Game-HexDescribe
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;horde creature
1,[horde animal]men
1,she-[horde animal] amazons
;horde animal
1,lion
1,wolf
1,eagle
1,hawk
1,serpent
1,crow
1,bull
1,hound
1,vulture
1,whale
1,bat
1,monkey
1,rat
1,ferret
1,shark
1,falcon
1,turtle
1,horse
1,tiger
1,panther
1,gull
1,hare
1,elephant
1,boar
1,hyena
1,gorilla
1,vulture
1,elephant
1,yak
1,goat
1,heron
1,leopard
1,lizard
1,jackal
1,chameleon
;villain motivation
1,religious; worships [god name]
1,murder hobo: seeks loot, plunder, power
1,pure evil or insane
1,has something PCs want; PCs are informed
1,PCs have some specific thing villain wants
1,hungry for flesh
1,just trying to quietly rule this land with an iron fist before PCs showed up. Area controlled is proportional to number of henchcreatures.
1,sees PCs as a threat
1,revenge for a past slight which the PCs may or may not remember or give a crap about
1,has been hired by a previously defeated villain to assassinate one (or all) of the PCs
1,secretly abducting citizens of this land for experiments (or other kinkybadstuff), and the PCs have been inadvertently thwarting this villain's henchmen on their recent adventures
1,compelled to do dark deeds in service of an even greater Evil who is holding one of this villain's loved ones hostage
1,obsessive collector
1,crimelord: It's nothing personal; it's just business
1,create undead or monster army
1,create undead or monster kingdom
1,create workforce to build monument or other weird project like a zombi binary computer
1,spread a species of monster to weaken the kingdom such as werebeast or dinosaurs
1,create a race of beast men or mutants to serve as army
1,summon monsters from beyond such as demons or modrons or slaad
1,awaken long lost evil race from slumber
1,awaken a long slumbering god to appear in waking world again
1,release the bonds of a forgotten being bound since the dawn of time
1,resurrect a evil hero or magician from ancient times
1,resurrect a evil god or being, has been dead for aeons
1,open gate to other parallel world
1,open gate to other time period
1,open gate to the dungeon dimension
1,awaken lost city of ancient evil ones
1,call a comet from the sky bring about a new age
1,find a lost evil relic to unite evil and raise an army
1,find a lost relic and release a dark outsider god into this realm
1,to spread a radical new alignment or philosophy that challenges a moral order
1,to curse, cripple or weaken the ruler of the land
1,to usurp the leader of the land and his family
1,to forcibly marry into ruling family
1,to capture or curse the heir to the kingdom
1,to capture the most beautiful women/men of the kingdom
1,kidnapped children to be used for evil sacrifice
1,virgins kidnapped to feed or lure monsters
1,virgins kidnapped to be brides of evil
1,to find and enter ancient hidden burial chamber for relic or book of evil lore
1,breed monsters for fun and profit
1,establish a huge harem and be parent of a dynasty
1,establish den of vice and villainy to shame the world
1,establish worship site of a evil religion
1,spreading secret network of cults to secretly ruin country
1,corrupting generation of young heirs
1,start a secret cult of forbidden pleasure and otherworldly vice
1,start an arm race by stockpiling magical weapons or creatures
1,exterminate or enslave a race
1,establish a school or black magic
1,build a monument to impress a god or being
1,imprison or kill a great champion of good
1,disturb an ancient foe of human kind
1,spread cheap weapons, drugs and other vice across the land
1,call a great disaster to wipe out a population
1,harm or cripple an important god
1,obtain strange otherworldly forbidden weapons
1,destroy an important alliance that brings war
1,kill an important magical being to aid evil
1,open a breach into primal chaos or elements or other hostile plane
1,start the day of darkness when the sun blackens and evil lays waste to world
1,capture a location or relic that can control a species
1,destroy a community utterly
1,raise a great fortress of evil using magic
1,usurp power of evil god or being
1,searching for evil documents that provide great power or release great evil
1,attempting ceremony at scheduled time to gain great and terrible powers
1,establish dungeon as a base of evil
1,destroy or corrupt a holy pristine natural holy site
1,release forces of the underworld
1,aid in birth of the evil one
1,kill a child who will grow to be great hero or saint
1,build a great automaton or undead colossus or other war machine
1,research a magical technique or recipe like gunpowder
1,warp a being or location of good into a force for evil
1,spread criminal organization using brutal gangster tactics
1,bring alien troops and weapons through a gate
1,blacken the sun or stop the sun gods passage
1,spread an evil region or terrain type like a cancer
1,scourge the living by unleashing disaster, plague or famine
1,kidnap a generation for slaughter, sacrifice or to turn into monsters
1,a fanatic cult spreads with mind control like wild fire
1,destroy and persecute common farming folk with magic and monsters
1,turn a fair city into a monster filled hell hole
1,destroy knowledge by burning books, buildings and killing experts
1,aggravate factions, clans or royal houses into civil war
1,make the ruler or next heir to kingdom a puppet
1,faking evidence and foul assassinations to start war
1,kill all magicians of one type (or possibly monks or bards)
1,re attempt a plot of an ancient left long dormant (roll again)
1,use bards and agents to spread slander and propaganda to destabilize kingdom
1,destroy and destabilize currency and trade and merchant families
1,unleash apocalyptic weapon on city or nation
1,hybridize humans with monsters for breeding program
1,raise self to god hood by theft of gods power or artifact
1,personally spawn a horde of monsters
1,turn self into gargantuan horror
1,change climate into ice age, swampy hot house, desert or volcanic hellscape
1,call opposing armies from other planes to fight alignment war and ruin world
1,kill, harm or weaken a god to unbalance power of universe
1,amass huge piles of treasure, enough to destabilize world or local markets
1,destabilize commodity like metal, food, beer, wood, gunpowder, scarcity effects kingdoms
1,army of assassin to kill important leaders and sew terror through land
1,well intentioned plan requires horrible mass sacrifice (had to kill world to save it)
1,to equip and train organization of powerful boss monsters or agents
1,enslave a race or species with blackmail or hostage or magic to do evil
1,create military blueprint for conquest complete with intelligence to weaken world order
1,espionage network to spy on powers and collect dirt and strategic information
1,turn self or progeny into powerful supernatural monster
;personality trait
1,addicted
1,alluring
1,ambitious
1,annoying
1,arrogant
1,bigoted
1,bloody-minded
1,boastful
1,boisterous
1,bored
1,bossy
1,bullying
1,calculating
1,charismatic
1,chatterbox
1,chipper
1,condescending
1,confused
1,conniving
1,conspiratorial
1,contemplative
1,crafty
1,creepy
1,cryptic
1,decadent
1,ditzy
1,droll
1,dry
1,dull
1,dumb
1,egomaniac
1,flamboyant
1,flirtatious
1,folksy
1,generous
1,gentle
1,gossipy
1,hard-boiled
1,hothead
1,hypochondriac
1,iconoclastic
1,idealistic
1,impatient
1,ingenious
1,insightful
1,jerk
1,judgemental
1,klutz
1,lazy
1,lecherous
1,loyal
1,lustful
1,meek
1,melancholy
1,merciful
1,misanthropic
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1,*[human name]*, a lunatic who loves music
1,An army besieging a fortress with ladders
1,*[human name]*, a captain missing an eye
1,A fraying alliance
1,*[human name]*, a burglar in a barrel
1,Animals engaged in espionage
1,A gathering of talking trees
1,*[human name]*, a child with a weapon
1,*[name]*, an ancient shapeshifter leading a squad of werewolves or a squad of vampires (GM's choice)the shapeshifter is in the form of a greater vampire or greater werewolf to match its squad
1,a half-breed of two random races that has all the strengths of both parents and none of the weaknesses
1,*[name]*, a beautiful celestial angel who wishes to mate with the most attractive character in the party
1,*[elf name]*, a grey elf who learned blacksmithing from the dwarves and magic from his father, who pursues him. he seeks a new home
1,*[human name]*, a barbarian with unlimited endurance who refuses to stop running, likes to kill orcs but does so as he runs by
1,*[human name]*, a wizard, pounding on a hobbit hole with his gnarled staff until he damages it
;tolkien item
1,Evil-aligned magic item whose power is proportional to its possessorâs level
1,A powerful amnesiac
1,A cloak that makes you look like a rock
1,A plant that grows only on the graves of the dead
1,A torn banner caught in the wind
1,A forked tongue
1,A spell of exorcism
1,A pipe
1,A flopping fish--soon to be caught and cooked
1,A small boat owned by a cannibalistic murderer
1,A rabbit stew
1,Horse armor
1,Magnificent fireworks
1,A high explosive powder
1,A mind of metal and wheels
1,String and bread
1,Eggs
1,A catapult
;bush
1,Bush.<br />*Landmark: *[bush landmark]<br />*Encounter:* [bush encounter]<br />*NPC:* [bush NPC]<br />*Item:* [bush item]<br />
;bush landmark
100,[lyonesse hex]
50,[thor hex]
50,[tolkien hex]
1,The peaceful Halfling village of Lobreco lays at the [direction] most tip of the scrubland. The Halflings of the village make excellent guides, being quite familiar with the [direction]ern portion of the region.
1,Shadowed by mountains part of the day and receiving rain from a weather fluke, these few miles of scrubland are tended as the holy site of ~6ft intelligent mantises. They allow creatures to feed from it in controlled areas, but strictly regulate it...
1,A lone Iron Golem lays inert in the brush, part of a long forgotten expedition to the [direction]. It can be reanimated if sufficient magical energy is expended in its presence, forever serving the first person it sees. Once awoken there is a 1 in ...
1,Hunters from Greifenhort search for the manticore Martyaxwar, rumoured to make its home in this scrubland. They are unaware that Martyaxwar stalks them, ever hungry for the flesh of humans.
1,A well camouflaged swamp bulette stalks this midge infested mire. In its belly_treasure_sack is a magical Brass Shovel 1d6+2 (no other effects), a magical Shield emblazoned with the image of Itztli (gives 1 point of damage reduction to melee/ranged...
1,Several *ant mounds* at least 20 feet tall dot the horizon. Food, even in large quantities, tends to go missing here.
1,*Black Tar Pits*. Pitch Elementals have been known to spawn here.
1,*Wheretewhakawi Plateau*, arid and pungent with the stench of gorgonzola. Several *Naga zealots* have taken residence in the flab of Pukurangi, a *giant clairevoyant mooncalf*.
1,A skull-faced Amazon with a large hellhound wanders here, seeking the location of the [hex trait] dungeon. The Amazon wears a tattered cloak made from thirteen demon faces sewn together. The faces whisper dark secrets and make prophecies of doom ab...
1,Sixteen greedy dwarves hopelessly pan the many rivers and streams in this hex for gold.
1,A sinkhole 3 miles long, over 200' feet across at its widest and incredibly deep scars the land here. The air around it smells of methane.
1,Gnomish Junkyard. Pretty much anything made out of metal, glass, wood or stone can be found here, only catch is that whenever you find something you want, the gnomes suddenly remember they need that exact part for something very important.
1,An enormous constrictor is noisily giving birth... to small-sized, fully-grown people. They're mentally infantile, and lack belly buttons.
1,Akerbeltz, the dancing hill demon, a twelve foot tall goat-spirit with adamantine horns, has made this rugged terrain his home. He either attacks or offers to answer a question, 50/50 chance. He can summon [3d6] [personality trait] goats.
1,Sage religiously writes down anything ever said to him directly. Travels in a wagon filled to the brim with tomes he has written.
1,Contains a hidden gargantuan trapdoor spider lair. Lair is inhabited by a tribe of primitive desert elves who slew the spider generations ago.
1,An abandoned iron mine and settlement. A mile in, the mine breaks into a vast mile deep cavern.
1,Self flagellating deathwish pilgrims are wandering lost here. They will offer what meager coin they have for directions to the nearest town but will attempt to kidnap the weak and unwary as offering for their death god.
1,A corner of a large black-marble building juts forth from an old landslide. If excavated 6 yards down, the entrance reveals old, weakened shelves of decomposed fabric stores and a small pile (4x4 yards) of enchanted black/silver fabric (Keeps weare...
1,In a hole in the ground... ...I don't know what lives in there but it goes all the way down to the *[hex trait] mine*.
1,Recent Battlefield between two local tribes. Scattered bodies looted of weapons and valuables represent the losers (The Forest People) while a nearby cairne contains the honored dead of the victorious hill people. Generally a reeking and depressi...
1,The Citadel of Bone, so named because its blocks are carved from the petrified bones of titans. The Warlord Rastazar lives here with 50 brigand henchman. Rastazar wears a cursed pig-faced warmask which allows him to see in the dark but may be only ...
1,A group of clowns from the Vollen Veen merchant kingdoms sent to perform at the wedding of an ogre magi. They are lost.
1,Salt flats where the Corvids race alchemical funny carts for bragging rights. They will take on outsiders too, but the stakes have to be much higher (usually a magic item wagered) for them to even bother.
;bush encounter
1,Scrub brush hides an opening to a *deep pit*. At the bottom lie the *skeletal remains* of an unlucky traveler holding [personal item].
1,*Giant* sits on a throne of living humans stitched together.
1,Village of [1d50+75] Rat Men who worship the corpse of a prehistoric mammoth. [1d10x400] GP worth of valuables piled between its ribs. The skull was stolen two months ago by a nearby giant.
1,Two large clans of primitive cannibals. They are feuding over an ancient recipe for barbecue sauce.
1,A ten meters wide hole in the ground, too deep to see the bottom. Numerous tunnels seems to branch off, starting 5 meters under the surface.
;bush NPC
1,[fighter].
1,[cleric].
1,[thief].
1,[magic user].
1,A guide named *[human name]* has lost the noble (*[human name]*) s/he was escorting. S/he doesnât have much, but might be willing to part with [personal item] or [fighter weapon] for any leads.
1,*Nizadd* Gors was transformed into a wererat by a cursed scroll sold to him by a white elf merchant. He seeks information and revenge.
;bush item
1,A *thorny shrub* oozes sap that can be used as a *powerful adhesive*. Can only be removed with goblin urine.
1,a wild boarâs tusk
;bushes
1,[bush]
;desert
1,Desert.<br />*Landmark: *[desert landmark]<br />*Encounter:* [desert encounter]<br />*NPC:* [desert NPC]<br />*Item:* [desert item]<br />
;desert landmark
50,[thor hex]
50,[tolkien hex]
1,A verdant *oasis* teeming with [desert encounter]
1,a *starship* has crashed here. Its crew is long dead and it is out of fuel, but still contains [1d4] laser pistols in a locked storage compartment.
1,*[2d4] miniature pyramids* containing the tombs of thumb-sized kings. The treasure buried with these leaders of a very small civilization is worth *[4d6] gold pieces*. The characters who desecrate these pyramids will be haunted by the mummies. They...
1,A big polished *mirror*, 16Ã10 feet, planted in the sand. It reflects a vast, sunny field of tall green grass. Give off light and warmth at night too. Anyone studying the mirror must make a *save* or start believing there is a way to cross it like...
1,Ancient blocks of sandstone forming a simple labyrinth. Used by [predators] as den.
1,Natural stone pillars emerge from the sands as far as the eye can see.
1,At the approximate center of this Hex is a giant desiccated cactus with several bodies lying around it. If the bodies are disturbed in any way a swarm of Camel Spiders emerge from the cactus.
1,Ancient ruins arranged in a circle, moving to the center will teleport would be archeologists to the hex [direction] of this one. Cultists obsessed with repetition and double-ups lurk about the dunes and constantly pilgrimage here and back again th...
1,A dozen Jackalmen carrying the Eye of Nagrah Saar to the Salt Hills of Zuhn . Three are wizards, all carry khopesh swords.
1,Half submerged in a sand dune are the large obsidian doors that open into the ruined subterranean city of Chicomecoatl, at one time the [direction]ern capital of the long dead Snake-Men.
1,Caravan of serpent-men traders. They sell potions made from their venom.
1,A band of Suji Loo nomads have anchored their wind canoes here and made camp, while they observe a week of holy obligation.
1,Fresh water. Wild dogs.
1,A slave filled pleasure house sits nestled between the dunes here waiting to fulfill weary travelers every desire. The slavers only take the rare spice Alu'eku as payment.
1,Shining Trapezohedron of Nephren-Ka lies buried in the cruel sands. Through it can be see new worlds, stars, wonders, vast lands beyond the sea.
1,A group of bandits led by Aslal Horse-Eater live in these hills. They have a prisoner, a Jakalman, rail thin, covered in mange and raving about visions from the Carrion God.
1,A Githzerayian skybarge wrecked in a rocky sand dune is now the lair of Dire sand moles. The Skybarge came from a great city found nearby.
1,A 20-foot tall statue of quartz projects from a sand dune at a strange angle. The headless figure is a humanoid dressed in royal robes.
1,The covered wagon of Goh Goh Helleborus the nefarious genital collector is half sunk into the shifting sands here. Goh Goh is no where to be found but the wagons contents are intact.
1,A corpse clings to the top of an obelisk engraved with hieroglyphics of tentacled worms. He climbed it weeks ago to escape the 1d6 graboids that will arrive 2 turns after the PCs find the obelisk.
1,A small oasis provides fresh water and a respite from the unbearable heat of the desert.
1,This stretch of desert is dotted with tall brown and green cacti. A very clever strain of Giant Mantis has adapted it's natural camouflage to resemble such a cactus.
1,Scarab swarm covering freshly-cleaned skeletons.
1,Prince Abdel of Ruined Nizadd is imprisoned in an underground complex here, his lower body turned made one with the gleaming onyx of his frozen throne.
1,Bihza the Hunter roams the plain in a tusked dune mask, killing the great mantis for its meat.
1,A perpetual sandstorm rages here. Wilderness Survival/Wisdom checks should be made to prevent getting lost and travel times are halved within the Hex. In the center of the storm is a small tomb whose deepest catacombs lead to a tunnel to the [hex t...
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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,MOTHERâS 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 circleâs 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 youâre 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,DAFFYDâS CROSSING. No iron can pass across Daffydâs Dyke (the green line on the map). The village of Daffydâs 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 itâs higher than your characterâs 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 itâll be newly shod in the morning. Leave it with lots of money and the shoes will be magic. No money and itâll 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 donkeyâs 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 canât 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 worldâs 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 openâit 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...
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1,Huge, sealed, stone jars filled with fresh blood.
1,Blind minotaur walks mosaic labyrinth, holds lantern 
1,Permanent dancing lights, dancing. To what?
1,Flesh golem - damaged: needs new arms. 
1,Depowered mechanical bear. Find fuel, win companion.
1,Stalactites and stalagmites close like teeth.
1,A thief cries over corpse of dead companion
1,Inhabitant species' puppet theatre.
1,Strange Cult sings praises for your prophecised return.
1,Concert room with instruments. Playing one summons Olidammara.
1,Four-armed gorilla enters your dreams if slain
1,sword in stone really a lever for pit-trap
1,It's bigger on the inside.
1,pile of skulls, head of goblin scuplture.
1,Spider web made from steel rope by dwarves.
1,A dead tree covered in crawling claws
1,Valve wheel fills and empties a room elsewhere.
1,Bottled vampire. Communicate magically or throw for rampage. 
1,Evil altar, offerings summon helpful imp.
1,Quivering, gibbering slime walls shifting according to mood.
1,large gem glued to floor. Much sniggering.
1,Three magic mouths discuss philosophy.
1,Wine barrels. Good vintage. One contains preserved monster.
1,Ferns, mist. 
1,Giant stone nose sniffs passersby.
1,Weeping child and Cockroach Demon.
1,Green slime footprints end in apparent blank wall.
1,Large brazier in floor, crated provisions, blankets.
1,Empty. Smells less bad than elsewhere.
1,Recent camp. Signs of battle. Deserted.
1,Ancient mural of elves riding feathered tyrannosaurs.
1,Some adventurers have hastily dropped their equipment here.
1,Clockwork band plays national anthem, then attacks foreigners.
1,Cobwebs and firewood.
1,Wax museum curated by giant bees.
1,Privy, finally.
1,Dead dwarf under makeshift cairn. Wall partly excavated.
1,Crystal ooze, escaped from nearby privy.
1,Kobolds burning hobbit effigy.
1,Hyena-man with halfling embedded in back eats pie
1,Sad donkey bears bags of plunder. Owners dead.
1,broken bottles, discarded underwear, food, balloons. 
1,Bishop of the Demon Pope unpacking his valise 
1,Tiny bronze shoes. Home to evasive hermit crabs. 
1,Giant lice (half inch long), love plate armour. 
1,Thick fug. Rancid divan. Sleeping Tallowbride.
1,Stranded Githyanki spy cell: undead rations, khopeshes. 
1,Armoury. Twenty-seven different flails.
1,Flying glass fish contain colored potions
1,Room gone. Black pit miles deep
1,Single mimic masquerading as altar, sacrifice, beastman priest. 
1,Brass reliquary, giant's toe, +3 strength if underfoot.
1,Hobgoblin school of fence. Six visiting masters.
1,Reversed gravity. Collapsed ceiling leads to upper level.
1,Blood cellar, vampire blood tasting ongoing.
1,empty pit, bottom filled with tiny fish bones.
1,Flooded room. Peeing kid statue(fountain). Someone who drowned.
1,Dead ape god. He who would be king.
1,Loam.
1,Prison cell, grey old woman inside, wants beer.
1,Mole infestation. Next d6 rooms are spongy, weakened.
1,Planeshifters made portal, start invading dungeon from here.
1,Gothic two level room with battlements and courtyard.
1,Tapestries depicting the last and next two rooms.
1,Cloakroom, a living shadow hunts here.
1,Insect egg hatchery. Piles of stripped humanoid bones.
1,Lit with eternally-aflame bodies.
1,Old humanoids are left to die here.
1,Trap room (1D8+3 traps)
1,Cakes. If eaten save or eat another (cumulative -1).
1,Kennel, 2d10 dire dogs, body parts.
1,Shrine: statue of woman rising out of mushrooms
1,Empty bunk beds 
1,Shrine: handsome statue has face on both sides
1,Oil, 5' deep.
1,Moving room (like the staircases in harry potter)
1,Everything you say here is heard by angels.
1,Reverse gravity
1,Fearsome standing wolf statue surrounded by votive candles
1,The lich's moving men, laden with furniture, organ.
1,A hog house.
1,Spun-glass statue, cradled by sleeping ettin.
1,Subtle door found if 3 light sources present
1,Shrine: statue of vulture-headed man draped in robes
1,Reverse intentions. Save or do the opposite.
1,Statue alcove, empty. Garden, trampled. Letter, discarded.
1,The dragon's nest with egg. 50% dragon here.
1,Temple, missing altarpiece. Dead abbot tattooed with map.
1,Seems like river Styx goes through here.
1,Roots of the Demon Tree, remains of victims.
1,Smashed furniture.
1,Woman in red dress weeps on golden throne
1,Vase with violets, red cake. Sign: "Eat me."
1,Air elemental asks for help, trapped whirlwind.
1,Dead former henchmen lie in ambush.
1,alien writing on walls. pictures of disgusting creatures.
1,Snake statue of green metal, gem in mouth
1,Bottle of every emotion. Somebody drank hate.
1,Goblin Queen copper bust. Rubbing nose brings luck.
1,Kobolds lair in the celing, with boiling oil.
1,Dungeon crabs, fencing.
1,Kobold nobles, having tea. Precious furniture.
1,This is the bottom of the bottomless pit.
1,Inhabitant's living room.
1,Weapon storage. One magic rusty dagger left.
1,Workshop of a mason.
1,Workshop of a gemcutter.
1,Workshop of a sculptor.
1,Wood storage. Mostly soaked and rotten.
1,Acid drips from ceiling. Somebody installed bottling plant.
1,Here lies the oblong rug.
1,Giant chained to anvil, forced to forge weapons.
1,cold furnace with piles of books around it
1,Former throne room, now an abandoned storage room.
1,Prison cells (1d4) POW, human flock, thief, murderer.
1,Rough furniture, singing bird in cage.
1,Mud pit full of eels.
1,Bedroom.
1,Cartographer's room.
1,Living room, furniture made of rat bones.
1,Deformed skull with magic mouth spell welcomes visitors.
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