| STARGAZER_DRAGON |
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A update on the lists I have thus far, any other ideas you guys might have cuz this is about all I can think of right now but then brains a little fried from doing this much lol. Thanks a lot to those who have already given ideas.
* Encounter - a encounter is a one time event within a hex, once overcome or resolved it will not be found within the same hex though the NPC or monsters might be found in other hexes or be encountered again later. Wondering monsters is a common encounter but other encounters like NPC or buried treasure might exist. The encounter chart also has a hazards and locations section, when these are rolled you roll on the proper chart instead of the encounters chart.
>Adventuring party - Friendly or hostile adventuring party, perhaps from a nearby tribe or perhaps from the players own kingdom. Could be a fight or good RP.
>Easy encounter - A encounter of even or lower Cr then the parties APL.
>Difficult encounter - A encounter above the parties APL
>Very difficult encounter - A encounter that's 3-5 CR above the parties APL
>Impossible encounter - A encounter more then 5 CR above the parties APL that the party is ment to run from. Possibly a chase scene as they run?
>Ambush Easy encounter - A encounter of even or lower Cr then the parties APL Ambushes the party.
>Ambush Difficult encounter - A encounter above the parties APL Ambushes the party.
>Ambush Very difficult encounter - A encounter that's 3-5 CR above the parties APL Ambushes the party.
> Warring Encounter - Roll twice both encounters happen at once and are apposed to each other. IF a Hazard or location is rolled the encounter is apposing the location or encounter perhaps sacking the location or destroying it or trying to survive the hazard. The encounter will half react half ignore the PC.
> Hazard -Roll once on the hazard chart
> Location - Roll once on the Location chart
> Encounter + Hazard -Roll once on the hazard chart and again on the encounter chart -Ignore this result if rolled again for this hex.
> Encounter + Location - Roll once on the Location chart and again on the encounter chart -Ignore this result if rolled again for this hex
>Extra encounter - Roll twice more on the encounter chart both encounters happen ether at the same time or during the travel threw this hex. This can be rolled multiple times allowing for a very eventful day.
> Bookworm - Perception check or else paper goods become damaged, 10% chance of having a spell in a book or scroll ruined and lost. Healing skill check will allow found worms to be used in a special healing poultice that doubles normal healing rates.
> Ear Seeker - Small insects that crawl into the parties ears while they sleep, Fort save or lose hearing, Save means you notice the insects and are able to remove them before any damage is done. Craft alchemy check can be made, success allows the character to turn the insects into a ingredient used in some poisons, reduces craft poison DC by 2 and can be sold for 5 GP +1 GP for each DC you exceed the check by
> Leeches - Leaches in this area manage to attach themselves to the PC as they travelers this land, each PC must roll a Fort check , Success means they not only resist the effects but notice the leaches and can remove them failure means they lose 2 con and must roll again. The leaches will drop away naturally after 10 damage has ben done.
> Ghost Leeches - These invisible leaches Lach onto the character and slowly sap there strength, each PC must make a Will save, Failure causes 2 Wis Damage And cause the PC to roll again. Success causes the leach to fall harmlessly away. The leaches will drop away naturally after 10 damage has ben done.
> Poison Oak - This seemingly harmless plant causes extreme itching and discomfort easily spreading all over the PC body and gear. The PC suffers -2 to all rolls until cured of the infliction which takes a week and cleaning of all gear and objects handled often while afflicted.
> Mercenary - Fight, converse or possibly hire - Diplomacy check to determine initial reaction.
> Merchant/Peddlers - May be dishonest but offers to sell goods to party, dishonest will steal or sell cursed/false goods to the party.
* Hazards - unlike encounters hazards are a recurring event within a hex, the hex they are in will always spawn a encounter related to the hazard until the hazard is taken care of further the these encounters will generate no experience instead only giving experience when the hazard is resolved.
> Bog fungus - This area has a unusually high number of fungus Many of which are harmful. If harmful fungus can be removed then the helpful ones can be harvested for various potions. Hazardous fungus cause disease and poison and may be fatal if ignored. Knowledge Nature Check to identify.
> Hazard Plant - The plants in this area pose a significant threat, some may just need destroyed while other might be monstrous.
>Elemental Connection - The land is connected to a particular element, spells of that element gain +1 DC to resist. Elementals May spawn here regularly. This might be used as a resources but is also a hazard, can't be claimed without dealing with the spawning elementals.
>Haunted - Site contains something causing undead to gather or spawn, the site must be cleared before undead will stop spawning and may not be claimed or safely traveled threw until it is cleared. Possible Quest lead.
>Hostile Tribe - A tribe that starts with hostile disposition to the party. Possibly allowing the party to improve the disposition with tasks and work if they try, perhaps combat, perhaps even requiring the party to flee for there lives.
> Gas Spore - Fungus in this area generate a toxic and acidic spore, All creatures traveling in this hex must make a Fort Save or suffer 1D4 con damage and 1d4 Str damage from the spores.
> Memory Moss - A rare moss grows here that saps the recent memories of those nearby. Only memories of the last 24 hours can be sapped but the most recent memories are lost first often causing the person to forget what was so dangerous about the moss. Creatures at times can get stuck for months in such areas and not even realize a day has past. Will Save to prevent memory loss and realise something isn’t right, Sense motive will allow a PC to know the moss is effecting the party by observing his fellow party members when they pass over the moss. Spell craft can be used to harvest this moss as a powerful spell component that grants +2 DC to charm effects or can be sold. Older moss is stronger and worth more base value off of proper loot for the CR.
> Russet Mold - A quick growing mold that grows particularly fast on metal objects, when removed it releases a spore that causes rust to the object. Fire causes the spore to release 3X as many spores as a defense mechanism. Cold kills the moss without causing it to release spores. Knowledge dungeoneering check will allow a character to reconise the mold and how to safely remove it. ((Deals 5D6 damage to metal objects. This damage ignores hardness.))
> Winter Bloom - This pleasant smelling flower produces a chilling effect on the air around it. This effects the hex to always be treated as artic conditions producing snow and cold winter winds. Fire started near one of these flowers causes such conditions to steadily worsen.
> Accursed Pool - This fresh clean looking pool has actualy ben cursed afflicting any who drink from it as if they had ben effected by a curse spell from a 20th lvl caster. DC 22.
> Mnemonic Crystals - These Light Blue crystals produce a large dispelling field around them, All creatures entering the area are effected as if dispel magic had ben cast on there space. The caster lv for this effect is equal to the Hexes CR. The party must make a Perception Check against a hard DC to notice the crystals effects. Once notices a Knowledge Arcane check can be made to find the source and a spell craft can be made to harvest or disable the crystals. If the spell craft check is sucesfull the Character can harvest Some arcane dust worth GP equal to appropriate loot for the Cr of the Hex. This dust can be used as a substitute to any spell component with a value equal or less then the Dusts own value. Once harvested the crystals become inert. Failure causes the crystals to explode doing 2 int, wis, and char damage to all creatures in the area.
> Blink Spores -- Randomly Teleports party around the Hex they may not leave unless they make a will save; Knowledge Nature to identify; Perception to find; Survival to safely remove without hard. May take 20 on perception with will save, May not re-roll Knowledge check and failed survival deals damage to the PC as it Explodes with magical energy. Dispelling the plants also kills them.
> Choke Spores -- Fort Save To safely traverse Failure Causes 2 Con Damage and a new save
> Fey Mist -- Non-fey Living creatures Roll Will save to avoid mental injuries, failure results in a mental damage decided by DM (possibly roll once on insanity chart or cause damage to a mental stat)
> Haunted Ground -- Will Save to enter the hex - May be cleansed Failure means you may not enter the hex. New save once per day.
* Location -Locations are events that are not in and of themselves dangerous, they might contain monsters or hazards within them but the location itself isn't harmful and in fact are often times helpful if used correctly. Like hazards locations remain in the hex even after resolved unless they are removed or destroyed. Locations are like ruins, or temples. Even a cave or friendly tribe can be a location though hostile tribes should be considered hazards.
>Ruins -A abandoned ruin, perhaps leading to clues as to what happened to the former inhabitants perhaps a short dungeon or some other encounter that takes place or revolves around the ruins. Could be used as a resource to a kingdom if rebuilt
>Forgotten shrine -possible guardian or NPC - knowledge religion check to know the god, Prey to obtain 24 hour Buff spell that fits the god.
>Ancient burial site - may hold clues to older civilizations, may represent a dungeon or lair
>Planar gate - some location/tool/object that serves as a connection to another plane or demiplane
>Friendly Tribe -A tribe of creatures that starts with friendly disposition to the party
>Helpful plant - A plant that helps the party, perhaps a friendly plant creature or healing berries. Should help the party in some way
>Resource -Some form of natural resource, will aid the kingdom or perhaps the characters directly. If don't own a kingdom could be sold to a close kingdom.
> Bad Air - The air in this area is unusually stagnant making natural flight impossible and breathing difficult. Further the semi magical effects dispel all wind based powers and effect and grant a +20 to save and SR against such abilities. Fatigued condition causes double the normal penalties.
> Burning Geyser - Random spaces threw out this hex burst with a hot liquid at random intervals, this makes navigating this hex very dangerous. Roll Reflex failure means the PC get hit with a hot blast suffering damage of a trap 2 CR higher then this hex. --Can be used as a heat source if hex is adjacent to a town.
> Dweomersink - The Rocks in this area slowly drain magic away from enchanted goods, Each character makes a hard will save every day they remain within this Hex. A failure causes 1 random magical item to be permanently disenchanted. (DM may rule that some items are not effected by this to prevent important gear from being disenchanted.)
> Mushrooms - Edible Mushrooms, Can be cooked to make a filling meal, they don’t keep well but no survival check needs to be made while in the hex and looking for food. Survival check to recognize the mushrooms as edible, Failure indicates the PC thinking these mushrooms are poisoned instead.
> Slippery Terrain -- Hex has slick Terrain - Reflex save or take 4X the time to travers or explore.
> Jagged Terrain - Hex has sharp dangerous terrain -Reflex Save to avoid injury while traversing, Failure causes Damage equal to a trap of the Hexes CR.
> Magnetic Earth - This Hex contains Magnetic Ores that Triples metallic weights, check carrying capacity for all characters traveling threw the area. Can be negated by dealing 100 Fire damage to a area or by digging them up and burning them, will take months to dig it all up.
> Hot springs -Rest may attract creatures -Full rest grants +2 moral rest bonus for next 24 hours & 3Xlv HP recovery
> Abandoned farmland overgrown with wrecked home in the middle -Some food can be gathered and makes a good rest spot, if claimed it can be converted to farmland with only a road needing to be built.
> Ancient, dried riverbed cuts a swath across an otherwise bleak landscape - Good rest spot, potentially loot found in the river bed
> Broken ground torn asunder by a recent earthquake or magical activity - Risk of falling in, Climb check needed to explore, possibly a cave within.