Map 001 Key - Scale 1 hex = 352 yards. For orientation, consider North
to be at the top right of this map. Elevation lines are marked in feet,
are in 250' increments, and are on the outside perimeter of the map.
A rapid whitewater river that
is extremely difficult to navigate with a boat runs northwest to southeast
in this 5 mile hex. There is a large lake, 85' deep at its' deepest, that
runs off in a 227 foot waterfall. The major river ranges from 100-270 feet
wide, and 1-35 feet deep. The highest mountaintop on this map is only 3,144
feet above sea level. The majority of the trees here are maple trees. The
pine trees are fir type pine trees 4-80' tall. The maple is a 80' to 120'
tall tree is found in rich soils on slopes and valleys. The Maple is adequate
as fuel wood and the tree sap is used to give a sweet flavor to foods.Maple
is used extensively in furniture. Further it is difficult to work being
a soft wood. Game in this region includes a wide variety of birds including
Eagles, Hawks, and Falcons. In addition, in the summer there are
plentiful deer, mountain goats, wild sheep. Predatory cats and bears are
also common in this area.
Guild Hex #
house - Once a homestead, now simply a ruin. The roof has caved in,
and most of the timbers have been removed leaving the floor littered with
thatch debris. Part of the foundation is sunken, and the walls are fractured,
and sheared, in the portion of the house that has settled. The floor of
the house is covered in dried sand and silt where the river at one time
recently has flooded and washed through it. The basement has collapsed
as well in the area where the house settled and is no longer accessible.
There is a dark musky mold growing in the corners and in the low areas.
Outside of the house is a depression in the soft mud, approximately five
feet long and three wide. Close examination will reveal this depression
to be a giants' footprint. A detailed search of the house will reveal an
undamaged diamond dust mirror worth 50 gold coins.
0709, 0710, 0809
of a Settlement - At one time a whole village. Now all that remains
are the knee-high foundation walls of over a hundred buildings spread out
above the riverbank along one-third of a mile of the river. A simple search
of the entire ruin will take a day, and a detailed search of the ruins
will take three days. Part of the village has been washed out by crevices
where rainwater cascading down the mountainside has eroded several great
big Vs' into the hillside taking everything in these cuts into the river.
This makes navigating through the village ruins on a mount difficult, and
it is near impossible to get a wagon through this area.
Many of the
foundations are overrun with vines, bushes and brambles as well. A careful
search will reveal a Giant statue of a warrior on the eastern fringe of
the village. The statue has fallen onto its' face. buried underneath the
statue is a cage pit, and in the cage, partially buried in two feet of
muddy silt are the remains of an elf and a human. The armor on the human
has long since rusted, fallen away, and decomposed, as well as all the
clothing and leather items. What remains is a skeleton covered in tatters
that is crumbling away. The skeleton is still wearing a silver ring inlaid
with a smooth black shiny stone. The ring is a ring of spell turning with
seven charges still remaining in it. The elven skeleton is wearing elven
chainmail. While non-magical it is perfectly preserved and grants the *small*
wearer a +1 bonus to armor class. The elf has a gold chain with a marble-sized
crystal around his neck. The necklace radiates an enchantment. When the
moon is full, and is visible in the sky, the crystal will glow with a white
soft light. The necklace is worth 850 gold coins, but is worth much more
to the elves as the dead elf placed his spirit into the necklace so that
his kin could carry him into the next world. the necklace has no other
- This is an old Lava Tube cavern that angles almost vertically down into
the mountain. Ropes are necessary to make a descent into this 10' diameter
sinkhole. It goes downward for 60', opens into a 10' diameter 30' deep
horizontal cut. There are two exits to the cut, the high exit is 6' in
diameter, is at the far end of the chamber about 20' up and runs for an
additional 46' before dead ending into rock. The low cut is in another
pit, about a third of the way down the horizontal cut chamber, is 4' in
diameter and goes downward an additional 40' opening into a cavern
18' wide, 50' long, and 13' high. A single giant rat lives in the cut chamber,
and feeds on worms, and the occassional helpless animal or creature that
falls into the sinkhole.
The giant rat
is blind but has an acute sense of hearing, and can strike it total darkness.
It is hungry, and will stalk any prey that falls into the cut chamber AC5
HD:2 Htk:7 Mve:9 Dmge/Attack:Bite for 1-3, Two claws for 1-2 each. Any
successful hit has a 10% chance of infecting the target with a disease,
or the plague. 50/50 prob Exp: 112 There is no treasure to be found here,
The cavern would make a good stronghold with some work though, Lava
- The ruins of a Monastery, partially sunken into the mountainside, covered
with loose rocks. Portions remain intact, but the entire monastery is balanced
precipitiously on the mountain, ready to slide down the mountainside at
any time. Its' rumored hereabouts by the locals that a dragon attacked
this place after the clerics running the monastery refused to pay tribute
to the Dragon. The ruins are of course, empty, devoid of life, and there
is a 30% chance each time someone travels into the immediate vicinity of
the monastery that they will trigger a rockslide that will bring the monastery
1000 feet down to the ground. To survive such a collapse would merit 400
experience points per person. Monastery
- This 200' long 15' wide wooden bridge crosses over a 110' wide whitewater
river that is 18' deep. The river is running rapidly to the east, and if
one falls off the bridge and is plunged in the rapids, the raging waters
will carry the fallen downstream at a rate of 160' per round. If the fallen
can't find purchase on the rocks, or get out of the river in 12 rounds
they will go over a 175' waterfall that falls to the lake below. Often
knights passing through the mountain pass will encamp at this bridge and
challenge other traveling knights to a duel, and on ocassion mountain bandits
will elect to stop travelers on one end of the bridge or the other as well.
- Ambush - GM, roll the bones for an encounter here... The trail is narrow,
the climb up the ridge steep, and visibility is only 100-150' in any direction
in the best of circumstances.
Shack - A human woodcutter lives here with his wife and four children.
He doesn't bother anyone, but is not looking for company either. Offers
to buy wood are met with a positive response, however.
Lvl: 4 AC:9 Htk 17 Dmge/Attack Woodcutters Axe (1d6). Theris has a lockbox
with 32 gold coins and 57 silver coins.
- The thunderous roar of this waterfall can be heard for miles around.
This is a 227' waterfall that is almost 190 yards wide. Water 4' deep torrents
over the rocks and spills down the mountainside. Behind the waterfall,
beneath an overhang just above the level of the lower lake is a small elven
village. An underground passageway 3,258 feet long going through a maze
of lava tubes allow the elves a dry access to the village beneath the waterfall.
The lava tubes tunnels slope upward and comes out at hex 2012.
- Here the river is only 3-4' deep, the river is moving slow here, and
the ground is firm allowing mounts and wagons alike to cross the river.
Entrance - This is a well concealed Lava tube that shoots down at a
steep angle some 300' before leveling off some and continuing southeast.
While there is a small maze of Lava tubes, intersecting tubes, chambers,
intersections, sinkholes, and pits, staying in the largest tube will
bring one to the elven village under the waterfall at hex 1715.
- A steading by the lake. Gerwyn Talheim, with his family farms a patch
of land here. He is a retired fighter who has decided to settle down, and
has picked the place he likes best. He can only be found in the vicinity
of the farm 30% prob in the daytime and 70% prob at night as he is off
hunting, fishing, and gathering food and supplies from the wilderness in
the area. The farm itself is protected with a Glyph of Warding. anyone
approaching within 100' of the Farm must make a saving throw or go blind
for 2d6 turns. The Glyph generates such a powerful flash that if Gerwyn
is anywhere in this valley, he will be alerted that someone is at his farmhouse.
35% probability that Gerwyn is away, he and his family are visiting with
the elves in the Waterfall village.
Lvl: 8 AC:
Htk: Mve: Dmge/Attack: ALN:
- This 70' Long 15' wide bridge washes out several times a year during
heavy rains, and is maintained by the elves residing in the waterfall village.
A group (3d6) travels to this bridge a couple times a month to check
it out. Wandering knights seeking a challenge will also encamp at the bridge
and challenge all who seek to cross.
- A diamond mine.