Hex Map Key

[main]

1,[Hexcontents].
 * main

1,A fortress: at first, the PCs will see [Numberonetwelve] towers. Each has about [Numberonefour] defender(s) visible (there are actually [Numberonetwelve] times that number total) and about [Numberonefour] will arrive per round in the case of an alarm. The outer walls are [Threedtwentyptone][Threedtwentypttwo] feet tall and the towers extend [Numberonetwenty] feet above them.
 * Hexcontents

If it's a seafront fort, there will be [Numberonefour][Threedtwentypttwo] feet of [Terraintype] ground before the walls start.

Due to the condition of the walls, climb checks are at [Climbchecknumber].

The lowest windows are [Dtwentyplusthirtydigitone][Threedtwentypttwo] feet up.

The initial volley from the towers in case of an unexpected attack will be [Missiletype]. The second volley in case of a siege, an anticipated attack, or a small but persistent raiding party (like a bunch of PCs) will consist of [Secondaryfire]--unless it is a goblin fortress, in which case the response will consist of [Goblinfire].

Additional security measures include: [Barbican] [Stair] [Moat] [Secondarywalls]

In addition: [Complications] [Complicationstwentyfive] [Complicationstwentyfive] [Complicationstwentyfive] 1,Hill -- you can see [Numbersixtwenty] miles in every direction 1,Mine -- mostly [metal] 1,Pond -- [Pondcreatures] 1,Gorge 3d100 feet deep 1,Natural spring [Magicalmaybe] 1,Extremely uneven terrain--takes twice as long to cross 1,Wild magic zone 1,Dramatic waterfall 1,Completely desolate, nothing edible 1,Ancient burial ground 1,Quicksand 1,Ancient altar 1,Ancient ruins 1,Freakishly tall peak allowing you to see major features 2 hexes away in all directions. 1,Corpse of megasized creature (dragon, giant, airwhale, etc.). Possible scavengers? 1,Extra thick forest of distinctive local flora (bamboo, twisty doomforest trees, mangrove swamp, etc.) movement halved and ambushes likely. 1,Site of ancient battle. Unburied corpses. Careful search will turn up [Ancientbattlesite]. 1,Site of recent battle between [Factions]. 1,Mist-bound valley. Roll under int + ranger level (if any) to avoid going the wrong way. 1,Small fortress/outpost. Abandoned. 1,Completely inexplicable architecture half-built and then abandoned. Relatively recent. 1,Sheer cliff 1,Abandoned inn 1,Tarpit. 1,Lake. Not a hex-worth, but big enough --[Pondcreatures]. 1,Pile of severed 1-heads 2-feet 3-hands (right) 4-ears 1,Remains of a doomed caravan. Various trade goods scattered around for a 1/4 mile. 1,Remains of abandoned village built in trees. 1,A landscape of huge, smooth Colorado-Springs-esque boulders 1,A giant's shoe or sock. 1,Recent meteor crash site. 1,Why is there a boat here? There's no water... 1,Desert or flat grassland or burnt landscape or something otherwise totally flat. Unusual features of adjacent hexes visible if they're tall enough to be above the horizon. 1,Vine-choked ruins of an old monastery or fortress form an aboveground maze, walls 15' high 1,Den. Recent. Wmpty. Wolves or local equivalent begin tracking party here. They will attack once the PCs are asleep. 1,Salt lick or watering hole. Most major local fauna are all in evidence 1,Old bear traps. 1,Orchard. Edible fruits. Harmless. 1,Ruin of old castle 1,Crumbling aqueduct 1,Colossal statue 1,River with dam 1,Ruins of a giant's home 1,Spiky rock formations, 5-20 feet tall 1,Well. Water in it. 40% chance of a duck 1,Lonely monastery w/xenophobic monks 1,Freakish crystal formations. There'd be a 10% chance of gnomes if gnomes didn't suck 1,Ruined siege engine--1-siege tower 2-ballista 3-catapult 4-juggernaut 1,Recently burned settlement 1,A crowd of statues. Medusae? Basilisks? Art-crazy population? Weird religion? 1,Ancient, massive mollusk shell d20x100 feet across 1,An unusually large herd of whatever the local herd animal is 1,Thin crust of earth over lava. Occasional ground-level caulderas--10-20' across 1,Salt lake 1,Harmless, immobile, wallowing animals everywhere--turtles, seals, etc. 1,Ex-garden, now overgrown. Strange flora 1,Tracks of horses and warbeasts. A great host is afoot 1,Twisted freakscape due to excess magic, chaos-infection, passing of demons etc. 1,Abandoned asylum 1,Abandoned prison 1,Abandoned library 1,Stepwell 20,Landscape typical of this area 2,Town = [Fantasy Town Names.main] =

Taverns & Inns
 [Inn and Tavern Names.main], famous for its [FantasyMenu.Descriptor][FantasyMenu.MainMeals] 

Other Points of Interest in Town
 [Fantasy Town Feature Description.main] 

Nearby Farms
 [FantasyFarmstead.main] 

Points of Interest Nearby
 [Fantasy Place Name.main] 

Local Customs
 "[TownCustomsIntro] [Rituals.eventAny] [Rituals.riteClause]." 

Recent News
 <li>"[Fantasy Town Event.main]" </ul>

1,It is the custom in this town 1,Strangers often find it curious here 1,One thing you should know: here it is completely normal 1,This is the only town I know where folks do this, but here it isn't at all unusual 1,New in town, eh? Well, don't be surprised 5,[Rituals.ritualStart]
 * TownCustomsIntro

4,two local factions 1,local faction and fantastic beast 1,local faction and fantastic army 2,local faction and faction of distant land
 * Factions

1,a magic weapon or piece of armor 1,an ancient map 1,angry undead 1,items of historical value 1,a warrior magically preserved by an old spell who doesn't know what year it is or speak the local palaver
 * Ancientbattlesite

9, 1, (drinking causes magical effects)
 * Magicalmaybe

7,unremarkable but full of fish 1,contains water sprites or fairies 1,contains malevolent amphibious creatures 1,an enormous creature hides beneath
 * Pondcreatures

1,6 1,7 1,8 1,9 1,10 1,11 1,12 1,13 1,14 1,15 1,16 1,17 1,18 1,19 1,20
 * Numbersixtwenty

1, 6,copper 6,silver 4,gold 2,platinum 1,lead 1,tin 2,bronze 3,electrum 20,iron 1,titanium 9,brass 10,copper 8,silver 4,zinc 4,an exotic metal 9,gold 5,electrum 6,platinum
 * Metal

1,There is a secret entrance located at [Numberonetwelve] o'clock on the map. 1,The fortress garrison is being attacked by a local faction when PCs arrive. 1,The fortress garrison is being attacked by a monster when PCs arrive. 1,The fortress garrison is dealing werewolf/changeling/The Thing, other "enemy-within" type monster when PCs arrive. 1,The fortress garrison is a bunch of lazy drunken debaucherous irresponsible louts. 1,A crazy dangerous beast is being transported to the capital and being housed here in the meantime. 1,Mad treasure is kept below: [Threedtwentypttwo][Threedtwentypttwo][Threedtwentypttwo][Threedtwentypttwo] gp worth. 1,Interesting treasure is kept below: [Threedtwentypttwo][Threedtwentypttwo][Threedtwentypttwo][Threedtwentypttwo][Threedtwentypttwo]gp worth plus one magic item. 1,There is internecine warfare within the garrison. 1,The garrison has a horrible disease. 1,Important prisoners are kept in the dungeon. 1,The fortress is built on stilts, struts and pillars. 1,The fortress is built of some bizarre semitranslucent stone--shadows move and wells of torchlight flicker within. 1,The fortress is partially made of a colossal animal skeleton. 1,The fortress architecture is bizarre. 1,Poisonous or carnivorous mold, vines, algae cover everything. The garrison protects itself with bizarre filter masks or injections. 1,A crazy wizard's lab is within. 1,It has important visitors--lords or ladies or something. 1,Weird chaos cult or demon worship is going on here. 1,A recent natural disaster has created a crack in the castle's defenses. 1,The garrison's expecting people and think the PCs are them. 1,The fortress's garrison is rebelling against the lords that nominally control it. They may attempt to enlist the PCs to their cause. 1,A feast or somesuchlike is being celebrated when the PCs arrive. Garrison's probably distracted 1,The garrison is cursed. Hollow-eyed and hopeless 1,A princess locked up in a tower needs to be rescued. 1,This is a desolate area. The garrison is low on supplies. May trade or run outta arrows 1,Freaks! The garrison is all mutated in an identical way. What's the score here? 1,The garrison has a lotta time on their hands. They make cheese or wine or tapestries here. 1,The garrison has a lotta time on their hands. They gamble on basilisk fights or whatever here. 1,The captain of garrison is cordial and curious about outsiders. Or pretending to be… 1,The captain of the garrison is insane. 1,A member of the garrison falls in love with a party member. 1,A member of the garrison owes a party member a favor. 1,The garrison captain intends to the capture PCs and pump them for information about some intriguing scheme they actually know nothing about. 1,The interior architecture is irrational--dead ends, pointlessly sloping passages, etc.
 * Complications

75, 1,There is a secret entrance located at [Numberonetwelve] o'clock on the map. 1,The fortress garrison is being attacked by a local faction when PCs arrive. 1,The fortress garrison is being attacked by a monster when PCs arrive. 1,The fortress garrison is dealing werewolf/changeling/The Thing, other "enemy-within" type monster when PCs arrive. 1,The fortress garrison is a bunch of lazy drunken debaucherous irresponsible louts. 1,A crazy dangerous beast is being transported to the capital and being housed here in the meantime. 1,Mad treasure is kept below: [Threedtwentypttwo][Threedtwentypttwo][Threedtwentypttwo][Threedtwentypttwo] gp worth. 1,Interesting treasure is kept below: [Threedtwentypttwo][Threedtwentypttwo][Threedtwentypttwo][Threedtwentypttwo][Threedtwentypttwo]gp worth plus one magic item. 1,There is internecine warfare within the garrison. 1,The garrison has a horrible disease. 1,Important prisoners are kept in the dungeon. 1,The fortress is built on stilts, struts and pillars. 1,The fortress is built of some bizarre semitranslucent stone--shadows move and wells of torchlight flicker within. 1,The fortress is partially made of a colossal animal skeleton. 1,The fortress architecture is bizarre. 1,Poisonous or carnivorous mold, vines, algae cover everything. The garrison protects itself with bizarre filter masks or injections. 1,A crazy wizard's lab is within. 1,It has important visitors--lords or ladies or something. 1,Weird chaos cult or demon worship is going on here. 1,A recent natural disaster has created a crack in the castle's defenses. 1,The garrison's expecting people and think the PCs are them. 1,The fortress's garrison is rebelling against the lords that nominally control it. They may attempt to enlist the PCs to their cause. 1,A feast or somesuchlike is being celebrated when the PCs arrive. Garrison's probably distracted 1,The garrison is cursed. Hollow-eyed and hopeless 1,A princess locked up in a tower needs to be rescued. 1,This is a desolate area. The garrison is low on supplies. May trade or run outta arrows 1,Freaks! The garrison is all mutated in an identical way. What's the score here? 1,The garrison has a lotta time on their hands. They make cheese or wine or tapestries here. 1,The garrison has a lotta time on their hands. They gamble on basilisk fights or whatever here. 1,The captain of garrison is cordial and curious about outsiders. Or pretending to be… 1,The captain of the garrison is insane. 1,A member of the garrison falls in love with a party member. 1,A member of the garrison owes a party member a favor. 1,The garrison captain intends to capture the PCs and pump them for information about some intriguing scheme they actually know nothing about. 1,The interior architecture is irrational--dead ends, pointlessly sloping passages, etc.
 * Complicationstwentyfive

1,3 1,4
 * Dtwentyplusthirtydigitone

1,A gatehouse with inner portcullises that cut off the gatehouse at both ends. 1,A gatehouse with arrow slits. 1,A gatehouse with murder holes, 1,A barbican with murder holes and arrow slits in front of the gatehouse [Roof]. 1,A barbican with murder holes and arrow slits in front of the gatehouse [Roof] as well as portcullises that cut off escape.
 * Barbican

3, 1,A winding staircase 80 feet long in front of the front gate.
 * Stair

1,A moat [Dsixplusfourtimesten] feet across [Withmonster] [Causeway]. [Moathazard] 1,
 * Moat

2, 1,A series of secondary walls--[Numberonetwenty] feet higher than the outer walls. There are [Numberonefour] fewer inner towers than outer ones.
 * Secondarywalls

1, 1,it has no roof
 * Roof

1,The moat is full of acid. 1,The moat gives off hallucinogenic fumes. 1,The moat is acidic and gives off hallucinogenic fumes. 12,
 * Moathazard

3, 1,with a monster in it
 * Withmonster

3, 1,and a [Zeroone][Threedtwentypttwo][Threedtwentypttwo] foot curving causeway across it
 * Causeway

1, 1,1
 * Zeroone

1,50 2,60 3,70 4,80 5,90 6,100
 * Dsixplusfourtimesten

1,more standard bowfire 1,flaming arrows or bolts 1,poisoned arrows or bolts 1,boiling oil (-3 to hit, d6+3 damage)
 * Secondaryfire

1,green slime vats 1,an assault by [Numberonefour] pig balloon riders 1,an assault by [Numberonefour] trained, dyed, drugged war-baboons (per tower) 1,floating, biting, gas-spore like beings w/hallucinogenic spores 1,a goblin witch casting a spell 1,an attack by a goblin alchemist with [Numberonefour] weird devices 1,a goblin maggot priest 1,[Numberonefour] snake with hands for heads and eyes embedded in their palms (per tower)
 * Goblinfire

6,crossbow fire 3,bow fire
 * Missiletype

1,ordinary 1,muddy and slow-going 1,muddy and slippery 1,rocky and slippery
 * Terraintype

1,two 1,three 1,four 1,five 1,six 1,seven 1,eight 1,nine 1,ten 1,eleven 1,twelve
 * Numberonetwelve

1,1 1,2 1,3 1,4
 * Numberonefour

1, 1,1 1,2 1,3 1,4 1,5
 * Threedtwentyptone

1,0 1,1 1,2 1,3 1,4 1,5 1,6 1,7 1,8 1,9
 * Threedtwentypttwo

1,1 1,2 1,3 1,4 1,5 1,6 1,7 1,8 1,9 1,10 1,11 1,12 1,13 1,14 1,15 1,16 1,17 1,18 1,19 1,20
 * Numberonetwenty

1,plus one 1,plus two 1,plus three 1,plus four 1,plus five 1,minus one 1,minus two 1,minus three 1,minus four 1,minus five
 * Climbchecknumber