Ruinlands

This is a ruin-filled swamp generator, ideal for mapping out or placing encounters within a swampy hexcrawl. When traveling through a hex there is a 30% chance of losing the road, this will increase travel time (as noted). This generator was originally published on Michael Raston's blog

Ruinlands
[b]Hex description[/b]: [hex]

9, Small ponds, covered by heavy vegetation and tree canopy. [contents] (6 hours travel time) [other] 9, Large pond, covered by heavy vegetation and tree canopy. [contents] (6 hours travel time) [other] 9, Small ponds, sparse vegetation, no canopy. [contents] (6 hours travel time) [other] 7, Large pond, sparse vegetation, no canopy. [contents] (6 hours travel time) [other] 8, Soggy, muddy ground with bushes and shrubs. [contents] (6 hours travel time, +1 hour without road) [other] 6, Soggy, muddy ground with large trees and canopy. [contents] (6 hours travel time, +1 hour without road) [other] 9, Moss covered/hidden large pond (shallow - waist high). [contents] (6 hours travel time, +3 hours without road) [other] 8, Moss covered/hidden large pond (deep - shoulder high). [contents] (6 hours travel time, +6 hours without road) [other] 8, Reeds, waist high, growing over shallow - ankle high water. [contents] (6 hours travel time, +3 hours without road) [other] 8, Reeds, head high, growing over shallow - ankle high water. [contents] (6 hours travel time, +3 hours without road) [other] 12, Hard, ancient and slimy cobble stone. [contents] (3 hours travel time, +3 hours without road) [other] 7, Dry land, grass and shrubs. [contents] (6 hours travel time) [other]
 * hex

3, Toads/frogs/amphibian mating/gathering/activity ground which are bad/troublesome/dangerous for the party. 3, Toads/frogs/amphibian mating/gathering/activity ground which are good/helpful/rejuvenating for the party. 12, Toads/frogs/amphibian mating/gathering/activity ground. 4, Turbulent water/ground which is bad/troublesome/dangerous for the party. 4, Turbulent water/ground which is good/helpful/rejuvenating for the party. 16, Turbulent water/ground. 4, Ruins mining operation (a settlement to the East mines the ruins to sell to a larger city to the North East) which are bad/troublesome/dangerous for the party. 4, Ruins mining operation (a settlement to the East mines the ruins to sell to a larger city to the North East) which are good/helpful/rejuvenating for the party. 16, Ruins mining operation (a settlement to the East mines the ruins to sell to a larger city to the North East). 6, Masses of insects which are bad/troublesome/dangerous for the party. 6, Masses of insects which are good/helpful/rejuvenating for the party. 24, Masses of insects. 6, Fruits/berries/herbs/flowers which are bad/troublesome/dangerous for the party. 6, Fruits/berries/herbs/flowers which are good/helpful/rejuvenating for the party. 24, Fruits/berries/herbs/flowers. 7, Heavy fog which is bad/troublesome/dangerous for the party. 7, Heavy fog which is good/helpful/rejuvenating for the party. 28, Heavy fog. 7, Out of place Gorgzu's Jungle vegetation (a virile and virulent Jungle to the South) which is bad/troublesome/dangerous for the party. 7, Out of place Gorgzu's Jungle vegetation (a virile and virulent Jungle to the South) which is good/helpful/rejuvenating for the party. 28, Out of place Gorgzu's Jungle vegetation (a virile and virulent Jungle to the South). 7, Unusual plant life which is bad/troublesome/dangerous for the party. 7, Unusual plant life which is good/helpful/rejuvenating for the party. 28, Unusual plant life. 7, Ruins, widely spaced pillars, short - head high, and bad/troublesome/dangerous for the party. 7, Ruins, widely spaced pillars, short - head high, and good/helpful/rejuvenating for the party. 28, Ruins, widely spaced pillars, short - head high. 7, Ruins, widely spaced pillars, tall - several men high, and bad/troublesome/dangerous for the party. 7, Ruins, widely spaced pillars, tall - several men high, and good/helpful/rejuvenating for the party. 28, Ruins, widely spaced pillars, tall - several men high. 7, Ruins, enclosed compound, [Dice.1d4] large hall sized rooms, and bad/troublesome/dangerous for the party. 7, Ruins, enclosed compound, [Dice.1d4] large hall sized rooms, and good/helpful/rejuvenating for the party. 28, Ruins, enclosed compound, [Dice.1d4] large hall sized rooms. 7, Ruins, platforms raised on pillars, several men high, and bad/troublesome/dangerous for the party. 7, Ruins, platforms raised on pillars, several men high, and good/helpful/rejuvenating for the party. 28, Ruins, platforms raised on pillars, several men high. 7, Ruins, large dome, and bad/troublesome/dangerous for the party. 7, Ruins, large dome, and good/helpful/rejuvenating for the party. 28, Ruins, large dome. 7, Ruins, [Dice.1d4] scattered large hall sized rooms, and bad/troublesome/dangerous for the party. 7, Ruins, [Dice.1d4] scattered large hall sized rooms, and good/helpful/rejuvenating for the party. 28, Ruins, [Dice.1d4] scattered large hall sized rooms. 7, Lichen covered boulders which are bad/troublesome/dangerous for the party. 7, Lichen covered boulders which are good/helpful/rejuvenating for the party. 28, Lichen covered boulders. 7, Fungi which is bad/troublesome/dangerous for the party. 7, Fungi which is good/helpful/rejuvenating for the party. 28, Fungi.
 * contents

21, Nothing else. 6, Alarming murmurs from beneath the ground and to the direction of the Lake. 8, Hidden [treasure] 7, Air or water borne sickness or disease, consult aspect table below for ideas. 7, Animals (frogs, birds, snakes, insects), roll for reaction. 8, Monk of The Sunken One, will be collecting plant samples or hunting for artifacts in the ruins, roll for reaction (will hide/run away rather than attack). 7, Ruin miner, roll for reaction (but will lean towards a positive reaction). 6, A party of adventurers, heading South to treasure filled Gorgzu's Jungle, roll for reaction. 6, Stone stairs, leading underground (possibly flooded). 5, Moss covered Jungle Dwarfs from the South, spreading jungle vegetation, roll for reaction. 5, [cartcamp] 5, [treasure], barely hidden if at all. 5, Monster. 4, Monster guarding [treasure]
 * other

4, Abandoned cart or camp, [aspect] ideas. 1, Abandoned cart or camp, [aspect] ideas - bad/troublesome/dangerous for the party. 1, Abandoned cart or camp, [aspect] ideas - good/helpful/rejuvenating for the party.
 * cartcamp

26, Gold worth [value] 26, Trade goods worth [value] 26, Gems/jewelry worth [value] 22, Magic item.
 * treasure

35, 75 x [Dice.1d10] GP 30, 150 x [Dice.1d10] GP 20, 250 x [Dice.1d10] GP 15, [Dice.1d10],000 GP
 * value

10, Good/holy/light 10, Air/ethereal/wind 10, Tiny/invisible/intangible 10, Value/thought/internal organs and reflection 10, Water/equalization/cleansing 10, Wild/bestial/nature 10, Fire/destruction/limbs and external action 10, Monstrous/gargantuan/enormous 10, Deep/earth/solid 10, Evil/profane/darkness
 * aspect