2021-12-20 Random tables for locations

I’ve been tinkering with Hex Describe again. Every time I create a map I chuckle when I see a nuggets such as this:

Hex Describe

The flowing letters on their white banners identify them as *Timeless Children of Lonely Mitra* elves. “Have you seen the *Astral Cup of Rúthwi*? If you bring it to us, we will grant you a realm of your own on the Astral Sea! But if you are hiding it from us, you will die a very slow death.”

![3010: The Moon Copse is flooded with soothing sun light (or moon light). This clearing is surrounded by Catgorse trees. It is frequented by the unicorn herd Gentle Spirits. A gentle breeze carries the sound of ethereal wind-chimes. Those with a knack for herbalism can find Wild Tail, along a small creek. The clearing is patrolled by 3 unicorns (HD 4 AC 2 1d8/1d8/1d8 F8 MV 24 ML 7 XP 400; short teleport jump (360ft) 1×/day; a unicorn horn is worth 5000gp to an alchemist; each unicorn also has d100 strands of hair long enough to be sold to an alchemist, each worth 50gp) led by Scourge of Suffering (sleep, lunar runes, eternal starlight). The unicorns hate the wood loggers of Formbatch (2910) and want them gone. There are 14 light elves (HD 1 → 1d6 AC 5 1d6 or spider climb 1×/day E1 MV 12 ML 10 XP 100) in gleaming armour, with lances and shields on impossibly thin grey horses with long manes, led by TaurdirTaurdir (level 6). The spells known are based on The Book of Weaving by Iauniel the Hidden: 1. spider climb, rope command, 2. glamour, spider senses, 3. phase walk, observation. A dwarven short sword +2 with dwarven runes naming the owner: Sváva Brassseeker of Hammereater. A helmet of the bull, grants an extra attack when charging into a fight: on a hit, an opponent no larger than yourself is thrown to the ground such that your allies get a +4 to attack them.

The flowing letters on their white banners identify them as Timeless Children of Lonely Mitra elves. “Have you seen the Astral Cup of Rúthwi (0409)? If you bring it to us, we will grant you a realm of your own on the Astral Sea! But if you are hiding it from us, you will die a very slow death.”](Image_1_for_2021-12-20_Random_tables_for_locations.png)

And the best part is that the *Astral Cup of Rúthwi* does exist!

8000 silver coins. 8000 gold coins. A scroll of *moving ice* (…). The *Astral Cup of Rúthwi*, an ancient light elf heirloom.

0409: A few thorny bushes between the rocks are the only green patches up here. There is a huge wooden fort up here. They must have cut down an entire forest to build it. It is huge. 4 hill giants led by Dwarf Thrower (HD 8 AC 4 2d6 F8 MV 12 ML 8 XP 800). 8000 silver coins. 8000 gold coins. A scroll of moving ice (grow an ice bridge up to 30m long from existing snow or ice). The Astral Cup of Rúthwi, an ancient light elf heirloom.

You just need to figure out how to deal with the hill giants, now…

In any case – I was tinkering with the creation of an elementalist school. The problem is how many wizards do you create? One high-level wizard for each element is a lot of text, and the setup at the beginning is very short. Of course, player character wizards and elves wanting to learn new spells can be an interesting driver in addition to that initial setup, and I’ve added a little monster issue at the end, but I feel that this location can still be improved.

I’ll have to think of something. Perhaps they have missions themselves, dragon related? Red dragons = fire, blue dragons = air (wrong colour, what about water?), black dragon = water (or swamp, my setting has no river dragons!), brown dragons = earth (no earth dragons!). This needs more work!

Perhaps non-player characters looking for these elementalist schools and looking for guides and guards. That might be interesting. Hm…

![2601: The Moon Copse is sinking beneath the water. Pale yellow froth clings to the Greennut roots here. A distant splash is followed by frantic waterfowl calls. Fallen trees, beaver dams, standing water – progress is difficult even with light boats since the water ways are blocked again and again. And then: an opening, a small lake. A little fishing village of stilt houses rises from the water, platforms connected by rickety bridges, and a wooden tower in the middle. Make yourself known and a fisher may come and investigate, e.g. Sian (marked as a member of the air house). Atop the tower you can see banners showing the symbols of earth (🜃), water (🜄), air (🜁), and fire (🜂). In the village itself, all the houses and all the adults are similarly marked with a coloured dot: earth (brown), water (blue), air (white), and fire (red). This is Feverbost, a village of 100 humans (HD 1 AC 8 1d6 F1 MV 12 ML 7 XP 100; shield, spear). Every night, they meet at the tea house belonging to Servan (marked as a member of the water house). 4000 silver coins.

If Servan takes a liking to you, they’ll ask for your help: “Our geomancer has been squeezing us for months, now. The other elementalists won’t help us so you are our only hope. Free us from this bone devil!” If you investigate you will find tales of coercion, molestation and disappearances from Morag, Truc Phuong, and Jakobos. The situation really is unbearable.](Image_3_for_2021-12-20_Random_tables_for_locations.png)
The geomancer Neal (level 10) The spells known are based on The Book of Geomancy by Zorkan of Mount Whiterock: 1. magic message, stone fist, flying stones, 2. raise stone, golem craft, throw a rock, 3. rock swim, rock throwing, stone skin, 4. earth ship, split the ground, bury the living, 5. stone growth, earthblood mastery. Neal also happens to own a book: Human Buildings.
The aquamancer Sarvinth (level 7) The spells known are based on The Book of Aquamancy by Jezembal the Ice Queen: 1. ice wall, icicles, wave, 2. frozen path, tentacles, 3. water way, water breathing, 4. part water. A dwarven dagger +2 with dwarven runes commemorating the slaying of the red dragon Burning Tooth of the Holy Fire. Sarvinth also happens to own a book: Charming People and Exploiting Friends.
The aeromancer Soner (level 7) The spells known are based on The Book of the Mountain Witch by Asphyx the Aeromancer: 1. eagle eyes, bird friendship, feather fall, 2. invisibility, illusion, 3. lightning bolt, gaseous form, 4. like grass. A living black tattoo +1 dedicating its wearer to Pazuzu. Soner also happens to own a book: Mastering Infinity.
The pyromancer Djamila (level 9) The spells known are based on The Book of Pyromancy by Ysabala Devilsdaughter: 1. fire resistance, ball of fire, flame cloak, 2. flaming blade, illusion, firetrap, 3. feasting, flame arrows, fireball, 4. wellness, wall of fire, 5. rain of fire. A golden crown +2 commemorating the ascension of Thekk Stoutbrace to the throne of Grind.
The local contact for the secret society of the Sacred Company of the Truths is the knight Adwoa (level 6). A dagger +1 consecrated to Set poisoning your thoughts with images of you stabbing anybody you are talking to. The helmet of the dark lord with smoke and red light dripping out of its visor grants the ability to tell when others within 10ft are lying. They are here to overthrow the feudal lords and to push back against their supporters.
The carp fishers of Feverbost are reporting many dead fish. They are right, for 31 swamp cranes have recently moved in and their dung is poisonous (HD 1 AC 7 1d4 F2 MV 18 ML 9 XP 100; shoots feathers like darts for 60ft until they roll a 1 for damage; from then on they attack with their beaks; afraid of loud rattling, drumming or bells ringing; swamp crane feathers are worth 50gp each to an alchemist).
Bone Waters flows through here.
Old Shady Road starts here.

The geomancer Neal (level 10) The spells known are based on The Book of Geomancy by Zorkan of Mount Whiterock: 1. magic message, stone fist, flying stones, 2. raise stone, golem craft, throw a rock, 3. rock swim, rock throwing, stone skin, 4. earth ship, split the ground, bury the living, 5. stone growth, earthblood mastery. Neal also happens to own a book: Human Buildings. The aquamancer Sarvinth (level 7) The spells known are based on The Book of Aquamancy by Jezembal the Ice Queen: 1. ice wall, icicles, wave, 2. frozen path, tentacles, 3. water way, water breathing, 4. part water. A dwarven dagger +2 with dwarven runes commemorating the slaying of the red dragon Burning Tooth of the Holy Fire. Sarvinth also happens to own a book: Charming People and Exploiting Friends. The aeromancer Soner (level 7) The spells known are based on The Book of the Mountain Witch by Asphyx the Aeromancer: 1. eagle eyes, bird friendship, feather fall, 2. invisibility, illusion, 3. lightning bolt, gaseous form, 4. like grass. A living black tattoo +1 dedicating its wearer to Pazuzu. Soner also happens to own a book: Mastering Infinity. The pyromancer Djamila (level 9) The spells known are based on The Book of Pyromancy by Ysabala Devilsdaughter: 1. fire resistance, ball of fire, flame cloak, 2. flaming blade, illusion, firetrap, 3. feasting, flame arrows, fireball, 4. wellness, wall of fire, 5. rain of fire. A golden crown +2 commemorating the ascension of Thekk Stoutbrace to the throne of Grind.

The local contact for the secret society of the Sacred Company of the Truths is the knight Adwoa (level 6). A dagger +1 consecrated to Set poisoning your thoughts with images of you stabbing anybody you are talking to. The helmet of the dark lord with smoke and red light dripping out of its visor grants the ability to tell when others within 10ft are lying. They are here to overthrow the feudal lords and to push back against their supporters. The carp fishers of Feverbost are reporting many dead fish. They are right, for 31 swamp cranes have recently moved in and their dung is poisonous (HD 1 AC 7 1d4 F2 MV 18 ML 9 XP 100; shoots feathers like darts for 60ft until they roll a 1 for damage; from then on they attack with their beaks; afraid of loud rattling, drumming or bells ringing; swamp crane feathers are worth 50gp each to an alchemist). Bone Waters flows through here. Old Shady Road starts here.

​#RPG ​#Old School ​#Hex Describe

Comments

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Hex Describe is the best generator resource for DnD. Your passion shows through the code, its so useful and when my players go “we travel right right right” off map its my first resource.

Thank you so much for this and it gets better all the time.

– Oliver 2021-12-20 16:10 UTC

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🤗

– Alex 2021-12-20 21:12 UTC

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This is fun, too: -

https://6b.eleuther.ai/

RESULT “Have you seen the Astral Cup of Rúthwi? If you bring it to us, we will grant you a realm of your own on the Astral Sea! But if you are hiding it from us, you will die a very slow death.”

– The Sons of Ull, in the court of the Northern Fief

Our investigation into the potential consequences of the previous session’s revelations has led us to the edges of the Astral Sea. The seas are a bit different on the Astral Plane, and there are some interesting new things to look out for.

To begin with, the waters are considerably colder than they are on the Material Plane, where the sea is pretty much always at the same temperature. The cold doesn’t really affect my water breathing, though it’s still better to not use it in temperatures under about 15 degrees C

– bluetyson 2021-12-26 00:08 UTC

bluetyson

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Haha. I just used the question as prompt and got this:

Have you seen the Astral Cup of Rúthwi?
The Cup of Rúthwi is a cup of immortality that has been passed down through generations of the rulers of Ireland. It is an ancient cup, and according to legend, the cup was passed down to Rúthwi, the father of Cú Chulainn, after he had killed an eagle in a battle.
The cup has been lost for a long time, but is now believed to have been found by Irish monks in Tarragona, Spain.

Scary.

– Alex 2021-12-26 11:22 UTC

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At least the water might be warmer in Spain!

– bluetyson 2021-12-29 12:59 UTC

bluetyson