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Hex Guide Digital 1

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100% found this document useful (1 vote)
243 views16 pages

Hex Guide Digital 1

Uploaded by

lolo1972
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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Hexplorers

Guide to...

3518

3418 3618

3519 3719

3619

3720

3620 3820

3721 3921

4021

The Veiled Peaks

Volume 1 June 2024


Using the booklet
Each issue of “Hexplorers Guide To...” details a different region of a
HUGE hexmap. You can follow along using the exact hex numbers in order
to build that country out, or you can take the region and easily slot it into a
map that you have been creating for your own home games. Lastly, you can
just read through and enjoy! There are some interesting locales and great
3d6 tables that are sure to get your creative energy flowing.

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

Heavy Fog with


5-6
50% chance of rain

“Hexplorer’s Guide To...” is made and released monthly by Druidic Habit.


If you have any questions/comments email me at [email protected], or follow me on
Instagram @DruidicHabit for updates.
The art within this booklet is not to be re-used
©DruidicHabit 2024
Table of contents
Intro.................................................................................................................................................1
Hex 3418.........................................................................................................................................2
Hex 3518.........................................................................................................................................3
Hex 3519.........................................................................................................................................4

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

The Veiled Peaks


Not just veiled in mist, but in untold stories,
the peaks hold a sense of guardianship over the land.
More than reaching past the sky, they cradle the origins of two mighty rivers:
the Serpentine, winding its way north into the forest, with slithering grace,
and the Azure Run, carving a path westward through fertile valleys.
These rivers, born from the icy embrace of the peaks, nourish the lands below.

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.

First Time Adventurers


Take some time to decide how you ended up here. While it is easy to get lost
among the peaks, you happen to be in the middle of a country with no clue where
anything is. Did the wagon you were sleeping in crash? Did you grow up sheltered
from the world around you? Secrets: If you were adopted by a small group, start at
Secrets A #4 on pg. 2. If you are from a town start at Secrets A #2 on pg. 2.
If you did not grow up in this region, choose a random hex to start in.

#### 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.

Approaching the Fort: If you decide to give the fort a wide


berth, simply leave to another hex without reading this
page. If you get around 500 feet from the fort, you can see
people moving along the ramparts. If you are not being
stealthy, there is a 75% chance they see you.

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.

Demeanor Secrets a Secrets b


1: Hostile 1: Hex 3720 1: The holy barrel is stolen
2: Distrusting 2: Hex 3620 from the altar
3: Neutral 3: Hex 4021 2: A priestess goes missing
4: Neutral 4: Hex 3518 3: 3d20 goblins lay siege
5: Friendly 5: Hex 3619 4: 2d6 Cultists attempt a
6: Helpful 6: Hex 3418 kidnapping

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.

When Fully Explored: There is a river flowing north at the


eastern part of the hex, and a road coming in from the
southern portion of a hex. The road leads up a mountain to
a small temple/hamlet.
Humble Abode: The temple and its supporting buildings
are home to 3d20 dwarves. There are walls and a gate
around the temple itself, with hop and barley farms making
up the surrounding countryside.

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

Secrets C Secrets D Secrets e


1: Cultists pray here 1: Hex 3720 1.
2: They beckon you back 2: Hex 3620 2.
3: Cultists sacrifice a 3: Hex 4021 3. Crypt has ghouls (1d6)
prisoner here 4: Hex 3518 4. Beset by giant rats (2d4)
4: They shoot arrows at 5: Hex 3619 5. Crypt: skeletons (1d6)
the party 6: 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).

The mountains here a entirely shrouded in fog, making it


extremely difficult to move through this hex, one can barely 3618
see 50 feet ahead of them. It doesn't help that the area is
completely devoid of roads. A river does run through the
area from southeast to northwest. There are many berry
bushes lining the river, letting you forage for double rations

The hills here are surrounded by mountains to the north


3619 and east. A road runs along the southwest edge of the hex
and another curls up and to the northeast with the roads
almost connecting on the southern edge.
The fog here is light, and the air feels fresh, except if you
for some reason leave the roads and head north a foul,
rancid smell hits your nose like a brick, taking away all
calming thought. The smell is coming from from one of the
hills. Should you choose to investigate read Secrets E #4
(pg. 3). You also find random loot within should you
investigate.

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).

The fog here is so thick, that unless you entered by


following a river, and continue to follow it, there is a 50% 3720
chance that you leave a side over from the one that you
intended. No roads run through the hex, and different
creeks converge to form two rivers.
It takes double the time to search the hex due to the thick
fog that is enveloping the area. Should you end up fully
searching the whole hex , there is a 75% chance that you will meet a person who is
lost. They are trying to reach 1d4 hexes away, roll a d6 to determine which side of the
hexagon is the direction they are trying to go. Should you take them to the place they
are going, they will pay you 10 gold per hex traveled, and may even join your party.
Roll 1d6 on Secrets H (pg. 9) to see the group this person was with. Alternatively if
you chose to start in this hex, you may both be lost together. How did you get here?
There are also 4 small mines throughout these mountains that have been made by
small groups of prospectors. Because the fog is so thick, and the mines are small, each
day spent searching the hex has a 50% chance of revealing 1d4 of the mines. Each has
a 20% chance of being a goblin fort (2d6 of them), and a 30% chance of finding loot.
The mines can be thought of as small dungeons with 1d4 rooms.

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”.

This mountainous region has a few overgrown roads, most


fizzle out, but searching the hex with find a chapel, and a 3921
cemetery sitting towards the peak of a mountain. Should
you choose to investigate the chapel, a scared priest will
warn you to leave. Should you push further, he will inform
you that the dead have risen in the crypts below. They have
barred the doors and sent someone to Fogcreek a few days
ago, though no one has returned. If you investigate this in
Fogcreek Read Secrets G on pg. 5. If you go into the barred
crypt Read Secrets E #3 (pg. 3)
Why did the ghouls rise up?
(Spoilers: Vandals and grave robbers disturbed the resting
places of the graveyard, and angered the spirits )

The southeast tip of the Veiled Peaks is all but forgotten,


4021 no roads move through it, and perhaps for good reason. A
small group of hill giants claim this as home, wandering the
area and rarely visiting anywhere else. If you stay here
longer than a few hours, you are almost guaranteed to see
or be seen. Every 3 miles that you move, roll a 30% chance
to encounter 1d4 hill giants. If you somehow stay the night
without being seen, there is a 25% chance that you see
shadowy figures moving through the hills, if you follow
them, read the paragraph below the line on pg. 11.

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

Demeanor Look Reputation


3D6 Oracles
1 Gruff Scarred Tainted Roll 3d6 on each of these tables,
one for each column. The tables
2 Witty Dapper Overlooked provide 216 unique combinations.

3 Relaxed Old Mocked Random NPC’S


Not everyone you meet will be
4 Anxious Curvy Feared pre-written. Some houses are not
described yet obviously hold people
5 Loud Dirty Notable within. Learn more about any type
of person by rolling on the table to
6 Weird Thin Trusted
the left.

Random Quests Do This To This Dilemma


Similarly, not every quest is laid
out in the book, and the best ones 1 Conquer Outpost Barrier
will come from your imagination.
Use the table on the right to help you 2 Seek Rival Hostile(s)
create those quests.
If you are unsure the type of 3 Protect Artifact Political
person posting the quest, roll 3d6 on
the table below and take the lowest 4 Analyze Creature Setting
number.
5 Sabotage Nature Moral
1: Peasant 4: Noble
2: Merchant 5: Major Faction
6 Negotiate Faction Magical
3: Small Faction 6: Monarch
Roll on Secrets D (pg. 3) if you need to know what hex to complete the quest in.

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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.

Regulars at the Dancing Barmaid


Branok and Hugo: A miner and prospector, respectively. Branok has a special passion
for the mead and stew here, and will buy beer from the mountain temple for 15 gold
as well. He has a big booming voice. Hugo is a small, meek man, who looks to be in
his late 50s. He doesn’t drink, however is also an avid fan of the stew. Quest: The pair
seem to have left a few mining tools at the bottom of a mine after getting quite a scare
by some goblins, they offer to pay half the price of the tools plus a few coins per
goblin ear you bring back. The mines that they dropped them in are in Hex 3720.

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!

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