Friday, April 1, 2016

Hex 23


23. Basin Stone (Southern Hex):
            
In the center of the southernmost part of this hex is a large (8’ tall) boulder with four concave indentations chiseled into the surface, connected by channels which feed out to two channels at the bottom of the boulder. There is a 30% chance that one or two pottery jugs under the exit channels, catching water. Locals who gather rainwater that catches in the basins of this boulder and runs off through the channels claim that the water makes them healthier and live longer.


Water consumed directly from the Basin Stone in moonlight will heal one point of damage per person per day, but it loses all potency when transported away from the stone itself. Drinking water from the Basin Stone during a full moon bestows the effects of Cure Light Wounds, once per person per full moon. Healing potions poured on the stone in the moonlight and then recollected via the channels will become doubly effective when consumed and those poured during a full moon become triply effective (note the effect cannot be “stacked” i.e. – one cannot triple the effect, and then pour the triple effected potion on the stone to triple it again – doing so renders the potion inert). Pouring any other type of potion on the stone turns that potion to a mild poison (full effects at DM’s discretion).  

Thursday, March 31, 2016

Hex 23

23.  Stones of the Fallen Kings (North and Center Hex)
            
Huge boulders dot the rolling fields here. Legends speak of these stones as the ancient grave markers of giant kings. Unknown runes mark some (random) boulders and, while the locals have no idea what they truly mean, that does not stop them from wildly speculating on what the runes might mean.

Wednesday, March 30, 2016

Hex 18

18. Creator’s Stone (Southeastern Hex)
            An oddly shaped boulder balances here. Legend says that the Creator, when the world was new, set this stone on these two pedestals, and when this stone falls, the world will end. The region has been through numerous earthquakes that have shaken the stone and toppled mountains, but Creator’s Stone has remained steadfast.

It is also called the Farseer Stone because, again as legend tells, on nights of full moon, those who climb to the top of the Creator’s Stone and meditate for the whole night can receive visions of the future.

Tuesday, March 29, 2016

Hex 16

16. St. Albaran’s Hunting Lodge
A large, round thatch-roofed structure stands here, with an open air roofed area on one side. Three Cloistered Brothers and nine Lay Brothers from the Monastery of St. Albaran (see Hex 28A) use this building as a base from which they stage hunting parties into the mountains to the north for mountain goats or into the forest to the west for deer and small game to stock the larder for the monastery.

16.1.     Animal Cleaning Area: This area smells of blood and offal, even though the monks are careful to clean it daily. Nightly, coyotes scavenge the area (4-16).
16.2.     Offal Burial: A pit has been dug here and the unusable portions of the animals are tossed into the pit daily. It also functions as the monks’ toilet. This area stinks horribly. Coyotes scavenge here nightly (4-16).
16.3.     Meat Smoker: This stone structure is where the monks smoke the meat to cure it for transport and storage.
16.4.     Wood Storage: Wood is piled 10’ high here, running the length of the wall.
16.5.     Corral: Eight mules are tethered here. The small structure here contains grain and hay for the animals.
16.6.     Firepit: Outdoor cooking area.
16.7.     Dining Area
16.8.     Sleeping Area

16.9.     Chapel: A small altar table is set here with two brass candle holders (worth 2 sp each) and a small statue of St. Albaran (carved limestone, worth 3 gp). Before the table are 16 prayer rugs, slightly blood-stained.

TO FINISH: Map, populate with monks 

Monday, March 28, 2016

Hex 14

14.  Hall of the Gnome King (Eastern Hex, in the ridge)

On the eastern face of a low mountain is a forgotten door. Few of the locals know about this place, and those few who do know this place shun it for being haunted by evil creatures. Occasionally some weary traveler will find his way to the door, seeking shelter from a storm or wolves or some other danger. Those people always disappear.  Around the door are a variety of footprints (belonging to the denizens of the Hall of the Gnome King, as well as his most recent victims, if any - see below) that can be clearly seen. The ground immediately around the Lonely Door is fairly barren so there is little cover under which to approach the location by stealth. However, the greater area is rather overgrown, so there is plenty of cover from which to observe the door. There is a cumulative 2% chance per hour of observation that a group of 4 Long Arms and 2 Chitterers (See Appendix – New Monsters) will emerge from the door.

The lintel over the door appears smooth but on close inspection, it is well weathered stone that was once carved in some kind of runes. It might be possible to discern something of what was once written there (in ancient gnomish script, “The Hall of the King Under the Mountain”).

The door itself is a smooth stone slab on which is carved an ancient gnomish rune for happiness or pleasure or enjoyment. There is no obvious means of opening the door.

There are two ways to open the door, which is immune to physical (and magical) damage.. When the door opens, faint music can be heard from below. The door can be forced open with a combined 46 Strength, though there is room for no more than 3 people to push on the door inward. Forcing the door open functions exactly the same as if the door is unlocked (that is, it will remain open for three rounds, then close and not open again for the same person(s) for 48 hours). To unlock the door, a person must trace the rune with their finger, and the door will open inward and remain open for three rounds, after which it will close and not open again for the same person for 48 hours. Inside, stairs lead down into the darkness and faint music drifts upward. Once the door closes, from the inside, it becomes solid stone wall. The rune to open the door from the inside is in the chamber below.

NOTE: The Hall is a "Highlands Location" that is fully detailed (about 20 locations, a handful of new monsters and magic items) 

Saturday, March 26, 2016

Hex 9

9. Boat Ruins (South Hex)
A small riverboat hangs in a tree here, a smuggler’s boat having been piloted by a novice, caught during a deluge which caused flash flooding.

Beneath the broken deck is rotted cargo (mostly grain and salted meat in broken kegs and casks). The boat has a secret hold beneath the piles of ruin which contains the smuggler’s real cargo: 8 rotting corpses (all chained to an iron ring mounted to one of the ribs of the boat), a case of Holy Wine from the Western Empire (6 bottles, one smashed, one the seal is broken, good bottles worth 100 gp each) and now rusted weapons – dozens of swords, daggers and helmets. The weapons and helmets bear the mark of the Hamlish Empire. 

Friday, March 25, 2016

Hex 12

12. Witch of the Wilderness 
     Hag of the Deepgrove (Southern Hex):
            Deep in the forest here is the Green Hag’s lair, a cave cut into the heart of a small hill. The antechamber is cramped and the walls are decorated, floor to ceiling, with hundreds of skulls of dozens of different kinds of creatures (including more than a few human, demi-human and humanoid skulls). The hag hides things in the skulls. Use the table below for the contents if the skulls are searched. The only other things of note in this room are a worn broom, a small wooden table and three rickety wooden chairs and the faint outlines of what appears to be some kind of magical circle on the floor.

A door made of the leg bones of large animals (and more than one person) opens into the inner chamber. The Green Hag’s lair is a filthy hole filled with rotted bits of flesh, bone, entrails. It reeks of death and rot. Among the gore could be found 764 gp, 28pp, 11 Darts of the Hornet (see new items), a Potion of Acid Resistance, a rusted file and carving knife, and a bit of driftwood partially whittled, a signal-horn stamped with the seal of Faller Village, a small glass phial of mercury labeled with an alchemical symbol, a rawhide pouch containing greasy fish bones and skins, and a 5-pound sack of coal.


GREEN HAG: AC -2; MV 120’/120’; HD 9; hp 46; THAC0 12; #AT 2; D 7-8/7-8; SA Spells; SD Move silently, Surprised only 1 in 20; SZ M; Int Very; AL NE; XP 2152


Roll
Tiny Skull
Medium Skull
Large Skull
2
Seeds
1d10 seeds
   1. Wheat
   2. Grape
   3. Coffee
   4. Magical (dragon’s teeth, Beanstalk seeds, etc)
Folded skin
Tanned
   1.Human
   2. Goblin
   3. Elf or Dwarf
   4. Human, tattooed (1. Map, 2. Magical writings, 3. Portrait of Hag, 4. Level 1 Mage Spell)
Dragon Seed*
   1.Black
   2. Blue
   3. Brass
   4. Silver

*See Appendix New Items for Information
3
Goo
1 oz.
  1. Inert Green Slime
   2. Snail Slime
   3. Owlbear pus
   4. Pate (1. Goose, 2. Chicken, 3. Moose, 4. Dragon)
Sprig of…
   1.Wolvesbane
   2. Belladona
   3. Mistletoe
   4. One of each
Instrument
   1. Glass Flute
   2. Wooden Whistle
   3. 1d4 Harp Strings
   4. Bone Flute (1. Human, 2. Elf, 3. Dwarf, 4. Owlbear)
4
Dragon snot
1 oz.
   1. Black
   2. Red
   3. Blue
   4. Gold
Incense Sticks
1d6, cause for 1d4 rounds
  1. Deep meditation
   2. Happiness
   3. Sadness
   4. Visions
Flask
   1.Empty
   2. Wine
   3. Water
   4. Thinned Dragon Snot (see table entry 4 under tiny skull to left)

5
Metal shavings
1 oz.
   1. Steel
   2. Iron
   3. Gold
   4. Brass
Cheese
Half pound of
   1.Hard cheddar
   2. Moldy cheddar
   3. Delicious cheddar
   4. Stinky Cheese
Food
   1.1d6 Sausages
   2. Dried Meat (1. Moose, 2. Owlbear, 3. Goblin, 4. Human)
   3. 2d6 Dried Apples
   4. Blood Pudding
6
Ball of thread
3d6 inches long
   1. White stained red
   2. Black
   3. Silver
   4. Magical (1. Repairs any cloth 2. For magical symbols 3. Sews flesh restoring 1d4 hp 4. Traces path in magic tapestry
Bones
1d4
   1. Human fingers
   2. Goblin toes
   3. Rat skeleton
   4. Bird skeleton
Tool
   1.Hacksaw
   2. Wooden mallet and wooden spikes
   3. Tiny Silver Hammer
   4. Tinder box
7-11
Empty
Empty
Empty
12
Prayer Bead
1d3 beads
   1. Evil god
   2. Good god
   3. Desecrated
  4. Magical (1. When thrown 6d6 fireball, 2. Prayers confer bless per spell for 1d4 hours, 3. Being answers one yes-or-no question, 4. One hour of prayer confers immediate 2 rounds Trueseeing)
Wire
1d20 feet of…
   1.Copper
   2. Steel
   3. Silver coated copper
   4. Copper coated steel
Pouch
Containing…
   1.1d3 Garlic Buds
   2. 1 Lucky Coin
   3. 1d3 Vials Holy Water
   4. Hair (1. Human, 2. Horse, 3. Ki-Rin, 4. Kelpie)
13
Pinches of spice
1d4+1 pinches
   1.Nutmeg
   2. Cinnamon
   3. Coriander
   4. Poison
Pipeweed
1 pouch of
   1.Famous Pipeweed
   2. Rotted Pipeweed
   3. Average Pipeweed
   4. Dangerous Pipeweed (Causes 1. Hallucinations, 2. Nausea, 3. Insatiable Hunger, 4. Catatonic State)
Eclectic
   1.Deerskin Gloves and 3 Acorns
   2. Crystal Prism and 1d4 Wax Candles
   3. Crystal Bottle of Perfume and 25’ of String
   4. 100 Owl Feathers and 2d12 Iron Nails
14
Tooth
   1. Human
   2. Goblin
   3. Elf or Dwarf
   4. Cursed Human tooth (food repulses the bearer of the tooth, unable to eat until remove curse is cast)
Oil
1d4 vials of…
   1.Lamp oil
   2. Moose oil
   3. Goblin fat oil
   4. Magical (1. Slipperiness, 2. Etherealness, 3. Fiery Burning, 4. Elemental Invulnerablity)
Small Items
 1.Small Silver Mirror
   2. Comb and Brush
   3. Silver Bell
   4. Gold Ring
15
Eye of Newt
   1. Normal
   2. Pickled
   3. Rotten
   4. Spell Imbued (if eaten, for 1 turn gain a point of 1. Strength, 2. Intelligence, 3. Wisdom, 4. Constitution, 5. Charisma)
Green Liquid
1d4 vials of…
   1.Algae
   2. Green water
   3. Green Slime
   4. Magical Potion (1. Healing, 2. Giant Control, 3. Delusion, 4. Speed)
Coins
   1.1d20 cp
   2. 1d10 gp
   3. 2d8 sp
   4. One Platinum Piece (cursed, bearer becomes greedy, demanding all coins, until remove curse is cast)
16
Parchment
Scrap containing
   1. Name (1. Geryon the Druid, 2. Ancient King, 3. Nearby Noble, 4. A random PC)
   2. Nothing
   3. The words “Oak” “Bottle” and “String” each with a checkmark beside
   4. Drawing (1. The hag, 2. Stick figures, 3. Eversnow Mt. 4. Symbol of Pain)
Alcohol
1d4 vials worth of…
   1.Beer
   2. Whiskey
   3. Mead
   4. Wine
Scroll
   1.Love letter
   2. Mundane Map
   3. Treasure Map
   4. Spell Scroll (1d4 spells 1. Level 1 MU, 2. Level 3 MU, 3. Level 5 MU, 4. Special)

I know they're fiddly, but I LOVE nested tables...

TO FINISH: Detail Hag (Witch of the Wilderness/Hag of the Deepwood) - NOTE one of the Coven of Five...