Professional Documents
Culture Documents
Basilisk Hills Supplemental Preview 8.4.21
Basilisk Hills Supplemental Preview 8.4.21
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.
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
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%.
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.
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.
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.
Resources: N/A
Resources: Animal, game (quail, 2)
Lairs
Lairs
1.
2. 1.
3. 2.
4. 3.
5. 4.
6. 5.
Features 6.
Hex 07.26
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.
Rat Lair
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
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.
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
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.
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%.
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.
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.
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
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.
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
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.
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
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.
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.
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.
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
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.
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.