TEXT: Hex 17.23 
  The Lake of Abominations 
   
   
  Todd Leback 
  
  Hex 17.23 - The Lake of Abomintions 
   
  Credits 
  Designer: Todd Leback 
  Editing: R. P. Davis 
  Layout: Tim Bannock 
  Cover Art: Jen Drummond (jendart.com) 
  Cartography: Todd Leback 
   
  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 
  Using Populated Hexes 
  2 
  This Release 
  2 
  Regional Maps 
  2 
  Hex 17.23 - The Lake of Abominations 
  4 
  0206 and 0406 
  4 
  0303 
  4 
  0306 
  5 
  0404 
  5 
  0405 
  5 
  The Tower of Slias the Unreasonable 
  5 
  The Tower of Slias the Unreasonable Map 
  6 
  0408 
  7 
  0608 
  7 
  0703 
  7 
  Wandering Monster Tables 
  8 
  Appendix 
  9 
  Skills 
  9 
  Poisons 
  10 
  Magical Item Components 
  11 
  OGL 
  15 
  Maps 
  16 
  Absalom Overview 
  16 
  Regional Referee Map 
  17 
  Regional Player Map 
  18 
  Hex 17.23 Referee Map 
  19 
  Hex 17.23 Player Map 
  20 
  The Tower of Slias the Unreasonable 
  21 
   
   
   
  ©2019 Todd Leback. 
  This product is released under the terms of the Open Game License Version 1.0a, Copyright 2000, Wizards of the Coast, Inc. Please refer to 
  the Open Gaming License included with this release for additional legal text and copyright information. Old-School Essentials is a trademark 
  of Necrotic Gnome. The trademark and Old-School Essentials logo are used with permission of Necrotic Gnome, under license. 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  
  Introduction to Populated Hexes 
  Introduction to Populated Hexes
  W​elcome 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. 
  1
  
  Introduction to Populated Hexes 
  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. 
  This Release
  Welcome to the first in a series of 6-mile hexes in
   
   
   
   
     
   
   
   
   
   
  the ​Populated Hexes series! This hex contains rules
   
   
   
   
   
   
   
   
  for a basic skill system that will be used throughout
     
   
   
   
   
   
   
   
   
  later hexes. 
  You can support more hexes and additional
   
   
   
   
   
   
   
  supplements at ​patreon.com/Populatedhexes​. 
  2
  
  Introduction to Populated Hexes 
  3
  
  Hex 17.23 - The Lake of Abominations 
  Hex 17.23 - The Lake of Abominations
  Resources
  ❖
  Vegetable (Timber, 2)
  ❖
  Animal (Fish, 2)
  O​nce just forest, the majority (about nineteen
   
   
   
   
   
   
   
  square miles) of this hex is a shallow lake, no more
   
   
   
   
   
     
   
   
   
   
  than
  twenty feet deep, created by a magical
   
   
   
   
   
   
   
   
  experiment that went horribly wrong.  
  An ancient road once bisected the hex but is
   
   
   
   
   
   
   
   
   
  reduced to little more than an overgrown trail with
   
   
   
   
   
   
   
   
   
  the occasional intact paving stone. The road leads
   
   
   
   
   
   
   
   
  into the lake from subhex 0703 and resumes again
   
   
   
   
   
   
   
   
   
  on the other side of the lake in Hex 16.24. 
  Several hazards lurk within the hex: a pair
   
   
   
   
   
     
   
  of giant catfish cruise the lake while a trio of
   
   
   
   
   
   
   
   
   
   
  owlbears terrorize the eastern portion.  
  An island in the center of the lake is home
   
   
   
   
   
   
   
   
   
   
  to a small population of inbred apes, the former
   
   
   
   
   
   
   
   
   
  servants of the mage who once dwelt here. The
   
   
   
   
   
   
   
   
   
  basement of the mage's ruined tower is a small
   
   
   
   
   
   
     
   
  dungeon containing a serpent made deadly by
   
   
   
   
   
   
   
  exposure to residual magical energy. 
  Over time the lingering magical energy leaches into
   
   
   
   
   
   
   
   
  the lake's water, concentrating in random eddies
   
   
   
   
   
   
   
  and occasionally giving birth to magical hybrids and
   
   
   
   
   
   
   
   
  abominations,
  hence
  the
  lake's
  name.
  These
   
   
   
   
   
   
  magical oddities are common around the lake.  
  Unless
  the
  magical
  energy
  is
  ended
   
   
   
   
   
   
  somehow there’s a 1 in 6 chance per year that a
   
       
     
   
   
   
     
  new abomination will be introduced, even if the
   
   
   
   
   
   
   
   
  entire hex is cleared of danger and patrolled.
   
   
   
   
   
   
   
   
  Suitable abomination creatures are owlbears (and
   
   
   
   
   
   
  other animal hybrids such as chamelions), and
   
   
   
   
   
   
   
  oozes and jellies. 
  0206 and 0406
  The trees in these two subhexes remain standing,
   
   
   
   
   
   
   
   
  years after being submerged, their branches just
   
   
   
   
   
   
   
  below the surface of the water. Watercraft entering
   
   
   
   
   
   
   
   
  either of these two hexes run the risk of having their
   
   
   
   
   
   
   
   
   
   
   
  hulls damaged by the branches. Each time a craft
   
   
   
   
   
   
     
   
  enters one of these two subhexes there's a 1-3 in 6
   
   
   
   
   
   
     
       
  chance the boat hits a submerged tree, taking 4d6
   
   
   
     
   
   
   
   
  hull points (​OSE Classic Fantasy Rules Tome​, p. 46). 
  0303
  A spur of stone emerges from the water here,
   
   
   
   
   
   
   
   
   
  standing some sixty feet above the surface and
   
   
   
   
   
   
   
   
  measuring
  about
  forty feet in diameter. It is
   
   
   
   
   
   
   
   
  inhabited by 24 hungry stirges which relish the
   
   
   
   
   
   
   
   
  chance to snack on an adventurer or two. If the
   
   
   
   
   
   
   
   
   
   
  adventurers explore the top of the outcropping, they
   
   
   
   
   
   
   
   
  find a platinum circlet worth 4000 gp. The circlet is
     
   
   
   
   
   
   
     
  half covered by leaf-litter and stirge excrement.
   
   
   
   
   
   
   
  Ascending to the top of the outcropping is difficult
   
   
   
   
   
   
   
   
   
  and requires either a thief (no roll needed to ascend,
   
   
     
   
   
   
   
   
   
  takes 1 turn to make initial ascent without ropes), a
     
   
   
   
   
   
   
     
  grappling hook and rope (must hit AC 4 to snag on
   
   
   
   
   
   
     
   
   
   
  something) or magic. 
  There's a 1-3 in 6 chance all 24 stirges are
     
   
     
   
   
   
   
   
  perched atop the rock at any given time.
  4-6
   
   
   
   
   
   
   
   
   
  Otherwise only 4d4 stirges are present; the rest are
   
   
   
   
   
   
   
   
   
  out hunting, returning in 1d20 turns. 
  Stirges (24)
  AC ​7 [12], ​HD ​1* (4 hp each), ​Att ​1 x beak (1d3+
     
   
   
   
   
   
   
       
   
   
  blood sucking), ​THAC0 ​19 [0], ​MV ​30’ (10’)/180’
   
   
   
   
   
   
   
   
  (60’), ​SV ​D12 W13 P14 B15 S16 (2), ​ML ​9, ​AL
   
   
   
   
   
   
   
   
   
   
   
  Neutral, ​XP ​13, ​NA ​1d10 (3d12), ​TT ​L 
  4
  
  Hex 17.23 - The Lake of Abominations 
  ➢
  Dive attack​: First attack is at +2 to hit.
  ➢
  Blood sucking​: Upon a successful attack,
   
   
     
   
  attaches and drains victim’s blood: 1d3
   
   
   
   
   
  automatic damage per round.
  ➢
  Detach​: If stirge or victim dies.
  0306
  Two giant catfish lair in the shallows here, ready to
   
   
   
   
   
   
   
   
   
   
  attack anyone foolish enough to venture into the
   
   
   
   
   
   
   
   
  water. They automatically attack anyone swimming.
   
   
   
   
   
   
  If a boat enters this hex, roll a d6. On a 1 or 2, the
     
   
   
   
   
     
   
       
   
   
   
  catfish attack the boat, trying to capsize it. If
   
   
   
   
   
   
   
   
   
  encountered outside this subhex roll normally for
   
   
   
   
   
   
   
  reaction. 
  The giant catfish will only be encountered
   
   
   
   
   
   
   
  outside of this subhex as a result of a wandering
   
   
   
   
     
   
     
   
  monster check. On a roll of 1-4 in 6 both catfish will
   
   
     
   
   
       
   
   
   
  be lurking in their lair, or a roll of 5 only one is, and
   
   
   
   
   
     
   
     
   
   
   
   
  on a roll of 6 neither are. 
  The catfish have absorbed some of the
   
   
   
   
   
   
   
  latent magical energy present in the lake, and are
   
   
   
   
   
   
   
   
   
  highly resistant to magic. Roll any saves against
   
   
   
   
   
   
   
   
  magic twice, taking the better of the two results.
   
   
   
   
   
   
   
   
   
  Additionally, they have developed the power of
   
   
   
   
   
   
   
  speech. They only speak and understand Faery, the
   
   
   
   
   
   
   
   
  language of all Fey creatures. 
  Feelers​: If slain their feelers can be used as
     
   
   
   
   
   
   
   
  special components for magical item creation, each
   
   
   
   
   
   
   
  with a value of 2d6x20 gp. If used to create ​potions
     
   
   
   
     
   
   
   
   
  of water-breathing they can be used as a principal
   
   
   
   
   
   
     
   
  (see Appendix for more information). 
  Catfish, giant (2)
  AC ​4 [15], ​HD ​8+3 (hp 40, 44), ​Att ​1 x bite (2d8), 4
     
   
   
   
   
   
   
       
   
     
  x feeler (1d4), ​THAC0 ​12 [+7], ​MV ​90’ (30’), ​SV
   
   
   
   
   
   
   
   
   
   
  D10 W11 P12 B13 S14 (F4), ​ML ​8, ​AL ​Neutral, ​XP
   
   
   
   
   
   
     
   
   
   
  650, ​NA ​(1d2), ​TT ​None. 
  ➢
  Magic Resistance​: Roll any saves against
   
   
   
   
   
  magic twice, taking the better of the two
   
   
   
   
   
   
   
  results.
  0404
  Lairing on the northern end of the island are four
   
   
   
   
   
   
   
   
   
   
  inbred apes, the last survivors of the servitor
   
   
   
   
   
   
   
   
  simians Slias the Unreasonable bred to do his
   
   
   
   
   
   
   
   
  bidding. These apes have stats otherwise identical
   
   
   
   
   
   
   
  to albino apes, except they're smarter than usual.
   
   
   
   
   
   
   
   
  They have no qualms about venturing into daylight
   
   
   
   
   
   
   
   
  and can speak a word or two of the Common
   
   
   
   
   
   
   
   
   
   
  tongue. 
  They retain a deep animosity for the wizard
   
     
   
   
   
   
   
  that bred them, and reaction rolls have a -2 penalty
   
   
   
   
   
   
     
   
   
  if they see the conical hat of a magic-user among
   
   
   
   
   
   
     
   
   
  the party. They have no treasure, but if their
   
   
   
   
   
   
   
   
   
  arboreal nest is searched one can find the key to
   
   
   
   
   
   
   
   
   
   
  Room 3 in the basement of the ruined tower. 
  The apes are found in their lair on a roll of
   
   
   
   
   
   
   
     
   
   
  1-2 in 6. If the result is 3-6 none of the apes are
   
   
   
   
   
   
   
   
   
   
   
   
  present, but they will return in 1d12 turns.
  Inbred Servitor Apes (4)
  AC ​6 [13], ​HD ​4 (17, 19, 24, 24), ​Att ​2 x claw(1d4)
     
   
     
   
   
   
   
       
   
  or 1 x thrown rock (1d6) ​THAC0 ​16 [+3], ​MV ​120’
       
   
   
   
   
   
   
   
   
  (40’), ​SV ​D12 W13 P14 B15 S16 (F2), ​ML ​7, ​AL
   
   
   
   
   
   
   
   
   
   
   
  Neutral, ​XP ​75 ​NA ​1d6 (2d4), ​TT ​None 
  0405
  This subhex contains the ruined tower of Slias the
   
   
   
   
   
   
   
   
   
  Unreasonable, destroyed by the magical explosion
   
   
   
   
   
   
  that also turned the surrounding land into a lake.
   
   
   
   
   
   
     
   
  Only the basement is still intact, the stairs blocked
   
   
   
   
   
   
   
   
   
  by massive stones. It takes eight man-hours to
   
   
   
   
   
   
   
   
  move the stones enough to allow a man to pass. 
  There
  are
  several
  gaps
  in
  the
  fallen
   
   
   
   
   
   
   
  stonework, allowing the giant copperhead Azzikil
   
   
   
   
   
   
  access to the outside world while preventing larger
   
   
   
   
   
   
   
   
  creatures from entering. If Azzikil is within its lair
   
   
   
   
   
   
   
   
   
  when the adventurers begin moving stones to gain
   
   
   
   
   
   
   
   
  entrance, the snake is automatically alerted to their
   
   
   
   
   
   
   
   
  presence and retreats to Room 2 (see below). 
  The Tower of Slias the Unreasonable
  Room 1
  Measuring 25 feet east to west and 20 feet north to
   
   
   
   
   
   
   
   
   
   
   
  south, this room has low ceilings (no more than 6
   
   
   
   
   
   
   
   
     
  feet), restricting movement during combat (-1 to
   
   
   
   
   
   
   
  attack rolls for human-sized characters). The floor
   
   
   
   
   
   
   
  is littered with dirt, leaves and other vegetable
   
   
   
   
   
   
   
   
  matter, underneath which is a flagstone floor.
   
   
   
   
   
   
   
  Adventurers searching the room find old bones and
   
   
   
   
   
   
   
   
  discarded giant snakeskins scattered throughout
   
   
   
   
   
  the debris. There's a closed and locked door in the
   
   
     
   
   
   
   
   
   
  eastern wall and an open corridor, 5 feet wide, in the
   
   
   
   
   
     
   
     
   
  southern wall. 
  5
  
  Hex 17.23 - The Lake of Abominations 
  Room 2
  This is the lair of Azzikil, a giant copperhead snake
   
   
   
   
   
     
   
   
   
  that has become irrevocably altered by the tower's
   
   
   
   
   
   
   
   
  lingering magical energy. The great snake seldom
   
   
   
   
   
   
   
  needs to feed; partially sustained by the magical
   
   
   
   
   
   
   
   
  energies that suffuse the basement, it only needs to
   
   
   
   
     
   
   
   
  eat once every couple of years. There's a 1 in 6
   
   
   
   
   
   
       
     
  chance that when the adventurers discover the
   
   
   
   
   
   
   
  tower the great snake will be out hunting, returning
   
   
   
   
   
   
   
   
   
  in 2d4 hours. 
  Azzikil is preternaturally quick and difficult
   
   
   
   
   
   
  to spot, gaining a +1 bonus to both surprise and
   
   
     
   
   
   
   
   
   
  initiative. It strikes with its bite twice per round –
   
   
   
   
   
   
   
   
   
   
  once during its turn in the round and once at the
   
   
   
   
   
   
   
   
   
   
   
  end of the round – and typically targets different
   
   
   
   
   
   
   
   
   
  opponents within the same round. In addition to
   
   
   
   
   
   
   
   
  physical damage, those bitten must Save v. Poison
   
   
   
   
   
   
   
   
  with a -2 penalty or die instantly. Azzikil is also
   
   
   
   
   
   
   
   
   
   
  somewhat resistant to magic; any spells that
   
   
   
   
   
   
   
  specifically target it have a 25% chance of failing.
   
     
     
   
   
   
   
  Finally, the giant snake's skin is comprised of a
   
   
   
   
   
   
   
     
  rainbow of coruscating scales that reflect light in an
   
   
   
   
   
   
     
   
  entrancing pattern of colors. Those looking directly
   
   
   
   
   
   
   
  at the snake when it is exposed to light (or outside
   
   
   
     
   
   
   
   
   
   
  in the sun) must Save v. Petrification or be blinded
   
   
   
   
   
   
   
   
   
   
  for 1d4 rounds. 
  In
  the snake's lair can be found two
   
   
   
   
   
   
   
   
  flawless diamonds, each worth 4000 gp. 
  Azzikil, the demon snake of the flooded
  forest
  AC ​2 [17], ​HD ​10**** (59 hp), ​ATT ​2 x bite (2d4+
     
   
   
   
   
   
       
   
   
  poison), ​THAC0 ​11 (+8), ​MV ​120’ (40’), ​SV ​D6 W7
   
   
   
   
   
   
   
   
   
   
  P8 B8 S10, ​ML ​9, ​AL ​Neutral, ​XP ​3800, ​NA ​Unique
   
   
   
     
   
   
   
   
   
   
  TT ​Special 
  ➢
  Preternatural
  Speed​:
  Azzikil
  is
   
   
   
  preternaturally quick and difficult to spot,
   
   
   
   
   
   
  gaining a +1 bonus to both surprise and
     
   
   
   
   
   
   
  initiative. 
  ➢
  Poison​:
  Those
  bitten
  must
  Save
  v.
   
   
   
   
   
  Poison with a -2 penalty or die instantly.
  ➢
  Resistance to Magic​: Any spells that
   
   
   
   
   
  specifically target it have a 25% chance
   
     
     
   
  of failing.
  ➢
  Scales​: Those looking directly at the
   
   
   
   
   
  snake when it is exposed to light (or
   
   
   
   
   
   
   
  outside
  in
  the
  sun)
  must
  Save
  v.
   
   
   
   
   
   
  Petrification
  or
  be
  blinded
  for
  1d4
   
   
   
   
   
  rounds.
  Harvesting Azzikil
  Due to Azzikil's age and constant exposure to
   
   
   
   
   
   
   
   
  magical energy parts of its corpse are valuable. The
   
   
   
   
   
   
   
   
   
  following can be harvested (see the Appendix for
   
   
   
   
   
   
   
   
  more information on harvesting monster parts): 
  Skin​. Its skin, if undamaged, can be used as
   
   
     
   
   
   
   
   
  a principal worth 1,900 gp or a special component
   
   
   
   
   
     
   
   
  worth 3,800 gp. If damaged it can still be used as a
   
   
     
     
   
   
   
   
     
  special component worth 900 gp. 
  Fangs​. Azzikil's two fangs can be extracted
   
   
   
   
   
   
   
  and used as principals worth 950 gp each or special
   
   
   
   
   
   
   
   
   
   
  components worth 1,900 gp each. If too damaged
   
   
   
   
     
   
   
  to be used for components each fang is still worth
   
   
   
   
   
   
   
   
   
   
  50 gp to a collector. 
  Poison​.
  The
  deadly
  venom
  can
  be
   
   
   
   
   
   
  harvested, yielding a total of 9 ounces minus the
   
     
   
     
   
   
   
  number of attacks Azzikil made, if any. The venom
   
   
   
   
     
   
   
   
  is considered equivalent to a wyvern's, for purposes
   
   
   
     
   
   
   
  of distilling poisons, although poisons made from
   
   
   
   
   
   
   
  Azzikil's venom are extra potent, imparting a -2
   
   
   
   
   
   
   
   
  penalty to any saving throws and increasing the
   
   
   
   
   
   
   
   
  price of said poisons by 25%. See the Appendix for
   
   
   
   
   
   
   
   
   
   
  more information on poisons. 
  Room 3
  This room was Slias's treasure vault and the door is
   
   
   
   
   
   
   
   
     
  magically trapped. Anyone opening it without the
   
   
   
     
   
   
  key takes 6d6 points of electrical damage, with a
   
   
   
   
   
   
   
     
  Save v. Spells for half. 
  6
  
  Hex 17.23 - The Lake of Abominations 
  Unfortunately, many of the goods within the
   
   
   
   
   
   
   
  room have been destroyed by age and dampness,
   
   
   
   
   
   
   
   
  but the following items of value can be found after
   
   
   
   
   
   
   
   
   
   
  an hour of searching: a small chest containing 450
   
   
   
     
   
   
   
   
  gp (chest is trapped with poison dart, attacks as 4
   
   
   
   
   
   
   
   
     
  HD monster, coated with a save or die poison, death
   
   
   
     
   
   
   
   
   
  in 1d4 turns), a moldy velvet sack containing a
   
   
   
   
   
   
   
   
   
  dozen agates worth 25 gp each, three finely carved
   
   
   
   
   
   
   
   
   
  tusks, each worth 250 gp and weighing one pound
   
   
   
   
   
   
   
   
   
  each, a ​potion of healing​, and a ​potion of flying​. 
  There are a number of books and scrolls
   
     
   
   
   
   
   
  scattered about, as well, of which only one scroll
   
   
   
   
   
   
   
   
   
  has survived, stored in a brass case. It contains
   
   
   
     
   
   
   
   
  notes relating to crossbreeding and is worth 1000
   
   
   
   
   
   
   
   
  gp if added to a laboratory designed for such
   
   
   
   
   
   
   
   
   
  purposes. 
  0408
  A single small river flows south out of the lake. It is
   
   
   
   
   
   
   
   
   
       
  about fifty feet wide, and no more than six feet deep
   
   
   
   
   
   
   
   
   
   
   
  in the middle, moving slowly and sluggishly through
   
   
   
   
   
   
   
   
  the forest. It is easy to ford, although in the spring
   
     
   
   
   
   
   
   
   
   
  when the rains are heavy there's a 2% chance every
   
   
   
   
   
     
   
   
   
  time it is forded that one or more individuals will
     
   
   
   
   
   
   
   
   
  lose their footing and be swept downstream. Roll
   
   
   
   
   
   
   
   
  1d8 to determine the number affected. Each must
   
   
   
   
   
   
   
   
  roll under their Dexterity on 1d20 to avoid losing
   
   
   
   
   
   
   
   
   
  their footing. Characters that fall take 1d4 points of
   
   
   
   
   
   
   
   
   
  damage and are swept downstream 5d20 yards.
   
   
   
   
   
   
   
  They also likely suffer damage to their dignity, as
   
   
   
   
   
   
   
   
   
  the river really isn’t that deep. 
  0608
  Two giant hawks nest here in the branches of a
   
   
   
   
   
   
   
   
     
  large oak. On a roll of 1-2 in 6 both hawks will be
   
   
     
   
   
   
     
   
   
   
   
  out hunting; on a result of 3-4 one will be hunting
   
   
     
   
   
   
   
   
   
   
  and the other will be present, and on a 5-6 both will
   
   
   
   
   
   
   
     
   
   
   
  be in the nest. In springtime there’s a 1-3 in 6
   
   
   
   
   
   
   
   
   
   
   
  chance there will be 1d4 eggs in the nest. 
  Hawk, giant (2)
  AC ​6 [13], ​HD ​3+3 (13, 14 hp), ​Att ​1 x talons or
     
   
   
   
   
   
   
       
   
   
  beak (1d6), ​THAC0 ​16 [+3], ​MV ​450’ (150’) flying,
   
   
   
   
   
   
   
   
   
  SV ​D12 W13 P14 B15 S16 (F2), ​ML ​8, ​AL ​Neutral,
   
   
   
   
   
   
   
     
   
   
  XP ​50, ​NA ​0 (1d3), ​TT ​None. 
  ➢
  Swoop​: Can dive onto victims visible
   
   
   
   
   
  from above. If the victim is surprised, the
   
     
   
     
   
  attack inflicts double damage. On an
   
   
   
   
   
  attack roll of 18 or more, the victim can
   
   
   
   
   
   
   
   
  be carried away (if of appropriate size).
  ➢
  Carry prey​: Up to halfling-sized.
  ➢
  Feathers​: If slain each hawk yields 1d6-1
     
   
   
   
   
  feathers suitable for use as quills to
   
   
   
   
   
   
  scribe magical scrolls. Each quill is worth
   
   
   
   
     
  10 gp.
  0703
  A trio of owlbears lair here, descended from the
   
   
   
   
   
   
   
   
   
  original crossbreeds created by Slias before his
   
   
   
   
   
   
   
  untimely demise. They roam the nearby woods in
   
   
   
   
   
   
   
   
  search of prey. 
  The owlbears nest under the shelter of a
   
   
   
   
   
   
     
  partially fallen pine. In their nest can be found the
   
   
   
   
   
   
   
   
   
   
  gnawed
  corpse
  of
  a
  human
  adventurer.
  The
   
   
   
   
   
   
   
  adventurer wears a backpack containing 3 gems,
   
     
   
     
   
  worth, 100, 100, and 500 gp as well as a ​potion of
   
   
   
   
   
   
   
   
     
   
   
  delusion​ and a ​potion of fire resistance​. 
  Owlbears (3)
  AC ​5[14], ​HD ​5 (22, 23, 30 hp), ​Att ​2 x claw (1d8),
   
   
     
   
   
   
   
       
   
   
  1 x bite (1d8), ​THAC0 ​15 [+4], ​MV ​120’ (40’), ​SV
     
   
   
   
   
   
   
   
   
   
  D11 W12 P13 B14 S15 (F3), ​ML ​9, ​AL ​Neutral, ​XP
   
   
   
   
   
   
     
   
   
   
  175, ​NA ​1d4 (1d4), ​TT ​C 
  ➢
  Bear hug​: If a victim is hit by both paws
   
       
   
   
   
   
   
  in the same round, the owl bear hugs for
   
   
   
   
   
   
   
   
  an extra 2d8 automatic damage.
  7
  
  Hex 17.23 - The Lake of Abominations 
  Wandering Monster Tables
  Island of Slias the Unreasonable
  1d6 
  Creature 
  No. Appearing 
  1 
  Ape servitors 
  1d2 
  2 
  Ape servitors 
  1d4 
  3 
  Giant hawk 
  1d2 
  4 
  Stirges 
  1d6 
  5 
  Stirges 
  1d12 
  6 
  Azzikil 
  1 (unique) 
  Lake
  1d6 
  Creature 
  No. Appearing 
  1 
  Catfish, giant 
  1 
  2 
  Catfish, giant 
  1d2 
  3 
  Stirges 
  1d6 
  4 
  Stirges 
  2d4 
  5 
  Pegasus 
  1d2 
  6 
  Hawk, giant 
  1d2 
  Surrounding Forest
  1d8 
  Creature 
  No. Appearing 
  1 
  Stirges 
  1d12 
  2 
  Hawk, giant 
  1d2 
  3 
  Owlbear 
  1d3 
  4 
  Pegasus; see Hex 16.24 
  1d2 
  5 
  Strigi; see Hex 17.24 
  1d4 
  6 
  Gnolls; see Hex 18.23 
  1d6 
  7 
  Goblins; see Hex 18.24 
  2d4 
  8 
  Goblins; see Hex 17.22 
  2d4 
  8
  
  Appendix 
  Appendix
  Skills
  Skills are general abilities that can be learned by
   
   
   
   
   
   
   
   
   
  adventurers. They are non-magical in nature and
   
   
   
   
   
   
   
  can be improved upon through play. 
  Each
  skill
  is
  divided
  into
  four
  ranks:
   
   
   
   
   
   
   
  Unskilled, Proficient, Skilled, and Expert, and each
   
   
   
   
   
   
   
  rank has a target number that is associated with it,
   
     
   
   
   
   
   
     
  as follows: 
  ❖
  Unskilled = 21+ *or* natural 20.
  ❖
  Proficient = 15+
  ❖
  Skilled = 10+
  ❖
  Expert = 5+
  Each
  skill
  also
  has
  an
  Ability
  score
   
   
   
   
   
   
  associated with it. When attempting to use a skill
   
   
   
   
   
   
     
   
  roll 1d20 and add (or subtract) the character’s
   
   
   
   
   
   
   
   
  relevant ability score modifier. If the result is
   
   
   
   
   
   
   
   
  greater
  than
  the
  target
  number
  the
  attempt
   
   
   
   
   
   
   
  succeeds. If the result is 10 or higher than the
   
   
   
   
   
   
   
   
   
   
  target number the result is a critical success. 
  Critical
  successes
  imply some sort of
   
   
   
   
   
   
  extraordinary success at a task: in order to craft an
   
   
     
   
   
   
   
   
   
  item worthy of being enchanted a critical success is
   
   
   
   
     
   
     
  required on the craft roll, for example. It is often up
   
   
   
   
   
   
     
   
   
   
  to the DM to rule how a critical success is reflected
   
   
   
   
   
     
   
     
   
  in play. Perhaps a task can be completed in half the
   
   
     
   
   
   
     
   
   
  time; a critical success on a wilderness survival
   
   
   
   
   
   
   
   
  check may find food for twice the number of
   
   
   
   
   
   
   
   
   
  people. 
  When
  making
  opposed
  rolls
  (if
  two
   
   
   
   
   
   
  characters are in a footrace, or a character with
   
   
   
   
   
     
   
   
  Bargain is haggling with a merchant that also has
   
   
   
     
   
   
   
   
  the skill) each individual rolls a skill check. If one
   
   
   
   
     
   
     
   
  fails and the other succeeds the outcome is
   
   
   
   
   
   
   
   
  obvious. If both succeed, the one that succeeds by
     
   
   
   
   
   
   
   
  the most wins the contest. 
  Characters typically start play with one or
   
   
   
   
   
   
   
  two skill slots, plus an additional number of slots
   
   
   
   
   
   
   
   
   
  equal to their Intelligence modifier. A negative
   
   
   
   
   
   
   
  modifier cannot reduce the number starting slots to
   
   
   
   
   
   
   
   
  less
  than
  one.
  It
  costs one slot to become
   
   
   
   
   
   
   
   
   
  Proficient in a skill, an additional slot to improve
   
     
   
   
   
   
   
   
  that to Skilled, and two more to improve that to
   
   
   
   
   
   
   
   
   
   
  Expert. Therefore, having a skill at Expert requires a
   
   
     
   
   
   
     
  total of four slots. 
  Penalties may be applied based upon the
   
   
   
   
   
   
   
  difficulty of the attempted task. 
  Below is a list of the basic skills that are
   
     
   
   
   
   
   
   
   
  available. The Referee may add skills as needed.
   
   
   
   
   
   
   
   
  Some skills are “broad” and encompass a number
   
   
   
   
   
     
   
  of subskills (Broad skills are indicated with a “B”).
   
   
   
   
   
   
     
   
  When purchasing these skills the character has the
   
   
   
   
   
   
   
   
  option to: 
  ❖
  Choose four subskills. The character is
   
   
   
   
   
  Proficient in all four subskills.
  ❖
  Choose two subskills. The character is
   
   
   
   
   
  Skilled in both of these.
  ❖
  Choose one subskill the character is Skilled
   
   
   
   
     
  in and two skills the character is Proficient
   
   
   
   
   
   
   
  in.
  ❖
  Chose one subskill. The character is Expert
   
   
   
   
     
  in this skill.
  Skill definitions and applications are kept
   
   
   
   
   
  intentionally vague. The Referee is free to rule as
   
   
   
   
   
   
   
   
   
  desired on how skills will be used; it is likely that
   
   
   
   
   
   
     
   
   
   
  future Populated Hexes supplements will expand
   
   
   
   
   
   
  on what the various skills can do. 
  Alchemy (Int)
  Is used to identify, isolate, and work with alchemical
   
   
   
   
   
   
   
   
   
  substances. Is useful when synthesizing poisons
   
   
   
   
   
   
  and creating magical potions. 
  Animal Handling (Wis, B)
  The character knows how to train and care for
   
   
   
   
   
   
   
   
   
  animals. In order to train “monsters” (griffons,
   
   
   
   
   
   
   
  wyverns, etc.) a critical success is needed on the
   
     
   
   
   
   
   
   
  roll. As a general rule it takes 1d4 months to
   
   
   
   
   
   
   
   
   
   
  break/domesticate an animal, and 1d4 weeks to
   
   
   
   
   
   
   
  teach one trick.   
  Athletics (varies, B)
  Can be divided into: 
  ❖
  Acrobatics (Dex)
  ❖
  Climbing (Str)
  ❖
  Endurance (Con)
  ❖
  Jumping (Str)
  ❖
  Running (Con)
  ❖
  Swimming (Str)
  9
  
  Appendix 
  Bargain (Cha)
  On a successful roll the character can alter the
   
   
   
   
   
   
   
   
   
  price of a good they are either buying or selling. Use
   
     
   
   
   
   
   
   
   
   
  the difference between the target number and the
   
   
   
   
   
   
   
   
  result to determine the change in price: 
  Difference 
  Change in Price 
  1-3
  5% 
  4-6
  10% 
  7-9
  15% 
  10-12
  20% 
  13-15
  25% 
  16+
  30% 
  Deception (varies, B)
  Includes  
  ❖
  Disguise (Cha)
  ❖
  Escape Artist (Dex)
  ❖
  Gambling (Wis)
  ❖
  Intimidation (Str or Cha)
  ❖
  Sense Motive (Wis)
  ❖
  Sleight of Hand (Dex)
  Healing (Wis)
  On a successful roll the character heals 1d3 hp to a
     
   
   
   
   
   
   
   
     
  wounded target. Can be used once per day per
   
   
   
   
   
   
   
   
   
  person. This skill can also be used to treat those
   
   
   
   
   
   
   
   
   
   
  with the following ongoing conditions: 
  ❖
  Diseased​. Takes one week to treat, less one
   
   
   
   
   
   
   
  day for each skill Rank. If successful the
   
   
   
   
   
   
   
  target is cured of non-magical disease.
  ❖
  Poisoned​. Takes one turn to treat, less two
   
   
   
   
   
   
   
  minutes for each skill Rank. If successful
   
   
   
   
   
   
  the target is no longer poisoned.
  ❖
  Injury​. On a successful roll the target heals
   
     
   
   
   
   
  at twice the normal rate (normally 1d3 hp
   
   
   
   
   
   
   
  per day of bed rest).
  A character with the Healing skill can treat
   
   
   
   
   
   
   
  a maximum number of patients with ongoing
   
   
   
   
   
   
   
  conditions at any given time as follows: Proficient 2,
   
   
   
   
   
   
   
     
  Skilled 5, Expert 8. 
  Knowledge (Int, B)
  Any number of fields of knowledge, such as history,
   
   
   
   
   
   
   
   
   
  religion, etiquette, etc.  
  Language (Int, B)
  In Absalom certain languages can only be learned
   
   
   
   
   
   
   
   
  by purchasing skills. 
  Magical Engineering (Int)
  Identify
  magical
  items,
  enchantments,
  etc.
   
   
   
   
   
  Important for crafting magical items. 
  Performance (Cha)
  Any form of entertainment, song, dance, art, etc. 
  Profession (Int)
  Select field of proficiency (sailing, blacksmithing,
   
   
   
   
   
   
  farming, etc.) 
  Riding
  All PCs can ride a horse under normal conditions,
   
   
   
     
   
   
   
   
  but the riding skill allows the character to cast
   
   
   
   
   
   
   
   
   
  spells, attack or perform tricks on horseback. Must
   
   
   
   
   
   
   
   
  be selected again for exotic animals. 
  Survival (varies, B)
  Includes: 
  ❖
  Harvesting (Dex)​. Allows the character to
   
   
   
   
   
  dress slain animals and harvest parts for
   
   
   
   
   
   
  various purposes.
  ❖
  Herbalism​.
  Use
  plants
  and
  natural
   
   
   
   
  ingredients
  for
  medicinal
  or
  magical
   
   
   
   
  purposes.
  ❖
  Naturalist (Int)​. Identify and harvest plants
   
   
   
   
   
  for edible and medicinal purposes.
  ❖
  Navigation (Int)​. Make and read maps,
   
   
   
   
   
  navigate
  by
  stars,
  landmarks,
  cardinal
   
   
   
   
  directions, etc.
  ❖
  Tracking
  (Wis)​.
  Follow
  tracks
  left
  by
   
   
   
   
   
  individuals. Modifiers will apply based on
   
   
   
   
   
  terrain, age of tracks, size of group being
   
   
   
   
   
   
   
  followed, etc.
  ❖
  Wilderness
  Survival
  (Wis)​.
  Find
  food,
   
   
   
   
  shelter, etc. in wilderness terrain.
  Poisons
  Poisons can be divided into three broad categories
   
   
   
   
   
   
   
   
  based
  on
  their
  origins:
  Monsters,
  Plants and
   
   
   
   
   
   
   
  Synthesized.
  This
  section
  deals
  with
  poisons
   
   
   
   
   
   
  derived from monster venom. This is an expansion
   
   
   
   
   
   
   
   
  on the rules presented on p. 46 of the ​Advanced
   
   
   
   
   
   
   
   
   
   
  Fantasy Genre Rules​. 
  When a venomous monster is slain the
   
   
   
   
   
   
   
  adventurers may attempt to harvest its venom in
   
   
   
   
   
   
   
   
  order to use it as poison. Doing so takes one person
   
   
     
   
   
   
   
   
   
   
  one turn per monster. The Harvesting skill is used
   
   
   
   
   
   
   
   
   
  to safely harvest venom from poisonous creatures. 
  10
  
  Appendix 
  The following modifiers are applied to the roll: 
  If the monster suffered damage from acid,
   
   
   
   
   
   
   
  fire, electricity, cold, or similar damage apply a -2
   
   
   
   
   
   
     
   
  penalty per separate attack. 
  If the monster has been dead for more than
   
   
   
   
   
   
   
   
   
  an hour apply a -1 penalty for each hour past. 
  If successful, the character can harvest one
   
   
   
   
   
   
   
  ounce of venom, less the number of successful
   
   
   
   
   
   
   
   
  attacks the monster made with the poison, plus
   
   
   
   
   
   
   
   
  creature's HD. 
  Thus a killer bee yields one ounce of venom
     
   
   
   
   
   
   
   
  if it has not stung a target, and no venom if it has. A
     
   
   
     
   
   
   
       
     
  wyvern, with 7 HD, yields 8 ounces of usable venom
   
     
   
     
   
   
   
   
  at most. 
  Once the poison has been extracted it must
   
   
   
   
   
     
   
  be stored. A vial (​Labyrinth Lord Basic Equipment
   
   
   
   
   
   
   
   
  list, p. 16) will hold one ounce of harvested venom. 
  If the adventurers plan on making a habit of
   
   
   
   
   
     
   
   
  harvesting venom, however, they may wish to
   
   
   
   
   
   
   
  purchase larger containers, specifically created to
   
   
   
   
   
   
  contain dangerous or volatile chemicals, called
   
   
   
   
   
   
  stoups. 
  Stoup
  Crafted
  from
  a
  non-reactive
  ceramic,
  the
   
   
   
   
   
   
  production of which is known only to alchemists,
   
   
   
   
   
   
   
   
  stoups are stoppered containers that can hold up
   
   
   
   
   
   
   
   
  to six ounces of dangerous or unstable liquids.
   
   
   
   
   
   
   
   
  While inside a stoup the substance degrades at
   
     
   
   
   
   
   
  half its normal rate, and if required to make a
   
   
   
   
   
   
   
   
     
  saving throw (see Saving Throws for Objects
   
   
   
   
   
   
   
  optional rule on p. 55 of ​Labyrinth Lord Basic​)
   
   
   
   
   
   
   
   
   
  they do so with a +2 bonus. Cost 25 gp, Weight 1
   
   
   
     
   
   
   
   
   
     
  pound, considered to be a specialty item. 
  Once venom has been harvested it is only viable for
   
   
   
   
       
   
   
   
  a certain amount of time before it loses its potency.
   
   
   
   
   
     
   
   
   
  Unless otherwise stated, assume that harvested
   
   
   
   
   
   
  venom is only potent for a number of days equal to
   
   
   
   
     
   
   
   
   
   
  half the source monster's HD. 
  Monster
  venom,
  unprocessed,
  is
  not
   
   
   
   
   
  necessarily all that useful, and is most effective
   
   
   
   
   
   
   
   
  when turned into poisons by alchemists. This
   
   
   
   
   
   
   
  stabilizes the venom and turns it into an easily
   
   
   
   
   
   
   
   
   
  deliverable form. 
  The amount of time and cost to refine a
   
   
   
   
   
   
   
     
  venom into a poison is determined by the base cost
   
     
     
   
   
   
   
   
  of the venom, the number of ounces to be refined,
   
   
   
   
   
   
   
   
   
   
  and the type of poison the alchemist is trying to
   
   
   
   
   
   
   
   
   
   
  produce. Refer to the table below to determine the
   
   
   
   
   
   
   
   
   
  base cost of harvested venom. The price of the
   
   
   
   
   
   
   
   
   
  poison
  (and
  the
  difficulty
  to
  produce
  it),
  is
   
   
   
   
   
   
   
   
  determined by which exact type the alchemist is
   
   
   
   
   
   
   
   
  trying to produce. Alchemy will be described in
   
   
   
   
   
   
   
   
  greater detail in a later issue. 
  The
  ​Old
  School
  Essentials
  Advanced
   
   
   
   
   
  Fantasy
  Genre
  Rules
  divides
  poison
  into
  two
   
   
   
   
   
   
   
  categories: bloodstream and ingested, and those
   
   
   
   
   
   
  two into different types that vary depending on
   
   
   
   
   
   
   
   
  strength, onset time, etc. 
  Each
  poison
  has
  a
  cost. I make the
   
   
   
   
     
   
   
  assumption throughout this series that the cost of
   
   
   
   
   
   
   
   
  any item – whether keep or stagecoach, suit of
   
   
   
   
   
   
   
   
   
  armor or magical item – is 50% labor and 50%
   
   
   
   
   
   
   
   
   
   
  material. The same holds true for poison: if a dose
   
   
   
   
   
   
       
   
  of poison sells for 100 gold it will require roughly 50
   
   
   
   
   
     
   
   
   
   
  gold in material; the alchemist who synthesizes the
   
   
   
   
   
   
   
   
  poison makes roughly 50 gold. 
  The venom that monsters yield has a gp
   
   
   
   
   
     
   
  value equal to the creature’s XP divided by their HD
   
   
   
   
   
   
   
   
   
   
  +1 (round up). The venom of a killer bee is worth 5
   
   
   
   
   
     
   
   
   
   
  gp per ounce; the venom of a wyvern is worth 143
   
   
   
   
   
     
   
   
   
  gp per ounce.
  Magical Item Components
  At some point in every adventurers' career there will
   
   
     
   
   
   
   
   
  be questions about magical item creation: how it is
   
   
   
   
   
   
       
  done, how much they cost (to buy or sell), how long
   
   
   
   
   
   
   
   
   
   
   
  creation takes, what exactly is required to create an
   
   
   
     
   
   
   
   
  item, etc. The guidelines below deal with the first
   
   
   
   
   
   
   
   
   
  step of magic item creation: gathering components,
   
   
   
   
   
   
   
  specifically those harvested from monsters. 
  All magic items require a ​principal​. Simply
   
   
   
     
   
   
  put, a principal is the primary ingredient of the item.
     
   
   
   
   
   
   
   
   
  The principal for a magic sword is a sword; the
   
   
   
   
   
   
     
   
   
  principal for a magic ring a ring. Principals usually
   
     
   
     
   
   
   
  have some sort of sympathetic (“like affects like”)
   
   
   
   
   
   
   
   
  relationship to the item. A ​potion of hill giant control​,
   
   
   
     
   
   
   
   
   
  for instance, would require the principal to be
   
   
   
   
   
   
   
   
  ingredients related to hill giants. 
  Not all items can be used as principals;
   
   
   
   
   
   
   
   
  they must be of the highest quality, without flaws,
   
   
   
   
   
   
   
   
   
  and have a minimum value (see below). The value
   
     
   
   
   
   
   
   
  of the principal determines the value of the item you
   
   
   
   
   
   
   
   
   
   
  can create. 
  As stated above in the section on poisons
   
   
   
   
   
   
   
   
  the cost of a given item is 50% labor and 50%
   
   
   
   
   
   
   
   
   
   
   
  materials. The same holds true for magical items.
   
   
   
   
   
   
   
   
  Half the cost of the creation of a magical item. 
  For magical items, at least 10% of the total
   
   
   
   
   
   
   
   
   
  material cost must be in the principal, 50% in
   
   
   
   
   
   
   
   
   
  special components, and the remainder is assumed
   
   
   
   
     
   
  11
  
  Appendix 
  to be in miscellaneous magical and alchemical
   
   
   
   
   
   
   
  compounds that are used during the creation of the
   
   
   
   
   
   
   
   
   
  item. Therefore, a ​sword +1 costs 10,000 gp to
   
   
   
   
   
   
   
   
   
  make, of which half – 5,000 gp – is the material
   
   
   
   
   
   
   
   
   
   
   
  cost. Of that 2,500 is in special components, 500 gp
   
   
   
       
   
   
   
   
  in
  the
  principal,
  and
  the
  rest
  in
  general
   
   
   
   
   
   
   
   
  consumables. 
  Assume that any prices listed below are
   
   
   
   
   
   
   
  what a magical item would cost to commission
   
   
   
   
   
   
   
   
  from a 9th-level magic-user or cleric. 
  Categories
  There are several categories of magical items: 
  Charms/Fetishes
  These are the weakest of all magical items, typically
   
   
   
   
   
   
   
   
   
  costing anywhere from 100 to 500 gp to create.
   
   
   
   
   
   
   
   
   
  Most of the time these are simple, one or two use
   
   
   
   
   
   
   
   
   
   
   
  items, that often have a limited lifespan whether the
   
   
   
     
   
   
   
   
  magic is invoked or not – these items can only
   
   
   
   
   
   
   
   
   
   
  contain magical energy for a relatively short period
   
   
   
     
   
   
   
  before they begin to fall apart. 
  Scrolls
  Scrolls cost 500 gp per spell level scribed upon
   
   
   
   
   
   
   
   
   
  them. Once a spell is cast from a scroll the magic is
   
     
     
   
     
   
   
     
  consumed.
  Scrolls do not require a principal.
   
   
   
   
   
   
   
  Special components total the full 75% of the scroll’s
   
   
   
   
   
   
   
   
   
  material cost. Assume that the various protection
   
   
   
   
   
   
   
  scrolls
  (elementals,
  lycanthropes,
  undead)
  are
   
   
   
   
   
  variations of ​protection from evil, 10’ radius (a 4th
   
   
   
   
   
   
   
   
   
  level spell) and therefore cost 2000 gp. A protection
   
   
   
   
   
   
     
   
  from magic is a variation of the ​anti-magic shell​, a
   
   
     
   
   
   
   
     
  6th level spell, and therefore costs 3,000 gp. 
  Potions
  Potions cost 500 gp and one week for every spell
   
   
   
   
   
   
   
   
   
   
  level they duplicate. Potions do not require a
   
   
   
   
   
   
   
   
  principal; special components total the full 75% of a
   
   
   
   
   
   
   
     
  potion’s material costs. 
  Charged Items
  These items have a certain number of “charges”
   
   
     
   
   
   
   
  that are used to create magical effects. The price is
   
   
   
   
   
   
   
   
     
  based on the effect, number of charges, etc. Once
   
   
   
   
   
   
   
   
   
  the charges are consumed the item is no longer
   
   
   
   
   
   
   
   
   
  magical.  
  The base price of charged items is equal to
   
   
   
   
   
     
   
   
  the total number of spell levels involved in the
   
   
   
   
   
   
   
   
   
  enchantment, times 500 gp. A ​wand of fireballs has
   
   
   
     
   
   
   
   
  a base price of 1500 gp, a ​staff of power has a total
   
   
   
   
   
     
   
   
   
     
   
  of 20* spell levels, for a base cost of 10,000 gp.
   
   
   
   
     
   
   
   
   
   
  (*Assumes 2 spell levels for 2d6 points of damage
     
   
   
   
   
   
   
   
  per hit in melee.) 
  Add 50% of the base cost per charge to get
   
   
   
   
   
   
   
   
   
   
  the total cost of the item. When created wands
   
   
   
   
   
   
   
   
   
  have 20 charges, meaning that a ​wand of fireballs
   
   
   
   
     
   
   
   
  costs 16,500 gp to make, while the ​staff of power​,
   
   
   
   
   
   
   
   
   
   
  with 30 charges, costs 85,000 gp to make. 
  The principal for charged items should cost
   
   
   
   
   
   
   
  10% of the overall material cost. 
  Permanent Items
  These items are permanently enchanted with some
   
   
   
   
   
   
   
  dweomer. These include magical weapons, armor,
   
   
   
   
   
   
  and miscellaneous items.  
  A +1 enchantment is the equivalent of a 1st
   
   
     
   
   
     
   
  level spell, a +2 enchantment a 3rd level spell, a +3
   
     
   
     
   
   
     
   
  enchantment a 5th level spell, a +4 enchantment a
     
   
   
     
   
     
  7th level spell, and a +5 enchantment a 9th level
   
   
   
     
   
     
   
   
  spell. Note that 7th and 9th level spells in OSE are
   
   
   
   
   
   
   
   
   
   
   
  considered ritual magic, and therefore have a
   
   
   
   
   
   
   
  multiplier of 750 gp per level instead of 500 gp. 
  Otherwise, the prices for permanent items
   
   
   
   
   
   
  are figured as follows. Like with charged items, add
   
   
   
   
   
   
   
   
   
  up the cost of all the spell levels involved in the
   
   
   
   
   
   
   
   
   
   
   
  enchantment of an item and multiply that total by
   
   
   
   
   
   
   
   
   
  500 gp to determine the initial cost. The cost to
   
   
   
   
   
   
   
   
   
   
  make the item permanent is equal to 50% of the
   
   
   
   
   
   
   
   
   
   
  base cost of the item x 50. Add this to the base
   
   
   
   
     
   
   
   
   
   
   
  cost of the item to get the total cost. 
  If an item has a power that is limited either
   
   
   
     
   
   
   
   
   
  by the number of times it can be used per time
   
   
   
   
     
   
   
   
   
   
  period or the effect refer to the following: 
  ❖
  If a power can be used a limited number of
     
   
   
   
     
   
   
  times per period reduce the base cost of
   
   
   
   
   
   
   
  that power by .15 if it can be used once per
   
   
   
       
   
   
   
   
  turn, .2 if it can be used hourly, .25 if it can
   
       
   
   
   
   
       
  be used daily, .3 weekly, .35 monthly. For
   
   
   
   
   
   
   
  example, a ​ring of invisibility has a base
   
   
   
   
   
     
  cost of 1,000 gp, but since it can only be
   
   
   
   
   
     
   
   
  used once per turn the base cost is reduced
   
   
   
   
   
   
     
  by 15%, to 850 gp.
  ❖
  If an item is limited in effect reduce the
   
   
   
   
   
   
   
   
  power’s
  base
  cost
  by
  10%
  for
  each
   
   
   
   
   
   
  restriction. For example, a ​sword +1/+3 vs
   
   
     
   
   
  Undead has a base cost of 500 gp for the
   
     
   
   
   
   
   
   
  +1 enchantment plus 1,350 for the +3
   
   
   
   
   
   
  enchantment (1500 for the +3 enchantment
   
   
   
   
   
  x .9 for the restriction of being limited to
   
   
   
   
   
   
   
   
  undead). An ​arrow of green dragon slaying
   
   
   
   
   
   
  would
  have
  the
  effect
  (​disintegrate​)
   
   
   
   
  12
  
   
  Appendix 
   
   
  reduced by 20%, since it is restricted to
   
   
   
   
   
   
   
   
  green dragons. 
   
  Note for Charged & Permanent Items 
  Charged and permanent items take a number of
   
   
   
   
     
   
   
  days to craft equal to the labor cost divided by
   
   
   
   
   
   
   
   
   
   
  150. 
   
  Principals 
  Principal
  components
  can
  come
  from
  many
   
   
   
   
   
   
  sources: they can be monster parts claimed from
   
   
   
   
   
   
   
   
  the corpses of vanquished foes, ancient heirlooms
   
   
   
   
   
   
   
  wrested from the dead hands of defeated enemies,
   
   
   
   
   
   
   
   
  or commissioned pieces forged from starmetal,
   
   
   
   
   
   
  carved from the wood of ancient, primeval trees,
   
   
   
   
   
   
   
   
  and so forth. 
  Generally speaking, the greater the personal
   
   
   
   
   
   
  investment
  and
  risk involved in obtaining the
   
   
   
   
   
   
   
  principal component the more magical potential the
   
   
   
   
   
   
   
  item possesses; the claws from a dragon slain in
   
   
   
   
     
   
   
   
  single combat possesses more inherent value than
   
   
   
   
   
   
   
  if the dragon were slain by an entire party of
   
   
   
   
   
   
   
   
   
   
  adventurers, and even more value than if it is
   
   
   
   
   
   
   
   
   
  claimed from the corpse of a dragon that died of
   
   
   
   
     
   
   
   
   
  old age. Likewise, a sword forged from mithril is
   
   
     
   
   
   
   
   
  more potent if the adventurers journeyed into the
   
   
   
   
   
   
   
   
  bowels of the earth to obtain the mithril themselves,
   
   
   
   
   
   
   
   
   
  as opposed to simply buying the ore from a group
   
   
   
   
   
   
   
     
   
  of passing dwarves. 
  Principal components must be in perfect
   
   
   
   
   
   
  condition – whether a blade forged by dwarves, a
   
   
     
   
   
   
     
  staff carved from the heartwood of the rarest of
   
   
   
   
   
   
   
   
   
  trees, or armor fashioned from dragonhide – any
   
   
   
   
   
   
   
   
  flaws will result in the corruption of the item in
   
   
   
   
   
   
   
   
   
   
  question. If the item is flawed it most often results
     
   
   
   
     
   
   
   
  in a cursed item; unfortunately, any defects may not
     
   
   
   
   
   
   
   
  be obvious until the creation process is complete.
   
   
   
   
   
   
   
   
  Regardless, crafting and preparing the principal is
   
   
   
   
   
   
   
  not the work for a village blacksmith or carpenter,
   
   
   
     
   
   
   
   
  but for the best craftsmen in the kingdom. Finding
   
   
   
   
   
   
   
   
   
  such craftsmen, and persuading them to do the
   
   
   
   
   
   
   
   
  work, is often an adventure in itself. 
  In game terms, the crafted principal must
   
   
   
   
   
   
   
  be a masterwork item; that is, an item that resulted
     
   
   
   
   
   
   
   
   
  from a critical success on a Profession skill check.
     
   
   
     
   
   
   
  If the result of the skill check is a natural 20
   
   
   
   
   
   
   
   
   
   
   
  increase the value of the finished item by 1d4x10%. 
  Many
  monsters,
  once
  slain,
  can
  be
   
   
   
   
   
   
  harvested for components for magical items. Only
   
   
   
   
   
   
   
  the most powerful – the oldest, deadliest, most
   
   
   
   
   
   
   
   
  dreaded monsters – can be harvested for principal
   
     
   
   
   
   
   
  components. In short, in order to be used as a
   
   
   
   
   
   
   
   
   
   
  principal component the monster must meet at
   
   
   
   
   
   
   
  least one of the following: 
  ❖
  A minimum of 9 HD (note that this means
   
   
     
   
   
   
   
   
  Name Level characters count!). 
  ❖
  At least 5 HD and maximum hp. 
  ❖
  At least 5 HD, above average hp and
   
   
   
   
   
   
   
   
  fearsome enough to be named. 
  The
  monster
  must
  be
  responsible
  for
   
   
   
   
   
   
  mayhem, death and bloodshed, and can only be
   
   
   
   
   
   
   
   
  stopped by doughty adventurers. A grizzly bear
   
   
   
   
   
   
   
  minding its own business wouldn't qualify, but
   
   
   
   
   
   
   
  Blackfur the Nightstalker, mad with bloodlust and
   
   
   
   
   
   
   
  stalking the forest surrounding a small village,
   
   
   
   
   
   
   
  would be.  
   
  Special Components 
  Very rarely is the principal the only component
   
   
   
   
   
   
   
   
  needed to create a magical item. A magical sword
   
   
     
   
     
   
   
  might have leather wrapped around its hilt, or a gem
   
   
   
   
   
   
   
     
   
  set into the pommel. Special components are items
   
   
   
   
   
   
   
   
  are high quality and value used to complete the
   
   
   
   
   
   
   
   
   
  material cost requirements of a magical item. 
  Monster parts may be harvested for special
   
   
   
   
   
   
   
  components provided they meet at least one of the
   
   
   
   
   
   
   
   
   
  following requirements: 
  ❖
  A minimum of at least 2 HD and maximum
   
   
   
   
     
   
   
   
  hit points, or... 
  ❖
  At least 4 HD, or... 
  ❖
  A creature that is integral to the creation of
   
   
   
   
   
   
   
   
   
  the item. 
  Special components most often have some
   
   
   
   
   
   
  sort of sympathetic relationship to the item created.
   
   
   
   
   
   
   
   
  If the item also has secondary powers, some or all
   
   
   
   
   
   
   
   
   
   
  the components will relate to those. The special
   
   
   
   
   
   
   
   
  components for a ​staff of power​, for instance, relate
   
     
   
   
   
   
   
   
  to the various powers it can produce (​cone of cold​,
   
   
   
     
   
   
   
   
   
  fireball​, ​lightning bolt​, etc.). 
   
  Harvesting Principals and 
  Components from Monsters 
  As described above, monsters have a chance of
   
   
   
   
     
   
   
  yielding both principal and special components.
   
   
   
   
   
   
  Typically, a single monster will yield a single
   
   
   
   
   
   
   
   
  component worth no more than the monster’s XP in
   
   
   
   
   
   
   
     
  gold.  
  If the monster meets the requirement to
   
   
   
   
   
   
   
  yield a principal that will be what is obtained if
   
   
   
   
   
   
   
   
   
   
  harvesting is successful. The principal has a value
   
   
   
   
   
     
   
  equal to the total XP of the monster. If a principal is
   
   
   
   
   
   
   
       
     
  used as a special component, rather than the
   
   
   
   
   
   
   
   
   
   
   
  13
  
  Appendix 
  primary ingredient of a magical item, the value of
   
   
     
   
   
   
   
   
  the special component is doubled.  
  In
  order
  to
  harvest
  components
  from
   
   
   
   
   
   
  creatures the following rolls are needed: 
  ❖
  Harvesting at normal chances.
  ❖
  Harvesting at a -5 penalty.
  ❖
  If the creature was slain with a single attack
   
   
   
   
   
     
   
  make the roll with a +5 bonus.
  ❖
  If the creature was slain by a number of hits
   
   
   
   
   
     
   
   
  that do not exceed their Hit Die add +2 to
   
   
   
   
   
   
   
   
   
  the roll.
  ❖
  If the creature was hit only with blunt
   
   
   
   
   
   
   
  weapons add +1 to the roll.
  ❖
  If
  the
  creature
  was
  subjected
  to fire,
   
   
   
   
   
   
  lightning, or acid attacks subtract -1 from
   
   
   
   
   
   
  the roll for every one of these attacks.
  If the roll for harvesting principals is failed,
   
   
   
   
   
   
   
  roll again. If this second roll succeeds the parts can
   
     
   
   
   
   
   
   
   
  be used as special components with a value equal
   
   
   
   
   
     
   
   
  to the creature’s HD. If this second roll fails the
   
   
   
   
   
   
   
   
   
   
  principals can be sold as trophies worth half the
   
   
   
   
   
   
   
   
   
  creature’s XP value in gp. 
  If
  the
  roll
  is
  failed
  for
  harvesting
   
   
   
   
   
   
   
  components, the parts can be used as trophies
   
   
   
   
   
   
   
   
  worth half the creature’s XP value in gp. 
  On a roll of 1 the parts are ruined in the
     
   
     
   
   
   
   
   
   
  harvesting process and cannot be salvaged. 
  Value of Components
  Each component – whether principal or special –
   
   
   
   
   
   
   
   
  has a base cost in gold that contributes towards the
     
   
     
   
   
   
   
   
  overall value of a magical item. The value is
   
   
   
   
   
   
   
   
   
  somewhat arbitrary, as the value of monster parts
   
   
   
   
   
   
   
   
  is based upon the XP value of the creature.
   
   
   
   
   
   
   
   
   
  However, the real value of components as it relates
   
   
   
   
   
   
     
   
  to magical energy is dependent upon several other
   
   
   
   
   
   
   
   
  factors. 
  The
  base
  values
  given
  are
  what
  the
   
   
   
   
   
   
   
  components are worth if purchased or sold for.
   
   
   
   
   
   
   
   
  However,
  the value of a given component is
   
   
   
   
   
   
   
   
  intrinsically tied to the risk and effort required to
   
   
   
   
   
   
   
   
   
  obtain it, as follows: 
  1.
  If the monster slain is unique, incredibly old
   
   
   
     
   
   
  (1000 years+) or divine/profane in nature
   
   
   
   
   
  increase the base value of the components
   
   
   
   
   
   
   
  by 1d4x10%. 
  2.
  If the component was obtained by one
   
   
   
   
   
   
  person in single combat increase the value
   
   
   
   
   
   
  of the components by 2d4x10%.
  3.
  If the component is to be used by an
   
   
   
   
   
   
   
   
  individual who had a hand in slaying the
   
   
   
   
   
   
   
  creature add 1d4x10% to the value of the
   
   
   
   
   
   
   
  components.
  4.
  Components always sell for slightly less
   
   
   
   
   
  their actual value. When trying to sell or buy
   
   
   
   
   
   
   
   
  components roll 1d4: a “1” results in a cost
   
   
     
   
       
  95% of the actual price, a “2” results in a
   
   
   
   
     
   
   
   
  cost 90% of the actual price, etc. Note that
   
   
   
   
   
   
   
   
  the actual sale price doesn’t affect the
   
   
   
   
   
   
  intrinsic value of components.
  Examples
  A ​potion of polymorph self recreates the 4th level
   
   
   
   
   
   
   
   
   
  spell ​polymorph self​. It has a base cost 2000 gp and
   
   
     
     
   
   
   
   
   
  takes four weeks to make. The material cost is
   
   
   
   
   
   
   
   
   
  2,000 gp, of which 75% (or 1,500 gp) is required to
   
   
   
   
   
   
   
   
   
   
   
  be special components. The Referee rules that it
   
   
   
   
   
   
     
  will require the blood from a doppelganger and the
   
   
   
   
     
   
   
   
  hair from a lycanthrope. 
  Doppelgangers and werewolves are each
   
   
   
   
   
  worth 125 XP, so the magic-user creating the item
   
   
   
   
   
   
   
   
   
  would need to find 12 of them, in some order, to
   
   
   
   
   
   
   
   
   
   
   
  have enough components to create the potion.
   
   
   
   
   
   
   
  However, if the magic-user were part of the party
   
   
   
   
   
   
   
   
   
  that tracked down the creatures the value of the
   
   
   
   
   
   
   
   
   
  components would be increased by an average of
   
   
   
   
   
   
   
   
  25%, meaning they would only need 10 of the
   
   
   
   
   
   
   
   
   
  creatures.
  If
  the
  magic-user
  were
  personally
   
   
   
   
   
   
  responsible for slaying all of the need creatures the
   
   
   
   
   
   
   
   
   
  value
  would
  increase by an average of 50%,
   
   
   
   
   
   
   
   
  meaning that each would be worth 188 gp, and they
   
   
   
   
   
   
   
   
   
   
  would only need to slay 8. 
  On the other hand, the magic-user could
   
   
   
   
   
   
   
  use the hair from a devil swine (worth 1600 gp) and
   
   
   
     
   
   
   
   
   
   
  be done with it. 
  14
  
  OPEN GAME LICENSE Version 1.0a
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000. Wizards of the Coast, Inc; Authors Jonathan
  Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave
  Arneson.
  Hex 17.23 - The Lake of Abominations. © 2019, Todd Leback; Author Todd Leback.
  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.
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  Norman.
  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.
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  Swords & Wizardry Core Rules, © 2008, Matthew J. Finch.
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  15
  
  Absalom Overview
  16
  
  Regional Referee Map
  17
  
  Regional Player Map
  18
  
  Hex 17.23 Referee Map
  19
  
  Hex 17.23 Player Map
  20
  
  The Tower of Slias the Unreasonable 
  Referee Map
  21
  
SOURCE: textdata/thevault/Old School Revival (OSR(ic))/Old-School Essentials; BX Essentials/Old-School Essentials Adventures & Settings/Populated Hexes (OSE)/Populated Hexes Hex 17.23 The Lake of Abominations (OSE).pdf