TEXT: ISBN 978-1-62283-015-2
  
  Author
  John M. Stater
  Developers
  Bill Webb
  Producers
  Bill Webb and Charles A. Wright
  Editor
  Dawn Fischer
  Layout and Graphic Design
  Charles A. Wright
  Front Cover Art
  MKUltra Studios
  Interior Art
  Rowena Aitken
  Cartography
  Robert Altbauer
  Playtesters
  Frog God Games Staff
  Special Thanks
  Bill Webb would like to thank Bob Bledsaw and 
  Bill Owen for inventing the original 
  hex crawl — the standard in wilderness 
  adventure and a lifetime of fun.
  Credits
  Frog  
  God 
  Games
  tough  
  adventures 
  for tough 
  players
  ©2012 Bill Webb, John Stater, Frog God Games. All rights reserved. Reproduction without the writ-
  ten permission of the publisher is expressly forbidden. Frog God Games and the Frog God Games 
  logo and Hex Crawl Chronicles: The Shattered Empire are trademarks of Frog God Games. All rights 
  reserved. All characters, names, places, items, art and text herein are copyrighted by Frog God Games, 
  Inc. The mention of or reference to any company or product in these pages is not a challenge to the 
  trademark or copyright concerned.
  2
  
  Table of Contents
  The Shattered Empire  ...................................................................................p. 4
  Rumors  ....................................................................................................p. 8
  Encounter Key  ...........................................................................................p. 8
     — Hexes 0208, 0214, 0222  ...........................................................................p. 8
     — Hexes 0303, 0405, 0418  ............................................................................p. 9
     — Hexes 0512, 0523, 0614, 0620, 0707  .............................................................p. 11
     — Hexes 0711, 0716, 0718, 0803, 0809, 0822  ......................................................p. 12
     — Hexes  0912, 1001, 1007, 1010  ....................................................................p. 13
     — Hexes  1103, 1109, 1118, 1211, 1223  ................................................................p. 14
     — Hexes  1305, 1315, 1417, 1502, 1510, 1513 ..........................................................p. 15
     — Hexes 1520, 1607, 1622, 1717, 1719, 1802  ........................................................p. 16
     — Hexes 1811, 1815. 1820, 2013, 2016  ................................................................p. 17
     — Hexes 2019, 2115, 2122, 2202, 2205, 2208, 2314  ................................................p. 18
     — Hexes 2319, 2407, 2410, 2412  .....................................................................p. 19
     — Hexes 2417, 2502, 2505, 2522, 2615  ..............................................................p. 20
     — Hexes 2708, 2723, 2802  ............................................................................p. 21
     — Hexes 2805, 2812, 2819, 3014, 3022 ...............................................................p. 22
     — Hexes 3104, 3116, 3206, 3208, 3210, 3219, 3313  ...................................................p. 23
     — Hexes 3411, 3415,3416, 3503 .........................................................................p. 24
     — Hexes 3520, 3610, 3613, 3707, 3717 .................................................................p. 28
     — Hexes 3811, 3819, 3822 ...............................................................................p. 29
  New Weapons, New Monsters, Centaurs as a Playable Race ....................................p. 29
  Legal Appendix  ...........................................................................................p. 30
  3
  
  4
  For millennia the men of the north were pitted against one another in 
  ceaseless battle, one city-state against another. In due time, the men of Yal-
  Garok gained the upper hand, dominating the minor city-states through 
  arranged marriages and then striking at its greatest rivals militarily and 
  forcing them to sue for peace. The rise of Yal-Garok ushered in the Age of 
  Peace, allowing the clever, hard-working Northmen to focus their energies 
  on building rather than destroying one another. Most of the country was 
  brought under cultivation. Towns and cities fl ourished. Colonies were 
  established in the eastern mountains, western prairie and, unsuccessfully, 
  the icy woodlands of the far north.
  The Age of Peace ended last winter, when Emperor Brodred passed 
  into the Land of the Black Water, leaving his three daughters to squabble 
  over the crown. And squabble they did. In short order, the youngest of 
  the princesses, Petal, had her armies razing the city-state of the Princess 
  Peahen and besieging the city-state of the Princess Pearl. Success on the 
  battlefi eld, however, was not enough. To gain the throne, Petal needed to 
  obtain the imperial regalia of her father – the scepter, orb and crown of 
  the Empire. Naturally, her sisters also sought these items, sending agents 
  throughout the land to seek them out.
  This then, is the Shattered Empire, a land of marching armies, desperate 
  refugees, highwaymen and bandits and encroaching humanoids from 
  across the White River. A band of adventures might come into this land as 
  seekers after lost treasures, common bandits or even mercenary captains 
  seeking to join the winning side in the civil war.
  The Shattered Empire is a hex-crawl, referring to the hex-shaped units 
  that divide the map. Just as dungeon adventures take place on a gridded 
  map, wilderness adventures can be conducted on a hex map, allowing 
  players the freedom to decide where their characters roam and giving 
  them the thrill of discovering the many places and people that have been 
  placed on the map. This map represents a large area fi lled with numerous 
  places to discover and explore, and can be used as a campaign area in 
  its own right, or dropped into an existing campaign. Referees can place 
  adventures they have purchased or devised on their own into empty hexes 
  on the map.
  Adventures in the 
  Wilderness
  The hexes on this map are 6 miles wide from one side to the other. 
  In open country, adventurers should be able to see from one side of the 
  hex to another. In wooded hexes, vision is much more restricted. Random 
  encounters with monsters should be diced for each day and each night, 
  with encounters occurring on the roll of 1-2 on 1d6. The exact monster 
  (or monsters) encountered depends on the terrain through which the 
  adventurers are traveling. Unlike dungeons, in which the monsters on 
  the upper levels are usually less powerful than the monsters on deeper 
  levels, wilderness encounters are quite variable in their challenge, and 
  low level characters face death every time they step out of the confi nes of 
  civilization. Well-traveled adventurers will discover, however, that settled 
  lands are not as dangerous as the rugged wilderness.
  The Imperial Regalia
  The Imperial Regalia are the three ancient artifacts of the Northmen and 
  their empire. Each of the objects was forged by one of the three great cities 
  of the Empire and blessed by that city’s priests. The fi rst to bear these 
  objects was Beroldern, King of Yal-Garok and founder of the Empire.
  The Orb of Yal-Kirith is made of brownish marble and covered in a mesh 
  of gold wire decorated liberally with citrines and rubies. When placed in 
  a vessel of water, the orb turns that water into a scrying pool (treat as a 
  crystal ball). When requesting a vision from the pool, an adventurer must 
  roll 1d20 and compare it to his character’s wisdom score. If the roll is 
  higher than the adventurer’s Wisdom, the pool shows the person what they 
  want to be true rather than what is actually true. The Orb is hidden in the 
  tower in hex 0418.
  The Scepter of Yal-Zanath is a gold rod four feet long topped by a 
  By John M. Stater
  — The Shattered Empire —
  Roll
  Farmland
  Highlands
  Swamp
  Wooded Hills
  1
  Ankheg (1d4)
  Bandits (1d6 x8)
  Catoblepas (1)
  Black Bear (1d6 x4)
  2
  Bandits (1d6 x4)
  Black Bear (1d6)
  Carrion Fly (1)
  Bugbears (1d6 x8)
  3
  Black Bear (1d6)
  Bugbears (2d6)
  Halfl ing (1d10 x10)
  Centaurs (1d6 x4)
  4
  Giant Ant (2d6)
  Centaur (1d4)
  Goblins (1d10 x10)
  Goblins (1d10 x20)
  5
  Giant Toad (1)
  Goblins (1d6 x10)
  Grey Ooze (1d6)
  Hobgoblins (1d6 x30)
  6
  Goblins (1d6 x8)
  Hill Giant (1)
  Shambling Mound (1)
  Men-At-Arms (1d6 x30)
  7
  Men-At-Arms (1d6 x4)
  Men-At-Arms (1d6 x8)
  Skeletons (1d8 x10)
  Orcs (1d6 x30)
  8
  Ogre (1)
  Ogres (1d6)
  Stirge (1d8 x10)
  Owlbear (2d6)
  9
  Wolves (2d6)
  Wolves (1d6 x4)
  Wight (1d6)
  Wolves (1d6 x6)
  10
  Zombies (2d6)
  Zombies (1d6 x4)
  Zombies (1d6 x8)
  Zombies (1d8 x10)
  Note: For large bodies of humanoid troops, feel free to organize them into squadrons and companies using the army composition suggestions below.
  
  5
  platinum bear rampant with amethyst eyes. The length of the rod is 
  studded with amethyst intaglios of past emperors and empresses. The 
  scepter allows its wielder to use the following spells, each three times 
  per day: Hold person, cause fear and cure light wounds. The scepter can 
  also be wielded as a +2 mace. The Scepter is hidden in the nature temple 
  in hex 3503.
  The Crown of Yal-Garok is a band of gold adorned with silver spikes 
  tipped with sapphire orbs. The wearer of the crown can command the 
  obedience and fealty of creatures within 120 feet. Creatures totaling 300 
  Hit Dice can be ruled, but intelligent creatures are entitled to a saving 
  throw to negate the effect. Ruled creatures obey the wielder as if she were 
  their absolute sovereign. The crown can be used for 500 total minutes 
  before crumbling to dust. This duration need not be continuous. The 
  crown is in the possession of the angel Tzaqiel in hex 3822.
  The Princesses Imperial
  The Emperor Brodred was not only a fortunate man, but a fecund one. 
  His empress Gurdolena gave him five surviving children, two sons and 
  three daughters. His two sons, Brene and Beorwin, left the comfort of 
  the Empire to adventure in the mysterious west. After they crossed the 
  western border of the Empire they passed from the knowledge of men and 
  some folk still pray for their return.
  The three daughters of Brodred and Gurdolena are called Petal, Peahen 
  and Pearl. Pearl was the eldest. Born holy, she grew up to sup with 
  demons. Her blazon is a purple six-pointed star on a field of gold. Peahen 
  was born plain and grew to be beautiful. The darling of the seven cities, 
  her blazon is a peacock on a field of green. The youngest daughter was 
  Petal, who was born pretty and grew up to be shrewd. Ignored by her 
  sisters, it is said she had foreknowledge of her father’s death. Certainly 
  she moved the most swiftly to usurp his power and launch the elements of 
  his army that were loyal to her against her sisters. Petal’s emblem is a pink 
  rose on a field of white.
  The Armies
  The armies of the Shattered Empire hex crawl are defined as being made 
  up of squadrons of 10 warriors or companies of 20 warriors. Horsemen are 
  organized into squadrons and foot soldiers into companies. Each squadron 
  is made up of nine men-at-arms under the command of a sergeant-at-arms, 
  while each company consists of 17 men-at-arms under the command of a 
  captain and two sergeants-at-arms. There is a 1% chance that a sergeant-
  at-arms is actually a hero (i.e. a fighting-man of 3rd to 6th level). There 
  is a 5% chance that a captain is actually a hero. Humanoid armies are 
  organized using the same basic system, save their captains are called 
  chieftains and their sergeants are sub-chiefs.
  The precise elements of an army can be generated using the following 
  tables:
  Mounted Soldiers
  Goblins are always mounted on wolves and orcs on giant boars. Among 
  the savage humanoids, only hobgoblins have tamed the horse and even 
  then rely on light, swift horses rather than heavy destriers.
  Roll
  Northmen
  Hobgoblins
  1
  Hussars
  Hussars
  2
  Hobelars
  Hussars
  3
  Cataphracts
  Hobelars
  4
  Knights
  Hobelars
  Hobelars are light horsemen who sometimes dismount before battle. 
  Hobelars wear leather armor and carry longsword and lance.
  Hussars are mounted archers capable of firing their bows from 
  horseback at a full gallop. Hussars wear leather armor and carry shortbows 
  and longswords.
  Cataphracts are heavy horsemen wearing chainmail hauberks and 
  carrying light steel shields, lances and longswords.
  Knights are the heaviest horsemen, usually drawn from the nobility. 
  Knights wear plate armor and carry heavy shields, lances and longswords.
  Foot Soldiers
  Roll
  Northmen
  Goblins
  Orcs
  Hobgoblins
  1
  Militia
  Archers
  Archers
  Archers
  2-3
  Archers
  Archers
  Archers
  Light Foot
  4-5
  Light Foot
  Light Foot
  Light Foot
  Light Foot
  6
  Longbowmen
  Light Foot
  Light Foot
  Longbowmen
  7
  Heavy Foot
  Heavy 
  Foot
  Heavy Foot
  Heavy Foot
  8
  Special
  Special
  Special
  Special
  Militia consists of peasants rather than men-at-arms. A militia company 
  numbers 40 men, each carrying light wooden shield, spear and possibly 
  (50% chance) slings.
  Light Footmen wear scale armor and carry shield, spear and short 
  sword. 
  Heavy Footmen wear chainmail and carry polearm and short sword.
  Archers wear leather armor and carry short bow, 20 arrows and 
  hand axe.
  Longbowmen wear scale armor and carry long bow, 20 arrows and 
  short sword
  Special troops might include pikemen, war mammoths with handlers, 
  berserkers armed with battle axes or scouts. Scout companies are 
  composed of 10 troops wearing leather armor and armed with daggers 
  and short bows.
  Gear Hide armor, battleaxe
  Armies in the Field
  At the start of any campaign in the Shattered Empire, there are three 
  armies in the field, those of Petal, Pearl and Peahen. 
  The army of Petal is currently engaged in the siege of Yal-Kirith [3411], 
  and thus encamped around that city. Petal’s army consists of 10 squadrons 
  of horse and 15 companies of foot, as well as siege engineers and their 
  war engines.
  Upon hearing the news of her father’s death, the Princess Peahen split 
  her army into three legions and sent them to secure the lesser city-states 
  of Xom-Cahar [0208], Xom-Yeric [0803] and Xom-Iforn [1607]. Leaving 
  only a small garrison to defend Yal-Zanath [1007], that city-state was 
  swiftly taken and razed to the ground by the army of Petal. The three 
  legions of Peahen’s army remain in the field. The Legion I consists of 2 
  squadrons of horse and 3 companies of foot and is headquartered at Xom-
  Yeric awaiting its mistress. Legion II consists of 2 squadrons of horse and 
  4 companies of foot and begins the campaign at Xom-Cahar. Legion II 
  will begin moving towards Xom-Yeric, managing to cover one hex on a 
  roll of 1-2 on 1d6 made each round. Legion III is headquartered at Xom-
  Iforn and consists of 1 squadron of horse and 2 companies of foot.
  Princess Pearl was slow to act upon learning of her father’s demise. 
  The shattered empire
  
  6
  hex crawl chronicles
  
  7
  The shattered empire
  
  8
  A libertine, she found herself otherwise engaged and unable to issue 
  orders. The remains of her army remain inside Yal-Kirith. It consists of 3 
  squadrons of horse and 4 companies of foot.
  The Northmen
  The lands of the Empire are dominated almost entirely by the 
  Northmen, a hearty breed of men with ebony or chocolate skin and wavy 
  hair of brown or black, often worn long. Northmen are usually stout and 
  often plump. While most Northmen wear tunics and leggings of wool, the 
  nobility replace the tunic with a long robe of rich grogram with jeweled 
  leather thongs wrapped around their forearms and torques of precious 
  metal around their necks. Northmen favor axes and curved knives and 
  usually wear chainmail or platemail in battle. The Northmen believe in 
  monarchy and a great universal hierarchy with their emperor at the top, 
  the nobility below and the commoners arrayed at the bottom. For most 
  Northmen, this works and it is comfortable and coloring outside the lines 
  is neither welcomed nor approved.
  Encounter Key
  0208. 
  The walled market town of Xom-Cahar is home to 5,000 men and women, 
  mostly involved in the mining of silver and quarrying of granite from the 
  surrounding hills, and the production of pike-armed mercenaries valued 
  throughout the Empire. The town is situated in a deep valley of drooping 
  pines, abandoned flooded quarries and cave bears with golden-brown 
  fur. The town is dominated by the ebon towers of the castle of Gwisaba, 
  enchantress and Duchess of Xom-Cahar. Gwisaba is a delicate woman with 
  light brown skin and luxurious hair worn to her ankles and thickly braided. 
  Gwisaba has a vast library of scrolls and dusty, leather-bound tomes that, 
  it is said, contain all the knowledge in the world and beyond. One of these 
  tomes, locked and bound in iron, contains a dimensional pocket in which 
  Gwisaba keeps her treasure of 5,660 gp and 1,500 sp.
  Gwisaba, Magic-User Lvl 9: HP 27; AC 9 [10]; Save 7 (5 vs. 
  spells); CL/XP 10/1400; Special: Spells (5th). Robes, dagger, 
  silver earrings worth 200 gp, spellbook.
  0214. 
  Seven white apes are feasting on corpses in a rocky clearing. One of 
  the corpses, an elderly man, is carrying a bar of silver. The silver bar is 
  actually hollow (a dwarf or very observant human might notice that it is 
  too light) and contains a small piece of paper on which is scrawled “Seek 
  ye the golden pillar across the river” .
  White Ape: HD 4; AC 6 [13]; Atk 2 claws (1d4); Move 15; Save 
  13; CL/XP 4/120; Special: None.
  0222. 
  Passing through this hex, you may come across a small cabin in the 
  woods. The cabin consists of a single room, dingy and cluttered, with 
  walls decorated with the most appalling bits of taxidermy you have ever 
  seen. The cabin is home to Telyn, a broad-shouldered old woman with 
  skin the color of mahogany, silver hair worn in a beaded net and a care-
  worn face. Telyn is both a cat lady (she owns at least fifteen animals of 
  every variety one could imagine) and a genuine prophetess, touched by 
  the goddess of the underworld, Waith. Her small painted terracotta idol 
  of Waith appears as giant hawk with the head of a matron, hair oiled and 
  curled into ringlets, eyes chalk white, a silver chain set with a ruby worn 
  around her forehead. The goddess’ presence can be felt in the cabin by 
  clerics and elves as an oppressive melancholy. It was Waith that Telyn 
  prayed to when as a maiden her heart was broken by the rascal Iulfun 
  [0620]. Waith took pity on the girl and took away her heart, turning her 
  into a crone and removing her ability to ever love or feel the pain of a lost 
  love again. In the black hollow of her breast, Telyn now holds a divine 
  spark that Waith plucked from her own breast, and it is this spark that gives 
  her the ability to deliver prophecies. To pay for one of her prophecies, one 
  must deliver to Telyn a cat of a breed she does not yet own.
  How does Telyn’s prophecy work? A player may suggest what they 
  would like to have happen to their character, while the Referee suggests a 
  specific problem that may befall them in the process of fulfilling that wish. 
  Anytime either possibility comes into play, a +2 bonus it added to a dice 
  roll (or penalty subtracted from a dice roll) that could make it come true. 
  The “prophecy” must be specific and must be relatively near term. Thus, 
  a player may suggest that their character will slay Princess Petal, while 
  the Referee suggests that they may be killed by poison in the process. The 
  player then receives a +2 bonus on attacks against Princess Petal and a -2 
  penalty to saves vs. poison while trying to accomplish their goal.
  hex crawl chronicles
  Rumors
  When adventurers are seeking information or rumors in a settlement or from the lord of a castle, you can roll a random rumor from the table below. 
  Each rumor is either True (“T”) or False (“F”) and the hex number associated with the rumor is given in brackets.
  Roll
  True Rumors
  Roll
  False Rumors
  1
  The emperor was undone by murder most foul!
  11
  A caravan of men from the Sea Lordies to the east are bringing Prince 
  Beorwin back to claim the throne. [Hex 3819]
  2
  Princess Petal is not to be trusted.
  12
  The Temple of Four Goddesses, if you can find it, holds treasures 
  beyond your wildest imagination. [Hex 3503]
  3
  The Seven Sleepers await the crack of Hell! [Hex 1510]
  13
  Striking steel and flint wards away bulettes. [Hex 3104] 
  4
  There is a wishing well somewhere in the wilderness. [Hex 0303]
  14
  There is a chamber of horrors beneath the temple of Almerla in Valley 
  of Tulips. [Hex 2410]
  5
  The Thunder god’s lover dwells near the White River. [Hex 0822]
  15
  The imperial regalia are held in the vaults of the temple of Telos, the 
  lord of war. [Hex 1811]
  6
  Farin of Xom-Iforn is the Empire’s greatest swordsmith. [Hex 1607]
  16
  The dwellers ‘neath the hills are ever the friends of men. [Hex 1103]
  7
  Beware the impaled god and touch not the instrument of his destruction. 
  [Hex 2202]
  17
  It was a one-eyed man that killed the Emperor. [Hex 0512]
  8
  Candle may be the only man alive that can save the Empire from 
  complete ruin. [Hex 2802]
  18
  Princess Pearl is the only princess you can trust.
  9
  Vheeley and Vorsey are in need of heroes! [Hex 3416]
  19
  Princess Peahen is the rightful empress.
  10
  The elven eagle riders would see the Empire fall.[ Hex 3520]
  20
  The emperor had a secret heir in his palace.
  
  9
  0303. 
  Amidst the shattered remains of a castle is a large courtyard paved with 
  golden-orange quartz. In the middle of the courtyard is a narrow well built 
  of the same stone and decorated with friezes of stars, moons and the sun. A 
  copper bucket attached to a long chain allows one to draw water from the 
  well. By throwing a single copper piece into the well, one gains the ability 
  to cast a wish within the next 24 hours. To cast a wish, they must preface 
  it with the words “By the Sun, Moon and stars, I wish …”. Each hour that 
  passes until the person makes the wish imposes a cumulative -1 penalty to 
  all rolls that character makes using a d20 – i.e. saving throws, attack rolls, 
  etc. Once the wish is cast or the 24 hours is up, the accumulated penalty 
  vanishes.
  0405. 
  A narrow pass in the highlands has been trapped by a clan of 10 atomies. 
  The atomies hide in small caves in the sides of the pass, the cave mouths 
  hidden behind bits of loose foliage. The traps are spiked planks bent back 
  so that when one trips a wire they spring out, inflicting 1d6 points of 
  damage and causing one to go lame (half movement) for 1d4 days unless 
  they pass a saving throw.
  Atomie: HD 1d3; AC 4 [15]; Atk 1 weapon (1d3); Move 15 
  (F24); Save 18; CL/XP 2/30; Special: Spells (blink, entangle, 
  invisibility (self), pass without trace, speak with animals), 
  magic resistance (20%), surprise on 1-2 on 1d6.
  0418. 
  A band of desperate brigands sought to use an old stone tower here 
  as their base of operations for raiding the countryside, but instead have 
  found themselves trapped in a place of horror. The tower stands atop a 
  deep shaft, a well that contains an evil presence. The presence warps one’s 
  sense of reality and the surviving bandits are now mad men who think 
  themselves princes in a palace of delights. The interior of the place is 
  filthy and the men are slowly starving as they sup on imaginary banquets 
  and quench their thirst with imaginary wine.
  A – The inner courtyard of the tower is paved with reddish bricks 
  and contains a well that exudes a strange, sickly sweet smell. The 
  aforementioned well is 100 feet deep and grants access to a series of 
  roughly cut chambers shored up with timbers. A thin layer of water 
  on the floor in these chambers has slowly rotted the timbers, making 
  walking through the cramped tunnels (5 feet high, 4 feet wide) 
  dangerous. For each round of fighting in the tunnels, there is a 1 in 12 
  chance of a cave-in (save or be buried and suffer 3d6 damage plus 1d6 
  damage per round) until freed). Apparently, when the well went dry, the 
  owners of the keep decided to dig deeper and found something they were 
  unprepared to handle. For the tunnels and chambers beneath the tower 
  keep show signs of ancient, crumbling ophidian masonry, distinctly the 
  work of the serpent men (dwarves and magic-users have a 3 in 6 chance 
  of knowing this).
  A1 – As one enters this room, the water on the floor begins to rise 
  slowly and bubble and froth. Vapors in the shape of humanoids appear 
  on the surface and swirl around the intruders. This show – for it is a mere 
  show – is due to a minor haunting by the spirit of a magic-user that died 
  here many years ago. The spirit cannot harm anyone. It can be turned as 
  though it were a 4 HD undead.
  A2 – The floor of this chamber is sunken four feet below the entrance 
  and the ceiling rises 15 feet above the floor. Three colossal cobras have 
  been carved from stone and now hang precariously over the earthen floor. 
  Any disturbance in the room carries the possibility (as above) of a cave-
  in, but will also topple the statues, causing an additional 3d6 points of 
  damage. A wing of darkmantles lives on the ceiling above.
  Darkmantles: HD 1+2; AC 4 [15]; Atk 1 grab (1d4); Move 3 
  (Fly 3); Save 17; CL/XP 2/30; Special: Suffocation, darkness.
  A3 – A slight cave-in has left three people buried under about 3 feet 
  of earth. Two of the bodies wear ring mail shirts (the leather straps have 
  rotted away) and carry short swords and hammers. The third appears to 
  have been an academic or magic-user of some sort, judging by his robes. 
  He carries a silver flask filled with holy water and three silver spikes, as 
  well as a hammer. A swarm of flesh-eating beetles has infested the soil.
  Flesh-Eating Beetle Swarm: HD 2; AC 7 [12]; Atk 1 swarm 
  (1d4); Move 3; Save 16; CL/XP 3/60; Special: Covers a 20-ft 
  diameter area, attacking all creatures in that area once per 
  round and ignoring armor, immune to all mental effects.
  A4 – This room has an undulating floor and ceiling. The southern wall 
  appears to have caved in, for it now consists of packed earth at a 45-degree 
  angle. Embedded in this earth is what appears to be the skeleton of a large 
  mermaid, with extremely long and pointed finger bones and a curious 
  crest atop its head. These demonic remains are the source of the madness 
  in the tower above, and any in its presence must pass a saving throw each 
  round or be struck by confusion for that round. Once a person has failed 
  three such saving throws, they are struck permanently insane. The only 
  way to destroy the corpse is to drive a silver stake into the skull and anoint 
  the bones with holy water. Hidden within the skull is the famed Orb of 
  Yal-Kirith. Any attempt to seize the Orb results in the summoning of a 
  guardian daemon in the form of a giant bat-thing surrounded by a greenish 
  aura of greasy smoke.
  Guardian Daemon: HD 8; AC -1 [20]; Atk 1 bite (2d6) and 
  2 claws (1d6); Move 12; Save 8; CL/XP 11/1700; Special: 
  Breath weapon (cone of fire 30’ L x15’ W, 5d6 damage), 
  +1 or better weapon to hit, immune to acid and poison, 
  telepathy 100’, cannot move more than 20 feet away from 
  the Orb.
  B – These stables are now empty, save for the bloated corpse of a man 
  wearing chainmail. The man’s skull has been crushed by a heavy weight 
  and rats have been nibbling on him. Two giant rats hide in the mouldering 
  hay.
  Giant Rats: HD 1d4; AC 7 [12]; Atk 1 bite (1d3); Move 12; 
  Save 18; CL/XP A/5; Special: 5% chance of disease.
  C - This antechamber is empty save for three clay jugs, each stopped 
  with a cork. Two of the jugs contain the same mold as now dwells in the 
  solarium [I]. The third is an eversmoking bottle. The stairs here lead up to 
  level 2. The door has been jammed from the inside with two iron spikes.
  D – This guardroom is inhabited by three madmen in chainmail and 
  tattered tunics. They are staring intently at a chalk statue of a tall, thin, 
  graceful woman with gills on her neck and a wide, rectangular hat 
  balanced on her head. Any speaking by the adventurers is greeted with a 
  chorus of hushes and them saying, in unison, “Quiet, brother, she is about 
  to speak!” In fact, she is not.
  Madman: HD 3+3; AC 6 [13]; Atk 1 frenzy (1d6+1); Move 15; 
  Save 14; CL/XP 4/120; Special: Immune to mental effects.
  E – This kitchen is home to a cleaver wielding man naked save for a 
  basket worn in the manner of a crown. He is tormented by a number of 
  giant rats that he addresses as though they are rebellious servants. At the 
  sight of newcomers, he will command they subdue the pests and then 
  attend to his dressing. Soiled and bloodied robes are scattered about the 
  kitchen, along with rolls as hard as rocks and vegetables and meat in 
  various states of decay. A side of rotten beef hangs in one corner, lousy 
  with rot grubs. The stairs here have been trapped with a tripwire that sends 
  a suit of platemail filled with stones crashing down the stairs (save or 
  suffer 1d8 damage).
  Madman: HD 3+3; AC 6 [13]; Atk 1 frenzy (1d6+1); Move 15; 
  Save 14; CL/XP 4/120; Special: Immune to mental effects.
  Giant Rats: HD 1d4; AC 7 [12]; Atk 1 bite (1d3); Move 12; 
  Save 18; CL/XP A/5; Special: 5% chance of disease.
  The shattered empire
  
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  hex crawl chronicles
  
  11
  Rot Grubs: One must save to avoid contacting these vermin. 
  If this check is failed, the grubs penetrate the skin. Once this 
  occurs, the victim may make a saving throw. If successful, he 
  notices strange burrowing below the surface of his skin. Each 
  round thereafter, a saving throw must be made. If failed, 
  the victim sustains 2d6 points of damage. At 0 hit points, the 
  victim dies. The grubs then look for a new host. During the first 
  two rounds, the grubs can be killed by applying flame to or 
  by cutting open the affected skin. The flame or cutting does 
  2d6 points of damage to the victim. After the second round, 
  only a cure disease spell can save the victim.
  F – This water closet is terribly foul smelling, due to it having been 
  stopped up with the corpse of a bandit. The effluence within has spawned 
  several immature otyughs that look like slugs with several small tentacles. 
  The creatures aren’t dangerous and in fact the sheath of slime around their 
  bodies can be used to cure any disease (treat as one potion of cure disease).
  G – This room was used as an officer’s mess. The table now serves to 
  hold the corpse of a former sub-chief of the bandits, who is secured to it 
  with heavy ropes. The mutilation of his body and the sated looks on the 
  bloody faces of the five bandits in the room tell a grisly tale.
  Madman (5): HD 3+3; AC 6 [13]; Atk 1 frenzy (1d6+1); Move 
  15; Save 14; CL/XP 4/120; Special: Immune to mental effects.
  H – This large hall was used as the mess for the common soldiery of the 
  tower. The tables and chairs have been splintered. Ten crazed bandits now 
  appear to be sleeping here under soiled blankets, but in truth have had a 
  good portion of their strength drained by a pack of four shadow rats that 
  inhabits the room. A leather sack beneath the rubble holds 400 gp and a 
  silver dagger in a sheath decorated with gold embroidery (worth 80 gp).
  Weakened Madman: HD 1+1; AC 6 [13]; Atk 1 frenzy (1d4); Move 
  9; Save 17; CL/XP 2/30; Special: Immune to mental effects.
  Shadow Rat: HD 1; AC 3 [16]; Atk 1 bite (1d4 plus 1d3 
  strength); Move 15 (C9); Save 17; CL/XP 4/120; Special: 
  Disease, strength damage, incorporeal, shadow blend, 
  surprise on 1-3 on 1d6.
  I - The solarium is inhabited by a reddish-black mold with a psychic hive 
  mind that allows it to read thoughts, induce hallucinations and lure people to 
  come sit on the floor, backs against the wall, that they might be consumed 
  by the mold. Three bloated corpses are in such a position already and in an 
  advanced state of decay. The mad men describe these corpses as the “sleeping 
  maidens” they are sworn to protect. One of the corpses holds a bone map case 
  that is empty save for a small cat’s-eye marble that, if placed on the floor, rolls 
  directly towards the most valuable treasure within 100 feet.
  The mold’s mind-dominating power can be defeated with a successful 
  saving throw; anyone failing the saving throw will try to join the 
  “princesses” beside the wall, and will fight anyone keeping them from 
  doing so. The mold itself can only be killed with fire, taking no appreciable 
  damage from weapons or non-fire spells.
  0512. 
  A band of 250 starving refugees from farms surrounding Yal-Zanath is 
  scavenging in these hills. They are under the protection of three clerics, 
  Father Udach One-Eye, Sister Cwall and Brother Bjarn. The clerics are 
  desperate to keep the people fed, which is difficult since the farmers 
  are unskilled at living in the wilderness. There is a 1 in 6 chance that 
  adventurers become entangled in one of the refugees’ crude snares (1d4 
  damage) while moving through this hex. One of the refugees is a sage 
  named Malarine who served in the citadel of Princess Peahen.
  Father Udach, Cleric Lvl 5: HP 20; AC 2 [17]; Save 11 (9 vs. 
  paralysis and poison); CL/XP 5/240; Special: Banish undead, 
  spells (2/2). Platemail, shield, helm decorated with peacock 
  feathers (worth 10 gp), mace, holy symbol of Vephus in the 
  form of a gold mask worn over the face.
  Sister Cwall, Cleric Lvl 3: HP 10; AC 2 [17]; Save 13 (11 vs. 
  paralysis and poison); CL/XP 3/60; Special: Banish undead, 
  spells (2). Platemail, shield, mace, throwing hammer, holy 
  symbol of Vephus, indigo cape.
  Brother Bjarn, Cleric Lvl 2: HP 6; AC 4 [15]; Save 14 (12 vs. 
  paralysis and poison); CL/XP 2/30; Special: Banish undead, 
  spells (1). Chainmail, shield, warhammer, sling, holy symbol 
  of Vephus.
  0523. 
  A deep, dank pit (30 feet deep) has been bored into the ground here. 
  The pit is covered by loose branches and a tendriculos lies at its bottom. 
  Lodged within the tendriculos is a brass bust of the Emperor Brodred 
  (worth 6,000 gp).
  Tendriculos: HD 8; AC 4[15]; Atk 2 tendrils (1d6), 1 bite (2d6); 
  Move 9; Save 8; CL/XP 9/1100; Special: Swallow whole.
  0614. 
  An onion-shaped hot air balloon has been anchored via a chain to a 
  wooden post driven into the top of a hill. The balloon is one of a fleet of six 
  now commanded by Princess Petal. Deployed a week ago, the poor observers 
  have been stuck in the balloon ever since a gang of twenty zombies became 
  attracted to the object and congregated on the hill. The balloon is colored 
  bright blue, with a gilded gondola in the shape of a falcon hanging beneath 
  it. It holds six men, four men-at-arms and two cartographers equipped with 
  spy glasses and maps of the surrounding area. As battles have moved armies 
  hither and yon, this balloon has been forgotten and no help is on its way. 
  The balloon is not really intended for navigation of the air currents. Such 
  movements are always quite random (without the aid of magic) and carry a 
  1 in 6 chance of the balloon coming apart each day.
  Zombie: HD 2; AC 8 [11] or with shield 7[12]; Atk 1 weapon or 
  strike (1d8); Move 6; Save 16; CL/XP 2/30; Special: Immune 
  to sleep and charm.
  0620. 
  As one pokes their way through a thick wood, they come upon a most 
  extraordinary fortress; a sprawling castle of opaque green glass with flying 
  buttresses and domed towers. From the top of the highest tower to the 
  lower walls, there are fountains of sparkling water pouring like waterfalls 
  and forming a large lake. The lake is ringed by sycamores and hawthorns 
  and coursed by dozens of gentle white boats, long and graceful, from 
  which brown-skinned dwarves fling nets and pull in large, golden fish. 
  The dwarves once ventured out from the green castle to work platinum 
  mines in the surrounding woods, mines hidden beneath large oaks and 
  guarded by brown bears. Now, they and their master, the archmage Iulfun, 
  while away the time feasting on fish and exotic fruits and vegetables 
  grown in the glass towers and drinking the sparkling ethereal waters that 
  condense on the domes each night as the castle’s spires scrape against the 
  Ethereal Plane. Iulfun and his followers, twenty dwarves and their wives 
  and children, are convinced that the war now ravaging the Empire is a sign 
  of the foretold end of the world. Iulfun has many wonders lurking in his 
  castle (not to mention a few dangers) as well as a vault of magic mirrors 
  in which he hides a treasure of 1,690 gp and seven miniature oxen with 
  jeweled horns. The oxen are worth 150 gp each).
  Iulfun, Magic-User Lvl 11: HP 45; AC 9 [10]; Save 5 (3 vs. 
  spells); CL/XP 11/1700; Special: Spells (4/4/4/3/3). Staff, silver 
  dagger, three darts tucked up his sleeve, luxurious robes, 
  white headband emblazoned with eldritch glyphs in gold 
  thread (worth 100 gp), spellbook. 
  0707. 
  A tent city of 500 war refugees has been set up on a broad meadow 
  with a bubbling brook now fouled by human waste. The local wildlife 
  are slowly being driven away and the people are becoming desperate for 
  The shattered empire
  
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  hex crawl chronicles
  food. Adventurers are likely to be mobbed by men and women looking 
  for food and weapons. Among the refugees is a curly-haired gentleman 
  with a broad smile and pleasant mien. Lorbes by name, he was a merchant 
  of Yal-Zanath [1007] who fled with only the shirt on his back. He has 
  become the de facto leader of the mob and is now doing his best to divert 
  their attention from their hopeless situation by turning the people against 
  one another. Three bodies, partially charred, hang from a tall sycamore 
  tree in the meadow’s center (the tree is also slightly charred) – Lorbes 
  accused them of hording acorns. Lorbes now has the refugees building a 
  shrine to Vilmarra, the goddess of vengeance, in a bid to petition her for 
  divine assistance. He has set himself up as the high priest and is on the 
  hunt looking for a suitable sacrifice.
  0711. 
  A road house here as escaped destruction in the raging war – at least so 
  far. The house is constructed of stone, with walls 3 feet thick and a tiled 
  roof. An 8-ft tall wall surrounds a courtyard inhabited by a dozen swine. 
  There is a well of sweet water in the courtyard and a stone stable containing 
  seven horses. The road house is owned by Murvyn, a despicable old 
  warrior who now hosts about twenty wealthy refugees (each has 1d6 x 25 
  gp left in their purse) doing their best to pass the war in the relative safety 
  of this roadhouse. Murvyn employs three serving wenches, a halfling cook 
  who dreams of traveling south and a bitter old dwarf who works in the 
  stables. An iron grate in the floor of the great hearth hides a trapdoor to 
  a secret cellar. The cellar abuts the roadhouse’s wine cellar and contains 
  three rooms dug from the earth and clad in red brick. These rooms now 
  house the Princess Peahen and three of her swordsmen. All four are 
  resting here before continuing south. The halfling cook has discovered 
  their presence, but has kept his silence with promises that they will take 
  him along, provided he raids the pantry first. The princess plans to leave 
  two days after the adventurer’s arrive (as luck would have it).
  Princess Peahen, Fighting-Woman Lvl 7: HP 22; AC 4 [15]; 
  Save 8; CL/XP 7/600, Special: Multiple attacks, parry. 
  Chainmail, buckler, longsword, silver dagger, fox-lined cloak 
  held with a hematite pin (worth 125 gp) .
  Swordsmen, Fighting-Men Lvl 4: HP 4d8; AC 4 [15]; Save 11; 
  CL/XP 4/120, Special: Multiple attacks, parry. Chainmail, 
  shield, longsword, dagger, light crossbow.
  Murvyn, Fighting-Man Lvl 3: HP 18; AC 9 [10]; Save 12; CL/XP 
  3/60, Special: Multiple attacks, parry. Club, dagger.
  0716. 
  There is a town here that fell to a siege by the forces of Princess 
  Petal many weeks ago. The town’s walls have been breached next to the 
  gatehouse, which was burned badly, though most of the town remains 
  intact. While most of the town’s population was carried into slavery by 
  Petal’s army, the soldiery was summarily executed, their bodies tossed into 
  the wide moat that surrounds the town and buried with a thin layer of dirt 
  and gravel. In many places the rotting bodies are exposed, or have been 
  exposed by the action of ghouls and other carrion creatures. Thousands of 
  ravens line the walls and rats are thick around the moat. A pack of ghouls 
  has burrowed in from below and is so sated with carrion that, sitting atop 
  the walls singing at night, they will almost certainly ignore intruders. 
  The town was once known for its factories that rendered beets down 
  into sugary syrup. The town’s citadel shows signs of terrible damage 
  and burning and what remains of the furniture has been turned over and 
  splintered in what appears to be an act of looting. In fact, the soldiers were 
  searching for clues to the whereabouts of the imperial regalia so desired 
  by Princess Petal. A band of seven soldiers and the citadel’s bailiff have 
  found their way into a hiding place behind a secret door in the donjon. 
  They are running low on food, but fear the ghouls too much to leave their 
  hiding place yet.
  0718. 
  As the adventurers enter a clearing, they discover a pack of 8 wolves. 
  Three of them are feasting on a human body, while the others look intently 
  into the branches of a tree where three small children are hiding, apparently 
  placed there by their deceased father. The children are Ossior (male, age 
  12, 3 hp), Angwen (female, age 9, 2 hp) and Brellyr (female, age 6, 1 hp). 
  Ossior carries a hand axe and a dagger. His father has a full waterskin and 
  a backpack containing sleeping rolls, a week of iron rations and a letter 
  written in a flowing script from the wizard Iulfun [0620] imploring his 
  brother Gwirig to come stay in his tower until the end of the world.
  Wolves: HD 2+2; AC 7 [12]; Atk 1 bite (1d4+1); Move 18; Save 
  16; CL/XP 2/30; Special: None.
  0803. 
  Xom-Yeric is a small town of 2,500 people. It is carved from the granite 
  of the hills that flank the Shining River. Xom-Yeric is known for its highly 
  trained city guard, mineral baths surrounded by lush gardens of magnolias, 
  anemones and tethered monkeys with pink faces and long fur the color of 
  toasted acorns, dwarven jewelers from the mystic south and an ancient 
  castle of gray stone set on a rocky island in the midst of the river. The 
  island is connected to the rest of the town via a stone causeway composed 
  of three earth elementals bound by ancient magic. Xom-Yeric is governed 
  by Caranth, a minor sorcerer and servant of Princess Pearl. Caranth is a 
  pitiable toady, wracked by self-doubt and given to wild bursts of energy 
  and “genius” that ultimately come to nothing. He has very dark, brown 
  eyes, wispy black hair rapidly turning gray and a deceptively athletic 
  build (he favors long swims in the morning and bouts of fencing that his 
  instructors usually let him win). Almerla, the goddess of healing, is the 
  patron deity of Xom-Yeric and has a large temple and hospice in the town. 
  The town’s treasure consists of 1,680 sp, 2,580 gp and a malachite dagger 
  worth 400 gp hidden inside an enchanted terracotta lion that belches forth 
  the treasure when one tickles its chin with a feather.
  Caranth, Magic-User Lvl 5: HP 14; AC 9 [10]; Save 11 (9 vs. 
  spells); CL/XP 4/120; Special: Spells (4/2/1). Staff bedecked 
  with eagle feathers and a nugget of silver (worth 20 gp), 
  silver dagger, spellbook. 
  0809. 
  The hills here are haunted by four highwaymen. The highwaymen are 
  garbed in black ring armor and they cover their faces with black kerchiefs 
  that obscure the top of their faces. They carry light crossbows and long 
  swords and are mounted on black chargers. The leader of the highwaymen 
  is Intinus, a belligerent man with a golden voice and angelic face who was 
  once a herald in the employ of Princess Peahen. The highwaymen have a 
  lair 2 miles to the east in a forest cave. They’ve protected the cave with 
  a lasso trap (save or be suspended from a 20-ft tall tree and suffer 1d10 
  points of damage from the jostling). They have amassed a treasure of 960 
  sp, 290 gp and two enameled terracotta cups (worth 160 gp each) hidden 
  beneath a loose rock in the cave. The cups were taken from Peahen’s 
  palace. One of them still has dried traces of poison in it which remains 
  deadly if liquid is put into the cup and then drank.
  Highwayman: HD 3+1; AC 6 [13]; Atk 1 weapon (1d8); Move 
  12 (24 on horseback); Save 14; CL/XP 3/60; Special: Surprise 
  on roll of 1-4 on 1d6, +1 to initiative.
  0822. 
  The woods here are dominated by a 150 foot tall white oak with a 
  diameter of 120 feet. Most days, a nymph can be found sitting in the high 
  boughs of the oak, combing her satin tresses with a comb of serpentine. 
  The nymph has nut-brown skin, golden eyes and her hair is 8 feet long. 
  She is called Mayblossom, but discovering her identity is exceptionally 
  difficult for she speaks little and answers most communication with no 
  more than a haughty laugh. Mayblossom has reason to be haughty, for she 
  has recently caught the eye of Clarn, the god of thunder and storms. In fact, 
  there is a 1 in 20 chance that Clarn is visiting the nymph. Clarn appears as 
  a stocky man with bronzed skin and wild, auburn hair. He wears nothing 
  but an iron crown and a bearskin cloak. He rides through the heavens on a 
  sinuous dragon called Isota. Isolta has brilliant white scales and a forked 
  
  13
  blue tongue. When Clarn is not in residence, he leaves behind three 20-ft 
  long constrictors with white scales to protect her.
  Mayblossom dwells “inside” the tree in an extra-dimensional manse. 
  The manse consists of  sixteen rooms, all clad in bronzewood panels and 
  floors with arched ceilings and exposed rafters. The furnishings are plush 
  and ornate. One cannot enter the manse without the help of Mayblossom, 
  who must hold their hand as she passes into the tree, or without being a 
  druid casting plant doorway. Her only treasure is a +1 staff carved from 
  oak and inlaid with dozens of crystal butterflies.
  Mayblossom: Nymph: HD 3 (9 hp); AC 9 [10]; Atk none; 
  Move 12; Save 14; CL/XP 5/240; Special: Sight causes 
  blindness or death.
  Clarn, God of Thunder: HD 20 (110 hp); AC -3 [22]; Atk 2 
  slams (2d8+2); Move 18; Save 2; CL/XP 27/5500; Special: 
  Immune to electricity, cold and fire, magic resistance (75%), 
  spells as a 15th level druid, cast lightning bolt 3/day, only 
  harmed by +2 or better weapons.
  Isota, White Wyrm: HD 7 (70 hp); AC 2 [17]; Atk 2 claws 
  (1d6) and bite (2d8); Move 9 (F24); Save 9; CL/XP 11/1700; 
  Special: Breathes cold, magic resistance (40%), only harmed 
  by +1 or better weapons.
  Lightning Serpent: HD 5; AC 5 [14]; Atk 2 bites (1d8); Move 12 
  (C12); Save 12; CL/XP 7/600; Special: Quickness (2 attacks 
  per round), those hit by a bite must pass a save or be 
  constricted for 1d8 damage per round, can become a 3 
  dice lightning bolt once per day.
  0912. 
  A wide meadow is littered with three stone pyres, apparently the last 
  resting place of a trio of knights who died fighting the forces of Princess 
  Petal. Each of the knights possessed a sword, now snapped in two, that lies 
  on his pyre. Those who would investigate the pyres will discover to their 
  chagrin that the lords’ spirits are still quite active and manifest as a storm 
  of fire. The swords can be reforged into +1 blades that force their owners 
  to seek battle at every opportunity (saving throw to resist the impulse), but 
  only a forge kindled with fire taken from the aforementioned storm of fire.
  Fire Elemental: HD 12; AC 2 [17]; Atk 1 strike (2d6); Move 12; 
  Save 3; CL/XP 13/2300; Special: Ignite materials.
  1001. 
  A weird stone promontory here resembles two titanic humanoids locked 
  in combat, hands upon one another’s shoulders as though wrestling. In fact, 
  they are the corporeal forms of two earth spirits that were summoned and 
  then dispatched long ago during a duel between two wizards. These stony 
  “corpses” are now riddled with holes created by a dozen thoqqua (1d4 are 
  encountered on a roll of 1 on 1d6 made each hour spent investigating the 
  bodies). Located in the chest cavity of each elemental, if one can get to it, 
  is what appears to be a ruby-red geode worth 500 gp each and useful in 
  powerful elemental magic, including the creation of a stone golem.
  Thoqqua: HD 3; AC 2 [17]; Atk 1 slam (1d6 + fire); Move 12 
  (B9); Save 14; CL/XP 4/120; Special: Immune to fire, touch 
  inflicts 1d6 points of fire damage.
  1007. 
  In the center of many miles of razed and empty land there stands the 
  rotting corpse of the once great city of Yal-Zanath. It is surrounded by the 
  abandoned earthworks and camps of the besieging army that destroyed it. 
  The walls of the city, which stand 40 feet tall and are up to 20 feet thick, 
  have been breached in two different places now clogged with corpses 
  in various states of decay. The gatehouse towers have been burned to a 
  smoldering ruin and much of the city has shared the same fate. All of 
  the city’s temples have been looted and desecrated, their priests crushed 
  beneath their own toppled idols.
  Yal-Zanath was the seat of Princess Peahen’s power. Her castle has 
  been left practically untouched, but the invading army did not leave a 
  garrison. Almost all of the city-state’s populace and wealth was carried 
  away – any ranger can read the tracks left behind by thousands of civilians 
  and hundreds of oxcarts loaded with plunder. All that remains to walk 
  the city’s streets, covered as they are with ash and rubble, are stray dogs 
  eating the unburied dead, desperate orphans (treat as thieves of 1st to 4th 
  level) and packs of hunting ghouls (1 in 6 chance of an encounter each 
  hour with 1d4+1 ghouls).
  The citadel still holds Yal-Zanath’s grand vizier, a haggard looking man 
  called Admund, and a garrison of thirty archers. While the mad Admund 
  lords it over “his domain” in the name of the missing Princess Peahen, his 
  men spend the day raiding the citadels’ vast wine cellars. They fear the 
  ghouls and never leave the walls of the citadel. The dungeons beneath the 
  citadel still hold dozens of starving prisoners.
  1010. 
  Xom-Devyn is a modest town surrounded by fields of golden grain 
  swaying in the wind. The town is known for its potters, who glaze their 
  lovely pots and vases with a polychromatic glaze that has hypnotic 
  qualities. Such pots are favored by those of strong wills, decorating their 
  homes with them to capture the weak-willed and unwary. The town has 
  towering walls of golden-brown marble, a tremendous gatehouse and a 
  stout citadel ruled by Nipharna, a thin, dimwitted countess with dazzling 
  green eyes. Niphana is an animal lover and has banned hunting within her 
  domain. Only butchers that hold a special charter from the Countess are 
  permitted to kill animals for their meat, making meat especially expensive 
  in Xom-Devyn. Nipharna is vain in the extreme, always appearing in rich 
  robes and bedecked with jewels. Her handmaids are the most beautiful 
  women of her city and her servants are all enslaved halflings from the far 
  west, renowned for their golden hair and skin. She dresses them in velvet 
  robes and jeweled collars, sandals and gloves, and she treats them as much 
  like living works of art as servants.
  Thieves throughout the Empire tell stories, only half-believed, of the 
  The shattered empire
  
  14
  fabulous treasure vaults beneath the citadel of Xom-Devyn. More than a 
  few thieves have sought out these vaults, falling prey to the guardsmen of 
  Xom-Devyn or the trained cougars that are given free run of the citadel 
  after dark.
  1103. 
  A cave mouth set in the ground in this hex leads to a great cavern. 
  During the day, for a few hours, sunlight filters in through the hole, 
  falling upon a bronze trapdoor that reflects the light. The trapdoor is set 
  atop the tower of a ruined castle located inside the cave. The cavern is 
  80 feet in height and 300 feet in diameter. The subterranean gatehouse 
  is a piece of monolithic architecture, carved into the western wall of 
  the cavern where a tunnel leaves the cavern and descends into the 
  underworld. The other walls of the cavern are terraced and hold hundreds 
  of bits of pottery and a few complete terracotta vessels filled with the 
  bones of dead Carudaa. The Carudaa once lived in this subterranean 
  fortress, guarding the cavern, which they used as a communal burial 
  ground, from incursions from deeper within the earth. The gatehouse is 
  now abandoned, save for a small band of goblins dwelling beneath the 
  trapdoor. The goblins tend growths of chunky, white fungus and hunt 
  rats in the great cavern and avoid the remainder of the gatehouse. The 
  goblins have reddish skins covered by a translucent slime, like that of a 
  snail, and large eyes.
  The tunnel that leads from the cavern is barred by a rusty portcullis that 
  can no longer be raised. The archway is mirrored. The mirrors emit a soft, 
  white light inside of which there is a strange woman held in suspended 
  animation. The goblins fear the woman and avoid this area. The woman, 
  Agnes, is a centaur that stands about 6 feet tall and wears chainmail 
  barding and a chainmail shirt and carries a shield and battle axe.
  Beyond the portcullis are the caverns of a band of fifteen trolls, hermits 
  that attempt to kill one another on sight except during the one day “mating 
  season” that occurs during the dead of winter. The trolls have pallid skin, 
  long, clawed fingers and toes, slit yellow eyes, no noses, gaping, toothy 
  mouths and stringy, gray-green hair. It is said that beyond the troll caves 
  there is an abandoned subterranean city of the Carudaa.
  Troll: HD 6+3; AC 4 [15]; Atk 2 claws (1d4), 1 bite (1d8); Move 
  12; Save 11; CL/XP 8/800; Special: Regenerate 3hp/round.
  Goblin: HD 1d6hp; AC 6 [13]; Atk 1 weapon (1d6); Move 9; 
  Save 18; CL/XP B/10; Special: -1 to hit in sunlight.
  Agnes, Centaur Fighter Lvl 6: HP 30; AC 4 [15]; Save 9; CL/
  XP 6/400, Special: Multiple attacks, parry. Chainmail, shield, 
  battleaxe, lance, light crossbow.
  1109. 
  Three creepy gentlemen swathed in black robes and carrying silver 
  hatchets are making their way across a battlefield strewn with corpses. The 
  men carry sacks laden with their pickings and jars and vials hang from their 
  belts filled with fluids and other bits and pieces. The men are, of course, 
  necromancers – unsavory little nits of only minor ability that are plotting 
  to make a patchwork man, one of them having come into possession of 
  a partial manual while looting the tent of a soldier-magician in a burning 
  camp. The men are called Conch, Nellon and Odoar, identifiable by the 
  yellow canary always on the shoulder of Conch, the smell of beets that 
  lingers about Nellon and Odoar’s twisted left foot. All three are avowed 
  cowards and possessed of an enviable gift of gab. Their silver tongues 
  have extricated from many more scrapes than has their magic.
  Conch, Magic-User Lvl 2: HP 6; AC 9 [10]; Save 14 (12 vs. 
  spells); CL/XP 1/15; Special: Spells (2). Ebon staff, dagger, 
  three darts, spellbook, crushed velvet robes (soiled and 
  tattered, worth 10 gp).
  Nellon, Magic-User Lvl 3: HP 5; AC 9 [10]; Save 13 (11 vs. 
  spells); CL/XP 2/30; Special: Spells (2/1). Dagger, three darts, 
  wide straw hat, large hoop earring (gold-plated, worth 5 
  gp), linen robe with sable collar (worth 10 gp).
  Odoar, Magic-User Lvl 2: HP 7; AC 9 [10]; Save 14 (12 vs. 
  spells); CL/XP 1/15; Special: Spells (2). Two daggers, three 
  darts, spellbook, padded doublet embroidered with silver 
  spiders, leggings, high leather boots.
  1118. 
  Where there is strife, death and human desperation, you will find 
  demons. One enterprising hezrou called Saetullulios has arrived in the 
  guise of a trader to further the interests of chaos. He has taken the guise 
  of Etheke, a rotund woman with ochre skin and shoulder-length, wavy 
  brown hair. Etheke is accompanied by her two “sons”, manes demons 
  in disguise. The children are unusually quiet and sullen and answer to 
  the names Affyn and Robar. She and the boys travel in a gypsy wagon 
  pulled by a slobbering ox (a polymorphed gorgon). The wagon is painted 
  in bright colors. The sides contain shelves holding bottles of every color 
  and shape imaginable behind locked iron gates. 
  The wagon has a rear door (wizard locked) that leads into what appears 
  to be an endless corridor of amethyst light. As one walks down the 
  corridor, they lose a point of constitution with each step. At 0 constitution, 
  they die and their soul is sucked into the walls of the amethyst corridor, 
  and thus into the possession of the hezrou. Lost constitution returns if one 
  departs the corridor at the rate of 1 point per hour. 
  The bottles contain potions that Saetullulios sells for ridiculously low 
  prices. The potions work as advertised, but they contain damned spirits 
  that attempt, over the course of several days, to possess the imbiber. Each 
  day, the person must pass a saving throw or gain 1d6 “possession points”. 
  When these possession points are greater than the person’s wisdom score, 
  they have been possessed by a chaotic spirit.
  Hezrou: HD 28; AC 0 [19]; Atk 2 claws (1d3), 1 bite (2d8); 
  Move 9 (Fly 14); Save 6; CL/XP 11/1700; Special: Magic 
  resistance 50%, demonic magical powers.
  Manes: HD 1; AC 5 [14]; Atk 2 claws (1d2), 1 bite (1d4); Move 
  5; Save 18; CL/XP 2/30; Special: Half damage from non-
  magic weapons.
  1211. 
  There is a steep gully clogged with creeping vegetation in this hex. 
  Large copper pipes poke out of the sides of the gully, disgorging water 
  into the gully and providing a home for killer frogs. A single stone bridge, 
  heavily weathered, spans the gully. A small stone cottage is constructed 
  in the middle of the bridge. The stone cottage is the home of Fridebria 
  (3 hp), a pleasant wise woman known for her pet wolf, Grius (6 hp), her 
  excellent dumplings and her skill with potions. The potions are baked into 
  the dumplings – one eats the potions instead of drinking them – and she is 
  quite willing to trade a potion for a service or interesting bauble (but never 
  something as vulgar as money). She adores killer frog legs, so a frog hunt 
  it usually a sure avenue to getting a potion.
  1223. 
  Far to the south of the White River, in a mountainous land of many 
  rivers, a tribe of aquatic elves has forged a great kingdom. The kingdom 
  consists of several large lakes created when an ancient people (perhaps 
  the ophidians) dammed many rivers. The elves, who call themselves the 
  Tevala, have expanded this kingdom with more and larger dams. They 
  collect tribute from the folk who dwell on the shores of their lakes, and 
  while they are haughty and arrogant, they are competent rulers.
  Hearing of the trouble to the north, one ambitious prince by the name 
  of Jlun has assembled an army of elves and tributary men who establish a 
  foothold in the forested hill country. This army consists of ten squadrons 
  of aquatic elves (five squadrons of heavy infantry, three squadrons of 
  crossbowmen and two crews guiding giant snails with black and gold 
  striped shells bearing lightning projectors). In addition, there are four 
  squadrons of human skirmishers and two squadrons of human scouts led 
  by the ranger Aglan. The lake men (as they are called) have ochre skin 
  and curly black hair.
  The aquatic elves wear coats of silvery scales (treat as chainmail), 
  hex crawl chronicles
  
  15
  onion-domed helms of ground and polished river glass (filled with water 
  and connected via copper tubing to brass water tanks on their backs). The 
  heavy infantry are armed with tridents while the crossbowmen carry light 
  crossbows and short swords. The human skirmishers carry javelins, short 
  swords and shields and the scouts wear leather armor and carry longbows 
  and short swords.
  Should the aquatic army reach the White River it will lay siege to Yal-
  Garok and possibly change the course of the war of succession.
  Jlun, Aquatic Elf Fighter/Magic-User Lvl 6/6: HP 25; AC 
  9 [10]; Save 9 (8 vs. spells); CL/XP 5/240; Special: Spells 
  (4/2/2), darkvision 60 ft., find secret door on 4 in 6, immune 
  to paralysis from ghouls, multiple attacks, parry. Trident, 
  serrated dagger, light crossbow, spellbook.
  Aglan, Ranger Lvl 5: HP 30; AC 4 [15]; Save 10; CL/XP 6/400; 
  Special: Tracking, alertness, +5 damage vs giants and 
  goblin-types. Scale armor, shield, light crossbow, longsword, 
  throwing axe.
  1305. 
  Herennyn, a vanquished general and his war weary soldiers have 
  sought shelter here in a grove of oaks. The general once served the 
  Princess Peahen. His army made a brave assault on the forces of Petal 
  as they besieged the city of Yal-Zarnath, but they were betrayed and 
  found themselves trapped in a pincer movement. Only the general and his 
  personal guard, a squadron of knights and their servants, escaped. They 
  have set up a camp here, erecting what pavilions they had and putting their 
  servants to the task of digging a defensive ditch and erecting a small fence. 
  The seventeen servants are all trained as men-at-arms, six of them being 
  archers. The soldiers are running short on supplies and their servants are 
  seriously considering falling on their masters one night and stealing away 
  into the highlands.
  Herennyn, Fighting-Man Lvl 7: HP 30; AC 2 [17]; Save 8; CL/
  XP 7/600, Special: Multiple attacks, parry. Platemail, shield, 
  battleaxe, dagger, bloody bandages around head, ivory 
  trinkets entwined in beard (worth 20 gp).
  1315. 
  A chasm cuts through the hills here, forming a crude highway between Yal-
  Garok [2016] and the ruined town in [0716]. Some sections of the highway are 
  paved, but much of it is washed out, pitted and a completely misery to travel. 
  More importantly, the highway is haunted. A cave tomb near the middle of 
  the chasm’s length holds the body of Saint Sirth of the Wagging Finger, an 
  infamous moralist who saw chaos and entropy everywhere he looked. In his 
  fitful rest, he has become a covey of shadows that play against the walls of 
  the chasm in the daytime. As people walk through the chasm, the shadows 
  reach into their minds and put on shadow plays that reveal their innermost 
  thoughts, especially what they truly think of their companions – sometimes 
  exaggerated a bit for effect. Merchants that use the chasm have become used 
  to these shadow plays and make sure to hock a nice wad of spit on the bronze 
  plaque that marks the tomb of Saint Sirth.
  1417. 
  A small, stone shrine is situated here atop a wooded hill. The shrine 
  is made of white limestone and was once faced with white marble that 
  has mostly crumbled away. The exterior of the shrine is choked with five 
  assassin vines. There are shallow puddles of oily water on the floor of the 
  shrine, helping to obscure a secret compartment in the floor containing a 
  gold icon of Almerla, the healing goddess. The icon is worth 100 gp.
  Assassin Vine: HD 7; AC 5 [14]; Atk 1 vine (1d6+1); Move 1; 
  Save 9; CL/XP 8/800; Special: animate plants.
  1502. 
  An army has camped here under the command of Wesdas, a wild 
  eyed, pale-skinned druidess from the mountainous country to the north. 
  Identifiable by her height (she is quite tall) and her horned helm (the horns 
  are made of leather, the helm of bronze), she was forced to tangle with a 
  number of wandering undead in her wooded valley and decided to strike 
  south to discover the source of the abominations. She is accompanied by 
  the ranger lord Dumnert and his stalwart followers, two companies of 
  longbowmen. The men are terribly loyal to their lord, but they fear the 
  undead and would prefer to return to their homes in the north and hole up 
  in their houses rather than drag their women and children into the heart 
  of the fighting.
  Wesdas, Druid Lvl 8: HP 40; AC 6 [13]; Save 8 (6 vs. fire); 
  CL/XP 9/1100; Special: Spells (4/3/2/1), first mysteries, 
  shapechange, immune to fey charms. Leather armor (in 
  the form of bands wound around her limbs and torso over a 
  white tunic), shield, spear, sling, mistletoe.
  Dumnert, Ranger Lvl 6: HP 50; AC 6 [13]; Save 9; CL/XP 
  7/600; Special: Tracking, alertness, +6 damage vs giants 
  and goblin-types. Leather armor (quilted hauberk with steel 
  studs), shield emblazoned with green dragon, longbow, 
  dagger, longsword, silver ring worth 60 gp.
  1510. 
  At the top of a rugged hill ringed with trees with blood red bark there 
  is a vertical shaft 15 feet deep that leads into a 20-ft diameter cavern. 
  The cavern is occupied by seven men of Herculean dimensions in ornate 
  platemail and armed with two-handed swords. The Seven Sleepers, as 
  they are called, snooze under the guard of a massive black mastiff with a 
  leather collar from which hangs a gold medal embossed with the face of a 
  horned god. This medal is intelligent and can speak, directing the dog and 
  casting spells as a 7th level magic-user. The sleepers can be awakened only 
  by the sounding of the great bell atop the temple of Vephus the sun god in 
  Yal-Garok. Legend says they will awaken when the Crack of Hell opens 
  wide and vomits demons over the face of the earth.
  Seven Sleepers: HD 10; AC 2 [17]; Atk 1 weapon (2d6+2); 
  Move 9; Save 5; CL/XP 12/2000; Special: Immune to 
  fear, dispel evil 1/day, double damage against chaotic 
  creatures, magic resistance (10%).
  Black Mastiff: HD 8 (60 hp); AC 2 [17]; Atk 1 bite (2d6); Move 
  12; Save 8; CL/XP 12/2000; Special: Only harmed by +1 or 
  better weapons, magic resistance (10%), cast spells as 7th 
  level magic-user.
  1513. 
  A strange cavern pierces a hillside here. The cavern entrance is 25 feet 
  tall and 13 feet wide and sealed with what appears to be wax several feet 
  thick. The wax is yellow-white in color and, at night, glows as though 
  bright lights are lit inside the cavern. The waxy substance comes from a 
  hive of subterranean bees – drones of Veluu, the goddess of destruction. 
  The drones are as large as pit bulls and look like wingless bees with 
  stretched, humanoid faces and empty eyes that, when opened, emit a 
  piercing shriek. The bees live deep in the cavern. Their honey is collected 
  by the priests of Veluu, who occupy the nearer portions of the caverns. The 
  main cavern holds their glory, the War Wheel of Veluu. The War Wheel 
  is built in their goddess’ image, and serves as both a supernatural engine 
  of war and an idol. The wheel is made of steel and is 16 feet in diameter 
  and 6 feet wide. The goddess’ face forms each of the wheel’s hubs and her 
  arms its spokes. The wheel is a magic item that is activated by the sacrifice 
  of seven virtuous warriors. Six such warriors have already been captured 
  and are held in the caverns.
  The priests of Veluu are twenty men and women (1st level clerics) who 
  dress in sable coats and wear leather skullcaps. They wear armor of metal 
  scales (treat as chainmail) under their coats. Their high priestess, Sabrank, 
  is a ponderous woman with a deceptively friendly face. She replaces the 
  leather skullcap of the acolytes with a steel helm and wears platemail 
  beneath her sable robes.
  Once the Wheel of Veluu is activated, it will be released from the 
  The shattered empire
  
  16
  cavern to smash everything in its path, the priests following in its path to 
  dedicate its victims to the glory of Veluu. Animated with a dim sentience, 
  the device is truly terrible to behold.
  Sabrank, Cleric Lvl 8: HP 35; AC 2 [17]; Save 8 (6 vs. paralysis 
  and poison); CL/XP 9/1100; Special: Banish undead, spells 
  (2/2/2/2/2). Black platemail, spiked shield (1d4 damage), 
  flanged mace, unholy symbol (silver skull with human blood 
  sealed inside).
  War Wheel of Veluu: HD 14 (56 hp); AC 0 [19]; Atk special; 
  Move 15; Save 3; CL/XP 18/3800; Special: Can attack up, 
  forward and back with cones of fire (5d6 damage, 30-ft 
  range), can expel clouds of poison gas (save or die) to left 
  or right 2/day.
  1520. 
  A small village of woodsmen in this hex is engulfed in flames. The 
  homes are built of timber and stone and surrounded by a deep moat 
  and palisade (now burned to the ground). Ten malevolent mephits were 
  unleashed on the village by a passing squadron of magic-users loyal to 
  Princess Petal. The little demons have engulfed half the village and the 
  surviving villagers (25 men, 60 women and 80 children) are hurriedly 
  fighting the flames by passing buckets from the village’s three wells. The 
  village’s largest building was its tavern, which is now completely aflame. 
  Three of the poor souls that were trapped inside have already risen as 
  spectres. They still stand at the bar drowning their sorrows in flaming 
  punch.
  Fire Mephit: HD 3; AC 3 [16]; Atk 2 claws (1d4); Move 12 
  (F18); Save 14; CL/XP 6/400; Special: Only harmed by +1 or 
  better weapons, immune to fire, regenerate 2 hp/round in 
  fire, breath fire (15-ft cone, 1d8 damage).
  Spectre: HD 7; AC 2 [17]; Atk 1 spectral weapon or touch 
  (1d8 + level drain); Move 15 (Fly 30); Save 9; CL/XP 9/1100; 
  Special: Drain 2 levels with hit, immune to non-magical 
  weapons.
  1607. 
  This wide valley of fields and orchards is the location of Xom-Iforn, a 
  large walled town famed as a center of learning and as the home of Farin, 
  a master armorer known for his exquisite swords. The town is located in 
  the middle of a lake populated by silvery fresh water eels and a delicious 
  breed of giant crawdads both favored and feared throughout the Empire. 
  The town’s walls are gray and hoary and covered in vines of velvety gray 
  flowers. The town is governed by a mayor elected by a council of guilds, 
  making it the most progressive and dynamic settlement in the Empire. The 
  guilds are dominated by the Brothers of the Hammer, the smiths’ guild, 
  with Farin serving as the power behind the lord mayor, Melot, a pompous 
  windbag with more chins than sense. The town hall is typical for large 
  buildings in the Empire – sloped walls, a flat roof ringed by iron spikes – 
  but attached to it is a great bell tower in shape of the drunken god Galofin, 
  Lord of Misrule. Galofin in the town’s patron deity and his priests, garbed 
  in gauzy, pastel robes sewn with silver bells, can be seen dancing day and 
  night through the streets of the city singing ancient songs and collecting 
  coins in their wide wicker baskets. The high priest of Galofin is Jacene, 
  a troubled woman with a face that would be pretty if not marred by a 
  crooked smile and wild eyes.
  Jacene, Cleric Lvl 4: HP 16; AC 9 [10]; Save 12 (10 vs. 
  paralysis and poison); CL/XP 4/120; Special: Banish undead, 
  spells (2/1). Flail, holy symbol in the form of a silver bell cast in 
  the visage of Galofin hanging from her silken cap. 
  1622. 
  Under a great pile of stones riddled with narrow tunnels there dwells an 
  ancient wyrm called Mazhin of the Dappled Dome. Mazhin is a brilliant 
  dragon, thoroughly wicked and contemptible, with a long body like a 
  salamander and a six thin, bowed legs like those of a centipede. Its skin 
  is mottled silver and titian and its eyes are large and as bright as flame. 
  Mazhin has a taste for sentient creatures and the ensuing war has awakened 
  him, for the smell of blood and fear taint the air. His lair lies in a little 
  valley of amber trees and sparkling ponds speckled with transparent lilies 
  and equally transparent frogs with poisonous hides. When adventurers 
  enter this hex, there is a 3 in 6 chance that Mazhin will pick up their scent 
  and investigate them. If not, it means he has gone further afield and is 
  likely bringing back a captive, for he only devours his prey while sunning 
  himself atop his pile of stones. His horde consists of 720 sp in a chest 
  formed from a storm giant’s skull (glazed electric blue and trapped with a 
  4 dice fire trap), 10,120 gp, a casket filled with 20 pounds of salt (worth 5 
  gp/lb), a small silver box containing 3 lb of chili powder from the far south 
  (worth 300 gp/lb) and a brass icon of Murchuter (worth 400 gp).
  Mazhin, Wyrm: HD 12 (96 hp); AC -2 [21]; Atk 1 bite (1d8), 2 
  claws (1d6); Move 9 (F30); Save 3; CL/XP 16/3200; Special: 
  Breath a cone of fire (40 feet long, 20 feet wide at base), 
  cast spells as 4th level magic-user.
  1717. 
  Many of the villages of the Empire held charters of self-rule from the 
  emperor. One such village, Priel by name, made the foolish decision 
  to hire a band of mercenaries to bolster their company of militia. The 
  mercenaries’ captain, Hered, was a cruel looking fellow, with peaked 
  eyebrows and a jutting jaw and under-bite. The man turned out to have a 
  generous portion of hobgoblin blood in his veins and his mercenaries were 
  full-blooded hobgoblins. Approaching the city in thick cloaks, the two 
  companies of hobgoblins entered the village and soon took control. A day 
  later, the men of the village attempted to eject them and were destroyed, 
  their houses reduced to rubble and ashes, their women and children 
  either clapped in irons or sacrificed to appease the warlike goddess of 
  the hobgoblins, Calasa. The hobgoblins are now finishing plundering the 
  village’s meager treasures and stores and will soon head into the monster-
  infested hills south of the included map to sell their slaves and prepare for 
  another campaign into the shattered empire. Of the original company of 
  mercenaries, sixteen hobgoblins survive. The villagers once raised maize 
  and apples and gathered wild thyme (which they used to flavor a fine gin) 
  and the bark of the white willows in the hills surrounding the village, 
  turning it into medicine.
  Hered, Hobgoblin Chief: HD 5+5; AC 3 [16]; Atk 1 weapon 
  (1d8); Move 9; Save 12; CL/XP 5/240; Special: None.
  1719. 
  An injured man is hiding in the underbrush here. The man escaped from 
  the hobgoblins that conquered Priel [1717] and six white apes are now 
  hunting him. Random encounters in this hex are with the white apes. If 
  the adventurers discover the man, there is a 10% chance each hour that the 
  six white apes converge on them and attack. The man is a Northman with 
  a severely injured leg (he has 1 hit point left and will die from infection 
  in 1d6 days if not healed). A smith, he escaped a few days ago, leaving 
  behind his wife and teenaged son but swearing to come back for them. 
  The black sheep of a family that produced generations of loremasters, he 
  knows of the Seven Sleepers [1510] and will share this knowledge with 
  folk who free his family.
  White Ape: HD 4; AC 6 [13]; Atk 2 claws (1d4); Move 15; Save 
  13; CL/XP 4/120; Special: None.
  1802. 
  In the middle of this murky hex is a thick copse of swamp-apple trees. 
  The trees have glossy, chocolate-brown bark, slim golden leaves and 
  limbs that droop under the weight of their fruit. The apples are about the 
  size of a large plum and look shriveled, with a brownish-tan skin and 
  light pink flesh. Despite their unsavory appearance, they are delicious and 
  a pound of the fruit is as good as a week of normal rations. The trees 
  are inhabited by spindly monkeys with golden fur and violet faces. The 
  monkeys are very aggressive in defending their trees and once per day are 
  hex crawl chronicles
  
  17
  capable of growing to several times their normal size, becoming, in effect, 
  the equivalent of white apes. Each tree is home to 1d6 of the odd primates.
  Violet-Faced Monkey: HD 1d4; AC 4 [15]; Atk 1 bite (1d3); 
  Move 12 (C12); Save 18; CL/XP B/5; Special: Transform into 
  equivalent of white ape.
  1811. 
  The drums of the war god Telos sound day and night in this fortress-
  temple situated beside a great lake stocked with giant bronze dragon bass. 
  The temple is constructed of milky brown stone quarried in the surrounding 
  hills. It is surrounded by an extensive orchard of thorny pear trees (the 
  priests gather the pears and turn them into cider), the trees being sacred 
  to Telos. The temple consists of an inner sanctum that contains the idol 
  of Telos. The inner sanctum is surrounded by dormitories for the priests 
  and visiting squires and other rooms common to a temple. Beyond the 
  dormitories there are four large courts, unpaved and connected by arched 
  gates with steel portcullises. Each court is fronted by a stone gatehouse, 
  30 feet tall with battlements and a gate of thick oak bound by steel. In each 
  courtyard the walls are covered in friezes of the war god. The court of 
  archers depicts him as an archer battling an army. The equine court depicts 
  him as a horseman fighting a dragon. The court of swords depicts him as a 
  swordsman surrounded by demons. The court of wrestlers depicts him as 
  a wrestler battling three trolls. In all cases, Telos is depicted as a muscular 
  man with bronzed skin, purple eyes and chestnut hair and beard worn in 
  long ringlets. He is always depicted nude and carrying various weapons.
  The priests of the temple are all retired fighting-men, some serving as 
  lay brothers, others becoming clerics. The temple normally houses forty 
  priests, aged 35 to 50 and all fighting-men of level 1d4+1. About 1 in 6 
  is also a cleric of level 1d3. All but five of the priests, the eldest priests, 
  are now away at war, tending to the armies of Petal, Pearl and Peahen. 
  These men and women take turns sounding the drums of war. They are 
  accompanied by the high priestess of the temple, Xultenthe of the Auburn 
  Locks. She remains behind to gather information on the campaigns as they 
  unfold, the news brought by trained falcons. 
  The temple has a library of military literature and fighting manuals, 
  of which they are justly proud. The temple’s treasure consists of 2,650 
  sp, 2,690 gp and a rose quartz worth 2 gp and a bronze icon of Telos 
  (worth 45 gp, dented where it was used to bludgeon a dragon to death). 
  The treasure is kept in a hidden chamber and guarded by three separate 
  poison gas traps – one causes sleep, the other erases one’s memory and 
  the other instant death.
  Xultenthe, Cleric 10: HP 42; AC 4 [15]; Save 6 (4 vs. paralysis 
  and poison); CL/XP 11/1700; Special: Banish undead, spells 
  (3/3/3/3/3). Chainmail, shield, warhammer, holy symbol in 
  the form of a cracked obsidian sphere on a chain and a 
  brass torque worth 175 gp.
  1815. 
  Among the various monopolies held by the imperial government, one 
  of the most lucrative is that of almonds. None but the imperial authorities 
  may grow almonds and only a very few well-connected traders are 
  permitted to purchase them from the government and export them south 
  and east. This hex holds the largest almond orchard in the empire. The 
  orchard is surrounded by a twenty foot tall wall of mortared stone with 
  battlements and a patrol of archers. A flight of five harpies has now taken 
  up residence in the middle of the orchard. Having charmed and then 
  devoured the guards, they now roost in the trees tending their blood red 
  eggs.
  1820. 
  Three will-o-the-wisps lurk in the forest here, bobbing about the 
  ancient ruins of a stone cottage. The cottage was once home to a cunning 
  man named Gavos and the ruins are now overgrown with medicinal and 
  mystic herbs. Should one take the time to clear the ruins, they may find a 
  trapdoor that leads into the man’s cellar, where sleeps a beautiful maiden, 
  perhaps 13 years old, sunk in a golden vat (worth 1,000 gp) filled with airy 
  water. An ominous, shadowy force is poised over the vat, ready to strike 
  any who would free the girl, a clone of Gavos’ dead wife. The shadowy 
  force is Gavos, now a spectre.
  Will-o-the-Wisp: HD 9 (48, 41, 38 hp); AC –8 [27]; Atk 1 shock 
  (2d6); Move 18; Save 6; CL/XP 10/1400; Special: None.
  Gavos, Spectre: HD 7 (30 hp); AC 2 [17]; Atk 1 spectral 
  weapon or touch (1d8 + level drain); Move 15 (Fly 30); Save 
  9; CL/XP 9/1100; Special: Drain 2 levels with hit, immune to 
  non-magical weapons.
  2013. 
  On a broad meadow ringed by willows and stone monuments to past 
  emperors and empresses, there stands the Hill of Kings. The hill, despite 
  being spoken of in hushed tones of reverence and awe by most Northmen, 
  is only 30 feet tall with a diameter that averages 60 feet. Atop the hill 
  there is a granite platform, just large enough for a person to stand on, 
  that is called the Crowning Stone for obvious reasons. It is here that a 
  prince or princess ascends the hill bearing the Imperial Regalia and has 
  the imperial key bestowed upon them by the High Priest of Talaunus, the 
  God of Civilization.
  The former Emperor Brodred did not trust his daughters and for this 
  reason he mourned deeply the passing of his twin sons beyond the bounds 
  of the empire and the knowledge of men. It is for this reason that he had 
  the Imperial Regalia hidden beyond their reach in the possession of his 
  guardian deva Tzaqiel [3822].
  The hill is now surrounded by a dozen pavilions of imperial purple. 
  These pavilions house the imperial guard, three squadrons of imperial 
  knights (2+1 HD) and 6 companies of men-at-arms led by Cunovard, 
  Constable of the Empire and confidant of Emperor Brodred. The men 
  guard the hill and the stone, their faces blackened with ashes in mourning.
  Cunovard, Paladin Lvl 9: HP 60; AC 3 [16]; Save 4; CL/XP 
  10/1400; Special: Lay on hands (18 hp), immune to disease, 
  summon warhorse, dispel evil, detect evil. Platemail, 
  battleaxe, dagger, belt buckle inlaid with sard (worth 500 
  gp).
  2016. 
  Yal-Garok is the enormous center of the Empire, a prosperous city-state 
  of 100,000 men and women, girded by colossal walls of blue-green stone 
  and imposing towers patrolled not only by the best trained and equipped 
  warriors in the Empire. It is in most respects a typical city-state of the 
  Northmen, just on a larger scale. It is a walled and contains a myriad of 
  buildings and towers, all with sloping outer walls and flat roofs ringed by 
  iron spikes meant to discourage the invasion of the home by evil spirits. In 
  fact, these spikes are a serious business in Yal-Garok and other Northmen 
  towns, for they are manufactured by the different temples and sold to a 
  superstitious public. Some of the spikes are enchanted with a protection 
  from evil, 10-ft radius effect, but such spikes are expensive and rarely used 
  even by the aristocracy. Yal-Garok contains the imperial palace, a castle 
  of 200 rooms and 100-ft tall towers of the same blue-green stone as the 
  city walls. The city-state also has four smaller citadels, each commanded 
  by a castellan of the noble blood appointed by the reigning emperor and 
  under the control of the Constable of the Empire, the supreme military 
  commander. The current constable, Cunovard has left the city in protest 
  of the war of succession, joining the imperial guard at the Hill of Kings 
  [2013].
  The streets of Yal-Garok are thronged with cautious merchants, spies, 
  prostitutes of every shape and size, vendors of questionable viands, 
  slinking guttersnipes, tricky charlatans, soldiers on leave, guardsmen 
  on the take and endless processions of imperial nobles consisting of 
  palanquins carried by teams of brawny servants and veiled by gauzy 
  curtains. One can find nearly anything for sale in Yal-Garok, if not from 
  a shop or street vendor then from the extensive “black market” that does 
  business in the city-state’s alleys and cellars. The city-state is especially 
  known for its pastries, malmsey (a sweet, fortified wine), the beauty of its 
  women, its towering temples (all the gods and goddesses of the Northmen 
  are represented), especially the imposing pyramid of the sun god Vephus, 
  The shattered empire
  
  18
  and its manufacture of cloth-of-silver.
  Yal-Garok is currently under the rule of Princess Petal, youngest 
  daughter of the deceased Emperor Brodred. It was on her orders that one 
  of the emperor’s handmaids poisoned him with wild almonds. Within 
  minutes of his untimely death, she and her personal guard had already 
  moved to secure her power by seizing the Imperial Regalia, discovering 
  to her shock and dismay that they were no longer in the imperial treasury. 
  The princess’ personal guard is composed of a squadron of amazons from 
  the far south with skin like black marble and eyes of the purest blue. The 
  amazons wear black, lacquered platemail and carry lantern shields (see 
  New Weapons below) emblazoned with the pink rose of Princess Petal 
  and daggers.
  Princess Petal, Assassin Lvl 10: HP 53; AC 9 [10]; Save 6; CL/
  XP 9/1100; Special: Disguise, poison, backstab x2, climb walls 
  92%, delicate tasks 50%, hear sounds 5 in 6, hide in shadows 
  55%, move silently 60%, open locks 55%. Always keeps a 
  poisoned dagger and a poisoned pin on her person at all 
  times (save or die).
  Amazon Guard: HD 2+1; AC 2 [17]; Atk 1 weapon (1d6+1); 
  Move 9; Save 16; CL/XP 2/30; Special: None.
  2019. 
  Tall, black elms in this hex are home to a flock of 1d10+10 harpies. 
  The harpies look like a combination of carrion crow and white-skinned 
  maiden and encounters with 1d4+4 of them occur on a roll of 1-3 on 1d6. 
  Their lair lies at the center of the hex, which is strewn with bones, scraps 
  of armor and abandoned weapons. There is a total of 1,200 gp worth of 
  jewelry hidden in their foul nests.
  Ravenous Harpy: HD 3; AC 7 [12]; Atk 2 talons (1d3) and 
  weapon (1d6); Move 6 (Fly 18); Save 14; CL/XP 4/120; 
  Special: Flight, siren-song.
  2115. 
  Xom-Laoth is called the Black City of the East. Its name is derived from 
  its walls, which are composed of black glass (an illusion – they are actually 
  granite) while the towering castle in the middle of town is clad in white 
  marble (not an illusion). The Baroness Catheryl rules Xom-Laoth with 
  cunning and cruelty. Townsmen soon learn that it pays to be the baroness’ 
  friend lest they disappear in the night. The Baroness accomplishes this 
  vanishing act with the help of a series of underground tunnels and a 
  colony of goblins dwelling beneath the town that are absolutely cowed by 
  the baroness. The baroness appears as a petite, almost fragile woman with 
  ebony skin and a face that is loveliness incarnate. Her eyes are black and 
  deep and her hair cascades down her shoulders like a silvery waterfall. It 
  should be mentioned that the baroness is actually a succubus summoned 
  and (partially) controlled by Princess Pearl.
  Catheryl, Succubus: HD 6 (25 hp); AC 2 [17]; Atk 2 claws 
  (1d6); Move 12 (F18); Save 11; CL/XP 12/2000; Special: Spells 
  (charm monster, ESP, etherealness, polymorph, suggestion, 
  teleport), summon vrock (30% chance of success), only 
  harmed by +1 or better weapons, immune to electricity and 
  poison, magic resistance (45%), telepathy 100 ft., tongues, 
  level drain (must kiss victim).
  2122. 
  You come across a line of prisoners in this hex, men, women and 
  children, chained together and being lead to the White River by hobgoblin 
  warriors. They will fetch a good price as slaves on the other side of the 
  river, for the gnolls of the wooded mountains are lazy and will not sully 
  themselves with labor when they can force another to work in their place. 
  There are 50 prisoners, most in poor shape, and a company of hobgoblin 
  warriors led by Budaur. Budaur wears a wreath of red carnations around 
  his neck and a jeweled leather harness worth 400 gp. His sword is forged 
  of the finest Xabian steel and bears the image of razorback hogs on the hilt 
  and an impressive piece of glass (worthless) in the pommel. A ferret on a 
  long silver chain is never far from the dandy hobgoblin, who despite his 
  appearance is a fine warrior and a master tactician.
  2202. 
   A shrine of green marble has been constructed in a grove of black 
  willows. The shrine is about 12 feet tall and the interior measures 10-ft x 
  10-ft. The ceiling is a crossed vault, the floor paved with volcanic glass 
  and on a dais in the middle of the room there is a bronze sculpture of a 
  muscular man that has been stabbed through the back with a long sword. 
  The man is balanced on one arm, his other reaching out as though for help. 
  The sculpture has two amethysts for eyes (worth 300 gp each). The long 
  sword in the idol’s back can be removed; it is a cursed -1 sword that also 
  imposes a -2 penalty on saving throws against demonic influence. When 
  removed, the idol seems to melt into a bronze blob that then scurries after 
  the intruders, intent on killing them. 
  Bronze Blob: HD 8 (40 hp); AC 1 [18]; Atk 1 pseudopod 
  (1d6); Move 9 (C9); Save 8; CL 10/1400; Special: Immune 
  to bludgeoning weapons, only harmed by +1 or better 
  weapons, creatures killed by the beast begin to turn into 
  black puddings from the inside out – the transformation 
  takes 3 hours.
  2205. 
  On a fertile plain as yet untouched by war there rise the walls of Xom-
  Coric, a town of 2,500 souls that now houses a mere 1,600 people, all 
  women, children and old men. The rest of the men of Xom-Coric were 
  pressed into service as soldiers of Princess Peahen and now languish in 
  the slave pits of Princess Petal. The women and old men have had to take 
  up arms against the goblin raids that have been occurring nightly since the 
  warriors of the town were taken away.
  2208. 
  Five hundred steps has been carved into the side of a gorge in this hex. 
  Trickles of water run down either side of the stairs, streaking the black basalt 
  with smears of green and rust red algae. At the bottom of the steps is Dancing 
  Demon Gorge, named for the hundreds of basalt statues of dancing demons 
  that stand amidst the maelstrom of white water rushing down the center of 
  the chasm. The water ranges from 3 to 8 feet deep. The gorge is six miles 
  long (i.e. it fits neatly in the hex) and the stairs are located near the southern 
  entrance to the gorge. About one mile north of the entrance there is a tall statue 
  of a particularly beautiful demoness holding a wand of ruby-colored crystal. 
  Should one be foolish enough to reach for the wand, it disappears from the 
  hand and appear in the hand of another at least 20 feet away.
  The wand is a wand of illusion, and it will continue to vanish and 
  reappear as long as one attempts to seize it using physical means. Worse 
  yet, should someone fall in the rapids and perish (they suffer 1d8 points of 
  damage each round from bludgeoning and must hold their breath to avoid 
  drowning), their spirit rises from the white water and is drawn into the 
  nearest demon statue, animating it as though it were a gargoyle.
  Gargoyle: HD 4; AC 5 [14]; Atk 2 claws (1d3), 1 bite (1d4), 1 
  horn (1d6); Move 9 (Fly 15); Save 13; CL/XP 6/400; Special: Fly.
  2314. 
  A smoking crater is all that is left of a town once under the sway of 
  Princess Petal. It looks as though some titanic force reached down from 
  the sky and lifted the entire town away, leaving only the crater and the 
  moat (now more of a shelf) that surrounded it, along with some cast off 
  timber and masonry and a field of corpses. While most of the corpses look 
  to have died from arrow shot or spear, about 10% of them (and a majority 
  near the moat/crater) show no signs of violence, are without their hair, 
  have chins coated with blood and faces twisted into masks of horror. The 
  crater is now inhabited by a beast summoned from planes unknown by 
  Princess Pearl. The creature is a chlorine elemental. It looks more or less 
  like a slower moving greenish-yellow air elemental and lurks close to the 
  ground waiting for victims.
  hex crawl chronicles
  
  19
  Chlorine Elemental: HD 12 (57 hp); AC 2 [17]; Atk 1 strike 
  (3d6 + 1d6 acid); Move 6 (Swim 18); Save 3; CL/XP 12/2000; 
  Special: Fumes as cloudkill spell in a 5-ft radius around 
  monster.
  2319. 
  The burned out remains of a roadhouse stands on the highway here. The 
  roadhouse consisted of a two-story stone and wood structure with a walled 
  courtyard (10-ft tall walls) and iron gate. The wooden portions of the 
  house have been burned, but the stone walls and iron gate remain and the 
  gate is locked. Inside the burned out structure one might hear loud voices. 
  Following the voices leads to a trapdoor, which leads into wine cellar 
  now occupied by seven swordsmen. The swordsmen have deserted their 
  respective armies and found their way to this place. They now drink the 
  dead innkeeper’s wine and live off the food in his pantry, along with some 
  hunting and trapping. All seven refuse to go back to war. Three of the 
  men are deserters from the army of Princess Pearl and bear her blazonry 
  of a white roundel on a black field. Three of the men betrayed Princess 
  Petal and wear tunics bearing her pink rose. The final man deserted from 
  Princess Peahen’s artillery, as evidenced by his tools. He is an older man, 
  with white hair and a heavy mustache. The deserter of Peahen, Ivarach 
  by name, is actually a spy seeking information about the location of the 
  imperial regalia. He knows 1d3 rumors.
  Swordsman, Fighters Lvl 4: HP 4d8; AC 4 [15]; Save 11; CL/
  XP 4/120, Special: Multiple attacks, parry. Chainmail, shield, 
  longsword, dagger.
  Ivarach, Assassin Lvl 3: HP 22; AC 6 [13]; Save 13; CL/XP 
  2/30; Special: Disguise, poison, backstab x2, climb walls 85%, 
  delicate tasks 15%, hear sounds 3 in 6, hide in shadows 10%, 
  move silently 20%, open locks 10%. Leather armor, shield, 
  hand axe, dagger, engineer’s tools.
  2407. 
  A rugged valley of grassy hills and shale and chert deposits lies in this 
  hex, running east to west and crossed by a deep, lazy stream. The valley 
  has a large village of miners set somewhat in the middle, the homes and 
  businesses (blacksmith, three taverns, a foundry and a guild of caravan 
  guards and bearers). The miners work several dozen iron mines burrowed 
  into the surrounding hills, their presence marked by the resulting slag 
  heaps. The miners and their wives lived here in relative peace, digging 
  in the earth and raising sheep, sorghum, flax and delicious blackberries. 
  Recently, they have received some unwelcome visitors, soldiers of 
  Princess Petal, who have for all intents and purposes enslaved the people, 
  putting them to work for a set price and shipping the iron back to Yal-
  Garok, the capital of the shattered empire to make weapons.
  The soldiers have constructed a large, wooden fort in the center of the 
  valley, overlooking the village. It has four 30-foot tall towers and 24-
  foot tall walls. Atop the hills that surround the ridge, the soldiers have 
  constructed five observation platforms – 12-ft tall towers manned by 
  1d4+3 archers. The archers have bull’s-eye lanterns that they use to signal 
  the fort, which houses one company of men-at-arms and a squadron of 
  horsemen of the famed Black Eagle Company, recognizable by their full 
  black breeches, slit coats of mail, tall helms with black horsehair crests 
  and round shields emblazoned with an eagle black on a field white. The 
  commander of the Black Eagles, Pantiger the Kestrel, enjoys the sway 
  he holds over the miners immensely and has become little more than a 
  petty tyrant. Any intruders that enter the valley are seized as spies and put 
  to work on a chain gang excavating a defensive moat around the fort. In 
  order to keep the miners honest and diligent, the sixty women and children 
  of the village have been seized and brought into the fort, living now in 
  dormitories, the women being used to cook and clean for the soldiers.
  Pantiger the Kestrel, Fighting-Man Lvl 7: HP 39; AC 2 [17]; 
  Save 8; CL/XP 7/600, Special: Multiple attacks, parry. 
  Platemail, shield, lance, horseman’s axe (2d4 damage).
  2410. 
  The valley that spreads out before you is crossed by two winding 
  rivulets. Nestled in between those water courses are a patchwork of fields 
  and dozens of pleasant hamlets. The farmers of the valley, called the Valley 
  of Tulips, are as cunning as any and with the help of local scoundrel and 
  libertine, Danucca, have held the forces of the princesses at bay – pledging 
  their loyalty and produce to all three. 
  The largest building in the valley is the pyramidal temple of Almerla, 
  the Goddess of Healing. The pyramid is surrounded by a grove of ancient 
  hemlocks and the steps are planted with rows of tulips. Inside the temple 
  there is an inner sanctum containing the goddess’ idol, an inhumanly tall 
  woman with an hourglass build, unclothed with porcelain skin and purple 
  eyes, with an alligator curled around her feet. A dozen brass braziers hang 
  from the ceiling on brass chains, burning a pleasant, narcotic substance 
  that causes calm and sleep. The right eye of the alligator can be depressed, 
  causing the idol to rotate to one side and revealing stairs into the deeper 
  recesses of the temple. 
  Below the inner sanctum is a foyer containing a large basin of rose 
  quartz filled with holy water. Low benches surround it, allowing priests 
  to kneel and cleanse themselves. Clean robes of white edged with purple 
  vines and flowers hang on pegs on the surrounding walls, which are 
  made of white marble. One peg, turned counter-clockwise, opens a panel 
  and leads into a series of living chambers and devotionary rooms that 
  are brightly lit and hold turtle doves in pretty wooden cages. At the very 
  bottom of the sub-temple there is a circular room, twenty feet in diameter 
  and clad in serpentine. The mummified remains of nine lizardmen with 
  long, crocodilian snouts line the walls of the chamber. They wear shrouds 
  composed of lacquered black bronze scales and morning stars with long, 
  nail-like spikes have been fitted to their hands. These spikes have been 
  tipped with a sleeping poison – even a scratch sends one into a deep 
  slumber of fitful dreams (saving throw to negate). These beings are the 
  holy guardians of the temple, and can be called to action by any one of the 
  priests by blowing on a pipes carved from the tusks of mastodons. These 
  small pipes are worn around the neck on leather thongs.
  Hidden in the depths of the temple is a treasure of 250 pp, 3,650 gp, a 
  limestone idol of Almerla (worth 65 gp) and a large orange glass vessel 
  filled with 10 pounds of mercury (worth 8 gp per pound).
  Reptilian Mummies: HD6+4; AC 3 [16]; Atk 1 weapon (1d8 
  + poison); Move 9; Save 11; CL/XP 7/600; Special: Poisoned 
  weapons cause sleep, only harmed by +1 or better 
  weapons.
  The high priestess of the temple is Xaathwen, a pudgy woman with wild 
  hair and large hoop earrings of gold in her ears. She has gray-green eyes 
  and a long, distinguished nose and carries a magic carpenter’s hammer 
  wherever she goes. While she does not entirely approve of the methods 
  the farmers have used to keep the war from their valley, she is glad for it 
  and will do nothing to spoil it.
  Xaathwen, Cleric Lvl 9: HP 43; AC 4 [15]; Save 7 (5 vs. 
  paralysis and poison); CL/XP 10/1400; Special: Banish 
  undead, spells (3/3/3/2/2). Silvered scale armor, shield, 
  carpenter’s hammer (+1 club, +3 vs. undead, nails 
  hammered into corpses protect them from undeath, 
  hammered into the ground create a protection from evil 10’ 
  radius effect), holy symbol.
  2412. 
  Xom-Velyn is a large town of unruly peasants growing fields of 
  watercress in large ponds and keeping herds of goats. The town is a 
  trading center ruled by a generous count called Rild. The town was the site 
  of a historic battle between the founding emperor, Beroldern, and a red 
  dragon. The defeat of the red dragon is one of the founding myths of the 
  Empire, and it has made Xom-Velyn something of a pilgrimage site for the 
  Northmen. A shrine of translucent yellow glass has been erected over the 
  site of the dragon’s slaying, the shrine resting in a field of poppies said to 
  have been stained red by the dragon’s blood. Each year, Count Rild holds 
  a grand harvest festival that draws farmers, tradesmen, entertainers and 
  The shattered empire
  
  20
  thieves from across the Empire. Games of skill, jousting foremost among 
  them, are held and honors are awarded. The town’s treasury contains 180 
  gp, 460 sp and three platinum ingots hidden in the floor, painted to look 
  like bricks. The ingots weigh 2 pounds each and are worth 100 gp each.
  Rild: HD 5 (16 hp); AC 2 [17]; Atk 1 weapon (1d8); Move 12; 
  Save12; CL/XP 5/240; Special: None. When prepared for 
  battle, he wears platemail and carries shield and battleaxe.
  2417. 
  Atop a hill bathed in sunlight (unless it is raining, in which case it is 
  bathed in water) there are the ruins of a temple. Like most temples of 
  the Northmen, it consists of a structure trapezoidal in profile – a flat-
  topped pyramid, so to speak, about 20 feet tall with wide stairs inlaid with 
  precious stone on the north face. Atop the platform there is a veritable 
  forest of columns spaced about 5 feet apart and covering the entire space 
  except for a 10-ft x 10-ft space in the center of the platform where the idol 
  is kept. The pillars are usually 10 to 15 feet tall and covered with a stone 
  roof. The centermost pillars are twice as high and support a monolithic 
  dome of some precious metal over a skeleton of iron and stone. 
  This particular ruin has lost its roof, the remains of which lie crumpled 
  at the bottom of the hill as though a giant wind lifted it off and threw it. 
  The dome and idol are nowhere to be seen and but a single column still 
  rises from the platform, which is accessed via an opal stair (worth 5,000 
  gp if removed but to do so raises the ire of Sitric, the god of fire, to whom 
  this temple was dedicated). The surviving column is fluted and clad in 
  brass and bears images of fire nymphs in cloisonné. If one climbs to the 
  top of the column, they discover a small niche filled with a transparent 
  alien ooze that looks very much like water. If this creature is ingested, 
  it causes wild hallucinations that have a cumulative 1% chance per hour 
  of actually materializing in the real world (i.e. pink elephants might 
  actually appear, forcing the Referee to roll a reaction check). The Referee 
  should have the ingesting player recite a stream of consciousness of what 
  he thinks he sees, with the Referee then secretly rolling d% to check if 
  his hallucinations become reality about once per game hour. Each hour, 
  the imbiber can attempt a saving throw to expel the alien ooze from his 
  stomach by vomiting, at which point it slinks back to its “lair”.
  Alien Ooze: HD 1d4 (3 hp); AC 4 [15]; Atk None; Move 3; 
  Save 18; CL/XP A/5; Special: Touch causes hallucinations 
  (save to negate), immune to cold, fire, acid and electricity, 
  resistance to bludgeoning weapons (50%).
  2502. 
  This hex and the ones to the east and west are home to dozens of 
  catoblepas and the weird swamp halflings that make their living off of 
  them. The halflings milk the beasts, making a sour cheese that is not only 
  favored as a spread by the Northmen but also provides proof against 
  petrification. The halflings perform this feat by wearing leather helms that 
  cover their eyes, relying on their trained noses and wondrous memories to 
  find the beasts and draw out their milk. The halflings dwell in large, glass 
  bubbles the color of golden honey that were discovered by them lodged 
  in the moist ground. The bubbles were once used by the ancient serpent 
  men to hatch their young, and are capable of housing 8 to 10 halflings 
  comfortably. 
  Catoblepas: HD 6; AC 7 [12]; Atk 1 bite (1d6); Move 12; Save 
  11; CL/XP 8/800; Special: Lethal appearance.
  2505. 
  This smoking valley is home to a massive seam of coal that has been 
  worked for ages, supplying the cities of the Northmen with fuel for their 
  ovens and forges. One branch of the seam has caught fire, making the 
  ground uncomfortably hot and attracting three immature fire elementals 
  and a gang of five smoke mephits. The mephits drove the miners out of the 
  valley while two armies, in service to Princess Pearl and Princess Peahen, 
  encamped on either side of the valley intending to seize it. Scouts from 
  the two armies have had a few skirmishes, but otherwise relations have 
  been fairly cordial, with opposing officers meeting often for dinners and 
  the men competing in a few rough and tumble games of harpastum, the 
  national game of the Northmen. Each army is composed of 3 squadrons 
  of horse and 4 companies of foot and commanded by a captain (HD 5). 
  The army of Pearl is commanded by Gizur, while the army of Peahen is 
  commanded by his cousin Colcot.
  Fire Elementals: HD 4; AC 2[17]; Atk 1 strike (2d6); Move 12; 
  Save 13; CL/XP 5/240; Special: Ignite materials.
  Smoke Mephits: HD 3; AC 2 [17]; Atk 2 claws (1d3); Move 
  12 (F18); Save 14; CL/XP 6/400; Special: Breath weapon 
  (cloud of choking smoke in 15-ft cone, 1d4 damage and 
  blindness), regenerate 2 hp/round in smoky environment, 
  only harmed by +1 or better weapons.
  2522. 
  A caravan of dwarves is stuck here in the mire. The dwarves have 
  traveled from their stronghold in the mountains to the southeast to 
  sell arms and armor to the Northmen. The dwarves number eighteen 
  warrior-smiths and thirty dwarf warriors armed with axes, mail, shield 
  and crossbows. The dwarves travel in three large, odd conveyances that 
  look like miniature arks standing on four elephantine legs. Gangplanks 
  are used to mount and dismount the arks, each of which holds living 
  quarters for the warrior-smiths (the common warriors sleep on deck), a 
  supply closet and a small forge. The thane of the dwarves is Camril, a 
  red-haired, black-eyed female with a muscular build and thin, sharp nose. 
  Her consort is Hruairn, a more delicate dwarf woman with a square jaw 
  and coarse, curly black hair and blue eyes. While Camril leads the smiths 
  and warriors, Hruairn handles the business. As mentioned above, one of 
  the arks has become stuck in a mire, and the dwarves are having a terrible 
  time dislodging it. To make matters worse, two young green dragons have 
  discovered the caravan and pick off its warriors nightly. Three men lie 
  dead, their remains now rotting in the woods, the dwarves too frightened 
  of the dragons to risk retrieving them. Camril is in a foul temper and has 
  taken to calming herself with drink.
  Camril, Dwarf Fighter Lvl 5: HP 40; AC 2 [17]; Save 10 (6 vs. 
  magic); CL/XP 5/240, Special: Multiple attacks, parry, note 
  features of stonework, darkvision 60 ft. Platemail, shield, 
  warhammer, throwing hammer.
  Hruairn, Dwarf Fighter/Thief Lvl 3/4: HP 10; AC 7 [12]; Save 
  12 (10 vs. devices, 8 vs. magic); CL/XP /60, Special: Multiple 
  attacks, parry, back stab x2, climb walls 88%, delicate tasks 
  30%, hear sounds 4 in 6, hide in shadows 25%, move silently 
  35%, open locks 25%, read languages, read magic writings, 
  note features of stonework. Leather armor, hand axe, two 
  daggers, thieves’ tools.
  Green Dragons (2): HD 7 (21 hp); AC 2 [17]; Atk 2 claws 
  (1d6), 1 bite (2d10); Move 9 (Fly 24); Save 9; CL/XP 9/1100; 
  Special: Breathes poison gas.
  2615. 
   A monastery of gray bricks, its walls shattered and stinking of 
  brimstone, sits atop a gently sloping hill. The monastery contains a dozen 
  chambers, including dormitories, a kitchen and a chapel, all in ruins. 
  There is also a hall of wonders (all smashed) that contained a plethora of 
  implements of civilization and learning. The hall contains a defaced idol 
  of Talaunus, the god of civilization, that has been toppled and covered in 
  dung that gives off an acrid odor that burns the eyes. Nine imps remain in 
  the temple, torturing its six surviving priests in a cellar once used to hold 
  foodstuffs and wine. The priests have been chained to the walls and they 
  are routinely whipped. 
  The imps and the demon they serve were admitted to the temple by 
  a wandering friar who chanced to meet Etheke [1118] the potion seller. 
  The friar was consumed by the baalroch he brought into the temple. The 
  demon, Shaalinsh by name (but not his true name, of course), descended 
  into a grotto beneath the cellar and now reigns there over a court of twelve 
  hex crawl chronicles
  
  21
  cultists drawn from the hills. The cultists have proclaimed him a god and 
  bring him sacrifices in the form of fellow refugees that they capture in the 
  wilderness. The new high priest has been endowed with the spellcasting 
  ability of a 5th level cleric. The grotto houses a mineral spring, the walls 
  of which are covered in red “pustules” that burst randomly (1 in 4 chance 
  per round), spewing a sticky, acidic substance into the grotto. Anyone in 
  the grotto during an explosion of goo must pass a saving throw or be 
  struck for 1d4 points of acid damage, plus one point of damage per round 
  thereafter until washed away. A person that suffers more than 10 points of 
  this acid damage must save vs. poison or suffer frightening hallucinations 
  (treat as confusion).
  Imps: HD 2; AC 2 [17]; Atk 1 sting (1d4 + poison); Move 6 (Fly 
  16); Save 16; CL/XP 6/400; Special: Poison tail, polymorph, 
  regenerate, immune to fire.
  Baalroch: HD 9 (33 hp); AC 2 [17]; Atk 1 sword (1d12+2) and 
  1 whip (entangles); Move 6 (15 fly); Save 6; CL/XP 13/2300; 
  Special: Magic Resistance (75%), surrounded by flame (3d6), 
  magic weapon required to hit, unaffected by spells from 
  casters lower than 6th level.
  Cador, High Priest of Shaalinsh: HD 1 (5 hp); AC 9 [10]; Atk 1 
  weapon (1d6); Move 12; Save 17; CL/XP 3/60; Special: Cleric 
  spells (2/2).
  2708. 
  A band of hapless soldiers, survivors of a terrible battle that happened 
  over a week ago, are desperately trying to defend an old fortified tower 
  atop a craggy hill. They stumbled upon the tower one morning and decided 
  to set up camp, allowing their horses some rest and their wounded time 
  to heal. That night their sentries were attacked by a pack of 30 zombies 
  raised by the inhabitants of the craggy hill. The zombies have kept the 
  soldiers under siege for over a week, and their supplies are almost run out. 
  The tower has a roof cistern that was filled by a recent rain, giving the men 
  enough water to last two more days. The tower is three stories tall, with 
  four-foot-thick walls and a sturdy iron door. The second and third stories 
  have six arrow slits around the circumference of the tower, but the soldiers 
  have found their bows almost useless against the zombies.
  The aforementioned inhabitants of the hill are the aboriginal people of 
  the country, elves with thin necks, pot bellies, long arms and legs, black 
  skin and brilliant red hair. The elves have large eyes and long noses. They 
  wear loincloths and leather bandoleers, being unaffected by the cold, 
  and wield clubs and axes of polished wood and stone. The elves, who 
  call themselves the Carudaa, raise crops of edible fungus and burrowing 
  mammals beneath the ground, their halls lit by ghostly lights. The object 
  of the Carudaa’s veneration is a great turtle carved from a massive moss 
  agate. They call this turtle Vuems and believe him guardian of the earth 
  and creator of the Carudaa, he having scratched them from the rocks with 
  his divine claws.
  Soldiers (8): HD 1; AC 4 [15]; Atk 1 weapon (1d8); Move 12; 
  Save 17; CL/XP 1/15; Special: None. Chainmail, shield, short 
  sword, short bow.
  Zombies (30): HD 2; HD 2; AC 8 [11] or with shield 7[12]; 
  Atk 1 weapon or strike (1d8); Move 6; Save 16; CL/XP 2/30; 
  Special: Immune to sleep and charm.
  Carudaa: HD 1+1; AC 5 [14]; Atk 1 sword (1d8) or 2 arrows 
  (1d6); Move 12; Save 17; CL/XP 1/15; Special: Immune to 
  ghoul’s paralysis, find secret doors.
  2723. 
  An army of carrion orcs is on the march here. The orcs number 10 
  companies of foot and 4 mounted squadrons and are led by a hulking 
  male with a lazy eye named Kaz the Impaler of Giants. The orcs have 
  been hired by the Princess Petal, and one of her heralds, a scurrilous rogue 
  named Rofnar, is riding with them. They are bound for Yal-Garok, but 
  are undisciplined enough that forays into nearby settlements to plunder 
  are likely.
  Kaz the Impaler: HD 6; AC 5 [14]; Atk 1 spear (1d6+2); Move 
  9; Save 11; CL/XP 6/400; Special: None. Owns a +1 spear 
  that drips with burning poison (save or 1d4 damage).
  Rofnar, Assassin Lvl 3: HP 21; AC 6 [13]; Save 13; CL/XP 2/30; 
  Special: Disguise, poison, backstab x2, climb walls 85%, 
  delicate tasks 15%, hear sounds 3 in 6, hide in shadows 10%, 
  move silently 20%, open locks 10%. Leather armor, shield, 
  short sword, short bow.
  2802. 
  A dolmen encrusted with sea salt stands in the middle of a rolling 
  meadow occupied by dozens of wild goats. The goats wear copper bells 
  that force creatures who hear them to pass a saving throw or flee the 
  meadow. The dolmen is a portal that can be activated by passing through 
  while whistling. Should one do this, they find themselves on an island in 
  the midst of a vast, salty sea (actually, an intersection of the elemental 
  planes of air and water). 
  The floating island is about one mile in diameter and is home to a 
  spacious castle of multi-colored glass. The castle consists of a collection 
  of geodesic domes, one sitting atop another forming a strange, lumpy 
  pile. Each pane of glass on each dome is a different color, presenting a 
  garish spectacle. The castle has no discernable entrance, but in fact can be 
  entered through any of the panes of glass (which are as hard as steel) by a 
  person holding a precious stone of the same general color (i.e. the holder 
  The shattered empire
  
  22
  of a ruby can walk through a red panel).
  The castle is owned by an arch-wizard called Candle, a traveler through 
  dimensions who recently took a sidewise step into a parallel world and 
  stayed too long enjoying its exotic charms. When he reappeared in his 
  own world, it was to discover the terrible war raging around him – a 
  war he intends to remain out of. Candle is tall and thin, with a hollow-
  cheeked face, gray hair and gray eyes ringed by red (he suffers from 
  terrible allergies). Although gentle in manner, he is fairly cold with others, 
  forgetting names and taking an interest in people only so long as they are 
  useful to him.
  Candle keeps many wonders in his castle, including a large collection of 
  glass unicorns (each filled with the blood of a mythic creature and having 
  the powers of a random potion), an astral orrery constructed of precious 
  stones and metals that moves on its own accord (each orb can be used as 
  a crystal ball to see events on the planet it represents), visitors from many 
  alternate planes and dimensions (the most recent being a green-skinned 
  jungle amazon named Gundra), an enviable number of meads and wines 
  and a 1956 Ford Fairlane in need of a tune-up. Candle’s servants are a clan 
  of 60 gnomes.
  Candle keeps a treasure of 18,440 sp, 1,900 gp and a beryl necklace 
  worth 7,000 gp in an adamant vault protected by an arcane lock as well as 
  three mundane locks, each trapped with a poisoned needle.
  Candle, Magic-User Lvl 12: HP 40; AC 9 [10]; Save 5 (3 vs. 
  spells); CL/XP 13/2300; Special: Spells (4/4/4/4/4/1). Staff 
  topped with bronze spheres, silver dagger, three darts, 
  spellbook.
  Gnome: HD 1d6; AC 6 [13]; Atk 1 weapon (1d6); Move 6; 
  Save 18; CL/XP B/10; Special: Cast phantasmal force 1/day, 
  immune to illusions.
  2805. 
  The infamous scrutator of Princess Pearl, one Julion Pok, is on the hunt 
  for the Imperial Regalia that will secure his princess’ claim to the imperial 
  throne. Julion is an ugly man with a face like a pinched ferret and gangly 
  limbs that hint at a non-human heritage. His comrades, drawn from the 
  retinue of his fiendish mistress, include the inscrutable Doctor Guthaire, 
  a demonologist with one eye replaced by a yellowish opal, Rhuneda, a 
  haughty young priest of Murchuter and the warrior twins Calla and Gunn.
  Julion Pok, Thief Lvl 8: HP 24; AC 7 [12]; Save 9 (7 vs. devices); 
  CL/XP 7/600; Special: Back stab x3, climb walls 92%, delicate 
  tasks 50%, hear sounds 4 in 6, hide in shadows 40%, move 
  silently 50%, open locks 40%, read languages, read magic 
  writings. Leather armor, short sword, light crossbow, dagger, 
  thieves’ tools.
  Doctor Guthaire, Magic-User Lvl 5: HP 19; AC 9 [10]; Save 
  11 (9 vs. spells); CL/XP 4/120; Special: Spells (4/2/1). Ivory-
  handled dagger, three darts, spellbook.
  Rhuneda, Cleric Lvl 6: HP 21; AC 2 [17]; Save 10 (8 vs. 
  paralysis and poison); CL/XP 7/600; Special: Banish undead, 
  spells (2/2/1/1). Platemail (black, ornate), shield, light mace, 
  holy symbol.
  Calla, Fighting-Woman Lvl 6: HP 42; AC 5 [14]; Save 9; CL/XP 
  6/400, Special: Multiple attacks, parry. Ring armor, buckler, 
  longbow, hand axe.
  Gunn, Fighting-Man Lvl 6: HP 36; AC 5 [14]; Save 9; CL/XP 
  6/400, Special: Multiple attacks, parry. Chainmail, battle axe, 
  throwing knives (4).
  2812. 
  A squadron of cataphracts led by Sergeant Ottana, a striking woman 
  with hair turned white from a scrape with a wight many years ago, is 
  camped in this hex. Ottana is slender and well-muscled, with a heavy, 
  plain face. She and her men-at-arms became separated from a column 
  of Petal’s army and are now working their way across the countryside 
  completely lost, their scout having succumbed to the bite of a poisonous 
  snake. Ottana is in a foul temper due to harassing attacks by goblins at 
  night and rapidly dwindling supplies. She has an abiding hatred of her 
  Princess due to a very public demotion from her captaincy over the palace 
  guard, and would dearly like to get even.
  Ottana, Fighting-Woman Lvl 5: HP 21; AC 2 [17]; Save 10 (9 
  with luckstone); CL/XP 5/240, Special: Multiple attacks, parry. 
  Platemail, shield, longsword, throwing axe, luckstone (+1 to 
  save and attack) of tiger’s eye, worn on a charm around 
  her neck.
  2819. 
  As adventurers pick their way through a woodland path, they are 
  presented with a wall of shadow. The wall is pitch black, intangible 
  and cold to the touch. It runs from one side of the path to the other and 
  stands about 12 feet tall. Should one attempt to walk around the wall, 
  they discover that it follows them. Likewise, it increases in height if one 
  attempts to go over it. As the wall grows and passes over vegetation, that 
  vegetation is left dead – drained of vitality and stark white. Animal life 
  that walks through the wall will find it to be 10 feet thick. Each round 
  spent in contact with the wall drains one level (saving throw to regain that 
  level after 1 hour) and inflicts 1d6 points of cold damage. The wall can be 
  stretched up to 200 feet long and high.
  The wall is a projection of an alien artifact, a probe of sorts, shaped 
  vaguely like a 2-ft thick, 6-ft long spear and made of a pearly metal. The 
  shadowy wall is a defensive screen projected by the object, which is half 
  buried in the earth. The object was sent by a magic-using creature from 
  a parallel dimension to gather information. That magic-user has found no 
  way to send living matter through the veil between his dimension and that 
  of this setting, which seems to vibrate at an unheard of frequency of 12.7 
  on the Yaldok-Gimdorf Scale. The object is, in essence, a sentient magical 
  item. It is capable of floating a few feet off the ground and collecting 
  and storing sensory data. It can communicate with a high-pitched, tinny 
  voice that it projects into people’s heads using their native tongue. The 
  object lies about 50 feet beyond its defensive screen and can communicate 
  with people beyond the screen if they make an attempt at first contact. 
  If freed from its predicament, it happily joins a party of adventurers, 
  offering its wit and wisdom at inopportune moments, projecting its screen 
  if personally threatened (and only if personally threatened) and otherwise 
  performing as few useful functions for the adventurers as possible. After 
  one week, the object dematerializes and returns to its own dimension.
  Alien Probe: HD 5 (20 hp); AC 3 [16]; Atk none; Move 12; 
  Save 12; CL/XP 8/800; Special: Defensive wall, levitate, 
  magic missile 3/day.
  3014. 
  An army of Princess Petal is camped in this hex awaiting orders. The 
  army numbers 3 squadrons of hobelars and 3 companies of militia armed 
  with slings. The camp is surrounded by a shallow ditch and a fence of 
  sharpened stakes and consists of dozens of white pavilions centered 
  around the pavilion of the army’s commander, Count Rence, a gentleman 
  warrior of the old nobility sitting on orders to join the siege of Yal-Kirith. 
  Tall and effete, Count Rence despises Petal and is secretly using his scouts 
  to scour the countryside for news of the Imperial Regalia, which he would 
  use for his own enthronement.
  Count Rence: HD 5; AC 3 [16]; Atk 1 weapon (1d8); Move 12; 
  Save 12; CL/XP 5/240; Special: None. Platemail, battleaxe, 
  dagger, brass stud worn in his nose (worth 4 gp), tiger’s eye 
  on his helm worth 65 gp.
  3022. 
  In a lighter part of the woods, dominated by elm and birch, there is 
  a very unique garden. The garden consists of natural shrubs, herbs and 
  flowers – anemones, bell flowers, buckeye, columbine, foxgloves, 
  hex crawl chronicles
  
  23
  hemlock, mayapples, sarsaparilla and wild strawberry, among other things 
  – beautifully arranged with stone monuments and dozens of human and 
  humanoid skeletons. The skeletons are held together with wire and posed 
  in many whimsical shapes. The architects and keepers of the garden are 
  a circle of five treants of various shapes and sizes. The treants bear no 
  particular ill will toward humanoids, but regard them as pests that they 
  would rather not have in their garden.
  Treant: HD 9; AC 2 [17]; Atk 2 strikes (3d6); Move 6; Save 6; 
  CL/XP 9/1100; Special: Control trees.
  3104. 
  This vast field looks as though it has been tilled by giants. In fact, it is 
  a breeding ground for bulettes, also known as land sharks. The creatures 
  burrow through the loose soil every spring, the males making intricate 
  patterns around the females (male bulettes outnumber the females 4 to 1 
  usually), sparring when their patterns intersect. After the spring mating, 
  the creatures head into the hills. Hunters from the area then converge on 
  the burrows looking for shed scales and dead bulettes, though fights to the 
  death are extremely rare. Creatures from deeper in the earth also come, 
  looking to prey on the hunters.
  Bulette: HD 9; AC –1 [20]; Atk 2 claws (2d6), 1 bite (3d12); 
  Move 15 (Burrow 3); Save 6; CL/XP 11/1700; Special: Burrow.
  3116. 
  A rocky mound in this hex is covered by creeping vines that bear putrid 
  yellow flowers and a sort of black moss that is oily to the touch. A large 
  boulder at the base of the hill is actually a secret door that swings easily 
  when pushed from within. A tribe of 100 grimlocks dwells within the 
  mound, emerging at night to hunt in the woods. They have recently found 
  themselves in possession of no fewer than 20 human captives – refugees 
  that lost their way. The grimlocks are led by a bulbous-headed mutant 
  called Famiak, a creature with lank, slobbering jowls, upward jutting 
  tusks, saucer eyes that radiate waves of psychic static and tremendous 
  psychic powers. Famiak has long desired the Princess Pearl, and his 
  soldiers roam the land looking for captives that might further his ends.
  Grimlock: HD 2; AC 4 [15]; Atk 1 battleaxe (1d8); Move 12; 
  Save 16; CL/XP 2/30; Special: Blindsight.
  Famiak: HD 8; AC 4 [15]; Atk 2 clas (1d6); Move 12; Save 8; 
  CL/XP 2/30; Special: Blindsight, psychic crush (save or suffer 
  1 point of damage equal to character’s intelligence plus 
  stunned for 1 round), ESP (at will), immune to fear.
  3206. 
  In a basalt cliff face marked by patches of black cardamom, a crack has 
  formed. The crack runs from about 10 feet below the top of the cliffs to the 
  valley floor. Day and night, thin, yellowish smoke seeps from the crack, 
  making the valley floor smell of sulfur. Nobody dwells in the valley, so 
  nobody has yet discovered the crack – nor is it likely they would ever guess 
  at its significance. Each day the fighting between the princesses continues, 
  the crack widens just a tiny bit, until one day it shall burst open to allow 
  the Acheronian warriors waiting behind it to pour into the world from the 
  dark gulfs of space where now they dwell on iron satellites orbiting some 
  far flung gas giant. The Acheronians appear as demonic men and women, 
  with smooth peacock green skin, wide amaranthine eyes, bat-like faces 
  with elegant fangs and graceful four-fingered hands and feet. The warriors 
  wear hauberks of polished gorgon hide and tall, spiral helms and they 
  carry a wide assortment of weapons forged from volcanic glass.
  Acheronian: HD 2+2; AC 3 [16]; Atk 1 weapon (1d8+1); Move 
  12; Save 16; CL/XP 3/60; Special: Immune to fire and poison, 
  berserk rage (+1 to hit and damage) when reduced to half 
  hit points.
  3208. 
  A gang of twenty flesh-eating zombies is beating the grasses of an 
  overgrown field looking for an amulet dropped by their necromancer 
  master, Vensterap the Veinous (you don’t want to see him in short pants). 
  Venestrap is currently lounging on his palanquin overseeing the operation, 
  a cup of mead in one hand and a black lace fan in the other. Vensterap’s 
  zombies are armed with flails. The amulet they seek has the power to 
  turn one’s body into a rubbery substance. This rubber form allows one 
  a certain amount of elasticity, though every extra foot they stretch their 
  limbs reduces their effective strength by 2 points. They also suffer only 
  minimum damage from bludgeoning weapons. The rubber effect can be 
  invoked once per day and persists for 1 hour.
  Vensterap, Magic-User Lvl 8: HP 28; AC 9 [10]; Save 8 (6 vs. 
  spells); CL/XP 8/800; Special: Spells (4/3/3/2). Dagger, skull 
  cap (made from a real skull), silver chain earrings (worth 15 
  gp each), black fan.
  3210. 
  There is a recent battlefield located here in a hollow divided by a 
  rushing spring and hemmed in by chalk embankments and tangled shrubs 
  and trees. The battle was really more of a skirmish, and an ambush at 
  that. A dozen bodies lie in and about the stream pierced by black-fletched 
  flint arrows favored by the local goblins. Among the dead is a magic-user 
  wearing a sleeveless robe of burgundy over a beige tunic and a floppy 
  hat of black velvet. He grips in one hand a glass wand that fires cones 
  of cold (4d6 points of damage) with but a single charge remaining. The 
  surrounding foliage is kissed with frost and the stream is still half iced 
  over from the battle. Any goblin corpses that might have been here were 
  removed by their mates, who are still lurking in the wood. A company of 
  these goblins are encountered in this hex on a roll of 1-4 on 1d6.
  Goblins: HD 1d6 hp; AC 6 [13]; Atk 1 weapon (1d6); Move 9; 
  Save 18; CL/XP B/10; Special: -1 to hit in sunlight.
  3219. 
  Three male owlbears have made a lair for themselves in the barn of an 
  abandoned farmstead located near the river.  The farmers once raised cattle 
  (driven into the wild, a few of them survive in the surrounding meadows 
  and woodlands) and grew barley, rye and gherkins. The farmhouse was 
  boarded up, but the owlbears have already burst in and consumed most 
  of the stores in the place. They were unable to get into the cellar (it is 
  accessed via a trapdoor) and it still holds two barrels of grain and a bushel 
  of pickles. The owlbears resemble a cross between barn owls and black 
  bears and are small for their species. They are excellent climbers, and 
  might (2 in 6 chance) be found in the barn’s loft.
  Owlbears (2): HD 5+1 (37, 25 hp); AC 5[14]; Atk 2 claws (1d6), 
  1 bite (2d6); Move 12; Save 12; CL/XP 5/240; Special: hug for 
  additional 2d8 if to-hit roll is 18+.
  3313. 
  For century upon century the Northmen ruled their empire, working 
  their fields and feeling as though they were the masters of the world. It 
  cannot be stressed enough how deeply the war of succession has affected 
  their sense of self, causing some Northmen to question their gods and 
  others to cleave more tightly to them. Over one hundred pilgrims have 
  now gathered in the smoldering fields of a town consumed by flame and 
  toppled by engines of war. They have been drawn here by the exhortation 
  of Sesnantus, a haggard old prophet of the ruined town of Xom-Malonar, 
  once the jewel of the eastern empire, grown prosperous from trade with 
  the Sea Lords that dwell across the green Aderumdoc Mountains. 
  Here, in the ruins of Xom-Malonar, Sesnantus proclaims the end of 
  the world, when the great gods will extinguish the stars unless they are 
  propitiated with the blood of willing sacrifices. Daily, five men and five 
  women climb the top of the blackened walls of Xom-Malonar and leap 
  to their deaths. Their blood is then drained into silver vessels that are 
  paraded around the ruins three times while Sesnantus chants in tongues, 
  The shattered empire
  
  until the vessels are finally marched into the center of town and their 
  contents are poured into a deep well that Sesnantus calls the Womb of 
  Dagor, the goddess of subterranean waters.
  Of late, willing sacrifices have been harder to find, as pilgrims have set 
  up their camp and began to re-establish Xom-Malonar and establish ties. 
  Sesnantus has begun to drug his victims, relying on a corps of zealots to 
  capture those out after dark. One hopes a band of hapless adventurers 
  would not be so rudely treated.
  Sesnantus has buried a small wooden chest containing 40 sp, 1,175 gp 
  a spinal worth 2,000 gp and a porcelain candlestick worth 300 gp. The 
  box is not terribly secure, and a poisonous fox snake (treat as viper) has 
  crawled into the box and made a little lair for itself.
  Sesnantus, Cleric Lvl 7: HP 41; AC 2 [17]; Save 9 (7 vs. 
  paralysis and poison); CL/XP 8/800; Special: Banish undead, 
  spells (2/2/2/1/1). Platemail, shield, light mace, holy symbol.
  Zealots: HD 1; AC 7 [12]; Atk 1 weapon (1d8); Move 12; Save 
  17; CL/XP 2/30; Special: +2 to hit in berserk state.
  3411. 
  The city-state of Yal-Kirith is besieged by the grand army of Princess 
  Petal. Daily they hurl bolts and stones against its sturdy walls. Yal-Kirith is 
  the city-state of Princess Pearl, and her banner still flies over its crumbling 
  battlements. The tiles of porphyry and malachite that once clad the city-
  state’s gate have been battered away by the assaulting army, revealing the 
  pitted yellowish limestone underneath.
  Yal-Kirith is situated in a land of rolling hills and thick copses of oak. 
  A grand river flows near the city and once supported a lively traffic in 
  barges and a steady shipbuilding industry. Those facilities have now been 
  burned to the ground, their remains hiding sappers of Princess Petal, who 
  are digging a tunnel that they will divert the river waters into to undermine 
  Yal-Kirith’s whitewashed walls.
  The population of Yal-Kirith now numbers 14,000 people defended by 
  the remains of Pearl’s army. Starvation and disease have set in, but the 
  proud princess refuses to give into her hated sister. Her army is commanded 
  by General Vodach, an old warrior with a shard of silver dagger embedded 
  in his temple (to remove it would mean certain death). Each night, her 
  personal guard scours the city for virgins of age, imprisoning them in the 
  dungeon that their mistress might seal a pact with a demonic power to 
  deliver her city from its troubles. The city priests have been shut out of the 
  citadel and they have received disturbing omens from the gods. One priest 
  in particular, Mithyn, has taken to hiding young girls in the catacombs 
  beneath his temple, which is dedicated to Waith, the goddess of death, in 
  fear that the soldiers of Pearl seek them for ill ends.
  The army encamped around Yal-Kirith ranges over the territory night 
  and day seizing crops and livestock and seeking out potential attackers. 
  Encounters with patrols of 2d6+6 men-at-arms occur on a roll of 1-3 on 
  1d6. These men are little better than brigands, and will not hesitate to 
  attack a force they consider weaker than themselves. The besieging army 
  is commanded by General Laira, a raven-haired woman who still bears the 
  kiss of youth on her 40-year old face.
  Princess Pearl’s treasury holds 470 pp, 8,970 gp, 1,675 sp and a 
  soapstone icon of Gorz’zt, her demonic patron.
  General Laira, Fighting-Woman Lvl 9: HP 49; AC 2 [17]; Save 
  6; CL/XP 9/1100, Special: Multiple attacks, parry. Platemail, 
  shield, spear +1, hand axe.
  General Vodach, Fighting-Man Lvl 8: HP 39; AC 2 [17]; Save 
  7; CL/XP 8/800, Special: Multiple attacks, parry. Platemail, 
  two-handed sword, dagger, jasper ring worth 85 gp.
  Princess Pearl, Magic-User Lvl 7: HP 24; AC 9 [10]; Save 9 
  (7 vs. spells); CL/XP 7/600; Special: Spells (4/3/2/1). Wavy-
  bladed dagger inlaid with silver and set with a jet intaglio of 
  a handsome horned devil, velvet robes, spellbook.
  3415. 
  A tribe of big goblins occupies a hill fort here. The fort is composed of 
  cyclopean stones – parts of an ancient ruin – atop a rocky bluff. The stones 
  and the cliffs stand a total of 30 feet tall. The hill fort can be entered via 
  a narrow set of stone stairs trapped with falling rocks (save or 2d6 points 
  of damage). The interior of the ruin is now occupied by a dozen tents 
  made of animal skins. The tribe consists of 15 companies of goblin foot 
  and 3 squadrons of mounted goblins, along with their 180 females and 
  200 young. The ruins still have a crooked tower that is always manned 
  by three guards armed with short bows. The chieftain, Krod, dwells in the 
  tower with his “harem”, a trio of ambitious female orcs named Bara, Gab 
  and Raxa. The orc females fight as goblins, but they are far craftier. The 
  goblins have warty, blue skins and lank bits of black hair that sprout in 
  random spots all over their bodies. The goblins have a treasure of 220 pp, 
  4,400 gp and 4,120 sp stored in terracotta pots.
  Goblin: HD 1; AC 6[13]; Atk 1 by weapon (1d6); Move 9; 
  Save 17; CL/XP 1/15; Special: None.
  Krod, Goblin Chieftain: HD 3 (8 hp); AC 6 [13]; Atk 1 by 
  weapon (1d8); Move 9; Save 14; CL/XP 3/60; Special: None.
  3416. 
   Two villages, veritable piles of stone huts and narrow lanes, are divided 
  by the river here. The villages, called Vheeley and Vorsey, are a fine pair, 
  with the men of Vheeley keeping excellent sheep and the men of Vorsey 
  turning their wool into cloth and sending it downriver to be dyed and 
  turned into clothing. Unfortunately, the industry of Vorsey is the more 
  lucrative and the disparity in wealth between the two villages has long 
  been a source of tension. This tension was only heightened when two 
  rival armies (each consisting of two companies and one squadron), one of 
  Princess Pearl, the other of Princess Petal, moved into the two villages. 
  The river is now the front line on a small, cold war between the villages, 
  egged on by the soldiers who are happy to allow the villagers to fight by 
  proxy. Each day, two men come out to the center of the bridge and duel, the 
  loser being tossed into the river to be fished out by the undertakers of the 
  village, misters Galaw and Jaspasek, and prepared for a proper burial. The 
  soldiers and villagers line the banks and sit on the slate roofs, drinking and 
  hollering and rooting their side on. Minstrels work the crowds, singing 
  madrigals and collecting coins and rumors.
  Recently, the situation has become tenser by the disappearance of 
  maidens in Vorsey and young men in Vheeley. Naturally, each side blames 
  the other and the accusations threaten to become an all-out battle. The 
  actual culprit is a hydradaemon, once imprisoned beneath the bridge and 
  recently freed by the life force that has ebbed into the water as one man 
  after another was tossed into the river to die.
  Hydradaemon: HD 7; AC 0 [19]; Atk 2 claws (1d6), bite (2d6) 
  or spit; Move 9 (S24, F12); Save 9; CL/XP 13/2300; Special: 
  Spittle (5/day, 20-ft long, save vs. sleep), spells (cause fear, 
  darkness, detect magic, dimension door), only harmed 
  by silver weapons, immune to acid and poison, magic 
  resistance (35%), summon 8 HD water elemental 1/day, 
  telepathy 100 ft.
  3503. 
  A small gap in the granite promontories that mark this hex allows one 
  to enter a secluded valley. The gap is just wide enough to permit a line 
  of people and horses and the trees and brush are so thick and unyielding 
  that it might take a full day to finally purchase entrance to the valley. The 
  promontories range from 150 to 300 feet in height and have steep, shear 
  sides – climbing is certainly possible, but no easier than forcing one’s way 
  through the foliage.
  The floor of the valley is concave, with a shallow lake at the center. One 
  must travel about one half mile to reach the lake. A strange fortress stands 
  at the center of the lake. The fortress consists of a stepped pyramid about 
  40 feet tall with an 80-foot tall tower rising from the top of the pyramid. 
  Each of the tower’s four sides bears the sculpted image of a goddess. 
  hex crawl chronicles
  24
  
  The winter goddess Thelti, ivory skinned with sapphire windows for eyes, 
  looks to the north, the summer goddess Mirio, round and fecund with eyes 
  of amber glass and areolas of rose-colored glass, looking out over the 
  lake to the south, the spring goddess Bresa, wild and rangy with delicate 
  fangs in her open mouth and eyes of orange glass, looks to the east and the 
  matronly autumn goddess Scathno, with severe eyes of russet and robes 
  of brown, gazes to the west. 
  Large stone platforms lead to the pyramid/fortress from the shore. 
  Each platform is 8 feet in diameter and spaced about 8 feet from the next 
  platform in line.  They rise anywhere between one to four feet above the 
  surface of the placid lake. The waters of the lake must not be touched or 
  disturbed, for to do so awakens the spirits of the lake. Each turn, the spirits 
  will do one of the following things to dissuade intruders …
  1. Lower a stone platform into the lake to a depth of 20 ft.
  2. Cause a stone platform to rise from the lake to a height of 60 ft.
  3. Cause a platform to erupt in green flames (2d6 damage per round).
  4. Rise from the lake in the form of 1d3 water elementals (8 HD).
  If the sanctity of the waters is maintained, one can walk across the 
  platforms to the pyramid without challenge. The tower can only be entered 
  via a secret door located 35 feet above on the upper thigh of the summer 
  goddess. This door leads into a tunnel 40 feet long that ends in chamber A.
  A – This circular chamber is occupied by the temple’s first line of 
  defense, five acolytes and their leader, Dubgal. All six are garbed in long, 
  straight robes checked black and white. A leather collar studded with 
  small opals (worth 10 gp total) rings each druid’s neck and secures a black 
  leather hood that covers the face. The druids wear leather armor under 
  their robes and each wields two curved short swords.
  Acolyte, Druid Lvl 3: HP 3d6; AC 7 [12]; Save 13 (11 vs. fire); 
  CL/XP 3/60; Special: Spells (3/1), first mysteries. Leather 
  armor, two short swords, holy symbol (leather collar). 
  Dubgal, Druid Lvl 8: HP 45; AC 7 [12]; Save 8 (6 vs. fire); 
  CL/XP 9/1100; Special: Spells (4/3/2/1), first mysteries, 
  shapechange, immune to fey charms. Leather armor, two 
  short swords, holy symbol (the leather collar), brass key that 
  opens the trapdoor in [G] below.
  In the center of the room there is a spiral stair leading down. Four heavy 
  chains spaced evenly around the room run from the floor to the ceiling, 
  where they are held by large metal claws. If released from the ceiling, the 
  spiral stair corkscrews upward to allow access through a circular panel in 
  the ceiling.
  B – Beyond the ceiling panel in A there is a ladder embedded in a 
  marble wall. The ladder climbs 15 feet to a portal that leads into a circular 
  passage clad in wooden panels. The passage is balanced upon what can 
  only be described as giant ball bearings beneath it, and thus as one walks 
  “down” the passage, it moves with them in the manner of a treadmill, 
  the wood being separated from the stone and thus closing the entrance 
  portal until one has caused the passage to move 360-degrees. The moving 
  passage is so lightly balanced that only a dwarf or elf has a chance (1 in 
  12) of noticing the trickery outright.
  At four points in the passage there are arches adorned with twelve 
  highly polished and faceted glass hemispheres. Light falling on these 
  hemispheres creates a strange prismatic creature that first appears almost 
  like a pane of stained glass blocking the passage. These creatures have 
  one hit dice per hemisphere (i.e. 12 initially) and cannot move more than 
  5 feet away from their arch. Their touch causes searing damage depending 
  on the intensity of the light creating them – 1d4 for candles, 1d6 for 
  torches and 1d8 for lanterns and light spells. They can only be damaged 
  by destroying the hemispheres, with each hemisphere destroyed reducing 
  their hit dice by one. Hitting a hemisphere requires one to hit an AC of 6 
  [13] and inflict at least 3 points of damage. Wooden weapons inflict half 
  damage against the glass hemispheres. Attacks against the body of the 
  creature’s are useless, and wooden weapons used to attack them may burst 
  into flames.
  Should one reach the portal on the other side of the circular passage, 
  they find another ladder leading up 10 feet to a trapdoor.
  C – All of these temples have the same basic layout. The far wall is 
  the interior of the sculpted goddess faces of the temple, the windows the 
  sculpture’s eyes. The eye-windows are located atop a low dais, which also 
  holds a sacrificial altar of stone engraved with blood channels that direct 
  liquid into a hole in the center of the altar surface. The ceilings of the 
  temples are vaulted and 20 feet high.
  C1 – This temple of Thelti the winter goddess is clad in white marble 
  with sapphire-colored windows. The floors, walls and ceiling are clad in 
  ice, icicles having formed on the ceiling above. A 2-ft thick pillar of stone 
  in the center of the chamber seems to be the source of the intense cold, 
  and chained to it is a large winter wolf. Combat in the winter temple is 
  complicated by the ice on the floor and the icicles on the ceiling. Each 
  round in which a person (but not the winter wolf) attacks and/or moves 
  more than 5 feet they must roll 1d20 under their dexterity or fall prone 
  and suffer 1d3 points of damage. This falling damage cannot reduce a 
  character’s hit points below 1. Whenever the winter wolf moves or attacks, 
  the strain against the pillar causes some of the icicles on the ceiling to fall. 
  Everyone in the room (including the winter wolf) is attacked as though by 
  a 2 HD creature that deals 1d4 points of damage on a successful hit.
  Winter Wolf: HD 5 (35 hp); AC 5 [14]; Atk 1 bite (1d6+1); Move 
  18; Save 12; CL/XP 6/400; Special: Breathes frost 1/turn (4d6 
  damage)
  C2 – The temple of Bresa the spring goddess is clad in green marble 
  and thick with long, slim vines hanging from the vaulted ceiling. The 
  vines are strangle vines and there are six of them in all. Resting atop the 
  altar (and ignored by the vines) is a unicorn. Hiding in small burrows 
  carved into the walls is a clan of twelve grigs sworn to protect the unicorn 
  and temple. The grigs avoid flying, for this brings them within range of the 
  strangle vines. The unicorn ignores intruders unless attacked.
  Strangle Vines: HD 4; AC 6 [13]; Atk 4 vines (1d6); Move 0; 
  Save 13; CL/XP 6/400; Special: None.
  Grigs: HD 1d4; AC 3 [16]; Atk 1 weapon (1d3); Move 9 (F15); 
  Save 18 (16 vs. magic); CL/XP B/10; Special: Spells (entangle, 
  invisibility (self), pyrotechnics and ventriloquism 3/day each)
  Unicorn: HD 5 (35 hp); AC 2 [17]; Atk 2 hoofs (1d8), horn 
  (1d8); Move 24; Save 12; CL/XP 6/400; Special: Double 
  damage from charge, magic resistance (25%), teleport.
  C3 – The temple of Mirio the summer goddess is clad in red tiles and 
  hung with a number of round lenses of polished glass from bronze chains. 
  Furnaces behind the walls keep the room quite warm. The dais at the back 
  of the temple is home to an immature, though no less regal, dragonne. The 
  lenses are enchanted to gather light brought into the room and emit it back 
  at their source as a searing beam that deals damage as follows: 1d6 to the 
  holder of a candle once every three rounds, 3d6 to the holder of a torch 
  once every two rounds or 5d6 to the holder of a lantern or light spell every 
  round. The lenses are attached to the walls and there is only a 5% chance 
  of them retaining their enchantment if removed.
  Young Dragonne: HD 5 (35 hp); AC 3 [16]; Atk 2 claws (1d4), 
  bite (2d6); Move 18 (Fly 9); Save 12; CL/XP 6/400; Special: 
  Roar (save or weakened, i.e. -1 to all attacks, for 1 turn.
  C4 – The temple of Scathro the autumn goddess is clad in oiled 
  wood the color of burnt umber. The smell of the oil is intoxicating and 
  anyone spending more than 3 rounds in the room must make a save each 
  subsequent round or suffer a -2 penalty to hit, save and to their Armor 
  Class. Curled up on the dais is a giant serpent, thirty feet long and two to 
  three feet thick.
  Giant Serpent: HD 6 (42 hp); AC 5 [14]; Atk 1 bite (1d3), 
  The shattered empire
  25
  
  hex crawl chronicles
  26
  
  constrict (2d4); Move 10; Save 11; CL/XP 7/600; Special: 
  Constrict.
  D – The trapdoor to this chamber is located in the ceiling of the 
  chamber between the temples. In truth, it does not exist until a ritual 
  is performed, at which point the masonry simple disappears for 24 
  hours, allowing one to climb up (the ceiling is 10 feet high) into the 
  secret chamber. The ritual involves killing the guardian animals in 
  each temple and placing their bleeding corpses on each respective 
  altar. When all four animals have been killed and their blood drank by 
  the altars, the ritual is complete and the “trapdoor” disappears, leaving 
  a 4-ft square hole in the ceiling.
  The chamber above is clad in swirling, multi-colored marble that 
  almost has a dizzying effect on viewers. In the center of the room 
  there is a marble couch atop which relaxes the sculpted idol of a young 
  demi-god, called Benthic by the druids of the temple. If he has not been 
  summoned in chamber [F] below, Benthic appears here as a young, 
  handsome man with a lithe, muscular physique. Benthic has the face 
  of an angel, but merciless eyes and a single crooked horn jutting from 
  the left side of his forehead. The idol is alive, inhabited by the spirit 
  of the demi-god, who is child of the four goddesses. In his right hand 
  he bears the famed Scepter of Yal-Zanath, one of the Imperial Regalia. 
  The idol is sustained by the life force of the prisoners in the dungeon 
  [G] below. For each of those prisoners rescued (see below), the living 
  idol loses one Hit Dice.
  Idol of Benthic: HD 10 (60 hp); AC -1 [20]; Atk 1 slam 
  (2d6) or weapon; Move 15; Save 5; CL/XP 15/2900; 
  Special: Only harmed by +1 or better weapon, will not be 
  attacked by animals and plants, immune to elemental 
  spells, magic resistance (50%), casts spells as an 8th level 
  druid.
  E – This long passage is cramped. The walls are covered with deep 
  bas-reliefs of arms and legs that grasp at intruders. Each round, a 
  person is attacked by 1d4 hands. The hands attack as 2 HD creatures 
  and if they hit they hold the person and crush their limbs for 1d4 points 
  of damage per round. The hands have an Armor Class of 5 [14] and are 
  only broken if they sustain at least 7 points of damage from a single hit 
  with a metal weapon.
  F – This summoning chamber is clad in basalt that is carved into 
  bestial, grimacing faces. Some of the faces have open mouths, from 
  which pours sulfurous water that collects in a “moat” in the center 
  of the room surrounding a raised platform. The platform is embossed 
  with seals and glyphs that any druid, cleric or magic-user can tell are 
  used for summoning a chthonic spirit. A large opal is set in the center 
  of the platform and it is used by the demi-god in [D] above to collect 
  energy from the prisoners in the dungeon [G]. Scattered around the 
  chamber there are three jeweled brass braziers that emit an odorless 
  red smoke. Each brazier is worth 50 gp. Tampering with the opal on 
  the platform summons the chthonic form of Benthic (see D above). In 
  this form, Benthic looks like a scaly gorilla with the head of a boar, 
  leonine claws on hands and feet and a tail tipped with three serpentine 
  heads like those of a hydra. As above, Benthic is sustained by the life 
  force of the prisoners in the dungeon [G]. For each of those prisoners 
  rescued (see below), he loses one Hit Dice.
  Chthonic Benthic: HD 10 (60 hp); AC -1 [20]; Atk 2 claws 
  (1d4), gore (1d6+2), 3 tail bites (1d3); Move 9; Save 4; 
  CL/XP 11/1700; Special: Only harmed by +1 or better 
  weapon, will not be attacked by elementals, immune to 
  elemental spells, magic resistance (50%), casts spells as 
  an 8th level evil cleric.
  G – This octagonal dungeon houses six prisoners under the guard 
  of four acolytes (as above). Five of the prisoners have had their eyes 
  removed and replaced by opals. These three men and two women look 
  drawn, their skin ashen, as though their life is ebbing away. In fact, 
  their life energy is flowing into the demi-god Benthic (see D and F 
  The shattered empire
  27
  
  above). If the opals are removed, Benthic is starved of power and the 
  prisoners begin to heal, being completely restored in 4 weeks time. Each 
  of the druids carries a brass key that opens one of the cells in this room. 
  The trapdoor in this room blends in with the floor and is thus a secret door. 
  It can only be released by inserting Dubgal’s key (see [A] above) into a 
  small hole in the northern wall. Similar keyholes are placed on the east 
  and west walls, but tampering with them causes a sleeping gas to pour into 
  the chamber (save or sleep, per spell).
  H – A ladder leads down to the floor of this 15-ft tall chamber. The 
  walls, ceiling and floor of the chamber are completely black. The room 
  is filled with colored motes of light that swirl about the room. Should a 
  mote come into contact with a person’s head (make a saving throw each 
  round to avoid this) it implants a memory in the person’s head and steals 
  away another, which becomes a different mote flying about the room. 
  There are hundreds of motes, so the chance of a stolen memory being 
  implanted in another adventurer (or re-implanted in the same adventurer) 
  is only 1 in 300. Roll 1d6 to determine this new memory: 1 = Important 
  information about the temple; 2-3 = A rumor about this region; 4-6 = A 
  random piece of information made up by the Referee (4-6 on 1d6). The 
  forgotten memory is as follows:
  Roll
  Memory Lost
  1
  One level’s worth of training, including spells learned since 
  that level was gained
  2-4
  Event from the past year
  5-9
  Event from the past week
  10-14
  Event from the past day
  15-17
  Name and identity of one comrade
  18-19
  Own family
  20
  Own name
  3520. 
  The entirety of this wood is claimed by a clan of wood elves. The elves 
  dwell in a luxurious tower that, to the eyes of mortals, blends seamlessly 
  with the surrounding oaks (though the local treants and dryads think it’s 
  an eye sore and mock the elves relentlessly for their lack of taste and 
  refinement). The top of the 5-story tower is an aerie where dwell six giant 
  bald eagles, who deign to serve as mounts for the elves. The elves are 
  defenders of liberty who have long been disgusted by the behavior of the 
  Northmen and their empire. Several dozen refugees have been admitted 
  into the elven wood (though not near the tower) and supported by the 
  elven hunters. The tower houses 80 elven men and women and their seven 
  spoiled children. Aemma and her elite squadron of eagle riders wear 
  elven mail and carry spears, short swords and short bows. The other four 
  companies of elves are practiced with longbow and longsword and wear 
  leather armor.
  Aemma, Elf Fighter/Magic-User Lvl 7/6: HP 21; AC 9 [10]; 
  Save 8; CL/XP 8/800, Special: Multiple attacks, parry, spells 
  (4/2/1), darkvision 60 ft., find secret door on 4 in 6, immune 
  to paralysis from ghouls. Longsword, dagger, potion of 
  heroism in a bottle hung around her neck, spellbook.
  3610. 
  The northern market town of Xom-Krombak lies at the end of a highway 
  paved with crushed granite. The highway leads into the mountainous 
  peninsula north of the provided map, where dwell the Black Thinkers in 
  their valley of crimson grasses and clay towers. The town has walls of 
  ivory stone with sweeping battlements and tall, thin towers with burnished 
  domes of green copper. Within the walls dwell 1,200 industrious men and 
  women, who work the precious platinum pulled from the surrounding 
  river stones. Xom-Krombak has no temples and no priests; giving the 
  slightest utterance of a prayer or plea to the divine is cause for interment 
  in one of the town’s deep, black pits of correction. The pits are placed 
  throughout the town and are in fact bricked sinkholes that lead into a 
  maze of limestone caverns, all of which lead eventually to the prison of 
  the red dragon Neach, whose breath stokes the fires of the town’s great 
  foundry (for it is said that only the breath of dragons is hot enough to melt 
  platinum).
  The foundry is a conical brick building that belches smoke day and night. 
  Dwarves invited from their strongholds in the Adurumdoc Mountains 
  swarm about the building like bees in a hive, processing their platinum 
  and forming it into ingots for shipment to the chartered platinum smiths 
  of the town. So important is the foundry, that it is completely surrounded 
  by Xom-Krombak’s citadel, itself a massive shell keep six stories tall. 
  The keep has ivory walls that mimic the walls of the town, with sloped 
  inner roofs of amber glass and magnificent hanging gardens worked by 
  dozens of halfling slaves imported from the far west. The lord of the town 
  and citadel is Sir Brothian, a knight with a bland, square face. For all 
  his puissance at arms, Brothian is a naïve fool, more comfortable with 
  soldiers and military campaigns than with women, especially his lady 
  wife, the fair Isorwes. Isorwes is presently enjoying his absence fighting 
  in the service of the Princess Pearl, having taken several young lovers in a 
  bid to consolidate her power over the remaining men-at-arms.
  The town treasury contains 2,780 gp, a copper dish worth 950 gp and a 
  bronze brazier worth 165 gp.
  Sir Brothian, Fighting-Man Lvl 11: HP 66; AC 2 [17]; Save 4; 
  CL/XP 11/1700, Special: Multiple attacks, parry. Platemail, 
  battleaxe, dagger, silver inlaid great helm worth 3,000 gp.
  Neach: HD 13 (65 hp); AC 2 [17]; Atk 1 bite (2d6); Move 12 
  (F24); Save 3; CL/XP 15/2900; Special: Breath weapon 3/day 
  (cone of fire 30-ft long and 15-ft wide at base)
  3613. 
  A band of 20 brigands, deserters from an army of Princess Peahen, 
  have set up a camp here in a copse of white oaks. They have constructed 
  sleeping platforms in the trees and buried their loot (70 cp, 600 sp, 200 gp 
  and a moonstone worth 135 gp) in three separate locations in the copse. 
  Bow armed guards are always on the lookout day and night for intruders 
  and they do not wait to ask for one’s identity or loyalty before they attack, 
  for the brigands know to announce themselves with the hoot of a night 
  owl before approaching the camp. There are 30 bandits in all, wearing ring 
  armor and carrying light crossbows, spears and daggers. Their leader is a 
  charismatic sergeant-at-arms called Bogsby, a gruff blowhard who, truth 
  be told, is little more than a fat poser using his men to avoid making an 
  honest living. He fancies himself the captain of a free company and he is 
  willing to sell his soldiers’ services to adventurers, though once treasure 
  comes into the picture it is a guarantee the “mercenaries” will turn on their 
  employers.
  Captain Bogsby: HD 3 (13 hp); AC 8 [13]; Atk 1 weapon 
  (1d8); Move 12; Save 17; CL/XP 3/60; Special: None.
  Brigand: HD 1; AC 7 [12]; Atk 1 weapon (1d8); Move 12; 
  Save 17; CL/XP 1/15; Special: None.
  3707. 
  Twelve ogre mercenaries are making their way into the thick of the 
  human war in search of plunder and/or employment. The creatures bear 
  giant axes and spears and, in one case, a small cannon (treat as 3 dice 
  fireball that can be fired once every 4 rounds). The ogres possess 640 sp 
  and 1,800 gp in treasure, as well as a generous supply of fresh venison 
  (treat as 7 days of normal rations).
  Ogre: HD 4+1; AC 5[14]; Atk 1 weapon (1d10+1); Move 9; 
  Save 13; CL/XP 4/120; Special: None.
  3717. 
  An odd automaton is cutting a path through the woodlands here. The 
  war engine appears to be a crystal globe balanced upon four spindly metal 
  legs. Rising from the top of the sphere is a metal pole to which are attached 
  hex crawl chronicles
  28
  
  three chains tipped by rather large metal spheres. The spheres rotate about 
  the pole, destroying everything in their path. Inside the sphere there is a 
  terrified youth whose clothing suggests that he is an apprentice magic-
  user. The young man is unaware that the machine is driven by emotion 
  and his desperation to free himself (the sphere is actually a sphere of 
  force that disappears when the user wills it to disappear while in a state of 
  calm) has caused the machine to go berserk. The machine is the creation 
  of the wizard Vlick, arms-master of Princess Pearl and recently lost to an 
  assassin’s bolt while preparing to march to war in his creation. The sphere 
  of force can be dispelled, but cannot be harmed in any other way.
  War Machine: HD 10; AC 2 [17]; Atk 8 machine gun shots 
  (2d6), mortar (4d6); Move 12; Save 3; CL/XP 13/2300; 
  Special: None.
  Kiran, Magic-User Lvl 1: HP 5; AC 9 [10]; Save 15 (13 vs. 
  spells); CL/XP B/10; Special: Spells (1). Dagger, spellbook (left 
  behind).
  3811. 
   A tapestry has been rolled up and stuffed in a hollow oak tree here. The 
  tapestry depicts Bresa, the wild spring goddess of the Northmen, plucking 
  a silver harp while surrounded by a pack of baying wolves. Under a full 
  moon, one can reach into the tapestry and pull out the harp. The harp can 
  be used to summon a pack of 1d3+4 wolves when played under a waxing 
  moon at night.
  3819. 
  A caravan from the eastern shore, the land of the Sea Lords, has wound 
  its way through the steep valleys of the Aderumdoc Mountains, ostensibly 
  to trade with the Northmen, but really to scout for a large army gathering 
  on the other side of the mountains. The caravan consists of ten traders and 
  three squadrons of men-at-arms, one of mounted crossbowmen and two 
  of light cavalry. The men of the Sea Lordies are exceptionally tall, with 
  high-bridged noses, pale skin, hair that ranges from blonde to auburn in 
  color and close set eyes of blue or gray. They wear leather tricorne hats, 
  padded doublets and baggy pants tucked into tasseled buskins. Each of 
  the traders is really a sergeant-at-arms of a hobelar squadron and leads a 
  warhorse loaded with bundles of tobacco and exotic spices from the coast 
  (each horse carries 300 gp worth of each). The assemblage is commanded 
  by Captain Vilbran, a kindly man in a yellow jack-of-plates (treat as ring 
  armor) with three cockatoo feathers stuck into his hat. The traders are 
  interested in any news of the war of succession that they can gather.
  Captain Vilbran, Fighting-Man Lvl 5: HP 32; AC 7 [12]; Save 
  10; CL/XP 5/240, Special: Multiple attacks, parry. Leather 
  armor, longsword, throwing axe, light crossbow.
  3822. 
  A 30-ft tall marble pillar surmounted by a golden statue (worth 10,000 
  XP, but weighs 750 lb) of the recently deceased Emperor Brodred has 
  been placed here by unknown hands. Hidden by tall oaks, it has not yet 
  been discovered by others. The pillar sits upon a marble platform 6 feet 
  in diameter and about 2 feet tall. At the bottom of the pillar, the platform 
  forms a small basin. Should a person fill this small basin with holy water 
  (it takes one gallon) while placing his hands on the pillar and praying to 
  a lawful deity, the surrounding countryside fades away and is replaced 
  with a vast starscape, the stars actually being countless devas orbiting 
  the pillar at a great distance. In due time, one deva approaches the pillar 
  and platform. This deva is called Tzaqiel and was assigned to protect the 
  Emperor Brodred by the celestial bureaucracy. Tzaqiel is aware that the 
  emperor was poisoned by the hand of the Princess Petal and will charge 
  the person who entered this pocket dimension with a quest to see her 
  brought to justice. Tzaqiel is in possession of the Crown of Yal-Garok, but 
  will only hand it over to a person who can defeat him in combat.
  Tzaqiel: HD 10 (70 hp); AC -2 [21]; Atk 2 weapons (3d6); 
  Move 18 (F36); Save 5; CL/XP 18/3500; Special: Wields two 
  maces +3/+5 vs. constructed creatures, immune to acid, 
  cold and death effects, resistance to electricity and fire 
  (50%), spells – charm elemental (per charm monster, but 
  only affects elementals), continual light, cure disease, cure 
  light wounds (7/day), detect evil, dispel magic, hold monster 
  (1/day), holy word, invisibility (self only), mirror image (7/
  day), polymorph self and remove curse.
  New Weapons
  Lantern Shield: This strange weapon is a buckler attached to a spiked 
  gauntlet and a longsword. The buckler is itself spiked and it has a hook 
  to which a lantern can be attached. The lantern shield provides a -1 [+1] 
  bonus to Armor Class or can be used as a weapon that deals 1d6+1 points 
  of damage.
  New Monsters
  Mastodon
  Hit Dice: 13
  Armor Class: 6 [13]
  Attack: Gore (2d8)
  Saving Throw: 3
  Special: Trample
  Move: 12
  Alignment: Neutrality
  Challenge Level/XP: 13/60
  Mastodons are woolly relatives of the elephant common to the steppes 
  and savannahs. Their tusks sometimes extend up to 10 feet in length. The 
  Northmen use them as living engines of war, much as the Carthaginians 
  used elephants.
  Centaurs as a  
  Playable Race
  A centaur has the head, arms and torso of a human or elf and the lower 
  body of a pony or ass. Centaurs dwell in meadows and glades surrounded 
  by thick woodlands. They are known for their lack of temper and their 
  fondness for women, war and song.
  Centaurs are usually seven to eight feet tall from hoof to head. Even 
  though their equine bodies are smaller than normal horses, they are still 
  quite heavy and find it difficult to scale sheer surfaces without help from 
  others. A centaur’s equine body may have any pattern common to normal 
  horses, and the hair on their heads often follows suit. Centaurs usually 
  have nut brown skin.
  Centaurs speak their own language and often (50%) the language 
  of elves. They occasionally speak the common tongue of men. Many 
  centaurs learn the languages of gnomes, goblins, halflings, kobolds and 
  orcs. Because of their size, centaurs have booming voices.
  Centaurs cannot have a strength or constitution scores lower than 9, 
  nor can they have a wisdom score higher than 14. Centaurs can become 
  fighting-men, advancing to a maximum of 7th level (8th level if strength 
  is 14 or higher, 9th level if strength is 18). Centaurs can carry 150% 
  more than most characters. In addition, their base movement is increased 
  by 6. Because they are quadrupeds, a centaur’s gets a +2 save to avoid 
  being knocked over or grappled. In combat, centaurs can choose to attack 
  with their weapon or their hooves, which deal 1d4 points of damage. A 
  centaur’s armor (really a combination of human armor and horse barding) 
  costs twice as much as normal human armor.
  The shattered empire
  29
  
  Hex Crawl Chronicles: The Shattered Empire is written under version 1.0a of 
  the Open Game License. As of yet, none of the material first appearing in Hex 
  Crawl Chronicles: The Shattered Empire is considered Open Game Content.
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, 
  David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, 
  James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
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  Monster Compendium: 0e, Copyright 2008, Matthew J. Finch
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  Angel, Monadic Deva, from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author 
  Scott Greene, based on original material by Gary Gygax.
  Angel, Movanic Deva , from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author 
  Scott Greene, based on original material by Gary Gygax
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  based on original material by Gary Gygax.
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  and Scott Greene.
  Modern System Reference Document Copyright 2002-2004, Wizards of the
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  JD Wiker.
  Castles & Crusades: Players Handbook, Copyright 2004, Troll Lord Games;
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  Author Scott Greene, based on original material by Gary Gygax.
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  Inc.; Authors Scott Greene and Patrick Lawinger.
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  Author Scott Greene, based on original material by Nick Louth.
  Rot Grub from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.;
  Authors Scott Greene and Clark Peterson, based on original material by Gary
  Gygax
  Labyrinth LordTM Copyright 2007-2009, Daniel Proctor. Author Daniel Proctor.
  Hex Crawl Chronicles: The Shattered Empire, Copyright 2012, Author John 
  Stater.
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SOURCE: textdata/thevault/Swords & Wizardry (osr) [multi]/3rd Party/Frog God Games/Hex Crawl Chronicles/S&W - Hex Crawl Chronicles 04 - The Shattered Empire.pdf