Game-HexDescribe

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1,almas
1,werebears
1,marmotmen
1,yodelers
1,yackmen
1,rock golems
1,snowmen

;mountain item
1,a pair of skis decorated with [precious material]
1,a key to a nearby alpine hut
1,a four-fingered glove
1,[mountain animal] statuette made of [precious material]
1,a scroll detailing a ritual to [mountain spell]
1,a [2d10] meters long [colour] scarf
1,an edelweiss
1,a half-empty pot of arnica balm
1,a goat horn
1,a small pouch of  [colour] powder that radiates a comfortable warmth when rubbed on one’s skin
1,a cursed pair of clogs that allow the wearer to walk on ice without slipping but forces them to yodel everytime they talk
1,a sturdy snowshoe
1,a wheel of cheese
1,a [2d6] meters long frayed rope
1,a whistle so shrill it can cause an avalanche
1,a snowball mold
1,a snowman’s carrot nose
1,a woolen muffler that allows its wearer to breathe fine despite the altitude
1,a structurally unsound sled
1,a bloodied climbing harness
1,a cracked snowglobe

;mountain animal
1,a marmot
1,a wolf
1,a bear
1,a mountain goat
1,a condor
1,a rabbit
1,a bear
1,a lynx

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

;swamp landmark
100,[lyonesse hex]
50,[thor hex]
50,[tolkien hex]
1,Blasted moonscape hidden in the marsh (division between healthy swamp and dead area is clear as a line) and anything that dies within the dead zone will reanimate as undead during the next night (all vegetation is also undead). Ancient underground ...
1,A ruined village sinks in the stagnant murk. A half orc offers you a ride in his boat through the ruins for 10 gp. Sitting on the roof of one of the buildings is a strange child with no eyes who warns adventurers to beware the "man who smells like ...
1,Haunted salt marsh/tide flats- basically a group of small islands at high tide. On arrival and every 30 minutes, roll a d8: if 1, a ghost; 2-3. a of 3d4 sea-ghouls in ancient rotted soldier's uniforms
1,Half sunk into the black waters of this fetid swamp is the Iron Tower of the Space Vampire. Giant frogs, apparently not bothered by the cold, are common here.
1,[2d4] Intelligent foxes hunt the marsh. All know Suggestion . They trapped the [personality trait] princess.
1,A group of twenty two statues of ugly haggard women that face away from one another, circled around carving of full moon.  Babbling and nonsensical mutterings are heard passing between them.  When the moon is full the statues face each other and si...
1,Stankbog, muddy human village of 150 wretches that worship the Great Swamp Gas, a nearby Will-o-Wisp.
1,Swamp, but with Travelling Minstrels! Except actually Wererats. Currently composing a ballad about how thieving and villainous the [personality trait] minstrels are. Presently tracking those to murder and supplant them.
1,A settlement unstuck in time that presents a different aspect and size depending on which direction the party approaches it from. -300 years hamlet in the [direction] and +100 more years from there going clockwise (SE is +400 years advanced metropo...
1,Goblins looking for the entrance to their home in the [hex trait] dungeon after having been blinded by the [personality trait] dwarves.
1,The corvid alchemists have a salt refining operation here. Vast evaporation ponds are tended/guarded by massive clockwork automatons. If asked nicely, the corvids will sell you some of the paste they use to protect the automatons from corrosion.
1,swamp goblins live here, they are a amalgamation of spiders and goblins (think centaur), they attack from webs that they have spun in an ambush like attack. Their web sack (where the web comes from) it is rumored to be worth a bit of money
1,This house-of-cards-like henge is actually an ancient sun calendar built in the earliest years of the earth by the Callow Men. The command words for various ancient locks and wards all over the map--from the black marble city to the dungeons to the...
1,A Giant Leech can be found here. Although it can be encountered anywhere within the swamp, along with its offspring, it spends most of it's time (80%) within this hex.
1,Cave.  Contains giant rats and 2000 cp.
1,An earth mote with a keep floats tantalizingly just 30 feet above sea level here. The keep is only the abode of monsters these days.
1,Hanging from one of the many hemlock trees growing in this swamp is an iridescent multicolored holy symbol of the Sun Peacock. Any cleric can use the holy symbol, turning undead at +2 levels, however, they become increasingly obsessed with fashion,...
1,Swamp gas and 2d12 zombies do not mix.
1,Those too poor to live within Orthrist proper make their homes here, building stilted houses over the brackish water. There is a thriving trade in medicinal leeches.
1,Twelve White Elves from Screeyal riding dinosaurs. Lost and trying to find the Golem Factory. They are out of supplies and have been foraging and killing other travelers for food.
1,A blood trail leads down a ferret hole to a long, ancient vertical shaft library. Many books but even more snakes (some now eating the ferret). Properly read, the snakes can reveal the geomantic code to reading the ruins.
1,The waters here are often foggy.
1,Stationary formations of sky-fungi send down continuous hail of relatively harmless spores in this otherwise desolate hex. Plants and animals within go about their business as normal even though covered in hideous fungal growths.
1,this mash/swamp area has a glamor cast over it to make it still look like ocean, it has been put into place by a group of goblins who attack the ships that crash or get bogged here, they found a powerful wizards spellbook and this is the only spell...
1,swamp donkeys live in this area, they are like normal donkeys but they have more moss and bracken growing off of my and stuck to them. they can be ridden and dont loose any speed though a swamp. you need to tame them first and they dont like elves
1,a group of spider-goblins attack the party and attempt to herd them towards a pool of quicksand in the center of the hex. there are a number of magical items at the bottom of the pool of quicksand
1,4 blue elves commune over a puddle of blood. This is a sacred matter, and they won't discuss the source of the blood with anyone willingly.
1,The fighter and the blind thief wander this swamp. The fighter stands guard as the blind thief steals the eyes of sleeping adventurers. 
1,The ghoulish revenant of a drowned woman haunts this area. Hooked chains hang in her long black hair and she can control all the animals in the fen.
1,A camp of lizard men are making a massive wooden sculpture of a king on a throne. It's base will have a magic door.
1,A swamp with pigs and mosquitoes. Vines harass every step.
1,A *portal to the para-elemental plane of ooze* embedded in the interweaved roots of [1d6] [swamp tree], spewing forth an endless stream of mud.
1,A number of *stone ruins* carved with strange glyphs are buried in the mud here.
1,A pit of *quicksand* is here.
1,Abandoned *witch's hut*.
1,The *palatial abandoned manse* overlooking the water here is an illusion. It's really a rickety deathtrap covered by an illusion the *cannibal witch-naga* beneath cast so adventurers will fall to their doom.
1,A *flotilla of rafts* inhabited by *peaceful lizardmen* plies a circular route throughout this hex.
1,Den of *[1d6+1] werecrocodiles* who prey on lizardmen.
1,Dank swamp land made passable by *bridges of human bones*. The air is thick with the stench of rotting flesh.
1,A massive *hollow earthen mound* sits above the murky water and is home to a clutch of flesh eaters.
1,Swamp village if mutated half fish half human creatures. Led by blind mad prophet.
1,Sunken rowboat.  Here, a party of adventurers learned that armor doesn't float.
1,*Marble prison* of a nymph. The key to her prison is a marble figurine of her likeness, in an adjacent hex. If you free her, she grants you a wish.
1,Lizardman encampment; this tribe of primitive lizardmen were subjected to arcane experiments by outsiders and the successes taken away. They remain embittered.
1,Snakehill path. A merchant with a wagon full of strange wares is missing his son, who was kidnapped by the Mosquito Queen's soldiers.
1,A shallow lake completely fills this grim valley. The water is murky, almost black with silt and infested with giant eels.
1,A dark, misty swamp surrounds a murky spring and its accompanying treasure-having Temple Of Leeches. Disease bearing leech hybrid swamp creatures hound every step and a cult of 9 leech-headed men, elves and dwarves attempt to magically spread the l...
1,A band of marauders who raid nearby areas mounted on armored hippopotami make their camp on a small island in the middle of this lake. Magical amphorae keep their animals hydrated when they range beyond its shores.
1,A lake! 3 crocodiles. Not claw claw bite.
1,More Lake! The swampy ill-defined [direction]ern border of the [hex trait] lake. A sunken castle whose three exposed towers are home to a tribe of [5d10] Gatormen.
1,The lake waters here are algae filled. A giant bass lurks beneath the waters.
1,A boggy mire, exploited and hunted by the men/froglings of Wormwallow. Inhabited by dangerous bogworms, which lay submerged and attack things with their paralyzing tentacles for food and nutrients. 2-in-6 Chance of incidental corpse-treasure near b...
1,SPOREGORGON (Settlement) Fen containing the beginnings of a mossy, fragrant Fungusman hamlet, leading [direction] to an algae filled lake. The Fungusmen will trade algal salves/potions for unusual organic materials. If murdered upon, their bobbly f...
1,Old Kappas on an expedition to catch a giant fish. Will give kappa hooch to those that help them hunt and advise against consorting with minstrels.
1,Swamp and mire, with small, uncommon patches of wildflowers emerging. The wildflowers seed into gemlike pods, worth 10 GP each. Undead Froglings, Humans and Apes stalk the murk for the flesh and brains of conscious beings.
1,From time to time a great tumult of air bubbles erupts from the depths here endangering boats present. An air elemental is bound at the lake's bottom.
1,At the bottom of the lake lies a cargo container that fell off the space capsule which crashed in 01 21. It is filled with fleshy sacs of viscous goo that the squishy aliens use as nourishment. 1 sac contains enough goo to sustain a human for a wee...
1,This large lake is perfectly flat, ripples only appear when an object forcefully agitates its surface.
1,The rocky island that juts up from the lake here has a decapitated marble statue of a Cacodemon, anyone who replaces the head is immediately teleported to castle ruins. If all three heads are ever restored, then any whom placed the heads are immedi...
1,the waters of this lake are cursed and evil, drinking from it make you thirsty-er, the fish and other various animals that live it in are poisonous to eat. There is a small island in the very center of the lake where everything is good. Traveling t...
1,the wreck of an illegal gambling barge, overrun by a gang of feral children who have fashioned crude weapons out of the decaying treasures in the hold; arrowheads made from silver coins hammered flat, etc.
1,A relatively dry spot, covered in a pleasantly soft moss. The moss is planted and tended by motile vines of a vampiric plant to tempt creatures to rest there.

;swamp encounter
1,[2d8] *flesh golems* (HD 5 AC 13 armed with [fighter weapon]) have been sent by the Pale Queen to find a child and feed it to witches.
1,*[2d6] undead crocodiles* (HD 6 AC 16 bite 2d8, immune to non-magical weapons) looking for prey. They'll eat each other if they stay without food for too long.
1,An orc in a rowboat guarding a locked chest. Full of killer bees.
1,A giant [insect type].
1,Ol’ Charley, an enormous catfish (HD 12 AC as chain  bite 3d4 chance to swallow man-sized or smaller opponents whole).  The residents of this swamp know and fear him greatly.

;swamp NPC
1,[fighter].
1,[cleric].



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