Hex Guide Digital 1
Hex Guide Digital 1
Guide to...
3518
3418 3618
3519 3719
3619
3720
3620 3820
3721 3921
4021
System Recommendations
I recommend using a lightweight party based system that has
its own hexcrawl/encounter rules such as:
Cairn 2e, Knave 2e, and White Box FMAG
(Honestly most OSR games with your favorite oracle)
If you want solo specific games, a couple great options are:
Scarlet Heroes, and Ironsworn
Weather Table
Nearby Biomes
Forests Winter......1d6+1
Spring........1d6
Grasslands Summer...1d6-1
Fall..............1d6
1 Clear/Sunny
Hills
2 Cloudy
Mountains
3 Fog
4 Heavy fog
Hex 3618.........................................................................................................................................4
Hex 3619.........................................................................................................................................4
Hex 3620.........................................................................................................................................6
Hex 3719.........................................................................................................................................5
Hex 3720.........................................................................................................................................5
Hex 3721.......................................................................................................................................10
Hex 3820.......................................................................................................................................11
Hex 3921.......................................................................................................................................10
Hex 4021.......................................................................................................................................10
Tools And Tables (feel free to check these out before emabarking!!).....................12-13
Get in the Zone: The Veiled Peaks are inspired by many things, but what really got
me in the zone when creating this region were two pieces of media:
Septima - Foggy forest walk [4K] by Alberia Relax and
Relaxing Virtual Drive Through Foggy Forest / 1 Hour Rain Sound on Car Roof
by Relaxing Sounds Of Nature
And, though the weather in “the peaks” is much more temperate, and the rivers are
not nearly as grand, I also got a ton of inspiration from Sognefjord in Norway, even
using the Borgund Stave Church as a reference for Fogcreek.
www.youtube.com/watch?v=F-_-cZ4JxLs
https://www.youtube.com/watch?v=DhsKd0Ln0M8
https://www.visitnorway.com/places-to-go/fjord-norway/the-sognefjord-area/laerdal/
GMing Yourself
As a solo player, it is important to remember you are gamemastering yourself as
well as playing. This booklet is laid out in a way to help prevent you as the player
from finding out things until you are ready. As the GM, you may decide to look at
some of these items anyways, which is normal and may help you create a better story
in this world. Just remember to differentiate what you know and what the party
knows! There may be times where the party takes the time to fully explore a hex that
you, the GM, may know has nothing. Use their stats to help determine their choices.
How to Use this Booklet
Use the hexcrawl rules and random encounter/treasure tables from the ruleset of
your choice to explore the world, and determine outcomes. We’ll take care of filling
the world around you with interesting locales and stories! The idea is to add enough
structure to let you explore the world, while leaving you enough creative freedom to
make the world yours. When something is not answered in the booklet, use oracles
to make your own answer. Don’t flip through in order, use the table of contents to
find the page that corresponds to the hex number you are visiting.
As seen in Fig. 2, we will be using 6 mile hexes (thanks to Steamtunnel for their
blog post on this). On each page, you will also be shown what your adventurers can
see around them from the middle of the hex (Fig. 3). From the grasslands you may see
a mountain a hex over, while within the forest you may not. This is a solo game, if
you choose to climb a tree in the forest, you may rule they can see the next hex, allow
yourself a peak in that case!
Secrets: At the bottom of some pages will be a mixture of true and false statements
about different hexes, ignore these unless sent to look for them. You can see an
example of two secrets below.
#### 6 mi 7 mi
3.5 mi
Fig. 1 Fig. 2 Fig. 3
1
This region is an eerie grassland, a thick blanket of fog
3418 usually hangs in the air. The ground stays damp throughout
most of the year. Midday if the fog is lighter or has
dissipated, you can see a wooden fort sitting in the middle
of the hex and can see mountains looming to the northeast.
There is also an overgrown road that forks in the middle,
by the fort, travelling northwest, southwest and southeast.
Getting Closer: As you move closer, if you are hiding, you must either make a second
stealth check, or take extra time only moving when they aren't looking. You don’t see
any flags flying, the fort itself seems to be in a state of disrepair. The guards on the wall
are wearing light armor and holding short bows. If you are seen, one of them waves you
over, and they begin to open the forts door. If you decide to not take their offer at this
point, look at Secrets C #4 (pg. 3).
Blueprint: The ruined fort is walled on all sides with the only gate in and out facing the
crossroads to the southwest of it. The fort has 3 working towers, with the 4th, on the
northeast, being a weak point/possible point of ingress.
Going In: The leader of the group is waiting to speak to you, to see the type of group, roll
1d6 on Secrets H (pg. 9). If the leader is at least neutral towards you, they will offer you a
quest that is relevant to the needs of the group or their faction. Roll on table below if
their demeanor is not obvious.
Treasure: The fort will have 2d6 rations, weapons and armor for 2d6 people, and a
randomly rolled treasure. The leaders tent will also have a note and a map that shows the
forts location relative to Glasshaven (a city to the southwest), an abbey in the mountains
to the northeast, and Helenhall. The note will be one telling a commander to clear out
this fort, and will mention the possibility of war between Glasshaven and Helenhall.
2
The northernmost peaks of this region have a layer of
3518 fog around the tops that thins out around midday. When
you travel to the tops at the right time, you can easily make
out the surrounding area.
Mystala: Asking anyone will reveal that the goddess worshipped here is Mystala, the
goddess of the fog (If someone speaks dwarvish, they may know the name for the
position literally translates to “weaver of water”. Mentioning this or speaking
dwarvish will gain the trust of the citizens and clergy).
Blueprint: The temples plaza features an ornate fountain in the front with clean
drinking water. Around the plaza are many rooms that the clergy sleep in, and offer
to guests. In the main building, an altar with a barrel on it sits in the middle. Small
aqueducts come into the building leading from the temple’s roof. At all times,
dwarves can be seen cleaning and tending to these aqueducts. The fogs condensation
is collected and drips into the barrel.
Holy Pale Ale: The water saved in each barrel is used to create a holy beer, which
they will sell for 10 gold each (if they trust you). Each year a person may only buy one
bottle each, as the beer is used to sustain the dwarves of the temple. The beer can be
sold in any city for 15 gold (+1d6 gold for every 3 hexes a city is from the temple).
When drank, the holy pale ale heals 5 hp, and counts as rations for the next 1d6 days.
Sleeping Over: It is free to sleep here, though when you do, there is a 1-in-6 chance
of something happening, if something happens, roll 1d4 on Secrets B (pg. 2) The
dwarves will also warn you about a group of bandits in hex 3418
3
A windy grassland with standing stones in the middle,
3519 the road forks by the stones, leading north, northwest, and
southeast.
Staking it Out: If you stay the night in this hex on a new
moon and are sleeping within sight of the standing stones
(there is a 1 in 20 chance of it being a new moon), read
Secrets C #3 (pg. 3).
4
Besides rugged beauty and strong vegetation that makes
3719 its home in the mist, there is not much to this hex. A large
riverbend can be found here running from south to north-
west. A small road runs the other way, southwest to north-
east. There is no bridge, suggesting the road is not used
often. Travelers must traverse the river at a shallow point
marked by large flat stones. This is normally a simple task
though it is risky during the snowmelt in spring.
By the crossing, a house sits in a state of disrepair. There
is a 35% chance it is infested with 2d4 bandits. If searched,
you find an interesting book. The book is written in code
and needs 3 successful INT checks (1 attempt per long rest)
to decipher. Once deciphered, read secrets I (pg. 11).
Secrets f Secrets G
1: He wants to become a scholar and is They say they never saw him, but in fact
looking for a life partner. they have. Read the paragraph below the
2: She was an adventurer with Idar line on Fogcreek. The priest is locked up
3: She wants to travel the world, and is below the Fogcreek Chapel. He has until
quite handy with a sword. the next full moon.
4: He hates pickles, and loves fruit.
5
idarthorpe
3620 Nestled in the hills below the Veiled Peaks, sits the town
of Idarthorpe. A busy town of around 100 people, each with
their own goals, and many with big dreams of striking it
rich one day.
Many roads lead to and exit from the town, some more
travelled than others. There is a road that leads to the north,
to the west, the southwest, and another southeast. The
roads to the west, and southeast look to be the most used.
Below is a map showing the heart of Idarthorpe, and
various points of interest within.
6
Points of Interest
1: A sign sits outside of this building, 5: A loud metal clanging can be heard,
it says “Idarhome” along with the roar of a hot fire
2: A water wheel is constantly turning, 6: A bulletin board with different pieces
during the day it makes quite a racket. of paper sits outside the building.
3: A path leads into the woods 7: A hum of activity can always be heard
4: Kids can be heard laughing, there here, the smell of meat and beer wafts in
seems to be construction to its south. the air.
Investigating Further
1: Should you knock on either door, you will be greeted by a history scholar named
Barnaby Atkinson. Barnaby takes care of the memorial to Idar. Taking a few hours
to do the tour, and listen to Barnaby drag on, grants the information below.
Humble Beginnings: The town was started by a great adventurer, Idar. Idar fell in
love with the year round embrace of fog, and of course his wife Brynhild, who was a
millers daughter from a small hamlet to the south.
Growing Too Fast: When gold was struck in the mountains near the town, all types
of people flocked here. The town quickly grew, but a sickness fell over it, Idar toiled
day and night to find a cure for the people, some say he worked himself to death.
Him and his wife passed that winter, leaving behind their son.
Present Day: Idarthorpe remains one of the few independent towns in the larger
area. Idarson was raised by the town and is the current mayor, he lives in the small
house just north of Idarhome.
The house to the north is certainly small, if you knock during the day, a 60 year
old man will answer, this is Idarson. He is welcoming and will always invite you in
for a snack. If asked, he does need help. With mining season in full swing, its all
hands on deck, and the fields have been neglected. They will need to trade, but it
takes time to smelt the ore and make weapons. If you can convince any large groups
to purchase raw ore, he will give you a 10% commission (How you successfully
convince a large group is up to you, though one would think a few quests to gain
their trust would be necessary. If you do, they will buy d100x10 gold’s worth of ore,
(this may be more or less depending on your TTRPG). This can only be completed
twice, and the relations between Idarthorpe, and the purchasing faction will increase.
2: A woman named Laora, and her husband Brioc run the water wheel. During
harvest times it is used to mill flour, though at the moment it has a ore crushing
attachment and is being used to more easily sort the rocks being brought to town. If
asked about quests they will point you in the direction of POI #7, saying the tavern is
the best place to meet up and find like minded people.
7
3: A small forest lies to the northeast, with an overgrown pathway leading into it.
Should you take half of an hour to follow the path, it will lead you to a cottage. The
cottage is owned by an old lady who tries to never go into town, yet lives close. She
mentions that she’s been seeing people on horses lately, people trying to get a look at
the town from afar. The bones that she reads have told her that war is coming, and
the future of Idarthorpe is uncertain. While she does not have any quests, she
mentions that following the two main roads will lead to the main cities in the region,
Glasshaven to the west and Helenhall to the southeast. She implores the adventurers
to find out what’s happening and protect Idarthorpe. Read Secrets F #2 on pg. 5 if
you ask Idarson about this lady.
4: A schoolhouse lies here, the teachers are Gaela daughter of Brioc and Gaela, and
Yohan, a gentleman that is new to the town. They shoo you away if you come during
school hours, but come as the children are leaving and they may just let you buy them
a drink at the tavern. If you take Gaela out Read Secrets F #3 (pg. 5), if you take
Yohan out Read Secrets F #1 (pg. 5). The people working on the building south of the
school say that more families have been starting up here in town and they need
another classroom, Idarthorpe must be on the up and up.
5: You knew this was a blacksmith from a mile away, but when you walked in past
the sign, you were not expecting a general store. Miners, adventurers, and pastry
lovers all come here for their needs. Torhild is the blacksmith and her wife Yaelle
bakes the most amazing pastries. There is a 65% chance of any common item being
here, and a 90% chance Torhild can make it, given 1d4 weeks. There is a 1-in-20
chance of a single +1 or equivalent magical item being sold each week.
Mining in this town isn’t as efficient as it could be because no one has set up a
mining guild yet. Torhild and the miners that come in often say that if someone
could get the signatures, and bring people together, a lot more money could be made.
(This is a possible “quest” you could take on. Forming a mining guild would require a
guild leader that is respected by other members, and of course guild members. A
donor could be secured for the purchase of a meeting place. There may be some
resistance from those who want to stay independent, or from those that simply don’t
like the leader that you chose/want power for themselves.)
6: This building probably wears the most hats in the village, it is a post office, a jail,
and a barracks to the 8 town guards. The bulletin board says there is a bounty for a
group of bandits that have taken over a fort somewhere in either Hex 3418, 3518, or
3519. The head of their leader must be brought in for the bounty. There is also a
bounty on a group of giant rats that are living in the hex to the north of this one.
(Payment for bounties depend on your system and the amount of enemies you roll)
8
7: The Dancing Barmaids: During the day a hum of conversation can be heard,
however, at night is when everything kicks off here. Travelling bards come from all
around and the women that work the bar all dance throughout as they serve each
table. There is no bartender here, just Rosie (a prospective student), Janine (a single
parent), and Mary (a woman around 60 years old).
The menu has many meats and a daily stew, though the favorites are the dry
sausage, and the apple pie. They have a selection of local beer and wine, however
their mead is what truly shines. Imported from Helenhall some 20 miles to the
southeast, the honey that makes up this 4 year aged mead is to die for. There is a sign
stating that they don’t purchase or sell any of the dwarven beer that can be found on
the Veiled Peaks out of respect for the dwarves there.
The smaller building is the kitchen and drink storage, and though you probably
will never see the kitchen staff, the food is made by the opposite of dancing maids.
Bran and Euzen are two dark haired gentlemen who seldom talk to each other let
alone other people. They express themselves through their food and the flavor speaks
volumes! The larger building is the inn itself, any of the barmaids can offer a place to
stay, they charge standard rates for anyone spending the night, 3/4 rates for a week,
and 1/2 rates for a month paid in advance. The inn is two stories, and some of the
prospectors live here full time, though most have started families and moved out.
Every time you spend a night drinking here, you can roll on the Rumors table
below. If you roll one you have already heard, you don't end up learning any new
information that night. Some rumors are true, some are false, and some lie in
between. If you follow up on a rumor Read Secrets J on pg. 11, the number is the
same as the rumors number.
There are a few regulars at The Dancing Barmaids that are listed on pg. 13, and
you can always add more NPCs using the tables on pg. 12. or any other tables that
your heart desires. Remember to build upon the foundation and make the world your
own!
Rumors Secrets H
1: Bandits have taken over a fort to the north. 1: Murdering Bandits
2: The dwarves of the abbey worship the standing stones 2: Deserters (Bandits)
3: The people of Fogcreek are a cult. 3: Glasshaven Soldiers
4: Dark beings have been seen by the river, watching us. 4: Merchants
5: The kitchen staff, Bran and Euzen are orcs, and lovers 5: An Adventuring Party
6: Helenhall is gearing up to start a war. 6: Robbing Bandits
9
The road that was heading southeast from the northwest
3721 corner splits here and heads south and east. A forest lies
throughout the base of these mountains, and the fog makes
it hard to see the surrounding hexes from the peaks. No
major river runs through the area, though there are a few
creeks throughout, with a rather wide one flowing against
the eastern headed road. The water is of course safe to drink from. If you head on the
eastern road through the forest, you shouldn’t find much more than a chance
encounter. If you take the road headed south you will pass by an abandoned tavern
that has a 25% chance of 2d6 bandits and a 25% chance of 2d6 goblins (don’t roll this
until you see them or they see you). If you roll both, the goblins and bandits have a 50-
50 chance of either being in the middle of fighting for control, or starting a deadly
alliance. If they do ally, consider what their next move is, give them a “faction turn”.
10
foGcreek
3820 Hidden away in the foggiest portion of the mountains is
the small hamlet named Fogcreek. The same wide creek
found in Hex 3721 can be found running by the village. It
truly is a hamlet consisting of a chapel and a few houses,
roughly 25 people make up the population. The road is
hard to follow, but loops from the southwest corner to the south, with a connecting
road branching off and leading towards the middle of the hex. Moving within, and
searching the hex takes double the time, always add +2 to any weather roll.
The people of Fogcreek are like a close knit family and don’t communicate often
with people from the outside world, that said they are welcoming if you make your
way out to visit them. They wont give much insight to their lifestyle, as they say it is
the boring life of farmers, though they always have meat and great veggies and will
insist you spend the night and dinner here in town.
The people of Fogcreek say they take in many travelers and ask many questions
regarding where the party is from. If you decide to spend the night hanging out with
the guests, and don’t have any family ties to the area, you may learn some new
information. Read below the line as the GM, keeping in mind that unless the PC’s
came here because of other evidence found throughout the region, they likely have no
clue. Even with evidence they most likely will not know the whole story.
The people of Fogcreek have a long and sordid history. They are the people that can
be found at the standing stones over in hex 3519. They started by feeding people that
came through the town to the hill giants in a nearby hex in order to keep their own
population safe. Now they have created a whole identity and religion based around it,
on a full moon, the victim is taken and blessed at the standing stones, before being
brought back and taken the next day. The townspeople will gently try to split the party
through seduction or any other means. Those that are split off will disappear, and be
placed in bars under the chapel until the next full moon, should the townspeople have
their way. However, at the end of the day the people don’t want any trouble, should
you have a family in the region, seem too strong to hold, or look to be catching on,
they most likely will show you a good time and send you on your way fed and happy.
Secrets i Secrets J
There is a holy sword behind a secret 1: Possibly true, see hex
door, in the crypt of Hex 3921. It deals 2: False
double damage to undead. Fogcreek 3: Hard to prove, but very possible
having a crypt so close may be 4: Men on horseback from nearby cities
confusing to the party. 5: One is true, choose or roll
6: Hard to tell without visiting the city
11
Oracles 1 No, And
Reading oracles is all about creativity and imagination. These
tables are what separate your game from a predetermined story. 2 No
Sometimes the answers that come up may clash with what you
originally intended or thought. Lean into that, have tea with it as 3 No, But
you would an uncomfortable emotion. Sometimes a unfortunate
outcome is the best storytelling device. 4 Yes, But
On the right is an oracle is an oracle built for asking any “Yes
or No” question, and there are a few more below. Solo games have 5 Yes
great oracles that you can use as well, e.g. Ironsworn, Mythic 2e
6 Yes, And
12
Conversations Tone Theme Outcome
If you ever wonder what you might
overhear at the bar, or what the party 1 Curious Debate Action
members are talking about before they
2 Playful Jokes Laughter
fall asleep, consider rolling on this 3d6
table to the right!
3 Empathetic Questions Validation
The conversation can be structured
as [Tone] [Theme] resulting in 4 Heated Instruction Closure
[Outcome]. For example Snide Debate
resulting in a Proposal could have two 5 Snide Planning Help
members in an argument, with another
member trying to keep everyone calm, 6 Emotional Support Proposal
or in the two finding common ground.
Serau: A travelling alchemist, selling potions of all kind, her cart has been parked here
in Idarthorpe for the last two weeks. Quest: Towards the peak of any mountain there
is a 30% chance of finding an herb known as frostwort, if you bring her 3 samples, she
will share an elixir with you, which grants resistance to cold and a heightened
perception for 24 hours. Doing this will also endear her to you, and she may ask you
to let her know when you are heading to the next region/city as she plans to follow.
Bodeg: A retired soldier, probably enjoys the mead and dry sausage that they order,
though they would never admit it. Bodeg is a hard man that has a tough time with his
emotions. Quest: If a character in your party is also a grizzled old vet, or finds a way
to open Bodeg up, they will admit they have a crush on a dwarvish woman from the
mountain temple (located in 3418, 3518, or 3519), and will pay 30 coin for its
delivery.
There are many other people that frequent the dancing barmaid, a multitude of
miners, fishers, and townspeople. Use “Random NPCs” to generate more if needed!
13