TEXT: Hex 13.22
  The Plateau of Sighs
  
  Hex 13.22 — The Plateau of Sighs
  
  ©2020 Todd Leback. Some artwork © Dean Spencer, used with permission. All rights reserved. Publisher's Choice Quality Stock Art © Rick 
  Hershey / Fat Goblin Games.
  This product is released under the terms of the Open Game License Version 1.0a, Copyright 2000, Wizards of the Coast, Inc. Please refer to the 
  Open Gaming License included with this release for additional legal text and copyright information. Old-School Essentials is a trademark of 
  Necrotic Gnome. The trademark and Old-School Essentials logo are used with permission of Necrotic Gnome, under license.
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  Hex 13.22
  The Plateau of Sighs
  Credits Designer: Todd Leback
  Editing: Brian Johnson
  Layout: BJ Hensley
  Cartography: Todd Leback, Aaron Schmidt
  Cover Art: Jen Drummond (jendart.com)
  Map of the Temple of Lhusanar: Dan Smith
  Interior Art: Chad Dickhaut
  Standing Stone Art: Jagoda Zirebiec
  Maps created using Hexographer.
  Hexographer is © Inkwell Ideas (inkwellideas.com).
  Populated Hexes
  Support more hexcrawling by becoming a patron of 
  Populated Hexes at: patreon.com/Populatedhexes
  Table of Contents
  Introduction to Populated Hexes 
  1
  Hexcrawling Rules 
  1
  Absalom 
  1
  Campaign Setting 
  1
  Using Populated Hexes 
  1
  0305. Antelope 
  3
  0404. Antelope 
  3
  0507. Thusdisderri’s Range 
  3
  The Plateau of Sighs (Subhexes 0505, 0604, 0605, 0606, 0706) 4
  0505. The Temple of Lhusanar 
  5
  The Temple of Lhusanar 
  6
  1. The Entrance to the Temple 
  6
  3. Spider statue 
  6
  4. Antechamber 
  7
  4. The Chamber of Convocation 
  8
  5. Entrance to the Plane of Elemental Earth 
  8
  6. Lhusanar’s Realm 
  9
  0605. The Blades that Cut 
  11
  0606. Lair of the Crystal Spiders 
  11
  0706. The Frozen Campsite 
  12
  Random Encounter Table 
  13
  The Plateau of Sighs 
  13
  Appendix 
  14
  Masterwork Items 
  14
  Ley Lines 
  14
  The Lhusanar Temple Nexus 
  22
  Old School Essentials OGL 
  24
  
  1
  Introduction to Populated Hexes
  Welcome to Populated Hexes, the series of 6-mile hexes 
  in the world of Absalom! The goal is to provide a number 
  of individual 6-mile hexes, fully populated with lairs 
  and features, that can either be dropped into an existing 
  campaign as a point of interest, the destination of a 
  treasure map found in the bowels of a dark dungeon, or 
  as a stand-alone mini-sandbox.
  These supplements use the Old School Essentials rules 
  published by Necrotic Gnome, but like many OSR 
  products, pretty much any system can be easily adapted.
  Maps & Scale 
  Each hex will be presented with two hex maps: a smaller 
  map with locations and features noted, and a larger map 
  with only major features noted that can be printed and 
  used as a player handout. The scale represented on the 
  maps included in these products are as follows:
  • Large hex = 6 miles, face to face.
  • Subhex = 1.2 miles, face to face.
  Hexcrawling Rules
  Thirdkingdom Games produces supplements that are 
  used throughout these releases. Two of them – Domain 
  Rules and Hexcrawling Basics – are free to download and are 
  designed to work in conjunction with this series. You can 
  find out where to pick up these and other supplements in 
  the Populated Hexes line at patreon.com/Populatedhexes.
  The following books will be useful to have access to 
  throughout the series. Many of them are free!
  • Old School Essentials Classic Fantasy Rules Tome
  • Old School Essentials Advanced Fantasy Genre Rules
  • Labyrinth Lord Basic and Advanced Edition 
  Companion
  • OSRIC
  • A variety of other OSR resources
  Absalom
  The world of Absalom is one of constant change, where 
  Law and Chaos are more than abstract philosophical 
  ideas but are instead metaphysical realities that shape 
  the very world itself.
  Absalom is dominated by Cycles, each lasting between two 
  to four hundred years. Each Cycle is divided into an Apex – 
  when Law holds sway – and a Nadir – when Chaos sweeps 
  over the lands, driving back the light of Civilization.
  Cycles are marked in the beginning by the Apex and ascent 
  of Law, and the end by the Nadir. During each Apex the 
  civilizations of Man do their best to expand their domains 
  and bring law to the land; these civilizations often shrink, or 
  even crumble, during the Nadirs as barbarians, beastmen, 
  and worse fall upon the kingdoms of Man.
  Campaign Setting
  The following assumptions are made in this setting:
  Starting Date
  This series is set at the beginning of the Sixteenth Cycle 
  of recorded history. There have been many civilizations 
  that have risen and fallen, some of Men, some of others.
  Humanocentric
  The adventurers will be human, setting out to explore the 
  new world with the ebbing of the forces of Chaos. Non-
  human classes are certainly allowed – and indeed, these 
  supplements present rules for many non-human classes – 
  but the base assumption is that most PCs will be human.
  Chaos Storms
  During Nadirs – and occasionally in an Apex – events 
  called Chaos storms can spontaneously occur, changing 
  the very landscape, distorting distances, and wreaking 
  havoc upon the nature of reality. Maps from the previous 
  Cycle may prove unreliable.
  The Gods
  Gods are real but are local. They are the Small Gods of 
  Terry Pratchett or the hearth deities of ancient Rome. 
  Belief gives strength and power to spirits of the world.
  Using Populated Hexes
  As stated above, each 6-mile hex can be used as a 
  mini-setting, a drop-in adventure location that is 
  encountered during travel, or as part of a greater 
  hexcrawl. Elements can be added or abandoned as 
  needed, as is true of all supplements.
  These hexes are released one at a time, seven in a series. 
  Each series is a cluster of seven hexes: a central hex and 
  the six surrounding it.
  Each release will be divided into two sections: the hex itself, 
  with keyed encounter locations, and an Appendix, which 
  builds on encounters and concepts in the hex. Populated 
  Hexes offers some expanded alternatives to the basic rules 
  found in Old School Essentials, and these will be introduced 
  as needed in each hex. Broadly speaking, the intention is to 
  introduce character options – to bring some of D&D 5e into 
  B/X. These rules can be used or abandoned, as desired.
  Introduction to Populated Hexes
  
  2
  Introduction to Populated Hexes
  
  3
  Hex 13.22 - The Plateau of Sighs
  Resources: Vegetable (Industrial, 1); Animal (Game, 3)
  Several years past, a three-horned dinosaur – a relic 
  of a forgotten time – wandered into this region and 
  established a nest in the shadow of a natural promontory 
  roughly in the center of the hex.  Besides hosting the 
  range of an ancient triceratops, the western portion of 
  the hex is also home to several herds of wild antelope. 
  Much of the eastern part of the hex is taken up by a 
  plateau of nearly 6 square miles, rising a good two 
  hundred feet above the surrounding hill country.
  The plateau (and, in particular, subhex 0505) is the 
  terminus for a ley line that runs to the southeast. At 
  one time a second ley line intersected with it, forming 
  a nexus in subhex 0505, and it was from this nexus that 
  ancient druids drew the power to open a gate to the 
  Elemental Plane and the realm of an earth elemental 
  whom the cult worshiped. 
  This undertaking would ultimately prove to be the sect’s 
  undoing. A gate to an elemental realm so saturated in 
  earth magic exposed the plateau to petrifying energies. 
  All it took was a minor Chaos storm towards the end 
  of the Fourteenth Cycle to cause a spike in this energy, 
  instantly petrifying all living creatures atop the plateau.
  Over the course of the last two Cycles the second ley line 
  has shifted to the north and west, reducing the amount 
  of magical energy available, making the gate unreliable 
  and moderating the effects of the petrifying curse.
  Ley lines are described in the Appendix.
  13.22 — The Plateau of Sighs
  0305. Antelope
  A herd of antelope grazes in this subhex, numbering 24 
  total. If encountered in the spring or summer there will 
  be an additional 12 young. If encountered in the late 
  summer to early fall the males will have begun to rut 
  and will be aggressive. Apply a –1 penalty to reaction 
  rolls if encountered during this time, and adult males 
  (1/4 of the overall population) will inflict an extra point 
  of damage when attacking due to their more aggressive 
  nature. These are small, wiry antelope, three to four feet 
  tall at the shoulder.
  Antelope (24). AC 7 [12], HD 1 (4 hp), Att 1 x butt (1d4), 
  THAC0 19 [0], MV 240’ (80’), SV D12 W13 P14 B15 S16 
  (F1), ML 5, AL Neutral, XP 10, NA 0 (3d10), TT None
  If killed, each of these antelope will provide 1d20+20 
  pounds of meat; young will provide 1d10+15 pounds.
  0404. Antelope
  As subhex 0305, except there are only 11 antelope, 
  with an additional 5 young if encountered in the 
  spring or summer.
  Antelope (11). AC 7 [12], HD 1 (4 hp), Att 1 x butt (1d4), 
  THAC0 19 [0], MV 240’ (80’), SV D12 W13 P14 B15 S16 
  (F1), ML 5, AL Neutral, XP 10, NA 0 (3d10), TT None
  0507. Thusdisderri’s Range
  An old female triceratops, her birthing years long 
  behind her, moved northwards to this hex several 
  years ago. With her hide scarred from battles long 
  past she roams the nearby lands, safe from most 
  predators. Thusdisderri – as the orcs in Hex 13.23 
  call her – has established her nest in a hollow in 
  this subhex. There’s a 1-2 in 6 chance every time 
  the adventurers enter this subhex that Thusdisderri 
  will be in her nest. If not, she will be encountered 
  somewhere else in the western portion of this hex, 
  returning to her nest in 3d10 hours. Those skilled 
  in woodcraft will notice almost instantly that a large 
  herbivorous beast makes this subhex its home.
  Triceratops (1). AC 2 [17], HD 11 (44 hp), Att 1 x gore 
  (3d6) or 1 x trample (3d6), THAC0 11 [+8], MV 90’ 
  (30’), SV D9 W10 P11 B11 S13 (F6), ML 8, AL Neutral, 
  XP 1,100, NA 0 (1d4), TT None
  
  4
  Hex 13.22 - The Plateau of Sighs
  atop the plateau, dedicated to the earth elemental 
  Lhusanar, until a miscast spell exposed the shrine, the 
  druids within and, finally, the entirety of the plateau to 
  petrifying energy emanating from the Elemental Plane.
  It is now a cursed place, even though the gate has lain 
  dormant for decades. Living creatures that make their 
  way to the top of the plateau find themselves slowly 
  petrifying; what was once a rapid process has been 
  slowed down considerably since the second ley line no 
  longer provides energy to the gate.
  There is no easy means of ascending the plateau. A wooden 
  staircase built into the steep southern face once provided 
  the only easy access, but it has long since rotted. It takes 
  one hour to ascend with ropes and climbing gear, provided 
  at least one party member can make the ascent without 
  (such as a thief, or someone capable of flight). Short of 
  magic, there is no way for normal mounts to ascend.
  For every 12 consecutive hours spent on top of the plateau 
  all living creatures make a Save v. Petrification. Failure 
  indicates that they have slowly begun to petrify, their 
  flesh, sinews, and bone turning to stone. Living creatures 
  that are slain or die upon the plateau turn to stone in 1d4 
  days. Each time this saving throw is failed the character 
  loses 1d4 points of Dexterity. Other effects are as follows:
   ➢ Thusdisderri is aggressive, applying a –2 penalty 
  to reaction rolls when encountered.
   ➢ If allowed to charge in a straight line for at least 
  one round, Thusdisderri may make a charge attack 
  as follows: all creatures within her path that are 
  ogre-size or smaller are affected by her trample 
  attack (see below; roll to hit each target). If she 
  ends her charge adjacent to a target she can make 
  a gore attack against that target, inflicting double 
  damage on a successful hit.
   ➢ In melee there’s a 1-3 in 4 chance per round 
  Thusdisderri will trample an adjacent opponent 
  rather than gore. She gains a +4 bonus to hit 
  human-sized or smaller targets when trampling.
  Thusdisderri’s hide is too scarred and battered to be 
  useful as a magical principal, but it can be harvested 
  for special components or tanned to make masterwork 
  leather armor. In either case the materials are equal to 
  her XP value in gold.
  The Plateau of Sighs     
   
   
  (Subhexes 0505, 0604, 0605, 0606, 0706)
  For several Cycles a sect of druids maintained a shrine 
  
  5
  Hex 13.22 - The Plateau of Sighs
   ➢ First failed saving throw. Dexterity loss. Victim’s 
  natural AC improves by 1.
   ➢ Second failed saving throw. Dexterity loss. 
  Character’s base movement is reduced by 50%, 
  and natural AC improves by an additional 1.
   ➢ Third failed saving throw. Dexterity loss. 
  Movement is reduced to 10’. Victim’s natural AC 
  is improved by an additional 1.
  Characters reduced to 0 Dexterity by this process are 
  completely petrified. Note that it is possible for victims 
  to be turned to stone after only two – or potentially 
  even one – failed saving throws, depending on their 
  Dexterity scores.
  It is recommended the Referee request that each 
  PC make the appropriate saving throw at the end of 
  each twelve-hour period but not inform the player 
  what the saving throw is for, and apply any penalties 
  behind the screen. 
  Creatures with ties to the Elemental Plane of Earth – or 
  non-living creatures – are unaffected by this petrification 
  curse. The effects of the curse can be removed by a 
  remove curse spell cast by a cleric of 11th level or higher, 
  unless the victim has been entirely turned to stone, in 
  which case they must be un-stoned (via stone to flesh or 
  other means) first.
  The top of the plateau is relatively flat, with knee-high 
  grass and the occasional copse of trees. At a closer look, 
  however, all the foliage has been petrified. Here and 
  there can be seen a glimpse of green, as seeds dropped 
  by birds or blown by the wind find purchase, but they, 
  too, are slowly turned to stone as the effects of the curse 
  take hold. 
  Animals, frozen in time by the petrifying curse, dot the 
  landscape, turned into perfect statues without realizing 
  what was happening to them. It is eerily quite on top of 
  the plateau, the only sound the gentle sighing of wind 
  blowing through the stone grass and branches.
  0505. The Temple of Lhusanar
  The ancient druidic sect built an enormous well-shaft, 
  lined with tens of thousands of carefully laid adobe 
  bricks. Stone stairs, spiraling around the interior of the 
  shaft, descend some one hundred feet. The bottom is 
  well-drained, with little water collecting from rainfall. 
  The entrance to the temple complex is found there, 
  leading deep into the earth under the plateau.
  
  6
  Hex 13.22 - The Plateau of Sighs
  The Temple of Lhusanar
  Access to the temple is described above; down a steep 
  shaft that leads straight into the heart of the bedrock, 
  lined by spiraling stone stairs carved from the living 
  rock itself. 
  The temple is a ley engine (see p.), designed and built by 
  the ancient druids with a singular purpose: to facilitate 
  the opening of a gate to the realm of Lhusanar, a 
  powerful earth elemental that they worshiped as a god.
  1. The Entrance to the Temple
  Roughly one hundred feet down into the earth, the 
  bedrock floor of the shaft is inscribed with a series of 
  bewildering lines, arcs, and sacred geomantic shapes. 
  On the northeastern wall is an arched opening leading 
  further under the plateau. It is obviously worked, 
  though it exhibits no tool marks, having been excavated 
  by magical means. A close examination reveals the 
  carvings on the floor are directed towards the tunnel 
  entrance to the southeast. A detect magic spell reveals 
  the presence of faint magical energy flowing towards 
  the tunnel. This is the ley line that terminates in Area 
  5.2. Stone Guardians. The statues of two robed humans 
  stand in the courtyard, facing the open well-shaft. Their 
  features have been all but erased due to exposure to the 
  elements. The two individuals were once novices of the 
  druidic order who were not present at the ceremony 
  and were caught outside when the petrification aura 
  was released. Should they be subjected to a stone to flesh 
  spell they will be dead and have no treasure.
  3. Spider statue
  The tunnel runs into the darkness. The carvings on the 
  floor continue into the interior. Sixty feet down the 
  corridor the statue of a giant black widow spider can 
  be found; this massive arachnid attempted to lair in the 
  tunnel several years ago and ended up falling victim of 
  the petrification magic. It has no treasure; should anyone 
  cast stone to flesh upon it they would be rewarded with 
  the corpse of a dead black widow spider.
  After the spider statue the corridor continues for 
  another 30’.
  
  7
  Hex 13.22 - The Plateau of Sighs
  Rock Worm (1). AC 1 [18], HD 6 (26 hp), Att 1 x bite 
  (special), THAC0 14 [+5], MV 120’ (40’) / 120’ (40’) 
  burrowing, SV D9 W10 P11 B11 S13 (F6), ML 11, AL 
  Neutral, XP 275, NA 1d4 (1d4), TT special
   ➢ 20’ long and 2’ in diameter, the worms are 
  composed of semi-molten rock.
   ➢ They dislike metal but have a voracious appetite 
  for gemstones. They can smell which characters 
  are laden with one or the other.
   ➢ Each touch inflicts 1d6 points of damage as the 
  target is slowly calcified. When reduced to half hp 
  a target has their speed and Dex reduced by half; at 
  0 hp the target is turned to stone. If a target is not 
  turned to stone all penalties wear off in 1d4 hours.
   ➢ Rock worms, if slain, shatter into stone fragments, 
  revealing a geode-like interior. (1d20–1) × 100 
  gp worth of gemstones can be harvested from 
  each creature. These stones can be used as special 
  components for magical items and have their 
  effective value trebled when used to create items 
  related to elemental earth or petrification (such as 
  a wand of metal detection or eyes of petrification, 
  from Advanced Fantasy: Treasures).
  4. Antechamber
  A cavern 30’ wide, 30’ deep, and 30’ tall. The entirety 
  of the floor in here is covered with geomantic carvings, 
  swooping and spiraling towards an enormous pair of 
  stone doors set into the wall opposite the tunnel exit. 
  Six torch brackets are set into the walls at equal 
  intervals; the walls and ceiling in here are covered 
  with carvings similar to those on the floor. This was 
  the antechamber to the temple proper, where adepts 
  gathered before entering.
  A portion of the stone floor here has been weakened 
  where a rock worm (p. 131, Blood & Treasure 2e Monsters 
  II) that entered the material plane has been tunneling. 
  The weak area is roughly in the center of the room, and 
  anyone walking over it has a 1 in 6 chance of breaking 
  through the thin crust of stone, taking 1d6 points of 
  falling damage as they plummet 10’, and an additional 
  1d6 points of damage from the rocks that accompany the 
  fall. Falling through exposes a labyrinthine network of 4’ 
  diameter tunnels carved by the rock worm’s passage.
  There is a 1 in 6 chance the rock worm will be nearby 
  and come to investigate when the adventurers first enter 
  the room. If anyone falls through the floor, there is an 
  additional 1-2 in 6 chance the rock worm arrives in 
  1d4+1 rounds to investigate the ruckus.
  
  8
  Hex 13.22 - The Plateau of Sighs
  The stone doors are not locked but require a combined 
  Strength of 40 to open. Druids can open the doors with 
  little more than a touch. 
  4. The Chamber of Convocation
  Eleven stone statues of men and women clad in robes 
  are arranged in a semi-circle here. An inspection reveals 
  they appear to be in the process of casting a spell, and 
  several have been caught in a moment of surprise.
  The same geomantic reliefs continue in here, swirling 
  towards the opposite wall where they spin and writhe 
  up, framing a set of double doors within a perfectly 
  circular portal 10’ in diameter. This leads to the chamber 
  housing the gate to the Elemental Plane of Earth.
  Three of the druids caught in the wave of petrification 
  have been turned into earth wraiths (B&T 2e Monsters 
  II, p. 161). They hunger for human flesh, having been 
  alone in this chamber for centuries. When anyone 
  living moves towards the elemental gate, the wraiths 
  will emerge from the statues to which they are bound – 
  ghostly, twisted reflections of the druids they used to be, 
  reeking of sulfur – and attack. They have a base 1-3 in 
  6 chance of surprise when emerging from their statues. 
  The wraiths will typically wait until the entire party is 
  within the room before emerging.
  The statues within this room were all druids, and should 
  they be targeted by a stone to flesh spell the following 
  treasure will be found (the druids are all long deceased): 
  the head druid, Ithas, carries on her person an onyx wolf 
  (p. 96, Advanced Labyrinth Lord) named Gagar, and a 
  polished tiger’s-eye stone suspended on a leather strap 
  that provides the effects of a ring of protection +2 and 
  can be used to speak with animals (as per the spell) once 
  per day. Her second-in-command, Ton-gifu, carries a 
  stone of commanding earth elementals, and one of the 
  acolytes wears a silver ring that allows her to turn into a 
  badger once per week for seven hours.
  Earth Wraith (3). AC 5 [14], HD 5 (15, 24, 25 hp), Att 
  1 x touch (1d4 + CON drain), THAC0 15 [+4], MV 180’ 
  (60’) flying, SV D10 W11 P12 B13 S14 (F5), ML 12, AL 
  Chaotic, XP 175, NA 1d4 (1d4), TT None
   ➢ Earth wraiths can only be damaged by magical 
  weapons or attacks.
   ➢ Living creatures within 20’ of a wraith must 
  succeed on a saving throw versus poison or be 
  sickened, suffering a –2 to all saves and attacks 
  until they leave the area of affect.
   ➢ Each hit from an earth wraith drains 1d6 points 
  of CON, which can only be restored by high-level 
  clerical magic.
   ➢ Those drained to 0 CON become earth wraiths 
  themselves, under the control of the one who slew 
  them.
   ➢ Earth wraiths cannot stand the touch of sunlight 
  and will flee whenever exposed to it.
  5. Entrance to the Plane of Elemental Earth
  Opening the double doors leads to a circular room. In the 
  center of the floor is a large, 10’ diameter circular disc of 
  swirling tan and grey energy, surrounded by a semi-circle 
  of enormous, faintly glowing quartz crystals. This room is 
  a ley line nexus (see p.), the geomantic reliefs and carvings 
  designed to focus and control the magical energy. The 
  nebulous disc is the gate to Lhusanar’s realm; the crystals 
  are a ley battery providing the power to keep the gate open. 
  See p. for specific details about these batteries.
  The gate leads to the dwelling of the godling Lhusanar, 
  a 20-HD earth elemental. It has been many years since 
  anyone has ventured through the gate to offer praise to 
  it, and the elemental has frankly forgotten that it once 
  was worshiped as a deity.
  Closing the Gate
  The petrification effect is not a natural feature of this 
  gate, nor of the Elemental Plane of Earth; it is rather the 
  side effect of the miscast spell which opened the gate. 
  Unfortunately, in order to remove the petrification effect 
  the gate must be closed. It is possible for the gate to be 
  reopened later without triggering the effect, assuming 
  the ritual is completed successfully.
   ➢ A wish or miracle could be used to either close the 
  gate (thereby canceling the petrification curse) or 
  to leave the gate open but remove the effect.
   ➢ A dispel magic can potentially close the gate. For 
  purposes of dispelling, treat the gate as if it were a 
  spell cast by a 20th-level caster.
   ➢ Physically destroying the geomantic carvings that 
  channel the ley energy will close the gate, thereby 
  ending the effect. It takes 200 points of damage 
  from blunt weapons (attacks against AC 2) to 
  do this. The gate will close in 1d4 hours after the 
  carvings have been destroyed. Stone shape can also 
  be used to erase the carvings. Physically damaging 
  the carvings causes one random encounter roll 
  every thirty minutes, as the damage causes psychic 
  vibrations to echo throughout the Plane of Earth.
  The ritual may be ended. In order to do this a description 
  of the ritual must be found (a tome describing the ritual 
  
  9
  Hex 13.22 - The Plateau of Sighs
  may be found in Hex 13.25, outside the scope of this 
  book) and enough able participants who can perform 
  the ritual spell must be located.
  6. Lhusanar’s Realm
  There is a moment of disorientation as one steps or 
  lowers oneself into the gate; gravity within the Plane of 
  Earth is at a 90-degree angle to the mortal world, and 
  those entering for the first time must roll their Dexterity 
  or less on 5d6 or find themselves sprawled on the floor 
  of a new tunnel, the same swirling disc of energy now 
  filling the space behind them.
  The gate to Lhusanar’s lair opens onto a tunnel that 
  winds and twists through the rock of the elemental plane 
  for a quarter mile. Its domain is constantly, but slowly, 
  shifting due to the enormous geologic pressures of the 
  plane. Roll 1d20 every time the adventurers traverse 
  the tunnel (max of once per day) to determine whether 
  anything of interest surfaces. Note that they will not 
  automatically *find* the result, just that the shifting 
  of the plane has exposed some new potential treasure 
  or hazard. Dwarves have a 1-2 in 6 chance of noticing 
  these anomalies; everyone else has a 1 in 6 chance.
  d20
  Result
  1
  Lava spurt. A jet of pressurized lava shoots 
  from the rocky crust of the tunnel. 1d6–1 
  adventurers must save versus breath. Those 
  failing take 6d6 points of damage.
  2-3
  Crevasse. A crevasse has opened up in the 
  floor, impeding passage. It is (1-3) 1d100 feet 
  deep, (4-5) 10d100 feet deep, or (6) has no 
  bottom. It will be (1-3) 2d6 feet wide, (4-5) 
  3d8 feet wide, or (6) 4d10 feet wide.
  4-5
  Rock Fall. Rocks fall from the ceiling as the 
  PCs pass under. 1d8–1 party members must 
  make a saving throw versus death or suffer (1-
  3) 1d6, (4-5) 2d6, or (6) 3d6 points of damage.
  6-8
  Nothing Happens. 
  9-10
  New Passage. A side tunnel branches off, 
  running (1-3) 10d100 yards, (4-5) 1d4 miles, 
  or (6) connecting to a vast network of tunnels.
  11-12
  Encounter. Roll on the table below.
  13-15
  Nothing Happens.  
  16-17
  Vein of ore. Worth 1d10 × 1000 gp. 
  18-19
  Vein of rare ore. Mithral, adamantium, or 
  magical ore, worth 1d100 × 5000 gp.
  20
  Ioun stone. (see p. 25 of Advanced Fantasy: 
  Treasures), embedded in the tunnel walls.
  It takes one turn per 100 gp in value to mine any 
  materials. Roll for random encounters every hour spent 
  mining; on a roll of 1-2 in 6 an encounter occurs (see 
  encounter table at the end of this section). Residents 
  of the Elemental Plane of Earth do not take kindly to 
  mortals harvesting minerals without permission. Note 
  that any resources not mined within the span of one 
  day have a 1-2 in 6 chance of disappearing back into the 
  rock the following day.
  The tunnel eventually opens into an enormously 
  large cavern, the ceiling arcing nearly one hundred 
  feet above the ground, and it measures roughly two 
  hundred feet wide by four hundred feet long. It appears 
  to be a natural cavern, such as what might be found in 
  the mortal world, of limestone, although there is no 
  moisture present, nor are there any features that would 
  have been formed by water. This was the audience 
  chamber where the druids paid homage to Lhusanar. 
  It is rarely used now.
  There are no other exits from this cavern, as the residents 
  of the Plane of Earth can easily pass through stone.
  Roll on the tunnel events table (above) once per day 
  whenever this chamber is entered. Due to the size 
  it takes a full 24 adventurer-hours to explore the 
  entire cavern.
  Encounters are rolled for every hour the adventurers 
  spend in the cavern; if they are actively mining, 
  encounters occur on a roll of 1-2 in 6; if they are not 
  mining, an encounter occurs on a roll of 1 in 8.
  Roll 1d12 below to determine the creatures 
  encountered within the Plane of Earth. In either 
  the cavern or the tunnel, if the adventurers are 
  encountered mining ore without permission apply 
  a –2 penalty to all reaction rolls with encountered 
  denizens. Stats for the various unique creatures 
  follow the table.
  d12
  Result
  1-3
  1d4 Earth Elementals (8 HD each).
  4-6
  On a result of 1-4 there will be 1d6 Earth 
  Elementals (8 HD each); on a result of 5-6 there 
  will be 1d2 12-HD Earth Elementals. 
  7-8
  1d6 Crysmals (Blood & Treasure 2nd edition 
  Monsters, p. 34). These creatures are just 
  passing through, and not subjects of Lhusanar.
  9-10 1d6 Xorn (OSE Advanced Fantasy: Monsters, 
  p. 47). These creatures are subjects of Lhusanar.
  
  10
  Hex 13.22 - The Plateau of Sighs
   ➢ Can understand Primal, the tongue of the 
  elemental planes, but cannot speak.
  Xorn. AC -2 [21], HD 7 (31 hp), Att 1 x bite (6d4), 3 x 
  claw (1d3), THAC0 13 [+6], MV 90’ (30’), SV D8 W9 
  P10 B10 S12 (F7), ML 8, AL Neutral, XP 450, NA 1d4 
  (0), TT J, L x 5
   ➢ Xorns surprise on a roll of 1-5 in 6 when emerging 
  from stone.
   ➢ Can move through stone at their full movement rate.
   ➢ Can smell metals up to 20’ away.
   ➢ Will leave adventurers alone if fed 1d10 × 100 gp 
  worth of precious metals. Otherwise, 90% likely 
  to attack.
   ➢ Unharmed by cold and fire. Take half damage 
  from electrical attacks.
   
  ➢ Move earth pushes a xorn 30’ and stuns it for 1 
  round, stone to flesh or transmute rock reduces 
  AC to 9 [10] for 1 round, pass-wall inflicts 
  1d10+10 damage.
  Cthonoxu (genie, shaitani). AC 1 [18], HD 9** (37 hp), 
  Att 1 x slam (1d10 x 2) or 1 x scimitar (3d6+2), THAC0 
  12 [+7], MV 60’ (20’) / 180’ (60’) burrowing, SV D7 W8 
  P9 B9 S11 (F9), ML 9, AL Chaotic, XP 2,300, NA unique, 
  TT None
  Cthonoxu stands 11’ tall and has skin of beaten copper 
  and silver, studded with gems. Once per day it may 
  turn up to 10 pounds of metal into any other metal. In 
  combat, if it bull-rushes an opponent into a stone wall 
  or barrier and beats the to-hit number by 5 or more the 
  target must Save v. Paralysis or be shunted into the stone 
  as per meld with stone; the target is allowed a saving 
  throw versus spells once per hour in order to escape. 
  Cthonoxu is immune to electricity and can cast the 
  following spells as a 9th-level caster:
   ➢ Change self, detect good, gaseous form, invisibility, 
  passwall, stone shape, stone tell (LL AEC)*, wall of 
  stone (each once per day).
   ➢ Meld into stone (LL AEC)*, move earth, transmute 
  rock to mud (each thrice per day).
   ➢ When bound to the service of a mortal, Cthonoxu 
  can grant a limited wish once per day. Note that in 
  order for it to do this it must leave the service of 
  Lhusanar.
  Cthonoxu is conniving and lazy, always looking for a 
  way to enrich itself, but will not do anything that might 
  harm Lhusanar directly, as the genie is bound to the 
  d12
  Result
  11
  Genie, shaitani (Blood & Treasure 2nd edition 
  Monsters,  p. 76). Unique creature. Lhusanar’s 
  vizier is a shaitan genie called Cthonoxu. There’s 
  a 1-3 in 6 chance Cthonoxu is attended by 1d4 
  8-HD earth elementals when encountered.
  12
  Lhusanar. The elemental Baron occasionally 
  passes through this chamber. There’s a 1-3 in 
  6 chance it will be accompanied by 1d4 8-HD 
  earth elementals. On a 4 it will be accompanied 
  by a single 12-HD earth elemental, on a 5 by 
  Cthonoxu, and on a 6 it will be by itself.
  8-HD earth elemental. AC 2 [17], HD 8 (36 hp), Att 1 x blow 
  (1d8), THAC0 12 [+7], MV 60’ (20’), SV D8 W9 P10 B10 
  S12 (F8), ML 10, AL Neutral, XP 1,200, NA 1 (1), TT None
  12-HD earth elemental. AC 0 [19], HD 12 (54 hp), Att 1 
  x blow (2d8), THAC0 10 [+9], MV 60’ (20’), SV D5 W6 
  P7 B6 S9 (F12), ML 10, AL Neutral, XP 1,900, NA 1 (1), 
  TT None
   ➢ Elementals are either 8’ (8 HD) or 12’ (12 HD) tall.
   ➢ Cannot cross water.
   ➢ Immune to non-magical attacks.
   ➢ When attacking creatures touching the ground 
  they do an extra 1d8 damage per hit.
  8-HD elementals have an Intelligence of 6; they’re 
  not especially bright and are the common subjects 
  of Lhusanar’s domain. 12-HD elementals have an 
  Intelligence of 12 and serve Lhusanar directly as 
  lieutenants and enforcers.
  Crysmal. AC 0 [19], HD 6 (21 hp), Att 1 x sting (1d3), 
  THAC0 13 [+6], MV 90’ (30’) / 60’ (20’) burrowing, SV 
  D10 W11 P12 B13 S14 (F6), ML 9, AL Neutral, XP 275, 
  NA 1d6 (1d6), TT None
   ➢ Amalgamations of stone and crystal, crysmals 
  resemble wolf-sized, vaguely insectile creatures. 
  They possess little intelligence and are primarily 
  concerned with reproduction.
   ➢ Immune to cold and fire and suffer half damage 
  from electricity and non-bludgeoning weapons. 
   ➢ When first illuminated by light the crystals 
  embedded in their hides refract it in a chaotic 
  fashion, forcing those within 60’ to Save v. 
  Paralysis or be subjected to confusion (as per the 
  spell) for 2d4 rounds.
  
  11
  Hex 13.22 - The Plateau of Sighs
  service of the great elemental. It cannot willingly lie to 
  Lhusanar but will cheerfully spout falsehoods to any and 
  all others, including the other subjects of the domain.
  The genie carries a massive scimitar +2, too heavy to be 
  wielded by anyone smaller than an ogre. Several of the 
  gems encrusting its body are, in fact, ioun stones*:
  1. Pearly white spindle. Bearer regenerates 1 hp per 
  round, up to a maximum of 100 hp per day.
  2. Puce Cube. Can use ESP as per the spell for 1d4 
  rounds, scanning the surface thoughts of one 
  person within 20’ per round. Can be used once 
  per day.
  3. Black Rhomboid. Once per day the bearer may 
  ignore damage (and any auxiliary effects, such as 
  energy drain) from a single physical attack.
  4. Emerald Green Rod. Once per week the bearer 
  may force a target within 30’ to be silent, unable 
  to speak, for 1d3 rounds. A save v. wands at a -2 
  penalty will avoid the effect.
  *Stones taken from Quann’Ra-tioll Moorchlyne’s Most 
  Excellent Compilation of all the Realms Known Ioun 
  Stones, compiled by Matthew Hargenrader.
  Lhusanar, elemental baron.  AC -4 [23], HD 20** (108 
  hp), Att 1 x slam (4d10) or 1 x spell-like ability, THAC0 6 
  [+13], MV 90’ (30’) / 60’ (20’) burrowing, SV D2 W2 P2 
  B2 S2 (F20), ML 10, AL Neutral, XP 4,300, NA unique, 
  TT None
  Lhusanar, a baron of elemental earth, appears on its 
  home plane as a 30’ tall column, a constantly shifting 
  and erupting avalanche of earth and stone. The ancient 
  druids would interpret the thunderous crashing 
  and grinding of its body to make their oracular 
  pronouncements and prophecies. 
  Lhusanar takes double damage from magical fire-based 
  attacks, but minimal damage from air-based attacks. Its 
  slam inflicts an extra 1d8 points of damage if the target 
  is in contact with the ground. Lhusanar can only be 
  affected by spells of 2nd level or greater, and magical 
  items and weapons. 
  The very ground shakes and quakes in its presence. All 
  creatures not native to the Plane of Earth must roll their 
  Dexterity or lower on 3d6 every round they’re within 
  30’ of Lhusanar. Those failing are knocked prone. This 
  is a constant effect and occurs even if the baron has 
  merged with its surroundings. When within its domain 
  it regenerates 3 hp per round and may also perform the 
  following abilities at 15th level of ability.
   ➢ Like all elementals, Lhusanar can automatically 
  merge with and travel though its own element. This 
  may be done as part of its move during a round.
   ➢ Lhusanar can choose to automatically succeed on 
  two saving throws per day. It can also automatically 
  choose to be unaffected by spells that would 
  ordinarily affect earth or stone (such as transmute 
  rock to mud).
   ➢ It can cast stone shape and passwall at will.
   ➢ Once per day it may create an earthquake, as per 
  the clerical spell.
   ➢ When it rolls a natural 20 on an attack the target 
  must make a Save v. Petrification or be turned to 
  stone. This power is effective against natives of the 
  Plane of Earth, as well.
   ➢ Thrice per day it can create a wall of stone.
   ➢ At will it may animate a mass of stone and earth 
  that functions as a lesser earth elemental. It may 
  animate one per round, but can have no more 
  than four such servitors at one time.
  Lhusanar carries no treasure, but were it to be destroyed 
  one would find 3d4×10 randomly determined gems 
  within the remains of its body.
  0605. The Blades that Cut
  The petrified grass in this hex is especially sharp. Those 
  passing through it wearing non-metallic armor must 
  make a saving throw versus wands or suffer 1d6 points 
  of slashing damage from the sharp stone grass for each 
  hour spent within the hex. 
  0606. Lair of the Crystal Spiders
  A group of seven adamarach (see A Hamsterish Hoard 
  of Monsters, p. 4) that venture down off the plateau to 
  hunt. Mostly they attack the antelope herds but will also 
  hunt and bring down any humanoids passing through 
  the hex.
  The adamarach are dog-sized spiders composed of 
  crystal, with dark eyes the color of obsidian.
  Adamarach (8). AC 2 [17], HD 1 (4 hp), Att 1 x bite 
  (1d3 + poison), THAC0 19 [0], MV 120’ (40’) / 120’ (40’) 
  climb, SV D12 W13 P14 B15 S16 (F1), ML 9, AL Neutral, 
  XP 15, NA 0 (3d10), TT None
   ➢ Those bitten must Save versus Poison. Living 
  creatures that fail are paralyzed for 1d4 rounds.
   ➢ Adamarachs look like transluncent, glittering 
  
  12
  Hex 13.22 - The Plateau of Sighs
  crystalline statues with dark, obsidian eyes. They 
  make a disturbing clattering sound as they rush 
  towards their prey.
  The adamarach can, automatically hit a paralyzed 
  target the following round, inflicting 1d2 damage and 
  implanting a crystalline egg. Removal requires either 
  the intervention of a 9th-level or higher cleric casting 
  Cure Disease or surgery. Surgery requires the subject 
  to Save versus Death. If the person performing the 
  procedure has the First Aid or Medicine skill (see Hex 
  17.23) and succeeds on a skill check the saving throw is 
  made with Advantage.
  A host with an implanted egg suffers a –2 penalty to 
  their Constitution score but gain a 3-point bonus to 
  their natural armor class. The adamarach’s egg hatches 
  in 1d2 weeks if left within the host, dealing 2d6 points 
  of damage in the process. As long as the egg remains 
  implanted within the host, the host registers as Chaotic 
  to alignment-detecting spells and abilities.
  0706. The Frozen Campsite
  Two Cycles ago a band of adventurers ascended the 
  plateau to explore but fell victim to the petrifying curse. 
  The party of five can be found in this subhex, frozen 
  in the positions in which they turned to stone: three 
  seated around a fire-circle, warming their hands by a 
  now long-gone flame, a fourth relieving himself in the 
  bushes, and the fifth standing guard, looking to the west 
  with a hand shading her eyes.
  One of the long-petrified adventurers – a woman, seated 
  by the fire, in robes that were once velvet – was a powerful 
  magic-user, Ul’so, who at the last moment recognized 
  her doom and cast magic jar. Her soul is now trapped 
  within a diamond worth 2000 gp contained within her 
  petrified coin purse. Getting to the diamond requires 
  casting stone to flesh upon Ul’so. Detect magic reveals a 
  very faint magical aura in the region of her belt, which 
  can only be seen during a careful examination.
  Ul’so was a Neutral magic-user, but the decades of 
  imprisonment within the magic jar have driven her insane. 
  She longs for release and will attempt to possess the first 
  potential target that comes within range. Her spellbook 
  is trapped within the statue that once was her body. If 
  successful in taking over the body of a curious adventurer 
  she will seek to leave the plateau as quickly as possible.
  
  13
  Hex 13.22 - The Plateau of Sighs
  The five adventurers were:
   ➢ Ul’so, human 9th-level magic-user.
   ➢ Cuthsa Cone, human 10th-level fighter.
   ➢ Ferdcon the Flatulent, human 5th-level fighter, 
  Cuthsa’s squire and the one relieving himself in 
  the bushes.
   ➢ Sylka Jorol, human 10th-evel thief, the standing 
  statue looking to the west.
   ➢ Masron Nas, human 7th-level cleric.
  Ul’so, 9th-level magic-user. Int 15, Wis 8, Cha 12. Spells 
  still memorized: charm person x2, protection from 
  evil, arcane lock, ESP, invisibility, lightning bolt x2, 
  confusion, dimension door.
  If the statues were to be de-petrified, the following 
  treasure would be found. All of the potions and scrolls 
  are labeled as to their use, but they may not be entirely 
  accurate. Items marked with an asterisk are from the 
  OSE Advanced Fantasy: Treasures book.
  Ul’so has a potion of speed, a potion of growth, a gem of 
  brightness*, and a wand of stout hickory that, once per 
  day, when used as a focus to cast a spell, allows her to 
  reroll one variable effect (damage, duration, number 
  of targets affected, etc.) and take the better of the two 
  results. Her traveling spellbook contains the spells she 
  has memorized plus 1d4 spells per level she can cast of 
  the Referee’s choosing.
  Cuthsa bears a potion of invisibility, a potion of heroism, 
  and a third potion labeled “fire resistance” that has 
  spoiled over the centuries and now functions as a potion 
  of poison. He wears plate armor +1, wields a sword +2, 
  and wears a phylactery of longevity.
  Ferdcon is clad in non-magical plate armor and wields 
  a pair of handaxes, one of which is enchanted with a 
  +1 dweomer.
  Sylka has a potion of delusion labeled “control dragon”, 
  wears leather armor +3, carries a short sword +1, and 
  tucked in her belt pouch is a packet containing a single 
  dose of dust of disappearance*.
  Masron wears non-magical plate armor and wields a 
  masterwork warhammer (non-magical +1 bonus to 
  damage, see Appendix). He wears a ring of protection 
  +2 and carries in his backpack a scroll with the clerical 
  spell raise dead inscribed upon it.
  All of the statues are weathered by age and exposure 
  to the elements, their features softened and smoothed 
  by time. Were they to be turned back to flesh and then 
  revived, none of them – save for Ul’so – has any idea of 
  the time that has passed. The party hails from a petty 
  kingdom to the north that fell at the beginning of the 
  previous Cycle.
  Getting them off the plateau in statue form will prove 
  to be a difficult task; each weighs over 1,000 pounds 
  (10,000 cn), and were they to be dropped or roughly 
  handled there is a chance of limbs snapping off.
  Random Encounter Table
  The Plateau of Sighs
  The only creatures that can be encountered atop the 
  plateau are the adamarach from subhex 0606. There is 
  a 1 in 8 chance per day spent atop the plateau that 1d6 
  adamarachs are encountered.
  The Lowlands
  1. Thusdisderri.
  2. Thusdisderri.
  3. Adamarach (1d4+1).
  4. Antelope herd (determine which subhex they’re from).
  5. Antelope herd (determine which subhex they’re from).
  6. Men. Patrol of knights from Hex 14.23 (1d4+4 1st-
  level fighters, mounted, led by a 4th-level fighter).
  7. Basilisk (1d2), wandering in from surrounding hills.
  8. Orc patrol from Hex 13.21 (1d6+3 orcs, plus one 
  Reaver).
  
  14
  Hex 13.22 - The Plateau of Sighs
  Appendix
  Masterwork Items
  Masterwork items are non-magical items that are well 
  crafted enough to provide some mechanical benefit to 
  the user. They are also often required as the principal 
  to be used in enchanting magical items; a magical item 
  is always of masterwork construction, but masterwork 
  items are not always magical.
  Masterwork items can only be created by skilled 
  artisans. If using the skill system presented in Hex 17.23 
  the following rules apply:
   ➢ Unskilled individuals can only create masterwork 
  items if their skill roll is 25 or higher.
   ➢ Proficient individuals can only create masterwork 
  items on a result of 20 or higher.
   ➢ Skilled individuals can only create masterwork 
  items on a result of 15 or higher.
   ➢ Expert individuals can automatically create 
  masterwork items on any successful roll, assuming 
  they have the proper time and materials.
   ➢ A roll of 1 is an auto-failure. 1d10×10% of the 
  material used to create the item is ruined; the rest 
  can be reused.
  Masterwork items cannot be created using ordinary, 
  everyday materials. The steel used to craft a masterwork 
  sword must be alloyed with rare minerals or other 
  metals – cold iron mined from Faery, starmetal from 
  a fallen star, etc. The leather used to craft a masterwork 
  suit of leather armor must come from a beast worthy of 
  a principal (see Hex 17.23).
  Some example benefits granted by masterwork items 
  would be:
   ➢ +1 bonus to damage. All weapons.
   ➢ +1 bonus to attack. All weapons.
   ➢ +25% increase in range (thrown/missile weapons).
   ➢ +1 bonus to AC (armor).
   ➢ –25% reduction in encumbrance* (armor and 
  weapons).
  *Attacking with a masterwork weapon with this upgrade 
  also grants a +1 bonus to individual initiative roll.
  The first upgrade costs 500 gp, of which half is materials 
  and the other half labor. For weapons and armor there is 
  no need to add in the cost of the base item; a masterwork 
  sword with one benefit would cost 500 gp, not 510 gp. A 
  second upgrade, which must be different from the first, 
  would cost an additional 750 gp. Masterwork items can 
  have no more than two upgrades.
  Example. A masterwork sword that grants a +1 to both 
  attack and damage would cost a total of 1,250 gp to craft.
  The value of a masterwork item is used to determine 
  its value as a principal for the purpose of creating a 
  magical item.
  Ley Lines
  Conduits of invisible magical energy, ley lines run 
  along the surface of the planet like unseen rivers. 
  They subtly influence the natural world; if one were to 
  examine the plant life growing in the path of a ley line 
  the observer would note trees leaning perpendicular to 
  its invisible flux, pine needles and leaves being drawn 
  as if by a magnetic force towards the ley line. Animals, 
  when crossing a ley line, can be seen to subtly shift 
  direction ever so slightly, as when crossing a river one 
  gets pushed downstream by the current. 
  All ley lines share the following characteristics:
   ➢ They exist between two points. The terminus 
  points of a ley line are called the “loci”.
   ➢ Magical energy can concentrate in the world 
  without connecting to another point. When this 
  occurs the pool of energy that is created is called 
  a “node”.
   ➢ When two or more lines cross they create a nexus 
  of heightened magical energy. 
   ➢ Ley lines are typically invisible, except under 
  certain environmental conditions or intense 
  magical concentration.
   ➢ The loci are bound to the earth, and the lines 
  themselves do not extend more than a few 
  hundred yards up into the air.
   ➢ Each line contains a given amount of magical 
  energy. Nexi contain an amount of energy equal 
  to the sum of the lines crossing at that point.
  Each individual ley line has a Power Rating from 1-5, 
  with “1” being the weakest and “5” being the strongest. 
  Since a nexus has a Power Rating equal to the sum of the 
  intersecting ley lines, each nexus will have a minimum 
  PR of 2 and a maximum PR of 20. The Power Rating in 
  a location without a ley line is considered to be 0.
  Ley Line Mechanics
  Every ley line has two loci that define the end points of 
  the line. These loci are predominantly found in areas of 
  natural upheaval or concentrated elemental forces, but 
  
  15
  Hex 13.22 - The Plateau of Sighs
  Table 1
  d20
  Result
  1-9
  PR of 1
  10-14
  PR of 2
  15-17
  PR of 3
  18-19
  PR of 4
  20
  PR of 5
  How Common are Ley Lines?
  The book Filling in the Blanks provides one method for 
  generating ley lines as a part of hex population. This 
  method produces a relatively small number of lines. If the 
  Referee is not using the supplement, or wishes to have a 
  greater density of ley lines in their world, the following 
  method can be used to generate and place ley lines.
  Each hex that is generated has a chance of containing 
  some form of ley line. This chance should range between 
  1 in 100 to 1-5 in 100, depending on the Referee’s taste. 
  If the result indicates a ley line, the hex will contain (1-
  3) a node, (4-5) a locus, or (6) a nexus.
  If the hex contains a node the Referee: 
   ➢ Determines the PR (Table 1).
   ➢ Rolls to determine if the node is in use (see Table 
  2, below).
  If the hex contains a locus the Referee must determine:
   ➢ The strength of the ley line (see Table 1).
   ➢ The direction the line runs (see Figure 2).
   ➢ The length of the line.
   ➢ If the locus is in use (Table 2).
  The existence of a locus in a hex requires there to be 
  another locus at the other end of the ley line, so the 
  Referee can also generate that hex (once the orientation 
  and length of the line are established).
  If the result is a nexus the Referee must:
   ➢ Determine the number of lines intersecting (see 
  above).
   ➢ Determine the strength of each line (Table 1).
   ➢ Determine the orientation of each line (Figure 2).
   ➢ Determine the length of each line.
   ➢ Determine where along the length of each line it 
  intersects with the nexus.
   ➢ Determine if the ne xus is in use (Table 2).
  Figuring out the length of each ley line that feeds into 
  a nexus is straightforward. Once the overall length 
  is determined the referee can roll 1d10 per line to 
  not always. Ley lines do not share loci. In other words, 
  each ley line has two distinct loci that are not used by 
  another line.
  Magical energy passes along a ley line in both 
  directions, similar to how alternating current travels 
  along a power line.
  A ley line with a PR of 1 has a range of 1d100 miles 
  and an average width of 2d10 feet. For every PR above 1 
  multiply the length by 10 and the width by 2. A line with 
  a PR of 2, therefore, would have a range of 1d100 × 10 
  miles and a width of 2d10 × 2 feet. A line with a PR of 3 
  would have a length of 1d100 × 30 miles and a width of 
  1d10 × 4 feet. 1 in 6 ley lines have their dimensions (1) 
  decreased by 3/4, (2-3) decreased by 1/4, (4-5) increased 
  by a factor of 2, or (6) increased by a factor of 5.
  Ley lines are typically invisible unless viewed through 
  a detect magic or similar spell, or under the proper 
  atmospheric conditions. Any line or nexus with a PR 
  of 4 or less can only be seen through magical means, 
  or by deducing its existence through its impact on the 
  physical world. A line or nexus with a PR of 5-9 can be 
  seen at night as a faint, glowing radiance. A nexus with 
  a PR of 10-14 can be seen glowing brightly at night, and 
  faintly during the day (1 in 6 chance in sunlight, 1-4 in 
  6 when overcast). A nexus with a PR of 15+ can be seen 
  during the day under sunny conditions.
  Whenever a character crosses a ley line or enters a nexus 
  roll 1d20, adding the appropriate PR. If the character is 
   ➢ an arcane caster add +3 to the roll, 
   ➢ if an elf, add +4, 
   ➢ if a druid, add +5. 
  If the roll is 20 or higher the character senses the 
  presence of magical energy, although they might not 
  know what it is if they are unfamiliar with ley lines!
  The cumulative strength of a nexus is determined by 
  adding together the PR of all the intersecting ley lines 
  (though the maximum PR is still 20). A nexus formed 
  by the intersection of one line that has a PR of 1 and a 
  second line with a PR of 3 would have a total PR of 4.
  A nexus will be formed of:
  1-60. Two intersecting lines
  61-90. Three intersecting lines
  91-99. Four intersecting lines
  100. 1d4+6 intersecting lines
  Roll 1d20 to determine the strength of the ley line. If it 
  is a node roll twice, taking the lower of the two results.
  
  16
  Hex 13.22 - The Plateau of Sighs
  determine where along the line the nexus occurs, 
  dividing the overall length of each line by the roll.
  Example. The Referee is generating a nexus where three 
  ley lines converge. They have already determined that it 
  converges in Hex 10.10. For ease of demonstration, each 
  of the three lines is exactly ten hexes long. 
  The 1d10 roll for line A yields a 9, the roll for line B yields 
  a 4, and the roll for line C yields an 8. The Referee decides 
  that all measurements will be taken from the left side, 
  running towards the right. Line A intersects the nexus at 
  its 9th hex, line B at its 4th, and line C at its 8th.
  The orientation of a line can be determined by rolling 
  1d12 and comparing it to Figure 2. For simplicity’s sake 
  the assumption is made that each locus falls in the center 
  of a hex, as shown below, although in reality this might 
  not be the case (especially if using the subhex method 
  of populating hexes described in Filling in the Blanks).
  Figure 2
  Ley lines are rare enough and possess enough latent power 
  that it is unusual to find one that has not been developed 
  – either currently or sometime in the past. Locations that 
  are developed are those that have been artificially modified 
  to harness and use the ley energy in some fashion, most 
  often through the creation of a ley engine. Table 2 gives the 
  chances that a particular locus or node has been developed. 
  If the hex contains a node roll twice, taking the lower of the 
  two results; a ley line locus is easier to find than a node, 
  simply by discovering a line and tracing it back to one of its 
  two sources. If the hex contains a nexus roll twice, taking 
  the higher of the two results.
  Table 2
  d100
  Result
  1-25
  Not used
  26-60
  Occupied
  61-100
  Developed
  On a result of 1-25 the location has not been used, 
  either currently or in the past, nor is a creature lairing 
  at the location. On a result of 26-60 there is someone, 
  or something, occupying the location, but they are not 
  actively harnessing the ley energy. There is a 1-5 in 6 
  chance that whatever creature is lairing there has been 
  affected by the concentrated magical energy in some way. 
  On a result of 61-100 the location has been developed 
  specifically to harness (or perhaps protect) the source 
  of ley energy. Roll an additional 1d6 and compare to 
  Table 3 (Wilderness, Borderlands, and Civilized hexes 
  are explained in the book Into the Wild).
  Table 3
  1d6
  Civ. Rating
  1
  2
  3
  4
  5
  6
  Wilderness
  Active
  N/A
  Borderlands
  Active
  N/A
  Civilized
  Active
  N/A
  If the result is “Active” there is some creature or entity 
  that is actively lairing at the location and using – to one 
  degree or another – the ley energy. On a result of “NA” 
  the location is currently not being used for its intended 
  purpose, even though there may be someone or 
  something lairing within; the inhabitant likely doesn’t 
  even recognize the significance of their lair!
  Nodes
  The most basic upwelling of magical energy and the 
  precursor to an actual ley line is the “node”. Unlike ley lines, 
  which must travel over the surface of the earth, nodes can be 
  
  17
  Hex 13.22 - The Plateau of Sighs
  found underground as well. 1-2 in 6 nodes, when generated, 
  will be underground. Typically, seismic activities have a 
  chance of both generating nodes and, in cases where a node 
  already exists underground, forcing it to the surface.
  An earthquake has a 1 in 10 chance of either producing a 
  new node (1-2) or forcing an existing node to the surface 
  (3-6). The books Random Weather Generation and Into 
  the Wild have rules for randomly generating earthquakes.
  Nodes have a radius within which they radiate magical 
  energy. This radius is determined by the PR of the node 
  (which is generated the same way as a ley line):
  Table 4
  PR 1
  5d20 yards
  PR 2
  10d20 yards
  PR 3
  5d100 yards
  PR 4
  10d100 yards
  PR 5
  1d4 subhexes
  The area within a node’s radius is bathed in the magical 
  energy generated by the node. Nodes also have a 
  potential range, which is determined as for the range 
  of a ley line of equivalent strength. This represents the 
  maximum distance at which the node can join with 
  another node to create a ley line.
  Nodes are also inherently unstable. They seem to have 
  a natural tendency to link with other nodes, producing 
  a much more stable ley line, or otherwise eventually 
  disappear, their magical potential grounded back into 
  the earth. The following rules are likely beyond the 
  scope of many campaigns but are included here for 
  completion’s sake.
  Every year roll 3d6 for each node and compare it to Table 5:
  Table 5
  3d6
  Result
  3
  The node disappears.
  4-5
  The node shifts 1d6 miles (or 1d6 subhexes) 
  in a random direction.
  6-7
  The node decreases in PR by 1 (if the PR is 
  already 1 it disappears).
  8-12
  Nothing happens.
  14-15
  The node increases in PR by 1 (if the PR 
  is already 5 double its current radius and 
  potential range).
  16-18
  It joins with another node to form a ley line. 
  If there is no other node within range, one 
  spontaneously forms within range.
  What Do They Do?
  What are ley lines and nodes used for? In Absalom they 
  are relatively rare and little known; magic-users and 
  druids may be aware of their existence, but the ability 
  to harness the magic they possess requires years of 
  study and research. Mortals cannot directly draw on 
  their power, except in rare circumstance, and elaborate 
  structures or storage facilities are needed in order to 
  contain and safely handle the collected energy.
  Some creatures can directly draw upon the power of 
  ley lines, while others are corrupted or altered by the 
  concentration of arcane power. The fabric of reality 
  often wears thin where lines originate or cross, opening 
  portals to other planes and dimensions, creating strange 
  landscapes where the laws of magic and physics are 
  warped, or subtly altered creatures – awakened animals, 
  sentient plants, or mundane beings manifesting magical 
  abilities – can be found.
  When humans are most successful harnessing the power 
  of ley lines it is through large, artificial structures that 
  focus, contain, and distill the energy into a usable form. 
  This is similar to how temples concentrate the divine 
  energy of worshipers (see Hex 14.21). The structures will 
  be located at either a locus, nexus, or node and not along 
  the length of a ley line. These structures are typically 
  referred to as ley engines, and are most often the size of a 
  house, if not larger. A circle of standing stones – such as 
  Stonehenge – is an example of a rudimentary ley engine.
  Every ley line produces a given amount of magical 
  energy, or magic points (MP) that can be used as a 
  substitute for gold, special components, or spells needed 
  to produce magical items or effects.
  Table 6 shows the equivalency for magic points.
  Table 6
  MP
  Effect
  1
  5 gp in value of special components
  1
  25 gp in value of general components
  5
  One 1st-level spell
  25
  One 2nd-level spell
  75
  One 3rd--level spell
  150
  One 4th-level spell
  300
  One 5th-level spell
  600
  One 6th-level spell
  If using ritual spells of a higher level than 6th each 
  level has a multiplier of 2.5.
  Therefore, a single MP generated by a ley line or node can 
  
  18
  Hex 13.22 - The Plateau of Sighs
  d100
  Affinity
  91-93 Weather. The location has an affinity for 
  weather control and associated spells.
  94-96
  Planar Travel. The location has a strong link 
  to (1-3) a specific place on a different plane, 
  (4-5) a different plane, or (6) multiple planes. 
  To determine the modifier (see below) on this 
  result roll twice taking the higher result if the 
  initial roll is a (1-3) and roll twice taking the 
  lower result if the initial roll is a (6).
  Example. When generating a ley node it is 
  determined that it has a strong connection to a 
  single location on another plane. When rolling 
  1d6 to determine the MP modifier the Referee 
  rolls twice and takes the higher result.
  97-00 Other. Referee’s choice.
  A node can have any affinity. Two loci connected by a 
  ley line must share the same affinity, but a nexus created 
  by intersecting ley lines can have an affinity that differs 
  from its “parent” lines.
  Locations with an affinity have their MP cost reduced 
  by 1d6 × 10% (this number is generated at the creation 
  of the location and is not variable) when used for a 
  purpose consonant with that specific affinity. If used for 
  a different purpose the MP cost is increased by 1d4 × 
  10%. All fractional MP costs are rounded up.
  Example. A PC discovers a ley node that has an affinity 
  for divination magic. The Referee has already determined 
  that a ley engine built for divination purposes will have 
  relevant MP costs reduced by 30%, but if it is used for 
  other purposes all MP costs are increased by 20%.
  The MP cost for spells is calculated using an unaffiliated 
  source as the base; if a spellcaster is using the 
  undifferentiated energy produced by an engine to cast 
  any kind of spell it costs 5 MP to cast a 1st-level spell, 25 
  MP to cast a 2nd-level spell, etc. If the engine is created 
  on a ley source with a specific affinity, however, and that 
  energy is used to cast a spell sharing that affinity, the 
  overall cost of the spell is reduced by the percentage 
  noted above, while spells that are not included in the 
  affinity are increased as above.
  Example. The PC builds the divination engine and uses 
  the energy generated to cast Commune, a 5th-level spell. 
  Normally the spell would cost 300 MP, but because it is a 
  divination spell it has its cost reduced by 30%, to 210 MP. 
  Using the energy to cast a non-divination 5th-level spell, 
  however, would cost an additional 20%, or 360 MP.
  To further reduce the MP cost of spells, an engine can 
  be used to substitute 5 gp worth of special components, 
  25 gp worth of general components (refer to Hex 17.23 
  for more information on material cost). 5 MP can be 
  used to replicate the effects of a single 1st-level spell, 
  25 MP for a single 2nd-level spell, etc.  Note that these 
  costs represent the energy required for the user of the 
  engine to cast a random spell of that level. Engines can 
  be built to cast specific spells at a much lower cost.
  If used to replicate the effects of higher-level spells, also 
  referred to as ritual spells (6th+ for clerical magic, 7th+ 
  for arcane spells) apply a 2.5× multiplier for each level 
  above the normal range. Therefore, a 7th-level arcane 
  spell would cost 1,500 MP (600 × 2.5) while an 8th-level 
  arcane spell would cost 3,750 MP (600 × 2.5 × 2.5).
  The Temple of Lhusanar, for instance, is a ley engine 
  designed with one purpose, to cast the ritual 7th-level gate 
  spell. As a divine ritual spell it has a base MP cost of 1,875 
  MP. However, because the Temple of Lhusanar was built 
  with the purpose to cast a single, specific spell, the needed 
  MP are reduced. Below are some guidelines to determine 
  the MP costs for spells that are built into an engine.
  First, roll to determine if the location has an affinity for 
  a type of magic:
  d100
  Affinity
  1-50
  No Affinity.
  51-60 Healing or Death. Affinity for either (1-3) 
  healing or (4-6) necromantic magic.
  61-70
  Life or Fabrication. (1-4) Life governs the creation 
  of new life forms or modifications to living beings 
  (such as the creations of hybrids), while (5-6) 
  Fabrication governs the creation of non-living 
  items and objects (including constructs).
  71-77 Divination. The location has an affinity for 
  divination magic.
  78-84
  Conjuration. The location has an affinity for 
  the (1-3) summoning, (4-5) binding, or (6) 
  summoning and binding of extra-planar beings.
  85-90
  Travel. The location has a strong link to (1-3) a 
  specific place on the same plane, (4-5) multiple 
  places on the same plane, or (6) simply enhances 
  all travel on the same plane. To determine the 
  modifier (see below) on this result roll twice taking 
  the higher result if the initial roll is a (1-3) and roll 
  twice taking the lower result if the initial roll is a (6).
  Example. When generating a ley node it is 
  determined (rolling a 6) that it has a strong 
  affinity for all intra-dimensional travel. When 
  rolling 1d6 to determine the MP modifier the 
  Referee rolls twice and takes the lower result.
  
  19
  Hex 13.22 - The Plateau of Sighs
  be created with the ability to cast only a specific number 
  and type of spells. This is similar to the creation of a 
  magical item: the creator (or an assistant) must be able 
  to cast the spell in question, and the level of the spell is 
  added to the difficulty of the creation. However, the MP 
  cost to cast the spell is cut in half.
  Ritual spells can be woven into the creation of an engine 
  as well, with the exception that no ritual spell can be cast 
  entirely by the engine; one or more spellcasters must be 
  involved in casting the spell whenever desired.
  Example. A ley engine is created with the sole purpose of 
  casting control weather, a 6th-level magic-user spell. A 
  –6 modifier is applied to the creation process, but the MP 
  cost of casting control weather is cut in half, from 600 MP 
  to 300 MP. If the source has an affinity for weather magic 
  the affinity modifier would be applied first before being 
  reduced by half. Because control weather is not a ritual 
  spell the engine can be used to cast – or maintain – the 
  spell with no input from outside casters.
  If the engine were designed to cast a single 7th-level ritual 
  spell the MP cost of the spell would be reduced by half, 
  as above, but it would still require the participation of at 
  least one spellcaster when casting the spell.
  Hex 14.21 has rules for casting ritual spells. As noted, 
  when using a ley engine to cast ritual spells the Power 
  Rating of the source is added to the chance of success. 
  Additionally, if the source has an affinity for the type of 
  magic or spell being cast the chance of automatic failure 
  is reduced by half the total Power Rating.
  Example. A ley engine is created to aid in the casting of 
  the ritual spell open faery road, a 7th-level magic-user 
  spell. The engine is located at a nexus that has a combined 
  Power Rating of 10 in addition to an affinity for planar 
  travel. The chance of success to cast the spell is increased 
  by 10% and the chance for automatic failure is reduced by 
  5%, from 86-100 to 91-100.
  Additionally, ritual spells cast using energy from a ley 
  engine can be cast as if from a spell scroll, taking one 
  round to cast the spell rather than the days normally 
  required to cast ritual spells.
  Spells that are incorporated into the creation of a ley 
  engine can also be maintained for an extended period. 
  This reduces the MP cost of extending the duration 
  period by 50%, but subtracts a flat 2% from the chance 
  of success for each spell being maintained in this way, 
  regardless of total duration.
  
  20
  Hex 13.22 - The Plateau of Sighs
  Spells that have a duration of “concentration” are 
  considered to have a base duration of one day.
  Example. In the example above a ley engine designed 
  to cast the spell control weather could be designed to 
  maintain the spell as well. Since control weather has a 
  duration of “concentration” the default duration is 1 day. 
  Once cast, using 300 MP, the effect lasts for one day. At 
  a cost of increasing the difficulty roll by 2% the engine 
  can be designed to maintain the spell. Doing so, once the 
  initial 300 MP are spent, costs 150 MP per additional day.
  The number of Magic Points that a ley line produces 
  is dependent on the line’s (or node’s) Power Rating, as 
  shown on Table 7.
  Table 7
  PR
  Magic Points/Day
  PR 1
  1
  PR 2
  3
  PR 3
  6
  PR 4
  12
  PR 5
  18
  The figures in Table 7 are the amount of magical energy 
  that can be produced by a node or ley line locus. The 
  energy produced by a nexus is calculated by adding the 
  MP produced by each line intersecting at the nexus and 
  then multiplying the result by 1.5; nexi have the curious 
  effect of amplifying the energy produced, which makes 
  them all the more desired and sought after by those 
  with the knowledge of ley energy.
  A ley engine is required for most mortals to harness 
  and use latent ley energy. This artificial focus has a base 
  value of 25,000 gp per total PR, plus an additional 100 
  gp for each MP that can be stored by the engine. While 
  an engine need not be built with storage capacity, most 
  possess some means of storing generated energy.
  Therefore, building an engine on a ley line with a PR of 2 has 
  a base cost of 50,000 gp. If the engine has a storage capacity 
  of 100 MP the overall cost would be 60,000 gp. Engines 
  that are built on ley nexi have their total cost increased by 
  a factor of 1.25, although the base cost to build on a nexus 
  is still determined by the total PR of the intersecting lines, 
  not the actual MP produced by the nexus.
  Example. A nexus is formed from the intersection of three 
  lines: one with a PR of 1, one with a PR of 2, and one with 
  a PR of 4. The nexus generates a total of 24 MP per day. An 
  engine built of the nexus would use the combined PR of the 
  nexus, 7, to calculate its base cost before multiplying by 1.25.
  The cost of building an engine is handled the same way 
  as building a stronghold; these are massive structures: 
  caverns carved with arcane geomantic sigils, enormous 
  menhirs arranged in significant occult shapes, webs of 
  spun quartz spanning great canyons, and so forth.
  Like any construction project, half the cost of 
  construction is in labor and half in material. The 
  actual engine itself can be constructed as a normal 
  stronghold or building, except that both an engineer 
  and spell-casting individual must be present to oversee 
  the construction process. The cost to construct energy 
  storage is divided similarly, but half the overall material 
  cost must go towards quartz crystals, all of which must 
  be of exceptional size and quality.
  Table 8 — Base Chance of Success, and 
  Production/Week
  Caster 
  Level
  GP Output
  Assistant's 
  Output
  Chance of 
  Success
  1
  4
  3
  10
  2
  8
  7
  20
  3
  16
  14
  30
  4
  40
  36
  40
  5
  75
  67
  50
  6
  150
  135
  55
  7
  300
  270
  60
  8
  625
  562
  65
  9
  1,250
  1,125
  70
  10
  2,000
  1,800
  75
  11
  3,000
  2,700
  80
  12
  4,000
  3,600
  85
  13
  5,000
  4,500
  90
  14
  6,000
  *
  95
  * Cannot be an assistant
  If using the abstract construction rules found on p. 134 
  of OSE Core, the delicate nature of ley engines reduces 
  the labor output from 500 gp per day to 250 gp per day. 
  If using the more granular rules presented in Into the 
  Wild, the daily labor output is reduced by half.
  A 1d100 roll is made by the overseeing spellcaster for every 
  month of construction. A roll of 86-100 is considered an 
  automatic failure. If that roll is between 86-95 the only 
  consequence is that (1d4+1) × 10% of the month’s labor 
  and material costs are wasted and must be redone. If the 
  roll is 96 or higher a mishap occurs (see Table 9).
  
  21
  Hex 13.22 - The Plateau of Sighs
  The project is overseen by a spellcaster, and that spellcaster’s 
  chance of success is determined by Table 8. Both the 
  building engineer (as detailed on p. 130 of OSE Core) and 
  the overseeing spellcaster must be present while work is 
  being performed. If either is missing, a penalty is applied 
  to that month’s chance of success (see Table 9). Work on 
  the engine must be carried out for at least nine continuous 
  months out of each year (unless the entire project takes less 
  time than that), and for each month in which work does 
  not occur a cumulative –1 penalty is applied to the *next* 
  month’s chance of success (see Table 9).
  The spellcaster’s gp output per week can be applied to the 
  labor total and is assumed to consist of various esoteric 
  mathematics, spells to ease the flow of ley energy, the 
  consultation of the stars and planar conjunctions, etc. 
  However, no more than 25% of the overall labor cost of 
  the project can be supplied by spellcasters; the rest must 
  be in actual labor. Note also that the labor value of the 
  engineer is not used in the calculation to build the engine.
  Example. A ley engine costs 80,000 gp to construct, of 
  which 40,000 gp must be in labor. Of that, 10,000 gp can 
  be supplied by spellcasters, while the rest must be supplied 
  by actual manual labor. The spellcasting work is spread 
  out over the entire course of the project, as well. If it takes 
  10 months to build, the spellcasters can only devote 1,000 
  gp per month into the project.
  Modifiers to the supervising spellcaster’s roll are given 
  on Table 9.
  Table 9 — Modifiers to Chances of Success
  Per point of prime requisite bonus (see 
  note 1)
  +1
  Per rank of Magical Engineering
  +2
  Per rank of Engineering
  +1
  Alchemical lab onsite worth 1,000+ gp
  +1
  Library onsite worth up to 2,500 gp
  --
  Per additional 2,500 gp in library value
  +1
  No library
  –5
  Overseeing spellcaster is not present
  –2/day
  Engineer is not present
  –1/day
  Creation process interrupted (see note 2)
  –5*
  Each assistant used (see note 3)
  –1*
  Spells woven into the engine
  –1/level
  Per spell to be maintained
  –2
  PR of the node/locus/nexus
  –PR
  Table 9 Notes.
  1. Only one prime requisite can be applied, and the score 
  modifier is applied to the chance of success. Clerics 
  use Wisdom, magic-users Intelligence. If the class has 
  two or more prime requisites that could apply, chose 
  the one that best fits the item being created.
  2. If the requirement for consecutive time intervals 
  spent working on the project is not met apply a –1 
  penalty to the following month’s roll.
  3. Each assistant used on the project increases the 
  chance of automatic failure by 1, but only for the 
  month(s) in which they are working on the project.
  Example. The overseeing magic-user brings in three of 
  their apprentices to help with the construction of the 
  engine for two weeks. During the month that the work 
  occurs the range of automatic failure is increased from 
  86-100 to 83-100.
  Mishaps
  On a roll of 96-100 a mishap occurs during the month’s 
  construction. Sometimes the effect of the mishap is 
  obvious; other times it is subtle, and not noticed until 
  the engine is activated – perhaps not even then!
  When a result indicates a mishap, roll 1d100 and compare 
  it to the table below to determine what happens.
  Mishap Table
  d100
  Mishap
  1-10
  (1d4+3) × 10% of the labor and material that 
  went into that month’s output is wasted.
  11-20
  Existing work is damaged from magical 
  backlash, doing 1d6 × 1000 gp worth of 
  damage to the existing structure.
  21-30
  The structure has some minor flaws built 
  into it. The next monthly 1d100 roll is made 
  with Disadvantage, rolling twice and taking 
  the greater of the two results.
  31-40
  Custom effect. 
  41-50
  The range for automatic failure for the next 
  monthly 1d100 roll is increased by 1d12.
  51-60
  2d4 × 10% of the labor and material that 
  went into that month’s output is wasted.
  61-70
  Weird magical energies leech into the 
  surrounding land. The exact effects are up to 
  the Referee, but should be roughly equivalent 
  to a curse, affecting everything within a (1-3) 
  5d10 yard radius, (4-5) 10d100 yard radius, 
  or (6) 1d4 mile radius.
  
  22
  Hex 13.22 - The Plateau of Sighs
  Mishap Table
  d100
  Mishap
  71-75
  Existing work is damaged from magical 
  backlash, doing 3d6 × 1000 gp worth of 
  damage to the existing structure.
  76-80
  The structure has some minor flaws built 
  into it. The next 1d4 monthly 1d100 rolls are 
  made with Disadvantage, rolling twice and 
  taking the greater of the two results.
  81-85
  The range for automatic failure for the next 
  1d4 monthly 1d100 rolls is increased by 1d12.
  86-90
  All of the labor and material that went into 
  that month’s output is wasted.
  91-94
  A significant flaw is built into the design. If 
  the engine is used to cast a ritual spell the 
  chance of automatic failure is increased 
  by 1d10% and the range for a mishap is 
  increased by 1d6%. Otherwise, every time 
  the engine is used to cast any spell there’s a 
  chance equal to the spell’s level on 1d20 that 
  it will fail, consuming the required energy 
  but fizzling upon casting.
  95-97
  The engine explodes, doing (1-3) 3d6, (4-5) 
  6d6, or (6) 9d6 points of magical damage 
  to all creatures within (1-3) 4d10 yards, (4-
  5) 10d10 yards, or (6) 10d100 yards of the 
  structure. The engine is totally ruined.
  98-99
  As above, but the explosion does not occur 
  until the first time that magical energy is 
  used by the engine.
  100
  A magical backlash occurs, destroying the 
  source of ley energy. If a node, it is completely 
  destroyed; if a ley locus, there’s a 1-3 in 6 
  chance the partner locus is also destroyed; 
  and if a nexus, there’s a 1 in 6 chance for each 
  connected locus to be destroyed.
  The Lhusanar Temple Nexus
  A natural sinkhole atop a plateau was carefully excavated, 
  and inscribed with precisely carved geomantic runes to 
  harness the energy of a pair of ley lines that converged 
  on that spot.
  The nexus has a combined MP production of 9 MP per 
  day and a storage capacity of 1,000 MP, which makes 
  the total value of the complex 250,000 gp.
  Since it has been built one of the ley lines has shifted, 
  leaving only the single locus feeding the engine and 
  producing a mere 3 MP per day.
  The ley engine was built for the specific purpose of 
  casting gate, with a base MP cost of 1,875 MP. However, 
  the locus upon which it is built has an affinity for the 
  realm of Lhusanar, reducing the base cost by 50% to 938 
  MP. Since it is designed to cast a single spell the cost is 
  reduced by a further 50%, to 469 MP.
  Using the engine to cast gate to reach Lhusanar’s realm 
  costs 469 MP per use and requires the casting of a 
  ritual spell as described in Hex 14.21. The chance to 
  successfully cast the spell here is increased by 9% and 
  the chance of automatic failure is reduced by 5%, from 
  86-100 to 91-100.
  
  23
  Hex 13.22 - The Plateau of Sighs
  Large hex = 6 miles, face to face
  1 subhex = 1.2 miles, face to face
  
  24
  Hex 13.22 - The Plateau of Sighs
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  improvement, compilation, abridgment or other form in which an existing work may be recast, transformed 
  or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or 
  otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, 
  processes and routines to the extent such content does not embody the Product Identity and is an enhancement 
  over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and 
  means any work covered by this License, including translations and derivative works under copyright law, but 
  specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and 
  identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, 
  dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes 
  and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, 
  enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, 
  creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other 
  trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and 
  which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, 
  designs that are used by a Contributor to identify itself or its products or the associated products contributed to the 
  Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, 
  modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the 
  licensee in terms of this agreement.
  2. 
  The License: This License applies to any Open Game Content that contains a notice indicating that the 
  Open Game Content may only be Used under and in terms of this License. You must affix such a notice to 
  any Open Game Content that you Use. No terms may be added to or subtracted from this License except 
  as described by the License itself. No other terms or conditions may be applied to any Open Game Content 
  distributed using this License.
  3. 
  Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
  4. 
  Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a 
  perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the 
  Open Game Content.
  5. 
  Representation of Authority to Contribute: If You are contributing original material as Open Game 
  Content, You represent that Your Contributions are Your original creation and/or You have sufficient 
  rights to grant the rights conveyed by this License.
  6. 
  Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include 
  the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying 
  or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the 
  COPYRIGHT NOTICE of any original Open Game Content you Distribute.
  7. 
  Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, 
  except as expressly licensed in another, independent Agreement with the owner of each element of that 
  Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered 
  Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, 
  independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product 
  Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The 
  owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to 
  that Product Identity.
  8. 
  Identification: If you distribute Open Game Content You must clearly indicate which portions of the work 
  that you are distributing are Open Game Content.
  9. 
  Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may 
  use any authorized version of this License to copy, modify and distribute any Open Game Content originally 
  distributed under any version of this License.
  10. 
  Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content 
  You Distribute.
  11. 
  Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of 
  any Contributor unless You have written permission from the Contributor to do so.
  12. 
  Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some 
  or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use 
  any Open Game Material so affected.
  13. 
  Termination: This License will terminate automatically if You fail to comply with all terms herein and 
  fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the 
  termination of this License.
  14. 
  Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed 
  only to the extent necessary to make it enforceable.
  15. 
  COPYRIGHT NOTICE
  Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.
  Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip 
  Williams, based on original material by E. Gary Gygax and Dave Arneson.
  System Reference Document © 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.
  Modern System Reference Document © 2002–2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff 
  Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney 
  Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard 
  Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
  Castles & Crusades: Players Handbook , © 2004, Troll Lord Games; Authors Davis Chenault and Mac 
  Golden.
  Castles & Crusades: Monsters Product Support , © 2005, Troll Lord Games.
  Basic Fantasy Role-Playing Game © 2006–2008 Chris Gonnerman.
  New Spells: A Basic Fantasy Supplement © 2007 Chris Gonnerman, Ola Berg, Angelo Bertolli, Jeff Querner, 
  Everett Bradshaw, Emiliano Marchetti, Ethan Moore, Jim Bobb, and Scott Abraham.
  OSRIC™ © 2006, Stuart Marshall, adapting material prepared by Matthew J. Finch, based upon the System 
  Reference Document, and inspired by the works of E. Gary Gygax, Dave Arneson, and many others.
  Swords & Wizardry Core Rules , © 2008, Matthew J. Finch. Eldritch Weirdness, Book One, © 2008, Matthew 
  J. Finch.
  Darwin’s World © 2002, RPGObjects; Authors Dominic Covey and Chris Davis.
  Mutant Future™ © 2008, Daniel Proctor and Ryan Denison. Authors Daniel Proctor and Ryan Denison.
  Advanced Edition Companion , © 2009–2010, Daniel Proctor. Author Daniel Proctor.
  First Level Magic-User Spells Grindhouse Edition Spell Contest: Bookspeak , © 2011 Daniel Smith.
  First Level Magic-User Spells Grindhouse Edition Spell Contest: Howl of the Moon , © 2011 Joel Rojas.
  Cave Cricket from the Tome of Horrors , © 2002, Necromancer Games, Inc.; Authors Scott Greene and Clark 
  Peterson, based on original material by Gary Gygax.
  Crab, Monstrous from the Tome of Horrors , © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Gary Gygax.
  Fly, Giant from the Tome of Horrors , © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax.
  Golem, Wood from the Tome of Horrors , © 2002, Necromancer Games, Inc.; Authors Scott Greene and 
  Patrick Lawinger.
  Kamadan from the Tome of Horrors , © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Nick Louth.
  Rot Grub from the Tome of Horrors , © 2002, Necromancer Games, Inc.; Authors Scott Greene and Clark 
  Peterson, based on original material by Gary Gygax.
  Labyrinth Lord™ © 2007–2009, Daniel Proctor. Author Daniel Proctor.
  B/X Essentials: Core Rules © 2017 Gavin Norman. Author Gavin Norman.
  B/X Essentials: Classes and Equipment © 2017 Gavin Norman. Author Gavin Norman.
  B/X Essentials: Cleric and Magic-User Spells © 2017 Gavin Norman. Author Gavin Norman.
  B/X Essentials: Monsters © 2018 Gavin Norman. Author Gavin Norman.
  B/X Essentials: Adventures and Treasures © 2018 Gavin Norman. Author Gavin Norman.
  Old-School Essentials Core Rules © 2018 Gavin Norman. Author Gavin Norman.
  Old-School Essentials Classic Fantasy: Genre Rules © 2018 Gavin Norman. Author Gavin Norman.
  Old-School Essentials Classic Fantasy: Cleric and Magic-User Spells © 2018 Gavin Norman. Author Gavin 
  Norman.
  Old-School Essentials Classic Fantasy: Monsters © 2018 Gavin Norman. Author Gavin Norman.
  Old-School Essentials Classic Fantasy: Treaures © 2018 Gavin Norman. Author Gavin Norman.
  Old-School Essentials Classic Fantasy: Rules Tome © 2019 Gavin Norman. Author Gavin Norman.
  Monstrosities , © 2012, Frog God Games LLC; Authors Andrew Trent (“the Venomous Pao”), Trent Foster, 
  Salvatore Macri (“Skathros”), Scott Wylie Roberts (“Myrystyr”), Sean Stone (“Stonegiant”), Sean Wills 
  (“Geordie Racer”), Cameron DuBeers, Matt Hoover (“Random”), Mike Davison, Russell Cone (“Grim”), 
  Mudguard, Old Crawler, Michael Shorten (“Chgowiz”), Mark Ahmed, Scott Casper (“Scottenkainen”), 
  The Lizard of Oz, James Malizsewski, Michael Kotschi, J.D. Jarvis, John Turcotte, Guy Fullerton, Michael 
  Coté, Thomas Clark, Tanner Adams, and Matt Finch (“Mythmere”).
  Domain Building. ©2019 Todd Leback. Author Todd Leback
  Hexcrawl Basics ©2019 Todd Leback. Author Todd Leback
  Classing up the Joint
  Wealth by NPC Level ©2019 Todd Leback. Author Todd Leback
  Random Weather Generation ©2019 Todd Leback. Author Todd Leback
  A Guide to Thieves Guilds ©2020 Todd Leback. Author Todd Leback
  Forest of Plenty – Hex 16.24 ©2020 Todd Leback. Author Todd Leback
  Hex 14.43 – Eyrie of the Eaglefolk ©2020 Todd Leback. Author Todd Leback
  Hex 17.24 – Village of the Owlfolk ©2020 Todd Leback. Author Todd Leback
  Keep of the Rawhide Gang – Hex 15.42 ©2020 Todd Leback. Author Todd Leback
  The Lake of Abominations – Hex 17.23 ©2019 Todd Leback. Author Todd Leback
  The Pallid Fields, a mini hexcrawl in Faery ©2020 Todd Leback. Author Todd Leback
  DESIGNATION OF PRODUCT IDENTITY
  The following items are hereby identified as Product Identity, as defined in the Open Game 
  License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered 
  trademarks, proper names (characters, place names, new deities, etc.), dialogue, plots, story 
  elements, locations, characters, artwork, graphics, sidebars, and trade dress. (Elements that 
  have previously been designated as Open Game Content are not included in this declaration.)
  DESIGNATION OF OPEN GAME CONTENT
  The Open content in this book includes the monster names (with the exception of 
  proper names for Nonplayer Characters), monster descriptions, monster statistics, 
  and monster abilities. No other portion of this work may be reproduced in any form 
  without permission.
  
SOURCE: textdata/thevault/Old-School Essentials BX Essentials/Old-School Essentials Adventures & Settings/Populated Hexes (OSE)/Populated Hexes Hex 13.22 The Plateau of Sighs (OSE).pdf