Hexcrawl OSR Barbarian Prince
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HexTerrainFeatureDetailDungeon MonsterTreasureTrap/TrickReactionReaction 2
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Town[Ogon]/Grasslands
The mayor of [[Ogon]] is involved in the goblin slave trade. Goblins entering [[Ogon]] are routinely hassled and arrested for minor or trumped up charges and fined outrageous amounts. Any goblin unable to pay is given the choice of having both hands chopped off or servitude. A goblin uprising is fomenting. This is a hive of scum and villany. Greedy merchants, thieves, and conmen. This imbalance of wealth has caused immense amounts of poverty. The golden rule is king: the one with gold makes the rules. Social upheaval and cultural change is required to fix this problem of corrupt, greedy leaders.
Beautiful stars at night140 sp7 - IndifferentHit and run! Monsters attack, then they gtfo unless they have great initial success. They might try to grab something/someone.
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0.01GrasslandsA stone & wood bridge connects this region of farmland to the city of [[Ogon]] to the North. Farmers's children maintain a constant watch to stop crop thieves from the nearby mountains & forest.Grove of Lathander20 sp, map to 7.088 - IndifferentDefend territory: Monsters makes it clear that this room/corridor is theirs and that the PCs should go another way. Bribery and/or flattery might work.
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0.02CountrysideTombstones3 Triceratops8 - IndifferentCharge! Monsters attack. They want to eat the PCs, take all their stuff and/or sell them as slaves. If the monsters know that they are clearly inferior, they will flee instead.
5
0.03MountainSinking sand/mud
Crypt of Northern Prince
7Ambush! Monsters attack with stealth and/or trickery. Goblins will disguise themselves as children (badly), a bear might hide in the cupboard. Treat this as 1 for dumb monsters.
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0.04CountrysideFormer fields, now flower filled meadow, with the ocassional picturesque ruined farmstead.Shrine to Akadi Demoness2 Elephants250 sp, potion of climbing5 - UnfriendlyShow of dominance: Monsters beat their drums, wave their spears and/or sprinkle the PCs with urine. Monsters wants the PCs to kowtow, give them treasure and/or do their bidding.
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0.05BadlandsHaunted hills of broken red stone poisoned and lifeless from exposure to the [[Baleful Sign]] atop the pillars in the desert below (0206), sifting through the crumbling rock will find some marked with strange glyphs, seared on thier surfaces by ancient heat.satchel of fish7 Black PuddingsBloodstone plated Cursed -2
6 - IndifferentDefend territory: Monsters makes it clear that this room/corridor is theirs and that the PCs should go another way. Bribery and/or flattery might work.
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0.06Desert4 harpies are staked to the ground with iron chains. They have been partially defeathered and covered in honey. They know a secret route between the oases in the [[Kabir Desert]]. They are also ravenous. One of the harpies wears a silver band around one of its talons.abandoned cottage
1 Yuan ti leader,11 Malisons, 22 purebloods
3- UnfriendlyAmbush! Monsters attack with stealth and/or trickery. Goblins will disguise themselves as children (badly), a bear might hide in the cupboard. Treat this as 1 for dumb monsters.
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0.07BadlandsCrumbling red hills, broken rocks and ancient foundations seared clean of life by the [[Baleful Sign]] [[0206]] and haunted by the strange spirits of thier former residents, whose malevolent ghosts appear as shadow, disappearing at noon and night, and stretching, larger and stronger as the sun crosses above. Stone wall with Graffiti
Slave Hold of the Ogre Mage
Hit and run! Monsters attack, then they gtfo unless they have great initial success. They might try to grab something/someone.
10
0.08CountrysideStream
Church of the Wicked
7 - IndifferentTrade: Monsters have X, wants to trade it for something the PCs have (food, gold, henchmen, etc.). Dumb monsters might make stupid trades. Proud monsters will take refusal to trade as an insult.
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0.09CountrysideMeadow and grassland, the citizens of [[Angleae]] construct wooden effigies here. Scareceows with large round heads painted white. Hundreds of the things dot the otherwise placid land all facing the hills to the North.Human bones11- FriendlyCharge! Monsters attack. They want to eat the PCs, take all their stuff and/or sell them as slaves. If the monsters know that they are clearly inferior, they will flee instead.
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0.1
The town of [[Kish]] has odd traditions, a secret local langauge, and its residents share a similar pale cast to the haggard features that hang beneath thier moon pale eyes. They aren't unfriendly and will trade in wool and copper, but they are unwilling to talk about thier past. The town shrine to a moon god hides texts in the same glyphs that mark the floating stones to the North ([[0206]]) with the [[Baleful Sign]] They have drooping faces. The land around the site is precarious. It could be poor traveling roads or conditions. It could be floods, landslides, bad water, storms, or blights. Civilization can be brought here but will require investment and innovation in order to secure trade.
The town of [[Kish]] has odd traditions, a secret local langauge, and its residents share a similar pale cast to the haggard features that hang beneath thier moon pale eyes. They aren't unfriendly and will trade in wool and copper, but they are unwilling to talk about thier past. The town shrine to a moon god hides texts in the same glyphs that mark the floating stones to the North ([[0206]]) with the [[Baleful Sign]] They have drooping facesBlood Sky
The God that Crawls
8 - IndifferentShow of dominance: Monsters beat their drums, wave their spears and/or sprinkle the PCs with urine. Monsters wants the PCs to kowtow, give them treasure and/or do their bidding.
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0.11CountrysideResidents of [[Kish]] graze thier flock of red and white sheep, and spiral horned goats on these meadows. Flocks are guarded by armed shepards and accompanied by huge white dogs with warty skin that can turn aside arrows. They have drooping facesWagonMany spiked pit traps10 - FriendlyAmbush! Monsters attack with stealth and/or trickery. Goblins will disguise themselves as children (badly), a bear might hide in the cupboard. Treat this as 1 for dumb monsters.
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0.12Forest
This part of the forest is old – very, very old. The trees are gnarled and twisted, and the floor is ankle-deep in leaf-litter. The canopy is thick and visibility is poor. There is a dryad watching the party, an essential spirit of the woods – it is entirely invisible but will attack if the forest is not respected. If the party passes through without disturbing anything too much, they will find a bronzey leaf next to their fire next time they camp. It gives the owner advantage on stealth checks.
Long grass, meadow or wheat field
Potion of cure medium wounds(2d6+2), Potion of Cure Minor Wounds(1d6+1), Potion of Cure Serious Wounds (d6+3)Fey Prank4- UnfriendlyDefend territory: Monsters makes it clear that this room/corridor is theirs and that the PCs should go another way. Bribery and/or flattery might work.
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0.13CountrysideFine open grasslands covered in thick sod that occassionally rises in od hummocks. Beneath some of these hummocks are ancient barrows or even stranger, the ruined, dirt fused remains of even older machines.BeehivesGreen Dragon4174 sp, warning greataxe +1, booming voice 300 feet, 1 lute, Necklace of Poison Resistance, Ring of Protection, Ring of the Ram, Belt of Dwarvenkind, map to 13.162 - HostileNature: Monster does something typical for its nature. Orcs charge without much tactics, trolls ask riddles, wizards meddle in the affairs of mortals. If you can't think of anything, use this table.
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0.14Swamp
A cold swamp fed both by the Nesser river and several springs of icy cold water from deep in the earth. The [[Llewylla Moor]] was once home to a vast field of ancient barrows, but most have now sunk beneath the slime and rotting vegitation of the cold swamp. Ancient bodies hang here and thier in the red acidic waters, perserved in thier tomb finery of blackened leather and carved bone sigils that promise potent curses.
Charred meat9- FriendlyAmbush! Monsters attack with stealth and/or trickery. Goblins will disguise themselves as children (badly), a bear might hide in the cupboard. Treat this as 1 for dumb monsters.
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0.15SwampThe moor here is less watery then on the North side of the river, and fewer barrows vomit up thier anicent dead here, but it is a desolate and morbid place all the same. A large mound visivble from the river appears to be the work of ancient builders, and if excavated contains a rude stone step pyramid and the tombs of ancient kings protected by the gods of carrion and terrible curses.Eshowdow Tabaxi godTarget Dummy. Swaps Characters minds2 - HostileTrade: Monsters have X, wants to trade it for something the PCs have (food, gold, henchmen, etc.). Dumb monsters might make stupid trades. Proud monsters will take refusal to trade as an insult.
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0.16Forest
An encampment of goblins, a number of double-amputees among their number, are readying for a major battle.
Cave, Shallow (1-3) or Narrow (4-6)
Throwing Spear,Ringmail,Dart, Mancatcher11- FriendlyShow of dominance: Monsters beat their drums, wave their spears and/or sprinkle the PCs with urine. Monsters wants the PCs to kowtow, give them treasure and/or do their bidding.
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0.17ForestRegularlly cut by the men of [[Galden]] the forest here is full of logging roads and has an oddly manicured feel.Shrine to MystraLarge ROd in the earht, earthquake if touched5 - UnfriendlyNature: Monster does something typical for its nature. Orcs charge without much tactics, trolls ask riddles, wizards meddle in the affairs of mortals. If you can't think of anything, use this table.
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0.18ForestCharcol burners out of [[Galden]] have built thier poor huts here and tend thier mounds with stoic indifference to goblins ([[0116]]) or the spectral wolf they say hunts thier adolescent men.Shrine to Akadi
50 Foot Elf Statue, forbids entrance
10 - FriendlyDefend territory: Monsters makes it clear that this room/corridor is theirs and that the PCs should go another way. Bribery and/or flattery might work.
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0.19CountrysideThree shepherds cull a herd of blue-eyed piebald sheep, slaughtering any animal that does not have at least 2 patches of black wool. Hedgerow3 Boars7 - IndifferentQuest: Monsters needs the PCs to find the Sword of Gloom or fight off the morloks on level 2 or something. Monsters will offer help and/or a reward, but might not pay when push comes to show. Powerful monsters will use geas.
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0.2CountrysideThese well manicured meadows are filled with small streams and numerous butterflies.Tentacle still twitching4Hit and run! Monsters attack, then they gtfo unless they have great initial success. They might try to grab something/someone.
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0.21CountrysideA herd of wild aurochs graze the luscious grasses here. The massive patriarch-bull has blue-hued hair and hide.
Corellon Larethian Elvish Deity
Necromancers Retreat
6 - IndifferentNature: Monster does something typical for its nature. Orcs charge without much tactics, trolls ask riddles, wizards meddle in the affairs of mortals. If you can't think of anything, use this table.
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0.22Countryside
The Steward of Drogat Castle believes that the luscious blue grass here provides the best feed for the "King's Herd" and all other domestic animals are forbidden from grazing here under penalty of fine for thier masters and 2 days of hanging by thier thumbs for the unfortunate beast. This fact is noted by an ocassional post with a worn handbill tacked to it. Herdsmen armed with long whips, slings and steerhide jackets (some with horns attached) graze a herd of over one hundred fine cattle here most days.
Fog, Heavy15 Wolves5 - UnfriendlyShow of dominance: Monsters beat their drums, wave their spears and/or sprinkle the PCs with urine. Monsters wants the PCs to kowtow, give them treasure and/or do their bidding.
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0.23CountrysideAbandoend shrine to Myrkul: Former god of corruption, the dead, death, old age Slain by MystraStanding Stones19 gp, 4 spell scrolls, Magic Missile, Floating Disc, Permanency, Vanish5 - UnfriendlyNature: Monster does something typical for its nature. Orcs charge without much tactics, trolls ask riddles, wizards meddle in the affairs of mortals. If you can't think of anything, use this table.
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0.24ForestLess a forest and more a garden, the Steward of Drogat maintains this land as a preserve for the "King's Hunt", and the animals (though 'culled' see ([[0323]])) have never been hunted. Does fed only on lilac are carefully fattened (and then starved for better access to thier skin for glove making), rabbits eat buttercup oblivious to the young pages who mind them (and carefully lead off any who aren't the purest white for slaughter), and all the while hard eyed foresters, ledger or long bow in hand, watch from thier hidden blinds among the ancient oaks.Grazing horses3 Wights8 - IndifferentDefend territory: Monsters makes it clear that this room/corridor is theirs and that the PCs should go another way. Bribery and/or flattery might work.
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1MountainA blind and mute ferryman offers passage across the [[TRAGOTH RIVER]]. At the sloping foot of a mountain, a tavern keeper serves food that turns any who eat it into a piebald sheep. The sheep are turned over to a fallen druid named Erd, who sells the sheep to farmers near [[GALDEN]] (Hex [[0116]]). Once a month, Erd allows the tavern keeper to groom her elk mount, which is actually the tavern keeper's son who is being held hostage. Colourful fishShow of dominance: Monsters beat their drums, wave their spears and/or sprinkle the PCs with urine. Monsters wants the PCs to kowtow, give them treasure and/or do their bidding.
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1.01Forest/HillsGreat woods tumble down in a cacophony of root and branch and heavy bough, hugging the [[TRAGOTH RIVER]] and resound with the chittering of the _Red Squirrel Clan_ of sentient dire squirrels. The squirrels guide friendly visitors along the Paths of Portage for a fee, but deeper in the woods _mushroom traps_ and _poison ivy pits_ block and confuse access to the sentient, sessile [[GREAT OLD LINDEN]].Large eggs openGlass Sculpture of a woman singing12Hit and run! Monsters attack, then they gtfo unless they have great initial success. They might try to grab something/someone.
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1.02ForestThe squirrels' Paths of Portage drive through beneath heavy boughs, giving fee-payers easy access further south. In the tangles, however, _Flying Squirrels_ hide access to the [[GREAT OLD LINDEN]]. The Great Old Linden has magic abilities as a lich, though applying to mushrooms, trees and squirrels instead of the undead.Circle (Stone)3- UnfriendlyTrade: Monsters have X, wants to trade it for something the PCs have (food, gold, henchmen, etc.). Dumb monsters might make stupid trades. Proud monsters will take refusal to trade as an insult.
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1.03ForestBeautiful stars at night8 - IndifferentCharge! Monsters attack. They want to eat the PCs, take all their stuff and/or sell them as slaves. If the monsters know that they are clearly inferior, they will flee instead.
31
1.04BadlandsThe trees give way to the shattered shale and lumpen limestone levees, rising up like mute testament to some forgotten lithic civilization. Gargantuan stone axes and scrapers may be found. In some caves the bones of dire cave bears are arranged in crued curse forms, covered in dust and forgetfulness. In the heart of the stones is a [[GLEAMING TRIPORTAL]] of polished lilac lepidolite (a kind of mica) with circular key altars that fit the meteoric iron statue and the god beast flesh statue. A giant cavebear wight is said to haunt the ruins and seek riddles and mice.

The Triportal can be activated as a teleportation hub. A meteoric iron statue from ([[912]]) creates a link with that location. Using the portal has a 40% chance of casting stoneskin on the user and a 30% chance of slow.
Empty cages100 sp, map to 3.22Chasm7 - IndifferentShow of dominance: Monsters beat their drums, wave their spears and/or sprinkle the PCs with urine. Monsters wants the PCs to kowtow, give them treasure and/or do their bidding.
32
1.05Badlands
Broken red rock hills that side uneasily into a glassy cracked sheet of fused sand. The landscape was seared long ago by the [[Baleful Sign]], The hills are safe enough, though bare and lifeless, but the razored fragments of the glassy desert will quickly maim horses and even travellers on foor who lack armored boots.
Circle (Stone)8 - IndifferentTrade: Monsters have X, wants to trade it for something the PCs have (food, gold, henchmen, etc.). Dumb monsters might make stupid trades. Proud monsters will take refusal to trade as an insult.
33
1.06DesertThe ruins of an ancient megastructure, tall pillars of white gleaming stone, driven into the earth like fallen arrows. Each pillar is featureless save for strange glyphs 10' high near thier tops [[the Baleful Sign]]. If the unknown glyphs are read in the correct order they will emit searing rays that will poision the land around. Harpies nest atop the pillars, each nest plotting against the others. Nearby a poison oasis is surrounded by bones.Sinking sand/mud6 Stirges280 sp, 3 azurite, 10 sp7 - IndifferentShow of dominance: Monsters beat their drums, wave their spears and/or sprinkle the PCs with urine. Monsters wants the PCs to kowtow, give them treasure and/or do their bidding.
34
1.07BadlandsAn old road ends here among shattered hills. The ruins of a fortress, molten by the ancient magics of the [[Baleful Sign]] guard the road where it cuts off in a chasm of cracked burnt looking rock. The magic twisted geometery of the fortress is haunted by more shadow ghosts and howling spectres, but beneath its ruins is a sealed arsenel of strange weapons. Bear Traps
Miners Camp, 3 packs
11- FriendlyCharge! Monsters attack. They want to eat the PCs, take all their stuff and/or sell them as slaves. If the monsters know that they are clearly inferior, they will flee instead.
35
1.08CountrysideA wide ancient roads leads from [[Kish]] into the wastes to the North. Moon worshipping 'renegades' from the nearby town camp here with thier giant pale dogs, and waylay travellers to sacrifice in orgiastic monthly rituals. CentipedesSilver Dagger2 - HostileCharge! Monsters attack. They want to eat the PCs, take all their stuff and/or sell them as slaves. If the monsters know that they are clearly inferior, they will flee instead.
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1.09CountrysideGentle rolling land with a long low ridge provide more pasture for Angleae's shepards and thier huge pale dogs. This is [[ANGLEAE]]'s breadbasket and dells and meadows here have been plowed and planted with round bluish white-squash and large grained barley on ugly yellow stalks. Armed farmers sleep among the stalks during the harvest and planting seasons. Shrine to Felesa3 boars8 - IndifferentTrade: Monsters have X, wants to trade it for something the PCs have (food, gold, henchmen, etc.). Dumb monsters might make stupid trades. Proud monsters will take refusal to trade as an insult.
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1.1Grassy HillsThese wildflower strew meadows are the haunt of a ratlegged devil wearing a mask made of cracked china. She sings beautifully, accompanying herself on a small drum, though her songs are always tales of love that end in murder. She will cheerfully trade mortal souls for information. She knows many things (can answer one question truthfully per soul sold) but has clauses voiding any deal that will reveal the secrets of the Gods.Toad SpawnMonolith
Valley, dead grass, stumps(monolith)
3- UnfriendlyQuest: Monsters needs the PCs to find the Sword of Gloom or fight off the morloks on level 2 or something. Monsters will offer help and/or a reward, but might not pay when push comes to show. Powerful monsters will use geas.
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1.11CountrysideA band of 41 Southern spiderherd desperados, clad in quilted silk armor and large hats. They seek to beseige the town of Wickford with thier light repeating crossbows until it gives up it's priests, who they will toruture with thier wavy bladed fighting knives until they admit to blasphemous moon worship and human sacrifice. The warband is led by a foolish young noble atop a giant spider, who dabbles in horomancy, the sorcery of time, but fancies himself a true magus.Tentacle still twitching5 Ankhegs270 sp, Map to 9.0310 - FriendlyNature: Monster does something typical for its nature. Orcs charge without much tactics, trolls ask riddles, wizards meddle in the affairs of mortals. If you can't think of anything, use this table.
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1.12CountrysideTroubadors, bards and minstrels of the most saccrine kinf beleive these picturesque cliffs over the Nesser River offer a perfect spot for contemplation, songwriting and moddy reflection. There are currently 23 silk and velvet clad romantics here takignthe airs, and at least 8 of them would be happy to put a dagger or courtsword into anyone lacking in artistic appreciation.Shrine to mystraPolearm,Shield10 - FriendlyCharge! Monsters attack. They want to eat the PCs, take all their stuff and/or sell them as slaves. If the monsters know that they are clearly inferior, they will flee instead.
40
1.13Countryside
Tymora: Goddess of good fortune
Druids Mound11- FriendlyShow of dominance: Monsters beat their drums, wave their spears and/or sprinkle the PCs with urine. Monsters wants the PCs to kowtow, give them treasure and/or do their bidding.
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1.14SwampBoggy moors that stretch south to the river, interrupted by the ocassional ancient barrow, it's lintel stones marked with sigils that promise sinister curses for any who dare despoil it. The waters here are acidic and red, with corpses and bones washed from the barrows - some of which will rise from the muck to drown travellers, or crawl to seek the warmth of a campfire at night.colorful birds2 - HostileTrade: Monsters have X, wants to trade it for something the PCs have (food, gold, henchmen, etc.). Dumb monsters might make stupid trades. Proud monsters will take refusal to trade as an insult.
42
1.15ForestThe sheep herd of [[Galden]] are often grazed here before slaugther, fattened on the rich grasses that grow waist high among small bogs and pools.dark blue grass
2 webs holding corpses
310 sp,12gp,1 emerald(1000 sp)9- FriendlyHit and run! Monsters attack, then they gtfo unless they have great initial success. They might try to grab something/someone.
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1.16Farmland/TownThe eyes of the people of [[GALDEN]] have rectangular pupils. The citizens are never seen in less than groups of three. The town's economy is heavily based on processing the piebald sheep raised in the surrounding countryside. Spinners, weavers, tanners, butchers, and even a glue factory do brisk trade here. A visit to the slaughterhouse reveals that Galden sheep have human-shaped skulls. The local population is in the middle of a turmoil or open revolt. The threat is internal in nature and the police and law enforcers are ill equipped to handle the uprising.Floating Stones1 Griffon8 - IndifferentCharge! Monsters attack. They want to eat the PCs, take all their stuff and/or sell them as slaves. If the monsters know that they are clearly inferior, they will flee instead.
44
1.17FarmlandThe fields, once fertile, have been burned and thrice-blessed in an attempt to clear a fungal rust that infested the farmers' prize barley. Illusionary Dragon3 Gargoyles90 copper10Charge! Monsters attack. They want to eat the PCs, take all their stuff and/or sell them as slaves. If the monsters know that they are clearly inferior, they will flee instead.
45
1.18ForestThe forest here has been spared the axe in deference to a 'methuselah' tree which has engulfed and lifted a bluestone menhir 40 feet into the air. While the tree is regularly struck by lightning during storms, it does not burn. The only result of the strikes is to cause the menhir to glow in an uneartly green light.Slippery log bridge2 - HostileQuest: Monsters needs the PCs to find the Sword of Gloom or fight off the morloks on level 2 or something. Monsters will offer help and/or a reward, but might not pay when push comes to show. Powerful monsters will use geas.
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1.19CountysideThe tyrannical Steward of [[Drogat Castle]] has decreed that a giant compass rose is cut here in the turf, carefully tended by starving wretches fro the Steward's expansive dungeons. Lime filled trenches are cut into the land by skeletal figures under the watchful eye of manitocre mounted knights far above. The knights will swoop down on any who appear to slack or falter, offering them to thier mounts to devour. The compass is allegedly an act of devotion to encourage the return of the lost king of [[Drogat Castle]].Huge TreeTomb of Xarr Zul11- FriendlyHit and run! Monsters attack, then they gtfo unless they have great initial success. They might try to grab something/someone.
47
1.2COuntrysideStone Altar7 - IndifferentQuest: Monsters needs the PCs to find the Sword of Gloom or fight off the morloks on level 2 or something. Monsters will offer help and/or a reward, but might not pay when push comes to show. Powerful monsters will use geas.
48
1.21ForestIn a copse in the wood is a massive, gnarled tree in what appears to the the shape of a gaint, grasping hand. There is a hole bi g enough for a demi-human or goblin to walk through and a full human to walk through. Following the hold into the tree and underground leads one to THE TEMPLE OF THE HAND. Here you will find goblins whose hands were cut off in the town of OGON (Hex 01) supplicating themslves. If one successfully sneaks in undetected, they will witness hands crawl out of nooks and crevasses and, after feeling around for a worthy recipient, attach themselves to selected amputees. The hands are intelligent parasites that will make their hosts stronger, more dextrous and able to cast wizard or cleric spells. They will dominate the goblins, and attempt to kill any intruders they detect..unless the intruder is herself an amputee. If captured by a PC who has lost a hand, and its ego is overcome, the PC may attach the hand to herself and treat it as an intelligent sword that imbues one of the abilities mentioned above. If the ego overcomes them, they will become a servant to The Cult of The Hand and face an strong compulsion to cut off the hands of others and lead them back here. The Cult has members in OGON and throughout the realm. The hands purpose beyond attacting more hosts is unknown.Earth Statue GrumbarHandaxe,Chain8Nature: Monster does something typical for its nature. Orcs charge without much tactics, trolls ask riddles, wizards meddle in the affairs of mortals. If you can't think of anything, use this table.
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1.22ForestAnyone wandering this section of forest at night on a full moon will encounter the Wyld Ride hunt of the Seelie Court. If they can succeed at a moderate Charisma or Diplomacy (or similar) check, they can join the hunt. The Seelie fey will reward them with simple charms or blessings if they successfully add to the joy of the hunt (DM discretion) and will punish them with simple curses or hexes for ruining it. Once joined, PCs that stray from the hunt are hunted by Rougarou, the Hound (use dire wolf stats but double HD and vulnerable to cold iron) of the Seelie Court until sunrise or they return to the hunting party. If they see the hunt all the way through, it ends in a dawn bacchanalia that will leave the PCs with a wicked hangover.Dying horseNano SpidersNature: Monster does something typical for its nature. Orcs charge without much tactics, trolls ask riddles, wizards meddle in the affairs of mortals. If you can't think of anything, use this table.
50
1.23Farmland16 cows walk unceasingly in a circle, Should a cow die (naturally or by the sword), another cow wanders in from the northeast and assumes its place, the dead being pummeled into the earth. The ground beneath their hooves is trampled to bloody, pulpy mud. In the middle of the circle, a strange rune has been burned into the earth.
Pretty flowers, roses, tulips, orchids
Touching the rune teleports randomly 10 - FriendlyShow of dominance: Monsters beat their drums, wave their spears and/or sprinkle the PCs with urine. Monsters wants the PCs to kowtow, give them treasure and/or do their bidding.
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1.24GrasslandsThis area is dominated by the [[Spine of the World]] a non-magical rod of pure force about 2 inches in diameter and extending from the ground vertically in both directions (i.e. into the ground and the sky) for, as far as anyone knows, forever. It has an oppolescent shean much like mother of pearl but takes on irridescent colors from the sun, the moon and stars. It is neither hot nor cold to the touch and is perfectly smooth and nearly frictionless.

It is surronded for about a mile in all directions by flooded diggings and structures built over melenia as peopleof various races have tried to determine just what the heck it is; the whole area is therefore reminiscent of the Somme battlefieds of 1916. At the foot of the [[Spine]] itself is a shaft of perhaps a mile deep about 50 feet across, the greatest legacy of the historical investigations, in which the [[Spine]] stands like an impossibly tall drinking straw in a riduiculously huge tumbler; the effect enhanced by the fact that the bottom of the shaft is full to an unknown depth with rainwater run-off. Many passages branch off the shaft, twisting and turning either up to the surface or down to the depths. Monsters are known to make lairs in these and the area is shunned for that reason: along with the fact that the impossibility of the [[Spine]] creeps most people out.

However, every now and then some mad archmage or dotty high priest spends to much time with with the mercury/incense and concocts a theory about how the the [[Spine]] must be harnessed/destroyed/investigated/protected etc.and therefore becomes willing to invest money and blood on their obsession.

What, if anything, the [[Spine]] thinks of all this, it keeps to itself.
Bales of dry hay20 sp, map to 3.03Pits8 - IndifferentAmbush! Monsters attack with stealth and/or trickery. Goblins will disguise themselves as children (badly), a bear might hide in the cupboard. Treat this as 1 for dumb monsters.
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2MountainA small group of goblins make their home in the mountains and engage in banditry throughout the region. They are led by Mogden, a hulking brute of a hobgoblin.
Shrine to Lord of the First: Bel
8 - IndifferentQuest: Monsters needs the PCs to find the Sword of Gloom or fight off the morloks on level 2 or something. Monsters will offer help and/or a reward, but might not pay when push comes to show. Powerful monsters will use geas.
53
2.01ForestA hidden natural fountain springs from the ground here. Its waters can heal and calm any that bath in it for at least an hour. Local monsters know this and frequently check on it for prey (roll encounter: 1d6: 1 = 1d12 goblins led by goblin shaman, 2 = Troll, 3 = Ettin, 4 = 1d8 Gnolls, 5 = Young green dragon, 6 = 2d4 Evil Centaurs serving an evil druid)Blood Sky
Brain in a Jar. Opens fountain
4- UnfriendlyDefend territory: Monsters makes it clear that this room/corridor is theirs and that the PCs should go another way. Bribery and/or flattery might work.
54
2.02ForestA hidden natural fountain springs from the ground here. Its waters can heal and calm any that bath in it for at least an hour. Local monsters know this and frequently check on it for prey (roll encounter: 1d6: 1 = 1d12 goblins led by goblin shaman, 2 = Troll, 3 = Ettin, 4 = 1d8 Gnolls, 5 = Young green dragon, 6 = 2d4 Evil Centaurs serving an evil druid)Shrine to Bhaal knife3 Unicorns6 blue sapphires(1000 sp each), map to 16.054- UnfriendlyNature: Monster does something typical for its nature. Orcs charge without much tactics, trolls ask riddles, wizards meddle in the affairs of mortals. If you can't think of anything, use this table.
55
2.03MountainThe passes through these mountains stink with the smell of rotten flesh, and great wheeling murders of rooks swarm above. Along each of the three passes, the slavers of [[Ogan]] impale goblin slave they catch trying to escape of defeated goblin warriors. At night the spirits of the tortured goblins wail like harsh winf through the rocks. They can devour and replace the soul of any human infant brought here.Witch's Circle3 Fire Hounds170 cp8 - IndifferentCharge! Monsters attack. They want to eat the PCs, take all their stuff and/or sell them as slaves. If the monsters know that they are clearly inferior, they will flee instead.
56
2.04MountainA hidden village nestled in the foothills, where they worship a female android nurse (recovered from the mysterious ruins deeper in the Barrier Peaks) as a goddess. As long as the goddess is given the sacrifices she demands, generally certain herbs and sometimes animals, she can provide the villagers with a healing spray that cures 2d12 hit points three times per day, and an injection that can cure disease/poison or radiation poisoning once per day. The people of the village have learned to speak her language sufficiently to request cures and understand her commands. The villagers will resist anybody trying to take away their goddess, and the goddess will try to remain with the villagers unless commanded by somebody equipped with a violet or higher card.Stakes in the groundAndroid nurse turns people into undeaad servants if they fail her3- UnfriendlyAmbush! Monsters attack with stealth and/or trickery. Goblins will disguise themselves as children (badly), a bear might hide in the cupboard. Treat this as 1 for dumb monsters.
57
2.05Mountain
Shrine to Chauntea descreated
Lair of Putzuputzu
6 - IndifferentShow of dominance: Monsters beat their drums, wave their spears and/or sprinkle the PCs with urine. Monsters wants the PCs to kowtow, give them treasure and/or do their bidding.
58
2.06DesertA lifeless waste, watched by scrawny harpies and difficult to cross due to the heat and razor edges of sand fused into glass that hide beneath the dust here. Crossing the sands will maim horses and lacerate travelers on foot if the who wear armored boots.Floating StonesMany spiked pit traps5 - UnfriendlyQuest: Monsters needs the PCs to find the Sword of Gloom or fight off the morloks on level 2 or something. Monsters will offer help and/or a reward, but might not pay when push comes to show. Powerful monsters will use geas.
59
2.07BadlandsBroken Hills above a the tractless waste, bordered by a thin line of grassy meadows. A small wagon and campsite at the edge of the waste is the temporary home of Redfaced Vindin a petulent scholar of antiquities and part-time tomb robber. He is currently using a telescope to copy the writings on the pillars at the small desert's center [[0206]] Smell of cooking meat4- UnfriendlyCharge! Monsters attack. They want to eat the PCs, take all their stuff and/or sell them as slaves. If the monsters know that they are clearly inferior, they will flee instead.
60
2.08CountrysideMeadowlands dotted with round faced scarecrows. A few of the bundles of sticks and rags are actually the poorly disguised bodies of dead travellers, sacrificed by the moon cultist renegades who lurk along the road nearby ([[0108]]).purple tree9 Centaurs10 - FriendlyNature: Monster does something typical for its nature. Orcs charge without much tactics, trolls ask riddles, wizards meddle in the affairs of mortals. If you can't think of anything, use this table.
61
2.09ForestSparse trees soon turn into a forest of oak and beech, filled with feral pigs that feast on fallen nuts and acorns. They are unafraid of man and aggressively territorial. All answer to the authority of the [[SAINT OF SWINE]] ([[0309]])Lizard Eggs8 - IndifferentNature: Monster does something typical for its nature. Orcs charge without much tactics, trolls ask riddles, wizards meddle in the affairs of mortals. If you can't think of anything, use this table.
62
2.1ForestThe stream the party has been following through the forest is suddenly running with gold: and growing from the bank is a silver tree with diamonds in place of leaves. These are both illusions, sprung by a satyr (the stream) and a sprite (the tree) having a competition (DC18 to detect): whichever one the party “falls for” first, the corresponding creature wins the bet. They will reveal themselves at this point and fight over the winnings, the loser refusing to pay up. The party could offer a trinket to settle it, or help the winner beat up the loser and take what's theirs.
Dry lands full of tumbleweed and thorn bushes
Scepter of Yolacha
11- FriendlyCharge! Monsters attack. They want to eat the PCs, take all their stuff and/or sell them as slaves. If the monsters know that they are clearly inferior, they will flee instead.
63
2.11CountrysideShrine to Bhaal knifeLong Fall5 - UnfriendlyNature: Monster does something typical for its nature. Orcs charge without much tactics, trolls ask riddles, wizards meddle in the affairs of mortals. If you can't think of anything, use this table.
64
2.12SwampA tribe of lizardfolk inhabit the moors, fiercely defending their territory from interlopers. Their shaman-priestess, Gugh, carries an enchanted trident, insurance against the occasional restless undead found in the moors.
Corellon Larethian Elvish Deity
Bear traps5 - UnfriendlyHit and run! Monsters attack, then they gtfo unless they have great initial success. They might try to grab something/someone.
65
2.13SwampThe Moors here were the last stand of the Kipht, a rebel fanatic-army vanquished a few generations back. They were slaughtered to the last man in the boggy terrain. Their dead do not rest easily, and skeletons and wights plague the moors.. Pack of wild dogsHall of Madness4 Swamp Men7 - IndifferentTrade: Monsters have X, wants to trade it for something the PCs have (food, gold, henchmen, etc.). Dumb monsters might make stupid trades. Proud monsters will take refusal to trade as an insult.
66
2.14Swampthorn bushes6 - IndifferentNature: Monster does something typical for its nature. Orcs charge without much tactics, trolls ask riddles, wizards meddle in the affairs of mortals. If you can't think of anything, use this table.
67
2.15ForestGuar herds occupy the forests ringing the moors. The reticent herbivores are generally noctunal, avoiding explorers and poachers. The scarred dominant male bristles with broken arrows and boarspears, trophies of his run-ins with poachers.Elk bones6 Axe Beaks5Nature: Monster does something typical for its nature. Orcs charge without much tactics, trolls ask riddles, wizards meddle in the affairs of mortals. If you can't think of anything, use this table.
68
2.16ForestCentipedes8 - IndifferentAmbush! Monsters attack with stealth and/or trickery. Goblins will disguise themselves as children (badly), a bear might hide in the cupboard. Treat this as 1 for dumb monsters.
69
2.17FarmlandA farmer & his daughter stand on the roof of a barn as a herd of Carnivorous Antelope devour a flock of chickens. The daughter pines for a life of adventure away from home.Erupting geysers3 RhinosScrolls, remove fear,Spell Immunity,Delay Poison,Detect Lie7 - IndifferentQuest: Monsters needs the PCs to find the Sword of Gloom or fight off the morloks on level 2 or something. Monsters will offer help and/or a reward, but might not pay when push comes to show. Powerful monsters will use geas.
70
2.18CountrysideThe dour and penetient followers of St. Cindilla farms this land from neat villages of whitewashed brick. Each village supports a knight of St. Cindilla and his huge war ram, which leaves little besides gruel and prayer for the devote toilers.
Shrine to Yurtrus (L): God of death, disease Orc
10 - FriendlyNature: Monster does something typical for its nature. Orcs charge without much tactics, trolls ask riddles, wizards meddle in the affairs of mortals. If you can't think of anything, use this table.
71
2.19ForestSalt Lake
1 Adult Gold Dragon
15845 sp, 2 potions of speed, 3 antitoxin, 1 lute , +2 longsword,
7 - IndifferentQuest: Monsters needs the PCs to find the Sword of Gloom or fight off the morloks on level 2 or something. Monsters will offer help and/or a reward, but might not pay when push comes to show. Powerful monsters will use geas.
72
2.2CountrysideAnimal tracks4- UnfriendlyNature: Monster does something typical for its nature. Orcs charge without much tactics, trolls ask riddles, wizards meddle in the affairs of mortals. If you can't think of anything, use this table.
73
2.21CountrysideA herd of Carnivorous Antelope battle a mischief of Ratcoons. A squadron of Flying Monkeys watches from the branches of a small copse of trees, swapping bets and pointing out the better parts of the action. The monkeys are led by Serjeant Red Hand and are armed with javelins and short swords. They are currently under contract to the Steward of [[Drogat Castle]] ([[Hex 0224]]).
small herds of flightless birds
1 Young Gold Dragon
3659 sp, Potion of Heroism, 6 x +2 sling bullets, stone giant strength, superior healing potion, potion of calirvoyance, potion of invisibility, map to 8.04Hit and run! Monsters attack, then they gtfo unless they have great initial success. They might try to grab something/someone.
74
2.22CountrysideShrine to baneSword,Blowgun,Heavy Crossbow,Polearm,Shortbow,Cestus,Dart, Chain,Great Warhammer, Club6Trade: Monsters have X, wants to trade it for something the PCs have (food, gold, henchmen, etc.). Dumb monsters might make stupid trades. Proud monsters will take refusal to trade as an insult.
75
2.23FarmlandBeautifully maintained farmland, with picturesque farms of unusual wealth. The farmhouses nearest to the road are locked, and those further form it prove to be potemkin shells of gaily painted plaster. The Farmers will be seen at twilight, bleak eyed men and women, who return to thier spartan barracks in [[Drogat Castle]] each night. During the day they are guarded by plate clad footmen with flat, mechanical affects and the ocassional ribbion bedecked, manticore mounted knight.
Bog (with bloodsucking leeches)
Castle of Dead Babies
2 - HostileCharge! Monsters attack. They want to eat the PCs, take all their stuff and/or sell them as slaves. If the monsters know that they are clearly inferior, they will flee instead.
76
2.24Castle/FarmlandDrogat Castle is know as the Castle of (false) Smiles by most in the region. It is a formidable fortress, its lower works made from ancient black stone, sagging with time and the effect of ancient seige weapons in places, and its upper works newer, fashioned of dark and light stone to give the entire place a checkerboard pattern. Drogat is well garrisoned, rish and very proud. It is ruled by the 19th Steward of Drogat, as the last King vanished, leaving only a young son who died mysteriously. The stewards have been excellent in maintaining Drogat's marches, but have a tendency to claim the missing King's rights as an excuse to minutely manage and direct everything in thier purview towards greater and greater profit. The knights of Drogat ride Black or white manticores and number 24, while the guards, foresters, footmen and levies are far more numerous. The land around the site is precarious. It could be poor traveling roads or conditions. It could be floods, landslides, bad water, storms, or blights. Civilization can be brought here but will require investment and innovation in order to secure trade.sea of tall grass
Castle of Dead Babies
Area covered in yellow mold. 1d8 damage, save or die if broken9- FriendlyTrade: Monsters have X, wants to trade it for something the PCs have (food, gold, henchmen, etc.). Dumb monsters might make stupid trades. Proud monsters will take refusal to trade as an insult.
77
3ForestA pitifully small band of goblins dwells in a ramshackle treehosue of bark and twigs here, hunting in the forest for mushrooms and small animals. They fancy themselves far more ferocious then they are, and will loudly and proudly proclaim thier love of 'manflesh', though none have ever tasted it, and thier descriptions of its succulence, flavor and effects can easily be confused with other near mythical foods such as strawberries, pound cake and strong spirits. If flattered and told they will be paid in 'manflesh' several of these creatures may be willing to take mercenary or henchman work.
lavender treeSwinging log trap.4- UnfriendlyHit and run! Monsters attack, then they gtfo unless they have great initial success. They might try to grab something/someone.
78
3.1ForestRuined Wall (Dwarven)Hunting Snares9- FriendlyDefend territory: Monsters makes it clear that this room/corridor is theirs and that the PCs should go another way. Bribery and/or flattery might work.
79
3.02MountainNestled in the peaks, is a small human settlement (20 commoners) beneath the south face of the tallest mountain in the range. Rare Silver Bears make their homes in caves in this region and their pelts are quite valuable (as are their claws, teeth, bones, etc...). Deeper inside the caves reside mountain trolls (as troll but +2 HD, resistant to weapon attacks, and gray in color). The trolls are rarely seen out of the caves but it is rumored that their leader still carries the greatsword "Urkushu", legendary weapon of Ezeke Wildmane the lost barbarian hero who sought to kill the great mountain trolls.Termite moundLarge Statue - Flaming hands10 - FriendlyQuest: Monsters needs the PCs to find the Sword of Gloom or fight off the morloks on level 2 or something. Monsters will offer help and/or a reward, but might not pay when push comes to show. Powerful monsters will use geas.
80
3.03MountainTermite moundbee hivesChitenous insect armourBarbed WireQuest: Monsters needs the PCs to find the Sword of Gloom or fight off the morloks on level 2 or something. Monsters will offer help and/or a reward, but might not pay when push comes to show. Powerful monsters will use geas.
81
3.04ForestSeven cabins are just inside the northern edge of the forest here, spread out from east to west over half a mile. They show no signs of recent inhabitance, save one, at the far west end were a hunter has taken residence. The others are all marked on their doors with elven sigils of warning and danger. Feral elves have chased off the inhabitants and will permit no mortals to reside here. The hunter is left alone because he is no mere mortal. What he is, scares even the feral elves.GravesGiant HawkYellow Mold2 - HostileAmbush! Monsters attack with stealth and/or trickery. Goblins will disguise themselves as children (badly), a bear might hide in the cupboard. Treat this as 1 for dumb monsters.
82
3.05MountainAmong the crags and caves of nesting swallows that fill these mountains a pale stone cenotaph stands. Climbing to it is dangerous but a close examination reveals that it tells a story of conquest with pictures and strange glyphs, much like the language of the [[BALEFUL SIGN]]. The carvings speak of an army embarked atop great stone spears cast down from the moon to punish its terrestrial enemies with searing magical fire. Vines thick Large Skull mouth - burning hands, 3d6 damage6 - IndifferentAmbush! Monsters attack with stealth and/or trickery. Goblins will disguise themselves as children (badly), a bear might hide in the cupboard. Treat this as 1 for dumb monsters.
83
3.06BadlandsA strange rock formation, a giant hollow boulder, carved with windows and strange petroglyphs and pearched precariously atop a spire of crumbling red stone marks the edge of the [[Baleful Sign]]'s infulence. The rock was once home to a band of silent hermits, but is now a lair for a small fanatical cult of moon worshipping bone puppeteers.Vivid Dreams if sleep hereDead Bodies, raised if touch pillar.8 - IndifferentAmbush! Monsters attack with stealth and/or trickery. Goblins will disguise themselves as children (badly), a bear might hide in the cupboard. Treat this as 1 for dumb monsters.
84
3.07Sand DuneThese low polluted hills were lightly seared by the [[BALEFUL SIGN]] long ago, revealling rish seams of copper belwo the topsoil. The people of [[ANGLEAE]] have set up several pit mines, which they work lackadasically during the summer and early winter. The miners claim to be entirely unaware of any moon cults nearby ([[0406]]), ([[0208]]).large pile of animal dung7Charge! Monsters attack. They want to eat the PCs, take all their stuff and/or sell them as slaves. If the monsters know that they are clearly inferior, they will flee instead.
85
3.08MountainTalking Stone MouthLightning Bolt Trap3- UnfriendlyAmbush! Monsters attack with stealth and/or trickery. Goblins will disguise themselves as children (badly), a bear might hide in the cupboard. Treat this as 1 for dumb monsters.
86
3.09ForestThese low polluted hills were lightly seared by the [[BALEFUL SIGN]] long ago, revealling rish seams of copper belwo the topsoil. The people of [[Kish]] have set up several pit mines, which they work lackadasically during the summer and early winter. The miners claim to be entirely unaware of any moon cults nearby ([[0406]]), ([[0208]]).large pile of animal dung2 - HostileDefend territory: Monsters makes it clear that this room/corridor is theirs and that the PCs should go another way. Bribery and/or flattery might work.
87
3.09ForestSmall Path of stonesBanshee290 cp, 170sp9- FriendlyCharge! Monsters attack. They want to eat the PCs, take all their stuff and/or sell them as slaves. If the monsters know that they are clearly inferior, they will flee instead.
88
3.1ForestSilvery Lights at night
Zombraire Estate
3- UnfriendlyAmbush! Monsters attack with stealth and/or trickery. Goblins will disguise themselves as children (badly), a bear might hide in the cupboard. Treat this as 1 for dumb monsters.
89
3.11Countryside
small herds of flightless birds
5 - UnfriendlyCharge! Monsters attack. They want to eat the PCs, take all their stuff and/or sell them as slaves. If the monsters know that they are clearly inferior, they will flee instead.
90
3.12SwampSwampland only remarkable for its unsurpassing ugliness and the extraordinqry gluelike quality of its grey mud.Many Leaves of amberPool of Water, Reflection offers a game of chance for a map to treasure10 - FriendlyHit and run! Monsters attack, then they gtfo unless they have great initial success. They might try to grab something/someone.
91
3.13CountrysideTunnels abandoned140 sp, map to 19.15Burning Fire, eternal, save against magic, if fail fire vulnerability, if pass fire resistance8 - IndifferentQuest: Monsters needs the PCs to find the Sword of Gloom or fight off the morloks on level 2 or something. Monsters will offer help and/or a reward, but might not pay when push comes to show. Powerful monsters will use geas.
92
3.14ForestRusty sword
Barren Battleground
7 - IndifferentNature: Monster does something typical for its nature. Orcs charge without much tactics, trolls ask riddles, wizards meddle in the affairs of mortals. If you can't think of anything, use this table.
93
3.15Forestdried bloodstainsSphere of annihilation in a hole in the ground6 - IndifferentCharge! Monsters attack. They want to eat the PCs, take all their stuff and/or sell them as slaves. If the monsters know that they are clearly inferior, they will flee instead.
94
3.16CountrysideA derelict farm outside of Petrograd, Russia. A massive crater has been blasted in the field, filled with a pool of insubstantial color.Bales of dry hay9- FriendlyNature: Monster does something typical for its nature. Orcs charge without much tactics, trolls ask riddles, wizards meddle in the affairs of mortals. If you can't think of anything, use this table.
95
3.17Countrysidebee hives7 bloodstones(50 sp each)5 - UnfriendlyNature: Monster does something typical for its nature. Orcs charge without much tactics, trolls ask riddles, wizards meddle in the affairs of mortals. If you can't think of anything, use this table.
96
3.18Countryside
Clock shaped shrine to time
3 Gorgons10 - FriendlyDefend territory: Monsters makes it clear that this room/corridor is theirs and that the PCs should go another way. Bribery and/or flattery might work.
97
3.19FarmlandMielikki: Goddess of forestsGoblin MillSpiked pit traps11- FriendlyShow of dominance: Monsters beat their drums, wave their spears and/or sprinkle the PCs with urine. Monsters wants the PCs to kowtow, give them treasure and/or do their bidding.
98
3.2GrasslandsTombstonesAncient Statue793 cp, 324 sp, 41gp6 - IndifferentDefend territory: Monsters makes it clear that this room/corridor is theirs and that the PCs should go another way. Bribery and/or flattery might work.
99
3.21CountrysideAn overturned merchant's wagon blocks the road. The merchant and his assistant are dead; they have been gnawed to death. Their wagon contains succulent melons and gourds; eating any of the melons grants an immunity to disease for 24 hours. The gourds are just gourds. A dead Ratcoon is crushed under the wagon.Statue of Sune3 Orcs5 - UnfriendlyCharge! Monsters attack. They want to eat the PCs, take all their stuff and/or sell them as slaves. If the monsters know that they are clearly inferior, they will flee instead.
100
3.22ForestA single cow walks unceasingly in a circle on bloody stumps; it hooves are worn away to the ankle. The ground beneath the cow is trampled to bloody, pulpy mud and the battered and trampled carcasses of 255 cows are strewn about the circle. In the middle of the circle, a strange rune pulses and glows an eerie purplish-green light. From the center of the rune, pale white tentacles with hundreds of fanged beaks thrust out from the earth. The forest is completely silent.Grazing horses4 Unicorns8 blue sapphires(1000 sp each)3- UnfriendlyHit and run! Monsters attack, then they gtfo unless they have great initial success. They might try to grab something/someone.
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