I've always got a stack of scrap paper that I like to doodle maps and sketches on. Sometimes I have grand ideas of turning those into a fully fledged adventure. These seem to chew up my mind for a while and I never seem to finish them. Often, I waste a lot of time thinking them and grousing that I haven't finished them/aren't working on them. Here is one of those things, something I don't think I can finish because other things keep distracting me. I just want to post what I have to clear my mindpalette of it (much like I did with the unfinished "The White Isle"). It's just a couple of hexes, maps and sketches. Enjoy!
Faceless Giant: Lumbering mass of vivified stone. Wrapped in a makeshift robe of animal skins. There is a dark space where the face in the cowl should be.
Hex crawl:
1. A stench
of guts and rotted bone wafts across a sandy and blood soaked plain. Man high
black mounds dot the landscape. Moving closer to these reveals them to be fly
covered slag heaps of skinned carcasses. The flesh mounds are surrounded by
enormous and crude stone skinning tools.
Four great
fire pits, like shallow valleys of flame, are spread out across the hex.
Surrounding these pits the land is carpeted in drying animal skins, held in
place with boulders and stones. Whole trees are used to fuel the ever-burning
pits.
There is a 1
in 6 chance a Faceless Giant will be present, either tending the flames or
gathering the skins and trudging forth with them, enroute to Hex 9.
2. A pockmarked and barren plain,
bereft of vegetation. Crumbling and loamy holes are strewn everywhere. These holes
are places where trees once stood but have now been plucked from the earth.
Sparsely dotting the plain are 6
sentinel poles, several trees high, hewn together roughly from the branches and
trunks felled from the now bare land. Scraps of rawhide hang tattered from
these poles, dismal flags. d6 Faceless Giants stalk between the sentinel
poles. A low frequency hum sonorously emits from them. This hum will cause
distress if listened to for more than a few minutes (all tests by non Faceless
Giants rolled with Disadvantage when in audible range).
Arranged around these sentinel
poles are several effigy piles of rock, arranged crudely in the shape of a man.
Coming close to any of these effigies will cause any Faceless Giants in the
hex charge towards the interlopers and attempt to drive them away. Between
the rocks and cracks of the effigies grows a quartzpudding like material,
shimmering, thin and clear. Over the course of several days this material will
form into a skin around the effigy, giving it the appearance of malformed man
of rock and quartz.
3. Six crude geodesic tents are
spread across an empty plain. They are covered in sheets of poor quality
rawhide, hammered with stone nails into near splintered wood. Leaning and
crooked flagpoles of raw wood erupt from the centre of each, topped with a rotted,
fluttering animal skin.
The sandy plain is suspiciously
empty, patches of dead grass and ill coloured soil are the only noticeable
features. The landscape appears to have been drained of all stone or
vegetation, all up ended and moved elsewhere. Drag marks and gouges hint at
this exodus. Observant travellers may notice the d12 Faceless Giants laying
completely flat and motionless across the hex (most often nearby to the tents).
The tents are sized to accommodate
a single Faceless Giant. Inside each is d20 boulders, hollowed out to be used
as makeshift cauldrons (worth 50 GP when emptied). Inside each boulder cauldron
is a bubbling and steaming milky grey mixture. In the mixture floats untold men
and animals, slowing melting away, their flesh thickening the mixture. The
milky grey concoction instantly kills and then slowly melts flesh-based beings.
Upon any one entering a tent the nearby Faceless Giants will rise, wait until
the interlopers exit the tent, then attempt to place them into a boulder cauldron.
4. A plain of pulverised stone and
pebbles. Outcroppings of larger smashed and cracked stone pepper the landscape.
A zesty, soapy miasma of white gas lingers across the land - it burns the
tongue and nostrils.
In a central
valley stones and boulders have been heaped together to form four lumpy columns
10 meters tall. These are arranged around a lake of a bubbling and steaming
milky grey mixture. The miasma emanates from here. Dead animals can just barely
be seen floating in the swirling goop. The milky grey concoction instantly
kills and then slowly melts flesh-based beings.
The miasma is
thickest at the shore of the lake. Glints, sparkles and reflections of light
twinkle occasionally from the miasma. All those that come in contact with
the thick miasma there must test CON. If the test fails they begin to choke
and cough as their lungs are somewhat melted (d10 damage and lose d4
permanently to CON). d20 boulders, hollowed out to be used as makeshift
cauldrons litter the shore. They are empty and are worth 50gp each.
Additionally, d6 geode boulders, also hallowed out to be formed into cauldrons,
lay at the lake bank. The inside of these are coated with iridescent and
reflective crystals. These are the source of the twinkling in the miasma, they
are worth 500 gp each. All the boulder cauldrons are huge and heavy.
5. A plain of intersecting, empty and
water dry canals. The three meter deep canals have been dug without precision,
often crumbling in on themselves. The canals are approximately 2 meters wide.
The land above the canals has been drained of large vegetation and all stone.
Some patches of dead white grass exist. The canals concentrically swirl around
a central point marked by a towering man shaped effigy of stone 12 meters high.
In the pits of the canals a tiny finger
width trickle of pure white ooze flows. Dead insects and small field animals
can be seen floating along its miniature current. Touching the white ooze
does d6 damage to the toucher. It only affects those of the flesh, mineral
beings and items are unaffected. Following the slow flowing ooze will lead back
to the central effigy where it drips from the stone structure into the canals.
The canals connect into a great circle around the hex at its outermost
periphery.
The central effigy sits atop an
island of un-canalled land, having a diameter of 20 meters. The sandy ground is
bleached white. It stinks strongly of chlorine here. The effigy is composed of
rough stones and boulders held together with the same white ooze trickling
through the canals. The ooze leaks from the effigy and runs over the edge of
the island into the many canals surrounding it. The many streams running
from the effigy all cause d6 damage if touched by an organic being. A soft
moaning can be heard emitting from the effigy, it also moves imperceptibly
slowly, a figure writhing in pain at a glacial pace. Any flesh based being that
comes within 10 meters of the effigy will feel their mind begin to fog and
their vision become cloudy. Test WIS, if they fail they lose all memory of
the last d6 days. Standing close to the effigy for extended periods of time
will lead to total amnesia.
6. A tangle of dead trees and
leafless shrubs, bleached white. The stench of chlorine is everywhere and
stings the nostrils. The air hurts to breath and all tests are rolled at
Disadvantage in this hex. The ground is a groaning, roiling mess – rock
smashed and cracked. The vegetation often emerges rudely from fissures in the
ground. The ground is very clearly moving, as if something is swimming beneath
it.
The dead white vegetation appears
oily and glistens iridescent in sunlight. Bulbous white growths are dotted over
most trees, clusters about the size of a human head. If prodded they will
explode with burning milk ooze (d6 damage). The dead trees and shrubs
also drip slowly with this ooze, sucking it from some reservoir beneath the disturbed
ground. The carcasses of copulating birds and insects are affixed to the trees.
They are in various states of decay.
Several four meter deep pits dot the hex. The
location of these shift with the roiling, rolling landscape. While these are
incredibly obvious to see, the ever shifting ground may cause those too close
to lose their footing and plummet in. Falling into the pit will cause d4
damage from the fall. Each pit holds a meter deep pool of white ooze. Coming
into contact with this ooze causes d6 damage a round. There is a 5% chance
that the pit will close in around a being that has fallen into it, pulling them
down into the earth itself never to be seen again.
7. A plain
of waist high grass, dead and bleached white. The ground beneath is soft and
sandy. Giant foot prints have disturbed the high grass and ground, footprints
leading from and to a huge single tent of rawhide.
Hex 9 :
Sketches:
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