TEXT: Hex 14.43
  The Eyrie of the Eaglefolk
  
  Hex 14.43 – Eyrie of the Eaglefolk
  
  ©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 14.43
  The Eyrie of the Eaglefolk
  Credits Designer: Todd Leback
  Editing: Brian Johnson
  Layout: BJ Hensley
  Cartography: Todd Leback, Aaron Schmidt
  Cover Art: Jen Drummond (jendart.com)
  Interior Art: Aaron Schmidt (page 7); Dean Spencer (pages 
  9, 15, 18, 23, 25, 27, 37); Patrick E. Pullen (page 32); Rick 
  Hershey/Fat Goblin Games (pages 4, 33)
  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 14.43 – Eyrie of the Eaglefolk ..................................3
  0304. Eyrie of the Giant Eagles ...............................................3
  0405. The Eyrie of the Eaglefolk .............................................3
  The Long and Winding Path ...................................................4
  Gatekeeper’s Cave. ...............................................................4
  The Cloister ..........................................................................4
  The Perilous Bridge .............................................................6
  Heaven’s Gate .......................................................................6
  The Ledge to Perfection ......................................................7
  Challenger’s Courtyard .......................................................7
  Cell of Solitude .....................................................................7
  Final Stairs ............................................................................7
  Monk’s Rest...........................................................................7
  The Lake at the Top of the World .........................................7
  0506. The Lair of Yugmglw .................................................7
  0608. Capragorgons .............................................................8
  0705. Centipede Nest ..........................................................8
  Wandering Monster Tables ...................................................8
  East of the Lake ....................................................................8
  West of the Lake ...................................................................8
  On (or in) the Lake ..............................................................8
  Appendix ...................................................................................9
  Undine ..................................................................................9
  Sample Elemental Creatures ..............................................9
  Custom Elemental Creatures .......................................... 10
  Lophaeti, the eagle-folk .................................................... 11
  Lophaeti ........................................................................... 12
  Optional Rules ............................................................... 13
  Lophaeti Qartal ............................................................... 14
  Optional Rules ............................................................... 15
  Old School Essentials OGL ................................................ 17
  
  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 14.43 – Eyrie of the Eaglefolk
  Resources: Animal, game (fish, 3); Mineral, quarried 
  (granite, 3); Mineral, mined (gold, 4)
  This hex lies to the southwest of the Redoubt of the Rawhide 
  Gang. The barren hills rise quickly into jagged mountains. 
  The mountains are lightly wooded with pines, which 
  thicken toward the center of the hex, which is dominated by 
  a large lake. This particular hex is at the northwest edge of 
  the Dhembezeur Range, a forbidding cluster of peaks that 
  borders the northeastern edge of the Silver Sea, running 
  east to west. It was once home to the Ancient Ones, an alien 
  race that inhabited this land at the beginning of recorded 
  history, after the fall of the Crocodile Kings.
  The lake is wider to the south, narrowing northwards. The 
  crook of the lake is dominated by a single snowcapped peak. 
  A river runs west from the northernmost point of the lake, 
  flowing swiftly through the mountains until it reaches the 
  Sarn, and then southward, toward the Silver Sea.
  The trees that can be found here are unsuitable for 
  harvesting, being either too difficult to reasonably log or 
  twisted by wind. Gold can be found here, concentrated 
  in the river, and the mountains are also a source of a high 
  grade of granite that can be quarried for building material.
  Movement in this hex is considered difficult. Assume that 
  the borders between subhexes represent mountain passes. 
  Traveling across these borders is done as if traveling in 
  broken terrain (33% slower than normal movement), 
  while travel within a subhex is 66% slower than normal 
  movement. Assume that unless otherwise stated lairs are 
  located in the centers of hexes, and do not have navigable 
  paths leading to them.
  0304. Eyrie of the Giant Eagles
  A pair of giant eagles nest here, high in the mountains. They 
  can often be seen soaring over the lake in search of fish to 
  snatch from the waters. They are on friendly terms with the 
  lophaeti in subhex 0405 and serves as something of an early 
  warning system for the monks.
  The eagles’ names are Gifuruth and Chelvidtheon. The 
  tailfeathers of a giant eagle, if freely given, are worth 75 gp 
  and can be used as special components for magical item 
  creation. If the item in question relates to flight, increase the 
  value of each feather to 375 gp. Each giant eagle has 1d4–1 
  tailfeathers they can gift, but they rarely do so.
  Eagles, giant (2), AC 7[12], HD 4 (15, 18 hp), Att 2 x claws 
  (1d6/1d6) 1 x bite (2d6), THAC0 16[+3] MV 30’ (10’) / 
  (480’ (120’) flying,  SV D10 W11 P12 B13 S14 (F4), ML 8, 
  AL Neutral, XP 75, NA 1d6 (1d20) TT A (no coins), L
  If a giant eagle is able to move its entire movement rate 
  in a straight line during a round, they may dive, dealing 
  2d6 points of damage with each claw, but not gaining a 
  bite attack. If a claw attack hits, whether on a normal or 
  dive attack, the eagle may opt to fly away with their target, 
  carrying up to 200 pounds and moving half their normal 
  speed. On a roll of 1-4 there are 1d4 young in the nest, on 
  a 5 1d4 eggs and on a 6 nothing. Eggs hatch in 1d8 weeks. 
  Fledglings attack as giant hawks (p. 167, OSE Core) but 
  with 1+3 HD.
  The eagles’ nest, fashioned from pine branches, is difficult 
  to reach without a thief or magic. If the nest is searched the 
  adventurers will find:
  ➢ 9 gems, worth 10 (x2), 50, 100 (x4), and 500 (x2) gp
  ➢ Sword +1, produces light on command in 30’ radius
  ➢ Hand axe +1; Sling +1
  ➢ The treasure is left over from Men that have sought 
  to slay the eagles. Aware of their worth, the eagles 
  may be convinced to part with one or more of the 
  items if given reason.
  0405. The Eyrie of the Eaglefolk
  This monastery, perched atop a peak overlooking the lake, 
  houses nearly two dozen eagle-folk, or lophaeti. The eagle-
  folk are aware of the brigands to the northeast, but the two 
  groups have little contact, separated as they are by both 
  geography and philosophy. The lophaeti may seem cruel 
  Hex 14.43 – Eyrie of the Eaglefolk
  
  Hex 14.43 – Eyrie of the Eaglefolk
  and uncaring, but this is the attitude of an apex predator 
  toward its prey, and they are quite a Lawful order.
  The monastery is an offshoot of a larger lophaeti community 
  in the mountains to the south, found in Hex 12.47. Trade and 
  travel between the two is minimal, with a caravan arriving 
  from the larger community about once every two months, 
  bringing with them supplies and the occasional novitiate.
  The small group of lophaeti is overseen by Vermigor Skell, a 
  9th-level qartal and abbot of the order. In addition to teaching 
  the particular brand of martial skills the monastery is known 
  for, the monks worship Blien’Quol, a faceless, formless wind 
  god that dwells in the peaks of the Dhembezeur Range, 
  always hungry, always distant, and always alone.
  1. The Long and Winding Path
  The trail to the eyrie begins at the lake, where it meets another 
  foot-trail that skirts the water’s edge and eventually heads 
  south, to the larger lophaeti colony. Those not of the Order of 
  the Lonely Wind find the ascent difficult; it is steep, the footing 
  poor, and climbers find themselves buffeted by rogue wind 
  gusts, whelmed by vertigo, or afflicted by shortness of breath. 
  Anyone ascending the Path who is not of the Order, or not 
  accompanied by one of the Order, must make three checks, all 
  on 3d6, rolling under or equal to the appropriate Ability score:
  ➢ The Test of the Tempest: Those rolling over their 
  Dexterity are knocked prone, taking 1d6 points of 
  damage, and must Save v. Wands or be blown off the 
  path, falling and instead taking 10d6 points of damage.
  ➢ The Test of the Will: The character must roll equal 
  to or under their Wisdom score. Those failing are 
  paralyzed with fear for one turn, and they must make 
  a Save v. Paralysis. Those failing the save refuse to go 
  any further and can only retreat to the relative safety 
  of the edge of the lake.
  ➢ The Test of the Breath: The climb is also arduous, and 
  those that attempt it must roll under or equal to their 
  Constitution on 3d6. Those that fail are considered 
  exhausted, suffering a penalty of –1 to all attack and 
  damage rolls until they rest for 8 hours. Those that fail 
  must also Save v. Death or take 6d6 points of damage 
  from asphyxiation.
  Those wishing to reach the monastery cannot avoid the Path, 
  as Blien’Quol’s influence is such that no flying creature can 
  surmount the peak without permission from the headmaster; 
  those that attempt to do so find themselves flying into an 
  increasingly stiff wind until they are flung from the skies.
  If all three Tests are passed it takes one hour to climb the 
  Long and Winding Path. Each test failed – assuming the 
  character is alive and wishes to proceed – adds one hour to 
  the time required to ascend.
  The spells that guard this path are easily fooled, however. 
  The Tests can be bypassed by clever adventurers wearing 
  the robes of the Order, whether real or illusory, or by the 
  presence of even an unwilling monk.
  2. Gatekeeper’s Cave.
  An open cave mouth marks the end of the Long and Winding 
  Path, in which dwells Tsarka Hask, the Gatekeeper of the Order. 
  She has been tasked with greeting visitors and determining 
  their merit; whether they can be sent onward, to the monastery 
  proper, or denied entrance and sent back down the path. 
  When non-monks approach the cave, they are greeted by 
  Tsarka, who requests they answer three questions tailored 
  to each visitor before being allowed to progress further. 
  Even other lophaeti are required to answer the questions; 
  those that do not provide satisfactory answers are sent back 
  down the hill, unable to progress any further.
  If denied visitors try to force their way past, Tsarka will 
  attempt to delay them if possible, ringing a gong that can be 
  heard up and down the mountain to alert the other monks.
  Tsarka Hask, Gatekeeper (Q7), AC 6[13], HD 7 (32 hp), Att 
  1 x staff (1d6+1), THAC0 13[+6], MV 120’ (40’), SV D18 W9 
  P10 B10 S12 (Q7), ML 10, AL Lawful, XP 450, NA Unique, 
  TT none
  If using the Optional Rules, Tsarka has the Alertness, 
  Mysticism, and Step of the Wind Knacks. Tsarka fights with 
  a magical staff carved from mesquite. If she rolls a natural 
  20 against a target, they must Save v. Spells or be slowed, as 
  the spell, for 1d4+1 rounds.
  3. The Cloister
  The main dwellings of the monastery are just above the 
  Gatekeeper’s Cave, along a narrow path that winds along the 
  side of the mountain. The cloister consists of nearly a dozen 
  stone chambers carved into the rock of the mountain, all in 
  the distinctive circular shape the lophaeti favor. The openings 
  feature neither doors nor windows, but are instead open to 
  the elements, and the interiors of the rooms are painted a 
  pale blue that mimics the color of the surrounding skies.
  Twenty monks dwell here, led by the abbot Vermigor Skell. 
  The breakdown of the members is as follows:
  ➢ 4 servants. Treat as 0-level lophaeti (see below). 
  These are novices who failed their Test but decided 
  to remain. The servants help with the running and 
  maintenance of the monastery.
  ➢ 6 novices. Treat as 0-level lophaeti, with no Knacks, and 
  not gaining the bonus damage on surprise attacks, but 
  otherwise possessing the normal lophaeti racial abilities. 
  A typical novice will be initiated in 1-12 months. Roll 
  
  Hex 14.43 – Eyrie of the Eaglefolk
  
  Hex 14.43 – Eyrie of the Eaglefolk
  1d20. On a result of 1-12, that is the number of months 
  before they pass the Test; on a result of 13-17 they will 
  fail the Test but remain in the monastery as help; on an 
  18-19 they fail the Test and return home in disgrace; 
  and on a 20 they are killed during the Test.
  ➢ 4 initiates, the lay monks of the Order. These are all 
  1st-level qartals.
  ➢ Monks that have advanced beyond 1st level are called 
  aquila. There are three of them, one each at level 2, 3, and 4.
  ➢ Sub-abbots. Mayayah and Manmed, both 5th-level qartals, 
  share joint responsibilities and are second in command 
  after Vermigor. When summoned to fight by their kin it 
  is usually one of these two that leads the mission.
  ➢ Abbot. Vermigor Skell, 9th-level qartal.
  Servants (4, L0), AC 9[10], HD 1–1 (1, 1, 4, 5 hp), Att 1 x 
  staff (1d6), THAC0 20[–1], MV 120’ (40’), SV D14 W15 P16 
  B17 S18 (NM), ML 8, AL Lawful, XP 5, NA Unique, TT none
  The servants fight with staves, like the novices, but are given 
  weapons only in the direst of circumstances.
  Novices (6, L0), AC 9[10], HD 1–1 (1, 1, 2, 3, 4, 5 hp), Att 1 x 
  staff (1d6), THAC0 20[–1], MV 120’ (40’), SV D14 W15 P16 
  B17 S18 (NM), ML 9, AL Lawful, XP 5, NA Unique, TT none
  Initiates (4, Q1), AC 8[11], HD 1 (3, 4, 5, 6 hp), Att 1 x staff 
  (1d6) or 1 x longbow (1d6), THAC0 19[+0], MV 120’ (40’), 
  SV D12 W13 P14 B15 S16 (Q1), ML 9, AL Lawful, XP 10, 
  NA Unique, TT none
  The four initiates are the youngest ordained members of the 
  Order. They fight with staves and longbows and have all of 
  the abilities of 1st-level qartals. If using the Optional Rules 
  presented in the Appendix assume the initiates all have the 
  Toughness Knack and add 2 to their hp totals.
  Aquila (Q2/3/4), AC 8[11] (first monk)/7[12] (2nd and 3rd 
  monks), HD 2/3/4 (9/17/15 hp), Att 1 x staff (1d6+1) or 1 x 
  longbow (1d6), THAC0 19[+0]/18[+1]/17[+2], MV 120’ (40), 
  SV As Level, ML 10, AL Lawful, XP 15, NA Unique, TT none
  The 2nd-level monk is armed with a masterwork quarterstaff 
  that inflicts an extra +1 damage but is not magical, the 3rd-
  level monk carries a longbow +1, and the 4th-level monk 
  carries a bow and five arrows, fletched with feathers from 
  the giant eagles nesting in the same hex, that have double 
  the normal range and inflict an extra +1 point of damage.
  Sub-abbot (2, Q5), AC 7[12], HD 5 (17, 26 hp), Att 1 (see 
  below), THAC0 16[+3], MV 120’ (40’), SV D10 W11 P12 
  B12 S14 (Q5), ML 10, AL Lawful, XP 5, NA Unique, TT none
  If using the Optional Rules, Mayayah has the Mysticism 
  and Patient Defense Knacks (not reflected in the stats) and 
  Manmed has the Evasion and Oracle Knacks.
  Mayayah fights with a longsword +1 doing 1d8+2 points 
  of damage, while Manmed fights with twin masterwork 
  hand axes, each doing an additional non-magical +1 point 
  of damage.
  Vermigor Skell, Abbot (Q9), AC 4[15], HD 4 (43 hp), Att 
  1 staff (1d6+3) or longbow (1d6), THAC0 13[+6], MV 120’ 
  (40’), SV D7 W8 P9 B9 S11 (Q9), ML 10, AL Lawful, XP 75, 
  NA Unique, TT none
  If using the Optional Rules, Vermigor has the Evasion, 
  Patient Defense, and Step of the Wind Knacks. He wields 
  a +2 staff that can be used once per round to force an 
  opponent to reroll an attack.
  The individual monks possess no treasure, aside from their 
  weapons, but the monastery has accumulated a fair amount 
  of wealth that it uses on occasion to purchase needed 
  supplies. The treasure is kept under a large flat stone in 
  Skell’s quarters, heavy enough that it requires a combined 
  Strength of 40 to move.
  The treasure of the monks consists of 41 nuggets of gold 
  found when they were excavating for the monastery; each 
  nugget weighs one pound and is worth twenty gp. They 
  additionally have a half dozen giant eagle feathers that have 
  been gifted to them over the years by the mated pair in 
  subhex 0304.
  4. The Perilous Bridge
  A rope bridge with wooden planks spans a deep chasm 
  dividing the lower and upper sections of the monastery. In 
  the event the monastery is ever attacked the monks can, if 
  they are being overrun, retreat across the bridge and cut the 
  ropes supporting it.
  5. Heaven’s Gate
  At the end of the Perilous Bridge is the Heaven’s Gate, beyond 
  which only members of the Order may pass. A column of 
  carved quartz stands on either side of the path; the one on 
  the right is rose quartz, the one on the left milky quartz. The 
  abbot can, by touching the milky quartz, cast control winds 
  (as a 9th-level druid, p. 42 LL AEC), and by touching the 
  rose quartz cast call lightning (as a 9th-level druid, p. 10 OSE 
  AFDIS). In order to maintain either effect the abbot must 
  remain in contact with the crystal the entire time; the effect 
  cannot be prolonged past its normal duration (9 turns for 
  call lightning, for example).
  Once per year, if the abbot touches the rose quartz and the 
  Gatekeeper the milky quartz, they may perform an hour-
  long ritual that allows the summoning of an aerial servant (as 
  
  Hex 14.43 – Eyrie of the Eaglefolk
  if cast by a 9th-level cleric, p. 40 LL AEC). Doing so is risky, 
  however; both must Save v. Death at the end of the hour. On 
  a successful save each takes 2d6 points of electrical damage, 
  and on a failed save each takes 5d6 points of electrical 
  damage. If either one dies from this damage the ritual fails.
  6. The Ledge to Perfection
  A spur of rock has been carved to resemble an eagle’s head, 
  nearly ten feet in length, protruding out over the cloister 
  some two hundred feet below. Novices are required to leap 
  off the promontory and float to the courtyard below after 
  completing their initiation in the Challenger’s Courtyard 
  (see Area 7).
  7. Challenger’s Courtyard
  Near the peak of the mountain, a flat spot has been terraced 
  into the stone. It is here that the monks face off against 
  one another when a challenge is made; the majority of the 
  time it is when a younger, lower-ranked monk seeks to 
  displace an elder. The combats are usually to first blood, or 
  unconsciousness, not death, but on the rare occasion when a 
  monk is accused of committing a crime, they have the right 
  to a trial by combat. In these cases, should the defendant 
  lose, their arms and legs are bound, and they are tossed off 
  the mountain, falling to their death.
  The Courtyard is also used to initiate new members into the 
  order in bouts of ritualized combat, first with other novices, 
  then against an elder monk.
  Ritual combats, for whatever purpose, are always held at 
  dawn, regardless of the weather.
  8. Cell of Solitude
  Looking down upon the Courtyard is a hut of stacked flat 
  rocks. Novices about to be initiated spend a night here in 
  meditation prior to engaging in mock combat, and elders 
  needing to meditate on important questions use it as well. 
  There’s a 1-4 in 6 chance the Cell is occupied. If so, on a 
  roll of 1-2 it is occupied by a novice, 3-4 by a challenger 
  seeking to rise in the ranks, 5 by an elder monk who has 
  been challenged, or 6 by an elder monk seeking solitude.
  9. Final Stairs
  A curved staircase hugs the side of the mountain, leading 
  the way to a cave just under the peak. Once the bones of 
  the dead that have been left at the peak are picked clean 
  of all flesh by carrion birds they are interred here, in 
  shallow niches carved into the walls. The walls are pierced 
  by an assortment of carved holes that lead to the outside, 
  cunningly designed so that the wind passing through 
  sounds musical notes, a cacophony of sound and wind that 
  swirls around the remains of the dead monks.
  10. Monk’s Rest
  At the very top of the mountain is a smallish flat area, from 
  which the calcified ribs of an enormous ancient bird jut 
  from the stone like grasping fingers. It is here, amidst the 
  ribs of a roc that died here millennia before, that members 
  of the order are laid to rest upon their death, exposed to the 
  elements and given over to Blien’Quol.
  The Lake at the Top of the World
  The center of this hex is dominated by a deep, cold, clear lake. It 
  is fed by a permanent portal to the plane of elemental water, and 
  inhabited by an undine, a water spirit.
  Most of the lake averages 500 feet in depth, although subhex 
  0506, where the portal is located, is nearly twice that, at approx-
  imately 900 feet deep.
  The lake is home to a number of mundane fish and aquatic wild-
  life; abundantly so, in fact. Trout mostly, and char, and turtles 
  and frogs and eels. Every once in awhile something will slip 
  through the planar gate, and strange, aquatic creatures can be 
  found swimming in the deeps, surfacing occasionally to feed on 
  surface dwellers.
  Otherwise, the only permanent inhabitant of the lake is Yug-
  mglw, the undine. If the result of a wandering monster check in 
  the lake is any other elemental creature, they will only be found 
  for a period of 1d6 days before returning to their home plane. 
  See the Appendix for sample stats of elemental creatures that 
  may be found in the lake.
  0506. The Lair of Yugmglw
  At the very bottom of the lake, 900 feet beneath the surface, 
  dwells a rare creature from the plane of Water: an undine. 
  Yugmglw is a young undine, as such things go, and angered 
  a powerful marid prince with tasteless practical jokes 
  nearly three centuries ago. The prince exiled Yugmglw to 
  this remote corner of the Mortal World and tasked it with 
  guarding a portal to the plane of Water.
  The portal, around which Yugmglw has constructed its lair, 
  is located at the deepest part of the lake, at depths where 
  surface light is barely present, the temperature of the water is 
  near freezing, and the pressures too great for Man to survive 
  without magical protection. Yugmglw’s lair is carved from 
  the natural granite at the lake’s bottom, swept clean of mud 
  and debris by the constant flow of water that emerges from 
  the plane of Water.
  If the adventurers were able to travel to these depths, they 
  would encounter a labyrinth of corridors and chambers at 
  the very bottom of the lake, at the heart of which can be 
  found a swirling vortex of water leading to another plane. 
  The undine is found here only on a roll of 1-2 in 6, preferring 
  to spend most of its time swimming through the waters of 
  
  Hex 14.43 – Eyrie of the Eaglefolk
  the lake or conversing with the lophaeti monks that come to 
  the water’s edge to fish.
  Yugmglw has no treasure. The undine is curious and capricious, 
  given to practical jokes and pranks, and often unable to 
  understand the danger its actions pose to mortals. It delights, 
  for instance, in overturning boats that may ply the surface of its 
  lake or drenching those upon the shore with large and sudden 
  waves. For those that are able to please or amuse the undine it 
  can prove to be a valuable source of knowledge and esoterica. 
  Additionally, Yugmglw is capable of creating pressurized 
  bubbles of air that can be used to transport mortals to its lair, 
  and the portal beyond. Several of the lophaeti have made the 
  trip and treated with the elementals and marids that make the 
  plane of Water their home.
  Yugmglw, curious undine, AC 4 [15], HD 8*** (33 hp), 
  Att 1 x fist (2d8) or 1 x coil (1d10), THAC0 12[+7], MV 90’ 
  (30’) / 240’(80’) swimming, SV D5 W6 P7 B6 S9 (F12), ML 
  9, AL Chaotic, XP 2,300, NA 1(1), TT Nil
  0608. Capragorgons
  Dwelling in this subhex are a group of three strange 
  creatures distantly related to both goats and gorgons. The 
  capragorgons are about the size of ponies, with dull iron 
  scales. Like goats, they are surefooted, ill-tempered, and will 
  eat nearly anything. Possessed of a rudimentary intelligence, 
  this trio delight in breathing upon helpless creatures, then 
  headbutting their petrified victims into passes and ravines, 
  where the bodies shatter into countless pieces.
  The lair of these fell creatures is located halfway up a near-
  vertical cliff face, some 200 feet off the ground, and accessible 
  only via a thief’s climbing ability, stoutly secured ropes, or 
  magic. The capragorgons have no issues climbing the sheer 
  wall and may do so at their normal movement rates.
  Capragorgons (3), AC 2 [17], HD 6* (23, 25, 26 hp), Att 
  1 x headbutt (2d4) or 1 x breath (petrify), THAC0 14 (+5), 
  MV 120’ (40’), SV D9 W10 P11 B11 S13 (F6), ML 9, AL 
  Chaotic, XP 600, NA 0 (1d4), TT E
  When not in melee a capragorgon may charge, running at 
  least 20 yards and headbutting a target. If the attack hits, 
  the target suffers double damage and must roll under their 
  Dexterity on 3d6 or be knocked backwards a number of feet 
  equal to the damage they took.
  The capragorgon’s breath is a 60’ long, 10’ wide cloud. All 
  in the cloud are turned to stone unless they save against 
  petrification. Capragorgons are unharmed by their own 
  breath. There’s a 1-2 in 6 chance per round they will use 
  their breath weapon, which increases to 1-4 in 6 if reduced 
  to fewer than half their hit points.
  The capragorgons have no treasure.
  0705. Centipede Nest
  A fallen pine provides shelter to a nest of 17 giant centipedes. 
  They are aggressive, attacking most anything that moves in 
  search of food. Roll reaction twice, taking the lower of the 
  two results. Because their lair is well hidden, they surprise 
  on a roll of 1-3 in 6.
  Centipede, giant (17), AC 9 [10], HD 1/2 (2 hp each), Att 
  1 x bite (1+poison), THAC0 19 (+0), MV 60’ (20’), SV D14 
  W15 P16 B17 S18 (NM), ML 7, AL Neutral, XP 5, NA 2d4 
  (1d8), TT None
  Those bitten that fail a Save v. Poison become violently ill for 
  ten days, unable to act except to move at ½ speed. Luckily, 
  the venom of this variety of centipede is slightly less virulent 
  than some; targets get a +2 bonus to saving throws, but they 
  also take 1 point of damage regardless of the result.
  Wandering Monster Tables
  East of the Lake
  1. Brigands (1d4+4), hunting party, from Hex 15.42
  2. Capragorgons (1d3), from subhex 0608
  3. Giant eagles (1d2), from subhex 0304
  4.  Lophaeti (1d4 initiates plus aquila), from subhex 0405
  5. Bear, grizzly, from Hex 15.42
  6. Griffons (1d8), from Hex 15.42
  7. Chimera (1d2) from Hex 14.42
  8. Centipedes (2d4), from subhex 0705
  West of the Lake
  1.  Lophaeti (1d4 initiates plus aquila), from subhex 0405
  2.  Lophaeti (1d4 initiates plus abbot), from subhex 0405
  3. Giant eagles (1d2), from subhex 0304
  4. Griffons (1d6) from Hex 15.42
  5. Chimera (1d2) from Hex 14.42
  6. Dwarves (1d6+1) from Hex 13.43
  7. Lophaeti supply caravan (2d6 lophaeti, plus 3rd-level 
  leader, plus 2d4 pack lizards)
  8. Ogres (1d6) from Hex 14.42
  On (or in) the Lake
  1.  Lophaeti fishing party in boat. 1d4 eagle-folk.
  2. Yugmglw
  3. Yugmglw
  4. Elemental creature (see below)
  5. Giant eagles (1d2), hunting, from subhex 0304.
  6. Griffons (1d8), hunting, from Hex 15.42.
  
  Hex 14.43 – Eyrie of the Eaglefolk
  Appendix
  Undine
  Intelligent creatures native to the plane of Water, undines 
  are Chaotic by nature but are good at heart and despise evil. 
  They appear very similar to water elementals, but often take 
  the form of translucent sea or river creatures that shimmer 
  when exposed to light.
  Once per turn an undine can coil rapidly through the water, 
  doubling their swimming speed for 10 rounds. They are 
  immune to poison, non-magical attacks, all 1st- and 2nd-
  level spells, and all fire-based attacks. They may use the 
  following spell-like abilities as a 9th-level caster in lieu of 
  an attack or move:
  	Detect invisible (at will)
  	Detect magic (3x per day)
  	Web, appearing as crystalline shards of frozen water (3x 
  per day)
  	Dispel magic (3x per day)
  	Ice storm/wall (3x per day)
  	Fire to Ice (3x per day)
  If the undine’s “fist” attack hits, it may then choose to 
  automatically coil around the target at the end of its turn. 
  In each subsequent round the encircled victim takes 1d10 
  points of automatic crushing damage; cannot move, attack, 
  or cast spells; and can escape by rolling under their Strength 
  on 1d20+2. Undines may coil around creatures of giant 
  size or smaller, and while doing so have their movement 
  reduced by half.
  While in water an undine is functionally invisible, only 
  seen on a roll of 1 in 6, and then only if someone is visually 
  searching the water. They regenerate 3 points of damage for 
  every round they are in contact with the water. If not in 
  contact with water they suffer 1 point of damage per round, 
  but they may attempt to travel as far from water as they 
  wish. They are also not affected by various protection spells 
  that target elementals, nor can they be summoned by spells 
  or items that target elementals.
  Undine, AC 4 [15], HD 8***, Att 1 x fist (2d8) or 1 x coil 
  (1d10), THAC0 12[+7] MV 90’ (30’) / 240’(80’) swimming, 
  SV D5 W6 P7 B6 S9 (F12), ML 9, AL Chaotic, XP 2,300, 
  NA 1(1), TT Nil
  Sample Elemental Creatures
  On occasion creatures from the plane of Water slip through 
  the gate and spend a few days in the Lake. There’s a 1-5 
  in 6 chance they return to their home plane within 1d6 
  days of being encountered, either of their own volition or 
  shepherded by Yugmglw. If the result on the wandering 
  monster table (above) indicates an elemental creature roll 
  1d12 and compare to the list below. Unless otherwise stated 
  in their descriptions elemental creatures take half damage 
  from non-magical weapons and attacks in addition to fire, 
  both magical and non. They take full damage from weapons 
  made from starmetal.
  All creatures from the plane of Water encountered in the 
  lake have body parts that can be harvested for use in magical 
  spells and items.
  1-2. Elemental, water (p.158 of OSE Core)
  It will be a lesser on a roll of 1-5, an intermediate on a roll of 
  6-7, and a greater on a roll of 8.
  3-4. Fish, giant (p.160 of OSE Core)
  The creature will be infused with elemental energy and will 
  have one elemental power (roll on the table below). 
  5. Crayfish, giant (use crab stats, p. 148 OSE Core)
  The creature is infused with elemental energy and has one 
  elemental power.
  6. Termite, water (p. 200 OSE Core)
  Infused with elemental energy, it has one elemental power.
  7. Snake, sea (p. 190 OSE Core)
  Infused with elemental energy, it has one elemental power.
  8. Wyrd (p. 162, B&T 2nd Edition, Monsters II).
  Wyrd, AC 4 [15], HD 3** (hp 14), Att 1 x bite (1d4+1d6 
  cold + constrict), THAC0 17[+2], MV 60’ (20’) swimming, 
  SV D11 W12 P13 B14 S15 (F3), ML 9, AL Neutral, XP 65, 
  NA 1d4 (1d4), TT Nil
  Wyrds take no damage from cold-based or non-magical 
  attacks. On a successful bite attack they can choose to 
  constrict, doing an automatic 1d4+1d6 points of damage 
  per round, but they are unable to make additional bite 
  attacks while constricting. A constricted target can try each 
  round to break free by rolling under their Strength on 3d6.
  In lieu of a bite attack wyrds can spit a jet of water with a 
  range of 120’. It does 3d6 points of damage on a hit and, on 
  a natural 20, knocks the opponent prone. Once used this 
  attack recharges on a roll of 5-6 on 1d6.
  9. Eel, giant (p. 258, OSRIC)
  1-2 electric eel, 3-6 weed eel. Infused with elemental energy, 
  it has one elemental power.
  Eel, electric, AC 9 [10], HD 2* (9 hp), Att 1 x bite (1d4) 
  or electric shock, THAC0 18[+1], MV 120’(40’) swimming, 
  SV D12 W13 P14 B15 S16 (F1), ML 8, AL Neutral, XP 25, 
  NA 0 (1d4), TT Nil
  
  Hex 14.43 – Eyrie of the Eaglefolk
  Giant electric eels are largely peaceful. When in danger they 
  first discharge a burst of electricity. All within 5’ of the eel 
  take 3d8 points of damage, those within 5-10 feet take 2d8, 
  and those within 10-15 feet take 1d8. There is no saving 
  throw. The eel’s electric shock ability recharges on a roll of 6 
  on 1d6, made each round.
  Eel, weed,  AC 8 [11], HD 1–1*, Att 1 x bite (1), THAC0 
  19[+0], MV 150’ (50’) swimming, SV D14 W15 P16 B17 
  S18 (NM), ML 8, AL Neutral, XP 6, NA 0 (1d4), TT V
  Small for giant eels, these creatures have mottled flesh 
  that blends with seagrass and algae, surprising prey 
  on a result of 1-3 in 6. Their bite inflicts a single point 
  of damage, but those bitten must Save v. Poison. On a 
  failure the target dies within 1d4 turns. Weed eels have 
  a penchant for shiny things, and their lair – a central 
  chamber accessed via small and winding tunnels – is often 
  paved with coins, gems, and other trinkets scavenged 
  from shipwrecks.
  10. Turtle, giant snapping (p. 265, OSRIC)
  Infused with elemental energy, it has one elemental power.
  Turtle, giant snapping, AC 0 [19] shell, 5 [14] head and 
  legs, HD 10 (45 hp), Att 1 x bite (6d4), THAC0 11[+8], MV 
  30’ (10’) / 120’(40’) swimming, SV D10 W11 P12 B12 S14 
  (F5), ML 10, AL Neutral, XP 900, NA 0 (1d4), TT Nil
  When in the water snapping turtles surprise on a roll of 
  1-3 in 6. Their long necks grant them the ability to attack 
  opponents up to 10’ away.
  11. Saviah (p. 70, A Hamsterish Hoard of Monsters).
  Saviah, AC 4 [15], HD 6+6****, Att 2 x claws (2 x 1d6) or 
  1 x tailslap (2d6), THAC0 13[+6], MV 150’ (50’) / 210’(70’) 
  swimming, SV D9 W10 P11 B11 S13 (F6), ML 9, AL 
  Neutral, XP 1,550, NA 1(1d2), TT V
  Saviah are serpentine creatures of at least 20’ in length, with 
  upper bodies that blend humanoid and feline traits. Their 
  heads are more lupine than feline, and their upper section is 
  covered in icy white fur. They are highly intelligent, masters 
  of intrigue and secrets, the information gatherers of the 
  great marids that rule much of the plane of Water. 
  Saviah dislike physical combat but are capable of holding 
  their own if needed. They prefer to start off combat by 
  invoking a seaweb, a shimmering pattern in the water that 
  charms those within 15’ of it on a failed Save v. Spells. Once 
  per day the saviah may lay a seabind upon a single target 
  within 60’; on a failed save the target is affected by a geas. 
  Saviahs cast spells as 4th-level clerics, can only be damaged 
  by magical weapons or attacks, and regenerate 2 hp for 
  every round they’re in contact with water or ice. They 
  speak the burbling language of the water elementals and 
  1d6 other languages.
  The saviah that is encountered in the Lake in Hex 14.43 
  is named Isththes and has been tasked by the marid that 
  exiled Yugmglw with keeping an eye on the undine. Isththes 
  has, in the meanwhile, become friends with several of the 
  lophaeti monks.
  12. Custom
  This can be either an aquatic creature or a terrestrial one 
  adapted for life in the plane of Water. If an inherently non-
  magical creature, they will have inherited one (1-3), two (4-
  5) or three (6) elemental powers.
  Custom Elemental Creatures
  Elemental creatures based upon those from the mortal 
  world often possess characteristics above and beyond 
  their mortal kin. Roll below to determine powers for those 
  hailing from the plane of Water.
  1-2 Camouflage
  The creature blends in nearly perfectly with its surroundings, 
  surprising on a roll of 1-3 in 6 (1-3), 1-4 in 6 (4-5), or 1-5 
  in 6 (6).
  3-4 Extra Damage
  The creature’s attacks are shifted upward by one die type; 
  e.g., if they had attacks doing 1d4/1d4/1d6 they would now 
  do 1d6/1d6/1d8.
  5-6 Extra Hit Dice
  The creature has 1d4 extra hit dice.
  7-8 Enhanced Intelligence
  The creature is smarter than the terrestrial version. If no 
  intelligence score is given in the stat block assume they are 
  more intelligent than their kin.
  9-10 Enhanced Movement
  While in the water the creature’s movement score increases 
  by 30’ (10’).
  11-12 Damage Resistance
  The creature can only be damaged by weapons that are 
  magical or crafted from starmetal, or magical attacks. If this 
  entry is rolled more than once select one of the following: 
  earth, air, electricity, fire, lightning, acid, or sound. The 
  creature takes ½ damage from the indicated attacks, or 
  ¼ on a successful save. If they are already resistant to the 
  energy type, they become immune to it instead.
  
  Hex 14.43 – Eyrie of the Eaglefolk
  13-15 New Attack
  The creature gains a new, water-themed attack that can be 
  used in lieu of their other attacks. They can:
  1-2. Spit water in a line 1d6x10 feet long, doing 2d6 points 
  of damage to all in the path. Each creature hit by the water 
  must roll under their Dexterity on 3d6 or be knocked back 
  a number of feet equal to the damage they take.
  3-4. The creature generates a wave of water that radiates 
  out from them, traveling 1d6x10 feet. All boats or other 
  craft within the area that are of equal or lesser size than 
  the creature have a 1-2 in 6 chance of capsizing, while all 
  creatures aboard the affected craft must roll at or below 
  their Dexterity on 4d6 or be knocked overboard.
  5. The creature can generate a strong current that pulls 
  others toward it. Every creature within a cone 1d6x20 feet 
  long must succeed on a Save v. Paralysis or be pulled 4d10 
  feet toward the creature.
  6. The creature generates a mildly acidic slime that coats 
  their skin. Any creature in the water within 10’ of it takes 
  1d6 points of damage for every round they remain within 
  that distance, in addition to the round after they leave the 
  radius. This is a passive effect and is always considered “on”.
  16. Spell-like Ability
  The creature has one (1-3), two (4-5), or three (6) spell-like 
  abilities, each of which can be used once (1-3), twice (4-5), 
  or three times (6) per day (roll individually for each power to 
  determine how many times it can be used). Spell-like abilities 
  should be re-flavored to have a water theme where possible. 
  There’s a 1-2 in 6 chance per spell-like ability that the creature 
  can use it *in addition* to their other actions in a round, 
  otherwise the spell-like ability is used in lieu of their attack 
  actions. Only one spell-like ability can be used per round.
  Spells are cast at the creature’s HD or the minimum caster 
  level to cast the spell, whichever is higher. If the creature 
  is of low intelligence it will use these powers instinctively 
  rather than strategically.
  17. Magic Resistance
  The creature has a spell resistance equal to 1d10x10% to 
  spells cast by mortals.
  18-19. Additional Power
  Roll two times, ignoring results of 18 or higher.
  20. Additional Power
  Roll three times, ignoring results of 18 or higher.
  1-5
  Dancing Lights (as illusionist)
  6-10
  Entangle (as druid; with kelp, seagrass, etc.)
  11-15
  Faerie Fire (as druid)
  16-20
  Hypnotism (as illusionist)
  21-25
  Light/Darkness (as cleric)
  26-30
  Silence 15’ Radius (as cleric)
  31-35
  Sleep (as magic-user; pheromones released into wa-
  ter or enchanting song)
  36-40
  Blur (as illusionist)
  41-45
  Invisibility (as magic-user)
  46-50
  Hypnotic Pattern (as illusionist)
  51-53
  Mirror Image (as magic-user)
  54-56
  Obscuring Mist (as druid)
  57-59
  Warp Wood (as druid)
  60-62
  Air Breathing (reverse of druid spell water breathing)
  63-65
  Haste (as magic-user)
  66-68
  Lightning Bolt (as magic-user)
  69-71
  Temperature Control (as druid)
  72-74
  Confusion (as magic-user)
  75-77
  Hallucinatory Terrain (as magic-user)
  78-80
  Polymorph Self (as magic-user)
  81-83
  Wall of Ice (as magic-user)
  84-86
  Lower Water (as magic-user)
  87-89
  Part Water (as magic-user)
  90-92
  Acid Fog (as illusionist)
  93-95
  Insect Plague (aquatic pests are created, instead)
  96-100 Other spell.
  Lophaeti, the eagle-folk
  The lophaeti, or eagle-folk, are a rare race of beastmen that 
  dwell in isolated places: high mountains, lonely woods, 
  riverine cliffs. They are loners, rarely congregating in groups 
  larger than twenty.
  They are both contemplative and cruel; eagle-folk settlements 
  are places of meditation and learning but their inhabitants 
  view the world as an eternal struggle of predator against prey, 
  with themselves playing the role of predator. They do not toy 
  with those they kill, but hunt without emotion or empathy. 
  Lophaeti are attentive parents to their young, but once the 
  children are old enough to fend for themselves they are often 
  sent out into the world on their own, unless there exists a place 
  
  Hex 14.43 – Eyrie of the Eaglefolk
  for them in the community. When encountered near human 
  settlements they often serve as assassins or mercenaries.
  This section describes two eagle-folk classes: the average 
  individual and the qartal, a monk-like warrior often tasked 
  with the defense of the eagle-folk community. 
  Like many of the beastmen races, no lophaeti likes being 
  indoors or in confined spaces. NPC eagle-folk must succeed 
  on a morale check to even venture indoors without being 
  able to see the sky; on a successful check they can do so, 
  but suffer a –1 penalty to all rolls until they leave, and on a 
  failed check they will not enter. If forced inside, the lophaeti 
  enters a catatonic state that lasts for 1d6 hours or until they 
  are taken outside.
  Eagle-folk PCs may enter such spaces willingly but 
  automatically suffer a –1 penalty to all rolls until they leave. 
  Note that the penalty applies to all rolls, including initiative, 
  chances to spot hidden objects, etc.
  Lophaeti are on average the same height as Men but are not 
  as heavy, due to a less dense bone structure. Both classes have 
  a maximum Strength of 16. Likewise, due to their predatory 
  nature, they find it difficult to relate to others – even other 
  eagle-folk – and have a maximum Charisma score of 16.
  Normal herbivores of all sorts are skittish around eaglefolk. 
  Reaction rolls (if called for) are made with a –2 penalty, and 
  any Animal Handling checks are made with a –5 penalty to 
  the roll.
  Lophaeti
  Requirements: Dex 9, Wis 9
  Prime Requisite: Dex and Wis
  Hit Dice: 1d6
  Maximum Level: 11
  Armor: Leather or lighter, shields
  Weapons: Any except for heavy two-handed weapons
  Languages: Common
  Due to their slight build, eagle-folk cannot use heavy two-
  handed weapons such as swords, polearms, or battleaxes. 
  They are likewise limited to wearing armor no heavier 
  than leather but can use shields. The fingers and toes of the 
  lophaeti are curved and talon-like; they inflict 1d2 points of 
  damage with unarmed attacks.
  The eagle-folk have nearly hollow bones. They take 
  maximum damage from bludgeoning attacks.
  Eagle-folk characters with Dex and Wis of at least 13 gain a 
  +5% bonus to XP. Those with a Dex of at least 16 and a Wis 
  of at least 14 gain a +10% bonus to XP instead.
  Lophaeti are keen-sighted; they suffer no penalties to 
  attacking at long range (p. 120, OSE Core) with missile 
  weapons, and can fire into melee without a penalty.
  They have a 1 in 6 chance of detecting secret doors, hidden 
  objects, or large traps (such as pit or net traps) simply by passing 
  near them or a 1-2 in 6 chance if actively searching for them.
  If attacking a surprised opponent eagle-folk do an extra 
  +1d6 points of damage during the surprise round on all 
  attacks that hit. If a lophaeti kills a target with a melee or 
  missile attack they may make another attack against a nearby 
  target; they may do so up to a number of times per round 
  equal to half their Hit Dice (rounded down), provided each 
  attack hits and slays the target.
  Once per day the eagle-folk may cast feather fall upon 
  themselves, as per the spell (described on p. 62 of LL AEC), 
  but only affecting themselves.
  Eagle-folk are extremely alert and only surprised on a roll of 
  1 in 6. They are also extremely quiet and can move silently 
  with a d20 roll of 14 or higher at first level, improving by 1 
  at every even level (13+ at 2nd level, 12+ at 4th level, etc.).
  Upon reaching 7th level the lophaeti can found an eyrie, a 
  community of 4d4 others of their kind. The eyrie must be 
  built in an isolated, out of the way place. Once founded, 
  other eagle-folk will hear of the new settlement – young 
  ones being forced to leave their home eyries, or solitary 
  lophaeti – and over the course of six months 3d4 normal 
  eagle-folk and 1d4 qartals will come to join the community. 
  Most will be level 1, but 1 in 6 in will be either 2nd level (1-4 
  in 6) or 3rd level (5-6).
  
  Hex 14.43 – Eyrie of the Eaglefolk
  Lophaeti
  Level
  XP
  HD
  Attack
  1
  0
  1d6
  19 (+0)
  2
  1,500
  2d6
  19 (+0)
  3
  3,000
  3d6
  18 (+1)
  4
  6,000
  4d6
  17 (+2)
  5
  12,000
  5d6
  16 (+3)
  6
  25,000
  6d6
  15 (+4)
  7
  50,000
  7d6
  14 (+5)
  8
  100,000
  8d6
  14 (+5)
  9
  200,000
  9d6
  13 (+6)
  10
  300,000
  9d6+2*
  12 (+7)
  11
  400,000
  9d6+4*
  12 (+7)
  *Do not add Con modifier to hp at these levels.
  Lophaeti Saving Throws
  Level
  D
  W
  P/P
  B
  R/S/S
  1
  12
  13
  14
  15
  16
  2
  12
  13
  14
  15
  16
  3
  11
  12
  13
  14
  15
  4
  10
  11
  12
  13
  14
  5
  10
  11
  12
  12
  14
  6
  9
  10
  11
  11
  13
  7
  8
  9
  10
  10
  12
  8
  8
  9
  10
  10
  12
  9
  7
  8
  9
  9
  11
  10
  6
  7
  8
  8
  10
  11
  6
  7
  8
  7
  10
  Class Build. The eagle-folk class is built using the rules in 
  the supplement Classing up the Joint as follows:
  • Attack as fighter. +2
  • Save as fighter. +1
  • HD. 1d6 per level. +.5
  • +2 per level after 9. +1
  • Weapon (3). +1
  • Armor (3). +1
  • Natural attack damage. +.25
  • Keen-sighted (no range penalties). +.5
  • Backstab (limited). +1
  • Spell-like ability 1/day (1st level). +.5
  • Alertness. +1
  • Move Silently. +.5
  • Early Name Level bonus (found aerie at level 7) +.5
  • Damage vulnerability to blunt weapons. –.5
  • Two ability score requirements. –.5
  • Two prime requisites. –.25
  • Level restriction (two levels). –2
  • Total Modifier of 7.5
  Optional Rules
  If using the optional rules presented throughout the Populated 
  Hexes series the following can be applied to the lophaeti class:
  Eagle-folk begin play with one skill (plus additional skills 
  from high Intelligence) at level 1, and gain additional skills 
  at levels 3, 5, 7, 9, and 11.
  At 1st level they have one Knack from the following list, and 
  may choose an additional Knack at levels 4, 7, and 10.
  Alertness. The character gains a +1 bonus to initiative rolls. 
  Can only be selected once.
  Mysticism. In addition to casting feather fall the character 
  can cast the following:
  ➢ Jump
  ➢ Divine weather
  ➢ Pass without a trace
  ➢ Speak with animals (birds only)
  ➢ Levitate (takes 2 uses of daily spellcasting ability)
  ➢ Invisibility (takes 3 uses of daily spellcasting ability).
  At 1st level they may only cast one spell per day, total. They 
  gain the ability to cast an additional spell per day at every odd 
  level and can choose at the time of casting which one they 
  will pick. The ability to cast these spells is innate, and requires 
  no study, memorization, or material components, although 
  the character must have their hands free and be able to speak. 
  The character is treated as a caster of the same level as their 
  HD for purposes of determining duration, range, etc.
  Ex: At 5th level the character can cast three spells per day 
  and may cast any of the above spells as desired. They can cast 
  invisibility once, or levitate once and another spell that takes 
  one use, or three spells that take one use, etc.
  Guardian. The character can use three combat maneuvers.
  Resilient. Pick three saving throw categories. The character 
  gains a +1 bonus when making saves in these three 
  categories. This can only be selected once.
  Self-improvement, primary. The character can increase their 
  Strength, Constitution, or Dexterity score by 2, or two of the 
  above scores by 1 each. This may only be selected at 4th, 7th, 
  10th and 13th level. An improved score cannot exceed 18.
  Self-improvement, secondary. The character may increase 
  their Intelligence, Wisdom, or Charisma by 2, or two of the 
  above scores by 1 each. This may only be selected at 7th, 
  10th, and 13th level. An improved score cannot exceed 18.
  Skillful. The character gains two additional skills. 
  Thievery. Select three of the following: Climb, Find/Remove 
  
  Hex 14.43 – Eyrie of the Eaglefolk
  Traps, Hear Noise, Read Languages, Pick Pockets, Hide in 
  Shadows, Move Silently. The character can perform these as a 
  1st-level thief. They gain 1 point at each odd level and 2 points 
  at each even level that can be spent to improve their chances.
  Toughness. The character rolls 1d8 for their HD, rather 
  than 1d6. This Knack can only be selected once, but it can 
  be selected at any level, provided the character rerolls their 
  hit points at each level.
  Wilderness Scout. The character is at home in the 
  wilderness. They become Proficient in Tracking, have half 
  the normal chance of getting lost in the wilderness, and 
  have a 1-3 in 6 chance per day of foraging enough food for 
  1d6 individuals while on the move. If they spend the entire 
  day foraging for food without traveling, they have a 1-5 in 6 
  chance of finding enough food for 2d6 individuals.
  Lophaeti Qartal
  Requirements: Dex 12, Con 9, Wis 9
  Prime Requisite: Dex and Wis
  Hit Dice: 1d6
  Maximum Level: 9
  Armor: Leather or lighter, shields
  Weapons: Any
  Languages: Common
  Due to their slight build eagle-folk are limited to wearing 
  armor no heavier than leather, but can use shields. Their 
  martial training allows them to use any weapons, though.
  The eagle-folk have nearly hollow bones and suffer 
  maximum damage from bludgeoning attacks.
  Qartals with Dex and Con of at least 13 gain a +5% bonus to 
  XP. If they have a Dex of at least 16 and Con of 14 or higher 
  they gain a +10% bonus to XP instead. They must be of the 
  Lawful alignment.
  Qartals are keen-sighted; they suffer no penalties to 
  attacking at long range (p. 120, OSE Core) with missile 
  weapons, and can fire into a melee with no penalty.
  They have a 1 in 6 chance of detecting secret doors, hidden 
  objects, or large traps (such as pit or net traps) simply by passing 
  near them or a 1-2 in 6 chance if actively searching for them.
  Qartals are trained in both armed and unarmed combat; 
  unarmed blows inflict 1d4 points of damage per strike.
  If attacking a surprised opponent eagle-folk do an extra 
  +1d6 points of damage during the surprise round on all 
  attacks that hit. This damage increases to +2d6 at 6th level. 
  If a qartal kills a target with a melee or missile attack they 
  may make another attack against a nearby target; they may 
  do so up to a number of times per round equal to their Hit 
  Dice, provided each attack hits and slays the target.
  Once per day the eagle-folk may cast feather fall upon 
  themselves, as per the spell (described on p. 62 of LL AEC), 
  but only affecting themselves.
  Eagle-folk are extremely alert and only surprised on a roll of 
  1 in 6. They are also extremely quiet and can move silently 
  with a d20 roll of 14 or higher at first level, improving by 1 
  at every even level (13+ at 2nd level, 12+ at 4th level, etc.).
  If not wearing armor and possessing a base movement rate 
  of 90’ or better, the qartal gains a +1 bonus to their AC at 
  level 1. This bonus increases by 1 at 3rd, 6th, and 9th levels.
  Once per day the qartal can attack twice in one round, but 
  they may only use their ability to make an additional attack 
  after killing a target on one of those attacks, even if both 
  slay separate targets. At 5th level they can attack twice in a 
  round twice per day, and at 9th level they may do so thrice 
  per day. They must be no more than lightly encumbered 
  (i.e. with a movement rate of 90’ or better) to use this ability.
  Because of their self-discipline, qartals are difficult to 
  control. They gain a +2 bonus to saving throws to avoid 
  mind control and fear effects, including those brought 
  about by claustrophobia.
  Upon reaching 9th level the qartal can found a monastery. 
  Like an eyrie, the monastery must be located in a remote 
  part of the world. After founding it, the character will 
  slowly begin to attract students interested in martial arts 
  and contemplation. Over the period of one year, 2d4 
  normal lophaeti and 1d4 qartals will come to study at the 
  monastery. Most will be 1st level, but 1 in 4 will be a higher 
  level: 1-3 will be 2nd level, 4-5 will be 3rd, and 6 will be 4th.
  Qartal
  Level
  XP
  HD
  Attack
  Damage
  1
  0
  1d6
  19 (+0)
  +1d6
  2
  2,160
  2d6
  19 (+0)
  +1d6
  3
  4,320
  3d6
  18 (+1)
  +1d6
  4
  8,640
  4d6
  17 (+2)
  +1d6
  5
  17,280
  5d6
  16 (+3)
  +1d6
  6
  35,000
  6d6
  15 (+4)
  +2d6
  7
  70,000
  7d6
  14 (+5)
  +2d6
  8
  140,000
  8d6
  14 (+5)
  +2d6
  9
  280,000
  9d6
  13 (+6)
  +2d6
  10
  400,000
  9d6+3
  12 (+7)
  +2d6
  Qartal Saving Throws
  Level
  D
  W
  P/P
  B
  R/S/S
  1
  12
  13
  14
  15
  16
  2
  12
  13
  14
  15
  16
  3
  11
  12
  13
  14
  15
  
  Hex 14.43 – Eyrie of the Eaglefolk
  4
  10
  11
  12
  13
  14
  5
  10
  11
  12
  12
  14
  6
  9
  10
  11
  11
  13
  7
  8
  9
  10
  10
  12
  8
  8
  9
  10
  10
  12
  9
  7
  8
  9
  9
  11
  Class Build. The lophaeti qartal is built using the rules in 
  Classing Up the Joint as follows:
  •	
  Attack as fighter. +2
  •	
  Save as fighter. +1
  •	
  HD (1d6). +.5
  o +3 hp per level +2
  •	
  Weapons (4). +2
  •	
  Armor (3). +1
  •	
  Keen-sighted. +.5
  •	
  Detect hidden (traps and secret doors). +1
  •	
  Natural weaponry. +.5
  •	
  Backstab. +1.25
  •	
  Spell-like ability (once per day, 1st level). +.5
  •	
  Alertness. +1
  •	
  AC bonus when unarmored. +1
  •	
  Flurry of blows. +1
  •	
  Hardy (limited category). +.3
  •	
  3 ability score requirements. –1
  •	
  Prime requisites (2). –.25
  •	
  Damage vulnerability. –.5
  •	
  Level limit (3). –3
  •	
  Total Modifier. 10.8
  Optional Rules
  If using the optional rules presented throughout the Populated 
  Hexes series the following can be applied to the qartal class:
  Eagle-folk begin play with one skill (plus additional skills 
  from high Intelligence) at level 1, and gain additional skills 
  at levels 3, 5, 7, 9, and 11.
  At 1st level they have one Knack from the following list and 
  may choose an additional Knack at levels 4 and 7.
  Alertness. The character gains a +1 bonus to initiative rolls. 
  Can only be selected once.
  Evasion. Once per day the character can reduce damage 
  from one attack by half. The character can do this twice per 
  day at 5th level.
  Mysticism. In addition to casting feather fall the character 
  can cast the following:
  ➢ Jump
  ➢ Divine weather
  ➢ Pass without a trace
  ➢ Speak with animals (birds only)
  ➢ Levitate (takes 2 uses of daily spellcasting ability)
  ➢ Invisibility (takes 3 uses of daily spellcasting ability)
  ➢ Summon lesser elemental (air only, takes 5 uses of daily 
  spellcasting ability)
  At 1st level they may only cast one spell per day, total. They 
  gain the ability to cast an additional spell per day at every odd 
  level and can choose at the time of casting which one they 
  will pick. The ability to cast these spells is innate, and requires 
  no study, memorization, or material components, although 
  the character must have their hands free and be able to speak. 
  The character is treated as a caster of the same level as their 
  HD for purposes of determining duration, range, etc.
  Ex: At 5th level the character can cast three spells per day 
  and may cast any of the above spells as desired. They can cast 
  invisibility once, or levitate once and another spell that takes 
  one use, or three spells that take one use, etc.
  Fighting Mastery. The character can use three combat maneuvers.
  Oracle. Once per week the qartal can enter a trance for one 
  hour, at the end of which they can cast commune.
  Patient Defense. The character gains a +1 bonus to AC. 
  Additionally, if they chose to not attack in a round, they 
  gain an additional bonus of +2 to their AC.
  Resilient. Pick three saving throw categories. The character 
  gains a +1 bonus when making saves in these three 
  categories. This can only be selected once.
  Self-improvement, primary. The character can increase their 
  Strength, Constitution, or Dexterity score by 2, or two of the 
  above scores by 1 each. This may only be selected at 4th, 7th, 
  10th and 13th level. An improved score cannot exceed 18.
  Self-improvement, secondary. The character may increase 
  their Intelligence, Wisdom, or Charisma by 2, or two of the 
  above scores by 1 each. This may only be selected at 7th, 
  10th, and 13th level. An improved score cannot exceed 18.
  Skillful. The character gains two additional skills. 
  Step of the Wind. The qartal may move at double their 
  movement rate for a number of rounds per day equal to 
  their level times two. While using this Knack the character 
  can walk on air for up to twenty feet at a time, enabling 
  them to cross narrow chasms or leap from roof to roof.
  Toughness. The qartal rolls 1d8 for their HD, rather than 1d6. 
  This Knack can only be selected once, but it can be selected at any 
  level, provided the character rerolls their hit points at each level.
  Wilderness Scout. The character is at home in the 
  wilderness. They become Proficient in Tracking, have half 
  the normal chance of getting lost in the wilderness, and 
  have a 1-3 in 6 chance per day of foraging enough food for 
  1d6 individuals while on the move. If they spend the entire 
  day foraging for food without traveling, they have a 1-5 in 6 
  chance of finding enough food for 2d6 individuals.
  
  Hex 14.43 – Eyrie of the Eaglefolk
  Large hex = 6 miles face to face
  Small hexes = 1.2 miles, face to face
  Cover art by Jen Drummond
  Interior Map by Aaron Schmidt
  Eaglefolk by Charles Le Brun
  
  Hex 14.43 – Eyrie of the Eaglefolk
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