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1 | x_index | y_index | extra_1 | hex_key | terrain | settlement | extra_2 | author | description | more_info_url | themes |
2 | 01 | 01 | 0101 | woodland | Zak Smith | Well. 3 crocodiles. | |||||
3 | 01 | 02 | 0102 | fin | MULK | Zak Smith | MULK. Human settlement. Excellent glassblowers. | ||||
4 | 01 | 02 | 0102 | fin | Harald Wagener | Hidden harbor. Base of a luckless pirate captain. | |||||
5 | 01 | 03 | 0103 | swamp | Jeremy Morgan | Abandoned witch's hut. | |||||
6 | 01 | 04 | 0104 | sea | Brian Green | Burnt remains of a fishing village along the shore. Sunken fishing boats in the shallows. | |||||
7 | 01 | 05 | 0105 | sea | Random Wizard | A very old bard in a dinghy. Appears to be idly fishing but in reality, is attempting to find ways to capture a mermaid who taunts and jilts him. | |||||
8 | 01 | 06 | 0106 | sea | Zzarchov Kowolski | Abandoned stone watchtower. Someone burned down the roof and there is a pack of 20 feral dogs with a taste for human meat. | |||||
9 | 01 | 07 | 0107 | sea | Jensan Thuresson | Unsinkable cursed buckets. Lots of. | http://acornafloat.blogspot.se/2013/04/hexenbrachen-hex-0107.html | ||||
10 | 01 | 08 | 0108 | sea | Brendan Strejcek | Pirate patrols from the hilly island to the south that seek slaves (50% chance their ship is already loaded with precious cargo). 10% chance actually ghost pirates from a ship that was ran aground in a storm (there may be treasure in the real wreck as well). | |||||
11 | 01 | 09 | 0109 | hill | Harald Wagener | The Cyclops´ armory. Believed to hold items of excellent craftmanship (true, but they're all giant sized) | |||||
12 | 01 | 10 | 0110 | sea | James Stuart | Wet Water is Wet. There are lots of fish here. | |||||
13 | 01 | 10 | 0110 | sea | Matt Maranda | The sunken remains of ships with several large rocks scattered among them. (These ships were sunk by the Cyclops before they ever reached his island.) | |||||
14 | 01 | 10 | 0110 | sea | Zak Smith | One of the jellyfish here is being remotely controlled by a mind flayer in hex [[0109]]. He is using it to look for a lost gem in the shoals. | |||||
15 | 01 | 11 | 0111 | sea | Alex Mayo | The remains of an old fishing settlement. A strange statue, clearly dredged from the ocean floor, is located in the center of town - surrounded by corpses. | |||||
16 | 01 | 11 | 0111 | sea | Jensan Thuresson | Moonlight turns water surface into a portal. | |||||
17 | 01 | 12 | 0112 | plain | SCREEYAL | Zak Smith | [[SCREEYAL]] White Elf port. Rough. | ||||
18 | 01 | 13 | 0113 | hill | Jeff Rients | small pile of rocks near highest hilltop in the hex. Hasty grave - underneath is the naked corpse of a halfling with tremendous sideburns. | |||||
19 | 01 | 14 | 0114 | hill | Stuart Marshall | Scree and loose rock. 4 large pterosaurs. | |||||
20 | 01 | 14 | 0114 | hill | UPSIDE | Harald Wagener | [[UPSIDE]] Dwarven surface colony. sturdy buildings, little luxury. | https://docs.google.com/document/d/1qP5N8zNu7l5PvZb_BzKgii3u7d7vU6cbbrCSPQiaP4k/edit# | |||
21 | 01 | 15 | 0115 | hill | John Bell | One of the hills has an iron door cut into its side. A corpse with stab wounds in its back lies face down towards the door. | |||||
22 | 01 | 15 | 0115 | hill | Nakia Pope | Ash and burnt vegetation from a huge wildfire. | |||||
23 | 01 | 16 | 0116 | hill | John Bell | Drunken hill giant who loves to gamble. | |||||
24 | 01 | 16 | 0116 | hill | Zak Smith | Dwarves here with trained rabid bats will steal your armor int he night and melt it down. | |||||
25 | 01 | 17 | 0117 | mountain | Matt Maranda | These mountains contain a sealed Dwarf Vault. The seal has not been broken largely because of the legends that claim "The Dwarfs that founded this vault never left before the seal was put in place." | |||||
26 | 01 | 18 | 0118 | mountain | John Bell | One of the mountains is illusory, but chances are you won't realise til you're halfway up it. | |||||
27 | 01 | 18 | 0118 | mountain | Harald Wagener | A big telescope built by lizardmen, pointing at the stars. They buy lenses from the lens grinders in [[0217]]. | |||||
28 | 01 | 18 | 0118 | mountain | Darien Mason | A desolate mountain peak strewn with bones of a decimated adventuring crew. One rather intact skeleton still clutches a red dragon scale the size of a great-shield. | |||||
29 | 01 | 19 | 0119 | mountain | Matt Maranda | at the top of this mountain carved into the living stone is a very small throne, too small even for a halfling. (Anyone small enough to sit in it can see all surface activity for 30 miles around, while seated in the chair. But no special power to actively process that information is imparted upon the user.) | |||||
30 | 01 | 20 | 0120 | mountain | John Bell | A massive statue of an ancient king points directly at the throne in [[0119]] with an accusing expression | |||||
31 | 01 | 20 | 0120 | mountain | John Johnson | Abandoned mines with a collapsed entrance. | |||||
32 | 01 | 21 | 0121 | fin | Sheer cliffs over the water with caves high up. | ||||||
33 | 01 | 21 | 0121 | fin | Zak Smith | The palatial abandoned manse overlooking the water here is an illusion. It's really a rickety deathtrap covered by an illusion the cannibal witch-naga beneath cast so adventurers will fall to their doom. | |||||
34 | 01 | 21 | 0121 | fin | Paul Schaefer | Crater with large crashed space capsule. Squishy aliens unloading parts to construct mechanical walking death machines. | |||||
35 | 01 | 22 | 0122 | sea | John Bell | A flotilla of rafts inhabited by peaceful lizardmen plies a circular route throughout this hex. | |||||
36 | 01 | 22 | 0122 | sea | Zak Smith | Two fortified islands linked by a stone bridge | |||||
37 | 01 | 22 | 0122 | sea | Chris L Sheppard | A school of small green fish that form strange arcane symbols. | |||||
38 | 01 | 23 | 0123 | sea | John Bell | Den of 4 werecrocodiles who prey on the lizardmen in [[0122]]. | |||||
39 | 01 | 23 | 0123 | sea | Matt Maranda | Excellent finish in the hex. Including one overly large shark with a suite of +1 chain in its belly. | |||||
40 | 01 | 23 | 0123 | sea | Zak Smith | A skinny deep blue jelly with tentacles and 2 vampire heads. | http://dndwithpornstars.blogspot.ca/2013/06/i-just-play-here.html | ||||
41 | 01 | 24 | 0124 | sea | Casey Garske | The top of a giant statue's head protrudes from the water. At low tide it's eyes are revealed. | |||||
42 | 01 | 25 | 0125 | woodland | John Bell | No one can prove a tribe of degenerate elvish cannibals live here because no one ever comes out of the forest alive. | |||||
43 | 01 | 25 | 0125 | woodland | Harald Wagener | Glade with portal to the Nymph's Shadow Realm. Druids can find a pathway to hex [[2211]], traversable in a day (accompanied by Druid's level living beings). | http://gist.io/5291901 | ||||
44 | 01 | 26 | 0126 | swamp | Olman Feelyus | Marsh lands. Very difficult terrain to cross. No potable water. | |||||
45 | 01 | 26 | 0126 | swamp | Wayne Snyder | Dank swamp land made passable by bridges of human bones. The air is thick with the stench of rotting flesh. | |||||
46 | 01 | 26 | 0126 | swamp | Zak Smith | Old squat Dwarven fortress. Wererats disguised as lost pilgrims inside. They have d20xd12 gp worth of stuff. | |||||
47 | 01 | 27 | 0127 | swamp | Casey Garske | The Mosquito Queen | https://docs.google.com/document/d/1Vx4cpRiLJu-R-Hl5Kl5cPGiIh3QRoY4iLVIBPYcR5xQ/edit | ||||
48 | 01 | 27 | 0127 | swamp | Wayne Snyder | Dank swamp land made passable by bridges of human bones. The air is thick with the stench of rotting flesh. A massive hollow earthen mound sits above the murky water and is home to a clutch of flesh eaters. | |||||
49 | 01 | 28 | 0128 | woodland | Zak Smith | Quasit--ex-familiar of Mosquito Queen, created the hyper sophisticated lizardmen in [[0118]]. | |||||
50 | 02 | 01 | 0201 | sea | John Carr | Kelpies | |||||
51 | 02 | 01 | 0201 | sea | Chris L Sheppard | Nothing. Absolutely, stinking, frigging, nothing. Will drive players mad looking since they’ve found something of interest on every other hex on the map. | |||||
52 | 02 | 02 | 0202 | sea | Zak Smith | Hidden rocks--ships will probably founder. Pirates and scavengers from nearby ports know about this place | |||||
53 | 02 | 02 | 0202 | sea | Mike Evans | Swamp village if mutated half fish half human creatures. Led by blind mad prophet. | http://wp.me/puSkU-TE | ||||
54 | 02 | 02 | 0202 | sea | Gennifer Bone | Sunken rowboat. Here, a party of adventurers learned that armor doesn't float. | |||||
55 | 02 | 03 | 0203 | swamp | Chris L Sheppard | An orc in a rowboat guarding a locked chest. Full of killer bees. | |||||
56 | 02 | 03 | 0203 | swamp | Mike Evans | Giant sits on a throne of living humans stitched together. | |||||
57 | 02 | 03 | 0203 | swamp | Wayne Snyder | Salt water marsh as far as the eye can see. Long legged birds prey on fish in the shallows. | |||||
58 | 02 | 04 | 0204 | sea | Harald Wagener | water in this hex boils at a 1-in-6 chance per night, 2-in-6 at a full moon, from sundown to sundawn. | |||||
59 | 02 | 04 | 0204 | sea | Jacob Hurst | Wreck of pirate ship "The Yeasty Skulls" - Contains 2 forlorn ghosts. Chest of glass flowers. | |||||
60 | 02 | 05 | 0205 | sea | Zak Smith | Water goblins in huge half-submerged fortress of trained coral. | |||||
61 | 02 | 06 | 0206 | swamp | Ian Burns | Village of 116 Rat Men who worship the corpse of a prehistoric mammoth. 2000 GP worth of valuables piled between its ribs. The skull was stolen two months ago by the giant in hex [[0212]]. | |||||
62 | 02 | 06 | 0206 | woodland | Harald Wagener | Marble prison to a Nymph from [[0125]]. The key to her prison is a marble figurine of her likeness, at the bottom of 0202 near the sunken rowboat. If you free her, she grants you a wish. | |||||
63 | 02 | 07 | 0207 | woodland | Jacob Hurst | Clearing filled with small orange and white speckled mushrooms. Visions if consumed. | |||||
64 | 02 | 08 | 0208 | sea | Paul Schaefer | Psychotropic seaweed grows on the seabed. Popular vacation spot for merpeople. | |||||
65 | 02 | 09 | 0209 | plain | VEKTH | Zak Smith | VEKTH Largish port city here--half of it is on solid ground, half is linked boats and fishing towers. | ||||
66 | 02 | 10 | 0210 | sea | Ian Burns | Undersea dome - rusting in places and of questionable constriction - hidden by a forest of purple and green kelp. | |||||
67 | 02 | 11 | 0211 | fin | Levi Kornelsen | Docks, roads, inns - largely serving traffic to and from nearby [[VEKTH]] [[0209]]. | |||||
68 | 02 | 12 | 0212 | fin | Ian Burns | Mountain pass guarded by the Skull Baron, a insane giant, naked except for mammoth skull head stolen from the rat men in Hex [[0206]]. | http://reynaldogamingsoap.blogspot.com/2013/04/the-skull-baron-of-hexenbrachen.html | ||||
69 | 02 | 13 | 0213 | fin | Chris L Sheppard | Twelve Lords a’ Leaping. Twelve armored knights suffering from a permanent 'Otto’s Irresistible Dance'. | |||||
70 | 02 | 13 | 0213 | fin | Jason Sholtis | Bone yards of the Skull Baron, loaded with heaped detritus from his rampages, discarded remnants of his victims, plenty of scavenger monsters | |||||
71 | 02 | 14 | 0214 | fin | Kerry Forester | natural hot springs | |||||
72 | 02 | 15 | 0215 | plain | Ian Burns | Bloodcorn, village of 400 disheveled, and paranoid farmers. The corn grown in the surrounding fields bleeds and screams when bitten into. | |||||
73 | 02 | 16 | 0216 | fin | Zak Smith | Inn of the Night Goat d6 minus d4 travelers at any time. Barkeep's has an accurate treasure map in a map case in his room to an underground complex in [[1423]] inhabited by trolls. | |||||
74 | 02 | 16 | 0216 | fin | |||||||
75 | 02 | 17 | 0217 | plain | Wayne Snyder | Fertile steppe land populated by wild herds of huge black goats with the faces of men, also known as night goats. | |||||
76 | 02 | 18 | 0218 | woodland | Ian Burns | one-eye grizzly bear feared by the surrounding locals. | |||||
77 | 02 | 19 | 0219 | fin | Levi Kornelsen | Abandoned mining camp, spoil heaps, equipment, from mines in [[0120]]. Road leading to that abandoned mine past the feet of the giant seated statue also in [[0120]]. | |||||
78 | 02 | 20 | 0220 | fin | Jason Sholtis | Encampment of fantasy hippies, protected from harm by overwhelming stench of arcane incense | |||||
79 | 02 | 21 | 0221 | plain | Casey Garske | A surly herd of aurochs led by a very short-tempered bull who HATES halflings. | |||||
80 | 02 | 22 | 0222 | plain | Matthew Burack | Ruins of a burned-out farmstead with skeletal remains scattered about. Fields are overgrown with weeds, but have fresh crop circles in them. | |||||
81 | 02 | 23 | 0223 | plain | Zak Smith | Nizadd Gors was transformed into a wererat by a cursed scroll sold to him by a merchant in [[SCREEYAL]] [[0112]]. He seeks information and revenge. | |||||
82 | 02 | 24 | 0224 | plain | Levi Kornelsen | Lizardman encampment; this tribe of primitive lizardmen were subjected to arcane experiments by outsiders see [[0128]] , and the successes taken away. They remain embittered. | |||||
83 | 02 | 25 | 0225 | plain | Paul Schaefer | Two large clans of primitive cannibals. They are feuding over an ancient recipe for barbecue sauce. | |||||
84 | 02 | 26 | 0226 | woodland | Zak Smith | Spell scroll hidden in knot of unusually twisted tree beneath overgrown crow's nest. Permanency . Castable by anyone but only works once. | |||||
85 | 02 | 27 | 0227 | woodland | Jason Sholtis | Caravan from Mulk laden with high-end glassware, lost, bewildered, guards depleted from monster attacks, near starvation, still they soldier on, devoted to fulfilling their orders to the south | |||||
86 | 02 | 28 | 0228 | ||||||||
87 | 03 | 01 | 0301 | sea | Zak Smith | On a small island is an apparently abandoned tower taken by The Cold Banner--a cult of mute assassins dedicated to Akayle Ozph, the many-faced god. | |||||
88 | 03 | 02 | 0302 | sea | Paul Schaefer | Tiny islands randomly rise and sink here, usually within hours. Prides of aquatic displacer beasts hunt in these waters. | |||||
89 | 03 | 03 | 0303 | sea | Wayne Snyder | Beneath the waves the Aquanarium of Bubblox the Sea Wizard lurks on a rocky outcropping near the edge of an abyssal trench. | |||||
90 | 03 | 04 | 0304 | hill | Darien Mason | a bustling port town, nearby healing spring houses symbiotic parasites than actually run the town. | |||||
91 | 03 | 05 | 0305 | hill | Ben Djarum | The Oakheart Academy for Wayward Girls is nestled in the rugged hills here. It is actually a front for the Slime Sisters of Jubilex - an odious cult of depraved nuns devoted to the Slime God. | http://codexapocrypha.blogspot.ca/2013/03/the-oakheart-academy-for-wayward-girls.html | ||||
92 | 03 | 06 | 0306 | hill | Zak Smith | Abandoned fortress of the Order of The Nine Dozen. Mostly picked over (unless there's a secret door somewhere) still, offers shelter from the elements. | |||||
93 | 03 | 07 | 0307 | woodland | Paul Schaefer | The retired bard H'Timskaz resides here in the port town of Ratzenrop. He now makes his living by selling sandals, togas and headbands to fashion challenged visitors at the local inn. | |||||
94 | 03 | 08 | 0308 | sea | Casey Garske | Plesiosaur mating ground | |||||
95 | 03 | 09 | 0309 | sea | Paolo Greco | sunken ship. in the hold, granite icon of Saint Gunther of the Uplands. Praying in front of it gives the faithful +1 to hit and damage with crossbows until next dawn | |||||
96 | 03 | 10 | 0310 | sea | Zak Smith | Thin string of half-submerged fortresses linked by a crumbling causeway connecting [[0407]] to [[0608]]. Once part of the western defenses in the The Bleak Wars, a lunatic has taken up residence in one. | |||||
97 | 03 | 11 | 0311 | fin | Jacob Hurst | A 3 mile long trail is marked with crucified rabbits every 500 feet. The trail ends in a clearing containing the stump of a large oak tree. | |||||
98 | 03 | 12 | 0312 | fin | Jürgen Mayer | Bottomless cave. Three servants of Ith-Narmant, Master of Shadows, are building a shrine in its black depths. | |||||
99 | 03 | 13 | 0313 | fin | Jacob Hurst | The canyon lands of the screaming arches. Wind(?) blowing through natural rock arch ways sounds like the screams of the dying. | |||||
100 | 03 | 13 | 0313 | fin | Gennifer Bone | Black Tar Pits. Pitch Elementals have been known to spawn here. |