TEXT: Hex 15.21
  The River's Source
  
  Hex 15.21 – The River's Source
  
  ©2020 Todd Leback. Some artwork © Dean Spencer, used with permission. All rights reserved. Publisher's Choice Quality Stock Art © Rick 
  Hershey / Fat Goblin Games.
  This product is released under the terms of the Open Game License Version 1.0a, Copyright 2000, Wizards of the Coast, Inc. Please refer to the 
  Open Gaming License included with this release for additional legal text and copyright information. Old-School Essentials is a trademark of 
  Necrotic Gnome. The trademark and Old-School Essentials logo are used with permission of Necrotic Gnome, under license.
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  Hex 15.21
  The River's Source
  Credits Designer: Todd Leback
  Editing: Brian Johnson
  Layout: BJ Hensley
  Cartography: Todd Leback, Aaron Schmidt
  Cover Art: Jen Drummond (jendart.com)
  Cave Map: by Aaron Schmidt (https://aarondayyanschmidt.
  wixsite.com/website)
  Maps created using Hexographer.
  Hexographer is © Inkwell Ideas (inkwellideas.com).
  Populated Hexes
  Support more hexcrawling by becoming a patron of 
  Populated Hexes at: patreon.com/Populatedhexes
  Table of Contents
  Introduction to Populated Hexes 
  1
  Hexcrawling Rules 
  1
  Absalom 
  1
  Using Populated Hexes 
  1
  This Release 
  2
  Hex 15.21 – River’s Source 
  3
  0304. Crumbling Hunting Lodge. 
  3
  0305. Timber! 
  3
  0404. The Source of the Kirkikit 
  3
  0603. Lizard Lounge. 
  4
  0705. Spiders! 
  4
  0805. Old Growth Oak. 
  4
  Hex 16.21 – Forest’s Blessing 
  4
  0304. Unicorns. 
  4
  0306. Cave System. 
  6
  Level Two 
  9
  0407. Spring of Mercy. 
  11
  0503. Forest Dunes. 
  11
  0604. Tureltsa’s Temple. 
  11
  0705. The Tolerable Troll. 
  11
  Wandering Monster Tables 
  11
  Appendix 
  12
  Guileu 
  12
  Unicorns in Absalom 
  12
  Morlock 
  12
  Morlock Demographics 
  13
  Morlock Bully 
  14
  Morlock Champion 
  14
  Morlock Subchiefs and Chiefs 
  14
  Morlock Warlords 
  14
  Morlock Shaman 
  14
  Morlock Sorcerer 
  16
  Old School Essentials OGL 
  19
  
  Introduction to Populated Hexes
  Welcome to Populated Hexes, the series of 6-mile hexes 
  in the world of Absalom! The goal is to provide a number 
  of individual 6-mile hexes, fully populated with lairs 
  and features, that can either be dropped into an existing 
  campaign as a point of interest, the destination of a treasure 
  map found in the bowels of a dark dungeon, or as a stand-
  alone mini-sandbox.
  These supplements use the Old School Essentials rules 
  published by Necrotic Gnome, but like many OSR products, 
  pretty much any system can be easily adapted.
  Maps & Scale 
  Each hex will be presented with two hex maps: a smaller 
  map with locations and features noted, and a larger map 
  with only major features noted that can be printed and used 
  as a player handout. The scale represented on the maps 
  included in these products are as follows:
  • Large hex = 6 miles, face to face.
  • Subhex = 1.2 miles, face to face.
  Hexcrawling Rules
  Thirdkingdom Games produces supplements that are used 
  throughout these releases. Two of them – Domain Rules 
  and Hexcrawling Basics – are free to download and are 
  designed to work in conjunction with this series. You can 
  find out where to pick up these and other supplements in 
  the Populated Hexes line at patreon.com/Populatedhexes.
  The following books will be useful to have access to 
  throughout the series. Many of them are free!
  • Old School Essentials Classic Fantasy Rules Tome
  • Old School Essentials Advanced Fantasy Genre Rules
  • Labyrinth Lord Basic and Advanced Edition 
  Companion
  • OSRIC
  • A variety of other OSR resources
  Absalom
  The world of Absalom is one of constant change, where Law 
  and Chaos are more than abstract philosophical ideas but are 
  instead metaphysical realities that shape the very world itself.
  Absalom is dominated by Cycles, each lasting between two 
  to four hundred years. Each Cycle is divided into an Apex – 
  when Law holds sway – and a Nadir – when Chaos sweeps 
  over the lands, driving back the light of Civilization.
  Cycles are marked in the beginning by the Apex and ascent 
  of Law, and the end by the Nadir. During each Apex the 
  civilizations of Man do their best to expand their domains 
  and bring law to the land; these civilizations often shrink, or 
  even crumble, during the Nadirs as barbarians, beastmen, 
  and worse fall upon the kingdoms of Man.
  Campaign Setting
  The following assumptions are made in this setting:
  Starting Date
  This series is set at the beginning of the Sixteenth Cycle of 
  recorded history. There have been many civilizations that 
  have risen and fallen, some of Men, some of others.
  Humanocentric
  The adventurers will be human, setting out to explore the 
  new world with the ebbing of the forces of Chaos. Non-
  human classes are certainly allowed – and indeed, these 
  supplements present rules for many non-human classes – 
  but the base assumption is that most PCs will be human.
  Chaos Storms
  During Nadirs – and occasionally in an Apex – events called 
  Chaos storms can spontaneously occur, changing the very 
  landscape, distorting distances, and wreaking havoc upon 
  the nature of reality. Maps from the previous Cycle may 
  prove unreliable.
  The Gods
  Gods are real but are local. They are the Small Gods of Terry 
  Pratchett or the hearth deities of ancient Rome. Belief gives 
  strength and power to spirits of the world.
  Using Populated Hexes
  As stated above, each 6-mile hex can be used as a mini-setting, 
  a drop-in adventure location that is encountered during 
  travel, or as part of a greater hexcrawl. Elements can be added 
  or abandoned as needed, as is true of all supplements.
  These hexes are released one at a time, seven in a series. 
  Each series is a cluster of seven hexes: a central hex and the 
  six surrounding it.
  Each release will be divided into two sections: the hex itself, 
  with keyed encounter locations, and an Appendix, which 
  builds on encounters and concepts in the hex. Populated 
  Hexes offers some expanded alternatives to the basic rules 
  found in Old School Essentials, and these will be introduced 
  as needed in each hex. Broadly speaking, the intention is to 
  introduce character options – to bring some of D&D 5e into 
  B/X. These rules can be used or abandoned, as desired.
  Introduction to Populated Hexes
  
  Introduction to Populated Hexes
  This Release
  Nestled in the hills of this subhex is a sandstone keep 
  occupied by the Rawhide Gang, a vicious gang of brigands 
  that make a living raiding the few human settlements and 
  caravans in the region. You can support more hexes and 
  additional supplements at patreon.com/Populatedhexes.
  
  Hex 15.21 – The River's Source
  Resources: Animal, game (deer, 2); Vegetable, industrial 
  (timber, 2)
  The deer in this hex are not to be found in any single subhex; 
  the herd moves around (avoiding subhexes 0406 and 0705). 
  There is no set number for the herd; if hunted they will yield 
  240 gp worth of meat and hides.
  0304. Crumbling Hunting Lodge.
  Left over from the days of Zaphisdreal the Magnificent, this 
  once palatial hunting lodge has largely collapsed. A laid 
  stone foundation wall, ten feet tall, thirty wide, and nearly 
  eighty feet long is all that remains, the wooden roof having 
  long since collapsed inward. 
  Facing south is the doorway set into the foundation. With 
  the door long rotted away it opens up into the interior of the 
  place, a crazed jumble of fallen timbers, slate shingles, and 
  sapling trees growing through the debris.
  Rising above the north wall is a still impressive stone 
  chimney, fifteen feet wide, ten feet deep, and rising thirty-
  five feet into the air.
  The lodge is abandoned and not inhabited by any creatures 
  save birds, squirrels, and the occasional (normal) snake. It 
  would take roughly 200 man-hours to clear the debris from the 
  interior. If this were to be done the foundation and chimney 
  would be found to be in decent condition, given the age of the 
  structure, and would be worth 3,000 gp toward a structure.
  0305. Timber!
  The first time the adventurers enter this subhex an old, 
  rotten tree falls as they pass underneath. It will potentially 
  hit 1d4–1 members of the party, determined randomly. 
  Those individuals must Save v. Death to avoid being struck 
  by the falling tree. Failure indicates that they take 4d6 points 
  of damage. If the characters are mounted an individual and 
  their mount count as one “target”; the save is made by the 
  rider, but on a failed saving throw both rider and mount 
  take the damage.
  0404. The Source of the Kirkikit
  The river Kirkikit that flows south through several of the 
  mapped hexes is born here, from a spring-fed pool in the 
  hills. The pool is some thirty feet in diameter and about five 
  feet deep in the center. It’s shaded by trees and the surface is 
  dotted with water lilies. Small fish dart through its waters, 
  which are cold and crisp.
  The spring is inhabited by an elder guileu (see Appendix) 
  named, appropriately enough, Kirkikit. The guileu is bound 
  to the spring in much the same manner as a dryad is bound 
  to a tree; as such he is more powerful than the stats given in 
  the Appendix.
  Kirkikit is as old as the spring itself and remembers the 
  existence of the Skeldrene Dynasty and the passing of the 
  rule of Men in these lands. He speaks Fey, Swampspeak, 
  and an archaic form of Common.
  Once per week Kirkikit can answer questions as per the 
  legend lore spell, except that it has a “casting time” of ten 
  minutes and a range limited to objects, individuals, or 
  events that have occurred, existed, or currently exist within 
  twelve miles (roughly two 6-mile hexes) on either side of 
  the flow of the Kirkikit. He does not perform this for free, 
  though, requesting offerings of rare items or, perhaps, deeds. 
  Kirkikit is aware that the orcs in hex 16.23 have polluted 
  that section of his river and would trade at least one casting 
  of legend lore were they to be eliminated.
  Due to his age and connection to the spring Kirkikit has 
  some extra abilities, detailed here. Like all guileu Kirkikit 
  regenerates 3 hp per round while in water; if slain while 
  in the spring Kirkikit will reform with 1 hp one week later. 
  He cannot be permanently slain unless killed outside of the 
  pool or if the spring were significantly polluted and fouled.
  He may spit a concentrated gob of poison twice per day 
  instead of once per day. Kirkikit can cast obscuring mist, 
  protection from fire, and speak with animals three times per 
  day each. Once per day he can summon a water elemental 
  as per the druid spell conjure earth elemental, except that it 
  has 8 HD instead of 16.
  Hex 15.21 – River’s Source
  
  Hex 15.21 – The River's Source
  Kirkikit (1), AC 6 [13], HD 6+3** (hp 26), Att 1 x spit (1d6 
  + poison), THAC0 13 [+6], MV 90’ (30’) / 120’ (40’) swim, 
  SV D11 W11 P11 B14 S12 (M6), ML 9, AL Neutral, XP 980, 
  NA unique, TT L
  0406. Boars. A sounder of six boars lives in this hex. 
  They are extremely ill-tempered; apply a –2 penalty to 
  any reaction rolls.
  Boars (6), AC 7 [12], HD 3 (6, 8, 8, 10, 10, 14 hp), Att 1 x tusk 
  (2d4), THAC0 17 [+2], MV 90’ (30’), SV D12 W13 P14 B15 
  S16 (F2), ML 9, AL Neutral, XP 50, NA 1d6 (1d6), TT Nil
  0603. Lizard Lounge.
  Six draco lizards lair here. They take full advantage of the 
  trees, lurking in wait on branches for prey to pass underneath. 
  When encountered in this lair, assuming that none have been 
  killed in a prior random encounter, 1d4+1 of the lizards 
  will be hiding in trees and will swoop down upon the party, 
  gaining surprise on a roll of 1-4 in 6 and gaining a +2 bonus to 
  the first round of attacks (whether or not they gain surprise).
  The lizards dwell in a small hollow; meals are usually 
  dragged back to their lair to be devoured. Four onyxes, each 
  worth 50 gp, can be found in a small rotting sack under a 
  jumble of human remains.
  Lizard, draco (6), AC 5 [14], HD 4+2 (10, 19, 20, 22, 24, 
  26 hp), Att 1 x bite (1d10), THAC0 15 [+4], MV 120’ (40’) / 
  210’ (70’) flying, SV D12 W13 P14 B15 S16 (F3), ML 7, AL 
  Neutral, XP 215, NA 1d4 (1d8), TT U
  0705. Spiders!
  Two giant tarantula spiders dwell in this hex, in a copse of 
  trees surrounded by the bones of their victims. 
  Tarantula (2), AC 5 [14], HD 4 (17, 26 hp), Att 1 x bite (1d8 
  + poison), THAC0 15 [+4], MV 120’ (40’), SV D12 W13 P14 
  B15 S16 (F2), ML 8, AL Neutral, XP 135, NA 1d3 (1d3), TT U
  0805. Old Growth Oak.
  These hexes are filled with old growth white oak trees that have 
  grown up in the shade, with no lower limbs and fine, straight 
  grain, making them suitable to be harvested for fine furniture.
  Subhex 0805 contains 2,590 gp worth of lumber that can be 
  harvested. There’s a 1 in 20 chance per 1000 gp harvested 
  that a tree yields lumber of a high enough quality to be used 
  as special components in magical items (worth 1d6 x 250 
  gp) and a further 1 in 20 chance per 2000 gp harvested 
  that a tree’s wood is of such quality that it can be used as a 
  magical principle with a value of 3d6 x 500 gp.
  Hex 16.21 – Forest’s Blessing
  Resources: Animals, game (small game, 4); Vegetable, 
  industrial (rare woods, 3)
  To the northeast of the central cluster, this hex is lightly 
  wooded and resource rich. Small game animals can be 
  found in abundance here: the animal resource listed above 
  is spread throughout the hex and consists of small woodland 
  creatures — squirrels, racoons, badgers, etc. — that are 
  hunted for their hides as much as for meat. A total of 1,140 
  gp worth of these animals is spread throughout the hex.
  In the southwest corner, where the land is still transitioning 
  from hill country to flatlands, a largish cave system can be 
  found, inhabited by some dangerous creatures and hazards. 
  There are only two proper lairs in this hex, but a number of 
  areas of interest.
  0304. Unicorns.
  A blessing of seven unicorns dwells in this subhex. They are 
  the self-appointed guardians of this section of forest, mostly 
  maintaining their watch over a range from this subhex to 
  several hexes north. The growth of sand dunes in subhexes 
  0503 and 0502 worries the majestic creatures, but they have 
  as yet been unable to determine what is causing it.
  The blessing is led by an old mare called Sun-Through-Leaves, 
  a unicorn wise in her years but hesitant to take risks. She has 
  two partners, both of whom are more headstrong and daring, 
  and the rest of the blessing is made up of her children.
  The unicorns have affected this subhex as per the description 
  in the Appendix.
  
  Hex 15.21 – The River's Source
  
  Hex 15.21 – The River's Source
  Unicorns (6), AC 2 [17], HD 4 (15, 19, 19, 21, 21, 21 hp), Att 
  2 x hooves, plus 1 x horn (1d8/1d8/1d8), THAC0 16 [+3], 
  MV 240’ (80’), SV D8 W9 P8 B9 S12 (F8), ML 7, AL Lawful, 
  XP 135, NA 1d6 (1d8), TT Nil
  Sun-Through-Leaves (1), AC 2 [17], HD 6 (hp 25), Att 2 x 
  hooves, plus 1 x horn (1d8/1d8/1d8), THAC0 14 [+5], MV 
  240’ (80’), SV D6 W7 P8 B7 S10 (F12), ML 8, AL Lawful, XP 
  570, NA Unique, TT Nil
  0306. Cave System.
  A small cave system can be found in this hex, through 
  which an underground river courses. This river burbles 
  to the surface in the hex to the immediate southeast. The 
  caverns are accessed via two entrances: one is a cleft in 
  a hillside partially obscured by brush and undergrowth, 
  the other a sinkhole that has opened up in the ground, 
  allowing one to climb down to the caverns some sixty 
  feet below.
  This is a wet, living cave, carved by water through 
  limestone. Most surfaces, including the floor, will be slick 
  with moisture. The following characteristics are true of 
  this cave system:
  ➢ Running or attempting acrobatic maneuvers requires 
  the character to roll at or below their Dexterity 
  on 3d6 to avoid slipping and falling, taking 1d3–1 
  points of damage.
  ➢ The ceiling height varies from 8-12’, unless otherwise 
  stated.
  ➢ Walls, floor, and ceiling are natural and uneven and a 
  dark gray in color.
  ➢ There is no light unless otherwise stated.
  ➢ The scale of the map can be left up to the Referee. 
  As drawn, though, the ratio of rooms to corridors is 
  distorted to fit on the page. The chambers range in 
  size from twenty feet in diameter (rooms 4, 7, 14) to 
  about 300 feet in diameter (rooms 18, 19, and 27). It is 
  recommended that clusters of rooms (4-7) be joined 
  by corridors averaging 10-20 feet in length while 
  individual caverns be separated by corridors 60-120 
  feet in length.
  1. The cleft opens up into a largish room, partially lit by 
  sunlight streaming through the opening. A grumpy grizzly 
  bear can be found here, fiercely protecting its lair. The bear 
  will be found within on a roll of 1-2 in 6. If not there when 
  the adventurers enter it will return in 1d20 turns. Apply a –2 
  penalty to a reaction roll if the bear is encountered in its lair.
  Bear, grizzly (1), AC 6 [13], HD 5 (18 hp), Att 2 x claws, plus 
  1 x bite (1d3/1d3/1d6), THAC0 15 [+4], MV 120’ (40’), SV 
  D12 W13 P14 B15 S16 (F2), ML 8, AL Neutral, XP 200, NA 
  1 (1d4), TT U
  2. This chamber has exits at the far end and a low ceiling, 
  only five feet high or so. The grizzly avoids coming back 
  this far. In a niche in the southwest corner can be found 
  a human skeleton clad in ring mail, partially encased in 
  limestone. The ring mail is magical and possesses a +2 
  enchantment. It takes four turns with a hammer and iron 
  spike to remove the armor from its stone cocoon. Each turn 
  spent hammering triggers a wandering monster check.
  3.  This chamber is mostly empty except for exactly 467 ball 
  bearings spread across the floor. The ball bearings are steel, 
  and quite rusty, but they are still slippery. Everyone crossing 
  the room must roll at or below their Dexterity on 3d6 or fall 
  prone, suffering 1d4 points of damage. The ball bearings 
  can only be spotted if the floor is examined for traps before 
  entering the room.
  Rooms 4-7. Several months ago a band of orcs broke ranks 
  with the Gangrenous orcs in Hex 13.21 and fled east, seeking 
  sanctuary. They discovered this cave and entered when the 
  bear was out hunting. Since then the orcs have staked claim 
  to a small corner of the cave but live largely in fear of their 
  neighbors. Their numbers are slowly being whittled away 
  as the orcs are forced to leave their lair for food and water.
  4. The orcs maintain a small watch here, with a low, smoky fire 
  made from dried bear scat they’ve managed to scavenge from 
  cavern #1 when the grizzly is not present. Three orcs can be 
  found here at all times, maintaining a nervous watch to the 
  south. The two normal orcs are armed with short stabbing 
  spears and the reaver wields a large club studded with nails.
  Orcs, normal (2), AC 6 [13], HD 1 (2, 8 hp), Att 1 x spear 
  (1d6), THAC0 19 [+0], MV 120’ (40’), SV D12 W13 P14 B15 
  S16 (F1), ML 8, AL Chaotic, XP 10, NA 2d4 (1d6x10), TT P. 
  They have a half dozen bent coppers between the two of them.
  Orc reaver (1), AC 6 [13], HD 1 (8 hp), Att 1 x club (1d6+1), 
  THAC0 19 [+0], MV 120’ (40’), SV D12 W13 P14 B15 S16 
  (F1), ML 8, AL Chaotic, XP 17. The reaver has 3 gp tucked 
  into his knobbly boot.
  5. This chamber has been claimed by the orc chieftain, 
  Gribuz, as her own. She can usually be found here, with her 
  five bodyguards, trying to plot a way out of their current 
  predicament. An oil lantern provides light for the orcs here; 
  they have but five flasks of oil remaining, and when those 
  are gone will have to resort to burning bearshit.
  Beneath a pile of filthy and matted furs can be found the reason 
  
  Hex 15.21 – The River's Source
  the orcs are in hiding; when they fled the Gangrenous orcs 
  they stole a relic of the tribe, the flagon of Rohurglug. Only 
  Gribuz, her chief bodyguard Gorlag (the one with 20 hp), and 
  the witch doctor Blorgdish know that they have the relic.
  The flagon is full, and if attacked Gribuz’s first action will be 
  to snatch it from its hiding place and quaff it.
  Orc reaver bodyguards (5), AC 6 [13], HD 2 (10, 10, 13, 13, 
  20 hp), Att 1 x club (1d6+1), THAC0 18 [+1], MV 120’ (40’), 
  SV D12 W13 P14 B15 S16 (F2), ML 9, AL Chaotic, XP 20. 
  Each bodyguard has 1d4 gp.
  Gribuz, chieftain (1), AC 3 (16), HD 4 (27 hp), Att 1 x sword 
  (1d8+4), THAC0 15 [+4], MV 120’ (40’), SV D10 W11 P12 B13 
  S14 (F4), ML 9, AL Chaotic, XP 80. In addition to the flagon, 
  described below, Gribuz has the following treasure: she carries 
  a sword +1 and a shield +1 (both of which are reflected in her 
  stats), and 3 rather flawed rubies, each worth 100 gp. In another 
  corner, away from the flagon, is a damaged chest of oak that con-
  tains the rest of the clan’s treasure: 254 gp, 978 sp, and 2,213 cp.
  Flagon of Rohurglug. This beaten copper flagon is dented 
  and well-used, with a stopper of bone. If a creature bleeds 
  into it (4 hp worth of blood in a single day), stoppers it, and 
  leaves it for 24 hours the blood is turned into a liquid that acts 
  as a potion of giant strength and potion of invulnerability. 
  The benefits can only be gained by the individual whose blood 
  was poured into the flask, and the effects last for one hour. 
  Because of the nature of the magic, the hit point loss cannot 
  be regained — whether through magic or rest — until the user 
  has consumed the potion; the wound that was made to fill the 
  flagon remains open, weeping small amounts of blood. The 
  flagon can only be used once per day.
  There is a 1% non-cumulative chance per use that the alignment 
  of the user changes to Chaotic. This change can only be undone by 
  a wish or similar magic.
  6. The bulk of the clan stays in this chamber, lit faintly by a 
  smoky fire of bear chips. An enormous crab claw turns on a 
  spit above the embers; a recent hunting party was successful, 
  but at the cost of two orcs. The crab was not slain, but they 
  did take a claw. Three more orcs keep an eye on the passage 
  south, while the rest of them while away the hours dicing for 
  coppers, binding their wounds, or dreaming of a better life.
  This cave contains fourteen orcs in total, three of which are 
  1st-level reavers.
  Orcs, normal (11), AC 6 [13], HD 1 (1, 1, 2, 3, 5, 5, 7, 7, 7, 
  8, 8 hp), Att 1 x spear (1d6), THAC0 19 [+0], MV 120’ (40’), 
  SV D12 W13 P14 B15 S16 (F1), ML 8, AL Chaotic, XP 10, 
  NA 2d4 (1d6x10), TT P. They have 32 cp and 10 sp between 
  the them.
  Orc reaver (3), AC 6 [13], HD 1 (8, 8, 8 hp), Att 1 x club 
  (1d6+1), THAC0 19 [+0], MV 120’ (40’), SV D12 W13 P14 
  B15 S16 (F1), ML 8, AL Chaotic, XP 17. The trio carry a total 
  of 12 gp.
  7. Tucked away in a small side cave is the residence of 
  Blorgdish, the clan’s ancient and half-blind witch doctor. 
  Two badly injured orcs have been place in her care; 
  Blorgdish is doing the best she can to heal them, which 
  isn’t that much. The two injured orcs are non-combatants 
  and have 1 hp each.
  Blorgdish, witch doctor (1), AC 8 [11], HD 1 (3 hp), Att spell 
  (as per spell), THAC0 19 [+0], MV 120’ (40’), SV D13 W14 P13 
  B16 S15 (MU1), ML 8, AL Chaotic, XP 15, NA 2d4 (1d6x10), TT 
  P. Blorgdish knows the spells Burning Hands, Enlarge, and Jump. 
  Blorgdish has a raven familiar named Duzbei, which allows her to 
  function in the sunlight without issue. Her only treasure is a small, 
  crude figure made of sticks and twine, described below.
  Twig Homunculus. Once per day an arcane spellcaster 
  can breath life into this little figure of branch and yarn by 
  pricking a finger and dabbing 1 hp worth of blood on its 
  tiny acorn head. The homunculus remains animate for one 
  hour, after which point it collapses, the magic animating it 
  spent. It has a speed of 10’ per round, an AC of 9 [10] and 
  2 hp. The spellcaster can command and control its move-
  ments silently but with gestures, as though it were a mario-
  nette on very long strings. It is but six inches tall, can col-
  lapse and rearrange itself at will, and can be set to perform 
  extremely simple tasks. Most importantly, the magic-user 
  can cast a single 1st-level level spell through it, as though 
  the spell was emanating from the figure. Doing so ends the 
  magic animating the figure, though.
  8. This chamber dead-ends at the end of a passageway. The 
  single entrance to it is choked by fallen rock and rubble, 
  allowing only one person at a time to enter. Every time a 
  person scrambles over it there’s a 1 in 6 chance the rocks 
  shift, causing 1d4 points of damage unless the character 
  rolls at or below their Dex on 3d6. The rocks will only shift 
  twice before stabilizing. It would take two man-hours to 
  clear the rocks away.
  The chamber is totally empty.
  9. The chamber is empty save for small amounts of debris 
  and rocks on the ground. The ground is slick with moisture, 
  and a river flows through the southern end. The river is 
  approximately fifteen feet wide, about ten deep, and fast 
  moving. The water is cold. A number of columns barely 
  protrude from the river, forming a path of stepping-stones 
  that can be used to cross.
  
  Hex 15.21 – The River's Source
  A successful search check while exploring the room reveals 
  fragments of crabshells and blood, indicating that a fight 
  with the giant crab in Area 10 took place here recently.
  10. A giant crab dwells among the columns, missing a claw, 
  which was recently taken by the orcs in Area 6. It will rise from 
  the depths and attack anyone crossing the river. The stepping-
  stones are slippery enough that anyone making an attack, 
  getting hit by the crab, or moving faster than a walking speed 
  must roll at or below their Dex on 3d6 or fall into the water. 
  Characters who fall must roll at or below their Strength on 3d6 
  or be swept downstream at a speed of 20’ per round, toward 
  the lake (Area 18) and the monster that dwells within it. Those 
  with metal armor, of course, also run the risk of drowning.
  If the adventurers did not discover the broken crab-shells 
  they suffer a –2 penalty to surprise rolls.
  Crab, giant (1), AC 2 [17], HD 3 (20 hp), Att 1 x pincer 
  (2d6), THAC0 17 [+2], MV 60’ (20’), SV D12 W13 P14 B15 
  S16 (F2), ML 7, AL Neutral, XP 50
  11. Two orc corpses are sprawled on the ground here, 
  roughly in the center of the room. An examination reveals 
  they have no visible wounds and seemingly died without a 
  struggle. In fact, they died from oxygen deprivation, as this 
  room is filled with an inert colorless and odorless gas.
  This room dips down lower than some of the other nearby 
  rooms, which is unfortunate, because a small cleft in the 
  ground slowly releases a heavier-than-air gas that is clear 
  and odorless. Anyone spending more than one minute in 
  this room must make a Save v. Poison or fall asleep from 
  oxygen deprivation. Those falling asleep in the room will 
  die five minutes later unless removed from the room.
  The orcs have no treasure of which to speak, and the room 
  is otherwise empty.
  12. The second entrance to the cave system is via this sinkhole, 
  an opening 10’ in diameter at the surface, descending 60 feet 
  down through a twisting shaft. A colony of bats lives in this 
  cave. There are 85 bats, and for every adventurer that descends 
  via the shaft there’s a 1 in 6 chance the colony is disturbed; if 
  this occurs the bats will ascend through the shaft, targeting any 
  within as per their confusion ability. On a result of “no action” 
  the adventurer will fall, suffering the appropriate damage.
  The bats divide into four swarms, each with approximately 
  20 members. The swarms rise through the shaft one at a 
  time, 1d2 rounds separating each. If not destroyed the bats 
  will return to roost in the cave after 1d4 turns.
  Bat, regular (85), AC 6 [13], HD 1 hp each, Att confusion, 
  THAC0 19 [+1], MV 120’ (40’) flying, SV D14 W15 P16 B17 
  S18 (NM), ML 6, AL Neutral, XP 6
  13. This cavern is empty.
  14. This small cavern is empty save for a curiously shaped 
  stalagmite near the southern end of the cave. A close 
  inspection reveals that the stalagmite was once a crude 
  statue representing what appears to be a sort of octopoid, 
  multi-armed creature, now limed over by layers of stone.
  In Cycles past, this cave system was inhabited by a race of 
  primitive, degenerate Men who worshiped the ancestors of 
  the monster that dwells in the lake in room 18. The morlocks 
  have since retreated further into the cave system.
  15. This long chamber is empty and devoid of anything of 
  note, save that the ceiling is lower than most anywhere else, 
  only about 8’ tall in the center.
  16. More columns rise out of the water here, providing 
  a rudimentary path of stepping-stones across the swiftly 
  moving river. Each time an adventurer crosses there’s a 1 in 
  6 chance one of the columns breaks off, forcing the character 
  to roll at or below their Dexterity on 3d6 or fall into the water, 
  suffering the effects as detailed in Area 10. The river leads 
  further underground, to an area for the Referee to detail.
  17. Another orc corpse is found here. Unlike the ones in 
  Area 11, this one obviously suffered a violent death. It is 
  missing one arm and covered in vicious lacerations. The 
  orc ran afoul of the monster in Area 18 and staggered this 
  far before collapsing and dying. A search reveals a quartz 
  worth 10 gp tucked into the orc’s belt.
  18. An enormous cave with a high, vaulted ceiling, the river 
  branches in two here, forming an island in the center of the 
  room. A sinkhole in the island leads down to the second 
  level of this dungeon, but to cross the river the adventurers 
  will need to deal with the monster that lurks in the shallows.
  The river widens in this cavern, to about twenty feet in width, 
  and averages five or so feet in depth, except for the deep 
  spot indicated by the creature’s waving tentacles on the map, 
  where the seven-tentacled monster slumbers in the darkness.
  The monster resembles an octopus, with a five-foot long 
  body and seven tentacles reaching nearly fifteen feet in 
  length. The tentacles are barbed and cruelly rip the flesh 
  from those they hit.
  The creature is ancient and possesses a strange, alien 
  intellect. Its ancestors came to this plane from another 
  world through a crack in reality and took up residence here, 
  where they were worshiped by the degenerate Men that 
  once dwelled here. 
  Those sad humanoids have since retreated down to the 
  second level of the dungeon, through the sinkhole in the 
  island, and have long since forgotten that they once dwelled 
  closer to the surface and worshiped an alien monstrosity.
  
  Hex 15.21 – The River's Source
  The creature in the lake calls itself Xuog. Normally asleep 
  for long periods of time, the orcs’ arrival has woken it up; 
  Xuog has not feasted so well in decades and it drowses 
  fitfully now, waiting for more prey to enter and be dragged 
  under the currents.
  Xuog, tentacle monster of the dark (1), AC 4 [15], HD 9 (46 
  hp), Att 7 x tentacles (2d4 damage + bleed), THAC0 11 [+8], 
  MV 10’ (3’) on land or 60’ (20’) swimming, SV D8 W9 P10 
  B10 S12 (F9), ML 8, AL Chaotic, XP 1700
  Xuog attacks with its tentacles, which can lash out of the 
  water and have a reach of fifteen feet. It can attack multiple 
  opponents at once. On a successful hit the target must Save v. 
  Death or continue to bleed at a rate of 1 hp per round. This 
  is cumulative with each hit and continues until the target is 
  dead or is targeted by healing magic.
  Because of its alien mindset Xuog is immune to spells that affect 
  the mind, such as illusions, charms, etc. It suffers ½ damage 
  from fire-based spells (1/4 on a successful save) and, due to its 
  rubbery physiognomy, ½ damage from blunt weapons.
  It can use telekinesis at will, as per the spell and as if cast by a 
  9th-level magic-user. While using telekinesis it can only attack 
  with two tentacles. Thrice per day it can cast hypnotism, as 
  the 1st-level illusionist spell, by waving three of its tentacles 
  in an undulating pattern. It may continue to attack using the 
  other tentacles.
  Once per day Xuog can automatically succeed on a saving 
  throw of its choice.
  At the bottom of the depression where it lairs can be found its 
  treasure, odds and ends it has collected over the centuries as 
  tribute or that have simply been on the corpses of its victims. 
  There can be found 1,200 gp, a ring of platinum worth 2,500 
  gp, and a tightly stoppered efreeti bottle.
  The island is littered with the bones of Xuog’s victims. In the 
  center is an opening some twenty feet across that leads to 
  the lower level. The roof of the cavern below falls away from 
  the hole, making it nearly impossible to climb down without 
  the aid of magic. Were one to lower a rope, or descend via 
  magic, they would find themself 100 feet below the surface, 
  in Area 20.
  19. The ground in this cavern is covered in a thick black 
  tarry substance known as coype, seeping up from the 
  ground. The smell is intense, and those remaining in the 
  room for more than one round must Save v. Poison or be 
  nauseated, suffering a –2 penalty to all rolls for one hour.
  The tar is, however, valuable to alchemists. It’s sticky and foul-
  smelling, and difficult to harvest without getting nauseous, 
  but a quart of coype is worth 10 gp to an alchemist. It takes 
  one turn to collect a quart, and when the adventurers first 
  enter the cave 1d100 quarts can be collected. The tar-like 
  substance replenishes at a rate of one quart per week.
  Level Two
  The second level of this dungeon is very similar to the first 
  level, but is, if anything, even wetter due to the running 
  water above. Moisture is constantly dripping from the 
  ceiling — anyone looking up to examine the ceiling will get 
  water splattered across their face.
  20. Below the island is an enormous cave, at least one 
  hundred and fifty feet in diameter, with a concave ceiling that 
  reaches one hundred feet above the floor. Nourished by the 
  constant drip of water from the ceiling above is a forest of 
  fungi, adapted to growth in complete darkness and tended to 
  by the ministrations of the dwellers of the lower level.
  There’s a 1-2 in 6 chance that whenever the adventurers 
  enter this cavern 1d6 morlocks will be present, harvesting 
  and tending to the fungi. They have devolved even further 
  than others of their ilk and suffer the –2 penalty to attack 
  rolls when exposed to any light source, not just daylight. 
  Therefore, when possible, the morlocks will first attack 
  those carrying a light source so as to extinguish it.
  The fungi are all perfectly edible and harmless, averaging 
  about five feet tall. Any morlocks encountered within the 
  fungal garden have a +2 bonus to AC as they are adept at 
  moving from stalk to stalk, using the fleshy mushrooms as 
  partial cover. Morlocks that are killed here are subtracted 
  from the total found in Area 27.
  Morlock (1d6), AC 8 [11], HD 1 (avg. 5 hp), Att 1 x club 
  (1d6), THAC0 19 [+0], MV 120’ (40’), SV D12 W13 P14 B15 
  S16 (F1), ML 9, AL Chaotic, XP 5. The morlocks are armed 
  with bone clubs studded with sharp stones. 
  If there are five or six morlocks there will be a morlock bully (see 
  Appendix) overseeing them, in addition to their normal numbers.
  21. This smallish cavern is empty.
  22. This cavern appears to be empty but is actually home 
  to a green slime that is clinging to the ceiling. There’s a –2 
  penalty to spot the slime due to the excessive moisture. It 
  drops down on anyone entering this room.
  Green slime (1), AC NA, HD 2 (7 hp), Att special, THAC0 
  18 [+1], MV 3’ (1’), SV D12 W13 P14 B15 S16 (F1), ML 12, 
  AL Neutral, XP 38 
  23. This cavern contains an enormous ribcage, arching ten 
  feet high and nearly twice as wide, along with its spinal 
  column. No other bones or remains can be found, and there 
  is no obvious way for a creature this large to have gotten in 
  here. The bones have long calcified from the dripping water 
  and are covered in several inches of limestone.
  
  Hex 15.21 – The River's Source
  Bloodstains mark the ground here amidst the bones, for 
  the morlocks worship these skeletal remains as a god. 
  When food is scarce they resort to cannibalism and ritually 
  sacrifice one of their own in the center of the ribcage.
  After generations of worship, and countless morlocks 
  slaughtered here, the ribs have in fact achieved a small spark 
  of godhood. Lawful clerics who examine the bones will feel 
  a sense of foreboding; if they actually touch the bones they 
  must Save v. Death. Failure indicates they contract a wasting 
  disease that reduces their Wisdom by 1 per day. When 
  reduced to 0 the afflicted cleric transforms into a morlock. 
  The ribs can grant up to 1st-level clerical spells. A section of 
  the southern wall of this cave is actually false, built Cycles 
  ago by the ancestors of the morlocks, when they were still 
  able to fashion such things. The secret door is crude and 
  easily discoverable by anyone who spends more than a 
  cursory amount of time searching this wall.
  The current generation of morlocks are unaware of this 
  secret door.
  24. This curiously shaped cavern tapers to a narrow point 
  at the northwest end. Five morlocks dwell here, along with 
  the shaman of the tribe, a 2 HD creature capable of casting 
  a single spell per day. The morlocks have no treasure.
  Morlock (4), AC 8 [11], HD 1 (1, 2, 3, 4, 5 hp), Att 1 x club 
  (1d6), THAC0 19 [+0], MV 120’ (40’), SV D12 W13 P14 
  B15 S16 (F1), ML 9, AL Chaotic, XP 5. The morlocks are 
  armed with bone clubs studded with sharp stones. 
  Morlock bully (1), AC 8 [11], HD 1 (8 hp), Att 1 x club (1d6), 
  THAC0 19 [+0], MV 120’ (40’), SV D12 W13 P14 B15 S16 
  (F1), ML 9, AL Chaotic, XP 5. The bully is armed with a bone 
  club studded with sharp stones. 
  Morlock shaman (1), AC 8 [11], HD 2 (11 hp), Att 1 x club 
  (1d6) or spell, THAC0 18 [+1], MV 120’ (40’), SV D12 W13 
  P14 B15 S16 (F2), ML 9, AL Chaotic, XP 29. The shaman has 
  the Toughness Knack, and typically has the following spells 
  available: cause fear, darkness.
  25. A pile of rocks here in the passageway is precariously 
  balanced — not on purpose, but purely by accident — and 
  the morlocks are small and nimble enough that they do 
  not risk dislodging it. Any Man-sized individual in metal 
  armor, or carrying a shield or two-handed weapon, will 
  dislodge the rocks on a roll of 1 in 6. The individual, plus 
  whomever is immediately behind them, must roll at or 
  below their Dexterity on 3d6 or suffer 1d4 points of damage 
  from the shifting stones. The morlocks in Area 27 will be 
  automatically alerted to the presence of intruders.
  26. This chamber is used as the morlock midden. The northern 
  side of the cave slopes downward severely, although that is not 
  really apparent, as generations of morlocks have tossed bones, 
  vegetable debris, and other detritus in here, until the level has 
  reached that of the southern side of the floor. 
  If anyone investigates the northern half of the cavern before 
  prodding the ground with a pole they must Save v. Paralysis 
  or sink into the refuse, suffering 1d6 points of damage.
  27. This cavern is home to a dozen morlocks and their 
  eight giant rat pets. The morlock king dwells here as well, 
  an enormous brute who is the de facto ruler of the clan by 
  dint of his strength, as well as two champions that serve as 
  his bodyguard.
  Morlock (10), AC 8 [11], HD 1 (3, 3, 4, 5, 6, 6, 7, 8, 8, 8 hp), 
  Att 1 x club (1d6), THAC0 19 [+0], MV 120’ (40’), SV D12 
  W13 P14 B15 S16 (F1), ML 9, AL Chaotic, XP 5. The morlocks 
  are armed with bone clubs studded with sharp stones. 
  Morlock bully (2), AC 8 [11], HD 1 (6, 8 hp), Att 1 x club (1d6), 
  THAC0 19 [+0], MV 120’ (40’), SV D12 W13 P14 B15 S16 (F1), 
  ML 9, AL Chaotic, XP 5. The morlocks are armed with bone 
  clubs studded with sharp stones. One of them has the Toughness 
  Knack, the other gains a +1 bonus to attack and damage rolls.
  Morlock king (1), AC 7 [12], HD 4 (15 hp), Att 1 x club (1d6+3), 
  THAC0 14 [+5], MV 120’ (40’), SV D10 W11 P12 B13 S14 
  (F4), ML 9, AL Chaotic, XP 50. The morlock king has 1d10 hp 
  per HD and, once per day, can attack twice in a single round. 
  Bonus to damage and THAC0 are from exceptional Strength.
  Giant rats (8), AC 7, HD 1d4 hp (2, 2, 3, 3, 3, 3, 4, 4), Att 1 
  x bite (1d3, disease), THAC0 20 (+0), SV D11 W12 P14 B16 
  S15 (F1), M6, AL Neutral, XP 6
  There is nothing of value in this room.
  28. Cycles previous, when the morlocks first retreated to this 
  lower level, the most capable amongst them constructed a 
  false wall at the back of Area 23 to conceal their treasures. 
  Over the years it has been forgotten by their descendants, 
  the treasures within covered over by layers of limestone.
  The false wall is difficult to discern, as over the years it has 
  been coated with a thin layer of sediment. It can only be 
  detected on a roll of 1 in 8, or through magic, and takes 6 
  turns to break down, or half that if the adventurers have 
  tools such as sledgehammers, crowbars, and picks.
  The room beyond is dominated by an enormous quartz 
  crystal, now limed over with a crust of calcium carbonate. 
  At one point the crystal was the focal point of the morlocks’ 
  worship of the dwellers in the lake above, and they brought 
  it with them to continue that worship below.
  The crystal is the height of a man and flawless. It weighs 400 
  
  Hex 15.21 – The River's Source
  pounds and is worth 10,000 gp due to its size and clarity. 
  It could be used as a magical component or principle, 
  provided it could be removed from the cave and cleaned.
  Also in this room can be found a dozen human-like skulls, 
  the relics of previous shamans who were ritually sacrificed, 
  their skulls preserved in the same room as their idol. These, 
  too, are now limed in calcium. Each skull contains 1d100 
  gp worth of spiritual energy that can be tapped and used for 
  divine spells and item creation.
  0407. Spring of Mercy.
  A small spring can be found in this subhex, bubbling forth 
  at the base of a venerable oak tree. It is no more than five 
  feet in diameter and a mere foot deep, and is small enough 
  that it doesn’t actually overfill its banks.
  The water is cool and tangy. Creatures that have been dead 
  (from causes other than old age) for no more than 24 hours 
  can be immersed in this pool. After seven hours they will 
  awake, at full health and capability, as if they had just had a 
  good night’s rest. An individual may only benefit from the 
  pool once in their lifetime.
  0503. Forest Dunes.
  Three Cycles ago a Chaos storm opened a gate to the 
  Elemental Plane of Sand. Since then sand has been trickling 
  through the portal, gradually burying the forest under 
  rolling sand dunes. The portal lies to the north, outside the 
  scope of this hex. The dunes are spreading at an approximate 
  rate of 1 subhex every 5 years. 
  Here and there can be seen tips of dead trees poking out of 
  the sand, like the fingers of a corpse. Every time this subhex 
  is entered there’s a 1 in 8 chance of encountering 1d4 sand 
  elementals, frolicking in the dunes.
  Sand elemental, minor, AC 5 [14], HD 3 (avg 12 hp), Att 
  1 x punch (1d8) or 1 x scour (2d4 sandblasting), THAC0 17 
  (+2), SV D11 W12 P14 B16 S15 (F3), ML 10, AL Neutral, 
  XP 65. Sand elementals can form fists that they punch with. 
  They may also attack with a scour, by sending out a spray of 
  sand, doing 2d4 points of damage to everyone within 15 feet 
  of them, or half that on a successful Save v. Breath. This abili-
  ty can be used once every 1d6 rounds (roll each time it is used 
  to determine how long it takes to recharge).
  0604. Tureltsa’s Temple.
  Cycles ago, pre-dating even the Skeldrene Dynasty, the Men 
  who dwelt in this hex worshiped a deity called Tureltsa. 
  There are none now who remember this god, and its shrine 
  has collapsed in on itself; all that remains is a laid stone 
  foundation twenty feet to a side containing a basalt slab that 
  once served as the altar.
  One of the old gods, Tureltsa’s worshipers sacrificed 
  animals and sometimes Men upon the black stone altar. 
  Little evidence of this remains these days, as what has not 
  succumbed to the elements has been thoroughly picked 
  through by scavengers, both Man and beast.
  The black stone remains clean and unblemished, untouched 
  by lichen or moss. Clerics who touch the stone must roll at 
  or below their Wisdom on 4d6; those that succeed catch 
  glimpses of a tall woman with three arms and a lower half 
  comprising a lizard’s hindquarters. She bears, in her three 
  arms, the following: a stone knife in her left hand, a wood 
  stave in her right hand, and a ripe apple in the central hand.
  This vision is of Tureltsa, who is little more than a memory 
  trapped in stone these days. The cleric will continue to be 
  visited by dreams of Tureltsa for 1d8 days after they leave 
  this subhex. The fragment of divinity that is the goddess will 
  have completely faded away one year after this first occurs.
  0705. The Tolerable Troll.
  A solitary troll dwells in this subhex, in a crude hut of 
  woven branches and daubed mud. It is surprisingly civil 
  and intelligent for its kind, and more inclined to either hide 
  from larger groups or parley with them than attack.
  The troll calls herself Zarglas; cast out from her clan because 
  of a shocking lack of savagery, she found herself here and 
  decided to build a dwelling, far from her kin. She is aware 
  of the unicorns in subhex 0304 and is working up the nerve 
  to approach them to make overtures of friendship.
  Zarglas, civil troll(1), AC 4 [15], HD 6+3 (32 hp), Att 2 x 
  talon (1d6), 1 x bite (1d10), THAC0 13 [+6], MV 120’ (40’), 
  SV D10 W11 P12 B13 S14 (F12), ML 8, AL Neutral, XP 650, 
  NA 1d8 (1d8), TT D
  Zarglas wears a gold bracelet worth 400 gold coins and a 
  platinum toe-ring inset with tiny rubies worth 1200 gp.
  Wandering Monster Tables
  Hex 15.21
  1. Boars (1d4)
  2. Boars (1d6)
  3. Lizards, draco (1d4)
  4. Unicorns (1d4+1) from hex 16.21
  5. Spider, tarantula (1d2)
  6. Ants (1d4) from hex 16.22
  7. Wolves (1d8) from hex 16.22
  8. Autrak (dragon) from hex 16.22
  
  Hex 15.21 – The River's Source
  Hex 16.21
  1. Zarglas
  2. Zarglas
  3. Unicorns (1d4)
  4. Unicorn (Sun-Through-Leaves +1d4–1 others)
  5. Autrak (dragon) from Hex 16.22
  6. Lizardmen (2d4) from Hex 17.20
  7. Ants (1d4) from Hex 16.22
  8. Autrak (dragon) from Hex 16.22
  Appendix
  Guileu
  From A Hamsterish Hoard of Monsters by Erin Bisson
  Armor Class: 6
  Hit Dice: 2+3*
  Move: 90’ (30’)
  Swim: 120’ (40’)
  Climb: 90’ (30’)
  THAC0: 17[+2]
  Attacks: 1 spit
  Damage: 1-6 + poison
  No. Appearing: 2-12
  Save As: M3
  Morale: 9
  Treasure Type: L
  Alignment: Neutral
  XP Value: 35
  Slow of motion and placid of nature, guileu are frog-shaped 
  creatures of perfectly clear water; long-limbed like a tree 
  frog, a guileu has eyes like transparent black pearls and, 
  when motionless, is betrayed only by the ripple of light 
  on its “skin”. Guileu are inoffensive creatures, preferring 
  to gather bits of wisdom along with the occasional pearl, 
  and sometimes lurk amongst mortal creatures to dispense 
  healing in return for reverence.
  Guileu do not like combat and avoid it whenever possible, 
  preferring to negotiate or retreat from the field of battle. 
  If violence appears to be inevitable, a guileu will climb the 
  nearest vantage-point and spit toxic waters at its antagonists; 
  this “bolt” has a range of 50’ and inflicts 1d6 hit points of 
  damage, plus an additional 2d4 hit points and 1 point of 
  Constitution (recoverable with a day of rest) if a Save v. 
  Poison is failed. A guileu may choose to concentrate all of 
  its available toxin for a day to make a single bolt that kills 
  the victim outright if the save is failed but may then create 
  no further bolts for 24 hours. Due to their shimmering 
  transparency, all to-hit rolls take a –4 penalty against a guileu.
  Guileu may cure poisoning and disease at will, using the fluids 
  of their own bodies. They take double damage from wind and 
  fire, but no damage from water, earth or acid; submerged in a 
  body of water, they regenerate 3 hit points per round.
  Unicorns in Absalom
  Unicorns in Absalom are unrelated to Faeries; they are a 
  force for Law in the world, and the area around their homes 
  becomes a place of stability in an otherwise Chaotic world.
  Unicorns can automatically sense Chaos/Law within a 60’ 
  radius. They don’t care a whit about maidens; only creatures 
  of Lawful alignment may touch a unicorn, and only those who 
  have proven themselves champions of Law may ride a unicorn.
  They still possess the ability to teleport themselves or a rider 
  once per day, up to a range of 360’ feet. Additionally, once per 
  day, a Chaotic creature struck by a unicorn’s horn must Save v. 
  Spells or be affected by a curse, as per the reversed version of 
  remove curse. Those affected by a unicorn’s curse are blinded 
  until the unicorn lifts the curse or it is cured by powerful magic.
  A blessing (the collective noun for a group of unicorns) of 
  four or more unicorns will be led by a matriarch. This older, 
  powerful unicorn has 6 HD, an AC of 2, and the ability to cast 
  heal once per week when touching someone with her horn.
  When one or more unicorns establishes a home and lives 
  there for more than one year the subhex surrounding their 
  lair takes on certain characteristics:
  ➢ Chaotic creatures entering the subhex must Save v. Spells. 
  Failure indicates they feel uneasy and seek to leave as 
  quickly as possible. In order to remain in the subhex they 
  must succeed on a morale check. This morale check must 
  be made for every hour the creature wishes to remain.
  ➢ Lawful creatures gain a +1 bonus to all of their saving 
  throws while within the subhex.
  ➢ Healing magics are cast at maximum effectiveness. A 
  cure light wounds spell, therefore, would automatically 
  heal 7 points of damage.
  The blood of a unicorn can be used as a special component for 
  magical items; their horns can be used as principle components. 
  If freely given — for occasionally unicorns will give their life 
  for a noble and Lawful cause — these components are worth 
  double. They are also worth double if the unicorn is slain and 
  its blood or horn is used for Chaotic purposes.
  Morlock
  Morlocks are the degenerate descendants of Men that, 
  centuries before, retreated underground, away from the light 
  of the sun and civilization. Over countless generations they 
  have adapted to life beneath the earth; their skin lightened 
  to a pasty white, their eyes and ears grown to unusual size. 
  
  Hex 15.21 – The River's Source
  Morlocks have devolved into a more primitive form of 
  Man, unable to work with metal or communicate complex 
  thoughts. Any vestige of their life above ground was soon lost 
  to them, except perhaps as a dim, tribal memory of a cruel 
  burning light shining down from a vast emptiness above.
  Their base statistics are as follows: Morlock, AC 8 [11], HD 
  1 (4 hp), Att 1 x weapon (by weapon), THAC0 19 [+0], MV 
  120’ (40’), SV D12 W13 P14 B15 S16 (F1), ML 9, AL Chaot-
  ic, XP 5, NA 1d12 (5d10), TT C
  Morlocks do not have the technology to fashion metal armor, 
  or even to tan leather, so must resort either to wearing the 
  hides of beasts they have slain or piecing together a random 
  collection of metal armor scavenged from the corpses of 
  unfortunate adventurers. In such cases their AC can not be 
  better than 5.
  Likewise, morlocks do not possess the ability to wield 
  complex weapons such as bows or crossbows and lack the 
  skill to maintain edged weapons such as swords and axes. 
  The only missile weapons they can use are spears and slings. 
  If they use edged weapons they suffer a –1 to hit and damage 
  due to the poor condition they keep them in. 
  Morlocks have the following racial characteristics:
  ➢ Infravision to 90’. Their vision has adapted to a life 
  underground.
  ➢ Sunlight sensitivity. Conversely, they suffer a –2 
  penalty to attack rolls if exposed to sunlight.
  ➢ Awareness. Their enhanced hearing and sight make 
  them difficult to surprise. They are only surprised on 
  a roll of 1 in 8. If caught aboveground during the day 
  they will be surprised on a roll of 1-3 in 6.
  ➢ Resistance to illusions. Because morlocks rely on all 
  of their senses to survive underground they are less 
  likely to be fooled by illusions. They roll twice when 
  making a Save v. Spells to disbelieve illusions, taking 
  the better of the two results.
  ➢ Different 
  mindset. 
  Although 
  once 
  human, 
  generations of living in isolation and inbreeding has 
  radically altered their thought patterns. They are 
  considered monsters, rather than persons, for the 
  spells charm person and hold person.
  ➢ Brute Strength. Morlocks make up for what they lack 
  in weapon skill and finesse with brute force. They do 
  1d6 points of damage with simple weapons (clubs, 
  rocks, etc.), rather than 1d4.
  ➢ Stealthy. Lives of hunting darkened caverns have 
  taught the morlocks to be stealthy. They Move Silently 
  and Hide in Shadows as a thief of the same level as 
  their HD.
  ➢ Ambush. If morlocks are able to attack a surprised foe 
  they gain a +2 bonus to attack rolls and do an extra 
  1d6 points of damage during the surprise round.
  ➢ If a morlock slays an opponent they may make an 
  immediate attack against another adjacent target. 
  They may do this a number of times per round equal 
  to their HD, provided each blow slays a target.
  If, for some reason, a player wants to play a morlock 
  character the racial class is built in the following manner 
  (using the rules from Classing up the Joint). Note that with 
  regard to weapon and armor usage the restrictions listed 
  above are for morlocks dwelling in their own communities. 
  They are certainly intelligent enough to learn how to use 
  bows, or don plate armor, provided they are taught.
  Attack as fighter. +2. Note that NPC morlocks attack using 
  the Monster Attack Matrix. 
  ➢ Save as fighter. +1
  ➢ HD 1d8. +1
  ➢ Weapons, 4. +2
  ➢ Armor, 4. +2
  ➢ Infravision, 90’. +.75
  ➢ Hide in shadows as thief. +.5
  ➢ Move silently as thief. +.5
  ➢ Awareness. +1
  ➢ Resistance to illusions. +.5
  ➢ Treated as monsters rather than humanoids. +1
  ➢ Brute Strength. +.5
  ➢ Ambush hunters (as backstab). +1.25
  ➢ Sunlight vulnerability. –.75
  ➢ Alignment restrictions: Cannot be Lawful. –.5
  ➢ Fear of Magic (as barbarian). –1.5
  ➢ Level Restrictions (max 8th level). –5
  ➢ Total build modifier of 6.25
  ➢ Morlocks require 1,250 XP to reach 2nd level.
  ➢ They have no ability score requirements, and a prime 
  requisite of Strength, as a fighter.
  Morlock Demographics
  Typically, a morlock community consists of 5d10 individuals 
  eking out a subsistence living in the depths of the earth, 
  venturing out above ground only at night. These basic 
  communal units are called “caves”.
  For every five morlocks in the community there will be one 
  bully. For every fifteen morlocks there will be one champion. 
  
  Hex 15.21 – The River's Source
  For every twenty-five morlocks there will be one subchief. 
  Each cave of morlocks is ruled over by a chieftain.
  These numbers are in addition to the normal morlocks. A 
  sample cave, therefore, has 5d8 members. If the roll yields 
  23, that would be the number of normal morlocks; it would 
  have additional leaders as indicated above.
  Occasionally larger communities of morlocks are 
  encountered, made up of 1d4+1 caves. These communities 
  are fundamentally unstable due to the Chaotic impulses of 
  these creatures and the need to scavenge or raid for food. 
  Such combined communities only arise in moments of 
  need; a strong leader will unite a number of caves under its 
  leadership to fight off a common enemy, make raids upon 
  the surface world or other chthonic communities, or because 
  of some cataclysmic event. These larger communities are 
  inherently fractious, and rarely hold together for longer 
  than 2d6 months before splintering into a number of 
  smaller caves.
  Each cave of morlocks may also include any of the following, 
  with the chances indicated:
  1-3 in 6. Morlock shaman (cleric) with caster level of 1d6.
  1-2 in 6. Morlock sorcerer (arcane caster) with caster level 
  of 1d6.
  1-2 in 6. 1d6 albino apes (1-2), 1d10 giant rats (3-4), 1d6 
  fire beetles (5), or 1d4 giant shrews (6).
  The following includes descriptions and special qualities for 
  the non-ordinary morlocks that may be encountered. Each 
  quality may only be selected once per group encountered; 
  roll again if the quality appears more than once. 
  Morlock Bully
  These creatures lead gangs of 2-5 morlocks. Each bully has 
  one of the following (chose or roll at random):
  1. The morlock has 1d10 hp per HD.
  2. +1 to attack and damage rolls due to ferocity.
  3. Tougher than normal skin. +1 bonus to AC.
  4. Cajole. Once per day, a bully can threaten and cajole others 
  of its kind within 30’, allowing them to reroll a failed morale 
  check. They may do this in addition to their normal actions.
  Morlock Champion
  Champions have 2 HD and select one trait from the Bully table.
  Morlock Subchiefs and Chiefs
  Subchiefs have 3 HD, a morale of 10, and select a total of 
  two qualities from the Bully options or their own, below. 
  Chiefs are identical except they have 4 HD. Both chiefs and 
  subchiefs have a natural AC of 7, rather than 8.
  1. Morale is increased to 10, as is that of all other 
  morlocks within 30’ of their chief.
  2. Once per day the morlock can automatically succeed 
  on a single saving throw.
  3. Once per day the morlock can negate the damage 
  from a single, non-magical form of attack.
  4. Once per day the morlock may attack twice in a 
  single round.
  Each subchief has 1d4 bullies that serve it as bodyguards. 
  Each chief has 1d6 bullies and 1d4–1 champions that 
  function as bodyguards. These morlocks are in addition to 
  those normally present.
  Morlock Warlords
  Every so often a morlock chieftain becomes powerful 
  enough that it is able to unite multiple caves. These warlords 
  have 5 (1-4), 6 (5-7), 7 (8-9) or 8 (10) HD. Morlock warlords 
  with 7 or 8 HD can select a total of three qualities from the 
  previous options. Warlords with 6 or more HD have an AC 
  of 6, rather than 8.
  Each morlock cave under a warlord has its own hierarchy, 
  led by a subchief or chief, with its full complement of bullies, 
  champions, bodyguards, etc. Additionally, a warlord will have:
  ➢ 3d4 bullies
  ➢ 2d4 champions
  ➢ 1d4–1 subchiefs
  ➢ 1-4 in 6 chance of a shaman of level 1d4+2
  ➢ 1-3 in 6 chance of a sorcerer of level 1d4+2
  Morlock Shaman
  Morlock shamans venerate ancient chthonic gods of Chaos. 
  Their spell lists are a combination of cleric and druid 
  spells. They have the same racial characteristics as standard 
  morlocks, plus the following abilities:
  ➢ Divine Spellcasting (100% progression, +8 build points).
  ➢ Level limit 6 (–2 build points).
  ➢ The other changes to their XP build are:
  • 1d6 hit points per HD. +.5 instead of +1
  • Attack as cleric. +0 instead of +2. Note that NPC 
  morlock shamans attack using the Monster 
  Attack Matrix.
  • Instead of turning undead as a cleric the 
  shaman can attempt to control vermin and 
  primitive cave-dwelling animals, such as 
  giant centipedes, spiders, rats (normal and 
  
  Hex 15.21 – The River's Source
  giant), snakes, etc. +1.5. See below for more 
  information on commanding vermin.
  • Total modifiers of 11.25, for an XP requirement 
  of 2,250 to reach 2nd level.
  Their spellcasting progression is as follows:
  Morlock Shaman Spell Progression
  Level
  Spell Level
  1st
  2nd
  3rd
  4th
  5th
  1
  1
  —
  —
  —
  —
  2
  2
  —
  —
  —
  —
  3
  2
  1
  —
  —
  —
  4
  2
  2
  1
  —
  —
  5
  2
  2
  2
  1
  —
  6
  2
  2
  2
  1
  1
  Shamans have the following spells they may cast. They pray 
  for spells as clerics do, and must have some sort of focus that 
  represents their dark deity: the ritually prepared skull of a slain 
  foe, a curiously engraved stone taken from an unholy shrine, 
  etc. Spells with an asterisk are from the OSE supplement 
  Druid and Illusionist Spells. Those with two asterisks can only 
  be cast as the reversed versions of normal spells.
  1st level.  Animal friendship*, darkness**, detect danger*, 
  protection from good, purify food and water, cause fear**, 
  resist cold
  2nd level. Barkskin*, blight**, heat metal*, hold person, resist 
  fire, silence 15’ radius, snake charm
  3rd level. Continual darkness, cause disease**, curse**, 
  fungal shape* (underground version of tree shape), growth of 
  animal, hold animal*
  4th level. Create water, cause serious wounds**, neutralize 
  poison, protection from fire and lightning*, speak with plants, 
  summon animals*
  5th level. Commune, create food, dispel good, insect plague, 
  finger of death**, pass plant, transmute rock to mud*
  At 2nd level morlock shamans can craft fetishes (see Hex 
  17.22 for more information on these) and at 4th level may 
  brew potions. In both instances use their actual level for 
  determining chances of success.
  When attempting to control vermin the shaman must be 
  within 30’ of the creature(s) to be controlled. A reaction 
  roll is first made; if the result is Unfriendly or Hostile the 
  control attempt is made with disadvantage: roll 2d6 twice 
  and take the lower of the two results.
  The control attempt uses the same table as the cleric on 
  p. 23 of OSE Core. The success of the control roll depends 
  upon the creatures’ HD; white apes, for instance, use the 4 
  HD column. Like normal turning, a second 2d6 is rolled to 
  determine the total number of HD controlled.
  On a normal success the targets are controlled for a period 
  of 1d4 hours; on a T (automatic turn) the duration is 2d6 
  hours; on a D the control is for 1d4 weeks. At any time the 
  shaman can only control a number of HD of animals equal 
  to twice the shaman’s HD.
  Controlled creatures will obey simple commands even if 
  they do not understand language; the bond between shaman 
  and creature is beyond the mundane and instinctively 
  understood. The creature will do nothing obviously suicidal 
  (they still make morale checks), but can be ordered to fight 
  for the shaman, to flee, etc., and to perform other actions 
  in line with the creature’s abilities. If the same creature is 
  controlled three times the control becomes permanent.
  Shamans can attempt to control the following creatures: 
  ape, white; bat (giant, giant vampire, normal); bear (all 
  types); beetle (all types); cave locust; centipede (giant); 
  insect swarm; rat (normal and giant); rhagodessa; shrew 
  (giant); snake (all types); spider (all types); weasel (giant). 
  At 1st and 4th level the shaman is able to pick one of the 
  following Knacks. Each one can only be selected once, 
  unless otherwise stated.
  ➢ Toughness. The shaman uses 1d8 for HD instead of 
  1d6. Additionally, their AC improves by 1 from 8 to 7.
  ➢ Apostasy. For each spell level the shaman can cast 
  add the following to their spell list:
  • 1st. Sleep
  • 2nd. Invisibility
  • 3rd. Protection from normal missiles
  • 4th. Charm monster
  • 5th. Wall of stone
  ➢ Master of Beasts. The shaman makes rolls to control 
  animals as if the shaman were one level higher, and 
  when rolling to determine the maximum number of HD 
  affected rolls twice, taking the better of the two results. 
  At any time they can also control a total number of HD 
  of creatures equal to three times the shaman’s HD.
  ➢ Regeneration. Granted unnatural healing abilities by 
  their chthonic deities, morlocks regenerate 1 hp per 
  round, provided they are in darkness. Exposure to 
  light brighter than torchlight (sunlight, magical light, 
  etc.) suppresses this ability. If slain but left in darkness 
  their body will eventually heal itself, but they lose one 
  level in the process. 1st-level shamans that are reduced 
  to 0-level in this manner become shadows. Burning 
  the shaman’s body is the only way to permanently 
  prevent the regeneration.
  
  Hex 15.21 – The River's Source
  ➢ Corrupted Healing. The dark gods do not typically 
  provide their shamans with the ability to heal, but 
  shamans with this Knack can touch others and imbue 
  them with temporary hit points. The hit points are added 
  to and can exceed the target’s normal total number of hp, 
  but vanish in 1d4 minutes. If the target drops to 0 once 
  the temporary hp vanish they die. Shamans with this 
  Knack can imbue others with 5 hp per shaman level, and 
  they can touch more than one target per day, dividing 
  the temporary hp among them. A target cannot have 
  temporary hp that take them above twice their normal 
  maximum. The shaman can use this ability once per 
  round as either their move or attack action.
  ➢ Master of Undeath. In addition to controlling vermin 
  the morlock shaman can also use their turning ability 
  to control or rebuke undead. The total HD commanded 
  at any one time is split between vermin and undead, as 
  long as it doesn’t exceed the maximum allowed.
  Morlock Sorcerer
  Morlock sorcerers are innate arcane spellcasters. They do 
  not need to study or learn spells, but instead are able to draw 
  upon their own internal energy to cast a limited number of 
  spells. They have a more limited selection of spells than a 
  magic-user has access to but can cast their spells more often.
  Morlock sorcerers have the same racial abilities as a normal 
  morlock, plus the following:
  ➢ Arcane Spellcasting (125% progression, +20 build points).
  ➢ Level limit 6 (–2 build points).
  ➢ The other changes to their XP build are:
  • 1d6 hit points per HD. +.5 instead of +1
  • Attack as magic-user. –1 instead of +2. Note 
  that NPC morlock sorcerers attack using the 
  Monster Attack Matrix.
  • Save as magic-user. –1 instead of +1
  • They do not have the Ambush or the Brute 
  Strength qualities. –1.25 and –.5
  ➢ Total build modifier of 17
  ➢ Morlock sorcerers require 3,400 XP to reach 2nd level.
  Morlock sorcerers draw from the following spell list. Spells 
  with an asterisk are taken from the OSE supplement Druid 
  and Illusionist Spells.
  1st Level. Auditory illusion *, blindness/deafness*, charm 
  person, hold portal, magic missile, shield
  2nd Level. Blur*, detect invisible, ESP, invisibility, levitate, 
  quasimorph*, wall of fog*, web
  3rd Level. Dispel magic, fear*, haste, hold person, 
  paralysation*, protection from normal missiles, wraith form*
  At 2nd level sorcerers can create charms (see Hex 17.22) and 
  at 4th level may brew potions. In both cases the sorcerer uses 
  their actual class level to determine their chance of success.
  At 1st and 5th levels the sorcerer can pick one of the following 
  Knacks. Each can only be selected once, unless otherwise stated.
  ➢ Toughness. The sorcerer has 1d8 hp per HD instead 
  of 1d6. Additionally, their AC improves from 8 to 7.
  ➢ Prodigal Caster. The caster’s level is treated as two 
  higher for purposes of spell effects dependent upon 
  caster level. Any saves made against the sorcerer’s 
  spells do so with a –1 penalty to the roll.
  ➢ Scamper. The sorcerer can move and cast a spell in 
  the same round.
  ➢ Sacrifice Spell. By spending an unused spell slot the 
  sorcerer can automatically succeed on a saving throw. 
  This costs no actions to use, and may be done multiple 
  times per round.
  ➢ Twin Spell. The sorcerer can cast two spells in a single 
  round. This pushes the sorcerer’s body to its limits, 
  inflicting 1d4 points of damage each time it is used. 
  The total level of spells cast in a single round cannot 
  exceed the sorcerer’s HD; a 5th-level sorcerer could 
  not cast two 3rd-level spells, for instance.
  ➢ Familiar. The caster has a familiar, a creature bound to 
  them by blood and magic. The familiar must be a creature 
  that has no more than 1 HD and must be native to 
  subterranean environments (bats, rats, etc.). The sorcerer 
  gains the following benefits from having a familiar:
  • The sorcerer gains an additional +1 hp per level.
  • By concentrating the sorcerer can project their 
  consciousness into their familiar’s body, using 
  its senses and controlling its actions. While 
  doing this the sorcerer can neither see nor 
  hear out of their own body. The familiar must 
  be within 30’ to establish this bond, but the 
  actual control has a range of 1 mile per sorcerer 
  level. When controlling the creature’s body the 
  sorcerer can cast spells through it.
  • The sorcerer shares an empathic bond with 
  their familiar that functions within 30’ per level 
  of the sorcerer.
  • At 3rd and 6th level their familiar gains an extra HD.
  • If the familiar is slain the sorcerer instantly 
  loses their bonus hp, plus 1d4 hp per HD of 
  their familiar. Additionally, they must Save v. 
  Death or be stunned for 1d4 rounds.
  
  Hex 15.21 – The River's Source
  Hex 15.21
  Large Hex = 6 miles, face to face
  Small Hexes = 1.2 miles, face to face
  
  Hex 15.21 – The River's Source
  Hex 16.21
  Large Hex = 6 miles, face to face
  Small Hexes = 1.2 miles, face to face
  Cover art by Jen Drummond (www.jendart.com)
  Cave map by Aaron Schmidt (https://aarondayyanschmidt.wixsite.com/website)
  
  Hex 15.21 – The River's Source
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  Monstrosities, © 2012, Frog God Games LLC; Authors Andrew Trent (“the Venomous Pao”), Trent 
  Foster, Salvatore Macri (“Skathros”), Scott Wylie Roberts (“Myrystyr”), Sean Stone (“Stonegiant”), 
  Sean Wills (“Geordie Racer”), Cameron DuBeers, Matt Hoover (“Random”), Mike Davison, Russell 
  Cone (“Grim”), Mudguard, Old Crawler, Michael Shorten (“Chgowiz”), Mark Ahmed, Scott Casper 
  (“Scottenkainen”), The Lizard of Oz, James Malizsewski, Michael Kotschi, J.D. Jarvis, John Turcotte, 
  Guy Fullerton, Michael Coté, Thomas Clark, Tanner Adams, and Matt Finch (“Mythmere”).
  Domain Building. ©2019 Todd Leback. Author Todd Leback
  Hexcrawl Basics ©2019 Todd Leback. Author Todd Leback
  Classing up the Joint
  Wealth by NPC Level ©2019 Todd Leback. Author Todd Leback
  Random Weather Generation ©2019 Todd Leback. Author Todd Leback
  A Guide to Thieves Guilds ©2020 Todd Leback. Author Todd Leback
  Forest of Plenty – Hex 16.24 ©2020 Todd Leback. Author Todd Leback
  Hex 14.43 – Eyrie of the Eaglefolk ©2020 Todd Leback. Author Todd Leback
  Hex 17.24 – Village of the Owlfolk ©2020 Todd Leback. Author Todd Leback
  Keep of the Rawhide Gang – Hex 15.42 ©2020 Todd Leback. Author Todd Leback
  The Lake of Abominations – Hex 17.23 ©2019 Todd Leback. Author Todd Leback
  The Pallid Fields, a mini hexcrawl in Faery ©2020 Todd Leback. Author Todd Leback
  
SOURCE: textdata/thevault/OSR(ic)/Old-School Essentials; BX Essentials/Old-School Essentials Adventures & Settings/Populated Hexes (OSE)/Populated Hexes Hex 15.21 The Rivers Source [rev 2] (OSE).pdf