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These nine original hexes are compiled in this

Basilisk Hills Supplemental book in their original, detailed form, with each
hex broken down into a number of smaller
Hexcrawl subhexes. [Author’s Note: the sentence
preceeding this bracket goes in the Ultimate
This is a preview look at the material that will Basilisk Hills Hexcrawl only]. The new hexes
make up the Basilisk Hills Supplemental and that comprise the bulk of this hexcrawl are briefly
Ultimate Hexcrawl book, Kickstarting middle of fleshed out with no more than one area of interest
August of 2021. per hex, to provide a broad overview of a larger
area. Where appropriate those single areas of
The preview page for the Kickstarter can be interest have been fleshed out to the extent that is
found here: needed. The intent is to create a large area,
https://www.kickstarter.com/projects/thirdkingd suitable for sandbox play, with a smaller detailed
om/basilisk-hills-hexcrawl-region area. The Referee is free to expand upon the less
detailed hexes as they see fit and as the PCs
The Supplemental book will total roughly 150
explore their surroundings.
pages.
The new hexes will be detailed in numerical
This book is a compilation of the seven main
order, starting in the top left corner with hex
hexes in the Basilisk Hills cluster, the two bonus
02.15 and working south to the end of the column,
hexes that are a part of the original seven, and
then returning to the top and working down. Each
ninety-eight additional hexes, creating a sandbox
new hex will have an entry that describes the area
of approximately 3,300 square miles, or an area
of interest (if there is one), followed by a random
slightly smaller than Puerto Rico. [Author’s
encounter table specifically suited to the hex in
Note: this text goes in the Ultimate Basilisk Hills
question. When a random encounter is generated
Hexcrawl only]
determine which hex it occurs in and then roll on
This book features ninety-eight 6-mile hexes the appropriate table.
designed to be used with the original seven hexes
There will be three broad groups of encounters
in the Populated Hexes Basilisk Hills cluster.
that can occur on any table:
[Author’s Note: this text goes in the
Supplemental Basilisk Hills Hexcrawl only] 1. Drawn from an existing local lair. These
will be indicated in bold font, and is an
The seven main hexes in the Basilisk Hills
encounter with a creature that has a pre-
Hexcrawl are:
existing lair nearby (typically within a
14.22 Keep of the Troglodytes one-hex radius).
13.22 The Plateau of Sighs 2. An encounter with a suitable type of
14.23 The Basilisk Knights creature for the terrain that, once diced
15.22 The Toppled King for, the Referee can then place in a
15.21 The River’s Source nearby hex, essentially creating a new
14.21 The Gateway to the Pallid Fields lair to be encountered. These will be
13.21 The Gangrenous Orcs indicated on the encounter tables with an
italic font.
Two additional hexes are also part of the original
3. An encounter with a suitable type of
hex cluster: Hex 16.22 (Autrak’s Range) is found
creature that is just passing through and
in Hex 15.22, and Hex 16.21 (Forest’s Blessing)
does not have a nearby lair. These are
is found in Hex 15.21.
indicated on the encounter tables using a
normal font.
There are some general encounter tables that may 1. Orc
be referenced in the text. Those correspond to 2. Ogre
Tables 1-4. As a general rule, use the quantities 3. Goblin
given for the number appearing as found in the 4. Gnoll
OSE Classic Fantasy Rules Tome. 5. Bugbear
6. Another source
Table 1.1. Hills Animals (1d8)
1. Antelope Table 2.3 Forest Other (1d8)
2. Bear (1-3 black, 4-5 grizzly, 6 cave).
3. Cat, mountain lion 1. Cockatrice
4. Snake (1-4 rattler, 5-6 pit viper) 2. Killer Bee
5. Rock Baboon 3. Stirge
6. Snake (1-4 rattler, 5-6 pit viper) 4. Pixie
7. Wolf (1-4 normal, 5-6 dire) 5. Treant
8. Another source 6. Harpy
7. Another source
Table 1.2. Hills Humanoids, etc. (1d6) 8. Basilisk

1. Orc
2. Ogre Table 3.1 Mixed Animals (1d8)
3. Kobold 1. Bear (1-3 black, 4-5 grizzly, 6 cave).
4. Gnoll 2. Bat (1-3 normal, 4-5 giant, 6 giant vampire)
5. Troglodyte 3. Deer, herd
6. Another source 4. Spider (1-3 crab, 4-5 black widow, 6 tarantella)
5. Snake (1-3 rattler, 4-6 pit viper)
Table 1.3. Hills Other (1d10) 6. Wolf (1-4 normal, 5-6 dire)
1. Ape, white 7. Cat, giant (mountain lion)
2. Blink Dog 8. Another source
3. Hippogriff
4. Undead (1-3 skeleton, 4-5 zombie, 6 ghoul) Table 3.2 Mixed Humanoids, etc. (1d6)
5. Robber Fly 1. Orc
6. Manticore 2. Ogre
7. Another source 3. Kobold
8. Basilisk 4.Goblin
9. Basilisk 5. Troglodyte
10. Basilisk 6. Neanderthal
7. Bugbear
Table 2.1 Forest Animals (1d8) 8. Another source.
1. Bat (1-3 normal, 4-5 giant, 6 giant vampire)
2. Bear (1-3 black, 4-5 grizzly, 6 cave). Table 3.3 Mixed Other (1d10)
3. Deer, herd
4. Spider (1-3 crab, 4-5 black widow, 6 tarantella) 1. Cockatrice
5. Rat (1-4 normal, 5-6 giant) 2. Killer Bee
6. Snake (1-3 rattler, 4-6 pit viper) 3. Stirge
7. Wolf (1-4 normal, 5-6 dire) 4. Pixie
8. Another source 5. Treant
6. Harpy
Table 2.2 Forest Humanoids, etc. (1d6) 7. Sprite
8. Another source
9. Basilisk These maps are drawn as 6-mile hexes, measured
10. Basilisk face to face, and are divided into smaller 1.2-mile
subhexes. Individual Referees may decide to
Table 4.1 Humans (1d6) adjust the scale of the hexes to better fit their
campaign, perhaps because they are already using
1. Bandit hexes to a different scale, or that they want to
2. Freeholder
adjust the density of encounters, or another
3. Merchant
4. NPC Party reason.
5. Pilgrim Adjusting the scale can be done easily without
6. Another source distortions. Assume, for instance, that a Referee
wants to blow up the scale so that each subhex
The terrain covered by this hexcrawl falls into
measures 6-miles and the larger hexes measure
two main categories (excluding unusual terrain):
30 miles across.
1. Grassy hills. The bulk of the land is
grassy, rolling hills. Here and there are A History of the Basilisk Hills
scattered groves of trees – oaks, maples,
The Basilisk Hills are a small spur of a larger
pine, and cedar, primarily. Water is,
range that borders the Silver Sea, running north
while not plentiful, not scarce, either, and
and cutting through the Zelaia prairie, the
the adventurers can typically find several
majority of which lies to the west of the hills. The
springs and small creeks within a single
southern reaches are dry and barren, transitioning
6-mile hex. Game is also plentiful, as are
to fertile, grassy hills further to the north (where
the basilisks which give the hills their
this book is concerned with). Continuing north,
name.
the hills begin to rise and grow steeper,
2. Forest. The northeast corner of the map
transitioning into the Vysoky mountain range to
is composed primarily of light, deciduous
the north.
forests. The pines and cedars of the hill
country give way to, in addition to oaks Eastward, the Basilisk Hills transition into light,
and maples, chestnut, walnut, and ash. mature forests, with towering stands of oaks,
These woods are old, with tall, mature maples, chestnut, and other valuable timber, to
trees that shade the ground and prevent the River Sarn and the Scarlet Principalities,
thick undergrowth from forming. Unless beyond.
otherwise stated travel in unimpeded
through these woods, although vision is In the time before Cycles – or at least, when
reduced to ¾ normal range (see p. 12 of humanity began to record history – Absalom was
Into the Wild). warmer and wetter. The mecistop, or Crocodile
Kings, ruled the south, their empire
Where the two different terrain types meet there encompassing the Silver Sea and as far north as
is a mixture of the two, as the hills flatten out and the River Bel. The Basilisk Hills and Zelaia
become forest. In these instances use movement prairie were, at this time, thickly wooded, the
and encounter modifiers for hilly terrain and southernmost extension of the Great Woods that
vision modifiers for light forests. When still cover much of the northern lands. In the time
encounters occur roll on Tables 3.1, 3.2, and 3.3. before recorded history the Great Woods were
inhabited by the derevo, or tree-folk, a race of
humanoids only distantly related to treants. The
Adjusting Scale bio-sorcery of the Crocodile Kings was
ineffective against the tree-folk, and an uneasy
détente existed between the two.
The arrival of the Ancient Ones in their ➢ Skirmishes continue between the
dimensional-spanning craft triggered a small ice mecistop and the forces arrayed against
age on Absalsom; the airs cooled and grew dryer. them (Ancient Ones, humans, orcs, etc.).
This, combined with the advanced technology of The last foothold of the Crocodile King
the Ancient Ones, led to the collapse of the north of the Silver Sea is destroyed
Crocodile Kings. midway through the Apex.
➢ The Ancient Ones claim the ley engine
Humanity and the other chattel races rose up,
known as The Candle (see Hex 18.25) in
supported by the Ancient Ones, and overthrew
the last years of the Apex.
the mecistop, who retreated further south to
➢ The Great Forest begins to recede
remote redoubts.
northward, slowly. The derevo
With the ice age the Great Forest began to slowly civilization still dominates much of the
retreat north, followed by the tree-folk. The north for the time being.
derevo were not tool-makers, nor builders of
2nd Cycle (Apex 104 years, Nadir 150 years,
great monuments, and left little evidence of their
total of 254 years).
existence upon the land.
➢ Humanity begins to build cities. The first
With the fall of the mecistop recorded history
human civilization north of the Silver Sea
began. It is unknown to human sages if the
is founded west of the Basilisk Hills, in
coming of the Ancient Ones brought the advent
the cradle of the fertile Zelaia Plains.
of the Cycles of Law and Chaos, or if those have
➢ Just as suddenly as they appear, the
always been a part of Absalom. Regardless, the
Ancient Ones disappear at the end of the
recorded history of humanity begins with the
2nd Apex, leaving behind many
Apex of the First Cycle. Major events and time
inscrutable devices and writings.
spans are given here for the Referee’s edification.
➢ The first clashes between humans and
The below is a general timeline of Absalom in tree-folk occur, as the humanity looks to
general and the Basilisk Hills region, in spread north. The derevo, without
particular. Each Cycle is broken down into an permanent settlements to bind them to
Apex and a Nadir. Where possible lengths of time one place, begin to follow the receding
of each are given, although the very nature of forests northwards.
Cycles – especially the Nadirs – make it difficult
3rd Cycle (Apex 150 years, Nadir 178 years,
to pin down specific lengths of time. Much
total of 328 years).
knowledge is lost during each Nadir, even in
these advanced days, and it is often difficult to ➢ Much of the Basilisk Hills is contested
accurately track the passage of the years. The no-man’s land after a vicious Nadir
Variegated Kingdoms – the largest human empire drives away most of the human settlers.
north of the Silver Sea – has established a ➢ After a Cycle of abandonment, the
calendar based upon the founding of the Candle is reclaimed by a school of human
Kingdom at the beginning of the 12th Cycle. Such mages, who manage to energy of the
dates are denoted with the abbreviation “A.F.” massive ley engine and reshape parts of
(for “After Founding”). Much of the below the structure. It remains in the hands of
timeline is for the Referee to provide context to the Council of Seven until the beginning
the region, although studious PCs, or sages, may of the 4th Nadir, when it is abandoned
know some of the more obscure instances. again for several Cycles.
1st Cycle (Apex 125 years, Nadir 105 years, 4th Cycle (Apex 145 years, Nadir 149 years,
total of 230 years). total of 294 years).
➢ For a brief, shining ten years the cerves, an extremely long Nadir almost led to the
or deer-folk, that roam the barren hills extinction of civilization.
and grasslands of Absalom dominated
It is during the Long Night that the portal to the
the Basilisk Hills and Zelaia Plains,
Shadowlands is opened just east of the Basilisk
united under an effective warchief,
Hills, leading to a large swath of forest falling
collapsing just as quickly as it rose upon
under fell influence. Known as the Darkwoods
her death.
(see Hexes 17.24 and 18.24), the influence of
5th Cycle (Apex 131 years, Nadir 186 years, Shadow has shrunk somewhat during the 14th
total of 317 years). and 15 Cycles.
➢ The Basilisk Hills fall under the control 8th Cycle (Apex 199 years, Nadir 107 years,
of Noshmog One-eye, a hobgoblin total of 306 years). Thankfully, the Cycle
general and the hordes of humanoids he following the Long Night had an Apex that lasted
commanded. His kingdom lasts for but a nearly two centuries, giving human-kind and
generation past his death, eventually other civilized races breathing room to start
splintering into various tribes and rebuilding what was left. Unfortunately, much
factions as warfare breaks out between knowledge was lost to the tide of Chaos during
the various races. the previous Nadir, and humanity spends much of
➢ The end of the 5th Apex sees the ecology that time simply rebuilding.
of the Basilisk Hills stabilize where it
9th Cycle (Apex 136 years, Nadir 116 years,
roughly remains today. The last of the
total of 252 years).
derevo leave for the north, never to be
seen again south of the Gere River (far to ➢ Another, shorter-lived hobgoblin
the north). kingdom is established in the Basilisk
Hills, centered just south of what is
6th Cycle (Apex 130 years, Nadir 180 years,
currently the village of Liwil (see Hex
total of 310 years).
14.23). It lasts no more than a decade,
➢ A strong Chaos storm whips through the and when it finally collapses, the
Basilisk Hills halfway through the 6th hobgoblins are driven from the hills north
Nadir, opening multiple portals to Faery, towards the northern Vysoky Range. The
and, indeed, merging the two worlds in idea of a humanoid empire is firmly
certain areas. Residents of both worlds implanted in the legends of the
mix freely during this time. As the Nadir hobgoblins, and once or twice a Cycle
draws to a close the dimensional since this point a strong war-leader has
boundaries seal once more. The market emerged and attempted to unit the
town of Clasp (Hex 09.32), founded to disparate humanoid tribes.
cater to merchants from both worlds, is
10th Cycle (Apex 149 years, Nadir 170 years,
sucked into Faery, but returns to the
total of 319 years).
Mortal World on a seemingly random
schedule, appearing for exactly a week ➢ The Skeldrene Dynasty is founded at the
and a day. Clasp appears to this day, beginning of the 10th Apex.
although few know of its existence. ➢ Phiesen is founded roughly ten years
after the Skeldrene Dynasty, and the first
7th Cycle (Apex 72 years, Nadir 319 years,
fort is built where Zizdul now stands
total of 391 years). Known also as the Long
some five years after that.
Night, an abnormally short Apex combined with
11th Cycle (Apex 173 years, Nadir 134 years, the Nadir (AF 452). The Empire, already
total of 307 years). in decline, collapses swiftly, as various
nobles begin to squabble over succession
➢ Timshan Dynasty established in Jacaar
and control of territory.
(Hex 28.41).
➢ At roughly the same time as Zaphisdreal
➢ The great dragon Nakbaknian arrives in
dies a mighty earthquake shakes the land.
the Basilisk Hills near Liwil at the end of
It makes the Bel River un-navigable (see
the 11th Apex, and claims a wide swath
Hex 24.26). The fledging town of Rheas’
of land as its domain. Many Basilisk
Ford, capital of the Scarlet Principalities,
Knights are slain in unsuccessful
no longer has a navigable water-route to
attempts to drive it away. As a result,
the Silver Sea, and the domain begins to
Liwil and most of the Hills are cut off
look eastwards towards the now wider
from the nascent Skeldrene Empire.
Sarn River.
12th Cycle (Apex 167 years, Nadir 115 years,
14th Cycle (Apex 175 years, Nadir 122 years,
total of 282 years, 14 BF – 268 AF).
total of 297 years, AF 586 – 883 AF).
➢ Vilmay Lial the 1st sits upon the Throne
➢ Much of the extremely long 14th Apex of
of Many Colors, establishing the
the 14th Cycle is spent with the
Variegated Kingdom, fifteen years into
Skeldrene territory rent by war and
the beginning of the 12th Cycle. The
conflict between different domains. The
Calendar begins counting from that day.
Basilisk Hills, the easternmost part of the
➢ Phiesen, west of the Basilisk Hills, in the
Empire, fall under the control of Duke
south of the Zelaia Plains, is the first
Torgen (615 AF) and, eventually his
great civilization to fall at the beginning
children.
of the 12th Nadir.
➢ The mochyn, or boar-folk, that claimed
➢ Timshan, to the east of the Basilisk Hills,
the remnants of the Great Forest as their
lasts not much longer, succumbing to
territory, take advantage of the
dynastic incompetence a mere ten years
disintegration of Skeledrenes, and,
before the end of the 12th Nadir.
pressured westward by an expanding
➢ The village of Hob (Hex 19.29) is
Scarlet Principality, begin to raid the
founded along the banks of the Sarn (16
communities in the Basilisk Hills (664
AF), the terminus for a trade route that
AF). Eventually the disparate mochyn
runs west to Liwil and beyond. It never
tribes are defeated by an army led by
grows much larger than Market Class 5,
Torgen’s granddaughter, and the boar-
as the demise of the Skeldrenes halts
folk melt away north into the forests (667
most trade until Junction is founded to
AF). This defeat marks the decline of
the north at the beginning of the 15th
their peoples, and the boar-folk never
Cycle.
truly recover as a force.
➢ Nakbaknian is finally slain at the
➢ By the beginning of the 14th Nadir
beginning of the 12th Apex by a
Torgen’s line has come to an end and
combined force of Basilisk Knights and
there is no unifying force remaining
several companies of Skeldrene archers.
amongst the communities in the Basilisk
13th Cycle (Apex 193 years, Nadir 123 years, Hills. The Basilisk Knights (see Hex
total of 316 years, 269 AF – 585 AF). 14.23) try their best but can barely
control the territory immediately
➢ Zaphisdreal the Magnificent, last of the surrounding Liwil.
Skeldrene line, dies in the 60th year of
15th Cycle (Apex 133 years, Nadir 151 years, abstracted into the hex’s Land Value or
total of 284 years, 884 AF – 1,167 AF). directly extracted for up-front profit. The
second requires labor to extract the
➢ The village of Junction is founded on the
resource. If a hex doesn’t have listed
banks of the Sarn river by the forces of
resources, it still possesses those
the Scarlet Principality (886 AF). By
belonging to the base value of the hex;
mid-Apex a trade route is established
the resources listed are simply in addition
from Junction to the mountain-fastness
to the standard.
(and iron-rich mines) of Rocky Peak, and
4. Lairs. There are six entries; most are left
river boats start to voyage north and
blank for the Referee to populate
mining in the Aima hills, at the source of
themselves if desired.
the Sarn, begins in earnest.
5. Features. As with lairs, but for noting
16th Cycle (1,168 AF . . .). potential features in the hex.
6. Encounter Table. An encounter table
➢ Deepwater founded in the 3rd year of the for each hex is given, drawing on the
16th Apex (1,170 AF). surrounding six hexes as well as the
During the Tenth through Thirteenth Cycles the general encounter tables found at the
Skeldrene Empire ruled these lands. The Empire beginning of this book. If using the
occupied much of the land in this book, with the supplemental hexes as presented here
bulk of it being off-screen west and south. The (without additional lairs or features) roll
dynasty, after a Cycle of shrinking influence, either 1d4 or 1d6, as noted on the table.
collapsed during the Nadir of the Thirteenth If the Referee has expanded on the hexes
Cycle. Much of the once civilized land returned roll 1d6 or 1d8, depending on the number
to wilderness, although here and there can be of encounters.
found villages and settlements that were once part On the following page is the map depicting the
of the dynasty; Liwil in Hex 14.23 is one of the area covered by this book. The hexes in the
last remnants of the glory days of the Skeldrenes. Basilisk Hills Supplemental book are outlined in
The Skeldrenes left most of the artifacts and blue; those in the original Basilisk Hills cluster
structures that can be found in these lands; the are outlined in red.
Crocodile Kings didn’t reach this far north, the The following map shows a red dashed line
Ancient Ones largely ignore this area, and those represents the old borders of the Skeldrene
humans that lived here in earlier Cycles dwelled Empire; outside of these borders any ruins will
in small clans and petty fiefdoms. typically belong to different eras and/or domains.
Each of the hexes in this book is described in the The red dotted line outlines the nine hexes that
following manner: are fully fleshed out as part of the Basilisk Hills
Populated Hex series.
1. Hex Number. Refers to the number of
the hex as found on Map 1. Hex Generalizations
2. Hex Image. A blown-up image of the
single hex, divided into the subhexes
Some assumptions can be made regarding the
standardized by the Populated Hex
hexes in this map:
series.
3. Resource Value. The bonus resource Sparsely Populated
value of the hex (see p. 89 of Into the
Wild or p. 26 of Domain Building).
These additional resources can either be
The Basilisk Hills cluster, as it is currently 08.26) along the road, but it eventually leads to
written, is dotted with a few human communities: the mining town of Dry Gulch (Hex 05.28). The
road is little more than a single-laned dirt lane,
➢ Leyda, in Hex 07.17
just wide and flat enough to allow wagons to
➢ Liwil, in Hex 14.23
drive along it. In wet weather (after more than 1”
➢ The Temple to 09.17
of rain over a three-day period) the road remains
➢ Bandit Camp in Hex 08.26
passable, but for 1d4 days after the last rains

reduces movement by 50%. In these times
travelers on foot or mounted make better time
eschewing the trail and traveling off-road.
If the Referee is populating the hexes as outlined
in Filling in the Blanks it is recommended they The Ruins of the Past
reroll any results of “Settlement”, unless they
would like a less wild area. Any other results that
The hexes in the Supplemental book provide only
indicate the presence of humans can be added as
a broad overview of the northern Basilisk Hills,
they occur.
with only one area of interest per hex. That
Otherwise, assume that 1 in 6 hexes on the map doesn’t mean, however, that nothing else is in the
have 1d6-1 human families living within. On a hex. The supplemental hexes are arranged with
result of “0” assume it is a single individual, and multiple blanks entries for features and lairs,
not a family. When this occurs roll on Table 4 to should the Referee choose to add them, in the
determine what kind of humans are encountered. fashion of the Populated Hex series.

Lack of Infrastructure Almost every hex in this book contains remnants


of the past Skeldrene Empire. These ruins can be
placed as part of a further fleshing-out of the area
The vast majority of the hexes in this region are by the Referee, or they may be included as
uninhabited wilderness, with a few settlements. background scenery when the PCs explore the
Besides the occasional reminder of the region.
infrastructure left over from the Skeldrene
Empire, there are almost no roads within the area. If used as background, the PCs will encounter
Those roads that are found are, except within the signs of the fallen empire virtually wherever they
hexes that contain settlements, rough and poorly go:
maintained. They do not confer a movement
1. Old roads paved with flat stones. The pavers
bonus, but then parties that move along these
are split and tilt crazily, the joins between them
roads do not suffer a movement penalty due to
choked with weeds.
terrain.
2. Signposts marking the distance between two
Example. The road leading from Liwil south
important points.
passes through hill country. Ordinarily, roads
increase movement by 50% and hills decrease 3. Ruined communities, the buildings razed to the
movement by 33%. While traveling on the road foundations by marauding monsters.
from Liwil, neither modifier applies. Once the
4. Monuments to the great dynasty rulers, defaced
adventurers move off the road the 33% movement
by weathering, birdshit, and graffiti.
penalty applies.
5. Ancient battlefields, littered with still-visible
The exception to this is the road that runs from
skeletal remains and rusted weaponry.
Liwil (Hex 14.23) southwest. There are no other
settlements (other than the bandit camp in Hex
6. A ruined watchpost, half-collapsed and leading to a magical device in Hex 11.27.
covered in vines. Other good treasure locations include:
o Hex
7. An ancient well, lined with stone, and covered
➢ Knowledge. The adventurers have heard
with a rotted wooden lid. Those wandering
that some knowledge or thing they seek
without care could fall in!
is somewhere in the area, whether it be
8. Referee’s choice. the advice of a sage, training in a
monastery, or the chance to squire
Using this Book oneself to a knight. Some potential
sources of knowledge are:
o Hex
This book covers a wide swath of land, and when
➢ Wealth. Word of the new gold mines
combined with the nine hexes that make up the
outside of Liwil will soon spread to the
original Basilisk Hills cluster should have enough
rest of the world, inviting in speculators
material for an entire campaign.
of all stripes. In addition to the wealth to
It is written to be used as a hexcrawl. There is no be found mining, providing protection to
story to this book, only a series of locations and the miners and the likely-to-burgeon
features that the Referee and players can string population of Liwil could be lucrative.
together to build their story. For those unused to There are other resources in the area, as
an open-ended hexcrawl format, or might benefit well, including the rare alchemical
from a little more structure, the following compound harbenite. Some areas rich in
provides some advice for how to use this book. resources include:
o Hex
Why is the Party Here? ➢ Domain Building. The Basilisk Hills are
The adventurers can enter the area for a number largely empty of humanity and devoid of
of different reasons or motivations. This book any large domain. Mid-to-high level
assumes they are not from here – there are few adventurers looking to clear land to claim
civilized locations for a party of adventurers to for their own would find much to like
hail from, after all. If the party is from the area it here.
is best to assume that play begins in Liwil (see ➢ Domain Building, but not their own.
Hex 14.23), the largest settlement to be found Ever hungry for land and resources, the
here. They can either be natives of Liwil or, Scarlet Principality sponsors expeditions
because of the trade road that exists between outside its borders to prepare for
Liwil and Dry Gulch to the west and Hob to the expansion. Now that a bridge has been
east could have arrived in the Basilisk Hills built across the Sarn at Junction, and the
looking for adventure (potentially Dry Gulch, road west opened to Rocky Peak, the
located just off the map in Hex 05.28, Hob in Hex Scarlet Prince may very well be
19.29 or Junction in Hex 24.17, both found in the interested in what lays west of the river,
setting map). especially if a route to the gold mines of
Regardless of where they are from, the following Liwil can be found that bypass the
can be used to draw their interest to the region: monopoly Hob as on the trade.
o The village of Leyda (Hex
➢ Treasure. The party found a map leading 07.15) is at the terminus of a road
to one of the locations within the area. leading northeast and connecting
Hex 17.22 (part of the Darkwoods to the Long Road between
Hexcrawl) contains a treasure map Junction and Rocky Peak. When
its existence becomes known to
the Scarlet Principality they will
no doubt seek to use it as an entry
into the Basilisk Hills.
o Liwil is set to grow significantly
over the next few years as
prospectors from Dry Gulch and
beyond rush north to strike it
rich. The authorities of Dry
Gulch will seek to bring Liwil
under their control, while the
Basilisk Knights will seek to
clear the surroundings lands of
threats so they can expand and
remain independent.
➢ Bounties. The Basilisk Hills team with
all manner of monsters (basilisks among
them!) as well as other threats. Two
gangs of brigands are active in the area,
although neither threatens any of the
settlements directly. The Redfoot Gang
operates on the Zelaia Prairie, preying on
the gold trade centered on Dry Gulch
(Hex 05.28), while the Dispossessed, led
by Gajo the ruthless, prey on merchant
caravans on the Long Road between
Junction and Rocky Peak.
o The Redfoot Gang have just sent
a camp of brigands north to
watch the road to Liwil (see Hex
08.26). Before too long the
authorities in one or the other
cities.
o The Dispossessed’s redoubt is in
Hex 02.12, and they have mostly
been preying on traffic along the
Long Road. The brigands avoid
Leyda like the plague, having
had several bad experiences with
a dragon they coincidentally
encountered near there. The
authorities in Junction or Rocky
Peak would certainly be
interested in the brigands’
defeat.
Hex 07.14 Hex 07.15

Resources: Animal, game (boar, 2)

A few sounders of wild boar roam this hex,


feeding off the plentiful acorns, chestnuts, and
walnuts that grow on the trees in this forested hex. Resources: Mineral, mined (sulfur, 2), mineral,
mined (mica, 5), animal, livestock (turkey, 5).
Lairs
This hex is rich in resources, with mines of sulfur
1. and mica. The residents of Leyda also raise an
2.
abundance of turkeys. The mountain lions from
3.
Hex 08.15 have recently been attacking the
4.
5. flocks, angering the villagers, but they have thus
6. far been unable to prevent the attacks.
Subhex 06.07 contains the village of Leyda. The
Features
ring of hexes surrounding Leyda (indicated by the
1. dashed red line) is occupied by farmers,
2. shepherds, and freeholders, with an average of 4
3. families per subhex. The further ring, indicated
4. by a dotted red line, is more sparsely populated,
5. with an average of one family per hex.
6.
Lairs
Encounter Table
1.
1. Mountain Lion (1d3) from Hex 08.15. 2.
2. Table 3.1 3.
3. Table 3.2 4.
4. Table 3.3 5.
5. Boar, normal (1d6) 6.
6. Table 4.1
Features
1. 06.07. The Village of Leyda. have a bluish cast to their skin, and dwell in
2. mushroom shaped houses dotted throughout the
3. grove.
4.
5. Sprites (18). AC 5 [14], HD ½* (2 hp), Att 1 x spell
6. (curse), THAC0 19 [0], MV 60’ (20’) / 180’ (60’)
flying, SV D12 W13 P13 B15 S15 (E1), ML 7, AL
Neutral, XP 6, NA 3d6 (5d8), TT S
Leyda (MC 2)
➢ Five sprites can collectively curse a target (no
attack roll, save versus spells). The effect is
Leyda is a small, surprisingly bucolic community determined by the Referee, but is almost
in the middle of a vast wilderness. Unbeknownst always used to comical effect.
to all, a gold dragon has lived in Leyda since the ➢ Even if attacked sprites have no interest in
middle of the 14th Cycle (614 AF), posing as a killing, preferring pranks.
reclusive magic-user, and is almost solely
Papa Snoot (chieftain). AC 5 [14], HD 1** (7 hp), Att
responsible for keeping the community as safe as 1 x spell (curse or spell), THAC0 19 [0], MV 60’ (20’)
it is. / 180’ (60’) flying, SV D12 W13 P13 B15 S15 (E1),
ML 7, AL Neutral, XP 16, NA unique, TT S
The village has no standing militia; Nana Hildpip
and her daughter Ridhal are in charge of The leader of the sprites is called “Papa Snoot”,
maintaining order. When needed the village can an older, bearded sprite with bushy eyebrows and
raise a fighting force of ten, in addition to Ridhal. an even larger nose. Snoot can cast the following
Half are normal men and the other half are spells once per day as a 2nd-level illusionist:
considered veterans. All provide their own dancing lights, phantasmal force.
weapons and armor, which is a mixed variety and
tends towards the kind of arms that would be The clan has a total 8 gp tucked kept in Snoot’s
found in a rural environment (bows rather than house, along with small knick-knacks they’ve
crossbows, etc.). stolen from travelers foolish enough to pass
through the grove.
1. Quarry. When the town was founded the
settlers found a deposit of soapstone located just 3. Ruins. The remains of a ruined building are
outside of the new community, and quarried it for found just outside of town, its original purpose
building materials. As a result most of the original lost to time. It has always had an ill-repute among
structures are built of stacked soapstone. the villagers, and its reputation was only
increased several decade previous a farmer
The quarry has since largely played out, and is started pulling down walls to re-use the material
ignored by all but the younger residents of Leyda, for their own dwelling, and a soapstone block fell
who, against the better judgement of their elders, and crushed them. Since then, not even the village
frequently play on the steep slopes and amidst the youth will play among the rubble.
tailings of the quarry.
Any Lawful individual spending more than a turn
2. Enchanted Woods. When the village was first within the ruins must roll their Wisdom or lower
founded it was discovered, after the fact, that a on 4d6. Those failing are struck by misfortune (1-
nearby copse of trees was inhabited by a clan of 3 a simply embarrassing occurrence, 4-5 a minor
sprites. Not wanting to risk the wrath of the fae, mishap that does 1d4 damage, or 6 a major
an agreement was reached between the villagers mishap that does 1d12 damage.)
and the little folk, an agreement that is honored to
this day. The pixies are vassals of Lugubrio, the Spending 1d4 days excavating the ruins will
Crying Prince, a wild Faery Lord. The sprites all uncover the source of the curse, a book of foul
corruption (see Advanced Fantasy Treasures).
4. Residence. The elected Mayor of Leyda, an (rightly) he is in an on-again, off-again
older woman named Nana Hildpip, along with relationship with Madam Nethloc, yet is
her extended family, four children and their completely unaware she is not human.
spouses, thirteen grandchildren, and two great-
Jalaf is a master carpenter and can build or fix
grandchildren. Hildpip feigns an icy, hard
most anything made of wood.
personality, but in reality is caring and large-
hearted. She and her family raise sheep on the 6. Wizard’s Tower. Madam Nethloc, the
hills north of town, and card and spin yarn of polymorphed gold dragon, lives in this tower at
exceptional quality. the edge of the village. She spends most of her
days in human form – that of a plump, matronly
She and her husband are some of the most
woman with rosy cheeks – only changing into her
knowledgeable residents regarding the history of
dragon form when well away from the village, or,
the surrounding area, and are a reliable source of
in moments of need, but pretending to quaff a
information for the surrounding area. She is also
potion before transforming. She has lived in the
the only one to suspect that Madam Nethloc is
village for centuries, managing to convince
more than she seems. Hildpip and her husband are
subsequent generations that she’s simply long-
both normal non-combatants, as is most of the
lived due to the faerie blood she inherited from
family, but two of her children are classed NPCs:
her father.
Gardto, the eldest son, is a 1st level ranger and
Ridhal, the youngest daughter, is a 2nd level Nethloc is loathe to interfere directly in the
fighter who is the de facto head of the village’s village’s defense in her true form, and prefers to
militia. use spells or conveniently passing-through
Gardto Hildpip (R1). AC 7 [12], HD 1 (2 hp), Att 1 x adventurers, turning into a dragon only in the
by weapon, THAC0 19 [0], MV 120’ (40’), SV D12 direst of circumstances.
W13 P14 B15 S16 (R1), ML 8, AL Neutral, XP 10, NA
If using the standard OSE rules Madam Nethloc
unique, TT na
is a standard gold dragon. If using the alternate
➢ Gardto has all of the abilities of a 1st level dragon rules from the Basilisk Hills Appendix (or
ranger. Hex 15.22) Nethloc is a Very Old royal dragon
➢ He typically can be found in leather armor with the following special abilities:
and carrying a long bow and sword.
➢ Will hire out as a guide for 5 gp per day, but ➢ Spellcasting as 6th level magic-user
will not want to remain away from Leyda for ➢ Potent Breath (breath weapon is treated
more than two weeks. as if Nethloc as +1 HD, inflicting an extra
Ridhal Hildpip (F2). AC 7 [12], HD 2 (9 hp), Att 1 x 4 points of damage).
weapon (see below), THAC0 19 [0], MV 120’ (40’), Madam Nethloc’s true name is Lierrenmoor.
SV D12 W13 P14 B15 S16 (F2), ML 9, AL Lawful, XP
15, NA unique, TT na Madam Nethloc (gold dragon). AC -2 [21], HD 11**
(69 hp), Att 2 x claw (2d4), 1 x bite (6d6) or breath or
➢ Ridhal typically dresses in leather armor and spell, THAC0 11 [+8], MV 90’ (30’) / 240’ (80’)
carries a long knife (treat as dagger) with her flying, SV D6 W7 P8 B8 S10 (F11), ML 10, AL
in town, but if danger threatens she girds her Lawful, XP 2,700, NA unique, TT H
loins with chain, a shield, and short bow and
sword. ➢ Can breathe up to three times per day, either
a 90’ cone of fire or a cloud of chlorine gas.
➢ Can cast 4 1st level, 4 2nd level, and 4 3rd
level spells per day.
5. Residence. Jalaf Bando, a curmudgeonly
➢ Can shape change at-will
carpenter, lives in this small, yet immaculately
appointed house. Many in the village suspect
A secret door in Madam Nethloc’s tower leads to who can often hear their whispered sweet
an enormous underground cavern, accessible nothings carried on the breeze to her tower.
only via flight, in which is contained the sizeable
8. Quarry. More soapstone was quarried here, as
treasure she has collected over the centuries.
well, but this vein has also played out. It faces
Assume she has access to every magic-user spell
north, and is a cool place to rest during the day,
in the Core rules, and memorizes a mixture of
for even at the height of summer is still in the
defensive, offensive, and general-purpose spells.
shade at noon.
Roughly once per month Frithria Wil, the magic-
9. Root Cellar. A shallow, dry cave extends
user from Hex 07.20, will visit Nethloc for a day
partway into the hill, staying cool for most of the
or two, to pick up supplies in Leyda and converse
year, and the villagers use it to store surplus
with another magic-user. When the adventurers
crops.
arrive in Leyda there’s a 1 in 10 chance that
Frithria will be present. If he is not currently 10. Garrison. Long since reduced to ruin, this
present he arrives in 1d20 days. structure was once the garrison for the Skeldrenic
troops stationed here. The building has not been
7. The Stump. Pronounced with a capital “S” by
used since the beginning of the 15th Cycle.
the villagers, the stump is all that remains of what
once must have been the a truly magnificent tree, 11-13. Residences. These are private residences.
large enough to have been carved into a dwelling. There’s a 1-4 in 6 chance that the residents will
The tree dates back centuries, to the 6th Cycle, have room for 1d6 travelers to sleep, charging 1
and the Chaos Storm that merged Faery and the sp a night for room and board.
Mortal World, and was one of the trees from
Faery left behind when the two worlds were rent 14. Footbridge. A small stone footbridge spans
apart (there is a grove of the trees remaining in the stream that originates in Area 7.
Hex 17.24, as well). In AF 1113, in the 15th 15. Rectory and chapel. Marma Anra, cleric of
Nadir, lightning struck the tree and it was felled, Lessara, resides and holds services in this
leaving only the stump (the villagers harvested building. Anra is young, only in her late teens,
the rest of the tree for timber). and somewhat overwhelmed by the responsibility
Jalaf Bando (Area 5) has kept several pieces, of tending to the spiritual needs of the
worth a total of 3,500 gp, and if used to create community. She was a simple acolyte, thrust into
items specifically dealing with the fey or Faery the position when the former priest died suddenly
(or similar, such as a harp that plays a charming a month prior to the adventurers’ arrival.
melody) will be worth double. Lessara is the local deity, goddess of hill and
When the lightning struck the tree a small spring hearth.
emerged, wending its way down the slope to Marma Anra (C1). AC 9 [10], HD 1 (2 hp), Att 1 x
finally join with Lilixci Creek. The spring has weapon (1d6), THAC0 19 [0], MV 120’ (40’), SV D11
intermittent magical properties; dabbing a little W12 P14 B16 S15 (C1), ML 8, AL Neutral, XP 5, NA
spring water on one’s eyelids, directly from the unique, TT na
spring at the base of the tree, grants the ability to
16. Funeral Yard. It is customary for the dead of
see invisibility as per the spell. This only occurs
Leyda to be cremated on a funeral pyre. This
on the night of the new moon (in Absalom the
large, flat area adjacent to the chapel is used for
New Moon occurs on the Firstday of every
such rites. For as long as a priest of Lessara
month) and lasts until the sunrise of the next day.
conducts the proper rites and rituals this area is
Lovers in the village have taken to trysting in the sacred ground; mindless undead will not enter,
stump, a fact that is pleasing to Madam Nethloc,
and free-willed undead must make a save against Sonbri and her (large) family live in the mills.
death if they desire to enter. Talee’s second oldest, Vidrah, is desperate to
escape Leyda and pursue the exciting life of an
17. Residence. Jachel Heske, a widower, lives in
adventurer. She will pester outsiders constantly
this house. He is willing to take on boarders at a
for stories of the outside world.
rate of 2 sp per night, and has room for four. In
his younger days Jachel was a trader, and Vidrah is a 0-level normal human is 3 hp, and will
frequently made the perilous journey north to gladly sign on as a retainer if given the chance.
Rocky Peak to trade. She has no gear.
He has a treasure he obtained once, to bring home 19. Caravanserai. Run by a cord-thin, no
to his wife. It is a small mechanical bird, forged nonsense man named Egar, the caravanserai
in Pesh. serves the few caravans and tinkers that venture
this far south from the road to Rocky Peak. Egar
Nightingale of Pesh (2,000 gp) doubles as the town’s blacksmith and
Small mechanical bird crafted from silver,
tavernkeeper; the house has a single open room
obsidian, and mica. A special silver key is
that Egar uses to cook and serve food and drink,
inserted into a slot in the back.
Must be wound to work. Each winding although most days it is just villagers availing
produces one round of effect, and it can be themselves.
wound a maximum of 6 rotations. He does not offer rooms for rent; those unable to
➢ Counterclockwise: chirps a haunting
afford lodgings with the residents of the village
melody.
are welcome to camp in the open yard of the
➢ Clockwise: sings a hypnotic song,
replicating the fascinate illusionist tavern. Each time the adventurers arrive in Leyda
spell as if cast by a 9th level illusionist. there’s only a 1 in 10 chance that a (1-4) traveling
Lasts for as long as it is wound. tinker or (5-6) merchant caravan is in town.
➢ Each time it is wound clockwise there Tinkers carry 1d100 gp worth of basic equipment
is a 1% chance per round of effect the listed in the Classic Fantasy book, while caravans
mechanisms within the bird breaks. carry 5d100 gp worth (in addition to bulk goods).
20. Main Bridge. A graceful stone bridge, wide
Jachel’s wife died while he was away, before he enough for a single wagon, crosses the Lilixci at
could give her the nightingale. He would be this point. Any character knowledgeable in
willing to part with it under the following masonry will recognize that the bridge is both
circumstances: extremely old and of exceptional quality. It was
built in the 6th Cycle by gnomish craftsfolk, and
➢ Money. He will take no less than 5,000
still stands to this day.
gp.
➢ Service. There’s a 1-2 in 6 chance he A careful search of the bridge (same chances to
offers it as a reward should the find a secret door) reveals one of the keystones is
adventurers perform some great deed or false and can be removed to reveal a small,
service for the village. hidden compartment. Within the compartment is
➢ Love. He will gladly give it, free of a lily carved from flawless pink marble, the size
charge, to a PC obviously in love, of a man’s hand. The lily can be used in
provided they give it to the object of their conjunction with the spell Open Faery Road (see
affection. Appendix or Hex 14.21) to open a gate directly to
Aboideau, the region in Faery the gnomish
18. Mill. Powered by the slow waters of the
masons came from.
Lilixci, the mill services the village of Leyda as
well as the surrounding farms. The miller Talee
21. Stream. A wide stream meanders through the 4
hills through the village. It flows northwards,
through Hex 07.14, before bending eastwards to
eventually join the Sarn. The stream is called
Lilixci Creek by the locals, after a water spirit
said to dwell in the waters, but not seen in several
generations. It is too shallow to be navigable by
anything short of a canoe and is a source of
plentiful trout and crayfish.
22. Ruins. A barn has collapsed here, leaving
only the stone foundation and a lone black locust
growing inside. Despite the rough appearance it
would make a decent campsite for a large
adventuring party, sheltered from all but a heavy
downpour.
23. Barns. The villagers keep their livestock in
this communal barn; some cattle and sheep, but
mostly turkeys, that roost in the eaves of the two Resources: Vegetable, agricultural (apple, 2),
long barns. During the day the animals are mineral, mined (platinum, 3).
typically left to wander throughout the village.
Lairs
Encounter Table
1.
2.
1. Mountain Lion (1d3) from Hex 08.15. 3.
2. Table 1.1 4.
3. Table 1.2 5.
4. Table 1.3 6.
5. Table 4.1
6. Wild turkey (1d20)
Features
Hex 07.16 1. A portion of the center of this hex gives way to
wooded hills. The growth here is more recent than
the forests to the east, and undergrowth more
prevalent. Exploration and travel times are
increased by 25% within these wooded hexes due
to inconvenient brambles and understory.
2.
3.
4.
5.
6.

Encounter Table

1.
2. Table 1.1
3. Table 1.2
4. Table 1.3 3.
5. Table 4.1 4.
6. 5.
6.
Hex 07.17
Encounter Table

1. Table 1.1
2. Table 1.2
3. Table 1.3
4. Table 4
5.
6.

Hex 07.18

Resources: Vegetable, agricultural (apple, 4)

Lairs
1.
2.
3.
4.
5.
6.
Resources: Animal, game (quail, 1) Vegetable,
Features industrial (camphor, 4)
1. 03.05. Snakebit! Common rattlesnakes are Scattered throughout this hex are small copses of
found throughout this subhex in large numbers. camphor trees, valued for the sweet-smelling oil
Every time the adventurers pass through, there’s that can be harvested. If using the rules from Into
a 1-2 in 6 chance that the party will stumble upon the Wild to determine additional resource value
a rattler which will try and bite a random member increase the base price of the camphor trees by
of the party (mounts included). 50%.

The rattlers attack as normal humans, and if bitten Lairs


the target must make a saving throw against
poison. If failing the target is sick for 4d6 hours, 1.
able only to move at half speed (as giant 2.
centipede venom). Otherwise, rattlesnake bites 3.
inflict no damage. 4.
2. 5.
6.

Features
1. 03.04. An earthen berm can be found in this
hex, describing a gentle curve and facing the
southwest. It is no more than 70 feet long and 10
feet tall. At a glance, it appears as if it was
constructed no more than one hundred years ago,
and this is indeed the case, built by the people of
Leyda to serve as a defensive fortification during
the beginning of the last Nadir against an
invading horde of orcs.

It would take a total of 8 adventurer-hours to


search; doing so yields a result of Treasure Type
V, mostly buried in soil and loam. During this
search a number of skeletal remains – mostly orcs
– will also be found. Resources: N/A

Lairs
2. 1.
3. 2.
4. 3.
5. 4.
6. 5.
6.
Encounter Table
Features
1. Table 1.1
2. Table 1.2 1.
3. Table 1.3 2.
4. Table 4 3.
5. 4.
6. 5.
6.
Hex 07.19
Encounter Table

1. Table 1.1
2. Table 1.2
3. Table 1.3
4. Table 4
5.
6.

Hex 07.20
5.
6.

Encounter Table

1. Table 1.1
2. Table 1.2
3. Table 1.3
4. Table 4
5. Frithria (1-3) or Hewcome plus one living
statue (4-6).
6.

The Old Garrison

1. The Tower. Frithria lives and studies in this


small, stone tower. The tower has four levels: a
basement used for storage, first and second levels
Resources: Mineral, mined (garnet, 5), used as living quarters, and an upper level with
Vegetable, industrial (camphor, 2), Vegetable, access to the circular roof that Frithria uses for
industrial (ropeweed, 2). study.

Garnets are plentiful in this hex, as are a Frithria divides his days between tutoring
smattering of camphor trees (see Hex 07.18). A Hewcome and working in his garden.
small number of the low, scrubby bush called
ropeweed can also be found; the fibers of which 2. Stables. A small wood outbuilding has room
make excellent rope fiber. for two horses and sleeping quarters for three.
Only one of the stalls is occupied, by Frithria’s
Lairs mule Bluebell, and the magic-user’s apprentice,
Hewcome, sleeps in one of the beds.
1.
2. When Frithria travels he will usually (1-4) leave
3. Hewcome to tend his tower, otherwise Hewcome
4. will join Frithria.
5.
6. Two crystal statues, created by Frithria in his
younger days, patrol the grounds when the magic-
user is not present. When he is present the statues
Features
are in the tack room in Area 2, but will respond in
1. 06.07. A small, fortified keep can be found in 1d4+1 rounds should Frithria summon them. If
this subhex, centuries old. At one time, during the Hewcome leaves the compound his master insists
Skeldrene Empire, it was a garrison for troops that a crystal statue accompany him, due to the
used to secure this region. Since the fall of the dangers of the surrounding wilderness. Hewcome
empire it has changed hands multiple times, and chafes at this restriction, and there’s a 1 in 6
is currently inhabited by Frithria Wil, a high-level chance that he will have snuck out by himself.
magic-user. Once a month Frithria will journey
north to Leyda for supplies and gossip. Crystal Statues (2). AC 4 [15], HD 3 (12, 14 hp), Att
2. 2 x blow (1d6), THAC0 17 [+2], MV 90’ (30’), SV
3. D11 W12 P13 B14 S15 (F3), ML 11, AL Lawful, XP
4. 35, NA 1d4 (1d4), TT None
➢ Unaffected by sleep spells.
➢ The two statues are named Claude and Klaus, Hewcome (M1). AC 9 [10], HD 1 (2 hp), Att 1 x spell
and, while they cannot speak, will obey (by spell), THAC0 19 [0], MV 120’ (40’), SV D13
simple commands. They bear a striking W14 P13 B16 S15 (M1), ML 8, AL Neutral, XP 13,
resemblance to Frithria. NA unique, TT na

Frithria Wil (M9). AC 9 [10], HD 9 (25 hp), Att 1 x Hewcome is a young man, barely out of his teens,
spell (by spell), THAC0 17 [+2], MV 90’ (30’), SV from the village of Leyda (see Hex 07.15). He is
D11 W12 P11 B14 S12 (M9), ML 8, AL Neutral, XP eager to please and impress, and will often
1600, NA unique, TT na commit foolhardy acts in an attempt to do both.
Frithria is an older man, in surprisingly good shape,
Hewcome typically memorizes magic missile.
with bone-white hair and a craggy face. He almost died
in his earlier years as the result of a magical
experiment, and the experience left him with a
permanently withered right leg. Frithria is never seen
without his staff that he uses to help him walk.

➢ He can cast three spells per day of levels 1-3,


two of level 4, and one of level 5.

Frithria typically memorizes the following spells:

1st level. Detect magic, shield, sleep.


2nd level. Detect invisible, invisibility, web.
3rd level. Dispel magic, fireball, protection from
normal missiles.
4th level. Dimension door, polymorph self
5th level. Hold monster

His library consists of a dozen books, containing


all the magic-user spells of 1st and 2nd level, the
spells he typically has memorized, and 1d4
additional 3rd level, 1d3 additional 4th level, and
1d2 additional 5th level spell.

Frithria moved here decades previous in order to


make a closer study of the Skeldrene Dynasty. He
should be considered a sage with regards to any
questions regarding history, geography, etc. of
the Basilisk Hills ranging from the 9th Cycle to
the present.
Hex 07.21
He has the following magical items:
➢ Potions of clairvoyance, fire resistance,
and healing (the last one is always carried
on his person).
➢ Ring of regeneration
➢ Staff of commanding (with 19 charges
remaining).
➢ Four randomly determined spell scrolls,
each containing 1d4 spells of levels 1d3.
3. Table 1.3
4. Table 4
5. Goblins from Hex 8.22 (1 gang + gangboss)
6.

Resources: Animal, game (quail, 3), Vegetable,


agricultural (camphor, 4).

More of the camphor trees are scattered


throughout this hex (see Hex 07.18). The Barrow of the Boar-King. A singular
mound covered in vegetation, the entrance to this
Lairs barrow is sealed with a granite plug, carved in a
1. vaguely human-like face. A careful study reveals
2. that, while it looks almost human, it does not
3. appear to be.
4.
5. In order to enter the barrow the plug must either
6. be shifted, requiring a combined Strength of over
100 (although a giant-sized creature, such as a
dragon or stone giant, could do it by themselves),
Features or broken with sledgehammers and picks, a task
that will take 4d6 adventurer hours.
1. 03.05. Dungeon. The Barrow of the Boar-King.
This single-roomed chamber was built during the The interior of the barrow is deep and narrow,
boar-folk incursions during the 14th Cycle to with a low ceiling only 8’ above the ground. A
house the remains of one of their slain generals. pedestal is visible at the far end, holding an object
2.
that glitters gold.
3.
4. The floor is fashioned from square stone pavers,
5. 5’ square, covered in dust and dirt that has
6. drizzled down from the ceiling, almost totally
obscuring the pavers. The floor is also trapped.
Encounter Table
Pavers that are safe to stand on are blank, while
1. Table 1.1 those that trigger a trap have a small circle etched
2. Table 1.2 in the center. These circles can be spotted with the
same chances as detecting a secret door while the the nearest target; otherwise it will attack
floor is dirty; cleaning the floor (with a broom, everyone within range with a roughly equal
spell, or other means) reveals the marks. number of attacks.
➢ Each target hit by the skeletal guardian’s
Each flagstone marked with a circle is trapped, claw attack must save versus death. On a
and any weight in excess of 25 pounds placed on failed roll an icy chill freezes the target’s
that flagstone triggers a spear trap. Spring-loaded, heart for an instant, and their next attack
the spear shoots up, through the circular mark, (regardless of the target) is made with
Disadvantage.
hitting whatever is standing on the flagstone. This
➢ Animated as guards, and will not leave the
happens automatically (without the standard
chamber where they are created.
chance to trigger a trap as described on p. 109 of
OSE Classic), attacking as a 6 HD monster. If it Hex 07.22
hits the spear does 2d4 points of damage.
The pedestal at the far end of the chamber is
carved from stone. Sitting atop it is a gold urn
containing the ashes of the fallen mochyn hero.
The urn itself is worth 500 gp, and the ashes
contained within are worth 1,000 gp if used as a
principal component for a potion of heroism or
invulnerability.
Removing the urn from the pedestal has its
challenges, as well, as doing so triggers another
trap. Concealed behind a false stone wall at the
back of the barrow is a skeletal guardian that
breaks forth as soon as the urn is removed. Clever
players may attempt to replace the urn with a
similarly weighted objected in one swift motion.
Doing so successfully requires the following: Resources: Mineral, mined (iron, 1)
➢ Rolling equal to or under the character’s This hex contains a small amount of iron.
Intelligence using 5d6 in an attempt to
gauge the urn’s weight. Lairs
➢ Rolling equal to or under the character’s
Dexterity on 5d6 in an attempt to make 1.
the switch as seamless as possible. 2.
Thieves and assassins roll 4d6 instead. 3.
4.
Skeletal Guardian (1). AC 6 [13], HD 5* (24 hp), Att 5.
4 x claw (1d6), THAC0 15 [+4], MV 90’ (30’), SV 6.
D10 W11 P12 B13 S14 (F5), ML 12, AL Chaotic, XP
300, NA 1d4 (0), TT na
Features
➢ Unintelligent undead creature with standard
undead characteristics. 1. 07.04. A circle of crazily tilted standing stones
➢ Amalgamation of multiple bodies; has four marks the entrance to a tomb complex that was
arms. used during the 10th Cycle to inter the noble dead
➢ Makes four attacks per round. Attacks can be of an off-shoot of the Skeldrene Dynasty. Marked
divided between targets within melee range. with a ring of standing stones and sealed with a
There’s a 1-3 in 6 chance per round it targets stone and wood cap, seismic activity and the
elements have shattered both standing stones and more cn in gear this chance increases to 1 in 8.
cap, and the interior of the tomb has collapsed Smaller or lighter creatures (halfling, gnome, elf,
down towards the lower levels. etc.) do not risk this, unless they are encumbered
2. with 601 or more cn, in which case their chance
3. of breaking a stair is 1 in 10.
4.
5. On all levels of the tomb, and while traveling
6. between levels, adventurers must move
cautiously, at half their base speed, or risk falling.
Encounter Table This chance is cumulative with other chances.
1. Table 1.1 Example. A moderately encumbered human has a
2. Table 1.2 1 in 8 chance of breaking a step. If they move at
3. Table 1.3 full speed while on the steps this chance is
4. Table 4 increased to 1 in 6.
5. Goblins from Hex 8.22 (1 gang + gangboss)
6. If a step breaks while an adventurer is on it they
must roll their Dexterity or less on 4d6. Those

Collapsed Mausoleum. failing fall, taking damage equal to the number of


levels they fall x 1d6.
Each internal level is similar, like an inverted
tower. Wooden stairs, cantilevered out from the The dead within the mausoleum are interred in
wall, helix their way down the perimeter to the wooden coffins nailed shut with rusty cut nails. It
lowest level. These steps have no railings and are takes one turn to lever it open with crowbars, or
in poor shape. Using them to ascend or descend they can be broken open in 1d6 rounds using
incurs a chance of the step collapsing. For each brute force and ignorance. The latter imposes a 1-
level a human or dwarf uses the steps there is a 1 3 in 6 chance of destroying any non-undead
in 10 chance a step breaks. If carrying 601 or creatures within. Neither method (nor any other
method, save perhaps burning) will damage 16. Gem. A small, semi-precious stone (quartz,
undead creatures contained within. agate, turquoise, etc.) worth (1-2) 5 gp, (3-4) 10
gp, or (5-6) 15 gp.
In addition to any described features found on a 17. Jewelry. A (1-2) ring, (3-4) earring, or (5-6)
level, the tomb is dotted with funerary alcoves necklace made of (1-3) copper, (4-5) silver, or (6)
carved into the wall, designed to hold the remains gold. Copper jewelry is worth 1d10 gp, silver
of servants, lesser nobles, or relics from a loved 2d12, and gold 3d20.
one. Each level lists the number of alcoves 18. Visions. The alcove contains naught but a
present. It takes one minute to search an alcove, jawbone. If touched, the person has an instant
and for each alcove searched the Referee should vision of some import. If the PCs have not
roll 1d20 and compare it to the table below to reached level 4 or 5 the vision will either be of the
bone jelly on level 4 or the wights on level 5,
determine what has been found. Be sure to ask the
otherwise it will be something the Referee would
player how their character is searching the alcove
like to tease. This result will occur only once.
(sticking their hand in, poking around with a Treat additional 18s as a roll of 6-10.
sword, etc.) 19. Real Treasure. The alcove contains (1-3)
1-5. Nothing. The only things in the alcove are 3d6 platinum coins, (4-5) a gem worth 1d6 x 100
cobwebs and dust. gp, or (6) a piece of jewelry worth 2d4 x 100 gp
6-10. Remains. The alcove contains a stone urn 20. Real, real treasure. The alcove contains a
holding the ashes of the dead. randomly determined (1-3) scroll or (4-6) potion.
11. Centipede, giant. A giant centipede lurks
within the alcove and will make an immediate 1. Surface. A dozen or so standing stones once
bite attack if its nest is disturbed. marked the perimeter of the tomb, but these
12. Trap. A sharp blade slices out from the wall.
stones are now tilted and thrust from the earth,
It attacks as a 4 HD monster and does 1d6 points
of damage. If the attack roll is a natural 20 the some entirely heaved forth. In the center,
victim suffers max damage and loses 1d4 fingers obscured by brambles, grass, and fallen stone, is
on that hand. This trap will not reset in a the entrance to the tomb complex.
particular alcove once tripped.
The entrance is hidden by brush, and enough of
13. Trap. Anything inserted in the alcove triggers
the cap remains so that it both provides decent
a trap, dropping a block from above down into the
interior. The target must save versus wands. protection from the rain and is also not an obvious
Those failing suffer 1d3 damage and are hazard. Incautious adventurers run the risk of
restrained for 1d4 rounds. If it is an item that stumbling onto the remaining cover and
triggers the trap (pole, dagger, etc.) the item will plummeting to the bottom. If the adventurers
be wedged until removed. charge in without care there’s a 1-2 in 6 chance
14. Personal effects. Small, personal effects have the lead PC steps on the rotted ceiling and falls.
been left behind by loved ones. It will be (1) a Allow them a chance to roll equal to or under
lock of hair tied with a faded ribbon, (2) a small their Dexterity on 4d6. If they succeed they only
stone that looks like a heart if one squints at it (3) fall to the floor in Area 2, taking only 1d6
a sheet of parchment, the words faded and damage. If they fail, they fall the forty feet to the
illegible, the page mouse-eaten and fragile, (4) a bottom, taking 4d6 points of falling damage.
ring carved from a piece of wood, (5) a small doll
made of corn-husks, or (6) a smudged charcoal 2. First Floor. The upper level is in the worst
sketch of a person. shape of all the levels. While a perimeter of
15. Coins. 1d6 scattered coins, they will be (1-3) flooring remains, walking on it incurs the same
cp, (4-5) sp, or (6) gp. All of the coins are of risk of falling as does using the stairs. Fighting on
ancient mint. this floor increases the chance by one degree (a
human or dwarf has a 1 in 8 chance, increased to
a 1 in 6 chance if moderately or heavily Asthiri (1). AC 5 [14], HD 5** (25 hp), Att 1 x
encumbered). pseudopod (1d8 + special), THAC0 15 [+4], MV 10’
(3’), SV D10 W111 P12 B14 S16 (F5), ML 12, AL
There are 9 alcoves on this level, as well as two Chaotic, XP 425, NA 1d4 (0), TT V
wooden coffins (one large, one small). The large
A horrid combination of corpses and an ooze, bone
coffin contains the remains of an adult woman,
jellies are undead creatures; partially dissolved bones
the smaller coffin a young girl. The corpse of the float in a transparent ooze matrix. They lash out with
woman wears a gold necklace worth 25 gp. a pseudopod with a reach of 10’, even though the
jellies themselves are rather slow moving, attacking
3. Second Floor. This floor, and each subsequent
living creatures within range in an attempt to add new
floors, are in successively better shape.
corpses to their bulk. Once one target is paralyzed the
Individuals have a chance of falling through the jelly will flow over them and begin the dissolving
floor only if combat is occurring, and at the process while continuing to lash out at any others
chances listed in the introduction to the dungeon. within range.
There are 8 alcoves on this level, and two coffins. ➢ A target hit by a pseudopod must save against
Each coffin contains a single zombie that paralysis or be paralyzed by icy necrotic
animates as soon as the coffin lids are prized off. energy for 1d4 minutes. The physical damage
They have normal chances for surprise, and inflicted is piercing damage from the sharp,
otherwise act as normal zombies (attack last each splintered bones floating in the creature’s
round, etc.). body.
➢ Paralyzed or dead targets are engulfed
automatically once the jelly moves into their
Zombie (1). AC 8 [11], HD 2 (9, 13 hp), Att 1 x slam space, taking an automatic 1d4 necrotic
(1d8), THAC0 18 [+1], MV 60’ (20’), SV D12 W13 damage per round (or, if already dead,
P14 B15 S16 (F1), ML 12, AL Chaotic, XP 20, NA dissolving in one turn). The necrosis only
2d4 (4d6), TT None affects flesh, so bones and cartilage are left,
➢ Standard undead characteristics. meaning dissolved creatures can be raised or
➢ Attack last each round. resurrected.
➢ Because of their jelly-like bodies, asthiri
The zombies have no treasure. suffer a maximum of 1 damage from physical
attacks, plus any magical bonuses.
4. Third Floor. The only time there’s a chance ➢ Once slain, the remains of a bone jelly
for a PC to fall through the floor are when a (corpses and bone fragments) can be
moderately or heavily encumbered human or collected and used as 425 gp worth of special
dwarf is engaged in combat. In these cases there’s components for the creation of undead or
a flat 1 in 10 chance per round they do, falling to paralysation-based magical items (potion of
the level four and taking 1d6 damage. undead control, wand of paralysation, etc.)
➢ Any treasure the bone jelly has is suspended
There are 8 alcoves on this level and four coffins. in their ooze-like matrix, picked up at the
Three of the coffins are leaning against the wall same time a corpse was added to their bulk.
and partially broken, having fallen from the level
5. Fourth Floor (basement). This floor is a
above. The fourth is on the other side of the tomb,
jumble of half rotten floorboards, timbers,
by itself. This lone coffin contains not a skeleton
puddles of rainwater that has collected from the
but a dummy, stuffed with stray and covered in
partially open roof, and coffins (both those here
plaster, painted to resemble human flesh. The
on this level originally and those that have fallen
other four three coffins, jumbled together in a
when the higher levels collapsed). Movement
tangle of wood and liquifying flesh, have melded
here is reduced by half; those moving at full speed
to create a horrible undead creature called an
*or* engaging in combat have a 1 in 6 chance per
asthiri, or bone jelly.
round of (1-3) twisting an ankle and having their
speed reduced by half for 3d6 hours, (4-5) falling
and suffering 1d4 damage, or (6) breaking an
ankle and having their speed reduced by half for
4d6 days.
There are a dozen alcoves on this lower level, the
remains of twelve (now smashed and destroyed)
coffins, and six intact coffins. Each of these intact
coffins contain a single wight. The presence of
living creatures nearby will drive the confined
wights into a frenzy, and given the nature of the
rotting coffins, 1d3-1 wights break free from their
coffins once the adventurers touch foot on this
level.
Wights (6). AC 5 [14], HD 3* (10, 14, 14, 15, 16, 17
hp), Att 1 x touch (energy drain), THAC0 17 [+2],
MV 90’ (30’), SV D11 W12 P13 B14 S15 (F3), ML
Resources: Mineral, mined (iron, 2), Mineral,
12, AL Chaotic, XP 50, NA 1d6 (1d8), TT B
quarried (gabbro, 4)
➢ Standard undead immunities.
➢ Only damaged by magic or silvered weapons. This hex contains a small amount of iron, and,
➢ The touch of a wight drains 1d8 points of more importantly, a decent vein of gabbro that
damage from a target, who also suffers a -1 can be quarried for building materials.
(cumulative) penalty to all subsequent attacks
until healed of all damage. Lairs
➢ Targets slain by a wight become themselves
wights 1d4 days after death, under the control 1.
of the wight who slew them. 2.
3.
The following treasure can be found on the lowest 4.
level, scattered throughout the debris on the floor: 5.
6.
➢ 5,000 cp
➢ Pieces of jewelry worth 700 gp, 900 gp
(x2), 1,200 gp, 1,300 gp, and 1,500 gp. Features
1. 04.06. This subhex contains a large pond, no
more than 200 yards in diameter and about five
feet deep, at most, fed by several small creeks.
Fish and other small aquatic creatures can be
found in abundance; double the chances and
quantities of food that can be hunted in this
subhex. However, the chances for a random
encounter are increased by 1 while remaining in
this subhex, due to creatures in the area using the
pond for food and drink.
2.
3.
4.
Hex 07.23 5.
6.
Encounter Table
Encounter Table
1. Table 1.1
1. Table 1.1 2. Table 1.2
2. Table 1.2 3. Table 1.3
3. Table 1.3 4. Table 4
4. Table 4 5.
5. 6.
6.
Hex 07.25
Hex 07.24

Resources: N/A
Resources: Animal, game (quail, 2)
Lairs
Lairs
1.
2. 1.
3. 2.
4. 3.
5. 4.
6. 5.
Features 6.

1. Subhexes 03.03 and 03.04 are less fecund than


the surrounding land, and rather than lush grass Features
the hills are largely barren, covered by coarse
sage, with the occasionally copse of stunted trees. 1.
2. 2.
3. 3.
4. 4.
5. 5.
6. 6.
Encounter Table 2.
3.
1. Bandits (from Hex 08.26) 4.
2. Table 1.1 5.
3. Table 1.2 6.
4. Table 1.3
5. Table 4
6.

Hex 07.26

Resources: Vegetable, agricultural (ropeweed, 2)

Ropeweed plants (see Hex 07.20) are found


scattered throughout this hex, in addition to a
barrow leftover from the times before the
Skeldrene Empire arose.

Lairs
1.
2.
3.
4.
5.
6.

Features
1. 06.04. Barrow.
Encounter Table Adventurers may continue down a short, squat
tunnel to mound #2, or they may follow the spiral
1. Bandits (from Hex 08.26) path that leads to a chamber sealed with a slab of
2. Table 1.1 slate. If the slab is removed – a process that
3. Table 1.2 requires a combined Strength of 50 and takes
4. Table 1.3 thirty minutes, a weighted slab in the ceiling is
5. Table 4
recessed. Anyone in front of the door must make
6.
a saving throw versus wands to avoid taking 3d6
Barrow of the Three Kings. damage. It takes an additional hour to remove the
rubble caused by the second falling slab.

Three burial mounds in this subhex contain the The trap can be bypassed by filling the brazier to
remain of several petty kings that ruled the tribes the left of the door with lamp oil and lighting in.
in this area during the 8th Cycle. It has been Doing so will allow the slab blocking the path to
undisturbed since that time, the entrance sealed be pivoted easily out of the way.
with a great boulder that must either be levered A small, grotesque statue is found at the end of
out of the way, requiring a combined Strength of the spiral, carved in the shape of a bloated frog, a
125, and four hours labor. representation of the demon Tsathoggua. The
The interior of the barrows have earthen floors statue is about a foot in height, carved from
and walls (interior and exterior) formed from basalt, and weighs 1,500 cn. It radiates a magical
arching slabs of slate that formed the bones of the aura.
structure before the exterior was covered in earth. Glabrous Idol of the Demon Frog
1. Entrance Barrow. The first, and largest, Squat statue of basalt carved in the likeness of
barrow, is dominated by an interior spiral that the demon lord Tsathoggua. Activated by
smearing a drop of the owner’s blood (1 hp) on
winds around the exterior of the mound.
the frog’s mouth. All of the abilities granted by functions, or pledging its service. What the
the statue last for a maximum of one day, mephit does not tell the adventurers is that as soon
automatically dispelling at noon. Unless as it is released from its prison the barrows will
otherwise stated the effects only affect the begin to collapse as the neglect of centuries
activator. appear in an instant. The mephit will also seek to
➢ Upon activating the statue radiates a betray their saviors as soon as possible, twisting
water-breathing effect in a 15’ radius the letter of their agreement as much as possible.
around it, lasting for a full day, and
affecting everyone within range. While in the prison the mephit cannot physically
➢ The one who activated the statue can affect anything outside of the innermost circle.
make a leap attack as a frogling (see All that is needed to break the magic of the
Hex 07.36) once every 1d4 rounds. confining circle is to damage one of the slate
➢ The activator’s skin becomes thick and slabs. Once this occurs, all of the magical effects
blubbering, reducing all damage they
within the barrow (including the embalming table
take by 1 (to a minimum of 1).
➢ Use of the statue carries a curse; a in Area 3 and the brazier and door in Area 1) stop
cumulative 1% chance per use (max functioning. If this occurs the roof begins to
15%) that the user will transform into collapse. Each round the adventurers are within
a frogling in 1d4 weeks. Their the barrows they must roll their Dexterity or less
alignment automatically becomes on 3d6. Those failing take 1d3 points of damage
Chaotic, and they lose any class from falling debris.
abilities they once had, although
Referee permitting they may play as a Batorbu, ooze mephit (1). AC 5 [14], HD 3+1*
(13/18 hp), Att 2 x claws (1d4) or 1 x breath (1d6),
frogling character (see Hex 07.36) of
THAC0 17 [+2], MV 90’ (30’) / 150’ (50’), SV D11
the same level.
W12 P13 B14 S15 (F3), ML 8, AL Chaotic, XP 50,
NA 1d4 (1d4), TT U
2. Circle of Containment. The second chamber Ooze mephitis are 5’ tall, bat-winged demons hailing
is smaller than the first and dominated by two from the Elemental Planes where Water and Earth
concentric circles of vertical slate slabs. Each slab intermix. They look strangely melted, as if formed
is covered in strange, arcane glyphs daubed in a from wax and left in the sun for too long.
phosphorescent paint. When the adventurers first
➢ Are not considered “Persons” for spell
enter the chamber the glyphs begin to glow more
immunity purposes, nor can they be affected
brightly and there is movement in center of the
by sleep spells.
concentric rings of standing stones. ➢ Once every three rounds ooze mephits can
Cycles ago, when the dead rulers were interred vomit forth a glob of acidic slime,
automatically hitting a single target within
here, the clerics of Tsathoggua bound a lesser
15’. The target suffers 1d6 damage and must
demon to this chamber, contained within the make a saving throw against breath. Those
prison of slate. The demon’s energy is being failing take 1d3 points of damage on the
harnessed to maintain the magical wards following round as the acid continues to burn
protecting the barrows, and to prevent the decay into them.
of ages from setting in. ➢ Regenerates 1 hp per round when in contact
with mud.
Batorbu, an ooze mephit, has grown insane from
the centuries of imprisonment and will call out to Batorbu usually has 18 hit points, but the circle of
the adventurers in an archaic form of Common, confinement is currently draining his energy to power
begging to be released. It will offer whatever its magical effects. Should the embalming slab be used
the mephit’s hp is reduced by 1d4 per use. If reduced
inducement it can think of, from leading the
to 1 hp the embalming slab cannot be used until the
adventurers to treasure, telling them how the idol mephit is healed.
3. The Embalming Chamber. In addition to power and focus specific necromantic rituals.
being worshippers of Tsathoggua, the humans In the case of this one, the creation of lesser
that built this barrow were necromancers of mummies. The gp cost given above is that
middling skill. needed to create a slab of embalming.
➢ Requires a power source to use. Either
This chamber was built for the sole purpose of a ley line or a living creature. If a
preparing the bodies of the dead and re-animating creature the slab drains hit points each
them as lesser mummies (see Hex 15.43), as the time it is used, and the maximum HD
priests that built the barrows did not possess the of the undead created cannot exceed
skill to create more powerful undead. the HD of the creature used to power
the engine. Powering the slab with a
The chamber contains a single slab of basalt, 3’ living creature is an inherently evil act.
high and wide and 8’ long, that dominates the ➢ Using the slab to help create lesser
center of the chamber. The slab is slightly tilted, undead cuts the labor required in half
and a depression on end acts as a drain for errant and reduces the chance of automatic
fluids that might leak during the process. failure from 86-100 to 90-100.

Tools are scattered throughout the room, sharp


knives, scoops, tongs, and so forth, all used in the A slab of stone blocks a doorway in the eastern
embalming process. Everything needed to create wall of this chamber. Inscribed upon the slab, in
a lesser mummy is here, except for a dead body an archaic form of Common, is the following:
and the special materials needed. The great lords Alobe, Miyobe, and Anmonphe
Only magic-users or clerics can create lesser are resting beyond this door. Disturb their
mummies. The process is similar to creating a slumber at your own peril.
magical item Each HD of the lesser mummy The slab is wizard locked, cast at 9th level, and
subtracts -2 from the chance of success, each must either be broken (a process that takes 4d4
asterisk the lesser mummy possesses subtracts -3 hours) or magically opened.
from the chance of success, and each special
quality the lesser mummy possesses subtracts -3 4. Burial Chamber. A flight of stairs leads
from the roll and increases the chance of deeper into the earth, to a chamber carved from
automatic failure by 2. For each HD the subject the stone itself. It is dominated by three stone
had in life add +1 to the chance of success, sarcophagi and nothing else. The first sarcophagi
although the mummy has its own HD (a 9th level contains the remains of Alobe, the second of
fighter animated as a lesser mummy would still Miyobe, and the third Anmonphe. The three were
only have 3 or 4 HD, but the chance of success all great lords during the Apex of the 8th Cycle,
would be improved by +9). and upon their death were interred within this
barrow.
Lesser mummies cost 1,000 gp per HD, plus
5,000 gp per asterisk, plus an additional 2,500 gp When the adventurers enter the barrow there is a
per special quality. ¼ of the cost is in special 1 in 6 chance (1-5 in 6 if the door leading to this
components, the rest is in labor. chamber was broken rather than magically
opened) that 1d3 of the mummies will be aware
of their presence. If this is the case, those so
aware will begin shifting the lids of their
sarcophagi and emerge, a process that takes 2
Slab of Embalming (10,000 gp, engine) rounds. Otherwise, they are quiescent, not stirring
A solid slab of basalt powered by the life force until their lids are removed. The sounds of battle,
of an immortal demon, the slab is used to help loud talking, or removing another’s lid provides
another chance of awakening them, this time A rare alchemical mineral known as harbenite
increased to 1-4 in 6. can be mined in this subhex, usually at a depth of
3d4 feet. See the Appendix for more information.
Alobe, Miyobe, and Anmonphe (3 lesser mummies).
AC 5 [14], HD 3* (22, 15, 16 hp), Att 1 x blow (1d8), Lairs
THAC0 17 [+2], MV 60’ (20’), SV D11 W12 P13 B14
S15 (F3), ML 12, AL Chaotic, XP 50, NA 1d8 (1d8), 1. 05.07 Rat Lair
TT D 2.
3.
➢ Possessed of animal intelligence: do not 4.
use weapons or operate technology 5.
(turning a doorknob would be beyond 6.
them, for instance).
➢ Immune to non-magical weapons, suffer Features
normal damage from magical weapons
and fire. 1.
2.
➢ Those touched by a lesser mummy must
3.
Save v. Paralysis or be frozen in place for
4.
one round, missing their next turn. 5.
➢ Save as level 4 fighter. 6.
➢ Alobe has 1d10 hp per HD rather than
1d8. Encounter Table
Each sarcophagus contains 10 gold bars worth 20
gp apiece, the common currency in those days. 1. Rats (4d6), from subhex 05.07
2. Table 1.1
3. Table 1.2
Hex 07.27 4. Table 1.3
5. Table 4
6. Neanderthals (1d10) from Hex 07.28
7.
8.

Rat Lair

A large pack of rats makes their home in an


excavated warren in subhex 05.07.
Rat, normal (45). AC 9 [10], HD 1 hp, Att 1 x bite per
pack (1d6 plus disease), THAC0 19 [0], MV 60’ (20’),
SV D14 W15 P16 B17 S18 (NH), ML 5, AL Neutral,
XP 5, NA 5d10 (2d10), TT L

➢ Bite has a 1 in 20 chance of infecting target


with disease. Target must roll their
Constitution or lower on 3d6. If failing, by
more than 5 the disease is deadly, killing the
target in 1d6 days. Otherwise, the target is
Resources: Mineral, mined (harbenite, 3) bedridden for 4d6 days (illness begins 1d6
days after being bitten.
➢ Rats are scared of fire and will flee if attacked 4. Features
with it, unless otherwise controlled. 1.
➢ Each group of 5 rats makes an attack as a 2.
single entity. 3.
➢ Creatures attacked by a pack of rats run the 4.
risk of being engulfed. Make a save versus 5.
death. Those failing fall prone, unable to 6.
attack until they can stand up again (takes ½
movement to stand up). Each additional pack Encounter Table
attacking a target imposes a -1 penalty to the
save. 1. Neanderthals (1d12)
➢ Damage to a pack reduces the number by the 2. Table 1.1
amount of damage done. “Remainder” rats 3. Table 1.2
will join other packs nearby, swelling their 4. Table 1.3
numbers above five. 5. Table 4
6.

Lair of the Neanderthals


Hex 07.28
A tribe of neanderthals dwells in a small cave
complex in this hex. Small parties of them range
the surrounding hexes, hunting and gathering
food and materials. They have decent relations
with the residents of Dry Gulch (Hex 05.28),
although they are beginning to clash with the
miners staking claims in the surrounding hills,
and before too long the two factions will likely
come to blows.
Neanderthals (20). AC 8 [11], HD 2 (9 hp), Att 1 x
weapon (2d4 or by weapon +1), THAC0 18 [+1], MV
120’ (40’), SV D12 W13 P14 B15 S16 (F2), ML 7, AL
Lawful, XP 20, NA 1d10 (1d10 x 4), TT C

➢ Use stone axes and hammers, clubs, spears.


➢ Attack ogres on sight, hate goblins and
kobolds.

Neanderthal gangbosses (2). AC 8 [11], HD 4 (21, 22


hp), Att 1 x weapon (2d4+1 or by weapon +2),
THAC0 15 [+4], MV 120’ (40’), SV D10 W11 P12
Resources: Animal, game (groundhog, 3)
B13 S14 (F4), ML 8, AL Lawful, XP 75, NA 1 per
gang, TT C
The ground in this hex is riddled with groundhog
tunnels, providing ample food for the Neanderthal leaders (2). AC 7 [12], HD 6 (24, 30 hp),
neanderthals in subhex 03.04. Att 1 x weapon (3d4 or by weapon +3), THAC0 14
[+5], MV 120’ (40’), SV D9 W10 P11 B12 S13 (F6),
Lairs ML 8, AL Lawful, XP 275, NA 2 per village, TT C

1. 03.04 Neanderthal. ➢ The chieftains of the neanderthal village are


2. named Grun and Garka
3.
➢ When encountered, if the reaction is positive, 1. 06.04. A cave with a single chamber is located
they will ask the adventurers for help finding in this subhex. A family of mountain lions has
a new lair, further away from humans, and made it their home. The cave is located halfway
will offer up the treasure they have up a steep cliff face, partially concealed by
accumulated as a reward for the help. undergrowth.
The neanderthals do not have much treasure, but Climbing the slope requires a climb walls roll or,
over the years have collected a score of gold for non-thieves, rolling their Strength or under on
nuggets worth a total of 1,250 gp 3d6. Adventurers in metal armor most roll their
Strength or under on 4d6. If the roll is five or
greater than their Strength they fall down after
Hex 08.15 ascending halfway, taking 1d6 points of damage.

If climbing the cliff (as opposed, say, to flying)


there is no chance of surprising any cats in the
lair.
2.
3.
4.
5.
6.

Encounter Table

1. Table 3.1
2. Table 3.2
3. Table 3.3
4. Table 4
5. Mountain Lion
6.
Resources: Vegetable, industrial (ropeweed, 2),
Mineral, mined (quartz, 2), Vegetable, industrial
Mountain Lion Lair
(timber, 4).
A family of mountain lions lair in a shallow cave
A small deposit of quartz, along with a smattering
in this subhex. The few travelers that make use of
of ropeweed plants, can be found in this hex,
the road through this hex have yet to be disturbed
while the forested hills that make up most of it
by the great cats, although were there to be a
provide a decent amount of timber for buildings.
wounded or solitary traveler they could
potentially be attacked. On the other hand, the
Lairs
cats have been making a feast of the many turkeys
1. the residents of Leyda raise for meat and eggs.
2.
3. Cat, mountain lion (3). AC 6 [13], HD 3+2 (10, 12,
4. 14 hp), Att 2 x claw (1d3), 1 x bite (1d6), THAC0 16
5. [+3], MV 150’ (50’), SV D12 W13 P14 B15 S16 (F2),
6. ML 8, AL Neutral, XP 50, NA 1d4 (1d4), TT U

➢ Mountain lions always pursue prey that flees.


Features ➢ When the lair is encountered there will be 1d3
cats within.
➢ In spring and summer there will be 1d3-1 6.
kits, each with 1 HD, an AC of 8 [11], and a
claw/claw/bite routine that does 1d2/1d2/1d3 Encounter Table
points of damage.
1. Table 1.1
2. Table 1.2
3. Table 1.3
Hex 08.16 4. Table 4
5.
6.

Hex 08.17

Resources: N/A

Lairs
1.
2.
3.
4.
5.
Resources: Animal, game (deer, 5)
6.
Lairs
Features 1.
1. 08.05. A small pond, no more than one hundred 2.
feet in diameter, can be found in this subhex, 3.
surrounded by trees. Hunting and foraging is 4.
done at double the normal chances of success in 5.
this subhex, but chances of encounters are also 6.
increased by 1, due to the number of creatures
that come to the pond to drink or stalk those that
Features
do.
2. 1. 07.07. An especially valuable stand of old
3. growth chestnut is located in this subhex. It has a
4. Resource Step of 3 and a base value of 775 gp.
5. 2.
3. tall and twenty feet wide, with an opening large
4. enough for two horses to pass through, side by
5. side. The arch is made of carved marble, and
6. reliefs cut into the surface depict armies of
humans and orcs clashing, with the humans
Encounter Table emerging victorious.

1. Table 1.1 Words a foot in height, written in archaic


2. Table 1.2 Common, are cut into the top of the arch on both
3. Table 1.3 sides “Roegar the Wise defeated a horde of orcs
4. Table 4 in the Thirdyear of the Twelfth Cycle, clearing
5. the last remnants of Chaos from these lands.”
6.
2.
Hex 08.18 3.
4.
5.
6.

Encounter Table

1. Table 1.1
2. Table 1.2
3. Table 1.3
4. Table 4
5. Oil beetles (1d8) from Hex 08.19
6.

Hex 08.19

Resources: Animal, game (quail, 1), Animal,


game (deer, 2)

Lairs
1.
2.
3.
4.
5.
6.

Features
1. Hex 04.04. A triumphal arch can be found in
this hex, atop a gently rising hill. It stands 50 feet
Resources: Vegetable, agricultural (apples, 2), 6.
Vegetable, industrial (hardwood, 4)
Encounter Table
The grassy hills in this hex are dotted here and
there with gnarled apple trees, all that remains of 1. Table 1.1
some long-forgotten orchard. Many of the trees 2. Table 1.2
no longer produce fruit, and can install be 3. Table 1.3
harvested for the fine-grained wood the trees are 4. Table 4
known for, but some still bear apples, small and 5. Oil beetles (1d3)
6.
tart and perfect for baking.
Lairs
Hex 08.20
1. 07.05. Oil Beetle Nest. A cluster of oil beetles
can be found in this hex, nesting in the shade of a
tree deadfall. There are a total of 8 beetles. The
beetles stay in the forested region of this hex
(reroll if an encounter indicates it would occur in
a non-forested area), subsisting on dead vegetable
matter and carrion, when they can get it.

Beetle, oil (8). AC 4 [15], HD 2* (9 hp), Att 1 x bite


(1d6), 1 x oil spray (blistering), THAC0 18 [+1], MV
120’ (40’), SV D12 W13 P14 B15 S16 (F1), ML 8, AL
Neutral, XP 25, NA 1d8 (2d6), TT None

➢ Once per round, in addition to a bite attack,


oil beetles can release a spray of acidic oil,
targeting a single creature within 5’. The
target must Save versus Breath. Failure
indicates they are hit by the acid, suffering
immediate painful blistering which imposes a
-2 penalty for 24 hours. A casting of cure Resources: Mineral, quarried (granite, 4),
light wounds will remove this affliction in Vegetable, industrial (lumber, 3)
lieu of healing damage. An oil beetle may
release the spray no more than thrice per day. The hills in the western two thirds of this hex
contain rich granite deposits, while the old-
2. growth trees in the eastern third are ideal for
3. harvesting timber for buildings. A large portion
4. of this hex provides unexpected benefits for
5. certain kinds of spells cast.
6.
Lairs

Features 1.
2.
1. 3.
2. 4.
3. 5.
4. 6.
5.
Features
1. Certain magics are greatly enhanced within the
dashed red line in this hex. If playing with schools
of magic, all spells of Invocation/Evocation are
affected, having their ranges increased by 125%.

If schools of magic are not being used, the spells


affected are those that channel magical energy to
produce specific effects. Magic missile, fireball,
lightning bolt, etc. all fall into this category.

The first time a spellcaster casts such a spell in


this area the Referee should inform them that they
feel as though their spell is more potent than
normal, but not explain in what manner. It should
be up to the player to determine the actual Resources: Mineral, quarried (marble, 4)
resonant effects.
The hills in this hex contain several veins of
2. exquisite marble, suitable for statuary or to be
3. used in fine construction. A deposit of especially
4. fine marble is in subhex 06.05.
5.
6. Lairs

Encounter Table 1.
2.
1. Table 1.1 3.
2. Table 1.2 4.
3. Table 1.3 5.
4. Table 4 6.
5.
6.
Features
1. 06.05. A deposit of unique marble can be found
Hex 08.21 and quarried in this subhex. It is an alabaster
white, shot through with veins of luminous green.
If used to create stone constructs (see Hex 16.43
for information on creating constructs) the chance
of automatic failure is reduced to 90-100, with a
mishap occurring only on a roll of 98-100.
Additionally, the stone has double its given value
if used for such purposes.

The deposit has a Resource Value of 3 and a base


value of 1533 gp.
2.
3.
4.
5.
6.
3.
Encounter Table 4.
5.
1. Table 1.1 6.
2. Table 1.2
3. Table 1.3 Encounter Table
4. Table 4
5. Goblins from Hex 8.22 (1 gang + gangboss) 1. Table 1.1
6. 2. Table 1.2
3. Table 1.3
4. Table 4
Hex 08.22 5. Goblins (1 gang + gangboss)
6. Goblins (1 gang + gangboss + Hargdra + 1d2
bodyguards).
7.
8.

Resources: Mineral, quarried (granite, 2)

This hex is largely grassy hills, although the


woods to the east have pushed their way into the
center of the hex. A small dungeon inhabited by
goblins is in the western portion.

Lairs
1. 03.05. A clan of goblins inhabits a wizard’s
refuge from several Cycles previous. This complex was carved from the interior of a
2. hill at the end of a previous Apex to provide a
3.
redoubt for a magic-user and her apprentices to
4.
study during the chaos of the upcoming nadir.
5.
6. Their position was overrun within a decade, and
all within slew or fled.

Features The complex is now occupied by a clan of goblins


and their giant shrew mounts. Note that this
1. 2. section uses rules for goblins found in Hexes
17.22 and 18.24. If the Referee does not have ➢ The average goblin carries 1d6–1 cp in coins
access to these books then they can just be run as and crude trinkets.
straight goblins.
Goblin, gangboss. AC 6 [13], HD 1 (4 hp), Att 1 x
The interior of the complex is stone, hewn from weapon (1d6), THAC0 19 [0], MV 60’ (20’), SV D12
solid rock. What was once undoubtedly fine W13 P14 B15 S16 (F1), ML 8 (9 with king), AL
craftsmanship has deteriorated from lack of care Chaotic, XP 10, NA 2d4 (6d10), TT R (C)
over the centuries; the goblins are simply the
➢ Each gang of goblins (2d4) is led by a
current residents, and it has not been maintained
goblin gangboss, with stats as above.
in Cycles. Unless otherwise stated doors are of ➢ Goblin gangbosses always carry (1-3) slings
stout oak and stick in their jambs. The goblins and 10 sling stones, (4-5) 1d2 javelins, or (6)
have learned the secret of opening them, but the shortbows and 20 arrows.
adventurers are not privy to this knowledge. ➢ Goblin gangbosses each carry 2d4 cp worth
of coins and crude trinkets.
Every door has a 1-4 in 6 chance of opening
➢ In the presence of a gangboss the normal
normally. On a roll of 5-6 it is stuck, and can be goblins have a morale of 8.
opened simply by putting a shoulder to it. This
requires no roll, but it does alert whomever is on Goblin, bodyguard. AC 5 [14], HD 2 (11 hp), Att 1 x
the other side of the door and negates surprise. weapon (1d6+1), THAC0 18 [+1], MV 60’ (20’), SV
Note that the chance of being stuck applies to D12 W13 P14 B15 S16 (F2), ML 8 (9 with king), AL
Chaotic, XP 20, NA 2d4 (6d10), TT R (C)
each time a door is opened; the adventurers may
find that a door that opens normally entering a ➢ Goblin bodyguards protect the goblin king
room becomes stuck once they try to leave. and sub-chiefs.
➢ Goblin bodyguards will have (1-2) slings
While goblins have infravision they prefer to with 10 stones, (3-4) 1d3 javelins, or (5-6)
have some light within their lair. Interior shortbows with 20 arrows.
chambers will be lit with crude torches soaked in ➢ They inflict an extra +1 damage with
animal fat. Should the clan become aware of weapons.
➢ If using the Optional Rules from Hex 18.24
human intruders within their midst their first
for the goblin classes, each bodyguard is
action will be to douse all of their lights. The assumed to have the Toughness Knack,
goblin lair consists of the following: giving them 1d10 hp per HD. This is
reflected in the stat block, above.
1. Gang 1. 3 goblins, 1 gangboss, 4 giant ➢ Each bodyguard carries 2d6 sp in coins and
shrews. crude trinkets.
2. Gang 2. 7 goblins, 1 gangboss
3. Gang 3. 6 goblins, 1 gangboss
Shrew, giant. AC 4 [15], HD 1 (4 hp), Att 2 x bite
4. Gang 4. 3 goblins, 1 gangboss
(1d6), THAC0 19 [0], MV 180’ (60’), SV D12 W13
5. Gang 5. 5 goblins, 1 gangboss P14 B15 S16 (F1), ML 10, AL Neutral, XP 10, NA
6. Gang 6. 4 goblins, 1 gangboss 1d4 (1d8), TT None
7. Hargdra, goblin king (3 HD), 4 2 HD
bodyguards, and 5 giant shrews. ➢ Always win initiative in the round of
their first attack and gain a +1 initiative
in the round of their second attack.
Goblin, standard. AC 6 [13], HD 1–1 (3 hp), Att 1 x ➢ Will attack target’s heads when not used
weapon (1d6), THAC0 19 [0], MV 60’ (20’), SV D14 as a goblin mount. In these instances
W15 P16 B17 S18 (NH), ML 7 (9 with king), AL
targets with 3 HD or less must save
Chaotic, XP 5, NA 2d4 (6d10), TT R (C)
versus death or flee in terror for 1d4
➢ Assume the average goblin is armed with rounds due to the ferocity of the attack.
crude swords, clubs, maces, etc. 1 in 4 will
have shortbows.
➢ Skilled climbers, can jump up to 5’. Example. The Referee rolls for gang placement,
Cannot climb or jump while being used and rolls a 1 for Gang 1. That means Gang 1 is
as a mount. on watch duty at Area 2. Any additional results of
➢ Giant shrews are blind and sense their 1 for subsequent Gangs will be disregarded.
surroundings via echolocation. Cannot
be blinded or affected by visual spells, Hargrda, will never be on guard duty or hex patrol
but are affected by silence spells (reduce by himself, but will instead be accompanied by
AC to 8 [11], suffers a -4 penalty to all one other gang and 1d3 bodyguards. If Hargdra is
attacks). out of the lair he always leaves at least one
➢ When used as mounts by the goblins bodyguard behind to control his unruly subjects.
giant shrews have their movement rate
reduced to 90’ (30’), cannot jump or Once the Referee has determined the actual
climb, and cannot attack their opponent’s placement of the goblins they can use Table 2 to
heads. keep track of their locations. Goblins on hex
patrol return 1d8 hours after the adventurers first
While within the complex random encounters are encounter the lair.
checked for at the end of very other turn (end of
2nd, 4th, 6th, etc.) and occur on a roll of 1 in 6. If Hargrda is found in Area 4 it means the goblins
Encounters are also rolled for after each combat are throwing a sacrifice into the sinkhole. Half of
or loud events (shouting, triggering the trap in the gangs will be in Area 7 while the other half
Area 3, etc.). If a random encounter occurs roll will be divided between Areas 3 and 4. There will
below: be no goblins on watch (if there were, they sneak
in to observe the fun), but any goblins on patrol
If the adventurers are spotted within the lair the will be absent.
goblins will group and begin to take defensive
actions, using their knowledge of the layout to 1. The Approach. The entrance to the goblin lair
their advantage. It will be very difficult to sneak is in a wide fold in the north side of a hill,
up on the goblins once the lair is entered; the only funneling towards the interior. The enterprising
approach is visible from their common area (see goblins have staked a dozen or so spears in this
Area 8), but there are certainly ways to conical crevice, upon which are impaled the
accomplish this that clever PCs could think of. heads of those they have slain. A mixture of
human (largely from the brigands in Hex 03.05),
Each time the PCs approach the complex the orcs, one large neanderthal head, with a couple of
Referee should roll to determine where the gangs impressive deer skulls tossed in for good
and named NPCs are. In addition to the watch measure.
duty, one gang is typically out of the complex
hunting and patrolling the hex. Roll on the Goblin 2. Watchpost. Truly creatures of Chaos, the
placement table, below, to determine where each goblins are erratic about maintaining a consistent
gang of goblins and named NPCs are. Start at the watch. When the adventurers first encounter their
top and work down. Once a task or area is lair there is a 1-4 in 6 chance that one gang of
accounted for disregard future results for the goblins will be stationed here, resting in the shade
same. If the goblins lose two or more gangs they of the rock pillars, occasionally peeking around
will always have one gang at Area 2 on watch an edge to see if any enemies are approaching.
duty, will no longer send gangs out on hex patrol,
Even when a watch is posted they’ve got the
and the rest of the clan will fortify themselves in standard chance to be surprised. Clever parties
Area 8 behind a makeshift barricade, so they can
could figure out a way to gain the upper hand (one
rain missile fire down on PCs circumnavigating way would be to climb the hill into which the
the sinkhole.
dungeon is carved from another approach, and
come upon the goblin watch from above and Area 12 Hargdra
behind.
Main Cavern

Table 1 -- Goblin Placement Table


1 2 3 4 5 6
Gang 1 Area 2 Hex Patrol Area 8 Area 10a
Gang 2 Area 2 Hex Patrol Area 8 Area 9a
Gang 3 Area 2 Hex Patrol Area 8 Area 9b
Gang 4 Area 2 Hex Patrol Area 8 Area 9c
Gang 5 Area 2 Hex Patrol Area 8 Area 10b
Gang 6 Area 2 Hex Patrol Area 8 Area 10b
Hargdra Area 2 Hex Patrol Area 8 Area 12 Area 4
Screams Area 8 Area 11 Area 9c
The entrance to the complex narrows both in
width and height, leading inward for twenty feet
Table 2a – Group Tracking Table before opening up into a large cavern, dominated
Location Group
by a central sinkhole surrounded by a walkway
Patrol
on both sides. It appears as if the walkway
Area 2
connects on the opposite side, but in reality
Area 3
passage is unobstructed only on one side; it
Area 4
Area 6 dead-ends at Area 4.
Area 8 The cavern is dimly lit by ambient light streaming
Area 9a in through the entrance. This area of the dungeon
Area 9b is little used by the goblins, except as passage
Area 9c through to the outside or on the rare occasions
Area 10a when they are “feeding the fishes”.
Area 10b
Area 11 When the adventurers enter this area there is a 1-
Area 12 2 in 6 chance that goblins are present. If they are,
it will either be (1-5) 1 gang making their way
outside to (1-3) hunt) or (4-6) take over guard
duty or (6) 1d6 gangs watching eagerly as the
Table 2b – Sample Tracking Table piranhas in Area 5 are fed.
Location Group
3. Tripwire. The goblins have placed a tripwire
Patrol Gang 4
Area 2 Gang 2 where the cleft begins to narrow down into a
Area 3 proper corridor. It can be spotted as a trap, but
Area 4 with double the normal chance of success. If it is
Area 6 not spotted, each adventurer passing through this
Area 8 Gang 5, 6, Screams area has a 1-2 in 6 chance to trip it, causing a
Area 9a precariously balanced boulder to fall. The
Area 9b Gang 3 adventurer that sets off the trap must make a
Area 9c saving throw against wands; if failed, they take
Area 10a Gang 1 1d8 points of damage from the falling rock, which
Area 10b also makes enough noise to trigger a wandering
Area 11 monster check.
4. Dead end. While once it was possible to telekinesis. It, along with the bones of the adventurer
circumnavigate the sinkhole to the east, the who wore it, is at the bottom of the sinkhole.
walkway has since collapsed at Area 4, leaving a 6. Fake Rock. Two Cycles previous, before the
15’ section that must either be jumped or crossed sinkhole collapsed the center of this chamber, the
by clinging to the walls and shuffling along. If the complex was used by a band of enterprising
latter option is chosen, each adventurer must roll brigands who, when they were besieged by a
their Strength or less on 3d6, 4d6 if moderately or patrol of soldiers, hid one of their prizes under a
heavily encumbered. Those failing slide down false rock they constructed out of plaster and
1d4x10’. Thieves do not have to roll. paint. It has held up surprisingly well, and is
It should not be obvious from the other side that detected as a secret door. If discovered, the only
the walkway no longer exists here. way to gain access to the treasure within is to
smash the “rock”, taking 1 turn.
When it comes time to feed the fish Hargdra and
his entourage like to watch the proceedings from If the false rock is discovered and destroyed the
this Area, as it has a wide, flat ledge from which adventurers will find a single flawless ruby worth
to observe. In times of need the goblins can scale 3,000 gp.
the gap in the walkway with no need to roll. 7. The Jump. The floor sticks out a bit over the
5. Sinkhole. The center of the cavern has sinkhole in this location, providing the perfect
collapsed, creating a thirty-foot deep sinkhole, place from which to throw pitiful prisoners to the
perhaps 40’ in diameter. The bottom of the piranhas prowling the phreatic pit.
sinkhole is filled with 10’ of water, infested with 8. Common Chamber. Just south of the sinkhole
half a dozen giant piranhas. The goblins feed the another cavern opens up into a large space the
piranhas only occasionally, tossing in prisoners goblins use as their common chamber. Five doors
who are no longer useful, weaker goblins who lead out from this chamber.
have invited the displeasure of the stronger, or, if
it has been a really long time, an antelope to two Goblins found in this chamber will be eating,
to prevent the piranhas from devouring each sparring, mocking those less fortunate than
other. themselves, or gambling. If the adventurers are
quiet and do not use lights to approach they will
The sides of the sinkhole are steep and slick with have the normal chances of being surprised.
moisture, requiring either a thief or being lowered
via rope. At first glance it is not obvious that the 9a. Gang 2 has claimed this chamber as their
sinkhole is inhabited, but if studied for one turn sleeping quarters. Orgud, their gangboss, has a
there is a 1-2 in 6 chance that movement is quartz of exceptional quality that she keeps
spotted under the surface. hidden under a pile of filthy furs. The quartz is
worth 50 gp.
Piranha, giant. AC 6 [13], HD 3+3 (16 hp), Att 1 x
bite (1d8), THAC0 16 [+3], MV 150’ (50’), SV D12 9b. Gang 3 uses this chamber as their sleeping
W13 P14 B15 S16 (F2), ML 7, AL Neutral, XP 50, NA quarters. A secret door in the chamber leads to
0 (2d4), TT None
Hargrad’s quarters. By now, years of use by the
➢ Up to eight piranhas can attack a single goblins have made the door less “secret” and
target. more “somewhat concealed”. If the goblins seal
➢ When blood is in the water piranhas do not it completely (should Hargrad retreat here if the
check morale. lair is overrun) there’s a 1-4 in 6 chance to detect
Unbeknownst to the goblins, one of the prisoners they it.
threw into the sinkhole was wearing a ring of
9c. Gang 4 uses this chamber as their sleeping
quarters. The rear wall contains a hidden door
leading to Area 13. Not only must is it cunningly 5-6. Brigand from Hex 08.26
hidden (elves only have a 1 in 6 chance to 7. Merchant.
discover) but it is magically locked with a wizard 8. Roll on Table 1.2
lock cast by a 9th level magic-user. If examining
this chamber with a detect magic spell the chance Area 12. Hargdra’s Chambers. Hargrdra, the
to find the secret door increases to 1-4 in 6. goblin king, has discovered the secret door in the
10a. Shrew Stables. The clan’s giant shrews are back wall of Area 9b and has made it into his
stabled here. Additionally, Gang 1 typically quarters. It is lushly appointed – at least, in the
sleeps in this chamber, as they are generally in way a goblin might view – in moldering
charge of the well-being of their mounts. The tapestries, carpets, and rotting furniture. Hargrdra
shrews are typically kept chained to the walls in also keeps the clan’s treasure in here, hidden
the chamber; each chain requires one goblin and inside a chest that is locked but not trapped. The
2 rounds to unlock. If Gang 1 is in this chamber treasure consists of the following:
than 1d8+1 shrews will already be unchained. ➢ 2,000 ep
10b. Gangs 5 and 6 share this larger chamber as ➢ 3,000 gp.
their sleeping quarters. Hargdra (Goblin King). AC 4 [15], HD 3 (20 hp), Att
1 x weapon (1d8+1), THAC0 19 [+2], MV 60’ (20’),
Area 11. Screams, the goblin jail warden and
SV D11 W12 P13 B14 S15 (F3), ML 8, AL Chaotic,
head torturer, sleeps in this chamber, which XP 35, NA unique, TT R (C)
doubles as a cell for those unfortunates the clan
manages to capture. Prisoners are kept chained to ➢ Hargrda wears a gaudy ring of plated
the wall at the far end, sleeping on a mat of filthy gold, studded with diamonds of glass. It
straw, while Screams sleeps at the front of the is virtually worthless.
chamber on a slightly cleaner mat of straw. The ➢ He also carries a potion of invisibilty.
chains can be broken on a roll of 1-2 in 6 by an 13. Wizard’s Workshop. The wizard’s original
individual with an 18 Strength simply by pulling workshop is found in this secret room, the door
on them (making little noise), with a lockpick, or hidden in the back wall of Area 9c. It has not been
with a hammer and brute force and ignorance. entered since the original inhabitants, and a thick
This last method generates noise. layer of dust covers the floor.
Screams, despite a sadistic temperament and The only feature in this room is a 6-foot tall
unhealthy obsession with knives, is otherwise a obelisk. Halfway up the obelisk, set into the front,
normal goblin. He does have a habit of collecting is a glowing glass semi-circular orb. Touching the
teeth, and in addition to nearly four score normal orb instantly teleports the individual to Area 14,
teeth (mostly from humans) has a prized in front of an identical obelisk.
collection of nine gold teeth, each worth 4 gp.
Touching the globe is not without risk, however.
There will be 1d6-1 prisoners when the Each time it is touched there is a 1% chance the
adventurers first encounter this lair. Prisoners are globe breaks, shattering the connection between
given “swimming lessons” roughly once a week. the two. If this occurs (1-3) the teleport happens
Roll below to determine what prisoners are being as normal, just prior to the glass breaking, (4-5)
held the teleport does not occur, or (6) the teleport
1. Neanderthal occurs, shunting the individual 1d100 miles
2. Adventurer of level (1-3) 1st, (4-5) 2nd, or (6) horizontally in a random direction. Only one
3rd. individual may touch the orb, and it can only
3-4. 0-level hireling, the only survivor of an teleport one person per round.
adventuring party.
Area 14. Vault. The magic-user’s vault is in this
chamber. Unlike Area 13, this room is not empty.
Instead, it contains a virtual trove of magical
items, all covered in dust. The following can be
found in the chamber, arranged on a table at the
far end of the room (items with an asterisk are
from the Advanced Treasures book)
➢ Alchemist’s Beaker
➢ Amulet of protection against scrying
➢ Lyre of Building
➢ Scarab of protection
Unfortunately for the adventurers, a colony of
yellow mold covers the table, and if disturbed
releases clouds of deadly spores into the small, Resources: Vegetable, industrial (ropeweed, 3)
enclosed space from which escape takes some
time. Lairs
Yellow Mold (2). AC No hit roll required, HD 2* (13, 1. A shallow cave is in this hex, inhabited by a
13 hp), Att 1 x spores (1d6 + choking), THAC0 18 family of grizzly bears. They brook no nonsense
[+1], MV 0, SV D12 W13 P14 B15 S16 (F2), ML 12, from the goblins in Hex 08.22, and the small
AL Neutral, XP 25, NA 1d8 (1d4), TT None humanoids have developed a healthy respect for
➢ Covers 20 square feet. their ursine neighbors.
➢ Unharmed by all attacks but fire (burning
torches do 1d4). Bear, grizzly (adults, 2). AC 6 [13], HD 5 (25, 30 hp),
➢ If touched or damaged there’s a 1-3 in 6 Att 2 x claw (1d4), 1 x bite (1d8), THAC0 15 [+4],
chance it releases a spore cloud that fills the MV 120’ (40’), SV D12 W13 P14 B15 S16 (F2), ML
entire chamber. 8, AL Neutral, XP 175, NA 1 (1d4), TT U
➢ All within the cloud must save versus death
Bear, grizzly (cub, 1). AC 7 [12], HD 2 (12 hp), Att 2
or die in 1d6 rounds.
x claw (1d2), 1 x bite (1d4), THAC0 18 [+1], MV 120’
➢ Living creatures that remain within the room
(40’), SV D12 W13 P14 B15 S16 (F1), ML 7, AL
must make a saving throw every second
Neutral, XP 20, NA 1 (1d4), TT U
round after the initial save.
➢ If a target is hit by both paws in the same
Over the years to corrosive nature of the mold has
round the bear hugs for an extra 2d8
damaged the lyre of building. Each time it is used automatic damage that same round. The bear
there’s a 1 in 20 chance it breaks, rendering it cub cannot hug.
non-magical. ➢ Both adult bears have a morale score of 11 if
the cub is threatened.
➢ If a single bear is encountered outside the lair
it will be (1-3) the male with 30 hp, (4-5) the
Hex 08.23 female with 25 hp, or (6) the cub.

2.
3.
4.
5.
6.

Features
1. 6.
2.
3.
4. Features
5. 1. 06.03. A vein of zinc is found in this hex,
6. visible in a hillside washed clean of soil by
erosion. It has a resource value of 2 and a base
Encounter Table value of 1863 gp.
2.
1. Table 1.1 3.
2. Table 1.2 4.
3. Table 1.3 5.
4. Table 4 6.
5. Goblins from Hex 8.22 (1 gang + gangboss)
6. Bear, grizzly (1d3). Encounter Table
7.
8. 1. Table 1.1
2. Table 1.2
Hex 08.24 3. Table 1.3
4. Table 4
5. Bear, grizzly (1d3).
6.

Hex 08.25

Resources: Mineral, mined (zinc, 2), Mineral,


mined (iron, 3)

Lairs
Resources: Mineral, mined (zinc, 1)
1.
2. Lairs
3.
4. 1. 05.03. A group of prospectors were slain by
5. orcs in this subhex during the previous Cycle,
their bodies left where they fell. The corpses, now
picked clean by birds, are now undead skeletons.
When the adventurers enter this subhex they will
animate and attack, armed with rusty picks and
shovels.

Skeletons (24). AC 7 [12], HD 1 (4 hp), Att 1 x


weapon (1d6), THAC0 19 [0], MV 60’ (20’), SV D12
W13 P14 B15 S16 (F1), ML 12, AL Chaotic, XP 10,
NA 3d4 (3d10), TT None

➢ Make no noise until they attack. Immune to


effects that affect living creatures (poison,
disease, etc) as well as mind-affecting or
mind-reading spells.

2.
3. Resources:
4.
5. Lairs
6.
1. 03.05 Brigand Camp.
2.
Features 3.
1. 4.
2. 5.
3. 6.
4.
5. Features
6. 1.
2.
Encounter Table 3.
4.
1. Table 1.1 5.
2. Table 1.2 6.
3. Table 1.3
4. Table 4 Encounter Table
5. Skeletons (1d8)
6. Brigands from Hex 08.26 (1 gang plus 1. Table 1.1
gangboss). 2. Table 1.2
7. 3. Table 1.3
8 4. Table 4
5.
Hex 08.26 6.
Hex 08.27 Hex 08.28

Resources:

Resources: Lairs

Lairs 1.
2.
1. 3.
2. 4.
3. 5.
4. 6.
5. Features
6.
1.
Features 2.
3.
1. 4.
2. 5.
3. 6.
4.
5. Encounter Table
6.
1. Neanderthals from Hex 07.28 (1d10)
Encounter Table 2.
3.
1. Bandits from Hex 08.26 4.
2. 5.
3. 6.
4.
5.
6.
Hex 09.14

Lairs
1. Archer bush
Resources: 2.
3.
Lairs 4.
5.
1. 6.
2. Features
3.
4. 1.
5. 2.
6. 3.
Features 4.
5.
1. 6.
2.
3. Encounter Table
4.
5. 1. Mountain Lion (1d3) from Hex 08.15
6. 2.
3.
Encounter Table 4.
5.
1. Mountain Lion (1d3) from Hex 08.15 6.
2. Table 4.1
3.
4. Hex 09.16
5.
6.

Hex 09.15

Resources:
Hex 09.17

Resources:
Resources:
Lairs
Lairs
1.
1.
2.
2.
3.
3.
4.
4.
5.
5.
6.
6.
Features
1.
Features
2.
3. 1. Monastery.
4. 2.
5. 3.
6. 4.
5.
Encounter Table 6.

1. Encounter Table
2.
3. 1.
4. 2.
5. 3.
6. 4.
5.
6.
2.
3.
Hex 09.18 4.
5.
6.

Encounter Table

1. Oil beetles (1d8) from Hex 08.19


2.
3.
4.
5.
6.

Hex 09.19

Resources:

Lairs
1.
2.
3.
4.
5.
6.

Features
1. The area within the red dotted line experiences
a strange distortion of space, the lingering effect
of a Chaos storm during the previous Nadir. All
sentient creatures that enter this area must roll
Resources:
equal to or under their Wisdom score on 4d6.
Lairs
Those failing are disoriented and suffer a -2
penalty to all rolls for as long as they remain 1.
within the area. Those succeeding are able to 2.
understand the how of what is happening, if not 3.
the why, and can use it to their advantage, using 4.
the special distortions to peer around obstacles. 5.
They ignore cover and gain a +1 bonus to rolls 6.
made to avoid being surprised.

Assume that all NPCs have a Wisdom of 9, and Features


that any sentient creatures living within this area
are accustomed to the effects. 1. 05.04. This hilly subhex is dotted with dead,
partially burnt trees, the ground covered in a thin
layer of ash through which traces of new growth 6.
are beginning to work their way through. A fierce
but short-lived wildfire swept through this subhex
the previous year before being extinguished by a Features
sudden downpour, and the vegetation is just 1. Subhex 05.06. Abandoned keep.
beginning to regrow. 2.
2. 3.
3. 4.
4. 5.
5. 6.
6.
Encounter Table
Encounter Table
1.
1. Oil beetles (1d8) from Hex 08.19 2.
2. 3.
3. 4.
4. 5.
5. 6.
6.

Hex 09.21
Hex 09.20

Resources:

Lairs
Resources: 1.
2.
Lairs 3.
1. 4.
2. 5.
3. 6.
4.
5. Features
1. 0205. Three fallen adventurers lay buried in a Lairs
shallow mass grave, having fallen some forty
1. 06.04. A troop of rock baboons lairs in this hex.
years ago. The grave is marked with a hastily
They prefer the wide-open expanse of the hills,
erected wooden marker, engraved with barely
and will not venture into the woods to the north.
legible carvings dedicating it to the goddess 2.
Phismia. Should the marker be moved or 3.
destroyed without re-consecrating the grave there 4.
exists a 1 in 6 chance for each month that passes 5.
that the three corpses will animate as skeletons, 6.
dig their way out of the ground, and begin to stalk
the hex.
Features
One of the skeletons wears a ring of protection +1
1.
upon a bony finger, gaining the protecting
2.
granted by such a treasure.
3.
2. 4.
3. 5.
4. 6.
5.
6. Encounter Table

Encounter Table 1. Table 1.1


2. Table 1.2
1. Table 2.1 3. Table 1.3
2. Table 2.2 4. Table 4
3. Table 2.3 5. Goblins from Hex 8.22 (1 gang + gangboss)
4. Table 4 6.
5. Goblins from Hex 8.22 (1 gang + gangboss)
6.
Hex 09.23

Hex 09.22

Resources:
Resources:
Lairs
1. Hawk, normal 4.
2. 5.
3. 6.
4.
5.
6. Features
1. Resource (industrial)
Features 2.
3.
1. 4.
2. 5.
3. 6.
4.
5. Encounter Table
6.
1.
Encounter Table 2.
3.
1. 4.
2. 5.
3. 6.
4.
5.
6. Hex 09.25

Hex 09.24

Resources:

Lairs
Resources: 1.
2.
Lairs 3.
4.
1. 5.
2. 6.
3.
Features Resources:
1. 0406. Sickwater creek. A spring in subhex Lairs
04.06 bubbles to the surface and runs off towards
the southeast for several miles before 1.
disappearing back underground. The bandits in 2.
Hex 08.26 have named this “Sickwater Creek,” as 3.
drinking from the waters causes intense intestinal 4.
cramps. Anyone drinking from it must Save 5.
versus Poison with a +2 bonus to the save. Those 6.
fail become nauseated and diarrheal 1d4 hours
after drinking, unable to act (as per giant
centipede venom) for an additional 3d8 hours. Features
Movement is at half speed. Careful observation 1. 0404. Agricultural resource.
or searching for tracks reveals that there are far 2.
fewer animal tracks around the creek than there 3.
otherwise should be. 4.
2. 5.
3. 6.
4.
5. Encounter Table
6.
1. Bandits (from Hex 08.26)
Encounter Table 2.
3.
1. Bandits (from Hex 08.26) 4.
2. 5.
3. 6.
4.
5.
6. Hex 09.27

Hex 09.26

Resources:

Lairs
1. 3.
2. 4.
3. 5.
4. 6.
5.
6.
Features

Features 1.
2.
1. 3.
2. 4.
3. 5.
4. 6.
5.
6. Encounter Table

Encounter Table 1.
2.
1. 3.
2. 4.
3. 5.
4. 6.
5.
6.
Hex 10.15
Hex 09.28

Resources:

Lairs
1. Ankheg
Resources: 2.
3.
Lairs 4.
1. 5.
2. 6.
Features 5.
6.
1.
2. Encounter Table
3.
4. 1.
5. 2.
6. 3.
4.
Encounter Table 5.
6.
1.
2. Hex 10.17
3.
4.
5.
6.
Hex 10.16

Resources:

Lairs
1.
2.
3.
4.
Resources: 5.
6.
Lairs
1. Features
2.
3. 1. 06.07. Dwelling. A cozy and immaculately
4. maintained log-cabin is nestled in this subhex,
5. inhabited by a family of freeholders.
6. 2.
Features 3.
4.
1. 5.
2. 6.
3.
4. Encounter Table
6.
1.
2.
3. Hex 10.19
4.
5.
6.
Hex 10.18

Resources:

Lairs
1.
Resources: 2.
3.
Lairs 4.
5.
1.
6.
2.
3.
4. Features
5.
6. 1. 04.07. Spring.
2.
3.
Features 4.
5.
1. 04.08. Dungeon.
6.
2.
3.
Encounter Table
4.
5.
1.
6.
2.
3.
Encounter Table
4.
5.
1.
6.
2.
3.
4.
5.
Hex 10.21
Hex 10.20

Resources:
Resources:
Lairs
Lairs
1.
1.
2.
2.
3.
3.
4.
4.
5.
5.
6.
6.
Features
Features
1.
1.
2.
2.
3.
3.
4.
4.
5.
5.
6.
6.
Encounter Table
Encounter Table
1.
1.
2.
2.
3.
3.
4.
4.
5.
5.
6.
6.
Hex 10.22 Hex 10.23

Resources:
Resources:
Lairs
Lairs
1.
1. Greenfang 2.
2. 3.
3. 4.
4. 5.
5. 6.
6. Features
Features
1.
1. 2.
2. 3.
3. 4.
4. 5.
5. 6.
6.
Encounter Table
Encounter Table
1.
1. 2.
2. 3.
3. 4.
4. 5.
5. 6.
6.
Hex 10.24 Hex 10.25

Resources:
Resources:
Lairs
Lairs
1.
1.
2.
2.
3.
3.
4.
4.
5.
5.
6.
6.
Features
Features
1. 07.04. Dwelling. Medium-sized, inhabited by
1.
original builder.
2.
2.
3.
3.
4.
4.
5.
5.
6.
6.
Encounter Table
Encounter Table
1.
1.
2.
2.
3.
3.
4.
4.
5.
5.
6.
6.
Hex 10.26 Hex 10.27

Resources:
Resources:
Lairs
Lairs
1.
2. 1. Spider, crab.
3. 2.
4. 3.
5. 4.
6. 5.
Features 6.
Features
1.
2. 1.
3. 2.
4. 3.
5. 4.
6. 5.
6.
Encounter Table
Encounter Table
1.
2. 1.
3. 2.
4. 3.
5. 4.
6. 5.
6.
Hex 10.28
Hex 11.14

Resources:
Resources:
Lairs
Lairs
1.
2. 1.
3. 2.
4. 3.
5. 4.
6. 5.
Features 6.

1.
2. Features
3.
4. 1.
5. 2.
6. 3.
4.
Encounter Table 5.
6.
1.
2. Encounter Table
3.
4. 1.
5. 2.
6. 3.
4.
5.
6.
Hex 11.16
Hex 11.15

Resources:
Resources:
Lairs
Lairs
1.
1. Ochre jelly 2.
2. 3.
3. 4.
4. 5.
5. 6.
6.
Features
Features
1.
1. 2.
2. 3.
3. 4.
4. 5.
5. 6.
6.
Encounter Table
Encounter Table
1.
1. 2.
2. 3.
3. 4.
4. 5.
5. 6.
6.
Hex 11.17 given that it weighs three tons – requiring some
6d100 adventurer-hours. Once removed, it can be
de-activated as if casting an 8th level arcane spell
(see ritual spells in Hex 14.21); if not de-
activated, the curse is still active. The game
effects of the artifact are as follows:
➢ The curse reduces yield and stunts
vegetable growth. Foraging and hunting
attempts within the area are made with
Disadvantage (roll twice, take the lower
results).
➢ The curse is growing stronger as the
artifact ages and becomes more unstable.
It is currently growing at a rate of 1
subhex every 1d10 years.
➢ The land value of this hex is reduced by
Resources: half while the artifact is active.
➢ If it explodes (as the result of a mishap on
Lairs the research roll, perhaps), this hex, plus
1d12-1 additional full hexes, are
1. devastated. It only damages plants and
2. plant-creatures, which are utterly
3. destroyed (plant-creatures can save
4. versus spells. Those failing are slain
5. instantly, while those saving suffer 1d20
6. damage). Plants will not grow in the
destroyed area for 5d20 years. Revenues
produced by families in these hexes are
Features
reduced to 0 for that period, and the
1. The trees and vegetable growth within the morale scores of all families in the area
bounds of the dashed red lines are weak, sickly, suffer a -3 penalty to all rolls.
and stunted. Leaves grow a pale green, twisted 2.
and curled, trees are shorter than normal and 3.
strangely spindly. The soil within this area is 4.
cursed by the presence of an artifact half buried 5.
in subhex 05.05. Removing the artifact removes 6.
the curse, and any new growth will be normal.
Encounter Table
The artifact is a long, conical tube of burnished
brass, 15’ long overall (although about half is 1.
buried in the ground), two feet in diameter at the 2.
narrowest point and about five at the widest (the 3.
end protruding from the ground). Four shark-like 4.
fins radiate from the wide end, and it protrudes 5.
from the ground at an angle. 6.

A leftover weapon from a long-ago war, the


artifact failed to detonate when dropped from a
great height. In order to end the effects it must be
removed from the ground – a monumental task,
Hex 11.18 Hex 11.19

Resources:
Resources:
Lairs
Lairs
1.
1. 2.
2. 3.
3. 4.
4. 5.
5. 6.
6. Features
1.
Features 2.
3.
1. Village
4.
2.
5.
3.
6.
4.
5.
Encounter Table
6.
1.
Encounter Table
2.
3.
1.
4.
2.
5.
3.
6.
4.
5.
6.
Hex 11.20 4.
5.
6.

Hex 11.21

Resources:

Lairs
1.
2. Resources:
3.
4. Lairs
5.
6. 1.
2.
3.
Features 4.
5.
1. The area within the dashed red line is littered
6.
with dozens, maybe even hundreds, of boulders.
Features
They range from four to ten feet in diameter, and
are relatively round. There are 3d20 boulders in 1.
each subhex. 2.
3.
Suspicious PCs may suspect deviltry, but in 4.
reality the boulders were left behind millennia in 5.
the past when the massive glacial sheets that once 6.
covered Absalom retreated.
2. Encounter Table
3.
4. 1.
5. 2.
6. 3.
4.
Encounter Table 5.
6.
1.
2.
3.
Hex 11.22 Hex 11.23

Resources:
Resources:
Lairs
Lairs
1.
1. 2.
2. 3.
3. 4.
4. 5.
5. 6.
6. Features
Features
1.
1. 2.
2. 3.
3. 4.
4. 5.
5. 6.
6.
Encounter Table
Encounter Table
1.
1. 2.
2. 3.
3. 4.
4. 5.
5. 6.
6.
Hex 11.24 Hex 11.25

Resources:
Resources:
Lairs
Lairs
1.
1. Shrieker 2.
2. 3.
3. 4.
4. 5.
5. 6.
6. Features
1. 06.06. Scrying does not function in this subhex.
Features It cannot be observed by any kind of remote
viewing (such as a crystal ball), nor do spells such
1.
as locate object work. Just as this subhex cannot
2.
be observed by magic, those within the subhex
3.
cannot use similar magics.
4.
2.
5.
3.
6.
4.
5.
Encounter Table
6.
1.
Encounter Table
2.
3.
1.
4.
2.
5.
3.
6.
4.
5.
6.
Hex 11.26 Hex 11.27

Resources: Resources:

Lairs Lairs

1. 1.
2. 2.
3. 3.
4. 4.
5. 5.
6. 6.
Features
1. Features
2.
1. 03.06. Apparatus of the Crab. The map found
3.
in the treasure of the Sunken Sun goblin tribe (see
4.
Hex 17.22) leads here, to a shallow cave, the
5.
entrance of which is obscured by debris from a
6.
rockslide.
Encounter Table
If the rockslide is cleared, a task requiring 5d20 x
5 adventurer-hours to accomplish, an opening
1.
into the hillside is uncovered, barely six feet in
2.
diameter. Within is a shallow, dry cave, in the
3.
center of which rests a strange device, the fabled
4.
Apparatus of the Crab.
5.
6.
It is currently in barrel form and contains the
partially mummified corpse of a human woman,
the previous owner of the device who got stuck
inside and suffocated. The secret door allowing
access is stuck, and requires a thief to make an
open doors check (or the casting of a knock spell)
in order to open.
2. Encounter Table
3.
4. 1.
5. 2.
6. 3.
4.
Encounter Table 5.
6.
1.
2.
3. Hex 12.15
4.
5.
6.

Hex 11.28

Resources:

Lairs
1.
2.
Resources: 3.
4.
Lairs 5.
6.
1. Scorpion, giant Features
2.
3. 1.
4. 2.
5. 3.
6. 4.
5.
6.
Features
1. Encounter Table
2.
3. 1.
4. 2.
5. 3.
6. 4.
5.
6.
Hex 12.17
Hex 12.16

Resources:
Resources:
Lairs
Lairs
1. Owlbear
1. 2.
2. 3.
3. 4.
4. 5.
5. 6.
6. Features
Features
1.
1. 2.
2. 3.
3. 4.
4. 5.
5. 6.
6.
Encounter Table
Encounter Table
1.
1. 2.
2. 3.
3. 4.
4. 5.
5. 6.
6.
Hex 12.18 Hex 12.19

Resources: Resources:

Lairs Lairs

1. 1.
2. 2.
3. 3.
4. 4.
5. 5.
6. 6.
Features Features

1. 1.
2. 2.
3. 3.
4. 4.
5. 5.
6. 6.

Encounter Table Encounter Table

1. 1.
2. 2.
3. 3.
4. 4.
5. 5.
6. 6.
Hex 12.20 Hex 12.21

Resources: Resources:

Lairs Lairs

1. Frogling 1.
2. 2.
3. 3.
4. 4.
5. 5.
6. 6.
Features

Features 1.
2.
1. 3.
2. 4.
3. 5.
4. 6.
5.
6. Encounter Table

Encounter Table 1.
2.
1. 3.
2. 4.
3. 5.
4. 6.
5.
6.
Hex 12.22
Hex 12.23

Resources:
Resources:
Lairs
Lairs
1.
2. 1.
3. 2.
4. 3.
5. 4.
6. 5.
Features 6.
Features
1.
2. 1.
3. 2.
4. 3.
5. 4.
6. 5.
6.
Encounter Table
Encounter Table
1.
2. 1.
3. 2.
4. 3.
5. 4.
6. 5.
6.
Hex 12.24 Hex 12.25

Resources:
Resources:
Lairs
Lairs
1.
2. 1.
3. 2.
4. 3.
5. 4.
6. 5.
Features 6.
Features
1.
2. 1.
3. 2.
4. 3.
5. 4.
6. 5.
6.
Encounter Table
Encounter Table
1.
2. 1.
3. 2.
4. 3.
5. 4.
6. 5.
6.
Hex 12.26 Hex 12.27

Resources: Resources:

Lairs Lairs

1. 1. Sprite
2. 2.
3. 3.
4. 4.
5. 5.
6. 6.
Features
1. Features
2. 1.
3. 2.
4. 3.
5. 4.
6. 5.
6.
Encounter Table
Encounter Table
1.
2. 1.
3. 2.
4. 3.
5. 4.
6. 5.
6.
1.
Hex 13.14 2.
3.
4.
5.
6.

Hex 13.15

Resources:

Lairs
1.
2.
3.
4. Resources:
5.
6. Lairs
1.
Features 2.
1. 06.08. A single grave can be found in this 3.
subhex, marked with a simple wooden marker. 4.
The grave is relatively fresh, only three years old, 5.
and the carvings in the wooden marker are clear 6.
and easy to read: “Here lies Ghifle the Features
Underhanded, who was unable to cheat death the 1.
way she cheated life. May Ormurz watch over 2.
her.” 3.
4.
Should the grave be excavated for some reason 5.
the body of a human woman will be found within. 6.
No treasure is to be found.
2. Encounter Table
3.
4. 1.
5. 2.
6. 3.
4.
Encounter Table 5.
6.
Hex 13.17
Hex 13.16

Resources:

Resources: Lairs
1. Bat, normal
Lairs 2.
1. 3.
2. 4.
3. 5.
4. 6.
5. Features
6. 1.
Features 2.
1. 3.
2. 4.
3. 5.
4. 6.
5.
6. Encounter Table

Encounter Table 1.
2.
1. 3.
2. 4.
3. 5.
4. 6.
5.
6.
Hex 13.18 Hex 13.19

Resources:
Resources:
Lairs
Lairs
1.
2. 1.
3. 2.
4. 3.
5. 4.
6. 5.
6.
Features
Features
1.
2. 1.
3. 2.
4. 3.
5. 4.
6. 5.
6.
Encounter Table
Encounter Table
1.
2. 1.
3. 2.
4. 3.
5. 4.
6. 5.
6.
Hexes 13.21 and 13.22 are found in The
Hex 13.20 Basilisk Hills Cluster.

Hex 13.23

Resources:

Lairs
Resources:
1. Wight
2.
3. Lairs
4. 1.
5. 2.
6. 3.
4.
5.
Features
6.
1.
2.
3. Features
4. 1.
5. 2.
6. 3.
4.
Encounter Table 5.
6.
1.
2. Encounter Table
3.
4. 1.
5. 2.
6. 3.
4.
5.
6.
Hex 13.24 Hex 13.25

Resources:
Resources:
Lairs
Lairs
1.
2. 1.
3. 2.
4. 3.
5. 4.
6. 5.
6.

Features
Features
1.
2. 1.
3. 2.
4. 3.
5. 4.
6. 5.
6.
Encounter Table
Encounter Table
1.
2. 1.
3. 2.
4. 3.
5. 4.
6. 5.
6.
Hex 13.26 Hex 14.15

Resources:
Resources:
Lairs
Lairs 1.
2.
1.
3.
2.
4.
3.
5.
4.
6.
5.
6.
Features
Features 1.
2.
1.
3.
2.
4.
3.
5.
4.
6.
5.
6.
Encounter Table
Encounter Table
1.
2.
1.
3.
2.
4.
3.
5.
4.
6.
5.
6.
Hex 14.16 Hex 14.17

Resources:
Resources:
Lairs
Lairs
1.
2. 1.
3. 2.
4. 3.
5. 4.
6. 5.
6.

Features
Features
1.
2. 1.
3. 2.
4. 3.
5. 4.
6. 5.
6.
Encounter Table
Encounter Table
1.
2. 1.
3. 2.
4. 3.
5. 4.
6. 5.
6.
Hex 14.18 Hex 14.19

Resources: Resources:

Lairs Lairs

1. 1.
2. 2.
3. 3.
4. 4.
5. 5.
6. 6.

Features Features

1. 1.
2. 2.
3. 3.
4. 4.
5. 5.
6. 6.

Encounter Table Encounter Table

1. 1.
2. 2.
3. 3.
4. 4.
5. 5.
6. 6.
Hex 14.20
Hexes 14.21, 14.22, and 14.23 are found
in The Basilisk Hills Cluster.

Hex 14.24

Resources:

Lairs
1.
2. Resources:
3.
4. Lairs
5.
6. 1.
2.
3.
Features 4.
1. 5.
2. 6.
3.
4. Features
5.
6. 1.
2.
Encounter Table 3.
4.
1. 5.
2. 6.
3.
4. Encounter Table
5.
6. 1.
2.
3.
4.
5.
6.
Hex 14.25 Hex 14.26

Resources: Resources:

Lairs Lairs

1. 1.
2. 2.
3. 3.
4. 4.
5. 5.
6. 6.

Features Features

1. 04.06, 04.07, 05.05, 05.06, 06.06 Fecund 1.


Fields. 2.
2. 3.
3. 4.
4. 5.
5. 6.
6.
Encounter Table
Encounter Table
1.
1. 2.
2. 3.
3. 4.
4. 5.
5. 6.
6.
Hex 15.14 Hex 15.15

Resources:

Lairs Resources:

1. Lairs
2.
3. 1.
4. 2.
5. 3.
6. 4.
5.
6.
Features
1. Features
2.
3. 1.
4. 2.
5. 3.
6. 4.
5.
Encounter Table 6.

1. Encounter Table
2.
3. 1.
4. 2.
5. 3.
6. 4.
5.
6.
Hex 15.16 Hex 15.17

Resources: Resources:
Lairs Lairs
1. 1.
2. 2.
3. 3.
4. 4.
5. 5.
6. 6.

Features Features
1. 1.
2. 2.
3. 3.
4. 4.
5. 5.
6. 6.
Encounter Table Encounter Table
1. 1.
2. 2.
3. 3.
4. 4.
5. 5.
6. 6.
Hex 15.18 Hex 15.19

Resources: Resources:
Lairs Lairs
1. 1.
2. 2.
3. 3.
4. 4.
5. 5.
6. 6.

Features Features
1. 1.
2. 2.
3. 3.
4. 4.
5. 5.
6. 6.
Encounter Table Encounter Table
1. 1.
2. 2.
3. 3.
4. 4.
5. 5.
6. 6.
Hex 15.20
Hexes 15.21 and 15.22 are found in The
Basilisk Hills Cluster.

Hex 15.25

Resources:

Lairs
1.
2. Resources:
3.
4. Lairs
5.
6. 1.
2.
3.
Features 4.
5.
1.
6.
2.
3.
4. Features
5.
6. 1.
2.
Encounter Table 3.
4.
1. 5.
2. 6.
3.
4. Encounter Table
5.
6. 1.
2.
3.
4.
5.
6.
Hex 16.15 Hex 16.16

Resources: Resources:
Lairs Lairs
1. 1.
2. 2.
3. 3.
4. 4.
5. 5.
6. 6.

Features Features
1. 1.
2. 2.
3. 3.
4. 4.
5. 5.
6. 6.
Encounter Table Encounter Table
1. 1.
2. 2.
3. 3.
4. 4.
5. 5.
6. 6.
Hex 16.17 Hex 16.18

Resources: Resources:

Lairs Lairs

1. 1.
2. 2.
3. 3.
4. 4.
5. 5.
6. 6.

Features Features

1. 1.
2. 2.
3. 3.
4. 4.
5. 5.
6. 6.

Encounter Table Encounter Table

1. 1.
2. 2.
3. 3.
4. 4.
5. 5.
6. 6.
Hex 16.19 Hex 16.20

Resources:
Resources:
Lairs
Lairs
1.
1. 2.
2. 3.
3. 4.
4. 5.
5. 6.
6.

Features
Features
1.
1. 2.
2. 3.
3. 4.
4. 5.
5. 6.
6.
Encounter Table
Encounter Table
1.
1. 2.
2. 3.
3. 4.
4. 5.
5. 6.
6.

Appendix
New Goods

Ropeweed.
Harbenite.

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