Game-HexDescribe
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;slime stats
1,HDÂ 3 ACÂ 5 [slime attack] F3 MVÂ 9 MLÂ 12 XPÂ 300
1,HDÂ 3+1 ACÂ 6 1d8 F1 MVÂ 15 MLÂ 9 XPÂ 300
1,HDÂ 2 ACÂ 6 1d4/1d4/1d4 + [slime attack] F2 MVÂ 9 MLÂ 9 XPÂ 200
1,HDÂ 6+1 ACÂ 4 1d6/1d6/1d10 F6 MVÂ 12 MLÂ 10 XPÂ 600
;slime special ability
1,dissolves metal: chain and plate armor is destroyed when hit
1,rots wood: clubs, axes, spears, polearms, shields on a hit
1,weakens stone: 1 in 6 chance for ceiling or floor collapse causing 2d6 damage
1,eats spells: add 1d6Â hp per spell level absorbed
1,destroys fabrics: cloaks, gloves, girdle, shirt, pants are lost on a hit
1,shatters glass: potions, oil flasks and lanterns within 20ft are destroyed
1,makes eyes water: anybody within 10ft suffers -4 to hit
;slime attack
1,*drain*
1,*paralysis*
1,*poison*
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1,The town appears very quiet. People are keeping to their homes, afraid of what the mercenaries might do. *[same captain]* needs supplies, however, and if theyâre not selling eventually they will have to take them.
1,Already the mercenaries are drinking far too much. The locals grind their teeth and clench their fists when they hear the insults and sneers of the drunken mercenaries but they know all too well that now is not the time to fight back.
1,*[same captain]* is recruiting, promising a gold piece per day while on campaign, and a share of the loot! The young and gullible are already falling for it. You can see the beardless faces of *[human name]*, *[human name]*, and *[human name]* amon...
1,*[same captain]* had trouble filling the ranks and so now theyâre terrorising the locals, forcing them to give up their young ones: they offer to pay their parentsâ debts, theyâre claiming that they lost a gamble about it last night, theyâr...
;the presence of refugees is a problem
# no captain!
1,As the wounded start dying, the stench is spreading. Flies are everywhere. Soon, cholera and typhus will be showing up. The locals want the refugees gone, but who is going to argue with armed men? Better to stab them during the night, some might sa...
1,The locals are no longer willing to support the refugees, calling them maggots and worms and worse. Nobody is willing to kill, however, and so the situation just lingers, the refugees too weak to kill the locals and simply take what they need and t...
1,The young **[human class]** *[human with portrait]* is a devout servant of *[good power]*. They are trying to find a solution to the problem. Surely some land could be cleared for these poor souls? Let them settle.
1,The young **[human class]** *[human with portrait]* is a devout servant of *[evil power]*. They have shrewdly insinuated that the locals are simply waiting for them to weaken even further until one night theyâll all just stab them. So why not tak...
;the presence of corpses is a problem
# no captain!
1,The many corpses have attracted the **necromancer** [human with portrait][here store [same human name] as alchemist patron] (level [1d3+4 as level]). This does not sit well with the locals. Somebody should get rid of them! [spellbook for necromance...
1,The many corpses are poisoning the air. The stink is horrendous. Flies are everywhere. The water is foul. *Ghoul fever* is spreading: *[human name]* and their family have turned into [1d4+2] **ghouls** roaming the graveyard at night, looking for so...
1,The many corpses are poisoning the air. The stink is horrendous. Flies are everywhere. Some people say that the corpses move at night and indeed, *[human name]* has risen as a **wight** ([wight stats]). If the mess isnât cleaned up there will be ...
;the influence of a temple can be a problem
1,[a different war party]At their destination however, [1d4x10] **mercenaries** ([mercenary stats]) are already waiting. You can see the *[the war party colour]* banner of *[the war party]* (blazon: *[the war party blazon]*). [average treasure] They ...
1,Having heard of this, [1d4x10] *[power]* **cultists** ([human stats]) have decided to follow the mercenaries. Every night they drink and squabble. How will this end? [average treasure] They are led by [human with portrait] (level [1d6+1 as level]),...
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;unique item
1,
0,The *[here name for a light elf legendary item]*, an ancient light elf heirloom.
;spellbooks
1,<h1 id="appendix-a">Appendix A: Spellbooks</h1><p>These spells are from the <a href="https://alexschroeder.ch/pdfs/spellcasters/">Spellcasters</a> project.<div style="font-size: smaller; column-count: 2">[halberds & helmets: spellbooks]</div>
# Use make hex-describe in the spellcasters working directory to generate the following
;halberds & helmets: spellbooks
1,Each paragraph begins with the **spell name** followed by the spell circle in parenthesis (1â5), also known as the *spell level*.<p id="air-blast">**Air blast** (1) turns the exhalation of the caster into a blast of air that extinguishes candles ...
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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
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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
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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.
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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.
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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.
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