Hex Zones (d50)

d50 Event Terrain

1

A group of Pilgrims (Final Light)

Hills – Rolling elevations that provide vantage points and natural obstacles

2

A group of Pilgrims (The Veil)

Marsh – A waterlogged lowland teeming with reeds, wildlife, and hidden dangers. Roll on "Traps - Meteor Tales"

3

Encounter Roll

Canyon – A steep-sided valley carved by a river, offering dramatic views and narrow paths. Characters move in folders of 2.

4

Collapsed Path – The ground beneath the adventurers gives way, creating a gap that requires a Acrobatics Roll (Difficulty: 5) or a makeshift solution to cross safely.

Plateau – A flat-topped highland with wide, open vistas and sparse vegetation.

5

Natural Barricade – A large tree or boulder has fallen across the path

Cliffs – Sheer rocky faces that drop abruptly, challenging for climbing or navigating. -2 Mobility Levels

6

Sudden Downpour – A heavy rainstorm begins.

Foothills – Gentle slopes at the base of mountains, often lush and teeming with life.

7

Hidden Nest – A character accidentally disturbs a nest of small territorial creatures (e.g., snakes, birds). Each adventurer must make a D20 Roll (Difficulty: 10) or take 1D10 damage until Rest or Common Healing (5).

Steppe – Open, grassy plains that stretch endlessly, often windy and treeless.

8

Rogue Wind – A sudden, intense gust of wind makes ranged attacks suffer a -2 Grit Penalty.

Ravine – A narrow, deep gorge with steep sides, typically carved by flowing water.

9

Hidden Cache – The adventurers stumble across an old stash of gear or supplies (Observation 5). (Roll on "Person Loot - Meteor Tales RPG"

Badlands – Rugged terrain of eroded hills and gullies, often barren and desolate. Food Gathering & Herbalism Rolls are disabled.

10

Unstable Ground – The ground threatens to collapse beneath the group. Characters must pass a Mobility Roll  to avoid falling. Falling characters take 1D10 damage until Rest or Common Healing (5).

Rocky Outcrop – A cluster of exposed rocks or boulders rising from the surrounding terrain.

11

Unmarked Trap – The group stumbles upon an old, hidden trap (e.g., a hunter's snare or spiked pit). Roll on "Traps - Meteor Tales"

Forest Edge – The transition zone between dense woods and open land, bustling with activity.

12

Broken Bridge (10 meters length)

Waterfall Basin – A scenic pool or stream formed at the base of a waterfall.

13

Poisonous Vines attack the adventurers: -1 Grit Level for 24 hours (Vigor). Treatment: Common Healing (5)

River Delta – Fertile land at a river's mouth, crisscrossed by waterways.

14

 Illuvata: hallucinogenic mushrooms affect the adventurers (Vigor). Hallucinations cause disorientation, intense fear, and lucid dreaming for 1D10 hours.

Gorge – A deep valley with steep sides, often carved by fast-moving rivers.

15

Flesh-Eating Plants: Adventurers suffer 1D20 Grit Damage that can be restored during Rest or after Treatment (Common Healing: 5).

Hunting Ground: Provides Food Gathering Rolls with +1D10 Bonus

16

 A Maze in the area causes disorientation, doubling Traveling time. The Maze can be forfeited with a Traveling Check (10).

Wilds: Requires Traveling Rolls for Navigation (Difficulty 5)

17

The adventurers find themselves Ensnared in a web of mystical threads (Vigor). Within 3 Rounds, Giant Spiders will arrive to devour them.

Vale: Provides Food Gathering Rolls with +1D10 Bonus

18

The adventurers enter Burial Ground. While in the area, they suffer a -1 Grit Level penalty to their Vigor due to angered spirits that haunt them.

Bog: Triggers Mire Spike Rolls

19

A mysterious plant suddenly releases a corrosive Acid. Each adventurer must subject one of their items to a Durability Check.

Rocky Passage: Requires Climbing Rolls (Difficulty 5)

20

 Vaporous Plants assail the adventurers, leaving them with numbed limbs and a -1 Grit Level penalty to their Mobility for 24 hours (Vigor). To remedy this, they can seek treatment through Common Healing (5).

River: (Requires Swimming Rolls (Difficulty 5)

21

A Curse plagues the land. Adventurers lose their Karma points (Vigor).

Meadow:  Provides Food Gathering Rolls with +1D10 Bonus

22

A few untamed Horses are found in the wild (Perception).

Thicket: Provides Food Gathering Rolls with +1D10 Bonus

23

The adventurers stumble upon a handful of Goodberries (1D10) that restore 1D20 Grit when consumed.

Stone Overhang: Shelter that offers Average Danger Safety

24

A Traveling Merchant (Alchemist).

Dense Thicket: Shelter that offers Average Danger Safety

25

A Spirit appears that possesses healing properties.

Cave Mouth: Shelter that offers Low Danger Safety

26

The adventurers find Fruit that offer +10 Grit for the rest of the day.

Abandoned Ruin: Shelter that offers Low Danger Safety

27

Chanting can be heard through the trees, granting Prime Grit for the day.

Natural Archway – A striking rock or tree formation provides partial shelter and an opportunity for respite. Characters who rest here gain the Well Rested Condition.

28

Fireflies follow the adventurers providing illumination in the dark.

Swamp: -2 Mobility, Mire Spike Rolls

29

A celestial dance of stars in the night sky grants visions of future events (Divination: 5).

Craggy Ridge – A rugged, rocky slope offering excellent visibility but difficult to traverse. Traveling Roll is required (Difficulty 5).

30

Abandoned Camp – The group discovers an old campsite with scattered remains of supplies and gear. Roll on "Person Loot - Meteor Tales RPG"

Scree Field – A slope covered in loose stones, treacherous for footing. (Risk Rolls result in falling and 1D10 damage until Rest or Common Healing (5).

31

A Traveling Merchant (Adventuring Items, Premium Quality).

Cliffside Trail – A precarious path along a sheer rock face (-2 Mobility).

32

A Traveling Merchant (Blacksmith, Premium Quality).

Lake: Provides Food Gathering Rolls with +1D10 Bonus

33

A Traveling Merchant (Blacksmith, Common Quality).

Floodplain – A low-lying area prone to seasonal flooding, filled with rich soil and vegetation. +1D10 Herbalism Rolls.

34

A Traveling Merchant (Magical Items, Common Quality).

Alpine Meadow – A high-altitude grassy area dotted with wildflowers and patches of snow.

35

A Traveling Merchant (Adventuring Items, Common Quality).

Wind-Swept Plateau – A high, barren plain exposed to constant strong winds (- Ranged Attacks).

36

A Traveling Healer (Common).

Underground Ravine – A deep chasm hidden beneath the surface, with dim light filtering from above.

37

Encounter Rolls

Cypress Swamp – A wetland with towering cypress trees, their roots rising from the water (-1 Mobility).

38

Encounter Rolls

Steep Incline – A sharp uphill climb exhausts characters and slows their pace (-2 Vigor).

39

Encounter Rolls

Windy Pass – Fierce gusts make it difficult to maintain footing or direction (1 Risk on Movement).

40

Encounter Rolls

Overgrown Trail – An old path overtaken by weeds and vines requires clearing to proceed (-1D10 Grit due to Fatigue until Rest).

41

Wild Pack – A group of small animals (e.g., feral dogs or wolves) follows the group, wary but not hostile. Their behavior may change depending on how the adventurers react.

Flat Grassland – Open, level ground allows faster movement with excellent visibility. Sets danger to High when Resting.

42

Dense Fog – A thick mist envelops the area, making navigation difficult (-2 Perception Levels)

Riverside Path – Following a river provides a clear route with access to water.

43

Poison Ivy / Nettles – Contact with a patch of irritating plants causes adventurers to suffer -1 Grit Level for 24 hours (Vigor Roll) unless treated with Common Healing (5).

Old Stone Road – Remnants of ancient paved roads allow easy and smooth travel.

44

Abandoned Wagon – A broken-down wagon blocks the path. The group can search it for supplies or repair it to carry gear. Roll on "Mundane Items Loot - Meteor Tales RPG"

Stable Ford – A shallow part of a river makes for an easy crossing.

45

Fallen Prey – The group stumbles upon the remains of a recently killed animal. A Necropsy Roll (Difficulty: 5) reveals if predators are nearby or if the meat is safe for consumption.

Mountain Saddle – A low point between peaks provides a quicker way through the mountains.

46

Travelers’ Shrine – A small, weathered altar is found in the wilderness. Placing an offering grants a Shrine Roll. Roll on "Shrines"

Chasm Gap – A natural split in the ground blocks the way. A makeshift bridge or rope system may be required to cross safely.

47

Quicksand – A deceptive patch of ground traps one or more adventurers (Mobility Roll). They must succeed on 2 Rolls (Difficulty: 12) or be pulled out by others within 1D10 rounds, or Die.

Collapsed Tunnel – A passage through hills or mountains has caved in. Digging through will take 1D10 hours unless tools are available.

48

Hunting Party – The group encounters local hunters (or scavengers) tracking game. Depending on interactions, they may share knowledge of the area or demand supplies in exchange for passage.

Overrun Barn – A barn is infested with aggressive creatures (rats, snakes, or wild animals). Clearing it provides useful supplies but risks injury. Roll on "Mundane Items Loot - Meteor Tales RPG"

49

Rockslide – Loose rocks tumble down a nearby slope, threatening the party. Mobility Roll allows characters to dodge; failure results in 1D10 damage and temporary difficulty in movement.

Abandoned Farmstead – The party finds a desolate farm. Searching yields food or tools (Roll on "Mundane Items Loot - Meteor Tales RPG"

50

Monument - Religion, History or Culture Roll.

Fort Basement – The basement of an old fort contains valuable supplies but is infested with rats (Roll on "Mundane Items Loot - Meteor Tales RPG"