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THE

GUIDE
BOOK
TABLE OF CONTENTS

WHAT IS THIS? 2
THE HEXES 2
HOW TO USE IT? 3
GENERAL ADVICE 3

SET UP A HEXCRAWL 4
THE MAP 4
THE LOCATIONS 4
OVERALL SIZE 4
THE RANDOM TABLES 5
OPTIONAL: FACTIONS 5

RUN A HEXCRAWL 6
BASICS 6
ENCOUNTERS 7
WEATHER 7

THE BIOMES 8
PASTORAL 10
DESERT 14
OCEAN 18
FOREST 22
JUNGLE 26
SWAMP 30
MOUNTAINS 34
STEPPES 38
WEIRD 42

FOUR PLAY STYLES 43


RANDOM REGION 44
QUEST SCENARIOS 45
HEX-IN-A-BAG 46
UNCHARTED LANDS 47

CREDITS 48
WHAT
The Hexcrawl Toolbox is a system-agnostic worldbuilding accessory for use with fantasy roleplaying
games, designed for you to create your own hexcrawls.

CONTENTS
• The guidebook
• 150 physical hex tiles
• 20 wooden blue sticks (to form rivers along hex edges)
• Players pawn (to mark where characters are)
• Seven treasure tokens (to mark hexes with rare treasure)
• Pad of Hex Sheets (to generate a Random Region)
• Four Postcrawls (to play Quest Scenarios)
• Cloth Bag (to play in the Hex-in-a-Bag style)

THE HEXES
The hex tiles are divided into eight biomes:
• Pastoral Note: The hex descriptors are intentionally broad.
• Desert We opted for simple terms like ‘City’ or ‘Temple’
02 • Ocean instead of specific names like ‘City of the Twin
• Forest Mills’ (Pastoral Hex 1) or ‘Ziggurat of the Undying’
• Jungle (Steppes Hex 2) as this is your sandbox, not ours.
• Swamp We want you to create your own interpretations of
• Mountains the hex tiles in a true toolbox spirit.
• Steppes

There are 18 hexes for each biome. The front of the tile depicts locations to be explored or alternative
landscape features, while the back depicts the biome with no other features.
Remember this distinction.

BACK SIDE FRONT SIDE


IS THIS?
HOW TO USE IT?
This toolbox is designed with a minimalist, pick-and-go mindset. Play around with the tiles to create
your own maps and settings, adding however much depth you wish. This is a set of tools to be used,
not a set of rules to be dutifully followed. Any rules presented are easily replaced with what works
best for your group or game of choice. Use these resources to bring your settings and adventures
to life at the table.

All you need for a fun session of play is an open-ended world with a few locations based on prompts
and hooks, a couple of notable encounters, a memorable NPC, and a fleshed-out location with traps,
puzzles and dangers. With these practices in mind, you can have a gaming session of 3-4 hours. This
guidebook is meant to offer a fast and fun way to generate hexcrawls for this type of play, allowing
you to run whole sessions in under 10 minutes of preparation.

Also provided are a set of four different play styles: Random Region, Quest Scenarios, Hex-in-a-Bag
or Uncharted Lands. Follow the play style guidelines and, within minutes, you will be able to generate
a fully playable hexcrawl filled with fantastic locations, memorable encounters, ancient treasures,
interesting events, curious rumors, and daring quests!
03

GENERAL ADVICE
A dungeon crawl is a room by room exploration.
A hexcrawl is a hex by hex overworld exploration.

TREAT HEXES AS DUNGEON ROOMS


Dungeon rooms can be as minimal as “it contains a monster” or “it holds this trap and treasure”.
Think of hexes similarly. A hex containing a wizard’s tower can be described similarly, with an obsta-
cle to overcome (“the wizard wants something!”) and a reward, like a treasure or a hook. If players
seem uninterested, they can proceed on to a new hex, just like how they would move on to a new
room in a dungeon crawl.

OPEN-ENDED EXPLORATION
The novelty of a hexcrawl is in exploring the wilderness, travelling and discovering remarkable
locations. Unlike a dungeon, there are no walls to guide the characters forward. Instead, let them
find their own adventure. Exploration can be complicated and made interesting by placing obstacles
and encounters to interact with. Monsters, factions, NPCs, events and natural hazards - as well as
dwindling resources (like food, water, or travel gear) - all make exploration interesting to play with.
Ill-planning and getting lost further add to the fun. A good hexcrawl should be open-ended, challeng-
ing, and considerate of the player’s choices. As a GM it is your job to discover the emergent narrative
in the hexcrawl, just as much as it is the players.
SET UP
To create a hexcrawl, all you need is a map, OVERALL SIZE
locations and random tables. Decide on these Per 20 tiles + 2-3 hours of play
and start playing.
Each one-page + 2-3 hours of play
dungeon/module
THE MAP
Create a map with the tiles of your choice. Keep The size of the map will determine both the
roughly the same amount of hexes with locations width and depth of your hexcrawl. Width is the
as those without locations, as these can be used outwards expansion of the map (by adding more
to introduce travel rules, wilderness survival and tiles), while depth is the inward expansion (by
random encounters. These ‘blank spaces’ are an adding more details to locations). When trying
integral part of the crawl. Form river(s) using the to find the right balance for you and your players,
wooden sticks by placing them along the edges consider the following:
of hexes.
• One-shot: keep things light and minimalist,
improvise details and allow the players to
How wide? find their own adventure. Choose no more
Most groups will spend 10 real life minutes in a than 20 tiles. Roll events, encounters, and
single hex as they deal with encounters or make treasure as you go. This will generate about
04 plans. Thus, a 20-tile hexcrawl is playable within an evening’s worth of play.
a 2-3 hour session. Decide the amount of hexes • Two-three sessions: choose 20 tiles, find
you wish to prepare for your group, but remember two one-page dungeons that fit two of the
you can always add more later. locations given and keep the others brief.
Create a link between those and add some
keyed encounters, treasure and events.
• Five-six sessions: choose 40 tiles, flesh out
THE LOCATIONS three or four locations and keep others brief.
Locations are potential adventure sites. Most Create links between adventures, locations
of these can be treated like dungeon rooms: an and events. Key in important encounters,
‘ancient ruin’ does not need more than a brief treasures and add in opposing factions to
description, an obstacle to overcome (monster, create a living world.
trap, riddle) and a reward, such as treasure. You
can always add depth to a location by using
suitable one-page dungeons, modules, or writing Do I have a campaign?
your own adventures. Hexcrawls are a great way A hexcrawl is not, by itself, a complete cam-
to introduce adventures written by others. paign. It is however, an important component
which may help you design one. Add in pre-made
adventures with links between them, set up fac-
How deep? tions with competing goals, establish bases and
Most one-page dungeons are playable in a 2-3 antagonists, and present a clear objective for the
hour session. Consider this when fleshing out party (a classic one would be “cleanse evil from
locations for sessions of play. the realm”) and you will then have a campaign.
A HEXCRAWL
THE RANDOM TABLES Treasure
Each biome in this guidebook has tables for Add treasure tokens to remote or abandoned
encounters, treasure, rumours and events. Use locations, like ruins or tombs. When successfully
them directly or as inspiration for your own explored, give a treasure from the respective bi-
games. These tables are meant to generate ome list – or create your own. Treasures should
gameplay, enhance interaction between the GM be designed to generate interesting gameplay
and players, and are a good tool should the game opportunities. Reward the exploration of other
ever come to a stall. locations or success in conflict with mundane
wealth and gold pieces.
Rumours
Create a table of 1d6 rumours and introduce Events
them to players at the start of the hexcrawl – Create a list of events. Recommended size is
without saying which are false and which are one or two events per session of play you plan
true. Then, let players find their own adven- on running the hexcrawl. Events are something
ture. Rumours are a great tool as they drive that affects the region or the PCs in a significant
exploration and are often turned into quests or way, like a change in power, a natural disaster, or
adventure hooks. Between sessions, swap some other once in a lifetime occurrence. Use them no
of them out, focusing on the ones that interest more than once per session. Be upfront about
the party as the game evolves. these to the players and let them decide how to
interact with the changes. 05
Rumour table:
• Entries 1-3 should be true
• Entries 4-5 should partially true Tip: remember these are modular tiles. Creating
• Entry 6 should be false events that make tiles flip, move around, dis-
appear or reappear is fun and works well at the
Encounters gaming table.
Create a table of 1d6 encounters per biome
used. Between sessions, swap some out for
new ones to keep exploration unpredictable. Use
encounters to populate the wilderness, create OPTIONAL: FACTIONS
moments of tension, and spice up locations as Create four factions of your choice, such as a Re-
the party travels. You may find further guidelines ligious Order, a Thieves Guild, an Occult Society
on the next page. or the Royal Guard. Give each a clear goal with a
significant impact on the region, like performing
a ritual, unearthing a powerful artefact or captur-
Stats: the encounters listed in this guidebook do ing an important NPC.
not come with stats, but rather hint at what might
be special about them, or how you might use • If PCs thwart their plans, so be it.
them. In most traditional games, all you need is • If they don’t, in-between sessions roll 1d6.
an Armor Class (AC), Hit Points (HP), an Attack, On 5-6, the faction advances one step closer
and a special ability, like spells or resistances. to its goal. After three advances, the faction
Accommodate these to the level of the PCs. succeeds.
RUN A
BASICS • Encounters: roll encounters to flesh out
Start the party in a hex of your choosing, and location occupants or generate conflict.
place the Players Pawn in it. Then, let PCs move Adversity leads to adventure.
freely. Exploration is divided into three Watches • Treasure: choose a treasure as reward for
per day (morning, afternoon, evening) of eight exploring the location; it may give ideas as
hours each. In each of these, PCs decide if they to why this place is relevant.
wish to cross the hex, explore a location, gather • Rumours: flesh out the location by making it
supplies, or make camp. the subject of a known rumour.

Crossing a hex Gathering supplies


It takes two Watches to cross a hex, with the first PCs can spend one Watch gathering food, water
Watch representing moving into the hex and the and other consumables (like ingredients, natural
second moving out of it. Difficult terrain (rivers, medicine, wood for arrows, etc.). On a success,
swamps, mountains) take an additional two they find enough supplies for 1d6 Watches. On a
Watches to traverse. Roll 2d6 in the table below 1, roll an encounter.
when PCs decide to move out of a hex.
1d6 Success
2d6 Crossing Hexes Jungle 2-6
2-6 Nothing happens. Forest 2-6
06 6-9 Roll Encounter. Pastoral 3-6
10-11 PCs are lost! Watch is wasted Steppes 3-6
OR move into different hex. Swamps 3-6
12 Roll Event. Mountains 4-6
Desert 5-6
Exploring a location Ocean 6
If a hex has a location, the PCs may decide to
explore it. Exploring a location takes one Watch, Making camp
though possibly longer depending on its size and PCs must rest one Watch per day in a safe place,
the players’ approach to exploring it. If you have or suffer disadvantages/penalties. Use the table
not yet fleshed out the location, you may use the above to determine if a suitable place can be
following practices to elaborate on its details found, increasing the chance by 1 for each Watch
during the session: spent searching. At camp, they may eat, heal,
rest, and otherwise mark supplies.
• Description: improvise up to a handful of
sensory details (example: ‘these Caves reek
of sulphur’, or ‘this Palace is coated in gold’) Minimalist approach
and come up with an obstacle or interaction Hexcrawls can be run in a more minimalist style,
(example: ‘this Ancient Ruin has a sealed door if desired. Crossing a hex, or exploring a location
covered in old glyphs,’ or ‘the wizard inside this costs one day’s time and an equal amount of
Tower needs to strike a deal’). Use player rations. Then, simply improvise details, come
reactions or have them ask questions, then up with interactions and roll encounters/events
expand on their feedback. whenever it seems fitting. That’s it.
HEXCRAWL
ENCOUNTERS WEATHER
Random encounters give life to the world. They Roll 2d6 for weather each day. Adjust the actual
can be used in all parts of play: crossing hexes, description of the weather for the current biome,
exploring locations, gathering supplies, or even using this table as a guide. (E.g. Unpleasant in
when making camp. In addition to the guidelines the Desert could be a heat wave, whereas in the
from the previous page, introduce encounters Mountains icy winds.)
whenever it seems fitting. This may include
when the PCs camp in a risky spot, forage in 2d6 Weather
unknown territory, or carelessly draw attention 2 Catastrophic. Outside of shelter, roll all
to themselves. saves with disadvantage.
3-5 Unpleasant. One extra Watch to enter or
If you think an encounter fits the current situa- leave a hex.
tion, but you still want to make it random, simply 6-8 Typical. Uneventful.
roll 1d6. 9-11 Agreeable. Take advantage on the first
save you make today.
• On a 1, an encounter occurs. 12 Perfect. Gathering supplies is always
• On a 2, signs or hints of the encounter successful.
are discovered.
• On 3-6, nothing happens.
07
Reactions
When coming across a creature or NPC whose
reaction is uncertain or unpredictable, use the
following table.

2d6 Reaction Scan me for downloadable


2 Attacks immediately. resources (printable sheets
3-5 Hostile, but… with blank tables, unkeyed
6-8 Can be bargained with. hex maps and more) as well
9-11 Friendly, but… as random generators.
12 Helpful. Or find us at
hexomnivorous.com
Morale
Whenever an adversary reaches certain con-
ditions, they must make a save. On a fail, they
flee or surrender. These conditions include (but
should not be limited to):

• Being outmatched at the start of a combat


round.
• Taking critical damage.
• Seeing allies flee or fall.
08

THE
BIOMES 09
Pastoral

CITY CITY CASTLE


10

CHURCH RUINS CROMLECH

FARMLAND LAKE LAKE


Rolling hills of grass, productive farms, watchful shepherds and friendly villagers.
Surely there could be no danger amongst these pleasant sights? Don’t lower your guard down too
though. The hills hide bandits; the shepherd, a crown; the villagers, a secret.

VILLAGE VILLAGE VILLAGE


11

TOWER ABANDONED FARM SHEEP FARM

ROLLING HILLS ROLLING HILLS ROLLING HILLS


Pastoral

SPECIAL TRAVEL RULES


These hexes take two Watches to cross on foot. Cut it down to one Watch if PCs use horses
or other faster transportation.
12

ENCOUNTERS
1 Religious Procession: carrying (1) sacred relic, (2) oversized holy symbol, (3) heretics.
2 Circus Troupe: (1) disguised thieves, (2) banished mages, (3) pushy swindlers.
3 1d6 Bandits: (1) about to ambush PCs, (2) hauling loot, (3) hiding corpses.
4 1d6 Knights: (1) on fool’s errand, (2) escorting royalty, (3) called to arms.
5 Wizard Conclave: (1) performing a ritual, (2) harvesting reagents, (3) debating theorem.
6 Stampede of Sheep (low-level, stampedes downhill on any threats.)
7 1d4 Fauns (low-level, charm adversaries with strange horn flutes.)
8 Three-Eyed Raven (low-level, telepathically linked to important NPC of choice.)
9 2d4 Giant Killer Bees (low-level, aggressively attack all sweet rations.)
10 1d8 Cows of Doom (low-level, larvae corpse explosion if killed.)
11 Headless Horseman (mid-level, continuously in search of the perfect head.)
12 Goat-Demon (mid-level, offers a devil’s bargain to a random PC.)
13 Flayed Unicorn (mid-level, teleporting powers & an ever-bleeding horn.)
14 Wicked Scarecrow (mid-level, mangy looking & terrifying glare.)
15 Giant Grasshopper (mid-level, towering leaps & razor-sharp whip antennae.)
16 Brachiosaurus (mid-level, usable as mount if continuously fed.)
17 Rainbow Peacockatrice (high-level, gaze dazzles targets for 1d6 rounds.)
18 Bull Centaur (high-level, trampling charges & oversized metal axes.)
19 Bloodmoon Werewolf (high-level, smells all blood within two hexes.)
20 Behemoth Goose Hydra (god-like, 2d4 heads, stomping feet & deafening honks.)
TREASURE
1 Lucky Coin (1d10 silver coins appear nearby whenever owner rolls a critical hit.)
2 Cursed Portrait (absorbs damage done to a PC; if destroyed, PC takes all accumulated damage.)
3 Dimensional Bag (disintegrates all matter put inside, but 10% chance it spits out a Monster.)
4 Ballerina Shoes (advantage to stealth rolls, but shoes start dancing when music is played.)
5 Ring of Deception (wearer appears as the last person who wore the ring before them.)
6 Bagpipes of Doom (if played poorly, conjures an angry goat-demon.)
7 Cloak of Invisibility (allows user to become invisible if they remain still.)
8 Book of Misspells (allows user to alter spells by misspelling them, like Raise Dead to Raise Bread.)
9 The Moustached Helmet (adversaries have disadvantage to Morale against wearer.)
10 Spoon of Gluttony (each spoonful consumed with it compels the target to keep eating.)
13

EVENTS
1 Bad Omen: dark cloud follows PCs for 1d6 days pouring intense rain on them.
2 River Blight: an evil wizard has stolen the rivers, leaving only stinking mud pits.
3 Throne War: 1d12 x 100 soldiers invade the region, starting in a random outer hex.
4 Blue Plague: starts in a random hex, spreads out at the rate of 1d6 days per hex.
5 Grand Tournament: champions from all over the world converge at the local capital.
6 Desolation: replace 1d3 hexes with Desert hexes.

RUMOURS
1 The King seeks revenge against the ones who killed his heir. You fit the description.
2 A talking goose was spotted in the wild, laying eggs of gold.
3 An outfit of thieves are on the prowl, searching for a dark ancestral relic.
4 One village is an illusion powered by a sorcerer who keeps everyone trapped.
5 A secret bard society is making a glass-harmonica capable of mass hypnosis.
6 There is a sheep in one of the villages that grants you a wish if you shear it.
7 One village is made up of a bucolic vampire brethren who feast on visitors.
8 Those who kiss at the feet of ten priests will be blessed by a miracle.
9 The Goat-Demon pays a visit to the families of those who defile tombs.
10 A local farmer swears their pig is an oracle.
Desert

CITY PYRAMIDS TOMB


14

OBELISK RUINS BURIED STATUE

CANYON CANYON CANYON


A vast, endless sea of sand. A shimmering in the distance tempts you with hopes of an oasis
or long-forgotten temples. All too often, it is merely a mirage. The sun plays devilish tricks
on a traveller’s mind.

VILLAGE VILLAGE VILLAGE


15

MEGALITH OASIS OASIS

CRACKED EARTH CRACKED EARTH CRACKED EARTH


Desert

SPECIAL TRAVEL RULES


Desert hexes take two Watches to cross on foot. Cut it down to one Watch if PCs use horses
or similar transportation. Deserts are harsh environments to travel in, so the GM is encouraged
to come up with weather events, like dust-storms and heat waves. Suggestion: check out the
Dangers table from the Undying Sands for additional inspiration.
16

ENCOUNTERS
1 Wanderer: (1) exiled ruler, (2) ostracized preacher, (3) cursed mage.
2 Camel Train: (1) merchants, (2) priests, (3) masked marauders.
3 3d6 Soldiers: (1) lost, (2) dying of thirst, (3) hauling war spoils.
4 Large Thorny Lizard (low-level, skin is used to make armour.)
5 Blinkrunner (low-level, flightless teleporting & annoying beeps.)
6 1d6 Mummified Ghouls (low-level, searching for their tombs.)
7 Swarm of Screaming Locusts (low-level, curse harbingers.)
8 1d8 Giant Dung Beetles (low-level, roll PCs in or under a crushing sludge boulder.)
9 1d6 Smoke Hounds (low-level, immune to physical weapons.)
10 2d4 Mangy Hyenas (low-level, loud & hungry.)
11 Two-Tailed Scorpion (mid-level, venomous stinger attacks.)
12 Behemoth Rattlesnake (mid-level, hypnotic tail & venomous bites.)
13 Mammoth Scarab (mid-level, charging bull-like attack.)
14 1d4 Undead Camels (mid-level, rotting spit & unnaturally fast.)
15 Djinn (mid-level, can teleport PCs anywhere in exchange for one life.)
16 Dune Elemental (mid-level, manipulates sand to pin & baffle targets.)
17 Glass Worm (mid-level, blinding reflection & spews glass-shards.)
18 Oasis Mimic (high-level, slowly devours any PCs that enter its waters.)
19 Land Shark (high-level, treats sand as if it was water.)
20 The Tarrasque of the Wastes (high-level, hexes it moves through turn to Desert.)
TREASURE
1 Jinxing Annulet (wearer can sacrifice 2d6 hit points to re-roll any dice rolled by someone else.)
2 Sarcophagus of Rebirth (doppelganger of PC inside that springs to life if PC dies.)
3 Amethyst Idol (all undead believe the wearer to be their God.)
4 Canteen of Miracles (once per day, roll 1d4: 1-2. fresh water, 3. sand, 4. camel spit.)
5 Amulet of Protection (50% chance of disintegrating attacker if they land a critical hit on wearer.)
6 Scroll of the Endless Rivers (if properly read, summons a river in the next desert hex.)
7 Ritual Knife (backstabbing bonus, but 10% chance the knife refuses to pierce target.)
8 Drums of the Dunes (20% chance to summon a sandstorm for each round it is played.)
9 Shamshir of the Black Moon (traps souls inside, freed as flesh-eating spirits during eclipses.)
10 Sceptre of the Onyx Ibis (once per solstice, can send PCs 1d3 days back in time.)
17

EVENTS
1 Temporal Failure: swap two random hexes.
2 Ghoul Sun Eclipse: lasts 1d6 days, during which the Desert is swarmed with undead.
3 The Culling: Imperial guards are dispatched to kill anyone they believe to be a Royal Assassin.
4 Dust Storm: pushes PCs to random adjacent hex; storm moves to another hex.
5 Mirage: flip over current hex (use only on hexes showing locations).
6 Oasification: replace one random hex with a Swamp hex.

RUMOURS
1 An ancient sorcerer has been buried alive and will reward those who unbury him.
2 Dark tablets and inscriptions for vile spells lay half-buried in a long-forgotten site.
3 A cabal of djinn-worshippers operate in hidden tunnels beneath the Desert.
4 There are magical oases with restorative properties in the Desert.
5 A mausoleum holds the gilded mummy of the Goddess of Resurrection.
6 A sorcerer is researching a grand rite to flood the Desert into a Swamp.
7 A canyon in the deep Desert leads into a primordial, time-lost sanctuary.
8 Those who refuse water to a stranger in need will crumble to dust beneath the next Eclipse.
9 A local ruler secretly feeds their subjects to the Desert Tarrasque.
10 If a camel spits twice upon your face, a great curse shall fall upon you.
Ocean

ISLAND SKULL ISLAND VOLCANO ISLAND


18

SHIPWRECK SUNKEN SWORD ASPIDOCHELONE

DEEP SEA DEEP SEA DEEP SEA


Upon the horizon, where sea meets sky and all the world is blue. Black sails have trailed you now for
a day, hunting you even in the shroud of night. Beneath the groaning timbers of the hull lurk unfathom-
able beasts. Land, once sighted, shall be a sweet relief.

CITY SEA FORT BEACON


19

ICEBERGS ROCKY CLIFFS REEF

SHALLOWS SHALLOWS SHALLOWS


Ocean

SPECIAL TRAVEL RULES


Ocean hexes take four Watches to cross on average. Slow boats take six Watches to cross,
while fast vessels take two Watches only. It is only possible to cross these hexes with a boat
or similar. Suggestion: check out the Watercrafts fold-out from the Bottled Sea for inspiration
on boat descriptions and stats.
20

ENCOUNTERS
1 Castaway: (1) wanted murderer, (2) exiled prince, (3) lost high-priest.
2 Skiff: (1) fishermen, (2) cartographers, (3) religious zealots.
3 Merchant: selling (1) directions, (2) cursed pearls, (3) alchemical shells.
4 Ship: (1) pirate galleon, (2) shipping caravel, (3) royal turtle ship.
5 Barnacled Coffin: (1) vampire, (2) dead king, (3) one treasure.
6 Suckerfish School (low-level, latches on to the hull slowing ships.)
7 Crowd of Gluttonous Gulls (low-level, try to eat all food aboard.)
8 1d6 Sirens (low-level, drag PCs into the deep ocean on failed saves.)
9 Hippocampus (low-level, half-fish half-horse, probably rideable.)
10 Giant Glowing Crab-Squid (mid-level, clawed tentacles & dizzying colours.)
11 Palaeozoic Sea Snake (mid-level, serpentine moves & poisonous bite.)
12 Barnacle Beast (mid-level, thick armour & cutting lashes.)
13 Whirlpool Elemental (mid-level, weaves giant waves around ships.)
14 1d4 Vengeful Killer Whales (mid-level, very fast & hungry.)
15 Four-Claw King Crab (mid-level, bone-breaking claw clasp.)
16 Giant Oyster (mid-level, shiny black pearl & another Encounter inside.)
17 Deep-Sea Terror Drake (high-level, rises to surface to eat.)
18 Ghost Galleon (high-level octopus captain, low-level undead crew.)
19 Buzzsaw Megalodon (high-level, rotating buzzsaw teeth.)
20 The Kraken (high-level, incredibly strong & slimy suckers.)
TREASURE
1 Gambler’s Coin (flip to determine any action; heads is a critical hit, tails is a fumble.)
2 Shell of Whispers (once per 1d6 days, user may ask a yes-or-no question to the GM.)
3 Spyglass of Illusions (whatever its owner whispers will be seen by another using it.)
4 Futuristic Diver’s Suit (10% chance of shattering due to pressure per 30’ of depth.)
5 Life Jacket (posh vest that magically inflates when soaked in water.)
6 Staff of Neptune (when struck in ground, cracks the earth and releases a geyser.)
7 The Kaleidoscope (hypnotises a target who gazes through it.)
8 Crab Exoskeleton (grants wearer armour protection & extra pincer attack per round.)
9 Wand of Emergence (use to flip one back-sided hex to show its location.)
10 The Coral Cutlass (user may invoke an uncontrollable water elemental once per week.)
21

EVENTS
1 Dead Calm: not a wind or breeze is felt for 2d6 days.
2 Gustnado: swings and damages all boats in current and adjacent hexes.
3 The Brethren’s Call: pirate captains from all over the world converge to random hex.
4 Silver Fleet: armed merchant convoy starts crossing the map in random outer hex.
5 Typhoon: move around 1d6 hexes (including current). All within suffer extensive damage.
6 Seamount Eruption: replace random sea hex for one with an island (or another land hex).

RUMOURS
1 A sunken city has been discovered, ripe for the plunder.
2 A ghostly galleon aimlessly sails the sea, taking captives for its undying crew.
3 A land of unspeakable riches lies across the Ocean, should you dare cross it.
4 Those devoured by the Kraken do not die; they are transported to a realm of Weird.
5 Pirates have begun smuggling thaumaturgical smoking pipes out of a hidden cove.
6 The Silver Citadel emerges from within the sea once per decade.
7 The souls of the drowned can be summoned inside the Giant Oyster.
8 There is a dreadful buccaneer galleon crewed only by nuns.
9 On an islet sit four rival Cyclops, who guard a chest that will end the world if opened.
10 On blood moons, the waters turn red and all of the Ocean’s dead seek ships to board.
Forest

PALACE INN VILLAGE


22

RUINS RUINS MAGIC TREE

FOG CLEARCUT CLEARCUT


Do not venture into the woods alone, for towering trees and mysterious fogs may befuddle your mind
and strike fear in your heart. Uncanny evergreens and rocky caves may conceal secrets best left
unknown. Stray not from the path, curb your curiosity.

TOWER SHRINE STANDING STONES


23

CAVE CAVE CLEARING

AUTUMNAL AUTUMNAL AUTUMNAL


Forest

SPECIAL TRAVEL RULES


Each forest hex takes two Watches to cross. Cut it down to one Watch if PCs use horses
or similar transportation. Forests bear a risk of getting lost: when leaving a hex, have all PCs
make an appropriate roll. If all fail, they end up in the same hex and a Watch is wasted.
24

ENCOUNTERS
1 Forest Bandits: (1) hiding plunder, (2) spying PCs, (3) chasing nobility.
2 Trader: (1) poisonous mushrooms, (2) hallucinogenic berries, (3) wood carvings.
3 Walking Treehouse: carrying (1) hungry witch, (2) bandits, (3) treasure.
4 1d4 Blood Boars (low-level, relentless charges against any intruders.)
5 Flock of Skullpeckers (low-level, hard beaks & piercing pecking.)
6 1d6 Mycelium Ghouls (low-level, grapple & turn people into fungi.)
7 Grabber Roots (low-level, entangle & slowly bury PCs as compost.)
8 1d4 Twisted Dryads (low-level, twist vegetation to ensnare threats.)
9 Bounty Hunters (low-level, hired to capture or kill the PCs.)
10 1d6 Giant Slugs (mid-level, vomit green acid onto prey.)
11 Woodland Shifter (mid-level, can take the form of any forest animal.)
12 Fire Ant Swarm (mid-level, unnaturally fast & venomous stings.)
13 1d4 Treeants (mid-level, sluggishly reluctant but possibly reasoned with.)
14 Knight of Thorns (mid-level, stag mask & jawbone sword.)
15 The Druid (mid-level, lone wanderer & protector of the forest.)
16 Overgrown Moss Bear (mid-level, ravenously hungry.)
17 Bramble Monster (mid-level, piercing thorns & crushing grip.)
18 Cave Mimic (high-level, lures PCs into its mouth to digest them.)
19 Leviathan Centipede (high-level, poisonous feet & piercing tongue.)
20 The Majestic Anti-Deer (high-level, god-like stag that knows anti-magic.)
TREASURE
1 Twig Sentry (while carried, holder cannot be surprised or ambushed.)
2 Loyalist’s Ring (user can implant a thought into anyone who kisses the ring.)
3 Tooth Fairy Pillow (converts human teeth into 1d10 coins overnight.)
4 Boar-Tusk Helmet (headbutting with it deals damage equal to a large sword.)
5 Woundworts Armour (dress a rabbit in it and it becomes a humanoid henchman.)
6 Groveheart Seeds (when planted, makes a large tree sprout and fully grow in 1d6 days.)
7 Mask of the Lonesome Stag (once per week, wearer may conjure a powerful stag ghost.)
8 Druid’s Chalice (once per day, drinking from it restores 1d6 Hit Points.)
9 Wand of the Wyrd (use to place a random Weird hex on the map; has 1d3 charges.)
10 The Hunter’s Oathbow (arrows chase previously marked targets within sight.)
25

EVENTS
1 Thick Fogs: all Encounters have advantage to surprise PCs for 1d3 days.
2 Cursed Creeks: all rivers and creeks turn yellow, making their waters undrinkable.
3 The Passage: convoy with notable prisoner starts crossing the map in random outer hex.
4 Parliament of Trees: trees in random hex spring to life and start casting out ´trespassers’.
5 Spreading Wildfire: burns random hex and spreads to 1d3 hexes per day, if not stopped.
6 Overnight Desiccation: replace 1d3 hexes with Desert hexes.

RUMOURS
1 The antlers of the Anti-Deer can be crafted into a god-killing weapon.
2 A robber band buried the king’s ransom in these woods, before being caught and killed.
3 An ancient gnarled tree hides the ‘Unusual Gate’, a passage into a Weird realm.
4 The Old Grove General dwells here, alongside an army of sleeping tree-folk soldiers.
5 An old ruin in the woods contains the alchemical theory to turn petrified wood into gold.
6 These woods are home to a brotherhood of thieves who steal from the rich and aid the poor.
7 The Druid can polymorph those who find him into whatever they wish, for a price.
8 An insidious fungus which can kill any mortal is said to grow in the dark depths of the wood.
9 A local ruler controls the people of the Woods through an occult ritual artifact.
10 Anything buried near the Sacred Tree will see it duplicated in 30 days.
Jungle

CITY VILLAGE OBSERVATORY


26

RUINS GIANT STATUE WATERFALLS

VOLCANO VOLCANO LAGOON


An assault of colour and a cacophony of noise. Out amongst the clamour of vines and sudden
downpours, ancient temples and glorious treasure awaits. But you can barely hear yourself think
over the birds and buzz and the raucous heat. Beware of creatures known only in legends.

PYRAMID SHRINE TEMPLE


27

SINKHOLE SINKHOLE CAVE

LAGOON PARROT HABITAT MONKEY HABITAT


Jungle

SPECIAL TRAVEL RULES


Each jungle hex takes two Watches to cross. Jungles bear a risk of getting lost: when leaving
a hex, have all PCs make an appropriate roll. If all fail, they end up in the same hex and a Watch
is wasted.
28

ENCOUNTERS
1 Hunters: (1) stalking prey, (2) being chased, (3) breaking camp.
2 Cortege: carrying (1) prisoners, (2) royal palanquin, (3) funeral procession.
3 2d4 Yellow-speckled Frogs (low-level, poisonous touch & slimy tongue.)
4 Brood of Unpleasant Mugger Caymans (low-level, feisty bites & thick skin.)
5 River of Ants (low-level, devour anything in their path.)
6 2d6 Green Monkeys (low-level, steal supplies from PCs and run away.)
7 Piranha Mob (low-level, feeding frenzy & only harmed by area attacks.)
8 1d4 Glowing Blue Scorpions (low-level, extremely painful stings.)
9 Mosquito Swarm (low-level, very annoying disease-carriers.)
10 Jumbo Damselfly (mid-level, long blood-sucking beak.)
11 1d4 Ruin Raiders (mid-level, posse composed of seasoned thieves.)
12 Carnivorous Plant (mid-level, walks upright & stands still before attack.)
13 Goliath Anteater (mid-level, eats humans as though they were ants.)
14 Prismatic Snail (mid-level, colour spray release & poisonous slimy touch.)
15 Silver-Spot Giant Tarantula (mid-level, weaves razor metal webs.)
16 Green Anaconda (mid-level, chocking bone-breaking grip.)
17 Blood-Furred Jaguar (mid-level, brutal bites & ripping paw swipes.)
18 King of the Howler Monkeys (high-level, commands horde of macaques.)
19 The Great Centa-Kong Beast (high-level, many legs & strong bone-breaking clutch.)
20 Behemoth Hydra-Turtle (high-level, the size of a building & 1d4+2 heads.)
TREASURE
1 Obsidian Mage Slayer (dagger vibrates in the presence of evil magic-users.)
2 Frog Figurine (if wielder consumes a large insect, an army of frogs are summoned to serve.)
3 Crystal Terrarium (a small lizard lives within; if broken, the lizard becomes a Kaiju.)
4 Wand of Negation (once per day, use it to force someone to re-roll their last action.)
5 Ophidian Bracelet (on command, turns into a living snake familiar.)
6 Iguana Carapace Mail (shifts colours to match the wearer’s mood.)
7 Jaguar Helmet (wearer gains the bite and speed of a jaguar.)
8 Blade of the Frogs (roll twice for damage against amphibian creatures.)
9 Feathered Plate Armour (grants wearer protection from dark magic.)
10 Gorilla-Head Staff (when struck in the ground, emits an ear-piercing gorilla howl.)
29

EVENTS
1 Mutagenic Showers: chance of triggering colourful mutations on outsiders.
2 Purple Haze: roll 1d3 Encounters (hallucinations, but PCs experience them as real.)
3 The Proving: local leaders start rounding up people to send on a monster hunt.
4 Alien Terraforming Ship: replace one hex per day with a Weird hex. Lasts for 2d6 days.
5 Monsoon: 1d3 hexes become flooded to the waist, taking an extra Watch to cross.
6 Cenote Sinkhole: replace one random hex with an Ocean hex.

RUMOURS
1 If you swallow a jungle frog whole, you become immune to poison.
2 There is a Golden City ready to be unearthed deep in the heart of the Jungle.
3 Outlander plunderers have taken up roost in an ancient ruin.
4 There is a metallic library with metal tablets on how to assemble ancient robots.
5 Rivers in the Jungle all lead to the Behemoth Hydra-Turtle.
6 A healer in this jungle can cure any disease in exchange for 1d6 dragon teeth.
7 Those who can subdue a jaguar temporarily take on its strength and speed.
8 A high-priest can control the Great Centa-Kong Beast through cryptic rites.
9 The lost tomb of the First Emperor contains relics from the future.
10 The Jungle will turn to Desert if the Great Centa-Kong Beast is killed.
Swamp

VILLAGE TOWER WITCH HUT


30

TOMBS RUINS SHIPWRECK

QUAGMIRE BOILING WATERS BOILING WATERS


Muck, mosquitoes, and more muck. That’s all there is, or so it seems. What secrets have been
drowned in mud, buried beneath the fetid bog? Keep your feet dry if you want to live, for infection
and fouler things lurk in the brackish sludge.

SKULL ALTAR CHURCH TEMPLE


31

CARCASS OBELISK SPIDER TREE

TOXIC BOG TOXIC BOG TOXIC BOG


Swamp

SPECIAL TRAVEL RULES


Swamp hexes take four Watches to cross on foot, due to mud-dragging and flooded parts.
Animals or vechiles are useless, except for small boats. If using a boat, cut down travelling
times to two Watches per hex.
32

ENCOUNTERS
1 Witch Coven: (1) performing rite, (2) berry picking, (3) flying above.
2 Witch Hunters: (1) on the hunt, (2) recently cursed, (3) harassing travellers.
3 Capsized boat: (1) resting alligators, (2) one treasure, (3) mimic!
4 2d6 Bog Alligators (low-level, very territorial & crushing bites.)
5 Purple Lotus Hag (low-level, reveals PCs uncomfortable secrets.)
6 1d4 Flaming Skulls (low-level, high-pitched screams & death beam rays.)
7 1d12 Slimy Hagfish (low-level, blood-draining sucking bites.)
8 1d4 Gooey Eye-Stalks (low-level, gaze creates melting illusion on victims.)
9 2d6 Muddy Bog Skeletons (low-level, wandering aimlessly.)
10 Bloated Bullfrog (mid-level, explodes when killed.)
11 Acid-Spitting Goanna (mid-level, highly corrosive fluorescent acid.)
12 Walking-Skull Spider (mid-level, instils panic & spits bone webs.)
13 Will-o’-Wisp (mid-level, ethereal presence & consumes life.)
14 Wobbly Green Slime (mid-level, gold-laden corpses floating inside.)
15 Tower of Ooze (mid-level, paralyses & consumes anything in its path.)
16 Rat King (mid-level, sends forth an endless stream of rats.)
17 Mud Banshee (mid-level, horrifying shrieks & necrotic touch attack.)
18 Cosmic Swamp Horror (high-level, composed of 1d100 heads.)
19 Mosquito Tornado (high-level, carries PCs away into the air.)
20 The Rot Abomination (god-like, rotting touch & chopped body parts turn into minions.)
TREASURE
1 Brew of Bog-Form: (1) rat, (2) frog, (3) bat, (4) snake, (5) platypus, (6) alligator.
2 Bag-of-Bones Frock (wearer takes on the appearance of an undead creature.)
3 Crown of the Bog Lich (wearer can control low-level undead skeletons.)
4 Bone Hand Flute (always plays beautiful music, but 10% chance one listener turns undead.)
5 Giant Hag’s Cauldron (brews devious potions out of human bodily parts.)
6 Swamp Rat Cleaver (summons 1d6 rats upon hitting target of lawful alignment.)
7 Embalmed Head (wheezes out a whispered warning of impending doom once per day.)
8 Staff of Withering (withers target 1d3 decades on a critical hit; or to user on a fumble.)
9 Crystal Ball (GM must narrate a half-truth of an event to come; shatters after use.)
10 Necromancer’s Hand (raises 1d6 corpses per day, but 1d6-1 of them are not controllable.)
33

EVENTS
1 Boiling Muds: waters in 1d6 hexes (including current) start bubbling, causing heat damage.
2 Pestilent Smog: PCs lose the sense of smell until it lasts (1d6 days.)
3 Dead Anomaly: 1d100% of all living beings turn undead (roll same % for each PC.)
4 Methane Pockets: in current and adjacent hexes, any spark can render a big explosion.
5 Insect Exodus: massive migration between two random hexes, wreaking havoc in its path.
6 Colossal Quickmuds: replace current hex with sinkhole hex (Jungle) in 1d6 hours.

RUMOURS
1 A coven of witches is brewing the World’s End.
2 The old seer can narrate something that will irrefutably happen to you.
3 Those who bathe in boiling muds are reborn as their better self.
4 An ancient lord of undeath once controlled the Swamp, its lair is still undiscovered.
5 A wizard conclave has taken refuge here to study forbidden geometry and oozes.
6 Those who kill ten undead shall have a curse laid upon their head.
7 A legendary artifact remains unblemished in the belly of the Rot Abomination.
8 A tavern owner keeps a secret ale recipe that causes odd mutations.
9 A God is being held captive in a spellbound prison somewhere in the Swamp.
10 All bodies buried in the bog resurface in six days, strangely changed.
Mountains

MONASTERY CASTLE TOMBS


34

BRIDGE GIANT SWORD FROZEN POND

SNOW MOUNTAINS SNOW MOUNTAINS SNOW MOUNTAINS


From these exhilarating heights the splendour of the natural world is everpresent. But such beauty
belies many dangers; the shortness of your breath at these high climes – avalanches, abominable
beasts, and night’s deadly chill.

RUINS VILLAGE VILLAGE


35

TUNNEL CAVE DRAGON LAIR

RED MOUNTAINS RED MOUNTAINS RED MOUNTAINS


Mountains

SPECIAL TRAVEL RULES


Mountain hexes take four Watches to cross on foot. A particularly strong PC may do it in two
Watches. Mountains bear a risk of exhaustion. Unless using animals, when PCs cross a hex, each
must suceed in an appropriate roll, or leave behind one piece of equipment in order to carry on.
36

ENCOUNTERS
1 Monks: (1) meditating, (2) protecting the Mountain, (3) training martial arts.
2 Pilgrims: (1) in holy walk, (2) returning home, (3) disguised thieves.
3 Crusading Knights: (1) seeking idolater, (2) carrying treasure, (3) shamefully lost.
4 Pelt Hunters: (1) carrying prey, (2) trailing prey, (3) fleeing from monster.
5 Ranger: (1) tracking PCs, (2) tracking animal, (3) tracking monster.
6 2d4 Infernal Salamanders (low-level, immune to fire & scalding breath.)
7 Snow Leopard (low-level, ambushes prey & flees if threatened.)
8 1d4 Skeleton Ogres (low-level, limited thinking & bone clubs.)
9 1d6 Pterodactyl Hatchling (low-level, painful bites & calls mother if harmed.)
10 Cattlehunter Roc (mid-level, carries away mount animals in their talons.)
11 Lavamancer (mid-level, can manipulate lava & create hot springs.)
12 Snow Troll (mid-level, aggressively territorial & regeneration abilities.)
13 Phoenix (mid-level, pluming fire damage & is reborn in 1d6 days if slain.)
14 Woolly Mammoth Herd (mid-level, stomping charges & piercing tusks.)
15 1d3 Stone Giants (mid-level, throws parts of themselves to attack.)
16 Hippogriff (mid-level, allows being mounted if offered a valuable promise.)
17 Chimera (high-level, lion claws, loud goat bleats & swinging snake tail.)
18 Frost-White Yeti (high-level, savage claw slams & chilling gaze.)
19 Ice Titan (high-level, superhuman strength & freezing breath.)
20 Ancient Frost Dragon (god-like, breathes freezing fire.)
TREASURE
1 Plate of the Iron Master (10% chance of shattering any weapon that deals a blow to it.)
2 Pelt of the Mammoth-Lord (advantage to resisting cold and extreme weather events.)
3 Goat-Head Harp (if played skilfully, instills fear on listeners of lawful alignment.)
4 Hammer of Kings (meteorite-crafted, generates 1d4 random lightning bolts with each strike.)
5 Holy Censer (entrances anyone who inhales its smokes for 2d10 minutes.)
6 Dirk of Life-Draining (user restores HP equal to the damage inflicted with it.)
7 Iron Homunculi Cage (can magically shrink and trap inside one human at a time.)
8 Double Helm of Telepathy (allows both users to communicate telepathically for 1d3 turns.)
9 Cloak of the Giant (doubles the user’s size and Constitution; no effect when wearing armour.)
10 Firebolt Ring (1d12 charges remaining; recharges when held against dragon’s fire.)
37

EVENTS
1 Holy Pilgrimage: convoy carrying sacred statue begins crossing the map in random outer hex.
2 Altitude Sickness: save or receive disadvantage on physical actions for 1d3 days.
3 Blizzard: PCs must find shelter, or save against freezing twice per day. Lasts 1d4 days.
4 Mining Guild: arrives in random hex, begins a mining operation.
5 Avalanche: flip over current hex (snow either covers a location or one is revealed.)
6 The Flattening: replace 1d3 hexes with Steppes hexes.

RUMOURS
1 In a giant undermountain maze and buried in ice, is a lost malignant weapon.
2 From a high peak, a primeval dragon hoards unique objets d’art and seeks more.
3 The First Library of the world is carved into these Mountains.
4 The secrets to immortality are held by an ancient order of monks who dwell in the region.
5 A thieves’ guild specializing in art heists hide their spoils in underground caves.
6 The shrine of a forgotten deity conceals a holy artifact which can reshape the world.
7 Some speak of a forgotten mine of mithril somewhere deep in the Mountains.
8 Give all your wealth to a beggar and your fortune will double within one year.
9 Those who meditate atop the highest peak for three days will gain incredible Wisdom.
10 Deep within the Mountains is a waterfall of molten gold.
Steppes

CITY TEMPLE HILL FORT


38

BATTLEFIELD MINE ANCIENT WELL

FARMLAND FARMLAND PLATEAU


Rugged are these steppes with their tall golden grasses, stretching far as the eye can see.
The sun beats down on you and the moon watches you freeze. It is an eerie place of errant shadows,
the bellowing snarl of horrid beasts, and the thunder of distant hoofbeats.

VILLAGE VILLAGE TOWER


39

MAGIC TREE STELE COPSE OF TREES

ROLLING HILLS ROLLING HILLS ROLLING HILLS


Steppes

SPECIAL TRAVEL RULES


These hexes take two Watches to cross on foot. Cut it down to one Watch if PCs use horses
or other faster transportation.
40

ENCOUNTERS
1 Nomad Trader: (1) forbidden scrolls, (2) cursed blades, (3) holy paraphernalia.
2 Abandoned Wagon: (1) rigged to explode, (2) bloody mess, (3) one treasure.
3 Scorpion Men: (1) hunting, (2) hoarding treasure, (3) looking for a fight.
4 Warband of Angry Geese (low-level, considered sacred property of the Queen.)
5 1d4 Wild Horses (low-level, 50% chance per horse that it can be tamed.)
6 Possessed Yak (low-level, aggressive red eyes & foaming mouth.)
7 1d6 Skeletal Horsemen (low-level, immune to piercing damage.)
8 Cursed Carrion Condor (low-level, bodies it consumes rise as undead in 1d4 rounds.)
9 2d4 Dwarf Rhinoceros (low-level, aggressively curious & thick armour.)
10 Mob of Marmots (low-level, steal all small things that shine.)
11 Two-Headed Harpy Eagle (mid-level, keen sight & sharp talons.)
12 Red-Eyed Lynx (mid-level, shoots red beam from its eyes.)
13 1d6 Giant Horned Goats (mid-level, expert climbers & brutal horn charges.)
14 Two-Trunk War Elephant (mid-level, allows a rider if recited poetry.)
15 Gold-Horned Antelope (mid-level, horns made of pure gold.)
16 Turtle Construct (mid-level, fuse tail ignites when stressed, highly explosive.)
17 Four-Horned Bison Beast (mid-level, trampling charges & sharp horns.)
18 Sabre-Tooth Tiger (high-level, smells prey within two hexes.)
19 White-Winged Black Wyvern (high-level, giant stinger & gripping claws.)
20 Gargantuan Death Worm (god-like, delves beneath ground to regenerate.)
TREASURE
1 Funerary Jar (its ashes can revive a target for 1d12 hours, after which they die again.)
2 Chariot of the Gods (extremely fast, but chance of hyperdriving into a Weird dimension.)
3 The Lunar Crown (makes wearer glow in a dim blue aura.)
4 Horn of Great Ruin (significant damage to everything in a cone in front of user.)
5 Giant Egg (hatches in 1d6 weeks: 1. dragon, 2. horse-monster, 3. skeleton demon.)
6 Tureen of Truth (compels truth from anyone served warm drinks from it.)
7 Blade of the Deathless (advantage against undead, whispers the crimes of nearby undead.)
8 Mask of Many Faces (mask may take on the manufactured shape of anyone it has seen.)
9 Orrery of the Black Disc (if mastered, can cause a solar eclipse illusion once per solstice.)
10 Helm of the Final Death (if wearer is killed on the battlefield, releases a blast of destruction.)
41

EVENTS
1 Famine: poor harvest and hunting see food in high demand.
2 War Season: local rulers call all to arms, PCs included. A foreign invasion approaches.
3 Meteorite Crash: falls in random hex, opening a gateway which spills monsters in 1d4 days.
4 Caravan Bazaar: thousands of traders from the Steppes and beyond converge in random hex.
5 Flash Flood: replace 1d3 random hexes with Swamp hexes.
6 The Occurrence: place one random Weird hex on the map (on any outer edge).

RUMOURS
1 The holy reliquary of an ancient martyr is encased in a lost tomb.
2 The secret base of an occult society of war clerics is located in the Steppes.
3 Tunnels hidden beneath a forgotten ruin hold advanced mechanical innovations.
4 A beloved local priest is actually an immortal necromancer.
5 A local temple is in truth a front for the most feared assassin’s guild in the world.
6 Ancient law proclaims whoever slays the Gargantuan Death Worm has a claim to the Throne.
7 The fortune-tellers here will tell you terrible, unknown truths about yourself.
8 Outlanders who dwell in the Steppes for over a month will turn into undead.
9 Ghastly merchants appear during eclipses, offering your most intimate desires for a great price.
10 If you refuse a duel in the Steppes, you will suffer a coward’s death in 1d6 hours.
Weird Weird

BIG HAND MONOLITH GIANT SKELETON

WeirdWeird

ALIEN TEMPLE PORTAL CRAB CITY


42

WeirdWeird

OFFERINGS GEYSERS WEIRD TREE

WeirdWeird

SALT POOLS GIANT FUNGI THE EYE


F O U R

P L A Y 43

STYLES
RANDOM REGION
1. BUILD THE MAP 2. FILL IN THE DETAILS
1.1 Take a Hex Sheet 2.1 Fill rumours table
Take the top Hex Sheet from the pad. Fill the table of rumours. Use the list in the
respective biome as inspiration, if needed. Share
1.2 Pick hexes them with the players at the start of the game
Take all hexes from a biome, and one Weird hex, (but don’t tell them which are true) and let them
for a total of 19 hexes. Shuffle them together. find their own adventure.
Want a random biome? Just roll 1d8.
2.2 Fill encounters table
1.3 Arrange the hexes Fill the table of encounters. Use the list in the
Arrange the hexes with their fronts side up in a respective biome as inspiration, if needed.
hex flower, as shown in the Hex Sheet.
2.3 Add treasure tokens
1.4 Flip hexes Fill the treasure table using the respective biome
Flip over the hexes shown in grey on the Hex list as inspiration. Then, place treasure tokens
Sheet. in the hexes that show a star. If successfully
explored, roll once on the treasure table.
1.5 Create a river (optional)
44 Depending on the biome, create a river. Place a 2.4 Choose adventures
river stick at each position indicated by a dark Choose one published adventure to flesh out
border. one of the adventure locations of your choice. Or
create your own.

2.4. Choose a title


Name your hexcrawl region.

3. Begin the adventure!


Use the procedures as per “Run a Hexcrawl”. If
an event shows up, you may roll from the respec-
tive biome list. Use the back of the Hex Sheet
to take notes during play: notable occurrences,
encounters, exploration. The hexes are numbered
to facilitate this. Keep the sheet as a memento of
the hexcrawl.
QUEST SCENARIOS
The postcrawls contain all you need for an Create your own scenarios
action-packed one-shot.
Choose 20~30 tiles and create a hex map with
1. Build the map them. Create a table of encounters and events.
Set up the hexes as shown in the postcard. Place treasure tokens in remote and abandoned
places. Write a one sentence description for
2. Add treasure tokens the locations. Finally, come up with a Quest and
Place treasure tokens on the indicated hexes. If make it time-sensitive: a good one-shot adven-
explored, these locations have special treasure. ture has a sense of urgency to keep the players
Follow the hex’s description, or simply roll or on track. A few days is a good guide.
choose from the respective biome list.
Examples of Quests
3. Encounters
Use the table provided. • Find someone in the map (wizard, mentor,
fugitive, assassin).
4. Events • Rescue someone (lost priest, exiled cultist,
Use the table provided and follow each post- missing royalty).
crawl’s specific procedures. If there aren’t any • Escort someone through the map (the King,
procedures, roll 1d6 at morning Watch. On 5-6, a high-priest, a prisoner).
roll an event from the table. • Find a specific treasure. 45
• Find a particular location (use the uncharted
5. The Quest lands system).
Give PCs the Quest and use its special rules as • Plunder a location.
written in the postcard. • Stop a ritual in a location.
• Escape a natural disaster.
6. Begin the adventure! • Chase and slay a monster.
Play to see if they are successful. • Eliminate a target.
• Save village from eminent catastrophe.
• Transport goods between two hexes.
HEX - IN - A - BAG
This style of play is the most random of all. The map of the setting is formed while PCs explore it. If
you own Undying Sands or Bottled Sea, you know how it works. If not, follow these procedures.

1. Bag the hexes 5. Play


Place 30 hexes of your choice in the bag, using Use the procedures as per “Run a Hexcrawl”. If
all hexes from one biome and the rest from other an event shows up, roll from the respective bi-
biomes. ome list. Reward clever exploration and success
in conflict with treasure from the appropriate
2. Rumours biome list.
Create a table of rumours. Use the lists provided
for inspiration, if needed. Share them with the 6. Exploration
players at the start of the game (but don’t tell Ask the party which direction they wish to travel
them which are true) and let them find their own in next. Repeat steps 4 and 5. PCs are free to
adventure. explore new hexes or return to those already on
the table. Keep on doing this until there are no
• Entries 1-3 is true. more hexes in the bag.
• Entries 4-5 is partially true.
• Entry 6 is a lie. 7. Leaving the region
46 The full map of the region forms as the charac-
3. Encounters ters explore. The party may only leave the region
Create a table of encounters. when no further hexes remain in the bag.

4. Draw & Toss


Remove a single hex at random from the bag,
toss it to determine which side remains up, and
place it on the table. This is where the characters
will begin their adventure.
UNCHARTED LANDS
1. Choose hexes 5. Exploring a hex
Take 30 tiles of your choice, all of which with During play, when PCs enter a new hex and
locations. Arrange them to create a map of your decide to explore it (by spending two additional
liking, with all locations side up. Watches), roll 1d6.

2. Rumours • On 1-3, flip over the hex: they have discov-


Create a table of rumours. Use the lists provided ered a location!
for inspiration, if needed. Share them with the • On 4-6, the hex remains as is: there is no
players at the start of the game (but don’t tell location to be found. Take note of this.
them which are true) and let them find their own
adventure. If PCs find a means to position themselves in
higher grounds, make the above roll for a number
• Entries 1-3 is true. of adjacent hexes as per the table below.
• Entries 4-5 is partially true.
• Entry 6 is a lie. Height Horizon
Tree 1 Hex
3. Encounters Watchtower 2 Hexes
Create a table of encounters. Hill 3 Hexes
Mountain 4 Hexes
4. Hide locations 47
Tun all hexes to their backs side up, hiding all of 6. Ending
the locations. The adventure may end when all hexs have been
explored.
CONCEPT:
Andre Novoa

WRITING:
Andre Novoa, Adriana Oliveira

ADDITIONAL WRITING & DEVELOPMENT:


Isaac Williams

ART:
Kevin Cannon

DESIGN:
lina&nando

EDITING:
Brian Yaksha

PRINTED IN PORTUGAL
ISBN: 978-989-53344-7-6
PRINTER: Greca - Artes Gráficas
DEP. LEGAL: 515320/23
[ First Printing: 2000 copies ]

ALL RIGHTS RESERVED


GAMES OMNIVOROUS
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