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A tomb stands half buried on the edge of the desert. Hex 0714 - Dead Beneath The Sands

A tomb stands half buried on the edge of the desert. Hex 0714 - Dead Beneath The Sands

0714 - Dead Beneath The Sands
Partially buried in the cracked sand lie the remains of an ancient lizardfolk tomb but in the dark of night something more sinister is revealed.
Terrain: Desert, 1:6 chance to become lost, cannot become lost if following the river.
Encounters: medium frequency, desert. 3:6 chance that any encounter at night will be with undead lizardfolk or cultists of Aeturna
Foraging: Food scarce/Water plentiful.

0714 - Dead Beneath The Sands Partially buried in the cracked sand lie the remains of an ancient lizardfolk tomb but in the dark of night something more sinister is revealed. Terrain: Desert, 1:6 chance to become lost, cannot become lost if following the river. Encounters: medium frequency, desert. 3:6 chance that any encounter at night will be with undead lizardfolk or cultists of Aeturna Foraging: Food scarce/Water plentiful.

Tomb Of The Moons
Half buried in the sands, the tomb of the moons is an ancient lizardfolk tomb which managed to weather the ancient destruction that fell upon the jungle. It gains its name from the entrance, a circular doorway around which are carved the various phases of the moons as seen from the jungle. These are of particular interest to scholars as they predate the moonfall, and thus include the since destroyed third moon. The tomb itself is sealed in daylight but at night under the light of the moons it reveals the much darker secret of its longevity
Beneath The Moons
The local lizardfolk shun the tomb of the moons with good reason. In the light of the moons the seal upon the tomb slides open and the undead prowl the desert finding victims to drag back through the entrance into the depths of the tomb. Occasionally they are joined by living beings, cultists of the death goddess Aeturna, these fools serve the dead for a time until eventually joining their ranks.

Tomb Of The Moons Half buried in the sands, the tomb of the moons is an ancient lizardfolk tomb which managed to weather the ancient destruction that fell upon the jungle. It gains its name from the entrance, a circular doorway around which are carved the various phases of the moons as seen from the jungle. These are of particular interest to scholars as they predate the moonfall, and thus include the since destroyed third moon. The tomb itself is sealed in daylight but at night under the light of the moons it reveals the much darker secret of its longevity Beneath The Moons The local lizardfolk shun the tomb of the moons with good reason. In the light of the moons the seal upon the tomb slides open and the undead prowl the desert finding victims to drag back through the entrance into the depths of the tomb. Occasionally they are joined by living beings, cultists of the death goddess Aeturna, these fools serve the dead for a time until eventually joining their ranks.

The Blighted Queen
In the deepest depths of the Tomb Of The Moons lies the burial chamber of Mu-Na Asavul the blighted queen. Mu-Na was a queen before the moonfall but one who had been corrupted by the lord of law Aeturna, the god of death who would impose the sterile order of undeath upon the world. Promises of eternal life led Mu-Na to aid the gods in their terrible plot and as such her refuge was protected during the cataclysm and she rose as an undead mummy. Her servants drag many into the dark of the tomb but are they sacrifices? recruits? or do they face an even darker fate.

The Blighted Queen In the deepest depths of the Tomb Of The Moons lies the burial chamber of Mu-Na Asavul the blighted queen. Mu-Na was a queen before the moonfall but one who had been corrupted by the lord of law Aeturna, the god of death who would impose the sterile order of undeath upon the world. Promises of eternal life led Mu-Na to aid the gods in their terrible plot and as such her refuge was protected during the cataclysm and she rose as an undead mummy. Her servants drag many into the dark of the tomb but are they sacrifices? recruits? or do they face an even darker fate.

Time for another hex, this time we travel to the blasted desert where sand dunes turn to mud flats as they descend towards the river, and a buried tomb holds ancient knowledge and dark secrets. Hex 0714 - Dead Beneath The Sands

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0 0 0 0
A small dwarven ruin sits amongst the foothills of the storm break mountains overgrown with jungle foliage to an unnatural degree. Hex 0511 - Green Ruin

A small dwarven ruin sits amongst the foothills of the storm break mountains overgrown with jungle foliage to an unnatural degree. Hex 0511 - Green Ruin

0511 - Green Ruin
In a sheltered nook at the base of a mountain vines and ferns cling to the ancient ruins of a small dwarven fort a variety of beasts patrol its exterior all strangely docile and unbothered by the proximity of predator and prey.
Terrain: mountainous jungle, 2:6 chance to become lost.
Encounters: high frequency, central jungle. 3:6 chance for encounters to be charmed beasts.
Foraging: Food Standard/Water Standard.

0511 - Green Ruin In a sheltered nook at the base of a mountain vines and ferns cling to the ancient ruins of a small dwarven fort a variety of beasts patrol its exterior all strangely docile and unbothered by the proximity of predator and prey. Terrain: mountainous jungle, 2:6 chance to become lost. Encounters: high frequency, central jungle. 3:6 chance for encounters to be charmed beasts. Foraging: Food Standard/Water Standard.

The Overgrown Fort
The heavily overgrown ruins of a dwarven fort cling to the mountainside, plants grow in abundance even inside where the light is poor. Animals wander in and out without fear, predator and prey walking together as though friends. Deeper into the ruins more dangerous animals act like sentinels allowing passage only to those with peaceful intentions. In the deepest part of the keep a broken roof allows sunlight to shine upon the ruler of this strange domain.
The Grove Within
The ruin has become home to a dryad, an embodiment of nature from the outer realms with the ability to command beasts and control plant life. The Dryad itself appears gentle and peaceful to those who do not harm it's creatures or domain however what counts as harm is widely defined, building and industry are viewed as attacks upon the jungle and local settlements are now threatened by violent packs of enthralled animals.

The Overgrown Fort The heavily overgrown ruins of a dwarven fort cling to the mountainside, plants grow in abundance even inside where the light is poor. Animals wander in and out without fear, predator and prey walking together as though friends. Deeper into the ruins more dangerous animals act like sentinels allowing passage only to those with peaceful intentions. In the deepest part of the keep a broken roof allows sunlight to shine upon the ruler of this strange domain. The Grove Within The ruin has become home to a dryad, an embodiment of nature from the outer realms with the ability to command beasts and control plant life. The Dryad itself appears gentle and peaceful to those who do not harm it's creatures or domain however what counts as harm is widely defined, building and industry are viewed as attacks upon the jungle and local settlements are now threatened by violent packs of enthralled animals.

An Alien Intelligence
As a creature of another plane the Dryad represents something alien which does not follow the usual rules of the setting. The peoples of the jungle are used to honouring the various nature spirits and being treated fairly in response, this hints at the artificial nature of the jungle spirits whose purpose is maintaining balance while the Dryad is an adversarial force seeking to remove what it views as a parasite from the land it has claimed.

An Alien Intelligence As a creature of another plane the Dryad represents something alien which does not follow the usual rules of the setting. The peoples of the jungle are used to honouring the various nature spirits and being treated fairly in response, this hints at the artificial nature of the jungle spirits whose purpose is maintaining balance while the Dryad is an adversarial force seeking to remove what it views as a parasite from the land it has claimed.

For today's hex we travel back to the storm break mountains where an old dwarven ruin has a strange new ruler. Hex 0511 - Green Ruin.
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2 1 0 0

Apologies for the drought of hexes over the last month or so, a mixture of life, work and seasonal depression really affected my output, I'm working on some ideas for the next batch of hexes and will hopefully be restarting things next week.
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A fantastical castle stands in stark contrast to the environment around it. Hex 0610 - Twilight Of Another Realm.

A fantastical castle stands in stark contrast to the environment around it. Hex 0610 - Twilight Of Another Realm.

0610 - Twilight Of Another Realm
The spiritways are strange extra-dimensional pathways that allow rapid travel between gateways within the Jungle and beyond. Structures and landmarks glimpsed within the spiritways are always far off and strange however when a gateway is destroyed sometimes something is pulled through.
Terrain: Jungle, 1:6 chance to become lost.
Encounters: medium frequency, central jungle.
Foraging: Food standard/Water standard.

0610 - Twilight Of Another Realm The spiritways are strange extra-dimensional pathways that allow rapid travel between gateways within the Jungle and beyond. Structures and landmarks glimpsed within the spiritways are always far off and strange however when a gateway is destroyed sometimes something is pulled through. Terrain: Jungle, 1:6 chance to become lost. Encounters: medium frequency, central jungle. Foraging: Food standard/Water standard.

The Castle of Twilight
The castle of twilight stands as an aberration upon the landscape, its architecture of twisting towers and conical spires utterly alien to the jungle. The remains of the gateway that brought it to the jungle were taken by scavengers long ago but the castle remains untouched. Those who have entered during day or night report strange feelings of being observed and some claim to have spotted strange beings at the corners of their vision as they make their way through the glamorous but empty halls. Those that enter in the twilight hours at dawn or dusk find a quiet different experience.

The Castle of Twilight The castle of twilight stands as an aberration upon the landscape, its architecture of twisting towers and conical spires utterly alien to the jungle. The remains of the gateway that brought it to the jungle were taken by scavengers long ago but the castle remains untouched. Those who have entered during day or night report strange feelings of being observed and some claim to have spotted strange beings at the corners of their vision as they make their way through the glamorous but empty halls. Those that enter in the twilight hours at dawn or dusk find a quiet different experience.

The Castle at Twilight
Anyone entering the castle while its entrance is bathed in twilight is drawn into the court of twilight, a fey realm whose denizens exist on the cusp of change but seem utterly unable to move forward. Players will find themselves trapped within the court until they can cause at least one of its denizens to make a change, at which point they will be whisked back into the jungle.
Destroyed Gates and Questing
The purpose of this hex is to show how you can integrate very different locations and quests into the jungle. This location can be replaced with any adventuring area that doesn't fit into the normal environment or atmosphere of the jungle of fallen stars.

The Castle at Twilight Anyone entering the castle while its entrance is bathed in twilight is drawn into the court of twilight, a fey realm whose denizens exist on the cusp of change but seem utterly unable to move forward. Players will find themselves trapped within the court until they can cause at least one of its denizens to make a change, at which point they will be whisked back into the jungle. Destroyed Gates and Questing The purpose of this hex is to show how you can integrate very different locations and quests into the jungle. This location can be replaced with any adventuring area that doesn't fit into the normal environment or atmosphere of the jungle of fallen stars.

Back to the jungle for another hex this time featuring something that's almost entirely out of place. Hex 0610 - Twilight Of Another Realm.

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1 1 0 0
A few half buried structures poke out of the desert sands Hex 1014 - Buried and Cursed

A few half buried structures poke out of the desert sands Hex 1014 - Buried and Cursed

1014 - Buried and Cursed
Half buried beneath the sands many a traveller has seen the ruins of a village in the desert as a chance for shelter from the desert winds few live to regret this choice.
Terrain: Desert, 1:6 chance to become lost.
Encounters: low frequency, desert.
Foraging: Food scarce/Water scarce.

1014 - Buried and Cursed Half buried beneath the sands many a traveller has seen the ruins of a village in the desert as a chance for shelter from the desert winds few live to regret this choice. Terrain: Desert, 1:6 chance to become lost. Encounters: low frequency, desert. Foraging: Food scarce/Water scarce.

The Half Buried Village 
In the north east of the hex a village of around thirty flat roofed dwellings stands half buried in the sand, on closer inspection these buildings are two storeys with the lower floor buried, however the sand seems secure and the dwellings appear to offer good protection without much risk.
The Curse Beneath The Sands
Unfortunately for travellers this buried village is not as abandoned as it seems, beneath the sand, within the lower floors of the village buildings vile sand ghouls hibernate, awaiting their next meal. These sorry creatures were once the inhabitants of the town but they became enthralled to a cult of Samaljinn, Chaos Prince of Indulgence. Encouraged to gluttony and excess their supplies soon ran dry and they turned to the only other abundant food source in the region, each other. To cap off its corruption of the once promising desert town Samaljinn placed upon them the ghoul curse, slowly transforming them into the hideous monsters they are now.

The Half Buried Village In the north east of the hex a village of around thirty flat roofed dwellings stands half buried in the sand, on closer inspection these buildings are two storeys with the lower floor buried, however the sand seems secure and the dwellings appear to offer good protection without much risk. The Curse Beneath The Sands Unfortunately for travellers this buried village is not as abandoned as it seems, beneath the sand, within the lower floors of the village buildings vile sand ghouls hibernate, awaiting their next meal. These sorry creatures were once the inhabitants of the town but they became enthralled to a cult of Samaljinn, Chaos Prince of Indulgence. Encouraged to gluttony and excess their supplies soon ran dry and they turned to the only other abundant food source in the region, each other. To cap off its corruption of the once promising desert town Samaljinn placed upon them the ghoul curse, slowly transforming them into the hideous monsters they are now.

Attack From Below
This location is a trap and in order to ensure it doesn’t feel cheap there should be some signposts for perceptive or investigative players. Some houses should feature symbols that characters with knowledge of gods and cults would recognise as marks of Samaljinn. Additionally if characters dig in the sands within the village for even a small amount of time they will uncover gnawed bones. In a more action or horror focused game the players could be trapped in the village by a sandstorm and have to survive the night.

Attack From Below This location is a trap and in order to ensure it doesn’t feel cheap there should be some signposts for perceptive or investigative players. Some houses should feature symbols that characters with knowledge of gods and cults would recognise as marks of Samaljinn. Additionally if characters dig in the sands within the village for even a small amount of time they will uncover gnawed bones. In a more action or horror focused game the players could be trapped in the village by a sandstorm and have to survive the night.

For today's hex we travel to the blasted desert that punches a hole in the south east of the jungle, to a village half buried in the sand. Hex 1014 - Buried and Cursed.

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0 0 0 0
The ruins of a small temple hides a war between cults in the vast tunnel complex beneath. Hex 0811 - The Tlanexli Complex

The ruins of a small temple hides a war between cults in the vast tunnel complex beneath. Hex 0811 - The Tlanexli Complex

0811 - The Tlanexli Complex
Built during the reign of the dragons. This small temple hides a vast complex beneath that has now become a conflict zone between cults of law and chaos.
Terrain: jungle, 1:6 chance to become lost unless following the river.
Encounters: Medium frequency, central jungle.
Foraging: Food standard/Water standard.

0811 - The Tlanexli Complex Built during the reign of the dragons. This small temple hides a vast complex beneath that has now become a conflict zone between cults of law and chaos. Terrain: jungle, 1:6 chance to become lost unless following the river. Encounters: Medium frequency, central jungle. Foraging: Food standard/Water standard.

The Upper Temple
Above ground the temple is a simple ruin, a trapezoidal structure attached to a fallen tower.
The few unbroken murals suggest the temple was at one point a site for veneration of spirits of light and day. Several stairways, some collapsed, lead beneath the earth into the temple complex. There is a 3:6 chance that the ruins will be occupied whenever the players visit roll a d6 1-2 = cultists of the lord of law Logoss, 3-4 = treasure hunters, 5-6 cultists of the prince of chaos Mendaciax.

The Upper Temple Above ground the temple is a simple ruin, a trapezoidal structure attached to a fallen tower. The few unbroken murals suggest the temple was at one point a site for veneration of spirits of light and day. Several stairways, some collapsed, lead beneath the earth into the temple complex. There is a 3:6 chance that the ruins will be occupied whenever the players visit roll a d6 1-2 = cultists of the lord of law Logoss, 3-4 = treasure hunters, 5-6 cultists of the prince of chaos Mendaciax.

Temple Complex East Wing 
The east wing of the temple complex is currently held by cultists of logoss, known as the keeper of words. These cultists have fortified the main library as their base of operations and were in the process of cataloguing its contents when the cultists of Mendaciax arrived pushing both groups into a state of war. Other than the library the east wing contains meditation chambers and a shrine to the spirits of light and warmth which the Logoss cultists have desecrated.
Temple Complex West Wing
The west wing of the temple complex is held by the cultists of Mendaciax, the chaos prince of lies. They have taken the living quarters of the temple and are searching for a way into the temple vault where they believe secret knowledge is held. They have no wish to preserve this knowledge, instead hoping disassemble it and selectively use parts to spread lies and falsehoods. A large bathing area, fed by an underground spring that has become infested with poisonous eels and a dining area make up the rest of the west wing.

Temple Complex East Wing The east wing of the temple complex is currently held by cultists of logoss, known as the keeper of words. These cultists have fortified the main library as their base of operations and were in the process of cataloguing its contents when the cultists of Mendaciax arrived pushing both groups into a state of war. Other than the library the east wing contains meditation chambers and a shrine to the spirits of light and warmth which the Logoss cultists have desecrated. Temple Complex West Wing The west wing of the temple complex is held by the cultists of Mendaciax, the chaos prince of lies. They have taken the living quarters of the temple and are searching for a way into the temple vault where they believe secret knowledge is held. They have no wish to preserve this knowledge, instead hoping disassemble it and selectively use parts to spread lies and falsehoods. A large bathing area, fed by an underground spring that has become infested with poisonous eels and a dining area make up the rest of the west wing.

First hex of the new year and we're back in the central jungle to see the ruins of a temple built during the reign of the dragons, or rather the vast tunnel complex that lies beneath it. Hex 0811 - The Tlanexli Complex.
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0 0 0 0
Dense jungle choked with vines and creepers centred around a ruined tower. Hex 0614 - Tangled Tower.

Dense jungle choked with vines and creepers centred around a ruined tower. Hex 0614 - Tangled Tower.

0614 - Tangled Tower
Unnatural vines wrap around a tower as though trying to crush it, long thorns dig into the stone work causing visible cracks across its surface.
Terrain: dense jungle, 3:6 chance to become lost unless following the river.
Encounters: High frequency, southern jungle. 2:6 chance any encounter is with blights.
Foraging: Food standard/Water standard.

0614 - Tangled Tower Unnatural vines wrap around a tower as though trying to crush it, long thorns dig into the stone work causing visible cracks across its surface. Terrain: dense jungle, 3:6 chance to become lost unless following the river. Encounters: High frequency, southern jungle. 2:6 chance any encounter is with blights. Foraging: Food standard/Water standard.

The Blighted Tower
The jungle becomes dense and vicious towards the north of this hex, clogged with thorned vines and shrubs. The centre of these growths seems to be an overgrown tower, vines wrapped around it so tightly that they seem to be crushing it.
Blight Nest
The tower and the land around it has been infected with a dire curse causing blighted spirits of thorn and bramble to grow from the earth that feed on the blood of mortal beings.

The Blighted Tower The jungle becomes dense and vicious towards the north of this hex, clogged with thorned vines and shrubs. The centre of these growths seems to be an overgrown tower, vines wrapped around it so tightly that they seem to be crushing it. Blight Nest The tower and the land around it has been infected with a dire curse causing blighted spirits of thorn and bramble to grow from the earth that feed on the blood of mortal beings.

The Source
The source of the curse is a mysterious tree whose roots grow from a cursed body at the centre of the tower. How either the body or the tree got into these positions is a mystery but only by removing the curse can the blights be ended. Attempts to burn or destroy the body or the tree will prove entirely ineffective.

The Source The source of the curse is a mysterious tree whose roots grow from a cursed body at the centre of the tower. How either the body or the tree got into these positions is a mystery but only by removing the curse can the blights be ended. Attempts to burn or destroy the body or the tree will prove entirely ineffective.

For today's hex we travel south to a strange tower strangled by thorned creepers that seems more eager for blood than sunlight. Hex 0614 - Tangled Tower.
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1 0 1 0
An area of jungle that edges the banks of lake Itzcan and provides cover for an underhanded operation. Hex 0608 - The Spies Beneath the Canopy.

An area of jungle that edges the banks of lake Itzcan and provides cover for an underhanded operation. Hex 0608 - The Spies Beneath the Canopy.

0608 - Spies Beneath The Canopy
Where the jungle meets the western banks of lake Itzcan the drab remains of a settler camp lies beneath the tree canopy.
Terrain: Jungle, 1:6 chance to become lost unless following the lake shore.
Encounters: Low frequency, central jungle
Foraging: Food Standard /Water Standard, foraging here also produces 1d6 portions of scarlet dancer (see entry).

0608 - Spies Beneath The Canopy Where the jungle meets the western banks of lake Itzcan the drab remains of a settler camp lies beneath the tree canopy. Terrain: Jungle, 1:6 chance to become lost unless following the lake shore. Encounters: Low frequency, central jungle Foraging: Food Standard /Water Standard, foraging here also produces 1d6 portions of scarlet dancer (see entry).

The Disguised Camp
While appearing to be nothing more than an abandoned camp this is a camouflage to draw attention from is true and still very much present inhabitants. Some clues spoil the illusion:
Freshly turned earth beneath the tents, bags of supplies buried just below the surface.
Notches carved into several tree trunks that would provide easy footholds for climbing.
Some netting visible in the trees above.
The true camp is in the trees above made of netting stretched between tree branches to provide a stable but difficult to spot platform for the spies who live upon it.
Spies from Hippolis
The inhabitants of the camp are spies, sent from the city to observe and report on the Blue Fang lizard folk tribe. Their goal is check the military capabilities of the tribe and also find any hidden sources of wealth the tribe may have concealed. There are twelve spies in total lead by a minor noble from Hippoli named Thanius. The group are mostly friendly to other humans but deeply distrustful of other ancestries or those who are known allies of the Blue Fang tribe. This distrust is enhanced by a poor choice in firewood.

The Disguised Camp While appearing to be nothing more than an abandoned camp this is a camouflage to draw attention from is true and still very much present inhabitants. Some clues spoil the illusion: Freshly turned earth beneath the tents, bags of supplies buried just below the surface. Notches carved into several tree trunks that would provide easy footholds for climbing. Some netting visible in the trees above. The true camp is in the trees above made of netting stretched between tree branches to provide a stable but difficult to spot platform for the spies who live upon it. Spies from Hippolis The inhabitants of the camp are spies, sent from the city to observe and report on the Blue Fang lizard folk tribe. Their goal is check the military capabilities of the tribe and also find any hidden sources of wealth the tribe may have concealed. There are twelve spies in total lead by a minor noble from Hippoli named Thanius. The group are mostly friendly to other humans but deeply distrustful of other ancestries or those who are known allies of the Blue Fang tribe. This distrust is enhanced by a poor choice in firewood.

Scarlet Dancer
The Spies have been burning a local fungus called scarlet dancer to provide warmth and for cooking because it burns with a dull red glow and  produces transparent smoke seemingly making it perfect for remaining hidden. However the smoke it produces is psychoactive, particularly increasing the paranoia of those it affects. Many of the spies are struggling to sleep and are giving sideways glances to even their closest allies.

Scarlet Dancer The Spies have been burning a local fungus called scarlet dancer to provide warmth and for cooking because it burns with a dull red glow and produces transparent smoke seemingly making it perfect for remaining hidden. However the smoke it produces is psychoactive, particularly increasing the paranoia of those it affects. Many of the spies are struggling to sleep and are giving sideways glances to even their closest allies.

Today we meet some shady characters with a poor knowledge of jungle flora. Hex 0608 - Spies Beneath The Canopy.

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#shadowdark

1 0 0 0
A few low hills rise up from the jungle canopy, one hides the entrance to a strange and terrifying domain. Hex 0515 - The Outside Inside.

A few low hills rise up from the jungle canopy, one hides the entrance to a strange and terrifying domain. Hex 0515 - The Outside Inside.

0515 - The Outside Inside
Beneath a low hill, a crooked entrance leads into strange catacombs below formed of unrecognizable materials and with architecture that seems to defy the laws of nature.
Terrain: Dense jungle, 2:6 Chance to become lost.
Encounters: High frequency, Southern Jungle.
Foraging: Food standard/Water standard.

0515 - The Outside Inside Beneath a low hill, a crooked entrance leads into strange catacombs below formed of unrecognizable materials and with architecture that seems to defy the laws of nature. Terrain: Dense jungle, 2:6 Chance to become lost. Encounters: High frequency, Southern Jungle. Foraging: Food standard/Water standard.

Catacombs From Beyond The Stars
 The catacombs below the hill are entirely otherworldly. Smooth corridors of a cold metal darker than obsidian that seem to twist when focused on, this darkness is broken only by strange runes that glow with an indescribable color and hurt the eyes to read. Every so often statues of bizarre tentacled abominations leer out from the gloom, they look as though carved from stone yet they feel like flesh when touched. No matter the path taken the catacombs always lead to an immense amphitheater.
The Twisted Hand Expedition
The Wizard Cabal known as the twisted hand sent an expedition to this place, unfortunately none of the expedition returned. Delving into the catacombs the bodies of these previous explorers can be found. Their notes and diaries tell of initial excursions, the discovery of the amphitheater and their beliefs about a cult and a ritual performed to bring this place into being, based around a stone altar at its centre that is the only natural material found in the entire complex. These notes also tell of a dark presence that stalks the catacombs, picking them off one by one.

Catacombs From Beyond The Stars The catacombs below the hill are entirely otherworldly. Smooth corridors of a cold metal darker than obsidian that seem to twist when focused on, this darkness is broken only by strange runes that glow with an indescribable color and hurt the eyes to read. Every so often statues of bizarre tentacled abominations leer out from the gloom, they look as though carved from stone yet they feel like flesh when touched. No matter the path taken the catacombs always lead to an immense amphitheater. The Twisted Hand Expedition The Wizard Cabal known as the twisted hand sent an expedition to this place, unfortunately none of the expedition returned. Delving into the catacombs the bodies of these previous explorers can be found. Their notes and diaries tell of initial excursions, the discovery of the amphitheater and their beliefs about a cult and a ritual performed to bring this place into being, based around a stone altar at its centre that is the only natural material found in the entire complex. These notes also tell of a dark presence that stalks the catacombs, picking them off one by one.

The Stalker
A strange and terrible creature stalks the catacombs. Its flesh matches the colour of the corridors, its body is a mass of limbs and tentacles with no discernible face or head that allows it to navigate walls and ceilings with ease allowing it to ambush its prey from whatever angle it pleases. Its attacks leave no physical damage but seem to drain a creature's strength till they expire.

The Stalker A strange and terrible creature stalks the catacombs. Its flesh matches the colour of the corridors, its body is a mass of limbs and tentacles with no discernible face or head that allows it to navigate walls and ceilings with ease allowing it to ambush its prey from whatever angle it pleases. Its attacks leave no physical damage but seem to drain a creature's strength till they expire.

Today we travel to the south west corner of the jungle and find a place that doesn't belong. Hex 0515 - The Outside Inside.
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1 0 0 0
A fortress hides in the mist or perhaps it hides something else. Hex 0507 - The Fortress Of Vapour.

A fortress hides in the mist or perhaps it hides something else. Hex 0507 - The Fortress Of Vapour.

0507 - The Fortress of Vapour 
You glimpse it between the trees, partially covered by mists, a towering fortress of white stone. You run forward as the mists roll across certain of your direction but when the mists part the fortress is as distant as it ever was.
Terrain: jungle, 2:6 chance to become lost.
Encounters: Medium frequency, central jungle.
Foraging: Food Standard/Water Standard.

0507 - The Fortress of Vapour You glimpse it between the trees, partially covered by mists, a towering fortress of white stone. You run forward as the mists roll across certain of your direction but when the mists part the fortress is as distant as it ever was. Terrain: jungle, 2:6 chance to become lost. Encounters: Medium frequency, central jungle. Foraging: Food Standard/Water Standard.

The Fortress in the mists
Throughout this hex mist rises from the jungle floor every so often players will catch sight of a white marble fortress between the trees yet when they approach it seems to disappear or never seem to get any closer. Some locals have taken to calling it the fortress of vapour however these locals also tell that sometimes the fortress allows a person to reach it but they are never heard from again.
Truth Behind The Vapour.
Both the mists and the illusionary fortress are clear indicators of a vast magical spell. This may be able to be dispelled by high level magic however there are other ways to trick the magic the simplest being to turn and walk in the opposite direction to the fortress. In reality the fortress is merely an illusion that obscures a small underground complex currently ruled over by the cult of falsehood.

The Fortress in the mists Throughout this hex mist rises from the jungle floor every so often players will catch sight of a white marble fortress between the trees yet when they approach it seems to disappear or never seem to get any closer. Some locals have taken to calling it the fortress of vapour however these locals also tell that sometimes the fortress allows a person to reach it but they are never heard from again. Truth Behind The Vapour. Both the mists and the illusionary fortress are clear indicators of a vast magical spell. This may be able to be dispelled by high level magic however there are other ways to trick the magic the simplest being to turn and walk in the opposite direction to the fortress. In reality the fortress is merely an illusion that obscures a small underground complex currently ruled over by the cult of falsehood.

The Cult of Falsehood
The cult of falsehood are a chaotic cult devoted to the chaos god Mendaciax, known as The Prince Of Lies. Through the guidance of their patron, the cult corrupted an ancient ancestor spell engine to produce the illusions and protect the cult. Regularly they use these illusions to kidnap travellers to be converted or sacrificed on the altar of lies.

The Cult of Falsehood The cult of falsehood are a chaotic cult devoted to the chaos god Mendaciax, known as The Prince Of Lies. Through the guidance of their patron, the cult corrupted an ancient ancestor spell engine to produce the illusions and protect the cult. Regularly they use these illusions to kidnap travellers to be converted or sacrificed on the altar of lies.

Today in the Jungle of fallen stars there is a fortress in the mists and no matter how far you run towards it, it's still so far away. Hex 0507 - the fortress of vapour.
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1 1 0 0
Hidden deep within its mountain lair something watches and catalogues the Jungle below. Hex 0410 - The Watcher From Beyond.

Hidden deep within its mountain lair something watches and catalogues the Jungle below. Hex 0410 - The Watcher From Beyond.

0410 - Watcher from Beyond
Deep in the mountains an unnatural cave structure provides the home for a creature of equally unnatural origins.
Terrain: Mountain, 1:6 chance to become lost
Encounters: High frequency, Mountain.
Foraging: Food scarce/Water scarce.

0410 - Watcher from Beyond Deep in the mountains an unnatural cave structure provides the home for a creature of equally unnatural origins. Terrain: Mountain, 1:6 chance to become lost Encounters: High frequency, Mountain. Foraging: Food scarce/Water scarce.

The Lair of the OBSERVER
The observer is a creature utterly alien to the world of Aeio, likely an escapee from the crashed ship in hex 0409. Its lair is an unnaturally smooth and precisely proportioned cave system, likely carved out by one of the creature’s specialised eye beams. The lowest areas of the cave system are given over to a tribe of kobolds. The kobolds guard the caves and maintain the various arcane traps the Observer has set up. Above the kobold’s area reached through vertical tunnels are the various rooms of the Observer such as its library, sanctum and scrying chamber.

The Lair of the OBSERVER The observer is a creature utterly alien to the world of Aeio, likely an escapee from the crashed ship in hex 0409. Its lair is an unnaturally smooth and precisely proportioned cave system, likely carved out by one of the creature’s specialised eye beams. The lowest areas of the cave system are given over to a tribe of kobolds. The kobolds guard the caves and maintain the various arcane traps the Observer has set up. Above the kobold’s area reached through vertical tunnels are the various rooms of the Observer such as its library, sanctum and scrying chamber.

The Quickfoot Tribe.
Kobolds are rare in the Jungle of fallen stars. Due to their association with dragons, the lizardfolk tribes hunt them without mercy, viewing them as minions of their ancient draconic overlords. The purple scaled kobolds of the quickfoot tribe came under the sway of the observer as a means to protect themselves from such threats, a mixture of manipulation and mind control keeps the tribe compliant and their proximity to the creature does seems to have resulted in greater magical affinity for the tribe, although this is mostly used to maintain the Observer’s magical traps.
The OBSERVER
A strange floating creature consisting of a brain and a single huge primary eye surrounded by several flexible eyestalks featuring secondary eyes. These secondary eyes are able to shoot magical beams of many kinds or combine their beams to cast spells. Its goal seems to be the acquisition of knowledge however it rarely leaves its lair.

The Quickfoot Tribe. Kobolds are rare in the Jungle of fallen stars. Due to their association with dragons, the lizardfolk tribes hunt them without mercy, viewing them as minions of their ancient draconic overlords. The purple scaled kobolds of the quickfoot tribe came under the sway of the observer as a means to protect themselves from such threats, a mixture of manipulation and mind control keeps the tribe compliant and their proximity to the creature does seems to have resulted in greater magical affinity for the tribe, although this is mostly used to maintain the Observer’s magical traps. The OBSERVER A strange floating creature consisting of a brain and a single huge primary eye surrounded by several flexible eyestalks featuring secondary eyes. These secondary eyes are able to shoot magical beams of many kinds or combine their beams to cast spells. Its goal seems to be the acquisition of knowledge however it rarely leaves its lair.

First correction for #ahexaday project ever today. The previously listed hex 0410 was actually hex 0409, I'm almost surprised it's taken this long for a mistake to happen, anyhow I now present the actual hex 0410 - Watcher from beyond.

#dnd
#shadowdark

1 0 0 0
A sinkhole encroaches upon the border of the jungle. Hex 1112 - the dark beneath.

A sinkhole encroaches upon the border of the jungle. Hex 1112 - the dark beneath.

1112 - The Dark Beneath
A large sinkhole drops into the darkness, but how far does that darkness stretch, and what lurks beneath.
Terrain: Jungle, 1:6 chance to become lost
Encounters: medium frequency, southern jungle. After discovering the mouth of the abyss, 3:6 chance encounter is with overhive drones
Foraging: Food standard/Water standard

1112 - The Dark Beneath A large sinkhole drops into the darkness, but how far does that darkness stretch, and what lurks beneath. Terrain: Jungle, 1:6 chance to become lost Encounters: medium frequency, southern jungle. After discovering the mouth of the abyss, 3:6 chance encounter is with overhive drones Foraging: Food standard/Water standard

The Mouth Of The Abyss 
The Sinkhole stretches roughly 20ft across its walls only lit by sun or moonlight, the darkness quickly swallowing up anything more than a few feet down. Hidden in darkness the sides of the sinkhole contain ledges every 20 - 30ft. down. Meaning that with a little difficulty the sides can be navigated.
The Depths Of The Abyss.
The sinkhole continues a mile down breaching into the upper levels of the world below. At around halfway down climbers will begin to encounter creatures of the overhive. To start with these will be groups of drones but as they go further down they should experience more power overhive creatures. If they leave and return later they should encounter the drones earlier making it clear that they are moving slowly closer to the surface.

The Mouth Of The Abyss The Sinkhole stretches roughly 20ft across its walls only lit by sun or moonlight, the darkness quickly swallowing up anything more than a few feet down. Hidden in darkness the sides of the sinkhole contain ledges every 20 - 30ft. down. Meaning that with a little difficulty the sides can be navigated. The Depths Of The Abyss. The sinkhole continues a mile down breaching into the upper levels of the world below. At around halfway down climbers will begin to encounter creatures of the overhive. To start with these will be groups of drones but as they go further down they should experience more power overhive creatures. If they leave and return later they should encounter the drones earlier making it clear that they are moving slowly closer to the surface.

Quest Ideas
The Mouth of the Abyss can be used as a simple entrance to the world below, allowing for adventures in an underground setting, the slow and potential traversal onto its depths allowing for a growing sense of dread. Another use is as a ticking timebomb which the players must work out how to defuse. The creatures of the overhive are ascending and will eventually reach the surface in great numbers, how will the players stop them?

Quest Ideas The Mouth of the Abyss can be used as a simple entrance to the world below, allowing for adventures in an underground setting, the slow and potential traversal onto its depths allowing for a growing sense of dread. Another use is as a ticking timebomb which the players must work out how to defuse. The creatures of the overhive are ascending and will eventually reach the surface in great numbers, how will the players stop them?

At the border between jungle and wasteland an ominous sinkhole drops down into vast and unrelenting darkness. Hex 1112 - The Dark Beneath.

#ahexaday
#dnd
#shadowdark

2 1 0 0
A strange grove lies at the centre of the jungle. Hex 0808 - meditations & monsters

A strange grove lies at the centre of the jungle. Hex 0808 - meditations & monsters

0808 - Meditations & Monsters
Amidst the jungle a well tended grove provides a place of meditation and a deadly trial. 
Terrain: Dense Jungle, 3:6 chance to become lost.
Encounters: Day: Low Frequency Night: High Frequency, Central Jungle.
Foraging: Food standard /Water standard.

0808 - Meditations & Monsters Amidst the jungle a well tended grove provides a place of meditation and a deadly trial. Terrain: Dense Jungle, 3:6 chance to become lost. Encounters: Day: Low Frequency Night: High Frequency, Central Jungle. Foraging: Food standard /Water standard.

The Grove Of Dawn & Dusk
A place revered by the lizardfolk tribes, the grove gains its name from its shifting function, a peaceful place of reverence during the day and a deadly trial after sunset. In daylight the grove is a meeting place for the lizardfolk’s living shamen, due to the position of the grove at the intersection of several lines of magical power they are able to commune with many of the spirits of the jungle providing deep insight into the state of things. It is this same intersection of power which at night draws warriors wishing to prove their mettle as with the coming of darkness the terrifying arcanovores rise from their nocturnal slumber and come to feast upon the magic focused there.

The Grove Of Dawn & Dusk A place revered by the lizardfolk tribes, the grove gains its name from its shifting function, a peaceful place of reverence during the day and a deadly trial after sunset. In daylight the grove is a meeting place for the lizardfolk’s living shamen, due to the position of the grove at the intersection of several lines of magical power they are able to commune with many of the spirits of the jungle providing deep insight into the state of things. It is this same intersection of power which at night draws warriors wishing to prove their mettle as with the coming of darkness the terrifying arcanovores rise from their nocturnal slumber and come to feast upon the magic focused there.

The Arcanovores
These lumbering creatures are almost entirely alien in appearance. Their squat, lizard-like body is almost reminiscent of a crocodilian but bloated to the size of a small elephant, its head replaced with a probing trunk that, unlike an elephant's, sports several rows of teeth. If the creatures have eyes or ears they are too alien to identify but its movements and reactions suggest its senses are keen. With armoured hide and lashing trunk arcanovores are difficult to take down but it is believed that killing one releases the magic it has consumed back into the world giving the fight great value in the eyes of the lizardfolk.

The Arcanovores These lumbering creatures are almost entirely alien in appearance. Their squat, lizard-like body is almost reminiscent of a crocodilian but bloated to the size of a small elephant, its head replaced with a probing trunk that, unlike an elephant's, sports several rows of teeth. If the creatures have eyes or ears they are too alien to identify but its movements and reactions suggest its senses are keen. With armoured hide and lashing trunk arcanovores are difficult to take down but it is believed that killing one releases the magic it has consumed back into the world giving the fight great value in the eyes of the lizardfolk.

Today we visit the centre of the jungle where a strange grove provides quiet contemplation by day and a deadly challenge at night.

#ahexaday
#dnd
#shadowdark

2 0 0 0
A small village sits on the coastline. Hex 0307 - Ushtlzan.

A small village sits on the coastline. Hex 0307 - Ushtlzan.

0307 - Ushtlzan
South and east from Izotwa along the road leading down the coast the village of Ushtlzan provides a stop for travellers and a dock for the few merchants travelling from the western sea.
Terrain: Jungle Coast, 1:6 chance to become lost unless following the road or coastline.
Encounters: Low frequency, Coastal.
Foraging: Food Standard/Water Standards.

0307 - Ushtlzan South and east from Izotwa along the road leading down the coast the village of Ushtlzan provides a stop for travellers and a dock for the few merchants travelling from the western sea. Terrain: Jungle Coast, 1:6 chance to become lost unless following the road or coastline. Encounters: Low frequency, Coastal. Foraging: Food Standard/Water Standards.

Ushtlzan Village 
The village consists of around 50 homes and a few other assorted buildings including an inn and a boathouse. The seafront is walled and fortified against oceanborne attack which represents the most common threat to the village usually from pirates or elven raiders. Fishing and small farms keep the village sustained and a slow but steady flow of trade taxes and dock fees maintain its financial needs. The village is ruled by a small group of elders, who oversee taxation and arbitrate grievances acting as judges if amicable solutions cannot be found.

Ushtlzan Village The village consists of around 50 homes and a few other assorted buildings including an inn and a boathouse. The seafront is walled and fortified against oceanborne attack which represents the most common threat to the village usually from pirates or elven raiders. Fishing and small farms keep the village sustained and a slow but steady flow of trade taxes and dock fees maintain its financial needs. The village is ruled by a small group of elders, who oversee taxation and arbitrate grievances acting as judges if amicable solutions cannot be found.

The Tunnels below 
Before the sea wall was fortified the people of the village used to take cover from attack in a vast network of tunnels lying beneath the village. These tunnels were defended by numerous traps and their twisting labyrinthine layout. Since the fortification of the sea wall these tunnels have fallen into disrepair, often providing a home for the creatures they used to be a barrier against. Whilst many in the village think the tunnels should simply be sealed and forgotten, the older families bemoan the loss of treasures once stowed in the tunnels for protection now lost deep within.
Elder Surr At’ar
The oldest and longest serving of the village elders Surr At’ar remembers when the tunnels were still the village's main form of defence. She wants to pay adventurers to clear out the tunnels, partly because she believes that a nest of monsters beneath their feet is a ticking time bomb but secretly because her family’s hidden vaults are located within the caves.

The Tunnels below Before the sea wall was fortified the people of the village used to take cover from attack in a vast network of tunnels lying beneath the village. These tunnels were defended by numerous traps and their twisting labyrinthine layout. Since the fortification of the sea wall these tunnels have fallen into disrepair, often providing a home for the creatures they used to be a barrier against. Whilst many in the village think the tunnels should simply be sealed and forgotten, the older families bemoan the loss of treasures once stowed in the tunnels for protection now lost deep within. Elder Surr At’ar The oldest and longest serving of the village elders Surr At’ar remembers when the tunnels were still the village's main form of defence. She wants to pay adventurers to clear out the tunnels, partly because she believes that a nest of monsters beneath their feet is a ticking time bomb but secretly because her family’s hidden vaults are located within the caves.

Today our travels take us just a single hex north to the small village of Ushtlzan a fishing and minor trade port that holds secrets and dangers beneath. Hex 0307 - Ushtlzan.

#ahexaday
#dnd
#shadowdark

0 0 0 0
A road matches the curves of the coastline flanked by the encroaching jungle. On a small hill lies an undersized landmark Hex 0308 - The Little Keep

A road matches the curves of the coastline flanked by the encroaching jungle. On a small hill lies an undersized landmark Hex 0308 - The Little Keep

0308 - The Little Keep
Along the side of the road a small path leads off to the top of a small hillock where a tiny ruined keep sits looking like a stage prop or a poorly designed child's toy 
Terrain: Jungle coast, 1:6 chance to become lost unless following the road or coastline.
Encounters: Low frequency, Coast.
Foraging: Food standard/Water standard.

0308 - The Little Keep Along the side of the road a small path leads off to the top of a small hillock where a tiny ruined keep sits looking like a stage prop or a poorly designed child's toy Terrain: Jungle coast, 1:6 chance to become lost unless following the road or coastline. Encounters: Low frequency, Coast. Foraging: Food standard/Water standard.

The Little Keep
The little keep bears some design similarities to the ancient lizardfolk forts. It's flat but slightly pyramidal walls certainly give the impression at a distance but up close it is apparent that these walls barely reach five feet tall, the towers and only reaching a little further. All are squashed together with barely any wall between them. Most travellers view the keep as a strange oddity but locals view it with suspicion and tell others to avoid it.
Strange Camouflage
Those who choose to spend the night near or even inside the keep often find out first hand what scares the locals about this strange piece of architecture. In darkness the area around the keep grows cold, it's door swings open and slick black tentacles reach out to snatch living creatures nearby. Those unlucky enough to have taken refuge in the little keep risk being pulled instantly into the dark within.

The Little Keep The little keep bears some design similarities to the ancient lizardfolk forts. It's flat but slightly pyramidal walls certainly give the impression at a distance but up close it is apparent that these walls barely reach five feet tall, the towers and only reaching a little further. All are squashed together with barely any wall between them. Most travellers view the keep as a strange oddity but locals view it with suspicion and tell others to avoid it. Strange Camouflage Those who choose to spend the night near or even inside the keep often find out first hand what scares the locals about this strange piece of architecture. In darkness the area around the keep grows cold, it's door swings open and slick black tentacles reach out to snatch living creatures nearby. Those unlucky enough to have taken refuge in the little keep risk being pulled instantly into the dark within.

Taken
Those taken by the little keep are not killed. Instead they are returned after d12 + d6 hours appearing somewhere within a mile of the little keep. Victims have no memory of what occurred during that time but will be missing some non-essential body part such as a little finger, a toe or their appendix. Any wounds that such a removal would cause are healed when the person returns, additionally any poisoning, sickness or curse they were suffering from will have been cured. The little keep will only ever take a creature once.

Taken Those taken by the little keep are not killed. Instead they are returned after d12 + d6 hours appearing somewhere within a mile of the little keep. Victims have no memory of what occurred during that time but will be missing some non-essential body part such as a little finger, a toe or their appendix. Any wounds that such a removal would cause are healed when the person returns, additionally any poisoning, sickness or curse they were suffering from will have been cured. The little keep will only ever take a creature once.

Today we find ourselves on western shore of the jungle and visiting a very strange landmark. Hex 0308 - The Little Keep.

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#dnd
#shadowdark

0 0 0 0
A stretch of coast line not far from the mouth of the Itzca river. Hex 0516 the Ogre Wreck.

A stretch of coast line not far from the mouth of the Itzca river. Hex 0516 the Ogre Wreck.

0516 - Ogre Wreck
A beached ship has become the centre of a makeshift camp for Ogre raiders but its proximity to an ancient artefact has caused some changes
Terrain: coast, 1:6 unless following the coastline.
Encounters: High frequency, coastal. 3:6 chance of any encounter being with Mutant Ogre Raiders (see below)
Foraging: Food standard/Water standard.

0516 - Ogre Wreck A beached ship has become the centre of a makeshift camp for Ogre raiders but its proximity to an ancient artefact has caused some changes Terrain: coast, 1:6 unless following the coastline. Encounters: High frequency, coastal. 3:6 chance of any encounter being with Mutant Ogre Raiders (see below) Foraging: Food standard/Water standard.

Raiding Ship Wreck
Ogres often form raiding cultures in order to keep up with the needs of their ferocious metabolism. Any time these cultures become too large, groups split off to find new hunting ground which has resulted in ogres being spread across the world. Beaching their ship here was likely intentional and supposed to be the start of a new community. Unfortunately the presence of ancient and malfunctioning technology has turned this would be settlement into a horror story.
Genomantic Chaos
The ancestors had such advanced genomantic technologies that they could shape entirely new species. Such technology and knowledge is long lost but its malfunctioning remnants still pose significant danger especially if they are activated unintentionally.

Raiding Ship Wreck Ogres often form raiding cultures in order to keep up with the needs of their ferocious metabolism. Any time these cultures become too large, groups split off to find new hunting ground which has resulted in ogres being spread across the world. Beaching their ship here was likely intentional and supposed to be the start of a new community. Unfortunately the presence of ancient and malfunctioning technology has turned this would be settlement into a horror story. Genomantic Chaos The ancestors had such advanced genomantic technologies that they could shape entirely new species. Such technology and knowledge is long lost but its malfunctioning remnants still pose significant danger especially if they are activated unintentionally.

Mutant Ogre Raiders
The ogres in the area have been twisted by the malfunctioning technology in numerous ways and driven insane by the process. For each encounter in this hex roll on the below table for any ogres.

D6 roll
Description
1
Flesh weapons - increase damage
2
Many limbs - extra attacks
3
Grasping tentacles - restrain enemies 
4
Liquid flesh - regenerate hitpoints
5
Armoured hide - improve armour
6
Degeneration - 1:3 chance to transform into a gibbering mouther every turn.

Mutant Ogre Raiders The ogres in the area have been twisted by the malfunctioning technology in numerous ways and driven insane by the process. For each encounter in this hex roll on the below table for any ogres. D6 roll Description 1 Flesh weapons - increase damage 2 Many limbs - extra attacks 3 Grasping tentacles - restrain enemies 4 Liquid flesh - regenerate hitpoints 5 Armoured hide - improve armour 6 Degeneration - 1:3 chance to transform into a gibbering mouther every turn.

Sorry for the lack of hex explorations over the past month, life has been hectic and my mental health has been low, can't promise that's going to change any time soon but I'll keep trying to put out at least a couple each week.
Today is a settlement gone wrong. Hex 0516 Ogre Wreck
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1 0 0 0
A strange ziggurat rises from an isolated stretch of jungle near the southern edge of the jungle. Hex 0216 - The Ziggurat of Callaxstada

A strange ziggurat rises from an isolated stretch of jungle near the southern edge of the jungle. Hex 0216 - The Ziggurat of Callaxstada

0216 - The Ziggurat of Callaxstada
Far from trade routes or any well trodden paths, cultists of Callaxstada, the chaos prince of unmaking, have erected a monument to their god. Its very presence distorts the rules of reality, twisting time till it breaks.
Terrain: jungle, 2:6 chance to become lost unless following the coastline.
Encounters: medium frequency, coastal jungle.
Foraging: Food standard/Water standard.

0216 - The Ziggurat of Callaxstada Far from trade routes or any well trodden paths, cultists of Callaxstada, the chaos prince of unmaking, have erected a monument to their god. Its very presence distorts the rules of reality, twisting time till it breaks. Terrain: jungle, 2:6 chance to become lost unless following the coastline. Encounters: medium frequency, coastal jungle. Foraging: Food standard/Water standard.

The Infernal Ziggurat
Built of bone, iron and the wreckage of an ancestor vessel the ziggurat defies detailed description, even its shape seems mutable and despite being new construction it often appears as ancient as the stars. The Callaxstada cultists live within range of its warping effects and most seem driven to insanity by its effects, they regularly sacrifice either prisoners or each other by pushing them into the entrance of the ziggurat from which so far none have returned from.

The Infernal Ziggurat Built of bone, iron and the wreckage of an ancestor vessel the ziggurat defies detailed description, even its shape seems mutable and despite being new construction it often appears as ancient as the stars. The Callaxstada cultists live within range of its warping effects and most seem driven to insanity by its effects, they regularly sacrifice either prisoners or each other by pushing them into the entrance of the ziggurat from which so far none have returned from.

Time Unmade
Within a square of 200 yards surrounding the Ziggurat and within the Ziggurat itself time is being broken down. The results in a random chance of speeding up or slowing down. At the start of each round spent in the area roll a d6, on a 1-3 time slows on a 4-6 it speeds up. When time is slowed all creature movement is halved and any action, including simple actions like drawing a weapon, takes the whole of the round to perform. When time is sped up all creature movement is doubled and twice as many actions as normal can be performed on that round.
Time Eaters
Within the ziggurat, time spirits have been corrupted into creatures known as time eaters. These wretched creatures are what the cultist’s sacrifices feed. Time eaters are unaffected by the warping of time, acting normally no matter whether time is slowed or sped up. Critical hits from their attacks age the target by 1d6 years.

Time Unmade Within a square of 200 yards surrounding the Ziggurat and within the Ziggurat itself time is being broken down. The results in a random chance of speeding up or slowing down. At the start of each round spent in the area roll a d6, on a 1-3 time slows on a 4-6 it speeds up. When time is slowed all creature movement is halved and any action, including simple actions like drawing a weapon, takes the whole of the round to perform. When time is sped up all creature movement is doubled and twice as many actions as normal can be performed on that round. Time Eaters Within the ziggurat, time spirits have been corrupted into creatures known as time eaters. These wretched creatures are what the cultist’s sacrifices feed. Time eaters are unaffected by the warping of time, acting normally no matter whether time is slowed or sped up. Critical hits from their attacks age the target by 1d6 years.

Today we travel to the south western tip of the jungle to visit some surprisingly new construction for such an isolated spot.

#ahexaday
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#shadowdark

2 0 0 0
A large home with a high perimeter wall sits at the top of a hill overlooking the lands around. Hex 0606 - remnant of Past Glory.

A large home with a high perimeter wall sits at the top of a hill overlooking the lands around. Hex 0606 - remnant of Past Glory.

0606 - Remnant of Past Glory
A hilltop home keeps watch of the surrounding lands but within it holds a history of past glories.
Terrain: Jungle/River, 2:6 chance to become lost unless following the river.
Encounters: Medium frequency, Jungle.
Foraging: Food standard/Water standard.

0606 - Remnant of Past Glory A hilltop home keeps watch of the surrounding lands but within it holds a history of past glories. Terrain: Jungle/River, 2:6 chance to become lost unless following the river. Encounters: Medium frequency, Jungle. Foraging: Food standard/Water standard.

The Hilltop Manor
Sitting on a hill to give an excellent view of the surrounding lands, The hilltop manor makes a prominent landmark for locals. The two storey sandstone home with flat roofs that feature defensive ballistae and a high stone surrounding wall give the impression of a fortress, yet within the walls a well tended garden and luxurious bathing pool suggest a much more sedate life for its inhabitants. Chief among these inhabitants is Grom Shrewbren, an aging adventurer of some renown hailing from a foreign land but long settled in the jungle. In his old age Grom has settled down with a family but he keeps the evidence of his past victories in a small museum that takes up a pair of large rooms on the ground floor. Grom is always happy to share details of his exploits though he has a habit of embellishing them.

The Hilltop Manor Sitting on a hill to give an excellent view of the surrounding lands, The hilltop manor makes a prominent landmark for locals. The two storey sandstone home with flat roofs that feature defensive ballistae and a high stone surrounding wall give the impression of a fortress, yet within the walls a well tended garden and luxurious bathing pool suggest a much more sedate life for its inhabitants. Chief among these inhabitants is Grom Shrewbren, an aging adventurer of some renown hailing from a foreign land but long settled in the jungle. In his old age Grom has settled down with a family but he keeps the evidence of his past victories in a small museum that takes up a pair of large rooms on the ground floor. Grom is always happy to share details of his exploits though he has a habit of embellishing them.

Museum
Grom’s museum may be small but it contains many impressive items, from the skull of a tyrannosaur, the armour of a golden legion commander (complete with a hole in the chest where groms blade impaled him) to a silver chalice containing the blood of a vampire. Pride of place is Grom’s Longsword “Savagan” which means “ending” in his native tongue. When held this blade glows with a blue light.
Grom’s museum makes an excellent place for any magical item if you want to create a heist scenario or you wish them to gain the favour of a powerful NPC.
Grom
A human man in his sixties yet still sporting long grey hair and a wide smile. Age may have mellowed him but he is still a giant of a man with bulging muscles though have softened a little from several years of easy living.

Museum Grom’s museum may be small but it contains many impressive items, from the skull of a tyrannosaur, the armour of a golden legion commander (complete with a hole in the chest where groms blade impaled him) to a silver chalice containing the blood of a vampire. Pride of place is Grom’s Longsword “Savagan” which means “ending” in his native tongue. When held this blade glows with a blue light. Grom’s museum makes an excellent place for any magical item if you want to create a heist scenario or you wish them to gain the favour of a powerful NPC. Grom A human man in his sixties yet still sporting long grey hair and a wide smile. Age may have mellowed him but he is still a giant of a man with bulging muscles though have softened a little from several years of easy living.

Leaving long city descriptions for a while today we visit an old man with a lot of stories, some of them he can even prove are true.

#ahexaday
#dnd
#shadowdark

3 0 0 0
City districts
The harbour district 
The harbour district of the port of knives is undoubtedly the busiest and most exciting of the districts. A constant stream of loading and unloading ships ensure the docks are a hive of activity. Sailors making the most of their brief shore leave fill the taverns and brothels along the harbour front in search of easy entertainment. Deeper into the district the harbour market provides travellers access to the range of goods that arrive from far and wide. Locals claim that anything can be found in the harbour market if only one looks hard enough. Overlooking this vast market is the Bell tower Keep, the home of the city's tax and trade offices, they work closely with elements of the watch to ensure the city gets its cut of all the wealth exchanging hands below.

City districts The harbour district The harbour district of the port of knives is undoubtedly the busiest and most exciting of the districts. A constant stream of loading and unloading ships ensure the docks are a hive of activity. Sailors making the most of their brief shore leave fill the taverns and brothels along the harbour front in search of easy entertainment. Deeper into the district the harbour market provides travellers access to the range of goods that arrive from far and wide. Locals claim that anything can be found in the harbour market if only one looks hard enough. Overlooking this vast market is the Bell tower Keep, the home of the city's tax and trade offices, they work closely with elements of the watch to ensure the city gets its cut of all the wealth exchanging hands below.

The Pleasure District
For those with longer shore leave or for the city's richer residents the pleasure district lies just outside of the harbour district. Here one can find high class drinking establishments, richly furnished boarding houses and numerous playhouses and music halls. While luxurious the pleasure district maintains a seedy undercurrent. All of the pirate princes have residences in the district and many of the businesses pay a cut of their earnings to criminal masters. The merchant houses avoid running businesses in the district, visiting only for entertainment and ever weary that the velvet curtains and plush furnishings often hide the knives, both metaphorical and literal for which the city is named.
Of particular note is the siren song theatre. The largest venue of its kind in the whole jungle which hosts plays and concerts to the richest patrons in the city as renowned for it's performances as it is infamous for the many assassinations which have taken place during them.

The Pleasure District For those with longer shore leave or for the city's richer residents the pleasure district lies just outside of the harbour district. Here one can find high class drinking establishments, richly furnished boarding houses and numerous playhouses and music halls. While luxurious the pleasure district maintains a seedy undercurrent. All of the pirate princes have residences in the district and many of the businesses pay a cut of their earnings to criminal masters. The merchant houses avoid running businesses in the district, visiting only for entertainment and ever weary that the velvet curtains and plush furnishings often hide the knives, both metaphorical and literal for which the city is named. Of particular note is the siren song theatre. The largest venue of its kind in the whole jungle which hosts plays and concerts to the richest patrons in the city as renowned for it's performances as it is infamous for the many assassinations which have taken place during them.

Continuing our guide to The Port of Knives. We now have a look at the city's districts, starting with the two that visitors are most likely to encounter first.

#ahexaday
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#shadowdark

1 0 0 0
The Lord Magistrate
Between the bickering of the merchant houses and the organised criminality from the pirate princes, lord magistrate Tuun Ukit has his work cut out for him. He commands the city watch known as the bracers to locals but his efforts at justice are regularly thwarted by the corruption of his own men, many of whom have long standing protection rackets or agreements with the city's criminal underworld or particular merchant houses. Tuun Ukit is seeking people from outside to help uncover and deal with these issues.

The Lord Magistrate Between the bickering of the merchant houses and the organised criminality from the pirate princes, lord magistrate Tuun Ukit has his work cut out for him. He commands the city watch known as the bracers to locals but his efforts at justice are regularly thwarted by the corruption of his own men, many of whom have long standing protection rackets or agreements with the city's criminal underworld or particular merchant houses. Tuun Ukit is seeking people from outside to help uncover and deal with these issues.

The Bracers
Known as The Bracers, the city watch of the port of knives are a truly varied group containing corruption of many kinds, the most tolerated are those working with the merchant houses. They may overlook taxes or operations of questionable legality but they do little to disrupt the running of the city and some would argue they grease its wheels. Those members of the watch who owe loyalty to pirates captains are more of a problem but with increased scrutiny from the lord magistrate it is hoped that self preservation will drive them back towards legality. The lord magistrate’s inner circle were brought in from Hippoli and while that has kept them loyal to Tuun Ukit it has also bred a distance between them and the other watch members who view them as outsiders.

The Bracers Known as The Bracers, the city watch of the port of knives are a truly varied group containing corruption of many kinds, the most tolerated are those working with the merchant houses. They may overlook taxes or operations of questionable legality but they do little to disrupt the running of the city and some would argue they grease its wheels. Those members of the watch who owe loyalty to pirates captains are more of a problem but with increased scrutiny from the lord magistrate it is hoped that self preservation will drive them back towards legality. The lord magistrate’s inner circle were brought in from Hippoli and while that has kept them loyal to Tuun Ukit it has also bred a distance between them and the other watch members who view them as outsiders.

The last of the major factions within the city of Knives is the city watch, and their leader the lord magistrate Tuun Ukit. Next we'll be looking at the city districts and places of interest within the city.

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The Pirate Princes
The pirates of the jungle of fallen stars follow a loose system of codes and territories similar to a thieves guild, in theory this is meant to keep things profitable for all while avoiding the scrutiny of the law, however it mostly ensures the wealth and prosperity of the so called Pirate Princes. The caveat to this is that any who feel a prince is no longer fit to lead can challenge them in single combat ensuring even the most wealthy of the pirate princes are deadly combatants. The Princes are known by titles, currently The Prince of Coin, The Prince of Winds and The Prince of Blood.

The Pirate Princes The pirates of the jungle of fallen stars follow a loose system of codes and territories similar to a thieves guild, in theory this is meant to keep things profitable for all while avoiding the scrutiny of the law, however it mostly ensures the wealth and prosperity of the so called Pirate Princes. The caveat to this is that any who feel a prince is no longer fit to lead can challenge them in single combat ensuring even the most wealthy of the pirate princes are deadly combatants. The Princes are known by titles, currently The Prince of Coin, The Prince of Winds and The Prince of Blood.

Ohtal Aexa - The Prince of Coin
A human woman in her mid-thirties with raven hair, a full figure and a flamboyant attitude. Ohtal Aexa is by far the richest of the pirate princes. Her hideaway in the port of knives is a decadent mansion and she carries gold and gemstones wherever she goes in the form of numerous bangles, rings and necklaces that ensure her every step is accompanied by the jingle of riches. Fools mistake her decadence for weakness, but every one of those treasures was paid for in blood, her riches maintained through shrewd and brutal management of the captains under her sway.

Ohtal Aexa - The Prince of Coin A human woman in her mid-thirties with raven hair, a full figure and a flamboyant attitude. Ohtal Aexa is by far the richest of the pirate princes. Her hideaway in the port of knives is a decadent mansion and she carries gold and gemstones wherever she goes in the form of numerous bangles, rings and necklaces that ensure her every step is accompanied by the jingle of riches. Fools mistake her decadence for weakness, but every one of those treasures was paid for in blood, her riches maintained through shrewd and brutal management of the captains under her sway.

Apox Blue-Fang - The Prince of Winds
A lizardfolk man and former member of the Blue fang tribe, Apox takes his title from his powerful sorcerous skills, in particular his knack for controlling storms. This powerful ability has helped him navigate both vicious battles and dangerous escapes, making him a hero in the eyes of his crew and all but ensuring him a comfortable position for years to come as even his rivals seek to keep him around for his skills.

Apox Blue-Fang - The Prince of Winds A lizardfolk man and former member of the Blue fang tribe, Apox takes his title from his powerful sorcerous skills, in particular his knack for controlling storms. This powerful ability has helped him navigate both vicious battles and dangerous escapes, making him a hero in the eyes of his crew and all but ensuring him a comfortable position for years to come as even his rivals seek to keep him around for his skills.

Sagaz Utu - The Prince of Blood 
A human man in his mid twenties with a scarred but handsome face and hair shaven except for a top knot. Sagaz took his title with the ruthless slaughter of his predecessor and has continued to earn it with actions that are as bloody as they are efficient. Many assume him to be nothing but a brutal enforcer yet upon meeting him are shocked by his natural charisma and easy going attitude. In fact the prince of blood tows an uneasy line between loyalty and fear, using both to keep his captains in order.

Sagaz Utu - The Prince of Blood A human man in his mid twenties with a scarred but handsome face and hair shaven except for a top knot. Sagaz took his title with the ruthless slaughter of his predecessor and has continued to earn it with actions that are as bloody as they are efficient. Many assume him to be nothing but a brutal enforcer yet upon meeting him are shocked by his natural charisma and easy going attitude. In fact the prince of blood tows an uneasy line between loyalty and fear, using both to keep his captains in order.

Continuing our look at the Port Of Knives let's have a look at the group who arguably cooperates best within the city and outside it, the fearsome pirate princes who rule the city's underworld.

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Merchant Houses 
There are three major merchant houses in the city. House Uio-Itzca, House Tixa-Mal, House Hephoni. Each major house is allied with several minor houses who compete with each other almost as much as with the house’s rivals, constantly seeking approval and improved social standing.

Merchant Houses There are three major merchant houses in the city. House Uio-Itzca, House Tixa-Mal, House Hephoni. Each major house is allied with several minor houses who compete with each other almost as much as with the house’s rivals, constantly seeking approval and improved social standing.

House Uio-Itzca
House Uio-Itzca currently holds contracts with the largest logging operations in Hippoli, and have several minor houses dedicated to ship building alongside their lumber shipping operations. Most ships born at the port of knives are built with Uio-Itzca marked timber. To protect their interests they heavily survey incoming lumber and treat any instances of river piracy as high priority, often hiring mercenaries to deal with problems on the Itzca. They are the oldest of the merchant houses and while that once gave them comfort, they are increasingly worried by the rise of House Hephoni fearing it will use its influence to usurp their long held and lucrative timber contracts.

House Uio-Itzca House Uio-Itzca currently holds contracts with the largest logging operations in Hippoli, and have several minor houses dedicated to ship building alongside their lumber shipping operations. Most ships born at the port of knives are built with Uio-Itzca marked timber. To protect their interests they heavily survey incoming lumber and treat any instances of river piracy as high priority, often hiring mercenaries to deal with problems on the Itzca. They are the oldest of the merchant houses and while that once gave them comfort, they are increasingly worried by the rise of House Hephoni fearing it will use its influence to usurp their long held and lucrative timber contracts.

House Tixa-Mal
House Tixa-Mal have exclusive shipping rights for the mining products of the jungle having long ago secured an exclusive contract with the tusked-dwarf spires. They maintain the largest fleet of escort vessels to ensure their valuable cargo does not fall victim to piracy and protect their landlocked convoys with mercenaries.
In recent years the conflicts within the dwarven spires have seen house profits reduced and there is some debate within the house as to whether to aid the dwarves in their war or take advantage of their weakness to bring the mines under direct house ownership.

House Tixa-Mal House Tixa-Mal have exclusive shipping rights for the mining products of the jungle having long ago secured an exclusive contract with the tusked-dwarf spires. They maintain the largest fleet of escort vessels to ensure their valuable cargo does not fall victim to piracy and protect their landlocked convoys with mercenaries. In recent years the conflicts within the dwarven spires have seen house profits reduced and there is some debate within the house as to whether to aid the dwarves in their war or take advantage of their weakness to bring the mines under direct house ownership.

House Hephoni
House Hephoni is the rising star of the merchant houses, using family influence in Hippoli to take a number of contracts from their rivals. As the smallest of the major houses they aggressively pursue new contracts and regularly send expeditions into the deeper jungle looking for potential new sources of income or failing that to loot valuable artifacts and technology. They control only three minor houses and each is dedicated to a particular endeavour: The house of secrets trades in information, the house of words deals in matters of law and the house of treasures finds buyers for the rare artifacts and magical technology found during expeditions.

House Hephoni House Hephoni is the rising star of the merchant houses, using family influence in Hippoli to take a number of contracts from their rivals. As the smallest of the major houses they aggressively pursue new contracts and regularly send expeditions into the deeper jungle looking for potential new sources of income or failing that to loot valuable artifacts and technology. They control only three minor houses and each is dedicated to a particular endeavour: The house of secrets trades in information, the house of words deals in matters of law and the house of treasures finds buyers for the rare artifacts and magical technology found during expeditions.

Continuing with our look at the port of knives today we examine what are arguably the most important of the city's organisations, its merchant houses.

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Port of Knives
Summary
Known as Chiramuk in official records, the port of knives earned its common name for the vicious and often deadly politicking of the city's merchant houses. Each house vies for the lucrative timber and mining contracts coming from Hippoli and wider jungle in a silent war that often escalates to piracy, sabotage and assassination. The lord magistrate Tuun Ukit attempts to keep the city from breaking out into open warfare with judicious use of his elite enforcement guard while the so called pirate princes act outside the rule of law making a tidy profit off of the bickering merchant houses, even while officially being condemned by them.
For the ordinary citizens the port of knives is a colourful and exciting place to live. Goods from all over the jungle and from far off lands can be found in the city’s markets. The stream of merchants, sailors and mercenaries ensures a stream of new faces and new experiences. As the name suggests though it can also be a dangerous place, from drunken bar brawls at the dock side inns, to pirate duels or violent criminal enterprise. Then there is the ever present danger of accidentally crossing the wrong merchant family or pirate prince.

Port of Knives Summary Known as Chiramuk in official records, the port of knives earned its common name for the vicious and often deadly politicking of the city's merchant houses. Each house vies for the lucrative timber and mining contracts coming from Hippoli and wider jungle in a silent war that often escalates to piracy, sabotage and assassination. The lord magistrate Tuun Ukit attempts to keep the city from breaking out into open warfare with judicious use of his elite enforcement guard while the so called pirate princes act outside the rule of law making a tidy profit off of the bickering merchant houses, even while officially being condemned by them. For the ordinary citizens the port of knives is a colourful and exciting place to live. Goods from all over the jungle and from far off lands can be found in the city’s markets. The stream of merchants, sailors and mercenaries ensures a stream of new faces and new experiences. As the name suggests though it can also be a dangerous place, from drunken bar brawls at the dock side inns, to pirate duels or violent criminal enterprise. Then there is the ever present danger of accidentally crossing the wrong merchant family or pirate prince.

No Hex today instead the rest of the week we'll be looking at the jungle for fallen stars' smaller city, the always exciting and often dangerous Port of Knives.

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Hexagonal columns create a grid-like pattern along the coastline, due to a strange plant that grows in the lines of this grid it often appears to glow after dark. Hex  1215 - The Geometric Shore.

Hexagonal columns create a grid-like pattern along the coastline, due to a strange plant that grows in the lines of this grid it often appears to glow after dark. Hex 1215 - The Geometric Shore.

1215 - The Geometric Shore
Hexagonal Basalt columns stretch down to the sea creating a strange geometric landscape of grey stone.
Terrain: Jungle coast, 1:6 chance to become lost unless following the coastline.
Encounters: Medium frequency, coastal.
Foraging: Food standard/Water standard, Anyone foraging in this hex discover 1d6 portions of violet crawler in addition to any other results.

1215 - The Geometric Shore Hexagonal Basalt columns stretch down to the sea creating a strange geometric landscape of grey stone. Terrain: Jungle coast, 1:6 chance to become lost unless following the coastline. Encounters: Medium frequency, coastal. Foraging: Food standard/Water standard, Anyone foraging in this hex discover 1d6 portions of violet crawler in addition to any other results.

The Coastal Grid
A large formation of hexagonal basalt columns cover approximately a mile of the coastline, creating an uneven hex grid along the shore. Small pterosaurs make nests in the higher reaches of the formation, preying on fish and crustaceans left by the tide. Far stranger than these is the purple plant life that thrives in cracks between columns outlining areas of similar height and producing a bioluminescence at night that makes many areas appear to be glowing brightly.

The Coastal Grid A large formation of hexagonal basalt columns cover approximately a mile of the coastline, creating an uneven hex grid along the shore. Small pterosaurs make nests in the higher reaches of the formation, preying on fish and crustaceans left by the tide. Far stranger than these is the purple plant life that thrives in cracks between columns outlining areas of similar height and producing a bioluminescence at night that makes many areas appear to be glowing brightly.

Violet Crawler
Named for its vivid hue, Violet Crawler is a particularly strange, almost artificial seeming plant. It's small leaves form perfect triangles which grow in arrangements that suggest straight lines. These seem to intentionally form along the lines of the hexagonal stones where they grow. Violet Crawler’s strangest property is only found when it is crushed into a thick paste. When spread upon the tongue this paste grants the imbiber a supernatural sense of direction for several hours. A party lead by someone who has taken violet crawler in this manner cannot be lost during the day it was taken.
Expiration Date
Violet crawler doesn't last long once harvested. A portion will last 3 days in normal jungle conditions. Once it goes bad it takes on a much darker hue and will have the opposite effect if taken.

Violet Crawler Named for its vivid hue, Violet Crawler is a particularly strange, almost artificial seeming plant. It's small leaves form perfect triangles which grow in arrangements that suggest straight lines. These seem to intentionally form along the lines of the hexagonal stones where they grow. Violet Crawler’s strangest property is only found when it is crushed into a thick paste. When spread upon the tongue this paste grants the imbiber a supernatural sense of direction for several hours. A party lead by someone who has taken violet crawler in this manner cannot be lost during the day it was taken. Expiration Date Violet crawler doesn't last long once harvested. A portion will last 3 days in normal jungle conditions. Once it goes bad it takes on a much darker hue and will have the opposite effect if taken.

Travelling far to the south east of the map we find a strange coastal phenomenon. The hexagonal columns of hex 1215 - the geometric shore.

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A small but intoxicating grove in the midst of the jungle Hex 0316 - Beneath The Trees

A small but intoxicating grove in the midst of the jungle Hex 0316 - Beneath The Trees

0316 - Beneath The Trees
A calm and pleasant grove provides a moment of peace in the sweltering jungle.
Terrain: Jungle, 2:6 chance to become lost
Encounters: Medium frequency, Southern Jungle.
Foraging: Food standard/Water standard.

0316 - Beneath The Trees A calm and pleasant grove provides a moment of peace in the sweltering jungle. Terrain: Jungle, 2:6 chance to become lost Encounters: Medium frequency, Southern Jungle. Foraging: Food standard/Water standard.

A pleasant grove
A circle of trees creates a pleasant patch of dappled sunlight and clear ground. Colourful flowers give off a sweet and heady scent and a small stream provides fresh clean water. It's almost too perfect.
Spending time in the grove
Every ten minutes spent in the grove characters must make an intelligence saving throw/save versus spell or equivalent. On a failure they fall into a deep slumber. If the majority of party members fall asleep then the illusion of the grove disappears leaving behind a clearing of dirt and stone. The Addavore rises from the hidden tunnels beneath attempting to drag sleeping characters into its tunnels to be stored until it becomes hungry.

A pleasant grove A circle of trees creates a pleasant patch of dappled sunlight and clear ground. Colourful flowers give off a sweet and heady scent and a small stream provides fresh clean water. It's almost too perfect. Spending time in the grove Every ten minutes spent in the grove characters must make an intelligence saving throw/save versus spell or equivalent. On a failure they fall into a deep slumber. If the majority of party members fall asleep then the illusion of the grove disappears leaving behind a clearing of dirt and stone. The Addavore rises from the hidden tunnels beneath attempting to drag sleeping characters into its tunnels to be stored until it becomes hungry.

The Tunnels Beneath
The Addavore is a bizarre serpentine creature with many arms along the length of its body and a face that resembles an elderly human man. It is about thirty foot long and can swallow a medium sized humanoid whole. It lives in a large collection of narrow tunnels that stretch out from the false grove. The Addavore has carved out separate rooms for sleeping, storing food and keeping the treasures it scavenges from its victims

The Tunnels Beneath The Addavore is a bizarre serpentine creature with many arms along the length of its body and a face that resembles an elderly human man. It is about thirty foot long and can swallow a medium sized humanoid whole. It lives in a large collection of narrow tunnels that stretch out from the false grove. The Addavore has carved out separate rooms for sleeping, storing food and keeping the treasures it scavenges from its victims

Good evening all, today we're heading all the way down to the southern jungle to visit a completely normal tree grove, absolutely nothing to see here, don't know why we even visited. Hex 0316 - Beneath the trees.

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Standing stones sit at the crest of a hill exuding a strange power. Hex 1009 - The Calm

Standing stones sit at the crest of a hill exuding a strange power. Hex 1009 - The Calm

1009 - The Calm
A circle of stones sits upon the crest of a hill, a peaceful feeling fills anyone nearby.
Terrain: Jungle, 2:6 chance to become lost unless following the river.
Encounters: Medium frequency, central jungle.
Foraging: Food standard/Water standard

1009 - The Calm A circle of stones sits upon the crest of a hill, a peaceful feeling fills anyone nearby. Terrain: Jungle, 2:6 chance to become lost unless following the river. Encounters: Medium frequency, central jungle. Foraging: Food standard/Water standard

Malviax Hill
The place of peace in the lizardfolk tongue. Malviax Hill holds huge cultural importance and political importance to the lizardfolk tribes of the jungle. The entire hill exudes a calming influence and within the stone circle at its apex creatures are so compelled to peace,that a blade cannot drawn nor any violent action taken. This has made it the perfect ground for negotiation between the tribes ensuring that no matter how heated an argument becomes it cannot descend into fighting.

Malviax Hill The place of peace in the lizardfolk tongue. Malviax Hill holds huge cultural importance and political importance to the lizardfolk tribes of the jungle. The entire hill exudes a calming influence and within the stone circle at its apex creatures are so compelled to peace,that a blade cannot drawn nor any violent action taken. This has made it the perfect ground for negotiation between the tribes ensuring that no matter how heated an argument becomes it cannot descend into fighting.

The impossible murder
When players arrive in this location something seemingly impossible has occurred. An ambassador of Hippoli, who was discussing river trade contracts with the Blue Fang lizardfolk tribe, has been murdered inside of the stone circle. Not only has the sanctity of Malviax been somehow breached but the murder could easily lead to fighting between the Hippoli and the lizardfolk tribes.
The Culprit 
A member of the Hippoli delegation is a spy for the cult of the golden lord. They committed the murder outside of the circle and then animated the body to have the murder appear to happen during the meeting. This is one possibility for a culprit but feel free to adapt and change the culprit to better support your own campaign.

The impossible murder When players arrive in this location something seemingly impossible has occurred. An ambassador of Hippoli, who was discussing river trade contracts with the Blue Fang lizardfolk tribe, has been murdered inside of the stone circle. Not only has the sanctity of Malviax been somehow breached but the murder could easily lead to fighting between the Hippoli and the lizardfolk tribes. The Culprit A member of the Hippoli delegation is a spy for the cult of the golden lord. They committed the murder outside of the circle and then animated the body to have the murder appear to happen during the meeting. This is one possibility for a culprit but feel free to adapt and change the culprit to better support your own campaign.

Today we head east to a strange hilltop where peace is not just encouraged but impossible to break. Hex 1009 - The Calm.

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A small grove nestles amidst the dense jungle. Hex 1010 - The Mocking Trees

A small grove nestles amidst the dense jungle. Hex 1010 - The Mocking Trees

1010 - The Mocking Trees
A former site of a chaotic ritual, the jungle here is dense and twisted, within the darkness lurk things that seek blood and pain for all but their own.
Terrain: dense jungle, 4:6 chance to become lost.
Encounters: High frequency, central jungle. 3:6 chance encounter is with a mocking tree (see below)
Foraging: Food scarce/Water scarce. Foraging will always discover d4 portions of corpse blossoms but will also trigger an encounter with a mocking tree.

1010 - The Mocking Trees A former site of a chaotic ritual, the jungle here is dense and twisted, within the darkness lurk things that seek blood and pain for all but their own. Terrain: dense jungle, 4:6 chance to become lost. Encounters: High frequency, central jungle. 3:6 chance encounter is with a mocking tree (see below) Foraging: Food scarce/Water scarce. Foraging will always discover d4 portions of corpse blossoms but will also trigger an encounter with a mocking tree.

Dark Grove
The site of a chaos ritual, the dark grove is lined by twisted trees and poisonous foliage. Thorny vines twist across the jungle floor like angry serpents, hooking into clothes and flesh with vicious enthusiasm. At the centre of the grove an ancient tree curls gnarled branches that reach out to assault interlopers. The tree is known by the lizardfolk as the father of curses and they burn its seeds wherever they takes root.
Mocking Trees
The seeds to the father of curses that escape the lizardfolk’s purges grow into terrible carnivorous trees called mocking trees. The name comes from their ability to mimic the voices of those killed by either themselves or the terrible tree that seeded them. Would be rescuers are lured in by the cries of scared and desperate voices only to be caught in the crushing embrace of gnarled branches and forced into the tree’s terrible bark maw.

Dark Grove The site of a chaos ritual, the dark grove is lined by twisted trees and poisonous foliage. Thorny vines twist across the jungle floor like angry serpents, hooking into clothes and flesh with vicious enthusiasm. At the centre of the grove an ancient tree curls gnarled branches that reach out to assault interlopers. The tree is known by the lizardfolk as the father of curses and they burn its seeds wherever they takes root. Mocking Trees The seeds to the father of curses that escape the lizardfolk’s purges grow into terrible carnivorous trees called mocking trees. The name comes from their ability to mimic the voices of those killed by either themselves or the terrible tree that seeded them. Would be rescuers are lured in by the cries of scared and desperate voices only to be caught in the crushing embrace of gnarled branches and forced into the tree’s terrible bark maw.

Corpse Blossoms
Mocking trees flower only after ingesting the corpse of a sentient creature but despite the morbid origins of these flowers they have powerful magical properties that are sought after by many an unscrupulous mage. Combined with alcohol they create a potion that enhances the potency of curses or if dried and crushed into a powder they can be swallowed to allow a brief out of body visit to the realms of the dead.

Corpse Blossoms Mocking trees flower only after ingesting the corpse of a sentient creature but despite the morbid origins of these flowers they have powerful magical properties that are sought after by many an unscrupulous mage. Combined with alcohol they create a potion that enhances the potency of curses or if dried and crushed into a powder they can be swallowed to allow a brief out of body visit to the realms of the dead.

Today we find a place where a chaotic ritual long ago has left a festering wound upon the world. Hex 1010 - The Mocking Trees.

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*Encounter type should read "central jungle", this is corrected in the alt text.

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A conical tower rises from the jungle canopy. Beneath the canopy a wooden inn is built onto the side of the tower and the tower hovers in place above the ground. Hex 0508 - The Crooked Star

A conical tower rises from the jungle canopy. Beneath the canopy a wooden inn is built onto the side of the tower and the tower hovers in place above the ground. Hex 0508 - The Crooked Star

0508 - The Crooked Star
At the end of a short track a strange structure rises from the jungle floor, stilts support a large wooden lodge built around a floating conical stone tower. A ramp leads up to the entrance where a sign displays a lopsided wizard’s hat with star on its rather crooked tip.
Terrain: Jungle, 2:6 chance to become lost, cannot become lost if following the road.
Encounters: Medium Frequency, central jungle.
Foraging: Food Standard Water Standard.

0508 - The Crooked Star At the end of a short track a strange structure rises from the jungle floor, stilts support a large wooden lodge built around a floating conical stone tower. A ramp leads up to the entrance where a sign displays a lopsided wizard’s hat with star on its rather crooked tip. Terrain: Jungle, 2:6 chance to become lost, cannot become lost if following the road. Encounters: Medium Frequency, central jungle. Foraging: Food Standard Water Standard.

The Crooked Star Inn
Combining wizard’s tower and inn, The Crooked Star allows the eccentric wizard Kalax Ziatz to indulge his twin passions of arcane research and bartending. The inn itself is staffed by Kalax himself and a number of magical familiars. There is a 2:6 chance that Kalax will be busy in his tower whenever characters visit. In these cases Kalax uses a conjured simulacrum to act as bartender. It can serve drinks and hire out rooms but is otherwise incapable of conversation.
The Inn has lodgings available for up to twelve people and a private suite.

The Crooked Star Inn Combining wizard’s tower and inn, The Crooked Star allows the eccentric wizard Kalax Ziatz to indulge his twin passions of arcane research and bartending. The inn itself is staffed by Kalax himself and a number of magical familiars. There is a 2:6 chance that Kalax will be busy in his tower whenever characters visit. In these cases Kalax uses a conjured simulacrum to act as bartender. It can serve drinks and hire out rooms but is otherwise incapable of conversation. The Inn has lodgings available for up to twelve people and a private suite.

Kalax Ziatz
Kalax is something of a distracted genius. His skill at understanding and operating ancestor technology is unparalleled within the region. The magical field that allows his tower to float is pieced together from ancestor relics and his own inventions. For a price he may be able to repair damaged or malfunctioning ancestor technology however the price demanded will usually be in ancestor artefacts or particularly rare brewing recipes to improve his tavern’s selection. 
The Floating Tower
If threatened, Kalax will retreat to his tower using the arcane mechanisms to lift the whole structure into the sky. He can fly the tower for up to 24 miles per day after which it needs to land and recharge for 8 hours. The tavern section is not part of the flotation field and so has a 1:20 chance of falling off the tower each mile it travels. Anyone inside the tavern when it falls suffers the full effects of falling ½ a mile through the air.

Kalax Ziatz Kalax is something of a distracted genius. His skill at understanding and operating ancestor technology is unparalleled within the region. The magical field that allows his tower to float is pieced together from ancestor relics and his own inventions. For a price he may be able to repair damaged or malfunctioning ancestor technology however the price demanded will usually be in ancestor artefacts or particularly rare brewing recipes to improve his tavern’s selection. The Floating Tower If threatened, Kalax will retreat to his tower using the arcane mechanisms to lift the whole structure into the sky. He can fly the tower for up to 24 miles per day after which it needs to land and recharge for 8 hours. The tavern section is not part of the flotation field and so has a 1:20 chance of falling off the tower each mile it travels. Anyone inside the tavern when it falls suffers the full effects of falling ½ a mile through the air.

Hi all, sorry I've been sick most of the week I'm finally feeling a bit better so here's a HEX for you.
This time its a combination inn and wizards tower that is literally ready to launch. Hex 0508 - the crooked star.

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A strange upside down archway proudly points upwards towards the mountain summit. Hex 0510 - The Inverted Arch.

A strange upside down archway proudly points upwards towards the mountain summit. Hex 0510 - The Inverted Arch.

0510 - The Inverted Arch
In the shadow of the stormbreak mountains a strange stone archway stands upside down presenting a U shape to passers-by.
Terrain: Badlands, 1:6 chance to become lost.-
Encounters: Medium Frequency, Mountain.
Foraging: Food scarce/Water standard.

0510 - The Inverted Arch In the shadow of the stormbreak mountains a strange stone archway stands upside down presenting a U shape to passers-by. Terrain: Badlands, 1:6 chance to become lost.- Encounters: Medium Frequency, Mountain. Foraging: Food scarce/Water standard.

The Inverted Gate
This upside down archway has amassed a number of tales around it, including one that attributes its location and orientation to being launched out of an underground dwarven city by a volcanic eruption. The strangest tales however come from those who claim to have passed through the gate; these include tales of strange lands and worlds beyond it; however none have been able to replicate this, climbing through the gateway producing no effect at all.

The Inverted Gate This upside down archway has amassed a number of tales around it, including one that attributes its location and orientation to being launched out of an underground dwarven city by a volcanic eruption. The strangest tales however come from those who claim to have passed through the gate; these include tales of strange lands and worlds beyond it; however none have been able to replicate this, climbing through the gateway producing no effect at all.

The Twisted Hand
The cabal of wizards known as the twisted hand believe the gate to be outsider technology and three of their number are dedicated to keeping watch on the monument and each night one attempts passing through the gate.
Using The Gate
The inverted gate is activated only by specific combinations of time, date, and object held by the person. The gate is intended to be used as a way to travel into adventures in other planes or dimensions if you desire these in your campaign.

The Twisted Hand The cabal of wizards known as the twisted hand believe the gate to be outsider technology and three of their number are dedicated to keeping watch on the monument and each night one attempts passing through the gate. Using The Gate The inverted gate is activated only by specific combinations of time, date, and object held by the person. The gate is intended to be used as a way to travel into adventures in other planes or dimensions if you desire these in your campaign.

Sorry this is a little late but here's one last hex for this week, a strange gateway that leads to realms unknown Hex 0510 - The Inverted Arch.

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A desert stretches out beneath the shadow of five immense spires it's dunes riddled hidden dangers and long lost treasures

A desert stretches out beneath the shadow of five immense spires it's dunes riddled hidden dangers and long lost treasures

0914 - Dust Devils
The cracked ground and desert sands provide little sustenance or shelter, yet they hide creatures that exist with neither.
Terrain: desert, 1:6 chance to become lost.
Encounters: medium frequency, desert. 3:6 chance that any encounter is with dust elementals (see below)
Foraging: Food scarce/Water scarce.

0914 - Dust Devils The cracked ground and desert sands provide little sustenance or shelter, yet they hide creatures that exist with neither. Terrain: desert, 1:6 chance to become lost. Encounters: medium frequency, desert. 3:6 chance that any encounter is with dust elementals (see below) Foraging: Food scarce/Water scarce.

Hidden Threats
A magical mishap in ages past created a link between this place and the elements of earth and air. Some believe this mishap is in fact the source of the desert that spans the area for miles around. This link causes the manifestation of dust elementals, appearing as undersized whirlwinds of sand when active they hide amongst the desert sands. Appearing suddenly to surround their victims and pelt them with rocks and dirt or pull the wind from their lungs.
Treasures in the Sand
While murderous in their intent the dust elementals have little use for their victims, seemingly killing because of proximity or out of some cruel instinct. This leaves the bodies of victims out in the open to be buried and unburied with the shifting of the winds and leaves plenty of valuables for the taking so long as you can avoid becoming yet another victim.

Hidden Threats A magical mishap in ages past created a link between this place and the elements of earth and air. Some believe this mishap is in fact the source of the desert that spans the area for miles around. This link causes the manifestation of dust elementals, appearing as undersized whirlwinds of sand when active they hide amongst the desert sands. Appearing suddenly to surround their victims and pelt them with rocks and dirt or pull the wind from their lungs. Treasures in the Sand While murderous in their intent the dust elementals have little use for their victims, seemingly killing because of proximity or out of some cruel instinct. This leaves the bodies of victims out in the open to be buried and unburied with the shifting of the winds and leaves plenty of valuables for the taking so long as you can avoid becoming yet another victim.

Breaking the Link
A medium power spell or ability that can dispel magic is sufficient to break the areas link with the elements, this will not kill the  dust elementals but will prevent any more from crossing over and with time may even start to let the area rejuvenate.

Breaking the Link A medium power spell or ability that can dispel magic is sufficient to break the areas link with the elements, this will not kill the dust elementals but will prevent any more from crossing over and with time may even start to let the area rejuvenate.

Today we brave the dangers of the desert. Hex 0914 - Dust Devils

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