A monster on the verge of eating an adventurer.

by Ramanan Sivaranjan on January 01, 0001

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Masters of the Universe BibleHe Man Header

I was surprised to learn that a show bible was written for He-Man and the Masters of the Universe. Michael Halperin was hired to flesh out a fantasy world the show would take place in. You can see a copy of the original bible, scanned and marked up with corrections, over at He-Man.org Below is the text from the bible, in a format that's easier to print and read. And before you thank me, I got the raw text from the Myteries of Greyskull, I just wasn't a fan of poor layout.

The Masters of the Universe Show Bible

Written by Michael Halperin

December 1, 1982

Beyond the Farthest galaxies viewed by the greatest telescopes on Earth. Beyond the limits of our universe lies another place — a place of magic, myth, sorcery and science. Through the cosmic clouds spins a solar system with a Type Three star twinkling the ether of interstellar space. About the star rotate worlds inconceivable to mere mortal minds. They are populated by demons and demigods, sorcerers and sybils, men and women imbued with the powers of good and evil.

One of these planets orbiting the star shines blue-green with a mantle of clear air and fleecy clouds surrounding. A globe of everlasting beauty and great diversity, this world, eternia, represents a microcosm of all the universe’s inhabited planets.

Two great land masses balance the globe. The western hemisphere roughly approximates an hour glass. The Southern part of the continent blooms year round supplying all Eternia’s citizens with sustenance. The great palace of Eternia rises from the fertile southern plains and has been the home of the reigning monarchs for untold generations. Gently sloping up there rises the evergreen forest - a vast, mostly unexplored country of towering trees, giant ferns and lush undergrowth teaming with game animals as well as some unwholesome creatures.

Winged dragons called wyverns perch among the trees and dracos, fierce dragon-like beasts slither through the underbrush in order to catch unwary travelers. The Evergreen Forest shields the most mysterious secret on all Eternia, a secret which eventually must be divulged if the planet will survive.

The vine jungle rises steamily on the equatorial belt. Within its green and humid confines swamps bubble and strange, malformed animals and plant life live — some of which are one and the same. Eternians rarely step foot in the Vine Jungle and when they do there’s always the possibility they’ll never be seen again. The jungle slowly gives way to a stark low veldt as it moves steadily toward temperate and colder climes.

The ice mountains tower over the northern part of the western continent. Immense and foreboding peaks shrouded throughout most of the year by snow-laden clouds glower over the landscape. Within their fastness dwell dwarves, trolls and gnolls. The dwarves, a sturdy and industrious race, live far longer than ordinary humans. Generally friendly and outgoing, they enjoy carousing and decorate their clothes with bright pieces of cloth and metal.

On the other hand, carnivorous trolls attack anything in their path with clawed hands and feet, but fear the dwarves’ weapons and magic. The intelligent, but evil gnolls live in the old, used up dwarf mines. They bear wolf-like features and sport armor and weapons although they tend to be lazy and try to avoid a fight whenever possible.

The eastern hemisphere represents a contrast to the western half of the planet. The plain of perpetua makes up almost fifty percent of the northern half of the continent. This trackless, grassy lowland hides a bewildering maze of caverns beneath its presumed undisturbed surface. Within these rocky, encrusted and stalagtited caves walk races of monsters sealed beneath the earth thousands of years before by great volcanic eruptions. orcs, basilisks and giant centipedes travel the rocky bastion beneath the plain. Sorcery abounds here awaiting the Knowing hands of a conjurer to cast a spell, placing the innocent wayfarer into a state of hibernation or suspended animation among the grasses and low bushes.

South of the Plain of Perpetua, the sands of time spreads its desert tentacles for hundreds of miles. Once, in the dim history of Eternia, the desert bloomed like a vast garden.

A civilization of craftsmen labored here building monuments to themselves. Only ruins remain for the occasional visitor to wonder about. However, they who traverse the waterless expanse must be careful for great windstorms whip up unexpectedly among the monuments and whirlwinds create time vortices sucking people back into the distant past from which no one has ever returned.

The mystic mountains make up the southern edge of the eastern continent. Wreathed in mystery, ogres, wraiths and manticores find haven beneath the granite peaks. The valleys of the Mystic Mountains with their deep, slippery sides hold great reptiles and dragons prisoner. And it’s fortunate for they’d rampage the planet if not held within that stone fortress.

The North and South Poles both have great snowy masses where life is hard, but not difficult for the families of snow dwarves and the great ice hacker, a bear-like creature with cunning intelligence.

Oceans make up the balance of Eternia. The harmony sea lives up to its name as a peaceful expanse traversed by gentle trade winds. The royal ships of the king often sail from the safe harbor toward the eastern hemisphere in order to trade with the inhabitants on the other side of the globe. As in life, however, not all is consistent. The berserk islands poke their fiery mountain tops through the waters of the Harmony Sea. These last remnants of the great volcanoes which once dotted the whole planet still belch fire and smoke.

The ocean of gnarl runs rough and white-capped throughout the year bringing storms and chill to the land. For all it’s ferocity, Gnarl provides life for the rain and snow it generates keep the soil fertile and the crops growing. The golden isles rest like a peaceful, permanent eye of the storm within the ocean. They’re a favorite vacation spot of Eternia’s royal family.

Royalty had not always reigned on the planet. Eons before, an incredibly advanced civilization ruled Eternia. They had evolved through centuries of barbarism, enlightenment, scientific technology, and Philosophy and drawn out all the secrets of the universe in order to work wondrous deeds. Was it magic or sorcery or wizardry, or the power of mind over matter which could change images, create objects where none existed and martial the total resources of nature? All the greatest Eternian minds worked toward one principal goal — that of peace and goodness. Their achievements provided Eternia with tranquility and harmony.

The hub of Eternia and the repository of all knowledge rested with the great council of elders who dwelt within the hall of wisdom, a magnificent edifice which shone with the light of a million stars. Made of Eternian stone and rare metals, it gleamed like a beacon of hope to all the world — a beckoning light of wisdom for all to see.

The people of Eternia walked the glowing halls and saw the wondrous machines — computers of incredible sophistication which held the combined intelligence of the Eternian centuries — space portals permitted Eternians to travel through space in the blink of an eye — time corridors carrying them through time at will.

All of this melded with the force of good. On Eternia no one envied anyone else; everyone lived in communion with each other. Even the animals lived in peace. However, the Council of Elders had cognizance of evil. They knew it existed somewhere in the void of space beyond their sight and could be casting a jealous eye upon Eternia. Within moderation, Eternia’s scientists developed sophisticated defense weapons in the event the unthinkable should occur. (They hid these weapon within the Hall of Wisdom for the day they might be needed.

While Eternia rolled peacefully through the heavens drama played itself out on another world within the same solar system. Unknown and unseen by Eternia, its orbit is precisely the same and always lies directly opposite perpetually shielded by Eternia’s sun.

Not only is the planet physically opposite Eternia, its people and their purpose are diametrically opposed as well. This planet, infinita, holds the sum total of all the universe’s evil. Always at war, it’s foreboding, dark have been held in check only by their own fiendishness. Their powers built war machines of incredible destructiveness. Infinita’s charred surface bears mute testament to the constant battle of one vile force with another. The planet slowly sank back to a barbaric age, yet they maintained modern weapons of extermination. Lasers, quasers and photon guns wreaked devastation alongside spears, swords and axes.

And where, on Eternia, sorcery and science accomplished all the good things in life; Infinita’s black magic and alchemy destroyed and ruined life. One day, two of the greatest opposing forces faced each other across the Dunes of Doom — made black and unwholesome by the constant battles waged by the dark powers. Both sides believed they could win the war - the final armageddon, for they were the only ones left on Infinita. Both sides held in their hands the ultimate weapon of desolation to be thrust at the enemy before the foe retaliated.

Both sides guessed wrong. The triggers snapped at exactly the same moment and seconds later a cataclysmic explosion tore through the planet leaving in its wake poisonous gas, flaming mountains a race of people whose mutated genes determined their future. The explosion created one other phenomena — a Space Portal leading directly to Eternia.

Several of the most horrendous leaders of Infinita hurtled through the portal and when they found themselves in the midst of a lush, fertile, peaceful land they swore it would be conquered.

Slyly and slowly they infiltrated Eternia’s society until the day when they attempted to mount an invasion. Their troops rode through the Space Portal and all the weapons within the Hall of Wisdom came to the fore. After many long battles Eternia drove back the Infinitans and they sealed the Space Portal. But the Elders knew they couldn’t keep evil from the planet any longer.

zodac, the wise leader of the Council of Elders, called to the stars for advice. In a shimmering, gleaming beam a figure appeared out of the cosmos — the figure of an elegant and beautiful woman adorned in snake shaped armor and bearing a twisted snake-headed staff.

For centuries Eternia dwelt without fear, the sorceress told them, and now the time of testing fell upon the planet. For too long the Council had made all decisions; Their people had lost the ability to think for themselves. The time had arrived to cut the umbilical cord and permit Eternia the right to exist on its own.

The Council listened to the vision which promised them that if ever the forces of evil should try overcoming Eternia a champion would arise to defend the planet. A champion not seen in all the universe. A being so powerful and filled with good that evil, no matter how mighty, could not stand against him. However, with all the champion’s virtue he needed one more element to make him the ultimate ruler of the Universe — he required the collective wisdom of the Elders. And that he would not have until he proved himself against the dark forces.

There Lay the danger. For if the evil powers discovered the secret — this key to destiny — they might destroy all that’s harmonious in Eternia. Once that occurred light would go out all over the planet and it could end with the same fate as Infinita.

Zodac gathered the Council of Elders in the Hall of Wisdom and collectively they concentrated their mind force until the sheer power of their consciousness created a mighty force field. At that moment, an implosion cracked through the corridors of the Hall and the Council disappeared in a blinding flash of energy. Only Zodac retained his human form as one of the Eternia’s guardians. In the Council’s place existed a mass of light at once denser than the densest material in the universe and as light as a ghost. It rose to the topmost parapet of the Hall of Wisdom where the Spirit of the Council looked to the far horizon — past the Evergreen Forest; beyond the Vine Jungle; above and through the Ice Mountains to the sealed Space Portal. It knew that one day an Infinitan would discover how to break the spell. That evil person would search the magnificent Hall of Wisdom. The Spirit, along with Zodac determined that it would not be found — at least not in its present state.

A great aura of energy burst forth from the mass of light which had been the Council of Elders. It surrounded the Hall of Wisdom and an astonishing shuddering and shimmering arose as the very air around the Hall glowed with a cosmic light. Anyone witnessing the experience would have seen in incredible sight—almost mirage-like, the Hall’s very atomic structure shifted; the molecules seemed to run wild as the building changed form.

The wisdom of that which once was the Council understood that the demons of Infinita would look for the magnificent edifice embodying all that it wise and good. But if they saw a dark and forbidding place they might go aside. The wisdom of the Council planned to hide the once beautiful hall behind the rocks, trees and overgrowth of the Evergreen Forest.

When the atoms and molecules slowed the Hall of Wisdom ceased to exist. In its place stood the dark, green, crenelated fortress of castle grayskull. Its craggy towers and black windows looked out upon Eternia. The most striking feature of the castle was the entrance. The portal had the face of a skull. The skull’s lower jaw created a jawbridge and anyone wishing to enter had to have immense courage. Behind these walls and within the corridors of Grayskull dwelt the wisdom transformed into the Spirit of Grayskull. The Sorceress remained guarding the castle against all intruders. Zodac would sail the universe,

keeping watch over Eternia, keeping watch over Eternia, keeping vigilance over those who believed in virtue and wisdom, but not interfering with the natural course of events. Thus did Castle Grayskull slowly subside out of sight and the minds of all Eternians except as myth and legend.

Some of the devices created by the old science and magic remained and these were used for transportation and hunting. Only one family had the secret of invention handed down from generation to generation. They were warned to use the knowledge judiciously until it was needed in defense of Eternia. Each generation had its own man-at-arms skilled in the practical and mystical arts of forge and machine — able to create devices of war as well as those of peace. They also knew the art of creating machines able to distinguish between strangers and their rightful owner.

So the centuries passed and Eternia slipped quickly backward to the point where men and women had to work with their backs — pitted against nature. Every now and then some remnant of sorcery would appear in the guise of a child who still had the power of mind over matter. Fear fast put a stop to the child’s actions and without exercise, the power disappeared.

Eternia’s society, once egalitarian and ruled by a by a wise council, yearned for a leader, someone to guide them through the troubled times — back to the halcyon days remembered only in songs and stories sung and told by bards and minstrels. Thus a king selected by the people from among the wisest on the planet was chosen to rule. His family reigned for hundreds of years providing leadership, wisdom, gallantry, and chivalry.

In another universe an event took place which had become almost prosaic. A space shuttle was about to be launched from the third planet of a minor solar system on the edge of an insignificant galaxy called the Milky Way. The shuttle pilot, marlena glenn, young attractive and a brilliant scientist, donned her space suit, climbed into the pilot seat and waited for her three crewmates to belt in.

The three others loitered in the ready room until the very last minute. evelyn powers, brilliant chemist, physicist and biologist, was insanely jealous of Marlena. Evelyn knew she should have been named pilot for the mission and cried within her heart an almost fanatical hatred for the person sitting at the shuttle’s controls. Chief Technician biff beastman, resented the whole shuttle program because it relegated him to the status of “gofer”. Had he known his role in the project he would have returned to his small farm where at least he could rule despotically power the animals. Noted scientist dr. T.E.scope, inventor of numerous optic devices rounded out the crew. After many attempts to get aboard a shuttle, his application finally had been accepted. He knew they despised him for his brain and he swore that one day he would get even with all those little people who tried to deny him fame and fortune. The voice of space control rang out calling for them to board the ship.

Many changes had taken place since the early shuttle flights leaped into space piggy-backed to three enormous solid fuel rockets. Now the shuttle taxied down a runway using ordinary jet engines. Once it reached the edge of the stratosphere its own boosters cut in flinging the craft into sislunar space where its ion-drive engines took over for the almost speed-of-light trip to the other planets.

As the shuttle rumbled down the runway, the crew and support team could not have known or foreseen coming events. The cataclysmic explosion on Infinita had been traveling through the void of space for a thousand years and now it approached the edge of another universe just as the space shuttle’s ion engines hummed to life. The craft aimed its nose at Europa, one of Jupiter’s asteroids.

The flight was uncomplicated and ordinary save for the tension between the crew. With the ion-engines forcing the shuttle to move to the limit of endurable speed, Europa came within view in only a few days. Marlena placed the craft in orbit around the asteroid and the crew plotted the landing pattern.

Suddenly the shock wave from Infinita tore away at the very fabric of their universe. The space craft spun out of its orbit and the crew slammed against the bulkheads like so many ping-pong balls inside a bottle. The ship cartwheeled toward a rip in space and fell through the interspace voice only to reappear in the sky above Eternia.

Marlena staggered to her feet and lurched to the captains chair. She called out to the others. No one answered and when she looked only the spacesuits remained mute, empty and wrinkled. Little time remained to brood as the shuttle shot into the Eternian Ionsphere glowing red, yellow and white. She nosed the craft up and bounced off the layer of air slowing the vehicle for a smoother re-entry. Marlena couldn’t spot any runways for the shuttle so she aimed the ship at the only clear spot she saw — a long meadow in a lush, green valley. The space craft hit the ground, its landing gear crumpled on impact and it sank to its belly skidding, pitching and crashing to a wrenching stop.

Unconscious, Marlena couldn’t know the helping hands pulling her out of the wreckage and carrying her to the royal palace of the reigning king of Eternia, the young and handsome randor.

For several days she slept in the palace and each day Randor sat by her bedside and waited for her to wake. All the royal physicians and wizards provided potions and spells in order to insure her well-being and soon color stirred in Marlena’s cheeks. On the seventh day her eyes fluttered open and the first sight she saw was Randor’s rugged, handsome face. A spark flew between them as he reached out his fingers to touch her hand and they both smiled.

Meanwhile, the other members of the crew found themselves on the charred, misshapen surface of Infinita. The evil power of the planet seeped into their bones causing their true personalities to emerge even as they lay there. Within minutes their physical forms began to change — more in keeping with the rulers and slaves of Infinita.

Evelyn Powers’ jealousy helped transform her knowledge of physics, chemistry and biology into sorcery for every evil purpose as she became the sorceress evil-lyn. Biff Beastman’s cruel nature spilled on the outside and he became a true beast man with a lion’s mane, fangs and the power to communicate and command bloodthirsty creatures such as dragons, gorgons, ogres and snakes. Dr. T.E.Scope transformation changed that small, mean man into a brute with three eyes called tri-klops, a man with three eyes who could see, not only during the day, but in the dark and around corners with his Gammavision. A new vitality soared through their veins as they woke their new bodies to the horrid laughter of Infinita’s remaining ruler — the evil, megalomaniacal, power-mad monster, skeletor.

Beneath his hood eyes peered at them from the dark sockets of his skull face and his voice rang hollowly from the recesses of his bony jaws. In his hand he grasped the black, ram-headed havoc staff. He knew they were the minions he needed to break the Space Portal seal so he could invade and conquer Eternia. On the other hand Evil-Lyn, Beast Man and Tri-Klops recognized Skeletor as their device for wreaking vengeance throughout the universe.

Skeletor led them to his lair beneath the twin peaks of snake mountain. Around one of the crags twisted a terrible carved snake. A portal along the snake’s back until it reached the fanged mouth. Entrance here entrapped the incautious stranger for once a person stepped into the snake’s jaws they snapped shut thrusting the trespasser into almost inescapable dungeon.

A footbridge connected one mountain with the other where a blood red waterfall cascaded over crags, past blasted trees and murky swamps. Skeletor’s chamber hid behind blood falls and only he knew its entrance, its traps and snares. The lair itself was a dark cavern dripping with venom. In one corner, its eyes blazing red, its tail twitching, sat Skeletor’s pet and charger, the giant cat panthor. Its purple fur glistened as its muscles rippled when it stretched out iron claws from the mighty paws.

Skeletor waved his staff and a charge of energy sprang forth rolling back a huge boulder from one wall uncovering a screen. A wave of his hand and a picture swam into view — a picture of Eternia then that of King Randor and Marlena. At the sight of the former captain, the trio snarled and clenched their fists - and it wasn’t lost on Skeletor.

“I see you feel as I do. You’d like to invade Eternia and conquer it. My reasons are simple enough. Infinita can no longer sustain life. We need Eternia’s air and food and I intend to take it by force. If you are with me we can accomplish our aim. But before we do we must break through the Space Portal sealed centuries ago against my ancestors. Once that’s done we’ll wipe out that simpering Eternian goodness and our dark powers will reign over all Eternia — over all the universe.”

King Randor made Marlena his queen and three years later she bore an heir to the throne of Eternia — a son, prince adam. He was handsome and imbued with his mother’s spirit of adventure and his father’s courage. As a child he had the run of the palace playing tricks and practical joke on his teachers and the nobles of the court.

At the moment Prince Adam was born, man-at-arms, the heir to the secrets of weaponry and invention, strode through the Evergreen Forest searching for rare herbs which he used as the base for a special sword-tempering oil when he heard a rushing and flapping sound over his head. A shadow crossed the mighty warrior and protector of the palace. He looked up he saw an immense falcon circling overhead. Man-At-Arms crouched behind a tree and waited until the colossal bird settled on a nearby crag. The falcon opened its curved beak and seemed to call out. Then the warrior heard another voice — as if speaking within his mind.

“Man-At-Arms,” it cried softly, “come to zoar, the falcon.”

The soldier hefted his battleaxe in one hand and unlocked the holster which held his laser gun as he slowly walked toward the mighty falcon.

“There’s no need for weapons. Look into Zoar blinked and stared at Man-At-Arms. There, within the black pupils of the bird’s eyes he saw the Sorceress’ image — the keeper of Castle Grayskull — as she spoke to him.

He had been chosen for a very special mission because his family kept faith with Eternia. When Zoar left the crag he would discover a nest among the rocks and inside that nest would be a child, a girl, who was the Sorceress’ daughter. Man-At-Arms was to take the baby and raise her as his very own.

“Train her alongside Prince Adam, brave warrior, as if she were your son. Train them both in the martial arts, in the use of weapons both old and new. Don’t spare her because she’s a girl. One day she’ll need all the skills you give her. One more request I make of you. Never reveal the identity of her mother. That is something she must find for herself.

Awestruck, Man-At-Arms stood flatfooted and flabber-gasted. “Sorceress, what will I call her? What’s the child’s name?”

“Teela!” said the Sorceress. “Teela!” she said again as Zoar spread its expansive wings and flew off. Overwhelmed, Man-At-Arms, who had seen and heard many unusual and magical things in his life, stood silent staring at the disappearing shape of the titanic falcon. A cry rose from the rocks and the soldier clambered up to find the baby girl just as he’d been told.

Prince Adam and Teela grew up together under the tutelage of Man-At-Arms. His laboratory was their playground. They romped and fought among the bewildering and astounding inventions whose secrets has been handed down over the generations. Man-At-Arms created weapons and vehicles of wondrous sophistication. Some of his vehicles rolled along the ground at high speed, but weren’t ready for use until he proved they worked properly. Prince Adam often got into trouble by trying out weapons and ground sleds before he knew how to use them. Many a bruise was dealt him in crashes and crackups causing Teela to look upon him as something of a scatterbrain. Where Teela studied seriously and fervently learned the skills of battle, Adam played, joked and poked fun at his teachers. That’s not to say he wasn’t a good student. On the contrary, for all his playfulness he received excellent grades, learned to wield a sword, bow and arrow and photon gun.

The better he became the more Teela became angry because she thought this was somber business. One day Adam would be king and he certainly wasn’t acting very royally. King Randor and Queen Marlena cast uneasy eyes over Adam’s pranks as well. Time would come, they thought, when he’ll put away childish ideas and realize his destiny. But it appeared it might take a very long while. Even Adam’s pet, the giant Eternian tiger, cringer, seemed ill-suited to a prince of the realm. For all his ferocious looks, the Tiger was a cowardly cat — hiding from danger when convenient and satisfied to lie by the fire like an old yellow and black rug.

During these formative years, eyes on Infinita kept watch over the actions on Eternia. Skeletor and his companions lusted and raged at what they saw. Fortunately, the Sorceress hid from prying eyes those things which should be secret — such as Teela’s true parentage.

Skeletor, with the help of Evil-Lyn, Beast Man, Tri-Klops and other heinous characters such as mer-man who made his home in the slime swamp of Infinita, plotted and planned how to break the seal of the Space Portal. Then it happened. The combined power of Skeletor’s evil, Evil-Lyn’s sorcery and Tri-Klops gammavision began to melt the seal. Slowly the Space Portal opened and Skeletor knew his day had arrived.

That day coincided with Adam’s and Teela’s eighteenth birthdays — for they celebrated at the same time. A great feast took place within the palace. Teela sat with her father, Man-At-Arms, while King Randor and Queen Marlena looked anxiously at the chamber door waiting for Adam’s appearance. Musicians, magicians and acrobats entertained the gathered throng with the finale being a mime presented by the great Eternian actor man-E-faces, master of disguise who could look, act and talk like anyone he chose. Finally, Randor spoke to Man-At-Arms in order to find out if he knew why the prince was late. The warrior-inventor shrugged his armor clad shoulders, but Teela spoke up in a sarcastic voice.

“He’s probably out in the fields somewhere playing with that chicken-hearted tiger and trying to impress some girls,” she said derisively.

Queen Marlena requested that Teela remind Adam of the celebration and his duty to his people. Teela objected, but Man-At-Arms’ stern glance convinced her to do as she was told.

Skeletor and his band of renegades stood before the portal which now opened wide. He relished this moment just before stepping through and onto the surface of Eternia. The others stood behind their master only waiting for the word. Evil-Lyn rubbed her hands with glee while Beast Man snapped his stun whip in the air. Tri-Klops tried looking through the Space Portal, but even his vision wasn’t sharp enough to cut through the murky cloud. Mer-Man, still dripping with primordial ooze, salivated at the thought of new worlds to conquer.

Beast Man turned to Skeletor and a light blazed in his eyes as he reminded the skelton-faced brute that beneath Eternia’s surface dwelt monsters upon which he could call to do his bidding. The monsters had been kept in confinement for thousands of years by the combined mind power of the planet’s ancients. Once they entered the portal all the forces of evil would unleash themselves and the dragons, griffins, gorgons, orcs and other foul beasts would be under Beast Man’s subjugation. Skeletor reminded the lion-maned recreant that while those base creatures might be under Beast Man’s influence, Beast Man remained under Skeletor’s power.

Teela almost forcibly dragged Adam back to the festal chamber and all the court rose and cheered the young Prince who one day would rule Eternia. He sat between his parents and proposed a toast.

“Friends, all who know me for these eighteen years, I raise a cup to the one who taught me everything and to whom I owe my strength of arms — Hail, Man-At-Arms!”

When everyone had drained the first cup, Adam stood once more. “And a toast to one other with whom I’ve fought, laughed and played. Someone who tried and still tried to keep me on the straight and narrow path — unfortunately, it doesn’t work too often. To my best friend, Teela!”

The young woman didn’t know whether to acknowledge the toast or throw her cup at the prince. Restrained by her father she settled back. King Randor announced that in celebration of Teela’s birthday and in honor of her strength and prowess with weapons she would be named Captain of the Royal Guard. Teela bowed to the king then leaped to the center of the room. Targets had been mounted on the walls and as swift as a bird, with the strength of a she-lion, she literally shattered each bullseye with ax, laser, halberd and photon gun. Then she whipped out a quaser and quickly carved the royal signet in the granite wall of the chamber. Next, three of the strongest men in Eternia entered the room and challenged her at one time. Teela darted back and forth lashing out with fists and feet in lightning thrusts until all three adversaries found themselves on their backs from the onslaught.

All of a sudden the palace shook as if an earthquake rolled across the land. Everyone paused and waited for the aftershock, but none came. The king bade the people to continue feasting. Only Man-At-Arms seemed ill at ease and Adam saw it in his eyes.

He tried to speak to his teacher, but the warrior sat as if in a trance. A voice spoke to Man-At-Arms, a voice he hadn’t heard in eighteen years. The voice of the Sorceress. “Man-At-Arms”, she whispered in his inner ear, “you who have been the guardian of Eternia’s war secrets, an evil power, greater than any witnessed in all the universe threatens our world. You must come to Castle Grayskull with Prince Adam. There can be no delay.”

Man-At-Arms turned to Adam and grabbed him by the arm. They had to leave immediately and no one must know where they are. The look on his teacher’s face told Adam more than mere words. He nodded his head and suggested that Man-At-Arms leave first. The prince would join him at the edge of the castle grounds.

During Man-E-Faces’ mime Adam slipped out the side door and ran to Man-At-Arms side. He wanted to know what was going on and where they were going. Man-At-Arms told him they headed for Castle Grayskull and the prince laughed.

“Castle Grayskull?” questioned Adam, “it doesn’t exist. It’s part of Eternia’s mythology. No one’s ever seen it or been able to find it.”

An immense shadow passed overhead as Zoar the Falcon skimmed the very treetops. Man-At-Arms pointed skyward. “There’s our guide. Don’t ask questions.”

Far to the north, on the Ice Mountains, an avalanche rolled down the slopes. Where the snow and rock had been high on the crag there now shimmered a hole — not a cave or cavern, not part of the mountain, but hovering in space blinked and winked the once sealed Space Portal which had kept the tyrants of Infinita from invading Eternia.

Skeletor, Beast Man, Evil-Lyn, Tri-Klops and Mer-Man strode from the portal. They stepped out and fierce winds roared about them. Skeletor stretched out his arms. He clenched the Havoc Staff and from its ram’s head eyes rays poured. Skeletor laughed as the staff quivered in his hands.

“You can feel it in the very air, that sense of goodness and purity. Oh, I remember the stories my ancestors passed down through the ages. Conquer that spirit of goodness — whatever it is and I could rule the universe for within it lies all the wisdom of Eternia. Come on, my friends, let’s look at our future home.” With that he called Panthor and the great purple cat bounded to his side, the green saddle in place. Skeletor mounted the beast and charged off leaving his companions behind.

Man-At-Arms and Adam forged their way deeper and deeper into the Evergreen Forest. Always ahead of them the giant falcon slowly glided every now and then it flapped its immense wings, caught the updrafts, spiraled skyward then drifted down in ever-widening circles.

Adam thought Man-At-Arms had lost his wits. Following a bird into the uncharted depths of the forest seemed folly until Man-At-Arms halted his relentless trek and pointed through the great trees. The prince peered through the interlaced branches. Something glimmered green and gray; something solid and substantial, but hidden behind the ferns and trees of the Evergreen Forest. Something ancient, dark and mysterious loomed ahead.

The falcon disappeared with a dive into the thicket as the two Eternians stood before an impenetrable wall of tree trunks, branches, and thorn bushes. Adam asked Man-At-Arms how he intended to get through and his teacher unholstered his laser gun. One blast would clear the way. Before he drew it out, however, the Sorceress’ voice told him to put away his weapon. The trees began to separate as intertwined branches let go of each other and the thorn bushes parted a path. Adam and Man-At-Arms stood rooted to the spot for before them towered the eminence of castle grayskull.

The castle glowed down at them. The immense jawbridge appeared sealed tight after centuries of inactivity. The black tower windows stared at them as if daring them to step closer. Adam thought he must be dreaming for Grayskull was only a story told to children at bedtime yet here was the ancient fortress supposedly the guardian of all Eternia’s secrets.

Many times he had heard tballadsads and tales that he who possessed Grayskull could have untold wealth and power. Now it was here, in front of him and he was timid before its awesomeness.

Adam’s revery snapped as thunder rolled from the castle and the jawbridge descended. Within the entrance to Grayskull stood the figure of a woman holding a golden, serpentine staff which seemed alive. The Sorceress beckoned Man-At-Arms and Adam to follow her her inside the edifice. Slowly and carefully they entered and the jawbridge snapped closed, shutting out all light. The Sorceress staff provided a beacon as the strange trio moved through rock carved corridors and up narrow staircases until they reached a great bolted door. The Sorceress pointed her staff at the entry. The bolts flew back and the door swung open revealing a chamber which delighted Man-At-Arms’ eyes.

A myriad of scientific instruments filled the room. Lights blinked from hundreds of microprocessors created from the very stuff of the universe. An amorphous shape hovered in the center of the sanctum. The Sorceress addressed the two men. She knew they were curious and wanted to understand what was transpiring. Man-At-Arms had only been told that great danger existed. Adam still remained in the dark. She would show them the danger, she said, as she pointed her staff at the cloud and a pictudissolvedved itself. There, at the Space Portal within the Ice Mountains, stood Beast Man, Evil-LyTri-Klopsops and Mer-Man. The picture quivered and now Skeletor appeared with his gruesome, fearful countenance.

The Sorceress proceeded to tell Man-At-Arms and Adam a brief history of Eternia and how Grayskull came into existence. She withheld the story of the Council of Elders for that would be told in its time. Adam asked who this champion would be? Where did he come from? With that the Sorceress looked upon the prince with her stern, dark, wise eyes. She told him there was one who could save Eternia and the universe. Perhaps, in time, he would also rule as the true Master of the Universe along with others of good heart and true.

Man-At-Arms at last broke his silence. He also wished to know where this champion lived and why hadn’t he come forth at once. To this the Sorceress answered:

“He is one among you. The last to be thought of and yet the first in many minds.”

She raised her serpent staff and out of the very air within the chamber a brilliant light gathered together into a magnificent sword which gleamed with the soul of a thousand fires.

“Behold the sword of power created from the very heart of Castle Grayskull and imbued with the forces of the ancients who once dwelt bodily within its walls at a very different time. Take hold of the sword Man-At-Arms.”

The warrior-teacher reached out and grabbed the handle. A knot of pain raced from the weapon through his hand and into his arm. As quickly as he snatched the sword he let it go. Man-At-Arms had never experienced such excruciating anguish in his life and he had been through battle where swords and lasers and photons left scars as testimony to his bravery.

Adam watched in amazement. Never before had he seen his teacher flinch at anything. “The sword knows its master,” intoned the Sorceress. “Adam, take the sword!”

The prince backed off, shaking his head. If it could make Man-At-Arms wary he was no match for this dancing blade. The Sorceress voice poured forth like a trumpet. “Take the sword, Prince Adam!”

With a pounding heart Adam reached out a steady hand ready to retreat in a moment. He didn’t have to grasp the hilt for it floated gently into his palm. The grip felt as if it had been molded to his hand. It was light as a feather and seemed to shine brighter as he held it. Adam looked questioningly at the Sorceress. Man-At-Arms backed away from his young pupil as the guardian of Grayskull approached the prince.

“Hear me and hear me well,” she said, firmly. “The mastery of the Sword of Power is insignificant to the mastery of yourself and the conquest of evil which even now stands upon Eternia. You, Prince Adam, are heir to all Eternia’s wisdom and power, but it shall not come easily for you must earn it by your actions and your actions will be dictated by your heart and your head. You shall go forth and battle the power-mad Skeletor — that spawn of a base and vile world where treachery rules. You shall use your might to defeat his renegade companions who subject themselves to his will for the hope they may rule Eternia by his side.”

Standing straight and tall, Adam demanded to know how he, a mere mortal, could accomplish all the things desired by the Sorceress.

“Within you,” chanted the keeper of Grayskull, “is a soul of power and might and truth. The soul of one called he-man.” Adam continued looking without comprehension upon this strange woman of miracles. “Raise the sword above your head, Prince Adam.” He lifted the blade toward the heavens. “Now call out ‘By the power of Grayskull!’”

Adam opened his mouth, but the words stuck in his throat. Man-At-Arms stepped to Adam’s side and prodded his student. Adam finally shouted the words. A blazing, brilliant, flaring burst of light illuminated the room. Man-At-Arms shielded his eyes from the incredible white blast of energy. The prince was obliterated from sight except for the Sword of Power which seemed suspended over the spot where Adam stood.

The light faded and when Man-At-Arms opened his eyes an awesome vision stood in place of the prince. A man, vaguely resembling Prince Adam, with mighty rippling muscles, taller by a head than the prince, with wild shoulder-length hair, piercing eyes, clad in a battle kilt, buckler shod with leather boots strapped about with supple metal bands and girded by a belt of many pockets. This was he-man champion of Eternia, bearer of all Eternia’s virtue.

He-Man looked down and about himself in amazement. The Sorceress informed him that The Sword of Power had the ability to cut through almost anything on Eternia as well as ward off magic and sorcery. She held out a shield which almost vibrated with a life force of its own, the shield could repel both magic spells and weapons.

Incredulously he asked the Sorceress what happened in a voice which boomed with great authority. The Sorceress told him that his destiny was to drive the evil powers from Eternia, to protect it and its people from Skeletor who wished to rule the universe through the dark powers and to prevent the demon of Infinita from discovering and destroying the secret of Grayskull.

With that, He-Man wanted to know what was the secret. The Sorceress beckoned the mighty warrior to follow her. Man-At-Arms walked behind He-Man, but she stopped him. The secret would be He-Man’s alone for Man-At-Arms was a mere mortal and should not be subjected to the possibility of inadvertently revealing the mystic power of Grayskull.

Slipping the Sword of Power into his belt, He-Man descended into the very bowels of the castle. The Sorceress tapped her staff upon the dark, moss covered stones of the lowest dungeon. The floor dissolved as if made of water and a vapor flowed up around about them as they slowly sank through a star filled chamber where the very walls glowed with an inner light. Then the stones above them became solid once more.

The chamber in which He-Man and the Sorceress stood seemed constructed of entirely of crystal which contained a light of purity and beauty. Within one of the crystal panels pulsated a blue-white orb neither quartz nor organic. The Sorceress bade He-Man listen carefully and he heard voices emanating from the pulsing sphere. It wasn’t one voice, but multiple sounds — as of many people speaking at once.

“These are the voices of Eternia’s ancient elders,” whispered the Sorceress. “Concentrated within that globe all the wisdom of the planet awaits he who shall destroy the purveyors of disaster and redeem the universe. But be warned, He-Man, that if Skeletor discovers the secret of Grayskull he will crush it — for wisdom and virtue are fragile things, indeed. Then all goodness will be wiped out permitting corruption to reign over the galaxies, planets and the stars. This is your challenge!

“Use your strength wisely. As He-Man you can run as swift as the arrow flies. You can move and lift thousands of pounds. You have the power of concentration which permits you to to bend steel bars and crush iron gates with your bare hands. Your wisdom can overcome illusion cast by evil and dark powers. You have one great advantage, He-Man, over all Eternia’s enemies and that is steadiness of purpose and the knowledge that you fight for right.”

Man-At-Arms waited for the Sorceress’ return. He ruminated what he had seen — or thought he saw. Perhaps it had been illusion. To think of Adam as the planet’s savior seemed ludicrous, but it was a perfect disguise. Who would ever think that the fun-loving prankster could be a majestic warrior? At that moment, a hollow laugh rang out and when he peered at the amorphous cloud another picture emerged — Skeletor and his evil compatriots stood at the walls of the royal palace. With a wave of his ram-headed Havoc Staff the iron bound doors splintered and crashed to the ground. Panthor, with his master astride, padded into the king’s own council room. Teela charged the demon, but her weapons were no match for Skeletor’s sorcery as the very energy disappeared from her quaser and she was driven back to witness a blinding flash which locked Randor and Marlena into the Space/Time Dimension as if they were disembodied souls. Teela knew she had to find her father and escaped with Cringer at her heels.

In Castle Grayskull Adam entered the chamber to see a white face Man-At-Arms. He told the prince what happened. They had to get back to the palace in order to rescue his mother and father. As they bolted through the jawbridge they saw the Sorceress standing atop one of the parapets. “It begins now!” she called.

As Man-At-Arms and Adam raced through the Evergreen Forest, the teacher asked the prince if he had dreamed all that occurred. With that question Adam drew the sword from its scabbard, cried “By the Power of Grayskull!”, the blade flashed and the transformation took place without a break in stride. Man-At-Arms knew the vision had been no dream.

The blaze from the sword shot upward, glanced off the bright, snow-capped peaks of the Ice Mountains and caromed back to earth where it struck Cringer running at Teela’s heels. The cat stumbled with a dazed look on his feline face and underwent a phenomenal metamorphosis. The cowardly cat grew huge and muscular. His color changed to green with yellow stripes girded with saddle and helmet and snarling for a fight. With great leaps battle cat loomed through the forest heading for his master, He-Man.

Man-At-Arms was the first to see the gigantic beast and he drew his laser gun only to have his hand stayed by He-Man. The champion told the warrior this was Battle Cat, the Sorceress’ answer to Skeletor’s Panthor. He leaped upon the animal pulling Man-At-Arms with him and they careened toward the palace. Battle Cat’s transfiguration not only gave him bravery and strength, but the power of speech and he growled that Teela had escaped from the palace and headed their way. He-Man gave the steed his head.

The armor-clad cat unerringly aimed for Teela and when their paths crossed the Captain of the Guard veered back with sword in hand. Man-At-Arms jumped from the cat’s back surprising Teela with his sudden appearance on that apparition. Explanations could wait, he informed her, they had to rescue the king and queen and free the palace from Skeletor’s dominion. He-Man reached down and with an easy lift propelled Teela onto Battle-Cat’s back along with her father. The woman grasped the champion about the waist as the animal almost soared through the trees.

Skeletor rampaged through the palace chortling with fanatic glee. Randor and Marlena, locked in the Space/Time Dimension, could only hear and Skeletor knew it taunting them with his demonic desire to conquer Eternia, learn its secrets and rule the universe through havoc, rage, desolation and destruction.

In their own way, Evil-Lyn, Beast Man and Tri-Klops relished their dominion over Marlena. Without telling her who they had once been, they tortured the queen with their knowledge of her past life and their eagerness to get her dissolute son, Adam, in their grasp. They’d teach him the ways of Infinita and watch the king and queen squirm with anguish.

He-Man, Man-At-Arms, Teela and Battle Cat moved carefully toward the palace. No guards watched the destroyed entrance or stood upon the towers. The once bright and happy mansion reeked with a fetid odor — the smell of Infinita. Teela warned He-Man of Skeletor’s magic and the paladin smiled confidently.

First they had to get rid of Skeletor’s companions and since Evil-Lyn was also a sorceress she might be difficult so subterfuge was the order of the day. Battle Cat would make a frontal assault leading Beast Man away from the palace while Teela enticed the three-eyed terror from his post. Man-At-Arms would force Evil-Lyn into a wild goose chase permitting He-Man’s confrontation with Skeletor. He trusted his buckler, shield and sword would work. At least it provided a good testing ground.

Battle Cat roared into the palace and, just as He-Man predicted, Beast Man charged after the cat snapping and cracking his stun whip thinking that he could control the giant tiger.

Teela encountered Tri-Klops, but not before his gammavision picked her out as he came around a corner. His power mace whistled through the air, but Teela leaped out of the way, wrested a staff from the wall and Tri-Klops found himself in a battle with one of the strongest, most agile, cunning warriors on Eternia.

Man-At-Arms needed all the skill at his command when he encountered Evil-Lyn and Mer-Man. Her fierce sorcery could render a man into a charred ash. Unfortunately, her wild, intemperate nature prevented Evil-Lyn from living up to her potential. Man-At-Arms’ armor protected him from the onslaught of energy darts, lightning bolts and fire balls. And Evil-Lyn wasn’t helped by a cowardly Mer-Man who ran at the first opportunity. Using his own lasers and photon guns he countered her wizardry with science as they careened through the palace.

Randor’s and Marlena’s cries echoed through the great estate and He-Man shuddered at the thought of their capture by Skeletor. Bursting through one door after another he hunted the bony-faced terror. A clap of thunder broke before the champion and there stood Skeletor, his Havoc Staff held before him. The vicious devil had never seen such a person before — one who dared challenge his destructive powers. He-Man strode forward and demanded Skeletor release his prisoners. His answer was a flash of fire enveloping He-Man. The fighter concentrated his energy and the fiery illusion disappeared.

He charged headlong toward the demon. Bolts of force flared forth from Skeletor only to be warded off by He-Man’s weapons. Then Skeletor summoned up a phalanx of ghastly creatures from the depths of hell. Harpies and hags, gargoyles and goblins, spectres and quasits with fangs, scales, barbs and claws formed a shield between the hero and villain. Although his shield and sword prevented him from mortal wounds he felt their hot, repulsive breath upon his face; their claws and fangs tearing at him; the utter miasma of their malodorous bodies surrounding him while he tore through the creatures.

Skeletor raised his Havoc Staff, but not before He-Man retrieved a razor-edge Whizzer from his belt and propelled it at the staff slashing it from Skeletor’s hand. The magic shield before him he dived forward slamming the skeleton-faced brute against a wall and warning him to release Randor and Marlena or all the power of Grayskull would destroy him.

Skeletor had never faced such a foe as He-Man before and released control of the king and queen. They reappeared and He-Man ran to their side allowing Skeletor to escape through the Space Portal to Infinita and the relative safety of Snake Mountain.

The palace rejoiced and accolades were rained upon He-Man, champion and defender of Eternia. However, he didn’t wait for the honors. This new knight-errant swiftly flew from the palace and in his place came Prince Adam, the boy who loved to play and never seemed to grow up.

Our story doesn’t end here, it only begins. Adam/He-Man must always stay vigilant against the forces of evil forged by the demonic hand of Skeletor. The ruler of Infinita realizes that within Castle Grayskull resides, not only He-Man’s power, but the secret to ruling the universe. He doesn’t know it’s true nature and He-Man must prevent Skeletor from finding out. He-Man has the help of tried and true friends in Man-At-Arms, Teela and Battle Cat. Along the way, others join forces with He-Man. Fighters for justice such as:

gorpo - a tiny, mystical alien who dropped in quite unexpectedly from another dimension and made himself at home in the royal palace. Gorpo doesn’t usually walk, instead he floats a couple of feet off the ground. His amusing tricks and quick wit entertained the king and queen who decreed the alien to be the official Magical Jester-in-Residence. Unfortunately, Gorpo’s magic doesn’t always work as well as it should. Gorpo has a hard enough time just pulling a rabbit from a helmet or making an egg materialize. The rabbit inevitably gets loose and sends Cringer up a tree. And the egg may materialize in Man-At-Arms’ pocket — broken. Because he’s always popping up at odd place, Gorpo discovers Adam’s other persona and is sworn to loyal secrecy by the Sorceress.

stratos - feathered hero of the skyways and leader of Avion, situated high among the peaks of the Mystic Mountains, where his people and family dwell. Stratos wife, delora, is a human from the fertile lands near the royal palace. Stratos became He-Man’s lifelong friend when the champion of Eternia saved Avion from Skeletor’s vengeance. His aerial acrobatics create discord among Skeletor’s minions and he uses his agility in the air to help He-Man in his constant fight against evil.

ram man - the bullet-headed, armor-plated fighter’s greatest asset is his ability to ram down any object that gets in his or He-Man’s way. Ram Man’s a bit of a klutz who often stumbles over solutions without any awareness that he’s done so — thus helping He-Man uncover plots, and solve some of Eternia’s more enigmatic mysteries.

man-E-faces - Eternia’s most distinguished actor, a master of disguise who can, in an instant transform himself into anyone — or anything. He’d like nothing better than to perform on the stage, but since Skeletor’s coming he places himself at He-Man’s command whenever his unique skills are required. Man-E-Faces has one disguise which he uses infrequently — he becomes a raging beast, but only against the enemies of Eternia.

lizard man - moves quietly, quickly and has the agility of his namesake. He climbs perpendicular walls and his tough lizard skin provides protection against most of his enemies. Liz has one drawback — every year he molts and becomes vulnerable to attack and completely useless to anyone.

spy man - an able fighter, he has the ability to literally periscope his neck above obstacles in order to survey the landscape. This trait comes in handy when he’s with He-Man and they have to know the enemy’s location.

bugoff - part man, part beetle, but with high-tech wings, flies swiftly and fast. His sword and lance are his stingers. Bugoff’s beetle-like armor protects him from many dangers including some of the laser weapons of Skeletor and his crew.

Man-At-Arms inventions prove invaluable to the conquest of evil as He-Man’s needs call for all the ingenuity the inventor can muster. Some of Man-At-Arms’ creations are:

wind raider - a powerful, jet-propelled craft capable of flying through the Eternian skies and whipping the Harmony Sea or the Ocean of Gnarl. Equipped with laser and photon guns, the vehicle seats two people, but it takes He-Man’s skill to master the controls although Teela has learned how to handle the vehicle under the champion’s instruction.

battle ram - an enormous four wheeled vehicle capable of battering down anything in its way including mountains, iron doors or even people. A ramming catapult which can be launched great distances from atop the conveyance. The controls for the ram are in the quaser-equipped sky sled, which, when detached becomes a fast flying transport for one person.

attack trak - a mechanized vehicle which carries up to four people sort of has a mind of its own. Loping along on four elliptical wheels it climbs hills, fords streams, and generally can go where other wheeled vehicles dare not tread. It obeys only He-Man’s commands. If one of the villains attempts to ride the Attack Track, it bucks and rears like a bronco with a burr under its saddle. Anyone trying to steal the machine finds feet a much more reliable mode of transportation.

talon fighter - this winged flying vehicle carries two passengers and is able to execute death-defying aerial acrobatics. Equipped with a special bombpack under its belly, He-Man can call the fighter when its needed. Its resting place is atop a far peak called pt. dread which materializes whenever the Talon Fighter comes to rest. Only He-Man has the physical fortitude and strength of will to control it. The flying machine goes out of unless He-Man’s in command.

tri trak - a three-wheeled motorcycle which He-Man uses whenever he needs a fast ground transport. Tri Trak travels most of the places the Attack Trak goes only much faster. The motorcycle bears two very deadly photon machine guns.

roton - when this vehicle’s in the fight, He-Man’s enemies scatter, literally. He-Man rides atop the round vehicle which has a swiftly moving buzzsaw sipping around its center. Instead of blades, the buzzsaw’s blunted, club-like appendages sweep away anything or anyone in the way. What of Skeletor’s company? He’ll call up a wicked arsenal of wizardry, sorcery, beasts and creatures in his quest to destroy all that’s good on Eternia.

Some of his Renegades of Revenge are:

trap jaw - part human, part robot, he’s a fearsome criminal stranded on Infinita and fallen under the command of Skeletor. Trap Jaw has a removable artificial arm which can be replaced by a laser blaster, hook sword or other devices of evil. Sometimes he isn’t fast enough to make the change and then He-Man or his friends get the better of the vicious criminal. His jaw is a hideous steel trap which can chew through almost anything and he’s totally evil and villainous.

faker - looks exactly like He-Man, but he’s an android created by Skeletor’s evil science. Skeletor uses Faker in order to gain the confidence of He-Man’s friends, thus making it easier for the skull-faced demon to wreak his havoc on Eternia. Faker can be outwitted by having his microprocessors fouled up. His machinery is hidden beneath a removable breastplate and the android must be serviced regularly or he acts up.

black widow - as his name suggests, this creepy individual has no scruples whatever. His chief asset is the ability to spin a strong web line in order to climb, snare and imprison those against whom he seeks revenge.

fang man - a reptilian monster who, when he wants to disable his foe, breathes a sleeping gas upon them so they can be taken captive.

chopper - has a right hand that’s enormous. With one mighty blow this villain can chop through bricks, trees, anything that gets in his way. He’s formidable in hand-to-hand combat.

Skeletor’s own inventiveness, while not the equal to Man-At-Arms, comes up with some special vehicles of his own such as:

tornado traveler - a wild, whipping flying craft which only Skeletor can control through the skies of both Infinita and Eternia. Whenever it appears it’s preceded by a violent windstorm.

war sled - this roving wheeled vehicle is the evil opposite of the Battle Ram and does many of the same things.

grinder - a four-wheeled vehicle capable of crushing to a pulp anything in its path. Beast Man loves this machine because of its cruel, insensitive nature. These than, are the forces of good and evil at work in that far solar system where demons, demi-gods, heroes and champions battle. Where He-Man fights a never-ending war to wipe out evil from Eternia and insure that goodness, purity and virtue reign supreme throughout the universe.

†: names are not set and may change.

© 1983, 1984, 1985, 1986 Filmation. All Rights Reserved.

© Mattel, Inc. 1983, 1984, 1985, 1986. All Rights Reserved.

Header image by the incredible artist Earl Norem

Site designed and built by Ramanan Sivaranjan. Forever and always, a He-Man fan.

by Ramanan Sivaranjan on January 01, 0001

Tagged:

The Hexenbracken

The Hexenbracken

Introduction

What the inhabitants of the area known to the people of the north as the Hexenbracken call it is not known.

What is known is that it is characterized by shipwrecks, goblin raiders, and a very thin veil between this world and the next. There are rumors of hyperintelligent monkeys, Queen Jane suspects an insect cult in the south, and the central mountains are dominated by the ruins of an ancient black marble city.

Nearby kingdoms fear great power shifts in the wake of the wedding of 7 ogre magi.

What's this all about?

A Map of the Hexenbracken

Hexenbracken 01010102010301040105010601070108010901100111011201130114011501160117011801190120012101220123012401250126012701280201020202030204020502060207020802090210021102120213021402150216021702180219022002210222022302240225022602270228030103020303030403050306030703080309031003110312031303140315031603170318031903200321032203230324032503260327032804010402040304040405040604070408040904100411041204130414041504160417041804190420042104220423042404250426042704280501050205030504050505060507050805090510051105120513051405150516051705180519052005210522052305240525052605270528060106020603060406050606060706080609061006110612061306140615061606170618061906200621062206230624062506260627062807010702070307040705070607070708070907100711071207130714071507160717071807190720072107220723072407250726072707280801080208030804080508060807080808090810081108120813081408150816081708180819082008210822082308240825082608270828090109020903090409050906090709080909091009110912091309140915091609170918091909200921092209230924092509260927092810011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281101110211031104110511061107110811091110111111121113111411151116111711181119112011211122112311241125112611271128120112021203120412051206120712081209121012111212121312141215121612171218121912201221122212231224122512261227122813011302130313041305130613071308130913101311131213131314131513161317131813191320132113221323132413251326132713281401140214031404140514061407140814091410141114121413141414151416141714181419142014211422142314241425142614271428150115021503150415051506150715081509151015111512151315141515151615171518151915201521152215231524152515261527152816011602160316041605160616071608160916101611161216131614161516161617161816191620162116221623162416251626162716281701170217031704170517061707170817091710171117121713171417151716171717181719172017211722172317241725172617271728180118021803180418051806180718081809181018111812181318141815181618171818181918201821182218231824182518261827182819011902190319041905190619071908190919101911191219131914191519161917191819191920192119221923192419251926192719282001200220032004200520062007200820092010201120122013201420152016201720182019202020212022202320242025202620272028210121022103210421052106210721082109211021112112211321142115211621172118211921202121212221232124212521262127212822012202220322042205220622072208220922102211221222132214221522162217221822192220222122222223222422252226222722282301230223032304230523062307230823092310231123122313231423152316231723182319232023212322232323242325232623272328

Hex Descriptions

⇖ ⇙ ⇗

Well. 3 crocodiles.

⇖ ⇙

See: 1805, 1915

MULK. Human settlement. Excellent glassblowers.

Hidden harbor. Base of a luckless pirate captain.

⇖ ⇙

See: 1004, 1106, 1723

Abandoned witch's hut.

⇖ ⇙

Burnt remains of a fishing village along the shore. Sunken fishing boats in the shallows.

⇖ ⇙

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.

⇖ ⇙

Abandoned stone watchtower. Someone burned down the roof and there is a pack of 20 feral dogs with a taste for human meat.

⇖ ⇙

See: 0407

Unsinkable cursed buckets. Lots of. Read More

⇖ ⇙

Pirate patrols from the hilly island to the south that seek slaves (50% chance their ship is already loaded with precious cargo). 10% chance actually ghost pirates from a ship that was ran aground in a storm (there may be treasure in the real wreck as well).

⇖ ⇙

See: 0110

The Cyclops´ armory. Believed to hold items of excellent craftmanship (true, but they're all giant sized)

⇖ ⇙

Wet Water is Wet. There are lots of fish here.

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.)

One of the jellyfish here is being remotely controlled by a mind flayer in hex 0109. He is using it to look for a lost gem in the shoals.

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The remains of an old fishing settlement. A strange statue, clearly dredged from the ocean floor, is located in the center of town - surrounded by corpses.

Moonlight turns water surface into a portal.

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See: 0223, 0411, 1807, 1819

SCREEYAL White Elf port. Rough.

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See: 1613

Small pile of rocks near highest hilltop in the hex. hasty grave - underneath is the naked corpse of a halfling with tremendous sideburns.

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See: 1025

Scree and loose rock. 4 large pterosaurs.

UPSIDE Dwarven surface colony. sturdy buildings, little luxury. Read More

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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.

Ash and burnt vegetation from a huge wildfire.

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Drunken hill giant who loves to gamble.

Dwarves here with trained rabid bats will steal your armor int he night and melt it down.

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See: 0720, 0721

These mountains contain a sealed Dwarf Vault. The seal has not been broken largely because of the legends that claim "The Dwarfs that founded this vault never left before the seal was put in place."

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See: 0128

One of the mountains is illusory, but chances are you won't realise til you're halfway up it.

A big telescope built by lizardmen, pointing at the stars. They buy lenses from the lens grinders in 0217.

A desolate mountain peak strewn with bones of a decimated adventuring crew. One rather intact skeleton still clutches a red dragon scale the size of a great-shield.

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See: 0120, 0817, 2321

At the top of this mountain carved into the living stone is a very small throne, too small even for a halfling. (anyone small enough to sit in it can see all surface activity for 30 miles around, while seated in the chair. but no special power to actively process that information is imparted upon the user.)

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See: 0219

A massive statue of an ancient king points directly at the throne in 0119 with an accusing expression.

Abandoned mines with a collapsed entrance.

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See: 0318, 1017, 1723

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.

Crater with large crashed space capsule. Squishy aliens unloading parts to construct mechanical walking death machines.

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See: 0123

A flotilla of rafts inhabited by peaceful lizardmen plies a circular route throughout this hex.

Two fortified islands linked by a stone bridge.

A school of small green fish that form strange arcane symbols.

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Den of 4 werecrocodiles who prey on the lizardmen in 0122.

Excellent finish in the hex. Including one overly large shark with a suite of +1 chain in its belly.

A skinny deep blue jelly with tentacles and 2 vampire heads. Read More

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The top of a giant statue's head protrudes from the water. At low tide it's eyes are revealed.

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See: 0206, 0318

No one can prove a tribe of degenerate elvish cannibals live here because no one ever comes out of the forest alive.

Glade with portal to the Nymph's Shadow Realm. Druids can find a pathway to hex 2211, traversable in a day (accompanied by Druid's level living beings). Read More

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See: 0323

Marsh lands. Very difficult terrain to cross. No potable water.

Dank swamp land made passable by bridges of human bones. The air is thick with the stench of rotting flesh.

Old squat Dwarven fortress. Wererats disguised as lost pilgrims inside. They have d20xd12 gp worth of stuff.

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See: 0326, 0612, 0826, 2013, 2205

The Mosquito Queen. Read More

Dank swamp land made passable by bridges of human bones. The air is thick with the stench of rotting flesh. A massive hollow earthen mound sits above the murky water and is home to a clutch of flesh eaters.

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See: 0224

Quasit--ex-familiar of Mosquito Queen, created the hyper sophisticated lizardmen in 0118.

Kelpies.

Nothing. Absolutely, stinking, frigging, nothing. Will drive players mad looking since they’ve found something of interest on every other hex on the map.

Hidden rocks--ships will probably founder. Pirates and scavengers from nearby ports know about this place.

Swamp village if mutated half fish half human creatures. Led by blind mad prophet. Read More

Sunken rowboat. Here, a party of adventurers learned that armor doesn't float.

An orc in a rowboat guarding a locked chest. Full of killer bees.

Giant sits on a throne of living humans stitched together.

Salt water marsh as far as the eye can see. Long legged birds prey on fish in the shallows.

Water in this hex boils at a 1-in-6 chance per night, 2-in-6 at a full moon, from sundown to sundawn.

Wreck of pirate ship "The Yeasty Skulls" - Contains 2 forlorn ghosts. Chest of glass flowers.

Water goblins in huge half-submerged fortress of trained coral.

Village of 116 Rat Men who worship the corpse of a prehistoric mammoth. 2000 GP worth of valuables piled between its ribs. The skull was stolen two months ago by the giant in hex 0212.

Marble prison to a Nymph from 0125. The key to her prison is a marble figurine of her likeness, at the bottom of 0202 near the sunken rowboat. If you free her, she grants you a wish.

Clearing filled with small orange and white speckled mushrooms. Visions if consumed.

Psychotropic seaweed grows on the seabed. Popular vacation spot for merpeople.

VEKTH Largish port city here--half of it is on solid ground, half is linked boats and fishing towers.

Undersea dome - rusting in places and of questionable constriction - hidden by a forest of purple and green kelp.

Docks, roads, inns - largely serving traffic to and from nearby VEKTH 0209.

Mountain pass guarded by the Skull Baron, a insane giant, naked except for mammoth skull head stolen from the rat men in Hex 0206. Read More

Twelve Lords a’ Leaping. Twelve armored knights suffering from a permanent 'Otto’s Irresistible Dance'.

Bone yards of the Skull Baron, loaded with heaped detritus from his rampages, discarded remnants of his victims, plenty of scavenger monsters.

Natural hot springs.

Bloodcorn, village of 400 disheveled, and paranoid farmers. The corn grown in the surrounding fields bleeds and screams when bitten into.

Inn of the Night Goat d6 minus d4 travelers at any time. Barkeep's has an accurate treasure map in a map case in his room to an underground complex in 1423 inhabited by trolls.

Fertile steppe land populated by wild herds of huge black goats with the faces of men, also known as night goats.

One-eye grizzly bear feared by the surrounding locals.

Abandoned mining camp, spoil heaps, equipment, from mines in 0120. Road leading to that abandoned mine past the feet of the giant seated statue also in 0120.

Encampment of fantasy hippies, protected from harm by overwhelming stench of arcane incense.

A surly herd of aurochs led by a very short-tempered bull who HATES halflings.

Ruins of a burned-out farmstead with skeletal remains scattered about. Fields are overgrown with weeds, but have fresh crop circles in them.

Nizadd Gors was transformed into a wererat by a cursed scroll sold to him by a merchant in SCREEYAL 0112. He seeks information and revenge.

Lizardman encampment; this tribe of primitive lizardmen were subjected to arcane experiments by outsiders see 0128 , and the successes taken away. They remain embittered.

Two large clans of primitive cannibals. They are feuding over an ancient recipe for barbecue sauce.

Spell scroll hidden in knot of unusually twisted tree beneath overgrown crow's nest. Permanency . Castable by anyone but only works once.

Caravan from Mulk laden with high-end glassware, lost, bewildered, guards depleted from monster attacks, near starvation, still they soldier on, devoted to fulfilling their orders to the south.

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.

Tiny islands randomly rise and sink here, usually within hours. Prides of aquatic displacer beasts hunt in these waters.

Beneath the waves the Aquanarium of Bubblox the Sea Wizard lurks on a rocky outcropping near the edge of an abyssal trench.

A bustling port town, nearby healing spring houses symbiotic parasites than actually run the town.

The Oakheart Academy for Wayward Girls is nestled in the rugged hills here. It is actually a front for the Slime Sisters of Jubilex - an odious cult of depraved nuns devoted to the Slime God. Read More

Abandoned fortress of the Order of The Nine Dozen. Mostly picked over (unless there's a secret door somewhere) still, offers shelter from the elements.

The retired bard H'Timskaz resides here in the port town of Ratzenrop. He now makes his living by selling sandals, togas and headbands to fashion challenged visitors at the local inn.

Plesiosaur mating ground.

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.

Thin string of half-submerged fortresses linked by a crumbling causeway connecting 0407 to 0608. Once part of the western defenses in the The Bleak Wars, a lunatic has taken up residence in one.

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.

Bottomless cave. Three servants of Ith-Narmant, Master of Shadows, are building a shrine in its black depths.

The canyon lands of the screaming arches. Wind(?) blowing through natural rock arch ways sounds like the screams of the dying.

Black Tar Pits. Pitch Elementals have been known to spawn here.

The Devilwide--a popular dueling ground for local nobles. 70% of seeing at least one duel if traveling on foot through this hex, 40% on horseback.

Village of Scoble. Will warn about the weirdos who grow the screaming corn in 0215.

GALASSA, halfling village, 900 residents, exports barley; sherrif, innkeeper, 3d20 more relatively prominent residents secretly worship and offer blood sacrifices to a minor demon prince.

Astrologer's tower was destroyed some weeks ago by the weird golem thing in 0318. It was searching for something it could not find.

A crag on this peak bears the mark of dark rites. A ranger can identify the bones as those of elven children (a rare thing).

Alchemist lady, Rebecca Flaskhaver, lives under a stone outcrop in a forested valley between the peaks. Likes to test substances on nearby corn farmers (02 15). Will trade powerful magic/potions/powders for humanoid babies.

A Mechanical Walking Death Machine from 0121. Systematically destroying all vegetation, in search of the Nymph's Portal in 0125.

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.

A tribe of raptor riding goblins aids travelers in distress. their leader wears a ratty red cloak and mask.

Corpse of dark elf traveler. Carrying standard dungeoneering gear--rope, torches, rations, etc.

The Needle. A thin mountain with an oval hole in the peak. When the moon rises behind it, the light shining through illuminates a secret temple of the Moon Goddess.

Wheretewhakawi plateau, arid and pungent with the stench of gorgonzola. Several Naga zealots have taken residence in the flab of Pukurangi, a giant clairavoyant mooncalf.

A ghostly troupe of murdered actors follows the party, critiquing their "performance".

Wererat assassin who killed the dark elf in 0320 and took his ring of spiderform. The assassin is on its way back to the dwarven fortress in 0126.

Remains of a huge merchant caravan. Carrion crawlers poking through it at night, wild boars during the day.

Wooden fortress on a hilltop, populated by 140 hardy wo/men. Forage and hunt, not much farming. Small mine to extract copper for trade etc. - Equipment/hirelings/henchpeople available. - Will share good information on any nearby area (up to 4 hexes away) in exchange for luxurious commodities.

Snakehill path. A merchant with a wagon full of strange wares is missing his son, who was kidnapped by the Mosquito Queen's soldiers from 0127.

Former fortified city, abandoned and crumbling, full of snake eggs. The pythons here feed on sadness and will attack the loneliest party members first.

Large rubbish dump . Several belligerent lizardchildren hang around breaking bottles and smoking cigarettes.

Friendly helpful, generous merchants vessel need a hand being pulled to shore. For real.

A pod of dolphins are often in this hex. They are familiar with the submerged parts of the whole region.

A talking sea monster dwells beneath the waters here. There is a 15% chance a passing ship will catch its eye. It isn't necessarily hostile, but it will want something.

The currents and flows here strongly suggest hidden rocks and shallow sandbars - but none are actually present. Experienced local sailors will know about this.

This area contains a school of semi-intelligent squid (Int 5). They hunt in this area and will even attacks sailors that fish them. Attempt to communicate with them can be made.

A single undead human lives at the bottom of the river, occasionally creeping out to steal away an easy target from the port in 0304. Has treasure from victims in it's lair.

Several bottles, containing notes may be found here and there. A young inmate of the Oakheart Academy in 0305, pleading for help.

At the bottom of the water there is a great circular stone with a glyph on it. Removing it reveals an entrance to the dungeon.

A crowd of children wearing cursed buckets from 0107 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.

The giant raft with a population of albinoes, simply known as "the Albino island". The albinoes are rich people who dwell on this artificial island, protected by golem guards, waiting for a cure of their condition to come from the sea according to a prediction. The cure is to be related to the monster from hex 0402, but they don't know that.

Abandoned halfling merchant vessel. Inside there are 4 leech-headed halflings and the diary of a butcher who escaped the cult in Galassa 0315.

That's the hex-eating mega purple worm.

Cursed albatross; will follow any sailing ship; wind strength will be lower than normal, but will be increased in case of a storm. The killer of the albatross will be cursed (can only consume salt water instead of fresh water).

Once you get a bag of salt, that's kind of a blessing; it's a lot easier to make fresh water salty than t'other way round. Maybe all your clothes and possessions are permanently crusted with seaweed and salt, -1 to dex and your items wear out/break often?

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.

A wizard growing crying mushrooms will pay handsomely for the hand of an hanged elf. Pays double for the hand of a White Elf, triple in the case of a White Elf magic user, knows the location of SCREEYAL 0112.

A quaint, rustic inn with a wood sign proclaiming "The Green Dragon Inn" sits on a path winding through the mountains. A strange book titled "FLAILSNAILS" in the reading room hint at magic portals in the extensive wine cellar linking the inn to other wine cellars throughout the multiverse.

At dawn, those who view the cliff side will see inscribed the names of everyone who worked on this hexmap. PCs who gaze upon it will be refreshed, but will forget about it entirely once they look away.

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.

Man sits on a stump. Will smile and give a knowing nod and encouraging thumbs-up to passers-by.

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.

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 necromantic laboratory buried somewhere, corrupting the whole area.

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 blood"

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.

A skull-faced Amazon with a large hellhound wanders here, seeking the location of the dungeon in hex 0406. The Amazon wears a tattered cloak made from thirteen demon faces sewn together. The faces whisper dark secrets and make prophecies of doom about random people, 10% chance one of the faces mentions someone the PC’s know.

Mountain fortress housing 28 pterodactyl riding bandits. They have imprisoned the former owner (a wind druid) and are forcing him to keep the 2d12 'dactyls docile. Fortress contains 3d100x100gp worth of goods, supplies and valuables stolen from nearby settlements.

Titanic arm made of black, very hard metal makes a lewd gesture toward what used to be a contended border. Chance of rock slides. Read More

Ruined mountain pass fortress of Doram. Clay Golem soldiers continue to collect toll-fee in the now overflowing, trap-ridden vault.

A dusty road twists through this bleak rock scape. It passes along sheer cliffs and over a rusted iron bridge of bizarre craftsmanship. The road leads to the Fortress of Doram.

Come see the famous Dungeon of Dread!

This snow capped mountain is the home to a cult that worships the 3' tall purple cacti. The petals are used to brew a ritual tea said to give the faithful greater understanding of the world around them.

Irregular mounds of earth, the remains of several fires, and trees that twist unnaturally on themselves to precariously grip intricately carved wooden boxes mark this secluded place an ancient graveyard. The solitary gravetender – a scrawny, naked man caked all over with red clay (Cleric 5) – will bury a corpse (thus preventing it from rising as undead) for a donation of good food, Speak with Dead for a donation of good drugs, or allow PCs to remove a corpse for the donation of a fresher, more powerful (higher HD or level) humanoid specimen.

A band of 2d4 Mountain Gorillas. They have some rudimentary knowledge of weapon and armor usage.

Lonely shepherd guards 2d10 yaks.

The ground here is littered with stone turtles. An evil skeleton loiters in the area waiting to trick passers-by with its bogus prophecies.

Schools of crystalline-flying fish with razor sharp wings frequent these waters, 50% chance of encounter. If caught they can fetch a decent price from the right buyer.

A ramshackle boat full of sea hippies cruises about looking for a market for their hand crafted doo-dads.

Its rumoured that there is an opening to an underwater cavern here. when inside of said cavern you can breath water as though it was air (water acts as air), but air can cause you to drown (treat as water)

A long abandoned catamaran is anchored above a pearl bed inhabited by giant oysters and 4 Ixitxachitl who prey on those who may investigate.

Shoals off the coast are full of stinging jellyfish. Sea cows here moan in suspiciously human voices.

Reef! A Seamanship / Navigation check is required or your vessel will run aground. Some spots are so shallow swimmers can climb up and be completely out of the water.

Thunderous surf crashes on beaches of black volcanic sand. Indigenous monkey people sift diamonds from the sands with loose weave wicker baskets.

Secret beach hosts massive Ghost Dance on the full moon.

Colorful coral reefs lie just below the waters surface. This is the spawning place of the merfolk.

The fishing is really good here, so good even untrained observers will notice it.

Burnt remains of viking funeral barge under the water. Full of the usual viking treasure and rotting skeletal warriors.

The last remaining pylon of a colossal basalt bridge that spanned from 0407 to 0608 rises from the water here. It is now used as the nesting place for several families of giant albatross. Their eggs are prized for those who would use the young as mounts.

A wild-haired man, his body covered in strange symbols, is tied screaming to a raft.

Three barrels of brandy float in the water. They fell off a smuggler's ship in a storm.

Rocky cliffs prevent landing.

Low sandy hills infested with smart mouth harpies.

This mountain is an active volcano with an eruption impending; roll 1d12 each time PC pass by or view the mountain from a distance: 1-3 nothing, 4-8 minor tremors, 9-11 distressing smoldering, 12 eruption. The lava flow will head Northeast to the sea, through hexes 0512 and 0612. After the eruption, the lopsided face of the volcano looks strangely like the profile of a lost dwarven king.

Termite mounds hundreds, even thousands of feet high.

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.

These hills have eyes: a beholder spawning site just beneath the surface.

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 east of the fire pit.

Abandoned silver mine. D10 Kobolds.

2d10 Chaotic pilgrims cruising for sick thrills. Led by The Devil Himself, a third-level cleric.

An angry mother bear rages because her cub has been caught in a trap.

Three escaped refugees from the Oakheart Academy 0304 are hiding in the trees on this rocky plateau. They are being menaced by a pack of 8 grizzly bears.

Pile of slain deodands--same tribe as those in 0418, apparently slain by the amazon in 0419.

Moonlight shining through the Needle from 0321 illuminates the Moon Goddess's temple on this mountainside.

Weeping statue looks towards sister on peak of 0816. If their gazes are aligned, a chasm will open at 0618 leading to lost city.

Large demon stands before a bridgeless chasm. Compelled to aid those who wish to cross, but acts aggressively in the hopes of triggering combat and slaying or being slain (reappears in 24 hours) so he doesn't have to help.

A cenotaph covered in choking vines of ivy. Hidden within the vines is an entrance to a dungeon beneath.

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 in hex 0502.

Treacherous path, 60% chance of blizzard. 8 wolves.

Beautiful alpine lake, crystal clear, cold, excellent for drinking, washing and fishing.

20 Nomadic hill people.

Mastodon graveyard, reverently avoided by nomadic tribes. Disturbing remains has a 60% chance of angering a random God with Animal/Nature/Mastodon portfolio.

See: 1328

Travelling Minstrels! Currently composing a ballad about the contents of hex (D20) (D20+6)

A grove of tall trees has 2-24 giant bees.

No animal found on this forested peninsula has any teeth, each choking down their food whole. Otherwise healthy.

Suicide Cult of Moon Elves are gathered in a circle of stones, awaiting a meteor to streak across the sky.

Flotsam. If night, the strange mournful calls of some unknown sea creature.

The shipping channel is filled with d20 mines from some long ago war. These masterwork mines are all crafted to resemble eye tyrants, and each has a 1 in 6 chance of still being active.

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.

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.

Abandoned lighthouse.

The tribesmen here fish from dugout canoes. They tend to a dying sailor from VEKTH 0209. Hidden in his dagger’s scabbard is a map to the dungeon in hex 0522.

Small island temple surrounded by a flotilla of miniature wooden boats. Worshippers come here and place messages to the Gods of the Chrysanthemum Sea in these boats and wait for the tide to take them and interfering with one has a 5% chance of bringing a water-breathing-only curse down on the blasphemer.

DASTREICH VALE Hyrax Vooreal and his 20 werewolf minions rules this fortified island city, sacrificing those who displease him to the Goddess of the Gibbous Moon.

Palace of 1000 Terraces (Island Castle) Originally built 1000 years ago as a summer estate for the NegaTsar, it contains overgrown gardens, winding stairs, chimes, parlors. It was so beautiful, the NegaTsar used to have everyone who saw it drowned.

A squat lonely tower is home to Dagan Zur the Transmuter, wizard and avid entomologist. Dagan Zur spends hours each day scrying with his crystal ball for new insects to study and catalog. He has secretly fallen in love with the Mosquito Queen 0127 and will seek to punish any who bring harm to her.

The Pool of Heal and Harm: In the daylight the pool is red. Anyone getting in the pool takes 2d12 points of damage. At night the pool is clear blue. Anyone getting into the pool heals 2d12 hits. (stolen from Majestic Wilderlands)

Atop a flat-topped hill is the decapitated head of a statue, some fourteen feet tall on its side. It depicts the face of a gaping fish-man.

Battle Arena of Ras Rachtan - A colossal, oval-shaped arena filled with giant stone statues called The Rachtan. By using a series of spells and controls, one can animate the Rachtan to battle one another. Rachtan betting is serious business.

Grigs and pixies turned hostile by Dagan Zur in 0621 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.

Pack of undead birds.

Wild Boar, an abandoned homestead and an overgrown orchard, claimed by the wild.

Group of statues in various hostile poses that are actually adventurers that were turned to stone by long dead basilisk.

The 36 tribesman who live in these hills are actually wereboars. They are forced to give tribute to Hyrax Vooreal 0610 and are bound from attacking him directly. They seek proxies to relieve them of this burden.

Blasted craggy hills that have been sculpted by the NE wind into the shapes of the totems of the Argui Tribe.

Dwarven Skeletons patrol here at night. Any severed skeleton pieces will attempt to crawl back to the entrance to the subterranean dwarf skeleton dungeon with treasure and curses and tragedy.

Giant Flail Snail--20' tall. Shell is worth 10x normal price.

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 gather for a great moot.

Fishing Hamlet - Fish the shores of the lake in 0723. A certain type of Lake Squid has fine fibres, which are used to make luxurious, soft and strong clothing here.

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.

Dark deep forests, nothing special in here, just scary darkness.

More dark deep forests, but here there be spiders, trap door spiders and goldern orb spiders (but medium-large sized)

See: 2013

Within a massive termite mound like structure lives a Bee Demon. It trades its demon-honey, valued for its endurance enhancing properties, for betrayed confidences and broken promises.

A single large snow leopard lives here, it is sacred to the moon elves who live here ( 06 02 ) and is the only animal in the area with teeth.

This area is prone to rip tides, they are very strong and very long.

Remains of a prehistoric shark lie of the sea floor.

Hyperintelligent monkeys from 0505 are posing as ordinary pets and plan to take over the merchant vessel--The Dawn Bream--moored at the island here.

Small village of 61 honorable fisherman constructed of 12 large, wooden rafts banded together and floating at sea.

3 Intelligent foxes hunt the marsh. All know Suggestion . They trapped the princess in 0707.

Cliff-side monastery of 23 blind elves that nontheless fight a 6th level fighters dedicated to the appeasement of the Lurker of Endless Night. 1d20 x 1d20 GP worth of valuables within.

WROTHWHEEL (settlement) Baron Cytorrak, who rules here, is cruel but respects the Gods of the Chrysanthemum Sea 0609. The prayers in his devotion vessels contain clues to his intrigues with Abatte 0624 and the wizard in 0411 .

The unusually clear water reveals a vast sponge field. Ingesting the sponges causes nausea and strange visions which allow the eater to see the future as if the had cast Augury.

A small fishing village has grown wealthy catering to a strange sect of deathwish pilgrims who travel to see the palace in 0611 knowing they will be put to death by the NegaTsar.

A statue of the Bringer of Endless Night is sunk beneath the water here. It is sacred to the Ixitachitl in 0503.

Sixteen greedy dwarves hopelessly pan the many rivers and streams in this hex for gold.

Inside a sturdy watchtower is what appears to be a statue of an elf looking in the sky to the east. It was the first intelligent creature to discover that the reclusive dragon roosting in the peaks at 1413 is actually a dracolisk.

Ancient elven burial city now occupied by a necromancer. She is served by a disturbing variety of undead birds (ghoul crows, skeletal vultures, bloodfalcons etc)--including those in 0617.

Remains of an ancient battle between Elven and Goblins kind. Followers of the Many Headed God morn this sight.

Here is the caves of the goblin heroes, it has many a valuable item in here, and the goblins who live here fight as a 3-4 level rogue and 2-3 level fighter (multi-class)

Vyrvalis (settlement) this was once an enormous elven city made entirely of geometrically carved white marble with circular openings for doors. Now it is mostly overgrown and supports a small population of traders and hunters.

Seven giant hogs branded in the left buttocks.

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.

Dwarves hunting wereboars 0619 through the ruins of a vast temple complex that used to be adjacent to Vyrvalis 0117.

Camp of the Dwarven expedition searching for clues to the secrets of Vervalis 0117 in the nearby Dwarf Skeleton Dungeon 0620. Most are hunting boars in the nearby forest 0720.

At the junction of two major trade routes, a low, rambling inn does a brisk business selling barbecued pork to travelers. They will grill anything for the right price.

A shallow lake completely fills this grim valley. The water is murky, almost black with silt and infested with giant eels.

A group of twenty two statues of ugly haggard woman 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 sing warnings of 0416.

Stankbog, muddy human village of 150 wretches that worship the Great Swamp Gas, a nearby Will-o-Wisp.

Mountain man lives in rickety cabin. Practices taxidermy and talks to his stuffed animals, hoping one day they'll talk back.

A statue of a okapi stands alone. It is disturbingly realistic.

A herd of mastodons are escorting their dying matriarch to the graveyard at 05 26. D6+2 nomadic tribesmen are observing and will attempt to thwart anyone interfering with the procession.

Iceberg adrift, with ruined camp of gnomish polar explorers, inexplicably killed.

Empty coracle floats alone.

A hopelessly lost flotilla of small vessels, pilgrims from VEKTH 0209 seeking the island temple in 0609. They will ask the Gods of the Chrysanthemum Sea to smile upon any who set them back on course.

The trees in these woods make fine dugout canoes. Two tribes live here, one of them practices ritual cannibalism.

Isolated community of ex-sailors only admits settlers who are afflicted by scurvy. Fresh fruit is confiscated by the authorities.

A fishing boat carrying a salty ex-soldier turned fisherman, a young scholar, and a paladin. They are hunting a giant devil-shark.

The wreckage of 5 ancient longboats can be found here. they hold a treasure guarded by the restless spirits of ship crews.

Placid waters, an area frequently plied by pleasure barges of decadent nobles (guarded by heavily armored janissarys). They will sometimes pay adventurers to engage in gladiatorial combat.

The burial mounds here hold the most honored dead of local nomadic tribes. One of the mounds has recently been broken into or out of, whatever was inside is gone.

A hamster in a magic sphere slowly rolls his way across the landscape. The hamster needs no water, food, or air and is completely immune to all harm while the globe is intact.

The cloaked figure sailing a skiff is actually the powerful skeleton, Zox (7HD, claws, fires green magic missiles from its emerald eyes). Every year, his mistress, the necromancer in 0715, sends him to gather magic mushrooms that grow in 0711, this year the mushrooms were gone, taken by the sea hippies in 0502. Fearful of returning empty handed, he demands any vessel he comes across allow him to search their ship, attacking if he is refused.

Dense overgrowth along the bank hides a cave entrance. Inside the cave, the path West is a dungeon where undead dwarves toil fruitlessly; the other exit is in 0406. The underground path East has a track and ancient mining cart, with an eventual opening to an owlbear cave in 1312.

A leprechaun guards his pot of gold. he has health issues and will pay handsomely for a sack of prunes/

A party of 2-8 Ice Trolls hunt here, amongst their possessions is a tattered map written in a forgotten language. It details how to use “The Needle” in 0321.

Golem Factory: Crafter hos gone mad and created a sentient flesh golem that has taken over his factory. It is turning everything suitable into golems (including but not limited to: the entire contents of the crafters treasury, obsidian decor, the pantry, the bedroom linens etc.) The flesh golem has an extremely long, six-jointed arm and 3 heads. It desires to have its creator's face sown onto it.

Paranoid man living in a gazebo. He has a bone scalpel that protects him from anyone whose name he carves in his skin.

DAMNATION a sprawling ramshackle boom-town of tents and rickety lean-tos has sprung up in a windy valley here after the discovery of mega-dungeon. It is wretched hive of scum and villainy nearly as dangerous as the dungeon itself. Recently, unknown arsonists have taken to setting fires in order to loot in the wake of the chaos.

These plains contain several cairns spread in a circular formation over a 4 mile radius. At the center is a very large barrow with a low entry. Deep bellow the barrow lies a helmet sized to fit in the throne of hex 0119 and is capable of making sense of the visual panoply present there.

A pair of manticores are cursed to guard an orchard of plum trees. Any vegetation they try to eat shrivels in their paws.

Pastel colored lime pit.

Thin stretch of forest with poison ivy, mosquitos, dragonflies, songbirds.

At the edge of the forest and guarding the plains is the fort and trading town of Axerist.

Shaggy wild horses run through these plains, if captured and broken, they will make fine mounts.

An exceedingly shy Dryad lives in this sparse copse. She is feral, possibly rabid, and feeds on the eels from the lake in 0723. The local animals are afraid of her.

Pugnacious clan of hill giants walk around with black eyes and bruises from their incessant squabbling, subsist on diet almost entirely of giant eels from 0723. They dress in skin-tight eel skin leggings, sport eel tooth jewelry, smell like eels and are actually quite slippery.

The secret t' cookin' giant eels, y'see, is y'gotta put 'm in a tub and feed 'm loaves of bread for a couple weeks t' clean 'm out. Then they's delicious!

Was once an office of the local taxation department of the NegaTsar, now in ruins. Contains a hidden vault containing 4500gp, reams of documents with the suspected locations of various ancient potentates' hidden treasure, and the descendants of a pack of wolfdogs the tax collector bred to protect him on his travels.

Corpse of a hill giant from 0823 ripped apart by wild dogs from 0824. Has 345gp, 2-handed sword (a sword to him), and clear footprints leading from the north.

Cathedral of an ancient insect cult related to the Mosquito Queen in 0127. It and the tunnels beneath are in the process of being sacked by goblins who are fighting huge walking wasps in the tunnels. Some of the goblins have begun to develop strangely faceted eyes and wasplike legs.

An apatosaurus corpse is being scavenged by a pack of deinonychus.

Ancient monolith. The shadow of the monolith will teleport anyone standing fully within it 1d6 hexes in the direction its currently pointing, as long as that's not off the edge of the map (due to the lay of the land it casts no shadow in directions that would be off the map).

See: 1001

NYNGLOOM CASTLE Surrounded by hundreds of ships beached after a tide-lowering spell cast during a catastrophic war. Infested with carrion crawlers.

FELLMOUNT ABBEY An abbey of monks sits in these hills, brewing beer. 20 years ago, the monks were replaced by dopplegangers, who continue to brew quite good beer.

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.

Procession of bat-like methane-breathers from 0903, fleeing some terror worse than death from deep below, all collapsed in a heap. They need concentrated methane fast!

A great tree dominates a clearing here. Its upper branches are home to a nest of benevolent but mischievous couatls.

Kleptomaniacal monkeys bring their ill-gotten gains to the coatls in 0905. The coatls may ask a favor to have the items returned.

Waters teeming with millions of luminous jellyfish including one colossal telepathic jellyfish oracle who will answer any question with 100% accuracy for a single human sacrifice.

In the ruins of a castle are a dozen bronze-soldiers, automatons that march and fight when military-styled music is played.

The petrified remains of a colossal whale. the bones and ossified digestive tract of the creature has created a vast labyrinthine system of passages.

A city amidst swamps, that blocks the safest route through the treacherous ground. It takes a tax of 5% on any valuables one wants to bring through it, not just trade goods.

Ghouls live under the ancient battlefield here. The ghoul king wields the sword of an ancient prince who died on the battlefield.

This expanse gets rockier to the south, and the shore with 0911 is one large flat stone expanse. Huge Lizards come here to bask in the sun and drink the water. Zox from 0810 feeds people he kills to them, and random items litter the ground and shallows.

Small town, recently razed because its inhabitants worshiped the FF Elemental Princes. Patrol of 30 soldiers from 0909 is hunting for survivors and putting them to the sword.

Relatively shallower waters make this a feeding ground for sea life including 2-24 Crabmen.

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.

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.

The fossilized jaws of a Tyrannosaurus jut from the bare rock here. A warrior praying within the jaws is granted a +1 to attack and damage while within the surrounding hexes.

Armored chaos champions on metallic steeds roam this area, obeying ancient orders to defend the overgrown and partially buried skull-shaped temple. The necromancer in 0715 seeks this hidden temple as it is holds the key to the energies responsible for all the undead on this hexmap.

A prosperous vineyard run by retired halfling adventures.

A family of Halfling moonshiners ride an enormous tortoise. Their assortment of cheap liquors has made for strained relations with the vintners in hex 09 15.

A party of 8 White Elves in warmasks and their half-ogre slave pulling cart as they return from the dungeon in 0816, they are in route to their ship in 0912. Inside the cart is 8000 gp in tapestries, candlesticks, offertory containers, oils, and idols, all of them of them of fine make and bearing snake motifs. There is also a beautiful green skinned female in a glass coffin; she wears snake themed jewelry and little else.

A feast set for a king lies exposed to the elements but unperturbed. The tablecloth and chair cushions are a spongy moss--anyone eating it is cursed to guard the plum orchard in 0817.

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 ancient standing stones in a hexagonal ring around a hexagonal altar in the exact center of the area they are surveying.

A lake in grassland with several abandoned huts on its shores. The horses of 0821 and the shepherds from 0820 sometime pasture near it.

A field of knee high grass that is razor sharp that works its way into the wounds of those who are cut, infecting the host. When rolled up and smoked can see through time.

Pair of settlements in the forest: SKYVVEN-human and SEEKERSFILE--elven. Both are hospitable.

A ring of great standing stones carved from bright orange quartz sits on a hill. Beneath the altar is the entrance to a labyrinth which lies below the hill. Infested with crypt ghasts the maze is also home to seven magic sacrificial daggers made from the same orange quartz.

A sickly forest hides the entrance to Oozopolis, an abandoned subterranean town now haunted by slimes. A pair of Druids investigate.

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.

A constant bubbling near the shore here belies an underground spring which connects to a flooded cave system. If followed for 2 miles the caves rise above the water line and connect to the labyrinth in 0923.

Goblin-built Wooden Submarine -- More or less sea-wothy.

A massive hollowed-out insect head at the bottom of the lake. If one swims into the left eye, violently rushing water takes you through tunnels, eventually emerging in 1226. Bits of flesh and dark liquids eddy above the right eye; anyone swimming inside is wracked with pain and gains insectoid mutations.

Hidden shed contains wooden torpedoes for the submarine in 0926. Over time they sweat nitroglycerine and are highly unstable.

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.

Pile of recently deceased adventurers and wolves that slew each other after the adventurers visited Nyngloom Castle and Fellmount Abbey (hexes 0901 0902 ) and the dwarven camp 0721. They have extensive gear, notes and maps.

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.

A child that can't speak but merely croak like a frog. A crawling hand the size of a house.

Large pond contains a giant teakettle wherein dwells Chleresta the Lazy Witch--responsible for freaks in 1003. She forgot some important shoes when she moved from 0103 and will attempt to convince/force visitors to retrieve them.

A tower in the woods manned by elves; guard a well said to give the imbiber greater insight to the doings of the gods.

A thatched hut with seven brothers, seeking seven brides. The brothers are ogre magi.

A small band of heavily wounded survivors of tribal warfare to the south and east. They seek protectors for their pregnant leader, whose child they believe will unite the tribes in adulthood. The Wizard in 0411 owes them a favor, as does the Amazon in 0419.

Large wardrum in a crumbling tower. If played it will cause the constructs in 0908 to attack the ghouls in 0909.

A war party of hill tribesmen, chasing the small band in 1007. they expect their quarry to seek out the ogre magi, and are armed for them - periapts of true seeing, herbal unguent that works like napalm, and a shaman with dispel magic.

Princess Adria and her retinue are going to visit her sister--sent here months ago to marry (and enslave) one of the ogre mages 1006. Unbeknownst to Adria or the angry ogres, her sister never made it to the wedding because she is trapped in 0707 .

The cairns in these plains hold the most honored dead of nomadic tribes. One of the mounds has recently been broken into or out of, whatever was inside is gone.

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!"

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.

This forest grows thick with razor weed, poison humbert, stinging ghost leaf and strangle wort. Travel rates through this area are reduced by 75%.

DIES ARKATT (settlement) Two colossal statues (? or victims of the Dracolisk in 1413) of ancient gods crashed together long ago here but remain essentially vertical. A largely vertical settlement has grown up on and around them.

A geomancer sits by the side of the road, depressed over fighting with his wife. His wife is a naga paladin. There is a hobgoblin witch nearby that creates twig demons to disrupt their relationship. Read More

Vriminynthe Gholthaniel: Elvish lancer, banished vassal of Baron Cytorrak 0709, rides a feathered tyrannosaur, seeks adventure.

Glen of Howling Trees. This haunted wood shelters a variety of ghosts.

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 1014, they will have told you of the "Crkt Bibin Tax".

The nagas in 0322 and 0121 worship this statue of Mistress of All Perils. The geomancer's wife 1014 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 fixed to a horse to hide her wormlike body.

The hills have many small rockpools. one pool, limpid blue, acts as a one-way teleporter to hex 0310.

5' wide shaft, impossibly deep.

3d20 goats. If disturbed they stampede, screaming, into adjacent grassland hexes.

An enormous constrictor is noisily giving birth... to small-sized, fully-grown people. They're mentally infantile, and lack belly buttons.

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 3-36 goats from 1020.

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.

A deep gorge with trees growing horizontally out of the sides, forming a living jungle gym. inhabited by climbing, sociable, talkative monkey con-artists.

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 those who would impede their progress .

There is a 50' wide unfinished stone-lined canal running NE/SW here; the apparently dwarven engineering work to connect the lake at 0926 with the one at 1125 was about halfway complete when work stopped (the oldest dwarf in UPSIDE 0114 was a digger here as a boy and can tell wild stories about it for the price of a pint of ale). It is now overgrown with vines and home only to a few giant frogs with delicious flesh and faintly glowing eyes.

Angerboda, Witch of the Iron Wood, a giantess-witch, lives here with 2d12 ogres. The nuns of the Oakheart Academy in 0305 mocked her and have made a lifelong enemy. Abatte in 0624 owes her a favor, for the dark blessing she preformed for his son.

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.

A party of vicious barbarian heroes make their way north, to smite the Mistress of All Perils (hex 1017) 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 Mistress.

See: 1102, 1105, 1201, 1901

Village of Morons. The black plinth in 0913 awakens monkeys by trading parts of their consciousness with that of nearby humans, many of these unfortunate idiots have gathered here for some reason.

Scattered crappy campsites of the Half-morons. They have no idea why they are here, but enjoy sticking it to the Morons of 1101 at every opportunity.

Gigantic smoking cone looks more like a factory chimney than a volcano. the smoke slows thinking and causes confusion, but is strangely addictive.

Sage religiously writes down anything ever said to him directly. Travels in a wagon filled to the brim with tomes he has written.

Sandbars extend from shore forming a causeway to 1205 for the hour of lowest tide. morons from 1101 frequently get trapped by the incoming tide, to the enormous but silent amusement of the snails.

The witch from 0103, clamped like a limpet onto the back of the butcher from 0408, sculling SE with a long spoon. The butcher is floating, face just out of the water, weeping softly. If left uninterrupted they will eventually get to the island at 1805, where the witch will sacrifice the butcher to summon an earthquake carp.

Seared debris floats around, all that remains of a sorcerer's experimental ironclad warship that violently exploded on its maiden voyage, killing the sorcerer and most of her minions. Her secret harbor and research facility (now unmanned but for undead cleaning crew) remains concealed by illusion on the shores of hex 1108.

Portal to the fae realm, heavily guarded by the crimson faerie court. 90% chance to encounter a reception committee of 3d4 fierce redcap guardians.

Pattern of carved stones surrounding altar. Wereboar preparing for a ritual to sacrifice himself to achieve apotheosis.

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 pass their saves are pursued by dark forces (Phantasmal Killer each) for 1d6 hexes, or until dawn, which ever comes first. 13 Witches, MU level 2d6.

Twisted treants dwell here, moaning in the north wind. They mutilate visitors and drop the pieces down a well full of white insects.

Burial mounds of the eleven kings, secured by powerful magic. The shaman in 1009 knows how to open them, but demands a big sacrifice for the information. The precious grave goods are protected by sophisticated traps.

A wolf, apparently ordinary. When damaged an entire other wolf jumps out of its mouth, and so on. Read More

A large cave opening is here, it extends about 50m back and is about 10-15m tall. its really nothing, just good protection against the elements.

Goblin cavelry are here, they are riding on some form of mountain goat. the goblins count as 3rd level fighters, the mountain goats count as a war horse, 1d3 per party member will attack.

Ancient tower on the hillside, overlooks the grasslands to the south. table inside is a carved stone map of the mountains northwest.

Strawberry fields. In the village of Forehome, any valuable goods can be traded for delicious strawberries. The local priest controls a powerful stone golem who is sent to deal with strawberry thieves.

SHALLOWGROVE. Squalid settlement of 49 human outcasts. Send criminals and ill people to the howling glen in 1016.

Goblin and/or Monkey desperately clinging on to giant silken balloon floating 100 ft in the air. Will shout offers of a magic ring as reward for getting it down safely.

Jagged, close-set pines make this hex annoying to move through.

Old meteor impact crater. Lucky prospectors might find meteor splinters.

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 leeches corrupting influence beyond the swamp temple.

Naked gnome convinced he is in fact invisible. Cannot be convinced otherwise and does not respond to logic.

A confused, distracted, (immediately) forgetful old hermit lives atop the mountain here who thinks any visitors are his kids and grandkids and serves them his mountain goat stew. He owns a map of the region that makes it twice as likely to become lost (disregard roads and rivers when determining this, using the surrounding terrain) and if the PCs become lost, the map rewrites the surrounding land so that whatever direction the PCs go, where they thought they were going is there instead of where it should be.

THISTLETHRALL (settlement) the Elves here dissolve the those who bore them in acidic pits.

An earth elemental is looking for victims to sacrifice to the God of Dirt. Neutral clerics may have a chance to reason with it.

HELVIZ'S FOLLY - Town of 36 souls, but with neat brick buildings for several hundred more residents.

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.

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)

See: 1223, 1518

SUNNYHILL - settlement. A hillside of 260 halflings, (relatively) recently moved here from 1220 because the cruel leeches in 1120 kept stealing children. Leeches and, more recently, fungus are explicitly illegal. Possession punishable by mutilation.

NINE NEERING (settlement) Lord Frast is generous and obliging, but his disturbed halfling clown seeks to supplant him and feed him to the apes in 1026.

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 found. What it is? No one knows. Read More

A princess heads south with her retinue to marry one of the ogre mages in 1006. She is a weretiger and preys on the nearby idiots in 1101 and 1102.

Water elementals are attacking at the sheer cliff faces along the edge of the hex trying to make their way into 1201.

Corpse of a pirate strapped to a barrel with steel chains -- a warning to other mutineers. The barrel is full of gunpowder.

An abandoned barge. Some supplies, no treasure.

Gorgon-Minotaurs chariot racing in marble arena.

The support upright remains of a six mile bridge running north south.

On the shore near the remains of the bridge, someones long abandoned equipment lays against a tree, wrapped in a waterproof cloak. 55 gp, adventure gear, sword, writing material and a footnoted book on dwarven construction methods.

A tribe of aloof humans, involved in the tribal warfare in 1007. They are clad in newly made leech masks and dark, segmented cloaks. They appear to be preparing for an expedition.

The woods are inhabited by Dryads that hide from the savages of 1208 and created the worm to keep them distracted. They would gladly pay with healing and the bounty of the forest if anyone could depose the witches from 1109.

GREASEGRAFT friendly, usually quiet settlement. Nearby: a fortress inhabited by goblins wearing iron warmasks.

A gigantic, though fairly innocuous, armored worm. the worm passes through everything like a ghost and feeds on auras.

Contains a hidden gargantuan trapdoor spider lair. Lair is inhabited by a tribe of primitive desert elves who slew the spider generations ago.

A giant, silver-black owl, 7HD, stalks these mountains at night, feeding on anything smaller than a horse. It attempts to drag larger prey off cliffs and there is decent treasure in its lair.

The Keep Bael Beauty, is a strong well supplied castle. All who attend Bael are beautiful and it is said the lord himself is so gorgeous that his stare can turn others into his servants.

Halflings from GALASSA 0315 struggle with an exceptionally beautiful shaggy horse, from of the herd in 0821. They plan to take the horse back to 0316 to be sacrificed. The horse is an exceptional animal, worthy of being a Paladin's mount if rescued; if no suitable paladin is present it will return to its herd.

A open grassy planes, nothing special to see here, in fact to spot something you roll at +2. roll on a wondering monster table.

An abandoned iron mine and settlement. A mile in, the mine breaks into a vast mile deep cavern.

Self flagellating deathwish pilgrims are wandering lost here. They will offer what meager coin they have for directions to the town at 0711 but will attempt to kidnap the weak and unwary as offering for their death god.

Forest. Treant is under a curse and has 1d4 golden apples growing from its branches, picking them is extremely painful for it.

A tribe of peaceful centaurs make their home in the woods. They warn travelers about the archanotech-mummies in hex 1317.

An abandoned halfling hill. Currently being investigated by 4 leech headed halflings.

A lake! 3 crocodiles. Not claw claw bite.

More Lake! The swampy ill-defined southern border of 1221. A sunken castle whose three exposed towers are home to a tribe of 22 Gatormen.

A lost caravan of halflings are attempting to return to the village in 1127. If searched they have several barrels with mushrooms hidden inside, but deny all knowledge of truffle hunting and most certainly not in forests 1323.

This grassy area is a favorite of the Claw Claw Bite Society, a group of battle reenactors. If the PCs have heroic ancestors, someone will be taking said ancestors' role, probably to the dissatisfaction of the PCs.

In a clearing, a wicker basket containing one suit of gnome-sized crabshell armor.

The lake waters here are algae filled. A giant bass lurks beneath the waters.

The monkey people from 0505 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.

A small coterie of fisherdwarfs live here, 4 males and their families. They trade their surfacefish with the denizens of the endless tunnels below their homes and therefore having interesting tunnel-goods to trade to travellers.

This small forested island is surrounded by shoals; only shallow draft ships may approach. At the island's center is black pool of weltering putrescent muck. So inauspicious is this muck that no one sane can approach any closer than fifty feet to the pool.

13 racist pirates on a small, relatively fast vessel. They have firearms and gunpowder stolen from Corvid (crowman) tinkers in 1403.

3 Empusa Sisters living in a sea spire, who keep lured sailors as silver mining slaves. 3 racist pirates from 1303 serve as enforcers in their gang of 32 thralls.

A rotted old shipwreck, home to octopus and crabs. Silverware and coins valuing 238 GP in the sunken hold.

D4 hornless outcasts of the mino-gorgs from 1205. roll 1d4 1- disenfranchised and spoiling for a fight 2- lonely and spoiling for adventure 3- starving and will buddy up to get some food 4- revolutionaries looking to take back their homes.

A small shrine in pseudo-Greek style (round platform, pillars, shallow domed roof). The oculus is an inobvious portal. Disturbed earth nearby from filled-in pits.

Belligerent drunken gnome treading water.

Sheep graze here. The shepherd carries a silvered short sword an heirloom from his grandfather's time in the war.

WORMWALLOW (Settlement) Humans and Froglings, renowned for their fine weapons and steelcraft. Froglings gather Bog-ore from 1310, and humans extract Iron and craft shears and blades from fine alloys. Master Smith Eerovir is father to the cursed child in 1003 and offers a reward of an enchanted masterwork broadsword for his safe return.

A boggy mire, exploited and hunted by the men/froglings of Wormwallow 1309. 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 bogworm infestations.

Is +zak smith the mountaintop ruin of a black marble city that once sprawled from 1311 to 1616 is now the home an ancient dracolisk.

Abandoned silver mine. Rails, minecarts, mining tools, but nothing both valuable and portable.

Amid broken chunks if black marble lies a ninety pound pellet from the owl in 1213. it contains a hair, bones, and skull that still bears a magical crystal crown.

In a secluded valley, a stone golem refugee from 0814 tends a small cockatrice farm. He is intelligent and friendly, but the cockatrices are not and the stone golem is very protective of them.

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 wearer warm/cool, resistant to cutting).

A lazy creek flows through this area; the corpses of dead cattle float behind some weeds. Drinking the water without purifying it in some way will likely cause dysentery.

Green rolling hills and black marble ruins, with a fractured, overgrown marble path leading north northeast.

In a hole in the ground... ...I don't know what lives in there but it goes all the way down to the mine from 1217.

A small river runs through the woods here. A family of good-natured Giant Otters live in it.

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.

CLOVECRUSHED (Settlement) 6-7ft tall emaciated goatheaded humanoids live in a series of predominately subterranean dwellings and shrines to Akerbeltz 1021. They trade with men and tend goats above the surface, with Shamen capable of reading fortunes. Each night they dance, sacrifice and feast on goat flesh, though Halfling, Frogling or Corvid flesh are valuable to them.

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 hexes 1121 1521 1219 1323 and 1419, then 1121 again, then return here. A demon will be summoned and have to do your bidding for a day. (Obviously they're describing topographical features and not giving pcs hex numbers, but you get the idea.) Read More

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 in 1004.

An old cleric of the Sun Peacock from the town of Axerist 0820 is lost in this forest. He is nearly blind from decades of staring into the sun.

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.

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)

SPOREGORGON (Settlement) Fen containing the beginnings of a mossy, fragrant Fungusman hamlet, leading south to an algae filled lake. The Fungusmen will trade algal salves/potions for unusual organic materials. If murdered upon, their bobbly fungus head explodes into spores that turn nearby humanoids into fungusmen in D6 days (con/breath save).

Old Kappas on an expedition to catch the giant fish in 1226. Will give kappa hooch to those that help them hunt and advise against consorting with minstrels.

Swamp, but with Travelling Minstrels! Except actually Wererats. Currently composing a ballad about how thieving and villainous the Minstrels from 0527 are. Presently tracking the Minstrels to murder and supplant them.

ZAK MADRAS (Settlement) Dwarves! They don't like you, but will let you stay just inside their gate, under guard, overnight for 20gp each.

There is a doorway here. It is only visible from the front and cannot be touched from behind. If the PCs open it, they will find themselves entering into a dungeon that the DM may make up or just pull from his bookshelf.

A small collection of Corvid (Cunning little Crowmen) Alchemists and Tinkers live in treetop laboratories on the mountainside, crafting firearms, chemicals and potions with their dexterous talons. Will trade for unusual substances or rare monster parts. Their telescopic observatories command a view 8 hexes to the east, south and west, and to the Dracolisk's Mountain Lair in 14 13.

The armadas of two tribes meet here in a decisive battle for who will be the true empress of the shadow nation.

A badly damage, burning ship flees the battle in 1404 with what is left of its crew. It is pursued by 12 racist pirates in a small, fast vessel.

A racist pirate is marooned on this island for his lame jokes and terrible B.O. He's actually an apt, if bloodthirsty, sailor with sturdy morale.

A morbidly fat lady from a settlement in 1809, collapsed, sweaty and exhausted, by a rock in the forest. She has left her husband and decided to move to Wormwallow in 1309. She is too ill and fatigued to make it alone and has stolen 275GP of her ex husbands money.

A powerful wizard sits here before three paths into the woods, warning the adventurers that an ogre lurks down one of the paths, and a great treasure resides down another. No matter which path the adventurers take, they will encounter the Ogre because the wizard uses teleport to put the Ogre on their path since the Ogre and wizard work together to rob adventurers of their treasure.

The invisible Tower of the Ashen Hand - an assassin training cult. The song and dance to make the tower visible can be pieced together from info from the Dwarves in 1401 and Corvid in 1403. The Ashen Hand are happy to give a tour of their training facility to anyone knowing the song and dance, believing them to be wealthy clients.

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.

An unholy pit is filled with the desecrated holy symbols of a forgotten pantheon of gods and also 1d4+2 manticores.

Sharp, rocky hills rise up to the base of the Dracolisk's mountain in 1413. Chasms occasionally split the earth, dropping into the underground ruins of the Black Marble city where foul things creep.

The mountaintop ruin of a black marble city that once sprawled from 1311 to 1616 is now the home an ancient dracolisk.

An ancient Maintenance Construct endlessly roams the black marble city, seeking "Masters" to "Repair". If invited to help an injured person, it will try to paralyze any healthy people present with a shock attack and extract their "useful parts" to "repair" the injured person.

The dump of the ancient marble city appears stable, but could collapse when weight is put upon it. Gasses from rotting matter have caused eternal underground fires here.

A single corvid from 1403, with a bodyguard of 2 humans, 2 froglings and an elf, camp in a valley.The corvid searches the mountains for a way into the black marble city.

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 South.

The woods here are idyllic. Should the party camp overnight they gain +2 hp. Camping a second night triggers a wandering monster roll.

Lovely woods with fruit and deer. 9 Wolves, two are pregnant.

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.

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 week.

The trees here make excellent furniture. The wood cutters here want booze. One asks if they'd deliver to Chiang, in DAMNATION 0816, the news that his brother was eaten by a giant weasel.

The party sees a steady plume of smoke in the distance. If they investigate, they find the collapsing remains of burning wicker man. There is no sign of who did this, but by examining the tracks a ranger can determine they did it to themselves.

The trees here are Sequoia massive. In the hollow of a particularly massive tree, the giant weasel mention in 1422 makes its lair. Under a pile of bones in its warren is a 500 gp emerald.

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 to flesh en masse, within a day.

A clearing housing three small farms. There is neither people or livestock here as they are the sacrifices found in 1423. A demodand lurks in the basement of the largest farmhouse.

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 South and +100 more years from there going clockwise (SE is +400 years advanced metropolis).

Goblins looking for the entrance to their home in the dungeon at 1402 after having been blinded by the dwarves in 1401.

The corvid alchemists from 1403 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.

Wreck of "The Jolly Daggers" (Merchant ship - spice/fabric) on a reef of bio-luminescent coral. Now inhabited by a sea hag seeking three feathers from a purple bird only found in the ruins of the Black Marble City.

A procession of warrior-nobles is on an island or shore here enjoying a seasonal sight. Cherry tree petals falling, moon viewing, or autumnal leaves, perhaps.

A fleet of at least 100 ghostly fishing ships sails these waters each night, fading away at dawn. On nights of the full moon and new moon these vessels release hundreds of translucent, glowing paper lanterns.

A group of sahuagin outcasts patrols these waters. They serve the sea-hag in 1503.

The dozen towers jutting from the water here ( left over from when this area was a fortified harbor ) are now home to drow pirates. A mile-long network of spider webs stretches between them over the water.

When the tides rose last century, the wharf and the seaside village of Sailor's Rest was submerged. It now can be seen at low tide, a few feet below the surface. Some vessels get reefed in the branches of the old Elm.

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.

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 southern outskirts of the city merge imperceptibly with half-buried ruins to the south.

A wizard's tower sits here unfinished. 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 friends and enemies.

Inside a fairy ring, an anthropomorphic squirrel (wearing a very nice hat in a very old style) dances an endless jig. Destroying the circle will free him, but his memories of life as a cruel wizard are unreliable at best as he has gone quite mad over the centuries. He has a 1% chance of remembering something useful about the Black Marble City.

Somewhere in this forest lies the entrance to the Caverns of Unending Sorrows.

A thief is trapped here, webbed months ago by the capricious wizard in 1509 on the road to Orthrist 1508. He knows the dracolisk's true name (Vorax) and that it is immune to magic unless the caster uses the name.

An old crone is driving what appears to be a gypsy caravan along a rutted road however the caravan is actually sentient (having escaped from the Golem Factory at 0814) and the crone is its slave. If attacked the wagon transforms into a powerful wood golem. The golem's power source is a portal to the Outer Realms, deep within its belly.

A small (rabbit-sized) blindheim lurks in the glossy black ruins here. It has collected 6500 gp worth of gems for reasons unknown.

There is a path through these mountains marked by cairns. One of these is made of unfinished black marble blocks. Beneath it is buried a large clay pot containing a golden scroll that points to the locations of "great treasures" once translated.

Three linked, rooklike and geometric towers here are completely infested with crawling claws. Whether this is due to the capricious magic of the former ancient inhabitants or the dracolisk is unknown.

This regions is very prone to earthquakes and mudslides, which have been known to reveal several buried tombs of a lost winged, eagle-headed humanoid tribe. These people were in fact lycanthropes, and their descendants guard their treasures jealously.

The southernmost marble watchtower is now the haunt of goblin treasure-hunters seeking their fortune in the ruins of the black city. They are served by a pack of 6 berserk, drugged babboons dyed lurid colors.

A knight of a kingdom to the east seeks to prevent the marriage of one of the ogre mages 1006 to a princess of a rival kingdom 1201 as it will cement a powerful alliance against his liege.

Freddegar, the major domo to Lord Frast in NINE NEERING 1127 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 region.

A ranger has been tracking something for three days that murdered an entire village. The tracks seem to warp and change every few miles.

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 wield black powder weapons.

AZEL EIRE (settlement) Although it looks like six miles of forest connecting the lake at 1621 to the lake at 1424, 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 cylindrical cages they lower through holes in the false ground.

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.

A long-armed hobgoblin whose touch causes madness lives in a tall hedge maze. Likely responsible for the wicker man in 1423.

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.

A herd of 96 Wild Cattle roam this hex.

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. Read More

See: 1808

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 ruins beneath the sea, can be discovered if one "reads" the moonlight filtering through the structure on the night corresponding numerically to the geomantic code of the ancients.

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.

The half sunk wreck of a merchantman wallows in the sea here. Much of its cargo has spoiled due to being submerged but 2d4x1000 GP can be recovered by anyone prepared to brave the drowned hold and crew (7 undead crewmen, treat as Wights).

A 3 foot tall statue of Naxxice of the Fathoms sits on a tiny island. Extra arms have been added, his feet have been chiseled into hooves and the head has been replaced with the head of Est Mourn, God of Shipwrecks.

Its said that sirens are very prevalent in this area, so much so that pirates and the superstitious stear clear of this whole area.

Several sargasso rafts are home to small timid mer-apes who will exchange lewd scrimshaw for alcohol or drugs.

D8 mimics masquerading as floating crates.

Cave. Contains giant rats and 2000 cp.

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.

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 over the city's lurid madhouse.

Five young magic users, apprentices of the Wizard in 1509, 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 her affections. She has no feelings for any of her companions beyond camaraderie and would be upset to learn of their intentions.

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 under 1511.

An elegant carriage sent to fetch the woman in 1609 and bring her to meet her new husband--one of the brothers in 1006. 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 reward anyone willing to keep them safe for the rest of their trip. The father knows of the monstrous nature of the would-be husband but has kept it a secret from everyone, including the bride, in order to more easily secure a powerful ally.

Bandits (3 Rot Goblins, 2 White Goblins, 3 Red goblins, 1 hyena) ambush those on the road to or from Orthrist ( 1508 , 1608 ) 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 burial mounds in 11 11 along with scribbled theories (50% correct) on how to avoid the traps.

In hill-houses, a tribe of halflings with great facial hair. They are hopeful that their favored son who went off towards the west to seek his fortune with a band of adventurers is fairing well (see 0113).

A halfling sells "100% Authentic Maps of the City of Black Marble" for 100gp from a small hut by the side of the road. Not only are the maps wholly inaccurate, they are enchanted to betray the location of the bearer to the halfling's three assassin partners.

The easternmost towers of the ruined black marble city stand in a pentagon around a triangular pool filled with unnaturally blue water. Two wizards, Orlast and Kraal, bitter rivals, wander amidst the tower libraries, seeking ancient secrets while avoiding both each other and the dracolisk 1413.

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.

Near a decapitated marble statue of Cacodemon, a Corvid battles with two of the emaciated goat-headed humanoids from CLOVECRUSHED 1320. The Cacodemons head lies nearby, in the forest undergrowth. Anyone who replaces the head on the statue is immediately teleported before a simailar statue in the beer cellar of FELLMOUNT ABBEY 0902.

Petrified druid hugging a tree.

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.

This large lake is perfectly flat, ripples only appear when an object forcefully agitates its surface.

A nearly-finished canal stretches from the seashore at 1722 towards the lake at 1620. 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 for the taking - they are serviceable, but not worth much.

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.

A decapitated marble of a statue of Cacodemon identical to the one in 1617, overlooks the lake here, Froglings, wounded from their battle with the emaciated goat-headed humanoids 1622, hide in the water, but will warn any who attempt to replace the demon head. Anyone who proceeds anyway is immediately teleported before a similar statue in the gardens of the PALACE OF 1OOO TERRACES 0611.

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.

A creek winds its way through here, and there is a spring with fresh drinkable water.

A humanoid rabbit (known as 'Paddy Cottontail') lives in a quaint burrow here and has a small farming plot on the side of the hill. He is cautious but friendly, and happens to be a skilled musician with the lyre. If threatened he knows some basic magic- enough to cast a sleep and a charm spell. He doesn't like to fight.

See: 1714

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 in 0908. If all three heads are ever restored 1623, 1617, then any whom placed the heads are immediately teleported before Azi the Harmer, Cacodemon Prince. Azi gives each of them a magic item and binds them into his service for a year and a day.

On these grasslands there is a large stone disk covering a hole in the ground, below there's a cave with white plants and a trident lodged in a black stone shaped like an heart. The trident is holy and can only be wielded by those pure of heart, but it can only pulled loose by black hearted creatures.

This hilly area next to the calm waters of 1703 is home to the small fishing and farming village of Corwin. At the center of the village stands a green and gold obelisk that causes those who spend time near it to want to settle in the village and lead a peaceful life.

The shore along here is really calm, like so calm that its weird.

A amongst crumbling the crumbling ruins of the hilly island here, is a working fountain in perfect repair. Any who drink from it may never leave the island. The island's current residents, 2 racist pirates, a halfling assassin and a cleric of the Sun Peacock bitterly try to trick others into drinking.

If a boat get's caught in the maelstrom here, it will transport the vessel in a 1d6 direction and 1d6 hexes away, there's a 3% chance a vessel will be instead transported to 0401 or 2016. The vessel will be damaged on arrival and any crewmembers that could hang on will get [hexes transported]d6 damage (max 8d6).

A large (giant sized) eel lives in this area, it preys upon various animal species that live in the brackish waters (the edge it shares with 1707). tall tales are spun about this eel in various fishermans pubs, some of those tales are true.

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, eventually spending 75% of all wealth on increasingly elaborate and expensive clothes to complement the holy symbol.

Swamp gas and 2d12 zombies do not mix.

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.

A pack of wereboars have become the dominant force in these woods They are debating granting their "gift" to the villagers of 1708. They fear the lake in 1710 and do not go near it.

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 to this small island is one of the most perilous things that you could do.

They call this the Owlbear Forest because this forest is FULL of owlbears. All random encounters in this hex will be owlbears.

Rotted dryad grove. Poisoned by underground runoff from the cursed lake to the north.

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 fountain in 1704.

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?

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 from 1711. A fresco in one of the crumbling towers depicts the nearby coastline and marks the locations of the Cacodemon statues in 1617, 1623 and 1627.

The older couple with a cabin near the shore have no interest in the occasional coin or gem that washes up from the East. Further inland, several gelatinous cubes wander, looking for a way back underground.

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 in 1713 and are searching for holy woods to burn them with.

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. Any rainfall makes this entire hex difficult terrain for a week afterwards.

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 depressing mess. Carrion birds can be seen from miles off.

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 removed in death, forcing him to take all nourishment through a straw.

GRIGLAZZ a slovenly village of pig-faced orc-pirates who owe fealty to Rastazar in 1718. They are led by Grimslag, Captain of the Maslayer, an orc fighter of great strength (18) and ample girth.

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.

A single stone monument to an ancient battle fought in the fields here.

Mottled blue crab warriors spawning grounds. The crab warriors attempt to drive off all who enter these waters.

Remains of a battle weeks ago between a witch hunter and a chaos warband on a half-mile bridge linking parts of 1724 and 1623. The gore and blasphemy on display have thus far scared off looters, many of the emaciated goatmen in the area (1320, 1617, 1622 ) are remnants of this once-proud warband. The dead witch hunter's notes have maps showing the last known locations of all the witches on the hexmap (0121, 0715, 1808, 1909, 1910, 1713 has a question mark, and the coven in 1109 which includes the witches in 1014, 1026, and 1004 and 1106 -- who used to live together in 0103 ).

A badly wounded scribe is being cared for by a small, clairvoyant girl. A tiny pair of goat horns sprout from her forehead.

A renowned elven swordsman keeps a cabin here. He no longer takes students.

The iron wood trees here are very difficult to work but make strong hulls. Pig-faced orc pirates from GRIGLAZZ 1718 attempt build a ship, but the combination of laziness and poor tools makes for little progress.

See: 1826

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.

See: 1826

The Oak Daughter, a swanmay lives here in an old cabin by the water. She is the wife of the wizard Orlast 1615, but has little interest in libraries.

Hippogriff's nest. Mother and 1d4 foals.

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 2001 and were returning from trading with alchemists in 1502.

The Northern half of the Trial of the Long Causeway, a shattered bridge of monumental reddish stone that leads from 1802 to 1805. The bridge and it's towers are more intact here than to the South, but it's stonework is deceptively solid looking and the slick stones crumble into the frothing sea below with ease.

Bored Queen Morgause and her devoted sons search a nameless island for blue salamanders. She knows impaling one and eating its lungs grants you the ability to breathe water. The witch hunter 1723, is aware of her activities but feared to name her for political reasons.

A large whirlpool that rotates counter clockwise. Down at the bottom is a gigantic red eye.

The Southern half of the Trial of the Long Causeway, a shattered bridge of monumental stone that leads from 1802 to 1805. Here there are only jagged pillars and debris from the fallen bridge that present a menace to navigation, and a said to be the home of hideous flesh eating "mermaids".

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 lost god with croaking subhumans chants.

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).

A merchant from WORMWALLOW 1309 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 the vessel in 1601 for inciting mutiny before it was wrecked by the sirens in 1603.

A navy frigate has subdued a pirate vessel but sustained heavy losses in the battle. The pirates are about to be hung from the yardarm while their plunder is being confiscated, then the ship will be scuttled.

Twelve White Elves from SCREEYAL 0112 riding dinosaurs. Lost and trying to find the Golem Factory in 0814. They are out of supplies and have been foraging and killing other travelers for food.

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 in 1527.

This boggy forest is home to a hobbled witch living in a cottage. The mushrooms growing around the cottage are psychedelic and talkative.

The Weird Black Plinths of Mount Yarling are said to provide confusing but prophetic dreams to those who dare to sleep amongst them. The Mount is rumored to be the lair of a vampire, but the more immediate danger comes from Witch-Hunters who watch the area, convinced that consulting the dream stones here is tantamount to trafficking with demons.

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. Read More

The southern 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.

Giant Sea Cucumbers. If brought to the surface they shrivel and harden, their skin makes for excellent armor.

The tide and coastal shape causes detritus to wash up and get stuck in this stinky bog. Crocodiles and hippopotamuses live in an uneasy truce.

The seas here are unremarkable, but there is excellent fishing and the shallow coastal waters contain edible sea urchin colonies.

Mysterious spheres of black tar and slicks of oil float on the surface of these teeming waters. The oil and tar is the product of a natural deep sea deposit that is farmed by listless earth elementals.

Murderous pixie couple killing time by drowning frogs in a small pond. One wears a magic ring as a waistband.

Entering a gazebo here (dwarf scaled) brings you out dwarf sized into an identical wood with a small house (halfling scale) and entering the halfling house brings you out halfling sized into an identical wood with a dog house, entering the dog house brings you out 2' tall into an identical wood containing a bird cage, entering the bird cage leads you (now bird sized) to a court of Unseelie faerie folk (home of the pixies in 18 17 ), currently negotiating an alliance with a lizard representing a hobgoblin from the warband at Griglazz ( 17 19 ).

The waters of DOLDRUM BAY are very deep and very still. Ships without oars who enter the inviting looking bay will find themselves adrift for 1d4 days trying to catch a rare breeze, even dropping anchor is difficult do the water's depth. White Elves from SCREEYAL 0112 in Viking ships, lie in wait.

Treants live in this wood.

EELVAST--this fortified trading settlement was built in the wreck of a massive zoo/slave ship from Yoon Suin. While most of the current inhabitants are descended from human or Drownesian pirates, the fierce mottled blue crab warriors, 1722, the wild animals in 1920, the leech-headed halflings 1220 and many other species not native to the Hexenbracken originated here.

Giant hermit crabs.

Houseboat anchored one mile off shore & occupied by a family of five greys (short, lean build with hairless, grey-skinned bodies; big heads & eyes; small mouths, no external noses or ears) . They're on the lamb from witch hunters for some past misunderstanding. They keep a low profile, but are willing to trade fish and pearls for copper and gold.

Large pearl bed on sandy floor, 100' down. giant pikes (the kind with gills and fins).

A travelling merchant barge named Mentzer's Menagerie plods along the shore here. The head merchant is happy to answer questions about what lies along the eastern coast provided the questioner is willing to buy some bauble at a reasonable price.

Tribespeople, live on rafts, dive for pearls --- intelligent giant mutant crustaceans prey on them.

Nothing lives about these beaches but limpets and kelp, a few curiously furtive terns which survive for the most part by eating one another’s eggs, and in season a handful of deformed seals. -M John Harrison, Viriconium.

The black swans in the large pond here are victims of the farmer's curse 1727 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 1728 with mixed success.

A band of Vistani is traveling toward the greys in 1822 to trade for pearls.

See: 1902, 1904, 2001

Port Of Idiots-- like the morons in 1101, these unfortunates have been made stupid by the plinth in 0913. Forever asking to trade for weevils while fondling spotted chicken eggs, they sorely test the composure of the kind people of Corwin 1702.

Band of orcs entertaining themselves by launching captured morons from 1901 out in the ocean from the beach with a large catapult.

Lady Yavika the self-stiyed merchant queen and occasional pirate, plies these waters in her lavender-sailed, three masted sloop, the Primrose Princess. Beleg, her dour white elf lover, and skipper, never far from her side.

Sorcerer's Guild vessel makes bee-line for 1901, loaded to the gills with new and experimental products to be given extensive trials among the idiot population.

A group of hyperintelligent crows 1805 tricked the crew of this foundering vessel into destroying the idol of the Isle of Judgment (also 1805). They are now cursed to roam the area until they meet the god of forgotten judgment once more 1522.

Sea Dogs, play and romp in these waters and sun themselves along the coasts and islets. Their incessant barking can be wearing on the nerves.

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 in 1902, but now they are either too stupid or stubborn to leave.

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), and will react violently to anyone who brings an axe into their hex.

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 suspended in the canopy.

A tower barely emerging from the mist and branches at the foothills of 1911 is home to Glisten Wrakk, a rain witch. She is the third part of the coven formed by Yeegra 1909 and the nameless hobbled witch in 1809 and considers herself the brains of the operation.

The mountains and hills in this area are warped by the magic of the witches, they dont really seem to follow any logic patern. walking across this hex will take both a short amount of time and a really really long time. any random encounter on this hex magical in nature and twisted by these magics.

A group of clowns from the Vollen Veen merchant kingdoms sent to perform at the wedding of one of the ogre magi in 1006. They are lost.

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 coven.

Rot Goblins with harpoons and grappling hooks hunt giant spiny puffer fish to seal and use as sea-balloons.

Unsubstantiated rumors tell of Yithrilae, domed city of the jelly-men, just visible deep below the waves. Within the dome the jellies diligently labor at literature, music and art, all of which inspire terror and nausea in human-types. Enslaved glassblowers from MULK sneak out pleas for rescue in exquisitely crafted bottles.

A toad in the water here can talk and knows the way to the Unseelie Court 1818. It also claims to know the way to a hidden treasure on the island at 2011 and will tell the PCs in exchange for killing the hobgoblin of Griglazz.

An old tower rising from the water here has been converted into a tavern, The Nivling Clasp, known for its stewed bream and blistered eggs. Though inhabited by the usual shifting cast of reavers, slavers and mutilated adventurers it is widely regarded by most humans as the safest place in the Hexenbracken.

A boat is in danger of capsizing as fishermen fight an enormous undead shark caught in their nets (turn as a Wraith).

Fishing here is so easy that they almost just jump onto the boat, +4 to any survival checks or fishing checks.

Lions, tigers, and bears.

The water here has a more greenish hue to it then anywhere else. this is because of the soul-stones trapped at the bottom of the ocean.

The worst poet in New Feierland was stuffed in a cage with 300 days rations, strapped into a rowboat and shoved into the sea. After 230 days, he's fetched up here--he has seen much.

A wizard riding on thay back of a giant tortoise, this wizard is responsible for what is happening in 1922.

Traveling merchant vessels, they are happy to trade with the pcs and are very good at getting the bettee deal. they trade goods for goods and infomation for memories (this is particularly hazardous for a spell caster)

Deep beneath the water here is the shattered and gargantuan body of a long dead city-tortoise. It contains the entrance to a vast ruined subsea complex of polished, half-flooded tunnels choked with slime inhabited by mind flayers and ambulatory, amphibious ixitachitil dedicated to the Bringer of Endless Night. It connects to Yithrilae in 1915.

The waters here are often foggy.

This swampy forest is often foggy. The Moths here can scream and drink blood like mosquitoes.

The salt foam tumbles, slackens and slides down the grey, diffident faces of the slathered rocks.

A loose confederation of mountain fools, even more degenerate than their cousins in 1901, install shabby rope bridges and ladders from peak to peak in this particularly craggy zone in a mad web. The broken bodies of countless unfortunate goofs litter the fjords.

Victims of Lady Yakiva, 1903 Merchants headed for Orthrist 1508 and Eelvast 1821, bob lifelessly around the sinking ships and remains of their wares: d4 kinds of potions in spherical bottles of colored glass.

13 racist pirates drift aimlessly on a small but relatively fast vessel. They are recovering from a big night and seek healing magic. Or bacon.

A ruined, black marble outpost lies beneath the waves. Conceals an entrance to the submerged caverns beneath.

A drifting 15' diameter hollow copper sphere contains a 10' diameter egg, cushioned in velvet. Only the copper key from 0924 will open it. No magic can detect what kind of egg it is but it is definitely the egg of some kind of gestating creature and definitely worth a lot of money.

The blue salamanders sought by Bored Queen Morgause 1803 gather here to feed on dead pirates (from 1806 and others).

HOGS CROSSING (settlement) Humans and tall, goat-headed emaciates farm hogs/grain and moles/mushrooms respectively. Clerics of (primary human god) and Akerbeltz 1021 vie for religious dominance of the population. They tell stories of the lake god in 2011.

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.

Rendezvous point for party of cutthroats, wizards and assassins from all corners of the Hexenbracken assembling to take down the witches to the west, starting with Yeegra in 2009. Their plan involves sending off several sub-groups as diversions/cannon fodder to mitigate the witch's fearsome power.

Horthrik Veil cannot be slain, and has grown wise in the ways of the Hexenbracken. However, he smells like an open wound 0417 and draws fierce creatures wherever he goes (roll wandering monsters x 3 ). He's spent eons in the bellies of the vilest beasts.

The great barbarian chieftain Marluk's long house is here with his tribe of 15 wereboar warriors.

A deep, fabulously clean lake between mountain peaks. The men of Hogs Crossing 2007 say that at night, one of several terrible shapeless creatures will surface to commune with the moon. If somehow conversed with, it will share great detail of any one hex in the Hexenbracken and cause short term or permanent insanity to the listener.

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.

Adventurers in an angular vessel with thick crystal windows are charged by Queen Jane of the City In The Waste with investigating the proliferation of insect cults in the southeast Hexenbracken ( 0627, 0612, 0127, 0826, 0926, 0127). Unbeknownst to them all, they are secretly aided and overseen in their task is by the grotesque Toad Gods (Slaad), who can see through the eyes of any frog, frogling or toad in the world, including the vortex eyes of the blindheim 1514 .

A pirate raiding ship, they have captured and blindfolded a pair of sea-witches, they are being used to conjure up winds and tides to help the pirates or hinder their foes. if being chased by the pirate vessel they are at +2 and you are at -2.

The water here is turbulent, but there is almost no wind or sea life. Swarms of bats from 2115 blacken the sky at dawn and dusk.

A taurus-form, floating wizard/witch academy is located here. The high walls protect the students, and they catch their food each day in the middle.

A whirlpool forms beneath passing ships, transporting them to 1d4: 1- 0723 2- 1120 3- 1620 4- 1710

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 they could work out (roll on wild magic table whenever a spell is cast in this area)

14 racist pirates in a small but relatively fast vessel. They want help capturing a magic laden vessel bound for the academy in 20 16. They know of the illusory goblinswamp in 2018.

The ruins of a sunken city rise up from the dark waters. Harpies and stirges live among the ruins, preying upon passing sailors. Read More

Mountain of the gods. a single lonely mountain raises up out of the ocean and reaches high into the clouds, there are various paths along this mountain and they are all perilous to travel (they are designed to keep people out and gods in). a person in (random hex number) says they know a short cut and will be your sherper up the mountain (they are really a god, only clerics and paladins have a chance at noticing this, its like 01%)

A well guarded merchant vessel with goods destined for the northern settlements of The Hexenbracken. Seeks information or help navigating the web of pirates and such.

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 will suspect anyone he encounters of concealing his prized accessory.

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, giving him an idea of local power struggles. He's wanted for murder in SEEKERSFILE 0922 and debts in GREASEGRAFT 1210.

Ocean or river or whatever this is! With 5 dolphins!

The doldrums! Without wind, your boat is stuck.

On the bottom of this shallow patch of sea is a large round iron hatch. It can be opened by blowing the magical Horn of Trofalcomar, found hidden in the sunken city ruins in 2020. The hatch leads to a lava tube that winds deep into a subterranean city of Beholders.

The mist here is so thick that navigation is effectively random.

A drowning bard and 7 sharks share this stretch of emerald green sea, a languid mist rising to mock his plight. He prays to the Gods of the Chrysanthemum Sea, but is finding no help.

The Floating Market of Lao-Shae. A bustling marketplace of sailors, traders, smugglers and pirates, built upon a series of large floating barges.

A sweet little old lady and her small granddaughter are sitting trapped on some rocks. rescuing them will get you ambushed by some mer-people, leaving them their will cause your next d12 rolls to be at -2.

The center of the hex is the newly claimed domain of the ship-devouring Famished God, this time manifested as three conjoined blue whales with a colossal maw, seemingly filled with a starry night sky.

A boat full of what appear to be dead chaos champions who lost a fight. in fact, they had a raging party last night and are all passed out; upon waking, they're hung over, sensitive, and heavily armed.

The darkness here is made of Shadow-men, which cover the entire island at night. If you touch them, you become a shadow-man.

A pirate in a johnboat, he flees his irascible captain. On his back is tattooed the map to doorway in 1402.

New Providence; 30 lackadaisical pirates gather around buccan fires. Led by John Chandagnac, a fifth level thief.

On a grassy hill, a group of 12 sylphs gather beneath a full moon. If they discover that they are being watched, they will summon 10 wood elves riding upon stags to attack the intruders.

Why do so many people in the Hexenbracken draw maps on things that aren't paper? Map thieves. Orbin Wayward in 1608 pays well.

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.

A large heard of bison/buffalo roam though this area, their skin can be hardened into a +1 suit of leather, their meat is delicious and works like a half cure light wounds (cures 1d4 hp), their horns are worth a lot of gold to the right people, and they are going extinct.

The volcanic rock hills here are much warmer than surrounding landscape. A network of lava tube caves lead to SURTUR THE FIRE GIANT CITY.

Sailing this way around the island at 2114/2115 is actually totally safe (other than a few spores from 2012). A lot safer than sailing around 2116 anyway.

10 elven savages, hunting swamp donkeys. Lead by a Rusk, a third level wolf.

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.

Columnar basalt rises from the seabed to around water level, forming a bridge between 2115 and 2216. Rough seas often hide this navigational hazard, which for some reason is not noted on any nautical charts.

Eels. At dusk, the surface churns and writhes with eels.

Goblin reavers riding drugged baboons leap hundreds of feet off the Bastard Isle onto ships when the weather forces them to pass close to the cliffs.

Floating in the sea here is a barrel with three men. The baker and the candlemaker are pretty freaked out, but the butcher is trying to calm down the candlemaker with the offer of rendered fat from some eels from 2117.

A pack of 2D6+2 flying monkey zouves armed with scimitars, armored fez's, scale mail and throwing axes. The troop is forlornly staring across the water looking for a sign of a wizard to give their simian lives meaning. Mostly they are simply a pack of scampering vandals who drop rocks on passing travelers.

The far western edge of The Lesser Bastard has a tower in it full of eggs of all different species collected by someone insane.

Hidden in a rocky cove is a wild-eyed old man covered in seaweed. He sits in a tiny boat playing a flute for his long dead wife.

A pirate ship that has no visible crew floats by. its actually crewed by ghost pirates, they will attack anyone that comes aboard their ship.

Strange runed stones jut up here, forming a ring large enough for a small ship to enter. Anyone who prays here will find theirself, their companions, and their vessel on the top of a random mountain hex.

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. Read More

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.

Fishing boats frequent this bay. A wyvern from 2127, has on occasion swooped down to steal a catch as they pull up their nets. It has otherwise caused them no harm.

See: 2126

The old man from 2121 wife is here, seeking passage west. she has been returned as a partially astral paladin of the beurocratic demonities of ashen luck to claim the lives of witches; she will reward others who give her passage and promise to destroy witches a sword that, while pursuing that goal, has a +2 and aura of protection vs magic (2/day, there's only one sword).

This entire area is very shallow, you can tell this because of the various broken goblin flying machines that are in the water here, many a goblin died in their attempt to fly.

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The surface here teems with Purple Garbugs; what appears to be a giant functioning circulatory system hundreds of miles beneath the waves is the red-robed Order of Forgotten Scars moving through their transparent underwater citadel. Large beasts swim around the outside, seeking a way in.

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A magical doorway is said to open here on the nights of the first equinox of summer. the doorway is open for exactly 3 bell tolls, but time travels differently where it opens into, a bell toll could be anywhere from one second to one year. where it opens to is different every time.

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Island convent.

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Gutspasm Froth and his warband of seagoing chaos champions dedicated to the Famished God. Recently defeated those in 2104.

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Insect pilgrims journeying to worship the Insect Queen in hex 0127.

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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.

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A troll war party is riding through here on large war pigs, they are hunting down some renagade warriors of chaos.

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An airship has crashed here. One strange survivor.

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Hooded Kenku (man sized Corvid) carrying a scythe, seeking sacrifices to the Demon of the Crossing In 0521. If he finds a suitable victim he will call in rest of his murder.

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A sizable church dedicated to the philosophy of Order is maintained by elderly paladins and priests. They are physically frail but spiritually and magically powerful. Will trade healing services and divine spellwork for information about chaos champions in the area.

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See: 0125

Yellow apple tree valley. 1 in 6 apple contains polymorph juice.

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Dead crones hang from withered trees.

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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.

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An colony of Aaracokra defend their nameless isle from the elven savages in 2114. They carry chain weapons and worship dark gods.

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A trio of monks on a small Junk, destined for 0902 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.

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See: 2116

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 2219, causing tensions to be high between the peoples.

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A large sinkhole in the ground that you cant see the bottom of, getting down it leads you to a random hex. the entire travel along the bottom of this sinkhole the pc's are chased by a bunch of different monsters from around the hex crawl that have fallen in there.

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Asbjorn, a Bear Spirit and protector of bears, lives in a massive cave here. He can smell if you’ve ever killed a bear, and will not be pleased if you have.

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See: 2216, 2220, 2226

THE MAW (city) this is the largest settlement on The Bastard Isle, overlooking the curved harbor beneath. Favored by fugitives, philosophers and others who require both solitude and information.

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The bay of MAW 2219 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- Shady Characters 5 - Carousing Humanoids 6 - Fishermen.

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The fighter and the blind thief wander this swamp. The fighter stands guard as the blind thief steals the eyes of sleeping adventurers..

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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.

An old brass diving bell lies on the bottom, somewhat visible from the surface. Can accommodate 4 people. Worth 10.000 gp. Is haunted..

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The horrible amphibious Fishwife of The Lesser Bastard lives in a slimy tower here, sending 5 seatrolls to seek husbands for her in the night.

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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.

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River. 5 carp.

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3 Goat horned, Leech-Headed emaciates, 3 Leech-Headed Men and a Leech-Headed Halfling travelling north to THE MAW 2219. They intend to drop a Leech Idol into the well to spread the Corruption of The Leeches 1120.

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Voxilla the Green, the two-headed war witch of the Lesser Bastard schemes in the sodden murk of a hidden temple dedicated to the great Carrion God. She is attended by leechfaces, vicious goblins of twenty tribes and borne aloft in a palanquin by her rhinocerous-horned half brothers.

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Rakshasa wedding party aboard a sandalwood boat.

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Isle of Pale Worms. Lots of pale worms here.

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Spined wurms are found in the various borrows around this area. they are a medium/large creature with 4-6hd (d8s), an ac of 15/7, 2 attacks each turn it attacks by rushing past a creature and cutting it with its many sharp spines bite: 1d8 damage rush past: 2d6 damage, fort(17)/con(-4)/save vs death or take 1d6 damage next turn crush: 4d6 (same as above for a save, but damage is 2d6)

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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.

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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 turn.

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The presumed-dead wife of the swordsman in 1725 is being taken forcibly to wed one of the ogre magi in 1006 she has taught a minah bird in this hex to repeat her message to him along with his location to anyone it meets.

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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)

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Throb Castle--home to Cracklecut Throb, the Bloated Lord and his hideous court of Boschean sycophants.

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Acres of deserted farmland.

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Vindisvein Monastery of the Borrowed Light. They make cheese and wine, illuminate holy books and charge travelers 3 cp to stay for the night.

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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 bored to notice the pool's even there.

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3 Hunched, Bipedal Crabmen stalk the shallow waters for meats.

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A vast school of over 200 sharks patrol these waters. All of them glow red in the moonlight.

Rotting corpses of 50 farmers. Fish from miles around have been feeding for days.

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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 feet from the rod if the winds achieve 100 mph or more.

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Shifting sandbanks threaten to ground passing ships.

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A convent of the secretive Sisters of the Good Burden is located here. They are powerful allies and dangerous foes for it is said that they can seduce a man with their voice alone, resist any poison and slay with a touch. They have long term goals that involve controlling the bloodlines of the world but to what end is unknown.

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A brackish pool of foul smelling water is here. A drinker who fails their save vs. Poison will be transported to a landscape of flame and ash for 3d6 hours, taking one HP of fire damage for each hour there.

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A hunched man in the market here will sell you an ancient contract in an unknown language. It is a spiritually binding contract between the elves and the shark king and requires merely the signature of any single elf in order to go into effect: if signed, all sharks will obey the signing elf for one day each century.

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Orchids erupt gloriously from crevices in the mountainside. At night, 6 enigmatic wormpeople creep out of secret tunnels to tend their crop with fine silver tools (Worth 30gp/Worm). The orchids hold back a lurking rot, which would otherwise seep out of the deep mountains and corrupt surrounding hexes.

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The mountains have been carved into the shapes of various gods ans heros. each carving is over the top of a cave entrance, but they are backwards, the good gods lead to bad places and the bad gods to good.

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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 to 0119.

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See: 2324

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.

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A swamp with pigs and mosquitoes. Vines harass every step.

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A 10 headed hydra lives in these woods, and feasts on the pigs in 2322. It's lair contains a portal into the depths of the dungeon in 1402.

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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.

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A goblin fortress is perched on a rocky coast. A great sea beast menaces it from the depths.

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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.

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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 fort in 0325 they will not trust you as they are their enemy.

About this Project

Zak Smith (from D&D with Pornstars) took a hex map by Brendan from Untimately and asked people on G+ to fill it up with descriptions. Random Wizard took all the descriptions and put them up on Google Docs. I saved the Google Docs file as a CSV, and wrote a Python script to spit out everything in a slightly nicer format. This is the result.

Why is this better than a Google Doc or a blog post? Well, for starters hexes mentioned in descriptions link to the appropriate hex. This is also true of settlements. The map above is fully linked. Each hex also lists all the hexes that mention it.

This page is also available as plain text.

A big thanks to Random Wizard for cleaning up the source material that makes this all possible and for generating the image map. A big thank you to all the contributors: Zak Smith (125), Ray Colina (64), Trent B (58), Reece Carter (40), Josie Lindsey (25), Matt Maranda (24), Ben Djarum (21), Jason Sholtis (19), Wayne Snyder (18), M Nicksic (18), Claytonian JP (18), Jack Mcnamee (17), Martin Bay Thomsen (15), Casey Garske (14), Darien Mason (11), Ian Burns (11), Niles Calder (10), Jürgen Mayer (9), Gus L (8), Harald Wagener (7), John Bell (7), Mike Evans (7), Jacob Hurst (7), Richard G (7), Random Wizard (6), Jensan Thuresson (6), Steve Sigety (6), Paul Schaefer (5), Matthew Burack (5), Noah Marshall (5), Chris Blauwkamp (5), David Brawley (5), Jeff Rients (4), Stuart Marshall (4), Chris L Sheppard (4), Levi Kornelsen (4), Michael Currie (4), Bennet Akkerman (4), Alex Williamson (4), Richard Rush (4), Shaine Edwards (4), Duncan Young (4), Brian Green (3), Brendan S (3), John Carr (3), Eric Boyd (3), James Smith (3), Dave Booth (3), Anthony Picaro (3), Justin Howe (3), Thomas Fitzgerald (3), Joshua Macy (3), Peter Seckler (3), Ed Hackett (3), Ben Hannigan (3), Olman Feelyus (2), Gennifer Bone (2), Asen R Georgiev (2), Edgar Johnson (2), Adam Thornton (2), August Aronsson (2), James Young (2), Dan Cassar (2), Anthony Stiller (2), James Clark (2), Jeremy Morgan (1), Zzarchov Kowolski (1), James Stuart (1), Alex Mayo (1), Nakia Pope (1), John Johnson (1), Kerry Forester (1), Paolo Greco (1), David Pretty (1), Patrick Henry Downs (1), Rob Acton (1), Anders Nordberg (1), Simon Forster (1), Humza Kazmi (1), Courtney Campbell (1), Dave Younce (1), Taar Koth (1), James Raggi (1), Tom Hudson (1), Gabriel Perez Gallardi (1), C. W. Marshall (1), Sam Mameli (1), Heikki Hallamaa (1).

by Ramanan Sivaranjan on January 01, 0001

Tagged:

The Kaltval

The Kaltval

A Map of The Kaltval

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Hex Descriptions

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The redwoods here grow to over 500 feet, and over 60 feet in diameter at their bases. Due to traces of Pandemonium in the soil, no blade can cut the wood, and fire merely makes the bark laugh. Casting Stone to Flesh will (1d4) 1: Allow cutting as a normal redwood; 2-4: reflect the spell back on the caster as Petrification. Passwall, if cast on a trunk, will create a dimensional portal to another world, or dimension (each tree goes to a different world.). Using the wood from a tree to fashion a door, and then casting Petrification on it will allow it to be used as a similar portal when set in a door-frame.

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The hills are a live - no, seriously. Wayward travellers have 50% chance of being swallowed by mouths that appear on the surface, and only a save versus breath weapon/reflexes will spare them. Failure means they descend towards the digestive juices in side the hills, which disolve instantly.

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See: 0102

The snow-crusted hills here leak and seep with a strange bloodly-mudded discharge.

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A family of seven triclopsian ogrekin, led by their diabolist witch-matriarch, graze their herd of malpacas along the ridge; they do not care for visitors, and will hurl frozen dung-balls down on those who dare traverse the ravines.

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See: 0103

The northern boundary of the nearby barbarian tribes, staked out with a winding wall of macabre wicker-things and rotting dismemberments. The ogrekin to the north have assumed the tasty morsels are offerings and do not stray past the boundary. Usually.

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The surrounding cliffs of this glacial valley afford some protection and shelter, and the barbarians who camp nearby are know to let their war-caribou graze in the leafy glades and meadows.

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MOUNT BRUNO, a shrine at the summit will greatly improve your comeliness for 24hours providing a sufficient amount of human hair is offered in the sacred Blerta everflame.

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This mountain has a constant cold breeze blowing through it, it is rumored that an air elemental has been imprisoned here by a powerfull weather sorcerer.

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There is a cave network in this mountain that houses a clan of kobolds who worship a power-armoured space marine in an ancient stasis pod as a god.

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17 Bandits, exiled criminals from KALTVAL (1508), camp in a small cave network, hidden in a forested a valley. Currently hold D3 prisoners, and are debating cannibalism, ransom and/or sacrifice.

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The feathers of the great eagles whose aeries dot these high peaks are of immense spiritual value to the barbarians, but only if taken from a living bird. Somehow, the barbarian shamans can tell the difference...

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A party of 3d6 dwarves from GEARING prospects for Pandemonium in these hills. One of them is a doppelgänger who is anxious to get away from his unwitting hosts and will see any incautious passersby as likely targets.

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MOUNT LURUN - a tall, long-dead cinder cone. A thick mantle of snow covers its slopes, but in caverns deep within, hot springs bubble away. Mistress Alara operates a bathhouse and sauna in a longhouse at the base of the mountain. Baths are 10 coppers per hour alone, or 50 coppers per hour with one of Alara's professional bath-givers.

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A nice long river can be found in this area, it is quite serene on its banks and the water in it never freezes. This is because the water has a much higher salt content then any of the closest oceans.

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Many feel this barren wasteland of rocky sand would be unable to sustain life. However, just beneath the sand, a community of halflings have taken root. Surviving off of their farming of lichen and underground feral sand worms, the halflings have created a thriving community of about 400 souls.

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A band of Ice Lizardmen believe the thermal vent near this mountain's peak will give their priests oracular powers if they can breathe in the fumes. A herd of Yak-men control the heights however and roll giant snowballs down on anyone they see trying to ascend.

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MOUNT SLYZZMERAKKA is a holy place for the Ice Lizardmen of the region. Three temples (to the gods of Prey, Storms and Afterlife) are neutral territory for the tribes in the region. Apostates and non-Lizardmen who trespass into the temples will be hunted relentlessly.

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Actually a frozen wave (size of mountain). The water god that summoned it is said to be sleeping inside.

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The peak of this mountain holds a small flower that grows only at this particular place. It is said that the fragrance of the flower could drive any creature to madness.

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The edge of this forested valley is very dense and ends abruptly at the face of the mountain. It is said strange wolf-men hide in the shadows of the trees. The supple wood of the steelepines here are treasured by bowyers.

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MOUNT TRACHURUS This rocky crag is home to a tribe of berserkers and their specially trained, armored black bears.

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The bloody-mudded discharge from 0002 collects in a valley between those hills and a snow-capped mountain. Florescent fungus grows where the snow runoff meets the blood-mud, and occasionally forms creatures shaped like bad memories of men or beasts, wailing in pain or stalking travelers with a low mad cunning.

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Travelers emerge from here with no memory of passage but repetitive swaying plants. Once clear, they will notice strange wounds and possessions gone, rearranged, in a companion's pack, or replaced with odd items of unknown purpose. The Barbarians from 0004 and 0104 send youths into this area as a coming of age rite.

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See: 0103, 0110, 0205, 1318, 1903

GRIMMROBE VILLAGE - Home of the Barbarian Tribe of Korelath. 400 barbarian warriors, 20 champions, 1 shamanka, 8 elders. Hidden within the village is a secret blood cult of 12 werewolves. Only the shamanka knows which of the warriors are the lycanthopes.

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These woods are often inhabited by great herds of caribou, and can be easily tracked as they migrate up through Hex 0106. The local barbarians often hunt the beasts in gangs of 1d6+2. The caribou dung can also be collected and makes for an excellent fuel.

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See: 0105

Within this hilly pass is a deep ice cave in which there lives a fearsome Wampa. The beast lives off the herds of caribou and is a most efficient hunter. It will not shy from attacking anything that looks like a good meal. If anyone is to search the monsters ice cave they can find 2xD20 gold teeth inside a huge pile of Wampa shit and also a +2 Flaming Longsword imbedded in a snowdrift.

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Within a clearing in the woods, there is a circle of standing stones. During the first night of the Hunter's Moon, a white fox will appear in the stones. If someone feeds the fox a dish of cream mixed with seven drops of their own blood, the fox will transform into a white-haired woman who will offer three wishes in exchange for the instant death of three people within a 100 mile radius.

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A crazy treant high on sap wielding two smaller trees as weapons.

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These frozen hills conceal a hidden Ice Troll lair. Within his lair are all manner of treasure stolen from caravans and wayward travelers.

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This forest grows on the site of the ancient clan blood battle that split the barbarians of 0104 and 0309 into separate tribes. Now it is a holy site for both tribes to reflect and commune with the dead. A small band of Axalotlic Kobolds from the east have begun tricking the barbarians into leaving offerings by hiding in the trees and pretending to be ghosts.

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These hills are riddled with old Pandemonium mines, considered tapped out by the Dwarves of GEARING. A warren of Lizardines has made them its home and will fiercely attack anyone venturing into the icy mines.

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See: 0213

The foul, beaked prophet of an ancient sauropsid evil lies frozen in a tomb beneath the glacier here. The inexorable movements of the ice have carved away most of the stone and iron chambers surrounding the tomb, which contain treasure and chaotic varanis and corvid entities.

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Some if the forested hills here are covered in what appear to be shining black scales. They were long thought to be alive until the mining operations began and the gold started pouring out.

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A ring of seven icy hills surround a lake of boiling water. Steam mephits attempt to fuck then drown most any humanoid that enters area (after spreading rumors of great treasure in the lake's depths of course)

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See: 0216

A mile wide and half as high wall of broken ice tumbles down and melts into the lake at 0215 - 0314. Sometimes the face of the glacier cracks wide enough to reveal low river tunnels that run beneath it, which are said to lead to a frozen city trapped in ice.

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See: 0216

The glacier is riddled with cracks and crevasses and terribly dangerous to navigate. On moonless nights a faint glow emanates from the deepest cuts, and an echo of merriment and laughter can be heard.

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See: 0118, 0218, 0219

THE BASTION. A huge knuckle of black granite towers over the surrounding glacial plains, and is considered prize territory by the dragons that lurk in these frozen mountains. Its ownership is currently under dispute by three of the beasts from surrounding mountains, and they are often in open combat above its peaks.

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This area of mountain has been throughly ruined by the battling from 0117 spilling over into it. There are quite a few skeletal remians and some frozen solid remians too.

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See: 0219

These craggy basalt towers are home to an ancient palace ruled by Druhir the Frost Giant and his pet White Dragons.

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A giant cone birthday hat rests here, 10 miles wide and stretching up toward the sky. It is striped in wide spiral bands of green, purple and red. From the snow covered peak a quarter mile wide pair of silver ribbons trail down the eastern face.

See: 0300, 0400

The hermit-wizard Kringalor dwells here in an isolated workshop where a dozen ice elves assist him in the creation of ingenious mechanical devices. Outwardly jovial, Kringalor is in fact paranoid and cruel; many innocent travellers who've incurred his wrath now wander the forest, polymorphed into deer.

A lone huntsman has set up camp here; the barbarian tribes to the south like to trade with him for his deer steaks are delicious.

See: 0302

A small clan of naiads raise giant otters, feeding them silver muck from the bottom of the lake here. Eating the stuff makes the otters far stronger, smarter and more loyal (causing them to be prized as caravan guards) than their normal giant counterparts, but if fed too much, they tend to grow extra appendages (like tentacles or scythes) and go raving mad, at which point they are sold to barbarian tribes as arena terrors.

While the whole lake freezes over in winter, here the ice rarely if ever thaws even in the heights of summer. Those foolish enough to risk a quick dip emerge to find themselves coated in rapidly freezing shell of ice. A number of frozen figures, can be found just beyond the edge of the adjacent woods.

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A small forest that shields GRIMMROBE VILLAGE to the northwest tapers into ragged hills. In those hills lies a secret cave complex that serves as a refuge for the werewolves of Grimmrobe. In the furthest depths of the caverns, strange demonic effigies stand guard over a sealed stone portal.

Black feathered screamo harpies live in the forested hills here. Their plumage drips tar and the musical instruments they make from the bones of their meals are of legendary quality.

Mount Yrrgnashk - An ancient volcano covered in petrified trees and ossified plantlife. It is the highest peak that overlooks the coliseum in 0307. On the eastern face of the mountain, Frost Giants gather to watch the battles far below.

The players find a clearing in the woods here, where some players are playing an acting game and quite irate at the director. The performance is called New Feierland, and any group that watches will have a random member die from a horrid death unless they save. Despite this, it is quite enjoyable.

A tribe of ice trolls froze to death here. If thawed, they will revive, hungry and rapacious. A group of refugee lumberjacks are dismembering them and selling them as campfire fuel.

A dragon graveyard. White ribs clutch the sky, speckled with giant corpse fleas. Carrion worms mulch the earth, and diseased lepers search the decay for jewelled scales.

Entombed of a hill of black ice and white steel lies the body of the frigidian lizardine inquisitor, who slew the corvid prophet entombed in Hex 0112. Even in death, he guards the heretic he opposed in life. Each tomb holds the secrets of the other.

See: 0313

Amid the sulfurous hot-springs of this mountain lies the axolotlic kobold village of HYUR-KEN-KEN. Inquisitive and murderous, these pale kobolds are protected by their "slumbering god": the icy and decapitated head of an elder dragon. Their enemies suffer the gelid wrath that emanates from the cold tonnage of the elder wyrm's dying brain.

This hex is marked by an almost perfectly flat sheet of ice with an constant incline (down = west). A dropped stone might conceivably slide for miles westward into Hex 0115 or 0116.

The broken remnants of an axlotlic kobold army wanders, starving and destitute. They cannot find their enemy. They cannot find their home or allies.

The broken body of a white dragon that was the most recent owner of THE BASTION of 0117

Large mountain goats breed like rabbits and are hunted by both the dragons fighting over 0117 and the giants of 0119. They are very territorial.

The very top of the highest peak has been shaved perfectly flat and is covered with an ice garden grown and tended by frost sprites.

See: 0400

A mechanical device from hermit-wizard Kringalor (0200) is hunting those that have angered the wizard, but have escaped. There is a 50% chance it will mistake the PC's for the fugitives.

The forest here is very dense but a deer path leads to the edge of the lake. A lone halfling fisherman named Dickfreid Teebaggins is camped there enjoying the bounty of the waters. If engaged in good conversation he will cook the PCs an incredible meal of golden doryfish, rory taters, and grimbash that will induce a long peaceful sleep. When the PCs awake they will be restored to full HP.

A single elderly male Lizardfolk lives here in a small hut next to a cavern entrance sealed with sturdy oaken doors with a strong lock. If pressed, he will go on a rant about his sworn duty to defend the precious, valuable cargo in the cave, during which he will reveal he has almost completely lost his mind. His senility also causes him to omit and avoid the rather important point that the cavern is a underground holding pen and the valuable cargo are the monstrous and warped giant otters from the naiads in 0202 before they are shipped to barbarian lands. The key is hidden in the hut, and the mutant otters are savvy enough to stay quiet and rush the door when it is opened.

Lizard men camp. They will trade gold for really good dreams, but one trades by sleeping in their camp...

Lizard men graveyard. They bury the ones that don't survive the night here, in small hills.

A single, solitary peak rises up out of the ground, distinct and composed of a different rock than the range to the east. Around it can occasionally be seen powerful dragons winging through the air around the summit. These dragons can speak and interact with the environment (throw rocks, etc), but are actually illusions cast by a small group of pixies who have learned that annotating themselves in the water in a font near the peak will grant them the ability to project Spectral Force images around themselves.
If the pixies are killed, or if a character begins doubting the mountain itself, the mountain will quickly crumble, revealing a simple grave of an ancient and powerful Illusionist. The coffin is crafted with a skin of gold worth 45gp that will become lead if removed in 2d4 weeks, and will appear as magical if tested.

Tomasz Bruga, a haggard, bearded man, trudges through grey snow and frosty pines, shouldering an unreasonably large pile of his wordly possessions. He is moving to KALTVAL in search of a new life, and has a map of the area detailing all known human dwellings. He appears militarily competent, and has survived the dangerous journey through his guile and skill at arms.

See: 0207

A naturally made colosseum is hidden by a ring of mountains. Many great warriors have trained and fought here in this arena. It is romoured that the god of war is trapped within somewhere.

See: 0309

A clearing has been made amongst these trees for the Annual Barbarian talent quest and Highland games.
Ribbons, banners and colourful lanterns adorn the frosted pines.
Current Champion Belle Zebub, a fearsome 7ft She-Berzerker is addicted to loco leaf and best in the land at the caber toss. If she can be beaten in a test of strength she will claim the victor as her spouse. The winner will also recieve a jumbo meat platter.
Any bard or skilled adventurer can enter the talent show also, as up for grabs as first place prize is a bonnet of perfect posture (+2 to CHA)

See: 0110, 0311, 0409, 0410, 0411, 1318, 1903

FELLRIDGE is the home of the Barbarian Tribe of the White Wyrm, comprised of 350 Barbarian Warriors (25% of which are berzerkers) and their berzerker queen Lucii Fir, sister of Belle Zebub in 0308. The tribe engages in a wide variety of blood sports, and make frequent offerings to the local god of war.

See: 0412

Intelligent white mountain lions patrol the base of this mountain, wearing satchels. They demand of any traveller they meet a tribute for their master in 0412 - this consists of either a number of gold pieces (determined by the phase of the moon) or a unique decorative object of the same value. They deplore this charge but prefer it to their master's ire.

See: 0412

Up in the mountains lives Lezji, the ice hag, her main hobby is creating ice-people. With every snowfall ice-people turn more human-like. After 2d6 snowfalls, the only thing missing is a tongue and face, they can only gain these by murdering 2 people, after that they will speak with the voice of the one victim and look like the other.
The barbarians of FELLRIDGE (0309) have many tales about the ice-people.

The remains of an almost abandoned village are nestled in the forested hills. Of the original inhabitants, only one family remains, and they haven't spoken to another being in over 20 years. If befriended they will share the secret of the dungeons below the watchtower of 1318.

The sulfurous hot springs of 0214 pour off the mountain and into the scalding Pools of Polycrix. Seven Goat-men oracles live in small red yurts amidst the pools and mist and constantly seek to prove the others are frauds.

Mount Verruca appears to be covered in gigantic misshapen nodules of rock and resembles a warty nose from afar. The "nodules" are actually crumbling, petrified giants.

A small garrison of humans and fire goblins inhabit the partially ruined FORT STONECOLD atop one of the tallest mountains in this hex. They mark the location of each slain enemy with a banner of black cloth causing some to call their organization the Raven's Wing.

The ruined temple of a forgotten moon goddess, broken between two mountains, spits red lightning into the sky each full and new moon. Silver drakes roost throughout the mountains and hunt black boar in the snow.

Abandoned blue marble quarry. Those who once worked it have become inside out abominations, and no one can agree if they were originally dwarves, goblins, or gnomes.

The Iron Spire of Belzur is located here. It has no doors, windows or other apparent entryways, but is said to contain the true name of a demon lord in 50,000 flesh bound tomes.

A hidden valley of green amidst the icy peaks is filled with foxglove, massive oaks, and more fly agaric than an army could haul off. The faeries who live here are utterly insufferably little shits.

There is a shrine to the Huntress hidden in these hills, and her avatar can often be encountered hunting deer in the local woods. It was her arrow that damaged Kringalor's (0200) hunting machine (0300) for straying too far into her hunting grounds.

A woodsman named Thode Hurstwood has a cabin here. He has an aviary filled with crows. Anyone who trespasses on Hurstwood's property will be captured and fed to the crows.

Every living thing here " the trees, the lichen, and animals that linger too long " is slowly being turned to ice. In the middle of this strange anomaly is the frozen form of an elderly sage who has stabbed himself in the chest with a soul-drinking knife that transfers the life essence into the wielder. Every second it drains its soul from the dying man's body, then feeds it back into his lifeless husk.

The ice-white Milkhills lactate every spring equinox for 1d4 days providing a bounty of nutrition for the surrounding wildlife. All manner of beasts migrate here for the high-protein runoff that gouts from their rocky peaks, and so the tribes nearby come to hunt as well. The White River that springs from here flows west to the nearby lakes.

The Quiverwood is a forest that clings to the sides of this steepsided valley and is notoriously thick and overgrown. The trunks of the pine trees draw closer the further one heads east, until they are precisely one arm's width apart. Strangely, that arm's width depends on the tallest creature found in this hex in the hour before dawn; the Cairn Giant Hcaroch found to the south has been known to hire out his presence to aid passage through the woods.

The Cairn Giant Hcaroch has claimed these naked hilltops as his domain. He toils day after day rearranging the granite rocks and pillars into towers that tumble down with each gale from the north. He's a moody bastard; catch him on a bad day after a towerfall and he'll lob massive boulders at your head, but on a good day he'll invite travellers to share his canyon shelter and reveal that he is building his towers so he can reach the stars.

The southern face of this mountain has been dug out and mined. Long ago, granite blocks were cut from the mountain to build the ancient aqueduct and dam in 0407. Deep within the mountain is a family of cannibalistic blind albino illusionists.

See: 0406, 0408

Big Dam Mountain. Real big. Real dam too; built long ago, the water sluiced along an ancient stone aqueduct that traveled due south to the ruins at 0409.

Looming over the forest are the great pylons and archways of the aqueduct that runs from the dam at 0407. The aqueduct fell into ruin many centuries ago, but the worked stone pillars serve as rookeries for all manner of winged creatures. It also serves as the official border between the civilized lands of KALTVAL and the barbaric tribes to the west, though in truth the barbarians hold sway over the valleys to the east as well, almost as far as BLACK FANG TOWER 10.10.

See: 0407

The Howling Towers of Yor linger here. Monumental architecture lies scattered down the hillsides, but are darkened by sinister shadows as though the towers still stand. The wind agrees, and howls in battlements unseen and down halls long gone. The barbarians of nearby FELLRIDGE do not come here. And with good reason: an infestation of panangular refugeneticia have seeped through the broken trigonometries used to sequester Yor into a remainder dimension. They gnaw on miscalculations, and their divisive waste screams.

A winding path snakes its way through the hills, providing the barbarians of FELLRIDGE safe passage to the southern reaches of the valley to the east. They have marked the path with skulls and skins of axolotic kobolds and lizardine albinos that live in the valley.

August Bocelli, hermit tinkerer, lives alone just off the beaten path in a small blue caravan. August is a pleasant and kind fellow, he is generally protected by the FELLRIDGE tribe due to his skill in repairing and creating masterwork weaponry. He is fond of a good singsong and will probably give adventurers a good discount if they can sing a few licks of Nessun Dorma.
Scandalous rumours have circulated that August is the only one capable of "warming up" Lezji the Ice Hag of 03:11.

See: 0310

The master of the white mountain lions in 0310 is Volk Raz, a demonic wolf who was summoned by Lezji the ice hag in 0311. She loves gold, and hates the ice hag (and everyone else).

Dense woods strung with crystalline strands that vibrate in the wind. Their song causes mammals to become deliriously happy, allowing them to be eaten with ease by fractal spiders. http://goo.gl/k4afxL.

White drakes prowl these hills. It is a mark of pride to have one as a mount among the barbarian tribes.

Ancient mines tunnel through these mountains. Warm air constantly blows from the deepest depths, and strange things live in the abnormally warm tunnels.

GEARING a Dwarven mine for precious Pandemonium. (temporary)

The black dragon that laired in the ruins here has recently been slain. (temporary)

A high mountain pass with the frozen remains of a settler caravan, trapped and fallen to cannibalism. 3 ghouls lurk within the remains of wagons and frigid bones.

See: 0312, 1903

The Kaltvalians guard their lands at a watchtower (also 1903) from the depredations of the barbarians (0104 and 0309) and from the far worse creatures that linger in the mountains and glaciers, and maintain trade with the dwarves of GEARING (0802) who mine for precious Pandemonium. (temporary)

Woodsman's village (temporary)

See: 0009, 0306, 0408

KALTVAL Civilization lingers in this town. (temporary)

Woodsman's village (temporary)

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Woodsman's village (temporary)

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Woodsman's village (temporary)

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See: 1318

The Kaltvalians guard their lands at a watchtower (also 1318) from the depredations of the barbarians (0104 and 0309) and from the far worse creatures that linger in the mountains and glaciers, and maintain trade with the dwarves of GEARING (0802) who mine for precious Pandemonium. (temporary)

About this Project

Another day another hexcrawl. As always these are a community effort. Ben Hannigan, who did a fantastic job editing The Kraal's source material, wrote a script to automate the process of taking a Google+ thread and turning it into a Google Doc. As before, a bunch of Python code then takes that Google Doc and makes the page you see.

A big thank you to Jez Gordan for organizing and to all the contributors: Jez Gordon (16), Jacob Hurst (11), Ben Hannigan (10), David Brawley (10), Ben Djarum (9), Arnold K. (6), Michael Currie (5), Reece Carter (4), Josie Lindsey (4), Trent B (3), Mak H (3), Jensan Thuresson (3), Craig Brasco (3), Evan Edwards (3), Brock Cusick (2), Claytonian JP (2), Bennet Akkerman (2), Reynaldo Madriñan (1), Erik Jensen (1), David Rollins (1), Pearce Shea (1), matt jackson (1), Nadav Ben Dov (1), Ramanan S (1), Alex Chalk (1), trey causey (1).

by Ramanan Sivaranjan on January 01, 0001

Tagged:

The Kraal

The Kraal

Frost giants, mastodons, devil swine. A land of never ending winter. This is the Kraal.

A Map of the Kraal

The Kraal 0101010201030104010501060107010801090110011101120113011401150116011701180119012002010202020302040205020602070208020902100211021202130214021502160217021802190220030103020303030403050306030703080309031003110312031303140315031603170318031903200401040204030404040504060407040804090410041104120413041404150416041704180419042005010502050305040505050605070508050905100511051205130514051505160517051805190520060106020603060406050606060706080609061006110612061306140615061606170618061906200701070207030704070507060707070807090710071107120713071407150716071707180719072008010802080308040805080608070808080908100811081208130814081508160817081808190820090109020903090409050906090709080909091009110912091309140915091609170918091909201001100210031004100510061007100810091010101110121013101410151016101710181019102011011102110311041105110611071108110911101111111211131114111511161117111811191120120112021203120412051206120712081209121012111212121312141215121612171218121912201301130213031304130513061307130813091310131113121313131413151316131713181319132014011402140314041405140614071408140914101411141214131414141514161417141814191420150115021503150415051506150715081509151015111512151315141515151615171518151915201601160216031604160516061607160816091610161116121613161416151616161716181619162017011702170317041705170617071708170917101711171217131714171517161717171817191720180118021803180418051806180718081809181018111812181318141815181618171818181918201901190219031904190519061907190819091910191119121913191419151916191719181919192020012002200320042005200620072008200920102011201220132014201520162017201820192020

Hex Descriptions

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See: 0106, 1711

Steppe, abandoned village of partially melted igloos.

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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.

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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.

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See: 0203

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.

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FROSTSTONE - Dwarven trading outpost, mostly low buildings made of stone. Inhabitants are unusually welcoming to outsiders.

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A stranded children's choir enroute to Hex 0101. Time does not appear to pass within the confines of the tower where they have sought refuge.

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See: 1207

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.

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 in Hex 0206.

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Gently rolling steppes give way to a limestone bluff pocked with 1d6 caves and 3d10 harpy nests.

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A frost-rimed pool sits within this glade. Tunnels below the waterline are home to a family of giant otters.

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Snowy forest. Bare limbed trees whistle soft music to the wind.

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See: 0114, 0201, 0903

Buried beneath a tree which birds refuse to touch is the Cask of Ancient Winters. It contains all the cold from all previous centuries.

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See: 0213, 0520

A stand of elms grows together, as if woven to produce a large dome. The trees enclose one of the three embodiments of Despair.

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Dense forest costs double to move through, parties sleeping in this hex will wake to find their packs picked through by squirrels.

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See: 0116, 0214, 1617

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 in Hex 0111. She hopes it will allow her to become immortal.

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See: 0117

Mixed party of half-elves and northern amazons. They are accompanied by a white tiger.

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12 spies from the mountain city of MYTHILLI in Hex 1009 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 their person.

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See: 1209, 1514, 1617

Village of NIXELSTRATH, the foundation of which is a dwarven bunker, ruled with an iron fist by the northern amazon queen Nuriel, who is 213 years old. Her consort is an elf. Likely some of the half-elves in Hex 0115 are her offspring. They have begun suspecting someone is innhabiting the WINTER PALACE in 0420 that appears to be in 0418 .

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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.

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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..

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See: 0220

Three basalt statues of wailing women stand here, marking the historic northeastern 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 statues represent the three pathetic Goddesses of the Defeated, They Whose Husbands Are Eternally Eaten, and mark a holy place where Smoke-Swallowers come to deposit their victims’ bones in view of their enemies to the northeast.

Firgax the fire giant witch doctor and a gaggle of unnaturals follow his semi-reliable divining skull in a meandering path towards Hex 0111. He intends to find and destroy the Cask of Ancient Winters.

The footsteps of ice giants are in the snow here, following them leads you to a group of ice giants.

PALACE OF FROZEN TEARS. Home to the Spite Priests, abandoned by their god. They seek the Death Knight in Hex 0104.

The Godhammer, a 30' long stone hammer, rests atop the tallest crags. It is sought by the dwarfs in Hex 0302.

An albino bear.

Many of the rocky overhangs here are inhabited by icicle-mimicking piercers of extra large size.

A raiding party of ice goblins who inhabit the mountains in this area. They are working for the mountain king who lives in Hex 0415.

The Fifth Monument of the Toad Gods sits unevenly on a rocky hillside—a hideously smiling stone sculpture of a squatting Slaad, weathered and cracked. Stonewise adventurers or long time residents may notice new rock has been freshly quarried to fill old gaps in the ancient landmark.

The trees grow particularly tall here, their branches dangling massive icicles. The spirits of the forest will causes a rain of razor sharp icicles to fall down upon any who defile the white purity of the winter goddess.

A strange abandoned temple has an enormous metallic tower with no visible means to enter. On nights when the aurora borealis is particularly strong, the tower glows a soft blue colour and can be seen from miles around.

Ice spiders. They attack the party when they get close to the center of the hex.

A deep, dark hole that emits a sulfurous gas.

Amongst withered and crooked trees, the body of a party of adventures that were overcome by the element of Despair in Hex 0112. They have clearly been slain by each other, the final survivor simply laying down to die in the cold.

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 GLACE in Hex 0114

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 in Hex 1405 and Hex 1718 before the next moonrise, the supplicant is granted a permanent +1 to charisma. The elf from Hex 0216 knows the location of the other statues.

White elf naturalist wearing a scarf and insect-shaped windmask examining a frozen gelatinous cube.

The curious natural deformation and of the hills and caves steals all echoes, and sends them to Hex 0218.

The echoes from Hex 0217 emerge amplified one-hundred fold through sinkholes here..

See: 0420

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.

See: 0320

6 Smoke-Swallowers tribesman (see also: 0120) 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 in Hex 0320.

Frozen marshes. Ice alligators leap through the surface to capture prey that they track through sound.

52 overly cautious nomads stalk this frozen tundra. They will pay 50 GP mastodon bones for wolf pelts.

8 dwarves travelers seeking the Godhammer in Hex 0204.

Group of 2d4 gruff mountain teenagers from the village in Hex 1401 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 location of such beasts with necklaces of carved white fangs, but will not accept help.

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.

Roaming in this hex can be found 42 white elk (3 HD) with cobalt horns (worth 15 GP each)

Two tribes of warring cave men caught in an uneasy alliance to rid themselves of the piercers in Hex 0206 and the white elves in Hex 0308.

White elves consider human logging here a threat. They have trapped trees to explode when the center ring is cut in vengeance.

A small tribe (12-18) of white elves hide here among the trees. Lead by Ulivan the Steward, the elves carry out attacks on the human loggers in Hex 0307.

Bromgrush the ancient ironwood ent lurks here, tired and wounded after accidentally setting off an exploding tree in Hex 0307. He needs a special ritual performed on him by a druid to heal his wounds. He has an ornate scroll tube containing an elvish map to dark ruins in the nearby swamps which he will offer to those that aid in finding the druid.

Statue garden. Basalt sculptured of humanoid figures with fox-, bear-, and raven-heads. Small offerings of meat and bones can be found at the bases of several statues.

An unassuming shrub grows tart red berries on the winter solstice. Each berry is sufficient to feed a man for a whole day. During that time, the base of the shrub is littered with the corpses of birds who became too fat to move.

Inside a rotting stump a gold ring (100 GP) can be found, upon which the Symbol of Thor has been engraved.

A marble fountain in a ring of trees. The water is clean, clear and icy cold. At the bottom of the fountain is a silver key. It opens the eye of the Toad Statue in Hex 0614.

Empty of all but tundra and ice weasels.

An enormous hole opens into the ground. From deep within, the sound of cracking ice and flowing water can be heard.

Roaming this hex is a band of four gnomish ice weasel hunters. also roaming the hex are a trio of frost giants who are hunting the gnomes.

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.

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..

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.

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.

Colossal mated pairs of axebeaks hunt mastodons on the icy tundra here.

See: 0220

A straggler from the adventuring party in Hex 0220, making his way back to the group after missing a session.

Peeking just above the tundra is the top of a tower. Delving down into the tower via the battlements reveals several frost zombies and key in a chest. The key unlocks a dwarven tower in Hex 0607.

Garmthos, a 5th lvl MU awaits the coming of The Lord of Bitter Winds. The omens may indicate a Fighter PC (1% Chance, each.)

Carved into the rock in the northeast 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 in Hex 0504.

The cultists from Hex 0304 live here, in a great STONE ABBEY. They conceal themselves as worshippers of Sol Invictus, but are unable to perform appropriate miracles..

Grey ironwood grows here that makes the finest longbows. The ironwood roots also carve out natural catacombs as they swell and shrink in the rhythm of the seasons (sometimes the branches of the ironwood trees also move jerkily even when there is no wind)..

A cave entrance belches forth smoke that smells of anisette, it leads to the catacombs in Hex 0405. Spite priests (see: 0203) are roasting a small fey from which the odor exudes.

RUINS OF PAZULVAN The dark ruined citadel moulders in the swamp. Only Bromgrush's Map from Hex 0308 will reveal safe passage to untold treasure inside.

In the middle of the woods is great Ice Wyrme skeleton. Several fey have lined it with leather and converted into a commune.

A series of ancient standing stones, untouched by the ice or stone around them. Sleeping within their bounds will protect travelers from the elements, except on any solstice or equinox, when the stones will set the Undying King upon trespassers.

8 Mastodons.

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)

A Rival Adventuring Party. Hamuz - FT 3, Boze - FT 1, Umar - MU 2, Thaize - C 3. Lawful, but not affable. Travelling South.

Ancient evergreen forest. No form of scrying or divination will penetrate this hex or work within it, nor does anything passing through leave track or trace.

A banked fire and 2 dozen smoke curing ice weasels can be found around a campsite built for 3 large creatures.

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.

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.

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.

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 paranoia in 0519 , 0719 , the unsettling presence in 0819 , and the visions caused by the water in 0820 . A trick of the wind keeps the pollen and petals well above 0619 . (The WINTER PALACE from 0420 appears to be in this hex but it's an illusion.)

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.

See: 0117, 0418, 1717

A cabal of twisted grey Deep Gnomes live in an ancient WINTER PALACE that is glamoured to appear as if in 0418 from afar. They sneak through Smoke Eater camps to maintain the automatons in 0418 , and set traps to leave victims for the Smoke-Eaters with results such as the village in 0219 , warriors in 0318 , and undead in 0520 . They may have built the skull in 0620 , tower in 0713 , or stairway in 0808 hundreds of years ago..

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 Hex 0504,

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.

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.

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..

The Sloth Fruit trees here are metallic, and sweat and steam in the cold. Villagers from 0504 who wander here tend to stay, never rejoining the village after their new grey dreams. Travelers through this area are sometimes found missing the tops of their heads and brains.

A party of 8 dwarf Mastodon Hunters. They have pelts, dried meat, and other goods to trade. They also have a few jugs of sloth fruit wine sourced from Hex 0505 which the dwarves attribute to their past successes.

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 teeth in a pool of blood.

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 in Hex 1007. A combined strength of 50 can turn the stone a few degrees to spy instead on the town of MYTHILLI in Hex 1009.

A family of 3 polar bears will trade iron rations or information for smokes. The tree roots here have grown around machine parts, scattered over a wide area. A black box can be seen clasped in high branches.

A snow-covered treasure chest sits in the middle of a field. It's a very lost mimic.

A lone Amazon is sneaking among a group of slumbering frost giants. A 30 ft sack is writhing near them.

GLANIS TOP A watchtower of 18 stranded soldiers.

A vast, frozen plain. The only notable thing is the remains of half-eaten horse.

A hidden terrace farm, growing various root vegetables. Tended by members from ILLY'S HAVEN in 0515.

ILLY'S HAVEN is a small town hidden within a cave system in the mountains. The townspeople are suspicious and potentially even hostile to outsiders; everyone here is a lycanthrope trying to control their condition far away from civilization.

A large party of ice goblins from the HALL OF THE MOUNTAIN KING in Hex 0415 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.

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.

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 RAVENSGATE in Hex 0519 and avoid the place, if possible.

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 entire population of the city keep a constant vigil, waiting for an invasion that may or may not ever come.

See: 0420

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 (Hexes 0112, 1409, 1817) in the area, but she lies shattered and buried amongst her creations. Any of the warband, including Caroline, exposed to moonlight will reanimate in D6 hours, and set about releasing their mistress/fellows to resume Caroline's Despair quest.

Arctic Umber Hulks burrow under the surface, weakening the ice; the passage of Firgax 0201 didn't help any. There are also Ice Toads that collect humanoid arms by tearing them off with their long, strong tongues..

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.

Yellow snow.

These frozen woods are thick with wights and draugr decked out in ancient clothing, and extensive searching will reveal that the hills beneath the wood appear to be man-made and carved in incredibly detailed and large, albeit crude, motifs featuring squat frogs and radiant beings in armor, descending from the stars.

A pack of 1d12 white wolves.

A cleric has made camp in these woods, and is reciting prayers to Our Blessed Lady of the Early Frost..

A series of squat dwarven towers linked by an old aqueduct the used to bring meltwater from the peak at Hex 1007 . One is solidly locked, requiring the key from Hex 0401 or storm giant strength to open—it contains 8400gp worth of ancient gold and a passage that breaks into the Catacombs of the Toad Gods from Hex 0614.

A group of white furred yeti performing a primal dance of frenzy before continuing to hunt the cleric in Hex 0606. They sport primitive looking holy symbols that make the eyes water and emit a flickering bluish radiance.

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.

A bubbling tar pit has erupted from the earth and a herd of 2d6 mastodons are stuck.

A half-orc steering a raft through the fens. Paying for passage is the daughter of the Amazon in Hex 0511

PTRANG City of demon monkeys. Winged, red assed, white-furred, arctic, fiendish monkeys with a taste for human flesh and a fear of wood.

Yellow Snow and disturbingly large footprints.

The Eighth Monument of the Toad Gods is carved in blue veined obsidian. The silver key in Hex 0312 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 dwarven tower in Hex 0607.

A frozen waterfall conceals the entrance to the MOUNTAIN KINGDOM OF MIGORFROST - Son of Cryonax and Lord of the Yeti. Read More

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.

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.

Frozen bubbles scattered across the plain, some as much as ten inches across.

See: 0418

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.

See: 0420

A huge skull shaped structure of stone. The silver key in Hex 0312 opens the jaws if inserted in its ear. Behind the open jaw rough stone stairs descend while vaguely discordant flute music comes from below.

Gibbets at a crossroads containing 2d6 living criminals.

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.

A 40' post rising from the swamps, with wind chimes audible for a mile of more. The chimes are made of frozen children.

The Land of Frozen Screams. If thawed each one dissolves dealing 2d6 sonic damage to all within 5 feet.

A single grey rock dominates the landscape. If the skull of the Cleric in Hex 0606 is placed upon the rock, Dzjarmud, Princess of the Frost Elementals will appear and grant one person a diamond-hard set of mail hammered from ice. Placing a Frozen Scream from Hex 0704 in the jaws of the Cleric's skull will bind the Princess for seven turns and she will do as the party bids.

A guttering sputtering camp fire in each forested valley; all abandoned as if moments before.

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.

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.

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.

Statue of legendary warrior pointing east. Drag marks indicate the direction of the statue was changed recently.

Statue of a cowering beast. It sits atop a hidden shrine to the wrongly accused.

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 in Hex 0415

Lonely scholar breeds snails in an old grey tower. He has information on 5 random hexes, roll d20d20 to determine which.

Blackbirds and grey oozes feasting on the corpse of a frost giant.

A qanat (underground artificial water channel) leads from here to the THE HALL OF THE MOUNTAIN KING in Hex 0415. 4 ice goblins are slowly but methodically vandalising it. A microclimate allows palm trees and fruit orchards to flourish in a tiny hollow in the rocks. Fresh water and hallucinogenic blue peppers are plentiful.

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.

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 fragments and letters for MYTHILLI (in Hex 1009).

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.

See: 0418

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 at Hexes 0914, 1012, 1112. Apart from smoked fish and obsidian spears they have 200 meters of remarkably light, flexible, strong, bright blue rope.

FROSTPELT VILLAGE - Polarbear-men village, impossible to get proper rations as they prefer to eat their food frozen in blocks of ice.

A longship half-buried in a mound, claimed by the men of MYTHILLI (Hex 1009) to mark the edge of the sea in aeons past.

A tight crawlspace under an ice overhang leads into one of the 3 crocodiles in Hex 0101 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 witch might be able to help you exit the croc over there.

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 Hex 0612.

Stunted remains of trees litter the frozen marsh. Some have clearly been blasted by cannon or similar.

Mixed hunting party of 7 white elves and 11 ice goblins. On discovery the ice goblins flee toward Hex 0904.

A very shifty looking group of 7 white elves equipped with axes and saws. Their leader claims to be Ulivan the Steward (and if the PCs have encountered Ulivan in Hex 0308 they will be able to tell that he looks just like him)

A hive of 24 ice weasels, surrounded by thick trapping webs. Something has been done to the weasels that allows them to spin webs like giant spiders.

Thin, lacerating sleet causes 1 hp damage per hour to any exposed skin.

A stairway, bereft of whatever building it once belonged to, spirals 70' into the air. Candlewax and blood stain the highest step.

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.

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 anglerfish with crystal teeth worth 40gp per fish.

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.

Black Ice Golem. It digs trenches across paths for it to lie in, and waits, very patiently, for supper.

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.

A rope bridge spans the gap between the cliffs of Hex 0715 and Hex 0914. 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.

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 for everyone five times over.

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.

Ice goblin outpost, they will stop everyone who comes past and ask them questions about where they are going. Then when their guard is down they will spring into action and attack. There is also a underground passage here that the ice goblins use to get back to the mountain king.

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 (Hex 0615). 2 young women and a goatman are chained up in the basement.

See: 0418

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.

See: 0418

A frozen pond identical to the one in Hex 0816 except the visions are always exciting and false.

See: 0902

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.

The mires are frequented by patrols from Hex 0901; 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 druid in Hex 1004.

At the center of a clearing of 111 feet, wherein never a drop of rain, nor flake of snow, has ever fallen, leaving the ground bone dry, there lies a smooth flat round stone exactly the size of the Cask of Ancient Winters. (hex 0111) It is said that if the Cask is brought here and placed upon the stone, a rift, either to the surface of a neutron star, or to an elemental plane of cold, will be opened, thus dooming the world. It is also said that this is the only place the Cask can safely be opened and thus rendered inert.

Spider goblins are in this hex fighting some ice goblins, The ice goblins are looking to be winning.

An Ettin with Lenses of Far-seeing Eyes, is watching the battle in Hex 0904 and the heads are taking bets against each other.

The bodys of 10 ice giants are here, they are in a clearing in the forest and have been arranged in a peculiar way (a wizard/mage/cleric/magic person can figure out whats up with a successful roll). They have been place in such a way that all that is needed is a blood sacrifice to summon up a daemon from the fire plains, when this thing arrives the caster and daemon roll off and if the daemon wins it breaks free and attacks the summoner/party.

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 and stirring or are away (50%) gathering more ingredients (the ice giant bodies in 0906 might be next).

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.

A circular pool completely iced over. Looking down I to the ice one can see a forest with green leaves.

A frost troll coming down after eating some revelers from Hex 0815 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 Hex 0815, or the fey commune in Hex 0408 he thanks them, otherwise he attacks.

A hot mud spring, concealed in a caldera, is popular with local wildlife, 7 white elf bathers and a peaceable bulette.

Mountain village of KALDAK, home to crazy barbarians who are famed for their ability to tame and ride mammoths into battle. Warriors are sent to Hex 0909 to peer into the pool for a vision quest.

Mountain village of KADLAK, home to crazy wizards who are feared for their wild magic, they are in a constant conflict with the barbarians of Hex 0912. Anytime magic is cast in this hex roll on the wild magic table.

Small home a mountain town of ice goblins, there proximity to the wild mages of Hex 0913 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.

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.

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.

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.

This forest is the hunting ground of the dire wolves ridden by the ice goblins in Hex 0817. There is a half-White Elf druid who watches this range of forests, and has a truce with the goblins in exchange for access to the wolves.

See: 1219

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.

Petrified forest of twisted and blighted trees. Home Yelva, a legless frost witch who rides in a sack made of goblin faces, on the back of her inbred mutated ettin servant.

The beast of aproximate knowlage can be found here.

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.

Peaceful Forest Grove with a large hill in the center; upon which is a Silver-leaved Tree. By the light of a full moon; icy, silver-blue Werebears play games and will invite Chaotics to join in. The winner gets his Hearts Desire.

The hidden abode of a Frost Druid. He has always regretted his calling, and mets out punishment for those who have transgressed against nature with vindictive delight. A favourite is turning the water in one's blood into ice.

An impoverished warrior is hanging from a bare tree by a noose looped around his foot. If rescued, he'll lead the party on a crazy wild goose chase around neighboring hexes looking for something he calls a 'grebbin'.

An ornately carved well filled with a golden liquid that when drunk cures diseases and heals frostbite. A wood nymph guards the well.

A pack of mountain lions. They are led by the immortal familiar of a long dead sorcerer.

The trading outpost MISTRA traffics in the crystals mined from the neighbouring mountains.

The majestic city of MYTHILLI crests the highests crags of Mount Dashanthra, its ruler the villainous Ice Queen Setra. The massive crystal castle at the centre of the city reaches up into the sky, and can be seen at a great distance.

Within the bowels of Mt. Mudo; a dormant volcano, there is an Ethereal Elevator. It is protected by three fallen Paladins of Mitra and their followers.

One the mountain peak here is really a stone gargantuan sitting down. His innards are infested by rock goblins. He tries to petition any one who can communicate with him to get rid of the goblins for him, offering his heartgem (worth 1200GP) as a reward.

The copper mines in these mountains sustains the economy of MYTHILLI in Hex 1009. There have been rumors of unknown creatures in the deepest shafts of the mines.

There is also a pod of 3 mi-go camped right at the peak of Mt. Uru, the tallest and southernmost peak in this hex. They are in regular communication with 10 more mi-go who would normally camp in Hex 1111 but have recently been chased to Hex 1113.

BUGBEAR BROTHEL!

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.

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.

2d12 guards surround a group of workers trying to dig up a partially-buried glowing meteorite and load it onto a wagon.

A group of 3 sallow humans (Fighter, Cleric, and Thief) with low jowels and bulging eyes are looking for a lost cairn. They each have branded on their shoulders are symbols of the Toad Gods.

Giant boars are charging a group of ground sloths armed with assorted obsidian polearms. The ground sloths seem to be defending a hole in the base of a gigantic tree.

A pair of Penanggalan roam through the woods between 10 and 20 feet off the ground. They are stampeding giant boars in all directions. They are in fact corpse-puppets operated by 6 spider elves high up in the forest canopy.

A circle of trees have faces carved into them representing several sylvan deities. there is a 25% chance that there are 2d6 human pilgrims visiting this shrine.

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.

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.

These hills contain ZAOTHANOSH, a village of degenerate humans. They worship Kyth-Turan in Hex 1002 and offer it human sacrifices.

A frozen corpse on his frozen horse; he has a signet ring and a partially (50%) correct map of the area 0107-0513 and the underground complex beneath 0107-0206 with an X marked with "Left GS Spr for ritual." Another note says "sldrs grd stayed in tower, afraid" see Hex 0512.

Twisted Tree Forest; home to the cavernous lair of the dreaded Grebbin (see Hex 1005). Grabbing a Grebbin brings great luck for d6 days.

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 used to be in Hex 1107.

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 of Hex 1106 are refugees from this disaster.

A dwarven charnel it is never a pretty thing, even less so when it is a full mile across. The reek is visible in the air and smells of carrion and marmalade. Take 1 pt of damage every hour that you are within 80 feet of ti.

High in his mountain tower the mad Arch Magus Xzu Seton is building a titanic heat beam to melt Setra's (Ice Queen) heart (Hex 1009).

GRIZT NAS A city of Dwarves in the mountain who often steal from Xzu Seton (Hex 1109) have buildups of metal under their skin and sleepwalk to a cave at night none of them remember.

At the base of the mountain is the settlement of AARTZT, miners who are plagued by Slaadi reavers.

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 is on it.

MAGMAMAUS an incredible underground citystate inside an active Volcano. Ruled by Largous the Titan (Titan!). The cyclopidian amber-stone walls & tunnel protect the lesser inhabitants. The population is 70% fire dwellers; Fire Giants, Elementals & Salamanders, etc... Largous has a long brewing hatred of MYTHILLI & its Icy Queen and is planing an invasion to sack it!

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 from 1111 by an irate pyromancer and his anthracite elemental, who is now stalking around the hills setting fire to stuff randomly in thwarted irritation.

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 ( 1014 ) and Ice Goblins ( 0415 ) lure enemies here.

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.

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 scrolls await diligent searchers, along with a homunculus-sized fire elemental.

A caravan bound for MISTRA (Hex 1008) loaded with trade goods from southern civilizations is stopped here to repair a broken wheel on one of the wagons.

A narrow stream the colour of blood is frozen here. in the stream, a Wendigo (flesh-eating demon spirit) is imprisoned. it's attempts to escape can be heard throughout the forest here - profoundly loud cracking ice sounds. the sound of it causes terror in horses and pack animals. they will bolt.

See: 1220

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.

A herd of ten score and twenty reigndeer (220+) ( named for their crown like horns ) roam this lightly forested glen. The Old Buck Stag has silver stars on it's brow & heart, a red broken arrow is still lodged in it's flank. The hunter of AGALLOCH ( Hex 1219 ) gave up trying to track the stag, but longs to see it once again.

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.

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.

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 attempt to steal the warmth (or levels) from any living thing that approaches.

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.

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 adventurers search the tents, they find a different body part in each (hand, foot, ear, etc.).

A great horned owl sits on a tree stump. It answers the first three questions that it hears, then flies away to the southwest.

These hills have recently been cleared of all trees, only cleanly cut stumps remain. The wood was used by the dwarves in 1106. An insane shepherd treeman is flailing around trying to exact revenge on the killers of his tree, which he assumes anyone with an axe may be.

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.

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 0107, 0607, 1607, 2007, or this hex. They usually prefer Trial By Theater.

A pack 2d6 of snow panthers prowl these hills.

CAMP BOON, the winter grazing grounds of a local tribe of centaurs.

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 0519 RAVENSGATE, 0415 THE HALL OF THE MOUNTAIN KING, and 0117 NIXELSTRATH. Each contains a similar set of standing stones nearby with half of a formula: The correct second half is at Nixelstrath, the one at Ravensgate will cause the wizard to imitate the nearest evil potentate for one day, and the one in the Hall of the Mountain King will summon the largest creatures in ten hexes to destroy the wizard, while, secretly, stitching the one at Ravensgate and the Hall together will cause the wizard to gain 25% of the xp necessary to level up (it will take a day of work to get the formula to fit).

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.

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.

CAMP HEINOUS, the summer grazing grounds of the centaurs spending their winters in 1209. Turns to swamp in autumn due to flooding from the heavy rainfalls and swollen rivers flowing from 1112

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 never from the same location.

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.

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.

In these dark woods dwells Threlax, an wolf headed shaman experimenting with shrink head potions. She has a warband of 17 wolfman warriors that scour the adjacent hexes for more test subjects.

A woolly mammoth wanders across the hills, with bloodshot eyes and bad attitude. It has a huge saddle on its back.

See: 1120, 2005

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 ( around Hexes 0201, 0202, 0314, 0316, 0511, 0516, 0714, 0906, 0907, 0917, 0919, 1112 ) .

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 in 1119 should they ever make it there. The cardinal knows and will offer a band of able travellers a chest full of gold and jewels should they assist him to fight this abomination.

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 in 1009.

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 meeting travellers, bandits and/or adventurers among the hives.

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 assassinate someone in the party.

A stray dog. On her collars are the initials S.S.

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. (Like the runes on the statue buried in 1202) They are also cursed to insanity and will not be able to convey any meaningful information.

A tribe of ice goblins have domesticated glyptodonts and are secretly planning to overthrow the Ice Goblin King in 0415. 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 battle) as a gift to the King.

Mammoth burial grounds. The hills are actually giant frozen dire mammoth carcasses. Raiders have long stolen most of the tusks available here. Try to steal more and face the wrath of 1d6 war mammoth haunts. 1 in 10 chance of encountering a dying mammoth migrating here per month.

Wispy trees with clumps of heavy mineral deposits line the fields. Geysers erupt constantly, creating a dense layer of minerals and mist that clouds the air.

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 wyrm.

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 southern edge of this area, countless large burial mounds fill the landscape. At night, hundreds of skeletal warriors and wights endlessly replay their last great battle, mistaking camping players for their enemies. The mounds appear normal in the daylight, but are obviously disturbed by nightfall.

The gate in 1211 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 carcasses to the oaken gate. (12 families of naked neanderthals, each accompanied by 1d3 burly snow apes).

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 noon and midnight.

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 blood somehow animated in this place. If more that 100 flagellates are present they coagulate into a flagelemental with HP equal to the d1000 roll and 2 bludgeon attacks, worth 2d10 each.

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 Gibberlick Hackbile (see: 1312) in pied-piper style, but they absolutely refuse to move beyond eyeshot of the tower.

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, the women from 1316 are alive and well here; mid-month a young, handsome, innocent Gibberlick Hackbile 1312 can be found holding court in the pub..

A frozen lake. Visible beneath the surface: the entire female population of a previously unkown, and long extinct, humanoid species.

Fortified mansion of Nentil the Uncaring; ice medusa, whose gaze turns creatures into ice, can teach MU's the spells Flesh to Ice, Blood to slush and their reversal spells. Breeds jellyfish (whose poison turns blood into slush) in highly alcoholic ponds and has a great mask collection from the maskmaker in 1215, has made sculptures for the Ice Queen in 1009.

Forest of blasted and burnt trees radiates for two miles from an empty crater. Animals in this region are rare and the surviving predators hungry.

A devious and ancient Devil Swine, who poses as a woodsman and lures travelers into his fortified log compound where he is attended by a bevy of attractive charmed youth, the only survivors of previous expeditions, who he claims are his children.

See: 1407

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.

Low hills of a sinister countenance.

FJARÐABYGGÐ, Fortified village of the gruff mountain men. Some of their progeny are in Hex 0303, undergoing the Coming of Age trial of the Mountain Men.

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.

A troop of 32 Dwarfs of Sul-Durabad head toward hex 1401 with a wagon cage containing 5 ice goblin prisoners, and other wagons filled with trade goods for FJARÐABYGGÐ.

Bleak moorland. The tors are geometric, resembling Hex 1302 but alone, weather beaten and craggy. Flowers placed atop these formations turn to silk-weave at dawn.

This area is a crucible of bad weather as the storm giants from 1504 use the low hills to train their children in blowing lassoing tornados and juggling lightning balls.

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 in Hex 0215 and Hex 1718 before the next moonrise, the supplicant is granted a permanent +1 to constitution. The assassin from Hex 1303 knows the location of the other statues.

Falgar the mighty barbarian lord, under geas to a sorcerer from far off south, camps here with his contingent of warriors and specialists, making ready to infiltrate the palace of VILSTRAJK in Hex 1309 and destroy Nidhoggr in its lair. Falgar awaits the return of a spy before making his assault.

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.

MAPLETON a peaceful settlement with a thriving trade in syrup and candy. Among their eager trade partners are Gibberlick Hackbile (Hex 1312), Nentil the Uncaring (Hex 1317), and Eorfic Swordsmile (Hex 1319), which has made the town a sort of unofficial neutral ground.

An ancient, covered shrine to the Hero-Deity Naumos, the Many-Cursed. Craftily hidden as a roof support, is the +2 Spear Oblivion Awaits. Anyone taking it is Quested to slay the Devil Swine in 1318.

A stand of oaks grows together, as if woven to produce a large dome. The trees enclose one of the three embodiments of Despair.

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 west many miles.

A small ruined keep stands on a low hill, it's broken tower whistling strangely in the near constant cold winds. Rumor has it a silver elven sword is encased in a throne of ice within.

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 the same place.).

A hermit (level 20 monk) lives in a cabin who dislikes visitors; will point them to the stone arch to the north, telling them how to activate it and that it might lead to fabulous treasure. Will take pity on anyone who needs warmth for the night, but will kick them out promptly at sunrise.

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 south to their trading fortress in 1415.

KRAGDUM-IUGHERIA Trading fortress, trade goods, supplies, fresh mounts, wildmen henchmen, trap finding goblins, all for sale or rent.

Many of the trees in this area have human shapes carved into their trunks. These are the graves of ancient wildmen who once inhabited the fortress in Hex 1415, 1 in 10 contain burial offerings/treasure.

Bears (6)

Forest Valley in which the devil swine of Hex 1318 often hunts. Sections of an ancient stone road run north to south through the middle of this hex.

Vast pit trap for the Devil-Swine of Hex 1318 full of wooden spikes carved with holy runes of the gruff mountain men.

Ice cave of the woolly neanderthals, who communicate by headbutts.

See: 1706, 1711

A dryad making her way north to meet her sister in the frostfey realm Hex 1311 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 north and get to another tree.

Cliffs over look scenic path by a small lake. Beware falling lemmings.

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.

Large ancient temple in ruins. 2d6 ghouls tear their way out of the frosty graveyard dirt when travelers approach.

FIRNHEIM, titanic city of the storm giants. This mountain is not crowned by a giant keep, it is a city built into the mountain, homestead for several hundred storm giants including their children. The mountain is practically hollow, but not from the below as would be with dwarves or other subterraneans, but because the storm giants dug into it.

The mountain throne of the Winter Knight is hidden within this hex. This knight has been placed into the world to act as the Winter Queens vessel and this is where she resides (yes the Winter Knight is a woman, deal with it)

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.

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 area.

Sauna of the Beserks where mountain men warriors eat spotty mushrooms in preparation for gloriously bloody and futile attacks on FIRNHEIM in Hex 1504. 1 in 6 chance of meeting 3d10 beserkers and their one eyed shaman preparing for a fight.

Rattling spooky tree limbs make it hard to sleep in this hex. Wisdom or will check to gain the benefits of a full night's sleep, else toss fitfully all night.

WOODFORD: a normal village inhabited by normal humans, except none of them seem to feel the cold and all potter about as if it's the height of summer. If asked, the villagers claim to know nothing about the stones in Hex 0409, but they are lying.

Polar bears roam here, one has somehow gotten an Elf's mask caught on it's face which raises its intelligence and allows it to blend into surroundings. A Grippli Paladin of the Toad Gods stalks Slaadi bandits who have disguised themselves as a merchant wagon.

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.

These snow covered plains are home to a large band of blue dessicated cannibal ghouls with tangled reddish hair and beards. They dig up the corpses in Hex 1514 to feast upon, and are generally peaceful as they have no lack of food.

Site of a recent battle between a troll band from Hex 1415 KRAGDUM-IUGHERIA and a mixed force of amazons form Hex 0117 and Falgar's men from Hex 1406 . There are items, weapons and tracks, and a parliament of 80 snow owls picks at the dead.

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.

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 in a nearby stand of pine.

Eerily black stag. It is a wizard in disguise—he tricked the heads of the various armies into fighting where they did at Hex 1514 (Battleground of the Apathetic Gods) rather than on the traditional battleground (The battleground to whose petty gods all concerned had made sacrifices the previous dawn) because one of the generals had something he wanted. He goes there now to look for it.

VOGAR A village of 40 gruff mountain men led by Goat's Eye the shaman.

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 (from 1504 FIRNHEIM) collect weapons and armor from frozen battlefields in 1514 and leave it piled outside the gates. Legend says the giants were doing this long before Velkor Keep or the town of VOGAR (1517) were ever built, and none alive know why.

See: 1520, 1718

A small tribe of forest dwelling dwarves. They are excellent loggers, and loath fey creatures.

A clearing carpeted in flowers and eternal springtime is hidden deep in the forest here. Each full moon a carnival sets up for a single night, and is probably responsible for stealing the children of the dwarf tribe in Hex 1519.

At the base of these cliffs lie the unburied corpses of the storm giant infants who were not strong enough to live. The lonely trek here from 1504 FIRNHEIM is not a well-worn path, but is easy enough to follow.

GRUFF MOUNTAIN, ancestral home of the gruff mountain men, now held by the White Elves.

A snowless plateau in the mountains of polished obsidian reflects the constellations, even during the day. 1000 years ago the surface began to crack, and it is said that when the cracks reach the constellation of Nyrthak the Hunter, FIRNHEIM (Hex 1504) will fall to darkness.

This abandoned ruin on the mountainside was once a giant's city but it was abandoned years ago. Only carrion crawlers and undead vultures live there now.

There's a story that says a salmon has been swimming upstream, up the river's impassable rapids, for a hundred years. It's said he is a prince of a distant kingdom, transformed by a curse, who is trying to regain his true love, an arctic naiad who lives alone at the river's glacial source.

The best fly agaric mushrooms in all the lands can be found in glens near the base of the mountains. Shamans of all races seek out their potency.

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 in Hex 1312 and search for Vorgenfrost in Hex 1507 but the king's advisor seeks to undermine the company's unity via cunning use of Ghost sound and Ventriloquism .

TOWNSHIP OF FURUN A community of farmers, hunters, smiths and artisans who live in service to CASTLE KRALLICE in Hex 1607

The HATEFOREST: You get about a half-mile in before the feelings of universal loathing begin. Then you start to see the bodies of dead travelers...

Strange Fruit, the Polar Bears from 1511 have taken to hanging things from trees in this section of woods to draw in more prey.

Trees here are bent and twisted into bizarre shapes with no apparent explanation why.

MEADHALL OF JARLFROST - Barbarian lord and exiled knight of CASTLE KRALLICE in Hex 1607. JARLFROST is hunting the Ice Trolls who have been spotted in the nearby woods.

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 (in Hex 1002 but they don't know that).

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 southbound for civilization, loaded with artifacts extracted from Hex 1514

This hex was recently woodland, but a few years ago the trees were all leveled, blasted down and pointing generally to the south.

Frozen pond. Fresh drinking water beneath the ice.

White tigers stalk a sprawling labyrinth of crude stone, hunting those driven to despair by the Embodiment in 1817 . Troops from various factions secretly meet here to discuss how they can betray their masters and establish new orders - 0114 0117 0203 0415 0519 1312 etc. .

The hills are pockmarked with mostly small copper mines. One houses a den of wargs, while another opens into an underground lake.

A pack of 19 fishheaded Frostboar dominate these wintry hills, hunting for entrails. Their tusks are fouled and terrible.

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 destruction in Hex 1615. He will sell incendiaries, but also has the ability to detonate any of his own creations with a thought and a wink..

See: 1705

A weary host of ice barbarians trek south for their mountain home GALEGLASHIEM. They have been beaten badly by beast, battle & monster - the weather is now taking its toll.

Underground fungal stout brewery, abandoned since the elves took over GRUFF MOUNTAIN (Hex 1602) and now overrun my fungal horrors of various flavors. several vintage barrels rumored to still be in a deep cellar.

Between two peaks, an ancient glacier cracks and groans. Its recent decay and movement has revealed numerous fissures and caverns, leading to tunnels (Dungeons?) untouched by air for millennia.

5 Arctic foxes caught in traps with strange runes cast into the metal. One is actually the sorceress that the trapper (from Hex 1706) was looking to catch.

GALEGLASHIEM Mountain Cave-City of the Ice Barbarians; 204 barbarians are lead by ShatterAxe the Shamaness - a lost amazonian warrior-priest of Athena. Another 100+ ice barabarians (Hex 1701) are struggling to survive returning to their cave-city. They live in harmony with the hunters (from Hex 1706) and in the fall and spring trade with them.

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 Trophy (1D20x100GP), and a favour to anyone who brings proof of having slain any of the following game animals: The Devil Swine of Hex 1308 and Hex 1407, The Woolly Mammoth of Hex 1218, The Dryad of Hex 1420, The Arctic Tyrannosaur from Hex 0617.

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.

Hundreds of mineral rich hot springs dot these hills. It is said one of them magically heals wounds.

The trees here grow at a strange angle, and there are large brass drums scattered over miles. If you orient your stance to the trees and beat one of the drums, the red furred demon Aunixinua will emerge from the trees and beat you with sticks - if you survive this, you can now see concealed or previously nonexistent entrances and doors for 1d6 days but must reroll HP and use the new number.

A deep cave winds into the earth. Four Ice Trolls live inside on the banks of a frozen, underground lake.

Five gnarled winter treants plod across the forest, seeking to slay the Dryad in Hex 1420 . They can be controlled with the gold coins from Hex 0101 for up to an hour.

Frost Goblin pulled Caravan on swamp marsh sleds going to KRAGDUM-IUGHERIA led by three Ice trolls and carrying mining supplies and mage hides.

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 one leg from Hex 0411, one from Hex 0907, one arm from Hex 1194, one arm from Hex 1514, a torso from Hex 1601, half a head from Hex 1204, and half a head from Hex 1414 along with a map of where they came from. The body parts must be buried with the rest of their proper remains to prevent the summoning.

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.

The strange, gnarled trees of this expanse never seem to bear flowers or fruit and are always covered by a thick layer of ice.

7 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 KRAGDUM-IUGHERIA in Hex 1415 and free their people. The rest of the trees are covered in ice as in Hex 1715.

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 for many mile to the West, North and East. The periscope will give a clear view of Destiny's Anvil (Hex 0416) and can just see the entrance way to the Hall of the Mountain King (Hex 0415) in the mountain to the west. On a clear day can just see the rooftop of WINTER PALACE (Hex 0418) in the hills to the west.

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 its brother-statues in Hex 0215 and Hex 1405 before the next moonrise, the supplicant is granted a permanent +1 to wisdom. The dwarfs from Hex 1519 know the location of the other statues.

A pride of rare Diamond Displacer Beasts (11) stalks these frozen hills.

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.

6 well provisioned hunters, led by a Frost Sorceress, trek North in search of the Diamond Displacer Beasts in Hex 1718. Their pelts are worth a small fortune.

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.

Polluted Falls. A large waterfall in this hex pours poisonous water into a lake and all plant life is dead and surrounded by skeletons of dead animals. the source is a large one ton canister leaking the poison that contains a bound and angry plague demon.

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 crystals from the barrel in Hex 0707 are held in the beam, a map of the tower in Hex 1411 or a false treasure map of ruins in Hex 0407 will be projected onto the ground. Dinosaurs roam here, gathering in the warmth.

Dinosaurs foolish enough to venture south from Hex 1803 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 North into Hex 1804 via their valley.

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.

The rolling hills here are all of regular shape and height. Many rabbits.

Cavern of ice leads deep into the mountains under Hex 1606. Herein lies the Hand. The titanic petrified remains of the wielder of Godhammer in Hex 0204.

Ooze nuns of Juiblex from the Oakheart Academy (see Hexenbrachen) seeking ooze in Hex 1515.

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.

Woods full of night singing birds who lull you to sleep, perhaps for days.

Dead thief. Frozen ice bubble with payload of blue ooze (Hex 1515), ivory dagger and tin key in his pack.

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 tongues cut out for bait.

Frozen dawn—in a square mile of this area, the sun is always in mid rise.

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.

A clearing with blood spattered on the snow and signs of a fight. The only clues are an obsidian dagger and footprints to the south east.

A band of 4 young humans and a dwarf looking for VELKOR KEEP (Hex 1518). They boast about being the first to steal from the giants near it to prove they are adults.

A party of butchered prospectors is found with signs of cannibalism. The lone survivor has turned into a Wendigo and is hiding in ambush.

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.

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 death of ennui. His intention was to resurrect his wife who commited suicide after being wrongfully informed of his death on the battlefield. A person in possession of the map will be eternally driven to find the Despairs but will never be able to find them.

Skeletons of lost travelers amidst the snow. Treasure of coinage and trade goods present.

See: 2005, 2011

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.

⇗ ⇘

See: 1909

Settlement (ish) MOSSPOT.

⇗ ⇘

See: 1903

A group of lost adventurers wonder though this area. They are looking for the entrance into the mountain, they will ask the PCs for help.

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A legion of poisonous white toads defends the SCHERZEMONT—any joke told at the top of this peak will echo through the surrounding hexes. If it is good, the joke will cause every living creature at least 20 feet beneath the mountain peak in Hexes 1802, 1803, 1804, 1805, 1902, 1903, 1904, 2001, 2002 and 2003 to be afflicted as by an Uncontrollable Laughter spell for one hour, if it is bad, they will clutch their heads for an hour, unwilling to move, listen or open their eyes for fear of hearing another. One joke per person, creatures over 15th level/HD get a save to simply be terribly distracted by the humor or horror thus inflicted.

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See: 1903

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 Bunsarth (Hex 1907) is willing to fund a mission to capture their young or eggs!

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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 the world. Example opposite blades include the Ivory Dagger from Hex 1811 and the Obsidian Dagger from Hex 1816.

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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 minds are further clouded with the lies of Space National Socialism - they are armed with MP-40 machine pistols however.

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See: 1904, 2006

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.

⇗ ⇘

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 in Hex 1908. the ice goblins are moving these creatures so that they can get some money from the ranger, and so that they also can get the lay out of the zoo to rob it in a couple of weeks time.

⇗ ⇘

A travelling Skald named Mulsphirn is resting here while figuring out where he got turned around. Mulsphirn was travelling to MOSSPOT in hex 1901. Mulsphirn knows rumors of many areas East of the mountains and is willing to trade stories for stories, although like all good story tellers Mulsphirn is prone to exaggeration.

⇗ ⇘

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.

⇗ ⇘

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.

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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 (Hex 0201).

⇗ ⇘

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.

⇗ ⇘

JOLLYOAK An unremarkable igloo village of doppelgangers. They look like dark elves, but act like halflings, which is slightly disconcerting.

⇗ ⇘

In the Southeast of this snowy plain, a Hu Hsien, or fox spirit, flees its pursuers from the Far East who are in Hex 2015. In the Northwest, a Dark Elf flees Hex 1815, having just killed his only love.

⇗ ⇘

In the North are an entrenched force of Orcs, in the South 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 sway, filled with the loot of the generations who have died in this war.

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Hills of stone and frost, marked by outcroppings of black rock. An expedition or ambassadors (35 strong) from the deep south are encamped here, the vizier argues the guard captain about turning back - they have 5,000 GP in black pearls and incense they will trade at the rate of 200 GP per man for furs and warm clothing.

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See: 1919

Anzett the Cold, the assassin from Hex 1811 and Hex 1815 sits hiding in a tree, restringing her crossbow.

⇙ ⇗ ⇘

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 (Hex 1918).

⇙ ⇗ ⇘

To the south 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 in this place will remember the grey blue sky, and wake with some patch of skin harder, and shiny.

⇗ ⇘

See: 1903, 2004

The titanic and translucent fetus of a new frost giant king incubates in a mineral lake hidden by the mountains.

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See: 1903

The Ringwolf—a rolling, circular demon with radiating heads like fire off a flaming wheel.

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See: 1903

Jagged rust colored peaks march like an army Southward, this is tough ground, avoided by all. Random encounters are 1/2 as common, but more likely to be aggressive.

⇗ ⇘

Three Fomorian Giants are plotting with Ursus the Cloud Giant Lord of the Northern Sky to steal the Frost Giant fetus in Hex 2001.

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See: 2008

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 HP that night, and also permanently gain a 3% chance of waking each night with a random temporary insanity from the nightmare left by a stolen dream). She is trying to prevent the machinations of the Toad God, and so scours dreams for information about the Monuments in Hexes 1820, 1219, 0614 and 0208.

⇗ ⇘

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 (Hex 1907). On Malpha's sled she has carefully tied a live gem encrusted Flailsnail worth a princesses ransom.

⇗ ⇘

See: 1207, 2010, 2012

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.

⇗ ⇘

Fjorgvinn, axe-wielding paladin of the God of Rust and Rain seeks to slay the witch who stole her dreams (Hex 2005) but does not know where she is. A curse of evil weather follows her.

⇗ ⇘

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 children wrapped in soft leathers, furs or fabrics.

⇗ ⇘

A swarm of heavily armed goblin and hobgoblin marauders, seeking vengeance for the gruesome scene in Hex 2007

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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 children of Hex 1820. On odd days, a site of depraved abuse by Ogre sized monsters. An ominous tree-fort w/ teenage scouts watches over in either case.

⇗ ⇘

See: 2013

A beholder and his goblin shaman thrall perform a desperate surgery to replace its failing, aged eyes with those of the goblin children in Hex 2007. They must work quickly and evade the war party that searches for them.

⇗ ⇘

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 in Hex 2012 .

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See: 2016

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.

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See: 1915

Lair of an adult female white dragon with 3 Young dragons and 2 eggs, her offspring. She has mated with the ancient dragon mentioned in Hex 0917 in the past during his migration.

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Underground is a fully automated iron golem factory overseen by a lich. Will pay handsomely for an intact specimen of the small golems built in Hex 2014

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VERR VAURKE This settlement produces fierce warriors who dye their faces before each battle. Also known for fantastic wine and the Wyrd Archives of Aasivaal the Scholar.

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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/extraplanetary curiosities. The area has recently been extremely active, astrologically and/or meteorologically, and they are travelling to GJAST (Hex 1512) to begin their investigations.

⇗ ⇘

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.

⇙ ⇗ ⇘

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.

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.

About this Project

Like The Hexenbracken before it, this is another attempt to crowd source a hex crawl. This time I turned the resulting comment thread into a Google Doc, which was then cleaned up with the help of Brendan S, James Young, Ben Hannigan and Josie Lindsey. A bunch of Python code turns that into the page you see.

A big thank you to Zak Smith for organizing, Ben Hannigan for going above and beyond in editing the Google Doc, and to all the contributors: Zak Smith (49), Richard G (27), Josie Lindsey (21), James Young (19), Matt Maranda (19), Reece Carter (17), Ben Djarum (17), Brian Green (15), Jez Gordon (14), Steven Goodman (13), George E. Williams IV (12), James Aulds (12), Ian Burns (11), Harald Wagener (11), Ramanan Sivaranjan (9), Wayne Rossi (9), Ed Hackett (9), Gus L (9), Trent B (8), Barry Blatt (7), Steve Sigety (6), Jacob Hurst (5), Brendan S (5), Jason Sholtis (5), David Brawley (5), C. W. Marshall (4), Alex Williamson (4), Henry Ulrich (4), James Smith (4), Mike Evans (4), Martyn Maillardet (4), Wayne Snyder (4), Jason K (4), Vincent Quigley (3), Pearce Shea (3), Justin Kowalski (3), Bennet Akkerman (3), Random Wizard (2), Christopher Helton (2), Joshua Macy (2), Dan Cassar (2), William Broom (2), Martin Bay Thomsen (2), Simon Forster (2), Ben Hannigan (2), Lee Reynoldson (2), Kelvin Green (2), Casey Garske (1), Reynaldo Madriñan (1), Jeremy Friesen (1), Chris Kutalik (1), Christopher Wood (1), Anthony Picaro (1), Craig Brasco (1), Chris F (1), Dak Ultimak (1), Anders Nordberg (1), Andrew Crenshaw (1), Darien Mason (1), Alex Mayo (1), Sam Mameli (1), James Stuart (1), Alexei McDonald (1), Stuart Marshall (1), Michael Smallridge (1), Jason Beardsley (1).

by Ramanan Sivaranjan on January 01, 0001

Tagged:

Philotomy's Lost City Campaign

Jason Cone, better known online as Philotomy, ran a short campaign of B4 that was immortalized on his blog many years ago now. His website is lost to the ages, but preserved in amber within the wayback machine of archive.org. I think they deserve to on the internet properly once again, and Jason graciously let my republish these notes here in my grab bag, alongside his musings. If you have enjoyed reading Philotomy's Musings on OD&D, you'll enjoy reading about this brief campaign and the influence it had on him and how we came to understand OD&D.

The original version of this page, on Philotomy's blog, would let you toggle spoilers on or off. I've haven't re-implemented that feature as you probably aren't a player in his now complete campagin.

If you see any errors in the text please let me know.

Ramanan Sivaranjan, 13th March 2025

Campaign Log: B4 - The Lost City

By Jason Cone, originally found on http://www.philotomy.com

Background

General Information

Inspired by a discussion on the Dragonsfoot forums, I decided to try running a D&D game using an expanded version of the Holmes Basic rules. The Holmes Basic boxed set was my introduction to D&D back in 1979, but I almost immediately started playing a chaotic mixture of Holmes and AD&D that gradually evolved into something close to by-the-book AD&D over a period of years. Because my previous experience with them was colored by that AD&D influence, the Holmes rules were both familiar and strange. They included many things I'd overlooked or cast aside for AD&D versions (e.g. ability modifiers, variable weapon damage, et cetera). I knew I'd be house-ruling a bit, but I wanted to try out the game mostly on it's own terms, in a real "old school" manner, and see how it stood up.

That demanded a dungeon, of course, and I decided to go with B4: The Lost City. I'm a fan of Tom Moldvay's adventures, which often draw on fiction for inspiration (e.g. Castle Amber/Clark Ashton Smith, Lost City/Robert E. Howard, Isle of Dread/King Kong); they also tend to offer the DM plenty of room for expansion. Moldvay's adventures are sometimes campaign settings in disguise, and it's amazing how much inspirational material and framework he could pack into a small page count. I'd never run Lost City, and I'd been re-reading the Conan stories, so decided B4 would be the perfect choice.

As the campaign progressed, so did my understanding and appreciation of the OD&D rules. My house-ruled Holmes rules slowly evolved, incorporating bits and pieces from OD&D and its supplements. Eventually, I realized I was not really playing Holmes, anymore; I'd removed almost all the Holmes-specific elements (although I retained the Holmes rules on scroll creation and the movement rate variant) — my game had become OD&D.

Changes to the Module

B4 is written for the B/X edition of the D&D rules (i.e. the 1981 Basic and Expert sets edited by Moldvay/Cook/Marsh). Obviously, there were a few changes required when running it under a different D&D rules-set, but most of those are so minor that I just handle them on the fly; they're not worth discussing, here. More significant are a few stylistic changes, and a brief description of how I fleshed out the lower levels of the dungeon. This information contains spoilers about the module, and especially about my version of it. If you're playing in my game, you should avoid the marked spoilers, or you'll ruin your fun.

Changes to Upper Tiers

Starting on Tier 5, I began making more frequent changes to the module. As written, it has too many monsters of wildly varied types, for my taste. I'm not a stickler for "must make realistic ecological sense," but in this case I think more uniformity creates a better sense of verisimilitude. I also some minor, but significant, changes to the map.

As written, passage from Tier 3 to Tier 3 happens at 20a, where a ramp descends into the burial chambers/crypts. Unfortunately, it descends into a rather dangerous section of the Tier, and it is very unlikely that the "old god" factions could go this way without running afoul of traps and undead. For example, it seems impossible that the trap at 39 would be untriggered, if this way was used at all. Consequently, I've added a secret trap door in the floor of the central north-south passage. This secret trap door is 40' south of the door to the revolving corridor, and it leads to a steeply sloping tunnel — almost a chute, though with hand-holds — that ends up at Tier 4, room 35. This addition makes common/frequent passage between Tiers 3 and 4 possible.

As written, passage from Tier 4 to Tier 5 happens through the secret ladder connecting 27A and 44. This is the only access, and it is absolutely necessary for the "old god" factions in the upper tiers to pass this way to-and-from the Lost City, itself. Unfortunately, this means that travel through the chambers of Darius must be fairly common, and this makes no sense. Such traffic would need to pass through areas guarded with living statues, gargoyles, and pit traps It also strikes me as unlikely that the robe of Darius has lain undisturbed on a chair while dozens of people go trooping by it on a regular basis. I think the chambers of Darius should be long-undisturbed, so the map needed to change.

I made the secret door from 45 to 44 a one-way secret door (it can only be opened from room 45). I added a passage leading east from room 44; it ends in a normal (two way) secret door where it intersects the north/south corridor. With this addition, passage between Tiers 4 and 5 can occur without going through the chambers of Darius.

This tier is the temporary home of Demetrios, Bishop of the Temple of Zargon. Demetrios is here (rather than in the city, below), because he was caught plotting against the current Patriarch/High Priest of the Temple and was forced to flee with the followers and mercenaries loyal to him. [yes, that's an addition to the plot.] In addition to hobgoblin mercenaries and loyal Cynidiceans, Demetrios maintains an uneasy alliance with a pack of wererats living on the tier [also an addition to the plot]. The pyramid's entrance hall and main chapel are overrun with rats and giant rats, who thrive due to the presence of water and "manna" in the chapel [I added the "manna"]. The wererats make their home among these creatures. The wererats are well-aware of the "old god" factions and their travel between the Lost City and the upper tiers, but the old god factions are unaware of the wererats, which is how the lycanthropes like it.

There are also several feral subhuman monitors on the level (q.v. Slave Castes of Cynidicea). These brutes fear and hate Cynidiceans, and live off rats and other vermin they kill while hiding in the seldom-visited areas of the tier. Demetrios hopes to gain control over these fearsome creatures, but has not yet attempted to master them.

  • 41. Ogres become subhuman monitors with ogre stats
  • 42. 3 dopplegangers become 4 wererats.
  • 44. Map changes as noted, above
  • 45. Long undisturbed. Dust everywhere.
  • 46. Remove dead Cynidicean. Snakes are fine, here. In fact, I've made this room a "snake-lair." (think Indiana Jones) Air shafts to this section of the tier connect through this chamber. The rats avoid coming to this section because of the snakes. Since Usamigaras is associated with serpents, there may be a supernatural source/connection for the presence of snakes, here.
  • 49. Gargoyles are still gargoyles, but don't have the typical "gargoyle appearance." Instead, they look like statues of bird men (Egyptian-style).
  • 49A. The pit trap is a "new construction" that has been added since Darius died (this explains why he doesn't know about it).
  • 50. Add scores of rats and dozens of giant rats. These will avoid combat, if possible.
  • 51. Add hundreds of rats and dozens of giant rats. These will avoid combat, if possible. Werefoxes become wererats with werefox charm abilities and stats. These are the wererat pack leaders. In addition to the fountains that supply potable water, "manna" from the old gods regularly appears at the feet of the great idols. This food is tied to ancient legends and would be seen as a great and hopeful sign by the faithful followers of the old gods, if it were known. As it is, the rats and wererats devour the manna, and its existence is unknown.
  • 52. This room and its treasure make no sense, as written. I've kept the room and its trap, but changed the treasure to include a reliquary with objects holy to the old gods (explaining this elaborate protection for them). The relics have no material value. The treasure-as-written is here, too; obvious in the box. The reliquary is concealed in the box's false bottom.
  • 54. Owlbear becomes a feral subhuman monitor (drunk, naked, and pissed off) with owlbear stats.

Changes to Lower Tiers

The original module offers only a bare skeleton for these tiers: maps, monsters, and treasure, but that's about it. If not fleshed-out/changed, this could be a senseless and repetitive crawl (the module points this out, and offers an example of how to flesh out the skeletal structure). Here's an overview of how I'm handling tiers 6-10.

This entire module is an underground adventure (either in the "dungeon" or in the "underdark"). However, this section of the dungeon takes on the role of the "mythic underworld" or "descent into hell." Zargon is an ancient being that embodies chaos (similar to a Lovecraftian Great Old One), and this portion of the dungeon is his domain, and under his direct influence. The source of the madness and chaos comes from here, and tier 10 is the font of it, so the closer you get to Zargon, the weirder and more dangerous things become. Although the module presents this section as little more than a standard dungeon-crawl (tunnels connection rooms that contain various monsters and their treasure), that is not how I'm presenting it. PCs that enter this section of the dungeon will know that they've crossed over into bizarre territory, and there is a chaotic, phantasmagorical, and other-worldly atmosphere to the place. One aspect of a "mythic underworld" is that the heroes "face themselves" (i.e. their weakness and flaws becoming obstacles to overcome). Here, that will become literal, as it is very likely that PCs will be doubled ('Bad Ash') in this section of the adventure.

Monsters/Qualities of this Section:

  • vermin, including weird/mutated insects
  • oozes/molds
  • weird/mutated fungus
  • weird/mutated monsters, often with slimy/reptilian aspects
  • sub-human slaves & priests gathering psychoactive fungus
  • Cynidicean "prey" lost in the "underworld"
  • "Breath of Zargon" (sudden winds carrying psychoactive spores)
  • slime
  • rumbles, voices, speaking rocks/plants
  • slimy pods containing half-formed humanoid or animal-things
  • spawn of Zargon (basically chokers)
  • slime crawlers (slimy spider/reptile things — kinda like Alien)
  • music (piping, wailing)
  • mists/sparkles
  • "normal" monsters that serve Zargon/Chaos (e.g. medusa, dragon)

The aforementioned "slime crawlers" are one way PCs could be doubled. These creatures possess a poisonous bite that renders victims helpless, reduced dream-filled torpor. While victims are helpless, the slime crawler draws some blood (not a lot) and then wanders off to form a pod. The mature pod will contain a double of the PC (no equipment, though).

The Fey

One encounter in the upper levels of the module is a group of sprites. In my game, these are not typical woodland sprites, but a band of similar fey that live in the fungal forests of the lost city. These sprites are Neutral in outlook, and enjoy playing pranks on the Cynidiceans (and probably on PCs, too). They are not necessarily friendly, but are not actively hostile. They are also excellent sources of information, and can be bribed to get news and information. Consider the following passage from Jack Vance's Dying Earth as inspiration:

Mazirian stopped. The Twk-man looked down stolidly.
"Have you seen a woman of my race passing by, Twk-man?"
"I have seen such a woman," responded the Twk-man after a moment of deliberation.
"Where may she be found?"
"What may I expect for the information?"
"Salt—as much as you can bear away."
The Twk-man flourished his lance. "Salt? No. Liane the Wayfarer provides the chieftain Dandanflores salt for all the tribe."
Mazirian could surmise the services for which the bandit-troubadour paid salt. The Twk-men, flying fast on their dragon-flies, saw all that happened in the forest.
"A vial of oil from my telanxis blooms?"
"Good," said the Twk-man. "Show me the vial."
Mazirian did so.
"She left the trail at the lightning-blasted oak lying a little before you. She made directly for the river valley, the shortest route to the lake."
Mazirian laid the vial beside the dragon-fly and went off toward the river oak. The Twk-man watched him go, then dismounted and lashed the vial to the underside of the dragon-fly, next to the skein of fine haft the woman had given him thus to direct Mazirian.

Magic Swords

In keeping with my desire for magic swords to be important items, imbued not only with magical dweomer, but also with spirit, personality, or even full-blown sentience, I'm using the OD&D approach that says all swords have Int and Alignment. Here are my changes to magic swords found in B4:

  • #25 - Originally a sword +1. This is a Lawful short sword with Int 2 and no special powers. Its name is Thorn.
  • #34 - Originally a sword +2. I'm changing this to a sword +1, flaming, +2 vs. trolls, +3 vs. undead. This sword has an Int of 6. It can't communicate, has no powers, and no ego. It is a neutral weapon, so it will inflict 1d6 damage each time a lawful or chaotic PC picks it up. Per OD&D rules, the sword's bonus applies "to hit" in all cases, but applies to damage only against the special creatures. Thus: vs. undead +3 to hit, +3 damage; vs. trolls +2 to hit, +2 damage; vs. everything else +1 to hit, +0 damage. This sword's name is Pyrsoglos.
  • #51 - Originally a sword +1, casts light in 30' radius. I'm changing this to a spear +1, casts light in 30' radius.
  • #79 - sword +1, +3 vs. dragons. This remains the same, but I rolled up the specifics on the weapon. It has an Int of 9 and an Ego of 1. It is Lawful, and can communincate using empathy. It has the power to detect traps with twice the normal range, and also the power to see invisible objects (both powers are passed on to the wielder). This is an enruned, dwarf-forged blade. It's name is Gheltönn.
  • #88 - Originally a sword +2. I'm changing this to an axe +2.

Pyramid Construction

I've added numerous air shafts and vents built into the upper levels of the pyramid. In addition to air-flow, these also allow sound to travel and mutate over great distances, and allow for the passage of vermin like snakes, rats, insects, lizards, et cetera. They are omnipresent in the upper pyramid. They're usually near the ceilings, and are sometimes incorporated into designs and carvings. Much of the upper pyramid is decorated with stylized carvings in "borders" that run along the ceiling or floor. Usually these are purely decorative, but they sometimes have actual meaning that can offer clues about the location, or they can conceal traps, hidden switches, et cetera.

Sacrifices to Zargon

Sacrifices to Zargon are a common feature of life in the lost city, itself. The first choice is a criminal, but there are few of those (most people are too enraptured in their own dreams to commit or report crimes). Lone followers of the old Gods are sometimes arrested as criminals by the priests of Zargon. The sick and old, especially from slave castes, are the next choice. If none of the above are available, then young children will be chosen, since they're easier to replace than adults. The module mentions wandering Gnomes that arrived through the underdark connections. These unfortunates are the remnants of a gnomish trading expedition that came to grief in the Lost City. They would very much like to see revenge on the priests of Zargon.

Slave Castes of Cynidicea

  • Cynidicean Slave - these are normal Cynidiceans, by race, but have a hereditary slave social class. They are used as personal servants/attendants, and for household and entertainment duties.
  • Subhuman Worker - these are neanderthal-like humanoids. They are the descendants of the Zargon-worshipping humanoids the Cynidiceans conquered before the founding of the city. When B4 references 'Rock Baboons,' I'm using Subhuman Workers, instead (they have Rock Baboon stats). They are used for manual labor.
  • Subhuman Monitor - these are also descendants of the neanderthal-like humanoids, but magic and breeding changed them. They are much larger and stronger, but mentally weaker and more compliant than normal subhumans. They are bred to obedience, and traditionally were kept under control with the aid of certain drugs and conditioning. They were used to keep control of the workers, as guards, and for especially heavy labor. Over the years, fewer of these were bred, and some "went feral" as their masters lost focus and neglected to maintain their conditioning and control. The remaining Monitors are mostly under the control of the priests of Zargon. Small groups of feral monitors roam free, although they tend to avoid the city. When B4 references Ogres, I'm using Subhuman Monitors.

Zargon-Oriented Monsters

Certain types of monsters in the Lost City are associated with Zargon. These include:

  • Priests of Zargon (Cynidiceans)
  • Goblinoids (hobgoblins and goblins)
  • Hell Hounds
  • Undead (under priestly influence)

Session One

Inspired by Meepo's "expanded Holmes" (see here), I ran the first session of B4 with Holmes this evening. This is the edition I started with all those years ago, but back then we played a unholy mix of versions, pulling rules freely from all over the place; my Holmes games back then were as much Moldvay/Cook and OAD&D as they were Holmes. So this is kinda like my first time running anything close to by-the-book Holmes (although I'm house-ruling some stuff).

My players are my two eldest children. They rolled up a PC each, going 3d6 in order and seeing what came up. What they got was:

  • Fighting Man: Str 10 Int 12 Wis 11 Con 14 Dex 8 Cha 16
  • Cleric: Str 7 Int 8 Wis 10 Con 9 Dex 8 Cha 8

I also gave them three "desert nomad" NPCs (normal men) that were survivors from the caravan.

My house rules (mostly Meepo's, but a few differences):

  1. Max hit points for level 1
  2. PCs unconscous at 0 hp, can survive to -(level + 1)
  3. Magic missle auto-hits. Multiple missles at higher levels.
  4. 2-H weapons or two 1-H weapons roll 2 dice of damage, keeping the high roll.
  5. All PCs roll 1 melee attack per round, regardless of weapon(s).
  6. Natural 20s that hit do maximum damage (i.e. 6)
  7. Natural 1s that miss give one enemy one free attack.

Some things I've noticed, already:

  1. I like the way stat modifiers are done. This is a surprise, as I've always preferred the B/X modifiers. However, I think the Holmes (and OD&D) modifiers are deemphasizing the numbers in a good way — it seems to be putting more emphasis on how the PC is played, rather than what his stats are.
  2. I like 1d6 damage for all weapons. This is also a surprise. Nevertheless, I can see the reasoning for having all weapons do 1d6 (which is enough to kill an average normal man): a dagger thrust can kill you just as readily as a big chop from a 2-H sword. Nevertheless, I do think there should be a "game" reason to give up a shield and use a 2-H weapon, so I like the house rule on this I listed, earlier.
  3. I like not having a thief in the party. This was chance, rather than Holmes rules, but not having a thief to roll for finding traps and such has really emphasized descriptive searches, etc. And I like it. I suspected that I've been over-using "perception checks," and now I'm certain of it. Also, in Holmes, thieves don't have any special ability to find traps, anyway. They have the "remove trap" ability, and it only applies to small traps like poisoned needles, etc. Presumably, they find traps just like anyone else: describing how and where they search. I like it!
  4. No initiative. I'm not doing this exactly by-the-book, though. I'm using Dex as a general guide, but just ruling the "who goes next" order based on the overall situation (Dex, weapons, circumstances, etc). A roll decides things if there's some question in my mind. This is the way I've been running my C&C games, too, so it's nothing new, for me. I like this approach a lot.

Everyone had a blast. My son has played C&C, BFRP, and BECMI, before (and I gave him a copy of the Mentzer Basic set, so he's familiar with that), but this was his first time playing Holmes. He noticed some differences (stat bonuses, everything doing 1d6 damage), but didn't seem to worry about them. Usually when he plays, there are adults playing, too, so he rarely "takes the lead" in the game. This time, he was the leader, making all the decisions, etc. I think it improved the game for him; he really got into it. I even saw him closing his eyes as I described what his character could see. This was my daughter's first time running a PC, although she's often seen others playing, so she already knew how it worked. I enjoyed seeing how excited she got.

The party entered the ziggurat and made their way to the entrance/statue room with the three bronze cylinders. The door shut on them, which caused some concern until they tried re-opening it and had no problem. However, after assuring themselves they weren't locked in, they let it close, again.

They immediately started examining the bronze cylinders. During their examination, I mentioned that they were beginning to feel light-headed. That sped things up, and the Fighter moved up to the rightmost cylinder and opened its door, triggering the trapdoor. He fell into the darkness, below, luckily only taking 1 point of damage. I ruled that he had managed to slow his fall by bumping the ladder, but he still landed on his back with a crash.

He couldn't see much, since he didn't have the torch (the cleric, above, still carried it), so the only light was filtering down from the open trapdoor, above. However, almost immediately pale red lights illuminated in the dark corner of the room, and began moving towards him. I said the lights appeared to be coming from some 3 foot long beetles with huge pincer-like mandibles. The fighter got his feet and drew his sword just as the beetles reached him. The rest of the party had taken a point of damage from the gas, above, and was heading down the ladder.

I ruled that the Fighter, with his longsword, had the first attack on the beetles. He rolled a 19 for his initial roll, and a 6 for damage, slicing one beetle in half, immediately [This was a great way to start off the first combat of the game]. The others attacked, him, and one got a grip on his leg, drawing blood through his greave. He continued to hack at the monsters, and was soon joined by the rest of the group. The fight ended with the beetles dead and both the Fighter and Cleric slighty wounded.

After the fight, the PCs briefly considered the beetles as a possible food source, but decided to keep looking — they weren't that desperate, yet, and this place looked cluttered with pottery jars and wooden crates or boxes. They made a thourough exploration of the room, and found some oil, but nothing to eat or drink. They were preparing to leave the room when they heard a noise from one of the doors on the west end, and the portal opened.

Several humanoid figures were about to come through the door, but they stopped as soon as they saw the PCs and their light. The figures were on the ragged edge of the torchlight, so the PCs could only make out shadowy forms with animal-like heads: a bird-man, a wolf or dog-like man, and several others. The beast-men seemed to be carrying a pallet or stretcher of some sort.

The PCs drew weapons and held their ground, but did not speak or move to attack. They just waited. The beast-men put down their burden and moved into the room, hands on weapons. The bird man said something in a strangely familiar, but incomprehensible tongue. [I'm ruling that the Cyndiceans speak an ancient and mutated form of Common. The PCs can understand it if they listen very carefully, and can learn the dialect if they're exposed to it for a while. I described it to my players as trying to understand spoken archaic English, heavily accented. I gave them a demonstration by saying "Wha b'yee, un Wham djyah serf?" (i.e. who are you and whom do you serve?). After several repetions accompanied by gestures, my daughter cried out "He wants to know who we are!" I immediatey awarded her some XP points, to her delight. From there, conversation was handled by rolling 3d6 against Int to see if accurate communication was achieved.]

A parlay was achieved, and weapons sheathed. When the PCs got closer, they saw that the beast-men weren't beast-men at all, but rather pale-skinned humanoids wearing elaborate masks and costumes. After communication was established, the PCs came to understand that the masked men wanted them to come help with a wounded comrade. The agreed, and followed the masked strangers through the east door, into a dark hallway where the crumpled form of another masked man (this one with a hound mask) lay in a pool of blood that leaked from his mangled leg.

The masked hawk-man pointed to the wound and directed a stream of words at the PCs. He waited expectantly, but couldn't make himself understood. He began to get visibly frustrated, and even angry. The PCs got the idea that he expected something of them, and that he thought they were refusing. Again, my daughter caught the message, saying "he wants us to heal his friend!" The PCs washed and bandaged the wound, but couldn't do anything else. This obviously didn't satisfy the hawk-man, who made more angry comments. The Fighter (who has a decent Cha), finally managed to convince the hawk-man that the PCs were unable to do anything else.

At this, the hawk-man nodded his understanding and shrugged. He drew his short-sword, causing immediate concern (especially among the NPC followers, who drew weapons). However, the PCs didn't draw their weapons. After a brief glance and sneer at the NPC followers, the hawk-man knelt by the hound-man and plunged his sword into the unfortunate fellow's heart, again causing cried of alarm and horror.

Wide-eyed, the Fighter stood and watched as the hawk-man wiped his blade and stood. The hawk man pointed to the wound on the fighter's leg, said something, and nodded resignedly. He clapped him on the shoulder, looked him in the eye, and drew back his sword-arm for a thrust. The Fighter gave a cry of "No!", grabbing the sword arm and punching the hawk-man. [He had set his shield down while treating the hound-man, and his sword was sheathed.] His blow didn't strike true, but knocked the man's mask askew. Immediately weapons came out all around and a frenzied melee erupted in the hall.

The Cleric (my daughter) held a shield and a torch. Rather than drop the torch, she used it as a weapon. She didn't try to club them, but just to set their robes/feathers/etc on fire. She suceeded with the bird-man, and he was soon wreathed in flame. [Rather gruesome, but effective tactics for a young girl to think of.] Anyway, the fight was quickly over, ending in a PC victory with no loss of life, but a few more lost HPs.

That's where we stopped. (It was a school night.) Hopefully we'll have a longer session this evening.

Session Two

My wife, after hearing all about the first session from my son, decided to join in this time (I introduced her to RPGs when she was in high school, so she's an old hand). Despite a twinge of regret that she might take the leader role away from my son, I welcomed her and had her roll up a PC.

...And the bitching started. She didn't want 3d6 in order, and she thought her rolls were hopeless. And she wanted a "real" character sheet, not the notebook paper we were using [I printed off a copy of a B/X character sheet for her.] She had rolled:

Str 11 Int 12 Wis 17 Con 8 Dex 12 Cha 13

I told her those weren't hopeless at all, and that she had a great Wis. She complained that she didn't want to be a cleric. I told her she didn't have to be a cleric, even with those stats. I suggested an Elf, which she accepted, to my surprise (she ALWAYS plays single-classed humans — usually a beautiful sorceress, but sometimes a fighter or paladin). She was relieved to discover that I gave max hp at first level, and surprised that her low Con didn't give a negative modifier. She bought equipment and I started play with her Elf finding the tracks of the other survivors in the desert. She followed them to the Lost City and the ziggurat, and proceeded inside. [At this point I discovered that she had purchased a 10' pole. Amused, I ruled that she wasn't lugging a 10' pole around the desert, but rather found a suitable wooden beam or shaft amidst the ruins when she happened on the Lost City.]

The Elf left her pole at the entrance and entered the statue room with the bronze cylinders. Unlike the other PCs, the Elf spiked the door open. She also heard the gas hissing into the room, so she located and plugged the small holes with more iron spikes, tapped home. Carefully stepping around the open trap-door, she first went up the ladder and found herself inside one of the bronze statues. Noting the levers, gears, speaking tube, etc., she realized the purpose of the place, but didn't try manipulating anything. She went back down the ladder and into the storage room that used to be the fire beetle lair. She saw the signs of a recent combat (blood drops, dead beetles) and evidence the room had been carefully searched (open containers, disturbed dust, etc). Listening at all the doors, she heard voices to the east, so she opened the door and came upon the other PCs and followers, resting and cleaning up after their combat with the masked men.

After a brief reunion and recap, the united PCs set off. They took two masks that weren't ruined in the melee (a cat and a fox), and the Elf retrieved her 10' pole. One of the desert nomads ended up carrying it. [My wife did take on a lot of "leader" role, however, I played up the Fighter's superior Cha by having the NPCs always deferring to him; he ended up directing their actions and using his Cha to good effect. Noting that Holmes rules don't really reward a high Wis (unless you're a Cleric), I also played up the Elf's Wis by giving her some "common sense" ideas/advice as they explored.]

The PCs went through the southernmost door on the west wall of the beetle/ladder room (this was the door the masked men had first come through). They decided the Elf should explore the corridor using her infravision, so she crept down the passage, alone, while the Fighter kept the door cracked and an ear cocked. She noted the presence of a secret door on the north wall of the passage, but continued to look around the corner where the corridor made a turn to the south. Seeing more corridor and a door, she returned to the party and reported what she had seen. The PCs decided to check out the secret door, and moved into the passage.

[I decided that this secret door couldn't be opened by a die roll, but rather by twisting an (empty) torch sconce in the center of that section of wall.] The Elf started trying to open the secret door. I asked her "what do you do?" That took her by surprise — she's used to handling such things with die rolls. She said she started pressing the stones, running her hands along the cracks, et cetera. I drew a sketch of the wall section (including the torch sconce) and indicated fault lines where she thought the door was. I told her she was sure the door was there, but nothing she did caused it to open. My son said "pull the torch thing." She said "I was going to do that..." and tried it. It didn't work. Finally, she tried twisting it, and I described a grating noise as the section of wall pivoted and started to swing open, giving the PCs a look at the chamber beyond.

The room beyond was about twenty by twenty or so, and almost as tall as it was broad, with a domed ceiling. A shaft of light shone down from a hole in the ceiling, giving some illumination that showed dust, sand, and rubbish of some sort on the floor. Something shiny glinted there as well, but the PCs attention went immediately to multiple large birds or bats that made high shrieking noises and launched themselves towards the opening door.

A deadly struggle took place as the stirges dove on the PCs. Several were cut down as they attacked, but two of the monsters struck home, thrusting their long proboscises into necks and latching on with tiny talons. Both the Fighter and the Elf suffered this misfortune. The Fighter responded by drawing and using his dagger. The Elf grabbed the nasty creature with her hands, trying to rip it free. The rest of the PCs swung weapons (and a torch) at the other stirges. Both the Fighter and Elf succeeded in their attacks. The stirge previously attached to the Fighter was wounded and flew off. The Elf grabbed "her" stirge with a natural 20, so I ruled that she not only pulled it off, but also could throw it to the floor, doing damage, if she wished. She did, but the creature still lived, and took to the air again, like some horrid mosquito coming back for another pass. A desert nomad had a stirge attach to him and begin to feed; the cleric pulled the beast off and thrust it into the torch flame, but the nomad passed out from pain, fatigue, and loss of blood [he went to exactly zero hp]. The party triumphed, however, killing all but one of the monsters; the last of them flew off, escaping through the hole in room's ceiling.

The PCs all entered the chamber and shut the secret door. They made a search of the room, finding dried husks of desert mice, serpents, and scorpions amidst sand and dust that had blown or drifted in through the hole. Half buried in the foul nest-like lair of the stirges, they found several valuable gemstones, including a beautiful star sapphire with a "floating" star. The elf also found a second secret door in the north wall of the chamber, but no other entrances or exits. The PCs decided to "hole up" here to rest, despite their thirst [they were hurt]. I told them that they could probably go one more day without water, but that they would soon start suffering badly. They used iron spikes to wedge both secret doors, and kept watch for the stirge. [The stirge did return, but it was shot and killed by the elf, who had a bow at hand for just that purpose.]

After resting, the unconscious NPC woke, begging for water. Feeling better, but the first signs of extreme thirst causing a sense of desperation, the PCs decided to split the party. The three PCs would go through the north secret door and look for water. The three NPCs would remain here, and spike the doors shut, again. A special knock to signal their return was decided upon, and the PCs set off on the do-or-die attempt to find water.

They explored the corridor beyond to its end, noting, but not opening, any doors. At the end of the corridor, they discovered three large pottery urns. The first had a lid marked with three circles. The other two had lids marked with three water drops. Excited, the Fighter opened the water pots, only to discover empty containers with metal dippers resting on their bottoms. The pot marked with circles was filled to the brim with sand. Disgusted, the Elf said she was going to each door in the passage and listening. In the meantime, the Fighter wanted to search the sand-filled pot, transferring sand to an empty water urn.

The Elf heard nothing from all the doors except one, behind which she heard high pitched, laughing voices. She returned to report just as the Fighter discovered a small leather pouch buried about a foot into the sand. [This was a treasure not in the module, but I wanted to reward my son's idea about searching the sand to encourage him. I decided that a Cynidicean thief had stolen a small piece of jewelry and been forced to hide it here, long ago, to avoid being caught with it. He never got a chance to retrieve it.]

The PCs went to the door where the Elf heard voices and burst in, expecting more masked men, and hoping they had water. Instead, to their great shock, they interrupted a group of a dozen sprites having what appeared to be a party atop some wooden crates in the middle of the room. This surreal sight took the PCs by surprise, which seemed to greatly amuse the faeries. The Fighter then asked them who they were using his poorly accented "ancient Common," which caused even greater mirth from the fey people, who seemed to be drinking wine from tiny cups. The sprites poked fun at the PCs, which they took with good grace, and a conversation (in normal common) sprang up. It seems the sprites were on "an excursion" or "on holiday!" from the "enchanted gardens" far below the ziggurat. [The sprites were referring to the Orpheus garden and mushroom fields — I decided to have them living there, amongst the dream and drug addled Cynidiceans that are perfect targets for fey pranks.] The sprites gave the PCs each a tiny cup of potent faerie wine, but that did little to slake their thirst. The sprites also advised them that water could be found in the chambers of "the Brotherhood," and told them generally where those chambers were. They advised them to watch out for bees and for anything that looked like snot (the PCs thought this rather odd advice, but the entire conversation was odd). They also told them the mask-wearers all tended to be a little "crazy and touched."

Bidding the sprites farewell, the PCs checked several other doors. They discovered a room with a floor completely covered in greenish, snot-like slime. They quickly shut the door as the foul stuff rippled and started to ooze towards them. They also found a storage room full of rotting cloth, spoiled grain, and other ruined (and ancient-looking) foodstuffs. After wasting a great deal of time searching this last chamber, they decided to return to the secret room to tell the NPCs they knew where water was, and to maximize their strength before encountering the "brotherhood." The Fighter gave his shield to the wounded nomad, further cementing his good standing with them.

The reunited group proceeded south, out through the secret door and down the corridor. The discovered some stairs that descended to the next tier, but bypassed these, coming upon a dusty room that appeared to be an ancient bedroom/study. The body of a bestial-looking humanoid [hobgoblin] sprawled on the floor, here, one arm bloated and discolored. A search of the room turned up little: an empty (looted) chest, a carved wooden lightning bolt pendant [holy symbol of Gorm], and the body. The Elf heard a low humming or buzzing from the east door. When the PC's searched the body, they found a puncture wound in the arm, and guessed that the hobgoblin had perished from a giant bee sting. They also found a purse with some gold and silver coin, and a flask of water! The water was shared amongst all, with the greatest portion going to the wounded nomad. The PCs also carefully searched the furniture for hidden compartments, etc. They discovered a hidden drawer in the desk which held three clerical scrolls. [This is another treasure not in the module. Again, I wanted to reward and encourage the kind of descriptive searching and play they were engaging in. I also wanted to give them cleric a boost. I won't always be throwing treasure at them just because they search, but for now it suits a dual purpose of reinforcing this manner of play and helping them with some extra XP or resources. I like to move to 2nd level pretty quickly, and then slow things down once they aren't quite so fragile.]

[At this point I had to take a few minutes to review the Holmes rules on scrolls. I was a bit surprised to find that the magic item section only talked about magic-user scrolls, as if there were no cleric scrolls. I looked at the cleric spell section, where I found a statement saying that 2nd level cleric spells had been included for NPCs and scrolls, so that indicated that such scrolls were intended. I decided to fall back on OD&D for this, and looked it up, there. However, I found that a similar situation exists in the OD&D rules — cleric scrolls are mentioned as existing (i.e. "25% chance..."), but not really described. I went with the B/X description, where cleric scrolls are written in common speech, needing no special skill or spell to read, but can only be cast by clerics. I also ruled that such scrolls took the form of special prayers, and are usually tied to a specific deity. This wouldn't technically prevent the use of such a scroll by the cleric of a different deity, but it might cause reluctance or a problem in certain circumstances. Since these were ancient scrolls, they were written in ancient common, and were addressed to the deity, Gorm.]

The cleric took a look at the scrolls and gleaned a few tidbits from them. They were prayers/miracles/spells of curing, light, and protection from evil. The content of the prayers indicated that Gorm was a generally good deity of war, justice, and storms or strength. The cleric decided not to attempt casting any spells from the scrolls until he had a chance to carefully review them.

Before opening the door and facing what they were pretty certain were giant bees, the PCs came up with an excellent plan. They knew the oil from the beetle/storage room was old and burned with a great deal of smoke. The Elf suggested hurling burning oil into the space, beyond, hopefully filling it with smoke and driving off or slowing down/stupifying the bees. The plan was quickly put into action.

The PCs opened the door, seeing a chamber containing a large cage with a hive inside and treasure all over the cage floor. Potted and flowering plants lined the walls [I added these], and a hole in the ceiling let in some light and air. Several large bees flew around, but didn't immediately attack. The PCs threw in their oil and set it aflame, causing great clouds of nasty smoke. The smoke quickly filled the room, although it was also being drawn off through the ceiling hole. The PCs waited for the smoke to clear some, then entered the chamber. A couple of bees crawled on the floor, and were dispatched. The remainder seemed to have flown out through the hole [there were still some in the hive].

The PCs scooped up the treasure and put in the previously empty chest from the bedchamber. While the others did this, the elf used her 10' pole to wedge some old cushions and cloth into the hole, lest the bees try to return. Once the treasure was secured, the group also discovered a water urn amongst the potted plants. This one was not empty, and they gave glad cries and began to drink.

All this commotion (and smoke smell) finally brought attention down on them, unfortunately. The door to the east flung open, and five men in chainmail, blue tunics, and identical golden masks stepped into the chamber. Giving angry shouts, they drew swords and charged the PCs. In the brutal melee that followed, the Fighter distinguished himself [rolling exceptionally well], dispatching his foes with a longsword in one hand and a shortsword in the other. Several in the party were wounded, but no one fell, and after a few rounds of combat only one masked attacker still stood. However, to their horror, the masked men were reinforced by another five, one of which was clearly a leader: he shouted orders and wore a fancier mask. Swords continued to flicker and thrust, and more blood flowed. A nomad went down to multiple thrusts. The cleric was felled by a sword pommel against the temple. But masked warriors fell as well, and the Fighter continued to shine. He killed two more enemies in as many rounds, hacking his way to the leader, who he engaged with a furious battle cry and a storm of flashing steel. Even the leader couldn't hold him off [he rolled a natural 20]; the Fighter knocked the man's guard aside with his longsword and sent a wicked thrust from his short blade straight at the leader's breast. Only the masked man's speed and skill saved him from death; he managed to twist so the blade gave him a heavy wound, but didn't pierce his heart. Seeing so few of his brothers remaining, and fearing his own end and the end of his brotherhood, the leader shouted out "Yield! Yield!" For a tense moment, the combatants paused, and then the surrender was accepted. The two living masked warriors and the leader all dropped their weapons.

A long period of excellent role-playing followed. At first, the masked men were angry, bitter, and hostile, accusing the PCs of murder and thievery. However, the PCs managed to convey their side of the story, and they noted the noble bearing and demeanor of the masked men. The Cha of the Fighter, his prowess, and the sincerity of the PCs were likewise noted by the masked leader [his helm of telepathy helped, too]. When the PCs denied being thieves and returned the treasure of Gorm, the tide turned. While still saddened and bitter over the loss of so many brothers, Kanadius, the leader, acknowledged that the whole situation was an unfortunate mistake and misunderstanding. However, he said the PCs may well have slain the best hope for the "salvation of Cynidicea," and that they owed him and the brotherhood for so many brave men slain. The PCs asked more about the brotherhood and Cynidicea, and Kanadius told them of the city far below, it's deluded and drugged people (his people!) who followed the dark god, and of his Brotherhood that rejected the dark ways and sought to bring a revival of the old ways, and of the worship of Gorm.

At this, the Elf asked if one of the three statues on the top of the pyramid was Gorm. Kanadius confirmed this. The Elf then asked about the other two statues. Was one of them the dark god? Or were they old gods, too? Kanadius told of the other two old Gods, and a little of the organizations that followed them. However, he explained that not all the old ways were the best way. The strength of Gorm was needed to cast off the yoke of the dark one, Zargon. The PCs apologized (again) for killing so many brothers. Kanadius, seeing their sincerity, and knowing how badly the brotherhood needed more members, offered to accept their apology, but asked that the Fighter and the nomads become Brothers of Gorm. He didn't ask this of the cleric, understanding he was already sworn to his own deity, and he didn't ask it of the Elf, who was, of course, a woman [this annoyed my wife]. He did offer to make them "Friends of Gorm," though. He reminded them that they owed him, and asked their aid in casting off the yoke of Zargon.

To make a long story short (too late), the PCs accepted and were taken through the initiation ritual. They were given food, water, new clothes, masks or pendants, and the nomads were given chainmail and helms.

We ended, there, and I awarded XP. I gave them full XP for the treasure they gave back, and also XP for finding water and good role-playing. It was a really fun session.

Session Three

[A short session — another weeknight "after dinner & homework" game]

After the initiation and friendship ceremonies, the Brotherhood of Gorm moved the PCs into one of the abandoned clerics' chambers. While they recuperated, they learned more about Cynidicea and its people. They also came up with a plan of action. The long-term goal was to be the elimination of Zargon. In the short-term, they needed to replenish the ranks of the Brotherhood, and proposed a somewhat controversial plan to do so. The elf proposed capturing normal Cynidiceans that were "lukewarm" followers of Zargon (i.e. not priests or zealots) and "drying them out:" that is, forcing them to stop taking the mind-altering drugs that kept them in their dream-like state. Kanandius was uncomfortable with a plan that forced people against their will, but the PCs convinced him that they would be freeing his people from bondage, and giving them the opportunity to think clearly. Once their minds were clear, they could be given a choice, and hopefully they would choose to join the Brotherhood and follow the old ways. Kanandius cautiously agreed to this plan, but warned that his resources were few, at the moment, so the Brotherhood could not take care of more than a few people at a time. The PCs agreed that this was fine.

Once they were fully recovered, the PCs set out deeper into the pyramid, using the stairs. Kanandius warned them that the Magi and the Warrior Maidens have stongholds within the pyramid, as well, and to beware of them: especially of the Maidens, who are prone to violent action.

The PCs, wearing their Gorm masks (and pendant) descended to the third tier and began following the hallway. As they carefully moved along the passage, the elf noticed an irregularity in the northern wall, and the group stopped to examine the stones. No sconces were in evidence, here, so the elf started moving and pressing stone blocks. She found one stone that could be pulled out; once it was removed, a lever was revealed. Pulling the lever caused a clunking noise, and the wall "unlocked" and could swing open. The PCs pushed the door open, revealing a large storage chamber of some sort.

Crates and barrels were stacked in neat rows throughout the chamber, and the place was relatively free of dust. The secret door seemed to have opened in the southwest corner of the room. From the opposite corner, the PCs could hear scuttling and crunching noises, but the rows of containers obscured their view. They split into two groups — one led by the elf and one lead by the fighter — and made a flanking or pincer-like movement to investigate the source of the noise.

The fighter's group got into position first, and could see several large (3' long) beetles chewing and breaking into the crates. One of the beetles saw them, as well, and scuttled forward, mandibles working excitedly. The fighter drew steel and held his ground, but the beetles stopped a few paces from him and squirted an oily, foul-smelling discharge towards him. With an oath, he leapt aside, raising his shield. None of the oil struck him, though, and he stepped forward and attacked. His blow caught the beetle solid, hewing it nearly in two. Its legs twitched feebly as it died. [He rolled a natural 20 and did max damage — this is exactly how he opened the first combat of the adventure, too!]

In the meantime, the elf had moved into position and could see the remaining three beetles, which were just now turning from their feast to investigate the disturbance. The elf gestured in the air and spoke a rush of arcane syllables, and the beetles all fell asleep, even as they moved forward. Working quickly, the PCs dispatched the insects and made a search of the chamber. The fighter expressed some disgust that the elf had "wasted her sleep spell" on vermin like this, especially when it could have been used on potential "recruits for the Brotherhood!" [My son took my wife to task, on this one. She seemed unapologetic, though: "you don't know what that oil could do if it got on you — maybe it's like acid or something...]

They soon discovered that there seemed to be only two obvious entrances to the place: the secret door they had come through, and a normal door in the center of the north wall. This last portal was shut, however, so it seemed that the beetles couldn't have come in that way. After some additional searching, the PCs discovered a crevasse high in the east wall: perhaps an air-shaft. It was far too small for men, but a low-slung beetle could probably squeeze through it. [This is a feature that wasn't described in the module. I added it because they looked for a logical way that the beetles could've entered the room — now that I've established the presence of "air shafts" in the pyramid, I plan on making use of such features in future descriptions, too.]

Finding wine and fresh food in the containers, the PCs considered returning and reporting their discovery to Kanandius, but decided to see if they could find out who was stockpiling the supplies, here. They listened for noises at the northern portal, heard nothing, and opened it. Their torchlight revealed another passage that continued north into darkness. A the ragged edge of the light, it seemed to reach an intersection. Proceeding cautiously, the PCs found this to be the case, with the passage making a 'T.' To the west, it dead-ended in a stone wall with a bronze statue in front of it: a cherub holding a wand in one hand and coins in the other [the players recognized the statue as Usamigaras]. To the east, the passage ended in a strangely curved wall and a door. Beside the door was a stone panel with a row of strange runes carved into it.

Examining the west passage first, the PCs noted traces of powdered stone on the floor, near the statue. They also discovered that the statue's wand could move: it appeared that one could pull it left or right, like a lever. The PCs pulled it left, and both wall and statue began to move away from them with a loud grating noise. The elf retained her grip on the wand, moving along with the statue, and the rest of the PCs followed. The statue and wall moved back dozens of feet before finally coming to rest. Nervously, the elf released the wand, which snapped back into place with a click, but nothing else happened. The moving wall had revealed a much longer corridor, and also another door: this one in the north wall. The PCs listened, but heard nothing. They opened the door, ready for action.

The door slammed open to reveal a large, vaulted chamber. A few candles threw dim light around a star-shaped altar, and tapestries hung on the walls, depicting starry night skies and constellations. At least a dozen Cynidiceans in silver masks and rainbow-colored robes stood around the altar: all of them faced the door. No weapons were in evidence, but the silver-masked men all seemed to be prepared for a fight. At the sight of the Gorm-masks and bared steel, a fat, silver-crowned Cynidicean gave an outraged cry, and called for their surrender!

The PCs were surprised by this: clearly these were not Zargon worshippers, and they didn't want to fight them. Deciding the Fighter's Gorm mask was a liability, the Elf stepped forward, showing her unmasked visage, and called out that the PCs meant no harm.

A lengthy conversation took place. Once a parlay was achieved, the Fighter's high Cha helped the negotiations. [Also, the PCs are beginning to speak the ancient dialect better, although they still have accents and stumble over complicated concepts.]

The Magi of Usamigaras learned that Kanandius and the Brotherhood were taking a more active approach to opposing Zargon, but one that included less antagonism towards the Magi. [Actually, Kanandius never said this at all. The PCs are acting of their own initiative, here...] The PCs also said that the Brotherhood's new initiative was because Kanandius had found new resources, including "outland assistance" (they didn't lie, but they certainly implied that there were more "outlanders" swelling the Brotherhood's ranks).

Auriga, the Chief Mage of Usamigaras and the leader of the Magi, played things cautiously. He expressed amazement at the elf's arcane talents combined with her fighting skill, and hinted at a prophecy [made this up on the fly — don't know if Auriga's telling the truth, or lying, at this point...]. Auriga is not sure what to make of the PCs or the Brotherhood's new attitude, but he senses an opportunity. He warned the PCs against the Warrior Maidens, characterizing them as opinionated and violent, and fixated on death. He said he could see potential for the Brotherhood and the Magi coming to some arrangement, but that he saw no chance that the Maidens could compromise or see reason. [This is Auriga working his angles more than anything else — he wants to make an alliance that would let him use the Brotherhood as a foil against the Maidens.] He also said that it is unprecedented that anyone should be a Friend of Gorm and a Friend of Usamigaras, but it wasn't strictly forbidden, either. And with the prophecy...well, perhaps something could come of it. Time would tell.

The PCs seemed to accept everything Auriga said at face value. We'll see.

We had to end, here, as negotiations ended. Not much action, this time — just lots of talking. My children seemed a bit bored, at times, and my wife dominated the negotiations. However, I'm not sure what else I could've done, short of starting a fight with the Magi. Still, I like the way the "politics" are heading. Auriga will do his best to aim the PCs (and the Brotherhood) at the Maidens. Kanandius may not be pleased with the liberties PCs are taking in establishing Brotherhood "policy." Things could get very interesting...

Session Four

[My wife sat out for this session, which put my son back in the leader role. We also had a new PC join: Reagan, a female thief. Since the PCs have a "home base" in the chambers of the brotherhood, having different group composition between sessions doesn't seem to be a problem. In this case, I ruled the elf (my wife) stayed at the "base camp" this time. So for this session, we have:

  • 1 Fighting Man PC (my son)
  • 1 Cleric PC (my nephew — this was previously my daughter's PC)
  • 1 Thief PC (my daughter's new PC — she wanted to play a woman)
  • 2 Normal Man NPCs (desert nomads)

Lastly, the Cleric had thoroughly reviewed the clerical scrolls of Gorm, and found nothing in their ethos which was objectionable, so I ruled there would be no problems casting them.]

The PCs descended to the third tier of the pyramid, again. This time they ignored the secret door they found, previously, and continued down the main passage. [I described a long, dusty hall of ancient masonry, with air shafts and decorative carvings near the ceiling. Footsteps and jingling gear echo loudly, and pitch darkness holds sway beyond the circle of torchlight. The torches flicker and smoke, occasionally, as air currents move through the passagway.]

The PCs followed the passage around a bend; since it seemed to continue past their light, and sounded long from the echoes, they stopped for a minute, standing still and listening. [The thief made her hear noise check, and I decided on-the-spot to kick things off with a wandering monster for her to hear. I rolled a spitting cobra.] The thief heard a faint thump, like something soft falling to the floor (this was the cobra coming out of an air shaft and falling to the floor) in the darkness, ahead. No one else heard anything, and the party cautiously moved ahead.

Their torchlight revealed a large, greenish purple snake coiling near one wall. As they approached, the cobra raised its head and expanded its hood, swaying slightly and appearing to follow the torchlight with its movements. The PCs stopped as the thief (who rolled a 16 Dex) nocked and arrow and let fly. [The roll was a natural 20 — maximum damage.] With a single shot, she took out the snake before it could spit, attack, or flee.

Continuing on, the PCs found that the passage ended in a curved wall with a thick stone door. No handle or lock was seen, but a panel on the wall held a single, unmarked button. After some discussion, the thief pressed the button. With a faint grating noise, the stone door slid open to reveal...more hallway. However, just on the other side of the door, the PCs spied a second panel with eight buttons, each marked with one of the strange symbols they'd seen before. They chose not to press any of these buttons, but continued down the hallway. They also noted that the stone door had a handle on this side.

At the far (i.e. north) end of the hall, the PCs found another stone door with handle, and another panel of marked buttons. They ignored the buttons, again, and tried to open the door with the handle. It opened easily, apparently manipulated by a system of counterweights once it was put in motion. Beyond, the PCs' light revealed a stretch of passage ending in a T-intersection. The party proceeded north, and then east. They stopped to listen, again.

No one heard anything, this time, but while standing quietly, they noticed that the decorative carvings near the ceiling had changed in this stretch of passage, becoming more than mere abstract designs. They included symbols the cleric recognized as being associated with Gorm, and also other symbols which may have been associated with the other ancient gods of Cyndicea. I told them they hadn't really noticed when the carvings had changed, and they chose not to go back to look [they changed at the T-intersection, with only the eastern passage having the religious markings].

Continuing, the PCs found that the passage turned back to the south and ended in a stout-looking wooden door, studded with dark iron and set with a bronze pull-ring. The door was set in a fancy archway, and need to be pushed open. The thief listened, and hearing nothing, tried to push the door open a crack to see inside. Unfortunately, she was unable to budge it, so the fighter tried; he felt the door give a bit, but it was apparently ill-fitting and stuck. He had to strike and shove it several times to force it open, revealing a large, vaulted chamber, beyond.

This room had clearly once had religious significance, and appeared to be a chapel of some sort. It had also clearly been looted and vandalized. Broken pews and religious artifacts littered the floor. The name "Zargon" was scrawled in huge letters on one wall. Near the far end of the chamber, a smashed altar stood before a low wooden rail that separated the last ten feet of the room from the rest of the chamber. After searching and finding nothing of value, the PCs examined the railing, which was about two or three feet high, and noted a gate allowing passage through it. The thief, accompanied by a desert nomad, hopped over the railing and began examining the area beyond it. She quickly discovered that her weight set the floor in motion, turning it into a smoothly-descending ramp leading into cool darkness. The pair proceeded to investigate.

The ramp led to a thirty-by-thirty vault below the chapel. Paintings on the walls showed scenes of a royal throneroom where a king and queen were entertained by a dwarvish jester. A lidless brass urn stood in each of the four corners of the room, and a niche in the wall held a short stone sarcophagus. A stout door, similar, but smaller than the door that led into the chapel, pierced the center of the north wall. The thief approached the sarcophagus, handing her torch to the nomad as she examined it. She blew dust from its surface, revealing a network of delicate, decorative carvings. She reached out to trace one of these with her finger, and as soon as she touched the stone, the lid sprang open with a booming crash. A great wooden head with a leering grin and belled cap sprang up out of the coffin, and the two explorers fell back with shouts of alarm that brought the rest of the party at a run. However, no danger manifested; the head seemed no more than a macabre joke. Peering into the urns showed they were empty. The PCs decided not to continue their explorations in this area; they returned to the looted chapel, above, organized themselves, and set off to explore the western branch of the T-intersection.

As they walked west, making their way back to the intersection, arrows buzzed out of the darkness ahead of them. One was too high, and missed, and the other struck the fighter's shield and broke. The thief flung her torch down the passage as the fighter charged (he also held a torch), and the threat was revealed: a small group of animal-masked Cyndiceans stood in the intersection, arrayed for combat! [This was an NPC party — a very tough encounter...]

A long combat took place [lots of rolls, lots of misses — little room to maneuver. I'm writing this up quite a bit after-the-fact, and to be honest, I don't remember all the details], with the tide turning when the PCs finally took down one of the Cynidicean fighters, causing some of their enemies to lose heart. In the end, two were incapacitated, one was slain, and two escaped. [Frankly, I thought this encounter might be the death of at least some of the party, since the NPC party outclassed them, but they were aided by some awesome rolls by one of the NPC nomads, and by morale checks. The cleric had to use a healing scroll to keep one nomad going, but my son's fighter did well because of his heavy armor. His high AC helped him hold-the-line against the higher level, but poorly equipped Cynidiceans. The NPC nomad who rolled so well distinguished himself enough that I decided to make him a 1st level Fighting Man from this point on, and I increased him to 8 hp.]

Taking their two wounded captives with them, the PCs retraced their steps and returned to their home base in the chambers of the Brotherhood. [They also took the small amount of treasure the fallen Cyndiceans had, but I don't remember what it was — a trivial amount. By this point in their adventures, the cleric had advanced to 2nd level, and the Fighting Man was very close. The Elf is dividing XP between Fighting Man and MU, so she's not quite halfway to 2nd level fighter. The Thief just started. The two "normal men" nomads haven't received an XP, up until this point. Now that one of them has been made a 1st level Fighting Man, he started receving XP at 1/2 the reward level.]

Session Five

This session's roster:

  • 1 Fighting Man PC
  • 1 Cleric PC
  • 1 Thief PC
  • 1 Fighting Man/Magic User (Elf) PC
  • 1 Fighting Man NPC (desert nomad - I named him Fuad)
  • 1 Normal Man NPC (desert nomad)

After healing their wounds, the PCs again descended to the third tier. During the last excursion, the PCs didn't map (the elf usually does this, but she had sat that session out), so they decided to retrace their steps and update their map, first.

The group proceeded down the increasingly familiar cooridor and through the revolving hallway. They came to the intersection where they had the fight with the Cynidicean group; there were bloodstains and footprints, but no bodies. [Surprisingly, they did not perform a thorough search or try to figure out where the bodies went, they just shrugged and moved on.] Returning to the ransacked chapel, they found the door slightly ajar (less than inch). The party sent the thief forward to listen; she detected several voices engaged in conversation; from the sound of it, they were at the far-end of the chapel (i.e. near the railing/ramp). After quietly moving up, the Fighting Man forced the door open and the group spilled into the room. One of the nomads flung a torch towards the far-end of the chamber, where it landed in a shower of sparks. At least a half-dozen figures crouched amongst the shattered pews and behind the railing. Torchlight glinted off golden masks and bared steel, but the PCs recognized the strangers as fellow brothers of Gorm.

Standing up straight, the Fighting Man hailed the brothers, and they responded in kind, cautiously emerging from behind cover and scabbarding weapons. The meeting which followed revealed that the strangers were a group of eight brothers of Gorm coming up from the city, below, in response to a summons from Kanandius. (They were investigating the blood trails and evidence of activity they noted in these areas.) This group from the city recognized the PCs as the "outland brothers" that they had heard rumors of. They seemed excited by the prospect, and asked how many outlanders were coming to swell the ranks of the Brotherhood. They seemed disappointed by the response that the PCs were all that had come so far, so the Fighting Man said that more might come, which seemed to reassure them. The brothers declined an invitation to join in the explorations, saying they had to report to Kanadius, but they did warn the PCs to be very careful in the crypts, which can be dangerous, and to try and avoid the Warrior Maidens, who are prone to violence.

After the two groups split up, the PCs decided to return to the "battle intersection" and explore the passage to the west. This hallway seemed far dustier and less-travelled than the eastern way, but it, too ended at a closed door (although this door seemed plainer than the door to the ransacked chapel). Listening produced no clues, so the Fighting Man forced the portal open and the PCs shone their torches into the room, beyond. The first thing that struck the PCs was a heavy fungal odor wafting out, and a hint of moisture. The room, itself, appeared to be yet another storage chamber of some sort. It was about half the size of the ransacked chapel, and had large stone shelves covering the walls. Upon these shelves, and placed randomly around the floor, were large square crates or blocks of some sort, but it was impossible to tell exactly what they were, as they were completely covered with a sickly orange [I altered this from yellow, since some of my players have encountered yellow mold, before] growth: some sort of mold or fungus. It grew thick over all the crates or blocks, and also hung in ragged sheets from the shelves. Puddles of water dotted the floor; a slow drip fell from a crack in the ceiling about once every thirty seconds.

While the others huddled in the doorway, the elf entered the room, torch in one hand and sword in another. Avoiding the puddled water, she approached the nearest of the mold-shrouded cubes and held her torch close to it. As the heat drew near, a small patch of the mold turned brown and gave off a terrible burning odor, so she pulled the flame back, and carefully prodded with her sword. The object beneath the mold felt like wood. She tried scraping some of the mold off.

Poof! In a rapid chain-reaction, the mold-covered crate exploded in a cloud of yellowish spores, and the elf felt a searing pain in her eyes and throat. She staggered back to the hallway, holding her breath, and the fighting man slammed the door shut. Although soreness and a painful cough lingered, the elf suffered no lasting effects from the noxious fungus. [I rolled 1 point of damage, and the elf made her saving throw. The others were out of the cloud, so they were unaffected.] The PCs decided to leave the mold-room unexplored, for now. They returned to the revolving passage.

After some debate, the PCs decided to push the button marked with the symbol Kanandius had indicated meant "east." They felt the passage rotate for about thirty seconds, and then discovered that the door now opened on a short hallway ending in a stout-looking door. Very little dust was in evidence. The PCs cautiously approached the door, and the thief listened. She reported hearing fairly high pitched voices, beyond, conversing and laughing, but she couldn't make out the words. Readying for action, the PCs gathered and the Fighting Man attempted to force the door. His first attempt failed, so he immediately tried again, making a prodigious effort. Normally, even a stuck door would have opened after been struck so, but this one held fast, and I informed the fighting man that he thought it might be barred from the other side. [This was the case. I decided that the Warrior Maidens, beyond, would have this portal barred (and have a covered peep-hole).] The PCs listened again, but everything had gone very quiet. They decided to wait for a bit, to see what transpired... [the Warrior Maidens peeped out, saw an armed and ready-for-action band of Gorm Brothers trying to bash down the door, and reacted as might be expected!]

Perhaps only a minute passed before they heard the soft grating noise that meant the revolving passage was in use. It went on for about 15 seconds, paused, and then started up, again. The elf, realizing the group could be hit from both directions at once, yelled out for the party to get ready for a threat from both ends of the hall. The group had barely got into position in the center of the hallway when the western door (to the revolving passage) opened and a group of five amazon warriors charged. The women all appeared to be Cynidiceans, armored in mail over green tunics and wearing bronze masks of Madaura. The elf threw a pinch of sand into the air and her lips opened to release a torrent of fey syllables. Even as they charged, the amazons collapsed into enchanted sleep.

However, any relief was short-lived, as the eastern portal also crashed open and five more amazons charged from that direction. Fuad [the desert nomad NPC who did so well in the last battle and was elevated to 1st level fighting man] set his spear. The thief, who was also on the threatened flank, fell back to the center, readying an arrow. The elf drew her sword to receive the charge.

First blood went to the Brothers of Gorm, as Fuad's spear impaled the tallest amazon (who wielded a reddish-glowing mace). The strike would have skewered a wild boar, but the amazon managed to turn at the last instant, so she was only seriously wounded, rather than slain instantly. [This was Pandora, the leader of the Warrior Maidens. She was a 3rd level Fighter, but Fuad rolled a 19 to hit and a 6 for damage, doubled because his spear was set to receive a charge. Pandora's sword +1 has been replaced with a mace +1 — I had a cool lead figure for her.] Because the thief had moved back, there was an opening on the right, and the amazons rushed through to engage the party's other fighting men (PC and the other nomad NPC). This melee was swift and vicious (unlike the previous combat, which went on for some time before someone fell). Warrior maidens fell almost immediately, but they also dealt out several wounds (to Fuad and to the elf). Grasping Fuad's spear, Pandora jerked him forward and sent her mace smashing into his helm. He dropped to the floor, either dead or grievously hurt. [He was at exactly zero, so he was unconscious, per my house rule.] However, Fuad's fall opened up a clean shot for the the thief, who sent an arrow humming into Pandora's right eye, killing her instantly. [The 1st level thief rolled a natural 20, and Pandora didn't have much left after spitting herself on Fuad's spear.] After several rounds of furious melee, only two amazons still stood. One of them gave a command to flee, and both attempted it. One fleeing amazon was cut down by the elf; the last warrior maiden rushed back to the door and slammed it shut, hotly pursed by the fighting man (who was slowed by his heavy armor). He flung himself against the door, felt it give for a moment, but then it was shoved closed, again. He tried again, but failed to force his way in before hearing the bar fall back into place. [I gave him two chances to burst through while the warrior maiden tried to hold the portal and get the bar back into place. He rolled poorly and didn't manage it, so one wounded warrior maiden got away to tell the tale of the Brotherhood of Gorm attacking their chambers and slaying Pandora. That should stir up some trouble.]

The cleric prayed over Fuad and brought him back from the brink of death. He was still hurt, but well enough to travel. Keeping a watch on both ends of the hall, the PCs searched the amazons, finding a key on Pandora. They took her mace (which was no longer glowing red) as well. They also attempted to take the five sleeping amazons, but I ruled against this, saying the armored and magically sleeping warriors were far too heavy a burden, especially considered how laden they already were with armor, weapons, torches, and adventuring gear. The PCs responded by killing three of the sleeping amazons [vicious!] and carrying two back to the headquarters of the Brotherhood of Gorm, to the somewhat horrified amazement of Kanandius. He was also shocked to hear they had slain Pandora (the tall, mace-wielding amazon).

The session ended, here, with the triumphant return of the PCs to their headquarters. The fighting man is now second level.

Kanandius is now realizing what a potent force he has on his hands, and is feeling a bit like a man who has let a rather dangerous genie out of the bottle; he's wondering if he can keep control. The eight brothers from the city witnessed the return of the PCs, saw the warrior maiden prisoners, and heard about the fall of Pandora. They are elated and enthused, and see the PCs (especially the charismatic fighting man) as heroes sent by Gorm. The surviving warrior maiden is on her way to the city to tell her tale of woe to sisters, there. The treasure of the Warrior Maidens is undisturbed, and the PCs have the key. However, maidens from the city will certainly try to secure it, if the PCs don't find it quickly. Open "war" between the Brothers of Gorm and the Warrior Maidens is almost inevitable, in either case.

Session Six

This session's roster:

  • 1 Fighting Man PC
  • 1 Cleric PC
  • 1 Thief PC
  • 1 Fighting Man/Magic User (Elf) PC
  • 1 Normal Man NPC (desert nomad - I named him Aziz)
  • 4 Fighting Men (Brothers of Gorm) NPCs

Seeking counsel with Kanandius and the other Brothers of Gorm, the PCs decided to make a quick return to the headquarters of the Warrior Maidens, hoping to find and secure their treasury. Some of the Brothers (led by an NPC Brother named Draco) proposed seizing control of the Warrior Maiden chambers. Kanandius argued against this. He felt that conflict was probably inevitable, but that seizing temple of Madaura was too aggressive, and might even swing the Magi against the Brotherhood. While he obviously disagreed, Draco submitted to the authority of Kanandius. Draco (who was the leader of the eight brothers who just came up from the city) offered to go with the PCs, and brought three brothers with him. Fuad, still wounded, stayed behind.

The band set off to the third tier. Draco informed them that the door they had assaulted, earlier, led to the living quarters of the Warrior Maidens. To get to the temple entrance, one used the rotating passage to travel to the NE. However, he said that no Brothers have ever passed the Temple Guardians, two statues that flanked an arched doorway, so he wasn't sure what lay beyond. Knowing the door to the living quarters to be barred, the PCs decide to explore the temple area. They used the rotating corridor to travel to the NE.

The door slid open to reveal an antechamber, about 10' x 10'. It was clean and tastefully decorated; the usual carvings had been carefully painted. As Draco had said, an arched doorway led to a passage leading NE, and two statues of warrior maidens flanked the doorway. Each life-sized statue stood on a pedestal. The statues appeared to be made of stone, but they were also painted, looking very lifelike. They were garbed like warrior maidens, and had real Masks of Madaura covering their faces. Each statue held a spear so that the weapons were crossed over the arched doorway. Passage through the doorway required single-file movement between the statues and underneath the spears.

Suspecting a trap, the Elf and the Thief moved forward with torches, carefully examining the statue and the archway. Their search of the floor turned up something odd: just beyond the statues was a paving stone with seams that appeared to be unmortared. The party moved through the archway and down the passage, avoiding the suspicious paving stone. The passage ended in a locked wooden door. Looking through the keyhole revealed nothing, so the thief attempted to pick the lock. Unfortunately, it was beyond her skill, so the party decided to simply bash down the door. This took about ten minutes, as it was a stout portal, but finally the wood splintered and gave, falling inward, half-off its hinges. It ripped down a section of heavy white drapery that had been hanging in front of the door; similar drapes hung along the walls of the large chamber, which was faintly lit by some altar candles on the far side of the room. Like the antechamber, the temple's nave was clean and tastefully decorated. The place smelled of burning incense, and was free of dust and grime. Plush green carpets covered the floor. Everything seemed oriented towards the altar, upon which sat the thick white candles, a brazier, and a statue of Madaura.

The PCs decided against disturbing the altar, but they immediately set to searching the walls behind the curtains. It wasn't long before the Elf discovered some suspicious holes amidst the usual decorative carvings. These went very deep into the wall, which seemed to have a hollow area behind it, at this point. Twisting and pushing the carvings (while standing well-clear of the holes), the PCs discovered a concealed button that opened a secret door, revealing a hidden chamber.

This new room, a long, hall-like space some twenty feet wide, was mostly bare. Racks of weapons hung on the walls, and there were a few rolled-up carpets. The most interesting feature was a large stone vault positioned in the center of the east wall. It appeared much like a stone wardrobe, decoratively carved, massive, and heavy. There was a keyhole in its front panel.

The thief edged close with her torch and searched the keyhole, looking for traps. She detected a thin wire set deep within the lock. [I explained that it would be difficult, but not impossible, to pick the lock without disturbing the wire. My wife then asked if the key would break the wire.] Examining her key, the thief noticed a line inscribed part-way up the barrel; it looked like the key would not break the wire if inserted up to the line. Taking a deep breath, the thief inserted the key up to the line an turned it. The vault unlocked with a click, but nothing else happened. Breathing a sigh of relief, the thief opened the vault, revealing a dozen small, bulging sacks. A quick search confirmed that the sacks contained coins: gold, electrum, and even platinum. Draco told them these were coins minted during the reign of King Alexander.

Although they had secured the treasure, the PCs knew they hadn't found everything, because they hadn't found the other entrance to the warrior maidens' chambers (i.e. the door they had assaulted). The Elf searched the south wall for secret doors; knowing generally where to search and how the doors were commonly hidden, it wasn't long before she found one and had it open, revealing the living quarters of the Warrior Maidens.

This room was large and square, and dominated by a round table with ten chairs. Like the other rooms, everything was clean, tidy, and pleasant. Ten beds stood against the walls, each with a small chest containing clothing and personal effects. Some guttering candles dripped wax on the table, which was laid with a meal that appeared to have been interrupted. The west wall was pierced by a stout portal, securely barred with a wooden beam (here was the door they had assaulted). The Elf suggested a thorough search of the place, including the chests, walls, and floor. Seeing that this would take at least an hour, the PCs decided to split up. The Fighting Man, Aziz, Draco, and one Brother would take the treasure back to the headquarters of the Brotherhood. The Elf, the Cleric, the Thief, and two Brothers would stay and search the room. [I'd been rolling for wandering monsters all along and turning up nothing. However, my final roll turned up an encounter while the party was split. A check on the table turned up six Baboons hunting food which automatically became six Subhuman Slaves in my version (q.v. Slave Castes of Cynidicea in the background spoilers). I also rolled d6 to see how many encounter rounds would pass before the Fighting Man, et al., would return: the roll came up three rounds.

The PCs searching the room were surprised [they rolled a 1; I rolled a 3. I rolled 2d6 to see how aggressive the subhumans were, and came up with a 3, making them hostile and very aggressive. I decided they must be feral slaves.], and the subhumans rushed forward with hooting cries, brandishing bones and crude clubs. [I decided the initial charge would have two purposes: first, to try and drive off the male PCs, and second, to grab the females.] The subhumans were mostly on the PCs before they could react. Blows rained down on the men, while leering subhumans with arms stretched wide moved towards the women. Of course, the PCs were having none of this. The thief flung a dagger, which buried itself in a hairy, muscular torso, but failed to bring the subhuman down; it snarled and moved forward, and a second dagger missed. The elf drew two blades and slid into a fighting crouch, and the cleric and Brothers drew weapons and started defending themselves, rather than running. Unfortunately, subhumans are strong and capable in melee [2HD monsters], and one of the brothers fell before he could strike a blow [exactly zero hit points]. The cleric was wounded, but stood his ground and fought.

The melee didn't go well. With their superior numbers, the subhumans moved into flanking positions around the men, hooting and flailing with their clubs. The defenders wounded several of the brutes, but none mortally, and the subhumans continued to inflict punishment with bone-jarring blows [Six 2HD monsters was really too much for the group, but I knew that the rest of the party would come in within a few rounds — I figured they would just have to pay the price for splitting the party and spending so much time searching]. The thief ran around the chamber, hotly pursued, and the elf engaged in melee, but couldn't bring her enemies down, even with her blades flicking subhuman blood across the floor. The wounded creatures howled and hooted angrily. [At some point during this, I gave a more detailed description of the subhumans: man-sized, with long arms and powerful muscles. Ape-like faces with heavy brows and large deep-set eyes. Very pale skin covered with fine white hair. Some wore tattered loincloths. Some had leather harnesses crisscrossing their chests. Their hooting and growling seemed something half-way between animal noises and speech.] The subhuman the thief had wounded with her dagger finally dropped as a Gorm Brother buried his shortsword in the creatures belly. Unfortunately, the Cleric was felled by a brutal strike to the side of his head at about the same moment. [A subhuman rolled a natural 20, which means maximum damage. The already wounded Cleric dropped to -3 hit points. The players were aghast; I reminded them that critical hits work for them, but also against them, and pointed out that I get to roll more often than they do.]

Even as the PCs started to despair [players, too: my wife was sure they were going to die, and was getting upset — she really gets into the characters], the Fighting Man's group returned, charging into melee and hitting several subhumans from behind. The tide of the battle turned quickly, with previously wounded subhumans falling under blows from the fresh warriors. The creatures' morale broke, and they began shrieking and trying to flee. That didn't work well, with vengeful enemies standing in front of the doorway (the secret door was closed). They also exposed their backs to the outraged thief, who made good use of her backstab ability. A few more rounds of combat brought down the last of them. [My son enjoyed being able to lead the charge and save the day.]

Everyone except the Fighting Man was wounded. The Cleric was the most seriously hurt (I'm using Gary's OD&D house rule on hit points, so a 2nd level PC can survive to -3, and that's exactly what he was taken down to), and will require at least a week of bed-rest, even if he uses spells to heal himself. I'm also ruling that the blow to his head has caused some permanent damage: he'll have some scarring around his cheek and his left pupil is permanently dilated.] One Gorm Brother had been knocked unconscious, but would recover. No one had died (although it was a near thing). The party immediately returned to Gorm headquarters to recuperate. The PCs questioned the Brothers about the subhumans, learning that they are a slave caste from the city, and that sometimes they "go feral" and become very dangerous.

[The good news is that the XP from using the magic mace, using a magic scroll, the big treasure haul, and the combats (not to mention his near-death experience) was enough to push the cleric to level 3! He'll now get two spells per day. The Fighting Man is advancing rapidly, too, but hasn't had any magic items to boost him along, and his level advancement chart is slightly slower than the Cleric's, anyway. The Elf is advancing slowly (splitting XP between two classes does that), and the Thief is still a new PC, but her fast level advancement chart and bonus to XP is bringing her along nicely, too.]

[Things are really starting to shake-up, now, and the PCs are becoming popular with the rank-and-file Brothers. Draco is a possible henchman, at some point. War between the Maidens and the Brothers will certainly happen, with the seizing of the treasure. Kanandius is going to start fortifying their headquarters, and is going to send two brothers down to the city to tell them what is going on. He's also going to send an emissary to the Magi, hoping to confirm their neutrality, if not gain their assistance. He may go, himself, but will enlist the aid of the Elf. Lastly, the brothers have seen Gorm healing scrolls being used by the Cleric. This is extremely significant, because I've ruled that the "old god" factions don't have any living clerics. The clerics of Zargon don't allow it, and kill any old god clerics they discover. The PC Cleric is about to become very important (and he may soon acquire a henchman, too).]

Session Seven

This session's roster:

  • 1 Fighting Man PC - now named Jason.
  • 1 Fighting Man/Magic User (Elf) PC
  • 1 Thief PC
  • 6 Fighting Men (Brothers of Gorm) NPCs

[This was an interesting session. There wasn't much action, but there was quite a bit of plot-development. Also, I've realized that I need to start keeping records of time and who is wounded, because this has become a full-blown campaign, and developments continue even during PC downtime (Gary talks about exactly that subject in the 1E Dungeon Masters Guide section, "Time in the Campaign"). There's also the issue of resources: since there is now conflict between the old-god factions, I need to know things like "how big are the factions, where are the members, and what state are they in?" That last part (i.e. their state) is especially important since I've decided the only healing magic in the Lost City (currently) comes from the PC Cleric and the Clerics of Zargon.]

[At the start of this session, the Cleric PC is in "downtime," recovering from his wounds. For a week, he will be incapable of strenuous activity (including spellcasting). The Elf has decided to make use of this time by creating a scroll of sleep (q.v. my musing on scrolls). I ruled that the mundane parchment and ink she's been using for mapping is unsuitable, and she needs some materials that are probably only available in the Lost City, itself, or from the Magi of Usamigaras. Thus, the Elf was quite keen to accompany Grand Master Kanandius to a parlay/meeting with the Magi.]

The first day after the battle with the subhuman slaves, Kanandius, the Elf, and an entourage of three Brothers descended to the third tier to meet with the Magi. Despite the best efforts of Kanandius and the Elf, no firm alliance was formed; the Magi maintain a cautious neutrality. They did agree to provide the Elf with the materials she needs, but at a heavy price (twice the normal cost of such materials). The Magi are secretly delighted with the recent developments. They hoped to play the Brotherhood against the Warrior Maidens, and this has come to pass. Maintaining neutrality while watching the two warlike factions destroy eachother seems like a brilliant plan. Assisting the Elf seems harmless enough, at this point, and lets the Magi leech resources (i.e. treasure) from the Brotherhood while making the Elf dependent. The Magi like the idea of making one of the Brotherhood's new "champions" heavily dependent on them.

The second day after the battle, the Elf started the process of creating her new scroll. Jason [my son named the Fighting Man] had been discussing matters with the Brothers (particularly Draco), and learned more about the times of King Alexander. Especially interesting to him were tales of Pyrsoglos, the Kings enchanted sword (q.v. spoilers in the Background section). He suggested that perhaps the King's storied blade could serve the cause of Cynidicea, again, if it were recovered. Surely King Alexander and the old gods would approve! Draco seemed to like this idea (in fact, Draco hoped to get exactly this reaction; he sees the Fighting Man as a means of spurring the Brotherhood to action), but informed him that the blade had been interred with the King, and that the royal crypts (located on the tier, below) were desecrated and despoiled by the Temple of Zargon. They had become infested with fearsome undead creatures, and were very dangerous.

His imagination fired with thoughts of the King's magic sword, Jason decided to lead a "scouting party" to take a look around the catacombs. Kanandius argued against this, saying it wasn't wise to take Brothers into danger needlessly, especially when their strength might be needed if the Warrior Maidens made any retaliatory strikes. However, the Fighting Man's enthusiam and charisma (not to mention previous successes) won over many Brothers. Six brothers and the Thief decided to accompany him. [Note that the current strength of the Brotherhood in the upper tier is: Kanandius, the PCs, 10 healthy Brothers, and 1 wounded brother. So just over half of the Brothers, including Draco, went with Jason.] To soften this blow to Kanandius, Jason assured him that he would lead with utmost caution, and avoid pitched battle; this was to be a scounting expedition, only. When she heard of the expedition, the Elf argued against it as well, but when she saw which way the wind was blowing, she suggested that perhaps Jason could finish mapping out the unexplored section of Tier 3 (mainly the NW section) before descending to the tombs. Jason agreed.

Thus, the expedition set out. The Fighting Man assigned a Brother to guard the Thief (who was not fully recovered from the battle with the subhumans), and made good time through the previously explored section of Tier 3. The group used the revolving cooridor to gain access to the unexplored NW section of the Tier. They moved into the unexplored section, turned a corner, and found themselves face-to-face with another armed party. [A wandering monster check had turned up a group of six hobgoblins in service to the Temple of Zargon. The PCs were surprised, and the hobgoblins were not (especially since the PCs had two torches). Encounter distance was 10 feet. Rolling 2d6 to help gauge the hobgoblins reaction, I decided they would launch missiles and wait for a PC charge, being somewhat cautious of the large group of Gorm Brothers.] The hobgoblins were arrayed for battle, fearsome-looking with blue-painted faces and savage red eyes. Their front rank threw javelins immediately, wounding Jason and one of the Brothers. They then drew wicked, stabbing swords and presented their shields. [I should mention that I asked the players about critical hits at the beginning of the session. In the previous session, the players saw the damage critical hits can do to them, so I offered to drop the critical hit rule and just use rolled damage, if they wanted (this is my preference, anyway). The players agreed we should just use rolled damage, which was fortunate, because I rolled two natural twenties during this battle, and they rolled one.]

Jason was taken aback by his wound, and by the obvious skill and discipline the hobgoblins showed. However, he was unwilling to retreat without offering battle, so he led a charge, smashing into the enemy line and cleaving the skull of one hobgoblin, immediately. Unfortunately, the Brothers fared poorly, failing to budge the other hobgoblins. In fact, one Brother took a sword thrust to his side and was then bashed to the floor by a hobgoblin shield. He lay still in a spreading pool of crimson [He was at -1, so barely alive, for a 1st level Fighter.] In response to a snarled command, the hobgoblins pulled back a bit, closing ranks, again. Another javelin was cast at the PCs, but Jason deflected it with his shield. Remembering his promise to Kanadius, Jason gave the command to fall back. The PCs retreated in good order, pulling their fallen Brother to safety. Two more javelins were cast, but the hobgoblins were content to break off the fight, as well. The two parties were too evenly matched, so any melee would be a meat-grinder. [I was proud of the way my son led this fight. When he charged, I thought he was making a mistake, but it worked out fine. Actually, I think this little conflict would be typical of the way fights in the Lost City must go, given the situation before the PC's arrived: that is, small skirmishes that are broken off fairly quickly.]

The PCs returned to the Brotherhood HQ on the tier, above.

The way this is shaping up, resource management is going to be important. The Brotherhood is going to have an advantage over the other old-god factions because they'll have a cleric who can magically heal them. The Magi are going to start employing the Fey (q.v. the spoiler in the Background section) to actively spy on the Brotherhood, monitoring their strength and plans. The Warrior Maidens have not yet decided on a course of action. They have, however, learned that their treasury was emptied. The Temple of Zargon is not yet aware of the uproar, but will learn of it soon enough.

Session Eight

After the encounter with the hobgoblins, the PCs decided to play it safe and finish their recuperation and downtime activities before setting out, again. Counting the day the PCs raided the Warrior Maiden headquarters as "Day 1," the elf completed her scroll on "Day 10," and the cleric was completely healed and ready for action the morning of "Day 14."

Of course, the other factions have not been idle during this time. The Warrior Maidens were thrown into some confusion by the loss of their leader, Pandora. This was compounded by the fact that both of her two "lieutenants" (2nd level Fighters) were lost, as well: one was slain, and one was captured. I decided that it would take at least a week for the Warrior Maidens to react at all. So around Day 7, the Maidens have selected a new leader and are starting to respond. Since they don't know, for certain, that their leaders are dead, their first considered action is to try and gather intelligence. They enlist the aid of the mercenary Fey to spy, and send out cautious inquiries to the Magi.

The reason the Maidens don't know for certain about who died is because of Cynidicean vulture-masks. These groups gather the dead for burial or processing by the Temple of Zargon. ("Processing" means they're animated as undead for guard duty, or to be set loose in the upper tiers to confound and dismay the old-god factions.) However, by Day 11, the Warrior Maidens learn that two of their sisters are alive and imprisoned by the Brotherhood. They also learn that one of these two sisters is a lieutenant. From the Magi, they learn of the "outland assistance" the Brotherhood is enjoying. The Warrior Maidens form a new plan: they wish to capture several Brothers and "trade prisoners." This is difficult, since the Brothers in the city are well-aware of the conflict, and are being careful. The Maidens will need to wait for the right opportunity, which buys the PCs and the Brotherhood some additional time.

The Temple of Zargon has learned of the infighting between the old-guard factions, and has responded by animating undead and placing them in the Warrior Maidens' abandoned upper tier headquarters, with orders to slay any who enter. The priests thought this ploy to be a good joke.

I've drawn up some numbers on the factions. The Lost City has a population of about 1000 adults. I estimated that 10% of them are aligned with a faction (the rest are nominally part of the Zargon faction, but not actively so), and drew up the factions as follows (these are starting numbers):

  • Brotherhood: 1xF3, 2xF2, 27xF1
  • Magi: 1xMU3, 2xMU2, 27xMU1
  • Warrior Maidens: 1xF3, 2xF2, 27xF1
  • Temple of Zargon: 1xC8, 2xC5, 3xC3, 4xC1

Note, however, that the Zargon faction can also draw on hobgoblins, goblins, subhumans, and undead. They also have a monopoly on healing magic, except for the PC cleric.

The PCs assembled a group consisting of Jason (the Fighting Man), Jacob (the Cleric), the Elf, Fuad, Aziz, Draco, and three Brothers of Gorm. This force descended to Tier 3 and returned to the site of the battle with the hobgoblins. No humanoids were in evidence, so the party explored and mapped the NW section of the tier. They found another abandoned chapel, and surprised a giant lizard, there. They were unable to kill the creature before it escaped into an air shaft. (Draco informed the outlanders that this was his namesake: a draco lizard.)

No one was hurt in the encounter with the lizard, so the PCs sought out the chapel with the ramp that descends to the catacombs. [Remember that the catacombs are a "wild" area of the ziggurat; that is, it is considered a dangerous area where the Cynidiceans fear to tread.] After a cursory search of the (previously explored) jester's tomb, they opened the door to the north and entered the passage, beyond. While there was a great deal of dust on the floor, it was much disturbed, showing recent and not infrequent passage of multiple creatures. The party cautiously proceeded west, until they reached an intersection with a passage going north. Shining their lights down this tunnel, the PCs could make out another intersection and a door. After some whispered conversation, they chose to continue going west, leaving the northern tunnel unexplored. Jason instructed the Gorm brothers (who were bringing up the rear), to be watchful once they passed it. The group proceeded west, stopping to tap the walls, looking for hidden portals or chambers. They discovered that the south wall sounded like there might be a space beyond, but they couldn't locate any hidden portals. Continuing farther, they came upon another intersection; this time the intersection tunnel led south, and they could make out a door at its end, at the limit of their light.

As the Elf updated their map with this information, everyone braced at a hissed whisper of warning from the Gorm brothers: something was coming up the passage behind them. The group readied for action as two hunched, rag-draped humanoids loped into view, eyes burning with a hellish light. The creatures didn't even pause, but raced straight at the party, growling and snarling. "Eaters!" shouted one of the brothers, who now stood in formation, three-abreast, with shields and short swords ready. The Elf bent her bow, but didn't have a shot. The Fighting Man and Cleric, at the front, were also blocked from the action, and the undead moved with an unnatural, disturbing speed. In a flash they had closed the distance and were assaulting the shield wall, claws and fangs straining for flesh. [My OD&D ghouls get a single attack roll representing their claws and fangs; a hit does 1d6 damage and requires a saving throw to stave off paralysis.] The initial exchange went poorly for the Gorm brothers. Only Fuad, thrusting his spear from the second rank, managed to deal an effective blow, and one Gorm brother was overcome and paralyzed. A second brother fell soon after, blood running from a grevious neck wound. However, his fall cleared the way for a shot from the Elf, which took one of the undead in the eye and dropped it to the floor. The second Eater turned an evil glare on the Elf and leapt onto her, claws ripping. [Fortunately, the Elf is immune to ghoul paralysis.] By this time, Jason had pushed his way to the fighting, and pulled the Eater loose, holding its loathsome, thrashing form away from his friend. The Elf stood, drawing her short sword, and buried it in the undead creature's torso. Its struggles ceased and it slumped: dead weight in Jason's arms.

The Cleric tended to the fallen Gorm brother, healing him. No one else was seriously hurt, except for the paralyzed brother. Fortunately, the paralysis soon wore off, and the party proceeded down the southern passage to the door at its terminus, where they listened. They heard a noise from within, like sticks of wood cracking or being broken. The party readied a plan: Jason and Draco would force the door and step inside, on either side of the door. The Elf would stand in front of the doorway with an arrow ready, and Jacob would back her up. The plan was immediately put into action, and the PCs surprised three more ghouls who were apparently in the process of eating the corpse in this large tomb. The party didn't get much of an impression of the place (other than it was quite large and well-appointed) before the three undead leapt to attack. The Elf fired arrows with cool precision, dropping one of the creatures in its tracks, but the other two made it to the doorway, where they came under assault by Jason and Draco. In the brief flurry of melee, the Eaters paralyzed both Fighting Men, so the Elf and Jacob stepped forward to defend their vulnerable comrades. Jacob attempted to turn the creatures, but their lust for flesh was too potent, and they ignored his holy command. Fortunately, Jacob's mace proved more effective, as did the Elf's slender and deadly blade. Even though both undead assaulted her, they were unable to paralyze her, and this proved their undoing, especially as Fuad and Aziz reached the melee. Ringed with foes, stabbed and broken, both Eaters soon lay stretched upon the stones.

This time no one was seriously hurt, other than the paralysis, so the group all entered the large tomb and shut the door. Exploration began while Jason and Draco recovered. The chamber proved to be about 50' x 40', with a raised dais in the center, upon which lay an open sarcophagus. The corpse within, richly robed, had been pulled half out of its coffin, and its fine clothing and burial artifacts ripped and cast heedlessly to the floor. Everyone gasped as the party's lights revealed sparkling jewelry: a gem-studded pectoral and two jewelled bracers. The jewelry bore symbols of the old gods. After some discussion, the party decided to secure these artifacts, rather than leave them in this violated tomb. They returned the corpse to the sarcophagus, and the cleric intoned a prayer over it while the rest of the group searched the room. Murals adorned the walls, showing religious scenes with a prominent high-priest in most of them. There were also burial goods and artifacts that might be expected in the tomb of a prominent priest. The Cynidiceans with the group suggested this must be the burial chamber of Corban, a high priest during the reign of King Alexander. Despite lengthy searching, the party found nothing else of consequence, and decided to press on.

[The Session ended here, without a return to Gorm territory...]

Session Nine

[We ended session eight without a return to Gorm territory, but when we started session nine the players decided it would be better if they had returned after all (i.e. they wanted to have their spells, et cetera). Being a softie, I said sure...]

The party returned to the catacombs and decided to investigate the northern tunnel they had passed on their former exploration. The tunnel went about twenty or thirty feet north before opening into a 'T' intersection, with tunnels continuing both east and west, and a stout door on the north wall. The dust on the floor showed evidence of much movement through this area, but it didn't look like the door had been opened in some time. Judging this to be a promising place to explore, the group forced open the portal and shone their lights into the vaulted chamber, beyond.

A thick carpet of dust covered everything, and the air smelled stale. The party's light's barely reached into the shadowy corners of the place, but it was enough to immediately reveal that this was a long undisturbed crypt. The accoutrements of a burial chamber sat in orderly arrangement around the walls, but all attention immediately riveted upon the figures near the west wall. Centered there, before a ancient banner, stood the mummified figure of a tall man, still wearing ancient panoply and bearing a baroque pole arm. Arrayed before this ominous figure stood a skeletal honor guard, holding swords in an eternal salute. Nothing stirred.

After a whispered consultation in the hall, the Cleric moved forward and entered the room at the head of the party, the holy symbol of Gorm displayed before him. As soon as the PCs entered, the skeletal guards began to move, eyeless sockets swivelling to stare at the intruders and swords moving into threatening positions. However, most of the undead were unable to stand before the Cleric, and their assault dissolved into confusion as they retreated before him; only two of the nine continued to advance.

Wielding the Cleric's mace instead of his slender blade, the Elf leapt forward to intercept the skeletons, Jason at his left side. The two made short work of the undead warriors, which collapsed into piles of broken bone. Their confidence bolstered from this success, the pair advanced against the other undead cowering in the corner. This proved to be more dangerous than they anticipated: the skeletons there were staying as far from the cleric as they could, but immediately attacked the heroes when they came within reach. Swords flashed and blood began to flow, even as skeletal warriors dropped. Seeing their comrades outnumbered and in danger, the rest of the party surged forward as well, and the chaos of a general melee swirled about the chamber. Draco suffered a heavy wound, but no one fell, and bones knit together with sorcery proved no match for cold steel powered by flesh and blood.

Other than Draco, the other wounds amounted to little more than cuts and bruises, so the Cleric prayed over the grimacing warrior as the rest of the group made a thorough examination of the chamber. The mummy holding the pole-arm (a halberd of ancient and ornate workmanship) remained unmoving, even when relieved of his weapon, so the PCs felt confident he was not dangerous. The many grave goods proved to be mundane, but informative, as they revealed this to be the burial chamber of Prokoros, Captain of King Alexander's royal guard. The group recovered [shamelessly stole] the panoply of Prokoros for use in their fight against Zargon. The armor proved a fair fit for Draco. Jason considered the halberd, but decided against it. That weapon, too, went to Draco, who now cut an imposing figure. [The players are laying it on thick with this concept of securing artifacts to aid in the fight against Zargon. I suggested the idea to begin with, so I have only myself to blame. It's pretty amusing, in any case. Draco is pleased with his armor and halberd, and the status that it confers upon him. He's already growing into Jason's "right hand man" in the eyes of the Brothes.] After praying and offering blessings over the body of Prokoros and the the fallen guards (hopefully now at quiet rest), the group resumed their exploration of the catacombs.

Examining the east and west branches of the passage, the PCs decided to go east. Not far down the east tunnel, a northern passage pierced the wall. The passage also continued east from the point. The north passage showed evidence of light or infrequent foot traffic, while the dust to the east showed traffic close to the walls, which the PCs took to be evidence of animals or scavengers. The group chose to go north. After six or seven paces (using the Roman-style two step pace of around five feet) this tunnel also turned to the east, and continued as far as light would reach. The group crept down the tunnel, which stretched on for a good distance before turning south. Eventually, this south-running tunnel ended in another stout-looking door, very similar to the one that opened on the crypt of Prokoros. However, this door also bore an inscription in ancient Cynidicean. Draco read it aloud: "Lady Iole, My Love For Her Burns Forever." The door proved impossible to open, despite repeated attempts by multiple strong men, leading the Elf to suspect some magical ward or seal upon it. The group decided to explore elsewhere until the Elf could prepare some sorcery that might gain them passage.

Retracing their steps, the party returned to the intersection and cautiously went east, examining and following the "animal trail" in the dust. The trail led them directly to a door which pierced the south wall of the passage. Beyond the door, the tunnel continued for a few paces before turning south, but the PCs' attention was immediately drawn to the hole that appeared to have been chewed in the door, near the floor. It was half a cubit in diameter and worn smooth around the edges. No sound came from within, but a foul smell wafted out. Readying themselves, the group forced the door.

The chamber this revealed was smaller than most of the rooms in the catacombs: perhaps half the size. Its original purpose was unclear, but it was clearly now serving as an animal lair of some sort. The place was a mess, and smelled revolting. From a great mound of refuse in the corner came some skittering and rustling noises, and torchlight reflected off the beady eyes of the creatures hiding within it. "Fah! Nasty vermin!" exclaimed the Elf in disgust. Taking a spear from Fuad, Jason advanced with Draco at his side and began probing and pulling apart the mound. This provoked an attack by the giant rats which nested within, but the group was ready for that, and the rats offered little danger to the heavily armored fighters in the front. After several of their number had been hacked, impaled, or crushed, the remaining rats fled in a squeaking stream through some concealed hole in the west wall. Beady eyes continued to watch from the relative safety of this small hole while the players dismantled the mound and killed the infant rats within. Amidst the clutter and refuse, the players discovered several gems and numerous ancient coins collected by the rats. Pleased with this discovery, but befouled and tired after their efforts, the group decided to return to Gorm headquarters.

by Ramanan Sivaranjan on January 01, 0001

Tagged:

Mad Libs Dungeon

This web page is weird, but perhaps useful. You can use this page to swap out a word in a blob of text with random selection of other words. This should let you spice up a boring adventure.

Keep reading before you click this: Jumble it Up!

This is the word you are bored of:

by Ramanan Sivaranjan on January 01, 0001

Tagged:

The Lavender Marshes

The Lavender Marshes

South of the mountain range made famous by the Faithless Twins lays The Lavender Marshes, home to wasp-women, tar-men, and savages, who all make their homes in the ruins and decay of a once advanced civilization.

A Map of the Marshes

The Kraal

Hex Descriptions

⇖ ⇙ ⇗

A tribe of savages make their home in a network of caves at the base of this mountain range. Their homes are littered with super-technogolgy far beyond their comprehension, which they use as crude tools and furniture.

A small monastry sits on one of the craggy peaks of this mountain range. The monks within worhship an ancient computer, it's terminal blinking waiting for its next comand.

⇖ ⇙

A hermit shaman collect broken technogical artifacts. He(she?) can talk to the machine spirits. Secret tunnels lead to 0101.

⇖ ⇙

These mountains are suspciously filled with round holes and dangerously susceptible to cave-ins. A great hole in the side of one moutains marks the entrance to a burrowing Titan’s lair. It collects big, shiny pieces of scrap metal (half-broken ancient tech). It won’t bother to hunt anything smaller than a horse, unless it becomes very hungry.

⇖ ⇙

The MIre Man lives here, a grotesque bloated hybrid of elf and ooze. He tried to destroy OOL-LENG, failed, and paid a terrible price. He hates everything that has bones. His territory is marked by a countless number of strange sculptures made from the broken bones of creatures that crossed his path, from frogs to unwary travelers. Read More

⇖ ⇙

See: 0104, 0106

FALSE PYRAMID OF OOL-LENG. Ool-leng is an immobile, giant, pyramid-shaped, intelligent, philosophical ooze. It longs for information about obscure subjects and rewards entities that fulfill quests on its behalf with parts of its own substance, which has various magical properties.

⇖ ⇙

Some shrooms are absorbing the spores of OOL-LENG and are growing in pyramidal grooves. This forest is a melting pot of weirdly shaped slimes and shrooms. Some native hunters know their way around the place. A trail lead to a pool of dreaming ooze.

Roc corpse. Upon inspection, 2d8 bloated spiders burst from its breast. Partially digested gnome in stomach wears ring of x-ray vision.

VESPID. A rock outcrop rises from the surrounding mire. Lodged in its fissures: the bulb-like cement apartments of the wasp-women. A hospitable community, led by an iridescent priestess. Communal creche filled with captive humanoids - paralysed, implanted with larvae.

Slug Wallow. A shallow basin 100' across and filled with stagnant slime and massive bloated slugs 10-12' in length which gorge on the fetid marsh weeds.

Sarria, a wasp-women from VESPID, is searching the mushroom forest for a rare fungus to cure her ailling child. She will gladly accept the aid of any friendly adventurers. Any assistence provided will raise the party's standing in the village.

SYNDER'S OUTPOST: Vaine Synder is a hermit trapper that has built a small permanent outpost on a dry patch of the land, consisting of a couple of log cabins, a well and a field of marsh pumpkins. He is not interested in money, but will gladly trade accomodation for goods, equipment or a helping hand. He is knowlegable about all surrounding hexes, and gives information freely. There's a 1 in 6 chance that 1d3 hunters are currently staying in the outpost.

FAITHLESS TWINS: Two small jagged peaks in the range - the westernmost peak has carved in its east-facing side a bas-relief style effigy of the Torn God, carved ages ago by unknown hands. Around its face are hundreds of unexplored caves speckled across the mountainside. The easternmost peak is spiraled by miles of rough-hewn steps in the stone of the mountain, which lead to an overlook from which to view the Torn God. Over the centuries, hundreds of people have leapt to their death from the overlook.

TRAGEDY TOWER: At first glance, this eerie, forsaken tower seems to be the remnant of a long-dead wizard empire. In fact, the wizard empire never existed. This "tower" is merely the steeple for the CATHEDRAL OF SUNKEN DREAMS, a much grander structure that sank into the bloody bogs eons ago. The FUNGAL MUMMIES of the dead churchmen do their best to conceal the Cathedral's true nature.

THE WILLOW'S COVEN: What appears to be a mere grove of weeping willows is actually the home of a coven of dryad swamp witches and the treants they are bonded to. Although plants, the treants weep tears of cursed blood.

TAR SLOPE MOUNTAIN: A trio of tar men have swum up from the depths of the crater of bubbling tar, seeking curse removal from a surface cleric. In an attempt to communicate, they have crafted four semi-sentient flesh golems from animals caught in the adjacent forest.

Discharges from the TAR SLOPE MOUNTAIN periodically spill down into this TAR FOREST and bury anything inside. Although creatures brachiate through the tar-covered willows above, passage aboard a vessel of the pale, bug-eyed Tar Gnomes allows the safest means of egress through much of the hex. Those who sink into the tarry swamp below are said to never come out alive, a fact many an evildoer have taken advantage of.

Stubby trees atop arcing roots. These quickly grow thick; to walk between them is to lose sight of sun. The northernmost reach of the MANGROVE MAZE. Teeming with poison tree crabs, carnivorous swarm-fish. Tended to by a salt-golem gardeners, enacting a patient conquest of freshwater marshes.

BEHEMOTH'S MAW: Ages ago, this now-dormant volcano belched forth flows of lava that engulfed all the life nearby. However, yesterday's annhilation made the surrounding environs fertile for the fecud (if usually malformed) life that dominates the land today. Today, Behemoth's Maw only spews bands of exiled monsters from below, always warning their coming with the release of toxic miasmas.

This area is infested with bog imps that breed in shallow pools of mud water. They are feared for the often infectious wounds their claws can inflict. An even greater danger are the Tower Traps that sprout here, huge carnivorous plants that grow up to 60' high. They look like huge green trunks crowned by large bladder sacks. They can throw the bladders up to 50' to trap food in the digestive and sticky goo of the bladder. The bladders are big enought to trap human-sized prey and are attached to the trunk by vines that can pull them back up to the top of the plants. The tower traps will happily eat something other than bog imp for a change.

Shallow water changing in depth from just over the foot to slightly more then ankle deep, softly bubbles. Mosquitoes buzz around and bite the PCs as they move through the area. A soft rotten egg smell permeates though the area but it's not so overpowering as to be a distraction. As the player walk through the area roll 1d6: if the number is equal to or less then the number of players 1d2 of them have stepped into the bog. These players begin to slowly sink and are treated as though grappled. A strength check (roll under half strength score) is required for the player to get out. Other players can aid this but you can decide how that will work.

Wild Arachnaurochs Herd. Ancient cousins of the silk producing Holstein Spidercattle, these vicious creatures roam about the forest preying upon unsuspecting herbivores. Their eggs are a prized delicacy, and their nests tend to have the belongings of lost travelers.

Ruins of a Holstein automated spidercattle farm pod, contain ancient skeletons covered in calcified webs. Local mudwalker avoid the place.

BLIGHT RANGER HEADQUARTERS: A fortification rests in a clearing seperated from the surrounding mire by walls made of the region's sturdiest logs. This is the base of the BLIGHT RANGERS, a taskforce of would-be peacekeepers for the Lavender Marshes. Originally organized from the survivors of the spidercattle farm pod disaster in 405, the Blight Rangers have since then gathered membership from all sorts of people touched by the misfortune and degenerative influence of the Marshes. Many of the members therefore bear marked warping of the flesh and sometimes of the mind. Despite the ragtag misfit nature of its membership, the hidden influence of Megol (see 506) upon the Rangers' leadership keep the upper ranks rather organized.

⇗ ⇘

The mountain is naturally the source of an extremely rare fungus that is highly valued by wizards and alchemists as an ingredient in potions. However, the fungus is tended by a colony of giant ants (roughly the size of dogs), which will fiercely defend it if provoked. Warrior ants have a bonus to ambush anyone disturbing the fungus.

⇗ ⇘

SPORE FOREST: A particularly dangerous part of the fungal forests: here it snows deadly spores that infest living creatures with mind-controlling cordiceps. The tops of the shrooms are decorated with the hollowed out corpses of giant ants who had fallen victim to them; from their heads grow valuable fungal branches.

⇗ ⇘

See: 0504

A secret hideaway is buried here among the drooping trees of this area. A chapter of the Corpsebloom Poisoner's Guild lurks here, gathering ingredients and training agents away from prying eyes. Their current project involves the collection of spores from area 502 and developing them into ever more potent biological weapons.

⇗ ⇘

BLIGHT RANGER WATCHTOWERS: To find the encroachment of the Shroom Forest into the Lavendar Marshes (for example, see 505), the BLIGHT RANGERS (see Area 406]) have began the construction of a line of watchtowers in this hex. As of yet, they are unaware of the SECRET ENCLAVE OF THE CORPSEBLOOM GUILD. This ignorance may prove fatal when the Guild strikes preemptively.

⇙ ⇗ ⇘

WEEPING FOREST: Limp leaves and hanging branches give the impression of a forest on the verge of collapse and the constant drip of water from above creates the sense the that the plants are themselves weeping. The Shroom forest to the East is slowly expanding here, and fungus carpets the undergrowth.

⇙ ⇗ ⇘

See: 0605

MONOLITHIC SHRINE OF MEGOL, master of automatons.

⇗ ⇘

BLADEWIND PEAKS: Caves under the mountain, made by the worm god Quoolak. A clan of reclusive, worm-worshipping dwarves dwells there. It is devided into two warring factions, the stone-born who live in the caves and the womb-born who live in the carcass of the worm god. Both have gone insane over the centuries and their numbers are dwindling. A wizard king has promised eternal gratitude and unknown riches for those who can steal and bring him the worm god's heart.

⇗ ⇘

HEART OF THE SHROOM-FOREST The shroom dryads have captured the sorcerer Parnea 0604 and drain the energy from his lichen-cocooned body to feed the forest's psycho-hallucigenic veil. After three decades of imprisonment, Parnea has learned to manipulate the veil enough to send out telepathic messages and weaken the bonds of his prison. The dryads are alarmed and might seek outside assistance to contain the sorcerer. Parnea seeks allies of his own to help him escape.

⇗ ⇘

Walking Spore Forest. Quiet except for the multiple mushrooms clones of a lost adventurer, walking around looking for traps and secret stuff. His or her original body holds something precious in his or her arms.

⇗ ⇘

See: 0602

THE OLD GARDEN AKA the Death Garden of Parnea. A ruined manse situated in a malevolent sorcerer's garden grown wild with years of neglect.

⇗ ⇘

A group of broken adventures have recently fled the MONOLITHIC SHRINE OF MEGOL. They lament the treasures they were foced to leave behind. They can provide players with a partial map of the shrine for a small price.

⇙ ⇗ ⇘

Rusted forest of lost automatons. Willows trees grow over the metal husks, their dryads cry for the broken and discarded automatons. One automaton contain a moss covered prime spark core. The prime spark is damaged.

About this Project

I am part of the beta for HexKit, and decided to make a small hex map I could use for my Carcosa game. I posted the thing on Google+ and . My people came through. This page is based on work I did for the Hexenbracken. Contributors: Jürgen Mayer (7), Chris P. (7), Evlyn Moreau (5), Ramanan Sivaranjan (4), Zedeck Siew (2), Wayne Snyder (2), Eric Diaz (1), Jeremy "frothsof" Smith (1), Brandon Daggerhart (1), Michael Prescott (1), Reece Carter (1), Jennifer Erixon (1), Wayne Rossi (1), Joel Bethell (1), Gus L. (1).

by Ramanan Sivaranjan on January 01, 0001

Tagged:

Misericorde

Misericorde

A land of grey skies and perpetual rain. Farmland, fields, and forests. Stone walls guard wooden homes with thatch roofs. Standing Stones. Barrows. Villages built inside hills and caves. Witches hiding in forests. Wizards in towers. Knights, of course.

Far from your home is the Castle by the Water. The former seat of power is now home to the Dragon, who defeated the Good King and levelled that great city ten years past. Your countryside is now ruled by petty warlords, bandits, and far darker beings none dare speak of.

The names of the Good King’s knights fade from people’s memories, but all twenty survived that day. From Agralan the Gloom Knight to Sina the Star Knight, they all quest about. Some with bloodlust in their eyes terrorize all they encounter. Others protect whomever they meet in the hopes of atoning for their past failure.

A Map of the Lands of the Good King

The Lands of the Good King

Hex Descriptions

⇖ ⇙

Sina the Star Knight.

Aidan, The Witch of Cambrie Forest, torments any who stray too long in her section of the forest, through illusion, mimicry, etc. Both her sister ENID and THE ROBBER KNIGHT will pay handomely for her capture.

Sitting atop a forested hill, Harlech Castle looms over the Cambrie forest. The castle is ruled by Enid, a young women with a sinsister countanence. There is a substantial bounty for THE ROBBER KNIGHT, who roams the surrounding forrest.

The 2-12 bandits of Cambrie Forest have set up targets and demand people best them at the bow and arrow or pay 10% tithe to pass unmolested. There are 3d6 more bandits hiding in the woods.

The MONOLITH.

The melencholy Pumpkin Knight sits atop MENDOLIN’S SKULL, a good 30' off the ground. He doesn't remember how he got up here and needs help to get down.

SWAMP OF SADNESS.

See: 0304

DAUGHTER GRACE, an adorable child, blessed, possessed and empowered by eldritch forces of stasis and decline, sits cheerfully atop an animate, walking palanquin of bleached bone and leads a procession of her most faithful, 33 berserkers in white. They walk the unnanturally long shadow of the monolith, where the flowering meadows grow pale and brittle.

Within the deepest nooks of Cambrie Forest lays the camp of THE ROBBER KNIGHT and the Joyeous Massive, impossible to find without a guide. At any given time there are 30-300 bandits, and 25% of them will be totally demolished off local ales.

THE ROBBER KNIGHT will hold up anyone foolish enough to cross his path in Cambrie Forest. He is always accompanied by 2-12 bandits, armed with bows, who are certainly drunk if it's after lunch. He is beloved by the locals as he gives his wealth to the poor.

6 - 36 "Reformed" bandits who have renounced THE ROBBER NIGHT to follow an angleic and mystical child, DAUGHTER GRACE. They wear filthy white headbands and only murder and rob those who mock thier faith by refusing a tithe of food or coin.

A group of soldiers have burned a poor fellow's shack down and plan to blind him for hunting in ENID'S land. The smoke from the fire can be seen at a great distance.

Waist high grasses heavy with ripe purple seed conceal thousands of mole holes and tunnels.

A group of clergymen need to make their way to HARLECH CASTLE, but are worried about THE ROBBER KNIGHT and his bandits of Cambrie Forest. They will pay a suitably handsome reward to anyone who will get them safely through the forest.

The town of LLANGOLEN ...

Hole in the Oak.

Stone steps in the centre of a circle of standing stones leads down into the dark. The HIDDEN CRYPT was where The Lich had been trapped for many centuries.

A young couple, Magdalen and Zillah, have built a makeshift dwelling deep within the forrest. Their parents disapprove of their marriage. They assume anyone approaching has been sent to bring them back, and so act accordingly.

THE RED TOWER.

TOWN OF TYWYN is a small hamlet built around the stately home of a long dead and disposed noble family, which has been converted to Our Lady's Inn. The town has amenties that don't match its size, due to it being a popular spot for travellers to rest. ALYS is the town's blacksmith, and Carwyn is a local Sage.

Emyr's daughter Magalen has run off with Zillah, and are hiding in hex 0505. Emyr doesn't know their location, but will pay a bounty to anyone who brings his daughter back home.

The Bastard Knight.

A luxurious manor home sits next to a large lake, home to Lady Ceredwyn. She is being pursued by many suitors. She will marry the man who brings her the pelt of the Direwolf.

⇗ ⇘

The sword of his former master hangs from the belt of Agralan the Gloom Knight, looking like a dagger against his behemoth frame. He rests before continuing his journey to THE MONOLITH, where he intends to destroy the sword. The Gloom Knight is slowly being corrupted by the sword, becoming more and more hulking with each passing week.

⇗ ⇘

The Goblin, king of the wildmen of the mountains, rules from a tower perched high on the Cairns. There is double the chance of an encounter with his wildmen within this hex.

⇗ ⇘

See: 0808

A group of pilgrims have set up camp around the SOLITARY GRAVE and permit none to approach. They have claimed the anonymous grave as the final resting place of Beatrice the Benevolent and plan to build a church on this site. They are led by Caden the Good Hearted, who is a real peice of shit.

⇗ ⇘

The TOWER OF THE STARGAZER lays in the centre of a lighting blasted miniature wasteland. Every few seconds, the sky is alive as lightning strikes.

⇙ ⇗ ⇘

The Songbird Knight has a erected a flower-covered pavilion and is seeking challengers. Anyone who can match her in a duel will be invited on her quest to challenge THE BASTARD KNIGHT.

⇙ ⇗ ⇘

Khaimpo the Wretched has made his way from distant Zornheim with his band of hangers on in tow: Lady Elipha Vainglory, Sister Emeline Stritchenstein, Barabus Klink and Enoch Lother. He seeks the spellbook burried in the SOLITARY GRAVE to the North.

About this Project

Based off the work I did for The Hexenbracken, this is the current wilderness of Gygax '75 setting I am working on. A bunch of Python code turns a Google Spreadsheet into the page you see. Contributors: Ramanan (25), Gus L. (3), Who? (1).

by Ramanan Sivaranjan on January 01, 0001

Tagged:

Astral Marines - Partol Sector Omega

Astral Marines - Partol Sector Omega

Patrol Sector Omega has its intrusions and enemy action, but it's not hot. The Firebase is just precautionary, and it's close enough to the LZ that resupply will never be a problem. The moss beds are splendid at sunset and the Lotus Eaters nearby are pacified. Just play some volleyball and relax. The same can't be said to the North - the glass Pyramids and Stilt Village are shown as friendly on the recon slides, but then what shot down a cutter that way a few cycles back? Something's brewing and the invaders can be behind every slime mold, invisible in spider holes beneath the moss or infiltrating the pacified villages, concealed by their crudely potent magics.

Astral Marines - Partol Sector Omega

Astral Marines - Partol Sector Omega

Hex Descriptions

⇖ ⇙ ⇗

Sands of varied reds and yellows, swirled and formed into curled into unreadable texts by the winds. The sands cannot be mixed but will always find thier way to a like color.

⇖ ⇙

A sluggish river, a slow-motion kaleidoscope in ochre and crimson mud. It's toxic from alchemical war agents and will poison any who drinks from it it.

⇖ ⇙

Here, the sand sits perfectly still, frozen in a dream. No wind blows here, no sound can be heard besides one's own breath, footsteps, and heartbeat.

⇖ ⇙

A forest of rust colored fungus and lavender slime molds 10' - 30' tall. It teems with strange life and the blooms of the tendrils look disconcertingly like eyes.

⇖ ⇙

A squad killed in a friendly fire incident refuses to give up their forward observation post in undeath. The brass has refused to clear them as they want to see how the situation develops.

Organic appearing, twisted, sandstone spires and rugose pillars rise to form a motley, almost-forest, made more eerie by the moaning of the wind through the holes and hollows in the formations. A great place for an ambush..

THE WARLOCK MAZE Contorted time-frozen gargantuan poly-dimensional warlocks trapped in the Astral by their mentor-patron-lover-destroyers rize in a scrofulous tangle, topped by the giant Onion Flumph Master Wizards who use their ever-regrowing-and-reformulating bodies to feed their labyrinth dreams. Not only do the great, skyscraper-sized bodies sit, contort and distort in weird angles, the Onion Dreams confuse and bring to tears all who enter, sending them out screaming, soul-destroyed wretches trying to eat the souls of the still-whole.

Here a hollow is marked by graffiti all around its lip. Bellumphage scrawl, Marine shorthand, Stiltrunes. ("This hole LIES!" they say.) The hollow speaks the coordinates of another hex. "That's where Zazziato is," it says. "He ate the Godhood Bomb and grants wishes now." The coordinates are reliable - though the hollow gives different coordinates every dawn-cycle breeze.

Pierced though and warped as if once molten, the black purple crags are largely volcanic glass. Wind howls through them repeating fragments of lost words and the shining cliffs do not always reflect what is before them.

Shining like a mirror rivers move sluggish and silver though the land but reflect nothing. They teem with clear stingray and mercury skinned amphibians.

Rich forest, swaying softly and abundent in stilted slow moving life. Dream Tigers, Crystal Jaguars and Mobius Pythons hunt Fractal Monkeys and lost souls that flee on all fours bounding like deer among the ropey tendrils. The war has not reached here.

STILT VILLAGE Stiltbugs live on stilts here, dwellers intermingled with their houses, spearing floater-fish in the luminous ether of the forest. Their slow-fast thoughts jerk around like monkeys caged in crystal ships. They are friendly to visitors, they eat long-term residents and convert them into protoplasm.

Here in the forest there is a quiet shrine where the Hive Mothers come to lament their fallen brood, lost in the endless skirmishes with the prime material bandits. Each cell contains a memory from the childhood of one fallen Hive Grunt. If the brass catches wind of the shrine, they'll try to harness the unbearable memories for the construction of third degree grief ordinance. Any attempt to so harvest memories for military purposes will spawn a vengeful spirit hive.

Among the tendrils and shoots of the deep forest is a series of dugusts carved through dense fungal blooms. It is home to a group of guerilla fighters in contact with and supplied by the 812th Slave Battalion of the Bellumphagic Heirarchy of Thought. These fighters are well trained, and supplied with advanced weapons, including state of the art shoulder mounted anti-air blood siprochet senders and a limited number of PASSE's (Penetrative Adaptive Seeking Super Egos) for the destruction and/or posession of armed units or titanic warbeasts. The guerillas are fervent devotees of the Red Dream and currently have suborned the STILIT VILLAGE into providing intelligence and supplies.

"Let the People Know My Wisdom! Fill the Land with Smoke!" booms from the red eyed squatting godthing that lurks here salivating at the SOUL SMOKER in 0303. The salientian lump of warty flesh is pus yellow where it's body is not covered in a thick armor of caked ash. The god thing is not aggressive, though certainly capable of harm, and will trade cryptic prophecies, blessings for the ashes of valuables or friends burnt within its site. It can restore life, but does not like to do so.

"All of my sins have locked me in hell", reads a simple pedestal in the most unusual of places, surrounded by the bones of lesser creatures in the thousands. Pitted and scoured by the relentless howling winds a basin atop the pillar still holds the writhing liquid smoke - bound by ritual. "Plead again for rich rewards", it whispers "They shall be yours". Above a wave of lost memories crawls down the slope like a glacier, holding the dreams of ages past, a blinding beacon in contrast to the black and broken stone surrounding.

SOUL SMOKER. A polyphonic chorus of pained screams rise from the maw of a twin volcanic orchestra pits. The song hits the surface of the sands in a kind of tremelo, like a sickly rise and fall of the tides, shifting between discord and harmony,  never resting long enough for the listener to find comfort.  The closer one gets to the smoking pits, the more maddeningly discomforting the song becomes, causing hallucinations that will uniformly take one on a bad trip. Surrounding the bases of the vents is a twisted wreath of wrecked sand vessels. Steam fissures, burning boulders, rockslides, ash plumes, and sudden lava storms make climbing the vents hazardous and ash slyphs, nightmare goats, charcoal wisps, and steam mockers are all potential risks in the area. Beneath the maw is a city of caverns and brass, once hom to invading elemental gods. The city maintains their ancient and twisted society of enslaving and torturing all life it and its firey minions can manage to capture or breed.  Captives subject ot strange tortures of flame and ash until they sing their delirious songs of pain, coming together to form the voices of the dreadful, ethereal choir.

This land exists beneath the ominous shadow of the SOUL SMOKER, and it's curse taints all who dwell here. Here,  the song of pain is distant, yet ever present.  A thousand tiny voices quietly hum the same song,  but all in different keys. Sometimes, the souls of those who die in the maw manage to escape.  They live here now,  missing much of themselves but not wishing not to find what has been lost in favor of quiet peace of their cramped stone villages. Once in a while, a soul will escape from the maw that was meant to burn too brightly to find rest, lighting up the sky, an electric brush stroke.

High above the sands the sky whales drift, it's unclear why they congregate here, perhaps the downdraft over the river discourages predators? Frequent Skywhale falls have made the area rich with neutriants, and support entire empires of scavenging half-intelligent multiarmed apes, who feud and bicker from thier bone fortresses seeming unaware that they are stalked by at least two prides of fat sleek intellect devourers.

From any point of observation the river flows slugglishly in both directions; there is only downstream. Blind and mindless except for the continual nimbus of uncidrected psionic power that surrounds their lolling heads, undead su-monsters dispatched and refulated by the STILT VILLAGE press and strain the Uncertainly Water through the fiber of harvested tendrils. The Potential Cloth they produce is used for Void Wrappings but can be blasphemously dried and smoked.

In an effort to maintain the Required Account Concerning Kills Exhibiting Triumph (RACKET), our scouts have taken to fishing out the bodies of our dead enemies out of the river, stacking up them up, and shipping them off to the labs to be reanimated as undead war machines. The bean counters have become real hardasses for keeping up records of how we're keeping the war effort going.

The tendrils here are laden with a succulent tart fruit in a hard black shell. Its flesh looks like a staring eyeball.

The River turns East into another patrol sector. Peaceful and broad there is the illusion of bucolic ease, but at night the Eastern horizon roils with withc light and sparkles with the tracers and bolts of arcane bombardment. More dangerous are the floating mines laid here or launch on woody fungal rafts by the nearby guerillas 0309. The mines are indescrimnate and powerful, making travel East a nussiance. They are also cunningly constructed to look like the work of the bugs in STILT VILLAGE and are part of the Guerilla plan to either provoke a massacre or draw powerful units to the area that they can ambush.

Psychokinetic Antlions draw prey towards them with strange dreams and malignant visions. What you most desire is at the centre of the sand-trap, what you most fear is one step behind. Down into the sand where they devour you feet-first. They save the brain for last. Antlion size defines the extent and power of their psychic projections. The largest in the centre of the hex is 4 storeys deep and holds the others under its psychic sway. If you defeat it, they may be grateful.

This great expanse of spiral sands is about as inhospitable a place as one could find, yet it teems with life and activity.  Skywhales slowly hover over this land,  feeding themselves with the sun through solar skin.  Their massive bodies cast shadows that tortoises the size of cities occupy, forming a strange type of symbiotic relationship.  In turn,  other forms of life grow up around these creatures to form their own ecologies. This expanse is also home to a myriad of astral pirates,  trade caravans, sandcrawler junkers, grub-riding nomads, and doomed pilgrims on their foolish voyage to hurl themselves into SOUL SMOKER.

Secret base of seditionists operate from the looming crags. They have excellent vision over the sands, utilising an Optical Extender of significant size and complexity to perceive anything larger than an insect walking in its line of sight. Fireteams will need to access the base via the crags, they will have no luck coming in from the sand.

The spiral sands here churn slowly, unearthing from time to time precious repositories of mutagenic psyche-spice. This spice unleashes powerful psionic powers for 24 hours accompanied with wild hallucinations. Struggles to control the strange resource have left the area laden with corrosive bio-mines, and the ruins of small barb-wired outposts are occasionally disgorged by the desert more or less intact. The psyche-spice also attracts bands of intellect devourers that are addicted to the intellects of those tripping on spice.

REGION OF STORMS. The steep, oddly-shaped crags of this hex almost seem to act as magnets for the astral storms that rock the area more often than not. Mysterious monasteries are said to blink in and out of existence at certain intervals, though few travel here to learn their secrets. Fear of the infamous Storm Riders prevents visitors.

Hexagonal prisms of white and blue crystal hold fossilized dreams of warriors at the edge of time.

Three great teeth of time stand out like lighthouses of slow space. Time slows more and more as you approach them and stops when you touch them. They are surrounded by slow monks and mad time-travelling adventurers trying to reach the Future. Fools. Time is a circle.

A great violent overhang juts into the sky above the syrupy waters, spider cultists live in hanging nets crying and screaming at the vulture and pigeon cultists who also make their homes here. All sup on the life-juice leaking out of the astral pores that culminate in the Trickle of Oblivion at the end of the jut.

Glomping rubbery bubbles of repressed emotion burp and resubmerge in the sands here, threatening but never overwhelming the serried menhirs or oligoliths of order and sobriety.

Disturbing, all encompassing silence. Speech possible close by, but fades quickly after several metres. Like they're shouting through cotton wool. Strong winds blow occasionally, strong and silent.

Storm and dragon war in the petrified crystal sands, very slowly. Rage builds and dissipates in unrequited frustration. Ego dreams die. Lust decays into dust.

The crags here hide a Grey Beard Sorcerer band's tunnel complex, it has been discovered before but the powerful and clumsy magics of the terrestrial intruder shroud it again each time - pulling it from the minds of intelligence officers, blotting out the memories of scouts, smudging it on maps and inverting its coordinates in comminques or artillery fire orders. Within the sorcerers in thier pointed hats and heavy wool robes sing their cadre songs as they carve store rooms by magic, build ever more stable rifts to thier home plane, plunder astral riches and plan ambushes of supply convoys.

Lurid orange flows from fungal orifices, like a gush of juice from the drooling mouth of an idiot god-kaiju. Rich with the psi-plankton of the astral, the waters glow with a song of sweet emotion, fertilising the mosses to the south. Within, say the old-guard, lie rest and red redemption.

Strangely shaped helical speleothems in the gravitic caves act as naturally occurring Antipathy Vortices. Negative thoughts and feelings are whisked away, only to be expelled en masse if the delicate balance of the area is disrupted. Those travelling through the area must guard against Hatequakes and Fearbursts. Those who live in the area may be willing to act as guides, though they may abandon dangerous clients who make too much emotional noise.

A silver bunker, hidden amongst the crags, containing many psionic soldiers sealed in during the Psychic Wars. The bunker has two floors: The top floor is occupied by the manifested Ids, Egos and Superegos of the soldiers who have each formed their own faction. The bottom floor contains all of the soldiers in preservation tanks, their faces now pale and with a look of permanent horror. Approaching the bunker, psychic anomalies can be observed. Inside, the chaos gets much, much worse...

Box Canyons, switchbacks and scree slides make for difficult terrain, but between the black glass walls tiny flowers grow, flickering in and out of existence, as transparent shrimp mantis try to catch them in pahse to drink thier honey. It is a peaceful idyll above lands shadowed in anxious horror.

An Astral Liner containing supplies and personnel crashed and partially sank into the great lake of primordial slime that permeates much of this hex. Her stern rests abutting a nearby crag, allowing precarious entry into the ship that now exists more or less as a leaning tower. You haven't been cleared to know what exactly the Liner carried or what the cause of the crash was. Common rumor has it that it was enemy sabotage, but more worrisome explanations also abound, ranging from monster worms to the siren songs of ghostly slime goddesses.

The Cliffs of Contemplation: For an enormous nontime, "forward" and "backward" from the Omphalos Moment, the Cliffs of Contemplation have drawn those who have done with striving and seek instead to trace their thoughts through and endless moment or drive out that last illusion: the self. Slabs and precipices project over gulfs into which the light falls slowly, and on many of these crag spurs a single figure sits or kneels to perches, a panoply of intelligent races from across the planes. Many of them would have important information if hey could be roused from their contemplation. It is rumored that within a particular cave, a clear spring unleashes the Water of Clear Forgetting. Anyone who could find this could command much form the Contemplators.

The call came in over the silver wires just after false dawn three cycles ago, a Cutter out of Airbase Golf was heading in to LZ Delta with a full load of troops and supplies. The pilots barely had time to call in the groundfire, shocked to be under a sustained barrage in this pacified sector. On examination the troops and pilots are dead or missing, the dead reduced to flabby sacks filled with bloody slurry by the state of the art spirochetes sent from some kind of shoulder-launched man portable-loci. Cargo remains largely unlooted, but consists entirely of crates of rattling bound demons designed for long range artillery summonings.

Blue and green mosses, carpeted with tiny flowers and an occassional eruption of bright fungus are deceptively smooth. The moss is piled deep, and infantry are forced move quickly or use moss shoes to spread thier weight to avoid sinking ankle, neck, or twenty feet through the moss.

A great prism of gold and ivory and doom and forgetting holds a lich trapped in dreams of her own making, forever beyond access to her shell-and-bead cultists and their odd sacrifices of cargo.

PYRAMID LAKE. The orange is strong here and the red dreams of tooth and claw inhabit the placid waters. A film of psionic pressure keeps the waters in, and an emotionally still walker may cross like over a great water bed. Hate crocodiles swim with flippered feet inside the waters.

GLASS PYRAMIDS. A ridiculous riot of life-forms cohabit in communist idyl in this tendriloid village. Indeed, all the creatures living here are but hosts for the half-plant-half-worm parasitoids that have eaten up their brains. The glass pyramids are built as focusing lenses for the psionic energy of the chi-munga and gamma-orgona flow-lines that cross in the area.

At the southern barrier between the crags and the tendril forest, the reaching tendril trees try futilely to scramble up a bleak stony incline that blocks their egress. The peculiar shapes of the stone canopy rising above the canyon beyond makes aerial access difficult, leaving the area a no gith's land if it is inhabited at all.

Refusal trees claw at the crags, refusing access to air and water alike, mad in their delusions of grandeur. They are powerless, but the air is weak here and great anaerobic amoeba-bears wander around, top predators in a realm of slow decay.

Warning: Chrono-biohazard! Bone-white spores fill the air around the great fungal head. The head's very presence represents a slow-motion invasion played backwards. The August Mycelium Unity coalesces in this region eons into the future and has slowly grown backgrounds through time to a precursor group intelligence fruiting, the Head. Infection is predestination; it means a being was a member of the collective in the future.

Pearlescent shelled snails died in the millions here, forming a midden of thier tiny shells that the moss has trouble colonizing. From the size of a fingernail to giants bigger then a house the shells erupt from struggling and unhealthy moss beds.

A shabby shell of bone and stone is all that remains of the Tavern at the Edge of Time, consumed by Enemy Inaction and the Tardigrades of Timority. Displacer zombies abound.

Violent turqoise sub-spatial infinity embraces the mystery of creation as dream-phantasm ghosts mimic copulation among the moss beds and tendril tussocks. Bones of marines fallen to the false orgasm of the dream-phantasms abound.

Mysterious and seemingly unbreachable, the cones are ageless and serene. Command would like them cracked and tamed or destroyed - Scientific expeditions, commando teams, and even armroed recon has taken a run at the FLOATING CONES but neither high power sorcery or guided soul eating munitiions can even scratch the surface. Rumor has it that the Cones are the source of many of the pyschic disturbances in the area, the fathers of every bad thought or morale collapse, and that they are getting angrier with each attempt to disturb them.

The river lazily flows around the bases of the tendril trees, crude self-replicating robotic monkeys whoop and clatter above. They are not dangerous but are likely to try to steal metal and electronics, quickly unscrewing and stripping components with their robust tool-hands.

A crew of time-traveling actors have arrived to film a movie of the conflict. The actors all represent what future people will see as crude caricatures of the conflict, yet they have become mistakenly enmeshed in it. Fairly clueless about actual history, the actors aren't exactly certain about the outcome of the war.

At the heart of the jungle lies a mystery of nature - the graveyard of the crystal jaguars, a place where the majestic faceted beasts come as thier internal lights dim. The empty corpses of thier kind collect here arranged with immortal symmetry, cut crystal statues piled atop eachother in repose or standing sentry in inlocked rings.

Ruins of the Last War: This area is pockmarked with old fortifications: decaying walls, arrow pits, redoubts, foxholes, bunkers. Searching might turn up ruined military gear from any number of ehternaut races and a strange profusion of slick black bones, hard to grasp firmly and seemingly still buzzing with mysterious vitality. There are many places to camp or hole up in this area, and some are occupied already.

Embittered by war, another company is systematically gathering up hiding noncombatants and marching them off to secluded locations to be killed en masse. The soldiers are on edge, for they fear being admonished for wasting ammunition and killing off potential slaves and sacrifices to the Great Auntie Vlaakith. The officers have ordered the grunts to terminate anybody who might rat them out with extreme prejudice.

Living snails of all sizes crawl over hillocks of their ancestors shells. Slowly they nibble back the moss, or follow thier mollusc dreams and instincts with ponderous inevitability. Men and other things from other worlds and times find the shells desirable and often skulk here to thieve and collect, making this a reliable place to hunt the enemy.

Moss grows on the backs of the Sleepers. It can be harvested in dreams. Not all who sleep will awaken, but all will be changed. Scallop shells litter the downsteam banks but upstream there are only echoes of explosions and the roar of blood in the listener's ear.

The remains of a shattered criminal cartel lair here in the jungle, their astral opiate manufacturing facilities hidden beneath the cover of fungal canopy. Although the cartel is made mostly of local toughs and gangsters, the cartel was once sponsored by a proxy government favorable to a foreign regime of psychic worm people deep within the Astral Plane. Though not exactly interlopers, they were in the way of Yanki expansion here and the war on extraplanar perversion, so they were crushed. Still, a few of the worms remain leading this husk of the cartel that has survived the purge that happened at the start of the war.

The tendril forest and the moss bed exist at different physical levels. This is hardly noticeable except in this area of maximum intermingling, where a constant sussurus reveals that the different ways the two terrains interact with wind, temperature, light, observation. All parties and creatures in this area are more likely to be surprised, and stealth chances are enhanced. However, reflections, echoes, and percetual ripples from beings that passed through at random removes in space and time also disturb the sense of any in this area, making saving throws necessary to gain the benefits of rest.

Dense jungle, particolored and filled with life, the fungal tendrils and thier ocular blooms reaching and striving skyward. Life is exhuberant here, and every stand of tendril that yeilds grudgingly to a machete blade reveals some new wonder of pulsing strange beauty - a silent crystal jaguar drinks from a pool, great smoke vipers writh in a matting ball or a colony of mind linked silver skin birds flee a hunting grell in perfectly synchronized movement.

Above the confluence is a graveyard of boats from across the planes. Whether these were wrecked elsewhere and in their long decay slipped through to this plane or were sucked through the psychic whirlpools spinning out from the ways is unknowable. But where the river slows and broadens it creeps through the bones of a thousand wrecks from a thousand worlds, from fragile pleasure craft made from chrysalid gossamer to blocks of floating stone once pulled through blood seas by sentient flukes that lived, dreamed, suffered, bred, and died in the harness. No remains of any of the ships crews persist.

ABANDONED FACTORY ZIGGURAT. It sits. No. It squats. Leers. A toad of a building. The mad autofac of a forgotten time burnt through space in cosmic perambulation that has left devastation and blight behind it. It's polydimensional casing cracked and folded by the astral emanations, still, upon its steps the excreta of meaning of the autofac bring creation into being. On the first level seventeen productive vents produce thirteen classes of production, acquisition and manipulation psychic automata. On the second level three administrative vents produce six classes of management, optimization and control automata. On the third level a garden grows profuse creative destruction synergy beetles. On the fourth shells burst into riot and profusion. On the fifth fifty-five outflow valves emit liquiescent executive direction automata of three colors. On the sixth a creative legislative automaton lumbers in mad circles excreting senescent nonsense. On the seventh stand three doors of red lips. On the eighth stands a collection of great and good products of the autofac autoage. There is no ninth. On the tenth is an icy phlegm, trapped within the two autocannibal heads of the autofac designers Amg and Abarth. On the eleventh a wall of steam hides seventeen astral projections of the ultimate order. On the twelth the great walls of creative autofactory are guarded by 144 consumptive consumer zombies of the final culture. On the thirteenth is the palace of autofac reason. The palace is empty.

Great butterfly people flop mindlessly from giant lotus to giant lotus, spreading their psychic juices and leaving their heads weak and floppy. The smell of cinnamon is strong.

An anachronism and anomaly in the modern day, the walled (or shelled, rather) city of GREAT SHELLS represents the last remnant of an ancient empire of Snailpeople. Once citizens of a belligerent state, the people of Great Shells turned inward, looking to homegrown spirituality and innovations to keep their society growing. Secured both by the mobility and protection of their ancient shell fortress-vehicles, a class of priests led by their high matriarch have created a popular place for visitors and refugees alike. Despite the reputation for not going out of their shells, the Snailpeople are, or at least become, surprisingly cosmopolitan when newcomers arrive. Great Shells is said to be a placid paradise, although the snail hats commonly worn by stranger and native alike can be quite off-putting.

At the south side of the hex, the polluted river and runoff from the Tarry Rift tussles back and forth, as if the Rift is trying to strangle the river. In the west/central part of the hex, defenders have struggled to create protective wards against the rolling encroach of darkness, but they may have inadvertently created another splot of tarry corruption on the east side of the hex.

MONUMENT OF KINGS. Burnt-out deserters, their minds opened and surrounding their bodies like coronae, have scratched out a barely functional refgue in the shadow of this monument of planar conquest. Their watchword: "The only King is the King of Oblivion." At nights they creep down to the river in 0801 and arc mind fire over the Sleepers' backs, lighting up the far shore with the memories of war.

SLAADI SPAWNING GROUNDS. The intersection of the moss beds and the river provide an ideal spawning ground for slaadi tadpoles. Eons ago, a mad githzerai exile stole many eggs and transplanted them here, leaving the place infested with dormant slaadi. Altered by their githzerai "father", these slaadi advocate a form of mystical anarchocommunism that focuses on freeing the unenlightened from their authoritarian tethers by freeing them from their "meatbag" bodies. The slaadi say, "inside of each humanoid, there is a slaadi just screaming to get out." Regardless of the truth or lack thereof in their beliefs, the slaadi remain a threat to river traffic and also spread out into nearby hexes, haranguing Lotus Eaters, Astral Marines, or King in Crimson acolytes alike.

A frigate with the markings of an enemy nation drifts idly along the river. Although loaded with weapons, it also infested with ustilagors. These creatures do not attack right away but instead infest vessels that come to investigate. Once on the vessel, they multiply wantonly before consuming every living thing onboard and going into dormant states once again.

Deep moss stretches peaceful and deceptively solid looking. Transparent shelled insects or shrimp as long as a finger dart among the riot of moss blooms and make a chittering chorus that stops suddenly and ominously whenever the moss is disturbed.

RED OBELISK. Tall, inscrutable, it rises. A wall, a door, a testament, a mute and deaf mad reef of stone. Carved with sigils that offer truth and sell the poison of inevitable deliquiescence. The King in Crimson stands nearby, cackling and budding polyps while polyglot pilgrams come to give offerings of silver cord in exchange for pounds of her flesh.

Above ground, this area represents a major choke point. As such, it bears the marks of frequent arcane bombardments and permanent stench of death. However, the mind flayers and other similarly horrific denizens below ground get around this problem with networks of tunnels that go so far underground, they go beneath the river. A major nexus leads paths going to all parts of the island and perhaps beyond.

The carnage wreaked in the frequent changes of power over the lake has left it permanently stained with the residue of blood mixed with noxious alchemical spew. At the bottom of the putrid lake, a great astral crocodile-dragon stirs from its eon long slumber. When it fully wakens, it will rain down horrible vengeance on those that disturbed its beauty rest.

Seeking to wipe the sector clean of all its native inhabitants for the repopulation by new life from outside, a martyr cult of black-robed oozemasters are constructing a bridge for the Tarry Rift (0909) to cross the river. They primarily use 'Yanki and Lotus Eater bones packed together with moss and ooze for their bridge construction material.

See: 0908, 1009

The Tarry Rift. Matte black a slowly moving reef of corruption inches across the plane year by year, rewriting the land beneath it. Within gleam tiny jewel like globes, and points of starry light. Those who submerge in the dark tarry substance that holds them never return.

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Yanki forces use this area to train the less combat-trained locals in various techniques of wreaking havoc upon the enemy. From time to time the simulations get a little too immersive, and ally ends up turning upon ally.

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GREAT FAERY RING. Every few decades, a gaggle of blood fey pours through the faery circle and throws the region into an orgy of chaos and madness. (Attempts to cut down the ring fail, as the 'shrooms grow back as quickly as they're chopped down.) We're due for them to return any day now, so the brass has this area locked down tight.

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See: 1101, 1104

FIREBASE OMEGA. This will be your home for the next six months, tuck your rucks under the cots with the new canvas, cause the marines that had those last don't need them anymore. The lightning projectors are on auto after dark, so don't try to sneak down to the village and watch out for psychic sappers along the wire. Report any disturbances, ennui or malignant sendings or red toe fungus to your officers. Psst. let me or supply ward Xeris know if you got a few crystals to make time pass a bit more plesurably...there's a village of Lotus Eaters just over the way.

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Watchtowers in varying states of repair sporadically line bone sides of the river here. Individually, these watchtowers have short life spans thanks to arcane barrages, raiders, hostile wildlife, or simply the gnawing despair induced by the constant tug of war for dominance here.

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SORCERER'S RUIN. Shelled with bound demons, outer walls crazed with discharge from lightning casters and likely still haunted by unexploded sendings, a ruin, once a several story tower carved with garish foreign glyphs is now much reduced. The wreck stands on a level plane of moss supported by marble pillars. It's still a servicable position, but the extraplanar intruders who once garrisoned it are long dead or fled and it presents its own dangers from the detritus of arcane war.

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River meets Lotus Paddy, the round ponds filled with bright narcotic flowers have been recently expanded by the day labor of pilgrims needing to rest before thier final journey to the RED OBELISK. The villagers of LOTUS VILLAGE are happy with this arrangement, as it increases the amount of Lotus available without requiring more labor from thier frail bodies. It is unclear if this nearly free labor force has increased the popularity of the Red Dream in the area, but it seems likely.

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The Lotus Eaters have but one industry - the farming of more lotus and here man, woman, child and other toil in shifts, day and night knee deep in the lotus ponds to grow harvest and prepare lotus for the villagers insatiable appittites.

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Here strode a god. Now a black lake of putrefaction, slowly merging with the reef of corruption [(0909)]. The waters thick and vicous but not yet the creeping anti-matter. Brought low by its own crustacean-like children. They built empires amid the bioluminescent organs of their creator. Filling every space they could find until they were all that flowed through its veins. It was here that it fell, crushing the very earth as it toppled bringing the cataclysm to its children. Those that survived are now twisted and hideous parasites wallowing in the icor. Starving and mad for that which they will never again touch, the divine. Somewhere in the depths of the god lake rests the final fragments of a once great being. Hidden by its spawn, all that remains, their god's eye.

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A variety of strange, tar-eating fungus has hobbled the Tarry Rift's (0909) spread into the area. Mycologists come to study the phenomena, but they must dodge bombards from interlopers and Astral Marines seeking to kill each other.

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OMEGA LZ. "There's a thing with a gun over there, telling me I got to beware." You're ushered past blasted craters from the preliminary bombardment, the beetle casings for brain moles and sublimation bombs stacked and piled, around a circular pit in the moss 8' tall to the black rock where your carrier is wolfing down a quick refuel of raw meat with it's seven sucker mouths and testing it's wings. If this spot falls to the infiltarators FIREBASE OMEGA will be cut off and you'll all soon be ragged ghosts. Ammunition and supply flights arrive each day shortly after dust, but despite the importance of th LZ the defenses look lackidasical at best.

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Spherical astral mines bob in the air and home in onto anything that gets near, preventing easy passage through this hex. Command has a way of remotely deactivating them, but you're not privy to that knowledge.

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Giant gelatinous cubes patrol this area, leaving only but the least noticeable of blots to record the existence of whatever crosses their path save for the mossy beds. The cubes seem to move in unusually regular patterns for mindless ooze creatures. If Command knows the reason why, they're not talking about it.

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The caissons are not rolling here. When FIREBASE OMEGA was younger, with a less jaded commander an artillery park was planned here on this deceptively placid looking azure moss bed. The moss bed proved far deeper then expected and unable to support the weight of any significant number of demon engines. The plan for a support position was abandoned, the artillery company withdrawn. However, a lack of resources prevented the recovery of three heavy demon engines, and they remain, mostly sunk in deep moss, requiring far more brawn and effort to remove then the current forces in the area feel like exerting to free.

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A trio of sinister shedu solicit disciples for their cult by drawning in clueless Lotus Eaters from the VILLAGE OF THE LOTUS EATERS to the east, though the shedu cult itself hides itself adeptly in the mossy hills of this hex. The shedu cult leaders appear to be beneficial by leading the Lotus Eaters to cast out other interlopers, but the wrath the Shedu inspire has become perverted in all the worst ways. Even greater greater, it's supposed to be the Astral Marines that determine how the Lotus Eaters think!

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LOTUS EATER VILLAGE. Pacified more by thier own addictions and placid nature the villagers don't seem to mind the nearby base, or the bands of Astral Marines that come here on the sly for cheap kicks. The villagers are strangely tall and emaciated, and the village's ancient wooden houses run down in the way of picturesque rural poverty. Drugs, companionship, booze and most of all the silver lotus of sweet anhillation can be had here for fairly cheap. Despite thier languid appearence and squalid lives the villagers moil endlessly in their lotus paddies to feed thier addicition.

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A bed of nails sits alone in the middle of a bed of moss. Surrounding it, nailed to the sky which is very low in these regions, the living souls of warriors defeated in battle against the Psychic Warlords of the Lotus Manager.

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The stench, billowous clouds crawl across the landscape obscuring site and dampening sound but the rank odour is clearly rotting meat and the sound of battle resonates. The region is a pitted and ruined bowl-like depression with snaking trenches created by two mad wizards and their loathsome forces. Home to the Wizard of Gore aptly wearing red she uses necromantic arts to create fodder for the warmachine. Defending her territory from the Wizard of Wor clad in blue and master of vivisection with his stitchwork horde of insectoid like worluks and the thorwor scorpion like mockeries.

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Trapped deep in the moss is a giant out of space and time, a skeleton clad in silvery armor, it's house sized skull visiable beneath the pitted clear dome of a titanic bubble helmet. Inside the great cave of the DEAD GIANT's cranium crystals glitter and sparkle with dim inner life, and lines of arcane silver form a delicate web carrying impulses and coded information from it's home dimension through the void where the tissue of the Giant's brain has rotted away.

About this Project

Gus posted this map on Google+ and asked for help filling in the hexes. This page is based on work I did for the Hexenbracken. Contributors: Gus L (28), Chris P. (21), Luka R (18), Handy Haversack (7), James Young (5), trey (4), Terra Frank (4), TheJohnnyNormal (3), Zedeck Siew (1), Ben L (1), Ben L. (1), Ben L. (1), Paul C (1).

by Ramanan Sivaranjan on January 01, 0001

Tagged:

Philotomy's Musings

When I got back into old school D&D one of the first websites of note I came across were Philotomy's Musings by Jason Cone. The writing there was my first experience with Original D&D as a scholarly pursuit. The 1974 D&D rules are so minimalist they beg to be interpreted. His writing was one such interpretation, one that gained much well deserved popularity.

philotomy.com, the original home of this writing, no longer exists. grey-elf.org hosts a PDF copy of the original writing, which is where I got the text you see below. I think HTML and plain text is much more accessible format for this sort of thing. You can link to individual paragraphs by clicking shift twice, and using the anchor links that will appear next to each paragraph. Highlighting a paragraph and clicking a sentence will let you link to that sentence, highlighted. (This feature is courtesy of the New York Times.)

If you see any errors in the text please let me know.

Ramanan Sivaranjan, 27th March 2013

PHILOTOMY’S Dungeons and Dragons Musings

A collection of interpretations, house rulings, expansions, and general pontification on the nature of the Original Dungeons & Dragons rules by Gary Gygax and Dave Arneson

By Jason Cone, originally found on http://www.philotomy.com

OVERVIEW

What This Book Is About

This booklet is about OD&D, as it is played when I run the game. When I talk about "OD&D," I'm referring to Original Dungeons & Dragons (published in 1974), which included three booklets: Men & Magic, Monsters & Treasure, and The Underworld & Wilderness Adventures. There were multiple rules supplements released for OD&D, including Greyhawk, Blackmoor, Eldritch Wizardry, and Gods, Demigods, & Heroes. There is also Swords & Spells, a set of miniature rules based on D&D and Chainmail. Lastly, I consider the Holmes Basic Set as a close relation of the OD&D family. My personal OD&D game consists of rules from the three brown books, plus house-rules (i.e. I'm not using many rules from the supplements). It also owes a great deal to Meepo's Holmes Companion, which got me started down the OD&D path. I hope the thoughts on this page will be helpful to someone that is thinking about running an OD&D game. There's also a link to my B4 Lost City campaign log on the web, at: http://www.philotomy.com/lost_city.html

What This Is Not About

Many people use the term "OD&D" in a much broader sense than I do, including what I would call "Classic D&D" in the definition. This page is NOT about the 1981 B/X sets (Moldvay/ Cook/Marsh), the BECMI sets (starting with 1983's Basic Set by Frank Mentzer), or the Rules Cyclopedia. It is also not about AD&D or 3rd edition/d20-based D&D. I have played all of those versions and enjoyed them to one degree or another, but I find the most enjoyment with the OD&D rules.

If you find this site useful, please consider a donation to help me cover the hosting costs. Any assistance is appreciated!

ABILITY SCORES & BONUSES

One of OD&D's most distinctive qualities is its rules for handling ability bonuses, and its philosophy of bonuses, in general. Compared to later versions of the game, OD&D bonuses are uncommon. This means that a +1 bonus in OD&D is a bigger deal than a +1 bonus in B/X, BECM, AD&D, or 3E D&D; you need a truly significant advantage before receiving a +1 bonus (e.g. a magic sword). Consider that Str does not affect attack or damage rolls. Dex does not affect Armor Class. Dex does affect attack rolls with ranged attacks, but the largest bonuses you can receive from high Dex is +1. Et cetera.

One effect of this approach is a de-emphasis on the mechanical importance of ability scores. A Fighting Man with a Str of 17 and a Fighting Man with a Str of 10 will be equally effective with their swords; the only mechanical difference is that the high-strength Fighting Man will advance through the levels faster (it just comes easier to him). In game-terms, there isn't a significant difference in getting slashed by a sword-wielding man with 17 Str and a sword-wielding man with 10 Str. Some gamers sneer that this is completely unrealistic, and the stronger man would have a big advantage. But again, you need to look at it from the same scope and scale as the game. Consider that an OD&D ogre does 1d6+2 points of damage, due to its size and strength, and OD&D ogres are bigger and stronger than any man. Even small bonuses like +1 and +2 are big deals, in OD&D.

The de-emphasis on the mechanical importance of ability scores does not mean that ability scores are useless, or that it is necessarily superfluous to have a 3-18 range when it really comes down to "low, average, or high." On the contrary, ability scores remain an integral part of describing and defining the PC. However, the OD&D approach demands creativity and judgment from the players and the referee, apart from defined rules. For example, consider this quotation about the effects of Charisma: "…the charisma score is usable to decide such things as whether or not a witch capturing a player will turn him into a swine or keep him enchanted as a lover." (Men & Magic p. 11) In other words, your ability scores are still meant to be taken into account, but exactly how they apply is left up to the players and the referee.

Another effect of this approach is that bonuses from other sources increase in their relative value. A magical axe +1 is a big deal. Any item which decreases an enemy's chance to hit you (e.g. magic armor) is a big deal, even if it is only a +1 item. Even the +1 benefit from a regular (non-magic) shield is significant. In general, increases of all sorts (including increases in PC level) have greater significance in OD&D, relative to later editions of the game. It also affects things like the significance of better armor. It's certainly possible for a 1st level Fighting Man to start the game with chain mail, or even plate mail. That's a significant advantage over most of the foes he'll face; there aren't a lot of modifiers to negate the difference.

Also consider how OD&D's philosophy affects rolling for ability scores. The original concept behind ability scores was a 3-18 range with "bell curve probability"; this is easily generated using 3d6. Later versions of the game started making bonuses higher and more common, introducing "bonus inflation." Bonuses became much more important in the game mechanics, and so the importance of ability scores increased. However, the nature of the 3-18 bell curve means very high ability scores are much less likely than average ability scores. Characters that would be perfectly acceptable and viable under the original rules were hopeless characters under the "inflated" systems, so later editions introduced new methods of generating ability scores to address this. Consider this quotation from the AD&D Players Handbook: "It is usually essential to the character's survival to be exceptional (with a rating of 15 or above) in no fewer than two ability characteristics." That may be true under AD&D's system of bonuses and penalties, but it is not true under the original OD&D system. Rolling a character using 3d6 is a perfectly suitable approach in OD&D.

ABSTRACT COMBAT

OD&D combat is highly abstract, which is one of the reasons it moves quickly, even when many combatants are involved. I use a 10-12 second combat round in my game.# A lot can happen in that time. The combat rules assume that combatants are taking their best shots while fighting, and in standard situations, it does not provide for specific hit locations. Your PC's one attack roll does not represent a single swing or thrust, but rather an entire series of feints, swings, and manuevers. A missed attack roll does not mean that you simply took a swing and missed, but rather that you failed to score any telling blows. You might have missed entirely as your enemy dodged around, or you might have hammered at him as his shield protected him from everything you dished out; this "flavor text" is up largely up to the referee, but in game- terms it works out the same: no damage inflicted. A successful attack roll means that one or more of your attempts succeeded in reducing the enemy's fighting capability. This could be because you physically hurt him, or it could mean you're tiring him out, or it could mean that you're pressing his luck and skill to the breaking point, or it could mean that you've dealt a blow to his confidence. Again, this is largely up to the referee and how he describes loss of hit points in combat.

Because of the abstract nature of combat, I am generally against more than one melee attack roll per round (although this may not apply to missile fire; q.v. Initiative & the Combat Sequence); after all, the roll doesn't represent a single swing, merely the chance to inflict damage, regardless of the number of swings. Instead of additional rolls, it is almost always better to represent an improved chance to inflict damage by applying a bonus to the attack roll, or a modifier to damage. In my OD&D game, PCs receive a single melee attack roll per round (the only exception being high level fighters facing enemies with less than one hit die, who may attack a number of such foes equal to their level; however, even then, the fighter gets a single melee roll for each opponent he's allowed to attack). Monsters sometimes get multiple attacks (although not as commonly as in later editions), but monsters and PCs do not necessarily need to follow the same rules. (If this seems unfair, consider that you can give more experience points for monsters with large numbers of attacks (e.g. see the Holmes XP rules); the discrepancy between PCs and monsters is accounted for by classifying the ability to make multiple attack rolls as a monster special ability.)

ARMOR CLASS

In OD&D, Armor Class is much more of a fixed value than in other editions. As it applies to PCs (and to most humanoid monsters), it is more like "armor type." The main reason this is true is because there are not many modifiers to AC. Dex doesn't modify it. Magic armor and shields don't modify it (they modify the opponent's attack roll). Rings of protection don't modify it (they work like magic armor). Et cetera. Additionally, there is no "overlap" in the armor classes. That is, plate armor is AC3, and there is no other combination that makes up AC3 (e.g. no splint mail + shield). The fact that OD&D AC is so closely related to armor type makes using the weapon vs. AC rules from Supplement I easier to use, if one is so inclined.

BURNING OIL

Using flaming oil to cover a retreat or attack an enemy is a time- honored technique in D&D. The typical approach is to prepare flasks of oil as firebombs, lighting the rags and hurling the flasks at the enemy. Another common technique to is simply hurl the flask and coat the enemy or area with oil, and then follow this up with a hurled torch or other source of ignition. Oil is also simply poured on the ground in a strategic location and subsequently lit, either as a trap or as a deterrent to pursuit.

Flaming oil is a potent weapon in most editions of D&D. In fact, it offers low-level PCs one of their best damage-dealing tactics. Oil is cheap, readily available, and very effective. It's so effective that some referees frown on its use, ruling that common lamp oil is not adequate fuel for a firebomb. Sometimes, these referees will allow "greek fire" variants that are designed and intended for combat use. Obviously, "greek fire" variants cost more than a vial of common lamp oil.

I like the use of oil as a weapon. I think it adds all sorts of opportunties for interesting tactics and terrible screw-ups. Consequently, I don't worry about the quality or effectiveness of "common lamp oil" (especially real-world medieval lamp oil) as a factor in the use of flaming oil. In a campaign world full of fantastic flora and fauna, I think it's possible that the common lamp oil might be dervived from a source that produces potent fuel. I think that if the circumstances of its use are considered, the employment of flaming oil as a weapon does not disrupt or unbalance the game. Here's how I handle burning oil in my game:

  • A flask of oil will create a pool of oil 5-6 feet in diameter that will burn for approximately 1 turn.
  • A thrown flask has a 90% chance of shattering (roll 1d10, with a roll of 1 indicating a failure to shatter)
  • Anyone within 5 ft. of the impact point must save vs. Death Ray or be splashed. An ignited splash does 1-3 points of damage.
  • A direct hit with ignited oil does 1d6 damage for 2 rounds. (This assumes the victim and/or his friends are actively trying to wipe off the oil and douse the flames.)
  • A missed throw will miss by 1-10 feet. The direction of the miss will be determined by rolling 1d8.

Considerations in the use of flaming oil:

  • Storage (bulk and weight) of multiple flasks
  • Relative fragility of flasks in dungeoneering situations (e.g. falls, et cetera)
  • Time required to retrieve stored flasks
  • Time required to preprare a flask (unstopper, insert a rag, et cetera)
  • Source of ignition
  • Smell/smoke/wandering monsters
  • Enemies who learn and adapt to the PCs tactics

CALLED SHOTS

I think the concept of the called shot is a poor fit for D&D because of the abstract nature of the combat system. Unless there is a special reason for targeting a specific area, D&D combat assumes that combatants will take the best shots they can get. For example, consider the situation of a PC fighter facing off against an orc warrior wearing chainmail and a helm. The player might say "I swing at his head with my sword." Since this combat is a completely normal situation, it follows the standard assumptions of the rules, and the PC should not receive any special modifiers to his attack roll, or to damage if his attack succeeds. Rather, I would treat his statement as flavor. I might respond, "Okay, make a standard attack roll…" If the attack succeeds, but only does a single point of damage, I might say "You step forward, raining blows down around the orc's head and shoulders; he manages to fend off most of your strikes, but one glances off his helm, drawing a thin trickle of blood from his temple. He grunts and snarls at you." If the attack hits and does six points of damage, I might say "You step forward, raining blows down around the orc's head and shoulders; he parries wildly, grimacing as you nearly knock his weapon from his hand, then a vicious backswing connects solidly, ringing his cloven helm like a gong. Gore splatters across your sword-arm, and his falling body almost pulls the hilt from your grasp, but you hold on and jerk the weapon free." If the attack missed, I might say "You step forward, raining blows down around the orc's head and shoulders; he parries easily, guiding your attacks to the side while sneering at you with yellowed tusks…"

Nevertheless, there may be special situations that fall outside of standard combat assumptions. For example, an arrow shot to pin clothing to the wall, an attack intended to shatter the potion bottle in an enemy's hand, et cetera. There is also precendent in D&D for striking a specific spot on certain creatures (e.g. a beholder's eye); typically, the monster description assigns a separate AC for this location, as appropriate. I think this approach is superior to an approach that applies a standard modifier for called shots (e.g. -4). Rather than a "one-size-fits-all" modifier for such actions, each called shot should be handled separately, with the referee determining difficulty and assigning a target AC or die roll modifier that he believes appropriate.

CLASS & RACE

In original OD&D, there are three classes: Fighting Man, Magic User, and Cleric. In addition to humans, PCs can also be Elves, Dwarves, and Hobbits (Halflings). Humans may be any class. PC Elves are a combination of Fighting Man and Magic User. PC Dwarves are Fighting Men. PC Hobbits are also Fighting Men. I like the three-class scheme, and in particular I think that having no Thief class has a positive effect on the game, eliminating the special skills and making all the PCs active participants in searching, stealthy-movement, et cetera. As time goes by, I'm less and less fond of the demi-human races, though. I don't restrict players from choosing a non-human race, but I tend to prefer human PCs in my games (and thus approve of the level limitations placed on non-human PCs).

A few brief notes on specific classes and races in my OD&D games:

CLERICS: In my game, all priests are not members of the Cleric class. Instead, Clerics are rare and devoted holy men that can perform miracles (i.e. Cleric spells) and are usually militants of one sort or another. Clerics are rarely found in common shrines and temples; they tend to be action-oriented, smiting evil foes and performing holy missions. Successful and famous Clerics often form their own temples and orders, so they can also be found in the upper ranks of the church hierarchies. (Note that only humans may be Clerics. This doesn't mean that demi-humans don't have priests or holy men, but only that these demi-human priests are not members of the Cleric class.)

ELVES: The OD&D rules on the Elf leave a great deal of room for interpretation, and individual referees handle elves in different ways. In my game, Elves start as both Fighting Man and Magic User (i.e. Veteran and Medium). For starting hit points, the Elf rolls 1d6+1 (i.e. Veteran hit dice) and 1d6 (Medium hit dice), taking the higher of the two rolls. He tracks experience for each class separately. At the beginning of each adventure session (loosely defined as the from the start of an adventure until XP is awarded in a safe place), the Elf's player declares whether he is adventuring as a Fighter or as a Magic User. During that session, the Elf's earned XP goes to the declared class, and he fights and saves as the declared class. Regardless of declared class, the Elf can use any weapon, and may cast spells if he is not wearing armor, or if he is wearing magical armor. The Elf maintains a single hit point total. When the Elf advances a level, he rolls the total hit dice for his new level (e.g. if he advanced to Hero, he rolls 4d6), and takes the greater of his roll or his current hit point total). Elves are, of course, limited to 4th level Fighting Man (Hero) and 8th level Magic User (Warlock). The Elf abilities from Chainmail are translated as +1 to hit against kobolds, goblins, and hobgoblins, and orcs (the greater bonuses in Chainmail are interpreted as coming from magical weapons and from mass-combat tactics against certain foes). Elves possess infravision and can see in the dark (however, this special vision may not work in supernatural or mythic underworld settings). Note that while Chainmail mentions elvish invisibility, this is not translated as an individual ability, but as the use of magical elven cloaks or invisibility spells.

DWARVES: Dwarven PCs are Fighting Men, limited to 6th level (Myrmidon). In addition to the abilities listed in Men & Magic, dwarves only take 1/2 damage from ogres, trolls, and giants (this is an adaptation of the Chainmail bonus). Dwarves possess infravision and can see in the dark (however, this special vision may not work in supernatural or mythic underworld settings).

HOBBITS: Hobbit PCs are Fighting Men, limited to 4th level (Hero). Their "deadly accuracy with missiles" is translated from Chainmail as a +1 to hit with slings. They are extremely good at hiding in brush or woods (adjudicated by the referee based on the circumstances).

CREATING AN "OLD-SCHOOL" DUNGEON

You're all excited about the idea of running a traditional, old-school dungeon. You sit down with some graph paper and pencils. You spend some time drawing a nice map of the first level, and start keying. Hours go by. Your wife asks when you're coming to bed. Suddenly the weight and enormity of the task descends on you, stopping you in your tracks. How can you finish? How can you get the whole thing done? How do you keep things fresh and interesting for the players going through it? How do you even begin to go about designing this thing?

I don't have a one-true-way, guaranteed method to offer, but I do have some advice that might help. Most of this is nothing I've dreamed up on my own, but rather bits of wisdom I've gathered from various sources.

Gary Gygax's words in the original D&D rule books are a primary source, but I also gleaned much from online sources, including the ideas of T. Foster (Trent Foster), Evreaux, Melan (Gabor Lux), Wheggi, Stormgiant, grodog, and many others. This is also a very broad look at the subject, not delving down into the details of the task.

One thing to keep in mind is that you don't have to create the whole the right off the bat, before you start playing. In fact, attempting that is probably setting yourself up to fail. You can sketch out a "Skull- mountain"-style elevation or side-view of the dungeon, including some deeper levels, but you needn't draw and key the entire thing. Instead, start off with the first three levels, and start running it. You can certainly have a framework or general idea of what you'll be placing in the deeper areas, but you don't need to finish (or even map) those areas, yet. You'll develop the deeper levels (as well as continuing to develop and modify the upper levels) as the game continues.

This is a very cool, and very "old school" approach. Your dungeon will evolve in a very organic manner. During play, the players are going to ask questions and take actions that make you think and give you ideas that never occurred to you. Actual play is going to shape the direction and design of your dungeon, often in unexpected fashion. You and the players will be in a sort of creativity feedback loop, and your dungeon will be all the better for it.

When creating your first three (or so) levels, there are a few general concepts that you should keep in mind. First, remember to offer the players plenty of choices. Even at the entrance to the place, don't give them one path to follow, give them four or five choices to make, right off the bat. For that matter, there needn't be only a single entrance. Have several ways in, with a few of the entrances going directly to deeper areas. Maybe new entrances open up or are discovered as play continues. Another important way to give players choices is to offer them many opportunities to move up and down through the levels. You want the players to decide when they want to go deeper. This isn't a video game where you play through the level to the end with the boss monster, then find the stairs. If they're a group of 1st level PCs, but they want to try their luck and skill on the 4th level of the dungeon, that's their decision.

Also, remember that stairs needn't go up or down a single level, and that's it. Give the players ways to go down multiple levels. Some paths up or down may skip one or more levels. You may be leery of including a stair, shaft, or elevator that spans multiple levels, fearing that your players will go down into undeveloped areas of the dungeon. That's true; they might. However, it's more likely that they will be fearful of going too deep, and even if they do descend to a level you haven't developed, they'll be very jumpy and very likely to stick close to their line of retreat. You can wing a hall or a room, or even an encounter from the appropriate wandering monster table. Usually a group dipping down below their comfort-zone will retreat after a quick look around and a maybe a scare (even hearing a threatening sound can be enough to send them scurrying back to safer ground). Once you know that the PCs are dipping down into those areas, you'll also have the motivation to work on and develop them. There's no goad like regular play to break dungeon-writers' block.

When drawing your maps, include multiple paths and choices, but also keep in mind that you want your players to be able to embark in meaningful exploration. You want them to be able to use their minds and their skill to make real discoveries. Include some dead ends, and leave some space on the map where you might later add stairs, shafts, and secret areas, as your dungeon continues to develop through play. Other desirable features include things like long, twisty passages, where they can't see the end. These will play on their fear (i.e. the unknown), and offer opportunities for interesting pursuit and evasion. A similar desirable feature are "pinch points" on the map. These are locations where access to a larger area or section is controlled by one or two points. Knowledge of and control of these pinch points can be an important factor if the PCs are being pursed and need a place to mount a defense.

Related to pinch points is the concept of a sublevel. A dungeon sublevel is an area that is isolated from the main level, usually by some sort of secret pinch point. In many old school dungeons, sublevels are a kind of reward in and of themselves. They tend to be smaller than full levels, and are often themed, although neither of these is a rule that cannot be broken. Sublevels often contain fantastic elements and large treasures, but they can also be more dangerous than normal. One of the great things about sublevels is that they can easily be added to an existing dungeon layout. This is a good way to incorporate third-party modules into your dungeon, as well.

A large consideration when drawing your maps is how to lay them out. One common choice is graph paper with 6 squares per inch, but that varies by taste, and by the size of the level. I've also seen dungeon maps (especially cavern maps) drawn on hex-paper (e.g. Isle of the Ape uses this approach). However, there is something to be said for eschewing graph paper, entirely, and drawing your maps on plain white paper. This frees you from the contstraints of the grid, and you might be surprised to find that your mapping takes on an entirely fresh character, with levels stretching out or sprawling in a much more organic and natural manner. Varying your approach from level to level is another good technique for keeping things fresh. One level might be very maze and grid-like, with relatively thin walls and not much rock, stone or earth between areas. Another might use large chambers, widely spaced, with curving tunnels through thick areas of stone. Trying different approaches to the act of mapping will naturally result in different styles of map, in many cases.

How big to make your levels is another question that will come up almost immediately. There is no one correct answer, but the considerations I've already listed will have an impact. Another important consideration is the "density" of your dungeon, defined by the distribution of monsters. The traditional approach is to create a dungeon with about a third of encounter areas (e.g. rooms) containing monsters. That may seem to be a very "empty" dungeon. However, that empty space serves multiple purposes. It acts as a buffer between dangerous areas. It presents a measure of uncertainty to the players, and they need to balance their desire to search everything and everywhere with the danger of wandering monsters. It offers the benefit of repeat play, since they are unlikely to be able to explore everything on a level before continuing to the next. It offers room to run, allowing for meaningful evasion and pursuit, where the PCs can use the space and multiple paths along with techniques like hold portal and dropping food or treasure in order to extricate themselves from situations beyond their capabilities. It also offers the referee the ability to naturally re- stock, change, and add features (a secret stair to the newly completed sixth level could be penciled into the dusty and unvisited area of the first level, for example).

The question which naturally follows the distribution of monsters is the distribution of treasure. The traditional guideline is that half of the encounter areas with monsters will have treasure. Additionally, one- sixth of the "empty" encounter areas will have treasure, although such unguarded treasure will, no doubt, be craftily hidden and perhaps long- forgotten or guarded by ancient traps or magic. Treasure guarded by monsters may or may not be hidden or trapped. If it includes magic items, those will often be carried or used by the creatures, of course.

A very important consideration, and one that impacts the size of the levels, is just how much treasure should be placed. In the vast majority of old-school D&D games, treasure is the main goal (i.e. the PCs are seeking fortune and glory), and will provide the bulk of the XP. A typical old school campaign might have 80% of the XP coming from treasure, and the remaining 20% coming from defeating monsters. So the amount of treasure you stock your dungeon with will impact how many experience points the PCs earn. You need to provide enough XP to allow them to progress.

For the first level, especially, keep in mind that it's likely that the PCs will "lose" XP through attrition. That is, PCs will loot treasure (and thus XP) from the dungeon, but then die in a later encounter. They'll also overlook some treasure, simply not finding it. They may acquire XP from unexpected sources or side-adventures outside the dungeon, as well, and they may also acquire XP from dipping down into the lower levels, so judging the "correct" amount of treasure (i.e. XP) to place is more of a loose art than a science.

I suggest taking the average XP required to advance for a party of around 5 PCs and using that as a guideline for the amount of treasure you should place. For example, if a first level party needs around 10,000 XP for everyone to advance to second level, you need at least 8,000 XP worth of treasure (i.e. 80% of the 10,000, with the balance coming from monsters). However, taking attrition and missed treasure into consideration, you probably need to at least double that amount. There are several approaches you can take, given this guideline. You can use the treasure tables from the rule books or from various collections of monster and treasure assortments to assist with the process. The exact distribution will vary, of course. If you have a first level of 100 rooms or encounter areas, you might end up with something like this:

  • 20 areas with monsters and treasure
  • 15 areas with monsters (no treasure)
  • 15 areas with treasure (no monster)
  • 50 areas without monsters or treasure

That would mean 35 treasures, varying in value from hoard-to- hoard, and with the more valuable caches well-hidden and possibly defended by tougher monsters or more dangerous traps. These would be the major encounter areas that most PCs will be seeking. With some idea of the required treasure out of the way, attention must turn to the monsters that will be placed on the level. As with treasure, the rule book tables and additional monster and treasure assortments that are organized by level provide an extremely valuable tool for the referee. I don't suggest simply rolling everything randomly, but rather using the tables as a springboard for your creativity. Also, examination of the traditional table will show that not all monsters on the first level of the dungeon are "first level" monsters. (Part of skillful old-school play being the ability to evaluate an encounter and know when to run.) The tables indicate a chance for more powerful and dangerous encounters, as well. The referee should choose a handful of monsters he wants to use, or a theme, and then perhaps use random rolls to "fill in" the gaps. When using random rolls, don't be afraid to discard results that don't work. However, one of the benefits of random rolls is their utility as a spur to your creativity. If you get a result that seems odd, don't immediately reject it; instead, give it some thought to see if you can imagine a way that such-and-such combination or situation would make some sense. You might be surprised to that this results is cool ideas and encounters that you might not have considered, otherwise. Lastly, don't feel bound by the monsters on the tables. The tables provide a useful measure for an "appropriate" encounter difficulty for a given level, but you can certainly swap-out monsters of similar difficulty and number. Another useful technique is "re-skinning" well known monsters, giving them a different appearance while using the same stats as the original.

In addition to the difficulty of the monsters, the referee should consider how forgiving to make their exact placement. For example, on the first level, it's likely that any given fight may serious deplete a party of adventurers. Therefore, encounters on the first level of the dungeon might be fairly widely spaced, with small enclaves of monsters, rather than large lairs of closely-placed and coordinated groups. The larger and more coordinated groups are more properly placed on the lower levels. That's not to say that you can't have a well-coordinated lair on the first level, but if all the encounter areas on the level are well- coordinated and closely placed, it will be extremely difficult for a first level party.

When choosing monsters to populate a level, do not overlook the opportunity to introduce opposed factions, tension, and NPCs that might offer the chance for smart play, dialogue, and "politics" within the dungeon. A common criticism of dungeon-based play is that it lacks the sophistication and opportunities for interesting interaction and role-play that are present in cities and such. This doesn't have to be the case. There's no reason a dungeon, even a mythic underworld that operates according to its own rules, must be a random, non-sensical place of simplistic and one-dimensional play. The dungeon can be filled with just as much intrigue and opportunity for dialogue as the King's court; it's up to the players (and the referee, of course), to take advantages of those opportunities.

When considering the second, and deeper, levels, the referee can follow a similar approach for determining the number of monsters and the total value of the treasure. However, keep in mind that you will have less PC attrition as the characters increase in hit points and power, so you won't need to double the treasure, like you might on the upper levels. The first few levels will probably be fairly large, but deeper levels can often be smaller and less sprawling, although this is not a hard- and-fast rule.

I mentioned wandering monsters, earlier, in passing. In an old-school dungeon, the purpose of wandering monsters is to provide a challenge that helps encourage good play. Wandering monsters present a danger that drains resources (e.g. hit points, spells, magic items) from a party for very little or no reward (i.e. treasure). Since monsters are not worth much XP, compared to treasure, wandering monsters are something to be avoided. Smart players will try to avoid, evade, distract, or otherwise bypass wandering monsters. They don't want to spend their resources on wandering monsters, but rather on areas and encounters that will provide a larger reward. They will try to stay focused and avoid wasting time in the dungeon, since wandering monsters encountered are a function of time.

Wandering monsters are typically rolled from a table, by level. Often, the table will include a chance of a roll on a deeper-level's table, as well. I typically include the following elements in my wandering monster tables:

  1. Strange or unexplained noises, smells, or events
  2. Encounters with monsters from keyed areas on the level. Killing these monsters reduces the total number of monsters from that area.
  3. Encounters with truly wandering monsters that are not from keyed areas. Killing these monsters does not reduce the total from keyed areas.
  4. A chance for a roll on a harder table.

I also like to set up my wandering monster tables with a bell-shaped probability curve, so that I can divide them into results that are common, uncommon, rare, and very rare.

This brief treatment of old school dungeon creation barely scratches the surface. I have not mentioned anything about tricks, barely touched on traps, environmental hazards, puzzles, teleporters, light and darkness, air, water, fungus, factions, red herrings, sublevels, and a myriad of similar topics. However, I'm hopeful that this musing might assist a referee contemplating the task of megadungeon creation, and help him on his way. For more advice and details, I highly recommend checking out the various old-school forums, which hold a great wealth of wisdom and experience on creating and running interesting and fun dungeons.

CONSIDERING OD&D?

So you're thinking about trying OD&D? That's great! If you're experienced with other versions, I have some suggestions that might help you get the most of the system:

Approach it fresh

Read the rules, and don't assume that you know how things work. There are differences that may surprise you.

Play it for what it is

Don't try to make it into 3E (or whatever), approach it as its own game. If you find yourself saying "that's broken," consider that you may be looking at it from a completely different perspective than the original designers. Try to see how the rule could be interpreted in a way that doesn't seem broken. You might be surprised to find that it isn't broken, it's just operating under a different set of assumptions than you're used to. Embrace the design assumptions, and you'll enjoy the game more.

Restrain yourself

This is related to "play it for what it is." First, let me state up front that part of what makes OD&D great is its openness and the ease with which it can be house-ruled and tweaked (in fact, some might argue that it demands house-rules). However, in the beginning you should try and keep your house rules to a minimum. Where you do house-rule (and you will), try to keep the changes small (q.v. Ability Scores & Bonuses). Develop understanding of the basics of the game and its "spirit" before making major changes or additions.

CRITICAL HITS

I am not a huge fan of critical hit systems in D&D; I don't think they're a good fit, given the abstract nature of combat and damage. Also, since the referee gets to make many more rolls than the players, critical hit systems tend to favor the monsters/enemies, in the long run. Nevertheless, players enjoy a game-mechanic that rewards lucky and high rolls, so I do use critical hits in my OD&D game. (See the update, below.)

In deciding how to incorporate critical hits, I knew that I didn't want to add any additional rolls to combat. I also didn't want to start down the "damage/bonus inflation" path that other versions of D&D have followed; I wanted to stay with the basic concept behind damage in OD&D (i.e. 6 points is enough to kill the average man). This led me directly to my house rule: on a natural 20 that hits, the attack does maximum damage. Thus, if you do 1-6 points of damage, and you roll a natural 20 that hits, you do a full 6 points of damage. This represents your "best shot." No additional rolls are required (in fact, you need one less roll than normal), and the results fit the idea of a critical hit while respecting the underlying philosophies of the game. Of course, critical successes imply that critical failures are possible, too, so on a natural 1 that misses, your enemy gets a free attack on you, or a referee- mandated mishap occurs (e.g. you drop your weapon, slip and fall, et cetera).

Another system I considered (but rejected due to the additional rolling, potential for excessive damage, and possible complexity), is "exploding" damage dice. The idea is that critical hits should be based on the damage roll, not the "to hit" roll, because the damage roll is what really determines how well you did. Thus, a maximum result on your damage roll would indicate a critical hit, and you get to

roll an extra damage die. If that one is maximum, too, you get to add another die roll, and so on. However, with a 1d6 damage die, that means roughly one in six damaging attacks will be a critical hit. That may be a bit high. If you were to use exploding dice, you might want to switch both damage dice and the basic hit die to 1d12 instead of 1d6; then only 8% of damaging attacks would be critical hits. Another variant is to halve the exploded die: thus, if you're rolling a 1d12 and get a 12, then you add a 1d6, then a 1d3, and then 1 point. While I think exploding dice are an interesting approach, I prefer the "max damage" approach, overall.

Addendum: After being on the receiving end of critical hits, the players in my OD&D game have voted to dispense with a critical hit system. I'm pleased with this development. My game no longer uses critical hits; it uses standard rolled damage.

DAMAGE & HIT POINTS

In OD&D, hit points are an abstract measure of a PC's well-being and fitness for combat. Hit points include factors like physical well-being, mental well-being or morale, how tired the PC is, how lucky he is, and even skill. As a PC takes damage, the declining hit points represent his resources being used up in combat. Not only is it physical damage, but it's also his muscles getting tired, sweat getting in his eyes, his breath running short, his resolve weakening, his reactions slowing, and his reserves of skill and luck being used. This means that the referee's description of combat should take these factors into account. Consider a 10th level Fighting Man with 50 hit points and a 1st level Fighting Man with 5 hit points. Each of these Fighting Men enters combat and each receives 6 points of damage from an enemy swordsman. This damage runs the 1st level Fighting Man through, killing him. However, the 10th level Fighting Man is still up, fighting, and not even terribly diminished. He's not really ten times as tough, physically, it's just that his superior luck and skill allowed him to evade or deflect the blow which would've killed a 1st level fighter. Instead of killing him, it just used up some of his resources.

In OD&D, a normal man has 1-6 hit points, and all weapons do 1-6 hit points of damage. In other words, the average man can be slain with a single damage roll from any weapon. This makes perfect sense given D&D's abstract system: a dagger thrust can kill you just as readily as a chop from a greataxe. When describing OD&D combat, I only describe severe or mortal wounds when the last 6 hit points are reached. Prior to that, damage is described as near-misses, parried blows that would've slain a lesser warrior, scratches, bruises, et cetera. This means that players can get a sense of how tough and skilled an enemy is by the effect their damage rolls have. If the PCs have dished out 14 points of damage, and I'm describing how the bad guy just got nicked on his forearm and is starting to sweat, they know that this guy has some serious hit points. On the other hand, if the first four points of damage they inflict opens a gaping, bleeding wound and their foe cries out in anguish, they know this probably isn't an 8th level superhero they're fighting.

(A common criticism of this view is that monsters do not seem to adhere to this concept, with monster hit points usually seeming to be a more direct reflection of physical capability to withstand damage. This never bothered me; I don't think monsters and PCs need to be built on or abide by exactly the same rules and concepts. As in many other areas, the referee should use his judgment on exactly what hit points represent for a given creature or situation.)

In my OD&D game, two-handed weapons roll two dice for damage, taking the larger of the two values as the actual damage inflicted. This gives some benefit to those PCs who choose to use a two-handed weapon instead of carrying a shield. A similar rule applies to PCs fighting with a weapon in each hand.

Most monsters also do 1-6 points of damage, with exceptions being made for exceptionally large or strong creatures (using the damage values from Monsters & Treasure as a guide).

THE DUNGEON AS A MYTHIC UNDERWORLD

There are many interpretations of "the dungeon" in D&D. OD&D, in particular, lends itself to a certain type of dungeon that is often called a "megadungeon" and that I usually refer to as "the underworld." There is a school of thought on dungeons that says they should have been built with a distinct purpose, should "make sense" as far as the inhabitants and their ecology, and shouldn't necessarily be the centerpiece of the game (after all, the Mines of Moria were just a place to get through). None of that need be true for a megadungeon underworld. There might be a reason the dungeon exists, but there might not; it might simply be. It certainly can, and perhaps should, be the centerpiece of the game. As for ecology, a megadungeon should have a certain amount of verisimilitude and internal consistency, but it is an underworld: a place where the normal laws of reality may not apply, and may be bent, warped, or broken. Not merely an underground site or a lair, not sane, the underworld gnaws on the physical world like some chaotic cancer. It is inimical to men; the dungeon, itself, opposes and obstructs the adventurers brave enough to explore it. For example, consider the OD&D approach to doors and to vision in the underworld:

Generally, doors will not open by turning the handle or by a push. Doors must be forced open by strength…Most doors will automatically close, despite the difficulty in opening them. Doors will automatically open for monsters, unless they are held shut against them by characters. Doors can be wedged open by means of spikes, but there is a one-third chance (die 5-6) that the spike will slip and the door will shut…In the underworld some light source or an infravision spell must be used. Torches, lanterns, and magic swords will illuminate the way, but they also allow monsters to "see" the users so that monsters will never be surprised unless coming through a door. Also, torches can be blown out by a strong gust of wind. Monsters are assumed to have permanent infravision as long as they are not serving some character. (The Underworld & Wilderness Adventures, pg 9)

Special Ability functions are generally as indicated in CHAINMAIL where not contradictory to the information stated hereinafter, and it is generally true that any monster or man can see in total darkness as far as the dungeons are concerned except player characters. (Monsters & Treasure, pg 5)

Notice that all characters, including those which can see in normal darkness (e.g. elves, dwarves)#, require a light source in the underworld, while all denizens of the place possess infravision or the ability to see in total darkness. Even more telling, a monster that enters the service of a character loses this special vision. Similarly, characters must force their way through doors and have difficulty keeping them open; however, these same doors automatically open for monsters. This is a clear example of how the normal rules do not apply to the underworld, and how the underworld, itself, works against the characters exploring it.

Of course, none of this demands that every dungeon need be a mythic underworld; there could be natural caves and delved dungeon sites that are not in the "underworld" category, and follow more natural laws. Nevertheless, the central dungeon of the campaign benefits from the strange other-worldliness that characterizes a mythic underworld.

A mythic underworld should not be confused with the concept of the "underdark." The underdark concept is that of an underground wilderness composed of miles of caves, tunnels, delved sites, and even whole underground cities. This is a cool fantasy concept, but is distinct from the concept of a mythic underworld that obeys its own laws and is weird, otherworldly, and apart from the natural order of things. (There is no reason a referee couldn't join the two concepts of underworld and underdark, though.)

Some common characteristics and philosophies for a mythic underworld or megadungeon (keep these in mind when creating your dungeon):

  1. It's big, and has many levels; in fact, it may be endless
  2. It follows its own ecological and physical rules
  3. It is not static; the inhabitants and even the layout may grow or change over time
  4. It is not linear; there are many possible paths and interconnections
  5. There are many ways to move up and down through the levels.
  6. Its purpose is mysterious or shrouded in legend
  7. It's inimical to those exploring it
  8. Deeper or farther levels are more dangerous
  9. It's a (the?) central feature of the campaign
  10. If you embrace these concepts, you'll be playing OD&D according to some of the original assumptions of the game. And boy, is it fun.

ESSENTIAL & RECOMMENDED MATERIAL

Essentials:

  • OD&D Rules (the three little/brown books)
  • Dice

Highly Recommended:

  • Chainmail
  • Judges Guild Ready Ref Sheets, Volume I
  • Monster & Treasure Assortment Sets One-Three
  • Best of Dragon Magazine Volume I
  • Fight On! Magazine

Recommended for Inspiration:

  • Supplement I: Greyhawk
  • Supplement II: Blackmoor
  • Supplement III: Eldritch Wizardy
  • Supplement IV: Gods, Demigods, & Heroes
  • Judges Guild First Fantasy Campaign
  • Judges Guild Dungeoneer Compendium
  • Empire of the Petal Throne

Obviously, the only real essential is the OD&D rules. However, Chainmail is valuable for filling in gaps in the combat rules, including things like missile ranges, rates of fire, initiative, et cetera (and some OD&D referees even use Chainmail's man-to-man system instead of the OD&D "alternate" combat system). Early issues of Dragon magazine are also filled with a wealth of information and inspiration, and give you a window into how the game was played and developed. Best of the Dragon, Volume I collects some of the choice articles. If you can find a copy of the Dragon CD-ROM archive, that's even better. The Judges Guild Ready Ref Sheets, Volume I are a fantastic resource, filled with charts and tables similar to the appendices in the 1E Dungeon Masters Guide. Another incredibly useful resource is the Monster & Treasure Assortments; these are tables of dungeon encounters and dungeon treasures for levels 1 through 9. They offer referees a handy guide for stocking dungeons. And don't forget about Fight On! magazine, which is a currently in print periodical that focuses on OD&D and old-school gaming. I'm very impressed by the first issue; you can really tell it's a labor of love that is being put together by people who are enthusiastic about the game.

Supplements I-IV are, of course, interesting and potentially useful as a source of inspiration and house-rules. If you use them, I suggest picking and choosing, rather than simply adopting everything in them. Much of the material in them were additions and house-rules from various individual campaigns. The Judges Guild First Fantasy Campaign is similar; it's a book which details Dave Arneson's Blackmoor campaign, including dungeon maps and a rough key for the Blackmoor dungeon. Tita's House of Games offers a reprint of the original Empire of the Petal Throne, which is a game with rules derived from OD&D, as a starting point (also, a PDF, and world and Jakálla city maps are available from RPGNow). Empire of the Petal Throne is another excellent example of how individuals adapted OD&D for their own games. (It also includes some interesting rules additions or interpretations that could be applied directly to OD&D (e.g. the 'roll all your hit dice when you advance a level' rule). Lastly, The Dungeoneer was a magazine put out by Judges Guild. They published a Compendium of the first six issues which has some interesting inspirational material (e.g. I love the article on magic which describes how spellcasting works, calls Supplement I "almost canon," and ends by saying that you may have worked out your own system for handling spellcasting, so feel free to ignore the article…), but especially the great adventure, "Night of the Walking Wet."

EXPERIENCE & ADVANCEMENT

The OD&D rules specify two ways characters acquire experience points: defeating monsters and obtaining treasure. Experience awards are adjusted by modifiers from the PC's prime requisite scores and by relative levels (e.g. an 6th level PC facing a 3rd level threat will only gain 1/2 of the normal experience award), although never above a 1:1 ratio (e.g. a 1st level PC facing a 3rd level threat does not gain three times the normal experience). Treasure awards 1 XP for every 1 GP value. Defeated monsters award 100 XP per hit die. Note that this is a big difference from the way later editions award experience for monsters. OD&D Supplement I offered a new system (adopted by later editions) with much smaller awards, and even called the original award scheme "ridiculous." However, I don't find it ridiculous. The original XP award scheme tends to advance PCs through the low levels more rapidly than the Greyhawk method, but slows down in the higher levels. I like that effect. The original XP award scheme also has the benefit of being drop-dead simple.

My first OD&D campaign used the Greyhawk awards, when it began. However, I've switched all my OD&D games to the original method. PCs tend to advance at a faster rate, but so far that's working out fine; we don't play as often as the Lake Geneva groups back in the 70s, so the faster advancement hasn't been a problem. Also, I treat the 100xp per hit die formula as a guideline which can be varied, not a rule set in stone.

Many gamers sneer at the notion of awarding XP for treasure, preferring goal or story-based awards and similar schemes. I see their point, but I don't find XP awards for treasure objectionable. On the contrary, I see it as a story award. I also see it as a convenient abstraction, much like hit points. Does it make sense that a magic user gains experience by hauling loot out of the ground? Nope. Does it work well in the context of the game? Absolutely. If a given adventure doesn't include much (or any) treasure, then I'll substitute some other form of "story award," instead, but in most cases using treasure works just fine.

Like all the older editions, OD&D uses different XP advancement tables for the various classes. That is, fighting men require 2000 XP to advance to second level, while magic users require 2500 XP, and clerics only need 1500 XP. This is one way that OD&D addresses class balance, rather than using a universal advancement table and attempting to make the power-level of each class equal at every level. Some gamers object to this approach, but I like having a different dynamic for different classes (q.v. my comments about magic users and vancian magic). I object to the idea that a "universal advancement / equal power-level" approach works better (a claim I often hear). In practice, I think that approach is difficult to pull off, especially if the powers are variable (e.g. feats or powers that are chosen by the player); you inevitably end up with this-or-that combination being unbalanced, or this class being too powerful, or this power being "broken," or whatever. Perfect balance is a questing beast that forever eludes those who pursue it. Both approaches have drawbacks, and both approaches can achieve a sort of "ballpark balance." While either approach works, I prefer the unhomogenized flavor the OD&D approach offers; I think it's okay — even interesting — for the classes to have different power curves.

When advancing a level, I do not require that a PC train, but I do require the PC to return to a safe area before leveling up; you can't advance a level while in the dungeon, for example.

GAZE ATTACKS

OD&D referees vary in their approach to gaze attacks. I prefer to think of these as gaze effects, rather than attacks, since they fall outside the scope of normal attacks. Indeed, no attack roll is needed; all that is required is that victim look into the eyes of the medusa, basilisk, vampire, or other monster with one of these deadly abilities. Instead of an attack roll, the mechanic for handling gaze effects is the saving throw. I look on saving throws as a "last chance" or a "disaster avoidance." That is, your character is in a disastrous situation, but he gets a chance to slip out of circumstances which would spell doom for most men. Consequently, I look on the save vs. gaze effects as "gaze avoidance" rather than "gaze resistance." Meeting the gaze means certain doom; the saving throw determines whether the character met the gaze at all. If he did, he suffers its effects; if not, then he is safe.

A monster with a gaze effect forces characters facing it to roll a saving throw each round, as follows:

  • Complete Surprise -2 penalty
  • Surprise -1 penalty
  • Viewing Monster No modifier
  • Attacking Normally +3 bonus
  • Avoiding Gaze +6 bonus
  • Blindfold/Eyes Closed No save required, but combat penalties apply (e.g. -4 to hit/+4 to be hit)

The referee should adjust these modifiers to suit the exact monster and circumstances under consideration.

HELMETS

OD&D lists helmets among the items your PC can purchase, but no game mechanic benefit is mentioned. This implies that helmets are assumed, and would thus just be part of your overall AC. However, this raises the question, "what about when you don't wear a helmet?" Obviously, an enemy facing an armored man with a bare head will try to hit the bare head, but also wouldn't pass up any opportunities to hit armored parts of the body, as well. On the other hand, the bare-headed warrior would obviously know his head was vulnerable, and would try to protect it. In keeping with D&D's abstract system of combat, I apply the following house rule to this situation:

Wearing a suit of armor (i.e. doesn't include "shield only") without a helmet grants attackers a +1 bonus to the attack roll. (I followed the OD&D practice where an armor bonus/penalty applies to the enemy's attack roll rather than to the PC's armor class.)#

Wearing a helmet while otherwise unarmored grants no mechanical benefit to AC, and no penalty to an attackers "to hit" roll. (To grant such a benefit would be to equate the protective value of a helmet with that of a shield, and I don't think that's the case. In a melee, I'd want a helmet and a shield, but if I had to pick just one, I'd take the shield.) Even though an otherwise unarmored man gains no normal benefit from a helmet, it still might be worthwhile in some situations. For example, if kobolds are dumping baskets of stones down from a cliff top, the referee might rule that a helmet will halve any damage the PC takes. If green slime falls on the PC's head, wearing a helm would offer some benefit. Et cetera.

HIT DICE

In OD&D, six points of damage is enough to kill an average man (q.v. Damage & Hit Points). The original rules use a d6 as the basic hit die for all PCs and monsters, granting modifiers (e.g. +1) or additional hit dice (e.g. 2d6) as levels increased. In my first OD&D campaign, I used the system introduced in the Greyhawk supplement (and the Holmes rules), where each class gets its own hit die type (e.g. d8 for Fighting Men, d6 for Clerics, d4 for Magic Users, etc.), and monsters use 1d8 as their base hit die.

Addendum: My current OD&D campaigns do not not use these values, above. Instead, they use the original hit die progression from the Three Little Books, for both PCs and monsters. PCs roll all of their hit dice each time they advance a level; if the new hit point total is less than the old total, the old total will be retained. If they lose a level, they roll all their hit dice for the lower level; if the new total is greater than the old total, the old total is retained. Thus, a Fighting Man who has advanced to 2nd level rolls 2d6, and takes whichever is greater: his current total or his new roll. When he advances to 3rd level, he rolls 3d6 and takes the higher of his current total or his roll, and so on. This is quite different from the way hit points accrue in later editions, but it works well with the unique hit die values of OD&D.

INITIATIVE & THE COMBAT SEQUENCE

OD&D does not define rules for initiative (or a combat round sequence, for that matter), leaving the matter for the referee to resolve. Common solutions include importing the rules from Chainmail or from later versions of D&D. Using the turn sequence from Swords & Spells is another possibility (more on this, below).

I've often kept initiative and the combat sequence nebulous and flexible. First, intentions are declared. Next, the referee adjudicates the action. It is often obvious that certain actions will be faster/go first. Where there is some question, the referee can use relative Dex values or weapons used to make a judgment call, or he can request initiative checks. Often, a combat will begin without using initiative rolls, but once the general chaos of melee begins, initiative rolls will begin to be more common. (Also see Robert Fisher's thoughts on dynamic combat in classic D&D.)

Lately, however, I've desired a more defined approach. I wanted a sequence that made use of miniatures and tactical positioning, accounted for different spell-casting times (similar to the use of segments in AD&D), and accounted for the traditional rates-of-fire D&D lists for some missile weapons. I found a possible answer in a Knights & Knaves Alehouse forum post by T. Foster, who suggested using the combat sequence from Swords & Spells with OD&D. I found this appealing. The system provided the elements I sought, worked well with other traditional D&D elements like weapon reach and disengaging/retreat, and springs directly from the Chainmail roots of the game. While designed with the use of miniatures in mind, the system is easily modified for use without minis (see the Knights & Knaves discussion).

Detailed Combat Sequence

  1. Initiative: Both sides roll 1d6 for initiative; high roll wins.
  2. Missile/spell: In initiative order, both sides fire missiles, cast spells, etc.
  3. Movement: Side with initiative moves up to half move
  4. Movement: Side without initiative moves up to half move
  5. Missile/spell: In initiative order, both sides fire missiles, cast spells, etc.
  6. Movement: Side without initiative moves the remaining half move
  7. Movement: Side with initiative moves the remaining half move
  8. Missile/Spell: Unengaged combatants fire missile, cast spells, etc.
  9. Melee: Engaged combatants fight one round of melee.

Rules for Missile/Ranged Attacks

  • Archers standing still may fire twice (in phase 2 or 5, and phase 8)
  • Archers taking a half-move may fire once (in phase 2 or 8). However, archers with split-move-and-fire ability (e.g. elves, mounted archers) that take a half-move may fire once in a missile phase of their choice (2, 5, or 8).
  • Archers taking a full-move may not fire. However, archers with split-move-and-fire ability (e.g. elves, mounted archers), may take a full-move and fire once in phase 5, only.
  • Slingers standing still may fire once (in phase 2, 5, or 8)
  • Slingers taking a half-move may fire once (in phase 2 or 8).
  • Slingers taking a full-move may not fire.
  • Crossbowmen standing still may fire once (in phase 2 or 5) and reload#
  • Crossbowmen standing still may reload* and fire once (in phase 5 or 8).
  • Crossbowmen taking a half-move may fire once (in phase 2 or 8) or reload*
  • Crossbowmen taking a full-move may reload*, but may not fire
  • Combatants hurling spears, axes, or hammers may fire once (in phase 2, 5, or 8) and take a full-move, including charge, if desired.
  • Combatants hurling daggers or javelins may fire once (in phase 2, 5, or 8) and take a full-move with charge.
  • Combatants hurling daggers or javelins may fire twice (in phase 2 or 5, and phase 8) and take a full-move without charge.

Rules for Spellcasting

  • A spell caster cannot move and cast a spell in the same round.
  • A spell caster may not cast a spell while engaged in melee. If the caster becomes engaged while casting, but before the spell is finished, the spell is interrupted and lost.
  • A spell caster may cast a maximum of one spell per round.
  • Casting time for spells depends on the level and type of spell
Spell / Scroll Level or PowerResult
1st-2nd level spells, Power Words, ... †IMMEDIATE/NO DELAY FULL ROUND
3rd-6th level spells, 1st-2nd level scrolls+1 SPELL PHASE
7th-9th level spells, 3rd-6th level scrollsFULL ROUND
7th-9th level scrolls+ 1 SPELL PHASE

† Holy Words, Word of Recall, Devices, Innate Abilities

Rules for Melee & Movement

(Also see Movement in Combat and the Table of Movement Rates)

  • Combatants who take a full-move may not engage in melee unless they charge.
  • Combatants are considered engaged in melee when the distance between them is equal to or less than the longest reach (e.g. weapon reach, et cetera). Alternatively, this may be simplified to 10 ft.
  • A moving combatant who becomes engaged may not leave engagement or continue movement to the flanks or rear of his opponent during the initial round of engagement. A combatant not already engaged in melee may move a maximum of 5' right or left in order to confront and contact an enemy attempting to bypass or move into a flanking position.
  • If one combatant in a melee has allies to his immediate left or right which are not engaged with other enemies, these allies may move into flanking positions against their common enemy after the first round of melee.
  • Flanking position grants a +1 bonus to hit and negates any benefit from the target's shield.
  • Rear positioning grants a +2 bonus to hit, and negates any benefit from the target's shield.
  • Disengage: a combatant with a clear path (i.e. through an area out of enemy reach) may attempt to disengage with up to a half-move.
  • Retreat: a combatant may retreat from melee with movement in excess of a half-move. However, he loses the benefit of his shield, and his opponent gets a free attack with a +2 bonus to hit.

Background

This combat sequence is a slightly modified version of the combat rules in Swords & Spells (which is based on the original Chainmail medieval miniature combat rules). I find these rules satisfying for a number of reasons. First, they use precise positioning and miniatures to give a tactical feel to combat. Second, they provide a simple way to include spell casting times into the combat. Third, they provide rules for firing multiple missiles in a combat round. Fourth, I like the way movement is divided up so that opposing forces "meet in the middle" rather than one side closing all the distance on their turn. Lastly, I like the way these rules pull together and work with concepts from D&D (rate of fire, weapon reach, facing, spell-casting time, et cetera), and that they are firmly rooted in the traditional sources of the game. Special thanks to T. Foster (and his posts on the Knights & Knaves Alehouse forums) for the suggestion to use this sequence with OD&D, and for his assistance and advice in compiling and adapting these rules for man-to-man combat.

For those who prefer a lighter set of rules to govern combat, or who do not use miniatures, a simplified version of these rules may suffice.

Simple Combat Sequence

  1. Both sides roll 1d6 for initiative; high roll wins.
  2. Winning side fires missiles, starts spells (and finishes spells of level 1-2)
  3. Losing side fires missiles, starts spells (and finishes spells of level 1-2)
  4. Both sides move
  5. Spells that were started in 2-3 take effect; archers who didn't move and haven't been engaged in melee may fire again
  6. Melee
  7. Obviously, this simplified version of the full combat sequence may require some interpretation and adjudication by the referee. I suggest using the details of the full sequence to inform and assist in making such judgments.

LEVEL SCALING

By default, OD&D does not have any upper-boundary on PC levels, and this is how I currently run my games (see the Addendum, below).

However, when I first started running OD&D, I applied de facto level limits for all PCs, as a "soft boundary." Under this scheme, an average "normal" man is a 0-level character with 1d6 hit points. A 1st level PC has more skill and experience than average. A 4th to 7th level PC is a heroic figure with a reputation. An 8th to 10th level PC is a superheroic and legendary figure like Conan or John Carter. Thus, 10th level is the de facto level limit in my game, and all PCs and NPCs can be gauged against the scale. Note that I called 10th level a de facto limit, rather than a de jure limit. Levels above 10th are possible under this scheme, but extraordinary circumstances are required for this type of advancement.

Individuals who advance beyond 10th level are always driven and focused, and they may be obsessed or insane in one way or another. Attaining such power always requires sacrifices of some sort, and usually requires magical aid (e.g. longevity, lichdom, etc.) or supernatural aid from divine or infernal powers. Thus, 10th level defines a "mortal limit," and those who force their way past this barrier are risking much to do so (perhaps even their humanity). It is no accident that there are so many stories of insane arch-mages or demon-ridden anti-heroes that find their power has been bought at terrible cost.

Setting a scale like this can help the referee put his campaign world into perspective, and helps in setting the power-level of any NPC or creature he devises. Also, this scale has some history behind it. OD&D grew out of the Chainmail miniatures combat game, and a "Hero" had the fighting capability of four men (i.e. fourth level), while a "Superhero" had the fighting capability of eight men (i.e. eighth level). The 1-10 scale also makes demihuman level limits more palatable for players, since the demihuman limits top-out at the low-end of "high level." Under this scheme, demihumans have the following level limits:

  • Dwarf: 7th lvl. Fighting Man
  • Elf: 4th lvl. Fighting Man / 6th level Magic User
  • Hobbit: 4th lvl. Fighting Man / 6th level Thief

Addendum: I've been giving additional thought to level scales, and am wondering if even the "soft boundary" of a de facto level cap is necessary. I still think 10th level or so should be a peak/stopping point of sorts, but realized that the standard approach to levels already does this with its concept of "name level," where hit dice stop accruing. Name level is a sort of "soft boundary," already, it's just up to the referee to model his campaign with that level scale in mind.

MAGIC ARMOR & SHIELDS

OD&D has distinctive rules for handling magical armor and shields. Unlike later editions (with the exception of Holmes), the magical bonus is not added to the PC's armor class, but is subtracted from the enemy's "hit dice" (usually interpreted as meaning the enemy's "to hit" roll, when using the "alternate" combat system). This is a distinction which helps to preserve the concept of armor class as a "class" or "type," rather than merely an indication of how hard it is to hit the PC. Also, the magical bonuses from armor and shield do not stack. Instead, the rules stipulate that if the shield's bonus is superior, there is a one in three chance that the shield's bonus should be used against a given attack roll.

I like the concept of magical bonuses from armor and shield not stacking, as it assists in moderating the tendency towards bonus inflation in the system. However, I dislike the 1/3 chance for the shield's bonus to apply; I think that introduces an unnecessary complication. In my OD&D games, I've house-ruled this aspect of magical armor and shields, such that the PC simply enjoys the higher of the two bonuses in any situation where the shield could reasonably be applied (e.g. face-to-face melee).

Lastly, note that elves can cast spells while wearing magic armor, but not while wearing non-magical armor.

MAGIC SWORDS

The OD&D rules for magical swords are different from those in later versions of the game. In OD&D, magic swords grant their bonus as a bonus "to hit," but they do not grant a bonus to damage unless they have a bonus against a special category of enemy. For example, a sword +1 grants a +1 to all attack rolls, but nothing to damage rolls. A sword +1, +3 vs. dragons grants a +3 to attack and damage rolls against dragons, but +1 to attack and +0 to damage against other foes. Note that this is not true for other kinds of magic weapons. A war hammer +1, for example, grants a +1 to hit and +1 damage against all enemies.

The OD&D rules assume that magical swords are truly special items; for whatever reason (up to the referee), there is something unique about them that sets them apart from other magical weapons. ALL magical swords possess intelligence and alignment. Many magical swords will be able to communicate, and some will possess personality and ego. Some with possess potent magical powers that they will pass on to their wielder. Some will have specific purposes they will attempt to fulfill. In OD&D, a magical sword can be both boon and bane, and every magical sword the PCs find will be viewed cautiously, at first. Even picking up a magical sword can be dangerous, as touching a weapon of the "wrong" alignment will cause damage. Even like-aligned swords can be perilous, as a high-ego weapon can overwhelm and dominate its wielder, in certain situations. In my OD&D game, magic swords tend to prefer Fighting Men over Thieves, so while Thieves can technically wield a magic sword, the thief is likely to have "difficulties" with his weapon.

I love these rules. First, they make magic swords remarkable; there is no "run of the mill +1 sword" in my OD&D game. Second, they model the way magic swords are described in fiction, and I like bringing that kind of outlook to the game. Who could forget blades like Stormbringer, Excalibur, Andúril, or Terminus Est? What warrior of mettle would pass up the chance to carry a dwarf-forged blade, even at the risk of coming under its fey inflence? Also, the special status of magical swords suggests all sorts of plot elements and questions. Why do all magical swords possess intelligence? Why swords, only? Perhaps the answer to these questions are a mystery, even to those who forge and enchant the blades. Perhaps "sword cults" have grown up, driven not just by a warrior ethos, but also by the fact that there is something unique about magical swords. The whole thing puts a new spin on the "riddle of steel."

MOVEMENT IN COMBAT

The default OD&D rules assume a one minute combat round, but leave movement rules ambiguous (probably assuming referees would adapt rules from Chainmail). The encumbrance rules give leather armor (light) a move of 12", chainmail (heavy) a move of 9", and plate mail (armored) a move of 6". However, the OD&D rules don't follow these rates for dwarves and elves (with dwarves in chain + shield moving at 6" and elves in chain moving at 12"), suggesting these races have lower and higher base movement rates, respectively. I've adopted the following rates (light/heavy/armored):

  • Humans 12" 9" 6"
  • Elves 15" 12" 6"
  • Dwarves 9" 6" 3"
  • Hobbits 9" 6" 3"

Note that the movement rates I'm using for elves would probably be considered non-standard, by most. I like the idea of fleet-footed elves, so I grant them an unencumbered rate of 15" (quite fast) and a rate of 12" when wearing chain. However, I don't like the idea of an armored elf (i.e. wearing plate mail) being faster than a human, so I make them equal, there. This is just my interpretation. It would probably be more "by-the-book" to give elves the same movement rates as humans (i.e. 12"/9"/6"), assuming that the elves' movement rate in chain reflected the use of unencumbering elven chain, which would be considered "light" instead of "heavy."

My OD&D games use a 10-12 second combat round, so I needed to convert the movement rates, above, into distances at that tactical/encounter scale. After making calculations based on 4.5 feet- per-second average walking pace, I came to the conclusion that the B/X rule of encounter speed equalling movement rate divided by three is a reasonable (and convenient) approximation. Thus:

  • 24" 80' per round (160' per round charge)
  • 21" 70' per round (140' per round charge)
  • 18" 60' per round (120' per round charge)
  • 15" 50' per round (100' per round charge)
  • 12" 40' per round (80' per round charge)
  • 9" 30' per round (60' per round charge)
  • 6" 20' per round (40' per round charge)
  • 3" 10' per round (20' per round charge)

MOVEMENT WHILE EXPLORING

OD&D handles movement while exploring the dungeon in ten minute turns. A character gets two moves (calculated in feet) during a ten minute turn. (Note that this is different from some later editions, which give a single move during a ten minute turn.) Thus, a man in plate mail (move of 6"), would move 60 ft. x 2, or 120 ft. This assumes cautious, exploratory movement and mapping; flight or pursuit situations allow faster movement (i.e. double), but no mapping.

The Holmes Basic rulebook offers an interesting variation. It uses the OD&D rates (e.g. a man in plate mail moves 120 ft. in a turn, while exploring), but gives a double movement rate to "normal movement" (i.e not cautious/no mapping), and a triple movement rate to flight or pursuit. It also stipulates that a "heavy load" halves the movement rate.

Thus, a fully armored man with a heavy load of gear/treasure will move 60 ft. per turn while exploring.

MULTIPLE ATTACKS

Multiple attacks by a single PC occur infrequently in OD&D; normally, a PC will only get a single melee attack roll per round.# A major exception to this rule is Fighting Men in melee with opponents of 1HD or less. A Fighting Man who is in a melee where all his engaged foes are 1HD or less may make a number of melee attacks equal to his level. Thus, a Hero (4th level) battling a group of goblins may attack four times in a single round. A Superhero (8th level) facing the same goblins would attack eight times each round! I see this as OD&D's "mow down the mooks" rule; a higher level Fighting Man is a force that normal men rightly fear.

Note that even a single higher HD opponent in the melee will negate this ability, being a more skilled or dangerous threat that demands the high-level Fighting Man's attention. This is a great boon for PC henchmen and hirelings, since it allows even a Veteran (i.e. a 1st level Fighting Man has 1+1 HD) to prevent the massacre of weaker party members when confronted by a dangerous foe (such as an evil Hero). This rule has its origin in Chainmail's concept of fantastic vs. non- fantastic melee (and its use is illustrated in the OD&D FAQ originally published in the Strategic Review). Since monsters in Chainmail's non- fantastic melee get multiple attacks, I extend the multiple attacks to monsters in OD&D, as well. That is, an Ogre attacking a group of normal men will attack four times. However, if there's a Veteran guard amongst those men, the combat is considered fantastic, and the Ogre is limited to a single attack.

(This rule also exists for Fighters in AD&D, but was modified to only work against enemies of less than 1HD. I speculate that this may have been done because a 1st level Fighter in AD&D is considered a 1HD foe, where a 1st level Fighting Man in OD&D is considered a 1+1HD foe.)

PLAYER SKILL VS. PC SKILL

The original OD&D rules do not include a defined skill system. As a result, OD&D sometimes calls on the player to use his own skills and creativity when adventuring. This is a different approach than many gamers are used to, and running with it can take some adjustment if you're in the habit of handling all PC actions with some sort of skill system that models that PC's capabilities. Some players don't like the idea at all, arguing that the game should be testing their PC's capabilities, not their own: relying on player skill goes against the idea of the character. They have a point, but I think there is room for a different approach in role-playing. It boils down to the fact that relying on player skill for some situations is fun. I think it also encourages thinking outside the box, and immersion in the situation the character is in.

Consider the following observation from Mike Mearls (a lead developer for 4E D&D):

I think that OD&D's open nature makes the players more likely to accept things in the game as elements of fiction, rather than as game elements. The players reacted more by thinking "What's the logical thing for an adventurer to do?" rather than "What's the logical thing to do according to the rules?"

OD&D and D&D 4 are such different games that they cater to very different needs. For me, in OD&D things are fast, loose, and improvised…[OD&D players] are probably more likely to accept…a game that requires a bit more deductive reasoning (I disable a trap by wedging an iron spike into the lever that activates it) as opposed to D&D 4 (I disable a trap by finding the lever then making a skill check).

I think Mike nails it when he says OD&D's approach caters to a different need than the skill-based approach used in some other editions. If you've never tried running D&D without skills, I encourage you to give it a shot. It might be different from what you're used to, but it's fun.

ROSE COLORED GLASSES

For some reason, when I tell other gamers I'm playing OD&D (or AD&D, or B/X, et cetera), I often hear comments about my "nostalgia" or my "rose colored glasses." I find this both odd and annoying. The idea behind "rose colored glasses" is that your perception is being altered, and that you aren't seeing things as they truly are. If you're "looking back through rose colored glasses," it means that you're not seeing clearly, with the implication that time has tricked your memory, making the past seem better than it actually was. You only see the good stuff through the rose colored glasses. So this is a neat turn of phrase, a flippant dismissal of any fond feelings for older editions like OD&D. Nevertheless, while glib, the phrase doesn't apply to me and my enthusiam for OD&D.

Rose colored glasses only "work" when you're looking back on an experience. Once you actually go back and experience it, again, the glasses stop working. At that point, the experience must stand or fall on its own merits (or lack thereof). I'm not looking back fondly on OD&D, I'm currently playing it. When I say I like it, it's not because rose colored glasses have skewed my perception of the past; it's because I like the experience I'm currently having. Rose colored glasses? Nope.

SCROLLS

My OD&D game had its roots in a game using the Holmes Basic rules, and consequently includes an uncommon rule for handling scroll creation. Typical old-school D&D campaigns don't allow characters to create scrolls until around 7th level. However, the Holmes Basic rules allow magic users of all levels to create scrolls, provided that the magic user pays the cost (100gp per level of spell), takes the time (1 week per level of spell), and can cast the spell to begin with (i.e. it's in his spell- book). The Holmes rules do not explicitly cover the creation of clerical scrolls (although they do mention the existence of clerical scrolls); nevertheless, I extend the same capability to clerics. The ability to create scrolls gives low-level casters some additional power, which can be desirable or not, depending on your view. However, in practice, the ability to create scrolls can still be regulated by the referee, thus avoiding "scroll proliferation" in the campaign. As referee, I keep scrolls from getting out of hand by:

Enforcing the relative inconvenience of scrolls. That is, they're delicate to transport, you have to get them out when you need them, you can't get them wet, you need light to use them, et cetera.

Having scroll-spells take longer to cast (q.v. Initiative and the Combat Sequence)

Strictly enforcing the time required to create them. While the PCs are making scrolls, events in the campaign continue to march on and develop.

Controlling the abstraction-level of the material requirements. The 100gp per level cost is an abstraction that represents the rare and costly materials that go into making a scroll: for example, the highest quality media, giant squid ink, powdered gems, a quill from the feathers of a fantastic creature, components from various monsters, et cetera. The referee can add detail to this abstract requirement, at his option. An easy way to do this is to rule that a required component is unavailable for purchase, and must be obtained through some other method (typically an adventure). For clerical scrolls, this might mean a special pilgrimage, or an adventure to acquire the materials for a special offering.

Clerical scrolls possess some unique characteristics. In my OD&D game, clerical scrolls are prayers associated with a certain alignment or deity. They are not written in "magical language" like magic user scrolls, but rather in a "normal" language which could be the vernacular or perhaps a church-specific variant of an alignment tongue. Anyone who is capable of reading the language can glean the function of a clerical scroll, but only clerics can invoke the spells therein. Even then, a cleric may not wish to invoke the prayers if the scroll is oriented towards and alignment, deity, or ethos which is antithetical to his own. He may do so, but should be prepared to face any consequences that might arise (within the church hierarchy or in his relationship with his deity, et cetera).

SPELL SPECIAL EFFECTS

In my OD&D game, spell-casters enjoy the capability to produce minor magical effects related to the spells they have currently memorized. For example, a magic user who has fireball memorized might be able to

light his pipe with a small flame from his thumb, or make smoke come from his ears when annoyed. A sorceress with gust of wind memorized might have her hair constantly blowing in an otherwise non-existent breeze. Using a special effect does not cast or use up the spell it is related to; they're not so much "spells" as they are tangible evidence that the magic user has a spell memorized. I do not codify these effects, but rather rely on the players to suggest or request an effect, which I then approve or deny. While I do not have a hard-and-fast rule against special effects that have a mechanical game effect, special effects are always minor, cantrip-like effects.

I like this house-rule for several reasons. First, it adds to the weird otherworldliness of magic users, and I love weird and fantastic elements in my D&D game. Second, it gives low-level magic users something arcane and archetype-supporting to do without using up their memorized spells or abandoning the concept of Vancian magic. Third, it's just cool to play a wizard that can make his eyes glow, or make his smoke rings come out different colors, or whatever. I know that players enjoy the special effects, and also enjoy trying to figure out what spells an NPC caster has based upon what his special effects reveal. The only real danger is allowing effects which are too potent, which could erode the feel of the Vancian magic system. It's up to the referee to make that call on a case-by-case basis.

SURPRISE

My OD&D game uses a house-ruled system of surprise that draws on the wyvern surprise example on pages 8-9 of The Underworld & Wilderness Adventures, the additional combat rules in Eldritch Wizardry, and the AD&D surprise rules. There are two categories of surprise: normal surprise and complete surprise. Normal surprise allows unsurprised enemies a single action. Complete surprise allows unsurprised enemies two actions (or a surprised enemy one action).

Die RollResult
1Surprise (1 action)
2Complete Surprise (2 actions)
3-6No Surprise

Examples of an action include closing to striking range (if necessary), making a melee attack, nocking and firing an arrow from a bow, firing a loaded crossbow, et cetera. Spells may be started as a surprise action. Whether they take effect prior to the start of the normal round depends on the circumstances. Spells of 1st-2nd level, Power Words, Holy Words, Word of Recall, Devices, and innate abilities take effect immediately. Other spells take effect in their normal place within the round. As always, the caster may cast only one spell during the round, regardless of surprise.

The table, above, gives the results for the standard surprise situation. Circumstances may modify this. For example, some monsters surprise on 3 in 6, rather than 2 in 6. In this case, a roll of 3 would indicate the monsters are allowed three surprise actions. Similarly, some monsters or characters might only be surprised on a 1 in 6. In this case, a roll of 1 would indicate normal surprise, and a roll of 2 would indicate no surprise.

THAC0?

Just about everyone who has played TSR versions of D&D is familiar with the concept of THAC0, even if they didn't use it. Even many "new school" D&D players know what THAC0 is. For those who aren't familiar with it, it means "To Hit Armor Class 0." It's a number than indicates what roll on a d20 your PC would need to hit an enemy with AC0. To figure out what you need to hit other armor classes, you subtract the enemy's AC from your THAC0 (e.g. if your THAC0 is 17, and you're attacking an enemy with in chainmail (AC5), you need to roll a 17-5=12).

Opinions on THAC0 and its utility vary within the D&D community. Some find it easier to eschew any formulas at all, continuing to use the "to hit" attack tables rather than perform a calculation (this is especially easy for players, since they only need to write down a single line from the appropriate chart onto their character sheet, and it's very fast and simple to reference). Players of original AD&D (i.e. first edition) also have the "repeating 20s" issue to consider, which complicates the THAC0 concept, although it's something of an edge case. Many prefer the "higher AC is better" and "base attack bonus" approach of the d20 system. In that system, you add an attack bonus to your die roll, and the result indicates what AC you hit (e.g. your bonus is +3, and you roll a 12, meaning you'd hit an AC of 15 or less). All the math is addition, which many find easier.

To my mind, this issue is not critical. The formulas are different methods of arriving at the same end result (generally). Nevertheless, I tend to prefer the traditional "lower is better" AC values. Part of the reason is habit; I've used those values for a long time, and it seems natural that platemail and shield is AC2, or chainmail is AC5. Part of it is that most of the gaming material I use is statted for the traditional AC approach. Lastly, I also like the implied model where AC0 is a "balance point," and negative AC values represent a sort of "supernatural" defensive ability. (In fact, some OD&D referees require magic weapons to hit negative ACs.) I think this gives armor class a sense of scale (and implied limits). I prefer that over a more open-ended feel.

I'm adopting a slightly different formula from THAC0. It keeps the traditional AC system (i.e. AC2 is platemail and shield), but uses an attack bonus with addition, like the formula of the d20 system. PCs and monsters have an attack bonus (calculated from 20 - THAC0, although I'm using a "smoothed" progression). When rolling to hit, add your die roll + your attack bonus + your enemy's AC. If the total is 20 or higher, you hit.

Monster HDBonus
Up to 1+1
1+1+2
2 to 3+3
3+1 to 4+5
4+1 to 6+6
6+1 to 8+x+7
9 to 10+x+9
11++11

Following are the (smoothed) attack bonuses that I'm using:

LevelFighting ManMagic UserClerics
F1+1+1+1
F2+2+1+1
F3+2+1+2
F4+3+2+2
F5+4+2+3
F6+5+3+3
F7+6+3+4
F8+7+4+5
F9+7+4+6
F10+8+5+6
F11+8+6+7
F12+9+6+7
F13+10+6+8
F14+11+7+8
F15+12+7+9
F16+13+8+9

THIEVES & THIEF SKILLS

The Thief class is not part of the original three OD&D books, but was added in Supplement I. Weak in combat and casting no spells, the main feature of the class is its special skills like climbing sheer walls, disarming small mechanical traps, moving without making a sound, hiding in shadows, executing surprise backstabs, et cetera. Over time, I've come to prefer the game without the Thief class (i.e. using only the original three classes). The role the thief usually plays (scout/sneaky- guy) is easily filled by the other classes; everyone can attempt to be stealthy, search for traps, et cetera. Also, without the Thief and his special abilities, these activities are often performed by the player describing how he goes about it, rather than rolling against a skill, which I think is a lot of fun.

The following quote from Mike Mearls (a lead developer for 4E D&D) sums it up, for me:

I've thought a lot about this for my OD&D game, and I decided to stick to the original three [classes] without the thief.

As others have mentioned, the thief is a self-justifying class. More importantly, I'd rather the players use critical thinking and deduction to figure out traps, unlock doors, and so on. I'd prefer to allow any player of sufficient creativity and wits to figure a way past an obstacle. To me, that's the appeal of original D&D.

While I prefer to run without the Thief class, there are campaigns where I've allowed them. When I allow Thieves, their class skills are treated as extraordinary capabilities. That is, anyone can hide, but a Thief can hide in shadows. Anyone can move quietly, but a Thief can move silently, without even making a sound. Anyone can climb, but a Thief can climb sheer walls. Et cetera.

As an example, consider the act of sneaking up behind a human sentry. The Fighting Man takes of his mail and hard boots, and makes an effort to be quiet on his approach. I'd probably give him an increased chance of surprising the sentry: maybe 3 or 4 in 6, depending on the exact circumstances. If a Thief were trying the same thing, he'd use his move silently ability. If the Thief makes his roll, he's moving without making any audible noise, and since he's out of the sentry's line of sight (i.e. behind him), I'd give him automatic surprise. If the Thief failed his move silently roll, he made some noise, but he's still moving quietly; I'd give him the same chance to surprise as the stealthy Fighting Man (i.e. 3 or 4 in 6).

I posted a few ideas on an alternate OD&D Thief class here and here. The main difference is that the mechanics use a more OD&D-ish approach, and the descriptions make it clear how the abilities relate to similar, but less extraordinary actions by other classes.

Level/HD/Attacks as Supplement I Thief

Stealth - When actively sneaking or hiding, the Thief gets +1 to surprise (e.g. instead of a standard 2:6 chance of surprise, the Thief gets a 3:6 chance of surprise). At level 9, this increases to +2 to surprise. (Note that a group uses the surprise chance of the least stealthy group member.)

Perceptive - The Thief is only surprised on a 1:6, rather than the standard 2:6. He can detect secret doors on a roll of 1-3. When listening, he hears noises on a roll of 1-2. At level 6, his ability to hear noises improves to 3-6.

Mechanical Manipulation - With proper tools, the Thief has a chance of opening mechanical locks without damaging them, or of removing or disabling small mechanical traps, like spring-loaded poison needles and the like. (Note that traps can also be disabled or bypassed with other precautions, described in-play.) His chances to do so are as follows:

  • Level 1-4 = 2:6 (roll 1-2 on 1d6)
  • Level 5-8 = 3:6 (roll 1-3 on 1d6)
  • Level 9+ = 4:6 (roll 1-4 on 1d6)

Sneak Attack - When making a melee attack on an enemy who is unaware of the PC, a successful attack deals maximum damage. At level 5, this improves to maximum damage + 1d6. At level 9, this improves to maximum damage + 2d6.

Amazing Climber - The Thief can climb sheer surfaces that most would find impossible without ropes and climbing gear. His chances to climb such surfaces are as follows:

  • Lvl 1-4 = 17:20 (roll 4-20 on a d20)
  • Lvl 5-8 = 18:20 (roll 3-20 on a d20)
  • Lvl 9+ = 19:20 (roll 2-20 on a d20)

TURNING UNDEAD

The Cleric's ability to turn undead is one of those areas of the D&D rules that leaves much open to referee interpretation. Common questions on the subject includes things like:

What, exactly, happens when he succeeds?

Can the cleric make multiple attempts?

How long do the effects of a successful turn attempt last?

Is there a range limit?

The rules do not provide comprehensive answers to all of these questions, but here's how I handle it. I view turning as an ability that stems from the Cleric's faith, allowing him to channel divine power against the undead. A successful turning attempt causes affected undead to flee from the Cleric. As the OD&D rules state, a successful turn attempt affects 2d6 of undead. I allow one turning attempt per round. In the case of mixed groups of undead, the least powerful are affected first. I allow the Cleric to continue making attempts to turn more undead on subsequent rounds, until he fails a turning attempt. At that point, his faith is shaken, and he may not make further attempts.

I borrow a rule from a later edition (i.e. AD&D) to cover the duration of the turn effect: 3d4 rounds. If the duration expires, the cleric may attempt to turn the undead, again (he can continue doing this as long as his turn attempts continue to succeed). However, the cleric must maintain the effect for the duration; that is, he must continue to actively exert his influence, and may not take other actions like casting spells or attacking. I do not impose a strict range limit, preferring to handle this based on the situation.

Other than the cleric ceasing to maintain the effect, I do not use the concept of "breaking the turn." Instead, I consider the undead as being under a strong compulsion to flee the cleric. They act accordingly. This helps when adjudicating situations like undead being cornered or trapped. Say there are a group of ghouls in a 30x30 room with one door. The cleric is standing in the doorway, turning them. These ghouls would move away from the cleric, probably clustering in the corner or against the far wall, clawing at the stones of while hissing and moaning. If further pressure is put on them, they will react, but their actions will also be affected by the turn compulsion.

For example, if the cleric starts approaching them, the ghouls will shy away and will probably make for the door, giving the cleric a wide berth. If the cleric moves to block one, that one will attack him, but only in passing as it tries to break past and flee.

Another common example might be the cleric maintaining his position in the doorway, while his comrades fire missile weapons into the ghouls. The ghouls are intelligent; they know that this is an intolerable situation, and they won't just sit there. However, they remain under compulsion to flee the cleric. There might be a round or so of confusion, but I'd rule that the pressure would cause the ghouls to rush the door in an attempt to escape, attacking or overbearing anyone (including the cleric) in their way. Their main goal wouldn't be to kill -- just to escape and get farther away from the cleric.

I handle animated undead like skeletons or zombies in a similar fashion, keeping their lack of intelligence in mind. They would tend to react as individuals, not as a group, and would be slower to react to other pressures (like attacks). For example, replace the ghouls in the earlier example with zombies. If the cleric stood in the doorway while the fighting man fired arrows into a zombie, only that zombie would react to the attack. I see created undead as possessing a limited 'self preservation' instinct that is part of their animating magic. The zombie would try to end the immediate threat by escaping the intolerable situation -- probably by trying to kill the archer. A mindless undead that finds itself close to the cleric, for some reason, might try to escape past him (especially if it saw a long passage beyond), although it's more likely the mindless undead would simply retreat, again.

In other words, situational pressures won't break the turn, but they might influence the turned undead such that they'll get close to (or even attack) the cleric, temporarily, in order to get farther away.

TWO-WEAPON FIGHTING

In my OD&D game, PCs typically receive a single melee attack roll per round (q.v. Abstract Combat), so I needed a rule to handle PCs that fought with a weapon in each hand. I reasoned that two weapons would likely do more damage, assuming they were used competently, but that it would be harder to use two weapons effectively. My house rule states that Fighting Men, Thieves, Elves, and Halflings can use a weapon in each hand, making a single attack roll each round. If they hit and they have a Dex of 13+, they roll 2 damage dice (i.e. 2d6) and take the highest of the two rolls as the damage. Those with Dex of 12 or less inflict standard damage (they lack the dexterity to gain a significant benefit from wielding two weapons).

Addendum: I'm also kicking around a different idea for two-wepon fighting. Instead of altering the way damage is rolled, wielding two weapons could result in an increased chance to hit (i.e. +1). Going this route gives you three basic options: weapon + shield (increased defense), weapon + weapon (increased chance to hit), or two-handed weapon (increased average damage), which is nice, mechanically.

VANCIAN MAGIC

The system of Vancian magic (i.e. spells which are memorized and then "forgotten" when cast) is one of the essential elements of D&D. I concede that you can play the game using a different system for handling magic (spell points, or whatever), but to my way of thinking, doing so casts aside a huge portion of the feel that makes D&D what it is. I love Vancian magic. I love grandiose names for the spells; in fact, the more grandiose and fantastic they are, the better I like them (and I encourage my players to use those kinds of names for their spells). I love the idea of magic users scheming to obtain a certain enchantment or charm. I love the concept of a magic user "equipping" himself with a certain set of spells when he sets out in the morning. For a sample of the original "Vancian" flavor, check out "Just so you know, THIS is Vancian magic."

My OD&D game will always use Vancian magic. Complaints that it is too constraining for low level magic users fail to impress me. There is no doubt that playing a low-level magic user is a challenge. However, the rewards for success are great, as higher level magic users are incredibly potent and powerful characters. Suck it up and pay your dues, and such power might be yours. I'm unwilling to cast aside the rich atmosphere and feel of Vancian magic to make things easier on low-level magic users. Besides, my current game allows low-level magic users to create magical scrolls (a rule which is has its source in my game's Holmes Basic roots), and I also allow minor "special effects" based on the spells you currently have memorized, so even with the Vancian system, magic users (and clerics) still have some options that don't require them to "take their one shot and wait for the next day."

You just can't have D&D without Vancian magic.

Wilderness Map Scale

When mapping a wilderness area for play, I use what is now called a "points of light" approach. This means the map has small areas or zones of relative civilization and safety surrounded by wild and dangerous areas. If you follow the default setup of the "wilderness" in the original D&D books, this occurs naturally. For example, a typical civilized domain might include a lord's castle and a handful of attendant villages, with the influence of the castles stretching in a twenty mile radius, or so. (See the description of a typical barony on pg 24 of The Underworld & Wilderness Adventures) Traveling within that radius is relatively safe. Outside the influence of the castle, the wild holds sway.

I start with a referee's map at 5 miles per hex. This shows the PCs' starting village, the location of the nearby dungeon or ruin, and the wilderness area immediately surrounding these locations. A second "campaign map" supplements the referee's map. The campaign map's scale is typically between 20 to 40 miles per hex. Personally, I like a 25 mile per hex campaign map, which means a single hex on the campaign map can be broken down into five 5-mile hexes across the middle or across the hex face. That makes it work well with the referee map. It's also convenient that the scope of a typical castle or domain is around a 20 mile radius, or about 1 hex on the campaign map.

I tend to track movement in leagues (i.e. the distance one can walk in an hour). The classical definition of a league is somewhere between 2.5 and 3 miles. A 2.5 mile league works well with the 5 miles per hex referee map and the 25 miles per hex campaign map. A 5 mile hex is two leagues (i.e. two hours walk) and a 25 mile hex is ten leagues (i.e. a long day of hard walking). An alternative might be a 6 mile hex referee map and a 30 mile hex campaign map, which would work well with a 3 mile league.

Copyright © 2007 Jason Cone