# Tiny d10: Worldwide Adventure Generator This method of generating overland adventures on-the-fly was designed for use with the [6-Mile Hex Atlas](https://idraluna-archives.itch.io/6-mile-hex-atlas-of-earth) and is meant to, when combined with Fantasy Core, make **The World** playable out of the box. It is nevertheless compatible with any hex (6-mile or otherwise) needing to be populated with dynamic weather, interesting features, deadly dangers, and terrific treasures! > [!note] A Note About Setting > The adventures across this atlas are based on the real world geography and the beasts and peoples who populate it, abstracted only slightly and informed largely by a turn of the 20th century understanding of these regions. This approach spares game masters much of the worldbuilding effort required of novel fantasy settings, allowing them to instead fill in the blanks with their imaginations, and whatever approximate knowledge of geography they already possess. ## Travel Baseline (6-mile hex) - **Crossing 1 hex on foot:** Approximately 2 hours at a steady pace (appx. 3 mph on normal terrain). - **Exploring within a hex:** Costs time in chunks (1 hour, 2 hours, 4 hours) depending on what the party does. - **Travel rate and limitations:** The party may travel up to four hexes per day under normal conditions, and up to six hexes per day with certain penalties: - *Forced march* – when the party moves five to six hexes per day, this is considered a forced march, and they suffer a fatigue penalty (-1 Reflex) upon entering the fifth hex and and another upon entering the sixth hex (-1 Power) until rest. - *Double-time* – the party doubles their speed and halves their travel time for one hex; induces a fatigue penalty (-1 Reflex until rest); additionally, the likelihood of a random monster encounter is increased by one step. Note: Marching double-time is not possible over difficult terrain (dense jungle, swamps, mountains, etc.). ## The Play Loop Any time the party enters a new hex, do the following: 1. Read **terrain** from the atlas color and "tint" the hex appropriately. ![[wag-terrain-key.png]] 2. Determine **weather conditions** (Table A). 3. Identify **features** (Table B) and/or **signs** (Table C). 4. Check for **encounters** (Table D). **Note:** If there is an encounter, resolve with Table E (**encounter type**) and a terrain-appropriate "tint." 5. If the party investigates, camps, hunts, searches ruins, follows tracks, etc., roll for **discovery** (Table F). 6. If the discovery is a **settlement** or **site**, generate it using Tables G–L. 7. Turn the **faction clock(s)** as necessary. 8. Enter the next hex when ready. ## Embarking When a party first embarks upon their adventure across **The World**, use the following procedure to determine where they begin. 1. Roll 1d10 to determine which continent: | Roll | Result | | ---- | -------------- | | 1 | Re-roll | | 2 | North America | | 3 | South America | | 4 | Europe | | 5 | Australia | | 6 | Asia | | 7 | Africa | | 8 | Party's choice | | 9 | GM's choice | | 10 | Re-roll | 2. Roll 1d10 to determine which region (map) within the continent: | Roll | Result | | ---- | ------------------------------------------------------------------------ | | 1–7 | Random map | | 8 | Random coastal map | | 9 | Random map with major geographical feature (river, mountain range, etc.) | | 10 | GM's choice | 3. Roll 1d10 to determine which hex within the region (map): | Roll | Result | | ---- | ----------------------------------------------------- | | 1–8 | Random hex | | 9 | Near a notable feature (coast, mountain, river, etc.) | | 10 | Random borderland hex | ## Terrain & Ecology The following tables are used to determine weather conditions, generate geographic features, and produce otherwise important elements of a hex that bring it to life and set it into motion. ### Table A: Weather Conditions | Roll | Conditions | Effects | | ---- | ----------------------- | ---------------------------------------------------------------------- | | 1 | *Clear* | Good visibility | | 2 | *Overcast* | Flat light may reduce details at range | | 3 | *Fog/mist* | Visibility reduced as much as <= 1/4 mile; sounds carry oddly | | 4 | *Windy* | May affect ranged attacks or skills | | 5 | *Light rain/snow* | May reduce visibility (as much as <= 1 mile) | | 6 | *Heavy rain/snow* | Travel speed reduced by half | | 7 | *Thunderstorm/blizzard* | Survival check required if unsheltered; possible environmental hazards | | 8 | *Heatwave/cold snap* | Inflicts a fatigue penalty (-1 Power/-1 Reflex) | | 9 | *Unnatural weather* | e.g. colored clouds, ash, sound of static, whispers on the wind, etc. | | 10 | *Weather shift* | Often occurs at the worst possible time (and at the GM's discretion) | >**Note:** Climate varies significantly from one region to the next. This table represents a wide range of common weather conditions, but you are encouraged to use weather consistent with the climate of whatever region your party is in. One method to do this is described [here](https://x.com/td10rpg/status/2017429520043630672). ### Table B: Hex Feature | Roll | Feature | Examples | | ---- | ------------------------ | ---------------------------------------------------------- | | 1 | *Water* | Spring, creek, lakelet, tidepool, cenote | | 2 | *Elevation* | Ridge, escarpment, sinkhole field, mesa | | 3 | *Vegetation landmark* | Ancient tree, dead grove, flower plain, rolling meadow | | 4 | *Stone* | Standing stones, hoodoos, basalt columns, erratic boulders | | 5 | *Trackway* | Trail, old road, game path, dried riverbed | | 6 | *Boundary* | Fence line, cairns, warding post, signs | | 7 | *Resource* | Ore seam, salt lick, resin grove, peat, clay bank | | 8 | *Ruin trace* | Worked stone, toppled wall, cut steps, brick scatter | | 9 | *Lair sign* | Bones, dung mound, webbing, scorched earth | | 10 | *Something out of place* | Foreign or modern object, strange footprint | >[!tip] Guidance for Tinting Terrains When you roll a generic result, you can tint it appropriately using the following guidance: > > - **Ocean or Coast:** reefs, squalls, wrecks, pirates, hungry tides > - **Plains:** horse lords, big sky storms, fires, migratory herds, skirmishes > - **Forest or Jungle:** lost trails, old growth, predators, fungal weirdness > - **Hills or Mountains:** rockfalls, passes, caves, crystals, watchtowers, thin air > - **Desert:** mirages, water politics, caravans, ruins under sand > - **Swamp:** disease, will-o-wisps, sinking ground, hidden homes > - **Tundra:** exposure, whiteouts, sky-omens, desperate outposts > - **Urban:** faction heat, secrets, opportunity, entanglements ### Table C: Signs & Omens | Roll | Sign or Omen | | ---- | ------------------------------------------------------------------------- | | 1 | Distant smoke columns | | 2 | Echoing horns or chanting originating from no clear source | | 3 | Fresh tracks crossing the party's path | | 4 | A sudden silence | | 5 | A corpse (animal or person) with a clue | | 6 | A messenger (wounded, terrified, lost, etc.) | | 7 | A dropped item (map piece, charm, message, tool, token, etc.) | | 8 | A warning sign (runes, skulls, flag, taboo marker, etc.) | | 9 | A suspicious guide mark (breadcrumbs into trouble) | | 10 | A clear invitation to investigate (lit fire, fresh camp, open door, etc.) | ### Table D: Encounter Check To determine how frequently you should perform an encounter check, first choose you campaign intensity and stick with it (at least from one region to the next, according to the "latent dangers" present in the area). | Intensity | Encounter Check Frequency | Encounter Probability | | -------------- | ---------------------------------- | --------------------- | | Low (20%) | Once per hex (or every four hours) | 1-in-5 | | Standard (30%) | Once per hex (or every two hours) | 1-in-3 | | High (50%) | Twice per hex (or every one hour) | 1-in-2 | If an encounter occurs, roll Table E to determine the nature of the encounter. ### Table E: Encounter Type | Roll | Encounter | Examples | | ---- | ------------------------------------ | ------------------------------------------------------------- | | 1 | *Predator or territorial beast* | #todo Encounter table based on terrain | | 2 | *Prey animal herd or migration* | #todo Encounter table based on terrain | | 3 | *Hazard* | Terrain, weather, collapse, fire, thin ice, rip current, etc. | | 4 | *Travelers* | Check reaction: may want info, trade, directions, etc. | | 5 | *Desperate folk* | fleeing, hungry, injured, lost, etc. | | 6 | *Faction patrol* | Demands, tolls, questions, recruitment/pressgang, etc. | | 7 | *Monster or unnatural entity* | #todo Encounter table based on terrain | | 8 | *Discovery encounter* | Roll on Table F | | 9 | *Social complication* | dispute, hostage, ritual, trial, theft, etc. | | 10 | *Roll twice and combine the results* | Desperate folk fleeing a faction patrol's pressgang | ### Table F: Discovery Roll for discovery whenever the party spends time scouting, foraging, mapping, tracking, exploring, etc. to determine what they discover. PC may dedicate the following intervals of time to the discovery process: - **One hour** – a quick glance at the surroundings while traveling; does not reduce travel speed. This method produces a 1-in-10 chance of making a discovery. - **Two hours** – a more thorough review of the area, reducing travel speed by half. This method produces a 1-in-5 chance of making a discovery. - **Four hours** – an exhaustive search of the area and its surroundings, during which no meaningful travel is performed. This method produces a 1-in-2 chance of making a discovery. | Roll | Discovery | Examples | | ---- | ----------------------------------- | ---------------------------------------------------------- | | 1 | *Useful resource* | Food, water, material, etc. | | 2 | *Vantage point* | Reveals 1–3 adjacent hex features under normal conditions | | 3 | *Site* | Roll Table I + J | | 4 | *Dungeon/underground entrance* | Use Appendix II to generate an underground structure | | 5 | *Lair* | Occupied or recently used | | 6 | *Settlement* | Roll Table G | | 7 | *Local knowledge* | Warning from a local, a scrawled note, whisper on the wind | | 8 | *Weird phenomenon* | Rocks roll uphill, sounds are delayed, fata morgana, etc. | | 9 | *Treasure (with strings atttached)* | Cursed, marked, bait, stolen, etc. | | 10 | *A solid lead* | Roll Table H + Table I | ## Settlements & Sites The following tables are used to produce the structures and populations that reside in each hex. To generate a **settlement**, use Tables G & H; to generate a **site**, use Tables I and J as well as Tables K & L to populate its opposition and stock its plunder. ### Table G: Settlement Size | Roll | Settlement Type | Population Size | | ---- | ----------------------------------------------------- | ------------------------------- | | 1 | Lone homestead | One family | | 2 | Camp | 1–3 families or a 5–15 man crew | | 3 | Hamlet | 20–80 | | 4 | Village | 80–300 | | 5 | Small town | 300–1,000 | | 6 | Town | 1,000–5,000 | | 7 | Fortified town or stronghold | 200–1,000 | | 8 | Pilgrimage site, monastery, or guildhouse | 5–50 | | 9 | Company town, mine, port, or outpost | 100–500 | | 10 | Hidden community (secret, nomadic, underground, etc.) | 20–100 | ### Table H: Conflict or Hook | Roll | Conflict or Hook | | ---- | ----------------------------------------------------------------- | | 1 | Someone is missing | | 2 | Monster problem (sometimes not as it seems) | | 3 | Faction pressure (taxes, conscription, "protection" racket, etc.) | | 4 | Resource crisis (water, food, fuel, medicine, etc.) | | 5 | Curse, haunting, or strange dreams visit someone | | 6 | Crime with consequences (theft, murder, sabotage, etc.) | | 7 | Bad map, false guide, or a lie about the safe route | | 8 | Sinkhole (something under or nearby the town) | | 9 | A bad deal was made (and now payment is due) | | 10 | Someone is about to do something unwise (and should be stopped) | ### Table I: Site Type | Roll | Site Type | | ---- | --------------------------------------------- | | 1 | Ruin (on the surface) | | 2 | Tomb, barrow, or crypt | | 3 | Cave system | | 4 | Temple or shrine complex | | 5 | Fortress or watchtower | | 6 | Mine or quarry | | 7 | Laboratory, "wizard's study," or odd workshop | | 8 | Shipwreck, or abandoned or crashed vessel | | 9 | Battlefield or mass grave | | 10 | "Gateway," anomaly, or "thin place" | ### Table J: Site Condition | Roll | Site Condition | | ---- | ---------------------------------------------------------------------- | | 1 | Pristine and in-use | | 2 | Maintained but tense | | 3 | Decaying but inhabited | | 4 | Ruined and picked over | | 5 | Collapsed, flooded, or overgrown | | 6 | Recently disturbed or uncovered (e.g. fresh digging, new tracks, etc.) | | 7 | Actively contested (two or more groups) | | 8 | Trapped/warded (signs are most likely obvious) | | 9 | Appears to be empty... | | 10 | Changes when not being actively observed | ### Table K: Occupants & Opposition | Roll | Occupants or Opposition Type | | ---- | ----------------------------------------------------------------------- | | 1 | No occupants—just hazards (natural and trapped) #todo Appendix of traps | | 2 | Vermin or animal infested | | 3 | Bandits or scavengers | | 4 | Cult, sect, or ritualists | | 5 | Soldiers, guards, or mercenaries | | 6 | Locals, defending it fiercely | | 7 | Monster lair | | 8 | Undead or ghosts | | 9 | Rival adventurers | | 10 | Powerful monster presence (or a lieutenant with reinforcements) | ### Table L: Rewards & Treasures | Roll | Reward or Treasure Type | | ---- | ------------------------------------------------------------------ | | 1 | Supplies (food, tools, medicine) | | 2 | Coin or valuables | | 3 | Trade goods | | 4 | Relic (minor magical or strange object) | | 5 | Weapon or armor upgrade | | 6 | Map to another site (within 1–3 hexes) | | 7 | Favor, title, safehouse, or protection from a local faction | | 8 | Secret knowledge (enemy weakness, good travel route, ritual, etc.) | | 9 | Key item (importance is apparent, may be needed later) | | 10 | Treasure that causes trouble (wanted, cursed, marked, owed, etc.) | ## Appendix I: A Quick Adventure Subroutine Using the following method, you can build a complete session in **60 seconds**: 1. **Hook** = [[Worldwide Adventure Generator#Table H What’s Wrong Here (Hook Seed)|Table H]] 2. **Site** = Table I 3. **Twist** = Table J (or Table E: roll twice and fuse) 4. **Opposition** = Table K 5. **Reward** = Table L 6. Add a **Timer**: “If not resolved by tomorrow/nightfall/3 days from now…” (GM establishes) These six quick steps will generate playable situation that can span one session or even seed a region, every single time. ## Appendix II: Terrain Encounter Packs These optional tables can be used to replace Table E with terrain-specific encounters. ### Plains, Steppe, and Savanna | Roll | Terrain-specific Encounter | | ---- | --------------------------------------------- | | 1 | Migrating herd (valuable, dangerous to spook) | | 2 | Mounted scouts watching from afar | | 3 | Grass fire moving fast | | 4 | Lone survivor with a warning | | 5 | Broken wagon or supply cache | | 6 | Territorial predator | | 7 | Nomad camp (neutral, proud) | | 8 | Sinkhole or hidden ravine | | 9 | Ancient marker stones aligned to the sun | | 10 | Riders approaching at speed (intent unclear) | ### Forests & Jungles | Roll | Terrain-specific Encounter | | ---- | -------------------------------------- | | 1 | Predator stalking silently | | 2 | Lost child, guide or scout | | 3 | Fungal bloom (toxic, luminous, useful) | | 4 | Snare line or trap network | | 5 | Old road swallowed by roots | | 6 | Territorial spirits or beast-gods | | 7 | Bandits disguised as hunters | | 8 | Tree collapse or sudden terrain hazard | | 9 | Ritual site, recently used | | 10 | Something follows the party unseen | ### Hills & Mountains | Roll | Terrain-specific Encounter | | ---- | ------------------------------------- | | 1 | Rockslide avalanche risk | | 2 | Narrow pass with watchers above | | 3 | Mountain predators circling | | 4 | Abandoned watchtower | | 5 | Thin air, exhaustion (survival check) | | 6 | Mine entrance with fresh tracks | | 7 | Weather turns suddenly lethal | | 8 | Hermit, exile, or oracle | | 9 | Ancient road cut into stone | | 10 | Horns echo (reinforcements nearby) | ### Deserts & Wastelands | Roll | Terrain-specific Encounter | | ---- | -------------------------------- | | 1 | Mirage leading off-course | | 2 | Caravan in trouble | | 3 | Buried ruins exposed by wind | | 4 | Water source—claimed or poisoned | | 5 | Heat exhaustion threat | | 6 | Nomad scouts testing defenses | | 7 | Sandstorm wall approaching | | 8 | Sinkhole into deeper structure | | 9 | Bleached bones forming a warning | | 10 | Something moves beneath the sand | ### Swamps & Wetlands | Roll | Terrain-specific Encounter | | ---- | ------------------------------- | | 1 | Ground gives way suddenly | | 2 | Swarm (leeches, insects, birds) | | 3 | Hidden settlement on stilts | | 4 | Rot gas ignition risk | | 5 | Predator striking from water | | 6 | Will-o'-wisps or false lights | | 7 | Corpse snagged in reeds | | 8 | Old causeway barely visible | | 9 | Disease-bearing environment | | 10 | Something drags prey underwater | ## Appendix III: Dungeon Micro-engine Generates playable sites in minutes (or on-the-fly) based on the five-room dungeon method. ### Step 1: Dungeon Size (1d10) | Roll | Dungeon Size | Description | | ---- | ------------------ | ---------------------------------------- | | 1–3 | Tiny | 3–5 areas | | 4–6 | Small | 6–10 areas | | 7–8 | Medium | 12–18 areas | | 9 | Large | 20+ areas | | 10 | Mega-site fragment | 50+ areas (often only partly accessible) | ### Step 2: Area Generation Note: This step should be repeated for each room. #### A. Area Type | Roll | Area Type | | ---- | ---------------------------------------------- | | 1 | Entry or transition | | 2 | Guard or watch | | 3 | Living space | | 4 | Storage or cache | | 5 | Ritual chamber housing artifact/strange object | | 6 | Hazard room | | 7 | Collapsed or blocked | | 8 | Shrine or symbol chamber | | 9 | Boss or lieutenant enemy space | | 10 | Secret or hidden area | #### B. Obstacle | Roll | Obstacle Type | | ---- | ----------------------------------------- | | 1–2 | None | | 3 | Locked or sealed | | 4 | Trap (simple) | | 5 | Trap (difficult) | | 6 | Environmental hazard | | 7 | Puzzle or mechanism #todo Puzzle Appendix | | 8 | Time pressure | | 9 | Cursed effect | | 10 | Roll twice, combine | #### C. Occupants | Roll | Occupant Type | | ---- | --------------------------- | | 1–2 | Empty | | 3–4 | Vermin or minor threat | | 5–6 | Patrol or guards | | 7 | Elite or specialist | | 8 | Out-of-place monster | | 9 | Rival explorers/adventurers | | 10 | Boss or lieutenant | #### D. Loot | Roll | Loot Type | | ---- | ------------------- | | 1–3 | Nothing useful | | 4–5 | Supplies | | 6 | Coin or trade goods | | 7 | Weapon or armor | | 8 | Relic or artifact | | 9 | Map, key, or clue | | 10 | Dangerous treasure | > **Time in the Dungeon:** > After every **third area**, roll **1d10**. On a **1–3**, something changes (e.g. reinforcements arrive, an area collapses, the alarm is raised, rooms flood, the ritual advances, etc.). ## Appendix IV: Faction Clocks When a faction exists in or near a hex, apply to it a **3-Stage Clock**. Each time the party spends a full day in the region, causes trouble, or leaves a problem unsolved, roll 1d10: - **1–4:** Clock advances - **5–10:** No change ### Faction Clock Stages 1. **Pressure** – rumors, scouts, warnings 2. **Action** – raids, taxes, arrests, rituals 3. **Consequence** – confrontation, collapse, occupation, purge Once Stage 3 resolves, the faction changes form or is replaced—sometimes just its leader or power structure, but also possibly the entire faction and all of its influence. ## Appendix V: Optional Micro-tools This appendix provides a small but growing set of optional "micro-tools" to be used as necessary by GMs. ### Quick NPC Generator Randomly select, or roll 1d10, for reach column to quickly generate an NPC with a role, motivation, and complication. | Role | Motivation | Complication | | -------- | ---------- | ----------------------- | | *Scout* | Safety | Lying | | *Priest* | Wealth | Doomed | | *Criminal* | Revenge | Watched | | *Merchant* | Truth | Cursed | | *Exile* | Escape | Indebted | | *Soldier* | Power | Sick | | *Scholar* | Reunion | Hunted | | *Fantatic* | Redemption | Ambitious | | *Child* | Survival | Fearful | | *Leader* | Control | Loyal to the wrong side | ### Time Pressure Generator When the clock is working against the party, use the following table to determine what is applying the pressure. | Roll | Pressure Type | | ---- | ------------------------------- | | 1 | Nightfall | | 2 | Weather incoming | | 3 | Ritual nearing completion | | 4 | Reinforcements enroute | | 5 | Resource depletion | | 6 | Prisoner's condition worsening | | 7 | Rival party closing in | | 8 | Structural collapse imminent | | 9 | Faction ultimatum | | 10 | World-scale consequence implied | ## Appendix VI: Further & Inspirational Reading The following works inform the tone and assumptions of the **Worldwide Adventure Generator** through their fantastical accounts of places half-known and half-imagined. ### Africa - [***King Solomon’s Mines***](https://freeread.de/@RGLibrary/HRiderHaggard/Quatermain/KingSolomonsMines.html) by H. Rider Haggard (1885) – the archetypal lost-world expedition: maps, porters, rumors, and ruin. - [***She: A History of Adventure***](https://freeread.de/@RGLibrary/HRiderHaggard/Ayesha/She.html) by H. Rider Haggard – Immortality, forgotten civilizations, and perilous journeys inland. - [***The Village in the Treetops***](https://www.gutenberg.org/cache/epub/16827/pg16827-images.html) by Jules Verne – Speculative anthropology and geographic fantasy at the edge of the known world. - **Note:** There are no public domain translations of this work from its original French; however, your browser should prompt you to translate to your native language. From my review in English, the translation is most passable. - [***Through the Dark Continent***](https://www.gutenberg.org/ebooks/75926) by Henry M. Stanley – A firsthand account that is both influential and ### Europe - [***The Lost Stradivarius***](https://www.gutenberg.org/ebooks/14107) by J. Meade Falkner – Obsession, cursed objects, and old-world mystery. - [***Dracula***](https://www.gutenberg.org/ebooks/345) by Bram Stoker – Travel journals, borderlands, superstition, and creeping dread. - [***The White People***](https://gutenberg.net.au/ebooks06/0601371h.html) by Arthur Machen – Hidden realities beneath pastoral landscapes. - [***The House on the Borderland***](https://www.gutenberg.org/cache/epub/10002/pg10002-images.html) by William Hope Hodgson – liminality at the edge of the map. ### Asia - [***The Travels of Marco Polo***](https://www.gutenberg.org/ebooks/author/3613) by Marco Polo – A foundational text of wonder and distant marvels. - [***The El Borak Stories***](https://freeread.de/@RGLibrary/RobertEHoward/REH-ElBorak/@ElBorak.html) by Robert E. Howard – Frontier adventure, tribal politics, and relentless momentum. - [***Lost Horizon***](https://gutenberg.net.au/ebooks05/0500141h.html) by James Hilton – Isolation, utopia, and the allure of hidden valleys. - [***The Man Who Would Be King***](https://www.gutenberg.org/ebooks/8147) by Rudyard Kipling – Ambition, pride, and the collision of myth and empire. ### Australia - ***The Lost Explorer*** by James P. Hogan – Harsh interiors and the cost of overconfidence. - **Note:** I suspect a conspiracy, likely perpetrated by the Australian government, to prevent the story from being digitized; rest assured that I am working to remedy this. - [***The Adventures of Louis de Rougemont***](https://www.gutenberg.org/ebooks/1194) by Louis de Rougemont – - [***We of the Never-Never***](https://www.gutenberg.org/ebooks/4699) by Jeannie Gunn – Life at the margins of settlement; environment as antagonist. ### North America - [***Narrative of the Life of David Crockett***](https://www.gutenberg.org/ebooks/37925) by David Crockett (1834) – Frontier mythmaking in real time. - [***The Mountains of California***](https://vault.sierraclub.org/john_muir_exhibit/writings/the_mountains_of_california/chapter_1.aspx) by John Muir (1894) – Awe, danger, and the spiritual weight of wilderness. - [***Roughing It***](https://www.gutenberg.org/ebooks/3177) by Mark Twain (1872) – Westward expansion as absurd adventure. - [***The Wendigo***](https://www.gutenberg.org/ebooks/10897) by Algernon Blackwood (1910) – Vast spaces, ancient forces, and existential fear. ### South America - [***The Lost World***](https://www.gutenberg.org/ebooks/139) by Arthur Conan Doyle (1912) – Plateaus, prehistoric survival, and expedition structure. - [***The Giant Raft***](https://www.gutenberg.org/files/3091/3091-h/3091-h.htm) by Jules Verne (1881) – - [***The Face in the Abyss***](https://gutenberg.net.au/ebooks06/0601901h.html) by Abraham Merritt (1931) – Baroque lost civilizations and perilous descent. - [***Green Mansions: A Romance of the Tropical Forest***](https://www.gutenberg.org/ebooks/942) by W. H. Hudson (1904) – Jungle mysticism and tragic discovery. - [***Across Unknown South America***](https://www.gutenberg.org/ebooks/22483) by Arnold Henry Savage-Landor (1913) – ### General Touchstones - [***The Pellucidar Series***](https://freeread.de/@RGLibrary/ERBurroughs/Pellucidar/EarthsCore.html) by Edgar Rice Burroughs (1912-1944) – Hollow worlds and perpetual adventure logic. - **Note:** Bonus points for using the Tiny d10 Recommended Reading Order found [here](https://x.com/td10rpg/status/1982285937557025103). - [***The Narrative of Arthur Gordon Pym***](https://www.gutenberg.org/ebooks/51060) by Edgar Allan Poe (1838) – Exploration sliding into madness. - [***The Call of Cthulhu***](https://www.gutenberg.org/ebooks/68283) by H. P. Lovecraft (1928) – Geography as a trigger for cosmic revelation. - [***The Odyssey***](https://www.gutenberg.org/ebooks/1727) by Homer (8th-7th Century B.C.) – The original hex crawl: islands, hazards, wonders, and return.