Populated Hexes Monthly The First Year (OSE)
Populated Hexes Monthly The First Year (OSE)
Populated Hexes Monthly The First Year (OSE)
Monthly
The First Year
Issues 1-12
Issues 1-12 of the Populated Hexes Monthly ‘zine for Old-School
Essentials
by
Todd Leback
With:
Cover Art by Denis McCarthy (facing page) issues 1-6 and Marco
Ortiz Walters (front cover) issues 7-12
Editing by Brian Johnson
Text and Layout by Todd Leback
Cartography by Todd Leback (hexmaps), Adrian Barber, Dan Smith
Additional Art by Adrian Barber, Denis McCarthy, Francesco Ac-
cordi, Marco Ortiz Walters, and Teresa Guido. The compass rose is
by Dyson Logos, the page borders by Ramona
The twelve issues of this ‘zine have evolved since the original conception. Patreon members had asked
for shorter, less dense hexes that could more easily slotted into games, and I took to opportunity to cre-
ate this series. Each issue has roughly ten pages of new content and focuses on a single hex. It allowed
me to explore regions of Absalom that had not yet been visited.
The order of this first year is out of whack; the first four issues examine one region, and then I did
three of the next two regions, which meant the last two issues revisted those two areas; each region has
four hexes. I have arranged them in this book by location, not by publication. Player facing maps for all
twelve issues can be found in the back of this book.
For more information on Absalom there’s a free Issue 0 pdf that provides a general overview of the
continent; the map printed on page 3 is taken from the issue, and puts each of the hexes into context.
This free issue can downloaded from the author’s website (www.thirdkingdomgames.com) or from
Drivethrurpg.
Hex 48.13 – Artifacts of the Giant-folk 86 Hex 45.34, The Dreaming City of Kahudbar 140
Wandering Monsters 88 Kahudbar, the Dreaming City 141
Appendix 88 Appendix 149
Wandering Monsters 88 New Equipment 149
Giants 90 New Creatures 149
Rune Magic 90 Hex 31.34, The Lake of the Dead 152
Runes 91 Wandering Monsters 161
Teleportation Runes 94 Appendix 161
Miscellany 95 Wounds 161
Hex 64.18 – The Gardens of the Rising Sun 99 Bonus Print Material 163
House of the Rising Sun 100 Player Maps 164
Random Encounters 100 Issue #1 164
Appendix 101 Issues #2 and 3 164
Encounters Within the Gardens 101 Issue #5 165
Other Monsters 102 Issue #4 165
Elves 103 Issue #6 166
Fey Courts 103
Issue #7 166
Elven Demographics 104
Issue #9 167
Elven Classes 104
Issue #8 167
Elf 104
Issue #1 168
Elven Spellsinger 107
Issue #10 168
Hex 11.14 – The Haunted Hills 113
Issue #11 168
Wandering Monsters 114
Issue #12 169
Appendix 114
What are the Populated Hexes? 170
Binders 114
Vestiges 118
Miscellaneous 123
Print-Only Bonus Text 125
Hex 50.32 – Fools’ Ascent 127
Atop the Plateau 128
Random Encounter Tables 129
Appendix 130
The Dreamlands 130
Geography of the Dreamlands 136
Populated Hexes Monthly – The First Year
The Western Zelaia Plains are bordered by the The town of Layge is situated some 90 miles inland,
Basilisk Hills to the east, a branch of which turns west at the confluence of the Mavi and Sari rivers, but the
and runs right up to the edge of the Silver Sea. To the Qirmizi Channel is dangerous enough that most trade
north, the Basilisk Hills grow taller and steeper, tran‐ goes westward, by land, to the port city of Shala.
sitioning into the Vysoky Mountains, which run
roughly westward, bracketing the plains to the north. Tribes of cerves, the deer-folk, are the largest group
inhabiting the Zelaia Plains, migrating east to west
South of the plains the Tala Hills, an offshoot of the with the seasons. They are nomadic treasure hunters,
Basilisk range, run right up to the Silver Sea. A spur of delving into the various ruins that dot the plains in
the hills flattens out, turning into a barren, arid mixture search of forgotten antiquities.
of sand and rock before, at the mouth of the Qirmizi
river, growing wetter again and turning into jungle. Further to the west, (in Area 1), can be found the king‐
dom of the psittaca, or parrot-folk. Sailors of great
The Zelaia Plains are divided by three major rivers renown, the parrot-folk pirates are feared and re‐
that eventually converge – the Mavi, Sari, and Yasil – spected by the merchant vessels that ply the central
into the Qirmizi, which empties into the Dayaz Chan‐ Silver Sea.
nel.
Each category for lairs and features in the hex pro‐
During the Ninth through Twelfth Cycles a great civi‐ vides six entries, to provide room for the Referee to
lization flourished along the banks of the Silver Sea, flesh out more of the hex, if they so desire. Likewise,
sprawling north into the fertile prairie. Ruled from the the random encounter table has several blank entries
city of Phiesen, with its crown jewel the great trading for the same reason.
port of Zizdul (see Hex 13.39), the Velhes Kingdom
flourished for centuries, trading with the Timshan
Kingdom in the far east and the Skeldrene Empire that
dominated most of the northern Zelaia Plains.
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Populated Hexes Monthly – The First Year
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Populated Hexes Monthly – The First Year
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Populated Hexes Monthly – The First Year
Issue One
subhex, having dug a shallow shelter in the
of Daothog southern face of a low ridge of sand and rock.
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Populated Hexes Monthly – The First Year
1. 06.06. The nest of the dragonnes. Lawful characters that enter the cave will feel uneasy.
2. The feeling of unease does not do anything
3. mechanically, but should be mentioned several times
4. as a churning of the gut, a slight headache, and a
5. sensation of being watched.
6.
The cave is natural, with smooth walls and a low, 8’
ceiling in most areas, carved by the waves. The floor
Features is several inches of pebbly sand, slightly damp. The
1. 04.05. The Caves of Daothog. A small cave is lo‐ entire complex smells of salt water and rotting fish.
cated right at the water’s edge in this hex. Used for a 1. Cave Entrance. A number of largish rocks are
variety of purposes over the years, it is now aban‐ clustered around the cave opening, which
doned (at least by humans).
immediately leads to the first chamber, little more than
2.
3. a widening of the tunnel. A colony of six giant sea
4. urchins lair here, mutated by the node of Chaos to
5. unusual size and granted the ability to survive for long
periods out of water.
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Populated Hexes Monthly – The First Year
Issue One
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Populated Hexes Monthly – The First Year
Sea urchin, giant (6). AC 6 [13], HD 1* (1, pit trap in the sand, only to not do a very good job of
Issue One
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Populated Hexes Monthly – The First Year
1. Gills. The character grows slit-like gills on either 7. Sinkhole. A sodden bedroll and single giant
side of their throat, allowing them to breathe underwa‐
Issue One
sea urchin are in this chamber, next to a pit
ter, though they cannot withstand the crushing pres‐ carved out of the stone, leading to the lower
sure of the depths. They also become vulnerable to level. A wooden driftwood ladder leads
poison gas, stinking clouds, green dragon breath, etc., downwards. Listening at the pit, one has a
making all saving throws against such things at Disad‐ chance (normal Hear Noise chance) of detecting
vantage. a slow, slobbery squelching sound.
2. Claw. One of the character’s arms transforms into a
crab claw. Roll randomly to determine which arm it is.
They cannot use that limb to wield weapons, wear Sea urchin, giant (1). AC 5 [14], HD 2* (12 hp),
rings, or do anything besides pinch (gaining an un‐ Att 1 x spine (1d4 + poison), THAC0 19 [0], MV
armed attack that does 1d6 damage). 3’ (1’), SV D12 W13 P14 B15 S16 (F2), ML 11, AL
Neutral, XP 25, NA 0 (1d8), TT None
3. Webbed feet/hands. The character’s feet and hands
turn fin-like, and they gain a swim speed of 30’ (10’) This sea urchin is slightly larger and tougher than
per round. Their land movement is reduced by one those in Area 1.
category, from a base of 120’ to 90’.
►Once per round a giant sea urchin can fire a
4. Antenna. The character’s eyes grow on extendable spine at a target within 20’. The spine inflicts 1d4
stalks that reach up to a foot in length. They are only points of damage and carries a mild toxin that,
surprised on a roll of 1 in 8, but are unable to wear while not deadly to large creatures, is extremely
helmets or hats, and suffer a –2 penalty to reaction irritating. Those hit by a spine must make a save
rolls. versus poison or, for 1d4 rounds following, suffer
a –1 to hit, damage, and saving throws.
5. Blubber. The character gains a thick layer of fat,
increasing their weight by 25% but gaining a natural ►Any creature that engages a giant sea urchin in
AC of 7. Any armor that is worn must be custom- melee has a 1-2 in 6 chance per round of being
made at an increased cost of 50%. grazed by one of their spines, taking 1 point of
damage and having to make the saving throw, as
6. Referee’s choice. above.
8. Bottom of the Pit. The pit drops 15’ to a much
5. Spring. A fresh-water spring bubbles forth from the wetter, sandy-bottomed cave. The stench of rotting
wall in this chamber, feeding a small pool. The pool flesh and fish is almost overwhelming in this lower
water is brackish, as the fresh water mixes with level
seawater when the cave floods, but the spring is clear,
potable water. 9. Daothog’s Pool. Two Cycles ago, when the
worship of Daothog was already on the wane, the
A dozen or so intact conch shells litter the sandy floor ocean levels fell and the godling found itself trapped
of this chamber, each worth 1d6 gp. in the far recesses of the cave system, unable to
6. Stores. The adventurers who last explored this cave escape. Since then its cult has disappeared entirely,
(see Area 9) left a store of supplies behind in this and Daothog exists as a vestige (see PHM 8), a mere
chamber. Most everything is ruined, although a water- shadow of its former self, spending most of its time in
logged crate contains 6 bottles of medium-quality a fitful slumber, only kept alive by the occasional
rum, worth 3 gp apiece. The rum has been partly flooding of this chamber which, even then, is still not
corrupted by the node of Chaos; drinking it carries a enough to allow Daothog to escape its prison.
risk of imparting a mutation as described in Area 4. Like the sea urchins at the beginning of the cave
This chance of mutation is 1-2 in 100, and the system, Daothog strikes out and feeds purely by
mutation takes 2d20 hours to manifest. instinct. If the altar in Area 4 is still intact use the first
stat block; if destroyed, use the second stat block.
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Populated Hexes Monthly – The First Year
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Populated Hexes Monthly – The First Year
►Allows the wielder to cast jump three times per miscast). Miscast spells will (1) affect a different
target within range, (2) have the opposite effect
Issue One
day, as an arcane caster of 9th level (see
Appendix). of what is intended, (3) have a maximized result,
if variable (1-3) or a minimized result, if vari‐
able (4-6), (4) be cast as if the caster is 1d4 lev‐
els higher (1-3) or 1d4 levels lower (4-6), (5)
Nodes of Chaos splutter and fail to take effect, or (6) manifest as
a randomly determined spell of the same level,
Nodes of Chaos are concentrated loci of Chaotic ener‐ even if the caster doesn’t know that spell.
gies; even during the more Lawful Apexes they radi‐
4. Healing within the radius of the node is either min‐
ate disorder, and during Nadirs become more potent imized (magical healing does the minimal possible
still. amount) or maximized (magical healing does the
Generally invisible, nodes of Chaos can be detected in maximum amount). Non-magical healing does not oc‐
the following manner: cur.
►A detect evil spell reveals an invisible swirling 5. Mutations occur within the normal animal popula‐
mass of color that is the actual node. tion. Animals (1) grow larger than normal, (2) possess
an intelligence they wouldn’t normally have, (3) ex‐
►Chaotic creatures typically feel emboldened, hibit characteristics of other animals (like the owl‐
almost euphoric, while Lawful creatures bear), or (4) two of the above.
experience unidentifiable discomfort and nausea.
This has no mechanical effect during an Apex, but 6. The barriers between the worlds grow thin, allow‐
during a Nadir translates to a +1 morale bonus for ing travel to (1) the Elemental Matrix, (2) the Shadow‐
Chaotic creatures and a 1 morale penalty for lands, (3) Faery, (4) the Dreamlands, or (5-6) another
Lawful creatures. place within the Mortal world.
►Deduction. It is possible to discover and map a
node of Chaos due to the phenomena that surround 7. Any dead creatures left within the radius of a node
it; discomfort, unusual spell effects, a high will rise as undead 1d100 hours after death. The un‐
concentration of mutations, Chaotic creatures, etc. dead will be (1-3) skeletons, (4-5) zombies, or (6)
ghouls. The bodies must either be removed or burned
These nodes come in different strengths, rated from 1 to prevent this.
to 3. A rating of “1” has a radius of 5d20 feet, a rating
of “2” a radius of 10d100 feet, and a rating of “3” a 8. Referee’s choice.
radius of 10d1000 feet. Any given node will be of
strength (1-3) 1, (4-5) 2, or (6) 3.
During an Apex each node exhibits (roll 1d6 + node’s
Nodes of Chaos possess one or more of the following strength), (2) none of these aspects, (3-5) 1 of these
characteristics: aspects, (6-7) 2 aspects, or (8+) 3 aspects. . During a
Nadir add 1d3 additional aspects.
1. Chaotic spells (the reversed versions of spells for
which such is possible) are cast as if by a spellcaster It is up to the Referee whether nodes of Chaos can be
one level higher. During Nadirs, Lawful spells are shut down or destroyed. If so, it should require the
cast as if one level lower, as well. equivalent of creating a magical item worth 10,000 gp
per strength rating in time, research, and material.
2. The chance of wandering monsters is increased by
1 within the radius, but only for Chaotic creatures, as
they are naturally drawn toward Nodes like moths to Arcane Magic Expanded
flame.
Scholars of the arcane arts have noticed a curious
3. Spells cast within the node have a base 1 in 10 thing: the same basic spells are, by and large, known
chance of miscasting. This chance increases by 1 per throughout Absalom, oftentimes without any known
level (a 3rd-level spell has a 1-3 in 10 chance of a
cultural exchange occurring. It seems as if these spells
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Populated Hexes Monthly – The First Year
were developed independently, at various times, level higher than their actual level. Other bonuses
will apply (noted below) if caster level does not
Issue One
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Populated Hexes Monthly – The First Year
Specialist magic-users who come upon scrolls or the illusionist class). While the duration is per‐
Issue One
spellbooks containing a spell of a forbidden school manent, living creatures are disconcerted by be‐
find they cannot understand the process needed to cast ing invisible and begin suffering a 2 (or 10%)
the spell. They can, however, use other magical de‐ penalty to all rolls after six hours. This penalty is
vices that replicate spells of a forbidden school, al‐ removed once they become visible.
though they cannot create those items themselves.
Phantasmal force. When cast by an illusion spe‐
Example. A specialist magic-user who has selected cialist, this spell will persist for concentration
evocation as their forbidden school could not cast a plus a number of rounds equal to the caster’s
fireball spell from a scroll, but could use a wand of level.
fireballs.
Wizard lock. Normal magic-users may only have three
Conversely, specialist magic-users that use scrolls or wizard locks active at one time; transmuters may have
other magic items to produce a spell of their chosen five. Spellcasters bypassing the lock must be at least 4
school do not get to apply their modifiers to the spell; levels higher if it was cast by a transmuter. The caster
however, if they or another specialist of that school automatically knows when their lock is dispelled, but
scribed the scroll or created the item, they (and anyone not bypassed.
else who uses the item) will benefit from the increased
effects. Haste. This spell creates a fixed area of effect with a
30’ radius. If creatures leave the area they lose the
Notes on Spells benefits of the spell. Any creatures entering after the
spell is cast gain the benefits until the spell ends.
Sleep. Affects a 30’ diameter centered on a point cho‐ Transmuters may choose to target an individual, rather
sen within range that the caster can see. Everyone than a fixed location, in which case the spell moves
within the area has the potential to be affected, friend with the target for the duration. In this case, the target
or foe, starting with the lowest HD creatures first and ages one year (or a proportional amount, based on life‐
working up. span).
Continual light. In Absalom, spells with a permanent Dimension door. Conjuration specialists increase the
duration represent a fractional drain upon the caster’s range of this spell, but not the duration (see Table 1).
energy. As such, a magic-user can only have three
continual light spells functioning at one time. Evokers Growth of plants. No limit on number of times this can
may have a maximum of four at a time. Casting this be cast. Transmuters can choose to either increase the
spell again, creating more than the maximum number range provided they can see the target location or
possible, requires the caster to cancel an existing spell, the area of effect by the modifier determined by the
which they can do with a thought (they do not have to table.
be able to “see” the spell they’re canceling). This
maximum number of spells is cumulative with both Hallucinatory terrain. Illusion specialists can either
versions of the spell (i.e. a normal magic-user could increase the area of effect *or* chose to have the illu‐
have two continual light and one continual darkness sion persist for a number of rounds equal to the
spells cast). Magical items created to shed light/dark‐ caster’s level after it is touched by an outside observer.
ness do not count towards this maximum, but they Massmorph. Magic-users can only have one such
must be enchanted as per the rules in Hex 18.23. spell active at a time. Specialist illusionists (or mem‐
Detect magic. By studying an identified magical aura bers of the illusionist class) can have two at a time,
for one turn the caster is able to deduce what school of and can also increase the area of effect as determined
magic it belongs to in one round by rolling their Intel‐ by their level.
ligence or less on 4d6. Polymorph others. Magic-users can only have three
Invisibility (and invisibility, 10’ radius). A magic-user such spells active at a time. Transmuters can have five
cannot maintain more than three invisibility spells at at a time. Unwilling targets suffer a 1 penalty to save
once (or four for specialists in illusion or members of against this spell if cast by a transmuter.
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Populated Hexes Monthly – The First Year
Wall of fire. Evokers can create a wall of fire (to a maximum of 99%), while the chance for insanity
Issue One
with an additional 250 sq. ft. per caster level remains the same.
*or* such that it persists for a number of rounds
equal to the caster level after concentration ends. Feeblemind. When cast by an enchanter any creature
may be targeted, not just an arcane spellcaster. Non-
Animate dead. Normal magic-users can have a spellcasters make the saving throw without penalty.
total HD of active undead under their control
equal to their caster level. Any additional undead Magic jar. When cast by a necromancer the range of
created automatically destroy an equal HD of al‐ the spell is doubled, as long as the target is visible to
ready animate undead the caster designates. Necro‐ the caster, and the target makes the saving throw with
mancers can create and control a total HD of undead a 1 penalty.
equal to their caster level × 1.5. Telekinesis. Enchanters have the choice to either in‐
Conjure elemental. Once control is lost, conjurers can crease the range, duration, movement speed, or weight
make a reaction roll with no modifier. If the result is they can lift as per the table. Unwilling targets also
Neutral or better the elemental departs without attack‐ suffer a 1 penalty to their saving throws.
ing. Transmute rock to mud. A transmuter can either roll
Contact outer planes. Diviners may ask one additional the duration of the normal spell with Advantage, or in‐
question per casting, and the chance that the being crease the area of effect or range as indicated on the
doesn’t know is reduced by 5% (to a minimum of 1%), table.
the chance of answering truthfully is increased by 5% Wall of stone. A normal magic-user can only have ten
castings of this spell in effect at any point, while a con‐
Table 1. Specialist Effects for Spells of the Universal Gramary, by School
Abjuration Conjuration Divination Enchantment Evocation Illusion Shadow Transmutation
p. from evil** floating disc** detect magic** charm personǂ light v'quism** ani. dead& hold portal*
shield** web** r. language ** sleep* m. missile# Invis.** magic jar knock**
dispel magic d. door** read magic** hold person* c. light** m. image* death spell* levitate@
p.f.e. 10’ r.** cloudkill** detect evil** charm monsterǂ fireball invis. 10’ r.** reincarnation* wizard lock
p.f.n. missiles** c. elemental& detect invis. confusion* l. bolt h. terrain** fly
r. curseǂ teleport* ESP** feeblemind& w. of fire m'morph** haste
a-m. shell** w. of stone& locate object** h. monster* w. of ice** p. image** infravision^
i. stalker& clairvoyance** telekinesis& disintegrate water breathing^
wizard eye** geas& g. of plants**
c.o. plane& p. others&
p. self
passwall**
transmute rock&
c. weather&
lower water**
move earth**
part water**
stone to flesh**
Spells without special notation are cast by specialists of that school as if the caster was one level higher than their actual level.
*Spell is cast with all variable effects at Advantage (roll twice, take higher result).
**Spell is cast with range or duration increased. Caster must choose this when memorizing spell. Multiplier is based on actual caster
level (without the +1 modifier for specialization): level 1-3 x1.25, 4-6 x1.5, 7-9 x2, 10-12 x3 13+ x4.
ǂTarget makes first save with –2 penalty and subsequent saves with –1 penalty.
#Inflicts 1d6+2 damage per missile, +1 caster level applies to number of missiles conjured.
@Specialists can cast it on another target (who then has mental control of movement) or themselves, gaining a vertical speed of 30’/
round.
^Affects one additional target for every three caster levels (without the +1 level modifier for specialization).
&See text
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Populated Hexes Monthly – The First Year
jurer can have fifteen. A conjurer can also increase the New Magic
Issue One
volume of the spell as per the multiplier on Table 1.
Jump (arcane, 1st level, alteration)
Control weather. Transmuters can cast this spell so
Duration: 1 turn (see below)
that it either has increased range (based on the multi‐ Range: Touch
plier on Table 1) *or* lasts for a number of rounds
equal to the caster’s level once concentration ends. The target touched by the spellcaster is able to
Geas. When cast by an enchanter the target makes the make a spectacular leap of 30’ horizontally or
15’ vertically. The duration of the spell is one
save versus spells at a –2 penalty. If cast in reverse the
turn or until the maximum number of leaps allowed
chance of failure for being a lower level caster is 3% are used. When cast by a magic-user of 1st through
per level, not 5%. 3rd level the target may leap once; for every three lev‐
Invisible stalker. For a conjurer, the summoned crea‐ els beyond 1st they may leap an additional time. If the
ture has 1d10 hp per HD rather than 1d8. spell is cast by a transmuter their level is treated as be‐
ing one higher and the maximum duration of the spell
is increased to two turns.
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Populated Hexes Monthly – The First Year
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Populated Hexes Monthly – The First Year
dead here as well, but that practice did not last more
Hex 55.68 – Entrance to than a few generations.
the Valley of Kings The Valley of the Kings is now largely desolate and
devoid of life. Even animals avoid it, wary of the rov‐
ing bands of lesser undead that prowl the canyon, hun‐
gry for the taste of living flesh.
Wandering monster checks are made normally
outside the confines of the canyon, using the ta‐
ble at the end of this section. Within the canyon,
however, they are handled slightly differently.
Issue Two
The chance of an encounter remains the same
within the canyon (1-2 in 6), but encounters are
rolled for every hour. Additionally, the walls of
the canyon amplify sound, and any combat that
lasts more than one round incurs a wandering
monster check immediately following.
Should the adventurers be foolish enough to
camp in the Valley of Kings at night, encounter
checks are made once every four hours, with the
Resources: Mineral, quarried (salt, 1) chance of encounters being 1-4 in 6. The number ap‐
pearing in an encounter at night should be rolled with
The Valley of Kings is an eighteen–mile long box Advantage (roll twice, take higher result).
canyon of rocky desert that extends from the shores of
the Silver Sea northwards. On the map, the canyon Referees populating this hex should add no more than
sides are noted with hashed red lines. Within this hex, five tombs to the hex, only one of which will date back
the canyon sides are not terribly steep, averaging to the time of the Crocodile Kings; the rest will have
about a 45 degree slope, allowing one to ascend or de‐ been dug by human hands and contain human re‐
scend at half-speed without ropes. The canyon floor mains. None of the tombs will be within subhex 05.04.
averages thirty to forty feet below the surrounding The area within the canyon is treated as unhallowed
land in this hex, growing less deep as it approaches the ground (see Filling in the Blanks, p. 13). Within the
sea. canyon subhexes in Hex 55.68 it has the following
During the reign of the mecistop, the Crocodile Kings effects:
interred their dead in this canyon; the water levels ►Dead creatures with more than 1 HD have a 1
were higher in those days (reaching subhex 05.04), in 6 chance per night after their death of
and a ceremonial complex was built incorporating a reanimating as a (1-3) skeleton, (4-5) zombie, or
dock that the ships carrying the dead would pull up to. (6) wraith.
Since those times the water has receded, exposing the N.B. The lairs in this hex are detailed in Issue 3 of
rocky shoals that border the coastline in these parts, PHM.
and leaving the complex and what remains of the
docks exposed to the elements.
Since the fall of the Crocodile Kings, the canyon has
been largely abandoned. There was a brief time during
the 11th Cycle when the Velhesian royal family sought
to revive the traditions of the mecistop and bury their
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Populated Hexes Monthly – The First Year
1.05.04 The Halls of Mummification. lose individuality and are absorbed back into the mass
2. of soul energy located at the center of that plane,
3. which then provides souls to newly born creatures.
4.
This process can happen relatively quickly in the
5.
6. time it takes for the newly arrived soul to travel from
the outskirts of the Shadowlands to the Plains of Re‐
05.04. The Halls of Mummification. A great birth, at the very center (a journey which usually takes
stone pier extends southwards a quarter mile in about a month of time in the Mortal World) or it can
this subhex, leading out into waters that have not take years, decades, or even Cycles, depending on
covered these lands in millennia. At the northern end how fiercely the soul clings to their former life.
of the pier are the ruins of the former Halls of Mum‐
mification, the ceremonial chambers where the dead Undead beings are created from these souls that have
mecistop royalty were embalmed prior to interment. not yet reached the Plains of Rebirth, and there are
The Halls of Mummification will be explored in a sec‐ four basic ways in which this comes about:
ond issue.
The buildings that once stood here have been totally ►Naturally. Bodies of sentient creatures that are
left unsanctified have a chance of spontaneously
flattened, a complex that once covered dozens of acres
rising as undead.
now little more than rubble, the occasional founda‐
tion, and blown sand. ►Other undead. Some undead have the ability
to create others of their kind.
Each full day spent searching the rubble yields Trea‐
sure Type C, all of ancient provenance, dating back to ►Magic. Certain spells (such as animate dead)
the time of the Crocodile Kings. Replace any results have the ability to create undead creatures.
of jewelry with historical artifacts of an equal value. ►Ritual ceremony. Undead can be created via
research and ceremony, in much the same way that
The Halls are detailed in PHM Issue #3. constructs are created.
Types of Undead
Wandering Monsters
Undead creatures can be divided into two broad types:
lesser and greater.
Roll 1d10 outside the canyon, 1d8 within the canyon:
1. Skeletons (3d10) Lesser undead share some or all of the following
2. Skeletons (3d10) characteristics:
3. Skeletons (3d10)
4. Zombie (4d6) ►Corporeal. They have physical bodies.
5. Zombie (4d6) ►Soul fragments. They are typically not
6. Ghoul (2d8) animated by the spirit that originally inhabited the
7. Wight body. In the case of the weakest undead, they are
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Populated Hexes Monthly – The First Year
often animated by only portions of a soul. ►Lesser undead can have no more than 5 HD,
no better AC than 3 [16], and their attacks do an
►Not free-willed. Lesser undead are, for the average of 1d8 points of damage for every 2 HD.
most part, not free-willed, and cannot take
independent actions. Undead without free will can
still be intelligent.
Lesser undead are broken down into two further cate‐
►Not intelligent. Most lesser undead are gories: least and lesser. Least undead are unintelli‐
unintelligent. They cannot speak, or reason, or gent, have an HD maximum of 3, a max AC of 6 [13],
plan, and react based upon programming (“guard and do an average of 1d6 damage for every 2
this door and attack anyone who tries to enter”) or HD. Least undead have morale scores of 12.
the base desire to kill the living.
Greater undead share some or all of the follow‐
Issue Two
►Vulnerable. Lesser undead can be damaged by
mundane attacks. ing characteristics.
►Loss of Memory. Lesser undead very rarely ►Body. They can be corporeal or
remember details of their previous existence as incorporeal.
mortals.
►Return to source. Most of the time the
►Lesser undead include coffer corpses, ghasts, soul returns to the body it once lived in or
ghouls, necrophidii, poltergeists, skeletons, spawn have a recognizable appearance (a ghost will
of the worms, zombies, and wights. look like the person they once were).
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Populated Hexes Monthly – The First Year
►Free-willed. Most of the time they are free- the Mortal world as undead. A soul will either re-in‐
willed, or, if controlled by another, will become habit their old body or, if it no longer exists or is un‐
free-willed if that control is broken. available, the nearest suitable body. Some forms of
►Intelligent. Most of the time greater undead are undead don’t even need a body to return to: banshees,
intelligent, capable of planning and logic, even if ghosts, wraiths, and spectres are all incorporeal un‐
they cannot speak. dead creatures.
►Immune to non-magical damage. Many of To randomly determine the category of undead that re-
the greater undead are unaffected by non- animates spontaneously, roll 1d20 and compare to the
magical attacks. following:
►Memory. Most greater undead retain 1-10. Least undead.
Issue Two
20
Populated Hexes Monthly – The First Year
troller is destroyed, all the undead beneath them dead: unintelligent lesser, intelligent lesser, and
(whether directly or not) are considered to be under greater. If the ability cannot be added to a particular
their direct control. class of undead there will be a “ ” in its respective
place in the price list.
Magic
Lesser undead all share the same basic qualities:
Some spells, chiefly animate dead, can be used to cre‐
ate undead creatures. It is possible that undead can ►Do not make noise until attacking.
also be created through the use of cursed magical ►Immune to effects that affect living
items, although these are rare. creatures (poison, lack of air, etc.).
Undead created via these means tend to be weaker ►Immune to mind-affecting or mind-
Issue Two
than those created by other means. The caster is lim‐ reading spells (charm, hold, sleep, etc.).
ited in the number of undead that can either be created ►Unintelligent undead are unaffected by
or controlled, the spells are very specific, and any un‐ illusions that only create illusory effects.
dead created by these methods can be destroyed by
dispel magic or an anti-magic field. ►Do not heal except by magic.
►Damaged by holy water.
Typically, spells or other magical effects that create
undead creatures can only create lesser undead or, at Greater undead all share the same basic quali‐
best, the least powerful greater undead. ties:
►Paladin/ranger: least undead at level Table 2 – Base Chance of Success and Production/week
12, lesser undead at level 14. Caster Level GP Output Assistants’s Output % Success
1 4 3 10
Least undead cost a base of 250 gp per HD 2 8 7 20
3 16 14 30
to create, lesser unintelligent undead 325 gp 4 40 36 40
per HD, lesser intelligent undead 500 gp per 5 75 67 50
HD, and greater undead 1,000 gp per HD. 6 150 135 55
7 300 270 60
Special abilities can be added to the undead, 8 625 562 65
increasing the base cost. These are described 9 1,250 1,125 70
10 2,000 1,800 75
below, and will typically list three gp 11 3,000 2,700 80
amounts at the beginning of each entry, cor‐ 12 4,000 3,600 85
responding to the additional cost incurred by 13 5,000 4,500 90
14 6,000 ** 95
the ability for each of the three types of un‐ *Divide by 7 to get daily output
**Cannot be assistant
21
Populated Hexes Monthly – The First Year
for least undead, 2,500 gp for lesser undead, and arcane and divine casters, such as a magic-user and a
10,000 gp for greater undead. cleric, can collaborate to create undead. In these cases
designate the most appropriate character as the pri‐
The material cost to create undead is equal to 2/5 the mary creator; the contributing spellcasters are consid‐
overall cost, and the labor is equal to 3/5: creating a ered the assistants. Only in these collaborative cases is
skeleton, therefore, costs 150 gp in labor and 100 gp it possible for two spellcasters of equivalent levels to
in material. The material cost does *not* include the work together (see below).
body, but is assumed to account for various special
components that are consumed during the necro‐ The maximum number of assistants that can help with
mantic ritual. undead creation is equal to the primary creator’s HD.
For example, a 5th-level magic-user can have no more
Creating undead carries with it the same risk as than 5 assistants. An assistant must be at least one
Issue Two
creating any magical item. There is a base 15% level lower than the primary creator. Assistants con‐
chance the attempt fails, and a 5% chance it fails tribute to the weekly gp output at a rate equal to the
disastrously. The base chance to succeed is primary creator's output × .9 (rounding up). Typically,
shown on Table 1 and is based upon the primary assistants are drawn from either the spellcaster's re‐
creator’s level. A roll of 86+ is an automatic fail‐ tainers or the students that come to study with a
ure and a roll of 96+ is a mishap. It is possible magic-user when they establish their domain-level
for the base chance of success to exceed 86, but dwelling.
in these cases it is only for the purpose of sub‐
tracting penalties to the roll. The undead to be created can have no more HD than
the primary creator’s level plus 1/3 the total levels of
Example. A 13th-level magic-user has a 90% chance their assistants. A 12th-level spellcaster assisted by a
of success. If they are creating a skeleton, with no 6th-level magic-user could create an undead with a
modifier to the roll, they still fail on a roll of 86+. If maximum HD of 14.
they are creating a more powerful undead that im‐
poses, let’s say, a 10% penalty, their new chance of Table 3 – Modifiers to Succcess
success is calculated relative to 90%, so they have an Per point of prime requisite bonus +1 (1)
80% chance of success. Per Rank of Magical Engineering +2
Per Rank of Alchemy +1
►A roll of 1-5 is a critical success. The undead is Alchemical Lab worth 1,000 gp+ +1
endowed with an unintended beneficial quality. Workshop worth minimum amount –
Roll once on the special quality table. Each additional 25% increase in workshop +2 (2)
►A roll of 96-100 is a mishap. Roll on the mishap value
table. Library (3) worth 1,000-2,500 gp –
Per additional 2,500 gp in library value +1
►If the roll fails by no more than five, and the roll Library worth less than 1,000 gp -5
is lower than an 86, the caster may attempt to Additional time spent on creation (see 4) +2/25%
create the undead creature again, re-using 30-90% Spellcaster has notes or sample (see 5) +3
(2d4+1 × 10) of the original materials (and the Total spell levels involved in creation See 6
body, of course) and with a 50% reduction in the
time needed. Creation process interrupted See 7
Each assistant used See 8
Sped up production See 9
Creating undead requires a primary creator, who must Divine energy used See 10
be a high enough level to create the desired undead. Per HD of undead created See 11
The primary creator can have assistants, who either
must be spellcasters or have the alchemist skill. Non-
Notes on Table 3
casting alchemists function as 1st-, 3rd-, or 5th-level 1. Intelligence, Wisdom, or Charisma. If the class has
casters depending on their skill level (Proficient, more the one Prime Requisite only add the highest
Skilled, or Expert). Note that in some instances both bonus.
22
Populated Hexes Monthly – The First Year
2. Maximum of +8 bonus, and only applies if the work is interrupted apply a 1 penalty to the chance of
workshop meets the minimum required for the task. A success for each day missed. For every five days
caster with a workshop valued at 3,250 would gain a missed increase the chance of a mishap by 1. If an as‐
+8 bonus when creating least undead, but only a +2 sistant is helping with the process, the creator may
bonus when creating lesser undead, and could not cre‐ miss a full week of work without penalty (provided
ate greater undead. the assistant continues the work), but upon returning
the primary creator must spend at least a full week
3. A necessary library consists of both spellbooks and working before leaving again.
regular tomes. Refer to Hex 14.21 for notes on deter‐
mining the value of spellbooks. Regular tomes add a 8. Each assistant used in the production of an un‐
gp value to libraries based upon their content; specific dead creature increases the chance of automatic
tomes may increase a library’s value based upon the failure by 1. This holds true regardless of how
Issue Two
specific topic discussed. long they work on the project.
4. The caster can spend additional time on the cre‐ Example. A spellcaster uses two assistants dur‐
ation. They gain a +2 bonus for each additional 25% ing the course of production. The chance of au‐
increment of time spent, to a maximum bonus of +8. tomatic failure is increased from 85-100 to
Spending at least an additional 50% longer also re‐ 83-100.
duces the chance of a mishap to 98-100. Time incre‐ 9. Characters can try to speed up production. For
ments can only comprise full days. every 25% the material price is increased, they
Example. It takes a 7th-level caster six days to create can increase labor production by 10%, at the cost of
a skeleton with a base 60% chance of success. By decreasing their chance of success by 2%, to a maxi‐
spending an extra 2 days (counts as 25%) they gain a mum labor increase of +50%.
+2% chance of success. Example. A 5th-level character, producing 75 gp per
5. The first time a caster successfully creates an un‐ week, wants to create a skeleton, costing 150 gp in la‐
dead creature they produce notes equal to 1d4 pages bor and 100 gp in materials. They increase the mate‐
per HD of the creature created. Such a book is worth rial cost by 125% (to 225 gp) and their labor output
250 gp per HD and 50 gp per special quality (for pur‐ by 50% (to 112.5 gp per week), while decreasing their
poses of determining library value), and increases the chance of success by 10%.
chance of success by +3 and the primary creator’s gp 10. Divine energy (see Hex 14.21) can be used to sub‐
output by 10% when attempting to replicate the stitute both labor and material costs. 1 gp of divine en‐
process. Formulae for creating other types of undead ergy is the equivalent of 5 gp of material cost, and 1
count towards library value but do not provide other gp of divine energy is equal to 1 gp of labor. Addition‐
benefits. ally, using divine energy reduces the chance of a
Example. The caster has successfully created skele‐ mishap by 2%. No more than half the cost of either
tons in the past. Their notes on the process are worth material or labor can be substituted with divine en‐
250 gp, which count toward the library value. The ergy.
caster decides to try creating a zombie, so the book Example. An evil cleric is creating an army of zombies
adds 250 gp to the library but doesn’t impart any ad‐ and wants to speed the process up. They spend 50 gp
ditional benefits. worth of divine energy to reduce the labor required by
6. Any spells invested in the creation add to the cost 50 gp, and another 10 gp of divine energy to reduce
and difficulty. Either the primary creator or an assis‐ the material cost by 50 gp.
tant must be able to cast the spell. Imbuing an undead 11. Penalty to the chance of success is based upon the
with a spell-like ability has a gp cost (see special qual‐ type of undead. Least undead subtract .5 from the
ities) but also imposes a 3% penalty/spell level. chance of success per HD (round down), lesser un‐
7. Once work begins on the creation process it must dead subtract 1, and greater undead subtract 2.
continue straight through, with no interruption. If
23
Populated Hexes Monthly – The First Year
Example. Creating a skeleton can be done with no poses a 5% chance of success to creation rolls, but
negative modifiers, while creating a zombie subtracts incorporeal creatures have a -1d3 bonus to AC.
1 from the chance of success. 36-45. Paralysis (150/300/500). Ghoul, ghast,
mummy, etc. On a successful attack, target must suc‐
If the creator has excess capacity they can create more ceed on a saving throw or be paralyzed.
than one undead creature at a time, or even undead of 46-50. Disease (150/00/500). Mummy, spawn of the
different kinds, as long as they devote at least half a worm. The undead creature spreads a disease that is
day (4 hours) to each kind of undead. either debilitating (mummy rot) or deadly (spawn of
the worm). Deadly diseases cost double.
Example. A 14th-level magic-user can produce 51-55. Spell-like ability (150/300/500). Demonic
860 gp of work per day, and it takes 150 gp knight. Costs the given amount per spell-level per use
worth of work to animate a skeleton. The magic- per day. Multiply given cost × 5 if permanent (offen‐
Issue Two
user could create five skeletons in a day, or they sive spells cannot be made permanent). Creator or as‐
could spend half that time and create two skele‐ sistant must be able to cast the spell. Intelligent un‐
tons and invest roughly 560 gp into the creation dead can use their abilities as desired; unintelligent
of another undead creature, or even a magic undead must be “programmed” when to use an ability.
item. 56-58. Resistance to turning (100/200/300). The un‐
dead creature turns as a higher-HD undead. Each se‐
Special Qualities lection increases the Turning HD of the undead by 1.
59. Shapechange (--/200/250) Vampire. The undead
The following are examples of special qualities creature can change shape as per a vampire. Each
that undead creatures may possess. They can either be form adds the stated amount to the base cost.
60. Summon allies. (--/125/250). Vampire. The un‐
purposefully selected or rolled for randomly (to gener‐
dead can summon normal animals to their aid, as a
ate random undead monsters). Typically, least undead vampire. Each type of creature summoned adds to the
will have 1d2–1 qualities, lesser undead 1d4–1, and base cost.
greater undead 1d6. 61-64. Debilitating (150/300/500). Like ghast stench,
1-10. Contagion (250/500/700). Wight, wraith, vam‐ nightmare breath. The undead possesses a quality that
pire, etc. Undead with this quality have the ability to imposes mechanical penalties within a radius around
create more of their own kind. In order to do so they it on a failed save.
must slay a creature, which after a period of time rises 65-66. Energy immunities (150/300/500). Lich. The
from the dead as an undead creature of the same type, undead is immune to damage that comes from a spe‐
under the control of the one who slew them. These un‐ cific type of energy (cold, electricity, fire, etc.). Each
dead are more difficult to create with a ritual than nor‐ type of energy selected adds to the base price.
mal undead, and so impose a –5% penalty to the 67. Inimical to life (--/250/500). The mere presence
chance of success, and increase the chance of mishap of the undead causes plant-life to die. The longer the
from 96-100 to 94-100. undead remains in an area the larger the area affected.
11-20. Damaged only by silver/magic Plant-based creatures take damage each round.
(100/200/300). Wight, wraith. Only damaged by at‐ 68-69. Tough (50/75/100). The undead is more
tacks from magic or silvered weapons. Takes half durable than normal. Each selection adds +1 to their
damage from normal fire. hp total. 3 + 4 HD on a least undead costs 200 gp, for
21-30. Damaged only by magic (200/300/500). instance
Coffer corpse, revenant, spectre, etc. Only damaged 70. Spell immunities (200/300/500). Lich. The un‐
by magical attacks or weapons. Takes no damage from dead creature is immune to a specific category of
normal fire. spells, as per lich.
31-35. Incorporeal (--/125/250). Wraith, spectre, 71. Damage reduction (250/500/1000). Mummy. Un‐
ghost, poltergeist. Does not have a physical form. Can dead takes ½ damage from all sources.
pass through walls and fly at normal movement speed. 72-74. Undead mastery (--/--/250). Demonic knight.
Blocked by a thin layer of lead or more than 10’ of The undead is able to control lesser and least undead.
stone. More difficult to create ritually than corporeal Each selection of this quality allows them to control a
undead, since there is no body to bind the soul to. Im‐ total number of HD equal to their own HD. Unintelli‐
gent undead are automatically controlled while intelli‐
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Populated Hexes Monthly – The First Year
gent undead or those already controlled by another not listed here). Weaknesses take multiple forms, but
– are allowed a save versus spells to resist. can be broadly separated into the following groups: el‐
75. Immune to destruction (100/200/300). The un‐ ement, object, behavior. Each weakness should be as
dead can be Turned, as normal, but cannot be De‐ specific as possible and either debilitating or destruc‐
stroyed. Treat results of Destroyed as Turned. tive. A debilitating weakness might be garlic or a con‐
76-80. Fear aura (150/300/500). Lich, mummy. See‐ tinual light spell to a vampire; it hinders but does not
ing the undead causes fear in mortals unless they suc‐ harm. A destructive weakness might be sunlight or
ceed on a saving throw. Typically ends when the un‐ running water to a vampire; it will destroy the undead
dead attacks or disappears from view. even if it doesn’t inflict quantifiable damage.
81-87. Level Drain (--/500/750). Wight, wraith, spec‐ Other weaknesses could include a ghost or other
tre. The touch of the undead drains one level per selec‐ incorporeal undead being bound to the area
tion of this quality, or, potentially, causes some other where they were slain or their corpse is buried
Issue Two
loss (such as ability score). (perhaps hidden), a fatal weakness that could be
88. Possession (--/--/500). Ghost. The undead can en‐ exploited if the adventurers found out, etc.
ter the body of a living creature and possess it on a
failed saving throw, requiring magic to expel it. Undead creatures bound to an area (1-3) Turn as
89-92. Regeneration (--/200/300). Vampire, having one more HD than they do, (4-5) Turn
revenant, spawn of the worm. The undead regenerates has having 1d4+1 more HD than they do, or (6)
damage and cannot be killed except by specific means cannot be Turned.
(damage type, exposure to sun, etc.). Each hp regener‐
ated per round adds to the base cost. Debilitating weaknesses subtract 50/75/100 gp
93-95. Save-or-die effect (--/--/500). Banshee. The from the base cost while destructive weaknesses sub‐
undead possesses an attack that causes a target to tract 100/200/500 gp from the base cost.
make a save to avoid instant death.
96-97. Magic resistance (250/500/750). The undead If randomly creating undead monsters, least undead
has a base chance to resist any spell cast on it. Each have 1d2–1 weaknesses, lesser undead 1d3–1, and
selection adds 10% to the base chance to resist. greater undead 1d4–1.
98-99. Spellcaster (--/500/750). Revenant, lich. If the
undead creature could cast spells in life they retain the Randomly Creating Undead
ability to do so in death.
100. Referee’s Choice. Referee adds their own qual‐ The above information, along with Table 3, can be
ity here. used by Referees to randomly create undead creatures.
Roll 1d20 to determine how many HD the undead
Weaknesses creature has, keeping in mind that least undead have a
maximum of 3 HD, lesser undead a maximum of 6,
Weaknesses reduce an undead’s base cost, and are in
addition to any of the weaknesses listed above (for ex‐ and greater undead no restrictions. If you already
ample, all undead are vulnerable to holy water, so it is know which category of undead you want to create
25
Populated Hexes Monthly – The First Year
you can roll the HD with Disadvantage for least un‐ 4) the primary caster or (5-6) another individual
dead and Advantage for greater undead. within 30’. The target’s body collapses, alive but
unresponsive. Certain magics may be able to free the
Mishaps soul.
If the ritualized creation roll results in a mishap (stan‐ 96-100. Attempt fails. The creator is slain, with no
dard chance of 96-100), roll on (1-4) the Obvious saving throw.
Mishap Table or (5-6) Subtle Mishap Table to deter‐
Subtle Backfire Results
mine the effect. When creating least undead roll
with Disadvantage (roll twice, take lower re‐ 1-15. Undead is vulnerable to non-magical attacks. If
sult), roll normally when creating lesser undead, it can already be damaged by non-magical attacks it
Issue Two
and roll with Advantage (roll twice, take highest suffers maximum damage on a successful hit; other‐
result) when creating greater undead. wise it can simply be damaged by non-magical at‐
tacks.
Obvious Mishap Results
16-30. The notes created during the process are
1-15. Attempt fails, destroying 1d6×1000 gp
flawed. Using them – or the undead creature itself – as
worth of laboratory equipment.
a blueprint for future attempts doubles both the range
16-30. Attempt fails dangerously. The primary of automatic failure and backfires.
creator suffers 3d6 points of damage, but may
31-45. Undead has only 1d6 hp per HD.
save versus breath for half.
46-55. Undead is vulnerable to an energy type, auto‐
31-45. Attempt fails, destroying 1d12×1000 gp worth
matically failing saving throws against that type. If the
of laboratory equipment.
undead is supposed to be resistant to the energy type
46-55. Attempt fails. The primary creator suffers 6d6 (such as a banshee being immune to cold and electric‐
points of damage and all within 20’ suffer 3d6. All ity) assume that it is affected normally (i.e. gets a sav‐
may save versus breath for half damage. ing throw).
56-65. Attempt fails. The resulting magical surge 56-65. Creature misinterprets commands in a minor
drains 1 level from the primary creator (no save). fashion, without causing direct injury to the controller
or other living creatures.
66-75. Attempt fails. The soul energy, instead of being
bound into the undead, is free and will immediately 66-75. The creature has 1d4 hp per HD.
attack the primary creator and any allies nearby for
76-85. The creature is vulnerable to a type of magic
1d6 rounds before returning to the Shadowlands. Treat
(arcane or divine), automatically failing saving throws
the soul as a shadow with maximum hp.
against the specific type of magic.
76-85. Attempt fails in an explosion causing 9d6
86-90. The undead misinterprets commands in ways
points of damage to all within a 60’ radius, potentially
that can be comical and/or disastrous, but not directly
including structural damage and all the hijinks ensu‐
harmful to the controller.
ing from that.
91-95. Creature vulnerable to everything. Takes max‐
86-90. Attempt fails. The resulting backlash drains
imum damage from all sources of damage.
1d4 levels from the primary creator (no save) and 1
level from all living creatures within 20’. 96-100. The undead monster is filled with murderous
intent and will attempt to kill its controller. The spirit
91-95. Attempt fails. Instead of the undead being
controlling it will (1-3) attack immediately upon ani‐
animated by a soul from the Shadowlands, the soul of
mating or (4-6) bide its time, waiting for the most op‐
a nearby individual is sucked into the vessel; the
portune moment.
victim loses any class abilities, and all but a few
shreds of intelligence and personality. The target is (1-
26
Populated Hexes Monthly – The First Year
Why would casters want to devote the time and gold ►Paralysis (+300 gp per HD)
to creating undead via ritual means when it is possible ►1,600 gp to create (960 gp labor, 640 gp
to create them with a spell (such as animate dead) or material)
other means (such as a Chaotic cleric)?
►Takes minimum of four days to create.
►An unlimited number of undead can be created Spectre (Greater Undead, 6 HD)
and controlled via rituals, as opposed to spells.
►Incorporeal, only harmed by magic (500
►Creator automatically controls the created gp), energy drain (2 levels, 1,500 gp),
undead. contagion (700 gp). 2,700 + 1,000 = 3,700
Issue Two
►Undead created by this means cannot be gp.
destroyed via dispel magic. ►Costs 22,200 gp to create (13,320 gp
►Allows the creation of undead that cannot be labor, 8,880 gp material).
created by spells. ►Takes minimum of 44 days to create.
Creating undead this way also earns the primary cre‐ Lich (Greater Undead, 11 HD)
ator XP. Divide the gold cost of the undead by the
level of the primary creator. That is the amount of XP ►Fear aura (500 gp), only damaged by
they gain for successfully creating a single undead magic (500 gp), immune to electricity and
creature of that type. cold (1,000 gp), immune to polymorph, insanity,
death magic (1,500 gp), spellcaster (750 gp),
Example. A 14th-level archmage is bored and decides paralyzing touch (500 gp).
to create a skeleton. That costs 250 gp, and so earns
the creator 18 XP. Later on they decide they want ►Costs 74,250 gp to create (44,550 gp labor,
more of a challenge, and create a spectre. Costing 29,700 gp material)
22,200 gp, the magic-user earns 1,586 XP. ►Takes minimum of 148.5 days to create.
If assistants helped with the creation of the undead,
add the number of assistants to the creator’s level, re‐
gardless of how much time they actually spent on it.
That represents the number of shares of XP. The pri‐
mary creator gets a number of shares of XP equal to
their level, while each assistant gets 1 share.
Sample Undead
Skeleton (Least Undead, 1 HD)
►250 gp to create (150 gp labor, 100 gp
materials).
►Takes minimum of one day to create.
Zombie (Least Undead, 2 HD)
►Has 1 debilitating weakness (attack last each
round, 50 gp to base).
►400 gp to create (240 gp labor, 160 gp
materials).
►Takes minimum of one day to create.
27
Populated Hexes Monthly – The First Year
This is the second part of Hex 55.68, expanding Beneath the Halls of
the Halls of Mummification found in subhex Mummification
05.04. The first part is called PHM Hex 55.68 –
Entrance to the Valley of Kings (part 1). The The dungeon complex located underneath the piers
present book only explores the dungeons found has been carved from the sandstone bedrock of the
in subhex 05.04, and not any of the surrounding coastline. The proportions are slightly larger than
terrain. what humans may be used to: corridor ceilings aver‐
age 15’ in height, while those in chambers average
During the reign of the mecistop, the Crocodile around 20’ in height. The effect is slightly disconcert‐
Kings interred their dead in this canyon; the water lev‐ ing, the hallways slightly wider than what is needed
els were higher in those days (reaching subhex 05.04), for two humans to walk abreast, but not quite wide
and a ceremonial complex was built incorporating a enough for a third. Door locks, handles, secret door
dock that ships carrying the dead would pull up to. triggers, and so forth are all located a little bit higher
Since those times the water has receded, exposing the than is comfortable, and the stairs are spaced slightly
rocky shoals that border the coastline in these parts, too far apart, with risers a little taller than normal.
and leaving the complex and what remains of the The entire complex is dry and dust-filled, unless other‐
docks exposed to the elements. wise stated, and smells faintly of cinnamon and other,
Should the adventurers be foolish enough to camp in more exotic herbs: crushed flowers, perhaps, and salt‐
the Valley of Kings at night (the area within the red peter.
hashed lines on the map), encounter checks are made There is no light in the complex, save in front of open
once every four hours, with the chance of encounters exits where outside light illuminates a short distance
being 1-4 in 6. The number appearing in an encounter within. The necromancer Mal Moim, while he can see
at night should be rolled with Advantage (roll twice, in the dark as a result of his connection to undeath,
take higher result). needs light to read by, so if he is encountered while in
Areas 2, 23, or 24 he will have a light source. Other‐
wise, if encountered as a wandering monster, or if
28
Populated Hexes Monthly – The First Year
aware there are intruders in the complex, he will not If they are activated by the presence of interlopers
have a light. their orders are to attack and drive off (but not pursue
outside the complex) the intruders. The living statues
While originally built by the Crocodile Kings for the can remain active for one hour per day before they
purpose of mummifying their dead, this complex has need to return to their stations. Living statues reduced
been used by multiple cultures over the Cycles. Imme‐ to 0 hp (whether while activated or not) are perma‐
diately after the fall of the mecistop the Ancient Ones nently destroyed.
moved in, taking over use of the halls not to prepare
their dead for burial but to harness the magical energy
contained within. The Ancient Ones made some mod‐
Using the Complex
ifications to the interior, which will be noted in the Assuming the adventurers are able to clear the com‐
text. plex and decipher its functions, there is always the
After the Ancient Ones departed, a number of humans question of what they will do with it. Creating undead
(and others) used the halls with varying degrees of is an inherently Chaotic act, and Referees should re‐
success. Generally, those humans that have attempted mind their players of this.
to use the complex have had less luck than their more The Machine can also be adapted for other uses. Do‐
advanced predecessors. ing so is similar to building a ley engine (see Hex
The entire complex is an arcane Machine devoted to 13.22), but since the framework of the Machine al‐
the creation of undead. It is currently inhabited by a ready exists all material costs are reduced by
number of skeletons, ghouls, and their master, the half. However, the technology used to build the
necromancer Mal Moim, who is in the process of har‐ Machine is esoteric and difficult to understand,
Issue Three
nessing the Machine. the product of two races both far beyond human‐
ity in their understandings of magic; therefore,
Much information about the Crocodile Kings and the the chance of automatic failure is increased to
operation of the Machine can be gleaned from the 81-100 and the chance of catastrophic failure in‐
writings scattered throughout the complex. These creased to 91-100.
writings are in the Primal tongue, an archaic language
that predates humanity. If using the skill system pre‐ Entrances
sented in Hex 17.23, understanding Primal requires a
skill slot (it cannot be learned normally by using an A. Main entrance to the lower levels, and easiest
Intelligence slot). Even then, trying to interpret it im‐ to find. Moim has stationed ten skeletons here, buried
poses a penalty of –3 to all rolls. Primal resists all amongst the rubble. They animate in 1 round and at‐
efforts at being magically read. tack any living intruders. Leads to Area 1.
The complex is currently controlled by the necro‐ B. Stairs are inside a mostly intact structure and not
mancer Mal Moim and his army of undead; mostly visible from the outside. There’s a 1-3 in 6 chance
skeletons, but with a small number of ghouls he has there will be 1d4 ghouls lurking within the shade of
managed to create. He looks upon the invasion of the building. Leads to Area 2.
“his” complex by explorers as a potential source of
living creatures upon whom he can experiment. C. Entrance is currently inaccessible, buried in rubble
of a collapsed building. Leads to Area 4.
There are three locations in the complex that hold liv‐
ing statues of differing types, currently (when the ad‐ D. On a successful listen check, a rhythmic grinding
venturers enter) in a torpor-like sleep. If Lever 5 is put sound can be heard emanating from underground at
in the “up” position they are activated, but they do not this entrance. Leads to Area 13.
rouse themselves until one of the following conditions E. A hidden entrance disguised as a rock cleft. Leads
is met: a non-mecistop (i.e. everyone in the complex) to Area 22.
comes with 20’, or they are commanded by someone
wearing the circlet of command found in Area 9.
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Populated Hexes Monthly – The First Year
Issue Three
30
Populated Hexes Monthly – The First Year
Within the Halls chambers to provide a little more spacing between en‐
counteres.
While the adventurers are within the halls the Referee
should roll for wandering monsters at the end of every The Complex of the Dead
odd turn (1st, 3rd, 5th, etc.). On a result of 1 in 6 an
encounter occurs (roll on Table 1, below). If combat 1. Grand Entrance.
occurred in one of the previous two rounds, or if the
adventurers make excessive noise (trying to force
►Stairs leading down into chamber.
open a door, for instance) the chance of an encounter ►Large, rectangular chamber with four visible
is increased by 1, to 1-2 in 6. exits.
Residents of the Complex ►Strange statuary flanking entrance and far end
of room.
The following residents live in the complex:
A pair of obelisks bracket the main entrance just inside
►Mal Moim, necromancer, in Area (1-2) 23, the chamber, in front of which are crouching statues
(3-4) 24, (5) 2, or (6) wandering. depicting strange, reptilian-looking beasts. Just past
either statue is an opening leading to another room.
►24 skeletons (Areas 3, 22, with Moim, and
wandering). At the far end of the chamber is an odd plinth, topped
►14 ghouls (Areas 6, 17, 18, and wandering). by a “u”-shaped cradle. On either side of the
plinth are arched openings with stairs that lead
►Quaglah, undead giant spider, in Area (1-4) 12, deeper into the complex.
or (5-6) wandering.
Issue Three
Obelisks. Covered in strange, vaguely disturb‐
►Necrophidius (Area 14).
ing curvilinear text. Cannot be read via read lan‐
guages and must instead be translated by some‐
For entries that have a die roll to determine their loca‐ one who can read Primal, the language of the
tions, roll 1d6 each time the adventurers enter the Crocodile Kings. The writings describe the con‐
complex to determine where the encounter would oc‐ struction of the complex over a period of many
cur. years and its dedication to “Ul’nar” and
“Fthatog”.
Example. Mal Moim will be in Area 23 on a roll of 1-2,
Area 24 on a roll of 3-4, Area 2 on a roll of 5, and wan‐ Animal Statues. The two statues depict a type of
dering on a roll of 6. creature called lodemi. The Crocodile Kings treated
lodemi much as humans treat domesticated dogs, and
If the result for Moim or Quaglah is “wandering” they believed that lodemi would escort the spirits of the
will not be in their respective rooms, and will only be dead mecistop to the spirit world.
met as random encounters.
Plinth. If the plinth is activated by Lever 7 (see Area
Skeletons and ghouls encountered and destroyed as 2) a green flame springs into being in the cradle at the
part of a wandering encounter are subtracted from the top of the plinth. The flame bathes the entirety of Area
overall total. 1 in soft verdant light, and acts as a beacon to all un‐
dead within a 3-mile radius (effectively all of Hex
Map Scale 55.68). Unintelligent undead cannot resist the siren
Strict scale guidelines are not provided for the follow‐ song of the emerald beacon, while intelligent undead
ing maps, but some general guidelines can be used. are allowed a saving throw versus spells to resist.
The aboveground complex covers roughly an area of
about a half mile by a half mile, while belowground, Those undead called by the beacon travel as swiftly as
each “square on the map is roughly 5’. The Referee they can to the chamber. Over a period of 24 hours the
may, if desired, stretch out the distance between following undead creatures travel from throughout the
hex, drawn by the beacon. If the adventurers have al‐
31
Populated Hexes Monthly – The First Year
ready cleared the hex, roll twice for each, taking the the text, but no location is provided) is worn the stat‐
lower result. Assume they arrive at roughly even inter‐ ues can be commanded.
vals over the 24-hour period. 6. The sixth lever supplies power to the embalming
slab in Area 24 (up).
►1d100+50 skeletons 7. The seventh lever supplies power to the plinth in
Area 1 (up).
►1d100 zombies 8. The locations of 1d6 mecistop tombs deeper within
►3d20 ghouls the Valley of Kings. Names of those interred there are
provided, as well as their station in life, but no other
►1d12 wights details. It is up to the Referee to populate these tombs
►1d6–1 wraiths as desired (at least until future TK Games releases).
9. A random magic-user spell. The Referee is encour‐
►1d3–1 spectres aged to draw from another, non-Core source, as the
magic of the Crocodile Kings was vastly different
from that of humanity. It is also suggested that the
2. Control Chamber. spell be slightly overpowered, and perhaps carry a risk
to human casters.
►Obelisk located at one end of chamber. 10. Description of a small complex located on the is‐
►Six statues three to a side look over a stone land of Adasteste, to the southwest of the Halls.
slab in the center of the room.
►Two hallways lead into the room: one to Statues. The six statues are carved in the likeness of
Area 1 and the second to Entrance B. high-ranking priests of the Crocodile Kings. If the
Issue Three
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Populated Hexes Monthly – The First Year
Issue Three
33
Populated Hexes Monthly – The First Year
3. 4. Zombie Press.
►Columns support east wall.
►Stairs beyond columns lead
up (to Entrance C).
►10’ x 10’ pit in center of
room.
The pit in the center of the cham‐
ber is 30’ deep. It’s hard to tell
from the surface, but it looks as
though there are bundles of rags
and bones at the bottom.
A stone slab recessed into the ceil‐
ing is designed to press down into
the pit, juicing the zombies (or an
unfortunate adventurer) into a
necrotic slurry which is used to fill
the pool in Area 7.
The bundles of rags and bones
jumbled at the bottom are, of
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34
Populated Hexes Monthly – The First Year
room. Note that the magical darkness blocks the glow will obey the commands of the person they have im‐
created by spells such as detect magic. printed upon. If no one is present the ghouls are feral
and uncontrolled.
6. Empty Room.
The liquid is thick and oily. Adventurers foolish
►Small, square room. enough to try to drink the liquid must make a save
►Appears empty, with an opening in the western versus poison or die in 1d6 turns. Those that save do
wall. not die, but become violently ill for 1d12 turns, and
must roll 1d20 and compare it to the following table,
►Hidden pit trap in center of room, containing a adding the number of turns they were ill to the roll.
very hungry, very angry ghoul.
Even entering the pool, or touching the liquid for more
This room appears empty. There is a pit trap in the than 1 round, carries the risk of contagion. In these
middle of the room, which the adventurers will trigger cases, roll 1d20, adding no modifiers.
on a roll of 1-3 in 6 unless they skirt around the
perimeter of the room. The floor drops away, swinging 1-10. No long term effects.
down on spring-loaded hinges, dropping the unfortu‐
nate adventurers down a 20’ shaft. They take 2d6 11-15. Victim becomes a beacon to the undead, at‐
tracting their attention. They cannot surprise undead
damage from the fall, and the floor swings back into creatures, and when in combat with them are chosen
its horizontal position at the beginning of the follow‐ as the first target. This effect lasts for 1d8 days.
ing round, locking into place.
Once triggered, the trapdoor will not re-trigger for 16-20. Victim becomes vulnerable to turning.
Treat them as an undead with equal HD. It is
1d20 hours. It can be forced (as a normal door).
Issue Three
possible that the victim may be caught in the
A ghoul fell into the pit trap decades ago and has been turning attempt of a party member. The victim,
unable to escape. It lies in wait, growing hungrier by if a cleric, can also not attempt to turn undead
the day. while affected by this curse.
Ghoul (1). AC 6 [13], HD 2* (9 hp), Att 2 x claw 21-25. After eating at least a pound of raw flesh
(1d3 + paralysis), 1 x bite (1d3 + paralysis), the victim gains the ability to regenerate 1 hp per
THAC0 18 [+1], MV 90’ (30’), SV D12 W13 P14 turn. This lasts for 1d6 turns after each “meal”,
and the curse lasts for 1d8 days. The victim also
►Standard undead characteristics: make no noise loses 1d4 CHA during this period.
until they attack, immune to effects that affect
living creatures (e.g. poison, disease, etc.), 26-29. Victim can see in the dark, gaining infravision
immune to mind-affecting or mind-reading spells. to 60’ for 1d8 days. Their eyes grow large and pro‐
►Those struck by a ghoul must make a save trude from their head, and the victim becomes vulner‐
versus paralysis with each hit or be paralyzed for able to bright light, suffering a 1 to all rolls when ex‐
2d4 turns. Elves and creatures larger than ogres posed to light brighter than candle-flame.
are unaffected.
30-31. Victim turns into a ghoul for 1d8 days, revert‐
7. Pool of Ravenous Hunger. ing to their normal form at the end of this time. They
fall under the Referee’s control during this period,
►Rectangular room dominated by a pool of inky gorging themselves on living flesh and gibbering at
black liquid. the moon, retaining only the dimmest, most shameful
►A corridor leads to the north, and the room (but also titillating) of memories, as well as a taste for
opens south onto another, wider corridor. raw flesh. Lose 1d3 CHA permanently.
Fueled by the necrotic slurry generated by the zombie 32. Victim turns into a ghoul permanently.
press in Area 4, freshly slain creatures that are sub‐
merged within the pool rise as ghouls after 24 hours. Every 20 HD worth of zombies pressed in Area 4 al‐
They “imprint” themselves on the first person they see low the creation of one ghoul. When first encountered,
within the chamber upon emerging from the pool, and
35
Populated Hexes Monthly – The First Year
the pool has a total of 73 HD worth of necrotic energy ►A long corridor leads from the Pool of
added to it. Ravenous Hunger (Area 7) to the Pool of Eternal
Stench (Area 15).
8. Empty Chamber.
There’s a 1-2 in 6 chance that 1d4 ghouls will be here,
►Empty chamber. “improving” the carvings with crude alterations in
►Floor thick with layer of dust, with a path worn smeared charcoal.
through it in a straight line, running from Area 11
to the east wall, where it turns north. Ghoul (1). AC 6 [13], HD 2* (9 hp), Att 2 x claw
►Secret door in north wall. (1d3 + paralysis), 1 x bite (1d3 + paralysis),
THAC0 18 [+1], MV 90’ (30’), SV D12 W13 P14
9. Secret Cache. B15 S16 (F2), ML 9, AL Chaotic, XP 25, NA 1d6
►Small chamber, filled with boxes and barrels, ►Standard undead characteristics: make no noise
covered in thick layer of dust.
until they attack, immune to effects that affect
A hidden chamber that has been unused for Cycles, living creatures (e.g. poison, disease, etc.),
this chamber was used for storage of necromantic sup‐ immune to mind-affecting or mind-reading spells.
plies. It contains: ►Those struck by a ghoul must make a save
►36 canopic jars, empty, each worth 10 gp and versus paralysis with each hit or be paralyzed for
weighing 100 cn. The jars are fragile and have a 2d4 turns. Elves and creatures larger than ogres
1-4 in 6 chance of being destroyed if subjected are unaffected.
to abuse. If the circlet of control is worn, the wearer may com‐
Issue Three
36
Populated Hexes Monthly – The First Year
Issue Three
12. Quaglah’s Chamber. Mal Moim and Quaglah maintain an uneasy
truce; the necromancer’s undead minions are not
►Stairs from Area 11 lead down into a circular capable of reaching her lair, and Quaglah has lived
chamber, 15’ in diameter. within the complex long enough to have seen a dozen
►Ceiling is domed, rising some 45’ above the would-be necromantic lords meet an untimely, and of‐
floor, although the top 10’ is choked with webbing ten messy, demise.
(difficult to see in torch or lantern-light).
Quaglah, undead spider (unique). AC 3 [16], HD
►The webbing is shrouded in shadows, and can 5** (26 hp), Att 1 x bite (2d6 + paralysis), THAC0
only be seen with the same chance as detecting
15 [+4], MV 120’ (40’), SV D10 W11 P12 B13 S14
secret doors or if a light spell is active.
(F5), ML 10, AL Chaotic, XP 425, NA unique, TT
►Intelligent, undead spider lurking in web. see below
This chamber was used by the mecistop for some in‐
scrutable purpose. It is now the lair of Quaglah, an in‐ ►Quaglah can only be damaged by magical
telligent, undead spider. Quaglah was once a normal weapons.
spider, dwelling in the complex three Cycles previous,
when she was caught in the backlash of a necromantic
►Living creatures bitten must make a save
versus paralysis or be paralyzed for 1d6 hours.
ritual gone wrong, gaining intelligence, size, and, ulti‐ Those paralyzed appear to be dead to a casual
mately, undeath. inspection.
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Populated Hexes Monthly – The First Year
►She speaks the Common tongue with a thick, 14. Hall of the High Priests.
spidery accent.
►30’ long, 20’ wide hallway.
Quaglah wears a ring of fire protection on one spindly
leg. Additionally, should the adventurers be able to ►Each wall is lined with three carved relief
reach her lair, they would find the following treasure images depicting a mecistop in profile.
among the desiccated remains of her victims: A 10’ long snake skeleton, topped with a fanged hu‐
man skull, sits coiled in the center of the hallway. This
►745 gp. is a necrophidius, which attacks as soon as anyone en‐
►Five gems, worth 50, 50, 100, 100, and 250 gp. ters the chamber.
►A ruby-studded earring, worth 110 gp. Necrophidius (1). AC 1 [18], HD 2** (11 hp), Att
►A treasure map to a location of the Referee’s 1 x bite (1d8 + paralysis), THAC0 18 [+1], MV
choosing (perhaps a tomb further in the valley). 90’ (30’), SV D12 W13 P14 B15 S16 (F2), ML 12,
AL Chaotic, XP 30, NA 1 (0), TT None
13. Generator.
►Makes no noise until it attacks, immune to
►Four skeletons in plate armor, walking in a effects that affect living creatures (poison, disease,
circle, rotate a cylindrical stone shaft by pushing etc.), as well as mind-affecting or mind-reading
against wooden spokes. spells.
A column of stone, covered in arcane carvings, ►If it surprises an opponent it begins to sway
dominates this chamber. Four wooden spokes hypnotically. Those catching a glimpse of it must
are equally spaced at waist height around the make a save vs spells or be hypnotized for 1d4
Issue Three
column; each spoke is being pushed by a skele‐ rounds, unable to move or act. The necrophidius
ton clad in archaic plate armor, trudging in a than attacks the hypnotized victim.
clockwise direction. ►Victims hit by the necrophidius’s bite must
The rotation of the stone column generates the save versus paralysis or be paralyzed for 1d4
dark shadow energy needed to power the com‐ turns.
plex. If it ceases for more than one turn the com‐ If the circlet of control is worn, the wearer may com‐
plex shuts down, the switch panel at Area 2 go‐ mand the carvings to step forth from the walls that
ing dark and the various arcane functions of the contain them and function as crystal living statues for
complex stopping until it can be restarted (see no more than one hour per day.
Areas 1 and 2).
Living statues (6). AC 4 [15], HD 3 (13 hp), Att 2
The skeletons are under strict orders from Mal Moim x blow (1d6), THAC0 17 [+2], MV 90’ (30’), SV
to not cease their toil, even if attacked. To protect D12 W13 P14 B15 S16 (F3), ML 11, AL Lawful,
them, he has stationed a necrophidius in Area 14 with
orders to attack anyone attacking or bothering the ►Attack with fists.
skeletons.
►Immune to sleep spells and effects that affect
living creatures (poison, disease, etc.).
Skeletons (4). AC 3 [16], HD 1 (4 hp), Att will not
attack, THAC0 19 [0], MV 60’ (20’), SV D12 W13 15. Pool of Eternal Stench.
P14 B15 S16 (F1), ML 12, AL Chaotic, XP 10, NA
3d4 (3d10), TT None
►Sunken 10’ x 20’ pool of black, viscous liquid.
►Elaborate carving on north wall of seated
►Make no noise until they attack, immune to crocodile king, with rising sun over its head.
effects that affect living creatures (poison, disease, If Lever 3 in Area 2 is placed in the “down” position
etc.), as well as mind-affecting or mind-reading the liquid from the zombie press is diverted to this
spells.
pool, which functions much as the pool in Area 7 ex‐
cept that it is used to create ghasts, rather than ghouls.
38
Populated Hexes Monthly – The First Year
Issue Three
►A silver bracelet set with turquoise, worth
30-31. Victim turns into a ghast for 1d8 days, revert‐ 98 gp
ing to their normal form at the end of this time. They
fall under the Referee’s control during this period, 18. Ghoul Den.
gorging themselves on living flesh and gibbering at
the moon, retaining only the dimmest, most shameful ►Square room.
(but also titillating) of memories, as well as a taste for ►Furnished in a mockery of human style,
raw flesh. Lose 1d3 CHA permanently. with beds, chairs, tables, and so forth
constructed out of stone blocks, scraps of
32. Victim turns into a ghast permanently. wood, rusted metal.
►Home to the ghouls that serve Mal Moim.
16. Grand Hallway.
After too many nights of waking up to observe his
►Entrance to the hallway bracketed by pair of ghoulish servants observing him a little too intently,
structural statues, carved in the likeness of Moim “gifted” his entourage this chamber to furnish
mecistop priests. for their own. They have done so, using what debris
they can salvage and fashion into rude furniture,
►Narrows down into hallway lined with abstract echoes of their previous lives.
columns.
►Floor relatively dust-free, signs of steady There will be 1d8–1 ghouls in the chamber when en‐
traffic. countered.
This hallway is a main thoroughfare for the inhabi‐ Ghoul. AC 6 [13], HD 2* (9 hp), Att 2 x claw (1d3
tants of the complex. Each time the adventurers pass + paralysis), 1 x bite (1d3 + paralysis), THAC0 18
through there’s a 1 in 6 chance they encounter a wan‐ [+1], MV 90’ (30’), SV D12 W13 P14 B15 S16
dering monster (roll on table at end of section). (F2), ML 9, AL Chaotic, XP 25, NA 1d6 (2d8), TT
39
Populated Hexes Monthly – The First Year
living creatures (e.g. poison, disease, etc.), ►Corridor to the south is sealed with a door,
immune to mind-affecting or mind-reading spells. doorway to the north is open.
►Those struck by a ghoul must make a save ►Typically 1d10–1 skeletons in this chamber,
versus paralysis with each hit or be paralyzed for standing at attention and awaiting orders.
2d4 turns. Elves and creatures larger than ogres
are unaffected. Skeletons (4). AC 7 [12], HD 1 (4 hp), Att 1 x
19. Crossroads. weapon (1d6), THAC0 19 [0], MV 60’ (20’), SV
D12 W13 P14 B15 S16 (F1), ML 12, AL Chaotic,
►Short hallway with two exits. XP 10, NA 3d4 (3d10), TT None
►Floor is free of dust.
►Make no noise until they attack, immune to
There are also two secret doors in this hallway, only effects that affect living creatures (poison, disease,
one of which is known to the current inhabitants of the etc.), as well as mind-affecting or mind-reading
complex. spells.
Every time the adventurers pass through here there’s a 23. The Chambers of Mal Moim.
1 in 6 chance a wandering monster is encountered ►Large, rectangular chamber, looks like an
(roll on table at end of section). audience hall.
20. Hand-Dug Chamber. ►Raised dais on the north wall, flanked by
statues.
►Secret door opens into a small tunnel,
barely three feet in diameter and about 15’ long. ►Furnished plainly, with a bed on the raised dais.
Issue Three
►Opens up into a natural chamber, dug from The necromancer Mal Moim dwells in this chamber.
the earth. The door in the east wall is kept closed but unlocked.
This chamber was dug several Cycles previous If Moim becomes aware that there are intruders in the
by the former inhabitants of the complex, in‐ complex he will lock it (he carries the only key).
tended to be a bolthole in case of invasion. It has If Moim is encountered in this chamber there is a 1-3
been forgotten these many years. Leaning up in 6 chance he is asleep; otherwise he will be silently
against the far wall is a spade of mighty digging. brooding. If awake, there will be two guttering oil
21. Well. lamps lit to provide illumination. Three barrels of
lamp oil – two totally filled, one half full – are pushed
►Small, square chamber. against one wall.
►Moist air hits the adventurers when door is A locked metal chest is under his bed. The chest is
opened. trapped with a poison dart (attacks as 4th-level fighter,
►This secret chamber can be discovered by save vs poison or die in 1d4+1 rounds) and contains
normal adventurers on a roll of 1-3 in 6, and by the following:
thieves, elves, or other sharp-eyed adventurers on
a 1-4 in 6. ►Moim’s spellbook (see Appendix).
This chamber contains a well, dug deep into the ►Several changes of clothes.
ground, that provides fresh water to the residents of ►200 pp.
the complex. Moim is the only living creature who
needs to drink, and the only one who may be found ►845 gp.
here. Moim is always accompanied by four skeletal body‐
guards clad in plate armor.
22. Skeletal Storage.
►Rectangular chamber.
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Populated Hexes Monthly – The First Year
Issue Three
ionably in black breeches and jacket, but the elegant
ensemble is spoiled by accumulated grime and grave Aboveground
dust.
1. Skeletons (1d20)
He carries the following items: 2. Zombies (1d10)
3. Ghoul (1d8)
►Ring of protection +2 (worn, and accounted for 4. Wight (1d4)
in stat block). 5. Mal Moim, 1d6+3 skeletons, 1d6 ghouls
►Two potions of control undead, one potion of 6. Quaglah
healing.
►Rod of animation (see Appendix), 6 charges. Belowground
►Two keys, one to his treasure chest (Area 23) 1. Quaglah
and one that opens all of the doors within the 2. Ghouls (1d4)
complex. 3. Skeletons (1d6)
4. Skeletons (2d6)
His restricted school of magic is illusion, and he typi‐ 5. Mal Moim, 4 skeletons, 1d4 ghouls
cally has the following spells memorized: 6. Mal Moim + 4 skeletons
1st. Chill touch* x 2, detect magic
2nd. Web, spectral hand*
3rd. Lightning bolt, vampiric pulse*
4th. Dimension door
If using the rules from Into the Wild for expanding
character options, Moim has the following Knacks:
►Toughness
►Cantrip
41
Populated Hexes Monthly – The First Year
Duration: 2 rounds/level
Appendix Range: 30’ + 5'/level
42
Populated Hexes Monthly – The First Year
This spell is only effective when used on sentient crea‐ necessarily clearly, and they are limited by what they
tures slain no more than one minute prior. The crea‐ knew in life.
ture’s spirit is temporarily bound before it can depart
for the Shadowlands, and is forced to answer a small At 7th level the magic-user may ask one question, at
number of questions. Language is not a barrier, as 10th two, and at 13th three. Each question takes one
caster and target magically understand each other. minute to ask; the spell fades after five minutes or
when the last question is answered, whichever comes
The spirit is allowed a saving throw versus spells, us‐ first.
ing the save value they possessed as a living creature.
If failed, they must answer truthfully, although not When cast by a shadow specialist the target suffers a –
2 penalty to their saving throw.
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Populated Hexes Monthly – The First Year
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Populated Hexes Monthly – The First Year
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Populated Hexes Monthly – The First Year
Hex 49.61 – The Village Mantrap (1). AC 7 [12], HD 8 (26 hp), Att see be‐
low, THAC0 12 [+7], MV Nil, SV D10 W11 P12
of the Grippli B13 S14 (F4), ML 12, AL Neutral, XP 650, NA 0
(1d2), TT B
6.
green hardwood that produce beautiful, wild-
grain lumber suitable for fine woodworking.
A tribe of grippli semi-arboreal forest- Features
dwelling frog people – live in the northern sec‐
1. 04.04. Grippli village. A small grippli village is
tion of the hex. The grippli that live in this hex found in this subhex. The residents are aware of the
have primarily dark green skin, with swirled mantrap plant in subhex 03.06, and avoid it like the
patches of red that match the reddish coloration plague, as their porous skin makes them especially
of the madrone trees. vulnerable to its enchanting pollen.
2.
Lairs 3.
4.
1. 03.06. Mantrap. A large, carnivorous plant known 5.
as a mantrap is found in this subhex. It is a sprawling, 6.
almost lily-like plant, with four rosettes of leaves ar‐
ranged around a central flowering stalk.
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Populated Hexes Monthly – The First Year
Issue Four
47
Populated Hexes Monthly – The First Year
The average resident of the village is a 1-HD damage). All will also have slings and 10 small
grippli using the following stat block. sling stones and are wearing leather armor.
►Sergeants will have personal treasure worth
Grippli (normal). AC 8 [11], HD 1 (4 hp), 1d12 sp. This is usually non-coin treasure:
Att 1 x weapon (1d4), THAC0 19 [0], MV interesting rocks, carved wood or ivory figures,
90’ (30’), SV D12 W13 P14 B15 S16 (F1), animal fangs, etc.
ML 7, AL Neutral, XP 10, NA 0 (6d6), TT D Encounters with grippli outside of the village will oc‐
cur in squads of 1d6 normal grippli, led by a tougher
►Normal grippli carry (1-3) a club, (4-5) 1 grippli sergeant (as 1st-level grippli, but with 1d8 hp
javelin, or (6) no weapon. Half will also have per HD). Use the Placement Table to determine where
slings and 10 small sling stones. each squad and the named NPCs are. Start at the top
►Normal grippli will have personal treasure and roll for each group. Some results (Patrol, Area 2)
worth 1d10–1 cp. This is usually non-coin can only occur once. If they are rolled more than once
treasure: interesting rocks, carved wood or ivory disregard duplicate rolls and assume the group in
figures, animal fangs, etc. question is in Area 4. A result of “Patrol” indicates the
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Populated Hexes Monthly – The First Year
squad is patrolling the perimeter of the village, mak‐ 4. Other Buildings of Men. A derelict stable and
ing a full circle every hour. smokehouse also remain from the old trapping settle‐
ment. These buildings are little used by the grippli,
The captain of the grippli, Taridir, has 4 HD and is at‐ who dislike how large and drafty they are. They are
tended by four 2-HD grippli lieutenants. If using the kept empty for the very rare human or humanoid that
Optional Rules from the Appendix assume that each visits the village.
grippli with a name or a rank has the Toughness Knack
unless otherwise stated. 5. Dwellings. The grippli live in daub and wattle huts
in this location. They live largely communal lives, and
1. Squad 1. 4 grippli, plus 1 sergeant. have little notion of private property.
2. Squad 2. 4 grippli, plus 1 sergeant.
3. Squad 3. 3 grippli, plus 1 sergeant.
Taridir, the grippli captain, cohabits with Rianvar, the
4. Squad 4. 2 grippli, plus 1 sergeant.
5. Squad 5. 5 grippli, plus 1 sergeant. village’s tree-speaker, in the largest hut.
6. Squad 6. 6 grippli, plus 1 sergeant. Taridir (captain). AC 5 [14], HD 4 (24 hp), Att 1 x
7. Taridir, (4-HD grippli captain), plus four 2-HD weapon (1d8+1), THAC0 15 [+4], MV 90’ (30’),
lieutenants, and Rianvar (4th-level tree-speaker).
SV D10 W11 P12 B13 S14 (F4), ML 8, AL Neutral,
1. Breeding Pool. The grippli young are hatched from XP 75, NA unique, TT See below
eggs, and go through a tadpole stage before emerging
from the water about a year later. The village has redi‐ ►If using the Optional Rules, Taridir has the
rected the flow of a nearby creek and dammed it to Toughness and Unusual Size Knacks.
create a breeding pond. There will typically be 1d3
grippli adults nearby, keeping an eye on the masses of ►Taridir wields a human-sized long sword +1
eggs, and 2d20 tadpoles in the pool. The tadpoles are with both hands.
AC 8 [11] and have 1 hp each.
Rianvar (tree-speaker). AC 6 [13], HD 4 (18 hp),
2. Lookout Tower. Built on stilts and covered by a Att 1 x weapon (1d4) or spell, THAC0 19 [0], MV
thatched roof, this structure towers 20’ above the 90’ (30’), SV D10 W11 P13 B15 S13 (D4), ML 8,
ground. 1d4 normal grippli are always on watch duty AL Neutral, XP 125, NA unique, TT see below
in this area, and from the elevated position can see the
entire perimeter of the village. There are a half dozen ►If using the Optional Rules, Rianvar has the
shortbows, 80 dart-like arrows, and a trumpet carved Poison Mucus and Puissant Caster Knacks.
from a musk ox’s horn that the watch will blow in the
event of danger. ►He typically prepares entangle, faerie fire,
barkskin, and obscuring mist.
Issue Four
3. Wreckage of the Past. When the grippli first set‐
tled here they found a small, abandoned outpost set up The treasure of the village is kept in the pair’s
by human trappers. The buildings are not in terribly hut, mostly for use when they deal with humans
good shape; they were partially submerged when the or other humanoids, who value coin more than
dam was built to create the breeding pools. A trained the pragmatic grippli do.
crocodile now dwells in the largest building, and will
respond to the commands of Taridir, her lieutenants, or ►5,000 cp
the tree-speaker Rianvar. ►5,000 gp
Toothy (crocodile). AC 5 [14], HD 2 (9 hp), Att 1 ►A platinum necklace worth 2,100 gp
x bite (1d8), THAC0 18 [+1], MV 90’ (30’) / 90’
(30’) swimming, SV D12 W13 P14 B15 S16 (F1),
ML 7, AL Neutral, XP 20, NA 0 (1d8), TT None
49
Populated Hexes Monthly – The First Year
A race of small, intelligent, bipedal frog-folk, grippli They typically speak Swampspeak, a common tongue
live in forests and jungles. They are semi-arboreal, used by many swamp- and jungle-dwelling races.
easily moving from tree to tree above the ground, al‐ Grippli with a high Intelligence score speak bonus
languages as humans can. Those that have DEX and
though their villages are almost always at ground CON scores of 13 or higher each gain a +5% bonus to
level. earned XP; if their DEX is 15 or higher that bonus is
This supplement provides two different playable grip‐ increased to 10%.
pli race-as-class options: the standard grippli and the They also have the following racial characteristics:
druidic grippli tree-speaker. ►Climb walls as a thief of the same level.
►If they fall, grippli automatically suffer only
half damage.
Grippli
Issue Four
50
Populated Hexes Monthly – The First Year
their breath for a number of rounds equal to their scent. Using this Knack is taxing; the grippli takes 1d4
Constitution score. damage during the first round in which it is used. The
At 4th level a grippli may leave their village to found cloud lasts for a number of rounds equal to the grip‐
pli’s level, although it can be dispersed earlier by a
a new community. They will be accompanied by 3d4 strong wind.
grippli of 1st level, 1d4 of 2nd level, and 1d2–1 of 3rd
level. If there is more than one tree-speaker in their Poison Mucus. The skin of the grippli secretes a mild,
current community the one of lowest level will also short-lived toxin. It does not last long enough on ex‐
accompany them. posure to air to work as a weapon coating, nor does it
affect melee weapons that strike the grippli. Enemies
Optional Rules that hit the character with unarmed or natural
weaponry must make a saving throw versus poison.
If using the alternate character customization rules in‐ Those failing take 1 damage and suffer a 2 penalty to
troduced in Hex 17.24, grippli may select one of the attack rolls for a number of rounds equal to the grip‐
following Knacks at the indicated levels. It is sug‐ pli’s level, due to the irritating toxin. Those making
gested, if applying these rules to grippli as monsters, the save do not take damage but do suffer the penalty.
that they be applied only to exceptional NPCs (chief‐ Grippli can choose when to exude the toxin, and can
tains, lieutenants, etc.) for ease of populating lairs. do so as a free action, although it takes a full round to
Grippli begin play with two skills, plus additional secrete. Once activated the poison remains po‐
skills due to high Intelligence, and gain an additional tent for one turn. Grippli with this Knack can use
skill at level 2, 4, 6, and 8. All grippli begin play Pro‐ it once per day at levels 1-3, twice per day at lev‐
els 4-6, and three times per day at level 7+.
Issue Four
ficient in Survival (forest or swamp).
They gain a Knack at 1st level and an additional Self-improvement, primary. The grippli can
Knack at 3rd and 6th levels. The Knacks may be se‐ increase one of the following scores by 2, or two
lected from the following list, at any of these levels, by 1: Strength, Dexterity, Constitution.
unless otherwise stated. Self-improvement, secondary. The grippli can
Alertness. The grippli is only surprised on a roll of 1 increase one of the followings scores by 2, or
in 6 and gains a +1 bonus to initiative rolls. two by 1: Intelligence, Wisdom, Charisma. This
can only be selected at level 6.
Musk Cloud. Old and powerful grippli are occasion‐
ally able to emit a cloud of debilitating musk. This Skilled. The grippli gains an additional three
Knack can only be selected at 6th level. Once per day skill slots.
the grippli can release a cloud of pheromones within a Sniper. The grippli excels at ranged attacks. If catch‐
radius of 20’. All grippli within that radius gain a +1 ing an opponent unawares they add 1d4 damage to
bonus to hit and damage rolls and have their morale missile attacks made against that target during the sur‐
improved by 1. All living, non-grippli creatures within prise round. Grippli with this Knack can also fire into
the cloud must save versus poison or suffer a 1 melee without penalty.
penalty to all hit and damage rolls due to the noxious
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Populated Hexes Monthly – The First Year
Spring. The grippli is capable of making great leaps, 2nd. Thornwhip†, augury**
either 30’ horizontally or 15’ vertically. They may do 3rd. Cure disease*, animal messenger†
so once per day at 1st–4th level and twice per day and 4th. Sticks to snakes*, steal senses†
5th–8th level. This ability allows them to leap over 5th. Insect plague*, wall of thorns†
obstacles (including friends and foes). The leap is es‐ *As the clerical spell of the same name
sentially a charge, and a leaping grippli inflicts an ex‐ **Found in Hex 17.24
tra 1d4 points of damage with an attack made against †See Appendix
a target at the end of a leap. However, a leaping grippli
is also vulnerable to enemies setting versus a charge
against them. Grippli tree-speakers do not typically found villages,
Thievery. The grippli has thief skills as a thief of half but instead attract young grippli to themselves for
their level (rounding up). If using the Alternate thief study and training. Once a tree-speaker reaches 4th
rules from Into the Wild they gain the abilities of a level they attract 1d6 young, 1st-level grippli over a
thief and have 2 points to distribute each level. Note period of three months, with ¼ arriving the first
that Climb Walls falls under their racial ability, so is month, ½ the second month, and the remaining ¼ in
not included in this Knack. the final month. Each student has a 1 in 6 chance of
Toughness. The grippli is especially durable and becoming a tree-speaker after 3d4 months of study.
gains 1d8 hit points per level instead of 1d6. These are Those that do not will leave after this period, and will
applied retroactively to the hit points rolled at prior be replaced in 1d6 months by another 1st-level grippli
levels. Note that a re-roll can never be lower than the seeking instruction.
initial roll.
Tree-speakers can craft fetishes at level 2, scribe
Unusual Size. The grippli is extremely large for one scrolls at level 3, brew potions at level 4, and craft
of its race, and as such deals normal damage with charged and permanent items at level 6.
weapons, although they are still restricted from using
human-sized two-handed weapons and longbows. Optional Rules
Grippli Tree-speaker If using the alternate character customization rules in‐
troduced in Hex 17.24, grippli tree-speakers may se‐
Requirements: DEX 9, CON 9, WIS 12 lect one of the following Knacks at the indicated lev‐
Prime Requisite: DEX and WIS els.
Hit Dice: d6 Tree-speakers begin play with two skills, plus addi‐
Maximum level: 8 tional skills due to high Intelligence, and gain an addi‐
Armor: Leather armor (see below) tional skill at level 3, 5, and 8. All tree-speakers begin
Weapons: Small weapons (see below)
Issue Four
52
Populated Hexes Monthly – The First Year
ing success when crafting magical items (see Hex Self-improvement, primary. The tree-speaker can
18.23). They are still limited to their actual level when increase one of the following scores by 2, or two by 1:
determining what they can craft. Wisdom, Dexterity, Constitution.
Musk Cloud. Old and powerful grippli are occasion‐ Self-improvement, secondary. The tree-speaker can
ally able to emit a cloud of debilitating musk. This increase one of the followings scores by 2, or two by
Knack can only be selected at 7th level. Once per day 1: Intelligence, Wisdom, Charisma. This can only be
the grippli can release a cloud of pheromones within a selected at level 7.
radius of 20’. All grippli within that radius gain a +1
Skilled. The tree-speaker gains an additional three
bonus to hit and damage rolls and have their morale
skill slots.
improved by 1. All living, non-grippli creatures within
the cloud must save versus poison or suffer a 1 Spring. The grippli is capable of making great leaps,
penalty to all hit and damage rolls due to the noxious either 30’ horizontally or 15’ vertically. They may do
scent. Using this Knack is taxing; the grippli takes 1d4 so once per day at 1st–4th level and twice per day and
damage during the first round in which it is used. The 5th–8th level. This ability allows them to leap over
cloud lasts for a number of rounds equal to the grip‐ obstacles (including friends and foes). The leap is es‐
pli’s level, although it can be dispersed earlier by a sentially a charge, and a leaping grippli inflicts an ex‐
strong wind. tra 1d4 points of damage with an attack made against
a target at the end of a leap. However, a leaping grippli
Poison Mucus. The skin of the tree-speaker secretes a
is also vulnerable to enemies setting versus a
mild, short-lived toxin. It does not last long enough on
charge against them.
exposure to air to work as a weapon coating, nor does
it affect melee weapons that strike the grippli. Ene‐ Toughness. The grippli is especially durable and
mies that hit the character with unarmed or natural gains 1d8 hit points per level instead of 1d6.
Issue Four
weaponry must make a saving throw versus poison. These are applied retroactively to the hit points
Those failing take 1 damage and suffer a –2 penalty to rolled at prior levels. Note that a re-roll can
attack rolls for a number of rounds equal to the grip‐ never be lower than the initial roll.
pli’s level, due to the irritating toxin. Those making
the save do not take damage but do suffer the penalty. Grippli Demographics
Grippli can choose when to exude the toxin, and can
do so as a free action, although it takes a full round to
Cousins to the larger and mostly Chaotic
secrete. Once activated the poison remains potent for
one turn. Grippli with this Knack can use it once per froglings, grippli occasionally occupy the same
day at levels 1-3, twice per day at levels 4-6, and three territory, but are overall more adaptable and less war‐
times per day at level 7+ like than their batrachian brethren. Rather than wor‐
ship the bloated frog god Tsathoggua, their shamans,
Puissant Casting. The tree-speaker is treated as being or tree-speakers, revere nature and the natural world.
one level higher for purposes of spell effects that rely
on such things, and any variable effects that are not While grippli do not have much use for coin, or the
level-dependent are rolled with Advantage (roll twice, tools of humanity, they do appreciate shiny or colorful
take highest result). objects, and will occasionally raid humanoid commu‐
53
Populated Hexes Monthly – The First Year
nities or caravans to obtain finished goods they cannot other races, are capable of using and working with
otherwise manufacture. such materials to the same extent as other races when
needed.
The smallest unit of grippli society is the squad, con‐
sisting of 1d6 normal grippli plus a grippli sergeant (a Most of their hunting is done with traps; a grippli may
1-HD grippli with 1d8 hp per HD). Grippli clans are set traps as a thief of the same level (see the Thief en‐
formed from 1d6+1 squads, and are led by a grippli try in Into the Wild). Their traps will be either (1-3)
with (1-4) 3 HD or (5-6) 4 HD. These leaders are snares, (4-5) pit traps, or (6) cages made from lashed-
known as captains, and a captain will have 1d6 body‐ together branches and set with bait.
guards, lieutenants with 2 HD each. There is a 1-3 in
6 chance that the captain has a tree-speaker advising New Spells
them (roll for the tree-speaker's level on the table be‐
low), and an additional 1-3 in 6 chance they will keep Animal Messenger (3rd, divine, enchantment)
1d6 normal animals, native to the region, as trained Duration: 1 hour per level
pets (such as boar, crocodiles, deer, etc.). Those ani‐ Range: See below
mals that can be ridden will be.
The caster enchants an animal within 15’ to carry a
Grippli tribes are formed from 1d4+1 clans, and are message to a target designated by the caster. The ani‐
led by a high captain of (1-3) 4 HD, (4-5) 5 HD, or (6) mal travels at its normal movement rate, and as long
6 HD. High captains will be guarded by 2d4 2-HD as the caster knows where the target is the animal will
lieutenants and 1d4 3-HD captains. There’s a 1-4 in 6 find them, provided it can make it to the target before
chance they are advised by a tree-speaker, and a fur‐ the spell ends. Upon casting the spell the caster recites
ther 1-4 in 6 chance they will have 1d8 trained normal a short message, which the animal will repeat, in the
animals, as above. caster’s own language and speech, when the target is
reached.
Grippli villages are formed from 1d4+1 tribes, and are
led by a general of (1-3) 5, (4-5) 6, or (6) 7 HD. The If the target has moved, the animal will still only travel
general will be guarded by 3d4 2-HD lieutenants, 2d4 to the location originally designated. The caster can
3-HD captains, and 1d4 4-HD captains. There’s a 1-5 specify whether the animal will repeat the message to
in 6 chance they’re advised by a tree-speaker, and an a specific, identifiable target (the tall, brown-haired
additional 1-5 in 6 chance they keep 1d8 animals na‐ human in plate armor) or to whomever is nearest the
designated location. If the animal is unable to reach
tive to the region, as above. When rolling for the
the target’s location by the time the spell’s duration
number of animals and the level of the tree- expires, the spell fades, the message undelivered.
speaker roll twice, taking the higher number.
Issue Four
54
Populated Hexes Monthly – The First Year
Issue Four
to 30’ distant from the caster, although if the caster nectar and fruits.
drops the whip or puts it down the spell ends and it
reverts to a normal item.
Mosquito, giant. AC 6 [13], HD 1 (4 hp),
The whip is considered a magic weapon for purposes Att 1 x bite (1 + 1d4 blood drain), THAC0
of damaging creatures only harmed by magic, and 19 [+0], MV 60’ (20’) / 150’ (50’) flying, SV
does 1d6 points of damage per hit. On a successful hit D12 W13 P14 B15 S16 (F1), ML 7, AL Neu‐
the caster may choose to have the vine wrap around tral, XP 10, NA 0 (1d20), TT None
the target. In this case, the target is grappled, unable to
cast spells or perform actions that require free hands,
takes 1 point of automatic damage per round, and can ►Males have 1+3 HD, no attacks, and a fly speed
use their action in a round to try to break free by of 120’ (40’).
rolling their Strength or under on 3d6.
►If a female giant mosquito hits with an attach
Wall of Thorns (5th, divine, conjuration) they do an initial 1 point of damage, plus 1d4
Duration: 1 turn/level blood drain, and latch on, doing an automatic 1d4
Range: 60’ points of damage in each subsequent round until
55
Populated Hexes Monthly – The First Year
slain.
56
Populated Hexes Monthly – The First Year
The Zelaia Plains are far to the south, turning into The land itself is an enemy this far north, with the
higher steppe-lands, until eventually reaching the cold, ice, and snow as constant threats. Refer to the
Hundur Mountain Range and the mysterious city of Appendix for information on running adventures in
Pesh and its brass-bound residents (to the east of the the frozen north.
current map). The Zelaia Steppes are a largely feature‐
less tract of land inhabited by nomadic bands of
gnolls, cerves, and caballi, bounded to the east by the
Vysoky mountains and, at the northern end, by the
Deep Ocean to the west, where the steppes end in a
sheer, several hundred foot-tall cliff that eventually
transitions to a glacier choked mountain range.
Despite the forbidding environment, life can be found
aplenty in the Frozen Wastes of northern Absalom.
Dotting the Deep Ocean, in the shadows of the
steppes, are a dozen or so pine-covered islands, kept
verdant by their elevation and geothermal vents.
Traders, hunters, and trappers have established out‐
posts on these islands, venturing out onto the waters to
hunt whales, seals, and more exotic creatures of the
deeps.
The sheer cliffs are broken by a wide pass (indicated
by the red elevation lines on the overview map) lead‐
ing inland and upward to the steppes. Ogrim, a small
port community is nestled at the mouth of the pass,
controlling the only sea-entry to the interior of the
steppes and, most importantly, the fabled city of Pesh.
Further, the frozen tundra is dotted by cyclopean ru‐
ins, structures of immense size and scale now rimed in
ice and layers of snow. It is believed by most sages
that, at the same time the Crocodile Kings ruled in the
south, a civilization of giant-kin reigned supreme in
the northern climes. It is theorized, even, that the
mecistop bred humanity from these very giants.
Whatever the truth, these ruins are for the most part
long abandoned but still hold treasures and magic be‐
yond current mortal ken. Many are the adventuring
parties who land in Ogrim and venture inland to seek
their fortunes either in the cyclopean ruins or in the
brass markets of Pesh.
This far north the aurora borealis is a constant com‐
panion, and scientific expeditions from various
schools of magic and alchemy are sent to the Frozen
Wastes to study it, as well as collect the trace amounts
of spectral frost, the frozen particles left behind by the
aurora.
57
Populated Hexes Monthly – The First Year
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Populated Hexes Monthly – The First Year
59
Populated Hexes Monthly – The First Year
Hex 35.06 – The Ice Climbing out of the crevasse is difficult, requiring ei‐
ther a thief’s Climb Walls roll, a rope lowered from
Cave of the Yetis above, or a number of successful Strength checks
equal to one for every twenty feet needed to ascend
(round up). Strength checks are rolled using 3d6, and
the result must be equal to or less than the character’s
score.
2.
3.
4.
5.
6.
Lairs
1. 06.05. Yeti cave. A tribe of yetis dwell in this sub‐
hex, in a small cave complex. The yetis range far and
wide in search of food, and can be found in a radius of
two hexes surrounding Hex 35.06.
2.
Resources: None 3.
4.
North of Ogrim the steppes transition to snow-covered 5.
tundra and then rise into a low, glacier-choked moun‐ 6.
tain range.
Hex 35.06 is nestled amongst these mountains, in a Wandering Monsters
lonely, hard to reach valley. In addition to an environ‐
mental hazard, this hex describes a yeti lair, located in 1. Yeti (1)
an ice cave kept tolerably warm by a spring of 2. Yeti (1d6)
geothermally heated water, the only source of warmth 3. Winter Wolf (1d4)
within multiple hexes. Were the adventurers to dis‐ 4. Remorhaz (1)
cover the cave, it could serve as a habitable base for 5. Winter Wight (1d4; see Appendix)
future explorations. Of course, they would first have 6. Bear, polar (1d4)
to deal with the current inhabitants and their taste for
man-flesh . . .
The Yetis’ Lair
Features A tribe of yetis have made their home in a series of ice
1. 04.07. A layer of fresh snowfall hides a weakened caverns, but the carnivorous cold-dwelling creatures
crust over a glacial crevasse. When the adventurers have yet to discover the secrets their lair conceals.
pass through this subhex there’s a 1-2 in 6
chance – increase those odds to 1-3 in 6 if they The yetis are 8’ tall, shaggy ape-like creatures covered
in thick white hair. They have long, wickedly sharp
Issue Five
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Populated Hexes Monthly – The First Year
6 normal yetis and one powerful, young matriarch Any yetis slain during wandering monster encounters
that rules the clan with a large, taloned fist. outside of the lair are deducted from the seven found
►1d6–1 yetis will be out hunting. They hunt within their lair.
individually, and each will return in 1d20 hours. Example. Starting at the top of the placement entry,
►There’s a 1-2 in 6 chance that 1d2 yetis will be the d6 roll is a 2, meaning that one yeti is out hunting.
lounging in Area 2. There are no yetis in Area 2, but there are four in Area
5A, which means there are two yetis remaining in Area
►There’s a 1-3 in 6 chance that 1d4 yetis will be 7C. A roll is also made to determine if there are any
soaking in the pool at Area 5A.
prisoners in Area 6, and there are none.
►Any leftover yetis will be found in Area 7C. If
there are any yetis in this area, one of them will The walls of the cave are sheathed in ice until the ad‐
always be the leader, plus any additional normal venturers make their way further within the complex,
yetis. where a pool of geothermally heated water maintains
a relatively warm temperature, warm enough for those
►There’s a 1 in 6 chance there is a prisoner being not adapted to the frigid climate to rest without
held captive in Area 6.
penalty.
Table 7 – Yeti Placement Table 1. Entrance.
Yeti Area Time to Return
1 ►Tall steps, sized for a larger-than-human stride,
2 are carved into the ice leading inside the cave
3 opening.
4
The steps are awkward for human or smaller creatures
5
6
to ascend, and require all those trying to do so to roll
7 their Dexterity or less on 2d6. PCs smaller than hu‐
6 mans (dwarves, halflings, etc.) roll 3d6. Those failing
their roll take a full turn to climb the steps.
Table 8 – Sample Yeti Placement Table
Yeti Area Time to Return 2. Antechamber.
1 Hunting 12 hours ►The air grows noticeably warmer upon
2 5A – entering.
3 5A –
4 5A – ►Ice crusting the walls has a strange, melted
5 5A look.
6 7C –
7 7C –
►More crude stairs descend back down at the far
end of the chamber.
6 No prisoners
►Once the adventurers descend the far steps
leading deeper into the complex they will need to
have a light source, as no light from the outside
reaches this far.
A search of this room reveals signs of traffic,
larger than human-sized bare footprints leading
deeper into the complex, as well as towards the
Issue Five
outside.
There’s a 1-2 in 6 chance that 1d2 yetis are
lounging in the chamber when the adventurers
enter.
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Issue Five Populated Hexes Monthly – The First Year
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Populated Hexes Monthly – The First Year
►Surprise on a roll of 1-4 in 6 when the terrain is ►Chest 1. 2,000 cn of spectral frost, one
snowy or icy. weighing 750 cn, three weighing 250 cn, and five
weighing 100 cn each.
►On an attack roll of natural 20, victim is
squeezed for an additional 2d8 damage. ►Chest 2. 50 large, gold coins, each the size of a
dinner plate, used as currency by the giant-kin of
►Any creatures that are surprised by a yeti must old. Each coin weighs 30 cn and is worth 20 gp.
pass a saving throw versus paralysis or be frozen
by their gaze, unable to move, for three rounds. ►Chest 3. Supplies for a polar expedition: three
long, seal-skin coats, five pairs of woolen mittens,
►Paralyzed victims can be automatically struck five tinted visors to eliminate snow glare, and
by both of a yeti's claw attacks and suffer an twenty days of iron rations, surprisingly well
additional 2d8 damage. preserved.
►Yetis are vulnerable to fire (see Appendix). 4. Hot Springs Well.
A passage to Area 3 (see below) is located in the east‐ ►Raised stone rim in eastern corner of room.
ern wall, but an old cave-in has essentially sealed it off
from the rest of the cave, and over the years any trace ►Steam rising from the center.
of it has been hidden by a thick layer of ice. In fact, There’s a 5’ diameter shaft in the eastern section of the
this passageway is unlikely to be discovered by means wall that drops 15’ to the heated pool below.
other than magic (such as use of a wand of metal or
secret door detection). Melting the ice within this The constant steam rising up from below has some‐
chamber will also reveal the passage. It takes 20 + what weakened the floor, and if more than one adven‐
1d10 adventurer-hours to break through the wall of turer investigates the well there’s a chance in 6 equal
ice. to the number of adventurers over one that the floor
collapses, plunging all of them into the pleasantly
Chipping through the ice manually is loud work, re‐ heated water below. No damage is taken from the fall,
verberating throughout the cave system, and will draw but the pool is about 10’ deep at this point, and the
the attention of any yetis within. Any creatures so only way to access the rest of the pool is to swim un‐
alerted will arrive in 1d20 rounds. derwater for 20’.
3. Sealed Chamber. Example. Three adventurers state their intention to ex‐
amine the well. There’s a 1-2 in 6 chance that doing so
►Circular chamber, walls rimed with ice. will cause the floor around the well to collapse.
►Hole in floor along eastern wall, steam rising
from it. 5. Hot Spring Pool.
►Three ice-crusted mounds in center of the ►Expansive pool of water with constant cloud of
chamber. steam rising from surface; condensed water
drips from ceiling.
The hole in the floor provides access to the heated
Issue Five
pool (see Area 5) and, as warm, wet air rises into the ►Water is clear, with a greenish tint.
colder room, a thin layer of ice is continuously being ►1-3 in 6 chance there will be 1d4 yetis
laid down, so that the mounds in the center of the soaking in the pool at Area A when the
chamber wooden chests left behind by a previous adventurers first descend the stairs.
expedition – are coated in about two inches of ice, re‐
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Populated Hexes Monthly – The First Year
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Populated Hexes Monthly – The First Year
Adventuring in the Far North Snow Blindness. For every four hours an adventurer
spends out on the snow during sun-lit conditions they
must make a saving throw versus paralysis. Those
failing are snow-blind for a number of hours equal to
This far north, summer is short, lasting barely three the difference between the saving-throw roll and the
months (from Fifthmonth to Eighthmonth, typically). target number.
During this short period of time the days are long, with
twenty or so hours of sunlight per day, and the snow Movement. Characters have their movement reduced
melts for the briefest of times, with quick-growing by 50% when traveling through snow, in addition to
plants flowering and taking advantage of the mild any other penalties due to rough terrain. Wearing
weather. snowshoes reduces this penalty to 10%. Those run‐
ning must roll their Dexterity or less on 3d6 or fall,
Spring and fall each last naught but a month, and are and must spend half their movement for a round to re‐
marked by inclement, changeable weather. The days gain their footing. The Referee may also rule that
and nights are roughly equal in duration during this rolling a natural 1 on an attack roll carries the risk of
time, and the temperature hovers around freezing, oc‐ falling.
casionally reaching into the mid-40s or low-50s
Fahrenheit (4–10 degrees Celsius) during periods of Getting Lost. Navigation by any means other
especially clement weather. than celestial bearings or magic is made more
Issue Five
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Populated Hexes Monthly – The First Year
Cold. By far the worst environmental concern faced Snow shoes (5 gp, 50 cn). Large, webbed shoes that
by adventurers in this terrain, cold can swiftly kill an distribute body weight, reducing snow movement
unprepared party. For every day an adventurer spends penalty to –10%. Large and awkward to walk in, not
outside of heated shelter, they must make a Constitu‐ especially heavy.
tion check, rolling equal to or less than their Constitu‐
tion on a number of d6s (see below). If they fail, the Tinted visor (50 gp). Glasses of smoked quartz, mica,
adventurer has their CON reduced by an amount equal or a transparent enchanted substance. Eliminate
chance of snow-blindness, but reduce chance to spot
to the difference between the roll and their score. Lost hidden objects by 1 in 6.
Constitution returns at a rate of 1 point per day of rest
in a heated shelter. However, if any of the dice results Dogsled (100 gp). One of the most common modes of
on the failed check were “6s” the character perma‐ transport in the Frozen Wastes is by dogsled, with
nently loses a number of CON points equal to the sledges on runners pulled by teams of specially
number of 6s. trained dogs. Dogsleds have a speed of 60’ (20’) and a
max carrying capacity of 4,000 cn if pulled by six sled
Example. Thartus has a CON of 12 and must make a dogs, or 6,000 cn if pulled by ten dogs. See New Mon‐
check using 3d6. The result is a 10, with the rolls being sters, below, for notes on sled dogs.
a 2, a 2, and a 6. They don’t lose any Constitution. The Weather
next day they make another check, and get a result of
16, rolling two 6s and a 4. Thartus’s CON is temporar‐ If using the rules from Into the Wild for random
ily reduced by 4, to 8, until they rest somewhere out of weather generation assume that any results of precipi‐
the cold, and permanently reduced by 2, to 10, even tation have a 1-5 in 6 chance of falling as rain during
after they've recovered. the summer months, a 1-3 in 6 chance during the
spring and fall, and a 1 in 6 chance during the winter.
If a character’s CON is reduced to 0 or lower they die.
Otherwise, precipitation falls as (1-4) snow or (5-6)
In the Frozen Wastes, if a living creature’s CON is re‐
sleet.
duced to exactly 0 they reanimate in 1d6 days as a
winter wight (see below), unless measures are taken to Snow quantities will be 1d4+1 times the amount of
prevent this (such as cremation, beheading, or sprin‐ rain, so if a weather result indicates a half inch of rain
kling the corpse with holy water). per hour, the amount of snow that falls will be approx‐
imately 2–5 times that amount. Snowfall of 1” per
In spring or fall, adventurers roll 2d6 daily for the
hour or more indicates blizzard conditions, reducing
CON check. In winter they roll 3d6 daily. Modify the
visibility to 30’, movement by 25% (in addition to any
results as follows:
other restrictions), and increases the chance of getting
►Underdressed: +1d6. lost to 1-9 in 10.
►No shelter while resting: +1d6. Environmental Hazards
►No source of warmth (fire, magic, etc.) while Besides the cold, the snow, the ice, and everything
resting: +1 to roll for each day without else that comes along with traversing the northern ter‐
(cumulative, but resets when conditions are met). ritories, there are several other environmental hazards
The following winter weather gear can be purchased that await the intrepid adventuring party.
to combat the effects of cold conditions:
Avalanche. Only a hazard in steep, mountainous ar‐
Warm clothes (5 gp, 100 cn). Fur-lined, oiled or eas, avalanches can either be of snow or, if there is no
waxed clothes designed to retain heat while snow cover, rocks and boulders. Each loud action –
Issue Five
keeping moisture out. Bulky and encumbering. shouting, a combat lasting more than one minute,
blowing a war or hunting horn – incurs a 1 in 6 chance
Crampons (10 gp, 25 cn). Short spikes strapped of causing an avalanche. This chance increases to 1-2
to the bottom of one’s boots, reduce the chance in 6 if the cause is magical, such as a horn of Valhalla
of falling on ice by 1d6.
or cave-ins, or drums of thunder.
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Populated Hexes Monthly – The First Year
Creatures have 1d10 minutes to react before getting will typically not be found here except in heated areas.
caught in an avalanche, which has an area of effect of Humanoids not listed below can also be found in the
1d20 × 1000 feet in length and 1d20 × 500 feet in Frozen Wastes. Creatures not on the following list, or
width. noted above, can be found in the north but will be sub‐
ject to the same environmental restrictions as PCs.
Those caught in a snow avalanche suffer 3d6 points of
battering damage and are buried 1d20 feet under the Bear, polar
snow. They may make a saving throw versus paralysis Cat, sabre-toothed tiger
to halve both the damage taken and the depth buried. Dog, wild*
Dragon, white or silver*
Characters that survive the damage have a number of Giant, frost
minute to dig themselves out equal to their Constitu‐ Gibbering mouther*
tion score, and in order to do so must make a series of Hawk (giant and normal)
Strength checks, rolling their Strength or less on 3d6. Herd animal
Each successful check results in them digging them‐ Mastodon
selves 1d2 feet towards the surface in one minute. Neanderthal
Peryton*
If a character is caught in an avalanche of earth and Remorhaz*
boulders they take 8d6 points of damage and are Rhinoceros, woolly
buried 1d10 feet deep. They may attempt a saving Roc
throw as above to halve the results, and otherwise may Salamander, frost
extricate themselves as described above. Toad, frost*
Winter wolf*
Chasms. Dangerous hazards that are often hidden un‐ Wolf (dire and normal)
der layers of snow or thin crusts of ice, chasms are Yeti*
cracks in the glacial substratum. Their range of depth
is 1d100 × 10 feet, and 1d20 × 5 feet in width. 1-3 in
6 chasms will be covered by a layer of snow or ice.
These are treated as traps, with a 1-2 in 6 chance of
crumbling when passed over. Increase this chance to
1-3 in 6 if the party is using dogsleds. If the surface
crust does break, have each PC in the party make a
saving throw versus death. Those succeeding are able
to throw themselves out of the way, while those failing
fall into the chasm.
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Populated Hexes Monthly – The First Year
Why are the Adventurers Here? Founded by explorers during the 15th Cycle, Ogrim
occupies the only accessible port along the coast for
This hex may very well be more difficult to run than hundreds of miles. It is a ramshackle frontier town of
other hexes in the series. There is little value to the roughly 400 souls (making it a Class 3 Market as per
land, frozen as it is, and while some introverted PCs Into the Wild), but in terms of buying winter and cold-
may find it appealing to stake a claim to a freezing and weather gear it should be treated as a Class 5 market.
isolated part of the world, most will not.
New Monsters
More likely than not the adventurers will be passing
through the hex or near enough to encounter the Dog, sled. AC 7 [12], HD 1+2 (6 hp), Att 1 x bite
yetis who dwell here – rather than seeking it as a des‐ (1d6), THAC0 18 [+1], MV 180’ (60’), SV D12
tination. W13 P14 B15 S16 (F1), ML 10, AL Neutral, XP
15, NA 0 (0), TT None
There are several reasons why they may be in the
north in the first place, the foremost being one of the
primary reasons for adventurers to be anywhere: trea‐ Trained to pull dogsleds as part of a team, these dogs
sure. The relics of the giant-kin are scattered across are also bred to survive the icy conditions of the far
the north, buried under snow and ice, waiting for in‐ north. When on the job, sled dogs require a pound of
trepid explorers to uncover and return them to warmer meat per day, but otherwise are adapted to all but the
climes. Schools of magic, or wealthy collectors, might harshest climates.
sponsor missions to the Frozen Wastes to uncover ►Not trained to attack on command.
these treasures or to collect valuable spectral frost. Or
perhaps a treasure map has come into the adventurers’ ►Typically cost 25 gp.
possession . . . ►Out of every sled dog team there will be one
Otherwise, the adventurers could be here via mishap. “leader”, who runs at the front of the line, and has
maximum hp.
The Frozen Wastes contain multiple portals leading to
Faery usually the Winter Court, although there is
one portal from the Summer Court that leads to a sin‐ Winter Wight. AC 5 [14], HD 4* (22 hp), Att 1 x
gle, balmy hex surrounded by snow and others lead touch (energy drain), THAC0 16 [+3], MV 90’
to the Elemental Chaos or Dreamlands. Perhaps the (30’), SV D10 W11 P12 B13 S14 (F4), ML 11, AL
adventurers arrive here as the result of a miscast tele‐ Chaotic, XP 125, NA 1d4 (1d6), TT D
port spell that sends them leagues out of their way.
Created only rarely when intelligent humans or hu‐
As with all the hexes in the PHM series, this hex can manoids freeze to death in the Frozen Wastes, winter
be used as a stand-alone encounter location or as part wights have drawn, pale bluish skin and are remark‐
of a larger campaign setting. ably well-preserved, almost freeze-dried. They seek to
drain the heat from the living in a vain attempt to
Ogrim warm their frozen bodies, if only for a short time.
The adventurers have two choices when it comes to ►Undead. Do not need to eat, sleep, or breathe.
traveling to the Frozen Wastes. The first is an overland Immune to poisons, disease, and other effects that
voyage, traveling the Zelaia Steppes for hun‐ only affect living creatures, as well as sleep spells
dreds of miles and braving the bands of nomads and all spells that affect or read the mind.
Issue Five
and brigands that roam the region. The second is ►Only harmed by silver or magical weapons.
by ocean. Either way is dangerous and long, and
when the adventurers arrive they will likely find ►The touch of a winter wight drains 1d4 points
that Ogrim is the most easily accessible settle‐ of Constitution. Victims drained to 0 or less CON
by their touch, or reduced to 0 hp, rise in 1d6 days
ment that can be used as a base of operations.
as winter wights under the control of the wight
who slew them. A reduction in CON can
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Populated Hexes Monthly – The First Year
potentially lower a victim’s hp total. Lost CON is Secondly, if properly prepared in an alchemist’s labo‐
regained at a rate of 1 point per day of bed rest, but ratory, small, dust-like particles known as dream dust
until the draining wight is destroyed lost CON will can be extracted from the ice, destroying the frost in
not be regained, even through magic. the process. This dream dust, when added to wine in
►Vulnerable to fire (see below). conjunction with several rare herbs, allows the drinker
to slip into a sleep-like trance during which time they
New Status may enter the Dreamlands.
Each 500 cn of spectral frost will yield 1 cn of dream
Certain creatures may be vulnerable to a specific form dust.
of attack, whether energy (fire, cold, acid, etc.), mate‐
rial (silver, cold iron, etc.), or a specific spell or other Roll below to determine how much spectral frost can
condition. be found while searching a subhex.
Creatures suffer the following effects when vulnera‐ 1-10. None
ble: 11-14. 1d2 pieces
15-17. 1d4 pieces
►If no saving throw is allowed (such as from 18-19. 1d6 pieces
mundane fire attacks) the damage is rolled twice, 20. 1d8 pieces
the creature suffering the higher of the two
amounts.
Each piece found will weigh . . .
►If a saving throw is allowed, the creature rolls
their saving throw twice, taking the lower of the
two results. 1-10. 1d20 cn
11-14. 1d20 × 10 cn
►If the creature has a morale score other than 12, 15-17. 1d20 × 50 cn
an immediate morale check is made the first time 18-19. 1d100 × 10 cn
they are targeted by an attack to which they are 20. 1d100 × 50 cn
vulnerable, whether or not the attack does damage.
►If the creature regenerates, they do not regain
any hp in a round in which they suffer damage Once a subhex has been cleared, spectral frost takes
from a source to which they are vulnerable. years, even decades to accumulate again. Spectral
frost is one of the most valuable alchemical sub‐
New Treasure stances known, valued at 5 gp per cn.
Biter. A sword +1, the hilt of this blade is wrapped in
Spectral Frost. Ice that has been touched by and ab‐ snake-skin. A living creature dealt damage with this
sorbed the essence of the aurora borealis, spectral frost blade suffers an automatic loss of 1 hp in the round
appears as chunks of ice glimmering in iridescent, following the initial attack as their wound continues to
faintly luminous hues. It has two main purposes. For bleed.
either purpose the spectral frost must be kept frozen.
It is, of course, basically ice, and allowing it to melt Potion of Warmth. The drinker of this potion is
destroys it. suffused with an inner warmth. They are unaffected by
normal, non-magical cold for a period of 12 hours, to
The first, and lesser, purpose is use in spell research. A the extent that they could run naked through the
piece of spectral frost weighing at least 1000 cn can be Frozen Wastes in the dead of winter and suffer
Issue Five
used as a laboratory tool, adding a +1 bonus to any no ill effects while under the influence of the po‐
spell research involving illusions or the Dreamlands. tion. It offers no benefits against magical cold.
In this case the piece of spectral frost must be whole;
the benefit is not gained if the owner has, for instance,
10 pieces of spectral frost each weighing 100 cn.
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Populated Hexes Monthly – The First Year
New Spells
Issue Five
70
Populated Hexes Monthly – The First Year
to the specialization rules found in PHM 48.67 The It will protect creatures unused to sunlight such as
Shrine of Daothog, and are optional rules. goblins, drow, etc. – from suffering penalties when ex‐
posed to bright lights.
Frost Armor (1st level, arcane, abjuration)
Duration: 1 hour or until discharged Illusion specialist magic-users, or members of the illu‐
Range: 0 sionist class, may affect an additional target for every
three caster levels.
The caster becomes encased in a thin rime of frost,
granting them 1 temporary hit point per caster level.
As long as the temporary hit points remain, when the Ice Knife (2nd level, arcane, conjuration)
caster is struck in melee, the attacker takes cold dam‐
age equal to the damage they inflicted (but not exceed‐ Duration: 1 round per level
ing the total temporary hit points remaining). Range: 30’
A 2nd-level magic-user casts this spell, gaining 2 tem‐ The caster may choose to throw the knife with a range
porary hit points. They are struck in melee for 5 dam‐ of 30’ (treat as a dagger for range increments). If it
age. The spell ends, but not before reducing the dam‐ hits, the target suffers the damage as listed above, plus
age to their personal hp by 2, to 3, and inflicting 2 the blade explodes and does 1d4 points of damage to
points of cold damage upon their attacker. everyone within a 5’ radius of the target as ice shards
fly in all directions. On a miss, determine roughly
Abjurers gain an extra 2 temporary hp when they cast where the knife impacts. Everyone within 5’ of the
this spell. point of impact takes 1d4 points of damage from the
flying ice.
Ray of Frost (1st level, arcane, evocation)
Once the blade is thrown, the spell automatically ends.
Duration: Instant
Range: 60’ Cone of Cold (5th level, arcane, evocation)
The caster must make an attack roll to hit the target. If Duration: Instant
they succeed, the target takes 1d8 points of cold dam‐ Range: 60’ cone
age and must make a saving throw versus spells or
suffer a –1 penalty to their initiative roll in the follow‐ The caster projects a cone of intense cold from their
ing round. The damage inflicted by this spell increases hands. All within the cone take 1d8 points of damage
by +1 at every even caster level (+1 at 2nd, +2 at 4th, per caster level and are allowed a saving throw for half
etc.). damage. Those killed by a cone of cold become a
frozen statue until they naturally thaw.
When this spell is cast by an evoker the target auto‐
matically goes last in the next round on a failed save. Any point along the cone’s length has a width equal to
the distance from the caster; so, 20’ away from the
caster the cone has a width of 20’.
Tenebral Veil (1st level, arcane, illusion)
When this spell is cast by an evoker the ground the
Duration: 1 hour per level spell touches (if it does so) becomes icy and slick for
Range: Touch a number of rounds equal to their caster level. Those
attempting to move across this area must move at half
The spellcaster summons a veil of shadows to cover speed to avoid falling.
the target’s face, protecting them from the worst of the
sun’s glare. The veil is largely invisible to onlookers.
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Populated Hexes Monthly – The First Year
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Populated Hexes Monthly – The First Year
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Populated Hexes Monthly – The First Year
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Populated Hexes Monthly – The First Year
subhex (used by the freeholders to move throughout snow, any digging occurs only during the sum‐
the hex). mer months, and much time is also consumed by
Issue Six
the need to shore up the listing lithic structure
Every week during the summer there’s a 1-2 in 6 revealing the monolith is far taller than anyone
chance an expedition (1-3) arrives in Ogrim from Ter‐ had previously assumed.
bur or (4-6) returns to Ogrim at the end of their mis‐
sion. This chance is reduced to 1 in 6 per month dur‐ Suwine Ead (see Area 11 of Map #2) is leading
ing the other nine months of the year. No expeditions the excavation and study of the runes upon the
willingly leave Ogrim during the dead of winter monolith. So far, they have resisted all attempts
(roughly the 11th, 12th, 1st, and 2nd months of the at translation, and the sage hopes that revealing the
year). runes carved into the hidden bottom of the stele will
allow him to decipher its meaning.
The Deep Ocean
As its name would suggest, the floor of the Deep
Ocean drops away quickly and severely at the land's
edge, the seabed dropping to nearly a mile deep no
more than a few hundred yards from shore. All man‐
ner of creatures live in the cold, unforgiving depths—
whales, sea serpents, giant octopi, and even that most
rare of all sea creatures, the kraken—and Ogrim
serves as a primary port for those that hunt them.
Several colonies of inscrutable crab-folk, the brachii,
live in underwater caves dug into the cliff-faces, or the
submerged slopes of the undersea mountains that form
the islands to the west. Conflicts between humanity
and the crab-folk occur on a semi-regular basis, and
sailors and those that live along the shoreline fear
those moonless nights when the brachii most often
emerge from their watery homes to carry out raids.
Features
1. 02.06. Monolith. An enormous stone monolith,
erected by the giants of old, stands in this subhex.
Roughly square in cross-section, it is nearly thirty feet
in (visible) height and ten feet wide. Over the cen‐
turies the stone has slowly been sinking into the
ground during periods of thaw, and it inclines some 2. 03.04. Ogrim. The port of Ogrim is located in this
ten degrees to the west. The entire surface of the subhex, and is described in detail on subsequent
monolith is covered with the geomantic runes of the pages.
giant-folk.
3.
The monolith—the parts of it visible above ground— 4.
has been studied extensively over the past few 5.
decades, and recently excavations have begun to re‐
veal the portion of the stele that has sunk under the 6.
ground. So far the excavations have dug down approx‐
imately ten feet—because of the frozen ground and
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Populated Hexes Monthly – The First Year
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Populated Hexes Monthly – The First Year
Issue Six
Population: 80 families (400 individuals, plus expeditions. (T)
garrison) 4. A shadowy cabal operates in Ogrim, looking
Market Class: 3 to overthrow the regime. (Partially True, refers
Government: Protectorate, governed by Lord to the anti-Terburite conspiracy that meets in
Protector Linber Thovid Area 12)
Improvements: Dwellings 5. Roke, the simpleton that works at the fishery
Garrison: 1 squad of (5) light horse, 3 squads of (10 (see Area 3), was found by an expedition, near
each) light foot, plus officers, armorer, etc. dead of exhaustion and the cold. Whatever he
Trade Modifiers: Fish, preserved –3; wood, common experienced in the Frozen Wastes shattered his mind
–2; hides and furs –2; ale +3; wine +1; weapons and and left him a shell of a person. (Partially True. Roke
tools +3 was found by an expedition, but he was not near dead,
nor is he insane)
Due to limited space in this issue, none of the NPCs 6. You can buy cold weather gear at Leoffer’s Trading
listed below have been given stat blocks, but class and Post, but the most experienced polar explorers only
levels have been listed where relevant. Assume they wear clothes fashioned by Cwen Elac. (T)
are outfitted as an NPC of the appropriate level.
7. The main purpose of the College of Researchers is
Technically, the Protectorate controls the flow of trade to find and study artifacts of the giant-folk, and try to
both into Ogrim and out. For the most part they don’t learn how to use the runic magic they once practiced.
care about the specifics of goods coming in, nor those (T)
leaving, as long as a) they get their fair share in taxes 8. The deer-folk are usually seen in Ogrim once or
and b) no artifacts from the Wastes are sold without twice every summer, bringing artifacts of the Ancient
their approval. For that reason, the only thieves’ guild Ones scavenged from the ruins that dot the steppes.
operating in Ogrim is a smuggling ring (see A Guide (T)
to Thieves’ Guilds), financed by the Alabaster Princi‐
pality (on the other side of the Deep Ocean) and run 9. The giant-folk engraved their magic on spell-
stones, blocks of stone the size of grave markers.
by Mannfer Ke (see Area 7). These can be found throughout the Frozen Wastes,
Ke is assisted by four other residents, none of whom and are some of the most sought after relics, but they
know about the others nor the true nature of their are incredibly heavy to transport. (T)
tasks. Ke makes sure these lackeys are paid well—the 10. The clockwork city of Pesh can be reached from
Alabaster Principality has gold to spare—and sends Ogrim by following the frost-line east and then
out crates labeled “Candles” every few months aboard venturing into the Wastes towards the active volcano
a trading vessel, the Lady Marjorie, that plies a long around which their city is built. (T)
route across the ocean to the sorcerous laboratories of 11. Able-bodied foreigners shouldn’t walk the streets
the Alabaster Principality. of Ogrim alone after dark, as the Lord Protector
press-gangs strangers into guarding expeditions. (F)
The following are rumors (and whether they are True
or False) that may be heard in Ogrim. Roll on this ta‐ 12. Once the snows fall, the woods outside of Ogrim
ble as applicable, or noted in the text. are haunted by winter wights, hungry for the life
force of mortals. (T or F, dependent on the Referee’s
Ogrim Rumors (1d12) whims)
1. Spectral ice is valued by alchemists and magicians,
and can be found naturally occurring in the Frozen
Wastes. (T)
2. The crab-folk can be communicated with if you
make pincers with your fingers and clack them
together. (F)
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Issue Six Populated Hexes Monthly – The First Year
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Populated Hexes Monthly – The First Year
Issue Six
1. Docks. Five wooden docks extend out into the wa‐ Area 14.
ters. Because of the steep slope of the ocean floor, all
During the summer months it takes 1d4+2
but the largest ships are able to tie up at dock, provid‐
weeks for ships to venture south and return
ing there is room.
again. During the winter this length of time is in‐
The following ships are typically found at the docks: creased to 3d4 weeks.
►Kestrel, a small warship, belonging to the Lord Pro‐ 3. Fishery/smokehouse. Most of the fish caught
tector. by freeholders is smoked, preserved for the long win‐
ter months or to send south. This long, low building
►The Inquisitive, a small sailing ship, used as a re‐ located just off the docks reeks of fish and
search vessel by the College. woodsmoke.
►1d4 small sailing ships, used by the locals for fish‐ Roke the Simple (T1), a seemingly slow-witted man,
ing. works in the smokehouse and is allowed to sleep in a
small lean-to off the back of the main building. Miss‐
►1d3–1 large sailing ships, merchant traders bring‐ ing several fingers and even more toes, with an un‐
ing in supplies. healthy pallor to his skin, everyone in Ogrim knows
that he was brought in by an expedition several years
►1 in 6 chance of a small warship from Fort Anwid. previous, half-frozen and near death. Treated like a
dim-witted simpleton, given a wide berth by villager
►1 in 6 chance of a (1-3) small sailing ship, (4-5)
and livestock alike, Roke is, in fact, a Vessel (see Ap‐
small troop transport, or (6) small warship; either
pendix), an Emptied spy sent by the Mortocracy of
(1-3) disembarking or (4-6) picking up an expedition.
Negrorn. He waits patiently, keeping his head down
2. Warehouses. Goods are stored here, either prior to and awaiting orders from his creator, the lich-lord
being shipped out or upon arrival. There are three Moransoth.
buildings, each owned by one of the three factions that
He has dug a hidden hollow in the lean-to where he
control trade in Ogrim. In addition to any guards men‐
sleeps, inside which is hidden a chest trapped with a
tioned below, a patrol of town guards passes through
poison dart (save or die in 1d4 turns) containing: 200
this area about once every hour.
sp, 150 gp, and assorted gems worth 500 gp.
►The Protectorate. By far the largest source of
Hook: The College recently uncovered and is study‐
goods in the colony, the Protectorate handles most of
ing an artifact that the lich-lord Moransoth greatly de‐
the trade through the docks, everything necessary for
sires for his own. Puppeting Roke, the lich places a
the colony to survive. The Protectorate’s warehouse is
letter and a level-appropriate bag of gemstones in the
800 square feet and is kept guarded at all times by 2
PCs’ room, offering them additional wealth should
light foot. There’s a 1-2 in 6 chance that Risle Wenhu,
they break into the College and retrieve the item.
the colony’s quartermaster, will be here inventorying
goods. 4. Market. Every fourteenthday a market is held in
this location, drawing in freeholders from all through‐
►The College. The College of Researchers (see Area
out the valley, who bring their wares to sell. Most of
13) has their own small fleet of vessels that dock inter‐
the commerce is selling furs and hides, rare woods,
mittently at Ogrim, bringing new researchers, alchem‐
and smoked fish or meat to the Protectorate’s traders,
ical materials, and other supplies, and returning any
with the freeholders purchasing needed goods in re‐
interesting artifacts or research they want to send
turn.
south. This warehouse is small, only 200 square feet,
and is kept wizard locked at all times. Most valuable A smallish building on the perimeter of the market
items, or those judged most interesting, are kept at the holds the Fisherman’s Catch, a dimly-lit, low-
College. ceilinged tavern frequented by the fisher-folk, dock‐
workers, and other manual laborers in Ogrim. It serves
►Leoffer’s Trading Post. Leoffer deals mainly in
food and drink, and for a copper a night offers a sleep‐
luxury goods that the Protectorate is not interested in
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Populated Hexes Monthly – The First Year
ing mat on the floor in a communal room off the quality winter and weatherproof clothing. They are
back. Only the poorest or drunkest residents of both Expert tailors, but insist on doing everything
Issue Six
Ogrim will be found sleeping there. themselves, so not only does it take longer to fashion
clothes but they are also more expensive. Given suit‐
Hook: On market days Ogrim is treated as being able material, however, the pair can easily fashion
one Class higher (4 instead of 3). While the mar‐ masterwork items.
ket only lasts for a single day, it is one of relax‐
ation and celebration for the entire community, ►Laphia’s Den of Oddities. Laphia Oren, an elderly
with feasting, drinking, music, and feats of woman, not quite as decrepit as she lets on, runs a
strength or prowess with arms. small, ramshackle oddity store tucked away in an al‐
ley. She buys and sells items that explorers are unable
5. Shipyard. Timber is plentiful in these parts, and out to sell to either the College or the Protectorate. For the
of necessity the residents build and repair their own most part the items are either junk, trinkets deemed
boats here, as well as fashion dog sleds and do other not worth studying, or too broken/degraded to be use‐
joinery. Elibeth Adelty is the master carpenter, a no- ful, but every hour spent browsing in the store has a 1-
nonsense, older woman rarely seen without a pipe 2 in 6 chance of turning up something actually valu‐
clenched between her teeth. She has three journey‐ able. It takes a full day to look through the entire store,
men, four apprentices, and four helpers under her (see and her collection “updates” every year, at the end of
Into the Wild for an explanation of labor output). They the summer.
are always busy, and are typically 1d20 days out be‐
fore they can begin a new commission. ►Chandler. Mannfer Ke (T3), a middle-aged man
with pale, almost wax-like skin has a workshop where
Hook: Adelty is always in search of specific timber he makes most of the candles and refines the oil that
for boat-building; larches to harvest for their bent the town uses for light, all from rendered whale blub‐
roots, straight fir trees for masts and spars, and cedar ber. The shop smells foul, and the odor sticks to Ke,
for planking. She has a good idea of what trees there wafting with him on the rare occasions that he leaves
are in the defile, but is looking for adventurers to ex‐ his shop. Ke is secretly in the pay of the spymasters of
plore the forest that lines the cliff-edge to the south of the Alabaster Principality, across the Deep Ocean, and
Ogrim. leads the smuggling ring he operates out of the base‐
ment of his shop. Should the adventurers strike out on
6. Lookout tower/lighthouse. A 30’ tall lookout an expedition on their own he will contrive to meet
tower stands in a cleared area just off the docks, al‐ them to feel out their intentions.
ways manned by a guard tasked with keeping a watch
on the ocean. During storms or on foggy days a large 8. The Ice Jarl’s Rest. Ogrim’s only true inn, the Ice
oil lamp, the flame reflected and directed with mirrors, Jarl’s Rest (usually referred to by the locals as “the
is lit and shone out to sea. Jarl”) provides room and board for the merchants and
adventurers passing through. It is a large, ramshackle,
7. Commercial District. Really just a small cluster of three-story wood-framed building. The ground floor is
warehouses and commercial buildings, this area con‐ occupied by the kitchen, common room, and four pri‐
tains the following businesses: vate dining chambers, while bedrooms take up the
►Smithy. Run by Ord Dunri, a tall, taciturn man in second and third floor.
his late 30s. Making only simple weapons, he mostly If using prices for food and lodging, assume that the
crafts and repairs farm and logging tools, runners for costs at the Jarl are average for such cases. The Jarl is
dogsleds, and also shoes horses. run by Masry Betrol and her husband Drytber, both
►Bowyer. Willac Dunri, Ord’s older brother, makes veteran sailors, now retired, who served under Lord
bows and fletches arrows in this small workshop. He Protector Linber Thovid. Both are totally loyal to her,
is quite good, and can craft masterwork items given and use their position as innkeepers to keep a subtle
the time and money (see Hex 13.22 – the Plateau of eye (and ear) on travelers staying with them.
Sighs, for information on masterwork items). 9. The Bristling Quiver. Run by Vingar Rona, a re‐
►Tailor. Owned and operated by Cwen Elac and her tired ranger who used to run expeditions into the
wife Cenchell, the pair are known to make the highest Frozen Wastes—losing his right ear and nose to frost‐
bite in the process—the Bristling Quiver serves as a
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Populated Hexes Monthly – The First Year
tavern/barracks/meeting hall for the large number of Tholin Ha and Timthas Royso.
mercenaries that come through Ogrim. Usually mostly
Issue Six
deserted in the coldest months of the winter except for ►The garrison also consists of an armorer, two
those that cannot afford the cost of a berth south, dur‐ blacksmiths, and a dozen stablehands, cleaners,
ing the rest of the year it is bustling with warriors, ad‐ and cooks.
venturers and standard mercenaries both.
Thovid is a busy woman, and any adventurers
The Lord Protector likes the arrangement because the seeking an audience will be first led to one of the
mercenaries have a central place to stay—the Quiver two sergeants, then, if deemed worth it, up the
boasts a half-dozen bunk rooms that sleep five soldiers line to Captain Uw, Marshal Mon, and finally, if
each, as well as another five private rooms for offi‐ needed, to the Lord Protector herself.
cers—and are less likely to cause trouble throughout
the town. Plus, if the town is ever in danger, they pro‐ Residents of Ogrim can order or purchase goods
vide a source of defense that can be called upon from through the quartermaster. The Protectorate does not
a centralized location typically buy goods from non-residents, although ex‐
ceptions will be made for large quantities of quality
During the three months of summer, treat Ogrim as items or artifacts recovered from the Frozen Wastes.
being Market Class 4 for the purposes of hiring merce‐
naries (see Into the Wild), Market Class 3 during 11. Temple of Umor. While the patron god of Terbur
Third, Fourth, Eighth, and Ninthmonths, and Class 2 is Tempest, and worship of that deity is led by Marshal
during the rest of the year. Betrol Mon, the majority of the townsfolk also follow
the local god Umor, the Bountiful Harvest. In a land
Standard rates for food and lodging apply, but only to where true summer lasts but a brief month, and death
those hiring themselves out as guides or escorts on ex‐ by starvation or cold is a constant threat, Umor is wor‐
peditions. shiped as the bringer of plenty: filling the nets of the
fisherfolk, leading game into traps and snares, causing
10. Garrison/Governmental Offices. This large com‐ crops to grow, and coaxing every bit of heat from the
pound at the northeast corner of the town is encircled hearth during the long winter months.
by a wood palisade, and houses the town’s garrison as
well as governmental buildings. Lord Protector The priest of Umor is Wuvor Ethelles, a lean, middle-
Thovid (F7) resides here, as do the various functionar‐ aged man with the leathered skin of one constantly ex‐
ies of her office. posed to the elements (C4). He is assisted by two
novices (both C1) as well as several townsfolk.
Thovid is served by her Marshal, Betrol Mon (pal‐
adin, 4), who acts as an aide and secretary as well as The temple of Umor is a simple, wood-framed build‐
the spiritual leader of the garrison, and the quarter‐ ing containing an altar to the god, depicted as a fishing
master Risle Wenhu (F3). The rest of the garrison con‐ net filled to bursting with wriggling fish. Large wor‐
sists of: ship services are held during the day on each full
moon (the Fourteenthday of each month), with major
►1 squad of five light horse, led by a 2nd-level holidays held at the beginning, middle, and end of
fighter. This squad patrols the road leading out of the winter. At the end of every harvest, hunt, or fishing
valley roughly every other day. trip worshipers always bring a small portion of their
bounty to the altar, where it is burned so that Umor can
►2 squads of ten light foot, each led by a 2nd-level feast on the spiritual essence of the meal.
fighter. These two squads patrol the hex on a daily ba‐
sis, alternating days. Hook: Wuvor needs to replenish his supply of star‐
grass, a rare herb found only on the steppes east of
►1 squad of ten light foot, that acts as the town guard, Ogrim and used in religious ceremonies. He’s willing
led by a 2nd-level fighter. Five patrol during the day to pay the adventurers, in gold or healing, for bringing
and the other five at night. him as much as they can. Assume 1d6 ounces can be
harvested per adventurer-day spent looking, and that
►The garrison is led by Captain Roladel Uw, a 4th- he will pay 25 gp per pound (16 ounces to the pound).
level fighter, assisted by two 3rd-level sergeants: Druids, rangers, and other woodswise folks will find
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Populated Hexes Monthly – The First Year
2d6 ounces per day of looking. the monolith in subhex 02.06. Suwine will remain in
that hex until the monolith is uncovered, and will be
Issue Six
12. Lumberyard. Run by Master Eadfrid, felled found at the monolith during the day on a roll of 1-5
timber suitable for building is brought to this in 6. The monolith will be totally excavated in
area, where it is sawn into planks and dried for 1d20+15 weeks after the adventurers first arrive in
various purposes (typically either home con‐ Ogrim.
struction or the shipyards).
►Jaforth Donig (Bard 3), from Layge (Hex 43.43 of
Eadfrid is an older man, missing three fingers on the Plains of Zelaia), studying giant-folk society.
his left hand as the result of a logging accident,
and has piercing blue eyes and a scraggly beard. If ►Caryt Grimtooth (Ranger 3). The College’s resi‐
treated with respect he becomes quite garrulous, and dent expert on surviving and navigating the Frozen
willing to regale visitors with tales of his fifty years of Wastes. During the summer months he is likely (1-4 in
living in Ogrim. 6) to be leading an expedition, and even during the
winter months there’s a 1 in 6 chance he is out in the
Hook: Eadfrid is the leader of a group of political dis‐ Wastes.
sidents that seek to declare independence from Terbur.
The group, numbering nearly a dozen, all from prom‐ ►There are always 8-10 apprentices from the main
inent Ogrim families, meets in secret in Eadfrid’s College campus in Terbur studying at the facility and
office once a month. Should the adventurers run into assisting with research.
trouble with the Lord Protector it is likely that Eadfrid
will seek them out, perhaps in the guise of hiring them ►Egelphia Rid (NH). Born and bred in Ogrim, and a
to protect logging crews, in a subtle attempt to feel out fierce supporter of Terbur (even though she has never
whether the party would support their aims. been), Egelphia serves as the steward of the College,
handling all of the mundane logistical items the re‐
13. College of Researchers. Treat as Market Class 4 searchers would otherwise neglect. She also controls
for magical goods or expensive items (see Into the access to the researchers; should the adventurers wish
Wild), but prices are increased by 2d4 × 10% for non- to speak with someone, they must go through her first.
College members. The College will buy interesting ar‐
tifacts at cost, and have a budget of 1,000 gp per ►Grimtooth has an additional dozen or so support
month to do so. If items exceed their budget, and the staff that look after the College’s dogs, sleds, survival
items are of sufficient interest, they will likely offer gear, etc.
trade in goods or services rather than gold.
The College is a large, drafty, sprawling complex that
The College is run by Laytho Ingegel, an elderly Ter‐ houses storerooms stuffed with artifacts currently be‐
burian scholar (NH, sage) who has lived in Ogrim for ing cataloged, a rudimentary wizard’s laboratory
the past thirty years. Laytho is a generalist, specializ‐ worth 2,000 gp, a rather better equipped library worth
ing in nothing but fascinated with everything. He has 18,000 gp and specializing in all aspects of the Frozen
the following researchers working under him (every‐ Wastes, as well as rooms for all the staff, a kitchen,
one listed is from Terbur unless noted to the contrary); and everything else needed for a relatively self-sus‐
except where otherwise stated, each has a 1-2 in 6 taining community.
chance of being away on an expedition that will return
in 1d4 weeks (from when the adventurers arrive in Hook: The most obvious adventure hook for the Col‐
Ogrim). lege is a new expedition in need of guards. While the
College typically provides all of the logistical support
►Wisetored O (MU 3), a youthful-looking woman (sleds, sled dogs, supplies, etc.), they most often hire
with an aura of the fey about her. She is older than she outside mercenaries or adventurers for protection.
looks, and despite her fey appearance brooks no non‐ There is a 1-2 in 6 chance that the expedition needs a
sense. Her line of research is mapping the fey portals guide, as well, if Caryt is currently engaged.
in the Frozen Wastes.
14. Leoffer’s Trading Post. Leoffer the Lugubrious is
►Suwine Ead (MU 4), a middle-aged man with salt- a portly man with the sad, droopy eyes of a basset
and-pepper hair and a chest-length beard. Studies gi‐ hound. He runs the only general store in town, selling
ant runic magic, currently trying to uncover the rest of goods with which the Protectorate is either not inter‐
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Populated Hexes Monthly – The First Year
ested in dealing or of which it has a limited supply. create a new type of monster.
Everything in the OSE Core book is available through
Issue Six
Leoffer, as well as 1d12 units of randomly determined Each template has a breakdown of effects (see
trade goods (see Into the Wild) that Leoffer has pur‐ below) that are applied to the base character. Us‐
chased with the aim to sell. ing the character creation rules from Into the
Wild, an XP modifier is calculated. This modifier
Hook: Several months prior, Leoffer bought a chest of is applied to the base XP required for that char‐
recovered artifacts from a group of adventurers with‐ acter to reach 2nd level in their class. If the tem‐
out examining the contents thoroughly (the band were plate is applied to a character that is level 2 or
desperate for money, and Leoffer recognized the value higher, the XP needed to reach the next level is
of the items). One of the items was an intricately increased as well.
carved wooden puzzle box. The merchant cannot open
it, and is loathe to ask the College for help, as they of‐ Example One. A character is born with a template that
ten claim such oddities for their own. increases their base XP requirement by 100 XP.
Should they become a fighter, they would need 2,100
The box requires three successful Intelligence checks XP to reach 2nd level, and should they become a
(roll INT or lower on 4d6 three times) in conjunction magic-user they would need 2,600 XP to reach 2nd
with two successful Open Locks and one Remove level.
Traps check. It contains a chunk of amber with a fos‐
silized human finger encased within. Non-magical, Example Two. A 3rd-level fighter acquires a template
but interesting, and worth about 300 gp to a collector. that adds 100 XP to the base requirement. Rather than
Leoffer rewards the adventurers with 200 gp worth of needing 8,000 XP to reach 4th level they would need
store credit for helping him open the box. 8,400 XP, but they retain their current level until
reaching that amount.
15. Residential Quarters. What could generously be
called Ogrim’s largest and oldest “neighborhood” is Some aspects of a template are bonuses while others
clustered here, on the eastern border of the town, are penalties. Add up the total modifiers to determine
nearly two-score wood-framed houses. Most houses the amount by which the base XP is changed. If the
have their own small gardens, planted as soon as the character has multiple classes (perhaps by dual or
thaw arrives in the spring, and all but the most pros‐ multi-classing) increase the base amounts of each
perous bring their livestock inside with them during class by the total template amount. If the template is
the winter months. applied to a normal human, the base template amount
represents the number of XP needed to reach 1st level
About half the residents dwelling here operate small in any class.
boarding houses, offering one or two rooms for rent at
a rate of 1 gp per week per room, including meals. Example. Orin is a 0-level human created as a Vessel
During the three summer months there will be 1d8–1 (a template). Orin falls in with an adventuring party
rooms available; during the nine cold months there who are unaware of Orin's true nature. After gaining
will be 3d6 rooms available. 500 XP as a member of the party Orin reaches 1st
level, and can decide on a class.
Appendix Vessels
The lich-lords of Negrorn have perfected a technique
Templates whereby a dead creature is given life without a soul.
These creatures, known as Vessels, or the Emptied, are
used as messengers and spies by their creators, who
Templates are a list of changes that can be applied to can see and hear through their eyes and, if needed,
a character to reflect a change from the norm for their send their own spirit to inhabit the body.
class; these are either inherited changes, passed on
from a parent, or acquired changes, usually from some Vessel is a template applied to an existing class (see
sort of magical event or effect. In OSE, templates are Templates, above). The Emptied retain knowledge of
not applied to monsters, as it is easy enough to simply their past lives, as well as a sense of self, and can ad‐
vance in levels, but find their base experience require‐
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Populated Hexes Monthly – The First Year
ment increased as indicated below. Only humans hour, or the target makes such a roll, the effect ends.
or, in Absalom, the various “folk” (deer-folk,
Issue Six
horse-folk, etc.) can become Vessels. They are ►Resistant to Mental Intrusion. Vessels are al‐
modified from their base class as follows: lowed a saving throw versus spells to resist ESP and
similar spells and effects.
►Ageless. Vessels do not age, nor exhibit signs
of aging, nor are they affected by effects that ►Cold Resistance. Vessels are not as affected by
cause aging. cold as normal mortals. They function as if affected by
a permanent resist cold spell.
►Pierce the shadows. The character has in‐
fravision to 30’. Vessels are caught between this world and the Shad‐
owlands; they cannot be Turned like undead, as such,
►Resist death. When reduced to 0 hp as a direct re‐ but if caught within the area of a cleric’s Turning at‐
sult of damage, the Vessel rolls 1d6. On a 3 or higher tempt they must make a saving throw versus spells.
they do not die, but instead fall unconscious. This does Those failing are stunned for 1d4 rounds, unable to
not apply to save-or-die effects (such as certain poi‐ take actions other than moving at half speed. They
sons). To a casual observation the Vessel appears also detect as undead. By the same token, when en‐
dead, and they will regain 1 hp (and consciousness) countering intelligent undead they gain a +1 bonus to
the next midnight. any reaction rolls, in addition to any Charisma modi‐
fiers.
►Inviting to Outsiders. Since they lack a soul, the
Emptied are vulnerable to possession. When saving Each Vessel is created by an individual spellcaster of
against such attacks (such as a magic jar spell) roll significant power, the vast majority of whom reside in
twice, taking the lower of the two results. Negrorn (it is unknown whether the knowledge to cre‐
ate Vessels has escaped the Domain of the Dead).
►Unsettling presence. There is something about the Each Vessel is automatically susceptible to both scry‐
Vessel that is unnatural, and they suffer a 1 penalty to ing and possession by their creator, with no saving
all reaction rolls made involving living creatures (ap‐ throw permitted. Other beings that know the secret of
ply Charisma modifiers as normal). Once per day the using Vessels may attempt to possess or scry through
Vessel can harness their aura and cause one living in‐ those they did not create, although in that case the Ves‐
dividual within 30’ to make a saving throw versus sel is allowed a saving throw versus spells (albeit at
spells. If the target fails, they make their next saving Disadvantage). When under the control of another, the
throw or attack roll with Disadvantage. After one Vessel is unaware of what their body is doing, and if a
PC, they become an NPC for that time.
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Populated Hexes Monthly – The First Year
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Populated Hexes Monthly – The First Year
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Populated Hexes Monthly – The First Year
it is visible. It is a slab of granite, 2” thick and 14” on chance of the ice layer giving way each time the ad‐
a side. It weighs 650 cn, and is inscribed with the rune venturers enter one of these subhexes (increase to 1-3
Niad. in 6 if the party is using dog-sleds). If it does, each
member must make a save versus death to avoid fall‐
04.06, 05.06, 06.07, and 07.07. A crevasse has opened ing in.
up in these four subhexes, running in a jagged line to
the southeast, and widening from west to east. In sub‐ This crevasse is only 40’ deep and 10’ wide, so those
hex 07.07 the rift enters a mountainous pass. falling suffer 1d6 × 4 hp damage.
The crevasse is obvious during daylight hours, but in‐ A graven monolith is in subhex 05.05, but lies at
cautious adventurers have a 1-2 in 6 chance of tum‐ the bottom of the crevasse, so it will only be
bling into it if traveling in the dark, while snowblind, found once the crust of ice covering the chasm is
Issue Seven
or otherwise recklessly. It is also wide, averaging 50 gone. Once forming part of a doorway arch at
yards in width at the northwest end and increasing in the entrance to a giant hall, the stone is carved
width to nearly 500 yards wide before exiting the hex with the Kirafar rune. Broken beyond the point
in the southeast corner. It averages about 75’ in depth of repair, it is still valuable for research. The
throughout its length. arch itself weighs 12,000 cn and is a grey gran‐
ite, about 5’ long, one foot thick, and 18” tall.
By itself, if the adventurers are cautious, the crevasse
presents no danger, but does slow exploration of the
hex, as it cannot be crossed under normal circum‐
stances.
An examination of the northwest end of the crevasse
by a snow-wise explorer such as the ranger Caryt
Grimtooth (see PHM #6) – has a 1-2 in 6 chance of
revealing the presence of the hidden crevasse in sub‐
hexes 05.05 and 06.05.
The crevasse is a perfect lair-in-waiting for some arc‐
tic creature. Each week after this hex is first discov‐
ered by the adventurers roll an encounter check using
1d6. On a result of 1, an arctic creature(s) takes up res‐
idence in the crevasse (determine type by rolling on
the encounter table at the end of this section).
If desired, the Referee may place a dungeon at the bot‐
tom of the crevasse. Buried for centuries under the ice,
it is now awaiting exploration. Perhaps the teleporta‐
tion beacon in subhex 04.07 was originally located
there to provide access to this very complex.
04.07. Teleportation Beacon. An enormous stone
slab is partly buried in the snow. It is a teleportation
beacon, linked to the monolith in subhex 02.06 of Hex
28.28. Once the monolith is uncovered and deciphered
(see PHM #6) it may be used to teleport back to the
Monolith in Hex 28.28.
05.05 and 06.05. Hidden under a thin crust of ice, a
second crevasse waits to be revealed by the incautious Teleportation Beacon
step of an unwary adventurer. There’s a 1-2 in 6
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Populated Hexes Monthly – The First Year
Goods were loaded upon the slab and the rune ranger of level 3-4, 2d4 fighters of levels 1-3, 3d4
activated, and it could be pulled or pushed with porters, sled dog drivers, and assistants, and 1d2
little effort. magic-users of levels 1-4. PHM Issue #5 also contains
a list of appropriate monsters to encounter in this ter‐
06.07. Located at the very bottom of the chasm rain.
is a runestone, a slab of basalt 1 1/2” thick, 14”
wide, and 24” long. It contains a rune as yet 1. College Expedition
undiscovered by the College of Researchers, and 2. Frost giants (1d4)
worth twice the normal value. 3-4. Roc (1, see Appendix)
5-6. Winter wight (1d6)
7-8. Winter wolf (2d4)
9-10. Yeti (1d6)
11-12. Referee’s choice.
Appendix
Wandering Monsters
Frost giants. AC 4 [15], HD 10+1 (46 hp), Att 1 x
weapon (4d6) or 1 x boulder (3d6), THAC0 11
[+8], MV 120’ (40’), SV D6 W7 P8 B8 S10 (F10),
ML 9, AL Chaotic, XP 900, NA 1d2 (1d4), TT E +
5,000 gp
► Can throw boulders up to 200’
► Immune to cold-based attacks and suffer no
penalties for moving through snow and ice.
► 1 in 6 chance a patrol will be accompanied by
1d4 winter wolves.
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Populated Hexes Monthly – The First Year
Issue Seven
which enables her to hunt from high above the permanent residents of Absalom on a roll of 1-3
ground, she surprises on a roll of 1-4 in 6. in 6; otherwise they will just be raiding in the
► -1 penalty when dealing with Neutral Mortal World for a brief period of time before
creatures and -2 when dealing with Chaotic creatures. returning to the Winter Court. In the latter case,
► Can dive onto victims from above, attacking there will be an entrance to Faery somewhere
with both claws. If victim is surprised they suffer within a one hex radius of the encounter
double damage. On a roll of 18+ the target is grabbed location.
by a claw.
► Immune to cold-based attacks, but
Xiuhchitlno is an ancient, giant roc. She dwells in Hex vulnerable (see PHM Issue #5) to fire.
46.15 and hunts an enormous range (a 12-hex radius), ► Their frost breath affects all creatures within a
occasionally even flying out to sea to hunt seals, 10’ of their mouth. All affected can save vs breath for
whales, or the rare giant squid that comes to the half damage. Their breath weapon recharges on a roll
surface. Her feathers are white as snow, and she can of 6 on 1d6.
often be seen from miles away, gliding above the Each pelt is worth 5,000 gp if a winter wolf is
frozen landscape. somehow killed without damaging it.
Too old to hatch any more younglings, Xiuhchitlno
spends most of her days either asleep in her eyrie, atop
the highest mountain in Hex 46.15, or soaring far
above the earth pondering deep thoughts and
searching for prey.
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Populated Hexes Monthly – The First Year
and there the giants raised new cities and prac‐ found are runestones. The ancient giants carved and
ticed their geomantic magic. It was clear the wore runestones almost like modern-day charm
glory days of the giant-folk civilization were at bracelets or necklaces, activating their effects as
an end, though, and for centuries they brooded in needed. Most runestones encountered by explorers are
those circumpolar regions while, in warmer around the size of a human book and weigh anywhere
climes, the mecistop used their flesh-warping from 25 to 50 pounds. Many of them have a large hole
magic to twist the giant race and reshape it into bored through one end where they were strung upon a
something smaller, less puissant, and more suit‐ chain or rope. Giants bound runes to other objects it
able to slavery. was not uncommon for them to enchant weapons, or
armor, or vehicles with simple runes but these arti‐
facts, alas, have proven less durable over the innumer‐
But every empire must come to an end, and by the able centuries than graven stone.
time the world grew colder again, the mecistop empire Activating a runestone requires a character to make a
had crumbled and the giants ventured back into the runecasting check (see runecasting skill, below). It’s
world they had known, finding themselves many treated as a normal skill check (see Hex 17.23 for a
fewer in number and having forgotten much of the basic skill system that can be used). Many rune effects
knowledge and magical prowess they once held. impose a penalty to the skill check, which are given in
These giant-folk as old were unlike the giants known the description. It takes one round to activate or deac‐
to the modern age. They were not divided into differ‐ tivate a simple rune, and during this time the user is
ing sub-groups, but were instead a single race. For treated as though they were casting a spell. Complex
Referee’s interested in using these giant-folk per‐ runes typically take more than one round to activate,
haps some number of them survived, sealed in stasis as noted in the description.
or frozen in blocks of ice they should use the titan If a rune has multiple effects, only one such effect may
stats from the Advanced Monster Book, with the fol‐ be in use at a time, and the rune must be deactivated
lowing changes: before attempting to trigger another effect.
►Cannot become invisible at will. Unknown runes must be deciphered before they can
►Cannot levitate at will. be used. This process is treated as a spell research roll
(see Hex 14.21 Gateway to the Pallid Fields). Sim‐
►Can cast spells as described, but their ple runes are treated as 3rd-level spells and complex
spellcasting is slow and ponderous, taking roughly runes as 6th-level spells.
one turn per spell level to cast.
Each rune has a recharge time, given in the descrip‐
►Speak Giant. tion. Once the duration of a triggered effect ends, roll
►Same chance to have a giant companion (but to determine how long it takes to recharge. Note that
based on appropriate terrain type). the recharge time only applies to the specific power of
the rune that was used (if the rune has more than one
power); other effects of the same rune may be used
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Populated Hexes Monthly – The First Year
Issue Seven
stated.
Portable runestones have a value of 3d6 × 500 gp
each, while larger, more complex runes have values of
2d20 × 1000 gp, assuming they can be moved without
damaging them. Broken or damaged runestones are
worth 1d10 × 10% less.
Runes
A few of the runes used by the giant-folk are described
below. The name of the rune is given first, followed by
an illustration. Some basic information about each This rune allows levitation of whatever item it is
rune is given in parentheses, in the following order: carved upon. The giant-folk used it both to create
moving platforms that provided access to various
► Type of Rune: S for Simple, C for Complex. floors of their compounds, as well as to create friction‐
► Time to activate, in rounds. less sleds for the transport of goods.
The individual effects of each rune are described be‐
low the name, and each effect has further information Levitate (--/1d4 turns). This aspect of the rune causes
in parentheses, in the following order: the inscribed object to rise into the air by an inch,
floating above whatever surface it is placed upon. It
► Modifier to skill check. may then be pushed or pulled without friction, effec‐
► Recharge time. tively reducing the weight of the object by 75%. It
Example. The primary use of Niad, the lightbringer, is may be used on a combined mass of up to 750,000 cn.
to create light. This use has no modifier to the skill
Rise/Fall (–2/1d6 rounds). Activating this rune en‐
check, nor does it have a recharge time. It is listed as: ables an inscribed object to rise or fall, as if affected
► --/-- by the levitate spell, but with a weight capacity of
The secondary use, shadowbane, has a –2 penalty and 250,000 cn. The user of the rune may control the rate
a recharge time of 1d10 turns. It is listed as: of ascent or descent (within the limits of the spell).
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Populated Hexes Monthly – The First Year
tion, those within the radius save with Advantage the rune is activated. When activated, the effect has a
against any spells or effects that would interrupt that duration of 1d6 turns.
sleep (such as dream quest or manifest dream).
Suppression (–8/1d4 days). When this aspect is acti‐
Healing (–2/1d6 hours). All living creatures within a vated, it creates an anti-magic field which suppresses
60’ radius of this activated aspect heal at double the all magical abilities. It does not cause direct harm to
natural rate. Additionally, any healing magics used magically-created creatures – an undead creature
within the radius have maximum effectiveness, auto‐ would not be destroyed by this rune – nor does it sup‐
matically healing the maximum amount of dam‐ press magical abilities that are innate to a creature's
age. physiology – such as a dragon’s breath weapon, a
ghoul’s paralyzing touch, or a lycanthrope’s abil‐
ity to shift form. It does affect the casting of spells
Issue Seven
Inbagril (C/2)
A common rune used to bar passage or to provide
passage through an otherwise solid object.
Bar (–2/--). A portal (door, etc.) inscribed with
this rune cannot be opened while Inbagril is acti‐
vated. Deactivating the rune, which requires a
runecasting check, unlocks the door. Note that
Hrímkjalóin (S/1)
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Populated Hexes Monthly – The First Year
a simple Strength check. This rune does not prevent Náindu (S/1)
the physical destruction of the door, however.
Passwall (–4/1d4 rounds). Activating this rune cre‐
ates a pass-wall effect, as per the spell, except that it is
permanent until deactivated and creates an opening
with a 20’ diameter. Once deactivated, it takes 1d4
rounds to recharge before the passwall ability can be
used again.
Kirafar (C/3)
Issue Seven
This rune draws upon the unyielding and inexorable
strength of the earth, allowing the user to draw upon it
for strength or to lock an opponent in place.
The rune of welcoming and hospitality, Kirafar is seen Roots of the Earth (–3/1d8 hours). Activating this
above the entrance to many great halls of the giant- aspect allows the user to shape the earth under an op‐
folk. ponent’s feet in such a manner that it wraps around the
Hospitality (–2/1d4 days). All reaction rolls within creature’s legs, preventing movement. Every round,
sight of the rune of hospitality to a radius of 120’ are the target may spend their action attempting to break
made with a +1 modifier. Additionally, in order to pre- free by rolling their Strength or under on 5d6. Giant-
emptively attack or cast a harmful spell, the character kin or ogres roll 4d6, and actual giants can break free
must succeed on a saving throw versus spells. If they in one round. This affects a target within 90’ of the
fail, they are unable to act aggressively. Once an at‐ user, and the earth can reach up to 20’ in the air to drag
tack is made, or a character is forced to defend them‐ a flying creature down to the ground.
self, the enchantment is broken and the rune deacti‐ The grasping earth lasts for 1d8 rounds. As their ac‐
vated. tion during a round, the user of this rune may target
Revealment (–4/--). All that pass within 20’ of the another creature within range; the creature currently
rune are forced into their true form. Targets that were being held is released and a new creature is targeted.
unwillingly transformed (such as via polymorph oth‐ Strength of the Stone (–2/1d8 hours). The activator
ers) are allowed another saving throw to try to regain of this rune draws upon the strength of the earth. For
their true form. This rune has no effect on a creature 1d6 turns, as long as they are physically touching the
that has assumed a new form due to the reincarnate ground, they roll twice for damage with melee attacks,
spell. taking the better of the two results. They can also not
be physically moved from their location if they do not
so desire.
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Populated Hexes Monthly – The First Year
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Populated Hexes Monthly – The First Year
as there is unbroken contact between them. It takes 6 charge using arms and legs. Their movement
rounds to activate a teleportation rune. increases to 150’ (50’), and they can do this
regardless of terrain, but can move like this for no
Teleportation runes are unique and come in matched more than six consecutive rounds and one minute
pairs, one the origin and the other the destination. per turn. At the end of a charge they may make a
Most are designed to be one-way, although some al‐ claw attack with a +2 bonus to hit and damage
low travel back and forth. The monolith in Hex 28.28, rolls. While moving like this the votnan cannot be
for instance, is inscribed with origin runes for six des‐ holding anything in their hands.
tinations, one of which is the beacon at subhex 04.07. ►Reach. Votnan have incredibly long
This beacon is only inscribed with the destination arms, and can attack foes 5’ away.
rune, and therefore cannot be used to travel back to
►Stealthy. Votnan can hide in the natural
Issue Seven
Hex 28.28.
environment on a roll of 1-5 in 6. When
hidden they surprise on a roll of 1-4 in 6 if
Miscellany they chose to attack.
►Cold Adapted. Due to their shaggy coats
Knacks they are unaffected by natural cold and save
with advantage against cold-based attacks,
Giant-kin. This Knack may be taken at any level. The
but make any saving throws against fire-
ancient genetic lineage of their giant ancestors has based attacks at disadvantage. They suffer no
resurfaced in this character, and they gain the follow‐ penalty to movement in snowy or icy
ing benefits. conditions.
► +1 to Strength score.
► The character has an innate knack for using
runes. It takes only two skill slots for them to become New Class: Votnan
Proficient in runecasting, rather than three, and they
gain a +1 bonus to the roll on any runecasting checks
they make. The votnan are presented below as a playable class, or
should the Referee desire, votnans with class levels
can be encountered in the wild (leading packs, for in‐
Skills stance). While overall the culture is primitive there is
Runecasting. A character with this skill has the no reason that individual votnan cannot use metal
knowledge to activate giant runes. It is a difficult skill weapons or tools, nor learn how to work with metal.
to master; becoming Proficient takes three skill slots,
rather than one. This class is for the basic votnan character. No known
votnans have mastered the arcane arts, but those capa‐
New Monster: Votnan ble of casting druidic spells are relatively common.
Distant, yet peaceful, relatives of the yetis, votnan live Requirements: CON 12, STR 12
a nomadic existence in the southern, more hospitable Prime Requisite: CON
regions of the Frozen Wastes. Standing the same Hit Dice: 1d8
height as a man, they are nearly as wide as they are Maximum Level: 8
tall, and covered with a thick layer of shaggy hair that Armor: Shields only
Weapons: Any
protects them from the cold of the Wastes.
Languages: Votnan, Common
Votnan. AC 6 [13], HD 3+1 (14 hp), Att 1 x claw
(1d8) THAC0 16 [+3], Move 90’ (30’), SV D8 W9
Living in such a remote, inhospitable region of the
P10 B13 S12 (D3), ML 9, AL Neutral, XP 50, NA NA
world has shaped the votnans into a semi-nomadic
(2d4), TT B
race, rarely remaining in one spot for more than a few
►Charge. Votnan can drop to all fours and
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Populated Hexes Monthly – The First Year
months at a time before moving on to follow available fire damage, saving with disadvantage against such at‐
game. tacks.
Their native language is one of growls and grunts, but Votnan make saving throws as dwarves and attack us‐
it is not unknown for members of the race – especially ing the monster attack progression.
when the tribe passes close to human settlements to
speak the Common tongue. Votnan have developed the ability to go without food
for extended periods of time, gorging themselves
Votnan characters can use any weapons but can when food is available. A votnan can go for a week
only use shields, as their frames do not allow for without food, but when they do eat they must consume
armor use. Their hide provides natural protec‐ the amount of food they otherwise would have needed
tion and thickens over time, providing greater to eat. Additionally, after gorging themselves they
Issue Seven
protection. They make Cleave attacks (see Into must rest for a full day, moving at half speed and un‐
the Wild) as a fighter, using their class level, not able to attack or charge while they digest.
their HD.
Upon reaching 5th level a votnan may strike out on
They can fight either with weapons or unarmed, their own and form their own pack. Over a period of
with a claw attack that inflicts 1d8 points of four months 2d6 normal votnan come to join them,
damage per hit. Their arms are long, and they with one quarter arriving each month. There’s a 1-3 in
can attack foes 5’ away with them even if they 6 chance that a votnan snowshaper (a druid) of level
are not engaged in melee. At 4th level they in‐ 1d4 will join the pack, as well.
flict an extra +1 damage in combat (whether with
Optional Rules
their claw attack or wielding a weapons) and at 8th
level the damage increases to +2.
At first level the character knows how to use the grap‐
Votnan have short legs relative to their frames and ple combat maneuver from the list in Hex 17.22. At
move 30’ per round, although they can drop to all 4th level they may select another combat maneuver.
fours and move with short bursts of speed (increasing
their speed to 50’) for no more than six consecutive At first level the character knows two skills, plus any
rounds or one minute per turn. If they attack a foe at bonus skills from a high Intelligence. They gain a new
skill at levels 3, 5, and 7. Additionally, the votnan be‐
the end of this movement they gain a +2 bonus to at‐
gins play Proficient in the Wilderness Survival: Arctic
tack and damage rolls. skill.
Although their fur is rarely white they have an innate At first level the character has one Knack, selected
ability to hide in natural environments, doing so with from the list below. They gain a new Knack at levels
a 1-5 in 6 chance of success. A hidden votnan sur‐ 4 and 8.
prises on a roll of 1-4 in 6.
Unless otherwise stated Knacks can be selected at any
Votnan are naturally resistant to cold; normal cold level and multiple times.
does no damage and they save with advantage against
magical cold attacks. They are vulnerable to heat and
Table 9 – Votnan Racial Class
Saving Throws
Level XP HD THAC0 D W P B S AC DB
1 0 3d8+1 16 [+3] 8 9 10 13 12 6 [13] --
2 4,320 4d8+1 15 [+4] 8 9 10 12 12 6 [13]
3 8,640 5d8+1 14 [+5] 7 8 9 11 11 6 [13] --
4 17,280 6d8+1 13 [+6] 6 7 8 10 10 5 [14] +1
5 35,000 7d8+1 12 [+7] 6 7 8 9 9 5 [14] +1
6 70,000 8d8+1 12 [+7] 5 6 8 8 8 5 [14] +1
7 140,000 9d8+1 11 [+8] 4 5 7 7 8 4 [15] +1
8 280,000 10d8+1 11 [+8] 4 5 6 6 8 4 [15] +2
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Populated Hexes Monthly – The First Year
Alertness. The character gains a +1 bonus to initiative by 2, or two of the above scores by 1 each. This may
and is only surprised on a roll of 1 in 6. Can only be only be selected at 4th, and 8th, levels. An improved
selected once. score cannot exceed 18.
Attuned to Nature. Choose one of the following Self-improvement, secondary. The character may in‐
spells. The votnan can cast it once per day, as a druid crease her Intelligence, Wisdom, Charisma by 2, or
of a level equal to their class level. two of the above scores by 1 each. This may only be
selected at 8th level. An improved score cannot ex‐
►Animal friendship. Can have a maximum HD of ceed 18.
bound animals equal to their class level x 2. This
spell can be cast once per week. Skillful. The character gains three additional
skills.
►Detect danger.
Issue Seven
Toughness. The votnan rolls 1d10 for their HD,
►Invisibility to animals. rather than 1d8. This Knack can only be selected
►Locate Plant or animal. once, but it can be selected at any level, provided
the character reroll their hit points at each level.
►Predict Weather.
Weapon Specialization. Pick one kind of
weapon (longsword, short bow, etc.). The char‐
At 4th level the votnan can chose to either cast another acter gains a +1 bonus to hit and damage when
spell or cast the spell they already know an additional using this weapon.
time per day. At 8th level they can add a third spell or
a third casting.
Brutal Attack. The votnan gains an extra +1 damage
in combat, in addition to any Strength bonus or that
granted at 4th and 8th level, and their reach increases
to 10’
Frightening Charge. If the votnan spends one round
charging on all fours and ends its turn engaged in
melee, all enemies within melee range must make a
morale check at the beginning of the next round. In‐
stead of a morale check, PCs make a save versus
paralysis. Those failing must spend their movement in
the next round retreating from the votnan.
Get Back Up. Once per day the votnan instantly re‐
gains 1d4 hp after being reduced to 0 hp. At 6th level
they regain 2d4 hp. This Knack can only be selected
once.
Improved Critical. The character inflicts a critical hit
on a roll of natural 19 or 20. It is recommended that a
critical hit a) automatically hit the target, regardless of
AC and b) inflict maximum damage. This Knack can
only be selected once.
Porter. The character’s encumbrance limit is in‐
creased by 200/400/600 cn. Therefore, a character can
carry 800 cn and move at 90’, 1200 cn and move at
60’, and 2200 cn and move at 30’.
Self-improvement, primary. The character can in‐
crease their Strength, Constitution, or Dexterity score
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Populated Hexes Monthly – The First Year
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Populated Hexes Mon Year
Issue Twelve
Resources: Agricultural, industrial (timber, 3); Ani‐ Celeeldal. Of the three, Dirlal does most of the
mal, game (4) talking.
In the middle of the ice fields of the Frozen Wastes,
two hundred miles east of Grim, a strange sight awaits Hawk, giant. AC 6 [13], HD 3+3 (16, 20,
the weary and cold traveler: an oasis of greenery 20 hp), Att 1 x talons or beak (1d6),
amidst the stark whiteness. Those explorers and re‐ THAC0 16 [+3], MV 450’ (150’) flying,
searchers familiar with the Frozen Wastes know this SV D10 W11 P12 B13 S14 (F4), ML 8, AL
greenery is deceptive, and just as dangerous if not Neutral, XP 50, NA 0 (1d3), TT None
perhaps moreso – as the icy landscape surrounding it,
for the greenery is maintained by an active connection
to the Summer Court of Faery, specifically the ►Can dive at targets from above. If the victim is
demesne of Finthordin, the Duchess of the Rising Sun. surprised, the attack does double damage. On a
roll of 18+ a target of halfling size or smaller is
When seen from afar, this hex is a bright green jewel grasped in its talons and can be carried away (the
set into the flat, snow-driven plain, and the tops of the hawk moves at half speed while doing so).
trees – and birds flying above – can be seen on a clear ►While swooping, the hawk may make an attack
day from almost nine miles distant. Many a traveler and then continue its movement.
freezing and near-death – has made the mistake of
seeking shelter in the grove of trees.
05.05. Entrance to Faery. A pair of stone menhirs
Approaching the area, one notices a clear demarcation
form the entrance to the House of the Rising Sun in
between the snowfields and the deciduous trees; the
Faery. Ancient and moss-covered, twice the height of
transition is abrupt and without warning. The wooded
a man, the pair create a permanent gate that can only
area within the hex is strikingly warmer near 70 de‐
be used under the following circumstances. If neither
grees Fahrenheit (21 Celsius) – and the trees in leaf
condition is met, one can pass between the two stand‐
year-round.
ing stones and remain in the same world.
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Populated Hexes Monthly – The First Year
Table 10 (1d20)
1-7 House patrol (1d4+1 1st-level elves + 2nd-level elven lieutenant)
8-10 1d10 sprites
11-13 1d20 pixies
14 1d6 blink dogs
15-17 House patrol (1 squad of six 1st-level elves, 2nd-level elven lieutenant, + Lanthorn, 5th-level elf and
captain of the Duchess’s guard)
18-19 Hunting party (2d4 1st-level elves, 1d3–1 2nd-level elves, + 1d6 blink dogs)
20 Hunting party (2d4 1st-level elves, 1d4 2nd-level elves, + 1d4 named House NPCs)
►Creatures with fey blood – including elves, Named NPCs (1d10)
half-elves, eladrin (if using the godborn class from 1 Finthordin
Into the Wild), and characters with the Fey-
2-4 Lanthorn
Touched Knack and those in physical contact
with these creatures can pass through the stones 5-6 Lorreitheor
and travel to Faery at will. 7-8 Marlarte
9-10 Medrinmen
►The way can be opened by means of magic
(such as the create faery road ritual spell from Hex
14.21 or the Basilisk Hills Hexcrawl).
There’s a 1 in 6 chance per hour spent within this
subhex that someone or something emerges
Issue Twelve
Random Encounters
1-3. Giant hawk (1d3) from subhex 03.05
4. Fey encounter from Table 1
5. Winter wight (1d6) from PHM #5
6. Yeti (1d6) from OSE Advanced
7. Bear, polar (1d2)
8. (1-5) Adventuring party (use rules in OSE Basic to
determine composition) or (6) expedition from the
College of Researchers in Ogrim (see PHM #6)
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Populated Hexes Monthly – The First Year
Issue Twelve
1 (3 hp), Att 1 x weapon (1d8) or 1 x bow (1d6),
Is ue T re
upon her, in addition to the normal elf abilities:
THAC0 19 [0], MV 90’ (30’), SV D12 W13 P13
B15 S15 (E1), ML 8 (10 with leader), AL Usually ►She cannot lie. She may dissemble, and
Neutral (see elf class entry), XP 10, NA 1d4 (1d6), hedge, and make vague statements, but she
TT See below cannot outright lie.
►She is immune to ghoul paralysis, sleep,
and charm spells.
►Armed with swords and long bows, and
wearing leather armor with wooden shields. ►If subjected to illusions, hold, or ESP
spells she may roll twice, taking the better
►Each elf has 1d10 sp worth of fey trinkets. result.
Summer Court Elf Lieutenant (E2). AC 6 [13], ►Lorreitheor’s attacks (via natural means or
HD 2* (9 hp), Att 1 x weapon (1d8) or 1 x bow weapons) harm magical creatures as if they
(1d6) or 1 x spell, THAC0 19 [0], MV 90’(30’), SV possess a +1 enchantment, even if they’re not
D12 W13 P13 B15 S15 (E2), ML 9, AL Usually magical.
Neutral (see elf class entry), XP 25, NA Unique, ►If using the Optional Rules, assume Lorreitheor
TT See below has the Toughness and Divine Champion Knacks.
She typically prepares cure light wounds as her
►If using the Optional Rules, assume each Divine Champion spell.
lieutenant has the Toughness Knack, giving them ►She knows: glamour, sleep, invisibility, and
1d8 hp per HD. obscuring mist.
►Lieutenants typically prepare (1) charm person, ►Like Lanthorn, Lorreitheor is clad in the
(2) chromatic orb, (3) entangle, or (4) faerie fire. equivalent of plate armor, enormous green leaves
►1d10 gp worth of fey trinkets. molded and hardened via magic to provide
equivalent protection. Her blade is a 3’ long thorn
enchanted with a +1 dweomer.
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Populated Hexes Monthly – The First Year
Finthordin, Duchess of the Rising Sun (9th-level Marlarte (pixie). AC 3 [16], HD 1* (5 hp), Att 1
elf Lady). AC 3 [16], HD 9** (50 hp), Att 2 per x dagger (1d4), THAC0 19 [0], MV 90’ (30’) /
round, see below (1d6+4 with spear), THAC0 10 180’ (60’) flying, SV D12 W13 P13 B15 S15 (E1),
[+9], MV 120’ (40’), SV D6 W7 P8 B8 S8 (E9), ML 7, AL Neutral, XP 513, NA Unique, TT See
ML 9, AL Lawful, XP 2,300, NA Unique, TT See below
below
Marlarte is a pixie, and serves Finthordin as a spy and
Finthordin is the Duchess of the House of the Rising agent provocateur. She can occasionally be found in
Sun. She appears as a taller-than-normal elf, with hair the Mortal World for a week or two laying low while
the soft green of spring foliage and eyes of gold. the heat dies down. She will typically be encountered
by herself, although she does have a good relationship
►She knows all of the elf spells at each level she with the giant hawks in subhex 03.05, and if she en‐
can cast, and at 9th level can cast two 1st, two 2nd,
counters the adventurers in this hex she will usually be
and one 3rd-level spells.
friendly but will subtly pump them for as much infor‐
►If using the Optional Rules, she has the Cantrip mation as they have. She typically wears a pixie-sized
and Metamagic Knacks (with 4 sorcery points). amulet of protection against scrying (it looks like a
necklace with an acorn mounted on it) and has the
As a Faery Lord she has the following characteristics: skills of a 5th-level thief.
►She is immune to both charm and sleep spells.
Medrinmen (satyr). AC 5 [14], HD 5 (20 hp), Att
►She is vulnerable to bronze (see Elves, 1 x horns (2d4), THAC0 15 [+4], MV 180’ (60’),
below). SV D6 W7 P8 B8 S10 (F10), ML 9, AL Chaotic,
Issue Twelve
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Populated Hexes Monthly – The First Year
Issue Twelve
throw against sleep spells.
most uncountable number of Houses.
►Can see in dim light as if it were full daylight.
An elf of any class possesses abilities based
►Can detect secret doors and hear noises with a upon their Court affiliation, as noted below:
1-2 in 6 chance.
►As with most fey creatures, elves do not have ►Summer Court. Once per day can create
souls. When they die they cannot be resurrected or food as per the clerical spell, with the
returned to life; they cannot become undead, following restrictions: takes 1 turn to use,
although their bodies can be used as vessels by must have some plant-life present to use, and
undead creatures. creates food for 1d4 individuals per use.
►Elves are vulnerable to weapons of bronze. ►Winter Court. The elf is under the permanent
Attacks made against elves by bronze weapons effect of a resist cold spell affecting only themself.
have Advantage, and damage is rolled twice, Once per day they may endow another creature
taking the better result. with the same protection, at the cost of their own.
This protection lasts until the following sunrise.
►As fey beings, the vast majority of elves ►Moon Court. Once per day, at a caster level
encountered will belong to one of the Faery
Courts, with the exception being elves that have equal to their HD, the moon elf may cast dancing
spent their entire lives in the Mortal World (see lights (as per the illusionist spell).
Elven Demographics). More information on the ►Shadow Court. Under a permanent false aura
Courts of the Fey can be found below. spell (as per the illusionist spell). Higher-level
►An elf that belongs to a Court is a member of a casters have the chance to pierce the illusion with
specific House, and as such owes their allegiance magic, such as dispel magic. Use the level of the
to the Lord or Lady of that House. Wild elves owe Shadow Court elf as the caster level of the false
no such allegiance, but cannot draw upon the aura effect.
resources of a House, nor can they rely on a ►Twilight Court. Can cast faerie fire (as per the
House’s influence. This must largely be role- druid spell) once per day.
played, but elves in good standing with their
House can rely on material support and influence. ►Wild Fey. Elves unaligned with any of the
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Populated Hexes Monthly – The First Year
Courts gain a +1 bonus to all saving throws versus treespeaker has the same racial characteristics but uses
magic cast by members of a Faery Court. the bard class as a template.
The Third Kingdom Games book The Pallid Fields
has information on creatures of Faery, including how
Elf
to create Fey Lords, Ladies, and Knights. This is the standard elf race-as-class, based on the elf
from Old School Essentials.
An elf that belongs to a Court is a member of a specific
House, and, unless high-ranking, is typically subject Requirements: Charisma 9
to the whims of those above them. When given a di‐ Prime Requisite: CHA and STR
rect order by a superior the elf may attempt to make a Hit Dice: 1d6
saving throw versus spells to disobey; those failing Maximum Level: 10
fall under the influence of a geas spell. If the order is Armor: Any, including shields
Weapons: Any
given by the Lord of the elf’s own House the saving
Languages: Faery, Common
throw is made with Disadvantage.
Wild elves have no such compunction, as long as they
The vast majority of the elves encountered will be of
do not serve a House, but they also do not have the
this base class. An elf with at least a 13 CHA and STR
resources and name of a House to draw upon. Elves
gains a +5% bonus to XP earned, while those with a
that were born in the Mortal World are automatically
CHA of at least 16 and a STR of at least 13 gain a
considered to be Wild Fey unless they swear al‐
+10% XP bonus.
legiance to a House.
Elves may use any armor, including shields, and may
Issue Twelve
►Every time a wild elf encounters a creature fight with any weapons. They have the following
with the fey sub-type, roll 1d6. On a result of 1-2
racial abilities:
all reaction rolls are made with a 1 penalty, on
a result of 3-4 they are made with no modifier, ►If using Fighting Styles (see Into the Wild)
and on a result of 5-6 they are made with a +1 elves gain one fighting style at level 1 and a
bonus. second at level 5.
►If using Combat Maneuvers, elves gain one
combat maneuver at level 2 and an additional
Elven Demographics maneuver at levels 4 and 7.
Elves belonging to a Fey House or Court, or those un‐ ►Elves cast spells as sorcerers (see Into the Wild)
aligned elves dwelling in Faery, will be (1-3) Neutral, with 75% progression, beginning at 2nd level.
(4-5) Chaotic, or (6) Lawful. Elves that have spent Their spells are drawn from a limited spell list (see
their lives in the Mortal World will be (1-3) Neutral, below) and are cast at a level equal to their class
(4-5) Lawful, or (6) Chaotic. When encountered in the level –1.
Mortal World, elves will be (1-3) natives of the plane,
with no House or Court affiliation, (4-5) residing in
►They attack and Cleave as fighters, with a
slightly better saving throw progression.
the Mortal World, but affiliated with a House or Court
and enjoying access to a gate or portal to Faery, or (6) ►They may use those magical items available to
full natives of Faery, temporarily in the Mortal World both fighters and magic-users, even if they cannot
on some errand. cast the specific spells involved.
►They may craft fetishes (see Hex 17.22) at level
Elven Classes 8, scrolls and potions at level 9, and permanent
magical items at level 10. Their caster level for
such attempts is equal to their actual level –1.
The standard elf and spellsinger classes are presented
below. One other elf class – the treespeaker – will be Upon reaching 8th level an elf may attempt to found a
found in a future supplement. For reference, the domain. In the Mortal World this domain is treated as
if the elf were a fighter, albeit at 66% efficiency. Due
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Populated Hexes Monthly – The First Year
Issue Twelve
►3d6 1st-level elves.
Elves “know” a number of spells equal to their
►1d4–1 elven spellsingers, of level 1d4 each. caster level plus their Charisma modifier. They
►1d4–2 elven treespeakers, of level 1d4 each can select the spells as desired, and once per
(treespeakers will be presented in a future level can swap out one spell they know for
supplement). another one.
►2d4 other fey creatures native to the region of
Faerie. Example. Lararod is a 5th-level elf with a
An elf founding a domain within one of the Courts Charisma of 13. They have a caster level of 4
must pledge fealty to a Lord or Lady, entering the and a +1 modifier, meaning they know 5 spells, even
byzantine and complex web of Fey loyalties and though they may only cast three spells per day.
debts. These elves roll twice for the followers they Elves do not need to announce in advance what spells
gain, taking the better of the two results. they have prepared, as they may cast any spell they
Elves founding a domain in Wild Faery automatically know assuming they have an appropriate spell slot re‐
gain one Lordly Power (see Pallid Fields), while those maining.
founding a domain within one of the Courts must be Optional Rules
granted a domain by their liege.
At first level the character knows three skills, plus any
Elven spells are drawn from the magic-user, bonus skills from a high Intelligence. They gain a new
illusionist, and druid spell lists. Illusionist spells are skill at levels 4, 7, and 10.
indicated with an “i” and druid spells with a “d”.
At first level the character has one Knack, selected
First Level. charm person, chromatic orb (i), dancing from the list below. They gain a new Knack at levels
lights (i), detect magic, entangle (d), faerie fire, 5 and 10.
glamour (i), light, phantasmal force, predict weather Unless otherwise stated Knacks can be selected at any
(d), sleep. level and multiple times.
Second Level. animal friendship (d), detect evil,
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Populated Hexes Monthly – The First Year
Alertness. The character gains a +1 bonus to initiative ber of spells, as shown on the table below. Like cler‐
and is only surprised on a roll of 1 in 6. ics, the character must hew to their patron's code of
behavior and, should they violate this code, may find
Animal Companion. The character gains an animal themself deprived of spells until they are able to make
companion, a normal animal they have bonded with in amends for their transgressions.
a manner that borders on the supernatural. They can‐
not understand their companion without magical This Knack can only be selected at level 5 or higher.
means, but the companion will remain loyal to the
character as long as it is treated well. The companion Expanded Repertoire. The character can select one
is considered to be a retainer, counting towards the of the following spells of each level and add it to the
character’s normal maximum, and gains XP as a re‐ elf spell list. This Knack can be selected multiple
tainer (potentially leveling up). This Knack can be se‐ times; with each selection a different spell at each
lected multiple times. The companion cannot have level is selected.
more than twice the character’s Hit Dice upon the se‐
lection of this Knack and must be a normal animal,
►First Level. hold portal, locate plant or animal
(d), protection from evil, spook (i).
dire animal, or giant animal.
►Second Level. cure light wounds (d), esp,
The companion is “recruited” in the same manner as a quasimorph (i), web.
human retainer, but in these instances the character
typically needs to spend 1d4 months gaining the ani‐ ►Third Level. haste, protection from poison (d),
mal’s trust before a reaction roll can be made. spectral force (i).
Cantrip. The character can expend small Lucky. The character can reroll any attack, damage,
amounts of magical energy to accomplish basic or saving throw they make once per day. They may
Issue Twelve
tasks. The character may do so as often as de‐ reroll two results per day at 5th level and three per day
sired and can produce the following general at 10th. This may only be selected once.
effects: shed light in a 5’ radius, extinguish a fire Metamagic. The caster gains a number of points
no larger than a torch or lantern, clean or dry a equal to half their caster level (rounding up) that can
25 sq. ft. area, produce small gusts of wind, be used to do the following. The points regenerate af‐
make indistinct sounds, open or close unlocked ter a full night’s sleep.
and unbarred doors and windows, create a minor
illusion no larger than man-size, change one’s ►Careful Spell (variable). Designate a number
basic appearance, etc. Generally, cantrips have a of targets equal to the number of points spent
maximum range of 45’, and last for no more than within the area of effect of a spell. These creatures
one hour. It takes one round to cast a cantrip. automatically succeed on any required saving
throws.
The caster can cast offensive cantrips as well. These
minor spells can take any form, but all inflict untyped ►Distant Spell (1 point). Double the range of a
magical damage; a caster who tosses small balls of fire spell, or, if the range is touch, increase the range to
isn’t actually doing fire damage. Such spells have a 20’.
range of 25 feet and do 1d4 points of damage, or 60
feet and 1d2 points of damage. Both require a success‐ ►Empowered Spell (variable). Reroll any
ful ranged attack roll and the target does not get to number of damage dice, taking the new result.
make a save. Each die rerolled costs 1 point.
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Populated Hexes Monthly – The First Year
second spell is no higher than 2nd level. be selected at any level, provided the character rerolls
their hit points at each level.
►Subtle Spell (2 points). Can be cast without
verbal or somatic components. Warlord. The character is treated as having an addi‐
tional 1 HD for purposes of commanding forces in
►Twinned Spell (variable). When casting a mass combat and gains a +1 bonus to all Leadership
spell that affects a single individual and doesn’t
rolls they make. Units under the character’s direct
have a range of self the caster can affect another
control inflict an extra +1 point of damage on success‐
target within 5’ of the original by spending one
ful attacks. See Into the Wild for information on mass
point per spell level.
combat.
Multi-attack. Eschewing movement during the
round, the elf may make a second attack with a Weapon Specialization. Pick one kind of weapon
weapon, or an additional unarmed attack. They may (longsword, short bow, etc.). The character gains a +1
only Cleave with a single attack. This Knack is only bonus to hit and damage when using this weapon.
available at levels 5 and 10.
Elven Spellsinger
Self-improvement, primary. The elf can increase
their Strength, Charisma, or Dexterity score by 2, or The elven spellsinger is a much more potent spell‐
two of the above scores by 1 each. This may only be caster than the normal elf, and is roughly equivalent to
selected at 5th and 10th level. An improved score can‐ the base elf class found in OSE and similar systems.
not exceed 18. The main differences are:
Self-improvement, secondary. The elf may increase ►Limited in armor to leather and no
their Constitution, Wisdom, or Intelligence by 2, or shields.
Issue Twelve
two of the above scores by 1 each. This may only be
selected at 10th level. An improved score cannot ex‐ ►Use the thief attack progression rather
ceed 18. than the fighter.
Skillful. The character gains three additional skills. ►Gain +1 hp at 10th level rather than +2.
Apprentice Thief. Select three of the following: Requirements: Charisma 9, Intelligence 9
Climb, Disable, Hear Noise, Read Languages, Sleight Prime Requisite: CHA and INT
of Hand, Sneak, Spot. The character can perform these Hit Dice: 1d6
as a 1st-level thief. They gain 1 point at each odd level Maximum Level: 10
and 2 points at each even level that can be spent to im‐ Armor: Leather armor only, no shields
prove their chances. Weapons: Any
Toughness. The elf rolls 1d8 for their HD, rather than Languages: Faery, Common
1d6. This Knack can only be selected once, but it can Elven spellsingers with at least a 13 CHA and INT
gain a +5% bonus to XP earned, while those with an
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Populated Hexes Monthly – The First Year
INT of at least 16 and a CHA of at least 13 gain a rules for specialist magic-users from PHM #1 elves
+10% XP bonus. cannot specialize in Shadow magic.
Spellsingers cast spells as a magic-user, memorizing Optional Rules
spells from books and drawing from the magic-user
spell list. They lose their natural elven spellcasting The character begins play knowing three skills, in ad‐
ability as a result of this heightened arcane attune‐ dition to bonus skills equal to their Intelligence modi‐
ment; should anything befall a spellsinger to make fier. The character gains a new skill at levels 4, 7, and
them lose their class, they are treated as a normal elf 10.
and regain the ability to spontaneously cast spells. The character begins play with one Knack, selected
from the following list. They gain an additional Knack
►They Cleave as clerics (see Into the Wild). at levels 5 and 10.
►They may use those magical items available to Additional Spell. The character can cast an additional
both fighters and magic-users, even if they cannot spell per day (of a level they could normally cast). The
cast the specific spells involved. character can decide if it is a 1st-, 2nd-, or 3rd-level
►Spellsingers can craft magical items as follows: spell, and it can change daily. This Knack can be se‐
fetishes at level 3, scrolls at level 5, potions at lected multiple times.
level 7, charged and permanent items at level 9.
Cantrip. The character can expend small amounts of
Spellsingers can also create constructs and cross- magical energy to accomplish basic tasks. The charac‐
breeds. Rules for creating these creatures will be ter may do so as often as desired and can produce the
found in upcoming supplements (construct cre‐ following general effects: shed light in a 5’ radius, ex‐
ation is already covered in Hex 16.43 the Cave tinguish a fire no larger than a torch or lantern, clean
Issue Twelve
of the Elder Gargoyles). or dry a 25-sq.-ft. area, produce small gusts of wind,
make indistinct sounds, open or close unlocked and
When a spellsinger reaches 8th level they attract
unbarred doors and windows, create a minor illusion
a number of apprentices. 1d4–1 spellsingers,
no larger than man-size, change one’s basic appear‐
each between level 1 and 3, and 2d4 normal
ance, etc. Generally, cantrips have a maximum range
elves (treat as elf 1st level elves), arrive at the
of 45’, and last for no more than one hour. It takes one
spellsinger’s sanctum over a period of three
round to cast a cantrip.
months, seeking instruction in the magical arts.
Only 2 in 6 of the normal elves will have the ap‐ The caster can cast offensive cantrips as well. These
titude for magical studies; the rest will leave, minor spells can take any form, but all inflict untyped
frustrated, after 3d4 months. At the start of every year magical damage; a caster who tosses small balls of fire
another 1d6–1 normal elves will arrive for training. isn’t actually doing fire damage. Such spells have a
range of 25 feet and do 1d4 points of damage, or 60
Alternatively, the spellsinger may choose to found and
feet and 1d2 points of damage. Both require a success‐
rule a domain. This option also becomes available at
ful ranged attack roll and the target does not get to
8th level. If this option is chosen the character attracts
make a save.
half the followers and settlers described in Into the
Wild, in lieu of apprentices Concentration. The character has practiced casting
spells during combat. If the spellsinger suffers damage
As described in Hex 14.22, elves in Absalom rarely
while casting a spell, they can attempt to roll under
rely on a single spellbook, instead building libraries of
their Constitution on 3d6 to continue to cast the spell.
rare books, many of which may contain only a spell or
Add 1d6 to the roll for every 10 additional points of
two. Provided an elf can read the language a spell is
damage they take from a single source (4d6 for 11
written in and they are of a high enough level to cast
points, 5d6 for 21 points, etc.). If the roll fails the spell
it – they may memorize any spell. Elves often do tran‐
is not cast but is also not lost.
scribe their most frequently cast spells into traveling
spellbooks. Familiar. The character gains a familiar, an animal
companion bonded magically to the spellsinger. When
The table of spellsinger spells per day gives the num‐
bonded to a familiar the character gains one more Hit
ber of spells per level that may be cast. If using the
Die (a 1st-level spellsinger would have 2d6 hp, and
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Populated Hexes Monthly – The First Year
increase their maximum Hit Dice to 10) as well as spe‐ or two of the above scores by 1 each. This may only
cial abilities. be selected at 10th level. An improved score cannot
If the familiar is ever slain the caster automatically exceed 18.
loses the additional Hit Die and must make a save v.
death. If the save fails the caster suffers additional Skilled. The character gains an additional three skills.
damage equal to the familiar’s Hit Dice. If successful Shapechange. The spellcaster can, once per day,
they take half damage. Therefore, if the familiar has change shape into a specific, fixed form and back
2d8 HD the caster suffers 2d8 damage on a failed save again. The form to be changed into must be a non-
or 1d8 on a successful save. The lost Hit Die is perma‐ magical animal or plant of no more than half the
nent, but the additional damage can be recovered as caster’s Hit Dice.
normal.
While in animal shape the caster retains their intellect
As long as the familiar is within 120’ the spellcaster and hit points, but otherwise gains the attacks, physi‐
may concentrate and perceive the world through the cal characteristics, and movement of the chosen form.
familiar’s senses. The spellcaster is effectively blind
and deaf while doing this and only able to sense what For every continuous day past the first spent in their
the familiar can sense. chosen form the spellcaster must roll under their Intel‐
ligence using 3d6, +1 per additional day. Failure indi‐
Familiars can be any small, 1-HD creature. When the cates they’re unable to change back to their actual
caster reaches levels 4, 7, and 10 the familiar gains form. If the character remains in their alternate form
one HD, becoming slightly larger and smarter each for four days, for instance, they must roll under their
time. When the caster reaches level 7 the two are ca‐ Intelligence on 3d6+2 (no roll for the first day,
pable of understanding each other; prior to that each is 3d6 for the second day, +1 for third, +2 for the
only aware when the other is experiencing strong
Issue Twelve
fourth).
emotions.
This Knack can only be selected at levels 5 and
Lucky. The character can reroll any attack, damage, 10. If selected more than once a different form
or saving throw they make once per day. At 7th level must be chosen.
they may reroll two rolls per day. This may only be
selected once.
Master Crafter. When rolling to create potions or
magical items, treat the spellsinger as being one level
higher than they actually are, both for the purposes of
determining success and the types of magical items
they may create. This Knack can only be selected
once.
Prodigal Caster. The spellsinger’s caster level is con‐
sidered to be one higher than their actual level for de‐
termining spell effects, durations, damage, etc. This
Knack can only be selected once and can only be se‐
lected at level 5 or 10.
Resilient. Pick three saving throw categories. The
character gains a +1 bonus when making saves in
these three categories. This can only be selected once.
Self-improvement, primary. The spellsinger can in‐
crease their Intelligence, Dexterity, or Charisma score
by 2 or two of the above scores by 1 each. This may
only be selected at 5th and 10th level. An improved
score cannot exceed 18.
Self-improvement, secondary. The spellsinger may
increase their Wisdom, Constitution, or Strength by 2,
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Populated Hexes Monthly – The First Year
This issue of Populated Hexes Monthly examines an purple worm has been spotted, burrowing through the
area west of the Plateau of Leng. Using the overview loose ground.
map from PHM #0, this is Area 25.
This region of Absalom is dominated by a spur of
rocky, snow-bound mountains that extend down from
the cold polar region, cutting across the eastern Zelaia
Steppes like a cruel gray knife. Nestled in the valley
formed by these mountains, high above the steppes, is
the fabled Plateau of Leng. It is known as a place of ill
omens, an entire ice-choked valley that leads into the
heart of the Dreamlands. Nightly, high above the
mountains themselves, ribbons of colors dance against
the inky blackness of the sky, and there are those who
swear they can hear unearthly music pulsing in time to
the waving bands of light.
This light, called the aurora somnolesence, is known
to comprise particles of dream energy escaping from
the Dreamlands, and can be seen as far south as the
Vysoky Mountains.
Curving south and east around the Plateau, the Zelaia
Steppes finally terminate at the edge of the Inland Sea,
a great body of water that dominates much of central
Absalom. Despite the ideal location, and the number
of kingdoms perched on the edge of the Sea, the coast
in this area is relatively uninhabited. There is a single
port town, Rala, that serves the trading city of Kahud‐
bar, but otherwise the coastline is desolate except for
the occasional hermit hut or fishing shack.
Likewise, the steppes to the south and west of
the Plateau of Leng contain some important ru‐
Issue Eight
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Populated Hexes Monthly – The First Year
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Populated Hexes Monthly – The First Year
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Populated Hexes Monthly – The First Year
was able to live off its meat, fat, and blood until spring
Hex 11.14 – The Haunted returned.
Hills An altar was erected, using the very bones of the crea‐
ture that had saved their lives, and for generations the
tribespeople gave thanks at the altar to Isumga, as they
called the mastodon. From that worship the spirit of
the mastodon grew strong, and gave the elders of the
tribe gifts of magic, of healing, water, and food.
All things must come to an end, of course, and by the
next Nadir the tribe no longer existed, the altar they
had built scattered and destroyed, the bones of Isumga
sinking slowly into the fertile soil of the grasslands.
Without worship, without anyone to remember its
name, or what it did for the people, Isumga faded, be‐
coming nothing more than the thunder of mighty feet
barely heard in the drumming of rain on the hills, the
braying call of the mastodon’s trunk heard dimly in
the wind whistling through the valleys.
In the days since, this territory has been largely unex‐
plored, with not even the cerves tribes that roam the
Resources: Mineral (iron, 2) steppes venturing into the hills. Little evidence re‐
mains of the tribe that once lived in this hex and was
Four Cycles ago this region of the Zelaia Steppes was saved by a dying mastodon; the shrine they erected
dominated by nomadic tribes of humans, fierce war‐ has long since vanished beneath the earth.
riors that rode upon fast and spry ponies. For a brief
period during the Apex of the Twelfth Cycle the tribes 05.04. Shrine to Isumga. The shrine to Isumga is lo‐
were united by a strong leader, but, as so often hap‐ cated in this subhex, the only visible sign an enormous
pens, the empire fell apart upon her death, and, com‐ yellow rib that juts out of the ground atop a grassy
bined with the following Nadir, the nomads fell upon rise. As stated in the Appendix, a binder has a 1-
hard times, with many of them moving further south. 2 in 6 chance of detecting the presence of the
mastodon spirit's vestige.
One small tribe moved west, eking out a hardscrabble
Issue Eight
existence in the very shadow of the forbidding Moun‐ 06.07. Disenchanter. A strange creature has
tains of Leng. During the middle of the Nadir, in the taken up residence in this subhex, drawn by the
deepest heart of winter, the tribe found themselves subtle magic of Isumga that pervades the area.
starving, without food, and had all but given them‐ Frustratingly for it, the disenchanter cannot di‐
selves up to despair, subsisting on roots and grass and vine the source of the magical energy, and it
leather for weeks on end. In past Cycles a breed of grows hungry. The disenchanter will gleefully
large, hairy elephants once roamed the steppes, but attack the adventurers should it encounter them
their kind was long gone, hunted to extinction by the carrying magical items.
ancestors of the nomads.
Just as the tribal elders thought all was lost, a hunting
party, sent out of habit, not hope, stumbled across an
elderly mastodon that had all but succumbed to cold
and old age. It was slain barely, for the hunters
themselves were weak and near death — and the tribe
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Table 13 – Binder
Saving Throws Binder Abilities
Level XP HD THAC0 D W P B S Max # Bound Binding Points
1 0 1d6 19 [0] 11 12 14 16 15 1 1
2 2,000 2d6 19 [0] 11 12 14 16 15 1 2
3 4,000 3d6 19 [0] 11 12 14 16 14 1 3
4 8,000 4d6 18 [+1] 10 11 13 15 13 1 4
5 16,000 5d6 17 [+2] 9 10 12 14 12 1 5
6 32,000 6d6 17 [+2] 9 10 12 14 12 2 6
7 64,000 7d6 16 [+3] 8 9 11 13 11 2 7
8 125,000 8d6 15 [+4] 7 8 10 12 10 2 8
9 250,000 9d6 14 [+5] 6 7 9 11 9 2 9
10 370,000 +2* 14 [+5] 6 7 9 11 9 2 10
11 490,000 +4* 14 [+5] 5 7 9 10 9 3 11
12 610,000 +6* 13 [+6] 4 6 8 9 8 3 12
13 730,000 +8* 12 [+7] 3 5 7 8 7 3 13
14 850,000 +10* 12 [+7] 3 5 7 8 7 3 14
*Bonuses from CON do not apply
roll results in a greater mishap and the total failure of Vestiges jealously guard their hosts, and grant them
the binding attempt; roll on Table 2 using 1d20. A roll some special abilities while bound. At 4th level a
of natural 20 on a binding check results in the charac‐ binder becomes immune to fear while they are bound
ter regaining ½ (rounding up) of any Binding Points to a vestige. NPC binders do not need to check morale
spent on the check. during this time, although vestiges do have a sense of
self-preservation. At 8th level a binder becomes im‐
At low levels the binder will only be able bind one mune to all magical charm and domination attempts
vestige at a time, but as they grow in power they will while they are bound to a vestige.
be able to bind multiple vestiges (see Max # Bound on
the class progression table), dismiss a bound vestige At 2nd level a binder can Cleave (making an addi‐
before twenty-four hours elapse, and perform addi‐ tional attack against an adjacent opponent after slay‐
tional feats. The pact-making process is not a quiet or ing a target), as per the optional rule from Into the
still feat, and requires that the binder be able to speak, Wild, and does so as a cleric of the same level.
move, gesture, and otherwise perform normal actions.
Each vestige has a different ritual that must be carried Being loners, binders do not attract many fol‐
Issue Eight
out in order to form a pact. lowers at high levels based upon their reputation
alone. However, due to their access to a wide va‐
At 1st level a binder knows how to summon two riety of abilities, they are superb chameleons,
different vestiges, and may have an active pact estab‐ and are able to attract followers as if they be‐
lished with no more than one vestige at a time. Dis‐ longed to a different class. They may attempt the
covering additional vestiges takes time and research, name-level activities of another class, at 75%
in much the same manner as a spellcaster researches efficiency, assuming they are able to bind a ves‐
spells. Most vestiges, like most gods, are regional as tige that provides similar abilities. If the truth of
well, and traveling to different areas of Absalom will the binder’s abilities were ever to be discovered,
potentially expose the binder to previously unknown all of those under the binder’s command would make
vestiges. The process of discovering new vestiges is immediate reaction rolls (modified by the binder’s
described further at the end of this section. Charisma). Those with a roll of “Unfriendly” or lower
leave the binder’s service and cannot be replaced for
While bound to a vestige the binder makes all saving as long as the binder continues posing as the class
throws against fear or charm-based effects with Ad‐ they used to attract those followers.
vantage, as the vestige instinctively reacts to protect
their bond with the host.
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Populated Hexes Monthly – The First Year
Some vestiges are more powerful than others, and in ► Points may be spent to activate special abilities
the following descriptions they are ranked by level, granted by specific vestiges. Such abilities will be
with 1 being the lowest and 7 being the highest. Typi‐ noted in the vestige’s description.
cally, binders can only establish pacts with vestiges of
a level equal to or less than half the binder’s level, A binder may attempt to sever a pact before the 24-
rounded up. hour period has elapsed. Doing so requires the expen‐
diture of 1 BP and allows the character to make a bind‐
Example. 1st- and 2nd-level binders can attempt to es‐ ing check (they may spend additional BP to gain a
tablish pacts with 1st-level vestiges only. Upon reach‐ bonus to the roll as usual). If the check is an unquali‐
ing 3rd level, they may establish pacts with 1st- and fied success the pact is broken and the vestige is sepa‐
2nd-level vestiges. Binders can still research and gain rated from the binder. If a qualified success the at‐
knowledge of higher-level vestiges, but are typically tempt fails and the pact remains. If a natural 1, imme‐
unable to make pacts with them until they achieve the diately roll on Table 2 using 1d12+6
appropriate level.
Vestiges do not like being cheated like this, and have
Binding Points long memories. The next time the binder attempts to
Assuming they are rested, a binder wakes in the morn‐ establish a pact with the same vestige with whom they
ing with a refreshed pool of Binding Points (BP). preemptively severed a bond, they make their binding
These points may be spent throughout the day, either check with Disadvantage. Subsequent checks are
when establishing a pact with a vestige or attempting made normally.
to use more potent abilities that a vestige may grant. Sensing Vestiges
Characters have a base number of Binding Points
equal to their level. The easiest way to discover a new vestige is to, quite
simply, stumble across one. Whenever a binder enters
A character’s pool depletes as points are spent, re‐ an area influenced by a vestige they have a chance to
freshing after a full night's rest, even if the vestige that simply feel its presence (much like a character notic‐
was bound is still active. ing a secret door when walking past it). This chance is
Example. Aelfric is a 4th-level binder and has a pool equal to 1-2 in 6. At the Referee’s discretion, non-
of 4 BP. Upon waking one morning, they decide not to binder spellcasting characters (such as magic-users
bind a vestige until later in the day. Around noon, Ael‐ and clerics) may have a 1 in 8 chance of “feeling” the
fric decides the time has come and spends their presence of something powerful.
entire pool to gain a bonus to the binding check. As a general rule, the presence of a vestige can be felt
The check succeeds, and the vestige is bound to
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Issue Eight
that strikes a pact with a 4th-level vestige could
The vestige’s other influence only comes into play if cast spells as a 4th-level cleric).
the binder rolls lower than the vestige's Difficulty Rat‐
ing but is still successful in striking the pact. The ves‐ If the result is a qualified success, the binder
tige is able to control the character to some degree, does not gain any spellcasting ability, and rolls
which usually results in them taking certain actions 1d20 (instead of 1d10) on the Mishap table.
the PC cannot resist and that are borne of the vestige’s Casting spells requires 1 BP for 1st- and 2nd-
personality. level spells, 2 BP for 3rd- and 4th-level spells,
and 3 BP for 5th-level spells. Casting happens
If the binder strikes a pact with more than one vestige spontaneously, without the need to pray for
and those influences contradict each other (such as spells, although the binder can only draw from the list
with Isumga and Orehedon) roll on the Mishap Table of clerical spells.
using 1d6.
Hurried Pact. The binder can spend 1 BP to attempt
to strike a pact in one minute rather than one turn. An
unqualified success means the binding occurs without
complications. If the result is a qualified success, roll
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Populated Hexes Monthly – The First Year
to spend a Binding Point to reroll a saving throw. Remove Curse. If cast on a binder, this spell allows
This choice may be made after the saving throw them to reroll a binding check to re-establish control
is made, and the character uses the new result. of a pact gone wrong (due to a mishap or the vestige’s
This Knack can only be used once per saving influence).
throw.
Spells that block or remove magical possession will
Suppress Sign. When the binder rolls an un‐ suppress or expel a vestige.
qualified success when establishing a pact, they
may choose to suppress the vestige’s sign while Unless otherwise stated, activating a pact ability takes
the pact remains in effect without spending BP. no time and cannot be disrupted (as can spells), but
If they roll a qualified success, they may still suppress otherwise occurs during the magic phase of initiative.
the sign by spending 1 BP as normal. Only one active ability may be used per round. Pas‐
Toughness. The binder has 1d8 hp per HD instead of sive abilities are assumed to be always active.
1d6. This Knack can be selected at any level.
Well of Energy. The character gains an additional two
BP to their pool total. This Knack can be selected mul‐
tiple times.
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Populated Hexes Monthly – The First Year
Issue Eight
Difficulty Rating: 7 [12]
made with Advantage.
► Spending 1 BP, the binder’s eyes flare,
Ahdue was a demon that, when slain in the Mortal and they can detect invisible as per the spell as if
World, found its essence shunted into the very blade cast by a 2nd-level magic-user, lasting for 6
that had dealt the killing blow. It was able to do very turns and with a range of 20’.
little in that state, but found that it could subtly influ‐
ence the weapon’s wielder, whom Ahdue drove to
Cuhcuh
commit heinous act after heinous act.
The unnamed and unfortunate individual was, with Level: 6th
the help of their companions, eventually able to free Difficulty Rating: –1 [20]
themself from demonic influence and destroy the
blade. Instead of destroying Ahdue’s essence, how‐ The first human to successfully transform themself
ever, this released it, and the demon lives on to this into a lich, Cuhcuh is worshiped as a god in the Mor‐
day as a vestige, now only able to influence those who tocracy of Negrorn. It is not known what happened to
strike pacts with it. Cuhcuh it is said even their magic was not strong
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Ferum Sa, of the Sable Principality, was said by many During the binding ritual the sound of thunder can be
to be the best swordsman to ever live, and he would be heard faintly off in the distance, growing steadily
the first to admit that was the truth. No one could best louder, until it is clear that this is not thunder but the
Ferum in a duel, and he left hundreds of corpses be‐ sound of a herd of enormous creatures stampeding.
hind as proof. At the beginning of the Fifteenth Nadir, Just as the ritual reaches its conclusion the sound ends
as the Sable Principality was collapsing, Ferum Sa abruptly and the image of a massive, skeletal
held off an army of orcs by himself, even though he mastodon briefly winks into existence before vanish‐
could have retreated and lived. He was almost suc‐ ing.
cessful, but in the end succumbed to death by a thou‐
Influence. A binder that enters a pact with Isumga
sand cuts and fell. His heroic yet foolhardy deed, and
cannot walk softly, no matter how hard they try or
the admiration and fear in which he was held, kept him
what kind of terrain they are crossing. Each step
from a final death, however, and he was reborn as a
echoes with the thud of a several-ton creature. They
vestige.
cannot Move Silently, should they possess the ability,
During the pact ceremony the air around the binder and foes are only surprised on a roll of 1 in 6.
rings with the sound of steel on steel, and hundreds of
If the binder falls under the influence of Isumga, they
shallow cuts appear, one by one, on the character’s
find themself compelled to help, to the best of their
skin. None of the cuts do any damage, but for the du‐
ability, any creature they see in obvious distress. This
ration of the pact they remain visible, oozing drops of
does not prevent the binder from acting in self-de‐
blood.
fense.
Influence. The sign of Ferum Sa is the multitude of
Granted Abilities.
dripping cuts that appear on the binder’s body. If the
binder falls under the influence of Ferum Sa they will ► A binder that strikes a pact with Isumga does
find themself incapable of backing down from a fight not need to eat or drink for as long as they remain
once it has begun, regardless of the odds. An NPC bound to the vestige.
binder under the influence of Ferum Sa never checks ► If the binder is able to charge in combat
morale. (run in a straight line for at least 20 feet/yards)
all melee attacks delivered at the end of their
Issue Eight
Granted Abilities movement inflict an extra 1d6 damage.
► Once per day, by spending 1 BP, the
► The binder knows how to use all varieties of binder can double a quantity of food they touch.
swords. They can double one day’s worth of food for
► While pact-bound to Ferum Sa, the binder at‐ each binder level they possess (a 3rd-level
tacks as a fighter of the same level. If using the Cleave binder can create 6 days’ worth of food from 3
optional rule they may Cleave as a fighter. days’ worth).
► Once per round the binder may apply a +2
bonus to initiative, a single attack roll, a single dam‐
age roll, or their AC (the AC bonus lasts for the entire
round). The binder must declare what they are doing
at the beginning of the round.
► By spending 2 BP while bound to Ferum Sa,
the character is affected as per the haste spell for a
number of rounds equal to their binder level.
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Mother of Spiders Despite the fact that Orehedon is well known, well
studied, and oft seen, very little is known about the
Level: 2nd vestige aside from the fact that they inhabit the
Difficulty Rating: 6 [13] Dreamlands.
The pact ritual requires the binder to daub their fore‐
An ancient, hinted-at figure, the spiritual (if not literal) head above the nose with clay, which then hardens
mother of all the spider races. Worshiped as a god by and, just as quickly, flakes off, revealing an unblinking
intelligent spider-folk, and feared by all other races golden cat-eye. It is pretty obvious that Orehedon has
that hear rumors and whispers of her existence. something to do with cats, but exactly what, the talk‐
During the pact ceremony the binder is slowly, inex‐ ing cats of the Dreamlands will not share with mortals.
orably, wrapped in a cocoon of fine silk, until at the Influence. The sign of Orehedon is the third, unblink‐
very end they are completely covered, at which point ing eye in the binder’s forehead. Should this eye be
the cocoon cracks open and they emerge. covered, removed, or suppressed, the pact remains in‐
Influence. The binder’s fingers and toes seem to be far tact, but the binder will find themself unable to use any
too long for their body, their limbs appear to bend in granted abilities.
ways that a humanoid’s are never meant to, and they Curiously, the influence of Orehedon is an unceasing
seem to scuttle when walking. hunger. A binder that has fallen under the influence of
A binder that falls under the influence of the Mother of Orehedon must eat three times the amount of food
Spiders becomes sensitive to sunlight, suffering a –1 they normally require while bound to the vestige.
to all rolls when in daylight or the equivalent of a light Granted Abilities
spell. If they already have a penalty to sunlight, in‐
crease the penalty by 1. ► The binder gains the ability to see 60’ in the
dark, as if they have infravision.
Granted Abilities ► The binder has the cat-like ability to fall grace‐
fully, and suffers only half damage from any falls
► The binder makes all saving throws against while pact-bound.
poison with Advantage, rolling twice and taking the ► If the binder is reduced to 0 hp while bound to
best result. Orehedon, and they have remaining Binding Points,
► The binder cannot be held or constrained by the third eye flashes and the binder finds themself at 1
webs, either natural (produced by spiders) or via hp, with 1 fewer BP in their pool. If the binder has no
a spell. Binding Points left this ability does not work. It is an
► The binder may spider-climb at will (as automatic ability and cannot be suppressed unless the
Issue Eight
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Populated Hexes Monthly – The First Year
him. His vestige lives on to this day, and grants will. Her ghost lingered within the library, growing
binders the legendary silvertongue of Sambeth him‐ fainter and fainter, until finally she existed only as a
self. vestige.
During the pact ceremony a chorus of babbling voices Those seeking knowledge will often bind themselves
surrounds the character, starting as a faint whisper be‐ to Tlili. Striking a pact with her requires the binder to
fore reaching an almost unbearable crescendo. Any offer up some scrap of knowledge they learned in the
within earshot hear the voices and there are a mul‐ past while not bound to Tlili. A strong smell of parch‐
titude — saying the sweetest things about them per‐ ment and ink pervades the area during the pact-mak‐
sonally. ing process.
Influence. Those bound to Sambeth develop weeping Influence. The sign of Tlili is an inability to enter a
holes through their palms and feet, wounds that bleed conversation without spending minutes dissecting the
continuously yet cause no damage. Attempts to hide minutiae and details of whatever is being discussed,
them with gloves or footwear are unsuccessful as the regardless of how inconsequential.
garments quickly become soaked with blood.
If under the influence of Tlili, the character cannot
Binders that surrender to the influence of Sambeth pass up the opportunity to learn something new. They
find they are unable to lie while the pact remains in cannot ignore the chance to decipher archaic writing,
effect. take notes on every least occurrence, and otherwise
slow down the party. The character’s movement rate
Granted Abilities is reduced to 10’ (3’) as they observe *everything*
► Those bound to Sambeth make all saving (parents of toddlers will know what I mean).
throws to resist illusion-type magic with Advantage.
► The character can cast fascinate at will (as per Granted Abilities
the 2nd-level illusionist spell). It requires a full round, ► The binder gains the lore ability of a bard, hav‐
as the casting of a normal spell, and lasts for only as ing a 2 in 6 chance to recall the lore associated with
long as the character speaks, plus 1d20 rounds. any monsters, magic items, historical events, etc.
► The character can cast mass suggestion as a ► The binder can Read Languages as a 4th-level
9th-level illusionist by spending 1 BP thief.
► Sambeth was so hard to kill because he pos‐ ► While the pact is active the binder will remem‐
sessed the ability to regenerate nearly all damage dealt ber everything exactly as they read or see it.
to him. By spending 2 BP the binder can regain 1d12 Once the pact is broken the binder begins to for‐
hp. They may perform other actions in the same round get these things at a normal rate.
they do this.
Issue Eight
► By spending 1 BP the binder can cast
contact higher plane as if Tlili were a deity of
the 6th plane. If the result is insanity the binder
Tlili the Unquenchable Thirst does not go insane, but instead rolls on the
Mishap Table using 1d20.
Level: 3rd
Difficulty Rating: 4 [15]
Miscellaneous
Tlili was a sage in the Library of Xotec during the 11th
Cycle, known for her thirst for knowledge and ency‐ While largely devoid of humans, the hills to the
clopedia-like breadth of information. She would get west of the Plateau of Leng are home to a number of
so enrapt with her studies that she would go days with‐ creatures. If the players are exploring this region the
out food or drink, and finally this proved to be her end, following list of creatures represent those most com‐
as she starved to death while reading an especially fas‐ monly encountered in the region. Those marked with
cinating scroll. Even death could not keep her from re‐ an asterisk are from the Advanced Monster Book.
search, however, and her desire to learn was so great Amphisbaena*
that the pull of the Shadowlands could not match her Ape, white
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Populated Hexes Monthly – The First Year
Table 14 – Mishaps
1d20
Result
1Binding attempt fails. If a pact was already established, the vestige is expelled. The binder may try again.
2The sign cannot be suppressed*.
3The pact may not be ended early*.
4The vestige’s influence cannot be suppressed*.
5The vestige is unhappy with the pact and withholds granted abilities activated by BP.
6The vestige is unhappy with the pact. The next time the binder attempts to strike a pact with this vestige they suffer
a –2 penalty to the roll.
7 The vestige is jealous. Any additional pacts the binder attempts while bound to this vestige are made at a –2
penalty.
8 Energy Backlash. The binder suffers 1d4 points of damage from establishing the pact**.
9 Energy Backlash. A random Ability Score (roll 1d6) is reduced by 1d4 for the duration of the pact.
10 If the binder already has pacts established with other vestiges, those vestiges are expelled, and the next time the
binder tries to establish pacts with those vestiges a –2 penalty is applied to the roll.
11 The binding attempt fails. The next time the binder attempts to strike a pact with this vestige, the roll is made with
a –5 penalty.
12 The vestige is unhappy with the pact. The next time the binder attempts to strike a pact with this vestige, they
suffer a –5 penalty to the roll.
13 The vestige is jealous. Any additional pacts the binder attempts while bound to this vestige are made at a –5
penalty.
14 Energy Backlash. The binder suffers 1d6 points of damage from establishing the pact**.
15 The binder loses the ability to strike a pact with this vestige for 1d6 days.
16 The vestige is in total control of the binder for the duration of the pact (which ends normally after 24 hours). The
Referee should determine what the vestige does.
17 Energy Backlash. The binder suffers 1d8 points of damage from establishing the pact**.
18 The binder loses the ability to strike a pact with this vestige for 1d20 days.
19 The vestige is in total control of the binder and the pact continues until the vestige is somehow expelled.
20 The binder loses the ability to strike a pact with this vestige for 1d12 months.
*The binder cannot spend a Binding Point on the effect.
**This damage cannot be healed until the pact ends.
Bear, cave cunning hunter and still remembers what Man is capa‐
Beetle, tiger ble of.
Bulette
Caecilia One-fang (sabre-tooth cat). AC 6 [13], HD 8 (27 hp), Att 2 x
Issue Eight
Cat (mountain lion 1-4, sabre-tooth 5-6) claw (1d8), 1 x bite (2d6), THAC0 14 [+5], MV 120’ (40’), SV
Giant, hill D10 W11 P12 B13 S14 (F4), ML 9, AL Neutral, XP 650, NA
Harpy unique, TT V
Leucrocotta* The gnolls and cerves tribes of the steppes speak of
Neanderthal Old-fang in semi-reverent tones, of the times they had
Rhagodessa
spent stalking prey, only to have an ancient, scarred
Spider, leng (stats for this creature will be found
in PHM Issue 9) cat steal their quarry before they could strike.
Wolf One-fang’s remaining fang can be used as a principal
Wyvern (see Hex 17.23 the Lake of Abominations) worth
Some notable creatures in the area include: 650 gp if the great cat is slain.
Swiftwind (Hex 05.29). Numerous herds of wild
One-fang (Hex 11.06). An old sabre-toothed tiger, horses roam the steppes. Smaller than most breeds, the
with scarred hide and only one fang remaining, this steppe horses have legendary endurance and are said
venerable giant cat lairs just south of the northern to be sure of foot and temperament. Swiftwing is a
forests. Despite its age and decrepitude, One-fang is a young stallion, with dun hide and long, raven-black
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Populated Hexes Monthly – The First Year
mane and tail. Swiftwing is already becoming a leg‐ tention, and in non-life threatening moments they are
endary horse among the steppe folks both for his overcome with the urge to spread out their hoard, to
speed and relentless endurance. count the coins, run their fingers over the sparkling
gems and jewelry, and snarl threateningly at anyone
He can be found primarily in Hex 05.29 and the sur‐ who seems to take an interest in their wealth. If the
rounding hexes, grazing with his herd, which consists Referee judges a situation to be non-life threatening to
of 9 others, including the mare who foaled him, the the PC they make require the character to succeed at a
leader of the herd. save versus spells when presented with visible wealth
Swiftwind (wild horse). AC 7 [12], HD 2+2 (17 hp), to avoid the impulse to claim it at the expense of other
Att 2 x hoof (1d4), THAC0 17 [+2], MV 240’ (80’), actions.
SV D12 W13 P14 B15 S16 (F1), ML 8, AL Neutral, Granted Abilities.
XP 25, NA unique, TT none
► While bound to Jaekissre they are under the
► Swiftwind can gallop at an increased speed effects of a resist fire spell.
(270’ (90’)) in bursts of 1d10+4 rounds. He must rest
(moving no faster than walking) for a number of turns ►The binder’s natural AC improves to 4 [15] as
equal to the rounds spend galloping before galloping their skin toughens and becomes scale-like.
again. ► By spending 1 BP large, leathery wings sprout
If captured, Swiftwing can be trained. There’s a 1-2 in from their back, granting them a fly speed of 150’
6 chance he can be trained as a warhorse, otherwise as (50’). The wings last for 1 hour.
a riding horse. ► Three times per day, by spending 1 BP, the
binder may breath a line of flame 45’ long and 5’ wide
that does 4d6 points of damage to everything in its
Print-Only Bonus Text path. Those in its path may save versus breath for half
damage.
Jaekissre
Level: 5th
Difficulty Rating: -1 [20]
Issue Eight
who learned of its existence.
At the start of the binding ritual the air around the
character begins to grow hot, smoke rising from their
clothes and hair and wisping off into the air. A leathery
flapping can be heard off in the distance, growing
louder with every beat, until an unseen wind blows the
smoke away from the binder’s form and an unearthly
roar splits the air.
Influence. A binder that enters a pact with Jaekissre
constantly emenates the smell of burning fabric, flesh,
and hair, and whenever they speak small tongues of
flame lick their lips.
If the binder falls under the influence of Jaekissre they
become obsessed with the accumulation of wealth.
Coins, gems, and other shiny objects distract their at‐
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Populated Hexes Monthly – The First Year
finds themself in a wooded glade, the sky ob‐ bringing the traveler’s body and all of their posses‐
scured by a canopy of branches. At the far end of sions into a new place. Portals also lead to specific, set
the glade two enormous trees arch towards one locales in either realm, locations that do not change.
another, over a cobblestone path leading into the For instance, the chasm in Hex 15.43 – The Crypts of
distance. These are the Gates of Sleep, and be‐ the Aimascurs – always leads to the cavern holding
Chothargkrul, and no other location.
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Populated Hexes Monthly – The First Year
Those who find themselves physically in the Dream‐ Drie through a portal. Both spend eight weeks in the
lands can only leave by finding an actual exit, and Dreamlands and then go their separate ways. When
death in the Dreamlands is permanent, much as it is in Erid wakes, she finds she has been asleep for a mere
the mortal world. eight hours, while Drie, emerging from the portal,
finds that a full eight weeks have passed, although she
Death. Experienced and skilled dreamers may opt to has aged but two weeks. When the pair reconnect in
enter the Dreamlands upon their physical death, resid‐ the mortal world Erid has aged a full eight weeks.
ing there forever after. Dreamers that choose this path
can no longer return to their mortal world, as they Even stranger, time passes at roughly the same speed
have no physical body to return to, but they are also when characters are not in the Dreamlands, so a
able to resist the siren call of the Shadowlands and the dreamer may spend eight weeks in the Dreamlands,
fate which awaits most who die (see PHM #2). Those return to the mortal world upon waking, and, entering
permanently residing in the Dreamlands, either physi‐ the Dreamlands on the subsequent night, find that only
cally or post-mortem, can be slain, just as if their twelve hours have passed within the Dreamlands.
physical body were there. If a dreamer’s physical
body in the mortal world is slain, their avatar form in Dreaming Skill
the Dreamlands will persist if they are able to succeed If using the alternate skill system presented in Hex
on a Dreaming check (see below). 17.23 The Lake of Abominations, the Dreaming skill
is used by dreamers in many ways while in the Dream‐
Time Passage in the Dreamlands lands. In addition to spending the needed skill points,
Time moves strangely in the Dreamlands, and in some one can only progress in rank by practice, which in
places it seems to move not at all. However, there are this case means time spent in the Dreamlands.
a few constants that can be relied upon when judging
the passage of time: Briefly, however, there are four ranks of skills, each of
which has a target number for success. The roll is
1. The length of a day, week, and year is roughly the modified by the relevant Ability Score’s modifier
same as in the mortal world, although the seasons (Wisdom in the case of Dreaming):
rarely correspond.
► Unskilled. 20+
2. For every hour a dreamer is asleep, a week passes ► Proficient. 15+
in the Dreamlands. Upon waking, the dreamer has not ► Skilled. 10+
aged at all, but neither do they learn from their experi‐ ► Expert. 5+
ences (i.e. they do not, under most circumstances, re‐ Therefore, a character Skilled in Dreaming needs to
tain all of the XP earned in the Dreamlands). roll a 10 or higher to achieve success. More informa‐
tion on this basic skill system can be found in the free
3. For those physically in the Dreamlands, time passes Hex 17.23 (available through the Third Kingdom
at a 1:1 ratio. Gained experience is usually retained Games website or Drivethrurpg).
upon leaving the Dreamlands. Aging occurs, but at a
reduced rate; natives of the dimension, and others Characters must spend at least one month in the
physically present, simply age more slowly. For every Dreamlands to become Proficient in Dreaming, one
month that passes, the resident ages but a week. year to become Skilled, and ten years to become Ex‐
pert. This is in dream-time, and does not need to be
The most interesting paradox that occurs is when consecutive. After the required time is spent, the
dreaming and physically-present individuals meet in character can upgrade their skill as desired, pro‐
Issue Nine
the Dreamlands and then exit. Even though they may vided they have the required skill points.
spend the same amount of time in the Dreamlands,
their time relative to the mortal world is different. Once a character is Proficient in Dreaming they
find themself automatically fluent in Aklo, the
Erid is a dreamer, but her companion Drie must rely language of the Dreamlands, but only while
on portals to enter the Dreamlands. Both enter the dreaming. Few residents of the Dreamlands
Dreamlands at the same time, Erid in her dreams and speak Common, but those that do are often
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Populated Hexes Monthly – The First Year
retain a magical enchantment is equal to the number turn, by accepting an additional –5 penalty, or they
of levels a character has possessed the item. may take their time, using a full day, to reduce the total
penalty to –7.
Erid possesses a magical blade in the mortal world
that she has wielded since reaching 6th level. She is It will be up to the Referee to adjudicate what is possi‐
now 9th level, so has possessed it for three levels. ble. A dreamer thrown in the gaol of a local potentate
Each time she enters the Dreamlands with the sword can use this skill in an attempt to melt the chains bind‐
there is a 1-3 in 6 chance it possesses an enchantment. ing them, which is a relatively minor feat, whereas
If not, the blade still accompanies her, an identical but constructing an entire dwelling from thin air is a major
non-magical weapon. feat which may require weeks of Dreaming to accom‐
plish.
Upon entering the Dreamlands experienced dreamers
can will possessions and items into existence. This re‐ The dreamer will also find bending reality is more
quires a Dreaming check, and is made with a –5 difficult to accomplish in certain places. There are ar‐
penalty if the attempt is made within the Gates of eas within the Dreamlands that are more “fixed” than
Sleep and a –10 penalty if made elsewhere within the others, and there are also areas ruled by inhabitants
Dreamlands. Additionally, the character must spend 2 who themselves have mastered their domain, and ex‐
XP for every gp (minimum 1 gp) in value of the item ert their will upon the locale.
being created. It cannot be magical, mechanical (so,
no crossbows or clocks), or living, and will persist for Making a change permanent is harder still, and re‐
as long as the dreamer remains within the Dream‐ quires an extra-ordinary exertion of energy and time.
lands. A failed check means the item is not created, but This is represented by an expenditure of XP (see XP
any XP is not spent unless the result of the check is a and the Dreamlands, below).
natural 1. It takes one minute per XP to manifest an It is not critical that the Referee maintain consistent
item. modifiers to Dreaming checks. In fact, having modi‐
One advantage that Dreamers have, though, is that fiers change from session to session helps to reinforce
their dream avatar can possess its own equipment that the malleable nature of the Dreamlands, and of dream‐
only exists in the Dreamlands. Not everything perma‐ ing itself.
nently fixes itself to the avatar’s body, however, and it XP and the Dreamlands
is more often that a dreamer returns from the waking
world only to find their oneiric possessions and any‐ Characters that are physically present in the Dream‐
thing else they had created – faded away. This applies lands gain and retain XP as normal, but dreamers gain
to treasures they find in the Dreamlands, goods they XP differently; for dreamers, XP is a fungible resource
acquire, or even spells they cast: wall of stone has a that can be spent to accomplish different goals.
permanent duration, but unless sacrifices (in the form When a character first enters the Dreamlands and cre‐
of XP expenditures) are made, the wall created will ates an avatar they should create a new character
have faded into nothing by the time the Dreamer re‐ sheet. This sheet should be identical to their normal
turns. sheet (unless they have altered their nature, as de‐
XP expenditures to make treasures, possessions, and scribed above), with the exception that their XP starts
spells permanent are given in the section on XP and at 0. The avatar maintains their actual level.
the Dreamlands. Should the character later alter their avatar’s class, an‐
The Nature of Reality other sheet would be made to represent the new char‐
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Dreaming is a strange profession, and much of what is ► XP gained for finding treasure is as normal,
experienced while in the Dreamlands may be forgot‐ but see below.
ten upon returning to the waking world. Every time a
dreamer leaves the Dreamlands there is a chance they
The cultures of the Dreamlands is unlike that of the
bring some of their experiences (in the form of XP)
Mortal world in that there are no kingdoms, no overar‐
with them. Roll 3d6 and multiply the result by 5. This
ching civilizations or cultures that dominate the conti‐
is the percentage of the experience they earned while
nent. Most settlements are small, isolated, and fend
in the Dreamlands that they carry through to their ac‐
largely for themselves, trading with other local settle‐
tual body. Subtract 1d4 from the roll if the character’s
ments. Therefore, there is no centralized system of
avatar form is of a different class, 1d6 if the charac‐
minting and distributing coinage.
ter’s physical body was awakened while Dreaming,
and 2d6 if the character’s avatar was slain in the Coins do exist in the Dreamlands, and are used some‐
Dreamlands.. If the result is negative the character what in commerce, but most mercantilism is carried
loses that amount of XP. Note that the character may out either through barter or with gems, especially the
leave the Dreamlands with their avatar having lost net highly sought after moon-rubies.
XP (as the result of a spell or attack or from a Dream‐
ing expense); in these cases it is likely the dreamer’s Any coins that are found will be from one of the two
actual body will also lose some XP. following sources:
Erid, while her avatar is a magic-user, earns 1,000 ► Centuries previous, it is said the entire Dream‐
XP. Upon awaking she rolls 3d6–1d4, for a result of 8. lands was ruled by King Phevas Lire, and, indeed,
coins still exist from this time. Called “crowns”, “half-
She retains 40% of 1,000 XP, or 400 XP. Not much for crowns”, and “quarter-crowns”, and made of a
a 9th-level fighter! Her avatar, on the other hand, re‐ strange, bronze-colored metal with a waxy texture,
tains the full 1,000 XP. they are worth the equivalent of 1 gp, 5 sp, and 25 cp,
On her next trip to the Dreamlands she ends up spend‐ respectively.
► Coins from the Mortal world, brought here by
ing 1,000 XP, and rolling 3d6–1d4, gets a result of 8
those physically traveling or, more likely, by the
again. Her fighter loses 400 XP. night-ghouls through their subterranean charnel tun‐
Dreamers who have their avatar’s XP reduced to less nels.
than 0 are automatically ejected from the Dreamlands
and cannot Dream again for 1d12 months. Mortal coinage will represent 1d8 x 10% of any cache
of coins found in the Dreamlands, with the rest being
Gaining XP
“lires”. When rolling to determine treasure, however,
It is recommended that, rather than award the bulk of roll twice for each coin type to determine if it is
XP a character earns while in the Dreamlands from present in the hoard, taking the higher (i.e. worst) of
treasure, instead XP be primarily awarded for explo‐ the two results.
ration. The Dreamlands offer a fantastic, largely unex‐
plored tapestry, and exploring it should present a If brought back into the Mortal world lires only have
different feel than adventuring in the mortal world. a curiosity value equal to 1d10 x 10% of their actual
Reducing the amount of XP earned through the accu‐ value, and are treated as large goods (see Into the
mulation of treasure and encouraging, say, the adven‐ Wild) for purposes of selling.
turers to seek out the cliffs of Yigtha for no other rea‐ More information on exploring in the Dream‐
son than few mortals have gazed upon the pink-faced
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Populated Hexes Monthly – The First Year
Using XP in fact shaped and altered the very topography and en‐
vironment of the Dreamlands itself.
Avatars can spend XP to change the world around
them. Typically, such an attempt requires a Dreaming The following map shows the extent of the known
check (see The Nature of Reality, above). Should the Dreamlands (at a scale of 1 hex = 24 miles), and im‐
check fail, the dreamer loses half of the XP they would portant locations (either well known or relevant to this
have spent. If the roll is a natural 1 they lose all the series) are numbered and described below.
XP they would have spent, and if it is a natural 20
they actually regain 1d10 × 5% of the XP spent. It is up to the Referee to determine how widely the fol‐
lowing places are known, but it is recommended that
Spending XP is like casting a spell; it requires time no more than one quarter of the locations be known to
and concentration. Should the character’s concentra‐ the average adventurer, while experienced dreamers
tion be interrupted, they are allowed to make a Dream‐ may know of one half to three quarters. Alternatively,
ing check to continue the attempt, with results for fail‐ bards may have heard of one or more of these locales
ure as above. and may attempt a bardic lore check.
It is easiest for a dreamer to alter their avatar’s appear‐ 1. The Gates of Sleep. The Gates of Sleep and the En‐
ance, harder to change their possessions, and most chanted Forest are located in this hex, indicated by the
difficult to change the Dreamlands themselves. Table star. There is a small hamlet located some six miles
1 gives the costs and modifiers (if any) to Dreaming away from the Gates, called Yibbda, inhabited by a
checks. As noted above, altering oneself and one’s friendly forest folk who are used to stumbling
equipment is easier in the liminal space of the Gates of strangers seeking shelter.
Sleep, and any penalties assessed for attempting these
feats in the Dreamlands are cumulative with those 2. Atthra. The largest city close to the Gates of Sleep,
Atthra is a port city that trades primarily with Pascdak.
listed on Table 1.
3. Pascdak. A wealthy, fertile island in the Bay of
Dreams, Pascdak is home to one of the richest, but by
no means the largest, cities in the Dreamlands. It is
Geography of the Dreamlands ruled by the immortal sage Keczarr Du, who is said to
have ascended the heights of Mount Kadath as a much
younger man. If the adventurers have any questions
The physical geography of the Dreamlands, when about the nature of the Dreamlands they will undoubt‐
viewed from a distance – such as from the clutches of edly be directed to Pascdak to seek an audience with
a nightgaunt or aboard one of the flying ships of the Keczarr Du.
moon-beasts – appears at a glance to be arbitrary and
haphazard, almost as if randomly generated. If tales 4. Quisyi. Bounded by mountains and hills are the
are to be believed, the Ancient Ones once possessed Jungles of Sahtslah, home to the city of Quisyi and the
thinking machines that could be programmed to create snake-folk that inhabit it. The snake people of Quisyi
maps of whole, artificial worlds. All intelligent crea‐ know much about the Underworld it is said they
once dwelled there before being forced to leave – but
tures know, of course, that this is nonsense, the rav‐ are not welcoming to outsiders.
ings of lunatics who have perhaps spent too much time
upon the wind-swept Plateau of Leng, or seen what 5. Ranoen. A small village west of the Gates of Sleep,
horrors lie behind the curtain of reality. noted chiefly as the residence of Amar Size, one of the
mortal world’s greatest dreamers, whose real body
Instead of nonsensical fancies of analytical en‐ died Cycles previous.
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Populated Hexes Monthly – The First Year
that roam freely through the streets are said to aid 14. Tulphus. Legendary volcano, and home to Certos,
those in need, and wage a subtle resistance against the the Dream Dragon.
emperor’s minions.
15. Mobus. A rich, verdant land of farms and fields,
7. Ikahan. A city on the western coast of the Dream‐ so far to the north that there must be some hidden
lands, known for its somber inhabitants, twisting force or eldritch magic sustaining the greenery. Inhab‐
streets, and trade with the dead city of Slali. ited by pleasant, yet strangely distant, humans.
8. Berudmarg. A once prosperous city located just 16. Sea of Ushangsab. A cursed, bitterly alkaline in‐
miles away from the active volcano Cisanth, the entire land sea in which nothing lives. The burial cities of
population of the city was killed a century ago when Dagon and other Old Ones are said to sleep below the
the volcano erupted. Everything lies preserved under waves.
a coating of ash, and the constantly belching volcano
prevents sane folk from trying to resettle. 17. Kadath. The southern portion of the continent is
dominated by a steep mountain range, uninhabited by
9. Slali. Off the western coast of the Dreamlands can Men. Kadath, the highest peak in the Dreamlands and
be found an island of death. Slali, the only settlement home to many of the gods of Men, is said to be some‐
on the island, is inhabited by a strange race of people where in this range, though few mortals have seen in.
that always appear wrapped in thick robes and tur‐
bans, with no skin visible. They ply the seas of the 18. The Spit of Raumleos. Don’t go here. Just don’t.
Western Dreamlands in blackened galleys propelled 19. The Dread Marshes. A sickly, foetid swamp in‐
by oars that move with eerie precision. habited by all manner of foul creatures, both mundane
10. Nahem. The once great city of Nahem is in ruins, and magical.
destroyed by some great, unknown force over a period 20. Pharresh. Another inland sea, this one much
of a year and a day. It is now home to the largest pop‐ smaller than Ushangsab. It is said that a city once bor‐
ulation of night-ghouls on the surface of the Dream‐ dered its shores, but the people that lived there are all
lands, and contains tunnels to both the Underworld gone, and the legends say they live on as sentient, talk‐
and the mortal world. ing fish.
11. Margdan. One of the cities to the furthest north of
the Dreamlands, Margdan is popu‐
lated by hunters who brave the
frozen north in search of furs and
hides.
12. Mu. Legendary city atop the
Plateau of Leng, it is a place that few
mortals have visited and returned to
tell the tale. Most who have seen it
have done so from the inside of a
slave pen, to be sold to the moon-
beasts with whom the denizens of
Leng are in league.
13. The Plateau of Leng. The
Plateau of Leng as it exists in
the Dreamlands. The sur‐
rounding mountains are home
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Populated Hexes Monthly – The First Year
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Populated Hexes Monthly – The First Year
Dreaming City of from a southern exposure that keeps the village rela‐
tively warm and snow-free. The summers are short
Kahudbar and hot; during this time, the residents grow irritable,
as they cannot even cool off in the adjacent lake.
Resources: Animal, game (elk, 3)
Fed by the frozen river Lethe, which runs the length of
Nestled against the base of the cliff face that de‐ the Plateau until it tumbles in slow motion down the
fines the Plateau of Leng, and overlooking the cliffside, the Lake of Nightmares is placid, deep, and
as far as anyone knows, contains no living creatures.
Certainly, no one with an ounce of sense has tried to
investigate, and none of the villagers dare swim in its
icy waters, nor ply the surface on boats. None know if
the Lake has an outlet, but it must, for the level of the
water never changes.
As discussed in PHM #9, the closer one is to the
Plateau, the easier it is to slip into the Dreamlands.
Kahudbar is called the Dreaming City for exactly that
reason, and those folk from across Absalom interested
in Dreaming are drawn to it to better their access.
Even those citizens who have no interest in Dreaming
find that it is all too easy to slip into the Dreamlands
during slumber, and there is a thriving trade in a con‐
coction called numbwine that facilitates a deep,
dreamless sleep so that those who do not wish to
Dream do not have to. Numbwine, described in the
Appendix, has some unfortunate side effects for those
who imbibe too frequently.
empty and mysterious Lake of Nightmares, the
The territory surrounding Kahudbar is grasslands, but
Dreaming City of Kahudbar exists for one purpose
the residents have had little success growing crops in
and one purpose only: to facilitate trade between mor‐
the soil; whether it be a lingering influence of the
tals and the Denizens of Leng.
Plateau, or the water from the Lake of Nightmares
It is a village of wood and stone dwellings with soaking into the soil, or simply because of the latitude,
steeply pitched roofs and grim, silent citizens. An op‐ most of the village’s supplies must be imported, with
pressive fog seems to hang over the village, quashing ships landing in Rala and their goods traveling by cart
the spirits of all but the most optimistic and cheerful and wagon.
residents.
It is for this reason, and the moon-rubies that Kahud‐
Kahudbar was settled by the Stehere kingdom (see bar sends back in exchange, that the road to Rala is
Area 26 in PHM #0), which maintains the port city of one of the best maintained in the region, and the route
Rala on the shores of the Inland Sea to facilitate trade well-guarded by mounted patrols in addition to the
with Kahudbar, but folk from throughout Absalom caravan guards themselves. Campsites have been es‐
have been drawn to the Dreaming City, both for its tablished in virtually every hex between the two set‐
nearness to the Dreamlands and the lure of the valu‐ tlements, large circular cleared areas surrounded by
able moon-rubies the Denizens of Leng use as cur‐ low defensive walls, stocked with firewood and fur‐
rency. nished with latrine trenches. Even with all these pre‐
cautions, raids on the caravans occur with relative fre‐
quency, either by roving bands of cerves or gnolls,
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Populated Hexes Monthly – The First Year
brigands funded by one of the other nations surround‐ 4. A terrible monster is kept inside the Leng em‐
ing the Inland Sea, or the dangerous Leng spiders bassy, instructed to attack anyone who sneaks in.
Issue Ten
come down off the Plateau to hunt. (T)
5. If you are looking to sell treasures without
Because of the monopoly on the moon-ruby trade and paying the official tariffs you just need to follow
Kahudbar’s status as the only human settlement with the path to the nest of spiders. (T)
which Leng-folk will do business, the Lord Governor 6. There is a man you can find at the Restful
has imposed a tariff of 20% of overall value on all Night who specializes in selling drugs, including
goods brought into the village for sale. This is in addi‐ those that can help with Dreaming. (T)
tion to any other taxes and fees the government 7. Walder Thas, usually found at the Undercliff
charges. Inn, is one of the world’s great Dreamers and has more
experience in the Dreamlands than anyone else. (T)
8. The Denizens of Leng trade moon-rubies for the
Kahudbar, the Dreaming City strangest things boxes of nothing but buttons, bot‐
Population: 105 families (505 individuals) tled sighs, the tears of distraught maidens. (T)
Market Class: 4 9. The town guard can be bribed with a few gold
Ruler: Lord Governor Kaimi Uo apiece, and, in fact, bribery is expected. (F)
Garrison: 3 squads of light foot, 2 squads of bowmen, 10. You can fool the Leng-folk and enter their cliffside
3 squads of light cavalry lair by dressing like them. (F)
Trade Modifiers: Gems, precious (moon-rubies, 3); 11-12. Insert custom rumors here.
Grain/vegetables (+3); Fish, preserved (+2); plus 1d4
random goods in demand, changing monthly, subject The end of every month sees two days of a general
to the whims of the Denizens. market festival, centered around the town square. Dur‐
ing these two days the Market Class of Kahudbar is
Kahudbar is a drab, dull community, with roofs of increased by 1, to 5, and rolls for room in the town’s
two inns are made with Disadvantage, rolling twice
blue-grey slate and buildings of weather-bleached
and taking the lower of the two rolls.
wood and stone. There is little color in the buildings
and citizens both. The residents of Kahudbar have, for
the most part, the characteristic blonde hair and cop‐ 1. Shrine of Yichimou. The religious needs of the vil‐
per skin of the Stehere-folk, and are of average height lage are overseen by Deori An, a cleric of Yichimou,
for those people. The men and women both wear their one of the gods of the Stehere-folk. An is one of the
hair in a severe, plain manner, with the men cultivat‐ few citizens of Kahudbar not affected by the miasmal
ing facial hair more for warmth than fashion. They megrims that burden so many of the residents, and
wear clothes of spun wool and drab velvet, and their manages to maintain a cheerful mien in the face of the
wooden shoes clicking on the cobbled roads provide grimness of the village.
much of the noise of the village.
The temple “complex” consists of two roughly similar
The following rumors can be gleaned in the village. buildings, both constructed simply yet with elaborate
False rumors are noted with an “F”, true rumors with and visible joinery in their construction. The shrine is
at “T”. Each adventurer-day spent chasing down ru‐ to the west and consists of a large, open room with
mors results in 1d3 rumors from the following list. mats of woven grass upon the floor, facing a low altar
upon which candles are ever burning, where the wor‐
1. A path exists leading up the cliff face to the top of
the Plateau at the eastern end. Few have ascended and shipers place their prayers, scribed on parchment and
returned sane, however. (T) wrapped with brightly colored ribbons.
2. A network of ghoul tunnels exists under the town’s An’s residence is a similar, simple dwelling next door,
graveyard, carefully tended by the lone priest, a ghoul although he is there only when sleeping. The rest of
disguised as a man. (F)
3. The Lord Governor’s spymaster has gone crazy and the time he can be found (1-3) within the shrine, (4-5)
is kidnapping residents off the streets to torture in his maintaining the graveyard (Area 2), or (6) wandering
dungeons. (F) the streets of Kahudbar tending to the needs of the res‐
idents.
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Populated Hexes Monthly – The First Year
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Populated Hexes Monthly – The First Year
to provide the adventurers with equipment, treat his Garo Linmi is a man of as average an appear‐
resources as equivalent to a Class 3 market. ance as possible: medium height, average build,
Issue Ten
nothing about him draws attention except, per‐
Lord Governor Kaimi Ou (F7). AC 1 [18], HD 7 haps, how downright ordinary he is. His utterly
(44 hp), Att 1 x blade (1d8+4) or 1 x longbow boring appearance belies a heart cold and calcu‐
(1d6+2), THAC0 12 [+7], MV 60’ (20’), SV D8 lating, and the dungeons under the Lord Gover‐
W9 P10 B10 S12 (F7), ML 9, AL Lawful, XP 450, nor’s mansion contain those he or his minions
NA unique, TT See below have arrested and are “questioning”.
►Ou wears a suit of lacquered plate +1 when ►Linmi takes no special precautions to hide his
existence or job from the public view; in fact, he
needed (otherwise he wears normal clothes) and figures the more people who know his reputation
wields a sword +2. the better.
►The treasury of Kahudbar is overflowing, and ►Wields Darkbringer, a +2 shortsword that can
contains roughly 24,000 gp in assorted coin, gems, once per day be used to cast darkness, as per the
and other goods. spell, except the wielder of the blade can see
►If using the Alternate Rules from Into the Wild inside the darkened area.
Ou has the Improved Critical, Lord of the Land, ►Linmi’s thief skills are: CS 92/TR 40/HN
and Warlord Knacks. He has the sword and shield 1-3/HS 36/MS 45/OL 45/PP 45.
and one-weapon fighting styles.
►If using the Alternate Rules from Into the Wild
Linmi has the Evasion and Rogue’s Luck Knacks.
Royal Mage Paiga Hise (M4). AC 9 [10], HD 4*
(9 hp), Att 1 x staff (1d4) or 1 x spell (by spell), ►Treat Linmi as running a government
THAC0 19 [0], MV 120’ (40’), SV D13 W14 P13 sponsored spy ring as per the rules in A Guide to
B16 S15 (M4), ML 8, AL Lawful, XP 125, NA Thieves’ Guilds. He has three 2nd-level thieves
unique, TT See below and two 1st-level thieves working for him as
enforcers and informants.
Paiga is a short, stout woman bearing the facial tattoos 6. Den of the Night Spiders. An innocuous-looking
of a Royal Mage. She has completely shaved her head rowhouse is the home to the Night Spiders, a guild of
and always silently deliberates for several seconds be‐ smugglers operating in Kahudbar with branches in
fore speaking. Rala, Stehere, and across the Inland Sea. The main
thrust of their business is fencing artifacts recovered
►She has a small library with all the 1st- and on the steppes and smuggling them out of Kahudbar
2nd-level magic-user spells from the Core rules,
without paying the steep excise the governor of the
and can cast two 1st- and two 2nd-level spells per
day. Dreaming City charges.
►She typically memorizes protection from evil This branch of the Night Spiders consists of:
(x1), sleep (x1), detect evil (x1), and ESP (x1)
►3 NH gang members that serve as lookouts and
►If using the Alternate Rules from Into the Wild general labor.
Hise has the Concentration Knack, allowing her to
attempt to continue casting a spell if injured or ►Teosa and Kino Kahi, fraternal twins (Bard 2
interrupted. and Thief 2, respectively) that handle most of the
day-to-day business.
Spymaster Garo Linmi (T6). AC 5 [14], HD 6 (19 ►Tenma Kahi, mother of the twins, is the Night
hp), Att 1 x shortsword (1d6+2) or 1 x crossbow Spiders’ boss in Kahudbar. She is slender and
(1d6+1), THAC0 16 [+3], MV 120’ (40’), SV D12 shrewd, with an extra finger on her left hand. An
W13 P11 B14 S13 (T6), ML 8, AL Neutral, XP 275, expert at appraising goods, she is otherwise a
NA unique, TT See below normal human.
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Populated Hexes Monthly – The First Year
Issue Ten
The Night Spiders have a secret treasury concealed This district is patrolled regularly by the town garri‐
under the floor in the rowhouse they use as a base, son, but most merchants supplement that with their
consisting of 1,009 sp, 776 gp, and three moon-rubies own guards.
they have managed to acquire: one weighing 1 cn and
worth 750 gp, one weighing 5 cn and worth 546 gp, In case the adventurers need storage, there will typi‐
and one, a tiny sliver weighing only 1/2 a cn but so cally be 1d4–1 warehouses for rent, each with 1d100
flawless it is worth 1,240 gp. × 1000 sq. ft. of storage space. Each building is lock‐
able, and rents for 1 gp/month/5,000 sq. ft.
7. Rowhouses. Most of the citizens of Kahudbar live
in this area, packed into rowhouses that stand shoulder 9. Ice Floe. The Lethe River tumbles down the cliff
to shoulder in a cluster. At one point the houses were face in agonizing slow motion as a frozen floe of ice,
nice, but now there is an aura of gloom and grime that and where it enters the Lake of Nightmares a raft of
hangs over the buildings, not helped by the perpetual ice spreads out across the surface of the waters. Every
shade cast by the Governor’s mansion. so often the frozen corpse of a creature emerges from
the ice floe as the waters thaw and heave. These
Rooms can often be found to let in this district; at any corpses are often dragged out of the water for exami‐
time there will typically by 1d12 beds available, each nation, but rarely last more than a few hours before
for about 1 sp per night. dissolving into a black, tarry goo.
The rowhouses are the seediest part of the town, 10. Lair of the Leng-folk. Little is known of this lo‐
where most of the laborers live, as well as those peo‐ cation, as no mortal has entered and lived to tell the
ple who have come to Kahudbar to Dream and find tale. All that is known is that the Denizens of Leng
themselves without money or means of support. emerge from the cave mouth at dusk to trade, and re‐
turn before the sun rises. Whether it leads to the
8. Warehouse District. Situated between the row‐ Dreamlands or the Plateau above, or is simply where
houses and the cliffs, a number of merchant concerns they live while trading is not known.
use the warehouse space that the government rents to
them. It is convenient because it is so close to Area 10, Two Denizens of Leng always stand guard before a
where a large amount of the goods end up anyway, and door of beaten orichalcum, which is said to open only
while the government charges high tariffs on goods to the touch of one of the Leng-folk.
coming into the village they offer storage space at a
much cheaper rate. 11. The Restful Night. One of the two inns in Kahud‐
bar, the Restful Night is frequented by the average
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Populated Hexes Monthly – The First Year
traveler, trader, and explorer, offering reasonable around Kahudbar and often hires out as a scout
rates, decent food, and a modicum of privacy if de‐ and guide.
Issue Ten
sired, as well as a large common area if one seeks en‐ 10. Liji Kyo (NH). Liji is a well-known mer‐
tertainment. It is one of the focal points of life in the chant, the official representative of the Stehere
Dreaming City, and the common room is usually filled Free Trading Guild in Kahudbar. While their
with travelers new to the village as well as residents, counterparts prefer the more refined atmosphere
most of whom live in the rowhouses. of the Undercliff, Liji finds the rowdiness of the
Restful Night much more to their taste.
The Restful Night is owned by Rane Relo, a native of 11. Ose Oo. One of those who came to Kahudbar
Serir who has been in Kahudbar since his parents seeking enlightenment only to lose their sanity
brought him here as a child. He still retains loyalties to to drugs and dreams, Oo, an accomplished storyteller,
Serir, even though he has never returned there, and the survives by spinning fantastic yarns, many of them
about his adventures in the Dreamlands. Some of his
Restful Night often sees agents and spies of the Serir
tales may even be true.
government patronize the establishment and give Relo 12. Hareth of the Split Hoof (Cerves 3). A cerves
minor tasks. brave who forsook a nomadic lifestyle for urban com‐
The common room is typically crowded at all hours, forts, Hareth was banished from her tribe. She makes
and Relo makes an effort to book musicians and bards a living acting as a scout and guide to those exploring
the steppes, but refuses to leave during the Fifth‐
to perform most nights, in an attempt to bring some month, when her old tribe traditionally passes
life and frivolity to the village. He is partially success‐ through.
ful in this goal.
12. Well. A deep well has been drilled in the town cen‐
There are typically 1d4 tables and 1d10 rooms avail‐ ter with the aid of magic, down deep into the aquifer
able for the night; tables seat six and the rooms sleep that lays below the village. The water drawn from this
two each, and are available for 1 sp a night (unless the well is sweet, cold, and pure, and everyone who can
Referee is using Cost of Living). There will be (1-3) use this well for their water does so. Other wells exist
1d6 named NPCs, (4-5) 1d4 named NPCs, or (6) 1d4– throughout the village, shallow wells that tap into wa‐
1 named NPCs in the common room. Roll below to ter contaminated with seepage from the Lake of
determine who is present. Nightmares. Water from these wells is sour and foul-
1. Deori An (Area 1) tasting, and anyone drinking it must roll their Wisdom
2. Sunu Yukan (Area 3) or lower on 3d6 or suffer debilitating nightmares that
3. 1d2 lieutenants (Area 3) prevent restful sleep. Residents will not specifically
4. 1d2 squads off duty (Area 3) warn newcomers about the water unless asked.
5. Teosa and Kino Kahi (Area 6)
6. Sarric Lek (B3), one of the most popular musicians 13. The Embassy of the Silvery Crescent. The Fae
to play the Restful Night, Sarric is a regular, and sadly, Court of the Silvery Crescent has an embassy in
quite addicted to black lotus tea. Kahudbar, where they trade with the Leng-folk. It is
7. Parkga Ji (T1). Parkga has a selection of some of theorized that a portal to Faery exists within this struc‐
the finest drugs available, and is both discrete and ex‐ ture, because no one, not even Garo Linmi, has seen
pensive. He can be recognized by his missing left ear, the Fae arrive or depart; most of the time the building
lost in a bar brawl. sits empty, until suddenly, seemingly at random, it is
8. Teoko (F3). So short she is called a gnome, but not, and the ambassador – the Lady Lethhir of the
never to her face, Teoko is a town bravo who occa‐
Risen Moon emerges with her retinue to treat with
sionally hires out as a caravan guard when she needs
a change of scenery or to let the heat die down a bit. the Denizens.
She is an expert at cutting the hamstrings of overcon‐ The Lady’s retinue consists of four elves, all 1st-level;
fident foes. she is more than capable of defending herself if
9. Ashoa Mote (R3). Ashoa looks to be about fourteen, needed.
but is in fact almost fifty, and claims this is because his
mother is none other than the Lady of the Risen Moon. When the adventurers first arrive in Kahudbar the Ref‐
Regardless of the truth, he knows the land for miles eree should roll 1d100, with the result being the num‐
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Populated Hexes Monthly – The First Year
ber of days until the ambassador arrives again. (3rd), and suggestion (3rd).
Even though the Fae-folk largely ignore the hu‐
Issue Ten
►Vulnerable to bronze: attackers using bronze Walder spends a good portion of each day asleep, rul‐
weapons make attack and damage rolls with ing over his domain in the Dreamlands south of the
Advantage. Gates of Sleep (see PHM #9).
►Each guard will have memorized (1-3) magic 15. Undercliff Inn. Kahudbar’s other inn, the Under‐
missile, (4-5) sleep, or (6) protection from evil. cliff caters to merchants, dignitaries, and others who
can afford the steep cost of 5 gp a night for a private
room.
Lady Lethhir of the Risen Moon (Faery Lord). AC
9 [10], HD 4* (9 hp), Att 1 x staff (1d4) or 1 x spell The lower level is a quiet dining area with secluded
(by spell), THAC0 19 [0], MV 120’ (40’), SV D13 tables that offers meals ranging from three to five
W14 P13 B16 S15 (M4), ML 8, AL Lawful, XP course affairs and which cost as much as 10–20 gp a
125, NA unique, TT Se below person. Much business between ambassadors, mer‐
chants, and successful adventurers is conducted in the
►Has a true name. If it is ever discovered it can dining room here, and the wait-staff is known for their
be used to force her to perform 1d4 favors. Her discretion. A pair of guards, stone-faced warriors in
true name is Nyëdorriondar. dyed-green leather and carrying pole-arms, deny entry
►Vulnerable to bronze: attackers using bronze to those they deem unable to pay.
weapons make attack and damage rolls with
Advantage. Roll 1d10 three times to determine who is present in
the dining area on a given night. If the same result
►The Lady can cast spells as a 5th-level comes up more than once, disregard the roll and do not
illusionist, but without the need to study. She can roll to replace it.
cast three 1st-, three 2nd-, and two 3rd-level spell
per day, and knows the following spells: 1. Walder Thas (Area 14), eating alone.
chromatic orb (1st), dancing lights (1st), glamour 2. Tenma Kahi (Area 6), meeting a contact to set up a
(1st), spook (1st), blur (2nd), detect magic (2nd), deal.
invisibility (2nd), whispering wind (2nd), dispel 3. Garo Linmi (Area 5), eating alone.
illusion (3rd), phantom steed (3rd), spectral form
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Populated Hexes Monthly – The First Year
4. Paiga Hise (Area 5), (1-3) eating alone, (4-5) eating Numbwine (1 gp per dose)
with 1d4 merchants, or (6) eating with a visiting Sister
Issue Ten
of the Royal Academy. A cup of numbwine causes drowsiness and a
5. Lord Governor Kaimi Ou (Area 5), eating with general numbing of the body for about 8 hours.
(1-3) 1d4 merchants, (4-5) 1d4 visiting dignitaries, or It is a blend of wine and certain medicinal herbs,
(6) Sunu Yukan. mainly used on the battlefield or in healing
6. Captain Sunu Yukan (Area 3), eating (1-3) by him‐ houses, where those caring for the injured ad‐
self, (4-5) with one of his lieutenants, or (6) with a vis‐ minister it in small doses. An individual who
iting officer. drinks a dose of numbwine heals an additional 1
7-8. Visiting merchant from Stehere, with 1d6–1 addi‐ hp per day of bedrest and is generally made comfort‐
tional people in their entourage. able.
9. Visiting dignitary from elsewhere, with 1d6–1 addi‐
tional people in their entourage. As a side effect, an individual under the effects of
10. Visiting adventurer, having struck it rich, with numbwine suffers a –5 penalty to all Dreaming rolls
1d6–1 additional people in their entourage. they make (see PHM #9 for information on the
Dreaming skill). Anyone addicted to numbwine be‐
comes quiet and affectless, suffering a 1 penalty on
Appendix reaction rolls. These symptoms disappear in 3d6 days
after successfully quitting the drink.
Addiction
New Equipment Each time a character takes a drug there’s a 1 in 20
chance of addiction. This roll is made per type of drug,
Moon-rubies so it is possible for a character to be addicted to more
than one.
Valuable stones only found in the Dreamlands, or very
rarely in the Mortal World in places where the two Once a character has become addicted to a drug, they
worlds intersect, moon-rubies are a vibrant red, semi- must take it once a day or suffer Disadvantage (roll
translucent gem. twice, taking the lower of the two numbers) on skill
checks, attack rolls, and initiative/surprise checks (if
They have a range of value based upon the size and
rolling individual initiative/surprise). At the end of
quality of the stone. In addition to being valued as
each day they go without the substance, roll 4d6. If the
jewels, moon-rubies can be ground into dust and used
roll is equal to or less than their Constitution score
as a special component in the creation of magical
they are able to shake the addiction and are no longer
items, with a value equivalent to that of the original
dependent on the substance. Otherwise, they suffer
gem. If used to create magical items related to the
Disadvantage on rolls until they are able to take the
moon, lunar cycles, or travel through the void of space
substance again or are able to overcome the addiction.
this value is doubled.
When quitting numbwine the residual effects of the
Use the table below to determine the size and base
drug last for 3d6 days after abstaining, regardless of
value of each moon-ruby. If the Referee desires, the
whether the character is able to successfully kick the
base value can be modified by a multiplier rolled for
habit. After this point, if the character still does not
in the last column; when given a variable, roll the in‐
partake, they can Dream again as normal.
dicated dice and multiply the base value by the result.
Divide the actual value of the moon-ruby by the New Creatures
weight. If the result is 1,000 gp or more, the moon-
ruby is pure enough to be used as a magic item princi‐
Denizens of Leng
pal (see Hex 17.23).
These strange creatures are native to the Dreamlands,
dwelling on that world’s version of the Plateau, as
well the Plateau in the Mortal World. In the Dream‐
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Populated Hexes Monthly – The First Year
travel through space on galleons powered by en‐ Att 1 x bite (1d3 + poison), or 1 x weapon (1d6+1),
slaved rowers. THAC0 15 [+4], MV 120’ (40’), SV D10 W11 P10
B13 S14 (F4), ML 10, AL Chaotic, XP 275, NA
The exact relationship between the moonbeasts 1d8 (1d4), TT L
and the Denizens of Leng is unknown, whether
it be one of mutual leverage or if the Denizens ►Inhuman. Though human-like, Leng-folk are
are also enslaved by the moonbeasts. not “persons” for purposes of spells such as charm
person, hold person, etc.
Regardless, the Denizens of Leng are inscrutable be‐
ings of alien intellect, appearing to humans only when ►Incomprehensible. They have alien minds and
heavily shrouded by hooded cloaks and wrappings. It are immune to mortal attempts at mind-reading.
Characters attempting to read their minds via ESP
is a rare Denizen that speaks Common – most only
or similar magic must save versus paralysis. Those
speak Aklo and when they do their voices are soft succeeding are stunned for one round, unable to
and sibilant, muffled by the wrappings that invariably act, while those failing are stunned for 1d8+1
cover their faces. rounds.
Denizens move with an odd, fluid-like grace – their ►Governed by Chaos. Denizens of Leng are
legs bend backward at the knees, like the hind-legs of capricious. When making reaction rolls or morale
a goat – and also like a goat they have hard, hoofed checks roll a d6 along with the normal roll. If the
feet. d6 result is odd, add 1 to the roll. If the result is
even, subtract 1.
Beneath their robes, turbans, and wrappings, Denizens
resemble satyrs, with a goat-like lower section and hu‐ ►Resistant. Denizens of Leng are resistant to
man-like torso. The resemblance ends there; Leng- poison, gaining a +2 bonus to their saving throws
(included in the block above).
folk have vestigial horns above their temples, matted
fleshy hair, and a long, multi-tendrilled tongue resem‐ ►Fascinating Kiss. The bite of a Denizen injects
bling cilia that can extend up to five feet from their a mild poison into the target. Those bitten must
mouth. save versus poison, with those failing affected as
per the fascinate spell (see Advanced Fantasy:
The Leng-folk do not value things in the same manner Druid and Illusionist Spells) for 1d8 hours.
as humans. Each has a particular obsession, typically
with a type of object (such as buttons, or daggers, or
►Bend Reality. Leng-folk are able to subtly
affect the reality around them. Once per day they
index-finger knucklebones), but Denizens have been can reroll any one roll they make. They must use
known to desire abstract concepts, magical com‐ the new result.
pounds, or even more arcane ideas. They trade for
these things with moon-rubies, bargaining in accord ►Perceive the Unseen. Denizens can see
with their own internal values and inclinations. invisible creatures with a range of 60’.
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Populated Hexes Monthly – The First Year
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Populated Hexes Monthly – The First Year
The creek that feeds the lake runs roughly north to Dreaming dead. AC 7 [12], HD 2+1* (10 hp), Att
south through the entire hex. It is no more than ten feet 1 x claw (1d6 + poison), THAC0 17 [+2], MV 90’
wide and two to three feet deep at most, so it does not (30’), SV D12 W13 P14 B15 S16 (F1), ML 12, AL
present an obstacle to crossing. Grass grows brittle Chaotic, XP 35, NA 0 (1d6), TT V
and stunted on either bank, but this is not immediately
obvious unless a woodswise character is with the ► Standard undead immunities: unaffected by
party, or a close examination is made of the surround‐ spells or effects that affect living creatures (disease,
ings. poison, etc.), spells such as charm person, sleep, or
ESP.
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Populated Hexes Monthly – The First Year
► The dreaming dead are waterlogged, and are splashed on one of the creatures does 1d6 points of
under the equivalent of a permanent resist fire spell. damage, and if caught in the rain they take 1 point of
► From their long immersion in the lake their damage per round (1d4 if the rain is heavy). The
claws carry a poison similar to that of the water itself, dreaming dead will not emerge from the lake when it
except those hit make a save versus poison with a +2 is raining. Holy water inflicts 1d10 damage upon a
bonus to the saving throw. Dreamind Dead instead of the normal 1d6.
► Cannot speak, but do possess a rudimentary
intelligence, even though their motives are entirely How to Run The Lake
subsumed by the need to hunt and increase
their numbers. They’re not intelligent The dreaming dead are scattered throughout the
enough to, say, open a door, but they lake and number 54 individuals in total. Each
Issue Eleven
could batter it down. subhex has a specific number of creatures in it
(noted below). As a general rule, the
The dreaming dead emerge from dreaming dead within a subhex
hiding within the lake whenever become aware of living crea‐
living creatures come near the tures that approach within ten
shore. When feet of the edge of the lake, and
the sun is out, a will then begin to emerge,
dreaming dead can‐ their goal being to drag
not survive more living creatures back into
than ten minutes o u t the lake with them, or
of the water, af‐ poison them to enter of
ter which their own volition. The
point they dreaming dead will
begin taking 1 emerge:
hp of damage
per turn until ► Raining. Not at
all.
destroyed; at ► D a y ‐
night they time. 1d4–1 per
can last for round, starting
up to four 2d6 rounds after
hours before the adventurers
they begin to approach the edge.
take 1 hp of They will not
damage per move more than
hour they are three hundred
out of the lake. yards away from
the edge of the lake.
Therefore, during ► Nighttime.
the day it is rela‐ 1d6–1 per round,
tively safe to ex‐ starting 1d4 rounds af‐
plore the environs ter the adventurers ap‐
of the lake, but at night, proach the edge. They
the dreaming dead emerge will now range through‐
and hunt within the imme‐ out the entire hex (add
them to the wandering mon‐
diate area.
ster table at nighttime).
Pure water either from There are:
rain, waterskin, or spell – is deadly to ► 21 dreaming dead in subhex
the dreaming dead, as it washes away the 06.06
tainted lake water. Each gallon of water
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Issue Eleven Populated Hexes Monthly – The First Year
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Populated Hexes Monthly – The First Year
► 19 dreaming dead in subhex 06.07 in the Advanced Fantasy: Monsters book. Unless oth‐
► 14 dreaming dead in subhex 05.06 erwise stated, the rooms of this complex are free of
Once the number of dreaming dead within a subhex is spider webs.
depleted, they will not replenish their numbers and it
will be safe to approach the shore and/or explore that
Spider Tactics
section of the lake.
03.05 Dungeon. At one time this complex served as 1-3. One spider stalks the party while the others wait
the cellar for a keep that had been built here by the in Area 13. In this case the stalking spider at‐
rulers of Selak, a now long-gone kingdom that domi‐ tempts to drive the party towards Area 13.
nated this section of the steppes four Cycles previous. 4-6. 1d4 spiders stalk the party while any re‐
Issue Eleven
maining wait in Area 13. In this case the spiders
Barely any evidence remains of the keep itself, as it attempt to drive the party towards Area 13.
was mostly built of timber, but the cellar carved into 7. All spiders stalk the party individually.
the hillside is still intact, and has been used sporadi‐ 8. All spiders remain in Area 13.
cally over the years.
Few come this way, though, as the hills lie in the Rules for Spider Stalking
shadow of the Plateau of Leng, and tales are told in
Kahudbar of the Lake of the Dreamers and the horrors Once the spiders become aware of the adventur‐
that dwell within. ers, and their strategy is determined, roll 1d6 to
determine which direction the stalking spiders
Unless otherwise stated, the corridors and rooms in initially head. The Referee rolls for the spiders once
this complex share the following characteristics: per turn, so it is possible that the stalkers move multi‐
► Unlit. There are no light sources within the ple times while the party is resting, or thoroughly
complex. searching a room.
► Wooden doors. Fashioned from silver birch
planks and banded in iron, these doors are 2” thick. If the spiders:
The complex is dry, and the doors are unlocked and ► Arrive next to a room containing the adventur‐
swing with ease. ers, roll 1d6. The spiders will notice their presence on
► The floor is of laid flagstones and the walls and a roll of 1-3 and will move in to attack.
ceiling are carved from the bedrock of the hill. Ceil‐ ► If the spiders reach Area 2 without encounter‐
ings are 10’ tall throughout the complex. ing the adventurers, they will turn back and begin fol‐
► On the map, each flagstone is a 5’ x 5’ square. lowing a random route back towards Area 13.
The entrance to this complex is carved into the north‐
west face of a hill in the subhex, and is a roughly 5’ x
10’ opening that leads into the hill. The walls here are 1. The stairs open up into a chamber carved into the
of laid brick, and the tunnel runs for about ten feet be‐ rock. The floor of this chamber is relatively clean and
fore descending a flight of carved stone stairs. free of debris. Collapsed against the east wall is a hu‐
man corpse. It appears to have been dead for several
The primary threat lurking within the complex is a weeks, and strangely the body bears signs that sug‐
clutter of four phase spiders, who haunt the halls using gests it was drowned and then submerged in water for
their phasing ability to bypass locked or shut doors. a long period of time. It has no other signs of injury.
The phase spiders will become aware of intruders into
the lair 1d20+1 turns after they first enter the complex, These are the remains of one of the dreaming dead
and will then begin to stalk them. from the lake in this hex. It was hunting one night by
itself and was not able to return before daybreak. It
The Referee should roll 1d20+1 as soon as the party sought refuge here, but was destroyed by dehydration
opens the door leading to Area 2 and begin to keep before it could return to the lake. It has no treasure,
track of the turns that pass. Roll 1d8 on the following and the clothes and gear it once wore while living are
table to determine what the spiders’ tactics will be – mostly destroyed by water, but it should be a clue for
these are not the intelligent phase spiders mentioned
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Issue Eleven Populated Hexes Monthly – The First Year
the
ad‐
ven‐
tur‐
ers
a s
t o
the
ma‐
jor
lim‐
ita‐
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Populated Hexes Monthly – The First Year
tion
Issue Eleven
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Populated Hexes Monthly – The First Year
3. Functionally identical to Area 2, this chamber the chamber, and those two died a slow, agonizing
is the lair of a slithering tracker (see Advanced death of starvation. They have since reanimated as
Fantasy: Monsters) that emerges at night to hunt ravenous dead, zombies that move with surprising
living creatures. It has learned that the dreaming speed and feed upon their victims in ghoulish fashion.
dead are not suitable targets, as they possess no
blood for the ooze to feed upon, and there’s a 1-2 Ravenous Dead (2). AC 8 [11], HD 3 (9, 10 hp),
in 6 chance per encounter the tracker will ignore Att 2 x claw (1d4), THAC0 17 [+2], MV 90’ (30’),
the PCs, believing them to be unpalatable as SV D12 W13 P14 B15 S16 (F2), ML 12, AL
well. Chaotic, XP 35, NA 1d8 (2d8), TT None
Slithering Tracker. AC 5 [14], HD 5* (23 hp), Att ► Ravenous dead roll for initiative normally.
1 x touch (paralysis), THAC0 15 [+4], MV 120’ ► As undead creatures they are immune to
(40’), SV D10 W11 P12 B13 S14 (F5), ML 6, AL effects that affect living creatures (such as poisons),
Neutral, XP 300, NA 1 (0), TT C charm, hold, or sleep spells, or any spells that affect or
read minds.
► Surprises on a roll of 1-5 in 6 unless target can ► If both claw attacks hit, the ravenous dead au‐
detect invisible creatures. tomatically bites the target for 1d4 points of damage,
► Does not attack groups but follows living tar‐ ripping out great gobs of flesh.
gets until they are asleep or alone. Those being fol‐
lowed have only a 1 in 20 chance of noticing. 5. This chamber has two exits leading out of the room,
► Paralysis lasts for 6 turns, or indefinitely if the
both locked, with one leading to Area 4 and one to
tracker maintains contact. Target is allowed a save
versus paralysis to resist; paralyzed victims lose 2d6 Area 9. This chamber is empty.
hp per turn while the tracker maintains contact. 6. This oddly-shaped chamber was once used to store
► Can seep through small cracks and holes. dried goods and equipment for the keep. It, like Area
2, is empty, except for a few wisps of webbing that
A skeleton clad in moldy and tattered robes is on the seem far too large for what an ordinary spider could
floor in front of the door set in the northern wall. A produce. There is a closed door set in the northern wall
lone magic-user who fell victim to the tracker and was that leads to Area 12.
quickly drained of blood, the corpse wears a leather 7. This chamber was once used by the keep’s jailer as
backpack that contains: an office, but nothing visible remains within the room.
► 200 gp. However, a search of the room uncovers (same
► An arcane spell scroll with read languages, chances as finding a secret door) a loose stone in the
contact higher plane, remove curse, water breathing, southern wall that conceals a hidey-hole. The jailer
and protection from evil. used this hollow to conceal treasures they stole from
► An arcane spell scroll with sleep, charm mon‐ prisoners, and it contains a small leather sack with
ster, cloudkill, polymorph others, and invisibility 10’ four diamond chips, each worth 75 gp, and two gold
radius. teeth, each worth 10 gp.
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Populated Hexes Monthly – The First Year
The door leading to Area 4 has a small grill installed same rune: a triangular shape with a circle floating
in it at human head-height, and if Area 7 is entered be‐ above it. The rune is the mage-sign for the magic-user
fore Area 4, anyone looking through the grill will spy who once had their laboratory down here, and also
two corpses sprawled on the ground. These are the serves as magical trap. Empty torch brackets on either
ravenous dead from Area 4, playing possum and wait‐ side of the stone doors may provide a clue as to how
ing for someone to enter the chamber so they can feed. to open them.
8. An ornate door, covered in elaborate carvings de‐ The stone doors will only unlock if one presses a lit
picting herds of horses, leads into this chamber. torch against the circular carvings. The order in
Among the gods the people of Selak venerated was which the circles are touched does not matter; as
Thiderty, the Sky-charger. The shrine to Thiderty was soon as one of the carvings is touched it will be‐
Issue Eleven
outside, under the open skies, but this chamber was gin to glow a faint orange, and then when both
used to store religious paraphernalia and supplies. In are glowing the door may be opened without is‐
addition to the cobwebs that choke much of the room sue. The doors “relock” each time they are
(see Area 13 for notes on how the webbing affects closed.
movement), a single horseshoe can be found, left on
the floor and forgotten. Attempting to open the stone doors, whether via
magic, cunning (picking the lock), or brute force
This horseshoe was blessed by the priests of Thiderty, and ignorance will set off the trap: the flagstones
and, should a horse be shod with it, increases the per- in the center of the chamber buckle and rise,
round movement rate of the horse by 10’ and the forming a flagstone golem that moves to attack
horse’s morale by 1. The effects of the horseshoe last the intruders.
for 600 miles of travel, or 1d4 months (whichever
measurement the Referee prefers to use), after which Flagstone Golem. AC 4 [15], HD 8* (35 hp), Att
point the shoe is worn out and must be replaced. 1 x fist (2d8), THAC0 12 [+7], MV 60’ (20’), SV
D10 W11 P12 B13 S14 (F4), ML 12, AL Neutral,
9. Two doors provide entrance into this chamber; one XP 1200, NA 1 (1), TT None
leads north to Area 11 and one south to Area 5. The
room was once used as overflow storage and is now Flagstone golems can conceal themselves within a
filled with webs (see Area 13 for notes on traveling chamber by folding themselves down into the floor,
through a web-filled room). It is otherwise empty. where they resemble ordinary flagstones. When the
conditions to trigger them occur, they rise, assembling
10. This oddly-shaped chamber was once used as an themselves into a roughly humanoid shape, and begin
armory for the keep, and still contains several racks to carry out their instructions.
containing rusted swords, spears, and arrows. Nothing
in this chamber is usable. ► Surprise on a roll of 1-4 in 6, but it takes one
full round for a flagstone golem to assemble/dissem‐
The northern end of the chamber bends east, turning ble itself.
into a corridor without a door. It leads to Areas 8 and ► Unharmed by fire, cold, and electricity; takes
9. normal damage from acid and blunt attacks, half dam‐
age from edged or piercing weapons.
11. A section of the ceiling at this location has weak‐ ► If an attacker hits the golem with the exact roll
ened. Each time the adventurers pass underneath it needed to hit its AC, their weapon snaps and breaks.
there’s a 1 in 6 chance a block of stone falls, and the Magical weapons have a chance to break equal to 1-3
adventurers must make a save versus death. Those in 6 minus their “plus” value.
failing suffer 2d6 points of damage from the falling ► Transmute rock to mud inflicts 4d6 points of
stone. damage on the golem (no save). Stone to flesh does not
affect them.
12. Two wooden doors are set into the southern wall
of this room (leading to Areas 6 and 7) and a pair of
large, stone doors are set into the west wall (leading to If the guardian golem is slain it collapses into a pile of
Area 13). The stone doors are both carved with the flagstones; if it slays the adventurers or they flee – the
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Populated Hexes Monthly – The First Year
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Populated Hexes Monthly – The First Year
stone golem (see Hex 16.43 the Caves of the Elder ► Certain monsters, magical items, or spells may
Gargoyles for information on constructing con‐ also deal Wounds.
structs).
► A chip of bluish stone contained within a ma‐
trix of gold wire and set into a golden necklace. An If the Referee has allowed a rule such as “at death’s
examination of the stone by a stonewise character – door”, where a character is dying, but not dead, at 0
such as a dwarf, gnome, or someone with a back‐ hp, it is suggested that a roll on the Wounds table also
ground in masonry – indicates the stone is of the same be required.
material as the flagstones throughout the complex.
This is the controlling device that allows the wearer to When one or more of the above conditions is
control the flagstone golem in Area 12. met, roll on the Wounds table. If one condition
Issue Eleven
► A journal detailing the last few months of the triggers a Wound, roll 1d10. For each additional
keep before it was besieged by gnollish nomads. At condition that is met, add 1d10 to the roll. Addi‐
the Referee’s discretion the journal may contain clues tionally, add the total number of Wounds that a
to one or two additional adventure sites. character has already suffered to the total.
Example 1. A character suffers damage from a
Wandering Monsters ravenous ghoul that does more than half their hp
total. They roll 1d10 on the Wounds chart and
1. The Dreaming Dead (1d6) record one Wound on their character sheet.
2. Phase Spiders (1d4)
3. Slithering Tracker (1) Example 2. Later on, they fall 60’ and again take more
4. Deer (2d12) damage than half their hp total. They roll 2d10+1
5. Stirges (2d10) (1d10 each for the two conditions, +1 for their previ‐
6. Bats, giant (1d12) ous Wound) and record a second Wound on their char‐
acter sheet.
All Wounds share similar characteristics:
Appendix ► The effect of a Wound is permanent, but can
potentially be removed via powerful magic. The
Wound itself still remains, for purposes of future rolls
Wounds on the table.
► The damage that caused the Wound can be
healed with one of the cure wounds spells, but it re‐
The following system can be used to add a gritty, more quires either time and care from a skilled healer, or
realistic feel to combat. It introduces the idea of more powerful healing magic, to remove the Wound
“Wounds”, injuries that result from massive damage condition.
from a single source, brushes with death, or other po‐ ► The pain from a Wound is excruciating, and
tentially body-shattering events. until the overlaying damage that caused the Wound is
healed (via cure light wounds, for instance) spell-cast‐
Under normal rules, rolls are made on the Wounds ta‐ ing or other precise tasks (such as picking locks) is not
ble when: possible.
Example. Viria takes a blow from a creature that deals
► An adventurer is slain and returned to life by a Wound and, in addition to causing hp loss, breaks
any means other than a reincarnation spell.
her arm. The damage can be healed with a cure light
► An adventurer loses more than 1/2 of their hit
points from a single source within a round (the “single wounds spell, but the broken arm must either be cared
source” can be multiple attacks as long as they come for by a healer and repair itself over time, or Viria
from one monster). must find a powerful cleric that can mend the break
► Damage suffered from a great fall or an attack with a greater spell.
that can do structural damage to buildings (such as
from a catapult). The Wounds table provides general guidelines in in‐
creasing severity. When a Wound is suffered, the Ref‐
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Populated Hexes Monthly – The First Year
eree can either roll below to randomly determine the ever, there really isn’t a “digit” to lose, so the Referee
location affected, or assign a location appropriate to must either roll again or chose the most appropriate
the source of damage. Each hit location has associated result. Likewise, the Referee must decide the effects
Ability scores that may be affected. Not all Wounds of a lost digit – a lost finger may not be that debilitat‐
will be applicable to a given situation an axe deals ing, but a lost eye could reduce the character’s accu‐
damage differently than an arrow, and both are differ‐ racy with ranged attacks.
ent from a hurled boulder. The Referee should adjudi‐
cate the effects of the Wound carefully. Wound Effects
1-3. A bone is broken. It takes 1d4 weeks to heal nat‐
1-35. Torso. (1-3) CON, (4-6) STR.
36-38. Head. (1-2) INT, (3-4) WIS, (5-6) CHA. urally.
Issue Eleven
39-48. Right Arm. (1-3) DEX, (4-6) STR. 4-6. Character’s movement reduced by 5’ per round.
49-52. Right Hand. DEX. Round up to determine overall movement, but the
53-62. Left Arm. (1-3) DEX, (4-6) STR. character will always be caught by someone with the
63-66. Left Hand. DEX.
same movement speed. If not appropriate for the type
67-78. Right Leg. (1-3) DEX, (4-6) STR.
83-85. Right Foot. DEX. of injury, instead apply a –2 penalty to all attack rolls
86-97. Left Leg. (1-3) DEX, (4-6) STR. the character makes.
98-100. Left Foot. DEX. 7-8. Injury deals an extra 1 hp of damage that cannot
be healed until the Wound is removed.
The Wounds table requires some amount of Ref‐
eree fiat. For instance, if the result is “Lose Digit” and 9-10. Injury deals 1 point of Ability damage (see table
the target area is the hand, it makes sense that the digit above) that cannot be healed until the Wound is re‐
lost is a finger. If the head were targeted, an ear, eye, moved.
or the nose might be lost. For the torso or an arm, how‐
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Populated Hexes Monthly – The First Year
Issue Eleven
Range: Touch
19-20. Movement is reduced by 20’ per round. If not
appropriate for the type of injury, instead impose a 5 The caster can remove the effects of one Wound
penalty to all attack rolls the character makes. from the target. The Wound still counts for the
21-22. Multiple bones are broken. It takes 2d6 weeks cumulative effects of Wounds, but the target is
to heal naturally. no longer suffering the immediate effects. This
spell will not regrow or reattach lost limbs.
23-24. Lose extremity. The indicated limb is severed,
or must be amputated due to massive damage. This Mass Healing Word (4th level, divine)
causes 1d2 points of Ability damage and either re‐ Duration: Instant
duces movement or affects a character skill or class Range: 30’
ability.
This spell will heal 1d4+1 points of damage to all al‐
25-26. Injury deals points of Ability damage that can‐ lies within 30’ of the caster.
not be healed until the Wound is removed. If this re‐
duces an Ability score to 0 the character dies. The reverse of this spell causes 1d4+1 damage to all
27+. Death. The injury is so severe the character dies enemies within that range, each of which is allowed a
save versus spells to avoid the damage.
from the damage. Character cannot be revived or re‐
turned to life, save by truly miraculous magic.
Regeneration (5th level, divine)
Obviously, this system is weighted against lower-level Duration: See below
characters that likely have low hit point totals. This Range: Touch
can be seen as a realistic simulation or unnecessarily
brutal, and it is up to the group to decide if it is right
for them. The casting of this spell causes a missing limb to ei‐
ther reattach (if present) or regrow (if not). If the limb
is present it takes one round; if it must regrow it takes
1d6 turns. The casting of the spell removes the effects
Bonus Print Material of all Wound effects caused by the missing limb, but
the Wound is still recorded for cumulative effects.
New Spells The spell cannot be used to regrow a severed head.
Healing Word (2nd level, divine)
Duration: Instant
Range: 30’
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Populated Hexes Monthly – The First Year
Player Maps
Large Hex = 6 miles, face to face
Small Hexes = 1.2 miles, face to face
Issue #1
Appendix
Issues #2 and 3
164
Populated Hexes Monthly – The First Year
Issue #4
Appendix
Issue #5
165
Populated Hexes Monthly – The First Year
Issue #6
Appendix
Issue #7
166
Populated Hexes Monthly – The First Year
Issue #8
Appendix
Issue #9
167
Populated Hexes Monthly – The First Year
Issue #10
#1
Appendix
Issue #11
168
Populated Hexes Monthly – The First Year
Issue #12
Appendix
169
Populated Hexes Monthly – The First Year
What are the Populated Hexes? ►All of the Third Kingdom Games in pdf or print
formats.
►New games by other publishers.
You are holding in your hands an issue of Populated
Hexes Monthly. Released once a month, each issue ►A collection of curated ‘zines by small publish‐
presents a single hex, typically populated with a lair, ers.
encounter, or area of interest, as well as optional rules. ►A large selection of used games.
These hexes are set in the world of the Populated Hex You can also become a hexcrawl patron on Patreon.
series, Absalom, but are designed so they can be slot‐ Members get an early version of each PHM at a dis‐
ted into any campaign setting to provide an encounter count as well as other perks, including store discounts
location. and access to all of the earlier products. Subscriptions
are available both as a Patreon tier level and through
Third Kingdom Games has other products, some of the website; you can sign up to get twelve staple-
which are referenced in this series: bound print issues of the ‘zine in your mailbox for a
full year.
A Guide to Thieves’ Guilds, Filling in the Blanks, and
Into the Wild are supplements that provide rules for
Third Kingdom Games products can also be found at
running thieves’ guilds, populating hexes, and higher-
level domain play (respectively). Drivethrurpg and Lulu.
ing hexes.
Online Resources
I maintain an online wiki that compiles and indexes
the information found in the various TK Games publi‐
cations. The wiki can be found here: https://
wiki.rpg.net/index.php/The_World_of_Absalom
170
Populated Hexes Monthly – The First Year
OPEN GAME LICENSE Version 1.0a New Spells: A Basic Fantasy Supplement © 2007 Chris Gonnerman, Ola Berg, Angelo Bertolli,
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of Jeff Querner, Everett Bradshaw, Emiliano Marchetti, Ethan Moore, Jim Bobb, and Scott Abraham.
the Coast, Inc (“Wizards”). All Rights Reserved. OSRIC™ © 2006, Stuart Marshall, adapting material prepared by Matthew J. Finch, based upon
1. Definitions: the System Reference Document, and inspired by the works of E. Gary Gygax, Dave Arneson,
(a) ”Contributors” means the copyright and/or trademark owners who have contributed Open and many others.
Game Content; (b) ”Derivative Material” means copyrighted material including derivative works Swords & Wizardry Core Rules , © 2008, Matthew J. Finch. Eldritch Weirdness, Book One, ©
and translations (including into other computer languages), potation, modification, correction, 2008, Matthew J. Finch.
addition, extension, upgrade, improvement, compilation, abridgment or other form in which an Darwin’s World © 2002, RPGObjects; Authors Dominic Covey and Chris Davis.
existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, Mutant Future™ © 2008, Daniel Proctor and Ryan Denison. Authors Daniel Proctor and Ryan
license, rent, lease, sell, broadcast, Denison.
publicly display, transmit or otherwise distribute; (d) ”Open Game Content” means the game Advanced Edition Companion , © 2009–2010, Daniel Proctor. Author Daniel Proctor.
mechanic and includes the methods, procedures, processes and routines to the extent such First Level Magic-User Spells Grindhouse Edition Spell Contest:Bookspeak , © 2011 Daniel
content does not embody the Product Identity and is an enhancement over the prior art and any Smith.
additional content clearly identified as Open Game Content by the Contributor, and means any First Level Magic-User Spells Grindhouse Edition Spell Contest: Howl of the Moon , ©
work covered by this License, including translations and derivative works under copyright law, but 2011 Joel Rojas.
specifically excludes Product Identity. (e) “Product Identity” means product and product line Cave Cricket from the Tome of Horrors , © 2002, Necromancer Games, Inc.; Authors Scott
names, logos Greene and Clark Peterson, based on original material by Gary Gygax.
and identifying marks including trade dress; artifacts; creatures, characters; stories, storylines, Crab, Monstrous from the Tome of Horrors , © 2002, Necromancer Games, Inc.; Author Scott
plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, Greene, based on original material by Gary Gygax.
likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or Fly, Giant from the Tome of Horrors , © 2002, Necromancer Games, Inc.; Author Scott Greene,
audio representations; names and descriptions of characters, spells, enchantments, based on original material by Gary Gygax.
personalities, teams, personas, likenesses and special abilities; places, locations, environments, Golem, Wood from the Tome of Horrors , © 2002, Necromancer Games, Inc.; Authors Scott
creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic Greene and Patrick Lawinger.
designs; and any other trademark or registered trademark clearly identified as Product identity by Kamadan from the Tome of Horrors , © 2002, Necromancer Games, Inc.; Author Scott Greene,
the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) based on original material by Nick Louth.
“Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor Rot Grub from the Tome of Horrors , © 2002, Necromancer Games, Inc.; Authors Scott
to identify itself or its products or the Greene and Clark Peterson, based on original material by Gary Gygax.
associated products contributed to the Open Game License by the Labyrinth Lord™ © 2007–2009, Daniel Proctor. Author Daniel Proctor.
Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, B/X Essentials: Core Rules © 2017 Gavin Norman. Author Gavin Norman.
translate and otherwise create Derivative Material of Open B/X Essentials: Classes and Equipment © 2017 Gavin Norman. Author Gavin Norman.
Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. B/X Essentials: Cleric and Magic-User Spells © 2017 Gavin Norman. Author Gavin Norman.
2. The License B/X Essentials: Monsters © 2018 Gavin Norman. Author Gavin Norman.
This License applies to any Open Game Content that contains a notice B/X Essentials: Adventures and Treasures © 2018 Gavin Norman. Author Gavin Norman.
indicating that the Open Game Content may only be Used under and in Old-School Essentials Core Rules © 2018 Gavin Norman. Author Gavin Norman.
terms of this License. You must affix such a notice to any Open Game Content that you Use. No Old-School Essentials Classic Fantasy: Genre Rules © 2018 Gavin Norman. Author Gavin
terms may be added to or subtracted from this License except as described by the License itself. Norman.
No other terms or conditions may be applied to any Open Game Content distributed using this Old-School Essentials Classic Fantasy: Cleric and Magic-User Spells © 2018 Gavin
License. Norman. Author Gavin Norman.
3. Offer and Acceptance Old-School Essentials Classic Fantasy: Monsters © 2018 Gavin Norman. Author Gavin
By Using the Open Game Content You indicate Your acceptance of the terms of this License. Norman.
4. Grant and Consideration Old-School Essentials Classic Fantasy: Treaures © 2018 Gavin Norman. Author Gavin
In consideration for agreeing to use this License, the Contributors grant You a perpetual, Norman.
worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Old-School Essentials Classic Fantasy: Rules Tome © 2019 Gavin Norman. Author
Open Game Content. Gavin Norman.
5. Representation of Authority to Contribute Monstrosities , © 2012, Frog God Games LLC; Authors Andrew Trent, (“the
If You are contributing original material as Open Game Content, You represent that Your Venomous Pao”), Trent Foster, Salvatore Macri (“Skathros”), Scott Wylie Roberts
Contributions are Your original creation and/or You have sufficient rights to grant the rights (“Myrystyr”), Sean Stone (“Stonegiant”), Sean Wills(“Geordie Racer”), Cameron
conveyed by this License. DuBeers, Matt Hoover (“Random”), Mike Davison, Russell Cone (“Grim”), Mudguard,
Appendix
6. Notice of License Copyright Old Crawler, Michael
You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the Shorten (“Chgowiz”), Mark Ahmed, Scott Casper (“Scottenkainen”), The Lizard of Oz,
COPYRIGHT NOTICE of any Open Game James Malizsewski, Michael Kotschi, J.D. Jarvis, John Turcotte, Guy Fullerton, Michael
Content You are copying, modifying or distributing, and You must add the title, the copyright date, Coté, Thomas Clark, Tanner Adams,
and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game and Matt Finch (“Mythmere”).
Content you Distribute. Domain Building. ©2019 Todd Leback. Author Todd Leback
7. Use of Product Identity Hexcrawl Basics ©2019 Todd Leback. Author Todd Leback
You agree not to Use any Product Identity, including as an indication as to compatibility, except Classing up the Joint
as expressly licensed in another, independent Agreement with the owner of each element of that Wealth by NPC Level ©2019 Todd Leback. Author Todd Leback
Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Random Weather Generation ©2019 Todd Leback. Author Todd Leback
Registered Trademark in conjunction with a work containing Open Game Content except as A Guide to Thieves Guilds ©2020 Todd Leback. Author Todd Leback
expressly licensed in another, independent Agreement with the owner of such Trademark or Forest of Plenty – Hex 16.24 ©2020 Todd Leback. Author Todd Leback
Trademark. The use of any Product Identity in Open Game Content does not constitute a Hex 14.43 – Eyrie of the Eaglefolk ©2020 Todd Leback. Author Todd Leback
challenge to the ownership of that Product Identity. The owner of any Product Identity used in Hex 17.24 – Village of the Owlfolk ©2020 Todd Leback. Author Todd Leback
Open Game Content shall retain all rights, title and interest in and to that Product Identity. Keep of the Rawhide Gang – Hex 15.42 ©2020 Todd Leback. Author Todd Leback
8. Identification The Lake of Abominations – Hex 17.23 ©2019 Todd Leback. Author Todd Leback
If you distribute Open Game Content You must clearly indicate which portions of the work that The Pallid Fields, a mini hexcrawl in Faery ©2020 Todd Leback. Author Todd
you are distributing are Open Game Content. Leback
9. Updating the License
Wizards or its designated Agents may publish updated versions of this END OF LICENSE
License. You may use any authorized version of this License to copy, modify and distribute any DESIGNATION OF PRODUCT IDENTITY
Open Game Content originally distributed under any version of this License. The following items are hereby identified as Product Identity, as defined in the Open Game
10. Copy of this License License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered
You MUST include a copy of this License with every copy of the Open Game Content You trademarks, proper names (characters, place names, new deities, etc.), dialogue, plots, story
Distribute. elements, locations, characters, artwork, graphics, sidebars, and trade dress. (Elements that
11. Use of Contributor Credits have previously been designated as Open Game Content are not included in this declaration.)
You may not market or advertise the Open Game Content using the name of any Contributor DESIGNATION OF OPEN GAME CONTENT
unless You have written permission from the Contributor to do so. The Open content in this book includes the monster names (with the exception of proper names
12. Inability to Comply for Nonplayer Characters), monster descriptions, monster statistics, and monster abilities. No
If it is impossible for You to comply with any of the terms of this License with respect to some or other portion of this work may be reproduced in any form without permission.
all of the Open Game Content due to statute, judicial order, or governmental regulation then You
may not Use any Open Game Material so affected.
13. Termination
This License will terminate automatically if You fail to comply with all terms herein and fail to cure
such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the
termination of this License.
14. Reformation
If any provision of this License is held to be unenforceable, such provision shall be reformed only
to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0 © 2000, Wizards of the Coast, Inc. System Reference Document ©
2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on
original material by E. Gary Gygax and Dave Arneson.
System Reference Document © 2000–2003, Wizards of the Coast, Inc.;
Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy
Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff,
Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
Modern System Reference Document © 2002–2004, Wizards of the
Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles
Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney
Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte
Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell,
John Tynes, Andy Collins, and JD Wiker.
Castles & Crusades: Players Handbook , © 2004, Troll Lord Games;
Authors Davis Chenault and Mac Golden.
Castles & Crusades: Monsters Product Support , © 2005, Troll Lord
Games.
Basic Fantasy Role-Playing Game © 2006–2008 Chris Gonnerman.
171