HexGuide5 Booklet
HexGuide5 Booklet
Hexplorer’s
HUGE hexmap. This one is a whole different ballgame. We are going to take
a look at the major and minor factions from each region and determine what
their next steps are. This will in turn informs the things that may happen as
we continue to explore the world .
Guide to...
System Recommendations
I recommend using a lightweight party based system that has
its own hexcrawl/encounter rules such as:
Cairn 2e, Knave 2e, and White Box FMAG
3523
(Honestly most OSR games with your favorite oracle)
If you want solo specific games, a couple great options are:
Scarlet Heroes, and Ironsworn
3524
3525 3725
During downtime or an important
Feeling Memory Person
moment, roll 3d6, one for each column. 3625 3825
1 Desire Sacrifice (Ex?)Friend This will represent a feeling that the
3726
person you are rolling for has when
2 Fear Discovery Mentor they have a memory that has to do 3626 3826
with a person that is or was important
3727
3 Guilt Rescue Parent to them.
How we react to these moments in
4 Hope Forgiveness Lover our lives often defines our attitude to a
certain extent. No feelings here are
5 Anger Reunion Sibling negative, they just are.
Have tea with your feelings and feel
6 Joy Confession Rival
them wash over you.
Stillwater Basin
13
Not quite a hill, a tentative upward slope leads this area
3824 out of the swamp and towards the Gloaming Steppes to the GMing Yourself
north. The area does stay muddy enough to make crossing As a solo player, it is important to remember you are gamemastering yourself as
it tougher than normal grassland. well as playing. This booklet is laid out in a way to help prevent you as the player
As you pass through the hex you may notice a large from finding out things until you are ready. As the GM, you may decide to look at
amount of corpses here. In fact the sheer amount of rotting some of these items anyways, which is normal and may help you create a better story
flesh taints the very air you breathe. Save vs poison or take 1d6 damage if you spend in this world. Just remember to differentiate what you know and what the party
more than a couple hours here. knows!
Portions of the water here holds a darker tone to than How to Use this Booklet
Use the hexcrawl rules and random encounter/treasure tables from the ruleset of
the rest of the swamp. The liquid that forms the moor has a
your choice to explore the world, and determine outcomes. We’ll take care of filling
shimmer to it almost like the aqueous humor of a dark
3825 the world around you with interesting locales and stories! The idea is to add enough
brown eye. It calls to you as you walk by it, it makes you
structure to let you explore the world, while leaving you enough creative freedom to
feel like you want to be wholly in its embrace. Everything
make the world yours. When something is not answered in the booklet, use oracles
that you have desired sits there just under the surface.
to make your own answer. Don’t flip through in order, use the table of contents to
While nothing forces you in, you feel drawn to it. Do you
find the page that corresponds to the hex number you are visiting.
fall to those urges?
As seen in Fig. 1, we will be using 6 mile hexes (thanks to Steamtunnel for their
Another area that is fully surrounded by swamp as far as blog post on this).
3826 the eye can see. Towards the middle a dilapidated structure Secrets: At the bottom of some pages will be a mixture of true and false statements
sits half submerged, slowly being consumed by the swamp. about different hexes, ignore these unless sent to look for them.
A large silo sits at the corner of the building indicating this In the Mud
building could have stored food at one point.
Trekking through the swamp takes around the same amount of time as over the
Inside you find remnants of large overturned wooden
mountains, though there are no roads and your clothes will get much dirtier. There
bins and hundreds of moldy grain sacks. Rusty sickles and pitchforks hang upon a wall.
will also be times where it is impossible to trek through the water. Taking a boat will
If you spend 20 minutes exploring underwater Read Secrets H #4 on pg. 11. The whole
relieve you of some of the dirtiness though it wont be able to speed up the process
area is infested with mosquitos and there is a 3-in-6 chances that you find 2d4 stirges.
much if this is your first time in the swamp. Going in a boat with a guide or someone
Up the waterlogged stairs, the second floor has parts of the floor that will break if you
that was born in the swamp reduces the travel time to the same as crossing hills.
put all of you weight on them. Perception, dexterity, or similar checks may be made to
avoid them, on fail you simply take 1 damage, though a critical fail will lead to you New beginnings/Death is inevitable
taking 1d6 damage as you fall. Passing 3 such areas will lead you to a room with an old If this is your first time using Hexplorer’s Guide, welcome! This October issue is
ledger and a large locked chest. If you read the ledger Read Secrets J #3 below. If you built for a party of 4 characters level 2-4 depending on the system you are using (one
open the chest Read Secrets I on pg. 11. creature has about 38 hp). A new party would likely start at hex #3624, and would
likely have come here to take on a bounty for the kill or capture of a swamp creature
Secrets j Secrets k known as the “Parlangua”. Returning players may also want to create a new party if
they are attached to their characters, as the likelihood of at least one being consumed
1: Ghosts haunt you Not only did the Parlangua take Edric’s arm, it by the swamp is high. Proceed with caution!
2: Nothing of note also broke his heart. His partner was obsessed
3: You gain a Clue with becoming a witch. Inside the Mourning 6 mi 7 mi
4: You find a key Cavern they did a ritual, whether it worked or
5: You gain Fear not, they are now the Parlangua. (Can he help
6: 3rd Eye vision you catch it safely? Can you convince him?) 3.5 mi
Fig. 1
12 1
Hills lie to the north, and a grassland sits above the
swamp to the NE. Most of the area here is similar to Sorrowpool
3523 mudflats, though there are small “islands” with harder 3726 A fragile cluster of hovels huddle around a colossal dead
ground and foliage scattered throughout and deeper water oak tree. The hollow oak has been converted into a warm
to the SE. If you take the time to search the hex read below. inviting tavern, perhaps the only sanctuary within the
On one of the many islands, you find a campsite. If you region, gentle music plays and as you enjoy a fine drink you
succeed at determining exactly how long ago the fire was may swear you hear quiet laughter. A sign sits out front
last lit read Secrets A #2 on pg. 4, though anyone can tell it’s been more than a day. hanging by a thin rusty chain with the word Sorrowpool on it. As you explore and
The tents from the campsite have been ripped to shreds and a trail of dried blood interact with the people of this town and the bar patrons you may meet the following
leads deeper into the swamp. By the tents is a pouch filled with frostwort (a plant that people:
can be found at the top of “The Veiled Peaks”) next to a journal. The journal talks Edric Maelis Brenna & Dorin
Traits: Grizzled, Vengeful Traits: Melancholic, Driven Traits: Tormented, Clever
about distilling frostwort, apparently when poured on metal, it becomes cold as ice
Story: The innkeeper only has Story: A bard playing their lute. Story: The two hunters keep a
and deals it’s damage a “frost” damage. one arm. One of the few to escape Recently lost their lover lantern on, even during the day.
the Parlangua’s grasp. to the Parlangua. Perhaps they took the oath.
Knee deep mud and a chest high sluggish waterway lay
Gruff Hilde Lorn
in this region, towards the middle of the hex are stilted 3524 Traits: Warm, Watchful Traits: Wise, Quiet Traits: Loyal, Stoic
houses. Should you decide to take the time to search these Story: Born in the moor, they Story: Constantly pouring over Story: The two hunters keep a
buildings, you will find that people have not lived here for now make their living guiding different books. Roll if she give lantern on, even during the day.
some months now. A half sunken rowboat sits below one of people through it you infor roll Action/Theme Perhaps they took the oath.
them, with 2d6 hours of work, you may be able to patch it Jareth Anika “Beast Whisperer” Rufus
up and use it to traverse the swamp like it is hills instead of Traits: Mysterious, Cunning Traits: Compassionate, Brave Traits: Loud, Anxious
Story: He sits at the table Story: She whispers to the Story: With a screeching voice
like it’s mountains. If the party decides to spend the night in one of the moss covered
sketching intricate trap designs, squirrel on her shoulder as she and loud bells, this man warns of
buildings, or are hunting the Parlangua, read Secrets A #4 on pg. 4. eyes glinting with anger sips on a beer the Parlangua
A lethargic waterway bends from NE to south. It is too If you ask around about the Parlangua, one of these people (choose what makes
wide and deep to cross on foot. Houses can be seen on the sense or roll) will mention they saw it emerge from a cavern in Hex #3725. They
3525
edges of both sides of the waterway. Each is spaced offer to pay for your stay and a round of drinks if you check it out. If you go to
relatively far from the others. You can use the 6d6 table on investigate and come back to talk to that person, Read Secrets G on pg. 10.
pg. 5 to generate any NPC you might meet at the houses. It costs 15 gold to stay the night, if you do stay here and each member of the party
You can roll on the 1d6 table to the left to see how they indulges in either food or drink, you may erase one Fear from pg. 7. If you decide to
react to you coming to their property. sleep or just kickback outside of town and relax by the swamp for at least 6 hours
1 Fearful If you engage with the locals in conversation, they may read Secrets H #3 below.
tell you about a beast that has plagued the land for the past If you befriend the barkeep over a few days, and legitimately become friends with
2 Inviting few months known as the Parlangua (read the first them, they will tell you a secret that not many know, Read Secrets K, on pg 12
paragraph of Parlangua on pg. 13). There is also a bounty
3 Angry
on this creature given by Elda, the leader of Moorwihr. Secrets h Secrets i
Head upriver to the NE to find the town. 1: The store is raided A travel map is marked and left here. A note by it says
4 Indifferent
If a person you meet is Helpful, they may take you into 2: Nothing of note sorry safehouse had been compromised. Hex 3523 is
5 Helpful town on their boat, otherwise they will want 2d6 gold to 3: 1d6 gators attack marked on a map, with the words “meet here, I left you
take you where you need to go. Most will do it for half price 4: You find a key a flask of distilled frostwort in case it decides to attack
6 Curious if you say you are here to hunt the Parlangua. If you plan to 5: You smell bog wind you too.” The notes author also rambles about an oath
do this, see Elda in Moorwihr, and take the oath. 6: 3rd Eye vision and that they miss the sun. The vial is still in the chest.
2 11
Mourning Cavern Moorwihr
3725 3624 A rickety boardwalk leading from the grasslands to the
It’s entrance nearly swallowed up by twisting roots and north of the village does a relatively good job of keeping
curtains of moss, a cavern sits in the middle of this mire. your boots clean. By foot this is the only way to approach
Towards the mouth of the cave something like crying can the village as the waterway surrounds it. The stilted
be heard from within, maybe the wind hits it a certain way buildings that make up the village sit 10 feet above the
or maybe someone inside needs help. The muffled echoes of the forsaken call to you. water. They sit in a circular formation that is almost maze like. The platform in the
Inside you will pass through 3 different rooms. Roll 3d6 on the table below for middle (POI #2) has a stairway leading down to where the traders set up shop.
each room. An air of tension and stress drapes over the town. People fear their own houses.
Anyone that finds out you are an adventurer directs you to Elda, who is known as the
Room Size Adjective Encounter
“Miremother”, a term which seems to be akin to mayor here.
1 15’x25’ Flooded 15 ft. Ravine
10 3
In order to take the bounty, Elda must says all party members must take part in a
ritual that both heightens your awareness of the beast, and it’s awareness of you. It is Hexes: 3524, 3626, 3727, & 3825
said that the Parlangua finds the meat of its hunters to be the most savory. If you
accept the bounty and participate in the ritual read (Hunter or Hunted?) pg. 7 1 You find where the Parlangua sleeps. What does it look like?
2 An altar sits half-sunken into the mire. It was a place of futile worship C
2: Trading Platform People can be seen coming to and from the village by boat. The
fishers sell catfish and sturgeon, more general traders will have metal tools, The ground shakes as dark knee-deep waters flood in, a sinewy hand grips
3
fermented drinks, and bone jewelry, with a few bringing salt from the east. Many of your ankle with determination. Roll Initiative
the pieces of jewelry and charms that are sold here have alligator teeth. The teeth are
4 A bloated hand floats in the mire. Which NPC that you met is dead? C
clutched like rosary, and are said to ward off the creature. All items besides common
ones found or made in the swamp are 1.5x the normal price. There is a 4-in-6 chance 5 You see the Parlangua, but it has not yet seen you
of weapons and armor being sold and a 1-in-6 chance of other items not normally
6 Footsteps squelch in the muck behind you, but you see nothing F
found in a town. Torches are in high demand but are also well supplied. A guide can
be found here, they offer their boat for the price of a hireling. Create the guide using 7 The trees fall deathly silent as it passes, and the swamp itself quivers F
the 6d6 table on pg. 5 making sure their Job is “guide” of course.
8 Your light source is no longer usable, what happened?
3: Thorne Siltbrew Some refer to Thorne as an alchemist, others as an apothecary, 9 Eyes stare through the darkness gleaming with hunger F
the types that don’t get out much think of him as a fool. There is a 2-in-6 chance of
Thorne being at their home/shop on any given day. They prefer to be in nature 10 1d6 Alligators attack you (crocodile stat block)
among the plants, looking for ingredients and enjoying the weather. If you have
taken the oath with Elda read Secrets D #2 on pg. 6. They have all common potions,
they also have a couple unique potions, one that lets you walk on water for 30 Hexes: 3625, 3725
minutes, and another that repels stirges and other bugs.
An ancient carving in stone, if you decipher it using a skill check or other
1
4: Leechpool Baths A staple here in Moorwihr, the bath’s are a part of everyday life. method, you learn the information from Secrets D #3 on pg. 6
There is a public area that only costs a few silver, and a couple other more extensive 2 A ritual circle, etched into the mud with breathtaking precision C
packages. Resting here doubles your recovery rate and hp gained back. The main two
workers you interact with here are Tilda and Fenrick, though Nara is in charge of the 3 Runes on a rotting stump read “Bait with blood, but do not run” C
mud facials and more intricate baths. For 40 gold Nara can make you a private herbal 4 A burnt skull whispers to you C
infusion bath that gives you +1 to all saving throws for 24 hours. For 80 gold, Nara
will massage your legs with bog moss as you inhale the smoke from a proprietary 5 A section of fabric, as you touch it an image of the Parlangua flashes F
blend of herbs. This has a psychedelic effect for 1d4 hours, and lets you move 6 1d6 alligators attack (crocodile stat block)
through hexes as if they were grassland for 24 hours. This will also remove 1 Fear.
7 A red portal flashes and the Parlangua walks through F
Secrets a Secrets b The Parlangua disappears into a dolmen,
8
1: The cult of the Parlangua You can pick the Bog Tears (a vial of if you follow Read Secrets E on pg. 6
2: About a week ago liquid that can cure any disease), the
9 An ancient tree with a heart-like mass, throbbing and slick with mucus F
3: A Parlangua is sleeping Mirefang (a dagger that paralyzes for
4: The Parlangua attacks. Roll Initiative. one round on a crit) or Nature’s Dark You blink, and in that fleeting moment, it's already at your side, its cold
10
5: The Parlangua hides in the swamp Embrace (a cloak that gives advantage breath rasping your own name in your ear. Roll Initiative
6: You see the Parlangua sneaking. on stealth in the wilderness)
4 9
5: More Stilted Houses There are a plethora of other people living in the town, in fact
more than this book can handle. Roll on the 6d6 table below to generate them (there
are 46,656 possibilities here). Some people living here are are adventurers that are
Hexes: 3523, 3824, 3826 using torches during the day, if you have taken the oath you will understand why.
1 A calm to the storm, the buzzing and stink of the swamp fades away The people that live here are a little rougher than most.
2 A broken pitchfork lies next to a blood painted bramble bush C Demeanor Look Reputation Backstory Job Quirk
3 The trash piles shift unnaturally, a wet journal floats among them C
1 Pissed Scarred Tainted Exile Laborer Pedantic
4 1d6 Stirges attack
2 Witty Wrinkly Ignored Amnesia Artisan Fidgety
5 Half eaten carcasses turn this part of the swamp into sludge C
3 Sad Old Mocked Orphan Merchant Pessimist
6 No sounds come from nature for 5 minutes, then it passes F
7 Many pairs of alligator eyes stair at you through the refuse F 4 Anxious Curvy Feared Pilgrim Guide Mutters
8 The next time you enter swamp water a Giant Catfish will attack 5 Curious Dirty Notable Spy Hunter Winking
9 2d4 alligators attack you (crocodile stat block)
6 Weird Deformed Trusted Farmer Gatherer Stuttering
10 Debris begins to move, out of it rises the Parlangua. Roll Initiative
The people of the city may have small quests for you, you cna use the quest generator
from Hexplorers Guide issue #1 to generate them. The hex that the quest will be in is
in one of the 6 neighboring hexes, roll to see which one.If you complete a quest for
Hexes: 3525, 3624, 3726 one of these townspeople they will give you a small bit of treasure and a clue!
1 You convince an elder to tell you what they know about it C 6: The Chirping Kettle A cafeteria used by most people that live in Moorwihr. The
citizens of the town don’t pay for food here, and it is half the price of food in a
2 A priest blesses you, warning “Stay calm-or it’ll find you quicker” C normal tavern for visitors. Rooms are the standard rate across the land if you want
3 A boatman, drunk and half asleep, whimpers “Stay by reeds, you’ll feel it” C somewhere to stay and put your things.
There are a few adventuring types wearing leather armor. These visitors seem to
4 The fisherman tells their friends, “When the birds are quiet-its watching” C walk around with lanterns or torches on during the day. If asked, they simply reply
5 2d4 Bandits try to rob you that they “have taken the oath, and will find it”. They seem to be too scared for the
most part to utter what “it” is. If you get on one of their good sides and they are
6 Etched in the floor of a shack: “It loves the mire...but the cold slows it” C feeling especially bold today, they may say they are hunting the Parlangua (see pg.13)
7 A child, wide-eyed with terror, “It took mommy” F
Rumors Secrets C
8 The lights of a house flicker, the people inside are gone without trace F
1: Elda is friends with the Parlangua 1: You are more likley to find it in the
9 The body dragged from the swamp, their tongue and blood are missing F 2: The Parlangua is slower on land hexes that make up the 2nd table
3: Swamp water is good for you 2: You are more likley to find it in the
10 A randomly chosen party member is pulled into the swamp. Roll initiative
4: The Parlangua used to be human hexes that make up the last table
5: The hills are actually burial mounds 3: You are more likley to find it in the
6: Goblins live beneath the moor hexes that make up the 3rd table
8 5
3625
Surrounded by swamp on all sides, the swamp can get
extremely deep here, though it is possible to explore on foot
Hunter or Hunted?
“Drown the light, I descend into the muck”, these are the words you must utter
if you know where to go. Scattered throught the hex are
before you spill your own blood with an alligators tooth. Like a door being slammed
dolmen, most of which are covered in moss, or are half
in your face the world around you is plunged into darkness. Until you defeat the
sunk into the swamp. It is said that the Parlangua uses one
Parlangua or leave the region, it will always be midnight for you. A blood moon
of the dolmen as a portal to another plane. On certain foggy
constantly hangs in the sky watching your every move.
nights it’s bright eyes can be seen watching over its swamp. If you spend the night in
The next two pages have 4 tables for different groups of hexes you can explore in
this part of the swamp there is a 1-in-6 chance of a red portal opening inside of one of
the region. Roll on the table that matches your hex every time you spend 6 hours
the dolmen. Should you decide to go in it, read Secrets E below. Once you enter, the
searching a hex for the Parlangua (adding -1 to the roll), or spend 6+ hours resting
portal will stay open for 2d6 minutes. You may search the area using 1d6 minutes and
(adding +1 to the roll). Different events may give you a Clue (C) or will add to the
a check. You gain a clue on success, but if you take too long you may be stuck forever.
parties Fear (F). When you get either of these, fill in a bubble under the respective title
below. Each has certain milestones, when you fill up that many bubbles you learn
Rickety, half sunken boardwalks that cross over the
something new happens. The effects of each only are true if you have that milestone
deeper waterways are the only reason it is possible to move
Some events may not give you a Clue, but can still be used against the Parlangua.
through the region on foot. Muddy planks begging for the 3626 The events may ask questions instead of giving answers, make sure to answer those
sweet release of death moan under your boots as you move
questions in your journal. At the end of the day how you kill or capture the Parlangua
through. The locals leave these cursed paths to outsiders,
is up to you.
choosing instead to glide silently through the muck.
Alligators peek their heads up longingly, hoping that Clues
anyone makes a mistake or lets their guard down. Any of
these gators could be the Parlangua.
Milestones
Rust ridden lanterns adorn the many dead trees that
1 Read Rumors #2 pg. 5 6 Read Secrets F #4 pg. 10
3727 infest this swampy region. As you pass through the lanterns
near you light up, giving away your position. If you roll that 3 Read Secrets F #1 pg. 10 8 Read Secrets C #3 pg. 5
there is no encounter here, roll a second time.
5 Read Rumors #4 pg. 5 10 Read Secrets D #3 pg. 6
The lights never let you rest, instead they stay during the
night making it harder to sleep, almost chastising you. The
lights aren’t bright enough to help you see your surroundings, yet just bright enough fear
that you know others in the swamp can see you. You feel them seeing you. Only none
of the other lights in the area turn on like the ones following you. Those of you on
Milestones
watch just sit there knowing that everything around knows you are there.
1 +1 to its AC 6 The Parlangua moves 10' faster
Secrets d Secrets e It now sees your fear, you cannot hide Using an action it can summon 1d2
3 8
1: Fire deals 1d6 extra damage to it Inside is a tiny pocket dimension, the or turn invisible from it. gators to its side
2: They offer potion that lets you see in size of a large bathroom, the whole area
The ground around it gets unnaturally The taste of your fear is too
dark for 10 hours, it costs 30 gp is filled with water except the top which
5 muddier, within 30 feet of the 10 tantalizing, the beast will no longer
3: Dealing cold damage makes it have to has warm air filtering in through the
Parlangua you move at half speed run when injured, it will always death
choose between moving or attacking for ceiling about a foot above the water. If
one round. you followed the Parlangua in, it is here. Add +1 Fear if any of your companions are killed by the Parlangua
6 7