;town 1,<br>This is [here village name], a town of [1d6x100] **humans** ([human stats]). The [human houses] are protected by a large keep, [an earthen rampart|a wooden palisade|a stone wall|town wall] and the river. The outer bailey of the keep houses the [most prosperous|richest|wealthiest] tradespeople of the [land|area|region], under the [rule|protection|shelter] of [name for a war party 2]. The inner bailey houses the castellan and [the|town|local] [garrison|guard|watch]. [Entering|Visiting] the outer bailey [requires|takes|is by] [paying|a payment of|a fee of] 1sp per [entrant|person|visitor]. [These|The following] [people|tradespeople] [can be found|have shops|work] there:<ol>[alchemist or not][antiquarian or not][cleric or not][gossip or not][guildmaster or not][herbalist or not][horse trader or not][innkeeper or not][jeweler or not]<li>The **merchant** [human name] [buys] [bulk quantities of|in bulk|wholesale] spices, [ingots|metal ingots|rare minerals], and other trade goods. [townsperson goal]</li>[moneylender or not]<li>The **provisioner** [human name] sells [all standard|all types of|adventuring|standard adventuring] equipment. [townsperson goal]</li>[zealot or not]<li>The **smith** [human name] [sells] new - and [repairs|refurbishes] old - [weapons and armor|weaponry|armor]. [townsperson goal]</li>[new shop or not]<li>The **tavern owner** [human name] runs the *[Royal|Noble|King’s|Queen’s|Prince’s|Princess|Purple|Lord’s|Lady’s] [inn name 2]* here, [visited|frequented] by the [wealthy|well-off|gentry|townspeople|propertied] and [adventure-seekers|those seeking adventure|the rabble-rousers]. [tradesperson goal or feud]</li><li>The **trader** [human name] [buys] [used|old] equipment and [any unusual|rare] finds. [townsperson goal]</li>[factional deputy or not]</ol><br>(For a rumor about allegiances, roll a d10 and a d6. On a d6 of 1-3, tell the truth about the tradesperson corresponding to the results of the d10; on a 4-6, lie about them.)<br>The inner bailey is open [by invitation only|to the select few] and houses these [notable|noted|noteworthy|singular] [officers|personages|people]:<br><ul>[bailiff or not][captain or not]<li>The **castellan** [human name]. (Trusted confident of [name for a war party 2].)</li>[corporal or not][marshal or not][scribe or not]</ul>[And two secret societies feuding]<br>[Another|A third|Yet another] secret society [bides its time|waits in the wings|waits patiently for its chance].
[[robber treasure]||[unguarded treasure]]results in some unguarded treasure if the robber treasure tables resulted in nothing at all.
Outside the village in the woods is a large hollowed out mushroom that’s been turned into a cozy looking hovel. On the door is a nice big sign saying "Children welcome!" The roof looks thatched with reeds (perhaps one could cut those ropes and go through the roof).This took up an enjoyable hour at the table, as an elf was out exploring the woods, got suspicious, was about to enter when the "Children welcome" sign caused her to freak out and find the rest of the party. They immediately barged in and rescued the child, quickly realizing she was a danger to herself, and healing her.
The main room is full of dried herbs hanging from the ceiling, a dissected bird of prey on a table, a cauldron bubbling in the corner, and a broom tucked behind the door.
A halfling child (Rose Thistle), maybe 10 years old, sits in a corner, hands in iron manacles chained to a brick in the fireplace. Her arms and legs covered in long scratches, she is crying for help: “Free me! Free me! Hurry, before she returns! She'll eat us!” If freed, the child will immediately start scratching herself and her eyes and will bludgeon anyone trying to stop her. The child has a fever that the concoction in the cauldron will cure.
Freeing Rose will cause the guard broom to spring to life and try to shoo everyone out of the room (HD 2 AC 3 1d6 F4 MV 6 ML 12 XP 200; only harmed by magic or magic weapons; immune to sleep and charm).
The cauldron is covered with a lid. If you open it, you cannot help but shout in disgust as chicken feet bob up in the broth and disappear again.
This house belongs to Gweined the witch (human), who is out gathering moss (HD 5 AC 6 1d6/1d6 F5 MV 15 ML 7 XP 500; on a 20: magic water fills victim’s lung, save vs. death or drown; beautiful (until kissed), charm male, kiss of mind control (24h), invisibility, turn to fog, curse of water lungs: save vs. death or drown in 1d6 days). She carries a prayer of safety (transports the reader and up to ten targets back to the last temple the reader entered) and a magic tongue dagger +1 with a sticky tongue wrapped around its grip which can pick up unguarded items within 2 yards, consecrated to an ancient god of healing. Gweined lives in the woods to more easily gather the herbs needed for her potions; she regularly helps the halflings of the village.
There’s a rickety ladder leading up to the attic where Gweined keeps her chest of replenishing curses. The inscription reads: "Do not open!" Opening the chest releases all her stored curses. Anybody interested in the chest must save vs. spells or be cursed by one of the following: 1. weakness (strength 3); 2. shakes (dexterity 3); 3. wheezing cough (constitution 3); 4. stupidity (intelligence 3); 5. foolishness (wisdom 3); 6. foul tongue (charisma 3); 7. sloth (every odd roll on a d20 is an automatic fail); 8. lunacy (whenever you see dogs or wolves, drop everything you are carrying, howl like mad and run for the woods to live with your kin); 9. paranoia (do not trust your friends, not accept their help, do not help them); 10. swan (turn into a swan); 11. frog (turn into a frog); 12. martyrdom (take blows for everybody, sacrifice yourself if possible).
There’s a steep staircase leading to a cellar below where Gweined keeps her chest of apples. These are all cursed. When biting into such an apple, save vs. spells or fall into a deep slumber until kissed by true love (if nobody loves you, it’s probably forever or until dogs lick you). Her mirror of entrapment is covered by some linen; anyone seeing their reflection becomes trapped in the mirror until freed by Gweined.
I want to be able to pick up a hexmap and its key and have a fundamentally playable experience.Yes! I also don’t mind encounters on the map that disappear over time as long as there is a way to generate more (and I think there is). Actually we could have a “generate more” link for every hex, allowing people who saved the output to create more stuff – but that won’t work when printed, of course.