Showing posts with label maps. Show all posts
Showing posts with label maps. Show all posts
Friday, December 30, 2011
Saturday, November 5, 2011
Friday, October 7, 2011
Monday, October 3, 2011
ORIGINS
If you wish, you can roll a 1d8 on below tables to determine what community/town/city your character comes from (if you are a Punk Eskimo, you will generally be from Kiteloon). More detail regarding these places will develop through play, etc. Also, when visiting your hometown, adventure or not, you will have an 83% chance of knowing what or where any certain building is w/o either going in or needing directions, respectively. If your INT is below 9, this chance drops to 65%. If a 4 or lower, 40%.
Note: on maps below, each hex is a 3 mile area. Click for the large.

ELF:
4. Witch-Elm
5. Waterberry Sluice
6. White Cone
7. Furthermoor City
8. Nevergreen Depot
HALFLING:
1. Hood Hollow
2. Talbot
3. Debthaven
4. Hoppling Downs
5. Duck Hill
6. Moor's End
7. Furthermoor City
8. Vatville
DWARF:
1. Hood Hollow
2. Moor's End
3. Debthaven
4. Messinter
5. Nighthole
6. Moloch
7. Furthermoor City
8. Mines of Turnip Skull
HUMAN:
1. Hood Hollow
2. Talbot
3. Debthaven
4. Nevergreen Depot
5. Moor's End
6. Waterberry Sluice
7. Furthermoor City
8. White Cone
Note: on maps below, each hex is a 3 mile area. Click for the large.

ELF:
1. Glowing Pines
2. Blisterwood
3. Jet-Elm4. Witch-Elm
5. Waterberry Sluice
6. White Cone
7. Furthermoor City
8. Nevergreen Depot
HALFLING:
1. Hood Hollow
2. Talbot
3. Debthaven
4. Hoppling Downs
5. Duck Hill
6. Moor's End
7. Furthermoor City
8. Vatville
DWARF:
1. Hood Hollow
2. Moor's End
3. Debthaven
4. Messinter
5. Nighthole
6. Moloch
7. Furthermoor City
8. Mines of Turnip Skull
HUMAN:
1. Hood Hollow
2. Talbot
3. Debthaven
4. Nevergreen Depot
5. Moor's End
6. Waterberry Sluice
7. Furthermoor City
8. White Cone
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