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<blockquote data-quote="Daztur" data-source="post: 5856752" data-attributes="member: 55680"><p>The map and compilation have been completely updated.</p><p></p><p>There are several random encounters/wandering NPCs in the compilation. What I will do now is connect each of them to a specific hex so that they can be slotted into the compilation more easily. See above for information about each of these NPCs or look up the entry for these hexes in the compilation to see a full write-up for each.</p><p></p><p><em>Dagmar</em></p><p><strong>The Dwarven Cairn</strong></p><p>Hex 06.06</p><p></p><p>Rising out of the plain of the Westmarches is a small stone cairn that was raised by the dwarf Dagmar for his brother. Although Dagmar made sure that his brother's body was stripped bare after his death, the bones still remain. Dagmar, although hardly the sentimental type, occasionally returns here to brood over his brother's bones, get raging drunk and scream curses at them.</p><p></p><p>Hook:</p><p>-What was the cause of the death of Dagmar's brother.</p><p></p><p><em>Tehaar the Huntress</em></p><p><strong>Tehaar's Hunting Grounds</strong></p><p>Hex 29.10</p><p></p><p>Although Tehaar ranges widely across the Kingswood in search of intruders, where she can be found most often is at the far southern border of the Kingswood where the forest approaches the City of Shuttered Windows (29.14). Here is where humanity swarms the thickest and where is must be watched the most closely.</p><p></p><p><em>Sir Alard of Oldstones</em></p><p><strong>Sir Alard's Bower</strong></p><p>Hex 23.10</p><p></p><p>Sir Alard, the cursed knight, wanders widely across the Kingswood, but he often finds himself back where he incurred the curse of the elf lady: a secluded leafy bower in the southwestern reaches of the Kingswood.</p><p></p><p><em>The Mockingbird</em></p><p><strong>The Nest of the Mockingbird</strong></p><p>Hex 25.07.</p><p></p><p>Although its strange cries can be heard throughout the Kingswood the mockingbird nests here at (25.07).</p><p></p><p><em>The Ancient Gardener</em></p><p>Her entry has been merged with the Garden of Amelar (36.04) entry.</p><p></p><p><strong>The Isle of the Heget</strong></p><p>Hex 46.15</p><p></p><p>Note: this post was inspired by another excellent post at the Monsters and Manuals blog, but some details have been added and changed and the text is mine.</p><p></p><p>The nameless crayfish god (48.13) is not the only danger of the chill grey waters of the eastern end of the Keening Sea. Far from established trade routes is a hilly isle that the local fishermen are careful to avoid where the Heget and her sons live.</p><p></p><p>The Heget, a webbed and withered female humanoid, emerges from her cave at night and creeps about her isle searching and searching for any sign of passing ships or foolish travelers. If she finds any she attempts to enchant the most handsome male she can spy with a powerful enchantment that causes her to become irresistible. Inflamed with lust, all but the most strong-minded males are drawn to her and after having sex they are eaten by the Heget.</p><p></p><p>Nourished by their father's flesh and blood, a new son grows rapidly in the Heget's womb and is born three months later. These sons grow quickly into creatures that are much like their fathers, but stunted in mind and body. The Heget ignores her sons completely and the island is often filled with their hungry moans. </p><p></p><p>A small percentage of these sons (perhaps 10%) grow true, resembling their fathers almost exactly and often even gaining fragments of their fathers' memories. One of the Heget's healthier sons looks eerily similar to old paintings of the Doge of the City of Shuttered Windows (29.14).</p><p></p><p>Hooks:</p><p>-Why does one of the Heget's sons look like the Doge? Is he the father? How could that be if the Heget eats each of her mates?</p><p>-Who else has the Heget eaten?</p><p></p><p><strong>Courier Bats</strong></p><p>Additional information about Hex 40.06</p><p></p><p>This entry is adapted from one by "chutup."</p><p></p><p>Most of the creatures that lurk beyond the World's Edge (42.07) are terrestrial, but the courier bats are an exception to this. As the name implies, they bear a resemblance to regular bats, but they are much larger, with a wingspan of around 10 feet. Those who have studied them up close can also attest that their heads have a more canine appearance, and from their chests protrude a pair of limp, almost vestigial paws. The Courier Bats emerge from the savage forest more or less at random, though they are seen more often during the time of the new moon. They fly west from the cliff-face, past the Broken Spear, and circle around the Kingswood before proceeding on toward the west. None have ever been sighted on a return journey.</p><p></p><p>Their curious name comes from the bats' habit of carrying objects, not in their weak forepaws but in their strong lower legs. These objects are usually parcels wrapped in paper or cloth, and may contain any number of items - useful, valuable or simply bizarre. Where these items originate from is a mystery. However, it is known to certain well-travelled men that the roses from the Garden of Amelar (36.04), when burned, attract the attention of the Courier Bats. The kobolds of the Broken Spear take advantage of this, setting ambushes atop the tower to kill the bats and steal the objects they are carrying.</p><p></p><p>Rumor has it that recently, the kobolds retrieved from a Courier Bat an item of great value, perhaps even one with mystical properties. If this is true, it is doubtful whether they will understand its true significance.</p><p></p><p>Hooks:</p><p>- Where do the Courier Bats come from? Is someone sending them?</p><p>- Where do the Courier Bats go, and why do they never return?</p><p>- What did the kobolds find?</p></blockquote><p></p>
[QUOTE="Daztur, post: 5856752, member: 55680"] The map and compilation have been completely updated. There are several random encounters/wandering NPCs in the compilation. What I will do now is connect each of them to a specific hex so that they can be slotted into the compilation more easily. See above for information about each of these NPCs or look up the entry for these hexes in the compilation to see a full write-up for each. [i]Dagmar[/i] [b]The Dwarven Cairn[/b] Hex 06.06 Rising out of the plain of the Westmarches is a small stone cairn that was raised by the dwarf Dagmar for his brother. Although Dagmar made sure that his brother's body was stripped bare after his death, the bones still remain. Dagmar, although hardly the sentimental type, occasionally returns here to brood over his brother's bones, get raging drunk and scream curses at them. Hook: -What was the cause of the death of Dagmar's brother. [i]Tehaar the Huntress[/i] [b]Tehaar's Hunting Grounds[/b] Hex 29.10 Although Tehaar ranges widely across the Kingswood in search of intruders, where she can be found most often is at the far southern border of the Kingswood where the forest approaches the City of Shuttered Windows (29.14). Here is where humanity swarms the thickest and where is must be watched the most closely. [i]Sir Alard of Oldstones[/i] [b]Sir Alard's Bower[/b] Hex 23.10 Sir Alard, the cursed knight, wanders widely across the Kingswood, but he often finds himself back where he incurred the curse of the elf lady: a secluded leafy bower in the southwestern reaches of the Kingswood. [i]The Mockingbird[/i] [b]The Nest of the Mockingbird[/b] Hex 25.07. Although its strange cries can be heard throughout the Kingswood the mockingbird nests here at (25.07). [i]The Ancient Gardener[/i] Her entry has been merged with the Garden of Amelar (36.04) entry. [b]The Isle of the Heget[/b] Hex 46.15 Note: this post was inspired by another excellent post at the Monsters and Manuals blog, but some details have been added and changed and the text is mine. The nameless crayfish god (48.13) is not the only danger of the chill grey waters of the eastern end of the Keening Sea. Far from established trade routes is a hilly isle that the local fishermen are careful to avoid where the Heget and her sons live. The Heget, a webbed and withered female humanoid, emerges from her cave at night and creeps about her isle searching and searching for any sign of passing ships or foolish travelers. If she finds any she attempts to enchant the most handsome male she can spy with a powerful enchantment that causes her to become irresistible. Inflamed with lust, all but the most strong-minded males are drawn to her and after having sex they are eaten by the Heget. Nourished by their father's flesh and blood, a new son grows rapidly in the Heget's womb and is born three months later. These sons grow quickly into creatures that are much like their fathers, but stunted in mind and body. The Heget ignores her sons completely and the island is often filled with their hungry moans. A small percentage of these sons (perhaps 10%) grow true, resembling their fathers almost exactly and often even gaining fragments of their fathers' memories. One of the Heget's healthier sons looks eerily similar to old paintings of the Doge of the City of Shuttered Windows (29.14). Hooks: -Why does one of the Heget's sons look like the Doge? Is he the father? How could that be if the Heget eats each of her mates? -Who else has the Heget eaten? [b]Courier Bats[/b] Additional information about Hex 40.06 This entry is adapted from one by "chutup." Most of the creatures that lurk beyond the World's Edge (42.07) are terrestrial, but the courier bats are an exception to this. As the name implies, they bear a resemblance to regular bats, but they are much larger, with a wingspan of around 10 feet. Those who have studied them up close can also attest that their heads have a more canine appearance, and from their chests protrude a pair of limp, almost vestigial paws. The Courier Bats emerge from the savage forest more or less at random, though they are seen more often during the time of the new moon. They fly west from the cliff-face, past the Broken Spear, and circle around the Kingswood before proceeding on toward the west. None have ever been sighted on a return journey. Their curious name comes from the bats' habit of carrying objects, not in their weak forepaws but in their strong lower legs. These objects are usually parcels wrapped in paper or cloth, and may contain any number of items - useful, valuable or simply bizarre. Where these items originate from is a mystery. However, it is known to certain well-travelled men that the roses from the Garden of Amelar (36.04), when burned, attract the attention of the Courier Bats. The kobolds of the Broken Spear take advantage of this, setting ambushes atop the tower to kill the bats and steal the objects they are carrying. Rumor has it that recently, the kobolds retrieved from a Courier Bat an item of great value, perhaps even one with mystical properties. If this is true, it is doubtful whether they will understand its true significance. Hooks: - Where do the Courier Bats come from? Is someone sending them? - Where do the Courier Bats go, and why do they never return? - What did the kobolds find? [/QUOTE]
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