TEXT: Hex 18.24
  The Deadwood
  
  Hex 18.24 – The Deadwood
  
  ©2020 Todd Leback. Some artwork © Dean Spencer, used with permission. All rights reserved. Publisher's Choice Quality Stock Art © Rick 
  Hershey / Fat Goblin Games.
  This product is released under the terms of the Open Game License Version 1.0a, Copyright 2000, Wizards of the Coast, Inc. Please refer to the 
  Open Gaming License included with this release for additional legal text and copyright information. Old-School Essentials is a trademark of 
  Necrotic Gnome. The trademark and Old-School Essentials logo are used with permission of Necrotic Gnome, under license.
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  Hex 18.24
  The Deadwoods
  Credits Designer: Todd Leback
  Editing: Brian Johnson
  Layout: BJ Hensley
  Cartography: Todd Leback, Aaron Schmidt
  Cover Art: Jen Drummond (jendart.com)
  Cave Map: by Aaron Schmidt (https://aarondayyanschmidt.
  wixsite.com/website)
  Maps created using Hexographer.
  Hexographer is © Inkwell Ideas (inkwellideas.com).
  Populated Hexes
  Support more hexcrawling by becoming a patron of 
  Populated Hexes at: patreon.com/Populatedhexes
  Table of Contents
  Introduction to Populated Hexes .........................................1
  Hexcrawling Rules ....................................................................1
  Absalom .....................................................................................1
  Campaign Setting .....................................................................1
  Using Populated Hexes ............................................................1
  Hex 18.24 – The Deadwoods .................................................3
  0303. A Slippery Slope ........................................................4
  0405. The Charnel Field ......................................................4
  0505. The Trees Have Eyes ..................................................5
  0507. The Ebon Trees ..........................................................5
  0605. Village of the Bloody Bones .....................................6
  Random Encounters ...............................................................8
  Appendix ...................................................................................8
  Undead Treant ..........................................................................8
  Goblins ......................................................................................8
  Alternate Rules ......................................................................9
  Sample Goblin Deities ....................................................... 12
  Alternate Rules ................................................................... 13
  Goblin Mage ....................................................................... 13
  Familiars .............................................................................. 16
  New Spells ........................................................................... 16
  Goblin Demographics ....................................................... 17
  Example Village .................................................................. 19
  Old School Essentials OGL ................................................ 20
  
  Introduction to Populated Hexes
  Welcome to Populated Hexes, the series of 6-mile hexes 
  in the world of Absalom! The goal is to provide a number 
  of individual 6-mile hexes, fully populated with lairs 
  and features, that can either be dropped into an existing 
  campaign as a point of interest, the destination of a treasure 
  map found in the bowels of a dark dungeon, or as a stand-
  alone mini-sandbox.
  These supplements use the Old School Essentials rules 
  published by Necrotic Gnome, but like many OSR products, 
  pretty much any system can be easily adapted.
  Maps & Scale 
  Each hex will be presented with two hex maps: a smaller 
  map with locations and features noted, and a larger map 
  with only major features noted that can be printed and used 
  as a player handout. The scale represented on the maps 
  included in these products are as follows:
  • Large hex = 6 miles, face to face.
  • Subhex = 1.2 miles, face to face.
  Hexcrawling Rules
  Thirdkingdom Games produces supplements that are used 
  throughout these releases. Two of them – Domain Rules 
  and Hexcrawling Basics – are free to download and are 
  designed to work in conjunction with this series. You can 
  find out where to pick up these and other supplements in 
  the Populated Hexes line at patreon.com/Populatedhexes.
  The following books will be useful to have access to 
  throughout the series. Many of them are free!
  • Old School Essentials Classic Fantasy Rules Tome
  • Old School Essentials Advanced Fantasy Genre Rules
  • Labyrinth Lord Basic and Advanced Edition 
  Companion
  • OSRIC
  • A variety of other OSR resources
  Absalom
  The world of Absalom is one of constant change, where Law 
  and Chaos are more than abstract philosophical ideas but are 
  instead metaphysical realities that shape the very world itself.
  Absalom is dominated by Cycles, each lasting between two 
  to four hundred years. Each Cycle is divided into an Apex – 
  when Law holds sway – and a Nadir – when Chaos sweeps 
  over the lands, driving back the light of Civilization.
  Cycles are marked in the beginning by the Apex and ascent 
  of Law, and the end by the Nadir. During each Apex the 
  civilizations of Man do their best to expand their domains 
  and bring law to the land; these civilizations often shrink, or 
  even crumble, during the Nadirs as barbarians, beastmen, 
  and worse fall upon the kingdoms of Man.
  Campaign Setting
  The following assumptions are made in this setting:
  Starting Date
  This series is set at the beginning of the Sixteenth Cycle of 
  recorded history. There have been many civilizations that 
  have risen and fallen, some of Men, some of others.
  Humanocentric
  The adventurers will be human, setting out to explore the 
  new world with the ebbing of the forces of Chaos. Non-
  human classes are certainly allowed – and indeed, these 
  supplements present rules for many non-human classes – 
  but the base assumption is that most PCs will be human.
  Chaos Storms
  During Nadirs – and occasionally in an Apex – events called 
  Chaos storms can spontaneously occur, changing the very 
  landscape, distorting distances, and wreaking havoc upon 
  the nature of reality. Maps from the previous Cycle may 
  prove unreliable.
  The Gods
  Gods are real but are local. They are the Small Gods of Terry 
  Pratchett or the hearth deities of ancient Rome. Belief gives 
  strength and power to spirits of the world.
  Using Populated Hexes
  As stated above, each 6-mile hex can be used as a mini-setting, 
  a drop-in adventure location that is encountered during 
  travel, or as part of a greater hexcrawl. Elements can be added 
  or abandoned as needed, as is true of all supplements.
  These hexes are released one at a time, seven in a series. 
  Each series is a cluster of seven hexes: a central hex and the 
  six surrounding it.
  Each release will be divided into two sections: the hex itself, 
  with keyed encounter locations, and an Appendix, which 
  builds on encounters and concepts in the hex. Populated 
  Hexes offers some expanded alternatives to the basic rules 
  found in Old School Essentials, and these will be introduced 
  as needed in each hex. Broadly speaking, the intention is to 
  introduce character options – to bring some of D&D 5e into 
  B/X. These rules can be used or abandoned, as desired..
  Introduction to Populated Hexes
  
  Introduction to Populated Hexes
  
  Hex 18.24 – The Deadwoods
  Resources: Vegetable (Timber, 2)
  This hex is notable chiefly for the woods to its south; the northern 
  tip of the Darkwood (see Hex 17.24) extends about 9 square miles 
  into this hex. This spur of the Darkwood is composed almost 
  entirely of dead trees and, appropriately, harbors a large number 
  of undead. It is referred to as the “Deadwood”.
  There are two main threats lurking within this hex: an 
  undead treant lairs in subhex 0505, and a trio of spectres 
  haunt subhex 0507. In addition, adventurers are likely to 
  encounter large numbers of lesser undead as they traverse 
  the area. Few living creatures venture into or lair within even 
  the normal forest in the rest of this hex, with the exception 
  of a small tribe of goblins that has found some measure of 
  security by dwelling near to the haunted woods.
  In the lightly forested section, sight lines range from 50 to 
  300 yards (5d6×10) and encounters occur at intervals of 20 to 
  80 yards (2d4×10). In the Darkwood, sight lines range from 
  20 to 80 yards (2d4×10) and encounters occur at intervals 
  of 5 to 40 yards (5d8). The trees in the Darkwood are dense 
  enough that targets more than 20 yards away gain partial 
  cover (–2 penalty to attack rolls against them); those more 
  than 50 yards away gain majority cover (–5 penalty to attack 
  rolls against them); and missile attacks at a range greater than 
  100 yards are not possible. These penalties are in addition to 
  those imposed by range increments for the weapon used.
  Ex. A character with a sling is trying to hit a target 90 yards 
  away. The roll has a –1 penalty due to the range modifier, 
  with an additional –5 penalty for cover.
  The Darkwood is a large, densely wooded forest that has 
  been irrevocably tainted by Chaos. It is generally avoided 
  by residents of the nearby hexes, except during the midday 
  hours, when the owl-folk who dwell in subhex 0305 venture 
  within to harvest the rare mushrooms that grow only within 
  these cursed woods.
  The Darkwood is one of those infrequent places in the 
  world where the presence of evil is palpable, shaping the 
  inhabitants and those who enter. In this case it is a relatively 
  natural phenomenon; there is no specific cause for it, and 
  no known way to remove it.
  Lawful and Neutral characters who enter the Darkwood are 
  affected in the following manner:
  ➢ They have an ever-present sense of shapes moving 
  in their peripheral vision, hushed whispers behind 
  them, and the feeling of ghostly fingers brushing the 
  nape of their neck. This state of constant awareness 
  is distracting, and as such they suffer a –1 penalty 
  to avoid surprise. Chaotic characters suffer no such 
  phantasmal delusions.
  ➢ Resting within the Darkwood is near impossible 
  for non-Chaotic creatures. All Lawful and Neutral 
  characters must make a Save v. Spells every time they 
  attempt to sleep. Failure indicates a restless night, 
  imposing penalties as though they had not rested 
  (–1 to attack and damage rolls until they’ve rested a 
  full day). Spellcasters cannot regain lost spells if the 
  saving throw is failed.
  ➢ The Darkwood is somewhat inimical to life. Whenever 
  magical healing occurs within its borders roll twice, 
  taking the worse result.
  ➢ A protection from evil spell will eliminate these 
  penalties, but only as long as the spell lasts and only 
  for those within its radius who have not broken the 
  strictures of the spell (attacking, casting a spell upon 
  or forcing the barrier against an evil creature).
  In addition to the oppressive dangers of the Darkwood, 
  the forest itself is heavily shaded; even during the middle 
  of the afternoon it is as dark as dusk under its boughs, 
  allowing creatures sensitive to sunlight to walk freely. It’s 
  also noticeably colder within the wood.
  The terrain is difficult to navigate. The densely packed trees 
  reduce movement to 2/3 normal. If using the exploration 
  rules in Hexcrawl Basics the number of subhexes that can be 
  explored per day is reduced by 1. It is also difficult to discern a 
  trail or keep one’s bearings here; tracking skill checks are made 
  with a –2 penalty, and the chances of getting lost are doubled.
  Hex 18.24 – The Deadwoods
  
  Hex 18.24 – The Deadwoods
  This spur of the Darkwood is called the Deadwood by those 
  who know of it, and it possesses some features in addition 
  to those of the rest of the Darkwood. Dead trees have a 
  malevolent tendency to fall at the worst possible time. Every 
  time a Deadwood hex is entered there’s a 1-2 in 6 chance that a 
  tree will fall, targeting 1d6–1 individuals in the party (a result 
  of 0 indicates the tree merely falls nearby), selected at random. 
  All of those targeted must Save v. Death to avoid being hit by 
  the fallen tree. Those who fail suffer 3d6 points of damage.
  The Deadwoods are surprisingly resistant to flame; the dead 
  trees are soft and punky, saturated with water. Any wood 
  collected within will burn feebly, providing both less heat and 
  illumination than a standard fire, and will require constant 
  care to keep burning. Any food cooked over the flames will 
  have a foul, oily taste regardless of how it is prepared. Fires 
  started by other means, such as lit oil, fireballs, etc. only have 
  a 1 in 6 chance of starting a subsequent wildfire, which will 
  burn feebly for only 1d4 turns.
  Finally, the Deadwood is an unhallowed place, with the 
  following effects:
  ➢ For every night the corpse of a sentient being remains 
  in the Deadwood there’s a 1 in 6 chance it rises as a 
  zombie. The only way to prevent this is cremation – 
  even burying the dead with ritual sacraments only 
  delays the inevitable; those so treated have a 1 in 6 
  chance of rising for every year they remain within.
  ➢ Undead are turned as if they had 2 more HD than 
  they do.
  The creation of the Deadwood is linked to the existence of 
  Imgashkril, the undead treant, and the perversion of the 
  natural order it represents. Should Imgashkril be destroyed 
  the following occurs:
  ➢ There’s no longer a chance of trees falling when 
  adventurers enter a subhex. Do not remove the entry 
  from the random encounter table, through.
  ➢ The chance of the dead rising is reduced from 1 in 6 
  per night to 1 in 6 per week, and consecrated dead will 
  never rise.
  ➢ Undead are turned as normal.
  0303. A Slippery Slope
  A shallow incline in this subhex is covered in downed 
  branches and leaves, concealing a number of tripping 
  hazards. While not dangerous to adventurers moving on 
  foot at normal speeds, it is dangerous for horses or those 
  running. Those at risk must make a Save v. Wands. Failure 
  indicates they fall, sliding 5d10 feet, taking 1d2–1 points of 
  damage per 10’ they slide.
  If a horse falls in this subhex it takes 1d2 points of damage 
  per 10’, as does its rider.
  0405. The Charnel Field
  The dead trees in this hex open up into a large clearing, 
  some two hundred yards in diameter, littered with the bones 
  of the dead from some forgotten battle. A close inspection 
  reveals the bones are those of humans and orcs.
  If the adventurers move to search the field of bones, a 
  number of skeletons will animate and attack, both orcish 
  and human. There is no statistical difference between the 
  orcish and human skeletons, and 4d6 of each kind will 
  animate. There’s a 1-2 in 6 chance that the skeletons will 
  ignore the adventurers and attack each other, their ancient 
  enmity overcoming even the lure of living flesh.
  If the skeletons do not fall to infighting they will attack 
  anything living within the field, but will not pursue anyone 
  who flees back into the shelter of the trees. This encounter 
  “resets” at midnight each night; any skeletons that were 
  destroyed the previous day will rise again. There are enough 
  bones littered throughout the battleground that, unless 
  significant time were taken to remove them, the same 
  quantities rise anew. The only way to prevent the skeletons 
  from rising is to first destroy Imgashkril (see subhex 0505), 
  then sprinkle 500 gp worth of holy water over the field or 
  have it blessed by a cleric of 7th level or higher.
  There is some treasure to be found here but it requires 
  a collective total of 100 turns to search. Every turn of 
  searching per individual yields a roll on the following table:
  Charnel Field Treasure Results
  1d100 Roll Result
  01-10
  3d6 gold pieces
  11-25
  3d6 silver pieces
  26-40
  3d6 copper pieces
  41-50
  1d4 gems worth 2d10 gp apiece
  51-55
  1 gem worth 6d20 gp
  56-59
  1d2 trinkets worth 1d4×10 gp apiece
  60-62
  1 piece of jewelry worth 3d6×10 gp
  63-64
  A gold tooth, worth 3d6 gp
  65
  A weapon +1*
  66
  A suit of armor +1*
  67-71
  1d4 weapons
  72-76
  1d2 suits of armor
  77-00
  Nothing
  
  Hex 18.24 – The Deadwoods
  Roll below to determine the type of weapons and armor 
  found. There’s a 1-3 in 6 chance that the weapon or armor 
  found will be rusted, broken or otherwise damaged, worth 
  2d4×10% base price, unless it is magical.
  Weapons. (1d6 result): 1 sword, 2 dagger, 3 warhammer, 4 
  mace, 5 battleaxe, 6 club.
  Armor. (1d6 result): 1-2 shield, 3-4 ring mail, 5 chain, 6 
  banded mail.
  Skeletons. AC 7 [12], HD 1 (4 hp), Att 1 x weapon (1d6), 
  THAC0 19 [0], MV 60’ (20’), SV D12 W13 P14 B15 S16 
  (F1), ML 12, AL Chaotic, XP 10, NA 3d4 (3d10), TT None
  0505. The Trees Have Eyes
  This hex is the lair of an undead treant named Imgashkril. 
  Immensely old, he was ancient before the Deadwood 
  encroached on his territory and transformed him into a 
  horrid undead creature.
  Imgashkril shares the resistance to fire that all of the trees 
  in the Deadwood enjoy, taking half damage automatically 
  from any fire-based attacks (and ¼ damage on a successful 
  saving throw). His existence is intimately tied to the forest 
  itself; every time the adventurers enter a new subhex within 
  the Deadwood there’s a 1 in 6 chance Imgashkril instantly 
  becomes aware of the presence of living creatures and their 
  general location; he automatically becomes aware whenever 
  anything living enters subhex 0505, regardless of his 
  location at the time. Imgashkril cannot actually leave the 
  Deadwood, due to his connection to the area.
  Whenever the adventurers enter the Deadwood roll 1d100 
  to determine where Imgashkril is:
  1d100 Roll Resulting Hex
  1-5
  0406
  6-10
  0506
  11-15
  0606
  16-30
  0405
  31-45
  0506
  46-60
  0606
  61-10
  0505
  Imgashkril has a treasure hoard buried in the ground where 
  he roots in hex 0505; It consists of the following, collected 
  over the Cycles he has been in existence: 1000 sp, 5000 
  ep, 1000 gp (note that the coins are a mixture of mintings 
  ranging over six Cycles and various sources), a gold necklace 
  worth 575 gp, and a gold ring worth 200 gp.
  For a full write-up of undead treants refer to the Appendix.
  Imgashkril. AC 1 [18], HD 10*** (52 hp), Att 2 x fist (2d6), 
  THAC0 19 [0], MV 60’ (20’), SV D6 W7 P8 B8 S10 (F10), 
  ML 10, AL Chaotic, XP 3000, NA Unique, TT C
  ➢ Surprise: Imgashkril surprises on a roll of 1-3 in 6, 
  encounter distance is within 30’.
  ➢ Animate trees: He can animate up to two dead trees 
  within 60’ as treants (with movement of 30’). He can 
  switch this effect between trees at will. Animating 
  can be done in addition to a normal attack, but not at 
  the same time as a special ability. Once the trees have 
  been animated they function without guidance.
  ➢ This is my home!: Imgashkril cannot be turned in 
  subhex 0505.
  ➢ Resistance: Once per day Imgashkril can chose to 
  automatically succeed on a saving throw.
  0507. The Ebon Trees
  The vast majority of the dead standing trees in the 
  Deadwood are pale, the color of sun-bleached wood, except 
  in this hex, where three of the trees are stained a deep black, 
  as if by soot. The blackened trees form a triangle forty feet 
  to a side, within which no other trees can be found. Three 
  spectres dwell within the clearing formed by these trees, 
  their undead state tied to the trees themselves. As long as 
  the spectres remain within the clearing, and the trees still 
  stand, they will regenerate 1 hp per round.
  If reduced to 0 hp or destroyed by turning the spectres 
  will reappear after 1d6 days. To permanently destroy the 
  spectres one of the following needs to occur:
  ➢ The spectres are destroyed outside of the triangle of 
  trees.
  ➢ They are destroyed within the triangle of trees and 
  their corpses blessed by a cleric of 9th level or higher.
  ➢ Cutting down the three trees will destroy the spectres 
  instantly. However, the spectres are instantly aware of 
  any harm being done to their trees.
  All three spectres are to be found within their lair on a roll 
  of 1-5 in 6. If the result is 6, 1d3 spectres will be roaming 
  the hexes immediately surrounding subhex 0507.
  The spectres have no treasure, but the ebon trees are 
  incredibly valuable to magic-users and necromancers as 
  special components, as follows:
  Each tree, if felled, yields 2d4 units of rare woods, each 
  worth a base of 500 gp. In addition, each tree has a 1-4 in 
  6 chance of yielding wood suitable to use as a principal 
  (see p. 11 of Hex 17.23) for the purposes of magical item 
  creation. If a tree is not usable as a principal it can be used 
  
  Hex 18.24 – The Deadwoods
  as material for special components with equal value. The 
  value of the principal that can be harvested from each tree is 
  equal to 1d4+1 × 1000 gp. If the wood is used to create any 
  of the following items, however, the value of the principal is 
  multiplied by 5:
  1. Staff of Withering.
  2. Wand of Fear.
  3. Arrow +3, undead slaying.
  However, the chance of creating a cursed item is increased 
  by two if wood from the ebon trees is used as a principal 
  and one if used as a component.
  0605. Village of the Bloody Bones
  A small tribe of goblins has taken up residence in this hex, 
  relying on the ill reputation of the Deadwood – even amongst 
  Chaotic humanoids – to protect them from greater threats. 
  It doesn’t hurt that they have a potent shaman to ward them 
  from any undead that wander out of the Deadwood.
  There are a total of 17 goblins in the village, as follows:
  ➢ Goblin chief, Thaknosh, 3 HD goblin
  ➢ Goblin shaman, Harbal, 4 HD goblin shaman
  ➢ 4 goblin bodyguards, each with 1+1 HD
  ➢ 13 regular goblins.
  The Bloody Bones village contains three huts, fashioned 
  from branches, leaves, and mud. One of the huts is for 
  Thaknosh and his three wives, the second – located some 
  hundred yards away from the other two – for Harbal and 
  his wife, and the third housing the remaining goblins and 
  two mangy dire wolves the tribe has managed to tame. Two 
  bodyguards are with Thaknosh at all times – or at the least, 
  stationed outside of his hut when he’s with his wives.
  The goblins have been here nearly three years, having fled 
  from the north after being attacked and almost wiped out 
  by a larger tribe of goblins (the Sunken Sun tribe, found in 
  Hex 17.22). Rather than be assimilated at the low end of the 
  totem pole, the surviving goblins moved south and found 
  refuge here, at the edge of the Deadwood.
  The goblins have four guards (three normal goblins, one 
  bodyguard) posted at all times. They are mostly active during 
  the night, although the tree-cover around their village is such 
  that they can function during the day without penalty.
  When encountered, there’s a 1-3 in 6 chance that all of the 
  goblins are present in the village. If the result is 4 or higher, 
  then 2d4 goblins are out on patrol; on a result of 5 Thaknosh, 
  1d4 bodyguards and 1d6 goblins are out; and on a result of 6 
  Harbal, 1d6 goblins, and 1d2 wolves are in the Deadwood.
  Thaknosh is not especially powerful for a goblin chief, and 
  only has 3 HD. The real power behind the throne is Harbal. 
  Harbal and Thaknosh are in discussions with Salmarend, 
  the gnoll sorcerer of the Blistered Skin tribe in Hex 18.23, 
  hoping to provide help in overthrowing the current gnoll 
  chieftain in exchange for being inducted into the tribe for 
  protection. The cunning gnoll sorcerer has no intention of 
  keeping to this promise and plans to enslave the goblins as 
  soon as he takes control.
  Thaknosh (goblin chief). AC 5 [14], HD 3 (19 hp), Att 
  1 x weapon (1d8+1), THAC0 17 [+2], MV 60’ (20’), SV 
  D12 W13 P14 B15 S16 (F1), ML 9, AL Chaotic, XP 35, NA 
  unique, TT None
  If using the Alternate Rules from the Appendix, Thaknosh 
  has the Toughness Knack and has 1d8 hp per HD. He has a 
  personal treasure of 450 cp, 315 sp, and 74 gp, kept hidden 
  in a shallow pit dug in his hut and covered by skins, as well 
  as a belt pouch in which he keeps 6 gems worth 50 gp each. 
  Thaknosh wields a battle axe doing 1d8 points of damage.
  Harbal (shaman). AC 7 [12], HD 4 (16 hp), Att 1 x weapon 
  (1d6), THAC0 19 [0], MV 60’ (20’), SV D10 W11 P13 B15 
  S13 (S4), ML 9, AL Chaotic, XP 125, NA unique, TT None
  Harbal is a shaman of Luggrat. She usually prepares 
  sanctuary, berserker rage, and hold person. Harbal does not 
  suffer penalties during the day. She has a personal treasure 
  consisting of ten gilded human knucklebones worth 15 gp 
  total, and wears a wolf-skin that, once per day, absorbs the 
  damage from one melee attack.
  Bodyguards (4). AC 6 [13], HD 2 (10, 10, 11, 15 hp), Att 1 
  x weapon (1d6+1), THAC0 18 [+1], MV 60’ (20’), SV D12 
  W13 P14 B15 S16 (F1), ML 8, AL Chaotic, XP 20, NA 3d4 
  (3d10), TT None
  ➢ Bodyguards do not suffer penalties in daylight.
  Goblins (13). AC 6 [13], HD 1–1 (3 hp), Att 1 x weapon (1d6 
  or by weapon), THAC0 19 [0], MV 60’ (20’), SV D14 W15 
  P16 B17 S18 (NH), ML 7 (8 with bodyguard, 9 with chief or 
  shaman), AL Chaotic, XP 5, NA 1d4 (2d6), TT R × 2 (C)
  Dire Wolves (2). AC 6 [13], HD 4+1 (16, 17 hp), Att 1 x 
  bite (2d4), THAC0 15 [+4], MV 150’ (50’), SV D12 W13 
  P14 B15 S16 (F2), ML 8, AL Neutral, XP 125, NA 1d4 (2d4), 
  TT None
  Collectively, the goblins have a treasure of 3000 cp.
  
  Hex 18.24 – The Deadwoods
  
  Hex 18.24 – The Deadwoods
  Random Encounters
  Deadwood
  1. Imgashkril
  2. Imgashkril
  3. Goblins (2d4, with shaman)
  4. Skeletons (3d4)
  5. Skeletons (3d8)
  6. Zombies (3d4)
  7. Spectres (1d3) from subhex 0507
  8. Wights (1d6) from Hex 17.24
  Rest of Hex
  1. Goblins (Bloody Bones tribe, 1d6+2)
  2. Goblins (Bloody Bones tribe, 3d4)
  3. Skeletons (1d6)
  4. Zombies (1d6)
  5. Strigi (1d4)
  6. Gnolls (2d4, from Blistered Skin tribe in Hex 18.23)
  In addition to the undead found in the designated subhexes 
  there are a total of 24 skeletons and 13 zombies shambling 
  through this Hex. Keep a tally of the total number of 
  wandering skeletons and zombies that have been destroyed, 
  and as they are eliminated remove them from the wandering 
  encounter tables.
  Appendix
  Undead Treant
  Treant, Undead. AC 1 [18], HD 8-12* (52 hp), Att 2 x fist (2d6), 
  THAC0 19 [0], MV 60’ (20’), SV D6 W7 P8 B8 S10 (F8-12), ML 10, AL 
  Chaotic, XP 2300-3500, NA Unique, TT C
  Undead treants are a perversion of nature; creatures tasked 
  with preserving and nurturing a stand of trees have instead 
  been corrupted by undeath.
  All undead treants have a special connection to the place 
  they once protected; they must spend at least one hour a 
  day rooted in the soil from whence they originated – failure 
  to do so results in their immediate destruction at the stroke 
  of midnight. This spot is marked by upturned earth, as if a 
  tree had been yanked straight from the ground.
  Undead treants have a corrupting effect upon vegetative life 
  around them; their presence will gradually kill all plant life 
  within an area ranging from a single subhex to several hexes, 
  depending on their strength and age. They usually spend 
  their days stalking through the dead forests, shepherding 
  the death of the trees in much the same way that treants 
  care for living forests.
  They radiate a continuous warp wood effect with a range 
  of 10’ (refer to the druid spell on p. 9 of OSE Druid and 
  Illusionist Spells). Magical items of wood are entitled to a 
  Save v. Spells with a +4 bonus to avoid being affected. Any 
  missiles of wood fired at an undead treant suffer a –2 penalty 
  to hit as they suddenly warp when coming within ten feet 
  of it; attacks with wooden or wood-handled melee weapons 
  suffer the same penalty if affected by the unnatural warping. 
  If the Save fails the weapon warps permanently.
  Undead treants attack with two limb attacks, each dealing 
  2d6 points of damage. In addition, any living creatures hit 
  by a tree limb must make a Save v. Death or lose 1d4 points 
  of Constitution. The ability loss is restored at a rate of 1 
  point per day of bed-rest.
  Living creatures completely drained of Constitution 
  reanimate as zombies under the undead treant’s mental 
  control 1d4 days after death.
  Like normal treants, undead treants can animate up to two 
  trees that attack as normal treants (as described on p. 195 
  of OSE Core). The trees to be animated must be dead. They 
  remain animate for a number of turns equal to the undead 
  treant’s HD. Undead treants can animate and control a 
  maximum number of trees per day equal to half their HD, 
  but no more than two at a time.
  Goblins
  In Absalom, goblins are faerie-kin, originating in Faery 
  but having spread to the mortal world. A few of these (see 
  below) retain some kinship to Faery, but the vast majority 
  of goblins in Absalom are normal humanoids. They are 
  typically Chaotic creatures, but exceptions do exist. About 
  1 in 6 goblins will be of Neutral alignment, and rare will be 
  the Lawful goblin.
  Below you will find three varieties of goblin for use as player 
  characters, or as advanced goblins for special NPCs. Note 
  that in most cases the Referee can use the goblin entry 
  in the corebook, along with the standard Monster Attack 
  Matrix, but draw from these examples to add some flair to 
  important goblin foes.
  Goblin
  As goblins advance in level they get physically larger. They 
  are continuously growing and changing, getting taller, more 
  muscular, and nastier. The goblin class represents the base 
  goblin found on p. 164 of OSE Core.
  Requirements: None
  Prime Requisite: Constitution
  Hit Dice: d6
  Maximum Level: 9
  Armor: Any
  
  Hex 18.24 – The Deadwoods
  Weapons: Any, but limited at character creation to those doing 
  1d6 points of damage
  Languages: Bestial
  Goblins have a prime requisite of Constitution; they lair 
  in filth and squalor, and build up resistance to disease as 
  a result. If the goblin character has a Constitution of 13 or 
  higher they gain a 5% bonus to XP earned, and if they have 
  a Constitution of 16 or higher that bonus increases to 10%.
  All goblins have the following racial abilities:
  ➢ Goblins have infra-vision to 90’ and suffer a –1 
  penalty to attack rolls when above ground or exposed 
  to bright lights (as a light spell or brighter) At 2nd 
  level this vulnerability goes away, although they still 
  dislike bright light.
  ➢ They are decent miners and can spot new or unusual 
  stone construction – including traps or secret doors 
  made of stone – on a roll of 1-3 in 8.
  ➢ 1st-level goblins are small of stature, and unable to 
  wield large weapons (effectively, they are limited to 
  weapons dealing 1d6 points of damage or less).
  Upon reaching 2nd level goblins deal an extra +1 damage 
  with their attacks. This increases to +2 at level 5 and +3 
  at level 8. At 3rd level the goblin can wield normal-sized 
  weapons doing 1d8 points of damage and at 6th level can 
  wield weapons doing 1d10 points of damage.
  At 2nd level goblins gain the ability to cleave through their 
  foes. If they deliver the killing blow to an enemy they are 
  allowed to attack another individual within range. They 
  can continue to attack new targets as long as each blow kills 
  the individual, doing so a maximum number of times per 
  round equal to half their HD, rounded up (a maximum of 5 
  additional targets at 9th level, therefore).
  At 3rd level goblins are capable of leading their own people 
  into battle, and when commanding goblin forces all goblins 
  within 60’ of them gain a +1 bonus to their morale scores.
  At 1st level goblins save as 0-level humans but use the attack 
  tables of 1st-level fighters. Their saving throw progression 
  catches up with that of fighters at level 5.
  Upon reaching 3rd level a goblin may leave their tribe and 
  set off to found their own warren. Within 1d4 months of 
  doing so they will attract a number of goblin followers, 
  as below:
  ➢ 1d4×10 1st-level goblins
  ➢ 2d4 2nd-level goblins that serve as bodyguards
  The goblins do not expect pay in coin, but they do expect 
  the goblin leader to protect them and bring glory to the 
  tribe, while also ensuring their impulses are kept sated 
  through occasional raids upon civilized lands and the 
  spoils they bring.
  Alternate Rules
  If using the alternate character customization rules 
  introduced in Hex 17.24, goblins may select one of the 
  following Knacks at the indicated levels. It is suggested, if 
  applying these rules to goblins as monsters, that they be 
  applied only to exceptional NPCs (chieftains, lieutenants, 
  perhaps the head torturer, etc.) for ease of populating lairs.
  Goblins begin play with one skill, plus additional skills due 
  to high Intelligence, and gain an additional skill at level 3, 5, 
  7, and 9. They gain a Knack at 2nd level and an additional 
  Knack at 5th and 9th. The Knacks may be selected from the 
  following list, at any level, unless otherwise stated.
  Faery Heritage, resistance. The goblin is immune to sleep 
  and ghoul paralysis. When making saving throws against 
  charms or illusions they roll twice, taking the better of the 
  Goblin
  Saving Throws
  Damage
  Level
  XP
  HD
  THAC0
  D
  W
  P
  B
  S
  1
  0
  1d6
  19 [0]
  14
  15
  16
  17
  18
  0
  2
  870
  2d6
  19 [0]
  13
  14
  15
  16
  17
  +1
  3
  1,740
  3d6
  18 [+1]
  12
  13
  14
  15
  16
  +1
  4
  3,480
  4d6
  17 [+2]
  11
  12
  13
  14
  15
  +1
  5
  6,960
  5d6
  16 [+3]
  10
  11
  12
  13
  14
  +2
  6
  13,920
  6d6
  15 [+4]
  9
  10
  11
  12
  13
  +2
  7
  28,000
  7d6
  14 [+5]
  8
  9
  10
  11
  12
  +2
  8
  56,000
  8d6
  14 [+5]
  8
  9
  10
  10
  12
  +3
  9
  112,000
  9d6
  13 [+6]
  7
  8
  9
  9
  11
  +3
  
  Hex 18.24 – The Deadwoods
  two results. This Knack can only be selected once. If they 
  have access to Faery spells (see below) they cast them 
  as if one level higher, if applicable. Ex. A 6th-level goblin 
  normally casts spells as a 3rd-level caster. With this Knack 
  they cast spells as a 4th-level caster.
  Faery Heritage, spellcraft. The goblin gains a single spell 
  slot they can use to cast one of the following spells. They 
  gain an additional spell slot at levels 3, 5, 7, and 9, and have 
  a caster level equal to half their level (rounding up).
  ➢ dancing lights (1 slot)
  ➢ glamour (1 slot)
  ➢ animal friendship (2 slots)
  ➢ blur (2 slots)
  ➢ charm person (2 slots)
  ➢ invisibility (3 slots)
  This Knack can only be selected once.
  Leader of the Pack. All goblins within 30’ of the character 
  gain a +1 bonus to hit and damage.
  Self-improvement, primary. The goblin can increase 
  one of the following scores by 2, or two by 1: Strength, 
  Dexterity, Constitution.
  Self-improvement, secondary. The goblin can increase 
  one of the followings scores by 2, or two by 1: Intelligence, 
  Wisdom, Charisma. This can only be selected at level 5 
  or higher.
  Skilled. The goblin gains an additional three skill slots.
  Sneak. The goblin gains the following thief skills that they 
  can use as a thief one level lower than their actual level: 
  Hide in Shadows, Move Silently, Climb Walls, Backstab.
  Toughness. The goblin is especially durable and gains 1d8 hit 
  points per level instead of 1d6. These are applied retroactively 
  to the hit points rolled at 1st level. Note that the re-roll can 
  never be lower than the initial roll. If this Knack is selected 
  twice the goblin has 1d10 hit points per HD.
  Trapsetter. The goblin is adept at fashioning and setting 
  traps. Doing so takes 1 day for every 1d6 hit points of 
  damage the trap inflicts, to a maximum of half the goblin’s 
  level in days (rounding up), and the trap will work on a roll 
  of 1-4 in 6. The chance improves to 1-5 in 6 if the goblin is 
  of level 7 or higher.
  Wolf-rider. When mounted upon a wolf or dire wolf the 
  goblin gains a +1 bonus to AC, may charge at least 60’ in 
  order to deal double damage with lance or spear, and can 
  fire missile weapons from wolf-back without penalty. Their 
  mount also gains a +1 bonus to morale when being ridden 
  by the goblin.
  Goblins are built as follows based upon the rules from 
  Classing Up the Joint:
  ➢ Attack as Fighter. +1
  ➢ Saving Throws as Fighter (delayed one level). +.9
  ➢ HD d6. +.5
  ➢ Weapons Allowed (#4, delayed two levels). +1.8
  ➢ Armor Allowed (#4). +2
  ➢ Infravision. +.75
  ➢ Detect stonework as dwarf. +.4
  ➢ Early name-level benefits (attract followers at 3rd 
  level). +1.5
  ➢ Penalty when in sun (1st level only). –.5
  ➢ Level limited. Four levels. –4
  ➢ Total modifiers: 4.35
  ➢ Total XP to reach 2nd level: 870
  Goblin Shaman
  The shaman is the spiritual leader of the goblin tribe. It is 
  they who commune with the goblin gods – harsh, lesser 
  deities that demand sacrifice and obedience in equal 
  measure – as well as perform the rituals to propitiate the 
  spirits of their ancestors.
  Goblins do not worship single gods, and their shamans draw 
  power from a number of sources. Most goblin tribes place 
  Luggrat, the Breaker of Chains, as the chief goblin deity, as 
  it was he who freed them from servitude in the realms of 
  Faery. There are other gods, the small gods of the mines, 
  of the caves and the dark forests where the goblins lair, and 
  other, stranger entities that lurk beyond the stars and under 
  the waters. These strange Chaotic entities are also praised 
  by goblin shamans, although on a tribe-by-tribe basis.
  The goblin shaman casts spells in the much the same way 
  as a cleric, but with a more limited spell selection. Casting 
  spells for the goblin shaman is a loud performance, with 
  chanting, cavorting, and the strident banging of drums 
  being the principle means of channeling the divine energy.
  Requirements: Wisdom 9
  Prime Requisite: Wisdom, Constitution
  Hit Dice: d6
  Maximum Level: 9
  Armor: Any
  Weapons: Limited (any, but limited to those doing 1d6 
  points of damage)
  Languages: Bestial
  Goblin shamans rely on their force of personality to strike 
  bargains with powerful beings in return for power, and as 
  such must have a Wisdom score of at least 9. If they have 
  both a Wisdom and a Constitution of 13 or higher they 
  gain a 5% bonus to XP; if either is 16 or higher the bonus 
  increases to 10%.
  
  Hex 18.24 – The Deadwoods
  Goblin shamans have the same racial abilities and 
  restrictions as normal goblins. They can wear any armor 
  and use any weapons. However, at 1st level they only know 
  how to wield four weapons. At levels 5 and 9 they learn how 
  to use an additional weapon.
  ➢ Goblins have infra-vision to 90’ and suffer a –1 
  penalty to attack rolls when above ground or exposed 
  to bright lights (as a light spell or brighter). At 2nd 
  level this vulnerability goes away, although they still 
  dislike bright light.
  ➢ They are decent miners and can spot new or unusual 
  stone construction – like traps or secret doors made 
  of stone – on a roll of 1-3 in 8.
  ➢ 1st-level goblins are small of stature, and unable to 
  wield large weapons (effectively, they are limited to 
  weapons dealing 1d6 points of damage or less).
  Goblin shamans attack and save as clerics of an equal level.
  At 1st level the goblin shaman possesses the ability to turn 
  undead as a cleric of the same level, but instead of causing 
  undead to flee they are able to command and control the 
  undead on a successful roll. On a roll of “Turned” the 
  shaman is able to command a number of HD of undead 
  equal to the HD indicated by the roll result for a number of 
  hours equal to their level; on a roll of “Destroyed” they may 
  control the undead for a number of days equal to their level.
  Unintelligent undead will act as the shaman desires, with 
  no regard to their own safety. Intelligent undead act as if 
  charmed and will not perform actions that could lead to 
  their own destruction. Once the control ends the shaman 
  may attempt to reassert control, provided they are within 
  sight of the controlled undead; if this fails, unintelligent 
  undead will flee as if turned and intelligent undead will 
  react as appropriate upon regaining control of their actions.
  If another creature attempts to turn or control the undead 
  while under the shaman’s control, each makes a separate 
  Turn check, adding their HD to the roll, to determine which 
  controller wins.
  At 2nd level the shaman gains the ability to cast clerical 
  spells from the list below. As a general rule goblin shamans 
  will typically cast the reversed version of spells that have a 
  modal option, unless doing otherwise would be of benefit to 
  their allies. The spell may be cast in either form as desired, 
  without the need to pray for a specific version.
  1st level. berserker rage*, cure light wounds, darkness, detect 
  magic, remove fear (reverse only), wither*.
  2nd level. bless, call wolf*, command animal*, hold person, 
  silence 15’ radius, speak with animals.
  3rd level. animal growth, animate dead, cure disease, dispel 
  magic, remove curse.
  4th level. cure serious wounds, divination, sticks to snakes
  5th level. commune, flame strike, insect plague, raise dead.
  *see New Spells below
  At 7th level the goblin shaman can attempt to craft magical 
  items and potions. Note that the chance for success is as a 
  7th-level caster.
  At 3rd level the shaman begins to attract followers. 2d4 
  normal goblins, of levels (1d6: 1-3) 1, (4-5) 2, or (6) 3, are 
  attracted to serve as fanatical bodyguards (never need to 
  check morale when defending the shaman). Additionally, at 
  3rd level and each level thereafter, there’s a 1-3 in 6 chance 
  that a 1st-level goblin shaman will come to serve the higher-
  level shaman as an apprentice. Bodyguards lost to death will 
  be replaced within a month, but students are not.
  Goblin Shaman
  Saving Throws
  Level
  XP
  HD
  THAC0
  D
  W
  P
  B
  S
  1
  0
  1d6
  19 [0]
  11
  12
  14
  16
  15
  2
  1,480
  2d6
  19 [0]
  11
  12
  14
  16
  15
  3
  2,960
  3d6
  19 [+0]
  11
  12
  14
  16
  14
  4
  5,920
  4d6
  18 [+1]
  10
  11
  13
  15
  13
  5
  12,000
  5d6
  17 [+2]
  9
  10
  12
  14
  12
  6
  24,000
  6d6
  17 [+2]
  9
  10
  12
  14
  12
  7
  48,000
  7d6
  16 [+3]
  8
  9
  11
  13
  11
  8
  96,000
  8d6
  15 [+4]
  7
  8
  10
  12
  10
  9
  192,000
  9d6
  14 [+5]
  6
  7
  9
  11
  9
  
  Hex 18.24 – The Deadwoods
  Sample Goblin Deities
  Luggrat, the Breaker of Chains
  The primary goblin deity, and one worshiped by most of the 
  goblin tribes in Absalom. Luggrat is an unaligned Prince of 
  Faery, exiled and confined to the Deeps by the Faery Courts. 
  He guided many goblins through the cracks and crevices 
  that pierce the boundaries between the two worlds, freeing 
  them from servitude to the greater Faeries.
  Those goblins in Absalom are not necessarily better off 
  than they were, however. As one of the smaller and weaker 
  humanoid races, goblin tribes often find themselves bullied 
  or enslaved by larger creatures. Priests of Luggrat encourage 
  those goblin tribes under their care to throw off the yoke of 
  their non-goblinoid masters.
  Luggrat’s shamans are the most likely of goblins to wear 
  metallic armor, giving them better than average AC, and 
  their symbol is a length of chain. Those that are able to 
  obtain or forge such things often wade into battle swinging 
  the chains (1d6 points of damager per blow, reach of 10’). 
  They also gain the following abilities:
  ➢ Inspiring. Once per day, when goblins within 30’ 
  of one of Luggrat’s shamans have to make a morale 
  check they subtract 1 from the roll. If the morale 
  check succeeds they gain a +1 to hit and damage on 
  their next attack rolls.
  ➢ Chosen One. Once per day, if dealt damage from 
  physical attacks that would reduce them to 0 hp, they 
  regain a number of hit points equal to their level. Ex. 
  A 4th-level shaman of Luggrat is reduced to 0 hp by an 
  attack. Instead of dying, the shaman is at 4 hp.
  ➢ Expanded Spell List. They add the following spells to 
  their spell list:
  1 sanctuary*
  2 entangle^
  3 spiritual weapon*
  4 web
  5 blink*
  *See New Spells below.
  ^spell is from OSE Advanced Fantasy: Druid and Illusionist Spells.
  Logua, She who Howls in the Night. Logua is worshiped 
  by goblin tribes south of the Scarlet Principalities that dwell 
  primarily within the Dhembezeur Mountains, bordering the 
  Silver Sea (see the Southern Hex Cluster for more detail). She is 
  an ancient and grizzled she-wolf, nearly as tall as a Man, with a 
  hide scarred from countless blades and battles. The local tribes 
  viewed her with reverence, and in time that became a religious 
  fervor, to the point that she has become a minor deity.
  The shamans of Logua wear wolf pelts or necklaces of wolf 
  fangs and are granted the following abilities.
  ➢ Priests of War. Shamans of Logua gain the damage 
  bonus of goblins (+1 at levels 2-4, +2 at levels 5-7, +3 
  at levels 8-9).
  ➢ Strike True. Once per day they can roll twice when 
  making an attack, taking the better of the results. This 
  increases to twice per day at level 6.
  ➢ Expanded Spell List. They can add the following 
  spells to their repertoire:
  1 speak with animals^
  2 charm person or mammal*
  3 hold animal^
  4 summon animals^ (wolves and dire wolves 
  only, add CHA modifier to total HD 
  summoned)
  5 polymorph self (to wolf or dire wolf only)
  *See New Spells below.
  ^spell is from OSE Advanced Fantasy: Druid and Illusionist Spells.
  Yugshutlgn, the Darkstalker
  Yugshtulgn is that which stalks the tunnels and night-
  blackened woods, silently, and snatches away those goblins 
  who have betrayed their kin, never to be seen again. It is 
  primarily worshiped by those goblins that still reside in 
  Faery, although some in Absalom venerate its name, or at 
  least place saucers of blood on the hearth as a sacrifice to it so 
  they themselves will not be taken. Surprisingly, Yugshutlgn is 
  worshiped by bugbears in equal number to goblins.
  Shamans of Yugshutlgn, also called the Silent One, have 
  their tongue torn from their mouth when initiated into its 
  worship, and have evolved a means of casting spells – indeed, 
  of communicating in general – through an elaborate system 
  of hand gestures. They always dress in dark colors, the better 
  Goblin Shaman Spells per Day
  Spell Level
  Level
  1st
  2nd
  3rd
  4th
  5th
  1
  —
  —
  —
  —
  —
  2
  1
  —
  —
  —
  —
  3
  2
  —
  —
  —
  —
  4
  2
  1
  —
  —
  —
  5
  2
  2
  —
  —
  —
  6
  2
  2
  1
  1
  —
  7
  2
  2
  2
  1
  1
  8
  3
  3
  2
  2
  1
  9
  3
  3
  3
  2
  2
  
  Hex 18.24 – The Deadwoods
  to skulk through the night. They gain the following abilities, 
  but never lose the penalty from being in sunlight.
  ➢ Use the following thief skills as a thief of one level 
  lower: Backstab, Hear Noise, Hide in Shadows, 
  Move Silently.
  ➢ They may add the following spells to their repertoire:
  1 sleep
  2 detect invisible
  3 invisibility
  4 nondetection^
  5 improved invisibility^
  Alternate Rules
  Goblin shamans have one skill at 1st level and gain an 
  additional skill at levels 3, 5, 7, and 9. At 1st level goblins 
  also start with one of the following Knacks, and gain an 
  additional Knack at levels 5 and 9.
  Faery Heritage, resistance. The goblin is immune to sleep 
  and ghoul paralysis. When making saving throws against 
  charms or illusions they roll twice, taking the better of the 
  two results. This Knack can only be selected once. If they 
  have access to Faery spells (see below) they cast them 
  as if one level higher, if applicable. Ex. A 6th-level goblin 
  normally casts spells as a 3rd-level caster. With this Knack 
  they cast spells as a 4th-level caster. This Knack can only be 
  selected once.
  Faery Heritage, spellcraft. The goblin gains a single spell 
  slot they can use to cast one of the following spells. They 
  gain an additional spell slot at levels 3, 5, 7, and 9, and have 
  a caster level equal to half their level (rounding up) for 
  purposes of Faery spells.
  ➢ dancing lights (1 slot)
  ➢ glamour (1 slot)
  ➢ animal friendship (2 slots)
  ➢ blur (2 slots)
  ➢ charm person (2 slots)
  ➢ invisibility (3 slots)
  This Knack can only be selected once.
  God’s Chosen. The shaman’s deity has taken special interest 
  in the shaman. They can cast one 1st-level spell at level 1. 
  This is in effect a “bonus” spell; a 3rd-level shaman may cast 
  three 1st-level spells per day. At level 5 they may cast an 
  additional 2nd-level spell per day, and at level 9 they can 
  cast an additional 3rd-level spell per day.
  Self-improvement, primary. The goblin shaman can 
  increase one of the following scores by 2, or two by 1: 
  Strength, Wisdom, Constitution.
  Self-improvement, secondary. The goblin shaman can 
  increase one of the followings scores by 2, or two by 1: 
  Intelligence, Dexterity, Charisma. This can only be selected 
  at level 5 or higher.
  Skilled. The goblin gains an additional three skill slots.
  Speak with Totem. The shaman may converse with 
  members of the tribe’s totem species. Typically these are 
  wolves, but may be other animals (see below).
  Toughness. The shaman uses 1d8 for their HD rather 
  than 1d6. This Knack can only be selected once, and if it is 
  selected at level 5 or 9 all HD are re-rolled using 1d8.
  The Gods Protect Me. Once per day the shaman can choose 
  to automatically succeed on a saving throw. At 7th level they 
  may do this twice per day.
  You Shall Obey Me! The shaman gains a +1 bonus to all 
  attempts to control undead. They may add their class level 
  to the total number of HD affected, if the turn attempt is 
  successful.
  Goblin shamans are built as follows, using the rules from 
  Classing up the Joint:
  ➢ Attack as cleric. +0
  ➢ Saving Throws as cleric. –.5
  ➢ HD 1d6. +.5
  ➢ Weapons Allowed (#3). +1
  ➢ Armor Allowed (#4). +2
  ➢ Spellcasting. Divine, 75% progression. +5
  ➢ Turn Undead. +1.5
  ➢ Infravision. +.75
  ➢ Detect stonework as dwarf +.4
  ➢ Early name-level benefits (attract followers at 3rd 
  level). +1.5
  ➢ Penalty when in sun (1st level only). –.5
  ➢ Prime requisites (2). –.25
  ➢ Level limited. Four levels. –4
  ➢ Total modifiers: 7.4
  ➢ Total XP to reach 2nd: 1480
  Goblin Mage
  Goblin mages are feared, respected, and hated by their kin. 
  They do not tend to the spiritual needs of the tribe the way 
  that shamans do, and often remain on the outskirts of their 
  communities, perhaps with an apprentice or two.
  Regardless of their social standing in a goblin community, 
  goblin mages are respected by the chieftains for their 
  intelligence and guile as well as the power that they wield.
  Goblin mages cast spells in much the same manner as 
  human magic-users, but instinctively, without the need 
  
  Hex 18.24 – The Deadwoods
  to study or prepare spells. However, they are less flexible 
  than magic-users, as they have a limited pool of spells from 
  which to drawn. Like all spellcasters, they can only regain 
  spent spell slots after a full rest.
  Requirements: Charisma 9
  Prime Requisite: Charisma, Constitution
  Hit Dice: d6
  Maximum Level: 9
  Armor: None
  Weapons: Limited
  Languages: Bestial
  Goblin mages gain their spellcasting abilities from their 
  inner strength and innate magic. Therefore, Charisma is 
  their most important score. A mage with a Charisma and 
  Constitution of 13 or higher gains a 5% bonus to XP; if 
  either is higher than 16 the bonus increases to 10%.
  All goblin mages have the following racial abilities:
  ➢ Goblins have infra-vision to 90’ and suffer a –1 penalty 
  to attack rolls when above ground or exposed to 
  bright lights (as a light spell or brighter). This penalty 
  disappears at level 2.
  ➢ They are decent miners and can spot new or unusual 
  stone construction – such as traps or secret doors 
  made of stone – on a roll of 1-3 in 8.
  ➢ 1st-level goblins are small of stature, and unable to 
  wield large weapons (effectively, they are limited to 
  weapons dealing 1d6 points of damage or less).
  In addition, goblin mages possess the following characteristics:
  ➢ Goblin mages cannot wear armor.
  ➢ They may use any magical items usable by human 
  magic-users. Those that can read the appropriate 
  language can cast magic-user spells from scrolls. 1-2 in 
  6 goblin mages are literate in whatever languages they 
  can speak.
  ➢ Goblin mages save and attack as human magic-users.
  ➢ Goblin mages at 1st level can use two weapons. They 
  learn how to use an additional weapon at level 5.
  ➢ Goblin mages draw their spells from the magic-user 
  spell list. See below for rules on how mages cast spells.
  ➢ At 4th level the mage can attempt to craft potions, 
  scrolls and charms. They can attempt to create higher-
  powered magical items at level 9.
  Unlike magic-users, who can memorize and cast virtually 
  any spell, limited only by their access to arcane materials, 
  goblin mages only possess the ability to cast a given selection 
  of spells, albeit at a higher daily rate than magic-users. A 
  goblin mage has the ability to cast a number of unique 
  spells equal to their class level plus the highest level spell 
  they can cast plus their Charisma modifier. For example, a 
  first-level mage with a CHA of 14 (+1 bonus) can cast three 
  different spells; at fourth level they can cast seven spells.
  At each level the caster has the ability to “learn” a new spell 
  of a level equal to or lower than the maximum level they 
  can cast. Once learned, spells can be cast spontaneously, 
  with no need to study or prepare, provided the mage has an 
  available spell slot of the appropriate level.
  Every time a mage reaches a new level they also have the option 
  to switch out a spell they know for a new one. This can be done 
  once per level, but for any one spell the sorcerer can cast.
  Ex. A fourth-level goblin mage knows six spells. They can be 
  of any level – three first level and three second level; four first 
  level, two second level; etc. For this example, assume they 
  know the following spells:
  1 charm person, magic missile, sleep
  2  invisibility, knock, web
  Goblin Mage
  Saving Throws
  Level
  XP
  HD
  THAC0
  D
  W
  P
  B
  S
  1
  0
  1d6
  19 [0]
  13
  14
  13
  16
  15
  2
  2,180
  2d6
  19 [0]
  13
  14
  13
  16
  15
  3
  4,360
  3d6
  19 [+0]
  13
  14
  13
  16
  15
  4
  8,720
  4d6
  19 [+0]
  13
  14
  13
  16
  14
  5
  17,440
  5d6
  18 [+1]
  12
  13
  12
  15
  13
  6
  35,000
  6d6
  17 [+2]
  11
  12
  11
  14
  12
  7
  70,000
  7d6
  17 [+2]
  11
  12
  11
  14
  12
  8
  140,00
  8d6
  17 [+2]
  11
  12
  11
  14
  12
  9
  280,000
  9d6
  16 [+3]
  10
  11
  10
  13
  11
  
  Hex 18.24 – The Deadwoods
  At that same level, they are able to cast four 1st-level spells and 
  two 2nd-level spells per day. They don’t need to memorize, or 
  specify in advance, which spells they are going to cast.
  Goblin mages do not gain followers, but they can become 
  leaders of tribes. In these instances they function half as 
  efficiently as regular goblins (attracting 1d4 × 5 regular 
  goblins and 1d4 2nd-level goblins that act as bodyguards).
  equal to their class level, but multiple effects can be used on 
  a single spell.
  Cantrip. The character can expend small amounts of magical 
  energy to accomplish basic tasks. The character may do so 
  as often as desired and can produce the following general 
  effects: shed light as a candle in a 5’ radius or extinguish a 
  fire no larger than a torch or lantern; clean or dry a 25 sq. 
  ft area; produce small gusts of wind or indistinct sounds; 
  open or close unlocked and unbarred doors and windows; 
  create a minor illusion no larger than man-size; change one’s 
  basic appearance; etc. Generally, cantrips have a maximum 
  range of 45’, and last for no more than one hour. It takes one 
  round to cast a cantrip.
  The caster can cast offensive cantrips as well. These minor 
  spells can take any form, but all inflict untyped magical 
  damage; a caster who tosses small balls of fire isn’t actually 
  doing fire damage. Such spells have a range of 25 feet and do 
  1d4 points of damage, or 60 feet and 1d2 points of damage. 
  Both require a successful attack roll and the target does not 
  get to make a saving throw.
  Combat Sorcerer. The character can cast spells while 
  wearing armor. Leather armor applies no penalties. If 
  wearing chain there’s a 1-2 in 6 chance that any given spell 
  fails to go off (but is not lost), and if wearing plate armor the 
  chance increases to 1-3 in 6.
  Also, the mage learns to use two additional weapons, and 
  if hit while casting a spell they may attempt to roll equal 
  to or less than their Constitution on 4d6 to cast the spell 
  uninterrupted.
  Expanded Repertoire. The mage increases the number of 
  spells they know by 3; these must be of levels the mage is 
  capable of casting. This Knack can be selected multiple times.
  Faery Heritage, resistance. The goblin is immune to sleep 
  and ghoul paralysis. When making saving throws against 
  charms or illusions they roll twice, taking the better of the 
  two results. This Knack can only be selected once. If they 
  have access to Faery spells (see below) they cast them 
  as if one level higher, if applicable. Ex. A 6th-level goblin 
  normally casts spells as a 3rd-level caster. With this Knack 
  they cast spells as a 4th-level caster. This Knack can only be 
  selected once.
  Faery Heritage, spellcraft. The goblin gains a single spell 
  slot they can use to cast one of the following spells. They 
  gain an additional spell slot at levels 3, 5, 7, and 9, and have 
  a caster level equal to half their level (rounding up) for 
  purposes of Faery spells.
  ➢ dancing lights (1 slot)
  ➢ glamour (1 slot)
  ➢ animal friendship (2 slots)
  Alternate Rules
  Goblin mages begin play with one skill. Goblin mages may 
  select an additional skill at levels 4 and 7.
  At 1st level goblin mages may select one of the following 
  Knacks. They gain an additional Knack at level 5 and 9.
  Blood Magic. When casting a spell the goblin mage can 
  spend hit points to do one of the following:
  ➢ Reroll dice. 1 hp per die reroll. Any one die can only 
  be rerolled once. The better of the two results is taken. 
  Ex. The goblin mage casts sleep and spends 2 hp to 
  reroll both dice results. The initial rolls are 2 and 5. The 
  rerolls are 1 and 6. The 2 from the first roll and the 6 
  from the second are used.
  ➢ Add a bonus to attack rolls. If an attack roll is needed 
  for the spell, the mage gains a +1 bonus per 2 hp spent.
  ➢ Increase duration. The duration can be increased 
  by 50% for every 2 hp spent. Spells with a duration 
  of Instant cannot be extended, and spells with a 
  Permanent duration are unaffected.
  ➢ Impose a penalty to saving throws equal to –1 per 3 hp.
  ➢ Increase the range of the spell by 50% per 3 hp.
  ➢ Increase the area of effect of the spell by 50% by 
  spending 5 hp.
  The mage can spend a total number of hit points per spell 
  Goblin Mage Spells per Day
  Spell Level
  Level
  1st
  2nd
  3rd
  4th
  5th
  6th
  1
  2
  —
  —
  —
  —
  —
  2
  3
  —
  —
  —
  —
  —
  3
  3
  1
  —
  —
  —
  —
  4
  4
  2
  —
  —
  —
  —
  5
  4
  2
  1
  —
  —
  —
  6
  4
  3
  2
  —
  —
  —
  7
  5
  3
  2
  1
  —
  —
  8
  5
  4
  2
  2
  —
  —
  9
  5
  4
  3
  2
  —
  —
  
  Hex 18.24 – The Deadwoods
  ➢ blur (2 slots)
  ➢ charm person (2 slots)
  ➢ invisibility (3 slots)
  This Knack can only be selected once.
  Familiar. The goblin mage has a familiar. See below for 
  more information on familiars.
  Self-improvement, primary. The goblin can increase 
  one of the following scores by 2, or two by 1: Charisma, 
  Dexterity, Constitution.
  Self-improvement, secondary. The goblin can increase one of 
  the followings scores by 2, or two by 1: Intelligence, Wisdom, 
  Strength. This can only be selected at level 5 or higher.
  Skilled. The goblin gains an additional three skill slots.
  Toughness. The goblin mage has 1d8 hp per HD instead of 
  1d6. This Knack can only be selected once.
  Goblin mages are built in the following manner using the 
  rules from Classing up the Joint:
  ➢ Attack as magic-user. –1
  ➢ Saving Throws as magic-user. –1
  ➢ HD 1d6. +.5
  ➢ Weapons Allowed (#1). –1
  ➢ Armor Allowed (#1). –1
  ➢ Spellcasting. Arcane, 125% progression. +20
  ➢ Infravision. +.75
  ➢ Detect stonework as dwarf +.4
  ➢ No name-level benefits. –2
  ➢ Penalty when in sun (1st level only). –.5
  ➢ Prime requisites (2). –.25
  ➢ Level limited. Four levels. –4
  ➢ Total modifiers: 10.9
  ➢ Total XP to reach 2nd: 2900
  Familiars
  Familiar. The character gains a familiar, an animal 
  companion bonded magically to the mage. When bonded 
  to a familiar the mage gains one more Hit Die per level (a 
  1st-level magic-user would have 2d4 hp and increase their 
  maximum Hit Dice to 10) as well as special abilities.
  If the familiar is ever slain the caster automatically loses 
  the additional Hit Dice and must make a Death Save. If 
  the save fails the caster suffers additional damage equal to 
  the familiar’s Hit Dice. If successful they take half damage. 
  Therefore, if the familiar has 2 HD the caster suffers 2d8 
  damage on a failed save or 1d8 on a successful save. The lost 
  Hit Dice are permanent, but the additional damage can be 
  recovered as normal.
  As long as the familiar is within 120’ the spellcaster may 
  concentrate and perceive the world through the familiar’s 
  senses. The spellcaster is effectively blind and deaf while 
  doing this and only able to sense what the familiar can sense.
  Familiars can be any small, 1-HD creature. When the 
  caster reaches levels 3, 6, and 9 the familiar gains one HD, 
  becoming slightly larger and smarter each time. When the 
  caster reaches level 7 the two are capable of understanding 
  each other; prior to that each is only aware when the other 
  is experiencing strong emotions.
  New Spells
  Berserker Rage (Divine)
  Level: 1
  Duration: 1 round per level
  Range: 20’
  The goblin shaman targets a nearby living, willing target who 
  flies into a berserker rage, gaining a +2 bonus to attack and 
  damage for 1 round per shaman level but suffering a –2 penalty 
  to AC. The target has an effective morale of 12 while enraged.
  Blink (Arcane)
  Level: 3
  Duration: 1 round/level
  Range: Self
  The caster blinks in and out of existence each round, 
  reappearing on their turn in initiative. If the caster wins 
  initiative they blink away, spoiling any non-area-of-effect 
  attacks made against them. Spells or attacks with an area of 
  effect including the caster still work, as do attacks against 
  the caster if they lose initiative.
  Each round, the caster blinks 20’ in a random direction 
  relative to their facing (roll 1d8: 1 “north”, 2 “northeast”, etc.). 
  If they would end up in a solid object reroll the direction.
  The caster may make melee attacks normally the first round 
  after casting this spell, but missile attacks, spells, item 
  effects, etc. fail on a roll of 1-4 in 6.
  Call Wolf (Divine)
  Level: 2
  Duration: Instant
  Range: 1 mile per level
  This spell may be cast only once per day. All wolves within 
  the range of the spell are drawn toward the caster, and will 
  travel at their maximum movement rate to reach them. 
  Once they reach the caster the spell ends; the summoned 
  wolves are neither inherently aggressive nor friendly toward 
  the caster. Normal wolves do not recieve a saving throw; 
  dire wolves may Save v. Spells to resist the effect.
  
  Hex 18.24 – The Deadwoods
  Charm Person or Mammal (Divine)
  Level: 2
  Duration: 1 turn per level
  Range: 60 feet
  This spell functions as the first-level spell charm person but 
  can affect normal mammals (wolves, for example, but not 
  dire wolves).
  Command Animal
  Level: 2
  Duration: 1 turn per level
  Range: 60 feet
  With this spell the shaman is able to command a living, 
  non-magical animal within range to do her bidding for 
  the allotted duration. A successful Save v. Spells allows the 
  animal to resist the commands, unless the animal is the 
  same species as the shaman’s tribe’s totem, in which case the 
  target does not get a save. Commands to perform blatantly 
  suicidal tasks allow an additional saving throw with a +4 
  bonus. The animal will understand the commands even if 
  they do not speak the same language.
  Sanctuary (Divine)
  Level: 1
  Duration: 2 rounds +1/level
  Range: Touch
  The target of this spell is warded from danger; anyone 
  attempting to directly attack the target must make a Save 
  v. Spells. If successful they may attack the target; if failed 
  they cannot attack. The target cannot take offensive actions 
  without disrupting the spell, although they can take actions 
  or cast spells that are not offensive in nature.
  Spiritual Weapon (Divine)
  Level: 2
  Duration: 1 round per level
  Range: 30’
  The caster conjures a weapon made of pure spiritual energy 
  that hovers in the air within 30’. Once per round the weapon 
  makes an attack against an adjacent target, dealing 1d6 
  points of damage +1 point per two caster levels. At levels 
  1-5 the weapon is not considered magical for purposes of 
  damaging resistant targets, at levels 6-10 it is considered the 
  equivalent of a +1 weapon, and at levels 11+ it is considered 
  a +2 weapon. This bonus applies only for the purpose of 
  determining what targets may be struck by the weapon, and 
  does not actually add to the attack or damage roll.
  The weapon attacks using the caster’s THAC0. Once 
  summoned, the caster can move and make physical attacks 
  but cannot cast spells. The caster can move the weapon at a 
  rate of 30’ by concentrating for a full round.
  Wither (Divine)
  Level: 1
  Duration: 1d6 rounds
  Range: 60’
  The caster targets a living creature within 60’, who must 
  then make a Save v. Spells. If they fail the roll the target’s 
  limbs are wracked and twisted for a period of 1d6 rounds. 
  In addition to suffering a –2 penalty on attack rolls, the 
  target’s movement rate is halved for the duration.
  Goblin Demographics
  According to p. 164 of OSE Core, 2d4 goblins are encountered 
  in a dungeon, while a goblin lair or a wilderness encounter 
  with goblins comprises 6d10 goblins.  A goblin lair also 
  contains a king (3 HD goblin) plus 2d6 2-HD goblins that 
  serve as bodyguards and lieutenants. These numbers are in 
  addition to the base number of goblins. Therefore, a band 
  of 25 goblins has a king and 2d6 bodyguards, both of which 
  add to the total number in the band.
  The average lair of 6d10 goblins is composed of, on average, 
  the following:
  1. Thirty-three 1st-level goblins
  2. Seven 2nd-level goblins
  3. One 3rd-level goblin
  1st-level goblins are essentially the basic goblin found in the 
  monster section of OSE. Rather than treat all of the goblins 
  in a lair as classed NPCs it is recommended that the Referee 
  instead uses the stats in the monster entry. The three goblin 
  classes presented in this Hex should be used for extra-
  ordinary goblins within a lair. If the Referee is using the 
  Alternate Rules it is suggested that all goblin bodyguards be 
  given the Toughness Knack.
  Lairs encountered in a wilderness often have a larger 
  population than the 6d10 number given in the monster 
  entry – p. 139 of OSE Core notes that “The second value 
  multiplied by 5 indicates the number of monsters found in a 
  lair in the wilderness.” This suggests that when a goblin lair is 
  encountered in the wilderness it will contain 30d10 goblins.
  This section provides guidelines for determining the size 
  and composition of goblin lairs.  
  Assume that the smallest goblin lair encountered in the 
  wilderness will consist of 6d10 goblins. A group this size 
  is called a “clan”. Each clan, as stated above, will consist of 
  6d10 normal goblins, 2d6 goblins with 2 HD, and a single 
  goblin with 3 HD that is the goblin chieftain.
  
  Hex 18.24 – The Deadwoods
  To determine the population of a randomly encountered 
  goblin settlement, roll 1d20:
  found within the separate clans that make up the village. 
  Roll twice for both on the above table and take the higher 
  result in order to determine the levels of both shaman and 
  mage that serve the king.
  A goblin warhorde, the largest gathering of goblins witnessed 
  by Man, is led by a mighty warchief of 9th level. Such a 
  community is inherently unstable, held together only through 
  strength of arms and fear, and only exists for 1d12+1 months 
  before fracturing due to internal strife and backstabbing. The 
  goblin warchief is assisted by 1d12+12 2nd-level goblins, 
  1d6+6 3rd-level goblins, 1d4+4 4th-level goblins, 1d4+2 
  5th-level goblins and 1d4 6th-level goblins. These are in 
  addition to those found within the individual clans within 
  the warhorde. In addition, the warchief is served by a shaman 
  and a sorcerer. Roll three times on the above table, taking the 
  best result, to determine the levels of both shaman and mage.
  Each clan has a 1 in 6 chance of having 25% of its members – 
  in addition to the chief and bodyguards – mounted on dire 
  wolves (or whatever the band’s totem animal is). Further, 
  each clan has a 1 in 6 chance of employing 2d6 bugbears to 
  act as guards and  hired muscle.
  Despite being discomfitted by sunlight, it is rare that 
  any settlement of goblins larger than a clan lairs entirely 
  underground. Most goblin settlements are built either 
  partially or entirely above ground. These creatures favor 
  thick forests, canyons lined with caves, mountainous passes, 
  etc.; locations that are largely sheltered from the sun and 
  enemies. With the exception of warhordes, which tend to be 
  temporary settlements of tents and crude huts, most goblin 
  settlements are crafted from stone, wood, and hides.
  They are decent miners but poor artisans, and other 
  humanoids – especially the disciplined and warlike 
  hobgoblins and capable kobolds – see goblin villages as a 
  source of raw iron and other metals.
  Each band has an animal totem that serves as its mascot. 
  These totem animals are usually (75% of the time) dire 
  wolves, although other species are occasionally encountered. 
  Typically, the totem animal should be capable of being 
  ridden by the goblins, and bands have been known to adopt 
  giant beetles, boars, ferrets (giant), and, rarely, creatures 
  such as giant spiders.
  If there’s a shaman in the band they will be the primary 
  trainer of the totem animals, with help from 1d4 normal 
  goblins and a 2nd-level goblin assistant.
  Higher-level goblins have better AC than that which is given 
  in the monster description. Referees can either determine 
  what armor they are wearing or abstract it out. Decrease a 
  goblin’s AC by 1 for every 3 levels: a goblin chief with 3 HD 
  has an AC of 5 [14], one with 6 HD will have an AC of 4 
  [15], etc. Additionally, any treasure rolled as belonging to 
  the clan will likely be claimed largely by the chief, to be used 
  by them or doled out to supporters.
  1d20 Roll
  Population
  1-8
  1 clan
  9-13
  1d4+1 clans
  14-17
  2d4 clans
  18-19
  2d4+2 clans
  20
  2d6+3 clans
  Multiple clans live together in tribes. Each clan has its own 
  leadership structure, as discussed above, but one clan will 
  be the dominant, or ruling clan, and have additional higher-
  HD goblins, as will be discussed later.
  Each clan has a 20% chance of having a shaman, and a 10% 
  chance of having a mage. Roll below to determine the levels 
  of each.
  Shaman/Mage Level
  1d100 Roll
  Level
  1-30
  1
  31-50
  2
  51-65
  3
  66-80
  4
  81-89
  5
  90-94
  6
  95-97
  7
  98-99
  8
  100
  9
  When more than one clan exists in a settlement the 
  individual clans will each be ruled by a 3rd-level goblin (1-
  4) or a 4th-level goblin (5-6).
  A goblin tribe with 2-4 clans is overseen by a goblin king 
  of 4th (1-4) or 5th level (5-6). This goblin king has an 
  additional 2d4 2nd-level goblins that serve as lieutenants. 
  This is in addition to the individual clan chiefs and their 
  bodyguards.
  A goblin tribe with 5-7 clans is overseen by a goblin king 
  of 5th (1-4) or 6th (5-6) level. This goblin king has an 
  additional 2d4+4 2nd-level goblins serving as lieutenants 
  and 1d4 3rd-level goblins serving as captains of the guard
  A goblin tribe with 8-10 clans is ruled by a goblin king of 
  7th (1-4) or 8th (5-6) level, who is aided by 2d6+6 2nd-
  level goblins, 2d4 3rd-level goblins, and 1d4 4th-level 
  goblins serving as lieutenants and enforcers. In addition, 
  the goblin ruler of such a large tribe is automatically served 
  by a shaman and a mage. These are in addition to those 
  
  Hex 18.24 – The Deadwoods
  Example Village
  Our sample goblin village is made up of 6 clans, as follows:
  1. 32 1st-level goblins, 5 2nd-level goblins, 3rd-level 
  goblin chief.
  2. 47 1st-level goblins, 5 2nd-level goblins, 3rd-level 
  goblin chief. 25% of the goblins ride dire wolves.
  3. 39 1st-level goblins, 2 2nd-level goblins, 3rd-level 
  goblin chief. Has 7 bugbear guards.
  4. 24 1st-level goblins, 6 2nd-level goblins, 4th-level 
  goblin chief. Has 11 bugbear guards.
  5. 31 1st-level goblins, 5 2nd-level goblins, 3rd-level 
  goblin chief.
  6. 35 1st-level goblins, 6 2nd-level goblins, 3rd-level 
  goblin chief.
  The goblin village is ruled by a 7th-level goblin king, 
  attended by 14 2nd-level goblins, 7 3rd-level goblins, and 3 
  4th-level goblins. The king is advised by a 4th-level shaman 
  and a 4th-level mage. The king and retinue are members of 
  clan #5. Therefore, the village itself comprises 270 goblins, 
  18 bugbears and 18 dire wolves.
  Player’s Map. 1 subhex = 1.2 miles, face to face.
  Cover art by Jen Drummond (jendart.com)
  
  Hex 18.24 – The Deadwoods
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  trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes 
  the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a 
  Contributor to identify itself or its products or the associated products contributed to the Open Game License by the 
  Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise 
  create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.
  2. 
  The License: This License applies to any Open Game Content that contains a notice indicating that the 
  Open Game Content may only be Used under and in terms of this License. You must affix such a notice to 
  any Open Game Content that you Use. No terms may be added to or subtracted from this License except 
  as described by the License itself. No other terms or conditions may be applied to any Open Game Content 
  distributed using this License.
  3. 
  Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
  4. 
  Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a 
  perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the 
  Open Game Content.
  5. 
  Representation of Authority to Contribute: If You are contributing original material as Open Game Content, 
  You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant 
  the rights conveyed by this License.
  6. 
  Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include 
  the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying 
  or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the 
  COPYRIGHT NOTICE of any original Open Game Content you Distribute.
  7. 
  Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, 
  except as expressly licensed in another, independent Agreement with the owner of each element of that Product 
  Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark 
  in conjunction with a work containing Open Game Content except as expressly licensed in another, independent 
  Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open 
  Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product 
  Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
  8. 
  Identification: If you distribute Open Game Content You must clearly indicate which portions of the work 
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  9. 
  Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use 
  any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed 
  under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content 
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  12. 
  Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or 
  all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any 
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  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.
  New Spells: A Basic Fantasy Supplement © 2007 Chris Gonnerman, Ola Berg, Angelo Bertolli, Jeff 
  Querner, Everett Bradshaw, Emiliano Marchetti, Ethan Moore, Jim Bobb, and Scott Abraham.
  OSRIC™ © 2006, Stuart Marshall, adapting material prepared by Matthew J. Finch, based upon the System 
  Reference Document, and inspired by the works of E. Gary Gygax, Dave Arneson, and many others.
  Swords & Wizardry Core Rules , © 2008, Matthew J. Finch. Eldritch Weirdness, Book One, © 2008, 
  Matthew J. Finch.
  Darwin’s World © 2002, RPGObjects; Authors Dominic Covey and Chris Davis.
  Mutant Future™ © 2008, Daniel Proctor and Ryan Denison. Authors Daniel Proctor and Ryan Denison.
  Advanced Edition Companion , © 2009–2010, Daniel Proctor. Author Daniel Proctor.
  First Level Magic-User Spells Grindhouse Edition Spell Contest:
  Bookspeak , © 2011 Daniel Smith.
  First Level Magic-User Spells Grindhouse Edition Spell Contest: Howl of the Moon , © 2011 Joel 
  Rojas.
  Cave Cricket from the Tome of Horrors , © 2002, Necromancer Games, Inc.; Authors Scott Greene and 
  Clark Peterson, based on original material by Gary Gygax.
  Crab, Monstrous from the Tome of Horrors , © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Fly, Giant from the Tome of Horrors , © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Gary Gygax.
  Golem, Wood from the Tome of Horrors , © 2002, Necromancer Games, Inc.; Authors Scott Greene and 
  Patrick Lawinger.
  Kamadan from the Tome of Horrors , © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Nick Louth.
  Rot Grub from the Tome of Horrors , © 2002, Necromancer Games, Inc.; Authors Scott Greene and 
  Clark Peterson, based on original material by Gary Gygax.
  Labyrinth Lord™ © 2007–2009, Daniel Proctor. Author Daniel Proctor.
  B/X Essentials: Core Rules © 2017 Gavin Norman. Author Gavin Norman.
  B/X Essentials: Classes and Equipment © 2017 Gavin Norman. Author Gavin Norman.
  B/X Essentials: Cleric and Magic-User Spells © 2017 Gavin Norman. Author Gavin Norman.
  B/X Essentials: Monsters © 2018 Gavin Norman. Author Gavin Norman.
  B/X Essentials: Adventures and Treasures © 2018 Gavin Norman. Author Gavin Norman.
  Old-School Essentials Core Rules © 2018 Gavin Norman. Author Gavin Norman.
  Old-School Essentials Classic Fantasy: Genre Rules © 2018 Gavin Norman. Author Gavin Norman.
  Old-School Essentials Classic Fantasy: Cleric and Magic-User Spells © 2018 Gavin Norman. Author 
  Gavin Norman.
  Old-School Essentials Classic Fantasy: Monsters © 2018 Gavin Norman. Author Gavin Norman.
  Old-School Essentials Classic Fantasy: Treaures © 2018 Gavin Norman. Author Gavin Norman.
  Old-School Essentials Classic Fantasy: Rules Tome © 2019 Gavin Norman. Author Gavin Norman.
  Monstrosities , © 2012, Frog God Games LLC; Authors Andrew Trent (“the Venomous Pao”), Trent Foster, 
  Salvatore Macri (“Skathros”), Scott Wylie Roberts (“Myrystyr”), Sean Stone (“Stonegiant”), Sean Wills 
  (“Geordie Racer”), Cameron DuBeers, Matt Hoover (“Random”), Mike Davison, Russell Cone (“Grim”), 
  Mudguard, Old Crawler, Michael Shorten (“Chgowiz”), Mark Ahmed, Scott Casper (“Scottenkainen”), 
  The Lizard of Oz, James Malizsewski, Michael Kotschi, J.D. Jarvis, John Turcotte, Guy Fullerton, 
  Michael Coté, Thomas Clark, Tanner Adams, and Matt Finch (“Mythmere”).
  Domain Building. ©2019 Todd Leback. Author Todd Leback
  Hexcrawl Basics ©2019 Todd Leback. Author Todd Leback
  Classing up the Joint
  Wealth by NPC Level ©2019 Todd Leback. Author Todd Leback
  Random Weather Generation ©2019 Todd Leback. Author Todd Leback
  A Guide to Thieves Guilds ©2020 Todd Leback. Author Todd Leback
  Forest of Plenty – Hex 16.24 ©2020 Todd Leback. Author Todd Leback
  Hex 14.43 – Eyrie of the Eaglefolk ©2020 Todd Leback. Author Todd Leback
  Hex 17.24 – Village of the Owlfolk ©2020 Todd Leback. Author Todd Leback
  Keep of the Rawhide Gang – Hex 15.42 ©2020 Todd Leback. Author Todd Leback
  The Lake of Abominations – Hex 17.23 ©2019 Todd Leback. Author Todd Leback
  The Pallid Fields, a mini hexcrawl in Faery ©2020 Todd Leback. Author Todd Leback
  DESIGNATION OF PRODUCT IDENTITY
  The following items are hereby identified as Product Identity, as defined in the Open Game License 
  version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper 
  names (characters, place names, new deities, etc.), dialogue, plots, story elements, locations, 
  characters, artwork, graphics, sidebars, and trade dress. (Elements that have previously been 
  designated as Open Game Content are not included in this declaration.)
  DESIGNATION OF OPEN GAME CONTENT
  The Open content in this book includes the monster names (with the exception of proper 
  names for Nonplayer Characters), monster descriptions, monster statistics, and monster 
  abilities. No other portion of this work may be reproduced in any form without permission.
  
SOURCE: textdata/thevault/Old-School Essentials BX Essentials/Old-School Essentials Adventures & Settings/Populated Hexes (OSE)/Populated Hexes Hex 18.24 The Deadwoods [rev 1] (OSE).pdf