TEXT: The golden meadows
  30
  ISBN 978-1-62283-050-3
  
  hex crawl chronicles
  1
  Frog  
  God 
  Games
  tough  
  adventures 
  for tough 
  players
  ©2013 Bill Webb, John Stater, Frog God Games. All rights reserved. Reproduction without the 
  written permission of the publisher is expressly forbidden. Frog God Games and the Frog God 
  Games logo and Hex Crawl Chronicles: The Golden Meadows are trademarks of Frog God 
  Games. All rights reserved. All characters, names, places, items, art and text herein are copy-
  righted by Frog God Games, Inc. The mention of or reference to any company or product in these 
  pages is not a challenge to the trademark or copyright concerned.
  Credits
  CEO
  Bill Webb
  Creative Director: Swords & Wizardry
  Matthew J. Finch
  Creative Director: Pathfinder
  Greg A. Vaughan
  V. P. of Marketing & Sales
  Rachel Ventura
  Art Director
  Charles A. Wright
  The Maestro
  Skeeter Green
  FROG GOD GAMES IS
  Author
  John M. Stater
  Developer
  Bill Webb
  Producers
  Bill Webb and Charles A. Wright
  Editor
  Skeeter Green
  Layout and Graphic Design
  Charles A. Wright
  Front Cover Art
  MKUltra Studios
  Interior Art
  MKUltra Studios
  Cartography
  Robert Altbauer
  Special Thanks
  Bill Webb would like to thank Bob Bledsaw and Bill 
  Owen for inventing the original 
  hex crawl — the standard in wilderness 
  adventure and a lifetime of fun.
  
  The golden meadows
  2
  Table of Contents
  The Golden Meadows  ..........................p. 3
  Rumors  ...........................................p. 6
  Encounter Key  ..................................p. 7
     — Hexes 0108, 0115  ...........................p. 7
     — Hexes 0203, 0210, 0317, 0411, 0420  ....p. 8
     — Hexes 0601, 0603, 0608, 0714, 
                   0901, 0910, 1007  ..................p. 9
     — Hexes 1105, 1122, 1215, 1219  ..............p. 10
     — Hexes 1311, 1312, 1403, 1518  ...............p. 13
     — Hexes 1606, 1622, 1702, 1816, 1910  ......p. 14
     — Hexes 1911, 1912, 1921, 2004  .............p. 15
   
     — Hexes 2011, 2015, 2018, 2102 
                   2109, 2213  ...........................p. 16
     — Hexes 2312, 2316, 2320, 2402, 2406  .....p. 17
     — Hexes 2510, 2619, 2712, 2722  .............p. 19
     — Hexes 2801, 2808, 2904, 3009, 3012  ....p. 20
     — Hexes 3018, 3021, 3116, 3202 
                   3208, 3305, 3320, 3413  ..............p. 21
     — Hexes 3413, 3501, 3503  ......................p. 22
     — Hexes 3606, 3611, 3704, 3714  ..............p. 23
     — Hexes 3717, 3805  ............................p. 24
  New Monster Appendix  ........................p. 25
  Legal Appendix  ..................................p. 29
  
  hex crawl chronicles
  3
  By John M. Stater
  — The Golden Meadows —
  In a windswept valley of scrub and sand there is a pleasant meadow 
  fed by a bubbling spring. Here a strange people have made their home 
  in a village and fortress of clay that they call Vega. The Vegans do not 
  welcome visitors, and the miles of parched desert that surrounds their 
  home discourages them as well, but still they wander into the valley in 
  search of the silver mines that dot the surrounding hills and mountains. Of 
  course, once these prospectors reach the mountains, they have to worry 
  about the goblin-men and their wicked moonlit rites. Most of these folk 
  begin their adventures in the rough-and-tumble trading port of Sanctum 
  on the Ruddy River, which carries the xenophobes of Halaya down from 
  the north and the war-like golden men up from the south.
  The old legends speak of a city that commanded a great empire in these 
  barren lands, a city that shimmered with light, turning the dark of night into 
  the light of day; a city of warriors who patrolled the skies on thundering 
  wyrms; a city where the women possessed the beauty of the nymphs and 
  dressed entirely in precious stones carved out of the mountains. There are 
  no signs of this city now, in the valley of the golden meadows, only the 
  simple fortress-village of the Vegans. The legends also tell of the grand 
  city’s fall, of a doom that coursed out of the sky on scintillating wings of 
  fire and laid low men, women, children and beasts. The city was reduced 
  to ash, the valley a sea of burning light. These were the legends found 
  carved on stones in caves by the outcasts of Halaya, who traveled down 
  the river and founded the fishing village of Sanctum. Soon, the village 
  became a trading center between the usually xenophobic Halayans and the 
  golden men of the south, not to mention dwarf caravans that came through 
  secret tunnels from the Pillars of Heaven in the east.
  The Golden Meadows of the title actually are rather small, taking up 
  a few hexes in the center of a scrubby desert that broils from late spring 
  to early fall, has a few weeks of nice weather in the early spring and 
  late fall, and then has a mild winter that only occasionally turns frosty. 
  The meadows are watered by vigorous springs, and support a strange, 
  humanoid people called Vegans, named for their fortress-town, Vega. A 
  larger meadow can be found beyond the mountains, and serve as an oasis 
  for caravans traveling from the western lands beyond the Bear Mountains 
  located to the west of the map in this hex crawl.
  The desert is interrupted by a central mountain range and barren 
  badlands. The mountains are snow-capped in the winter and fairly well-
  watered the rest of the year, with intermittent droughts. They support 
  evergreens in the middle elevations, Joshua trees in the low elevations, 
  and are rocky and barren in the high elevations. The mountains are 
  inhabited by goblin-men.
  To the east, there is The Lake (as it is termed by the locals, travelers 
  have taken to calling it Sanctuary Lake), surrounded by jagged, red-stoned 
  badlands on all sides. The trading port, Sanctum, sits just to the north 
  of Sanctuary Lake on the Ruddy River. Sanctum holds what passes for 
  human civilization in the region.
  The Golden Meadows is a hex-crawl, referring to the hex-shaped units 
  that divide the map. Just as dungeon adventures take place on a gridded 
  map, wilderness adventures can be conducted on a hex map, allowing 
  players the freedom to decide where their characters roam and giving 
  them the thrill of discovering the many places and people that have been 
  placed on the map. This map represents a large area filled with numerous 
  places to discover and explore, and can be used as a campaign area in 
  its own right, or dropped into an existing campaign. Referees can place 
  adventures they have purchased or devised on their own into empty hexes 
  on the map.
  Adventures in the Wilderness
  The hexes on this map are 6 miles wide from one side to the other. In open 
  country, adventurers should be able to see from one side of the hex to another. 
  In wooded hexes, vision is much more restricted. Random encounters with 
  monsters should be diced for each day and each night, with encounters occurring 
  on the roll of 1–2 on 1d6. The exact monster (or monsters) encountered depends 
  on the terrain through which the adventurers are traveling. Unlike dungeons, 
  in which the monsters on the upper levels are usually less powerful than the 
  monsters on deeper levels, wilderness encounters are quite variable in their 
  challenge, and low level characters face death every time they step out of the 
  confines of civilization. Well-traveled adventurers will discover, however, that 
  settled lands are not as dangerous as the rugged wilderness.
  Goblin-Men
  The goblin-men are a bit of a misnomer, for they have no actual goblin blood 
  flowing through their veins. In fact, they are mutated remains of the people who 
  once inhabited the valley of the golden meadows. They appear as prune-faced 
  men and women, lanky of limb, slightly hunched, with long fingers and toes 
  that allow them to climb as well as an ape. Their skin is dark bronze in color, 
  their eyes black and their hair, what little they have, lank and black. The goblin-
  men typically arm themselves with flint-tipped spears and stone axes, much like 
  the Vegans and grimlocks, though they also trade with the kobolds beneath the 
  mountains for metal weapons and armor; about 2 in 6 goblin-men have a metal 
  weapon, 1 in 10 wears ring armor and 1 in 20 wears chainmail.
  The goblin-men are hunter-gatherers, living in small bands of 10–20 
  warriors and their women and children (assume 2.5 non-combatants per 
  warrior). Goblin-men have no chiefs, though most bands have a large male 
  warrior with an extra Hit Dice who bullies the others and keeps the best 
  treasure for himself. Being voracious omnivores, they keep no animals or 
  prisoners longer than their bellies keep from the grumbling. The goblin-
  men have an innate fear of the shadows (monsters, not absences of light) 
  and shimmering radiances, and avoid them at all costs.
  Goblin-Man: HD 1; AC 4 [15]; Atk weapon (1d6+1); Move 12; 
  Save 17; AL C; CL/XP 1/15; Special: none.
  Vegans
  The vegans (no relation to the idea of not eating meat; they enjoy a nice, 
  bloody steak) are a humanoid people who dwell on the golden meadows, 
  herding nimble, blue-black cattle and cultivating fungal gardens (what 
  good is steak without mushrooms!) They are tall (averaging about 7–1/2 
  feet), thin and hairless, with very small, delicate noses and large eyes that 
  range from topaz to jet. Their chins are narrow and their mouths small. 
  Vegans have alabaster skin that turns a lovely, warm grey in the summer 
  sun, and their fingers are long and delicate. Warriors among them wear 
  coats of scale armor (AC –4 [+4]) that reach to their knees and are kept 
  highly polished. They might carry spear or scimitar and wicker shield 
  or pole arms or light crossbow and scimitar. The Vegans are delighted 
  by music, and will usually regard people who sing and play music much 
  more favorably. They are primarily cattle herders, though they also keep 
  
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  hex crawl chronicles
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  The golden meadows
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  small gardens of vegetables and fruit trees nearer their complex.
  Vegan: HD 1; AC 14; Atk weapon (1d8); Move 12; Save 17; 
  AL N; CL/XP 2/30; Special: 1/day—ESP.
  Grey Travelers
  The so-called “Grey Travelers” are smallish humanoids with light grey 
  skin, over-sized heads and large, almond-shaped black eyes … oh heck 
  – they’re grey aliens. The greys dwell in the northwest, supposedly in a 
  virtual paradise. They travel in caravans with their tame ankhegs (they 
  appear to be able to communicate with one another), drawing bullet-
  shaped metal canisters filled with goods manufactured in their realm, 
  as well as a strange, salty red weed that is favored in Sanctum for its 
  use in iron rations and for making a gooey stew. Treat the grey travelers 
  as halflings with darkvision to a range of 60 feet. They are typically 
  encountered in plastic armor (treat as leather armor) and armed with light 
  crossbows and morningstars.
  Grey Traveler: HD 1; AC 9 [10]; Atk weapon (1d6); Move 6; 
  Save 17; AL N; CL/XP 1/15 Special: none.
  Humans
  The Golden Men were first introduced in HCC 1 – Valley of the Hawks, 
  and can be found to the west and south of this hexcrawl. The golden men 
  of the south dwell on a steaming plateau covered by a speckled wood. They 
  wear tall velvet hats, feathered nose rings, wolf-pelt robes, leather foot 
  wrappings and feathered toads. The only southmen encountered in Sanctum 
  are merchants who pedal all manner of fungus, transporting them in baskets 
  hanging from rainbow-colored (blue-grey, rust red and golden brown), 
  nimble-footed cattle. Warriors rarely wear more than long, chainmail 
  hauberks and arm themselves with scimitars and curved daggers.
  The golden men (women actually, read on) who come from the west 
  arrive from the fabled desert of glass. The desert men never leave the valley, 
  using their wives and daughters as factotums. They wear head-to-toe white 
  robes and veils and beaded headdresses, the patterns of which indicate their 
  husband’s livery. The warriors among them wear coin armor (treat as ring 
  armor; the coins are of ancient mintage and made of nickel and zinc) under 
  their robes, and arm themselves with long swords. They also wear leather 
  girdles from which hang three blades. The warriors spin while they fight, 
  allowing them to attack (in a fashion) with the blades in their hands as well 
  as the blades on their belts. These women never speak, but rather use a sign 
  language that relies on them touching a person with their delicate fingers. 
  These traders of the west drive giant, translucent century worms loaded with 
  the glass goods for which their desert home is famous.
  The Halayans come from the north, up the Red River. They are men of 
  grim demeanor (one never sees their women, who remain in the safety of 
  their empire in the mountains), dressing in long tunics of black covered 
  by mail haubergeons and metal helms reminiscent of the Japanese jingasa. 
  They arm themselves with long muskets (treat as heavy crossbows) and 
  hand axes. They primarily trade animal skins, salted meat and all manner 
  of vegetables and grains, bringing it down on keel boats. The Halayans 
  believe that women are divine, and must be protected and cherished above 
  all other things.
  Other Humanoids
  The most commonly encountered humanoids in the Golden Meadows, 
  other than the goblin-men, are the subterranean grimlocks and kobolds. 
  The kobolds are miners and worm-herders, while the grimlocks keep 
  herds of human slaves whose minds have been crushed by their mysterious 
  masters, using them for food and labor. The lake is inhabited by a large 
  Roll
  Badlands
  Deserts and 
  Grasslands
  Mountains
  What Are They Doing?
  1
  Shadow (1d4)
  Bulette (1)
  Goblin-Men (2d6)
  Arguing Loudly
  2
  Shadow Mastiff (1d4)
  Vegan Hunters** (2d4)
  Kobolds (3d6)
  Fighting (roll another random 
  encounter)
  3
  Giant Lizard
  Goblin-Man Raiders 
  (2d6)
  Bighorn Sheep (1d6)
  Fleeing in terror
  4
  Giant Bats (1d8)
  Giant Lizard (1d3)
  Prospectors*
  Hunting
  5
  Giant Viper (1d3)
  Giant Scorpion (1d4)
  Shadow (1d4)
  Lurking in ambush
  6
  Shimmering 
  Radiance*** (1)
  Giant Viper (1d3)
  Snapping 
  Dragonet*** (1d6)
  Lying dead, bodies looted
  7
  Grimlock (2d6)
  Shimmering 
  Radiance*** (1)
  Giant Raven (1d6)
  Making camp
  8
  Prospectors*
  Ghouls (1d6)
  Werebear (1d4)
  Marching (random direction)
  9
  Varghoul*** (1d4)
  Camelop*** (2d10)
  Archer Tree (1d3)
  Reveling
  10
  Viper Hound*** 
  (1d4)
  Giant Raven (1d6)
  Wolf (1d8)
  Searching for something
  * Prospectors are really just bands of adventurers out of Sanctum looking for veins of silver. They consist of 4 to 6 adventurers (1d4+2 levels for 
  each), with bearers equal to the total class levels of the adventurers, and 1d4 men-at-arms per adventurer. 1 in 6 adventurers is a demi-human (roll 1d6: 
  1–3 Dwarf, 4 Elf, 5–6 Halfling). Roll 1d10 to find a human adventurer’s class: 1–3 Fighter (5% chance of paladin); 4–5 Cleric (35% chance of druid), 6 
  Magic-User; 7–8 Thief (15% chance of assassin or monk); 9–10 Ranger. Men-at-arms usually wear leather armor and are armed with spears and short 
  bows, with 1d20 arrows.
  ** Vegan hunters carry javelins with atlatls (+1 damage, double range), flint-tipped spears (1d4 damage) and flint knives (1d3 damage). About 1 in 
  6 vegan hunters carries a normal spear or dagger looted from an outsider. Armor is always leather.
  *** Indicates a new monster described at the end of the book.
  Wilderness Random Monster Encounters
  
  hex crawl chronicles
  7
  tribe of locathah who dwell in a submerged town and cultivate kelp and 
  herd giant catfish. The locathah themselves resemble catfish, and they 
  have long “whiskers” that carry a slight electric shock.
  Encounter Key
  0108 Golden Man Caravan from West
  A caravan of golden men from the western desert of glass is making 
  its way through this hex to Sanctum. The caravan consists of seven 
  translucent century worms, each about 30 feet long and 5 to 7 feet thick. 
  Platforms made of leather, spun glass and wood are strapped to the great 
  beasts. Six of the beasts carry trade goods – mostly glass goods, glass 
  beads and fancy pottery. The seventh worm, located in the middle of the 
  caravan, carries the factotum, who wears the beads of her lord, Aphlex, 
  her four bodyguards and the worm’s driver. The other worms have a 
  driver and two guards. The golden men are not averse to traveling with 
  others, though they will not permit foreigners to ride their worms. They 
  are carrying about 300 gp worth of glass goods with a peculiar yellow 
  glaze much favored by the dwarves of the Pillars of Heaven.
  Century Worm (7): HD 5; AC 7 [12]; Atk trample (2d4); Move 
  9; Save 12; AL N; CL/XP 5/240; Special: none.
  Drivers (7): HD 1; AC 6 [13]; Atk weapon (1d8); Move 12; 
  Save 17; AL N; CL/XP 1/15; Special: none.
  Guards (12): HD 1; AC 6 [13]; Atk weapon (1d8); Move 12; 
  Save 17; AL N; CL/XP 1/15; Special: none.
  Bodyguards (4): HD 3; HP 10, 14, 9, 11; AC 5 [14]; Atk weapon 
  (1d8); Move 12; Save 14; AL N; CL/XP 3/60; Special: Those 
  within 5 feet must save each round or suffer 1d4 points of 
  damage from flaying blades.
  Factotum: HD1d4 hp; HP 4; AC 8 [11]; Atk weapon (1d4); 
  Move 12; Save 18; AL N; CL/XP B/10; Special: none.
  0115 Xa-matutsi
  A yawning cave in the western range of mountains is carved to 
  resemble a serpent’s head, with glittering spheres of quartz for eyes. Fresh 
  water pours from the serpent’s mouth, forming a small rivulet with many 
  waterfalls and pools that flows into the desert and then disappears. The 
  cave is home to Xa-matutsi, the western water spirit, who takes the form 
  of an elemental water dragon.
  The interior of the cave is composed of blue-green quartz that is 
  highly polished. The stream of water that flows from the cave appears 
  to originate in a large, elevated pool about 30 feet in diameter. Water 
  flows over the sides of this pool to form the river. This is the entrance 
  to Xa-matutsi’s lair, and it is guarded by a large water elemental that 
  dwells within the pool. The pool is 40 feet deep. At the bottom of the 
  pool there is a small dimension portal in the shape of an ouroboros 
  that leads to a demi-dimension of water (or the Elemental Plane of 
  Water, if you prefer). Not far from the portal dwells Xa-matutsi, in 
  a palace of jade and pearl, attended by naiads and nixies and other 
  water creatures. Xa-matutsi is sometimes invoked by the holy men 
  and women of the region, when they need to access his great wisdom. 
  They must bring valuable offerings to him, most especially objects 
  of jade and pearl.
  Rumors
  When adventurers are seeking information or rumors in a settlement or from the lord of a castle, you can roll a random rumor from the table below. 
  Each rumor is either True (“T”) or False (“F”) and the hex number associated with the rumor is given in brackets.
  Roll
  True Rumors
  Roll
  False Rumors
  1
  There are few sources of information about the 
  region better than the tree men of the western 
  valley [Hex 0411]
  11
  The mistress of Vadaskor likes her chin tickled [Hex 
  0210]
  2
  A ghostly wind haunts the mountains in the west 
  [Hex 1215]
  12
  There are several weird statues in the west that 
  come to life under the full moon and can tell the 
  location of a fabulous treasure [Hex 0603]
  3
  There is a strange ruin hidden in a box canyon to the 
  southwest that supposedly hides a portal to another 
  world [Hex 1219]
  13
  The goblin-men are frightened of cats
  4
  Cathedral Rock hides a strange temple [Hex 1312]
  14
  If you find bleached bones in the desert, beware – 
  they might jump up and attack! [Hex 1518]
  5
  When the moon is full, one might glimpse strange 
  spirits warring over the desert landscape [Hex 1622]
  15
  They say that an ancient robber baron hid his booty 
  in a cave of bats [Hex 1702]
  6
  The red ruins north of Vega are rife with rat men [Hex 
  1910]
  16
  Do not fear the Eyes of Zok – they bring glad tidings! 
  [Hex 1816]
  7
  The old mines one finds in the badlands are often 
  dangerous [Hex 1921]
  17
  The Vegans delight in human sacrifice [Hex 1911]
  8
  If you need healing, seek out Guksu, the spirit of the 
  south [Hex 2018]
  18
  The desert around Vega is poisonous – the sand, the 
  wind – one must drink holy water to stave off the 
  effects
  9
  Purple worms leave valuable droppings [Hex 2316]
  19
  If you need healing, seek out Suupadax, the spirit of 
  the north [Hex 2102]
  10
  The abandoned town in the northern valley is 
  haunted – don’t go there without a holy man unless 
  you want to lose your soul [Hex 2904]
  20
  A coven of witches and warlocks meets secretly in 
  the badlands east of Vega – shun them! [Hex 2510]t
  
  The golden meadows
  8
  Xa-matutsi: HD 24; HP 114; AC –2 [21]; Atk bite (2d8) and 
  2 claws (2d6); Move 0 (fly 15 and swim 36); Save 3; AL N; 
  CL/XP 33/8300; Special: breath weapon (3/day, cone 50’ 
  long x 30’ wide of superheated water, 14d8 damage, save 
  for half), drench (touch puts out fires, dispels magic fire), 
  magical abilities (1/day—part water, lower water), +2 or 
  better weapon to hit, transparency.
  Water Elemental (12HD): HP 60; AC 2[17]; Atk strike (3d6); 
  Move 6 (swim 18); Save 3; AL N; CL/XP 12/2000; Special: 
  overturn boats.
  0203 Silver Mine
  A small, irregular cave here leads into a silver mine. Not far beyond the 
  cave there is a shaft (30 feet deep) that leads into the mine proper, which 
  is populated by a band of 20 goblin-men. The goblin-men recently killed 
  the human miners who worked the mine with the help of Tablas, an agent 
  of Vermes, the chaos cult leader in Sanctum. Tablas is now a captive of 
  the goblin-men, who plan on cooking him in the morning to celebrate 
  their victory. The goblin-men have a treasure of 210 cp, 1,127 sp, 140 
  gp and a large turquoise worth 800 gp. The silver mine is still active, 
  and is now technically owned by Yoland, the orphaned son of the mine’s 
  original owner, a miner and adventurer named Rostum. Rostum occupied 
  a smallish brick house in Sanctum, a house now occupied by his son and 
  housekeeper, a crusty old dwarf named Zgurt. Zgurt has a peg leg and a 
  glass eye, which he is fond of removing and polishing while telling stories 
  of his old life in the great mountains to the east, the Pillars of Heaven. 
  Zgurt and Yoland do not know Rostum is dead yet, though Zgurt will 
  claim his corn was acting up, and that that is always a sure sign of trouble.
  Goblin-Man: HD 1; AC 4 [15]; Atk weapon (1d6+1); Move 12; 
  Save 17; AL C; CL/XP 1/15; Special: none.
  Tablas (Thf5): HP 3 (9 normally); AC 9 [10]; Atk short sword 
  (1d6) or dagger (1d4) or shortbow x2 (1d6); Save 11; AL C; 
  CL/XP 4/120; Special: backstab (x3), +2 save vs. traps, read 
  languages, thieveing abilities.
  Thieving Abilities: Climb 89%, Tasks 35%, Hear 4 in 6, 
  Hide 30%, Silent 40%, Locks 30%. 
  Equipment: leather armor, short sword, short bow, 20 
  arrows, 2 daggers, thieves’ tools.
  Zgurt, dwarf male (Ftr3): HP 13; AC 5 [14]; Atk battle axe 
  (1d8) or hand axe (1d6); Save 12; AL N; CL/XP 3/60, Special: 
  multiple attacks (3) vs. creatures with 1 or fewer HD. 
  Equipment: chain mail, battle axe, hand axe.
  Yoland: HD1d4; HP 2; AC 9 [10]; Atk weapon (1d4); Save 18; 
  AL N; CL/XP A/5; Special: none.
  0210 Vadaskor
  This hex holds a large fortress of sandstone and limestone with seven 
  towers, a tall curtain wall (30-ft tall) and a 60-ft. tall keep. Within the 
  curtain wall there is a village of stone houses. Herdsmen graze their 
  goats on the grasses within the wall and without. The wall also holds a 
  roadhouse famous for its pale brews and goat stew flavored with olives 
  and wild onions. The keep is ruled by Lady Vadaskor, the Iron Maiden, 
  who commands a corps of 60 women-at-arms in leather armor armed 
  with spears and sickle-swords and an elite band of 20 chariots, each with 
  a driver and archer in scale armor (AC –4 [+4]). Both are armed with 
  long swords and the archer carries a longbow and 20 arrows. Vadaskor 
  guards the valley from incursions from beyond, for the valleys to the west 
  are rife with orcs and goblins.
  Vadaskor, human female (Ftr12): HP 74; AC 2 [17]; Atk +2 
  flaming longsword (1d8+2 plus 1d6 fire); Save 4; AL L; CL/XP 
  12/2000, Special: multiple attacks (12) vs. creatures with 1 or 
  fewer HD. 
  Equipment: plate mail, shield, +2 flaming longsword.
  Woman-at-arms, human female (Ftr3) (60): HP 21; AC 7 [12]; 
  Atk sickle-sword (1d4+1) or spear (1d6); Move 12; Save 12; 
  AL L; CL/XP 3/60. Special: none. 
  Equipment: leather armor, sickle-sword, spear.
  Chariot driver and archer (Ftr3) (40): HP 18; AC 6 [14]; Atk 
  longsword (1d8) or longbow x2 (1d6); Move 12; Save 12; AL 
  L; CL/XP 3/60. Special: none. 
  Equipment: scale armor, longsword, longbow, 20 
  arrows.
  0317 Western Caravan
  A caravan of the mysterious women from the desert of glass is 
  making its way to Sanctum through this hex. The women are riding 
  (side-saddle, of course) on their massive century worms, which have 
  translucent flesh of a deep rose color. The worms wear coin barding 
  that sparkles and shines in the sun, and have leather packs strapped to 
  them, the packs containing all manner of glassware wrapped in rags. 
  The caravan consists of seven worms, each ridden by one factotum 
  and three warriors. The leader of the caravan is called Asfa. She is the 
  headstrong wife of Prince Bubastis, and though quite lovely (one can tell 
  even through the robes and veils – her beauty almost surrounds her like 
  an aura), has little patience for fools.
  Century Worm (7): HD 5; AC 7 [12]; Atk trample (2d4); Move 
  9; Save 12; AL N; CL/XP 5/240; Special: none.
  Desert Warriors (21): HD 3; AC 6 [13]; Atk 2 swords (1d6) and 
  1d3 belt blades (1d6); Move 12; Save 14; AL N; CL/XP 4/120; 
  Special: none.
  Desert Factotum (3): HD 1; HP 5, 4x2; AC 8 [11]; Atk dagger 
  (1d4); Move 12; Save 17; AL N; CL/XP 1/15; Special: none.
  0411 Joshua Treants
  A convocation of twelve Joshua treants has gathered in this hex to 
  discuss the last 100 years in the region, and to attempt to find a solution 
  to the problem of the foreign invaders (humans, goblin-men, etc.). It 
  takes them about one hour before they notice outsiders (unless they are 
  attacked), and even then they show little desire to speak with non-druids 
  (who they scold and chide for the liberties taken by the invaders). The 
  treants know about many locations in the region, and might share their 
  knowledge if a service valuable to them (such as clearing out a goblin-
  man lair in the mountains or burning Sanctum to the ground) is performed 
  first.
  Joshua Treants (12): HD 7; AC 2 [17]; Atk 2 strikes (2d6); Move 
  6; Save 9; AL N; CL/XP 7/600; Special: control trees.
  0420 Prismatic Well
  In a particularly narrow valley, with tall, sheer walls, there is a man-
  made well. The well is 200 feet deep, but one could only discover this 
  by falling into it. Prismatic energy, akin to the energy of a prismatic 
  sphere erupts continuously from the well, creating an aurora borealis 
  effect throughout the valley. The light sometimes appears as a dim glow 
  beyond the mountains, but is otherwise hidden by the valley walls. 
  The valley is a pilgrimage site for an astral folk called the prismatic, 
  appearing as “clouds” of energy of ever-shifting colors. These clouds 
  produce a strange hum that becomes higher pitched when they are angry 
  or upset, and takes on a low, throbbing rhythm when they are content. 
  This rhythm generally fills the valley. One can rarely sense the prismatic 
  for the aurora that flows through the valley. There are usually 3d6 
  prismati present in the valley.
  Prismati: HD 5; AC 1 [18]; Atk touch (2d4 cold, electricity or 
  fire damage); Move 0 (fly 18); Save 12; AL N; CL/XP 10/1400; 
  Special: magical abilities (1/day—prismatic sphere), +1 or 
  better weapon to hit, resistance to cold, electricity and fire.
  
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  0601 The Margravina
  This northern fortress is commanded by a woman who calls herself the 
  Margravina (though her old friends in the slums of Crescentium called 
  her Zephira). A born scoundrel and confidence woman, she managed to 
  win this castle in a rather dangerous gambit. The palace is an empty shell 
  keep that has been filled to the brim with wondrous illusions that make it 
  appear as a palace of oriental splendor – rugs, tapestries, furniture inlaid 
  with ivory and draped with silk, vessels of gold, silver and copper, etc. The 
  Margravina has a bodyguard of twelve Fabio-level hunks in loincloths and 
  fur boots and armed with two-handed swords (actually twelve gnomes 
  armed with poisoned daggers and wearing leather armor).
  The Margravina, Human Female (Thf8): HP 18; AC 7 [12]; 
  Atk short sword (1d6) or dagger (1d4); Save 8; AL N; CL/
  XP 7/600; Special: backstab (x3), +2 save vs. traps, read 
  languages, thieving abilities.
  Thieving Abilities: Climb 92%, Tasks 50%, Hear 5 in 6, 
  Hide 55%, Silent 60%, Locks 55%. 
  Equipment: leather armor, short sword, daggers (3), 
  thieves’ tools, dust of disappearance.
  Gnome Bodyguards: HD 2; AC 7 [12]; Atk weapon (1d4); 
  Move 12; Save 16; CL/XP 3/60; Special: backstab (x2), 
  magical abilities (1/day—invisibility, phantasmal force), 
  surprise on 1–2 on 1d6.
  Beneath the stronghold there are limestone caves, in which dwell a tribe 
  of 40 gnomes — gnarled little men and women with long, white hair. The 
  gnomes are the real power behind the castle. They have been searching in 
  the caves after the philosopher’s stone (apparently stowed here a century 
  ago by a band of imp marauders).
  Gnomes (40): HD 1; AC 8 [11]; Atk weapon (1d4); Move 
  12; Save 17; AL N; CL/XP 1/15; Special: magical abilities (1/
  day—phantasmal force).
  0603 Lord Sivrac
  Lord Sivrac was once a celebrated mercenary leader of Sanctum. He was 
  a handsome man, always dangerous with the ladies, who had the misfortune 
  of attracting the attention of Suress, a lamia noble who dwelled in a plush 
  cave lair in this hex. When he refused her advances, she used a wish (she has 
  a ring of three wishes with one wish left) to turn him and his retainers (20 of 
  them) into stone statues. The men are still conscious and alive, but unable 
  to communicate save perhaps with a telepath. She sometimes visits the 
  weird statues, who are located about 1 mile away from her cave, bringing 
  along her two viper hounds as protection. Her cave holds the following 
  treasures: 3,899 sp, 2,409 gp, a brass pendant depicting a star (worth 45 gp), 
  a bronze sculpture of a cobra worth 90 gp, a pink bottle of jasmine oil worth 
  25 gp and a large lapis lazuli worth 100 gp.
  Viper Hounds (2): HD 4; HP 27, 17; AC 4 [15]; Atk bite (1d4 + 
  poison); Move 18; Save 13; AL N; CL/XP 5/240; Special: lethal 
  poison.
  Lamia Noble: HD 12; HP 62; AC 3 [16]; Atk 2 claws (1d6); 
  Move 24; Save 3; AL C; CL/XP 15/2,900; Special: magical 
  abilities (3/day—charm person, charm monster, suggestion), 
  touch drains wisdom (2 points, if fail save by 3 or more you 
  are enslaved). 
  Equipment: ring of 3 wishes (1 wish left).
  0608 Goblin-Men
  A clan of 20 goblin-men (5 males, 8 females and 7 children) dwells 
  here in a cave complex in a shady pine vale. One of the caves holds a 
  slimy fungus the goblin-men favor with their raw meat. A thick iron grate 
  blocks entry into the complex, and other passages are likewise blocked. 
  The entry grate is guarded by a carnivorous ape chained to the wall. 
  There are two other carnivorous apes around the corner on long chains 
  – a nice surprise for intruders. The clan is led by three sorcerous sisters, 
  Bella, Vook and Candice. They keep the others cowed by their powers 
  and their complete lack of mercy.
  Goblin-Man (20): HD 1; AC 4 [15]; Atk weapon (1d6+1); 
  Move 12; Save 17; AL C; CL/XP 1/15; Special: none.
  Carnivorous Ape (3): HD 4; HP 22, 30, 25; AC 6[13]; Atk 2 
  hands (1d3) and 1 bite (1d6+1); Move 12; Save 13; AL N; CL/
  XP 4/120; Special: hug and rend.
  Bella, Vook and Candice, human female (MU3): HP 7 each; 
  AC 9 [10]; Atk dagger (1d4 + poison) or dart (1d3); Save 13; 
  AL C; CL/XP 2/30; Special: +2 vs. spells, spells (2/1).
  Spells: 1st—charm person, magic missile; 2nd—
  phantasmal force.
  Equipment: dagger (poisoned; extra 1d6 points of 
  damage), 5 darts, spellbook.
  0714 Shifting Morass
  A large patch of intelligent sand dwells here. It takes the form of 
  a wandering patch of quicksand, quite unnoticeable except perhaps for 
  a trail of soft sand that lacks any vegetation whatsoever. The patch of 
  quicksand covers roughly a 30-ft. diameter (though it can alter this). 
  Many years ago, a precious stone – a fist-sized topaz – was stolen from 
  the morass and delivered to the lord mayor of Sanctum, who now keeps 
  it on the end of his ceremonial baton. The morass desires the return of 
  this stone (it is like a child who has lost its favorite toy), and is willing to 
  hold people hostage until their friends bring it back. Naturally, it can be 
  difficult to sequester a player character in this way. A Referee might want 
  to instead sequester an NPC, or maybe have the morass extract a solemn 
  vow from a lawful cleric or paladin.
  Morass: HD 9; HP 48; AC 3 [16]; Atk 2 slams (2d6); Move 18; 
  Save 6; AL N; CL/XP 11/1700; Special: half damage from 
  slashing and piercing weapons, invisible in normal sand, +1 
  or better weapon to hit.
  0901 Heart of Glass
  This hex is composed of a vast crater composed entirely of yellowish 
  glass. The entire hex is highly radioactive, forcing travelers to pass a 
  saving throw once per day or lose one level. The crater is inhabited by 
  dozens of blazing boreworms, large beasts that burn through the glass, 
  creating small tunnels that crisscross the crater. Within each of these 
  worms there is a strange growth, a sort of glowing yellow nodule. Each 
  one is capable of powering one spell per day of 1st to 4th level (roll 1d4). 
  The stone can cast a total of 30 spells, but each day as a 5% chance of 
  robbing its possessor of one level.
  Blazing Boreworm: HD 12; AC 4 [15]; Atk bite (2d8); Move 9 
  (burrow 6); Save 3; AL N; CL/XP 14/2600; Special: immune to 
  fire, swallow whole.
  0910 Giant Eagle Aerie
  There is a cavern here used as a nesting place for giant eagles. They 
  guard the egg of a phoenix that, if placed in a roaring, magical fire, hatches.
  Giant Eagle: HD 4; AC 7 [12]; Atk 2 talons (1d4) or bite (1d8); 
  Move 3 (fly 24); Save 13; AL N; CL/XP 4/120; Special: none.
  1007 Goblin-Men
  A clan of 20 goblin-men dwells here in a cave complex. The entry cave 
  is blocked by a wall of stone with a wooden gate that is always under the 
  guard of four archers; the wall has two arrow slits in it. The goblin-men 
  have a few pelts drying outside their cave complex, and nearby there is a 
  small ravine where they throw their scraps and the bodies of their dead. 
  The goblin-men are ostensibly led by Vrak, a large male, but the real 
  power is held by the priestess Uzha, who has learned a bit of magic from 
  
  The golden meadows
  10
  a mysterious entity that dwells at the bottom of a deep well in the caves. 
  The entity is a lich that was mostly crushed by falling rocks – he whispers 
  his secrets to Uzha in the hopes that she will find a way to free him.
  Goblin-Man (20): HD 1; AC 4 [15]; Atk weapon (1d6); Move 
  12; Save 17; AL C; CL/XP 1/15; Special: none.
  Vrak: HD 2; AC 4 [15]; Atk weapon (1d6); Move 12; Save 16; 
  AL C; CL/XP 2/30; Special: none.
  Uzha, Goblin-Man Female: HP 4; AC 9 [10]; Atk staff (1d6) 
  or darts x3 (1d3); Save 12; AL C; CL/XP 3/60; Special: +2 vs. 
  spells, spells (3/2). 
  Spells: 1st—charm person, magic missile x2; 2nd—
  phantasmal force x2.
  Equipment: staff, 5 darts, spellbook, fetishes and magic 
  powders.
  1105 Devil’s Foundry
  The devil’s foundry is a large chamber beneath the earth. The chamber 
  is the workroom of gaggle of three vrock demons, which are forging 
  silent knights for the eventual war against heaven. The knights are stored 
  in large side chamber, waiting only a single command from a vrock 
  demon to spring into action. In total, there are 20 silent knights completed. 
  The foundry holds about 1 ton of steel and 10 pounds of adamantine (in 
  ingots).
  Silent Knight: HD 7; AC 2 [17]; Atk weapon (1d8); Move 9; 
  Save 9; AL N; CL/XP 8/800; Special: silence.
  Vrock Demons (3): HD 8; HP 44, 40, 37; AC 1 [18]; Atk beak 
  (1d6) and 2 foreclaws (1d4) and 2 rear claws (1d6); Move 12 
  (fly 18); Save 8; CL/XP 9/1100; Special: darkness, immune to 
  fire, magic resistance (50%).
  1122 Emissary of Lord Zkott
  Lord Zkott is an ogre mage who maintains a castle of magically 
  bonded sand in a place known only as the “Valley of Death”, a deep valley 
  that is broiling hot and in which the only intelligent life, besides Lord 
  Zkott, are Joshua treants (they abide by the ogre’s presence, but do not 
  care for him or his skeletal legions) and igniguanas. Lord Zkott is evil, but 
  he is no fool, and he understands well the value of trade and diplomacy. 
  A small army of forty of his skeleton warriors (blackened chainmail, 
  blood red tunics emblazoned with a flaming eye, longsword, longbow, 
  20 arrows, shield), is escorting his emissary, the succubus Zrelanna, to 
  Sanctum to set up various trade agreements with the golden men of the 
  south. She has taken the appearance of a gaunt woman with chalk white 
  skin and stark, white hair in a pageboy cut. She wears black platemail, 
  wields a longsword and lance, and rides a giant beetle exoskeleton that 
  has been painted in the livery of Zkott. She has no need for bloodshed, and 
  is willing to travel with others. If attacked, she will allow her soldiers to 
  fight and remain in the background, quitting the field of battle if things go 
  poorly for her forces.
  The emissary carries a locked iron box (trapped with a 5 dice fireball 
  that leaves the chest and its contents unharmed) that contains 580 sp and 
  135 gp. This is meant for gift giving and bribery in Sanctum.
  Lord Zkott, Ogre Mage: HD 5+4; HP 33; AC 4 [15]; Atk 
  weapon (1d12); Move 12 (fly 18); Save 12; AL C; CL/XP 
  7/600; Special: magical abilities, regenerate 1hp/round.
  Skeleton: HD 1; AC 4 [15]; Atk weapon or strike (1d8); Move 
  12; Save 17; AL N; CL/XP 1/15; Special: immune to sleep and 
  charm spells.
  Giant Beetle Exoskeleton: HD 5; AC 3 [16]; Atk bite (2d6); 
  Move 6; Save 12; AL N; CL/XP 5/240; Special: immune to 
  turning, immune to non-blunt weapon, unaffected by sleep, 
  hold, and charm.
  Zrelanna: HD 6; AC 0 [19]; Atk 2 claws (1d6) or weapon; 
  Move 12 (fly 18); Save 11; AL C; CL/XP 10/1400; Special: 
  immune to electricity and poison, magic resistance (15%), 
  magical abilities (at will—charm monster, ESP, suggestion, 
  teleport), +1 or better weapon to hit, speak any language.
  1215 Ghost Winds
  At the heart of this hex, one might find the bleached bones of a dragon 
  horse. The horse was killed here ages ago by agents of chaos, and its 
  spirit now haunts the hex, whipping up ghostly winds. The winds are 
  unfelt by lawful characters, though they do here a soft music, as though 
  from an unseen flautist. Neutrals feel a balmy breeze that brings tears to 
  their eyes. Chaotic characters feel a hot wind that scours their flesh with 
  blowing sand. They suffer a cumulative 1d6 points of damage per mile 
  traveled in the hex (save for half damage). If the remains of the beast are 
  collected and borne to the tallest mountain in the region [12.10], the spirit 
  is appeased and a reward of 1,000 XP should be given to the characters.
  1219 Ant-Lion
  At the end of a box canyon filled with thick sand that slows people 
  tremendously there is a portal carved into the wall. The portal has been 
  painted a glossy scarlet, and is decorated with sun symbols. It is the 
  entrance to a small dungeon complex. Beyond the portal there is a large 
  cavern of sandstone walls filled with the same sand. An ant lion dwells 
  here, guarding the entrance to the dungeon and taking many adventurers 
  by surprise as they walk in and tumble down its pit. There are only a 
  couple feet between the pit and the walls of the cavern, with three exits 
  on the other side. One is cluttered with bones (due to its being filled with 
  poisonous gas), one descends sharply and smells of rotting flesh and the 
  third is large and uncluttered, and leads eventually to the lair of a glabrezu 
  demon who was bound ages ago by a very skilled occultist.
  Ant Lion: HD 8; HP 37; AC 2 [17]; Atk bite (2d8); Move 12 
  (burrow 6); Save 8; AL N; CL/XP 8/800; Special: trap.
  [A] This entry chamber is clad in hexagonal golden-brown tiles, each 
  about 2 inches wide. When the door of the room is closed, three seals 
  appear on the other walls. Each seal appears to be made of fired clay, 
  
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  The golden meadows
  12
  glossy black in color. One depicts a grinning devil holding a pitchfork, 
  another a coiled cobra and the third crossed swords. After these seals 
  appear, the room begins heating up. After one round, people in the room 
  begin suffering damage; 1 point in the first round, 2 in the second, 3 in the 
  third, and so on. The entry door is found to be locked tight (per wizard lock 
  by 4th level magic-user).
  The clay seals can be broken to permit escape. The devil seal hides a 
  passage to [B]. The cobra seal hides poisonous gas (save or die) and the 
  sword seal connects to a subterranean hive of fire bees, 2d4 of which 
  will enter the chamber and attack if their hive is disturbed; the hive is 
  home to 3d6 more. The fire bees’ royal jelly is like Greek fire, and their 
  honey burns the throat, but can be made into a fiery mead beloved by 
  fire elemental creatures and a few of the more adventurous dwarves and 
  halflings.
  Fire Bees: HD 3; AC 5 [14]; Atk sting (1d4 +1d4 fire); Move 9 
  (fly 30); Save 14; AL N; CL/XP 4/60; Special: immune to fire.
  [B] This chamber was once the hideaway of an off wizard called 
  Hambroz. He abandoned it long ago, but his harem of 7 very attractive 
  synthoid women remains. The synthoids need not eat or drink, but they 
  are bound (via silver torcs around their necks) to this room. The room 
  contains cushions and low tables, a very nice chess set (worth 50 gp) and 
  ten bottles of some manner of synthetic alcohol (very potent, save vs. 
  poison or become drunk and fall asleep in 2d6 turns).
  Synthoid: HD 2+2; AC 7 [12]; Atk fist (1d3); Move 12; Save 16; 
  AL N; CL/XP 2/30; Special: none.
  [C] The floor of this chamber is covered by mosaics depicting six 
  figures from the major arcana of the tarot. The figures pictured here are 
  the Magician, High Priestess, The Devil, The Sun, Temperance and the 
  Hanged Man.
  Stepping on an image causes the floor below a person’s feet to 
  disappear, dropping them into a pocket dimension where they must deal 
  with a puzzle or threat. To others in the room, it will appear as though the 
  person merely disappeared. Stepping on the same image will a person 
  in a different, though similar, pocket dimension – i.e. if you step on a 
  card, you’re dealing with the results solo! The pocket dimensions are as 
  follows:
  Devil: The adventurer finds themselves in a cavern of swirling red 
  clouds and terrible screaming. The cavern is cut by several cracks, ranging 
  in width from two to four feet and usually about 10 feet deep. Weird gas 
  rises from these cracks, and falling into one inflicts 1d6 points of falling 
  damage and 1d6 points of fire damage. The room is occupied by a first-
  category demon called Vattoo. Fighting in this room carries with it a 1 
  in 6 chance per round of nearly falling into a crevice (saving throw to 
  avoid). The ceiling of the cavern is about 20 feet high, allowing Vattoo a 
  little room to fly. The cavern is about 30 feet in diameter and there is no 
  obvious exit.
  Vattoo: HD 8; HP 48; AC 1 [18]; Atk beak (1d6), 2 foreclaws 
  (1d4), 2 rear claws (1d6); Move 12 (fly 18); Save 8; AL C; 
  CL/XP 9/1100; Special: darkness, immune to fire, magic 
  resistance (50%).
  Hanged Man: The adventurer finds themselves in a bleak expanse of 
  moorland. There is a single, gnarled black tree here, and from one of its 
  branches there hangs a corpse. The hanged man awakens in the presence 
  of the adventurer, and says, “If you cut me down, I will lead you home.” 
  If they do so, the hanged man will stretch his neck and then say, “Lend me 
  your sword and bare your neck to me and I will send you home.” (Note, if 
  the adventurer has no sword, the hanged man will produce his own from 
  behind the tree). If the adventurer acquiesces, the hanged man will remove 
  their head and send them back (unharmed) to the mosaic room. Otherwise, 
  he will shrug his shoulders and walk away (or flee if attacked) and the 
  adventurer will be stuck (the hanged man will disappear from view about 
  100 feet away and cannot be found again). Once the adventurer falls to 
  sleep, he will awaken on the slave ship.
  High Priestess: The adventurer finds themselves in a small temple. In 
  the center of the room there is an idol of a winged goddess holding two 
  scimitars, one black and the other white. These swords can be removed 
  from the idol’s hands. As soon as the adventurer appears, two armored 
  priests step from the walls of the room. One wears black armor, the other 
  white armor, but otherwise they have the same characteristics and both 
  heavy maces. The only difference between them, other than the armor, 
  is that they are immune to physical attacks and magic. While one might 
  believe the swords must be used to destroy them, in fact, one can only 
  destroy them by praying to the idol for salvation or asking for forgiveness, 
  or something of the like. This causes the warrior-priests to back away and 
  sink into the walls and returns the adventurers to the mosaic room.
  Priests (2): HD 3; AC 3 [16]; Atk mace (1d6); Move 12; Save 
  14; AL N; CL/XP 4/120; Special: +2 vs. paralyzation and 
  petrification, spells (2).
  Spells: 1st—cause light wounds x2.
  Equipment: plate mail, heavy mace.
  The Magician: The adventurer finds themselves in a circular room 
  facing an aged elf dressed as a magician and holding a gnarled staff of 
  white pine. This elf fights as a 4th level magic-user, but should he take 
  damage, he transforms into a 4th level fighter in plate mail and holding 
  shield and longsword. Likewise, if the warrior incarnation is damaged, he 
  turns back into the magician. One must defeat him in both incarnations to 
  escape this room.
  Magician (MU4): HD 4; HP 13; AC 9 [10]; Atk staff (1d4); Move 
  12; Save 13 (11 vs. magic); AL N; CL/XP 5/240; Special: elf 
  abilities, +2 vs. spells, spells (3/2)
  Spells: 1st—charm person, magic missile, shield; 2nd—
  invisibility, mirror image.
  Equipment: staff
  Warrior (FTR4): HD 4; HP 26; AC 2 [17]; Atk longsword (1d8+1); 
  Move 9; Save 13; AL N; CL/XP 4/120; Special: elf abilities, 
  multiple attacks (4) vs. creatures with 1 or fewer HD. 
  Equipment: plate mail, shield, longsword.
  The Sun: The adventurer finds themselves in a room about 10 feet long 
  and 6 feet wide. There are two pools here, each 3 feet in diameter and 3 
  feet deep. One is located on the ceiling, and has a golden bottom. The 
  other has a silver bottom and is located on the floor. The golden-bottomed 
  pool is empty, while the silver-bottomed pool is filled with water. Both are 
  polished to a mirror-sheen. As soon as the person enters, the golden pool 
  begins to glow, filling the room with bright light. After the first round, this 
  light will begin to sear the skin; each round, the adventurer suffers 1d4 
  points of damage and must save vs. blindness. If the person fails three 
  saves vs. blindness, they will be struck blind permanently. By pressing 
  their body against one of the narrow walls, a person causes the chamber 
  to rotate. This takes 3 rounds, and when completed, the golden pool will 
  be on the floor and filled with water while the silver pool is on the ceiling. 
  The light will cease, the room will become perfectly dark and a moment 
  later the adventurer will find themselves back in the mosaic room. 
  Temperance: The adventurer finds themselves in a white room. In the 
  center of the room there is a minute-glass with sand already beginning to 
  fall. On either end of the narrow room, there is a statue of a woman, one 
  blue and one red. Each woman has her hands cupped, with a glowing orb 
  floating above them. Spikes are descending from the ceiling of the room. 
  When the encounter begins, the Referee should ask the players (other than 
  the one who’s character is in the room) to begin counting down from 60. 
  It may seem obvious that one must choose to touch one or the other of 
  the orbs to escape. In fact, touching either of the orbs causes the spikes 
  to shoot down suddenly, skewering the trapped character. They must 
  show temperance and allow the minute-glass to empty. At that point the 
  spikes will stop about 2 feet above the ground and the person will have 
  completed the challenge.
  If the challenge is met and overcome, the person appears back in the room 
  holding a 2-inch diameter sphere of swirling colors. By concentrating, a 
  person can use this stone to shift from one plane or dimension to another. 
  
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  This is a one-way trip – the stone disappears after use. If a person fails, 
  they awake (even if they were seemingly killed) on an extra-planar slave 
  ship of the enigmatic kith-yin coursing through the Astral Plane. Kith-yin 
  look like emaciated elves (they are, in fact related, and are sometimes 
  called astral elves). The ship is about 100 feet long and has a crew of 12 
  kith-yin. It is commanded by Captain Okros. Other adventurers who fail 
  will also be held in the ship, chained to the bulkhead.
  Kith-yin (11): HD 4; AC 3 [16]; Atk silver sword (1d6+1); Move 
  12; Save 13; AL N; CL/XP 5/240; Special: magical abilities (at 
  will—ESP), psychic blast (1/day; save or suffer 1d4 points of 
  intelligence damage and 1d6 points of hit point damage 
  from pain, intelligence returns 1 point/day).
  Equipment: silver chain mail, silver longsword.
  Captain Okros, Kith-Yin Male: HD 4; HP 21; AC 3 [16]; Atk 
  silver sword (1d6+1); Move 12; Save 13; AL N; CL/XP 5/240; 
  Special: magical abilities (at will—ESP), cast spells as 5th 
  level magic-user, psychic blast (1/day; save or suffer 1d4 
  points of intelligence damage and 1d6 points of hit point 
  damage from pain, intelligence returns 1 point/day), spells 
  (4/2/1).
  Spells: 1st—charm person, magic missile x2, shield; 
  2nd—invisibility, mirror image; 3rd—fireball. 
  Equipment: silver chain mail, silver longsword. 
  [D] This room is really a hallway. It leads to the chamber of the 
  glabrezu demon mentioned above. The hallway’s walls, ceiling and floor 
  are pocked with holes that give out gouts of steam at what first seem to 
  be random intervals. In fact, this steam follows a rhythm. If adventurers 
  pause for a bit, they will learn that the rhythm is “boom-boom-pop-boom-
  pop-pop-boom-boom-boom-pop”. The pops represent when it is safe 
  to walk, with each stride being 5 feet. The booms are the explosions of 
  steam. As Referee, you can repeat the rhythm for each minute they stand 
  watching, but each minute spent here has a 1 in 6 chance of summoning 
  the attention of a water elemental. To cross the hallway, a player must 
  repeat the rhythm. Any bit they get incorrect deals 1d6 points of damage 
  and forces them to deduct their damage and then begin from the point at 
  which they stopped.
  Water Elemental (8HD): HP 44; AC 2[17]; Atk strike (3d6); 
  Move 6 (swim 18); Save 8; AL N; CL/XP 8/800; Special: 
  overturn boats.
  [E] Here, then, is the final room, the prison of the glabrezu demon 
  Parthok the Despoiler. When one enters this rather rough chamber, 
  they must first be struck by the golden idol that dominates it – a 
  depiction of a man, seated in the lotus position, in deep meditation, a 
  sapphire embedded in his forehead as a “third eye”. The idol appears 
  to be made of wood covered by gold leaf, and rests upon a pedestal. 
  Pedestal and idol are surrounded by a magic circle of silver dust 
  anchored by five precious stones – bloodstones worth 200 gp each. The 
  idol is, of course, not an idol, but rather an illusion thrown up by the 
  glabrezu. Here he waits anyone foolish enough to step over the magic 
  circle or greedy enough to steal one of the bloodstones and release him 
  to work his evil.
  Parthok: HD 10; HP 52; AC –3 [22]; Atk 2 pincers (2d6), 2 
  claws (1d3) and bite (1d4+1); Move 9; Save 5; AL C; CL/
  XP 11/1700; Special: demonic magical powers, magic 
  resistance (60%).
  1311 Goblin-Men
  A clan of 15 goblin-men occupies what appears to have been a large 
  inn in ancient times. The inn has two stories, with a large common room 
  and stairs from there that lead to the upper floor of rooms (there are about 
  20 rooms on the top floor and 20 on the bottom floor. The rooms are dank 
  and small, and most are empty. Those that are occupied are either used as 
  living quarters for the goblin-men or kennels for their hounds. One room 
  is used as an armory, and contains seven shields, fourteen short bows, 150 
  arrows and ten spears. Off the common room there is an old taproom (no 
  spirits remain) as well as a large room used by the clan’s biggest male 
  and his retinue of thugs.
  Goblin-Man (15): HD 1; AC 4 [15]; Atk weapon (1d6+1); 
  Move 12; Save 17; AL C; CL/XP 1/15; Special: none.
  Skork: HD 3; HP 10; AC 4 [15]; Atk dagger (1d4 + poison) or 
  dagger (1d4) or shortbow x2 (1d6); Move 12; Save 14; AL 
  C; CL/XP 4/120; Special: backstab (x2), disguise, poison, 
  thieving abilities.
  Thieving Abilities: Climb 85%, Tasks 15%, Hear 3 in 6, 
  Hide 10%, Silent 20%, Locks 10%. 
  Equipment: leather armor, shield, dagger (lethal 
  poison), 2 daggers, short bow, 20 arrows.
  1312 Cathedral Rock
  Cathedral rock is a barren rock face with a small temple carved into it 
  about 200 feet above the ground and 40 feet below the top. The temple 
  is about 20 feet long, 20 feet wide and 20 feet high. The floor is actually 
  set four feet below the entryway, and is filled 4 feet deep with skulls and 
  other bones. In the middle of the temple there is a pedestal (4 feet high) 
  on top of which is set an idol depicting a deity with three torsos and heads 
  atop six legs. There are hundreds of adamantine scarabs set into the walls. 
  These are the temple guardians; they form a swarm and attack whenever 
  a magical creature or spellcaster enters the chamber, for this temple is 
  dedicated to a now forgotten deity of anti-magic. The swarm can attack all 
  creatures within a 10-ft. radius.
  Scarab Swarm: HD 8; HP 37; AC 1 [18]; Atk swarm (1d8); 
  Move 12 (fly 18); Save 8; AL N; CL/XP 10/1400; Special: 
  creatures within the swarm must pass a saving throw or 
  be stunned for 1 round or panic and flee (50% chance of 
  either), half damage from bludgeoning weapons, minimum 
  damage from slashing and piercing weapons.
  The pedestal of the idol contains a secret door that grants access to a 
  spiral stair that delves into the heart of Cathedral Rock, wherein there 
  is a tomb of a high priest and his coterie of witch hunters. The tomb is 
  protected by various anti-magic traps and mechanical monsters. The 
  priest is interred in a lead vault, for he actually survives as a being of pure 
  radioactive energy.
  1403 Lonely Basilica
  A strange basilica of limestone carved with bas-reliefs of dinosaurs sits 
  here in the midst of the desert. The basilica has doors of thick glass, and 
  windows of a similar material. The strange temple contains a number of 
  sculptures that appear to be dinosaur-headed men wearing togas. A large 
  idol sits at the end of the nave, a pulsating cube of spiraling colors. In the 
  presence of the cube, adventurers feel themselves grow dizzy, and the 
  spiraling colors move from the cube into the rest of the room. The statues 
  appear to twist and melt, as do the walls, and for a moment, gravity is 
  cancelled. All of a sudden, the effect stops and the adventurers come to 
  their senses in a basilica that is now submerged. Outside the glass windows 
  and doors, one sees a shallow sea in which dwell all manner of prehistoric 
  shelled creatures and cunning ichthyosaurs, not to mention the original 
  inhabitants of the land, crabmen and starfish-people, who waged great and 
  terrible wars with one another. The submerged temple can be escaped by 
  touching the cube, which teleports people to one of the mountain hexes 
  in the region, which poke above the sea level as islands. How adventurers 
  get back to their own time (or if they ever get back) is a matter for them 
  to figure out.
  1518 Bleached Bones
  A bleached skeleton pokes up from the sand here; just the skull, 
  shoulder blades and a single arm. If one unburies it, they discover 
  it was a centaur adventurer, its equine bits still clad in mail barding. 
  Underneath this barding the centaur kept a silver mirror wrapped in 
  thick cotton wadding.
  
  The golden meadows
  14
  1606 Fortress of Tears
  A ramshackle fortress composed of some manner of strange stone 
  (concrete, it turns out) has been erected here to guard the way to the north. 
  Carvings in the fortress suggest it was the work of Halayans. There are 
  thirty statues strewn about the castle, all of them depicting lovely men 
  and women in togas. A slow trickle of tears falls from the eyes of the 
  statues. If collected and rarified by a night bathed in moonlight, the tears 
  act as magic potions. It takes 30 minutes to collect enough tears to make a 
  potion, and a magic-user has a percentage chance equal to his or her level 
  x2 to properly prepare the tears under the moonlight.
   Roll 
  Statue 
  Potion
   1 
  Mustachioed Warrior 
  heroism
   2 
  Debauched Lord 
  healing
   3 
  Demure Lady 
  invisibility
   4 
  Wizened Sage 
  clairaudience
   5 
  Wanton Woman 
  resistance 
   6 
  Defeated Barbarian 
  giant strength
  The fortress is home to a nest of giant marble snakes, who dwell in 
  a series of caverns beneath the fortress that are connected (via a 4-ft. 
  diameter hole) to the cellar, where one can also find mason’s tools and 
  a wooden chest holding 5 pounds of colored, ground glass. The snakes 
  come out to hunt at night or when they hear people stirring above. Their 
  caverns are winding and confusing, and permit access, via a long, narrow 
  cleft in the rock, to the Red River several miles away.
  Giant Marble Snake: HD 9; AC 1 [18]; Atk bite (2d4 + paralysis 
  for 1d6 days); Move 12; Save 6; AL N; CL/XP 12/2000; 
  Special: immune to paralysis and petrification, surprise on 
  1–3 on 1d6 in rocky areas.
  1622 Moonlit War
  When this hex is illuminated by a full moon, one sees ghostly figures 
  fighting a great battle. The figures are some sort of toad-like humanoids 
  in banded armor and wielding crescent-headed axes and barbed lances. 
  One side of this battle fights for the forces of Law, and wear yellow tunics, 
  while the other fights for Chaos, and wears white tunics. Two of the toad 
  men are capable of sensing onlookers. Both are priests, and both attempt 
  to lure other priests and paladins (in the case of the toad warriors of Law) 
  to their aid. This can be accomplished by swallowing a small marble 
  presented by one of these ghostly toad clerics. If the pebble is taken and 
  swallowed, the cleric or paladin is thrust through dimensions into the 
  battle, appearing now to others as a ghostly figure as well. The battle is an 
  eternal one that is raging on grey, luminous dunes of the Moon. All told, 
  there are 500 warriors on either side, and their ability to regenerate keeps 
  them in the battle. Either side will direct helpers to undertake a special 
  mission into the Sea of Tranquility in search of the brooding Moon King, 
  who might sway the battle one way or the other.
  Toad Warrior: HD 3; AC 3 [16]; Atk weapon (1d8); Move 20; 
  Save 14; AL L or C; CL/XP 6/400; Special: hop up to 40 feet 
  as a charge attack, immune to cold, regenerate 3 hp/
  round.
  Toad Priests: HD 6; HP 16 each; AC 4 [15]; Atk warhammer 
  (1d4+1); Save 10; AL L or C; CL/XP 7/600; Special: banish 
  undead, hop up to 40 feet as a charge attack (20 feet 
  in armor), immune to cold, +2 vs. paralysis and poison, 
  regenerate 3 hp/rd, spells (2/2/1/1). 
  Spells: 1st—cure light wounds x2; 2nd—bless, hold 
  person; 3rd—prayer; 4th—cause serious wounds.
  Equipment: Chain mail, shield, warhammer, holy or 
  unholy symbol.
  1702 Bat Caves
  A valley here is screened by a thick copse of pines. Beyond the pines, 
  the valley extends about 5 miles, with sandstone walls and a valley floor 
  that has been carved into a sort of maze with low walls. The valley walls 
  are pocked with caves in which dwell hundreds of giant bats. As night 
  falls, the bats explode from these caves; any group of travelers in the maze 
  are assaulted by 1d4 giant bats each round for about 10 rounds. If they are 
  near death, the bats might continue their assault to feed on them. One of 
  the bat caves (there are 30) contains the skeleton of a magic-user in robes 
  of cloth-of-gold (worth 50 gp if cleaned of guano) that hide an ivory scroll 
  case (worth 30 gp) in which there is a scroll of wish.
  Giant Bat: HD 4; AC 7 [12]; Atk bite (1d10); Move 4 (fly 18); 
  Save 13; AL N; CL/XP 4/120; Special: 10% chance of disease.
  1816 Eyes of Zok
  The barren landscape here is made significantly more interesting by the 
  presence of two metal orbs that orbit one another about 40 feet above the 
  ground. One orb is rubinescent and gives off a reddish aurora that sears 
  the flesh (save each minute or suffer 1d4 points of damage). The other 
  orb is blue in color and produces a white aura that is blinding and which 
  implants suicidal thoughts into people’s minds (save once or become 
  suicidal). The grey travelers worship these orbs, but do not know their 
  origin. They say they can communicate with them, receiving visions of 
  their ancestral homeland. They have constructed a small shrine here, most 
  of it underground. Above ground, one finds a courtyard of black brick 
  and a small steel dome. One climbs into the dome (actually a sphere) by 
  a trapdoor. Once inside, the sphere rotates and one can climb back out the 
  trapdoor and into the shrine. 
  The shrine is clad in black stone. There are two orbs embedded in 
  opposite walls, one red and one blue. They can be removed by a person 
  with a combined wisdom, intelligence and charisma of 40 or more. The 
  orbs cannot be forced together, but they can be spun around one another. 
  When this is done, all within the shrine are teleported into either one of 
  the large orbs above ground.
  The orbs are hollow, each one about 15 feet in diameter. Each one is 
  guarded by a mercury ooze. The red orb contains a small, red, metallic 
  cube that, when zapped with any amount of electricity, unfolds into a wall 
  of metal and shifting force fields that are as dangerous as a blade barrier 
  spell. The blue orb holds a crystalline scepter called an ethereal regulator. 
  Also activated by electricity, it creates a 30-ft. diameter field that repulses 
  ethereal beings and which can generate 1d6 magic missiles each round 
  against ethereal beings.
  Mercury Ooze: HD 5; HP 29; AC 7 [12]; Atk strike (2d4 + 
  mercury poisoning); Move 12 (climb 9); Save 12; AL N; CL/
  XP 6/400; Special: poison (drain 1 point of constitution and 
  dexterity; 1 week later must save or be struck by insanity).
  1910 Red Brick Ruins
  There is a ruin here of large, red bricks, piled high into many oddly 
  shaped piles. Each of the piles has a secret door (difficult even for elves 
  to find) that can only be opened by knocking on the correct brick (1 in 10 
  chance). Three incorrect knocks in a row seals the door tight for 6 days 
  and 6 nights. There are 12 such piles, and all of them lead to a weird, 
  
  hex crawl chronicles
  15
  subterranean maze of the red brick, a maze inhabited by ratlings and 
  their ratty kin, including a nobility of wererats. The rat king, Scabadar, 
  is dashing (for a rat). He wears a golden crown encrusted with jewels 
  (worth 2,500 gp) and carries a scimitar. His consort, Zimba the White, 
  is an albino female wererat with magical abilities. Scabadar and Zimba 
  command a small army of rats and ratlings. They spend their days and 
  nights plundering the deeper depths of gold and jewels, the remnants of a 
  dwarven mine from elder days. The dwarves sealed many fell beasts here 
  to guard their vaults. The ratlings have avoided these vaults, but would be 
  happy to send adventurers in to plunder them for them.
  Ratling: HD 1; AC 9 [10]; Atk bite (1d6+poison) or weapon; 
  Save 17; Move 12; AL C; CL/XP 2/30; Special: diseased bite.
  Zimba: HD 3; HP 12; AC 6 [13]; Atk bite (1d3) or weapon 
  (1d6); Move 12; Save 14; AL C; CL/XP 5/240; Special: cast 
  spells as 6th level magic-user, control rats, lycanthropy, 
  surprise, spells (4/2/2).
  Spells: 1st—charm person x2, magic missile x2; 2nd—
  mirror image x2; 3rd—hold person x2.
  Scabadar: HD 4; HP 16; AC 9 [10]; Atk bite (1d6 + poison) 
  or weapon; Save 13; Move 12; AL C; CL/XP 5/240; Special: 
  diseased bite.
  1911 Vega
  Vega is a large village located on the golden meadows. Inhabited by a 
  strange people called Vegans, it is surrounded by 12-ft. tall wall of large 
  caliche blocks. Within the walls, the land is raised about 8 feet above 
  the level of the surrounding grasslands. The village contains about 20 
  acres, most of which is grazed by the cattle of the Vegans. At the northern 
  end of the village there is a conglomeration of stone buildings that are 
  all connected with one another. The edges of the roofs are studded with 
  spikes. Rope ladders lead up to the roof, where the only entrances to the 
  complex are located. Vegan warriors always patrol these roofs, which 
  range from 10 to 20 feet in height. In the center of the complex, the Vegans 
  keep a temple to their god, which looks like a four-armed Vegan, two 
  hands pressed together in prayer, the other two holding scimitars. This is 
  Meshta, the Vegan’s androgynous god of love and war (an Earthling that 
  has been drawn into Namera through a portal – perhaps in an amusement 
  park – would swear it was a statue of David Bowie). The Vegans gather 
  here to pray and meditate, and to blindly drop marbles into bowls (white 
  and black marble) to make decisions for the tribe.
  Vegan: HD 1; AC 14; Atk weapon (1d8); Move 12; Save 17; 
  AL N; CL/XP 2/30; Special: 1/day—ESP.
  1912 Black Pyramid
  A pyramid of black glass rises about 30 feet above the surface of the 
  land here. It has been broken into in one spot, but is otherwise intact (the 
  glass does not break easily). Inside, one finds a small chamber filled with 
  sand with four doors that lead into shafts that seem, from the angle, to 
  run down the sides of the pyramid, which obviously extends more than 
  300 feet beneath the ground above. The walls of the pyramid were once 
  lined with thousands of small chambers – probably used for burials or 
  burial items – that are now used by a large tribe of bat-folk. The inside 
  of the pyramid is a great atrium that has been turned into a sort of temple 
  dedicated to Fortuna, the goddess of luck and fate, who is represented here 
  by a large idol in the Egyptian style. At her feet there is an idol of some 
  exotic, dark wood covered by a green cloth marked with mystic symbols 
  in a sort of grid of three columns and twelve rows. A wheel of fortune sits 
  at the end of this altar, and the bat-folk use it decide the fate of those who 
  fall into their clutches. The person is permitted to choose one of the 36 
  squares on the altar. The wheel is spun and the if the sacrificial victim’s 
  number comes up, they are permitted to leave with the blessing of the 
  high priest (Skirree, an aged bat-woman in a tall, beaded headdress). 
  Those who fail at this test of fortune are dropped into a pit, where they 
  fall 20 feet into a series of catacombs. The lich Vazgar dwells in these 
  catacombs, and seeks a mate in the form of an elven female. He has been 
  crafting an army of iron cobras in these catacombs and plans on using 
  them and his bat-folk to conquer the Vegans and eventually establish a 
  great kingdom for himself, which his mate as the public queen. Vazgar 
  has a treasure of 1,123 sp, 2,285 gp and five pounds of rare incense worth 
  200 gp per pound.
  Bat-folk: HD 1; AC 9 [10]; Atk bite (1d6) or weapon; Save 17; 
  AL C: Move 12 (fly 21); CL/XP 1/15; Special: none.
  Skirree, bat-folk female: HP 14; AC 7 [12]; Atk bite (1d6) or 
  weapon (1d6); Save 11; AL C; CL/XP 5/240; Special: +2 vs. 
  paralysis and poison, banish undead, spells (2/2). 
  Spells: 1st—cure light wounds, protection from good; 
  2nd—hold person x2.
  Equipment: leather armor, heavy mace, throwing 
  hammer, holy symbol.
  Vazgar: HD 12; HP 50; AC 0 [19]; Atk touch (1d10 + 
  automatic paralysis); Move 6; Save 3; AL C; CL/XP 15/2900; 
  Special: appearance causes paralytic fear, touch causes 
  automatic paralysis, spells (4/4/4/4/4/1).
  Spells: 1st—charm person, light, magic missile x2; 2nd—
  detect invisibility, ESP, mirror image, web; 3rd—dispel 
  magic, fireball, hold person x2; 4th—charm monster 
  x2, dimension door, wall of fire; 5th—animate dead, 
  contact other plane, magic jar, teleport; 6th—invisible 
  stalker.
  1921 Slag Heaps
  At the base of a cliff there is an old mine. A slope extends from the mine 
  entrance about 200 feet at a 35-degrree angle, and this slope is covered by 
  a number of old slag heaps and the remnants of earthen ovens. The mine 
  is currently inhabited by an aurumvorax, which has been left to guard a 
  jade idol of an angel. The idol was hidden here by Halayan outcasts, who 
  intended to return for it in the future, that they might place it in a church. 
  Unfortunately, they were wiped out by grimlocks, and those who remain 
  now labor in their slave pits. The idol weighs about 200 pounds and is 
  worth 3,000 gp.
  Aurumvorax: HD 12; HP 59; AC 0 [19]; Atk bite (1d8); Move 12 
  (burrow 3); Save 3; AL N; CL/XP 13/2300; Special: immunity to 
  poison, rake with claws, resistance to fire (50%), surprise on 
  1–2 on 1d6.
  2004 Dwarf Prospectors
  A party of 20 dwarves has set up camp next to a small rivulet that 
  flows from the mountains here, eventually flowing underground and re-
  emerging in the springs of the Vegans. The dwarves are panning for silver, 
  and, if they do well, plan on returning in greater numbers that they may 
  challenge the goblin-men of the mountains and establish a fortified mine. 
  The leader of the band is a dwarf lord named Karack. He is accompanied 
  by his erstwhile comrade Bolgum. The rest are dwarf warriors armed 
  with battleaxes and ring armor, not to mention picks, hammers and other 
  mining tools. The group has enough food here (iron rations) for 20 more 
  days, and plans to plan another 5 and then head back for their home in 
  the great mountains to the east, near the homeland of the Halayans. They 
  currently have 50 pounds of silver ore to show for their efforts, and about 
  10 goblin-man heads to decorate their shields.
  Dwarf: HD 1; AC 4 [15]; Atk weapon (1d8); Move 6; Save 17; 
  AL L; CL/XP 1/15; Special: detect attributes of stonework. 
  Equipment: ring armor, battle axe, mining tools.
  Karack, dwarf male (Ftr7): HP 34; AC 4 [15]; Atk +1 
  warhammer (1d4+2) or silver dagger (1d4) or light crossbow 
  (1d4+1); Save 8; AL N; CL/XP 7/600, Special: multiple attacks 
  (7) vs. creatures with 1 or fewer HD. 
  Equipment: chain mail, shield, +1 warhammer, silver 
  dagger, light crossbow, 20 bolts.
  
  The golden meadows
  16
  Bolgum, dwarf male (Ftr4/Thf5): HP 18; AC 6 [13]; Atk dagger 
  (1d4) or handaxe (1d6) or throwing hammer (1d4); Save 
  11; AL N; CL/XP 7/600, Special: backstab (x2), multiple 
  attacks (3) vs. creatures with 1 or fewer HD, +2 save vs. traps, 
  thieving abilities.
  Thieving Abilities: Climb 89%, Tasks 35%, Hear 4 in 6, 
  Hide 30%, Silent 40%, Locks 30%. 
  Equipment: leather armor, three daggers, hand axe, 
  throwing hammer, ring protection +1.
  2011 Hidden Library
  The remains of a library of the ancients are hidden beneath the ground 
  here. A small copse of cottonwood trees obscures a hollow that was once 
  a stairwell. At the bottom of this stairwell, one might note two metal doors 
  that have been forced open by desert sand. The sand spills into a concrete 
  walkway which leads to a number of rooms of various sizes. Many of 
  these rooms have metal shelves and on these shelves one has a small 
  chance of finding the remnants of books and tomes from ancient days, in 
  the strange alphabet of the ancients. There are two dozen rooms here, and 
  each room has a 1 in 10 chance of containing 1d8 ancient books that have 
  not completely disintegrated over time. There is a 1% chance that any 
  one of these books will contain 1d4 magic-user spells (roll 1d4 for level). 
  Otherwise, they would be valuable to collectors. The ancient library is 
  now home to 1d12 giant vipers.
  Giant Viper: HD 4; AC 5 [14]; Atk bite (1d3 + poison); Move 
  12; Save 13; AL N; CL/XP 6/400; Special: lethal poison.
  2015 The Old Manor
  In the southern reaches of the main valley, a large building composed 
  of sandstone bears witness to the wealth that must once have filled this 
  valley. The building is constructed upon a small rise with steep sides. 
  It has a flat roof and is built in three circular sections that surround a 
  large courtyard of white stone. The courtyard holds a pool (empty) and 
  is cluttered with dry bones of humanoids and animals. A band of 30 
  kobolds has occupied this old ruin, hiding their plunder (110 cp, 133 
  sp, 117 gp and a smoky quartz worth 1 gp) here in one of the upper 
  levels. One of the circular sections of the old manor appears to be a 
  large auditorium – one wall is composed of glass bricks. The kobolds 
  inhabit this room, their sleeping furs and cooking fires marring the 
  white marble floors. Another section holds a feast hall and kitchen, 
  the kitchen now occupied by a nest of three giant vipers. The third 
  section holds living chambers that must have once been plush, but are 
  now filled with rubble and refuse. This section is also haunted by a 
  strange entity that manifests as a black cloud that can produce up to 10 
  smoky tentacles that can fully manifest into the real world. The touch 
  of this creature causes aging. Although it can move about this section, 
  it cannot leave it. The corpses of a dead wizard and his apprentices can 
  be found here. All are in tattered black robes and turbans. The body of 
  the wizard holds 832 sp, 1,551 gp, 282 pp and a terracotta idol worth 
  180 gp.
  Kobold (30): HD 1d4 hp; AC 6 [13]; Atk weapon (1d6); Move 
  6; Save 18; AL C; CL/XP A/5; Special: none.
  Giant Viper (3): HD 4; AC 5 [14]; Atk bite (1d3 + poison); 
  Move 12; Save 13; AL N; CL/XP 6/400; Special: lethal poison.
  Cloud Entity: HD 10; HP 50; AC 0 [19]; Atk 10 tentacles (1d4); 
  Move 0 (fly 18); Save 5; AL N; CL/XP 14/2600; Special: magic 
  resistance (25%), +1 or better weapon to hit.
  2018 Guksu
  Guksu is the southern spirit of healing, who dwells in a simple hut of 
  stacked, white stones in a pleasant valley of tall grass and wide mesquites. 
  There is a pool here of clear water filled with silver fish. The animal that 
  inhabit the valley have golden fur or scales, and they are quite intelligent. 
  Harming one of them draws the wrath of Guksu, who can prevent one 
  from healing naturally or magically for up to one month. Guksu appears 
  as an old man with a long, red, pointed nose. He appears naked, his body 
  striped with black, white and red paint, and he can take the form of a giant 
  mosquito or a swarm of mosquitos if he wishes. Guksu carries a wand 
  with a tuft of red feathers that also serves as a whistle. With this whistle, 
  he can summon one of the other spirits – Calnis [32.08], Suupadex [21.02] 
  or Xa-matutsi [01.15] – once per month and request a favor from them. 
  Guksu is a kindly spirit, for the most part, though he dislikes mindless 
  chatter and demands repayment for his services.
  Guksu: HD 10; HP 56; AC –2 [21]; Atk strike (3d6); Move 18 (fly 
  36); Save 5; AL N; CL/XP 18/3500; Special: magic resistance 
  (30%), magical abilities (at will—detect evil, light; 3/day—
  cure light wounds, mirror image; 1/day—charm monster, 
  dispel magic, hold monster, invisibility (self), polymorph self, 
  remove curse), +1 or better weapon to hit.
  2102 Suupadax
  The northern mountain range hides a strange valley cloaked year-
  around in ice. The walls of the valley are extremely treacherous, and most 
  folk who attempt to win the valley wind up decorating it with their bones. 
  The valley is the home of the northern whirlwind spirit Suupadax, who 
  takes the form of a giant whirlwind with a great, black eye suspended 
  in the middle of it. Suupadax actually dwells in a small, stone lodge in 
  the valley. As one walks towards the lodge, it gets colder and colder, 
  and fires almost always flicker and die. Stepping into the lodge actually 
  sends a person to a demi-dimension of frigid air (or the Elemental Plane 
  of Air, if you prefer). Herein dwells Suupadax, the center of this little 
  cosmos, surrounded by wicked air creatures (sylphs who are a bit ruder 
  than normal sylphs, and who dress like flappers and smoke and consort 
  with mihstu and belkers).
  Suupadax is sometimes invoked by wicked spell casters of the region, 
  who come to the periphery of the valley and throw bound, sacrificial 
  victims down the slopes, each having swallowed a gemstone of at least 
  moderate value. They ask the wicked spirit for counsel in treachery and to 
  curse their enemies.
  Suupadax: HD 16; HP 78; AC 2 [17]; Atk strike (3d8); Move 
  0 (fly 36); Save 3; AL C; CL/XP 19/4100; Special: magic 
  resistance (10%), +1 or better weapon to hit, whirlwind.
  2109 Diamond House
  The “diamond house” is a glass dome that is faceted like a gemstone. 
  The natives call it the diamond house. It stands next to dry river bed filled 
  with small trees and shrubs. From the outside, it looks to hold a pile of 
  gemstones. This is an optical illusion (not magical). During the daytime, 
  the only thing is contains are a number of nearly invisible rays of searing 
  light (save each round or struck for 2d6 points of damage). At night, the 
  interior is safe, but holds nothing of interest. If, however, a powerful 
  magical light is carried within the dome, it emits a single ray of white 
  light that strikes the nearby hills in [21.07] and opens a portal in the side 
  of that mountain. This portal leads to the spawning pits of the grimlocks.
  2213 Ruined Town
  The remnants of a town sit placid beneath the searing sun. One can 
  find many building foundations, but there is little else to see aside from 
  ground glass, bits of metal and stone and a single building that survives 
  as a burned out shell. The Halayans claim that the town was once part 
  of their empire, but was destroyed when the people turned against their 
  faith. The surviving building is the home an old woman named Mishka, 
  who happens to be a vampire. She guards several weird stones that look 
  like large geodes. Within these stones are the bodies of infant vampires, 
  waiting to be born when their “eggs” are anointed with blood. These 
  infants burst forth as little, feral vampires. There are 15 eggs in all.
  Mishka: HD 9; HP 32; AC 2 [17]; Atk bite (1d10 + level drain); 
  Move 12 (fly 18); Save 6; AL C; CL/XP 12/2000; Special: 
  charm gaze, drain 2 levels with hit, gaseous form, only killed 
  in coffin, +1 or better weapon to hit, regenerate (3hp/
  round), shapeshift, summon rats or wolves.
  
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  Infant Vampires: HD 1; AC 3 [16]; Atk bite (1d4 + sleep); 
  Move 6 (fly 9); Save 17; AL C; CL/XP 4/60; Special: drain 
  level with hit, gaseous form, only killed in coffin, +1 or silver 
  weapon to hit, regenerate (1hp/round).
  2312 Abandoned Velocipede
  A velocipede (you know it better as a bicycle) has been abandoned here. 
  Velocipedes are all the rage in Sanctum, having been introduced there a 
  few years back by Mad Morva [38.05]. This one is made of wood and 
  metal, and has a large front wheel and two small back wheels. The wheels 
  are made of wood and reinforced with strips of copper. This particular 
  velocipede needs repairs, and even in working condition would be of little 
  use over the sandy ground of the desert.
  2316 Worm Tunnels
  The walls of this pass have been bored through by purple worms that 
  clearly turned back upon reaching the dry, hot air of the wastes. In some 
  places, the walls of the pass have collapsed and created small rockslides. 
  A small band of goblin-men is wandering through these tunnels, collecting 
  worm droppings (which can serve as a very long-lasting fuel for fires) 
  using a hand-drawn cart. There is a 2 in 6 chance per hour of running into 
  the 1d6+4 goblin-men and their cart of worm poop, and a 1 in 20 chance 
  per hour of running into a purple worm.
  Goblin-Man: HD 1; AC 4 [15]; Atk weapon (1d6+1); Move 12; 
  Save 17; AL C; CL/XP 1/15; Special: none.
  Purple Worm: HD 15; HP 73; AC 6 [13]; Atk bite (2d12), 1 
  sting (1d8 + poison); Move 9; Save 3; AL N; CL/XP 17/3500; 
  Special: poison sting, swallow whole.
  2320 False Gods
  A number of black, stone idols rise from a patch of creosote and Joshua 
  trees. The idols have been down by wind (and a bit of rain) and are only 
  vaguely humanoid now. All of them are tall and lean, and have hands 
  outstretched and cupped. A small offering left in these hands incurs an 
  old god’s wrath, with the sacrificing character suffering a –1 penalty to 
  attacks and saves for 24 hours. If the sacrifice is worth at least 100 gp, the 
  person enjoys a +2 bonus to attacks and saves for 24 hours, followed by 
  a curse (as above) that strikes at each full moon if they do not make an 
  additional sacrifice.
  2402 Rock Slide
  A rock slide here (perhaps the adventurers will see the great plume of 
  dust when they first enter the hex) has buried the entrance to a dungeon. 
  A large band of dwarf adventurers was buried, though a few managed to 
  escape. Most of the dwarves are normal members of their race, but the 
  key adventurers were fighters and fighter/thieves ranging in level from 
  2nd to 5th. The dungeon entrance was a small cave. The 30-ft. long tunnel 
  beyond the dungeon entrance opens into a 10-ft. cube room with smoothed 
  walls of sandstone and three revolving doors of solid bronze [A].
  [A] This passage is rough hewn. At the intersection there is a small pit 
  holding the burnt remains of the lich Yazzabar. Any fire brought into this 
  passage animates as a small fire elemental until the burnt remains are 
  doused with holy water. This can be difficult, for in the presence of fire 
  the charred corpse rises and attacks as a wight. The wight has a golden 
  key around his neck.
  Fire Elemental: HD 2; HP 10; AC 2 [17]; Atk strike (2d6); Move 
  12; Save 16; AL N; CL/XP 3/60; Special: ignite materials.
  Wight: HD 3; HP 16; AC 5 [14]; Atk claw (1hp + level drain); 
  Move 9; Save 14; AL C; CL/XP 5/240; Special: drain 1 level 
  with hit, hit only by magic or silver weapons.
  [B] This chamber contains a library of wax tablets, all very fragile. 
  In all, there are 100 such tablets, some containing mystic secrets and 
  formulae, some containing histories of the region, and others containing 
  chants that seem to make no sense. The room also contains a deep well of 
  black energy. Anyone in the room is attacked by the tendrils of energy 
  (they attack as a 3 HD monster), and if struck must pass a saving throw 
  or have a portion of the life and personality stolen away and inscribed on 
  a blank tablet as one of those nonsensical chants. In essence, this counts 
  as level drain. To regain these levels, one must search through the tablets 
  (cumulative 1% chance per round per person searching) to find the one 
  holding their essence and read it. Reading a different person’s tablet does 
  not bestow their life energy upon you. If a wax tablet is destroyed, that 
  portion of the person’s soul is also destroyed. The tendrils can be held 
  back by a cleric using his or her turn undead ability (treat as a 6 HD 
  undead) or a tendril can be stunned for 1d4 rounds with a splash of holy 
  water or for 1d8 rounds with a holy weapon. 
  [C] This room contains a twelve glass spheres. Each one contains an 
  insect (spider, centipede, scorpion or wasp) and a tiny chest. Touching a 
  sphere transports a person into the sphere where they must fight the “giant 
  insect”. Grabbing a chest after a battle transports a person back outside the 
  sphere (at normal size). The chests can be opened by the key found in [A], 
  and contain 1d4 x 100 gp each.
  Man-sized Giant Centipede (7ft): HD 2; HP 8; AC 5[14]; Atk 
  bite (1d8 + poison); Move 15; Save 16; AL N; CL/XP 4/120; 
  Special: poison bite (+6 save or die).
  Giant Scorpion: HD 6; HP 40; AC 3[16]; Atk 2 pincers (1d10), 
  sting (1d4 + poison); Move 12; Save 11; AL N; CL/XP 8/800; 
  Special: lethal poison sting.
  Giant Spider (4ft diameter): HD 2+2; HP 10; AC 6[13]; Atk 
  bite (1d6 + poison); Move 18; Save 16; AL N; CL/XP 5/240; 
  Special: lethal poison, 5 in 6 chance to surprise prey.
  Giant Wasp: HD 4; HP 20; AC 4[15]; Atk sting (1d4 + poison), 
  bite (1d8); Move 1 (fly 20); Save 13; AL N; CL/XP 6/400; 
  Special: paralyzing poison, larvae.
  [D] This room’s only contents are two statues; one represents a 
  scholarly man, the other a stern, though attractive, woman. The man was 
  Yazzabar, who became a lich. The woman was Amphiba, a zealous cleric 
  of Law, who was once his lover. Passing between the statues (they flank 
  the western door) causes a person to be struck by pink lightning emitted 
  from their eyes. This deals 2d6 points of damage, and forces a male to 
  save or have the memories and personality of chaotic Yazzabar implanted 
  into them, or if female the memories and personality of lawful Amphiba 
  implanted in them. This does not give them magic-user or cleric powers, 
  and can be countered by a remove curse spell or wish.
  [E] Five people, probably magic-users from the look of them, are 
  suspended here from the ceiling. They have been dipped in wax along 
  with their spellbooks. Each of them was a rival of Yazzabar. Assume 
  their spellbooks contain a daily complement of spells for a magic-user 
  of 1d4+1 level. The books must be released from the wax to be used, and 
  doing so has a 1 in 6 chance of infecting a person with mummy rot. Magic 
  is suppressed in this room, which is guarded by a clockwork gorilla. 
  Clockwork Gorilla: HD 8; HP 36; AC 1 [18]; Atk 2 hands (1d6) 
  and bite (2d6); Move 12; Save 8; AL N; CL/XP 8/800; Special: 
  hug and rend, immune to mind effects, poison and disease.
  2406 Ruined Fortress
  The mountain pass here is guarded by a fortress that spans the pass. 
  The fortress is about 200 feet wide and 100 feet tall, with a lower span 
  of battlements about 50 feet above the ground. The castle is composed of 
  the native rock, and was built expertly, possibly by dwarves. In the middle 
  of the fortress, on either side, there is a massive set of doors (thick oak, 
  bound in spiked steel), and between them a 40 ft. long court. Iron doors 
  (locked) on either side of the courtyard grant access into the fortress. The 
  
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  18
  
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  19
  place carries the smell of death, and indeed is filled with the skeletal remains 
  of about 300 dwarf warriors, most still in their ring mail or chainmail armor, 
  hand axes, warhammers, short swords and other weapons still in their grasp. 
  Each of them has a pentagram carved or drawn onto their foreheads, and 
  similar graffiti can be found throughout the place. It is now used by a chaos 
  cult from Sanctum, who, once every year at the summer solstice, travel 
  to the fortress to sacrifice a maiden to a chuul who dwells in a pit here. 
  The chuul was summoned from nether dimensions and is bound in its pit, 
  unable to escape, though the cult leader Vermes, a charismatic merchant is 
  working on breaking this binding. Various chaos beasts roam the halls of 
  the fortress, ready to give battle to intruders (they leave the cultists alone). 
  The cultists normally number three 2nd level clerics, six 1st level clerics 
  and twelve normal humans, all of them in crimson robes with pointed 
  hoods and wearing leather armor under their robes. 
  Vermes (Clr6): HP 24; AC 4 [15]; Atk warhammer (1d4+2); 
  Save 10; AL C; CL/XP 7/600; Special: banish undead, +2 vs. 
  paralysis and poison, spells (2/2/1/1). 
  Spells: 1st—cure light wounds, protection from good; 
  2nd—hold person x2; 3rd—prayer; 4th—cure serious 
  wounds.
  Equipment: chain mail, shield, +1 warhammer.
  Cultist cleric (Clr2) (3): HP 10; AC 7 [12]; Atk heavy mace 
  (1d4+1) or throwing hammer (1d4); Save 14; AL C; CL/XP 
  2/30; Special: banish undead, +2 vs. paralysis and poison, 
  spells (1). 
  Spells: 1st—charm person.
  Equipment: leather armor, shield, heavy mace, 3 
  throwing hammers, unholy symbol.
  Cultist cleric (Clr1) (6): HP 5; AC 7 [12]; Atk light mace (1d4); 
  Save 15; AL C; CL/XP 7/600; Special: banish undead, +2 vs. 
  paralysis and poison. 
  Equipment: Leather armor, light mace, unholy symbol.
  Cultists: HD 1; AC 7 [12]; Atk short sword (1d6) or dagger 
  (1d4); Save 17; AL C; CL/XP 1/15; Special: none. 
  Equipment: leather armor, short sword, dagger, unholy 
  symbol.
  Chuul: HD 10; hp 76; AC 2[17]; Atk 2 pincers (1d6), bite (1d8), 
  paralytic tentacles; Move 15 (swim 12); Save 5; AL N; CL/XP 
  11/1700; Special: Immune to poison; tentacle grab.
  Chaos Beast: HD 16; HP 92; AC –2 [21]; Atk 4 claws (1d8 + 
  corporeal instability); Move 9; Save 3; AL N; CL/XP 21/4700; 
  Special: amorphous (immune to backstabs), corporeal 
  instability (save or become spongy, amorphous mass and 
  lose 1 point of wisdom per round; save each round to regain 
  normalcy; at 0 wisdom, effect is permanent), immune to 
  polymorph and petrification, magic resistance (45%).
  2510 Spirit House
  A coven of druids has built a sweat lodge here. Each of the druids 
  represents one of the peoples of the region; there is a Vegan female called 
  Da’szabor, a goblin-man male called Thurk (an outcast from his people) 
  and the human druid Corvin from Sanctum (a short man with blazing red 
  hair and friendly, though mildly crazy eyes). The druids are in communing 
  with the four great spirits of the region, Guksu, Calnis, Suupadax and 
  Xa-matutsi, attempting to learn from them the mystic dances they must 
  perform, and the times of those performances, to keep them friendly.
  Da’szabor, Vegan Female (Drd6): HP 17; AC 6 [13]; Atk spear 
  (1d6) or sling (1d4); Save 10; AL N; CL/XP 6/400; Special: 1/
  day—ESP, first mysteries, immune to fey charms, +2 vs. fire, 
  shapechange, spells (3/2/2). 
  Spells: 1st—faerie fire x2, locate animals; 2nd—cure 
  light wounds, heat metal; 3rd—call lightning x2.
  Equipment: leather armor, shield, spear, sling, holy 
  symbol.
  Thurk, Goblin-Man (Drd4): HP 14; AC 6 [13]; Atk spear (1d6) 
  or sling (1d4); Save 12; AL N; CL/XP 4/120; Special: first 
  mysteries, spells (3/1/1).
  Spells: 1st—detect magic, faerie fire, predict weather; 
  2nd—speak with animals; 3rd—hold animal.
  Equipment: Leather armor, shield, short sword, sling, 
  holy symbol.
  Corvin (Drd8): HP 28; AC 3 [16]; Atk spear (1d6) or sling (1d4); 
  Save 8; AL N; CL/XP 9/1100; Special: first mysteries, immune 
  to fey charms, +2 vs. fire, shapechange, spells (4/3/2/1). 
  Spells: 1st—faerie fire x2, locate animals x2; 2nd—cure 
  light wounds, heat metal x2; 3rd—call lightning, plant 
  growth; 4th—plant doorway.
  Equipment: Leather armor, shield, short sword, sling, 
  holy symbol.
  2619 White Caves
  These chalk caves capture the shadows of creatures that enter and 
  spend more than 10 minutes within, assuming they have a light source 
  with which to cast those shadows. The shadows never leave the cave, but 
  rather creep back into a deep cavern where they serve as the guardians 
  of a well of black water. The water roils when people approach it. It can 
  heal all wounds and negative effects, but a character must be lowered 
  into the water and suspended for 3 days, during which time they seem to 
  expire. When removed at the end of three days, they are restored to life 
  and perfect health. During this time, the person is assaulted by terrible 
  nightmares, and must pass one saving throw per day or permanently lose 
  1 point of wisdom.
  Shadow: HD 3+3; AC 7 [12]; Atk touch (1d4 + strength drain); 
  Move 12; Save 14; AL C; CL/XP 4/120; Special: drain 1 point 
  str with hit, +1 or better weapon to hit.
  2712 Killer Shrimp
  The skeleton of a giant catfish is bobbing on the surface here, having 
  been picked clean by a swarm of killer shrimp. A net has become tangled 
  with the skeleton. It contains several glass spheres, one of them a crystal 
  ball. The swarm fills a 20-ft. diameter hemisphere (or 10-ft. diameter 
  sphere if completely submerged) and swarms on any living creature it 
  can reach.
  Killer Shrimp Swarm: HD 4; AC 2 [17]; Atk swarm (1d8); Move 
  0 (swim 9); Save 13; AL N; CL/XP 5/240; Special: no damage 
  from slashing and piercing weapons, minimum damage 
  from bludgeoning weapons.
  2722 Grimlock Caves
  A long shaft leads into an ancient network of mines that are now 
  inhabited by a tribe of 50 grimlocks and their cabal of three mind eater 
  masters. The mind eaters dwell on the lower levels of the mine complex, 
  that once produced gold and silver, but which is now empty. There is a 
  large slave population here and three slave pits. The grimlocks and their 
  slaves are slowly constructing a crystalline matrix that fills a long, round 
  tunnel. As one walks through the tunnel, their vision becomes wavy and 
  a wave of nausea sweeps over them, as they feel space being twisted out 
  of shape. The tunnel, when complete and fully powered, will act as a time 
  tunnel, permitting the mind eaters to travel forward or backward to acquire 
  either weird technologies from the future or powerful artifacts from the 
  past. The tunnel is about 50% complete. The grimlocks require gemstones 
  of rare quality to complete their matrix. A captive time elemental, held 
  within an iron flask until it is needed and properly sequestered in the 
  matrix, will power the device.
  Grimlock: HD 2; AC 7 [12]; Atk weapon (1d8); Move 12; 
  Save 16; AL C; CL/XP 2/30; Special: can sense creatures and 
  objects within 40 ft., immune to gaze attacks.
  
  The golden meadows
  20
  Mind Eater: HD 8; HP 40, 35, 34; AC 5 [14]; Atk 4 tentacles 
  (2hp); Move 12; Save 8; AL C; CL/XP 12/2000; Special: eat 
  brains, magic resistance (90%), mental blast, mental powers.
  Time Elemental: HD 12; HP 63; AC 0 [19]; Atk 2 slams (2d6 
  + cell death); Move 0 (fly 9); Save 3; AL N; CL/XP 20/4400; 
  Special: cell death, foresight, immunity to magic, magic 
  resistance (40%), multimanifestation, +1 or better weapon to 
  hit, time jaunt.
  2801 Stone Bones
  The petrified skeleton of an ichthyosaur lurks beneath the sands here. 
  Animated long ago by a necromancer, it guards the hex from intruders, for 
  hidden deeper beneath the sands there is a large bunker complex that the 
  necromancer used as his base of operations. The bunker can be reached 
  most easily by teleportation, but if one could clear the sands to a depth 
  of 10 feet, they might find an iron trapdoor. The bunker is inhabited by 
  a few dozen skeletal guards, as well as other, more dangerous undead, 
  who guard a small treasure and armory (five pikes, seven suits of splinted 
  chainmail, 10,000 cp, 2,000 sp, 180 gp, a small clock and a small agate 
  worth 40 gp), a library containing a couple old spellbooks (each holds 16 
  levels worth of spells, from level 1 to 4) and a laboratory.
  Ichthyosaur Skeleton: HD 12; HP 51; AC 6 [13]; Atk bite (3d6); 
  Move 9 (burrow 24); Save 3; AL N; CL/XP 12/2000; Special: 
  none.
  2808 Bubbling Idol
  There is a sinkhole here, at the bottom of which is a foaming pool of 
  brackish water. The source of the foaming appears to be a strange, abstract 
  idol that looks something like solidified green flame. The surface of the 
  idol bubbles and pops, and green slime flows from it into the pond. Five 
  walking slimes, the priests of their people (they cast spells as 5th level 
  druids), can be found here much of the time, communing with their slimy 
  deity. Caves branch from here into the suburbs of Slime City, which is 
  located further below the ground and is said to be ruled by the most ancient 
  of black puddings, a lake-sized entity whose wishes are interpreted by a 
  legion of priests.
  Walking Slime Priests (5): HD 5; HP 22, 17, 19, 13, 15; AC 9 
  [11]; Atk touch (1d6 + turn to slime); Move 6; Save 12; AL N; 
  CL/XP 8/800; Special: cast spells as 5th level druid (3/2/1), 
  transform to slime.
  Spells: 1st—faerie fire x3; 2nd—heat metal, produce 
  flame; 3rd—protection against fire.
  2904 Ghost Town
  An old mining town has been abandoned here. The town consists of 
  about 30 stone huts gathered around a mine shaft. The mine shaft descends 
  about 60 feet into the ground (via a pulley system that is quite worn 
  and very unsafe). At the bottom of the shaft, there are three exploratory 
  tunnels, one of which shows signs of a meager vein of silver (a dwarf can 
  determine this easily). This tunnel has caved in. The miners lost in the 
  cave-in still dwell in these tunnels as three specters. If driven away, the 
  mine could be reopened, and would produce about 1d10 x 5 gp worth of 
  silver (after refinement) per month if worked by at least six humans (or 
  three dwarves).
  Spectre: HD 7; HP 25, 34, 33; AC 2[17]; Atk spectral weapon 
  or touch (1d8 + level drain); Move 15 (fly 30); Save 9; AL C; 
  CL/XP 9/1100; Special: drain 2 levels with hit, +1 or better 
  weapon to hit.
  3009 Orchard of Blood
  A valley here in the deep mountains is well watered by springs and 
  filled with willow-like trees with coppery bark and dark green leaves. The 
  branches are heavy with bunches of berries that look like white grapes. 
  These berries are red on the inside and their flesh tastes of blood. Strange, 
  gaunt squirrels inhabit these trees and favor these berries. When they 
  are stolen, these creatures become quite irate and attack the invaders, 
  revealing that they are also fond of humanoid blood. The only other 
  inhabitants of the valley are a band of haggard-looking vampires. The 
  vampires were once human adventurers who sampled the berries – each 
  berry that is eaten carries with it a 5% chance of infecting the eater with a 
  blood disease that slowly transforms them into vampires over the course 
  of 30 days. There are 12 vampires in all, who come out at night to feed 
  on the berries while the squirrels slumber. Their cave holds a treasure of 
  1,940 sp, 150 gp and a platinum ewer worth 950 gp as well as a roll of 
  papers revealing the identities of the chaos cultists of Sanctum.
  Squirrels: HD 1d4; AC 7 [12]; Atk bite (1d3 + blood drain); 
  Move 12; Save 18; AL N; CL/XP A/5; Special: blood drain 
  (1d3 points of damage per round).
  Vampires (12): HD 7; AC 2 [17]; Atk bite (1d10 + level drain); 
  Move 12 (fly 18); Save 9; AL C; CL/XP 10/1400; Special: 
  charm gaze, drain 2 levels with hit, gaseous form, only killed 
  in coffin, +1 or better weapon to hit, regenerate (3hp/
  round), shapeshift, summon rats or wolves.
  3012 Submerged Cave
  A partially submerged cave here on the shore holds a multitude of cave 
  carvings that present a map to the catacombs in the center of the Golden 
  Meadow. The cave is inhabited by a giant catfish which the locathah have 
  nicknamed Lucifer. Lucifer has a few skeletons in his cave, and one of 
  them carries a rusted iron flask that hides a small sapphire worth 200 gp.
  Giant Catfish: HD 7; HP 44; AC 6 [13]; Atk bite (1d10) and 
  shock (1d6); Move 0 (swim 12); Save 11; AL N; CL/XP 8/800; 
  Special: can generate a shock once per 3 rounds.
  
  hex crawl chronicles
  21
  3018 Coruscating Falls
  A small waterfall is located here. The water is multi-colored and spills 
  into a shallow pool. The pool is covered by an oily sheen that is actually 
  a sentient entity. It is terribly wise and can communicate telepathically. 
  The creature could be destroyed with fire, but it is not dangerous.
  3021 Amazon Camp
  A war party of red amazons has made camp here. They have traveled 
  from the wastelands to the southeast and seek loot and glory. The group is 
  commanded by Azrash and her sister-wife, Horeth. They command ten 
  amazon warriors, and all are mounted on light warhorses.
  Azrash, Female (Ftr7): HP 32; AC 4 [15]; Atk 2 spear attacks 
  (1d8) or short bow x2 (1d6); Save 8; AL C; CL/XP 7/600, 
  Special: multiple attacks, parry. 
  Equipment: chain mail, shield, spear, short bow, 10 
  arrows.
  Horeth, Female (Clr6): HP 20; AC 4 [15]; Atk warhammer 
  (1d4+1); Save 10; AL C; CL/XP 7/600; Special: banish 
  undead, +2 vs. paralysis and poison, spells (2/2/1/1). 
  Spells: 1st—cure light wounds x2; 2nd—hold person 
  x2; 3rd—cure disease, remove curse; 4th—neutralize 
  poison.
  Equipment: chain mail, shield, warhammer.
  Red Amazons (10): HD 1+1; AC 2 [17]; Atk 2 spear attacks 
  (1d8) or short bow x2 (1d6); Move 12; Save 17; AL C; CL/XP 
  1/15; Special: none.
  War Horse: HD 3; AC 7 [12]; Atk bite (1d2), 2 hooves (1d3); 
  Move 18; Save 15; AL N; CL/XP 3/60; Special: none.
  3116 Gold Mine
  A band of grimlocks is working a deep gold mine here, using human 
  beings as their beasts of burden. The grimlocks have a fortified cavern 
  underground, with various mining tunnels and shafts radiating out from it, 
  and a series of slave pits located beneath it in a sort of dungeon arrangements. 
  Most of the human laborers have had their minds scrambled by the mind 
  eaters, and are thus virtual zombies. A few still have their minds, but are 
  careful to hide this fact. In all, there are 40 grimlocks armed with picks, and 
  50 humans used as pack animals. One is called Yasbin. She was drugged in 
  a tavern in Sanctum and woke up here. Her thief skills saved her from a visit 
  by the mind eaters, but she is still shackled and without her tools. There is 
  also a human merchant named Zixby (a rival of Vermes) and a silversmith 
  of the golden men of the south called Oomphalz. The grimlocks acquire 
  their slaves from unscrupulous traders of Sanctum (among them Vermes), 
  who trade slaves for gold. The entrance to the mine has a phantasmal force 
  cast over it that resembles a green demonic face with an open mouth. The 
  mouth is pitch black (even to darkvision) and seems to radiate intense cold. 
  All of this is an illusion to keep snoopers out of the mine. Eight grimlock 
  warriors wait within the entrance. They are armed with stone axes and a net, 
  and will try first to waylay and enslave explorers.
  Grimlocks (40): HD 2; AC 7 [12]; Atk weapon (1d8); Move 12; 
  Save 16; AL C; CL/XP 2/30; Special: can sense creatures and 
  objects within 40 ft, immune to gaze attacks.
  Yasbin (Thf4): HP 3 (9 normally); AC 9 [10]; Atk fist (1); Save 
  12; AL N; CL/XP 4/120; Special: backstab (x2), +2 save vs. 
  traps, thieving abilities. 
  Thieving Abilities: Climb 88%, Tasks 30%, Hear 4 in 6, 
  Hide 25%, Silent 35%, Locks 25%. 
  Equipment: none
  Zixby: HD 3; HP 10; AC 9 [10]; Atk fist (1); Move 12; Save 14; 
  AL N; CL/XP 3/60; Special: none.
  Oomphalz, Golden Man: HD 1d4hp; HP 3; AC 9 [10]; Atk 
  weapon (1d4); Save 18; AL N; CL/XP B/10; Special: none.
  3202 Halayan Camp
  A band of Halayan trappers has made camp here on their way to 
  Sanctum, where they plan to live it up for a couple days away from their 
  saintly wives. They number 12 hunters, armed with their long muskets 
  and hand axes, and are carrying about 200 gp worth of pelts and skins 
  to trade, along with sacks containing 120 silver coins, not to mention 
  bedrolls and blankets, about 3 days of iron rations, tinder boxes, flint and 
  steel, etc. Unlike the traders, they wear only leather armor.
  Halayan Hunter (12): HD 2; AC 7 [12]; Atk musket (1d10) 
  or hand axe (1d6); Move 15; Save 16; AL N; CL/XP 2/30; 
  Special: surprise on 1–2 on 1d6, surprised on 1 on 1d10, track 
  as 6th level ranger.
  3208 Calnis
  Calnis is the eastern spirit of mischief, who appears either as a handsome 
  man in a cloak of crow feathers or as a black feathered serpent. Calnis dwells 
  in the eastern mountains in a temple of black stone with a silver portal. 
  The temple is guarded by black-feathered harpies, who demand offerings 
  of fresh meat and pretty things. Once inside the building, petitioners 
  discover that it is much larger than they could have imagined, a great hall 
  of black marble and silver trimmings. There is no roof here, just a night 
  sky illuminated by a full moon that seems to close you could reach out 
  and touch it. The room swirls with dancing spirits (treat them as spectres 
  if adventurers are stupid enough to attack). A black throne in the center of 
  the great hall is the perch of Calnis, usually in human form, who beckons 
  the petitioners forward that he might mock their pitiful pleas. Those who 
  meet his gaze must pass a save or begin dancing uncontrollably, losing 1 hit 
  point per round until they have but one hit point left, and then losing 1 point 
  of constitution per round until they die at 0 constitution. To receive a favor 
  from Calnis, one must tell him a good riddle, or in some other way trick 
  him. They must also accept a curse in return for his favor.
  Calnis: HD 10; HP 58; AC 0 [19]; Atk bite (2d6 + poison), tail 
  (1d6 constrict); Move 12 (fly 24); Save 8; AL N; CL/XP 14/2600; 
  Special: fly, magical abilities (1/day—charm person, ESP, 
  invisibility, shield, sleep, suggestion), poison, polymorph.
  Harpy: HD 3; AC 7[12]; Atk 2 talons (1d3) and weapon (1d6); 
  Move 6 (fly 18); Save 14; AL C; CL/XP 4/120; Special: flight, 
  siren-song.
  Spectre: HD 7; AC 2[17]; Atk spectral weapon or touch (1d8 
  + level drain); Move 15 (fly 30); Save 9; AL C; CL/XP 9/1100; 
  Special: drain 2 levels with hit, +1 or better weapon to hit.
  3305 Valley of Fire
  The valley of fire is a wide valley of sandstone walls and sandstone 
  rock formations, all of them red-orange in color, and some resembling 
  fantastic beasts or fairy castles. This alone could give the valley its name, 
  but it is also filled with a flaming gas to a depth of about 5 feet. The gas 
  flows from below the ground, and though the upper portions flow red and 
  orange, the lower portions are blue and extremely hot. Falling into the fire 
  means certain death to any who are not immune to fire. One of the larger 
  rock formations in the valley is used as a small tower by a band of azer 
  who use the roiling blue flames to work adamantine and mithral.
  Azer: HD 2; AC 1 [18]; Atk heavy mace (1d8) or fists (1d4); 
  Move 12; Save 16; AL N; CL/XP 3/60; Special: double 
  damage from cold attacks, immune to fire, magic 
  resistance (5%).
  3320 Quartz Forest
  The ground in this hex begins to descend as it nears the highlands, 
  eventually funneling into a vast system of caves. Most of the caves are 
  
  The golden meadows
  22
  narrow, with low ceilings, but a few are more easily traversed and lead to 
  a large cavern about 200 feet below the surface. The cavern is quite cold 
  and completely dry. About one hundred quartz pillars run from floor to 
  ceiling. A dwarf can tell that the cavern was carved by some agent, maybe 
  as much as 500 years ago. Some of the pillars are trapped to collapse 
  if leaned upon or chipped at (1 in 6 chance; collapsing pillar does 6d6 
  damage, save for half). One of the pillars has been enchanted. If touched, 
  all creatures within 30 feet suffer a delusion. They see the most fearsome 
  thing they can imagine charging at them. If they run (player’s choice), 
  their fear will carry them out of the cavern and into the maze of tunnels, 
  where there is a percentage chance equal to 35 minus their wisdom score 
  that they become hopelessly lost. If they stand fast, the creature washes 
  over them as a weird energy, leaving them hairless (permanently) and with 
  a strange blue mark on their heads – something like a crescent moon. 
  The mind eaters and grimlocks will recognize this sign and regard those 
  who bear it as worthies to be respected and, of course, devoured after the 
  proper ceremonies have been carried out. The marked characters will also 
  enjoy a +2 bonus to save vs. psionic-type effects.
  3413 Smuggler’s Cove
  A band of smugglers operates from this cove. They have about 500 gp 
  worth of contraband here (pelts, grain, glassware), as well as an locked 
  iron chest (trapped with a poison needle) containing 300 sp and 75 gp. 
  The smugglers are led by Bonny Beph, who is currently in the custody 
  of the bounty hunter Mazbury [37.14]. The smugglers are in a bad mood, 
  and Beph’s lieutenants, Yolf and Krand, are on the brink of fighting for 
  control of the gang. The smugglers would rather have Beph back.
  Smugglers, Males or Females (12): HD 1d4; AC 7 [12]; Atk 
  short sword (1d6) or shortbow x2 (1d6); Move 12; Save 18; AL 
  N; CL/XP B/10; Special: surprise on 1–3 on 1d6. 
  Equipment: leather armor, short sword, shortbow, 10 
  arrows, thieves’ tools.
  Yolf (Thf3): HP 9; AC 7 [12]; Atk short sword (1d6) or dagger 
  (1d4) or dart (1d3); Save 13; AL C; CL/XP 2/30; Special: 
  backstab (x2), +2 save vs. traps, read languages, thieving 
  abilities.
  Thieving Abilities: Climb 87%, Tasks 25%, Hear 4 in 6, 
  Hide 20%, Silent 30%, Locks 20%. 
  Equipment: leather armor, short sword, 3 daggers, 5 
  darts, thieves’ tools.
  Krand (Thf4): HP 8; AC 7 [12]; Atk short sword (1d6) or dagger 
  (1d4); Save 12; AL N; CL/XP 3/60; Special: backstab (x2), +2 
  save vs. traps, read languages, thieving abilities.
  Thieving Abilities: Climb 88%, Tasks 30%, Hear 4 in 6, 
  Hide 25%, Silent 35%, Locks 25%. 
  Equipment: leather armor, short sword, 2 daggers, 
  thieves’ tools.
  3501 Brothel
  Adventurers may come across a circle of stone longhouses. The 
  longhouses are a brothel, where the wizard Malphas has trained a 
  wondrous menagerie of creatures in tantric secrets that, when practiced, 
  thin the barriers between this world and another. The menagerie includes 
  a haughty salamander called Yizbard, twin mermaids called Ophelia 
  and Lily (their longhouse contains a pool), a highborn Venusian lady 
  (green skin, four arms), a fallen deva named Uzrakiel (he has lost his 
  wings), a sylph named Ephemera held in her house by a silver chain, 
  two handsome men named Uth’laktru and Pekhmar covered with spines 
  and man with silver skin and black eyes called Novom. The prices here 
  are quite affordable, and the services are only occasionally lethal. Each 
  time a service is used, there is a 1% chance that the hex will be filled 
  with stinging, purple mists that will slowly (over the course of 24 hours) 
  manifest as a gargantuan lamia noble called Bavylos, the goddess of a 
  demi-plane of lust who will endeavor to make a new home for herself in 
  this plane.
  Malphas (MU7): HP 20; AC 9 [10]; Atk staff (1d6) or dagger 
  (1d4) or dart (1d3); Save 9; AL C; CL/XP 7/600; Special: +2 vs. 
  spells, spells (4/3/2/1). 
  Spells: 1st—charm person, light, magic missile x2; 2nd—
  detect invisibility, mirror image x2; 3rd—dispel magic, 
  hold person; 4th—charm monster 
  Equipment: staff, silver dagger, 2 daggers, 6 darts, 
  spellbook.
  Yizbard, Salamander Female: HD 7; HP 38; AC 5 [14] (torso); 
  3 [16] (serpent body); Atk touch and constrict (2d8 + 1d6 
  heat) or weapon (1d6); Move 9; Save 9; AL C; CL/XP 8/800; 
  Special: heat, constrict.
  Ophelia and Lily, Mermaid Females: HD 1+3; HP 9, 8; AC 7 
  [12]; Atk dagger (1d4); Move 1 (swim 18); Save 17; AL N; CL/
  XP 1/15; Special: breathe water. 
  Equipment: dagger
  Venusian Lady, Venusian Female: HD 1; HP 4; AC 9 [10]; Atk 
  2 slams (1d3); Move 12; Save 17; AL N; CL/XP 1/15; Special: 
  speak with plants.
  Uzrakiel, Deva Male: HD 12; HP 57; AC –3 [22]; Atk slam 
  (1d10); Move 21 (no flight); Save 3; AL N; CL/XP 13/2300; 
  Special: cannot fly due to missing wings, immune to acid, 
  cold and paralysis.
  Ephemera, Sylph Female: HD 3; HP 19; AC 9 [10]; Atk fist 
  (1); Move 12 (fly 36); Save 14; AL N; CL/XP 5/240; Special: 
  conjure 8 HD air elemental 1/day, invisibility 1/day, immune 
  to poison gas. 
  Uth’laktru and Pekhmar, Man-Urchin Males: HD 2; HP 8; AC 
  8 [11]; Atk slam (1d4); Move 12; Save 16; AL N; CL/XP 3/60; 
  Special: those in melee combat with them must pass a save 
  each round or suffer 1 point of damage from their spines.
  Novum, Mercurial Male: HD 4; HP 20; AC 2 [17]; Atk slam 
  (1d4+1); Move 12; Save 13; AL C; CL/XP 5/240; Special: gaze 
  attack (save or affect by suggestion)
  Bavylos, lamia noble female goddess: HD 18; HP 84; AC 
  3 [16]; Atk 2 claws (1d12); Move 30; Save 3; AL C; CL/XP 
  21/4700; Special: magical abilities (3/day—charm person, 
  charm monster, suggestion), touch drains 1d4 wisdom for 
  1d6 days.
  3503 Night Gaunt Canyon
  This portion of the Red River runs through a canyon with steep, 
  towering walls. There are narrow beaches on the sides of the canyon, and 
  they are littered with wreckage from barges and keelboats. At night, the 
  canyon is filled with fluttering nightgaunts, who snatch at folk moving 
  down the river and carry them wherever the Referee would like them 
  to go. One of the smaller caves in the canyon walls is the entrance to a 
  shrine of Tsathogga, a shrine tended by an old hermit with a lazy eye and 
  fetid breath. The hermit is called Azbik, and he serves the chaos cult of 
  Sanctum, who make their way to the spot during the new moon to give 
  offerings of gold and blood to the frog god. An elf might notice blackened 
  iron spikes pounded into the wall beneath the cave.
  The cave extends back 20 feet and then opens into a temple of polished 
  stone. There is an altar festooned with black candles atop human skulls. 
  Azbik sleeps on a straw mat in front of the idol. He has a silver flute that 
  summons a black pudding up from a deep pit, about 2 feet in diameter, 
  located in the center of the temple.
  Azbik (Clr9): HP 22; AC 2 [17]; Atk +2 light mace (1d4+2); 
  Save 7; AL C; CL/XP 10/1400; Special: banish undead, +2 vs. 
  poison and paralyzation, spells (3/3/3/2/2). 
  Spells: 1st—cure light wounds x3; 2nd—hold person x3; 
  
  hex crawl chronicles
  23
  3rd—prayer, speak with the dead x2; 4th—cure serious 
  wounds, protection form good, 10 ft radius; 5th—finger 
  of death x2. 
  Equipment: plate mail, shield, +2 light mace (allows 
  Azbik to become a cloud of flies, 1/day – per gaseous 
  form spell), unholy symbol.
  Nightgaunt: HD 4; AC 5 [14]; Atk 2 claws (1d4) and tail (1d4 
  + submission); Move 12 (fly 21); Save 13; AL C; CL/XP 6/400; 
  Special: magic resistance (5%), submission (save or stunned 
  for 1d4 rounds), surprise on 1–3 on 1d6.
  Black Pudding: HD 10; HP 48; AC 6 [13]; Atk attack (3d8); 
  Move 6; Save 5; AL N; CL/XP 11/1700; Special: acidic 
  surface, divides when hit with lightning, immune to cold.
  3606 Locathah
  The locathah have a watch station here, near the shore. The locals 
  know about it, and only a novice navigator would ever run into with 
  their boat. The station is a stout tower that rises to within 3 feet of the 
  surface. It is built of cut stone of various textures and colors, giving 
  it a patchwork appearance. Three trident-armed locathah are always 
  to be found atop the tower, occasionally poking their heads above the 
  water to keep an eye on things. The locals usually know them by name 
  (one can tell them apart by their tendrils and skin patterns), and they 
  often stop to talk and trade a little tobacco (the locathah like to chew 
  it) for some fish or simply for their goodwill of the locathah. In total, 
  twenty locathah are assigned to the watch tower, one of them being 
  the commander (3 HD) and two sub-commanders (2 HD). They wear 
  mail ponchos (made of bronze rings) and are armed with tridents and 
  light crossbows.
  Locathah (20): HD 1; AC 6 [13]; Atk trident (1d6) or light 
  crossbow (1d8); Move 12 (swim 18); Save 17; AL N; CL/XP 
  1/15; Special: none.
  Equipment: bronze mail poncho, trident.
  Locathah sub-commanders (2): HD 2; HP 8, 11; AC 6 [13]; 
  Atk trident (1d6) or light crossbow (1d8); Move 12 (swim 18); 
  Save 16; AL N; CL/XP 2/30; Special: none.
  Equipment: bronze mail poncho, trident.
  Locathah commander: HD 3; HP 17; AC 6 [13]; Atk +1 trident 
  (1d6+1) or light crossbow (1d8); Move 12 (swim 18); Save 14; 
  AL N; CL/XP 3/60; Special: none.
  Equipment: bronze mail poncho, +1 trident, coral 
  crown (worth 125 gp).
  3611 Golden Man Ship from South
  Three keelboats are making their way across the lake. They carry trade 
  goods of the golden men of the south, mostly leather goods (including 
  armor, whips, sandals, boots, etc.) and dried fungus (some edible, some 
  poisonous, some hallucinogenic). The three boats were ported from the 
  Red River over a range of mountains and around the ancient dam that 
  created the lake. Each of the boats has a captain and three crewmen, all 
  armed. They also carry with them a secret message for the lord mayor of 
  Sanctum from the Emperor of the South.
  Crewmen: HD 1; HP 4x2, 3; AC 6 [13]; Atk scimitar (1d8) and 
  curved dagger (1d4); Move 12; Save 17; AL N; CL/XP 1/15; 
  Special: none.
  Captain: HD 5; HP 29; AC 5 [14]; Atk scimitar (1d8) and 
  curved dagger (1d4); Move 12; Save 12; AL N; CL/XP 5/240; 
  Special: none.
  3704 Sanctum
  Sanctum is a small, rollicking town (pop. 1,500) on the shores of the 
  lake, where all sorts of folk from the surrounding lands meet to trade. 
  Large caravans gather here to make the torturous journey into the eastern 
  lands, over the mountains, to trade for exotic goods. The village is 
  composed of about 100 odd buildings constructed of stones, bricks, timber 
  (some of it driftwood) and whatever else the people could find. The town 
  has no enemies, so it has no defensive walls, though it does have about 20 
  men-at-arms (some of them ex-buccaneers) who patrol the town. They 
  wear ring armor and carry spears and short bows.
  The largest building in the town is a stone counting house, where 
  merchants gather to trade goods and change money as needed. Next to 
  this building stands the manor house (a 3-story Victorian that has seen 
  better days) of Grubnitz, the Lord Mayor, a money-grubbing old lout 
  who, nonetheless, has a keen mind and fine organizational skills. The 
  town has cobblestone streets that are traversed by the colorful cattle of 
  the southerners, the century worms of the westerners, pack mules led by 
  prospectors, and the local well-to-do on Mad Marva’s latest invention, 
  the velocipede (which you know as bicycles). The streets are usually 
  thick with people visiting the many taverns and gambling houses, traders, 
  mercenaries and craftsmen. The food tends to be salty and the booze is 
  often watered down, but in all the place presents a festive atmosphere, 
  and considering that it is the last post of civilization for many days in any 
  direction.
  One can find just about anything they need to buy in Sanctum, 
  though the prices are usually 2 to 5 times normal (roll 1d4+1) due to 
  the transportation costs and the paucity of resources. Sanctum boasts a 
  number of small temples dedicated to a wide variety of deities (Arauc, 
  the god of trade and patron deity of the town, Akatele, the irascible sky 
  god with a heart of gold worshiped by the golden men of the south, the 
  faceless and nameless blood goddess of the golden men of the west, the 
  Great Spirit of the Halayans, and many gods and goddesses who probably 
  had their origin in the drug-addled minds of their prophets), as well as a 
  secret chaos cult dedicated to Tsathogga the frog god. The cult is led by 
  Vermes, a charismatic merchant who weaves many webs of mistrust in a 
  bid to seize power in Sanctum and eventually conquer the entire region in 
  the name of his dread lord.
  Man-at-Arms: HD 1; AC 6 [13]; Atk spear (1d8) or short bow 
  x2 (1d6); Move 12; Save 17; AL N; CL/XP 1/15; Special: none. 
  Equipment: ring mail, spear, short bow, 20 arrows.
  Grubnitz: HD 1d4; HP 3; AC 9 [10]; Atk weapon (1d6); Save 
  18; AL N; CL/XP A/5; Special: none.
  Vermes (Clr7): HP 23; AC 2 [17]; Atk +1 light mace (1d4+1); 
  Save 9; AL C; CL/XP 8/800; Special: banish undead, +2 vs. 
  poison and paralyzation, spells (2/2/2/1/1). 
  Spells: 1st— cure light wounds, protection from good; 
  2nd—hold person x2; 3rd—prayer x2; 4th—cure serious 
  wounds; 5th—finger of death.
  Equipment: plate mail, shield, +1 light mace (those hit 
  with a natural ‘20’ must save vs. hold person for 1d4+1 
  rounds), unholy symbol.
  3714 Beached Riverboat
  A fancy riverboat has been beached on the lakeshore, the crew sitting 
  about scratching their heads while their captain sleeps off a snoot-full. 
  The boat’s passengers are either raging at the crew, sunning themselves, 
  exploring the rocky shore under the watch of four sailors armed with 
  spears and shields, or availing themselves of the liquor and card games 
  aboard the ship. Prominent among the passengers are three southmen 
  who are transporting a locked iron chest filled with a set of magic-user 
  scrolls (read magic, abacus eyes*, detect treasure*) they are delivering to 
  Old Wance in Sanctum, a grave Halayan bounty hunter called Mazbury 
  (owns magnetic manacles that cannot be broken) and his prisoner, a 
  Sanctumite smuggler called Bonny Beph, and the famed Sanctumite 
  gambler Mav, in his characteristic finery milled in the far east.
  Sailors: HD 1; AC 8 [11]; Atk spear (1d8); Move 12; Save 17; 
  AL N; CL/XP 1/15; Special: none. 
  Equipment: shield, spear, 1d4sp.
  
  The golden meadows
  24
  Mazbury, Halayan (Ftr7): HP 26; AC 5 [14]; Atk +2 man-
  catcher (1 damage plus held, Open Doors roll to break free) 
  or short sword (1d6) or throwing hammer (1d4); Save 8; AL L; 
  CL/XP 7/600, Special: multiple attacks (7) vs. creatures with 1 
  or fewer HD. 
  Equipment: chain mail, +2 man-catcher, short sword, 
  throwing hammer, magnetic manacles; +1 dagger 
  and +1 ring of protection (Mav’s possessions).
  Bonny Beph, Human Female (Thf5): HP 12; AC 7 [12]; 
  Atk weapon (1d6); Save 11; AL N; CL/XP 5/240; Special: 
  backstab (x3), +2 save vs. traps, read languages, thieving 
  abilities.
  Thieving Abilities: Climb 89%, Tasks 35%, Hear 4 in 6, 
  Hide 30%, Silent 40%, Locks 30%. 
  Equipment: traveling clothes.
  Mav (Thf8): HP 18; AC 6 [13]; Atk weapon (1d6); Save 9; AL 
  C; CL/XP 8/800; Special: backstab (x3), +2 save vs. traps, 
  read languages, thieving abilities.
  Thieving Abilities: Climb 92%, Tasks 50%, Hear 4 in 6, 
  Hide 40%, Silent 50%, Locks 40%. 
  Equipment: exotic clothing.
  3717 Silver Canyon
  This canyon is about 3 miles long and quite rugged. A small stream 
  flows through the canyon and then disappears into a pool and seeps 
  underground. The river sands are rich with arsenical silver. Each hour 
  spent panning has a 1 in 6 chance of producing 1d10 silver pieces worth 
  of silver, but the silver is mildly poisonous, robbing people of one point of 
  constitution each day (saving throw negates) until they die.
  3805 Mad Morva’s Workshop
  Mad Morva is an inventor with a rather chaotic (as in absent-minded 
  and incredibly creative, not evil) mind. She lives in a cave complex that 
  overlook Sanctum, where she works on her inventions and spells, aided 
  by her three apprentices, Orv, Yark and Trimble, and her guard of nine 
  automatons.
  Her cave complex has been carved and refined into a mansion, with 
  marble floors and wood panels in the foyer, hall and library. Her workshop 
  is cluttered with ideas, most half-finished (or half-baked). There is a wide 
  variety of tools and laboratory equipment, and a completed but non-
  activated iron golem in the form of a giant centipede hangs by chains from 
  the ceiling, and there are three velocipedes (bicycles) in various stages of 
  completion in one corner, being worked on by the apprentices.
  Morva is hard to communicate with, but can be helpful if her interest is 
  piqued. She has an eye for oddities and relics of the ancients, and would 
  pay 10,000 for a creature she calls a prismati [04.20]. She’ll even provide a 
  magic bottle that, if uncorked in one’s presence, will suck it in and hold it.
  Orv, Yark and Trimble (MU1): HP 3, 2, 4; AC 9 [10]; Atk 
  dagger (1d4) or staff (1d6); Save 15; AL N; CL/XP 1/15; 
  Special: +2 vs. spells, spells (1). 
  Spells: 1st—magic missile. 
  Equipment: dagger or staff, spellbook.
  Mad Morva, Human Female (MU9): HP 16; AC 8 [11]; Atk +2 
  dagger (1d4+2); Save 7; AL N; CL/XP 9/1100; Special: +2 vs. 
  spells, spells (4/3/3/2/1). 
  Spells: 1st—charm person x2, magic missile x2; 2nd—
  phantasmal force x3; 3rd—dispel magic, hold person 
  x2; 4th—charm monster, dimension door; 5th—teleport. 
  Equipment: +2 dagger, +1 ring of protection, 
  spectacles (see through illusions and read people’s 
  alignments), spellbook.
  Automaton: HD 1+1; AC 3 [16]; Atk heavy mace (1d8) or fists 
  (1d4); Move 30; Save 17; AL L; CL/XP 2/30; Special: immune 
  to disease and poison, resistance to electricity (50%).
  Abacus Eyes
  Spell Level: Magic-User, 2nd Level
  Range: 10 feet
  Duration: 1 round
  This spell allows the caster to immediately total the value of all 
  coins within 10 feet of him or her when the spell is cast. 
  Detect Treasure
  Spell Level: Magic-User, 2nd Level
  Range: 60 feet
  Duration: 20 minutes
  The caster can perceive, in places, people, or things, the 
  presence of valuables or treasure. For example, hidden caches of 
  coins, magic items, art objects, etc. can all be found with this spell.
  
  hex crawl chronicles
  25
  Batfolk
  Hit Dice: 1
  Armor Class: 9 [10]
  Attacks: bite (1d6) or weapon
  Saving Throw: 17
  Special: none 
  Move: 12 (fly 21)
  Alignment: Chaos
  Number Appearing: 1, 2d20 or tribe of 10d10
  Challenge Level/XP: 1/15
  Batfolk are a race often found near mountains or areas with a number of 
  natural caves. They are gregarious, usually found in large family groups, 
  led by a priest or priestess. They live in caves, sometimes adding addtional 
  structures within for privacy. Batfolk are tall and slender; averaging 7 
  feet tall and 150 lbs. Their wings look delicate, stretching translucent 
  membrane 14 feet from wingtip to wingtip, but are actually tough and fast 
  healing. Their favored choice of movement is gliding, but they can move 
  quickly on the ground as well.
  Batfolk: HD 1; AC 9 [10]; Atk bite (1d6) or weapon; Save 17; 
  Move 12 (fly 21); AL C; CL/XP 1/15; Special: none.
  Camelop
  Hit Dice: 2+1
  Armor Class: 7 [12]
  Attacks: bite (1d3)
  Saving Throw: 16
  Special: none 
  Move: 20
  Alignment: Neutrality
  Number Appearing: 1 or 2d20
  Challenge Level/XP: 2/30
  Camelops are large camels, standing about 7 feet tall at the shoulder. 
  They have small humps, and thus do not have quite the range of camels, 
  but their greater carrying capacity makes them excellent pack animals.
  Camelops: HD 2+1; AC 7 [12]; Atk bite (1d3); Move 20; Save 
  16; AL N; CL/XP 2/30; Special: none.
  Century Worm
  Hit Dice: 5
  Armor Class: 7 [12]
  Attacks: trample (2d4)
  Saving Throw: 12
  Special: none 
  Move: 9
  Alignment: Neutrality
  Number Appearing: 1, 1d10, or army of 10d10
  Challenge Level/XP: 2/30
  Century works are a large animal found in deserts, though they can 
  tolerate a wide variety of habitat. Like the worm of their name, they do not 
  have limbs, and propel themselves forward by bracing the back portion of 
  their body while pushing and extending the front portion. Then the century 
  worm drops the front portion of their body, straightens and pulls the back 
  portion along. It is very like throwing themselves forward. They can 
  achieve great speed, but the process is not very comfortable for their rider, 
  leading to them generally being used as pack animals. Century worms 
  attack by slamming their body against their assailant, then crushing them 
  under the tough skin on their underside.
  Century Worm: HD 5; AC 7 [12]; Atk trample (2d4); Move 9; 
  Save 12; AL N; CL/XP 5/240; Special: none.
  Fire Bees
  Hit Dice: 3
  Armor Class: 5 [14]
  Attacks: sting (1d4 + 1d4 fire)
  Saving Throw: 14
  Special: immune to fire. 
  Move: 9 (fly 30)
  Alignment: Neutrality
  Number Appearing: 1, 1d4+1, or hive of 2d8+3
  Challenge Level/XP: 4/60
  Originally inhabitants of the elemental plane of Fire, fire bees can also 
  be found near weak points between the plane of Fire and the Material 
  Plane. These bees live in caves, often deep in the earth, generally near 
  lava or in hot places. They fly out to gather nectar from crystal formations 
  and large conflagrations in a process not well understood, and then create 
  a hot spicy variety of honey.
  Fire bees grow to approximately 6 feet in length, with a wingspan of 
  about 8 feet. These creatures weigh 30 pounds and live in their adult form 
  for 25–30 years. Fire bees’ stingers can be used to sting foes repeatedly, 
  with additional fire damage from their heat radiation.
  Fire Bees: HD 3; AC 5 [14]; Atk sting (1d4 + 1d4 fire); Move 9 
  (fly 30); Save 14; AL N;  CL/XP 4/60; Special: immune to fire.
  Grimlock
  Hit Dice: 2
  Armor Class: 7 [12]
  Attacks: weapon (1d8)
  Saving Throw: 16
  Special: can sense creatures and objects within 40 ft., 
  immune to gaze attacks. 
  Move: 12
  Alignment: Chaos
  Number Appearing: 1d3+1, 1d4+4, 1d10+10, 1d6x10 plus 1 
  leader with 5HD per 10 adults
  Challenge Level/XP: 2HD (4/60), 5 HD (7/600)
  Grimlocks are evil and foul subterranean dwellers believed to be 
  descendants of an ancient human race. Legends speak of long ago wars 
  between various races that drove humans underground. For a while, 
  they survived on what food they could forage, but eventually turned to 
  cannibalism; beginning with small underground animals such as rats and 
  other rodents, and eventually turning to aboveground raids on other races. 
  Grimlocks dine on humanoid flesh and blood (with humans and dwarves 
  being their favorite meals). They are primitive creatures, living in tribal 
  communities of up to 60 or more individuals in underground caves and 
  tunnels. Raiding and hunting bands often venture to the surface world to 
  attack nearby settlements, capturing or killing those they encounter and 
  New Monster Appendix
  
  The golden meadows
  26
  returning to their lair to feast upon their spoils. Raids such as these are 
  always conducted at night under the cover of darkness when grimlocks 
  have the advantage. Grimlocks detest sunlight but are not harmed by it.
  When not raiding the surface world, grimlocks often battle with other 
  subterranean races including drow, dwarves, duergar, and even other 
  grimlock tribes. Such battles can consist of outright warfare, but most of 
  the time the battles are simple raids into other underground lairs to procure 
  food (usually human or dwarven slaves kept by the other underground 
  races). When engaged in wars with other races, grimlock leaders often 
  ride basilisks into battle. Some larger grimlock lairs often have at least one 
  medusa in midst as well.
  A grimlock stands 5 to 6 feet tall and weighs 150 to 200 pounds. Its 
  skin is slate gray and its hair is oily and matted. The creature emanates a 
  stench that most others find nauseating, yet to a grimlock, it’s a means of 
  identification, for each scent is unique to a grimlock. Such fine distinctions 
  are noticeable to other grimlocks, and possibly other creatures with a 
  strong olfactory sense.
  Due to their lack of sight, grimlocks prefer melee to ranged combat 
  and close on enemies quickly when engaged. They attack with their 
  menacing axes or powerful slams, slashing or pummeling their foes until 
  their opponents are dead. Opponents that attempt to flee are run down and 
  killed. Grimlocks that fall in combat are “honored” by being carried off 
  the field of battle and devoured by their own.
  Recent forays into underground caverns and caves by an intrepid band 
  of adventurers speak of another race of grimlocks, civilized, and non-
  cannibalistic. These same adventurers speak of a large underground city 
  full of these creatures. Whether these are truly advanced grimlocks or 
  another race entirely is yet to be confirmed.
  Grimlock: HD 2; AC 7 [12]; Atk weapon (1d8); Move 12; 
  Save 16; AL C; CL/XP 2/30; Special: can sense creatures and 
  objects within 40 ft., immune to gaze attacks.
  Grimlock Leader: HD 5; AC 7 [12]; Atk weapon (1d8); Move 
  12; Save 12; AL C; CL/XP 7/600; Special: can sense creatures 
  and objects within 40 ft., immune to gaze attacks.
  Infant Vampire
  Hit Dice: 1
  Armor Class: 3 [16]
  Attacks: bite (1d4 + sleep)
  Saving Throw: 17
  Special: drain level with hit, gaseous form, only killed in 
  coffin, +1 or silver weapon to hit, regenerate (1hp/round). 
  Move: 6 (fly 9)
  Alignment: Chaos
  Number Appearing: 1, 1d4+1 or1d6+4
  Challenge Level/XP: 4/60
  An undead variant, infant vampires hatch from blood soaked eggs 
  rather than being created from living humanoids. These creatures are 
  quite rare, created under unusual circumstances. Generally, a spell casting 
  vampire will encase a stillborn child in a caul-like substance that he or she 
  creates, which then hardens as it preserves the body. Left near a source of 
  negative energy, they infant vampires gradually incubates, waiting for the 
  necessary blood to hatch.
  Infant vampires are generally 2 feet long and weigh 10–12 lbs. 
  Appearance is based on the original infant, with the addition of fangs, claw 
  like fingers, and glowing red eyes. Infant vampires do not speak, though 
  there are instances of longer lived examples understanding simple orders. 
  Infant vampires do not grow into full adult vmpires; they are trapped in 
  the infant stage for their entire existence. Infant vampires attack with their 
  bite, which contains an anesthetic which causes sleep.
  Infant Vampires: HD 1; AC 3 [16]; Atk bite (1d4 + sleep); 
  Move 6 (fly 9); Save 17; AL C; CL/XP 4/60; Special: drain 
  level with hit, gaseous form, only killed in coffin, +1 or silver 
  weapon to hit, regenerate (1hp/round).
  Kith-yin
  Hit Dice: 4
  Armor Class: 3 [16]
  Attacks: silver sword (1d6+1)
  Saving Throw: 13
  Special: magical abilities (at will—ESP), psychic blast (1/day; 
  save or suffer 1d4 points of intelligence damage and 1d6 
  points of hit point damage from pain, intelligence returns 1 
  point/day). 
  Move: 12
  Alignment: Neutrality
  Number Appearing: 1, 2d4 or 3d8
  Challenge Level/XP: 5/240
  Kith-yin look like emaciated elves (they are, in fact related, and are 
  sometimes called astral elves). These creatures are commonly encountered 
  on the Astral Plane.Kith-Yin live in extended family groups on their 
  ships, sailing the Astral Plane in search of food, materiel, and slaves. A 
  successful clan will have a variety of ships, with the best guarded housing 
  noncombatants. Raiding ships, called hawks, range far and wide seeking 
  valuables to return to the family.
  Like their cousins, they are adept in the use of longsword and longbow, 
  and their warriors often wield silver longswords. These are rumored to 
  be able to banish travelers from the Astral Plane on a confirmed critical. 
  Kith-Yin attack using weapons or spells, depending on their abilities. 
  Raiding parties will often retreat if an attack goes badly. If the family ship 
  is attacked, however, Kith-Yin fight to the death.
  Kith-yin: HD 4; AC 3 [16]; Atk silver sword (1d6+1); Move 12; 
  Save 13; AL N; CL/XP 5/240; Special: magical abilities (at 
  will—ESP), psychic blast (1/day; save or suffer 1d4 points of 
  intelligence damage and 1d6 points of hit point damage 
  from pain, intelligence returns 1 point/day).
  Equipment: silver chain mail, silver longsword.
  Nightgaunt
  Hit Dice: 4
  Armor Class: 5 [14]
  Attacks: 2 claws (1d4) and tail (1d4 + submission)
  Saving Throw: 13
  Special: magic resistance (5%), submission (save or stunned 
  for 1d4 rounds), surprise on 1–3 on 1d6. 
  Move: 12 (fly 21)
  Alignment: Chaos
  Number Appearing: 1or 1d4+1
  Challenge Level/XP: 6/400
  Nightgaunts are a race of night flying humanoids, often summoned for 
  transport or to abduct persons for their summoner. They have an uncanny 
  ability to traverse time and space, using routes unknown to other races. 
  Nightgaunts can travel the spaces between planets safely for themselves 
  and their passengers, making them a valuable though risky mode of 
  transport. Nightgaunts stand 10 feet tall and have wings and tails. A 
  nightgaunt has no discernible facial features, and horns rise from their 
  head, where their brow should be. Their skin has an unpleasant rubbery 
  texture, and they are hairless. The prehensile tail has a wicked stinger that 
  cause targets to fall into a listless submission. 
  Nightgaunt: HD 4; AC 5 [14]; Atk 2 claws (1d4) and tail (1d4 
  + submission); Move 12 (fly 21); Save 13; AL C; CL/XP 6/400; 
  Special: magic resistance (5%), submission (save or stunned 
  for 1d4 rounds), surprise on 1–3 on 1d6.
  
  hex crawl chronicles
  27
  Prismati
  Hit Dice: 5
  Armor Class: 1 [18]
  Attacks: touch (2d4 cold, electricity or fire damage)
  Saving Throw: 12
  Special: magical abilities (1/day—prismatic sphere), +1 or 
  better weapon to hit, resistance to cold, electricity and fire. 
  Move: 0 (fly 18)
  Alignment: Neutrality
  Number Appearing: 1, 1d4 or 3d6
  Challenge Level/XP: 10/1400
  Prismati are native to the astral plane, appearing as clouds of energy in 
  shifting colors. These clouds produce a strange hum that becomes higher 
  pitched when they are angry or upset, and takes on a low, throbbing rhythm 
  when they are content. They are typically encountered on the material 
  plane when travelling to or visiting a pilgrimage site of their, a well that 
  emits prismatic energy. Communication, while possible, is difficult, given 
  the alien nature of their speech. Due to their amorphous nature they are 
  resistant to damage.
  Prismati attack with their touch attack by brushing opponents and 
  harming them with the energies of their form. If pressed, they use their 
  prismatic sphere ability to gain time and the opportunity to flee.
  Prismati: HD 5; AC 1 [18]; Atk touch (2d4 cold, electricity or 
  fire damage); Move 0 (fly 18); Save 12; AL N; CL/XP 10/1400; 
  Special: magical abilities (1/day—prismatic sphere), +1 or 
  better weapon to hit, resistance to cold, electricity and fire.
  Shimmering Radiance
  Hit Dice: 8
  Armor Class: 1 [18]
  Attacks: touch (1d6)
  Saving Throw: 8
  Special: burn the flesh, +1 or better weapon to hit, wasting 
  disease. 
  Move:18
  Alignment: Neutrality
  Number Appearing: 1 or 1d10
  Challenge Level/XP: 11/1700
  A shimmering radiance is a strange entity that appears as a cloud of 
  wispy smoke and shimmering motes of light. One can determine the 
  “mood” of a shimmering radiance by the color – blue means anger, red 
  depression and green joy. Their minds are quite alien, and thus their actions 
  do not always fit their moods. A shimmering radiance is usually about 10 
  feet in diameter and roughly spherical. Their touch causes pronounced 
  burns on the skin and can impart a wasting disease. In essence, they can 
  make a single attack against any creature they have engulfed. Those struck 
  by this disease must pass a saving throw each week or lose 1d4 points 
  of constitution until the disease has been cured by magic. A shimmering 
  radiance cannot run, and it can be moved about by strong winds, though 
  usually in such conditions they cling close to the ground and, though they 
  cannot attack, are also unmoved by the wind.
  Shimmering Radiance: HD 8; AC 1 [18]; Atk touch (1d6); 
  Move 18; Save 8; AL N; CL/XP 11/1700; Special: burn the 
  flesh, +1 or better weapon to hit, wasting disease.
  Silent Knight
  Hit Dice: 7
  Armor Class: 2 [17]
  Attacks: weapon (1d8)
  Saving Throw: 9
  Special: silence (as silence 15 ft radius—constant). 
  Move: 9
  Alignment: Neutrality
  Number Appearing: 1 or 1d10
  Challenge Level/XP: 11/1700
  Silent Knights are an infernal golem-like creation, created to fight 
  as foot soldiers in a never ending war against heaven. Forged of evil 
  tainted metal, quenched in bile, silent knights gain the ability to move 
  with unnatural stealth. Often, they are unnoticed until they strike. A silent 
  knight stands 6 feet tall. They are humanoid in shape, forged entirely of 
  lusterless black metal. Silent knights attack with whatever weapon was 
  forged in their hands, most commonly a longsword.
  Silent Knight: HD 7; AC 2 [17]; Atk weapon (1d8); Move 9; 
  Save 9; AL N; CL/XP 8/800; Special: silence.
  Snapping Dragonet
  Hit Dice: 3
  Armor Class: 2 [17]
  Attacks: bite (2d6) or 2 claws (1d4)
  Saving Throw: 14
  Special: immune to sleep and charm, song, surprise on roll of 
  1–2 on 1d6 in desert environment. 
  Move: 9
  Alignment: Neutrality
  Number Appearing: 1 or 1d4+1
  Challenge Level/XP: 4/120
  Snapping dragonets are small dragons who burrow into the ground. 
  They are nocturnal hunters, and not terribly intelligent. A snapping 
  dragonet is about five ft. long. Their necks, backs and limbs are covered 
  by thick, protective scales. These scales are usually patterned red and 
  blue, but other colors have been seen. Most prized by hunters are the 
  silver and white variety, which is quite uncommon, though spectacular in 
  appearance. At night, they can sing a haunting song that often causes elves 
  to fall into a deep reverie, essentially leaving them stunned for 1d6 hours. 
  Snapping Dragonets attack with their claws and bite. They prefer to flee 
  combat if at all possible if they do not initiate it.
  Snapping Dragonet: HD 3; AC 2 [17]; Atk bite (2d6) or 2 
  claws (1d4); Move 12 (burrow 9); Save 14; AL N; CL/XP 4/120; 
  Special: immune to sleep and charm, song, surprise on roll of 
  1–2 on 1d6 in desert environment.
  Synthoid
  Hit Dice: 2+2
  Armor Class: 7 [12]
  Attacks: fist (1d3)
  Saving Throw: 16
  Special: none. 
  Move: 12
  Alignment: Neutrality
  Number Appearing: 1 or 1d4+1
  Challenge Level/XP: 2/30
  Synthoids are a variant type of flesh golem. Often created for 
  companionship, they are generally granted intelligence when they are 
  created. Synthoids can have a variety of appearances, but are typically 
  attractive and fit. Personality varies, but they are commonly friendly and 
  companionable.  A sythoid will usually try to avoid combat, but when 
  pressed, will use its slam attack before trying to flee.
  Synthoid: HD 2+2; AC 7 [12]; Atk fist (1d3); Move 12; Save 16; 
  AL N; CL/XP 2/30; Special: none.
  
  The golden meadows
  28
  Varghoul
  Hit Dice: 3
  Armor Class: 5 [14]
  Attacks: bite (1d6)
  Saving Throw: 14
  Special: disease (extra 1d6 points of damage), invisibility, 
  undead. 
  Move: 24
  Alignment: Chaos
  Number Appearing: 1, 2 or 2d4
  Challenge Level/XP: 5/240
  Varghouls are undead wolves with ghoulish appetites. They are capable 
  of becoming invisible for up to 6 rounds per day, and their bite injects 
  toxins that cause one’s flesh to flake off if they fail a saving throw. 
  Varghouls attack in packs, harrying with their bite attack, bringing down 
  prey. They only flee when more than half of a pack has been killed or 
  incapacitated.
  Varghoul: HD 3; AC 5 [14]; Atk bite (1d6); Move 24; Save 
  14; AL C; CL/XP 5/240; Special: disease (extra 1d6 points of 
  damage), invisibility, undead.
  Viper Hound
  Hit Dice: 4
  Armor Class: 4 [15]
  Attacks: bite (1d4 + poison)
  Saving Throw: 13
  Special: lethal poison. 
  Move: 18
  Alignment: Neutrality
  Number Appearing: 1 or 2
  Challenge Level/XP: 5/240
  The viper hound looks like a large wolf with close-cropped, brownish-
  red fur and yellow eyes. They have pronounced fangs, like those of a 
  cobra, and a poisonous bite. They are a solitary hunter, though once a pair 
  mates, it is for life. Litters are typically 2–4 pups, able to hunt after about 
  8 weeks. Usually, the pups leave after a year, right before a new litter 
  will be born. They can be trained a guard animal if acquired as a puppy. 
  Generally the parents will defend a den to the death, so these puppies are 
  rare and quite prized.
  Viper Hound: HD 4; AC 4 [15]; Atk bite (1d4 + poison); Move 
  18; Save 13; AL N; CL/XP 5/240; Special: lethal poison.
  Walking Slime
  Hit Dice: 5
  Armor Class: 9 [11]
  Attacks: touch (1d6 + turn to slime)
  Saving Throw: 12
  Special: cast spells as 5th level druid (3/2/1), transform to slime. 
  Move: 6
  Alignment: Neutrality
  Number Appearing: 1 or 2d4
  Challenge Level/XP: 8/800
  Walking slimes are a race that is rumored to have been created in 
  some horrific arcane experiment. While they appear to be humanoid, 
  and are quite intelligent, closer examination yields the fact that they 
  are actually slime held together in a humanoid form. Powerful druids 
  are not uncommon. While there is speculation on how they can retain 
  their humanoid shape, there have only been a few who encountered them 
  who escaped.  Those who have say that they can shift between slime and 
  humanoid forms with ease. 
  Walking Slime: HD 5; AC 9 [11]; Atk touch (1d6 + turn to 
  slime); Move 6; Save 12; AL N; CL/XP 8/800; Special: cast 
  spells as 5th level druid (3/2/1), transform to slime.
  Spells: 1st—faerie fire x3; 2nd—heat metal, produce 
  flame; 3rd—protection against fire.
  
  hex crawl chronicles
  29
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  System Reference Document Copyright 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.
  Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch
  Monster Compendium: 0e, Copyright 2008, Matthew J. Finch
  Sword & Wizardry Complete Rules, Copyright, 2010, Matthew J. Finch
  Angel, Monadic Deva from the Tome of Horrors Complete, Copyright 2011, Nec-
  romancer Games, Inc., published and distrubuted by Frog God Games; Author Scott 
  Greene, based on original material by Gary Gygax.
  Ant Lion from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, 
  Inc., published and distrubuted by Frog God Games; Author Scott Greene, based on 
  original material by Gary Gygax.
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  Games, Inc., published and distrubuted by Frog God Games; Author Scott Greene, 
  based on original material by Gary Gygax.
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  Inc., published and distrubuted by Frog God Games; Author Scott Greene.
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  Games, Inc., published and distrubuted by Frog God Games; Author Scott Greene, 
  based on original material by Gary Gygax.
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  Necromancer Games, Inc., published and distrubuted by Frog God Games; Author Scott 
  Greene.
  Encephalon Gorger, from the Tome of Horrors Complete, Copyright 2011, Necroman-
  cer Games, Inc., published and distrubuted by Frog God Games; Author Scott Greene.
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  based on original material by Gary Gygax.
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  Games, Inc., published and distrubuted by Frog God Games; Authors Scott Greene and 
  Erica Balsley, based on original material by Jean Wells.
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  Inc., published and distrubuted by Frog God Games; Author Erica Balsley.
  Swarm, Warden Jack, from the Tome of Horrors Complete, Copyright 2011, Nec-
  romancer Games, Inc., published and distrubuted by Frog God Games; Author Scott 
  Greene.
  Tsathar, from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, 
  Inc., published and distrubuted by Frog God Games; Authors Clark Peterson, Bill Webb, 
  and Scott Greene.
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  Inc., published and distrubuted by Frog God Games; Authors Scott Greene and Erica 
  Balsley, based on original material by Jean Wells.
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  Inc., published and distrubuted by Frog God Games; Authors Scott Greene and Erica 
  Balsley, based on original material by Jean Wells.
  Woodwose, from the Tome of Horrors Complete, Copyright 2011, Necromancer 
  Games, Inc., published and distrubuted by Frog God Games; Author Scott Greene.
  Giant Electric Catfish, from the Tome of Horrors Complete, Copyright 2011, Nec-
  romancer Games, Inc., published and distrubuted by Frog God Games; Author Scott 
  Greene.
  Clockwork Creature (Template), from the Tome of Horrors Complete, Copyright 
  2011, Necromancer Games, Inc., published and distrubuted by Frog God Games; Author 
  Scott Greene.
  Hex Crawl Chronicles: The Golden Meadows, Copyright 2013, Frog God 
  Games; Author John Stater.
  
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