TEXT: ISBN 978-1-62283-019-0
  
  Author
  John M. Stater
  Developers
  Bill Webb
  Producers
  Bill Webb and Charles A. Wright
  Editor
  Dawn Fischer
  Layout and Graphic Design
  Charles A. Wright
  Front Cover Art
  MKUltra Studios
  Interior Art
  Rowena Aitken
  Cartography
  Robert Altbauer
  Playtesters
  Frog God Games Staff
  Special Thanks
  Bill Webb would like to thank Bob Bledsaw and 
  Bill Owen for inventing the original 
  hex crawl — the standard in wilderness 
  adventure and a lifetime of fun.
  Credits
  Frog  
  God 
  Games
  tough  
  adventures 
  for tough 
  players
  ©2012 Bill Webb, John Stater, Frog God Games. All rights reserved. Reproduction without the written 
  permission of the publisher is expressly forbidden. Frog God Games and the Frog God Games logo 
  and Hex Crawl Chronicles: The Pirate Coast are trademarks of Frog God Games. All rights reserved. 
  All characters, names, places, items, art and text herein are copyrighted by Frog God Games, Inc. The 
  mention of or reference to any company or product in these pages is not a challenge to the trademark 
  or copyright concerned.
  2
  
  Table of Contents
  The Pirate Coast  .................................................................................................p. 4
  Rumors  ............................................................................................................p. 8
  Encounter Key  ...................................................................................................p. 9
     — Hexes 0108, 0121, 0131, 0210  .............................................................................p. 9
     — Hexes 0213, 0215, 0218, 0223, 0228, 0301, 0304  .......................................................p. 10
     — Hexes 0306, 0309, 0411, 0424, 0426, 0503, 0507  .....................................................p. 11
     — Hexes 0514, 0519, 0522  ....................................................................................p. 12
     — Hexes 0529, 0601, 0605, 0610, 0631  .....................................................................p. 13
     — Hexes 0711, 0715, 0721, 0727, 0730  ......................................................................p. 14
     — Hexes 0801, 0804, 0808, 0812, 0818, 0823  ..............................................................p. 15
     — Hexes 1002, 1006, 1010  ....................................................................................p. 16
     — Hexes 1015, 1025, 1030, 1114, 1117, 1122, 1124  ..........................................................p. 18
     — Hexes 1219, 1231, 1301  ......................................................................................p. 19
     — Hexes 1306, 1309, 1313, 1327, 1411, 1415, 1418  ............................................................p. 20
     — Hex3s 1422, 1424, 1502, 1507, 1510, 1518, 1611  ..........................................................p. 21
     — Hexes 1613, 1615, 1620  ......................................................................................p. 22
     — Hexes 1624, 1626, 1705, 1708, 1718, 1723  ................................................................p. 23
     — Hexes 1729, 1812, 1814, 1901, 1903, 1922, 1924  .........................................................p. 24
     — Hexes 1931, 2016, 2026, 2106, 2120  ......................................................................p. 25
     — Hexes 2125, 2201, 2203, 2223, 2226, 2314, 2329  ........................................................p. 26
     — Hexes 2331, 2424, 2507, 2511, 2513  ........................................................................p. 27
     — Hexes 2521, 2602, 2604, 2612, 2629, 2718  ..............................................................p. 28
     — Hex 2726, Half-Orc Race, New Spells  ................................................................p. 29
  Legal Appendix  ...................................................................................................p. 30
  3
  
  4
  In ancient times the Pirate Coast was home to a great civilization of 
  stone giants. The stone giants maintained a wide-reaching kingdom of 
  towns and villages. Despite their great size and power they relied on 
  slaves taken from the primitive human tribes of the coast. In time, the 
  stone giants grew lazy and decadent. When humanoids poured into the 
  coastal lands, they gradually destroyed the stone giant kingdom. The 
  stone giants were more powerful than the humanoids, but the humanoids 
  were more numerous and they outbred the giants. Worse yet, the stone 
  giants found themselves plagued by slave revolts. TThe humans of the 
  coast founded their own kingdom on the island to the east. The humans 
  came to be known as Bucranians for the bull skulls they used as standards.
  More than a century ago, the roving pirates of the White Island discovered 
  the wealth of the Bucranians and began raiding their villages and towns. 
  When the White Islands sank, many settled along the Pirate Coast and 
  started making deeper and deeper raids into Bucrania, burning villages 
  and carting away slaves from the old and lethargic kingdom.
  The Pirate Coast consists of vast woodlands of walnut, hickory, 
  sweetgum trees, populars, red oaks and loblolly pines. Beneath the mighty 
  trees there are creepers, wild grapes and raspberries, goldenrods, wild 
  roses, dropworts and sassafras. The coastal lowlands gradually rise into 
  wooded hills and then the Aderumdoc Mountains, which divide the Pirate 
  Coast from the Empire of the Northmen beyond. 
  These lands are sparsely inhabited, the stone giants having long ago 
  retreating into the earth and the humanoids devastating themselves with 
  constant, useless feuds. The dwarves of the mountains and the elves of 
  the hills linger, but they no longer thrive. The Bucranians are a spent race, 
  having grown as decadent as their former masters and met their match in 
  the invading Sea Lords. Adventurers can probe deep into this wilderness 
  in search of ancient secrets and almost virgin territory to settle.
  The Pirate Coast is a hex-crawl, referring to the hex-shaped units that 
  divide the map. Just as dungeon adventures take place on a gridded map, 
  wilderness adventures can be conducted on a hex map, allowing players 
  the freedom to decide where their characters roam and giving them the 
  thrill of discovering the many places and people that have been placed on 
  the map. This map represents a large area fi lled with numerous places to 
  discover and explore, and can be used as a campaign area in its own right, 
  or dropped into an existing campaign. Referees can place adventures they 
  have purchased or devised on their own into empty hexes on the map.
  Adventures in the 
  Wilderness
  The hexes on this map are 6 miles wide from one side to the other. 
  In open country, adventurers should be able to see from one side of the 
  hex to another. In wooded hexes, vision is much more restricted. Random 
  encounters with monsters should be diced for each day and each night, 
  with encounters occurring on the roll of 1-2 on 1d6. The exact monster 
  (or monsters) encountered depends on the terrain through which the 
  adventurers are traveling. Unlike dungeons, in which the monsters on 
  the upper levels are usually less powerful than the monsters on deeper 
  levels, wilderness encounters are quite variable in their challenge, and 
  low level characters face death every time they step out of the confi nes of 
  civilization. Well-traveled adventurers will discover, however, that settled 
  lands are not as dangerous as the rugged wilderness.
  Pirates
  The Pirate Coast’s nickname originated just about a century ago, when 
  the Albians, or Sea Lords, moved in after escaping the sinking of their 
  homeland in the east. The merchants who moved up the coast between 
  the Spice Islands of the mechanical pashas and the frost giant kingdoms 
  of Ultima Thule soon found themselves preyed upon by the galleys of the 
  Sea Lords.
  In the present era there are three great pirate fl eets along the coast, 
  each commanded by an infamous captain. All of the Sea Lords operate in 
  swift galleasses with 40 oars worked by 200 rowers and three sails. Ships 
  usually carry a company of heavy crossbowmen and a single, several large 
  ballistae used as grapnels and a large cannon in the prow beneath the lion 
  fi gurehead common to the Sea Lords.
  The three great captains of the coast are:
  By John M. Stater
  — The Pirate Coast —
  Roll
  Mountains
  Swamps
  Hills & Woodlands
  Sea
  1
  Black Bear (1d4)
  Boggart (1d8)
  Black Bear (1d4)
  Giant Eagle (1d3)
  2
  Dwarf (2d10+20)
  Ghoul (1d6)
  Elf (1d12+20)
  Giant Octopus (1)
  3
  Giant eagle (1d6)
  Giant Dragonfl ies (2d6)
  Giant Owl (1d4)
  Harpies (1d6+4)
  4
  Goblin (3d10+30)
  Goblin (3d10+30)
  Goblin (3d10+30)
  Merchant Ship
  5
  Hill giant (1d4)
  Green Hag (1)
  Hobgoblin (3d8+30)
  Mermaids (1d6+3; follow ship for 1d4 days)
  6
  Hobgoblin (3d8+30)
  Orc (3d6+40)
  Orc (3d6+40)
  Orcawere (1d3; see Hex 2329)
  7
  Ogre (2d4)
  Shambling Mound (1)
  Patrol (2d10+20)
  Pirate Ship (see below)
  8
  Orc (3d6+40)
  Stirges (2d4)
  Treant (1d3)
  Sharks (1d6+10; follow ship for 1d4 days)
  9
  Patrol (2d10+20)
  Viper (1, always surprise)
  Werewolf (1d3)
  Tritons (1d6+3)
  10
  Wolf (2d6+10)
  Will o wisp (2d4)
  Wolf (2d6+10)
  Warrior Nymphs (1d6+6; see Hex 1518)
  Wilderness Random Monster Encounters
  
  5
  Bonny Prince Andus: Andus is not really a prince, but he is the black 
  sheep of a noble family. Andus commands a fleet of four vessels and 270 
  pirates. Andus has silvery-blond hair (a curled wig) and striking, violet 
  eyes. He has bronzed skin with a melancholy streak. A gourmand, he is 
  slowly becoming too large to fit through the doorways on his ships, and 
  often camps on the deck of his flagship, Black Plunder, on a velvet couch, 
  attended by four halflings in baggy, velvet trousers and striped shirts. 
  Andus’ other boats are the Vile Falsehood, the Full-Throated Scream and 
  the Sea Lord’s Pride. His four under-captains are cold-hearted Eitian, 
  honest Garic, selfish anti-cleric Ivoma and straightforward Osson. Andus 
  is based in Slakethirst [Hex 1624].
  Bonny Prince Andus: Andus is not really a prince, but he is the black 
  sheep of a noble family. Andus commands a fleet of four vessels and 270 
  pirates. Andus has silvery-blond hair (a curled wig) and striking, violet eyes. 
  He has bronzed skin with a melancholy streak. A gourmand, he is slowly 
  becoming too large to fit through the doorways on his ships, and often camps 
  on the deck of his flagship, Black Plunder, on a velvet couch, attended by four 
  halflings in baggy, velvet trousers and striped shirts. Andus’ other boats are the 
  Vile Falsehood, the Full-Throated Scream and the Sea Lord’s Pride. His three 
  under-captains are cold-hearted Eitian, honest Garic, selfish anti-cleric Ivoma 
  and straightforward Osson. Andus is based in Slakethirst [1624].
  Bonny Prince Andus, Fighter Lvl 11: HP 47; AC 3 [16]; Save 4; 
  CL/XP 11/1700, Special: Multiple attacks, parry. Chainmail, 
  buckler, long sword, dagger.
  Eitian: Fighter Lvl 7: HP 35; AC 5 [14]; Save 8; CL/XP 7/600, 
  Special: Multiple attacks, parry. Ring armor, buckler, short 
  sword, dagger.
  Garic, Fighter Lvl 4: HP 16; AC 5 [14]; Save 11; CL/XP 4/120, 
  Special: Multiple attacks, parry. Ring armor, buckler, short 
  sword, dagger.
  Ivoma, Cleric Lvl 12: HP 43; AC 3 [16]; Save 4 (2 vs. paralysis 
  and poison); CL/XP 13/2300; Special: Banish undead, spells 
  (4/4/4/4/4/1). Chainmail, shield, light mace.
  Osson, Fighter Lvl 4: HP 6; AC 5 [14]; Save 11; CL/XP 4/120, 
  Special: Multiple attacks, parry. Ring armor, buckler, short 
  sword, dagger.
  Randar the Red: Based in the town of Hofn [2513], Randar is a greedy 
  man, thin and powerfully muscled, with coarse, red hair and amber eyes. Once 
  a dock worker, he climbed the ladder of piracy with grit and determination. 
  He commands two galleasses (the Murder Most Foul and the Bloody Finger), 
  each with a crew of 90 pirates. Randar commands the Bloody Finger assisted 
  by his first mate, Stran. Stran is a delicate man with a skill at arms completely 
  belied by his dandy appearance. He is a taciturn, spiteful man who seems 
  destined to betray his captain one day. His second ship, Murder Most Foul, is 
  commanded by an elf fighter/magic-user called Leofwyn.
  Randar the Red, Fighter Lvl 8: HP 34; AC 4 [15]; Save 7; CL/
  XP 8/800, Special: Multiple attacks, parry. Chainmail, short 
  sword, dagger.
  Stran, Fighter Lvl 6: HP 29; AC 5 [14]; Save 9; CL/XP 6/400, 
  Special: Multiple attacks, parry. Ring armor, buckler, short 
  sword, dagger.
  Leofwyn, Elf Fighter/Magic-User Lvl 7: HP 21; AC 9 [10]; Save 
  8 (7 vs. spells); CL/XP 9/1100, Special: Darkvision 60 ft., find 
  secret door on 4 in 6, immune to paralysis from ghouls, 
  multiple attacks, parry, spells (4/3/2/1). Short sword, dagger, 
  spellbook.
  Ydence Longshanks: Ydence Longshanks is a fragile looking woman 
  with tanned skin, a heart-shaped face and wide lips, wavy auburn hair 
  and bright, lively green eyes. Longshanks and her wild and woolly crew 
  is based in Amistie [1615], and fortunately brings in more wealth than 
  they inflict in property damage. Ydence is a pleasant enough woman for 
  a pirate, but one must always beware, as she is ruthless when a person 
  stands in her way.
  Ydence commands 200 pirates on three galleasses, Albia’s Roar, 
  Ready Damnation and Black Manta, her flagship. Her lieutenant Kerik 
  commands the Ready Damnation and her paramour, a lazy rapscallion 
  from the Spice Islands named Zaibhir, commands the Albia’s Roar. 
  Ydence Longshanks, Fighter Lvl 10: HP 33; AC 7 [12]; Save 
  5; CL/XP 10/1400, Special: Multiple attacks, parry. Leather 
  armor, short sword, hand axe.
  Kerik, Fighter Lvl 7: HP 29; AC 6 [13]; Save 8; CL/XP 7/600, 
  Special: Multiple attacks, parry. Leather armor, buckler, short 
  sword, dagger.
  Zaibhir, Magic-User Lvl 7: HP 13; AC 9 [10]; Save 9 (7 vs. 
  spells); CL/XP 7/600; Special: Spells (4/3/2/1). Dagger, darts 
  (7), spellbook.
  Sea Lords
  The Sea Lords, or Albians, came from across the Briny Sea to escape 
  the sinking of their homeland, the White Islands. Most of the Sea Lords 
  that escaped this cataclysm were men, the crews of ships. The early 
  settlers suffered a distinct lack of women, giving rise to the taking of 
  slaves among female humanoids of the Pirate Coast. For this reason, there 
  are still a good many Sea Lords with goblin, orc or (if they are lucky) elf 
  blood flowing through their veins.
  The average Sea Lord has pale skin (or deeply tanned skin for the crews 
  of their lion-prowed galleys), blond to auburn hair and eyes ranging from 
  blue to gray. Men and women tend to be exceptionally tall, with a pleasant, 
  rough demeanor. Sea Lords always have a tale to tell, and in taverns 
  they tell these tales to the accompaniment of fiddles, mouth harps and 
  percussion provided by stamping feet and by clanging walking sticks and 
  cudgels on whatever surface is handy. Sea Lords dress in leather tricorne 
  hats, padded doublets and baggy pants tucked into tasseled buskins. Sea 
  Ladies wear long dresses covered by shawls and pile their braided hair 
  atop their heads, holding it with wooden pins. Noble Sea Lords and Ladies 
  wear necklaces of bronzed leaves from their old domains in the White 
  Islands.
  The Sea Lords worship Albia, the White Goddess who created them and 
  kept them until the betrayal of her father, the Briny Sea. Albia is a goddess 
  of perfection and purity, the gleam in her father’s eye until he consumed 
  her in a fit of pique. Her followers worship her as a distant ideal and, 
  in truth, out of tradition more than anything else. Where some religions 
  produce holy water, the priests of Albia produce holy powders. The first 
  were taken from the chalk cliffs of the White Islands, but modern powders, 
  kept in vials of glass or silver, are drawn from chalk outcroppings on the 
  Pirate Coast.
  Last Men
  The so-called “Last Men” are a population of men and women who 
  consider themselves the last true humans left in Namera. All other peoples 
  are infected with chaos and thus “sub-men” in the eyes of the Last Men. 
  The Last Men have olive skin and blond hair. They are emotionless, 
  bland people, their lives ordered by their master, The Golden God, and 
  by an ingrained herd mentality. The Last Men deal in fabrics, growing 
  cotton and mulberry trees. Their factories contain mechanical looms 
  controlled by a difference engine kept in a great, black citadel in their 
  city-state, located to the south of the Pirate Coast. The difference engine 
  speaks to the Last Men through an automaton, the Golden God. Dealing 
  as they do in fabrics, the Last Men dress in heaps and layers of clothing, 
  all of expensive and luxurious fabrics like damask silk and velour. True 
  xenophobes, they fear corruption by others, but still send out traders in 
  The Pirate Coast
  
  6
  hex crawl chronicles
  
  7
  The Pirate Coast
  
  8
  longships to trade fabrics for food and other items. Soldiers of the Last 
  Men carry Bohemian ear-spoons (pole arms) and crossbows.
  Bucranians
  The Bucranians of the great island Bucrania are handsome folk, with 
  chiseled physiques and deep olive skin. Their hair and eyes are as black 
  as night. Bucrania is ruled by a hereditary king, called the Bull King. This 
  man wears long, scarlet robes embroidered with silver and gold thread 
  and a conical helm of brass fitted with the horns of a minotaur. Noble 
  Bucranians dress in tunics of expensive fabric, most purchased from the 
  Last Men, and square cloaks. They wear leather sandals on their feet and 
  phetas of silk on their heads. Commoners dress as nobles, only with less 
  expensive fabrics. Bucranian warriors wear ring mail armor and carry 
  short swords, spears and scarlet, oblong shields embossed with black 
  bulls.
  In Bucrania, all women are wards of the king and live in one of his 
  many palaces until they are wed to a man. The most valued men of the 
  kingdom are athletes, and athletic games are frequent and hotly contested. 
  Champions are adopted by the king and become princes of Bucrania. They 
  are gathered into fraternal trios, and in these trios they battle minotaurs 
  in the arena for the honor of their father and the favor of his “daughters”.
  Humanoids
  The humanoids of the coast include goblins, orcs and hobgoblins. The 
  goblins of the coast are naked savages, wearing nothing but loincloths and 
  hide armor and carrying shields and clubs. They have wolfish muzzles 
  with jutting fangs, beady eyes, long arms ending in clawed hands, stubby 
  legs and long feet with prehensile toes. 
  The hobgoblins look like large goblins, with brightly colored skin and 
  black hair. They dwell in hill forts composed of conical mud huts and 
  dozens of bronze standards marking the different families. More civilized 
  than the goblins, they wear checked cloaks over leather and ring armor and 
  tend to carry large weapons like double-handed swords, battle axes and 
  pole arms. The hobgoblins are metal workers, slave traders and herdsmen.
  The orcs of the coast are cannibals and never to be trusted. They look 
  like ashen-skinned, hunched men with squinty, yellow eyes, oversized 
  canine teeth, swollen faces, pug noses and bald heads decorated with 
  piercings. Orcs have large hands and bandy legs. They are swineherds 
  and workers in bronze. Orc warriors paint their faces white and wear 
  chainmail armor. They carry wide shields and arm themselves with axes 
  and crossbows.
  Elves
  The elves of the Pirate Coast dwell in the wooded hills. They maintain 
  hill forts like the hobgoblins, living in long houses. The elves are 
  horsemen, raising herds of brilliant white horses. The elves veil their 
  forts in illusions (hallucinatory terrain) to keep visitors away. Men and 
  women wile away their days on great hunts through the woods, for the 
  elves have exceedingly slow metabolisms and can support rather large 
  populations on the slimmest rations. Elf warriors wear ornate armor and 
  minimal clothing.
  Dwarves
  The dwarves have lived in the Aderumdoc Mountains since the time 
  of the stone giants, digging their mines and halls and keeping away from 
  the troubles of the surface. For generation after generation they have 
  toiled beneath the earth, making war with the subterranean humanoids, 
  occasionally leaving their halls to trade with stone giants and now humans. 
  The dwarves are small and round, with grey skin that becomes covered by 
  moss as they grow older and slower. The dwarves of the Aderumdocs are 
  a patient, deliberate folk.
  hex crawl chronicles
  Rumors
  When adventurers are seeking information or rumors in a settlement or from the lord of a castle, you can roll a random rumor from the table below. 
  Each rumor is either True (“T”) or False (“F”) and the hex number associated with the rumor is given in brackets.
  Roll
  True Rumors
  Roll
  False Rumors
  1
  One would be wise to treat their horse with kindness (Hex 0213)
  11
  A wondrous secret lies behind a golden plate (Hex 0131)
  2
  Avoid the black brew of the goblins (Hex 0223)
  12
  Stone giants are deathly afraid of dogs
  3
  No good ever came from visiting Helltown in the Aderumdocs (Hex 
  0503)
  13
  Avoid the bearded stranger of the woods – his wink will steal your soul 
  (Hex 0610)
  4
  A tribe of wealthy kobolds dwells in a cave lined with mother of pearl 
  (Hex 1006)
  14
  Stories tell of a hawk-nosed god in the swamp whose drum raises the 
  dead (Hex 0721)
  5
  Dudoga, the master of Fort Naomith, collects plants and pays well for 
  specimens (Hex 1015)
  15
  Almar’s women in Rogues’ Harbor are glamered hags (Hex 1030)
  6
  Vaurock is up to no good (Hex 1219)
  16
  A satyr’s etchings hold hidden magics (Hex 1415)
  7
  The Grey Vision wants to conquer the coast (Hex 1812)
  17
  Giant lynxes would be worthless if not for their pelts (Hex 1901)
  8
  The Pirate Coast is cursed – you can’t even trust the sandbars (Hex 
  1922)
  18
  Acenn has a treasure hidden beneath the floor of her great hall (Hex 
  2106)
  9
  Mermaids claim a giant diamond rests at the bottom of the bay (Hex 
  2120)
  19
  They say the location of Blue Belly’s treasure is marked by a light on 
  the coast
  10
  A black candle is proof against an ill wind (Hex 2125)
  20
  Beneath the emotionless exterior of a Last Man beats a heart of pure 
  gold (Hex 2331)
  
  9
  Encounter Key
  0108. 
  The floor of this valley is a chain of shallow lakes linked by channels 
  of sandy, sluggish streams. The lakes are heated geo-thermally, and this 
  has made the valley steamy and verdant. In ages past, great creatures akin 
  to reptiles lived in the valley until they were hunted to extinction by the 
  ancient elves – many an old elven sword has a pommel wrapped in leather 
  cured from their skin and ancient elf lodges often have their strange, 
  massive heads mounted on the walls.
  While these massive beasts no longer roam the valley, their spirits do, 
  and are encountered here on a roll of 1-2 on 1d6 (1-4 on 1d6 during a 
  full moon). Use the following table to determine what kind of animal is 
  encountered.
  1-3
  Ankylosaurus: HD 8; AC 0 [19]; Atk 1 clubbed tail 
  (special); Move 9; Save 8; CL/XP 8/800; Special: 
  None.
  4
  Brontosaurus: HD 25; AC 6 [13]; Atk 1 stomp 
  (special); Move 9; Save 3; CL/XP 25/5900; Special: 
  None.
  5-6
  Stegosaurus: HD 15; AC 2 [17]; Atk 1 bite (special), 
  1 spiked tail (special); Move 9; Save 3; CL/XP 
  15/2900; Special: None.
  7-8
  Triceratops: HD 15; AC 0 [19] front, 5 [14] back; Atk 
  1 gore (special); Move 12; Save 3; CL/XP 15/2900; 
  Special: None.
  9-10
  Tyrannosaurus: HD 18; AC 4 [15]; Atk 1 bite 
  (special); Move 18; Save 3; CL/XP 19/2400; Special: 
  Chews and tears.
  The dinosaur spirits are ethereal, and can thus only be harmed by silver 
  or magical weapons and spells of force or dispelling. Their attacks cause 
  2d6 points of chilling cold damage and force a victim to save or be drained 
  of one level.
  One of the shallow lakes is an illusion, hiding an ivory palace of the 
  ancient elves – one that has been abandoned and forgotten for centuries. 
  The palace is composed of eighty-one cells, each with a vaulted ceiling and 
  connected to four adjacent vaults via a short (5 feet long) passage. These 
  passages are blocked by walls of force, each one a shimmering curtain of 
  one of five colors – cerise, ultramarine, gamboge, myrtle and heliotrope. 
  The palace has four entrances; each of these entrance cells has only 
  three curtains of force blocking further access to the palace. One of these 
  entrance cells contains a colored tetrahedron of metal, the exact color 
  being determined randomly (see below). In the middle of each cell there 
  is a tripedal stand which fits this tetrahedron. By placing the tetrahedron 
  in the base and tapping it with something metallic, the corresponding 
  colored curtain of force disappears for 1 minute. The colors of the curtains 
  in each cell should be determined randomly with a d10 (1-2 = cerise, 3-4 
  = ultramarine; 5-6 = gamboge; 7-8 = myrtle; 9-10 = heliotrope), and the 
  color of the tetrahedron changes (using the same random table) when it 
  is brought into a new cell. This makes moving through the strange palace 
  quite a chore, and potentially dangerous as there is a slight chance one 
  will enter a cell and be unable to exit due to the color of the tetrahedron.
  Each time a cell is entered, there is a 1 in 1d6 chance of a random monster 
  (CL 3) appearing in the cell. These monsters are given the same random colors 
  as the rooms and tetrahedron, and the color of the creature makes it vulnerable 
  to a single form of attack: Cerise = cold, Ultramarine = fire; Gamboge = silver; 
  Myrtle = steel and Heliotrope = wood. All of these beasts can be harmed by 
  magic missiles. Their bodies disappear after one leaves their cell.
  The center cells of the palace are combined into a single large chamber. 
  In the middle of this chamber there is an elf-hewn idol of a four-faced, 
  eight-armed and eight-legged goddess. Each pair of hands holds a golden 
  plate hidden by a pelt of sable. The plates face the curtains of colored 
  force, and these colors determine what secrets are etched on the plates. 
  The plate facing a cerise curtain is attuned to fighters (and rangers and 
  paladins). The plate facing an ultramarine curtain is attuned to clerics 
  (and druids). The plate facing a myrtle curtain is attuned to thieves (and 
  assassins and monks) and the plate facing a gamboge curtain is attuned to 
  magic-users. A plate facing a heliotrope curtain is replaced by a portal into 
  the void, per a sphere of annihilation.
  Looking upon a plate not attuned to their class forces a character to 
  save vs. blindness. Looking upon the proper plate grants a magic-user 
  a new spell of their highest spell level (though it must be written into 
  their spellbook), a cleric or druid access to a magic-user spell that can be 
  associated with their deity, a fighter-type a +1 bonus to wield a random 
  weapon and a thief-type a +10% bonus to use one of their skills.
  0121. 
  Amidst a barren heath there is a wondrous, shimmering sword lying atop 
  a stone table. The heath is fluttered over by thousands of red butterflies. 
  Folk who enter the heath are attacked by these swarms (see below), which 
  have the power to turn them into virtual zombies. The sword is protected 
  by these zombies, of which there are currently twelve. Those invaders of 
  the heath that cannot be controlled by the butterflies are instead captured by 
  the zombies, who throw them into an abandoned silver mine. The mine is 
  nothing more than a hole in the ground and a couple miles of passages that 
  are now inhabited by green slimes. The sword is a relic of chaos, the finger 
  of a primordial demon severed by an angel’s sword and given the form of a 
  shimmering blade of rainbow hued steel on the material plane. The sword is 
  a +1 weapon, +3 vs. lawful creatures and capable of unleashing a blast of 
  rainbow-colored energy in a radius of 30 feet once per week. All caught in 
  this energy must pass a saving throw or have their ability scores randomly 
  changed about – i.e. a wise man might become strong, a foolish man sickly.
  Treat each butterfly swarm as a single creature.
  Butterfly Swarms (5): HD 4; AC 4[15]; Atk 1 (special); Move 6; Save 
  13; AL N; CL/XP 8/800; Special: immune to weapons, damaged 
  only by “area” spells, successful attack by swarm requires saving 
  throw to avoid complete mental domination by the swarm.
  0131. 
  A golden plate has been affixed to a hillside here. It is partially obscured 
  by trees and rose vines. The plate, which measures about 3 feet in diameter, 
  contains, in extreme miniature, a blueprint of the cosmos. The plate cannot 
  easily be removed from the hillside. The act requires one to dispel magic, 
  cast transmute rock to mud and then put about 30 points of strength to bear 
  in prying it away. This reveals a portable hole that steams and smokes and 
  allows a female pit fiend called Naronca to crawl into the Material Plane, 
  intent on retrieving the plate. In the library of a magic-user, the plate can 
  aid in researches into spells of teleportation and plane shifting.
  Naronca: HD 13 (50 hp); AC -3 [24]; Atk 2 wings (1d4), 2 
  claws (1d6), bite (2d6 + poison) and tail (2d4 + constriction); 
  Move 15 (F24); Save 3; CL/XP 23/5300; Special: Poison (save 
  or die), tail constriction (saving throw or 2d4 damage per 
  round until an open doors roll is made), regeneration 2 hp/
  rd, +3 or better weapon to hit, immune to fire and poison, 
  resistance to cold (50%), magic resistance (50%), spells 
  (animate dead, charm person, detect magic, detect 
  invisibility, fireball, hold person, invisibility, phantasmal force, 
  polymorph self, suggestion, teleport, wall of fire).
  0210. 
  A covey of annis dwell here on a highland meadow where stands a 
  toppled tower of the stone giants. All that remains of the tower is the ground 
  floor, the walls of which stands anywhere from 10 to 15 feet in height and 
  measure 60 feet in diameter. The light of their fire casts weird shadows 
  on the meadow at night and thick mists cover the area around the ruined 
  tower. The hags leave their dwelling at night in the form of wolves and owls, 
  visiting the local humanoid tribes to cow their leaders into submission. The 
  hags seek a dark champion they can use as a puppet to unite the humanoids 
  and drive the Sea Lords from the Pirate Coast. The hags keep their treasure 
  in a leather sack made from the head of a storm giant, the neck being sewn 
  The Pirate Coast
  
  10
  up and the bag accessed through the unfortunate creature’s mouth. The 
  treasure consists of 9 steel coins (each one forces a spirit to leave a body 
  or an extraplanar creature to leave the material plane if it is pressed into 
  their forehead), a lapis lazuli (worth 200 gp), a steel bracelet studded with 
  carnelians (worth 300 gp), a three gilt short swords (worth 200 gp each).
  Annis: HD 8; AC 1 [18]; Atk 2 claws (2d8), 1 bite (1d8); 
  Move 12; Save 8; CL/XP 10/1400; Special: Hug and rend, 
  polymorph, call mists.
  0213. 
  The valleys here are thick with herds of horses – magnificent animals 
  with chestnut coats and reddish-black manes. The valley is filled with 
  rolling, undulating plains covered with grass and crossed by a multitude 
  of rushing streams. The valley also contains a crude stone shrine to the 
  Lord of Horses. The Lord often visits the valley, running with his children 
  and luxuriating in the sweet grasses. There is a 1 in 20 chance he will 
  be present in the valley when adventurers enter it, taking the form of a 
  magnificent white stallion with a golden mane or the shape of a handsome 
  man with a long face, porcelain skin and golden hair and wearing simple 
  clothes and carrying an ancient staff of hickory. Centaurs often come 
  down from the mountains to worship at the shrine, painting their faces 
  with blue handprints. There is a 1 in 8 chance they will be present at the 
  shrine when visited by adventurers.
  Lord of Horses: HD 15 (88 hp); AC 2 [17]; Atk 2 strikes in 
  human form (1d8+2) or 2 hooves (1d6+1) and bite (1d4+1) 
  in horse form; Move 18; Save 3 (2 vs. spells); CL/XP 20/5000; 
  Special: +1 or better weapon to hit, magic resistance (45%), 
  command horses, summon 1d6+4 warhorses with max. hit 
  points or 1d4+4 centaurs with max. hit points once per day, 
  cast spells as 6th level druid.
  0215. 
  The ground gives way to a deep depression here with sheer, cracked 
  walls. The pit was a surface gold mine worked by dwarves long ago, 
  until they released a strange creature from the stone and fled the site. The 
  creature is a golden cloud about 20 feet in diameter whose touch coats a 
  person in gold. Three of the dwarves lie here in this state, dead and coated 
  in a layer about a quarter of an inch thick (and worth 3,000 gp each). The 
  dwarves’ angry spirits dwell within the gold shells as oblivion wraiths.
  Gold Cloud: HD 8; AC 2 [17]; Atk 1 strike (2d8); Move (Fly 36); 
  Save 8; CL/XP 9/1100; Special: Touch coats people with gold 
  unless they save. A person coated suffocates in two minutes 
  unless freed.
  Oblivion Wraith: HD 12; AC 1 [18]; Atk 1 touch (3d6 + 
  attribute drain); Move 15 (Fly 30); Save 3; CL/XP 14/2600; 
  Special: Drain attributes, immune to non-magical weapons, 
  disintegrates objects.
  0218. 
  A large goblin tribe, the Gibbous Moon, dwells here in a sprawling 
  village. The village houses 500 goblins in furry hide tents. Besides raiding 
  and working as mercenaries for ne’er-do-wells, the goblins make a living 
  as miners, pulling spinels out of the wasteland of limestone hills and steam 
  vents that serves as their homeland. The goblins of the Gibbous Moon are 
  ruled by Thorx, a large goblin with pale blue skin. Thorx is worshipped 
  as a living god by his people. He is attended by three witch doctors, each 
  capable of casting spells as a 2nd level cleric and a 1st level magic-user. 
  The goblins are known for their disdain of strong emotions and their love 
  of a black brew [0223] that puts them into sour, fatalistic moods.
  0223. 
  A glistening black monument rises from a sloped plain of dead grasses 
  and stones and massive salt outcroppings with vaguely humanoid shapes. 
  Sangria-colored liquid oozes from the monument, forming uneven pools. 
  The outcroppings are all that remains of a stone giant army and they can 
  be communicated with using speak with dead. They can tell the tale of a 
  powerful demon, the bane of the stone giant kingdom, who was finally 
  brought to heel here and destroyed by an army of stone giants. From its 
  corpse came a surge of dark energy that turned the stone giants to salt; 
  and from the demon’s corpse the monument erupted. The liquid is not 
  poisonous. In fact, it refreshes and strengthens, but causes one to become 
  wanton and cruel. Goblins in the surrounding woodlands bottle it and sell 
  it as fortified wine called black brew.
  0228. 
  There is a gully here with a sluggish stream that flows from the hills 
  into a tunnel embedded with crystals in the walls. The tunnel is a portal 
  to other worlds, the destination being controlled by piping different 
  tunes on a flute. A small college of bards knows the secret tunes. They 
  wander throughout the countryside, but maintain a guild house of sorts 
  in Slakethirst [1624] and charge a pretty penny to those who wish to use 
  the tunnel. If adventurers look closely at these crystals they can see the 
  reflections of people, some of them looking back knowingly.
  0301. 
  The land here becomes gray and rocky. In its midst there is a kidney-
  shaped lake of placid water. The lake is dotted with a few small islands 
  inhabited by brilliant chestnut and blue starlings. The lake supports 
  a variety of aquatic life, as well as a lonely cambion called Nonndus. 
  Nonndus is a tall, handsome man with red, scaly skin, golden eyes and 
  small horns. He dwells on the lake, moving from island to island on a 
  small barge, living off the fish he catches and starling eggs, avoiding 
  civilization for fear that it will bring out his demonic urges. He keeps a 
  treasure of 2,120 sp, 1,410 gp and a scroll containing two spells, extension 
  I and wall of ice.
  Nonndus the Cambion: HD 8 (32 hp); AC 1 [18]; Atk 1 
  weapon (1d8) or 2 claws (1d6); Move 15; Save 8; CL/XP 
  12/2000; Special: Spells (cause fear, ESP, levitate, polymorph 
  self), +1 or better weapon to hit, immune to electricity and 
  poison, magic resistance (20%), telepathy 100 ft.
  0304. 
  The Stone-Bones dwarf tribe dwells here in a stone fastness with an 
  ornate door of hickory bound in interlocking iron and bronze bands. The 
  fastness is a doughty little fortress of cyclopean granite blocks surrounded 
  by wooded ridges; the dwarves dwell beneath the fastness in cozy burrows 
  hung with elaborate quilts that not only tell the story of their clans, but 
  are also woven with protective runes, giving each burrow the benefit of 
  a protection from evil spell. The fastness is defended by a brotherhood 
  of warrior-priests, worshipers of “Their Mother’s Bones”, their term for 
  the stone and rock of the world and their mother goddess. The dwarf 
  priests maintain the local weather conditions and protect their tribe from 
  the savage humanoids of the lowlands. The priests are commanded by 
  Zwellaun, a gnarly old dwarf with an “evil eye” (actually a lost eye that 
  has been replaced by a 50 gp opal) and droopy gray whiskers that match 
  the gray of his skin. Like most dwarves of the Pirate Coast, he cultivates 
  a fine sheen of moss on his body, giving him the appearance of aged 
  gray-green stone and aiding him in hiding both in the woodlands atop the 
  Aderumdoc Mountains and the tunnels that run beneath those mountains.
  The Stone-Bones tribe makes a living felling timber and selling it down 
  river. They are expert woodworkers and, like most dwarves, skilled in 
  metalworking and stonecutting as well. They are severely lawful in their 
  attitudes, despising frivolous pursuits like gambling and conducting every 
  aspect of their lives with solemn ritual. The dwarves wear heavy woolens 
  of muted browns and greens, with knee-length trousers and leather tunics 
  over chemise. They wear leather gloves and kerchiefs over their heads.
  Zwellaum, Dwarf Fighter/Cleric Lvl 6: HP 30; AC 1 [18]; Save 
  9 (8 vs. paralysis and poison, 5 vs. magic); CL/XP 8/800, 
  Special: Note features of stonework, darkvision 60 ft., 
  multiple attacks, parry, spells (2/2/1/1). Platemail, shield, war 
  hammer, holy symbol.
  hex crawl chronicles
  
  11
  0306. 
  Those entering this otherwise pleasant valley hear a terrible noise like 
  the shrieking of a thousand harpies. The noise issues forth from a great 
  engine crafted by the dwarves in the image of a shovel tusker (a prehistoric 
  relative of the elephant) with drowsy eyes. The engine is about 20 feet long 
  and 14 feet tall, with four wide legs with claws that dig into the ground 
  and an extended jaw that digs into the earth. The soil and ore falls into 
  the interior of the machine where it is sorted by a team of dwarves, their 
  leader Orrack operating the machine. That which is rejected is dumped 
  from the machine’s neck to the ground below. The dwarves have cleared 
  about 3 acres of land and discovered about 15 pounds of gold ore.
  0309. 
  The tall granite cliffs here are a mere illusion, hiding a great manse 
  of the stone giants. Once the masters of the coast and possessed of an 
  advanced civilization, the stone giants have been reduced to a primitive 
  state, though they retain some of their old power. The clan that lives in 
  the caves that riddle these cliffs number 24 adults, seven gangly children, 
  three cave bears and three elders called Cam, Muth and Oroc. The interior 
  of the caves is decorated with cave paintings and carvings that harken 
  back to the glorious civilization of the stone giants. Hidden in the caves 
  are about 1,000 gp worth of pelts and hides, eight large clay vessels 
  containing hard cider (60 gallons, 500 lb in each, worth 2 sp/gallon), a 
  large crate containing jugs of molasses (10 jugs, 3 lb each, worth 30 gp 
  each), 4 gp/1,270 sp, 11,630 gp and 500 pp, most of it in triple-sized discs 
  stamped with images of vines and beetles – the coinage of the ancient 
  stone giants.
  Cave Bear: HD 7; AC 6 [13]; Atk 2 claws (1d6+1), 1 bite 
  (1d10+1); Move 12; Save 9; CL/XP 7/600; Special: Hug.
  Stone Giant: HD 9+3; AC 0 [19]; Atk 1 club (3d6); Move 12; 
  Save 6; CL/XP 10/1400; Special: Throw boulders.
  Elders: HD 9+3; AC 0 [19]; Atk 1 club (3d6); Move 12; Save 
  6; CL/XP 10/1400; Special: Throw boulders, cast spells as 6th 
  level magic-users.
  0411. 
  A lodge of three giant beavers has created a lake here behind a massive 
  dam. The lake now covers a small hamlet of woodsmen who have had to 
  retreat to Fort Naomith [1015]. The hamlet had a stone church with a cellar 
  that contained a large, round crystal that apparently held the preserved eye 
  of the demi-goddess Thian the Night, a queen among night hags long ago 
  defeated in combat by the paladin Caoline. The orb has been stolen by 
  sprites and is now held in their cave lair in the hills. The crystal acts as a 
  crystal ball capable of possessing its user.
  Sprite: HD 1d6; AC 4 [15]; Atk 1 short sword (1d3) or short 
  bow (1d4); Move 12 (F24); Save 18; CL/XP 2/30; Special: 
  Sleep arrows, speak with animals, spells (detect invisibility, 
  invisibility (self)), magic resistance (25%).
  0424. 
  The orcs of the Bleeding Eye tribe dwell on this floodplain, digging 
  their lairs into rocky promontories. In all, there are three orc villages in 
  the hex, each housing 1d4 x 100 orcs. Two of the villages are commanded 
  by sub-chiefs with 4 HD while the third is commanded by the great chief 
  Vilax, a canny old orc with 7 HD and a +1 throwing axe that inflicts 
  double damage against plant creatures and splits small to medium sized 
  trees when it hits them. The orcs keep vicious wolves as guard animals 
  and for their hunts. They are expert metal workers, wearing ring armor 
  and chainmail and carrying all manner of spears, axes and pole arms.
  Vilax: HD 7 (30 hp); AC 1 [18]; Atk 1 weapon (1d8+1); Move 
  6; Save 9; CL/XP 7/600; Special: None. Platemail, battleaxe.
  0426. 
  A small monastery of dark gray stone is inhabited by men known as 
  the Bald Friars. The friars worship a leather-bound tome that purportedly 
  contains a conversation between an angel and demon on the nature of 
  the cosmos. The friars are staunchly neutral. They got their nickname by 
  shaving their bodies of all hair, including eyebrows. They dye their bodies 
  in vegetable dyes based upon their “level of enlightenment” within their 
  religious community and wear leather armor under black, hooded robes. The 
  monastery contains a courtyard that is a natural cranberry bog decorated with 
  weathered wooden totems bearing angel and demon shapes sticking out of 
  the water, as well as wooden posts that allow one to traverse the bog without 
  getting wet. Beneath the monastery there are catacombs that provide access 
  to a subterranean river from which kobold slaves extract platinum ore. The 
  abbot is a man named Thost whose skin is dyed aubergine.
  Thost, Cleric Lvl 8: HP 31; AC 1 [18]; Save 8 (6 vs. paralysis and 
  poison); CL/XP 9/1100; Special: Banish undead, spells (2/2/2/2/2). 
  Platemail, shield, mace, throwing hammer, holy symbol.
  0503. 
  A pass through the Aderumdoc Mountains here holds a weird town – a 
  holdover from the days before the Sea Lords came to the Pirate Coast and the 
  land was still occupied by small bands of exiles from the south. Nicknamed 
  “Helltown” by the Sea Lords, they avoid it, for it is a wicked place.
  Helltown is occupied by about 50 southmen and their servants and 
  slaves, which increase the total population to 300. The town stands astride 
  a swift stream of white water that tumbles into the lowlands below. It 
  consists of numerous buildings constructed from dark gray stone. The 
  buildings are square and uninspired and many have black poles at the 
  corners hung with multi-colored streamers. These buildings are divided 
  by wide boulevards clad in reddish tile. The intersections contain fire pits 
  tended by slaves and kept burning all day and night with weird oils and 
  wood gathered from the highlands and bodies of spent slaves and prisoners. 
  The land around Helltown is planted with hedges of blackberries, fields 
  of mandragora root and gardens of ritual herbs. These gardens are tended 
  by slaves taken from the surrounding country and overseen by hobgoblins 
  armed with staves and daggers.
  Some of the buildings are taller than others and occupied by the 
  olive skinned people who dominated the coast after the fall of the stone 
  giants. These towers consist of a subterranean slave pit/dungeon, a work 
  chamber, a room for summoning demons, a library and laboratory and, at 
  the top, the living quarters of the tower’s owner, invariably a magic-user 
  of level 4th to 7th. These magic-users have servants that include goblins 
  in black waistcoats and powdered wigs, imps, homunculi and men and 
  women in ornate chains. Each of these magic-users has a unique patron 
  demon from whom they draw their power, and they are locked in unending 
  machinations against one another.
  A deep depression in the middle of the town is filled with spongy, 
  black ground and surrounded by a number of obsidian pylons carved with 
  demonic faces. Speaking the correct words causes these faces to spew 
  forth gases that alter emotions, cause hallucinations and madness.
  0507. 
  There is a large structure here, a mound first constructed by the ancient stone 
  giants and then fortified with stone by the dwarves, who used it as a temple. 
  The dwarves constructed a shaft about 100 feet deep to hold their cubical idol 
  of Mother Rock at the bottom. This idol still exists, but the mound is now used 
  by a college of druids, who have sealed the holy shaft with a bronze grate. The 
  druids are stocky men and women with olive skin and platinum blond hair. 
  They wear white robes over leather armor and carry long, curved swords. The 
  druids resent the arrival of the Sea Lords and hate the damage the humanoid 
  tribes do the woods. In revenge, they are growing a crop of mandragoras that 
  they intend to turn into ogre-sized brutes. With these creatures they will drive 
  the humanoids and Sea Lords from the region.
  Mandragora: HD 1; AC 3 [16]; Atk 2 tentacles (1d4); Move 12 
  (B9); Save 17; CL/XP 3/60; Special: Constrict, light blindness, 
  resistance to fire (50%), magic resistance (10%)
  The Pirate Coast
  
  12
  hex crawl chronicles
  Druid: HD 4; AC 9 [10]; Atk 1 (1d6 or weapon or spell); 
  Move 12; Save 13; CL/XP 6/400; Special: Shape change, 
  cast spells as 6th level druid.
  0514. 
  A lodge of sod and stone rests upon a hill surrounded by beeches 
  that buzz with hornets. A small chimney in the lodge releases a thin 
  wisp of smoke. The lodge is the dwelling of three deer women, 
  sisters as ancient as the Pirate Coast who keep its lore and sing its 
  tales. They are willing to share their stories with those who have 
  stories to give in return. Their only treasure is a collection of ten large 
  spears of white oak with heads of silver.
  Deer Women: HD 2; AC 5 [14]; Atk 1 touch (save or 
  sleep); Move 18; Save 16 (14 vs. magic); CL/XP 3/60; 
  Special: Spells (charm person, irresistible dance).
  0519. 
  On a headland jutting into a placid river there is a small structure of 
  white stones – an artful pile more than an actual structure. Inside the 
  structure there dwells a pitiable creature, a massive white worm with the 
  eyes of an elf. The worm cannot speak, but it understands all languages 
  and can imbue any person with any magic-user spell, provided they 
  bring it a pound of grave dirt from a freshly buried maiden.
  0522. 
  There is a ceremonial mound here dedicated to the gods from beyond 
  the stars. The mound is 30 feet tall, 40 feet wide and 90 feet long. Atop 
  the mound there is traced out the form of what appears to be a salamander 
  outlined in chalk and white stones. Any use of magic-user spells atop the 
  mound causes the entire object to shift into the ethereal plane, dropping 
  anyone on the mound 60 feet into a freezing subterranean lake. The fall 
  is surprisingly slow, as though the molecules of earth only hesitantly 
  leave the material plane. The fall inflicts only 2d6 points of damage.
  The shores of this lake, which is about 500 feet in diameter, is populated 
  by weird men and women with pallid skin and matted hair decorated 
  with phosphorescent fungus picked from the cave walls. The people are 
  emotionless and almost zombie-like, and live off of the electric eels and 
  small shellfish in the shallow waters. All of these people are sorcerers, 
  invoking the names of their alien gods to powerful effect, and risking (5% 
  chance) being consumed by the alien energies each time they do so.
  Alien God 
  Invoked
  Effect
  Aulabotepha
  Confusion, for Aulabotepha is the god of 
  falsehood who takes the form of a white ant 
  with human eyes
  Gnothor
  Animate dead, for Gnothor is the god of death 
  who takes the form of a hairless rodent with 
  lemon-yellow skin and eyes of deepest blue
  Iskehot
  Baleful curse, for Iskehot is the terrible god 
  of fate who takes the form of a black cat-thing 
  wreathed in moaning souls
  Krlh
  Shield, for Krlh is the goddess of war, who 
  takes the form of a pseudo-female with six 
  arms, eight legs and twelve heads with serpent 
  tongues and obsidian alicorns jutting from their 
  skulls
  M’harsao
  Lightning bolt, for M’harsao is the god of eels 
  who takes the form of a monstrous eel
  Yudegostho
  Lower water, for Yudegostho is the god of the 
  lake who takes the form of a great octopus with 
  tentacles tipped with human faces that contort 
  and scream
  
  13
  0529. 
  An ancient abandoned prison stands here, dominating the landscape. 
  The prison was constructed by the stone giants, and thus sized for giants. 
  It is constructed of gray stone and has a single entrance blocked by two 
  thick portcullises of steel. The prison consists of a tall, round building 
  of four stories (20-ft tall each) lined with cages. There is a central guard 
  tower in the middle of this larger tower and the floor of the large tower is 
  actually a treadmill, meant to work the energy out of prisoners. The prison 
  is now roamed by a few random jellies and giant rats. The only sentient 
  inhabitant is the spectre of a stone giant murderer named Verc. Turning 
  the treadmill requires 36 people, twelve horses or six oxen. It does nothing 
  useful.
  Verc: HD 7; AC 2 [17]; Atk 1 spectral touch (1d8 + level 
  drain); Move 15 (Fly 30); Save 9; CL/XP 9/1100; Special: Drain 
  2 levels with hit, immune to non-magical weapons.
  0601. 
  The Aderumdoc Mountains here are home to a heavily fortified 
  monastery of uneven copper-colored stones. The monastery is constructed 
  atop a mountain and can only be reached by climbing sheer, 100-ft cliffs. 
  Few ever make it to the summit. The monastery has no doors and open 
  windows, allowing the elements free access to all but the innermost 
  sanctum of the temple, where sits the abbess, Zumba the Prime, in quiet 
  meditation. The brothers of the monastery call themselves Zarathustrans, 
  and believe they have moved beyond humanity. They are emotionless and 
  logical, spending their days in drug-induced meditation and the purging 
  themselves of the fumes of the black lotus through exercise and martial 
  training. 
  The monks number 10 postulants (1st level monks) and three brothers 
  (3rd level monks). The abbot is Zumba the Prime, a gaunt man with a 
  high forehead and shaved head. The monks keep a treasure of 2,000 sp, 
  1,885 gp and three gemstones – obsidian (200 gp) and two smoky quartz 
  (10 gp). 
  Zumba the Prime, Monk Lvl 11: HP 32; AC 0 [19]; Save 5; CL/
  XP 10/1400; Special: Weaponless damage (3d8+1), two 
  attacks per round, weapon damage +5, move 22, deadly 
  strike (75% stun, 25% kill), only surprised on 1 in 6, deflect 
  missiles, climb walls 95%, delicate tasks 80%, hear sounds 
  6 in 6, hide in shadows 85%, move silently 90%, open locks 
  85%, slow fall any distance, speak with animals, mastery of 
  silence, mastery of mind, mastery of body, mastery of self, 
  oneness with self. Spiked gauntlets (1d4 damage), brass 
  medallion worth 155 gp.
  Zarathustran Brother, Monk Lvl 3: HP 8; AC 7 [12]; Save 13; 
  CL/XP 2/30; Special: Weaponless damage (1d6), weapon 
  damage +1, move 14, deadly strike (75% stun, 25% kill), 
  only surprised on 1 in 6, deflect missiles, climb walls 87%, 
  delicate tasks 25%, hear sounds 4 in 6, hide in shadows 20%, 
  move silently 30%, open locks 20%. Spiked gauntlets (1d4 
  damage).
  Zarathustran Postulant, Monk Lvl 1: HP 3; AC 9 [10]; Save 
  15; CL/XP B/10; Special: Weaponless damage (1d4), move 
  12, deadly strike (75% stun, 25% kill), only surprised on 1 in 6, 
  deflect missiles, climb walls 85%, delicate tasks 15%, hear 
  sounds 3 in 6, hide in shadows 10%, move silently 20%, open 
  locks 10%. Spiked gauntlets (1d4).
  0605. 
  There is an old trail here, the soil pounded into stone by the action 
  of dwarf mallets, feet and their iron-shod ponies over the centuries. The 
  trail is often quite narrow, and every few miles there is a tree with a 
  secret entrance into a root cellar holding long, purple tubers that taste 
  of cinnamon, casks of pale ale and mead and various supplies like rope, 
  leather sacks and torches.
  The trail finally pierces a narrow gap in the Aderumdoc Mountains. 
  The cliffs to either side of the trail stand 40 feet tall, and are in fact watch 
  towers hollowed out by the dwarves and pierced with arrow slits so 
  cleverly hidden as to be almost invisible to non-dwarves. The watch towers 
  are usually manned by 1d6+4 dwarves each armed with crossbows, hand 
  axes and long spears. The watch towers can only be entered from tunnels 
  that run beneath the trail, tunnels that lead to the dwarf fortress-butte of 
  Zimony located to the west of the area depicted on the enclosed map.
  0610. 
  These wooded hills are haunted by a strange man, maybe a spirit of 
  the woods, who appears as an aged man, long and lank with a wondrous 
  beard and mustache of silver and chestnut and buck teeth through which 
  he whistles a merry tune. The man wears a slouch hat of burled ivory felt 
  and a gray suit of clothes – cloak, trousers and buttoned tunic. Wandering 
  monster encounters in this hex are always with this man, who seems to act 
  towards a goal that is incomprehensible to others. He is usually friendly to 
  helpless strangers, but randomly guides them back towards civilization or 
  deeper into the mysterious woods. He is an expert riddler and a stern task 
  master who can, with a month of intensive training, put a person onto the 
  path of the druid or ranger with ease (i.e. can train people to be 1st level 
  rangers or druids and bestows them a +10% bonus to earned experience 
  points for one level). He also knows everything there is to know about the 
  wooded hills (locations, personalities, etc.), but shares his knowledge only 
  with folk he has taken a liking to.
  Bearded Stranger: HD 12 (70 hp); AC 6 [13]; Atk 1 hickory 
  staff (1d6 or weapon or spell); Move 15; Save 3; CL/XP 
  14/2600; Special: Shape change, command plants and 
  animals, raise or quell storms and winds, foretell the future in 
  rhyme, cast fire, water, air and earth spells (cleric, druid or 
  magic-user) each once per day as a 12th level caster.
  0631. 
  Nin are furry humanoids about 4 feet in 
  height with sleek, dark brown fur. Their 
  heads resemble those of seals or otters, 
  but they have four beady, black eyes. 
  Nins are extremely fast, and each 
  round can make two attacks and 
  take two moves. Nin warriors 
  rarely wear armor. They carry 
  long daggers and slings. A 
  band of 30 of the creatures 
  dwells here in woven huts 
  sitting crane style on posts 
  driven into the mud.
  The nin are famous as thieves 
  and shysters, but are well 
  regarded for the mystic beers 
  they brew from the bark of 
  swamp trees. These beers 
  can either return 1d4 hit 
  points to injured people 
  or grant visions about the 
  future. The band is led by 
  an aged female called Pith, 
  who wears a patchwork 
  cloak of brilliant blue 
  hues and carries a crooked 
  walking stick.
  Nin: HD 1d6; AC 3 
  [16]; Atk 1 bite (1d4) 
  and 1 weapon (1d4); 
  Move 24; Save 17; CL/
  XP 1/15; Special: Extra 
  attack, mystic beer, 
  surprise (3 in 6).
  The Pirate Coast
  
  14
  0711. 
  A snoot of ten orcs with pointed helms, cleaver-like axes and crossbows 
  is operating here as highwaymen, relieving passing merchants of their 
  valuables and then sending them along (except for the few who were 
  chosen to be dinner). The orcs have amassed a small treasure consisting 
  of a brass compass, 3,400 cp and a bill of sale that guarantees the delivery 
  of 2,000 gp worth of topaz from the dwarves of the Granite Teeth tribe 
  [0801]. 
  0715. 
  Fat Sanan is a fur trader living in a small trading post in the woods. 
  The post consists of a blockhouse surrounded by a wooden stockade with 
  walls about 15 feet tall. The stockade encompasses about one acre of land. 
  Sanan is an ex-pirate and a working smuggler, as well as a card cheat 
  and a back stabber. He is married to Avena, an elf woman with a crooked 
  smile. As pretty as she is, in that elusive, almost unnerving elf way, Avena 
  is as untrustworthy as any creature that has ever lived. Fat Sanan has two 
  locked chests containing about 500 gp worth of pelts and furs and a store 
  full of ordinary supplies. His most prized possession in buried in the yard 
  underneath a barren of rainwater. This is an oddly shaped stone that was 
  chipped from the first human temple in the world. It is kept in a small clay 
  jar filled with salt and sealed with straw and wax. In the hands of a cleric, 
  the stone increases their level in terms of spell casting and turning undead 
  by three.
  Fat Simon, Thief Lvl 6: HP 17; AC 7 [12]; Save 11 (9 vs. 
  devices); CL/XP 5/240; Special: Back stab x3, climb walls 
  90%, delicate tasks 35%, hear sounds 4 in 6, hide in shadows 
  30%, move silently 40%, open locks 30%, read languages, 
  read magic writings. Leather, daggers (2), garrote, short 
  sword, short bow, thieves’ tools.
  Avena, Elf Thief Lvl 4: HP 7; AC 7 [12]; Save 12 (10 vs. 
  devices); CL/XP 3/60; Special: Darkvision 60 ft., find secret 
  door on 4 in 6, immune to paralysis from ghouls , back stab 
  x2, climb walls 88%, delicate tasks 30%, hear sounds 4 in 6, 
  hide in shadows 25%, move silently 35%, open locks 25%, 
  read languages, read magic writings. Leather armor, short 
  sword, dagger, darts (5), thieves’ tools.
  0721. 
  On a windswept plain there stands a statue of a hawk-nosed man with a 
  sneering mouth. The statue is carved from basalt and looks unfinished. It 
  has been painted in places with red and white paint, and around the base 
  there are dried gibbets of meat and humanoid organs left as offerings. The 
  statue has four drums at his feet, carved from the stone but having skins of 
  dragonhide and thus playable as actual drums. The drums contain the Four 
  Terrible Winds of the Black God – ancient spirits that can be released only 
  by playing the four drums in unison for four days and nights. Requires 
  four successive constitution checks at cumulative daily penalties of -2 (i.e. 
  -2 on the first day, -4 the second, etc.)
  The drumming attracts the local humanoids, which flock to the statue 
  to watch the spirits be unleashed. Bands of goblins (1d30+30), orcs 
  (1d20+25) and hobgoblins (1d20+15) all come to the ritual, taking 1d4 
  days each to make it there.
  Once released, the spirits emerge from the drums, which tear open. 
  Each spirit looks like an animal and rushes from the drum like a wind. 
  The Wolf Wind streaks south, blighting crops and withering trees. The 
  Buzzard Wind streaks to the east, rousing the people to war. The Rat Wind 
  streaks north, stirring men and women to kill their neighbors and making 
  murderers of them. The final wind is the White Rabbit Wind, who streaks 
  to the west and carries with it joy, hope and prosperity. 
  Each spirit travels many miles and then roosts in a single hex. The 
  effects of the winds persist until all four of the spirits are chained in iron 
  and carried back to the statue and sealed in their drums with dragon hides 
  prepared by a druid of at least 9th level. If destroyed, a spirit simply 
  reappears one week later.
  Wolf Wind: HD 15; AC 5 [14]; Atk 1 bite (2d6+1); Move 18; 
  Save 3; CL/XP 16/3200; Special: Breathe frost (1/turn), double 
  damage to Lawfuls,+1 or better weapon to hit, magic 
  resistance (45%), immune to cold and fire.
  Buzzard Wind: HD 12; AC 6 [13]; Atk 2 claws (2d8), 1 bite 
  (2d6+1); Move 3 (F20); Save 3; CL/XP 13/2300; Special: 
  Double damage to Lawfuls, +1 or better weapon to hit, 
  magic resistance (30%), immune to cold and fire.
  Rat Wind: HD 9; AC 6 [13]; Atk 2 claws (1d6), 1 bite (2d6); 
  Move 12; Save 7; CL/XP 9/1100; Special: Cause disease 
  (mummy rot) with bite , double damage to Lawfuls, +1 or 
  better weapon to hit, magic resistance (15%), immune to 
  cold and fire.
  White Rabbit Wind: HD 9; AC 6 [13]; Atk 2 claws (1d6), 1 
  bite (2d6); Move 12; Save 7; CL/XP 9/1100; Special: Double 
  damage to Chaotics, +1 or better weapon to hit, magic 
  resistance (15%), immune to cold and fire.
  0727. 
  In a clearing there is a wide oak stump. Sitting on the stump there is 
  a smallish Albian with a creased face and lank auburn hair. The man is 
  eating an apple and smoking a plain, wooden pipe. He is intently studying 
  a large, leather-bound book in which he has drawn, in colored inks, the 
  human anatomy. While the man scratches his head, a female elf in the 
  garb of a woodsman and with a terrible bite wound on her side winces in 
  pain on the ground beneath his feet. Her wound is bandaged, and as she 
  moans in pain the man clicks his tongue and tells her to be patient, for 
  the differences in human and elf anatomy could prove fatal if he does not 
  take care.
  Inber, Leech Lvl 6: HP 16; AC 7 [12]; Save 0 (+1 vs. disease 
  and poison); CL/XP 6/400; Special: Leechcraft (comrades 
  have x2 normal healing and +1 to save vs. poison and 
  disease), chirurgery (as turn undead, save against number 
  of dice of healing he wants to apply to patient; success 
  means the healing occurs, failure means he inflicts 1d6 
  damage), surgeon’s precision (-3 to hit for double damage 
  vs. humans, elves and orcs); Special: Leather armor, daggers 
  (3) ,darts (10), leechs’ tools, bandages, unguents and tonics, 
  leechbook.
  Thrista, Elf Fighter/Magic-User Lvl 4: HP 11; AC 9 [10]; Save 11; 
  CL/XP 4/120, Special: Darkvision 60 ft., find secret door on 4 
  in 6, immune to paralysis from ghouls, multiple attacks, parry, 
  spells (3/2). Longsword, hand axe, darts (8), long bow.
  0730. 
  An ancient dome first constructed by the stone giants stands near a 
  stream on a swampy lowland. The dome was an arena of sorts of the stone 
  giants, where gladiatorial combat was conducted between rivals in love 
  and between athletes and cave bears. The dome can be entered via two 
  gates – one on the south and one on the north of the structure. The gates 
  are barred by portcullises (wizard locked). These gates open onto tunnels 
  that lead to the arena floor and also branch off into a tunnel that runs 
  the perimeter. This perimeter tunnel allows access to the bleachers via 
  staircases and to the tunnels underneath the arena that are now flooded.
  The arena is now inhabited by a crooked old lich called Humladil the 
  Horrid, a member of the ancient stocky race that once dwelled in the 
  highlands in caves far from the stone giants. Humladil is skeletal, but has 
  a droopy gray mustache and a cracked skull. He keeps a pack of mountain 
  lions as guardians, allowing them to hunt in the hex but summoning them 
  back each night to patrol the arena. The flooded tunnels contain a secret 
  chamber wherein is hidden the lich’s phylactery, a large diamond worth 
  7,500 gp.
  The lich’s treasure consists of 1,100 gp, a whalebone quill (100 gp), 
  an alabaster statuette of a pretty maid preparing for a bath (50 gp), a 
  hex crawl chronicles
  
  15
  tarnished golden lamp (10 gp), a heavy copper torc intended for a stone 
  giant (30 gp), a white pine short bow and a grimoire with a cover of dark 
  aqua-colored leather. The lich keeps it stacked in a dozen small caches 
  in the walls, each one trapped with a scything blade designed to take off 
  a person’s hand. Those who reach into a cache for the coins must pass a 
  saving throw or suffer 1d6 points of damage. Those who fail the saving 
  throw by more than 10 points lose their hand.
  Humladil’s grimoire contains the following spells: 1st - Charm person, 
  magic missile, read languages, shield; 2nd – Darkness, invisibility, knock, 
  strength; 3rd – Dispel magic, haste, hold person, monster summoning I, 
  slow; 4th – Confusion, dimension door, polymorph self; 5th – Cloudkill, 
  feeblemind, teleport, wall of stone; 6th – Monster summoning VI.
  Humladil the Lich: HD 12 (52 hp); AC 0 [19]; Atk 1 hand (1d10 
  + automatic paralysis); Move 6; Save 3; CL/XP 15/2900; 
  Special: Appearance causes paralytic fear, touch causes 
  automatic paralysis, spells as 12th level magic-user..
  Mountain Lion: HD 5; AC 6 [13]; Atk 2 claws (1d4), 1 bite 
  (1d8); Move 12; Save 12; CL/XP 5/240; Special: None.
  0801. 
  This hex is the range of a sycorex (a prehistoric flying lizard just slightly 
  smaller than a black dragon) the local dwarves call Andlat. The beast 
  perches atop the tall, fang-like mountains of granite that rise in this hex, 
  their lower slopes being covered with scrub oak, dandelions, bloodroot 
  and jack-in-the-pulpit. The dwarves of the mountains dwell in deep caves 
  in clans of 1d6 x 5 individuals. The dwarves of the Granite Teeth tribe 
  are known to be extremely clannish and wary of outsiders. They are often 
  called “bluddwergs” by other dwarves because of their almost uniformly 
  red clothing, dyed in the sap of the bloodroot. The dwarves hunt the small 
  mammals and birds in the area, dig up grubs and roots and mine their 
  caves for topaz, which they trade via the subterranean trade routes to other 
  dwarves for supplies. They brew dandelion wine, dandelion coffee and 
  root beer, all of which find a ready market among the other dwarves of the 
  mountains and the Sea Lords of the coast. The women of the dwarf clans 
  are well versed in natural magic and the art of medicinal herbs, having the 
  ability to cast spells as druids of 1st to 3rd level. Encounters in this hex are 
  always with either the sycorex (75%) or the dwarves (25%). When out in 
  the open, the dwarves are armed with axes or picks and carry short bows. 
  Their arrows are dipped in bloodroot sap and cause burning pain (-1 to AC 
  and to hit) unless a victim saves vs. poison.
  Sycorex: HD 5 (22 hp); AC 2 [17]; Atk 2 claws (1d4), 1 bite 
  (2d8); Move 9 (Fly 24); Save 12; CL/XP 7/600; Special: Shriek
  0804. 
  These grassy highlands are now only inhabited by vicious rock weasels 
  (encountered in groups of 1d3 on a roll of 1-3 on 1d6) and the prairie 
  cockatrice (encountered alone on a roll of 1 on 1d6). The rock weasels, 
  immune to the cockatrice’s bite, prey on the creatures, keeping their 
  population relatively low. About 20 years ago the villagers who grazed 
  sturdy goats on the grass had to flee when petroleum began bubbling up 
  to the surface and forming slicks in the low areas of the hex. A few ruined 
  villages dot the hex – collections of a few toppled huts and wooden pens 
  for the livestock.
  Giant Rock Weasel: HD 4; AC 2 [17]; Atk 1 bite (2d6); Move 9; Save 
  13; CL/XP 5/240; Special: Stone breath.
  0808. 
  At the crossroads of two well-worn trails there is an old roadhouse 
  built of red bricks. The inn measures two stories tall, with thick windows 
  of yellowish glass and a front door painted a cheery blue. The inn is 
  surrounded by shaggy clumps of lavender and there are beehives behind 
  the building buzzing with activity (and frequently drawing the attention 
  of the local werebears – there is 1 in 12 chance per visit that the hives are 
  under attack).
  The roadhouse is owned by Adwen, a lovely woman with a reputation 
  for her hospitality and her skill in medicine. Adwen has a staff of five 
  living in the roadhouse with her, all ex-warriors that have retired to the 
  roadhouse. Their mistress is a foxwere that has the warriors (3rd level 
  fighters) under her control. While she is not especially sinister, she has 
  sent her men into the wilderness to play the role of highwaymen when she 
  takes a shine to something owned by one of her guests. Otherwise, she 
  plays the perfect hostess – engaging, charming and keeping an excellent 
  table. In her cellar she has casks of ale, mead and cider, all manner of dried 
  herbs, sides of venison taken by her warriors in the woods. 
  In a pretty, locked cabinet she keeps vials and jars of honey infused with 
  medicinal properties. When drizzled on bread and consumed, the honey 
  can cure up to 1d4 points of damage or has a 35% chance to cure normal 
  diseases and a 15% chance to cure mummy rot. When mixed with water 
  and applied to the eyes, it has a 65% chance to cure blindness. Adwen 
  happily sells her preparations at the price of 50 gp per jar. She keeps 
  1d4+1 jars in her cabinet. She has a treasure of 400 sp and 165 gp.
  Foxwere: HD 3 (14 hp); AC 3 [16]; Atk 1 bite (1d4) or weapon 
  (1d6); Move 15; Save 14; CL/XP 5/240; Special: Charm gaze, 
  only harmed by silver weapons, surprise (2 in 6).
  0812. 
  A pack of seven worgs has made a lair for itself in a cave beneath a 
  large oak tree. The worgs are mercenaries, sometimes working with the 
  local goblins to raid and plunder. The worgs hunt in this hex and the hexes 
  surrounding it. In this hex, encounters with them occur on a roll of 1-4 on 
  1d6. In the surrounding hexes, encounters occur normally. 
  Worg: HD 4; AC 6 [13]; Atk 1 bite (1d6+1); Move 18; Save 13; 
  CL/XP 4/120; Special: None.)
  0818. 
  The river here is crossed by a stone bridge with a wooden canopy. The 
  entrances on either end are carved with images of squirrels, acorns and 
  owls, and sprigs of mistletoe hang over the entrances. The banks of the 
  river are overhung with moody, swaying trees and the listless river seems 
  to claw at its banks and hiss at the approach of people. The bridge is rarely 
  crossed, for it is haunted by the phantom of a child with cruel eyes and 
  wrapped in a long cloak. 
  The child was called Infre, and was the issue of a magic-user of 
  questionable sanity and a demon. After poisoning several playmates, 
  Infre was chased to the river and killed by an arrow in the back from a 
  local hunter. Infre’s body shriveled unnaturally and his bones were placed 
  within the stonework of the bridge, was then under construction. His 
  presence as a phantom has made the bridge unusable to most folk in the 
  area, though some of the braver traders attempt crossings when there is a 
  great deal of money at stake.
  Phantoms are translucent spirits of creatures that died a particularly 
  violent death. They have no attack form other than causing fear by their 
  malevolent gaze, the fear striking any living creature within 30 feet of it 
  that fails a saving throw. Affected creatures flee in terror for 1d6 rounds. 
  A phantom is immune to all attack forms but can be destroyed through the 
  casting of dispel evil.
  0823. 
  These woodlands are haunted by creatures that look like tall, beautiful 
  human beings wearing shaggy clothing made from pine boughs and 
  carrying long-handled axes. The creatures are as tall as their surroundings 
  – thus up to 100-feet tall around very tall trees and as small as blades of 
  grass in meadows. The creatures, who call themselves the gallwaggu, are 
  mischievous and often vengeful if they feel themselves mistreated. They 
  don’t appear to have lairs, simply sleeping where they take a fancy and 
  dining on whatever creatures cross their paths, animal, human or otherwise.
  Gallwaggu: HD 8 (1 hp/HD if tiny, 8 hp/HD if tall); AC 6 [13]; 
  Atk 1 strike (1d4 + hp/HD); Move 12; Save varies; CL/XP 
  varies; Special: Change height.
  The Pirate Coast
  
  16
  1002. 
  There is a village of leather tents here, located atop a craggy hill 
  covered with hemlock. The village is inhabited by fifty shaggy men and 
  their fifteen wives and thirty children. The women of the tribe are hairless 
  and terribly thin. They wrap themselves in buckskin robes and huddle 
  by the camp fire, whispering chants to curse their enemies. The men 
  are rambunctious and crude, wielding clubs and stone axes. Their prey, 
  human or animal, is skinned, the meat cut away and the fat rendered into 
  bits of tallow that the men then chew upon during the day as a modern 
  person might chew gum.
  Shaggy Men: HD 3; AC 6 [13]; Atk 1 weapon (1d8+1); Move 
  12; Save 14; CL/XP 3/120; Special: Surprise on roll of 1-3 on 
  1d6.
  1006. 
  Mother of pearl coats the interior of a winding cave that spirals 
  downward into the ground. The spiral tunnel has many small branches 
  burrowed into its sides. These burrows were dug by kobolds – many 
  different broods that hate one another and compete for the meager supply 
  of tourmalines in the granite and schist.
  At the bottom of the spiral there is a large, empty throne room where 
  once sat Florius the Kobold King before he angered those spirits that lurk 
  beyond the veil. Florius is now a great mass of wriggling flesh that shifts 
  and mutates before one’s eyes. Five handmaidens surround the thing that 
  was Florius. They wear green robes and alternately fan the creature with 
  palm fronds and whip it with leather straps. The whipping is concentrated 
  on pustules that appear on the skin. As these pustules burst, thoqqua 
  fall onto the floor and rush to the walls, burrowing into and cocooning 
  themselves – a month later, they emerge as fire phantoms. Three of these 
  fire phantoms now guard the room and their father. 
  The throne room has four exits, each a broad staircase leading to a 
  large cavern that howls with angry winds. Hidden in the ceiling of each 
  passageway is a stone chest that can be lowered by pushing up on the 
  “tile” it appears to be and then releasing four steel catches. Each of these 
  chests contains 3d6 x 1,000 sp, 1d8 x 100 gp. The one in the passageway 
  leading to [A] also holds a brass belt set with olivines (worth 210 gp).
  Florius: HD 8 (40 hp); AC 3 [16]; Atk 2 claws (1d4); Move 9; 
  Save 8; CL/XP 10/1400; Special: Corporeal instability (save 
  or an amorphous mass and lose 1 point of Wisdom; new 
  save every round, if wisdom becomes 0 the transformation is 
  permanent), magic resistance (25%).
  Hand Maiden: HD 2+1; AC 7 [12]; Atk 1 open hand slap 
  (1d4); Move 12; Save 16; CL/XP 3/60; Special: Immune 
  to charms and polymorph, ESP, psychic scream (save or 
  confusion for 1d4 rounds).
  Thoqqua: HD 3; AC 1 [18]; Atk 1 slam (1d6 + 2d6 fire); Move 
  12 (B9); Save 14; CL/XP 3/60; Special: Immune to fire, double 
  damage from cold, things touched might burst into flames.
  Fire Phantom: HD 6; AC 6 [13]; Atk 1 slam (1d4 + 1d6 fire); 
  Move 6; Save 11; CL/XP 7/600; Special: Fire blast, immune to 
  fire, immolation.
  A – A band of adventurers are backed into a corner by two stone 
  leopards. A third leopard lies on the ground, shattered into three large 
  parts that still wriggle and kick. The party consists of three adventurers, 
  the barbaric warrior Ingald, the elf Thorva and Osborn the halfling. Their 
  magic-user has been torn in two and their cleric is lying in a pool of gore, 
  barely clinging to life.
  Ingald, Fighter Lvl 5: HP 25; AC 4 [15]; Save 10; CL/XP 5/240, 
  Special: Multiple attacks, parry. Chainmail, battle axe, hand 
  axe, dagger, javelins (5), short bow, 205 gp.
  Thorva, Elf Fighter/Magic-User Lvl 4: HP 9; AC 9 [10]; Save 11; 
  CL/XP 5/240, Special: Darkvision 60 ft., find secret door on 4 
  in 6, immune to paralysis from ghouls, multiple attacks, parry, 
  spells (3/2). Longsword, dagger, long bow, 90 cp, 50 sp, 154 
  gp.
  Osborn, Halfling Fighter Lvl 4: HP 27; AC 6 [13]; Save 11 (7 vs. 
  magic); CL/XP 4/120, Special: Multiple attacks, parry, +1 to 
  hit with missile weapons. Leather armor, shield, light mace, 
  dagger, sling, 8 gp, glass urn worth 165 gp and a terracotta 
  pitcher worth 3 gp.
  Stone Leopard: HD 4; AC 3 [16]; Atk 1 slam (1d8); Move 12; 
  Save 13; CL/XP 6/400; Special: Resistance to edged and 
  piercing weapons (50%), immune to magic.
  B – This cavern serves as the lair of eleven zoraks, brutish beetle men 
  with coal black carapaces and burning red eyes. Each zorak has four 
  arms, two with large, human hands and the other two with scythe-like 
  blades. The creatures sit around a pit of burning coals. They make a living 
  waylaying adventurers heading into the depths and have collected 5,195 
  sp, two pearls (worth 35 gp each) and four casks of olive oil (100 lb 
  each, worth 150 gp each) in treasure. They seek curious round lodestones 
  scattered throughout the dungeon that, when brought together, form 
  a metallic creature that moves and behaves like an ooze. This creature 
  dwells in the bottom of the coal pit.
  Zorak: HD 4+1; AC 1 [18]; Atk 2 claw (1d4) and 2 blades 
  (1d8); Move 9 (C9); Save 13; CL/XP 9/1100; Special: Immune 
  to fire, victims of blade attack must save or be disarmed.
  Lodestone Ooze: HD 10; AC 1 [18]; Atk 1 slam (1d6) or surge; 
  Move 9; Save 5; CL/XP 12/2000; Special: Surge (move at 
  double speed, opponents must save or be buried for 2d6 
  damage), iron weapons adhere to the creature with a 
  successful hit, iron weapons within 20 feet fly from people’s 
  hands (open doors roll to resist) to the creature, weapon 
  resistance (50%).
  C – The walls of this chamber are riddled with tubes that appear to be 
  composed of living, pink tissue. These wriggling tubes appear in bunches, 
  and stick about 6 inches to one foot out of the walls, but they can extend 
  up to 15 feet, attacking as a 2 HD creature. Any creature hit by one of 
  the tubes begins to be cloned in a deeper chamber. The clone is fully 
  formed in 6 rounds if the link is not broken before then, gaining a sixth 
  of the original’s abilities and levels each round. After 6 rounds, the clone 
  is fully formed and the original must pass a saving throw or have their 
  soul and being transferred into it, their own body being inhabited by a 
  demonic spirit. The tubes can be severed with 6 points of damage, but any 
  other tube attached can continue the cloning process. The room contains 
  twenty of the tubes. The clones are, of course, born naked and weaponless, 
  making ones transference into a clone a dangerous prospect.
  D – This chamber is coated with super-slick grease that drizzles from 
  the ceiling. Anyone walking in the room must pass a dexterity check 
  each round to avoid falling for 1 point of damage and potentially sliding 
  through the room in a random direction. The grease is impossible to wash 
  off, but it does wear off in one week. Until then, it attracts wandering 
  monsters, which appear on a roll of 1-2 on 1d6 made each hour.
  1010. 
   There is a large, pyramidal structure of limestone constructed here, now 
  partially obscured by tall pines. The pyramid is taller than it is wide and 
  was constructed by the ancient stone giants as a granary. The large doors 
  of the pyramid are constructed of stone and blend with the walls of the 
  pyramid and would be difficult to find if there wasn’t a ramp leading up 
  to it. Inside the pyramid, which has not been visited for some time, there 
  is about five tons of grain, much of it fermented and some of it infested 
  with ergot fungi. The stone giants ferment the grain on purpose, and they 
  find ergot fungi a pleasant and mild hallucinogen, unlike the humans, for 
  whom it is a much more powerful drug. Those eating the grain must save 
  hex crawl chronicles
  
  17
  The Pirate Coast
  
  18
  each day or be struck with insanity (as the spell).
  Opening the stone door causes the grain to rush out, potentially knocking 
  people for a loop (save or suffer 2d6 damage). As the grain pours out, 
  there is a 1 in 6 chance per round of 1d4 brain rats pouring out as well. 
  They won’t be happy about their little treasure trove being tampered with.
  Brain Rat: HD 1; AC 5 [14]; Atk 1 bite (1d2); Move 9 (C9); 
  Save 17; CL/XP 3/60; Special: Surprise on 1-3 on 1d6, brain 
  thrust 3/day (1d6 damage per point of victim’s intelligence 
  under 14), spells (ESP, confusion 1/day, feeblemind 1/day).
  1015. 
  Fort Naomith was established here at the fork in Devil’s River to guard 
  against incursions into the more populated coast, and to act as a leaping board 
  for colonizing the interior by the Sea Lords. The fort is small and composed of 
  a wooden stockade with four timber towers and a central barracks. The towers 
  are usually guarded, and scaffolding against the wall allows the archers within 
  to lay down a field of fire against potential invaders. Just outside the walls there 
  is a longhouse made of logs and sealed with moss and dried mud; a combination 
  tavern and trading post popular with the troops and with adventurers heading 
  into the interior. The surrounding countryside is populated by a few bands of 
  prospectors and miners, for the land is rich in iron and silver. Ancient kobold 
  mines already dot the area, and many are still inhabited by the vile little 
  creatures. The fort is commanded by Dudoga, a scholarly warrior interested in 
  botany appointed to his position by the lord mayor of Amistie [1615]. Dudoga is 
  a portly man, analytical and self-effacing, with long, thick, blond hair and gray 
  eyes. He commands ten light horsemen and ten longbowmen.
  1025. 
  An angry river flows through this hex, interrupted with smooth, red 
  stones and caressed by black willows. Angry is not just a descriptive 
  term for the river rapids, but a fact, for the river is possessed by angry 
  spirits of woodland creatures and fey killed without the killer asking for 
  forgiveness. Anyone drinking from the river must pass a saving throw or 
  become angry and vengeful themselves for an entire day. If that drinker 
  has killed an animal or fey in the woodland without asking its forgiveness, 
  the water burns their throat as a deadly poison.
  1030. 
  Nestled among the crooked trees and shallow pools of the swamp is 
  the smuggler’s paradise, Rogues’ Harbor. Rogues’ Harbor is constructed 
  around a deep pool that connects to the sea via a maze of deep channels 
  that can be sailed by shallow draft boats like galleys. The necessary charts 
  are made available to pirates of thoroughly suspect character who come 
  across with a sizable donation to agents stationed in the major settlements 
  of the region. The charts must be memorized over the course of one night 
  and are then destroyed.
  The village is populated by about 50 permanent residents, but the arrival 
  of one or more crews can double the population. The settlement consists of a 
  couple dozen timber buildings camouflaged with hanging moss and creeping 
  vines. Among the population are rope-makers, coopers, a full service smithy, 
  five taverns, two carpenters and an alchemist, Almar, who was forced to the 
  quiet village in the middle of the night under hot pursuit by the local authorities 
  from the nearby town of Slakethirst. 
  Almar, quite naturally, lives a bit apart from the others, but his 
  concoctions and elixirs are highly valued by the pirates. Even more valued 
  are his vat-grown women, beauties all with only minor flaws that are 
  usually hidden when physical or ignored when mental. Almar’s women, 
  as they are called, can be found lounging on his portico, dipping their 
  toes in the water and cooling themselves with feathered fans when not 
  negotiating a deal with an amorous visitor.
  There is no particular law in Rogues’ Harbor, but entrance into the place 
  assumes agreement to a binding truce made before an altar of Alamia, the 
  sea demoness, who representative priestess, Wolda, is not to be trifled with.
  Wolda, Cleric Lvl 7: HP 24; AC 3 [16]; Save 9 (7 vs. paralysis 
  and poison); CL/XP 8/800; Special: Banish undead, spells 
  (2/2/2/1/1). Chainmail, shield, mace, sling, holy symbol.
  1114. 
  The trees in his hex contain a number of dreys (i.e. squirrel nests) 
  belonging to giant killer squirrels. Each drey is a large conglomeration 
  of sticks and twigs set high in the trees. The squirrels have a dim, 
  cunning intelligence, and they are capable of coordinating their attacks, 
  communicating with bits of shiny glass and metal high in the treetops. 
  There is a 4 in 6 chance of being attacked while moving through the 
  hex. Attacks are by scurries of 3d6 x 3 squirrels, and each nest holds 1d6 
  squirrels and their treasure.
  Killer Squirrel: HD 1d4 hp; AC 7 [12]; Atk 1 bite (1d4); Move 9; 
  Save 18; CL/XP B/10; Special: Surprise (3 in 6).
  1117. 
  At a crossroads here there are four breaking wheels set up at each 
  corner of the crossroads. The breaking wheels hold four dead bodies that 
  are quite talkative if one gives them a draught of wine. The bodies can 
  answer questions about the area (i.e. provide rumors).
  1122. 
  Lilian of the Golden Locks, a delicate woman of noble mein and black 
  moods dwells here in a compact fortress of reddish granite in a wooded 
  valley that points to the sea. The valley is thick with sheep and has a 
  cluster of small stone hovels around the walls. The courtyard of the castle 
  is maze-like in its construction, and the donjon is equally confusing. The 
  whole is neglected and overgrown with moss. A number of magical herbs 
  spring up in the courtyard maze under the full moon – wolvesbane among 
  them.
  Lilian has known much death in her life. A knight cruel and puissant, 
  she rode down many enemies when still she lived in the White Isles. She 
  is a beautiful woman, with long hair, green eyes and marble skin. She 
  often wears gowns of indigo silk with a surcote of green damask silk while 
  holding court in her little castle.. Lilian now lives as a bitter exile, turned 
  away by her noble family in the White Isles when she fell in love with 
  an elf. The two fled to the Pirate Coast and constructed their fortress, but 
  soon the elf grew tired of her and went on his merry way, leaving her to 
  pine away in a strange land, a gaggle of peasants for her company.
  1124. 
  A hunting party of twenty goblins has set out three barrels of ripe 
  strawberries as bait for a giant slug. The goblins are hiding behind clumps 
  of vegetation. They wear leather armor and carry military forks, light 
  crossbows, and small sacks of salt that can be thrown as grenades. When 
  characters enter the area, roll 1d6
  Roll
  Action
  1
  Goblins remain hidden – they may be stupid enough to hunt 
  giant slugs, but not adventurers
  2-3
  The goblins are tired of waiting – they ambush the 
  adventurers, surprising on a roll of 1-2 on 1d6
  4-5
  A giant slug is silently slinking towards the strawberries – it 
  is about 50 yards away
  6
  The goblins are engaged in combat with the slug, which has 
  already lost half its hit points
  The goblins hail from the village in [0218].
  Giant Slug: HD 12; AC 8[11]; Atk 1 bite (1d12) or acid squirt; 
  Move 6; Save 3; CL/XP 13/2300; Special: Spit acid.“Slug, 
  Giant”)
  hex crawl chronicles
  
  19
  1219. 
  A small black castle stands beside a lazy stream atop a small 
  promontory of smooth, black rock. Stairs have been cut into the rock 
  and lead to a door of thick hepatizon bearing a crest of an axe head. The 
  surrounding countryside is morose, but fertile, and hosts a farming village 
  of picturesque peasants of the Sea Lord race. The women of the village are 
  Rubinesque and lovely, with lips like candied apples and long hair worn in 
  braids. The men are sleepy-eyed and quiet, with luxurious mustaches and 
  stubby, stout pipes that send curls of smoke around their heads. The men 
  of the village keep goats and sheep and farm potatoes, gourds, barley and 
  wheat. They brew dark, bitter beers and distill powerful vodka, and seem 
  to sample their wares more than they export them. 
  The folk of the village are notoriously closed mouthed about the lord of 
  the land, a reclusive philosopher named Vaurok. Vaurok is a tall man with 
  sparse, black hair and skin made pallid by long absences from the light 
  of the sun. Tall and noble, Vaurok has intense eyes that suggest a deep 
  passion that overwhelms his common sense. In one of the three towers 
  of his castle he has a wizard’s laboratory and a small library. Stairs from 
  the laboratory lead down to his great hall, and a secret door on the stairs 
  gives access to a second set of stairs that lead into the dungeons, where he 
  keeps prisoner his most recent creation, a flesh golem he has nicknamed 
  Stram, after his maternal uncle and mentor. Vaurok almost regrets making 
  the golem, and has almost decided to destroy it. His servants are unaware 
  of the monster, but can feel the anxiety of their master and know it has 
  something to do with the laboratory.
  Vaurock, Magic-User Lvl 9: HP 22; AC 9 [10]; Save 7 (5 
  vs. spells); CL/XP 9/1100; Special: Spells (4/3/3/2/1). Staff, 
  dagger, darts (10), spellbook.
  Flesh Golem: HD 10 (45hp); AC 9 [10]; Atk 2 fists (2d8); Move 
  8; Save 5; CL/XP 12/2000; Special: Healed by lightning, hit 
  only by magic weapons, slowed by fire and cold, immune 
  to most spells.
  1231. 
  Tall, black cypresses cover this hex of swampland. The shallow water 
  hides rich deposits of gold-bearing quartz as well as spiny dragonfish 
  and a lost army of skeletal stone giants. Encounters occur on a roll of 
  1-3 on 1d6, with 75% of those encounters being with dragonfish and the 
  others with the twelve giant skeletons that are still clad in their ceremonial 
  bronze armor and wield massive bronze studded clubs. The quartz makes 
  itself apparent in large, natural pylons that hide among the trees. Travelers 
  have a 1 in 30 chance of discovering such a pylon, which contains about 3 
  tons of quartz and maybe 100 pounds of gold.
  Giant Skeleton: HD 9; AC 8 [11]; Atk 1 weapon (3d6); Move 
  12; Save 6; CL/XP 9/1100; Special: None.
  Dragonfish: HD 2; AC 3 [16]; Atk 1 bite (1d4); Move S9; Save 
  16; CL/XP 3/60; Special: Poison spines (save or 1d6 damage, 
  might snap off), surprise (4 in 6).
  1301. 
  An old mine of rose quartz – long since played out and abandoned – 
  burrows deep into a craggy hillside here. The mine consists of diagonal 
  passages and spiral ramps leading from one level to another. The three 
  levels present are about 30 feet apart, the lowest level extending only 
  about 30 feet and then ending in bare stone – at this point, the miners gave 
  up on finding more quartz. This dead end is actually a door hidden by a 
  thick weave of illusion. The door is made of stone encased in a cage of 
  wrought iron and hung with a dozen unholy symbols forged from black 
  iron.
  Behind this door there are three chambers, set one after the other and 
  each lower than the last. The first chamber is wide and long and decorated 
  with the trappings of a sailing ship – an uncommon thing in this world, 
  where most vessels are galleys. The roof is shored up by thick ribs of oak 
  and barrels and casks sealed with wax, empty, are scattered about the room 
  along with coils of oiled rope and tattered and faded pennons of unknown 
  countries from across the sea. At the end of this room there is a portal 
  edged in cinnabar that gives off a weird hum as living creatures draw near. 
  Should a person attempt to step through the portal, an awesome gust of 
  wind arises, forcing them and everyone else to make an open doors check 
  or be thrown back into the room. The wind dies back down as quickly as it 
  arose, but it rises again whenever one attempts to step through the portal. 
  Moreover, it awakens the two rope golems that guard the room.
  Rope Golem: HD 5; AC 7 [12]; Atk 2 slams (2d6); Move 6; 
  Save 12; CL/XP 6/400; Special: Strangulation (1d8 damage 
  if both slams hit same victim), double damage from fire, 
  immune to magic (rope trick does 1d6 damage).
  The next chamber, should one manage to make it there, is much smaller 
  than the last. This room is decorated as an alchemist’s laboratory. It 
  contains a workbench running down the middle covered with alembics, 
  crucibles, beakers, vials and other alchemical sundries. One corner holds 
  a metal box – an oven that holds a captive hearth elemental that provides 
  heat without smoke. The south wall is given over to shelves hung from 
  bronze chains. These shelves hold dried animal specimens, jars of dried 
  and preserved herbs, leaves, berries and fruit, bat wings in oil, goose 
  eggs in brine, glass marbles and prisms, bits of lead and other metals 
  and wooden boxes holding vials of mercury and antimony. A large safe 
  with a complex (-20%) lock holds alchemical products such as barium 
  glowstones, quicklime, pitchblende, natron, lunar caustic, saltpeter, 
  copperas and butter of antimony. All in all, it is an impressive hoard of 
  goodies for any magic-user. 
  Hearthfire Elemental: HD 1; AC 4 [15]; Atk 1 slam (1 + burn); 
  Move 0; Save 17; CL/XP 3/60; Special: Start fire, light, 
  immune to fire.
  The north, east and west walls are decorated with a fresco of three rainbow-
  hued serpents with knowing eyes and ready fangs. They seem to wriggle 
  and shift out of the corner of one’s eye, and are in fact illusory guardians – 
  permanent phantasmal killers etched into the wall with enchanted pigments. 
  Any attempt to molest the goods in the laboratory cause them to “attack” 
  and forcing folks in the room to pass a saving throw. If they fail, they are 
  struck dead. If they succeed, they take a mere 3d6 points of damage. These 
  illusory paintings hide a wooden door on the west wall.
  Behind the wooden door there is a staircase that descends about 10 feet 
  into a long hall. The hall is undecorated – just bare rock with six pillars 
  running down the center and a throne carved from the living rock. The 
  throne is surrounded by several piles of books and scrolls. This pile of 
  literature contain numerous esoteric tomes that should aid magic-users 
  in researching and creating spells, as well as two complete spell books, 
  a manual of rope golem construction (requires a mirror to read properly) 
  and a journal containing maps of the coast that seem wildly inaccurate, 
  referring to settlements that do not exist.
  Spellbook I: 1st – Detect magic, hold portal, magic missile, protection 
  from evil, shield; 2nd – Detect invisibility, ESP, invisibility, stinking cloud; 
  3rd – Clairaudience, dispel magic, fly, haste, lightning bolt, protection 
  from normal missiles;
  Spellbook II: 4th – Hallucinatory terrain, ice storm, wall of ice; 5th – 
  Animal growth, conjuration of elementals, magic jar, passwall; 6th – Geas, 
  move earth, repulsion; 7th – Phase door..
  Sitting atop this throne is a haggard bag of bones, a skeletal figure 
  ensconced in a cloth-of-gold robe (worth 120 gp) and a sleeveless robe of 
  crimson damask silk (worth 60 gp). The skeleton’s teeth are exceptionally 
  worn and its fingers are decorated with gold and silver rings (worth 300 
  gp). The skeleton is motionless for many minutes when adventurers 
  enter the room for many minutes before finally sitting tall and asking in 
  a lisping voice in an ancient tongue, “Why do you seek out my domicile? 
  What fools are these to disturb my thoughts?”
  The lich calls itself Cumont and is fairly open to negotiation and 
  conversation, although there remains a 1% chance per turn spent in its 
  The Pirate Coast
  
  20
  presence that it grows bored with the conversation and seeks to destroy its 
  visitors out of sheer maleficence. 
  Cumont: HD 14; AC 0 [19]; Atk 1 hand (1d10 + automatic 
  paralysis); Move 6; Save 3; CL/XP 17/3500; Special: 
  Appearance causes paralytic fear, touch causes automatic 
  paralysis, spells as 14th level magic-user.
  Cumont’s phylactery is a reliquary of black metal with reddish glass 
  that looks like a lantern. It hangs in the tavern of Rogues’ Harbor [1030].
  1306. 
  The swamp here contains a moot of the local treants. The moot is nothing 
  more than an old, mossy boulder that serves as a marker for the treants. 
  The treants resemble sweetgum trees and willows, and their personalities 
  are as damp as their homeland. The moot, when in session, attracts 1d4+6 
  treants. There is a 3% chance of a moot being in session when travelers are 
  passing through. Otherwise, encounters with the treants in this hex occur 
  on a roll of 1-2 on 1d6.
  1309. 
  A flock of giant bald eagles lives in the tree tops here. The eagles guard 
  an ancient relic of the past, a magical +2 shield that protects its holder 
  from fire, lightning and cold, cutting damage from these attacks by half. 
  The shield is a round disc shaped from adamant and bearing a smiling 
  face in silver.
  Giant Bald Eagle: HD 4; AC 7 [12]; Atk 2 talons (1d4), 1 bite 
  (1d8); Move 3 (Fly 24); Save 13; CL/XP 4/120; Special: None.
  1313. 
  A sprawling farm here supports a large brick manor that has been 
  converted by a sisterhood of nuns into a school for wayward girls. The 
  manor is protected by the seven nuns, all clerics (roll 1d4 for level) and 
  sages, who also teach the girls in the seven liberal arts – arithmetic, 
  geometry, astronomy, music theory, grammar, logic and rhetoric. The girls 
  help on the farm as best they can in their shackles (they are wayward, after 
  all, and discipline is paramount). The farm grows barley and rye and keeps 
  seven dairy cows, all sentient and capable of speech and employed to 
  lecture the girls on moral dilemmas. The cows are the unfortunate victims 
  of a notorious magic-user who once plagued the coast, and whose bones 
  now bleach in the sun.
  The manor retains the fine decoration of its first lord, Carr, a pirate who 
  donated the manor to assuage his guilty conscience. The nuns have turned 
  one chamber into a library of basic texts and another into a sanctuary with 
  an idol of Albia carved from marble.
  One of the maidens interred, a flighty girl named Amri, has a beau 
  named Virs. Virs is a pirate mate of some note, having sailed with Red 
  Kris, and he is currently lurking on the margins of the farm, taking stock 
  of the place and planning a daring rescue.
  Virs: HD 3 (18 hp); AC 7 [12]; Atk 1 axe (1d8); Move 12; Save 
  14; CL/XP 3/60; Special: None.
  1327. 
  The village of Cours is ripe for rebellion. With the death of its beloved 
  Baron Willem and the ascension of his obnoxious son, Kord, taxes have 
  been raised and new restrictions have been placed on the peasants. Kord 
  relies on his company of men-at-arms to keep the peace. The village is 
  set on a green plateau on which are grown wheat and hemp and raise 
  dairy cows, producing a fine cheese. In the Veiled Queen Tavern, peasants 
  whisper over their posset and pass hastily scrawled messages to travelers 
  in green. The travelers are rangers from beyond the plateau who oppose 
  Kord and would see him replaced in favor of their leader (and his cousin), 
  a ranger named Cala.
  Cala, Ranger Lvl 7: HP 35; AC 5 [14]; Save 8; CL/XP 8/800; 
  Special: Tracking, alertness, +7 damage vs giants and 
  goblin-types. Ring armor, shield, long sword, hand axe, 
  dagger, longbow, darts (3).
  Kord, Fighter Lvl 5: HP 17; AC 1 [18]; Save 10; CL/XP 5/240, 
  Special: Multiple attacks, parry. Platemail, shield, axe, 
  dagger, longbow.
  1411. 
  Artor is a sinister wood carver dwelling in a log cabin here. A bitter man 
  who never had a friend in the world (and never earned one), Artor long 
  ago came into the possession of a magic set of chisels. The chisels were 
  the result of a trade with a mysterious man of dark features and pleasant 
  demeanor. Any statue the man carves in the image of another animates 
  with a strange semblance of life. The animated statue then begins tracking 
  his double, unerringly. Although the statue moves slowly, it is tireless. 
  As it grows closer to its quarry, it drains the life and memories from the 
  person, slowly taking on the appearance of a human being as its new 
  levels outnumber its original hit dice. When it is ten miles away, it drains 
  its first level. Each additional mile closer, it drains another level. It cannot 
  drain the person’s last level until it has killed them in single combat.
  Statue: HD 3; AC 5 [14]; Atk 1 strike (1d6+1) or by weapon; 
  Move 9; Save 14; CL/XP 5/240; Special: Level drain, weapon 
  resistance (50%), magic resistance (15%), can be turned as 
  a 7 HD undead.
  1415. 
  A gang of 1d6+6 satyrs frolics in the woods here. They are lustful and 
  chaotic, and during the day they hide in a long, shallow cave, feeding on 
  snails and drinking dandelion wine from clay jugs. Hidden in a crevice is 
  a collection of suggestive etchings worth 20 gp.
  Satyr: HD 5; AC 5 [14]; Atk 1 weapon (1d8); Move 18; Save 
  12; CL/XP 6/400; Special: Magic resistance (50%), pipes, 
  concealment.
  1418. 
  The silk pavilion of Hakar Pasha, a traveler from the spice-bearing 
  islands of the south, has been erected here. The pasha is a mechanical 
  man, as are all the aristocrats of the Spice Islands, constructed by the 
  original rulers to serve as factotums and impartial magistrates and 
  eventually imprisoning the whole of the nobility due to their unerring 
  sense of justice. Hakar Pasha has two comrades, an old salt called Yeer 
  and a hairy berserk from the western lands called Gund. The three boon 
  companions seek to challenge Vaurock [1219] for a bauble now in his 
  possession that belongs to the Court of the Mechanical King.
  Hakar Pasha is rather round automaton, embossed with decorative 
  palms and stars and wearing a tall hat of silk that acts as a bag of holding 
  and a bristling mustachio of brass wires. Yeer is short and squat, with a 
  scarred face and a velvet eye patch. His mouth is always decorated with 
  a long, clay pipe. Gund is a hairy man wearing a cloak of bearskin and 
  carrying a spear and bolo (1d4 damage, opponents must pass a saving 
  throw or be tripped; a tripped opponent has a 1 in 6 chance of being 
  entangled).
  Hakar Pasha: HD 6 (35 hp); AC 2 [17]; Atk 1 mace (1d6+2); 
  Move 12; Save 11; CL/XP 7/600; Special: Immune to mind 
  effects, disease and poison.
  Yeer: HD 6 (40 hp); AC 7 [12]; Atk 2 fists (1d3+3) or 1 cutlass 
  (1d6+3); Move 12; Save 11 (8 vs spells); CL/XP 6/400; Special: 
  None.
  Gund: HD 6 (42 hp); AC 8 [11]; Atk 1 spear (1d6+1) or bolo; 
  Move 15; Save 11 (9 vs poison and disease); CL/XP 6/400; 
  Special: Can go berserk in combat (+1 to hit and damage, 
  immune to fear) for 6 rounds.
  hex crawl chronicles
  
  21
  1422. 
  Missionaries of Albia, the White Goddess, have established a hospice 
  here to minister to the sick. They provide succor to poor and distressed 
  travelers and healing to people poor enough that they cannot afford clerical 
  ministrations in the towns and villages. The hospice is a building of gray 
  stone, two stories tall and surrounded by medicinal gardens themselves 
  surrounded by a low, stone wall. The hospice quarters 20 low-level clerics 
  (half of them 1st level, seven of them 2nd level and three 3rd level) under 
  a knight commander named Gall. Gall is a kind man, humble and self-
  effacing, with long hair and black eyes.
  Gall, Cleric Lvl 9: 35; AC 1 [18]; Save 7 (5 vs. paralysis and 
  poison); CL/XP 10/1400; Special: Banish undead, spells 
  (3/3/3/2/2). Platemail, shield, war hammer, throwing 
  hammer, holy symbol, copper bracelet (85 gp).
  1424. 
  Next to a stream there is a large boulder with a hand imprinted in it. A 
  person with a similarly sized hand (30% chance for human female or any 
  elf, 10% chance for human male) can place it in the print and cause the 
  boulder to invert and become a portal into a subterranean faerie land. This 
  land of ghost-lit caverns is beautiful but dangerous. It is ruled by faerie 
  princes and queens who compete for pointless titles and honors, jousts on 
  elven steeds, sprites, satyrs, stately nymphs who serve as emissaries to the 
  courts, beautiful, tall elves in mail coats and helms with long swords and 
  daggers and hooded priestesses with animal faces. The faerie land extends 
  for hundreds of miles underground. The boulder entrance is protected by 
  a mihstu bound by faerie magic.
  Mihstu: HD 8 (34 hp); AC -3 [22]; Atk 4 tentacles (1d6); 
  Move 9 (F9); Save 8; CL/XP 13/2300; Special: Engulf (1d2 
  constitution damage per round), +1 weapon to hit, immune 
  to electricity, resistance to missile attacks (including 
  magic missile, 50% miss chance), magic resistance (15%), 
  susceptible to cold.
  1502. 
  The 300 elves of the Two Hawks tribe make their lair here on a broad 
  meadow of sweet grasses and bluebells. The meadow is bisected by a 
  rushing river and surrounded by black walnuts and hickories. The elves 
  live in pavilions of sheep skin dyed in bright colors stretched over 
  hickory frames. Before each pavilion there is planted a hickory staff 
  topped by a bronze emblem, the armorial of the family that owns the 
  pavilion. 
  The elves of the Two Hawks tribe stand about 5-ft in height and have 
  the ears of foxes. Their skin is russet in hue and their hair ranges from 
  platinum blond to raven black. They wear woolen kilts of green and yellow 
  and in time of war supplement this costume with long coats of shimmering 
  mail, oval wooden shields painted with their family’s emblem, and wide, 
  round helms tied under their chins with strips of leather branded with 
  glyphs of prayer.
  The elves have no chieftains. Instead, they use the “big man” system 
  of rule in which an elf proposes a course of action (let us hunt upon the 
  eastern ridge or let us make war on the goblins today) and whoever agrees 
  with them follows along. The Two Hawks elves value family ties, humor 
  and gossip above all things, and pride themselves in the spells handed 
  down within each family. They provide for themselves by hunting in the 
  woodlands and fishing in the rivers and are especially skilled at weaving 
  and crafting jewelry from silver and gold (their treasures are 1/4 normal 
  coins, x2 normal gems and jewelry).
  The fiercest elves in the tribe are three siblings, Hjalmanan, Derbelinus 
  and Sezabeth. All three are mighty warriors and magic-users and the tribe 
  heeds their counsel above almost all others. Hjalmanan is brash and bold 
  and given to weaving colorful stories to the delight of his tribesmen. 
  Derbelinus is more grave and stable than his brother. Sezabeth is the 
  swiftest and brightest of the three, and it is she who most often leads the 
  elves in battle against their foes.
  The Two Hawks tribe keeps a treasure of 1,600 sp, 1,480 gp
  Hjalmanan, Elf Fighter/Magic-User Lvl 5: HP 13; AC 9 [10]; 
  Save 10; CL/XP 6/400, Special: Multiple attacks, parry, spells 
  (4/2/1). Battle axe, hand axe, longbow, hepatizon pendent 
  worth 55 gp.
  Derbelinu, Elf Fighter/Magic-User Lvl 5: HP 13; AC 9 [10]; 
  Save 10; CL/XP 6/400, Special: Multiple attacks, parry, spells 
  (4/2/1). Battle axe, hand axe, longbow.
  Sezabeth, Elf Fighter/Magic-User Lvl 5: HP 19; AC 9 [10]; 
  Save 10; CL/XP 6/400, Special: Multiple attacks, parry, spells 
  (4/2/1). Battle axe, hand axe, longbow.
  1507. 
  Three exotic nymphs, heleionomai to be precise, dwell in a shallow pool 
  here surrounded by cypress trees. The pool can confer the protection from 
  evil power for 1 week on any who bath in it. The nymphs, Sabria, Melega 
  and Hersuine, have dark brown skin and hair the color of moonlight on a 
  quivering pool. They are quite lovely, but flighty and temperamental, setting 
  their “pet”, a giant snapping turtle, on those who approach the pool without 
  bearing the torch of Olchies, the stone giant god of petty vengeances [1708].
  Heleionomai: HD 3 (17, 13, 10 hp); AC 9 [10]; Atk none; Move 
  12; Save 14; CL/XP 5/240; Special: Sight causes blindness or 
  death.
  Giant Snapping Turtle: HD 8 (29 hp); AC 2 [17] shell, 5 [14] 
  head/limbs; Atk 1 bite (4d6); Move 4 (Swim 9); Save 8; CL/XP 
  8/800; Special: None.
  1510. 
  Folk tromping through the woods in this hex may come across a wide, 
  well-beaten trail. There is a 2 in 6 chance that they will see the creatures 
  that made the trail, a herd of sixteen mastodons, seven of which carry 
  on their backs holy men in deep meditation. The holy men are aged and 
  wrinkled, with golden-brown skin and burnished, coppery hair sticking 
  out from under black, cylindrical caps. The men wear loose, white robes. 
  They are druids who are never parted from their mastodon mount – 
  bathing with them, meditating with them and sleeping on their backs. The 
  men wear white robes and carry cudgels, leather pouches in which they 
  store holly, mistletoe, acorns and other ritual items of the druids and silver 
  coronets that they use to communicate with their mounts. Mastodon and 
  druid share a close bond, and are willing to fight to the death to defend 
  one another. In all, there are fifteen mastodons and six druids in the herd.
  Mastodon: HD 12; AC 5 [14]; Atk 1 trunk (1d10), 2 gore 
  (1d10+4), 2 trample (2d6+4); Move 12; Save 3; CL/XP 
  13/2300; Special: None.
  Druid: HD 4; AC 9 [10]; Atk 1 (1d6 or weapon or spell); Move 
  12; Save 13; CL/XP 6/400; Special: Shape change, spell-
  casting as 6th level druid.
  1518. 
  The coast here is harassed by a sisterhood of warrior nymphs, beauteous 
  women with skin the color of sea foam, flowing golden locks and byrnies 
  of shells. The nymphs wield long serrated spears, coming up from their 
  kelp gardens in the shallows to raid the surrounding farms and passing 
  ships for goods they cannot produce under the sea. There are fifty nymphs 
  in the sisterhood, each one as beautiful and proud as the rest.
  Warrior Nymph: HD 3+3; AC 6 [13]; Atk 1 spear (1d8); Move 12; 
  Save 14; CL/XP 5/240; Special: Sight causes blindness or death.
  1611. 
  A little goddess sits here in a marble shrine with a dramatic, conical 
  roof supported on three marble pillars. Great bunches of lavender grow 
  around the shrine and hum with the activity of bumblebees. One might 
  The Pirate Coast
  
  22
  easily mistake the little goddess for an idol, for her skin is like brass and 
  her eyes like olivines. She is a short, curvaceous woman who the local 
  humanoids know as Trise, the goddess of fortune and hard work. In this 
  form she wears golden coin armor.
  Trise is happy to give advice in exchange for a precious gift and an hour 
  of fervent prayers, and she might cast a spells under the same conditions. 
  If attacked, she transforms into a strange creature, about 8 feet long and 
  shaped like a four-legged bee clad in marble-like chitin, with shadowy 
  wings that give off an icy breeze. Clerics who swear themselves to her 
  worship receive a coin plucked from her armor as a holy symbol. Clerics 
  must return at the full moon (at least once every three moons) to pay a 
  tithe and fast for three days while meditating at her feet or they lose their 
  spellcasting ability and must undertake a quest in her name.
  Trise, Goddess of Fortune: HD 6 (48 gp); AC 2 [17]; Atk 2 
  claws (1d6); Move 15 (F24); Save 11; CL/XP 12/2000; Special: 
  Alternate form, cast spells as 15th level cleric and 7th level 
  magic-user, turn undead as 15th level cleric, only harmed by 
  +1 or better weapons, magic resistance (45%).
  1613. 
  There is an old, abandoned mill located on a creek here. The stones of 
  the mill are weathered and the area is overgrown, suggesting has been 
  empty for at least a decade. Sitting on a felled tree rubbing his feet is a 
  curious man in a long, black cap, Victorian cape, tweed waistcoat and 
  breeches and leather hiking boots. The man, who will introduce himself 
  as Mortimer, carries an oak walking stick with a silver head and a leather 
  pouch.
  If asked his business, Mortimer will explain that he is a traveler a long 
  way from home who needs desperately to gain access to the mill, but is 
  barred by a rather unpleasant “fellow” inside. Mortimer is, of course, a 
  plane hopping magic-user from another of the myriad Earths. He came 
  to this world to locate a rather important artifact that had long ago been 
  stolen away and hidden. He believes it is located in the mill, but it is now 
  guarded by a powerful entity called a vril-ya, a demon in angel’s guise as 
  it were.
  The relic in question is a magical spear +1/+3 vs demons that can 
  be used as a staff of command. It is hidden in the mill as the pole on 
  which turn the millstones. Mortimer knows he is not powerful enough to 
  challenge the vril-ya, and seeks aid in defeating it.
  Vril-ya: HD 10; AC -1 [20]; Atk 1 psychic blast (2d6); Move 
  12; Save 5; CL/XP 12/2000; Special: Psychic blast (cone 30-
  ft long, 10-ft wide at base, 2d6 damage or save for half), 
  spells (at will - cure light wounds, ESP, inflict light wounds, 
  polymorph other; 1/day – finger of death), telepathy 1 mile 
  range.
  Mortimer, Magic-User Lvl 9: HP 22; AC 9 [10]; Save 7 (5 vs. 
  spells); CL/XP 9/1100; Special: Spells (4/3/3/2/1). Dagger, 
  darts (6), spellbook.
  1615. 
   The town of Amistie lies here, nestled on a harbor created by the 
  intersection of the Green River and a lively stream. Amistie is not as large 
  as Hofn. It still fits, snugly, into a wooden palisade with three gates – 
  called the Fruit Gate that opens to the broader valley where grains and 
  vegetables are grown, the Fish Gate, through which are carried the fruits 
  of the river and ocean, and the West Gate, through which pass explorers, 
  trappers and adventurers headed into the hinterland.
  Amistie is known for its rugged stone churches (it has three, despite its 
  small size), its well-stocked apothecaries (the finest on the coast) and the 
  many intrigues between its nobility. Amistie has more families of noble 
  descent than the other Sea Lord towns on the coast, and they have seen 
  fit to organize themselves as the Council of Primacy, electing from their 
  own number a Lord Mayor. Each noble family maintains a bodyguard 
  that doubles as the town’s army in times of trial. Policing is carried out by 
  hired agents. Shopkeeps and artisans employ guards to keep their property 
  safe, and thief-takers (often thieves themselves) to capture wrong-doers. 
  Despite this somewhat haphazard approach to public safety, Amistie has 
  a fairly normal level of crime and the citizens are known for their down-
  to-earth friendliness. Wealth in Amistie comes from the pirate fleet of 
  Ydence Longshanks and from the fine horses raised on the plantations 
  that fill the quiet valley.
  The current Lord Mayor is Heald Perch, a swaggering peacock with 
  a minor talent at magic. Heald comes from a long line of noble blood 
  but looks something like a gravedigger, having a buzzard-like face and 
  pasty skin. He is the tallest man in Amistie (which is saying something 
  given the height of most Sea Lords), with grey eyes and lank, black hair. 
  His chief rival is one Thela Kenth, a spendthrift master goldsmith who 
  excels at public oratory and who has paid off the lower class to support 
  her campaign to break the power of the nobility. The nobles hate her, of 
  course, and the artisans and merchants regard her with fear. Thela does 
  not lack for enemies. She can usually be found “holding court” in the Blue 
  House, a tavern near the docks.
  Heald Perch, Magic-User Lvl 5: HP 8; AC 9 [10]; Save 11 (9 vs. 
  spells); CL/XP 4/120; Special: Spells (4/2/1). Daggers (4), darts  
  (10), vial of poison, spellbook.
  1620. 
  The seaside plays host to the largest Albian temple in Namera. The 
  building is about the size of a cathedral, and heavily fortified. Within the 
  temple there is a great hall in the shape of a cross, the center of which 
  holds a 50-ft tall idol of Albia. The goddess appears as a tall woman 
  wearing long robes, her hair piled on her head and clasped with a tiara. 
  She holds a long, oval shield in her left hand and a sword in her right 
  hand drags behind her. The goddess has no eyes, but does have a massive 
  carbuncle (20,000 gp) set in her forehead.
  The remainder of the cathedral is taken up by what are, in essence, 
  four towers, each a fortress in and of itself. The cross-shaped great hall 
  lies between these fortresses. The towers have crenellated tops patrolled 
  by crossbowmen in mail and white tunics and pyramidal roofs that rise 
  30 feet and are clad in green copper. The great hall between them has an 
  arched roof clad in stained glass, the glass bathing the floor of the hall and 
  the idol in a kaleidoscope of colors. 
  Each tower hosts a brotherhood of knights – the northern host, the 
  southern host, the eastern host and the western host. Each host consists 
  of a company of men-at-arms in plate mail and carrying shield, mace and 
  throwing hammer. Each host is commanded by a high priest – Aeton of 
  the north, Sigur of the south, Haeln of the east and Fadis of the south. 
  These four men, all brothers, were raised in the Albian church and are the 
  grandsons of Mael the Holy, a cleric that worked his entire life to construct 
  this magnificent temple. The youngest of them is now 60 years old.
  Despite their holy vows, the brothers are quarrelsome and often petty in 
  their behavior to one another. The three youngest resent Sigur, who keeps 
  the remains of their ancestors in a crypt beneath his fortress, allowing 
  none to enter and pay their respects in fear of thievery (he says). The 
  crypt of the ancestors holds a tapestry depicting Albia standing astride a 
  red dragon. The golden tiara on Albia’s head in the tapestry is woven of 
  golden thread. If that thread is removed from the tapestry and placed in 
  a pile at the foot of her idol, it transforms into a crown that confers the 
  powers of a girdle of storm giant strength. The four brothers are unaware 
  of this crown’s existence.
  Aeton, Cleric Lvl 7: HP 26; AC 1 [18]; Save 9 (7 vs. paralysis 
  and poison); CL/XP 8/800; Special: Banish undead, spells 
  (2/2/2/1/1). Platemail, shield, war hammer, holy symbol.
  Fadis, Cleric Lvl 8: HP 26; AC 2 [17]; Save 8 (6 vs. paralysis 
  and poison); CL/XP 9/1100; Special: Banish undead, spells 
  (2/2/2/2/2). Platemail, heavy mace, holy symbol, brass 
  necklace (100 gp).
  Haeln, Cleic Lvl 6: HP 25; AC 1 [18]; Save 10 (8 vs. paralysis 
  and poison); CL/XP 7/600; Special: Banish undead, spells 
  (2/2/1/1). Platemail, shield, light mace, throwing hammer, 
  holy symbol.
  hex crawl chronicles
  
  23
  Sigur, Cleric Lvl 9: HP 23; AC 1 [18]; Save 7 (5 vs. paralysis 
  and poison); CL/XP 10/1400; Special: Banish undead, spells 
  (3/3/3/2/2). Platemail, shield, light mace, holy symbol, brass 
  armband (900 gp).
  1624. 
  Slakethirst is a bustling town of rowdies known for its fighting pits 
  and numerous lodges of rangers, brave men and women who patrol the 
  wilderness in defense of human civilization. The town has walls of stone 
  and wood, with a maze-like interior. The fields around Slakethirst are 
  grown with lavender, woad, madder, ting and flax. These fields support the 
  town’s textile and dye industries. The town has wider streets than Amistie 
  or Hofn, with brightly painted buildings and chains hung with lanterns 
  spanning the streets. Slakethirst is the home port of Bonny Prince Andus’ 
  pirate fleet.
  The town is ruled by an elected council of aldermen who elect a speaker. 
  The current speaker is Frede Mondo, a lecherous dyer with deep ties to the 
  city’s rampant criminal element. He has turned the speaker’s manor into 
  a meeting place for thieves, grifters and ladies of ill repute, nicknamed by 
  him the League of Pilferers.
  Opposing Frede is a retired soldier and friend of the people, Salum 
  Kayne. Salum is a heavy-set man with a rugged, scarred face and a bushy 
  beard. He is a compassionate man who made his money as a fur trader 
  after retiring as the town’s under marshal many years ago. He is known 
  for his lavish parties and for his generosity to the poor.
  Salum Kayne, Fighter Lvl 7: HP 38; AC 3 [16]; Save 8; CL/XP 
  7/600, Special: Multiple attacks, parry. Chainmail, shield, 
  spear, hand axe, light crossbow, malachite (900 gp).
  1626. 
  A sun-drenched hillside here is covered with a sprawling village of 
  small buildings covered in white plaster and tiny lanes and stairs paved 
  in flavescent limestone. The village could house over 100 people, but 
  has only one inhabitant, an old Sea Lord named Crazy Jack. Crazy Jack 
  claims to have been everything from a highwayman to a pirate to the 
  king of a southern island. He is bald as a coot, with burned, leathery skin 
  and a missing right arm. His clothes are simple and tattered, but he has 
  a gleaming silver sword hanging from his belt. Jack moves about in the 
  village, sleeping where he pleases. He has a store of rum hidden in a cellar, 
  and otherwise survives by trapping small animals and birds. His most 
  prized possession is a glass eye that he calls Alia, and to which he has a 
  habit of speaking. If visitors are decent to Jack, Jack is decent to them, but 
  if threatened he does not hesitate to kill.
  Crazy Jack, Fighter Lvl 12: HP 44; AC 7 [12]; Save 4; CL/XP 
  12/2000, Special: Multiple attacks, parry. Leather armor, 
  short swords (2), dagger, light crossbow, bronze icon of Albia 
  (100 gp).
  1705. 
  There is a primordial fire pit dug into a hollow here. The fire pit holds 
  the first fire tendered by mortals in the universe, a brilliant white flame 
  as pure as the phlogiston. The grove of the ancient fire is surrounded by 
  tall, straight trees with black bark and reddish leaves the size of silver 
  dollars that seem to drift to the ground day and night, every day of the 
  year, carpeting the forest floor. The divine fire is guarded by large crows 
  covered in brilliant, rainbow plumage. These canny birds are as intelligent 
  as any human (maybe more so) and they do not permit anyone within 20 
  feet of the divine fire save druids and lawful clerics of 9th level and higher. 
  The fire cannot be quenched by water – attempts to do so breed 1d3+3 
  steam elementals that immediately leap to the defense of their mother.
  The fire can be used to light torches, producing a normal flame. Bodies 
  thrown into the fire (dead or alive) are quickly consumed and then re-
  emerge from the surrounding trees per the reincarnation spell.
  Rainbow Crow: HD 8; AC 1 [18]; Atk 2 claws (1d4) and bite 
  (1d6); Move 6 (F30); Save 8; CL/XP 11/1700; Special: +1 
  weapon to hit, double damage on chaotic creatures, spells 
  (detect evil, protection from evil), magic resistance (10%).
  Steam Elemental: HD 8; AC 2 [17]; Atk 1 strike (3d6); Move 
  (F36); Save 8; CL/XP 9/1100; Special: Whirlwind, choking 
  fumes (save inside whirlwind or unconscious for 1d4 rounds), 
  takes wrinkles out of clothing.
  1708. 
  At a point where three streams join the Green River there is a 12-foot 
  tall idol of Olchies, an ancient deity of the stone giants who governed 
  petty revenge and witty retorts. Olchies looks like a stone giant with a 
  head that resembles a chameleon. He wears the leather harness and 
  loinclout common to the stone giants and holds a shield in one hand and 
  a bronze torch in the other. One can remove the torch from the statue’s 
  grasp by climbing up on his shoulder and confessing in his ear the last 
  petty revenge they took upon a friend or loved one. The admission is 
  immediately transmitted in indelible ink to the back of the target of that 
  petty revenge, written in the harsh runes of the stone giants. The torch is 
  4-feet long and very heavy (treat as a two-handed sword for purposes of 
  weight). The torch gives off a vibrant green glow when removed from the 
  statue and has the following powers while in the swamp: 1) The holder is 
  guided via a green beam to whatever object or person in the swamp seeks; 
  2) The person is not harmed, annoyed or molested by the animals of the 
  swamp, including vermin; and 3) As soon as the holder has found what 
  they sought, the torch disappears, reappearing in the hand of the idol of 
  Olchies. If the torch is not carried into the swamp, it disappears in one 
  hour and returns to the idol.
  1718. 
  A fortress monastery of Albia, the White Goddess of the Sea Lords, 
  has been erected here overlooking the sea. The monastery is made of 
  white stone with doors of thick white oak. The monastery has four peaked 
  towers with walls that sweep from one tower to another like rolling waves. 
  Inside the monastery live none priests (six first level clerics and three third 
  level clerics) in crisp white robes and leather sandals. These men defend 
  the fishermen of the coast (as best they can) against monsters, bandits 
  and pirates. They have a small sloop-of-war anchored in their walled 
  harbor and maintain a garrison of twenty longbowmen adept at fighting 
  on land and sea. The longbowmen of the monastery wear white tunics 
  and hoods over their chainmail. The abbot is Bruth, a wise old soldier 
  with light brown hair and sea green eyes. Heavyset, with a flat face, 
  Bruth is straightforward and brusk with non-believers and ruthless with 
  the wicked. The monastery holds the last surviving copy of the Book of 
  Twelve Dooms, an ancient work of the priests of Albia that predicts twelve 
  successive dooms that will befall mankind, the last being the end of the 
  world. The sinking of the White Islands was the sixth doom.
  The fortress treasury contains 1,150 gp, a store of 100 vellum scrolls, 
  a set of brass vambraces (worth 50 gp) and four rainbow crow feathers 
  (worth 25 gp each).
  Bruth, Cleric Lvl 9: HP 29; AC 1 [18]; Save 7 (5 vs. paralysis 
  and poison); CL/XP 10/1400; Special: Banish undead, spells 
  (3/3/3/2/2). Platemail, shield, light mace, sling, holy symbol.
  1723. 
  Peric is a slender man with fine, white hair and coal-black eyes that 
  smolder when one catches him unawares. A lord in his own right, he dwells 
  in a concentric castle of gray stone that sits near the sea. The castle has a 
  fortified harbor and Peric owns a lion ship and crews it with hobgoblins 
  in full helms and thick cloaks (to hide their identities). A hamlet of 200 
  goblins dwells within the castle walls.
  The castle is surrounded by wondrous orchards and gardens. Water is 
  drawn from a large well at the foot of the castle mound. A magical stone is 
  sunk deep within this well, and this stone not only charges the well water 
  (one drink in six acts as a random magic potion), but also increases the 
  caster level of all the folk in the immediate vicinity. Those who cannot 
  cast spells gain the ability to cast a single magic-user spell within the 
  The Pirate Coast
  
  castle walls.
  Peric pines away for his lover from the sea. The strange woman bore 
  him twins with porcelain skin and large, blue-grey eyes – a boy and a 
  girl who rarely speak and who give most folks the creeps by their mere 
  presence. To find their mother, who disappeared six years ago, Peric has 
  hired Crathe, a wizened old crone who seems to appear and disappear as 
  she likes. When present, she dwells in the dungeons beneath the castle, 
  working on her spells and, rumor has it, consorting with demons.
  Peric’s treasure consists of 1,460 gp, a collection of sixteen silver cups 
  (worth 10 gp each), a banded agate worth 400 gp and seven head of oxen 
  with dark blue coats (worth 30 gp each).
  Peric, Fighting-Man Lvl 9: HP 36; AC 3 [16]; Save 6; CL/XP 
  9/1100, Special: Multiple attacks, parry. Chainmail, shield, 
  long sword, dagger, light crossbow.
  Crathe, Magic-User Lvl 7: HP 18; AC 9 [10]; Save 9 (7 vs. 
  spells); CL/XP 7/600; Special: Spells (4/3/2/1). Staff, dagger, 
  darts (5), spellbook. 
  1729. 
  A band of eight traveling dancers from the south has made their way 
  to this spot on their journey north. The dancers are tall and lithe, almost 
  gaunt, with muscular legs and otherwise somewhat androgynous bodies. 
  They have wavy hair of dark blonde, hazel eyes and tan skin. The women 
  of the band, numbering five, paint their faces with broad, white bands from 
  forehead to chin. All of them decorate themselves with brightly colored 
  glass beads and strips of coeurl hide taken from the southern jungles they 
  call home. The dancers are acrobatic and quick, and in battle they are 
  almost unsurpassed. They seek a prophesied spiritual leader and oracle 
  that happens to resemble one of the party members.
  Southern Dancers, Monk Lvl 5: HP 5d4; AC 5 [14]; Save 11; 
  CL/XP 4/120; Special: Weaponless damage (1d10), weapon 
  damage +2, move 16, deadly strike (75% stun, 25% kill), 
  only surprised on 1 in 6, deflect missiles, climb walls 89%, 
  delicate tasks 35%, hear sounds 4 in 6, hide in shadows 30%, 
  move silently 40%, open locks 30%, slow fall 20 ft, speak with 
  animals, mastery of silence.
  1812. 
  A compact castle of granite blocks with walls painted in murals depicting 
  the surrounding countryside – a camouflage that actually makes it as difficult 
  for travelers to notice the castle as it is to notice a secret door. The castle 
  overlooks a sparkling bay thronged by small caves that are home to holy 
  hermits, men dedicated to spiritual perfection through want and protected 
  by the owner of the castle, the wizard known as the Grey Vision. 
  The Gray Vision, Marvis to his friends, is a slight man who dresses as 
  a commoner, tending the castle grounds and scrubbing the murals to keep 
  them clean. As a commoner, Marvis wears crimson breeches and a loose 
  doublet of beige cloth, soiled from hard labor, and soft boots. In his guise 
  as the Grey Vision, Marvis wears heeled boots, a wig of auburn ringlets 
  (heavily perfumed), and silk and lace finery of warm, cinereous tones 
  and jewelry of Jovian silver. Despite his simple disguise and seemingly 
  benevolent attitude to the monks of Albia, the Gray Vision intends to 
  extend his dominion over all other magicians of the coast, destroying any 
  who come close to achieving his level of expertise.
  The Grey Vision’s treasure includes 955 gp in a heavy, locked trunk, a 
  light mace gilded with white gold (worth 65 gp), a veil of hepatizon chain 
  (worth 15 gp) and 10 pounds of cashews stored in a terracotta jar in his 
  pantry (worth 20 gp per pound).
  Grey Vision, Magic-User Lvl 11: HP 23; AC 9 [10]; Save 5 (3 
  vs. spells); CL/XP 11/1700; Special: Spells (4/4/4/3/3). Staff, 
  dagger (3), spellbook.
  1814. 
  Remains of an old stone giant quarry lies near the shore. The walls of 
  the quarry tower overhead 100 to 150 feet high, and portions are filled 
  with up to 10 feet of water. An ancient oktomon scholar, as wicked as 
  he is wise, dwells in these waters, engraving his knowledge on the stone 
  floor of the quarry. He keeps a treasure of 1,200 gp, a pair of dangly gold 
  earrings set with orc fangs (worth 100 gp), the bones of an elven war chief 
  dipped in purple wax (the head is stuffed with hops and holds a sphere of 
  alabaster containing a treasure map) in a tarnished bronze box.
  Oktomon: HD 3; AC 6 [13]; Atk Up to 4 strikes (1d3); Move 
  12 (Swim 18); Save 14; CL/XP 7/600; Special: Encyclopedic 
  knowledge of the coast’s history and the mythology of his 
  own people and the stone giants, casts spells as a 7th level 
  druid, can cast two spells per round.
  1901. 
  The northern portion of this hex is the range of a giant lynx. Like all of 
  its mystic kind, it can cast divinations for those who earn its trust, and it 
  can produce garnets by urinating in small holes that it digs in its territory. 
  These garnets are especially valued by magic-users for experiments and 
  researches into divination. The giant lynx dwells beneath a rocky ledge in 
  the deepest portion of the woodlands. It has at least 20 garnets buried in its 
  territory, and might be convinced to lead people to these gems.
  Giant Lynx: HD 2; AC 6[13]; Atk 2 claws (1d2), 1 bite (1d4); 
  Move 12; Save 16; CL/XP 2/30; Special: Rear claws, spells 
  (1/day - locate object, commune, legend lore (about the 
  forest only), detect invisibility.
  1903. 
  A long rift in the landscape is home to the holding of a large hobgoblin 
  tribe, the Withered Hand by name. The walls of the rift are 40 feet tall 
  and riddled with the mines and long burrows of the hobgoblins. The 
  hobgoblins organize themselves into warrior bands, each led by a chieftain 
  who answers to the warlord Zriek Long-Shanks. The rift floor supports a 
  forest of mighty oaks from which the hobgoblins draw wood for their 
  weapons and homes. They use the surrounding woods for fuel for their 
  smelters, which are located in a deep pit beneath the rift, venting through 
  a clever series of chimneys to the outside world.
  The hobgoblins dig cobalt, iron, sulfur and arsenic from their mines 
  and make use of all of it. Their weapons are made of an alloy of iron and 
  cobalt and they dip their arrows in powdered arsenic (kept in the bottom of 
  the quivers). Their burrows are located above the mines and are decorated 
  with tile murals of great battles and cruel victories. The entrances to the 
  burrows are guarded by large, shaggy mastiffs that attack as wolves.
  The hobgoblins dress in woolens of purple and yellow plaid, with baggy 
  shirts and leather bracers on their arms. They are never without their short 
  bows and swords, but in battle dress in scale armor and carry axes and war 
  hammers. They value puissance at arms and poetry, and recite long sagas 
  in gravelly voices to the accompaniment of iron chimes. Their shields are 
  decorated with twelve pointed stars.
  Zriek, Hobgoblin Warlord: HD 7; AC 2 [17]; Atk 1 weapon 
  (1d8+1); Move 9; Save 9; CL/XP 7/600; Special: None.
  1922. 
  A mile-long sandbar lies in wait in the hex, lurking beneath the waves 
  to entrap passing ships. The sandbar is alive and sentient. Ships that are 
  entrapped are then attacked by six sandlings, extensions of the sandbar. 
  If all of the sandlings are destroyed, the sandbar sinks back beneath the 
  waves, apparently defeated, though in fact nothing short of magically 
  turning it to stone will destroy the monstrosity.
  Sandling: HD 4; AC 3 [16]; Atk 1 bite (1d8); Move 12 (B9); 
  Save 13; CL/XP 5/240; Special: Resistance to edged 
  weapons (50%).
  1924. 
   Old Neefe is a man of great and mysterious talents. Once a reaver 
  of the coast, he has retired to a small red castle nestled on a gentle rise 
  hex crawl chronicles
  24
  
  that overlooks the grand sweep of the sea. Neefe now works as a bounty 
  hunter. In his castle he keeps a kennel for his hunting hounds, an aerie 
  for his falcons and a shrine of white marble and gold dedicated to Albia. 
  Underneath a slab in this shrine he hides his sea chest, full of loot and the 
  clothes and weapons he once used as a pirate.
  Neefe is a fine-boned man with gray eyes, close-cropped hair of dark 
  brown kissed with silver. He has a heavy, plain face heavily scarred from 
  a life of battle. Devious and flirtatious, he usually wears a burgundy cotton 
  waistcoat and short, black trousers with tall boots. He has a treasure of 
  2,500 sp, 1,200 gp, eight porcelain vases depicting gruesome executions 
  (worth 75 gp each) and a silver great helm (worth 100 gp).
  Under the protection of Neefe’s holding there is a village of dwarves, 
  outcasts from the south with light brown skin, curly red to reddish-brown 
  hair and steel grey eyes. These dwarves keep smallish blue cattle from 
  whose milk they produce many excellent cheeses. One dwarf, an elder 
  male named Edwen, is skilled as an apothecary. With a month’s notice and 
  the proper ingredients, he can brew a healing draught (potion of healing) 
  or make an ointment that cures blindness.
  Old Neefe, Half-Orc Thief 10: HP 23; AC 6 [13]; Save 7 (5 vs. 
  devices and disease); CL/XP 9/1100; Special: Darkvision, 
  back stab x5, climb walls 94%, delicate tasks 70%, hear 
  sounds 5 in 6, hide in shadows 65%, move silently 70%, open 
  locks 65%, read languages, read magic writings. Leather 
  armor, shield, hand axe, daggers (4), darts (6), short bow, 
  thieves’ tools.
  1931. 
  The hilltop here has been cleared of timber and now plays host to 
  five tall windmills. The windmills are built of wood and owned by a 
  brotherhood of lustful wind priests. The priests line their windmill’s 
  blades with nets strung with carnelians and coated with honey. These 
  strange nets are designed to capture passing sylphs, who are attracted by 
  the sound of Aeolian wind harps. Once captured, they are bound in dainty 
  iron chains and kept in luxurious captivity, the priests pleading with them 
  daily for a kiss or kind word, reciting passionate poetry and offering every 
  treasure they can lay their hands on. The sylphs are, of course, adamant 
  in their refusals, and wish only to be freed. In their quest for treasures 
  rare and wondrous, the priests are not above luring adventurers into their 
  windmills and then killing them.
  Wind Priests: HD 4; AC 9 [10]; Atk 1 (1d6 or weapon or spell); 
  Move 12; Save 13; CL/XP 6/400; Special: Shape change 
  (usually into birds), cast spells as 6th level druid.
  2016. 
  A crumbling old lighthouse stands on the coast here. A lambent, 
  golden glow drifts from the top of the beacon tower beneath a dome of 
  thick, cloudy glass. The beacon tower has a locked iron door. Patches of 
  otherworldly slime coat the white stones of the tower. Behind the iron door 
  there is a spiral stair leading up to a living chamber of a scholarly young 
  mage named Airn. Airn has a cot, a few bits of clothing hanging on pegs 
  and a desk atop which there is an ornate box of ebony and brass covered 
  with a myriad of dials and knobs. Each night, he can be found hunched 
  over that machine communicating with a scholar from a far world via a 
  golden beam that strikes the glass dome of the beacon tower. Over the past 
  few nights, something else has been attracted by that beam – creatures 
  that look like a large, black sea stars with oily, rubbery skin on their backs 
  and yellowish, spiky skin underneath, with faces that consist of a single, 
  glossy black eye and a slit mouth from which they can protrude a bony 
  feeding tube. These creatures slink up from the sea at night and climb up 
  the tower, looking for a way inside. Airn has recently become aware of 
  them and he is terrified. His friend from afar, a man called Am-Or, claims 
  he can send down a golden beam that will transport Airn to safety, but he 
  worries. On the night of a visit from the adventurers, the star things will 
  attack the tower in force, with no fewer than 30 of the creatures doing their 
  best to eat through the door.
  Star Thing: HD 3; AC 4 [15]; Atk 2 strikes (1d4 + acid); Move 9 
  (C9); Save 14 (12 vs. spells); CL/XP 6/400; Special: Acid touch 
  causes 1d6 damage first round, 1d4 second round, 1d3 third 
  round and 1 damage in the fourth round unless washed 
  away with some form of alcohol, ESP at will, immune to cold 
  and mind effects, magic resistance (15%).
  2026. 
  A valiant young lady of the ancient, noble blood of the Sea Lords lives 
  here in a massive castle of dull, brown stone constructed long before the 
  arrival of the sea lords. The castle is constructed on the shores of a shallow 
  lake that sometimes bubbles with foul gases that emerge from the muck. 
  The lady, Acenn, rules over a sparsely populated domain rich in horses. 
  Aside from many small, stone cottages and gardens of currants, cabbages, 
  maize and vile borage, the manorial village boasts a seedy tavern called 
  the Finger-In-Eye. The tavern serves corn beer and golden mushroom 
  soup and is an excellent place to meet the kind of ne’er-do-wells one 
  might hire to venture into a dungeon. Her treasure is kept in a locked chest 
  (with a poison gas trap) and contains 1,020 gp, a wooden box of balm 
  (heals 1 hp if applied at night, 20 uses) and four large topaz (worth 100 gp 
  each). She has a broom of flying next to her bed.
  Acenn, Fighter Lvl 10: HP 45; AC 1 [18]; Save 5; CL/XP 
  10/1400, Special: Multiple attacks, parry. Platemail, shield, 
  hand axe, dagger, longbow, copper bracelets set with 
  hematites (worth 40 gp each).
  2106. 
  A flooded sea cave here sends random bursts of coruscating light out 
  onto the waves. This light is just barely noticeable in the daytime (per 
  finding secret doors), but is very apparent at night. The cave entrance is 
  ringed by jagged stones and there is no other way in (besides magic) than 
  repelling down the cliff face above and then dropping into the waist-high 
  (and often surging) water. About 20 feet into the cave there is drier land 
  and small entrance into much deeper caves. It is apparent that pirates have 
  used this place in the past – there are old supplies here like masts and sail 
  cloth and slimy ropes as well as the flotsam and jetsam one associates 
  with pirates like cutlasses and leather hats. The weird lights come from 
  the deeper caverns, and exploring them carries a small chance of being 
  blinded. The light erupts on a roll of 1 on 1d6 and forces all with sight to 
  make a saving throw or be blinded for 1 hour.
  Most of the sea caves here are empty save for random vermin. At the 
  very end of the cave complex there is a large, irregular cavern that houses 
  a deep well. The stone around the well has been turned to glass of every 
  color in the rainbow (and a few that are not). The light erupts from this 
  well. Surrounding it, worshipping it, are a dozen slime babies – creatures 
  that look like large, stocky, bloated infants covered in a viscous slime of 
  crimson mixed with emerald green. These bizarre creatures scream with 
  glee when people enter, and welcome them to their dance around the well. 
  After a few rounds, they will attempt to push their guests to their deaths 
  down the well.
  Slime Baby: HD 4+1; AC 4 [15]; Atk 2 fists (1d6); Move 12; 
  Save 13; CL/XP 5/240; Special: Slimy skin makes them difficult 
  to grapple (-4), immune to water and earth magic.
  2120. 
  The sea floor here is actually a giant impact crater – as is the land 
  surrounding the sea. The water in the crater is cold and dark. In the middle 
  of the crater there is the glint of a massive diamond, as large as a man’s 
  skull and worth easily 20,000 gp. The diamond is partially buried in the 
  silt and, in fact, is in the grasp of the demon Esmarun, who fell to earth 
  a dozen millennia ago. Taking his diamond will make him terribly cross.
  Esmarun was once a powerful demon, but a severe underestimation 
  in the power of a human wizard was his undoing. He is now a fourth-
  category demon with a bat-like head, a fungal ruff around his neck that 
  makes him look like an Elizabethan gentleman, a bony, skeletal face 
  with eyes like limpid pools of disdain, a trumpet nose and a huge, fanged 
  mouth. It has long, feathered arms ending in clawed hands and stout legs 
  The Pirate Coast
  25
  
  ending in clawed feet. Esmarun has gray skin that drips with foul ichor 
  that stinks of urine. His wings are bat-like.
  Esmarun: HD 11 (51 hp); AC –1 [20]; Atk 2 claws (1d4), 1 bite 
  (1d6+2); Move 9 (F14); Save 4; CL/XP 13/2300; Special: +1 
  or better magic weapon needed to hit, magic resistance 
  (65%), +2 on to-hit rolls, immune to fire, magical abilities.
  2125. 
  An invisible castle rests here, overlooking the pounding surf. The 
  castle is situated among the jagged rocks of the coast, and might only be 
  discerned by a sea bird crashing into it unawares, or by the off shape of the 
  waves. The architects of the invisible castle are unknown, but the interior 
  (which is visible) is filled with sweeping arches and smooth, unadorned 
  stonework. Cords of crimson and gold hang in all the archways and the 
  floor is composed of speckled pebbles. Most of the rooms are empty save 
  for black candle stubs, bits of broken weapons and splintered shields and 
  conical fur caps matted with blood.
  The castle has a single domed tower in its center, reachable by a narrow 
  stair protected by an elder air elemental called Reserach. Reserach knows 
  not to attack any who holds a lit black candle. At the top of the stairs 
  there is a small chamber covered by the aforementioned dome, which is 
  clear as glass but as sturdy as adamant. On the floor of the chamber there 
  is a strange device of polished (and now tarnished) brass. The device is 
  conical, with a loop on the point. If the device is polished and held against 
  a point on the glass dome for two minutes, a beam of focused sunlight 
  bursts from the dome in the direction indicated. This beam does 10d6 
  points of damage to anything it hits and causes even green foliage to burst 
  into flame after three minutes of exposure.
  Reserach, Air Elemental: HD 12 (66 hp); AC 2 [17]; Atk 1 strike 
  (2d8); Move (F36); Save 3; CL/XP 13/2300; Special: Whirlwind.
  2201. 
  A rust-red creek flows from a cave in a hillside to an old crater. The 
  crater has an island in the middle that is always covered in snow and ice. 
  The island is about 3/4 of a mile long and 1/2 a mile wide and forms a 
  ridge, with the heights about 80 feet above the level of the red water that 
  fills the crater. The water is about 40 feet deep at its deepest.
  A sage named Damanar (he calls himself “the Prophet”) dwells on the 
  island as a hermit. Exploring the island many years ago, he discovered a 
  strange metal pyramid set in a hollow. The pyramid is actually composed 
  of four smaller pyramids. Three pyramids, colored red, blue and yellow, 
  form the base, while a white pyramid is stacked on top of them. The 
  metal of the pyramids is impervious to acid and fire, and when struck 
  with lightning it sucks the heat from the surrounding air at an even faster 
  rate than it already does, causing damage equal to the lightning bolt to 
  all creatures within 60 feet of the pyramid. Damanar claims that the 
  pyramids, the “conclave” as he calls them, speak to him in his mind, and 
  have opened his eyes to the universe.
  Damanar the Prophet: HD 4 (24 hp); AC 7 [12]; Atk 1 staff 
  (1d4); Move 12; Save 13; CL/XP 5/240; Special: Spells (1/
  day each – prismatic spray, prismatic sphere, prismatic wall, 
  rainbow pattern). These new spells can be found at the end 
  of this volume.
  2203. 
  The woods here are rife with decapus – terrestrial squids that swing 
  from branch to branch in the fashion of monkeys. The decapus are simple 
  hunters. They are encountered on a roll of 1-3 on 1d6 in groups of 1d4+3. 
  Each day spent in this hex carries with it a 1 in 6 chance of a powerful 
  rumbling that shakes the branches of trees. This rumbling is caused by a 
  large machine buried beneath the soil. The machine is complex beyond the 
  reckoning of most folk – perhaps very high-level magic-users could suss 
  out the workings – and the machine is in poor condition. It is powered by 
  a geothermal vent and was designed as a power unit for other machinery 
  that has long since disappeared.
  Decapus: HD 4; AC 4 [15]; Atk 9 tentacles (1d4); Move 6 
  (C12); Save 13; CL/XP 7/600; Special: Strangle (tentacle 
  that beats AC by 6 or more latches on for 1d4 damage per 
  round, even 6 rounds after death), phantasmal force.
  2223. 
  There is a small island here of sandy beaches and golden grasses on 
  rolling hills. Those who step on the island soon forget who they are, where 
  they are and why they are. The second a foot touches the land its owner 
  must pass a saving throw or be struck with amnesia. Each hour spent on 
  the island requires a new save for those unaffected at a cumulative -1 
  penalty. A person well prepared who recites their name and parentage over 
  and over gains a +5 bonus to save.
  At the island’s center there is a golden bowl on a tripod. The bowl is 
  guarded by a golden boar of immense proportions and terrible temper. 
  The bowl contains a portion of ichor, the very lifeblood of the gods. The 
  mere touch of the ichor inflicts 9d6 points of damage on a person. Tasting 
  it causes a person to burst into flames from the inside out, killing them and 
  reducing them to ash in less than a minute.
  Golden Boar: HD 7; AC 4 [15]; Atk 1 gore (2d8); Move 15; 
  Save 9; CL/XP 8/800; Special: +1 or better weapon to hit, 
  immune to fire and cold.
  2226. 
  Tall cliffs along the coast are covered in the writings of the stone giants. 
  These writings tell the history and mythology of the stone giant kingdom. 
  The cliffs are a good source of ancient legends, but they are weathered 
  and readers have only a 1% chance per hour of study of uncovering useful 
  information.
  2314. 
  This coast is littered with clumps of dozing sea cats. Jagged rocks rise from 
  the pounding surf, and between them there are glass-domed houses. Inside 
  these houses there are stone pillars that descend into the sea. Atop each pillar 
  there is a pot of earth holding an orchid. One can only get into one of these 
  greenhouses by swimming 15 feet under the water surface and then up into the 
  structure, which is steamy and terribly warm. By climbing up the 6-ft pillar, 
  one can catch the scent of a golden orchid, which heals all wounds and cures 
  all diseases. Attempting to pilfer an orchid or damaging one brings down the 
  wrath of the gods in the form of a movanic deva with fiery eyes, long tongues 
  as red as blood, hawk talons on their feet and wielding solar axes.
  Movanic Deva: HD 8; AC -1 [20]; Atk 1 weapon (3d6); Move 
  18 (F36, S36); Save 8; CL/XP 15/2900; Special: +1 or better 
  weapon to hit, magic resistance (55%), wields a +1 flaming 
  axe, never attacked by animals, shift between planes at will, 
  spells: anti-magic shell x3, continual light, cure disease, cure 
  light wounds x7, detect evil, dispel magic, invisibility (self), 
  plane shift, polymorph self, protection from normal missiles 
  and remove curse.
  2329. 
  A circle of white stones, crudely carved and heavily weathered stands 
  on a promontory overlooking the sea. On the nights of the full moon, it is 
  visited by a pod of five orcaweres. The orcas were once stone giants who 
  deigned worship the gods of chaos. Their transgressions brought upon 
  them this curse – that save under the light of a full moon they should be 
  banished from the cold, solid earth of their birth into the primordial abyss 
  of the sea. At the full moon, the poor souls assume stone giant shape and 
  crawl up out of the sea to plea for their souls at the old stone circle. Years 
  of the curse have driven them nearly to madness, and they tend to behave 
  violently toward intruders in the circle. When the moon is not full, there 
  is a 3 in 6 chance that they will be hunting off the coast in whale form.
  Orcawere: HD 12; AC 3 [16]; Atk 1 weapon (2d8) or bite 
  (2d6); Move 12 (S18); Save 3; CL/XP 13/2300; Special: Can 
  only be killed with a silver weapon.
  hex crawl chronicles
  26
  
  2331. 
  The strange men of the Last Kingdom, located to the south of the 
  included map, have an outpost here. The outpost is a square fortress with 
  40-ft tall walls that are 10 to 15 feet thick. The interior walls are lined with 
  block houses, simple and Spartan, composed of glossy black bricks. These 
  block houses are four stories tall and Spartan in their furnishings, save for 
  the richly decorated wall hangings. 
  In the middle of the fortresses courtyard there is a round tower. 60 feet 
  tall, in which the commandant, Iolt, dwells. Iolt is brave and, like many of 
  the Last Men, suspicious and xenophobic. She has olive skin and blonde 
  hair cropped in a page boy cut. Iolt’s sergeant is Shad, an aggressive man 
  with no sense of humor. Iolt communicates with her liege via a large 
  crystal (worth 100 gp) set in a matrix of gold wires secured to the walls. 
  The crystals give off a strange hum in various tones that Iolt can interpret.
  The fortress houses forty men-at-arms. Twenty of the men-at-arms 
  wear ring armor and carry heavy crossbows and short swords. The others 
  wear chainmail and carry shield and long sword.
  2424. 
  Gaen, the Triton Prince of the Coast dwells here in a great mount of 
  reddish-black basalt with towers and spiraling battlements carved into the 
  exterior and a maze-like interior guarded by domesticated moray eels. The 
  tunnels lead to caverns richly appointed in precious metals and statuary. 
  One particularly large cavern that is entered from above holds a great 
  marble statue of a sea demon – a terrible beast that is an unwholesome 
  mélange of whale, jellyfish and goat. A large spear juts from the creature’s 
  chest, and it grasps it with its tentacle arms, as though it was frozen in 
  stone while trying to dislodge the weapon.
  Gaen is voluminous triton with a great shock of white hair, a long beard 
  decorated with purple-shelled mollusks, ice blue eyes that can practically 
  freeze a man in his path with a hard stare and powerful arms that hold two 
  barbed shafts that look to have once been attached to harpoons. In battle, 
  he wears a coat of shagreen scales ornamented with bronze bolts and gold 
  trim and a bronze helm in the ancient Greek style with a crest of urchin 
  spines. Gaen commands a rich tribute in precious metals and stones from 
  the ships that ply the coast.
  The prince has a royal guard of 10 triton warriors. He rules a population 
  of 200 merfolk. Their holdings are rich in capricorns (goat-fish), the 
  merfolk weaving their wool into magical shawls that protect one from 
  the cold (resistance to cold weather, half damage from cold spells and 
  effects).
  Giant Moray Eel: HD 4; AC 7 [12]; Atk 1 bite (2d6); Move 0 
  (S9); Save 13; CL/XP 4/120; Special: None.
  Triton: HD 3; AC 5 [14]; Atk 1 trident (1d8+1); Move 1 (S18); 
  Save 14; CL/XP 4/120; Special: Magic resistance (90%).
  Gaen, Triton Prince: HD 6 (32 hp); AC 5 [14]; Atk 2 harpoons 
  (1d8+1); Move 1 (S18); Save 11; CL/XP 8/800; Special: Magic 
  resistance (90%), cast spells as 6th level magic-user.
  2507. 
  This hex contains an island of mist-shrouded swamps and rocky 
  coasts. The coasts are inhabited by numerous cyclops. These giants are 
  encountered in groups of 1d3 on rolls of 1-2 on 1d6. In the swampy interior 
  of the island, tall hills poke up from the mists, some of them large enough 
  to support small villages. These villages are inhabited by sisterhoods of 
  1d20+30 amazons. The amazons are tall and handsome women, with 
  strong noses and gray eyes. They wear blood red silks and glass bangles 
  on their wrists and ankles.
  A large plateau in the center of the island holds a natural depression 
  that serves as a stadium for competitions decreed by the patron goddess 
  of the island, Weonau. Weonau is the wild goddess of evil who appears 
  as an athletic maiden with a bony crest atop her head and running down 
  her back, beady eyes of alabaster white and black, scaled skin. She carries 
  two throwing knives, nicknamed Lust and Anger. Her idol is placed in the 
  middle of the stadium and stands 20 feet tall. The stadium stands above 
  two interlocking arches that cover a fire pit.
  Once each year, the seven best warriors of each amazon village meet 
  to fight in this stadium for the honor of bearing the sacred black flame of 
  the goddess. The current holder of the flame walks into the fire pit beneath 
  the idol of the goddess, where she is consumed by the black flames. Once 
  this has occurred, the amazons fight (rarely to the death) to determine 
  the island’s champion. This champion then walks (or crawls) into the fire 
  pit where she absorbs the flame. The holder of the black flame gains the 
  spellcasting abilities of a 7th level cleric and the touch attack of a wight. 
  The current champion of the amazons is Brighda.
  Cyclops: HD 8+2; AC 4 [15]; Atk 1 weapon (2d8); Move 12; 
  Save 8; CL/XP 9/1100; Special: Throw boulders at -2 to hit, 
  surprised on roll of 1-3 on 1d6, immune to fire.
  Amazon: HD 1+1; AC 5 [14]; Atk 1 weapon (1d8+1); Move 
  12; Save 17; CL/XP 1/15; Special: Fight as a berserker.
  Brighda, Cleric Lvl 7: HP 30; AC 5 [14]; Save 9 (7 vs. paralysis 
  and poison); CL/XP 10/1400; Special: Control undead, 
  spells (2/2/2/1/1), touch drains level as wight, can fight as 
  berserker. Chainmail, flanged mace, unholy symbol.
  2511. 
  A trio of nymphs dance here in a peaceful meadow, caressing the stones 
  with their feet and pleasing the earth with their gentle grace. The nymphs 
  dance for approximately one hour at dawn and again at dusk. Those who 
  witness the dance may be struck blind (save to negate), but they also have 
  their wounds healed and their diseases cured. The rest of the day is spent 
  at rest and play. While the nymphs are not entirely defenseless, ten giant 
  beetles lurk just beneath the ground, ready to attack when needed.
  Nymph: HD 3; AC 9 [10]; Atk none; Move 12; Save 14; CL/XP 
  5/240; Special: Sight causes blindness or death.
  Giant Beetle (5ft): HD 3; AC 3 [16]; Atk 1 bite (3d6); Move 9; 
  Save 14; CL/XP 4/120; Special: None.
  2513. 
  Hofn is a Sea Lord town surrounded by a stone wall with a large, 
  wooden gate. The town was founded about a century ago, when the Sea 
  Lords first reached the shores of the Pirate Coast. Hofn was the first of the 
  Sea Lord towns to prosper and the first to build a stone wall in place of 
  its original wooden palisade. The layout inside Hofn is a chaotic jumble 
  of narrow lanes and winding stairs ascending the sides of the river valley. 
  It is primarily known for its society of alchemists, the Chimeric Brothers, 
  its fine, cobbled streets (laid down overnight by a wonder worker who 
  promised to return in 100 years to claim his price, the town’s children 
  – that was about 100 years ago) and its breweries and distilleries, not 
  to mention the taverns that distribute their wondrous wares. The town’s 
  guardsmen are virtually a law unto themselves, each constable attaining 
  his position by paying a fee to the lord mayor and then doing their best 
  to recoup the fee via a competitive protection racket. This overbearing 
  law enforcement keeps crime low (or at least shifts crime into the official 
  sphere), but makes navigating the streets of Hofn tricky for visitors. 
  In all, Hofn is a friendly town. It makes its living on trade, both from 
  riches delivered by the pirate fleet of Randar the Red, and from explorers 
  looting the interior of the country. The town is surrounded by farms and 
  orchards of cherry and apple trees. The buildings in the town are a mixture 
  of wattle-and-daub and wooden sideboard construction, all with shuttered 
  windows painted with mystic glyphs meant to keep away the spirits that 
  haunt the tortured coast.
  Hofn is governed by Arles Comger, a wealthy priest of Albia whose 
  fiery sermons and manly defense of the city against a recent onslaught 
  of ghouls, made him the people’s favorite as lord mayor. Arles detests 
  chaos and demands order – for now, this is playing well with the people, 
  though the innately chaotic Sea Lords will almost certainly rebel sooner 
  or later. His chief rival is Shawna Brethad, scion of a noble house who 
  finds the common folk irritating and Arles particularly so. Shawna has 
  The Pirate Coast
  27
  
  many influential friends among the seedier folk of Hofn. She is usually 
  to be found weaving her webs from the Three Knuckles roadhouse by the 
  town’s west gate. Adventurers may find themselves in conflict with Galie 
  Thien, an ally of Shawna and a noble woman in her own right. Galie is a 
  flamboyant woman who is deadly quick with a blade.
  Arles Comger, Cleric Lvl 7: HP 20; AC 7 [12]; Save 9 (7 vs. 
  paralysis and poison); CL/XP 8/800; Special: Banish undead, 
  spells (2/2/2/1/1). Leather armor, light mace, holy symbol, 
  brass chain (55 gp).
  Galie Thien, Assassin Lvl 6: HP 19; AC 6 [13]; Save 10; CL/
  XP 5/240; Special: Disguise, poison, backstab x2, climb walls 
  88%, delicate tasks 30%, hear sounds 4 in 6, hide in shadows 
  25%, move silently 35%, open locks 25%. Leather armor, 
  shield, long sword, daggers (3), darts (10), vials of poison (3).
  2521. 
  This volcanic island is covered with ridges of basalt, the valleys home 
  to twisted and stunted black oaks. Two competing cults, that of the sister 
  goddesses Esdis of the Sun and Zabeth of the Forge, are forced to live in 
  an uneasy peace, the island being divided between them. The eastern half 
  of the island contains the great temple of Zabeth and a number of old iron 
  mines that still produce an uncommonly pure ore. The western half of the 
  island is given over to the sun goddess and her temple in the midst of a 
  great fishing village.
  Zapeth appears as a voluptuous old woman with thickly muscled arms, 
  large red eyes, golden skin and wearing a jack-of-plates and a thick leather 
  apron. Tales tell of her often taking the shape of a red fox, and images 
  of red foxes decorate her temples and many of the houses on the island. 
  Esdis is a short, angular woman with solar spikes emanating from her 
  head, orange eyes and vermillion skin. She wears a cloth-of-gold robe and 
  carries two discs.
  The people of the forge have the golden skin and muscled bodies of 
  their goddess, while the people of the sun have the vermillion skin and 
  angular features of their goddess. Each temple holds a magical fountain, 
  the drinking of which changes one’s appearance into that of the people 
  of the forge or sun, and unless they pass a save orients their mind to the 
  zealous worship of the same goddess.
  2602. 
  There is a small tower here near a sparkling stream. The banks of the 
  stream support sycamores and daffodils. The tower made of concrete (or 
  to most folk a smooth, gray stone) and sealed with a small, metal door. 
  The tower is 16 feet tall and about 8 feet in diameter. The interior consists 
  of a single room that is furnished with a cramped collection of wooden 
  furniture, all highly ornamented, including a large bear rug, the head of 
  which has both human and bear characteristics. The tower is the home of 
  Porkill, a perspicacious litte gnome. Porkill is a sailor and fisherman by 
  trade, keeping a little coracle down by the stream. He waits in his tower 
  for the return of his love, Reida, who journeyed across the Aderumdoc 
  Mountains to visit her uncle.
  Porkill: HD 2; AC 8 [11]; Atk 1 weapon (1d4); Move 6; Save 
  16; CL/XP 3/60; Special: Phantasmal force 1/day. 
  2604. 
  A sheltered harbor here is the mustering point of a grand fleet of pirates 
  – the combined fleets of Randar the Red, Ydence Longshanks and Bonny 
  Prince Andus. Their lion-prowed galleys are drawn up on the beaches and 
  a number of temporary lean-tos and tents have been erected, and there 
  is a larger permanent log house as well. The long house is now housing 
  the war council of the assembled captains. The fleet is gathering here for 
  an invasion of Bucrania. They have already made some forays into the 
  sea, returning with much treasure and a few captives, including Llenda, 
  the lady-in-waiting of Princess Katlithimeina. Llenda has convinced them 
  that she is her mistress, and has made promises to Andus that he could 
  share her throne if only he will kill her cruel father.
  2612. 
  An ordinary cave set among the pines looks down on the coast. Giant sea 
  slugs rise from the ocean and crawl up to this cave, entering it and traveling 
  into its depths when they know they are about to die. What becomes of these 
  creatures in the depths is unknown, but no corpses are ever found. Encounters 
  with the slugs near or inside the cave occur on a roll of 1-2 on 1d6.
  Giant Sea Slug: HD 12; AC 8 [11]; Atk 1 bite (1d12) or acid 
  squirt; Move 6; Save 3; CL/XP 13/2300; Special: Spit acid.
  2629. 
  There is a smallish island here. The island has a thin, acidic soil that 
  supports a few small cherry trees. The shores of the island are cliffs and 
  have been carved into battlements and unevenly spaced towers. These 
  battlements are haunted by warrior shades, sailors who lost their lives in 
  the dangerous straits and found their souls bound to the island. There is 
  one entrance through these battlements – a stone stair that ends in a quay 
  with moorings for up to five boats. At each new moon, a coven of five 
  forlarren, the children of the nymph Wilfrun and the archdevil Samon, 
  meet here to pay respects to their mother and to spit on the image of their 
  father, which is carved into a small pillar of basalt at the island’s center. 
  The only other inhabitants of the island are venomous serpents. Each hour 
  on the island carries a 1 in 6 chance of encountering 1d3 vipers.
  Shade: HD 3+3; AC 7 [12]; Atk 1 touch (1d4 + strength drain); 
  Move 12; Save 14; CL/XP 4/120; Special: Drain 1 point str with 
  hit, hit only by magic weapons.
  Forlarren: HD 3; AC 2 [17]; Atk 2 strikes (1d4); Move 12; Save 
  14; CL/XP 4/120; Special: Heat metal.
  2718. 
  This wide island is heavily creased with green valleys and buff-
  colored, rocky bluffs. The valleys are planted with crops of sugar beets, 
  hex crawl chronicles
  28
  
  The Pirate Coast
  29
  huckleberries and wheat. The village holds a bizarre city-state of stone 
  buildings like small shell keeps. Each of these towers has a fire pit in the 
  courtyard and is inhabited by a strange creature called vindlu. The vindlu 
  look like lithe lions covered with silvery scales. Their paws resemble 
  human hands and though they often choose to walk on all fours, they are 
  capable of sitting on their haunches and working with their fore-hands.
  The vindlu’s island is currently under the domination of an army 
  from the Last Kingdom to the south. The Last Men are overbearing 
  and paranoid, and both despised and tolerated by the vindlu. The vindlu 
  number about 450 and the men-at-arms of the Last Kingdom about 200, 
  including crossbowmen, swordsmen and swift cavalry.
  The tallest and largest building on the island is a tower-shaped temple 
  dedicated to a deity the vindlu call the Ancient Sun. The interior of the 
  temple is clad in yellow tiles, the floor taken up with a pit of burning oil 
  and multiple balconies for worshipers to roar their love of the great idol 
  – a giant automaton with golden skin that glows hotter as the roars grow 
  louder. When the vindlu have finally had enough of the xenophobic Last 
  Men, they will release their clockwork god upon them.
  Idol of the Ancient Sun: HD 15 (52 hp); AC 2 [17]; Atk 2 slams 
  (3d6); Move 12; Save 3; CL/XP 16/3200; Special: Cone of 
  heat (90’ long and 30’ wide, inflicts damage equal to the 
  idol’s initial hit points).
  Vindlu: HD 1; AC 7 [12]; Atk 2 claws (1d4) and bite (1d6) or 
  crossbow (1d6); Move 12; Save 17 (15 vs fire, death rays, traps 
  and breath weapons); CL/XP 1/15; Special: Surprise (3 in 6).
  2726. 
  The island here is covered by thick woodlands crossed by dark, winding 
  rivers that taste of wine. In the center of the island there is an ancient, 
  crumbling city-state with wooden walls 60 feet tall and large gates clad 
  in bronze scales. The city-state is long abandoned, its treasures mostly 
  plundered. The olive-skinned people of the island now live like wolves, 
  wearing only wolf-pelt tunics and arming themselves with spears and 
  slings. They return at each quarter moon to the city to pay homage to their 
  ancient, jealous god. His idol takes the form of a great, iron gorgon crusted 
  with sulfur. Trap doors hidden in the crumbling temple lead into ancient 
  tunnels and pits, some of which hold ancient reliquary objects and caches of 
  gems, and others doors into deeper caverns inhabited by twisted creatures 
  of the underworld called the “worms that walk”, creatures that are writhing 
  conglomerations of pallid worms beneath tattered brown cloaks.
  Worms That Walk: HD 4; AC 5 [14]; Atk 1 staff (1d6); Move 12; 
  Save 13; CL/XP ; Special: Engulf victim in vermin (1d4 damage 
  per round until a saving throw is made and then shaken for 1d4 
  rounds and -1 to hit and damage), can discorporate into swarm 
  of vermin that wriggle away, cast spells as 4th level magic-user
  Half-Orc Race
  Half-orcs are not a race, but rather creatures with a mixture of human and 
  humanoid (usually orc, goblin, gnoll, bugbear or hobgoblin) blood. Half-orcs 
  can almost pass for human. They average from six to seven feet in height and 
  are usually stocky. Their skin often has a pink, grey or green cast to it. Half-
  orcs often have one of the following facial features: Turned up nose, pointed 
  ears, thick eyebrows, a heavy forehead, vestigial tusks and/or pointed teeth. 
  Half-orc hair is coarse and unruly and usually black, dark brown or dark red. 
  Half-orc eyes are almost always brown, brownish green or greyish green.
  Half-orcs usually speak the common tongue of men and often (60%) 
  the language of their other parent race. It is not uncommon for them to 
  learn the language of dwarves, goblins, ogres and giants.
  Half-orcs can see up to 60 feet in darkness and their sense of smell is 
  as keen as a wolf’s. Their thick skin gives them a natural Armor Class of 
  8 [11], which can be enhanced with armor. Half-orcs enjoy a +2 bonus to 
  saving throws against poison and disease.
  Half-orcs can advance as fighters (up to 8th level), thieves (no level 
  limit), assassins (up to 6th level) or fighter/thieves (up to 8th level as fighter 
  and 12th level as thief).
  New Spells
  Prismatic Spray
  Spell Level: Magic-User, 7th Level
  Range: Cone (60’ long, 30’ wide at base)
  This spell causes seven shimmering, intertwined, multicolored beams of 
  light to spray from your hand. Each beam has a different power. Creatures 
  in the area of the spell with 8 HD or less are automatically blinded for 2d4 
  rounds. Every creature in the area is randomly struck by one or more beams, 
  which have additional effects. Roll 1d8 for each creature in the area of effect:
  Roll
  Effect
  1
  Red causes 2d6 points of fire damage
  2
  Orange causes 3d6 points of acid damage
  3
  Yellow causes 4d6 points of electricity damage
  4
  Green is a deadly poison
  5
  Blue petrifies
  6
  Indigo causes insanity 
  7
  Violet sends creatures to another plane of existence
  8
  Struck by two rays; roll twice on this table, re-rolling “8”s
  Prismatic Wall
  Spell Level: Magic-User, 8th Level
  Range: 60 feet
  Duration: 10 minutes/level
  Prismatic wall creates a vertical wall of shimmering, multicolored light 
  that protects from all forms of attack. The wall flashes with seven colors, 
  each of which has a distinct power and purpose. The wall’s creator can pass 
  through and remain near the wall without harm. However, any other creature 
  with less than 8 HD that is within 20 feet of the wall is blinded for 2d4 
  rounds by the colors if it looks at the wall. The wall’s maximum proportions 
  are 4 feet wide per caster level and 2 feet high per caster level. A prismatic 
  wall spell cannot be materialized in a space occupied by a creature.
  Each color in the wall has a special defense and causes damage to people 
  passing through the wall per the colors of the prismatic spray spell. Red 
  stops non-magical missiles and is negated by an ice storm. Orange stops 
  magical missiles and is negated with control winds. Yellow stops poisons, 
  gases and petrification and is negated with disintegrate. Green stops breath 
  weapons and is negated with the passwall spell. Blue stops scrying and 
  mental attacks and is negated by magic missile. Indigo stops all spells and 
  is negated with a continual light spell. Violet is an energy field that destroys 
  all objects and magical effects and is negated by dispel magic.
  The wall can be destroyed, color by color, in consecutive order, by various 
  magical effects; however, the first color must be brought down before the 
  second can be affected, and so on. A rod of cancellation destroys a prismatic 
  wall, but an anti-magic shell fails to penetrate it. Dispel magic cannot dispel 
  the wall or anything beyond it. Magic resistance is effective against a prismatic 
  wall, but the d% roll must be repeated for each color present.
  Rainbow Pattern
  Spell Level: Magic-User, 4th Level
  Range: 120 feet
  Duration: Concentration + 1 round/level
  A glowing, rainbow-hued pattern of interweaving colors springs 
  from a crystal prism in the magic-user’s hand to fascinate those within 
  it. Rainbow pattern fascinates a maximum of 24 Hit Dice of creatures. 
  Creatures with the fewest HD are affected first. Among creatures with 
  equal HD, those who are closest to the spell’s point of origin are affected 
  first. An affected creature that fails its saves is fascinated by the pattern.
  With a simple gesture the pattern can be moved up to 30 feet per round. 
  All fascinated creatures follow the pattern, trying to remain within the 
  effect. Fascinated creatures who are restrained and removed from the 
  pattern still try to follow it. If the pattern leads its subjects into a dangerous 
  area each fascinated creature gets a second save. If the view of the pattern 
  is completely blocked creatures that can’t see it are no longer affected.
  
  Hex Crawl Chronicles: The Pirate Coast is written under version 1.0a of the 
  Open Game License. As of yet, none of the material first appearing in Hex Crawl 
  Chronicles: The Pirate Coast is considered Open Game Content.
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 
  2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 
  1. Definitions: (a)”Contributors” means the copyright and/or trademark own-
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  ute; (d)”Open Game Content” means the game mechanic and includes the methods, 
  procedures, processes and routines to the extent such content does not embody the 
  Product Identity and is an enhancement over the prior art and any additional con-
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  copy, edit, format, modify, translate and otherwise create Derivative Material of 
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  2. The License: This License applies to any Open Game Content that contains a 
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  such provision shall be reformed only to the extent necessary to make it enforce-
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, 
  David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, 
  James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
  Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch
  Monster Compendium: 0e, Copyright 2008, Matthew J. Finch
  Sword & Wizardry Complete Rules, Copyright, 2010, Matthew J. Finch
  Angel, Monadic Deva, from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author 
  Scott Greene, based on original material by Gary Gygax.
  Hex Crawl Chronicles: The Pirate Coast, Copyright 2012, Author John Stater.
  legal appendix
  30
  
  legal appendix
  31
  
  legal appendix
  32
  
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