TEXT: The Pallid Fields 
  A mini-hexcrawl in Faery 
   
   
  Todd Leback 
  
  The Pallid Fields 
  A mini-hexcrawl in Faery 
   
  Credits 
  Designer: Todd Leback 
  Editing: Brian Johnson 
  Layout: Tim Bannock 
  Cartography: Todd Leback 
  Cover & Interior Art: Chad Dickhaut 
   
  Maps created using Hexographer. 
  Hexographer is © Inkwell Ideas 
  (inkwellideas.com). 
   
  Populated Hexes 
  Support more hexcrawling by becoming a 
  patron of Populated Hexes at: 
  patreon.com/Populatedhexes 
   
   
   
   
  Table of Contents 
  Introduction to Populated Hexes 
  1 
  Hexcrawling Rules 
  1 
  Absalom 
  1 
  Using Populated Hexes 
  2 
  This Release 
  2 
  1. The Pallid Fields 
  4 
  Characteristics 
  4 
  Beyond 
  5 
  2. Hex 75.21 - The Gateway 
  6 
  0304. The Wise One 
  6 
  0305. The Circle of Stones 
  6 
  0505. Silveroak Tree 
  7 
  0605. Hot Spring Haven 
  7 
  3. Hex 75.22 - Winter Wood 
  8 
  0303. Spring 
  8 
  0305. Memorial to Losfuree 
  8 
  0404. Salt Lick 
  8 
  0506. Lerasdril 
  9 
   
   
   
   
  4. Hex 76.2 - The Duke’s Demesne 
  10 
  0407. The Dead Treant 
  10 
  0505. The Court of the Pallescent Duke 
  11 
  0607. Sheep 
  14 
  0706. Frostburn 
  14 
  5. Hex 76.22 - Winter’s Veil 
  17 
  0303. Winter’s Veil 
  17 
  0406. The Plants Hunger 
  18 
  0608. The Hut of Kehudrak Res 
  18 
  0703. The Den of Carlymog 
  19 
  0707. Sheep 
  19 
  Appendix A: Wandering Encounters 
  20 
  Appendix B: Kinds of Faery-folk 
  21 
  Fae-born 
  21 
  Faery, Common 
  22 
  Faery Knights 
  23 
  Lords and Ladies of Faery 
  24 
  Neluthien, the Pallescent Duke 
  28 
  Open Game License Version 1.0A 
  29 
   
   
   
   
  ©2020 Todd Leback. 
   
  This product is released under the terms of the Open Game License Version 1.0a, Copyright 2000, Wizards of the Coast, Inc. Please refer to 
  the Open Gaming License included with this release for additional legal text and copyright information. Old-School Essentials is a trademark 
  of Necrotic Gnome. The trademark and Old-School Essentials logo are used with permission of Necrotic Gnome, under license. 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  
  Introduction to Populated Hexes 
  Introduction to Populated Hexes
  Welcome to Populated Hexes, the series of 6-mile 
  hexes in the world of Absalom! The goal is to 
  provide a number of individual 6-mile hexes, fully 
  populated with lairs and features, that can either be 
  dropped into an existing campaign as a point of 
  interest, the destination of a treasure map found in 
  the bowels of a dark dungeon, or as a stand-alone 
  mini-sandbox. 
  These supplements use the Old School Essentials 
  rules published by Necrotic Gnome, but like many 
  OSR products, pretty much any system can be 
  easily adapted. 
  Maps & Scale 
  Each hex will be presented with two hex maps: a 
  smaller map with locations and features noted, 
  and a larger map with only major features noted 
  that can be printed and used as a player handout. 
  The scale represented on the maps included in 
  these products are as follows: 
  ❖
  Large hex = 6 miles, face to face.
  ❖
  Subhex = 1.2 miles, face to face.
  Hexcrawling Rules
  Thirdkingdom Games​ produces supplements that 
  are used throughout these releases. Two of them – 
  Domain Rules and Hexcrawling Basics – are free to 
  download and are designed to work in conjunction 
  with this series. You can find out where to pick up 
  these and other supplements in the ​Populated 
  Hexes​ line at ​patreon.com/Populatedhexes​. 
  The following books will be useful to have access 
  to throughout the series. Many of them are free! 
  ❖
  Old School Essentials Classic Fantasy Rules
  Tome
  ❖
  Old School Essentials Advanced Fantasy
  Genre Rules
  ❖
  Labyrinth Lord Basic and Advanced Edition
  Companion
  ❖
  OSRIC
  ❖
  A variety of other OSR resources
  Absalom
  The world of Absalom is one of constant change, 
  where Law and Chaos are more than abstract 
  philosophical ideas but are instead metaphysical 
  realities that shape the very world itself. 
  Absalom is dominated by Cycles, each lasting 
  between two to four hundred years. Each Cycle is 
  divided into an Apex – when Law holds sway – and 
  a Nadir – when Chaos sweeps over the lands, 
  driving back the light of Civilization.  
  Cycles are marked in the beginning by the Apex and 
  ascent of Law, and the end by the Nadir. During 
  each Apex the civilizations of Man do their best to 
  expand their domains and bring law to the land; 
  these civilizations often shrink, or even crumble, 
  during the Nadirs as barbarians, beastmen, and 
  worse fall upon the kingdoms of Man. 
  Campaign Setting
  The following assumptions are made in this setting: 
  Starting Date 
  This series is set at the beginning of the Sixteenth 
  Cycle of recorded history. There have been many 
  civilizations that have risen and fallen, some of 
  Men, some of others. 
  Humanocentric 
  The adventurers will be human, setting out to 
  explore the new world with the ebbing of the forces 
  of Chaos. Non-human classes are certainly allowed 
  – and indeed, these supplements present rules for
  many non-human classes – but the base
  assumption is that most PCs will be human.
  Chaos Storms 
  During Nadirs – and occasionally in an Apex – 
  events called Chaos storms can spontaneously 
  occur, changing the very landscape, distorting 
  distances, and wreaking havoc upon the nature of 
  reality. Maps from the previous Cycle may prove 
  unreliable. 
  The Gods 
  Gods are real but are local. They are the Small Gods 
  of Terry Pratchett or the hearth deities of ancient 
  1
  
  Introduction to Populated Hexes 
  Rome. Belief gives strength and power to spirits of 
  the world. 
  Using Populated Hexes
  As stated above, each 6-mile hex can be used as a 
  mini-setting, a drop-in adventure location that is 
  encountered during travel, or as part of a greater 
  hexcrawl. Elements can be added or abandoned as 
  needed, as is true of all supplements. 
  These hexes are released one at a time, seven in a 
  series. Each series is a cluster of seven hexes: a 
  central hex and the six surrounding it. 
  Each release will be divided into two sections: the 
  hex itself, with keyed encounter locations, and an 
  Appendix, which builds on encounters and concepts 
  in the hex. Populated Hexes offers some expanded 
  alternatives to the basic rules found in Old School 
  Essentials, and these will be introduced as needed 
  in each hex. Broadly speaking, the intention is to 
  introduce character options – to bring some of D&D 
  5e into B/X. These rules can be used or abandoned, 
  as desired. 
  This Release
  These four hexes comprise the domain of the 
  Pallescent Duke, a Lord of Faery described in Hex 
  16.24. The Duke is a Lord of the Winter Court, and 
  as such his demesne reflects the icy coldness that 
  is winter. 
  You can support more hexes and additional 
  supplements at ​patreon.com/Populatedhexes​. 
  2
  
  Introduction to Populated Hexes 
  3
  
  Chapter 1: The Pallid Fields 
  The Pallid Fields
  These four hexes comprise the domain of the 
  Pallescent Duke, a Lord of Faery described in Hex 
  16.24. The Duke is a Lord of the Winter Court, and 
  as such his demesne reflects the icy coldness that 
  is winter. 
  Characteristics
  The following characteristics hold true of the Pallid 
  Fields. 
  Border
  The domain is bordered by a low stone wall of 
  dry-laid fieldstones, marked in red on the map. 
  Regardless of the amount of snow on the ground 
  the wall is always visible and free of snow. 
  Time
  The days are short, with only about six hours of 
  daylight. Dawn and dusk are long, stretched-out 
  affairs, lasting several hours each 
  Climate
  It is snowing a majority of the time. On a roll of 
  1d10, it is snowing on a result of 4-10. On a result of 
  4-7 it is a light dusting, on a result of 8-9 a heavier
  snowfall, and on a result of 10 a blizzard, reducing
  vision to 45 feet. If it is not snowing the sky is a
  shocking shade of blue.
  The air is bitterly cold. Those not dressed for the 
  weather lose one point of Constitution an hour, 
  dying when they are reduced to 0. Even mortals that 
  come prepared are affected; they must Save vs. 
  Death every day they remain (even indoors) or lose 
  one point of Constitution, unless magically 
  protected. There are several locations where this is 
  negated: the hot spring in Hex 75.21, the Crooked 
  Still tavern in Hex 76.21, and Neluthien’s palace, at 
  the Duke’s whim. 
  Magic
  Spells that produce flame or heat are cast as if two 
  levels lower or at half efficiency; a ​fireball ​cast by a 
  6th-level magic-user does only 3d6 points of 
  damage while a ​wall of fire​ can only create a wall of 
  600 square feet. 
  Flora & Fauna
  Faery is filled with normal animals of every variety, 
  and the Pallid Fields are no exception. Animals in 
  Faery are slightly larger than animals from the 
  normal world, and slightly more intelligent. Some (1 
  in 6) can even speak the language of Faery. 
  Common animals present in the Pallid Fields 
  include squirrels, martins, foxes, wolves, badgers, 
  mice, and birds (cardinals, owls, and hawks the 
  most common). There are no snakes, amphibians, 
  or other typically cold-blooded creatures. 
  The Pallid Fields are largely grasslands, flat fields 
  that stretch in all directions, with stalks of grass 
  breaking through the blanket of snow. Trees on the 
  map indicate areas with small copses of trees; 
  these stands are rarely more than a half-mile in 
  diameter and the trees within are spaced relatively 
  far apart. The trees are largely deciduous, bare of 
  leaves, a mixture of oaks, walnuts, chestnuts, and 
  sycamores. Occasionally one will come across a 
  lone holly tree bearing vivid red fruit. 
  The Palace of Neluthien
  The palace of Neluthien, the Pallescent Duke, is 
  visible from all areas within the Pallid Fields. It is a 
  towering oak tree, nearly five hundred feet tall and 
  fifty feet in diameter. 
  4
  
  Chapter 1: The Pallid Fields 
  Beyond
  Crossing over the low stone wall surrounding the 
  Pallid Fields, one enters the Wilds, an area of Faery 
  that is untamed and dangerous, claimed by no Lord 
  or Lady. Wild fey roam these lands, and it is 
  dangerous for both mortal and faery to travel 
  through. 
  5
  
  Chapter 2: Hex 75.21 - The Gateway 
  Hex 75.21 - The Gateway
  Resources​: Vegetable, industrial (rare woods, 1); 
  Mineral, mined (ore, 2) 
  0304. The Wise One
  Rickritt, a giant owl, dwells within the woods in this 
  subhex. A curious creature, more friend to the Duke 
  than subject, she flies where she wills both in and 
  out of the Pallid Fields, always keeping one eye on 
  the stone circle just south of her nest for Neluthien. 
  She nests in a large holly in the middle of a copse of 
  trees. The holly is studded with red berries. In order 
  to approach the Duke’s castle an individual must 
  carry a berry from this specific tree, given to them 
  willingly by Rickritt. See Hex 76.21. 
  Rickritt’s only child, a fledgling named Medichep, 
  has gone missing in the Wilds. Were the 
  adventurers to recover Medichep and bring him 
  home, Rickritt would gift them a great treasure, a 
  branch from her holly tree. If planted in the ground it 
  will rapidly grow, attaining a height of 30 feet in a 
  matter of minutes. Once per day an individual may 
  pick 1d4–1 berries from the tree. If consumed, a 
  berry heals 1 point of damage and allows the eater 
  to make a new save against poison or disease, 
  should they be suffering from said ailments. An 
  individual can only benefit from one berry per day. 
  Rickritt, giant owl (1) 
  AC ​6 [13], ​HD ​4* (21 hp), ​Att ​2 x talons (2d4/2d4), 
  1 x bite (1d4+1), ​THAC0 ​16 [+3], ​MV ​30’ (10’) / 
  180’ (60’) flying, ​SV ​D10 W11 P12 B13 S14 (F4), 
  ML ​8, ​AL ​Neutral, ​XP ​135, ​NA ​1, ​TT ​See below. 
  ❖
  Like most creatures of Faery, Rickritt is
  immune to sleep and charm spells. Her
  mind cannot be read by mortal magic,
  and she can see in the dark as well as a
  Man can see in daylight.
  ❖
  Rickritt has the following spell-like
  abilities, usable as noted:
  ➢
  Always on - ​pass without trace
  ➢
  1/day - ​detect magic​, ​divine
  weather
  ➢
  3/day - ​speak with animals
  ❖
  She can automatically succeed on an
  attack roll or saving throw of her choice
  twice per day.
  ❖
  There’s a 1-2 in 6 chance for every hour
  spent in the Pallid Fields that Rickritt will
  notice the newcomers and pay them a
  visit. She will circle high above them
  briefly, then land and attempt to gauge
  their purpose in the Pallid Fields.
  0305. The Circle of Stones
  The circle of stones is identical to the one in the 
  mortal world (found in Hex 14.21): nine weathered 
  columns of stone, each as tall as a man, arranged in 
  a circle some 20’ in diameter.  
  The air within the circle is somewhat warmer than 
  that of the Pallid Fields, and snow rarely remains for 
  long on the ground within, reflecting the typically 
  warmer conditions on the other side of the Veil 
  separating the two worlds. 
  Neluthien may only open the gate between Faery 
  and the world of Men once per year, on the last day 
  of the last month, and it only remains open from 
  sunup to sundown. It may be opened via ritual 
  magic at any time, however, regardless who casts 
  the spell. 
  6
  
  Chapter 2: Hex 75.21 - The Gateway 
   
  0505. Silveroak Tree 
   
  A rare silveroak tree can be found in this wooded 
  grove, with leaves of frosted silver that tinkle softly 
  in the breeze. The wood is greatly prized by mortal 
  Man, and the tree itself would be worth the 
  following amounts, were it cut and brought back to 
  Absalom: 
  ❖
  1,000 gp in rare wood suitable for fine 
  woodworking. 
  ❖
  800 gp worth of wood suitable for special 
  components. 
  ❖
  One of the higher branches is straight of 
  grain and completely free of knots or 
  blemishes, and can be used as a principle 
  worth 1,200 gp. If used to create a magical 
  item related to cold, the value of the branch 
  is trebled. 
  Cutting the tree without permission, however, would 
  likely bring down the wrath of Neluthien upon the 
  adventurers.  
  0605. Hot Spring Haven 
   
  Halfway between the standing stones and the 
  Duke’s court is a small pool, no more than thirty feet 
  in diameter, fed by a sulfurous hot spring. The 
  surrounding air is warmed by the springs, and 
  mortals may rest by their waters without suffering 
  the sapping effects of the Pallid Field’s chill. 
  Ambassadors and visitors – from the warmer parts 
  of Faery and the mortal world – will camp by the 
  banks of the hot springs while visiting the court. 
  Whenever the adventurers enter this subhex roll 
  1d6. On a result of 1 there is at least one temporary 
  resident camped next to the spring. Roll on the 
  following table to determine the resident. 
  1d6 
  Resident 
  1 
  A Lord or Lady of Faery, accompanied by 
  an entourage of 1d20 lesser fey beings. 
  2 
  An adventuring party from the mortal world 
  (min. level 4, roll to determine 
  composition). 
  3-4 
  An emissary from a warmer part of Faery, 
  comprising 1d6 individuals. 
  5 
  1d6 random residents of the Pallid Fields, 
  enjoying the warmth much as Men enjoy a 
  sauna. 
  6 
  A powerful, unusual creature from a 
  different world, such as a dragon, ogre 
  magi, etc. 
   
   
   
  7
  
  Chapter 3: Hex 75.22 - Winter Wood 
  Hex 75.22 - Winter Wood
  Resources​: Animal, game (small mammals, fur and 
  meat, 2) 
  This hex is entirely forested and changes from 
  sparse deciduous woods in the north to a slightly 
  denser mixture to the south. Eventually, beyond the 
  borders of the Pallid Fields, the wood becomes 
  thicker and predominantly evergreen, turning into 
  the massive forest known as “the Big Black Wood”. 
  There is only one permanent inhabitant of this hex, 
  a massive treant named Lerasdril, but the woods 
  are filled with all manner of small game, and 
  Neluthien’s faeries can often be found here hunting 
  them for sport or food. 
  0303. Spring
  A small spring can be found here, burbling up from 
  under the boundary wall. It forms a small pool, 
  crusted over with a thin layer of ice which if broken 
  reveals water that is crisp and cold. Mortals who 
  drink from this spring must Save v. Spells or suffer 
  from a temporary amnesia lasting 1d6 days, losing 
  all of their class abilities and memory of who they 
  are. Once their memories are regained there’s a 1 in 
  6 chance the affected mortal will gain a permanent 
  +1 bonus to their Wisdom score.
  0305. Memorial to Losfuree
  Neluthien’s wife was killed on this spot, centuries 
  previous, while hunting wild boar in the woods. The 
  Pallescent Duke caused her body to be encased in 
  ice, and it remains here to this day, a column of 
  crystal-clear ice containing the body of a fair elf 
  maiden. 
  Neluthien can occasionally be found (1 in 20 
  chance whenever this subhex is entered) at the foot 
  of the column, playing a mournful dirge on his 
  pipes. Mortals who happen upon the scene while he 
  is present must Save v, Spells upon hearing the 
  music or be paralyzed (as per the spell ​hold person​) 
  with sadness for as long as Neluthien continues to 
  play (1d12 hours). 
  0404. Salt Lick
  A large salt deposit can be found here in a clearing. 
  Whenever this subhex is entered there’s a 1-3 in 6 
  chance of encountering 1d8 elk at the lick. Animals 
  in Faery are more intelligent than their kin in the 
  mortal world, and there’s a 1-2 in 6 chance that any 
  herd encountered will contain at least one member 
  that can speak Fey, the language of the Faery-folk. 
  The elk range far to the south, out of the Pallid 
  Fields, and may (1-2 in 6 chance) have information 
  relating to the Pallescent Duke or the Wilds. 
  The salt can be harvested, if desired. It is an 
  Agricultural Resource with a Step Value of 3, and 
  has a base value of 330 gp. 
  Elk (1d8) 
  AC ​7 [12], ​HD ​4 (18 hp avg), ​Att ​1 x butt (1d8), 
  THAC0 ​16 [+3], ​MV ​240’ (80’), ​SV ​D12 W13 P14 
  B15 S16 (F2), ​ML ​5, ​AL ​Neutral, ​XP ​75, ​NA ​1d8, 
  TT ​None. 
  ❖
  If one of the elk is capable of speech it
  will have maximum hp and make its
  saves as a fourth-level fighter.
  8
  
  Chapter 3: Hex 75.22 - Winter Wood 
  0506. Lerasdril
  This ancient treant, resembling a fir 
  tree, is notable chiefly for being the 
  caretaker of Neluthien’s heart, which 
  it keeps in a magically locked slate 
  box within its treasure hoard. Its 
  treasure is kept buried under a tree 
  nearby its home in this subhex. 
  Lerasdril need only command the tree 
  to move and it will, revealing the 
  wealth Lerasdril has accumulated 
  over the years in service to the 
  Pallescent Duke. 
  While Lerasdril remains within this 
  hex it regenerates 3 hp per round and 
  cannot be surprised. Lerasdril ranges 
  throughout the hex but never leaves it 
  unless specifically asked by 
  Neluthien. Lerasdril only speaks Fey 
  and does so very slowly and 
  deliberately. 
  Lerasdril, ancient treant (1) 
  AC ​2 [17], ​HD ​8 (64 hp), ​Att ​2 x fist 
  (2d6), ​THAC0 ​12 [+7], ​MV ​60’ (20’), 
  SV ​D8 W9 P10 B10 S12 (8), ​ML ​9, ​AL 
  Lawful, ​XP ​1200, ​NA ​unique, ​TT ​C. 
  ❖
  Lerasdril regenerates 3 hp
  per round.
  ❖
  The treant cannot be
  surprised while within hex 75.22.
  The following treasure can be found in its nearby 
  hoard: 
  ❖
  a box of beaten slate magically locked,
  containing Neluthien’s beating heart
  ❖
  a suit of plate armor bearing a +1
  enchantment
  ❖
  a longsword, Elfbane, that is +1/+3 versus
  fey creatures.
  The armor and sword belonged to a mortal who 
  came to Faery with the intent to slay Neluthien; 
  Lerasdril slew her before she had the chance. 
  9
  
  Chapter 4: Hex 76.21 - The Duke’s Demesne 
   
  Hex 76.21 - The Duke’s Demesne 
   
  Resources​: Vegetable, agricultural (winter wheat, 3); 
  Animal, livestock (sheep, 4) 
  The castle tree of the Pallescent Duke dominates 
  this hex. Located in the very center, it looks to be 
  just a few minutes’ walk from any point within the 
  hex, although in reality the distance and travel time 
  are as indicated. 
  A narrow road leads from the Court to the village in 
  subhex 0706, and then out of the Duke’s domain. 
  The road is paved with large rectangles of slate and 
  is free of ice and snow, regardless of what the 
  weather is doing. 
  The purple dashed line indicates an adjacent 
  domain: The Verglas, home to the Frozen Countess. 
  Neluthien and the Countess maintain a cordial, but 
  wary, relationship. 
  0407. The Dead Treant 
   
  This hex is dominated by a single dead treant, bark 
  and branches crusted in a thick layer of ice. It 
  betrayed the Pallescent Duke centuries previous 
  and was punished by being frozen in place; it has 
  since succumbed to old age, but for years could not 
  move or speak, though completely aware of its 
  surroundings. The local fey shun this hex, and 
  indeed, it is cursed. Anyone approaching within 
  thirty feet of the tree has a 1 in 6 chance for each 
  turn they remain within range of awakening the 
  vengeful spirit that lives within; the treant has 
  become a ghost that seeks vengeance upon the 
  Pallescent Duke. If woken from its fitful sleep it will 
  attempt to possess the most potent-seeming 
  member of the party (targeting those most 
  resembling magic-users first, clerics second) in an 
  attempt to challenge Neluthien. 
  Thornhader, vengeful ghost (1) 
  AC ​0 [19], ​HD ​10 (46), ​Att ​1 x touch or 1 x magic 
  jar attempt, ​THAC0 ​11 [+8], ​MV ​90’ (30’), ​SV ​D12 
  W13 P14 B15 S16 (F10), ​ML ​10, ​AL ​Chaotic, ​XP 
  3,100, ​NA ​1, ​TT ​F + N. 
  ❖
  Any being seeing a ghost must Save v. 
  Spells or age 10 years and flee, as per the 
  fear ​spell, for 2d6 turns. Clerics of 6th 
  and higher level are immune to this 
  effect, and creatures with 8 or more HD 
  or levels gain a +2 bonus to save. 
  ❖
  Ghosts may use ​magic jar​ once per round 
  on a target within 60 feet. 
  ❖
  The ghost may also manifest and attack 
  physically; a successful touch ages their 
  target by 1d4x10 years. Creatures killed 
  by this aging attack cannot be raised by 
  any means short of a ​wish ​followed by 
  resurrection ​magic. 
  ❖
  Ghosts are immune to attacks from 
  weapons with less than a +2 
  enchantment and have a 25% chance of 
  being unaffected by mortal magics. 
   
  Thornhader bears no treasure of its own, but the 
  manner of its death and subsequent haunting was a 
  powerful thing, and wood may be harvested from 
  the frozen tree suitable for use as a principle for a 
  single stave, three wands, or a dozen arrows. The 
  wood has an overall value of 10,000 gp. If used to 
  create an item with power over undead (such as 
  arrows of undead slaying​) or a ​staff of withering​ the 
  value is multiplied by 50%. 
   
   
  10
  
  Chapter 4: Hex 76.21 - The Duke’s Demesne 
   
  0505. The Court of the 
  Pallescent Duke 
   
  Visible from all points within the Pallid Fields is 
  Neluthien’s castle, built into an enormous oak tree. 
  The gates are guarded at all times by two elves (E1) 
  dressed in the gray and light blue livery of the Duke. 
  The interior of the palace is paneled in dark wood 
  and rimed in blue ice. Neluthien’s statistics are 
  presented again in the Appendix, along with 
  additional powers he gains when encountered 
  within the palace. 
  Neluthien’s domicile is much larger than could be 
  contained within a tree, even one of such unusual 
  size as he has chosen. The interior is vast, as large 
  as a small town in the mortal world, but despite its 
  size is sparsely peopled; there are no more than a 
  score of residents and guests at any one time. 
  Typically, the following individuals are found within 
  the palace: 
  ❖
  Neluthien. 
  ❖
  Elven guard. There are seven 1st-level elves 
  always on duty. Each has memorized a 
  single offensive spell and is armored in 
  silver chain, carries a shield, and wields an 
  axe in their other hand. There are a total of 
  14 guards employed by the Duke; when 
  off-duty they reside in Frostburn. 
  ➢
  Two at the front entrance. 
  ➢
  Two in the Hall of Mirrors. 
  ➢
  Three guarding Neluthien. 
  ❖
  Drinfeu (E4), Neluthien’s elven advisor and 
  seneschal. 
  ❖
  The Knights of Neluthien. Chief among the 
  Pallescent Duke’s retinue are three Faery 
  Knights: Renhal (E3), Bucmor (E2), and 
  Mashkros (Goblin 3, see Hex 18.24). They 
  reside in smaller chambers within the 
  palace. Each has a 1-3 in 6 chance of being 
  present; if not they will be elsewhere in the 
  domain (1-4 in 6) or Faery (5-6) performing 
  some task for their Duke. 
  ❖
  The household staff comprises ten sprites 
  that dwell in Frostburn. There will be 2d4 
  sprites on duty at any given time. Two 
  goblins serve as cooks (see below). 
  ❖
  There will be 2d4–1 residents from the 
  Duke’s domain within the palace for a 
  variety of reasons. 
  ❖
  A number of guests from outside his 
  domain. These change over on a weekly 
  basis as follows: 
  ➢
  2d4–1 Common Faeries 
  ➢
  1d4–1 Faery Knights 
  ➢
  1d2–1 Faery Nobles 
  ➢
  1d2–1 other powerful individuals 
  (unaligned Faeries, powerful 
  mortals, hags, etc.) 
   
  Elfguard (numbers vary) 
  AC ​5[14], ​HD ​1* (5 hp), ​Att ​1 x weapon (1d8+1), 
  THAC0 ​19 [+0], ​MV ​120’ (40’), ​SV ​D12, W13, P13, 
  B15, S15 (E1), ​ML ​11, ​AL ​Neutral, ​XP ​19. 
  ❖
  Each wears chain mail armor and carries 
  a sword. 
  ❖
  They gain a +1 bonus to hit and damage 
  due to their strength 
  ❖
  All have one of the following spells: 
  chromatic orb​*, ​colour spray​*, ​magic 
  missile​, ​shield​, ​sleep​, ​wall of fog​*. 
   
  (* from the ​OSE Advanced Fantasy: Druid and 
  Illusionist Spells​ list) 
   
  Drinfeu, elven seneschal and advisor (1) 
  AC ​7[12], ​HD ​4 (14 hp), ​Att ​1 x staff (1d6) or spell, 
  THAC0 ​17 [+2], ​MV ​120’ (40’), ​SV ​D10, W11, P11, 
  B13, S12 (E4), ​ML ​9, ​AL ​Neutral, ​XP ​125. 
  ❖
  Drinfeu is an elderly elf, who does not 
  resort to violence if he can help it. His 
  spells are of a practical or divinatory 
  nature. When encountered he typically 
  can cast: ​detect magic​ (x1), ​read 
  languages​ (x1), ​detect invisible​ (x1), 
  phantasmal force​ (x1). 
  ❖
  Whirling about his head is a pale lavender 
  ioun stone​, capable of absorbing thirteen 
  more levels of spells of level 1-4 (p. 355, 
  OSRIC​). 
   
   
   
  11
  
  Chapter 4: Hex 76.21 - The Duke’s Demesne 
  Renhal, elven knight (1) 
  AC ​4[15], ​HD ​3 (18 hp), ​Att ​1 x weapon (1d8) or 1 
  x spell, ​THAC0 ​18 [+1], ​MV ​90’ (30’), ​SV ​D12, W13, 
  P13, B15, S15 (E3), ​ML ​10, ​AL ​Neutral, ​XP ​50. 
  ❖
  Renhal carries a shield of frosted oak and
  a ​battleaxe +1​ (not included above).
  ❖
  He typically memorizes the following
  spells: ​light​, ​magic missile​, ​blur​*.
  (* from the ​OSE Advanced Fantasy: Druid and 
  Illusionist Spells​ list) 
  Bucmor, elven knight (1) 
  AC ​5[14], ​HD ​2 (7 hp), ​Att ​1 x weapon (1d8) or 1 x 
  spell, ​THAC0 ​19 [0], ​MV ​120’ (40’), ​SV ​D12, W13, 
  P13, B15, S15 (E2), ​ML ​9, ​AL ​Neutral, ​XP ​25. 
  ❖
  Bucmor typically can cast the following
  spells: ​glamour​*, ​spook​*.
  ❖
  He fights with a slender sword.
  (* from the ​OSE Advanced Fantasy: Druid and 
  Illusionist Spells​ list) 
  Mashkros, goblin knight (1) 
  AC ​6[13], ​HD ​3 (3 hp), ​Att ​1 x weapon (1d6), 
  THAC0 ​18 [1], ​MV ​60’ (20’), SV D12, W13, P14, 
  B15, S16 (F3), ​ML ​10, ​AL ​Neutral, ​XP ​35. 
  ❖
  Mashkros fights with a short sword and
  shield.
  Exploring the Castle
  Neluthien has complete control of the temperatures 
  within the various rooms, and he will often increase 
  the temperature in the rooms in which visitors are 
  staying, assuming they are vulnerable to the 
  extreme chill of his domain. 
  The layout of the interior is chaotic and seemingly 
  random. It also seems to change unpredictably in 
  minor, subtle ways. It would take 1d2+2 days to 
  explore the entire interior, assuming that Neluthien 
  granted the interlopers permission to do so. The 
  Pallescent Duke is somewhat cavalier with the 
  concept of treasure, and every day of searching 
  yields treasure equivalent to Type E. Roll 1d6 every 
  hour to determine what kind of feature is found: 
  1. A bedchamber​. There’s a 1-2 in 6 chance it is
  currently being occupied by a guest of the
  Pallescent Duke, otherwise it is likely to be dusty
  and unlived-in.
  2. A storage room​. Random goods are found within.
  There’s a 1-2 in 6 chance the goods are useful or
  have some discernible purpose. Otherwise they will
  either be esoteric (1-2) or useless (3-6). There’s a 1
  in 6 chance that a given storage room is inhabited
  by some kind of creature — perhaps a lesser faery
  hiding from chores or the ire of the Duke, an
  awakened giant rat, a snow spider, etc.
  3. A corridor​. The corridor will (roll 1d6): (1)
  dead-end, leading to nowhere; (2) contain a secret
  door leading to another random room; (3) be lined
  with canvases of strange vistas and portraits of
  odd-looking individuals; (4) be magical in some
  manner (preventing passage, no-gravity, makes
  those who walk down it small or large, etc.); (5-6)
  leads to 1d4 other rooms.
  4. Stairs​. Lead either (1d6): (1-3) up, or (4-6) down.
  5. Servant/miscellaneous room​. The room has a
  utilitarian purpose, either as quarters for servants,
  training for guards, a library, ballroom, etc. There’s a
  1-5 in 6 chance this room is not currently in use.
  6. Unique​. A magician’s laboratory, a room flooded
  with sand, a chamber with no gravity, or filled with
  pulsing, formless flesh, etc. There’s a 1-5 in 6
  chance the room is not being used.
  Castle Encounter Areas
  The palace contains within it the following areas of 
  interest. 
  1. Entrance Hall
  Once let into the palace the adventurers find
  themselves in a long hall, at least sixty feet in
  length, paneled in ancient dark wood and covered
  with a thin film of ice. It is dark in this corridor, and
  there is only one door, at the far end, that leads to
  the Central Chamber. If Neluthien desires he can
  prevent individuals from passing further than the
  Entrance Hall, provided he is aware of their
  presence. Such individuals must Save v. Spells or
  find themselves walking down an endless hallway,
  never getting closer to the barely visible door at the
  far end.
  12
  
  Chapter 4: Hex 76.21 - The Duke’s Demesne 
   
  2. Central Chamber 
  The Entrance Hall opens up into a vast room, some 
  hundred feet in diameter, that rises up to dizzying 
  heights. Balconies and windows break the smooth 
  wood walls of this chamber at various locations 
  and heights, some of which lead to other domains 
  or worlds. There are seven other doors at ground 
  level that lead to various rooms in the palace. The 
  locations below are all accessed via the Central 
  Chamber.  
  The other balconies, doors, and windows are 
  accessible only via climbing the nearly sheer 
  surfaces of the chamber, or magic. 
  3. Hall of Mirrors 
  A long hall just off the Central Chamber, seven 
  mirrors line both the left and right walls. The mirrors 
  are of different sizes, styles, and materials. Each is 
  draped in black velvet, and upon removing the 
  covering the viewer sees that the mirror reflects not 
  the interior of the hall but a different place 
  altogether. 
  Most of the mirrors are portals to other locations 
  and are described below. Those with asterisks (*) 
  are one-way portals, without an equivalent return 
  portal. The portal and domain-viewing mirrors 
  become non-magical if they are removed from this 
  chamber. 
  Mirror 1*​. 5’ wide x 4’ tall, stained mahogany frame. 
  Depicts a snow-covered field. Leads to the ring of 
  standing stones in subhex 0305. 
  Mirror 2​. 1’ x 2’, oak, raw wood. Reflects a cozy 
  living space. Leads to the home of the Silverhair 
  sprite clan (see subhex 0407 in Hex 16.24). Can be 
  used from this end at will, from the other end only 
  once per year. 
  Mirror 3​. 2’ round, no frame, reflects an expanse of 
  frozen waves. Leads to the Court of Frozen Tears, a 
  domain in the Winter Court of an allied Faerie Lord. 
  Mirror 4​. 1’ x 1’. Just a mirror. 
  Mirror 5*​. 3’ oval, frame of polished cherry. Reflects 
  snow-capped mountains. Leads to an unclaimed 
  valley in the Wilds. Neluthien occasionally punishes 
  subjects by forcing them through. 
  Mirror 6​. 4’ x 4’, ornate yellow pine frame. No 
  reflection, just inky blackness. Upon speaking the 
  command word one can cause an image of the 
  Pallid Fields to appear, as if one were viewing it 
  from above. The magic pierces darkness and 
  weather, so that the viewer may observe in real time 
  what is occurring in the domain. A second 
  command word enables one to zoom in on one of 
  the four hexes making up the domain, and a third 
  word allows one to zoom in on a specific subhex. 
  Once activated, the mirror will only respond to 1d4 
  command words a day, and will only remain active 
  for 2d10 rounds after activating. 
  Mirror 7​. 6’ x 2’, painted red frame. ​Mirror of life 
  trapping​. Already contains 2d4 individuals. 
  Mirror 8​. 3’ round, gilded frame. Depicts a frozen 
  reflecting pool outside of an impossibly large and 
  ornate palace of blue glass. Leads to the domain of 
  Queen Morilrean, current Queen of the Winter Court. 
  Morilrean can shut down the magic of this mirror at 
  will, preventing it from being used, should she wish 
  to close her court. 
  Mirror 9​. 3’ square, silver frame. Just a mirror. 
  Mirror 10​. 4’ x 3’, oak frame. Not a mirror, but a 
  painting depicting an alpine meadow in full bloom 
  in the middle of summer. 
  Mirror 11​. 2’ x 4’, white pine frame. Depicts a 
  snow-covered pine grove. Leads to the Court of the 
  Silent Woods, another allied domain. 
  Mirror 12*​. 4’ x 4’, painted white frame. Depicts a 
  shadowy, barren landscape. Leads to the Plane of 
  Shadows. 
  Mirror 13​. 4’ round, cherry frame. Just a mirror. 
  Mirror 14​. 2’ diamond, platinum frame. Depicts a 
  sparse, autumnal forest, with leaves of red and 
  orange and yellow. Leads to the Court of Day’s End, 
  an allied domain in the Fall Court. 
  4. The Kitchens 
  In many Faery domains the kitchens would be 
  bustling with activity, action, and smells. The 
  kitchen of the Court of the Pallescent Duke is dim, 
  cavernous, dusty and quiet. Only a small portion of 
  it is used, lit by flickering candles. The cook is an 
  elderly goblin named Reekhan, assisted by his 
  young and careless son Shanpen. The Pallescent 
  Duke cares not for the pleasures of food, and this 
  ennui has rubbed off on his kitchen staff, so they 
  typically produce only the blandest of meals. 
   
   
  13
  
  Chapter 4: Hex 76.21 - The Duke’s Demesne 
   
  Reekhan and Shanpen both sleep in the kitchen, in a 
  corner far removed from the actual cooking area. 
  They spend much of their time arguing over 
  pointless trivia. 
  5. The Halls of Penance 
  A warren of shadowy, vast corridors just off the 
  Central Chamber, the Halls of Penance are where 
  Neluthien stores those that have wronged him, once 
  they have been encased in ice, a process that 
  leaves them alive and aware but totally immobile. 
  Typically, those who have brought the Duke’s wrath 
  down upon themselves – but don’t merit death or 
  exile – are sheathed in ice and left here for 
  anywhere from a day to a week. There are rumors 
  of dusty passages within this complex, containing 
  the ice-encrusted corpses of those the Duke 
  brought here decades, or even centuries, ago and 
  simply forgot about. 
  The Halls of Penance, at any time, contain 1d8–1 
  living prisoners and 1d3–1 dead ones. Due to the 
  labyrinthine nature of the Halls it takes 1d4 turns of 
  searching to find a prisoner. There’s a 1 in 6 chance 
  that 1d4 prisoners will be discovered together, and 
  a 1 in 6 chance that any prisoner found will have 
  died.  
  Absent magic, it takes 1 turn of chipping away at 
  the ice to free a prisoner but doing so manually 
  inflicts 2d4–1 points of damage upon those 
  trapped within. 
  6. Neluthien’s Quarters 
  Neluthien’s quarters are enchanted so that only 
  those who have been granted permission may find 
  them. It is a modest room, containing an ornate bed 
  and an uncomfortable chair that faces an unlit fire 
  set in a blackened and cold hearth. The chair is 
  excellent for brooding. 
  The walls are lined with 22 skulls, belonging to 
  creatures and lesser Lords and Knights of Faery 
  that Neluthien has vanquished. Most of them are 
  humanoid in appearance, but there are two skulls 
  that once belonged to twin frost giants, a dragon 
  skull from a young white dragon, and several other 
  skulls that are even less identifiable. 
  The wealth of Neluthien can be found in a wooden 
  chest kept at the far end of the bed. The chest is 
  magically trapped; if anyone other than Neluthien 
  opens it the room is targeted by an effect similar to 
  ice storm​ (p. 66, ​Labyrinth Lord Advanced Edition 
  Companion​). The chest contains the following: 
  ❖
  Assorted gems worth 5,600 gp. 
  ❖
  The fur of a rare albino mink, tanned and 
  fashioned into a stole, worth 1,200 gp. 
  ❖
  A bundle of oak branches, harvested from a 
  magical tree in the middle of the Summer 
  Court, suitable for use as a magical 
  principle. There are six branches, each with 
  a value of 3d4x100 gp. 
  7. The Audience Hall 
  A cavernous chamber of rough-hewn stone, with 
  icicles hanging from the ceiling like stalactites. 
  Neluthien’s throne is at the far end, and when he is 
  here he will be accompanied by his three elven 
  guards, 1d2 visiting dignitaries, 1d4 petitioners, 1d6 
  important residents of his domain, and 1d8 
  servants. 
  0607. Sheep 
   
  Three-score woolly sheep, their hair a dark brown, 
  graze amidst the winter wheat that pokes up 
  through the snow. A bored kobold named Snerr 
  watches over them. 
  Snerr, bored kobold (1) 
  AC ​7[12], ​HD ​½ (3 hp), ​Att ​1 x staff (1d4), ​THAC0 
  19 [0], ​MV ​60’ (20’), ​SV ​D14, W15, P16, B17, S18 
  (NH), ​ML ​6, ​AL ​Neutral, ​XP ​5. 
  ❖
  Snerr has no treasure save a tin whistle, 
  which he will blow loudly if attacked. 
   
  0706. Frostburn 
   
  A small village can be found in this hex, inhabited 
  by an odd assortment of bugbears, kobolds, elves, 
  and sprites, all of whom serve the Pallescent Duke.  
  Population​: 90 individuals (15 families) 
  ❖
  6 elven families (24 individuals) 
  ❖
  4 kobold families (24 individuals) 
  ❖
  3 bugbear families (15 individuals) 
  ❖
  2 sprite families (27 individuals) 
  Ruler​: Mayor Ritore Leal (E2) 
   
   
  14
  
  Chapter 4: Hex 76.21 - The Duke’s Demesne 
   
  Market Class​: 2 
  Trade Modifiers​: Meats, preserved (–1), Wool (–2), 
  Ale (+1), Wine (+2) 
  Frostburn is a village of wood and thatch, neatly 
  arranged around the road running to the Verglas. 
  There’s a small inn, the Crooked Still, that doubles 
  as a meeting place for the villagers, and a smithy, 
  run by kobolds, but otherwise there’s not much to 
  be found. The majority of the residents make their 
  living in textiles, spun from the wool gathered from 
  the plentiful sheep that inhabit the domain. 
  Locations of note are listed below. 
  1. Crooked Still 
  A ramshackle, multiple-story structure of wood and 
  stone, the Crooked Still is run by Ritore Leal, the 
  town’s elven mayor. It boasts a large, smoky 
  common room that is kept extremely warm, a 
  half-dozen private rooms, and a stable for mounts. 
  At any time there will be 1d20–1 individuals in the 
  common room. 75% of those will be residents of 
  the town, the remaining will be travelers from other 
  regions of Faery or even the mortal world. Roll 1d10 
  for each non-resident to determine who is present. 
  1d10 
  Patrons 
  1-3 
  Common Faery-folk from another 
  domain, passing through for one reason 
  or another. 
  4 
  An anthropomorphic animal (sapient 
  animal that walks bipedally and dresses 
  as a Man – see ​Puss in Boots​) from 
  another domain. 
  5 
  A Faery Knight, on a quest. 
  Accompanied by 1d6–1 Common 
  Faeries as escort. 
  6 
  A human from the mortal world, here on 
  their own. 
  7 
  1d4+1 adventurers from the mortal 
  world. 
  8-9 
  A fae-born from a different part of Faery. 
  10 
  An intelligent non-fae resident of Faery, 
  such as a hag. 
   
  Sleeping accommodations are sparse, even though 
  there are a half-dozen private rooms. On any given 
  night 1d6 of the rooms will be occupied. 
  Leal’s tavern also doubles as the town’s general 
  store. He has a room in the back stocked with a 
  variety of tools and equipment – farm implements 
  and adventuring gear both – as well as more 
  esoteric goods, such as bagfuls of mismatched, 
  used buttons, a broken pocket-watch, the nub of a 
  candle made from black wax, lost and forgotten 
  children’s toys, etc. He always has 1d20 such 
  strange and seemingly random goods. There’s a 1 
  in 6 chance that one of these will actually be useful 
  – a charm or fetish, a minor potion or scroll, etc. 
  These can be purchased at their full price (but see 
  below). 
  When travelers from the mortal world attempt to 
  purchase anything in the Crooked Still – whether 
  goods, lodging, or food – roll 1d6. On a result of 1 
  Leal will refuse gold or equivalent wealth, 
  requesting something else in return. Roll 1d6 to 
  determine what he asks for. 
  1d6 
  Request 
  1 
  Something tangible the buyer has, worth 
  more than the object to be purchased. 
  2 
  Something tangible the buyer has, worth 
  less than the object to be purchased. 
  3 
  Some object Leal needs. On a 1-4 in 6 
  the request is easy in proportion to the 
  cost of the purchase. On a 5-6 it is more 
  difficult than the purchase may be 
  worth. 
  4 
  A deed. On a 1-4 in 6 the deed is easy in 
  proportion to the cost of the purchase. 
  On a 5-6 it is more difficult than the 
  purchase may be worth. 
  5 
  Something personal and tangible 
  belonging to the buyer: a drop of blood, 
  a clipping of hair, etc. 
  6 
  Something intangible the buyer 
  possesses – a memory, a name, a song 
  or dance performed for Leal’s 
  amusement. If the item desired is very 
  valuable there’s a 1 in 6 chance the 
  intangible item is lost forever once given 
  (memories fade, the song can no longer 
  be sung, etc.). 
   
  2. Forge 
  Operated by the Shatral clan of kobolds (two 
  families), the smithy is in a low, unmarked building 
  on the eastern edge of town. The structure is sized 
   
   
  15
  
  Chapter 4: Hex 76.21 - The Duke’s Demesne 
  for kobolds, with larger creatures having to squeeze 
  within. 
  Led by the matriarch Meja, the Shatral clan 
  produces a variety of steel and iron goods for the 
  village as well as the Duke’s court. Meja and her 
  daughter Heartly are the most skilled of the smiths; 
  Meja has a 1-3 in 6 chance of producing a 
  masterwork item given the materials and proper 
  payment. 
  While not as skilled as dwarves in the craft of 
  iron-working, the Shatrals are clever and numerous, 
  capable of producing a large volume of work. One 
  of the nephews, called Sahval, longs to see the 
  world, and if given proper inducement would join an 
  adventuring party. 
  3. Sheepcote
  A large, fenced-in yard can be found on the western
  edge of town, abutting a ramshackle wood barn.
  The majority of the town’s sheep are kept penned
  here, and are rotated through the fields (see subhex
  0607). Snerr’s father, Snord, is in charge of the
  sheepcote, which typically has close to one hundred
  animals within.
  4. The Witch’s Hut
  Mellor Mal, an elf ancient even by the standards of
  that long-lived race, dwells alone in a crude hut on
  the outskirts of town. She is largely confined to her
  dwelling, and subsists on the kindness of her
  neighbors, although the young residents consider
  her something of a witch. She does have the gift of
  foresight; there’s a 1 in 6 chance whenever she
  interacts with the adventurers that she will have a
  vision of an event that will occur within 4d10 days.
  5. Friththun the Fomentor
  A bugbear called Friththun dwells in this hut with
  his wife and three young bugbears. He is actually a
  spy and informant for the Verglas and passes
  information to her via an albino raven that visits his
  hut every 1d4 weeks. Friththun’s parents were
  imprisoned by Neluthien, and he would like nothing
  more than to see the Duke fall.
  The rest of the villagers live in dwellings scattered 
  throughout the small village, leading a largely 
  pastoral existence. 
  16
  
  Chapter 5: Hex 76.22 - Winter’s Veil 
   
  Hex 76.22 - Winter’s Veil 
   
  Resources​: Vegetable, industrial (5); Animal, 
  livestock (4) 
  0303. Winter’s Veil 
   
  A small stream emerges from below ground, 
  cascades down a tumble of rocks, and disappears 
  back under the ground. The stream is mostly 
  frozen, the waterfall white with a slick of moisture 
  on top of it. Behind the Veil dwells a clan of sprites 
  in a series of small caves too small for Man.  
  The clan is led by Sarcele Le-al, a female sprite with 
  an occasionally cruel sense of humor. 
  Sprites (14) 
  AC ​5[14], ​HD ​½ (hp avg 2), ​Att ​1 x spell (curse), 
  THAC0 ​19 [0], ​MV ​60’ (20’) / 180’ (60’) flying, ​SV 
  D12 W13 P13 B15 S15 (E1), ​ML ​7, ​AL ​Neutral 
  (Chaotic bent), ​XP ​6, ​NA ​3d6 (5d8), ​TT ​S 
   
  The clan’s treasure largely consists of smooth 
  rocks, curiously shaped branches, and bits of shiny 
  metal, but one perfectly round, black stone is in fact 
  the last bead belonging to a ​necklace of fireballs​. It 
  bursts into a ​fireball ​doing 4d6 points of damage if 
  thrown. See p. 357 of ​OSRIC ​for this item. 
   
   
  17
  
  Chapter 5: Hex 76.22 - Winter’s Veil 
   
  Sarcele Le-al, sprite queen (1) 
  AC ​4[15], ​HD ​2* (10 hp), ​Att ​1 x spell (curse), ​THAC0 
  18 [+1], ​MV ​60’ (20’) / 210’ (70’) flying, ​SV ​D11 W12 
  P12 B14 S14 (E1), ​ML ​7, ​AL ​Neutral with Chaotic 
  tendencies, ​XP ​25, ​TT ​(see below). 
  ❖
  She may curse a target, as per the sprite 
  description, by herself without needing 
  additional sprites. 
  ❖
  Once per day she can automatically pass a 
  single saving throw. This decision can be 
  made after the roll. 
  ❖
  Once per round she can cause the ground 
  beneath a single opponent to become 
  slippery. The opponent must roll equal to or 
  under their Dex on 3d6, or on 4d6 if they are 
  moving, to avoid falling prone. She may do 
  this in addition to another action, and at 
  any point during the round. 
   
  0406. The Plants Hunger 
   
  A clump of five alraunes can be found in this 
  subhex, semi-hidden in the snow. When living 
  creatures come within striking distance they spring 
  from the soil and attack! 
  Alraune (5) 
  AC ​7[12], ​HD ​2+2 (8, 10, 11, 14, 14 hp), ​Att ​1 x bite 
  (1d6) or special, ​THAC0 ​17 [+2], ​MV ​nil (90’/30’), ​SV 
  D13 W4 P13 B16 S15 (M2), ​ML ​7, ​AL ​Chaotic, ​XP ​25, 
  TT ​K 
  ❖
  Alruanes resemble rosettes of foliage 
  roughly the size of dinner plates when 
  unmoving. When prey approaches they leap 
  from the ground, revealing their true 
  appearance: an oversized head, small, 
  wizened body, sickly green skin, and a 
  toothy maw. 
  ❖
  Alraunes surprise on a roll of 1-3 in 6 and 
  gain a +1 bonus to initiative rolls. 
  ❖
  Once per day the alraune may shriek; prey 
  within 20’ must save v. Paralysis or be 
  stunned for 1d6 rounds, suffering a –3 
  penalty to all checks (attacks, saves, etc.). 
  This coterie of alruanes has no treasure. 
  0608. The Hut of Kehudrak 
  Res 
   
  This subhex is dominated by an enormous, crude 
  dwelling constructed from slabs of stone stacked in 
  a haphazard manner. Kehudrak Res, a cyclops, 
  dwells within, tending the flock of sheep found in 
  subhex 0707. Res is slow but loyal to Neluthien, 
  who makes sure to ply the giant with a plentiful 
  supply of sheep. There’s a 1-2 in 6 chance Kehudrak 
  will be found in his hut; if not he will be in the 
  adjacent subhex, tending to his flock. 
  Kehudrak Res (1) 
  AC ​5[14], ​HD ​13 (69 hp), ​Att ​1 x club (3d10) or 1 x 
  rock (3d6), ​THAC0 ​10 [+9], ​MV ​90’ (30’), ​SV ​D4 
  W5 P6 B5 S8 (F13), ​ML ​9, ​AL ​Chaotic, ​XP ​1,350, 
  NA ​1 (1d4), ​TT ​E + 5000 gp 
   
  Kehudrak keeps his treasure in a hollow under a 
  large, flat stone in his hut. It requires a combined 
  mortal strength of 35 – or an individual wearing a 
  girdle of giant strength​ – to shift it aside. Contained 
  in the hollow are 6,000 ancient gold coins, forged 
  long ago in the mortal world, a ​ring of free action​, a 
  staff of healing​, and a ​folding boat​ (note that 
  treasures not found in ​OSE ​can be found in ​OSRIC​). 
  Additionally, there are two spell scrolls. One 
   
   
  18
  
  Chapter 5: Hex 76.22 - Winter’s Veil 
   
  contains ​magic missile​ scribed at 9th level, the 
  other ​fly​, ​hold person​, and ​waterbreathing​. 
  0703. The Den of Carlymog 
   
  Nine giant minks dwell here, in a den carved out of 
  the frozen earth. They are led by the largest female, 
  Carlymog, and all are intelligent and can speak the 
  language of Faery. 
  Carlymog and her brood are playful and generally 
  friendly but are also unpredictable and tend to take 
  slights where none are intended. Two rounds into 
  any parley make a second reaction roll. 
  Carlymog’s brood (giant minks) (9) 
  AC ​5[14], ​HD ​1+1 (5, 6, 6, 7,  8, 8,  9, 9, 9 hp), ​Att ​1 
  x bite (1d8), ​THAC0 ​18 [+1], ​MV ​150’ (50’), ​SV 
  D12 W13 P14 B15 S16 (F1), ​ML ​8, ​AL ​Neutral, ​XP 
  15, ​NA ​1d8 (1d12), ​TT ​None 
   
  Carlymog (giant mink) (1) 
  AC ​5[14], ​HD ​2 (12 hp), ​Att ​1 x bite (1d8), ​THAC0 
  18 [+1], ​MV ​150’ (50’), ​SV ​D12 W13 P14 B15 S16 
  (F1), ​ML ​8, ​AL ​Neutral, ​XP ​20, ​NA ​1d8 (1d12), ​TT 
  None 
   
  0707. Sheep 
   
  A vast herd of sheep is kept here by Kehudrak. At 
  any given time there will be 1d20+20 large, docile 
  sheep within this subhex. 
   
   
   
  19
  
  Appendix A: Wandering Encounters 
   
  Appendix A: Wandering Encounters 
   
  This table is for the entirety of the domain. Special encounters are detailed in the appropriate entries. 
  1d12 
  Encounter 
  1 
  Neluthien, with 1d3 guards 
  2 
  Neluthien, by himself 
  3 
  Carlymog + 1d8 giant minks 
  4-5 
  Rickritt 
  6 
  Kehudrak Res 
  7 
  Elk (1d4) 
  8 
  Elves (from Frostburn; 1d6) 
  9 
  Bugbears (from Frostburn; 1d6) 
  10 
  Kobolds (from Frostburn; 1d8) 
  11 
  Sprites (from Frostburn; 1d8) 
  12 
  Special, roll below 
   
  Special Table 
  1d6 
  Encounter 
  1 
  Mashkros, goblin knight 
  2 
  Bucmor, elven knight 
  3 
  Renhal, elven knight 
  4 
  Neluthien + 1d3 knights +1d4–1 elvenguard 
  5 
  Random creature (use Crooked Still patron generator) 
  6 
  Random creature (use Hot Springs patron generator) 
   
   
   
   
  20
  
  Appendix B: Kinds of Faery-folk 
  Appendix B: Kinds of Faery-folk
  Fae-born
  Faery is largely populated by creatures not normally 
  thought of as Fae: elves and kobolds, bugbears and 
  dwarves, animals both normal and giant, intelligent 
  or not. If found within the domain of a Faery Lord 
  they will likely be a subject of that Lord; those found 
  in the Wilds will be independent, serving no Lord or 
  Lady. 
  Special Qualities
  As a general rule these creatures are mechanically 
  the same as those found in the mortal worlds; a 
  dwarf is a dwarf, a bugbear a bugbear. When in 
  Faery, however, all fae-born creatures are resistant 
  to mortal magics. When targeted by a spell cast by 
  a human that requires a Save v. Spells they can roll 
  twice, taking the better result. 
  Faery is a place where mortal rules do not apply, 
  and it is always possible to encounter fae-born 
  creatures that do not conform to the standards of 
  their race; animals may be awakened, walking on 
  two legs and speaking as a Man, or bugbears 
  capable of casting innate spells. As a general rule, 
  there’s a 1 in 6 chance that encountered fae-born 
  have some special quality distinguishing them from 
  their mortal equivalent. 
  Roll 1d20 and compare to the table to determine 
  their special qualities, below: 
  Fae-born Special Qualities 
  1d20 
  Quality 
  1 
  Creature has additional 1d4 HD 
  2 
  Creature has AC improved by 1d2 
  3 
  Creature has movement improved by 
  1d3x10 feet per round 
  4 
  Creature has additional form of 
  movement 
  5 
  Creature speaks (if normally unable) or 
  knows 1d4 more languages 
  6 
  Creature is more intelligent than normal 
  7 
  If animal, creature is anthropomorphic. 
  Otherwise, has 1d10 hp per HD 
  8 
  Can cast spells as cleric of equal HD* 
  9 
  Can cast spells as magic-user of equal 
  HD* 
  10 
  Can cast spells as druid of equal HD* 
  11 
  Can cast spells as illusionist of equal HD* 
  12 
  Saves improve to next category 
  13 
  Regenerates 1d2 hp per round 
  14 
  Takes half damage from one damage 
  source 
  15 
  Magic resistance of 1d4x5% 
  16 
  Treat as sage specializing in 1d4 subjects 
  17 
  Immune to illusions 
  18 
  Immune to enchantments 
  19 
  Custom quality 
  20 
  Roll twice 
  *If unintelligent, creature has 1d4 appropriate
  spell-like abilities.
  Typical Fae-born Creatures
  Typical fae-born creatures are listed below, taken 
  from the OSE monster section. They are numbered 
  to allow for random generation of encounters. This 
  list is not inclusive of all the creatures and 
  monsters that can be encountered in Faery, but only 
  those that are typically categorized as fae-born. 
  Fae-born Creatures 
  1d100 
  Creature 
  1d100 
  Creature 
  1 
  Basilisk 
  46-47
  Kobold 
  2-3
  Bat 
  48-49
  Lizard, giant 
  4-5
  Bear 
  50
  Lycanthrope 
  6
  Blink dog 
  51
  Manticore 
  7-8
  Boar 
  52
  Mastodon 
  9-10
  Bugbear 
  53
  Merman 
  11-12
  Cat, great 
  54-55
  Minotaur 
  13-14
  Centaur 
  56
  Octopus, giant 
  15
  Crocodile 
  57-58
  Ogre 
  16
  Cyclops 
  59
  Owlbear 
  17
  Doppelganger 
  60-61
  Pegasus 
  18
  Dragon 
  62-63
  Rat 
  19
  Dragon turtle 
  64
  Rhagodessa 
  20-21
  Driver ant 
  65-66
  Roc 
  22
  Elephant 
  67
  Salamander 
  21
  
  Appendix B: Kinds of Faery-folk 
  22-24
  Ferret, giant 
  68 
  Shark 
  25
  Fish, giant 
  69-70
  Shrew, giant 
  26
  Ghoul 
  71
  Squid, giant 
  27-28
  Giant 
  72
  Toad, giant 
  29-30
  Gnome 
  73-74
  Treant 
  31-32
  Goblin 
  75
  Troll 
  33-34
  Griffon 
  76
  Unicorn 
  35-36
  Halfling 
  77-78
  Warp beast 
  37-38
  Hawk 
  79
  Weasel, giant 
  39-40
  Herd animal 
  80-81
  Wolf 
  41-42
  Hippogriff 
  82
  Wyvern 
  43-44
  Horse 
  83+
  Add as needed 
  45
  Hydra 
  Fae-born creatures tend toward a Neutral 
  alignment, regardless of the predominant alignment 
  of their race. They manifest the occasional Chaotic 
  streak, which typically manifests not as evil or cruel 
  behavior, but rather fickle and uncaring. 
  Fae-born, if they are capable of speech, are fluent 
  firstmost in Fey, the tongue of these lands. 1-4 in 6 
  speak the language of their mortal world equivalent, 
  1-2 in 6 speak the Common tongue, and 1 in 6 are
  fluent in an additional 1d4 languages. These
  additional languages are often obscure and
  non-standard; the language of beetles, perhaps, or
  the speech of the trees as wind rustles their leaves.
  Faery, Common
  These are the creatures that one typically thinks of 
  when imagining faeries. They dwell within Faery 
  primarily and are found infrequently within the 
  mortal world. Those that are found outside of Faery 
  either dwell in both worlds – such as dryads – are 
  traveling for some inscrutable purpose, or dwell in a 
  place where the boundary between the worlds is 
  weak (such as the sprites in Hex 16.24). Dwarven 
  redoubts, for instance, are often found deep within 
  the bowels of the earth, where they have 
  established outposts in the mortal world to mine for 
  materials that are not found naturally in Faery. 
  Faery creatures found in the ​OSE Core Rules​ are as 
  follows: 
  ❖
  Dryad
  ❖
  Dwarf
  ❖
  Elf
  ❖
  Nixie
  ❖
  Pixie
  ❖
  Sprite
  Other rulebooks, such as ​OSRIC​, ​LL AEC​, etc. have 
  additional faery creatures. 
  Special Qualities
  Like all true creatures of Faery, Common Fae 
  cannot stand the touch of bronze. When attacked 
  with weapons made of bronze roll twice to attack, 
  taking the better of the two results, and roll twice 
  for damage, also taking the better of the two 
  results. The very touch of bronze is painful; it 
  causes no physical harm if not actually striking, but 
  the faery will be unable to concentrate, cannot cast 
  spells or use special abilities, and will not 
  regenerate damage until they are no longer in 
  contact with the offending item. 
  Common Fae that dwell within a domain owe fealty 
  to that Lord and will be subject to their will and 
  whim. Those that do not – if they dwell in the Wild 
  or have been exiled to the mortal world – are the 
  Free Folk and owe loyalty to no master. These 
  faeries tend to possess more of a Chaotic bent than 
  those that are bound to a Lord. 
  In addition to a vulnerability to bronze, Common 
  Faeries share the following characteristics: 
  ❖
  Immune to ghoul paralysis.
  ❖
  When targeted by ​sleep​, ​charm​, or illusions
  they may roll twice for the save, taking the
  better result.
  ❖
  They may lie with impunity and, indeed,
  relish.
  22
  
  Appendix B: Kinds of Faery-folk 
   
  Faery Knights 
   
  Every Lord or Lady of Faery has the ability to imbue 
  one or more of their subjects with additional 
  abilities to serve as their champions. These 
  champions are typically referred to as Knights and 
  are most often (but not always) drawn from the 
  rank of Common Faeries. 
  Special Qualities 
  Knights typically share the following characteristics 
  in addition to a vulnerability to bronze: 
  ❖
  They cannot lie. They may dissemble, and 
  hedge, and make vague statements, but 
  they cannot outright lie. 
  ❖
  They are immune to ghoul paralysis, ​sleep​, 
  and ​charm ​spells. 
  ❖
  If subjected to illusions, ​hold​, or ​ESP ​spells 
  they may roll twice, taking the better result. 
  ❖
  Their HD is increased by 1: an elven Knight 
  has 1d8 hp per level, rather than 1d6. 
  ❖
  Their minimum level or HD is 2. 
  ❖
  Their attacks (via natural means or 
  weapons) harm magical creatures as if they 
  possess a +1 enchantment, even if they’re 
  not magical. 
  ❖
  Faery Knights must be sentient, thinking 
  creatures. 
  Those capable of class levels may have those 
  instead of HD, along with any abilities that come 
  from those classes. Additionally, there is a 1 in 6 
  chance for each HD the Knight has that they have a 
  special ability (roll below). Finally, a Lord or Lady 
  may endow a Knight with one of their own abilities 
  for a period of one week, during which time the Lord 
  or Lady loses that ability. 
  Special Abilities 
  1d20 
  Quality 
  1-2 
  Knight gains an additional 4 hit points. If 
  this result is rolled it is counted as a “+” to 
  the Knight’s HD. 
  3-4 
  Knight’s AC is improved by 1. 
  5 
  Knight’s movement is increased by 10’ per 
  round. 
  6 
  Knight possesses extraordinary Strength, 
  Dexterity, or Constitution. The first time 
  this result is rolled, treat it as an 18 in this 
  score, granting the appropriate bonuses. 
  Additional rolls of this result grant an 
  additional +1 bonus. 
  7 
  Knight gains an additional form of 
  movement with a base of 120’ (40’). 
  8 
  Knight gains a +1 bonus to hit and 
  damage. 
  9 
  Knight has an animal companion with 
  which they share an empathic bond up to 
  120’. 
  10 
  Knight regenerates 1 hp per round. There 
  is a 1-4 in 6 chance the regeneration does 
  not work against 1d3 different forms of 
  attack or materials. 
  11 
  Knight has a single spell-like ability. This 
  replicates a (roll 1d6): 1-2 druid, 3-4 
  illusionist, 5 cleric, or 6 magic-user spell of 
  (roll 1d6): 1-3 1st level, 4-5 2nd level, or 6 
  3rd level. The spell-like ability can be used 
  (roll 1d6): 1-3 once per day, 4-5 twice per 
  day, or 6 thrice per day. 
  12 
  Knight takes ½ damage from one form of 
  energy or physical attacks. 
  13 
  Knight can once per day cancel the 
  damage from a successful physical attack 
  against them. 
  14 
  Knight gains a +1 bonus to all saves. 
  15 
  Knight gains a second physical attack, 
  usable at the end of a round. 
  16 
  Knight is immune to one form of energy. 
  17 
  Knight can automatically save on a single 
  saving throw once per day. 
  18 
  Knight can cast spells as a (roll 1d6): 1-2 
  druid, 3-4 illusionist, 5 cleric, or 6 
  magic-user. They may do so as a caster of 
  a level equal to (roll 1d6): 1-3 their level or 
  HD–1d4, 4-5 their level or HD, or 6 their 
  level or HD +1d4. 
  19 
  Knight can shapechange (roll 1d6): 1-3 
  once per day, 4-5 twice per day, or 6 thrice 
  per day. They may take the form of any 
  creature of equal or lesser HD, and they 
  may stay in their new form for (roll 1d6): 
  1-3 one turn, 4-5 one hour, or 6 one day. 
  The form they may shapechange into is 
  typically (roll 1d6): 1-5 fixed and related to 
  their liege, or 6 they may shapehange into 
  any creature they are familiar with. 
  20 
  Custom ability. 
   
   
   
  23
  
  Appendix B: Kinds of Faery-folk 
   
  Lords and Ladies of Faery 
   
  The Lords and Ladies of Faery are unique fey who 
  rule personal domains within the Fae-lands. They 
  adopt elaborate and apparently needlessly 
  complicated titles and ranks; the subtleties and 
  intricacies of station among the Lords and Ladies 
  are nearly impossible for mortals to understand. 
  The lowliest amongst them claim one or two titles, 
  often with conflicting ranks, while the most 
  powerful of them have many appellations: it is 
  apparent that Neluthien is a relatively minor Faery 
  Lord, as he is just referred to as the Pallescent 
  Duke.  The Lady Lormithel, Baroness of the Falling 
  Waters, Knight of the Five Blades and Keeper of the 
  Dawn, is both more powerful in the Courts of Faery, 
  and of a higher station. 
  Domains 
  Most Lords will rule a domain of some size, over 
  the residents of which they have near absolute 
  authority. The domains of Faery are similar to those 
  of the mortal world; a powerful fae Lord might have 
  anywhere from one to several hundred lesser Lords 
  by whom they are owed vassalage. The domains 
  are not all physically connected, however, nor are 
  they understood in the traditional sense in which 
  more powerful Lords offer protection to their lesser 
  vassals. 
  To determine the size of a Lord’s domain roll 1d20. 
  1d20 
  Size 
  1 
  No domain. The Lord is either 
  dispossessed or controls no physical 
  domain by choice. 
  2 
  1d20 subhexes 
  3 
  2d20 subhexes 
  4-5 
  1d4 hexes 
  6-7 
  1d8 hexes 
  8-12 
  2d6 hexes 
  13-14 
  3d8 hexes 
  15-16 
  4d6 hexes 
  17 
  4d10 hexes 
  18 
  5d12 hexes 
  19 
  5d20 hexes 
  20 
  5d100 hexes 
   
  Faery is divided into “Courts”, each ruled by an 
  extremely powerful, nigh-godlike, Lord or Lady. The 
  largest and most powerful Courts are Summer and 
  Winter. Roll 1d10 to determine which Court a given 
  Lord belongs to: 
  1d10 
  Court 
  1-6 
  Summer (1-3) or Winter (4-6) 
  7-9 
  Another Court 
  10 
  Unaligned 
   
  Special Qualities 
  The Faery Lords, or Greater Faeries, all share the 
  following broad characteristics: 
  ❖
  They are immune to both ​charm ​and ​sleep 
  spells. 
  ❖
  They have a minimum of 4 HD and a natural 
  AC no worse than 4. They save as elves two 
  levels higher than their HD. Faery Lords 
  have a base of one attack per round. 
  ❖
  They are vulnerable to bronze. When 
  attacking a Lord with bronze weapons the 
  wielder may make two attack rolls, taking 
  the better of the two, and two damage rolls, 
  also taking the better of the two. 
  ❖
  They have at least one weakness (see 
  below) in addition to being vulnerable to 
  bronze, and at least two abilities (see 
  below). 
  ❖
  When in their domain in Faery they gain at 
  least one additional ability. 
  Weaknesses 
  In addition to being susceptible to the touch of 
  bronze, the Faery Lords all possess at least one 
  weakness. Roll 1d6 to determine the number of 
  additional weaknesses: (1) none, (2-5) one 
  additional, (6) two additional. If the Lord rules a 
  domain of more than 25 hexes they gain an 
  additional vulnerability. 
  Some potential weaknesses are as follows (roll 
  1d20): 
  1-3. True Name 
  The Faery Lord has a true name. If it is learned and 
  spoken, the faery cannot try to attack the speaker 
  either physically or with magic and can be forced to 
  perform 1d4 favors for the speaker. They will seek 
  to twist and pervert any commands given. 
   
   
  24
  
  Appendix B: Kinds of Faery-folk 
   
  4-5. Phylactery 
  The faery's soul is kept in an object of some sort, 
  usually small and unassuming, and usually secreted 
  somewhere within the Lord's domain. If the 
  phylactery is destroyed the faery is instantly slain. If 
  the faery is slain without destroying the phylactery, 
  their body reforms in 1d12 weeks. The downside is 
  that it is common knowledge among the fae’s peers 
  that the Lord has a phylactery, and there is a 1-2 in 
  6 chance the location or object is known. 
  7-9. Cannot Lie 
  The Lord either cannot lie (1-4 on 1d6) or cannot tell 
  the truth (5-6 on 1d6). Either way, the faery will 
  speak either in riddles or as obtusely as possible. 
  10-12. Vulnerability (Material) 
  In addition to bronze, the faery is vulnerable to 
  another material. This will often be another type of 
  metal (silver, iron, etc.), a type of wood or plant 
  (ash, holly leaves, etc.). The vulnerability is minor 
  (1-3 on 1d6), normal (4-5 on 1d6) or major (6 on 
  1d6). Minor vulnerabilities grant a +1 to hit/damage 
  the Lord, normal vulnerabilities allow the attacker to 
  roll twice to attack and take the better result, plus 
  do double damage, and major vulnerabilities force 
  the faery to Save v. Spells or die if struck by a 
  weapon of the baneful material. 
  13. Vulnerability (Condition) 
  The faery is vulnerable to some form of condition: 
  daylight, darkness, the light of a full moon, burning 
  sage, etc. A minor vulnerability (1-4 on 1d6) 
  indicates the faery suffers a –1d4 to all rolls when 
  exposed to the substance. A major vulnerability (5-6 
  on 1d6) indicates the faery will not willingly 
  approach within 2d4x5 feet of their bane, and if 
  forced to will suffer 1d4 points of damage per 
  round while exposed to it. 
  14. Lost 
  The Faery Lord has lost or had stolen an important 
  item, and is desperate to find it. It is up to the 
  Referee what this item is. There's a 1-3 in 6 chance 
  that the lost item reduces the number of abilities 
  the Lord possesses by 1d4 as long as it remains 
  out of their possession. If the Lord were to get the 
  item back there’s a 1-3 in 6 chance they gain a new 
  weakness. 
  15. Misshapen 
  The Faery Lord's form is twisted and misshapen. 
  Their followers have their morale scores reduced by 
  one, and all non-faeries that see the Lord must Save 
  v. Spells or be affected as per the ​cause fear​ spell. 
  Once a save is made the individual does not have to 
  make additional saves. 
  16. Bound 
  The faery is bound to a specific location and cannot 
  physically leave it. The location is (roll 1d8): 1 the 
  size of a small room, 2-3 the Lord's keep, 4-6 their 
  domain, 7 Faery, or 8 another plane of existence. 
  17. Blood Magic 
  In order to cast spells the Faery Lord must either 
  (1d6): 1-5 spend their own hp or 6 spill the blood of 
  innocents. If they must use their own blood it costs 
  1 hp per level of the spell they wish to cast; if that of 
  an innocent, it requires a sacrifice of 1 HD per spell 
  level per casting. In the latter case, multiple 
  innocents may be sacrificed. 
  18. Difficult Casting 
  Each time the faery attempts to cast a spell they 
  must roll a 3+ on 1d6 in order to successfully cast 
  the spell. 
  19. Object of Power 
  The Faery Lord possesses some item from which 
  they draw their strength and power. Losing it 
  causes the Lord to lose 1d4+1 of her powers 
  (chosen at random). 
  20. Chaos Magic 
  Every time the Faery Lord casts a spell there's a 
  chance that it backfires or goes wrong somehow. 
  On a roll of 1 in 6 the spell affects another 
  individual, chosen at random, and on a 2 it affects 
  the intended target, but with the opposite of the 
  intended effect. On a result of 3-6 it functions as 
  normal. 
  Powers and Abilities 
  Each Faery Lord possesses 1d4+1 additional 
  abilities. Faery Lords that can cast spells as a 
  magic-user or illusionist do not have spellbooks; 
  rather, they know a number of spells per level equal 
  to the number of spells they can cast per day at that 
  level +1d4–1. Therefore, a Lord that can cast spells 
  as a 2nd-level magic-user can cast two spells per 
  day and instinctively knows 2+(1d4–1) 1st-level 
  spells. 
  If the Lord has a domain of at least 50 hexes they 
  gain an additional power. 
   
   
  25
  
  Appendix B: Kinds of Faery-folk 
   
  There's a 1-3 in 6 chance that a Faery Lord has 
  additional powers when in their domain. If they do, 
  they gain 1d2 of the powers below; roll 1d100 or 
  assign as appropriate. If the same result is rolled 
  more than once the results are cumulative. 
  1-10 Magic-user 
  The faery can cast spells as a magic-user of level 
  1d4. 
  11-25 Illusionist 
  The faery can cast spells as an illusionist of level 
  1d4+1. 
  26-30 Cleric 
  The faery can cast spells as a cleric of level 1d4. 
  They do not need to follow a deity, however. 
  31-45 Druid 
  The faery can cast spells as a druid of level 1d4+1. 
  46-48 Improved Vitality 
  The faery has an additional 1d6 HD. 
  49-50 Difficult to Hit 
  Base AC is improved by 1d4. 
  51-52 Shapechange 
  Can shapechange (roll 1d6): 1-3 thrice per day, 4-5 
  once per hour, or 6 at will. The faery may take the 
  form of any creature of equal or lesser HD, and they 
  may stay in their new form for: 1-3 one turn, 4-5 one 
  hour, or 6 one day. 
  53-54 Spell-like Ability (Daily) 
  The faery gains the ability to cast 1d4 spells of 
  levels up to 1d8, each once per day. The spells 
  should be thematically appropriate. On a (1d10): 1-3 
  the spells are drawn from the illusionist list, 4-6 
  from the druidic spell list, 7-8 from the magic-user 
  list, 9 clerical, or 10 all of the above. 
  55-60 Spell-like Ability (At Will) 
  The faery has the ability to cast 1d4 spells of levels 
  up to 1d4, at will. The spells should be thematically 
  appropriate. On a (1d10): 1-3 the spells are drawn 
  from the illusionist list, 4-6 from the druidic spell 
  list, 7-8 from the magic-user list, 9 clerical, or 10 all 
  of the above. 
  61-62 Grant Boon 
  The faery can perform miracles for petitioners, 
  always in exchange for a service or bargain. It can 
  take the form of a ​commune ​(once per week, 95% 
  chance of accuracy), ​limited wish​ (once per month) 
  or ​wish ​(once per year). 
  63-64 Curse 
  The Lord may pronounce a curse upon an individual 
  as per ​bestow curse​. They may do this (1d6): 1-3 
  once per day, 4-5 twice per day, or 6 thrice per day. 
  65 Baleful Polymorph 
  The Lord may cast ​polymorph others ​(roll 1d6): 
  once per day (1-3), twice per day (4-5) or thrice per 
  day (6) 
  66 Divine Essence 
  The Faery Lord is worshiped as a deity by mortals, 
  and as such can grant spells. The spell list should 
  be compiled from clerical, druidic and illusionist 
  spells. Faery Lords rarely grant spells without 
  expecting services in return. 
  67-71 Additional Attacks 
  The faery gains (roll 1d12): 1-8 one additional 
  attack, 9-11 two additional attacks, or 12 three 
  additional attacks per round. 
  72-75 Natural Attack 
  The faery gains the ability to make natural attacks 
  causing the following damage (roll 1d8 once per 
  attack they can make in a round): 1-2 1d4 points of 
  damage, 3-4 1d6 points of damage, 5-6 1d8 points 
  of damage, 7 2d6 points of damage, 8 3d6 points of 
  damage. 
  76-80 Alertness 
  The Faery Lord gains a +1 bonus to initiative and 
  surprise rolls. On a roll of 1-4 in 6 they also cannot 
  be surprised while in their domain. 
  81-83 Special Attacks 
  The Faery Lord possesses some form of special 
  attack: poison, a spell-like effect, breath weapon, 
  etc. The special attack will do a maximum amount 
  of damage equal to no more than the Faery's HD x 
  1d4+1. It can be used (1d6): 1-3 once per day, 4-5 
  thrice per day, or 6 at will. 
  84-86 Flight 
  The faery can fly at a speed of (roll 1d8): 1-2 20' per 
  round, 3-4 30' per round, 5-6 40' per round, 7 50' per 
  round or 8 60' per round. 
  87-89 Regeneration 
  The Faery Lord regenerates at a rate of 1d4 hp per 
  round (this is a fixed amount per round, not 
   
   
  26
  
  Appendix B: Kinds of Faery-folk 
  variable). There is a 1-3 in 6 chance the Lord cannot 
  regenerate damage from 1d2 sources (magic, 
  materials, elements, etc.). 
  90-92 Craft Items
  The Faery Lord can craft magic items as if they
  were a (roll 1d8): 1-3 druid of level 8+1d8, 4-6
  illusionist of level 8+1d6, 7 cleric of level 8+1d4, or
  8 magic-user level 8+1d4.
  93-94 Seeing
  The Faery Lord has the following ability, as the spell
  of the same name where appropriate (1d6): 1-2
  detect invisible​, 3-4 ​detect magic​, 5 ​see through
  illusions​, or 6 ​true seeing​. This ability is
  continuously active.
  95-96 Immunity
  The Faery Lord is (roll 1d6): (1-4) resistant to a
  certain element or attack, or (5-6) immune to a
  certain element or attack. This can be a weapon
  type, such as edged weapons or missile attacks, a
  specific elemental type, such as fire or earth, or
  other, more esoteric types of attack. Resistance
  means the Lord automatically takes ½ damage
  from the attack; immunity means they are
  unaffected.
  97-98 Spell Resistance
  The Faery Lord has a chance equal to 3d4x5% to
  resist any spells cast upon them.
  99 Bend Reality 
  The Lord can alter conditions within their domain as 
  follows. They may do so through a ritual taking one 
  turn (1-3) or at will (4-6). They may change the 
  terrain (1-2), the weather conditions (3-4), summon 
  creatures native to the area that deal 1d6 damage 
  per round to the Lord’s enemies (5), or two of the 
  previous (6). 
  100 Omniscience 
  The Lord is aware of what occurs within their 
  domain, possessing the ability to view any location 
  within it as if using a (roll 1d6): ​crystal ball​ (1-3), a 
  crystal ball with clairaudience​ (4-5), or a ​crystal ball 
  with ESP​ (6). 
  Lair Actions
  All Lords, regardless of whether they rule a domain, 
  have a lair in which they rule supreme. Within a 
  Lord’s lair they may affect the local conditions at 
  will – closing or opening doors, raising or lowering 
  the temperature, summoning light or darkness, etc. 
  Additionally, they may perform a number of lair 
  actions per day equal to one for every 2 HD they 
  possess. Lords ruling domains larger than 50 hexes 
  gain an additional 1d4 lair actions above and 
  beyond those. Choose from those below or invent 
  your own. 
  ❖
  Automatically pass a saving throw. Can be
  used at any time during a round.
  ❖
  Force a reroll (can be used for the Lord’s
  rolls or an opponent’s). The new roll stands.
  Can be used at any time during a round.
  ❖
  Alter environmental conditions to impose a
  penalty upon foes. Happens at the end of
  the round.
  ❖
  Create an area effect that lasts for 1d4
  rounds and deals up to 1d6 points of
  damage per Hit Die overall. Happens at the
  end of the round.
  ❖
  Create a targeted effect that lasts for 1d4
  rounds and deals up to 1d8 points of
  damage per Hit Die overall. Happens at the
  end of the round.
  ❖
  Summon an ally on a roll of 1-3 in 6.
  Happens at the end of the round.
  ❖
  Move twice (1-4) or thrice (5-6) their normal
  movement in a round. Happens at the end
  of the round.
  ❖
  Make one (1-5) or two (6) additional attacks
  per round. These cannot be spells, and take
  place at the end of the round.
  ❖
  Cast one spell that the Lord is capable of
  casting; this happens at the end of the
  round.
  ❖
  Custom action.
  Lords may activate their lair action at the end of 
  each round (or when triggered, in the case of 
  re-rolls) without costing an additional action. 
  Treasure 
  When allocating treasure to both Knights and 
  Lords use the ​Wealth by NPC Level​ document, 
  available from ​Third Kingdom Games​. 
  27
  
  Appendix B: Kinds of Faery-folk 
  Neluthien, the Pallescent
  Duke
  Neluthien is a minor noble of Faery. He makes his 
  domain in the Pallid Fields, a sparsely forested and 
  always frozen area of Faery that has two 
  intersections with Absalom; one in Hex 16.24 and 
  the other in Hex 14.21. 
  Neluthien resembles a tall, gaunt satyr with 
  shocking white hair and eyes the color of ice. He is 
  nude, even in the coldest of winter, except for a 
  pouch he wears around his waist with the following 
  items: pan-pipes fashioned from his mother's 
  fingerbones, a sprig of holly with 3d4 bright red 
  berries that heal 4 points of damage to any who eat 
  one, and a chunk of amber containing the 
  imprisoned soul of the last person who broke an 
  oath to him. 
  Ewinrhew, Ice Rapier
  He bears a rapier named Ewinrhew, forged from an 
  ever-frozen icicle, at his belt. It's an enchanted 
  blade +2 with which he does 1d6+5 points of 
  damage. On a successful attack the target must 
  make a Save v. Paralysis or be frozen in place for 
  one full round as frost briefly covers their limbs. 
  The wielder of Ewinrhew also gains a +2 bonus to 
  avoid all fire-based attacks. 
  Neluthien’s Domain
  Like all the Sidhe Lords, even the minor ones, 
  Neluthien commands immense power in his 
  domain, which in Faery consists of a land 
  approximately the size of four 6-mile hexes. 
  Neluthien's castle is an enormous oak, rimed in ice, 
  that has been hollowed out and is much larger on 
  the inside than the outside. He is attended by a 
  court of a dozen or so faeries and faerie-kin, and 
  has a bodyguard of seven elves that vigilantly guard 
  his castle. 
  Domain Abilities
  While in his domain Neluthien has the above 
  powers in addition to the following: 
  ❖
  He cannot be surprised in his domain, and
  always acts first in a round.
  ❖
  He regenerates 3 points of damage per
  round.
  ❖
  He can cast ​ice storm​ twice per day. When
  casting ice storm he has the option of
  encasing a single target in ice, where they
  remain, alive but unable to move. The target
  is allowed to make a Save v. Breath to
  avoid the effect but does so with a –4
  penalty.
  Within his palace Neluthien gains the following 
  additional benefits: 
  ❖
  He may place a ​geas ​upon a single
  individual, who must make a Save v. Spells
  with a –2 penalty if not willing. He may do
  this once per month, in addition to a normal
  action.
  ❖
  He can control the temperature in each
  room with a thought.
  ❖
  Once per round, before anyone acts, he can
  direct a barrage of icicles toward a single
  target within 60’ of him. The target takes
  3d4 points of damage and can Save v.
  Breath to take half damage.
  Neluthien, the Pallescent Duke 
  AC ​0[19], ​HD ​5 (35 hp), ​Att ​1 x rapier (1d6+5) or 1 x 
  spell, ​THAC0 ​14 [+5], ​MV ​120’ (40’), ​SV ​D8 W9 P9 B10 
  S10 (E7), ​ML ​10, ​AL ​Neutral, ​XP ​1,150, ​NA ​Unique, ​TT 
  Unique 
  ❖
  He is immune to all ​charm ​and ​hold ​spells.
  ❖
  He casts spells as a 5th-level illusionist, but
  he has no spell book and need not memorize
  any spells. The spells he knows are:
  ➢
  1st-level - ​dancing lights​, ​refraction​,
  wall of vapor
  ➢
  2nd-level - ​invisibility​, ​fog cloud
  ➢
  3rd-level - ​hallucinatory terrain​,
  paralyze
  ❖
  He can cast ​charm person​ once per day.
  ❖
  He is immune to all cold-based magics, and
  while wielding Ewinrhew gains a +2 bonus to
  saves against fire-based attacks.
  ❖
  He can grant boons if he so desires. These
  either take the form of a ​commune ​spell (see
  Old Coney, ​Hex 16.24​) or a ​limited wish​. If
  knowledge is asked for he usually requests
  physical payment (gems or minor magical
  items); if the boon is in the form of a ​limited
  wish​ he may place a ​geas ​upon the petitioner.
  He may grant a boon once per week, at most.
  ❖
  Neluthien's heart has been entrusted to a
  treant that dwells in the Pallid Fields. He
  cannot be slain permanently unless the heart
  is destroyed by fire. Otherwise, his body will
  regenerate fully in 7 days time after it is killed.
  28
  
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
  Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 
   
  1. Definitions: 
  (a) ”Contributors” means the copyright and/or trademark owners who have 
  contributed Open Game Content; 
  (b) ”Derivative Material” means copyrighted material including derivative 
  works and translations (including into other computer languages), potation, 
  modification, correction, addition, extension, upgrade, improvement, compilation, 
  abridgment or other form in which an existing work may be recast, transformed or 
  adapted; 
  (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, 
  publicly display, transmit or otherwise distribute; 
  (d) ”Open Game Content” means the game mechanic and includes the 
  methods, procedures, processes and routines to the extent such content does not 
  embody the Product Identity and is an enhancement over the prior art and any 
  additional content clearly identified as Open Game Content by the Contributor, and 
  means any work covered by this License, including translations and derivative works 
  under copyright law, but specifically excludes Product Identity. 
  (e) “Product Identity” means product and product line names, logos and 
  identifying marks including trade dress; artifacts; creatures characters; stories, 
  storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, 
  designs, depictions, likenesses, formats, poses, concepts, themes and graphic, 
  photographic and other visual or audio representations; names and descriptions of 
  characters, spells, enchantments, personalities, teams, personas, likenesses and special 
  abilities; places, locations, environments, creatures, equipment, magical or supernatural 
  abilities or effects, logos, symbols, or graphic designs; and any other trademark or 
  registered trademark clearly identified as Product identity by the owner of the Product 
  Identity, and which specifically excludes the Open Game Content; 
  (f) “Trademark” means the logos, names, mark, sign, motto, designs that are 
  used by a Contributor to identify itself or its products or the associated products 
  contributed to the Open Game License by the Contributor 
  (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, 
  modify, translate and otherwise create Derivative Material of Open Game Content. 
  (h) “You” or “Your” means the licensee in terms of this agreement. 
   
  2. The License 
  This License applies to any Open Game Content that contains a notice indicating that 
  the Open Game Content may only be Used under and in terms of this License. You must 
  affix such a notice to any Open Game Content that you Use. No terms may be added to 
  or subtracted from this License except as described by the License itself. No other terms 
  or conditions may be applied to any Open Game Content distributed using this License. 
   
  3. Offer and Acceptance 
  By Using the Open Game Content You indicate Your acceptance of the terms of this 
  License. 
   
  4. Grant and Consideration 
  In consideration for agreeing to use this License, the Contributors grant You a 
  perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this 
  License to Use, the Open Game Content. 
   
  5. Representation of Authority to Contribute 
  If You are contributing original material as Open Game Content, You represent that 
  Your Contributions are Your original creation and/or You have sufficient rights to 
  grant the rights conveyed by this License. 
   
  6. Notice of License Copyright 
  You must update the COPYRIGHT NOTICE portion of this License to include the exact 
  text of the COPYRIGHT NOTICE of any Open Game Content You are copying, 
  modifying or distributing, and You must add the title, the copyright date, and the 
  copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game 
  Content you Distribute. 
   
  7. Use of Product Identity 
  You agree not to Use any Product Identity, including as an indication as to 
  compatibility, except as expressly licensed in another, independent Agreement with the 
  owner of each element of that Product Identity. You agree not to indicate compatibility 
  or co-adaptability with any Trademark or Registered Trademark in conjunction with a 
  work containing Open Game Content except as expressly licensed in another, 
  independent Agreement with the owner of such Trademark or Registered Trademark. 
  The use of any Product Identity in Open Game Content does not constitute a challenge 
  to the ownership of that Product Identity. The owner of any Product Identity used in 
  Open Game Content shall retain all rights, title and interest in and to that Product 
  Identity. 
   
  8. Identification 
  If you distribute Open Game Content You must clearly indicate which portions of the 
  work that you are distributing are Open Game Content. 
   
  9. Updating the License 
  Wizards or its designated Agents may publish updated versions of this License. You may 
  use any authorized version of this License to copy, modify and distribute any Open 
  Game Content originally distributed under any version of this License. 
   
  10. Copy of this License 
  You MUST include a copy of this License with every copy of the Open Game Content 
  You Distribute. 
   
  11. Use of Contributor Credits 
  You may not market or advertise the Open Game Content using the name of any 
  Contributor unless You have written permission from the Contributor to do so. 
   
  12. Inability to Comply 
  If it is impossible for You to comply with any of the terms of this License with respect to 
  some or all of the Open Game Content due to statute, judicial order, or governmental 
  regulation then You may not Use any Open Game Material so affected. 
   
  13. Termination 
  This License will terminate automatically if You fail to comply with all terms herein 
  and fail to cure such breach within 30 days of becoming aware of the breach. All 
  sublicenses shall survive the termination of this License. 
   
  14. Reformation 
  If any provision of this License is held to be unenforceable, such provision shall be 
  reformed only to the extent necessary to make it enforceable. 
   
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc. 
   
  System Reference Document © 2000. Wizards of the Coast, Inc; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave 
  Arneson. 
   
  The Pallid Fields - A mini-hexcrawl in Faery. © 2020, Todd Leback; Author Todd Leback. 
   
  Old-School Essentials Core Rules © 2018 Gavin Norman. Author Gavin Norman. 
   
  Old-School Essentials Classic Fantasy: Genre Rules © 2018 Gavin Norman. Author Gavin 
  Norman. 
   
  Old-School Essentials Classic Fantasy: Cleric and Magic-User Spells © 2018 Gavin 
  Norman. Author Gavin Norman. 
   
  Old-School Essentials Classic Fantasy: Monsters © 2018 Gavin Norman. Author Gavin 
  Norman. 
   
  Old-School Essentials Classic Fantasy: Treaures © 2018 Gavin Norman. Author Gavin 
  Norman. 
   
  Old-School Essentials Classic Fantasy: Rules Tome © 2019 Gavin Norman. Author Gavin 
  Norman. 
   
  OSRIC™ © 2006, Stuart Marshall, adapting material prepared by Matthew J. Finch, 
  based upon the System Reference Document, and inspired by the works of E. Gary 
  Gygax, Dave Arneson, and many others. 
   
  Labyrinth Lord™ © 2007–2009, Daniel Proctor. Author Daniel Proctor. 
   
  Advanced Edition Companion, © 2009–2010, Daniel Proctor. Author Daniel Proctor. 
   
  Swords & Wizardry Core Rules, © 2008, Matthew J. Finch. 
   
  Product Identity: The following items are hereby identified as Product Identity, as 
  defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: 
  All trademarks, registered trademarks, proper names (characters, place names, new 
  deities, etc.), dialogue, plots, story elements, locations, characters, artwork, graphics, 
  sidebars, and trade dress. (Elements that have previously been designated as Open Game 
  Content are not included in this declaration.) 
   
   
  
  Absalom Overview
  
  Regional Referee Map
  
  Regional Player Map
  
  Referee Maps
  
  The Pallid Fields
  
  Hex 75.21 - The Gateway
  
  Hex 75.22 - Winter Wood
  
  Hex 76.21 - The Duke’s 
  Demesne
  
  Hex 76.22 - Winter’s Veil
  
  Player Maps
  
  Hex 75.21
  
  Hex 75.22
  
  Hex 76.21
  
  Hex 76.22
  
SOURCE: textdata/thevault/Old-School Essentials BX Essentials/Old-School Essentials Adventures & Settings/Populated Hexes (OSE)/Populated Hexes The Pallid Fields [v1] (OSE).pdf