rpg.pbem.online

Hex Describe, Face Generator, Text Mapper, and more
#RPG
This thread is for people who want to talk to me about these applications. They allow people to generate a mini-setting including a map, a key, and NPCs, with but one click, powered by the greatest collection of random tables I know. 😅
I keep creating these threads whenever the previous thread reaches about 100 comments because it starts being unwieldy.
#RPG
The disaster tables are great, especially the diseases. Maybe even something like ergot poisoning could be included? Life was hard for those poor peasants!
ktrey diaspora
@[email protected] Oh I forgot about ergot! Hallucinations and strange behaviors might make an excellent "symptoms" table that could foreshadow an outbreak of disease, and a small table about the disease's vector (spoiled food, miasma, fleas, rats, etc) could be interesting as well.
I keep being fascinated by things like koro, dance mania, flagellants and other forms of hysteria. Yeah, we gotta make sure people still want to play!
Ok, koro was a new one on me! And tgen I saw this and about lost it:

The word was borrowed from Malay and means turtle.
I already needed titlecase to get two word colors into the correct case! :D
Disasters are installed. When I checked a typical map of 300 hexes, it had four disasters. This is OK.
Regarding wise turtles: there are also teenage mutant ninja turtles, and the kappa, of course. Whenever Japanese Yokai come up, it check my favorite site for gameable stuff: http://yokai.com/kappa/
10% of most forest hexes now have light elves on the march. There are two clans on the map, one of them is seeking an item (which isn't placed on the map) and the others are warning people about the first group.
I'd love to see more light elf shenanigans, specially since I think the settlements are getting really long and we need some more conflicts out in the wilderness. And cool monster lairs, of course.
I think what I'll do is have the light elves ask players to lead them to wood elves, in an arrogant way. As in: "Take us to the nearst grey elves, those lazy bums keep wasting time in the forest instead of joining our righteous cause!" Some players might get involved in those inter-elf struggles?
Any interest in adding more monsters? Some of the encounters seem a bit predictable/repetitive, which could be remedied by have a few more creature options.
A few “classics”

Ankheg
Barghest
Behir
Bulette
Grick
Linnorm
Otyugh
Sphinx
Terror Bird/Axe beak
If we use the Sphinx, will we add a list of riddles? It would be cool and I would certainly have benefited if riddle asking monsters also came with some riddles...
ktrey diaspora
I'll be happy to clean up these B/X stat blocks:
Adventuring Party  AC  Varies  HD  Varies  MV  Varies  DMG  Varies  No. App  5-8 (5-8)  Save  Varies  ML  8  TT  U, V  AL  Any  XP  5  Special Must be created ahead of time by using page B52 (optionally X37 as well). 
Ant, Driver  AC  3  HD  4\*  MV  180` (60`)  DMG  2d6  No. App  2-8 (4-24)  Save  F2  ML  7  TT  U  AL  N  XP  125  Special Will fight to the death and have a 30% chance of having 1d10x1,000gp worth of gold nuggets. 
Antelope  AC  7  HD  2  MV  240` (80`)  DMG  1d6  No. App  0 (3-30)  Save  F2  ML  5  TT  Nil  AL  N  XP  20  Special Young will half hit points while males will have 1d4 extra hit points. 
Ape, White  AC  6  HD  4  MV  120` (40`)  DMG  1d4/1d4  No. App  1-6 (2-8)  Save  F2  ML  7  TT  Nil  AL  N  XP  75  Special May throw a stone doing 1d6 damage. 
Baboon, Rock  AC  6  HD  2  MV  120` (40`)  DMG  1d6/1d3  No. App  2-12 (5-30)  Save  F2  ML  8  TT  U  AL  N  XP  20  Special Basilisk  
Basilisk  AC  4  HD  6 + 1**  MV  60` (20`)  DMG  1d10 + petrification  No. App  1-6 (1-6)  Save  F6  ML  9  TT  F  AL  N  XP  950  Special Special 
Bat, Giant  AC  6  HD  2  MV  30` (10`), Fly 180` (60`)  DMG  1d4  No. App  1-10 (1-10)  Save  F1  ML  8  TT  Nil  AL  N  XP  20  Special Special 
Bat, Giant Vampire  AC  6  HD  2  MV  30` (10`), Fly 180` (60`)  DMG  Unconsciousness  No. App  1-10 (1-10)  Save  F1  ML  8  TT  Nil  AL  N  XP  20  Special A bite does no damage but a save versus paralysis is required or fall unconscious for 1d10 rounds. They then drain 1d4 damage of blood per round. 
Bat, Normal  AC  6  HD  1 hp  MV  9` (3`), Fly 120` (40`)  DMG  Nil  No. App  1-100 (1-100)  Save  NM  ML  6  TT  Nil  AL  N  XP  5  Special Only cause confusion causing -2 to attacks and spell cannot be cast. 
Bear, Black  AC  6  HD  4  MV  120` (40`)  DMG  1d3/1d3/1d6  No. App  1-4 (1-4)  Save  F2  ML  7  TT  U  AL  N  XP  75  Special If both claws hit a single target, then the bear will hug them for an additional 2d8 damage. 
Bear, Cave  AC  5  HD  7  MV  120` (40`)  DMG  1d8/1d8/2d6  No. App  1-2 (1-2)  Save  F3  ML  9  TT  V  AL  N  XP  450  Special If both claws hit a single target, then the bear will hug them for an additional 2d8 damage. 
Bear, Grizzly  AC  6  HD  5  MV  120` (40`)  DMG  1d4/1d4/1d8  No. App  1 (1-4)  Save  F2  ML  8  TT  U  AL  N  XP  175  Special If both claws hit a single target, then the bear will hug them for an additional 2d8 damage. 
Bear, Polar  AC  6  HD  6  MV  120` (40`)  DMG  1d6/1d6/1d10  No. App  1 (1-2)  Save  F3  ML  8  TT  U  AL  N  XP  275  Special If both claws hit a single target, then the bear will hug them for an additional 2d8 damage. 
Bee, Killer  AC  7  HD  1d4 hp\*  MV  150` (50`)  DMG  1d3 + special  No. App  1-6 (5-30)  Save  F1  ML  9  TT  Special  AL  N  XP  6  Special If it stings another, it will die but the victim must save versus poison or die. If they survive, then the stinger does 1 damage per round until removed. Their honey acts as a potion of healing at half strength (curing 1d4) requiring all the honey in the hive. 
Beetle, Giant Fire  AC  4  HD  1 + 2  MV  120` (40`)  DMG  2d4  No. App  1-8 (2-12)  Save  F1  ML  7  TT  Nil  AL  N  XP  15  Special Have glands that glow in a 10` radius for 1d6 days after removal. 
Beetle, Giant Oil  AC  4  HD  2\*  MV  120` (40`)  DMG  1d6 + special  No. App  1-8 (2-12)  Save  F1  ML  8  TT  Nil  AL  N  XP  25  Special May squirt hot oil up to 5` away causing blisters and a -2 to attack rolls. 
Beetle, Giant Tiger  AC  3  HD  3 + 1  MV  150` (50`)  DMG  2d6  No. App  1-6 (2-8)  Save  F1  ML  9  TT  U  AL  N  XP  50  Special Black Pudding  
Black Pudding  AC  6  HD  10\*  MV  60` (20`)  DMG  3d8  No. App  1 (0)  Save  F5  ML  12  TT  Nil  AL  N  XP  1,600  Special Special 
Blink Dog  AC  5  HD  4\*  MV  120` (40`)  DMG  1d6  No. App  1-6 (1-6)  Save  F4  ML  6  TT  C  AL  L  XP  125  Special Special 
Boar  AC  7  HD  3  MV  150` (50`)  DMG  2d4  No. App  1-6 (1-6)  Save  F2  ML  9  TT  Nil  AL  N  XP  35  Special Special 
Bugbear  AC  5  HD  3 + 1  MV  90` (30`)  DMG  2d4 or weapon+1  No. App  2-8 (5-20)  Save  F3  ML  9  TT  B  AL  C  XP  50  Special They surprise others on a 1-3. 
Caecilia  AC  6  HD  6\*  MV  60` (20`)  DMG  1d8  No. App  1-3 (1-3)  Save  F3  ML  9  TT  B  AL  N  XP  500  Special Giant gray worms that swallow victims on a natural 19 or 20 and the victim takes 1d8 damage each round inside and can attack with daggers inside at -4. 
Camel  AC  7  HD  2  MV  150` (50`)  DMG  1/1d4  No. App  0 (2-8)  Save  F1  ML  7  TT  Nil  AL  N  XP  20  Special Caribou  
Caribou  AC  7  HD  3  MV  240` (80`)  DMG  1d8  No. App  0 (3-30)  Save  F2  ML  5  TT  Nil  AL  N  XP  35  Special Special 
Carrion Crawler  AC  7  HD  3 + 1\*  MV  120` (40`)  DMG  Paralysis  No. App  1-3 (1-3)  Save  F2  ML  9  TT  B  AL  N  XP  75  Special Special 
Cat, Lion  AC  6  HD  5  MV  150` (50`)  DMG  1d4+1/1d4+1/1d10  No. App  1-4 (1-8)  Save  F3  ML  9  TT  U  AL  N  XP  175  Special Special 
Cat, Mountain Lion  AC  6  HD  3 + 2  MV  150` (50`)  DMG  1d3/1d3/1d6  No. App  1-4 (1-4)  Save  F2  ML  8  TT  U  AL  N  XP  50  Special Cat, Panther  
Cat, Panther  AC  4  HD  4  MV  150` (50`)  DMG  1d4/1d4/1d8  No. App  1-2 (1-6)  Save  F2  ML  8  TT  U  AL  N  XP  75  Special Special 
Cat, Sabre-tooth Tiger  AC  6  HD  8  MV  150` (50`)  DMG  1d8/1d8/2d8  No. App  1-4 (1-4)  Save  F4  ML  10  TT  V  AL  N  XP  650  Special They surprise others on a 1-4. 
Cat, Tiger  AC  6  HD  6  MV  150` (50`)  DMG  1d6/1d6/2d6  No. App  1 (1-3)  Save  F3  ML  9  TT  U  AL  N  XP  275  Special Cave Locust  
Cave Locust  AC  4  HD  2  MV  60` (20`), Fly 180` (60`)  DMG  1d2 or 1d4 or special  No. App  2-20 (1-10)  Save  F2  ML  5  TT  Nil  AL  N  XP  20  Special Special 
Centaur  AC  5  HD  4  MV  180` (60`)  DMG  1d6/1d6 or weapon  No. App  0 (2-20)  Save  F4  ML  8  TT  A  AL  N  XP  75  Special Special 
Centipede, Giant  AC  9  HD  1d4 hp  MV  60` (20`)  DMG  Poison  No. App  2-8 (1-8)  Save  NM  ML  7  TT  Nil  AL  N  XP  5  Special Special 
Chimera  AC  4  HD  9**  MV  120` (40`), Fly 180` (60`)  DMG  1d3/1d3/2d4/2d4/3d4 + special  No. App  1-2 (1-4)  Save  F9  ML  9  TT  F  AL  C  XP  2,300  Special Special 
Cockatrice  AC  6  HD  5**  MV  90` (30`), Fly 180` (60`)  DMG  1d6 + petrification  No. App  1-4 (1-8)  Save  F5  ML  7  TT  D  AL  N  XP  45  Special Special 
Cow  AC  7  HD  3  MV  240` (80`)  DMG  1d8  No. App  0 (3-30)  Save  F2  ML  5  TT  Nil  AL  N  XP  35  Special Special 
Crab, Giant  AC  2  HD  3  MV  60` (20`)  DMG  2d6/2d6  No. App  1-2 (1-6)  Save  F2  ML  7   TT  Nil  AL  N  XP  35  Special Special 
Crocodile  AC  5  HD  2  MV  90` (30`), Swim 90` (30`)  DMG  1d8  No. App  0 (1-8)  Save  F1  ML  7  TT  Nil  AL  N  XP  20  Special Crocodile, Giant  
Crocodile, Giant  AC  1  HD  15  MV  90` (30`), Swim 90` (30`)  DMG  3d8  No. App  0 (1-3)  Save  F8  ML  9  TT  Nil  AL  N  XP  1,350  Special Special 
Crocodile, Large  AC  3  HD  6  MV  90` (30`), Swim 90` (30`)  DMG  1d8  No. App  0 (1-4)  Save  F3  ML  7  TT  Nil  AL  N  XP  275  Special Cyclops  
Cyclops  AC  5  HD  13\*  MV  90` (30`)  DMG  3d10  No. App  1 (1-4)  Save  F13  ML  9  TT  E + 5,000gp  AL  C  XP  2,300  Special Special 
Deer  AC  7  HD  2  MV  240` (80`)  DMG  1d6  No. App  0 (3-30)  Save  F2  ML  5  TT  Nil  AL  N  XP  20  Special Special 
Displacer Beast  AC  4  HD  6\*  MV  150` (50`)  DMG  2d4/2d4  No. App  1-4 (1-4)  Save  F6  ML  8  TT  D  AL  N  XP  500  Special Special 
Djinni (Lesser)  AC  5  HD  7 + 1  MV  90` (30`), Fly 240` (80`)  DMG  2d8 fists or 2d6 whirlwind  No. App  1 (1)  Save  F14  ML  12  TT  Nil  AL  N  XP  450  Special Special 
Doppleganger  AC  5  HD  4\*  MV  90` (30`)  DMG  1d12  No. App  1-6 (1-6)  Save  F10  ML  10  TT  E  AL  C  XP  125  Special Special 
Dragon Turtle  AC  -2  HD  30  MV  30` (10`), Swim 90` (30`)  DMG  1d8/1d8/10d6  No. App  0 (1)  Save  F15  ML  10  TT  H  AL  C  XP  4,750  Special Special 
Dragon, Black  AC  2  HD  7**  MV  90` (30`), Fly 240` (80`)  DMG  1d4+1/1d4+1/2d10  No. App  1-4 (1-4)  Save  F7  ML  8  TT  H  AL  C  XP  1,250  Special Special 
Dragon, Blue  AC  0  HD  9**  MV  90` (30`), Fly 240` (80`)  DMG  1d6+1/1d6+1/3d10  No. App  1-4 (1-4)  Save  F9  ML  9  TT  H  AL  N  XP  2,300  Special Special 
Dragon, Gold  AC  -2  HD  11**  MV  90` (30`), Fly 240` (80`)  DMG  2d4/2d4/6d6  No. App  1-4 (1-4)  Save  F11  ML  10  TT  H  AL  L  XP  2,700  Special Special 
Dragon, Green  AC  1  HD  8**  MV  90` (30`), Fly 240` (80`)  DMG  1d6/1d6/3d8  No. App  1-4 (1-4)  Save  F8  ML  9  TT  H  AL  C  XP  1,750  Special Special 
Dragon, Red  AC  -1  HD  10**  MV  90` (30`), Fly 240` (80`)  DMG  1d8/1d8/4d8  No. App  1-4 (1-4)  Save  F10  ML  10  TT  H  AL  C  XP  2,300  Special Special 
Dragon, Sea  AC  1  HD  8**  MV  Fly/Swim 180` (60`)  DMG  3d6  No. App  0 (1-4)  Save  F8  ML  9  TT  H  AL  N  XP  1,750  Special Special 
Dragon, White  AC  3  HD  6**  MV  90` (30`), Fly 240` (80`)  DMG  1d4/1d4/2d8  No. App  1-4 (1-4)  Save  F6  ML  8  TT  H  AL  N  XP  725  Special Special 
Dryad  AC  5  HD  2\*  MV  120` (40`)  DMG  Nil  No. App  0 (1-6)  Save  F4  ML  6  TT  D  AL  N  XP  25  Special Special 
Dwarf  AC  4  HD  1  MV  60` (20`)  DMG  1d8 or weapon  No. App  1-6 (5-40)  Save  D1  ML  8  TT  G  AL  L or N  XP  10  Special Special 
Efreeti (Lesser)  AC  3  HD  10\*  MV  90` (30`), Fly 240` (80`)  DMG  2d8  No. App  1 (1)  Save  F15  ML  12  TT  Nil  AL  C  XP  1,600  Special Special 
Elemental, Air  AC  0  HD  12  MV  Fly 360` (120`)  DMG  2d8  No. App  1 (1)  Save  F12  ML  10  TT  Nil  AL  N  XP  1,100  Special Special 
Elemental, Air, Greater  AC  -2  HD  16  MV  Fly 360` (120`)  DMG  3d8  No. App  1 (1)  Save  F16  ML  10  TT  Nil  AL  N  XP  1,350  Special Special 
Elemental, Air, Lesser  AC  2  HD  8  MV  Fly 360` (120`)  DMG  1d8  No. App  1 (1)  Save  F8  ML  10  TT  Nil  AL  N  XP  650  Special Special 
Elemental, Earth  AC  0  HD  12  MV  60` (20`)  DMG  2d8  No. App  1 (1)  Save  F12  ML  10  TT  Nil  AL  N  XP  1,100  Special Special 
Elemental, Earth, Greater  AC  -2  HD  16  MV  60` (20`)  DMG  3d8  No. App  1 (1)  Save  F16  ML  10  TT  Nil  AL  N  XP  1,350  Special Special 
Elemental, Earth, Lesser  AC  2  HD  8  MV  60` (20`)  DMG  1d8  No. App  1 (1)  Save  F8  ML  10  TT  Nil  AL  N  XP  650  Special Special 
Elemental, Fire  AC  0  HD  12  MV  120` (40`)  DMG  2d8  No. App  1 (1)  Save  F12  ML  10  TT  Nil  AL  N  XP  1,100  Special Special 
Elemental, Fire, Greater  AC  -2  HD  16  MV  120` (40`)  DMG  3d8  No. App  1 (1)  Save  F16  ML  10  TT  Nil  AL  N  XP  1,350  Special Special 
Elemental, Fire, Lesser  AC  2  HD  8  MV  120` (40`)  DMG  1d8  No. App  1 (1)  Save  F8  ML  10  TT  Nil  AL  N  XP  650  Special Special 
Elemental, Water  AC  0  HD  12  MV  60` (20`), Swim 180` (60`)  DMG  2d8  No. App  1 (1)  Save  F12  ML  10  TT  Nil  AL  N  XP  1,100  Special Special 
Elemental, Water, Greater  AC  -2  HD  16  MV  60` (20`), Swim 180` (60`)  DMG  3d8  No. App  1 (1)  Save  F16  ML  10  TT  Nil  AL  N  XP  1,350  Special Special 
Elemental, Water, Lesser  AC  2  HD  8  MV  60` (20`), Swim 180` (60`)  DMG  1d8  No. App  1 (1)  Save  F8  ML  10  TT  Nil  AL  N  XP  650  Special Special 
Elephant  AC  5  HD  9  MV  120` (40`)  DMG  2d4/2d4 or 4d8  No. App  0 (1-20)  Save  F5  ML  8  TT  Special  AL  N  XP  900  Special Special 
Elf  AC  5  HD  1 + 1\*  MV  120` (40`)  DMG  1d8 or weapon  No. App  1-4 (2-24)  Save  E1  ML  8  TT  E  AL  N  XP  19  Special Special 
Elk  AC  7  HD  4  MV  240` (80`)  DMG  1d8  No. App  0 (3-30)  Save  F2  ML  5  TT  Nil  AL  N  XP  75  Special Special 
Ferret, Giant  AC  5  HD  1 + 1  MV  150` (50`)  DMG  1d8  No. App  1-8 (1-12)  Save  F1  ML  8  TT  Nil  AL  N  XP  15  Special Special 
Fish, Giant Bass  AC  7  HD  2  MV  Swim 120` (40`)  DMG  1d6  No. App  0 (1)  Save  F1  ML  8  TT  Nil  AL  N  XP  20  Special Fish, Giant Catfish  
Fish, Giant Catfish  AC  4  HD  8 + 3\*  MV  Swim 90` (30`)  DMG  2d8/1d4x4  No. App  0 (1-2)  Save  F4  ML  8  TT  Nil  AL  N  XP  1,200  Special Special 
Fish, Giant Piranha  AC  6  HD  3 + 3  MV  Swim 150` (50`)  DMG  1d8  No. App  0 (2-8)  Save  F2  ML  7  TT  Nil  AL  N  XP  50  Special No morale checks after feeding frenzy starts. 
Fish, Giant Rockfish  AC  7  HD  5 + 5  MV  Swim 180` (60`)  DMG  1d4x4 + poison  No. App  0 (2-8)  Save  F3  ML  8  TT  Nil  AL  N  XP  225  Special They look like normal boulders about 70% of the time. If hit with the spines a failed save versus poison will kill the victim. Mistaking the fish for a rock will do 4 automatic spine hits. 
Fish, Giant Sturgeon  AC  0  HD  10 + 2\*  MV  Swim 180` (60`)  DMG  2d10  No. App  0 (1)  Save  F5  ML  9  TT  Nil  AL  N  XP  1,600  Special They will swallow an opponent if they roll of 18 or better. Anyone swallowed suffers 2d6 damage per round and must make a save versus death ray or be paralyzed. If successful, the victim must attack the insides at -4 to hit and an AC of 7. 
Fly, Robber  AC  6  HD  2  MV  90` (30`), Fly 180` (60`)  DMG  1d8  No. App  1-6 (2-12)  Save  F1  ML  8  TT  U  AL  N  XP  20  Special They hide in shadows and surprise others on a 1-4. They can leap up to 30`. 
Gargoyle  AC  5  HD  4  MV  90` (30`), Fly 150` (50`)  DMG  1d3/1d3/1d6/1d4  No. App  1-6 (2-8)  Save  F8  ML  11  TT  C  AL  C  XP  75  Special Can only be hit with magic weapons or spells and are immune to sleep and charm spells. 
Gelatinous Cube  AC  8  HD  4\*  MV  60` (20`)  DMG  2d8 + special  No. App  1 (0)  Save  F2  ML  12  TT  V  AL  N  XP  125  Special They surprise others on a 1-4 and will paralyze another if a failed save versus paralysis occurs when hit (lasting 2d4 turns). They can be hurt with fire and weapons but not cold or lightning. 
Ghoul  AC  6  HD  2\*  MV  90` (30`)  DMG  1d3/1d3/1d3 + special  No. App  1-6 (2-16)  Save  F2  ML  9  TT  B  AL  C  XP  25  Special Will paralyze anyone they hit if a save versus paralysis fails, lasting 2d4 turns. 
Giant, Cloud  AC  4  HD  12 + 3  MV  120` (40`)  DMG  6d6  No. App  1-2 (1-3)  Save  F12  ML  10  TT  E + 5,000gp  AL  N  XP  1,100  Special Have keen senses and are surprise 1 out of 6 times. They can hurl rocks 200` for 3d6 damage and always have 3d6 giant hawks or 6d6 dire wolves guarding lairs. 
Giant, Fire  AC  4  HD  11 + 2  MV  120` (40`)  DMG  5d6  No. App  1-2 (1-3)  Save  F11  ML  9  TT  E + 5,000gp  AL  C  XP  1,100  Special Can hurl rocks 200` for 3d6 damage and always have 1d3 hydras (20%) or 3d6 hellhounds (80%) guarding lairs. They are not affected by fire based attacks. 
Giant, Frost  AC  4  HD  10 + 1  MV  120` (40`)  DMG  4d6  No. App  1-2 (1-4)  Save  F10  ML  9  TT  E + 5,000gp  AL  C  XP  900  Special Can hurl rocks 200` for 3d6 damage and always have 3d6 polar bears (20%) or 6d6 wolves (80%) guarding lairs. They are not affected by cold based attacks. 
Giant, Hill  AC  4  HD  8  MV  120` (40`)  DMG  2d8  No. App  1-4 (2-8)  Save  F8  ML  8  TT  E + 5,000gp  AL  C  XP  650  Special Giant, Stone  
Giant, Stone  AC  4  HD  9  MV  120` (40`)  DMG  3d6  No. App  1-2 (1-6)  Save  F9  ML  9  TT  E + 5,000gp  AL  N  XP  900  Special Special 
Giant, Storm  AC  2  HD  15  MV  150` (50`)  DMG  8d6 + special  No. App  1 (1-3)  Save  F15  ML  10  TT  E + 5,000gp  AL  C  XP  1,350  Special Special 
Gnoll  AC  5  HD  2  MV  90` (30`)  DMG  2d4 or weapon+1  No. App  1-6 (3-18)  Save  F2  ML  8  TT  D  AL  C  XP  20  Special Special 
Gnome  AC  5  HD  1  MV  60` (20`)  DMG  1d6 or weapon  No. App  1-8 (5-40)  Save  D1  ML  8  TT  C  AL  L or N  XP  10  Special Special 
Goat, Young  AC  7  HD  1  MV  240` (80`)  DMG  1d4  No. App  0 (3-30)  Save  F1  ML  5  TT  Nil  AL  N  XP  10  Special Special 
Goblin  AC  6  HD  1 -1  MV  60` (20`)  DMG  1d6 or weapon  No. App  2-8 (6-60)  Save  NM  ML  7  TT  R (C)  AL  C  XP  5  Special Special 
Golem, Amber  AC  6  HD  10**  MV  180` (60`)  DMG  2d6/2d6/2d10  No. App  1 (1)  Save  F5  ML  12  TT  Nil  AL  N  XP  2,300  Special Special 
Golem, Bone  AC  2  HD  8  MV  120` (40`)  DMG  By weapons  No. App  1 (1)  Save  F4  ML  12  TT  Nil  AL  N  XP  650  Special Special 
Golem, Bronze  AC  0  HD  20**  MV  240` (80`)  DMG  3d10 + special  No. App  1 (1)  Save  F10  ML  12  TT  Nil  AL  N  XP  4,300  Special Special 
Golem, Wood  AC  7  HD  2 + 2  MV  120` (40`)  DMG  1d8  No. App  1 (1)  Save  F1  ML  12  TT  Nil  AL  N  XP  25  Special Special 
Gorgon  AC  2  HD  8\*  MV  120` (40`)  DMG  2d6 or petrification  No. App  1-2 (1-4)  Save  F8  ML  8  TT  E  AL  C  XP  1,200  Special Special 
Gray Ooze  AC  8  HD  3\*  MV  10` (3`)  DMG  2d8  No. App  1 (1)  Save  F2  ML  12  TT  Nil  AL  N  XP  50  Special Special 
Green Slime  AC  Always Hit  HD  2\*  MV  3` (1`)  DMG  Special  No. App  1 (0)  Save  F1  ML  12  TT  Nil  AL  N  XP  25  Special Special 
Griffon  AC  5  HD  7  MV  120` (40`), Flying 360` (120`)  DMG  1d4/1d4/2d8  No. App  0 (2-16)  Save  F4  ML  8  TT  E  AL  N  XP  450  Special Special 
Halfling  AC  7  HD  1 -1  MV  90` (30`)  DMG  1d6 or weapon  No. App  3-18 (5-40)  Save  HL1  ML  7  TT  V (B)  AL  L  XP  5  Special Special 
Harpy  AC  7  HD  3\*  MV  60` (20`), Fly 150` (50`)  DMG  1d4/1d4/1d6 + special  No. App  1-6 (2-8)  Save  F3  ML  7  TT  C  AL  C  XP  50  Special Their song will charm others if they fail a save versus spells. If the save succeeds, one need not do it again during that battle. They get +2 to saves. 
Hawk  AC  8  HD  1d4 hp  MV  480` (160`)  DMG  1d2  No. App  0 (1-6)  Save  NM  ML  7  TT  Nil  AL  N  XP  5  Special Hawk, Giant  
Hawk, Giant  AC  6  HD  3 + 3  MV  450` (150`)  DMG  1d6  No. App  0 (1-3)  Save  F2  ML  8  TT  Nil  AL  N  XP  50  Special Special 
Hellhound  AC  4  HD  3 to 7\*  MV  120` (40`)  DMG  1d6 or special  No. App  2-8 (2-8)  Save  F3 to 7  ML  9  TT  C  AL  C  XP  125  Special Special 
Hippogriff  AC  5  HD  3 + 1  MV  180` (60`), Fly 360` (120`)  DMG  1d6/1d6/1d10  No. App  0 (2-16)  Save  F2  ML  8  TT  Nil  AL  N  XP  50  Special Special 
Hobgoblin  AC  6  HD  1 + 1  MV  90` (30`)  DMG  1d8 or weapon  No. App  1-6 (4-24)  Save  F1  ML  8  TT  D  AL  C  XP  15  Special Special 
Horse, Draft  AC  7  HD  3  MV  90` (30`)  DMG  Nil  No. App  0 (domestic only)  Save  F2  ML  6  TT  Nil  AL  N  XP  35  Special Special 
Horse, Riding  AC  7  HD  2  MV  240` (80`)  DMG  1d4/1d4  No. App  0 (10-100)  Save  F1  ML  7  TT  Nil  AL  N  XP  20  Special Horse, War  
Horse, War  AC  7  HD  3  MV  120` (40`)  DMG  1d6/1d6  No. App  0 (domestic only)  Save  F2  ML  9  TT  Nil  AL  N  XP  35  Special Special 
Hydra  AC  5  HD  5 to 12  MV  120` (40`)  DMG  1d10 per head  No. App  1 (1)  Save  F5 to 12  ML  9  TT  B  AL  N  XP  650  Special Have 1d8+4 heads with each being 1 HD and 8 hp. 
Hydra, Sea  AC  5  HD  5 to 12  MV  120` (40`)  DMG  1d10 per head  No. App  1 (1)  Save  F5 to 12  ML  9  TT  B  AL  N  XP  650  Special Have 1d8+4 heads with each being 1 HD and 8 hp. 
Insect Swarm  AC  7  HD  2, 3, or 4  MV  30` (10`), Fly 60` (20`)  DMG  2 points  No. App  1 swarm (1-3 swarms)  Save  NM  ML  11  TT  Nil  AL  N  XP  80  Special Random insects taking up 10`x30` of space automatically hitting anyone where victims with no armor take double damage. It takes 3 rounds to completely swat away insects after escaping. Torches will only do damage to them as weapons doing 1d4 damage. 
Invisible Stalker  AC  3  HD  8\*  MV  120` (40`)  DMG  4d4  No. App  1 (1)  Save  F8  ML  12  TT  Nil  AL  N  XP  1,200  Special They surprise anyone that cannot detect invisible on a 1 to 5. 
Kobold  AC  7  HD  1d4 hp  MV  60` (20`)  DMG  1d4 or weapon-1  No. App  4-16 (6-60)  Save  NM  ML  6  TT  P (J)  AL  C  XP  5  Special Can see in the dark up to 90`. Their lair may have a 9hp chieftain that fights as 2HD. When near a chieftain, they will have a morale of 8. 
Leech, Giant  AC  7  HD  6  MV  90` (30`)  DMG  1d6  No. App  0 (1-4)  Save  F3  ML  10  TT  Nil  AL  N  XP  275  Special Must be killed to remove them from a victim that it successfully hits, doing 1d6 damage each round to them. 
Lizard Man  AC  5  HD  2 + 1  MV  60` (20`), Swim 120` (40`)  DMG  1d6+1 or weapon+1  No. App  2-8 (6-36)  Save  F2  ML  12  TT  D  AL  N  XP  25  Special Lizard, Giant Draco  
Lizard, Giant Draco  AC  5  HD  4 + 2  MV  120` (40`), Fly 210` (70`)  DMG  1d10  No. App  1-4 (1-8)  Save  F3  ML  7  TT  U  AL  N  XP  125  Special Special 
Lizard, Giant Gecko  AC  5  HD  3 + 1  MV  120` (40`)  DMG  1d8  No. App  1-6 (1-10)  Save  F2  ML  7  TT  U  AL  N  XP  50  Special Special 
Lizard, Giant Horned Chameleon  AC  2  HD  5\*  MV  120` (40`)  DMG  2d4/1d6  No. App  1-3 (1-6)  Save  F3  ML  7  TT  U  AL  N  XP  35  Special Special 
Lizard, Giant Tuatara  AC  4  HD  6  MV  90` (30`)  DMG  1d4/1d4/2d6  No. App  1-2 (1-4)  Save  F4  ML  6  TT  V  AL  N  XP  275  Special Special 
Lycanthrope, Devil Swine  AC  3 (9 as human)  HD  9\*  MV  180` (60`), Human 120` (40`)  DMG  2d6 or weapon  No. App  1-3 (1-4)  Save  F9  ML  10  TT  C  AL  C  XP  1,600  Special Special 
Lycanthrope, Werebear  AC  2 (9 as human)  HD  6\*  MV  120` (40`)  DMG  2d4/2d4/2d8  No. App  1-4 (1-4)  Save  F6  ML  10  TT  C  AL  N  XP  500  Special Special 
Lycanthrope, Wereboar  AC  4 (9 as human)  HD  4 + 1\*  MV  150` (50`)  DMG  2d6  No. App  1-4 (2-8)  Save  F4  ML  9  TT  C  AL  N  XP  200  Special Special 
Lycanthrope, Wererat  AC  7 (9 as human)  HD  3\*  MV  120` (40`)  DMG  1d4 or weapon  No. App  1-8 (2-16)  Save  F3  ML  8  TT  C  AL  C  XP  50  Special Special 
Lycanthrope, Weretiger  AC  3 (9 as human)  HD  5\*  MV  150` (50`)  DMG  1d6/1d6/2d6  No. App  1-4 (1-4)  Save  F5  ML  9  TT  C  AL  N  XP  35  Special Special 
Lycanthrope, Werewolf  AC  5 (9 as human)  HD  4\*  MV  180` (60`)  DMG  2d4  No. App  1-6 (2-12)  Save  F4  ML  8  TT  C  AL  C  XP  125  Special Special 
Man, Acolyte (Cleric)  AC  2  HD  1  MV  60` (20`)  DMG  1d6  No. App  1-8 (1-20)  Save  C1  ML  7  TT  U  AL  Any  XP  10  Special Special 
Man, Bandit  AC  6  HD  1  MV  120` (40`)  DMG  1d6 or weapon  No. App  1-8 (3-30)  Save  T1  ML  8  TT  U (A)  AL  C or N  XP  10  Special Special 
Man, Berserker  AC  7  HD  1 + 1\*  MV  120` (40`)  DMG  1d8 or weapon  No. App  1-6 (3-30)  Save  F1  ML  Nil  TT  P (B)  AL  N  XP  19  Special Special 
Man, Brigand  AC  Varies  HD  1  MV  120` (40`)  DMG  1d6 or weapon  No. App  0 (10-40)  Save  F1  ML  8  TT  A  AL  C  XP  10  Special Special 
Man, Buccaneer  AC  Varies  HD  1  MV  120` (40`)  DMG  1d6 or weapon  No. App  0 (special)  Save  F1  ML  6 (7)  TT  A  AL  N or C  XP  10  Special Special 
Man, Dervish  AC  Varies  HD  1  MV  120` (40`)  DMG  1d6 or weapon  No. App  0 (20-70)  Save  F1  ML  10  TT  A  AL  L  XP  10  Special Special 
Man, Human  AC  9  HD  1d4 hp  MV  120` (40`)  DMG  Weapon  No. App  1-4 (1-20)  Save  NM  ML  6  TT  U  AL  Any  XP  5  Special Special 
Man, Medium (Magic-User)  AC  9  HD  1**  MV  120` (40`)  DMG  1d4 or spell  No. App  1-4 (1-12)  Save  MU1  ML  7  TT  V  AL  Any  XP  16  Special They have a level 1 spell and there is a 50% chance they will have a 3rd level magic-user master with two level 1 spells and one level 2 spell. 
Man, Merchant  AC  5  HD  1  MV  90` (30`)  DMG  1d6 or weapon  No. App  0 (1-20)  Save  F1  ML  Varies  TT  A  AL  N  XP  10  Special See Rules 
Man, Neanderthal (Caveman)  AC  8  HD  2  MV  120` (40`)  DMG  2d4 or weapon+1  No. App  1-10 (10-40)  Save  F2  ML  7  TT  C  AL  L  XP  20  Special May have a 6HD leader that is about 10` tall, where 10-40 cavemen will have 2 leaders. 
Man, Noble  AC  2  HD  3  MV  60` (20`)  DMG  1d8 or weapon  No. App  2-12 (2-12)  Save  Varies  ML  8  TT  Vx3  AL  Any  XP  35  Special Man, Nomad  
Man, Nomad  AC  Varies  HD  1  MV  120` (40`)  DMG  1d6 or weapon  No. App  0 (10-40)  Save  F1  ML  8  TT  A  AL  N  XP  10  Special Special 
Man, Pirate  AC  Varies  HD  1  MV  120` (40`)  DMG  1d6 or weapon  No. App  0 (special)  Save  F1  ML  6 (7)  TT  A  AL  N or C  XP  10  Special Special 
Man, Trader  AC  6  HD  1  MV  120` (40`)  DMG  1d6 or weapon  No. App  1-8 (3-18)  Save  F1  ML  7  TT  U, V  AL  Any  XP  10  Special Special 
Man, Veteran  AC  2  HD  1 to 3  MV  60` (20`)  DMG  1d8 or weapon  No. App  2-8 (2-12)  Save  F1 to 3  ML  9 (Varies)  TT  V  AL  Any  XP  20  Special Special 
Manticore  AC  4  HD  6 + 1  MV  120` (40`), Fly 180` (60`)  DMG  1d4/1d4/2d4 or special  No. App  1-2 (1-4)  Save  F6  ML  9  TT  D  AL  C  XP  350  Special Special 
Mastadon  AC  3  HD  15  MV  120` (40`)  DMG  2d6/2d6 or 4d8  No. App  0 (2-16)  Save  F8  ML  8  TT  Special  AL  N  XP  1,350  Special Special 
Medusa  AC  8  HD  4**  MV  90` (30`)  DMG  1d6 + poison  No. App  1-3 (1-4)  Save  F4  ML  8  TT  F  AL  C  XP  175  Special Special 
Mermen  AC  6  HD  1  MV  120` (40`)  DMG  1d6 or weapon  No. App  0 (1-20)  Save  F1  ML  8  TT  A  AL  N  XP  10  Special Special 
Minotaur  AC  6  HD  6  MV  120` (40`)  DMG  1d6/1d6 or weapon+2  No. App  1-6 (1-8)  Save  F6  ML  12  TT  C  AL  C  XP  275  Special Special 
Moose  AC  7  HD  4  MV  240` (80`)  DMG  1d8  No. App  0 (3-30)  Save  F2  ML  5  TT  Nil  AL  N  XP  75  Special Young will half hit points while males will have 1d4 extra hit points. 
Mule  AC  7  HD  2  MV  120` (40`)  DMG  1d4 or 1d3  No. App  1-8 (2-12)  Save  NM  ML  8  TT  Nil  AL  N  XP  20  Special Mummy  
Mummy  AC  3  HD  5 + 1\*  MV  60` (20`)  DMG  1d12 + disease  No. App  1-4 (1-12)  Save  F5  ML  12  TT  D  AL  C  XP  400  Special Special 
Nixie  AC  7  HD  1  MV  120` (40`)  DMG  1d4  No. App  0 (2-40)  Save  E1  ML  6  TT  B  AL  N  XP  10  Special Special 
Ochre Jelly  AC  8  HD  5\*  MV  30` (10`)  DMG  2d6  No. App  1 (0)  Save  F3  ML  12  TT  Nil  AL  N  XP  35  Special Special 
Octopus, Giant  AC  7  HD  8  MV  90` (30`)  DMG  1d3x8/1d6  No. App  0 (1-2)  Save  F4  ML  7  TT  Nil  AL  N  XP  650  Special Special 
Ogre  AC  5  HD  4 + 1  MV  90` (30`)  DMG  1d10  No. App  1-6 (2-12)  Save  F4  ML  10  TT  C + 1,000gp  AL  C  XP  125  Special Special 
Orc  AC  6  HD  1  MV  120` (40`)  DMG  1d6 or weapon  No. App  2-8 (10-60)  Save  F1  ML  6  TT  D  AL  C  XP  10  Special Fighting in daylight they get -1 to hit. One in a group will be a 8hp leader with +1 damage giving morale to other orcs of 8. One in a tribe will be a 15hp chieftain that attacks as 4HD and has +2 damage. Every 20 orcs has a 1 in 6 chance of an ogre or a 1 in 10 chance of a troll with them. 
Owl Bear  AC  5  HD  5  MV  120` (40`)  DMG  1d8/1d8/1d8  No. App  1-4 (1-4)  Save  F3  ML  9  TT  C  AL  N  XP  175  Special If both claws hit a single target, then the owl bear will hug them for an additional 2d8 damage. 
Oxen  AC  7  HD  3  MV  240` (80`)  DMG  1d8  No. App  0 (3-30)  Save  F2  ML  5  TT  Nil  AL  N  XP  35  Special Young will half hit points while males will have 1d4 extra hit points. 
Pegasus  AC  6  HD  2 + 2  MV  240` (80`), Fly 480` (160`)  DMG  1d6/1d6  No. App  0 (1-12)  Save  F2  ML  8  TT  Nil  AL  L  XP  25  Special They cannot be tamed but will serve lawful characters if captured young and trained. 
Pixie  AC  3  HD  1\*  MV  90` (30`), Fly 180` (60`)  DMG  1d4  No. App  2-8 (10-40)  Save  E1  ML  7  TT  R, S  AL  N  XP  13  Special They are invisible unless they want to be seen or detect invisible magic is used. They can attack when invisible giving those -2 to hit them. 
Pteranodon  AC  6  HD  5  MV  Fly 240` (120`)  DMG  1d12  No. App  0 (1-4)  Save  F3  ML  8  TT  V  AL  N  XP  175  Special Giant flying dinosaurs with a wingspan of 50 feet. 
Pterodactyl  AC  7  HD  1  MV  Fly 180` (60`)  DMG  1d3  No. App  0 (2-8)  Save  F1  ML  7  TT  Nil  AL  N  XP  10  Special Flying dinosaurs with a wingspan of 8 to 10 feet. 
Purple Worm  AC  6  HD  15\*  MV  60` (20`)  DMG  2d8/1d8 + poison  No. App  1-2 (1-4)  Save  F8  ML  10  TT  D  AL  N  XP  2,300  Special Will swallow creatures if a hit is 4 more than needed or a 20, taking 3d6 damage each round while inside. Anyone stung by the tail must save versus poison or die. 
Rat  AC  9  HD  1 hp  MV  60` (20`), Swim 30` (10`)  DMG  1d6 + disease  No. App  5-50 (2-20)  Save  NM  ML  5  TT  L  AL  N  XP  5  Special There is a 1 in 20 chance that a bite will cause a disease. The victim can save versus poison or die (only if a 1 is rolled on 1d4) one in 1d6 days or they have to remain in bed for a month. If attacking someone, they must make a save versus death or fall down and be covered in rats until they can get back on their feet. 
Rat, Giant  AC  7  HD  1d4 hp  MV  120` (40`), Swim 60` (20`)  DMG  1d3 + disease  No. App  3-18 (3-30)  Save  F1  ML  8  TT  C  AL  N  XP  5  Special There is a 1 in 20 chance that a bite will cause a disease. The victim can save versus poison or die (only if a 1 is rolled on 1d4) one in 1d6 days or they have to remain in bed for a month. 
Rhagodessa  AC  5  HD  4 + 2  MV  150` (50`)  DMG  0/2d8  No. App  1-4 (1-6)  Save  F2  ML  9  TT  U  AL  N  XP  125  Special These giant arachnids are active at night where anyone hit with one of its 5 legs will get stuck and pulled to the mouth next round. 
Rhinoceros  AC  5  HD  6  MV  120` (40`)  DMG  2d4 or 2d8  No. App  0 (1-12)  Save  F3  ML  6  TT  Nil  AL  N  XP  275  Special They do double damage on their first attack. 
Rhinoceros, Woolly  AC  4  HD  8  MV  120` (40`)  DMG  2d6 or 2d12  No. App  0 (1-8)  Save  F4  ML  6  TT  Nil  AL  N  XP  650  Special They do double damage on their first attack. 
Roc, Giant  AC  0  HD  36  MV  60` (20`), Fly 480` (160`)  DMG  3d6/3d6/8d6  No. App  0 (1)  Save  F15  ML  10  TT  I  AL  L  XP  6,250  Special Huge birds that are unfriendly to non-lawfuls (-1 to neutrals and -2 to chaotics). Young rocs can be trained. 
Roc, Large  AC  2  HD  12  MV  60` (20`), Fly 480` (160`)  DMG  1d8/1d8/2d10  No. App  0 (1-8)  Save  F12  ML  9  TT  I  AL  L  XP  1,100  Special Huge birds that are unfriendly to non-lawfuls (-1 to neutrals and -2 to chaotics). Young rocs can be trained. 
Roc, Small  AC  4  HD  6  MV  60` (20`), Fly 480` (160`)  DMG  1d4+1/1d4+1/2d6  No. App  0 (1-12)  Save  F3  ML  8  TT  I  AL  L  XP  275  Special Huge birds that are unfriendly to non-lawfuls (-1 to neutrals and -2 to chaotics). Young rocs can be trained. 
Rust Monster  AC  2  HD  5  MV  120` (40`)  DMG  Special  No. App  1-4 (1-4)  Save  F3  ML  7  TT  Nil  AL  N  XP  175  Special If it touches metal, it will immediately rust. There is a 10% chance per + of magic items to remain intact. 
Salamander, Flame  AC  2  HD  8\*  MV  120` (40`)  DMG  1d4/1d4/1d8  No. App  2-5 (2-8)  Save  F8  ML  8  TT  F  AL  N  XP  1,200  Special Anyone within 20` will take 1d8 damage from the heat. They are immune to fire based attacks. 
Salamander, Frost  AC  3  HD  12\*  MV  120` (40`)  DMG  1d6x4/2d6  No. App  1-3 (1-3)  Save  F12  ML  9  TT  E  AL  C  XP  1,900  Special Anyone within 20` will take 1d8 damage from the cold. They are immune to cold based attacks. 
Scorpion, Giant  AC  2  HD  4\*  MV  150` (50`)  DMG  1d10/1d10/1d4 + poison  No. App  1-6 (1-6)  Save  F2  ML  11  TT  V  AL  C  XP  125  Special If a claw hits it grabs the opponent so the tail can sting them where they die from the poison if hit unless a save versus poison is successful. 
Sea Serpent (Lesser)  AC  5  HD  6  MV  150` (50`)  DMG  2d6  No. App  0 (2-12)  Save  F3  ML  8  TT  Nil  AL  N  XP  275  Special This 30` giant snake will wrap around sea crafts and squeeze for 1d10 damage to the hull. 
Shadow  AC  7  HD  2 + 2\*  MV  90` (30`)  DMG  1d4 + special  No. App  1-8 (1-12)  Save  F2  ML  12  TT  F  AL  C  XP  35  Special Can only be harmed by magical weapons and surprise on a 1 to 5. If it hits someone, they will lose 1 strength and lasts for 8 turns. Anyone who is reduced to 0 strength becomes a shadow. They are immune to sleep and charm. 
Shark, Bull  AC  4  HD  2  MV  180` (60`)  DMG  2d4  No. App  0 (3-18)  Save  F1  ML  7  TT  Nil  AL  N  XP  20  Special Can sense blood 300` away and will get into a feeding frenzy with no morale checks. 
Shark, Great White  AC  4  HD  8  MV  180` (60`)  DMG  2d10  No. App  0 (1-4)  Save  F4  ML  7  TT  Nil  AL  N  XP  650  Special Can sense blood 300` away and will get into a feeding frenzy with no morale checks. 
Shark, Mako  AC  4  HD  4  MV  180` (60`)  DMG  2d6  No. App  0 (2-12)  Save  F2  ML  7  TT  Nil  AL  N  XP  75  Special Can sense blood 300` away and will get into a feeding frenzy with no morale checks. 
Shrew, Giant  AC  4  HD  1  MV  180` (60`)  DMG  1d6/1d6  No. App  1-4 (1-8)  Save  F1  ML  10  TT  Nil  AL  N  XP  10  Special They can jump up 5` and cannot see but use sounds to detect things up to 60` away. A silence 15` radius will blind them and then have an AC of 8 and -4 to hit. They always have 1st initiative and then +1 to initiative after. 
Shrieker  AC  7  HD  3  MV  9` (3`)  DMG  Nil  No. App  1-8 (0)  Save  F1  ML  12  TT  Nil  AL  N  XP  35  Special These mushrooms will react to movement (30`) and light (60`) and thus shriek for 1d3 rounds where wandering monsters may hear it and come along. 
Skeleton  AC  7  HD  1  MV  60` (20`)  DMG  1d6 or weapon  No. App  3-12 (3-30)  Save  F1  ML  12  TT  Nil  AL  C  XP  10  Special Unaffected by sleep, charm, or mind-reading magic. 
Snake, Giant Rattler  AC  5  HD  4\*  MV  120` (40`)  DMG  1d4/1d4 + poison  No. App  1-4 (1-4)  Save  F2  ML  8  TT  U  AL  N  XP  125  Special Their bite requires a save versus poison or death occurs in 1d6 turns. They may attack a 2nd time at the end of a round. 
Snake, Pit Viper  AC  6  HD  2\*  MV  90` (30`)  DMG  1d4 + poison  No. App  1-8 (1-8)  Save  F1  ML  7  TT  Nil  AL  N  XP  25  Special Can detect heat up to 60` away and always has initiative. A bite requires a save versus poison or death occurs. 
Snake, Rock Python  AC  6  HD  5\*  MV  90` (30`)  DMG  1d4/2d4  No. App  1-3 (1-3)  Save  F3  ML  8  TT  U  AL  N  XP  35  Special These 20` snakes will wrap around a victim if they can bite them first. 
Snake, Sea Snake  AC  6  HD  3\*  MV  90` (30`)  DMG  1 + poison  No. App  1-8 (1-8)  Save  F2  ML  7  TT  Nil  AL  N  XP  50  Special Bites go unnoticed 50% of the time but a save versus poison is required or death occurs in 1d4+2 turns. 
Snake, Spitting Cobra  AC  7  HD  1\*  MV  90` (30`)  DMG  1d3 + poison  No. App  1-6 (1-6)  Save  F1  ML  7  TT  Nil  AL  N  XP  13  Special Can spray venom 6` into the eyes causing blindness unless a save versus poison can be made. It can either spit or bite, but a bite requires a save versus poison or death occurs. 
Spectre  AC  2  HD  6**  MV  150` (50`), Fly 300` (100`)  DMG  1d8 + 2 level drain  No. App  1-4 (1-8)  Save  F6  ML  11  TT  E  AL  C  XP  725  Special Can only be hit with magic and silver weapons and are immune to sleep, charm, and hold spells. Any hits from it will drain 2 levels of experience. 
Spider, Giant Black Widow  AC  6  HD  3\*  MV  60` (20`), Web 120` (40`)  DMG  2d6 + poison  No. App  1-3 (1-3)  Save  F2  ML  8  TT  U  AL  N  XP  50  Special The web is like the spell and can be burned. A bite requires a save versus poison or death occurs in 1 turn. 
Spider, Giant Crab  AC  7  HD  2\*  MV  120` (40`)  DMG  1d8 + poison  No. App  1-4 (1-4)  Save  F1  ML  7  TT  U  AL  N  XP  25  Special They climb on ceilings and surprise others on a 1 to 4. Any bites require a save versus poison or death occurs in 1d4 turns, but the victim gets +2 to the roll. 
Spider, Giant Tarantella  AC  5  HD  4\*  MV  120` (40`)  DMG  1d8 + poison  No. App  1-3 (1-3)  Save  F2  ML  8  TT  U  AL  N  XP  125  Special A bite requires a save versus poison or the victim spasms and dances. Others watching need to make a save versus spells or start dancing the same way. Dancers have -4 to hit and the spider has +4 to hit them. This effect lasts 2d6 turns but can be stopped with a dispel magic spell. The dancer will collapse after 5 turns from exhaustion. 
Sprite  AC  5  HD  1d4 hp\*  MV  60` (20`), Fly 180` (60`)  DMG  Special  No. App  3-18 (5-40)  Save  E1  ML  7  TT  S  AL  N  XP  6  Special Five sprites may cast a curse spell. 
Squid, Giant  AC  7  HD  6  MV  120` (40`)  DMG  1d4 tentacles/1d10 beak  No. App  0 (1-4)  Save  F3  ML  7 (9)  TT  V  AL  N  XP  275  Special They will wrap 2 of the largest tentacles around a ship (25%) squeezing and doing 1d10 damage and the beak does 2 points per round after that. They may grab a crewman (75%) and any damage of 6 or more will sever the tentacle while the 2 larger tentacles need 10 or more to sever. If it needs to flee, it will squirt 30` radius of ink twice per day. 
Statue, Living Crystal  AC  4  HD  3  MV  90` (30`)  DMG  1d6/1d6  No. App  1-6 (1-6)  Save  F3  ML  11  TT  Nil  AL  L  XP  35  Special Immune to sleep spells. 
Statue, Living Iron  AC  2  HD  4  MV  30` (10`)  DMG  1d8/1d8 + special  No. App  1-4 (1-4)  Save  F4  ML  11  TT  Nil  AL  N  XP  75  Special Immune to sleep spells. If a normal weapon is used, a save versus spells is needed or the weapon will get stuck in it. 
Statue, Living Rock  AC  4  HD  5**  MV  60` (20`)  DMG  2d6/2d6  No. App  1-3 (1-3)  Save  F5  ML  11  TT  Nil  AL  C  XP  45  Special Immune to sleep spells. They are filled with magma and will squirt it from their fingers. 
Stegosaurus  AC  3  HD  11  MV  60` (20`)  DMG  2d8 or 2d8  No. App  0 (1-4)  Save  F6  ML  7  TT  Nil  AL  N  XP  1,100  Special Stirge  
Stirge  AC  7  HD  1\*  MV  30` (10`), Fly 180` (60`)  DMG  1d3  No. App  1-10 (3-36)  Save  F2  ML  9  TT  L  AL  N  XP  13  Special Special 
Termite, Freshwater  AC  6  HD  2 + 1  MV  120` (40`)  DMG  Bite 1d3 or special  No. App  0 (1-3)  Save  F2  ML  8  TT  Nil  AL  N  XP  25  Special Special 
Termite, Sea  AC  5  HD  4  MV  180` (60`)  DMG  Bite 1d3 or special  No. App  0 (2-7)  Save  F3  ML  11  TT  Nil  AL  N  XP  75  Special Special 
Termite, Swamp  AC  4  HD  1 + 1  MV  90` (30`)  DMG  Bite 1d3 or special  No. App  0 (1-4)  Save  F1  ML  10  TT  Nil  AL  N  XP  15  Special Special 
Thoul  AC  6  HD  3**  MV  120` (40`)  DMG  1d3/1d3 or weapon  No. App  1-6 (1-10)  Save  F3  ML  10  TT  C  AL  C  XP  65  Special Special 
Titanothere  AC  5  HD  12  MV  120` (40`)  DMG  2d6/3d8  No. App  0 (1-6)  Save  F6  ML  7  TT  Nil  AL  N  XP  1,100  Special Special 
Toad, Giant  AC  7  HD  2 + 2  MV  90` (30`)  DMG  1d4+1  No. App  1-4 (1-4)  Save  F1  ML  6  TT  Nil  AL  N  XP  25  Special They can change their color and surprise others on a 1 to 3. They can shoot their tongues 15` and drag dwarf sized creatures to the mouth and be bitten. On a hit roll of 20, they would be swallowed whole and take 1d6 damage per round while inside. 
Treant  AC  2  HD  8  MV  60` (20`)  DMG  2d6/2d6  No. App  0 (1-8)  Save  F8  ML  9  TT  C  AL  L  XP  650  Special These 18` tall tree-men speak and will surprise others on a 1 to 3. They can animate 2 trees within 60` to move at 30`. 
Triceratops  AC  2  HD  11  MV  90` (30`)  DMG  3d6/3d6  No. App  0 (1-4)  Save  F6  ML  8  TT  Nil  AL  N  XP  1,100  Special They do double damage on their first charging attack. 
Troglodyte  AC  5  HD  2\*  MV  120` (40`)  DMG  1d4/1d4/1d4  No. App  1-8 (5-40)  Save  F2  ML  9  TT  A  AL  C  XP  25  Special They have a chameleon ability that lets them surprise others on a 1 to 4. They secrete oil that smells that nauseates unless a save versus poison is successful. Anyone nauseated will suffer -2 to attack. 
Troll  AC  4  HD  6 + 3  MV  120` (40`)  DMG  1d6/1d6/1d10  No. App  1-8 (1-8)  Save  F6  ML  10 (8)  TT  D  AL  C  XP  350  Special They will heal after 3 rounds after taking damage at the rate of 3 hit points per round, but not from fire or acid damage. If brought to 0 hit points, they will be ready to fight again in 2d6 rounds unless destroyed with fire or acid. Their morale is 8 when attacked with such methods. 
Tyrannosaurus Rex  AC  3  HD  20  MV  120` (40`)  DMG  6d6  No. App  0 (1)  Save  F10  ML  11  TT  Vx3  AL  N  XP  2,000  Special Unicorn  
Unicorn  AC  2  HD  4\*  MV  240` (80`)  DMG  1d8/1d8/1d8  No. App  1-6 (1-8)  Save  F8  ML  7  TT  Nil  AL  L  XP  125  Special Special 
Vampire  AC  2  HD  7 to 9**  MV  120` (40`), Fly 180` (60`)  DMG  1d10 + energy drain  No. App  1-4 (1-6)  Save  F7 to 9  ML  11  TT  F  AL  C  XP  1,750  Special Special 
Weasel, Giant  AC  7  HD  4 + 4  MV  150` (50`)  DMG  2d4  No. App  1-4 (1-6)  Save  F3  ML  8  TT  V  AL  N  XP  125  Special Special 
Whale, Killer  AC  6  HD  6  MV  240` (80`)  DMG  1d20  No. App  0 (1-6)  Save  F3  ML  10  TT  V  AL  N  XP  275  Special Special 
Whale, Narwhal  AC  7  HD  12  MV  180` (60`)  DMG  2d6/1d8  No. App  0 (1-4)  Save  F12  ML  8  TT  Special  AL  L  XP  1,100  Special Special 
Whale, Sperm  AC  6  HD  36  MV  180` (60`)  DMG  3d20  No. App  0 (1-3)  Save  F15  ML  7  TT  V  AL  N  XP  6,250  Special Special 
Wight  AC  5  HD  3\*  MV  90` (30`)  DMG  Energy Drain  No. App  1-6 (1-8)  Save  F3  ML  12  TT  B  AL  C  XP  50  Special Special 
Wolf  AC  7  HD  2 + 2  MV  180` (60`)  DMG  1d6  No. App  2-12 (3-18)  Save  F1  ML  8  TT  Nil  AL  N  XP  25  Special Special 
Wolf, Dire  AC  6  HD  4 + 1  MV  150` (50`)  DMG  2d4  No. App  1-4 (2-8)  Save  F2  ML  8  TT  Nil  AL  N  XP  125  Special Special 
Wraith  AC  3  HD  4**  MV  120` (40`)  DMG  1d6 + energy drain  No. App  1-4 (1-6)  Save  F4  ML  12  TT  E  AL  C  XP  175  Special They are immune to sleep, charm, and hold spells and can only be hit with magic weapons. They will drain 1 experience level if they hit someone along with the damage. Anyone killed by them will become a wraith after 1 day. 
Wyvern  AC  3  HD  7\*  MV  90` (30`), Fly 240` (80`)  DMG  2d8/1d6 + poison  No. App  1-2 (1-6)  Save  F4  ML  9  TT  E  AL  C  XP  850  Special Those hit with the tail must save versus poison or die. 
Yellow Mold  AC  Always Hit  HD  2  MV  Nil  DMG  1d6 + special  No. App  1-8 (1-4)  Save  F2  ML  Nil  TT  Nil  AL  N  XP  20  Special Covers a 10` square area and can be killed by fire where a torch does 1d4 damage. It will eat through wood and leather. If hit it will release spores that will choke others to death unless a save versus death ray is successful. 
Zombie  AC  8  HD  2  MV  120` (40`)  DMG  1d8 or weapon  No. App  2-8 (4-24)  Save  F1  ML  12  TT  Nil  AL  C  XP  20  Special Immune to sleep, charm, and mind reading magic. They always attack last each round.
Oh wow! 😅 I think it would be better if we tackle one lair type after another, making it a good adventure location. Adding the stats at the end is a very small problem.
Actually, I’m not even sure if more monsters is going to solve the problem of repetition. I imagine other solutions would work just as well:
- perhaps some monsters are more likely than others and we just need to tweak something else, e.g. the default map has very few grass hexes and thus all the grass encounters are severely underrepresented
- we could introduce new biomes, differentiate between high wetlands and low wetlands, turning one into marshes and leave the other as swamps; then add unique marsh encounters
- simply add more details to existing encounters like froglings, turtle people, lizards folk, and so on
- add ruins and other dungeon-like constructions where we can once again have multiple monster types in different combinations: giants and orcs, giants and wolves, orcs and flying sharks...
- perhaps add special encounters to special hexes on the map; we could add extra descriptions to hexes with trails, with rivers, or with canyons – special descriptions and special encounters, of course
I think what I'd like to do is have some stats simply listing and counting all the bold stuff: that should give us an idea of what monsters are being shown how often. Then check where they come from and add more encounters there.
ktrey diaspora
@Alex Schroeder I dug up an old thing I wrote a while back and "table-ized" it.

This is geared more to "how I run things at the table" but there might be some things we can cannibalize or something that inspires here.

I usually start with every hex having at least one landmark. For encounters I usually draw from the wandering monster tables I've built, but this gives me a "flavor" encounter as well. When player's "explore" a hex fully, they can find more "secret" things and monster lairs (also drawn from the wandering monster encounter tables for the area).

Landmarks = flavor mostly, something to differentiate this hex from others at a glance, some might play nicer if we incorporate more [nearby]and other table calls to prevent repetition. More entries can help with this too.

Encounters = not necessarily combat/monsters, but there are some ideas here. Some things might need stats, and most can be improved by making them more "random" in terms of some name table calls.

There are a ton of "new monsters/humanoids" in here, and I'd love to collab on statting them up/figuring out what they're actually like :), but we could just as easily replace them with existing tables. I'm a big fan of just "re-skinning" things to make them more interesting (so a Badgerfolk is really the same stats as a Dwarf, a Dust Wraith is still a wraith, but made of whirling sand...etc)

Not sure these are immediately usable "as is" but could certainly serve as a starting point for filling things out :)
<br />&#35;Plains/Lowlands/Near Civilization 
;plains landmark 
1,All plants here are being savaged by rapacious Blister Locusts 
1,The fishing is excellent in a small, still pond 
1,Signs of a recent campsite, someone left behind some tent pitons 
1,Meticulously planted and tilled soil fills the breeze with a pleasant, earthy scent 
1,Uniformly stacked in groups of six are hay bales the size of barns 
1,A herd of horses gallop carefree in the distance 
1,The ground here is littered with the shells of sheep sized beetles 
1,At a crossroads, an overturned cart. It's occupants drained of blood but smiling 
1,Dilapidated driftwood fence posts dot the landscape 
1,The burnt ruins of what might have once been a roadside inn still smolder here 
1,Sapphire blue capped mushrooms grow in large circles here 
1,Tiny red buds simply carpet the land here for as far as the eye can sea 
1,The sod here is spongy and wet, hungry for boots and hooves 
1,Seven bronze statues of winged women, covered in bird droppings 
1,Tossed here long ago by a forgetful giant, several polished throwing boulders rest 
1,Several huge clay ovens seed the air with the smell of fresh baking bread 
1,Diverted for irrigation, a brook babbles incoherently in protest 
1,A series of large, empty stone jars lie half buried here 
1,Some noisome weed is on the wind, noses are runny and eyes grow bloodshot 
1,Superstitious shepherds herd their goats here on stilts 

;plains encounter 
1,A washerwoman by a pristine stream offers to launder the parties fabrics for a pittance 
1,The Greenmelons sold by this roadside stand are delicious, but also attract Giant Bees 
1,This farmer desperately needs help with the harvest, can't pay much but his hayloft looks inviting with the coming storm 
1,Locked in the stocks, Belga Threefingers is an accomplished trapsmith that will faithfully serve the party if freed 
1,Devastated at the loss of his Wizard companion, this Hobgoblin Archer's Charm Person spell is about to wear off 
1,Nervously smuggling three Griffon Eggs in his cart, this Trader doesn't suspect the parents are hot on his trail 
1,Their trebuchet trapped in the mud, a squadron of Dwarf soldiers on the march is forced to camp 
1,A recent drought has made the Turtlefolk village nervous and belligerent 
1,Muttering to himself as he overturns stones, an Alchemist is oblivious to the Smallfolk ambush 
1,Three gruff goatmen harass a peaceful Troll toll-taker on his cyclopean stone bridge 
1,Unbeknownst to many, it's actually the Worgs who are in charge of the Stretchpelt Goblins 
1,From within their home in a discarded Giant Helmet, these Spiderfolk weavers ply a successful trade 
1,As the embers of the funeral pyre begin to die down the Satyr funeral is about to take a raucous turn 
1,A Runnel Gnome ferryman is currently being robbed by Tiefling bandits 
1,This rakish Highwayman has a secret: He's actually a local noblewoman 
1,Huddled around a campfire, their leader succumbing to sickness a group of acolytes seek a new faith 
1,Posing as lepers, a group of celestials intend to judge the parties moral character 
1,Tended by Werefoxes, the grapevines in this vineyard produce fantastic wines 
1,The old sword strapped to the back of this shepherd boy is sentient, magical, and fanatically loyal 
1,Operating on the loosest of descriptions, a veteran Bounty Hunter has been stalking a party member for a few weeks now 

&#35;Rivers/Streams/Creeks 
;river landmark 
1,The narrows here make a suitable place to ford, and judging from all the tracks and ruts nearby, others have had the same notion 
1,Perched on a promontory overhang stands a short brick tower dangling ropes and nets into the water 
1,Hopelessly silted up from run off, it would be faster to walk this stretch if the banks weren't so muddy 
1,An ancient stone bridge, crumbling in disrepair sags sullenly ahead 
1,Widening into an Oxbow lake, this part of the river is teeming with fish that practically leap out of the water into the fisherman's coracles 
1,As the river widens gradually, you begin to spot the culprit: An enormous beaver lodge flying blue banners 
1,The willful current here forcefully pushes anything within the river back towards the shore 
1,Here the water level drops significantly and the sandy bottom is quick to halt boat traffic 
1,Jutting off the banks here is an abandoned granite pier 
1,A torch burns atop a cairn that sits on the banks of a small wooded island, barely twenty paces across 
1,You hear the dull roar of the falls before you see it 
1,The knobby-kneed roots of Grandfather Trees peek horse-high above the water here 
1,Dangerous rapids and cataracts make this area virtually unnavigable 
1,With shuddering groans, a mill's waterwheel dutifully sips at the surface and spins 
1,Abandoned works ahead reveal an attempt to divert the water for mining purposes 
1,Still, crystal clear waters here reveal a breathtaking display: hundreds of dead tree trunks encrusted with colorful minerals 
1,Submerged up to the waistline, a large statue of a robed figure raises his right hand as if to say "stop" 
1,Snaking through the wilderness like Elf-script, the banks grow closer and closer as it seems to double back on itself several times 
1,An entire Smallfolk village, roosting on sturdy stilts, has sprung from the shallows here. Each building's roof resembles a crane's head 
1,Here the indomitable waters carve into stone, creating an archway maw replete with stalactite teeth. The tunnel is dark, and the noises within are eerie 

;river encounter 
1,Enterprising children loudly hawk their "magical worms" from their small skiff 
1,Ambushed while checking their funnel-like eel baskets, the Frogmen here stand no chance against the opportunistic crocodile 
1,A skittish herd of King's Deer gulp greedily from the shore, a regal Stag his antlers decorated with moss, keeps watch 
1,Raging Fever Mosquitoes darn the air here, knitting a thick blanket when they land on anyone nearby 
1,Hopelessly stuck in the mud, a Spice Merchant and his apprentice are unsuccessfully attempting to lever their wagon forward 
1,A Racoonfolk mother washes laundry while her adorable cubs chase river crabs on the banks here 
1,A pike as long as it's namesake dwells here, and has developed a taste for horseflesh 
1,It is very bad luck and poor taste to disturb the funerary barges of the Smallfolk, regardless of how rich the plunder might be 
1,Scrawled on the underside of an overturned boat is a stark warning: "Beware of River Ghouls" 
1,Here a romp of otters clack loudly as they use stones to open freshwater Oysters. One wears a pearl bracelet 
1,A mule brays mournfully here over her fallen master. The Dwarf prospector Coag never had much luck, and the arrow sticking out of his heart is certainly unlucky 
1,A toll of iron must be paid to the Sharpfin Lizardfolk that slither through the waters here. Their leader is surprisingly erudite 
1,Every half hour or so, a skeleton dips the buckets of his yoke into the water here, and marches off to the west 
1,Never ones to miss an opportunity for good pickings, the Soi-Disant Capsize are a group of River Bandit archers who have been known to employ swimmers to drill holes in hulls 
1,The Enormous Spiders here have become accomplished fishermen, reeling in travelers with their sticky lines 
1,Peg Powler's long sinewy arms are adept at dragging men into the depths 
1,Rescuing the magnificent horse being tormented by Duckweed Sprites here isn't all it's cracked up to be: The mare's a Kelpie 
1,The lumberjacks are planting Trees and have cast down their axes. A local Scroll Birch Dryad made quick work of them 
1,Their woven reed boats cut through the water like daggers: This Summer Elf war party is tracking the Boarmen who flooded their village 
1,Several branches seem to meet here, if seen from above it would resemble the terrifying monsters who inhabits the confluence: A Hydra that spits different venoms from each head 

&#35;Desert/Badlands 
;desert landmark 
1,A well-weathered post ahead probably once bore a sign of some sort 
1,The overhang ahead could provide some welcome shade from the sun 
1,The ridges upon the dunes here are almost hypnotic in their uniformity 
1,The windswept sand reveals the mosaic floor. All that remains of an ancient temple 
1,Like decorated spears, flowering cacti stand in formation throughout the valley 
1,Bleaching in the sun is the skeleton of some kind of giant fish 
1,The flat mesa ahead almost resembles a defiant fist 
1,The air tastes metallic, and the lack of humidity causes sparks and shocks upon touching 
1,Sandblasted yardangs tower over head 
1,The desiccated arroyo ahead dries your mouth and has you shaking your waterskin 
1,Long meandering paths seem to follow the large boulders that stand on this lonely playa 
1,Flecks of iron oxide make the sand appear deep red in this area 
1,Somehow a small grove of olive trees clings to life among the rocks here 
1,Crowding a depression in the sand, clumps of Thirstgrass wither in the sun 
1,Stones here have been piled into figures you see a camel, a tree, and a man with horns 
1,A deep well, with a broken crank lies abandoned and nearly covered in sand 
1,Though the stones are welcome change from sinking sands, some are covered in spikes 
1,Buried in the sands, the peaks of thirteen obelisks pierce the desert's skin 
1,A low wall features a fading mural of sea creatures frolicking among waves 
1,Screwtrunk Palms sigh near a refreshing pool of water: an oasis 

;desert encounter 
1,The spiced drinks offered by the nomads in this camp aren't for the faint hearted 
1,Considered sacred morticians, it's rude to argue with the Vulture Men, even when they try to rob you 
1,A timid and spiky breed of Kobolds lives here. They can shoot blood from their eyes when threatened 
1,A herd of skittish oryx graze on dry shrubs nearby 
1,Gnawing on a cactus for precious water, a Spellback Tortoise is ready for trouble 
1,Funnel Goblins get their names from their treacherously sloped traps 
1,You can see and hear a Haboob Elemental well before it ruins your day 
1,The werejackals here often pose as nomadic water-sellers 
1,Tonsured Dung-Beetlefolk Monks work together to roll their sacred ball 
1,Most Sphinx are fond of Riddles. This one prefers limericks. Naughty ones will get you rent limb-from-limb and eaten 
1,These Gilla-Monster Men are hungry and itching for a fight, they poach mounts first with their poisonous bites 
1,They say a Pit Viper-haired Medusa lives in one of the caves in that canyon 
1,Cavorting high above the tablelands is a beautiful sight: Palomino Pegasi 
1,A Dune Wraith is sucking the life and moisture from a dying camel 
1,Burning hot enough to melt steel is a nest with two eggs. When the mated pair of phoenix hatch, they will defend this site 
1,This Djinn has found a loophole. If only she could convince someone gullible enough to sleep with her lamp under their pillow 
1,The Saguaro Treant is known far and wide for her ancient wisdom 
1,Sand Trolls do not share the same weaknesses as their cousins, but splashed water acts as potent acid 
1,The sun blots out. The shade is a relief but not the large Roc overhead 
1,Scales gleaming, almost blindingly bright in the sun the Citrine Dragon hoards thieves mostly. His den is a legendary Guildhall 


&#35;Hills/Low Mountains 
;hills landmark 
1,A large, burrowing creature has disturbed the rich earth here 
1,The sandy slopes are heavily eroded by wind and rain 
1,Recently plowed terraces make the most use of fertile land here 
1,Atop a large hill is a ring of standing stones 
1,Gentle slopes cradle an orchard of wild Witch Apples 
1,A small stream meanders between the hillocks here 
1,Commemorating an ancient battle a weathered statue graces a nearby crest 
1,The mounds here are unnatural, possibly ancient barrows of some kind 
1,Brilliant purple flowers coat the hills here like thick, wet paint 
1,You stumble across what appears to be a cemetery for Smallfolk 
1,The ruts of centuries of wagon wheels form a friendly path here 
1,Someone has nailed a shield to a large Thieves' Oak 
1,A den of some kind is clumsily concealed with brush 
1,Remnants of a recent bonfire and celebration dot the hilltops 
1,A ransacked village lies ahead, eerily silent in the growing winds 
1,Crumbling with age, an ancient aqueduct winds and hops over hillsides 
1,Here the hills grow rocky, bearing only a few tufts of Knifegrass 
1,On the side of a large rise, crushed chalk forms a stylized ram skull 
1,Unnervingly uniform, the hills here resemble giant tortoise shells 
1,The bones of thousands of horses fill the dale here waist high 

;hills encounter 
1,A husk of Jackalopes dart to their arched warrens 
1,Housecat sized Hornets fiercely defend their nearby Hive Golem 
1,The Badger-Men here have intricate rites of hospitality that are very confusing 
1,The Smallfolk that live here were recently robbed by Tallfolk and out for vengeance 
1,The giant ants here obsessively collect weapons and armor 
1,Tarn Goblins are roasting a cockatrice and poking their stony companion 
1,The Riptooth Tribe of Goblins are in desperate need to restock their larders before hibernation 
1,Skunk-Men are celebrating their victory having defeated a Landshark 
1,Loudly arguing over the last bite of a lackluster meal, an Ettin rests by a rock 
1,A Namesake Giant wrestles a humongous rattlesnake 
1,Bellies distended from feasting, the Wereboars here pose as Merchants 
1,There a signs of Owlfolk here. They usually attack from above 
1,An archaic Ghost needs help: He was buried in the wrong barrow several centuries ago 
1,Pretending to pray at a roadside shrine, these pilgrims are not what they seem 
1,Known for their prowess in the saddle, the Hobgoblins of the Steppe are cooking goat in it's own skin 
1,By banging rocks and sticks together, the Neanderthals hope to scare away any comers 
1,A hustle of Brownies work to roll a giant egg up a hill without breaking it 
1,These Blinkberry bushes were bound to attract bears 
1,This Centaur knight has sworn to defeat anyone who has ever ridden a horse 
1,The winged Lion's breath turns metal into ashes, but his Lionesses do most of the work 


&#35;Mountains 
;mountain landmark 
1,Over millennia, seeping spring water has gouged the bedrock 
1,Scraggly blue-thorn bushes seem to lash out and scratch all travelers 
1,Colorful strata paint the nearby peaks with vibrant layers 
1,Large boulders balance precariously on tea-table formations 
1,Ancient, titanic masons have carved horse-high steps here 
1,Jagged Escarpment, prone to rock falls 
1,The trail leads through a narrow ravine, ideal spot for an ambush from above 
1,A simple ascent greets travelers with very thin air 
1,The dull roar of a nearby waterfall fills your ears 
1,A receding glacier, treacherous to cross 
1,If you squint your eyes, the rock-face ahead resembles a type of monster 
1,Several Blood-Cone Pines cling tenaciously to a cliff face 
1,From the flat top of this elevation, one can survey nearly the entire hex 
1,A weather-worn campsite, all occupants petrified in their sleep 
1,The unstable scree leads to a heavily wooded valley 
1,A giant wooden Holy Symbol glares defiantly at the party from a nearby peak 
1,Golden Leaf Aspens sprout from several menacing fissures 
1,The deep canyon ahead takes a few days travel to circumvent 
1,Flecks of mineral inclusions sparkle on the surface of the stones here 
1,A nearby peak dwarfs all others in the region 

;mountain encounter 
1,Puma Paw Tribe Goblins are on a rite-of-passage namesake hunt. They've cornered the cat 
1,Burrow Goblins challenge travelers with insanely simple riddles, but attack with frustration if answered correctly 
1,The intoxicated Crag Goblins here have constructed a Hill Giant sized effigy from wood 
1,The Treefang Goblins use the nearby cliffs strategically in their ambushes 
1,Having dug several pitfall traps, the Wagtail Kobolds hope to divide the party 
1,This Ogre was cast out from his tribe for learning how to read. Can cast a few spells 
1,A handsome dog whimpers and snarls, his paw caught in a bear trap 
1,A Donkey stands alone. Awakened by magic, he works for the Harpies above 
1,Burning aromatic herbs to clear her head, a Bugbear Ranger is succumbing to rabies 
1,Agile beastmen herd their Mountain Goats up sheer faces, creating avalanches for interlopers 
1,A group of Blink Panthers are playing with their food: Some hapless Juniper Gnomes 
1,The Bearmen here are wounded from a run-in with a Chimera. Might be willing to trade 
1,Digging a long, meandering trench ahead are several skeletons with brand new shovels and picks 
1,These four Dwarf prospectors (all brothers) are giddy with a claim they've jumped, but wary of the party 
1,Silver ore lies on the ground for the taking. A cyclops will curse anyone who touches it 
1,Frillneck Lizardfolk bask on the smooth stones here, they eye the parties metal weapons enviously 
1,A statue of a Gorgon stares into a the smooth surface of a mountain lake, a baited trap set by a wily Basilisk 
1,Composed of smooth pebbles, a Swirling Earth Elemental prevents passage here 
1,This manticore collects religious texts, which he uses for bedding in his nearby den 
1,After being ousted from her Lair by a rival, the Red Wyrm Cinderbrand could be looking for allies 

&#35;Forest/Deciduous-Mixed 
;forest landmark 
1,Dullblade Brambles seem to thwart every trail and path 
1,Verdant emerald moss grows thick on all surfaces here 
1,Scorch marks reveal a recent forest fire 
1,Haphazardly stacked, a huge woodpile lies abandoned ahead 
1,Feral Apple trees with rose bushes in their boughs bear ripe fruit 
1,Ghoulclaw Yew branches across chest high here 
1,Shady and cool, the canopy here is incredibly thick 
1,This copse is blighted. Large, leaky galls weep from the leaves 
1,Here two trees (A Maiden Larch and Monk's Oak) have grown together entwined 
1,Pale limestone boulders contrast with the oppressive greenery here 
1,Rusty stains desecrate an ornate pale marble altar 
1,Nearly every surface is dotted with bizarrely beautiful mushrooms 
1,Extensive exposed roots seem destined to ensnare hooves here 
1,All trees here have lost their leaves. No sign of them anywhere 
1,Scarred by lightning strikes, a stubborn Sycamore still sprouts 
1,Someone or something has been carving strange sigils on the trunks here 
1,Almost sawn completely through, a massive dead Mast Pine leans precariously 
1,The forest floor is dotted with petrified stumps 
1,The rusting remnants of an old still squat amongst a few small skeletons 
1,Cowering from direct sun, the fronds of strange ferns seem to recoil from your presence 

;forest encounter 
1,An asp, secreted in the leaf litter just wanted to sleep off the chipmunk she's digesting 
1,A young stag, still spry with an arrow in his side eyes the nearby herd for challengers 
1,Draped in yellow flowers, a lost cow munches on some grass. Her Pixie tormentors are hiding nearby 
1,If you remove the strange masks the Tallow Goblins wear, they forget who they are 
1,The Summer Elfs are packing up their court, a millennial moot to declare war was a stalemate 
1,This old crone is not a witch: She's merely keeping these caged children safe from a Werewolf 
1,Orbling Goblins have eight eyes, and three sets of arms 
1,The Moss Covered statues in this clearing could very well be Gargoyles 
1,Toadfolk and Frog-Men are arguing over breeding rights to a small pond 
1,The Chokecherry Kobolds have cultivated the Noosevine that dangles above the trail here 
1,The Myconid spore migration began a few weeks ago, they walk eerily in-step with phosphorescent lanterns 
1,The Rowan Dryad's lover eyes the party: He doesn't want to be replaced and is a Wizard 
1,Blowing lemniscate-shaped smoke rings, a Dwarf takes a rest with his pipe from hauling a huge hunk of roughly worked granite 
1,The songbirds are singing that ditty you heard in the tavern the other night 
1,Due to an ancient misunderstanding involving axes, this Treant attacks Dwarfs on sight 
1,From their Bat-Gliders these Goblins drop sticky glue bombs on their quarry 
1,A snail shell the size of a Warship serves as the lair of about a dozen xenophobic Mantis-Men 
1,Why was this Unicorn branded with evil sigils and runes? 
1,Silently rising from the mulchy soil are several skeletons clad in ancient and delicate silver armor 
1,Things went horribly wrong when a scurry of Ettercaps started using a ring of Three Wishes they found 

&#35;Swamp/Marsh 
;swamp landmark 
1,Thankfully, someone has taking pains to install a corduroy road through this area 
1,Tall Toothgrass grows to the height of a man throughout this area 
1,The water here is clogged with soggy, rotting wood and leaves 
1,Frequent groans and splashes occur here with decaying branch fall 
1,Sagging Slumber Willows draw almost arcane designs in the mud here 
1,Large indigo lily pads serve as stages for several very vocal Chorus Frogs 
1,Gashes grace the trunk of a venerable Marsh Oak 
1,Dark and thick, sweet-smelling mud cakes everything and everyone 
1,Towering Ember Ant mounds rise defiantly from the brackish water 
1,Is the mound ahead the nest of some impossibly large Crocodile? 
1,Rushing water rapidly fills several sinkholes here 
1,Numerous intriguing carnivorous plants gape hungrily at the sky here 
1,Unusual, dragging tracks crisscross the muck 
1,Snake-like roots strain upwards, out of the bayou at the base of the trees here 
1,An impossibly large snake shed drapes the branches of a twisted Swamp Pear 
1,Impaled on sharpened stakes are several skulls decorated with colorful feathers 
1,The moss here gives off a sour smell, like stale beer 
1,Carefully carved with strange pictograms, a stone squats in the center of a clearing 
1,An angry crane screeches bird profanity from it's precarious nearby nest 
1,A profusion of oily brown bubbles pop and hiss on the surface of the mud here 

;swamp encounter 
1,Three young children are gathering herbs and mosses in woven baskets 
1,Blackwater Goblins use poisonous darts and thorny nets in a fight with a mossy Minotaur 
1,Turns out that wasn't a log, but a hungry Dire Alligator 
1,A Marsh Giant is uprooting Cypress trees, looking for a suitable club 
1,Licktoad Goblins are trying to recover a sacred totem that was stolen from them 
1,Grime Sprites fling mud and muck at anyone and everything in an effort to open a portal home 
1,Baby copperheads smell like fresh-cut cucumbers 
1,The Swamp Nixies have allied with the Redpouch Lizardfolk 
1,A Gnome has fallen into the drink trying to recover a barrel of bog butter 
1,They say stirges go into a frenzy when they smell blood. That large dead muskrat could be the cause 
1,The Will o' Wisps here make excellent Swamp Guides, provided you pass the two trials they place before you 
1,Ostracized from her clan, a Swamp Druidess is building an army of Mud Men 
1,A swamp goat braying in a giant web is surely a sign of a much larger spider nearby 
1,Composing a ballad, some Ravenfolk bards are arguing over a rhyme for Silver 
1,Here the Salmanderfolk crawl on their bellies to avoid the gaseous breath of a Marsh Dragon 
1,No birds sing and all is still until the crashes of a Giant Opossum Man resound in the distance 
1,It looks like a normal thorp but everyone here is a Peat Mummy 
1,The Trolls here are throwing dice to see who's offering a leg up for dinner. You are invited to join 
1,Did you know swamps have Sea Serpents? 
1,Feasting on the heart of a slain Black Dragon, the entire Goldthroat Tribe of Lizardfolk is armed for War 

&#35;Ocean 
;ocean landmark 
1,Leaning dangerously starboard, a ship has wrecked on the rocks ahead 
1,The sea darkens here, telltale signs of a sandbar or reef 
1,A colossal, barnacle encrusted chain stretches across a narrow, rocky straight 
1,Battered by the spray. a series of cliffs stare balefully at the horizon 
1,Atop a granite promontory burns a signal fire 
1,The telltale shimmering black dorsal fins of Displacer Sharks are frequent in this area 
1,Shallow and incredibly clear, colorful fish dart about above white sands in the water here 
1,Oddly uniform, a spiral shaped atoll attracts sea birds of all shapes and sizes 
1,An immortal dire albatross circles lazily overhead 
1,The sea is brilliant orange here due to some kind of algal bloom 
1,Lashed together by brine sheathed ropes is a flotilla of barges 
1,A school of Flying Razor Fish make kamikaze leaps onto the deck 
1,A plume of greenish smoke mars the horizon from a distant volcano 
1,The shimmering sandy beaches of an inviting island beckon 
1,A forest of kelp rises from the depths, the waxy leaves float lazily in the waves 
1,Impossibly large and out of place, a giant tree trunk drifts 
1,A morbid sight: several coffins bob in unison here 
1,Unmoored from it's home in the far north, an Iceberg sails southward on the current 
1,Rough seas seem to telegraph the large eddy that swirls ahead 
1,You can just barely see the minaret tips of some sort of submerged coral palace below 

;ocean encounter 
1,Having undergone a recent mutiny, these pirates keep their distance but still threaten the ship 
1,Beholden to a local Siren, Eggstealer Goblins are accomplished navigators…if you trust their directions 
1,From within a series of buoy Gibbets, a dozen lacedons plead gutturally for carrion 
1,The Eelsucker Goblin clan throw volleys of poisonous urchins from their maneuverable skiffs 
1,On a small rocky outcropping, a clan of Crabfolk begin their sacrifice to a strange deity 
1,Rather dull Dolphins, recently having consumed a magical jellyfish that endows them with speech 
1,Hammerhead Shark-Men with barnacle-laden grappling hooks attempt to board by force 
1,The floundering galleon ahead is a baited trap:  A lamia Pirate Queen and her Orca-Men crew 
1,In a rare act of truce, Gull Harpies wish to parley. They seek mates and can trade treasure 
1,Masts toppled by ill-winds, this Barque is carrying a Peace Treaty that must be signed by week's end 
1,Pesky Seafoam Sprites, mounted on flying Seahorses love to prank superstitious sailors 
1,Weighing anchor reveals a cruel surprise: Blood Coral Gargoyles armed with strange glass weapons 
1,The captain of this Pirate fleet is a powerful illusionist with a nautical variant of Hallucinatory Terrain 
1,Merfolk merchants are being ambushed by a Sea Hag's Giant Octopus Familiar 
1,The wickedly barbed spears of the Lionfishfolk are coated in a powerful toxin 
1,On the back of a Gargantuan Sea Turtle island paradise, a potent paladin has been marooned for decades 
1,A Man-O-War Jellyfish, twice as large as your ship is drifting toward you 
1,Marine Iguanafolk practice a kind of rumspringa, and seek to serve on a ship for a year and a day 
1,With it's Medusa figurehead and Winter Elf Captain, the pirate ship No Quarter lives up to its name 
1,The Brine Giant Wine-dark, strides slowly across the sea's surface dragging a blue whale
A comment by Judd on his podcast also reminded me of hobgoblin armies accompanied by manticores and dragons. It's Red Hand of Doom, every day!
The "ocean encounters" also remind me of the fact that we don't have a good way to distinguish big lakes from the ocean. If you get a map with some ocean on it, the descriptions generated will be an endless sequence of lakes. That's not good.
Oh, nice ones! I want to keep these as inspirational material for sure. I feel inspired by the sphinx, riddles, limericks, lamia (lamia pirate queen is cool), and so I'm thinking oracles, snake people, and since I recently added war parties seeking advice in a nearby temple, I feel that we could have a parallel, here, of "wise ones" that people can ask for advice. It's like a second network of pilgrims. So maybe: a sphinx up in the mountains, and snake people in the forests. We already have Set temples, and nagas, and so I wouldn't mind rounding out the Set stuff. Perhaps I'll pull in Lizard people, too.
ktrey diaspora
Something like sages for the wise ones?

I was working on these tables to apply realms of knowledge to key personages:
;sage specialties 
1,[sage subject rarity] [sage subject] 


;sage subject 
1,trees 
1,architecture 
1,economics 
1,engineering 
1,surveying techniques 
1,geography 
1,languages 
1,legal practices 
1,literature 
1,astrology 
1,dweomercraft 
1,outer planes 
1,botanical concoctions 
1,chemical concoctions 
1,aclchemical concoctions 
1,mathematical systems 
1,art and music 
1,philosphies and ethics 
1,politics and genealogy 
1,minerals and gemstones 
1,birds 
1,beasts 
1,burial practices 
1,celestial bodies 
1,golems 
1,ferns and mosses 
1,mushrooms 
1,slimes and oozes 
1,ailments and diseases 
1,farmyard ailments 
1,flowers 
1,heraldric symbols and crests 
1,amphibians and reptiles 
1,artifacts and relics 
1,insects and spiders 
1,mammals 
1,celestial manifestations 
1,sea creatures 
1,cartographic techniques 
1,legends and folklore 
1,diagnosis 
1,bees and beekeeping 
1,astronomy and navigation 
1,gods and godesses 
1,religious practices 
1,marriage rites 
1,military tacticss 
1,poisons, venoms, and toxins 
1,signs and sigils 
1,heroes and famous personages 
1,history 
1,shrines and temples 
1,herbs and plants 
1,vegetables 
1,undead 
1,devils and demons 

;sage subject rarity 
1,common 
1,uncommon 
1,rare 
1,exceptionally rare 
1,ancient

These could figure into fetch quests..."Someone's looking to ind so-and-so to learn about Uncommon Flowers" etc. Might work for book topics too.
Based on the results I’ve been looking at lately the mountain ones are where I noticed repetition: warlock + scorpion + medusa.
Adding more detail to those tables would help, but I think adding a few more monster types would be good too.

On a six-mile hex, I think there is room for one major encounter (town, dungeon, tower, tribe) and a few minor encounters as well.
Is there a way to “count” generated encounters such that each expanse of forest would only have one treant moot going on or each range of mountains would only have one manticore king?
I know we can adjust probabilities on each table but it isn’t quite as precise.
ktrey diaspora
Maybe something top level that does a [with forest special encounters] for a unique entries list? That would limit it to one of each if other calls were [and]maybe?

Just spit-balling. I think that hammering out a standardized hex-encounter chances for different criteria (major, minor, flavor) might help here.
I'm OK with minor encounters, but we would need to work on presentation. How would we do it? A little extra whitespace and Furthermore: or something like that introducing a minor encounter?
I don't know how you all work, but this is how it looks when I start working...
1,[necropolis] 

;necropolis 
1,[necropolis description] [necropolis central area] [necropolis sphinx] 

;necropolis description 

;necropolis central area 

;necropolis sphinx 
1,This is where the sphinx *[sphinx name]* lives.[here store the sphinx *[same sphinx name]* as sage] 

;sphinx name 

;sphinx stats

And then of course time runs out and I should go to bed. Yikes! 😴
I think the general separation of "general visuals", major encounter and minor encounters is good. I don't know about the label "encounter" I think that sometimes the word I'd be looking for is "lair" or "settlement", for example. Horizontal lines might work, yes. Or you know, the thing that they used in the earlier days: a centered fleur-de-lys or some other floral ornament. Or a skull, haha. I guess what would work is if the big non-hidden settlements are the "major encounter" and all the movable things (circus) or hidden things (netherworld elves, dwarven forges) or small things (halfling villages, a bunch of goblins on a mud heap) are minor encounters. We can look at the layout later. I'm more worried about the actual size of the file and the changes required! Perhaps we can just start doing this for a single terrain type and see how we like it? Who will do it? Do we do this as we go, or do we pick a terrain and do it? I'm not looking forward to doing the actual work, haha. Using directions would definitely work for me to divvy up the hex in my imagination. As for rivers and trails, sadly the text is generated by the terrain types. So the terrain is "green forest thorp" for example and if a river flows through it or a trail, then "river" and "trail" are added. And then the code just looks for matching tables, so we get the results for the forest, the thorp, the river, and the trail, in that order. The thorp comes after all the forest stuff (which is why bugbears and orcs living in the same hex as a village always come first) and the rivers and trails always come last. Weird, I know, but I don't quite see how we can "interleave" this... More programming required? Yikes. And I really have to go to bed now. Sorry for the rambling! Gona hope for sphinx, necropolis, as well as lamia, naga, and snake temple inspiration in my dreams.
Stats...

Using a random Alpine map.

Terrain


This includes types generated by rivers and trails, including mergers and all that.
Terrain                 Count 
river                   222 
light-grey              96 
river-start             96 
green                   86 
mountain                85 
trail                   77 
swamp                   48 
fir-forest              45 
river-merge             43 
forest-hill             37 
grey                    35 
white                   33 
trail-start             31 
thorp                   30 
forest                  28 
cliff1                  25 
light-green             24 
cliff5                  22 
firs                    21 
canyon                  20 
cliff0                  20 
trees                   18 
trail-merge             17 
cliff3                  16 
dark-grey               16 
cliff4                  14 
cliff2                  10 
mountains               7 
village                 7 
water                   6 
canyon-start            6 
law                     4 
dark-green              4 
swamp2                  3 
chaos                   3 
town                    2 
bushes                  1 
hill                    1 
canyon-merge            1

Creatures


This is based on the bold or strong tags in the HTML generated. We should use this only for creatures and not for names, for example.
Creatures                       Count 
humans                          41 
war dogs                        27 
orcs                            25 
boars                           16 
treants                         14 
fighter                         13 
knight                          12 
bard                            12 
giant apes                      12 
bugbears                        11 
elves                           11 
witch                           11 
boar                            10 
spirit naga                     9 
druid acolytes                  9 
wolves                          9 
ettercaps                       9 
ettin                           8 
war dog                         8 
centaurs                        8 
circus                          8 
hill giants                     8 
white dragon                    8 
giant spiders                   7 
wizard                          7 
magic user                      7 
dwarves                         6 
druid                           6 
sorceror                        5 
bears                           5 
black dragon                    5 
araneina                        5 
manticore                       5 
froglings                       5 
prisoners                       5 
satyrs                          5 
necromancer                     5 
halflings                       5 
myconids                        5 
light elves                     5 
kid                             5 
dryad                           5 
gorgon                          5 
wights                          5 
crocodiles                      4 
giant fish                      4 
brood mother                    4 
women                           4 
giant toads                     4 
warrior                         4 
crocodile                       4 
giant huntsman spiders          4 
nixies                          4 
tengu                           4 
giant diving bell spiders       3 
hobgoblins                      3 
bronze golem                    3 
trolls                          3 
vivimancer                      3 
outlaws                         3 
goblins                         3 
cultists                        3 
war bears                       3 
treant                          3 
griffons                        3 
giant scorpion                  3 
red dragon                      3 
snow leopard                    3 
healer                          3 
bugbear                         3 
medusa                          3 
giant ape                       2 
giant geckos                    2 
giant trapdoor spiders          2 
ice devil                       2 
giant huntsman spider           2 
warlocks                        2 
weasel                          2 
ogres                           2 
ogre                            2 
ghouls                          2 
mercenaries                     2 
unicorns                        2 
swamp gnomes                    2 
spectre                         2 
cryohydra                       2 
wyvern                          2 
wight                           2 
hell hounds                     2 
fire giant                      2 
balor                           2 
werewolves                      2 
secret agent                    2 
jinn                            2 
human merchants                 2 
troll                           2 
serpents                        2 
giant wheel spiders             2 
duergar                         2 
wraiths                         2 
turtle people                   1 
lizard people                   1 
giant snakes                    1 
men                             1 
phase spiders                   1 
gnome merchants                 1 
mummy                           1 
marid                           1 
light infantery                 1 
giant tarantula                 1 
Scrolls, prayers and spells     1 
phase spider                    1 
harpies                         1 
hunting hounds                  1 
travelling alchemist            1 
shadow wolves                   1 
snow tiger                      1 
bandits                         1 
ice trolls                      1 
hunter general                  1 
giant bolas spiders             1 
old people                      1 
giant weasel                    1 
owlbears                        1 
pyrohydra                       1 
naga                            1 
gnomes                          1 
green dragon                    1 
giant wasp                      1 
doppelgänger                    1 
giant wheel spider              1 
salamanders                     1 
swamp cranes                    1 
History                         1 
warlock                         1 
unicorn                         1 
giant lizards                   1 
giant goats                     1 
halfling merchants              1 
vulture demon                   1 
zombies                         1 
four armed, white gorillas      1 
white gorillas                  1 
goats                           1 
badgers                         1 
Treasure                        1 
giant owls                      1 
prisoner                        1 
spectres                        1 
giant wolves                    1 
Procedures                      1
Riddles here, though some are pretty tricky:

[riddles](http://Can you Solve these Medieval Riddles? - http://www.medievalists.net/2018/04/medieval-riddles/)
Cool, thanks!
I'm also thinking about actual sword fighting tricks one could learn from a tengu swordmaster. Something that doesn't just make them into thieves...

Inspired by the game The Mountain Witch:
teach a fighter about the duelling stance: study a target for two rounds and attack on the third round with a +4 bonus for triple damage
Trying to not do backstabbing:
teach a fighter about quick drawing a sword: gain an extra attack when your target
Vaguely remembering D&D 3rd ed feats:
teach a fighter about the blood rain sword fighting style: once per round, make an extra attack when you kill a target
Any other ideas?
ktrey diaspora
Could be interesting to have the knowledge translate into game effects. Definitely would drive exploration play (although I'm a little stingier with bonuses and things like this generally) :)

Here's a couple off the top of my head:
Off-Hand Parry: Learn how to use a blade in your off hand to give you the -1 AC shield bonus when fighting one-on-one.

Cloak Fighting: Shield bonus from an off-hand cloak when fighting one-on-one. You can also make an attack with the cloak to trip/entangle the target if they fail a save

Leaping Strike: If you jump at least 5 feet before striking, gain the bonus for charging
Just some other examples. Combing through the Pathfinder/OGL SRD Feats will probably yield a lot more that can be roughly translated into OSR-B/X type systems.

I could see applying the same methodology for other Classes as well (hidden Spell Knowledge is a common trope, so seeding the map with neat/powerful reagents for spells or brand-new powerful spells could be an option for M-Us), special thief techniques, interesting Cleric shrine boons/sacred relics that confer bonuses, etc.
ktrey diaspora
Re: Stats Surprising to see so few Bandits. These were a very frequent encounter in the OD&D/Outdoor Survival Hex days (in silly large numbers to boot!). This could just be luck of the generator though :)

I think bandit camps are a really good "Minor Lair" that's fairly hex-terrain neutral. I could start working on a few of those if we'd like. Definitely not as "in depth" as a town/village...I'm thinking more of a "hideout" or small fort situation at most.

They could tie into Caravans/Circuses pretty easily too.
ktrey diaspora
Still feel bad for those villagers. Here's some [fortunate event]s that we could seed in the [settlement event] table.

Probably could be blockquoted.
&#35;fortunate events 
&#35;those poor villagers need a break every now and then, here's some tables for "good things" that can happen :) 
&#35;useful sub-tables for the future include [baby livestock], [sacred ability] and [distilled beverage] 

;fortunate event 
1,[harvest event] 
1,[animal event] 
1,[holiday event] 


;harvest event 
1,Judging is underway for a prize-winning [with food veg] contest, including some of the largest [and food veg] you've ever seen: fit for a Giant's table. 
1,Inexplicably clement weather has led to a bumper crop of [with food veg], the villagers are practically giving it away by the bushel-full. 
1,Whilst plowing their fields with their [domestic animal adjective] [draft animals], farmers uncovered a cache of ancient coins: [3d100] gold pieces have been equitably split within the community. Each is emblazoned with on one side with a forgotten queen and a mysterious tower on the other.  
1,The [food veg] are growing exceptionally tall this year. Locals have discovered that clumps of medicinal herb *[magic plant]s* are thriving. This is one of the few non-magical cures for the horrid *[diseases]* and the villagers have made a tidy profit selling it off to visitors and travelling alchemists. 
1,Visitors hear only laughter as [conveyances] groan and occasionally break under the weight of a record-breaking harvest of [food veg]. Since armies march on their stomach, *[name for a war party 2]*'s quartermasters will soon be buying up most of the surplus. 
1,With [fruit]s ripening in abundance, the town [title] has distilled a new tasty and potent spirit. This *[same fruit] [distilled beverage]* is quite delicious and already they are already in trade-talks with the **dwarf** [dwarf with portrait]. 

;animal event 
1,Local [food veg] farmer, *[human name]* couldn't believe their luck when every one of their [livestock] gave birth to healthy triplets this year. 
1,Seen as an omen of good fortune, a [baby livestock] was born as white as the purest snow with a birthmark that eerily resembles [[good power] decoration]. Sacred to [same good power], the animal seems to be able to *[sacred ability]*. 
1,The unruly geese tended to by the locals have recently been laying quite the surprise. Every few clutches contains a golden egg worth 25gp. As of yet, no one has held onto one long enough to see what hatches from them. 
1,The old herder, *[human name]* was distraught when one of their favorite [livestock] wandered off. When they finally tracked the beast down, it was found munching on a patch of the valuable herb *[magic plant]*. 
1,The settlement was recently spared from a **bugbear** raid due to a stampede of brave [livestock]. Herders have already begun breeding them for their fearlessness. 

;holiday event 
1,It is the festival of *Saint [old names for women]*, celebrated throughout the land for her miraculous ability to *[sacred ability]*. For the duration of the festival, all visitors are treated to a free meal of [rural meat prep] [food meat] [seasoning method] [with food seasonings] and as much [fruit] [distilled beverage] as they can drink. 
1,From sunrise to sunset, the villagers here celebrate an ancient *Naming Festival*. Anyone whose name begins with the letter *[with random letter]* is treated royally and bedecked with flower wreaths, while anyone whose name begins with *[and random letter]* is playfully chastised and teased. It's also considered highly lucky for babies to be named by a visiting stranger on this day. 
1,Today marks the birth of the hero: [an old hero] rumored to hail from these parts. Friendly competitions (foot races, weight-lifting) may be hard to pass up, for the prize is a [a gem] encrusted [metal jewelry singular] (worth [3d6]00gp). 

;sacred ability 
1,predict the future 
1,heal the sick 
1,locate deposits of precious minerals 
1,drive off evil spirits 
1,detect lies 
1,see the invisible 
1,neutralize all poisons 
1,speak any language 
1,absorb magical spells without harm 

;distilled beverage 
1,wine 
1,brandy 
1,gin 
1,sherry 
1,cider 
1,liqueur 
1,sangria 
1,sparkling wine 
1,ice wine 
1,table wine 
1,sake 
1,mead 
1,pastis 
1,dessert wine 
1,whiskey 
1,vodka 
1,tequila 
1,rum 
1,schnapps 
1,moonshine 

;baby livestock 
1,lamb 
1,piglet 
1,calf 
1,goat kid 
1,foal 

;random letter 
1,A 
1,B 
1,C 
1,D 
1,E 
1,F 
1,G 
1,H 
1,I 
1,J 
1,K 
1,L 
1,M 
1,N 
1,O 
1,P 
1,Q 
1,R 
1,S 
1,T 
1,U 
1,V 
1,W 
1,X 
1,Y 
1,Z
I tend to think bandits and outlaws have some overlap. Also, I generally try not to make all NPCs or monsters of a certain all good or all bad. An occasional good witch, druid, or manticore keeps players on their toes. Adding a mood to the blue dragons gave leeway for a GM to run a different kind of encounter if he/she wanted.

Regarding major/minor lairs or events, I like the Welsh Piper’s approach:

https://www.welshpiper.com/hex-based-campaign-design-part-2/
ktrey diaspora
@[email protected] Yeah, I generally let the Reaction Roll handle things. I thought about baking that in, but realized we wouldn't have the PC Party's Charisma bonus :(.

TROIKA! does this with "Miens" which is kind of nice (I think it was also in the old Judge's Guild stuff). Here's the one for a Lizard Man:
Lizard Man Mien (d6) 
1: Severe 
2: Hostile 
3: Suspicious 
4: Intolerant 
5: Threatening 
6: Inquisitive

It basically just gives the encounter an "adjective" to work with to establish their overall mood. A big master list of adjectives could work wonders for some more unique encounters...ones that don't necessarily have to devolve immediately to combat :)
Thank you for the fortunate events! :)
Yeah, I like to use encounter rolls. But then again, sometimes a predisposition/mien/mood can also be useful in order to remind referees of the roll. I've tried to avoid anything that's too obvious player character related. So for example the orcs occasional plan to wipe a nearby village, but their reaction roll to the party can still be positive, in which case the players may be able to talk them out of it. So: instead of specifying their reaction to players, it might be more interesting to give them immediate goals that may or may not conflict with what players might be trying to achieve.
Yeah, bandits and outlaws are basically synonyms, but 1 + 3 is still not a lot. I try to remember to add more of them.
I wonder how many riddles I should add. Right now I have 11 of them.
I was before the world began,
And shall forever last;
Ere the first born was a man,
I’m from the distant past
Your youthful moments I attend,
And mitigate your grief;
The industrious peasant I befriend,
To pris'ners give relief.
Make much of me if you are wise,
And use me while you may,
For you will lose me in a trice.
As I for no man stay. (*time*)

My habitation's in a wood,
And I'm at any one's command;
I often do more hurt than good,
If I once get the upper hand:
I never fear the champion's frown,
Stout things I oftentimes have done;
Brave soldiers I have oft laid down,
I never fear their sword and gun. (a *barrel of beer*)

What is that which has been tomorrow, and will be yesterday? (*today*)
That riddle link led me down the rabbit hole... the 11 riddles I used are from https://www.gutenberg.org/cache/epub/36571/pg36571.txt and now I am looking at adding some more from https://www.gutenberg.org/files/47335/47335-h/47335-h.htm

I fear that some are rather long, though.
Ugh, riddles alluding to slavery, talking about beating animals to death, or how a beating turns a bad boys to a good one. Those old riddles sometimes make me cringe! Let's hope none of that slips by me without notice.
What gets wetter the more it dries?

-a towel
Just for fun, how about a sphinx that loves puns?

What do bees brush their fur with?

-A honeycomb
Haha, it sounds great! To be honest, punning is not something that German speakers would do, so I fear my punning ability is weak. But if I understood you correctly you're not asking a conundrum (a riddle that's often also based on a pun), you're just asking your players to tell you a good bun, right? Today I started skimming this book but decided it wasn't what I needed. Unless I were a player at your table, perhaps. :)
Do we invent funny collective nouns? A beak of griffons? Or are there actually lists of collective nouns, even for mythological creatures?
I think I'm mostly done. Installing it tomorrow.
Huge, grey stones have been connected by smooth grey walls, blocking off the valley. There is a grey tower and a massive gate in the wall.

The gate is large enough to admit a giant, made of wood and iron and decorated in bronze, held together by spells. The doors show a crowd of demonic faces, teeth, horns, claws, and bulging eyes.

Rising above the wall is a massive tower that suffered mightily under some heavy blows. It still stands but it is smashed open, the insides laid bare for all to see.

There are plenty of thick, wooden poles rising from the wall and sticking in the flanks of the tower. If the sun is up, you an see a crow-headed warriors jumping and shadow fighting up there: 5 tengu, led by the master swordsman Spear of Wisdom (HD 5+1 AC 6 1d8 F10 MV 15 ML 8; flying). Master Spear of Wisdom can teach a flying (!) fighter about attacking from above: this allows you to deal double damage in the first round if you hit.

The top of the tower is inaccessible from the interior. A circus of 5 young griffons (HD 4+1 AC 6 1d6/1d6/1d8 F4 MV 24 ML 10 XP 400) is roosting up there when they’re not trying to impress each other with fantastic displays of aerial stunts. 「The 3 griffon eggs are worth 5000gp each to an alchemist」.

The necropolis itself is an endless graveyard, tombstone after tombstone, filling every slope in this valley, stone statues, inscriptions, pictures, headstones engraved with a star with eight outward pointing daggers or a bird man. At night the ghosts rise from their graves, lamenting the state of their graves and the lack of care, the sloth of their descendants, and they curse them and their world, not realising that their world has already faded and that they are the only ones left. Appropriate rites and sacrifices, a purification and a hallowing might bring them peace.

In the middle of all this is a platform that rises 20ft into the air. Wide stairs lead up to a baldachin and under this canopy rests the sphinx Chardegard (HD 5 AC 6 1d6/1d6 F10 MV 15 ML 9 XP 500; cure disease 3×/day, raise dead 1×/day, summon tengus (2d6), 1×/day: HD 5+1 AC 6 1d8 F10 MV 15 ML 8; flying). Tell her a good pun and she’ll be friendly. Answer her riddle to be granted a boon.

To king and subject I assistance lend;
In war a firm ally, in peace a friend;
When the shrill trumpet sounds I take the field,
Laugh at the pointed spear and glitt'ring shield;
Bold and intrepid meet the daring foe;
Willing and able to repeat the blow;
To peer or prelate I give health and ease;
The lady, merchant, and the peasant please:
Nay,—of such gen'ral use is my employment,
Without me life would scarce be worth enjoyment. > > (a *horse*)
>
Not sure whether I should make an effort to avoid a goblin town inside the necropolis? It’s possible, now.
All right! The necropolis is installed. More entries always appreciated, haha.

As for the naga temple, I only have a minimal set: every table has but one entry. More entries even more appreciated!

And I need to write up some people needing the wisdom of a sage, and integrate the topics of knowledge, and all of that. That's still to come.
I wanted to thank you so much for Text Mapper and Hex Mapper! I started a new campaign yesterday, and the world is seeded with your two applications. I have of course put my own spin over the world (my own list of gods) but your work was an incredible timesaver.
:-) If I turn one of my custom tables into code for Hex Describe, which would you prefer?
  • Demons and Devils (customized appearance)
  • Treasures from Neolithic Sites
  • Broch
  • Magic Items
  • Gems hoard
  • Temple layout
  • Barrow layout
  • Custom spell
  • Warband
  • Buildings (for a neighborhood or small city)
  • Peddler and goods
OK, we'll start with an easy one. A smith would occur in a settlement and would offer weapons and armor for sale.

"Under a spreading chestnut/butternut/hawthorn/hemlock/hickory/maple/hornbeam/walnut tree, the village smithy stands. He offers/She offers/They offer for sale:" [d4+3 random items]

Arrow (silver-tipped) - 7 gp
Arrows (20) - 3 gp
Battleaxe - 9 gp
Case, with 30 quarrels - 6 gp
Chain, 10 foot - 35 gp
Chainmail - 55 gp
Club, spiked - 2 gp
Crossbow, hand - 105 gp
Crossbow, heavy - 38 gp
Crossbow, light - 20 gp
Dagger (silver) - 14 gp
Dagger, long - 3 gp
Dagger, normal - 2 gp
Dart, large - 1 gp
Dart, small (5) - 1 gp
Flail - 9 gp
Flask - 2 gp
Grappling hook - 3 gp
Greataxe (2 handed) - 25 gp
Greatsword (2 handed) - 33 gp
Halberd - 14 gp
Half plate - 400 gp
Handaxe - 4 gp
Helmet - 14 gp
Holy symbol (silver) - 35 gp
Javelin - 1 gp
Lance - 7 gp
Lantern - 10 gp
Leather armor - 13 gp
Leather armor, studded - 20 gp
Longbow - 45 gp
Longsword - 20 gp
Mace - 5 gp
Manacles - 20 gp
Mattock - 14 gp
Mirror (steel) - 5 gp
Morningstar - 11 gp
Nails (20) - 1 gp
Padded armor - 7 gp
Pick - 3 gp
Pike - 5 gp
Platemail - 800 gp
Polearm - 10 gp
Quarrels (30) - 3 gp
Quiver, with 20 arrows - 6 gp
Rapier - 35 gp
Ringmail - 30 gp
Scale mail - 40 gp
Shield - 10 gp
Shortbow - 25 gp
Shortsword - 14 gp
Shovel - 3 gp
Sling, with 20 metal pellets - 2 gp
Spear - 3 gp
Spikes (10) - 2 gp
Staff, metal shod - 2 gp
Stakes (3) and mallet - 4 gp
Thievery tools - 30 gp
Tinderbox - 3 gp
Warhammer - 21 gp

My peddlers are wandering encounters rather than permanent residents so probably don't make sense for Hex Describe. They are similar to smiths but sell fewer expensive weapons/armor in favor of other general supplies and equipment.
And for simplicity’s sake all items are equally likely, and items not picke dare simply not available? There can be arrows without bows, crossbows without quarrels?
I tend to have cheaper items be more common. Like this.

2,Arrow (silver-tipped) - 7 gp
3,Arrows (20) - 3 gp
2,Battleaxe - 9 gp
2,Case, with 30 quarrels - 6 gp
1,Chain, 10 foot - 35 gp
1,Chainmail - 55 gp
4,Club, spiked - 2 gp
1,Crossbow, hand - 105 gp
1,Crossbow, heavy - 38 gp
1,Crossbow, light - 20 gp
2,Dagger (silver) - 14 gp
3,Dagger, long - 3 gp
4,Dagger, normal - 2 gp
5,Dart, large - 1 gp
5,Dart, small (5) - 1 gp
2,Flail - 9 gp
4,Flask - 2 gp
3,Grappling hook - 3 gp
1,Greataxe (2 handed) - 25 gp
1,Greatsword (2 handed) - 33 gp
2,Halberd - 14 gp
1,Half plate - 400 gp
2,Handaxe - 4 gp
2,Helmet - 14 gp
1,Holy symbol (silver) - 35 gp
5,Javelin - 1 gp
2,Lance - 7 gp
2,Lantern - 10 gp
2,Leather armor - 13 gp
1,Leather armor, studded - 20 gp
1,Longbow - 45 gp
1,Longsword - 20 gp
2,Mace - 5 gp
1,Manacles - 20 gp
2,Mattock - 14 gp
2,Mirror (steel) - 5 gp
2,Morningstar - 11 gp
5,Nails (20) - 1 gp
2,Padded armor - 7 gp
3,Pick - 3 gp
2,Pike - 5 gp
1,Platemail - 800 gp
2,Polearm - 10 gp
3,Quarrels (30) - 3 gp
2,Quiver, with 20 arrows - 6 gp
1,Rapier - 35 gp
1,Ringmail - 30 gp
1,Scale mail - 40 gp
2,Shield - 10 gp
1,Shortbow - 25 gp
2,Shortsword - 14 gp
3,Shovel - 3 gp
4,Sling, with 20 metal pellets - 2 gp
3,Spear - 3 gp
4,Spikes (10) - 2 gp
4,Staff, metal shod - 2 gp
2,Stakes (3) and mallet - 4 gp
1,Thievery tools - 30 gp
3,Tinderbox - 3 gp
1,Warhammer - 21 gp
And, yes, each item is independent. So there can be quarrels without a crossbow, and vice versa.
Items not picked are unavailable. The thinking being that this is a local smith, more used to horseshoes and farm implements than weapons and armor.
A nice. I’ll add that.
How should I credit you?
J. Alan Henning (@jalanhenning on Twitter). Which would you like me to work on next?
Just a few contributions to the necropolis tables. Looks like they have been fleshed out very nicely!
;necropolis description 
1,A ten-foot-tall black iron fence blocks the way here. Some of the spikes at the top of the fence are adorned with skulls of humans and other distinctly not human species.<br>[necropolis gate]<br>[grey tower] 


;grey tower inside 
1,A group of **stone giants** is methodically moving cut stones the size of cattle, rebuilding the tower. They place a block, then move back and contemplate it's position for an hour, then repeat. [stone giants] 



;stone giants 
1,[2d4] **stone giants** led by *[stone giant]* ([stone giant stats]). [rich treasure] 

;stone giant stats 
1,HD 9 AC 4 3d6 F9 MV 12 ML 9 XP 900; *stone shape* and *control weather* at will 

;stone giant 
1,[stone giant 1] [stone giant 2] 

;stone giant 1 
1,Black 
1,Still 
1,Quiet 
1,Worn 
1,Carved 
1,Eroded 


;stone giant 2 
1,Rock 
1,Boulder 
1,Granite 
1,Stone 
1,Marble 

# used as "led by [stone giant title] *[stone giant]*." 
;stone giant title 
1,Shaper of the [stone giant place], 
1,Memory of the [stone giant place], 
1,[stone giant thing] Master, 


;stone giant place 
1,Valley 
1,Cavern 
1,Bedrock 
1,Mountain 
1,Cave 

;stone giant thing 
2,[stone giant place] 
1,Chisel 
1,Hammer 
1,Obsidian 
1,Quartz 
1,Limestone 
1,Sandstone
A couple of additions to the mountain naga temples.
;naga fortress 
1,Rectangular blocks of stone have been carefully stacked here forming rounded domes of various shapes and sizes. The domes are all clustered together giving the appearance they grew from this valley like anthills. This is *[here snake place]*. <br>One of the smaller domes has a pathway leading to it, flanked by [snake gate] 
1,Near the top of this mountain, an eroded slope turns into a valley containing a clear lake in the center. On the shore of the lake, a worn stone pyramid echoes the shapes of the mountains. This is *[here snake place]*. <br>On the south-facing side, there is [snake gate] 

;snake gate 
1,a walkway lined on either side by carved stone pillars, each shaped to give the appearance of an enormous snake wrapped around it. The snakes' mouths shoot *poison darts* at the unwary. 


;temple of Set 
1,Inside, the central temple contains four bronze snake statues oriented towards the cardinal directions. Large red candles at the base of each statute give a flickering and smoky light. Each statute has a different colored gem set in its forehead. The north wall contains a giant mural of [with Set decoration] and the floor is decorated with a mosaic of [and Set decoration]. <br> Under the mural, a passage leads further north, past the quarters of [temple servants] <br> At the end of the hallway, stairs lead upwards. 
1,The air inside the temple is surprisingly warm and damp. Lush green plants scramble over stairs and wrap around pools of steaming water. Hidden in the greenery, humans with patches of iridescent scales on their skin observe and wait, for now. [snake people] 


;temple naga 
1,This is where *[naga name]*, the **spirit naga** resides. ([naga stats]; <span class="treasure">a *naga tongue* is worth 1000gp to an alchemist</span>[here store naga tongue as alchemist quest]) She has spent centuries contemplating and planning. Her minions operate in secret in towns and villages. Parties bringing tribute or valuable information may survive a parley.
I added the local smith to every thorp.
As for what to talk about next... How about barrow mounds? We could use more barrows! Right now I have some wights here and there, some mummies, rarely, stuff like that.
Regarding the necropolis: what would "distinctly not human" skulls be? Dwarves and elves? Dragons? We could make a table...
I was thinking dwarves/elves/halfings, but kind of leaving it open. If you want to make a table, sure!
I wonder: are "humans with patches of iridescent scales on their skin" the same as snake people, or are they mutated slaves? I was thinking of snake people like Yuan-Ti: upper body of a human, lower body of a snake. But I don't know. Perhaps there are better snake people out there. :)
I love those stone giants and naga temple additions!!
OK, naga temple stuff installed, and now I have to go to bed!
@[email protected] I think I wrote "and other humanoids" now, so it's still open. :)
Found a typo: Sorceror is a misspelling of sorcerer.
Fixed sorcerer typos, thanks!
The smith problem turns out to be a copy & paste error... "[with local smith item], [with local smith item], [and local smith item], and [and local smith item]" – I'm amazed this was spotted so quickly!
Regarding the barrows: are they basically unguarded treasure or do you have a random encounter table to go with it? It doesn't have to be undead, could be locals who hate people disturbing the graves, or other grave robbers... Do all the graves have gems and magic items or only 10%? Some other percentage?
The barrow diameter could also be expressed as [1d6x5]I think. I use this in other places, e.g. 10-40 humans are 1d4x10
5% have gems, 80% have magic items (minor). I replaced hex content for a tenth of the hexes with d20 random encounter tables. Delaying travel to dig in a barrow has a chance of triggering an adjacent random encounter.
I like the idea of setting up a dig site. Did you bring shovels, mattocks, pickaxes, buckets, rope, axes, wooden poles? No?? This is not going to end well... And as you set up camp and start to dig, random encounter checks...
I wonder how barrows would interact with treasure maps. Right now, all the treasure maps just point at a random neighbouring hex. But if we have lots of hidden barrows, then all the treasure maps can point at a real barrow. The only problem is then that treasure maps are really valuable...
  • map to the hidden ancestral shrine of an elf with the promise of [1d6]000 gold coins to be found
  • map to the hidden ancestral shrine of a dwarf with the promise of [1d10]000 gold coins to be found
  • map to the hidden crypt of a wight with the promise of [1d12]000 gold coins to be found
  • map to [2d6]jewels hidden in a secret compartment in a nearby dwarven forge
So now I'm thinking: perhaps we should place a lot of barrows, determine whether they're elf dwarf, wight, or neolithic, create the appropriate treasure maps, including magic items, etc. I'm going to give this a try.
Great idea! I haven't added any treasure maps to my campaign yet; I'll do that. For barrows for which treasure maps exist, I'd add guardians:

The treasure is guarded by [necromancer companions].

Some more necromancer companions for you to add to that table:
1,a shadow ([shadow stats])
1, [3d10]skeletons ([skeleton stats])
1,[1d4+1] spectres ([spectre stats])
1, [2d8]wights ([wight stats])
1, [3d10]skeletons ([skeleton stats])
Years ago I had to program an interview documentation system. I had a function like this: {a,b,c} which randomly would choose one of the strings. It was a convenient shorthand rather than create tables and gave me a lot more variability in my output. (We were a consulting firm trying to disguise how much of this we had automated.) Here's how I'd use it:

;black dragon activity
1,has built its lair on a huge pile of rotting {seaweed, lili pads, leaves, plant material} that form a steaming island in the warm water
1,is hunting these {muddy, turbulent, stagnant} waters, submerged like a crocodile but vicious and greedy like only dragons are
1,hunts the region, surveying the waterways from above and attacking {ships,boats,watercraft,craft} from the air

;swamp animals
#replacing "bird"
1,{herons,egrets,moorhens,cranes}
1,mosquitoes
1,eels
1,lampreys
1,leeches
Yeah, I keep thinking about that. I would have used [ships|boats|rafts] perhaps, because who knows, eventually you'll want commas in there? I'll think about it some more.
Good idea about the necromancer companions!
Check out swamps and notice how sometimes there's a barrow mound... Check out the barrow table and all that follows. I even added some neolithic magic weapons and wondrous items.
This is what a treasure map looks like as part of a treasure hunter settlement event, for example:
The treasure hunter magic user Asude (level 2) is trying to hire some fools for they have a map to the 6 electrum teacups worth 4000gp in the barrow of Old Kyran of Silah (0107).
And here as part of the treasure elsewhere:
This the home of the Quiet Killer, 14 elves (HD 1 → 1d6 AC 5 1d6 or sleep 1×/day E1 MV 12 ML 10 XP 100) led by Dagramin (level 2). The spells known are based on The Book of the Sea by Lady Gerdana of Lagnabadalë: 1. sleep, charm person. 「A map to the 6 electrum teacups worth 4000gp in the barrow of Old Kyran of Silah (0107). A suit of dwarven plate armour +2 with dwarven runes commemorating the slaying of the white dragon Deep Agony of the Thin Air.」
I think I need to do a quick check. Right now treasure maps turn out to be less valuable because they sometimes point to the same treasure!
Here are the numbers for this one map I'm looking at:
  • 28 matches for "barrow" (includes all sorts of things)
  • 8 matches for "barrows" (these are the actual barrows)
  • 4 matches for "barrow," (these are the actual barrows)
  • 15 matches for "map to the" (these are the number of treasure maps)
  • 7 matches for "Old Kyran of Silah (0107)"
  • 6 matches for "Queen Kali of Farlazzan (2401)"
  • 2 matches for "Sissal Ironeater (2909)"
As it turns out, we now have 15 treasure maps in the generated setting that point to just 3 barrows. That's not a lot. Basically that amounts to an 80% loss in value, haha. The benefit, however, is that these barrows now actually exist.

So I guess the question is: do we care about this loss in value? We could add more value elsewhere. There are a total of 12 barrows.

Of these:
  • 8 had no real treasure
  • 1 had a gem
  • 3 had real treasure (and appeared on maps)
So, we could reduce the number of barrows without any real treasure.

We should also think about layout: how to we make sure referees understand that these barrows are hard to find? Perhaps this needs special wording? Or a symbol for "hidden information"? Perhaps some Unicode character like ✘ to "mark the spot"? It's good as it is?

Note that for treasure that appeared on treasure maps (back in B/X D&D and Labyrinth Lord) I think the idea was that this extra treasure was going to be unguarded. Now I'm no longer sure I want to add undead guardians. Gaah. I am undecided.
I guess we just need to add some more barrows in other terrains!
What I like about having more barrows with treasure is that it's basically XP for exploration, if that's how you want to handle it!
Wow, I love your neolithic magic items! One typo:
;neolithic magic item
1,[neolithic magic weapon]
1,[neolithic wondrous item]

;neolithic magic item
#should be: neolithic magic weapon
1,An arrow +1 with an obsidian tip.

Typo watch elsewhere:
edler > elder
looser > loser
tempel > temple
Hm, I added it to a few more table entries in "forest" and "forest-hill" terrain and generated a new description. The new numbers are 57 barrows in total (with 300 hexes in total); 11 maps pointing to 8 different barrows (much better ratio!). Hm... I'm unsure. Perhaps this is a good mix? I think I'll push this and let you all take a look.
You can't spell exploration without XP! Definitely one of the reasons I have them, plus I give clues to the past of my world, which helps the PCs on their overall quest.

I like using the Unicode character ✘ to “mark the spot” for ones that correspond to a treasure map.

I think if one out of four are guarded, whether or not they have treasure, that will add an element of caution.

I wanted to generalize from the javelin of thunder to create a table or two behind it by reviewing your spells, but I'm confused by the Halberds & Hauberks ref guide (which I love!). The three things I wish it had:
1. A table of contents (with hyperlinks)
2. A list of common equipment costs (my list is cannibalized from reviewing a bunch of different OSR systems, if you want it)
3. A spell list (at least the common spells used in Hex Describe). I don't understand why it is broken up by spellcaster.
Hm, weird. Doesn't it have an outline for you?




My equipment page is in the player guide. It's on one page.

The spells by caster are my of generating "schools". If you want them all in one document, that's not a problem, but you're still going to get some duplicates... Perhaps one day, when I finish all the spellcasters in that project, somebody can turn around and remove that spellcaster grouping. :)
I like the 25% chance of undead guards.
Hopefully I fixed all the typos and missing references
And now I'm off to bed again!
Ah, Adobe was showing me thumbnails. I toggled it to Bookmarks - much better!

Great, I've downloaded the Spellcasters.pdf - just what I was overlooking. Perusing it, here is the promised generalization of your javelin of thunder.

;spell javelin
1,A spear of magic missile that hits any visible target within 150 feet and causes 1d6+1 damage, save vs. spells for half.
1,A spear of sleep that puts its target to sleep for 4d4 10 min., save vs. spells for half duration.
1,A spear of paralysis that paralyzes its target for 1h, giving them hallucinations of death and decay, save vs. spells for half duration.
1,A javelin of thunder that explodes like a fireball dealing 6d6 damage to all nearby, save vs. spells for half.
1,A javelin of lightning that strikes like a lightning bolt dealing 3d6 damage to all in its path, save vs. spells for half.
1,A javelin of poison that instantly kills its target unless they save vs. poison.
1,A javelin of death that instantly kills its target unless they save vs. death.
Would any of you have any interest in working on a Feywild/Otherworld/Faeryland map option for Hex Describe? I’m getting a feel for the coding, but could probably use some help.
Alex, I see weapons good against devils but no devils! Here are some sample ones:
* a devil with bat wings and the head of a pig (HD 9 AC 2 1d10 + fire breath F9 MV 18 ML 11 XP 900; only harmed by magic or blessed/magic weapons; immune to sleep and charm)
* a devil with angel wings and the tail of a wolf
* a devil with vestigial wings and a human head on the body of a praying mantis
* a devil with a human head on the body of a lobster

Here is my devil table converted for Hex Describe:

;devil
1,a devil with [devil wings][devil chimera] [devil beast] ([devil stats])

;devil chimera
1,the head of
1,the tail of
1,the legs of
1,a human head on the body of

;devil beast
1,an ape
1,a bat
1,a bear
1,a boar
1,a bull
1,a dragon
1,an eagle
1,a horsefly
1,a hyena
1,a lion
1,a lobster
1,a locust
1,a pig
1,a praying mantis
1,a rat
1,a scorpion
1,a snake
1,a vulture
1,a wolf
1,a zombie

;devil breath
1,acid
1,cold
1,fire
1,lightning
1,poison
1,thunder

;devil wings
3,
1,angel wings and
1,bat wings and
1,dragonfly wings and
1,eagle wings and
1,horsefly wings and
1,vestigial wings and
1,vulture wings and

;devil stats
#cribbed from the vampire; adjust as needed for your system
1,HD 9 AC 2 1d10 + [devil breath] breath F9 MV 18 ML 11 XP 900; only harmed by magic or blessed/magic weapons; immune to sleep and charm
{[email protected]} I would probably be looking at something close to the Celtic concept of Faeryland/Otherworld, but other mythologies could work too. Fey creatures, plants, herbs...elves, gnomes, pixies, sprites, faery dragons...
I'd suggest you add what's missing to Alex's generator first, then - when you've added everything you want - make a copy and delete everything you don't want. You probably want to delay forking the document for as long as possible.

I want to make a fork at some point just to overwrite the name and god/demon tables.

To that end, I was hoping a subsequent entry would overwrite the first entry:

;test
1,Alpha
2,Beta
3,Gamma

;test2
1,Greek to me

;test
4,Delta
5,Epsilon

So that I could just append my tables at the end of Alex's, but what actually happens is the two get merged together.
I forgot to answer your question. I think there have been many different versions of Yuan-ti. I guess I was thinking, in my description, of the pureblood yuan-ti as opposed to the malisons or abominations. If they are just "snake people" then I would imagine they could come in whatever variant we describe.
new theead to use whenever you feel like it...
Wrapping up my devil lair, which can use your 5-room dungeons:
Those who live in this thorp are often in terror. Cattle are found mutilated. Cat entrails are spread around holy sites to Mitra. Herders have reported seeing a devil with dragonfly wings and the legs of a wolf before sunrise.

A natural hot springs blocks the entrance to a cavern, which hides a shallow cave complex occupied by a coven of devils. They derive psychic energy from the terror of others.

1. The cave entrance is filled with hot steam (1d6 scalding damage to each non-devil who enters), but the water smells and tastes of decaying corpses, revolting all who enter.
2. Stretched on a metal rack is a prisoner with scalded skin, whimpering hopelessly. This is Vaishali, from the thorp, taken while fetching water.
3. Here, 3 devils with eagle wings and the head of an ape cavort (HD 9 AC 2 1d10 + cold breath F9 MV 18 ML 11 XP 900; only harmed by magic or blessed/magic weapons; immune to sleep and charm). An undulating music echoes in these halls.
4. This chamber contains a sunken bath, warmed by the hot springs. A devil with a human head on the body of a horsefly hangs upside down in one of 16 niches, asleep. The devil will wake and attack if anyone tiptoes.
5. A great hall holds a throne and tables full of food and wine. Queen Kelemen, a devil with the head of a scorpion, presides over her court here, 4 devils with angel wings and a human head on the body of a bear and 3 devils with eagle wings and the head of a bear. The devils will fight to the death to protect their queen (HD 9 AC 2 1d10 + lightning breath F9 MV 18 ML 11 XP 900; only harmed by magic or blessed/magic weapons; immune to sleep and charm).
Code:
;thorp 
1,<br>This is [here village name], a thorp of [1d4x10] **humans** ([human stats]) led by [human with portrait][human job]. The [human houses] are protected by [human companions]. [average treasure] These village-folk are [thorp activity].<br>[local smith]<br>[[settlement event]|[devil troubles]] 

;devil 
1,devil with [devil wings][devil chimera] [devil beast] 
;devils 
1,devils with [devil wings][devil chimera] [devil beast] 
;devil chimera 
1,the head of 
1,the tail of 
1,the legs of 
1,a human head on the body of 
;devil beast 
1,an ape 
1,a bat 
1,a bear 
1,a boar 
1,a bull 
1,a dragon 
1,an eagle 
1,a horsefly 
1,a hyena 
1,a lion 
1,a lobster 
1,a locust 
1,a pig 
1,a praying mantis 
1,a rat 
1,a scorpion 
1,a snake 
1,a wolf 
1,a zombie 
;devil breath 
1,acid 
1,cold 
1,fire 
1,lightning 
1,poison 
1,thunder 
;devil wings 
3,  
1,angel wings and  
1,bat wings and  
1,dragonfly wings and  
1,eagle wings and  
1,horsefly wings and  
1,vestigial wings and  
;devil stats 
&#35;cribbed from the vampire; adjust as needed for your system 
1,HD 9 AC 2 1d10 + [devil breath] breath F9 MV 18 ML 11 XP 900; only harmed by magic or blessed/magic weapons; immune to sleep and charm 

;devil troubles 
1,Those who live in this thorp are often in terror. [Sheep|Goats|Cattle|Pigs] are found mutilated. [Dog|Cat|Rabbit] entrails are spread around holy sites to [power]. Herders have reported seeing a [devil] [late at night|early in the morning|after sunset|before sunrise].<br><br>A natural hot springs blocks the entrance to a cavern, which hides a shallow cave complex occupied by a coven of devils. They derive psychic energy from the terror of others.<br><br><img src="[url=https://campaignwiki.org/text-mapper/gridmapper/random]https://campaignwiki.org/text-mapper/gridmapper/random[/url]"/><ol><li>The cave entrance is filled with hot steam (1d6 scalding damage to each non-devil who enters), but the water smells and tastes of [sulfur|decaying corpses|burnt bones], revolting all who enter.</li><li>Stretched on a metal rack is a prisoner with scalded skin, [ettercap prisoner feeling]. This is *[human name]*, from the thorp, taken while [herding|fetching water|worshiping|going to see the smith].</li><li>Here, [1d4+1] [devils] [cavort|caper in a macabre dance|sing in disharmony|strum soundless lutes] ([devil stats]). An [unearthly|unsettling|undulating] music echoes in these halls.</li><li>This chamber contains a sunken bath, warmed by the hot springs. A [devil] hangs upside down in one of [2d20] niches, asleep. The devil will wake and attack if anyone [whispers|tiptoes|touches the water].</li><li>A great hall holds a throne and tables full of food and wine. Queen *[devil name]*, a [devil], presides over her court here, [1d6+1] [devils] and [1d2+1] [devils]. The devils will fight to the death to protect their queen ([devil stats]).</li></ol>
This is great and can be a simple settlement event!
How would you handle devil breath: like dragon breath? Or just 5d6, save vs. spells for half?
I think I'm going to go with:
HD 9 AC 2 1d8/1d8/1d12 F9 MV 18 ML 11 XP 900; only harmed by magic or magic weapons; immune to spells of casters up to fifth level; [devil breath]: 5d6, save vs. spells for half
I don't think it should approach dragon breath. Maybe just 2d6. Save vs. Rays for half?
I also don't think it should be a common settlement event - once or twice per map, given the current choices.
OK, that makes sense. I think I'll just increase the chances of all the other events and that will reduce the number of devil events.
I realized that we have a lot of stuff on ice devils but no stats! Oops.
Perhaps I should change the ice devils to your devils... But I'm running out of time, yikes! Later today. :)
BTW, I removed "vulture" from my animal list, as I didn't want it to collide with your vulture demons.
I like your ice devils!

Upon re-review, I’d relabel “;ice devil adjectives” to “;devil adjective” and append “the [capitalize devil adjective]” to the Queen’s name. I’m trying to get better about reusing other tables.
Sounds like a plan!