TEXT: Hex 14.22
  The Lair of the Troglodytes
  
  Hex 14.22 – The Lair of the Troglodytes
  
  ©2020 Todd Leback. Some artwork © Dean Spencer, used with permission. All rights reserved. Publisher's Choice Quality Stock Art © Rick 
  Hershey / Fat Goblin Games.
  This product is released under the terms of the Open Game License Version 1.0a, Copyright 2000, Wizards of the Coast, Inc. Please refer to the 
  Open Gaming License included with this release for additional legal text and copyright information. Old-School Essentials is a trademark of 
  Necrotic Gnome. The trademark and Old-School Essentials logo are used with permission of Necrotic Gnome, under license.
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  Hex 14.22
  The Lair of the Troglodytes
  Credits Designer: Todd Leback
  Editing: Brian Johnson
  Layout: BJ Hensley
  Cartography: Todd Leback, Aaron Schmidt
  Cover Art: Jen Drummond (jendart.com)
  Cave Map: by Aaron Schmidt (https://aarondayyanschmidt.
  wixsite.com/website)
  Maps created using Hexographer.
  Hexographer is © Inkwell Ideas (inkwellideas.com).
  Populated Hexes
  Support more hexcrawling by becoming a patron of 
  Populated Hexes at: patreon.com/Populatedhexes
  Table of Contents
  Introduction to Populated Hexes .........................................1
  Hexcrawling Rules ....................................................................1
  Absalom .....................................................................................1
  Campaign Setting .....................................................................1
  Using Populated Hexes ............................................................1
  Hex 14.22 – The Lair of the Troglodytes .............................3
  0303. Forgotten Mines ..........................................................3
  1. Entrance ..........................................................................3
  2. Right-hand Passage .......................................................3
  3. Left-hand Passage ..........................................................4
  4. Drop-off and Death of Thieves ....................................4
  0307. Manticore. ....................................................................5
  0504. Troglodyte Village .......................................................5
  1. The Roof ..........................................................................7
  2. Collapsed Staircase ........................................................8
  3. Shangkrulta’s Chamber .................................................8
  4. Junk Closet......................................................................8
  5. Bodyguard Quarters ......................................................8
  6. Sleeping Quarters ...........................................................9
  7. Sleeping Quarters ...........................................................9
  8. Sleeping Quarters ...........................................................9
  9. Empty Room ..................................................................9
  10. Balcony ..........................................................................9
  11. Stairwell ..................................................................... 10
  12. Slave Pens ................................................................... 10
  13. Entrance ..................................................................... 10
  14. Slime Pit ..................................................................... 10
  15. Springhouse ............................................................... 11
  16. Smokehouse ............................................................... 11
  17. Stables ......................................................................... 11
  18. Forge ........................................................................... 11
  19. The Tree of Sorrow ................................................... 11
  20. The Gate ..................................................................... 11
  0607. Mountain Lions ........................................................ 12
  Random Encounter Tables ................................................. 12
  Appendix ................................................................................ 12
  Troglodyte ............................................................................. 12
  Troglodyte Musk ................................................................ 13
  Alternate Rules ................................................................... 14
  Troglodyte Shaman ............................................................ 15
  Alternate Rules ................................................................... 16
  Troglodyte Demographics ................................................ 16
  Troglodyte Miscellany ....................................................... 17
  New Spells .............................................................................. 18
  Old School Essentials OGL ................................................ 20
  
  Introduction to Populated Hexes
  Welcome to Populated Hexes, the series of 6-mile hexes 
  in the world of Absalom! The goal is to provide a number 
  of individual 6-mile hexes, fully populated with lairs 
  and features, that can either be dropped into an existing 
  campaign as a point of interest, the destination of a treasure 
  map found in the bowels of a dark dungeon, or as a stand-
  alone mini-sandbox.
  These supplements use the Old School Essentials rules 
  published by Necrotic Gnome, but like many OSR products, 
  pretty much any system can be easily adapted.
  Maps & Scale 
  Each hex will be presented with two hex maps: a smaller 
  map with locations and features noted, and a larger map 
  with only major features noted that can be printed and used 
  as a player handout. The scale represented on the maps 
  included in these products are as follows:
  • Large hex = 6 miles, face to face.
  • Subhex = 1.2 miles, face to face.
  Hexcrawling Rules
  Thirdkingdom Games produces supplements that are used 
  throughout these releases. Two of them – Domain Rules 
  and Hexcrawling Basics – are free to download and are 
  designed to work in conjunction with this series. You can 
  find out where to pick up these and other supplements in 
  the Populated Hexes line at patreon.com/Populatedhexes.
  The following books will be useful to have access to 
  throughout the series. Many of them are free!
  • Old School Essentials Classic Fantasy Rules Tome
  • Old School Essentials Advanced Fantasy Genre Rules
  • Labyrinth Lord Basic and Advanced Edition 
  Companion
  • OSRIC
  • A variety of other OSR resources
  Absalom
  The world of Absalom is one of constant change, where Law 
  and Chaos are more than abstract philosophical ideas but are 
  instead metaphysical realities that shape the very world itself.
  Absalom is dominated by Cycles, each lasting between two 
  to four hundred years. Each Cycle is divided into an Apex – 
  when Law holds sway – and a Nadir – when Chaos sweeps 
  over the lands, driving back the light of Civilization.
  Cycles are marked in the beginning by the Apex and ascent 
  of Law, and the end by the Nadir. During each Apex the 
  civilizations of Man do their best to expand their domains 
  and bring law to the land; these civilizations often shrink, or 
  even crumble, during the Nadirs as barbarians, beastmen, 
  and worse fall upon the kingdoms of Man.
  Campaign Setting
  The following assumptions are made in this setting:
  Starting Date
  This series is set at the beginning of the Sixteenth Cycle of 
  recorded history. There have been many civilizations that 
  have risen and fallen, some of Men, some of others.
  Humanocentric
  The adventurers will be human, setting out to explore the 
  new world with the ebbing of the forces of Chaos. Non-
  human classes are certainly allowed – and indeed, these 
  supplements present rules for many non-human classes – 
  but the base assumption is that most PCs will be human.
  Chaos Storms
  During Nadirs – and occasionally in an Apex – events called 
  Chaos storms can spontaneously occur, changing the very 
  landscape, distorting distances, and wreaking havoc upon 
  the nature of reality. Maps from the previous Cycle may 
  prove unreliable.
  The Gods
  Gods are real but are local. They are the Small Gods of Terry 
  Pratchett or the hearth deities of ancient Rome. Belief gives 
  strength and power to spirits of the world.
  Using Populated Hexes
  As stated above, each 6-mile hex can be used as a mini-setting, 
  a drop-in adventure location that is encountered during 
  travel, or as part of a greater hexcrawl. Elements can be added 
  or abandoned as needed, as is true of all supplements.
  These hexes are released one at a time, seven in a series. 
  Each series is a cluster of seven hexes: a central hex and the 
  six surrounding it.
  Each release will be divided into two sections: the hex itself, 
  with keyed encounter locations, and an Appendix, which 
  builds on encounters and concepts in the hex. Populated 
  Hexes offers some expanded alternatives to the basic rules 
  found in Old School Essentials, and these will be introduced 
  as needed in each hex. Broadly speaking, the intention is to 
  introduce character options – to bring some of D&D 5e into 
  B/X. These rules can be used or abandoned, as desired..
  Introduction to Populated Hexes
  
  Introduction to Populated Hexes
  
  Hex 14.22 – The Lair of the Troglodytes
  Resources: Vegetable (Timber) 3, Mineral (Slate) 4
  This hex is largely grassy hill-country. Along the northeast 
  face the hills become forested as the hex transitions to the 
  woodland of Hex 15.21. Notable features in this hex include a 
  solitary manticore, a tribe of troglodytes lairing in a crumbling 
  keep, and a small dungeon in an abandoned slate mine.
  This hex is the central hex of a cluster referred to as the 
  Basilisk Hills. The major lairs and areas of interest in the 
  region are:
  ➢ A village of Men, housing the Order of the Basilisk 
  Knights, in Hex 14.23
  ➢ A village of orcs, the Gangrenous Orc tribe, in Hex 
  13.21
  ➢ A plateau upon which is located an ancient temple to 
  an elemental deity, and the terminus of a ley line, in 
  Hex 13.22
  ➢ A circle of stones that is a portal to Faery, leading to 
  the Pallid Fields mini-location, in Hex 14.21
  The Basilisk Hills are much drier than the land to the east. 
  Other than noted water sources, assume there are only 1d2 
  water sources per 6-mile hex. These will invariably be small 
  springs, soaks, or creeks that run for a mile or two before 
  drying out. It is not so dry that the adventurers need to 
  worry about running out of water, but oftentimes the rare 
  sources of water will be inhabited or guarded by creatures 
  native to the region.
  Hex 14.22 – The Lair of the Troglodytes
  A large deposit of slate exists in this hex (see Resources, 
  above), and the dungeon found in subhex 303 is in an 
  abandoned slate mine, left over from the days of the 
  Skeldrene Dynasty that ruled much of this territory. 
  Visibility in this hex is mixed. On hilltops one can see for 
  miles around: to the east and north a vast swath of forest, to 
  the northwest the peaks of the Vysoky Mountains, and to the 
  west and south the Basilisk Hills continue in a band stretching 
  southward. The range of sight varies between six and eighteen 
  miles, depending on the direction in which one is looking 
  and from what height. The Vysoky peaks are between 70 and 
  80 miles away and are just visible on the horizon. 
  In the wooded hill areas visibility is much more limited, 
  often no more than a mile or two at best.
  0303. Forgotten Mines
  This mine was dug deep into the earth during the time of 
  the Skeldrene dynasty, mining slate that was used primarily 
  for roofing material throughout the kingdom. Long 
  abandoned, it has been inhabited by multiple creatures since 
  then. Currently, it is home to a mated pair of crab spiders, 
  some curious creatures called “dungeon oysters” down a 
  side spur, and the ghost of a bandit who starved to death 
  here, his foot caught underneath a shifting slab of slate.
  If the mine is cleared it will produce good quality slate 
  (building stone) with a base value of 7,460 gp.
  1. Entrance
  The entrance to the mine is a 5’ wide and 8’ tall rectangular 
  shaft cut into a nearly sheer hill face. It runs down into 
  the hill for twenty feet before branching into a “Y”. Dried 
  grasses and small branches litter the floor by the entrance.
  Unless otherwise stated, the mine corridors are 5’ wide, 
  with 8’ high ceilings. The walls and ceilings are braced with 
  stout wooden beams every 5’.
  2. Right-hand Passage
  This passage levels out slightly and runs for fifty more feet 
  before dead-ending where the vein of slate played out. Two 
  crab spiders lair here, behind a spur of stone that protrudes 
  into the corridor. There’s a 1-2 in 6 chance that 1d2 of the 
  spiders will be out hunting, returning 1d4 hours after the 
  adventurers enter the mine. If one or both are in their lair 
  there’s a 1-3 in 6 chance the spiders hear the adventurers if 
  they take the left-hand passage first.
  
  Hex 14.22 – The Lair of the Troglodytes
  The bodies of two troglodytes are decomposing here, having 
  stumbled across the mine and lost their lives in the process 
  of exploring it. They have a total of 12 cp between the two 
  of them.
  Crab spiders (2). AC 7 [12], HD 2* (6, 15 hp), Att 1 x bite 
  (1d8 + poison), THAC0 18 [+1], MV 120’ (40’), SV D12 
  W13 P14 B15 S16 (F1), ML 7, AL Neutral, XP 25, NA 1d4 
  (1d4), TT U
  Crab spiders surprise on a roll of 1-4 in 6. Those bitten by a 
  spider must Save v. Poison with a +2 bonus to the roll or die 
  in 1d4 turns. There are 76 ancient gold coins scattered about 
  the floor of the spiders’ lair.
  3. Left-hand Passage
  This branch runs for 80’ at the same angle of descent as the 
  entry shaft (about 5 degrees). The passage here opens up 
  to about 10’ square. Twenty-two jekti (from A Hamsterish 
  Hoard of Monsters, p. 38) line the walls and floor about 
  halfway down the corridor.
  After 80’ the steepness of the shaft increases sharply to 
  nearly 45 degrees.
  Jekti (22). AC 5 [14], HD 1-1 (4 hp), Att 1 x spit (1d4, plus 
  additional 1) THAC0 19 [0] MV 6’ (2’), SV D14 W15 P16 
  B17 S18 (NM), ML 12, AL Neutral, XP 6, NA 4d10 (4d10), 
  TT Special
  Jekti resemble large bivalves about a foot in diameter. 
  If disturbed they spit a stream of acid with a range of 10’, 
  inflicting 1d4 points of damage on a hit, and 1 additional 
  point of damage in the next round. Goblins, ogres, and certain 
  other humanoids consider jekti flesh a delicacy, although it is 
  too astringent for most Men. Each creature as a 15% chance 
  of containing a pearl worth 1d8×25 gp.
  4. Drop-off and Death of Thieves
  The shaft continues at a steep angle for nearly 100 feet before 
  leveling out and dead-ending 20 feet later. At the bottom of 
  the shaft are the skeletal remains of a human, one Masam 
  Nan, who fell down the shaft over a century ago, broke both 
  his legs, and starved to death in the dark. Nan now haunts 
  this mine shaft as a ghost.
  Nan was a fabled brigand chief in his day, feared far and 
  wide for his cruelty. Years prior to his death, when he was 
  still a young man, he hid an enormous fortune at the bottom 
  of the shaft, a treasure that he had stolen from a powerful 
  wizard. He had been afraid to keep the treasure, however, in 
  case the wizard were capable of tracking him down. After 
  a number of years, the wizard died of natural causes and 
  Nan, now powerful in his own right, returned to the mine 
  to claim the treasure, but he slipped, fell, and met his doom.
  His spirit did not pass on to the afterlife, however, so 
  consumed by greed and hate was he, and it has since 
  roamed the mines, growing more and more insane with 
  each passing year. The ghost of Masam Nan cannot move 
  more than 100 feet beyond its old body, and it can travel 
  through stone no thicker than 10’. It could retreat within 
  the walls of the passage if desired, and travel back and forth, 
  but not through the intervening stone to the right-hand 
  corridor, even though it lies within 100 feet at some points.
  Buried underneath a slab of slate is the treasure of Masam Nan, 
  as follows: a silver brooch worth 400 gp, a gold amulet worth 
  500 gp, a gold arm-ring worth 1400 gp, and a chest containing 
  2000 platinum coins. Additionally, Nan had stolen a ring of spell 
  storing and a wand of magic missiles with 14 charges remaining. 
  These two items are also in the treasure hoard.
  Ghost of Masam Nan. AC -2 [21], HD 10*** (43 hp), Att 1 x 
  magic jar or 1 x touch, THAC0 11 [+8], MV 90’ (30’) cannot 
  move more than 100’ from his body, SV D6 W7 P8 B8 S10 
  (F10), ML 10, AL Chaotic, XP 3,000, NA 1(1), TT E, N, 0 
  
  Hex 14.22 – The Lair of the Troglodytes
  ➢ The mere sight of a ghost causes all who fail a Save v. 
  Spells to age ten years and flee in panic for 2d6 turns. 
  Clerics are immune to this effect, and creatures with 9 
  or more Hit Dice gain a +2 bonus to the roll.
  ➢ The touch of a ghost ages the target by 1d4 × 10 years, 
  and those slain in this way cannot be reincarnated, 
  raised, or resurrected.
  ➢ Once per round ghosts can either attempt to possess a 
  living, sentient creature within 60’ and line of sight (as 
  per the magic jar spell) or to strike with an incorporeal 
  hand. Ghosts only take damage from magical means 
  or silvered weapons, which inflict half damage.
  0307. Manticore.
  A solitary manticore dwells here. It was driven from 
  further within the Basilisk Hills by a competitor, and lairs 
  within a shallow cave set into the southern slope of a hill. 
  The manticore, named Imphasfur, broods in its lair upon 
  a pile of gold coins, the hoard belonging to the previous 
  inhabitant of the cave, a hill giant whose bones are now 
  scattered amongst the coins.
  The slope up to Imphasfur’s cave is steep and treacherous, 
  requiring a roll equal to or lower than each climber’s 
  Dexterity on 3d6 to avoid sliding back down, taking 1d6 
  points of damage on a failed roll. A failure alerts Imphasfur 
  to intruders. It takes four rounds of scrambling to reach 
  the cave; assume that if anyone slips they do so after the 
  second round of climbing. Thieves can climb the slope 
  automatically with no need to roll.
  The valley below the cave is littered with bones from the 
  manticore’s meals, mostly those of herd animals such as 
  deer or antelope. Imphasfur ranges up to two hexes away 
  from its lair in search of food, avoiding the forests to the 
  east as the trees limit flying maneuverability and visibility.
  Imphasfur will be in its lair on a roll of 1-3 in 6; otherwise it 
  will be out hunting, returning in 1d4 hours.
  Manticore (1). AC 4 [15], HD 6+1 (32 hp), Att 2 x claw 
  (1d4), 1 x bite (2d4), or 6 x tail spike (1d6), THAC0 13 [+6], 
  MV 120’ (40’)/ 180’ (60’) flying, SV D9 W10 P11 B11 S13, 
  ML 9, AL Chaotic, XP 350, NA 1d2 (1d4), TT D
  A manticore can fire tail spikes 6 at a time, to a range of 180 
  feet. Manticores have 24 spikes in all and regrow two per day.
  0504. Troglodyte Village
  Once an outpost of the Skeldrene Empire, now a ruined 
  keep of crumbling sandstone and slate, this structure is 
  inhabited by a small village of troglodytes.
  The village comprises five camps of troglodytes. Each camp 
  is led by a troglodyte helod (or champion) with 3 HD. The 
  village itself is ruled by Shangkrulta, a warchief with 4 HD. 
  The population of the village is as follows:
  ➢ Twenty-seven normal troglodytes, divided into five 
  camps.
  ➢ Eight helods, each with 3 HD. Five are the champions 
  of the individual camps, while three are Shangkrulta’s 
  lackeys and bodyguards.
  ➢ Shangkrulta, warchief, with 4 HD.
  Troglodyte. AC 5 [14], HD 2* (9 hp), Att 2 x claw (1d4), 1 
  x bite (1d4), or 1 x weapon, THAC0 18 [+1], MV 120’ (40’), 
  SV D12 W13 P14 B15 S16 (F2), ML 9, AL Chaotic, XP 25, 
  NA 1d8 (5d8), TT A
  ➢ Troglodytes surprise on a roll of 1-4 in 6 due to their 
  chameleon-like skin. 
  ➢ In combat they can exude a foul-smelling musk that 
  causes all within 5’ to Save v. Poison or be nauseated, 
  suffering a –2 penalty to all attack rolls.
  ➢ Each normal troglodyte carries a treasure equal to: (1-3) 
  nothing, (4-5) 1d12 cp, or (6) 1d10 sp upon their person.
  The warchief of the village is Shangkrulta, an especially cruel 
  and vicious troglodyte who maintains rule over his subjects 
  through fear and intimidation. Thus far the troglodytes 
  have remained independent of the Gangrenous Orc tribe in 
  Hex 13.21, due largely to the fact that the troglodytes view 
  the orcs much the same way they view the Men dwelling in 
  hex 14.23: as food stock and slaves.
  The Keep of the Troglodytes is made of granite carved from 
  the nearby hills and has withstood the years, although it 
  is certainly falling into disrepair. The exterior walls are 5’ 
  thick and each story is about fifteen feet tall, with the open 
  space inside being roughly 9-10 feet. The floors are all 
  timber-framed with massive oak beams let into the walls 
  and sheathed with oak slats. 
  The keep’s doors are of planked oak with iron bands, and 
  most of them stick in the frames. There’s a 1 in 6 chance 
  that a door, unless otherwise noted, will need to be forced 
  open. The troglodytes obviously do not have this issue. 
  Unless otherwise stated, doors do not possess locks and are 
  not barred. Careful inspection reveals that each door’s iron 
  bands are stamped with the crest of the Skeldrene Dynasty, 
  an eagle perched atop an anvil.
  The inside of the keep is horrifyingly rank. Non-troglodytes 
  entering the keep must Save v. Poison or be sickened as per 
  the troglodyte description for 1 turn. During this time – 
  and thereafter – they are, unfortunately, still vulnerable 
  
  Hex 14.22 – The Lair of the Troglodytes
  
  Hex 14.22 – The Lair of the Troglodytes
  to the musk that individual troglodytes exude; the stench 
  within the keep is treated as a separate effect.
  The keep is roughly sixty feet high and sixty feet wide and 
  deep. The interior walls are wood and not especially well-
  suited for dampening noise; fights have a 1-3 in 6 chance of 
  attracting the attention of the rest of the troglodytes on the 
  same floor, and a 1-2 in 6 chance of alerting troglodytes on 
  the floors above and below.
  Being creatures of Chaos, troglodytes are neither diurnal 
  nor nocturnal, but instead keep to an erratic schedule. 
  There’s a 1-4 in 6 chance per room that the inhabitants will 
  be awake when the adventurers arrive. If they’re asleep they 
  will be found in their room. If awake, roll on the table below 
  to determine where they are.
  If the keep were to be reclaimed from the troglodytes it would 
  be worth 75,000 gp, with the various outbuildings worth a 
  total of 6,000 gp. However, it has been abandoned for quite 
  some time, and inhabited by creatures of Chaos for much of 
  that. The keep requires 50,000 gp worth of work simply to 
  make it habitable by Man, before it can actually be used.
  Interior rooms will be unlit. Rooms with exterior walls will 
  have windows to the outside world. 
  Roll below to determine where troglodytes are when they 
  are not occupying their own rooms. Camps that are out 
  hunting will return in 1d12 hours. It is assumed that when 
  multiple camps are out hunting they are doing so separately, 
  although Shangkrulta and his three bodyguards will also be 
  accompanied by one camp.
  When otherwise undesignated rooms are occupied by 
  troglodytes roll below to determine which camp they are 
  drawn from.
  1. Camp 1
  2. Camp 2
  3. Camp 3
  4. Camp 4
  5. Camp 5
  6. Shangkrulta or bodyguard.
  1. The Roof
  The roof of the keep is flat, paved with stone, and sealed with 
  pitch. It has been many decades since it was last maintained 
  and is as leaky as a sieve, and about as structurally sound. 
  One corner has collapsed, allowing access to the interior of 
  the keep. 
  The troglodytes do not venture onto the roof. Clever 
  adventurers could use it as a means of entrance, bypassing 
  the bulk of the village, but it is inherently unstable. There’s 
  a 1-2 in 6 chance that an individual walking on the roof 
  will cause a small collapse and will fall through, taking 1d6 
  points of damage from the fall and another 1d4 from falling 
  stones. Halflings or similarly sized creatures do not have 
  this chance, and elves or other slight-of-build characters 
  have only a 1 in 6 chance.
  If an adventurer falls through the roof into an unoccupied 
  room there’s a 1-2 in 6 chance the noise is enough to attract 
  the attention of 1d4 troglodytes.
  Troglodyte Location Table (roll 1d6 per row)
  Troglodyte
  1
  2
  3
  4
  5
  6
  Shangkrulta
  In quarters
  In Keep
  Outside Keep
  Hunting
  Harglagaap
  With Shangkrulta
  In Room 5
  Hunting
  Moduruk
  With Shangkrulta
  In Room 5
  Hunting
  Arggasasga
  With Shangkrulta
  In Room 5
  Hunting
  Camp 1
  In Room 7
  Inside Keep
  Outside Keep
  Hunting
  Camp 2
  In Room 8
  Inside Keep
  Outside Keep
  Hunting
  Camp 3
  In Room 6
  Inside Keep
  Outside Keep
  Hunting
  Camp 4
  In Room 13
  Inside Keep
  Outside Keep
  Hunting
  Camp 5
  In Room 13
  Inside Keep
  Outside Keep
  Hunting
  Locations
  Roll
  Inside
  Outside
  1-2
  Area 9
  Area 15
  3-4
  Area 10
  Area 16
  5-6
  Area 11
  Area 17
  7-8
  Area 12
  Area 18
  9-10
  Area 13
  Area 20
  11
  Area 14
  12
  Area 19
  
  Hex 14.22 – The Lair of the Troglodytes
  2. Collapsed Staircase
  This staircase was once the only means of accessing the 
  roof. The ceiling has since collapsed, leaving it open to the 
  elements. The staircase does not descend below the fourth 
  story of the keep, and the door that allows access is swollen 
  from moisture. It requires a roll of 6 on 1d6 to open; anyone 
  trying can add their Strength modifier to the roll. Failure 
  to open the door immediately has a 1-4 in 6 chance of 
  attracting attention from the troglodytes in Room 3.
  3. Shangkrulta’s Chamber
  The chief of the troglodytes dwells primarily in this room. 
  It is dark and damp; the leaky roof ensures there is a near 
  constant drip of water into the room, but the troglodytes 
  thrive on dampness.
  Shangkrulta will be found in his quarters on a roll of 1-2 
  in 6. If he is in his quarters there’s a 1-4 in 6 chance he is 
  accompanied by one of his bodyguards, a 1-3 in 6 chance 
  his mate will be present, and a 1-2 in 6 chance there will be 
  another 1d4 normal troglodytes present as well. If he is not 
  in the room there’s a 1-2 in 6 chance his mate and 1d3–1 
  normal troglodytes will be there.
  Shangkrulta (troglodyte chief). AC 4 [15], HD 4 (23 hp), 
  Att 2 x claw (1d2), 1 x bite (1d2), or 1 x weapon (1d8+2), 
  THAC0 16 [+3], MV 120’ (40’), SV D10 W11 P12 B13 S14 
  (F4), ML 9, AL Chaotic, XP 125, NA unique, TT See below
  An older troglodyte, Shangkrulta rose to power a decade ago 
  and has been able to maintain it thus far through a mixture 
  of violence, treachery, and intimidation. He is aware that 
  his strength is not what it used to be and is preparing for 
  the inevitable challenge to his authority. He mistakenly 
  believes the challenge will come from Harglagaap, rather 
  than Moduruk.
  Shangkrulta wields a club of oak, embedded with stone 
  teeth. He carries upon his person 25 sp, 20 gp and 10 pp. If 
  using the Alternate Rules from the Appendix, Shangkrulta 
  possesses the Malodorous Knack.
  The following treasure can be found in Shangkrulta’s 
  chambers, scattered throughout the room. It takes two full 
  turns to find all of the treasure. There is a total of 3,842 cp, 
  2,211 sp, 512 gp, and a quartz worth 50 gp.
  4. Junk Closet
  The room off Shangkrulta’s quarters, and adjacent to the 
  stairs leading to the roof, is filled with junk and detritus. 
  Kluthloth, the chief before Shangkrulta, fancied himself a 
  collector of oddities and ephemera, and stashed some of 
  his favorite pieces in here. Since Shangkrulta strangled his 
  predecessor and assumed control of the tribe this room has 
  stood unused.
  The door to this chamber (from Room #3) is also swollen 
  with moisture and can only be forced on a roll of 4-6 on 1d6. 
  Characters can apply their Strength modifier to the roll.
  The interior of the room is dank and crowded, with 
  virtually all surfaces covered in a thick, yellowish mold that 
  is actually harmless. Most everything in this room – once 
  fine but now rotten furniture, moldy carpets and tapestries, 
  bespoke fur robes, etc. – is rotten and worthless, with the 
  following exceptions:
  ➢ A platinum circlet, once worn by a princess of the 
  Skeldrene Dynasty, worth 3,200 gp.
  ➢ A potion of levitation. The bottle is green glass, and 
  contains a swirling, pinkish vapor that is inhaled 
  rather than drunk.
  ➢ A fine dueling sword, forged in the mage-factories of 
  the Umber Principality. It has a +1 enchantment, and 
  once per day will grant its wielder a +2 bonus to AC 
  for 1d4 rounds.
  There’s a 1 in 6 chance per person per turn spent searching 
  that one of the above items is discovered. No more than 
  three individuals can search the room at a time.
  5. Bodyguard Quarters
  Shangkrulta’s three bodyguards rest here, under their chief’s 
  quarters. In order to access the stairs up to the next floor 
  one must pass through these rooms. 
  Arggasasga. Shangkrulta’s son also serves as one of his 
  bodyguards. Arggasasga is fiercely loyal, but dim for a 
  troglodyte, and can be manipulated easily. Moduruk (see 
  below) has already begun whispering poisonous words into 
  the young troglodyte’s ear in an attempt to turn him against 
  his father.
  If using the Alternate Rules at the end of this Hex he has the 
  Toughness Knack. He has 12 platinum coins through which 
  he has drilled holes and wears around his neck on a bit of 
  sinew (they are only worth 75% of their base value now), 
  and upon one finger he sports a gold ring set with rubies, a 
  ring of fire resistance.
  Arggasasga (bodyguard). AC 5 [14], HD 3* (15 hp), Att 
  2 x claw (1d2/1d2), 1 x bite (1d2), or 1 x weapon (1d8+1 
  hand, 1d6+1 missile), THAC0 17 [+2], MV 120’ (40’), SV 
  D11 W12 P13 B14 S15 (F3), ML 10, AL Chaotic, XP 50, NA 
  unique, TT Unique
  
  Hex 14.22 – The Lair of the Troglodytes
  Harglagaap. One of the helods that serve as Shangkrulta’s 
  personal bodyguard, Harglagaap is tasked with patrolling 
  the hex. She is small, vicious, and cunning. Harglagaap 
  gains a +1 bonus to her personal initiative rolls and a –1 to 
  her Armor Class, both due to high Dexterity.
  If using the Alternate Rules presented in the Appendix 
  Harglagaap possesses the Sneak Knack. She throws stone-
  tipped javelins and inflicts an extra +1 point of damage with 
  simple thrown weapons. Harglagaap carries 12 gp and 3 pp 
  in a belt pouch. She is rather intelligent for a troglodyte 
  and speaks both Bestial and Common (the only one in the 
  village to do so) in addition to Swampspeak.
  Harglagaap (bodyguard).  AC 4 [15], HD 3* (14 hp), Att 
  2 x claw (1d2/1d2), 1 x bite (1d2), or 1 x weapon (1d8+1 
  hand, 1d6+1 missile), THAC0 17 [+2], MV 120’ (40’), SV 
  D11 W12 P13 B14 S15 (F3), ML 9, AL Chaotic, XP 50, NA 
  unique, TT Unique
  Moduruk. Shangkrulta’s third bodyguard, Moduruk 
  schemes to replace his chieftain as ruler of the troglodyte 
  village. He is loyal, to a point, but if given the opportunity 
  (say, in the form of a party of adventurers) he will take the 
  chance to betray the chief. Of course, he will just as quickly 
  turn on those who helped him if the coup proves successful.
  If the Alternate Rules presented in the Appendix are used 
  Moduruk possesses the Toughness Knack. He delights in 
  wading into combat swinging a gnarled club of ironwood, 
  inflicting an extra two points of damage (+1 from level, 
  +1 from Strength). Moduruk possesses a tiger-eye worth 
  10 gp that he took from an orc he slew. He believes the 
  tiger-eye whispers secrets to him, urging him to challenge 
  Shangkrulta for leadership of the village.
  Moduruk (bodyguard). AC 5 [14], HD 3* (21 hp), Att 
  2 x claw (1d2/1d2), 1 x bite (1d2), or 1 x weapon (1d8+2 
  hand, 1d6+2 thrown), THAC0 16 [+3], MV 120’ (40’), SV 
  D11 W12 P13 B14 S15 (F3), ML 8, AL Chaotic, XP 50, NA 
  unique, TT Unique
  6. Sleeping Quarters
  The third camp of troglodytes lairs in this chamber. It consists 
  of five normal troglodytes and Dublasa, the champion of the 
  camp. Dublasa has been convinced by Moduruk that it is time 
  for a change in leadership, but she is somewhat cowardly and 
  will not act until it is clear that Moduruk will be victorious.
  Dublasa (champion). AC 5 [14], HD 3* (19 hp), Att 2 x claw 
  (1d2/1d2), 1 x bite (1d2) or 1 x weapon (1d8+1 hand, 1d6+1 
  missile), THAC0 17 [+2], MV 120’ (40’), SV D11 W12 P13 B14 
  S15 (F3), ML 9, AL Chaotic, XP 50, NA unique, TT Unique
  Dublasa has a belt pouch with 6 gp. If using the Alternate 
  Rules she has the Toughness Knack.
  7. Sleeping Quarters
  The first camp of troglodytes lairs in this chamber. It consists 
  of four normal troglodytes and Rakas, the champion of the 
  camp. Rakas is loyal to Shangkrulta.
  Rakas (champion). AC 5 [14], HD 3* (19 hp), Att 2 x claw 
  (1d2/1d2), 1 x bite (1d2), or 1 x weapon (1d8+1 hand, 1d6+1 
  missile), THAC0 17 [+2], MV 120’ (40’), SV D11 W12 P13 B14 
  S15 (F3), ML 9, AL Chaotic, XP 50, NA unique, TT Unique
  Rakas has 7 gp that he keeps tucked under his sleeping skins. 
  If using the Alternate Rules he has the Toughness Knack.
  8. Sleeping Quarters
  The second camp of troglodytes lairs in this chamber. There 
  are a total of 6 normal troglodytes that dwell here, along 
  with their champion, Toemoran. Toemoran is an older 
  troglodyte who has managed to maintain her position as 
  camp leader despite her advancing age.
  Toemoran (champion). AC 5 [14], HD 3* (9 hp), Att 2 x 
  claw (1d2/1d2), 1 x bite (1d2), or 1 x weapon (1d4+2 hand, 
  1d6+1 missile), THAC0 16 [+3]/17 [+2], MV 120’ (40’), SV 
  D11 W12 P13 B14 S15 (F3), ML 9, AL Chaotic, XP 50, NA 
  unique, TT Unique
  Toemoran wears a gold earring worth 54 gp. She fights with 
  a dagger +1. If using the Alternate Rules she has the Sneak 
  Attack Knack.
  9. Empty Room
  Adjacent to the balcony is a largish open area that at one 
  time was used as an auxiliary common room for the troops 
  stationed here. Now it is mostly empty, detritus and filth on 
  the floor. 
  There’s a 1-2 in 6 chance that at any one time there will be 
  1d4 troglodytes lounging in this room. Any troglodytes up 
  here have a 1-5 in 6 chance of noticing a disturbance in the 
  hall below.
  10. Balcony
  The balcony overlooks the floor below, with a three-foot 
  tall wooden railing circling it. It is rotting and relatively 
  unsafe. There’s a 1-3 in 6 chance that 1d8 troglodytes 
  will be lounging here, whiling away the hours in various 
  depraved activities.
  
  Hex 14.22 – The Lair of the Troglodytes
  11. Stairwell
  This is the only way to access the various levels of the keep. It 
  is rarely guarded, but there’s always a 1 in 6 chance that 1d4 
  troglodytes will be using the stairs when the adventurers do.
  12. Slave Pens
  There are always 1d4–1 prisoners kept in this chamber, 
  destined to be eaten alive by the troglodytes at the next 
  meal. Roll below to determine the race of the captives.
  1. Orc (from the village in Hex 13.21)
  2. Human (F1, from the village of the Basilisk Knights in 
  Hex 14.23)
  3. Human (adventurer, determine class and level randomly)
  4. Orc (from village in Hex 16.23)
  5. Strigi (from Hex 17.24)
  6. Ogre
  The prisoners are beaten and starved, at 1 hp, but are not 
  bound. The door is barred, however, and there’s a 1-5 in 
  6 chance that 1d2 troglodytes stand guard over the door, 
  taunting the prisoners and salivating over the prospect of 
  eating them.
  13. Entrance
  The entrance to the keep is normally left open and 
  unguarded. There’s a 1-2 in 6 chance that 1d4 troglodytes 
  will be lounging around the entrance.
  At one point in time there was a portcullis that could be 
  dropped in front of the gate, but no more.
  The entrance opens up into a large open room at ground 
  level, which previously was used as a combination throne 
  room/dining hall/kitchen/meeting chamber. The central 
  part of the ceiling in here is open to the floor above and 
  ringed with a railing.
  The fourth and fifth camps live in this room, sharing the 
  large space.
  The fourth camp consists of 7 troglodytes led by a champion 
  named Grefur; the fifth camp consists of 5 troglodytes led by 
  a champion named Negrag. The two camps rarely interact; 
  there’s only a 1 in 6 chance that both camps will be present 
  in the room at the same time.
  In addition to the treasure the individual inhabitants have, 
  two gems worth 45 gp apiece can be found after a careful 
  search, having rolled under some broken furniture.
  A large, ornate chandelier worked in copper hangs from the 
  ceiling of the second floor, supported by a rope that leads to a 
  hook in Room #9. The troglodytes don’t understand that the 
  chandelier can be lowered, and so it remains, the rope slowly 
  rotting. If a fight breaks out in the room below there’s a 1 in 
  6 chance it falls during the altercation onto the combatants. 
  The chandelier has a 10’ diameter, and all those within range 
  must Save v. Wands or take 2d6 points of damage.
  If the chandelier were to be lowered safely it would be worth 
  150 gp.
  Grefur (champion of the fourth camp). AC 5 [14], HD 3* 
  (21 hp), Att 2 x claw (1d2/1d2), 1 x bite (1d2), or 1 x weapon 
  (1d4+2 hand, 1d6+1 missile), THAC0 16 [+3]/17 [+2], MV 
  120’ (40’), SV D11 W12 P13 B14 S15 (F3), ML 9, AL Chaot-
  ic, XP 50, NA unique, TT Unique
  Grefur carries a single gold coin tucked into a fold of his skin. 
  If using the Alternate Rules he has the Toughness Knack.
  Negrag (champion of the fifth camp). AC 5 [14], HD 3* 
  (15 hp), Att 2 x claw (1d2/1d2), 1 x bite (1d2), or 1 x weapon 
  (1d4+2 hand, 1d6+1 missile), THAC0 16 [+3]/17 [+2], MV 
  120’ (40’), SV D11 W12 P13 B14 S15 (F3), ML 9, AL Chaot-
  ic, XP 50, NA unique, TT Unique
  Negrag has a treasure equal to 21 sp. If using the Alternate 
  Rules she possesses the Potent Musk Knack.
  14. Slime Pit
  The troglodytes have been digging out the floor of this 
  building and have excavated a pit some twenty feet deep 
  and twenty feet wide in here, consuming most of the floor 
  space. They have caught three grey oozes and are keeping 
  them here as totemic creatures, feeding them the occasional 
  slave as sacrifice. 
  1d6 months after the adventurers first enter this hex, 
  assuming they do not eliminate the troglodytes during 
  that time, one of the normal troglodytes will discover their 
  calling and the nascent godhood within these oozes. The 
  troglodyte will become a 1st-level shaman and the oozes 
  will use the second stat block, below.
  Grey Ooze (3). AC 8 [11], HD 3* (6, 12, 16 hp), Att 1 x 
  touch (2d8), THAC0 17 [+2], MV 10’ (3’), SV D12 W13 P14 
  B15 S16 (F1), ML 12, AL Neutral, XP 50, NA 1 (1), TT None
  Grey Ooze, nascent gods (3). AC 7 [12], HD 4** (23, 23, 
  25 hp), Att 1 x touch (2d10), THAC0 18 [+3], MV 10’ (3’), 
  SV D12 W13 P14 B15 S16 (F2), ML 12, AL Chaotic, XP 50, 
  NA 1 (1), TT None 
  ➢ The oozes regenerate 1 hp per turn, even if reduced 
  to 0 hp, unless a bless spell is cast or holy water is 
  sprinkled upon the remains.
  
  Hex 14.22 – The Lair of the Troglodytes
  ➢ Once per week the oozes can cast suggestion, targeting 
  a single individual within 30’. On a failed save the 
  ooze will telepathically command the target to step 
  forward into the pit.
  15. Springhouse
  A bubbling spring burbles up from the ground here, and the 
  knights of old put walls and a roof around it to keep it sheltered. 
  It is currently being used by the troglodytes as a source of 
  both drinking and bathing water, and is amazingly fouled. 
  The surface of the pool is thick with an iridescent slime, and 
  the interior reeks of troglodyte musk.
  Any non-troglodytes that drink from the water must Save 
  v. Poison with a –2 penalty. Those that fail become violently 
  ill, unable to take actions other than moving, for a period 
  of 2d12 hours (as per giant centipede poison). Those that 
  succeed are still nauseated, suffering a –2 to all rolls for a 
  period of 1d12 hours.
  It will literally take months, and will likely require the 
  demolition of the springhouse, in order to remove the 
  stench and make the water palatable to non-troglodytes.
  16. Smokehouse
  This building was once used as a smokehouse, but now it is 
  used primarily as a curing shed for the troglodytes. They will 
  occasionally, after a successful hunt, hang slabs of butchered 
  meat in here to cure before devouring. There’s a 1-2 in 6 chance 
  that 1d4 hunks of meat hang here from rusted hooks set into 
  the ceiling. If the adventurers look too closely there’s a chance 
  they find that some of the hanks have disturbingly human 
  characteristics, and must Save v. Poison or be nauseated for 
  1d4 turns, suffering the same effects as from troglodyte musk. 
  A careful search of the building, taking two turns, uncovers a 
  gold ring, still on a skeletal human finger, that has rolled into 
  a crack at the perimeter of the building. The ring is worth 75 
  gp, and bears the crest of the Basilisk Knights, who will pay a 
  handsome reward for its return.
  17. Stables
  This used to be the stables for the Men that dwelled here 
  in ages past, and is now in terrible shape. The troglodytes 
  avoid entering it for the most part, as even they know that 
  it is in danger of collapsing. That being said, some of the 
  weaker and smaller troglodytes come here to escape the 
  bullying of those larger than them.
  For every turn spent searching the stables there’s a 1 in 6 
  chance the building will collapse. Those within must Save v. 
  Wands. Those who fail take 1d8 points of damage and are 
  pinned, unable to escape without aid. Those that save take 
  1d4 points of damage and are not pinned.
  For every turn spent searching there’s a 1 in 6 chance the 
  adventurers find the treasure hidden within, an enchanted 
  saddle. It is still in good shape, made of reddish, supple leather, 
  and bearing the crest of the Skeldrenes. The saddle is sized for 
  a riding horse; if equipped, both rider and mount can travel 
  for twice the normal distance without risking exhaustion.
  It will take 6 turns to explore the entire stables.
  18. Forge
  Once used as the forge and smithy by the residents of the 
  keep, this structure is nearly in as bad a condition as the 
  stables. There’s a 1 in 8 chance per turn spent investigating 
  that it will collapse.
  Nothing of interest will be found in the forge, and it will 
  take 4 turns to explore the entire place. There are a few tools 
  and scraps of iron left – most everything was either taken 
  when the original inhabitants left or stolen over the years – 
  blistered with rust and useless.
  19. The Tree of Sorrow
  Years ago, when the keep was occupied by Men, this tree was 
  the residence of a dryad named Viusxa, the grandmother 
  of Elsael in Hex 14.23. Viusxa died at the beginning of the 
  previous Cycle, decades after the keep was abandoned and 
  after years of gradual mental decline.
  Although she is gone, some residual magic still remains in 
  the tree which, despite being dead for many years, is still 
  sound and free of rot. 1d12 × 1000 gp worth of material 
  suitable for  use as a magical principal (see Hex 17.23) can 
  be harvested from the tree. It is worth 150% if used to create 
  items dealing with fae or Faery.
  Additionally, some connection still exists to Faery through 
  the tree. If using the rules for Ritual Magic presented in Hex 
  14.21 a passage to the Faery realm of Summer’s End can be 
  opened at this location.
  20. The Gate
  The entrance to the keep is guarded only sporadically, due 
  to the troglodytes’ Chaotic impulses. Every time the keep 
  is approached there’s a 1-3 in 6 chance that 1d4 normal 
  troglodytes will be standing guard, and a further 1-2 in 6 
  chance they are accompanied by their camp champion.
  
  Hex 14.22 – The Lair of the Troglodytes
  Treasure
  When encountered, each normal troglodyte will be carrying 
  wealth equivalent to 1d4–1 copper coins. They do not value 
  coins the way that other races do, and any wealth will often 
  be in the form of knick-knacks or gewgaws: smooth rocks, 
  polished bits of glass, or beads.
  Each helod, when encountered, will be carrying wealth 
  equal to 2d4 sp. About half the wealth will be in coin form 
  (usually copper coins) while the rest will be in various small 
  items with some intrinsic value (animal teeth, small semi-
  precious stones, etc.).
  The bulk of the troglodyte communal treasure is stored in 
  Shangkrulta’s chambers, under a large flat stone draped in 
  filthy furs and hides the chieftain uses as a sleeping mat. It 
  consists of:
  • 2,248 silver coins
  • 7,389 gold coins
  0607. Mountain Lions
  A family of mountain lions (mother and three young) dwell 
  in this hex, lairing in the shelter of an overhanging rock. The 
  young are all part of the same litter and are approximately a year 
  old – two females and a male – and will be leaving their mother 
  to strike out on their own 1d12 months after the adventurers 
  first enter this hex. The great cats hunt mostly in the hill hexes 
  to the south. Thus far they have avoided any encounters with 
  Imphasfur or the troglodytes. A paltry 32 copper coins are 
  scattered about the dry dirt floor of their lair.
  Mountain Lion (1). AC 6 [13], HD 3+2 (20 hp), Att 2 x 
  claw (1d3), 1 x bite (1d6) THAC0 16 [+3], MV 150’ (50’), 
  SV D12 W13 P14 B15 S16 (F2), ML 8, AL Neutral, XP 50, 
  NA 1d4 (1d4), TT U
  Mountain Lion (cubs, 3).  AC 7 [12], HD 2 (9, 11, 12 hp), 
  Att 2 x claw (1d2), 1 x bite (1d4), THAC0 18 [+1], MV 150’ 
  (50’), SV D12 W13 P14 B15 S16 (F1), ML 7, AL Neutral, XP 
  35, NA 1d4 (1d4), TT U
  Random Encounter Tables
  Hills
  1. Manticore
  2. Mountain Lion
  3. Troglodytes (hunting party led by Harglagaap): 1d6 
  troglodytes, plus Harglagaap
  4. Troglodytes (hunting party led by Shangkrulta): 
  1d6+3 troglodytes, plus 1d3 helods, plus Shangkrulta
  5. Orcs (from Hex 13.21): 2d4 1-HD orcs led by one 
  3-HD orc
  6. Basilisks (1d2) wandering from another hex
  7. Basilisk Knight patrol (from Hex 14.23): 6 1st-level 
  fighters led by a 3rd-level fighter, all mounted on 
  warhorses
  8. Triceratops (1) from Hex 13.22
  Forested Hills
  1. Troglodytes (hunting party led by Harglagaap): 1d6 
  troglodytes, plus Harglagaap
  2. Troglodytes (hunting party let by Shangkrulta): 1d6+3 
  troglodytes, plus 1d3 helods, plus Shangkrulta
  3. Mountain Lion
  4. Orcs (1d6+2 plus one 3-HD orc), hunting party from 
  Hex 13.21
  5. Strigi (1d4+4) from Hex 17.24
  6. Basilisk (1d2) wandering in from another hex
  7. Zarglas, solitary troll, from Hex 16.21
  8. Autrak (dragon), from Hex 16.22
  Appendix
  Troglodyte
  All troglodytes, regardless of class, have the following racial 
  characteristics:
  1. Infravision. Troglodytes have adapted to spending much 
  of their time underground and have infravision with a 60’ 
  range. They do not suffer penalties for being in daylight.
  2. Chameleon Skin. If given warning, troglodytes can 
  instinctively change their skin coloration to match their 
  surroundings, surprising on a roll of 1-4 in 6. They do not 
  gain the increased chance of surprise if they are emitting 
  their stench. It takes two rounds of no movement or 
  other actions to change their skin coloration.
  
  Hex 14.22 – The Lair of the Troglodytes
  3. Stench. Once they engage in combat troglodytes emit 
  a foul odor from their sweat glands. Non-troglodyte 
  living creatures within 5’ must Save versus Poison or 
  suffer a –2 penalty to all attack rolls. The penalty lasts for 
  a number of rounds equal to the HD of the troglodyte. 
  4. Advanced Hit Dice. All troglodytes have a base of 2 
  HD. Each additional level (beyond 1st) grants them 
  an additional HD.
  5. Resilient to Poisons. All troglodytes are naturally 
  resistant to poisons, gaining a +2 bonus to any saving 
  throws made to resist the effects of non-magical poison.
  Troglodyte Musk
  These creatures possess powerful exocrine glands that store 
  a foul-smelling, oily musk-like substance. Troglodytes use 
  their scent to mark their territory, but it is additionally 
  useful offensively, as most other living creatures find the 
  odor exceptionally noxious.
  Once per day a standard troglodyte can release a spray of 
  musk in a five-foot radius. All living creatures within that 
  space must Save v. Poison. In addition to the attack roll 
  penalty noted above, if a spellcaster is casting a spell when 
  hit with the spray a failed save indicates the spell is lost in 
  a paroxysm of choking and gagging. Further, no spells may 
  be cast until the effects wear off. Those who successfully 
  save may proceed (and cast spells) as normal.
  Once a save has been made a target does not need to save 
  again against the spray. The troglodyte may release the spray 
  as a free action on their turn during a round. Needless to 
  say, most troglodytes will spray their musk during the first 
  round they close into melee range.
  Requirements: Con 9, Str 9
  Prime Requisite: Str
  Hit Dice: d8
  Maximum Level: 9
  Armor: None
  Weapons: Any
  Languages: Alignment, Swampspeak
  Troglodytes have the following class characteristics:
  1. At 2nd level they inflict an extra +1 point of damage 
  when using melee or thrown weapons. This increases 
  to +2 at 5th and +3 at 9th level and is in addition to 
  any damage from Strength. The bonus does not apply 
  to natural weapon attacks.
  2. At 3rd level the troglodyte’s hide thickens, lowering its 
  AC to 4 [15]. At 7th level it thickens further, lowering 
  AC to 3 [16]. Dexterity modifiers apply as normal.
  3. Troglodytes save and attack as fighters of equivalent 
  HD (a level 3 troglodyte saves and attacks as a 4th-
  level fighter). Note that they gain a +2 bonus to all 
  Saves v. Poison (already included in the stat block)
  4. Troglodytes can release a cloud of musk once per 
  day at first level, as described in the troglodyte racial 
  description. This increases to twice per day at level 4 
  and three times per day at level 7.
  5. Troglodytes can also attack with natural weaponry, 
  a claw/claw/bite routine that inflicts 1d2/1d2/1d2 
  points of damage. This increases to 1d4/1d4/1d4 
  points of damage at 5th level.
  6. If a troglodyte slays an opponent they can make an 
  attack against another adjacent opponent. As long as 
  Troglodyte
  Saving Throws
  Level
  XP
  HD
  THAC0
  D
  W
  P
  B
  S
  Damage
  AC
  Natural 
  Weapons
  1
  0
  2d8
  19 [0]
  12
  13
  12
  15
  16
  —
  5 [14]
  1d2
  2
  2,960
  3d8
  18 [+1]
  11
  12
  11
  14
  15
  +1
  5 [14]
  1d2
  3
  5,920
  4d8
  17 [+2]
  10
  11
  10
  13
  14
  +1
  4 [15]
  1d2
  4
  11,840
  5d8
  16 [+3]
  10
  11
  10
  12
  14
  +1
  4 [15]
  1d2
  5
  23,680
  6d8
  15 [+4]
  9
  10
  9
  11
  13
  +2
  4 [15]
  1d4
  6
  47,360
  7d8
  14 [+5]
  8
  9
  8
  10
  12
  +2
  4 [15]
  1d4
  7
  95,000
  8d8
  14 [+5]
  8
  9
  8
  10
  12
  +2
  3 [16]
  1d4
  8
  190,000
  9d8
  13 [+6]
  7
  8
  7
  9
  11
  +2
  3 [16]
  1d4
  9
  380,000
  10d8
  12 [+7]
  6
  7
  6
  8
  10
  +3
  3 [16]
  1d4
  
  Hex 14.22 – The Lair of the Troglodytes
  they continue to kill opponents they may make attacks, 
  up to a maximum number of times per round equal to 
  their Hit Dice. If attacking with their natural weapons 
  they can only make 1 such subsequent attack.
  This is the basic troglodyte race as found on p. 195 of OSE 
  Core.
  Troglodytes speak Swampspeak, a barbaric tongue spoken 
  by froglings, lizardfolk (to whom troglodytes seem distantly 
  related) and other such races. Those with an Intelligence 
  bonus may speak additional languages: these are usually 
  Grog (spoken by Neanderthals and other primitive races), 
  Bestial, and occasionally the Common tongue.
  Upon reaching 3rd level the troglodyte can attempt to 
  recruit followers amongst their kin and strike off on their 
  own to form their own scourge. The troglodyte has a 
  base 1 in 6 chance of success. If the result is a failure the 
  troglodyte must wait until they gain another level to try 
  again, increasing their chance of success by 1 per level.
  If successful the character attracts 2d6 normal troglodytes, 
  1d6 1st-level troglodytes and 1d4–1 2nd-level troglodytes. 
  These followers will likely be those without position or 
  power in an existing community. 
  Alternate Rules
  Skills
  1st-level troglodytes start with one skill and gain an 
  additional skill at 4th, 7th, and 9th levels.
  Knacks
  Additionally, the troglodyte gains a Knack at 2nd level. 
  They gain an additional Knack at 5th and 9th level. Unless 
  otherwise stated, Knacks can be selected twice.
  Malodorous. The troglodyte’s musk glands are overactive. 
  Their spray affects all individuals within a 15’ radius.
  Natural Weaponry. The claws and bite attack of the 
  troglodyte become more potent, increasing the size of their 
  damage dice by one (from 1d2 to 1d4, for instance, and then 
  1d4 to 1d6).
  Potent Musk. The troglodyte’s scent glands are a marvel of 
  stench. Those caught within the spray save at a –2 penalty; those 
  failing suffer a –4 penalty to all attack rolls for the duration. 
  Rally the Troops. Once per day the troglodyte can choose to 
  exhort their kin to greater efforts. If the troglodyte spends a 
  round encouraging their kin, all troglodytes within 30’ that 
  have fewer HD gain a +1 bonus to morale and a +1 bonus to 
  hit and damage. This lasts for 1d4 rounds. This Knack can 
  only be selected at level 5 or 9. 
  Self-improvement, primary. The troglodyte can increase 
  one of the following scores by 2, or two by 1: Strength, 
  Dexterity, Constitution.
  Self-improvement, secondary. The troglodyte can 
  increase one of the followings scores by 2, or two by 1: 
  Intelligence, Wisdom, Charisma. This can only be selected 
  at level 5 or higher.
  Skilled. The troglodyte gains an additional three skill slots.
  Sneak. The troglodyte uses the following abilities as a 
  thief of an equal level: Move Silently, Climb Walls, Hide in 
  Shadows, Hear Noise.
  Sneak Attack. The troglodyte may backstab as a thief of the 
  same level.
  Toughness. The troglodyte has 1d10 hp per HD instead of 
  1d8. This Knack can be selected a second time, granting the 
  troglodyte 1d12 hp per HD.
  The troglodyte class is built using the rules from the Classing 
  up the Joint supplement as follows:
  ➢ Attack as Fighter. +1
  ➢ Saving Throws as Fighter. +1
  ➢ HD d8. +1
  ➢ Advanced HD (2 at level 1). +5
  ➢ Weapons Allowed (#4). +2
  ➢ Armor Allowed (#1). –1
  ➢ Infravision. +.5
  ➢ Chameleon skin. +1.5
  ➢ Resistance to poison. +.3
  ➢ Natural attacks (3). +3
  ➢ Natural Armor. +1.5
  ➢ Musk. +2
  ➢ Early name-level benefits (attract followers at 3rd 
  level). +1.5
  ➢ Level limited. Four levels. –4
  ➢ Two Ability Score Requirements. –.5
  ➢ Total modifiers: 14.8
  ➢ Total XP to reach 2nd level: 2,960
  
  Hex 14.22 – The Lair of the Troglodytes
  spell. If they roll a 6 or lower they take 5d2 points of damage.
  A shaman that is killed by this spelldrain is transformed into an 
  avatar of their deity 1d4 rounds after death. Treat an avatar as a 
  creature of a type similar to the patron (ooze if the patron is an 
  ooze, demon if a demon, etc.) with HD equal to the shaman’s 
  level. The avatar is utterly insane, and attacks all within range, 
  even other troglodytes, until destroyed. Roll 1d10, below, to 
  determine if the avatar gains any special abilities:
  1-3. No other abilities
  4. Avatar regenerates 1 hp per round.
  5. Avatar has (1-4) 1d10 or (5-6) 1d12 hit points per hit die.
  6. Avatar’s attack dice are increased by one die size (from 
  1d4 to 1d6, for example).
  7. Avatar’s AC is improved by 1d2.
  8. Avatar gains a bonus of +2 to all saving throws.
  9. Avatar is immune to one form of damage: (1) non-magical 
  attacks, (2) spells lower than level 1d4+1, (3) bludgeoning, 
  (4) slashing, (5) fire, (6) electricity, cold, or acid.
  10. Roll twice, ignoring results of 1-3. Identical results 
  stack with themselves.
  At 3rd level a shaman can attempt to brew potions as a cleric, 
  and at 5th level they can attempt to craft magical items as a 
  Troglodyte Shaman
  Troglodytes worship a variety of small gods, loathsome, 
  chthonic deities associated with misshapen rock carvings, 
  oozes that have attained quasi-deityhood thanks to a 
  constant supply of chants and offerings, and other demons 
  or fey creatures judged worthy of obeisance. 
  Requirements: Con 12, Str 9, Wis 9
  Prime Requisite: Str, Wis
  Hit Dice: d6
  Maximum Level: 7
  Armor: None
  Weapons: Any
  Languages: Alignment, Swampspeak
  Troglodyte shamans with Strength and Wisdom scores of 
  13 or higher gain a 5% bonus to XP. If one is 13 or higher 
  and the other is 16 or higher the bonus is increased to 10%.
  Troglodyte shamans have a claw/claw/bite routine that 
  inflicts 1d2 points of damage per attack and, like regular 
  troglodytes, can use any weapons but cannot repair or 
  maintain complex weapons. They cannot wear armor.
  Troglodyte shamans have the same racial characteristics of all 
  troglodytes. Additionally, they possess the ability to cast spells 
  as a cleric. They do not gain a cleric’s ability to turn undead.
  Every time a shaman casts a spell they must roll 1d20. If 
  the result is equal to or less than the level of the spell cast 
  they take 1 point of damage per spell level, as their patron 
  cruelly exacts a price for power granted. If the spell is drawn 
  from the arcane spell list (either illusionist or magic-user, 
  as noted below), add one to the effective spell level when 
  making the d20 roll and the shaman takes 1d2 points of 
  damage per spell level.
  Ex. The shaman casts cause light wounds, a 1st-level divine 
  spell, and suffers 1 point of damage only if they roll a 1 on 1d20. 
  Later in the battle the shaman casts cloudkill, a 5th-level arcane 
  Troglodyte Shaman
  Saving Throws
  Level
  XP
  HD
  THAC0
  D
  W
  P
  B
  S
  1
  0
  2d6
  19 [0]
  11
  12
  12
  16
  15
  2
  3,360
  3d6
  19 [0]
  11
  12
  12
  16
  14
  3
  6,720
  4d6
  18 [+1]
  10
  11
  11
  15
  13
  4
  13440
  5d6
  17 [+2]
  9
  10
  10
  14
  12
  5
  26,880
  6d6
  17 [+2]
  9
  10
  9
  14
  12
  6
  54,000
  7d6
  16 [+3]
  8
  9
  9
  13
  11
  7
  108,000
  8d6
  15 [+4]
  7
  8
  8
  12
  10
  Troglodyte Shaman
  Spell Level
  Level
  1
  2
  3
  4
  5
  1
  1
  —
  —
  —
  —
  2
  2
  —
  —
  —
  —
  3
  2
  1
  —
  —
  —
  4
  2
  2
  —
  —
  —
  5
  2
  2
  1
  1
  —
  6
  2
  2
  2
  1
  1
  7
  3
  3
  2
  2
  1
  
  Hex 14.22 – The Lair of the Troglodytes
  cleric. Both of these are done using the shaman’s actual level 
  to determine their success.
  At 3rd level a shaman can found a shrine within a 
  troglodyte community, attracting 1 normal troglodyte for 
  each camp present and 1d2–1 3-HD troglodytes per camp. 
  If a community has more than one troglodyte shaman, they 
  will each worship a separate deity; brutal fights between 
  the various clergy often erupt, just as fights do between the 
  various camps.
  The spells the shaman can cast are drawn from a modified 
  spell list.
  First Level: cause fear*, cause light wounds, darkness*, 
  sleep^, spider climb#, stinking cloud#.
  Second Level: blight*, blindness/deafness$, entangle!, 
  fascinate$, hold person, obscuring mist!, resist fire, silence 
  15’ radius, speak with animals.
  Third Level: barkskin!, continual darkness*, cause disease*, 
  curse, growth of animal, invisibility^, striking, summon 
  ooze#, warp wood!.
  Fourth Level: cause serious wounds*, haste^, protection 
  from fire and lightning!, speak with plants, solid fog$, sticks 
  to snakes, water breathing!. 
  Fifth Level: charm monster^, cloudkill^, commune, insect 
  plague, finger of death*.
  * spells cast as reverse only
  ^ magic-user spells
  ! druid spells
  $ illusionist spells
  # new spells (see below)
  Alternate Rules
  If using the Alternate Rules shamans start play with 1 skill. 
  They gain a second skill at 4th level and the third skill at 7th.
  The shaman starts play with 1 Knack at 1st level and gains a 
  second Knack at 5th level.
  Controlled Spellcasting. Whenever the shaman casts a 
  spell they add 1 to the 1d20 roll used to avoid spelldrain.
  Favored by the gods. Once per day the shaman can 
  automatically succeed on a saving throw. At 7th level they 
  may do this twice per day.
  Potent Musk. The troglodyte’s scent glands are a marvel of 
  stench. Those caught within the spray save at a –2 penalty; those 
  failing suffer a –4 penalty to all attack rolls for the duration.
  Prodigal Caster. At levels 1-4 the shaman can cast an 
  additional 1st-level spell per day and at levels 5-7 the shaman 
  can cast an additional 1st and 2nd-level spell per day.
  Self-improvement, primary. The shaman can increase 
  one of the following scores by 2, or two by 1: Strength, 
  Constitution, Wisdom.
  Self-improvement, secondary. The shaman can increase one 
  of the followings scores by 2, or two by 1: Intelligence, Dexterity, 
  Charisma. This can only be selected at level 5 or higher.
  Skilled. The shaman gains an additional three skill slots.
  Toughness. The shaman has 1d8 hit points per HD instead 
  of 1d6. This Knack can only be selected once.
  The troglodyte shaman class is built using the rules from 
  the Classing up the Joint supplement as follows:
  ➢ Attack as Cleric. 0
  ➢ Saving Throws as Fighter. +1
  ➢ HD d6. +.5
  ➢ Advanced HD (2 at level 1). +5
  ➢ Weapons Allowed (#4). +2
  ➢ Armor Allowed (#1). –1
  ➢ Spellcasting. Divine 75% progression with expanded 
  spell list. +8
  ➢ Infravision. +.5
  ➢ Chameleon skin. +1.5
  ➢ Resistance to poison. +.3
  ➢ Natural attacks (3). +1.5
  ➢ Natural Armor. +.5
  ➢ Musk. +2
  ➢ Early name-level benefits (attract followers at 3rd 
  level). +1.5
  ➢ Level limited. Six levels. –6
  ➢ Two Ability Score Requirements. –.5
  ➢ Total modifiers: 16.8
  ➢ Total XP to reach 2nd level: 3,360
  Troglodyte Demographics
  Troglodytes are an exceptionally Chaotic and cruel race. They 
  have no relations with the other humanoid races such as orcs, 
  goblins or kobolds, and lump them all in the same category 
  as humans: prey. They do not usually keep slaves, preferring 
  to torture and eat any captives sooner rather than later. 
  The basic unit of troglodyte society is the “camp”. A camp 
  comprises 1d8 normal troglodytes. Each camp is led by 
  a helod, a 2nd-level troglodyte. Multiple camps form a 
  scourge, and multiple scourges occasionally band together 
  to form a village. 
  
  Hex 14.22 – The Lair of the Troglodytes
  Any troglodyte village of more than 75 individuals will (1-3) 
  be stable; (4-5) divide into two smaller camps, one of which 
  has a population of 1d4+1 × 10% of the total population; 
  or (6) devolve into internecine warfare that lasts for 2d4 
  days, the population reduced by 2d6% per day of infighting, 
  murder and cannibalism until an equilibrium is reached. 
  For every community of more that 75 members roll 1d6 (as 
  above) per month.
  The majority (1-4 in 6) of troglodyte lairs are below ground, 
  in heavily wooded forests, or in the depths of thick swamps 
  and jungles that rarely see sunlight penetrating through the 
  thick canopy. They are adaptable to any clime and terrain 
  type, save extreme cold which they dislike. As stated above, 
  they have decent infravision, yet suffer no penalty when 
  active in the daytime.
  A primitive race, troglodytes rarely (1 in 6 chance) master 
  fire, and even those who do are unable to work metal, 
  resorting to working with stone, wood, and tanned hides. 
  If they have metal or complex (bows, crossbows, etc.) 
  weapons they will have been claimed from their victims in 
  battle, and they generally do not possess the ability to repair 
  or maintain their gear (although individual troglodytes 
  may learn these skills). Troglodytes do not wear armor, but 
  instead grow tougher skin as they age.
  Troglodytes encountered in dungeons will lair in numbers 
  of 5d8. When lairing in the wilderness, troglodytes will 
  lair as follows (note that each group of 5d8 troglodytes is 
  referred to as a scourge):
  1 scourge
  2 scourges (village)
  3 scourges (village)
  4 scourges (warband)
  5 scourges (warhorde)
  Each scourge of troglodytes contains roughly five camps of 
  1d8 troglodytes. Each camp is led by a 2nd-level (or 3-HD) 
  troglodyte. A scourge is further led by a chieftain, who will be 
  a (1-4) 3rd-level/4-HD troglodyte or (5-6) a 4th-level/5-HD 
  troglodyte. The chieftain will have 1d4+1 lieutenants of 1st 
  level and 1d3 lieutenants of 2nd level. These lieutenants serve 
  as bodyguards, assassins, scouts and enforcers for the chieftain.
  There’s a 1 in 6 chance that a troglodyte scourge has a 
  shaman present. Roll 1d20 to determine the shaman’s level.
  Troglodyte Shaman Level Generation (1d20)
  1-6. 1st-level shaman
  7-11. 2nd-level shaman
  12-15. 3rd-level shaman
  16-17. 4th-level shaman
  18-19. 5th-level shaman
  20. 6th-level shaman
  21+. 7th-level shaman
  A village of two scourges will be led by a chieftain of (1-4) 
  level 4/5 HD or (5-6) level 5/6HD. The chieftain will have 
  attendants as follows: 2d4 1st-level troglodytes, 1d4 2nd-level 
  troglodytes, and 1d4 3rd-level troglodytes. In addition to the 
  1 in 6 chance that each scourge is served by a shaman, there’s 
  a 1-2 in 6 chance the chieftain is served directly by a shaman.
  A village of three scourges will be led by a chieftain of (1-4) 
  level 5/6 HD or (5-6) level 6/7HD. The chieftain will have 
  attendants as follows: 3d4 1st-level troglodytes, 2d4 2nd-level 
  troglodytes, and 1d4 3rd-level troglodytes. In addition to the 
  1 in 6 chance that each scourge is served by a shaman, there’s 
  a 1-3 in 6 chance the chieftain is served directly by a shaman.
  A village of four scourges will be led by a chieftain of (1-4) 
  level 6/7 HD or (5-6) level 7/8HD. The chieftain will have 
  attendants as follows: 3d4 1st-level troglodytes, 2d4 2nd-
  level troglodytes, 1d4 3rd-level troglodytes, and 1d2 4th-level 
  troglodytes. In addition to the 1 in 6 chance that each scourge 
  is served by a shaman there’s a 1-3 in 6 chance the chieftain is 
  served directly by a shaman. If there is a shaman present add 
  1d4 to the roll made to determine the shaman’s level.
  A village of five scourges will be led by a chieftain of (1-3) 
  level 7/8 HD or (4-5) level 8/9 HD or (6) level 9/10 HD. 
  The chieftain will have attendants as follows: 4d4 1st-
  level troglodytes, 3d4 2nd-level troglodytes, 2d4 3rd-level 
  troglodytes, and 1d4 4th-level troglodytes. In addition to 
  the 1 in 6 chance that each scourge is served by a shaman 
  there’s a 1-4 in 6 chance the chieftain is served directly by 
  a shaman. If there is a shaman present add 1d8 to the roll 
  made to determine the shaman’s level.
  The above numbers are in addition to the normal troglodytes 
  present in a community. A community of one scourge 
  would consist of the following:
  ➢ 5 camps of 1d8 troglodytes
  ➢ 5 2nd-level troglodytes, each one in control of a single 
  camp
  ➢ A 3rd- or 4th-level troglodyte chieftain
  o 1d4+1 lieutentants
  o 1d3 captains
  o 1 in 6 chance of having a shaman
  Troglodyte Miscellany
  Troglodyte lairs take on the musk of their inhabitants; 
  with so many creatures occupying the same space – often 
  a cavern system, dungeon, mines, or other enclosed area 
  – it begins to stink like those dwelling within. Upon first 
  entering a troglodyte lair all susceptible individuals must 
  Save v. Poison with a +2 bonus to the roll or be sickened 
  (as per the troglodyte musk) for 1d6+1 turns. A successful 
  
  Hex 14.22 – The Lair of the Troglodytes
  New Spells
  Spider Climb (arcane)
  Level: 1
  Duration: 1 round +1 round/level
  Range: Touch
  The target of this spell can climb and move on vertical or 
  horizontal (such as the ceiling) surfaces like a spider. The 
  target must have both hands and feet free and bare. Objects 
  that weigh 5 pounds or less cling to the recipient’s hands/feet. 
  A person under the influence of this spell cannot cast spells.
  Stinking Cloud (arcane)
  Level: 1
  Duration: Permanent until dispelled
  Range: 30’
  The caster of this spell summons a cloud of foul-smelling 
  smoke with a radius of 15’. All creatures within the cloud 
  are nauseated, unable to attack or cast spells. They move at 
  half-speed, and all creatures within the cloud have cover (as 
  do those outside to those within the cloud). Upon moving 
  from the cloud individuals remain nauseated for 1d4+1 
  rounds unless they are able to succeed on a Save v. Poison, 
  in which case they are no longer affected.
  Summon Ooze (arcane)
  Level: 3
  Duration: 2 rounds +1 round/level
  Range: 30’
  The shaman summons an ooze or jelly, which bubbles forth 
  from minute cracks in the ground. The summoned creature 
  is unintelligent, but will obey the caster’s commands to the 
  best of its ability. Regardless of the HD a normal creature of 
  its type would have, the summoned creature has a number 
  of HD equal to the caster’s level. Therefore, if a 5th-level 
  shaman were to summon a black pudding it would have 5 
  HD,  and if they were to summon a green slime it would 
  have 5 HD as well.
  save against the lair stench does not render an individual 
  immune to being caught in a troglodyte’s musk cloud.
  The treasure listed under the troglodyte entry in the OSE 
  Core book is per scourge. Larger communities will roll for 
  each individual scourge.
  Troglodytes make their presence known quickly when they 
  move to inhabit an area. Like many of the humanoid races 
  they care little for their environment and surroundings; 
  they quickly despoil the land and rivers around them. 
  Within 1d4 months of a scourge moving into a lair the 
  landscape begins to change in the immediate vicinity 
  (within 100 yards). For every additional three months the 
  lair is in existence an additional 100-yard band surrounding 
  the lair will become fouled. A single scourge will, over the 
  course of several years, wreck the ecology of a single sub-
  hex (roughly a diameter of .6 miles); vegetation will begin 
  to die as everything becomes coated with a thin, oily sheen, 
  and a foul stench will hang in the air; any water within the 
  area develops a sickly yellowish foam as the pervasive musk 
  particles are whipped to a froth.
  Those depending on scent to track will find the stink of 
  troglodyte too heavy and overpowering to pick up any other 
  smells. Unlike some of the other races, such as orcs or goblins, 
  troglodytes will leave trees and plant growth standing. For 
  one, they do not typically use fire as often as the other races, 
  but they also find that they can blend easily amongst glades 
  and copses of trees with their chameleon ability.
  Because they are so destructive to the ecology of an area, 
  troglodytes find themselves ranging far for food (mostly meats, 
  although they are omnivores). A troglodyte hunting (or war, 
  as battle provides a source of ready food) party will travel, on 
  average, no more than three hexes (18 miles) and most often 
  between one and two hexes (6-12 miles) away from their lair.
  Woods-wise individuals are likely to pick up signs of troglodyte 
  presence outside of their lair, especially if they know what 
  to look for; the musky stench and oil-slick like residue these 
  creatures leave behind are obvious tell-tale signs.
  
  Hex 14.22 – The Lair of the Troglodytes
  Large hex is 6 miles face to face
  Smaller hexes are 1.2 miles face to face.
  Cover art by Jenna Drummond (jendart.com)
  Maps by Aaron Schmidt
  
  Hex 14.22 – The Lair of the Troglodytes
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  8. 
  Identification: If you distribute Open Game Content You must clearly indicate which portions of the work 
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  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 
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  Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or 
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  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and 
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  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.
  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.
  Jekti from A Hamsterish Hoard of Monsters, Copyright 2012, Author Erin “taichara” Bisson
  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 
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  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 14.22 The Lair of the Troglodytes (OSE).pdf