Orc and collector of fine Eburnean Empire glasswear, which to the untrained eye looks like an imposing collection of skull drinking vessels. Do not ask him about his collection unless you have hours to kill. While he oversees a work crew of 25-35 workers who do the heavy labor to clear out the current find, he does not know a single one of their names.

Lorran Ephastasian: overworked Half-Elf who has been working under Zoldraan for years, yet has never gotten credit in any of Zoldraan's discoveries. Bitterness has sunk in, and he is now in league with the Manticore, willing to sacrifice his current work in order to see Zoldraan pay for his oversight.

Halgi Stoneshore: excited Human worker who knows nothing of archaeology but finds it fascinating, after coming from a family of seafarers. She is worried about her friend Sering Moizara, who has gone missing in the last few days.

Sering Moizara: hard working halfling from hex 00.06. Currently missing. A successful investigation will reveal that all the workers recruited from hex 00.06 are missing. The petty lordling called the Manticore has plans to run an excavation of their own.

Lesser Basilisk Excavation Artifact Interaction Table

Roll 1d8 and add +2 for any applicable skills related to archaeology, history, culture, or art.

1) Touching the artifact causes it to crumble. All that history, lost. The archaeologists watch you like a hawk for the rest of the time you are around, subtly moving important pieces away from you as you enter a location.
2) Touching the artifact causes it to break. But it can be fixed. A member of the work crew is tasked with reassembling the artifact, and as such, despises you.
3) Touching the artifact causes it to break. But it can be fixed. A member of the work crew is tasked with reassembling it, and is thrilled for the chance to break out of the grunt labor. You've made a new friend.
4) The artifact is worth seeing, once. Just looking at it makes you feel slimy inside, as if being near if some of the Empire's atrocities are rubbing off on you. You put it down and wipe your hands to get the feeling off.
5) The artifact is heavy and dull, not at all interesting. You cannot read the inscriptions on it. It was most likely a common work tool, not even worth keeping as a souvenir.
6) The artifact is dull and broken, almost as if the most interesting part broke away. You cannot read the inscriptions on it. It could be valuable to someone, but it probably isn't worth the weight of carrying it.
7) The artifact is dusty from age, smells a bit off, looks weird but could be interesting with the right crowd. You think it is better off in the hands of the archaeologists.
8) The artifact is of good size and mostly intact, an excellent specimen of the style of the Emperor of a Thousand Clouds. A collect would pay a good price for it, though moving it would be a challenge.
9) The artifact is small and light, and not in the style of the rest. It seems like a rare variant that would be worth a lot to the right collector.
10) The artifact activates a wide network of devices within the Eburnean Empire. You have only a moment before you are teleported to another hex. Roll 1d6 on the hex table below to see where you end up.

Portal Table

1) Hex 02.03
2) Hex 01.04
3) Hex 08.00
4) Hex 07.07
5) Hex 09.02
6) Hex 00.01

Lesser Basilisk Excavation Artifact Chart

Roll 1d100 to discover something at the dig site!

00-05) Nothing. You are probably the only person in the world who at an archaeological dig manages to find nothing.
06-10) Beads! Looks like they are made of bone or ivory. They make you feel slightly nauseous the longer you look at them. If you do not drop them, you have gained a sickness and require 1d6 hours of rest to feel better.
11-15) Just another potsherd. There are plenty of these lying about and the archaeologists aren't happy you moved it.
16-20) Fingerbones. These could have been dice, though they are too worn now to tell.
21-25) A scrap of bone-white fabric. Could have been bleached by the sun, or could be an artifact!
26-30) A broken knife wedged between two rocks. It is worthless.
31-35) An old shirt that smells a bit off. It was left by the previous excavation team.
36-40) Bone chair! Broken with sharp spurs, it is unfit for anything except to be cataloged. Best to leave it where it is.
41-45) A wooden bench wedged into a door. When you move the bench the door slams shut and doesn't open despite everyone's strongest efforts. Luckily no one was inside that room.
46-50) Behind the rubble is a set of stairs to an area of the excavation where people are already working. They do thank you for finding a short-cut though.
51-55) A basilisk eggshell. You are very lucky there is nothing inside - and even luckier one isn't around.
56-60) Under a pile of boards, there is a deep well. You cannot hear the bottom when you drop a pebble into it.
61-65) In the back of a hall, there is a door almost hidden in the wall. It leads to a bedroom with a sadly sagging bed.
66-70) You discover a small passage that leads to a storeroom. Most of the supplies have long since rotted away, but the containers remain. They are even mostly intact!
71-75) A tarnished silver soup spoon inlaid with bone is on the floor here, along with a silver bowl and matching plate.
76-80) You find the lyrics to the song Riding the Earthquake. Faranid has also found a copy, looks like some previous campers scattered copies of the lyrics around.
81-85) Behind the rubble is a set of stairs to a new area! If the dust is anything to go by, no one has been this way in a long time. Following the stairs leads to an overlook which contains a bone spyglass. There is something wrong about it, but when you look through it, you can see clear into the next hex.
86-90) A fully intact robe from an Eburnean Emperor. It is worth three times its weight in gold, and it is not light!
91-95) A fully intact crown. Polished opal and inlaid bone decorate the base. Holding gives you a sense of power, and the longer you hold it, the more paranoid you get.
96-99) A fully intact skull chalice from the empire, rimmed in platinum, inlaid with gems of unknown make. Drinking anything from the chalice fully heals the player, but also makes them believe they are the rightful Emperor of the Eburnean Empire, and that they sole goal in life is to return the Empire to its former glory. This belief does not fade, and can manifest however the player would like.

Lesser Basilisk Excavation Rumors Chart

Roll 1d6 after successfully overhearing or listening while at the dig site.

1) Rumor has it the Eburnean Empire kept basilisks as watchdogs and had ways to ignore their stone magics. (False) Basilisks are native to the area, they have nothing to do with the Eburnean Empire.
2) Faranid wrote the lyrics to a catchy song! (False) She found a scroll containing the song Riding the Earthquake which can be found in her tent.
3) Vrok once killed twenty bandits when his last dig was going to be raided! So you better not cross him! (False) It was only ten.
4) Lorran harbors a grudge again Zoldraan Pruug from their last dig. (True)
5) The Manticore has been collection artifacts from the Eburnean Empire to give legitimacy to their rule! (True)
6) Workers are going missing in the northest tunnels! (True) Those who aren't kidnapped by the Manticore's raiders are running into basilisks and getting turned to stone.

Lesser Basilisk Peaks Animal Encounter Chart

Roll 1d100 to run into other creatures.

01-20) A lone basilisk sunning itself on a ridge, it has not noticed you yet.
21-25) Snakes are sunning themselves, draped everywhere you can see in the light. On a roll of 1-3, they have stripes in the order of red, black, red (and are identified as poisonous on a successful roll). On a roll of 4-6 they have stripes in the order of red, black, white (and are identified as not poisonous on a successful roll).
26-30) A family of 4 basilisks sleeping in the ruins, surrounded by all manner of terrified animals which have been turned to stone.
31-55) A vast room filled with statues. The statues are of all types of animals which look terrified, frozen midleap, or midflight. And oddly enough, when you look at the broken pieces, they seem to include blood vessels and muscles where limbs have broken away.
56-75) A hillside covered with statues. The statues are of all types of animals which look terrified, frozen midleap, or midflight. Oddly enough, when you look at the broken pieces, they seem to include blood vessels and muscles where limbs have broken away.
76-90) A hillside covered with statues. The statues are of all types of animals and include a few humanoids! A basilisk is hidden amid the statues and can be spotted with a successful roll.
91-95) 3 Basilisks hunting prey. On a roll of 1-2 they are hunting an animal. On a roll of 3-4 they are hunting an archaeologist! On a roll of 5-6 they turn and spot you!
96-00) A dead basilisk is being tanned nearby, staked out as a warning. Several archaeologists are in chains, passed out nearby. You have stumbled across the Manticore's work camp!

00.08 (The Lost Emperor's Steps) adularia25

The Lost Emperor's Steps

The desert here is shades of soft pinks and oranges, looking like someone spilled a sunrise across the land so that it never left. The air is harsh and dry, gritty from the sand which is constantly blowing. The sand leaves a bitter aftertaste from the minerals it carries.

After walking through the sand for half-a-day, a series of stone terraces grows impressively from the desert, leading to the towering mountains above. The terraces are the same pale orange as the desert. They are weathered and rough, partially obscured by the shifting sands which scour this region. Any and all life has long since fled, for there are no plants in this forsaken place, and nothing other than the terraces themselves to protect against the winds. There is only the sighing of the sands as it swirls over the stone, which seem slightly too ordered to be natural.

A successful check with spot hidden, geology, architecture, or nature reveals that the placement of these stones is not natural. At one time someone built a cyclopean staircase into the mountains, though time has worn the steps down to a series of shallow bowls filled with sand. The only signs that it was once something much greater is the regularity of the spaces between the terraces, and how some of the seams from the placed stones can still be seen.

Further successes or investigation reveals that the stones are weathered calcite in shades of pink and orange. Where the sand has pitted them, their colors are faded and their faces are less uniform. If a sheltered piece of calcite can be found, it has been carved in a pattern of lizards.

It is easy to break off a piece of the calcite (it shatters into rough rectangles), and if held up to the light, the piece glint in the sun looking like a slice of dawn. It is clear the weathering of the steps has produced the unique colors of the sand in the area... which means they have been sanded down for a very long time.

When with a desert guide or after a successful check with history, knowledge, or politics reveals:

At one time this place was called the Emperor's Steps and contained a elegant staircase of 2000 steps up into the mountains, though time has made its mark against them. It is rumored that after 1000 steps, there is a secret entrance into the Eburnean Empire, though no one has successfully found it yet. There are also said to be dangers left over from when the Empire Fell.

The Lost Emperor's Steps Weather Chart

Roll 1d6 to see what the weather is like for the day or night. Add +2 if a character is lucky or has made a successful luck roll. Once the players receive a result of 8, that can never be received again, and for all future rolls of 8, read result 7.

1) Incessant winds won't stop blowing grit in your mouth and sand in your eyes. Visibility is low.
2) Harsh winds drone through the rocks, creating a disharmony that makes sleeping impossible and frays tempers.
3) Gentle winds swirl the sand in eddies here and there. Anything that isn't tied down is picked up by a playful breeze.
4) The heat beats down like a hammer, water becomes precious as it grows dangerously hot.
5) Clouds roll in, making navigation hard without the sun or the stars to orient yourself in this sea of sand.
6) It is pleasant, the breeze is just enough to keep the heat down, but not so strong to take away visibility.
7) The day is perfect. It could not be better weather for travel. Cool enough so that moving warms you up, and not too warm later.
8) The air is so clear it looks almost unreal. You can see to the horizon in any direction. Which is how you catch sight of a staircase headed up into the mountains which you have not seen before.

The Lost Emperor's Steps Encounter Chart

Roll 1d100 to stumble across something in the desert.

01-10) Giant white fire ants boil out of what you realize, too late, is an ant hill! They are primed to attack!
11-20) A hidden sandcat nest, and you are between the mother sandcat and her young!
21-30) Five criosphinxes are fighting over a sixth in a ferocious mating display. They catch scent of you on the wind, and the five attack you instead!
31-40) Giant white fire ants are carrying the carcass of something the size of a pony to a distant hill. They have not seen you.
41-50) A solitary sandcat, silhouetted on a dune. It has not seen you yet as it stalks other prey.
51-70) A pack of three criosphinxes, fighting over a pathetic scraggly bush, blown in from hex 01.08. They are too preoccupied to see you.
71-75) Tiny bejeweled snakes are sunning themselves on rocks, but flee as you approach.
76-85) Large snakes are sunning themselves and hiss as you approach. On a roll of 1-3, they have stripes in the order of red, black, red (and are identified as poisonous on a successful roll). On a roll of 4-6 they have stripes in the order of red, black, white (and are identified as not poisonous on a successful roll).
86-90) A group of travelers. If approached they make signs against evil and move away from at top speed. If pursued they cast spells to raise dust devils to keep the players away. They are heading to hex 01.08.
91-00) A group of nomads who have made a temporary caravansary for the night. They offer food and healing in exchange for music and tales. They tell word of a dig up in the mountains if you follow the Emperor's Steps.


01.00 (The Petrifying Forest) vestige

The craggy, wooded hills of this hex are becoming craggier. The caverns beneath have long been the home of a group of exceptionally industrious goblins. As they burrowed deeper, they broke into another network of caves, one long forgotten and home to a massive temple of Hrmgr, a primordial dwarven god of stone who was displaced by the more civilized god Gurruk when the cavern was sealed off. The goblins now worship Hrmgr, who has transformed them into stone and provided their shamans the magic of petrification. The ossified goblins now seek to spread Hrmgr’s essence throughout the region.

Fortunately for those surrounding the hex, the shamans are not powerful enough to do so efficiently, but they are patient – and are slowly transforming the landscape into a petrified forest, beginning in the valleys and working their way up to the top of the hills.

In the highlands of the hex, the PCs will find normal, if relatively quiet, forests. But as they travel through the valleys, they will find that most of the larger trees have been petrified, and young saplings have been torn from the earth and cast aside. Most of the animals, so far, have been left alone – but some of the more enterprising shamans have begun transforming squirrels and other small rodents.

The entrances to the ossified goblins’ cave networks are concealed by boulders far too heavy to be lifted by goblins (or any other humanoid); the shamans use their stone magic to open them when necessary. The entrance caverns are filled with intricate stonework created by the shamans, each of which is determined to outdo her peers. Farther in they become typical labyrinthine goblin warrens, before eventually opening into the mostly natural – but enormous – caves in which Hrmgr’s essence resides.

Hrmgr’s empowerment of the shamans has not been met with universal appreciation amongst the goblins (though his endowment of the goblins with stone skin equivalent to the best plate armor has been more widely accepted!). The chiefs – who formerly wielded immense power – and their foot soldiers resent the shamans and their holy guards, and with proper inducement could be convinced to reclaim their “rightful” places. Common goblins fear both sides and will invariably follow the path that seems least dangerous.

Additionally, Hrmgr’s influence isn’t entirely without repercussions. The shamans are slowly becoming more “dwarven” – some have even begun to grow scraggly beards, and they are developing “unhealthy” obsessions with building things rather than stealing them. However, Hrmgr has grown frustrated with the slow pace of this transformation. It actually desires a brood of “real” dwarves with whom it can take over the regions’ population. If offered such an opportunity, or even the prospect of one, it would betray its erstwhile goblin followers without a second though.

01.01 (Kobold Blue) dicingwithdearth

While PCs are crossing this hex by ship, the GM should roll on the Sailing Events table roughly three times per day (morning, afternoon, night).

If you roll Marlin Washpoddle, Kobold Raft or Captain Kleng more than once, take the next result instead. If the PCs have found Jörmungandr and defeated the Sea Wyrm - count Captain Kleng and Jörmungandr as No event.

If the PCs have heard rumours of Jörmungandr Island and are searching for it, add 2 to the roll for each day they have spent searching.

If the PCs have a description of Jörmungandr’s location and are searching for it, add 4 to the roll for each day they have spent searching.

If the PCs have a map to Jörmungandr and are searching for it, add 6 to the roll for each day they have spent searching.

(Note, bonuses are cumulative over time but do not stack with each other. As soon as the PCs have their first bonus, add it to rolls. After three rolls, add the highest bonus they have at that point to the total addition - continue in this vein.)

Sailing Events
Marlin Washpoddle
Fair winds - The ship travels twice it’s normal distance today (unless you subsequently roll Becalmed).
No event
Kobold Raft
Infant Sea Wyrm
Becalmed - The ship travels nowhere today. Do not roll again today. The crew may become fractious or despondent.
Captain Kleng

Marlin Washpoddle

A lone halfing is found, clinging to a spar of wood. If rescued and revived he tells his tale: He is an experienced merchant sailor who was sailing aboard The Stewpot when it was attacked by kobold pirates. This has been an increasing problem in the area over the past few years - Marlin has been attacked twice before but those times they were able to fend off the pirates. This time, there were more than usual. Marlin was knocked overboard during the battle and does not know what became of the ship. He has heard rumours that the Kobolds have some kind of island base in the area.

Once recovered, Marlin will happily join the PCs if they seek the island or if they are attacked. He is a competent fighter. Once they put in at a port, he will leave the party to look for work.

Kobold Raft

The ship sights a makeshift raft, lashed together from the wreckage of a ship, with two tired looking kobolds aboard, paddling with wooden spars. If pursued they will attempt to flee but not very fast. If the PCs catch up with them they will put up a brief fight but quickly surrender. If captured, they will sneer at any attempts to persuade or befriend them - however, they will give in to sufficiently convincing threats and describe the location of their island hideout.

Infant Sea Wyrm

The ship is attacked by a small sea worm. If they are in a small boat it may attack them over the side, if it is a larger ship, the sea worm attempts to smash through the hull. If the PCs defeat it and cut it open (which is gross but seems to be common), in its stomach there are a number of brass buttons and buckles from sailors’ clothes and a tin pendant - it seems worthless but is enchanted with a minor protection spell.


The ship is attacked by a kobold pirate-ship. The kobolds are fierce and numerous. If they’re reduced to fewer than half of their starting number, and can get back to their ship, they will attempt to flee. Their ship is fast and agile but not tough. If the pirate’s ship is captured, the hold contains loot - including the usual gold and jewels but mostly provisions, weapons and tools. A very successful search of the cabin will turn up a map to Jörmungandr. Any captured kobolds will respond similarly to those from the raft - though they will be harder to threaten the more of them there are.

If the pirates succeed in capturing the ship, they will attempt to take the crew and the PCs alive - as sacrifices for the Sea Wyrm.

Captain Kleng

Captain Kleng’s ship, The Basilisk is towing the captured ship The Stewpot back to Jörmungandr. If the PCs are able to track the ship undetected, they can follow it all the way to Jörmungandr (and do not need to make further rolls on the Sailing Events table).

However, it is very difficult to remain undetected on the open ocean. It is more likely that Kleng will spot the PCs and turn to face them. The Basilisk is a heavier galleon type ship and with The Stewpot in tow it is not fast or manoeuvrable but it will try to intercept the PCs’ ship.

The crew are even more numerous than on the other ships and Captain Kleng is a formidable opponent. Unlike the other pirates, Kleng’s crew will fight to the death rather than surrender. If Kleng is killed, they will attack with desperate ferocity.

If the PCs defeat the crew, they will find the hold filled with loot. A reasonably successful search of the cabin will turn up a map to Jörmungandr. Aboard The Stewpot they will find the surviving halfling crew alive but imprisoned (being taken for sacrifice to the Sea Wyrm). They will know a little about Jörmungandr, having overheard the guards talking.

If the PCs are defeated, Kleng’s crew will attempt to keep them alive and will imprison them with The Stewpot’s crew.


The kobold’s stronghold is the tip of an ancient volcano, which forms an island in an almost perfect ring shape. It is less than a mile in diameter and even at low tide, it stands only 50 feet above the waves (and so is very difficult to stumble upon accidentally). Although the exterior cliffs are not high, they are formed of jagged basalt with many sharp undersea spurs - so there are only two safe ways to reach the interior:

- On the east side of the island the lines of the ring overlap, rather than meeting, and form a long narrow passage - running from South to North - through which a, skillfully steered, ship can enter. This is the entrance used by the kobolds, any captured kobold, and possibly an eavesdropping halfling, will know about this passage.
- On the south of the island, at high tide, there is a small gently sloping plateau - upon which it is possible, though difficult, to beach a small ship or a rowing boat. From here it is possible to climb over the cliffs and into the interior. This could be marked on Kleng’s map or a very scared kobold prisoner might reveal its whereabouts.

The interior of Jörmungandr is almost as stark and bare as the exterior, as it is constantly scoured by wind and sea-spray. Kobold habitation is concentrated in about a quarter of the island - from the sea passage in the east around to the Temple in the north. It is clear at a glance that everything has been made from the plunder and the timbers of captured ships. Dwellings are rudimentary and are scattered around between the workings of the town.

Prisoners will be taken to the Temple and (unless they escape) fed to the Sea Wyrm. Anyone else spotted on the island will be attacked by angry kobolds, for whom Jörmungandr is a holy site - however, there are dozens, rather than hundreds of kobolds, here at any given time - most are out at sea.

The docks are a series of short wooden jetties at which there will generally be a few pirate ships, unloading their spoils or waiting to sail.

Around the coast from the docks, pirate ships are constructed and repaired, captured ships are patched up for use or cannibalised for parts.

Nothing grows here and any fish or other sea creatures are eaten by the Sea Wyrm and her brood. So all plunder is brought back, sorted and stored for future use.

Foundries & Crafts
The principle employment of those kobolds who aren’t out pirating is the creation of really hideous, serpent-based statues and jewelry. The statues, carved from the rock of the island, line the path to the temple. However, the jewelry - which is made by melting down any plundered precious metals and set with stolen gems - is not in evidence anywhere. This is because it is all thrown to the Sea Wyrm, the water within the island is less than 100ft at its deepest and the bottom is littered with a fortune in gold and silver.

The Temple & the Sea Wyrm
The paths heading towards the North of the island are lined with the hideous serpent-daemon statues carved by the kobold artisans, they grow more grotesque until reaching their apotheosis in the Temple itself; a fifteen foot high arch made of the island’s stone and carved into deeply disturbing shapes. The archway leads to a long pier, made from the hulls and masts of wrecked and captured ships - which leads out into the very centre of the crater. Those who have the misfortune to be taken alive by the kobolds are taken along this pier to be thrown to the Sea Worm.

The Sea Worm is an enormous sea serpent or aquatic dragon which makes its home in the crater. It is a formidable foe (and likely to be accompanied by a couple of its offspring). If it is defeated, the kobolds will scatter - making the area safer for shipping - and the enormous riches on the bottom of the lake will be available to the PCs (if they can reach them).

01.02 (Gorred's Gap) committed hero

As the lowest point for several leagues of coastline, this hex is frequently inundated by water. Mangrove forest stretches from the shores of the open channel to several miles inland. A few villages of stilt houses lie close to the channel.

The limestone riddled with spectacular caverns beneath the peaks to the south lies below the waterline here, hiding a tangled system of cenotes and submerged passageways. The ancient flightless wyrm Zyvyx knows these routes like the back of his claw, and can move faster through them than a surface expedition can hack a trail above ground. His hoard might be buried under a rare hillock, guarded by traps and other denizens of the swamps who pay him fealty.

-A trio of ancient jade statues is said to lie somewhere within the swamp. They are the remnants of an unnamed civilization, still revered by a small tribe of lizard men.
-Zyvyx recruits human/demi-human/humanoid wastrels to route caravans close to his favorite trails, and many a merchant has been waylaid by false short cut. No one knows who his agent is, however.
-The stilt house villages are home to cannibal tribes.

01.03 (Way of the Dwarf) TTDG

Mountains bordering the volcano to the south, and inhabited by a clan of mountain dwarves. There is a town and 2 villages undermountain, all connected by tunnels.

There is a monastery in the northern part of this hex that is known locally. Of course they are lawful, but since they accept all races that can accept their rule, one rule is that there is no racial conflict among members. Once they even had a giant and dwarf as members at the same time. They grow their own food, raise grapes, and make their own wine. Aside from tending to the monastery, and training their bodies, monks spend time in quiet contemplation.

There is 1 medium level monk, and at least 2 medium low level monks that run the monastery and training. They have anti-chaos, magical, weapons fit to defend their seclusion. There are at least a dozen monk initiates here.

Anyone non-evil may learn how to blind fight from the monks. It takes 4 continuous months, and the supplicant must submit to the rule, lifestyle, and service of the monastery during that time. Donations are appreciated.

Random Encounters:

01-30 Fire giant ranger, favored enemy dwarf.
31-45 Random dwarf
46-50 Dwarven vent guard. Has some form of magical communication, possibly a sending stone, able to cast send 1/day. Has max ranks in hiding, and a cloak colored to match the surroundings.
51-60 Dwarven ranger, favored enemy giant.
61-70 Dwarven ranger, favored enemy goblinoids.
71-80 Gazebo (see below)
81-90 Random race monk
91-00 Iron Hand Luke is a fossilized (mineral warrior has damage reduction), dwarven, monk adventuring in the area. He’s not currently attending the local monastery, but he is known there. His discipline lets him attempt to break (sunder) weapons and deflect arrows. He has a magical cloak that improves his saves. He also has fast healing 1, possibly from the same bloodline that helped him survive fossilization.

From a distance this looks like an open sided, covered, platform, with about a 5 foot wide interior, and a couple of steps up. It almost could be six rose trellis arches placed together. It looks to be made of white wood, but in fact is marble, and up close is covered in runes from the ancient Eburnean empire.

It is in fact a living magical construct with 6 legs. The interior will teleport a single, unmounted, medium occupant to the gazebo in 00.02, and seems to be part of their teleportation network. 1% of the time the teleportation goes to a different random Eburnean port (GM will), but with extensive research this might be deliberately activated and the destination chosen. Such research would require visiting each of the Eburnean ruins, learning their language, knowledge of 3 teleportation spells, 5d4 months, and 6d4 x1000 gold at a minimum.

It has blindsense 30 feet, can teleport at will to any place within 01.03 & 00.04, and has regeneration and fast healing. It will avoid conflict. It has a mouth on the underside, and has been known to eat wood, gems, and minerals, smelling them from up to a mile away. Past attempts to trap it have all failed. It can remain motionless for long periods of time, but is seen occasionally walking about in it’s territory.

01.04 (Tonbaekul the Volcano) adularia25

Hägglor's Fire Spa and Relaxation Center
Sweat your pains away.

Hägglor's Spa is exclusively for creatures of the Plane of Fire and it situated in the ruins of the Eburnean Empire at Tonbaekul, the volcano. Hägglor is the female fire giant who first started the business, though her two grandkids, Hägglo and Glora, run it now. Hägglor's grandkids also have a mail-order business to places outside the hex map, with a 25% chance that the grandkids aren't even around

The spa features three areas. One section is devoted to soak rooms of magma. Unless players have fire shielding, natural or otherwise, they will be horribly burned if they enter this part of the spa.

The second section are the steam pools. These scalding pools of acidic water are perfect for intelligent reptiles, but will melt the flesh off humanoids. The geysers here are well sought after to blast away old scales. this room is mostly safe, as long as players do not touch the water, or get hit by the geysers - which are timed to go off every six minutes.

The second room also contains unique pools of molten sulfur, molten glass, molten chaos, molten hate, molten chocolate, molten green, molten time, etc... which can be bottled at great risk to the players, but are worth a lot if they can be found.

The third section contains beauty products and a salon to try them out.

Beauty Products Offered

Hägglor's Lava Shampoo
Hägglor's Lava Mouthwash
Hägglor's Scale Rub
Hägglor's Mineral Dye Shampoo (comes in a variety of colors)

Hägglor's Lava Shampoo, ad follows:
"Has the fire gone out on your head?
Do your flames barely reach ten centimeters, when they used to flare meters above you?
Do you want to be vibrant once more?
Then you need Hägglor's Lava Shampoo, perfect for rekindling luxurious locks dampened by rain or time.
Come tour our facilities at Tonbaekul for a free sample."

They also make a Hägglor's Lava Mouthwash for fire-breathing creatures who have lost their spark, and an abrasive scale rub for dragons made from a stone harder than diamonds.

The bottles which hold the hot lava mixture are cool to touch, made from shed Salamander skin and enchanted against the heat. When opened, they cause heat damage and/or dehydration to the person holding the bottle, unless they have some sort of fire immunity or resistance.

Hägglor also provides a line of dyed shampoos with mineral extracts for the discerning fire giants who want green or purple flames.

People of Interest

Hägglo, a vain fire-giant who is proud of the spa and the products they provide. Has purple flaming hair, a veritable walking advertisement who won't shut up about their products.

Glora, deals with the business side of things, making sure the have enough minerals to make the products they sell.

Hoxenpoxalisp the Imp, very no-nonsense and deals with anyone who is checking into the spa. Strictly enforces the rules, and is left in charge of the spa while Hägglor's grandkids are running errands in the Plane of Fire.

The Spa's connection to the Eburnean Empire

The spa has diverted the magma which powered the equipment of the empire into new channels to fill the pools for the spa.

Adventurers may try to convince the owners or Hoxenpoxalisp to divert the magma back into the channels to power the empire. If they fail, they are chased out of the volcano by angry spa-goers who just want their peaceful place of rest.

If they succeed but have not already checked the structural integrity of the empires channels, the channels are in desperate need of repairs and those tunnels to the machines are completely blocked, filled with magma that the players cannot remove (or convince anyone to remove). The spa will say "We told you this was a bad idea" and divert the magma back to their spa.

If they succeed but have checked the tunnels, it is a massive undertaking to have the Eburnean machinery fixed, but years from now the machines will work once more, and the machinery powers a series of portals throughout the Empire, allowing instant travel between random hexes. Since the portals have not been powered for so long, they are completely unreliable, and prone to break down, despite becoming repowered.

01.05 (The Bottomless Tombs) robbbbbb

Bottomless Tombs

The entrance to the Bottomless Tombs sits in a section of wooded hills. The pit itself sits within a forested copse. It is not readily apparent, although anyone searching specifically for the Tombs will find it after 1d6 hours of searching hex 01.05. Adventurers moving through the hex have a 1/6 chance of stumbling upon the tomb by accident.

The trees around the pit shaft have had barked stripped from them. This is mostly due to the actions of the kobolds who lair in section A. They wrap ropes around the trees when they are ascending/descending into their lair and use them to control their descent. Winged kobolds remove the ropes after every ascent/descent. Player characters who encounter the tomb have a 1/6 chance of finding ropes attached to the trees. If they do, then 2d4 kobolds will be lurking in the woods. They will observe the player characters closely before committing to an action.

Odi, the young green dragon, has begun to bend the area to his will. There are signs that the dragon magic is beginning to take hold. Occasional fogs move in around the wooded sections of the hills, and the area around the tomb sometimes has the acrid tang of Odi’s poison breath.

The pit seems to have no end. Roll 1d8 if a player tosses a rock into the pit.
1-3: No sound emanates from the pit.
4-6: The PCs hear the rock bounce from side to side off of the pit, but do not hear it strike bottom.
7: The rock strikes the rope bridge stretching from D1 to D8. The wererats will come to investigate within 2d10 minutes.
8: The rock strikes a random inhabitant of the pit. Roll on the random encounter table to see what responds.

Random Encounters Near the Tombs (1d6)

1-3: A group of 2d6 kobolds, led by a winged kobold. They’re out hunting for game to fill their larders. If they can surprise the PCs they will, with a hit-and-run raid.
4-5: A group of 1d8 wererats. They’re returning from some foul errand, and will likely try to avoid the player characters.
6: Odi the Jealous One flies by. The PCs will note that an acidic, poisonous odor trails behind him. Odi likely won’t take notice of the PCs below.

Section A: Kobolds

This former tomb complex has been cleaned out by the kobolds, who dumped the buried bodies down the shaft long ago. There are over forty normal kobolds living here, although at any one time 10+ will be out hunting or foraging.

There is a 10’x10’ landing off of the shaft. There is a door just inside, which is usually shut and locked.
The door itself is trapped. If the door is opened without disabling the trap two glass tumblers full of oil roll down from the sides and crash to the floor, engulfing anyone within 5’ of the door in lamp oil.

There are four kobold guards always on duty at the T-intersection inside the door. If the door opens one of their number will instantly alert their leader, Dig, and the rest of the clan in A2 by ringing a large bell on a stand. Then they will fire flaming arrows at any unfortunate who happens to be standing in oil. They keep a brazier running constantly and arrows held at the ready.

A1. Winged Kobolds This group of kobolds is led by Dig Cliffbrow, a winged kobold, and his fellows. Dig is both larger and smarter than the average kobold (though this isn’t saying much!) Dig has pledged his eternal loyalty to Odi the Jealous One, located in complex E. Odi occasionally appears to the kobolds and helps enforce Dig’s power over the others. In return, Dig runs errands for the dragon.
Dig keeps a small chest under his bed with 2200 cp, 1200 sp, and 110 gp. The chest is trapped with a poisoned needle. If the poison pierces a character’s skin that character will then begin to dance uncontrollably for 1d6 minutes, after which he will drop to the ground exhausted and sleep for 2d12 hours.

There are eight winged kobolds who live here, though often 2-3 of them are out on errands.

A2. Kobold Lair The rest of the kobolds are packed into this small chamber, living in bunk beds affixed to the walls. This room is filthy and smells atrociously bad, though the kobolds don’t seem to notice.
Each of the kobolds carries 1d10 copper pieces. Each of the winged kobolds carries 1d8 silver pieces.

Section B: Zombies

Dozens of zombies inhabit this complex. There is no door from the shaft to the complex, and a zombie occasionally wanders off the edge and drops down the shaft. By magic it reappears in the complex 1d6 hours later. It is possible to clear the complex by luring or pushing zombies off the edge, but it will always be temporary.

B1. Zombie passages The zombies shuffle endlessly along the corridor, to and fro, shambling along. They will turn and attack anyone who enters this complex.

B2. Aggyk the Wraith At the very back of the complex lies Aggyk, a twisted wraith who lies here. He flew down into the complex centuries ago and raised the bodies of all of those who were buried here. He sits surrounded by magical items that remind him of his life: A spell scroll with a spell of Dispel Magic on it, and his sword ‘’Vile Wonder’’. The sword is a ‘’Sword of Vengeance’’, a cursed blade. It gives a +1 to hit and damage, but if the wielder is damaged by a foe the wielder must attack that foe and only that foe until the foe is utterly defeated. Aggyk will use the sword against his foes, and he can use his Life Drain ability through the sword.

Vile Wonder has a dull sheen and a black onyx set in the pommel.

Section C: Unoccupied

C1. Empty Chambers The lower section of this complex has been broken into and ransacked. Tombs are overturned and skeletal bodies are spilled everywhere. They have not been animated, but a necromancer would find this to be a fertile field. The side stairs lead up to two smaller tombs that have also been ransacked.

C2. Undisturbed Tomb At the top of this stairs is a large set of brass doors. They have been barred from the inside and magically locked. There are a variety of inscriptions using the language of the old Eburnean Empire. A scholar of the languages of the Empire could read the inscriptions, which would warn about the foul, dread creatures within.

Those creatures passed into dust long ago. A magical means of unlocking the door (a Knock spell or similar) will allow the PCs within. There, they will find 12 heavy, brass plates attached to all of the walls. Each of the plates is approximately 8’ tall by 3’ wide, and ½” thick. The plates are engraved with a dense network of Eburnean script. Each of the bits is a reference to another, numbered saying on them. Deciphering the messages on the plates is extraordinarily time consuming, and would take a full-time sage years of work. The message of the plates is left up to the GM to determine.

A collector from the old Empire would pay dearly for the plates (1000 gp each). They are heavy, however, (over 500 pounds each) and difficult to move out of the tomb complex. Moving them out would likely attract the attention of the other denizens of the Tombs.

Section D: Wererat Warren

D1. The Kitchen The wererats have recently rustled a halffalo from ranchers in the local environs. A whole half halffalo is roasting over a spit in this room. The smell drifts down the corridor to the shaft and up the shaft a ways.

Two wererats are tending the fire and basting the side of haffalo. The smell is delectable. The lower, buffalo half of a side of halffalo is moist, fatty, and tender. It is, in a word, delicious, and these wererats have used an excellent blend of seasonings. The upper, halfling portion of a halffalo is bitter, tasting of overtones of hops and pipeweed. Humans generally find it disgusting, but these wererats are good cooks and have discovered spices that bring out the best of the flavor.
A spare bridge to span the shaft is stored here, so that the rats can move across the shaft at need.

D2. A dank cell An older woman was captured by the wererats for Rikkitysnik’s lab within the last two days. Rikkitysnik will turn his attention toward her soon, though she does not know the grim fate that awaits her.

She is terrified beyond reason, having heard the howls of the thing in cell D3 day and night.

D3. Rikkitysnik’s Creation One of the few things to survive the mad wizard’s attempt to graft creatures together. This one is an amalgamation of an orc, a mule, and a giant scorpion. Its lower half is that of a mule, while its upper half is the body of an orc with one of the arms replaced with a giant scorpion’s tail. It is hideous and has been driven mad by the experiments. If released it will turn and immediately attack the nearest creature. Rikkitysnik and his assistant have been attempting to determine how to control the beast.

D4. And D5. The laboratory Rikkitysnik, a wererat mad wizard works here, grafting the parts of animals together. He uses portions of different animals and grafts them together to create new creatures. Or, he tries anyway. Most of his creations die, but he keeps what he can in the cells nearby.

He is a decent wizard, however, and possesses spellcasting skills that make him dangerous. He also has an assistant, Egorit, an oversized, simpleminded wererat. Egorit is large and ferocious in close combat, and will fight to the death to defend Rikkitysnik.

D6. Giant rat lairs The wererats keep two dozen giant rats here as pets. They allow them fair run of this side of the complex, though they most often congregate here. In case of invasion, the wererats will drive the giant rats toward any foes.

D7. Leader’s lair Tarkenslik, the wererat leader, lives here with his mate, Alissty. The two are both proficient rogues and excellent at sneaking and skulking. They are both greedy and dominant. They know that Odi lairs beneath them and they have sworn allegiance to him. To do otherwise would be suicide. They chafe under his rule and only begrudgingly obey orders. They will take any opportunity they can get to rid themselves of their dragon overlord.

D8. Rat swarms The wererats have brought dozens of rats down into this part of the dungeon to protect their home. Their numbers fluctuate up and down as they are alternately fed and ignored by the wererat clan. There are 1d4+3 rat swarms that inhabit this space.

Along the wall of the corridor is a small hidden compartment. A searching party will find it easily. Inside is contained the pieces of a rope bridge that can be extended across to connect D1 and D8 across the shaft.

D9. Wererat Lair The main living quarters of the Wererat clan are here. 16 wererats call this part of the complex home. There are curtains hung all over the room to divide it into smaller spaces for the occupants.

Each of the wererats has some treasures squirreled away in their pile of bedding. Each pile of bedding contains 2d10 gold pieces. Additionally, there is a 50% chance that any pile of bedding will contain a valuable object (ring, gem, pendant, etc.) worth 1d4x10 gp.

D10. Door to the Outside This door leads to a long tunnel that exits about ¼ mile from the complex. The wererats use this to move in and out of the complex. There are always four wererats on guard here. If attacked, they will send one of their number for help while the others attempt to delay the intruders. If they are obviously losing they will go through the door to the rest of the complex and bar it shut behind them.

Section E: Odi, The Jealous One

Odi is a young green dragon that has just established a lair of its own. He is nasty and cunning and has begun to exercise control over the other inhabitants of the bottomless tombs. He likes to think that he is master of this area, but he is still quite young and more vulnerable than he knows.

E1. Odi’s Foyer Large oaken double doors are the entrance to this room. Odi usually pushes them shut behind him when he enters. Roll a d8 when the door is opened. On a 1-5 Odi hears the door open and moves to investigate. On a 6-7 Odi remains asleep. On an 8 Odi is off on an errand and the entire complex is unoccupied.

If Odi hears intruders enter he will move quickly to intercept them in this room. PCs can attempt to parlay with Odi, but only if they offer him complete subservience. Odi is interested in minions, not equals.

E2. Odi’s Lair Odi, a young green dragon, lairs here along with his treasure. Odi is jealous of other creatures’ power, and seeks to dominate them. He boasts of his power in an attempt to intimidate them into following his orders. This often works, and he has bent the kobolds in area A to his will already.

He can occasionally be found outside of the tombs, hunting to fill his massive appetite. He is a growing, young dragon.

Treasure: 200 copper pieces, 8000 silver pieces, 2200 gold pieces, 70 platinum pieces
A carved ivory statuette of an ancient lord of the Eburnean Empire. To a collector, this is a priceless artifact. But any merchant would be willing to pay at least 200 gold for it.
A silver chain with a piece of amber attached. The amber somehow has an image fashioned into it, by what art you cannot tell. As a curiosity, the piece would sell for 300 gold.
A tapestry is hung on the wall. It depicts a massive halffalo hunt in full swing. The halffaloes are portrayed as fighting back with intelligent tactics, which is absurd, as anyone who knows anything about halffaloes will attest. However, it’s obvious age and the skill of its manufacture will allow it to sell for a pretty price, though no more than 150 gold pieces.

A small box of turquoise animal figurines. This is obviously part of a set of pieces to a game, though its incomplete nature means that collectors will not pay full price for it. Still, it is worth at least 400 gold pieces.

A Ring of Jumping.
Slippers of Spider Climbing. These dark black velvet slippers allow the wearer to move up, down and across vertical surfaces and upside down on ceilings while leaving one’s hands free. There is a 50% chance that the dragon has loaned these to a wererat or kobold minion, who is using them to carry out some mission of the dragon’s.
Longsword +1. This sea-elf sword was intended for use by a sea-captain. It is slender and elegant. The hilt has an aquamarine pommel stone.
Axe +1. This battleaxe is of dwarf make. It is well-balanced, and has a dull metal look with it. It is chased with a silver design that travels down onto the haft. At the height of the dwarven lunar year the chasing seems to writhe. An inscription in dwarven, readable only by dwarves, displays a clue to a great dwarven treasure.

Section F: As yet undefined. Some solitary creature?



01.06 (The Empty Hills) bxrrr

Situated at the western edge of a vast forest, the Empty Hills have long been home to a thriving, though small, halfling community.

Their once-mighty ancestors, the grief-stricken former masters of the City of Bightwater, spread far and wide after the collapse of their plutocracy, with some travelling far southwards, eventually reaching the hills. The shelter provided by the forest to the east and the mountains to the west made these unassuming, pleasant evergreen hills a natural choice to hide away from the world in.

And hide inside the hills the halflings did. For peaceful seclusion meant one thing above all - survival. Over the span of several generations, these reclusive people have developed a complex of interconnected burrows known as Covered Town, rarely venturing out to the surface and subsisting on various subterranean plants and fungi, as well as small fish and eels from Hidden Lake.

Enter Zoldraan Pruug, Historian Extraordinaire. The rotund half-dwarf, ever certain of the validity of his own scientific assumptions, has been carrying out a massive excavation in the Lesser Basilisk Peaks, just to the west of the Empty Hills.

Reaching deep into the mountains, the excavators must have started digging in the wrong direction at some point, for the soil began to gradually change, and to their great surprise, the archaeologists unexpectedly came across a tunnel.

Realizing they were no longer under the Peaks, the excited Pruug decided to go on. Perhaps the Empty Hills have not always been empty, after all, he thought.

Thrilled by the prospect of yet another grand discovery, Pruug and his team pushed on, quickly realizing that the tunnel had been in recent use, and was in fact part of a vast complex of small and narrow tunnels, though they were also rather snug and homely.

And so we arrive at the present day. Acutely aware of the intruders, the halflings are terrified at the prospect of Covered Town being, well, uncovered. Opinions as to the desired course of action vary, and a Great Council - a true rarity - is to be assembled in the immediate future.
Has the time for the halflings to re-emerge finally come?

Covered Town: a sprawling subterranean complex of interconnected burrows inside the Empty Hills which the halflings have been continuously developing for several generations at this point.

Hidden Lake: a small body of water deep within the Empty Hills, which has provided the local halfling population with fish (mostly minnows) and eels.

01.07 (The Shattered Hills) adularia25


The Shattered Hills look as though they have been roughly pushed up out of the earth, strata upon strata of rock erupting from the soil at forty-five degree angles. But it is not just the physical landscape which has been shattered. The tempostrata - or planes of time - have been shattered here too.

Roll 1d8 to determine who or what has shattered the landscape:

1) The Eburnean Empire's experiments with Portals.
2) Gratchol once experimented here, when he was alive.
3) A side-effect of the Battle of the Wizards.
4) Magic taints the land here each time a Gateway in the Universe-City is used
5) Unintentional a side-effect when Schnubnezzar and other sorcerers banished the troll-tyrant Korsung
6) Intentional by-product from the creation of Mad Roland's Domes.
7) The BEHEMOWRAITH once passed this way.
8) It is a true mystery - no one knows what caused this.


Roll 1d100 after spending a night in the Shattered Hills to determine what the players encounter. Roll again for each night spent in the hills. There is a 05% chance any of these encounters are deadly, though players may make three rolls, of an appropriate type of the to attempt to survive the encounter. If they pass more than fail, they live to tell the tale of the Shattered Hills.

00-10) During the night, all those you have killed tell you the most boring tales of their lives. This is horribly boring and yet you cannot get to sleep. You wake the next day having not rested at all.
11-20) There are marvelous scents of lavish meals on the breeze, yet following the scents hill after hill brings you no closer to the feast.
21-34) Laughter can be heard on the wind each time you stop to rest. It stops as soon as you start moving.
35-39) You have stepped through to another time. Giant Saberdons, the size of houses with tusks like spears and spotted pelts can be seen hunting the next hill over - though it is only a matter of time until they spot you.
40-50) There is something following along, but you can only see it out of the corner of your eye. It looks like... you! But there is something horribly wrong about it.
51-60) Your dreams are filled with visions of buildings made from bone and pale figures wearing shining robes. And then you look down and realize it is parts of your bones which make up the buildings!
61-70) The ground is an illusion and you fall straight through in, into a world of shimmering colors and swirling sounds. It is utter confusion, and before too long you are back in the hills again.
71-80) The hills in front of you grow taller the closer you get to them, towering over... and then folding over you... the hills are now a tunnel and you are now on the ceiling looking down. There is much relief when you exit the tunnel, though there is some confusion as to which way is up.
81-94) The hills flicker and vanish every other step, there then not there. To the future or the past, you can't be sure. All you know if that the land is very different.
95-99) You run into the BEHEMOWRAITH. Skip to that section. The 05% chance of death does not apply in this situation.

01.08 (Pegah Sannck Valley) Quaid Slauson

Sandy Desert

Initial impressions: A wide open semi-arid desert valley running northwest to southeast. Not completely barren, the eroded sandstone and shale landscape has sage brush and bits of dry grasses here and there.

On the north and northeast there are a variety of small desert canyons coming out of the slightly higher hills seen in the distance. A few of the canyons look interesting. The valley is skirted by a worn and eroded ridge on the southwest and south. Most of the valley is visible from any given spot, except for some random tiny hills here and there blocking a few lines of sight. Two dry creek beds wander off to the southeast, skirting a dry lake in the south. Depending on annual drought cycles, the lake area occasionally is plagued by blood-sucking flying insects.

A few remnants of an old settlement are discernible miles away near at the western edge below the boundary ridge.

1. A few dwellings and out-structures are seen at the northwestern upper end of the valley. It appears that a few families or one large extended family may live there. Some goats are visible.

2. An abandoned mining facility sticks out of a promontory adjacent to one of the northeastern canyons.

3. Something else that might be an abandoned mine sits alone in the south.

4. Old cart paths run here and there across the valley floor. Some look usable. Some disappear into sage brush.

5. The small hills scattered in the middle of the valley are generally 50 to 100 feet high.

Occupants (Overview):
1. Presumably some humans live in the dwellings at the top (northwest end) of the valley, although none are visible at the moment. There doesn't seem to be much of interest there.

2 & 3. Some creatures or beings lurk out of sight of the hot sun within the mines and canyons. The northern cave dwellers and southern subterranean dwellers are quite different from each other. Both have been impacted and affected by prior mining endeavors.

4. Barely noticeable in the southwest, a Girl walks through the sage brush.

5. On a small hill near the center of the region sits a Boy.

Occupants (Detailed):
1. Samighil Thendour Family/Clan - The Samighil Thendours are a leftover amalgamation of mining and farming endeavors in Pegah Sannck Valley. It is rumored that Samighil's wild older brother Binighil was the first prospector in the area and named the valley. Either way, both are long dead. The remaining people, who call themselves the Samighil Thendours, may be willing to trade basic commodities such as food or lamp oil. They occasionally have dealings with the outside world and with travelers, yet they lean toward being wary. If the correct ones are consulted, they do have some interesting metalworking abilities.

2. Seck'Khack - Hidden in cave networks in the northeastern canyons, the Seck'Khack are an insectoid race. They have six preying-mantis-like angled limbs, although the bodies seem more pupa-like in shape with some hard rhino-like plating. They are brown, black, and/or tan in color. They usually walk on four legs (two central and two rear), although they can walk on just the rear two or can run at full speed on all six.

They live in long tunnels in various colonies deep below the canyons and in the hills. The Seck'Khack grow their own underground crops and small animal food sources, and occasionally gather resources from the surface.

Various human mining operations damaged and polluted Seck'Khack tunnels. Most of the damaged or intercepted tunnels have been abandoned by the Seck'Khack. Some of the oldest or youngest mischievous Seck'Khack will use the human mines for entertainment, adventure, or pillaging.

3. Payn-ha - Under the central hills of Pegah Sannck Valley, going deeper than the Seck'Khack of the canyon lands, dwell a type of large legless lizards called the Payn-ha. The Payn-ha are volatile and fierce. They generally move slowly, but can strike with large jaws and teeth during either hunting or battle with great strength and velocity.

There are rumors that one ancient, hidden tunnel connected the Payn-ha's kingdom to the Seck'Khack's realm, although no one really believes the rumors.

4. Silent Voice - A young Girl is sometimes glimpsed wandering in the southwestern flatlands of the valley. Some think she is only a myth. Others think she is a ghost. Rumors are told that if one can find her and succeed in not scaring her away or offending her, she might accept an offering of food. It is not clear what would scare or offend her, or what she would do with food; however, the rumors all agree that if she accepts a visitor, she will commune with the visitor's spirit. The visitor's bravery or insight or influence may be increased for a time, or perhaps she just offers carelessness and foolishness.

5. Boy Mackoon - a Boy is sometimes found on top of a hill in the middle of the valley. When wanderers approach him on top of his hill, the Boy always asks them what they seek. He asks about the effects of the moon cycle on the wanderer's quest. He asks about the effects of the wanderer's quest on the transfer and movement of the cosmic energy Queshb; he asks in a way that makes it seem tied to moral obligations. The Boy then offers peculiar advice for active quests or hands out mild curses related to forgetfulness, food spoilage, or poor musical taste. The Boy is non-confrontational, and is adept at seemingly disappearing when in danger.

Ambiance (suggested audio):
The Feeling Begins, by Peter Gabriel
Phase 3 (Arabic Mix), by Terrase
Journey of the Ancients, by Kevin Doberstein

01.09 (Pyramid) TTDG

This desert hex is covered in sand dunes, and remarkably empty except for a pyramid near the center. Getting there, if you can find it, requires facing the typical desert hazards of no water, hot days, cold nights, and blowing sand.

A ramp zigzags its way up the south face of the pyramid to the top entrance.

Level 1 is a single room treated occasionally with dust of tracelessness to appear unused. A secret door leads to a ramp down to level 2. At any time, the lich may activate oil on this ramp, generally to keep PCs from escaping.

Level 2, room 1: 6 stone chairs surround a marble table. The lich may entertain friendly visitors here, via remote means. Hieroglyphics on the walls are about some ancient desert mystery religion and their book of the dead. There is a name listed as the master of the pyramid, and if called out respectfully the lich may choose to parley. Preceding past here is considered unfriendly.

Level 2, room 2: The entrance is at the top of a snake pit, filled with a swarm of poisonous vipers. They are periodically fed summoned rats. The exit is a brass door on the far side at the bottom. A magic mouth on this door will proclaim “Death is not the end.”

Level 2, room 3: The floor is covered in sand. Actually, the center section is a gelatinous cube in a pit with sand scattered across its top disguising it. Another brass exit door magic mouth will proclaim “Death is not the end.”

Level 2, room 4: A room devoted to various magical experiments. A lab bench lines one wall, and has an ever burning torch, various glassware, a scalpel, clamps and forceps. Cabinets contain various exotic and mundane ingredients. It is fairly tidy at the moment. A stone coffin in the center contains a partially skeletal body being cleaned by a swarm of beetles. There is a permanent magic circle inscribed on the floor a bit further on. A comparative anatomy diagram lines one wall.

4 skeletal undead dread warriors in the 4 corners attack. Treat each as a skeleton, except they each have at least 3 class levels in bard, blackguard, warlock, and cleric (4th level to cast desecrate) respectively. Each will have a magic item granting energy resistance to a different energy type. The blackguard uses a poisoned blade.

A ramp goes down to the next level. A rolling boulder trap is automatically pressure activated after the lich’s death.

Level 3, room 1: Statues are in the 4 corners of this room. One is a hawk headed man, one is a jackal headed man, one is a crocodile, and one is a lioness. The center of the room plays an illusion of how to remove the brains through the nose after death, over and over in a loop. Only, the statue of the lioness is really a dustform dire lion, a construct that looks like a sandy statue while it is still, but has all of the attacks of a lion as well as a dust breath weapon (4d6). It attacks if the PCs try to leave the room, or it is examined. Another locked, magically trapped, brass exit door magic mouth will proclaim “Death is not the end.” The trap is a symbol of fear.

Level 3, room 2: There is something magical about this room (roll difficult spellcraft to figure out what). A heavily bandage wrapped figure shambles forth to attack. It is a flesh golem, disguised as a mummy. The spell is a permanent energy transformation field that turns magical fire into magical lightning, which heals the golem at a 3 to 1 ratio. The walls are brilliantly painted in blue and gold, depicting some death defying afterlife ritual. The details of the ritual are tantalizingly vague.

Level 3, room 3: The floor is like a portcullis on its side, a steelwork grid plenty strong enough to walk on. The center of the room has a fedora hat on a pillar illuminated by a beam of magical light from above. If a PC puts the hat on, they shrink and fall through the grid under the hat where they will now face what to them is a giant scorpion. Unshrunk PCs may be able to aid their comrade, if they can reach through the right grid hole fast enough while the fight is ongoing. The exquisitely balanced stone exit door has a contact poison on its surface lowering the pusher’s dexterity.

Level 3, room 4: A mummy attacks! Belatedly, the PCs may notice brown mold in this dark room. Brown mold grows rapidly in the presence of fire, and exudes a damaging cold aura. Petroglyphs, bas relief carved into the walls, repeat some of the earlier afterlife stories, and provide nooks and crannies for the mold to hide in. Another locked brass exit door magic mouth will proclaim “Death is not the end.”

Level 3, room 5: It is like you are peering into a 1/3 sand filled cylinder lying on its side. Both the entrance and exit are in the top 1/3 of the room. The cylinder starts to rotate. Unless the PCs are flying, make both a dexterity check and strength check to cross the tumbling fine sand. Then make a difficult climbing check to get up to the door on the opposite side. Failure results in battering damage and repeated ability checks.

Level 3, room 6: A chair sized, egg smooth, rose quartz boulder has some magical light within it gently illuminating the splendor of a wonderfully richly appointed wardrobe. A walk in closet of kings. Furs and silks and gold thread embroidery! Figure at least 7 aristocrat outfits, in all their many layers, are here. Surprisingly, there are middle class and low class clothes here as well, possibly for disguise.

Level 3, room 7: There is an evil altar here that has often had desecrate cast upon it. The lich may use this to bolster his defenses. The main exit door has a falling stone block trap on it. A secondary exit goes to a downward ramp ending in unfinished stone. Once a year the lich pays to have unhallow cast on the altar with freedom of movement for undead.

Level 3, room 8: The library. In the dry desert air, much knowledge has been preserved for centuries. The lich’s interest roamed widely. Anyone, with enough time to study, could improve one of their knowledge skills here. There is a magical tome on how to build a golem here, with sepia’s snake sigil trapping it. Another magic seeming tome causes the reader to lose 2 wisdom and then make a will save or spend the whole day reading the book. A few, fist sized, egg smooth, yellow tinted, rock crystal hemispheres provide light throughout the library.

Where the exit normally would be is indeed a door, but behind said locked door is a symbol of insanity. The real exit is off on the side, concealed as a wooden secret door.

Level 3, room 9: There are many locked chests of various metals chained down and heavy here. Some contain gems, others coins, all sorted by kind, 1 kind to a chest. Even an arrow of construct slaying has its own locked case. Put all of the unused treasure from this encounter here. The edges of this room however are illusory walls that conceal 4 skeletal undead dread warriors hiding in the shadows. One is a dwarf, one a gnome, one a halfling and one a lizardman. Two are assassins, and 2 are rogues, each with at least 3 class levels. One of the rogues uses a sword of subtlety, and the other an unholy short word. One of the assassins uses a life drinking axe, and the other an assassin’s dagger. Both assassin blades are poisoned. They attack after 3 rounds of study, if the PCs leave, or if they themselves are attacked.

The entrance relocks itself after 5 rounds, and every 5 rounds thereafter.

Level X: A hundred feet under solid stone, this room is completely sealed off, and lined with lead. A small amount of starter treasure is here, a few duplicate magic items, a mirror of mental prowess, and an extra copy of the lich’s spellbook. This is where he will reform, inside a stone sarcophagus, and seek vengeance from. It is also filled with an inhalable poison gas, and 5 uncontrolled zombies of children. It is illuminated by a chair sized, egg smooth, quartz boulder that has some magical light within it.

Beyond a brass door a ramp goes up from here. It crosses a teleport circle that teleports to a cave dark room in midair over a pit of acid. There is an antimagic field just below where people port into, and unless you have a means of flying so you don’t fall, or a means of surviving acid without magic, you’ll likely die here. The original ramp goes nowhere; it was a false path.

The Lich:
He’s not interested in taking over the world. He just wants to be left alone to continue to do fascinating research. Toward that end he has some business interest, both legitimate an illegitimate, he’s set up to keep some money flowing in.

As a high level wizard with eternal life, he dresses rich unless he has visitors, in which case he may dress in wraparound bandages so as to appear to be nothing more than a mummy. He knows the major powers in the world, or at least the ones older than a century, and generally stays out of their way if they will stay out of his.

The lich will have observed the PCs throughout the pyramid, and formulate an attack from the full resources of a long lived wizard. He wears a cursed scarab beetle of death amulet, that will burrow into the heart of anyone living that wears it, as one of many retributive acts he plans if killed. He may have an attendant, glove wearing, skeleton toss dust of sneezing and choking during the 1st round of combat, since undead don’t need to breathe.

02.00 (The Winter Camp) mixula

If it is winter, there is a nomad winter camp here. It consists of 25 hemispheres of fur and hide stretched on a wooden rack. There are about 300 men, women, and children here with approximately 500 horses. The horses are small, almost the size of a pony. What they lack in size, they gain in ferocity. No unknown person can touch them without getting a nasty kick or a bite. Their hide is multicolored: white, brown, and black patterns fight for supremacy on the horses. If a horse is single-colored, it is considered sacred. At the moment, there are three sacred mares in the camp, two black and one brown one. Touching them is regarded as sacrilege.

When the adventurers arrive at the outskirts of the camp, they are greeted by armed horsemen. There are three nomads per pc. The nomads are armed with a spear, a shortbow and a long knife, and armored in leather and fur. The horsemen ask the PCs to get off their mounts (if they have any), and to put down their weapons. One of the horsemen collects the weapons if the adventurers comply. If they don’t comply, they are promptly attacked. The goal of the nomads is to drive them off, not to kill them.

If the adventurers do as they are told, they are lead to the camp. Children of various ages stare at them, some even come and touch them. Women stay away, and the men keep an eye on the visitors. The player characters are given a meal of horse meat and wild vegetables cooked in horse milk. They are offered some fermented horse milk for drink.
Refusing to drink it is an offence.

The chief of the camp interrogates the visitors. He is a huge man, with long coal-black hair and beard. He introduces himself as He-Who-Finds-Right-Words. He speaks the language of the PCs, but slowly and awkwardly. He asks what the player characters are doing in this area, where nobody usually comes. That’s why the camp is situated here.

If the adventurers proof to be no threat, the atmosphere in the camp shifts towards friendly. The player characters can stay in the camp for as long as they want, provided they partake the chores.

If the adventurers prove to be of use, they are introduced to Snowflake, the female shaman of the camp. Her age is hard to tell. In any case she is old. She’s wrinkled and dark brown, with silvery hair. Her eyes are like two agates, seemingly changing color at random. The PCs are told she can foresee the future.

If the player characters bring gifts to Snowflake, she foretells their future. She closes her eyes, and starts convulsing with foam coming out of her mouth. Her voice comes out, sharp and focused, giving an eerie effect on the whole thing. Afterwards, she doesn’t remeber a thing.
Roll from the following table. Any die up to d30 may be used.

1 Battle a daemon
2 Be blessed by a god
3 Be defeated by your best friend
4 Be eaten by a dragon
5 Be eaten by wolves
6 Become a king/queen
7 Become blind
8 Become rich
9 Become the best in what you do
10 Cause a war
11 Defeat a dragon
12 Defeat evil
13 Die poor
14 Die young (if the pc is old, roll again)
15 Disappear forever
16 Drown
17 End a war
18 Find an ancient treasure
19 Find an old temple
20 Get killed by iron
21 Have many children
22 Kill a king
23 Kill your best friend
24 Live to 100 years of age (if the pc is older, just use the next 100 years)
25 Lose a leg
26 Lose an arm
27 Marry happily
28 See prophetic dreams
29 Survive a plague
30 Travel to an unknown land

The characters may stay at the camp for the whole winter if desired. Eventually spring comes, and the nomads depart north. The adventurers may or may not follow them. Next winter, the camp will be here.

The children of the camp frequently sing to songs:
The Fire In Your Heart is a song about loyalty and courage. Even some of the adults hum along with this very catchy piece.
Horse Manure tells about a man who loved horses very, very much. It is funny and surely makes your cheek red.

If it is spring, summer, or autumn, roll on a random encounter table. Any die up to d10 may be used.

1 A carcass. There’s a carcass of some large animal here. Everybody touching it will catch a disease. All those in the vicinity have 30% chance of contracting it. The disease will cause nausea and diarrhea for 1d3 days. Each day a sick person will lose 1/3 of his total hit points (or the equivalent). This means a person will be dead in three days unless healed.
2 A carcass. There’s a carcass of some large animal here. Everybody touching it will catch a disease. All those in the vicinity have 40% chance of contracting it. The disease will cause nausea and diarrhea for 1d3 days. Each day a sick person will lose ¼ of his total hit points (or the equivalent). This means a person will survive the ordeal even if not healed.
3 An adventurer. Roll odd/even for gender. The adventurer is the sole survivor of an adventuring party. The adventurer has some treasure (1d100 gp), and a magic sword (parrying longsword, which adds to defence).
4 Buffaloes. Suddenly, the earth starts rumbling. Stampeding buffaloes approach the adventurers. Unless they have horses or camels, they will be run over. If there aren’t any clever ideas, the party will be dead.
5 Fire. The long grass has catched fire, and progresses towards the city in 06.01. It can be put out by launching a counter fire, destroying fodder for the flames. Of course, a watery spell or special effect will also do it.
6 Insect swarm. A swarm of insects approach the party. The adventurers have to cover their bodies and every orifice in order to not get stung. If someone falls victim to the insects, roll 1d10 for curse got:
1. Allergy to meat
2. Blindness
3. Deafness
4. Face blindness: Cannot recognize anyone
5. Oversensitivity: Loud noises cause pain
6. Permanent tiredness
7. Phobia. Select a suitable one
8. Scared of weapons, even touching them
9. Severe depression
10. Voices in the head
7 Snowflake. There’s an old woman here. She is dehydrated, starved, and almost dead. She is the shaman of the nomads, left here to die. Her successor is called Owl, and she left the previous shaman behind, as is the custom among the nomads. If the adventurers rescue Snowflake, they gain a very, very powerful friend.
8 The stallion. A stallion gallops towards the adventurers. Roll 1d6: 1-2 it is black, 3-4 it is brown, 5-6 it is white. It is one of the holy horses of the nomads. Of course, touching it would be a sacrilege from the nomads’ point of view.
9 The tree. There’s a gnarled tree in the middle of the Savannah. It lookes ancient and very, very close to death. After two hours, another gnarled tree comes into view. It lookes quite much like the previous one. After another two hours, a tree comes into view. The party is traveling in circles. The only way to break the cycle is to cut down the evil tree. It is very good firewood, lighting up immediately.
10 Wolves. A band of wolves have been driven north from 02.01. They have eaten very little. They are also too starved to fight should the prey defend itself.

02.01 (Manananggal Tribe) ctimmins

Small, tree-covered mountains dot the area and run down to the water steeply, with nearly vertical escarpments along the coast. The area is full of small birds and mammals but nearer to the waterline there are few large game animals. Numerous tiny to small caves run along the approximate waterline, opening into or underneath the water's surface. A variety of small- to medium-bodied predatory fish are found in the area, as well as numerous other fish and types of aquatic life including a medium-sized, bottom-dwelling skate species that sports a dangerous, meter-long, whip-like tail.

A tribe of Manananggal live in the area, inhabiting some of the larger caves. They have cut steep and discreet trails that run up into the wooded mountains where they occasionally scavenge or hunt during daylight hours. The tribe is typical of the species in being indolent, xenophobic, and secretive. They particularly are averse to direct combat engagement and will flee (collectively or individually) confrontation. When their food or entertainment needs cannot be supplied by scavenging and occasional cannibalism, they engage in fairly passive piratical behavior on the waters to the south - small craft than can easily be upset or holed are flipped over or sunk, the crew drowned and eaten, and anything of value scavenged. Too, the tribe is fairly proficient at displaying nighttime, false magical lights in such a way as to deceive unwary ships into believing they are approaching safe harbor - craft that run aground in the rocky shore are permitted to sink or break apart before the Manananggal will seek to plunder. And of course, any other opportunities of theft, burglary, or easy murder will be engaged in. The tribe is led by Blackbird, competent in Mangkukulam. The tribe believes the ultimate source of their magical power is the Great Clam (hex 00.01). All members are armed with a long, whip-like lash (a severed and partially cured skate tail) that can deliver slashing attacks.

Manananggal: Manananggal appear as thin humanoids about the size of an elf. They are normally naked or wearing only a loincloth; they occasionally wear simple forms of jewelry (often shells). From the waist down they are typically humanoid; from the waist up their bodies are decidedly aquatic, with webbed fingers, fairly scaly skin, nictitating eyes, slit nostrils that can be voluntarily closed, and no external ears. Their mouths are wide and full of razor-pointed teeth, and their necks are gilled. Their hair is waist-long and dull green. Manananggal do not sleep, but spend most of their time in an inactive state. During the daylight hours they may move about on land as a normal humanoid, and engage in occasional hunting, scavenging, and gathering of food (they can eat nearly anything). During the nighttime hours their peculiar nature becomes apparent. After the sun goes down, Manananggal find a secure hiding place near water (usually known only to themselves), and their upper torso slithers away from their legs, trailing out about a yard of organs and guts. The legs "stand there", in a form of biological suspension - alive but inanimate and insensate. The upper body writhes into the water and there becomes agile, moving about with a fluid grace. They are powerful and fast swimmers, using their arms, and can breathe either air or water. As they move, their grotesque menagerie of organs and guts trails along behind.

Manananggal reproduce in the normal humanoid way, but only during the day. During the night, any gestating young remain behind with the leg portion of the body. Manananggal culture is limited to bickering, infighting, and casual torture of the weak, which they view as entertainment. Their language is simple and guttural, possessing no verb conjugation outside of the present and immediate future. Manananggal are opportunists and stealthy. They always will prefer to flee from confrontation and eschew physical work.

If the torso is killed the legs die within a day; if the (always well-hidden) legs are found while the torso is away, they can be killed in the normal way or more easily by smearing a heavy slurry of vinegar and ash across and into the "opening" - unable to return to its legs, the upper torso dies within a few hours of dawn.

Manananggal are tribal and utilize a matriarchal hierarchy. Other tribes usually are viewed with distrust (at best) to outright hatred (normal). The tribal leader is generally the oldest, strongest female - though as she ages and begins to falter a new challenger surely will eventually murder her and share out the spoils in a horrid cannibal feast. While not noted for their intelligence, elder manananggal display an uncanny awareness of danger and trickery. A few of the elder females in any tribe (usually including the leader) are practitioners of Mangkukulam, a simple sort of black, shamanistic magic. The magic is limited to deception and the manipulation of negative emotions such as fear and hatred. Practitioners can create simple magical illusions (lights, sounds) and magnify negative emotions of those nearby. Practice of the dark arts appears to make the practitioner physically tough and long-lived.

02.02 (Village of Slurry) birmy

This largely idyllic, unspoiled stretch of wilderness along the channel is broken up by the tiny village of Slurry on its southwestern shore. To call Slurry a “village” is generous: it’s really no more than a series of thatch-roofed row houses alongside a series of rickety piers of uneven slats that jut out into the river. These are the homes of local fishermen, who ply their trade on the river’s bountiful stock by day while their wives go about the business of tending to their families on the shore. A dozen or so families live here modestly but happily supplying fresh fish to Bightwater’s Bellytimber district and, in better times, Fort Brakfish (Hex 04.03)

Slurry’s unique feature (and the source of its name) is that, due to a quirk of the currents and tides, much of the area’s dead aquatic life and the fishermen’s discarded fish entrails collect in small, fetid pools by the piers. These greasy puddles of blood and viscera float just on the surface of the water and are a common sight dotting the shoreline through and past the village. The pools, of course, stink of rotten flesh, but none of the locals seem to notice (and none of the PCs will, either, if they spend more than 1 hour in the village). Both the pools and their stench vanish once one gets past the piers and onto the open water.

There is little by way of accommodation for travelers here—this is almost entirely handled by the water-borne inns (see below)—though the families that live here are generally friendly, talkative, and hospitable; while mostly content, the women and children here welcome breaks from the tedium of their modest lives and will enthusiastically welcome diversion (and gossip). They’ll provide a meal for inquiring PCs (almost always fish stew), but will refer requests for lodging or drink to the inns, both of which are visible on the river from the village. Use the encounter table below for potential activities in Slurry or the Rumor Table for gossip.


Mirenda Muskelunge, a pretty but plain “fisherman’s widow” discontented with her often-absent husband, yearns for a more luxurious, exotic lifestyle and will impose her romantic notions of adventure and travel on the PCs. There is a 50% chance she will fall “in love” with one of the PCs—regardless of race or gender, it will be the either the most gallant or the most impressively dressed in the party—and attempt to get the party to take her with them.
Jolee Sevichay, a clever woman in her mid-50s whose husband is one of the more productive fishermen of Slurry. With the above-average income and no children, she enjoys a slightly more luxurious life than her friends and is what passes for the village’s gossip. She will happily chat with the PCs and gleefully speculate on any topic the PCs want to know about (see table below) over tea and a meal (she is the only one who will not serve guests fish stew).
An unusual bone pokes out from one of the stinking pools, too long and too sturdy to be fish. Any character doing an appropriate check will be unable to determine what creature it is from (it is humanoid), but will notice there are teeth marks all along the clean bone (a result of Brent Stalwart’s activities at The Pergamom Inn, below).
Cofta Walleye, a beleaguered but determined woman of middle age whose husband disappeared after a prolonged fishing trip several years ago; unbeknownst to her, he ran afoul of the intermittent portal in 00.01. Since then, she has been raising all nine of their offspring by herself, with some help from the older children. When the PCs find her, she is beset by screaming children of various ages, bubbling-over pots (fish stew!), and attempting to hang laundry in the yard. If the PCs help her, she offers them her missing husband’s backup fishing kit (standard resale value) and use of her family’s pier any time they need it (no boat provided).
Morton Pesca and Jamb Hambly, two elderly, long-since-retired professional fishermen who now pass their days… fishing for fun. The two cast out from opposite sides of the same pier at dawn and stay there until sunset; after dark they go out on the water and drink at The Better Pergamom Inn. The two men seem to enjoy their retirements, trading old stories and jokes all day while they wait for bites on their lines. They welcome any PC interaction, and will tell all manner of suspiciously fake-sounding “fish stories” with complete sincerity. They will talk endlessly about things like making lures, proper line tension, deboning techniques, best spots for different kinds of catch, and so on. They are also prone to making groan-inducing fish puns with no shame (“Looks like we FIN-ally got somethin’!,” etc.—deploy at GM’s discretion/players’ tolerance). Any character who successfully endures an entire story of theirs gains an advantage on all social checks at The Better Pergamom Inn.
2d4 local children, bored by kicking around an understuffed leather ball, will attempt to allay their boredom by pulling pranks on the party as they go about the village. Almost all of these pranks will involve dead fish—a gutted trout left in a PC’s backpack, a little boy pretending to be injured by holding bloodied fish guts to his stomach, raining fish entrails down on the party from the thatched roofs, etc. Their favorite game involves trying to push strangers into the vile puddles by the shore; a child who succeeds is declared “King of Slurry” until another child manages to push someone else into one of the pools.

The Pergamom Inn and The Better Pergamom Inn

Ten years ago, a small merchant vessel, the Pergamom, capsized on its way east to Bightwater. The two largest pieces of the ship--the back and the very front--settled just about equidistant from each other on either side of the hex (and Slurry), jutting out of the water at acute but stable angles some ways from shore. Two different local fishermen claimed a half of the wrecked ship for themselves and opened them as inns for wayfarers on their way to/from Bightwater.

The Pergamom Inn

The Pergamom Inn, on the west, is relatively luxurious and run like a high-end hotel (or, rather, what a fisherman thinks a luxury hotel must be like). Those traveling by boat to Bightwater see The Pergamom Inn as a landmark of safe passage--ships are relatively safe from that point to the harbor--and ships heading west see it as a last chance to stock standard supplies and rest before heading out to the open sea. This half of the Pergamom was once the back end of the ship, with the very back now the “roof” of the inn; water-borne travelers access the inn from a wide, sturdy pier constructed for stability and access. The name THE PERGAMOM INN is painted in weathered gold paint on the side facing west (what had been the bottom of the boat), along with a recently-added cloth banner that reads, “OUR FLOORS ARE FISH-GUT FREE!”. Furnished with scavenged decoration, it’s possible to imagine some level of luxury here: red carpets (clean but always damp), once-fancy furniture slowly giving way to rot, and a modest but dedicated staff.

Thanks to the size of this piece of hull, it does good business as a last-minute resupply depot but also rents "rooms" (sectioned-off portions of the hold) to traveling merchants and nobles too disgusted by the Better Pergamom Inn on the other side of the hex. The best room, "The Captain's Suite," is the entire top floor, what would have been the very back of the ship, which has a large bay window with a breathtaking view of the forest and mountains along the northern shore. A standard room (a partitioned-off section of the hull accessed by wooden ladder as one goes up the “floors”) costs twice the standard amount on land, while the “Captain’s Suite” is three times as much.

The proprietor is Brent Stalwart, a genial, pear-shaped man in his 60s with a voluminous white beard and long, thinning hair that spent time as an adventurer (of a level equal to the party’s highest-level martial character) before settling into fishing and, now, innkeeping. He dresses in expensive clothes that are nonetheless several years out of style. He is extremely gregarious and welcomes his guests with obsequious gusto, especially if he thinks they’re rich customers. He will actively ask the characters about their travels and what wonders they have seen and acquired, buttering them up with the inn’s supply of liquor as needed. If he is suitably impressed by what they’ve done, he will offer them the “Captain’s Suite” for free or at a significant discount.

The inn employs a “concierge,” really more of a greeter and clerk. This is Anton Shiverstar, a half-elf and low-level spellcaster (no more than 2 levels of wizard spells). He is a man of impeccable taste and an exacting sense of propriety over the inn. He is, in other words, a snob, and dedicated to the efficient running of the inn. Stalwart’s right-hand man, he is almost always nearby and will defer to Brent in all matters.

Brent’s wife, Patricia, is considerably younger than her husband and is sour-faced unless dealing with patrons, at which point she also becomes fawning and familiar with the party. She prepares meals (in a sparse, makeshift “kitchen” on the first floor) and serves drinks, almost always ale and rum direct from casks.

Brent wants to hear all about the PCs because he has, since opening the inn, selectively robbed and murdered patrons, and he is determining whether the party are viable targets. He carefully selects his prey based on their wealth and the odds of reprisal: his ideal target is traveling alone with a lot of wealth (or perceived wealth), with people unlikely to inquire after them. He then offers them the top-floor “Captain’s Suite,” with its bed in front of the large bay window (“for the view”). During the night, with the help of Anton, he pushes his victim through the bottom-hinged window to the waters below, where a chicken-wire enclosure ends just above the water line and houses 2d8 giant piranha (or carnivorous aquatic creature of GM’s choice) that make quick work of the body. What’s left of the victims winds up with the other detritus in the stinking pools at Slurry. He then loots the room and whatever craft the victim might have left behind before leaving it to the current. Brent has been carefully deploying this scheme over many years at irregular intervals to avoid suspicion; he may deem the PCs not worth the risk or too good an opportunity to pass up. He may instead target another guest whether the PCs stay the night or not. Locals tend to stay at The Better Pergamom Inn, to the east, while guests here tend to be traveling merchants, sport hunters and fishermen, vacationing nobles, furloughed soldiers, and the like.

Anton is Brent’s accomplice in his occasional murders, using sleep or silence spells as needed to prevent discovery (he may know other low level-appropriate spells per GM’s discretion). Patricia is oblivious to her husband’s nighttime activities, though she is having an affair with Anton without her husband’s knowledge.

Brent keeps his ill-gotten loot in the supply depot on the first floor, opposite the kitchen. There, in a large sack of flour labeled BRENT’S SPECIAL FLOUR, can be found 1d8 x 10 pieces of gold; an ornate jeweled dagger (it’s fake and purely ornamental. Brent does not know this); assorted trinkets and charms worth an additional 1d6 x 10 gp; a gaudy medal, representing a foreign military honor unfamiliar to this region; a music box, wrapped in brown paper, that plays a bubbly tune while a mechanical merman dances; and a blue “1st Prize” ribbon from the 968th Annual Gnomish Cheesemakers Convention. The ribbon is magical: when the “1” button is rubbed, it smells faintly of that year’s winning cheese, though the ribbon will smell very strongly of cheese to any hungry humanoid whether the button is rubbed or not.

The Better Pergamom Inn

The Better Pergamom Inn--named such out of spite for the Inn to the west--is dirty and ramshackle and uninviting. The part of the shattered Pergamom that makes up this inn is less well-preserved than the other and looks weather-beaten and not maintained. Well-appointed travelers stay away, and the BPI is used almost exclusively by the local fishermen, who use the narrow structure (the "roof" culminates in what would have been the ship's masthead) if they're out too late fishing to get back home in a timely manner. The masthead, once a proud helmeted warrior thrusting a spear forward, has been dressed up in a fisherman’s hat and raincoat, the broken spear replaced with a fishing rod. Incorporating the name written on the actual side of the ship, the proprietor has painted the words BETTER and INN on either side in defiance of the more richly appointed and popular inn on the western edge of the hex. The dock and bottom floor are used by the fishermen to clean fish, so most all of the common areas are covered in fish guts.

The proprietor is Cutter Killjoy, a high-strung, intense-looking man in a bloody smock who can be seen chopping fish with a cleaver most of the day. He is unfriendly but not untalkative, and will vocally and vividly describe how much he hates both the Pergamom Inn and its proprietor, Brent Stalwart (he has no idea about what Stalwart’s really doing over there--he just hates the guy). Like his competition, the best room is also the top "floor," the space directly beneath the masthead, because it's small and the only private room at the inn. The other rooms of the BPI are just communal spaces separated by a curtain and accessible by a rope ladder, intended for brief overnight stays for the locals or the occasional undiscerning traveler. There is no kitchen, though Cutter sells his own alcoholic concoction, which he calls “moonbrine,” for standard prices, and will sell any guest a bucket of undifferentiated fish parts for a few copper coins. He provides burlap booties and twine to any guest who balks at the fish offal that covers much of the common floor areas.

The guests here—all local fishermen who use the landing to clean fish, even if they don’t stay the night—are diligent in their work and apprehensive of outsiders who should be at the other inn, but will talk if approached. Should the GM desire combat here, some escaped giant piranha from Stalwart’s enclosure (see above), drawn to the fresh spill of blood and entrails, can attack some of the unsuspecting fishermen cleaning their catch near the edge of the docking area.

Despite their differing clientele, both inns have a fair number of guests at any given time, any of whom might know a rumor from the following table:


Strange clans lurk in the stilt-houses in the swamps of Gorred’s Gap (01.02). It’s best to avoid them, whatever they’re up to.
Anton Shiverstar, the half-elf concierge of The Pergamom Inn, is the bastard child of a minor elvish noblewoman of Everhome, far to the east (09.02). He doesn't like to talk about it--so it must be true, right?
There’s been an influx of kobold activity to the northwest (01.01). No one’s sure where they’re coming from, but they have to be holed up somewhere.
There’s been a surge of “fishmen” incursions to the west (Hex 02.03 and 02.04)—usually they’re just a nuisance, but they’ve been harassing more of the locals lately, like they’re looking for something.
The local kids are afraid of Cutter, the angry owner of The Better Pergamom Inn. They chase after each other, chanting, “Cutter’s going to chop you! Chop you up for his buckets of chum!”
Brent Stalwart, the proprietor of The Pergamom Inn, is a retired adventurer who made his fortune and retired to run the inn. They say he discovered the lost cradle of the Eburnean Empire and escaped with only a golden idol before the entire valley was consumed in a massive earthquake. (This is a lie spread by Stalwart himself).
It’s a shame no one’s occupying Fort Brakfish anymore (04.03)—it was a great source of income for the locals. But I guess there’s been some activity there at night?
They say Old Thorny, at Breakwater Lighthouse (05.01), has magical powers. They say he never sleeps, just goes over shipping routes in his head all the night through, like meditation, using his incredible mental magics to coordinate all the shipping through the harbor. No one knows how he does it. (False)
Have you been to The Hole-y Diner (05.01)? I hear they take one of Cutter’s two-copper buckets of parts and charge 50 gold for it. Typical city-folk nonsense. I bet it’s not even a real ship.
None of the fishermen will stay at The Pergamom Inn, instead opting for the Better Pergamom Inn downriver. Stalwart charges too much and seems annoyed when the locals want to stay.
The kids in Slurry are getting restless. The schoolteacher ran off to Bightwater to marry a wealthy herbalist and the children haven’t had a teacher since. It’s getting unbearable for the families and their parents are on edge.
There’s an orc horde spreading destruction throughout the grasslands to the north (07.00)—they say the orcs have already conquered the northern plains and are bearing down on Bightwater even now. (The first half is true).
Patricia Stalwart, the wife of the owner of The Pergamom Inn, looks unhappy. People say she’s tired of her husband staying up all hours of the night and carousing with guests until the wee hours. Half the time they go back to their rooms exhausted.
Do you know old Jamb Hambly? He'll trade you part of his treasure map for any joke about fish--the worse the joke, the bigger the piece of the map you get. (There is no map. If a PC tells Hambly a joke, he will laugh, thank the PC, then use the joke later himself... without giving the PC credit for it).
The local fishermen try not to go too far west for their daily hauls—every once in a while a hapless fisherman goes missing that way, and not even their boat turns up again (00.01).
Steer clear of the Bandit Land to the southeast (03.03)—the name tells you all need to know.
Many of the splintered remnants of the Eburnean Empire haven’t fared well since. There’s rumors of the fractious halfling tribes doing grotesque, abominable rites and heresies—but one doesn’t talk about such unpleasant things.
Somewhere in the mountains on the northern shore is a tree stump that spews gouts of blood like a geyser every thirteen days exactly. When it does so in the presence of murderers, the stump bellows out the names of the killer’s victims accusingly and does not stop unless the accused sheds their own blood and adds it to the stump as a sign of contrition. (False)
Be careful of the water orcs as you head into the channel (05.02)! They shoot poisonous quills and will attack travelers who disturb their homes. (False)
The strangest thing happened the other day—a pair of scouts and their boat appeared out of nowhere, on the water, within feet of the Better Pergamom Inn. They claim time had passed without their knowing and that these waters were not their own. They could try to sail back if they knew where in the world they were. Maybe they just drank too much of Cutter’s “moonbrine,” but they certainly seemed confused. (This is a result of the one-way portal in 07.07).

02.03 (Hills) kazozza

See 02.04

02.04: (Hills and Mountains) kazozza

The remnants of the free fish folk of an ancient empire.

“The fish people have always been along this part of the river. We don’t know what they call themselves, we call them ‘vermin’. They are a small nuisance, constantly trying to raid our ships as we sail along the river. They are best ignored, but for reasons unknown they tend to swarm on ships with clams and pearls in their cargo”.

While not as advanced as they once were, the fish folk have a basic village at the edge of the water where they haunt the shoreline of 02.03 and raid small ships as they pass. Largely seen as a nuisance, they are relatively harmless and generally left alone. They can be bothersome in larger numbers, especially when fishermen have clams in their haul.

A dusty trail runs south from the village through the surprisingly dry hills to the mountains at 02.04 where their ancestors built an underground city - now in ruins. The trail is unusually peaceful, save for a few random encounters. There’s not much life here. Small, short trails run off the main track at regular intervals leading to small pools of fresh water and lush vegetation surrounding them like small oases. Off the track has more wildlife and a higher chance of encounters.

The path leads into hex 02.04. The hills give way to a mountain range that leads off into the distance as far as the eye can see. The path leads up to a massive doorway in the mountain with crumbling statues of fish folk on either side. The path splits off and follows the base of the mountain on either side, with small goat tracks leading off in various directions up the hill (to random encounters and a possible path over the mountain). The doorway is not sealed and leads down into the abandoned city.

The abandoned city.
There’s traces of infrequent activity throughout the city as some of the fish folk still live inside. The population has dwindled over the years to have the main population at the village in hex 02.03. A few fish folk remain in the city, trying to keep the aging systems like the aqueducts functioning. It’s a very large place and the small population cannot keep up with repairs – the place is literally falling apart and sections of roof can cave in at any time. Flooding is an ever present possibility. There is a secret subterranean path that leads from the city towards the volcano (01.04).

The old society built the city so long ago that not much information about them has survived. What is known has been pieced together from explorers finding artefacts in the city and the verbal history of the elder fish folk on the shore who are willing to speak.

What is known: The old society of fish folk worshipped The Great Clam (may it’s shell protect forevermore!) whom they believed controlled the mighty volcano (hex 01.04), which it used to communicate. The fish folk had a two caste system. The Upper Fins were the chosen few who controlled the city and interpreted the desires of the Great Clam through the volcano’s tremors and eruptions. (This was mainly to feed the Upper Fins’ wants and needs). The Lower Fins were the workers, maintaining the city, defending from all intruders and manning the outpost on the shore of the river (02.03) with the aim of protecting the offspring of the Great Clam (may its shiny pearls guide you in the dark!)

The village on the shore started as an outpost of the city, but as the years went by, society crumbled. The Lower Fins rebelled and left the city, forgetting its existence and staying close to the village, never venturing along the path as the city was now only a myth. Folktales and some very old members of the Lower Fins remembered it from their childhood, but were reluctant to mention it.
The remaining Upper Fins tried to maintain the city, but without the working knowledge of the Lower Fins, the best they could do was slow the inevitable demise of their empire and retreat inside, never to venture out again.

It is believed there are treasures buried deep in the old city, along with a water source that has some mystic properties (no idea at this stage, happy to tie it to other hexes - possibly a portal).

The hills are dry as the water is diverted to the city via a series of tunnels and aqueducts. The oases along the dusty path are old rest stops for the fish folk, watered by the city’s failing aqueduct system.


02.06 (The Pines) rebuscarnival

General Features
The pine barrens that skirt the southern edge of the mountains are inhospitable and succor no notable settlements. The dry, rocky soil is ill suited for plant-life, save the tall, crooked pine-trees that dominate the region. The forest floor is a carpet of yellow pine needles stretching into infinity in every direction, with no underbrush or ground cover. This, in conjunction with the regimented spacing of the trees, gives a traveler the impression of walking an endless colonnade.

The barrens are home to a estranged coven of witches. Nestled amongst the pines is Harmony Hill.

The Coven

The 12 witches that once comprised The Mirror Wives live scattered through out the pine barrens. They are a reclusive lot, generally unwelcoming of company, and will avoid coming in to contact with interlopers.
The Coven was formed many moons ago in the hills east of Bightwater with the expressed desire to preform The Mirror Dance, a ritual that would create an living simulacrum of each participant. To this end, the Coven built a dozen glass dolmens in the barrens and spent years practicing and perfecting the ceremony.

On the eve of The Shuddering Moon, two of the sisters had a grievous misunderstanding over some impolite grooming advice that led the group to dissolve prematurely.

Since the falling out, the ladies have been pursuing their personal interests; gardening, tree climbing, birdwatching, hog rearing ... all those hobbies that had been put aside in the arduous preparations. None have had the heart to abandon the region, and each bears the secret hope that an accord will be found.

These witches are solitary people and not inclined to gossip or companionship. However; their isolation means they are often in need of civilized goods unavailable. Any member of the coven can use the Glass Dolmens as restorative chambers for the wounded and may do so for a price. The witches are also able to create crude homunculi in the glass coffins using any organic material. The more sophisticated the material, the more capable the homunculus. One of the sisters has been building a stable of these unfortunate creatures, a fact that would displease the others.

Harmony Hill

In his youth, the hill giant Ferg the Fang was a ferocious brute, quick with his club and hungry for halflings. He terrorized the lake region for decades until a conversation with Urso the Owlbear showed him the error of his ways. Ferg expressed his dedication to his new found pacifist philosophy by trying to collect all the weapons of the world and then lock them away so they could do no more evil.

In this Ferg was fairly successful, although more than a few of the confiscations resulted in a grisly end for the war-mongers whose weapons were seized. In the foothills of the western range, Ferg built a gateless enclosure to house the weapons. When his collection became to large to carry he would throw it over the stone wall.

Over time the small hillock of metal grew tall enough to be seen over the stone walls. Ferg persisted in his mission until he ran afoul of some Fire Giants from up north that could not be persuaded of the righteousness of the cause.

Harmony Hill surrounded by 20' walls. The hill itself is comprised of weaponry and is extremely hazardous to climb. Every type of armament imaginable is present, including many swords of legend and otherwise enchanted arms.

Before his death Ferg deposited a family of rust monsters behind the wall. They have been slowly digesting the horde and will guard their food source from intruders.

02.07 (The Hovel of the Hill Giants) pdzoch

Hogabean and Mohbug
Two hill giants, Hogabean and Mohbug, moved into the region several years ago and began their devastating feast on the countryside. The hill giants are arrogant and self-important brothers who have left their own tribe in great delusion to start their own, somehow. “Bean” and “Bug”, as the brothers call each other, have taken up residence in a poorly constructed hovel dug into a small hillside for a home. However, this season has been rough for the hill giant brothers. They have noticed and delighted in the increase of wildlife in the region – “More to Eat!” – but the wildlife also appeared more aggressive to the great annoyance of the giants. One night in particular marked a traumatic turn of events for the brothers as Bug awoke to the raspy screams of his brother covered in thorny vines and being strangled. Bug fought to free his brother from the inexplicable attack of the vines and fled their home which had been suddenly overtaken by vegetation. Though Bean was freed, he lost his voice and speaks only in low raspy whispers. His neck still bears horrible strangulation scars from the attack, and his body is covered in similar scars. Bean wears a strange collection of tree trucks and animal ribs as a makeshift gorget to protect his throat from another attack. Bean and Bug are quick to attack and destroy vegetation as the slight provocation and many locations in the area were beaten bare by the hill giant brothers provoked by only the slightest wind in the leaves. They do not know the cause of their trouble, which happen to be a magical beast called Tynnwr Bywyd. Bean and Bug are not trustworthy, but their anxiety over the strange events this season has encouraged them to entertain support from any who may ally with them in their cause against the attacks of the wild woods.

Tynnwr Bywyd, Legendary Stag
Tynnwr Bywyd is a magical beast with golden antlers. A glowing power of life floats between its antlers. It nourishes life, encouraging growth and ending starvation, drought, poison, and natural diseases within 300 feet. It does not heal wounds. Plants and animals flourish, becoming active and healthy, but they also become defensive and protective of the stag, attacking anything that may pose a threat to the animal. Plants and animals within 100 feet of the stag become awakened, gaining intelligence, understanding speech (fey or common), and mobility (if a plant).

Tynnwr Bywyd is a reclusive beast. It detects all living presence within 300 feet of it and will escape and hide if possible. The plants and animals in its presence will assist in hiding the stag and blocking pursuers. If unable to escape and without other animals and plants to aid it, the stag will defend itself with its antler, hoof, and breath attacks. The breath attack is a potent hallucinogen causing victims within 10 feet to suffer disadvantage on all attacks, saves, and skill checks and reduce their movement by half. The effects last for ten minutes.

As a legendary animal, Tynnwr Bywyd is known to those familiar with ancient folklore and attuned to the natural world of the region. Tynnwr Bywyd roams the lands, replenishing life when the unnatural causes blight. The Legendary Stag came to this area to undo the damage cause by the two hill giant brothers and will move on once the destructive threat of the giants are neutralized.

Rare animals and plants are twice more likely to be found while Tynnwr Bywyd is in a region (hex).



03.00 (The Well of Gods) mixula

Hidden in the long grass of the northern savannah, there is an enigma.

Known as the Well of Gods, a 20 meter (60 feet) diameter hole has intrigued people for generations. It seemingly does not end. Nothing thrown to it audibly hits the ground. The walls are spiralled by tiny steps. So tiny, that it is suspected gnomes built them, although the worksmanship and little details of the carvings on the stairs is beyond their capabilities.

Numerous adventurer parties have descended the stairs, and never returned. All magical communication, such as telepathy, ceases to function after 100 steps. The Well of Gods has even swallowed an army – albeit a small one.

A congregation of religious fanatics claims that the Well is a gate to another world, and that every now and then a creature ascends the stairs to lay waste to this world. They insist the Well must be filled with earth, no matter how much soil it would take. Nobody has ever said they have seen something emerge from the Well of Gods.

Random Encounters

During the daylight, roll d6 for every two hours. At night, roll d6 twice. On a roll of 1-4, there is an encounter. Roll d10.

1. Hyenas. There are 2d6 hyenas in here. They are fighting over some bones, but turn their attention to the adventurers very quickly. Obviously bones aren't enough to satiate them.
2. You stumble upon a lion pack! There are 1d3 lions, 1d6 lionesses, and 1d8 cubs here. They have just eaten, so they just look at the adventurers. If they act threateningly in any way, the lions attack, protecting their harem.
3. Gnus. There are approximately 100 gnus here. They are good meat, but their main weapon is their stunning speed. The only way to hunt them is missile weapons.
4. Cheetah. This solitary cat is even faster than gnus, its main foodstuff. If the cheetah decides to attack for some reason, the adventurers cannot outrun it.
5. Up in a tree, a leopard is waiting for prey. Should an adventurer stop underneath the tree (for example to have some shade from the scorching sun), the leopard pounces down on him.
6. Elephants. There are 2d10 of them. An elephant tusk is very, very valuable. These giant creatures are gentle unless you approach too close. Then they run at surprising speed and stomp on you. Roll a new character.
7. Giraffes. There are 2d10 of them. Taller but more slender than the elephants, these majestic creatures eat the uppermost leaves of trees. A kick from a giraffe is life threatening.
8. Baboons. These monkeys are intelligent enough to throw rocks and sticks at the adventurers. In melee, they rely on their fangs.
9. Warthogs. There are 1d8 warthogs here. Basically a pig with skin problems. Will defend themselves ferociously with their tusks.
10. Rhino. A rhino has a threatening horn and very bad eyesight and even worse temper. Its strategy is to lower its head and run horn first, hoping to hit something. The horn is valuable.

If there is an encounter, roll an additional d6. On 1-3, following happens.

There's rustle in the tall grasses. Out comes a white male human brandishing a great crossbow. Behind him, ten gnomes carrying boxes and bags can be seen. The man smiles at the adventurers. ”I am Bruce, a big game hunter. Well, a hunter, anyway. I hunt anything that moves.” Then he proceeds to shoot at whatever the encounter is.

Each time Bruce is encountered after that, there's a lion skin, an elephant tusk or other trophies carried by the gnomes. Bruce shoots at another animal and laughs. ”I just love savannah.”

03.01 (The Hungry Forest) committed hero

Runoff from the hills to the west washed the most productive soil from this hex ages ago. As a result, this region has never been considered a locale good for cultivation.

Left to itself, much of this hex is thick with honey locust. But beneath these thorny trees grows a riot of carnivorous plants that get their nutrients by trapping insects (including ants from the dunes) and smaller animals. The largest specimens can be aggressive and preternaturally cunning - and big enough to snack on alchemists' apprentices searching for components found nowhere else.

Rumors of the Area:
The city's assassin's guild sends novice killers here for final initiation. Many of its deadliest poisons have ingredients found here.
A crown fashioned of an unknown wood is said to have been lost here by a druid living amongst the carnivorous plants. If it's true that the wearer has the ability to command plants, a ready-made army is here.
The wizard Delgy is said to have built a tower in this hex to corner the market on the plants here. If it does exist, surely it's a ruin.

Potions made from Local Ingredients:
Dreamwort feeds on its victims over decades, giving them hallucinations of their heart's greatest desire. A potion made from its sap leaves the drinker in a state of sleeping, unfeeling bliss.
Attar of the blood rose creates the most virulent poison that can be made.
Slowdews stiffen the muscles of its prey, preventing escape. A poison crafted with its juices impairs both speed and agility.
Timerust grows backwards: the spores rise from areas of decaying magic and form into a lumpy orange mushroom that shrinks into the ground. It's said that someone who inhales the spores will gain immortality.

03.02 (Water Everywhere) TTDG

There is a small island inhabited by legions of birds near the center of this hex. Chalk can be mined there.

Roll d100 on this table at least twice. An average seamanship roll will let sailors not start out in advisory weather.


-04 Kraken
-03 Pirate attack survivor in a dingy
-02-05 Kobold pirates from 01.01
06-10 Becalmed. -5 to next roll, and +1 rolls needed.
11-33 Light winds
34-66 Average winds
67-90 Better than average winds
91-95 Light craft advisory. +5 seamanship roll needed to avoid damage or redirection now. +5 to next roll.
96-00 Heavy craft advisory. +10 seamanship roll needed to avoid damage or redirection now. +10 to next roll.
101-105 Redirection. Transported to random neighbor hex (1d6) & light damage.
106-110 Wrecked. The ship is broken, cargo lost, and you are tossed into the sea.

03.03 (The Region of Lanu) ooozan

In the Region of Lanu, there is only a single centralized civilization. It spans over the north west peninsula and its neighboring island, and is referred to as the Land of the People. The peninsula is fully separated from the rest of the world via the Twin Walls, two massive structures spanning from coast to coast, protecting the People of the Land from the countless dangers of Bandit Land.

Bandit Land is not a place for the faint-hearted adventurer as it is inhabited by aggressive, barbaric creatures who live with a single mindset: survival. Alongside those creatures however one always finds grain boars, tusked wild pigs with thick, resilient brown speckled skin. Boars are known to be infertile by birth. There have been many attempts in the past to breed the species but all were futile. However this may be, the animal is somehow always seen and found in Bandit Land, the only possible explanation being that boars are the gift of the Gods. For this reason alone, boar meat is considered to be holy and is highly sought after by the rich and elite.

In towns bordering the Bandit Land, there exists local Hunter’s Guilds. These are clans of brave warriors that act as mercenaries, fulfilling requests of the elite in exchange for money and various other rewards. Although the requests may vary from time to time, they are mostly of fresh boar meat which is the reason why the guilds are located near the Twin Walls.

If you wish to start and adventure here, possible beginning for the PC’s: You are the four brave adventurers who have applied for the Lucky Lion, the only hunters guild in the border town of Silvergate. As is guild policy, applicants are expected to group up to face the Half Boar Challenge, where the group must unveil the dread that lies beyond the border, walking into the unknowns of Bandit Land in order to bring a single fully grown boar by sunset.


Land of the People consists of three subregions: Lowland, Highland and the Capital, all under the ruling of the beloved King Barnebis Vodor. Although the King is the official ruler of the land and every ruling is issued on his behalf, it is widely known that the elite Highlanders have a major influence in every decision that leaves the castle. This influence has caused an ever growing wealth gap between Highland and Lowland that over the years developed into a socioeconomic segregation.

History : Battle of the Wizards
As the wealth gap grew between Lowland and Highland:

  • Kir Darath: Lowlander Dragonborn wizard wanting equality.
    • Wizard prodigy from the Aras Wizarding School that quit school before graduating.
    • Bred dragons, kobolds and various other species to establish an army to fight against the suppression. Was known as the Dragontamer amongst the Lowlanders due to how well he could control his dragon army.
    • Used churches and cathedrals in the Lowlands as recruiting grounds and meeting areas. Looked for the young and old that were tired of living in poverty while the rest of the land swam in wealth. He promised equality, something believed to be a right given by the gods.
    • Caused a civil war, invasion of the south border of Highland. Loss of thousands of lives.
    • King issued a on-sight kill request for the Dragontamer and those that stood by him that further sparked fire on those that rebeled.
  • Rei Mala: Highlander wizard acting on command of the king to save civil lives and end the terror.
    • Strongest wizard from the Aras Wizarding School, finished top of her class.
    • At first she did not want to join the battle as she was close friends with Kir, maybe too close. After seeing the thousands of civilians suffering on a daily basis due to the civil war she intervened.
    • Specializes in rituals. After months of preparation she managed to conjure up seven crystals. Used together, the crystals would create another dimension to entrap Kir and his dragons. The crystals for protection were scattered around Bandit Land in highly elaborate dungeons so that no one comes even close (the grain boars are simply a side effect of the ritual and are always born from the energy dispersed from the crystals alongside the glowing earth beneath Bandit Land).


03.05 (The Silent Wood) bxrrr

The northeastern edge of the massive forest under the shadow of the mountains to the north has long been known as the Silent Wood. The trees grow exceedingly tall in this land of eerie beauty and strange enchantment. To date, no one has been able to explain their existence, as the Silent Wood is, in fact, extremely barren. No undergrowth is to be found anywhere between the trees, and the fauna of this arid ecosystem amounts to exactly one species: the elusive, nocturnal Silent Wood Owl, which makes no sound. Its source of food remains a mystery as well, leading some scholars to suppose that it is, in fact, a celestial or ethereal being.

The rumor of great hidden riches has long drawn hardy adventure-seeking individuals to this remote and inhospitable place. Famed explorer Gitta Timm, in her classic account of the Timm expedition’s journey to the heart of the Silent Wood, mentions the sobering effect the place had on the expedition’s members:

On the third morning, wisps of odorless smoke began rising from the otherwise unchanging, featureless soil. The trees seemed to grow even taller - one could hardly see their tops. I noticed that the men grew silent. Upon closer examination, it became clear that they were afraid.

The Fair Stream, a frozen river, is to be found deep within the Silent Wood. As with other features of the forest, the river is a mystery, as the Silent Wood is not an especially cold place.
The question of its origin and present condition notwithstanding, the Fair Stream serves as the initial marker for treasure seekers on their way to eternal fame and unimaginable wealth, as the Tree of Fortune awaits in the middle of Everstill, the frozen lake the river spills into.

Locating the river is no easy task, though, as the Fair Stream seems to be constantly changing its location within the forest. Writes Timm:

..and then we found it. Not at all where I was told it would be, but it was, indeed, the Fair Stream. And not a moment too soon, for the men had already started openly debating what return route the expedition should take. Tiny grains of gold glimmered at us from deep within the ice, and we knew we were on our way to the Tree.

The Fair Stream eventually “spills” into Lake Everstill, though no two accounts agree on the river's exact length. The Tree of Fortune stands hundreds of feet tall in the middle of the lake, appearing to be almost luminescent due to the glow of untold numbers of owl eyes, as a great many of these creatures live here, curiously observing any newcomers from their perch on the tree’s branches.

Actually getting to the Tree is, by all accounts, a risky business, as there is no telling if and when the lake's surface will turn into an icy deathtrap. The frozen bodies of adventurers stuck inside the ice bear silent witness to this ever-present danger.

At last, we made it to the Tree itself. The lake had been kind to us - none of the men fell through. The Tree of Fortune rose above us into heights unknown, illuminated by the numerous owls which called it home.
At first, nothing seemed to happen. Everything stood still. Then, suddenly, a small falling object hit my shoulder on its way down. The sound of its first contact with the ground came as something of a revelation, as it was the first natural noise we had heard for days, ever since entering the Silent Wood. Looking down, I saw it was a golden coin.
Another coin quickly followed, and before we realized what was taking place, masses of coins - too many to count - began falling down on us. The owls started hooting. Combined with the unexpectedly loud noise produced by the innumerable falling coins, an unbearable cacophony threatened to render us deaf. And yet, the men did not seem to mind all this, intent as they were on picking up as many of the coins as they could.
To my dismay, I noticed that the ice at the foot of the Tree began cracking, caving in under the enormous weight of the falling coins. Most of the men did not heed my cries of warning, hell-bent as they were on amassing their own small fortune. Along with a few others, I began running towards the shore as fast as I could. I fear the horrible sounds of cracking ice and terrified screams shall never leave me. Only three - myself and two others - survived to tell the tale.

The Silent Wood Random Encounters: ghostly/ethereal creatures, as best fits the chosen game system.

The Tree of Fortune: 3d100 golden coins fall down to the bottom of the tree every round (6 seconds, according to D&D 5e). Beginning at round 3, roll a d6 to determine whether the falling coins have become too heavy for the ice according to the following table:

On a “successful” roll, the ice in a 50 foot diameter around the Tree cracks and breaks, causing the characters to fall through and become submerged. A character can survive 1d4-1 rounds of being submerged in the icy-cold waters of Lake Everstill (minimum of 1 round).

03.06 (The Little Forest) rebuscarnival

General Features

The fields of Glimmergrass abut a dense birch-wood forest to the west, home to a cete of giant badgers that feed upon the marsh rabbits and the strange, blue fruit of the gentian tree. Unusual monuments can be found in the wetlands to the south. There is a wood within the forest of minuscule proportion, a paradise for the little folk that reside there.

The Little Forest

Through the crowded birch-wood but before the mountains lays The Little Forest. The emerald, broadleaf canopy rises waist-deep on halfling. Almost everything here is in miniature: tiny bears and tiny owls, tiny brooks burbling the softest of songs as they roll into tiny ponds within the tiny forest. Standing on a hill to the north is a wee castle, flying splendid little flags. Not far from the castle is a tiny village.

Here is the kingdom of Afin Tul, the Brownie King. There is little amiss in his realm, and the people are engaged endlessly in fêtes and parades about the castle.

Although the brownie magic has worked to keep out local megafauna like the badgers, it has been less successful in preventing regular sized insects from trespass. The minute inhabitants of the little forest must contend with all manner of monstrous bug; fearsome wolf spiders, flirtatious bees and carnivorous ladybugs of insatiable appetite. Brave knights of Afin Tul set out daily on their loyal grasshopper mounts to protect the King's subjects from this menace that wanders in from the birch-wood.

Pillars of Meng

In the dismal waters of the southern marsh rise four great monoliths of white marble. Ancient runes cover their surfaces. Translated, these hieroglyphs describe a ritual which will make the caster one with an element.

Successfully completing this spell will allow the caster to take the form of an elemental being and control that element as desired. The DM must decide on the particulars and provide limits.

Blue Apricots
The Blue Apricots which upon the Gentian Tree do grow are morsels of astounding impact. Eating of this fruit will cause one to double in size for several hours, an alarming event in any circumstance, but will likely ruin one's luncheon - and more than likely one's supper, too. The effect is not lengthened or exacerbated by consuming more.

What's more, swallowing the fruit's stone is likewise alarming. It will cause one to shrink down to one sixth normal size for several days. It is important to spit out the stone, and to politely remind one's companions of the danger.

03.07 (Butterfish Deep Waters) govmiller

Water. Deep water. In fact, it seems to have no bottom. The waters here are calm.

But there is the fog. When the temperature is right, a fog settles in and reduces visibility to almost nothing. The forests to the north and hills do a great job of keeping the fog in place- and hiding the creatures that swim beneath the surface.

The creatures are not harmful- but flavorful. It is a unique fish with a most buttery taste. It is viewed as a delicacy in the distant city of Bightwater since the only time these fish may be caught is during times of dense fog. Fisherman and other boaters must be careful- if they drift into 4.08, there is a good chance their boats will run into the hazards there. And there IS something evil under the surface there. It also likes the 'butter fish' as they are called. Any boats lingering too long near the middle of the hex are likely to be attacked as they reel in any butter fish...

03.08 (Siren Shore) Siren

King Slime Cave
Along the shore there is a cave. From the outside it appears really drippy. Anyone entering it will encounter many slimes. Right before the end of the cave is a massive slime blocking the walkway. It has many skeletons and crowns inside of it. Lots of them appear to be humanoid. Some might be halflings and some appear to be animals. If this King Slime is destroyed then adventurers will find at the end of the cave a pool of goo. There is only enough for one bottle at this time. The goo will heal one adventurer completely and get rid of any conditions. An observant adventurer might notice that more of the goo is slowly forming. If they come back later there will once again be enough for one bottle. They would also notice that more slimes are coming out of cracks in the cave to deal with if they come back. There is only one King Slime and if it has already been defeated at the Castle of a Hundred Kings adventurers only find little slimes.

Castle of a Hundred Kings
The ruins of a castle are at the border near the Holey Hills. The castle was once grand, but unfortunately towards the end kept going through kings. Many kings would not last long after a coronation and no one could figure out why. Eventually no one wanted to be king of this area and the castle was abandoned as haunted by all the past kings. Adventurers coming would find the only safe to enter portion of the castle to be the throne room. On the mostly preserved throne there is an item which ends up being a crown. If an adventurer puts it on while in the castle the King Slime shows up and tries to absorb them like all the other kings inside of it. If the King Slime has already been destroyed at the King Slime cave then three lesser slime come to try to absorb the wearer of the crown and become the new King Slime.

Siren Shore
Siren Shore a vacation destination and safe haven for halflings. There is a village with multiple inns and pubs to deal with all the vacationers. Lots of fishing, swimming, sun bathing, water sports, and other freshwater fun all for halflings. Non halflings including the adventurers that appear to be a threat to halflings feel themselves drawn to the water. Many threats to halflings have drowned in the water. Legends say there are sirens, but in reality no one alive has ever seen one only freshwater manatees.

Random Encounter for non-halflings (Roll d10):
1-9 Cuddly Manatee
10 Real Siren that attacks non-halflings

03.09 (Holey Hills) Siren

Holey Hills
This area of hills is literally filled with holes from giant burrowing creatures. Mostly huge worms. If adventurers come through at night there is a good chance they will fall into a hole if they aren't paying close attention.

Unicorn Pond
A small area in the middle of the Holey Hills is free of holes and giant creatures. The adventurers have a strange feeling in this area, but not a bad one. If any adventurers are able to identify magic or alignment it would just come up as good. At the center where the feeling is strongest there is a pond with a unicorn lying beside it.

If the adventurers have not destroyed the sacrificial altar at the temple of chaos the unicorn is in bad shape. It would tell them that it is using all its power keeping the evil magic out of the area and trying to contain it to the hills. If this keeps up it could die and chaos would have an easier time spreading.

If the adventurers have destroyed the sacrificial altar at the temple of chaos then the unicorn appears healthy and thanks them for getting rid of the evil polluting the hills. It offers to reward them by cleansing things of poison and getting rid of curses. Any time the adventurers return the unicorn will be willing to do this service for them.

Temple of Chaos
There is an area of increasing holes and random effects.

When the group gets close enough to notice the increase in holes roll another effect on a d10. Also roll after they camp or have any other encounters.

1. Land turns to quicksand. When they try to get out everything returns to normal.
2. Land becomes bouncy. It is hard to walk normally. Any running or jumping will send the adventurer flying.
3. Mirages showing what the party wants most
4. Animal comes out of the ground directly under the party trying to eat them.
5. Ground turns to ice around the party.
6. Suddenly the party is in water, but not very deep.
7. Lava comes out of the ground in front of the party.
8. Party feels like something is touching them all over, but there is nothing.
9. The grass turns to vines that are reaching out for the party.
10. All the trees, bushes, and various other plants briefly appear to have eyes.

At the center of the holes and weirdness is a Temple of Chaos looking oddly undisturbed by everything going on around it. There is a statue of Splech the God of Chaos. He looks like goop that has copied a lot of locations, people, and things to make replicas on its body. At the back of the temple is a sacrificial altar to Splech. After adventurers show up Glonk a human cleric of chaos will show up and request a sacrifice to Splech. If the party refuses Glonk will attack. If the party gives a sacrifice, Splech will make a Giant Worm to make more holes in the hills. After defeating Glonk if the adventurers destroy the altar all random effects will no longer happen.

04.00 (Cowboys) TTDG

See 05.00.

04.01 (Hex of Mellow Fruitfulness) dicingwithdearth

This is predominantly a fruit-growing region, peopled predominantly by a mixture of halflings and humans. The gently rolling plains are covered by well-ordered orchards and scattered with the small farmhouses and occasional hamlets of those who tend the trees. The only large settlement is the small port town of Cornucapia, from which the region’s fruit and other produce (cider, plum wine, peach brandy etc.) are shipped out to the city and to the wider world.


The land in this region slopes steeply down to the sea on it’s South-Eastern edge and then drops off into steep, though shallow, cliffs - they stand around twenty feet above sea level at low tide and around five at high tide. A curved promontory jutting out into the water forms a small natural harbour and within it’s crook lies Cornucapia.

A small fishing fleet operates from the docks but largely this is a trading port. Fruit-based products leave the area in return for the produce of the city and more exotic goods from further afield.

At the docks, PCs may be able to negotiate passage on a ship or pick up rumours of what’s to be found on other shores. In the town, there are a selection of shops where the PCs could buy supplies, tools, weapons etc. The prices are fair but the selection fairly limited - this is not a bustling metropolis. There is one inn in the town; The Bobbing Apple, here PCs will find good food and restful accommodation. Lots of sailors stay here so again there is the possibility of useful rumours. The landlady is a good-natured halfling named Pippin. If the PCs are polite and friendly, she may give them useful advice about the characters in this area or neighbouring regions. Like everyone else, she will not discuss Satyr Wood (see below) but if she likes the PCs she may suggest, if asked, that they talk to Granny Smith.


If the PCs explore the area they will find around a dozen orchards, each with their own crop and with a farmhouse or smallholding towards the centre. Below are three examples:

Ned Cobbler

Ned is a halfling and former adventurer who has retired to grow peaches and to distill peach brandy - which he does exceptionally well. He is very proud of his orchard and his produce and largely happy - however, he does sometimes miss his adventuring days. He will greet PCs in a boisterous, jovial manner - he will want to hear all about their adventures and may challenge the strongest to a wrestling match or the nimblest to a tree climbing contest (mechanically, he should have a roughly even chance against the relevant PC). If he likes the party - for example if they accept the wrestling match (regardless of who wins) - he will offer them a flask of Peach Brandy.
Peach Brandy (flask) - Contains d6+4 measures. A single measure will provide a small restoration of health but anyone taking more than three measures within a short period must pass a Constitution/Physique type test or suffer a penalty to their Dexterity and Reasoning for a short period.

Granny Smith

As the PCs enter Granny Smith’s orchard, if they pass a perception or a nature-based knowledge check, they will notice some or all of the following:

It is less rigidly cultivated than the other orchards, with more variety of plants in and around the predominant apple trees.
The plants and trees are unusually healthy and fruitful.
The air is heavy with bees and the soil is unusually thick with industrious worms.
The occasional small animals, such as squirrels and birds, seem almost to be pruning the trees or harvesting fruit.

Granny Smith is a witch. She is entirely benevolent but very acerbic, she has no time for the vain, the selfish or the foolish. (She is essentially Granny Weatherwax from the Discworld novels.) If the PCs are respectful towards her and her orchard, she will treat any wounds or illness they are suffering from, sell them healing potions or similar and will answer questions about the area. She is the only character who will tell them anything about the Satyr Forest (if asked).

If the PCs are rude or arrogant or have harmed any creatures whilst in the orchard, Granny Smith will not help them. If there is one particular offender, she might cast a spell that will inconvenience but not seriously harm them.

If attacked, Granny Smith will retaliate with deadly (magical) force, with the intention of driving her attackers from her orchard. Mechanically, Granny Smith should be far more powerful than the PCs - almost impossible to overcome by force. If they flee, she will not pursue them. In the unlikely event that the PCs kill Granny Smith, the entire orchard will rapidly become utterly overgrown with thorny brambles and her cottage will crumble into the earth.

Victoria and Hortensia

Victoria and Hortensia’s pear orchard is towards the South-West of the area, it is the last cultivated orchard and borders a more wild wood. The trees are heavily damaged, many of them having seemingly been battered down, and their fruit all stripped away. When the PCs encounter the couple (both human), they will find them boarding up their home and preparing to leave. If asked, they explain that their fruit is being stolen by a sounder of wild-boars - led by a huge, wily old boar who they call Tusk (as he has only one tusk - his other being just a broken stump). They have no harvest to sell and no hope for next year’s harvest so they will have to leave the area to seek work elsewhere.

If the PCs offer to help them, they will find Tusk and a number of wild boar in the woods. The fight should be challenging but not lethal. Tusk should be considerably larger, stronger, tougher and more intelligent than the others. He will fight to the death but if he is killed, the remaining boar will scatter.

If the PCs defeat Tusk, Victoria and Hortensia will offer them some minor magical items (found whilst packing up the house) as a reward. They will also have a large amount of boar meat - if any of them have any skills in butchery.

Satyr Wood

Right in the centre of the area, amidst all of the well kept orchards, is a small uncultivated forest. The PCs may occasionally see locals travelling into and out of the forest. If they are very observant, they may notice that the locals often enter carrying fruit or bread and return without it.

There is a deep-rooted local superstition that it is bad luck to ever talk about Satyr Wood. If the PCs ask any of the locals about it (with the exception of Granny Smith, see above) they will politely change the subject. If they press the question then the local will simply break off the conversation.

At the centre of the wood is a perfectly circular clearing - about 50 ft across. At the centre of the clearing is a very old stone plinth - roughly 4ft high and 1ft across. On the top is a concave depression - worn entirely smooth. Around the sides of the plinth are a series of symbols and hieroglyphs. With a successful religion or history based knowledge check, the PCs know that this type of altar is used to make offerings to nature spirits in return for good harvests. (If the setting has a pantheon with a Pan-type figure - it could be an altar to him.) They will also know that it is traditional for travelers passing such altars to leave some small offering of food.

If the PCs don’t enter the circle, nothing will happen to them.

If they enter the circle and leave an offering of food, when they leave they will meet a cheerful satyr in the woods. He will invite them to dance with him. If they do, or if they charm him in some other way, he will present them with a set of panpipes and tell them that if they are ever in need in a forest, they can blow on the panpipes and one of his kin will come to their aid. This will work exactly as promised - though only once.

If the PCs enter the circle and don’t leave an offering, when they leave they will meet a very angry satyr. Unless they can appease him (which should be a difficult challenge) then he will tell them that they have made enemies of the satyrs. From now on, if the PCs are in a forest area roll on the Satyr Mischief Table - at the same frequency that you would roll on other random event tables.

Satyr Mischief Table
Nothing happens.
A (non-magical) item or weapon, or small amount of money goes missing.
A random PC is caught in a hunter's snare, hit by a falling branch, twists their ankle in an animal set etc. Suffering inconvenience or minor injury.
The PCs become unaccountably lost. Even if they were certain of their route. Do not roll on the table again.
The PCs are ambushed by a small group of satyrs. They attack from a distance with bows and will disappear into the trees after a few rounds of combat or if any of them lose more than half of their hit-points/stress. Do not roll on the table again.

04.02 (Goold's Labyrinth) rebuscarnival

Map created with Hexographer by Inkwell Ideas.

The Palace of Inspiration
Colony 23
The Necropolis

General Features

Goold's Labyrinth (Goold's Dunes) is the halfling name for the peninsula extending into the bay to the west of Halfway Bay. The region is characterized by miles and miles of rolling sand dunes churned regularly by the strong ocean winds. Buried beneath the dunes lay the ruins of an ancient necropolis, preserved by for centuries by the arid climate and desiccant sand. Turbulent winds periodically reveal portions of the city and the mysterious tombs have proven a deadly temptation for many an adventurer.

The inhospitable dunes are home to a colony of giant ants. These unnatural insects occupy an enormous complex which spans for miles under the dunes, tunnels intertwined with the cobbled streets of the decrepit city. Worker ants are on the whole unaggressive and have been domesticated by demihumans around the bay. Members of the warrior caste, less frequently encountered, have been known to attack travelers and there are rumors of unprovoked raids on nearby settlements.

In sunnier times, the beaches of the peninsula have been a popular tourist destination. The Far fewer vacationers venture to the shore these days, but beachcombers of irregular character still risk the hazardous sands in search of treasure and mystery. Hundreds of splendid resorts once crowded the seashore, but today only a single establishment, The Palace of Inspiration, offers rooms for let.

The estuary on the western boarder of The Dunes is home to a amiable tribe of goblins. They are wary of the giant ants and prefer to keep along the coast or forest.

Palace of Inspiration

The Palace of Inspiration was once the crown jewel of the coastal hotel industry, serving well-to-do halflings from Bightwater and the provinces. The Palace is still in operation, although clientèle are lacking and, perhaps, less lofty than in days of yore. Among the semi-permanent residents of The Palace is The Order of the Ebon Plate, a fraternal organization of chivalric halflings that take as their steeds the supernaturally large ants that run rampant over the dunes. These Ant-Riders can often be found errant along the Northern Shore protecting guarding good folk from ruggamuffins, knaves and ne'er-do-wells. The Order also attempts to keep the giant ant population in check to spare the region from the burgeoning formic menace.

The executive staff of The Palace consists of six hereditary positions whose origins are lost to the sands of time. These positions are a point of high contention at the resort and change hands from time to time as new genealogical documents are discovered with alarming frequency. The staff will pay dearly for even the most suspect evidence that might benefit their lot, and intrigues abound behind the Palace's alabaster walls. The staff's families make up the majority of the resort's residents and our still refered to as guests by non-family members. This is considered a term of respect. In addition to the hereditary assignments, the hotel employs local goblins in season as funds permit.

The Palace of Inspiration will not serve "tall folk" but a small token slipped to the Bell Captain may smooth over such difficulties.

Staff at The Palace of Inspiration
Bell Captain - Oversees Butlers and general operations
Count of Candles - Concierge and Chief Manager
Master of the Horse - Stablemaster (giant ants, mostly)
Duchess of Palliasse - Oversees Maids and general operations
Marquess of Mustard - Executive Chef
Minister of Twig and Leaf - Groundskeeper
Assorted Goblin Butlers, Maids, Squires and Cooks

Guests at The Palace of Inspiration
Lady Hwi - Apothecary, sells synthetic ant pheromones
Captain Treddstone - Retired Merchant, Rumors about Bay
Cerfod Gnotworth - Entomologist & Bug Merchant
Val Taddo - Catatonic Halfling Adventurer in Hwi's Care

Order of the Ebon Plate
Ritter Joh - Taciturn and Suspicious
Ritter Teed - Convivial and Vain
Ritter Stupp - Curious and Truculent

Lady Hwi's Medicine Cabinet

Friend Pheromone
Appear as Ant to Colony 23 Ants
Follow Pheromone
Creates Ant-Trail
Bokereyder Musk
Antidote to Gyne Control
Toilet du Gyne
Charms Ants
Dreamwort Elixer
Hallucinatory Sleep
Blood Rose Attar
A Deadly Poison
Dew Oil
Contact Paralytic
Timerust Powder
Rejuvenating Insuffalation
Elue thyrp
Popular Bribe for Hotel Goblins

Colony 23

Rising high above the windswept sands of the Labyrinth is The Heap, local parlance for the mountain of dirt and rubble that marks the main entrance to Colony 23. The slope is quite steep and craters at the top to create a funnel which leads the cavernous entrance. In the daytime there are 3-24 workers and 2-7 warriors present on the mound with activity slacking during the hottest hours. Few workers venture away from the nest during the night, but warriors guard the entrance at all times and can be found on patrol at any hour.

The nest itself is comprised of neatly planned tunnels that stretch for miles beneath the dunes. Main thoroughfares branch into subsidiary tunnels which lead to various chambers. Dormatories, storage and food production is concentrated around The Heap. Safeguarded deeper within the nest are the Gynes, nurseries and the brood-crèche.

Of the twenty-eight ant colonies cataloged in Cerfod Gnotworth's seminal treatise, 'The Formic Empires, Colony 23 is the only population of giant ants known to keep demihumans as brood-slaves. This demihuman population intermingles with the worker caste and can be found with their sisters on errands away from the colony, although most are kept in close proximity to the queen. The effects of the mind control pheromone last for approximately two weeks without treatment, although long serving demihumans will suffer psychological attachment to the colony for much longer.

Enterprising halflings have domesticated the Colony 23 ants for use as work animals employing the same principles as the ants use to enslave demihumans. The synthetic pheromones used to control the creatures have strange effect on halflings. Adventure's may consult Lady Hwi at The Palace of Inspiration for more information on formic pheromones and antidotes.

The Gynes of Colony 23 are enormous and cannot easily navigate the nest. Their bodies are ten to fifteen times the size of a worker but their legs are not proportional to their mass. Younger queens are dedicated egg-layers and can be identified by their bulbous gasters. These Gynes are constantly attended by nursemaids. Older queens, called Grandgynes, are found deeper in the nest. These ants are involved in the production of the complex chemicals used to run the hive. They possess psychic abilities and can communicate telepathically with both ants and other sentient creatures.

The pheromones produced by all Gynes function as a charm spell and victims are entitled to the relative saves. Antidotes are sold at The Palace and last for a full day. The Gynes produce a variety of more sophisticated chemicals.

Colony 23 Point-Crawl
To simulate the scope and variety of the ant nest, a point craw is presented depicting an assortment of chambers for PCs to explore. The DM may expand or shrink this as needed. The point crawl abstracts the tunnels as lines between chambers to simplify exploration. Describe the number of egresses from a chamber and allow the PCs to map what they find. DM may add chambers randomly or as desired. Keep in mind that ants will swarm intruders that have not disguised themselves correctly.

Colony 23 Pointcrawl Room Generator

2d6 for Chamber, 1d4+1 for egresses
2 Ant Men
1d4 ant-men will attack the party on sight. They are not affected by synthetic pheromones. These intergalactic insectoids may or may not be here to uplift the Ants of Planet X
3 Gyne Chamber
The great, bulbous body of an egglaying Gyne fills most of this chamber. She is attended by 2d12 workers. Gynes are not affected by synthetic pheromones and will attempt mind control of any intruders. If the Gyne is threatened the normally docile workers will attack.
4 Larval Crèche
Nurse-ants tend the milk-white larva as they mature.
5 Nursery
Nurse-ants tend the eggs here.
6 Rubbish Pit
Refuse and ant waste fill this chamber. Pits closer to the entrance tend to be full. The ants often discard treasure in these pits, although searching through the muck can be dangerous.
7 Dormitory
Congregation areas for ants. 2d12 ants are typically present and may be socializing or asleep.
8 Buttery
Piles of fruit, vegetables and meat are neatly arranged in this chamber.
9 Fungus Farm
The entire surface of this chamber is covered with a woolly fungus on which the ants feed. Worker ants tend the farm, collecting fungus, depositing substrate and expectorating water to keep the garden healthy.
10 Dairy
Giant aphids feed upon fresh cut foliage in this room. Worker ants tend the herd while nurse ants milk the aphids and transport the honeydew to the larval crèche.
11 Grangyne Chamber
The decrepit body of the Grangyne rests upon a living throne of worker ants which she controls telepathically. The Grandgyne produces the more sophisticated hormones that give the colony purpose and direction. Specialized Warrior ants collect these secretions and spread them as needed through the nest. The Grangyne is more inclined to parlay with intruders, but she is a fearsome adversary and violence is a likely outcome.
12 Roll on Necropolis Table
The ants have excavated part of the necropolis. At the DM's discretion, this may provide a ingress to more of the buried city.

The Necropolis

The origins of this forgotten metropolis have, expectedly, been forgotten. Masonry buildings can be found almost everywhere beneath the sands, indicating a sprawling urban center. The staff at the Palace are not agreed, but the prevailing theory is that Goold built the city to serve as a tomb for himself and his thousands of servants and slaves.

The sites discovered will not change location between visits, but wind-swept dunes may bury them and make them difficult to find. All crypts contain mummified undead filled with insatiable hatred for the living. And sand.

Mostly mummies and mummy-dogs, but if you want to throw some skeletons in there that's ok too.

Necropolis Ruin Generator
Roll 2d6 in lieu of random encounter table while searching the Dunes
2. The Vats - Large glass cylinders full of yellow ichor hold cadavers. These canopic mummies do not fair well in the desert climate.
3. Colony Ship - Lustrous Metal Sphere half buried in the sand. Inside the corpse of an Ant-Man strapped to Jamming Helm. Emergency lever instantly teleports sphere and contents back to the Planet of the Ants! Wizard may attempt to fly the vessel from the Helm.
4. Obelisk - A bas-relief carving depicting a low level necromancy spell adorns this monument. A rubbing will serve as a single use scroll.
5. Fountain - Functional due to bound Water Elemental (who consequently is not happy)
6. Family Crypt - 2d4 Mummies and mummified pets
7. Ruins and rubble - search again for another roll on the table
8. Nobel Crypt - One very fancy mummy
9. Fallout Bunker - A small, well stocked bunker
10. Crypt of the Bone Golum - as on tin
11. Seancalator - a small domed building contains an alter. Once a day, the alter will cast Speak with Dead on a corpse laying upon it.
12. Cartacombs - 6+ story structure filled with hundreds of large, metal sarcophagi. You better believe its full of mummies. And Metallica cassettes.

04.03 (Fort Brakfish) rebuscarnival

Map created with Hexographer by Inkwell Ideas.

Fort Brakfish (T'wally Nidion)
The Mounds(T'wally Rofi)

General Features

That waters surrounding the T'wally Islands are littered with wrecks from the innumerable naval battles fought here over the centuries. At low tide, bioluminescent mollusks living on the debris emit an eerie green light through the dark water, a phenomena that locals call the sisters' "skirts".

An ancient naval fortress faces the mouth of the bay from its perch on the cliffs of T'wally Nidion. Upon the sister isle, T'wally Rofi, the tombs of an ancient race of halflings await unscrupulous adventurers.

Fort Brakfish (T'wally Nidion)

On a sunny day the glistening walls of the fortress can be seen from the mouth of the bay, nearly forty miles away. This face of the fort consists of an enormous metal semicircle whose circumference leans westward toward the sea. At it's highest point the arc is 40' from the ground. The smooth metallic surface is nigh invulnerable to all known conventional and magical assault, although this has seldom been put to test. Ramshackle platforms have been constructed along the curvature to house gnomenwork bombards. Four white marble walls finish the pentagonal fort with bulwarks 30' above the ground and observation towers at the NW & SW corners standing 50' above the ground, nearly 200' above sea-level. From the highest point

The fort sits atop shear cliffs overlooking the sea-side of the bay. The observation towers stand a full 300' above sea level, commanding a unmatched view of both shorelines and as far as (SUMMIT 1.04)[DM - the ground level for up to 2 hexes, things higher than ground level 3-4 hexes).

The fort has been long abandoned to a troop of ravenous blood-apes that delight in sounding the bombards when ever they can find enough powder. The armory of the fort is well stocked and legend holds that a vast treasure trove of pirate booty is secured in the metal saucer, treasures recovered from the decades of Halfling Justice that was met out upon the bay.


Fort Brakfish is a pentagonal fort with 4 marble walls and the west-facing metallic disc. A sealed port-hole in the disc is level with the floor of the courtyard and be forced open without much difficulty. The Blood Apes have been living in the fortress for some time.

The saucer's orientation is such that the surfaces designed as floors are now walls. The disbanded halfling navy built ladders and stair ways to navigate the perpendicular chambers, but much of their carpentry has rotted away or been consumed by the fungal bloom. The agile Red Apes have no difficulty traversing the unusual layout. Any omission of stairways and ladders in the room discriptions is intentional; enterprising intruders will have to devise novel methods for accessing the upper chambers. Tendrils of fungal hyphae are found throughout the fort, dense below and thinning above, creating a web of blood-red veins on nearly every surface.

Check for 1d6 wandering Blood Apes every 10 minutes. Lingering overlong in any room will attract the attention of the Fungal Bloom and psudopods will form to attack.

Map created with donjon d20 generator


Fruiting Body of the Fungal Intelligence. Large, globular lobes are suspended from the ceiling of this room. PCs save vs. Infection each turn (see below). Fungal Bloom will protect it self with bludgeoning psuedopods and toxic spores.
Gastric Pit a pool corrosive juices fills 5' deep obscures the floor of this room. The fungal intelligence collects nutrients from the lower portal. Red Apes deposit food through the upper chute. Metal objects are impervious to the acid and there is veritable treasure trove submerged below.
Astrology Several metal chairs are affixed to the western wall at regular intervals. The walls, floor and ceiling of this room are made of black glass upon which a dazzling display of twinkling lights can be seen.
Ape Nest Sleeping quarters for the Blood Ape Troop. 3d6 Apes present including young.
Observation Deck Sunlight fills this room from translucent panels in the ceiling. The floor is littered with broken glass and debris.
Navigation Sunlight fills this room from translucent panels in the ceiling. Boxy protusions extend from the westward wall, some fitted with strange, green-black mirrors.
Core A large glass tube spans the walls from east to west about 10' from the floor. It emits as bright, blue-green light at all times. Blood-red hyphae are wrapped around the cylinder, eminating from Room 1 and the adjacent corridor.
Engineering A great metal dome protrudes from the western wall. There is a large hole on the distal face. The inside is empty.
Crew Mess 2' of debris cover the floor of this room. Broken chairs, tables and pottery can be discerned amongst the wreckage.
Crew Quarters The floor and ceiling of this room are fitted with man-sized cubicles. The Halfling Navy has retrofitted these compartments as bunks for service personnel. Hammocks hang from the ceiling.
Head Ceramic debris litters the floor of this room. Metal spigots and ceramic fixtures protrude from the north wall and ceiling. The Halfling Navy used this room as an armory which has been undisturbed. Black-powder rifles at DMs discretion.
Quarantine This is the antechamber to the fort. The ladder to the east leads to the courtyard of the fort. A rickety wooden staircase descends from the upper egress to a small landing. A ladder gives access to the access tunnel below.
Gally Large metal cubes and furniture cover the floor of this room. The pantry below is inaccessible but has a great store of shelf-stable provisions and cooking equipment.
Rec Rotted fabric and moldy paper litter the floor of this room.
Security Several metal chairs are affixed to the western wall at regular intervals. A cage hangs from the ceiling. A skeleton lays across the bars, bony hand reaching down in search of rescue. Powder stores are kept here for the cannons above.
Larder The Blood Apes store some food here. Prisoners at DMs discretion.
Warroom Halfling Navy used this as their operations center. Maps and charts line the walls; tables and chairs are scattered about. The fungus is thin. Searching will recover a small cache of Proudfoot Brand Fungicide.
Storage A variety of nautical and military equipment is stored here: sails, tents, pullies etc.
Gangway The egress to the south leads to the halfing scaffolding rigged to the saucer's rim
Jeffery Fungal psuedopods viciously defend this corridor.

Distinguished by their carmine pelts and nine inch fangs, the Blood Apes of T'wally Nideon seem to be unique to the island. Aside from those remarkable features, the Blood-apes bare a strong resemblance to the broadfoot, albino apes that once populated the forests of the region.

While not true undead, Blood-apes exhibit supernatural strength and prefer to drink the blood of their prey freshly squeezed.

The strange behavior of these apes is derived from the parasitic fungus which infests the primates' fur and causes the dark red coloration. Wherefore camest this fungus no one can say, but the druids of the northern shore whisper of a sinister myconic intelligence lurking with in the silver walls of Fort Brakfish.

BLOOD BLOOM (Red Fungal Intelligence)
Coursing through the silver wall of Fort Brakfish are the hyphae of an extra-terrestrial fungus. The fruiting body resides in the central chambers of the fort and the bloom radiates to the distal chambers from there. It feeds on the Red Apes that inhabit T'wally Nideon by fusing with the spore-daughters that infest their pelts. The Bloom is quasi-intelligent and may be willing to barter for richer food stuff or transportation. Distal appendages are prehensile and will try capture passers-by. Contact with the fungal spores can cause infection, causing demihumans to be overcome by bloodlust. This frenzied state may require saves to avoid attacking compatriots. Health will deteriorate daily without fresh blood. The source makes no difference.

The Mounds (T'wally Rofi)

Larger than its sister isle, T'wally Rofi lays a mile northwest of Fort Brakfish. The soil is rocky and supports hardy shrubs and a breed of scrawny drupe producing trees. Rofi is home to a strange species of broadfooted, albino ape from which the vampiric guardians of T'wally Nideon are derived.

This island was once home to a race of prehistoric proto-halflings. The only remaining testament to this strange people are the countless burial mounds that form the rolling hills of T'wally Rofi. Local halflings consider the island taboo and will not visit willingly, believing, rightfully, that the barrows are haunted by hateful spirits.

Several troops of the native primate survive on the island, subsisting on drupe fruits and shellfish captured along the island's beaches. Terrestrial disputes are common but rarely fatal They are poor climbers but large feet and powerful legs make them great leapers. The apes are generally hostile to demihumans and will attack unprovoked if they feel there is an advantage, otherwise they will attempt to ambush intruders.

Each primate troop makes its home atop one of the barrows and many actively seek to increase their territory to include multiple hilltops, a habit that regularly leads to bloody conflict. Broadfoot apes will fight to death to prevent the desecration of their home mound.

All undesecrated mounds contain the remains of a prehistoric proto-halfling prince that binds a malevolent spirit the material plane. These spirits are restless but cannot venture far from their physical remains. The princes were buried alive in a ritual intended to confer godhood upon the supplicant.

These royal graves contain an assortment of treasure. For grave-robbers able to defeat the apes and ghosts, roll upon the Tumulus Table to determine findings.

Tumulus Treasure Table
Roll 1d12 when successfully breaching a tomb-vault (All loot is fit for halflings)
1. Masque of the Veil - Helps the wearer find hidden doors and compartments in exchange for the declaration of a True Secret.
2. Boots of Normal Size - Wearing these garish platform shoes grants the size and proportions of an average human. Other features are unchanged.
3. Sack of Razor Grass seeds. Add water for Wall of Blades. Single blade as short sword.
4. Primitive Miniature Loom - Tiny loom will automatically generate one net +3 a day. Creatures caught in the net shrink as Reduce Person for the rest of the day. Each net loses enchantment at sunrise.
5. Elaborate Whetstone - Once per day an edged weapon sharpened with this stone gains +1 and will strike incorporeal entities until the next sunrise.
6. Desecrated Tomb - This crypt has been opened. The remains of a massive Broadfoot Gorilla lays in place of the original occupant.
7. Goat Hoof Rattles - +3 instrument for bardic magic and song, and for goat reaction rolls.
8. Toe Toupees - Set of ten tiny toupees for halfling's suffering hair loss. Fetch a fine price to collectors.
9. Jewelry - 1d10x500GP worth of gold and jewels.
10. Fungal Daughter - Crypt filled with red-purple fungus, save or contamination. Infected persons will develop red pigmentation, long fangs and uncontrollable bloodlust in 72 hours. Sv. or attack as confused until blood is consumed each day. Speak w/ Plants to communicate with this bloom.
11. The Fang - Cursed spearhead, ornately filigreed. Does 2d6 damage. Rolling hardways for damage causes the pole to become limp, no damage is done and wielder loses next turn recovering.
12. Crown of the Ape King - Simple crown that grants the wearer Speak with Primates and Limited Primate Control.

04.04 (Longfit Point) jodokast

Map created with Hexographer by Inkwell Ideas.

Longfit Point
Longfit point began as a popular fishing spot for halfling tribes. Eventually explorers from Bightwater (06.01) landed and began to trade with some of the halflings. Around this the city of Longfit Point was established. Longfit Point is now home to about 700 humanoids, a majority of which are halflings. With no centralised government the town is nominally led by Langly Gimbit (Halfling). Langly governs with a part time militia, and the only scribe is his wife Ethela.

The town is comprised of buildings thrown together by anybody who can hold a hammer, these are located in any position available, and with any materials close at hand. Houses left vacant for too long are often raided by other homeowners to add extensions to their own. The saying ‘bring a carpenter to the inn before staying’ reflects the unique Longfit way of life. The town is bouyed by wealth flowing out of Bightwater (06.01) and as many of the halfling tribes in the vicinity only want to trade with other short folk, a number of local halfling traders have done very well for themselves. However earning money is not the same as keeping it.

A constant flow of fast talking, slick acting con artists arrive in town, determined to relieve the nouveau riche of their wealth. Currently a gnome (M’bit Egads) is certain he has a foolproof way of excavating the treasures from The Sunken Treasure of Azukail (00.01). He swears that he is the sole survivor of the first expedition and that they located the treasury and through a small hole in the door they saw a wealth of rubies and other gems. Moments later a giant water elemental slaughtered the rest of the party (he says). M’bit is obtaining a wealth of adventuring goods with the backing of his patron Herbert Obfoot. Herbert made some spectacular trades of dwarvern knives with the tribes in the emerald vale and considers himself to be an ‘excellent judge of character’ as he’s able to read ‘eyes, and handshakes, and other such signs’. Despite this he seems more than willing to pay substantially above market price for items M’bit claims are needed.

There are two taverns in Longfit, and they change owners and names every month. For the current name roll 2d10.
1 The Pig’s Badger
2 The Duck and Sausage
3 The Iron Bit and Stewed Pease
4 The Razor and Good Luck
5 A pickled goose and Roaming Giant
6 Truppence of Mash and Large Flagons
7 Tuesdays are for sixpence
8 Big Trousers and Big Jugs
9 The cow’s horn and Trident
10 The Halfling with the Purple Scarf

Several young halflings from local families have run off to join the Druid Ironfinger (04.05). Town opinion is split, some believe it to be ‘a phase’ others think the youths have been ‘kidnapped’ and other ‘brainwashed’.
Other features in the hex:

Buzzard's Swamp

Buzzard’s swamp is named after the tribe of giant buzzards who live in the swamp. According to stories the buzzard’s are large enough to kill horses, and have a taste for dwarven flesh. The swamp is a natural barrier, preventing Netfut raids on traders leaving Bightwater.

There are rumours that a previous Halfling con artist Petas Chimfit fled into Buzzard’s swamp. Chimfit relieved several Halfling merchants of a king’s ransom in gold and rubies. He ran a Ponzi scheme and fled when it was discovered that his ‘travelling gnome alchemists’ didn’t really exist. Taking this wealth he fled, only hours ahead of some very angry and very armed retainers. The retainers tracked him into buzzard’s swamp where they returned with an elaborate tale of a sunken crypt, with skeletal horses, pillars of fire, and never ending screams of children. Chimfit, and the treasure were never recovered.

Netfut tribe of Halflings

These are nomadic halflings. Their historic way of life was to fish (with nets) up and down the river. Since the arrival of more civilized folks they have taken to raiding the rivers as well. Their usual method is to paddle their canoes to intercept the boats, climb aboard, capture certain individuals in nets, and then extort goods ‘or we’ll kill the captured ones’.

The tribe numbers just over 100 halflings, with about 40 of these being warriors. The Halflings of Netfut are constantly fighting skirmishes with the fishpeople of 02.03 and 02.04. They are deeply distrustful of strangers. Due to their way of life they value iron goods highly, and often have a large number of coins and gems to trade (obtained by piracy).

The tribe is led by Chief Wamfoot, a tall Halfling who is almost dwarf sized. When talking with outsiders he is carried whilst standing on a large shield, to ensure his head is the same height as the visitors. Wamfoot desires the extermination of the fishpeople and may enlist PC help to make this happen. Wamfoot has a blood feud with the Glimberside tribe (05.05) but considers it a matter of honour that his tribe ‘strike the killing blow’ (assistance in preparing for the killing blow is another matter). Wamfoot is wanted by the law in Bightwater (06.01) but he unaware of this.

04.05 (Bokereyder steps) jodokast

Bokereyder steps

In this ranges a clan of bokereyder roan. These scrawny hunched creatures resemble the misanthropic results of breeding a human with a goat. The head of a goat, the feet of a goat, the hair of a goat and the arms of a human. Often seen riding wild goats or horses these creatures sing haunting yoodles across the mountain ranges.
Any creature who hears the song of the bokereyder is liable to become wild. The creature loses any domestication and wildly kicks and bolts in an effort to join the bokereyder. Many adventurers have lost their horses, familiars, and animal companions to the strange haunting tunes.

Adventurers in the hex should encounter wild ex-domesticated animals. The bokereyder actively avoid combat, using their swift hooves and knowledge of terrain to scamper through the mountains evading capture (or death).
Recently the bokereyder have begun visiting nearby hexes, causing Langly Gimbit (see 04.04) to place a bounty on their head. Also the Glimberside tribe (05.05) believe the bokereyder is a creation of the Netfut tribe (04.04) and their continued presence has lead to a blood feud between the two tribes.

Ironfinger’s Glade

Nestled in the forest covered hills is Ironfinger’s Glade. Ironfinger is a Halfling druid. At some point the Halfling decided that the problem with the vale is that the halflings were too soft, and needed to be more stoic like dwarves. He took the name Ironfinger and has been living in this glade for a number of years. He mixes a nature religion with various part of common dwarvern mythology to create a pastiche of ideas offensive to most druids, and probably all dwarfs. He wears a fake beard, practices athletics in heavy stone armour, and breaks rocks as meditation. He speaks dwarvish (almost exclusively) in the same way most English speak French when on the continent.

Ironfinger has attracted some followers, usually disenfranchised Halfling sons, the ones who feel that their familiy’s focus on accumulating wealth is an empty and hollow pursuit.

Ironfinger knows a number of facts about the bokereyder, and can probably provide advice that makes capturing (or killing them) easier. However Ironfinger is very supportive of the bokereyder, believing that they assist the area reverting to “it’s true natural form” and “throwing off the oppressive yolk of civilization and domestication” and is unlikely to willingly help any party intent on harming the bokereyder.

04.06 (The Glimmergrass Basin) skalchemist

The Glimmergrass Basin
The Glimmergrass Basin appears, when viewed from the mountains to the north, a kind of vast bowl surrounded on all sides (with an exception, see below) with fairly steep cliffs. To the west, the forests (03.05 and 03.06) climb a fairly shallow incline then stop at the cliff's edge. To the north, the lands of boekereyder, it is as if the low mountains were cut with a cookie cutter. To the east, the cliffs rise up steeply, then trial off again quickly to the farmlands of the Emerald Vale (05.05) and the Owl's Mead Meadows (05.06). To the south, the hills crowd the cliff edge. The only reason the area is not a lake is that in some long forgotten age an ancient earthquake or similar cataclysm split the earth on the northeast edge of the basin, cracking it asunder and allowing the waters that enter from the west and north over waterfalls to flow in a narrow, white water canyon and thence into the Emerald Vale. NOTE TO USER: the Basin is clearly a large impact crater to anyone who has any understanding of such things, but most would not.

It is named for the thick, long grass that grows throughout it, glimmergrass. The grass itself does not glimmer, it is just a wide bladed grass that grow from half a meter to 3 meters in height, forming thick patches that can be difficult to pass through without a machete or similar implement, and nearly impenetrable root systems. It is called glimmergrass because it is the natural environment of a specieds of aphid that generates a white glow in the evening and forms thick undulating clumps along the blades of grass. At night, it appears that the grass is pulsating with bursts of white light, a nearly hypnotic display (SAVE versus intense distraction). In addition to glimmer grass, along the cliff edges of the basin can be found many stands of bamboo.

At least two important locations:
King Shuddin's Well - a deep pool about 300 feet across near the center of the basin, surrounded by rocky walls. This pool is seemingly bottomless; certainly no one has ever been able to plumb its depths. Hesperzin Pruug, the great aunt of the famed historian Zoldraan Pruug, once used a diving bell of her own invention to travel to what had previously been considered the bottom of the pool, only to find it was, in fact, a layer of thick mud suspended by a strange aquatic temperature phenomenon above even more water. Her journal of her first dive reports many strange creatures were found within the pool. Sadly, no results were available from her 2nd dive; after diving for about an hour, observers were shocked when her diving bell was catapulted hundreds of feet into the air out of the pool and some half a mile in distance. She herself was not found, but the diving bell had written upon it in strange lettering the words "Send more sweet things". Needless to say, no one has since investigated. Strangely, no one knows why the well is named for King Shuddin; that monarch ruled a nation many miles from the basin and is not known to have ever visited the location.

The Monastery of St. Zoonus
Set into the cliff wall on the south east edge fo the basin (essentially near the edge of 05.06) is the Monastery of St Zoonus. A sprawling complex of buildings perched along a narrow switchback road that travels up the cliff, the Monastery is not a place for those afraid of heights. The Monks of St. Zoonus are famed for Glimmerhammer liqueur. This concotion starts with the crushed and filtered fluids of the aphids that live in the glimmergrass mixed with the juices of various berrys, which is then fermented and distilled into spirits. The spirits are then mixed with honey and various spices that grow in the basin. The resulting beverage is extremely popular in the private estates of Hawkholme in CITY. It has been variously described as "quite pleasant and spicy" by the dwarven critic Holmac Cruzenbergen to "a skull blasting hypnotic punch to the senses that I will never recover from" by the human formerly renowned painter/currently muttering vagrant Selbine Shark.

04.07 (The Foggy Hills) govmiller

The foggy hills...

With the central location and such a variety of terrain around the hex, it is no wonder that there always seems to be a mist near the waterline. It's a light mist, almost refreshing. The light makes way to the shores, but is filtered and much more colorful, especially as the day winds to a close.

The beaches here are somewhat rough, but the construction provides plenty of safe walking space. This is a resort area where travellers who can afford it, stay for a quiet break away from the everyday life. The surrounding hexes north of 4.07 allow for easy access to the beach. As long as the travellers stay on the well-maintained paths, they will face no encounters.

The hosts of the several small resort areas all resemble amber/golden insects. All can speak multiple languages and show only a desire to make travellers comfortable. Travellers with enhanced perception will be able to spot an occasional red insect around. There are whispers that an estranged old HERMIT is the real owner of these areas- and the profits from these resorts help to fund the HERMIT's reclusive lifestyle...

04.08 (Unsafe Shallows) govmiller

This end of the small lake seems to have once been forest. In fact, some ancient tales tell of the lake extending all the way into the hills. The green forested land that now exists at 5.08 seems to have grown up out of the water. The water and the land seem to be in battle, with the water winning recently. Other, slightly whispered rumors, tell of a HERMIT who brought the land up, and is now growing older and weaker, thus allowing the water to encroach on land that was once completely under the water.

There are floating logs and half-submerged logs. And more lie beneath... along with the many small boats that have failed to navigate the narrow, winding channels.

To the north: 4.07 (RPGG_Build_a_Hexcrawl_Together#toc57|VACANT)
the west is more water- 3.07 (RPGG_Build_a_Hexcrawl_Together#toc47|VACANT) and 3.08 (RPGG_Build_a_Hexcrawl_Together#toc48|Siren Shore ).
Directly south is The Blue Hills (RPGG_Build_a_Hexcrawl_Together#toc59|The Blue Hills). To the southeast is the HERMIT 5.08 (RPGG_Build_a_Hexcrawl_Together#toc68|Hermit's Residence) and the northeast is 5.07 (RPGG_Build_a_Hexcrawl_Together#toc65|Conflux Crags). (Actual TOC# may move depending on what gets added.)

There are things under the water. Most likely it is one or more of the Blue Insects from 4.09 that are scavenging the wrecks or doing some light fishing/hunting. They avoid contact with outsiders, especially those on the water. They are more interested in treasure than in helping folks navigate the waters. They do actively try to get boats and others to follow- away from the narrow shore lines that connect to 5.08.

There is not much shoreline to connect with 4.09 where the Blue Insects call home. They know the few trails that lead to the water, and there are some isolate bits of shore where travelers may make landfall and camp. There is nothing to fish here, and nothing on the ground worth hunting or even eating. Any travelers that do camp will be spied upon. If they seem friendly enough, they may be approached. This will be even more true if they seem to have items for trade.

The Blue Insects will offer to tow boats away from the shore- for a price, of course. They will not fight, but will run away.

The only real hazard in this hex is the navigating of the waterways. There is a real hunter in the water, but the chances are small they will actually attack. But they might get hungry...

04.09 (The Blue Hills) govmiller

These are the rolling hills just to the northeast (?) of the Hermit's area at Hermit's Residence. Within this mostly scenic set of hills are a few wide paths. There are occasional smaller paths that lead away, and many of them look to be traveled only by animals.

4.09: With two sides on the lake, these insects have evolved to be more water-tolerant. They have blue markings around their eyes and a blueish glimmer to their bodies. They hunt/fish in the lake and scavenge for treasure. They are often thought of as the 'evil' in the shallows (HEX 4.08) but are not. Their underground areas often have water in them, but don't flood.

They do some trading and have been known to have regular contact with the HERMIT (HEX 5.08) so they will regularly have arrows and occasional small trinkets (always magical, always forest/nature related) available should travelers want to trade.

It is not likely any travelers will enter the hex from the water side. There are trails that go east-west and mainly steer clear of the water areas. There *is* a trail that leads to 5.08, but it is well-hidden with some carefully constructed ponds that are more watering holes for other animals. Unless travelers know exactly which trail to follow, they will wind up at another watering hole, or on an east-west trail.

It's those looks that are deceiving. Under the quiet outside, the underground bustles with life. Insect life. Large insect life. Any travelers through the area are generally left alone. This is true for those that stop and camp. These insects only come out when attacked or threatened. When spotted, these insects have a blueish tint to their bodies, with brighter blue spots around the eyes. The males have a darker blue shield symbol on their chest areas.

There is some small common wildlife around- both in the air and on the ground. Travelers should have easy chances to hunt, as long as they don't stray too far down the narrow paths. 1 in 10 of the paths will lead to an opening underground. Should travelers want to investigate, there is a 50% chance the entrance is guarded and the travelers will be challenged upon sight.

These insects have six appendages and can use 2 or 4 to walk/run on the ground. They can hold weapons and will often use a bow & arrow. These blue insects often use a spear. They do have an exoskeleton that provides some armor protection. Other warrior types will carry a small shield and short sword. There are some 'elite' fighters who sport two shields and swords. They get x2 attacks.

Any noticeable activity at an entrance will bring out 10-20 of the regular warriors and one or two of the elite warriors. Roughly 1/4 of the regular warriors will be archers/spearmen.

Should the travelers succeed in defeating all the insects, they may enter the underground. Travelers may retreat and the insects will only give chase to the main path. If the travelers retreat, they will be shadowed for the rest of their travels in this hex.

05.00 (Cowboys) TTDG

This region has no roads, no fences, and no visible landmarks. It is flat. A creek may drop down 5 feet (and not be seen from 100 yards away), but a 10 foot hill is huge. Small windblown trees dot every mile or so, usually where water is, but the rest is unending waves of waist tall grasses. Somehow, with the horizon so far away, the sky seems bigger here. Distances can be deceptive. It smells of ozone, grasses and manure. In all but the winter, masses of unseen grasshoppers chirp in ricocheting waves of sound and hop away from you like ripples on a pond.

If you are trying to find someone, you may have to wander for days unless you have a guide. Due to the wind, you’ll also need a source of water every day.

Rumors / local knowledge:

Somewhere north to northwest of the city is the Wendy Ranch.
The Wendy Ranch brings in beef monthly.
The Wendy Ranch also trains mounts, and is run by a rich halfling named Cookie.
The weather can be rough on the grasslands.
Interesting caves lie beneath the featureless plains.

Random Encounters:

00-19 Nothing but more grass and a few dried cow patties.
20-21 Cave (see below)
22-29 Dry creek bed. Roll 1d6 for type of tree here: horse apple, persimmon, mayberry, walnut, pecan, willow.
30-39 Pond, covered in green scum.
40-44 Prairie dog colony chitters at you and ducks up and down like whack a mole.
45-50 Human scout on a swift horse. He has a high hide skill, but he’s letting himself be seen. He has a tomahawk and shortbow. He has an eagle feather in his long black hair. He’d have to be heavily bribed to take you back to his tribe (51-52). He keeps saying “you should leave” & “plains are not for you”.
51-52 Human barbarians in nomadic tents. You’ve already been seen long ago. There are 20 or so people here consisting of a half dozen warriors and their families. Even their women can fight. 50% chance there is 1 shaman. They are constantly watchful, but will trade meat, water, pipeweed, and local knowledge for metal knives, needles, axes, whiskey or other hard alcohol, and horses. They could take you to a new cave per day or directly to the Wendy ranchers. They don’t know common, nor can they read or write, so communication is by hand signs.
53-55 30 Orc barbarians on the move. Hostile, but warry. They don’t want to kill; they do want to steal. The same or similar to the orcs in 07.00.
54-60 Bison herd. 3d6 x 10 buffalo. The grass has been eaten lower here.
61-69 Cow herd. 1d4 x 50 cattle. The grass has been eaten lower here. Wet manure.
70-79 Hawk. Roll 1d6 for the number of hawks circling in the sky. You are probably not used to noticing them the rest of the time.
80-83 Wild horse. 1d4 horses.
84-85 1d4+1 centaurs. If paid, will guide you to the short cowherders. They wait for the PCs to suggest a price. If it is higher than 2 gold / person / hex, they accept. (Roll to see which hex the Wendy Ranch Rancher are in: 1-3 04.00, 4-7 05.00, 8-0 06.00.) If attacked, the centaurs will run away.
86-89 Wild pony. 1d6 ponies.
90-93 Locust (grasshopper) swarm, unless it is night, in which case bat (mosquito) swarm.
94-95 Human sheriff’s deputy hunting for outlaws. If you help him, he’ll go back to the city after an unsuccessful week unless you find the cave with robbers. Reward 10 gold a head, dead or alive, and a split of any treasure. If attacked by you, he’ll send his hawk animal companion back to town with your description. The hawk has a ring of blurring (50% miss chance). He has a compound shortbow of distance, good armor, and a good horse.
96-97 Four ranch hands guiding a herd of cattle (2d4 x 50). They won’t leave the herd but their directions let you reroll once each time you roll on this table. If attacked, they have the skill to stampede the cattle at the party. And if that does not kill you, they’ll rope someone and drag them behind their horse for 1d4 battering damage per round constantly prone. If they are losing a fight, the last one will sneak off, hiding, and alert the ranch, which will come hunting you en-mass.
98-99 The Wendy Ranch ranchers (see below)

Nothing much happens overnight except the yip yip of coyotes. In the morning though 20% chance per person some small poisonous snake or scorpion is in your bedding or clothing.


Weather here tends to be sudden and intense. It can spring up in 30 minutes. It comes from the west 75%, the south 20%, and the north 5%. There is almost always some wind. Major weather happens every 3 + 1d4 days. Roll 1d4 to see where you are in the cycle when you first arrive.

01-10 Tornado unless it is the winter, in which case hail. Hail: 1d4-2 / round for 2d6 minutes.
11-15 Dust devil: a low strength tornado filled with dust.
16-20 Dust storm. You can not see anything. Unless you have a dusk mask or are in a cave, make a fortitude save. 2 failed saves in a row, and start taking drowning damage.
21-25 Fire! If the last rain was more than a week ago, or the wind is higher than a breeze, a wall of flame races toward you. (Treat as 1d3 rounds of Wall of Fire.) You might find shelter if you [i]just[/i] past a cave, pond, or creek. Otherwise, it spreads only slowly.
26-45 High winds. Small sized creatures are blown off their feet unless they have shelter. Medium sized creatures have difficulty flying.
46-50 Very high winds. Medium sized creatures are blown off their feet unless they have shelter. Large sized creatures have difficulty flying.
51-75 Lightning storm. Very dramatic. If you don’t have shelter, are on a mount or standing, or are wearing metal armor, get hit by lightning once as the call lightning spell. Reflex save for ½ damage and to be deafened.
76-80 Lightning storm with hail. First one then the other. If you don’t have shelter, are on a mount or standing, or are wearing metal armor, get hit by lightning once as the call lightning spell. Reflex save for ½ damage and to be deafened. Hail: 1d4-2 / round for 2d4 minutes.
81-90 Temperature extremes: regardless of season, your clothes are not enough today.
91-00 Heavy rain, unless it is winter, in which case ice storm. Creeks and streams flood or everything is coated with an inch of ice.

00-09 Salt lick. A mineral formation brings salt to this under surface. You can see signs that many animals have been here.
10-22 Salt lick with 1d4 swarms of bats. A mineral formation brings salt to this under surface. The floor is covered in slick guano.
23-33 Salt lick with goblins. A mineral formation brings salt to this under surface. In a hidden cave below this one, through a small sized crack, is a full tribe of goblins. Medium sized creatures can not fit through the narrow crack. Some of the goblins ride cave spiders, wield spears, and if attacked can attack back from the walls and ceilings, quadrupling the number that can fit in the first front 10 foot square defending their village. They want to be left alone, but are open to trade. The spiders have evasion. Conversation reveals deeply prejudicial attitudes, and they let slip that there is a connection deeper down to the underdark. Reroll if you get this result a 2nd time; you know where it is.
34-40 Bats and disease. The floor is covered in dusty old guano, but the bats don’t seem to bother you. Some of the rock has deceptively sharp edges. Roll for a random disease that everyone catches if they individually fail a fortitude save in 1d4 days.
41-45 Carved rock and an orc tribe. Sunbaked mud bricks further section the cave into dwelling. There seem to be too many orcs here for the size of cave it is. They also have 2 ridding wolves (worgs) as guards. The orcs are unfriendly. Their main attitude is one of resentment, and how all of the other races have it both easier and richer. They won’t make any deals unless they think they are getting the better end of the deal. At least 3 orcs have levels of rogue, and at least 1 of them is dumb enough to try something.
46-47 Tiny cave; you see a rabbit entering a large hole. Upon entering this cave you shrink, and if you leave soon you return to your normal size. One wonders what continued exposure would do to you, or to babies. Reroll if you get this result a 2nd time; you know where it is.
48-50 Residual magic cave. You feel uneasy here, and the cave detects as magic, all of the magics. Strange twisted mixed magics warp the very stones, or is that your mind starting to go? One wonders what continued exposure would do to anyone left here for long. Reroll if you get this result a 2nd time; you know where it is.
51-54 Cow skeleton. Otherwise, the floor of this cave has some loose sand.
55-56 Cool cave. Drops straight down for a bit, then to the side and turns cooler. This cave has a permanent gentle repose spell on it that keeps corpses from degrading and fruit from rotting and some other spell that keeps animals away. (Roll on this list of food. 70% per item.) There is a slaughtered cow here, 3 baskets of tomatoes, a dozen dried ears of corn, a basket of hulled beans, various spicy peppers, a dozen cloves of garlic, 6 large onions, 2 crates of potatoes, a handful of carrots, a basket of okra, 4 fish, a basket of squash, a round of cheese, a crock of butter, a jar of milk, a side of bacon, a 5 pound bag of flour, 2 dozen eggs packed in sawdust and 3 handfuls of strawberries.
57-58 This wide overhang has been used by animals for shelter.
59-64 Centipede swarm. Otherwise, the floor of this cave is full of rich soil.
65-79 Sulfur spring is healthy but it smells undrinkably bad. Make an easy willpower save to drink.
80-89 Natural spring. You can see signs that many animals have been here.
90-99 Natural spring with robber hideout. 50% chance the band of robbers are here, in a hidden cave below this one. 10% chance there is a kidnapped girl tied up & gagged in the back, and being held for ransom; there is probably a reward. 2d4 rogues, one of whom will have one more level than the others. If the outlaws are not here, a search will find a cache of 3d4 mixed quality daggers, a heavy crossbow, a bottle of cheap whiskey, a salted ham, an extra canteen, 3d6 x 10 coppers, 2d8 smelly wool blankets, a gold tooth, and a small turquoise gem. Reroll if you get this result a 2nd time; you know where it is.

Wendy Ranch Ranchers:
All ranchers have skills in profession rancher and handle animal. They can all wield a rope lariat. The halflings also use bolos. The ranchers tend to be distrustful of outsiders, insular, terse and taciturn.

Gunk is a ½ orc barbarian (2) with a black pony tail. He specializes in the war horses, and helps out with the other large animals. He has a way with animals. He has adopted the ranchers as his tribe, and they have adopted him. Other ranchers will strongly warn PCs once if anyone makes fun of Gunk’s name, after that he will rage, and the other ranchers will step in on his side if needed. He tends to rush into any other fight.

Slim is a bald goblin with dusty green skin like creased leather. His face has seen a lot of weather. He’s the most skilled animal trainer/raiser they have (give levels of wilderness rogue as appropriate). He carries a hand crossbow, loaded, and a big throwing knife. (The bolt is poisoned. Fortitude save average or paralyzed. Secondary: fort save high or slowed for 2d4 rounds.) He can back up his intimidation, but does so even quieter than most. He is lawful neutral. He and Howel talk as if they don’t get along, but underneath have a quiet respect for each other. If you somehow befriend him (Whiskey for the whole crew helps, a night of entertainment from a bard, or aid from a higher handle animals skill.), he’ll let on that he might know where some outlaws might be.

Howel is a blond haired ½ elf. He handles the selling in the city and can get the best price (a level of merchant?). When not haggling for a good price, he also helps out with the larger animals. Despite his gift of gab, one gets a sense of tragedy in his past that he’s unwilling to talk about. He is a ranger (2) with favored enemy of monstrous beast, and carries a speed shortbow (1 extra attack). He knows the truth about the giant ants in 04.02. He and Slim talk as if they don’t get along, but underneath have a quiet respect for each other.

Cookie is an unassuming friendly halfling with graying hair. He started as cook (1 level of profession cook) long ago, and is now the majority owner and manager. He’s the highest level here, with at least 2 levels of paladin and at least 3 more class levels. He has a good sense of other people, and has nothing to do with anyone evil. He is a notable halfling and will know and be known by other halfling leaders in the region. He has some form of magical movement & magical defense.

Other 16 ranchers: The majority are halflings, maybe a gnome or human or 2. Ranching is a hard life, so all have a class level. At least 2 are clerics. Each has one of the various trained mounts, saddle bags, cowboy hat, poncho, canteen, dust mask, tent & pegs, bedroll, extra rope, knife, spoon, plate, & fire starter kit in addition to their personal weapons. They all know the area, where water and salt are, and what the weather is likely to be in the next hour. There are also 6 dogs trained to herd cattle.

Ranchers get paid monthly, after the cattle drive into the city in 06.01. Most of the money is on individuals or in the bank, but there is a strong metal chest in the covered wagon with 700 silver, a large healing potion in a 1 hit point dose graduated flask, a scroll of cure disease & a scroll of neutralize poison. It is never left unguarded. A 2nd covered wagon has long term and monthly group supplies, a 3rd is the chuck wagon, and the 4th is mostly for shelter and defense.

The main ranch camp moves around. In addition to ranching cattle, the group collectively raises and trains ridding dogs (the majority), ponies, war ponies, horses, & war horses. They also use the residual magic and tiny caves to raise spellwarped (gains an additional random benefit when a spell is cast on them) or dungeon bred (smaller by a size category) mounts, respectively. They do take requests at market rates.

They do not make harnesses, reins, saddles, or barding (armor for mounts).

If you are friendly, you’ll be offered a meal of beef stew. They’d sure like fresh fruits and vegetables, if you have any.

05.01 (Halfway Bay) mawilson4

Nestled into the river and far enough from the sea to provide ample protection to ships, this benefit of the bay's location is further enhanced by a long, thin island that acts as a natural breakwater about a half mile out from the harbour. Its roughly crescent shape diverts water flow to produce comparatively calm waters in the harbour.

Originally named after a halfling merchant lord, the bay's current name grew out of a popular joke shared among the city following the transfer of power from merchant halflings to barbarian invaders. As the newcomers began to settle and domesticate, the question often arose of how far along they were in transitioning all the city's structures to full-size. "Oh, we're about halfway there," was the common response, a not-so-subtle reminder of the residents' dark origins. The name transferred to the bay and stuck, despite protestations from various halfling merchants who, in recent years, have once again begun to frequent its docks.

Landmarks, NPCs and Encounters:
Breakwater Lighthouse
The lone structure on the island is a sturdy, white lighthouse near its center. With a rotating crew that's staffed by the city's Harbourmaster's Office, its massive lighted top provides appropriate warning for approaching ships who are unfamiliar with the harbour and breakwater island.

There are a number of rooms at the base of the lighthouse that provide sleeping quarters for workers and storehouses for various goods.

Old Thorny
Old Thorny is a retired human sailor whose real name is lost to any but the few remaining who sailed with him for decades. Since retiring, he coordinates shifts of workers at the lighthouse and even mans it himself sometimes.

Old Thorny was a notorious smuggler during his time as a sailor, and retirement has not slowed this impulse. From the lighthouse, he – and several of the lighthouse's other workers, whom he hand-selected – coordinate smuggling efforts to and from the port. The lighthouse's storerooms sometimes act as holding grounds for smuggled goods. Despite his checkered past, he's clearly made friends with the right people in the city, to continue his illegal practices.

If players are aboard a vessel carrying cargo and are entering or leaving the harbour, there's a 25% chance the vessel is involved in one of Old Thorny's schemes. This could result in a quick stop at the lighthouse to exchange information or goods, or a series of coded messages in morse code from the lighthouse, indicating a dropoff or pickup point along the river.

Bightwater Harbour
The harbour itself is rather large, owing to the fact that the city's main source of income is trade. It is capable of holding hundreds of vessels, yet often seems near capacity. Several smaller docks that were previously for halfling crafts have been repurposed to house small and mid-sized fishing and recreational boats.

Once on land, the most immediate structures are rundown bars and taverns and various Harbourmaster's Offices, which report to the main Office in the city.

The only other commercial property in the area is "The Hole-y Diner," a restaurant inside a rickety ship. The vessel has seen better days, and even has a massive hole in its stern just above the water level. Management has refused to fix it, however, because they claim that more than a handful of guests in the restaurant will cause the ship to drop to the point where it will take on water and sink. Whether or not this is true has not been verified, but the threat of taking on water has given them an air of exclusivity. This has allowed the restaurant to charge exorbitant prices simply to be placed on a waiting list to dine there.

If the players approach the Diner, four tuxedoed thugs will approach them and ask for their reservation.

05.02 (Water Orc Community) purplewurple

This hex marks the narrowest, shallowest part of the bay. A community of water breathing orcs have made there home here. Or homes, as there is a little, half-submerged hamlet called Fangle at the SE egde of the hex, bordering the Ochre Peninsula (06.03), and a small, ancient, originally Triton town the orcs call Old Tooth fully submerged in the middle of the hex, where a natural groove makes the bay floor deeper than the surrounding area.

The orcs hunt giant bay snooks for food, and trade with the people of Brightwater. Colonies of aggressively growing Ochre Jelly Coral threaten to make the passage dangerous for ships, and Orc Gardeners manage the growth. It's a dangerous job, but the people of Brightwater pay well for the coral, knowing how important it is to keep the passage free and safe.

The orcs are generally friendly to travelers. When they spot them on the water's edge, or crossing the water, they will invite them to Fangle, or to Old Tooth if the travelers have a way to breathe underwater. They love a good story or a song, and in exchange the orcs will give food and lodging, information, or a boat ride across the water to a nearby hex.

Potential encounters:

• Noq Tellsmith, current leader and spokeswoman. Handles day-to-day affairs. Likes to drink.
• Froq Tellsmith, brother to Noq. Distressed because he's lost a family heirloom while hunting snook, and is terrified Noq will find out. Thinks he saw a snook eat the thing.
• Woteq Strongbelly, head Gardener. Has a fascination for fungus. Will gift art objects or gems to anyone who can bring him a rare fungus specimen.
• Morsuk, the half-troll. Expert on all things troll (or so she claims). Likes to frighten people, especially children, by making scary faces and telling outrageous stories about trolls and assorted boogeymen. Has a mean streak.
• Brobut the Innkeeper, runs the Pearl & Otter in Old Tooth. Is waiting for a shipment of brew that's a week late. Fears he'll run out of alcohol soon.
• Soschia Bluegill, an orc girl from Fangle who hates water. Has heard there's a group of orcs north of Brightwater that live only on land. Dreams of running away and joining them.
• Poppi Needlebug, elderly priest who warns of war with the trolls, humans, halflings, and other species. Sees signs of doom in everything.
• Odum Waterhammer, mathematician, inventor, and boat maker. Designs implements for excavating sections of Old Tooth, weapons to hunt snook, and tools to cut away coral. His adopted daughter Lossa Waterhammer is currently traveling on land; it has been almost a year since any word from her reached the community.
• Ambaat, Triton archeologist from a far-way land, studies Old Tooth. Will tell of the Necropolis in 04.02 and the fish folk city in 02.04 and remark on how the building styles are similar to Old Tooth and how there might be a shared history. He's sad he can't go there himself, because the sand and rock hurts his skin.
• Giant Bay Snook, dangerous in numbers
• Ochre Jelly Coral, rapidly growing

05.03 (Three Heads) rebuscarnival

Map created with Hexographer by Inkwell Ideas.

Three gigantic heads rise from the water near the southern shore, just north of the Jagged Sands. Each face is eight feet tall and is held up by a neck of similar proportion that stretches down to what is imagined to be an enormous, underwater body. The features are vaguely demihuman, although the spacing of the eyes is just a tad too wide and the curve of the lips seems to smirk with an emotion unnamed in the tongues of the bay. Their eyes are closed and appear to be asleep. The neither breathe nor flit nor stir, as still as rocks jutting from the sea.

Sailors avoid these strange statues but the local Water Orcs are known to sunbathe atop them, and have decorated the stoic countenances in a traditional style replete with rouge, seaweed and seashells.

05.04 (Jagged Sands) Againsto

Map created with Hexographer by Inkwell Ideas.

Bleached Bone Beach/Jagged Sands (Coastal Desert)

Strange winds blowing down from the mountain ranges in the southwest and southeast have dried out this coastal region. Coarse sand of a variety of colors - white-gray, mustard, light teal - covers most of the region, and all over, the sand harbours fossilized bones of creatures unknown today. Most common are jagged teeth of various sizes, but all sorts of bones can be found, speaking of the continued death of a great variety of creatures great and small in this place.

Vegetation is sparse; nothing provides much shade but some tall and thin reeds. Around the occasional salt flats, there grows the elue thyrp, a crumpled looking weed that is much sought after because it has absorbed valuable salt made particularly tasty by being embedded into the plant's fibres. Pack animals that come close to elue thyrp will be hard to control, so eager will they be to munch down; on the plus side, mules etc. make great detectors of this rare growth. While its everyday use as a feed supplement for domestic animals is well known, in the big city, elue thyrp can actually be sold for a rather high price to chemists who lace other recreational drugs with its refined salts.

Occasional squads of herb collectors do descend onto the Jagged Sands to collect elue thyrp, but have to contend with the feral goats that roam around the salt patches and are quite territorial. These goats, too, are a particular culinary delight, but do not submit meekly to hunting, and especially seem to consider halflings total pushovers (literally). These foraging expeditions are irregular, as the presence of giant crabs along the sea shore have made the establishment of a permament outpost here troublesome and "not worth the bloody effort, really", as a recent wrinkled and torn report to the magistrate had it. Especially during mating and hatching seasons, the crabs are afoot in great numbers and seem particularly ready to pick a fight.

At the southern edge of the sands, where the crabs generally don't come, there is a small somewhat permanent compound of tents surrounded by a palisade made of giant fossilized ribs, which serves as a basis of operation to a determined treasure hunter (see "Notable People", below).

Secrets and Rumors

SECRET: Once a year, a strange ship flying unknown heraldry is rowed up the river to the Jagged Sands. Heavily armored warriors disembark individually to seek out giant crabs to fight in what seems to be a weirdly ritualized combat, since even the crabs bow to their assailants; as the warriors match themselves against rather big specimen, their odds in the duels seem to be pretty much even. Slain crabs are taken on board. After their companions pry off their coat of arms from their breastplates, fallen warriors are simply left on the sand with the rest of their mangled armor and dulled weapons. Anybody witnessing these events is also invited to join the mysterious warriors on their return journey to their homeland, and might well return one day, wearing the anthrazite cuirass as well.
SECRET: Among the fossilized bones, there are occasional rarities to be found, such as dragon skulls, that have undoubtedly alchemical properties or might be powerful as spell ingredients. If ever a committed necromancer were to claim dominion over this land, very interesting developments might ensue.
RUMORS: A ship manned by mechanical men sometimes visits this area, and it will fly you to the moon. (partly true)
RUMORS: There is a herb growing here that is toxic to people but will keep your goats and cattle healthy and happy. (partly true)

Random Encounters (1d6, one roll per day):
1 An aggressive giant crab rises from the sand. It will try to subdue one enemy (food unit), and either chase off the others, or flee into the bay with its pray. It can also dig itself back into the sand, bad news for anybody held in its claws.
2 The salt goats are ornery, and for inscrutable reasons seek to bar the way of any traveling party. They will not seek combat, but will engage in dominance behavior and harrassment of smaller party members. Magic or a couple of projectiles lobbed their way will discourage these tactics.
3 A sudden wind from the bay blows sand, salt and bone shards towards the party, making onward travel very difficult and unpleasant. Parties that push on are likely to lose their way and get debris in all sorts of inconvenient spots - ears, food, sheaths, etc. Such winds usually last (d4-1) hours.
4 Halfling herb collectors are either just arriving here or leaving with satchels full of elue thyrp; they are not hostile, but do not really want to dawdle. For a fee, they are willing to share some information about the area which they really know quite well. They have no use for all the old bones, and can hardly imagine anybody else does, so fossil hunters can learn a lot for a rather low investment.
5 Quicksand! A sudden churn of shifting sand swallows the heaviest PC present (or pack animals) up their knees, and will continue to pull; as the center of effect will gradually widen, helpers will have to be very careful to not be affected themselves if they are not immediately successful in pulling out the unfortunate victim - all that people already trapped can do is to lie still and widen their body surface to slow their descent.
6 [choose something from an adjacent hex]

Notable People
THE GOAT MAN. An obscure drifter has fashioned himself a patchy suit of goat hides and wears three horns on his forehead; he runs with the goats, bleats, and has mostly adopted their grazing practices. The goats are strangely protective of him, and would need to be distracted or scared off if the man is to be approached. He is in fact a magically befuddled magistrate from the big city. Investigating illicit trade, he found conclusive proof of racketeering (specifically, XXX) and proved incorruptible, so a crime ring decided to addle his wits and thus smirch his credibility. If healed, he still has all the information, and thus could make a big come-back. He'd be enormously grateful to anybody who saves him from being a goat. Through the years of his weird exile, he has gotten incredibly tough, and will likely survive anything thrown at him in the future.

THE SEARCHER. A stern middle-aged adventurer has set up base along the southern ede of the Jagged Sands. Her three retainers (the halfling siblings Bruno and Liv and the half-orc guard Hellmouth Orgler) simply call her "boss", but her real name is Liat Moonshot. A few years ago, she found a map in the Universe-City (05.09) that indicated that a flying machine of some sort crashed into the jagged sands a century ago. Liat is now spending the fruits of a lifetime of adventuring in a quest to find this unique treasure. Her map is vague, but she will eventually discover the downed ornithopter (a troop transporter fallen through a dimensional rift), restore it, and learn how to use it. Her business model will be to offer transport to nobles, spies, and adventurers; if people befriend her and help her in her search, she might offer them a joint venture.

THE DUELIST. Muxo Xoxalan is the current leader of the Laxatran Brotherhood's expeditionary Duelists' Congregation. He is in charge of making sure each year's batch of duelists reaches the Jagged Sands and finds a crab to fight, which is an immensely important initiation rite. The Laxatrans are little interested in other folk, but if somebody was to prove their worth to them by dueling a crab themselves, Muxo would actively seek to persuade them to join the Brotherhood and be initiated, but stop just shy off abducting qualified candidates; this would be a fantastic occasion to learn unique feats and gain a nice platemail in return for a few months of gruelling training, participating in secretive rites, and swearing undying loyalty to a mysterious warrior order with unclear long-term goals.

05.05 (The Emerald Vale) jodokast

Map created with Hexographer by Inkwell Ideas.

The Emerald Vale

The lush green valley is named for the striking colours (even in the summer). The Glimberside tribe of halflings are a loose collection of nomads. They maintain three semi-permanent camp sites in the hex with various families traveling frequently between them. As nomads they shepherd flocks of sheep and herds of goats across the valley. The halflings weave the wool into the most magnificent cloth, and many settlements come to trade for it. Whilst having little need of gold the Glimberside are cunning traders often bargaining only for desired items such as spices, crafted metals, and high proof alcohol, and will frequently refuse a trader if he does not have these.

The bokereyder menace (04.05) has depleted a number of flocks recently leaving the tribe anxious for the future. Common belief is that is is Netfut sorcery (04.04) leading to a blood fued with the tribe. Cheif Walifit has begun assembling young halflings to train as commandos with a view of conducting a deadly raid on Netfut settlements. To this end he is also seeking to acquire powerful artifacts to magically augment his forces. His investigations make him believe that the Mask of Saint Drevodor (06.02) will gift him magical powers enabling him to lead his commandos more effectively.

The Glimberside tribe suffers from a unique sickness they call “Grasslands Madness”. The disease is really ghoul fever. Due to the cautious nature of the ghouls in the Ruins of Akmarad there is only likely to be one Halfling suffering from it at any one time. The tribe describes the sickness as a high fever, and then the shakes, and then the subject gets up and ‘walks into the sunset’. The tribe does not believe in ghouls, but rather has a complex mythology of ‘ancestor spirits’ some malevolent, some benevolent, and encounters with the ghouls are simply taken to be malevolent encounters. The tribe does not seek the connection between these encounters and the Grasslands Madness (mostly due to the fact that encounters with ancestor spirits are highly personal and very few people talk about them).

Wild Aurochs
Herds of wild auroch’s stampede across the valley. The Auroch’s recognise the ghouls from the ruins of Akmarad and intermittently trample the undead underfoot. Random encounters in this hex should include the possibility of auroch’s, or trampled decaying halfling ghoul skeletons.

Ruins of Akmarad

The fortress of Akmarad is an ancient Eburnean fortress that is now crumbling. The fortress is now inhabited by Halfling ghouls. Anxious to avoid detection these foul beasts hide in the lowest level of the castle crypts. Adventurers win the fortress will encounter only traps, swarms of bats, and several old Eburnean golems (the ghouls being undead do not register as intruders for the golems). In one cavern deep at the end are sixty four ghouls. The ghouls are lead by their queen, an old ghoul referred to only as ‘her majesty’. Her majesty plans to convert all halfings to ghouls so that all might worship and revere her. Other humanoids may be full eaten.

The ghouls hunting methods are to send out large packs at night, preferring to prey on lone travellers, aurochs, and other wild animals. They will flee before any sustained resistance.

05.06 (Owl's Mead Meadows) landovers

Pastoral fields and flowery meadows inhabited by insects mingle with idyllic woods of fructiferous trees inhabited by birds. If the sky is clear, the mountains to the northeast and northwest are always visible in the distance, and creeks and ponds cross and dot the landscape. There are also a few Eburnean ruins around, mostly empty. Roll 1d6 on the encounter table for every day the characters stay on the hills:

1: A ghostly orc carrying an axe, fighting a ghostly knight.
2: Urso, the local owlbear, who is sentient from eating too much ardent bee honey. He is a pacifist, loved by the locals, and often borrows book from the Temple-Library in Owl's Mead (see below).
3: Snowflake, Tanikhi's albino giant spider (see below), spinning her web around a lizard.
4: Flo and Fira, a couple of hunters from Owl's Mead resting under a tree. They challenge the group to a game of dice, wagering a lot of gold.
5: A pond so deep it connects to the Plane of Water and the ocean in 00.01. The water is slightly salty.
6: Halfling merchant accompanied by a dominated Hill Giant bodyguard.

Tanikhi's Spider Silk Farm
A small burrow in the middle of the grassland is right next to a patch of woods where every tree is covered in spider silk. Tanikhi Glimberside lives here, a young sun-tanned halfling lady who opted to leave her tribe on the Emerald Vale (see 05.05) because her dream of spider silk farming did not sit well with her fellow halflings. There are several giant spiders living on the oak trees, ranging in size from a small dog's to a calf's size. They attack if approached by strangers. If Tanikhi is close, they somehow obey her commands. She will trade rolls of silk at a premium value for whatever she finds useful such as food, tobacco, clothes, tools, and books (the same deal she offers the occasional merchant who comes to trade from the region's settlements). Tanikhi pleads adventurers to help find her recently escaped prized spider Snowflake, a dangerous albino. She gives the party an old shirt of hers, so Snowflake will follow her scent home. Snowflake's track is reasonably easy to follow in the grass and leads to the The Eburnean Ruined Tower.

Treasure: Tanikhi offers a satchel of gold coins and as much silk as the adventurers can carry for Snowflake's safe return. A skilled tailor can use the silk to make extraordinarily resistant but light sails, ropes, nets, and chainmails, and an apothecary could make a powerful adhesive paste.

The Owl's Mead and Settlement
A small community of humans has made this area its home. The area is inhabited by hunters, sheperds and subsistence farmers of vegetables and grains. At the center of the area is the building that gives the settlement and region its name: The Owl's Mead Inn, an old family-run two-storey wooden tavern and inn where travellers and merchants go to rest, and locals go to drink, dance and sing after sunset. Eldoran (the husband) runs the bar and Lorenda (the wife) takes care of the accomodations, while their 7 children cook and run errands. The house's specialties are the Thousand-Year Everything Stew, a delicious stew from a pot that hasn't been emptied over a fire that hasn't died out in over a century, and the Owl's Mead, a drink made of fermented ardent bee (see 05.07) honey. The fermented honey in the Owl's Mead confers a temporary intelligence high (hence the drink's name, as owls symbolize knowledge). That explains why the barn has been turned into a makeshift Temple-Library in honor of Mirluna, goddess of learning, filled with spell scrolls and years of books and papers of original research work. Titles include "Ruins and Ancient Portals of the Eburnean Empire", "Cultivating the Perfect Pumpkin", "Grandma Aurie's Harpy Repellant and other Recipes", "Guys, We Shouldn't Be This Smart: A Survey", and a regional weather forecast chart (roll next 3 days on Weather and Weather Like Phenomena table) that is complex to use but mostly accurate. The townsfolk treat wizards and sages with deference and warmth and are arrogant towards brutes and more physical types.

The Eburnean Ruined Tower
Near the Conflux Crags to the south, there's a crumbling tower green with moss, the ruin of an outpost of the Eburnean empire. The Tower is mostly an empty cylinder, its wooden floors and stairs long gone. If Snowflake hasn't been found yet, her tracks lead here and she's weaving a web inside the tower's walls. Inside the tower, 3 ghostly Eburnean elves appear, 1 knight and an old couple. The older man is playing a song forgotten by time on a fiddle, and the woman is knitting with a ghostly thread. The knight appears to able-looking travellers, asking for assistance: they've been trapped here by the ruined tower since the fall of the Eburnean empire. They could escape this spectro-temporal prison if they could put some distance between the tower and themselves, but every time they try to leave, 3 orc champions appear and slay them, resetting them inside the tower. The knight can perhaps take 1 of them on, but the other 2 orcs always kill the old couple (his parents), and he won't leave alone. The orcs are strong 8 foot tall beasts, and resistant to material world weapons. If the party helps the ghostly trio escape, they begin to vanish into mist. Before disppearing, the Eburnean knight whispers into an ornate glass vial. He explains that opening the vial will summon him one last time to the material world to aid the summoner. "A debt paid in kind".

05.07 (Conflux Crags) landovers

An area of craggy hills, strong winds and tall grass. Scattered about are a variety of bushes and thorny schrubs, and the occasional crooked trees cluster in small patches. Two tiny, nameless streams, never wider than a few steps across, cut through the area, one from the East, the other from the North, both merging to the West right before feeding into the lake. Around the lake and the mouth of the streams, the grassy ground becomes soaked wet, turning into a difficult to navigate fen populated by larger and denser trees. Roll 2d6 on the encounter table for every 8 hours the characters stay on the hills:

2: A Bullette is dueling a Troll. The Troll is losing but keeps regenerating.
3: The wounded humanoid form of a dryad. Wants someone to deal with Ardent bee hive on the dryad's tree nearby.
4: A faery village inside mushrooms in a hollow trunk. Faeries like: good riddles, trinkets, pranks. Faeries dislike: people who suck at riddles, comments about their size.
5: Flo and Fira, a couple of hunters from the settlement in 05.06. Flo has a broken leg and a broken bow, and if aided, the couple shares their extensive knowledge of the lay of the land, fauna and flora.
6: Trees and bushes, home to game such as hares, armadillos and pheasants.
7: No encounter.
8: 1d3+3 harpies resting atop a dead tree (if night-time, 1 harpy trapped in a snare).
9: 1d3 Wild Boars hidden in the tall grass.
10: 1 ankheg broodmother and 1d6+4 ankheg broodlings.
11: The Hermit (see 05.08 for details).
12: Bandits around a campfire.

Bee-filled Fire Giant
On a boulder atop the tallest hill in the area, there's the clear silhouette of a large figure sitting cross legged, head down, perfectly still, visible from afar. Even seated, it stands over 10 ft tall. Closer, one can see deep red long hair flowing with the wind. The figure is a dead fire giant. Her eye sockets are empty and her skin is leathery, but the corpse has not rotten away because a swarm of ardent bees has made its hive inside the carcass and mummified the body with a layer of powerful wax. The giant's metal breastplate is visible and has giant runes and pictographs carved onto it. They are similar to dwarven runes, so someone who speaks dwarven can try to decipher them. The runes say "COWARD", "TRAITOR", "WEAKLING" and other insults, reasons for the fire giant's exile.

The hive inside the giant hums with a loud buzz. The ardent bees attack if the giant is disturbed, swarming out her eyesockets and gaps in her frayed skin. The queen bee is the size of a fist; when struck, it whizzes wildly through the air, releasing hot vapors as if under immense inner pressure, until it explodes in a shower of fire. Ardent bees take their name from their preference for warm places and their burning sting, which can cause fever and boils.

Treasures: Enough delicious honey to fill 1/2 a barrel (a whole barrel, if extracted with skill). A masterwork giant knife that can be wielded as a sword. A fine metal tablet with a lover's goodbye letter written in runes, the perfect size to be worn as a shield (magical: conjures a Bless spell automatically 1/week when someone you care about is in danger). A huge stoppered glass bottle, half-filled with a gallon of pungent spirit mixed with fire giant's tears (warms the body and numbs the pain, but drinker is filled with the giant's sorrow during the inebriation period and her memories come in dreams).

Waterlogged Ravine
Where both streams' waters meet there's a steep grassy ravine. Near the streams the water pools, forming a bog of variable depth. Starlight thorns and Hush berries (see below) can be found occasionally elsewhere, but are common here. A flock of harpies nests in a cave 30 ft up on the face of a steep nearby cliff, in view of the bog. There are always 1d3+3 harpies inside the nest and they will wait for a moment of distraction to attack. They'll attempt to charm victims with song and lure them into a deep 10x10 ft area of the fen to drown. This part of the bog is home to a sticky reed that makes escaping even more difficult.

Treasures: Inside the harpies nest there's an assortment of coins and jewels, an ivory and glass set of the boardgame Death Knight (a favorite among local nobility), and a single earring with a stylized mother-of-pearl eye carved onto it (magical: using the command word learned by attuning to the item, user can see through the eye on the earring with one eye; the user's other eye sees what the earring's missing pair sees. It's currently being worn by a noble from City. The noble, naturally, can also see through the user's earring).

Starlight thorns
Interspersed among the hills are thorny bushes whose prick has medicinal properties (cure, antidote and purification). They are plain-looking and hard to identify during the day, but at night their small white flowers blossom and glow like the stars.

Hush berries
There are clusters of bushes with berries that cause numbing sensation on exposed skin. Whoever ingests it cannot speak for 3d6 hours. It can be crushed into a paste and applied to weapons, in which case whoever is afflicted cannot speak for 1d6 minutes. If the paste is applied to the ears, the target cannot hear for 1d6 minutes.

05.08 (Hermit's residence) govmiller

A hermit. It is not known how long the hermit has been here, but the rumor is that the land was raised out of the water. The lake to the northwest at 4.08 had extended down into the hills. How far it extended it not known, and there seems to be a constant battle between the water in 4.08 and the land in 5.08. The water has consumed some trees and has eaten most of the available shorelines. There is a single beachable area- it is wide, but narrow- the hills and forest are very close to the waterline.

If travelers make it to the shore, they can beach their craft and there is enough room to set up small campsites. From the shore area, there are three distinct paths leading into the forest area. The hills are too rugged to allow for travel, so the water is the only other available way off the shore. If travelers choose to camp overnight, they will need to choose to make a fire or not. If they do (there is sufficient dry wood around to make a fire), they will be left alone. If they choose to not make a fire, then there is a small chance that the water predators (think alligator or small water dragon) will come visit. There is a greater chance that small monkey-like creatures (that only come out at night) will come to the campsite. They don't attack, they merely scavenge for food and other small items they can take.

North Path is closest to 5.07. This is a very narrow path- only single file travelling is allowed. It winds and crosses itself several times- travellers that mark their path will not get lost. If searched, an arrow may be found. There are the small monkey-like creatures (in the trees) that may randomly gang up on a single traveller and take a random item. If followed to completion, this will take a solid day of travel (think 10-12 miles of fairly rugged steep climbs or descents) and will widen into a path in 6.08.

As they travel, random checks may be made to see if the travellers spot any of the green insects that come from 6.09. If the travellers are successful, it is simply noted that they saw something. They won't see it again, and they won't be able to follow (this would be a good time to have the small monkeys jump on the party...)

Middle Path is a wide, welcoming path. This is the easiest path to spot. This path is so wide and clear in parts that there is no overgrowth- sky can be seen clearly. It winds through much of the hex and connects in 6.09. About halfway through the hex, there is a very hidden path that heads south. As with the North Path, there is a chance for small monkey attacks and sightings of the green insects. They are smaller chances for the monkey attacks, but greater chances for sightings.

South Path is closest to 4.09. This is also a narrow path much like the North Path. This seems to be the greenest area- there are vines and many small bushes and grasses. It is possible for travellers to see green insects and blue insects. If a blue one is seen, there is a chance they can interact with it- talking is possible as is trading. Also like the North Path, the South Path will loop back upon itself, but here there are wet areas and small ponds that may obscure the path. Travellers with special talents in path finding will be successful most of the time in staying on the path.

This path will eventually end in a small clearing with two small huts. From the northern end of the clearing is a small, hidden path that will lead to the Middle Path.

The Huts are almost identical. One is the workshop for the Hermit, the other is the dwelling. Both have magical properties (scientific properties?) that make them seem bigger on the inside. Each can accommodate large parties of 10-12. The workshop is a typical workshop for someone who practices magic- with a bit of science thrown in. The dwelling is also typical- kitchen and other home type areas.

The Hermit is old. It is not clear, until the travellers actually see the Hermit, if it is male or female. This can change from adventure to adventure as there is some 'regeneration' that happens to the Hermit. It is rumored that the Hermit is from a very distant place- maybe even another time. It is also rumored that the Hermit has been kicked out of Bightwater for trying to always consider nature. This got in the way of progress, so the Hermit had to go.

One thing is certain: The Hermit produces the most excellent arrow shafts. They are straight and strong. With some skill, they can hold almost any type of head securely. It takes extreme force to break one- normal use will not break them. Some are sharpened on their own- these will pierce most any animal armor with ease- as if there were no armor at all. They don't inflict much damage as there is only the shaft. But they could pierce a vital organ- so a check of an archer's skill is more important than just hitting the target.

The source for these shafts is thought to be some reeds that grow along the lake between 4.09 and 4.08. It is thought that the blue insects were created (evolved?) to grow and harvest this reed for the Hermit. What the Hermit actually does to make the arrow shafts is not known.

The Hermit practices 'green' magic. Potions are made to make things grow and travellers may be able to obtain these potions. They also have a small healing / regeneration power as well. If challenged, the Hermit will not engage in combat, but retreat. Green Insects will engage, and if the party is strong enough, there may be some Red Insects as well.

05.09 (Universe-City) dicingwithdearth

At the centre of this area, to the extent that directions mean anything around here, lies Universe-City. It is college and home to scores of unbelievably powerful wizards (magic users of all types), it was founded perhaps a hundred years ago by seven mighty gnome wizards who wanted somewhere to explore their powers - away from the distractions, the opprobrium and the fragility of the wider world. Over the years, it has attracted the most powerful wizards in the land - most reside here permanently but others travel freely between The 'Verse and the world.

The grounds and the architecture of the college are a constantly shifting series of impossible landscapes and dimension defying geometries. The founders were all gnomes but wizards of all types have settled here over the years so, although the scale of the place is unpredictable, it is not entirely gnome-sized - PCs of any type will be able to access it.

The most important pastimes here are exploration, experimentation and discovery - many residents are so focused on their work that they are barely aware of the world around them. However, the college is not indifferent to the troubles of the mundane realm - if asked they will proudly point out that the fact that the world still exists - that it’s not a daemon hunting-ground, a seething mass of formless chaos or inhabited entirely by geckos - is thanks to them.

If the PCs can find their way into the city, can find the right wizard to speak to and can interest them in a problem that they have - if they can present it as an intriguing challenge - then they could potentially find the solution to any problem.

However, getting there is far from easy.

The Region
This area is comprised of sparsely-vegetated, scrubby hills. Even before the college, it was not a thriving region but it was settled. Deserted settlements and the ruins of older towns dot it here and there - most of them abandoned over the past fifty years or so. The climate is uniformly dry and temperate - but with occasional, inexplicable bursts of extreme weather.

The landscape is very unstable; increasingly so as one progresses inwards. The horizon generally appears as a featureless blur, only resolving as the observer approaches. Even up close, features on the landscape - ruins, copses, rocky outcrops - seem to shift and change whenever they are unobserved. This begins subtly but becomes more pronounced as the PCs progress. Eventually they might go to sleep in a ruined hayloft and awake in the branches of a tree, or they may be distracted from watching their path over of gently rolling hills then look back to discover that they are about to stumble into a sheer ravine.

The landscape is populated by a large number of wandering monsters. It should be very clear that many of them do not belong in these surroundings; perhaps an amphibious toad-dragon drying out on a hillside, sweating yetis or freezing efreets. A few may be thriving but most will be starving or otherwise struggling, they will attack the PCs if sufficiently hungry but many will be in a weakened state and will try to avoid contact.

If they are encountered close up, the PCs may notice that any creatures that are usually sentient seem to be acting bestially or instinctively. A magic user may be able to discern that these are magically generated creatures - though they are entirely material and substantial. These are creatures that have escaped from The Labyrinth - they are the main reason why all of the local settlements have been abandoned.

There are entrances to Universe-City scattered throughout the centre of the region. When the surroundings shift - from abandoned town to copse to forest to bare heath - a Gateway will change form to match its surroundings but its position remains constant and it will always be something entrance-like; the doorway to a house becomes two arching trees, a large ruined window, a pair of standing stones. Stepping intentionally through one of these gateways will lead PCs into ‘’The Labyrinth’’ (it is not possible to stumble through by accident).

The Labyrinth
The 'Verse does not inhabit normal space but it is physically anchored to the world in this one location. The founders wanted to ensure that sufficiently powerful or resourceful individuals could find them but that they would not be bothered by anyone else. To ensure this they created a maze of shifting and randomly generated rooms, populated with deadly traps and fearsome monsters . Over the years it has become a popular sport amongst the scholars to create ever more fiendish and formidable rooms. In their (sometimes literal) ivory towers, the wizards seem to be largely unaware that the fallout from their game is ravaging the local landscape and that the labyrinth has claimed the lives of many worthy and virtuous adventurers.

Each chamber of the labyrinth is a self-contained room, generated at the point that the PCs enter it. It is impossible to see through a doorway into the next room. A room is generated as the first PC enters and a link is created, anyone else going through the same door will arrive in the same place. Going back through the door from which a PC has entered a room will create a new link into an entirely different room - which follows the same rules as the previous link.

The spells generating the labyrinth will tend towards reducing the number of rooms in play at a time: If the party split up and are in separate rooms then the next time one of them goes through a door, there is a 50% chance that they will enter a room that already contains one or more members of the party - through a randomly allocated door.

Each room has a challenge and (optionally) a puzzle:
The challenge is a monster (or monsters), a trap or some other danger that must be overcome or survived in order to progress through the room. Remember, monsters may be cunning or devious but it is strictly instinctive - they are magical creations and not sentient.
The puzzle, if solved will point to the correct door to exit through - each time the PCs exit through a correct door - they increase their chances of successfully exiting the maze.

If the players wish to leave the maze - because their characters are injured or because they don't think that they can get through safely - a wizard will appear to the PCs and give them the option to leave, on condition that they can never return. If they do so they will be teleported to a random spot towards the edge of the hex, Gateways will no longer work for them.

Roll on this table each time a new room is entered - add 1 to the result for each time that the PCs have exitted a room through the correct door (or for each room completed, if you are not using puzzles).

If you get the same result multiple times - feel free to take the next or the previous result, re-roll or just pick something instead.

d6 (+ successes)
A few simple monsters: A handful of goblins, skeletons or similar. Not a serious challenge.
It’s a Trap!: Poisoned blow-darts, a pit-trap, a swinging blade - the classics. Some area of the room, which the PCs will have to pass through in order to reach the correct exit, contains a trap.
Environmental Challenge: The PCs will need to overcome a physical challenge relating to the environment of the room - such as dodging fireballs, diving for keys or navigating the cogs of a giant mechanism.
Bruiser: A large, dangerous monster.
Minions: Low levels monsters, as per 1, but enough of them to be a challenge.
Multiple Traps: Like 2 but there are multiple traps throughout the room - either all the same or all different.
Melee: Two or more powerful monsters each attacking the PCs but not working together (perhaps antagonistic to each other).
Fish in Water: The environment presents a physical challenge and is full of creatures who would thrive in it - perhaps an artificial, indoor blizzard peopled by Ice-Trolls, or a huge underground lake with a Kraken in it.
Monster Tag-team: Two or more powerful monsters, working in concert.
This is the final room of the Labyrinth. The PCs must confront one of the wizards of the ‘Verse. In a combat-heavy games this could mean defeating a powerful spellcaster and/or their conjured monsters. Alternatively, it could be a wizards’ duel of creative spellcasting, a puzzle, a riddle or simply a social encounter. The PCs must demonstrate or convince the wizard that they are worthy to enter Universe-City.

In addition to the dangerous challenge posed by the room, you may also wish to include a puzzle element, so that the players have to work out which is the correct door to exit a room by. (Note: Given the way in which doorways work in The Labyrinth, it is entirely possible for the correct exit to be the door through which the PCs entered.)

This could be related to something that the PCs have already encountered - or a clue that they’ve previously been given. You might have signs, a disembodied voice or a minor NPC giving an actual clue or riddle in each room. You might have symbols over every door and one clue at the entrance to the dungeon suggesting the correct sequence.

Hopefully, you know how your group will respond to puzzles, some players really enjoy puzzles - for some that’s the whole appeal of RPGs - but conversely some players feel taken out of the roleplaying experience if they are solving the puzzle - rather than their character. A good compromise is to have the characters perform appropriate skill-checks and then provide clues based upon the level of their success. However, if your players don’t like puzzle solving - or if you don’t like puzzle setting - then you can skip this altogether - the PCs simply need to exit through a door that is beyond the Challenge.

There are lots of ways to randomly generate rooms, you could use tiles or map cards (there’s even a dungeon-map font) or just create something that fits the challenge.

Or, you can use the table below for some or all of the elements of each room. Roll the appropriate dice for each element that you are using.

The Environment column is particularly relevant if you roll a 3 or an 8 for Challenge but otherwise gives general flavour to your rooms.

The Exits column is most relevant if you are using Puzzles.

This table is intended to inspire, rather than inhibit, creativity. If the result you roll doesn’t speak to your imagination, feel free to change or ignore some or all of it.

Description d20
Environment d12
Exits d8
Throne Room: At the centre of the room is a raised dais with an imposing throne on it. It is flanked by huge statues of heavily armed warriors.
Mechanical / Clockwork / Steampunk: The room is characterised by huge moving cogs or thudding pistons. Areas of the room could move or rotate.
One clear, one hidden.
Collapse: The walls, roof and/or floor in parts of the room have fallen in - or perhaps are in the process of collapsing.
Fire / Lava: The room is characterised by heat and flames.
Four, corresponding to compass points.
Tomb: A large room with an imposing mausoleum in the centre, a cluster of rooms containing coffins or the creepy, narrow tunnels of an ossuary.
Water: Perhaps there is an enormous lake in the centre of the room, waterfalls pouring down into or through it or it’s a damp, miserable, dripping cave. If the PCs have a means to survive underwater, the entire room could be flooded.
Criss-crossing Bridges: Like an underground Spaghetti Junction; a complex weave of bridges or walkways crosses and re-crosses the room. To get out, it may be that the PCs need to discern the pattern, or drop/climb between bridges.
Nature: Perhaps the root-system of a massive tree, or the room is filled with flowers or verdant mosses.
One in the floor and one in the ceiling.
Feasting Hall: An enormous, firelit hall - at the centre is a massive table piled high with food.
Cavern: The room seems to have been naturally carved into bedrock.
Three, stacked vertically.
Arena / Amphitheatre: A circular or semicircular room surrounded by stepped seating all facing in to a combat or performance area in the centre.
Stone: The walls seem to be man-made, from bricks or stone blocks.
Maze: A maze within a maze, this room is characterised by twisting, turning paths. This might be the puzzle of the room or it may be that the PCs need to figure out which door to leave by and how to get there.
Cold: An indoor blizzard, caves of ice, a frozen lake - something relating to cold conditions.
Four, all of different sizes.
Chasm: The room is divided by an enormous, plunging cataract. It might have a (rickety) bridge or it may be that the PCs have to find some over way to cross it.
Air: The room could be made of clouds, subject to howling gales or be a series of airship gondolas.
Two, one locked and one unlocked.
Many Floors: The room could be the side of a ziggurat, a series of magically suspended platforms or a complex scaffold. It is built over multiple levels which the PCs will have to traverse by ladder or stairs.
Psychedelic: The wizard who created this room made no attempt to make it conform to reality, it is strange and disorienting - perhaps it’s brightly, weirdly coloured, or seems to have more than three dimensions, or is constantly shifting and changing.

Library: Not necessarily a room full of bookcases but some type of knowledge repository.
Dark: Either the room is in absolute pitch darkness - perhaps a magical darkness that cannot be overcome by torches or keen eyesight - or else there are drifting patches of obscuring fog, smoke or shadows.

Narrow Tunnels: Rather than one large room, this is a series of narrow twisting tunnels - perhaps a mine or a circulatory system.
Wooden: A rickety wooden structure, a rich wood panelled room or the inside of a giant tree.

Chapel: A huge, impressive space with an altar of some kind as its focus. A room used for ritual or for worship.
Living: The walls, floors and ceiling are alive. Perhaps this is the inside of a giant creature or a structure made of millions of interlocking insects.

Claustrophobia: A small, low-ceilinged room, only just big enough to fit everything and everyone in it.

Dungeon: An actual honest-to-goodness dungeon - a narrow corridor with a row of cells on either side of it. The entrances to the cells could be locked or could be full of monsters waiting to spring an ambush. The exit into the next room might be in or through one of these cells.

Tower: The room is the inside of a large, narrow tower. It is characterised by vertical ascent or descent - perhaps a huge spiral staircase winding up around the walls.

Plane: The room is a seemingly endless flat expanse. Exits are in the ground - perhaps trapdoors, sinkholes or wells.

Street: This area is in some way outdoors (depending upon theme). It is a street, surrounded by buildings or habitations of some type - the exits will be the entrances of buildings.

Shifting: A series of walkways, corridors or platforms which move and recombine - perhaps swinging on mechanical axes or simply shifting and warping through magical means. The movement should not be entirely random, it should follow a pattern or be controlled by a switching system - so that players can figure out how it works.

Railroading: The room is in constant motion - in one direction. Perhaps it is a moving walkway, a series of minecarts, barges floating down a river or a train.

Fortification: As with 17, this room is in some way outdoors - the focus of it is a castle or some type of defended position. To exit the room the PCs must successfully enter the fortification.

06.00 (Cowboys) TTDG

See 05.00.

06.01 (City of Bightwater) adularia25


Bellytimber - Overflowing with inns, hostlers, farmers markets, millers, bakers, butchers, and all the food you could ever need!

Candlewyck - Also known as Candlewyck Corners, this district is the largest district in the city and is filled with middle-class merchant shops and homes. It grew out of four districts each devoted to different types of trade, but over time they banded together to bring stability and order to the market. It is said anything legal may be acquired here, from cloth to leather, from jewelry to silverware, from chairs to horses.

Hawkholme - At one point Hawkholme was a communal forest used for hunting by all, but it has now been purchased by the wealthy and divided up into private estates. Trespassers will be shot.

Lampwatch - In the highest part of the city, Lampwatch looks down over the more unruly districts below, separating StormCrest from the high class establishments in Hawkholme. It has more of a military presence than the rest of the city.

Mistfront - Artist enclave and district of eccentrics. Here you can hire fortune tellers and painters, dreamers and mystics. On the outskirts of the city and often ridiculed, but sometimes they see more clearly than those in the city itself.

Shadowfeld - Every city has one, a district that gets forgotten, a hive of villainy, tucked away in the shadows. Only the Shadowfeld is harder to find than most, as it is mostly underground, and often flooded from the water which seeps in when the storm drains overflow.

StormCrest - Also called Storm's Crest, it faces 05.01 and contains the waterfront docks, warehouses, and seedier bars which spill over from that hex. It is so named for the imposing towers Storm Surge and Break Crest which oversee the bay and are said to contain protective spells from past inhabitants.

Umberline - Where those who practice magic purchase supplies and lessons. Narrow district which contains two parallel streets. Runs from Lampwatch past the back of Candlewyck to StormCrest, getting cheaper and seedier as it goes.

Unique City Landmarks:


The Timberline - For two blocks Longthorn street becomes the Timberline, with side-by-side pubs lining both sides of the street. The names are fanciful, from the Rusted Duckling (with a rusting metal sign in the shape of a duck) to The Ugly Slug to the Pig & Pitchfork (commonly called the Pork & Fork).

There is a 15% chance Balder of Schmutzdorf can be found in any bar along the Timberline nursing a few drinks and talking about how Schmutzdorf has an Orc problem. There is a 65% chance two rough types in religious robes are looking for word of a dwarf called Sinibron. They have recently arrived from the southeast and their order is willing to pay handsomely for any information about the miscreant.


Ladravor's Jewelbox - Named for one of the founders of Bightwater, this market square is bustling with stalls of many colors, set with tables and chairs covered in enameled designs, and features four platforms for musicians - one one each side of the square. The nearby shops have extendable awnings to cover the tables in case the weather is less than ideal. The space is strung with hanging lanterns in a multitude of soft colors, creating a unique scene for those who visit.


Glimmergrass Tree - A true treasure among the gardens, this tree produces thin leaves which ripple and change color from motion. Located in a particularly windy part of the garden, it is alive with color and motion, mesmerizing those who watch.


Highbasin House - A relic from the days when the city used to flood regularly, located at the highest point in the city. The house is a masterpiece of craftmanship, showing off the best woodworking skills Bightwater has to offer. It doubles as a museum and is open to the public once a week for tours.


Pavilion of Hidden Depth - Set up in the middle of the street, this pavilion consists of four poles supporting curtains that flutter in the breeze. The inside of the pavilion looks empty. You can see right through the curtains to the other side. Yet whenever anyone steps into the pavilion they vanish. There is a 20% chance every day someone will step into the pavilion in front of the party. They do not reemerge and cannot be see in the pavilion once they enter. It is an enduring mystery where they go.


The Skunkworks - This maze of pipes and culverts is a twisted maze that smells perpetually bad, hence the name. It is said that the thieves guild rests somewhere in the center of the maze, but no one has managed to get past the stench long enough to find it. Still, rumors abound of great wealth hidden within the Skunkworks. There are two commonly known entrances. One in Candlewyck in the Tanner's Quarter. Another in StormCrest in the basement of a bar. In truth there are entrances in all quarters, but those locations need much more work to be discovered.


Old Essvar - The oldest part of Bightwater, and the only part left from before the Daikini barbarians sacked the city. After Essvar fell, it received the name Bightwater, and the original name for the city faded into a mere district, then a street. The buildings here boast of their connection to the city's roots - and each house in Old Essvar has a secret exit and a hidey-hole for stashing valuables away from the barbarian hoards.


Well of Lost Lizards - So called for that one Summer when all manner of lizards burst from the well to infest the city. Jeweled Lizards were added to the well as a humourous reminder. Located in at the base of the stairs where Lampwatch meets Umberline.

Notable Businesses:


Faire Weather - A mid-range inn which started up during the Autumn Harvest Faire one season, and was so successful they changed their name to give appreciation to all their guests. The place isn't showy, isn't near Timberline or any other famous locations, but it has good prices, and they take pride in their service.


Bug Emporium - Run by Cerfod Gnotworth, this fine shop offers rare and interesting bugs for purchase. It is easy to find due to its unique moving sign, as it is the only sign which contains live bugs chained to it in all of Bightwater.

Burgalbeetle - Pick Lock @ 3rd LVL, crushed on failure, odor attracts monster
Butterbug - A bushel (~10lbs) can produce 1 ration worth of edible substrate per day.
Whiskey-Flea - rodent sized louse with a nose for spirits. will hop at 10'/turn towards nearest source of booze. Handling requires save or bitten.
Flisks - wasp-like insects. as magic missile, target randomly selected.
Copy-Katydid - Mimics simple phrases. Calming for homesick halflings and great fun at parties.
Splat - bulbous beetle with thin shell. as grease if dashed upon the floor.


Macaron Sunrise - A high-end tea room where everyone who is anyone in the city visits. More than a few deals which have changed the course of history have taken place in this tiny establishment, tucked away on the edge of where Hawkholme meets Lampwatch. Currently held illegally by the Persemon family, though most of the family believe they rightfully own it, Dressellaria Persemon knows the deed they have is fake.


Hawkeguard Recruiting Center - Located near the North Gate, which leads to hex 06.00. There is a 10% chance Kiarin Rooven, leader of the Hawkeguard is nearby. The center offers cheap gear to those who join, a free place to bunk down at night, and agility and weapon training on the grounds. Voices shouting "10... 20... now do it again!" and "tuck in that gut!" and "step into the hit" can be heard from within the center.


The Twisted Thistle - Run by Chianell Coqueli, purveyor of exotic beverages, from curative potions to Montesole's Blood-Red wine. There is a 45% chance Metuselah Long will be in the store for a promotional sale of his curative "Longeviwater." On a successful roll, it is discovered the curative potion is nothing more than regular water, not even distilled!


Temple of Bone - Thought to be a relic of the Eburnean Empire, this building causes shudders to those who walk past. It is considered cursed, for it has survived more than a few fires and come out unscathed. The walls are black from age and soot, but the bones embedded in them are unmistakable. No one is ever seen entering the building, and most do not know what services are offered here. But the windows show lit candles inside and beggars hang around it, believing it protects them. Few have figured out if those beliefs are true.


The Drowned Library - An eerie bookstore located down a deep set of stairs so that it is under the waterline. Magic keeps the place dry, and the windows look out into the waters of the bay. Books are stacked so high they require boards to prop them up, making it seem that death by falling books is more likely than death by drowning. All the books in the store are magical in nature. A quirk of the store is that all books may only be bought by trading another magical book of equal value.


Madame Astilde's Bargain Charms - Famous for the unique building (which many are certain uses magic in order not to collapse) as well as the vast quantity of charms offered for sale. Astilde's offers everything from luck charms (offers one reroll before losing its power) to a little something to calm a raging halfalo to charms to attract wealth. None of the charms are very powerful, all are one-use, and all are ridiculously cheap. There is a 25% Eckart from Schmutzdorf is here to buy protective charms against Orcs.

Persons of Interest in each District:


Erlynn Brassavola, runs the Tumbling Tureen, a raucous inn filled with song and flowing with food one street over from the Timberline. She remembers Ned Cobbler from his adventuring days. She'd love to hear how he is doing, and if he ever did make that Peach Brandy he was always going on about. Sadly, she hasn't kept in touch, and has no idea where to find him, but he was "One of a kind, we haven't had adventurers like him in here." If there is a halfling in the party she will add with a smile: "Well, until now."

Spritz, runs Wendy's Hamburger, a restaurant that caters to "appetites of all sizes." He's Cookie's cousin and once he gets going will not stop talking about the ranch, how they raise all their cows, the feel of wind against your face, and how he longs for the day when he can get back to a simpler life.


Farwick Hargpor, owner of a trade emporium called The Camel Returns. He remembers Captain Treddstone fondly and will pay handsomely if you deliver a letter to him and return with the reply. He will mention that last he heard, Treddstone was living in Goold's Dunes. The letter, if opened, is about a lost shipment which finally came in, and is being held for the Captain. Farwick is willing to buy the goods outright, but needs a signature from the Captain to make it happen.

Jhontan Carifft, owner of the Nested Bend, a reputable inn of fine distinction. He is a friend of Balder from Schmutzdorf and lends a sympathetic ear when Balder talks about the plight of Schmutzdorf and how this year they had so few crops to send to the city, again, because of the raids. There is a 25% chance Balder can be found in the the Nested Bend.


Opallesce Capsicia Goldblossom, upstanding member of the community with an impeccable record, and heir to the largest gardens in Hawkholme. She is known for her kindness when handing out handpies to those poor unfortunates in Mistfront once a week. Her family has held power in the city for generations, and no one knows if it is all a front, or if she really is as nice as she seems.

Vand Notyl Sanderian, eccentric collector of books, lover of both plants and knowledge. While his gardens are not the largest, they are the most extensive. He knows of the Prospecia trees and would love to have one for his collection, but only knows they grow somewhere in the mountains.


Garrin Bilberry, member of both The Order of the Ebon Plate (known as Ritter Garrin to them) and a member of the Hawkeguard, what is the police force in Bightwater. He has a reputation for turning a blind eye to any crimes committed by halflings and uses the Order of the Ebon Plate as a shield against his honor.

Kiarin Rooven, leader of the Hawkeguard, is fully dedicated to justice and cannot be bribed. She is calculating, exacting, and keeps Garrin on the force to keep an eye on him. Make no mistake, she knows everything going on in the city, and bides her time until taking action when she knows she had the advantage. It is said there is no worse thing than getting on her bad side. It is also said that she has no good side.


Somnuline, professional griever and leader of the Order of the Cleansing Rain. For a mere fifteen gold, she assigns a griever to hear your grief. Then the griever stands in the rain for you, to wash the grief away. This current fad is quite popular with the nobles in Hawkholme. Her order has collected quite a few stories this way, and more than a few have thought she is the same person as Donna the Dark. She is not - she and Donna are rivals over secrets, but often trade information for other favors from their respective organizations.

The Vlaarin, mystic and seer. When asked they explain that the name is merely a title conferred upon those who reach the Seventh Plain of Rashpelon. Further conversations will become filled with psychic buzzwords designed to be vague and slightly sinister. There is a 65% chance the Vlaarin gives a free warning to an adventurer.

Table of the Vlaarin's warnings:

Roll 1d10 to see what is coming.

1) Troubled are the dreams of those who do not stop.
2) Do not listen to all, for some speak only lies.
3) Do not go alone, for the quincunx is how they separate you.
4) Soon the marchers arrive to trample those before them.
5) The end is not the end, but a trap into beginning again.
6) Now is not the time to venture forth, for shadows are in syzygy.
7) The lying Moon hangs heavy upon the righteous.
8) Beware if you swim two hours after the star of Erquan rises.
9) The clouds of Tonbaekul swell with portents.
10) Beware eating meat on the tenth day of the Boar Moon.


Donna the Dark, just don't call her Belladonna, a disciple of "Old Thorny" she learned everything she needed to down on the docks, and quite a few things people wished she didn't. She rewards efficiency, and has a soft spot for crispy fishpies, like they used to make - not these modern bits o' fluff that couldn't sustain you for an hour.

Ratfaced Rudy is an aquatic elf wererat with a very high dexterity living as a rogue in Bightwater. He's a daggerman, 2nd story man, pickpocket and accomplished lock picker. He can climb and swim with ease. He's short with buck teeth & a long nose and wears a filthy gray cloak that sees occasional magical cleaning for jobs. He's an independent contractor with the modest goal of being very good at what he does and enjoying life along the way. He's got a hideout that requires breathing underwater, climbing, and opening a tough lock to get to. If he plans a pickpocket, it will be with an eye to escaping into a canal, sewer, or the bay. He's got just enough skill as a seaman for those rare times he needs to get out of town for awhile.

Telerride, when asked will cheerfully say he is a maintenance worker, and he isn't entirely lying. His job is to maintain the thieves ways through the sewers under the city thanks to his amazing memory. He knows what routes are safe, which are known, which are infested, and for a price he might tell you what he knows. Or he might just sell you out. Telerride has a great secret. He is one of the Daikini, the last of the barbarian raiders who conquered the city so long ago. Many of the halflings in Bightwater would happily take down him down if they knew.


Keeper Badrune, maintains the formidable towers and the secrets they hold within. He has had a string of apprentices, all of whom lasted no more than a month in the towers, leading to some very unsavory rumors. He is looking for a new apprentice to learn the secret of Towers, as he is getting no younger and finds climbing the towers more difficult each year.

The Petrel, so named for their greasy hair, and their uncanny ability to show up when things have gone horribly wrong. Dressed in an oily tarp stained black from tar, it is impossible to tell what gender they are under the filth. They have answers if you have the right price. 25% chance of being found in Umberline. 05% chance of being found imprisoned in Lampwatch.


Filbia, Wild Mage. 80% chance of being slumped over in the street, asleep as if by magic, for nothing will wake her. 15% chance of appearing in any shop, and when she does, chaos often ensues as she upsets the balance of magic wherever she goes. 05% chance of being found in Mistfront. She can sometimes tell you what you need to know, though it may not be what you want to hear.

Mazarin Corineau, owner of the Azure Well, an elite magic shop that caters to enchanted artifacts and rare devices which hold or store spells in some way. He is a Sorcerer with no skill for enchantment, making it a mystery how he became the proprietor of the shop.

06.02 (Drowned Drunewich) Red Wine Pie

Coordinates prefixed with an ‘s’ refer to the smaller map of each hex, where 1 hex = 1 mile.

Map created with Hexographer by Inkwell Ideas.

South of Bightwater is a grassy cliff that rises up from the docks in 05.01, then falls away to the grazing lands in 07.01.

The cliff edge becomes unstable about 5 miles from Bightwater, with long grass covering piles of stones, dirt and the occasional sinkhole.

Hundreds of years ago the thriving fishing and seaweed harvesting town of Drunewich was struck by an earthquake, which caused a tsunami to strike the coast and undermine the buildings. The great temple to Appyonia survived on the very edge of the coast long enough for most of the relics to be rescued, but the Mask of Saint Drevodor was still buried in a stone coffin deep in the tombs when the temple finally fell into the sea. Now the temple and most of the old town of Drunewich is 1 mile off shore and 50 feet below sea level. Some of the remaining stones are the old town wall, guard towers and residences which point the way towards the temple (with a map, divination or the right Knowledge rolls).

S03.00 - s04.01 Drunewich Sur La Mer

Colonies of Mermen and Deep Ones occupy different parts of the drowned town. Sensing the power of the old religion, the Temple is a hallowed site to both groups and trespassers will not be warmly received. Stone, metal, ceramics and glass can still be found in good condition in the ruins, but all paper, cloth and unsealed food and water has long been spoiled.

Temple of Appyonia

The temple is obvious from a distance, made of light sandstone and untouched by the seaweed and barnacles that cover nearby ruins. The main porch and door to the temple is home to a colony of Sea Beavers, who will angrily attack any intruders. There are three young kits in the dam who might make unusual familiars for aquatic wizards or druids. The other obvious entrance to the temple is through the cracked bronze dome. Shoals of Sucker Fish live in the dome and will swarm anything coming through the door. They do no damage but will nibble anything organic (including cloth and leather armour) that they can. If the PCs stop to fight the Sucker Fish, a Giant Octopuswill rise out of the gloom and attack the tastiest looking fish or humans. If reduced to half health or it loses three arms the tentacled terror will retreat to a dark corner.

A careful search of the floor of the temple will reveal the stone that marks the crypt of Saint Drevodor. The stone is heavy to lift, especially underwater. Down 20 worn steps, a small crypt contains a sarcophagus with three niches in the walls. If the holy symbol of Appyonia is placed in each niche then the sarcophagus can be opened easily. The saint is well preserved and wears a gold and silver mask. The Mask of Saint Drevodor allows the wearer to calm the emotions of up to 100 people in a 60 foot radius and also allows all those in the area to understand each other. The saint was renowned for his ability to end fights and to bring converts to the church. Leaders of the church in Bightwater and elsewhere will want the mask returned to them - they may offer a reward or insist by force.

In the old Leatherworkers Quarter strange new fungi grow on the ruined skins, with valuable medicinal and hallucinogenic properties. The mermen harvest the fungus for the healing potions they trade for things they can’t make underwater. The mermen have the advantage in numbers over the deep ones, but are wary of the magic and poisons of that race. Brikith Silvertail is the leader, a canny merchant wary of revealing their location to the outside world. Unfortunately his human agent has been shipwrecked on the way to Bightwater with his last shipment. Brikith will need to find someone to trust to start his shipments of fungi again.

The deep ones dominate the Seaweed Crafters Quarters, and have bred some of the seaweeds for poisons and as entangling guards. A crack just off the old coast leads to the ancient deep one city (s03.02) where Father Dagon is worshipped in caverns of marbled green rock. They used to deal with some of the families of Drunewich to provide breeding stock in return for their unusual gold, and way still make a similar offer to passing sailing ships.

The old lighthouse at the end of the Docks broke in half during an earthquake and lies with the light pointing west. Surprisingly, the light still glows. Rufus is a small fire elemental is trapped within the light, unable to return to its plane. It has knowledge of much of the city which it will trade to adventurers who can help it get back to the Elemental Plane of Fire. It knows there is a jewel on a nearby island which can help it escape.

A score of so of aquatic halflings live in the cellars of the old town. They may be glimpsed out of the corner of the eye as the adventurers move about the streets. They prefer to remain hidden and will try to steal from an unwary party. They are very sensitive to the smell of roast halffalo and will kill those who have tasted any in the last month. If a party can gain their trust and get them drinking, them will sing a song called Lovesong to a Halibut, of use in the Temple of Noter 09.04.

s00.00 - 00.04 Shallow Coast

Here the water is only up to 20 feet deep even at high tide, and remains of Drunewich buildings can be seen in s03.00 and s04.00 at low tide. Rays and Basking Sharks are common in the warmer months. At s01.00 the small merchant ship Blue Fortune has wrecked on a rocky point. The cargo of fungus from the mermen in Drunewich is still mostly intact, and highly valuable to any alchemist or healer. The captain went down with his ship and has a special carved lodestone on a necklace round his neck which helps find the Leatherworkers Quarter in Drunewich.

s00.01 - s09.02 Inland Seas

The main part of the drowned city is in s04.01, up to 100 feet below the waves.

S03.01 Puffin Island

A low, flat island about 300 feet long and 50 feet wide. During nesting season it is covered in Puffins, and Deep Ones and human fishermen clamber up the cliffs to steal the tasty eggs.

s03.07 - s03.08 Burned Heart Island

The northern half of the island is flat and desolate, while the southern half is hillier, with a tree-crowned peak. Near the highest point of the island are a number of wooden tree houses. The humanoids who built these houses are lost, while a race of semi-intelligent but inquisitive lemurs now occupy them. One of the lemurs has a necklace with a gem that glows with a fiery light - the elemental in the lighthouse in Drunewich will know how to use it.

s05.08 - s06.08 Coodienang Island

A small community of human fishermen and goat farmers live on the fairly fertile island. The fishermen travel as far as the north coast for coastal fish, and for puffin eggs in season. Miranda Brox owns the most goats on the island and is also a hedge witch of some power. She has three daughters; Elia is even better with goats than her mother, Mita is an enthusiastic apprentice; while Sooka longs for a life off the island and will want to travel with any interesting and decent party. Sooka is a reliable and competent warrior, but she also has the Deep One taint and will start to have disturbing dreams after a few months away from Coodienang.

s07.05 - Island of Lost Souls

This grey and forbidding isle is usually missed by mariners passing by. If you know it is here and are searching for it then a fog becomes visible as you approach the location of the isle. After what seems like hours of travel through featureless fog, a grey, foreboding semi-circular island comes into view. Only one place is suitable for anchor, a stone dock with grey cave walls and tall trees flanking the path into the interior. The air is still, and the only sounds are the metallic echo of the visitors’ footsteps on the rock. Anyone seeking a well known friend or relative who has died but not fully passed on to the other side can be found here. They have a small chance of bringing them back to the land of the living, but the restored person will always be slightly cool and distant. Fully restoring that person requires another quest for their personal essence If the visitor to the island has no one in mind to talk to, a random tortured soul from the near or far past will attempt to dominate the visitor to take them off the island.

s07.00, s09.00 Everglades

The going is treacherous in these hexes, quicksand and sucking mud with just a few islands of dry land and sprawling, vine-covered trees. A copse of tree Ents live in s09.00. They have little to offer in the way of help, but might recall a tale of a lost island to the south where you can talk to the dead.

s08.00 Jungle

A pride of jungle pumas are the top predators in this hex. Eight adults and twelve cubs stalk the jungle for pigs, birds, fish and unwary travellers. A careful search reveals an ancient Elven statue, with only the head and one upward pointing arm above ground. At the base, ten feet into the wet mud, ancient offerings of gems, crystal and precious metals can still be found. The inscription on the base of the statue is written in ancient elvish, and will need a sage or magic to unravel. It may lead to a magic portal or other secrets about the ancient elves.

06.03 (The Pleasure Fortress of the Troll Tyrant) Skalchemist

The Pleasure Fortress of the Troll Tyrant
The Ochre Peninsula, also known as the Everautumn Peninsula, is a small slice of heavily forested land that stretches into Halfway Bay. It can reached by land from the Spider Hills (07.03) to the east.

The tree here are widely spaced ancient hardwood trees, whose lower branches are intertwined heavily, making a woody ceiling about 3.5 meters above the forest floor. The forest floor is dimly lit, as sunlight has a hard time penetrating the forest cover. The forest floor is thick with decaying leaves and branches, lichen, and fungi. Anyone with a passing knowledge of forestry can tell that while the trees are not in any easily discernable pattern, the forest was clearly planted at some point in the distant pass all at once. The trees seem to be in a perpetual autumnal state, their leaves always vibrant yellow, orange, red, and even pink, but never completely falling or transitioning to winter.

Deep within this forest, roughly at the center of the peninsula, is Chushangor, the long abandoned pleasure fortress of the troll tyrant, Korsung the Thrice-Slaughterer, also known as the Everchanger. This was not her primary fortress, the center of her ancient territory was to the south (e.g. 06.05 and heading out from there). Instead, this was her place of relaxation and renewal. Although she was indeed a troll, a despotic and brutal ruler of a cruel and terrifying people, her tastes were quite refined and civilized. It was she that caused the peninsula to be forested in this manner. It was she that demanded of her sorcerers the powerful magics that cause the peninsula to remain in a static autumnal state.

The Everchanger had rather thorough control over her personal size, able to reduce herself from her terror-provoking battle size of 60 ft to smaller than a gnome as desired. She used this power to make her pleasure fortress a strange maze of mismatched rooms and corridors. Her audience chamber is immense, allowing for her to sprawl upon her opulently appointed secondary throne at her full stature, dwarfing any of her many courtiers and occasional daring and likely ill-informed suitors. But her personal baths are diminutive, a normal sized human would of necessity be reduced to a scuttling shuffle or crawl to traverse them.

06.04 (The Dead End) Againsto

Map created with Hexographer by Inkwell Ideas.

The Dead End/The Dying Waters (River)
There are ruins of a sizeable settlement of stilt houses in these shallow waters, all in all a couple of dozen in various states of deterioration. The nature of the former dwellers is disputed; some speak of man-sized halflings, others of small humanoids, and drunkards of sweetwater elves. Beyond some exquisite wood carvings that can fetch a very decent price in upscale markets from decadent aesthetes, few riches have ever been found here, but even until today, exploration has been tentative at best. Most people come to The Dead End to use it as a shortcut: Crossing the bay by skiff (rather than walking all the way around) saves a good bit of time, and considering the giant spiders that roam the eastern forests (see 07.03), it saves some trouble as well. This is not without risk: sometimes, foul gases rise from the silt and boats have been known to disappear, possibly for that very reason. Many natural (if big and feral) animals come down to the shore from the forests in the east (especially in 07.04), so there is usually good hunting on the southeastern edge of the bay, even if the fishing ain't great.

The water gets much deeper towards the river proper (05.03), and the noisome stench is less perceptible.

At the northern edge of the bay, there is a small settlement of hardy boatmen who offer transport - they care little for money, and much prefer refined food or good equipment in payment. They have stories about the silt houses which are fanciful and untrue; they are insulted that they might be descendants of those long extinct people.

Secrets and Rumors
SECRET: One of the huts still contains the mummified remains of one of the local shamans, undiscovered. Even in centuries-long undeath, she continues to control the spirits and the elements to push back against the troll tyrant, Korsung the Thrice-Slaughterer, also known as the Everchanger, who lies bound and banished beneath the bottom of the bay (see 06.03). Considering how shallow the bay is, that is not very deep at all. The stilt settlements were built to maintain the magic containing this 60ft monstrosity, but not much longer, and this last defender of the region will fall, and the troll tyrant will rise once more. When the shaman's magic begins to fail, she will send out a psychic wave that can be felt for a couple of hexes by anyone with any psychic aptitude or descending in whatever small proportion from the local tribes, compelling them to come and either restore her, take her place, or use extraordinary force to destroy the troll tyrant before it regains its full strength. It might take some research to learn of a way how this could be achieved. The ones to eventually bind Korsung in the past were her own cabal of sorcerers, who (quite reviled by her depradations) turned one of their stasis spells on her as she was taking a bath. They then led humans to the area to build the stilt houses and to keep a degenerate magical tradition that maintains the bonds of the tyrant. The arcane bonds are more astrally porous, though: the best of the carvings still found in the stilt settlements today are directly inspired by the seeping dreams of the tyrant. The sorcerors themselves departed, and left bits and pieces of their knowledge in (XX.XX) and (XX.XX). If the troll tyrant ever rises, she will likely first head south (06.05) to reassert her dominion over the mountain range there, check the status of her nearby fortresses, and look for slaves and minions both old and new. She will emerge a year later with a sizeable horde of lower ("fell") trolls and trailing lizard vultures, ready to take on farms, hamlets, and eventually, the city, to further pursue her hegemonic and banal desires.
RUMORS: The stilt houses are haunted by ghosts. (untrue)
RUMORS: There are dangerous eels in the water here that drag people from their boats. (partly true)
RUMORS: Some wooden ornaments here are of uncanny quality; any carver who meditates and lives in the Dead End for a month will learn superhuman techniques. (true)

Random Encounters (1d6, one roll per day):
1 A skiff quickly crosses the bay and seeks to avoid contact. The rower is skilled, and catching up won't be easy. If there is no obvious fit from the ongoing game who this might be, treat him as Seaton, a halfling activist-organizer who travels between settlements to transmit information, improve maps, and encourage conspiratorial cooperation to the benefit of half-kind. He will distrust tall folk. The boatpeople at the northern shore will deny knowing anything about this figure.
2 A bed of barbed eels trail the group without tiring. Any straggler wading through shallow waters will eventually be tentatively attacked, but the eels do not usually drag people from their boats. Instead, they hope for somebody to fall out or let a hand or foot dangle out. They can be scared off through a decisive show of force which scatters them.
3 An old troll has come down from the mountains to die here; it can be met on the shore or paddling in the waters. When confronted, it will fight, because troll, but will really seek to be killed as close to the tyrant's resting place as possible.
4 A particularly powerful dreamwave from the troll tyrant hits one of the PCs (saving throws or whatever your system uses instead apply). Unless entirely shielded, they will a) start exhibiting gradually more callous behaviour, b) begin appreciating the comforts and aesthetics of civilizations more and more and c) be imparted rather precise knowledge about the location of the Pleasure Fortress (in 06.03). The behavioural changes will not go away naturally, but barring magical/divine intervention, they will last until the Pleasure Fortress has been visited and, er, sampled.
5 Lizard vultures in appropriate numbers fly across the sky. If the group avoids drawing their attention, the big birds will eventually pass and return to their nests in the south (06.05), but if the travellers make aggressive gestures, suddenly change course or otherwise make a production, some of the flyers will come back bearing rocks to drop on the boats from high up, hoping to incapacitate somebody to grab and fly off with.
6 [choose something from an adjacent hex]

Notable People
THE CAPTAIN. Grumma is the leader of the ferrymen, a loud and jolly woman who is a direct descendant of the people of the stilt houses. She fears lizard vultures quite beyond proportion, which means that she will not risk any boats if recent sightings have occurred. In a somewhat ambivalent quality for somebosy in her position, she is rather competitive in generosity - if anybody is generous towards her, she simply must offer a greater favor or servive in return.

THE EXILE. Raffael Sloyo is a charming anarchist and revolutionary who intermittently retreats to one of the abandoned stilt houses when he has trodden on too many powerful toes of the big city (or in his concourse of smaller settlements) in his rabble-rousing ways. Half the year, he travels the lands and spreads subversive thoughts to peasants and other small folk about how they really should be the beneficiaries of their labor, rather than any lord, and that sabotage and theft are really self-defense. He has a small library in his house, which is locked and lightly magically warded whenever he is not around. The evidence left here of his sympathizers and supporters would be of great value to any member of the ruling classes.

06.05 (Troll Falls) Againsto

Troll Falls (Mountains)
Through several channels carved into the rock, fresh waters flow into the low waters of the Dead End. These canyons at the northern end of this region eventually gives way to a slowly rising hillrange, overshadowed at noon by the high mountains further to the south. The most spectacular and well-known feature of this diverse and badly accessible landscape are the Troll Falls: numerous streams unite in a gigantic churning pool before cascading down hundreds of feet towards the plateau. Within the spray as well as at the bottom of the falls, there are strange pillars and outcroppings of near-humanoid shape, if awfully large: and they are, as folklore has it, indeed petrified trolls that could at any time be reversed to the true nature by injudicious application of mighty magic or divine intervention. It was in fact the work of an itinerant cleric who was set upon by trolls here when pursuing a task for Noter, the God of Music. It is not known why and how, but everytime somebody visits the waterfalls again, the odd outcroppings appear slightly differently angled and aligned. In fact, the transformation suffered by the trolls was due to a clerical song, so the trolls are locked in an eternal dance rather than physically petrified.

The waters have a reputation for their healing power, and in fact can speed up recovery and delay aging if either regularly consumed or bathed in. If any faction in the land every gained control over the falls, their rulers might well live for hundreds of years.

The land in general is dotted with caves and caverns, and the abundance of water makes this a rich habitat for all sorts of animals, both placid and predatory. The lizard vultures rule the sky, the mountain lions rule the rockscape, and the fell trolls rule the underground, of which there is a lot here: there are numerous entrances into a cavernous network in which hundreds of these mangy and degenerate creatures live and hide. While craven, they are solid fighters in principle: the fall of the tyrant, however, caused a loss of nerve among them that eventual spread to their genetic memory. Their cavern system is a dangerous place to explore, still, and nobody has tried in scores of years: even the very knowledge of the riches once looted and carried off by the trolls is growing faint among civilized people today. If your campaign calls for a mighty and powerful MacGuffin or artefact proper, it might very well have ended up here.

Up in the higher peaks, on a north-south running pass with a spectacular view of the waters and plains below, there lies one of the ruined castles of the troll tyrant. This one never was a pleasure fortress; instead, it served as a gaol for valuable prisoners who were locked up here in scary sky cells. Their legacy are words upon words scratched into the sheer rock walls - true knowledge in various languages that any historian would give half their stipend for. It would take enormous efforts to restore this fortress to functionality, as gates are missing and spires have collapsed, but there are deep wells and solid walls. There also is an armory here which was primarily intended to equip the lower trolls, but there is also one human-sized artefact weapon here that is definitely worth fighting ones way into the fortress: The Keening Maul, a jagged blunt two-handed instrument that will amplify the battle cries of its wielder twentyfold, as well as being magical and effectively indestructible. The Maul can be smashed into the ground to cause a minor but very impressive tremor; any critical hit caused by it will always hit the opponent's head.

The trolls actually avoid coming here during the day, as they are very exposed to the nasty sun, but lizard vultures nest nearby, and will definitely try to pick up any travelers as tasty morsels to feed their young.

Secrets and Rumors
RUMORS: The weird stone formations in the waterfall are petrified trolls. (true)
RUMORS: The waters of the falls heal the blind. (partly true)
RUMORS: There are abandoned fortresses up in the mountain. (partly true; there is one)
RUMORS: The land is riddled with tunnels and caves, full of long-lost riches. (true)(plus, trolls)
RUMORS: Basilisks roam here. (untrue)

Random Encounters (1d6, one roll per day):
1 A murder of crows has found the group and will begin trailing it while cawing loudly. This makes stealth or any hunting impossible; the crows are doing this on purpose, and hope to be paid off with gifts of food or shiny trinkets. They speak old and poetic Dwarvish.
2 Lizard vultures attack without much warning. A group traveling on open ground will be harried and herded towards the water; if climbing the slopes or if on high ground, the lizard vultures will drop a few volleys of rocks to soften up any resistance before getting serious. A party that successfully hides from the largely visually-oriented beasts will be left alone soon enough. In theory, they could be trailed to their nests for a raid on their eggs, but that is quite an adventure, I dare say.
3 Some clueless and mangy fell trolls watch the party from hiding. They will eventually try to abduct the oldest-and-wisest seeming person (which to them means, alas!, the biggest one) and bring them to the old fortress to (literally) squeeze them for information on the fate of the troll tyrant.
4 A family of mountain lions will try and push somebody down a ravine for later collection. If the parents are both dispatched, the party can help themselves to (1d3) cubs which are immensely cute and sort-of tractable at this point.
5 The group comes across an old cairn, in fact a gravesite for leaders or other remarkable members of the long-gone stilt settlement up north. There are no ghosts here, and the lake folks' Gods are much diminished, so graverobbing is quite safe and can be profitable. Roll 1d6 for (sample) loot:

Cairn Loot Table
A baseline human skeleton and a halfling skeleton buried together, covered by a salvageable scaly cloak (armor bonus, light, obscure). Some semi-precious stones are scattered about.
A baseline human mummy with obsidian eyes and a turquoise lips; around it, 2d6 small clay jars full of incense that wards off insects and stills the wind when lighted.
A messy pile of shattered bones and an ivory-weighted wooden club that does normal damage but will weaken any metal weapons it clashes with and any metal armor it strikes.
A fell troll in torpor that tunneled into the cairn from below and ate what it found; it might be possible for skilled assassins to dispatch it before it wakes. The tunnel is narrow but can be followed underground into the troll world.
2d8 human skulls of various sizes; their lower jaws are tied shut with leather strips. If the leather is loosened, the skull screams and spits out an ivory fishing hook that will immediately bounce around, seeking to embed itself into unprotected skin. The skulls can be used as half-hearted murder weapons or sold as novelty items.
A baseline human skeleton dressed in decomposed eelskin clothes and a well-preserved harpoon with a beautifully carved shaft. If animated and/or magically questioned, the dead chieftain can tell the story of the troll tyrant, its rule, its fortresses, and its demise.

6 [choose something from an adjacent hex]

Notable People
THE ETERNAL CHILDE. A former trophy hunter has stayed here so long and bathed in the waters so often that he is now effectively 14 years old and will likely remain so for a century. He goes by the name of Mihail, and exudes pheromones that keep wild animals and all but the most determined intelligent aggressors from attacking him. Mihail barely needs to eat or sleep. Despite these remarkable qualities, he is not particulary wise of benevolent himself. He knows the area fairly well, and will be loathe to leave it, even as it is clear that he could easily become the embodied icon of some eschatological cult. There is a cave where his old trophies and hunting gear are stored; the pelts and skulls are well-prepared, but cannot easily be transported. His old +1 bow has an enchantment that makes it vibrate if a predator or a prey is looking at you from behind your back.

06.06 (Aerwhel) bobcatt

The land of this fertile and bucolic notch in the mountain range rises slowly but steadily 1000' in elevation from its western edge to the base of the adjacent peaks, with the surface growing progressively rockier. The western portion is characterised by rolling hills with moderately dense deciduous forests including large swathes of wild apple trees and a smattering of conifers. The less rocky zones of the eastern portion are lately covered with abundant rye and potato fields. Two small rivers tumble & wend their way westward due to the mountain runoff, pausing only to rest in several fish-laden ponds en route, and the area receives ample but rarely excessive rainfall due to clouds forcing their way up the eastern rise.

The region enjoys a comparatively peaceful existence, primarily thanks to the Rock of Aerwhel, a feature roughly central to the hex. This has the appearance of a tilted, solid granite tetrahedron thrusting about 10' up from the soil. It is featureless and its once sharp edges are deeply worn by the passage of time, radiating the faintest aura of enchantment when probed appropriately. The Rock is a relic of an era long past and once stood several storeys tall; its remaining visible portion is but one top corner.

Ancient inhabitants had erected the monolith and imbued it with powerful wards of protection and prosperity, in order to safeguard themselves and promote well-being. Though now largely faded and dispersed through the surroundings, the once immense power remains sufficiently effective to persuade the basest of creatures to look elsewhere for their succour, encouraging them to give a wide berth to the area. A scant few of the current denizens have only the slightest inkling of the Rock's past purpose or true age. The first 'new' settlers to the area were told the rock bore the name Aerwhel by the Halflings who had lived several score of years in its vicinity, but even their most venerable cannot remember why is bears that title.

Village of Leann'ull
- several Halfling families made their homes here more than 80 years ago
- a dirt road leads westward towards hex 05.05, and eastward past the Rock towards Last Halt
- located beside one of the small rivers
- home to a small cidery making regular batches of the crisp tasting beverage
- located a few miles west and a little north of the Rock of Aerwhel
- population of 47 Halflings scattered over 7 families
- their comfortable homes are dug into the inside face of a very large, "U" shaped hillside,
- this arrangement provides a central greenspace with pleasant shade trees
- each home has its own flower garden
- a communal vegetable garden provides most of their sustenance
- also present is a large flock of chickens and their coops
- the Master of the Press is Elder Brom

A few of the workers perform their own coopering as needed, also operating a stout wagon with a pair of mules to move the cider casks to Last Halt (and westward when weather permits and trade demands). They also recover and refurbish empty casks from the Last Halt's public house.

The ever-present children are tasked with keeping animals out of the gardens and away from the chickens. This they accomplish with deft use of sticks, slings, and sharp rocks. In the rare event that larger predators should appear, a force of up to 18 (or thereabouts) able-bodied Halflings can offer defence with small swords and light crossbows.

Nearby (but away from the river proper) is a farm keeping quite a number of pigs
- 4 Halflings: Goff, his mate Sella, their young-adult sons Phip and Whil
- their pigs' feed is supplemented with mash from the cidery
- the larger (and best behaved) of the pigs are often used to help till the village garden

Town of Last Halt
- a primarily Human caravan decided not to continue further through the mountains about 35 years ago, as this area was fertile and sheltered
- located a few miles east and slightly south of the Rock of Aerwhel
- situated next to the hex’s other small river
- a dirt road leads westward towards the Rock and on towards Leann’ull
- population of 133, mostly human, with a dozen or so reputed to have some Elven blood
- a guest house w/ two rooms and a shed for animals & feed
- a public house serving both the local beer and cider, with a small raised area allowing visiting Halflings to interact at eye level with other guests
- many vegetable gardens
- copious chickens, a few dozen cows, numerous mules/donkeys

Amongst other tradespeople, there are:
- a trio of talented wood workers
- a decent stonecutter, and two sturdy apprentices
- a passable hide-worker/furrier
- a brewer of excellent rye beer and his workers
- a cooper and his son (can also make basic wheel repairs)
- a couple of bakers
- a gifted tinker/tinsmith
- a part-time blacksmith (tools and simple fitments as required, no arms or armour capability)

Some of the inhabitants hunt small & medium game all seasons, selling the meat & pelts.

The Reeve of the town is a middle-aged Human named Rogan Das. He is interested solely in ensuring everyone’s peaceful pursuits, especially those which benefit the community. He has little tolerance for hooligans from home or away.

Order in town is kept by wise old Pugh with the able assistance of his hefty and obedient sons Mort and Kert. There are infrequently occupied stocks near the town hall, a 3-sided, thatched roof structure at the centre of town. Grievances are heard and contracts are witnessed once per tenday at the north end of the hall. In the event of the town requiring services of a larger force, such folk as are able can provide a defence with dusty long swords, makeshift spears, and good bows. A marshalling of 40-50 could be possible if the need were dire.

A small number of structures in the town have stone facings on their front wall and the adjacent two sides of the lower floor. Nearly half of the town’s building have stone hearths and chimneys. Almost all of the roofs are thatch, the remainder are sod. The wooden furniture in the homes varies from moderate to high quality despite its rustic appearance.

The brewer is a Dwarf named Sinibron, who arrived ~15 years ago from the southeast, and steadfastly refuses to discuss the circumstances of his journey. The stonecutter is a Dwarf named Jarkus, who arrived ~20 years ago from the northeast. These stout fellows claim no kinship but get along well enough.

Stones are slowly quarried and roughly dressed several miles east of the town and moved by cart & draught animals for final work and fitting. Jarkus sent word to his folk in the nor’east about 15 years ago, and three of his many-times-removed cousins subsequently made their own journeys to Last Halt. He wed the woman Tural, who is skilled at making medium to high quality jewellery from semi-precious stones obtained from the surrounding area. The two Dwarven men, Brannon and Olwod, took up the stone cutting trade. Some carved features are present on the lintels of the buildings, and a stone figure celebrating collective prosperity is underway for the centre of town.

Two outlying farms of related families grow mostly rye and potatoes
- located slightly northeast and southeast of the town
- occupied by 5 and 4 Humans, respectively
- extra hands are required during the tilling, sowing, and harvest

The working animals of the town are fed a diet heavy in rye, along with a measure of local root vegetables, and grain obtained from trade with other locales on the grasslands to the west.

Three or four time per year, a Druid (LVL 6, Forest circle) named Leith wanders into the town. Leith roams the hex at will, and enjoys the mostly placid surroundings. Leith has on rare occasion in the past, performed some healing magic for the benefit of one or more townsfolk but accepted no compensation other than a hearty meal. Leith never stays in the town itself for more than a day. Wanderers in the hex have a 1% chance to encounter Leith.

06.07 (Grizzly Bear Picnic) mawilson4

This rocky, forested area slopes gently upward from west to east, toward the mountain range to the east. Various streams run the opposite direction, from the higher peaks to the east toward the lake in hexes 03.07 and 04.08.

The weather in this area is peculiar. It exists in a perpetual spring. Day and night cycles exist, as well as scattered rains, but the temperature and foliage always suggests the new growth of early spring. While in this area, ignore any weather effects that run counter to this.

Animal and plant life is abundant here due to the lack of settlements and and preponderance of small ponds and streams from which to drink, as well as the uniform climate that is conducive to life.

The area has remained unsettled for centuries, and other than the occasional lost wanderer, adventurer or trade caravan looking for a shortcut, does not see humanoid activity.

The magic affecting the weather and wildlife stems from hex 07.07, but only its effects are evident here, not its source.

Landmarks, NPCs and Encounters:
The Singing Pond
In the southeast corner of the area rests a large pond about a quarter mile in diameter. Animals can be seen coming and going periodically.

The area seems suffused with a naturalistic music, with rhythms created by the interplay between the winds, trees, animals and other ambient sounds.

As animals drink from the pool, they begin to exhibit odd behavior, such as dancing or flying in patterns. If the players drink from the pool or submerge themselves in it, they experience an effect from the chart below.

Roll a d4
1: Everything said for the next 1d10 hours is in song.
2: Feet that won't stopping tapping noisily to a beat, for 1d6 days. Any attempts to be stealthy or to hide during this time fail automatically.
3: An unconditional love for nature and its animals, for 1d10 days. The thought of any harm coming to a natural creature brings the player to a rage.
4: Skin turns to tree bark for 3d10+3 days. This makes the player harder to injure, but reduces their movement speed. After 1d4+2 days, branches and leaves start growing from their body.

Animal Encounters
Due to the effects of the pond, which affect various creatures differently, the animals of the area seem enchanted in ways that they practice behaviors that would normally be reserved for more intelligent humanoids. On any encounter check, there is a 50% chance the players will witness one of the following:

Roll 3d10
3-5: A group of 3d6 beetles using a gigantic spider web as a trampoline. A giant spider looks on admiringly nearby, helping beetles to their feet who slip or bounce off.
6-8: A beaver dam with a wooden effigy roughly in the shape of a humanoid female. 1d4 beavers periodically add to it or alter it.
9-11: A group of 2d6 foxes playing what appears to be hide 'n seek.
12-14: A seemingly choreographed flighted dance of 3d10+4 butterflies.
15-18: 1d4+1 grizzly bears have gathered food in a small pile and are sitting in a circle, growling and roaring gently to one another while consuming the food.
19-21: 2d4+1 bullfrogs croaking in a discernible pattern, the notes of which seem to follow a modal scale progression.
22-24: 2d4 giant ants doing an elaborate tapdance routine on a raised rock platform.
25-28: 1d4+1 elk in a pool of water, each with a baby black bear standing on their heads. As the elk approach one another, the bears wrestle with one another to throw the others into the pool, cheering and rolling in laughter at each victory.
29: An elephant, bathing itself in a pool and braying musically with its trunk.
30: The Behemowraith (see Wandering Monsters). If the Behemowraith is encountered in this area, he will offer parley immediately unless provoked. Unlike the others on this list, the party cannot remain hidden from the Behemowraith.

Players can observe from a distance without disturbing any of the encounters listed above. If they get within 30 feet and are seen, the animals disperse if they are smaller than an average human. If equal size or larger, they charge and attack. The exceptions to this rule are the Behemowraith (see above) and the elephant, which will playfully spray water at the group if approached, and will only attack if provoked.

06.08 (The Ruddy Hills) govmiller

These are the rolling hills just to the northeast (?) of the Hermit's area at Hermit's Residence. Within this mostly scenic set of hills are a few wide paths. There are occasional smaller paths that lead away, and many of them look to be traveled only by animals.

It's those looks that are deceiving. Under the quiet outside, the underground bustles with life. Insect life. Large insect life. Any travelers through the area are generally left alone. This is true for those that stop and camp. These insects only come out when attacked or threatened. When spotted, these insects have a very brown, earthy color. There are some black spots on them, as well as a few lighter brown almost reddish patches.

There is some small common wildlife around- both in the air and on the ground. Travelers should have easy chances to hunt, as long as they don't stray too far down the narrow paths. 1 in 10 of the paths will lead to an opening underground. Should travelers want to investigate, there is a 50% chance the entrance is guarded and the travelers will be challenged upon sight.

These insects have six appendages and can use 2 or 4 to walk/run on the ground. They can hold weapons and will often use a bow & arrow. They do have an exoskeleton that provides some armor protection. Other warrior types will carry a small shield and short sword. There are some 'elite' fighters who sport two shields and swords. They get x2 attacks.

Any noticeable activity at an entrance will bring out 10-20 of the regular warriors and one or two of the elite warriors. Roughly 1/4 of the regular warriors will be archers.

Should the travelers succeed in defeating all the insects, they may enter the underground. Travelers may retreat and the insects will only give chase to the main path. If the travelers retreat, they will be shadowed for the rest of their travels in this hex.

06.09 (The Emerald Hills) govmiller

These are the rolling hills just to the southeast (?) of the Hermit's area at Hermit's Residence. They are directly south of The Ruddy Hills. Within this mostly scenic set of hills are a few wide paths. There are occasional smaller paths that lead away, and many of them look to be traveled only by animals.

It's those looks that are deceiving. Under the quiet outside, the underground bustles with life. Insect life. Large insect life. Any travelers through the area are generally left alone. This is true for those that stop and camp. These insects only come out when attacked or threatened. When spotted, these insects have a dark green coloring.

There is some small common wildlife around- both in the air and on the ground. Travelers should have easy chances to hunt, as long as they don't stray too far down the narrow paths. 1 in 10 of the paths will lead to an opening underground. Should travelers want to investigate, there is a 50% chance the entrance is guarded and the travelers will be challenged upon sight.

These insects have six appendages and can use 2 or 4 to walk/run on the ground. They can hold weapons and will often use a bow & arrow. They do have an exoskeleton that provides some armor protection. Other warrior types will carry a small shield and short sword. There are some 'elite' fighters who sport two shields and swords. They get x2 attacks.

Any noticeable activity at an entrance will bring out 10-20 of the regular warriors and one or two of the elite warriors. Roughly 1/4 of the regular warriors will be archers.

Should the travelers succeed in defeating all the insects, they may enter the underground. Travelers may retreat and the insects will only give chase to the main path. If the travelers retreat, they will be shadowed for the rest of their travels in this hex.

07.00 (Schmutzdorf) robbbbbb

Welcome to the village of Schmutzdorf. This small farming village of 134 residents (22 families) lies 16 miles northeast of the city of Bightwater. It’s far enough from the city that they can’t count on it for defense, but close enough that it’s only a single day’s travel.

The terrain is mostly flat grasslands with the occasional stand of trees. Once you get to within a couple miles of the village square, the grasslands are replaced with a variety of crops.

Schmutzdorf has a problem. A group of orcs rides through every year and demands tribute from the village, under threat of extreme violence. This year, Bogrum has demanded an extortionate tribute and the village has decided to do something about it.
Should the player characters wander into the village have them meet some of the local residents and learn of their predicament. Otherwise, if you want to hook the PCs into this adventure see the adventure hook below.

The Town Residents

  • Konrad, an old man who lives outside of town. He’s the oldest man in town, and a source of wisdom for the farmers who live there. He’s counseled them to fight. The orcs will continue to milk them until they’re chased off, he argues.
  • Balder] agrees with Konrad, and is anxious to fight it out. He doesn’t know how to fight it out, but he’s strongly committed to giving the orcs what-for.
  • Eckart is nervous about everything. He’s worried about there being too much rain. He’s worried about not having enough rain. He’s worried that placating the orcs will leave his family without enough food. But he worries that the adventurers will eat them out of house and home. And he’s definitely worried about the possibility of damage and casualties from resisting the orcs.
  • Georg is a bootlicker who just wants to please whatever strong person happens to be standing close by. His father was a dominating personality that grew his farm in the preceding generation. Georg doesn’t have his father’s forceful personality and he’s made his way by satisfying the desires of those around him. He’s a follower, and most likely to follow whoever happens to be standing around him. Georg has inherited the largest farm in the village, and so people look to him for guidance, but he’s not much of a leader.
  • Adolf, the town blacksmith, is resolute and quiet. He’s in favor of buying weapons from town and defending the village, and when told of a plan to hire adventurers is even more in favor. But he’s quietly supportive. Adolf won’t be demonstrative about his support, but he will try to quietly build consensus by talking behind the scenes.
  • Gorch runs the local inn, Gasthof Rotenwulf. He’s the voice of caution. He’s opposed to adventurers upsetting the status quo. As the innkeeper, he holds a lot of influence around town. The farmers often gather at the inn in the evening for discussion, and Gorch is the prime advocate for the status quo.
  • Three farmers’ kids: Johann, Harold, and Wastl. They’re enthusiastic about adventurers coming to town and will adopt one of the player characters. They think adventuring is a life of fun and ease, and they’ll pester the character about how brave and interesting he is.
  • Georg’s oldest daughter Priscilla is the town beauty. She’ll fall madly in love with one of the player characters not long after he arrives, and will work to draw his attentions. She’s thrilled about the thought of leaving this small village for a life of excitement.

One should note that just about everyone in town is related to one degree or another. There’s a network of marriages and relationships in a town this small. The GM should be encouraged to draw up a map of relationships and invent them on the fly in order to complicate the narrative.

The Orc Horde

“Nature ‘as a sistum. Da sun growz da food. Da ‘umies harvest da food. Da boyz eats da food. And if da boys ain’t gots no food, dey eats da ‘umies. Any queshuns? No? Dint fink so.”

  • Bogrum leads the orc horde. He’s not interested in combat, though he’s not afraid to knock heads around if he needs to. Bogrum has won his position in this warband by strength of arms. Bogrum’s between a rock and a hard place here: His men are short of food and gold, and this makes his position tenuous. He can’t afford to ride on and leave Schmutzdorf untouched. At the same time, he can’t afford the casualties that a confrontation with the PCs could make. If push comes to shove he’ll fight, but he’s just mostly looking to strongarm the villagers, take his due, and move on.
  • Fozhug is his seer and shaman. Fozhug isn’t interested in direct power in the warband, preferring to support Bogrum’s position. Fozhug casts the bones to appeal to the orc gods before Bogrum takes any actions. He’s a modest spellcaster and a good warrior in his own right.
  • Xaagt is a scout. The player characters are likely to see him first, and he is slippery and sneaky. He’s the runt of the litter, and the other orcs pick on him. Bogrum protects him in order to make use of his talents.
  • Vigdolg is a hulking brute who wants to challenge Bogrum for leadership of the warband. He’s just waiting for his opportunity to beat Bogrum senseless and take control.
  • Mash one of the goblins. He’s continually oppressed by all of the orcs, who use him as their personal slave. He accepts that this is his lot in life.

The horde is about thirty orcs strong. Many of them ride wargs, much like men ride horses. Bogrum has a giant warboar that he rides into combat. It’s an impressive beast, and dangerous in its own right.
Bogrum also has a small group of goblins who carry all of his loot. The goblins will fight if pressed, but are mostly utilized as pack animals by the orcs. They’re expected to keep up with the wargs while on the march, and live off the scraps that the orcs litter around their fires.

A suggested adventure hook for getting your player characters out to Schmutzdorf: If they’re in the Bellytimber, Candlewyck, or Shadowfeld districts of the nearby city, someone will pick a fight with them. When the PCs respond with an easy victory then Balder, Eckart, and Georg will immediately flag them down to ask them for help with their orc problem.

07.01 (The Mole Fields) Red Wine Pie

Map created with Hexographer by Inkwell Ideas.

s03.03 - 05.04 The Mole Fields

Coordinates prefixed with an ‘s’ refer to the smaller map of each hex, where 1 hex = 1 mile.

The majority of this hex is good grazing land, looked over by the Giant Moles who live in the centre of the area. The land becomes hillier and drier to the north and east, and wetter and poorer to the south. There are no major settlements, but there are some permanent farm homesteads to the north east.

Local herders know when they come to walk their cattle or halffalos in the Mole Fields to bring tasty treats (small mammals, large earthworms) for the Giant Moles. Only a very angry or hungry Giant Mole would eat a cow or halffalo. They are quite capable of draining the milk and blood from livestock brought in by herders who are not sufficiently polite.

The oldest and largest mole hills are in the centre of the hex (04.04), 30 feet high and 50 feet round. Prampatra the King Mole is a giant star-nosed albino with Supra-Genius Intelligence. Most of the other Mole Hills change and grow, but his home is ancient and fortified. Entry to the Hill is via a difficult climb up the steep mound, then down through a hole in the top.

There are competing clans of moles trying to gain influence in the mole court, or to replace the star-nosed moles. Their civilization is very old despite this competition, and ancient tunnels reach for miles across the landscape.

Brincep Pertivar is a cheerful, energetic halfling trader who travels between the Mole Fields and the markets of Bightwater 06.01. He can be encountered anywhere in this hex or in the town’s markets buying and selling for the moles. He has two pack mules and Hanyon, a hirsute servant who wears a full hood and mask at all times. Hanyon is actually a were-mole, and the brains of the import / export operation. Hanyon is trying to find a cure for his condition (to revert to his original form of a Giant Mole), either by finding a cure or by earning enough money to hire a wizard.

05.03 The Haunted Hill

One Hill is conspicuously shunned by moles and traders alike. Grasses and gnarled trees grow up the side of the hill. A rebellious Mole sorcerer Gratchol was buried alive in this mole hill. Even after death his spirit was contained by the warding stones placed on top of and around the hill. Gratchol will sense anyone climbing on the hill, and once they try to break in he will attempt to control them.

Most Moles will be very angry and scared if they hear that the party are trying to raid Gratchol’s tomb. Tak Travon wants the Wand of Command buried with the sorcerer, and will stealthily aid a humanoid party. If they try to keep the Wand he will send his assassins to ambush them in a lonely place and return with the wand.

Through the wards, the sorcerer is protected by giant undead worms and bugs. Gratchol himself is a form of Lich, very hard to kill while all the warding stones are in place.

s00.00 - 00.01, s01.00 Cultivated Lands

Close to the city there are small fenced homesteads growing grains and vegetables to sell to the market. Brumcav the Worminger farms worms and slugs that the Giant Moles find especially tasty - a handful costs 1sp. He will pay for samples of new bugs that the Moles like that he can successfully cultivate.

s00.06, s02.00-05.00 Poorer Grazing

The grasses are longer and ranker in this area, with little organised grazing. Wild Goats graze to the north and Giant Beavers and Swamp Foxes in the south.

s00.07, s01.05-01.07, s02.07-0.08, s03.07-03.08 Swampy Grazing

Fenland covering in reeds and moss banks, with some stretches of adequate grazing. Biting insects abound in this area. Giant Eels and ferocious Wildfowl defend their nests here. Deriegbo the Deranged lives here, stalking only the animals he needs to survive. Fungus and mold grows all over the skin and he is a startling sight. His mind is gone, but if restored by magic he will remember staggering from the shipwreck of the Blue Fortune in 06.02 / s01.00.

s00.08 - s04.09 Bayou and Marsh

Here the mud becomes sucking and dangerous, and progress may be quicker by travelling from tree to tree by the thick vines and creepers (it certainly is for the Jungle Halflings who live in s02.09). These halflings are curious and friendly, but cautious. They like music, shiny metal and even elves, but dislike fire.

s05.07 - 08.09 Cypress Forest

Tall, elegant glossy leaved trees dominate this area. Searching around the outside of the forest reveals a number of skeletons, old fires and rusted axes. Nasty things happen to anyone who tries to cut down or burn the forest for pasture, due to the powerful tree spirits imbued in the trees a long time ago.

s08.08 Taberan Forest Village

A small group of nature-minded humans, lead by a druid, live in this area in one of the few clearings in the forest. They appease the spirits every day by prayer and by cleaning the trees of pests and parasites. They are friendly and welcoming, but will look for a chance to sacrifice a weak party or their animals to the spirits to preserve and protect the trees.

s05.09 - 09.09 Wooded Hills

The trees are more sparsely placed here, though the hills are generally easy to travel through.

S09.08 Laketown

45 humans live on the banks of the lake. Most of the village are fishermen, though there is one small tavern and a turf cutter. Bill Torfa runs the tavern while his wife Nadja salts fish for winter. They make a weak beer and a strong, salty spirit. A round or two of drinks will bring out tales of the Lake Kalkalan Monster, and strange lights sometimes seen from under the waters.

s07.07 - 09.07 Kalkalan Lake

3 miles long and half a mile wide, this lake is filled with clean water from the nearby hills. It is 50 feet deep on average though with some much deeper sections. An ancient elven sky ship crashed into the lake 1000 years ago. At certain times of the month lights can be seen at night from the prow and stern of the drowned boat. The grey elves in 09.02 would be very interested in an exploration of this ship

s06.00 - 09.02 Grass Uplands

Grazing is much more seasonal here, as the ground rises up to the mountains to the North. Sheep and goats are more common than cattle among the human herders. Quality cheeses are made from the Breccia Sheep in hex s07.00. They are stored in low wooden huts for maturing, trapped and guarded by paranoid cheesemongers. An ancient stone double-skinned hut or broch can be seen in the hill pass in 09.02. The bones of generations of an ancient halfling family are interred within the walls, and will send confusing dreams to anyone who sleeps within the otherwise cosy building. The ancient halflings may request some other ancient family bones be brought to the broch, or a number of elves killed. They do know where an ancient hoard of gold was buried in a clay pot about 200 feet from the broch.

s09.00, s09.04 - 09.05 Wooded Mountains

The peaks rise to 1000 feet, covered by dwarf forest to about 100 feet below the summits. A few bands of Mountain Apes live in the highest caves, driven from the lower slopes by the shepherds. In the deepest cave on the highest peak s09.05, ancient carvings of a blob-liked tentacled pre-Elven race are shown creating all the humanoids of the land...

s09.01 - s09.03 Exotic Wooded Hills

In these two areas, the Prospecia trees are an unusual deciduous type - very tall with needle-like leaves. For one week of the year, when the needles turn brown but before they fall to the ground, the leaves have special magical properties. Ten needles bound together can be used to make a magical dart or arrow, and a hundred can be used to make similarly magical armour. Perhaps 500 needles can be harvested in each hex. At the moment only one sage in Bightwater knows about these trees, but only knows that they are somewhere in the mountains. Once others learn about this magical seasonal crop there is likely to be a fight for control of these leaves.

s09.06 Lightly Wooded Mountains

Three great peaks, the highest nearly 2000 feet high dominate this hex, and overlook the lake. Giant Eagles nest on these slopes and wheel lazily over the landscape. They are generally friendly with the fishermen with whom they share the lake’s fish, but hard times may lead to confrontation.

07.02 (The Fountain of Youth) Bombadillo

At the foot of the of the Breakwind Mountains lays a legendary place: the Fountain of Youth.
As such stories go, it is said that just drinking at it is enough to rejuvenate the drinker for a long time: finding isn’t difficult, as travelers only have to follow the main lake road and follow the directions.

Longevitown, the Land of Perpetual Youth
As a matter of fact, as soon as one reaches the place, he also starts to have doubts about the spring’s thaumaturgical properties: it’s a pretty easily accessible location along the main lake road, not too far from Bightwater. There is - or used to be, maybe - a spring of water but over the centuries it has grown into something hugely different: it’s a resort now, dubbed Longevitown, the Land of Perpetual Youth.
Several inns have been built around the «original» fountain, each of which enhanced with annexed spa and thermal establishments: a resourceful entrepreneur, Metuselah Long, is even bottling the water and selling it as «Longeviwater» in Bightwater as a sure remedy against any illness.
Needless to say, the place has turned into a holiday retreat where people just spend a few days bathing, relaxing and looking for a miracle that probably will never happen: as a matter of fact there are still several elderly people in the area (approximately in the same ratio as everywhere else) and people still die by old age - those who live long enough to become old, that is.

07.03 (The Spiders' Hills) alexander beetle

The terrain is lower and more heavily wooded in the west, with tree-covered peaks rising to the east, and the mountains furthest to the east extending above the tree-line.

The region is populated by giant spiders that have become highly intelligent by drinking from an enchanted pool. They are now the dominant species in the area, at the expense of all other wildlife and any unfortunate travellers who’ve strayed this way. Perceptive adventurers or those with nature or outdoor survival skills may notice that the region is unusually silent and devoid of the type of small mammals and birds that would normally be found dwelling in woodlands.

There are three particular locations of interest (The Fountain of Mirluna, the Woodland Pool, and Schnubbnezzar’s Cabin), and a table for other encounters that may occur randomly or be placed as desired.

The Spiders
The spiders are each roughly the size of a small pony, and their bodies are covered in thick hair – they can be distinguished from each other by the different patterns picked out in green and black on their backs. Approximately 60 giant spiders inhabit the region.

Prolonged exposure to the waters of the woodland pool has given the giant spiders a high degree of intelligence, which shows itself in the following ways:

  • They can communicate complex ideas between themselves, including abstract concepts such as philosophy, mathematics and poetry
  • 25% of the spiders can also speak the local human language
  • They spin very complex webs and web-traps, and can build other structures too by incorporating wood and other woodland materials
  • They are cunning hunters, and discern their opponents’ strengths and weaknesses to fight intelligently against them
  • When they fight in a pack, their clever tactics give them advantages in combat. (Mechanically, they would attack with a bonus, or roll twice and take the better result).
  • Their bite is poisonous, causing additional damage. When an opponent would die, it is instead paralysed. If hungry, they drain their prey there and then. Otherwise, the paralysed victims will be cocooned and taken to their larder in Schnubnezzar’s Cabin to be saved for later.

Spider Names
Spider names all take a similar form. Example names if needed are:
Jilturhob, Shanahlob, Bacxintob, Bomwahbob, Nabruntob, Dorpawpob, Bafsonfob, Fazwaswob, Burjupjob, Goknahkob, Lodpinlob, Fubturbob, Puzpawhob, Jotsinkob, Tagrunfob

The Fountain of Mirluna
Running for a mile through the woods are broken sections of paved road. Each section is no more than 100 yards long, and the woodland plants and grasses are gradually pushing the paving slabs apart and breaking up the road even more.

On one of the paved sections, at the top of a rise, is a roadside shrine, its white marble overgrown with plants. Immediately next to the road is a fountain, draped in bearded moss watered by a never-ending stream spouting from the open mouth of a carved female face. The water cascades into a broken stone basin below, but as quickly as the fountain tries to fill the basin, it drains away through the cracks into the ground below.

Clearing away the moss from the fountain reveals a shelf holding cut-crystal stoppered vials. All but two of them are broken and unusable. There are a handful of scattered coins in the fountain’s basin, and a silver pendant blackened with age that shows the face of Mirluna.

Drinking from the Fountain
The fountain is sacred to Mirluna, the goddess of learning. Drinking from the fountain has the following effects (roll 1d4):

  1. For the next 24 hours, the drinker can speak, read and write a language previously unknown to them
  2. The drinker’s head is filled with beautiful music and poetry that would astound the most learned artists in the land
  3. The drinker becomes cunning in combat. For the next 24 hours they gain an understanding of the strengths, weaknesses and tactics of any foes they face. Once in that time, they may attack with advantage (an attack bonus or additional roll).
  4. One task requiring intelligence that they attempt within the next 24 hours will automatically succeed or benefit from a bonus on the skill check.

A drinker cannot benefit from drinking from the fountain again until the following day.

Water taken from the fountain in an ordinary vessel loses its potency in 2d6 hours. Water contained in a fine cut-crystal vial that has been blessed under moonlight retains its potency indefinitely.

The Woodland Pool
A short distance downhill from the fountain is a woodland pool, filled by a spring emerging from the rocks at one end of the pool. The spiders come here to drink, and several make their homes around the pool including Kikkikkob, the leader of the spiders. She lives in a tower built of wood and webbing, incorporated into the branches of the trees above and reached by a ladder of webbing stretching up from the forest floor.

Since her awakening, Kikkikkob has been fascinated by philosophy and ponders the meaning of life and the spiders’ place in the world. She knows that the intelligence they now have bestowed on them is unnatural, but she would do anything to avoid going back to her previous state of animal intelligence. She isn’t immediately hostile, but she and the rest of the tribe must eat...

Drinking from the spring has the same effects as drinking from Mirluna’s fountain. Drinking from the diluted waters of the pool has no effect on humanoids.

Schnubbnezzar’s Cabin
A wooden lodge stands in a small clearing in the woods. It is no hermit’s shack – it’s a large and finely crafted structure with decorative wood-carvings, shuttered windows, and a large open porch with a ballustraded balcony above. Hanging from the eaves above the balcony are half a dozen large cocoons – this is the spiders’ larder.

The cocoons contain the paralysed bodies of a two deer; an elderly human woman (who wandered into the area from Longevitown, Hex 07.02); a young bear; a giant badger; and a mountain lion.

There is a 50% chance of finding 1d4+1 giant spiders here.

Inside, the cabin is dry but filled with webs. The ground floor is mainly taken up by a workshop / study with an extensive workbench scattered with tools, dried herbs, small pots and vials. On a shelf to one side are two carved wooden figures each three feet tall. The carvings look like children, and their eyes appear to follow you around the room. These wood golems were created by the wizard Schnubnezzar, and they will attack anyone who interferes with his belongings.

Among Schnubnezzar’s possessions, anyone searching may find (roll 1d4 up to twice):

  1. A spell scroll containing a powerful enchantment
  2. Instructions for crafting and animating wood golems
  3. A magical crafting knife that gives the user a bonus or advantage when carving wooden objects – can also be used as a magic dagger
  4. Schnubnezzar’s account of how he, with other sorcerors, bound and banished the troll-tyrant Korsung the Thrice-Slaughterer, also known as the Everchanger (See 06.03 and 06.04). His papers, on their own, would not be enough to repeat the ritual binding if Korsung were freed, but they would help.

Random Encounters

  1. A giant spider lures a bear into a trap. Three more spiders wait nearby, by the web-trap, ready to pounce on the entangled prey.
  2. The great Roc of the Range can be seen flying overhead. Her nest is in the craggy folds of Bn'Chaat, the northern peak in hex 08.04. She is unlikely to attack unless provoked, but even in her old age she is a majestic sight and a fearsome opponent.
  3. In a clearing in the woods, Bisturgob the spider and 4 press-ganged spider helpers are attempting to build a huge web large enough and strong enough to catch the roc. Bisturgob is obsessed by this venture, seeing the roc as a threat that must be eliminated. His focus is mainly on completing the web, and he is frustrated with their lack of progress. But when it’s finished, he’ll need some bait…
  4. 3 giant spiders dragging a cocooned human traveller to their larder at Schnubnezzar’s Cabin.
  5. A group of three of the woodsmen from Fiveman Camp (Hex 07.04), on a hunt to cull some of the spiders. They don’t realise that they in turn are already being hunted…
  6. A giant spider stands in front of a bizarre abacus, his legs a blur as he moves the beads one way and the other as he conducts his astronomical calculations. The abacus has a wooden frame, spider-silk bars, and the beads are made from deer-skulls threaded onto the silk through their eye-sockets. Jogrunkob the spider is far more concerned with calculating the movements of the planets than preying on wanderers.
  7. A cleverly constructed web trap, shaped like a funnel and with a hinged trap-door part way along. Adventurers may not realise they are walking into the wide mouth of the funnel until they are a good way along it.
  8. An emaciated and starving mountain lion, deprived of food by the spiders and now desperate enough to attack even well-armed travellers.

07.04 (Fiveman Camp) pdzoch

Snapdragon Stream
A stream runs from the mountains, winding its way through the forest until it spills into the river. The stream is fordable in many places though it is deep and wide in some spots. It is named for the snapdragon flowers that commonly grow alongside the stream.

Fiveman Camp
Midway along Snapdragon Stream reside a small congregation of cabins known as Fiveman Camp. Several woodsmen have taken up residence in the region and have, through an unspoken agreement, converted their once sprawling campsite into a collection of more durable lodgings not too distant form each other.

The Huntsman: Alan Gwenael. Alan is a superbly capable tracker and hunter, mostly of large game. He will switch between a heavy crossbow, longbow, and a shortbow as necessary for the game he is tracking. Alan keeps an axe and long knife on hand for finishing kills mercifully and for personal protection. He trades excess leather and furs and converts excess meat to trail rations.

The Ranger: Joska Andor. Joska knows the land better than any other in the camp. While the huntsman is better at track an animal that has past by, Joska is better at reading when animals will pass by in the future. He is most observant of what the land is doing and lets the others know when certain portions of the region are hazardous due to flooding, slides, or avalanches or fire; he knows which botanicals are going to bloom and where; and knows the patterns of the wildlife in the region. Joska is a capable at animal husbandry and care, maintaining a small kit and medicines in case mounted travelers and their pets and livestock need care. Joska also produces arrows and bows as a craft and occasional trade.

The Fisherman: Hakon Sindri. Hakon maintains a small canoe and fishes with both net and line. An old retired sailor, Hakon is at home on the ocean, sea, or river. He knows every inch of Snapdragon Stream and is very familiar with every waterway in the surrounding regions connected to the river to the northwest. Hakon prefers to fish at leisure in his favorite “watering holes” along the stream. Hakon likes to imbibe in alcohol and is eager to trade for it. His efforts at building his own still near his cabin has been a failure and received the scorn of his fellow campmates. Occasionally, when Hakon does not return to camp at nights, one of the others will go out and search for him, usually finding than Hakon has succumbed to a stash of previously well-hidden alcohol. Joska suspects that the entire Snapdragon Stream is lined with Hakon’s hidden treasures of alcohol.

The Trapper: Declan Torin. Declan is a master trapsmith and can fashion a variety of different animal traps using materials readily found near the desired trap. Nonetheless, Declan maintains a handful of specialized metal traps for larger game. He checks his traps daily and never has more than four traps in place at time. He keeps his campmates informed of his trap locations and ensure that they are not on known humanoid travelways. When monstrous humanoids encroach the region, Declan will set up a several “rattletraps” to scare intruders. These are harmless but make a “big fuss” about how clever they were and how dangerous they could be. These tend to deter most threats.

The Farmer: Fricis Artjom. Fricis is usually found in the campsite tending is growing garden. He is not averse to exploring the region again to gather new seeds from wild fruits, vegetables, herbs, and plants. If a rare plant is in the area, he will know about it if he does not already have one growing nearby. Fricis is a friendly person eagerly engaging in conversation about anything that may interest a listener; Fricis outgoing nature is a stark contrast to his reserved campmates. Despite the seeming clash of personalities, the campmates enjoy and welcome Fricis, calling him the “spice of life” because without him (and his garden), there would be no stew, the occasional special meal shared by all the men who contribute the product of their hunts to a common pot for all to enjoy.

The members of Fiveman Camp are capable fighters and can defend their camp if needed. However, they are not foolish nor are they wedded to the campsite. They will retreat if the threat is too great – they will not risk their lives unnecessarily. They willingly share information about the surrounding region (current and all surrounding hexes). With the exception of the Farmer, the woodsmen can be hired as a guide to safely navigate the dangers in the immediate and adjacent regions. Beyond that, they will provide guidance, but will return home. They have all given up the life of adventuring.

To the northwest (06.04), they are aware of the abandoned settlement along the shore. Hakon has been by it several times but avoids it as much as possible. Hakon occasionally visits the boatmen in the northern shore for trade, in goods and news.
To the southwest (06.05), the woodsmen know the dangers of Troll Falls and would navigate that region as quickly as possible. Alan and Joska have both slain trolls in the region before they decided to settle in Fiveman Camp. The woodsmen can provide the safest route to travel the region, but they cannot guarantee that they would not be attacked. They know “a way” to an old fortress in the mountains, but they do not believe the risk is worth it.

To the south (07.05), rugged mountains with many caves. Good hunting for large game animals, especially bears and mountain lions. However, it does provide a safer passage around the Troll Falls.

To the southeast (08.05), desolate mountains that are difficult to navigate. The woodsmen have ventured into this region enough times to know that it is not worth the trip to hunt. Seldom have they seen any game, not even skeletal remains or scat, in the region. They do not recommends venturing into the region without a guide – the mountain cuts and turns are almost labyrinthian. They have seen the Green Brow from a distance but did not feel that any game found within would be worth the effort to drag it out through the rest of the harsh terrain.

To the northeast (08.04), rugged mountain full of good hunting, especially mountain goats, which has cut some nice trails through the mountains.

To the north (07.03), the woodsmen have made several forays into the woods to slay giant spiders. The woodsmen can easily pass through the region without troubles, but they have gone on several “hunts” just to cull the spider population which, if gone unchecked, might spread south and threaten the wildlife the men rely on for a livelihood. The men feel there is something more than just a nest of spiders in the region, but they haven’t ventured deep enough past the spiders to discover anything.

The Druid: Fedelma Derwydd, female, old, human.
Feldelma has lived in the region most her adult life and is in perfect communion with the land. She is strong and capable, belying her age. Feldelma is a part of the land and strives to make her presence in it absolutely undetected. She seeks to preserve the natural state of the wilderness, keeping at bay any unnatural or aberrant encroachment on the wilds. Her actual residence is a mystery and none of the woodsmen has seen anything in the region that would suggest she has an established home.

She is troubled by the group of hunters who have taken up residence in Fiveman Camp. While they have maintained a small presence, they are still hunters and gatherers who have become invasive apex predators in the area. She respects their wilderness survival skills and growing knowledge of the region but laments their hunting efficiency. She has managed to convince them to keep their hunting to a necessary minimum. She has begrudgingly informed them of opportunities to cull animals when a balance is at risk in exchange for enlisted their service in repelling unnatural threats. They have been especially useful in slaying the occasional giant spiders that have appeared just north of their campsite, but she has been unable to get the to venture further to tackle other threats to the region. She enjoys conversing with Fricas, the Farmer, and will occasionally visit him (which also allows her to assess what the other campmen are up to). He has cordial conversation with Joska, whom she feels is most respectful of the land they live upon.

Fedelma is most concerned about the safety of a legendary stag, Tynnwr Bywyd, known to exist somewhere in the wilds. She has never seen the beast – it has proven far to elusive, even for Feldelma – but she has seen all to often evidence of its presence. It is a life bringer to the wilds. Both flora and fauna flourish wherever its presence is felt. She worries that the hunters may slay the beast for food and inadvertently bring about the destruction of the land. She wonders if Tynnwr Bywyd has taken up residence in the Green Brow to the east, but it seems unusual that the magical creature would reside in one place for so long or that the surrounding area would remain barren. Until she can explore for herself, she discourages anyone from traveling in that direction.
Feldelma is an accomplished healer and can neutralize all non-magical poison and cure most natural diseases. She willingly provides healing to those who serve her cause and is not above withholding such service to anyone she feels is dangerous or neglectful of life and the land.

07.05 (Gnomenmoot) rebuscarnival

Map created with Hexographer by Inkwell Ideas.

General Features

At the edge of the Eastern Range lies a peculiar, six mile canyon blasted from the rock by Gnome Bomb-Lords in days of old. A river, likewise blasted, runs from the mountain springs through the tiny canyon, and south to the forested hills. The walls of the canyon are shear, although a great stone staircase has been carved into the rock near the falls.
The mountains are pocked with caves - both natural and of Gnomen manufacture. A supernatural spring is the headwater for two rivers, the canyon canal and a mountain stream that winds westward towards Troll Falls. Tucked away amongst the peaks is an ancient temple that pre-dates the Gnome caves by several centuries.


In days of yore this canyon was the site of bicentennial Gnome Moot, a spectacular convergence of the often fractious and isolationist Gnome Clans of the Eastern Range. Gnomes would flock from far and wide to participate in legislative sessions, festivities, and workshops during the year long Jamboree. Hundreds of pavilions woudl fill the six mile ravine, while more well-to-do attendees took up residence in familial caves in the peaks above the canyon.
On the final day of the Moot the Clan Chiefs would elect a single Gnome to serve as Gnomenrote until the next Moot. The Gnomenrote was sealed into a newly blasted cavern with provisions and hand written accounts of from each Clan of their notable activities from the last fifty years. The Gnomenrote would spend the decades transcribing the information with hammer and chisel onto the smooth rock walls of the cave. These libraries represent the combined knowledge of generations of the Eastern Clans, including histories, genealogy, research both magical and mundane, gossip and much more.
The dread secret of the Gnomenmoot is that these scribes were never released from their libraries. Scholars speculate that this may have orginally been on accident due to poor book-keeping, but it in any case it had become a well-regarded tradition by the final Moot.

It has been centuries since the last Moot and many have forgotten the celebration entirely. The Gnome Clans have grown fiercely distrustful of one another and have difficulty resolving even minor disputes. A small sect of impassioned reformers have been searching the mountainsides for these ancient libraries, in hopes that the histories there recorded can be used to reconcile their quarreling cousins.

The Gnomenmoot Restoration Society

On the grounds of Gnomenmoot today is a semi-permanent camp occupied by the idealistic members of the GRS who have been excavating the Gnomenrote caverns for several years. The work is slow and dangerous, as the GRS insists on using traditional explosive techniques. The dig is lead by Stoh Sanderian, Professor of Gnome Studies at Bightwater U, a friendly academic with an over-fondness for the mead brewed by the local Hill Gnomes (Gillies). The team is comprised mostly of graduate students from the university, with only a handful of actual Gnomes hailing from the various Clans in the region.

Professor Sanderian cannot trade in coin but will happily provide food and lodging for a day's work. A day's work consists mostly of blowing gaping holes in the native rock and defending the campsite from wild animals and unscrupulous Gillies that loiter about when the team is in the field.
The founding members of the GRS are fiery radicals with a penchant for revisionist history. They hope to topple the current social order by uncovering evidence that supports their positions in one of the Annals of Gnomenrote.


Roll after placing explosive and attaining safe distance. Helmet and goggles are required at all times.
Successful excavations are a chance for players to contribute to world building. After rolling a 3 or 4 on the table, allow the players to describe the specifics of the find. These details can always be corrected later by Professor Sanderian, but weave them into the narrative if possible. There are hundreds of Gnomen families and a little extra history never hurt anyone.

1. Nothing
Dud Explosive
Wandering Monster
2. Natural Cave
Crag Moth Pupae
Geode Karst
Milk Grub Nest
Troll Den
3. Eburnean Find
Portal Chamber (inactive)
Scrying Basin (active)
Crystal Garden (???)
Untouched Tomb
4. Gnomenwork
Family Cave
Munitions Depot...
Machine Room

Crag Moth (Mountain Mama)
These strange and venerable beasts boast one of the longest maturation times of any known species. Crag Moth larva spend decades burrowing through the deep-rock of the mountains, eating crystal quartz and other nutrient minerals until they are finally able to weave their prismatic cocoons. Pupation takes nearly fifty years, at which time the Imago begins to cut through the living rock with powerful digestive enzymes. Crag Moth larva (Rock Worms) grow as large as horses and are ravenous. While they are predominantly rock-dwellers, a hungry larva may venture into the open air to feed. Warm blooded creatures are especially well liked and some specimens have been known to hunt demihumans. The wingspan of an Imagowings cab be as wide as six feet. Adults are docile and mostly harmless. The Crag Moth is a sacred cow for Hill Gnomes, who believe the Moths are the embodiment of the Goddess of Illusion (Motte) . Gilly economy depends heavily on these gentle giants. The crystal-silk of Rock Worms is used in construction and the downy feathers of the adult moths are used for textiles and a variety of homegoods. The Gillies also use Crag Moths as mounts. Moth riders once served as the communication system for the region but are now involved exclusively in banditry.

Milk Grubs
These foot long cave critters are featureless, milk-white tubes. They feed upon insects and small animals in the shallow cave systems of the Eastern Mountains. Their name is derived from their Grub like appearence but in fact Milk Grubs are more closely related to amphibians. They are a rich source of protein for mountain-dwellers, firstly for their rich extrudate that locals call Mountain Milk and secondly for the tender grub-meat that is enjoyed through out the region. They do not fare well in captivity, but can be cultivated by "seeding" grub-nests with a slurry of root-sap and blood. A grub-nest is ready for harvest in one to three years and will provide six months of food for a typical Clan.

Temple of Motte

Nestled between the black boulders of Twab's Peak is a crumbling temple edifice. Hewn from the dark rock by magics long-lost, temple has served many different deities over the centuries. Today it is home to Crag Moth Cult. The cult meets beneath the full moon to preform its sacred rituals. Most cultists make their living as bandit moth-riders, raiding settlements far and wide.

In the center of the temple is a large statue of a Crag Moth cut from rose-quartz. Ingesting a piece of the statue will grant True Sight for as long as the stone travels the alimentary canal. The cultists will exact bloody revenge on whomsoever desecrates their idol.

07.06 (The Prankster Squad) mawilson4

Removed from the confines of society, and free to do as they please in the rocky wilderness where curious travelers rarely venture, The Prankster Squad is a tight-knit but loosely defined group of humanoids of all races and types. They live in a series of interconnected tunnels in the lower regions of the area, though they typically stray into other areas of the mountains or even the forests of hex 06.07 to forage for food or during harsh winters.

The group consist of strays, castoffs, vagabonds, orphans and other forgotten folk. At any given time, they number around 30. To pass the time, they rig their domain with elaborate traps that they refer to as pranks. While the traps act as useful hunting tools, they exist primarily for the amusement of the Squad.

Unfortunately, years of living in isolation have given The Prankster Squad a unique idea of what constitutes a "prank." Several pranks veer into deadly territory. The squad are aware of this fact. Their intentions aren't evil, but they see risk and death as part of their game, and enjoy seeing their traps avoided or foiled just as much as seeing them succeed.

Notable Pranksters
Crobby - Goblin Male, and de facto leader of the group
Diggum - Rock Troll
Dorgum - Imp, who generally rides on Diggum's shoulder
The Sweets - A family of nine human siblings who claim to be the children of a wealthy king.
Charlie - Human Female, and collector of an absurd amount of junk. Consult your favorite d100 trinket table and roll a d100. That is the one trinket on the list she doesn't have.

The Pranks
For each hour of travel in the region, there is a 20% chance the party will encounter one of the squad's traps. If the party avoids, disarms or survives a trap, there is a 40% chance one or more members of the squad congratulates them (from a safe distance) before darting off.

Traps (roll 3d6)
3-4: A web of leaves and sticks gives way to a pit trap, the bottom of which contains (what the players hope is) impossibly stinky mud.
5-7: In a narrow pass, lined with steep cliffs on either side, a false stone acts as a pressure plate, triggering a boulder approximately 100 feet behind the party, with another 100 to go before they can sidestep the pass.
8-10: A tree swing hangs from a tree that is approximately five feet from the edge of a 200-foot cliff. If 50 lbs. of pressure is placed on the swing, a hidden, hanging tree trunk is loosed from nearby that will collide with anyone on the swing, with enough force to send them over the cliff face.
11-13: A scarecrow stands in the road, with two diamonds in its eye sockets. If either of the diamonds are removed, a burst of acid erupts from the mouth. The acid is rarely deadly, but creates horrible scars unless healed immediately. The diamonds are revealed to be fake when inspected.
14-16: Gravestones have been placed strategically in a small, sandy clearing to be right on the edge of a series of quicksand pits. Getting close enough to read the stones will place the character in the quicksand.
17: Some apples on a table, with a note "please help yourself!" next to them. They are delicious and not harmful. "Beating" this prank requires players to eat the apples.
18: Charlie's Doom. A small bauble sits on a tree branch within reach of a medium-sized humanoid. When picked up, it's tied to a nearly invisible piece of string that sets off a series of events. Four walls of a steel cage spring up around the target, each approximately 10 feet from the bauble. Simultaneously, the tree loses its integrity and crumbles, triggering a series of nearby large rocks to fall. Anyone within 30 feet of the bauble has a 50% chance of being under a rockfall. Rattling the cage loosens two red pebbles from its sides, which explode into a firestorm upon impact with the ground.

Feel free to create your own thematic wilderness traps to replace these, particularly if the players pass through the area multiple times.

The Trickster's Pets
The Prankster Squad are unknowing acolytes of the Trickster, the deity who resides in hex 09.00. Trickster is aware of the group, and will regularly visit them (while disguised) and provide protection from harm. If any member of the Prankster Squad is being chased, harassed, or comes to any serious injury or may die, there is a 50% chance that Trickster will intervene with some form of divine magic to save or otherwise protect them. This magic may take many forms, but will often be in the form of illusory magics that either help the Pranksters to get away or hide, or that impedes the vision or progress of the party/pursuers.

Trickster also provides inspiration and hardware for many "pranks." The squad are largely unaware that this is deliberate, and merely believe that they're very good at finding useful materials.

Dorgum the Imp is aware of Trickster's presence, but says very little about it unless pressed.

07.07 (Waters of the Forgotten Muses) mawilson4

This rocky, forested area exists in a perpetual fog. There is an increased chance of getting lost as a result; any pathfinding attempts are made with a penalty. Temperatures can fluctuate according to season, but ignore any other weather affects and tables while in this area.

The most striking physical feature is a massive, 500-foot waterfall that is pressed against a sharp cliff on the northeast corner that borders Hex 08.07. Scattered paths and streams are frequent; most paths lead toward the falls and the streams all originate from it. If players are within three miles of the falls, the fog lifts in the direction of them, allowing for clear sightlines.

In the center of the area is a small lake (see: Nmosynine Lake below).

This area was the former home of two Muses. Both lost all of their worshippers in centuries past and have all but faded from memory, losing much of their power in the process. The first, whose sphere of inspiration was Memory, lived in and around the central lake. She has not been seen for several centuries, though her influence remains around the lake itself.

The other Muse, whose sphere of inspiration was Nature and Song, is trapped behind the falls, which is the location of the last remaining temple dedicated to her.

The magic affecting the animal life in Hex 06.07 originates from this Muse, flowing from the falls through the area's streams and into The Singing Pond in 06.07. While in the northwest portion of this area, there is a 5% chance of encountering one of the animal encounters from 06.07.

Landmarks, NPCs and Encounters:
Nmosynine Lake (Memory Lake)
In the center of the hex, ringed by rocky outcroppings, is a small lake approximately one mile in diameter at its widest point. Breaks in the rocky outcroppings to both the east and west, of approximately a quarter mile, provide entry points. The fog that was present elsewhere is at its thickest point here. The opposite shore – and indeed, nothing but the nearst 50 feet or so – is visible through the soupy mist.

The lake was once the home of a muse whose area of inspiration was memory. As the players approach the lake, they will begin to remember images and events from their past. Prompt players to describe these memories, and if a particularly affecting one is discussed, the mists will swirl to life in front of the player and form the images from the memory.

Knight of the Empire
Once they arrive at the lake's shore, an incorporeal, ghostly knight will approach the party. He is seeking aid in an urgent quest, to deliver the princess to safety amidst maurading bands of orcs in the area. His companions have all perished, and he asks the party to accompany him in his rowboat, where they can lose the orcs on the water. There is a spectral boat nearby with oars. No one is in the boat, but the knight will insist that the princess is aboard. If asked his name or the particulars of his quest, he becomes confused and repeats his initial request.

In fact, this is simply a strong memory being housed at the lake. The knight – and the nonexistent lady he hopes to protect – were members of the ancient Eburnean Empire, and have been dead for centuries. However, the memory is strong enough that the spectral boat will actually hold the players, and the knight will begin rowing them toward the lake's center.

If the players divert the boat at all from the knight's course, they will arrive at the lake's opposite side, at which point he will thank them and fade from existence. If they do not divert the boat, it will pass through the lake's center, which contains an invisible portal. This portal was once used by the Eburnean Empire for fast travel between prominent locations, but has since malfunctioned.

The portal is one-way, and puts them facing north, about 100 feet south of The Better Pergamom Inn (in Hex 02.02). Also, 1d6+2 hours have passed. The dissapated fog, and different orientation to the sun or stars, should inform the players quickly that they've shifted position. If the players look for the portal to go through in the other direction, they are unable to find it. Once at the Inn or any nearby shore, the Knight will thank them and fade away.

At either destination, once the knight has faded, a small silver charm will remain in his place. This charm grants a bonus to attempts to recall details about geography, astronomy, history, magic, music, literature and art.

The Musical Falls
The falls dominate the northeast portion of the area, and once the players are within 100 feet of them, it's easy to see a large cave immediately behind the falls. It's a natural cavern carved into the base of the mountains in hex 08.07. Twenty feet into the cave, patterns and runes are carved into the walls. A closer inspection will reveal that they are crude musical patterns. Another 50 feet in, the dimly lit cavern opens up to an impressive shrine built into the cavern's back wall. Investigating the shrine will reveal a movable stone slab covering a hole. The hole leads to Room A in the Temple of Music (see accompanying map).

If the slab is removed, a beautiful female figure will appear from behind the shrine, walking right through the stone to the players. She speaks only in song. She asks the adventurer's their names, then asks if they remember hers.

If the group was previously hostile with any animals in either 06.07 or 07.07, she will realize this and turn on them, fleeing into the shrine and summoning two harpies to ward off the group. If the group has previously aided or harmed the cause of Tynnwr Bywyd, Legendary Stag (see Hex 02.07), she will sense this and react accordingly. Tynnwr and the Muse are linked in some small way through their Nature magics. If the group wins her favor in any way, or wishes to help her regain her memories, she will invite them into her temple, stating that it has fallen to darker influences, but that if they can clear it out, she will bless them in whatever small way she is able.

If the group clears the temple, she will appear again and bless each member, raising their hit points permanently by 5. Additionally, if there is a musician in the group, she will give them an instrument of their choice that can put one humanoid or non-magical beast to sleep per day when played. In return, she asks that they tell others of her, so that she might be remembered and can inspire the songs of minstrels, bards and musicians again.

The Temple of Music

General Notes: Ceilings are 15 feet high except in Room C, which is domed, and Room H, which has a 30-foot ceiling. Floors are stone, walls are stone with intricate carvings at various points. There is no stairway or ladder leading from the cave to Room A.

A. Entry Hall: Entryway from waterfall cave 15 feet above.

B. Statues of the Muses: Lining the five-foot hallways are alcoves with a series of statues in various states of disrepair. Those that aren't entirely rubble depict beautiful females similar to the Muse of Music. Several of the statues are accompanied with a musical instrument; however, these instruments fail to produce sound when played, and some fall to pieces.

C. Circle of Honor: Lining the wall are elaborate frescoes depicting heroic bards and poets staving back monstrous creatures with their song. A well-worn but ornate carpet lays draped over the center of the room. This carpet hides a trap door that descends 10 feet to a narrow hallway that connects to Room D.

D. Enchanted Instrument Room: Hidden from monsters and looters alike, 2d4 magical instruments are contained in wooden cases in this room. The instruments grant +1 to spells cast when used as a focus (by a spellcaster proficient in the instrument). The music produced by the instruments can pierce and dispel magical silence.

E. Destroyed Ballroom: Rubble and debris line this room, which was once a grand ballroom for earthly and unearthly creatures alike to engage in song and dance. The only vestiges of this use are tattered sections of polished wooden floorboards, broken mirrors and the wreckage of various instruments.

F. Library: Shelves in each of these rooms contain poems, psalms, chants and hymns in various languages. There is a 10% chance that a spell scroll will be found if investigated. Additionally, there is a 20% chance in each room that an acidic ooze has devoured one of the shelves and attacks upon entry. On one of the shelves is a small wooden figurine of Tynnwr Bywyd, the stag (see Hex 02.07). It can be made to glow from its antlers, emitting a dim light 30 feet out.

G. Shrine Entryway: Stairs lead down 10 feet to this area. An old fire pit sits idle. On either side of the door stands a rusted brass construct. One will stir to life when the players enter. It will attempt to lead them to the hidden door in Room C. Halfway to its destination, it will cease to function. If the party has some means of repairing or reanimating it, it will be able to complete its journey.

H. Shrine of Music: A large marble shrine sits in the center of this room. Music and runes are carved into it. However, this cannot immediately be seen, as the room is bathed in magical darkness. Additionally, the room is entirely silent, and speaking or spellcasting that requires spoken word is impossible in this room.

Protruding from the walls are dark tentacles that will reach for the players and attempt to ensnare them. They do no damage, but can hinder attacks and movement. Once this occurs, the doors will slam shut (making no sound), the darkness will drop (but not the silence) and a spectral abomination will appear above the shrine. The abomination serves an ancient deity who wishes to bring the multiverse to absolute silence and darkness. It will attack until killed, at which point the silence and tentacles will dissipate. The Muse will enter the chamber and thank the players, rewarding them per the notes above.


07.08 (Summerfield Hills) Tomcat1304

The guardian, giant statue near a complex of caves.

To the southwest, there's a rocky plateau crossed by countless caves, crevices and tunnels. Some of them were obviously used for hundreds of years as cave dwellings. Not far from this stands giant statue, about 15 meters high, known to the denizens of the area only as "The guardian".

The statue was recently discovered by scholars from Bightwater (06.01). When rumours about it spread north, a ragtag crowd of scholars, wizards, trasure hunters, rascals and adventurers moved south to take a closer look at the guardian and the nearby caves.

Assumptions about origins and purpose of the giant statue vary. Some speculate it is an ancient war machine, a kind of golem used in a long forgotten war against the dwarves from the mountain kingdom of snowy peak. If that rumour is true, it probably is mentioned in old tomes in dwarven libraries. So far dwarven scholars dismissed that theory as "utter humbug". However, it hasn't stopped curious mages and artisans trying to understand it's construction and to get it moving.

Inscriptions in the walls of the caves hint at a place of worship for a forgotten evil deity called Baruti or Bareti. The "guardian" may be an idol of this cult. Maybe it's even an avatar turned to stone, it's spirit still conscious but trapped in stone, waiting for some ritual to break from it's prison.

The most unspectacular opinion is that the "guardian" is just a statue, nothing more. A witness of the brilliant craftsmanship and daring builders spawned by the people who lived in the caves centuries ago. Recent whisperings add a hidden chamber, filled with gold and jewels, so this theory gets a bit more glamour compared to the other ones.

People of note
- Durik Silvertongue: a sleazy guide, willing to show paying adventurers around the statue and caves. Knows the latest gossip, people who just made a spectacular find (willing to sell ridiculously cheap) or the nearest drinking hole where the booze won't make you blind immediately.

- One-eyed Haggrim: racketeer. With all those scholars and mages around there has to be someone to protect them from those uneducated rough adventurer guys. Otherwise... oops, look what happened to this complicated instument.

- Yarresh, son of Hognin: a smelly dwarf in grey rags. The guardian is talking to him in his head. Unfortunately it's so hard to comprehend with a dry throat. But maybe you'll be able to spare a shilling or two for some ale?

Three old fortresses in the northern part (ruins)
Probably former border fortifications of the mountain kingdom to the northeast. Two of them are called "The sisters" guard a narrow valley leading to the north, the third one "The fat marshal" is located to the northeast.

There are rumours about a hidden room in one of the ruins containing pretty accurate maps to old dwarven mines in the mountains - word has it that there's even a map for the lost palace of the dwarves. Some groups of adventurers started poking and digging among the ruins but soon journeyed on. Excavating ruins is hard work and didn't look very promising one they realized they need labourers, mules, digging equipment, etc.
The last party travelling neat the "fat marshal" reported a band of dwarves setting up camp there. About two dozen, heavily armed and telling all travellers to "bugger off and mind your own business".

One of the "sisters" is often used as a resting place by travellers because one of the subsidiary buildings still has an intact roof. Behind the fortress are lots of blackberry shrubs, a welcome addition to the menu if travelled during the right season.
In the other fortress one of the towers is still standing. The stairs up to the platform have crumbled away decades ago. On top of the tower a wyvern settled in and now some of the travellers hoping for a tasty snack on the road become such themselves.

People of note
- Tovona Bragnasdottir: Leader of the dwarf expedition at the fat marshal. Her mission is to find the old library under the fortress. If that is not possible she is to scare away any riff-raff snooping around.

- Jagorni Plettuk: Gnome ranger, native to the hill country. On his tour he noticed the presence of the dwarves and the wyvern and he will warn other travellers he encounters. He's got a fondness for candy and good tobacco and is offering some healing herbs to anyone willing to share such delicious treats.

07.09 (The Red Hills) govmiller

These are the rolling hills just to the northeast (?) of the Hermit's area at Hermit's Residence. Within this mostly scenic set of hills are a few wide paths. There are occasional smaller paths that lead away, and many of them look to be traveled only by animals.

It's those looks that are deceiving. Under the quiet outside, the underground bustles with life. Insect life. Large insect life. Any travelers through the area are generally left alone. This is true for those that stop and camp. These insects only come out when attacked or threatened. When spotted, these insects have a very red color with crimson eyes. There are some black spots on them.

There is some small common wildlife around- both in the air and on the ground. Travelers should have easy chances to hunt, as long as they don't stray too far down the narrow paths. 1 in 10 of the paths will lead to an opening underground. Should travelers want to investigate, there is a 50% chance the entrance is guarded and the travelers will be challenged upon sight.

These insects have six appendages and can use 2 or 4 to walk/run on the ground. They can hold weapons and will often use a bow & arrow. They do have an exoskeleton that provides some armor protection. Other warrior types will carry a small shield and short sword. There are some 'elite' fighters who sport two shields and swords. They get x2 attacks.

Any noticeable activity at an entrance will bring out 10-20 of the regular warriors and one or two of the elite warriors. Roughly 1/4 of the regular warriors will be archers.

Should the travelers succeed in defeating all the insects, they may enter the underground. Travelers may retreat and the insects will only give chase to the main path. If the travelers retreat, they will be shadowed for the rest of their travels in this hex.

7.09: This is the most remote set of hills. The insects here have evolved a very red/crimson coloring. There are minerals in the ground that contribute to this. This group evolved away from their green neighbors- and have focused on being warriors. They are much stouter and with much tougher exoskeleton than any of the other such insects. They have also evolved to be very loyal- and that loyalty comes at a price. Their tunnels are well-maintained and very deep and protected. Some would say there are vaults containing precious items buried deep in these hills.

Because of their size (they are larger than any of their fellow insect colorations) they are occasionally recruited to be bodyguards or enforcers, even in distant areas. They are loyal to whoever is paying them.

And like their much smaller 'red' insects, if there is a disturbance in one of the hills, an almost infinite number of these will seem to come from nowhere. Unless travelers possess some extreme magic or tool, there will be NO escaping or living for the travelers.

08.00 (Plainview) TTDG

It is flat. The horizon seems far away, and the sky seems bigger here. Small windblown trees dot every mile or so, usually where water is, but occasionally along a fence row. There are farms here, supplying grains, corn, and vegetables to the city. Farmers visit the local village (Plainview) weekly, and the city only after harvest. It smells of dust, ozone, & tall grasses. Bugs wage a never ending war on produce, man, and beast. Due to the wind, you’ll also need a source of water every day.

Rumors / local knowledge:

The weather can be rough on the grasslands.
Interesting caves lie beneath the featureless plains.
Those people over in 09.00 are evil, but their sheriff is efficient.

Random Encounters:

00-09 Nothing but more grass and a few dried cow patties.
10-24 Farmhouse, probably a large family of humans in the fields. 25% the house is made of sod. The men will have longbows and the women crossbows. They retreat to the house at your approach until you seem friendly. Then, they’ll offer you a meal for news, or a night’s sleep for entertainment. You’re expected to leave afterward; they’ve got farm work to get back to.
25-29 Creek. Roll 1d8 for type of tree here: oak, pine, persimmon, elm, soapberry, walnut, dogwood, willow.
30-39 Pond, covered in green scum. Large horseapple tree on it banks.
40-44 Cave (see below)
45-50 Human scout on a swift horse. He has a high hide skill, but he’s letting himself be seen. He has a tomahawk and shortbow. He has an eagle feather in his long black hair, the top half of his face is painted red, and he has an elk tooth necklace. He’d have to be heavily bribed to take you back to his tribe (51-52). He keeps saying “you should leave” & “plains are not for you”.
51-52 Human barbarians in nomadic tents. You’ve already been seen long ago. There are 20 or so people here consisting of a half dozen warriors and their families. Even their women can fight. There is 1 shaman. Their clothes are decorated with woven porcupine quills. They are constantly watchful, but will trade meat, water, pipeweed, and local knowledge for metal knives, needles, axes, whiskey or other hard alcohol, and horses. They could take you to a new cave per day or back to a road, farmhouse, or village, or to the Indians in 09.00. They don’t know common, nor can they read or write, so communication is by hand signs.
53-55 Thirty Orc barbarians wearing wide brimmed hats and neckerchiefs are on the move. The bigger ones wear boar tusk necklaces. Hostile, but warry. They don’t want to kill; they do want to steal. The same or similar to the orcs in 07.00.
54-60 Bison herd. 3d4 x 10 buffalo.
61-70 Ten orcs moving a chained gang of halfaloes toward the city. They periodically beat one about the head, amid general cursing. They each have large, depressingly empty, beaded leather pouches.
71-79 Eagle. Roll 1d2 for the number of eagles circling in the sky. You are probably not used to noticing them the rest of the time.
80-84 1d4+1 centaurs. If attacked, the centaurs will run away. Will try to sell you a small coyote headed fetish.
85-89 4+1d6 halfadogs (1/2 halfling and 1/2 ridding dog). Their language seems to include barks and growling. They can speak with canines. They complain about too many orcs on the plains. They have a challenging bluff skill, worship the Trickster, and say that they've heard the orcs are planning a raid on Bightwater. If any of the PCs are gullible, they'll tell other tall tales with bits of wild truth mixed in. If disbelieved or attacked, they'll put a band of orcs on the PCs trail, who will know what the halfadogs know about the PCs.
90-99 10+d10 halfaloes ((1/2 halfling and 1/2 buffalo) including 1 medium low level druid, cleric, or ranger. They could take you to a new cave per day or back to a road, farmhouse, or village, for a modest fee.
Nothing much happens overnight except the yip yip of coyotes. In the morning 15% chance per person some small poisonous snake or scorpion is in your bedding or clothing.


Weather here tends to be sudden and intense. It can spring up in 30 minutes. It comes from the west 75%, the south 10%, and the north 15%. There is almost always some wind. Major weather happens every 3 + 1d4 days. Roll 1d4 to see where you are in the cycle when you first arrive.

01-10 Tornado unless it is the winter, in which case hail. Hail: 1d4-2 / round for 2d6 minutes.
11-16 Dust devil: a low strength tornado filled with dust.
17-25 Dust storm. You can not see anything. Unless you have a dusk mask or are in a cave, make a fortitude save. 2 failed saves in a row, and start taking drowning damage.
26-45 High winds. Small sized creatures are blown off their feet unless they have shelter. Medium sized creatures have difficulty flying.
46-50 Very high winds. Medium sized creatures are blown off their feet unless they have shelter. Large sized creatures have difficulty flying.
51-75 Lightning storm. Very dramatic. If you don’t have shelter, are on a mount or standing, or are wearing metal armor, get hit by lightning once as the call lightning spell. Reflex save for ½ damage and to be deafened.
76-80 Lightning storm with hail. First one then the other. If you don’t have shelter, are on a mount or standing, or are wearing metal armor, get hit by lightning once as the call lightning spell. Reflex save for ½ damage and to be deafened. Hail: 1d4-2 / round for 2d4 minutes.
81-90 Temperature extremes: regardless of season, your clothes are not enough today.
91-00 Heavy rain, unless it is winter, in which case ice storm. Creeks and streams flood or everything is coated with an inch of ice.

00-09 Salt lick. A mineral formation brings salt to this under surface. You can see signs that many animals have been here.
10-22 Salt lick with 1d4 swarms of bats. A mineral formation brings salt to this under surface. The floor is covered in slick guano.
23-33 Salt lick with orc tribe lead by a cleric. Their leather clothing has fringes. A few orcs appear to be ill, but the warlord looks plenty strong. Hope he listens to the cleric.
34-35 Cow skeleton. It animates and attacks!
36-41 Carved rock and an orc tribe. Sunbaked mud bricks further section the cave into dwelling. There seem to be too many orcs here for the size of cave it is. They also have 2 ridding wolves (worgs) as guards. Their clothing displays intricate beadwork. The orcs are unfriendly and standoffish. They will follow you and ambush you at night.
42-61 Small slate mine. There are a few down on their luck dwarves, halflings, and gnomes running this operation. They can sell you a chalkboard, but they don’t have chalk. (If you get this result again, reroll. You know where this cave is already.)
62-64 This wide overhang has been used by animals for shelter.
65-79 Sulfur spring is healthy but it smells undrinkably bad. Make an easy willpower save to drink.
80-89 Natural spring. You can see signs that many animals have been here.
90-99 Natural spring with a nest of rattlesnakes (1d4+1 medium vipers)

Village of Plainview:
A few buildings straddle either side of the road: general store, post office, stables, saloon, blacksmith, leatherworker, barn, inn, doctor’s office, wagoner, church, one room schoolhouse, farmer’s co-op, and farmer’s market.

The saloon sells whiskey and a beer that could be a meal by itself. The doctor is a charismatic paladin that relies on lay on hands and a few magic items. The blacksmith is a strong half orc with a tendency to fly off into a rage (at least 1 level of barbarian). He's got some chains and shackles worked up for sale. The inn and stables are run by women and they seem to have more of a voice in this community. The school is run by an unmarried woman.


08.02 (Druid Preserve) TTDG

This hex is old growth forest with large amounts of underbrush in an intermittently mountainous region, gradually rising to the south. There are a lot of small hidden twisty valleys. There are several microclimates, but mostly the weather has a gentle mist daily. The vegetation is unusually lush with a wide variety of plants growing next to each other. It smells of moss and clean air.

There is a better than average chance here of finding specific familiars, animal companions, and exotic mounts.

If guided by a druid or ranger, you may adjust 1 roll by +-10 per day.

This hex has NO roads. Travel across it takes twice as long as normal unless the party is exclusively druids and rangers, or the party is flying above the trees. This means at least 8 daytime encounters and 1 nighttime encounter.

Random Encounters:

00-01 dinosaur - random
02-03 giant insect - random
04-13 monstrous beast - random (unicorn (will only approach good people), griffon pair, etc)
14-19 The Herbalist (see below)
20-29 treant (An intelligent tree, hostile to civilization & protective of trees.)
30-31 awakened giant spider ambassador from 07.03 wants help to find the druid in this hex.
32-39 awakened animal - random (Animal has human level intelligence. Often the unintelligent mate will be hidden nearby. The awakened will have great influence over its base kind. A nice conversation or the offer to provide a celestial animal of their kind for a month or more may make them friendly.)
40-46 dire animal - random (These are larger, meaner, crankier, and hostile versions of animals.)
47-55 fae (roll on fae table below)
56-70 elven ranger (roll on ranger table below)
71-79 normal, large animal (bear, wolf pack, deer, tiger, wild boar, etc)
80-89 The Druid (see below) (reroll if this is the first result)
90-99 hostile plant monster - random

The Herbalist:
This grandmotherly, witch look-alike is cursed by the fae to keep coming back to life. Her curse resulted from an herbal challenge with a noble fae. She won. She has a sky high knowledge of all local herbs, poisons, and anti-toxins. But, she is not magical. Now herbalism is nearly all that she is allowed to know. She is beginning to dabble in alchemy, but needs more equipment.

She stays close to her herbs in the wilderness, and avoids the awkwardness that would come from living past a normal span of life if she were in a city. Also, she’s not too keen on seeing non-elves and non-fae around her die as she lives on. But if found, she’ll start friendly. News of the state of kingdoms is of minor interest to her, and so are trade goods she can’t make herself. If asked about the druid, her directions can let you reroll once on the random encounter table.

She has an unlabeled, poisoned, bottle of wine. Constitution save or 1d6 con damage. Secondary effect: fatigued & bleeding. After 6 points of bleeding damage, make another con save versus drowning as the lungs fill with blood. The bleeding continues until magically cured or the poison is neutralized.

Fae or Fey:
Fae are some mixture of curious, alien, whimsical, callous, and obliviously uncaring.

00-24 Group of tiny to small fae, Sprites. (Flower sized up to 1.5 ft tall. If provoked, armed with arrows and can summon insect swarms.)
25-30 A satyr carrying an umbrella is riding a large orange and white stripped cat. This friendly fellow wants the small favor of delivering a locked scroll case to Granny Smith at 04.01, and will pay with the Umbrella of Endure Elements. To ensure you keep your part of the bargain, the cat will carry both until delivery is complete. The scroll case is also trapped, and simply contains a love letter. Once delivered, the cat fades away 1 body part at a time, smile last.
31-40 Ram merchant: This small fey is riding a trained ram with saddlebags. The ram knows the tricks guard, attack, and several others. Will offer feycraft or exotic wooden armors in exchange for magical text from the Eburnean empire in 00.07 or 00.08.
41-50 Goose jesters: These 2 small fey are riding a large horse sized goose, are wearing jester outfits, and look worried. Both have 2 levels of rogue. They offer a morphic (can change material types) dagger for historical or entertainment records from the Eburnean empire in 01.05.
51-65 Beauty: a charismatic fae of either gender will seduce a party member, aiming at the willing, the low willpowered, and the charismatic, in that order. If the player goes off with the Beauty, they do have a night of passion that seems fuzzy in their memories, but they next appear in the mortal realm 1d4 days later 1d6 -1 miles away.
66-90 Medium group: This group demands to be entertained, by each member of the party. At least one is noble and all are arrogant. If someone fails, they will be cursed. (The curse may be related to the entertainment attempt, or something inconvenient like being forced to break out into song the next time you make an attack.) If everyone succeeds, you may earn a minor spell like pass without trace, speak with plants, or speak with animals. If someone succeeds greatly, that individual may earn a reverse curse such as a bonus to an ability score, though the fae will connive to keep this interesting person with them while being dismissive of all lesser attempts.
91-98 Dryad (A tree inhabiting fae.)
99 Wild Hunt: during the day this will be a murderous Red Cap giving notice that the group will be hunted that night. At night, a number of large fae equal to the number in the party, riding nightmares with hellhounds and trained owls will pursue the party. In addition to fae magic, at least 1 fae will have ranger levels equal to the highest level in the party +2. The nightmares and hellhounds are part fae themselves. The wild hunt causes fear to all within 30 ft, and fear to the hunted overnight (will save). This should be an impossible fight, and one the party can’t hide from. The only choice is to run all night to leave the hex.

Elven Ranger:
level = 2+1d8
All elven rangers have bane arrows against their favored enemy, and consider themselves more protectors of the natural order than vengeance seekers.

25% of the time, the ranger has other rangers of lower level with them equal to the party number. Extra rangers and animal companions remain hidden unless attacked or a topic relevant to a favored enemy comes up.

Favored enemy:
00-01 goblinoids (goblins & orcs). Master Bowyer: see below.
02-20 giants (Trolls, giants, ogres, etc. Will share local information about same, and ask for help against the frost giants in 09.07. Has a flaming bow.)
21-22 fae (Has cold iron arrows. Will warn about the wild hunt.)
23-24 vermin (insects, giant insects, etc)
25-48 humans (30 % to have a seeking bow that ignores concealment.)
49-50 lycanthropes (Has a holy bow and silvered arrows.)
51-70 undead (Has a holy, ghost touch bow, and an extra ghost touch bow for sale.)
71-80 abberations (30% to have a speed bow, granting an extra attack.)
81-99 evil outsiders (Has a holy longbow and adamantine arrows.)

Master Bowyer: This ancient elf makes beautiful masterwork bows and arrows of all kinds. He lives in a massive tree with various small workrooms among the branches next to the trunk. He has a small jeweled ring of a ruby set in a circle of lapis lazuli that can cast Quench Flames at will, and an enchanted acorn that can take him far away. Roll on favored enemy table again, as those rangers are serving him.

He is accompanied by his elven wife, who is an 8th level cleric. She is responsible for making bane and holy, bows and arrows. As such, she's been the target of various evil creatures. She wears heavy fortification elven chain armor (immune to sneak attacks and critical hits), has a periapt of proof against poison, and otherwise cast daily defensive buffs. She has a random low level spell caster to aid her.

The Druid:
This wild man dressed in skins and woven bark is anti-civilization. He is medium to medium high level, and the chief druid for this region.

Cities nearby may have crop failures, plagues, and fires (summoned fire elementals), all tracing back to him. Ships in the region spring more leaks than they should (warp wood), particularly along the coast in 02.01. Bridges and roads are routinely sabotaged (Stone to mud) and washed away. While barbarians may have their crops and flocks blessed in the hope of their eventual overpopulation. His trigger limit is at about village size and any group clearing trees without replanting. Open pit, or strip mines also set him off, and are subject to collapse, filling with water, etc.

Undead are one of the few things he hates more than civilization. He might provide aid against them. He is friendly to elves, respects the dangerous fae, has helped some halflings with their hill dwellings to be more environmentally friendly, tolerates the gnomes who help him with illusions, is indifferent to dwarves, and dislikes both humans and constructs.

He has hidden away several breeding colonies of the Bokereyder goatmen from 04.05.

He has a Ring of Invisibility, which he will use in combat while summoning additional allies (animals, elementals, etc).
He has a green organo-silicate gem set in his chest that grants him +5 bonus on Sense Motive.
He has a one use, small, crudely carved stone figurine that looks to be made out of coal. It looks like a bug. It is a rust monster. (If used, it might be able to be reenchanted, provided another rust monster.)
Other magic items as appropriate to his level.

He is attended by a small elemental or mephit at all times, in addition to his animal companion.

The land, elementals, elves, animals, and spells all will alert him to the presence, composition, and behavior of the party long before he lets himself be seen. He has been the one to gather the various unusual animals and beast here near the thin barrier to the fae realm. And he has awakened a wide variety of them.

08.03 (The real Fountain of Youth) Bombadillo

What nobody frequenting the Fountain of Youth downhill (06.03) seems to know nowadays is that there is another fountain of youth hidden in a dale somewhere in the same Breakwind Mountain range, which would likely be the...source of the legend: it’s a shallow pool of hot water about two hectares wide, deep on one side only (the furthest from the dale’s entrance) and shallow for the remainder.

1) The hidden dale and the pool of hot water
One can only stumble into this dale as no trail leading to it exists anymore, although sections of the old path can still be spotted by a wanderer’s trained eye: the pool is located at a high altitude in a strangely temperate dale, heated by its natural warmth even in the dead of winter.

The pool’s water rejuvenates the body and heals the physical wounds (spiritual wounds need a different type of healing, sadly) as long as a person takes a bath in the pond for a given time: at least 1d4+1 hours for young men and women, 1d6+2 hours for grown men and women, 1d8+3 hours for elderly people.

Since the physical conditions of each person differ, even the pool’s curative effects on individuals vary: what it can do and to which extent depends on genetics, probably.

2) Timmy and Tommy
You’d better wait before setting out to find the place though: the dale is still inhabited by two fearsome creatures that nobody knows of - nobody living, that is.
Since their name are unknown, we’ll call them Timmy and Tommy.

2.1) Timmy the scourge
Timmy is a huge tentacled creature that usually snoozes in the pool’s deep side: as soon as anything touches the water surface, it awakes and spies its movement from ist nest.

Some time later (usually between one and two hours later) it attacks every bather in the pool, starting from the closest: it grapples its victims and tries either to drown them, maim them or tear them to pieces; it’s very moody, hence it can attack several targets at once or attack a single target several times at once depending on its whim.

Timmy is a magical creature but is particularly vulnerable to ice (even magic ice) and especially by anything that freezes the water it swims into. Even during combat it regenerates a small amount of its health thanks to the curative effects of the water it is plunged in.

2.2) Tommy the slug
On dry land there’s Tommy instead, a huge snail-like magical creature that lurks in the dale. When trespassers reach the dale, it feels their presence and awakes, watching them unceasingly: then, if the newcomers haven’t left yet, when night falls Tommy attacks their camp.

Tommy has razor-like fangs and its mouth is big enough to swallow a man whole: its vicious attacks also include a squeezing attack to smash the opponent under its heavy mass. Its rubbery body also exudes a slime: opponents touched by this slime have their attack and dexterity lowered as it sticks to them and makes movements difficult.

Tommy is vulnerable to both fire and everything that dries moisture off: salt, for example, damages it severely; throwing salt enough at it would dry it out and kill it almost on the spot.

After combat, when the trespassers have been defeated, Tommy enters the pool to regenerate its wounds, then hides again somewhere in the dale. While in the water it isn’t attacked by Timmy as it’s recognized as a friendly ally: this might lead prospective watchers to speculate that both creatures have been put there as guardians by the ancient builders or discoverers of the fountain.

08.04 (Chaat Pass) rebuscarnival

Map created with Hexographer by Inkwell Ideas.

General Features

The twin peaks of Chaat & Bn'Chaat are seperated by a mountain pass that gives access to the Rhystifal
range to the south. The terrain is rugged and impassable on horseback, although more sturdy pack animals are all but required for the arduous travail. Dwarfs and Gnomes are at home here, although few choose to call this region home.

Roc's Nest

The great Roc of The Range makes it's nest in the craggy folds of Bn'Chaat, the northern peak. The bird is old and tired, but no less fearsome than in her youth. For decades she hunted adventures around the bay for sport, collecting a veritable king's ransom in the process. Today she feeds mostly on the unlucky goats that run rampant on the rocky slopes of the eastern range.

If tracked to her nest, and if the nest can be reached, adventurers may recover a magic breastplate worn by a previous victim; an abundance of assorted coins and gems; and 1d4+1 tail feathers from the roc which are prized for their use in crafting magic items related to flight. Attempting to fight the roc, or being caught by it, would be a very quick way to becoming its next meal for all but the most able adventurers.

Cave of Shadow

Hidden high in the eastern mountains is a cave of myth and wonder. A single tunnel winds deep into the mountainheart, where it opens upon a spacious cavern with broad, smooth walls. In the bronze censor hanging from cavern's roof burns an eternal flame of emerald hue. The censor is capped so that only the faintest light is visible, but a sliding door allows the fire to illuminate the far wall of the cave.

Shadows cast by the emerald flame upon the cavern wall miraculously come to life, free to act upon their own. They are still shadows and cannot easily interact with solid objects, but they speak the language of dreams and can serve as messengers and spies.

Beware that living shadows are not particularly well disposed to their breathing kin and may prove treacherous to the ill-prepared.

08.05 (The Peaks of Rhystifal) Albia

This twisting and turning group of mountains creates a maze-like labyrinth through the territory. Outsiders believe its description to be the product of rough terrain and difficult travel, yet there is truth in the words. The very landscape itself is apt to swirl about itself at intermittent intervals. Ever so slowly, the outer mountains creep and connect, blocking paths and stranding the unluckiest of adventurers.

At the center stands the only immovable structure, known only as the Green Brow. Despite the majority of the region boasting desolate, stony outcroppings, this rather magnificent peak is covered with rich foliage. From the bright emerald blooms of thriving trees to the humble and earthy greens of heather, the Green Brow stands proudly for all to see for several miles (kilometers) in every direction.

Vegetation appears to struggle to survive in all but a few pockets. Close inspection shows no obvious reason for this desolation, and there are no obvious clues as to why the region is so devoid of life.

Possible Layout 1

Map created with Hexographer by Inkwell Ideas.
Possible Layout 2

Map created with Hexographer by Inkwell Ideas.
Note the fixed positions of small hexes 01.03, 02.06, 04.05, 05.04, 05.05, 07.02, and 07.07. All other small hexes are apt to change at random intervals.

Small Hex 02.06

A picturesque lake sits nestled among the craggy mountains. The descent is steep from practically any path, and it can be more dangerous to find a way out, rather than in.

Sunlight only finds its way to the water’s surface during its zenith, making the temperature strikingly cold. However, this also provides an ideal environment for the denizens of its depths.

Should any travelers dare to explore the edge of the lake, roll 1d6 on the following encounter table.

Lake Encounter Table

Find 1d20 gold coins washed up along the shoreline
Encounter a group of parasitic tadpoles that immediately attach themselves to the entire party
Discover an ancient elephant tusk in the shallows etched with archaic designs of unknown origin
Uncover a chest with 1d10 locks: Each is simple to pick, but takes time on the journey to nothing of interest
Spot an enormous water snake writhing near the center of the lake
Experience a sudden and violent storm that forces an immediate retreat in response to the rising waters

Small Hex 04.05

A smattering of well-kept cottages sits at the base of the Green Brow and represents the entrance to the spiraling stairs. The scene is pleasant, but eerily silent.

Upon arrival, travelers will likely encounter a single male human who is unable to speak nor hear. There is something not quite right about him: He appears to be middle-aged and offers up a smile, yet he should act rather mechanically. All forms of communication result in answers of gentle nods.

Exploring the cottages will reveal that their interiors are practically empty and missing several obvious necessities, such as food, methods to cook by, and entertainment. There is nothing necessarily malevolent about the area, yet it should be quite obvious that things are not quite what they might seem on the surface.

If adventurers stay near the cottages long enough, they will encounter about a dozen similar male and female humans descending the steps of the Green Brow. They are each unique, yet oddly similar. Additional attempts to communicate will result in the same mild smiles and gentle nods.

There are empty cottages that can serve as safe places to rest. These thatched cottages are clean and comfortable with working fireplaces made of beautiful stones.

Those who spend the night have a 50% chance of witnessing the villagers collecting shovels, picks, and other various tools and ascending the steps of the Green Brow. Those who follow should move onto small hex 05.04 for more details of how to proceed.

Small Hex 05.04

The Green Brow is a single peak with a sheer face at its base. Those approaching from everywhere but small hex 04.05 will encounter curiously smooth rock cliffs that are extremely difficult to climb. Any attempts to do so require advanced climbing gear and a great deal of experience. Travelers are better suited to exploring the base in order to admire the towering trees and vegetation just out of reach.

Should the adventurers spend more than a few hours circling the Green Brow before reaching small hex 04.05, they will encounter a female human who is polishing the cliff’s surface with an advanced sort of tool. Her motions are precise and perfect as she scrapes away any roughness. Her meticulousness appears to be the source of the smooth cliffs that make it nearly impossible to scale the Green Brow.

Any communication with her will, as in small hex 04.05, result in mild smiles and gentle nods. Additionally, she appears to be entirely mute and deaf. Interfering with her work will do no harm unless violent, in which case she will attack rather harmlessly with the tool, dealing minimal to no damage even under the unluckiest of circumstances.

Travelers may observe her for a time, or choose to follow her. In either case, they will get the idea that she is not entirely alive. Respiration does not occur, and should she be injured by the party, there are no signs of damage nor pain. As with all of the apparent humans in this area, she is but a mere shell directed to maintain the Green Brow.

After an encounter in small hex 04.05, travelers will find the only easy way up the mountain: An ornately carved set of stairs cut into the ground and carefully maintained. Following this path will show that it is an ascending spiral that leads to the summit. Surrounded by beautiful vegetation and trees, it makes for a beautiful and picturesque sort of journey.

Should any travelers choose to ascend the stairs, roll 1d6 on the following encounter table.

Green Brow Encounter Table

Encounter a pair of black-headed eagles that attack from the skies
Find one of the strange humans raking away a large footprint to hide its existence from view
Witness a shuddering of the entire ground with no apparent cause, during which travelers may fall to the ground
Spot one of the rare creatures of the realm foraging or resting among the brush near the stairs
Gather a selection of delicious foodstuffs such as fruits or berries that replenishes the party’s food supply
Discover one of the humans lying near the stairs: Investigating it will reveal it is a robot, magical or otherwise

At the summit, set into a rock face, is an enormous wooden door roughly the height of 3-4 humans and much wider. It is adorned with glyphs that are not easy to decipher.

Travelers may sketch these or find another way to make note of them, but they are only translatable by an expert, likely found in Bightwater or another populated area. To those with the skill or time to understand them, they read:

Enemies beware the sound of thunder.
Leave at first light,
Enter at first night.
Peer not into the eyes of the living,
Haunt the thoughts of the dead.
All is yet to come,
Never again to pass.
To the ivory throne one may pass.

What is most important is the fact that the passage begins with letters that spell out “ELEPHANT.” A master translator should make note of this fact and potentially offer up a clue as to the existence of the Stealthy Elephant: A creature so ironically large that it makes no sound.

It can hide in the open without being seen, shake the very earth without drawing attention to itself, and otherwise find a way to exist in the world without others ever being aware of its existence. It is for this reason that the creature type should not be a well-known fact to most, if not all, travelers and adventurers.

There is no known way for humans to open the door. Magic simply does not work, and there is not enough force to make the door budge. Travelers who reach the summit should experience something of a letdown as it appears the journey was for nothing. This is far from a trick, however, as only those who are steadfast and do not give up easily will be rewarded.

If a traveler pays careful attention to the translation, he or she should find a way to reach the summit when the sun has completely set.

Doing so will give the traveler a view from the Green Brow at nightfall, preferably on a clear night. The ground will rumble and shake as the sound of distant, thundering footsteps approach. Only a single glimpse of a Stealthy Elephant may be experienced, and it forever changes the traveler in a way that immediately and permanently increases an aspect of his or her character.

Additionally, a Stealthy Elephant will always follow the traveler. It will never be seen again, yet it will confuse enemies and otherwise do unusually stealthy things.

Small Hex 07.02

This strange area is rumored to be haunted by the ghosts of fallen elephants. Those who visit call it the Elephant Graveyard, although there is no proof of any fallen creatures.

The party may encounter lone travelers who have spent their lives digging for bones and tusks, all to no avail. These individuals are unsociable and know they have wasted years, all in vain. Nothing can deter them from their mission. They are doomed to dig forever.

08.06 (Just a village, move along) birmy

Nestled against the north side of this mountain peak is a small, nameless village serviced by a stream that flows from a spring further up the slope. Its inhabitants make respectable livings through their crafts and services, though they enjoy healthy expressions of sport and art. Most conflicts are resolved through communication or, if necessary, legal recourse. There are no looming magical threats, no supernatural predators waiting beyond the periphery, no would-be conquerors waging war, no monsters lurking nearby, no insidious plague about to be unleashed, no threats to the fabric of nature and/or reality, no bandits, no intrigue, no imminent betrayals. People go about their lives enduring no more than the usual setbacks and conflicts.

It is, in short, exactly the kind of thing the passage of countless adventuring parties fighting countless evils has sought to create.

Player characters attempting to disrupt this village will be politely but firmly asked to leave.


08.08 (Domes of Roland) rebuscarnival

Map created with Hexographer by Inkwell Ideas.
The Feahethered Waste
The Dark Zone
Roland's Tower

General Features

The Keegsquos Plateau is incongruous with the southeastern mountains, its steep circumference a short distance from the slopes of the surrounding peaks. From the surrounding mountains, the six Domes of Keegsquos Plateau resemble enormous, mile high soap bubbles resting on the barren mesa. Each dome is equidistant from the unnatural column of rock that stands in the center of the plateau. The top of this tower is perpetually obscured by grey-purple clouds.

Each dome has an oily, reflective surface ever-churning with mystic force. The surface can be easily breached with gentle force but will repel forceful attempts at entry. These domes are the upper hemisphere of mystic globes that each house a separate pocket-universe.

Beyond the rainbow-mirror is an artificial crater half a mile deep. The domes magically regulate the climate in these self-contained ecosystems and are the source of the unusual weather found at habitat.


In this forest no two trees are the same. The soil here is so enchanted that any item buried will grow into a magic tree whose branches can be used as wands and whose weirdling fruit produces strange effects when consumed. The properties of these wands will bear some relation to the item planted, although the connection may tenuous and very often absurd. The dome over Wandwood accelerates the growth of these trees and a tree will mature to can grow in as little as six months. A side-effect of this process is that Wandwood experiences the cycle winter, spring, summer and fall daily.

Wandwood is protected by The Wand-Weird, and strange, fractal construct from the Elemental Plane of Wood. The Wand-Weird goes dormant during winter and rejuvenates each spring. The Wand-weird has 4d4 appendages, each serving as a wand with a random magical effect. These effects are most powerful in fall and weakest in spring. The Wand-Weird considers each tree to be the property of the person who planted it, and will attempt to stop trespassers from damaging the property of others. It will plant any casualties beneath the injured tree as compensation.

The branches of trees in Wandwood can be snapped off and used as wands by anyone. They carry 2d20 charges each. The wands lose their power once outside the dome and will loose all their charges in 2d7 days.

Branches from a gnarly old tree at the heart of the forest can be used to create a portal to the Elemental Plane of Wood.

The Draugh

The Draugh is a miniature sea, complete with an encircling ribbon of beach and ebbing tides that rise and fall under the sway of an imaginary moon. Floating in the sea are thousands of sleeping demihumans of sundry pedigree. The dreams of these water-borne people flow through the waters of The Draugh where they are collected by the gargantuan Mind-Fluke. Lurking in the deep water, the Mind-Fluke mixes the dreams in its own cortex in, weaving the dream-lives of the buoyant into a collective subconscious.

The water collected from the sea will cause sleep on contact (save allowed). Drinking the water will cause the imbiber to enter a waking dream and join the collective subconscious in a lucid state for 7d24 hours. The Mind-Fluke can manifest dreams in the prime material plane and will do so to protect its wards. The fluke will not allow the buoyant to be extracted from the sea and will use its strange powers to stop kidnappers.

There is no bottom to this sea and swimming deep enough will bring divers to the Elemental Plane of Dream.


The sweltering, prehistoric jungle of the Dinodrome is home to the great Woolly Dinosaurs. Hairy sauroids of every description are found here, locked in a brutal (and adorable) struggle for survival amongst the giant ferns and ginkgo trees. In the center of the habitat is a long abandoned arena in the architectural style of the Ant-Men (04.02) where once the Woolly Devils of the Dinodrome were pitted against one another in mortal combat for the entertainment of their insectoid tourists. The arena is a treasure trove of Ant-Man technology, including a star-craft similar to those found in Goold's Labyrinth (04.02)

Woolly Dinosaurs make extremely comfortable mounts. Their pelts come in every imaginable color and fetch a lofty price in the fashion houses of Bightwater.

Beneath the arena section of carpet that teleports those standing on it to the Elemental Plane of Shag.

Oozehalla (Pyramid of the Slime Lord)

Drifting aimlessly in the swampy depression northeast the Roland's Tower is the great Crystal Pyramid of Surimoo. From this prismatic fortress the Slime Lord reigns over his viscous empire of ooze-hollows, sludge-pools, pudding-bowls and jelly-pits that coat this habitat from one end to the other. His subjects are engaged in a glacial conflict of dominion over which the Slime Lord bears only witness. He is content to let natural selection promote the fittest specimens into his menagerie aboard the Crystal Pyramid and revels in the plodding conflict from his eternal bath aboard Surimoo.

The Crystal Pyramid is a living maze of mirrors. This crystalline entity is itself a species of astral pudding which can be found living on the surface of young stars, but which freezes into a platonic solid in cooler climes. The creature's immune system produces Crystal Guardians that will attack foreign bodies as infection. At the apex-chamber of the pyramid is the Slime Lord's cistern, a bathtube filled with the translucent jelly that acts as a conduit between the wizard and his subjects. The large glass vessel serves as a gateway to the Elemental Plane of Ick when the appropriate ooze is applied.

In addition to breeding and training his collection of oozes, slimes, jellys, and puddings, the Sultan of Sludge is known to manufacture a variety of symbiotic garments from the remains of his gelatinous wards. Collectively, these garments are called GelMantles. These are living slimes which affix themselves to a host and draw sustenance by consuming blood and tissue. The symbiont cannot survive for more than a few hours without a host. There are countless expressions of GelMantles, some examples are given below. GelMantles are incompatible with one another and will attack cohabitants with deadly endotoxins.

Fix around face for air supply and eye protection. Can be stretched to cover entire body
Fix over shoulder for psudopod appendage. Allows trual wielding.
Fix to abdomen. Doubles daily healing and can filter toxins from the blood.
Fix to chest. As plate armor with no penalties
Fix to ears and stretch over mouth. Allows Speak and Comprehend languages.
As Wand of Counterspell 1/day.

The Feathered Waste

The dry, punishing heat of this desert-dome supports virtually no native creatures. Instead, a forest of feathers fills nearly the entire habitat. In some places this plumage is so think that navigation is impossible; in others it is extremely sparse. From time to time, banditos and other folk that wish to be left alone have made their beds in the Feathered Wastes, leading to rumors of hordes of treasure hidden throughout the valley.

The feathers themselves have several interesting properties. When used as fletch they improve the accuracy of arrows and allow such arrows to strike supernatural creatures normally immune to physical weapons. Pillows filled with this down are said to bring sound sleep and true dreams. Quills fashioned from these feathers are used by the communists of Montesole in their abhorrent self-mutilations.

Hidden amongst the plumage is the stone well that leads to the Elemental Plane of Eggs.

The Dark Zone

This dome exists in perpetual night and any light source brought through the dome is immediately extinguished. Those few who have had a witnessed the true nature of The Dark Zone by means magical or otherwise have gone quite insane. Val Taddo is one such person, who now resides beside the bay at The Palace of Inspiration (04.02).

This zone is the Elemental Plane of Darkness. It is yet unfinished.

Roland's Tower

In the center of the plateau is an unnatural tower of stone that stretches into the dense, purple clouds that seem to perpetually enshroud the peak. The walls of the tower are flat and offer no purchase for an enterprising adventurer. Access to the summit must be had through more spectacular means.

Upon the summit is another dome, although this a miniature example of the shields found below, measuring only some 300' in diameter. Unlike the other domes, the mirrored surface of this envelope cannot be penetrated by any conventional means. A Wand of Feathers will part the way, and inventive explorers may divide other methods of egress.

This is the workshop of Mad Roland, a Magus of the 81st degree, and it has been sealed for centuries. Roland sought to upend the cosmic order by devising a new set of base elements from which he might create a Prime Material Plane more suited to his tastes. To achieve this end, Roland constructed the domes below as incubators for his Planar Ambition*. Each dome would gestate the neonate dimensions until they could be installed in the Grand Design. Four of the six successfully generated new planes of existence, one can be counted a failure and the last is yet unfinished. A remarkable feat nonetheless, the ramifications of which surely hold monumental consequence.

The scrying pool allows observation of all six domes.

Roland's workshop is also the location of the Weather Machine, an apparatus that controls certain influential weather spirits of the region. This machine can be used to activate any of the events on the Weather Table and can be used to introduce new meteorological phenomena limited only by the wildness of one's imagination. New events should be added to the Weather Table as appropriate.

  • Not to be confused with the fragrance of the same name found in the perfumeries of Candlewyck.

08.09 (Deepburrow Hills) Bombadillo

If there’s one thing all scholars agree on (Gnome scholars at least) is that the Gnomes grow such fine tastes: and the Gnomes of Deepburrow are the epitome of such fine refinement.

1) Deepburrow Hills
The pleasant Deepburrow Hills are very welcoming to all travelers: climate is just perfect through the year, lush forests are scattered all over the region and no real dangers are known, besides the odd wandering beasts that can be usually found in the wilderness.

The hills take their name from Deepburrow, the biggest Gnomish community this side of the Breakwind Mountains: in this underground network of galleries and burrows spanning over several miles dwell about five hundred restless Gnomes - or Gentlegnomes, as they take pride to call themselves.

Although as reclusive as their race usually goes, these Gnomes are quite friendly with all the strangers they meet: they never refuse hospitality to anyone who’s not openly acted as an enemy; of course their guests are expected to endure the unceasing practical jokes the excited Gnomes put up in their honor.

2) Deepburrow’s Gentlegnomes
Deepburrow’s Gentlegnomes take pride in two things: their big noses and their tastes as far as dressing goes, both of which customs may look weird to all non-Gnomes.

2.1) Jumbled clothes...
«Clothes make a Gentlegnome» is a common saying among Deepburrow’s Gentlegnomes, who take pride in the way they mix and match their apparel: high hats, knickebocker trousers, wingtip tails, bow ties, walking sticks of weird design - all of which often in bright and vivid dyes - are everyday attire for these Gnomes, usually matched with other clothes of clashing style or colors. To the other Deepburrowers, the way a Gentlegnome dresses tells a lot about the individual tastes and status; to a stranger, it just hurts the eye.

It’s not unusual to see a funnily dressed Gentlegnome commenting on another Gnome’s clothes, while at the same time reeking a foul-smelling flower, which helps introduce the next big thing about Deepburrow’s Gentlegnomes: their noses.
And «big» is an appropriate adjective when talking about them.

2.2)...and big noses
Even under Gnomish standards, the noses of Deepburrow’s Gnomes are big: and they’re quite proud of them, insomuch that they think one’s nose is a sign of distinction.

Big noses have such an importance for the community life that the Deepburrow’s Gnomes also choose their leaders not by their skills as much as by their nose sizes: not that this makes much of a difference for the usually ungovernable little lads.

2.2.1) Nosembrance, Nosember’s nose contest
Each year in fall, during the month of Nosember, Deepburrow’s Gnomes hold a festival, called Nosembrance: among the many other Gnomish customs that take place during the week, there’s also a nose contest with different categories, whose winners are then given medals and ribbons that the Gnomes show off by just sticking or hanging them on their superb noses.

Every three year this festival also doubles as Deepburrow’s elections: the Gnomes deemed as the community’s most excellent Gentlegnomes (which combines the biggest noses and finest tastes in dressing) are then chosen as their representatives to lead the community over the next three years. Of course, being Gnomes, nobody listens to them: hence the office is mostly a nominal authority but also one that adds to a Gentlegnome’s reputation.

Currently Deepburrow’s council counts thirteen elected officials: the head is Mitzcallo Callonzio, who at the last Nosembrance elections (held two years ago) won almost every major award. He’s still young though, being in his 150th year or so,

3) Links with Montesole (09.09)
Deepburrow’s Gnomes know what’s going on in the fortified city of Montesole: they know the commune is led by a dark druid that makes blood sacrifices to the ancient vine. They also know of the secret tunnels that lead both in and out of the cellars. They won’t start talking about Montesole though: they will also try to answer evasively to any direct question about it.

Sometimes the wine merchants that trade Montesole’s Blood-Red wine stop by in Deepburrow and are welcomed by the Gnomes: yet the Gnomes never buy - let alone drink - that wine, even if offered to.

09.00 (Trickster) TTDG

It is flat. The horizon seems far away, and the sky seems bigger here. Small windblown trees dot every mile or so, usually where water is, but occasionally along a property boundary. There are farms here clustered along a looping road, supplying grains, corn, and vegetables to the city. Farmers visit the central village (Desperation) weekly, and the city only after harvest. It smells of dust, ozone, & sun baked dirt. Due to the wind and heat, you’ll need a source of water every day.

Rumors / local knowledge:

The weather can be rough on the grasslands.
Interesting caves lie beneath the featureless plains.
A local god dwells here.
The people over in 08.00 are weak.

Random Encounters:

00-14 Nothing but more grass and a few dried cow patties.
15-20 Cave (see below)
21-28 Dry creek bed. Roll 1d6 for type of tree here: horse apple, persimmon, hackberry, walnut, cedar, willow.
29-31 1d4+1 coyotes. Somehow you think they are laughing at you.
32-39 Pond, covered in green scum. The 1st such pond you find has a medium sized snapping turtle that seems aggressive and territorial. Make a spot check to see its nose above water before it makes a surprise attack.
40-44 Flock of crows wheels in the sky and settles in the next group of trees or farm, cawing loudly.
45-50 Human scout on a swift horse. He has a high hide skill, but he’s letting himself be seen. He has a tomahawk and shortbow. He has an eagle feather in his long black hair, and a bear paw necklace. He’d have to be heavily bribed to take you back to his tribe (51-52). He keeps saying “you should leave” & “plains are not for you”.
51-52 Human barbarians in nomadic tents. You’ve already been seen long ago. There are 30 or so people here consisting of a dozen warriors and their families. Even their women can fight. There is both a mid level shaman, mid level chief, and at least 1 lycanthrope. Their leather clothes are decorated with seashells. They are constantly watchful, but will trade meat, water, pipeweed, and local knowledge for metal knives, needles, axes, whiskey or other hard alcohol, and horses. They could take you to a new cave per day, to the road or village. They don’t know common, nor can they read or write, so communication is by hand signs. Well, the shaman knows common, but he hides it.
53-55 Thirty five orc barbarians wearing bull horned helmets are on the move. Hostile, but warry. They want to steal, and don’t mind beating you up until you surrender. Similar to the orcs in 07.00, with the extra 5 members being were-bulls. A couple will scatter caltrops behind you, before joining the fight.
54-60 Were-bull. (If bitten or gored, will change into a were-bull next full moon, including possible gender change to male.)
61-69 Carnivorous lizard, orange and black stripped, 2-6 feet long, and poisonous to touch. Fortitude save or be confused for 1d4 hours, secondary effect slowed.
70-79 Buzzards. Roll 1d4 for the number of buzzards circling in the sky. You are probably not used to noticing them the rest of the time.
80-89 Were-buffalo. (If bitten or gored, will change into a were-buffalo next full moon and roam the range. Neutral alignment.) Will be with 1d4 other buffalo.
90-95 Farmhouse. Seems abandoned. 50% it is made of sod.
96-97 A half orc rogue is leading a string of 6 horses somewhere fast and sneaky. Horsethief is the word that springs to mind. There is a reward (cost of 6 horses) in the village.
98-99 Trickster (See below. Reroll if you’ve not yet spent a night here.)
Your first night here you will encounter the Trickster. Other nights just feel desolate. In the morning 10% chance per person some small poisonous snake or scorpion is in your bedding or clothing, unless you slept in the inn.


Weather here tends to be sudden and intense. It can spring up in 30 minutes. It comes from the west 75%, the south 5%, and the north 20%. There is almost always some wind. Major weather happens every 3 + 1d4 days. Roll 1d4 to see where you are in the cycle when you first arrive.

01-07 Tornado unless it is the winter, in which case hail. Hail: 1d4-2 / round for 2d6 minutes.
08-16 Dust devil: a low strength tornado filled with dust.
17-25 Dust storm. You can not see anything. Unless you have a dusk mask or are in a cave, make a fortitude save. 2 failed saves in a row, and start taking drowning damage.
26-45 High winds. Small sized creatures are blown off their feet unless they have shelter. Medium sized creatures have difficulty flying.
46-50 Very high winds. Medium sized creatures are blown off their feet unless they have shelter. Large sized creatures have difficulty flying.
51-55 Heat lightning; out of a clear sky a lightning bolt hits nearby thunderously.
56-75 Lightning storm. Very dramatic. If you don’t have shelter, are on a mount or standing, or are wearing metal armor, get hit by lightning once as the call lightning spell. Reflex save for ½ damage and to be deafened.
76-79 Lightning storm with hail. First one then the other. If you don’t have shelter, are on a mount or standing, or are wearing metal armor, get hit by lightning once as the call lightning spell. Reflex save for ½ damage and to be deafened. Hail: 1d4-2 / round for 2d4 minutes.
80-81 The heat makes a wavy mirage. 50% chance you see the next encounter coming.
82-94 Temperature extremes: regardless of season, your clothes are not enough today.
95-00 Heavy rain, unless it is winter, in which case ice storm. Creeks and streams flood or everything is coated with an inch of ice.

00-09 Salt lick. A mineral formation brings salt to this under surface. You can see signs that many animals have been here.
10-22 Salt lick with 1d4+2 swarms of bats. A mineral formation brings salt to this under surface. The floor is covered in slick guano.
23-33 Salt lick with a choker hiding in the cave. (It gets an extra action every round.)
34-40 Mushrooms! If anyone eats them, fortitude save for 1d4 hours of paralysis, after which you swear you had a religious experience.
41-45 Carved rock and an orc tribe. Sunbaked mud bricks further section the cave into dwelling. There seem to be too many orcs here for the size of cave it is. They also have 2 ridding wolves (worgs) as guards. The leader wears a coyote skin head dress. The shaman wears a crow foot on a necklace. Their clothes are embroidered with outlines of crows. The orcs are friendly. They invite you in, offering you food and drink for ‘news of the world’. It is poisoned. Fortitude save or sleep 1d4 hours, secondary effect save or blind 2d6 minutes. (If you roll this a 2nd time, the orcs are simply hostile and attack on sight.)
46-50 Altar. A stone block in the center, room to dance around, & alcoves at the edges. There are unlit torches along the walls. The walls are covered in carvings of half animals, animal headed people, crows, snakes, coyotes, and depictions of alcohol. A small, locked, trapped, metal chest contains a silver cup (residue of blood), 2 bottles of wine and a bag of white powder. The powder if drank drops your intelligence by 1d3 and wisdom by 1d3+1 for 1 hour, but it clearly taste bitter & sour. If smoked it does one half or the other of that and causes hallucinations. (If you get this result again, reroll. You know where this cave is already.)
51-56 Human skeleton in poor man’s rags, bound with rope. Otherwise, the floor of this cave has some loose sand.
57-58 This wide overhang has been used by animals for shelter.
59-64 The walls glitter with what might be silver. Wonder how far the lode extends? (If you get this result again, reroll. You know where this cave is already.)
65-79 Sulfur spring is healthy but it smells undrinkably bad. Make an easy willpower save to drink. There are a handful of gold coins in the rotten egg smelling water.
80-89 Natural spring. You can see signs that many animals have been here.
90-99 Natural spring with mushrooms. There are also stacked crates of potatoes, carrots & onions here. The latter is a mimic, which attacks when you get too close.

Appears to be the same race as one of the PCs, with a wide hat and 2 crow feathers stuck in the band. His face tends to be shadowed, with a whiskery mustache sticking out. He's got a baying donkey nearby. He’ll offer a friendly fire and friendly drink the 1st night, but some trick will be set up by morning.

He is evil, but not in a kill you sort of way. He delights in fooling people, indeed he lives for it. Tricks range from minorly amusing to cruel. He can pick any pocket, bluff & lie, detect thoughts, cast illusions at will, and not detect as evil, magical, or powerful unless he wants to. He’s most active at night, but not restricted to it only. He can keep track of people across the miles and show up again and again, in different guises if needed.

If there is a paladin or monk in the party, he will try to engineer a situation that would make them seek atonement or fall. A good sport, or someone respectful of him, will draw less of his attention. Conversely, anyone uptight, straight laced, or self righteous may catch his eye for months. A trickster type rogue may actually get his beneficial attention. The pranking gnomes of 08.09 are occasionally inspired by him, but he also tweaks them with illusions of the wrong clothing.

He is worshipped on the new moon by most of the residents of this hex, with firelight and mood altering drugs (hallucinogens or alcohol). Those that don’t worship him here tend to be unlucky. He is friends with shapeshifters and fey, both who sense he is more than he seems. As a god, he is more of a presence than a person, more a force than an individual. You can’t kill him. Reality demands a trickster, and a trickster can always get out of every situation even when it looks like he did not.

Love potion
Illusion of land over a cliff, or ship off shore.
Polymorph to an animal, with the simultaneous illusion that nothing has changed.
Fail at gambling.
Opponents sneak better.
Pick pocketed item planted on someone else.
Salt in the coffee. Spicy peppers in the pot.
Pants unlaced followed by ambush.
Saddle unlaced. Burr under the saddle.
Boots tied together.
Sword tied in scabbard, or unstrung bow. (Miss the 1st round of combat.)
Spell components cleverly switched to turn fire into cold or vice versa.
Sleepless night of phantom noises. (No rest.)
Lycanthropy affliction.
Swapped water and high proof alcohol.
Theft of mounts.
Make a PC look like an outlaw, or engineer a scene where someone thinks the PC is an outlaw.
Accidental cannibalism.
Fake treasure map.
Partially overheard conversation.
Cursed magical items.
Surprise snake when going to the bathroom.
Wearing the wrong clothing. The illusion last until they attempt to change clothes.

Village of Desperation:
A few buildings straddle either side of the road: general store, post office, stables, saloon, blacksmith, barn, inn, doctor’s office, sheriff’s office & jail. Orcs and farmers have an uneasy truce in the village.

The saloon sells whiskey, bourbon, and rye; no beer or wine. You can get milk at the inn. The saloon is run by a prosperous rouge who keeps a loaded heavy crossbow under the counter with an acid capsule bolt. Seems like he’s some kind of half breed. He’s running weapons to the surrounding barbarians. The proof is in the locked & trapped cellar. Once a week he has some bit of current news from the city. The saloon will run a fair game of cards for 4 or more people. There is usually 1 drinker there at all open hours, and a regular game on the weekend.

The sheriff rides around in a huge animated object under his control. It looks like an iron wagon with over tall and over wide wheels. He’s 10 feet off the ground behind half cover. The sheriff is either a warlock (Limited magic, every round, all day long.) or a dragon fire adept whose breaths can entangle, at least medium low level.

The doctor is a gnomish cleric of the trickster who focuses on potions, is found in the saloon too often, and has a staff that looks like a preserved snake. His holy symbol depicts a half man, half animal, hybrid. Once a year he goes to visit relatives in 08.09, with a set of appropriately loud clothes.


09.02 (Elves) TTDG

This hex is old growth forest in a mountainous region, gradually rising to the south. A more than average amount of fruit & nut trees are scattered throughout. Near the center of the hex is Everhome. The wood elves have a few villages to the southwest. Skymeet is in the southeast. This hex has no paved roads, only gentle paths. There is a feeling of natural peace here. However, if you are evil, it feels instead as if you are being watched.

Random Encounters:

00-01 storm giant pair. Chaotic good, they get along well with the local elves. 50% you’ve come upon their home. They’ve heard that there is a Roc to the south, and would gladly pay for an egg.
02-03 wild giant eagle
04-05 unicorn (will only approach good people)
06-07 aquatic elf. Will know where the nearest creek or pond is and not be far from it. Has a loud whistle to summon help. Has an almost eel like dexterity. May know of a hidden, one way, Eburnean empire portal in the bottom of a deep mountain lake.
08-14 10+1d10 gray elves. Half are low level wizards, but all are civilians.
15-19 wild griffon
20-29 treant (An intelligent tree that is protective of trees.)
30-31 1d4+1 random halflings. They are on vacation.
32-37 low level elven (gray, high, wood) druid
38-42 low level elven (gray, high, wood) cleric
43-44 awakened animal - random (Animal has human level intelligence.)
45-46 dire animal - random (These are larger, meaner, crankier, and hostile versions of animals.)
47-48 random fae / fey
49-50 three elven griffon riders and an elven giant eagle rider. The eagle rider has a helm of telepathy and all of them will have coordinated attacks. PC’s will be asked why they are here, and had better be truthful. (See Skymeet for more.)
51-68 wood elven ranger (see below)
69-70 Dragon Slayer (see below)
71-79 normal, large animal (bear, wolf, elk, mountain lion, wild boar, ram, owl, etc)
80-87 gray elven wizard
88-89 land shark (aka Bulette)
90-99 three elven griffon riders (See Skymeet for more.)

Wood Elven Ranger:
level = 1+1d6
These elven rangers consider themselves more protectors of the elven kingdom than anything else. They may offer to escort PCs rapidly through the elven kingdom, if only to be rid of them sooner. 25% of the time, the ranger has other rangers of lower level with them equal to the party number. Extra rangers and animal companions remain hidden unless attacked or a topic relevant to a favored enemy comes up.

Randomly choose a favored enemy and equip as appropriate. But 25% of the time a ranger has a rapier of wounding that causes 1 point of constitution damage per hit due to bleeding. Curiously, the land sharks in this region are attracted to the smell of blood hitting the dirt. One will arrive 10 minutes later, following any blood trail or doing a spiral search to attack ‘food’. Land sharks do not attack elves, for some unknown reason.

Wood elves are stronger than their cousins, and favor natural colors that blend in. The wood elves cross into 08.02 more than their cousins, tend toward neutral, and find it a bit of a pilgrimage to visit, sample, and know each forest in the world. (07.03 is known as Murkwood in elvish.)

Dragon Slayer:
This scarred elf has seen better days but is still sharp. His equipment looks worn in a well used, well cared for way. He is a high level ranger with favored enemy dragon. These days his presence mainly is a deterrent to dragons expanding too far or bothering the elven kingdom. One of his swords can cast slow on a hit, and the other can cast curse. He has a holy longbow with dragon bane arrows. His fine mithral chain armor provides him with spell resistance. He can teleport back to Everhome. He can draw upon the resources of the elven kingdom to be properly equipped for whatever target he chooses (defensive buffs), and assemble a high level adventuring party at need.

He keeps tabs on the whereabouts of dragons, but in the interest of peace generally does not share. He will however talk about past dragons and how they were killed. This might interest treasure hunters, adventurers, & bards.

Gray Elf Town, Everhome:
A grove of sequoia trees grow here among creamy pastel stone towers. The light seems to flow around and through the stone, and the grounds are full of flowers and a rich cedar smell. Occasionally a room is situated high in the branches, or a bridge joins one structure to another in the top half. Many towers have a large porch or landing pad in their upper half. There is an occasional griffon as pet, guard, and companion.

There is only 1 inn for outsiders, though tents might be provided at need. The on staff bard focuses on epic poetry, sagas, and ancient history, and could not in any way be described as jolly, though subtle humor is hidden in the words. It tends to be fascinating for the first couple of hours and then get to be too much for anyone other than a scholar. There is a notice board here of missing elves and lost items of elvish antiquity. A paladin runs the inn with an eye to protecting the rest of the town.

Gray elves are smarter and even more frail than their cousins. Fully half of them are low level wizards or artificers, and the town boast a few very high level wizards who have ‘retired’. The mid range wizards tend to be out schooling at 05.09 or adventuring. Gray elves are so called because their eye and hair colors look pale. Gray elves tend to favor jewel tones in their embroidered clothing, and are the tallest and most reserved of the elves.

Given the long lives of elves, most of them have more than 1 class level, and have crafting skills. Ordinary objects crafted here are particularly beautiful, ornamented, and carved. And given the quantity of even low level wizards and pass me down antiques, there is a higher than average amount of low powered magic items. There are several decanters of endless water scattered around to put out fires, half the wizards have a wand of magic missiles for defense while the other half have a range of wands, everyone has access to potions, and wizards even prep one use spells in magical silvery tattoos (feather fall, etc). Magic is NOT scarce here, and they’ve incorporated that into their lives.

Clearly, their reverence for nature, grace, love of beauty, and abundance of magic proves the superiority of elves. That other races are shorter lived as well drops them almost beneath notice. It would take an act of selfless friendship & heroism to earn the title elf-friend, and more than a passing notice. If one can befriend them, it then seems as if they live in the past, with every object having a detailed history of who crafted it, who owned it, who passed it to whom, wars that it survived through, etc. Take that translucent jade teacup for instance… Presenting a lost elven artifact would thaw the relationship to normal.

Only as craft items build up do the elves bother with trade and commerce. They import raw materials like silk and mithral, and export their lessor crafts, which still exceed most everyone else’s skills. Being here in Everhome is an artistic shock if you’ve not visited before.

The high level wizards are elders. They may remember some detail about the Eburnean empire, but are not so crass as to submit to being pumped for information. They can act decisively and regretfully ruthlessly to protect elven interest. Serving elf kind is nearly the only way to secure their cooperation.

A council of elders, typically high level, advises the monarch. The monarchy is based here in Everhome, but the council has members from all of the elven races and communities.

Elf Village, Skymeet:
Mountaintop cliffs have been cleverly worked to act as launching points. A knowledgeable stoneworker might guess at dwarven influence. Most caves offer extraordinary views of the forested valley below. Internal stairways are nearly the only rooms beyond sunlight. A few widely scattered homes reach beyond the base of the cliffs, and sheep herds roam the hills.

There are 10 trained griffons and 6 trained giant eagles here, and the village centers around their care, feeding, training, and patrols of the region. Giant eagles are as intelligent as an average human, but can’t talk. Griffons are more intelligent than a smart animal, and also can’t talk. Each giant eagle is ridden by a medium level elven captain who will also have a magical means to fly, such as celestial elven chain armor. The eagles are further outfitted with magical eyes of the eagle, for truly great spotting range. Each griffon is ridden by a medium-low level elven lieutenant. All members of the elven air force also have magical dryness pellets that have absorbed 100 gallons of water each to help prevent forest fires. But they also have flasks of oil, smoke bombs, a pint of blood for the landsharks, and other alchemical grenade weapons to drop from above. Mounts will be magically buffed before combat. They have potions to improve the natural weapons of the griffons considerably. They all have shortbows and can shoot from the saddle. Some may have wands. Any 2nd wave would be even better equipped.

There is a tiny, chaotic good, paladinic order here, which supplies some of the flying mount ridders. The last non-elf member was some centuries ago. They are devoted to freedom. They’ll fight anything evil in the skies, slavers, and defend elfdom. But, they are smart enough to avoid fights they can’t win, and come back with reinforcements.

Griffon and giant eagle chicks can be bought, sold, and trained here. Griffon escorts can also be hired, but the rates tend to be exorbitant as if to discourage hire. They are not above naming a price, and then raising it if PCs agree too quickly, figuring there is some unmentioned danger.

09.03 (Crown of Erastil) sdonohue

This are is part of the mountain range. It is largely uninhabited and is a place of difficult terrain and sometimes unpredictable weather and rock slides. There is no known mineral wealth here and the area is largely unexplored.

High on the eastern side of the mountain is an unexpected saddle. The saddle is nearly perfectly round and there are clear signs that the shape was sculpted that way. Likewise, there is an opening in the saddle which leads eastward. The area is filled with light in the morning of each day.

In the bottom of coil are a dozen standing stones. The stones look natural, but on closer inspection they too have been shaped. They are about 3 meters high; the base is 2 meters and the top is about a half-meter. They are perfectly round. Twice per year, the sun passing through and around the stone has a magical effect.

In the vernal equinox, the sun strikes the stones and reflects off them until a specific spot in the center of the stones is illuminated. This effect is magical. If a gem worth at least 100 gold pieces is placed in a position to capture the light, then the gem will be charged with magical energy. If the gem is placed in a field where crops are planted, it will ensure the crops grow as bountifully as possible. They will be protected from frost and other poor weather and the yield will be about double what would be normal for crops planted in that field.

09.04 (The Dwarven Village) Mixula

The Village
There’s a small dwarven village town here. It has 20 buildings with 108 inhabitants, 32 of which are actually working in the mines. There are 54 children (under 20 years of age), and three elderly persons no mo working. The rest (19 persons) keep the village going. There’s a blacksmith with two apprentices, a shoemaker, a priest and three acolytes, a teacher, a healer, two carpenters, two hunters, a merchant selling food and equipment, a tavern with a tavernkeeper and two waitresses, and a government official.

The village is situated at the root of a great mountain. A waterfall splashes in the middle of the village, forming a small pool. Fish has been successfully planted here, but they are merely something to look at, not for food. Actually, nobody knows whether the fish are edible or not. From the pool, a small spring runs out, disappearing between mountains.

The mine produces iron and coal. The iron is sold to a caravan arriving each week from 08.04. The caravan comes from the City bringing food, and anything else ordered previously by the merchant. All this (and payment of tax) is conducted by the government official. The coal is used by the village, since there isn’t anything burnable nearby.

The village also keeps sheep, which roam free at the foot of the mountain. There are four huge sheep dogs guarding them.
The priest worships the dwarven god Gurruk, a god of minerals, ale, and brawling. According to legends, Gurruk was the original dwarf giving birth to the great twenty, the first dwarven tribe.heard before.

Here’s a bunch of children playing at the pond. They are singing songs the characters haven’t heard before.
The first song is called ”A Bat Ate My Apple”. It is a funny song about a man who is very, very unlucky.

The second song is ”It Is A Still Night”. It is a story of a lonely man who waits for his lover who is stuck at sea brcause there’s no wind. (It’s A Still Night closes the Wall of Air in the Temple of Noter).

The Third song is ”Don’t Eat The Ants”, which is about prohibitions the adults put on children. It is funny, smart, and light-minded.
If a character wants to learn one of the songs, he must succeed in an INT roll.

There are a couple of rumors to be heard in the tavern (choose or roll d6 to randomly determine the rumor):
1) There’s a hidden temple of Noter, the God of Music nearby (true).
2) The pool heals rash (false).
3) A sheep has gone missing (true).
4) The tavernkeeper makes a very good leek and potato soup (relative).
5) Somewhere in the mountains there’s a tree with a single fruit that can kill or raise the dead (true).
6) The government official keeps part of the tax money himself (false).
For some strange reason, the villagers call each other by number, not by name.

The Temple Of Noter
Asking around yields a few hints from the villagers. The following are true facts: The temple was dug underground to make it as soundproof as possible (one of the elderly persons). A sacred melody opens a gate to the temple (the priest or any acolyte). The temple is built where there’s a triple echo (the tavernkeeper).

The following are false facts: I know the melody (one of the acolytes, whistling). I know the melody (priest, whistling a different melody). The temple contains very expensive instruments (a carpenter).


The Temple of Noter is dug underground. The gate to the temple is well hidden. It is in a small valley having a triple echo. Any melody whistled by a priest (cleric) opens the gate.
1. The Gate: The gate is built of stone and fits perfectly in the surrounding mountain. It lies in the valley of triple echo. Every sound here is triple, so communication is difficult. The only way to open the gate is by whistling any tune with at least three different notes in it. The whistler has to be either a cleric or a priest. Inside, it is dark and dusty. When the door slams shut, it is also very quiet. There is a layer of dust on the floor. Some moisture seeps in from the roof, resulting in slolwly dripping water. Every drop sounds like a drum. The width of the tunnel (excluding the alcoves) is 5 meters (15 feet). In the light, two alcoves can be seen. The northern one is slightly bigger than the southern one. In the north, remains of black gowns can be found under the dust. This alcove was a cloakroom, where the monks changed their outside clothes to official black gowns of Noter. The southern alcove is empty. It is the arms room, where everybody left their weapons. The slight insymmetry of the alcoves results in a perfect balance of sound. The walls are hand carved, and the floor and the roof are carefully polished. Every sound is amplified, giving the temple an eerie feeling.
2. The Air Portal: A sound of rushing wind can be heard. If somebody stps into the portal, he is immediately picked up by wind and thrown against the gate, resulting in a heavy injury (two thirds of the hit points or equivalent are lost. The second time is lethal.) The portal can be closed by a cleric or a priest singing ”It is a still night”. It will remain closed for 50 heartbeats of the singer.
3. The Fire Portal: This portal can be seen straight after passing the The Air Portal. A wall of fire closes the corridor. The heat is overwhelming. Anyone entering the portal is set on fire, and dies within two rounds. The portal can be closed by a cleric or a priest singing ”Sun always goes down”. It will remain closed for 50 heartbeats of the singer.
4. The Earth Portal: When somone steps on this, he is caught in an earthquake. The whole temple rumbles, causing pain and loss of hearing for 1d10 minutes for each individual between doors 1 and 6. The person stepping in the portal takes damage equal to two thirds of his hit points. Stepping on it a second time means death. The portal can be closed by a cleric or a priest singing ”Riding the earthquake”. It will remain closed for 50 heartbeats of the singer.
5. The Water portal: There's a river flowing from south to north here, too wide to jump across. If somebody steps in it, he will be swept away by the current and never seen again. The water can be stopped by a cleric or a priest singing ”Lovesong to a halibut” It will remain stopped for 50 heartbeats of the singer. The water is 120 cm (3 feet 11 inches) deep, so some shorter characters may have difficulty crossing the portal.
6. The Inner Door: This is a stone door embedded in a stone wall. There is no lock or doorknob. The door opens simply by knocking and stays open for 50 heartbeats of the knocker.
7. The Sanctuary: The inner sanctuary is shaped like a lute. The acoustics is perfect. A whisper can be heard across the whole space. More water is dripping from the roof, and it sounds like several drums were beating. There are several pieces of musical instruments on the floor, waiting to be attached to proper ones. Every instrument having a component from the Temple of Noter is considered a masterpiece.
8. The Amphitheatre: Carved into the rock there is an amphitheatre. It is not in the middle, but in the perfect position, taking into account the imperfect nature of the hand-carved walls. The theatre is magical. Any song sung in the middle becomes truth for anyone sitting on the stone benches. For example, singing about healing gives back hit points. Singing about a lost love makes her come back, and so forth. The singer must be as cleric or a priest. The priests of Noter were very spartan, and didn't require beds or furniture. For adventurers, the temple may be a disappointment. If the GM so desires, there might be a skeleton or two left intact, with equipment like a musical instrument, some armor and weaponry, and some gold coins.

The Missing Sheep
There has been little rainfall in the mountains this year. Most of the mountain-dwelling herbivores have been migrating lower in search for food. Naturally, so have the carnivores. The sheep was eaten by a hungry troll. If the adventurers venture into the mountains, there’s a 20% cumulative chance to run into now almost desperate troll. It was lucky the first time, because the sheep was lost and there were no dogs nearby. The troll is terrified by the dogs.

The Tree With A Single Fruit
See hex 09.05

09.05 (The Goat Mountains) Mixula

There’s a perpetual cold wind from the snowcapped mountain in the hex 09.06. Mountain goats can be seen here and there. Each day there’s a 15% (non-cumulative) chance to get a glimpse of a snow leopard.

Roll a d6 once a day for a random encounter:
1 Mountain goats. These goats do not fear humans. One may be felled with arrow, or by climbing closer and throwing a spear.
2 A hungry troll. A very hungry, fearless troll almost surprises the characters.
3 Pack of wolves. 2d4 wolves are having a nap. They will only attack when provoked.
4 A traveling party. A wizard, two humans, an elf, a dwarf, and four halflings are heading for the snowcapped mountain. They are glad to hear rumors and to share watch turns. If encountered a second time, there are only two halflings, having gotten lost from the rest of the party. If encountered a third time, there’s one human, a dwarf and an elf. They want to know if the adventurers have seen two halflings? If encountered a fourth time, roll again.
5 Group of gnomes. There are 1d8 gnomes here. Their cleric is whistling. The others seem bored.
6 The tree with a single fruit. There’s a lonely tree here. A single blue fruit is hanging from a branch about 5 meters (15 feet) up. If it falls, it breaks down. It must be picked up carefully. The fruit is magical. Roll d6 for the number of seeds in it. Each seed has two functions: if one is put into the mouth of a living being, that being will die within 1d4 hours. If one is put into the mouth of a dead being, that being will come alive within 1d4 hours. The tree will grow a new fruit each year. If a seed is planted, there’s 30% chance it will grow up as a tree with the same magical powers. The original tree will then wither and die.


09.07 (Snowy Peak) TTDG

Welcome to the land of the ice and snow, where your lungs will freeze and the north winds blow. Every night gets below zero. You will need cold weather protection.

There are 3 altitude zones. The fort is in the middle, and PCs are slowed there. The peak is at the top, and PCs are doubly slowed there. It would take at least 3 days to reach the peak. Altitude sickness is a thing. Make a fortitude save every time you go up an altitude zone, or be sick. This save gets easier if you move up the mountain very gradually (+1 per day spent). Since altitude sickness is ongoing, the only cure is to move back down the mountain, if you are afflicted. Natives to the mountain are acclimated.

Due to a combination of ice/snow/broken rock footing and gusting winds, PC need to make a dexterity check 1/day in the lower 2 zones and 1/hour at the top. Bonus for being roped together and wearing ice spike boots.

The top altitude zone is devoid of firewood.


01-05 Avalanche
06-25 Whiteout. Visibility is reduced to less than 10 feet.
26-45 Snow
46-55 Sleet
56-65 Ice storm with high winds.
66-85 Storm of Confusion is a magical effect that confuses people’s sense of direction. Roll 1d4 for which direction they now think is north, for the next half day.
86-00 Calm, but bright.

Random Encounters:

01-10 2+1d4 frost giants + a winter wolf (cold breath weapon) pet. One of the giants is a great axe wielding barbarian. They have an eversmoking bottle if they need to retreat, or conceal a crevice or cliff.
11 Yeti (aka abominable snowman)
12-13 Cave with dire bear
14-15 Playful badger
16-25 1d2 Bears
26-30 2+1d4 Wild winter wolves.
31-35 Bighorn sheep at extreme range
36-45 Elk
46-60 Svenn Longbeard, dwarf captain and prince, +1d4+3 dwarven warriors. Sven is looking for the caves below the fort, but does not have more than an oral tradition to describe where it is.
61-70 Ice crevice. You need some way across it that will run the risk of falling.
71-80 Field of berry bushes. Berries in summer and fall.
81-90 Ice cliff. You need some way up or down it that will run the risk of falling.
91-00 Stream with fish (may be ice covered)

Really just 3 ice walls mixed with sawdust backed up against the mountain side. There is a stout oaken gate, then 4 giant sized huts inside, a couple of wooden forms for making ice blocks, a pile of rock infused giant snowballs, and a tunnel entrance to some unexplored caves.

5+1d4 frost giants live here with a winter wolf (cold breath weapon) pet. One of the giants is a great axe wielding barbarian. Another is a very low level cleric. 2-3 are kids.

The giants have a magic stone that they don’t understand, but it is pretty. Dragon Eye: this plate sized crystal globe alerts any dragon within a mile of it and lets them do a clairvoyance on it at will. Clairvoyance 1/day for the possessor of the orb. Occasionally the giants scan for dwarves or food.

Deep in the caves is an abandoned dwarven kingdom. A notable piece of treasure down there is a magical hammer that is very strong only against giants. Unknown to anyone, an ice devil corrupted or killed the dwarves who used to live there. Now his allies are evil duergar dwarves, gray and bald. The top 3 levels are hauntingly empty. PCs might be able to help repopulate the good dwarves with the help of both Svenn and the forgotten dwarf god in 01.00. The ice devil's malign influence has affected the mountain.

09.08 (The 973rd Annual Gnomish Cheesemakers Convention, Curd Conclave, and Whey Days) birmy

On this otherwise innocuous patch of unsullied wilderness there occurs, every year for nearly a thousand years, an odd gathering. And through sheer happenstance, this week—the very week a group of adventurers happens upon the area—is when it all goes down! For the nine-hundred-and-seventy-third consecutive year, gnomish cheesemakers have come from hundreds of miles around to sell their wares, sample the work of others, learn about and argue their craft, and generally revel in the elusive yet rewarding art of gnomish cheese-making! A large banner strung between the mountainside pines announces the occasion (in Gnomish and only in Gnomish). Others like (snort!) humans might tell you their cheeses are the best, but discerning caseiculturists know that the gnomes have perfected the art of cheese-making… if you ask these gnomes, they’ll certainly tell you. And even if you don’t ask.

In a matter of hours, the gnomish cheesemakers set up their tents and stalls on this innocuous spot of land and spend the better part of a week indulging in all things cheese-related, sampling cheeses, commiserating with colleagues, drumming up business, and attending cheese-based games and seminars. While samples are free, taking advantage is discouraged, and beer, wine, and charcuterie must be paid for. The PCs stumble on the convention midstream, and festivities go on unabated from dawn until the wee hours of the night. Judges, chosen from industry insiders and previous years’ winners, award a dizzying array of prizes throughout the week, including “Best in Show,” “Best New Cheese,” “Best Soft Cheese,” “Best Hard Cheese,” “Most Spreadable,” “Best Cheese/Drink Pairing,” “Best Stretch-Cured,” ad infinitum. Once the week is through, the attendees pack up their wagons and mules and head off to their distant homes, with no trace of their festivities left behind to hint at their revelry.

The GM may roll from the following table, choose the events they feel best fit the party’s strengths (or work against them), or simply let each event unfurl organically as the party explores the convention.


An officious-looking gnome wearing a sash that reads “JUDGE” drunkenly admits, while waving a slopping tankard of ale almost as big as he is, that this year’s convention has a substandard amount of curd-related programming, and “Whey Days” is just a complete lie (the organizers just liked the rhyme).
The party is invited to participate in the annual dramatic presentation, as cheesemakers with a more artistic touch are encouraged to write, direct, and star in a thematically appropriate play. Blix Hornigan’s presentation of the timeless epic “The Forbidden Romance of Cheddar and Brie” is an audience favorite and has won top prize for the last eighteen years running, and it will be hard to beat the sense of pathos Blix manages to evoke with his masterfully crafted cheese puppets. These gnomes take their dairy dramas VERY seriously and will be predisposed to dislike the PCs’ presentation, especially following Blix. To win over the audience, reward players with social bonuses based on creative use of skills (writing, singing, costuming, set design, etc.); otherwise, they work at a penalty to woo the “tough crowd.”
Gobo Bunburry, a halfling chef from Bightwater’s Bellytimber district (06.01), is attending the convention under the guise of acquiring cheeses for a high-end restaurant. In reality, he’s looking to steal the recipe for Phantasmagoat Cheese from the paranoid gnomish cheesemaker Cribble Gibbler, who is exhibiting at a busy booth at the convention and keeps the recipe in a locked puzzle box on a chain around his neck. In return for the party’s discreet help in this matter, Gobo will offer a negotiable sum of 50 gold and hint that he can use his influence with the judges to sway one of the convention’s events in the party’s favor.
”Featured Panel: Gnomes and Cheese: The First 972 Years,” a discussion led by Associate Cheesemaker Emeritus Klang Parrish, Doctor of Fromagery, Deepburrow Hills A&M. The esteemed gnomish professor leads a panel discussion with industry luminaries, comprehensively covering nearly 1,000 years of his people’s craft of cheese-making, including history, technique, theory, chemistry, anthropology, sociology, and metaphysics. It is an intensely boring six-and-a-half hour slog, though all the cheesemakers in attendance seem enrapt by the discussion. Players will have to make several physical endurance checks to get through the symposium awake; should they make those, they will have to make mental checks to actually comprehend even a small amount of what they’ve heard. If successful, PCs can sound authoritative on the subject of cheese to any non-food service professional for up to six months before they no longer retain what they’ve learned.
Jinny Pelt, an earnest young archaeology student from Bightwater University, works a vacant booth on behalf of the Gnomenmoot Restoration Society (Hex 07.05). She is unsuccessfully trying to drum up support for the GRS from attendees here, though the interest of the cheesemakers is so narrow and insular they are loathe to get involved. Jinny will implore the characters to seek out Professor Stoh Sanderian at the Gnomenmoot dig site and gives them a pamphlet (in Gnomish) entitled, “SO YOU’VE DECIDED TO UNEARTH AN ANCIENT CIVILIZATION SHROUDED IN SECRETS.” Humoring her or helping Jinny recruit will cause her to give a passionate speech on the party’s behalf at a later convention event of GM’s choosing.
The gnomish cheesemakers brine the rinds of their cheese wheels the traditional way: by using giant wheels of cheese as sleds/surfboards and surfing down a mountain of salt piled against a nearby bluff, trying to coat as much of the rind as possible in it. The players are called upon to help in this process. Have the players make multiple dexterity/athletic ability checks as they coast down the salt pile; the more elaborate their maneuvers—and the more salt they coat the rind with on their way down—the more points the judges will award them. Horseplay is encouraged. The winning wheels are soaked and rinsed (having been successfully “brined”) and shipped to the elite eateries of Bightwater, where gnomish-brined cheese is considered a delicacy. Wipe your feet before commandeering the cheese, please.
THE FONDUEL! The party is engaged to spar in “The Fonduel,” a recent addition to the festivities (it only goes back three hundred years). Contestants fight one-on-one on a narrow plank laid across a vat of boiling cheese. Using staff-length crusty bread sticks, contestants attempt to knock their opponent into the giant fondue pot. Any competitor who bests three opponents without falling into the vat earns top marks from the judges; use of non-bread weapons, including magic, earns a disqualification. Any may compete, though human or larger contestants may only fight human or larger opponents. Combat is treated as normal, but all damage is non-lethal. The fondue, heated by braziers underneath, is just hot enough to irritate the skin: deal 1d4/round burn damage for every character that falls in and require physical ability checks to clamber out of the giant pot. It is not recommended for anyone to eat the fondue or the bread staffs, and any character that does so receives a -1 penalty to attack and initiative actions for the next two days due to queasiness.
REVENGE IS A DISH BEST SERVED WITH WINE! OR MAYBE CRACKERS! Last year’s “Best in Show” runner-up, eccentric gnome inventor and cheese hobbyist Dewey Frumunda, has yet to get over the snub. He has returned this year to exact his revenge, appearing on the nearest ridge, naked except for his strategically placed “2nd Place” red ribbon. He has brought with him 2d4 packs of wild boars/wolves/pack hunting animal of the GM’s choice. Using a [name of animal]-whistle of his own devising, Dewey compels the creatures to descend upon the convention, crushing attendees and scattering stalls and merchandise as the animals run amok. Dewey will surrender, ranting and raving, to the PCs if all of the animals are subdued. Alternately, the stampede will disperse if his [name of animal]-whistle is damaged or destroyed. Should the party acquire it, the whistle is complex and fragile even by the standards of gnomish engineering, and will collapse into its component parts within a week of leaving the convention.

Successfully completing any three challenges (or tasks) earns a PC a blue “1st Place” ribbon, which features a minor enchantment. When the “1” is rubbed, the ribbon momentarily appears to be made out of the awarding year’s “Best in Show”-winning cheese. For the duration of up to one minute, the ribbon looks, feels, and even smells (but not tastes) like it has been carved whole from the winning cheese before reverting to its usual appearance. (This year’s default winner is Spicy Halfalo-Jack; the GM is encouraged to come up with their own). Blue-ribbon winners are, by default, asked to be judges at next year’s event.

Successfully completing any two challenges (or tasks) earns a PC a red “2nd Place” ribbon, which, when placed in up to a gallon of hot water, will cause the water to taste just like melted cheese (“cheese tea,” if you will). The effect lasts for as long as the ribbon is in the container or until the water cools.

Successfully completing a single challenge or task earns a PC a white “3rd Place” ribbon, which entitles the bearer to one (1) free cheese plate at participating eateries in Bightwater (06.01) and Deepburrow Hills (08.09). Valid one plate per party per visit. Void where prohibited. Offer expires one year from date of winning.

Successfully completing no challenges earns a PC a commemorative tunic with the word “PARTICIPANT” written on it in Gnomish. The tunic only comes in gnome-size.

09.09 (The commune of Montesole) Bombadillo

The gentle and sunny Deepburrow Hills enjoy a very pleasant climate all over the year, which is ideal to grow crops and other produce: and actually there are a few farms scattered over the region that benefit from the mild temperatures. Not only do these farmers grow their own food but they make also some wine, mostly for their own consumption.

1) The fortified town of Montesole
There’s a place though that is devoted entirely to make wine, possibly the best of the region: it’s the insular commune of Montesole («Sunny Hill»), whose members have been settling the previously-rundown fortified town of the same name for some decades now. This community is dedicated to make the best wine of the region, «Montesole’s Blood Red», and doesn’t like to be disturbed in the process.

Nested atop a hill, the town houses over a hundred washouts, who have found in the commune’s welcoming attitude (welcoming towards those who share their same greenie beliefs, that is) the comfort and scope they had been missing: over the years the community worked hard and renewed the town - that had been laying in ruins for centuries (like other still-forsaken villages in the area still are) - and took care of its overlooked vineyard, that lays on the hill’s south face and hence is bathed by the sun endlessly from dawn to dusk.

Now, several decades after having been resettles, almost all the small town has been rebuilt and its streets, houses and workshops are pretty lively for a village and population of its size.

2) Brunello Vigni, the commune’s leader
The commune is led by a dark druid, Brunello Vigni, who acts as their spiritual guide: Vigni plots the takeover of civilization by nature and sees in vines and creepers the means of reclaiming the inhabited lands, due to their silent but restless crawl that the intelligent lifeforms, too intent on their secular businesses, miss to notice until it’s too late. Hence, he took vines and ivy as the symbols of his dark cult.

So, when by chance he discovered the secret of Montesole’s vineyard, he took it as a sign from nature itself and chose the town as the center of his beliefs: in fact, all the grapevines that grow on the hill’s south face and are harvested are actually branches of a single, centuries-old grapevine, which he dubbed as «the All-Covering Grapevine».

A slave to his own ideals, by day Vigni cannot be found in Montesole but stays hidden in the safety of a deep and dark grove nearby, mostly sleeping; but by night he shows up in the town (through a secret tunnel that connects his grove and the cave network that lays under the town) and joins his followers to lead them in their unholy practices, that include human sacrifices.

Hence, the best time to confront the druid is early morning, when he’s still weakened by the night excesses and struggles to recover.

3) The All-Covering Grapevine
Montesole’s ancient grapevine is over a thousand years old: its trunk and roots are hidden in an underground cave beneath the main square, connected to the town through a hidden door in one of the vaults where the wine casks are stored.

Half the cave (the one facing south) is tightly covered by the tree’s branches: all of them pierce the rock somewhere and then emerge on the hill’s surface, bound southwards, where they are then tended to by the community as ordinary vines: yet a careful observer or someone with some knowledge in botany would notice these plants have neither a trunk nor roots of their own; rather, they look like the final segment of a grapevine’s branch.

No one knows how such an old tree is still growing grapes and in such a copious amount: the only explanation is magic; or, perhaps, the blood the community pours onto its roots really helps the grapevine thrive.

4) Trades and sacrifices
Depending on the dark druid’s presence or absence in town, even the commune’s attitude changes: by day, when Vigni is away, the locals aren’t exactly friendly but don’t turn away any strangers that knock at their door. They even offer a taste of their precious Blood-Red and, if the guest appreciates it, they are also willing to barter a few casks, usually in exchange for products they need, as they don’t accept the «dirty» money coming from the even dirtier civilization; there’s a few merchants that are also daring enough to trade with them on a semi-regular basis: they sell this wine in Bightwater as «Montesole’s Blood-Red».

By night though, as Vigni joins them, the commune switches its attitude and becomes a cult of nature-obsessed fanatics: and travelers should know better than stay there for the night!

Strangers are grabbed while sleeping, tied and blindfolded: then they’re led in the cave where the ancient grapevine trunk sits and knelt before it as the dark druid leads the cult practices. Then, when Vigni decides the time has come, their throats are slit and they are left on the ground to bleed to death: matching his hatred for civilization and his greenie beliefs, the dark druid believes that the blood spilled there helps the grapevine to grow stronger and thus one day it will claim back all the lands that today are occupied by civilization.

Now it’s well too easy to guess where, despite its actual blood-red color, the wine’s name might come from.

5) Deepburrow’s Gnomes (links with hex 08.09)
Deepburrow’s Gnomes know what’s going on in the fortified city of Montesole: they know the commune is led by a dark druid that makes blood sacrifices to the ancient vine. They also know of the secret tunnels that lead both in and out of the cellars. They won’t start talking about Montesole though: they will also try to answer evasively to any direct question about it.

The Map

The hex map is created with the free version of Hexographer by Inkwell Ideas.

Terrain Legend
00.00 Mixed Forest Hills
00.01 Ocean
00.03 Mountains
00.05 Mountain
00.08 Sandy Desert
01.00 Forested Mountains
01.02 Light Forest
01.04 Volcano
01.06 Evergreen Hills
01.07 Hills
02.00 Savannah
02.06 Light Evergreen
03.01 Heavy Forest
04.00 Grassland
04.02 Sand Dunes
04.04 Farmland
05.04 Coastal Desert
06.01 Grazing Land
09.07 Snowcapped Mountain

The Contributors


Appendix G: Deities and Demigods

The region has seen worship of various divinities in the past; the current situation is not very neat either. Here is a succinct overview over the gods that are known (or at least suspected) to exist.

  • Appyonia, an old god of community, negotiation and trading, perhaps (see 06.02)
  • Hrmgr a primordial dwarven god of stone (1.00)
    • Displaced by Gurruk
  • Gurruk, Dwarven god of minerals, ale, and brawling (see 09.04)
  • Noter, the God of Music (09.04, 06.05)
    • relation to the muse of music?
  • Mirluna, goddess of learning (07.03)
  • Muse of Memory (07.07)
  • Muse of Music (07.07)
  • The Great Clam (00.01)
    • The Sea God?
  • Gods of the Lake Folk (06.05)
    • Much diminished
  • Orc gods (07.00)
  • Splech, God of Chaos (3.09)
  • Trickster (09.00)
  • The All-Covering Grapevine (09.09)
    • Deity of a dark druid and his cult

Appendix W: Weather Phenomenon


Sentient Bloodmist appears as normal fog with a volume of 2d20x500 cubic feet until it encounters warm-blooded creatures. When the mist comes into contact with the skin of warm-blood creatures it begins to diffuse through the pores. Creatures lose 1HP per combat round while in Bloodmist. The mist gradually turns red as the vapor is saturated with blood, a phenomena that gives Bloodmist its haunting name.

Saturated Bloodmist can be distilled with simple apparatus to a syrupy liquid, 500 cubic feet can be concentrated into a single dose of the rejuvenating elixir (treat as LVL 1 CLW)


A preternaturally perfect rainbow appears 1d6 miles away. Roll 3d10 to determine the terminus of the bridge. Stepping into the translucent light will carry a traveler to the center of the determined hex in minutes. The Archdruid of the Valley knows how to summon the Rainbow Bridge but keeps this secret from all but the most granola of his subordinates.


In the final glimmerings of twilight, purplescent mists coalesce from the sparkles of stars, darkness curdles as cold plunges in the marrow like a warning dagger—you have but one moment to save yourselves before It arrives, sieving through the ruptured caul of weird dimensions to rise, rise, RISE against an obliterating sky, eyes dripping with black vacuum, moaning the thrum of æons...

THE BEHEMOWRAITH Combat Table, d100

+ 1 if Barbarian present

+4 per Rogue

+ 17 if Paladin or Cleric present

+23 if any character has more than three words in their name

+ total player levels

+32 if a player uses the word “fuck” in any capacity after the initial description of the encounter

1-300 — All magic items detonate, doing (number of charges)d10 damage to their owner. All Wizards’ eyes become fountains of flame while all Rogues have their legs telescope up into their torsos (forcing additional rolls on the Femur-Through-Lung Stab Table). Barbarians instantaneously Rage and attempt to stop Wizards from burning everything they look at. Roll for initiative! THE BEHEMOWRAITH always goes last in initiative order. All player attacks miraculously hit (try to look surprised) and do maximum damage (try to look disappointed). THE BEHEMOWRAITH will shriek a sound that puts white streaks in hair when struck, will cower when Turned by a Cleric or Paladin, will writhe in agony as it is subjected to spells. Then, on It’s turn, it will scrub 1d4 characters from the game. Characters will variously get dilacerated, immolated, “juice-boxed”, violently mummified, drowned in a head-bubble of their own blood, have all their blood suddenly replaced by the typo “blook”, etc., etc., based on whatever it is they deserve most...

...and just as their ire at TPK unfairness peaks, they wake, that very morning, at the inn or around the remains of their campfire, ready to begin the day anew, no worse for wear, their purses fattened with enough eerie mindstones to pay for a nice breakfast. The smallest character will have NEXT TIME BRING CAKE tattooed on their back. (If they show it to the Cake Lady she will give them an extra one for free, along with a sad shake of her head. “It prefers lemon poppyseed,” she’ll say.)

If instead of combat players seek parley, It will respond in kind immediately, especially if cake is offered. It likes cake, as there is a complete lack of it in the Dread Dimension.

THE BEHEMOWRAITH Parley Table, 1d4

+ 1 if cake, +2 if lemon poppyseed

1 — BW pauses long enough to warn players against excessive violence: “What we do to others we do to ourselves; for them, they die but once... but they will die every night behind your eyes.” It then sucks up into the sky in such a way that players are forever struck by the notion that the sky is not the sky but a Very Close Machine that can catch and grind the unwary. They will hereafter suffer a -1 penalty to all actions when outdoors and hatless.

2 — As above, but each player must, in turn, describe their last kill from the perspective of the victim, and what such an ultimate tragedy might have meant for them in those final moments.

3 — As above, but BW presents the party with a Shovel of Resurrection and demands the players demonstrate “how you do it.”

4 — BW speaks solemnly of past inter-party issues as if it were a party member who was present the whole time, and offers to run a counseling session complete with talking stick and hankies.

5 — BW demands the players put on a show! (The show is mandatory.) The show can be whatever entertainments the players think BW might enjoy... Talents, tricks, stunts, a morality play. Regardless of what they do It looks on with those abyssal eyes with increasing agitation until it finally bursts out laughing (1d6 San damage to all present)—unless, of course, the players don’t even really try, in which case they will be transported to the desolate Plains of Chuurg in dream-whispered Lortnûl. Good luck!

6 — BW sits hugely crosslegged, starts a small fire of dried wizard husks, and bids the players to rest a while and drink some fine wine while munching cake, which is miraculously multiplexed. It tells many terrible jokes—no, really—while the setups are pure kindergarten, the punchlines are deeply, unprintably disturbing. No one will sleep well for 1d8 nights.

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