Professional Documents
Culture Documents
A mini-hexcrawl in Faery
Todd Leback
The Pallid Fields
A mini-hexcrawl in Faery
Credits Populated Hexes
Designer: Todd Leback Support more hexcrawling by becoming a
Editing: Brian Johnson patron of Populated Hexes at:
Layout: Tim Bannock patreon.com/Populatedhexes
Cartography: Todd Leback
Cover & Interior Art: Chad Dickhaut
Maps created using Hexographer.
Hexographer is © Inkwell Ideas
(inkwellideas.com).
Table of Contents
4. Hex 76.2 - The Duke’s Demesne 10
Introduction to Populated Hexes 1
0407. The Dead Treant 10
Hexcrawling Rules 1
0505. The Court of the Pallescent Duke 11
Absalom 1
0607. Sheep 14
Using Populated Hexes 2
0706. Frostburn 14
This Release 2
5. Hex 76.22 - Winter’s Veil 17
1. The Pallid Fields 4
0303. Winter’s Veil 17
Characteristics 4
0406. The Plants Hunger 18
Beyond 5
0608. The Hut of Kehudrak Res 18
2. Hex 75.21 - The Gateway 6
0703. The Den of Carlymog 19
0304. The Wise One 6
0707. Sheep 19
0305. The Circle of Stones 6
Appendix A: Wandering Encounters 20
0505. Silveroak Tree 7
Appendix B: Kinds of Faery-folk 21
0605. Hot Spring Haven 7
Fae-born 21
3. Hex 75.22 - Winter Wood 8
Faery, Common 22
0303. Spring 8
Faery Knights 23
0305. Memorial to Losfuree 8
Lords and Ladies of Faery 24
0404. Salt Lick 8
Neluthien, the Pallescent Duke 28
0506. Lerasdril 9
Open Game License Version 1.0A 29
©2020 Todd Leback.
This product is released under the terms of the Open Game License Version 1.0a, Copyright 2000, Wizards of the Coast, Inc. Please refer to
the Open Gaming License included with this release for additional legal text and copyright information. Old-School Essentials is a trademark
of Necrotic Gnome. The trademark and Old-School Essentials logo are used with permission of Necrotic Gnome, under license.
Not for resale. Permission granted to print or photocopy this document for personal use only.
Introduction to Populated Hexes
1
Introduction to Populated Hexes
Rome. Belief gives strength and power to spirits of alternatives to the basic rules found in Old School
the world. Essentials, and these will be introduced as needed
in each hex. Broadly speaking, the intention is to
Using Populated Hexes introduce character options – to bring some of D&D
5e into B/X. These rules can be used or abandoned,
as desired.
As stated above, each 6-mile hex can be used as a
mini-setting, a drop-in adventure location that is
encountered during travel, or as part of a greater This Release
hexcrawl. Elements can be added or abandoned as
needed, as is true of all supplements. These four hexes comprise the domain of the
Pallescent Duke, a Lord of Faery described in Hex
These hexes are released one at a time, seven in a 16.24. The Duke is a Lord of the Winter Court, and
series. Each series is a cluster of seven hexes: a as such his demesne reflects the icy coldness that
central hex and the six surrounding it. is winter.
Each release will be divided into two sections: the You can support more hexes and additional
hex itself, with keyed encounter locations, and an supplements at p
atreon.com/Populatedhexes.
Appendix, which builds on encounters and concepts
in the hex. Populated Hexes offers some expanded
2
Introduction to Populated Hexes
3
Chapter 1: The Pallid Fields
Characteristics
The following characteristics hold true of the Pallid
Fields.
Border
The domain is bordered by a low stone wall of
dry-laid fieldstones, marked in red on the map.
Regardless of the amount of snow on the ground
the wall is always visible and free of snow.
4
Chapter 1: The Pallid Fields
5
Chapter 2: Hex 75.21 - The Gateway
She nests in a large holly in the middle of a copse of 0305. The Circle of Stones
trees. The holly is studded with red berries. In order
to approach the Duke’s castle an individual must The circle of stones is identical to the one in the
carry a berry from this specific tree, given to them mortal world (found in Hex 14.21): nine weathered
willingly by Rickritt. See Hex 76.21. columns of stone, each as tall as a man, arranged in
a circle some 20’ in diameter.
Rickritt’s only child, a fledgling named Medichep,
has gone missing in the Wilds. Were the The air within the circle is somewhat warmer than
adventurers to recover Medichep and bring him that of the Pallid Fields, and snow rarely remains for
home, Rickritt would gift them a great treasure, a long on the ground within, reflecting the typically
branch from her holly tree. If planted in the ground it warmer conditions on the other side of the Veil
will rapidly grow, attaining a height of 30 feet in a separating the two worlds.
matter of minutes. Once per day an individual may
pick 1d4–1 berries from the tree. If consumed, a Neluthien may only open the gate between Faery
berry heals 1 point of damage and allows the eater and the world of Men once per year, on the last day
to make a new save against poison or disease, of the last month, and it only remains open from
should they be suffering from said ailments. An sunup to sundown. It may be opened via ritual
individual can only benefit from one berry per day. magic at any time, however, regardless who casts
the spell.
6
Chapter 2: Hex 75.21 - The Gateway
7
Chapter 3: Hex 75.22 - Winter Wood
8
Chapter 3: Hex 75.22 - Winter Wood
0506. Lerasdril
This ancient treant, resembling a fir
tree, is notable chiefly for being the
caretaker of Neluthien’s heart, which
it keeps in a magically locked slate
box within its treasure hoard. Its
treasure is kept buried under a tree
nearby its home in this subhex.
Lerasdril need only command the tree
to move and it will, revealing the
wealth Lerasdril has accumulated
over the years in service to the
Pallescent Duke.
9
Chapter 4: Hex 76.21 - The Duke’s Demesne
10
Chapter 4: Hex 76.21 - The Duke’s Demesne
11
Chapter 4: Hex 76.21 - The Duke’s Demesne
(* from the O SE Advanced Fantasy: Druid and 4. Stairs. Lead either (1d6): (1-3) up, or (4-6) down.
Illusionist Spells list)
5. Servant/miscellaneous room. The room has a
utilitarian purpose, either as quarters for servants,
training for guards, a library, ballroom, etc. There’s a
Mashkros, goblin knight (1) 1-5 in 6 chance this room is not currently in use.
AC 6
[13], HD 3 (3 hp), Att 1
x weapon (1d6),
6. Unique. A magician’s laboratory, a room flooded
THAC0 18 [1], MV 6 0’ (20’), SV D12, W13, P14,
with sand, a chamber with no gravity, or filled with
B15, S16 (F3), ML 10, AL Neutral, X P3
5.
pulsing, formless flesh, etc. There’s a 1-5 in 6
❖ Mashkros fights with a short sword and
chance the room is not being used.
shield.
12
Chapter 4: Hex 76.21 - The Duke’s Demesne
13
Chapter 4: Hex 76.21 - The Duke’s Demesne
Reekhan and Shanpen both sleep in the kitchen, in a ice storm (p. 66, Labyrinth Lord Advanced Edition
corner far removed from the actual cooking area. Companion). The chest contains the following:
They spend much of their time arguing over
pointless trivia. ❖ Assorted gems worth 5,600 gp.
❖ The fur of a rare albino mink, tanned and
5. The Halls of Penance fashioned into a stole, worth 1,200 gp.
A warren of shadowy, vast corridors just off the ❖ A bundle of oak branches, harvested from a
Central Chamber, the Halls of Penance are where magical tree in the middle of the Summer
Neluthien stores those that have wronged him, once Court, suitable for use as a magical
they have been encased in ice, a process that principle. There are six branches, each with
leaves them alive and aware but totally immobile. a value of 3d4x100 gp.
Typically, those who have brought the Duke’s wrath
down upon themselves – but don’t merit death or 7. The Audience Hall
exile – are sheathed in ice and left here for A cavernous chamber of rough-hewn stone, with
anywhere from a day to a week. There are rumors icicles hanging from the ceiling like stalactites.
of dusty passages within this complex, containing Neluthien’s throne is at the far end, and when he is
the ice-encrusted corpses of those the Duke here he will be accompanied by his three elven
brought here decades, or even centuries, ago and guards, 1d2 visiting dignitaries, 1d4 petitioners, 1d6
simply forgot about. important residents of his domain, and 1d8
servants.
The Halls of Penance, at any time, contain 1d8–1
living prisoners and 1d3–1 dead ones. Due to the
labyrinthine nature of the Halls it takes 1d4 turns of
0607. Sheep
searching to find a prisoner. There’s a 1 in 6 chance
that 1d4 prisoners will be discovered together, and Three-score woolly sheep, their hair a dark brown,
a 1 in 6 chance that any prisoner found will have graze amidst the winter wheat that pokes up
died. through the snow. A bored kobold named Snerr
watches over them.
Absent magic, it takes 1 turn of chipping away at
the ice to free a prisoner but doing so manually Snerr, bored kobold (1)
inflicts 2d4–1 points of damage upon those AC 7 [12], HD ½ (3 hp), Att 1 x staff (1d4), THAC0
trapped within. 19 [0], MV 6 0’ (20’), SV D
14, W15, P16, B17, S18
(NH), M L 6, AL Neutral, X P5
.
6. Neluthien’s Quarters ❖ Snerr has no treasure save a tin whistle,
Neluthien’s quarters are enchanted so that only which he will blow loudly if attacked.
those who have been granted permission may find
them. It is a modest room, containing an ornate bed
and an uncomfortable chair that faces an unlit fire
set in a blackened and cold hearth. The chair is 0706. Frostburn
excellent for brooding.
A small village can be found in this hex, inhabited
The walls are lined with 22 skulls, belonging to
by an odd assortment of bugbears, kobolds, elves,
creatures and lesser Lords and Knights of Faery
and sprites, all of whom serve the Pallescent Duke.
that Neluthien has vanquished. Most of them are
humanoid in appearance, but there are two skulls Population: 90 individuals (15 families)
that once belonged to twin frost giants, a dragon
skull from a young white dragon, and several other ❖ 6 elven families (24 individuals)
skulls that are even less identifiable. ❖ 4 kobold families (24 individuals)
❖ 3 bugbear families (15 individuals)
The wealth of Neluthien can be found in a wooden ❖ 2 sprite families (27 individuals)
chest kept at the far end of the bed. The chest is
magically trapped; if anyone other than Neluthien Ruler: Mayor Ritore Leal (E2)
opens it the room is targeted by an effect similar to
14
Chapter 4: Hex 76.21 - The Duke’s Demesne
15
Chapter 4: Hex 76.21 - The Duke’s Demesne
for kobolds, with larger creatures having to squeeze 4. The Witch’s Hut
within. Mellor Mal, an elf ancient even by the standards of
that long-lived race, dwells alone in a crude hut on
Led by the matriarch Meja, the Shatral clan
the outskirts of town. She is largely confined to her
produces a variety of steel and iron goods for the
dwelling, and subsists on the kindness of her
village as well as the Duke’s court. Meja and her
neighbors, although the young residents consider
daughter Heartly are the most skilled of the smiths;
her something of a witch. She does have the gift of
Meja has a 1-3 in 6 chance of producing a
foresight; there’s a 1 in 6 chance whenever she
masterwork item given the materials and proper
interacts with the adventurers that she will have a
payment.
vision of an event that will occur within 4d10 days.
While not as skilled as dwarves in the craft of
iron-working, the Shatrals are clever and numerous, 5. Friththun the Fomentor
capable of producing a large volume of work. One A bugbear called Friththun dwells in this hut with
of the nephews, called Sahval, longs to see the his wife and three young bugbears. He is actually a
world, and if given proper inducement would join an spy and informant for the Verglas and passes
adventuring party. information to her via an albino raven that visits his
hut every 1d4 weeks. Friththun’s parents were
3. Sheepcote imprisoned by Neluthien, and he would like nothing
A large, fenced-in yard can be found on the western more than to see the Duke fall.
edge of town, abutting a ramshackle wood barn.
The rest of the villagers live in dwellings scattered
The majority of the town’s sheep are kept penned
throughout the small village, leading a largely
here, and are rotated through the fields (see subhex
pastoral existence.
0607). Snerr’s father, Snord, is in charge of the
sheepcote, which typically has close to one hundred
animals within.
16
Chapter 5: Hex 76.22 - Winter’s Veil
17
Chapter 5: Hex 76.22 - Winter’s Veil
18
Chapter 5: Hex 76.22 - Winter’s Veil
Carlymog and her brood are playful and generally 0707. Sheep
friendly but are also unpredictable and tend to take
slights where none are intended. Two rounds into A vast herd of sheep is kept here by Kehudrak. At
any parley make a second reaction roll. any given time there will be 1d20+20 large, docile
sheep within this subhex.
Carlymog’s brood (giant minks) (9)
AC 5 [14], HD 1+1 (5, 6, 6, 7, 8, 8, 9, 9, 9 hp), Att 1
x bite (1d8), THAC0 18 [+1], MV 1 50’ (50’), SV
D12 W13 P14 B15 S16 (F1), ML 8, AL Neutral, X P
15, NA 1 d8 (1d12), TT N one
19
Appendix A: Wandering Encounters
This table is for the entirety of the domain. Special encounters are detailed in the appropriate entries.
1d12 Encounter
1 Neluthien, with 1d3 guards
2 Neluthien, by himself
3 Carlymog + 1d8 giant minks
4-5 Rickritt
6 Kehudrak Res
7 Elk (1d4)
8 Elves (from Frostburn; 1d6)
9 Bugbears (from Frostburn; 1d6)
10 Kobolds (from Frostburn; 1d8)
11 Sprites (from Frostburn; 1d8)
12 Special, roll below
Special Table
1d6 Encounter
1 Mashkros, goblin knight
2 Bucmor, elven knight
3 Renhal, elven knight
4 Neluthien + 1d3 knights +1d4–1 elvenguard
5 Random creature (use Crooked Still patron generator)
6 Random creature (use Hot Springs patron generator)
20
Appendix B: Kinds of Faery-folk
21
Appendix B: Kinds of Faery-folk
22
Appendix B: Kinds of Faery-folk
23
Appendix B: Kinds of Faery-folk
Lords and Ladies of Faery Faery is divided into “Courts”, each ruled by an
extremely powerful, nigh-godlike, Lord or Lady. The
largest and most powerful Courts are Summer and
The Lords and Ladies of Faery are unique fey who Winter. Roll 1d10 to determine which Court a given
rule personal domains within the Fae-lands. They Lord belongs to:
adopt elaborate and apparently needlessly
complicated titles and ranks; the subtleties and 1d10 Court
intricacies of station among the Lords and Ladies 1-6 Summer (1-3) or Winter (4-6)
are nearly impossible for mortals to understand.
7-9 Another Court
The lowliest amongst them claim one or two titles, 10 Unaligned
often with conflicting ranks, while the most
powerful of them have many appellations: it is
apparent that Neluthien is a relatively minor Faery Special Qualities
Lord, as he is just referred to as the Pallescent The Faery Lords, or Greater Faeries, all share the
Duke. The Lady Lormithel, Baroness of the Falling following broad characteristics:
Waters, Knight of the Five Blades and Keeper of the
Dawn, is both more powerful in the Courts of Faery, ❖ They are immune to both c harm a
nd s
leep
and of a higher station. spells.
❖ They have a minimum of 4 HD and a natural
Domains AC no worse than 4. They save as elves two
Most Lords will rule a domain of some size, over levels higher than their HD. Faery Lords
the residents of which they have near absolute have a base of one attack per round.
authority. The domains of Faery are similar to those ❖ They are vulnerable to bronze. When
of the mortal world; a powerful fae Lord might have attacking a Lord with bronze weapons the
anywhere from one to several hundred lesser Lords wielder may make two attack rolls, taking
by whom they are owed vassalage. The domains the better of the two, and two damage rolls,
are not all physically connected, however, nor are also taking the better of the two.
they understood in the traditional sense in which ❖ They have at least one weakness (see
more powerful Lords offer protection to their lesser below) in addition to being vulnerable to
vassals. bronze, and at least two abilities (see
below).
To determine the size of a Lord’s domain roll 1d20. ❖ When in their domain in Faery they gain at
least one additional ability.
1d20 Size
1 No domain. The Lord is either Weaknesses
dispossessed or controls no physical In addition to being susceptible to the touch of
domain by choice. bronze, the Faery Lords all possess at least one
2 1d20 subhexes weakness. Roll 1d6 to determine the number of
additional weaknesses: (1) none, (2-5) one
3 2d20 subhexes
additional, (6) two additional. If the Lord rules a
4-5 1d4 hexes domain of more than 25 hexes they gain an
6-7 1d8 hexes additional vulnerability.
8-12 2d6 hexes
Some potential weaknesses are as follows (roll
13-14 3d8 hexes 1d20):
15-16 4d6 hexes
17 4d10 hexes 1-3. True Name
The Faery Lord has a true name. If it is learned and
18 5d12 hexes
spoken, the faery cannot try to attack the speaker
19 5d20 hexes either physically or with magic and can be forced to
20 5d100 hexes perform 1d4 favors for the speaker. They will seek
to twist and pervert any commands given.
24
Appendix B: Kinds of Faery-folk
4-5. Phylactery one, and all non-faeries that see the Lord must Save
The faery's soul is kept in an object of some sort, v. Spells or be affected as per the c
ause fear spell.
usually small and unassuming, and usually secreted Once a save is made the individual does not have to
somewhere within the Lord's domain. If the make additional saves.
phylactery is destroyed the faery is instantly slain. If
the faery is slain without destroying the phylactery, 16. Bound
their body reforms in 1d12 weeks. The downside is The faery is bound to a specific location and cannot
that it is common knowledge among the fae’s peers physically leave it. The location is (roll 1d8): 1 the
that the Lord has a phylactery, and there is a 1-2 in size of a small room, 2-3 the Lord's keep, 4-6 their
6 chance the location or object is known. domain, 7 Faery, or 8 another plane of existence.
25
Appendix B: Kinds of Faery-folk
There's a 1-3 in 6 chance that a Faery Lord has chance of accuracy), l imited wish (once per month)
additional powers when in their domain. If they do, or w
ish ( once per year).
they gain 1d2 of the powers below; roll 1d100 or
assign as appropriate. If the same result is rolled 63-64 Curse
more than once the results are cumulative. The Lord may pronounce a curse upon an individual
as per b
estow curse. They may do this (1d6): 1-3
1-10 Magic-user once per day, 4-5 twice per day, or 6 thrice per day.
The faery can cast spells as a magic-user of level
1d4. 65 Baleful Polymorph
The Lord may cast p olymorph others ( roll 1d6):
11-25 Illusionist once per day (1-3), twice per day (4-5) or thrice per
The faery can cast spells as an illusionist of level day (6)
1d4+1.
66 Divine Essence
26-30 Cleric The Faery Lord is worshiped as a deity by mortals,
The faery can cast spells as a cleric of level 1d4. and as such can grant spells. The spell list should
They do not need to follow a deity, however. be compiled from clerical, druidic and illusionist
spells. Faery Lords rarely grant spells without
31-45 Druid expecting services in return.
The faery can cast spells as a druid of level 1d4+1.
67-71 Additional Attacks
46-48 Improved Vitality The faery gains (roll 1d12): 1-8 one additional
The faery has an additional 1d6 HD. attack, 9-11 two additional attacks, or 12 three
additional attacks per round.
49-50 Difficult to Hit
Base AC is improved by 1d4. 72-75 Natural Attack
The faery gains the ability to make natural attacks
51-52 Shapechange causing the following damage (roll 1d8 once per
Can shapechange (roll 1d6): 1-3 thrice per day, 4-5 attack they can make in a round): 1-2 1d4 points of
once per hour, or 6 at will. The faery may take the damage, 3-4 1d6 points of damage, 5-6 1d8 points
form of any creature of equal or lesser HD, and they of damage, 7 2d6 points of damage, 8 3d6 points of
may stay in their new form for: 1-3 one turn, 4-5 one damage.
hour, or 6 one day.
76-80 Alertness
53-54 Spell-like Ability (Daily) The Faery Lord gains a +1 bonus to initiative and
The faery gains the ability to cast 1d4 spells of surprise rolls. On a roll of 1-4 in 6 they also cannot
levels up to 1d8, each once per day. The spells be surprised while in their domain.
should be thematically appropriate. On a (1d10): 1-3
the spells are drawn from the illusionist list, 4-6 81-83 Special Attacks
from the druidic spell list, 7-8 from the magic-user The Faery Lord possesses some form of special
list, 9 clerical, or 10 all of the above. attack: poison, a spell-like effect, breath weapon,
etc. The special attack will do a maximum amount
55-60 Spell-like Ability (At Will) of damage equal to no more than the Faery's HD x
The faery has the ability to cast 1d4 spells of levels 1d4+1. It can be used (1d6): 1-3 once per day, 4-5
up to 1d4, at will. The spells should be thematically thrice per day, or 6 at will.
appropriate. On a (1d10): 1-3 the spells are drawn
from the illusionist list, 4-6 from the druidic spell 84-86 Flight
list, 7-8 from the magic-user list, 9 clerical, or 10 all The faery can fly at a speed of (roll 1d8): 1-2 20' per
of the above. round, 3-4 30' per round, 5-6 40' per round, 7 50' per
round or 8 60' per round.
61-62 Grant Boon
The faery can perform miracles for petitioners, 87-89 Regeneration
always in exchange for a service or bargain. It can The Faery Lord regenerates at a rate of 1d4 hp per
take the form of a c
ommune ( once per week, 95% round (this is a fixed amount per round, not
26
Appendix B: Kinds of Faery-folk
variable). There is a 1-3 in 6 chance the Lord cannot will – closing or opening doors, raising or lowering
regenerate damage from 1d2 sources (magic, the temperature, summoning light or darkness, etc.
materials, elements, etc.).
Additionally, they may perform a number of lair
90-92 Craft Items actions per day equal to one for every 2 HD they
The Faery Lord can craft magic items as if they possess. Lords ruling domains larger than 50 hexes
were a (roll 1d8): 1-3 druid of level 8+1d8, 4-6 gain an additional 1d4 lair actions above and
illusionist of level 8+1d6, 7 cleric of level 8+1d4, or beyond those. Choose from those below or invent
8 magic-user level 8+1d4. your own.
Lair Actions
All Lords, regardless of whether they rule a domain,
have a lair in which they rule supreme. Within a
Lord’s lair they may affect the local conditions at
27
Appendix B: Kinds of Faery-folk
Neluthien, the Pallescent ❖ He can cast i ce storm twice per day. When
casting ice storm he has the option of
Duke encasing a single target in ice, where they
remain, alive but unable to move. The target
is allowed to make a Save v. Breath to
Neluthien is a minor noble of Faery. He makes his avoid the effect but does so with a –4
domain in the Pallid Fields, a sparsely forested and penalty.
always frozen area of Faery that has two
intersections with Absalom; one in Hex 16.24 and Within his palace Neluthien gains the following
the other in Hex 14.21. additional benefits:
Neluthien resembles a tall, gaunt satyr with ❖ He may place a g eas u
pon a single
shocking white hair and eyes the color of ice. He is individual, who must make a Save v. Spells
nude, even in the coldest of winter, except for a with a –2 penalty if not willing. He may do
pouch he wears around his waist with the following this once per month, in addition to a normal
items: pan-pipes fashioned from his mother's action.
fingerbones, a sprig of holly with 3d4 bright red ❖ He can control the temperature in each
berries that heal 4 points of damage to any who eat room with a thought.
one, and a chunk of amber containing the ❖ Once per round, before anyone acts, he can
imprisoned soul of the last person who broke an direct a barrage of icicles toward a single
oath to him. target within 60’ of him. The target takes
3d4 points of damage and can Save v.
Ewinrhew, Ice Rapier Breath to take half damage.
He bears a rapier named Ewinrhew, forged from an
ever-frozen icicle, at his belt. It's an enchanted Neluthien, the Pallescent Duke
blade +2 with which he does 1d6+5 points of AC 0
[19], H
D 5 (35 hp), Att 1 x rapier (1d6+5) or 1 x
damage. On a successful attack the target must spell, THAC0 1 4 [+5], MV 1 20’ (40’), S VD 8 W9 P9 B10
make a Save v. Paralysis or be frozen in place for S10 (E7), ML 1 0, AL Neutral, X P1 ,150, N A Unique, T T
one full round as frost briefly covers their limbs. Unique
The wielder of Ewinrhew also gains a +2 bonus to ❖ He is immune to all c harm a nd hold s pells.
avoid all fire-based attacks. ❖ He casts spells as a 5th-level illusionist, but
he has no spell book and need not memorize
any spells. The spells he knows are:
Neluthien’s Domain ➢ 1st-level - dancing lights, r efraction,
Like all the Sidhe Lords, even the minor ones, wall of vapor
Neluthien commands immense power in his ➢ 2nd-level - i nvisibility, f og cloud
domain, which in Faery consists of a land ➢ 3rd-level - h allucinatory terrain,
approximately the size of four 6-mile hexes. paralyze
❖ He can cast charm person once per day.
Neluthien's castle is an enormous oak, rimed in ice,
❖ He is immune to all cold-based magics, and
that has been hollowed out and is much larger on while wielding Ewinrhew gains a +2 bonus to
the inside than the outside. He is attended by a saves against fire-based attacks.
court of a dozen or so faeries and faerie-kin, and ❖ He can grant boons if he so desires. These
has a bodyguard of seven elves that vigilantly guard either take the form of a c ommune s pell (see
his castle. Old Coney, H ex 16.24) or a limited wish. If
knowledge is asked for he usually requests
Domain Abilities physical payment (gems or minor magical
items); if the boon is in the form of a limited
While in his domain Neluthien has the above wish he may place a geas u pon the petitioner.
powers in addition to the following: He may grant a boon once per week, at most.
❖ Neluthien's heart has been entrusted to a
❖ He cannot be surprised in his domain, and treant that dwells in the Pallid Fields. He
always acts first in a round. cannot be slain permanently unless the heart
❖ He regenerates 3 points of damage per is destroyed by fire. Otherwise, his body will
round. regenerate fully in 7 days time after it is killed.
28
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 8. Identification
Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. If you distribute Open Game Content You must clearly indicate which portions of the
work that you are distributing are Open Game Content.
1. Definitions:
(a) ”Contributors” means the copyright and/or trademark owners who have 9. Updating the License
contributed Open Game Content; Wizards or its designated Agents may publish updated versions of this License. You may
(b) ”Derivative Material” means copyrighted material including derivative use any authorized version of this License to copy, modify and distribute any Open
works and translations (including into other computer languages), potation, Game Content originally distributed under any version of this License.
modification, correction, addition, extension, upgrade, improvement, compilation,
abridgment or other form in which an existing work may be recast, transformed or 10. Copy of this License
adapted; You MUST include a copy of this License with every copy of the Open Game Content
(c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, You Distribute.
publicly display, transmit or otherwise distribute;
(d) ”Open Game Content” means the game mechanic and includes the 11. Use of Contributor Credits
methods, procedures, processes and routines to the extent such content does not You may not market or advertise the Open Game Content using the name of any
embody the Product Identity and is an enhancement over the prior art and any Contributor unless You have written permission from the Contributor to do so.
additional content clearly identified as Open Game Content by the Contributor, and
means any work covered by this License, including translations and derivative works 12. Inability to Comply
under copyright law, but specifically excludes Product Identity. If it is impossible for You to comply with any of the terms of this License with respect to
(e) “Product Identity” means product and product line names, logos and some or all of the Open Game Content due to statute, judicial order, or governmental
identifying marks including trade dress; artifacts; creatures characters; stories, regulation then You may not Use any Open Game Material so affected.
storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols,
designs, depictions, likenesses, formats, poses, concepts, themes and graphic, 13. Termination
photographic and other visual or audio representations; names and descriptions of This License will terminate automatically if You fail to comply with all terms herein
characters, spells, enchantments, personalities, teams, personas, likenesses and special and fail to cure such breach within 30 days of becoming aware of the breach. All
abilities; places, locations, environments, creatures, equipment, magical or supernatural sublicenses shall survive the termination of this License.
abilities or effects, logos, symbols, or graphic designs; and any other trademark or
registered trademark clearly identified as Product identity by the owner of the Product 14. Reformation
Identity, and which specifically excludes the Open Game Content; If any provision of this License is held to be unenforceable, such provision shall be
(f) “Trademark” means the logos, names, mark, sign, motto, designs that are reformed only to the extent necessary to make it enforceable.
used by a Contributor to identify itself or its products or the associated products
contributed to the Open Game License by the Contributor 15. COPYRIGHT NOTICE
(g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
modify, translate and otherwise create Derivative Material of Open Game Content.
(h) “You” or “Your” means the licensee in terms of this agreement. System Reference Document © 2000. Wizards of the Coast, Inc; Authors Jonathan
Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave
2. The License Arneson.
This License applies to any Open Game Content that contains a notice indicating that
the Open Game Content may only be Used under and in terms of this License. You must The Pallid Fields - A mini-hexcrawl in Faery. © 2020, Todd Leback; Author Todd Leback.
affix such a notice to any Open Game Content that you Use. No terms may be added to
or subtracted from this License except as described by the License itself. No other terms Old-School Essentials Core Rules © 2018 Gavin Norman. Author Gavin Norman.
or conditions may be applied to any Open Game Content distributed using this License.
Old-School Essentials Classic Fantasy: Genre Rules © 2018 Gavin Norman. Author Gavin
3. Offer and Acceptance Norman.
By Using the Open Game Content You indicate Your acceptance of the terms of this
License. Old-School Essentials Classic Fantasy: Cleric and Magic-User Spells © 2018 Gavin
Norman. Author Gavin Norman.
4. Grant and Consideration
In consideration for agreeing to use this License, the Contributors grant You a Old-School Essentials Classic Fantasy: Monsters © 2018 Gavin Norman. Author Gavin
perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this Norman.
License to Use, the Open Game Content.
Old-School Essentials Classic Fantasy: Treaures © 2018 Gavin Norman. Author Gavin
5. Representation of Authority to Contribute Norman.
If You are contributing original material as Open Game Content, You represent that
Your Contributions are Your original creation and/or You have sufficient rights to Old-School Essentials Classic Fantasy: Rules Tome © 2019 Gavin Norman. Author Gavin
grant the rights conveyed by this License. Norman.
6. Notice of License Copyright OSRIC™ © 2006, Stuart Marshall, adapting material prepared by Matthew J. Finch,
You must update the COPYRIGHT NOTICE portion of this License to include the exact based upon the System Reference Document, and inspired by the works of E. Gary
text of the COPYRIGHT NOTICE of any Open Game Content You are copying, Gygax, Dave Arneson, and many others.
modifying or distributing, and You must add the title, the copyright date, and the
copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Labyrinth Lord™ © 2007–2009, Daniel Proctor. Author Daniel Proctor.
Content you Distribute.
Advanced Edition Companion, © 2009–2010, Daniel Proctor. Author Daniel Proctor.
7. Use of Product Identity
You agree not to Use any Product Identity, including as an indication as to Swords & Wizardry Core Rules, © 2008, Matthew J. Finch.
compatibility, except as expressly licensed in another, independent Agreement with the
owner of each element of that Product Identity. You agree not to indicate compatibility Product Identity: The following items are hereby identified as Product Identity, as
or co-adaptability with any Trademark or Registered Trademark in conjunction with a defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content:
work containing Open Game Content except as expressly licensed in another, All trademarks, registered trademarks, proper names (characters, place names, new
independent Agreement with the owner of such Trademark or Registered Trademark. deities, etc.), dialogue, plots, story elements, locations, characters, artwork, graphics,
The use of any Product Identity in Open Game Content does not constitute a challenge sidebars, and trade dress. (Elements that have previously been designated as Open Game
to the ownership of that Product Identity. The owner of any Product Identity used in Content are not included in this declaration.)
Open Game Content shall retain all rights, title and interest in and to that Product
Identity.
Absalom Overview
Regional Referee Map
Regional Player Map
Referee Maps
The Pallid Fields
Hex 75.21 - The Gateway
Hex 75.22 - Winter Wood
Hex 76.21 - The Duke’s
Demesne
Hex 76.22 - Winter’s Veil
Player Maps
Hex 75.21
Hex 75.22
Hex 76.21
Hex 76.22