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The Hex Hack - A Sandbox Campaign

Black Hack OSR Supplement for running Hex crawls. Primarily random charts.

Uploaded by

Jareth Self
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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100% found this document useful (7 votes)
2K views

The Hex Hack - A Sandbox Campaign

Black Hack OSR Supplement for running Hex crawls. Primarily random charts.

Uploaded by

Jareth Self
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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The Hex Hack


A Role-Playing Supplement for
Sandbox Adventurers!!
Developed by John R Davis
(Dogs Dinner Games)
For use with the Black Hack and other OSR games
Out in the wilds is the answer.
Whatever terror or despair plagues your lands, the dreams and portent
point to the solution being out there.
Over hill and stream, through tunnel and crag, the salvation of all our
people lies just beyond the next hex. Or the one after that.
The great unknown awaits.
Welcome to the The Hex Hack. I hope you brought spare socks.
Bundles of thanks are given to
John Marron
Swords are raised in praise of
Derby 1790 & Derby DOGS rpg groups and
www.ukroleplayers.com
Published In July 2016
Coming Soon:
www.dogsdinnergames.com
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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

20 reasons to go into the wilderness.


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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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these desolate lands.


A lord has promised title and lands to any who map the mysteries of the
unexplored places.
A statue of our goddess in the centre of the town has demanded heroes
head into the maelstrom and bring back a great gift worthy of her great
presence.
Rumours are wild that the great wyrm, the last bastion of dragon-kind is no
more and his vast lair is ripe for plunder.
Lots have been drawn, and you have won (or lost!); it is time you came of
age.
A terrible witch has stolen away the dukes daughter and was last seen
heading into the forbidden wilds.
A pox is slowly killing of all our livestock. Our annals tell us of a similar
plague in times past, its cure found in the region just beyond our borders.
The kingdom is crowded, tensions are rising, and its time to find a new
paradise for us all.
It was either head off into the dangerous delve-lands or be imprisoned for
ten years.
A ring has been washed onto our shore from the great river of the wildland.
It belongs to a long lost hero.if his ring is found, surely the lost helm of
power must be nearby!
Ah, alcohol. Never make a bet under its influence. This is the reason you are
solemnly heading off into the arse end of nowhere!
So to marry your one true love you have to go off the edge of the map and
bring back something nice.
The insane wildman that staggered into our border town kept screaming
They are coming, they are coming, bravely you have stepped forward to
see who, or what, they are!
A new star has appeared in the heavens, it is visible both day and night, and
a single stream of light emanates from it, shedding a fine beam into the
midst of the unknown territory. Someone needs to take a look.
The chaos horde sweeps all before it. You are trusted and brave path-finders
trying to find a safe route for your people through the bleak beyond.
Our ancient homeland awaits. For centuries we have dwelt in these foreign
parts. It is time we returned from whence we came, and cross the great and
secret desolation.
You are an adventurer. There is a vast unexplored region. What are you
waiting for?
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20 Things you see to set you on your way.


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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.

20 things around your campsite.


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Roll d20 for your evenings in the great outdoors.


A number of dusk coloured squirrels sat atop a tree branch. They eye you
with some suspicion. With a tooth filled grin, they open up their membrane
wings and take to the night sky.
Moonlight illuminates a nearby pool. Silvery green frogs begin a soothing
night chorus.
An old ring of well-worn stones is littered with the remnants of camps in
the past. It is somewhat comforting to have found a much used site.
Colourful gas miasmas dance and chase around the campsite. On occasion
the wisps seem to form faces filled with merriment and cheer.
A moderate wind carries bright particles in its clutches, every once in a while
one of these sparkling dust motes gets caught in the fire and explodes with a
loud pop and forms a shower of yellow and purple lights.
A strange furrow starts to from in a perfect circle around your encampment.
The raised earthen mounds protrude in a slow steady silence.
Sweet orange and pink blossoms blow in in waves from a nearby clump of
trees. Oddly the ground all around your pitches is free of the coloured petal
fall.
Ants erupt with purpose from a nearby protrusion of granite. They form a
perfect square about your camp. You do not feel threatened as their wicked
maws face away from you, as though forming a guardian wall of tiny death.
The soft peaty ground, with its rich aromas adds to the comfort you feel as
you bed down for the night.
Just as you begin to fade into sleep the tree canopies form a heavy shadow
over you, and even the moon and stars begin to fade from view.
The remaining stone walls in the area must have once formed a strong
protective keep. Now their sturdy stones form perfect anchors and strong
points for your lean-to shelters.
A gentle flowing brook nearby begins to lull you to sleep. Unfortunately, a
sharp pop disturbs the calm every so often, and something violently breaks
the waters surface.
The cave is very dry. It is strangely very warm as well. There is something of
an odd smell. It comes from the pale brown mosses clinging to the walls.
Small centipedes and other unfortunate vermin writhe in death throes when
they walk onto it.
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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
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20 things to see and do in the wizards tower.


Roll a d20 when the brave adventurers explore its arcane halls & dungeons
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Electric glyph trap. A corridor is decorated with swirling lightning patterns, which
sweep from ceiling to floor. The walls and ceiling are safe; the floor is not.
2
A ruined small study. Books and papers have been torn and scattered about the
floor. Many items have thick ink crosses drawn through them. The writer was
clearly not happy with his research.
3
A sealed exit. Ahead a wooden door fits snugly in a frame. It is sealed with wax.
There is minute writing carved into this soft red seal. A demon is held bound
within. It is most anxious to be free.
4
A closed book. Neatly flowing script is inscribed on the outer cover of this fine red
book. A silver leaf bookmark is thrust midway in. A slew of minor new spells
awaits the partys wizard, just dont peak at the final page!
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An herb garden. In the centre of a large room, lies a circular stone walled raised
garden full of multi-coloured herbs and other plants. Spell components, medicinal
plants and ingredients for potions.
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A human skull. Resting on a desk is a human skull. Nothing remarkable about
that except it is nearly twice as large as a normal skull and its eye sockets appear to be
glowing a deep and dangerous red. A helpful and friendly spirit lives within.
Able to answer most questions on history.
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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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Roll a d20 if the players get lonely.


Metherick The Black; male human, age 60+ (Wizard)
A wandering wizard, accompanied by his two dogs, Stranger and
Oddment. Unclear why called The Black as he neither wears black, or
does anything evil. In fact, he appears quite jovial and pleasant, but this
hides a deep sadness. He is searching for his lost wife, missing now for 12
years. Will offer reasonable help and guidance. May travel for a while with
a party and knows Polly Wise-Heart well and will not tolerate any harm to
her.
Nineguard The Archer; male human, age 34 (Ranger)
A dangerous and vicious ranger, armed with two bows. A black re-curve
decorated in silver and a red-wood longbow. He has two separate quivers
too, with colour coordinated arrows which he never mixes. Hunts and
collects the ears of his victims (mainly elves) and wears them around his
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neck. Occasionally can been found with 1d4 thugs as backup.


Cardefax Brue; male human, age 48 (Thief)
Thief, rogue and trader of dubious goods. Cardefax can be found with his
colourful painted wagon anywhere in the wilderness or any small hamlet or
village. Seemingly defenceless, he is a wily old fox and can look after
himself. Trades in stolen and goods of dubious origin of all types. Friendly,
talkative, intelligent and good company; just hold on to your purse!
Sometimes can be found with Ferrusmere Darkheim or Polly WiseHeart.
Silvarous; male elf, age 205 (Ranger)
A cunning and talented elf ranger, twin brother to Milvarous his bitter
rival. Competes with his brothers to secure the hardest kills of the most
dangerous creatures in the wild lands. Not interested in gold or jewels; it is
the fame that drives him. He wants to be known as the most skilled hunter
in the lands. May help any party who has seen or know of suitable prey or
dangerous creatures worthy of the hunt. He will not help any party with
the actual killing though he will want to do that himself.
Milvarous; male elf, age 205 (Ranger)
Hates his twin brother Silvarous with a vengeance and it has made his
heart black. Secretly fears that his brother is the better hunter and a recent
run-in and near-miss with Nineguard (who wounded him) has fuelled this
insecurity. Now seeks to hunt and trap his own brother, rather than hunt
better or bigger prey to increase his fame. Will consort with brigands and
villains as a result, and can be found with assorted (1d6-1) low-level rogues
and fighters.
Polly Wise-Heart, female human, age 72 (Druid)
A kindly old woman wanderer, healer and explorer. Seeker of knowledge;
particularly of herbs and the medicinal powers of tree barks and other
plants. Can defend herself though if threatened, with powerful plant based
magic, but will help nearly anyone, including Nineguard, her nephew. Has
travelled with Metherick in the past.
Talisman, male, unclear but might be human, age unknown
(fighter/knight)
Mysterious mounted knight never seen without his armour and always seen
with helm visor down. Wanders the land, alone and unaccompanied,
though will occasionally share a fire and a tale or two. Highly skilled in
combat, but rarely kills; preferring knockout blows and disarming. Tales
vary, but must believe he is on a great quest to recover a jewel that will
bring back a loved one from death. No one knows if that is true.
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Silas The Fist Meakes, male, human, age 38 (bartender/fighter)


Bartender/Owner of The Crossed Keys a small but homely inn resting in
the middle of nowhere. Big, powerful man with a full beard and a loud
personality. A huge two-handed fine-steel sword hangs over the hearth of
his Inn, but he speaks little of it. May in a push help the party physically,
but his inn will need to be at threat first.
Lok; male human, age unknown (warrior/sorcerer)
A hunched and thin man that sits on a pale horse and wanders slowly
across the wilderness. Bandaged from head to toe, including his face which
he hides within a long black cloak. He is assumed to be a warrior due to
the silvered long-sword that hangs at his side, but he has been known to
work powerful magic. Of his past, or his motivations, no one really knows.
Ferrusmere Darkheim; female dwarf, age 103 (fighter)
Adventurer, explorer and mapmaker. Collector of clues and rumours
regarding the whereabouts of ancient buried cities, ruined forts and
decaying temples. Leads expeditions into dark and dangerous lands. Others
might hunt for treasurer or powerful items, but Ferrusmere seeks
knowledge and writes books based on her findings and prepares drawing
of explored ruins which are highly sought out and valued in their own
right. Bitter rival of Solestrus. Can be found with 2d4 assistants of various
types but mainly scribes, guards and diggers. Often hires parties to assist in
her works.
Solestrus; female human, age 39 (mage)
Unlike Ferrusmere, Solestrus lusts after gold, treasure and power and
competes with Ferrusmere to get there first and secure newly discovered
sites and ruined temples. Unlike her rival, she doesnt care who she kills or
expends in getting her way. Specialises in magic that can assist in her
archaeology for example, magic that can lift items, dispel traps, open
doors and in particular invisibility. This doesnt mean she has overlooked
offensive magic as many have found out to their cost.
Olmes Heartforth; human male, age 37 (fighter)
One-armed investigator, thief-taker, magistrate and constable once selfappointed policeman of the wilds, now trusted by many small hamlets,
towns and villages and therefore almost legitimate. Hunts down villains
and investigates murders and others crimes. Has attempted to bring to
justice Baal (to whom he lost his arm), Solestrus and Nineguard, but
failed so far. Steadfast and diligent, he may look to any party of PCs as
either help to hunt petty criminals down, or as criminals themselves
depending on their deeds. Accompanied by 1d6 deputies.
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Baal; male half-orc, age 158 (fighter)


Mercenary, bandit-chief, outlaw and horse-thief. Outcast from his human
mothers township at a young age, he forged a living fighting and stealing
on the outskirts of civilisation until at the age of 40 he tracked down his
orc father and killed him. Now runs with many of the villains of the area
and the leader of the most feared group of bandits and killers. Will seek to
kill any who crosses him. Accompanied by 2d6 mixed human and orc
fighters of low level. A recent convert to the new faith of the Cult of the
Creed.
Fury; female elf, age 197 (fighter)
A hunter-fighter, some say assassin working for the Authority, a cabal of
clerics and mages who seek power in the region. She fights with two-blades
and hates bows. Can be hired for suitable side work, though she is loyal
and dedicated to the Authority. Mean, cold and lethal, little moves her,
except the plight of animals who she cannot abide harm to.
Brite Darkhammer; male dwarf, age 177 (fighter/engineer)
Engineer and inventor, Brite designs traps and fortifications for those who
can afford his services. Currently working on an automatic heavy repeating
crossbow that can sense life, but has yet to perfect. Known to hire
adventurers under other pretences to test his inventions, fortifications and
lethal devices. The more that die the better. Prefers to work alone, but has
been seen in the company of Solestrus, who it is rumoured he is in love
with.
Peria Sault; female human, age 39 (cleric)
High priestess of a mysterious cult, called The Creed, but presents herself
as a wandering tinker in a covered cart. She appears harmless, but is far
from it. Small stunted homunculi (1d6+1) serve her needs, but remaining
hidden from direct view, but can be glimpsed from the corner of the eye.
She travels the land recruiting victims to her cause. She is nurturing Baal to
be the leader of her military forces.
Drooit Kalm; male human, age 40 (fighter/thief)
Rogue and raconteur, Drooit excels in causing trouble and making money,
by selling arms to both sides of a hostile conflict and if no argument exists
between, say, two villages, he will create some and fan the flames of hatred.
A keen duellist, fencer and killer, Drooit stays one step ahead of retribution
and skilfully avoids the attentions of Olmes Heartforth.
Lady Rawn, The Black Swan; female human, age 35 (mage)
The Lady Rawn is a powerful mage, but is also noble born and appears as a
fine lady of wealth and power. Her entourage of four knights in black plate
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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.

20 areas of the cultists lair.


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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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above or let them pass.


Prisoners. A series of iron-barred cells reveal a number of hungry and dirty prisoners
of the cult. There is no sign of their jailor or keys. Difficult but un-trapped locks.
Once released the 1d4 prisoners need feeding and healing. They may have
useful information. One may be pretending
Escorted sacrifice. A near naked and shackled prisoner is being escorted through
a passage by several cultists, hooded and masked to hide their features. The fate of the
prisoner is uncertain. There are 1d6+1 cultists and one is a magic user; the
rest are armed with daggers and clubs.
Training room. Stuffed manikins and straw targets line the walls of this dark
room. Various weapons lie in piles. Trainees look up in surprise from their sparring.
Who goes first? 1d4 skilled guards, masked, and well-armed and armoured.
Torture chamber. Racks, wheels and other instruments of torture stand ready. A
brazier of hot coals sizzles in one corner thrust full with various hot tools. The sound of
someone dragging a prisoner reaches your ears. A murderous torturer armed a
cleaver and his prisoner must be dealt with.
Library. A small, but well stocked library. Books and scrolls line the walls and fill
packed book cases. Many of the books are clad in dubious looking leathers and written
in obscure and dangerous languages along with disturbing and sickening illustrations.
Readers must pass a suitable resistance test, or suffer mental shock at the
sight of the disgusting images.
Grand Masters Study. A luxurious chamber with fine rugs, furniture and
pictures attached to oak panelling. A skull stands on a desk, next to a blood stained
dagger. The drawers on the desk are trapped. A search reveals lists of
sacrifices, cult-members and those who the cult has blackmailed and
extorted for money.
Attack! Out of the shadows run screaming cultists in red robes and black face masks,
armed with steaming and hissing daggers. There are 1d4+1 of them and the
blades are poisoned.
Book binding room. At first glance, the room appears to be a simple unoccupied
room where books are bound. Pages of printed text lie ready, along with blank papers
and parchments, along with bottles of various glues. The leather though appears odd and
strangely coloured and marked. On examination the leather is prepared human
skin and curing racks stand behind a curtain with more. Make a suitable
resistance test or suffer mental shock due to disgust.
Trap! There is a loud click and you realise one of you have triggered a trap. Roll on
the devious traps table.
Anti-chamber. You are in a roughhewn chamber with a huge set of doors ahead.
You can hear the frenzied sound of chanting beyond and the screams of victims. Two
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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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20 places a creature calls home.


Roll a d20 when you stumble upon someone elses home. Will they share?
1
A hollow fir tree with an incongruous well-crafted door fitted in its trunk.
2
The cellar of a decayed grand house now mostly rubble. The wine is still
good though.
3
The bell tower of an abandoned church well abandoned by parishioners
and priests, the creatures remain.
4
A long unused well driven deep into the earth. The bucket and rope are
still serviceable.
5
A ramshackle collection of odds and ends, driftwood and other rubbish,
stands lopsidedly within the dunes of a deserted beach.
6
A deep cave, black as night, deep as the bones of the earth. Nice and dry
and warm though.
7
A nice and well-kept trapdoor sitting in the middle of a neatly mowed
lawn. There is a sign that says: please knock.
8
An extensive tree-house, set high among the branches of a grand old tree.
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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.

20 descriptions of wondrous landscapes.


1

Roll a d20 when you need a travelogue cut-scene


The waterfall at Tearpire. Five rivers converge to form, at first two
waterfalls, then a thunderous combined waterfall of many hundreds of feet
high. The resultant spray causes double, and sometimes triple, rainbows of
the most beautiful sort. Rare crystals are said to grow in the caves behind
the waterfalls. Though the way is dangerous and many have failed.
The singing trees of Talos. The tall blue-green trees of Talos appear to
hum in the wind and at times these sounds multiply to form sonorous and
melodic noises, likened to elven children singing (elves deny this of
course). The locals believe invisible spirits live in the trees, others say
demons dwell within the forest and the singing such as it is, is to entice
the unwary and foolish.
The Blessed Mound. A green and what surely must be a man-made
perfect high mound, sitting among a forest with a marble carved shrine on
top to an unknown god. Miracles of healing are said to occur there from
time to time. Sunlight, even on the dullest days, appears to strike the top
directly from above, as if favoured by the heavens themselves.
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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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from about a third of the chimneys, which slowly appears to change


randomly to others. Who built them and what they are for no one knows.
Moskstraum. A singing, moving and swirling maelstrom that surges off
the various coasts of the wilds. It preys on shipping, dragging ships and
boats down into the deeps before disappearing. Cause unknown. Sailors on
lost ships have appeared 100s of miles away, claiming no memory of the
events that got them there.
Mallesters Needle. A tall thin, almost certainly, magical tower, nearly a
1000 feet tall, but only 30 feet at its circumference at the base. It does not
appear to have doors or openings, nor any current known occupants.
Mallester himself abandoned it 200 years ago for reasons unknown. Tales
of wondrous sights inside draw adventures and treasure hunters alike.
Those who might be successful are saying nothing.
The crystal city of Primarsh. A complete in every detail city, abandoned
and unoccupied, but with walls, streets, buildings, towers and wells all
made out of a transparent crystal. Not a single artefact or object has been
found inside. Nothing grows and there is no water. Explorers quickly leave
as the place is haunted with strange noises and reflections.
The flying rock. Just outside the town of Solitude, hangs a large rock
suspended in the air. It appears to be several 100s of feet wide and tall,
though tapered at the bottom near its base. It does not rise or lower. Its
top appears flat and there may be ruined structures upon it. Hanging just
above anything you could climb or use, it has stayed a mystery for decades.
A current attempt is underway to build a structure to access its lowest
points to climb it.
The purple sand dunes of the deep reaches. The desert of the Deep
Reach, a few miles from the last safe city of Sanctum, is home to a swirling
dune sea of layers of purple, red, yellow and gold coloured sand. The
changing colours and patterns are truly beautiful and worth enduring the
dangers of the desert to see. Said to be formed by the various secretions of
a species of sand-worm, but on-one knows if that is true or not.
The Deadway Marshes. Misnamed stretch of swamp and marsh, near the
town of Northwich. Very much alive with all manner of lethal creatures,
large insects and mutated reptiles. In fact, so named, as you are unlikey to
be able to leave alive as the inhabitants compete to be the first to eat you.
Giant Mushrooms of Valrode. A forest of gigantic blue and green fungi,
larger than a man or elf. Each one is laced with psychedelic compounds
guaranteed to cause hallucinations and madness. These compounds are
either released in clouds of powder, or secreted from the trunks of the
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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.

20 places to bury the dead.


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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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The sky-burials of Salous; 1500 platforms and scaffold structures where an


entire tribe of people lay down to die.
The charnel pits of the Butcher of Allam. The despots victims, alive or
dead, were flung here in their 100s.
The pyramid of the god-king Atar; whether or not he was a god is
unknown, but his entire household, servants, slaves, government and
priesthood were mummified alive and sealed within.
A neat graveyard, gloomy and misty. A small church stands next to it, bell
tolling. A single candle in the window of the church goes out.
The basement of the Grand Museum of Persuleam, where even the
curators fear to go.
The abandoned city of Garnold, locked and sealed from within. The
inhabitants missing and disappeared, with food left on the table
The attic of Harhich Hall, where the mad old Duke locked away his
starving children. You can still hear them if you listen carefully.

20 traps.
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Roll a d20 when the party thief looks bored!


Traps use HD like monsters to indicate difficulty level and damage using standard tables.
Pit trap: your standard false floor or foliage covered pit with spikes
underneath. HD 1, DEX test to avoid.
Poison Cloud: gas cloud or puff of powder, could be attached to a lock or
door, or triggered by entering an area. HD 2, CON test to avoid.
Falling blade: triggered by a trip wire or pressure plate, a huge blade
swings or fall into the path of the PCs HD 2, DEX test to avoid.
Squeezing Walls: the walls of a room start to close to squeeze and crush
the party to death. HD 3, STR test to stop the walls.
Poison dart/needle: triggered by bellows via a foot pressure plate, a small
dart shoots out. HD 4 and CON test to resist the extra effects of the
poison of GMs choice.
Rolling boulder: a large circular boulder rolls down a ramp towards you.
HD 3, DEX test to jump out of way.
Fire burst: fumes or fuel ignite to burn or blast in a radius of 6 feet. HD 3,
plus CON test to resist succumbing to the pain and fire for a further HD
2.
Hall of Mirrors: a confusing maze of mirrors activates from the walls;
designed to dazzle the mind. HD 2, WIS test to stay sane.
Fire pit: a deeper and more dangerous version of the pit trap. A trapdoor
swings open reveal a long drop to the fiery lava pits below. HD 4, DEX
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test to catch hold of edge of pit.


Siren Song: a beautiful lady appears to sing wondrous songs. It is an
illusion to draw you into the invisible spinning blades. HD 3, CHA test to
resist the pull of the siren.
Sleep glyph: a trigger pad, activates a sleep spell glyph, affecting those in a
10-foot radius. INT test to resist the spell or take normal effect (4d6 HD
worth).
Teleport trap (mischievous): a hidden teleport spell activates at a glyph
point and a teleport portal appear with a radius of 6 foot. It teleports all
those failing a INT test, to the nearby waste and manure pile. HD 1
damage. The sound of laughter echoes as you fall.
Teleport trap (nasty): a hidden teleport spell activates at a glyph point
and a teleport portal appear with a radius of 6 foot. It teleports all those
failing a INT test, to a point 30 feet above solid ground. HD 4. The sound
of laughter echoes as you fall.
False Ogre: a furious and loud ogre appears armed with a club. It is an
illusion. Until a target passes a WIS test, it will inflict real damage (HD 4).
Magic Flute: bellows operate a magical flute when triggered. The music is
beautiful and calming. Hidden within the music is a command to put down
weapons and take off armour. It operates like the spell CHARM. CHA test
each round to resist. 2d6 HD 1 goblins attack as soon as it stops playing
(1d4 rounds).
Darkness: a room is plunged into total darkness when triggered as the
result of a DEEP DARKNESS spell. INT test to resist. All rolls at
Disadvantage until can escape. Doors are locked. 2 Carrion Crawlers are
released into the room. Artificial light fails. Only the Divine spell
DAYLIGHT works.
Vacuum: a large room filled with interesting looking boxes and storage
cupboards slowly turns to vacuum as all air is sucked out over 1d6 rounds.
INT test to notice. Once air is gone, CON test to resist the consequences
of the effect while you try to escape. The doors are locked. All rolls are at
disadvantage. HD 4 each round while remaining in room.
Shrinking Corridor: through an ordinary looking doorway a long, but
narrow dead-end corridor stretches ahead with what looks like a door at
the far end. As the PCs get about half way, the entrance door swings shut
behind them revealing nasty spikes. The far door is fake and the entire
wall starts to move towards them. There are no exits. STR test to stop the
wall before being squished. HD 4.
Its a trap: a large bedroom study appears to be filled with lots of
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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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20 long discarded bits of kit.


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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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made to order by a one-armed man. Wearing it gives the owner a strong


urge to walk backwards while appearing to walk forward.
Map. A wonderfully illustrated and carefully drawn map; coloured and inked
expertly. Well cared for and appearing to reveal all many of secret places. Does not
match any known geography on this realm, but takes a while to realise this.
It is signed in one corner G Jray. It is worth a small fortune to greedy
explorers.
Nails. A brown paper bag neatly folded at the top and sealed down containing half a
pound of 1 and half inch iron nails. Could be useful for all sorts of projects.
Lantern. Sitting on a rock in broad daylight is a high quality brass and glass oil
lantern. It is lit and quite hot. It has safety features and fine tooled adjustment fittings.
At first glance, it is just a nice lantern, but it is magical as the oil will last
days each time it is filled rather than for mere hours. However, once it is
put out, it cannot be re-lit.
Whistle. Hanging on a tree branch is a silver-coloured metal whistle marked
HOUND. The pea is missing. Nevertheless, if blown, it will attract within
the hour 1d6 undead HD2 dogs. They think it is feeding time; perhaps it is.
Tankard. A discarded pewter tankard sits in a tangle of briars. Small mice use it as
a cosy home. Within its nest-like interior, a rodent litter snuggles up. You know
someone in the party will take this. They will probably be called Dave.
Horse Shoe. Laying in a pool of dank water is a brilliant golden horse-shoe. Even
in the muddy mirk it glistens like, erm, gold. If the other three could be found
all sorts of magic might happen.
Piton. Six feet up a rock face glints a single silver piton. Finely made and heavy,
it is in itself worth quite a bit. It can be used an improvised weapon against
creatures who are affected by silver and makes a damn good stake for
vampires. Its main use is as a piton. If used in such a way it can hold the
weight of the twice the entire party and will not come loose or fail, while
the user wishes it to remain. If touched by anything gold it crumbles.
Scissors. On top of a pile of clothes and a dirty bale of fabric, sits a large pair of
rusting steel scissors. They have the word Atremis inscribed on them The scissors
appear blunt and unloved, but are actually quite useful. Anything cut with
them is done in a very professional way, without fray or loose thread.

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20 trees that look somewhat suspicious.


1

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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12 places where the dead cant rest.


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Roll a d12 when its time for the undead to rise.


Cairn. This burial mound is heavily coated in vegetation; except for where the door,
once was, for nothing seems to grow there now. A vengeful wight of an ancient
tribe haunts this area strangling those who it meets with cold bony hands.
Pit. This burial pit contains long bleached bones, decorated in torcs and bracers of
bronze. A druid was buried here, his essence now dwells within the ghost
spider that lives in this damp, dark place.
Stone Altar. A single stone altar sits atop a slight rise. It seems to have survived the
ravages of time for its surface glistens a deep blood-red. A ghoul-lord makes his
home under stone where he died; chained, starving and alone.
Ravine. Many bright animal bones lie in the bottom of this ravine, clearly all have
fallen to their deaths. The noise of thunderous hooves echoes in the rift, matching the pace
of the setting sun. An ancient tribe drove thunder-beasts to their deaths here.
Revenants of these creatures rampage and stomp at dusk and dawn
Tree. A blasted willow tree sits alone in the plains. Scorch marks from a myriad of
lightning strikes gives cause to its demise. An unfortunate bandit was sheltering
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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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12 uses of a usage dice


Roll a d12 when you want situations beyond the players control.
At the end of each moment, hour, days as required; roll a usage die to see what happens.
Sometimes the usage die is a friend of the PCs, sometimes it hates them! GM chooses dice type.
NOTE: A usage dice is usually used for things which are consumable. It may
range from a d12 to a d4. When it has been used roll the dice. If the number is a
1-2 then the dice is stepped down one category (d12 to d10, d10 to d8, etc). If
the d4 is stepped down then the item is gone.
1 Swarm
A seemingly endless horde of creatures assails the players.
When the usage dice is gone, the swarm disperses.
2 Fever
After a PC has failed a CON save or similar and contracted
something, the fever will break when the usage dice has gone.
3 Pool
Each round the PCs bathe in this mystical water they heal 1
hp, the magic fades for a month when the usage dice is gone.
4 Horn
Each blow on this ancient horn summons a ghostly warrior of
the PCs HD. It will aid the PCs for one combat, task, etc. The
horn crumbles when the usage dice is gone, and the PC is
unable to speak for a day.
5 Salve
This thick white paste removes 1 debilitating condition
currently affecting a PC. Each use also heals a single hp. The
container is dried and empty when the usage die is gone.
6 Wishes
This potent ring allows the character to increase his ability
scores. Each successful use raises the ability by 1. When the
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usage dice is gone, the ring is emptied; it squeezes tightly,


chops off the finger the ring is worn on, and disappears. It
returns fully charged in 101 days in a random location.
7 Nightmare The PCs are caught in a prolonged and terrible dream full of
portent. They cannot awaken until the usage dice has gone.
Each night they sleep the PCs see a vision of their future (roll
on other tables to see what they see).
8 Coins
You stumble upon a hoard of money. Each roll of the usage
dice is how much gp value you find, when the usage dice is
gone, the horde has been plundered.
9 Wand
This charred twisted wand carries the fireball spell. The spell
does 5d6 damage. When the usage die is spent the wand
explodes around the character for 5d6 damage.
10 Rain
Its wet. Constantly. Sodden. Downpour. Moist. It will end
one day. Probably.
11 SoulSword On a critical hit this +2 magical ivory sword drains an HD of
damage from the target and heals the wielder the same HD of
hps. The sword ages and crumbles when the usage dice is
gone. The character also ages a number of years equal to a roll
on the original usage dice!
12 Collapse
As the players cross a rickety structure it starts to collapse.
When the usage die is gone, so is the structure!

12 fearsome reptilian foes.


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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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Velociraptors. d4+1. 3+3 HD. Rampaging from the undergrowth charges a


number of humanoid sized dinosaurs. They have feathers, and wicked talons on their
feet. The PCs can have an intellectual debate about whether these
dinosaurs actually existed or were the scholars plain wrong. Meanwhile a
couple more will ambush them from behind!
Hydra. d3. 5+5HD. As you traverse a region of stagnant, still pools the quiet is
shattered by the whoosh of a great reptilian head bursting through the still. Then
another, and another, and another.. in the mirk is a relic that they guard.
Snakes. 5d6. 1-2 HD. A dirt covered stone stair leads into a great pit. Myriads of
grey and brown mottled snakes dance and writhe rhythmically within. If the PCs join
in the dance the snakes do them no harm. A secret door at the base of the
steps leads to adventure.
Naga. 1. 8HD+spells. A long dried river bed dominates this area. It is dusty and
baked. At its widest point a large burrow is dug into the banks. A soulful song echoes
from within. Tremulus the Naga may be hungry; she may be helpful or she
may have a task for the PCs.
Troglodytes. 3d6. 2HD. Loud drumbeats fill the air with their resonant booms.
The source is the 5 drums set around a crystal clear lake in the Underworld where you
travel. Many bony pale-skinned reptile-like humanoids pray fervently toward the pool.
The pool contains humanoids the devout have drowned to appease their
voracious goddess.
Basilisk. 1. 5HD This marshy expanse is teeming with insect life, and large aquatic
plants that have seemingly grown in wild abandon. By the time the PCs discover
the small statues of birds, lizards and mammals buried in the seeping mire,
it may be too late!
Fire Drake. 1d4. 4HD. Billowing smoke comes from a large patch of weeds and
thorn bushes that are smouldering with small flames. Young fire drakes frolic and
burn things in the undergrowth. They will be most curious to see if people
burn too!

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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Goblins. 1d6+1.These goblins are heavily camouflaged and skilfully chase


deer through the forests. These goblins will never has seen a human before.
Goblins. 3d6. This group have just won a costly battle against an enemy.
Some are wounded. They are strung out and not very alert. They have double
their normal treasure!
Orcs. 1d6+1. Scouting party from the Fremloch tribe, who have mastery
over much of the waterways. These orcs punt a raft silently through the
mire. Hidden in a secret compartment is a collection of freshwater pearls.
Orcs. 3d6. This group carries an abundance of weapons, but very little
armour. They are taking the weapons to trade to another local group of
humanoids. They also carry 5 bottles of poisoned ale, just in case they change their
minds about a fair trade.
Hobgoblins. d6+1. Members of the Iron Hills brigade. This group is
stealthily tracking an escaped prisoner, another hobgoblin who betrayed his
people. They will be most interested in discovering what the PCs know.
Hobgoblins. 3d6. This group is busy repairing an old watchtower that
overlooks a strongly flowing river. They have carts and mules to carry their
work kit. They are enemies of the Fremloch tribe of orcs. They will pay 5 coins for every
orc head the PCs bring them over the next month.
Gnolls. d4+1. This group of female gnolls are trying on dresses they have
stolen from some elves. It is not a pretty sight. If the PCs make rude comment
they try to capture and pillage any male PCs. That too is not a pretty sight.
Gnolls. 2d6. This particularly smelly mob sit around the dying embers of
an untidy campfire. They dont particularly mind being attacked or slaughtered for
they know on their deaths their foul deity will instantly bring them back as ghouls!
Bugbears. d3+1. Its good to be top of the food chain, and these bugbears
know it. They will be quite chatty to any party willing to talk. They are boorish
and brag about how much better they are than goblins, orcs and all the other lowlifes.
Bugbears. 2d6. This group look battered and bruised. They have realised they
are not at the top of the food chain having just been set upon by a hill giant and some
ogres. Beating up the party may make them feel better, or they could all ally together!

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12 areas in the classical dungeon, with a twist.


Roll d12 when you feel the players have a need to be in a 10ft wide stone
flagged corridor.
1
Statues. A dozen life like statues adorn these caves. Each is carved with a look of
terror on its face. The medusa is long dead and gone, but the area is a perfect
hunting ground for mimics.
2
Portcullis. A daunting portcullis bars the way forward. Its metal looks sturdy and it
must weigh as much as a troll. No matter how much the PCs huff and puff the
portcullis will not lift. A cunning PC will realise it pushes down!
3
Garbage. A bizarre creature sits on a morass of refuse. It chews down on small piles
of filth. It is an Otyugh. Observant PCs will notice its reluctance to eat,
and a tear rolling downs it cheek. It is a polymorphed princess.
4
Mirror. Ahead at a cross road in the tunnels is a mirror pivoted on the floor. It looks
like it will rotate around. Once upon a time this helped protect against the
medusa. As the players rotate it their lights will shine down various
corridors alerting the occupants of imminent annoying adventurers!
5
Bridge. A narrow bridge crosses a 30ft chasm, that drops away into plunging
darkness. The bridge is in fact very study, made of a type of ironstone. It
makes it very magnetic in the middle. Im quite sure gargoyles live under
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the bridge ready to pounce on those who get stuck!


Ladder. An iron ladder is fastened to a wall. It goes down a shaft. There is also a
shaft going up, directly above it. If a PC stands on the ladder and does nothing,
after 30 seconds it goes upwards. If they start to climb down it goes
downwards.
A Clear Path. The centre of this wide area has a 10ft clearing through it. Either side
of the path is dirt covered. The observant will notice small bits of gel here and
there. A dungeon denizen has realised the paranoia thinking about
gelatinous cubes can cause, so has made this room to look like there are
some present here!
Chest. A metal bound chest sits in the centre of this circular room. Gold coins are
piled up next to it. Trying to open the chest may trigger a trap (it explodes,
ceiling comes down, floor disappears, etc.). Putting one of the coins into a
hidden slot on its lid causes a secret door to open. The chest is empty
except for this mechanism.
Bars. A sturdy metal gate, made of metal bars, blocks further ingress. Bend Bars
& Lift Gates! Anyone attempting to bend bars must be very careful. The
outer two are metal and are linked to an electric trap. The middle 3 are
made and wood and push aside to allow someone to carefully climb
through the gap. The gate is otherwise built into the walls.
Squares. The room ahead contains an area of 8 x 8 squares, each 5ft in width. Half
are a white stone; the other half are painted black. The black stones have been
recently painted. If the black paint is chipped away there is writing under it
that reads as Step On Me. Stepping on a white stone is dangerous. Maybe
they are made of a deadly mould, an illusion, pressure trap or other evils.
Webs. The corridor ahead is piled high with webs, blocking both access to what lies
beyond, and your vision. Some of the webbing is natural spider webbing
preserved and moved in here from elsewhere. Hidden amongst that lot, in
the North side of the corridor are four, fine steel wires designed to look
like webbing. These are sharp and coated with a sleep poison
Well. There is a well. Its looks exactly like your classic well. It even has a sturdy
looking rope and intact large wooden bucket attached. There is a sign on the well in
elaborate script. In gnomish the sign reads all our wishes came true.
Everything seems fine. The well is 30ft deep. If someone climbs down the
rope, after about 15ft their mass starts to pull down the well cover, and its
supports sink into slots in the wells wall. This will make the inside of the
well pitch black, which is perfect for the shadow demon who has been
imprisoned there.
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20 ways to fulfil the quest!


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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
Content; (b)Derivative Material means copyrighted material including derivative works and translations (including into
other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation,
abridgment or other form in which an existing work may be recast, transformed or adapted; (c) Distribute means to
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,
thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses,
concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of
characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations,
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
Game License by the Contributor (g) Use, Used or Using means to use, Distribute, copy, edit, format, modify,
translate and otherwise create Derivative Material of Open Game Content. (h) You or Your means the licensee in terms
of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game
Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that
you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other
terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By
Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual,
worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent
that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this
License.
6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of
the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title,
the copyright date, and the copyright holders name to the COPYRIGHT NOTICE of any original Open Game Content you
Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except
as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You
agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a
work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of
such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a
challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall
retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are
distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any
authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any
version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any
Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all
of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open
Game Material so affected.

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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.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the
extent necessary to make it enforceable.
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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