
Goth Guru |
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If your characters are exploring a big, empty area of your game world, or you are choosing a place for an existing settlement, a random terrain list adds more fun. This is in addition to existing pathfinder tables. Some entries enable you to add an additional feature. There should be advantages and drawbacks. Some can shift the domant race in a settlement away from human. Add entries as you like. You can be silly but use enough rules crunch to keep it playable.
Normally in one mile hexagons, these can be drawn from a deck or dice rolled while exploring. They can also be used to modify a settlement, ruins, or other selected adventure destination.
1: Normal terrain. There are trees, and plants, and rocks and things. Open sky above. There is dirt, rocks, and then eventually bedrock beneath. This is the default. If another terrain doesn’t mention something, that part is like this. If a town is built here, no terrain modifiers.
[/b]2: Cavern beneath.[/b] Not very good for farms because the water table is messed up.
If a town is built there it should be in the cavern. Dwarves, Drow, Darklings, and other subterranean creatures are likely living there.
If no settlement, 1-2 Empty, 3-4 monster lair, 5 ruins, 6 town-anyways. There’s a secret door leading down. If there’s something like an ancient dragon down there the door is too big and heavy for normal characters to lift.
Subterranean
The settlement is primarily built underground, sheltering it from enemies but also isolating it culturally. (Law +1, Lore -1, Danger -5)
Source: Down the Blighted Path
3: Floating land mass above. Instead of plants there are mushrooms and other fungi. . May be hidden by clouds. May have an engine to move it.
Any town or city is built on the landmass
Military +4 because they have the high ground.
If no settlement, 1-2 Empty, 3-4 monster lair(Cloud Giants), 5 ruins, 6 town-anyways.
4: Hyperspace off ramp. Space is stretched thin above the terrain so this is the easiest place for space ships to arrive. Farms will have crop circles. Flying things will disappear. Things will fall out of the sky.
If settlement, +4 commerce, -4 law and order, +4 danger(Space monsters)
5: Ruins. Ancient, abandoned buildings.
If settlement, it’s built on top of the ruins creating a ready made dungeon. Add a quality for the dungeon. Either famous or more high level characters, among others.
If no settlement, It’s over grown and the lair for some monsters. It attracts archeologists. +4 to rituals performed here because of lay lines intersecting here.
6: Planar intersection The walls between the planes are weakest here. Paranormal activity of all kinds will be more common. Outsiders will be on the wandering encounter tables.
If settlement, Merchants and diplomats will protect their gates from being closed.
If no settlement, flora and fauna from any other planes will be growing wild. There may be shrines for deities from the Dark Tapestry.
7: Built on top of a prison(Don't wake the Terask!) There is an entire dungeon blocking the door to a prison of a terrible god or Mythic monster. It could be the Terask, Fenris, some other elder beast, a demigod undead, or a False God Lamia.
If settlement, the prison is a secret. There are 2 organizations. One dedicated to keeping the prison sealed, and another to freeing the prisoner. The citizens may be feeling the curse, having nightmares, or even dealing with monsters called to by the prisoner.
If no settlement, there is still a lost temple on top of the entrance to the dungeon. It will have hieroglyphics on the standing walls warning of the prisoner. There may be guardian monsters, and items useful against the type of creature. The flora and fauna may be withered or twisted by the imprisoned creature.
8: Resident deity(or 2) Some demigods and titans never leave the world. The area is colored and affected by their domains. They usually live in a grand palace, temple, or lush grotto.
If settlement: +4 clerical magic. -4 arcane.
No settlement: All the plants, animals, and monsters that the deity favors. Majestic, for example, would live atop a tall, sheer, mountain. As you can tell, I am adding in my randomly created deity.

Goth Guru |

9: Played out mineMost of the hex is taken up by an ugly, deep, strip mine. It either drains out into aquifers, or filled up with stagnant water.
If settlement: The few remaining residents live in old buildings on the edge. Economy -4 The do whatever they can to survive. Law -4. If dry, the bottom of the mine is the perfect place for a goblin village.
No settlement: Any remaining villagers are disabled or crazy and couldn't leave. Only monsters willingly live here. May be a full on ghost town. Almost no normal flora or fauna.

Goth Guru |

10:Lake 1-entire hev, 2-4 hexes, 3-9 hexes, 4-several small, connected, lakes in one hex.
If settlement: it can be floating on the lake, aquatic creatures living on the lake bottom, or a town built on the edge of the lake and on piers stretching out over the lake surface. +1 income from fishing. -1 law from smuggling. Water magic +2. Fire magic -2.
No settlement: Still some fishermen and their families. At least one lake monster. May be an entire submerged dungeon, ruins, or a shipwreck.

JosMartigan |

11 Enchanted Forest This forest has an abundance of lush vegetation, much of the larger trees are covered in moss. A low mist clings to the ground and swirls when a creature passes through it. Streams and pools are clear, cool and refreshing.
Fey are much more common here. As are treants/awakened trees and awakened animals that speak Sylvan.
+2 to nature-based magic. Specific pools might harbor magical effects that are imbued upon those who drink from them. Hunting the animals here or starting a fire will grant immediate retribution from the natives. But if the land and creature's are respected, native's attitude is automatically one category more favorable than usual when using the diplomacy skill.

Goth Guru |

12 River The river takes up most of the hex. It continues to the left and right, normally. It will not encroach on already explored land so it might be the elbow in a bend in the river.
If settlement: It can be clustered on one or both sides. It involves docks, boat houses, piers, and possibly a bridge. An aquatic settlement may be located on the river bottom, with the current keeping it clean. +1 income from fishing. -1 law from smuggling. Water magic +2. Fire magic -2. +3 trade.
No settlement: Possibly bridge with trolls. May be an isolated fishing family. Crossing the river may mess up pursuit. Animals and monsters will come down to the river to drink and hunt. River monsters are a possibility. May be an entire submerged dungeon, ruins, or a shipwreck.

Goth Guru |
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13 Underground Neighbors
The location is above a series of tunnels and/or caves (natural or artificial). The denizens may be wild creatures or sapient beings.(Sorry if this is too short or vague.)
Sounds like a natural dungeon.
If settlement: +2 danger and magic.
No settlement: +2 chance for wandering monsters. Explorers can find the door to the dungeon with tracking or spotting secret doors.

Goth Guru |

14: Canyon Like a river, but it is mostly empty of water. Interesting features can be a rickety rope bridge, a stream running the length, ruins built into the canyon walls, or even dinosaurs trapped within. The canyon continues 1D6 hexes to the right and left.
If settlement: Possibly a lost civilization living at the bottom or in caves along the canyon walls. Danger +4. Economy -2. Law and order +2.
No settlement: Lots of interesting flora, fauna, and monsters. Getting trapped here can often prevent extinction or allow unusual evolutions.

Goth Guru |

15: Deep Forrest If mapped, just show the various paths. Animals live in or on the trees. There is usually a mix of hardwoods and pines. Usually only 1-4 small clearings. Only native life such as treants can get around at full speed. The terrain is broken for all else.
If settlement: Possibly under siege from the displaced creatures when all the trees were cut down.
No settlement: See above. Note that such a place makes very poor farmland as the soil and drainage are much better for trees.

Pizza Lord |
1 person marked this as a favorite. |
16. Crossroads
The PCs come upon a crossroads, possibly stumbling out of the wilderness if they weren't on a path.
- There's a chance the crossroads has a sign, telling where one or more paths lead.
If there's a sign, there's a chance it's been knocked over, or there's a free swinging arrow under the name of the destination that is, of course, on a loose nail and spinning freely. The arrow is currently pointing straight down. Odds are good that straight down is not the correct direction unless this a crossroad to Hell.
- There's a chance that there are two humanoids sitting at the crossroads of an appropriate species for the area. They look related and there's a sign that says, 'One tells the truth, the other lies.' Both of the humanoids always lie when asked about directions, except when they're drunk, then they're just incoherent.
There's a chance any humanoids met here are drunk, possibly sharing a large jug with three 'X's on it.
- There's a chance that there's a demon or devil standing here at the crossroads. He, she, or it looks like a tiefling but is actually a much stronger outsider. He, she, or it is tapping a hoofed foot and has an air of impatience. If harassed, threatened, or pestered with too many irrelevant questions, it just leaves in a puff of smoke.
This demon has an appointment at the crossroads but no one has arrived and it's impatient. Upon seeing anyone, he, she, or it will ask in Common, "I'm here about the Soul transfer. Do you have the Soul?"
This particular demon was supposed to meet a struggling musician who wished to learn how to play, in this case the deal was for the ability to play Soul music.Anyone answering 'No' will be assumed to be saying that they don't possess Soul music, and so the demon will remark, "It's about time! 'Shazam!' and whatnot!" The answering character will then receive a +4 enhancement bonus to Perform for one musical instrument, preferably a jazz or blues type instrument, like a trumpet, horn, lute/mandolin, or harmonica, though others are possible. Such an instrument appears in their hand and is nice, though not masterwork in anyway and the player will feel the urge to play it briefly, which they will do well. All such music however is blue-sy and soulful and typically is inspired by bad things that happen to the character, like his dog dying, his wife leaving, or him not waking up in the morning. The demon's cut of the deal is that anytime the performing character makes any money for an endeavor involving the use of the Performance skill, he gets 10% of it. It just disappears from the character's possession.
Anyone who replies 'Yes' causes the demon to remark, "Well, I bet you don't have the right soul." and challenges them to a fiddle duel. If they win, they get a shiny fiddle made of gold (5,000 gp.) He offers to let them go first by holding out the fiddle to them. While it's very valuable, this particular fiddle sounds absolutely horrible and anyone playing it takes a -5 penalty on all checks. A smart character will use their own fiddle, as will the demon, though he won't reveal that until after they play. If the demon wins, he pulls out a 6-sided die and rolls it, the losing character losses 100 x the rolled number in XP and the demon and the fiddle disappear, leaving behind a chicken in a bread pan.
- If encountered at night, there's a chance that the sound of hoofbeats can be heard and a procession of beautiful white steeds, ridden by fey huntsman can be seen approaching from one direction. This crossroads has been linked to the faery realms this night. Anyone fleeing more than 20 feet from the crossroad is safe. Anyone attacking or attempting to interact with the riders fail, as they are not on the same plane.
Only once within 20-feet of the crossroad are the two parties in the same actual location. The front riders use their feats and skills to trample anyone in the crossroads unless they are alone. The following two riders cast nets as they ride past. Anyone entangled is dragged along. The final two riders use their lances on anyone not entangled to discourage pursuit. They continue riding regardless of whether they capture anyone. If they do have anyone in a net, that character takes 2d6 non-lethal damage per round they fail to break free. There is a second crossroad that appears 3d4 rounds away (whether there was one or not.) Once the fae reach that crossroad they disappear back to their realm. Anyone with them is lost to the fae realms. If this would inconvenience the adventure, they reappear very shortly thereafter with no memory of anything that happened when they vanished except they are now older. Roll 3d6 and add that many years to their physical age for each 100 years (or fraction thereof) of that character's expected lifespan. This does not affect ageless creatures, like some outsiders constructs, or undead, but it does override class abilities and magic items that protect against aging (as the power of the faery realms are beyond mortal understanding.)
- There's a chance that there's a fresh grave just off the path of the crossroads. A cross-shaped marker with no identification or other markings is the only decoration.
There's a chance that there's nothing buried there.
If there is something buried there, it's probably a body.
If it isn't a body, it's something else.
If it is a body, roll randomly to see what kind of body. If the body doesn't make sense, like you roll a Fire Giant and you've described the grave as being human-sized... roll again or choose something else. If you get an undead, that works.
If it isn't a body, it's probably an object. Maybe it's valuable. Maybe it isn't. Maybe it's a mixture of things that aren't valuable and things that are valuable. You should figure out what those things are. This might be a good place to leave a map or clue to some other adventure.
- If this crossroads occurs in the vicinity of a nearby settlement, one of the directions from the crossroads should lead to that settlement. At least one other direction should lead away.
If placed within the boundaries of a settlement, then this is probably what's referred to as a 'intersection' rather than a crossroads.

Goth Guru |

A settlement built around a crossroads has +4 economy and -4 law and order.
A directional sign pointing down is a sign that your crossroads devil comes here some midnights. They are summoned by burying a box of valuables along with a parchment with a summoning script on it, among other things.
Go to the crossroads.
https://www.google.com/webhp?sourceid=chrome-instant&ion=1&espv=2&a mp;ie=UTF-8#q=crossroads%20demon%20lore

Goth Guru |

17:Pine barrens The pine trees are close together. Natural creatures or classes with forrest walk can travel unimpeded. All others treat it as broken terrain.
If Settlement: No adjustments because all the trees were cut down.
No settlement: The soil is too poor to farm for long. It can be farmed for wood. Unless a clearing is created, campfires are ill advised.
18:Marsh The whole place is like quicksand interrupted by trees and waterways.
If Settlement: You would have to pave it over, possibly with wall spells. The drainage is bad, possibly flooding when it rains. Any dungeon is underwater. May be a floating town.
No settlement: Probably gators, frog creatures, and or lizardmen. Some orchids grow on willows or cypress.

Goth Guru |

Yeah I just did it for temperate normal. You would need a whole nother table for dessert, ocean, tundra, tropical, ect. Since they are one mile hexes, a lake, river, or small mountain range is more believable. The baseline is trees, plants, rocks and things. For a dessert, the baseline would be sand. A dessert isn't going to start unless that is indicated on your world map.
Isolated mesas or mountains are part of the reason american indians thought the world was made by gods. Scientists usually blame erosion, plate tectonics, and glaciers. Using a deck of cards is better than just rolling dice because then the same thing won't occur too many times.

Pizza Lord |
1 person marked this as a favorite. |
A dessert isn't going to start unless that is indicated on your world map.
True, and most desserts would have been eaten or melted away long ago.
However, on the off chance that magic, the Gods, a misspoken wish, or underworld, tectonic plate activity releasing the Elder Fudge occurs:
19. Candyland
Somehow the physics of the local area have been altered, possibly by the interference of a capricious/mad God/GM, possibly by a passing comet that alters reality and also makes spiked chains reach weapons again (or not, if they are again). The world has gained dessert-like qualities. Continue making terrain/location choices, but any normal choices are converted to delicious alternatives.
Cloud encounters, fog, and mist are changed to having Cotton Candy qualities. This applies to floating structures and land masses buffered or surrounded by clouds.
Lakes, Rivers, or other liquids may contain chocolate, fizzy soda pop, or seltzer. Geysers also fall in this category.
Crossroads become like Hot-Cross Buns, with spongy, crumbly ground in the vicinity and frosting like roads/pathways that intersect. The frosting may be firm and hard or, if the ground is warm, slightly gooey.
Marshes become Marshmallow-filled hazards, alternating between firm puffiness and dangerous quicksand like Marshmallow Puff Goo.
Forests can become candy-cane like affairs, lollipop-like clearing, or trees that have literal peppermint bark. Licorice reeds and gumdrop pebbles can also be found in abundance.
Settlements in the area are likely to be made from local materials, like peanut brittle-daubed cottages. Every single structure encountered in this way has a chance to be occupied by a witch, who may or may not look or act like a typical child-snacking cannibal. This is true even in settlements where multiple neighbors are all witches keeping it secret from each other.
If an inhabitant is not a witch, there is a high chance they are obese.
Trade goods like Fruits, Vegetables, Grains, Water, and Milk (other than the chocolate-infused variety the local cows seem to dispense) are in higher demand, as are dentists.

Goth Guru |

20: The sandbox
The hex is full of sand down to the bedrock. To contain this curse, there is a low wall that comes out only 2 feet above the surface and has runes inscribed in it's surface. Plants are cactuses and even tumbleweeds. Animals will be lizards and such.
If settlement: Stone buildings around a well. Economy -4.
No settlement: Just the sort of plants and animals you would expect in a desert. May be a small oasis in the middle.

Goth Guru |

21:Big stone arch
This place seems totally normal except for the big stone arch in the middle. It should be about ten feet wide and 15 feet tall. Note that the runes carved in it are the names of all the planes of the multiverse. The only way to make it work is to strike a tuning fork on it. The gate will remain open till the sound dies down. The fork type will control which plane is opened to. An iron tuning fork quenched in blood opens to the Land of the Dead. Please give me a link to the forks and planes. Unlike the gate spell, anything near the arch might step through, not just whoever you call. Such "summoned" outsiders can be banished, or simply slain home. Second generation creatures may be exempt to banishing.
If settlement: The mayor or whoever will certainly be controlling access to this resource.
No Settlement: Several plants and animals from other planes will be about, particularly near the arch. Some monsters such as Hell Hounds or Phase Spiders might be about. The GM can leave specific tuning forks near the arch.

Goth Guru |

22:Churchyard
There is a small hill with a decrepit church surrounded by a graveyard. There is a path through the grave yard that leads to the busted doors of the church. (For some sick irony, make it a church of Aroden.) Mad, defrocked, cleric optional.
DM notes: Only the path and inside the church are still hallowed ground. The graveyard is specially cursed that anything buried there will rise as an undead. I anyone wonders into the yard looking for certain tombstones, they will encounter level appropriate undead, bursting out of the graves. There's space for more graves if you need to get clues from dead people that desperately.
If settlement: Built around the base of the hill. There is a special wall built to keep the residents in.
If no settlement: The fence around it is falling down in places. The dead will later come stalking the party.:)

Goth Guru |

23:Thunder Mountain
Have a fun geological discussion why there is one mountain without a mountain range. It may involve erosion and glaciers. In any case, it's partially mined out and contains goblins making gunpowder. Every once in a while, there is an explosion.
GM notes: Drow are directing hobgoblins in this project. The young goblins and a few parents live in huts at the base of the mountain. The goblins will not discuss their names but will yell "BOOM!"when asked the name of the tribe. They will sell or trade gunpowder.
If settlement: Many if not all citizens will be goblinoids. Probably a few high level human gunsmiths.+4 economy. -4 law.
If no settlement: Just some goblin huts with a hobgoblin foreman in a piecemeal house. There are some charcoal kilns. Animals are perpetually spooked. Some areas are marred by sulphur runoff.

Goth Guru |

24:Pyramid
Sort of overgrown, this massive stone wonder is partially overgrown.
GM notes: Yes there are mummies, traps, and treasures. The secret entrance is really an entrance/exit for undead and cultists.
If settlement: Built around the pyramid, the pharaoh cult has their secret headquarters in town. There may be a library and museum, due to the presents of ruins.
If no settlement: There are other ruins from the time of the Pharaohs. One of them might be the entrance to the underground lair of the cult.

Pizza Lord |
25. Sinkhole
A massive, hex-wide sinkhole that occurred long ago. Typically formed when underwater reservoirs and suddenly drained or run dry and leave unsupported pockets or caverns below the ground that eventually collapse. Unlike a massive crater from a meteor (which may have caused a mystical candy-land effect, see #19, and also made Acrobatics checks for running jumps require only a 10 foot straight run instead of 20 feet,) a sinkhole is not (or was not) scorched and barren and destroyed. So foliage, animals, and relics and ruins may lay around the rim or bottom rather than being destroyed.
The sinkhole should descend at least a mile below the surface although there should be areas and tunnels that go even lowers to indicate underground waterways that once existed or have since been created by the new terrain.
The sinkhole's crater need not be one large, 'scooped-out' hole. Their may be spires of supported rock and stone that didn't collapse, forming massive rock columns and pillars filling the interior.
If Settlement: The settlement is built ringing the walls of the sinkhole, likely with the upper-class being near the rim and the lower-class near the bottom basin, where trash or other debris will naturally flow downward. This could also reflect a similar situation for a settlement built within the caldera of a suitably large volcano, such as Cauldron from the Shackled City adventure, though without the possibility of a volcanic eruption or the predominance of lava rock.
The inhabitants may have rope or vine suspension bridges running from the walls to the rock pillars to assist in transportation across the crater.
If no Settlement: There could be ruins laying around the edge or in the bottom. If near a large body of water, the sinkhole may be filled or otherwise function as an immense (and deep) lake. If not filled, possibly because of underground tunnels allowing the water to flow out, there could be spectacular waterfalls falling or flowing down the sides from nearby rivers and streams.

Goth Guru |

26:Ridge
A line of hexes full of hills, then a line of small mountains, then hills again. They extend either way 2D6 hexes, rolled once each side.
If settlement: Usually in the valley between 2 mountains. Economy is +2, danger is +2. Trade and minerals are abundant. The settlement can just be placed in the major mountain range in the area.
If no settlement: A path between mountains is called a pass. There will be flying and cave dwelling monsters. Some humanoids may set up an illegal toll booth. May be gangs of bandits living in caves like the hole in the wall gang.

Goth Guru |

27:Rare Materials
Ordinary except for a rare raw material. There could be eternal life orchids growing on one type of tree. There could be a mithril vein beneath. It might be minks are the dominant predator. Whatever makes for the best aspect of the plot.
If settlement: The town is economy +4 because of the resource. Also magic +4 because of the arms race between the security and thieves guilds.
If no settlement: The adventures can find the resource and start a "gold" rush.

Goth Guru |

28:Crater
A crater almost a mile wide. Make the right knowledge checks to tell that a meteor fell here touching off a lava flow partially filling the crater. There are shards of meteoric iron and uncut diamonds far beneath the rich volcanic soil.
If settlement: Economy +2 and magic +2
If no settlement: Lots of flora and fauna. There may be altars of star stone cults.

Goth Guru |

29:In the Trenches
The east and west ends of the hex are striped with trenches, perpetually filled with mists. Magic, treasure, evil, and undead are all detectable in the trenches. Knowledge history: 15: The battle of trenches was fought here, 20: The 2 kingdoms involved ran out of troops and were defenseless to takeover by other kingdoms. 25: The few survivors buried their dead in a few trenches and went mercenary.(All the trenches are now open). Knowledge religion: 20: Mist Lurkers are intangible undead that can create mists and other haunts. They feed on fear but rely on other monsters to cause real harm. Darkvision will see through their mists.
GM notes: The monsters collect treasure and magic items to lure in potential victims. It's hard to tell the vague shapes of long dead soldiers from actual monsters. Normal light sources light up the mists causing a nightmarish glow in which only vague shapes can be made out within 10 feet.
If settlement: The mist filled underworld causes a tourist attraction. Danger +4 because the monsters sneak up to hunt.
If no settlement: Stock it like a dungeon. If you allow firearms there will be only a few dead musketeers. Only the most recent 2 will still have their firearms and ammo. For added fun, the skeletal warriors are still trying to fire at each other as a haunt.

Goth Guru |

30:Time warps
There are portals to other ages of history here.
For example...Dungeon of the Ages. It seems to just be an area of ruins. Then they go through a doorway into a greco roman temple complex complete with an arena. Then there is another door, beyond which is the inside of a pharaoh's pyramid. Farther on there is a tunnel entrance to a cave age area where primitive cave men are being invaded by couatls, celestials, elves, and other advanced races from the sky. If they dare go further they will end up in the age of Dinosaurs.
They can turn back at any time, and return later, because these warps are here permanently.
Futureland. Nearby is a cinder block warehouse with a cloaked door in the back that leads to an old west general store in a town rife with outlaws and gunslingers. In the jail there is a strange metal security door that leads into a modern office building. In the cellar is a secure door with a keypad that if picked leads to a domed, automated, seemingly abandoned city in the Spacefinder game. Outside the dome is an inhospitable wasteland with mutant plants and animals adapted to the poisonous atmosphere.
If settlement: The portals are in doors, possibly locked or secret. Both magic and technology are at +6.
If no settlement: There are ruins and archways. A portal might be in the back of a cave.

Goth Guru |

31: Volcano
It's still smoking. Climb into the top and you can find sulphur, some diamonds, and a small lava pool. You can carve an entire dungeon out of a volcano.
If settlement: There is a cult of volcano worshippers who are unwittingly feeding a red dragon who lives in the volcano. There is probably a big fire elemental lurking in the lava. +2 economy and fire magic.
If no settlement: More unharvested diamonds, sulphur, and fire based monsters. At the base of the volcano is rich soil.

avr |

33: Blighted Land
Anything living here long enough is sickly and/or actually undead. Settlements will be rapidly abandoned if founded. Undead creatures may harrass settlements in surrounding hexes.
34: Blessed Land
The grass is greener, the lambs are fatter, the cow's milk is tastier. Only some people will live there though, others always move on for some reason.
If settlement: Economy +2 Law +2, but it won't grow further.
If no settlement: It's a beautiful, safe place. Founding a settlement effectively requires finding out what the 'chosen people' are.

Goth Guru |

35: Dead Magic
Only artifacts and extraordinary powers will function here. There will be a buried ruin in the center. If dug up, the evidence of a ritual are there. There are candleholders, the bones of a sacrificed lamb, gems turned to glass, and lead that used to be precious metals. Magical creatures will avoid this place. Any cursed item can be removed here.
If settlement: -4 magic items. Most residents will be escaping a curse, possibly lycanthropy.
If no settlement: Abandoned curse items will be here.

avr |

Just a thought Goth but that bumpy land (32) would be terrible for horticulture and not good for raising animals - you'd need less productive animals like goats or highland sheep rather than lowland cattle or horses or similar. Some sort of penalty to economy might be in order. On the other hand it'd be easier than normal to make fortifications.
36: Riotous Growth
Plants grow fast and wild here, eliminating tracks and slowing travel. Terrain is difficult at best.
If settlement: Economy +2, Law -2 as it makes a good place to hide from the outside world as well as a good place to grow unusual crops.
If no settlement: Plant monsters are certain, bandits are likely. The terrain is very difficult if there's any excuse at all.

Mark Hoover 330 |
37: Salt
The hex is riddled with salt deposits, perhaps in water or embedded in the ground
Roll sub-terrain or use surrounding hexes to determine effect; if Aquatic terrain types are indicated (Swamp, Lake, Marsh, etc) then the water is briny saltwater. If other inland terrain types are indicated the ground is dense with deposits of rock salt crystals, salt flats, etc.
If settlement: +1 Economy, -1 Society. Money can be made from local salt being so prevalent but the work is hard, tedious; along with the over-salted food the citizens have become bitter and fairly closed off to outsiders
If non-settlement: modify local flora and fauna to saltwater equivalents in Aquatic terrain; in land terrain the area tends to be dusty and cracked, prone to dust storms (treat as Mist conditions; Fort save [DC 10 +1/per hour] or Blindness; Survival check to reduce Fort save DC)
If underground: large, obvious salt crystals can be found/harvested; chance of wandering monster increased +1/check as monsters come for the mineral.

Goth Guru |

Just a thought Goth but that bumpy land (32) would be terrible for horticulture and not good for raising animals - you'd need less productive animals like goats or highland sheep rather than lowland cattle or horses or similar. Some sort of penalty to economy might be in order. On the other hand it'd be easier than normal to make fortifications.
Agreed. -2 economy, +2 defense.

Goth Guru |

38:Well of Life
Beneath a worn down mountain with copper veins in it is a chamber with a pool of primordial soup. It has been mistaken for a god named Abhoth by primitives. A stream of magma, a stream of water, and occasional jolts of lightning has resulted in random DNA and RNA. There are multiple creatures growing, competing, and evolving in this soup. Some have crawled out and are living on the land.
There are mutant plants and animals as well as interesting aberrations.
If Settlement: +2 crime and magic because any who look upon the thing gain madness and mythos, about 1-6 of each.
If no Settlement: There will be ruins where random monsters drove the intelligent creatures away.

Mark Hoover 330 |
38:Well of Life
Beneath a worn down mountain with copper veins in it is a chamber with a pool of primordial soup. It has been mistaken for a god named Abhoth by primitives. A stream of magma, a stream of water, and occasional jolts of lightning has resulted in random DNA and RNA. There are multiple creatures growing, competing, and evolving in this soup. Some have crawled out and are living on the land.There are mutant plants and animals as well as interesting aberrations.
If Settlement: +2 crime and magic because any who look upon the thing gain madness and mythos, about 1-6 of each.
If no Settlement: There will be ruins where random monsters drove the intelligent creatures away.
What is "madness and mythos?" That sounds like fun!

Goth Guru |

40:Forrest of Suicides
There have been so many suicides that the ghosts try to possess intruders and force them to kill themselves as well. You get a second will save as this is something your character might not normally do.
If Settlement: Small due to the number of suicides. Only those with high will saves manage to survive.
If no settlement: There are many corpses to loot so foolish npcs keep coming here and usually not making it out. Ghosts common, Treasure +4 personal.
GM Notes: To lift this curse you must find the central ghosts, a couple who were trying to elope and their families caught up with them on either side. When they slit their throats, the feuding families ran away in horror. If you can end the feud and give the couple a proper burial, you can lift the curse.

Goth Guru |

41:Mesa
Flat on top, but about 1D6 miles tall. The whole hex was pushed up somehow. There may be dwellings, stairs, and or tunnels carved into the side of this column of rock.
If settlement: On top. Might be lost civilization that fled here because it was more easily defended. +4 law and order. +4 all attempts to defend.
If no settlement: May be ruins on top or in the side.

Goth Guru |

42:Ring of Rings. There is a ring of massive metal rings. These rings all lead to and from different places. There are 30 now, but more have been known to mysteriously appear at the whim of the gods(GM). See page 267 of Occult Adventures.
Resources: You cam travel to any module or adventure that the GM has chosen to add to your game.
If settlement: Peddlers and diplomats can travel to and from foreign lands increasing economy +2.
If no settlement:Some invasive species such as Racoon Dogs and "Japanese" Beetles may be in the area.

Goth Guru |

43:Radiant Land
On the edge they must fort save D15 or be sickened. If they fail the save they get 1-2)a mutation and a defect, coming in over 24 hours. 3-4)Cancer, which develops over months. Each month sick they take 1 con damage and 1-8 internal damage from growing tumors. 5-6)Just radiation sickness, which keeps them sickened as long as they are in the area. Mutants will not be affected thus, and may have their mutations regenerated. Androids may have parts of their memory erased. The farther they go in, the higher the DC becomes.
At the center of the area is an abandoned mine. At night a yellow glow emanates. It's a uranium mine. Inside bleach the bones of prospectors who discovered that in the mine there is no save. The wandering monsters include a pack of double dogs. Double dogs are wolves that have 2 heads and get 2 bite/trip attacks. There are 4 in the hunting pack. The rest of the wandering monsters are likewise mutants.
If settlement: all are mutants or have built up a tolerance. Trade -4. Health -2.
If no settlement: Just twisted plants and mutant animals.

Pizza Lord |
44. The Happening
Named after the first occurrence by an Knight of the Empire of Shyamaland A large swath of wilderness plant-life are aggravated with humanoid existence and release invisible spores and toxins that cause such creatures to end themselves.
Humanoid creatures that move in groups of 4 or larger or at faster than half speed through such territory trigger spore releases. This also occurs in large groups with non-humanoid creatures (though they aren't effected), such as traveling with horses or other beasts or with large vehicles, like carts or wagons over grass or through bushes.
The spores cannot be seen or detected and sometimes carry on the wind beyond the immediate area or into it from other areas. So even humanoids moving carefully or in small groups can fall prey to spores triggered elsewhere or by others, even creatures that weren't humanoid but significantly disturbed the plant-life.
Such environmental anomalies tend to plague an area for no more than 2 to 3 days at a time, then appear to return to normal, biologically speaking.
If settlement: All humanoids are probably dead or barricaded into basements or isolated areas. Any livestock or other creatures are likely fine, depending on their neglect and the time that's passed. Non-humanoid settlements or intelligent creatures may purposefully try and trigger spore releases (though the actual method for the Happening is not apparent or easily deduced quickly in most cases) to weaken humanoid foes or defenders in an area.
When spores are triggered, they fill the surrounding area and may drift into nearby areas depending on wind. They remain potent for 10 minutes, though multiple releases or new triggers can occur during the initial releases potency, making such events dangerous for far longer. If inhaled by a humanoid, they require a DC 10 Fortitude save. The DC increases by 1 for each minute they remain in an affected area. This increase persist even if they leave and are reintroduced to the same or a different instance of spores. After 1 hour of being away from the spores and breathing uncontaminated air to clear their system, the save returns to its base DC. A damp cloth covering the mouth and nose grants a +2 bonus to the save, but only against initial affliction. It's no help once the spore's take effect.
On a failure, humanoid creatures will attempt to lethally injure themselves. They feel no pain or hesitation about removing themselves from existence. Each round they may make a DC 15 Will save to resist ending themselves in the fastest apparent way, but must still inflict 1d6 damage to themselves as a full round action (whether with a weapon, clawing at their own face or eyes, or slamming their heads into solid objects). Each round they are outside of a spore area, they receive a new save to resist the spores' effects, requiring 2 consecutive successes to overcome it.
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Goth Guru |

Most plants are kind of dumb. Goblins will kill themselves with fire and may start wildfires in the process. Thus the happening is usually ended by a dry spell and wildfires. Then the area is taken over by plants that do well in burned out areas. Unicorns and Treants usually leave at the first whiff of suicide plants. Some cults of Rovagug actually propagate and spread these plants trying to end all life. Rovagug blesses the cult leaders with immunity to the spores.

Dark Oni |

46: Spider Infestation
Normal spider as well as giant spiders, ettercaps and spider-like monsters, this place is haunted by them. This could be because of a curse, cult for Mazmezz or Atlach-Nacha or even Jorogumos- but nevertheless, it's not a nice place to inhabit.
Fits best on forests, marsh and plain hexes.
For Settlement: Unless it's a settlement for a race that gets along with spiders (Drow, Jorogumos, Mitfits)- Danger +4, Economy -4, with serious problems maintaining the settlement (probably resulting in a very small settlement). If it is a settlement of such race, Danger +1 and Crime +2.
Without Settlement: Exploring through the area would probably result in an encounter with a swarm of spiders or a spider monster. Without a very good source of protection, anyone who moves through the area is exposed to Medium Giant Spider poison. Anyone who sleeps in the area is exposed to the poison 3 times.

Goth Guru |

Just a thought Goth but that bumpy land (32) would be terrible for horticulture and not good for raising animals - you'd need less productive animals like goats or highland sheep rather than lowland cattle or horses or similar. Some sort of penalty to economy might be in order. On the other hand it'd be easier than normal to make fortifications.
36: Riotous Growth
Plants grow fast and wild here, eliminating tracks and slowing travel. Terrain is difficult at best.If settlement: Economy +2, Law -2 as it makes a good place to hide from the outside world as well as a good place to grow unusual crops.
If no settlement: Plant monsters are certain, bandits are likely. The terrain is very difficult if there's any excuse at all.
Riotous growth means its +4 on survival or search to find specific plants or outdoor objects.
47: Hot Springs
Deep magma causes ground water to bubble to the surface. The heated mineral waters cause any who bathe in them to heal at an accelerated rate. Healing magic of all kinds(including raise dead or resurrection spells) are +3.
If settlement: Bath houses will be built around the springs causing +4 economy.
No settlement: Animals and monsters will live longer from bathing in the waters. More pack leaders and possibly monsters guarding one or more hot springs.

Pizza Lord |
48. Tar Pits
Prolific tar pits in the vicinity. Cool near the edge, but bubbling and hot near the center.
Settlement: Increase economy from oil, tar, and asphalt production of harvesting, as well as research from archeology and discovery of animal bones and trapped organisms.
No Settlement: Animals become trapped in the edges of the tar pits and this leads to predators hunting the edges for easy prey, but also getting trap in the tar pits as well. Increase such encounters.
Possibly of a necromancer in the area with his undead servants harvesting corpses and skeletons from the pits for research and materials.

Goth Guru |

49.Dark Forest
There is a permanent darkness spell on the entire area. There is a 3 foot thick wall of deeper darkness around the edge.
If settlement: Drow, Morlocks, dark stalkers, albinos, vampires, ext.
No Settlement: All the plants are blue, not green. They thrive on ultra violet. There is also mushrooms and other funguses.