Beruflich Dokumente
Kultur Dokumente
Minor Encounters Roll 1d20 on the following list for each minor encounter indicated. Distribute minor
encounters throughout the hex as you see fit. As with major encounters, note the hex number of each to
record its location. Settlement a village or hamlet with a small to moderate population Fort a small
fortified holding owned by a noble, military leader, fighting order, or adventurer Ruin the remains of a
single structure whose original purpose was (d6: 1-2 tomb, 3 holding, 4-5 other structure, 6 dwelling;
60% chance its a shipwreck if located in a water hex) Monster the lair of a common or uncommon
creature Wandering Monster creature type based on current habitat; creature is (d6: 1-2 establishing a
lair, 3-5 scouting/foraging, 6 lost) Camp, industrial production facility for some natural resource, based
on terrain (Water/fishery, Swamp/peat, Desert/oasis, Plains/farming/ranching, Forest/logging, Hills or
Mountain/mining) Camp, semi-permanent a way-station for (d6: 1-2 trappers, 3-4 hunters, 5 drovers,
6 messengers) Beacon a long-range signalling/communication device (lighthouse if on/near water;
20% chance of being magical) operated by (d6: 1-2 guild, 3 local lord, 4-6 council of nearest settlement)
Construction Site a structure is being erected here (d6: 1 fortification, 2-3 infrastructure, 4-5
homestead, 6 religious centre) Battlefield the site of a major battle (20% chance of containing
salvageable gear; 10% chance that the area is haunted by the spirits of the slain) Isolated the dwelling
of some outsider (d6: 1 hermit, 2 mad hermit, 3 oracle, 4 retired adventurer, 5 outlaw, 6 homestead;
40% chance dwelling is fortified) Sacred Ground a protected area, designated as a (d6: 1-3 burial
grounds, 4-5 consecrated area, 6 hunting range) Crossing a bridge, ford, or pass (20% chance that its
in disrepair; if serviceable, 60% chance that a toll is charged) Ancient Structure a construction of
antiquity (d6: 1-3 grave marker, 4 astrological construction, 5-6 pagan shrine; 10% chance that is
possesses magical properties) Special Hazard an environmental danger exists here (d6: 1-2 poison, 3,
disease, 4 unstable ground, 5 strong electromagnetic field, 6 radiation) Treasure a cache of valuables is
rumoured to lie hidden here (40% chance of actually existing; 20% chance that its unguarded, but
certainly not easy to obtain) Contested the area is fought over by 2 or more factions because of (d6: 12 valuable resources, 3 abundant food, 4-5 strategic location, 6 religious significance) Natural Resource
a valuable commodity is located here (d6: 1-2 rare herbs, 3-4 rare mineral (lodestone, quicksilver), 5
meteoric steel, 6 heavy water) Supernatural Feature an unexplained effect or object exists here (d6: 12 teleportation portal, 3 dimensional gate, 4 anti-magic field, 5-6 wild-magic field) Gathering Place a
meeting place, relatively free from outside influence (d6: 1-3 tribal moot, 4-5 free trading post, 6
hospitaliers) - See more at: http://www.welshpiper.com/hex-based-campaign-design-part2/#sthash.SANj3Sn5.dpuf
Settlements:
1.Farmstead (CG) vegetables, sheep. Tanner family. 3 sons, 2 daughters, one is stunning, cha 19.
Gifted grower, worship erastil.
2.Farmstead (N, with good tendendies) druid (Lady Irina), 2 druid helpers, Halfling named Knot, and a
young boy named Daffyd. Gifted growers, worship gozreh. Grow apple, cherry, and nut trees. Animal
companions are raven and grizzly bear.
3.Orindell (NE) - Walled village, temple to Old Ones. Appear normal, but something funny if a sense
motive check is made. Party feels uncomfortable while here, like something is wrong, even though all
looks fine. Thomas Binder is the headman.
4.Dorim-dor (LG, with LN tendencies) dwarven settlement, 11 dwarves, 2 humans. Led by Durok
Brightbeard, redheaded dwarven warrior. Settlement devoted to Torag, focused on finding a prospective
mine and settling down. 1 promising cleric of torag, Olann Roansdottir, is available as a cohort.
5.Brindles (Bugbear) clan (CN, Evil tendencies) 13, 6 females, 5 males, 2 young. Settled into a natural
cavern whose entrance is partly covered and fortified by fallen trees. Ooglash is their spokesman. They
mostly want plenty of meat, weapons, armor, and weaker races to bully. They are consummate wood and
stoneworkers.
6.Trappers (CN, with NE tendencies), 3 trappers, will try to steal or cheat the party if given a chance.
Excellent woodsmen. Broghan, Dallad, and Richard.
Faerie Encounters:
1.Brownie Janine, looking for a family, lived with trappers, who didnt appreciate her and were
eventually killed by disease and cold. Will become a redcap if party doesnt help her.
2.Pixie Fernando the Magnificent (RPed with a French accent if possible) things the world is wonderful,
unshakeably happy and optimistic.
3.Satyr Koryos, plays haunting pan pipes, wants nothing more than to own sheep and live a pastoral
life, is a hopeless idyllic romatic.
4.Centaur squad traveling from Nomen heights, pursuing invading humans, very aggressive and
hostile, consummate archers and lancers. Kidnappers are mage led mercenaries, looking to sell centaur
young girl to a wizard for much gold.
5.Hobgoblins 6 very stealthy rogues snuck over from First World. Carry nickel coins and have woven
vine armor.
6.Leprechaun Sean O Riordan, gentlemanly rogue, will challenge the party to a contest if he thinks he
can win, like drinking, eating, blinking, or finding a hidden item.
7.Seelie Court Fae. 6 high fae journeyed over from 1st world, snobby as hell, demeaning, patronizing,
and basically a&+%%%~s.
8.Unseelie Court Fae high lord and his vassals, crossed over from 1st world, fearfully beautiful, with a
cruel streak. Oily words, charming (literally), and very very wicked.
Dragons:
1.Green Dragon Varinazerix young female looking for a permanent home
2.Black Dragon Korhanderizym young male looking for a good hiding place after scrap with elder
black.
3.Faerie Dragon Sir Laughsalot looking for something fun to do, like annoy adventurers
4.Land wyrm Simon the Hungry use wingless drake passing through on way back to Iobaria after
marauding villages in Mivon. speaks draconic, very dumb, very agressive, very hungry, very greedy.
5.Copper dragon passing through on the way to Medvyed Forest
6.Pseudo dragon Orian Stargazer, 17 yrs old, very talkative, curious about everything.
7.Wyverns mated hunting pair, focused on meat for their young, so horses are the target of choice
here. If they can each get one, they will fly off and leave.
8.Manticore very intelligent, animal companion to barbarian priestess of Lamashtu from Numeria.
Scouting for future mischief. Wont hesitate to respond aggressively to attacks.
Sounds:
1. Trolls hooting in the distance. Its either a single male troll singing to impress the ladies (50%) or a
pack of 5 hunting for prey and calling to each other (50%)
2. Fey laughter around the party It moves around a lot and doesnt seem to be able to be seen. In
actuality its ghost sound from a pixie whose hiding.
3. Wyvern keening overhead in the distance wakes the party up, everyone rolls vs fear dc 15 or they
are shaken until 3rd lvl.
4.Wolves wolves baying in the night, several packs who are hunting the edge of an elk herd, and
getting into position.
5.Horses galloping in the night with torches This is either a local farm commune hunting a rapist
(20%), a group of bandits starting a raid (40%), or a group of nasty hunters chasing an elven prisoner
(40%).
6.Crashing through the underbrush, grunting away from the camp Its a young brown bear looking for
snacks.
7.Slow quiet animal noises, footsteps almost like a small horse its a small group of elk moving between
grazing areas at night due to being disturbed by wolves.
8.Tatzlwyrms trilling (if along river), or owlbear crashing about (if anywhere else)
Tracks
1. Hill Giant Tracks
2. Worg tracks
3. Troll tracks
4. Kobold Tracks
5. Wolf tracks
6. Bear tracks
7. Elf tracks (near woods) or elk tracks (in plains)
8. Tatzlwyrm tracks (near river) or mite tracks (in plains)
9. Evil hunter tracks (on horseback)
10. Trapper and mule tracks (if along river), good hunter (if in plains)
11. Barefoot woman tracks (escaped slave or kidnapped girl)
12. Aberration tracks from Candlemere(spawn from Carrion Hill module) looks like a very large man
walking on his hands, except with claws and 4 legs.
d4: 1- The List 2: Interesting Things by the Roadside 3: Scenic Spots 4: Wilderness Oddities
THE LIST
1.
2.
3.
4.
5.
An earsplitting squawk
6.
7.
8.
Deja vu
9.
01. Makeshift altar with humanoid remains and dried blood staining the ground. A sacrifice to some cruel
god took place here.
02. Unconscious man/woman is tied to a tree (or bound to some other wilderness feature). Naked and has
been robbed by brigands. Hungry and weak from dehydration (perhaps a frostbite victim if traveling in
winter season).
03. A pack of wolves (or other animals) is surrounding a woman and small child, threatening to attack.
04. Campsite with a smoldering campfire. Anyone with tracking can make a check to determine there
were 6-7 people camping here a few hours before and left heading the same direction as the party's
goal. Perhaps a group of adventurers seeking the same destination as the party?
05. Scene of a recent skirmish. Dead humans/demi-humans (possibly adventurers) along with several
gnolls scattered about.
06. Shallow grave with makeshift tombstone, on which is written: "Here lies Ralston. Thief, liar, and
craven."
07. A cougar (or some other animal) chewing on the remains of a goblin.
08. A mage sitting under a tree reading over a book. He tells party he is waiting on a friend, but doesn't
mention why or whom. He answers questions vaguely. After a few minutes he starts repeating
himself. Eventually, he fades away/vanishes.
09. A female boar and several piglets. The female will attack if PC's seem threatening to her piglets.
10. An unoccupied cottage. Remains of farm animals outside. Bowls with food on a table
within. Abandoned for some time, but occupants seemingly just up and left.
11. Band of gypsies (possibly lycanthropes.) They offer various sundries and oddities for sale, and will read
the fortunes of the PCs.
12. Lost caravan guard. He/she was guarding a merchant caravan which was attacked by bandits. He/she
fled, and is now lost in the wilderness.
13. Remains of a funeral pyre. Fire has long since burned out. Ashen remains of humanoid on top of pyre.
14. Small pond with a beautiful woman swimming nude, her clothes on the bank. She will seem surprised,
and will attempt to seduce a party member. She is actually a succubus.
15. Skull of a hill giant, now covered in moss and grass in patches. Looking inside the mouth reveals a
small cache with 100sp (and possibly a clue relevant to the adventure/area.)
16. Traveling pilgrims of some lesser deity. They will offer healing, or other priestly services for a
charitable contribution (which is unreasonably high.)
17. Body of a dead adventurer in chain armor, pierced with several arrows. He is holding a sword to his
chest in ritualistic fashion. Searching the body reveals a clue about the PCs goal, or a map to another
site.
18. A chimera flies overhead carrying in one of its jaws the dead body of a human. It won't seem to notice
the party unless they engage it.
19. Mad hermit named Boltus. Adorned in the skins of various animals. He seems crazy, but is actually a
9th level Ranger. If PCs ask questions relevant to their adventure, there is a chance he can give info
amidst his seemingly insane rants.
20. Band of hunters camping. They know the area well, and if PCs are friendly will offer assistance.
21. Large overturned statue of a cloaked figure holding a sword covered in vines and other vegetation. At
base of statue is a secret compartment containing a map/clue of area.
22. Twisted dead tree in the distance with what appears to be a humanoid hanging from a limb by a
rope. When PCs approach, the figure is gone. Tree is gray and dead, and marked with arcane runes of
some foul god.
23. A wandering druid with a bear. He/she will offer assistance and information to area, if PCs can
somehow prove they are not endangering the lands.
24. Stone statues of 3 ogres twisted in horrific poses. They are somewhat crumbling and covered in
vegetation. Perhaps victims of some spell or monster effect from long ago.
25. A magical well seemingly in the middle of nowhere. If PCs drink from the well, they instantly feel
rejuvenated, and gain +1 to all attacks and saving throws for 3d10 turns.
26. A young boy pinned under a fallen tree from a lightning strike. His leg is broken and he can't pull
himself free.
27. A stone bridge over a small river crossing guarded by a gnome mage who seems of little consequence
to adventurers. He charges 50sp to cross his bridge. PCs can easily overpower him and cross the
bridge. If they do so, however, they will be hunted by an Invisible Stalker.
28. A rare fungus is found which has a purple luminescence. If any herbalists are in party, they can
identify as a component for certain disease cures and potions.
29. A man lying unconscious and naked on the ground. He doesn't remember how he got there, and seems
in a panic with a nervous demeanor. He will flee as soon as possible. Man is actually a werewolf.
30. A small abandoned cave. Entrance is overgrown with vegetation. Inside is a cot, and a locked
chest. Chest contains 100gp.