Game-HexDescribe

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1,a Circassian witch who began to corrode Tamurello with Blue Ruin
1,Sandestin: a class of halfling which wizards employ to work their purposes. Many magical spells are effected through the force of a sandestin.
1,he cursed the witch with footlong toenails, so that now and forever she must wear special boots."
1,the wizard Baibalides, who lived in a house of black rock on Lamneth Isle, a hundred yards off the coast of Wysrod
1,falloy: a variety of halfling. much like a fairy, but larger and far more gentle of disposition.
1, a druid appeared in a brown robe with a sprig of mistletoe pinned to his hood. He uttered a single word; all fell silent, then slunk away and hid in the shadows.
1,Hoonch the dog-god
1,iron-legged goat
1,crayfish in the shallow pools and a noble trout lazing in the shadows
1,Threlka is a witch of the seventh degree, and is wise beyond most others.
1,Threika cut away the splint and threw it into the fire. "Burn, wood, burn! Pain, in smoke fly up the chimney; disturb Tatzel no longer!" From a black jar she poured a syrup upon Tatzel's leg, then sprinkled on crushed dry leaves. She wound the shin...
1,a ghoul who has the power to change his guise. It will meet you in sweet friendship, and offer wine and food and kindly shelter. Accept nothing—not so much as a sup of cold water—and cross down over this brake, no matter what the cost, while th...
;lyonesse item
1,Never-fail will serve you all your life long, always to indicate where Lord Dhrun may be found. Notice!" King Throbius displayed an irregular object three inches in diameter, carved from a walnut burl and suspended from a chain. A protuberance to t...
1,books of fairy-skein, written with words that you can't get out of your head once they're in.
1,a mordet on him, a unit of acrimony and malice, as expressed in the terms of a curse.
1,…caught a mouse and changed it into a fine horse. 'Ride home at speed,' he told me. ";Do not dismount or touch the ground before your destination, for as soon as your foot touches ground, the horse is once more a mouse!
1,an octagonal mirror in a frame of tarnished wood…I see nothing. It is like looking into the sky."
1,Five golden crowns rolled forth. They became five golden butterflies which fluttered into the air and circled the parlor. The five became ten, twenty, fifty, a hundred. All at once they dropped to cluster upon the table, where they became a hundred...
1,a scarlet and gold carriage drawn by six white unicorns
1,the Spell of Total Enlightenment, so that Widdefut suddenly knew everything which might be known: the history of each atom of the universe, the devolvements of eight kinds of time, the possible phases of each succeeding instant; all the flavors, so...
1,A gallstone cast by the ogre Heulamides gave off a peculiar stench.
1,Persilian, the so-called "Magic Mirror." This mirror would answer three questions to its owner, who then must relinquish it to another. Should the owner ask a fourth question, the mirror would make glad response, then dissolve into freedom.
1,This feather," he said, "is indispensable to the conduct of daily affairs, in that it infallibly detects fraudulence."
1,The cow's horn yields either fresh milk or hydromel, depending upon how one holds it.
1,Balberry's Abstracts and Excerpts, a vast compendium of exercises, methods, forms and patterns inscribed in antique or even imaginary languages.
1,Using a lens fashioned from a sandestin's eye, Shimrod read these inscriptions as if they were plain tongue.
1,a cloth of bounty, which, when spread on a table, produced a toothsome feast
1,He placed down a small box, which expanded to the dimensions of a hut.
1,…the severed member. Rings decorated the four fingers; the thumb wore a heavy silver ring with a turquoise cabochon. An inscription mysterious to Shimrod encircled the stone.
1,three small transparent disks. "These will expedite your search; in fact, you will go instantly mad without them. As soon as you pass the portal, place these on your cheeks and your forehead; they are sandestin scales and will accommodate your sens...
1,you will need this sheath. It is stuff to protect you from emanations.
1,a pair of iron scorpions crawling at the end of golden chains. "These are named Hither and Thither. One will take you there; the other will bring you here
1,On the great table he found a silver penny, a dagger and a small six-stringed cadensis of unusual shape which, almost of its own accord, produced lively tunes.
1,Falael, from boredom, next transformed Dhrun's nose into a long green eel which, by swinging about, was able to transfix Dhrun with a quizzical stare.
1,a fairy sword. "The name of this sword is Dassenach. It will grow as you grow, and always match your stature. Its edge will never fail and it will come to your hand whenever you call its name!"
1,a locket around his neck. "This is a talisman against fear. Wear this black stone always and you will never lack courage.
1,a set of pipes. "Here is music. When you play, heels will fly and you will never lack jolly companionship."
1,"This is a magic purse," she told him. "It will never go empty, and better, if you ever give a coin and want it back, you need only tap the purse and the coin will fly back to you."
1,the carcass of a child, stuffed with onions, trussed and spitted, roasted over the fire. Nerulf turned the spit and from time to time basted the meat with oil and drippings
1,He went to the table and drank the contents of the purple cup. At once he dwindled in stature to become a squat powerful troll,
1, the missing head. Pode and Daffin discovered it halfway across the meadow, pulling itself forward by snapping at the ground with its teeth.
1,He wore a long black cloak, a black cloth over all his face, save his eyes, and a flat-crowned black hat, with an extremely broad brim. In his left hand he brandished a dagger on high.
1,a number of manikins carved from blackthorn roots. "Name these little homologues with names, and place them on the map, and they will scuttle to position. Watch!" He took up one of the manikins and spat in its face. "I name you Casmir. Go to Casmir...
1,took a black box from the shelf, poured inside a gill of water, added drops of a glowing yellow liquid which caused the water to show films of light at various levels. In a leather-bound libram Tamurello located the name "Shimrod." Using the append...
1,Looking through the glass, Carfilhiot observed four men riding at a gallop through the forest. One of the men was Shimrod.
1,six poles fifty feet tall, supporting as many impaled corpses.
1,a circular frame something less than a foot in diameter, surrounding a gray membrane. Carfilhiot plucked at the center of the membrane, to draw out a button of substance which grew rapidly under his hand to become a nose of first vulgar, then extre...
1,The line from Murgen's spool, so fine as almost to float in the air, could not be broken by the strength of human arms.
1,a spell of ennui upon Desmei: an influence so quiet, gradual and unobtrusive that she never noticed its coming
1,a spell of stasis upon you, and you will never move again.
1,brain-stone of a demon
1,goblin's egg
1,basilisk's eye
1,he rubbed the soles of his sandals with water-spite, that he might be enabled to walk on water.
1,a spell of temporary meekness
1,a glossic to make Sir Hune's weapons shrivel and droop and all his arrows fly awry
1,a plague of stag-beetles for my bed
1,Scurch: untranslatable into contemporary terms; gernerally: ‘susurration along the nerves', ‘psychic abrasion', ‘half-unnoticed or sublimated uneasiness in a mind already wary.' ‘Scurch' is the stuff of hunches and unreasoning fear
1,I know the tube well: it is Gantwin's Millenial Spectator; it depicts events of the last thousand years anywhere within its purview
1,a mask representing Baibalides. Next he brought out a skull on a pedestal and arranged the mask in place over the skull. Instantly the mask seemed to come alive. The eyes blinked; the mouth opened to allow a tongue to moisten the lips. Shimrod call...
1,optical wisps
1,listening shells
1,The mirror is of magic. You see reflected the person you think yourself to be. Or you may say: ‘Mirror, show me as I appear to Shimrod!' or, ‘Mirror, show me as I appear to Tamurello!' and you will see these versions of yourself.
1,green vapor, which, caught by the wind, blew out over the sea. Swirling low and mingling with spume from the waves, the fume condensed to become a green pearl
1,I can put toad-heads on your enemies!
1,I can change the stone of their castles to suet pudding.
1,I can enchant the surf, to bring sea-warriors with mother-of-pearl eyes charging ashore out of each breaking wave!
1,a stuffed blackbird mounted on a stand. A sheet of parchment, folded and tucked between the bird's legs, read: To hold converse with. Tamurelo, pluck a feather from the belly of the Bird and place in the flame of a candle.
1,The base was a circular ebony platter, marked around the rim with signs of the zodiac. The golden ball at the center, so Casmir had been told, represented the sun. Nine silver balls of various size rolled in circular troughs around the center, but ...
1,Stangle: the stuff of dead fairies, with implications of horror, calamity and putrefaction
1,I will transform all your teeth into barnacles.

;thor
1,Asgard.<br />*Landmark*: [thor hex]<br />*Encounter*: [thor encounter]<br />*Item*: [thor item]<br />

;thor hex
1,A burning galaxy
1,A plane of ice
1,A broken bridge
1,Magic lightning
1,Succession wars following the death of a god
1,Goats as transportation
1,A land without gods, calling on those of a foreign land
1,An abandoned sky palace, once a home to the mighty
1,A pantheon, hanging from meathooks
1,A library of the murdered
1,A giant hourglass that is a prison
1,The spires of Alfheim, home of the light elves
1,Dead Body Shore
1,A hall woven of serpent spines
1,The single source of all cold rivers
1,A pair of pillars rising from the sea

;thor encounter
1,A monster disguised as another monster
1,Dark elves in blueblack armor
1,A creature from a distant land who seeks to supplant a PC's role
1,The last devotee of an ancient religion
1,A son forsaken by his father, a king
1,An enchantress, beloved by all who touch her lips
1,A shield maiden who looks like Sigourney Weaver
1,A queen half-living, half-dead
1,A trickster capable of removing his own head
1,A great horned worm
1,A severed body part, removed and grown wise
1,A toad that is a god
1,Frost giants being manipulated by mischievous gods
1,A great and miserable warrior, seeking death
1,An assassin, seeking glory by slaying a hero
1,Demons of drowning
1,Three warriors: one fat, one grim, one dashing
1,A loved one used as bait
1,The demons of the Wild Hunt, disguised as ordinary humans
1,Wolves as messengers
1,A king and his rival--both seeking the aid of the king's stepson
1,A great champion sworn to never take up the sword again
1,A cruel witch queen enamored of a hero, who demands him as the price of her allegiance
1,A demon seeking to set a weapon alight in a sacred brazier held by its foe
1,A minor foe, his strength increased tenfold, back for revenge
1,A man wearing a mask to hide scars earned in a duel with death
1,A god that is a god to gods
1,Modgud, the giantess who guards the gate to Hel
1,The dead rising up to slay the gods who pitted them against each other
1,A giant that eats livestock
1,An honest butcher
1,A king, alone in his hall, one-armed, his crown put away
1,A man and a woman, nailed to a tree
1,Two immortals meeting, both disguised, unknown to one another
1,The War Faeries of Wendigorge
1,A rain of maggots
1,Lava colossus
1,A polymorphed groom, unable to wed now that he's a farm animal
1,A man whose eyelids are cut aways so he can serve as an unwilling witness
1,A mutant troll with a grudge, and who was once a man
1,An evil brother fond of trickery for the sake of trickery
1,A physician with a secret
1,Gender switch
1,A wraith and prophet
1,A man who can only be harmed by a single substance
1,A blind archer
1,A warrior of the east int he grip of a cyclops
1,An armored lunatic obsessed with evolution, surrounded by hybrid men
1,Nidhoggr, Malice Striker, sucker of corpses
1,A warrior feigning sleep to entrap the unwary
1,The stallion of doom, who signifies death
1,A humorless man
1,A triple winter
1,A chained beast
1,A flying race, falling from a poisoned sky
1,A mutiny, in which Kroda the Duellist and Magrat the Schemer take part
1,A trickster, vulnerable to water
1,A lord who never wears the same helm twice nor sits in the same chair
1,An attendant whose only function is to record events around him
1,Three brothers: enchanters and owners of four living talismen--faces on their chests
1,An army of regicidal trolls with exotic weapons
1,Evil carnival performers
1,An automaton used as a distraction
1,The seductive sibling of a terrible foe, who springs a trap beneath the heroes' feet

;thor item
1,A box containing the power of all past winters
1,A cloak that keeps a villain alive
1,A babbling tongue
1,A fearsome weapon being forged by a fire demon
1,A serum that allows men to see the realms of faerie
1,The cursed food of the faerie realm, which enslaves those who eat it
1,A hammeraxe
1,A weapon only the noblest can lift
1,Stolen souls
1,An item that doubles your strength but leaves you weak as a kitten once removed
1,A ship made from the fingernails of dead men
1,A sword that reflects death magic
1,Summoning stones
1,Venom dripping through the roof
1,A white wedding bed, stained with blood
1,The Crimson Hand--when grasping a hand in this glove, one must speak the truth
1,Someone lends the shape of a falcon to someone else--but they want it back when it's over
1,A giant's pepper-shaker
1,A bull made of gold
1,A swirling green and red skull-shaped flask containing The Spotted Plague

;tolkien
1,Middle Earth.<br />*Landmark*: [tolkien hex]<br />*Encounter*: [tolkien encounter]<br />*Item*: [tolkien item]<br />

;tolkien hex
1,Swamp with will o wisps, site of ancient battle
1,Volcanic land, redolent of evil
1,Conflicted freak
1,A trail of orc blood
1,A forest so old the trees are all in stages of evolution toward sentience
1,A great mechanism operated by a troll
1,A secret passage into an evil land
1,A path that leads to stairs and then to a tunnel where there's a trap
1,A great hall, full of pillars, carved like horses
1,A barren plain, traversed by horsemen
1,A funeral with maids singing deathsongs
1,A stable full of excellent horses
1,*[mountain name]*, a snow-topped mountain
1,A wood haunted by goblins and spiders
1,A comfortable home, full of cakes, tea, and wine, built on a plan of interlocking circles.
1,An arte-nouveau pavillion that looks totally lame
1,A sheer cliff over a river
1,A tyrannical Eye
1,A pair of great statues, flanking a river
1,*[tower name]*, a tower surrounded by a circular plain, ringed by sheer mountains
1,*[keep name]*, a great fortress behind a curtain wall
1,A narrow causeway flanked by archers
1,A forge beneath a mountain
1,A lair beneath a waterfall
1,*[city name]*, a grey and decaying city
1,A melancholy and disturbing meal
1,A forbidden pool, protected by archers
1,An inn in the rain, a man has a carrot
1,a pit in which possessed human tortures a dwarf for the purpose of forcing it to 'willingly' give up his magic item
1,a recently abandoned windmill with a blind dragon hiding in the rafters, [1d4] kidnapped princesses
1,a gate guarded by spirits living inside two bizarre statues. Only the most determined can pass - but an alarm will be raised anyway.
1,a life-like giant statue of a hand that gets bloody if a Powerful Wizard nearby gets defeated.

;tolkien encounter
1,*[halfling name]*, a brave, grave, dutiful halfling
1,*[halfling name]*, a dumb halfling
1,*[halfling name]*, a halfling mutated by an ancient magic item

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1,Five gnarled winter treants plod across the forest, seeking to slay the [personality trait] Dryad. They can be controlled with some magic gold coins for up to [1d6] hours.
1,The strange, gnarled trees of this expanse never seem to bear flowers or fruit and are always covered by a thick layer of ice.
1,[2d6] frost goblin anarchists harvest highly flammable sap from a giant red tree into clay jugs waiting for the right moon phase to try to burn  the nearest settlement and free their people. The rest of the trees are covered in ice.
1,Ooze nuns of Juiblex from the Oakheart Academy seeking [personality trait] ooze.
1,A fire elemental is bound in a forest clearing within a summoning circle carved into stone.  The elemental keeps the ice and snow at bay, making the area relatively lush and comfortable.
1,Woods full of night singing birds who lull you to sleep, perhaps for days.
1,Dead thief. Frozen ice bubble with payload of blue ooze, ivory dagger and tin key in his pack.
1,A clearing with blood spattered on the snow and signs of a fight. The only clues are an obsidian dagger and footprints to the [direction].
1,A band of 4 young humans and a dwarf looking for a [hex trait] keep. They boast about being the first to steal from the giants near it to prove they are adults.
1,A party of butchered prospectors is found with signs of cannibalism. The lone survivor has turned into a Wendigo and is hiding in ambush.
1,A stand of birch trees grows together, as if woven to produce a large dome. The trees enclose one of the three embodiments of Despair.
1,A travelling Skald named Mulsphirn is resting here while figuring out where he got turned around. Mulsphirn was travelling to [village]. Mulsphirn knows rumors of many areas [direction] of the mountains and is willing to trade stories for stories, ...
1,A woman juggles seven daggers and has done so for five days. After the seventh day of juggling, the seventh person cut with the seventh dagger will bleed a river of blood 4 feet deep.
1,A cleric has been hunched over a sword embedded in the ground, in silent prayer. When the cleric stops praying, the sword will leap from the ground and kill him.
1,Small island in the middle of a large pond contains a house which contains an urn with a puffer fish swimming in olive oil inside. Inside that is the soul of Firgax.
1,Hills of stone and frost, marked by outcroppings of black rock. An expedition or ambassadors (35 strong) from the deep [direction] are encamped here, the vizier argues the guard captain about turning back - they have 5,000 GP in black pearls and in...
1,Anzett the Cold, the [personality trait] assassin sits hiding in a tree, restringing her crossbow.
1,A cold, rotten forest, filled with flickering movements and dark shadows. Dozens of ratfolk creep unseen through the undergrowth, stealing stuff and/or babies from the packs and pouches of travellers, but replacing them with sleeping ratfolk childr...
1,A swarm of heavily armed goblin and hobgoblin marauders, seeking vengeance for the gruesome scene they witnessed.
1,On even numbered days a frozen pond filled w/ frolicking children in states of whimsy and parents doting over them, they are parents of the [personality trait] children. On odd days, a site of depraved abuse by Ogre sized monsters. An ominous tree-...
1,A beholder and his goblin shaman thrall perform a desperate surgery to replace its failing, aged eyes with those of goblin children. They must work quickly and evade the war party that searches for them.
1,The witch named Emptiness has a frost giant's eye on a turtle's back, in order to complete the process of transforming it into a beholder she needs to steal fluids from the failing eye tyrant .
1,White-bearded Jolnir's tiny protoelves build small golems year round. Once a year he and his team of 8 fearsome stags ride out on the Wild Hunt.
1,Underground is a fully automated iron golem factory overseen by a [personality trait] lich.  Will pay handsomely for an intact specimen of the small golems built.

;fir-forest encounter
3,*[2d6] hungry wolves* (HD 2 AC 14 bite 2d4) begin to stalk the party. They will wait for a moment of vulnerability to strike.
1,*Ancient frost spirit* embodied as the ice, snow and cold air all around : anything and anyone in a [2d6x10] meters radius freezes over in less than [1d6] minutes. The affected zone always moves toward the closest heat signature, at the pace of a w...

;fir-forest item
1,a frozen scream
1,a lumberjack’s axe covered in frozen blood
1,a [colour] pinecone

;fir-forest NPC
1,[fighter].
1,[cleric].
1,[thief].
1,[magic user].

;forest
1,Forest.<br />*Landmark: *[forest landmark]<br />*Encounter:* [forest encounter]<br />*NPC:* [forest NPC]<br />*Item:* [forest item]<br />

;forest landmark
100,[lyonesse hex]
50,[thor hex]
50,[tolkien hex]
1,SPECKLED HEN. Small pub called the Speckled Hen, run by a wee little man with pointy ears. One sip of his best dark ale will make you drunk forever. Won’t accept payment for a pint in gold - insists on arm-wrestling you for it. Elves and Hairy Me...
1,QUESTING CAMP. Camp of knights in pursuit of the Questing Beast. One is permanently drunk.
1,DRUNK PIPER. Permanently drunk piper whose discordant piping scares all the birds away. Stalked by Hairy Men with stone axes who’ll attack as soon as he stops piping.
1,BEAST PARLIAMENT. Clearing in the woods where representatives of each kind of animal gather to discuss beast business and plot the overthrow of the Lord of Highmarch. The King of the Cats is lecturing the assembly on the merits of guile, poison and...
1,LOGGING CAMP. Hairy Men slaves working in a logging camp alongside quasi-free peasants. Livewood from treants is the most valuable - it can be made into animated chairs and tables that are bound to obedience by priests. 
1,OAK DOLMEN. Burial mound of the nameless race. Home to a family of Hairy Men. The youngest child keeps watch from the branches of the huge oak tree that grows over it, wearing an ancient child-sized golden torc around his neck.
1,DRUID SACRIFICE. Druids sacrificing a kidnapped nun on a stone altar. She ran away from anunnery and is now very keen to go back. 
1,HAIRY VILLAGE. Knights scourging a village of Hairy Men, rounding them up and taking them into slavery.
1,ANGHARAD. Swineherd dying of a thousand tiny stab wounds. Couple of truffles in his pocket. Gasps “Angharad!” then passes away. Angharad is a prize trufflehunting pig - she is tethered out the front of a big structure like a termite mound or a ...
1,GINGERBREAD HOUSE. Dead old woman in gingerbread house. So many ants. She was beaten to death with a frying pan. A child-sized cage hangs open. Her staff has the power to animate candy, but the ants bite and her gingerbread homunculus will protect ...
1,WOLF TAX. A village that is bound to pay their taxes in live wolves, one a week. The head wolfcatcher broke her leg and they’re now seven wolves behind. 
1,HIGHMARCH. Castle built on both sides of a ravine, above the tidal strait that separates the island of Develsey from the mainland. Skeletons hang in gibbets from the rickety rope bridges that connect the two halves. The Lord of Highmarch is perfect...
1,FOOL FOREST. A patch of forest that attracts lunatics and natural fools, who wander here in huge numbers. At full moons they all become wise and sane. The heart of a giant can be found here, though every fool has a different idea about where it is....
1,NEMETON. Priests burning a nemeton (sacred grove), along with a peasant druid. The trees are alive, though so old they’re immobile, and groan in sad agony.
1,GIANT SPIDER. Lair of a giant spider, served by the dessicated zombie-husks of its victims. 
1,MUSHROOM RING. Ring of mushrooms. Traps any mortal man who enters it. Currently holds a glum knight and squire who are being pelted with filth by Hairy Men. 
1,MERRY MEN. Camp of jolly pagan bandits who give to the poor and sacrifice the rich to Arawn, king of the underworld. The Lords are offering a huge reward for the head of their leader, Rhodri the Green. Impersonating the opposite sex is one of her m...
1,SLEEPING GIANT. Giant ensorcelled by elves into an endless dream. Fungus and moss grow over her. There’s a Hairy Man living in her ear. 
1,OOZE DOLMEN. Burial mound of the nameless race. The bones of a warrior, still adorned with rings of gold, floating in a huge translucent ooze that absorbed her instincts along with her nutrients and will fight to defend her treasure.
1,A crowd of children wearing cursed buckets as helmets have amassed here led by a mysterious force. They carry pot lids as shields and farm implements as weapons and prepare to storm the dungeon entrance.
1,There is an excellent sheltered bay here, unfortunately strong uncooperative currents make sailing into the bay all but impossible. A tribe of wood giants lives here, they will trade lumber and amber for iron.
1,The small village of Lenina. A blacksmith's son has become possessed by an evil spirit. He is bound in shackles and locked away in an old barn. At night he cries out the names of the villagers and the dates and ways in which they will die.
1,No animal found on this forested peninsula has any teeth, each choking down their food whole. Otherwise healthy.
1,Suicide Cult of Moon Elves are gathered in a circle of stones, awaiting a meteor to streak across the sky.
1,Grigs and pixies turned hostile by Dagan Zur in a black tree that grows sideways. Their treasure includes 9000gp, a land deed to Vornheim and a mangled taxidermized miniphant that contains a small die which is actually a lich's phylactery.
1,A small fishing village has grown wealthy catering to a strange sect of deathwish pilgrims who travel to see the palace in knowing they will be put to death by the NegaTsar.
1,d20 Rabid monkeys hiding in the trees pelt intruders mercilessly with extremely hard nuts (treat as slingshot) and will attempt to steal small, shiny objects during the night from people foolish enough to camp here.
1,Dwarves hunting wereboars through the ruins of a vast temple complex that used to be adjacent to Vyrvalis.
1,The trees in these woods make fine dugout canoes. Two tribes live here, one of them practices ritual cannibalism.
1,a leprechaun guards his pot of gold. He has health issues and will pay handsomely for a sack of prunes/
1,Thin stretch of forest with poison ivy, mosquitos, dragonflies, songbirds.
1,An exceedingly shy Dryad lives in this sparse copse. She is feral, possibly rabid, and feeds on the eels from the lake. The local animals are afraid of her.
1,A great tree dominates a clearing here. Its upper branches are home to a nest of benevolent but mischievous couatls.
1,Kleptomaniacal monkeys bring their ill-gotten gains to the coatls. The coatls may ask a favor to have the items returned.
1,Not far from the shore, hidden under branches and brambles is a longboat. At first glance it appears a to be Viking vessel but closer inspection reveals it to be of White Elf construction.
1,Ancient pile of boar and snow leopard bones. Digging beneath for an hour reveals a plinth of depthless black stone that may account for all the preternaturally smart monkeys on this hex map.
1,A gnomish survey team and their clockwork servants/guards have staked out the corners of this hex and are in the process of creating a detailed map of the area that they refer to as "Sector Oh Nine One Nine". Their base camp is near a set of ancien...
1,Pair of settlements in the forest: SKYVVEN-human and SEEKERSFILE--elven. Both are hospitable.
1,A sickly forest hides the entrance to Oozopolis, an abandoned subterranean town now haunted by slimes. A pair of Druids investigate.
1,a sad satyr sits here playing a sad song on a silver sitar. He takes requests and will give those who appreciate his music a small copper key.
1,Hidden shed contains wooden torpedoes for the submarine. Over time they sweat nitroglycerine and are highly unstable
1,In the center of this dark forest, a band of surly orks run a lumber mill powered by giant rats running in huge wooden wheels.
1,A tower in the woods manned by elves; guard a well said to give the imbiber greater insight to the doings of the gods.
1,A thatched hut with seven brothers, seeking seven brides. The brothers are ogre magi.
1,A small band of heavily wounded survivors of tribal warfare to the [direction]. They seek protectors for their pregnant leader, whose child they believe will unite the tribes in adulthood. The Wizard owes them a favor, as does the Amazon.
1,Large wardrum in a crumbling tower. If played it will cause constructs to attack the ghouls.
1,The corpse of a giant, buried in undergrowth but showing no signs if decay or consumption. An orchard with a sign reading "Keep out! No scrumping! Trespassers will be pulped!"
1,The orc tribe here are all Terminator-2 liquid-shimmery-metal (AC improved by 2, weapons out of hands). The trees in this forest are also all different types of metal, with a giant pool of mercury at the heart of the forest.
1,This forest grows thick with razor weed, poison humbert, stinging ghost leaf and strangle wort. Travel rates through this area are reduced by 75%.
1,Glen of Howling Trees. This haunted wood shelters a variety of ghosts.
1,Crkt Bibin, a dense growth of trees home to a secret city of hundreds of murderous bandits. If a bag of 50 GP per traveller is left at the proper spot, the bandits will leave you alone. If you were well-liked in DIES ARKATT, they will have told you...
1,The naga worship this statue of Mistress of All Perils. The geomancer's wife seeks its destruction but her grotesque appearance makes it difficult for her to recruit aid so she has recently taken to wearing a shell of ornate humanoid plate armor fi...
1,5' wide shaft, impossibly deep.
1,a tree with carnivorous roots and fruits. The fruit are delicious and nutritious but if stored in packs they'll eat all the rest of your food and if eaten they cause 1d6 damage 1d6 hours after eating.
1,a deep gorge with trees growing horizontally out of the sides, forming a living jungle gym. Inhabited by climbing, sociable, talkative monkey con-artists.
1,Undead greenskeepers tend acre after acre of impeccably tidy lawns, gardens, manicured shrubberies, decorative arrangements of stones, water features, etc. They work ceaselessly, expanding their project in all directions, pausing only to destroy th...
1,There is a 50' wide unfinished stone-lined canal running NE/SW here; the apparently dwarven engineering work to connect two lakes was about halfway complete when work stopped (the oldest dwarf in UPSIDE was a digger here as a boy and can tell wild ...
1,Angerboda, Witch of the Iron Wood, a giantess-witch, lives here with 2d12 ogres. The nuns of the Oakheart Academy mocked her and have made a lifelong enemy. Abatte owes her a favor, for the dark blessing she preformed for his son.
1,Tribe of Gorilla-Men, hates all monkeys, especially he intelligent ones. The position of village chief can be contested through one-on-one melee combat followed by a game of chess. Current leader wields a +2 monkeybane club.
1,A party of vicious barbarian heroes make their way [direction], to smite the Mistress of All Perils at the behest of their vision-beset shaman, who also told them to befriend a worm-woman. Very friendly to any who openly blaspheme against the Mistr...
1,Portal to the fae realm, heavily guarded by the crimson faerie court. 90% chance to encounter a reception committee of 3d4 fierce redcap guardians.
1,Pattern of carved stones surrounding altar. Wereboar preparing for a ritual to sacrifice himself to achieve apotheosis.
1,On moonless nights a coven of witches celebrate their dark rites. Witnesses must save versus spells or be sucked into their merry making, becoming willing subjects to whatever they do which could be fun but naughty, but probably isn't. Those who pa...
1,Jagged, close-set pines make this hex annoying to move through.
1,Naked gnome convinced he is in fact invisible. Cannot be convinced otherwise and does not respond to logic.
1,Thick forest contains various fungus, some edible, some poisonous. Some (1 in 6, if chosen randomly) turn eater into a myconid/fungusman in D6 days (con save)
1,SUNNYHILL - settlement. A hillside of 260 halflings, (relatively) recently moved here because the cruel leeches kept stealing children. Leeches and, more recently, fungus are explicitly illegal. Possession punishable by mutilation.
1,NINE NEERING (settlement) Lord Frast is generous and obliging, but his disturbed halfling clown seeks to supplant him and feed him to the apes.
1,There is something special hidden deep in the forest here, but its protected by the forest itself. The forest paths will change, the trees will attack, the random animals will ambush and then lead the party astray, even the weather doesnt want it f...
1,The woods are inhabited by Dryads that hide from the savages and created the [personality trait] worm to keep them distracted. They would gladly pay with healing and the bounty of the forest if anyone could depose the witches.
1,Forest.  Treant is under a curse and has 1d4 golden apples growing from its branches, picking them is extremely painful for it.
1,A tribe of peaceful centaurs make their home in the woods. They warn travelers about the archanotech-mummies.
1,An abandoned halfling hill. Currently being investigated by 4 leech headed halflings.
1,In a clearing, a wicker basket containing one suit of gnome-sized crabshell armor.
1,The monkey people have built a tree-fortress here. They are hostile to outsiders. Baboon people also roam here, they make almost daily raids on the monkey people.
1,A small river runs through the woods here.  A family of good-natured Giant Otters live in it.
1,An otherwise normal-looking tree in this forest bears deep purple apples each spring.  Eating an entire apple causes one to forget everything that has happened since the previous spring.
1,CLOVECRUSHED (Settlement) 6-7ft tall emaciated goatheaded humanoids live in a series of predominately subterranean dwellings and shrines to Akerbeltz. They trade with men and tend goats above the surface, with Shamen capable of  reading fortunes. E...
1,Forest. A single sinister but polite skeleton with a small, empty sack, a decent waterskin and a bundle of preserved mushy foods. Tirelessly roams the surface searching for children to steal away to the Lazy Witch.
1,An old cleric of the Sun Peacock from the town of Axerist is lost in this forest. He is nearly blind from decades of staring into the sun.
1,One being the PCs have encountered before in their travels seems to be here. It is, of course, an impostor, and has nefarious goals. The least of which would be to shave the PCs in their sleep.
1,Forest with some wild cherries and 3 Elk. Also various fungus: If chosen randomly D6: 1-3 Edible. 4-5 Poisonous. 6 Turn eater into a myconid/fungusman in D6 days (con save)
1,A grassy field with occasional bushes. Hyper gnomes and faeries run from spot to spot, and a plume of oddly colored mist emerges from a hole in the ground, drifting over the field and into the [direction].
1,The woods here are idyllic. Should the party camp overnight they gain +2 hp. Camping a second night triggers a wandering monster roll.
1,Lovely woods with fruit and deer. 9 Wolves, two are pregnant.
1,The trees here make excellent furniture. The wood cutters here want booze. One asks if they'd deliver to Chiang, in DAMNATION, the news that his brother was eaten by a giant weasel.
1,The trees here are Sequoia massive. In the hollow of a particularly massive tree, the giant weasel makes its lair. Under a pile of bones in its warren is a 500 gp emerald.
1,A forest of statues, who are the victims of a gorgon/medusa/whatevs that has wandered to another hex.... They will organize themselves into an unruly mercenary war-band under the guidance of a lvl 10 cleric that is among them, should they come back...
1,A clearing housing three small farms. There is neither people or livestock here as they are the sacrifices found [direction] of here. A demodand lurks in the basement of the largest farmhouse.
1,the shoreline is littered with coins that have washed up - all bearing the face and mark of Emperor Titian the Red, and all of them fake. Aquatic and burrowing variants of rust monsters plague the region
1,ORTHRIST This sprawling port city, known for its red lanterns, began as a colossal fortress that used to guard the bay during the Bleak Wars. Built and sealed on many levels and in many ways to protect from centuries of unpredictable weather, the [...
1,a wizard's tower sits here unfinished: *[tower name]*. The wizard and his dwarven workers are in dispute after someone spilled beer on the blueprints and now the scale is all off. Resolving the dispute one way or another will make the PCs powerful ...
1,Somewhere in this forest lies the entrance to the Caverns of Unending Sorrows.
1,A knight of a kingdom to the [direction] seeks to prevent the marriage of one of the ogre mages to a princess of a rival kingdom as it will cement a powerful alliance against his liege.
1,Freddegar, the major domo to Lord Frast in NINE NEERING is a normally respectable man, but with a few drinks in him at night, swears blind that he was caught in a hailstorm of fist-sized diamonds dropping from the sky whilst travelling in this regi...
1,A ranger has been tracking something for three days that murdered an entire village. The tracks seem to warp and change every few miles.
1,Deliberately buried underneath a collapsed mill are 3 small, gold ingots each stamped with an elven rune and spattered with blood.  The ingots are each cursed and make the location of the bearer known to a secret organisation of witch hunters who w...
1,AZEL EIRE (settlement) Although it looks like six miles of forest connecting two lakes, the greenery actually grows on a vast and aging stone platform built over a river connecting the two lakes. The people of Azel Eire catch blind fish using cylin...
1,Some ruins are to be found here. Any who present themselves in front of an ancient dais will be judged, punished and/or rewarded by a forgotten entity of supreme justice.
1,A long-armed hobgoblin whose touch causes madness lives in a tall hedge maze. Likely responsible for the wicker man.
1,A small cabin in the woods. A variety of weapons are within, and one is actually magical, but anyone who spends the night will meet their doom when the undying man that once owned them comes back.
1,A herd of 96 Wild Cattle roam this hex.
1,the more secluded end of the city of ORTHRIST sprawl: Nil Zerise experiments with telescopes, Orbin Wayward attempts to piece together the area's true geography and history using fragmentary maps from passing travelers, Volve Spinnaker presides ove...
1,Five young magic users, apprentices of the [personality trait] Wizard, are camping here drinking beer and 'fixing the world'. The four men are completely enamoured with the solitary woman in their company and believe themselves romantic rivals for ...
1,A well here is full of poison toads, beneath them is a tunnel leading to a secret door behind the throne room in the Caverns of Unending Sorrow.
1,An elegant carriage sent to fetch a woman and bring her to meet her new husband. Most of the wedding party (including the guards) have been slain by goblins during the journey and the driver and bride's father (the only survivors) will handsomely r...
1,Bandits (3 Rot Goblins, 2 White Goblins, 3 Red goblins, 1 hyena) ambush those on the road to or from Orthrist by dropping down from above. Their lair, a ramshackle wooden complex in a tangle of huge black trees, contains 3600gp and a map to the bur...
1,In hill-houses, a tribe of halflings with great facial hair. They are hopeful that their favored son who went off towards the [direction] to seek his fortune with a band of adventurers is fairing well.
1,Deep in this lush woodland a giant forest spirit dwells in a great hollow tree filled with soft mosses and frolicing butterflies. It is a good neighbor and can use it's mighty roar to summon a twelve legged cat bus at will.
1,Near a decapitated marble statue of Cacodemon, a Corvid battles with two of the emaciated goat-headed humanoids from CLOVECRUSHED. The Cacodemons head lies nearby, in the forest undergrowth. Anyone who replaces the head on the statue is immediately...
1,A pack of wolves have been slaughtered here, but there are no tracks other than wolf spore. It appears that whatever did this was over 8' tall had a beak and slashing claws.
1,A nearly-finished canal stretches from the seashore towards the lake. Tracks and other evidence at the work site suggests that the workers abandoned the project and walked into the eerily calm lake en masse. Tools lay where they were dropped, free ...
1,A hunting party of 6 emaciated goat-headed men has set up a lakeside camp. They are smoking Frogling legs in a makeshift oven of piled rocks.
1,A decapitated marble of a statue of Cacodemon, overlooks the lake here, Froglings, wounded from their battle with the emaciated goat-headed humanoids, hide in the water, but will warn any who attempt to replace the demon head. Anyone who proceeds a...
1,A hidden grove here contains a lair of brightly-colored giant trap-door spiders. They have an unusual coloration- bright magenta bands on their legs.
1,a creek winds its way through here, and there is a spring with fresh drinkable water.
1,A pack of wereboars have become the dominant force in these woods They are debating granting their "gift" to the villagers of [village name]. They fear the lake and do not go near it.
1,They call this the Owlbear Forest because this forest is FULL of owlbears. All random encounters in this hex will be owlbears.
1,A man and his cat have been hung poorly from a tree. Their necks are broken, but they are alive and starving due to the rope being poorly tied. They know which spots in the area are popular for bandits and monsters to attack, and about the [hex tra...
1,That cat is a witch. She's really not so bad, once you get to know her. EDIT: not saying it's a witch, sometimes a cat is a cat?
1,Sujay, an illusionist, has made is home in a ruined castle along a small bay. He has in his service thirty pirates, their ship, and two charmed owlbears.  A fresco in one of the crumbling towers depicts the nearby coastline and marks the locations ...
1,The older couple with a cabin near the shore have no interest in the occasional coin or gem that washes up from the [direction]. Further inland, several gelatinous cubes wander, looking for a way back underground.
1,A group of Witch-hunters an offshoot of the Sun Peacock's clergy patrol this land. Overzealous, they have found several demons and witches. They left the cat & her familiar on the tree and are searching for holy woods to burn them with.
1,A pack of blink dogs will suddenly surround and follow travellers in the woods, barking, jumping and carrying sticks to play fetch. Any attempts to be stealthy are foiled by the attention.
1,A badly wounded scribe is being cared for by a small, clairvoyant girl. A tiny pair of goat horns sprout from her forehead.
1,A renowned elven swordsman keeps a cabin here. He no longer takes students.
1,The iron wood trees here are very difficult to work but make strong hulls. Pig-faced orc pirates from Griglazz attempt build a ship, but the combination of laziness and poor tools makes for little progress.
1,Here there is an apple orchard with a well before it and farm house to the side. The farmer asks for 4cp per peck any who take without paying are cursed by him.
1,The Oak Daughter, a swanmay lives here in an old cabin by the water. She is the wife of the wizard Orlast, but has little interest in libraries.
1,The Isle of Judgment was once a temple prison to a god of hopelessness and punishment. The the ruins of a large ornate complex of layered stone tiers rises dolorously from a hardwood forest where the degenerate descendant prisoners still venerate a...
1,Animals entering this hex gradually become intelligent and capable of speech within 1d4 hours; effect persists for 1d4 hours after leaving the hex.  It doesn't change their nature (e.g. they don't build cities or wear clothes).
1,A merchant from WORMWALLOW is marooned here with a large store of food and many MULK glasswares. She will lament trading away her 3 crocodiles to any who will listen. She was cast off a vessel for inciting mutiny, before it was wrecked by the siren...
1,This boggy forest is home to a hobbled witch living in a cottage. The mushrooms growing around the cottage are psychedelic and talkative.
1,Hut with lonely old man inside.  He bores you with stories from his life.  Make a save or fall asleep for 1d6 years from boredom.
1,The [direction]ern edge of this hex ends in sharp cliffs. The wind as it blows throw the nooks and crannies sounds like a mournful version of the Harlem Globetrotters theme.
1,Treants live in this wood.
1,The black swans in the large pond here are victims of the farmer's curse which separates bodies (you've seen the undead around here right?) from souls (these black swans) at death. Some have attempted to court The Oak Daughter with mixed success.
1,A band of Vistani is traveling toward the greys to trade for pearls.
1,Three angry idiots endlessly bicker and complain about and at the barking sea dogs.  Luck and the current brought them here after being catapulted into the ocean by the orcs, but now they are either too stupid or stubborn to leave.
1,cursed elves live here, they have been cursed by a witch to take on the aperance of that which they cherish most, which for these guys are the trees, flowers, and other plants. They have a damage reduction of 1-2 to everything (except axes and fire...
1,Conclave of naked forest hippies spend their careless days in meditation, zero-impact hunting and gathering, procreating abundantly and gratefully donating many offspring to Yeegra the vernal witch, who abides alone in a grand tree-mansion suspende...
1,A tower barely emerging from the mist and branches at the foothills is home to Glisten Wrakk, a rain witch. She is the third part of the coven formed by Yeegra and the nameless hobbled witch and considers herself the brains of the operation.
1,This mossy forest smells of cabbage and the air swims with countless swarming gnats, at night, an enormity of cricket song. In the hollow of venerable old oak, Yoka the Wad, a tiny goblin witch and her grig and pixie companions have made their cove...
1,lions, tigers, and bears
1,This swampy forest is often foggy. The Moths here can scream and drink blood like mosquitoes.
1,HOGS CROSSING (settlement) Humans and tall, goat-headed emaciates farm hogs/grain and moles/mushrooms respectively. Clerics of (primary human god) and Akerbeltz] vie for religious dominance of the population. They tell stories of the lake god.
1,Hedge maze. At the center is the glass coffin of Caroulus of  Cymophane. If the glass is broken, Caroulus will rise up and attack as a 20 HD Lich.
1,Rendezvous point for party of cutthroats, wizards and assassins from all corners of the Hexenbracken assembling to take down the witches to the [direction], starting with Yeegra. Their plan involves sending off several sub-groups as diversions/cann...
1,Verthram the Discommodious, sorcerer and dandy, lost an enchanted scarf made from the Worm God's own silk somewhere in this hex while zooming by on his magic carpet several days ago. He has charmed a gaggle of moon goblins to help him search and wi...
1,FNAM BAK, a peninsular ranch that raises oversized turtles, crabs, and black frogs that can be ridden, but are extremely picky and lethal. The top man is a retired adventurer who secretly has a map of the area tattooed on him that moves and changes...
1,The darkness here is made of Shadow-men, which cover the entire island at night. If you touch them, you become a shadow-man.
1,New Providence; 30 lackadaisical pirates gather around buccan fires. Led by John Chandagnac, a fifth level thief.
1,10 elven savages, hunting swamp donkeys. Lead by a Rusk, a third level wolf.
1,The forest is riddled with tunnels. Movement near a tunnel opening has a 25% chance of drawing the attention of 2d8 serpent-man warriors and their chieftain, Acaxoatl the Hooded Venom-spitter.
1,Yellow apple tree valley. 1 in 6 apple contains polymorph juice.
1,SPIREWATER (Settlement) A quiet, well guarded Jetty town of humans. Farm rice and keep orchards in the fertile soil, trading fresh food to water-travelers. Try to maximise segregation from the unscrupulous MAW folk, causing tensions to be high betw...
1,River. 5 carp.
1,Throb Castle--home to Cracklecut Throb, the Bloated Lord and his hideous court of Boschean sycophants.
1,A 10 headed hydra lives in these woods, and feasts on pigs. It's lair contains a portal into the depths of the nearby dungeon.
1,All the vines on the island seem to originate from an expanse of gigantic purple lotuses. The narcotic scent of their blossoms lures the unwary into a pond of digestive enzymes.
1,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.
1,Encampment of *fantasy hippies*, protected from harm by overwhelming stench of arcane incense.
1,trees burned black, polished to a gloss, and the branches tapering to spikes. Countless armies are impaled here, including their horses and dogs.
1,An *old stone cottage* is here, buried in the bushes and covered in moss.
1,A *log cabin* stands in the middle of a clearing here. It is home to [forest NPC]. [forest item] can be found here.
1,A *village* of diminutive forest gnomes is here, consisting of [2d6+3] houses the size of mushrooms, each containing [1d4] gnomes.]
1,A silver tree, leafless and vast.
1,Trees covered with shelf fungus, an extraordinary amount.
1,Abandoned treehouse, slightly unstable with access ladder long gone.
1,Trees unnaturally twisted, as if writhing in pain.
1,Crude rag dolls hang from trees in the area around an old hut.
1,Well. [1d6] crocodiles.
1,Ash and *burnt vegetation* from a huge wildfire.
1,No one can prove a *tribe of degenerate elvish cannibals* live here because no one ever comes out of the forest alive.
1,Glade with *portal* to the Nymph's Shadow Realm. Only druids can access it.
1,Clearing filled with small orange and white *speckled mushrooms*. Visions if consumed.
1,Remains of a huge *merchant caravan*. *Carrion crawlers* poking through it at night, *wild boars* during the day.
1,The GREAT FUNGI CITY OF PSILOCYBEA Ruled by Shaman-priests who can see through the veil of time with mushroom induced trances. They wage a guerrilla war with the City of NAS AKHU KHAN SHE EN ASBIN using suicidal deadly spore carrying spies.
1,The Blessed Silt River makes its first appearance above ground in this verdant forest of abundant wildlife known by locals as &quot;The Grove&quot;. The river emerges from a sheer obsidian cliff face. It is rumored possible to follow the river unde...
1,The [direction]ern expanse of the mushroom forest of Jangoleera is filled with piles of glass boulders spewed forth by the molten glass volcano of KAZEL KAMAK. The witch queen Brevia sends her scarab minions here to harvest the glass for her Palace...
1,A caravan of giant insects is frozen among the shadows of 10-20 foot fungus stalks. If the ice is dispelled or they are otherwise unfrozen, they will tell you where they buried crystal keys to Brevia's Palace of a Thousand Colors. They carry trade ...
1,Dense fungus grows high from the lava and has been shaped into many levels of living bridges over the river by Jackalmen. In places the fungus will whip creatures with tentacles to drink the blood - the Jackalmen attack survivors and loot bodies.
1,Antmen tend their flocks of thousand pound aphids in their rain forest home. Besides being a staple of the Antmen's diet, the honeydew is sold as a sweetener throughout the region.
1,When the wind is strong enough (2 in 6 chance), just after the desperately short rainy season, the giant fungus of this region release it's psychedelic spores into the air sending all who travel through here into a deep and intense auditory/visual ...
1,A raving, blood soaked, nude, human man stands near a rune-inscribed circle (made of gold, obsidian, silver, and gems) and over the the bodies of 10 dead humans, a bloody knife in his left hand. If neither he nor the summoning circle are physically...
1,Hidden within this forest of giant mushrooms is the Halfling village of BEETA BAATE. Most mushrooms in the forest are poisonous, but the villagers know which ones are safe, and more importantly which ones grant them the super-strength they use to v...
1,The towering mushroom forests here are especially lush and vivid. Antmen consider this area to be sacred, a holy-land.
1,Unnamed Oasis. Water causes hallucinations, travel into random adjacent hex after drinking from the water. Considered taboo by locals, which means you have a 1 in 8 chance meeting desert raiders here each day planning to rob confused outsiders. The...
1,The purple spores of this forest of giant orange mushrooms induce severe fatigue in non-insectoid humanoids. The great paper palace of the Wasp-men, VIZZYNIX, hangs in glowing splendor beneath the cap of a giant fly agaric more than 700' tall.
1,A few huge snakenests, stretching all over with wee holes every five feet or so. There is also one traveller: a stowaway from the crashed airsihp, all heatsick and dehydrated. If fed and cared for, she will share a night of wonderful storytelling, ...
1,The trees here are full of fruit and only 45% are poisonous (1D4 damage and 1D6 temporary con damage)
1,Fire-breathing Goats can be found standing in the trees of this untended grove. They dine on the unripened fruits of the caplam trees (which can be harvested to make flammable oils). The goats are very protective of their feeding grounds.<br />Cons...
1,An underground complex here, accessed from a hatch beneath a statue of a giant insect-headed god contains ancient secrets and a passage into the heart of The City of TEKHAT MAL
1,The An-An consider this place taboo and looking at the gloomy forest of towering, pale, molted mushroom and its undergrowth of virulent looking fungi, it's easy to see why. In addition to dangers that some of the very poisons fungi growing here pro...
1,Flying lemurs hunt abnormally large and succulent insects in this tropical rainforest. If the otherwise placid flying lemurs suddenly bolt enmasse, the party had better be on the lookout for the silk web firing (1 mansized net per spider per encoun...
1,An old building made of decaying books is overtaken by the fungal forest; a few spellbooks can still be harvested. Eating the fungus here causes nausea and hallucinations, but at the end of a month one will grow small dragonfly wings and be able to...
1,This stretch of forest was once haunted by a medusa bandit named THE BLACK LILY. As a warning she lined the road with her frozen victims, often forced to assume ridiculous poses before petrification. Most have nothing, but [1d3+1] managed to secret...

;forest encounter
5,none
1,A full *banquet* has been laid here by the fey folk. There is easily enough to nourish the weary traveler, but for every minute spent at the table, [1d6] hours passes in the realm of mortals, the changes only becoming visible when one leaves the he...
1,A man who had escaped the clutches of a forest hag staggers through the woods. If he is treated well by the party he will give them a purple potion of shielding (increases AC by 3 points for an hour) that he managed to smuggle out of her hut. He wi...
1,*One-eye grizzly bear* (HD 5 AC 12 claw d10 x2) feared by the surrounding locals.
1,A ghostly *troupe of murdered actors* follows the party, critiquing their "performance".
1, [1d4] *crow-men* (HD 2 AC 12 claw d4) work at the creation of a demiurge of their own within the hollowed trunk of an awakened redwood. [1d6] *carrion spirits* (HD 1, AC 0, Insubstantial, rotting touch d6) inhabit the once-blessed tree.
1,a *stag* suffering from *lycanthropy*, it transforms into a ravenous *wolf-deer hybrid* when threatened.

;forest NPC
1,[fighter].
1,[cleric].
1,[thief].
1,[magic user].
1,*[goblin name]*, a [personality trait] goblin wearing a [colour] hood. She has a basket full of hand-made smoke bombs hidden under an apple pie.
1,*[forest fay name]*, a young fairy able to temporary lift a curse as long as you help her expand her forest.
1,a green dragon fond of English landscape gardens trying to shape the forest to his tastes.

;forest fay name
1,Noisette
1,Dawn
1,Fougère
1,Holly
1,Groseille
1,Twig
1,Joy

;forest item
1,a basket of wildberries
1,a small figurine carved from the antler of a deer.
1,a harp once owned by a nymph or satyr
1,[1d6+1] purple, exotic-looking, sweet-smelling melon-sized fruits. A common merchant would probably buy them for 1gp a piece, while a rich gourmet would give 50 gp a piece. The “fruits” are actually the eggs of a one-of-a-kind giant centipede. ...
1,a fist-sized walnut that opens once a day to reveal a different tree seed that will grow in any soil
1,a permanently sharp axe decorated with [precious material] on the handle, that can never harm a living plant or animal

;forest-hill
1,Forest hill.<br />*Landmark: *[forest-hill landmark]<br />*Encounter:* [forest-hill encounter]<br />*NPC:* [forest-hill NPC]<br />*Item:* [forest-hill item]<br />


;forest-hill landmark
100,[lyonesse hex]
50,[thor hex]
50,[tolkien hex]
1,Gully between two hills contains a hastily dug and poorly covered mass goblin grave.
1,Forest floor is blanketed with a thick, springly layer of moss, concealing dangerous pits.
1,Abandoned stone watchtower.  Someone burned down the roof and there is a pack of [3d10] feral dogs with a taste for human meat.
1,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.
1,*Bottomless cave*. Three servants of Ith-Narmant, Master of Shadows, are building a shrine in its black depths.
1,The *Canyon-Lands of the Screaming Arches*. Wind(?) blowing through natural rock arch ways sounds like the screams of the dying.
1,FROSTSTONE - Dwarven trading outpost, mostly low buildings made of stone.  Inhabitants are unusually welcoming to outsiders.
1,A stranded children's choir enroute to [settlement name]. Time does not appear to pass within the confines of the tower where they have sought refuge.
1,Palisaded village of 83 Dogmen (2 HD) and human Roofdrak 0-level worshipers grandiloquently called the REPUBLIC OF FANG. Party may become citizens of the micro-state (and use the hex as a base), but are only counted as a 1/5 vote.
1,1d6 artic owlbears scavenging the ruins of an ancient Ice dwarf settlement. An entry to an underground complex can be found in the ruins. It leads to an exit.
1,Gently rolling steppes give way to a limestone bluff pocked with 1d6 caves and 3d10 harpy nests.
1, The fortified human city of GLACE ruled by the Cold Witch. She often send her white knight in search of the Cask of Ancient Winters. She hopes it will allow her to become immortal.
1,Mixed party of half-elves and [direction]ern amazons. They are accompanied by a white tiger.
1,12 spies from the mountain city of MYTHILLI make their way towards GLACE, disguised as the gruff mountain men known to inhabits these parts. They are dressed in simple garb and wield clubs and hammers, but each carries 500 GP in gems concealed on t...
1,Village of NIXELSTRATH, the foundation of which is a dwarven bunker, ruled with an iron fist by the [direction]ern amazon queen Nuriel, who is 213 years old. Her consort is an elf. Likely some of the half-elves are her offspring. They have begun su...
1,VOREIGJN This settlement is built on terraced decks around a cluster of very large (50 ft diameter) ever-burning bonfire pits in the remains of an old fortress. It is ruled by dwarves who wear spiked shoes and make wine from the blood of smilodons.
1,The Godhammer, a 30' long stone hammer, rests atop the tallest crags. It is sought by the [personality trait] dwarfs.
1,An albino bear.
1,Many of the rocky overhangs here are inhabited by icicle-mimicking piercers of extra large size.
1,Kladun Oziriphan the sorcerer shelters here in an illusion-shrouded ice cave, summoning and binding foul outer entities to aid him in assassinating the white knight of [city]
1,A statue of an attractive begging man kneels on the highest hill of this hex. Placing an offering of coins into his proffered hands grants a +d4 bonus to reaction rolls for d4 days. If equal offerings are given to its brother-statues before the nex...
1,White elf naturalist wearing a scarf and insect-shaped windmask examining a frozen gelatinous cube.
1,The curious natural deformation and of the hills and caves steals all echoes, and sends them to a neighbouring hex.
1,Group of 2d4 gruff mountain teenagers from [village name] undergoing their Coming of Age ritual - they must each take the head or pelt of a dangerous white beast to complete their initiation into adulthood. They will pay for information on the loca...
1,An icy lake covers and conceals a marble statue holding a raised trident. Every new moon 31 cultists migrate to perform a series of sex-rites before the single spike poking out of the ice.
1,Roaming in this hex can be found 42 white elk (3 HD) with cobalt horns (worth 15 GP each)
1,3 mummies encased in sarcophagi of ice lie in this cave. The mummies themselves are adorned in gold, though melting the ice will cause them to break through and attack.
1,An ice giant merchant has made a camp here.  He sells various supplies, and has the hide of a white dragon for trade for other magical goods.
1,The wiry hermit, Mordiki, meditates naked within the cave. He is a 9th level cleric with 3 constitution  but can cast only reincarnate (as a Druid) rather than raise dead.
1,Garmthos, a 5th lvl MU awaits the coming of The Lord of Bitter Winds. The omens may indicate a Fighter PC (1% Chance, each.)
1,Carved into the rock in the [direction] face of a hill is a sigil of 2 interlocking circles with 3 parallel spears above and below each alternating direction. This is the sign that the territory belongs to ZSITHAMK ICECALLER located.
1,The cultists live here, in a great STONE ABBEY. They conceal themselves as worshippers of Sol Invictus, but are unable to perform appropriate miracles.
1,A banked fire and 2 dozen smoke curing ice weasels can be found around a campsite built for 3 large creatures.
1,A pack of Winter Gnolls dwells in the frozen hills, led by a highly intelligent, albino Chimera.  The Chimera possesses a Hyena head in place of it's goat head.
1,Automatons that speak in chirps and lights raise then destroy a crop of flowers on these hills year-round with their drugged, barely-alive human work force. The shredded flowers and pollen are psychotropic, and responsible for the surrounding paran...
1,A ruined cemetery, covered in drifts of snow. There is a small house on the outskirts where the caretaker lives. He is a cannibal and servant of a death cult. A tunnel beneath his house is filled with bones, remains, and bone-chewing ghouls.
1,Hot springs inhabited by a friendly water spirit, drinking from it cures 1d6 damage. Drinking from it a second time drains 1 point of Intelligence.
1,Signs of bloody battle but no bodies. A holy symbol of the toad god concealed in the snow is the only thing other than blood.
1,The village and domain of ZSITHAMK ICECALLER. All the villagers wear woad to look like their leader and god, the permanently frozen corpse of a Frost Giant once called Zisthamk Icecaller. His priests still hear him speak..
1,A hidden terrace farm, growing various root vegetables.  Tended by members from ILLY'S HAVEN.
1,A large party of ice goblins from the HALL OF THE MOUNTAIN KING have managed to corner and capture a young frost giant here and are now amusing themselves by torturing it to death over the last several days.
1,A party of adventurers is frozen in a block of ice - 2 dwarf clerics, 1 human fighter, 1 human magic user, 1 elf thief and a halfling bard. They were frozen mid-battle with an ice wizard.
1,The city of RAVENSGATE - a city ruled by the mad King Elgor. The city is surrounded by high walls that are manned with hundreds of soldiers. King Elgor believes that any day, his city will be raided and sacked by barbarians and werewolves. The enti...
1,Snow falls skywards here and any who sleep in this hex are compelled for the following 24 hours to divulge any long-held, close-kept secret. They spend this time preoccupied with nightmares of a world unchanging.
1,Yellow snow.
1,PTRANG City of demon monkeys. Winged, red assed, white-furred, arctic, fiendish monkeys with a taste for human flesh and a fear of wood.
1,Yellow Snow and disturbingly large footprints.
1,A massive slanting asymmetrical structure of rusted metal and thick colored glass, mostly hidden beneath the snow. Inside is a diseased unicorn mired in a pit full of intestines.
1,Dead magic zone: arcane casters cannot cast any spells, divine casters cannot channel divine power (turn undead, etc.).  Divine healing may be cast, but at half potency.
1,The Land of Frozen Screams. If thawed each one dissolves dealing 2d6 sonic damage to all within 5 feet.
1,Statue of a cowering beast. It sits atop a hidden shrine to the wrongly accused.
1,Ice goblin raiding party, there are 1D10+12 of them. They will attempt to overwhelm the party and knock them out to take them back to the ice goblin king
1,Lonely scholar breeds snails in an old grey tower, *[tower name]*. He has information on 5 random hexes, roll d20d20 to determine which.
1, Blackbirds and grey oozes feasting on the corpse of a frost giant.
1,A camp of 11 pygmy yeti. They have 45 days worth of iron rations individually wrapped jn metal foil and copper jewelry that never tarnishes.
1,Glowing stones are buried in the ice on the high tussocks of the marsh. They only emit a very dim glow, so they can only be seen at night.
1,Black Ice Golem. It digs trenches across paths for it to lie in, and waits, very patiently, for supper.
1,One lonely hut in the middle of the marsh contains an old man, his wife, daughter and granddaughter, a dog and a large snake. They are friendly with the white elves and ice goblins but tell terrifying tales of Miner Bugs (mi-go) and yetis.
1,A rope bridge spans the gap between cliffs. It sags to within 20 feet of the ground in the middle of this hex. It is inhabited by squirrels and sloths, who pelt passers by with small sharp stones.
1,Partytime—in a narrow gully sheltered from the wind and cold, several tribes of nearby denizens have gathered to get shitfaced. Normally they'd be all sword-in-your-face, but not tonight. They have a massive bonfire and enough booze and shrooms f...
1,A deep natural pit in the hillside has been filled with crushed ice and assorted bodies (goblins, humans, giant parts and many others); a small tribe of quite insane and hungry ogres are making a corpse slushie! They are found here (50%) hooting an...
1,A vault of ice-dwarfs lies hidden behind a monolith of ice that entombs a wizened crone wearing a purple dress. The dwarfs are enemies of the ice giants and will ally themselves with anyone who seeks to destroy them.
1,A circular pool completely iced over. Looking down I to the ice one can see a forest with green leaves.
1,A frost troll coming down after eating some revelers is wander around here. He parleys with the party about where he can find more people like that or the fairy markers they ate. If the party refers him to the fey commune he thanks them, otherwise ...
1,A hot mud spring, concealed in a caldera, is popular with local wildlife, 7 white elf bathers and a peaceable bulette.
1,Major disruption of the snow drifts here will reveal a huge block of ice, in which a galleon from a far off sea-farring culture is frozen. The crew are still inside, preserved for eternity as undead.
1,A pack of 15 flying snow squirrels who have developed rudimentary tool use hunt amongst the hills here. If possible, they will steal weapons and food from  travellers rather than attack outright.
1,An ornately carved well filled with a golden liquid that when drunk cures diseases and heals frostbite.  A wood nymph guards the well.
1,The trading outpost MISTRA traffics in the crystals mined from the neighbouring mountains.
1,BUGBEAR BROTHEL!
1,The riding goat ranchers that dwell in this hex are having trouble with the Goat Men of the mountains taking their livestock as mates. A night defending the herd will earn the adventurers mounts.
1,Thorny bushes in these hills grow black berries that are often found frozen. Roll 1d6: on 1 the berry is poisonous, on 6 the berry heals 1d3 hit points.
1,These hills contain ZAOTHANOSH, a village of degenerate humans. They worship Kyth-Turan and offer it human sacrifices.
1,A starving group of dwarfs are setting up a surface colony. They are willing to trade a map of caverns between vaults for under earth travel for food. They refuse to discuss why they are refugees but might be coaxed into revealing where their vault...
1,High in these mountains there is a cracked open and abandoned Dwarf vault. Many areas are burned and charred while others have walls are rent and torn; as if by great a clawed beast. The dwarfs are refugees from this disaster.
1,At the top of a low hill is an empty Keep with chapel bathed in long dried blood at its center. Inscribed in the middle of the chapel on the floor is a broken warding circle a thumb sized stone of cat's eye is in the middle of the circle, no blood ...
1,A group of 10 mi-go are hiding in a collapsible alloy shelter underground. They have mysterious blinking equipment, 4 braincases and a small periscope they use to look out for intruders. They were recently chased by an irate pyromancer and his anth...
1,Blue flowers with star shaped blooms grow on a lone hillside here; 1D12 per season. Arcane casters who smoke or drink tea made from the blooms can memorize an extra 1st level spell per day.
1,Strange scrubs of twisting vines exude a strange warmth and the smell of copper and sulphur. When making contact with the vines, one can communicate with the demon who the plant's roots have grown into and whose blood courses through the vines.
1,A 20' tall Obelisk, stands in the center of the hex. 3/day it summons an Air Elemental, which will run amok for 8 hours.
1,An abandoned encampment, tents still standing.  In the center, the embers of a nearly-dead campfire slowly burn out. If the players sift through the remains of the fire, they will find a still-hot metal coin with strange markings. If the adventurer...
1,A great horned owl sits on a tree stump. It answers the first three questions that it hears, then flies away to the [direction].
1,These hills have recently been cleared of all trees, only cleanly cut stumps remain. The wood was used by the dwarves. An insane shepherd treeman is flailing around trying to exact revenge on the killers of his tree, which he assumes anyone with an...
1,The overgrown, ancient and ossified remains of a gargantuan giant lie in a valley here, almost indistinguishable from the surrounding hills. A group of 18 Boggarts lives in the valley, tunneling into the stone bones for unknown reasons.
1,The shortest way through this area is over the hills, but *psychic white giant lizards* ambush any descending the hill and accuse them of real and imaginary crimes. Depending on their judgement, one might be killed, or has a chance of ending up in ...
1,A pack [2d6] of snow panthers prowl these hills.
1,*Camp Boon*, the winter grazing grounds of a local tribe of centaurs.
1,Half of a mystic formula that wizards can memorize (as a spell) to cast a spell one level higher once per week is carved into standing stones here along with a damaged map showing graves near [settlement name]. Each contains a similar set of standi...
1,A rowboat lying upturned on the windswept hillside, a hole in its weathered planking. Underneath lies a   complete human skeleton and some scattered bones with toothmarks.
1,At the edge of the forest is a gate formed from two oaks intertwined hung with wooden bells that clump and clatter. The clappers are tiny pixie skeletons.
1,Empty
1,A woolly mammoth wanders across the hills, with bloodshot eyes and bad attitude. It has a huge saddle on its back.
1,AGALLOCH This mostly human settlement contains a completely shattered Monument to the Toad Gods, a handful of fascinating dancers, and a hunter who keeps notes on where frost giants have been seen.
1,A travelling band of flagellants, led by a cardinal of light, in search of a demonic plant. They are seriously outgunned by the demon plant should they ever make it there. The cardinal knows and will offer a band of able travellers a chest full of ...
1,An assassin sits idly staring in field of flowers - he has been tricked into eating the hallucinogenic blooms by Strikorx, a gleeful gremlin who will try to do the same to you. If cured, The assassin has a 50% chance to think he is supposed to assa...
1,A stray dog. On her collars are the initials S.S.
1,Cairn cut into a hill has several runes carved into the walls; on the lintel is are sigils of the Toad Gods. Buried with the lord of this cairn is a glass eye, anyone who looks through it or replaces an eye with it can read these writings and more....
1,A tribe of ice goblins have domesticated glyptodonts and are secretly planning to overthrow the Ice Goblin King. At the moment they are looking for co-conspirators and have a pair of unruly and wild glyptodont warmounts (2/6 chance to go berserk in...
1,The tall palace of VILSTRAJK inhabited by Thogs (hand-centaurs) and walking anemones is hidden among the strange hills by illusions—vaguely visible in waxing moonlinght. Beneath it sleeps Nidhoggr, Malice Striker, Eater of the Dead, a great polar...
1,The hills are spotted with large patches of bare earth, as if a great battle had taken place and upturned the soil.  These spots are littered with broken weapons, scales and the occasional piece of armor.  At the far [direction]ern edge of this are...
1,A gate leads to the realm of the frost pixies. Here, fur makes you freeze, ice makes you feel warm, shoes cause frostbite, and water makes you thirsty. A small tribe of neanderthals, aptly named Snow Eaters, hunts the pixies and binds their carcass...
1,The Hill fort of Eorfic Swordsmile. Eorfic and his clan are fierce, fur-clad,  barbarous, and heavily armed, but friendly and welcoming to those who treat fair with them.
1,Low hills of a sinister countenance.
1,FJARÐABYGGÐ, Fortified village of the gruff mountain men. Some of their progeny, undergoing the Coming of Age trial of the Mountain Men.
1,On the top of these dark hills are the remains of 200 crucified goblins. A reminder to the hill goblin clans that the Dwarfs of Sul-Durabad do not think their pranks are amusing.
1,A troop of 32 Dwarfs of Sul-Durabad head toward the [direction] with a wagon cage containing 5 ice goblin prisoners, and other wagons filled with trade goods for FJARÐABYGGÐ.
1,Bleak moorland. The tors are geometric but alone, weather beaten and craggy. Flowers placed atop these formations turn to silk-weave at dawn.
1,This area is a crucible of bad weather as the storm giants use the low hills to train their children in blowing lassoing tornados and juggling lightning balls.
1,A statue of a begging man with bulging veins on his neck kneels on the highest hill of this hex. Placing an offering of coins into his proffered hands grants a +d4 bonus to HP for d4 days. If equal offerings are given to its brother-statues before ...
1,Falgar the mighty barbarian lord, under geas to a sorcerer from far off [direction], camps here with his contingent of warriors and specialists, making ready to infiltrate the palace of VILSTRAJK and destroy Nidhoggr in its lair. Falgar awaits the ...
1, The Foundation and rubble of a knocked down stone watch tower. nothing above 6 feet stands still and clearing the rubble will reveal a trapdoor to a underground passage and a small hot spring fed lake with warm clean water
1,A small dwarven mining team has broken into the surface here, they are very lost and will trade many gems for accurate directions and for the party to never tell the story of the lost dwarves. There underground tunnel leads [direction] many miles.
1,A dryad making her way [direction] to meet her sister in the frostfey realm she is having trouble because she can only move by melding from live tree to tree and they are beginning to thin. She must possess a living being in order to continue [dire...
1,Cliffs over look scenic path by a small lake. Beware falling lemmings.
1,Large hill gives a good view of the things in nearby non-mountain hexes. Nearby mountain hexes have a good view of people standing on this hill.
1,Large ancient temple in ruins. 2d6 ghouls tear their way out of the frosty graveyard dirt when travelers approach.
1,Odd machinery is built around a frozen river; if the river is thawed and moves the mechanism, everyone within 30ft is transported in time. The machine is protected by 6ft tall stone mantises who are alive but pretend to be statues.
1,Vorgenfrost the white elf necromancer's red and black ebony warmask gives him mastery of all the dishonored fallen. He is researching the history of the area in a crooked tower in order to divine the location of all the tombs and mass graves in the...
1,VELKOR KEEP A small stone keep of gruff mountain men surrounded by a stout wooden pallisade sits atop this hill overlooking the wintry forests. Three cursed, deaf/mute, storm giants with glassy eyes collect weapons and armor from frozen battlefield...
1,CASTLE KRALLICE Home of Good King Oskrid Orn and his 97 knights. Their horses are hearty, their swords are heavy. They plan to destroy Gibberlick Hackbile and search for Vorgenfrost but the king's advisor seeks to undermine the company's unity via ...
1,White tigers stalk a sprawling labyrinth of crude stone, hunting those driven to despair by the Embodiment. Troops from various factions secretly meet here to discuss how they can betray their masters and establish new order. 
1,The hills are pockmarked with mostly small copper mines. One houses a den of wargs, while another opens into an underground lake.
1,A pack of 19 fishheaded Frostboar dominate these wintry hills, hunting for entrails. Their tusks are fouled and terrible.
1,High in the mountains is the citadel TERSIFLUX, home of the wizard Larafdok and his subjects. Many apprentices come to him to learn destructive dweomers, and his magic is the cause of the surrounding destruction. He will sell incendiaries, but also...
1,A weary host of ice barbarians trek [direction] for their mountain home GALEGLASHIEM. They have been beaten badly by beast, battle & monster - the weather is now taking its toll.
1,A hunter's lodge sits on a hillside by a frozen lake, housing D10 Hunters, of level 1D10, at any time. Huntmaster Karl Baerssonn knows the lands extremely well and, for pay, may guide a party to any described location. Will reward fame, goodwill, a...
1,On a prominant hill, an illusion of a giant laughing while flying a giant sized kite , directly underneath is a massive and  hungry steeljawed horror buried in concealment waiting to eat.
1,Moull Gagolth's ancient Observatory this towering blue-metal domed structure has various telescopes, periscope, lens of all shapes and sizes scattered in the snow filled interior. If the large main periscope can be clean of ice & snow it can see fo...
1,A statue of a begging man with a star on his forehead kneels on the highest hill of this hex. Placing an offering of coins into his proffered hands grants a +d4 bonus to knowledge or wisdom-based checks for d4 days. If equal offerings are given to ...
1,A pride of rare Diamond Displacer Beasts (11) stalks these frozen hills.
1,Dwarf Stronghold of KVERLERAK - The Dwarf Queen Hilde Frostheart rules from the granite throne in the keep of this walled settlement. She commands a mercenary army of dwarves and gnomes.
1,6 well provisioned hunters, led by a Frost Sorceress,  trek [direction] in search of the Diamond Displacer Beasts. Their pelts are worth a small fortune.
1,Abandon Ski & Hunting Lodge ( four room log cabin ). The firewood is chopped, food is fresh and will last 8 people one month. There is a revolver & a box of 50 bullets under some loose floor boards.
1,At specific days and times, the sunlight filters through the surrounding mountains into clear beams that meet in the middle of this unusually warm valley. If the [hex trait] crystals are held in the beam, a map of *[tower name]* or a false treasure...
1,Dinosaurs foolish enough to venture [direction] lay dead through out the hex, victims of the cold. The village DRAXIS lays at the centre of the hex, and subsits of the meat of these dead beasts. The villagers prevent all travellers from heading [di...
1,The Lady Of Justice dwells here and will ask the PCs about deaths they've caused since the Solstice and then curse or reward them. If they lie, magpies will crawl into their mouths while they sleep and choke them to death.
1,The rolling hills here are all of regular shape and height. Many rabbits.
1,The frozen corpse of an explorer, beside him is a diary. Folded in the front of the diary is a map of the area with the locations of the Three Despairs marked upon it. The diary details his lifelong quest to find the Three Despairs and his final de...
1, Skeletons of lost travelers amidst the snow. Treasure of coinage and trade goods present.
1,On even-numbered days this hex contains VORVEJL — a quiet village full of stone bridges. On odd numbered days it contains the First Monument of the Toad Gods and is surrounded by an unseelie court of cannibal fey.
1,Settlement (ish) MOSSPOT.
1,The Temple of the White Tiger. The tiger priests offer mineral baths and fresh meat to those with something to trade and currently employ Anzett the Cold.
1,To the [direction] end, a rod of brackish metal juts from the ground and pulls light toward it, making a sound like poison sucked from a wound. Half-formed winged mechanical things flutter about with great purpose and no objective; anyone sleeping ...
1,Malpha Elfbain 5th lv Ranger & her 4 men-at-arm ride blink dog pulled sleds with a cargo of rare beasts for the Ice Zoo of Bunsarth the Burning. On Malpha's sled she has carefully tied a live gem encrusted Flailsnail worth a princesses ransom.
1,Dozens of crudely built gibbets are filled with the bodies of dozens of dead goblin children. They hang from nooses fashioned from their entrails and their eyes have been removed.
1,Lair of an adult female white dragon with 3 Young dragons and 2 eggs, her offspring.  She has mated with an ancient dragon in the past during his migration.
1,A trio of concerned Magus Astrologers riding armoured War-Stags traverse these woods with their 7 Wolf-headed Warrior-Tinker mercenaries.  They have travelled far to search the mountains and fens of The Kraal for meteors and other astrological/extr...
1,EVERFLOWERING TEMPLE A temple dedicated to the god/goddess of plants and agriculture built on a hilltop.  Second priest was murdered and replaced by a doppelganger recently.
1,A large and sturdy wooden cart rests here. The cart is empty, and the woolly rhinoceros that pulls it eyes passers by with lazy suspicion.
1,A band of explorers is ready to set off across the frozen wastes. They would love to find a guide with some knowledge of the area.

;forest-hill encounter
5,none
1,[1d3] [bird type]s looking down from the canopy.

;forest-hill NPC
5,none
1,[fighter].
1,[cleric].
1,[thief].
1,[magic user].

;forest-hill item
1,a stag’s antler
;forest-mountain
1,Forest mountain.<br />*Landmark: *[forest-mountain landmark]<br />*Encounter:* [forest-mountain encounter]<br />*NPC:* [forest-mountain NPC]<br />*Item:* [forest-mountain item]<br />

;forest-mountain landmark
100,[lyonesse hex]
50,[thor hex]
50,[tolkien hex]
1,A grove of bioluminescent fungi that attract brightly-colored poison arrow frogs. Tend to get into sleepers’ mouths at night.
1,Sheltered cliff face covered with ancient rock paintings, somewhat abstract but seemingly depicting war between men and lions.
1,Large meadow where wildflowers sing simple songs in harmony.
1,A big telescope built by lizardmen, pointing at the stars. They buy lenses from the lens grinders in a nearby settlement.
1,The *alchemist Lady Rebecca Flaskhaver*, lives under a stone outcrop in a forested valley between the peaks. Likes to test substances on nearby corn farmers. Will trade powerful magic/potions/powders for humanoid babies.
1,MAENADS. Peasant women holding a wild bacchanalia, drunk and frenzied, tearing a captured knight limb from limb and painting themselves with his blood. 
1,ADDANC. Lake haunted by an addanc - a venomous fish monster that’s only visible through holes in objects. Steals the villager’s sheep and children. 
1,BATTLE BOG. Peat bog, site of an ancient battle. Thousands of warriors are mummified beneath the peat. The local villagers dig the mummies up, powder them, dissolve them in alcohol and sell them as medicinal tinctures. They have powerful narcotic a...

share/hex-describe-strom-table.txt  view on Meta::CPAN

1,HAUNTED ABBEY. Heather moor. Ruined abbey, sacked by iconoclastic peasants and haunted by a nun’s ghost. She wants her icon of Saint Elvis back. It was sold to a passing gypsy trader. 
1,FLOODED MINE. Flooded mine, home to a huge red worm whose night-shrieks curdle milk and cause miscarriages among the local peasants. 
1,LONGMARCH. Castle built into a dam that holds back a misty mountain lake. Leaks must be constantly patched. The Lord of Longmarch lives in the castle’s walls. He believes that he is being persecuted by Rhitta Gawr, a giant who’s sewing a cape f...
1,STORM. Monastery on a lake island. The celibate monks are trapped inside by an intelligent talking thunderstorm, who’s in love with their most handsome novice.
1,MOONSHINERS.  A family of swaggering outlaws who brew a potent liquor.  They live in a maze of ramshackle sheds in a deep mountain holler.  They have an irrational hatred of halflings, and will refuse to trade with any group including “the damned...

;forest-mountain encounter
1,A tribe of [6d6] wild fey creatures. If the PCs are traveling on a road, they first encounter only one member, called [elf name], in the process of picking up interesting-looking rocks. The fey are friendly, but have strange customs: they are viole...
1,[1d3] 

;forest-mountain NPC
1,[fighter].
1,[cleric].
1,[thief].
1,[magic user].
1,Wererat assassin who killed whatever recent corpse the party has seen and took its ring of spiderform.

;forest-mountain item
3,*Corpse of traveler* carrying [adventuring item], [adventuring item], [adventuring item], and [personal item].

;forest-mountains
1,[forest-mountain]

;grass
1,Grassland.<br />*Landmark: *[grass landmark]<br />*Encounter:* [grass encounter]<br />*NPC:* [grass NPC]<br />*Item:* [grass item]<br />

;grass landmark
100,[lyonesse hex]
50,[thor hex]
50,[tolkien hex]
1,WHITEMARCH. Castle built into chalk seacliffs. The Lord of Whitemarch believes that he is thousands of years old, that he can only die under a highly specific set of prophesised conditions and that the whole world is a figment of his imagination. H...
1,MOTHER’S HUT. The clifftop hut of a fat woman with three breasts and hundreds of children, who adore her. When they turn thirteen she sets the girls free to wander and commands the boys to hurl themselves from the cliff. Her milk heals infection ...
1,EMPTY CIRCLE. Stone circle. Grass inside it faintly discoloured. Hedge wizard arguing with a priest - the wizard wants to study the circle’s elf-containment properties, the priest wants to tear it down as a heathen artefact. Both sides will try t...
1,REDCAP DOLMEN. Burial mound of the nameless race. Home to thousands of redcaps - tiny angry men with very sharp grass swords. Their leader rides a weasel and is in love with Vordicca, the empress whose face adorns the ancient gold coins in his trea...
1,FLOWER DOLMEN. Burial mound of the nameless race. Full of giant carnivorous sundews that sunk their roots into the corpses of the warriors buried here and are sustained by their savage energy. Capable of imitating human voices. Inner chamber holds ...
1,WHITE WORM. Giant white worm that lives in a flooded chalk quarry and depredates the countryside. Local village placates it with milk. If you kill it you must also kill the next living thing you see or get cursed.
1,BEES. Village terrorised by swarm of bees, looking for a honeythief. They will not leave until they find out who it is and sting them to death. They are smart, understand argument, speak in a single buzzing voice. 
1,PINE WIZARD. Wizard bound in a cloven pine by elven lover. Burning or chopping the tree kills him. Gives advice. Can teach spells. Resigned to his fate, mostly. Desperate for company, shunned by most villagers. His lover is now the elven ambassador...
1,ELF BANQUET. Hill with a hole in the side. Inside, an everlasting elf banquet. The human guests smile but their eyes are terrified. Eat or drink and you’re trapped forever, or until someone rescues you. A grandson of the Lord of Whitemarch is imp...
1,BOAR. Gigantic boar tearing up fields with its tusks. Has already dug open a dolmen, letting loose a bunch of confused skeleton warriors. A golden torc is caught on one of its tusks. 
1,DAFFYD’S CROSSING. No iron can pass across Daffyd’s Dyke (the green line on the map). The village of Daffyd’s Crossing is built on both sides of the dyke. Traders in the town market will exchange a sword on one side with a sword on the other ...
1,TALKING SHEEP. All the sheep of this village can talk and love to make fun of travellers. They still get eaten. Pub called the Spring Lamb that serves excellent lamb and mutton. A cowering Hairy Man washes the floors in exchange for scraps. He is a...
1,HAIRY PIPER. Hairy Man with a set of magic pipes, leading a bunch of enthralled children and young adults away to a secluded den where he intends to eat them. If you hear the song up close, roll d20. If it’s higher than your character’s age, yo...
1,BOULDER MONKS. Monastery on top of a giant boulder. Stairs carved up the sides. Blowing through perforations in the stone produces a booming sound that makes the whole monastery shake - the monks use this to call peasants to prayer. 
1,WHITE HORSE. White horse carved into a chalk hillside. Tether a horse there overnight with some money and it’ll be newly shod in the morning. Leave it with lots of money and the shoes will be magic. No money and it’ll be gone. Priest tasked wit...
1,CHILD KING. An elf granted a wish to a child and now the child is king of the village. Anyone who disobeys an order from the child gets turned into a rabbit. Lots of rabbits running around. The elf is hanging out in a nearby grove, watching. 
1,GYPSY CARAVAN. Gypsy caravan camped by spring. Fortune teller. Hairy Man juggler. Weeping fool with a donkey’s head. An elf princess is madly in love with him and has cursed him so his village sweetheart will turn away from him 
1,WIZARD DOLMEN. Burial mound of the nameless race. Long ago looted clean of all treasure. Roof broken open, letting sunlight in. Home to a hedge wizard who is trying to decipher the wall graffiti. Pit in the back with a couple of skeleton warriors t...
1,PUCA CIRCLE. A puca - creature that can take any shape but can’t tell any lie - trapped in a stone circle. Wants you to tumble one of the stones so it can get out and continue wreaking mischief. Might pretend to be a knight who has been trapped i...
1,GATEMARCH. Castle built on a hill overlooking a wide natural harbour. The largest town in Faerie and first port of call for any travellers from Christendom. The Lord of Gatemarch refuses to believe in magic and thinks all the world’s problems can...
1,Steppe, abandoned village of partially melted igloos.
1,The villagers of PEAT put their dead warriors in the nearby bogs. Under a waxing gibbous moon, the peat-wights rise and seek the enemies that slew them.
1,A circle of 12 dead mountain goats, their throats slit open. Each is missing a different organ and has a gold coin in its mouth.
1,This area is mostly desolate save for a single gravestone, entirely unadorned save for a keyhole in the center of it. This is actually the prison of an extremely powerful Death Knight who will slay one thing of his liberator's choosing.
1,Frozen marshes. A warband of intelligent zombies are trapped in the permafrost; they will perform one service for any who free them given a somewhat decent reaction roll.
1,Three basalt statues of wailing women stand here, marking the historic [direction]ern boundary of the territory of the Smoke-Swallower tribe of cannibals, whose warriors split their tongues and bind their forms into bizarre, contorted shapes. These...
1,Firgax the fire giant witch doctor and a gaggle of unnaturals follow his semi-reliable divining skull in a meandering path towards the [direction]. He intends to find and destroy the Cask of Ancient Winters.
1,The footsteps of ice giants are in the snow here, following them leads you to a group of ice giants
1,The echoes emerge amplified one-hundred fold through sinkholes here.
1,THE VILLAGE OF RESTLESS SOULS, this village is completely abandoned. There is evidence of a fight, though the belongings of everyone who once lived here are untouched. If anyone touches any of the belongings they are attacked by a restless spirit.
1,6 Smoke-Swallowers tribesman feast on an adventuring party they captured earlier in the day. 1-4 of the captives are alive, but bound and gagged, waiting to be cooked and eaten. A straggler from their group is lost [direction] of here.
1,Frozen marshes. Ice alligators leap through the surface to capture prey that they track through sound.
1,52 overly cautious nomads stalk this frozen tundra. They will pay  50 GP mastodon bones for wolf pelts.
1,8 dwarves travelers seeking the Godhammer.
1,Frozen warriors stand trapped within blocks of ice. Many of them are still alive, and freeing them will give you infomation about nearby hexes or a follower for 1D4 days.
1,Colossal mated pairs of axebeaks hunt mastodons on the icy tundra here.
1,A straggler from an adventuring party, making his way back to the group after missing a session.
1,Peeking just above the tundra is the top of *[tower name]*. Delving down into the tower via the battlements reveals several frost zombies and key in a chest. The key unlocks *[tower name]*.
1,RUINS OF PAZULVAN The dark ruined citadel moulders in the swamp. Only Bromgrush's Map will reveal safe passage to untold treasure inside.
1,There is a bunch of ice goblin corpses here, the have been stripped of anything useful. if the PC's stay around too long they will be attacked by a search party sent after these ice goblins (so 1D10 ice goblins attack)
1,A Rival Adventuring Party. Hamuz - FT 3, Boze - FT 1, Umar - MU 2, Thaize - C 3. Lawful, but not affable. Travelling [direction].
1,A cabal of twisted grey Deep Gnomes live in an ancient WINTER PALACE that is glamoured to appear from afar as if in the hex to the [direction]. They sneak through Smoke Eater camps to maintain automatons, and set traps to leave victims for the Smok...
1,A hunting party of 5 humans covered in woad. They will attack any dwarves or parties that seem weak, not wearing the woad of ZSITHAMK, but otherwise are looking for Ice Weasels. They hail from the territory of ZSITHAMK ICECALLER,
1,White apes wander here, worshiping a frozen rotting mastodon head, which their chief must wear over his own head at all times. Their oracle can speak with the dead if she has their face and tongue, and can tell your future by floating one of your t...
1,A great metal triangle with channels in it has been overgrown by lichens and poverty grasses. Sighting along the main channel allows you to see and hear everything on Mt. CURALL. A combined strength of 50 can turn the stone a few degrees to spy ins...
1, A snow-covered treasure chest sits in the middle of a field.  It's a very lost mimic.
1,A lone Amazon is sneaking among a group of slumbering frost giants. A 30 ft sack is writhing near them.
1,GLANIS TOP A watchtower of 18 stranded soldiers.
1,A vast, frozen plain.  The only notable thing is the remains of half-eaten horse.
1,FUSEN'S HOLDFAST the now ruined keep is home to a small clan of ravening halfling werewolves. They are keenly aware of the fortifications at [settlement name] and avoid the place, if possible.
1,A half buried undead warband (140 strong) is frozen amongst the lichen and fir trees here. Their semi living, necromantic mistress, Caroline Hexfeather, possesses books and maps to the Three Despairs in the area, but she lies shattered and buried a...
1,Arctic Umber Hulks burrow under the surface, weakening the ice; the passage of Firga didn't help any. There are also Ice Toads that collect humanoid arms by tearing them off with their long, strong tongues.
1,A series of squat dwarven towers linked by an old aqueduct the used to bring meltwater from *[mountain name]* . One is solidly locked, requiring the key or storm giant strength to open—it contains 8400gp worth of ancient gold and a passage that b...
1,A group of white furred yeti performing a primal dance of frenzy before continuing to hunt clerics. They sport primitive looking holy symbols that make the eyes water and emit a flickering bluish radiance.
1,THE CITY OF THE 800 TEETH White elf city amed for the concentric tiers of crenellated walls surrounding it. The moat surrounding the colossal palace is filled with worms.
1,A bubbling tar pit has erupted from the earth and a herd of 2d6 mastodons are stuck.
1,A half-orc steering a raft through the fens. Paying for passage is a daughter of the Amazons.
1,an Arctic Tyrranosaur (heavily feathered in garish colours) ranges here. It's nest is tucked away in a frost-covered fen. it is responsible for killing most of the game animals in the area.
1,Frozen bubbles scattered across the plain, some as much as ten inches across.
1,A huge skull shaped structure of stone.  A silver key opens the jaws if inserted in its ear. Behind the open jaw rough stone stairs descend while vaguely discordant flute music comes from below.
1,Gibbets at a crossroads containing 2d6 living criminals.
1,A narrow rope bridge over a 200' gorge. A pack of snow leopards have learned to attack prey from both sides when they're halfway across.
1,A 40' post rising from the swamps, with wind chimes audible for a mile of more. The chimes are made of frozen children.
1,A guttering sputtering camp fire in each forested valley; all abandoned as if moments before.
1,A lonely barn of rotting thatch and frozen dogs. Beneath the floor boards lies a hidden barrel; in the barrel lies a strange collection of crystal shards.
1,More frozen dogs. Stacked in towers of prime numbers. The collar of one of the large dogs has a tuckerbox tied to it, with a soundless whistle inside.
1,Dogsledder, alone, looking for his missing animals. He has a large sled with urgent supplies bound for the nearest settlement, but is bogged in the marshes. He promises a handsome reward for those who help him drag the sled to town.
1,Statue of legendary warrior pointing [direction]. Drag marks indicate the direction of the statue was changed recently.
1,Two dog sleds stand unguarded in the open, each pulled by 12 huskies. The drivers have been shot; their bodies are still warm. A pair of small, dirty children cower in a dry creek bed 50 yards behind the sleds. The sleds are loaded with obsidian fr...
1,Snow-Catoblepas, its body is buried in the snow while its oversized head rests on the surface. Barbarians have buried it here to ward off intruders from their caves while they are hunting.
1, A group of 4 humans fish through holes in the ice on small lakes. They only go out at night for fear of giant mining bugs, which they claim are watching from the mountains. Apart from smoked fish and obsidian spears they have 200 meters of remarka...
1,FROSTPELT VILLAGE - Polarbear-men village, impossible to get proper rations as they prefer to eat their food frozen in blocks of ice.
1,A longship half-buried in a mound, claimed by the men of [village name] to mark the edge of the sea in aeons past.
1,A tight crawlspace under an ice overhang leads into one of the 3 crocodiles of The Hexenbracken - it's pretty cramped in there, but you can drive that croc around Hexenbracken like it was your character. Any number of PCs can cohabit in the croc. A...
1,A large black gate spans two stone henges. Unlocking the gates (Difficult for a 5th level thief) fills a 20 ft area with a yellow mist that takes those within it to the [direction].
1,Stunted remains of trees litter the frozen marsh. Some have clearly been blasted by cannon or similar.
1,Thin, lacerating sleet causes 1 hp damage per hour to any exposed skin.
1,A stairway, bereft of whatever building it once belonged to, spirals 70' into the air. Candlewax and blood stain the highest step.
1,A cave contains 11 ice goblins, 2 butchered mastodons, and a motorized drilling machine. The machine weighs 1 ton and can bore a straight 4' tunnel through exactly 21 feet of rock before it runs out of juice.
1,A 3 mile wide frozen lake. The surface is very slightly dished, so that a ball dropped anywhere on the lake will roll to the centre. The ice is thick enough to support a human, but not 3 humans tightly clustered. Under the ice lurk 12 giant anglerf...
1,A frozen pond here is home to a Sage-wraith. It will share with the PCs a glimpse of their future. These visions are always true, but painful and maddening.
1,Traces of an ancient road lead away ENE. Beside the road are the ruins of an inn, now used by 9 bandits to store their prisoners before transport to the slave markets at MIGORFROST. 2 young women and a goatman are chained up in the basement.
1,Rising out of the thick mists is a solitary dome, with a pair of gnarled trees like ruined horns. The hillock radiates an unsettling presence, as though it is a slumbering malevolence, but any attempt by fools to rouse it is met with failure.
1,A *frozen pond* showing visions that are always exciting and false.
1,An outpost on the edge of the land, where depressed soldiers from a warmer climate watch for monsters intruding on their land. Will pay bounties for carcasses of said monsters.
1,The mires are frequented by patrols; their depression, fear, and boredom has culminated in numerous acts of petty cruelty to the local flora and fauna, and has attracted the unfortunate attention of the *[personality trait] druid*.
1,A tribe of frost giants tend their flock of wooly mammoths whom they feed as offerings to the ancient white dragon that migrates over on the winter solstice
1,Pig Eater, the hill giant chieftain, has taken refuge here. He is hiding from his ex wife who has usurped his leadership of the tribe.
1,The beast of aproximate knowlage can be found here
1,This is the lair of Kyth-Turan, the Dweller Beneath the Ice, a tentacular horror. Any characters near the cracks in the ice have a chance of being dragged into its maw in the icy marsh below.
1,2d12 guards surround a group of workers trying to dig up a partially-buried glowing meteorite and load it onto a wagon.
1,The terrain here becomes a thick brackish morass. While the ground water is liquid the air is freezing giving the plants a coat of hoary frost.
1,Large blocks of ice like giant ice cubes litter the plain. Each hour there is a 1 in 6 chance of encountering one that's actually a crystal ooze.
1,A vast plain of muddy slush and ice has a cluster of six 4ft long pink stalks every 50 ft or so. These are the tongues of Frost Toads that will leap to the surface and try to eat anything touching them. Goat-Men and Ice Goblins lure enemies here.
1,One tall featureless tree trunk rises out of the blasted tundra. It ends in a burning, splintered mess. The smouldering remains of a wizard's tower are scattered across the plain - unlabeled lozenges, shattered lab equipment and at least 2 unmarked...
1,A caravan bound for [settlement name] loaded with trade goods from [direction]ern civilizations is stopped here to repair a broken wheel on one of the wagons.
1,Site of an ancient battle, glints of ancient metal are visible under the murk of the tundra.  Disturbing remains summons 1d4 hostile will-o'-wisps.
1,8 Batrachian Beasts (toad monsters) guard this area, mostly surrounding the sunken remains of a stone statue. On the base of the statue are weird runes that even magic cannot translate.
1,Two very young girls huddle together in a broken down cart. The cart is very old and bears the marks and ravages of many winters. They mutter and cry about the cold, reaching out for aid. It's so cold. I can't get warm. They are wights. They will a...
1,CAMP HEINOUS, the summer grazing grounds of the centaurs spending their winters to the [direction]. Turns to swamp in autumn due to flooding from the heavy rainfalls and swollen rivers flowing here.
1,What appear to be blades of grass frozen in the tundra turn out to be razor-sharp ice needles of various heights.  As players walk through the region, a strange noise (likened to both a scream and broken glass) can be heard in the distance, but nev...
1,Stable-house of Raloph the centaur mask-maker, some of his masks are made of the faces of exotic creatures and have strange properties. Players can buy masks by paying with heads of the strange and powerful.
1,Thorek Gudwine and his idiot brother Jedek have a hut here, where they distill a potent gin from the psychoactive lichen that abounds here. It is of great use for navigating the Astral Plane, if one can actually keep the vile stuff down.
1,Shaxtric, a half-elven F/MU in cobalt plate mail maintains a base camp of human workers and spearmen here around a giant draconic footprint. He is using it as a mould to make a silver model to present as a gift to the *Ice Queen*.
1,The Steaming Hives: 3,432 hexagonal stone columns, 20ft across and 20ft tall, are clustered together like a city.  Their entrances are 5ft high.  The interiors are magically warmed to 20 degrees centigrade, and steam in the cold air.  50% chance of...
1,The warband of Gibberlick Hackbile ( a deformed plague wizard so corpulent he is carried about by crow-headed men), dwells beneath a bridge. Their number includes diseased flagellants, hypnotic-eyed goblins and 3-eyed children that are invisible at...
1,Flagellants are attracted to a fane at the bottom of an open pit deep in the marsh: 3 stone pillars bearing manacles and rusty hooks. The pit and surroundings are infested with 1d1000 flagellates - miserable, hopping strips of skin and sprays of bl...
1,TOWER OF THE MOON PRINCESS - a ruinous tower, it's windows barred, the star gazing cupola filled with quartz sand. In it's shadow is a small village of three-eyed mutants. The families worry about their children, which have been abducted by Gibberl...
1,Stone monoliths spaced a mile apart contain the sprawl of ANNIX VER within the stone monoliths time cycles through a century every phase of the moon. At the start of the month, some women are alive and well here; mid-month a young, handsome, innoce...
1,A frozen lake. Visible beneath the surface: the entire female population of a previously unknown, and long extinct, humanoid species.
1,A stone arch stands alone in the otherwise empty tundra.  When blood touches the arch, a portal appears in the archway for 2d6 turns and leads to one random location on this map.  (Anyone entering the portal during a single activation will go to th...
1,A hermit (level 20 monk) lives in a cabin who dislikes visitors; will point them to the stone arch to the [direction], telling them how to activate it and that it might lead to fabulous treasure.  Will take pity on anyone who needs warmth for the n...
1,What looks to be chunks of ice in this frozen swamp on first glance seem to contain frozen frost goblin body parts and crude weapons encased in broken ice. Ice trolls hunts this area at night and might lead you [direction] to their trading fortress...
1,KRAGDUM-IUGHERIA Trading fortress, trade goods, supplies, fresh mounts, wildmen henchmen, trap finding goblins, all for sale or rent
1,Gjast (settlement) One priest, 8 rangers, one druid, 40 barbarians, one scholar, lots of miscellaneous humans, excellent goat cheese and a warm inn. A nearby bridge had a troll under it but the priest tricked it and froze it.
1,These *snow covered plains* are home to a large band of blue dessicated *cannibal ghouls* with tangled reddish hair and beards.  They dig up corpses to feast upon, and are generally peaceful as they have no lack of food.
1,Site of a recent battle between a *troll band* from *[settlement name]*, a *mixed force of amazons*, and [human name]'s men . There are items, weapons and tracks, and a parliament of 80 snow owls picks at the dead.
1,This snow covered plain is traditionally used as a battlefield. Placid on the surface, digging 5' - 10' will reveal innumerable corpses of every age frozen stiff along with their equipment.
1,A vast blue frost ooze undulates senselessly in the center of a frozen bog, occasionally spewing forth fully motile offspring who roll off towards the nearest protein source. A small cult of insane worshippers inhabit a camouflaged temple on stilts...
1,Eerily black stag. It is a wizard in disguise—he tricked the heads of the various armies into fighting where they did at the Battleground of the Apathetic Gods rather than on the traditional battleground (The battleground to whose petty gods all ...
1,*Meadhall of Jarlfrost*. Barbarian lord and exiled knight of *[castle name]*, Jarlfrost is hunting the *Ice Trolls* who have been spotted in the nearby woods.
1,A ancient clan of albino lizardmen lives beneath the rotted husk of an old castle. They worship and seek Kyth-Turan, The Dweller Beneath the Ice.
1,An archeological team headed by the mad sorcerer Hulukan, whose razor-clawed left hand of ice petrifies at the touch, leads a caravan of ape-drawn sledges [direction]bound for civilization, loaded with artifacts extracted from the [direction].
1,This hex was recently woodland, but a few years ago the trees were all leveled, blasted down and pointing generally to the [direction].
1,Frost Goblin pulled Caravan on swamp marsh sleds going to [settlement name] led by three Ice trolls and carrying mining supplies and mage hides.
1,A frost goblin has begun a grisly ritual to bring forth The Poisoned One, a massive, bipedal undead mammoth that will lay waste to all in its path. The thing on the plinth beside the lake has two legs, two arms, a torso, and a head, each from a dif...
1,6 miles of knee deep snowdrifts.  Occasionally the wind sound like a mocking laugh, but this is a natural illusion brought about by the exhaustion of trudging through knee deep snow for hours.
1,Cavern of ice leads deep into the mountains. Herein lies the Hand. The titanic petrified remains of the wielder of Godhammer.
1,A crude watchtower and settlement next to a hot spring fed lake in a frozen marsh with a dozen shacks. Twenty seven fisher-women work the lake and trade smoked fish. They call the place Tewmraw. Also ten men in the settlement who have had their ton...
1,Frozen dawn—in a square mile of this area, the sun is always in mid rise.
1,Three Huge Woolly Snow Worms with hundreds of razor sharp icicle teeth in their maw like mouths. The worms sense heat & sound up to one half mile, but are completely snow blind.
1,A crashed low budget spacecraft - more cast iron can than aluminum saucer, it's occupants, 12 Nazi space werewolves, are trying to repair it with tundra grass and rock.   They are not amenable to reason being bloodthirsty werewolves, whose small mi...
1, Ice Zoo of Bunsarth the Burning, retired Ranger turned animal collector. She is willing to pay a generous fee to anyone willing to bring her new and interesting monsters to join her menagerie.
1,A variety of different animals are kept in a stasis like state in large frozen blocks of ice, these are being moved by a large group of ice goblins to the ice zoo. the ice goblins are moving these creatures so that they can get some money from the ...
1,As the group enters the hex, a meteorite falls from the sky and lands in the tundra, vaporizing snow and ice in the area.  The meteorite is made of a rare metal suitable for making highly magical items.
1,Jollyoak An unremarkable igloo village of doppelgangers. They look like dark elves, but act like halflings, which is slightly disconcerting.
1,In the [direction] of this snowy plain, a Hu Hsien, or fox spirit, flees its pursuers from the far [direction]. In the [direction], a Dark Elf flees, having just killed his only love.
1,In the [direction] are an entrenched force of Orcs, in the [direction] a motley force of elfs, and humans in between a mile section of no demihumans's land piled w/ corpses. In this no demihuman's land is a web of tunnels, a Thief's group holds swa...
1,The *cruel Dreamwitch*, Celia Mistworm, stalks these tundra swamps in the form of a black/blue/green Crane. If she spies travellers she will follow them for 2 days and steal their dreams (Save vs spell for each night's sleep: If failed, regain no H...
1,Fjorgvinn, axe-wielding paladin of the God of Rust and Rain seeks to slay the witch who stole her dreams but does not know where she is. A curse of evil weather follows her.
1,*Field of arms*. 2d100+100 undead soldier skeletons from a bygone wizard war are buried here, each with one of their arms sticking out of the ground. Pulling one out is not recommended.
1,The Devilwide--a popular *dueling ground* for local nobles. 70% chance of seeing at least one duel if traveling on foot through this hex, 40% on horseback.
1,A 20 foot tall *tower seemingly built from petrified humans* stands in the middle of a large field of grass. It is old and overgrown by moss. *[1d2]* If the preceding number is a *1* then close inspection reveals that it was very carefully construc...
1,An *unusually large apple tree* here grows *[2d6] perfect red apples* that heal d4+1 points of damage if one is consumed completely, *[2d4] thick yellow apples* that neutralize all poisons if one is consumed completely, *[2d4] wrinkly green apples*...
1,A large patch of grass (250 ft radius) in which *all sounds are muffled*. As soon as a character enters the area, they can’t hear the birds sing anymore, and can barely audibly talk (yelling is as loud as whispering). This is due to an *ancient d...
1,*Inn of the Night Goat*, [1d6-1] travelers at any time. Barkeep has an accurate treasure map in a map case in his room to an underground complex in inhabited by trolls.
1,Fertile steppe land populated by wild herds of huge black goats with the faces of men, also known as *night goats*.
1,A caravan of dancers, performers and musicians have made camp in this small grassy valley. Amongst their belongings in their wagon is a large wooden box containing a vampire.
1,Man sits on a stump. Will smile and give a knowing nod and encouraging thumbs-up to passers-by.
1,The plants in this forest wander about on shuffling roots. The animals either cling like vines or are rooted by their legs to the ground.
1,A decaying mausoleum half hidden by brambleberries is home to a small band of evil rapist Deodands. The Tombs inside contain D10x20gps worth of golden jewellery and a cursed tiara of resist pleasure.
1,Secret beach hosts massive Ghost Dance on the full moon.
1,A smoldering campfire that appears to have exhausted it's fuel within the last day. A small opened belt pouch sits in the middle of three charred bodies lying fifteen feet to the [direction] of the fire pit.
1,Abandoned silver mine. D10 Kobolds.
1,2d10 Chaotic pilgrims cruising for sick thrills. Led by The Devil Himself, a third-level cleric.
1,An angry mother bear rages because her cub has been caught in a trap.
1,Three escaped refugees from the Oakheart Academy are hiding in the trees on this rocky plateau. They are being menaced by a pack of 8 grizzly bears.
1,A cenotaph covered in choking vines of ivy. Hidden within the vines is an entrance to a dungeon beneath.
1,ROPETOWN, most who live in this town either grow hemp, or make rope. The town headman, Mangai, will pay 500 gp, for the return of his feckless son, Lein the Ropesmoker, who ran off to be one of the sea hippies.
1,A grove of tall trees has 2-24 giant bees.
1,The tribesmen here fish from dugout canoes. They tend to a dying sailor from [settlement name]. Hidden in his dagger’s scabbard is a map to the *dungeon of [location theme]*.
1,Pack of undead birds.
1,Wild Boar, an abandoned homestead and an overgrown orchard, claimed by the wild.
1,Group of statues in various hostile poses that are actually adventurers that were turned to stone by long dead basilisk.
1,Giant Flail Snail--20' tall. Shell is worth 10x normal price.
1,GAGORUM the Nomad City is made up of scores of ancient stone houses and other buildings, each made from a solid piece of an unknown green stone. It is a ghost-town most of the year, but during the winter months the nomadic tribes of the region gath...
1,Fishing Hamlet - Fish the shores of the *[hex trait] lake*. A  certain type of Lake Squid has fine fibres, which are used to make luxurious, soft and strong clothing here.
1,Castle Abatte: Abatte is a petty warlord he employs the best chefs in the realm. Obliging when he wants something--will pay 10x the price for exotic ingredients or spices.
1,dark deep forests, nothing special in here, just scary darkness

share/hex-describe-strom-table.txt  view on Meta::CPAN

1,Old meteor impact crater. Lucky prospectors might find meteor splinters.
1,THISTLETHRALL (settlement) the Elves here dissolve the those who bore them in acidic pits.
1,An earth elemental is looking for victims to sacrifice to the God of Dirt. Neutral clerics may have a chance to reason with it.
1,HELVIZ'S FOLLY - Town of 36 souls, but with neat brick buildings for several hundred more residents.
1,GREASEGRAFT friendly, usually quiet settlement. Nearby: a fortress inhabited by goblins wearing iron warmasks.
1,In a secluded valley, a stone golem refugee tends a small cockatrice farm. He is intelligent and friendly, but the cockatrices are not and the stone golem is very protective of them.
1,There 7 Penlaggans here with their gut strings accidentally tied together, floating out of weapons' reach. If one unties them and lets them leave, they will tell you: Leave a blood sacrifice in each of the six neighbouring hexes, then return here. ...
1,This area was largely deforested in order to aid extraction of the enchanted clay below. The boowtown that grew up around this industry was abandoned when the clay-golem-bubble burst after the War, and the buildings are slowly sinking into the mud....
1,Hippogriff's nest.  Mother and [1d4] foals.
1,A dwarf and three halfling merchants are picking through shipwreck remains washed ashore. Their orcish servants wait chained and ready to pull two surviving carts. If questioned they reveal they are from a shipping town in the mountains of [locatio...
1,Isle of Pale Worms. Lots of pale worms here.
1,Idiot barber with a shop here has a lonely line in hair cutting (he's crap), dentistry (not recommended) and surgery (decent). Insists its called the Isle of Whale Perms.
1,poison worms (carrion crawlers) are found in this area. Just replace their paralysis ability with poison (1D6, save vs nausea, if failed you can only do half an action next turn, attempt save until one is passed) and they only get 1-2 attacks per t...

;marsh encounter
5,none
1,A *coven of three hags* are seated around a cauldron, chanting.
1,*[2d4]Kelpies*.
1,TROLL. Long-nosed, long-armed *marsh troll* hiding under the still black water to ambush travellers. Only the tip of its nose is visible. Will slowly regenerate unless set on fire. Squire tethered to a tree as bait - the marsh troll has promised to...

;marsh NPC
5,none
1,[fighter].
1,[cleric].
1,[thief].
1,[magic user].
1,

;marsh item
1,a piece of [animal type]-shaped driftwood

;mountain
1,*[mountain name]*.<br />*Landmark*: [mountain landmark]<br />*Encounter*: [mountain encounter]<br />*NPC*: [mountain NPC]<br />*Item*: [mountain item]<br />

;mountains
1,[mountain]

;mountain landmark
100,[lyonesse hex]
50,[thor hex]
50,[tolkien hex]
1,SHACKLED GIANT. Coastal causeway of hexagonal basalt pillars leading to a sea-cave in which a giant is shackled with iron chains. The causeway and the cave are flooded at low tide - the giant’s nose is barely above water. He will plead to be let ...
1,*Brother and sister* living in a *mountain cave*, along with the *old man* who raised them. Expert hunters and wrestlers - will stalk and assault passers-by just for the sport of it. Actually heirs to the *Lordship of Longmarch*, though only the ol...
1,LOST BARGHEST. A barghest, a black, fire-eyed hound of the Wild Hunt, lost and very far from home. Finding a way to return it to Annwn will earn you a favour from Arawn. Any mortal person who looks into its eyes will collapse with paralysing fear.
1,*Sulphurous springs* that sweat away illness. Beneath them, a foul-smelling cave known as the *Devil’s Arse* filled with all the illness that has been sweated away, in the form of dripping black diseased blood. The cave is now so full of blood th...
1,Shepherd boy with a magic sword from a nymph, on his way to prove his destiny by climbing a high mountain and slaying the dragon that lives at its peak. No such dragon exists. He is not equipped for the weather and will die of exposure if he actual...
1,EAR DWARF. Dwarf sitting in a natural chair of stone. His ears are so sharp that he hears every sound carried by the wind. Cruel and capricious - knows everyone’s name and blurts out people’s secrets just to see what will happen. Will gleefully...
1,An active *silver mine*. Miners go missing and are found several days later, as fossils in the walls of fresh-dug shafts. This is the fault of an *oread*, a stone nymph, who thinks the men are so beautiful that they ought to be preserved for eterni...
1,BLIND KNIGHT. An eyeless knight - he slept in a sacred grove, in full iron armour, but he left his visor open and the elves plucked his eyes out as punishment. Looking for a cliff so he can jump off it. Squire pretends to be a natural fool, is actu...
1,An active *silver mine*. The miners are having trouble with *knockermen*, grizzled little men who steal tools, cause cave-ins and lead miners to veins of ore that seems valuable but are actually poisonous. The knockers are led by *King Goldemar*, w...
1,SWORD PRIEST. Naive young priest with a magic sword from *[forest fay name]* the nymph, agonising over whether or not to fulfil his destiny and become the rightful king of all Faerie. He runs a small church dedicated to Saint Columbanus, who harnes...
1,DULLAHAN. Fortified town. Harassed nightly by the dullahan - a headless rider with flesh the colour and consistency of moldy cheese, carrying its grinning head in one hand and a whip made of a man’s spine in the other. It claims only one victim a...
1,SALAMANDERS. Pale, carnivorous salamanders who live in a cave behind a waterfall and guard their pearly eggs with their lives. The eggs let you fly if they’re brewed into a potion with quicksilver - most wizards know this.
1,CAVE WITCH. Witch who lives in upside-down cottage on the roof of a cave. Keeps upside-down beehives. Candle made of her own fat, with upside-down flame, stuck in a hole in her skull. Can speak to smoke. Wants a virtuous soul so she can get into He...
1,HERMIT. Hut of a naked raving hermit who talks to falcons. Claims, falsely, to once have been a great knight. Has a magic sword from a nymph. 
1,RED KNIGHT. Fat redbearded knight, Sir Ruddigut, on a very small pony, chased by a panicked squire on foot. Cursed by a witch to commit one evil deed a day or perish in horrible agonies, as punishment for kicking her cat. Looking for the witch so h...
1,LONE MENHIR. Menhir on hillside. If two people spend the night sleeping beneath it, one will become a great poet while the other will go insane. Lunatic with a sharp rock standing over the bloodied corpse of a woman with a piece of parchment clutch...
1,BOGMAN MINES. Bog thralls pretending to be ordinary miners, sinking shafts deep into the earth. Their plan is to dig into Annwn, mount an invasion and rescue Vordicca, last empress of the nameless race, who made a pact with Arawn, prince of the und...
1,GORSE FIRE. Heather moor. Shepherd trapped atop a tor, surrounded by acres of burning heather and gorse. Burning thorns, choking poisonous smoke. If left alone he will 
1,suffocate to death before the fire burns itself out. Moor is in a valley and approaching PCs can see the whole scene at a glance. 
1,VORDICCA’S TOMB. Tomb of Vordicca, last empress of the nameless race. Inner chambers sealed away by huge stone doors that require gigantic strength to shift. Anyone getting past them will find her stone coffin empty and a narrow crack in the wall...
1,SHEPHERD PIPER. Heather moor. Shepherd sitting in the shade of a tor, playing his pipe, trying to compose a tune for his boyfriend. The crickets sing in harmony with him. He’s poor but he knows a lot about the area and would make a helpful guide....
1,CANNIBAL HAG. Lair of a cannibal hag with iron teeth. Kidnaps men, forcibly marries them, slowly eats them over time. Also eats kids. Has a captive priest to make the weddings legitimate. 
1,SALMON OF KNOWLEDGE. Hunchback by the side of a lake. He is fishing for the Salmon of Knowledge, which ate the nine sacred hazelnuts of wisdom and will confer all the knowledge of the world onto anyone who eats its flesh. He’s been here for seven...
1,Large old dormant volcano, there is a cave (dungeon) that leads deep into it and at the bottom of it their is a wizard who is trying to tap into the volcano for power, and his lava abomination minions
1,Nestled among the mountain tops here is the Black Monastery. Training grounds for the Hallowed Slayers of the Assassin God.
1,The molten glass volcano of Kazel Kamak where the Seven Colossi of Kazel sleep. Seven golems of basalt under the command of an unknown force. It is said that Caliph Naxthrool is seeking to gain control of the giant constructs.
1,The volcano that destroyed Glatherblack is here, dead as the village. The colossal ash statue at the top still contains the spirit of the bitter giant sorcerer who had vowed to destroy his hometown.
1,The Singing Mountain is the holy site of the ram-horned men. Long abandoned natural and sentiently-crafted tunnels and chambers honeycomb the mountain. During the change of seasons the [direction] winds blow forcefully through these caverns. An eer...
1,Each and every day the *volcano Tepetl Quiautl* belches forth the blackest of black molten obsidian. Cuetzpalin, Sword of the Evening Star, Leader of the Free-Men, is said to wield a magical sword forged from the obsidian of this volcano.
1,The river snakes its way through a hallowed-out extinct volcano housing the sand-goblin city of Btuob on it's inner walls. The hive like city is built around a sky-ship, that crashed into the volcano long ago, made of a material that was not destro...
1,*Scorpion Men* battle to the death at the base of the *active volcano Toltecat*. The winner of the tournament will fling himself into the volcano, a willing sacrifice to the *Crawling God*.
1,Scorpion-man settlements are on the rocky sand, distrustful of outsiders but known for great parties. Yak-men living on the mountain mine metal scraps and gems from caves to fire them from a great cannon that fell from the sky in ancient times. The...
1,Eating the flowers on the Cursed Cowl causes an hour of vomiting, and a night of visions. One may see 333 Snake-men waiting for revenge for centuries; 111 faithful warriors with no souls; 20,000 servitors of the rusted dead; a jug that is a key; an...
1,Massive stratovolcano Ka Rukh Ka spews clouds of poisonous gas. A thick magma flows down a vent in the [direction]ern face of the mountain. Mephits and Fire Elementals frolic wickedly here.
1,Anybody travelling through the [hex trait] mountain pass must pass between two carved statues of Snake-men warriors.
1,Every now and then, this volcano gets fitful and fretful, and buries the surrounding communities. It really only wants a friend, though. Someone to sing to it. If only someone would give a bit of love, it would totally stop asploding every so often...
1,A long forgotten abbey in the upper mountainside allows two hexes of visibility (plus the ever-active [hex trait] volcano). Guarded by two wights.
1,Slaggy mountains. Geology indicates this hex had several active volcanoes not 100 years ago.
1,The cruel Entomancer Abniz Dzir controls the insect peoples of the desert with wicked, hidden magic and will make them turn on anyone he does not like. He is in love with the [personality trait] hag and the Pale Lady but they revile him.
1,Volcano holds the abandoned lair of Zyrax the Destroyer, the dragonic king who strafed the lands and turned most of them into desert 1,111 years ago. Inquisitive adventurers will find an unhatched dragon egg here (but the volcano kept it warm and i...
1,Fire based magic cast within the crumbled ruins of a tower are greatly amplified here. Some say a powerful efreet is trapped below the ruins.
1,A gathering of minor dieties (or kami) takes place at a pine temple in the middle of a flat valley. Humans are considered to be unclean here during this time, and will be driven out.
1,The air is thick with sulfurous fumes as a relatively new volcano pulses lava steadily to the [direction]. Lava Oozes break away from the stream to hunt, and twisted coal men capture slaves with tridents. Pieces of the a military outpost and armory...
1,Hidden in a valley is a 50 meter high monolith of smooth polished basalt. A coven of Crow-men perform strange rituals during the night of the new moon. During these rituals, a secret door opens into a mysterious realm and closes at dawn.
1,Hairless cave-bears with Gust of Wind breath and blind Goat-men fight anyone who attempts to cross these mountains. Fungus that helps resist heat and those that cause violent fevers grow together in the cracks.
1,An aerie of malevolent harpies inhabits the peaks of this mountain range, harrying any travelers in the surrounding low areas.
1,Centuries of laborers toiling to bring ice down from the &quot;Old Men&quot; have packed and smoothed the snow covered earth in to a natural luge track. Daredevils risk yeti and ice troll attacks on the way up for the thrill of the miles long ride ...
1,The peak of the highest mountain in this range has a flattened top with two 20 foot high ornate stone thrones. Disease filled clouds waft through the air.
1,Didjeet, leader of a rogue faction of the Mantises, has taken refuge here in the mountains after a failed coup d'état over the elders. He believes the scrubland should be used for profit, while the elders merely police the land allowing outsiders ...
1,Scattered on the slopes of this volcano are hundreds of lava golems, frozen while it is inactive. When the volcano will be active again, the lava golems will return to an animated state and each day 1d10 will start roaming the lands randomly for a ...
1,A group of anarchistic druids gather here to plot the release of the captive great dragon in [keep name]. They want to see it's destructive power unleashed on all the desert.
1,Giant psychedelic mushrooms constantly shed hallucinogenic spores. Many creatures come here and trip out. Chance of having a bad trip, based on mental wellbeing of the individual. Those affected by the spores have a 1/100 of having a flashback on a...
1,The Mountain of Sorrows The slopes of this mountain are where Death Monks perform sky burials for their holy chosen.
1,This Mesa is roughly 1,200 feet high. From the skies it looks like a giant coffin. If you were to blow the lid off, you'd find a meticulously prepared resting place for a 300' high being, of which nothing is to be seen other than a 50'x50' bloodsta...
1,Very rocky ground causes movement of half speed, horses and mules must make save or be injured. 4 mountain lions on the prowl.
1,At the top of the mountain is an old fortress full of mummies, zombies, wraiths, and revenants. Every night at sunset they re-enact the last moments of a terrible battle that claimed their mortal lives.
1,The Port City of Seresan Built centuries ago, this enormous city is built into the mountains at the edge of the sea. Seven lighthouses rise from the mountain peaks to guide boats on the sometimes treacherous water. It is a bustling place of trade.
1,At the top of the mountain lays a long abandoned observatory, hidden by magic. One magical telescope allows one to view the surface of the moon, while the other allows one to view any Hex in the region.
1,Hundreds of Sandstone Elementals are using sand and their lifeforce magic (which will ultimately destroy them at the conclusion of their project) to construct a 10000x10000x10000 foot cube of solid sandstone at the summit of the highest peak in thi...
1,The Daughter of the Mountain Monastery the nuns in this monastery follow the Path of the Mountain Daughter, who healed Itzamna back in the god times. They are pacifist healers, practicing some sort of mystic T'ai chi ch'uan. A slaver from Tekhat Ma...
1,Movement through this hex is halfed because of a rockslide that happened a few days ago
1,Saline fields at the [direction] border of this hex. Sea elves harvest the salt and sell it all across the desert.
1,A large number of caves are found within this area, they all lead to a center tunnel that goes through the heart of the mountains
1,Here, along the ruins of a mountain fort, where great herds of swine feed on grounds fertilized by a terrible battle is where Yonian, giant razor-back of legend, has made its home.
1,The mouth of a cave conceals an enormous hanger for airships. This is Karesh Kazel's Ship Works. His creations are among the finest in the land and he creates beautiful luxury ships for the nobles of [city].
1,Mount Nazarad, “The Forbidden Mountain”; Atop this lone peak is a temple carved from yellow and green jade. Within the depths of the mysterious temple is a room of portals that lead to [city].
1,Thirteen Pterodactowls (head & feathers of an owl, body & wings of a dinosaur) roost upon high rocky mountain shelves. They are large enough when full grown to carry off a woolly mammoth. The Ranger [human name] is willing to fund a mission to capt...
1,Here bound in enchantments and frozen in ice is Begreli a powerful Djinni. Written in an ancient giant dialect is are the words. Those who would use this Djinni, my gift, must first cut him with opposite blades or risk releasing his tyranny upon th...
1,The titanic and translucent fetus of a new frost giant king incubates in a mineral lake hidden by the mountains.
1,The Ringwolf—a rolling, circular demon with radiating heads like fire off a flaming wheel.
1,Jagged rust colored peaks march like an army [direction]ward, this is tough ground, avoided by all. Random encounters are 1/2 as common, but more likely to be aggressive.
1,Three Fomorian Giants are plotting with Ursus the Cloud Giant Lord of the [direction]ern Sky to steal a Frost Giant fetus.
1,The Hall of the Mountain King, this was once a very nice dwarf kingdom and is now taken over by a bunch of ice goblins. The Ice Goblin King lives here and is trying to slowly take over the general area around him. He has a fierce hatred for giants.
1,Blades made from the obsidian from the wintry slopes of Destiny's Anvil are said to lead their owner to his or her true love. It's superstition, of course: it always ends with blood.
1,The Eighth Monument of the Toad Gods is carved in blue veined obsidian. A silver key opens the hatch in the great toad's right eye. The passage within leads to the Catacombs of the Toad Gods, and stretches in the direction of the the [hex trait] dw...
1,A *frozen waterfall* conceals the entrance to the *Mountain Kingdom of Migorfrost*, son of Cryonax and Lord of the Yeti
1,A *qanat* (underground artificial water channel) leads from here to the *Hall of the Mountain King*. *[1d6] ice goblins* are slowly but methodically vandalising it. A microclimate allows *palm trees and fruit orchards* to flourish in a tiny hollow ...
1,Mountain village of Kadlak, home to crazy barbarians who are famed for their ability to tame and ride mammoths into battle.  Warriors are sent to peer into the [hex trait] pool for a vision quest.
1,Mountain village of Kadlak, home to crazy wizards who are feared for their wild magic, they are in a constant conflict with the [personality trait] barbarians. Anytime magic is cast in this hex roll on the wild magic table.
1,Small home a mountain town of ice goblins, there proximity to the wild mages has caused them to learn some magic spells (some do nothing others do everything). Anytime magic is cast in this hex roll on the wild magic table

share/hex-describe-strom-table.txt  view on Meta::CPAN

1,Insect pilgrims journeying to worship the Insect Queen.
1,Dead crones hang from withered trees.
1,Witch’s Fog- A wandering cloud of shimmering fog, unless avoided, perfect shadow duplicates appear and attack when entered. They dissolve when killed or three rounds after leaving the mist.
1,An colony of Aaracokra defend their nameless isle from [personality trait] elven savages. They carry chain weapons and worship dark gods.
1,A trio of monks on a small Junk, destined for Fellmount Abbey. They have not heard from their companions and seek to ensure all is well. They have healing salves and medical skill for trade.
1,The bay of Maw contains a myriad of privately owned and leased boats, often used to provide seclusion and/or serenity for the meditations/treacheries/revelries of MAW folk. If a random boat is selected (D6): 1,2 - Unused, 3 - Philosophers/Sage 4- S...
1,a fight is happening between 22 mermaids and 22 goblin swimmers. The goblin swimmers are using a very primitive version of a SCUBA suit, many of them are drowning
1,An old brass diving bell lies on the bottom, somewhat visible from the surface. Can accommodate 4 people. Worth 10.000 gp. Is haunted. 
1,The horrible amphibious Fishwife of The Lesser Bastard lives in a slimy tower here, *[tower name]*, sending 5 seatrolls to seek husbands for her in the night.
1,Rakshasa wedding party aboard a sandalwood boat.
1,The presumed-dead wife of the [personality trait] swordsman is being taken forcibly to wed an ogre magi she has taught a minah bird in this hex to repeat her message to him along with his location to anyone it meets.
1,a airship is passing through here collecting the lightning that seems to be prevalent in this area. The airship is ran by a bunch of pirates (the good kind)
1,Careful observation of one of the mossy tidepools here reveals it is a precise miniature map of the entire Hexenbracken with tiny shaped rocks where the castles and buildings are. You'd have to know the area fairly well to recogize this and be very...
1,3 Hunched, Bipedal Crabmen stalk the shallow waters for meats.
1,A vast school of over 200 sharks patrol these waters.  All of them glow red in the moonlight.
1,Rotting corpses of 50 farmers. Fish from miles around have been feeding for days.
1,A blue-steel rod of about two feet in diameter rises 1,000 feet out of the water, rotating with the wind.  It gives off occasional sparks of electricity at lower wind speeds, but will suddenly erupt into a steady aura of lightning stretching 200 fe...
1,Shifting sandbanks threaten to ground passing ships.
1,A pod of dolphins often play and fish in these waters.  Anyone belligerent to the pod will be reported to the Princess of the Drowned and the Damned.
1,A goblin fortress is perched on a rocky coast. A great sea beast menaces it from the depths.
1,Petrified trees rise out of the waters here. A Swamp Hag, Brezelda The Fair, lives in a hut built among the treetops. She searches for her true love and/or eats people.
1,a large floating fort made from various boats and ships (think water world) is here, its run by about 30-40 people, they will trade with you, you can also get hirelings/hench-people here. But if you mention anything about the [hex trait] fort they ...
1,Thin string of *half-submerged fortresses* linked by a crumbling causeway. Once part of the [direction]ern defenses in the The Bleak Wars, a lunatic has taken up residence in one.
1,*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.
1,*Plesiosaur* mating ground.
1,*Undersea dome* - rusting in places and of questionable constriction - hidden by a forest of purple and green kelp.
1,*Psychotropic seaweed* grows on the seabed. Popular vacation spot for *merpeople*.
1,a *small iceberg*. Holds the lair of [magic user], who is researching the culture and esoteric knowledge of the squidmen.
1,*The Roving Ice Salts of Gyre* : Brave travelers visit a prized salt baths carved into the free-floating iceberg. One is [magic user]. Another is [thief].
1,Burnt remains of a fishing village along the shore.  Sunken fishing boats in the shallows.
1,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.
1,Excellent fishing.
1,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.)
1,Moonlight turns water surface into a portal.
1,*Two fortified islands* linked by a stone bridge.
1,The top of a *giant statue's head* protrudes from the water. At low tide it's eyes are revealed.
1,*Hidden rocks*--ships will probably founder. Pirates and scavengers from nearby ports know about this place.
1,Water in this hex boils at a 1-in-6 chance per night, 2-in-6 at a full moon, from sundown to sundawn.
1,Wreck of pirate ship "The Yeasty Skulls" - Contains 2 forlorn ghosts. Chest of glass flowers.
1,Water goblins in huge half-submerged fortress of trained coral.
1,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. The call it *[tower name]*.
1,Tiny islands randomly rise and sink here, usually within hours. Prides of aquatic displacer beasts hunt in these waters.
1,Beneath the waves the Aquanarium of Bubblox the Sea Wizard lurks on a rocky outcropping near the edge of an abyssal trench.
1,Scorpion men guarding the Temple of the Crawling Dead. At its apex, corpses lay charred by emerald flame.
1,A small group of young people, fleeing the Temple of the Crawling Dead. They are starving and frightened, quite eager to get back to their homes.
1,A kelp forest prowled by salt water crocodiles. Refuse (and lost items of value) end up here via the sewage of the City of Tellach Avail.
1,A tribe of Nixie isolationist mages live in a series of deep, interconnected tidal pools at the center of this low island. The indigenous Giant Crabs are under the Nixies' thrall and defend the island from all intruders.
1,A human family with two children may be found going about their daily business on their mid-sized catamaran. Several thin, slowly pulsing, color-shifting tentacles appear from the husband's right ear and sweep back along that side of his head, the ...
1,Deep below the water there is an artificial grotto that houses a library and a nursery tended by monks with their eyes replaced with rubies. Psychotropic tentacled jellyfish guard the entrance.
1,The massive turtle Achauhthil has been waiting a thousand years for his mate, Ixilithi, to return to their home beneath the waters.
1,A giant underwater cave is the lair of a ferocious sea serpent who has collected debris from hundreds of ships she has sunk over the years.
1,Al'az Zulg, God of Misogyny and Shame, grows in power with each self-destructive sacrifice its followers proffer. Its material form is that of a gigantic, nude, bloated, floating, hermaphroditic human. Its followers, must carefully lower sacrifices...
1,This island is basically a mountain covered in fungi and mushroom forests. Strange purple undead roam the island's interior in 1d4+1 packs, the victims of fungal spores from the purple death's head mushrooms that grow on the islands [direction]ern ...
1,The ships of [6d8+12] families and individuals of the Mi Hi people are temporarily lashed together to form what is called Sea Home. These nomadic people live their entire lives on the sea. The [personality trait] family is a member of the Mi Hi peo...
1,Heavy brownish sea-foam washes in from the sea here and builds up on the pebbly beaches. It is merman sperm washed in from their breeding grounds in this hex. On the nights of the full moon, mermaids beach themselves and deposit their eggs in the s...
1,In the weeds is a stilt hut where lives a desert hag who creates concoctions from the flowers of the Cursed Cowl. Her name is Morgmesh and she despises the Pale Lady.
1,Dolphin mating grounds.
1,Trained dolphins perform acrobatic feats to starboard, while their accomplices, Otter-folk, sneak aboard from larboard to steal. If noticed the Otter-folk will flee to the water, riding their dolphins getaway mammals.
1,The fast-moving lava and fresh water from the river meet here offshore, creating spiral rock formations underwater. The cooled lava deposits are rich with rare minerals.
1,An unpredictable whirlpool opens sporadically in this hex. Cumulative 10% chance per hour that it opens up somewhere interesting. The An-An believe that it leads to the underworld, and float their dead and dying into it on kayaks made from mud and ...
1,Aquatic vampires use tightly woven parachute-like nets to bring air down into the underwater caves here. The caves contain a variety of warm-blooded men and beasts which have been brought here from the surface. The vampires keep them alive on a die...
1,A Greater Amphibious Scorpion makes its lair in a cave under the run-off of lava. (The Amphibious Scorpion is often sought for its carapace in the construction of various weapons/armour and most especially, the biologic variant of the Apparatus of ...
1,Hidden amongst the treacherous rocky shoreline to the [direction] of this hex can be found the partially submerged ruins of the ancient Snake-man city of Si’ash Fass. Once majestic, it is now mostly a navigation hazard.
1,D4 male sperm whales are violently competing for a harem of 2d10+12 females. Ships approaching within 200 feet of the whales will be treated as new competitors.
1,Lair of Charybda the sea hag. Nobody would go here if not for her beautiful daughters and mage-wise sons. It is said that if you woo the sea hag, she will share the secret of immortality with you.
1,A small boat bobs upon the waves, its sail ruined. Inside is a skeleton clad in bright red leather armour, clutching a scroll case. Inside that is a drawing of the [hex trait] mountains.
1,A carpet of seaweed on a windless stretch of sea caught many sailors by surprise. Distant relatives of the sand goblins harvest the seaweed for food and are not beyond raiding ships stuck in this organic muck. Creatures lighter than 30 pounds can w...
1,Saltenhaven, the swimming harbor and trade point of the sea elves. Main export is salt.
1,The kelp from this hex has the unusual property that if kept wet during &amp; after harvesting it will not rot and remains completely pliable. It will dry completely and permanently to the hardness and strength of hardwood of double its mass one tu...
1,Sea bulettes have gone in to a feeding frenzy around the corpse of an enormous harpoon-studded whale. Several canoes are headed away from the whale to the [direction].
1,A small island, just off the coast, connects to the mainland floodplain via a land bridge passable only at low tide. Here the marilith Semyaza has taken over a wizard's tower after a summoning gone wrong. She keeps the pretense of the reclusive wiz...
1,The Giant Turtle Huitzilihuitl lives, who lives amongst the reefs, is the only living witness of the rise and fall of the Snake-men.
1,Near the center of this area is an unbreakable glass tube with steps leading down under the waves. A series of 8 foot tall, magically lit tubes snake through the water, allowing excellent views of the local wildlife; pirate mages are using this as ...
1,The Imperial Seat of The Great Empire of Karakt-Zul floats high above the waters here on waves of magical energy being subtly sapped from the Sandstone Elementals, though none now living know this or much else of the ancient magics of this tremendo...
1,The water here is extremely deep almost impossibly deep. At the bottom lurks some beast only knows as “The [hex trait] one”.
1,Several nuns from the [hex trait] monastery frolic in the shallows here. A reef of iridescent coral can be seen beneath the water. The coral is harvested by the nuns and made into enchanted jewelry. If anyone attempts to vex the nuns, a giant golem...
1,For the Giant Dragonflies and Wasps that breed in the [hex trait] fungus. The water here is a portal to *[castle name]*, and they fly back and forth often; this will work for any that ride them, although they are not easily tamed. For any not ridin...
1,*Cytorrak*, sorcerer and ancient nemesis of the *[personality trait] wizard* sails with a ship full of jackal-headed men to destroy his foe at last. He has no idea of the situation his foe has gotten himself into, and he will be confused.
1,ASPIDOCHELONE. Huge fish masquerading as a rocky island. In the little cottage on his back lives Judas Iscariot, looking like just another hermit. He has recently escaped from Hell and is hiding out from the Devil. He will try to get rid of his thi...

;water encounter
1,a *ghost ship*. [2d20] skeletons. The captain is an *Eye of Fear and Flame*. In the hold: [2d20] serpentmen. The skeletons have slain the rest and are sailing for the ends of the earth to toss their knowledge over the edge and erases those facts fr...
1,*[3d4] Mind-controlled fish* with glowing pink, psychic worms poking out of their gills. They are swimming towards a good place to die to spread the young of the psychic worms. Such a plague could quickly decimate the ecosystem.
1,[2d10] malformed *leopard seals*. Huge tusks--teeth line their fins and undercarricages.
1,*Pirate patrol* that seeks 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).
1,One of the *jellyfish* here is being remotely controlled by a mind flayer. He is using it to look for a *lost gem* in the shoals.
1,A *school of small green fish* that form strange arcane symbols.
1,*Overly large shark* with a suite of +1 chain in its belly.
1,A skinny *deep blue jelly* with tentacles and 2 vampire heads.

;water NPC
1,[fighter].
1,[cleric].
1,[thief].
1,[magic user].
1,

;water item
1,the *head of a duchess*. The bottle in her mouth contains the message: <br> [intercepted letter]
1,the *rotting corpse of a kraken*.
1,Unsinkable cursed buckets.
1,a cursed [precious material] crab statuette that force its owner to walk sideways
# SETTLEMENT TABLES
# All-Purpose Settlement Tables

;urban encounter
1,Troublesome drunk from a previous encounter (either in campaign or from PC’s backstory).
1,Family member of recent victim of PC’s recklessness/perfidy/righteous wrath (parents possibly of different races).
1,Damsel fleeing mutated thugs of wicked noble. Collapses at PC’s feet.
1,Pickpocket attempting to steal important item from PC. If successful, thief runs to (Zoo of Ping Feng/Eshrigel’s House/Library of Zorlac/Other Location), if not, clue to the thief’s employer is on thief’s body.
1,Winsome wench or dark-eyed youth. Encourages PCs to regale him/her with tales of adventure. Secretly feeds the details about PCs to accomplices – all thieves. They attack PCs one by one slowly after they scatter or sleep.
1,Scout for a decadent and fetishistic aristocrat charged with recruiting companions for his master precisely resembling a PC’s physical profile (athletic red-haired elf missing two teeth, etc.). Won’t take no for an answer and has bodyguards.
1,Two well-dressed young men apparently helping a drunk friend home – in truth, he is dead. They ask the PCs to help 13-14 them hide the body. They’re working for (random noble) against (random noble) and demand total secrecy. Body was
1,a courier delivering blackmail-worthy material to (second noble).
1,d10 escaped Face Rats – rats specially bred by envious courtiers to destroy the beautiful. They will attack eyes, noses, 15-16 ears, etc. Alchemical element in their saliva prevents facial wounds from fully healing. The hp damage can be healed
1,but the disfiguring effects can only be cured by Remove Curse or similar magic.
1,Husky, green-eyed dog begins following party member.
1,*PCs stumble into the middle of a street fight or tavern brawl between (d8) 1 – Young lords of a noble house 2 – 19-20 Criminal gang 3 – Berserkers 4 – Church faction 5 – Cult 6 – Party of adventurers 7 – Strange beast 8 – Seemingly
1,harmless group (old women, cripples, etc.) who fight with unexpected ferocity and...(roll d8 again).
1,*Common pickpocket.
1,Pregnant woman missing tooth starts argument, accuses party member of mistreating her. Local militia responds.
1,Street/floor collapses, d6 PCs tumble 50 feet into black water and stone tunnels. Strange toads (or albino crocodiles encrusted with jewels) stir in the murk.
1,Group of thieves strike in well-coordinated ambush, using decoys, crossbows, backstabs, etc.. Saves or checks should be allowed to possibly see it coming.
1,d8 tentacles erupt from corpse or carcass in street and strike. Footman in livery lurks nearby during the encounter, pays everyone involved 50 gp to remain silent about the incident then makes his way back to his employer’s home.
1,*Unusually fierce wind and snow. Outside vision is obscured, movement’s halved, and missile attacks are at – 5 for 31-32 the next 12 hours. Commercial establishments have 3 times the usual number of customers (weather refugees) and
1,these are of a wider swath of social classes than usual.
1,Merchant recognizes martial and battle-scarred bearing of PCs and quietly offers them battered but functional siege tower in working condition concealed in warehouse a few blocks away for only 300 gp.
1,*District’s citizens are in midst of lottery festival. Will not allow PCs through unless they participate. Each participant 35-36 is randomly assigned a fate for one month: example – s/he is considered a slave of another character, s/he is trea...
1,if s/he were a different person for a month, s/he must steal a white mask from a tall tower, s/he is considered ritually invisible and must be ignored, etc.
1,City enters Enigmatic Phase due to rare astrological conditions. Distances distort, effects precede causes, strange alleys and streets leading to hitherto unknown parts of city appear. All things subtly dreamlike for two hours. Longtime residents h...
1,Mercenaries returning after campaign in the East. One spoil is a long lost friend of PC’s who quietly beseeches him/her for aid as s/he is paraded past in 4 foot cage and taken to a prison, knight’s home, or marketplace.
1,Thieves employing minor magics. Each PCs must save vs spell or be lost and separated from the group. d6+2 3rd level thieves then attack – trying for at least one thief per PC.
1,Lunar eclipse. Citizens become nervous, superstitious, and paranoid until next morning.
1,PC is accused of violating a local sumptuary law because of some item of clothing s/he is wearing. Militia attempts to arrest PC.
1,Drunk fortune teller pronounces three fates, unasked (see Fortunes, page 56).
1,*Driving rain. Everyone is at – 2 to anything involving balance or visibility for the rest of day.
1,Criminals sabotage wall of ropeworks as distraction while attacking nearby target. All passing must save or take damage from boiling hogfat.
1,Gang of drunken berserkers accosts PCs looking for an excuse to fight.
1,Powerful noble of opposite sex aggressively pursues PC (probably one w/highest Charisma), will be offended if refused.
1,Due to long-ago alchemical experiment, area PCs pass through is infused with chaotic magical forces during certain 54 phases of the moon. Attempts to use magic in area will go haywire in an interesting way. Wizards may be allowed roll
1,to sense this.
1,Troupe of viciously persistent street clowns demand some form of social justice. Exhort PCs to join their cause – they will follow the PCs, juggling and performing small magic tricks until driven away by force.
1,*Ice. All are at – 4 to anything involving balance for rest of day.
1,Desperate relative demands aid in escaping local gang s/he’s offended/crossed/cheated.
1,Trained monkey pickpocket. Possibly disguised as entertainer.
1,Shrieking fungus spores have escaped wild garden or alchemist’s lab and float through air. PCs save vs poison or shriek wildly for 3 rounds whenever touched for next 2 days.
1,Disguised goblin kidnappers. Will attempt to capture PCs, drag them to hidden lair in city and interrogate PCs about the city’s defenses and random mundane details of human life. Their leader has a pet crocodile.
1,Party passes members of Princeling Gang buying white moth opium off gang of smugglers. Both sides are inclined to kill PCs to avoid being exposed.
1,Party passes noblewoman being assaulted by cutthroats – they attack the party to avoid being identified.
1,Night market or festival. Roll d4 as the PCs wade through: 1 – pickpocket 2 – trained monkey pickpocket 3 – gang of toughs looking for fight 4 – Attractive NPC asks PC to win toy for him/her.
1,*Gang of thieves armed with green mold powder bomb. Bomb is thrown first – save vs. poison or be confused for 2 rounds. d4 + 2 thieves then attack.
1,Desolate street. d10 wolves gnaw on something in doorway.
1,*Thieves attack from above. One swings down on a line, stabs party member, and is hauled up quickly through window on other side of street by comrades. d6 others come in from surrounding alleys.
1,Desolate street. Victim of recent assault lies bleeding in street (roll random City NPC page 50). Will be grateful for aid.
1,Desolate street. Apparent victim of recent assault lies apparently bleeding in the street. Is actually armed robber and will strike when turned over – as will d6 fellow thieves.
1,Traveling thieves disguised as street performers. They have attracted enough of crowd to block street and d4 sneak through crowd pickpocketing while others perform.
1,Doivel and Spoyt, powerful and notorious pair of overweight brothers obscurely connected with theatre industry wallow in gutter, wearing 77-78 opera clothes and smiling. Wave pleasantly and tipsily to party. Will reappear at margin of PCs lives –...
1,Expensively-dressed middle-aged couple having shrieking argument in street. Man: “You are naught but a STRUMPET! Wayward and 79 deceitful!” Woman: “A strumpet? (turns to party) Do I look like a strumpet to you?” (She will demand an answer.)...
1,Quiet street. Party notices beggar stuffing entire granary cat into his mouth alive. Every subsequent time party passes this way they will 80 notice beggar growing fatter and fatter. He faintly radiates magic. Demon of the 4th type is attempting to...
1,PCs and passing nun arrive just in time to see victim being decapitated by a lone thief. Nun warns that if PCs don’t help catch the thief, victim will return as Headless (some kind of undead – GM decides) and hunt them all down one by one, star...
1,A messenger in livery staggers out of an alley bleeding and drops dead at the PC’s feet holding a message for powerful alewife Dolphia 82 Sternborg concerning a caravan containing a massive shipment of hops (held up during a detour through the Sp...
1,Peasant revolt or mass religious lunacy – torches wave, effigies burn. This part of the city will be crowded and distracted for the rest of the night.
1,Someone sneezes on a PC and apologizes. The virus thus communicated is semisentient. It wants the PC to: A) be around other people, B) 84 be ill but not dead, and C) pass on its own genetic material. It will therefore periodically encourage the PC ...
1,PC notices one of a group of older, distinguished-looking gentlemen wearing or holding something recently stolen from a PC or something s/he recognizes as belonging to a prominent harmless NPC.
1,PCs notice a frightened and wild-eyed girl run past, one arm dyed blue – marking her as an inmate at a lunatic asylum. A block or two later they’ll notice another dyed fugitive, and then another. A powerful inmate has engineered a mass escape.
1,A juggler (Charisma 18) asks the crowd to throw him something – anything – and he’ll juggle it, along with 6 flaming torches. Someone grabs something off the slowest PC and tosses it to him. The juggler’s actually a pretty nice guy.
1,Desperate-looking messenger presses 1’ x 1’ box into a PCs hand and begs him/her to hide it and s/he’ll get it later, then runs off. It contains 88 a glass aquarium with a removable top. It’s full of water, and swimming inside are tadpole-s...
1,Handful of people abusing a goblin or other obvious non-local. S/he is actually a desperate envoy from a peace-loving faction attempting to notify Vornheim of a coming invasion from his/her citystate.
1,A nightingale is perched on a corpse. It is the nightingale from the Immortal Zoo (pg 20). It is hunting for a mate. Something shiny a PC 90-91 is carrying has caught its eye. It will attempt to steal it and bring it back to the Zoo. If the nightin...
1,A PC begins to hear whispers whenever s/he is outside. These whispers are from one of the 10,000 wind gods. He is trapped in the Library, 92 Zoo, Eshrigel’s House, or somewhere else in the city by a powerful NPC. The god wants to be freed and, to...
1,Most attractive and desirable NPC a PC has ever seen. Random occupation, random personality, currently embroiled in a random legal situation.
1,3rd level Cleric kneeling and howling “Why? Why has thou forsaken me?????” into the wind. S/he will become a formidable and horrifying evil cleric if nobody convinces him/her of the truth and righteousness of Vorn’s judgement sometime in the ...
1,Neighborhood celebrating Festival of Effigies. People replace themselves with scarecrow-like life-sized dolls made of fabric and children whack them with sticks for the candy and goat cheeses inside.
1,8 freshly-baked custards spill out the back of a pompous and imposing carriage bound for the palace and are miraculously unharmed. The custards are worth 500 gp each but only if sold fresh (in the next few hours) and to the right buyers. Few buyers...
1,A tarot card reader finds a passing PC alluring and offers to tell all the PCs fortunes for free. Roll fortunes as usual, except a roll of 50 98-99 means the Devil has been pulled, and the PC will soon face a demon, 00 will indicate the 4 of cups h...
1,Devoted servant mistakes PC for his long-absent master. Is overjoyed to see PC. Will bring him/her to a massive, lavish towertop residence 00 and give him/her the key. (This does not count as treasure for the purpose of XP, though any subsequent mo...

;settlement name
1,city name
1,large-town name
1,thorp name
1,town name
1,village name

;country name
1,Kindom of Rurt
1,Kingdom of Athicia

;castle name
1,Castle [colour][bird type]
1,Castle [location theme]
1,[name]’s castle
1,Castle [name]
1,the [colour] Castle
1,the [hex trait] Castle
1,Castle Rzburles
1,Manoir des Budapesch
1,Château Emmercy
1,Pos Ahlder Pau Castle
1,Zy mauernic Castle
1,Castle Ningchi
1,Deuthanov chumst Castle
1,Castle Soponegg
1,Ald carnhagenov Castle
1,Konice carolathenburles Castle
1,Castle Rineidster
1,Castle Finckederwitz
1,Mershop Castle
1,Castle Arczamatt
1,Cort Palace
1,Castle Kirchenyi
1,Castle  Massas
1,Herautet Castle
1,Kozel Castle
1,Castle Blumensleber
1,Castle Lorber
1,Nocasott Castle
1,Castle Dretzing
1,Castle Tofferr

share/hex-describe-strom-table.txt  view on Meta::CPAN

1,A giant throne of fur and mammoth tusks.
1,Dark, twisty, flickery, crystal corridors. Invisible thief.
1,Two crates with water-proofed scroll holders.
1,Iron foyer door forged from gun barrels.
1,Ceremonial archway in center changes alignment.
1,Time sink: every round here takes an hour.
1,Names of the fallen inscribed on oaken panels.
1,Severed animate head gives dungeon news.
1,weapons of all eras embedded in caged troll
1,Large iron mirror steals soul when gazing in.
1,Swarm of albino rats covers floor.
1,Abused Henchman Soviet meeting.
1,Hollow eggs contain random live miniature humanoids.
1,Two arguing demons appear trapped under candle wax.
1,Recurring enemy's secret hideout. Papers for aliases, plans.
1,Three mosaic lunettes with names behind iron screen
1,Carved names appear on walls when adventurers die.
1,checker board floor teleports randomly between tiles.
1,Glow worms hang from ceiling. Skeletons cover floor.
1,Mushrooms on all surfaces. Some beneficial, some dangerous.
1,Vandalized portraits. Fixing them solves a problem.
1,Broken dimensional gate. Repairable with parts from dungeon.
1,Wild magic zone. Currently home to living spell.
1,Cursed sword stuck in blessed stone.
1,Pit-bound lobsterman uses portable hole as trap.
1,Tomb of unknown soldier, sun lights on solstice.
1,Human skull lies inside crumbling wall.
1,Correspondence with distant lord, dropped.
1,Storehouse covered in honey, ants.
1,Sleeping NPC party. Guard passed out drunk.
1,Lizardmen standing waist-deep in null-magic liquid.
1,Bloody footprints lead to a blank wall.
1,Deserted barracks. Very dirty.
1,Ceiling drips mineral water.
1,Bridge over drainage canal.
1,Office for messenger-rats. Rat-man clerk.
1,Magic mouth speaks totally alien language.
1,Control room allows switching doors open/closed.
1,Chamber of many eyes.
1,Baptistry of flaying tongues
1,Discouraging smell reminds you of past failures, grudges.
1,Decaying floor. Falling through leads to lower level.
1,Amber roof casts natural, blinding sunlight.
1,Echoing halls of pestilent memories
1,Brazier, unfinished meal, still hot.
1,Well leads down three levels.
1,Brackish water slowly fills room if sealed.
1,Flammable stone. Once lit, never extinguished.
1,Library, badly damaged.
1,Library, intact, being browsed by dark creeper.
1,Torture room with steam-powered implements.
1,Crystal orb, too close to pit edge.
1,Seven secret doors, all trapped, fake. No escape.
1,Portal (1d6) Tanelorn, Cadwallon, Greyhawk, Sigil, Credia, Vornheim
1,Deserted forge. Half-finished glowing axe blade on anvil.
1,Dead live in water pool. Children flayers.
1,Ceiling replicates sky outdoors.
1,Fear of possession resulted in this goblinoid abortion.
1,Finally some fucking treasure, chests, guarded by elves
1,Floor like the sea. Save vs drowning.
1,Chimerological laboratory with lots of parts. None alive.
1,Scriptorium holds Book of Priests. They are skeletons.
1,Wheel rearranges constellations on floor. Opens other areas.
1,Really Useful Engine parts.
1,Maze with invisible walls. Cheese wheel in center.
1,Lamp oil, sentient.
1,This room is ON FIRE because salamander.
1,Purple river resurrects fallen. Sacrifice the youngest.
1,green glowing rod submerged under hot spring
1,Once there were stairs here.
1,A root of Yggdrasil bisects the room.
1,Magical water shrinks you mouse-sized when drunk. 
1,Dungeon tavern. Various humanoids mingle. Not necessarily hostile.
1,Chains and bells tinkle in putrid, moist darkness.
1,Room filled with smoke. Hallucinations when inhaled.
1,the Philosopher welcomes you to your new home
1,Adventurer or inhabitant corpse. Potion in pack.
1,Reliquary holds remnant of dead god.
1,Flagellants line the walls, whipping themselves.
1,Copper rats, sacred to goblins: bestow authority.
1,small wooden box, closed but not locked, rattling
1,Roof covered with giant vampire bats. Consider running!
1,Drawer in wall connects inexplicably to your backpack.
1,Eye of Mazrabaan glitters high above choral citadel
1,the pool of water is on the ceiling
1,Several severed hands, all without middle finger
1,Philosopher's stone. Good for 20lb of lead.
1,Crying stone baby creates gravity well, attracts missiles
1,Shield wall. This wall is made of shields.
1,Plush velvet wingback chairs. Platinum hookah. Lamia.
1,Magnet trap, carrion crawler, clustered dead.
1,Deep pool of black water, skeletons on bottom
1,Empty
1,Who knows what Ulcer Priest hid in strongbox
1,Stacks of gnawed and cracked bones, like firewood
1,Walls have victims of mis-teleport half-stuck in them.
1,Invisible wizard looking for an exit.
1,Party's faces appear on statues. Unseen woman laments.
1,Fully operational coin mint. Lacks base materials though.
1,We ate them all - says elf and grins.
1,Library of lost books. Research anything (1d100 days).
1,Hound of Tindalos trapped inside flammable jelly cube.
1,Mill of souls does not operate today.
1,Fancy sarcophagus leaks blood, creates imps
1,Corridor of traps, all activated, sabotaged, save one
1,Like the room to the [direction] plus worms.
1,Gigantic metal snake eats thousands, absconds them elsewhere.
1,Candles, coins on the floor, three locked doors
1,Dark, damp. Once inside wall fungi start glowing.
1,Magic smithy. Golem stuck making minor trinkets.
1,This dust makes you high. Ten foot high.
1,Elaborate wrought iron cage contains naked witch
1,Mind flayer meditating in throne of dead elf.
1,goblins around table, playing game with map, dice
1,Eight orcs ate orcs
1,Blue-furred gnolls play dice, armed with javelin-snakes
1,Lone warrior on top of pile of orks.
1,Pool. Echoes.
1,Sobbing head of child stuck on killing monster
1,Seven secret hands of doom
1,Rust monster torturing iron living statue.



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