The Hex Hack - A Sandbox Campaign
The Hex Hack - A Sandbox Campaign
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Back in late 1980 I started played my first roleplaying game, Dragonquest by SPI.
I was instantly hooked. One of its adventures was the Enchanted Wood by Paul
Jacquays, an awesome sandbox, set, unsurprisingly, in an enchanted wood. The
DQ rules already had a number of random tables, and that module just added
buckets of goodness to generate on the fly. I loved it. That, along with the
Starstone adventure and setting by Paul Vernon in ~1984, made me a firm fan of
the more random, loosely plotted adventures. I still own multiple copies of these
two early classics. This is my attempt to pay homage to them, and for new PCs to
become legends. Or die trying.
This is The Hex Hack. It could have been called Black Sand, Black Box, Sand
Hack or any other combination of these words! I believe Landscape Adventures
is the new term for a sandbox. It contains nearly 350 unique entries!
Introduction
The Hex Hack assumes the land the PCs come from is in peril and in dire need
of heroes to bring about its salvation.
You can make this up or roll on the Reasons (the first) table.
The second table outlines the first obstacle the party have. Effectively its what is
outside their front door.
How to use the rest of The Hex Hack.
Ok. The first two tables have given you a reason to travel, and what the area just
outside your front door is like. Now things can get really random and properly
into the sandbox:
Some of the table are akin to a small dungeon. The cultists lair, the wizards
tower, etc. can all be used to generate a dungeon-on-the-fly.
Many form the half a dozen or so interesting things the PCs may
encounter during the day. If you wish to do this formally roll a d6 every
hour. On a 1-2 they encounter something interesting.
The Usage Dice table can be used as needed.
The Landscapes when you feel like a panoramic travel scene is required.
In the brief playtesting we conducted about 1 in 3 encounters were a
conflict of some kind. Not always a fight but a tense interaction About
6-10 sessions is a good run and should provide a satisfying campaign
before the usual fatigue sets in!
Finally there 20 drawn hexes with features and idea seeds on.
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Contents
Introduction ...................................................................................................... 3
20 reasons to go into the wilderness. ........................................................... 4
20 Things you see to set you on your way. ................................................... 6
20 things around your campsite. .................................................................. 8
20 things to see and do in the wizards tower. ........................................... 10
20 rival explorers......................................................................................... 12
20 areas of the cultists lair. ......................................................................... 16
20 places a creature calls home. ................................................................. 19
20 descriptions of wondrous landscapes. ................................................... 20
20 places to bury the dead. ........................................................................ 23
20 traps. ...................................................................................................... 24
20 long discarded bits of kit. ....................................................................... 27
20 trees that look somewhat suspicious. ................................................... 29
12 places where the dead cant rest. .......................................................... 32
12 uses of a usage dice ............................................................................... 34
12 fearsome reptilian foes. ......................................................................... 35
12 wicked humanoids. ................................................................................ 36
12 areas in the classical dungeon, with a twist........................................... 38
20 ways to fulfil the quest! ......................................................................... 40
Roll a d20 and when you are ready to save the world.
The last two expeditions never returned. This time we will do it right!
The time is up on an ancient pact and now we have legal right to enter the
wilds.
A terrible curse has stopped all the women becoming pregnant; both the
cause and cure are said to be in the great tracts.
The dying breath of an ancient frontiersman told of rivers of gold flowing in
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Roll d20 when you are ready for your first steps into myth and legend.
The forest looks more bleak than ever this day, the birds fall silent, and the
wind is still. Suddenly a fell voice seems to call you forward into the
darkened boughs.
The great saltmarsh is abundant with life this day. The sun shines, the air is
clean, and your boots are sound.
The ancient road awaits. Long have you thought about where it leads. The
stonework looks sturdy and has survived time passes with great resilience.
The stones of the Great Bridge themselves feel chilled this morning.
Though crumbling you are assured it is still intact. You are not sure how
people know this for none have crossed it for an age.
Your small row boat awaits. The meandering slough beckons. Egrets, crows
and damsel flies gather, as if they know what is going to happen next.
The hills climb steeply to the crumbling arches of the old Gatehouse.
Beyond the land slopes gently into the undulating rocky plains and the great
unexplored.
The pass in the valley feels ominous. A strong wind barrels down it and
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before you can take one step forward you feel as though you have been
pushed back.
You begin to pick your way along the narrow goat path, the small
community perched upon firm foundations in the mountains soon
disappears out of sight.
The sparseness of the dusty plains plays upon your mind already. How can
you go from such vibrant green growth to dryness and dust in such a short
span of distance?
The ever encroaching jungle towers above you, making you feel as small as
the ants that scurry about the mighty trees. The sweet smell and humidity
play about your senses.
The sail boat looks sturdy enough. The river doesnt seem to be that fast
flowing, and the rain appears to be holding at bay. A slight breeze slowly
drives you onward into the lands beyond.
Each journey begins with a first step. Unfortunately, yours is up the steep,
and heavily wooded escarpment sides. Surely the top is really hidden in the
clouds!
The sulphurous stench threatens to overwhelm almost as much as
trepidation does. The ash baked soil crumbles underfoot. The scholars say
there are firm green lands just over the horizon.
The massive iron gates rumble open for the first time in a century. Your
torches are lit, your backpacks strapped firm and your footsteps echo as you
plunge into the gloom
The gorge looks particularly impressive this day. The rope bridge not quite
so magnificent a sight. After all, no ever uses it. Well, except today. You are
pretty sure you can see the other side.
The caldera seems warm and thick with vapour. You remind yourself its
always like this, but today you have to descend its crumbling sides and head
for the pit in its centre.
The good news is your journey begins with the stepping stones that
hopefully traverse through the fetid swamp. Good news indeed, for things
can surely only get better.
The rumble of the waterfall seems to carry extra power this day. The basket
& pulley look secure and you think the attached ropes are long enough to
lower you parallel to the raging torrent.
At last the tides are out and you can cross the exposed sands to the
mainland. The gulls call in mockery of your venture for even they do not
travel far from your island home.
Slowly you have crossed the cornfields and reached the white picket border
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fence. The grasslands beyond look pleasant enough, the wind is fresh, the
clouds blue, the sun bright. Yeah, this is fine.
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14 The gentle hoots of owls echo in the darkness. Males engage in vocal
competition, while females respond in a much lower tone. An enormous
screech then pervades the area and all is silent.
15 You have made a few low fires to give warmth but not smoke. The
depression you have made camp in protects you from the chill breeze, but
youre still not sure what made the enormous footprint that provides such
shelter.
16 Humidity hangs heavy in the air; a sudden damp pervades everything you
own. This strange haze moved in very quickly and despite the obscurement
you see large forms advancing toward you through the thick mists
17 A large haunch of meat slowly roasts on the spit, frothy ale spills over from
your favourite mug, a pile of counted gold coins glistens in the firelight, and
a comely wench near you for warmth. Of course you are dreaming.
18 A pleasing thwack, and then a high pitched squeal, indicate your well
placed snare has caught your supper. Hopefully it is a nice fat young boar, or
a wild goat! You are not sure you can stomach mole for a 3rd night running.
19 You are rudely awakened from your slumbers by the shaking of the earth,
and the snapping of the tree bough your hammock was strung to. You land
with a crash upon your kit. And then the tree branch lands on you
20 Its not too hot. Its not too cold. There is a pleasant breeze blowing. Your
bedroll feels pretty comfortable; your kit is safely stowed nearby. You have
had a good supper. Clearly you cannot sleep because you just know some
utterly unfeasibly annoying creature is going to wander in and spoil your
evening.
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A large mirror. Held up by a heavy and ornate frame is a large 10-foot mirror. Its
surface is cracked and damaged; its silver coating failing. Something moves within A
demon is held bound within; it cannot escape but can pull the unwary to
join it.
A workbench. A heavy and stained work-bench stands in a corner of a room. The
remains of experiments, potion making and other endeavours lie scattered across its
blasted and burnt surface. Rummage at your peril. The remains of unstable
spells still cling to the bench.
A glowing portal. A glowing and swirling disc of light hangs mid-air unsuspended by
any known means. Shapes can be seen within and glimpses of landscapes and alien
worlds entice the explorer. It is a teleport disc leading to the rubbish and
compost pit.
A three-headed dog. A large three-headed dog lies asleep on top of a trap-door. The
arrangement seems familiar The dog guards the way into the laundry room.
An empty suit of armour. Standing 8-foot-tall, the sinister looking black full plate
armour stands in a corner clutching a two-handed sword. A nimbus of light surrounds
its head and its sways slightly. Its an empty suit of armour; what did you think
it was?
A wizard. Just as you enter a room, you catch a glimpse of a tall red cloaked wizard
with full flowing beard and crystal topped staff leave by another entrance. If the party
persues he is gone. If they gird their loins, ready for a fight nothing
happens; the wizard is gone, but they party should remain uneasy.
A puzzle. Laid out on a small table is a half completed puzzle. The edges have been
completed and some other bits. A pile of pieces sits next to it in small colour coded piles.
If the party is tempted to complete the puzzle they find a portrait of a
wizard who scowls at them and turns his back.
A room full of weapons. Benches and racks line the walls, filled with all manner of
weapons, hundreds in total; many look fine and some glow with the light of mysticism.
If the GM is feeling mean, then none of the weapons are of any use, none
are magical & most break in their first use. If the GM is generous then still
none are magical, but are normal weapons if the party requires them.
Astronomy room. A darkened room filled with stars, planetary systems and other
astronomical phenomenon in miniature and animated to dance and whirl around the
room in perfect symmetry to the real stars above. Depending on the partys quests
and aims, this room may assist in any time calculation or navigation
problem. It responds to thought.
Menagerie/Aviary. A spectacular room unfolds in front of you; domes
and cages sprout almost uncontrollably left and right and appear filled with
a multitude of small creatures, birds and plants. The noise is deafening.
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Some of the creatures are dangerous, however small and cute they appear
to be. The party may be tempted to let them out. This is a bad idea.
A sleeping baby dragon. In the middle of a room lies a small red baby dragon
sound asleep. It is breathing slowly and deeply. This is a mechanical curio
manufactured by dwarves and maintained by the last wizard who lived
here. It is perfectly safe and will not change stance or behaviour.
An armchair and pipe. A very comfy armchair padded with red cushions stands in
the middle of a dressing room, with a small table beside it, on which lays a pipe. It is
still hot and smoking slightly. The party may think that an occupant has just
left, but this is not the case. It is a trap. Any who sits in it will face an urge
to smoke the pipe which generates a poison cloud. If this is resisted, then
the chair itself is a trap; its comfort lures any occupant to stay & sleep a
while
A chess set. A large and elaborate chess set stands on a table. It is ready to play.
Each party members sees the set in a design that suits their history and culture. Two
chairs stand ready. If two party members sit, then they are locked and
trapped until they play. The pieces move by the power of thought and fight
each other. The loser suffers a small physical wound.
A necromancers work room. Benches and tables lines the walls and stand free in
the middle of the room. Corpses in various states of repair lie upon them. Skeletons are
stacked in the corners. Other dark tatters of creatures hang from hooks suspended from
the ceiling. Most are twitching and moving, several sit up Enough said. The
party must flee or ready themselves.
20 rival explorers.
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armour are in fact empty suits animated by her power. She has been known
to hire adventurers to undertake various, missions and tasks that enhance
her position. Some consider her the leader of the Authority, but she does
not answer such claims.
Maria Diac; human female, age 32 (rogue)
Maria is an explorer-thief, tomb-breaker and acquirer of ancient artefacts
and rare and valuable objects. Can read, write and speak 10 or more rare
and dead languages and many other living ones too. She is well versed in
surveying and engineering and is close friends with the dwarf Ferrusmere,
but pretends to the world that they are rivals and enemies, even pretending
that they are stealing from each other, when in fact they are assisting each
other. Sometimes accompanied by 1d4 assistants, such as diggers, guards
and other specialists.
Valery Nightwater; human female, age 27 (fighter/cleric)
Warrior-knight of a lesser known sun-god and monk of its militant order.
Valery undertakes a sole vigil in penance for disobeying orders. She is
capable, though lacks the confidence to be truly powerful. She is calm,
helpful, pious and kind, but suffering from nightmares and migraines of an
unknown origin.
Roll d20 when you finally make your library check; you find their HQ.
Changing room. Clearly a robing room; clothes hang from hooks; benches hold
folded garments. Black and red robes are unattended, hanging ready for an unknown
ritual. The party can disguise themselves, or rummage for minor treasure.
Treasure room. A series of lock-boxes and chests are piled in a corner. They
contain the ill-gotten gains of tithes and taxes collected from supplicants and joining
novices. 100s of coins of the GMs choice.
Kitchen. Obviously a kitchen, with a huge range at one end with ovens and spits;
benches for food preparation and pots and pans hanging from walls and filling
cupboards. 1d8, pot-boys, chefs and servants armed with cleavers and
knifes shout alarm unless dealt with.
Guard room. A rough room with tables, chairs and weapon racks. A group of
guards look up from their game of cards surprised. They reach for their weapons
The 1d6+2 guards are moderately armed and armoured and are reasonably
skilled.
Murder hole. You discover a hidden door to a small unoccupied room with several
holes leading to a passage below. Boiling oil stands ready in a large pot. You hear noises
of a patrol of cultist guards approaching beneath you The party can attack from
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large muscular men stand guard with metal headdresses and masks. They are armed
with obscure and perverse weapons. You must fight two champions of the cult.
Statue. Lit by black candles, the hideous, misshapen and obscene carved
statue of a grotesque figure looms ahead. Bowls of fresh blood lie at its
base. The air is cold and you feel its glowing eyes upon you. The statue is
just a statue but the 1d6 ghouls that defend it are real.
Sleeping Quarters. A long gallery dimly lit, arranged in rows of cots, beds and
bunk-beds, a few tables and chests. The sounds of snoring and breathing reach your
ears. 2d6 various cultists, both male and female sleep here. 1d4 of which
are magic users. Be careful not to wake them
Grand Masters bedchamber. A dark but opulent bed chamber greets you, with
a luxurious four-poster bed dominating the centre of the room. Rich furnishings abound,
including valuable tapestries, mirrors and candle-sticks. There is someone sleeping in the
bed. GM discretion, but the person is either the Grand Master, a powerful
dark cleric, or a bound female victim that needs rescuing, but then again
she might have a hidden agenda
Altar. A dark and sinister slab of black marble supported by two carved boulders in
the shape of demons. Candles and braziers surround it and dark red stains are
splattered around. The corpse of a recent sacrifice lies eviscerated on top, twitching and
still bleeding. The victim is not quite dead but imbued with the energy of
the dark god. Mad, dangerous and lethal
Temple. A huge columned space, lit with giant burning braziers and with a high
vaulted ceiling. A glowing pentagram is etched in the floor in the centre. A dark and
brooding altar stands at one end. High priests stand behind it and cultists swarm
around. A dark shape forms above the pentagram. The ritual is reaching its peak.
1d4 High priests (with dark clerical powers), 1d4 mages and 2d6 masked
cultists, armed with polearms.
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Walkways link other structures and rope ladders extend to the ground.
A half-sunken river boat, dark and gloomy. There is something in the
water.
The ruined remains of a circular keep. The upper floors have long since
rotted away.
A sink-hole dark as pitch and deep as thought itself.
A stone circle of 7 standing stones, marked with harsh and cruel symbols.
A small pyramid, only 30 feet tall, with smooth sides and a single huge
entrance.
A single animal skin tent pitched in an empty plain of tall grass.
The savaged remains of a church, damaged to the foundations, only the
crypt remains intact
A huge iron-clad chest drilled with air holes. It appears to be unlocked
A large and roomy cave behind a waterfall. Watch out it is slippery.
A really nice and classic cottage, with small leaded windows, neat lawns,
roses and a thatched roof. A nasty smell comes from within.
A tall barn with hay loft and large doors. Piles of pumpkins stand to one
side and a scarecrow watches you from the next field.
A decaying fortress tower clinging to the side of a mountain. Smoke rises
from various chimneys.
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The volcano of Menistan. An active volcano that erupts every year at the
same time precisely for one day only, before dying down again. Lightning is
produced in the plume, causing it to be referred to as the Gates to the
underworld, which it may be. Highly dangerous, rare jewels are produced
in the eruption however, enticing treasure hunters to try their luck and risk
the fumes, rocks and lightning. Their deaths are certain.
The frozen lake of Ellum-Alb. High in the mountains of Ellum, lies a
perpetual frozen lake. It is quite wonderful, however, strange bubbles of
gas break the surface. These then ignite with a blue flame, making the lake
beautiful to behold, if a little dangerous to cross.
The Storm of Kalium. An intense electrical storm that has endured for 15
years without stop, which lies in the seas around Catum and Kalium. No
one dares venture within now, but ships can be glimpsed inside, seemingly
unharmed. The effect stretches around 100 square miles and is said to hide
an island within.
The Great Deep. A large submarine sinkhole off the coast of Catum. It is
1000 feet across and is said to be bottomless. It is surrounded by an almost
impenetrable coral reef and the waters are still and black as the night.
Murmuration of Skark. The endless hosts of skark birds swarm in the
mountains of the moon and form mysterious and somewhat sinister
swirling, flying black clouds that move with grace and beauty. The birds are
carnivorous, so take care, as if they strike you, you will be consumed in
minutes.
The Giants Causeway. Columns of stone hundreds of feet high and
roughly hexagonal or octagonal on the top flat surface, each one 20 feet
across. They stretch for miles, staggered in height, each one would take a
normal human, elf or dwarf hours to traverse to the next, but a giant could
walk as easily as a human would stepping stones. Where it leads no one
truly knows and the giants are not telling.
The moving stones of Olog. Deep in the arid plains of Olog stand tall
rocks of polished black stone. Each one marked with mysterious and
mystical symbols. Without seemingly moving to the eye, each one slowly
traverses the landscape incising long tracks in the baked clay floor of the
desert. The grinning sound of the movement have been said to send men
mad. The nomads of the desert wilds use them to execute trespassers and
criminals.
The smoking chimneys of Erebus. At least 200 chimneys of what
appears to be of clay or sand substances stand in strange patterns on the
planes of Erebus. A sweet smelling steam or smoke can be seen coming
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mushrooms. These compounds are valued widely in the outside world. The
fungi bump together disconcertedly, causing a knocking sound that
reverberates up and the down the strange forest.
Field of Mirrors. In a stretch of wilderness near the ruined town of
Coldmere, lies, neatly arranged in various patterns, hundreds of ornate
framed mirrors of all shapes and sizes. It is said that all things can be seen
here; the future and the past. Be careful though, you may end up seeing too
much and come away with something extra and unwanted.
The Battlefield of Glaum. The mist filled hollow that is the site of the
battle of Glaum is not for the unwary. The weapons of the dead have been
curiously planted upright like an obscene forest of rusted metal of death,
with the bodies buried underneath. Hidden in the gloom are strange
sounds and noises of battle, even though nothing appears to move.
Roll a d20 when the PCs stumbles across long forgotten necropolis!
The abandoned magistrates court at Karum; the steps still stained with the
blood of the excessive executions.
The gallows at the cross-roads at Vetium. So large it is said that it could
execute 20 people at once.
The gibbet at Darkling Rock; a warning to the living, if not the dead.
The plague village at Estem, cut-off and left until only the dead stir.
The abandoned mental asylum at Lingon-Na, sealed up on the orders of
the Visor with 100 inmates still inside.
The walled necropolis at Capofrydem; only the rich rest there, and not so
well of late.
The old operating theatre at the university of Tamford, locked and left to
rot. The screams of patients still echo there.
The ancient underhalls of the old Rotaran Empires main amphitheatre; the
cheers of the crowd now silent. The underhalls are not
The notorious Red Level of the prison complex of Kartorum, where the
wardens fear to tread and the keys no longer work.
The burial crypts of the Kings of Sanctuary, said to be without end.
The catacombs of Arveal; maze-like and deep, only the dead know the way
out.
The ossuary of Nedlec each room dedicated to one type of bone only.
1000s of example in each room. The bones of the dead do not like to be
separated.
The coffin factory at Stirmingford, left with all inside.
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20 traps.
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interesting things. As the party explore and touch things, such as opening a
book, there is a large bang and flash and a loud voice announces Its a
trap! After the party flinches, nothing happens and no damage occurs.
Repeat 1d6+1 more times, until the party find it annoying and their guard
drops. The last one explodes for real HD 5. INT test to realise, too late, it
is, in fact, a trap. Half damage if successful.
Trap testing centre: you enter a room that can only be described as a trap
manufactory and testing facility. Elements and parts of traps lie
everywhere, ready for installation: spikes and springs; bellows attached to
blow-pipes; boulder like cannon balls piled in pyramid shapes; fake walls;
tools and wire; mirrors, ropes and building materials and the like. There is a
man working in the middle dressed in a leather apron and with googles. He
shouts: dont move you fools!. Its too late, roll 1d6 times on this table
and take the effects of various traps. The GM can adapt as traps go off left
and right
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Roll a d20 when the PCs find something by the side of road.
Backpack. This leathery pack has survived the weather and time; silvery stitching
has faded and you can barely read out the initials GM. Inside the pack is an
empty scroll case, a broken potion bottle, and a purse of 11copper.
Rope. A thick green-tinged rope hangs on a tree. It is damp from all the rain. It still
looks very stout and intact. It is enchanted and when fully dried out will turn
into a 3HD venomous snake!
Ten Foot Pole. A ten-foot pole is propped against a rugged stone. A rusty iron cage
is attached to the pole. The cage door is open, revealing empty contents. The chicken
from inside the cage is long gone.
Waterskin. Hanging from a tree is a velvety purple waterskin. The lid looks intact
and by the way the branch is sagging, the skin contains something! If you are feeling
very nasty drinking the contents turns you into a tree! Otherwise it contains
2 pints of very strong brandy.
Arrow. This arrow clearly points to a small gated entry into the heavily twisted
undergrowth. The arrow head is made of silver and the letters ware have
been carved on its wooden shaft.
Helm. A blood stained helm is partially covered in a dark green moss. Its leather
straps are beginning to rot. The helm is fully functional, though the inside if
filled with dried brain and bone matter.
Plate. A dented bronze plate sits wedged between two rocks. It has raised edges and is
decorated with prancing equine headed people. It is otherwise unremarkable
Shield. Amongst the bleached bones of large dead humanoids is a clover leaf shied,
cracked and bent. A sad end for a shield used for such brave deeds as
fighting ogres!
Boot. A stout leather boot is shoved under some nearby tree roots. It is made of black
leather with decorated brass buckles. It could contain a handful of gaudy fake
gems, or the tree could animate and eat another unwary humanoid.
Scroll Case. A cracked bone scroll case is balanced precariously on a rocky ledge
adjacent to a large brook. If the GM is mean, its empty or contains a blank
piece of parchment. If not, then it contains a suitable low-level nonoffensive spell, like Silence, Daylight, Detect Evil, Light or Knock
Hammer. Not a war hammer, but one of those handy claw hammers with a rubber
grip, for putting up picture hooks and the like. Useful bit of kit for the DIY
enthusiast. +1 on all decorating tasks
Glove. A single glove has been pushed onto a branch so its index figure appears to
point to another location. [roll on the 20 places a creature calls home table].
It is a nice glove and well-made and warm. Alas it was commissioned and
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Roll a d20 when you cannot see the wood for the trees.
Look on the internet if you have the need for more detailed descriptions.
Oak. This enormous tree is by far the largest you have ever seen. Its bark is slightly
turning to grey, and its leaves look somewhat withered. There is still some grandeur to its
large spreading crown like branches.. This tree is the spirit of the Great Treant.
Any wood cut from it will turn into a wicked rogue tree-spirit one month
later.
Ash. This tree has a rugged, craggy trunk. Red squirrels chatter and chase in its many
branches. They also occasionally seem to point at you! If the squirrels are fed, then a
few leaves will gently fall to the ground. Each is equivalent to a cure light
wounds if placed on an injury.
Birch. The canopy of elegant fine branches, adorned with golden leaves, cannot hide the
glistening silver trunk standing firmly in this field. The tree is a symbol of renewal.
A single plank of wood can be safely removed from this tree, and it will
instantly repair any broken wooden item. A 2nd strip removed, will cause the
silver to blacken, the gold to fade, and the culprit to age 2d6 years.
Elm. A small copse of these short trees wave in the breeze. Numerous sucker like
marks cover the trunk, and an abundance of spindly twigs branch out. An elf song seems
to hang in the air. The dried bleached bones of twisted humans hang from the trees cores.
A coven of witches was put to death here. Their essence and magic has long
passed so there should be no danger!
Larch. Cones, more than a man could count in a day cover this large tree. Just a few
appear as brilliant white in colour, in an otherwise sea of grey-brown. If they could be
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collected from the thin high branches there are enough white cones to make
d3+1 potions that protect against the cold.
Poplar. From the frail looking trunk of this tree a dozen branches sprout, all reaching
straight up into the sky, as though trying to grasp a cloud. Anyone able to climb to
the reaches of the uppermost branch catches the glimpse of the end of a
rainbow!
Chestnut. The tree has a pale pink trunk; branches bearing a canopy of varied
palmate; and there is an abundance of the tell-tale stalk containing a conker. There are
between 4 and 9 leafs per palmate. Feeding a horse, the chestnuts of any
even numbered palmate improves their vitality and riding speed for a day.
Pine. On a slight rise dozens of pine trees stand, their pyramidal canopies forming
almost perfect symmetry. Within each tree is buried the body of a valiant and
noble warrior, from an ancient culture of the Moon. Each has been buried
with fine bronze stellar symbol artefacts. Who knows what will happen if
they are stolen? Curse, disease, wood golem or forest giants?
Aspen. The branches of this tree seem to form a shield around its upper areas. There is
a glisten of something polished within this branch palisade. Any branch cut away
turns into a poisonous snake that will assail the PCs. Cradled in the branch
tops is a polished wooden shield. It is light and strong and decorated with a
lion Sajant.
Cherry. Fine light branches, hand like in appearance, waft and release a pleasing
smelling blossom. Fat cuckoos gorge themselves on the berries at the end of the finger like
stalks. Perceptive PCs will note the birds do not eat the middle cherry.
Doing so will give a terrible stomach ache for 24 hours, all the other berries
provide delicious nutrition.
Yew. Stones, some as large as a man could barely lift; others as small as a fist, line the
ground around the base of this impressive specimen. The stones cover the decaying
forms of misshapen human babies. Lore may tell that burying a malformed
baby soon after its birth under a yew ensures all future births to that mother
give rise to healthy offspring. Other lore claims that these bones may
provide a ward against the undead.
Beech. This enormous tree has a canopy that is as grand as the crown of any king. It
is clearly very ancient and even a millennium or more in age! The tree has something
of a sentient awareness and can talk. It may provide knowledge. It will ask
the PCs to feed upon the nuts it bears, but unfortunately they have turned
almost as bitter as the trees spirit!
Holly. Sharp pin like leafs, deep green in colour, adorn the branches. Many have
insects skewered upon them. At the base of then tree two branches have been fashioned
into clubs and left leaning against the woody trunk. Runes on the clubs proclaim
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them as winter and summer. As long as the club of the correct season is
taken then once per day the wielder is blessed with luck. The wrong club
inflicts ill-luck. At the seasons change the clubs will return here.
Hawthorn. A luminescent shimmer plays about the tree. Small, bright eyed fey stare
out at you, inviting you to enter the door which has materialised about halfway up the
trunk. Any who enters, transports to the faerie realm for 48 hours for an
strange mix of pleasure and mischief. Roll a d6: on an odd -1 Con, on an
even +1 Cha.
Sycamore. A small copse of trees, about a dozen in all, are set in a circle. The trunk
and leaves of each have been shaped to that of a female form. Some tall, some short, some
frail, some squat. They represent the female deities of a polytheist religion,
once prevalent amongst the native peoples of this land. The people are long
gone but the echoes of the gods keep the place trim and intact.
Willow. This willow seems to bow down low, its branches almost desperate to touch the
ground. With insight in fact it seems the branches are trying to escape from
the main tree! Any such branch cut away carefully provides a fine sap that
will ease pain, or can be woven into fine sandals, making the wearer almost
silent in step.
Hazel. A lone, and large, variety of this tree hangs precariously over a clear, cold
looking pool. On occasion one of its nuts falls into the water and is immediately snaffled
up by one of a dozen large salmon. The nuts are magical and allow the fish to
talk, and impart lore of this area. The salmon are particularly delicious and
eating one will raise wisdom by +1!
Rowan. Bright yellow berries, nearly the size of apples, grow on this vibrant tree. The
strange pentagram like structures common on the stalks of these fruit are very pronounced
on the growths here. The yellow is off-set by the crimson red leaves that grow in much
abundance. The wise may know that making a cloak out of the leaves, and
then staining it with berry juices, will make a protective enchanted cloak.
Cedar. A line of densely foliated trees sits adjacent to an old road. The cedars here also
have dense trunks and have a strong, vibrant green colour. Elves once dwelt in a
tree village here but now bandits, or worse, make it a place of ambush and
treachery.
Dogwood. This hedge of trees is a mixture of lime and crimson. Odd laughter echoes
from within. This is the home to a hermaphrodite dryad, matching the
characteristics of her tree home. It is in a most playful mood!
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here when his skin was ripped off in an electrical storm. The skinrend
remains hidden here, jealously guarding his meagre loot.
Wall. A crumbling wall of the fortress of some ancient empire winds its way across a
tiered landscape. Outside a rusting iron gatehouse, a dozen skeletons, in long decayed
livery, stand waiting. The skeletons may be on guard, or trying to fulfil their
last mission.
Waterfall. A cacophonous roar echoes from the waterfall. Where the flow crashes into
the river, its hisses as putrid liquid is thrown up in spray. Dwelling in the torrent
are a clutch of stench-ridden ghasts, capsized and trapped in the rocks
here long ago.
Hill. A small rise here forms the highest point for miles around. Jutting out the
ground here and there are the tell-tale signs of an ancient battle, some terrible last stand
in all likelihood. The top of the hill has a furrowed trench, the burial place
of an ancient and noble lord. His followers died trying vainly to protect his
tomb. He is now a vengeful mummy.
Orchard. Bright orange and cherry blossoms fills this overgrown orchard. The sounds
of children playing, hounds barking, and songs of work drift on the breeze. This is a
place of serenity. Flighty spirits of the folk who once worked here merrily
dance about. Anyone bringing ill will to the area incurs the wrath of a
fetch, that manically defends the peace of this place.
Manor. By a slowly meandering river, are the grounds of a plantation. Within a
decaying manor stands resolute against the ages and abandonment. Many slaves
once toiled in the fields, till one by one they died of river plaque. Their
matriarch cursed her cruel masters as they set to leave and they locked her
in a basement, to dwell as a terrible spectre.
Lake. An ethereal visage of a young maid brushes her hair as she looks into the
mirrored surface of a lake. She laments about lost beauty, and how none will now love
her; as the petite figure turns, you see her eyes have been cruelly torn out. The image is
a pure visage, and is calm as long as the PCs re-assure she is not ugly, etc.
If risen to ire, her Wraith leaps from the lake.
Tower. A crumbling tower sits amongst many miles of featureless and decayed
terrain. A sign nearby warns that Kalfr the Vampire is long imprisoned within and no
blood should be spilled in this area, less he rises hungry once more. There is a
vampire, and several spawn within. Its not as through the party were not
warned.
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Roll a d12 when something cold and green slithers this way
Emerald Cobra. d3. 3HD. Patiently set here to guard. Will bite anything
big and warm that approaches.
Gila Monsters. d4. 2HD. you see some low squat and heavily horned lizards.
Fiery blood oozes from their eyes. Found in an area of ash and burnt forest. Its
gaze sets thing alight. Adventurers for example.
Giant Turtles. d2. 3HD. In an area of gently flowing clean water. They
are really tasty. Mouth-wateringly-flesh-melting-on-the-tongue tasty. They
are somewhat rare. Or medium rare!
Lizardmen. d8. 2+2HD. A group of tall reptile headed men approach. They
carry crude spears, wear cruder loincloths and are adorned in many humanoid bones.
They are vegetarians and carry around the bones of their dead ancestors!
Crocodile. 1. 5+5HD. A very nasty and battle scarred predator lies in
wait. He has many bits missing, including an eye, a nostril, 3 toes, most of
his tail, and several teeth. Im sure the PCs will take pity on him!
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12 wicked humanoids.
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Roll d12 when the party need to encounter some lowly fodder
Kobolds. 1d6+1. This group are particularly dog-headed looking, with
manes of russet, and bright brown eyes, but PCs slaughtering them will
likely not notice this. They will have a pitiful amount of copper and bronze.
Kobolds. 3d6. This group of well organised beings are painted in much
woad and yellow-blossom. They busy themselves building a large wooden
hut. They have several guards on duty with bows, short blades, and a
warning horn. They have some silver and salves.
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Roll a d20 to generate a finale, cos once you have explored one hex.
The Crystal Cave. A vast cavern glitters from a 1000 small crystals embedded in
its walls, floor and ceilings. The object of the PCs quest lies within the largest
crystal, suspended from the roof. Mirror Golems erupt if it is touched.
The Dragons Graveyard. This valley is filled as far as the eye can see with the
decaying bones of once mighty dragons. On a rise in the centre is an enormous dragon
skull. What the PCs seek is within the great wyrms toothy maw. Dragonmen skeletons, subservient for all time to their master, guard the way
The Titans Throne. As you clamber to the top of a seemingly endless stair, you
find yourself in a vast palatial room. At one end is a throne of gold, fit for only the most
imperious of giants. On the velvet cushioned seat is the goal the PCs seek. If
removed the throne room and stairwell slowly start to collapse
Fire Pit of Hel. You have travelled a dungeon so deep it is not surprising you find
yourself near the pit leading to hell. A small stone island floats on its lava filled lake.
The source of salvation awaits on the island. Getting to it should be a
perilous challenge.
The Tower of Eternity. This great ebony tower mirrors the darkest of nights, and
is a truly fitting monument to the end of the world. Through an archway is a vast
hall, in its centre is what the party seek. Each PC should roll a d100. The
character becomes aware of their own death in this many days.
The Iron Wheel. Atop this mountainous cleft is an enormous wheel, made of
rusted red iron. A chain leads from it into the mountainside. What the party quest
for is attached to the bottom of the chain. It is rusted and can only be
lubricated and freed by the blood from a human sacrifice.
The Pillar of Gam. A marble column rises 100ft up into the sky, its base firmly
set into this small hill. The pillar is carved with an abundance of text and symbology.
If the PCs start to read the text, the pillar sinks into the earth. At its top is
what they are looking for. It many take many weeks to read the Tale of
Gam. It is all rather dull. Why would someone praise an accountant so
much.
The Boneyard of Astel. This great walled graveyard is piled high with the bones
of the mercilessly slain for Astel was the greatest blood-letter ever known. It was Astel
the Barbarics curse that he would be dumped unceremoniously with the
bodies of the thousands he had slain. His hand holds the key to the parties
success. Its in there somewhere.
The Tree of Gath. A deep-green fir stands before you, over a 100ft tall. At its top
is a gilded cage. There is an object within. What the party seek is held with the
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cage of gold. The Gath were the first elves, some of their ancestors hide
within the tree; their sharp arrows ready to pierce the PCs hearts.
The Obelisk of Forever. An ivory needle is set on a stone plinth. It is nearly 12
ft tall, and appears to be not well named, and lacking in grandeur. If touched by
the pure of heart the wisdom to solve the PCs quest is given. If touched by
the corrupt the restless spirits of 4 ghostly unicorns will confront this
affront to their good nature!
Blood-Pain Henge. A clearing lies beyond the petrified forest. A stone circle sits
there, the tops of the carved rocks caked in dried blood. A dozen harpies sit atop
the henge, with claws as sharp as any well forged blade. They will tear at
the PCs, draw down their hps but not kill the characters. Pain, Pain they
will caw. When dawn illuminates the Henge the answer is revealed.
The Maranburgh Dome. The centre of the ruined city of Maranburgh holds a
great cathedral with a dome of blue and green. Song and salutation are carved on its
lintels. If the PCs bring faith and prayer with a soul stirring song, an angel
will appear and give them the gift they seek. Blasphemy and foul language
brings demons.
The Steel Spire. Rising out of the large lake is an enormous metal spear. It is said
the One God used it to hold the Moon and Sun in place while he created the earth.
The serpent was always the enemy of the One God and a trio of gnash
toothed serpents dwell in the water, each over 50ft long.
The Infernal Lake. This vast waterway has a stench that would overwhelm any
but the stout hearted. It is said to contain all the sins of man that have been washed
away. In its centre a single boatman slowly punts his way through the mire. The
boatman will tell where the end of the adventure can be found. Of course,
this is after they have bathed in this wretched place.
The Coils of Trethemon. An enormous jungle is dominated by the huge and
twisted corpse of the first serpent, Trethemon. He fell here as he tried to strangle the
world. Dozens of green skinned reptilian people start to pour out of the scaly body.
Hopefully one of them knows of what you seek? An eye-socket of the great snake
holds what the PCs are after. Hopefully they can find it before being
overwhelmed.
The Gates of Nethermere. A stone arched portal, cackling with eldritch energy
sits at the edge of what was once an enormous marsh, but now is dry grasslands. A half
a dozen slovenly and fat demonic-frogs guard its entry. Boredom has made these
demons even more stupid than normal. Almost any common adventurers
tricks should bypass them and allow the PCs to pass through the gates.
Their goal is within a pocket plane. The green dragon within is not so
stupid!
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The Sky Citadel of Aerithyn. This vast flying castle glides through the clouds
almost touching the heavens. It is all very exhilarating. What the party look for is
in the control room. That room is otherwise empty so its not clear how
the castle can be landed safely?
The Cathedral of the Diamond Destiny. At the height of their power the
dutiful of the One God were that rich they built a cathedral of diamond. It is a pale and
pillaged of its former glory. Luckily with peoples minds set on easily obtained
treasure no one has entered its crypt to retrieve the object of the partys
goal. This means the lich down there has enjoyed a millennia of peace and
quiet.
The Mirror of Time. In the middle of this vast desert you have at last found the
mirror. It is untouched by the ravages of the age or the environment. Staring deeply
into the mirror will reflect how to compete your goal. Unfortunately, time
is fickle. Roll a d10 usage dice each morning you awaken; the result is the
number of years you age!
The Stones of Then. A causeway of hexagonal stones forms a triangle into the
sea. At low tide you finally see the tip of the triangle. It is a bright bronze in colour.
What the party quest for is within the bronze stone. An eternal elder thing
in the ocean is not keen on the party retrieving it for it would lose its
immortality as a result.
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DESIGNATION OF PRODUCT IDENTITY The name The Hex Hack and Dogs Dinner Games and all artwork, logos and layout are
product identity. DESIGNATION OF OPEN GAME CONTENT All text and tables are open game content. OPEN GAME
LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the
Coast, Inc (Wizards). All Rights Reserved.
1. Definitions: (a)Contributors means the copyright and/or trademark owners who have contributed Open Game
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reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)Open Game Content
means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does
not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as
Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative
works under copyright law, but specifically excludes Product Identity. (e) Product Identity means product and product
line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots,
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environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and
any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity,
and which specifically excludes the Open Game Content; (f) Trademark means the logos, names, mark, sign, motto,
designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open
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translate and otherwise create Derivative Material of Open Game Content. (h) You or Your means the licensee in terms
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2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game
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13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such
breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
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15 COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.;
THE BLACK HACK, Copyright 2016, Gold Piece Publications; Author: David Black.
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