Hex 2
Hex 2
Hex Descriptions
        Gnomeyland SVG Map Icons Copyright Gregory B. MacKenzie 2012, Alex Schroeder 2013-2019. This work is licensed under the Creative Commons Attribution-ShareAlike 4.0 International License.
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      Procedures: random encounters are 1 in 6 per day and 1 in 6 per night if you’re not behind
      walls. Travel time is 1 hex/day without a trail, 2 hexes/day on a trail. If you’re looking for
      something that isn’t as obvious as a town or village built in plain sight, your chance of finding
      it is 1 in 6 per day; each search party also has to roll for their own random encounter.
      Underground encounters are 1 in 6 every two turns, e.g. whenever leaving a room.
      Scrolls, prayers and spells: a scroll can only be read by magic users and elves that know the
      spell or have access to read magic; a prayer can be read by anyone. The spells are listed in
      Appendix A.
1–3 10
4–6 20
7–9 50
10–12 75
13–15 100
16–17 250
18–19 750
20 1000
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      Treasure: the value of a gem is determined by rolling a d20 and looking it up on the table; the
      value of jewelry is determined by rolling 3d6×100gp.
      History: Lady Moon is once again at odds with Duke Lamuel the Righteous. This time, however,
      Warlord Agon the Killer has entered into an alliance with Duke Lamuel the Righteous.
      0101: This is the Singing Thicket. There are many trails made by loggers, wood gatherers and
      swine herders leading to a village.
      Hiding between the trees are the watchful eyes of 6 bugbears led by Quiet Lick belonging to
      the Lynx Claws band (HD 3+1 AC 5 1d10 F3 MV 9 ML 9 XP 300; surprise on 1–5 in 6). 4000
      gold coins. 400 platinum coins. 1 gem. The long bow Life Ender +1/+3 vs. the living, forged in
      the Vampire Wars Bugbears are usually a bad sign for they are often employed as spies by the
      elves of the netherworld. These carry amulets of passage bearing the Black Kiss of Thorny
      Pazuzu sigil.
      The warrior Mirian (level 9) lives in the manor house. The Trident of Fishes +1 gives
      you long, webbed toes and the ability to breathe under water when you step into
      it, and you can speak the language of fishes. A dwarven shield +2 with dwarven
      runes naming its maker: Bálli Hafbeards of Hammerlight.
      Their retainer is the fighter Miila (level 7). A potion of shrinking (foamy red, 1h,
      shrinks you and everything you are carrying by a factor of 12 including the effect
      of any spells you cast and any damage you deal).
      They are served by two friends. One is the wizard Ciarrah (level 5). The spells
      known are based on The Book of Armies by Moroson the General: 1. voice of the ruler,
      bolt of power, 2. chariot of fire, eyes of the overlord, 3. protection from hail. The other is
      the knight Rod (level 4). The shield of the lion +2: when you hit your opponent, it
      bites for an extra 1d6 damage.
      The local contact for the secret society of the Society of the Momentary Solace is the
      sorcerer Róisín (level 4). The spells known are based on The Book of Liminurgy by
      Elam the Recluse: 1. lock, charm person, 2. visiting the afterlife, door. An elven cloak (5
      in 6 chance of hiding in the wilderness using magic camouflage when standing
      still). Róisín also happens to own a book: Protection from Elves. To believe in the
      current order of things is what servants are trained to do. They believe that
      another world is possible.
      Mirian is willing to pay 500gp to whoever brings back the outlaw Black Bear (0403),
      dead or alive.
      The former mercenary for Duke Lamuel the Righteous, warrior Eloïsa (level 3) is
      trying to get hired as a bodyguard. “Truth be told, I came here to study the blood-
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      rain fighting style of master Halberd of Truth (0110), but they refused me, saying
      that I lacked experience. So I’m looking to kick ass and take some names.”
      Blue Stream flows through here. Enia owns the ferry boat that carries people
      across.
      0102: A green dragon named Piercing Fang of the Forest lives at Dead Man’s
      Hill, one of the hills overlooking these shrublands (HD 8 AC 1 1d6/1d6/3d8
      F8 MV 24 ML 9 XP 1000; poison (if HD 4 or lower, save vs. poison or die;
      otherwise suffer 1/rd)). 30000 gold coins. 60 jewelry. A scroll of piercing steel
      (sudden growth of a permanent iron spike 5m high, 4d6, save vs. spells for
      half). A goblin assassin’s dagger +1 with grip covered by rats’ teeth and lizard skin.
      0103: Up in these drylands, a massive fortress built by giants long ago is home to the Slaughter
      Tusk Punching tribe. 20 orcs led by Radduf (HD 3) live here (HD 1 AC 6 1d6 F1
      MV 12 ML 8 XP 100). 8000 silver coins. 10000 gold coins. The fortress is guarded
      by 2 boars (HD 3+1 AC 6 1d8 F1 MV 15 ML 9 XP 300). There are two large iron
      spikes with a dozen skulls each near the entrance. These orcs are looking for allies
      to go to war against Weycrossing (0101).
      0104: A dreadful stench hangs in the air as you approach the top of the hill. Dozens of
      decomposing corpses cover the ground. Searching the remains you find a yellow flag of Duke
      Lamuel the Righteous. These were mercenaries. They weren’t killed by force of arms: they were
      poisoned.
      0105: Badlands full of shrubs and wild hedges. On one of the hills are the ruins of an old Odin
      temple. Here lives the hermit Janette (HD 1 AC 9 1d6 F1 MV 12 ML 7 XP 100).
      0106: One of the hills has an old lookout from which you can see most of the
      Singing Thicket. It is also Old Forest’s favourite spot. The old treant loves to watch
      the sun set from here (HD 8 AC 2 2d6/2d6 F8 MV 6 ML 6 XP 800; surprise on 1–3 in
      6; animate tree two trees each, using the same stats).
      0107: Scorched tree stumps and puddles of poisonous black bile are everywhere. The icy
      wind bites mercilessly. Rocks loom overhead as the valley floor reaches a maw, a blackness
      that leads into the bowels of the earth. This is is lindwurm territory (HD 5 AC 4 2d6 F5 MV 24
      ML 7 XP 500; poisonous gas surrounds it at all times: when within 30ft, save vs. poison or loose
      1d6). 2 jewelry. A flying carpet (four people).
      The tunnels below the lindwurm caverns are inhabited by 6 trolls led by Strong (HD 6+1 AC 4
      1d6/1d6/1d10 F6 MV 12 ML 10 XP 600; regenerate unless burned or dissolved in acid).
      0108: These mountains are called the Dead Domes. Between these cruel stone peaks lies a sea
      of ice: a glacier, slowly inching towards the warmer lowlands. Up here, passage is difficult.
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      Only attempt a crossing with a mountaineer or you will all end up dead in a crevasse. 3 frost
      giants led by Ice live here (HD 10+1 AC 4 4d6 or 3d6 ranged F10 MV 12 ML 9 XP 1000; stone
      shape and control weather at will) with a spectre of their ancient ice king (HD 6 AC 2 1d8 +
      drain 2 levels F6 MV 15 ML 11 XP 600; only harmed by magic or magic weapons; immune to
      sleep and charm person) in a a glorious ice blue cave. 9000 silver coins. 4000 gold coins. 600
      platinum coins. 15 gems. 13 jewelry.
      0109: Secreted among the glaciers beneath the Dead Domes is a dungeon. This is The Occult
      Tomb.
      Wandering monsters: 5 suits of armor standing against the wall (HD 1 AC 7 2d10 F1 MV 6
      ML 7 XP 100; immune to sleep and charm person).
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             rolls above their dexterity score breaks a board and drops into guano, taking 1d6
             damage.
                    1 aerial servant (HD 16 AC 3 8d4 F10 MV 24 ML 10 XP 1600; surprise on 1–4 in 6;
                    pins human-sized creatures on a hit)
                    a mutilated wooden statue of Hel → hidden inside: 470 silver coins
         11. Nursery: Crude figures and shapes are scrawled all over the walls here in chalk. Several
             broken slates litter the floor.
                    4 spellbound lizard men laughing (HD 2+1 AC 5 1d8 F2 MV 12 ML 7 XP 200)
         12. Banquet Hall: Tattered and faded cotton wall hangings are covered in cobwebs. A large
             round table dominates the center of the room.
                    the callous magic user Yosef (level 6). The spells known are based on
                    The Book of Aquamancy by Jezembal the Ice Queen: 1. wave, icicles, 2.
                    frozen path, energy, 3. ice storm, water breathing. A potion of hearing
                    (yellow, black residue, 1h, ears grow painfully sensitive; you can locate
                    every breath, heartbeat, and movement within 30ft). An elven dagger +1
                    with elven runes commemorating the slaying of the green dragon
                    Piercing Agony of the Fumes. Yosef also happens to own a book: Commanding People
                    and Making Friends.
                    a lose flagstone → gravel → buried beneath it: a shelf above → hidden in the
                    shadows → a bag: 291 silver coins
      0110: A sheer cliff rises at the end of this valley, two or three thousand feet, perhaps.
      Somewhere in the upper third, giant petrified roots stretch out into the emptiness, and an
      ingenious people has used these structures to build a settlement. 19 tengu, led by the master
      swordsman Halberd of Truth (HD 5+1 AC 6 1d8 F10 MV 15 ML 8; flying). 1000 silver coins.
      Master Halberd of Truth can teach a fighter about the blood rain sword fighting style: once per
      round, make an extra attack when you kill a target. “This land is forbidden to those without
      wings. Turn back now before you force our hand.”
      A barred gate engraved with corpses blocks the entrance into the mountain itself. The tunnel
      leads to a cavern about 60ft high, illuminated by green fire burning in its centre. There, held
      in place by iron chains, writhes the vulture demon The Azure Passages of the Baby Eater, forever
      regenerating (HD 8+1 AC 5 1d4/1d4/1d6/1d6/1d8 F16 MV 18 ML 11; flying; only harmed by
      magic or magic weapons). It says, “Drink my blood, I shall grant you my strength and we
      shall be siblings. Together we will avenge this!”
      The passage to Vanaheim is sealed by the life blood of The Azure Passages of the Baby Eater. If it
      is killed, the vulture demons The Forbidden Dungeons of Giants and The Interminable Axes of
      Black Bile can planeshift here from Vanaheim, bent on avenging their sibling. If it is freed, it
      will try to kill as many of it’s enemies as it can, and then planeshift back to Vanaheim. For the
      trained eye, the foot passage is revealed: traces of red sand lead the way towards a black
      crevice in the rock face.
      You hear the a rumbling, a croaking, a bleating, animal voices… and then there is the stench
      of a hundred corpses. The tunnel leads to a mist filled cavern with visibility limited to 10ft. In
      the centre of the cavern is a 30ft. rock; stairs lead up to a temple decorated with a woman
      with a wolf at her feet. It is dedicated to Freya and guarded by a chimera (HD 6 AC 5
      1d6/1d6/1d10/2d10 or fire F6 MV 9 ML 10 XP 600; fire (3×/day): as much as the chimera has hp
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      left, save vs. dragon breath for half; chimera blood is worth 5000gp to an alchemist). 7000 silver
      coins. 300 platinum coins. 13 gems. 3 jewelry. A pair of nightvision goggles (60ft). At the back,
      there is a long and narrow stair from the temple going up.
      Before you stretches a land of red rocks and dust, with green valleys cut into the surface.
      Down there, water flows and trees grow. Up on the red hillsides stand ancient castle and
      temple ruins, and countless burial mounds. The sun is about to set and the sky is turning
      dark purple. At night, wraiths roam the land: 5 wraiths (HD 4 AC 3 1d6 + drain F4 MV 24
      ML 12 XP 400; only harmed by magic or magic weapons; immune to sleep and charm
      person). It’s a long way to the safety of the nearest village. Clearing out a tomb is of course
      also an option.
      0201: This section of the Singing Thicket swamp is a well known death trap. The trees are
      older here. They remember every axe wielder, every ship builder, every carpenter, every fire
      maker, and they hate them with the hate of the primal forest. These trees are protected by 8
      treants led by Moss Man (HD 8 AC 2 2d6/2d6 F8 MV 6 ML 6 XP 800; surprise on 1–3 in 6;
      animate tree two trees each, using the same stats) who would like nothing better than to
      squash anybody capable of wielding tools.
      0202: Hidden between some hills is a valley apparently full of thorn bushes. It hides a hamlet
      of 23 halflings (HD 1 → 1d6 AC 7 1d6 H1 MV 9 ML 7 XP 100; outside: surprise on 1–5 in 6,
      inside: surprise on 1–2 in 6) led by Goiswinth (level 2). A prayer of summoning (the
      valkyrie Cruelty, from Valhalla, Odin’s hall in Asgard: HD 6 AC 2 1d8+3 F6 MV 18;
      flying; only harmed by magic or magic weapons; wielding a long sword of light +3).
      2 jewelry. A curse has been killing their sheep and they fear starvation, soon
      enough.
      Little do they know of the witch Sidan, Lady Long Nails, who is cursing sheep, cattle, and all
      the other tamed animals with the drowning sickness. HD 5 AC 6 1d6/1d6 F5 MV 15 ML 7
      XP 500; beauty, charm person, invisibility, voice of the master, curse the land. 4000 gold
      coins. 600 platinum coins.
      0203: Badlands full of shrubs and wild hedges. At the foot of a hill you find a burned down
      cabin. This must have happened months ago.
      0204: The tall Tombheart trees of Singing Thicket and their dense canopy keep the sunlight
      away. Do not leave the trails. Without a guide, you will get lost on 1–2 in 6. Down here in the
      shade there are big mushrooms everywhere. If eaten, heal 1d6+1. The locals assemble here
      after a fight to recuperate.
      0205: The Singing Thicket reaches these highlands and slowly thins out. A few yews are the
      last ones to brave the snow at these altitudes. At dusk and dawn, you can sometimes see a
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      0206: The junipers of Singing Thicket cast long shadows. The ground is full of their brown
      needles. There are a few trails leading towards a small settlement. At dusk and dawn, you can
      sometimes see a male boar seaching for food (HD 3+1 AC 6 1d8 F1 MV 15 ML 9 XP 300).
      The wooden houses are protected by 6 war dogs (HD 2+1 AC 7 1d6 F1 MV 18
      ML 6 XP 200). These village-folk are asking you to repeat everything, perhaps because the are
      hard of hearing.
      The local smith is a foul-mouthed ass called Konradin. Surprisingly, they have
      some interesting things for sale: a flail @ 9gp, a spiked club @ 4gp, and a case with
      30 quarrels @ 6gp.
        The many corpses have attracted the necromancer Atsaya (level 6). This does not
        sit well with the locals. Somebody should get rid of them! The spells known are
        based on The Book of the Dead by Agrimach the Necromancer: 1. locate corpse, read
        magic, 2. summon ghoul, hold person, 3. animate dead, immunity to fire. A scroll of
        live burial (60ft, the earth opens up underneath a person, save vs. death to avoid
        getting pulled into the depths to certain death). A living silver tattoo +1 dedicated
        to Odin. Their large tent is black and ominous. Inside, beautiful carpets cover the floor. It is
        guarded by 13 sneaky ghouls (HD 2 AC 6 1d4/1d4/1d4 + paralysis F2 MV 9 ML 9 XP 200;
        aura of fear (save vs. spells or flee for two rounds); when bitten, save vs. paralysis or be
        paralysed for 1h; limited shape shift into a hyena).
      Blue Stream flows through here. Crazy Arbian has a small raft that can carry cattle and people
      across.
      0207: A cold wind blows snow and ice down the mountain. Visibility is down to maybe 30ft.
      This is the Dead Domes glacier. Every night, a procession ghosts struggles barefoot across
      the ice. You can hear their wailing, their tiny bells ringing, and you can see the flickering
      candles they are carrying. If you follow them for an hour, you are going to cross over into
      Jötunheim with them. The procession leads you to the castle of the frost giant Tooth. 4 frost
      giants and 1 white bears (HD 4 AC 6 1d4/1d4/1d6 + hug F2 MV 12 ML 5 XP 400; when both
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      claws hit, their bear hug deals an extra 2d8) live here. 9 gems. 7 jewelry. A pair of black iron
      broken manacles +2 with fiendish runes dedicating its wearer to Hel. A long sword of light +3
      (60ft), made in Asgard for the valkyrie Mercy (the sword rejects anybody who refuses to join
      three fights while carrying the sword).
      To release the ghosts from their eternal wandering, you need to free the wight Gwaednerth the
      Illustrious from their icy tomb and reunite them with their flock. If pressed, they will admit to
      wanting to rebuild old Erlechai.
      0208: There is a hidden meadow up here, protected by the Dead Domes. 2 giant apes led by
      Buttstomp live here (HD 3 AC 7 1d6/1d6 F3 MV 12 ML 5 XP 300).
      0209: The rocks up here are covered in grey and orange lichens. There is a huge wooden fort
      up here. They must have cut down an entire forest to build it. It is huge. 5 hill giants led by
      Nose Squisher (HD 8 AC 4 2d6 F8 MV 12 ML 8 XP 800). A potion of healing (cyan, black
      residue, 1d6+1).
      0210: The Singing Thicket has turned into a black swamp and the smell of sulphur hangs in
      the air. A black dragon named Black Greed of the Waters is hunting these
      stagnant waters, submerged like a crocodile but vicious and greedy like only
      dragons are (HD 7 AC 2 1d6/1d6/2d10 F7 MV 24 ML 8 XP 700; acid (as much
      as the dragon has hp left, save vs. dragon breath for half)). 20000 gold coins.
      60 gems. 60 jewelry. A potion of shrinking (foamy red, 1h, shrinks you and
      everything you are carrying by a factor of 12 including the effect of any spells you cast and
      any damage you deal). A potion of flooding (rosewood, black residue, smelling like the sea,
      1h, makes you vomit forth water at an extremely painful rate, filling a 20ft cube; move at half
      speed and no other actions possible). If you enter the water, you’ll soon attract the attention of
      4 crocodiles (HD 6 AC 3 2d8 F3 MV 9 ML 8 XP 600; surprise on 1–5 in 6).
      0301: An old fort overlooking the woods has been taken over by a war party of 14 hobgoblins
      (HD 1+1 AC 6 1d8 F1 MV 9 ML 8 XP 100) led by Arrow of Authority (HD 3+1). The fort is
      defended by 5 giant apes (HD 3 AC 7 1d6/1d6 F3 MV 12 ML 5 XP 300). There is a secret
      passage from the cellar below the watch tower leading to an old necropolis. There must be at
      least a thousand mummified corpses in all these niches and chambers. Silver cutlery and
      beautiful wine glasses. 5000 gold coins.
      0302: This is the Singing Thicket. There is a clearing in this forest where a moss covered
      statue of Thor still stands.
      Deep in the forest there is a cave where the ettin Wait and See lives (HD 11 AC 3 3d6/3d6 F10
      MV 12 ML 9 XP 1100; only surprised on a 1 in 6). It is known for its fury and its appetite for
      human flesh. Luckily, it fears horses and the locals have adapted. 8 gems.
      This is Lowkin, a town of 600 humans (HD 1 AC 9 1d6 F1 MV 12 ML 7 XP 100). The wooden
      houses are protected by a keep, a town wall and the river. 1000 silver coins.
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      The wizard Yosef (level 9) lives in the keep. The spells known are based on The
      Book of the Sea by Lady Gerdana of Lagnabadalë: 1. sleep, lunar runes, charm person,
      2. eternal starlight, glamour, true words, 3. lightning bolt, water breathing, wind barrier,
      4. flash flood, shape change, 5. lunar sailing. A potion of fire belching (deep alabaster,
      smelling like pee, 20min, 3d6, save vs. dragon breath for half). A scroll of bashing
      walls (punch a hole 20m wide and deep into anything made of wood, earth or
      stone; living things, textiles, leather, metal, and all that are not affected). The dagger Lifeblood
      +1 which allows you to transfer the power of life by cutting somebody and having somebody
      else drink it. A golden necklace +2 dedicated to Freya.
      Their second in command is the fighter Obioma (level 8). A scroll of fog (1km,
      within 10min, for 1h, visibility 10ft). A goblin assassin’s black iron crossbow +1,
      decorated with the seven heads of Set. A dwarven shield +2 with dwarven runes
      commemorating the slaying of the red dragon Searing Agony of the End Times. A
      horn of The Concordant Might of Giants (summons a vulture demon from Vanaheim:
      HD 8+1 AC 5 1d4/1d4/1d6/1d6/1d8 F16 MV 18 ML 11; flying; only harmed by
      magic or magic weapons; when killed, they are released from their bond to the horn).
      They are served by two followers. One is the sorcerer Lunis (level 5). The spells
      known are based on The Book of Geomancy by Zorkan of Mount Whiterock: 1. stone
      fist, flying stones, 2. speak with stones, raise stone, 3. rock throwing. A black iron crown
      +2 proclaiming the wearer to be loyal slave of Pazuzu. Lunis also happens to own a
      book: Elven War Machines. The other is the sorcerer Utkarsh (level 5). The spells
      known are based on The Book of the Dead by Agrimach the Necromancer: 1. locate
      corpse, aura of fear, 2. summon ghoul, converse with corpse, 3. animate dead. A potion of
      silver tongue (white, silvery flakes, 1h, everybody who hears your voice must save
      vs. spells or be charmed). The dagger Lifeblood +1 which allows you to transfer the
      power of life by cutting somebody and having somebody else drink it.
      Yosef is willing to pay 500gp to whoever brings back the outlaw Black Bear (0403), dead or
      alive.
      The local secret society Ivory Circle of the Key is being infiltrated. It is led by the wizard Cliff
      (level 4). The spells known are based on The Book of Geomancy by Zorkan of Mount
      Whiterock: 1. stone fist, magic message, 2. golem craft, speak with stones. A potion of
      smelling (light pink, 8h, nose grows painfully sensitive; you can track people and
      beasts like the best bloodhound). A scroll of bashing walls (punch a hole 20m wide
      and deep into anything made of wood, earth or stone; living things, textiles,
      leather, metal, and all that are not affected). A goblin assassin’s dagger +1 with grip
      covered by rats’ teeth and lizard skin. A black iron crown +2 proclaiming the wearer to be loyal
      slave of Nergal. Cliff also happens to own a book: The Truth about the Ivory Circle of the Key.
      They are out there, making sure things run smoothly. Their highest ranks, however, are also
      spies for Emperor Nero.
      The United Army of the Deaths have been plotting to overthrow them, led by the wizard Olaya
      (level 5). The spells known are based on The Book of Odin by Hadrael the Dragon-Slayer: 1.
      sleep, detect magic, 2. speak with animals, hold person, 3. speed. They teach the ways of the wild,
      living off the wild, hunting, gathering, being self sufficient. They plan to leave this sorry
      town, soon.
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      There is a temple dedicated to Pazuzu. The temple stands on a large rock about
      20ft above the ground. Petitioners have to climb a rope hanging down over the
      edge. The temple also houses the vulture demon The Gentle Orbs of Hell (HD 8+1
      AC 5 1d4/1d4/1d6/1d6/1d8 F16 MV 18 ML 11; flying; only harmed by magic or
      magic weapons)
      There is also a necropolis below the town, infested by 9 ghouls (HD 2 AC 6 1d4/1d4/1d4 +
      paralysis F2 MV 9 ML 9 XP 200; aura of fear (save vs. spells or flee for two rounds); when
      bitten, save vs. paralysis or be paralysed for 1h; limited shape shift into a hyena). Silk curtains
      and some paintings on the walls. 10 jewelry.
      The village stores are down to their last bushel of rotting summer squash. They began
      rationing long ago, and already have long since slain any cattle. Anyone can see the hollow,
      gnawing pain of hunger in every set of eyes.
Blue Stream runs through here. Big Aviana owns the ferry boat that carries people across.
Gravel Lane and Hollow Salt Road meet here, near Gold Crag.
      0303: The Singing Thicket has overgrown an old temple of Pazuzu. Some of the walls still
      stand, and so do some of the columns, but the roof is gone and floor is wet. In one corner, a
      wooden roof keeps a corner of the old temple dry. Here lives Theepiga, an old
      hermit, and their pet jaguar (HD 4 AC 6 1d4/1d4/1d8 F2 MV 21 ML 8 XP 400;
      surprise on 1–4 in 6).
Gravel Lane and Hollow Track meet here, behind the haunted house.
      0304: The Singing Thicket has turned into a water logged swamp. A sulphur smell hangs over
      the swamp. There’s a wooden hut here. Its inhabitant appears to be a friendly hermit called
      Geordie. You are invited to stay for the night and have some dinner. This is
      actually a doppelgänger (HD 4 AC 5 1d12 F10 MV 9 ML 10 XP 400; shape change at
      will). 6 jewelry. It will try to lure one of the party members away by ridiculing
      them for not daring to swim through these crocodile infested waters. Once a party
      member is alone, Geordie attacks and tries to replace their victim, leaving the area
      with the party.
      0305: The Singing Thicket is cold and dark up here. The ground is soft and covered in the
      needle-like leaves of hemlock. There are a few trails leading towards a small settlement. At
      dusk and dawn, you can sometimes see a male boar seaching for food (HD 3+1 AC 6 1d8 F1
      MV 15 ML 9 XP 300).
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      collected behind a large dam a bit further up and them released every now and
      then to wash away the debris. The miners are following an iron vein. charcoal
      production
      The mud huts are protected by 5 war dogs (HD 2+1 AC 7 1d6 F1 MV 18 ML 6
      XP 200). 6000 gold coins. These village-folk are making a surplus of coffins and
      cradles.
      The local smith is a simpleton called Bardh. Looks like they pillaged this from
      somewhere: a grappling hook @ 4gp, a lantern @ 10gp, a steel mirror @ 5gp, 20
      arrows @ 3gp, and a short sword @ 17gp.
      One of the members of the trade caravan is a witch in disguise. Travelling under
      the name Sybilla, her real name is Melangell, Owl-Woman. She uses the caravan as
      cover to travel from town to town selling love potions to gullible young folk in
      exchange for secrets. (HD 5 AC 6 1d6/1d6 F5 MV 15 ML 7 XP 500; beauty, charm
      person, invisibility, voice of the master, curse the land). Any valuables are well
      hidden in her wagon. 7000 gold coins. 11 gems.
      Blue Rivulet runs through here. Little Donia has a small raft that can carry cattle and people
      across.
Hollow Track and Cheese Track meet here, near Iron Crag.
      0306: Singing Thicket covers a few hills here. One hill is inhabited by an ogre called Hammer
      leading 3 more ogres (HD 4+1 AC 5 1d10 F4 MV 9 ML 10 XP 400). The hill top is a
      maze of trenches to allow them to move about unseen, small caves for them to
      spend the day protected by spiked pits, all access to this area protected by
      sharpened wooden stakes rammed into the ground to prevent anybody from
      storming it. 8000 gold coins.
      0307: Among the cliffs a ridge stands out, sheer where the others are rocky. A secret door at
      its base opens upon a long, steep rising tunnel that exits in a valley with a squat fortress, grey,
      with horizontal slits made for big dwarven siege ballistas. The entrance is hidden and
      fortified with many iron gates in narrow tunnels. These days narrow wooden ladders simply
      lead up to one of the those slits. A human would have to crawl into the opening.
      A giant black tree stands here. This is the Old King (HD 8 AC 2 2d6/2d6 F8 MV 6 ML 6
      XP 800; surprise on 1–3 in 6; animate tree two trees each, using the same stats; hold person,
      charm person, animate dead). Upon reciting the mantra "we are all goblins," the tree will step
      aside and reveal the entrance to an underground goblin town.
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The goblin town has three factions: the Silk Lovers, the Grey Wolf Lovers, and the Plate Friends.
      The Silk Lovers live in the upper parts of town, near the entrance. 32 goblins, led by Death
      King the killer (HD 1-1 AC 6 1d6 F1 MV 6 ML 7 XP 100). They have befriended 10 giant
      spiders (HD 4 AC 6 1d6 + paralysis F2 MV 15 ML 7 XP 400; climb).
      The Grey Wolf Lovers faction live in the middle part town, around the temple of Orcus. 21
      goblins, led by Death Poker the great (HD 1-1 AC 6 1d6 F1 MV 6 ML 7 XP 100). Some of them
      are bonded for life with 10 intelligent giant wolves (HD 4+1 AC 6 1d8 F2 MV 15 ML 8
      XP 400).
      The Plate Friends faction controls access to the mud baths, and the goblin market. 31 goblins,
      led by Wolf Killer the king of kings (HD 1-1 AC 6 1d6 F1 MV 6 ML 7 XP 100). 4000 gold coins.
      Some of them are bonded for life with 11 giant beetles (HD 4 AC 3 2d6 F2 MV 9 ML 9
      XP 400).
      The useful stuff requires contacts. Big Man Impaler wants to increase the prestige of the Orcus
      temple and is looking for a special relic: the small four-winged vulture demon statuette of
      Pazuzu (0302). Bring it here and Man Impaler will give you a little trinket they recently
      acquired: A map to the 5 silver medallions worth 5000gp in the barrow of Thyia the Terrible of
      Ouria (0506).
      0308: Somewhere up here between the cliffs there is a secret door. In the presence of an
      amulet of passage bearing the Black Kiss of Thorny Pazuzu sigil, the door glides opens and
      reveals stairs leading down to the underground elven Palace of Amarthel.
      This is the former dwarven forge High Grimm. The bronze iris gate leads to the abandoned
      barracks and a maze of spiders webs by 5 giant spiders (HD 4 AC 6 1d6 + paralysis F2 MV 15
      ML 7 XP 400; climb). The main stair shaft leads from the barracks down to the core forge
      which is still operational.
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      The fire giant Ljós (HD 11+1 AC 4 5d6 or 3d6 ranged F11 MV 12 ML 9 XP 1100) works the
      forge. 3000 gold coins. 11 gems. 9 jewelry. An elven long sword +1 with elven runes naming its
      owner: Rostafe. Ljós is served by 8 duergar (HD 1 AC 4 1d6 D1 MV 6 ML 8 XP 100; immune to
      fire).
      The dwarven living quarters have turned into a warrens of dark tunnels full of secondary
      entrances, traps and secret doors.
      The elves are served by 43 rat-like goblins, led by Death Poker (HD 1-1 AC 6 1d6 F1 MV 6
      ML 7 XP 100). 300 platinum coins. Only dwarves or halflings can fight in the tiny tunnels
      these creatures use to move from place to place.
      24 elves live here (HD 1 → 1d6 AC 5 1d6 or spider climb 1×/day E1 MV 12 ML 10 XP 100), led
      by Noroer (level 6). The spells known are based on The Book of Weaving by Iauniel
      the Hidden: 1. spider climb, rope command, 2. glamour, liquefy, 3. web, phase walk. A
      potion of shrinking (foamy red, 1h, shrinks you and everything you are carrying by
      a factor of 12 including the effect of any spells you cast and any damage you deal).
      A map to 7 jewels hidden in a secret compartment in the dwarven forge Moon
      (1107). A suit of elven plate armour +1 with elven runes in memory of Birch Strong.
0309: The green valley up here has some yaks and a kid called Aurelle guarding them.
      0310: The larches of Singing Thicket cast long shadows. The ground is full of their brown
      needles. This fir forest is home to a pack of 16 wolves (HD 2+1 AC 7 1d6 F1 MV 18 ML 6
      XP 200).
      0401: The smell of burning wood is in the air and if you go looking for its source, you’ll soon
      find a burning kiln and a nearby wooden hut. Here lives the charcoal burner Numi
      . They lead a lonely life out here in the Singing Thicket. They were exiled from
      Lowkin (0302) many years ago. They don’t want to speak about it. Years ago, they
      fell madly in love with Kiano, but their love was unrequited. It broke their heart
      and so they had to leave.
      0402: The Singing Thicket has overgrown an old temple of Mitra. Some of the walls still
      stand, and so do some of the columns, but the roof is gone and floor is wet. Between the
      Blackwatcher trees growing all over the structure the ground is dry and solid. 15 giant apes
      led by Rockkick live here (HD 3 AC 7 1d6/1d6 F3 MV 12 ML 5 XP 300). 2 gems.
      0403: Up here on these hills and overlooking the shrublands is a massive fortress built by
      giants long ago. There is a camp of 20 outlaws (HD 1 AC 8 1d6 F1 MV 12 ML 7 XP 100) led by
      Black Bear here. 6000 gold coins. They call themselves the Faceless Fraternity. The camp is
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      This camp has a talented bard called Klesta who was chased out of Plumpgate
      (0404). The songs they like to perform are The Ballad of Chet and the Nefarious
      Vampire and How Nimble Chet Trapped the Vicious Dragon. If you ask them about the
      war, they’ll say that captain Janyar was last seen in the badlands near Plumpgate
      (0404) carrying the banner of Warlord Agon the Killer (0504). Klesta also happens to
      own a book: Protection from Ghosts.
      0404: This is the Singing Thicket. There are many trails made by loggers, wood gatherers and
      swine herders leading to a village.
      30 orcs led by Balcg (HD 6) live here (HD 1 AC 6 1d6 F1 MV 12 ML 8 XP 100). 8000
      silver coins. A pair of black iron broken manacles +2 with fiendish runes dedicating
      its wearer to Hel. They keep a low profile, living deep in the forest, but lone
      travellers, or fools that don’t make it back to the village before sunset, or reckless
      idiots looking for trouble, they’ll all find the orcs to be more than willing to kill.
      This is Plumpgate, a village of 150 humans (HD 1 AC 9 1d6 F1 MV 12 ML 7 XP 100). The log
      cabins are protected by 3 war dogs (HD 2+1 AC 7 1d6 F1 MV 18 ML 6 XP 200) and a river
      flowing around it. There is a small keep. The keep consists of a gatehouse protecting the small
      courtyard and a square tower four stories high. 4000 silver coins.
      The wizard Danial (level 10) lives in the keep. The spells known are based on The
      Book of Odin by Hadrael the Dragon-Slayer: 1. sleep, restore faith, detect magic, 2.
      speak with animals, hold person, silence, 3. dispel magic, fly, speed, 4. wait, shape change
      (to a dragon: AC 0 1d8/1d8/3d10), plant growth, 5. hold monster, time thief. An elven
      dagger +1 with elven runes naming its owner: Tinnudil. Danial is missing a book.
      “Klesta (0403) absconded with it. Bring me back the book, and I’ll reward you with
      500gp.”
      Their second in command is the magic user Lennis (level 7). The spells known are
      based on The Book of the Mountain Witch by Asphyx the Aeromancer: 1. bird
      friendship, eagle eyes, feather fall, 2. illusion, invisibility, 3. gaseous form, lightning bolt,
      4. like grass. 3 wind leaves which transport anybody who crushes one as an invisible
      gust of wind anywhere a gust of wind may travel.
      They are served by two aides. One is the fighter Aldijana (level 5). The other is the
      knight Elavanja (level 4). A potion of flying (buff yellow, 1h).
      The local contact for the secret society of the Society of the Momentary Solace is the
      warrior Lilette (level 4). They teach the ways of the wild, living off the wild,
      hunting, gathering, being self sufficient. They plan to leave this sorry town, soon.
      Danial is willing to pay 500gp to whoever brings back the outlaw Black Bear (0403), dead or
      alive.
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      The dragon hunter magic user Roniah (level 7) is trying to hire two score desperate
      peasants to go and slay Piercing Fang of the Forest (0102). “I am generous: two
      shares of the treasure found for me, the rest to be shared equally amongst the
      other survivors.” The spells known are based on The Book of the Sea Hag by Narga
      the Pirate Queen of the South Seas: 1. water walking, siren song, needles and puppets,
      2. speak with skulls, long kiss, 3. curse of drowning, invisible claws, 4. river travel. A
      potion of shrinking (foamy red, 1h, shrinks you and everything you are carrying by
      a factor of 12 including the effect of any spells you cast and any damage you deal).
      A magic tongue dagger +1 with a sticky tongue wrapped around its grip which can
      pick up unguarded items within 2m, consecrated to Tsathoggua. A diadem of the
      slaver (when targeted by a spell, it is redirected to a person within 10ft if you save
      vs. spells). Roniah also happens to own a book: The Downfall of Freya.
      Gravel Lane, Cheese Track, Old Fish Track, Hollow Track, and Mud Lane meet
      here, near Green Crag.
      0405: The larches of Singing Thicket cast long shadows. The ground is full of their brown
      needles. At night, the orcs of the Rotting Brain Eating tribe hunt these lands. 10 orcs led by
      Radmeg (HD 6) live here (HD 1 AC 6 1d6 F1 MV 12 ML 8 XP 100). A potion of
      healing (cyan, black residue, 1d6+1). An elven dagger +1 with elven runes
      commemorating the slaying of the green dragon Poison Fang the Reborn. An elven
      shield +1 with elven runes commemorating the slaying of the green dragon Piercing
      Agony of the Forest. The amulet of the luck stealer allows you to borrow luck from a
      willing person near you: when rolling a d20, roll 2d20 and take the higher result,
      but the next time they need to roll a d20 in a similar situation, they roll 2d20 and take the
      lower result. Their settlement is protected by a palisade and guarded by 4 boars (HD 3+1
      AC 6 1d8 F1 MV 15 ML 9 XP 300). There are two large iron spikes with a dozen skulls each
      near the entrance.
      0406: Hidden deep in the Singing Thicket is a gingerbread house smelling like the tastiest house
      you’ve ever smelled. On the door is a nice big sign saying "Welcome!" There’s also a pretty
      big chimney that might provide an ingress.
      The main room is hung with desiccated rats and a stuffed crocodile, there is a butterfly
      collection on a shelf, and there is a dissected goblin on a table. A cauldron is bubbling in the
      corner. The cauldron is covered with a lid. If you open it, roll for surprise. If you’re surprised,
      you cannot help but shout in disgust as toes bob up in the broth and disappear again.
      In a cage, hanging from the ceiling, sedated, with bloated eyes, is Sirag, a child maybe 5 years
      old.
      This house belongs to Gwernen the witch (HD 5 AC 6 1d6/1d6 F5 MV 15 ML 7 XP 500; beauty,
      charm person, invisibility, voice of the master, curse the land). She is working on some
      poultice. 12 gems. 6 jewelry.
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      There’s a rickety ladder leading up to the attic where Gwernen keeps her chest of replenishing
      curses. The inscription reads: "Do not open!" Opening the chest releases all her stored curses.
      Anybody interested in the chest must save vs. spells or be cursed by one of the following: 1.
      weakness (strength 3); 2. shakes (dexterity 3); 3. wheezing cough (constitution 3); 4. stupidity
      (intelligence 3); 5. foolishness (wisdom 3); 6. foul tongue (charisma 3); 7. sloth (every odd roll on
      a d20 is an automatic fail); 8. lunacy (whenever you see dogs or wolves, drop everything you
      are carrying, howl like mad and run for the woods to live with your kin); 9. paranoia (do not
      trust your friends, not accept their help, do not help them); 10. swan (turn into a swan); 11.
      frog (turn into a frog); 12. martyrdom (take blows for everybody, sacrifice yourself if possible).
      Old Fish Track crosses over the water below at the bridge of Thor the Watchful. This is
      actually a toll bridge: the bridge troll Silver Hunger (HD 6+1 AC 4 1d6/1d6/1d10 F6 MV 12
      ML 10 XP 600; regenerate unless burned or dissolved in acid) demanding 5gp per person “for
      the maintenance of the bridge, you understand.”
      0407: The Singing Thicket reaches these highlands and slowly thins out. A few conifers are
      the last ones to brave the snow at these altitudes. The lack of branches and trees lying on the
      forest floor is a sign of regular wood gatherers. At dusk and dawn, you can sometimes see the
      local guardian spirit, a demon boar (HD 9+1 AC 3 1d12 F9 MV 15 ML 9 XP 900; charm person
      3×/day; shape change into human form at will; only harmed by magic, magic weapons or silver
      weapons).
      The wooden houses are protected by 5 war dogs (HD 2+1 AC 7 1d6 F1 MV 18 ML 6 XP 200).
      These village-folk are color-blind and dressed in tacky tatterdemalion attire.
      The local smith is a braggart called Elmin. Some of the stuff the locals aren’t
      buying: a dagger @ 1gp, a shield @ 14gp, and a steel mirror @ 5gp.
      There are some tents outside the settlement and you can spot the yellow flag of
      Duke Lamuel the Righteous (blazon: Or a bear’s head cabossed Sable). 40 mercenaries
      (HD 1 AC 5 1d6 F1 MV 12 ML 7 XP 100; chain, long bow, 20 arrows, short sword)
      are camped here, waiting for orders. 6000 silver coins. They are led by the mercenary captain
      sorcerer Moneo (level 4). The spells known are based on The Book of Liminurgy by
      Elam the Recluse: 1. charm person, extra pocket, 2. door, extra room. Moneo also
      happens to own a book: Mastery of Trees.
        Moneo had trouble filling the ranks and so now they’re terrorising the locals,
        forcing them to give up their young ones: they offer to pay their parents’ debts,
        they’re claiming that they lost a gamble about it last night, they’re threatening to burn down
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        their farm if they don’t come. These are the sullen faces of Ellin, Vinotha, and Giorgio in the
        camp.
      0408: The larches of Singing Thicket cast long shadows. The ground is full of their brown
      needles. The land up here is the hunting ground of a manticore called Lord Spite living in the
      ruins of an old tower overlooking the area (HD 6+1 AC 4 1d6/1d6/1d10 or spikes F6 MV 18
      ML 9 XP 600; 24 spikes (60ft, 1d6), up to 6/rd). 5 gems. 6 jewelry.
      0409: There is a hill rising high above Singing Thicket with a nice cave which offers shelter
      from the rain. A small cave has been dug into the ground, the entrance itself is flecked with
      strange inclusions. The cave is home to a small family of 3 bears, sated, after gorging herself
      on someone’s hapless horse (HD 4 AC 6 1d4/1d4/1d6 + hug F2 MV 12 ML 5 XP 400; when both
      claws hit, their bear hug deals an extra 2d8). The cave is punctuated with a few blunt and
      bumpy stalagmites. The people from Dewi’s Quarry (0410) call this the maw of Big Teeth.
      Between two rocky outcrops, one can find two pond barrows, each 10ft in diameter. This is
      an ancestral shrine of the dwarves. If any dare excavate here, they will discover a hidden
      chamber, built with stone slabs, yielding six corpses, their tombstone painted cream colored
      with snakes and the inscription Thrái Leadkings. The journey to the afterlife was sped with a
      stone scraper (1 gp), sheep bones, painted pebbles, and a silver crock worth 3000gp.
      0410: The Singing Thicket is cold and dark up here. The ground is soft and covered in the
      needle-like leaves of conifers. Occasionally, you can see tree stumps so somebody must be
      logging these trees. At dusk and dawn, you can sometimes see a male boar seaching for food
      (HD 3+1 AC 6 1d8 F1 MV 15 ML 9 XP 300).
      The local smith is a humble soul called Kristrún. Recently somebody dropped off
      the following: a case with 30 quarrels @ 6gp, a shovel @ 4gp, pole arm @ 16gp, and
      a shovel @ 6gp.
      The dragon hunter warrior Amon-Noel (level 6) is trying to hire two score
      desperate peasants to go and slay Black Greed of the Waters (0210). “I will provide
      all the expertise: five shares of the treasure found for me, the rest to be shared
      equally amongst the other survivors.” A potion of goo (deep blue-gray, 20min, turns you into
      living goo, able to squeeze through any crack). A prayer of safety (transports the reader and
      up to ten targets back to the last temple the reader entered).
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      War Waters runs through here. Crazy Jussi has a small raft that can carry cattle
      and people across.
      0501: The smell of burning wood is in the air and if you go looking for its source,
      you’ll soon find a burning kiln and a nearby wooden hut. Here lives the charcoal burner
      Seymour. They lead a lonely life out here in the Singing Thicket. They used to be
      an important player in the Society of the Momentary Solace.
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                                                                                          5
      0503: The Singing Thicket is flooded with soothing sun light (or moon light). This clearing is
      surrounded by Dryblind trees. It is frequented by the unicorn herd Shimmering Manes. There
      is a cool pool of crystal clear water here. Those with a knack for herbalism can find Sweet
      Radish, growing around a skeleton of a boar. The clearing is patrolled by 5 unicorns (HD 4
      AC 2 1d8/1d8/1d8 F8 MV 24 ML 7 XP 400; short teleport jump (360ft) 1×/day; a unicorn horn is
      worth 5000gp to an alchemist; each unicorn also has d100 strands of hair long enough to be
      sold to an alchemist, each worth 50gp) led by Destroyer of Jealousy (silk, rope command, spider
      senses). The unicorns are concerned about the druid … and would like for them to be
      eradicated.
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      0504: A dreadful stench hangs in the air as you approach the top of the hill. Dozens of
      decomposing bodies cover the ground. Searching the remains you find a white and yellow flag
      of Warlord Agon the Killer. These were mercenaries. They weren’t killed by force of arms: they
      were poisoned.
      0505: The Singing Thicket is cold and dark up here. The ground is soft and covered in the
      needle-like leaves of conifers. The lack of branches and trees lying on the forest floor is a sign
      of regular wood gatherers. At dusk and dawn, you can sometimes see a group of 18 female
      boars and their young (HD 3+1 AC 6 1d8 F1 MV 15 ML 9 XP 300).
      The wooden houses are protected by 6 war dogs (HD 2+1 AC 7 1d6 F1 MV 18 ML 6 XP 200).
      3000 gold coins. These village-folk are carrying around the skulls of their favorite ancestor.
      The local smith is a humble soul called Éva. Some of the stuff the locals aren’t
      buying: pole arm @ 19gp, a hand axe @ 5gp, 3 stakes and a mallet @ 4gp, a silver
      dagger @ 22gp, manacles @ 17gp, and a morning star @ 6gp.
      The treasure hunter fighter Lynne (level 3) is trying to hire some fools to rob an
      ancient tomb (in 0506). A map to the 5 silver medallions worth 5000gp in the
      barrow of Thyia the Terrible of Ouria (0506). The orcish zweihänder Wall Cutter
      +1/+3 vs. city dwellers, in the Two Handed Elf Stab tradition. “I am generous: two
      shares of the treasure found for me, the rest to be shared equally amongst the
      other survivors.”
        The tomb is in fact the council chamber from the days when the living still consulted the
        dead. The inscriptions speak of many festivals where the dead participated as guests of
        honour. Sadly, many of the dead have lost their mind: these are the 20 zombies (HD 2 AC 8
        1d8 F1 MV 12 ML 12 XP 200; immune to sleep and charm person) that still roam these halls.
        But in the council chamber, you can still find 3 mummies led by Arial the Eternal (HD 5+1
        AC 6 1d12 F6 MV 6 ML 12 XP 500; anybody who sees them must save vs. paralysis or be
        held; only harmed by magic or magic weapons; immune to sleep and charm person; always
        fail their saves vs. fire spells) willing to talk. They are quite unwilling to part with any
        treasure they might have.
      Blue Brook flows through here. Valentino has a small raft that can carry cattle and people
      across.
      5d8 gnomes (HD 1 AC 5 1d6 F1 MV 6 ML 8 XP 100; speak with animals, speak with stones
      and rock swim at will) led by Wicus Balik (HD 5) have recently moved in and would
      like to take over the mine. 8000 silver coins. 4000 gold coins. 11 jewelry. An elven
      shield +1 with elven runes naming its owner: Naithiel. They’ve set up camp a bit
      further up, protected by a badger (HD 5 AC 7 1d8 F3 MV 15 ML 8 XP 500).
      0506: The swamp of Singing Thicket opens up somewhat and you can see the sky
      again. Vibrant green duckweed floats still on the stagnant water’s surface. You need a boat
      and a guide to navigate these waterways. If you travel on foot, you’ll soon attract the attention
      of 2 crocodiles (HD 6 AC 3 2d8 F3 MV 9 ML 8 XP 600; surprise on 1–5 in 6).
      On a small island in a little lake, one can see one oval barrow, 10ft in diameter. This is a crypt
      of a wight general. If any dare excavate here, they will discover a hidden chamber, built with
      stone slabs, yielding one corpse, their sarcophagus painted flame red with a seven headed
      snake and the inscription Thyia the Terrible of Ouria. The journey to the afterlife was sped with
      painted pebbles, a chalk spindle whorl (2 gp), a bone carving of a monster (roll d20 on
      monster table) (2 gp), and 5 silver medallions worth 5000gp.
      0507: The Singing Thicket is sinking beneath the water. Beavers have built dams, drowning
      the land. You need a boat and a guide to navigate these waterways. If you travel on foot,
      you’ll soon attract the attention of a crocodile (HD 6 AC 3 2d8 F3 MV 9 ML 8 XP 600; surprise
      on 1–5 in 6).
      On a small island in a little lake, one can see one square barrow, 20ft in diameter. This is an
      ancestral shrine of the elves. If any dare dig here, they will discover a hidden chamber, built
      with wooden posts, yielding two corpses, their headstone painted sanguine red with a skull
      staff and the inscriptions Arhorn. The journey to the afterlife was sped with a bronze dagger
      (4 gp), pottery shards, a sandstone spindle whorl (2 gp), and a silver hair pin worth 6000gp.
      0508: The hemlock of Singing Thicket cast long shadows. The ground is full of their brown
      needles. There is an abandoned shrine to Mitra up here. It is haunted by the spectre of
      Carwyn, the last priest who cared for it (HD 6 AC 2 1d8 + drain 2 levels F6 MV 15 ML 11
      XP 600; only harmed by magic or magic weapons; immune to sleep and charm person). An
      elven long sword +1 with elven runes naming its maker: Gedil.
      0509: The pines of Singing Thicket cast long shadows. The ground is full of their brown
      needles. Within this wood is a dungeon. This is The Dirty Abyss.
           1. Latrine: The entrance to this dungeon has the overwhelming stench of recently used
              latrine pits.
           2. Antechamber: Heavy chains on the walls support 2 wooden slab benches for sitting.
                    narrow path along a charnel pit with two dozen corpses
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              days.
                    spiked iron grate: fixed to the ceiling near the
                    entrance; pressure plate connected by a wire →
                    on 1–2 in 6 it swings down, save vs. breath or
                                                                                    3
                    lift
           4. Chapel: The room is dominated by a central dais,
              three sandstone steps above the floor. A long birch
              chest holds two candle lighters (copper), candles,
              and wicks.
                    a barrel full of rotten apples
                    the smell of fire
           5. Treasure Room: The treasure room has long been looted. Among the rubble, though,
              might be something, to one who looks long.
                    the mummy of Medi the Great (HD 5+1 AC 6 1d12 F6 MV 6 ML 12 XP 500; anybody
                    who sees them must save vs. paralysis or be held; only harmed by magic or magic
                    weapons; immune to sleep and charm person; always fail their saves vs. fire
                    spells) with wrappings that smell of chicken coop guarded by 11 grinning
                    skeleton spear-bearers (HD 1 AC 7 2d10 F1 MV 6 ML 7 XP 100; immune to sleep
                    and charm person)
                    a dingy curtain → hiding a small alcove: a desecrated wooden statue of Odin →
                    hidden inside: 130 silver coins
      0510: A dreadful stench hangs in the air as you approach the top of the hill. Dozens of
      decomposing soldiers cover the ground. Searching the remains you find a yellow flag of Duke
      Lamuel the Righteous. These were mercenaries. They weren’t killed by force of arms: they were
      poisoned.
      0601: The Singing Thicket is cold and dark up here. The ground is soft and covered in the
      needle-like leaves of firs. Within this wood is a dungeon. This is The Hideous Den.
1 3
      0602: The Singing Thicket is cold and dark up here. The ground is soft and covered in the
      needle-like leaves of hemlock. This fir forest is home to a pack of 13 wolves (HD 2+1 AC 7 1d6
      F1 MV 18 ML 6 XP 200).
      0603: The Singing Thicket reaches these highlands and slowly thins out. A few coniferous
      trees are the last ones to brave the snow at these altitudes. The land up here is the hunting
      ground of a manticore called Lord Pain living in the ruins of an old tower overlooking the
      area (HD 6+1 AC 4 1d6/1d6/1d10 or spikes F6 MV 18 ML 9 XP 600; 24 spikes (60ft, 1d6), up to
      6/rd). 6000 silver coins. 5000 gold coins. 9 gems. A black plate armour of the dark lord + 2, giving
      your voice a magical force, if you are not attacking: the person addressed must save vs. spells
      or obey a one-word command, if they understand.
      Between two rocky outcrops, one can find three bell barrows, each 10ft in diameter, hinting at
      an ancient folk. If any dare disturb the ground here, they will discover a hidden chamber,
      built with stone slabs, yielding two corpses, their headstone painted crimson with a hand
      showing the sign of oath swearing. The journey to the afterlife was sped with a bronze
      bracelet (4 gp), a slate spindle whorl (2 gp), a stone dagger (3 gp), and a stone axehead (1 gp).
      0604: The Singing Thicket rises up into these hills. At the end of this valley is a small but
      beautiful waterfall. This looks like a dead end. There is, however, a halfling lookout up there
      and if all it can see are halflings, then they will lower a rope for them. There’s a hidden
      plateau up there. This is the home of 24 halflings (HD 1 → 1d6 AC 7 1d6 H1 MV 9 ML 7
      XP 100; outside: surprise on 1–5 in 6, inside: surprise on 1–2 in 6) led by Amalaric (level 7). A
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      compass of hell, blessed by Hel (it has two pointers: one points to the nearest
      danger, the other to the nearest safe place). A suit of dwarven plate armour +2 with
      dwarven runes commemorating the slaying of the red dragon Fire Despair of the
      End Times. These halflings are cruel flesh eaters, like ravenous wolves they hunt
      and eat humans and elves alike.
      0605: These Pawnprickle hills in Singing Thicket belong to the Pointy Puncher tribe. 60 orcs
      led by Grishbal (HD 5) live here (HD 1 AC 6 1d6 F1 MV 12 ML 8 XP 100). 12000
      silver coins. 4 gems. A prayer of protection of the moon (8h, prevents were-creatures
      from approaching). Their fort is guarded by 2 boars (HD 3+1 AC 6 1d8 F1 MV 15
      ML 9 XP 300). There are two big skull pyramids near the entrance with about 200
      skulls each.
      0606: Singing Thicket covers a few hills here. One hill is inhabited by an ogre called Rock and
      their partner (HD 4+1 AC 5 1d10 F4 MV 9 ML 10 XP 400). Their lair is one of those
      old structures built by the giants of old: a fort made of huge slabs of stone
      overgrown with ancient trees, an covered area to protect them from the elements
      where they have built their nests, a deep hole to serve as their cesspit, a huge
      fireplace in the centre of it all. 4 gems.
      0607: There are caves beneath these badlands. The strange caves look like an underground
      city built by the ancients. The caves have paintings of the Jagged Flesh Eating tribe on the cave
      walls. 40 orcs led by Ufmeg (HD 4) live here (HD 1 AC 6 1d6 F1 MV 12 ML 8
      XP 100). 6 gems. A map to the 4 gold beakers worth 8000gp in the barrow of
      Havlithi Birchvault (0708). A dwarven short sword +2 with dwarven runes
      commemorating the slaying of the white dragon Deep Despair the Eternal. The
      necklace of dharma allows you to borrow actions from your future self: act twice
      this round to do what needs to be done but skip the next round.
      0608: This section of the Singing Thicket swamp is a well known death trap. The trees are
      older here. They remember every axe wielder, every ship builder, every carpenter, every fire
      maker, and they hate them with the hate of the primal forest. These trees are protected by 4
      treants led by Oak Water (HD 8 AC 2 2d6/2d6 F8 MV 6 ML 6 XP 800; surprise on 1–3 in 6;
      animate tree two trees each, using the same stats) who would like nothing better than to
      squash anybody capable of wielding tools.
      0609: This is the Singing Thicket. The woodpeckers never stop hammering up above in the
      trees. Incessant buzzing betrays the mosquitoes desperately looking for a place to land. There
      are plenty of lampreys. Those who know how to find it can gather Passion Hair. A grey
      monolith stands here. In the weeks when the sky is clear and a full moon casts its silvery
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      light onto the monolith’s surface, silvery spirals can be seen. If you trace them with your
      finger, you are transported to a similar monolith (1109).
      0610: This is the Singing Thicket. The trees along the trails through this forest have all been
      coppiced, i.e. cut down near the ground level in order to produce wood.
      Hiding between the trees are the watchful eyes of 6 bugbears led by Deadly Breath belonging
      to the Bear Eyes band (HD 3+1 AC 5 1d10 F3 MV 9 ML 9 XP 300; surprise on 1–5 in 6). 200
      platinum coins. Bugbears are usually a bad sign for they are often employed as spies by the
      elves of the netherworld. These carry amulets of passage bearing the Black Kiss of Thorny
      Pazuzu sigil.
      This is Ecclebeck, a village of 190 humans (HD 1 AC 9 1d6 F1 MV 12 ML 7 XP 100). The mud
      huts are protected by an earthen rampart. 1000 silver coins.
      The wizard Niroshan (level 9) lives in the tower. The spells known are based on
      The Book of Odin by Hadrael the Dragon-Slayer: 1. detect magic, sleep, restore faith, 2.
      silence, speak with animals, hold person, 3. speed, fly, dispel magic, 4. wait, plant growth,
      5. time thief. Niroshan also happens to own a book: Augmentations for Ivory Golems.
      Their companion is the knight Tharsika (level 7). An elven shield +1 with elven
      runes naming its owner: Egleriadern.
      They are served by two followers. One is the wizard Kaan (level 5). The spells
      known are based on The Book of the Sea by Lady Gerdana of Lagnabadalë: 1. sleep,
      lunar runes, 2. glamour, eternal starlight, 3. water breathing. A map to 6 jewels hidden
      in a secret compartment in the dwarven forge High Grimm (0308). A silver necklace
      +1 dedicated to Thor. The other is the magic user Mianko (level 3). The spells
      known are based on The Book of Geomancy by Zorkan of Mount Whiterock: 1. magic
      message, stone fist, 2. raise stone. A black iron crown +2 proclaiming the wearer to be
      Arat, king of kings. Mianko also happens to own a book: Orcish Metallurgy.
      The secret society of the Ivory Circle of the Key has a representative here: the
      warrior Jaiza (level 3). A potion of the golden aura (purpureus, smelling like the
      sea, 1h, makes your insides and your eyes and everything your body produces
      glow in a golden light: when you open your mouth, when you spit, sweat, pee, or
      poo, everything glows). They believe in mental discipline. Right thought, right
      action. Live the life you’re destined to live and leave it at the appointed time, that
      is the way.
      Niroshan is willing to pay 500gp to whoever brings back the outlaw Singing Robber
      (0808), dead or alive.
      There is a temple dedicated to Nergal. The temple houses a traditional reed boat. This
      symbolizes the passage into the netherworld. Inscriptions on the wall describe sickness and
      death as the transition from the world of the living into the realm of Nergal. Behind the
      temple is the graveyard.
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      Visitors hear only laughter as sledges groan and occasionally break under the weight of a
      record-breaking harvest of kidney beans. Since armies march on their stomach, Warlord Agon
      the Killer's agents have already indicated that their quartermasters intends to buy all of their
      surplus.
Blue Run runs through here. A rickety bridge has been built by the locals.
Old Sunken Lane and Cattle Lane meet here, near Gold Hill.
      0701: The hills of Singing Thicket are dotted with ruins. Among the ruins is the entrance to a
      dungeon. This is The Secret Prison.
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coins 2
      0702: A steep hill rises from the forest and at its top stands an old statue of Odin, about 20ft
      tall. Who ever built this statue is long gone but the trail leading up to the statue looks well
      worn.
      0703: A few stunted hemlock grow in these highlands. This is the edge of the Singing Thicket.
      There is an abandoned shrine to Thor up here. It is haunted by the spectre of Aurddolen, the
      last priest who cared for it (HD 6 AC 2 1d8 + drain 2 levels F6 MV 15 ML 11 XP 600; only
      harmed by magic or magic weapons; immune to sleep and charm person). 3 jewelry.
      There are 13 light elves (HD 1 → 1d6 AC 5 1d6 or charm person 1×/day E1 MV 12 ML 10
      XP 100) in gleaming armour, with lances and shields on impossibly thin grey horses with
      long manes, led by Haradrenon (level 7). The spells known are based on The Book of
      the Sea by Lady Gerdana of Lagnabadalë: 1. charm person, sleep, lunar runes, 2. true
      words, glamour, 3. lightning bolt, wind barrier, 4. decay.
        The flowing letters on their white banners identify them as Careful Hunters of
        Imperial Freya elves. “Have you seen the Astral Earring of Graweth (1707)? If you
        bring it to us, we will grant you a realm of your own on the Astral Sea! But if you are hiding
        it from us, you will die a very slow death.”
      0704: The firs of Singing Thicket cast long shadows. The ground is full of their brown
      needles. If you wander into these woods, you’ll soon hear laughter and revelling. Satyrs roam
      the roads of the nearby settlement, covering the walls of houses with rude graffiti and profane
      writings. They jab and jeer at anybody doing honest work and corrupt the young ones with
      wines and charms. And yet, nobody dares to stop the 8 satyrs (HD 5 AC 7 1d6 F5 MV 9 ML 7
      XP 500; party tunes: when playing the flute, anybody listening must save vs. spells or join the
      party; chill-out tunes: when playing the flute, anybody listening must save vs. spells fall into a
      magical slumber; only harmed by magic, magic weapons or silver weapons).
      The small stone huts are protected by 6 war dogs (HD 2+1 AC 7 1d6 F1 MV 18 ML 6 XP 200).
      2000 silver coins. 6000 gold coins. These village-folk are electing a new magistrate (ballot by
      blade).
      The local smith is an arrogant fool called Barnabás. Looks like they pillaged this from
      somewhere: a pike @ 10gp, padded armour @ 6gp, a helmet @ 18gp, and a battle axe @ 12gp.
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      The caravan has a bard called Kimberley who is on their way to Graingill (0505).
      The songs they like to perform are How the Anklet was Hidden Away and Why
      Crooked Alúk Kidnapped Valiant Loriane’s Brother. Kimberley also happens to own a
      book: Power over Tomos, by Siarl.
      0705: The sunny side of the valley is covered in pink splashes of roseroot. A tall
      monolith stands here. In the weeks when the sky is clear and a full moon casts its
      silvery light onto the monolith’s surface, silvery spirals can be seen. If you trace them with
      your finger, you are transported to a similar monolith (1405).
      0706: A few thorny bushes between the rocks are the only green patches up here. Here lie the
      ruins of one of the old mountain fortresses built during the reign of King Tariq of Farlazzan.
      The big stone slab above the main entrance still says “Farlazzan” in flaming letters! A very
      large stone hall stands amidst the ruins. 8 hill giants led by Elf Squisher (HD 8 AC 4 2d6 F8
      MV 12 ML 8 XP 800). 7000 silver coins. 10000 gold coins. 100 platinum coins. The ancient
      spear Fur Hunter +1/+3 vs. mammals, a relic of the Old Lizard Wars, blessed by Set. Two sets of
      black iron chains +2 to wrap around your arms, with the runes of Nergal on every link.
      0707: The trees of Singing Thicket open up and there’s a small island up ahead. Giant trees
      grow on that island. A sweet, musky flagrance of wisteria and roses fills the air. On these
      trees 5 giant bolas spiders hunt for prey (HD 4 AC 6 1d6 + paralysis F2 MV 15 ML 7 XP 400;
      climb; bola: 30ft ranged attacks with a weighted capture blob of sticky silk on a line).
      There’s a small pier at the island where the inhabitants like to trade. This is where they have
      their chests and shacks. 6 cages with trained giant wheel spiders (HD 1-1 AC 7 1d6 +
      paralysis F1 MV 15 ML 7 XP 100; climb; when hit, save vs. paralysis or be paralysed for 1h; takes
      directions using tiny drumsticks; can roll along the floor with the wind)
      The island itself is quite small. Up in the trees are some tree houses connected by several
      ropes. If you’re not afraid of heights, you can easily walk from one to the other, feet on one
      rope and hands holding another one. The tree houses are home to 7 ettercaps led by Common
      Jumper (HD 5 AC 5 1d4/1d4/1d6 + poison F5 MV 12 ML 9 XP 500; climb; poison:
      when bit, save vs. poison or be paralysed for 2h). A piece of chalk of the earth which
      allows its user to draw on stone and name the people that will be able to see the
      marks.
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      A bit further up is a colourful tree house decorated with trinkets and presents from all over.
      This is where the beautiful araneina Banwen lives, the immortal lover (HD 9 AC 9 1d6 + poison
      F9 MV 12 ML 9 XP 900; climb; poison: when bit, save vs. poison or die; charm person: save
      vs. spells or fall madly in love with her; glamour: every hour in her company when not
      madly in love, save vs. spells to notice a flickering of her glamour revealing her eight eyes, or
      the spider legs growing out of her back).
      0708: The junipers of Singing Thicket cast long shadows. The ground is full of their brown
      needles. There is a cave housing the ettin called Speak and Spell (HD 11 AC 3 3d6/3d6 F10
      MV 12 ML 9 XP 1100; only surprised on a 1 in 6). 4000 silver coins. 3000 gold coins.
      Close by, on a little hill, one can see four bowl barrows, each 10ft in diameter. This is an
      ancestral shrine of the dwarves. If any dare dig here, they will discover a hidden chamber,
      built with wooden posts, yielding six corpses, their headstone painted red with a bull being
      killed by an axe and the inscription Havlithi Birchvault. The journey to the afterlife was sped
      with horse bones, a stone scraper (1 gp), a stone saddle quern (1 gp), and 4 gold beakers
      worth 8000gp.
      0709: The Singing Thicket is cold and dark up here. The ground is soft and covered in the
      needle-like leaves of firs. If you wander into these woods, you’ll soon hear laughter and
      revelling. Satyrs just won’t leave the nearby settlement. They’re polite and nice enough, but
      it’s so hard to get work done with all the drunken louts in the square all day long. Hospitality
      is wearing thin, but these 13 satyrs are intent on staying (HD 5 AC 7 1d6 F5 MV 9 ML 7
      XP 500; party tunes: when playing the flute, anybody listening must save vs. spells or join the
      party; chill-out tunes: when playing the flute, anybody listening must save vs. spells fall into a
      magical slumber; only harmed by magic, magic weapons or silver weapons).
      The small stone huts are protected by 7 war dogs (HD 2+1 AC 7 1d6 F1 MV 18 ML 6 XP 200).
      200 platinum coins. These village-folk are dancing wildly to a piper’s poorly played tune.
      The local smith is a braggart called Suri. There is little here for adventurers,
      though: a helmet @ 13gp, a large dart @ 1gp, a sling with 20 metal pellets @ 2gp, a
      pike @ 8gp, a sling with 20 metal pellets @ 5gp, and 3 stakes and a mallet @ 4gp.
      Those who live here are often in terror. Pigs are found mutilated. Rabbit entrails
      are spread around sites holy to Freya. Herders have reported seeing a devil with
      vestigial wings and the legs of a dragon late at night.
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      A natural hot springs blocks the entrance to a cavern, which hides a shallow cave complex
      occupied by a coven of devils. They derive psychic energy from the terror of others.
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              who enter.
           2. Stretched on a metal rack is a prisoner with scalded
                                                                                                     2
              skin, crying for help. This is Shandika from Treeley,                 5       3
Sunken Path and Hollow Track meet here, behind the old abbey ruins.
      0710: The swamp of Singing Thicket opens up somewhat and you can see the sky again. The
      bleak, black, and brackish water teems with mosquito larvae and lily pads. In the old days,
      these stagnant pools were used to drown evil necromancers. At night, the wight Old Eilif of
      Trazadan crawls out of a wet grave and roams the land in search of followers (HD 3 AC 5 drain
      F3 MV 9 ML 12 XP 300; only harmed by magic or magic weapons; immune to sleep and
      charm person).
      On a small island in a little lake, one can see one oval barrow, 20ft in diameter, remembering
      an ancient tragedy. If any dare excavate here, they will discover a hidden chamber, built with
      stone slabs, yielding two dozen corpses, their tombstone painted mahogany red with a man
      with a raven on his shoulder. The journey to the afterlife was sped with a stone axehead (1
      gp), a bone pin (2 gp), stone arrowheads, and a sandstone spindle whorl (2 gp).
      Old Sunken Lane, Hollow Track, and Old Gravel Track meet here, at the old Farlazzan
      milestone.
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      0801: The Pass of Ffreuer on the way to Hockeye (0704) is guarded by a ruined fortress currently
      occupied by 3 warlocks (HD 5 → 5d4 AC 4/2 1d6 M5 MV 12 ML 9 XP 500; bolt of power
      (3×1d6+1); shield (reduces AC 9 to AC 4 in melee and AC 2 in ranged combat); phantasmal force
      (use illusions to split the party); mirror image (1d4 images to protect the caster); lightning bolt
      (5d6 damage, save vs. spells for half)) and their giant scorpion mounts (HD 4 AC 2
      1d10/1d10/1d4 + poison F2 MV 15 ML 11 XP 400).
      The fortress and its surrounding land is ruled by the medusa Stone Sister (HD 4 AC 8 1d6 or
      poison F6 MV 9 ML 8 XP 400; petrification; a medusa’s head is worth 5000gp to an alchemist).
      The courtyard holds 7 petrified victims and the bones of countless dead. Silver cutlery and
      beautiful wine glasses. 4000 silver coins. 600 platinum coins.
      0802: This section of the Singing Thicket swamp is a well known death trap. The trees are
      older here. They remember every axe wielder, every ship builder, every carpenter, every fire
      maker, and they hate them with the hate of the primal forest. These trees are protected by 5
      treants led by Root Master (HD 8 AC 2 2d6/2d6 F8 MV 6 ML 6 XP 800; surprise on 1–3 in 6;
      animate tree two trees each, using the same stats) who would like nothing better than to
      squash anybody capable of wielding tools.
      0803: High up on on a ridge is an old elven tower made of green glass. A chill wind blows
      through the tower making an eerie whistling noise. In The Death of Glador the Beautiful, they
      call it Lhewion’s Last Stand.
      Inside the tower, in the entry hall, 3 crystal living statues stand silent guard (HD 9 AC 1 3d6
      MV 12 ML 12 XP 900; immune to arrows, immune to poison; immune to spells). Unless the
      party speaks the name of the tower’s builder, Bronaduindil, the guardians will attack any who
      attempt to ascend to the next level.
      The elf Gannelwen was cursed for sleeping on their watch on the day this tower fell and was
      cursed by its commander to guard this tower in the form of a mountain lion for all eternity
      (HD 3 AC 6 1d6 F1 MV 24 ML 7 XP 300; surprise on 1–4 in 6). If the party can gain the lion’s
      trust – and they can speak with it! – it can teach them the incantation that opens the door to
      the next level. If killed, the elf will soon reincarnate as another lion and return.
      Further up and behind locked and iron-bound doors is a large room with a 2 gorgeous old
      wooden tables and many chairs decorated with fern leaves and roses. Here dwells the
      necromancer Aminarun (level 6), protected by 11 werewolves in human disguise,
      hospitable, but loud (HD 4 AC 5 1d10 F4 MV 18 ML 8 XP 400; only harmed by
      magic, magic weapons or silver weapons; call 2d6 wolves which arrive within
      10min: HD 2+1 AC 7 1d6 F1 MV 18 ML 6 XP 200). The spells known are based on
      The Book of the Dead by Agrimach the Necromancer: 1. locate corpse, aura of fear, 2.
      converse with corpse, hold person, 3. immunity to fire, limited shape shift. A few nice
      carpets cover the floor. A potion of hearing (yellow, black residue, 1h, ears grow painfully
      sensitive; you can locate every breath, heartbeat, and movement within 30ft). A scroll of
      bashing walls (punch a hole 20m wide and deep into anything made of wood, earth or stone;
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      living things, textiles, leather, metal, and all that are not affected). Aminarun also happens to
      own a book: Conquering Life.
      The topmost chamber has an excellent view of the mountains from the tall windows that
      reach nearly to the floor. One window is decorated with depictions of the moon and golden
      roofed halls. When the light of the first quarter moon (🌓) falls on it, it turns to a magical
      portal to Asgard.
      0804: These mountains are called the Hungry Graves. Fissures lead into the depth of the
      mountain. A narrow stair winds itself into the bowels of the earth. The darkness swirls
      around you like ink. Soon, you feel as lost as if you were walking at the bottom of a deep
      black lake.
      Finally, you arrive at a huge cave with a boiling lake at its bottom. The floor descends steeply
      towards its shores. The stones are slick and slippery as the water vapours swirl and churn.
      The sound of bubbling water fills the air.
      This is a temple of Hel. The huge bronze gates are decorated with a pig. Behind the gate lies a
      courtyard guarded by a pyrohydra (7 heads, HD 7 (8hp per head) AC 5 1d10 per head
      F7MV 12 ML 9 XP is 700; whenever a head is lost, two heads regrow the next round (up to 12)
      unless the wound is cauterised using ice or fire (a melee attack with a torch will do); fire (as
      much as the hydra has hp left, save vs. dragon breath for half); poisonous blood (cutting off a
      head with a melee weapon exposes the attacker to it: save vs. poison or die; hydra’s blood is
      worth 5000gp each to an alchemist)).
      The courtyard itself encloses a lava-filled pit crossed by a bridge made of bronze. At the foot
      of the fortress are some workshops. This is where blackened 16 dwarves (HD 1 AC 4 1d6 D1
      MV 6 ML 8 XP 100) slave at the anvils and bellows led by Sigvór Proudfield (level
      4). They are chained to their workstations, their bedrolls right next to their tools.
      The food and water they require is stored inside the fortress, behind locked doors
      in bronze coffers.
      The entrance to the temple is shrouded in magical darkness. Inside the blackness
      is the guardian of this temple, a three-headed giant hell-hound named Eternal Hound (HD 7
      AC 4 1d10/1d10/1d10 F7 MV 12 ML 10 XP 700; 2 in 6 chance that instead of biting, a head
      breathes fire (7d6); see invisible; hell hound embers burning inside them are worth 500gp to an
      alchemist). The inside of this temple might at one time have been glorious but now it is filled
      with boiling grey mud and dancing shadows. The fires burning along the walls show fallen
      statues and broken columns disappearing the blubbering mass. The stink of sulphur hangs in
      the air.
      The fire giant Sveiða (HD 11+1 AC 4 5d6 or 3d6 ranged F11 MV 12 ML 9 XP 1100) lives here.
      6000 silver coins. 1000 gold coins. 200 platinum coins. 5 gems.
      0805: The glaciers beneath the Hungry Graves are difficult to traverse. You need a guide and
      skis. The stone walls rising from the snow are home to a curious snow tiger (HD 6 AC 6
      1d6/1d6/1d12 F3 MV 15 ML 9 XP 600; surprise on 1–4 in 6).
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      0806: A few stunted conifers grow in these highlands. This is the edge of the Singing Thicket.
      At dusk and dawn, you can sometimes see a male boar seaching for food (HD 3+1 AC 6 1d8
      F1 MV 15 ML 9 XP 300).
      A tiny foot trail leads into a copse of Giantsleep trees. There, one finds two pond barrows,
      each 30ft in diameter, hinting at an ancient people. If any dare excavate here, they will
      discover a hidden chamber, built with stone slabs, yielding two corpses, their mummy
      painted crimson with a man riding on an eight-legged horse. The journey to the afterlife was
      sped with seashell necklace beads (2 gp), a stone handaxe (1 gp), a sandstone spindle whorl (2
      gp), and a stone adze blade (3 gp).
      0807: The Singing Thicket has turned into a water logged swamp. Turtle rest on a floating log
      in a murky pool and slip slowly into the water when approached. The air is thick and humid.
      At it's heart are abandoned ruins that lead to a dungeon. This is The Hideous Sepulcher.
      Wandering monsters: 4 suits of armor standing against the wall (HD 1 AC 7 2d10 F1 MV 6
      ML 7 XP 100; immune to sleep and charm person).
                      from approaching). The ring of the tengu, summons the tengu Spear of
                      Wisdom, always willing to talk and offer advice (HD 5+1 AC 6 1d8 F10
                      MV 15 ML 8; flying); the ring’s magic is lost when the tengu is killed.
                      1 jewelry.
      0808: The hills of Singing Thicket are full of ancient ruins. On one of these hills right here you
      can find the foundations of an old keep. The walls are long gone but the cistern and the
      storage rooms below are still usable. There is a camp of 20 outlaws (HD 1 AC 8 1d6 F1 MV 12
      ML 7 XP 100) led by Singing Robber here. They call themselves the Everlasting
      Fellowship. The camp is protected by a war dog (HD 2+1 AC 7 1d6 F1 MV 18 ML 6
      XP 200). These outlaws are sharpening their swords and dancing to a bawdy tune.
      This camp has a talented bard called Ayara who was chased out of Treeley (0709).
      The songs they like to perform are Chet’s Perilous Journey to the Deserts of Sadness
      and The Tale of Chet and the Wicked Vampire. If you ask them about the war, they’ll
      say that captain Anselma was last seen in the badlands near Treeley (0709) carrying
      the banner of Duke Lamuel the Righteous (0510).
Sunken Path crosses over the water below at the bridge of Mitra the Wise.
      0809: It’s colder up here and the Singing Thicket is dominated by conifers. At dusk and dawn,
      you can sometimes see a male boar seaching for food (HD 3+1 AC 6 1d8 F1 MV 15 ML 9
      XP 300).
      0810: A few stunted pines grow in these highlands. This is the edge of the Singing Thicket.
      There is a clearing with a barely recognisable statue of Freya still standing. At dusk and dawn,
      you can sometimes see a male boar seaching for food (HD 3+1 AC 6 1d8 F1 MV 15 ML 9
      XP 300).
      The mud huts are protected by 7 war dogs (HD 2+1 AC 7 1d6 F1 MV 18 ML 6 XP 200). 5000
      gold coins. These village-folk are carrying around the skulls of their favorite ancestor.
      The local smith is a braggart called Izaan. Recently somebody dropped off the following: a
      javelin @ 1gp, a dagger @ 1gp, a case with 30 quarrels @ 6gp, and a battle axe @ 13gp.
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      The treasure hunter wizard Puvitha (level 2) is trying to hire some fools for they
      have a map to the 4 gold beakers worth 8000gp in the barrow of Havlithi Birchvault
      (0708). The spells known are based on The Book of the Sea by Lady Gerdana of
      Lagnabadalë: 1. sleep, lunar runes. An elven dagger +1 with elven runes naming its
      maker: Nellaon. Puvitha also happens to own a book: Influencing People and
      Suffering Friends. “I’ll be fair: half of the treasure found for me, half to be shared
      amongst the other survivors.”
      Black Runnel runs through here. Miya has a small raft that can carry cattle and
      people across.
      0901: The air up here is cold. You can see the Giant Domes looming up ahead. Small gorges
      and giant boulders provide shelter from the icy wind. 7 giant apes led by Ironface live here
      (HD 3 AC 7 1d6/1d6 F3 MV 12 ML 5 XP 300).
      0902: The valley up here is hard to find. This is where the orcs of the Plague Brain Breaker tribe
      raise mountain goats and make their famous composite bows. 60 orcs led by Maurat (HD 7)
      live here (HD 1 AC 6 1d6 F1 MV 12 ML 8 XP 100). 4000 silver coins. A potion of
      bellowing (foamy aqua, 1h, allows you to bellow so loud that your voice can be
      heard for many miles). A scroll of crashing gates (destroy one door up to 20m
      wide). A dwarven short sword +2 with dwarven runes naming its maker: Lofin
      Bronzehelm of Anvileater. A jar containing the elemental prison of a jinni called
      Builder of the Seven Castles (HD 7+1 AC 5 2d8 F14 MV 24 ML 12 XP 700; illusion,
      invisibility, gaseous form, whirlwind and creation at will; only harmed by magic or magic
      weapons). Maurat is a famous dual-wielding sword dancer.
      The orcs live in a ruined mountain fortress built during the reign of Kali the Terrible of Rajana.
      The stone carvings still tell the story of the subjugation of these lands. Amidst the rubble, the
      orcs have built a handful of wooden huts. In one corner is an altar and a statue of Orcus with
      the orcish rune of death. The fortress itself is guarded by 2 boars (HD 3+1 AC 6 1d8 F1 MV 15
      ML 9 XP 300). There are two large iron spikes with a dozen skulls each near the entrance.
      0903: The sunny side of the valley is covered in pink splashes of roseroot. Here stands an old
      watchtower built by giants during the reign of Thyia the Cruel of Ouria. You can still find the
      runes of Ouria on the old stones but the current inhabitants can’t read and they don’t care: 8
      hill giants led by Man Squisher (HD 8 AC 4 2d6 F8 MV 12 ML 8 XP 800). 1000 gold coins. 200
      platinum coins. 13 gems.
      0904: A white dragon called Frost Despair the Eternal lives in a ruined
      mountain fortress guarding the approaches to the Hungry Graves (HD 6
      AC 3 1d4/1d4/2d8 F6 MV 24 ML 8 XP 600; ice (as much as the dragon has hp
      left, save vs. dragon breath for half)). 1600 platinum coins. 60 jewelry. The
      long sword Razorblade +1/+3 vs. spell casters, forged by ancient machines in
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      the Philosophers’ War. A flying carpet (four people). An elven long sword +1 with elven runes
      naming its owner: Raunon.
      0905: A cold wind blows snow and ice down the mountain. Visibility is down to maybe 30ft.
      This is the Hungry Graves glacier. Every night, a procession ghosts struggles barefoot across
      the ice. You can hear their wailing, their tiny bells ringing, and you can see the flickering
      candles they are carrying. If you follow them for an hour, you are going to cross over into
      Jötunheim with them. The procession leads you to the castle of the frost giant Ice. 4 frost
      giants and 5 winter wolves (HD 5 AC 4 1d6 F5 MV 12 ML 9 XP 500; 2 in 6 chance that instead
      of biting, it breathes a cloud of ice (5d6); see invisible; winter wolf icicles growing inside them are
      worth 500gp to an alchemist) live here. 400 platinum coins. The staff of the minotaur, summons
      the minotaur Silence, always willing to talk and offer advice (HD 6 AC 6 2d6 F6 MV 12;
      mesmerize any listeners at will, i.e. listeners must save vs. spells or cease all hostilities and
      speak nothing but the truth; immune to sleep and charm person); the staff’s magic is lost
      when the minotaur is killed.
      To release the ghosts from their eternal wandering, you need to tell their relatives in
      Lighttown (0907) how the traitor Danial (0404) had betrayed them and led them to their doom
      many years ago. All they want is revenge, but actually just telling their relatives of what
      happened and helping them to find closure is enough to bring peace to the ghosts (although
      they don’t know it).
      0906: Steep cliffs make progress practically impossible without climbing gear. Amidst the
      stars, where the ice king rules, a pair of griffons is nesting (HD 4+1 AC 6 1d6/1d6/1d8 F4
      MV 24 ML 10 XP 400). The 2 griffon eggs are worth 5000gp each to an alchemist.
      0907: The Singing Thicket reaches these highlands and slowly thins out. A few pines are the
      last ones to brave the snow at these altitudes. If you wander into these woods, you’ll soon
      hear laughter and revelling. Satyrs roam the roads of the nearby settlement, covering the
      walls of houses with rude graffiti and profane writings. They jab and jeer at anybody doing
      honest work and corrupt the young ones with wines and charms. And yet, nobody dares to
      stop the 11 satyrs (HD 5 AC 7 1d6 F5 MV 9 ML 7 XP 500; party tunes: when playing the flute,
      anybody listening must save vs. spells or join the party; chill-out tunes: when playing the flute,
      anybody listening must save vs. spells fall into a magical slumber; only harmed by magic,
      magic weapons or silver weapons).
      The small stone huts are protected by a war dog (HD 2+1 AC 7 1d6 F1 MV 18
      ML 6 XP 200). 6000 silver coins. These village-folk are painting evil-eye protection symbols
      on all doors.
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      The local smith is a foul-mouthed ass called Vida. Surprisingly, they have some
      interesting things for sale: a javelin @ 1gp, 20 nails @ 1gp, and a flask @ 3gp.
      It was only a few days ago that the sky darkened completely as millions upon
      millions of Green locusts descended on the crops. Not a single row of broccoli or
      arugula remained intact from their voracious appetite.
      0908: The valley up here is hard to find. This is where the orcs of the Stinky Cave tribe raise
      llamas and make their famous iron rations made of dried fig and pecans. 40 orcs led by Ufbag
      (HD 3) live here (HD 1 AC 6 1d6 F1 MV 12 ML 8 XP 100). 6000 gold coins. 7 gems.
      2 jewelry. A potion of transcendence (dark grey, 10min, 60ft, true seeing past all
      illusions, transformations, through all matter). Ufbag is a famous singer of epics,
      his favourite being The Conquest of Pucklecoma.
      The orcs live in a big circular building with a large central courtyard in the One
      Clan style, the lower story made of stone and the upper story made of wood. The rooms are
      full of chests covered with beautiful carpets. They are filled with polished ancestral bones.
      The building is guarded by 3 boars (HD 3+1 AC 6 1d8 F1 MV 15 ML 9 XP 300). There are two
      skulls hanging over the entrance, swinging in the breeze.
      0909: The spruces of Singing Thicket cast long shadows. The ground is full of their brown
      needles. If you wander into these woods, you’ll soon hear laughter and revelling. Satyrs just
      won’t leave the nearby settlement. They’re polite and nice enough, but it’s so hard to get
      work done with all the drunken louts in the square all day long. Hospitality is wearing thin,
      but these 14 satyrs are intent on staying (HD 5 AC 7 1d6 F5 MV 9 ML 7 XP 500; party tunes:
      when playing the flute, anybody listening must save vs. spells or join the party; chill-out tunes:
      when playing the flute, anybody listening must save vs. spells fall into a magical slumber;
      only harmed by magic, magic weapons or silver weapons).
      The local smith is a foul-mouthed ass called Keisuke. Recently somebody dropped
      off the following: 20 arrows @ 3gp, a sling with 20 metal pellets @ 2gp, half plate @
      400gp, and a two-handed greatsword @ 26gp.
      Parched, cracked earth in the furrowed fields may yield easily to the plow, but the
      first rains of the season are late by months. The farmers have begun to worry that
      it will soon be too late to plant the asparagus and celery.
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      Nans’s Stream flows through here. Enyerber has a small raft that can carry cattle and people
      across.
Mud Road and Old Sunken Lane meet here, near Red Rock.
      0910: The Singing Thicket rises up into these hills. The trees of the forest grow smaller and
      smaller as it rises. As you approach the tree line, there’s a hidden pass leading into an upper
      valley. You can see bighorn sheep grazing. This is the home of 8 halflings (HD 1 → 1d6 AC 7
      1d6 H1 MV 9 ML 7 XP 100; outside: surprise on 1–5 in 6, inside: surprise on 1–2 in 6) led by
      Rathar (level 4). They hate and fear all outsiders. And what they fear most of all is
      that somebody would betray the location of their home.
      1001: These mountains are called the Giant Domes. Towering black rocks and
      snow capped peaks are all around you. A forgotten civilisation dug short tunnels through the
      most terrible cliffs, making these passes navigable. There is a dwarven forge called Starlight
      up here. This is a small forge. 23 dwarves live and work here (HD 1 AC 4 1d6 D1 MV 6 ML 8
      XP 100) led by Durvari Stonekeeper (level 3). Silk curtains and some paintings on
      the walls. 10000 silver coins. 10000 gold coins. A potion of flying (buff yellow, 1h).
      A potion of jaws (light alice blue, 20min, turns your jaws and teeth into a huge,
      supernatural shark demon jaw able to bite through any material, if you can get it
      between your new teeth; deal 2d6 in melee). A map to 6 jewels hidden in a secret
      compartment in the dwarven forge Mooneater (1205).
      1002: The air up here is cold. You can see the Giant Domes looming up ahead. Small ravines
      and giant boulders provide shelter from the icy wind. 4 giant apes led by Rockface live here
      (HD 3 AC 7 1d6/1d6 F3 MV 12 ML 5 XP 300).
      1003: On the mountain peak you can see a gleaming needle, 20ft high. If you approach, you
      can hear the vulture demon The Fifth Ocean of the Torn Underworld moaning and whimpering
      (HD 8+1 AC 5 1d4/1d4/1d6/1d6/1d8 F16 MV 18 ML 11; flying; only harmed by magic or magic
      weapons). It has been impaled here, since time immemorial, unable to die. It says, “Drink my
      blood, I shall grant you my strength and we shall be siblings. Together we will avenge this!”
      The jinni called Eye of Fortune guards the demon (HD 7+1 AC 5 2d8 F14 MV 24 ML 12 XP 700;
      illusion, invisibility, gaseous form, whirlwind and creation at will; only harmed by magic or magic
      weapons). Before turning into a whirlwind, it warns you: “Do not touch this fiend, for I have
      sworn to keep it here for all eternity.” Apparently, The Fifth Ocean of the Torn Underworld is a
      traitor from the back in the days when the gods fought amongst themselves.
      The passage to Vanaheim is sealed by the life blood of The Fifth Ocean of the Torn Underworld.
      If it is killed, the vulture demons The Omnipotent Wisdom of the Lead Sky and The Barren Solace
      of the Baby Eater can planeshift here from Vanaheim, bent on avenging their sibling. If it is
      freed, it will try to kill as many of it’s enemies as it can, and then planeshift back to Vanaheim.
      For the trained eye, the foot passage is revealed: traces of red sand lead the way towards a
      black tunnel in the rock face.
      You hear roaring thunder up ahead. The tunnel emerges on a storm swept mountain peak
      where the sky is boiling purple and lightning shows the blue dragon Water End of the Lake
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      Before you stretches a land of red rocks and sand. The sky is pale pink. It promises to be a hot
      day. In the distance, on a red mountain surrounded by a forest of thorns, stands an ancient
      tower. This is Sandstein, the hall where Pazuzu, the demon lord of pestilence and hunger holds
      court. Countless crows circle above. On the dusty road ahead you can see a company of 20
      soldiers (HD 1 AC 5 1d6 F1 MV 12 ML 7 XP 100; chain, long bow, 20 arrows, short sword).
      They are led by the spectre Jarl Tangwystl (HD 6 AC 2 1d8 + drain 2 levels F6 MV 15 ML 11
      XP 600; only harmed by magic or magic weapons; immune to sleep and charm person). 5000
      gold coins. 200 platinum coins. 7 jewelry. “Join us now for fame and glory as we attack Jarl
      Hafgan in his mountain mausoleum.”
      1004: There is a hidden meadow up here, protected by the Hungry Graves. 14 giant apes led
      by Buttfist live here (HD 3 AC 7 1d6/1d6 F3 MV 12 ML 5 XP 300).
      1005: Up here in the mountains lies lake Amalberta Grave. 5 very polite turtle people led by
      Long Calm live here (HD 3 AC 2 1d8 F3 MV 6 ML 8 XP 300; two attacks when damaged). They
      are of the Umigame clan. These turtle people are celebrating the emergence of a new
      generation from their shells.
      1006: Up here in the mountains lies lake Deep Mere. 2 very polite turtle people led by Long
      Patience live here (HD 3 AC 2 1d8 F3 MV 6 ML 8 XP 300; two attacks when damaged). 3
      jewelry. They are of the Testudo clan. These turtle people are engaged in an elaborate dance
      on the lake shore.
      1007: A sheer cliff rises at the end of this valley, two or three thousand feet, perhaps.
      Somewhere in the upper third, giant petrified roots stretch out into the emptiness, and an
      ingenious people has used these structures to build a settlement. 20 tengu, led by the master
      swordsman Halberd of Pain (HD 5+1 AC 6 1d8 F10 MV 15 ML 8; flying). Master Halberd of Pain
      can teach a fighter about the left hand: use a shorter blade in your off hand to give you a
      shield bonus and whenever your opponent rolls a 1 as they attack you, make an extra attack
      with that blade. “You may pray at the shrine of our lord Pazuzu, but you must leave before
      nightfall.”
      A barred gate engraved with corpses blocks the entrance into the mountain itself. The tunnel
      leads to a cavern about 60ft high, illuminated by green fire burning in its centre. There, held
      in place by iron chains, writhes the vulture demon The Inscrutable Anchor of the Vanir, forever
      regenerating (HD 8+1 AC 5 1d4/1d4/1d6/1d6/1d8 F16 MV 18 ML 11; flying; only harmed by
      magic or magic weapons). It whimpers, “Put and end to my suffering. Kill me now, I beg
      you!”
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      The passage to Vanaheim is sealed by the life blood of The Inscrutable Anchor of the Vanir. If it
      is killed, the vulture demons The Green Pyramids of the Dead Netherworld and The Corrupted
      Answers of Giants can planeshift here from Vanaheim, bent on avenging their sibling. If it is
      freed, it will try to kill as many of it’s enemies as it can, and then planeshift back to Vanaheim.
      For the trained eye, the foot passage is revealed: a spidery network of silver veins in the rock
      lead the way towards a black crevice in the rock face.
      You hear the a rumbling, a croaking, a bleating, animal voices… and then there is the stench
      of a hundred corpses. The tunnel leads to a mist filled cavern with visibility limited to 10ft. In
      the centre of the cavern is a 30ft. rock; stairs lead up to a temple decorated with three men
      swearing an oath. It is dedicated to Mitra and guarded by a chimera (HD 6 AC 5
      1d6/1d6/1d10/2d10 or fire F6 MV 9 ML 10 XP 600; fire (3×/day): as much as the chimera has hp
      left, save vs. dragon breath for half; chimera blood is worth 5000gp to an alchemist). 7000 silver
      coins. 9000 gold coins. At the back, there is a long and narrow stair from the temple going up.
      Before you stretches a land of red rocks and dust, with green valleys cut into the surface.
      Down there, water flows and trees grow. Up on the red hillsides stand ancient castle and
      temple ruins, and countless burial mounds. The sun is about to set and the sky is turning
      dark purple. At night, wraiths roam the land: 6 wraiths (HD 4 AC 3 1d6 + drain F4 MV 24
      ML 12 XP 400; only harmed by magic or magic weapons; immune to sleep and charm
      person). It’s a long way to the safety of the nearest village. Clearing out a tomb is of course
      also an option. 2 jewelry.
      1008: There is a hidden meadow up here, protected by the Dead Domes. 15 giant apes led by
      Rockstomp live here (HD 3 AC 7 1d6/1d6 F3 MV 12 ML 5 XP 300).
      1009: High up on on a ridge is an old elven tower made of green glass. The faceted green
      spire sparkles like an enormous crystal. In The Death of Hiwi, they call it Delebeth’s Last Stand.
      The delicately carved Firechurch wood doors of the tower have been ripped open and
      splintered. The bottom floor of the tower is home to a small family of 4 owlbears, on edge
      due to the mating season (HD 5 AC 6 1d6/1d6/1d8 + hug F2 MV 12 ML 9 XP 500; when both
      claws hit, their bear hug deals an extra 2d8).
      The walls of this room near the top are cracked and all the windows are broken. This is the
      lair of 8 very protective griffons (HD 4+1 AC 6 1d6/1d6/1d8 F4 MV 24 ML 10 XP 400). They
      are often seen hunting the land around this tower.
      The uppermost chamber of the tower appears to have been some sort of observatory in the
      past. Perhaps special knowledge could be gleaned by those who take the time to examine it.
      1010: The Singing Thicket rises up into these hills. What looked like an outcrop is actually a
      two mountains rising out the forest. The way up is hard. Between the two mountains is a tiny
      valley, hidden from view. This is the home of 20 halflings (HD 1 → 1d6 AC 7 1d6 H1 MV 9
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      ML 7 XP 100; outside: surprise on 1–5 in 6, inside: surprise on 1–2 in 6) led by Theoderic (level
      5). A potion of transformation (steel blue, silvery flakes, 1h, shape change like a
      doppelgänger). A helmet of the bull, grants an extra attack when charging into a
      fight: on a hit, an opponent no larger than yourself is thrown to the ground such
      that your allies get a +4 to attack them. These halflings are wicked raiders,
      disappearing into the wilderness without leaving a trail.
      1101: A white dragon called Hail Agony of the Mountain lives in a ruined
      mountain fortress guarding the approaches to the Giant Domes (HD 6 AC 3
      1d4/1d4/2d8 F6 MV 24 ML 8 XP 600; ice (as much as the dragon has hp left,
      save vs. dragon breath for half)). 60000 gold coins. 1500 platinum coins. The
      Club of the Slayer +1/+3 vs. giants, blessed by Marduk.
      1102: High up on on a ridge is an old elven tower made of green glass. A chill wind blows
      through the tower making an eerie whistling noise. In The Song of Eagle Haven, they call it
      Hedil’s Redoubt.
      There is no visible entrance, but a person carrying an amulet of passage bearing the Black Kiss
      of Thorny Pazuzu sigil will see the hidden door.
      The large room up here has an opening in the northern wall leading to a platform with a
      beautiful view. The room itself is filled with glass pipes, ventilators and copper cauldrons.
      This laboratory is home to 3 gargoyles led by Stillness (HD 4 AC 5 1d4/1d4/1d6 F8 MV 15
      ML 11 XP 400; only harmed by magic or magic weapons).
      The top of the tower appears long abandoned. Elven relics are covered with dust and the
      tapestries are faded and mostly threadbare.
      1103: The stagnant waters of Silver Birch Weald are foul and smell of vomit. A sulphur smell
      hangs over the swamp. In the old days, these stagnant pools were used to drown evil
      necromancers. At night, 4 wights led by Old Thyia of Quddu crawl out of their wet graves and
      roam the land in search of more followers (HD 3 AC 5 drain F3 MV 9 ML 12 XP 300; only
      harmed by magic or magic weapons; immune to sleep and charm person).
      On a small island in a little lake, one can see four bowl barrows, each 30ft in diameter. This is
      an ancestral shrine of the dwarves. If any dare excavate here, they will discover a hidden
      chamber, built with stone walls, yielding six corpses, their mummy painted white with a pig
      and the inscription Aurin Copperspark. The journey to the afterlife was sped with human
      bones, a stone adze blade (3 gp), a bone carving of a monster (roll d20 on monster table) (2
      gp), and 6 silver rings worth 6000gp.
      1104: The waters of Tombfolly Mirror seems to stretch forever, mirroring the sky above. Wisent
      can be seen gathered near the water.
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      A green glass tower has been built in this lake. It is now the nesting site of a wyvern (HD 5
      AC 4 1d8 + poison F5 MV 24 ML 7 XP 500). A breeze carries the scent of gardenia and lilacs,
      though none can be seen anywhere. In The Song of Glandil & Pednid, they call it Radalag’s
      Redoubt. There’s no visible entrance. Anybody taking a dive would find an underwater
      entrance. Hidden between the reeds there is a small rowing boat.
      A school of silver and blue minnows swirl and spin before the opening to a cave under the
      tower.
      1105: These mountains are called the Hungry Graves. Between these cruel stone peaks lies a
      sea of ice: a glacier, slowly inching towards the warmer lowlands. Up here, passage is
      difficult. Only attempt a crossing with a mountaineer or you will all end up dead in a
      crevasse. The frost giant Ice (HD 10+1 AC 4 4d6 or 3d6 ranged F10 MV 12 ML 9 XP 1000; stone
      shape and control weather at will) lives here in a a gargantuan palace of ice and darkness with 3
      white bears (HD 4 AC 6 1d4/1d4/1d6 + hug F2 MV 12 ML 5 XP 400; when both claws hit, their
      bear hug deals an extra 2d8). 11000 silver coins. 6000 gold coins.
      1106: A cold wind blows snow and ice down the mountain. Visibility is down to maybe 30ft.
      This is the Hungry Graves glacier. Every night, a procession ghosts struggles barefoot across
      the ice. You can hear their wailing, their tiny bells ringing, and you can see the flickering
      candles they are carrying. If you follow them for an hour, you are going to cross over into
      Jötunheim with them. The procession leads you to the castle of the frost giant Snow. 2 frost
      giants and a spectre of their ancient ice king (HD 6 AC 2 1d8 + drain 2 levels F6 MV 15 ML 11
      XP 600; only harmed by magic or magic weapons; immune to sleep and charm person) live
      here. 5000 silver coins. 8000 gold coins. A scroll of fog (1km, within 10min, for 1h, visibility
      10ft).
      To release the ghosts from their eternal wandering, you need to free the wight Elli the Epic
      from their icy tomb and reunite them with their flock. If pressed, they will admit to wanting
      to rebuild old Zerrin.
      1107: On one of the rock faces you can still see the markings of the old dwarf forge Moon. The
      ruin has been settled by the Slaughter Rock tribe. This is where they study dwarven
      technology and build strange and wonderful machines from the wreckage, and this is where
      they cultivate their mushrooms to make barbecued Taupe End Mushroom covered in lovage
      and peach chutney with poppy seeds and poached corn.
      The orcs have built their settlement in the old cistern, on a wooden platform built
      above the water, with access via rickety bridges, ropes and ladders. The round
      huts are protected by 2 boars (HD 3+1 AC 6 1d8 F1 MV 15 ML 9 XP 300). The open spaces
      between the huts are small and filled with dwarf junk: pipes, cogs, jagged metal plates.
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      1108: These mountains are called the Dead Domes. The jagged peaks here hide a dungeon.
      This is The Deeper Mausoleum of Ruination.
                                                                      Edit in Gridmapper
                                                                                     5
      1109: Amidst the ice of the Dead Domes stands a rock. A grey monolith stands here. In the
      weeks when the sky is clear and a full moon casts its silvery light onto the monolith’s surface,
      silvery spirals can be seen. If you trace them with your finger, you are transported to a similar
      monolith (1506).
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1110: The green valley up here has some llamas and a kid called Lialine guarding them.
      1201: The Pass of Brynllyn on the way to Stockfoss (1403) is guarded by a ruined fortress
      currently occupied by 5 warlocks (HD 5 → 5d4 AC 4/2 1d6 M5 MV 12 ML 9 XP 500; bolt of
      power (3×1d6+1); shield (reduces AC 9 to AC 4 in melee and AC 2 in ranged combat);
      phantasmal force (use illusions to split the party); mirror image (1d4 images to protect the
      caster); lightning bolt (5d6 damage, save vs. spells for half)) and their giant scorpion mounts
      (HD 4 AC 2 1d10/1d10/1d4 + poison F2 MV 15 ML 11 XP 400). 6000 silver coins.
      The fortress and its surrounding land is ruled by the medusa Snake Mother (HD 4 AC 8 1d6 or
      poison F6 MV 9 ML 8 XP 400; petrification; a medusa’s head is worth 5000gp to an alchemist).
      The courtyard holds 10 petrified victims and the bones of countless dead. Silk curtains and
      some paintings on the walls. 3 jewelry. The necklace of dharma allows you to borrow actions
      from your future self: act twice this round to do what needs to be done but skip the next
      round.
      1202: The river widens, inundating everything. You need a guide and a boat in order to pass
      through the water-logged Silver Birch Weald. From the gnarled boughs of ancient Yokeclot
      trees dangles Bearcap moss. 2 giant fish can be seen below the water surface (HD 2 AC 7 1d6
      F1 MV 12 ML 8 XP 200).
      1203: The sunny side of the valley is covered in pink splashes of roseroot. Here lie the ruins of
      one of the old mountain fortresses built during the reign of Queen Thyia of Yzarria. The big
      stone slab above the main entrance still says “Yzarria” in flaming letters! A very large stone
      hall stands amidst the ruins. 4 hill giants led by Neck Smash (HD 8 AC 4 2d6 F8 MV 12 ML 8
      XP 800). 15 gems. A potion of the harpy (foamy violet, smelling like pee, 8h, grow wings that
      allow you to fly, claws that allow you to fight, a voice that charms; and you look like a
      hundred years old, shrivelled, elongated, sinewy, and ugly; anybody who hears you sing
      must save vs. spells or be charmed; deal 1d6/1d6 in melee; drop most clothes and gear due to
      the growth). A goblin assassin’s short bow +1 with plenty of notches along its side.
      1204: The snow fields beneath the Hungry Graves are difficult to traverse. You need a guide
      and skis. The stone walls rising from the snow are home to a hungry snow leopard (HD 4
      AC 6 1d4/1d4/1d8 F2 MV 21 ML 8 XP 400; surprise on 1–4 in 6).
      1205: On one of the rock faces you can still see the markings of the old dwarf forge Mooneater.
      This is a graveyard of rust. Giant pistons in broken tubes. This realm is ruled over by an iron
      golem animated by the soul of Durskjald Alderbrace, forever trying to rebuild the past
      (HD 11 AC -1 2d6/2d6 MV 12 ML 12 XP 1100; gas 3×/day, anybody within 10ft must save
      vs. death or die; immune to arrows; immune to poison; immune to spells). They have animated
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      some of the junk, turning it into a pack of 10 iron wolves (HD 2+1 AC 7 1d6 F1 MV 18 ML 6
      XP 200; immune to arrows; immune to poison; immune to spells).
      1206: High up on on a ridge is an old elven tower made of green glass. The faceted green
      spire sparkles like an enormous crystal. In The Song of Gwestameron, Lord of the Wolf, they call
      it Lanceth’s Folly.
      Attempting to enter the tower draws the attention of Lady of Wisdom, a jinni who guards the
      tower (HD 7+1 AC 5 2d8 F14 MV 24 ML 12 XP 700; illusion, invisibility, gaseous form, whirlwind
      and creation at will; only harmed by magic or magic weapons).
      The room above, with its polished floor, arching columns and a beautiful mosaic of flowers
      and mushrooms and scenes from The Lay of Summer, is inhabited by a blue dragon called
      Water Bone of the Lake (HD 9 AC 0 1d8/1d8/3d10 F9 MV 24 ML 9 XP 900;
      lightning (as much as the dragon has hp left, save vs. dragon breath for
      half)). Exposure to elven dweomers has made the dragon surprisingly
      angry. 1300 platinum coins. An elven long sword +1 with elven runes naming
      its maker: Ingemiel.
      The top of the tower appears long abandoned. Elven relics are covered with dust and the
      tapestries are faded and mostly threadbare.
      1207: High up on on a ridge is an old elven tower made of green glass. The tower is a spire of
      swirling emerald foam, like frozen waves. In The Death of Bear Vale, they call it Beriawen’s Last
      Stand.
      Inside the tower, in the entry hall, 3 crystal living statues stand silent guard (HD 9 AC 1 3d6
      MV 12 ML 12 XP 900; immune to arrows, immune to poison; immune to spells). Unless the
      party speaks the name of the tower’s builder, Ewon, the guardians will attack any who
      attempt to ascend to the next level.
      The walls of this room near the top are cracked and all the windows are broken. This is the
      lair of 11 very protective griffons (HD 4+1 AC 6 1d6/1d6/1d8 F4 MV 24 ML 10 XP 400). They
      are often seen hunting the land around this tower. The 3 griffon eggs are worth 5000gp each to
      an alchemist.
      The uppermost chamber of the tower appears to have been some sort of observatory in the
      past. Perhaps special knowledge could be gleaned by those who take the time to examine it.
      1208: The snow fields beneath the Dead Domes are difficult to traverse. You need a guide and
      skis. The stone walls rising from the snow are home to a cautious snow leopard (HD 4 AC 6
      1d4/1d4/1d8 F2 MV 21 ML 8 XP 400; surprise on 1–4 in 6).
      1209: Among the cliffs a ridge stands out, sheer where the others are rocky. A secret door at
      its base opens upon a long, steep rising tunnel that exits in a valley with a squat fortress, grey,
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      with horizontal slits. The entrance is hidden and fortified with many iron gates in narrow
      tunnels. These days narrow wooden ladders simply lead up to one of the those slits. A
      human would have to crawl into the opening. At night, wild howling can be heard.
      1210: The Misty Copse reaches these highlands and slowly thins out. A few yews are the last
      ones to brave the snow at these altitudes. The trees along the trails through this forest have all
      been coppiced, i.e. cut down near the ground level in order to produce wood. At dusk and
      dawn a pack of 11 wolves roam these lands (HD 2+1 AC 7 1d6 F1 MV 18 ML 6 XP 200).
      The thatched huts are protected by 5 war dogs (HD 2+1 AC 7 1d6 F1 MV 18 ML 6 XP 200).
      1000 gold coins. These village-folk are paying handsomely to help dye fabrics.
      The local smith is a quiet one called Arb. There is little here for adventurers,
      though: a shovel @ 5gp, a tinderbox @ 3gp, 20 nails @ 1gp, thievery tools @ 33gp,
      studded leather armour @ 18gp, and a metal shod staff @ 3gp.
      The treasure hunter magic user Iulian (level 4) is trying to hire some fools to steal
      Torch Clove from the witch Gwernen (0406) who grows it amongst the other herbs,
      vegetables, and flowers of her garden. “Surely Rammeya (0807) will pay us well. I
      am generous: two shares of the 3000gp reward for me, the rest to be shared
      equally amongst the other survivors.” The spells known are based on The Book of
      the Sea Hag by Narga the Pirate Queen of the South Seas: 1. siren song, water
      walking, 2. speak with skulls, long kiss. A black iron crown +2 proclaiming the wearer
      to be Maubag, king of kings. Iulian also happens to own a book: I was there: The Great
      Butchering.
Mud Road and Fish Trail meet here, at the barrow of Haf.
      Iseult’s Run flows through here. Crazy Xantio has a small raft that can carry cattle and people
      across.
      1301: One of the hills has an old lookout from which you can see most of the Silver Birch
      Weald. It is also Old Water’s favourite spot. The old treant loves to watch the sun set from
      here (HD 8 AC 2 2d6/2d6 F8 MV 6 ML 6 XP 800; surprise on 1–3 in 6; animate tree two trees
      each, using the same stats).
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      1302: These Clusterrise hills in Silver Birch Weald belong to the Slaughter Axe tribe. 10 orcs led
      by Ugduf (HD 3) live here (HD 1 AC 6 1d6 F1 MV 12 ML 8 XP 100). 7 gems. A
      potion of goo (deep blue-gray, 20min, turns you into living goo, able to squeeze
      through any crack). A dwarven shield +2 with dwarven runes naming the owner:
      Embla Hafknee of Old Star. Their fort is guarded by 5 boars (HD 3+1 AC 6 1d8 F1
      MV 15 ML 9 XP 300). There are two big skull pyramids near the entrance with
      about 200 skulls each. These orcs are looking for allies to go to war against
      Stockfoss (1403).
      1303: It’s colder up here and the Silver Birch Weald is dominated by spruces. At dusk and
      dawn, you can sometimes see a group of 12 female boars and their young (HD 3+1 AC 6 1d8
      F1 MV 15 ML 9 XP 300).
      1304: The sunny side of the valley is covered in pink splashes of roseroot. Here stands an old
      watchtower built by giants during the reign of King Kyran of Zerrin. You can still find the
      runes of Zerrin on the old stones but the current inhabitants can’t read and they don’t care: 3
      hill giants led by Neck Squisher (HD 8 AC 4 2d6 F8 MV 12 ML 8 XP 800). 6000 silver coins.
      10000 gold coins.
      1305: The river widens, inundating everything. You need a guide and a boat in order to pass
      through the water-logged Silver Birch Weald. Turtle rest on a floating log in a murky pool
      and slip slowly into the water when approached. The air is thick and humid. In the old days,
      these stagnant pools were used to drown evil necromancers. At night, the wight King Tariq of
      Silah crawls out of a wet grave and roams the land in search of followers (HD 3 AC 5 drain F3
      MV 9 ML 12 XP 300; only harmed by magic or magic weapons; immune to sleep and charm
      person). 2000 gold coins.
      On a small island in a little lake, one can see one long barrow, 20ft in diameter. This is an
      ancestral shrine of the elves. If any dare excavate here, they will discover a hidden chamber,
      built with stone slabs, yielding two corpses, their mummy painted black with a skull pyramid
      and the inscriptions Gelor. The journey to the afterlife was sped with a soapstone spindle
      whorl (2 gp), a bone flute (2 gp), a stone harpoon head (3 gp), and 3 silver grails worth
      5000gp.
      1306: The river splashes down the hillside and ends here in, Glass Grave. The silvery glint of
      scales gives away large fish hunting near shore.
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      around the temple is guarded by a giant toad (HD 4+1 AC 7 1d6 + swallow F2
      MV 3 ML 6 XP 400; human children, elves, halflings and dwarves are swallowed
      when hit: save vs. death once per round or suffocate).
War Run, Gwenynan’s Rindle, Loud Brooklet, and Deep Brook merge here.
      1307: On one of the rock faces you can still see the markings of the old dwarf forge Old Anvil.
      The ruin is now home to the white dragon White Death the Eternal (HD 6
      AC 3 1d4/1d4/2d8 F6 MV 24 ML 8 XP 600; ice (as much as the dragon has hp
      left, save vs. dragon breath for half)). 30000 gold coins. 50 gems. A scroll of
      fire ball (6d6, save vs. spells for half). An elven long sword +1 with elven runes
      naming its owner: Conuien.
      1308: These mountains are called the Dead Domes. A great volcano dominates these
      mountains. A smoke column rises from its top. During the night you can sometimes see red
      hot material being ejected and rolling down its sides. In the warm chambers below there
      sleeps the red dragon Burning Agony the Eternal (HD 10 AC -1 1d8/1d8/4d8
      F10 MV 24 ML 10 XP 1000; fire (as much as the dragon has hp left, save
      vs. dragon breath for half)). 70 jewelry. The flute of the naga, summons the
      naga Dread Spirit of Poison, always ready to whisper and corrupt in your
      name (HD 9 AC 7 1d8+poison F18 MV 6; fireball (7d6) 3×/day; charm person
      at will; only harmed by magic or magic weapons); the flute’s magic is lost when the naga is
      killed. The shield of the lion +2: when you hit your opponent, it bites for an extra 1d6 damage.
      1309: The air up here is cold. You can see the Dead Domes looming up ahead. Small ravines
      and giant boulders provide shelter from the icy wind. 10 giant apes led by Rockkick live here
      (HD 3 AC 7 1d6/1d6 F3 MV 12 ML 5 XP 300).
      1310: Somewhere up here between the cliffs there is a secret door. In the presence of an
      amulet of passage bearing the Black Kiss of Thorny Pazuzu sigil, the door glides opens and
      reveals stairs leading down to the underground elven Bastion of Mistander.
      The iron gates lead into a cavern illuminated by a blood red light, dominated by a giant
      statue of Orcus about 50ft high surrounded by a ditch 10ft wide and 10ft deep full of
      sharpened spikes. The sacrificial altar is tended to by 4 wights led by Gwenllian the Most
      Excellent (HD 3 AC 5 drain F3 MV 9 ML 12 XP 300; only harmed by magic or magic weapons;
      immune to sleep and charm person)
      The central space around which the elven mansions have been built is a fungus garden. 10
      myconids tend to it (HD 3 AC 8 – F3 MV 6 ML 7 XP 300; read mind, dominate, knockout, gravity
      control (3d8): save vs. spells to avoid; silent message).
      40 elves live here (HD 1 → 1d6 AC 5 1d6 or water walking 1×/day E1 MV 12 ML 10 XP 100), led
      by Diriel (level 10). The spells known are based on The Book of Dragons by
      Fanthaiel the Hunter: 1. water walking, sleep, light foot, 2. invisibility, far seeing,
      flaming sword, 3. breathing, haste, flaming arrows, 4. earth blow, magic shield, blade
      storm, 5. moon barrier, moon blade. A potion of silver tongue (white, silvery flakes, 1h,
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      everybody who hears your voice must save vs. spells or be charmed). A dwarven crossbow +2.
      An elven shield +1 with elven runes naming its maker: Fírebil.
      1401: The Silver Birch Weald is sinking beneath the water. Pale yellow froth clings to the
      Hawkgallow roots here. A distant splash is followed by frantic waterfowl calls. One of the
      dry patches of land has some shabby wooden huts on it, connected by gangways. This is the
      home of 40 bandits (HD 1 AC 9 1d6 F1 MV 12 ML 7 XP 100; club). 1000 gold coins. They are
      led by the fighter Calixte (level 2). The gloves of the dark lord allows you to lift
      anybody no larger than yourself and strangle them: they must save vs. spells or be
      held and suffer 1d6 damage. These people are reckless fools, and yet they are
      protected by the necromancer Agrimach.
      The necromancer’s tower stands in a small lake guarded by a pyrohydra (5 heads, HD 5 (8hp
      per head) AC 5 1d10 per head F5MV 12 ML 9 XP is 500; whenever a head is lost, two heads
      regrow the next round (up to 12) unless the wound is cauterised using ice or fire (a melee
      attack with a torch will do); fire (as much as the hydra has hp left, save vs. dragon breath for
      half); poisonous blood (cutting off a head with a melee weapon exposes the attacker to it: save
      vs. poison or die; hydra’s blood is worth 5000gp each to an alchemist)).
      The upper level of the necromancer’s lair is protected by 8 werewolves in human disguise,
      deferential but rough when he’s not looking (HD 4 AC 5 1d10 F4 MV 18 ML 8 XP 400; only
      harmed by magic, magic weapons or silver weapons; call 2d6 wolves which arrive within
      10min: HD 2+1 AC 7 1d6 F1 MV 18 ML 6 XP 200).
      Above all of this lives the necromancer Agrimach himself (hp 30 AC 9 MU10). He’s
      the author of The Book of the Dead by Agrimach the Necromancer: 1. read magic,
      aura of fear, locate corpse, 2. summon ghoul, hold person, converse with corpse, 3. animate
      dead, immunity to fire, limited shape shift, 4. poison, death ray, grafting, 5. raise dead,
      cloud kill. A few nice carpets cover the floor. The helmet of the dark lord with smoke
      and red light dripping out of its visor grants the ability to tell when others within
      10ft are lying.
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      1402: The Silver Birch Weald is sinking beneath the water. The woodpeckers never stop
      hammering up above in the trees. Incessant buzzing betrays the mosquitoes desperately
      looking for a place to land. The waterways eventually lead to a wooden fort rising out of the
      water, inhabited by 16 hobgoblins (HD 1+1 AC 6 1d8 F1 MV 9 ML 8 XP 100) and led by Voice
      of Anger (HD 3+1). The fort is defended by 6 giant apes (HD 3 AC 7 1d6/1d6 F3 MV 12 ML 5
      XP 300).
      1403: The coniferous trees of Silver Birch Weald cast long shadows. The ground is full of their
      brown needles. Occasionally, you can see tree stumps so somebody must be logging these
      trees. Sometimes you can see some deer.
      The thatched huts are protected by 7 war dogs (HD 2+1 AC 7 1d6 F1 MV 18 ML 6
      XP 200). These village-folk are constantly complaining about an odor that you can’t smell.
      The local smith is a quiet one called Yadira. Some of the stuff the locals aren’t
      buying: 5 small darts @ 1gp, a pick @ 5gp, a light crossbow @ 20gp, and a metal
      shod staff @ 3gp.
      The sly dwarf bard Durar Thunderhold is here, playing the recorder and reciting
      Why Unprincipled Alúk Kidnapped Courageous Golg’s Fiancee and retelling How the
      Great Axe was Lost. Many in the audience are moved to tears. If you ask them
      about the war, they’ll say that captain Janyar was last seen in the badlands near
      Puckleworthy (1601) carrying the banner of Warlord Agon the Killer (0504). They’re
      looking for a legendary weapon called club of the slayer (1101). Have you seen it?
      War Run flows through here. Lazy Imtana has a small raft that can carry cattle and people
      across.
      1404: The stagnant waters of Silver Birch Weald are foul and smell of vomit. From the gnarled
      boughs of ancient Towerchock trees dangles Sweatburn moss. A ruined tower standing on a
      small island is home to the ettin called Hammer and Anvil (HD 11 AC 3 3d6/3d6 F10 MV 12
      ML 9 XP 1100; only surprised on a 1 in 6). The ettin has rammed long spikes into the water in
      order to deter any approach.
      On a small island in a little lake, one can see one D-shaped barrow, 20ft in diameter,
      remembering an ancient people. If any dare disturb the ground here, they will discover a
      hidden chamber, built with wooden posts, yielding six corpses, their headstone painted
      alizarin crimson with a man riding on an eight-legged horse. The journey to the afterlife was
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      sped with pottery shards, stone arrowheads, a gold ring (4 gp), and an oak spindle whorl (2
      gp).
      1405: The rocks up here are covered in grey and orange lichens. A strange monolith stands
      here. In the weeks when the sky is clear and a full moon casts its silvery light onto the
      monolith’s surface, silvery spirals can be seen. If you trace them with your finger, you are
      transported to a similar monolith (2007).
      1406: On one of the rock faces you can still see the markings of the old dwarf forge Grimm.
      The ruin is full of broken machinery. In its depths, however, a bronze golem still wanders the
      halls (HD 10 AC 0 3d10 MV 12 ML 12 XP 1000; immune to arrows; immune to poison; immune
      to spells; when dealing damage to a bronze golem with a melee weapon, save vs. death or
      suffer 2d6 damage from molten metal splashes).
      1407: The glacier of Dead Domes ends at a small lake. At night, damned souls rise from icy
      graves and walk across the ice on their feet, howling and crying. If approached, 2 wraiths
      (HD 4 AC 3 1d6 + drain F4 MV 24 ML 12 XP 400; only harmed by magic or magic weapons;
      immune to sleep and charm person) turn their attention on you, trying pull you in the
      procession. If you manage to remain undetected and follow them to their resting places as
      morning comes, you can find what is left of their frozen bodies buried in the ice.
      1408: There is a hidden meadow up here, protected by the Dead Domes. 2 giant apes led by
      Doublefist live here (HD 3 AC 7 1d6/1d6 F3 MV 12 ML 5 XP 300). 2 jewelry.
      1409: The valley up here is hard to find. This is where the orcs of the Corpse-Biter tribe raise
      llamas and make their tasty meaty and hard cheese. 20 orcs led by Orcodog (HD 7)
      live here (HD 1 AC 6 1d6 F1 MV 12 ML 8 XP 100). 7000 gold coins. 6 gems. A
      potion of dreaming (purple, silvery flakes, 8h, grants you a dream where you can
      appear elsewhere to do whatever you like; if you die in your dream, or the rays of
      the sun strike you, the dream body dissolves in smoke and you wake up back in
      your bed). An elven long bow +1 with elven runes commemorating the slaying of
      the green dragon Green Despair the Reborn. Orcodog is a famous singer of epics, his favourite
      being Orcoduf and the Birth of Kurhah.
      The orcs live in a big circular building with a large central courtyard in the One Clan style, the
      lower story made of stone and the upper story made of wood. The rooms look like a mix
      between a forge and an alchemy lab: stuffed lizards, skulls, garlic, but also an anvil, a
      hammer, sacks of coal. The building is guarded by 5 boars (HD 3+1 AC 6 1d8 F1 MV 15 ML 9
      XP 300). There are two large iron spikes with a dozen skulls each near the entrance.
      1410: It’s colder up here and the Misty Forest is dominated by pines. Occasionally, you can
      see tree stumps so somebody must be logging these trees. At dusk and dawn, you can
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      sometimes see a group of 12 female boars and their young (HD 3+1 AC 6 1d8 F1 MV 15 ML 9
      XP 300).
      The wooden houses are protected by sharpened stakes. 2 gems. These village-folk
      are preparing burlap-booted geese for market.
      The local smith is an ambitious manipulator called Thanujiya. There is little here
      for adventurers, though: a pike @ 6gp, a two-handed axe @ 28gp, a quiver with 20
      arrows @ 10gp, 20 arrows @ 3gp, and a silver-tipped arrow @ 9gp.
      The asparagus are growing exceptionally tall this year. Locals have discovered
      that clumps of medicinal herb Trailing Orchids are thriving. This is one of the few
      non-magical cures for the horrid Oozing Ache and the villagers have made a tidy profit selling
      it off to visitors and travelling alchemists.
      1501: The Silver Birch Weald reaches these highlands and slowly thins out. A few spruces are
      the last ones to brave the snow at these altitudes. At the foot of Witching Hill, there is a cave
      inhabited by 5 trolls led by Strong (HD 6+1 AC 4 1d6/1d6/1d10 F6 MV 12 ML 10 XP 600;
      regenerate unless burned or dissolved in acid). 5000 silver coins. 3000 gold coins.
      1502: A steep hill rises from the forest and at its top stands an old statue of Set, about 20ft tall.
      Who ever built this statue is long gone but the trail leading up to the statue looks well worn.
Gold Path crosses over the water below at the Old Queen’s bridge.
      1503: The Silver Birch Weald is cold and dark up here. The ground is soft and covered in the
      needle-like leaves of pines. In this fir forest is a little campsite with 3 bugbears led by Silent
      Wind belonging to the Lynx Claws band (HD 3+1 AC 5 1d10 F3 MV 9 ML 9 XP 300; surprise on
      1–5 in 6). They carry amulets of passage bearing the Black Kiss of Thorny Pazuzu sigil. 3
      jewelry.
      1504: The Pass of Generys on the way to Stockfoss (1403) is guarded by a ruined fortress
      currently occupied by 5 warlocks (HD 5 → 5d4 AC 4/2 1d6 M5 MV 12 ML 9 XP 500; bolt of
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      The fortress and its surrounding land is ruled by the medusa Desert Mistress (HD 4 AC 8 1d6
      or poison F6 MV 9 ML 8 XP 400; petrification; a medusa’s head is worth 5000gp to an alchemist).
      The courtyard holds 3 petrified victims including the famous hero Chet and the bones of
      countless dead. Unused carpets rolled up and stacked up. 7000 gold coins.
      1505: The river widens, inundating everything. You need a guide and a boat in order to pass
      through the water-logged Silver Birch Weald. The bleak, black, and brackish water teems
      with mosquito larvae and lily pads. 30 froglings (HD 1 AC 7 1d6 F1 MV 4 ML 6 XP 100;
      surprise on 1–5 in 6; jump into combat for double damage; swim) live here, led by Wonder Jump,
      a priest of Tsathoggua: lightning bolt 2×/day (5d6, save vs. spells for half). The mud
      village built around the temple is guarded by spear traps.
      Deep Runnel and Old Rill merge here. It cuts through the landscape like a knife.
      You can see it flowing calmly far below, unreachable without many ropes and
      pitons.
      1506: Amidst the ice of the Dead Domes stands a rock. A strange monolith stands here. In the
      weeks when the sky is clear and a full moon casts its silvery light onto the monolith’s surface,
      silvery spirals can be seen. If you trace them with your finger, you are transported to a similar
      monolith (1405).
      1507: These mountains are called the Dead Domes. The rocky peaks here hide a dungeon.
      This is The Cinerous Caverns.
                                                                                            2                    6
                                                                                        3       1
                    rat tunnels                                                         5
                                                                                                    10
                                                                                                             9
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      1508: These mountains are called the Dead Domes. A sulphurous smell hangs in the air.
      Every now and then you hear hidden mud pools bubbling with heat from below. A narrow
      stair winds itself into the depths of the earth. The heat grows as you descend until it seems
      unbearable. Everything is drenched in sweat.
      At long last, you arrive at a huge cave with a lava lake at its bottom. The floor descends
      steeply towards its shores. The air is hot and acrid. Glowing ashes and poisonous gases make
      breathing difficult.
      This is a temple of Hel. The huge bronze gates are decorated with a woman riding on a
      broom. Behind the gate lies a courtyard guarded by the red dragon Hot Death of the Mountain
      (HD 10 AC -1 1d8/1d8/4d8 F10 MV 24 ML 10 XP 1000; fire (as much as the dragon has hp left,
      save vs. dragon breath for half)).
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      The entrance to the temple is shrouded in magical darkness. Inside the blackness is the
      guardian of this temple, a three-headed giant hell-hound named Great Hound (HD 7 AC 4
      1d10/1d10/1d10 F7 MV 12 ML 10 XP 700; 2 in 6 chance that instead of biting, a head breathes
      fire (7d6); see invisible; hell hound embers burning inside them are worth 500gp to an alchemist).
      The inside of the temple is dizzying array of platforms connected by short stairs, with iron
      trees burning under a roof 60ft above. Along the walls are rows of statues. If you know the
      history of dwarves and giants, you’ll recognise the statues of Baka the dwarf kings they had
      enslaved: Ebba Gemgate, Heinrikur Spiralfield, and Sólvá Craghome.
      The fire giant Valla (HD 11+1 AC 4 5d6 or 3d6 ranged F11 MV 12 ML 9 XP 1100) lives here.
      8000 gold coins. 100 platinum coins. 9 jewelry. A prayer of safety (transports the reader and
      up to ten targets back to the last temple the reader entered).
      1509: A cold wind blows snow and ice down the mountain. Visibility is down to maybe 30ft.
      This is the Dead Domes glacier. Every night, a procession ghosts struggles barefoot across
      the ice. You can hear their wailing, their tiny bells ringing, and you can see the flickering
      candles they are carrying. If you follow them for an hour, you are going to cross over into
      Jötunheim with them. The procession leads you to the castle of the frost giant Snow. 8 frost
      giants and 3 white bears (HD 4 AC 6 1d4/1d4/1d6 + hug F2 MV 12 ML 5 XP 400; when both
      claws hit, their bear hug deals an extra 2d8) live here. 3000 gold coins. 5 gems. The amulet of the
      luck stealer allows you to borrow luck from a willing person near you: when rolling a d20, roll
      2d20 and take the higher result, but the next time they need to roll a d20 in a similar situation,
      they roll 2d20 and take the lower result.
      To release the ghosts from their eternal wandering, you need to kill Snow who holds them in
      eternal bondage and enjoys their eternal suffering as they rise from their graves all over the
      mountain and come to him, begging for mercy.
      1510: High up on on a ridge is an old elven tower made of green glass. Leaves and vines of
      green and brown glass cover the tower, giving the appearance of life where there is none. In
      The Lay of Winter, they call it Tolthadir’s Last Stand.
      Inside the tower, in the entry hall, 3 crystal living statues stand silent guard (HD 9 AC 1 3d6
      MV 12 ML 12 XP 900; immune to arrows, immune to poison; immune to spells). Unless the
      party speaks the name of the tower’s builder, Nawil, the guardians will attack any who
      attempt to ascend to the next level.
      The bodies of 3 adventurers are decomposing on the stairs leading up the next level. They
      seem to have died a painful death and yet they have no obvious injuries. They did not know
      about the poison gas trap triggered by the third step. If triggered, save vs. poison or die.
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      The large room up here has an opening in the eastern wall leading to a platform with a
      beautiful view. The room itself is filled with glass pipes, ventilators and copper cauldrons.
      This laboratory is home to 3 gargoyles led by Mount (HD 4 AC 5 1d4/1d4/1d6 F8 MV 15
      ML 11 XP 400; only harmed by magic or magic weapons).
      The top of the tower appears long abandoned. Elven relics are covered with dust and the
      tapestries are faded and mostly threadbare.
      1601: A few stunted larches grow in these highlands. This is the edge of the Silver Birch
      Weald. Occasionally, you can see tree stumps so somebody must be logging these trees. At
      dusk and dawn, you can sometimes see a male boar seaching for food (HD 3+1 AC 6 1d8 F1
      MV 15 ML 9 XP 300).
      The mud huts are protected by a war dog (HD 2+1 AC 7 1d6 F1 MV 18 ML 6
      XP 200). 6000 silver coins. 5000 gold coins. 6 gems. These village-folk are struggling to lever a
      large boulder.
      The local smith is a quiet one called Athika. Recently somebody dropped off the
      following: a hand axe @ 4gp, a flask @ 2gp, padded armour @ 7gp, and a spiked
      club @ 4gp.
      Those who live here are often in terror. Sheep are found mutilated. Cat entrails are
      spread around sites holy to Odin. Herders have reported seeing a devil with the
      legs of a wolf late at night.
      A natural hot springs blocks the entrance to a cavern, which hides a shallow cave complex
      occupied by a coven of devils. They derive psychic energy from the terror of others.
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           4. This chamber contains a sunken bath, warmed by the hot springs. A devil with the legs
              of a bull hangs upside down in one of 6 niches, asleep. The devil will wake and attack if
              anyone touches the water.
           5. A great hall holds a throne and tables full of food and wine. Queen Miksa, a devil with
              horsefly wings and a human head on the body of a bat, presides over her court here, 6
              devils with dragonfly wings and the head of a lobster and 3 devils with vestigial wings
              and the legs of a horsefly. The devils will fight to the death to protect their queen (HD 9
              AC 2 1d8/1d8/1d12 F9 MV 18 ML 11 XP 900; only harmed by magic or magic weapons;
              immune to spells of casters up to fifth level; acid: 2d6, save vs. rays for half).
Gold Path and Mud Track meet here, near Rocky Cliff.
1602: The green valley up here has some llamas and a kid called Romesa guarding them.
      1603: The glacier of Hungry Giants ends at a small lake. A cryohydra lives up here (11 heads,
      HD 11 (8hp per head) AC 5 1d10 per head F11 MV 12 ML 9 XP 1100; whenever a head is lost,
      two heads regrow the next round (up to 12) unless the wound is cauterised using ice or fire (a
      melee attack with a torch will do); ice (as much as the hydra has hp left, save vs. dragon
      breath for half); poisonous blood (cutting off a head with a melee weapon exposes the attacker
      to it: save vs. poison or die; hydra’s blood is worth 5000gp each to an alchemist)). The glacier
      up here is the work of a hydra, a living manifestation of the ice realm. 400 platinum coins.
      1604: The Pass of Arianwen on the way to Stockfoss (1403) is guarded by a ruined fortress
      currently occupied by 5 warlocks (HD 5 → 5d4 AC 4/2 1d6 M5 MV 12 ML 9 XP 500; bolt of
      power (3×1d6+1); shield (reduces AC 9 to AC 4 in melee and AC 2 in ranged combat);
      phantasmal force (use illusions to split the party); mirror image (1d4 images to protect the
      caster); lightning bolt (5d6 damage, save vs. spells for half)) and their giant scorpion mounts
      (HD 4 AC 2 1d10/1d10/1d4 + poison F2 MV 15 ML 11 XP 400).
      The fortress and its surrounding land is ruled by the medusa Snake Sister (HD 4 AC 8 1d6 or
      poison F6 MV 9 ML 8 XP 400; petrification; a medusa’s head is worth 5000gp to an alchemist).
      The courtyard holds 10 petrified victims and the bones of countless dead. Silver cutlery and
      beautiful wine glasses. 300 platinum coins. A potion of transcendence (dark grey, 10min, 60ft,
      true seeing past all illusions, transformations, through all matter).
      This is where the spring of Deep Runnel is. It has cut itself a deep ravine. You can hear it
      murmuring somewhere in the darkness below.
      1605: On a spur further up there is a hill fort, protected by an earthen wall. 9 refugees from
      Stockfoss (1403) live up here (HD 1 AC 9 1d6 F1 MV 12 ML 7 XP 100) led by Keerthiga and
      protected by 7 war dogs (HD 2+1 AC 7 1d6 F1 MV 18 ML 6 XP 200). They decided
      not to return to their village after the latest raid of Duke Lamuel the Righteous.
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      1606: A cold wind blows snow and ice down the mountain. Visibility is down to maybe 30ft.
      This is the Dead Domes glacier. Every night, a procession ghosts struggles barefoot across
      the ice. You can hear their wailing, their tiny bells ringing, and you can see the flickering
      candles they are carrying. If you follow them for an hour, you are going to cross over into
      Jötunheim with them. The procession leads you to the castle of the frost giant Snow. 3 frost
      giants and a spectre of their ancient ice king (HD 6 AC 2 1d8 + drain 2 levels F6 MV 15 ML 11
      XP 600; only harmed by magic or magic weapons; immune to sleep and charm person) live
      here. 8 jewelry. The headband of karma allows you to borrow luck from your future self: when
      rolling a d20, roll 2d20 and take the higher result, but before doing it again you need to pay
      your debt in a similar situation and roll 2d20 and take the lower result. A suit of elven plate
      armour +1 with elven runes naming its owner: Golwenwen.
      To release the ghosts from their eternal wandering, you need to kill Snow who holds them in
      eternal bondage and enjoys their eternal suffering as they rise from their graves all over the
      mountain and come to him, begging for mercy.
      1607: The glaciers beneath the Dead Domes are difficult to traverse. You need a guide and
      skis. The stone walls rising from the snow are home to a murderous mountain lion (HD 3
      AC 6 1d6 F1 MV 24 ML 7 XP 300; surprise on 1–4 in 6).
      1608: The air up here is cold. You can see the Dead Domes looming up ahead. Small ravines
      and giant boulders provide shelter from the icy wind. 17 giant apes led by Buttface live here
      (HD 3 AC 7 1d6/1d6 F3 MV 12 ML 5 XP 300). 5 gems.
      1609: On a spur further up there is a refuge castle, protected by an earth wall and a palisade.
      The Festering Boils tribe has settled the place, raising llamas and making their famous strained
      yogurt. 20 orcs led by Orcoga (HD 2) live here (HD 1 AC 6 1d6 F1 MV 12 ML 8
      XP 100). 7000 silver coins. 8000 gold coins. Orcoga is a famous dual-wielding
      sword dancer. The settlement is guarded by 5 boars (HD 3+1 AC 6 1d8 F1 MV 15
      ML 9 XP 300). There are three big skull pyramids near the entrance with about 200
      skulls each. These orcs are looking for allies to go to war against Bartonstow (1610).
      1610: The Thorny Vine Grove reaches these highlands and slowly thins out. A few pines are
      the last ones to brave the snow at these altitudes. If you wander into these woods, you’ll soon
      hear laughter and revelling. Satyrs demand weekly tribute in the form of the finest vintages
      of wine from the nearby settlement, but all the cellars have already been drained dry and the
      grape harvests are months away. Every day, the 8 satyrs grow more impatient and rowdy
      (HD 5 AC 7 1d6 F5 MV 9 ML 7 XP 500; party tunes: when playing the flute, anybody listening
      must save vs. spells or join the party; chill-out tunes: when playing the flute, anybody listening
      must save vs. spells fall into a magical slumber; only harmed by magic, magic weapons or
      silver weapons).
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      behind a dam and the overflow forms a jet of water that is used to break down
      deposits that is carried there from the surrounding pits. A small copper vein lies
      just below the surface.
      The small stone huts are protected by sharpened stakes. These village-folk are
      crowning an ugly, horrifyingly corpulent sow queen.
      The local smith is a simpleton called Violet. Recently somebody dropped off the
      following: a long dagger @ 3gp, 20 nails @ 1gp, studded leather armour @ 26gp, a
      pick @ 5gp, and a dagger @ 4gp.
      The soil here has been devastated by over-farming. The celery, broccoli, and corn
      that the settlement depends on are no longer growing, and there will be lean times
      ahead.
      1701: Somewhere up here between the cliffs there is a secret door. In the presence of an
      amulet of passage bearing the Black Kiss of Thorny Pazuzu sigil, the door glides opens and
      reveals stairs leading down to the underground elven Palace of Amdirwen.
      The bronze gates lead to the eternal throne room of Amdirwen, an ancient spectre that still sits
      here on a throne of iron nails and a thousand horse skulls (HD 6 AC 2 1d8 + drain 2 levels F6
      MV 15 ML 11 XP 600; only harmed by magic or magic weapons; immune to sleep and charm
      person). 100 platinum coins. 4 jewelry. The elves live amongst the vaults and mausoleums of
      Amdirwen’s servants and retainers, their sarcophagi serving as decorations and altars.
      The central space around which the elven mansions have been built is a fungus garden. 13
      myconids tend to it (HD 3 AC 8 – F3 MV 6 ML 7 XP 300; read mind, dominate, knockout, gravity
      control (3d8): save vs. spells to avoid; silent message).
      40 elves live here (HD 1 → 1d6 AC 5 1d6 or silk 1×/day E1 MV 12 ML 10 XP 100), led by
      Ranion (level 10). The spells known are based on The Book of Weaving by Iauniel the
      Hidden: 1. silk, rope command, spider climb, 2. spider senses, glamour, liquefy, 3.
      observation, phase walk, web, 4. kill, return, network, 5. fate, transmigration. A potion of
      hearing (yellow, black residue, 1h, ears grow painfully sensitive; you can locate
      every breath, heartbeat, and movement within 30ft). A dwarven short sword +2
      with dwarven runes commemorating the slaying of the red dragon Ash Despair of
      the Mountain. A dwarven shield +2 with dwarven runes naming the owner: Horspori Quartzjaw
      of Grimmeater. The staff of the minotaur, summons the minotaur Spririt Guide, always willing to
      talk and offer advice (HD 6 AC 6 2d6 F6 MV 12; mesmerize any listeners at will, i.e. listeners
      must save vs. spells or cease all hostilities and speak nothing but the truth; immune to sleep
      and charm person); the staff’s magic is lost when the minotaur is killed.
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      1702: The air up here is cold. You can see the Hungry Giants looming up ahead. Small ravines
      and giant boulders provide shelter from the icy wind. 11 giant apes led by Doublekick live
      here (HD 3 AC 7 1d6/1d6 F3 MV 12 ML 5 XP 300). 2000 gold coins. Hidden away and
      protected from the elements there is a small temple of Orcus.
      1703: These mountains are called the Hungry Giants. The mountains are steep and the passes
      dangerous. Only attempt a crossing with a mountaineer or you will all freeze to death as the
      snow buries you. 2 frost giants led by Tooth live here (HD 10+1 AC 4 4d6 or 3d6 ranged F10
      MV 12 ML 9 XP 1000; stone shape and control weather at will) with 4 winter wolves (HD 5 AC 4
      1d6 F5 MV 12 ML 9 XP 500; 2 in 6 chance that instead of biting, it breathes a cloud of ice (5d6);
      see invisible; winter wolf icicles growing inside them are worth 500gp to an alchemist) in a a
      fortress guarding one of the passages to the realm of eternal ice, to Jötunheim. 7000 silver
      coins. 9000 gold coins. The headband of karma allows you to borrow luck from your future self:
      when rolling a d20, roll 2d20 and take the higher result, but before doing it again you need to
      pay your debt in a similar situation and roll 2d20 and take the lower result.
      1704: This is the Black Wood. Vibrant green duckweed floats still on the stagnant water’s
      surface. 8 giant fish can be seen below the water surface (HD 2 AC 7 1d6 F1 MV 12 ML 8
      XP 200).
      Deep Runnel, Long Rindle, and Brown Brooklet merge here. It has cut itself a deep canyon.
      You can hear it murmuring somewhere in the darkness below.
      1705: The waters of Dead Mere seems to stretch forever, mirroring the sky above. Beavers have
      built dams, drowning the land.
      A green glass tower has been built in this lake. The Earth Blood in this tower has turned
      previous visitors into 16 light brown slimes (HD 3 AC 5 poison F3 MV 9 ML 12 XP 300;
      regenerates 1/rd unless damaged by fire; makes eyes water: anybody within 10ft suffers -4 to
      hit; immune to sleep and charm person). Leaves and vines of green and brown glass cover the
      tower, giving the appearance of life where there is none. The locals call it The Glass Tower.
      There is no bridge but the tower’s entrance is at the water level. There is no boat to be found
      at the water’s edge.
      Attempting to enter the tower draws the attention of Flood at the End of Times, a marid who
      guards the tower (HD 12 AC 1 3d6 F24 MV 24 ML 12 XP 1200; water, fog, flood and destruction
      at will; only harmed by magic or magic weapons).
      1706: Somewhere up here between the cliffs there is a secret door. In the presence of an
      amulet of passage bearing the Black Kiss of Thorny Pazuzu sigil, the door glides opens and
      reveals stairs leading down to the underground elven Fortress of Eglanel.
      The bronze gates lead to the eternal throne room of Eglanel, an ancient spectre that still sits
      here on a throne of iron nails and dragon bones (HD 6 AC 2 1d8 + drain 2 levels F6 MV 15
      ML 11 XP 600; only harmed by magic or magic weapons; immune to sleep and charm
      person). 100 platinum coins. The elves live amongst the vaults and mausoleums of Eglanel’s
      servants and retainers, their sarcophagi serving as decorations and altars.
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      The elves are served by 30 rat-like goblins, led by Death King (HD 1-1 AC 6 1d6 F1 MV 6 ML 7
      XP 100). Only dwarves or halflings can fight in the tiny tunnels these creatures use to move
      from place to place.
      31 elves live here (HD 1 → 1d6 AC 5 1d6 or detect magic 1×/day E1 MV 12 ML 10 XP 100), led
      by Bronadil (level 7). The spells known are based on The Book of Odin by Hadrael
      the Dragon-Slayer: 1. detect magic, restore faith, sleep, 2. speak with animals, hold
      person, 3. dispel magic, speed, 4. wait. A scroll of fog (1km, within 10min, for 1h,
      visibility 10ft).
      1707: The Pass of Gwion on the way to Rhianydd’s Bell (1808) is guarded by a ruined fortress
      currently occupied by 6 warlocks (HD 5 → 5d4 AC 4/2 1d6 M5 MV 12 ML 9 XP 500; bolt of
      power (3×1d6+1); shield (reduces AC 9 to AC 4 in melee and AC 2 in ranged combat);
      phantasmal force (use illusions to split the party); mirror image (1d4 images to protect the
      caster); lightning bolt (5d6 damage, save vs. spells for half)) and their giant scorpion mounts
      (HD 4 AC 2 1d10/1d10/1d4 + poison F2 MV 15 ML 11 XP 400). 4000 gold coins. A necklace of the
      jaguar width 10 teeth left; each one allows the wearer to turn into a jaguar and back (HD 4
      AC 6 1d4/1d4/1d8 F2 MV 21 ML 8 XP 400; surprise on 1–4 in 6).
      The fortress and its surrounding land is ruled by the medusa Desert Mother (HD 4 AC 8 1d6
      or poison F6 MV 9 ML 8 XP 400; petrification; a medusa’s head is worth 5000gp to an alchemist).
      The courtyard holds 10 petrified victims and the bones of countless dead. A few nice carpets
      cover the floor. A pair of gloves of strength (strength 18). A suit of elven plate armour +1 with
      elven runes naming its owner: Risor. The Astral Earring of Graweth, an ancient light elf
      heirloom.
      1708: The rocks up here are covered in grey and orange lichens. Amidst the rocks, there is a
      hidden entrance to a dungeon. This is The Vile Mausoleum of Fright.
           1. Mine Shaft: The beginnings of a mine for a vein that soon tapped out. Some
              abandoned mattock and pick blades are here, their wooden handles long
              rotted.
           2. Storeroom: Barrels, crates, and pots hold their secrets here.
                    a table and four stools
           3. Guardroom: A great copper gong squats in the middle of the room, to be rung in event
              of intruders, alerting the whole complex.
                    recently arrived a cave fisher lurking on the ceiling (HD 3 AC 4 2d4/2d4 or sticky
                    filament F2 MV 3 ML 9 XP 300; 60ft sticky filament vs. AC 9: reels in victim at
                    15ft/rd)
                    an empty barrel → move aside to reveal a box hidden beneath: 475 silver coins
           4. Workshop: A rusty saw blade sits broken in a long wooden plank on a workbench here.
                    paintings of humans hunting elk
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              hoard
                    The recently escaped wizard Elhan (level 2)
                    leading 7 bandits (HD 1 AC 9 1d6 F1 MV 12                              4   3   2
      1709: Near the top of this mountain, an eroded slope turns into a valley containing
      a clear lake in the center. On the shore of the lake, a worn stone pyramid echoes the
      shapes of the mountains. This is Patag.
      On the south-facing side, there is a walkway lined on either side by carved stone pillars, each
      shaped to give the appearance of an enormous snake wrapped around it, there opened
      mouths threatening those who pass. If you misstep, the snakes' mouths shoot poison darts at
      the unwary: save vs. poison or die.
      Inside, the central temple contains four bronze snake statues oriented towards the cardinal
      directions. Large red candles at the base of each statute give a flickering and smoky light.
      Each statute has a different colored gem set in its forehead (500gp each). The north wall
      contains a giant mural of a star with eight outward pointing daggers and the floor is
      decorated with a mosaic of a seven headed snake.
      Under the mural, a passage leads further north, past the quarters of 20 snake people (HD 2+1
      AC 5 1d8 F2 MV 12 ML 7 XP 200; charm person 3×/day) led by Sharp Stone (HD 8, lightning
      bolt (8d6) 2×/day). A potion of flying (buff yellow, 1h). A scroll of fog (1km, within 10min, for
      1h, visibility 10ft). An elven long bow +1 with elven runes naming its maker: Nestaon. The
      stables nearby hold 4 giant lizards (HD 4 AC 5 1d10 F3 MV 12 ML 7 XP 400).
      This is where Terrible Spirit of Truth, the spirit naga resides. (HD 9 AC 7 1d8+poison F18 MV 6;
      fireball (7d6) 3×/day; charm person at will; only harmed by magic or magic weapons; a naga
      tongue is worth 1000gp to an alchemist) She has spent centuries contemplating and planning.
      Her minions operate in secret in towns and villages. Parties bringing tribute or valuable
      information may survive a parley.
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      1710: It’s colder up here and the Thorny Vine Grove is dominated by spruces. Within this
      wood is a dungeon. This is The Jet Cradle.
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                                                                                                                    10
      1801: Steep cliffs make progress practically impossible without climbing gear. Where the
      clouds don’t reach, where the air is thin and cold, a pair of griffons is nesting (HD 4+1 AC 6
      1d6/1d6/1d8 F4 MV 24 ML 10 XP 400). The 3 griffon eggs are worth 5000gp each to an
      alchemist.
      1802: A white dragon called Frost End the Eternal lives in a ruined mountain
      fortress guarding the approaches to the Hungry Giants (HD 6 AC 3
      1d4/1d4/2d8 F6 MV 24 ML 8 XP 600; ice (as much as the dragon has hp left,
      save vs. dragon breath for half)). A potion of transcendence (dark grey,
      10min, 60ft, true seeing past all illusions, transformations, through all
      matter).
      1803: The Pass of Goleubryd on the way to Springcastle (2002) is guarded by a ruined fortress
      currently occupied by 3 warlocks (HD 5 → 5d4 AC 4/2 1d6 M5 MV 12 ML 9 XP 500; bolt of
      power (3×1d6+1); shield (reduces AC 9 to AC 4 in melee and AC 2 in ranged combat);
      phantasmal force (use illusions to split the party); mirror image (1d4 images to protect the
      caster); lightning bolt (5d6 damage, save vs. spells for half)) and their giant scorpion mounts
      (HD 4 AC 2 1d10/1d10/1d4 + poison F2 MV 15 ML 11 XP 400). 1000 silver coins. 2 jewelry.
      The fortress and its surrounding land is ruled by the medusa Snake Mistress (HD 4 AC 8 1d6
      or poison F6 MV 9 ML 8 XP 400; petrification; a medusa’s head is worth 5000gp to an alchemist).
      The courtyard holds 9 petrified victims including the famous hero Loriane and the bones of
      countless dead. A few nice carpets cover the floor. 4 jewelry. A prayer of protection of the moon
      (8h, prevents were-creatures from approaching).
      1804: High up on on a ridge is an old elven tower made of green glass. A chill wind blows
      through the tower making an eerie whistling noise. In The Romance of Ganneliel & Gilidir, they
      call it Amarthon’s Last Stand.
      Attempting to enter the tower draws the attention of White Beard of Wisdom, a jinni who
      guards the tower (HD 7+1 AC 5 2d8 F14 MV 24 ML 12 XP 700; illusion, invisibility, gaseous
      form, whirlwind and creation at will; only harmed by magic or magic weapons).
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      Further up, in a beautiful room with a terrace encircling the entire tower, is the roost of 4
      tengu, led by the master swordsman Spear of Truth (HD 5+1 AC 6 1d8 F10 MV 15 ML 8;
      flying). For the price of 500gp Spear of Truth will tell you how to open the secret door to the
      top of the tower.
      The room above, with its polished floor, arching columns and a beautiful mosaic of Jewel
      Head and flowers and scenes from The Romance of Nenwi, is inhabited by a blue dragon called
      Blue Fang of the Clouds (HD 9 AC 0 1d8/1d8/3d10 F9 MV 24 ML 9 XP 900;
      lightning (as much as the dragon has hp left, save vs. dragon breath for
      half)). Exposure to elven dweomers has made the dragon surprisingly
      friendly. 60000 gold coins. 50 gems. A suit of elven plate armour +1 with elven
      runes naming its maker: Tavorien.
      The uppermost chamber of the tower appears to have been some sort of observatory in the
      past. Perhaps special knowledge could be gleaned by those who take the time to examine it.
      1805: The green valley up here has some mountain moose and a kid called Kassra guarding
      them.
      1806: This is the Thorny Vine Grove. The bleak, black, and brackish water teems with
      mosquito larvae and lily pads. A ruined tower standing on a small island is home to the ettin
      called Pain and Gain (HD 11 AC 3 3d6/3d6 F10 MV 12 ML 9 XP 1100; only surprised on a 1 in
      6). 4000 silver coins. The ettin has rammed long spikes into the water in order to deter any
      approach.
      1807: The Thorny Vine Grove is cold and dark up here. The ground is soft and covered in the
      needle-like leaves of firs. In this fir forest is a little campsite with 11 bugbears led by Death
      Paws belonging to the Bear Eyes band (HD 3+1 AC 5 1d10 F3 MV 9 ML 9 XP 300; surprise on
      1–5 in 6). They carry amulets of passage bearing the Black Kiss of Thorny Pazuzu sigil. 200
      platinum coins.
      1808: The Thorny Vine Grove reaches these highlands and slowly thins out. A few junipers
      are the last ones to brave the snow at these altitudes. There is a clearing with a weathered
      statue of Freya still standing. At dusk and dawn, you can sometimes see a male boar seaching
      for food (HD 3+1 AC 6 1d8 F1 MV 15 ML 9 XP 300).
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      below, threatening the operation. “Will you help us get rid of this wretched vermin? The
      miners are superstitious and are refusing to enter the mines, now.”
      The grass covered longhouses are protected by 2 war dogs (HD 2+1 AC 7 1d6 F1 MV 18 ML 6
      XP 200). 4000 gold coins. These village-folk are raking gravel to upgrade the roads.
      Parched, cracked earth in the furrowed fields may yield easily to the plow, but the
      first rains of the season are late by months. The farmers have begun to worry that
      it will soon be too late to plant the scallions/green onions and rhubarb.
      Glesni’s Brooklet flows through here. Crazy Safir has a small raft that can carry cattle and
      people across.
Old Sheep Track and Hollow Road meet here, under the hanging tree.
      29 kobolds live here, led by Queen Chewer (HD ½ hp 1d4 AC 7 1d4 NM MV 6 ML 6 XP 50).
      6000 silver coins. 6000 gold coins. 5 jewelry.
      1809: The hills of Thorny Vine Grove are full of ancient ruins. On one of these hills right here
      you can find the foundations of an old keep. The walls are long gone but the cistern and the
      storage rooms below are still usable. There is a camp of 30 outlaws (HD 1 AC 8 1d6 F1 MV 12
      ML 7 XP 100) led by Deadly Hood here. 6000 silver coins. They call themselves the
      Wise Covey. The camp is protected by 3 hidden outlaws (HD 1 AC 8 1d6 F1 MV 12
      ML 7 XP 100). These outlaws are gathering firewood and sharpening their swords.
      This camp has a talented bard called Younes who was chased out of Rhianydd’s Bell
      (1808). The songs they like to perform are Loriane’s Perilous Journey to the Silver
      Birch Wood and How the Great Axe was Hidden Away. If you ask them about the war,
      they’ll say that captain Anselma was last seen in the badlands near Rhianydd’s Bell
      (1808) carrying the banner of Duke Lamuel the Righteous (0510). Loriane also
      happens to own a book: The End of Thor.
      1810: It’s colder up here and the Thorny Vine Grove is dominated by coniferous trees. At
      dusk and dawn, you can sometimes see a male boar seaching for food (HD 3+1 AC 6 1d8 F1
      MV 15 ML 9 XP 300).
      Close by, on a little hill, one can see one bowl barrow, 20ft in diameter. This is an ancestral
      shrine of the dwarves. If any dare disturb the ground here, they will discover a hidden
      chamber, built with stone slabs, yielding two corpses, their sarcophagus painted red with a
      lightning bolt and the inscription Finnar Riverhill. The journey to the afterlife was sped with
      stone arrowheads, an oak spindle whorl (2 gp), seashell necklace beads (2 gp), and 3 silver
      mugs worth 7000gp.
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      1901: The Dark Thicket is cold and dark up here. The ground is soft and covered in the
      needle-like leaves of conifers. The lack of branches and trees lying on the forest floor is a sign
      of regular wood gatherers. At dusk and dawn a pack of 13 wolves roam these lands (HD 2+1
      AC 7 1d6 F1 MV 18 ML 6 XP 200).
      The local smith is a foul-mouthed ass called Salih. Some of the stuff the locals
      aren’t buying: 10 spikes @ 2gp, manacles @ 17gp, and a helmet @ 13gp.
      Visitors hear only laughter as sledges groan and occasionally break under the
      weight of a record-breaking harvest of butternut squash. Since armies march on
      their stomach, Lady Moon's agents have already indicated that their
      quartermasters intends to buy all of their surplus.
Mud Track and Hollow Gold Track meet here, by the tanner’s stinking vats.
      Old Rill runs through here. Little Roque has a small raft that can carry cattle and people
      across.
      1902: The upper valley is rocky and bare. Amidst the rocks, there is a hidden entrance to a
      dungeon. This is The Obscure Den.
      Wandering monsters: snake person Swamp Layer (HD 2+1 AC 5 1d8 F2 MV 12 ML 7 XP 200;
      charm person 3×/day).
frescoes of Set 1
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           5. Hoard: Four silver armbands worth 10 silver each, 12 silver ingots worth 10 silver each,
              and 15 pieces of hacksilver also worth 10 silver each form a tiny hoard
                   9 snake people (HD 2+1 AC 5 1d8 F2 MV 12 ML 7 XP 200; charm person 3×/day)
                   led by Daughter of Drake (HD 6, lightning bolt (6d6) 2×/day). A prayer of summoning
                   (the minotaur Silence, from Eldivatn, Mitra’s hall in Muspelheim: HD 6 AC 6 2d6
                   F6 MV 12; mesmerize any listeners at will, i.e. listeners must save vs. spells or cease
                   all hostilities and speak nothing but the truth; immune to sleep and charm
                   person). The headband of karma allows you to borrow luck from your future self:
                   when rolling a d20, roll 2d20 and take the higher result, but before doing it again
                   you need to pay your debt in a similar situation and roll 2d20 and take the lower
                   result.
                   a decomposing doll lying inside a dingy crib → inside the doll, tightly wrapped: a
                   defaced wooden statue of Freya → hidden inside: 67 silver coins
      1903: Near the top of this mountain, an eroded slope turns into a valley containing a clear
      lake in the center. On the shore of the lake, a worn stone pyramid echoes the shapes of the
      mountains. This is Bivouac.
      On the south-facing side, there is a gate of snakes: a knot of two impossibly large stone snakes
      with a passage underneath illuminated by torches and guarded by 26 snake people (HD 2+1
      AC 5 1d8 F2 MV 12 ML 7 XP 200; charm person 3×/day) led by Silver Eyes (HD 6, lightning bolt
      (6d6) 2×/day). A black plate armour of Orcus +3, inscribed with runes of fire spelling doom and
      despair. The stables nearby hold 5 giant lizards (HD 4 AC 5 1d10 F3 MV 12 ML 7 XP 400).
      4000 gold coins. 300 platinum coins. 5 jewelry.
      Once past the entrance, a tunnel winds itself up into the hollow sphere of the snake sanctum:
      the upper hemisphere is decorated with snakes and a seven headed snake. Above hangs a
      chandelier about 50ft wide beset with a thousand stones glowing in a warm light. It’s
      impossibly hot in here.
      Ramps connect rows and rows of circular platforms leading down the lower hemisphere to
      the bottom of the sphere. One these platforms are the huts of 18 snake people (HD 2+1 AC 5
      1d8 F2 MV 12 ML 7 XP 200; charm person 3×/day) led by Night Hunter (HD 6, lightning bolt
      (6d6) 2×/day). A prayer of safety (transports the reader and up to ten targets back to the last
      temple the reader entered). An elven long sword +1 with elven runes in memory of Moss Water.
      The gloves of the dark lord allows you to lift anybody no larger than yourself and strangle them:
      they must save vs. spells or be held and suffer 1d6 damage. The stables nearby hold 2 giant
      lizards (HD 4 AC 5 1d10 F3 MV 12 ML 7 XP 400). A map to the 3 silver grails worth 5000gp in
      the barrow of Gelor (1305).
At the very bottom of the sphere is a ramp descending into the darkness below.
      This is where the spirit naga Exalted Terror of Death guards the passages to Myrkheim (HD 9
      AC 7 1d8+poison F18 MV 6; fireball (7d6) 3×/day; charm person at will; only harmed by magic
      or magic weapons; a naga tongue is worth 1000gp to an alchemist) and where pools of Earth
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      Blood corrupt both the living and the dead. If you spend an hour here, your death warrant is
      sealed: slowly, you will die, or turn into an ettin, or a goblin, or some other dreadful creature.
      1904: The air up here is cold. You can see the Dire Giants looming up ahead. Small channels
      and giant boulders provide shelter from the icy wind. 17 giant apes led by Doublestomp live
      here (HD 3 AC 7 1d6/1d6 F3 MV 12 ML 5 XP 300).
      1905: Secreted among the glaciers beneath the Dire Giants is a dungeon. This is The Secret
      Catacomb.
                                                                       Edit in Gridmapper
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      1906: High up on on a ridge is an old elven tower made of green glass. The jade-colored
      columns of the tower glisten in the sunlight showing veins of gold and white. In The Ballad of
      Spring, they call it Gwathraien’s Ruin.
      Attempting to enter the tower draws the attention of Eye of Misfortune, a jinni who guards the
      tower (HD 7+1 AC 5 2d8 F14 MV 24 ML 12 XP 700; illusion, invisibility, gaseous form, whirlwind
      and creation at will; only harmed by magic or magic weapons).
      The elf Amrúnien was cursed for sleeping on their watch on the day this tower fell and was
      cursed by its commander to guard this tower in the form of a mountain lion for all eternity
      (HD 3 AC 6 1d6 F1 MV 24 ML 7 XP 300; surprise on 1–4 in 6). If the party can gain the lion’s
      trust – and they can speak with it! – it can teach them the incantation that opens the door to
      the next level. If killed, the elf will soon reincarnate as another lion and return.
      Further up and behind locked and iron-bound doors is a large room with a 5 gorgeous old
      wooden tables and many chairs decorated with fern leaves and roses. Here dwells the
      necromancer Kilua (level 7), protected by 8 watchful zombies (HD 2 AC 8 1d8 F1
      MV 12 ML 12 XP 200; immune to sleep and charm person). The spells known are
      based on The Book of the Dead by Agrimach the Necromancer: 1. read magic, aura of
      fear, locate corpse, 2. summon ghoul, hold person, 3. limited shape shift, immunity to fire,
      4. grafting. Silver cutlery and beautiful wine glasses. A horn of the barbarians
      (summons 3d6 random, battle crazy barbarians: HD 2 AC 7 1d8 F2 MV 12 ML 12;
      when they are all killed in the same fight they are released from their bond to the horn). Kilua
      also happens to own a book: Preparing Yellow Suckle.
      The topmost chamber has an excellent view of the mountains from the tall windows that
      reach nearly to the floor. One window is decorated with depictions of the moon and a snow-
      covered forest. When the light of the waxing gibbous moon (🌔) falls on it, it turns to a
      magical portal to Niflheim.
      1907: It’s colder up here and the Thorny Vine Grove is dominated by pines. Occasionally, you
      can see tree stumps so somebody must be logging these trees. Sometimes you can see an elk.
      The local smith is a simpleton called Akeem. There is little here for adventurers,
      though: padded armour @ 7gp, a pike @ 9gp, a sling with 20 metal pellets @ 4gp,
      20 nails @ 1gp, a flail @ 9gp, and 5 small darts @ 1gp.
      Heavy rains have caused the banks of Bone Stream to swell dramatically. The
      high-water line is up to the waist of an Ogre on the sides of buildings, and
      villagers are still shoveling mud out of their homes.
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      1908: The trees of Thorny Vine Grove open up and there’s a small island up ahead. Giant
      trees grow on that island. A sweet, musky flagrance of wisteria and roses fills the air. On
      these trees 4 giant bolas spiders hunt for prey (HD 4 AC 6 1d6 + paralysis F2 MV 15 ML 7
      XP 400; climb; bola: 30ft ranged attacks with a weighted capture blob of sticky silk on a line).
      There’s a small pier at the island where the inhabitants like to trade. This is where they have
      their chests and shacks. 4 silk bales worth 500gp each. 5 silk ropes, each worth 50gp.
      The island itself is quite small. Up in the trees are some tree houses connected by several
      ropes. If you’re not afraid of heights, you can easily walk from one to the other, feet on one
      rope and hands holding another one. The tree houses are home to 6 ettercaps led by Dusky
      Creeper (HD 5 AC 5 1d4/1d4/1d6 + poison F5 MV 12 ML 9 XP 500; climb; poison:
      when bit, save vs. poison or be paralysed for 2h). 5000 gold coins.
      A bit further up is a colourful tree house decorated with trinkets and presents
      from all over. This is where the beautiful araneina Rhiain lives, the immortal lover
      (HD 9 AC 9 1d6 + poison F9 MV 12 ML 9 XP 900; climb; poison: when bit, save
      vs. poison or die; charm person: save vs. spells or fall madly in love with her; glamour: every
      hour in her company when not madly in love, save vs. spells to notice a flickering of her
      glamour revealing her eight eyes, or the spider legs growing out of her back).
      1909: The Thorny Vine Grove is cold and dark up here. The ground is soft and covered in the
      needle-like leaves of yews. There is a cave housing the ettin called Death and Pain (HD 11
      AC 3 3d6/3d6 F10 MV 12 ML 9 XP 1100; only surprised on a 1 in 6). 12000 gold coins.
      There are 16 light elves (HD 1 → 1d6 AC 5 1d6 or charm person 1×/day E1 MV 12 ML 10
      XP 100) in gleaming armour, with lances and shields on impossibly thin grey horses with
      long manes, led by Dorniel (level 5). The spells known are based on The Book of the
      Sea by Lady Gerdana of Lagnabadalë: 1. charm person, sleep, 2. true words, glamour,
      3. lightning bolt.
        The flowing letters on their white banners identify them as Shining Children of the
        Abundant Wilderness elves. “Have you seen any other light elves? Take heed for
        the Careful Hunters of Imperial Freya are ridden by a strange madness. Avoid them if you
        can.”
      1910: There are caves beneath these badlands. Cold lava tunnels lead into a big cavern, the
      heart of an old vulcano. The caves are inhabited by 3 trolls led by Boulder (HD 6+1 AC 4
      1d6/1d6/1d10 F6 MV 12 ML 10 XP 600; regenerate unless burned or dissolved in acid). 1
      jewelry.
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      2001: The swamp of Dark Thicket seems to stretch forever. Beavers have built dams,
      drowning the land. The area has been settled by a tribe of 24 lizard people (HD 2+1 AC 5 1d8
      F2 MV 12 ML 7 XP 200) led by Dragon Born (HD 5). A potion of invisibility (light teal, 20min,
      no attacks). The headband of karma allows you to borrow luck from your future self: when
      rolling a d20, roll 2d20 and take the higher result, but before doing it again you need to pay
      your debt in a similar situation and roll 2d20 and take the lower result. The little village of
      mud huts is guarded by 3 giant wasps (HD 4+1 AC 5 1d6 + poison F2 MV 15 ML 9 XP 400;
      when stung, save vs. poison or die). 1000 silver coins.
      These lizard people like to sing the Songs of Remembrance, a cycle of ballads involving the
      wars against Queen Maura of Pichuhiatl.
      2002: It’s colder up here and the Dark Thicket is dominated by yews. The lack of branches
      and trees lying on the forest floor is a sign of regular wood gatherers. Sometimes you can see
      some deer.
      The local smith is a humble soul called Rinaldo. Some of the stuff the locals aren’t
      buying: padded armour @ 10gp, a long dagger @ 3gp, a war hammer @ 22gp,
      leather armour @ 15gp, chain mail armour @ 42gp, and a two-handed greatsword
      @ 36gp.
      The famous dwarf bard Jóvór Ironnose is here, playing the lute and reciting How
      Bold Fríthrikur Winterplate Misled Vicious Halda Quartzplate and singing How the
      Great Axe was Hidden Away. There is some polite clapping but the audience seems
      uninterested. If you ask them about the war, they’ll say that captain Anselma was
      last seen in the badlands near Goudmore (1901) carrying the banner of Duke Lamuel
      the Righteous (0510). They’re looking for a book called Preparing Yellow Suckle
      (1906). Have you seen it?
      Cold Brook runs through here. Big Supatsra has a small raft that can carry cattle and people
      across.
      2003: A few stunted junipers grow in these highlands. This is the edge of the Dark Thicket. At
      the foot of Steep Cliff, there is a cave inhabited by 7 trolls led by Grey (HD 6+1 AC 4
      1d6/1d6/1d10 F6 MV 12 ML 10 XP 600; regenerate unless burned or dissolved in acid). A suit
      of dwarven plate armour +2 with dwarven runes commemorating the slaying of the red
      dragon Searing Tooth the Sleeper.
      Between two rocky outcrops, one can find four bowl barrows, each 30ft in diameter, hinting
      at an ancient folk. If any dare excavate here, they will discover a hidden chamber, built with
      stone slabs, yielding two corpses, their tombstone painted indigo with a dragon breathing
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      fire. The journey to the afterlife was sped with an iron bell (clapper missing) (4 gp), cattle
      bones, and horse bones. The ancient bow Giant Killer +1/+3 vs. giants and extinct megafauna,
      e.g. sabre tooth tigers, mammoths, or giant elk.
      2004: These mountains are called the Dire Giants. A great volcano lies silent between these
      mountains. Cold black lava covers everything, here. Every now and then you see openings
      into lava tunnels. In the warm chambers below there sleeps the red dragon Black Death of the
      Deeps (HD 10 AC -1 1d8/1d8/4d8 F10 MV 24 ML 10 XP 1000; fire (as much as
      the dragon has hp left, save vs. dragon breath for half)). 1600 platinum
      coins. 30 jewelry. A flying carpet (four people). A scroll of fire ball (6d6, save
      vs. spells for half). A suit of elven plate armour +1 with elven runes in
      memory of Fir Man.
      2005: A white dragon called Cold Despair of the Mountain lives in a ruined
      mountain fortress guarding the approaches to the Dire Giants (HD 6 AC 3
      1d4/1d4/2d8 F6 MV 24 ML 8 XP 600; ice (as much as the dragon has hp left,
      save vs. dragon breath for half)). 20000 gold coins. 1400 platinum coins. 40
      gems. A silver crown +1 commemorating the immortal Tuiaëth.
      2006: The green valley up here has some bighorn sheep and a kid called Wongsakorn guarding
      them.
      2007: The forest here is quiet and steep. At the top, bare rock shows itself. A strange monolith
      stands here. In the weeks when the sky is clear and a full moon casts its silvery light onto the
      monolith’s surface, silvery spirals can be seen. If you trace them with your finger, you are
      transported to a similar monolith (1506).
      2008: The Thorny Vine Grove is cold and dark up here. The ground is soft and covered in the
      needle-like leaves of hemlock. If you wander into these woods, you’ll soon hear laughter and
      revelling. Satyrs are seeking to convince all the married women of the nearby settlement to
      leave their homes. Half have already fled into the forest laughing and singing. They really
      don’t want to come back and the 9 satyrs will support them (HD 5 AC 7 1d6 F5 MV 9 ML 7
      XP 500; party tunes: when playing the flute, anybody listening must save vs. spells or join the
      party; chill-out tunes: when playing the flute, anybody listening must save vs. spells fall into a
      magical slumber; only harmed by magic, magic weapons or silver weapons).
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      The thatched huts are protected by 4 war dogs (HD 2+1 AC 7 1d6 F1 MV 18 ML 6 XP 200).
      These village-folk are genuflecting obsequiously and calling you “lord” or “lady”.
      The local smith is a foul-mouthed ass called Sahithya. Some of the stuff the locals
      aren’t buying: a steel mirror @ 5gp, scale mail @ 36gp, a shovel @ 6gp, and a rapier
      @ 42gp.
      Inexplicably clement weather has led to a bumper crop of rhubarb, the villagers
      are practically giving it away by the bushel-full.
      Fulk’s Channel runs through here. Juanita has a small raft that can carry cattle and people
      across.
      2009: This is the Thorny Vine Grove. Within the forest are a few clearings with small apple
      tree orchards.
      This is Hungryeye, a village of 200 humans (HD 1 AC 9 1d6 F1 MV 12 ML 7 XP 100). The small
      stone huts are protected by sharpened stakes and a river flowing around it. There is a small
      keep. The keep consists of a gatehouse protecting the small courtyard and a square tower four
      stories high.
      The knight Nebi (level 9) lives in the keep. A scroll of piercing steel (sudden growth
      of a permanent iron spike 5m high, 4d6, save vs. spells for half). The long bow Life
      Ender +1/+3 vs. the living, forged in the Vampire Wars A jar containing the
      elemental prison of a jinni called Master of the Seven Winds (HD 7+1 AC 5 2d8 F14
      MV 24 ML 12 XP 700; illusion, invisibility, gaseous form, whirlwind and creation at
      will; only harmed by magic or magic weapons).
      Their best friend is the wizard Marie-Gabrielle (level 8). The spells known are
      based on The Book of Songs by Xoralfona the Wordsmith: 1. calm, empathy, lies, 2.
      mind reading, mind blast, entrapment, 3. song of speed, exhaustion, 4. misdirection,
      vanishing. A goblin assassin’s dagger +1 with grip covered by rats’ teeth and lizard
      skin. Marie-Gabrielle also happens to own a book: Preparing Star Ball.
Their aide, the warrior Gedina (level 4), also lives here.
      The local contact for the secret society of the United Army of the Deaths is the
      sorcerer Harshajeny (level 6). The spells known are based on The Book of the Dead
      by Agrimach the Necromancer: 1. aura of fear, read magic, 2. summon ghoul, converse
      with corpse, 3. limited shape shift, animate dead. A potion of fire resistance (orange, 1h).
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      An elven dagger +1 with elven runes commemorating the slaying of the green
      dragon Forest Despair of the Fumes. They believe that true happiness means
      renouncing the world, leaving your job, your family, your obligations. Cultivated
      carelessness.
      Nebi is willing to pay 500gp to whoever brings back the outlaw Deadly Hood
      (1809), dead or alive.
      There is a temple dedicated to Mitra. Deep within the bowels of the earth, a pool of Earth
      Blood is being kept at bay by circles of banishment and stasis and thus evil gorgon and its
      poison remains imprisoned while these seals last (HD 8 AC 7 2d6 F8 MV 12 ML 8 XP 800;
      poison breath 30ft; charge into combat for double damage). The temple guards the entry to this
      underworld and the 8 priests and Lanika, the current head of the temple, inspect and improve
      their defences every year on the night of the winter solstice. The common folks just see the
      statues of the three oath brother statues here and come here to renew their bond with Mitra.
      They call themselves the Oath Keepers for this is what they do: they make their bargains here.
      The wandering orc bard Radbal is here, playing the bladder pipe and reciting How
      the Unholy Mallet was Made and singing The Ballad of Othbag and the Nefarious Giant.
      Many in the audience are moved to tears. If you ask them about the war, they’ll
      say that captain Anselma was last seen in the badlands near Dollough (2008)
      carrying the banner of Duke Lamuel the Righteous (0510).
Deep Stream runs through here. Big Danny owns the ferry boat that carries people across.
Shady Lane and Hollow Road meet here, behind the haunted house.
      2010: There are caves beneath these badlands. The caves were dug by underground waters
      ages ago. Old wall paintings can be found. The caves are filled with mushrooms and guarded
      by 14 myconids (HD 3 AC 8 – F3 MV 6 ML 7 XP 300; read mind, dominate, knockout, gravity
      control (3d8): save vs. spells to avoid; silent message).
      Appendix A: Spellbooks
      These spells are from the Spellcasters project.
      Each paragraph begins with the spell name followed         Airstrike (5) gives you and anybody else within 10ft
      by the spell circle in parenthesis (1–5), also known as    the ability to run through the air for 20min as if
      the spell level.                                           running on an invisible path created just for you.
      Air blast (1) turns the exhalation of the caster into a    Amnesia (1) allows you to look somebody in the eyes
      blast of air that extinguishes candles and torches up to   and lets them forget what just happened, up to ten
      30ft away. Flying creatures such as harpies or giant       minutes. At 5th level, victims can forget up to a day.
      bees are automatically pushed up to 30ft away. When        This includes all the spells they memorised. Creatures
      used on a surprised opponent, they are automatically       immune to charm or sleep spells are also immune to
      blinded for a round (-4 to hit).                           amnesia; anybody else must save vs. spells if they
                                                                 want to look away in time.
      Air surf (1) allows you to glide for up to 300ft through
      the air at 60ft/rd. You cannot gain any altitude. As you   Animate dead (3) animates the dead and turns them
      glide through the air, you make no sound as you don't      into zombies. You can control up to two times your
      need to move.                                              level in a given round but you are free to animate
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      more. Better keep them in a vault if you do, however.          Bear shape (2) turns you into a bear with big hairy
      Freed, they'll roam the earth and spread like a plague         arms, long claws and a terrible jaw with big teeth. Deal
      because anybody slain by a zombie rises as a zombie            damage like a bear: 1d6/1d6/2d6. If both claws hit, a
      within 24h. HD 2 AC 8 1d8 F1 MV 12 ML 12.                      bear hug deals an extra 2d8 damage. Your attack,
                                                                     armour class and hit points do not change. Your
      Animate rock (3) animates a large boulders up to the           strength bonus remains as is, including bear strength,
      size of an elephant (HD 9 AC 4 3d6 F9 MV 12). The              if any. Clothes and armour worn automatically warps
      rocks are pulled from their slow time into the present         and bends with you and still fits perfectly. The spell
      and it confuses them. They can be controlled for 1h if         lasts for 20min.
      control slips, they are free to do what they want.
      Usually they run off into nearby hills and mountains           Bear strength (1) grants a target strength 13 (+1) for 1h.
      before eventually slowing down again.                          At 5th level, this increases to strength 16 (+2). At 9th
                                                                     level, this increases to 18 (+3). If the target is already
      Animate tree (2) animates a tree within 30ft of you            that strong, nothing is gained.
      (HD 8 AC 2 2d6/2d6 F8 MV 6). The tree speaks the
      language of plants which the caster doesn't                    Beauty (2) turns you into a beautiful and alluring
      automatically understand but the tree tends to attack          young woman for a day and a night, an eye catcher,
      fire bearers, axe wielders, and any buildings in the           one that makes others stumble and gawk. Your smell is
      vicinity. Sometimes that is enough.                            intoxicating, your voice is bliss, your hair so beautiful
                                                                     people cry tears of joy when they see it. Anybody
      Artifical life (3) animates matter and imbues it with          attracted to your sex must save vs. spells whenever
      life. A handful of gems are required to bind the               they want to act against your wishes. If they make the
      magical energies. The value of these gems makes no             save, they may move as they wish and say what they
      difference. The HD of such a golem is limited by the           want, for an hour.
      matter used and it is limited to its creator's level minus
      one. Such a creature needs no rest, no food, no water          Bedazzlement (2) creates a 30ft radius aura around
      and no friends. It does not sicken nor does it ever die        you. Nobody in range may harm or resist you unless
      unless destroyed by violence. Golems do not speak              they save vs. spells, or if you harm them.
      and are a bit dim. They don't use interesting tactics,
      they can't cast spells and they don't use ranged               Bend space (3) within 20ft for 10min: take steps 20ft
      weapons, but they defend their creator at all costs,           longer, extend the reach of your arms by 20ft, grow the
      taking any blows aimed at them, if possible. Sadly,            neck of a giraffe or the tongue of a frog. To the people
      while most are loyal servants they still take a retainer       around you, it seems as if your limbs are extremely
      slot. If their creator has more retainers than allowed by      elongated and thin and that your movements are quick
      their charisma, the golems may malfunction and gain            and blurry but you don't feel weakened by this.
      independence.
                                                                     Binding touch (4) charges your palms with contact
      Aura of fear (1) affects one victim within 30ft; they          power so that anybody you touch this round is bound
      must save vs. spells or flee for as many rounds as you         to your hands the next round. Any damage you deal
      have levels.                                                   the next round applies to all the victims your touched
                                                                     this round. When running into a dense army
      Awaken stone (4) turns a boulder into a stone giant            formation, you will surely be able to touch two dozen
      (HD 9 AC 1 3d6 F8 MV 6; surprise foes 1–3/6). The              people in a round.
      giant speaks your language and is as helpful as it can
      in the immediate situation. As soon as politely possible       Bird friendship (1) allows you to talk with all birds for
      it wanders off to finally see the world after all these        a day.
      years.
                                                                     Blade storm (4) summons a magic blade for every level
      Awaken tree (3) turns a tree into a treant (HD 8 AC 8          (minimum 7) from your palms and shoot it at a target
      2d6/2d6 F8 MV 6; surprise foes 1–3/6). The treant              up to 60ft away. Each blade deals 1d10 damage. You
      speaks your language and is as helpful as it can in the        must roll to hit for every blade. No save. The blades
      immediate situation. As soon as politely possible it           rust away in a few days.
      wanders off, wanting to finally see the world after all
                                                                     Blight (3) allows you to pick up to one target per level
      these years.
                                                                     (minimum 5) within 60ft. Targets must save vs. death
      Ball of fire (1) creates a big ball of rolling fire in front   or start burning up from the inside as black fire
      of you and sends it rolling towards a target within 60ft.      consumes them: as long as you focus on it they take
      Upon impact it explodes and deals 3d6 damage, save             5d6/rd until they are dead or leave the spell range.
      vs. spells for half. The ball must travel on solid ground
      and cannot cross water.
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      Bolt of power (1) shoots one unerring bolt of liquid          non-player character of level 6+1d4 with all their
      sunlight dealing 1d6+1 to a target within 180ft. This         equipment on them.
      increases to three missiles at level 5 and to five missiles
      at level 10. You may aim these missiles at different          Call of the wolf (4) summons 2d6 intelligent shadow
      targets.                                                      wolves from the void between the realms. These stay
                                                                    for 10min: HD 2+1 AC 7 1d6 F1 MV 18; surprise foes
      Bone binding (5) is an ancient ritual by which you can        on 1-5 in 6; only harmed by magic or magic weapons.
      boil away your flesh, and bind your own bones,
      turning yourself immortal. The spell slot for this spell      Calm (1) prevents 2d8 creatures you can see from
      is permanently bound to your bones and no longer              attacking anybody for the next twenty minutes unless
      available. You can no longer be healed but if your            they are defending themselves. Even when attacked,
      pieces are reassembled, you are restored within a             the hold of the spell is not broken. As soon as the
      week. You can never be killed, your bones cannot be           attackers put their weapons away, victims of this spell
      broken, nor can they be burned, but they can be ripped        stop fighting at the end of the round. Victims are only
      apart and buried in far away places to break your             granted a saving throw vs. spells if they are the same
      power. Your soul, your senses, your power of speech,          level as you or higher.
      and your ability to cast spells remains bound to your
                                                                    Camouflage (1) allows you to change colours for 1h.
      skull for all eternity. And you know where your
                                                                    Anything you carry changes colour with you. As long
      remaining bones are.
                                                                    as you're not moving, there's a 1–5 in 6 chance that
      Bone casting (2) enables the caster to throw bones            people cannot spot you. People that have spotted you
      covered in runes and read the fate of another person          cannot be fooled again.
      looking at the same runes. This reveals whatever
                                                                    Cancellation (3) is a sign you flash with your fingers
      awaits the other person within the time frame you are
                                                                    and a powerful hum that ends all spells and
      interested in: is there a trap behind this door, does an
                                                                    suppresses all magic for a round.
      ambush await us on this pass, without revealing how
      this fate can be avoided.                                     Chariot of fire (2) sets your chariot on fire such that
                                                                    anywhere you ride flammable objects start burning
      Boneless (1) allows you to bend your body into
                                                                    and anybody standing too close takes 1d6 fire damage,
      impossible shapes for 20min. You can move as if you
                                                                    no save.
      didn't have any solid bones in your body such that you
      can squeeze through holes the size of a ring if you're        Charm male (1) affects a single male person¹ for a day,
      not wearing a thing. Sadly, the things you wear remain        save vs. spells to resist. While charmed, victims treat
      as solid as ever.                                             you as their true love. To leave you is to die. To resist
                                                                    you in anything is impossible. If the charm is renewed
      Breath of cold (3) creates a cone of cold up to 60ft long
                                                                    daily, the target is unwilling to resist and thus remains
      dealing 1d6 per caster level, save vs. spells for half. It
                                                                    forever enthralled as long as the spell is renewed. Once
      also extinguishes all fires and freezes all water
                                                                    a victim break free, they remember everything they
      surfaces.
                                                                    did and if they did anything they would not have
      Breath of life (5) grants new, intelligent life to dead       ordinarily have done, they react with shame and
      matter. You can grant new life to trees, rocks, corpses,      anger. Charms usually cause severe emotional distress!
      statues, flames, anything you want. Their life is bound
                                                                    Charm person (1) affects a single target, save vs. spells
      to the body you granted them but their soul is eternal,
                                                                    to resist. To break free, victims save again every day if
      just like yours.
                                                                    their intelligence is 13 or better, every week if their
      Breathing (3) allows one target to breathe poisonous          intelligence is average, or every month if their
      air for one day without suffering any adverse effects.        intelligence is 8 or lower. While charmed, victims treat
                                                                    you as their best friend. Once victims break free, they
      Bury the living (4) allows you to have the ground             remember everything they did and if they did
      swallow a living being standing on it. They must save         anything they would not have ordinarily done, they
      vs. death or they are buried alive in a depth unknown.        react with shame and anger. Charms usually cause
      There they remain in a magic stasis until the end of the      severe emotional distress!
      world unless they are called forth by a reversal of this
      spell. Since they are not really dead, their soul remains     Clone (5) creates a perfect clone of yourself. The clone
      imprisoned in their body and they cannot be raised            is in perfect cryostasis surrounded by white fog and
      from the dead unless they brought back to the surface.        bathed in blue light. Should you die or will yourself to
      It is possible to cast the reversed spell without a           rebirth, your clone awakens and you die. There can be
      specific target in mind, in which case a random victim        only one! Any extra clones remain in stasis. Your later
      of the past millennias is freed: a powerful and thankful      memories only transfer very vaguely to the clone.
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      Cloudkill (5) calls forth a deathly cloud of yellow-        permanent winter. The pronouncement of the curse
      green gas that spreads slowly for 1h with 20ft/rd,          must be followed by a feasible way to undo it and this
      creeping along the ground, seeping into openings,           possibility must be known to at least one witness.
      killing any creature with less than 4 HD; creatures         There is no other way to end this curse. As long as
      with more HD must save vs. poison or die. Even if           somebody else remembers the curse and the way to
      they make the save, they take 1 damage/rd. Thus,            undo it, the curse is upheld. When the last person who
      remaining inside the cloud kills almost anybody. As it      knows how to break the curse dies, the curse is lifted.
      spreads for over a mile in all directions, it creates a     If the curse affects people directly, such as the eternal
      true dead zone. Creatures immune to poison are not          slumber curse, they must save vs. spells to be able to
      affected.                                                   leave the cursed region.
      Club of law (2) turns your own weapon into a searing        Darkness (1) with a radius of 60ft and a duration of 2h;
      weapon of light dealing an extra 1d6 damage. If your        anybody within it is blind (-4 to hit). Victims get a save
      weapon is not magical, it now counts as a magical +0        vs. spells.
      weapon. The spells lasts for 20min.
                                                                  Death ray (4) is a ray of green energy that kills its
      Commune (4) gives you the voice of an angel with            victim instantly unless they save vs. death. Range
      which to call on any divine powers, no matter how           120ft.
      desperate your situation. Divine help might include
      your evacuation to the realm of the power you called        Decay (4) is a curse that affects anything built by
      upon, the arrival of a divine agent like a valkyrie.        mortals: walls, buildings, ships, heirlooms. It doesn't
                                                                  matter. With a touch, you can speed up its decay by
      Converse with corpse (2) allows you to contact the          many magnitudes. Within minutes, it is visibly old and
      spirit of the dead and talk to them for half an hour if     frail, after an hour or two parts are failing and within a
      you are in possession of their skull. The more years        day the structure collapses.
      have passed since their passing, the harder it is to
      understand them.                                            Detachment (2) allows you to detach pieces of your
                                                                  body, and reattach them, as long as they haven't been
      Creation (5) is like making a wish: use it to create or     separated from your body for more than 20min. This
      destroy inanimate matter as big as a ship. This takes       includes hands, eyes, and ears. You can still control
      10min to cast. The creation is powered by elemental         detached pieces and you still see and hear and feel
      air. Using it to generate a ship of gold will work but it   what they do. If you fail to reattach detached pieces,
      attracts other elemental creatures trying to right the      they wither and die and don't not regenerate.
      imbalance: Jinn, Afarit, Ghouls or Marid, for example.
                                                                  Detect magic (1) makes all magic items within 30ft
      Curse (4) affects a visible target within hearing           give of a faint blue glow for 10min. Anybody can see
      distance, or anybody who's hair you have in your            this glow.
      fingers, unless they save vs. spells. Curses include love
      (intelligence 3), weakness (strength 3), trembling          Dispel magic (3) will dispel ongoing spells and
      (dexterity 3), sickness (constitution 3), coughing up       suppress magic items for 1d4 rounds.
      worms (charisma 3), shape changing (turn into an animal
                                                                  Doll (4) allows you to create a doll of another person,
      during either day or night), bad luck (-4 to all saves)
                                                                  if and only if you have a bit of their hair. This doll is
      and the like. When pronouncing the curse, you must
                                                                  linked to the owner of the hair. If you lift the doll and
      mention a way for somebody to break the curse ("until
                                                                  hold it close to your face, they can see your face, hear
      kissed by a prince" or "until invited into a house", for
                                                                  your voice, smell your breath, feel your touch. And
      example). The curse can be broken by a reversal of this
                                                                  you can hear them whisper with a very thin voice, too.
      spell.
                                                                  And if you stab the doll with hot needles, if you set it
      Curse of drowning (3) allows you to pick a living and       on fire, then the other person suffers the most grievous
      breathing creature and curse them to near drowning          pain and takes 1d6 damage per round until their
      for an hour. They lungs fill with water, they cant          organs rupture, their blood boils and their skin catches
      speak, they can't cast spells, and they must save           fire. It is a heinous way to go. And while they are
      vs. death every time they attempt strenuous activity        dying, they – and anybody close to them – can see
      (such as attacking). If they fail, all they can do is gag   your face, hear your voice. They know who did it.
      up the water. If they fail twice in a row (easily avoided
                                                                  Door (2) creates an unlocked door¹ in a wall you touch.
      by simple not doing anything everytime you fail), you
                                                                  The wall may not be thicker than a foot: you can enter
      faint for 1d6 rounds.
                                                                  many buildings but not pass through castle walls. The
      Curse the land (5) enchants an entire region and            door is big enough for you to pass through
      places a curse on it, for example eternal slumber or
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      comfortably and no bigger. The door remains until           Entrapment (2) creates a 10ft diameter trapped zone
      closed.                                                     which wakes and alerts anybody nearby with a loud
                                                                  whistle if anybody steps into it. Victims must save
      Dragon tongue (4) grants you the ability to speak           vs. spells in order to move out of the zone. Flying over
      using the power of the first born. Any living creature      the entrapment avoids the trap. The entrapment lasts
      thus addressed and able to hear must save vs. spells or     for 24h but the caster may end the spell at any time.
      obey your next ten commands for a minute. This
      includes suicidal actions. This mind fork causes severe     Eternal starlight (2) can be cast on anything within
      emotional distress!                                         60ft; if you target anything with eyes, it must save
                                                                  vs. spells or be blinded (-4 to hit, no targeting of
      Dreamtime (4) gives you and your pack (up to twenty         spells).
      people) access to the distant past, or maybe a past that
      never was, a time when humanity and wolves learned          Exhaustion (3) turn a whisper of yours into an
      to hunt together, like sisters and brothers, one pack,      enormous burden for anybody intelligent that hears
      one family. A place outside of time. This is where the      you speak. Without needing to understand a word,
      big hounds hunt, this is were the immortals tread - the     people within 60ft drop to their knees, close their eyes,
      ones that simply never went back. They decided to           drop their weapons, pray for deliverance or start
      remain here, where the glaciers are thick and strong        crying. Every round, victims must save vs. spells in
      and the tundra stretches forever. You can spend as          order to recover their wits. While in this state of utter
      many days and months and years here as you want.            exhaustion, victims defend themselves but don't
      You age appropriately but still return to the present, if   attack. If you are note brazen about it, you may pass
      you return. By moving around in the Dreamtime, you          amidst the victims without alerting them to your
      also move your point of return.                             presence. Your allies had better cover their ears as you
                                                                  start whispering these words of despair.
      Drowning (4) fills a targets lungs within 60ft with
      water and kills them unless they save vs. spells. This      Extra arms (2) grows up to four tentacles for 20min.
      spell has no effect on creatures that don't breathe air.    They act semi-autonomously, grabbing things within
                                                                  their reach, letting go if you move on, pulling them
      Eagle eyes (1) allows you to see through the eyes of        closer if you stand still. This is perfect for climbing
      any bird you can see, for 20min. Simply look up at the      rocks and trees, carrying things, and other simple tasks
      sky, focus onto a bird and see what it sees.                where you need to get a grip.
      Earth blood mastery (5) enables you to find one of          Extra hands (3) grows six more human arms for 20min
      those rare spots where the Veins of the Earth meet and      (up to eight arms). These arms are under your control
      master their energy. From this spot, you can control        and each can wield a weapon as well as you do.
      the powers of creation. Within 120ft from this spot,
      you can create or destroy inanimate matter as you           Extra hearing (2) allows you to hear the faintest sound
      wish. This takes 10min.                                     within 300ft for a day. Within this range, you hear
                                                                  anybody walking and overhear any conversation. At
      Earth blow (4) summons giant piercing steel needles         the same time, more than ten people moving or talking
      from the Deep Earth, up to 60ft long, able to crush         within range confuses you and any shouting or
      walls, split mountain sides, cause landslides and           banging hurts.
      avalanches. This is the hatred of Earth made manifest.
                                                                  Extra pocket (1) opens a tunnel to a pocket dimension
      Earth ship (4) summons forth ship of stone that can         behind a closed lid of a chest or inside a small pouch.
      glide through the earth while the sun is up. Only you       There is enough space here for a big chest. Everybody
      can make it move. Without you, or without sunlight, it      casting this spell gets their own little place. If you cast
      stops, resulting in a strange stone building. Similarly,    the spell again, you can get to the things you placed
      the trail of destruction it leaves behind as it plows       there. They say that there is a way to get at other
      through the land is permanent: buildings are                people's pockets but the spell to connect two pockets is
      destroyed, trees are smashed, canals are dug.               lost.
      Empathy (1) allows you to know how one other                Extra room (2) creates a little pocket dimension behind
      person feels as soon as they look into your eyes. This      a closed door. When you open the door, it leads to a
      lasts for 20min. They feel as if you were gazing into       small stuffy room with space enough for four people
      their soul, which in a way you are.                         to huddle on the floor. Closing the door a second time
                                                                  ends the connection between the door and the room.
      Energy (2) invigorates the beaten and the wounded.
                                                                  Anybody left behind is stranded until somebody else
      Lay your hands on a victim and restore 2d6+1 hit
                                                                  happens to use the same spell. This is why there
      points.
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      always is a 1% chance of meeting somebody                     You must still roll to hit and you still apply your
      unimportant in the little closet.                             strength bonus to hit and damage.
      Eyes of the overlord (2) allows you to see anything           Fist of death (5) is a strike with your fist which
      invisible within 60ft. The spell lasts for 20min.             immediately kills the victim. You must still roll to hit.
                                                                    No save.
      Eyes of truth (5) reveals all illusions, invisible things,
      ethereal beings, astral projections and whatever else         Flame arrows (3) fills a bucket or any similar container
      there is. This spell lasts for 10min.                         with a magic burning substance that can be used to dip
                                                                    arrows into it. This turns every arrow into a magic
      Far seeing (2) creates a floating eye in your palm            flaming arrow which adds an extra 1d6 damage to a
      which you can send anywhere you like. Anything it             hit. Up to 50 arrows can thus be lit. This liquid can also
      sees, you see. It travels 60ft per round and lasts for        be used like flaming oil, burning for one round for
      10min. It can see in the dark if you can see in the dark.     every unlit arrow, dealing 1d8 damage every round
                                                                    until extinguished.
      Fate (5) allows you to spin invisible threads of chance
      and fate to entrap a particular person. You can cover a       Flame cloak (1) surrounds you in fire such that
      100ft cube in a day. When the person enters the area,         anybody attacking you in melee must take 1d6 damage
      they end up doing the things you suggested with your          per round. The spell lasts for 20min or until doused by
      threads, if at all possible. Random events trigger            water.
      reactions that lead to consequences that you have laid
      out when weaving the threads. The spell can be cast           Flaming arrows (3) enchants a quiver or barrel
      multiple times in order to affect more people. The            containing up to 50 arrows such that an arrow drawn
      threads linger for as long as the surrounding walls           from this container burns with a golden fire dealing an
      keep standing. The world is full of these threads,            extra 1d6 fire damage. After 20min, all remaining
      waiting for victims that have passed a way ages ago.          arrows lose their magical fire.
      Feasting (3) creates food and drink of the finest quality     Flaming blade (2) turns any blade into a flaming blade
      enough for a party of twelve for the entire day.              dealing an extra 1d6 damage. If the blade is not
                                                                    magical, it is considered to be a magic +0 weapon. The
      Feather fall (1) allows you to fall any distance without      spell lasts for 20min.
      taking any falling damage. This spell can be cast at any
      time, so as long as you are conscious, not gagged, and        Flaming sword (2) turns a regular sword into into a
      have at least one free hand available, you can cast it        flaming sword dealing an extra 1d6 fire damage. After
      before hitting the ground.                                    20min, the sword loses its magical fire.
      Fire proofing (5) makes a location impervious to fire         Flash flood (4) creates a sudden flood from a body of
      for a year and a day. This is how you secure buildings        water within 150 ft. Anybody caught by it must save
      in Muspelheim.                                                vs. death or be swept away. If wearing metal armour,
                                                                    save vs. death again or drown within a minute or two.
      Fire resistance (1) makes one target impervious to one
      die of fire damage per round. This means flaming oil          Flatten (3) causes an air blast to flatten anything
      does not harm you, flaming weapons don't deal an              around you within 60ft if it isn't rooted in the earth.
      extra 1d6 damage on a hit, you can enter melee against        Creatures smaller than humans are thrown through
      somebody wrapped in a fire cloak, and so on. The spell        the air, taking 1d6/10ft damage when crashing down.
      lasts for 1h.                                                 If they attacked you in melee, they take the full 6d6
                                                                    damage. Human size creatures are blown off their feet
      Fireball (3) shoots forth a tiny, flaming missile flies for   and thrown back, taking 1d6 damage and granting
      up to 180ft and explodes upon impact. Anybody                 anybody else still standing a +4 to their attack. Wooden
      within 20ft takes 1d6 damage per caster level                 doors, shuttered windows, glass, porcelain, clay and
      (minimum 5d6). Save vs. spells for half. All flammable        any other such structures are shattered.
      objects within the blast are set on fire.
                                                                    Fly (3) allows you to fly at your walking speed for 2h.
      Firetrap (2) draws invisible runes of power onto the
      ground in front of you. If anybody touches it, it all         Flying (3) allows you to fly at half you movement
      blows up for 4d6 damage, save vs. spells for half.            speed (like a person wearing plate armour) for 2h.
      These runes remain active until triggered, long after         When the spell ends and you are still flying, you fall
      your death, if necessary.                                     and take the usual 1d6 per 10ft falling damage
      Fist of air (1) enables you to air punch and have those       Flying bears (5) summons a sloth of 1d6+2 confused
      hits travel through the air towards enemies for 10min.        and angry flying bears: HD 8 AC 6 1d6/1d6/2d6 MV 12
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      fly; an extra 2d8 if both claws hit.                      Glamour (2) is an illusion improving your looks in all
                                                                respects, for a day: you look young and beautiful, your
      Flying stones (1) causes a rock lying on the ground to    scars are gone, you smell of flowers, your voice is
      levitate. You can move it around for 10min with the       smooth and soothing. Like all illusions, anybody
      wave of a hand and with an air punch it flies off up to   touching you may save vs. spells in order to see
      120ft and deals 2d6 damage on a target, save vs. spells   through it.
      for half.
                                                                Golem craft (2) animates clay. This requires a cheap
      Focus (2) and all your melee attacks next round are an    gem set into the forehead of the little creature. A clay
      automatic hit dealing maximum damage.                     golem has HD 3 AC 6 1d10 MV 12. When you reach
                                                                level 9, you can create a stone golem with HD 9 AC 1
      Fortification (4) protects a location such as a castle
                                                                3d6 MV 12. Such a creature needs no rest, no food, no
      from arcane intruders for a day by creating magical
                                                                water and no friends. It does not sicken nor does it
      fortifications and barriers which prevent any magical
                                                                ever die unless destroyed by violence. It is not affected
      or summoned creatures from coming closer than 100ft
                                                                by cold, fire, poison, sleep or charms. Golems do not
      and it prevents any magical effects from crossing the
                                                                speak and are a bit dim. They don't use interesting
      boundary: you can cast spells inside the fortification
                                                                tactics, they can't cast spells and they don't use ranged
      but you can throw a fireball from the outside at
                                                                weapons, but they defend their creator at all costs,
      anything inside the fortification. The barriers do not
                                                                taking any blows aimed at them, if possible. Sadly,
      dispell magic: a charmed person could still walk past
                                                                while most are loyal servants they still take a retainer
      the barrier carrying a magic sword.
                                                                slot. If their creator has more retainers than allowed by
      Frozen path (2) freezes water in front of you for as      their charisma, the golems may malfunction and gain
      long as you concentrate. If you need to run, save         independence.
      vs. spells to keep the ice growing fast enough. The
                                                               Grafting (4) enables you to sew together body pieces,
      frozen path is 10ft wide and melts naturally. The ice
                                                               such as attaching the leg of corpse to a person that has
      can be broken by attacks dealing 3d6 damage or more.
                                                               lost their leg. If you add more limbs than the target
      You can reverse the spell to create a water path
                                                               had when it was born, you have to add extra brains to
      through ice.
                                                               control the extra limbs. In stressful situations
      Frozen slumber (4) allows you to freeze yourself or      (whenever you need to make a save) there is a chance
      any target within 100ft. Inside the ice, your metabolism that the extra brain acts on its own. The chance
      slows to a crawl, enabling you to survive centuries, if  depends on the number of original limbs and extras: a
      you want -- or imprisoning your foes for centuries, if   human with an extra arm has a 1 in 5 chance of the
      you want. You have a vague idea of your surroundings extra arm acting on its own for a round, following a
      while inside the ice and can trigger a thaw when you     stressful situation.
      feel the time is right. When you die, anybody else you
                                                               Ground strike (3) is a strike with your fist at the
      are keeping in a frozen slumber thaws.
                                                               ground. A blast of air deals 3d8 damage to anybody
      Gallow tree (4) calls forth a permanent evil from        within 20ft and they must save vs. explosions or be
      Niflheim: a large tree bursts from the ground and        hurled away, clearing the blast area. They fall prone
      snatches up to fifteen people within reach, trying to    where they land and until they get up, all melee
      strangle them. When hit, victims must save vs. death     attacks against them get +4 to hit.
      or be caught; and if they are caught, they must save
                                                                Grow limb (3) makes an extra limb grow out of a
      vs. or faint in the second round; and they are not cut
                                                                body. It takes about ten minutes to form. For every
      down in the third round, they die. The tree keeps
                                                                limb you add beyond the number your brain was born
      using its arms to snatch and kill until it has fifteen
                                                                to deal with, there is a cumulative 1 in 6 chance of it
      victims. These turn into loyal ghouls over night and
                                                                misbehaving in an emergency: a 2 in 6 chance you
      are dropped onto anybody approaching the tree
                                                                cannot take off with your two new dragon wings, or a
      (HD 15 AC 8 special F8 MV 0; ghouls: HD 2 AC 6
                                                                2 in 6 chance you cannot attack with your two new
      1d4/1d4/1d4 + paralysis F2 MV 9).
                                                                extra crab pincers. You could grow an extra head like
      Gaseous form (3) makes you malleable and gas-like so      an ettin and have it control the extra limbs. But then
      that you may pass through anything that is not            you'll need to make sure it stays loyal.
      airtight. It also makes you invulnerable to non-magical
                                                                Guided missile (2) turns a throwing weapon into a
      weapons. You may creep along the floor like a dying
                                                                terrible projectile that tears through the air and
      man on his hands and knees, or you may rise up into
                                                                unerringly strikes anything you've aimed it at within
      the air like smoke to be blown wherever the winds will
                                                                120ft, doing triple damage.
      blow.
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      Halt! (2) Shouting this command forces anybody               Ice storm (3) lets the winds of the void crash through
      within 60ft to stop what they are doing and listen to        into our reality, drawing a line of ice and cold from
      what you have to say unless they save vs. spells. The        you towards any target you point to within 120ft.
      spell ends when you move and individuals held break          Anybody caught up in the blast must save vs. spells
      free when touched or threatened.                             and take 3d10 damage or be covered by magic ice. The
                                                                   magic ice weakens and breaks in 10min if the air is
      Haste (2) allows a target to move at double speed for as     warm enough, or if it is smashed. If the ice is smashed,
      long as it can keep moving. Once it stops, the spell         the victim takes an extra 3d10 damage and is
      ends. Assuming a horse can move 20 miles without             surprised, granting a free round of attacks. The magic
      stopping, this spell allows it to travel 40 miles before     ice encases victims, paralysing them, but it also
      stopping for a rest. A an ordinary horse can do this         protects them from further attacks until the ice is
      twice a day.                                                 smashed or weakens and breaks eventually. If the air
                                                                   isn't warm enough to melt the magic ice, encased
      Heat metal (1) heats metal armour within 30ft such
                                                                   victims remain frozen until it does, possibly for a very
      that it deals 1d6 damage every round for 5 rounds
                                                                   long time.
      starting next round. Jumping into water reduces this to
      half. It takes more than 5 rounds to take off armour, so     Ice wall (1) pulls water up and freezes it into a thick
      that doesn't help.                                           ice barrier as big as a castle gate. This barrier has 2d6
                                                                   hit points per level and AC 9.
      Hidden lands (5) hides an island or some other area as
      large as a few miles across from the prying eyes of          Icicles (1) lifts a cup of water per level into the air and
      other people for a year and a day. Only you and the          turn each one of them into an icicle. Next round, you
      ones you designate can consciously pass through the          can shoot them at designated target within 60ft dealing
      veil. If you're unconscious, you may pass, thus              1d6 damage each, save vs. spells for half.
      survivors of a shipwreck might end on your island, for
      example.                                                     Illusion (2) allows you to create and maintain an
                                                                   illusion as large as a house for as long as you
      Hold monster (5) paralyses any 1d4 creatures for an          concentrate on it. Anybody touching it may save
      hour.                                                        vs. spells in order to see through the illusion. An
                                                                   illusion attacks like the caster but always has an AC of
      Hold person (2) paralyses 1d4 human-like creatures
                                                                   9. Illusionary damage affects you as long as you
      for an hour. Human like creatures are not much larger
                                                                   believe it until you faint.
      than humans, made of flesh and blood, they have two
      legs, two arms, a head, and they can speak. Frog men         Immunity to fire (3) is a magic shield against all fire
      are included, myconids are not; dwarves are included,        that lasts 1h. Fireballs explode without harming you.
      giants are not.                                              You can walk through the fires of hell without getting
                                                                   hurt. The shield has a diameter of 20ft, and may
      Ice bridge (5) grows a bridge of ice from a patch of
                                                                   provide protection for an additional six people, even
      snow or ice you're standing on. The bridge can span
                                                                   though you’ll have to move slowly.
      up to 100m and is wide enough for an elephant to
      cross safely. The surface of the bridge is covered in        Imprisonment (5) allows you to put a dent in reality
      snow and not slippery. The bridge collapses after 24h,       and seal of a pocket of time and space, imprisoning a
      or if the caster wills it so.                                target unless they save vs. spells. For the imprisoned,
                                                                   time passes but their body requires neither food nor
      Ice castle (5) creates a small castle of ice from a patch
                                                                   drink, nor does it age. Thus, they cannot be
      of snow or ice you're standing on, or expands an
                                                                   resurrected, nor can they be recalled from an afterlife.
      existing one. Every day you may add another building.
                                                                   The prison weakens within a day unless you spend
      Every time the castle grows, its power over the climate
                                                                   10min fortifying it for a year and a day. If you spend a
      in the vicinity grows as well. If you're a long lived elf
                                                                   day fortifying it, the prison lasts for a thousand years
      with a grudge, eventually the castle grows so large
                                                                   unless the seals are broken. Describe the seals and how
      that it's influence causes another ice age with the entire
                                                                   they must be broken for this to occur.
      continent covered in glaciers.
                                                                   Ink (1) turns the air you exhale charcoal black for
      Ice gate (5) weakens the veil between your location
                                                                   20min. Anybody within it is blind (-4 to hit). The
      and Jotunheim, allowing you to shape a permanent
                                                                   blackness quickly spreads 15ft in every direction. A
      passage. You can expand the dark space between the
                                                                   gust of wind disperses it.
      two realms, create a maze of black ice or a palace of
      glass, whatever you want, just as long as it remains         Inner Peace (3) ends all spells active on a target or in a
      connected at both ends. Naturally, the influence of          location; it even suppresses the effect of magic items
      snow and ice grow around the ice gate.
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      and other permanent magic effects for as long as you         trying to reach the celestial bodies have ever returned,
      keep your eyes closed.                                       but who knows.
      Invisibility (2) allows you to turn invisible until you      Light foot (1) allows you to walk for 4h without
      attack a living creature. The spell can be reversed: an      leaving any tracks. You do not sink into snow nor
      invisibility purge dispels all invisibilities within 60ft.   disturb any leaves. The grass does not feel your touch
      Ethereal creatures or people shadow walking are not          and the branches do not snap. You can surprise your
      affected. The purge lingers for 10 minutes.                  opponents on 1–3 in 6.
      Invisible claws (3) focuses your hate into invisible         Lightning bolt (3) strikes any visible foe within 200ft
      claws or blades which whizz through the air, cutting         and everybody standing between you and them,
      skin and flesh wherever they can. Roll an attack on          unless they're very small or lying on the ground.
      anybody within 60ft for every level of yours and deal        Anything within two feet of the bolt is affected and
      3d6 if you hit. No save.                                     takes 1d6 damage per caster level (5d6 minimum),
                                                                   save vs. spells for half damage.
      Javelins of lightning (3) turns ten javelins into javelins
      of lightning. When thrown, these javelins are                Ligning bolt (3) is a javelin of lightning dealing 1d6
      enveloped in chains of lightning and when they hit           per caster level (minimum 5d6) to a target within 180ft
      their target, they deal an additional 3d6 of damage,         and anybody standing between you and the target.
      discharging the lightning. When left unused, the             Targets may save vs. spells for half. Wooden structures
      energy dissipates after 20min.                               like shields, doors or siege engines hit are destroyed.
      Joyful dog (1) gives anybody you touch a flash visions       Like grass (4) allows you to ignore all bludgeoning
      of puppies and happy dogs running around. This               damage and falling damage. If you're hit by clubs,
      vision lifts their spirits and restores 1d6+1 hit points,    hammers, maces, wrecking balls, rocks, or whatever
      up to their maximum.                                         else, you are simply flung aside and tumble and roll
                                                                   like a superhero, undamaged.
      Jump (1) enables you to leap up into the air and land
      safely up to 60ft away. You can also hurl yourself at        Like leaves (4) allows you to enchant an area of 20ft
      enemies and deal double damage on a melee attack as          diameter with up to 20 people in it (you included, if
      you come down.                                               you want) in order to make them as light as dry leaves,
                                                                   and conjure up a strong gust of wind which blows all
      Kill (4) allows you see the life thread of a living target   of them to any place you can see within one mile,
      up to 60ft away and cut it. The target must save             allowing them land safely. Anybody trying to resist
      vs. death or die.                                            must save vs. spells in order to stay. Should they fail,
                                                                   they cannot land safely and take at least 1d6 damage if
      Laser eyes (3) grants your eyes the ability to shoot
                                                                   landing on solid ground, plus 1d6/10ft. falling damage
      laser beams for 20min: one target per round must save
                                                                   for up to 10d6 if applicable (for a total of 11d6
      vs. rays or take 1d6 damage. You can still act normally
                                                                   maximum) and half damage when landing in water.
      in addition to using your laser eyes.
                                                                   Limited shape shift (3) changes you into the animal
      Levitation (2) allows you to defy gravity for 20min.
                                                                   you feel most connected to (and no other). The effect
      Jump up and keep floating up, climb up vertical cliff
                                                                   ends when you will it to end or when you die.
      faces effortlessly, but beware the end of the spell: you
                                                                   Agrimach likes to move around as a wolf.
      take the usual 1d6 per 10ft falling damage if you're
      afloat.                                                      Liquefy (2) makes your jaw grow large, with acid
                                                                   glands, and if you manage to bite somebody in that
      Lies (1) is a simple spell allowing you to tell any lie to
                                                                   very moment, they must save vs. poison or suffer 4d6
      a single person you have eye contact with. Others do
                                                                   acid damage. If they're already dead, you can liquefy a
      not fall for this lie and can try to dissuade the victim
                                                                   human-sized corpse (and drink the goo, if you feel like
      from acting upon their belief but this doesn't change
                                                                   it).
      the fact that they continue believing the lie. Every
      morning, the victim must save vs. spells or continue         Locate corpse (1) allows you detect any dead or
      believing the lie for another day. No save when being        undead within 120ft. You can try and be more specific,
      told the lie in the first place!                             focus on particular attributes of the corpse or even
                                                                   looking for a certain individual if you are in possession
      Light Beam (4) allows you or somebody you touch to
                                                                   of a personal item or a part of their body.
      take one single step and be instantly transported to
      any location you can see. It is said that none of those      Locate creature (1) gives you a supernatural sense of
                                                                   smell for an hour. You can tell what kind of creatures
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      walked over the ground or touched the surface you're      Madness (4) turns the world inside out: up to 60ft in
      sniffing. You can track them. You recognise anybody       every direction is transmogrified in the most terrible
      you've previously smelled with this supernatural          way possible. What is solid is now soft; what was
      sense. You can track creatures if you keep your nose to   meek is now terrifying; what was intelligible is now
      the ground.                                               gibberish; the silence turns to thunder; the light turns
                                                                to darkness. These changes are not symmetrical.
      Lock (1) locks any closed door¹ such that only the        Cluelessness does not turn to cleverness. Lead does not
      caster can open it. Doing so ends the enchantment,        turn to gold. Usually this prevents both speaking and
      though. No amount of force can open such a locked         fighting but does allow anybody prepared for the
      door. Should a fire or earthquake destroy all the walls   chaos to move through the area, maybe grab
      around the door, it would still be locked and             somebody, pass through walls, and so on. Determine
      surrounded by its frame. Digging a hole through the       environmental changes affecting those around you
      walls is probably faster than waiting for the door to rot (1d6): 1. acid rain deals 1d6 per round and dissolves
      and rust away. The reverse, Unlock unlocks any locked organic material; 2. vampire anemones deal 1d6 per
      door that has been locked by mundane means                10ft moved; 3. flying glass splinters blind unprotected
      (obviating the need for strength checks and battle        eyes and deal 1d6 per round; 4. the floor turns into a
      axes). It does not unlock a magically locked door. You    tar pit, save vs. death unless flying and start sinking,
      need to break the enchantment using a stronger spell.     suffocate in 1d6 rounds unless somebody unaffected
                                                                aids you; 5. winds of madness make it impossible to
      Long kiss (2) allows you to kiss somebody and create a
                                                                hold onto anything that isn't securely fastened,
      special bond between the two of you. Both of you
                                                                anything flying not held fast is ripped into the space
      know where the other one is: you can feel how many
                                                                between the realms; 6. flesh melts, skin peels, intestines
      days or hours you would have to walk in which
                                                                balloon, teeth crumble, hair falls, time and death are
      direction in order to meet them. You may cut this bond
                                                                one and deal 1d6 per round (this damage cannot be
      at any time. If you don't, it is permanent.
                                                                healed, it returns at the rate of 1hp/night).
      Long sleep (1) sends one target within 30ft into
                                                                  Magic bow and arrows (1) summons a magic bow +1
      magical slumber. Unwilling targets must save
                                                                  and a quiver with 20 arrows. These last until all the
      vs. spells or succumb. This is a light sleep, so any
                                                                  arrows have been shot, the bow is released, or 20min
      subsequent noise wakes the sleeper. You may specify
                                                                  have passed. The bow cannot be passed to anybody
      when the target wakes. Either way, the spell ends after
                                                                  else.
      a year and a day. At 5th level, the spell no longer ends
      on its own. At 9th level, the spell affects the area 60ft   Magic kingdom (5) enchants an entire region and
      around the target as well, with the exception of the        allows you to create illusions with semi-autonomous
      caster, if so desired. Anybody entering the area must       behaviour for two miles around you: a forest full of
      save vs. spells or succumb. Once asleep, victims do not     grasping roots, a candy land, whatever you want. The
      age, do not hunger, do not thirst, but rest and heal as     limitations on illusions continue to apply, however.
      well as they can.                                           Anybody touching an illusion may save vs. spells in
                                                                  order to see through the illusion. That is why the
      Loud whispers (2) enchants an area as big as a castle
                                                                  easiest illusions to maintain are scary illusions or
      for a day such that whenever you whisper within the
                                                                  unreachable ones, of course. An illusion attacks like the
      enchanted area, your whispers carry everywhere.
                                                                  caster but always has an AC of 9.
      Lunar runes (1) allows you to read and write the
                                                                  Magic message (1) enchants a stone such that under
      ancient elven runes powered by lunar magic for
                                                                  the conditions named it speaks a short message. The
      20min. These runes are usually invisible or hidden
                                                                  conditions named must be such that the caster knows
      within ornaments and other writing. This spell makes
                                                                  right then and there whether they are fulfilled or not.
      the lunar runes glow in a pale light, visible to all.
                                                                  Thus, "when Orland the Wise walks by" is perfectly
      Lunar sailing (5) summons a moon caravel. It appears        reasonable if the caster knows Orland even though the
      within 10min and carries up to 20 people. The moon          stone has no idea. On the other hand, "when the
      caravel can sail through shallow waters and on              assassin of King Gerold the Good walks by" won't
      moonlit nights, it can fly up into the air and cross over   work unless the caster knows who it is.
      into any of the other realms the navigator knows how
                                                                  Magic shield (4) protects you for 2h from any spells
      to find using their star charts. Each chart names the
                                                                  up to the third circle and thus from all elemental
      location and realm it leads to. These star charts are
                                                                  energies such as possessed by dragons: ice, acid,
      therefore quite valuable. Sadly, mastery of this spell
                                                                  lightning, fire. This spell does not protect against poison
      does not automatically grant you access to any star
                                                                  gas. You can suspend the shield to receive beneficial
      charts.
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      spells or to cast attack spells yourself, but this opens         don't recall much, not even the moment they lost their
      you to a counter attack until your get to act again.             mind.
      Mastery of the nine realms (5) transports you and                Mirror passage (4) enchants a mirror such that it leads
      anybody meditating with you for 10min to any of the              to the lands of the Red King, a realm built on top of a
      eight known realms: Asgard (city of the gods), Alfheim           huge, ruined city and ruled by despotic nobles. From
      (elves), Midgard (humans), Myrkheim (dwarves),                   there, any mirror can be used to return to your realm
      Jötunheim (giants), Vanaheim (demons), Niflheim                  of origin.
      (trolls), Muspelheim (salamanders). Nobody knows
      what the ninth ream should be. Perhaps it's the space            Misdirection (4) creates a magical maze protecting an
      between the realms, the astral sea, or the world tree,           area 100ft in diameter from discovery. This area is big
      Yggdrasil. You appear near a big and famous                      enough for a nice camp site or a small house. Anybody
      structures when you move to a new realm. When you                entering the area from the outside without help from
      return to a realm you have been to, you appear where             somebody inside must save vs. spells or pass through
      you last left it.                                                the area without discovering the protected area. They
                                                                       simply see whatever they expect to see around here:
      Melting walls (5) turns stone to mud. This is usually            more trees, dark alleys, corridors and rooms, whatever
      enough to breach almost all city walls. Basically a cube         is appropriate and soon forgotten.
      of 30ft on every side is affected, so if the wall is thicker
      than 30ft, it won't be breached by a single casting of           Mishap (1) is a very small curse on a target within 60ft:
      the spell.                                                       they must save vs. spells or fail their next action, no
                                                                       matter what it is: all their attacks, all their spells, all
      Mind blast (2) turns a silent "boo!" into an                     their movements. If they attempt to do it, they fumble.
      overwhelming panic attack. 1d4 victims must save                 If they try to stab somebody with a sword, they drop
      vs. spells or be knocked out for 10min. Those who                it. If they try to sheathe their sword, they cut
      make the save are still stunned for a round.                     themselves. If they move, they stumble. If they speak,
                                                                       they mispronounce.
      Mind domination (4) blows away all integrity, all
      honour, all resolution, it softens the will and empties          Moon barrier (5) summons a shining barrier lasting for
      the mind. A single target within 60ft must save                  10min and protecting you from all magic including
      vs. spells or be utterly dominated by your mere                  elemental damage and all ranged weapons. You can
      thoughts for 10min. The victim can receive telepathic            only be damaged in melee. You can still drown and
      commands as long as it stays within range and will               you still die if you fall into lava.
      continue executing any commands given even if
      outside that range. No common language is necessary.             Moon blade (5) summons a shining blade of holy fire
      Mindless creatures such as most undead are immune                (+5 to hit, 2d6+5 damage) lasting for 10min.
      against this spell.
                                                                       Needles and puppets (1) is the art of making and
      Mind meld (4) allows you to bond with another being.             enchanting little puppets made of straw and twigs and
      If they are unwilling, they are granted a save vs. death.        bits of cloth and lock of hair. Within ten minutes you
      If you succeed, the two of you share a bond that goes            can enchant the puppet such that it mimics the actions
      deep: feelings, visions, individual words. The bond is           of the person whose hair you used: when they dance
      permanent until you replace it by another. Spells that           the puppet dances, when they fight, the puppet fights,
      affect just you may affect the other person instead, if          and when they talk, the puppet yaps. Once per day
      you so wish. Distance does not affect this bond.                 you can stab the puppet with a needle the owner of the
                                                                       hair takes 1d6 damage. When reduced to zero hit
      Mind reading (2) allows you to read one other                    points, they must save vs. death or die. You can
      person's mind as soon as they look into your eyes. This          enchant as many puppets as you have levels. If you
      lasts for 20min. Lies are impossible. A victim may save          enchant more, the older puppets gain independence
      vs. spells to realize what is going and and to hide their        and run away, trying to warn the owner of their hair.
      thoughts. Nobody can hide the fact that they are
      hiding their thoughts from you, however.                         Network (4) allows you to tap into the network of
                                                                       living spiders all around you. Any spider within two
      Mind rot (1) confuses a target within 60ft for half an           or three miles in any direction can be contacted by you
      hour. They don't remember what they were doing,                  by simply projecting your mind, sending back the
      they don't remember their name, their friends, their             things they can hear and see. You can understand the
      enemies, their spells, the books they've read. Their soul        words spoken and read written messages even if the
      is still here, their feelings are unaffected. But it's hard to   spider whose sense you are using cannot. It is hard to
      act coherently if all you know is how you feel about             project your mind into the void, looking for things you
      people and situations. When the spell ends, the victims
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      don't know. You must know the location or person or          Paralysis (2) affects one person within 30ft; they must
      object you're interested in, for this spell to work.         save vs. spells or be unable to move for 1h as they
                                                                   experience death, burial or the pyre, worms gnawing
      Night vision (2) grants you and your pack (up to             at their bones, flames eating their face and the crushing
      twenty people) the ability to see 60ft in moonlight or       weight of the earth. Paralyzed victims drop everything
      starlight. The only place your eyes still cannot             they are holding and collapse.
      penetrate is the absolute darkness underground.
                                                                   Part water (4) allows you to travel through any body of
      No brainer (4) grows four facial tentacles for 20min.        water by parting the water. No matter how deep the
      On your next melee hit of creature with a skull no           ocean, you can travel along the sea floor. The partition
      larger than a human, you deal no damage but grapple          holds for as long as you concentrate. Anybody caught
      with your arms and facial tentacles. On every                in the water when the partition collapses must save
      subsequent hit, your victim must save vs. death or           vs. death or die. If they cannot swim or if they are
      have their brains destroyed by tentacles forcing their       wearing metal armour, they must continue saving
      way through nostrils and eye sockets.                        every round.
      Observation (3) gives you the power to observe what          Passage (3) enchants a closed door such that opening it
      somebody is doing, no matter where they are, if and          creates a portal² to another, known door in the same
      only if you can eat a little bit of their hair. The target   realm. The portal remains active until the door is
      must save vs. spell in order to notice the strange           closed.
      presence in their mind. If they do, they may defend
      themselves with mind-affecting spells such as charm          Permanent darkness (2) with a radius of 60ft; anybody
      person, mind blast, mind reading, mind rot, or warp          within it is blind (-4 to hit, no targeting of spells). If
      mind.                                                        you target somebody directly, the must save vs. spells
                                                                   or be blinded.
      One thousand fists (2) gives you three melee attacks
      per round for the next 10min.                                Permanent starlight (2) catches the surrounding light
                                                                   and liquefies it, and then it freezes the liquid light into
      Ooze (2) is a very limited shape shift. You can turn to a    a crystal which continues to shine for a hundred years.
      very slow moving ooze (AC 9 MV 3) and flow through
      the smallest cracks – but very, very slowly. The effect      Phase walk (3) allows you to see the maze of
      ends when you will it to end or when you die. You can        crisscrossing lines connecting the realms and with one
      pick any colour but you don't gain any special abilities,    step, you can cross over to any of the eight known
      cannot speak and cannot damage anybody. You can              realms: Asgard (city of the gods), Alfheim (elves),
      suffocate a helpless person.                                 Midgard (humans), Myrkheim (dwarves), Jötunheim
                                                                   (giants), Vanaheim (demons), Niflheim (trolls),
      Open mind (4) opens your mind to the warp and the            Muspelheim (salamanders). You appear far from any
      howling voices of demons from that void between the          watchful eyes but near a building. You can bring along
      realms. They speak of terrible secrets that will drive       whatever you can carry, i.e. one other person.
      any mortal mad. You have but a few moments to
      search for answers: ask a question and save vs. spells.      Plague touch (2) turns you into a rotting half-corpse
      If you fail, descend into madness for half an hour. This     for an hour. Your skin starts peeling off, there's pus
      is why others often think it best to tie down and gag        and other fluids, the smell is dreadful, and worst of all:
      anybody about to open their mind to the warp! If you         it's contagious. Anybody you touch must save
      make the save, you receive an answer to your question.       vs. poison or contract the same rotting disease. You
      Note that the future is unknown and remains obscure          loose half your hit points and don't regain them when
      even to the demons from beyond the pale.                     the spell ends. Other victims you infect loose all their
                                                                   hit points but one within ten minutes and don't
      Outgrowth (2) allows organic matter to grow from             recover unless they undergo a week-long purification
      your body: moss, mushrooms, grass, fur, horns, claws.        ritual involving a lot of bathing, fuming and changing
      You can use it to achieve perfect camouflage if you're       of bandages.
      immobile, to give off a flowery scent, or to grow fruit
      for somebody else to eat. You can command things to          Plant growth (4) turns a 60ft × 60ft area of bushes or
      grow for ten minutes and once grown, these things            trees into a magical thicket in an instant. Machetes or
      stay until you cut them off manually. It takes two           something equivalent will be required to traverse this
      weeks for last traces to disappear.                          undergrowth. The spell can also be used to magically
                                                                   enhance larger trees, turning them into majestic
      Paralysing punch (3) is a strike with your flat hand         towers, able to carry the weight of a large and
      which paralyzes the victim for a minute. You must still      beautiful tree house, or it can be used to grow trees
      roll to hit. No save.                                        into magical wooden river barges, or similar wooden
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      structures. When dispelled, the material loses its           Psalm of the Beast (4) tames dangerous beast and
      magical hardiness but doesn't immediately turn to            befriends monsters unless they save vs. spells. You can
      dust. The thorns lose their sting, the wood loses its fire   tame as many hit dice as you have levels (at least 7). If
      resistance, its imperviousness to salt water.                you mistreat the victims, they may retry to save
                                                                   immediately. Otherwise, if treated with benevolence,
      Poison (4) instantly kills a victim touched unless it        they may retry their save after a week. Those who
      saves vs. poison. This spell can be reverted to neutralize   make the save start to recover gradually, so an
      a poison, bringing back anybody who died of a poison         observant spell caster can identify the troublemakers
      within the last minute and making them immune to             and charm them again.
      poison for the next hour, allowing them to survive an
      oncoming cloudkill, for example.                             Puppet master (3) allows you to create a puppet of
                                                                   another person, if and only if you have a bit of their
      Portal (5) enchants a closed door such that opening it       hair. This puppet is linked to the owner of the hair.
      creates a portal² to any unused door anywhere in the         Attach some strings to the puppet and you can control
      nine realms. You can specify a building or a person          the movements of the other person. You cannot make
      and the portal created will connect to the nearest           them drop something, or pick something up, or say
      unused door. These doors are usually in deep cellars,        something, or eat or drink something, but you control
      attics, ruins, dungeons, sewers and the like. The portal     their arms and legs. You can make them jump, dance,
      is permanent until dispelled.                                fall over, crawl. Anybody who can see invisible things
                                                                   can see and follow the strings that connect the puppet
      Possession (5) allows you to transfer your soul into a
                                                                   to its master.
      gem and from there you make take possession of
      victims within 120ft. They must save vs. spells or their     Rain of fire (5) opens a storm gate to Muspelheim, the
      soul exchanges places with your soul: they end up            realm of eternal fire. For a minute, a great roaring can
      imprisoned in the gem and you end up in control of           be heard overhead and soot and ash fills the air,
      their body, keeping your intelligence, wisdom,               followed by 10min of liquid fire raining down, dealing
      charisma, level, class and alignment but getting the         1d8 per round, setting all wooden structures on fire,
      new host's strength, dexterity, constitution, hit points     killing everything that is not protected by a stone roof
      and all their abilities except for their spell casting       or impervious to fire. An area as large as a village can
      abilities. If the gem remains within 120ft, killing the      thus be levelled. Flying creatures immune to fire can
      host simply forces your souls to switch places again, so     use this gate to cross over into Muspelheim.
      their soul dies with their body where as you are back
      in the gem, ready to possess another body.                   Raise dead (5) brings a corpse back to life if they have
                                                                   died within the last seven days. It must not suffer from
      Prayer for Help (5) summons an archon, a warrior             fatal conditions or it simply dies again (decapitated,
      angel (HD 6 AC 1 1W8 MV 15; immune to non-magical            broken spine, that kind of thing). You need to touch
      weapons; can see in the dark; can shape change into a        the corpse and it takes about 10min to animate. This
      dog at will; can sing the Song of Truth at will, can         usually involves the appearance of an angel of death
      recite the Mantra of True Intent at will, and can use the    dragging the kicking and screaming soul back into the
      Light Beam at will). This angel supports you for a           living world.
      particular task as long as your intent is sincere and
      serves the law.                                              Raise stone (2) allows you to slowly raise a boulder as
                                                                   big as a carriage from the ground. Possible uses
      Protection from cold (2) protects you from ice storms        include blocking vehicles, creating a rampart, building
      and natural cold weather for 2h. If you are hit by a         a bridge, or rolling downhill. It is easily avoided by
      cold attack, you automatically take half damage. If a        individuals under most circumstances.
      save grants you half damage, you only a quarter
      damage.                                                      Read magic (1) allows you to read and use scrolls.
      Protection from hail (3) protects you from missiles of       Realm (5) enchants a closed door such that opening it
      all sorts for 2h. Arrows, bolts and sling stones cannot      leads to a little pocket realm, enough space for a
      pierce this shining shield, but rocks thrown by giant or     building, a little land, some sky, a light above,
      spells still break through the barrier.                      breathable air, and everything else. Anybody casting
                                                                   this spell gets their own little realm. If you cast the
      Protection from harm (1) covers you shining armour           spell again, you can reshape your realm at your will
      made of solid sunlight granting you AC 4 against             with godlike powers or change the door that leads to
      melee attacks and AC 2 against ranged attacks. This          it. You cannot have more than one such realm and one
      magic armour weighs nothing and allows you to                such door leading to it.
      swim. The spell lasts for 2h.
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      Recoil (1) turns you briefly into a horrendous monster      vs. spells to avoid being scryed upon. Either way, they
      in the eyes of anybody within melee range; anybody          feel watched.
      who sees you must save vs. spells or recoil in horror
      and be stunned for one round. To be stunned means           Sea of fog (3) calls forth the fog spirits from a small
      that you cannot move and you cannot attack, but             lake or a larger body of water. Within an hour, the fog
      opponents must still roll to hit. To recoil means to take   can cover an area so large it would take somebody half
      an uncontrolled step back.                                  an hour to cross from one end to the other. This is
                                                                  large enough to fill the streets of a town, conceal a
      Regrow (3) regrows lost limbs. All limbs look like dark     harbour, hide a reef, or cover a valley. Within the fog,
      tentacles of the appropriate size, however. This            visibility is limited to a few feet.
      automatically closes all wounds and stops all bleeding.
      The tentacles have a bit of autonomy and cannot be          Servant (2) creates a magical servant of your devising,
      commanded to hold completely still. They are always         just for you. It can be a dead body given ghoulish life,
      exploring, grasping, holding on to things and picking       a zombie, a talking crow, or an owl, or a dead knight,
      up things. These tentacles can wield anything a human       anything like that. If the servant is at least as large as a
      hand can wield.                                             child, it can fight: HD 2 AC 9 1d6 MV 9. It might even
                                                                  wield a weapon and wear armour, if suitable a weapon
      Restore faith (1) heals 1d6+1 points upon touching the      and armour can be found.
      target
                                                                  Shadow blast (3) opens a rift to the plane of shadows
      Return (4) allows you to create a silver thread that        and from it pours a fetid wind of some strange
      leads you and up to three others to a destination you       substance that grows cobwebs and shrouds as it blows,
      have been to before. The thread leads through               and anybody caught in it must save vs. spells or be
      wrinkles in the barrier between the realms and thus         blinded, deafened and stunned for a minute. An area
      effectively allows you to reach any destination in any      about 20ft wide and 300ft long is caught in this storm.
      of the known realms with no more than a dozen steps.        To be stunned means that you cannot move and you
                                                                  cannot attack, but opponents must still roll to hit.
      River travel (4) enchants a ship to travel up or down a
      river for up to 20mi, in but a moment, like a ghost,        Shadow passage (4) lets you travel through the
      unseen but felt as a passing cold dread by people near      shadow lands and take ten companions with you. You
      the river.                                                  can safely travel this way up to one hundred miles
                                                                  during the night or while you are underground. For
      Rock swim (3) allows you to dive into the rock like a       every extra hundred miles everybody on this trip must
      fish and "swim" for 10min and to glide through the          save vs. death or be lost in the shadow lands.
      earth up to 1000ft. If the spell ends while you're still
      gliding through the earth, you suffocate and remain         Shadow step (2) allows you to step into the featureless
      stuck forever.                                              shadow realm and move up to 30ft. This allows you to
                                                                  pass through walls, doors, ceilings and across chasms.
      Rock throwing (3) allows you to pick up large rocks
      and throw them for 20min like giants do: roll to-hit as     Shadow walking (4) is the art of opening a passage to
      you would, deal 3d6 on a hit, no save.                      the plane of shadows, a place where an endless
                                                                  labyrinth of ruins open to a dim grey sky above and a
      Rope command (1) allows you to command up to 50ft           liquid darkness suffocates any travelers. Every hour
      of rope for 10min. It can slither like a snake, knot and    spent on this plane costs a point of strength, but if you
      unknot, trip people passing over it, and so on.             know where you want to go, every hour travelled here
                                                                  takes you a hundred miles in the real world. You and
      Scream (2) fills the air with an unbearable screech that
                                                                  your companions emerge in a dark and murky place
      causes the eyes and ears of mammals to bleed,
                                                                  near your target destination. You may take as many
      blinding them for two rounds (-4 to hit) and prevents
                                                                  people with you as will come but any whose loyalty is
      speaking and spell casting.
                                                                  not certain must make a morale check or refuse.
      Scrying (3) is the art of seeing far away places in the     Strength lost recovers at the rate of 1/day.
      flames and smoke of a big fire. Stare into the flames for
                                                                  Shadows (1) reinforces the terrors of the night. When
      ten minutes, open your third eye, send your spirit to
                                                                  the sun has set or underground, all shadows deepen,
      far away places and report what you see. You can only
                                                                  all light grows dim, the grows cold and fear begins to
      see what your eyes could see if you where there. No
                                                                  spread. Units within 60ft must make a morale check or
      other sense is available to you. You must know the
                                                                  retreat. Individuals must save vs. spells or stay put,
      location or the person you want to see. If you are
                                                                  fearful of attracting the attention of whatever lurks in
      looking for a known person, the target gets a save
                                                                  the darkness. The sound of combat dispels the effect.
                                                                  Otherwise it holds for as long as you concentrate on it.
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      Your concentration holds as long as you don't attack,        Silent paws (2) grants you and your pack (up to
      cast a spell, or take damage.                                twenty people) the ability to run silently for 8h, if and
                                                                   only if you're not wearing metal armour.
      Shape change (4) allows you to change your shape.
      You get all the physical and none of the mental abilities    Silk (1) allows you to weave up to 50ft of spider silk
      of your new shape: basically you get the new looks, the      rope out of thin air. At night, it allows you to catch
      movement, the AC and the natural attacks. If your new        moonlight and weave the finest silk from it. A square
      shape can fly, so can you. If it can breath under water,     up to 50×50ft of cloth can be created: nets, sails,
      so can you. If your new shape can't speak, you cannot        curtains, you name it.
      cast spells. If the creature you changed into can
      breathe fire, you still cannot: You don't get any magical    Siren song (1) gives your voice power over people: a
      abilities with the new shape. If you change into a           single target must save vs. spells or be charmed when
      monster, it may not have more HD than you have               you address them. To break free, victims save again
      levels. If you are a level 9 caster and turn into a          every day if their intelligence is 13 or better, every
      dragon, for example, your stats change to the stats of a     week if their intelligence is average, or every month if
      blue dragon: AC 0 1d8/1d8/3d10 MV 24 (flying). You           their intelligence is 8 or lower. While charmed, victims
      keep your hit points and to-hit scores since your class      treat you as their best friend. Once victims break free,
      doesn't change. You return to your natural shape when        they remember everything they did and if they did
      you loose consciousness.                                     anything they would not have ordinarily have done,
                                                                   they react with shame and anger. Charms usually
      Sharing (4) allows you to grow a shared                      cause severe emotional distress!
      understanding with anything alive within 150ft and to
      maintain this contact with the area for a day: to hear       Sleep (1) puts 2d8 HD of creatures to sleep. It works
      what all the plants can hear, to see what all the animals    on friend and foe alike, so it cannot safely be used
      can see. Intelligent beings in the area must save            against foes in melee. Lower hit dice and lower hit
      vs. spells or share just like everybody else.                points are affected first. No save. Creatures with more
                                                                   than four hit dice are immune.
      Shatter (4) is shout of such terrible power that it breaks
      walls up to a feet thick and smash all wooden                Slipstream travel (4) turns you and anybody else
      structures within 10ft, and when shouting at                 within 10ft into a magical dust that can follow any
      somebody in particular, the target must save vs. death       living thing as it moves through air or water for as
      or die.                                                      long as you want. Usually, this is used to transport a
                                                                   group of people using birds.
      Shield (1) gives you AC 3 for 2h as you can deflect
      blows and missiles using your bare palms.                    Slow time (4) allows you to act four times while time
                                                                   around you slows to a crawl. Spells cast into slow time
      Shield wall (1) summons the broken palisades and             and attacks made in slow time take effect as time
      splintered shields from the battlefields of Asgard to        speeds up again.
      create a wooden wall 30ft wide and 6ft tall. Breaking
      down this wall requires ten minutes with axes or a           Song of Renewal (5) heals all wounds, even the fatal
      battering ram, and even longer using fire. The wood is       ones, it regenerates lost limbs and it mends broken
      otherwise permanent.                                         bones. The only thing it doesn’t do is revive the dead.
      Silence (2) prevents any sound from originating              Song of Truth (4) prevents anybody that hears it from
      within 15ft of the target (usually a stone, up to 180ft      speaking a lie while the song continues. Once started,
      away). Targets may attempt a save vs. spells to avoid        anybody can continue singing it, extending its
      the effect. This would prevent them from moving out          duration.
      of range. Nobody can speak or cast spells within 15ft
                                                                   Song of speed (3) enables a target to move twice as far,
      of the target. As outside noise still enters the bubble of
                                                                   attack twice as often, cast twice as many spells per
      silence, victims may not immediately notice that they
                                                                   round, for 10min, as long as you keep singing softly to
      have been silenced.
                                                                   yourself. When singing, you can't cast any other spells
      Silent message (1) allows you to send a short message        yourself.
      and receive a short answer without speaking any
                                                                   Song of the water dragons (1). Every river has a water
      words. The recipient has to be within a mile. The
                                                                   dragon protecting it. Singing this song summons the
      message does not involve any mind reading so you
                                                                   dragon: HD 9 AC 0 1d8/1d8/3d10 F9 ML 9 MV 24 XP
      still need to share a common language, and replying is
                                                                   3100; lightning bolts for 9d6, save for half. The dragon
      optional.
                                                                   speaks the language of the locals but is not interested
                                                                   in performing any services. It is always interested in
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      acquiring more treasure, though. Unless you strike a       ground or a wall! They can no longer be surprised. In
      deal, the dragon takes the treasure of anybody present     addition to that, their heads grows six extra, sleepless
      for the mere act of calling it.                            eyes. This allows them to see in all directions, and to
                                                                 see additional colours like jale and ulfire. These eyes
      Sorcerous fumes (4) calls forth boiling fumes from the     grant no mechanical benefits. The spell ends and the
      and sends them rolling in any direction you want at        eyes disappear back into their surrounding flesh after
      10ft per round. Anybody caught in these fumes must         half an hour.
      save every round vs.~spells or fall unconscious as their
      mind is taken into sweet dream lands. If unconscious       Split the ground (4) allows you to smash your fist into
      in water, drowns immediately.                              the ground and split the earth. A fissure opens within
                                                                 seconds, and it keeps growing longer and wider while
      Speak (3) allows you to speak to any intelligent           you concentrate. If you stand in front of people and
      creature and understand what it is saying. For the         you want the fissure to open underneath their feet, it
      purposes of this spell, anything with a name is            will. Anybody within 60ft must save vs. death or fall,
      assumed to be intelligent enough to speak.                 taking 8d8 damage. If you have the time, you can turn
                                                                 a peninsula into an island, or ruin a city, and if you're
      Speak with animals (2) allows you to converse with
                                                                 immortal, you can split a continent.
      animals of a particular species for 20min. A reaction
      roll might still be necessary because the animals are      Stone fist (1) raises your strength to 18 for 10min: +3 to
      not automatically charmed.                                 melee attacks, 1d6+3 damage, smash doors on a 1–5 in
                                                                 6.
      Speak with skulls (2) allows you to reach through
      time and space into the afterlife and contact the souls    Stone growth (5) calls forth the Bones of the Earth and
      that inhabited the skull you are holding. The              bends them to your will. Long columns of stone rise
      conversation continues for as long as you keep talking.    from the ground all around you and bend and twist as
      The soul is not necessarily friendly and cannot be         you like. If you use these to fight, you now have two
      charmed.                                                   melee attacks dealing 3d10 each and a reach of 60ft.
                                                                 After 10min these columns solidify and turn into a
      Speak with stones (2) allows you to talk to rocks for
                                                                 fantastic stone sculptures, towers, dams, or whatever
      20min. Sadly, their perspective is limited by their rock
                                                                 else strikes your fancy. You can keep growing
      nature. They may report things they heard or saw (if
                                                                 structures like that and build a mountain, if you have
      there was light), their memories go back a long time,
                                                                 the time.
      but they can't tell individuals apart and their sense of
      time is confusing at best.                                 Stone skin (3) turns your body to some sort of weird
                                                                 stone material: impervious to cold, fire, poison, and
      Speed (3) doubles your actions every round for half an
                                                                 your AC goes down to 0. Also, you can no longer swim
      hour: move twice as fast, attack twice as often. You
                                                                 and you still need to breathe, so good luck with that.
      can't cast twice as many spells because timing is
      important.                                                 Summon ghoul (2) summons¹ a diminished lord of the
                                                                 earth, a ghoul; when you cast it for the first time, a
      Spell warp (4) disrupts magic around you. For up to
                                                                 special bond is created between you and particular
      10min and as far as 60ft, reality is visibly changed:
                                                                 ghoul. Future castings of the spell keep summoning
      spiders crawl from their hiding places, mushrooms
                                                                 the same ghoul. There can only ever be one such
      grow, snakes hiss, roots writhe, leaves curl, buildings
                                                                 ghoul. It follows your commands but would love
      groan, flowers bloom and die, spells cast fails
                                                                 nothing more than to eat you alive. Through
      spectacularly, magic effects are diminished, magic
                                                                 unspeakable acts anybody it seduces and kills rises as
      items screech and howl, all benefits are lost for the
                                                                 a free ghoul within 24h. HD 2 AC 6 1d4/1d4/1d4 +
      duration of the warp.
                                                                 paralysis F2 MV 9 ML 9; aura of fear and limited shape
      Spider climb (1) turns yourself or somebody you            shift at will.
      touch into a half spider centaur for 10min. With your
                                                                 Summon kraken (5) summons a giant kraken from the
      spider legs, you can climb along any solid surface or
                                                                 depth of the sea. HD 12 AC 4 8×2d6 F6 MV 9 ML 10 XP
      rope. With your spider silk gland, you can secure
                                                                 1200; anybody hit must save vs. death or be flung
      yourself against falls when jumping.
                                                                 through the air. On land, take an additional 2d6
      Spider senses (2) allows you to enchant a target such      damage. On sea, fall into the water. When in the water
      that they are able to locate the smallest vibrations       wearing metal armour, save vs. death every round or
      within 100ft using their fingertips. Anytime they touch    drown.
      the ground or a wall, they can pinpoint living
                                                                 Summon living storm (5) conjures an elemental,
      creatures in range – as long as these also touch the
                                                                 usually the air elemental called Angry Whip: HD 16
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      AC -2 3d8 F16 MV 36; plus 1d8 vs. flying creatures;          180ft long and 5ft wide dealing 1d6/level (minimum
      requires a save vs. death to approach; immune to non-        5d6) to anybody along its way, save vs. spells for half.
      magical weapons; attacks summoner and remains on             The light is reflected by large mirrors at least 5ft tall
      this plane if the conjurer's concentration fails.            and can be directed back at the caster or other targets
                                                                   within range.
      Summon ursine soldier (4) summons an unwilling
      armoured polar bear to join a fight: HD 6 AC 5               The Mantra of True Intent (2) allows you to you to see
      1d6/1d6/2d6 MV 9; an extra 2d8 if both claws hit.            the true intent of everybody within 60ft of you for 1h
                                                                   as a grimace on their faces. Whether they intend good
      Summoning a lord of fire (4) summons an ifrit from           or evil, their faces reveal to you their true intent as a
      Muspelheim.                                                  beatific smile or as a spiteful scowl.
      Summoning gate (4) opens a calling portal to one of          The Prayer for the Light of Truth (2) enchants an
      the nine realms and forces a native into your present        object to emit the light of truth. The effect is permanent
      realm. Such a native could be a troll, valkyrie,             until ritually defiled using blood and excrement or the
      doppelgänger, elven noble, demon, naga or similar            like. With 30ft, one must save vs. spells or visibly
      (usually around HD 6). Anybody casting this spell gets       hesitate for a round before committing an evil act such
      their own little ally. They stay for an hour before          as telling a lie or attacking. Visibly hesitating before an
      fading away. If they are killed, the spell has no effect     attack prevents surprises and backstabbing. The aura
      for a week and then it will have latched onto a new          of peace and benevolence is palpable.
      ally.
                                                                   The Psalm of the Loyal Soul (1) turns a humanoid
      Sun chariot (4) summons a flying, flaming, scythed           into a standfast friend of yours for a day (no giants, no
      chariot dealing 2d6 to anybody you ride past. It holds       undead, no plantlings and the like) unless they save
      three people. The chariot is yours to command for 8h.        vs. spells. If you also treat them as your best friend for
      Its movement rate is as fast as a wolf (MV 18).              a day, then the friendship continues as if it had always
                                                                   been thus. If you are separate, the spell wears off after
      Telekinesis (4) gives you power over matter and
                                                                   half the time: if you have been best friends for a week,
      gravity: fling rocks around, tear up the ground, rip
                                                                   the target remains your best friend for three more
      open windows, crush everything. A volume of matter
                                                                   days. After that, old suspicions and negative feelings
      as big as cart (up to 20 humans) can be moved and
                                                                   might return. If you betray the friendship,
      thrown up to 200ft. When targets are hit by flying
                                                                   disappointment and rage replace the void you left in
      debris, or when targets are flung into solid objects,
                                                                   your target's heart.
      they take 1d6 damage per caster level (i.e. at least 7d6),
      save vs. spells for half. If dropping rocks on a target      The Song of Battle (3) enchants a sword pommel you
      from high above, the usual 1d6 damage per 10ft               must hold into a two-handed sword made of white
      applies (i.e. at most 20d6), save vs. spells for half.       light that lasts for as long as you proudly sing the
      When living things smash into other living things,           song. It can cut through steel but cutting through a
      damage is split between the two (e.g. 20 humans              vault might take 10min. Against a living being it deals
      dropping on a group of 20 humans from 200ft means            2d6 damage.
      40 humans take 10d6 damage, save vs. spells for half).
                                                                   The Song of Hope (1) summons a soft light in the
      Teleportation trap (3) creates subtle changes in the         darkness, covering anything within 15ft of the caster.
      configuration of space such that a group of people           To stand in the light is to be protected from fear and
      nearby is teleported elsewhere within 200ft without          madness. The light follows the caster for 2h. When
      them noticing it. If the group of people stretches for       anybody within the light is attacked, the light flares up
      more than 60ft (a line of twenty people), then the trap      and blinds enemies of the caster (-4 to hit).
      does not trigger. The trapped area radiates faint and
      harmless magic.                                              The Song of Life (1) summons sunlight to shine on
                                                                   anything within 30ft. The undead cannot enter this
      Tentacles (2) pulls water up and turns your two arms         light, and if they do, they are stunned for a round
      into watery tentacles with water drawn from a nearby         (they can move but no longer attack), and if they do
      source. This gives you two melee attacks per round for       not leave the area of effect on their next turn, they are
      1d6 damage each. At level 5 these arms can grow up to        now helpless (and can be killed with one blow). The
      30ft long.                                                   undead can still hurt the people inside the light using
                                                                   magic or ranged weapons, of course. When the spell it
      The Hymn of the Sun (3) calls forth the punishing
                                                                   casts the light grows quickly, but not quickly enough
      power of pure light. Raise your arm and a small gap in
                                                                   to trap any undead within range in the light. The light
      the fabric of the world between your palms opens and
                                                                   is immobile.
      a burst of sunfire blasts everything in a straight line
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      Time stop (5) freezes everything into place. Your arms       effect must save vs. spells if they want to avoid the
      are still free to act for as long as you like. Combine       transposition.
      with bend space and extra hands for maximum effect.
      Spell effects cannot leave your presence and all go off      Tree jump (2) allows you to step into any tree and out
      around your head when the spell ends.                        of any other tree within 100ft, up to ten times in ten
                                                                   minutes.
      Time thief (5) allows you to send your sense into the
      immediate future for a day and a night, giving you a         True words (2) allows you to look into the eyes of
      chance to react appropriately, once per turn or once         people and read their feelings, see their imaginations,
      per fight: if anybody at the table announces an action       and hear their thoughts unless they save vs. spells.
      or an event, you get two immediate, extra rounds to          These secrets are revealed to you across all language
      act in. If you are surprised, you lose one round, just       barriers. In order to learn something specific, the target
      like everybody else. The round you lose can be one of        must also think about it. How you make them do it is
      these extra two rounds, however.                             up to you. The target will know that you are there
                                                                   inside their head.
      To dust (4) transforms you and all you designate
      within 10ft into dust. Unwilling targets must save           Unbound (5) frees you from the world's shackles. No
      vs. spells or be turned to dust. If a wind blows, the        barrier can hold you, nothing can touch you; you can
      dust is picked up and settles in a neighbouring region.      move through your current realm by a thought alone.
      Roll a die to determine the current wind direction           This means that you still need to know the way in
      when it has not been established. Use a d10 to               order to get to your destination, but if you don't care
      determine where you are being blown: 1 = North, 3 =          about the destination, you are truly free. Not even
      East, 5 = South, 7 = West, 9 and 10 = nowhere. Use a d8      gravity can touch you. Sadly, the passage of time
      when using a hex map. If you are blown out to sea,           remains unaffected.
      you are all going to drown, so don't do that. If there is
                                                                   Vacuum (5) is the spell to end all life. Cast it, and a
      no wind, you can call up a gust of wind to blow the
                                                                   black sphere of utter cold spreads around you,
      dust for 60ft in a particular direction. There, you can
                                                                   growing at 30ft/rd up to 300ft. Inside this sphere, the
      lie in dust form for up to 8h.
                                                                   cold is so absolute the air itself freezes and falls like
      Transfer (5) allows you to exchange minds with a             snow. This is the cold vacuum of outer space. Any
      creature you are holding in your arms. Your brains           living thing except for you must save vs. death every
      must be similar enough for this to work. This is most        single round or die. You can see up to 10ft inside the
      likely limited to other humanoids of your approximate        sphere. You may move up to 30ft/round and uphold
      size. This effect is permanent.                              the sphere although it won't grow while you move,
                                                                   thus the edge never travels faster than 30ft/round. The
      Transmigration (5) allows you to leave your body and         spell ends when you decide to no longer uphold it or
      transfer your soul into arthropods of any kind: insects,     when you are in danger: if you take damage or when
      spiders, crabs, no matter how big or small. You can          you roll a saving throw. When the spell ends, the
      spread your consciousness into many of these                 sphere starts shrinking at 30ft/round until it
      creatures and reassemble as large as your original           disappears. You may cast no other spell while
      body but made up of this vermin. In this form, you can       upholding the spell.
      deal 1d6 damage every round to a living creature and
      replenish any killed members from the environment as         Vanishing (4) creates a link between you and your
      thousands of vermin stream towards you. The only             current location. With a simple thought you may
      thing that can effectively kill you is an area effect such   instantly teleport yourself and anything you are
      as fire, water, ice, poison gas or lightning. You can        carrying back to this location. This link remains until
      hollow out a dead body about the size of your original       triggered or until replaced by another such link. It
      body and take it over for a day. Beyond that, it gets        doesn't matter where you are in the nine realms: this
      difficult to hide the discolorations, the bad smell and      link brings you back. For the purposes of this spell,
      the writhing vermin beneath the dead skin. Your              assume that you can carry another person, maybe two
      original body will die within a day unless it's cared for    if they are as small as a child, like halflings or dwarves.
      by somebody. Then again, if it dies, who cares. You're
                                                                   Visiting the afterlife (2) enchants the sleep of a person
      practically immortal, now.
                                                                   touched such that they can visit their heart's desire in
      Transposition (5) allows you to move yourself and all        the afterlife – a deceased loved one, for example. Their
      the objects and creatures within a hundred paces with        soul spends two hours in this realm, be it Asgard or
      you into another realm. This is how an entire castle can     Hel while their body is caught in a magical slumber
      be moved to a different realm. The transition takes a        from which nothing can wake them. Unwilling targets
      few moments so anybody at the edge of the area of            get a save vs. spells before succumbing.
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      Voice of the master (4) dominates a creature to serve      another demon steps through. These demons want to
      you. You need to speak a language it understands for it    destroy and kill, and as long as you can offer that,
      to obey specific commands. If you don't, you are           they'll follow your command. When you stop,
      limited to whatever you can convey without words.          however, the demons don't disappear.
      The spell lasts for 10min.
                                                                 Warp mind (3) tears at the barriers between the realms
      Voice of the ruler (1) convinces a person that that        and these vibrations and the glimpses of the void are
      hears you that you are to be obeyed unless they save       so terrible that they shatter the minds of many:
      vs. spells. This servitude continues as long as you        anybody within 60ft must save vs. death or go stark
      want. Victims are granted a new save every week and        raving mad for half an hour. Victims attack random
      whenever they are forced to do anything that they          targets!
      really hate to do.
                                                                 Water breathing (3) allows one target to breathe
      Wait (4) allows you and up to twenty companions to         underwater for one day. While breathing underwater,
      enter a special trance that removes your bodies from       you can speak the languages of all marine creatures.
      the time stream. Your minds still observe the spot
      where you entered the trance, but nothing can affect       Water walking (1) enables a target to walk on liquids
      you unless you want to return into the world. No time      for 20min. Usually, this means water, but it might also
      passes for you, but you can spend centuries outside        be lava or quicksand. This spell does not protect
      the time stream.                                           against the heat or noxious fumes.
      Wall of fire (4) creates a stationary wall of fire 300ft   Water way (3) allows you to redirect a flow of water 5ft
      wide, 30ft high and 10ft deep. This is enough for a        wide within 300ft. It will even flow through the air for
      circle with 50ft radius. No animal will cross it and any   as long as you concentrate. Anybody can swim
      other creature doing so takes 2d8 points of fire           through the air in the floating water. Even small
      damage. This wall lasts for 20min or until dismissed.      canoes and the like can travel along these redirected
                                                                 water ways.
      Warp flesh (4) slashes at the barriers of the realms and
      allows these vortexes of madness and mutation into         Wave (1) moves a body water such that a wave 10ft
      the world, transforming flesh and bone: Anybody            high forms and moves in any direction you want. If
      within 60ft must save vs. death or undergo terrible        you can, you may surf on it. If the wave crashes into
      mutations: roll a d12 and replace arms with tentacles      land, it deals 2d6 damage to anybody within 20ft. The
      (1) or claws (2), unable to hold anything but doing 1d6    wave keeps moving as fast as a human can run for as
      damage; replace legs with tentacles (3) or flippers (4),   long as you concentrate.
      allowing you to swim but not to walk; replace lower
                                                                 Web (3) allows you to fill a 10ft cube with sticky spider
      half with the body of a giant spider (5), allowing you
                                                                 webs. You need surfaces to anchor the web. Anybody
      to climb but giving you AC 6; rip the skin of your face
                                                                 caught in the web is automatically immobilised.
      (6), reducing you to 1hp but allowing you to see all
                                                                 Without outside help, it's practically impossible to free
      things invisible and hidden; transforming you into a
                                                                 oneself from the web. A slow death awaits anybody
      slow-moving ooze (7) with AC 9 but allowing you to
                                                                 caught. The web doesn't burn very quickly: to free a
      seep through the tiniest cracks; grow long spines 1m
                                                                 passage filled with these webs using fire takes 10min
      long from your body (8), unable to run or hold
                                                                 per 10ft. Anybody caught in a burning web takes 2d8
      anything but anybody attacking you with a one-
                                                                 damage as they free themselves. Anybody caught in a
      handed melee weapon is takes automatic 1d6 damage;
                                                                 web with a torch automatically sets it on fire and is
      split into two opposed clones (9); your eyes melt and
                                                                 thus automatically free after 10min.
      your blood thirst surges (10), attack random people
      nearby at -4; a necroworm infestation increases your       Wellness (4) turns a hall into a lush paradise according
      hit-points by 4d6 (11) but when the spell ends and the     to your wishes: palm trees on a sandy beach or high
      worms die, suffer 4d6 damage; sucked into the void         trees around a dark pool of cold water, or hot springs
      (12) and spewed back out when the spell ends. The          amidst snow: whatever weather, plants and water will
      spells ends after half an hour but the voices in your      allow without actually building anything. This spell
      head don't stop for a few days.                            must be renewed once a week or this oasis loses its
                                                                 magic and fall apart within a month.
      Warp gate (5) opens a gate into the space between the
      realms and the madness of the void coagulates into         Werewolf (3) turns you into a werewolf: immune to
      demons of the most terrible kind (HD 8+1 AC 5              normal weapons. You can fall from incredible heights
      1d4/1d4/1d6/1d6/1d8 F16 MV 18 ML 11; flying; only          without taking damage. Fire and ice won't harm you.
      harmed by magic or magic weapons). You can keep the        Only silver or magic weapons can hurt you – or spells.
      gate open for as long as you want. Every ten minutes,
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      Additionally, your natural AC goes down to 5 if it isn't        Wolf pack (3) turns you and your pack (up to twenty
      better, and you can bite for 1d10, if you want.                 people) into ordinary wolves: HD 2+1 AC 7 1d6 F1 MV
                                                                      18. The wolf's hp may not exceed the target's current
      Whirlwind (4) transform you into a little whirlwind,            hp. All targets can turn back to their true form
      destroying wooden structures and dealing 2d6 to                 whenever they want, or when they are reduced to 0hp.
      anybody in melee with you. Any enemy taking                     Any hp lost as a wolf remain lost when returning to
      damage must save vs. death or be flung back for a few           their true form.
      yards.
                                                                      Wolf tongue (1) allows you to talk to all sorts of
      Whisper (1) sends a short message to any creature you           wolves, dogs and hyenas for an hour.
      have touched in the last few weeks only for them to
      hear and transports back their short reply, only for you        World walk (5) gives the music you play a special
      to hear, if given within a few seconds. If they are             power: as you walk and play, you can move yourself
      asleep, the message wakes them up.                              and anybody visible whom you want to take along to a
                                                                      similar situation elsewhere. Surely somewhere in the
      Wind (2) calls forth a favourable wind. The wind                nine realms a similar situation is unfolding: describe a
      steadily blows up to 2h in the direction indicated. This        simple change to the environment using your music,
      is ideal for sailing ships or land gliders. Anybody             weaken the barriers between the worlds and start
      blown away by the wind travels as fast as a pegasus             walking. Thus, if you're surprised by an enemy army
      (the fastest creature known).                                   as you're crossing a river, you could be transported to
                                                                      Vanaheim, into a different ambush but on dry ground,
      Wind barrier (3) prevents any flying thing from
                                                                      or still standing in a river but no longer under attack.
      reaching you for 20min. Arrows, sling stones, rocks
      flung by giants, projectiles shot by siege weapons, all         Worm summoning (2) grants you ability to summon a
      are deflected.                                                  giant worm in 10min (30ft long, HD 6 AC 3 1d8 F3 MV
                                                                      60 ML 9 XP 600; swallows victims on an attack roll of
      Wings of god (3) allows a target to fly for 2h. Their
                                                                      19 or 20, swim through earth). The worm stays for 2h
      movement rate is half that of a person running (MV 6).
                                                                      and can travel up to 20 miles in flat terrain; it carries
      Wolf howl (2) is a supernatural howl that alerts all the        up to five people. It can also dig a tunnel 2 miles long
      wolves within a mile or two. These wolves understand            using it's Earth Blood magic, but the tunnel closes
      the short message you have sent and act upon it, if             again after a bit such that only 10 people may safely
      they can. In forests, mountains, ruins, savannas, or            follow it below ground.
      swamps 3d6 wolves appear in 10min and stay for up
      to an hour, if you want (HD 2+1 AC 7 1d6 F1 MV 18).
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