TEXT: Hex 17.24
  The Village of the Owl-Folk
  
  Hex 17.24 – The Village of the Owl-Folk
  
  ©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 17.24
  The Village of the Owl-Folk
  Credits Designer: Todd Leback
  Editing: Brian Johnson
  Layout: BJ Hensley
  Cartography: Todd Leback, Aaron Schmidt
  Cover Art: Jen Drummond (jendart.com)
  Interior Art: Aaron Schmidt (page 7); Dean Spencer (pages 
  9, 15, 18, 23, 25, 27, 37); Patrick E. Pullen (page 32); Rick 
  Hershey/Fat Goblin Games (pages 4, 33)
  Maps created using Hexographer.
  Hexographer is © Inkwell Ideas (inkwellideas.com).
  Populated Hexes
  Support more hexcrawling by becoming a patron of 
  Populated Hexes at: patreon.com/Populatedhexes
  Table of Contents
  Introduction to Populated Hexes .........................................1
  Hexcrawling Rules ....................................................................1
  Absalom .....................................................................................1
  Using Populated Hexes ............................................................1
  This Release ...............................................................................2
  Hex 17.24 – The Village of the Owl-Folk ............................3
  0305. The Village of the Strigi ������������������������������������������5
  Highglade Demographics ........................................................5
  1. The Wind Retreat. ...........................................................5
  2. Ranal Rilli. ........................................................................5
  3. Meeting Hall. ....................................................................6
  4. The Jumbles. .....................................................................6
  5. Borquen’s Residence. .......................................................6
  6. The Depthless House. .....................................................6
  7. Lizard Lounge. .................................................................7
  8. The Conflux. .....................................................................7
  9, 12, 15, 17. Communal Housing. ....................................7
  10. The Lift. ...........................................................................7
  11, 13, 16. Communal Housing. ........................................7
  14. The Hall of Seers. ...........................................................8
  18. Stables. ............................................................................8
  19. Visitors’ Quarters. ..........................................................8
  20. Chamber of Steam. ........................................................8
  21, 22. Root Cellars. ............................................................9
  23. Oubliette. ........................................................................9
  605. Lair of Kobadd, the Seven-Legged. ................................9
  607. House of the Undying. .....................................................9
  704. The Three Sisters. .............................................................9
  707. The Brood. ...................................................................... 10
  Random Encounter Table ................................................... 10
  The Darkwood .................................................................. 10
  Everywhere Else ................................................................ 10
  Appendix ................................................................................ 10
  New Goods ............................................................................. 10
  Velvet Capped Mushrooms. ............................................ 10
  Drugs ....................................................................................... 10
  1. Astral Tea. ...................................................................... 11
  2. Difodol. .......................................................................... 11
  3. Dream-snuff. ................................................................. 11
  4. Draught of Heroes. ....................................................... 11
  5. Dullweed. ....................................................................... 11
  6. Fairy Dust. ..................................................................... 11
  7. Mothachadh. ................................................................. 12
  8. Sempiternal Snuff. ........................................................ 12
  Drug Interactions ............................................................. 12
  New Races .............................................................................. 12
  The Strigi ................................................................................. 12
  Alternate Rules .................................................................. 15
  Strigi Seer ................................................................................ 15
  Alternate Rules .................................................................. 17
  New Spells .............................................................................. 18
  Advancing Animal Companions ......................................... 18
  Old School Essentials OGL ................................................ 21
  
  Introduction to Populated Hexes
  Welcome to Populated Hexes, the series of 6-mile hexes 
  in the world of Absalom! The goal is to provide a number 
  of individual 6-mile hexes, fully populated with lairs 
  and features, that can either be dropped into an existing 
  campaign as a point of interest, the destination of a treasure 
  map found in the bowels of a dark dungeon, or as a stand-
  alone mini-sandbox.
  These supplements use the Old School Essentials rules 
  published by Necrotic Gnome, but like many OSR products, 
  pretty much any system can be easily adapted.
  Maps & Scale 
  Each hex will be presented with two hex maps: a smaller 
  map with locations and features noted, and a larger map 
  with only major features noted that can be printed and used 
  as a player handout. The scale represented on the maps 
  included in these products are as follows:
  • Large hex = 6 miles, face to face.
  • Subhex = 1.2 miles, face to face.
  Hexcrawling Rules
  Thirdkingdom Games produces supplements that are used 
  throughout these releases. Two of them – Domain Rules 
  and Hexcrawling Basics – are free to download and are 
  designed to work in conjunction with this series. You can 
  find out where to pick up these and other supplements in 
  the Populated Hexes line at patreon.com/Populatedhexes.
  The following books will be useful to have access to 
  throughout the series. Many of them are free!
  • Old School Essentials Classic Fantasy Rules Tome
  • Old School Essentials Advanced Fantasy Genre Rules
  • Labyrinth Lord Basic and Advanced Edition 
  Companion
  • OSRIC
  • A variety of other OSR resources
  Absalom
  The world of Absalom is one of constant change, where Law 
  and Chaos are more than abstract philosophical ideas but are 
  instead metaphysical realities that shape the very world itself.
  Absalom is dominated by Cycles, each lasting between two 
  to four hundred years. Each Cycle is divided into an Apex – 
  when Law holds sway – and a Nadir – when Chaos sweeps 
  over the lands, driving back the light of Civilization.
  Cycles are marked in the beginning by the Apex and ascent 
  of Law, and the end by the Nadir. During each Apex the 
  civilizations of Man do their best to expand their domains 
  and bring law to the land; these civilizations often shrink, or 
  even crumble, during the Nadirs as barbarians, beastmen, 
  and worse fall upon the kingdoms of Man.
  Campaign Setting
  The following assumptions are made in this setting:
  Starting Date
  This series is set at the beginning of the Sixteenth Cycle of 
  recorded history. There have been many civilizations that 
  have risen and fallen, some of Men, some of others.
  Humanocentric
  The adventurers will be human, setting out to explore the 
  new world with the ebbing of the forces of Chaos. Non-
  human classes are certainly allowed – and indeed, these 
  supplements present rules for many non-human classes – 
  but the base assumption is that most PCs will be human.
  Chaos Storms
  During Nadirs – and occasionally in an Apex – events called 
  Chaos storms can spontaneously occur, changing the very 
  landscape, distorting distances, and wreaking havoc upon 
  the nature of reality. Maps from the previous Cycle may 
  prove unreliable.
  The Gods
  Gods are real but are local. They are the Small Gods of Terry 
  Pratchett or the hearth deities of ancient Rome. Belief gives 
  strength and power to spirits of the world.
  Using Populated Hexes
  As stated above, each 6-mile hex can be used as a mini-setting, 
  a drop-in adventure location that is encountered during 
  travel, or as part of a greater hexcrawl. Elements can be added 
  or abandoned as needed, as is true of all supplements.
  These hexes are released one at a time, seven in a series. 
  Each series is a cluster of seven hexes: a central hex and the 
  six surrounding it.
  Each release will be divided into two sections: the hex itself, 
  with keyed encounter locations, and an Appendix, which 
  builds on encounters and concepts in the hex. Populated 
  Hexes offers some expanded alternatives to the basic rules 
  found in Old School Essentials, and these will be introduced 
  as needed in each hex. Broadly speaking, the intention is to 
  introduce character options – to bring some of D&D 5e into 
  B/X. These rules can be used or abandoned, as desired.
  Introduction to Populated Hexes
  
  Introduction to Populated Hexes
  This Release
  Nestled in the hills of this subhex is a sandstone keep 
  occupied by the Rawhide Gang, a vicious gang of brigands 
  that make a living raiding the few human settlements and 
  caravans in the region. You can support more hexes and 
  additional supplements at patreon.com/Populatedhexes.
  
  Hex 17.24 – The Village of the Owl-Folk
  Resources: Vegetable (Timber, 4); Vegetable (Fungus, 3)
  This hex comprises almost entirely light oak, chestnut, walnut 
  and other deciduous trees. The trees are old, with plenty 
  of space between them, forming a near continuous canopy 
  that shades the ground and prevents most undergrowth 
  from establishing itself, so travel through the woodland is 
  easy.  The one exception is about eight square miles in the 
  eastern portion of the hex where the trees become much 
  more densely packed, with conifers making up about half the 
  species. Home to a brood of deadly giant black widow spiders, 
  and a half-dozen wights lurking in a forgotten mausoleum a 
  half-dozen wights in which, this is the northern tip of the 
  haunted forest known as the Darkwood.
  In the lightly forested section, sight lines range from 50 to 
  300 yards (5d6x10) and encounters occur at intervals of 20 to 
  80 yards (2d4x10). In the Darkwood, sight lines range from 
  20 to 80 yards (2d4x10) and encounters occur at intervals 
  of 5 to 40 yards (5d8). The trees in the Darkwood are dense 
  enough that targets more than 20 yards away gain partial 
  cover (–2 penalty to attack rolls against them); those more 
  than 50 yards away gain majority cover (–5 penalty to attack 
  rolls against them); and missile attacks at a range greater than 
  100 yards are not possible. These penalties are in addition to 
  those imposed by range increments for the weapon used.
  Ex. A character with a sling is trying to hit a target 90 yards 
  away. The roll has a –1 penalty due to the range modifier, with 
  an additional –5 penalty for cover).
  The Darkwood is a large, densely wooded forest that has 
  been irrevocably tainted by Chaos. It is generally avoided 
  by residents of the nearby hexes, except during the midday 
  hours, when the owl-folk who dwell in subhex 0305 venture 
  within to harvest the rare mushrooms that grow only within 
  these cursed woods.
  The Darkwood is one of those infrequent places in the 
  world where the presence of evil is palpable, shaping the 
  inhabitants and those who enter. In this case it is a relatively 
  natural phenomenon; there is no specific cause for it, and 
  no known way to remove it.
  Lawful and Neutral characters who enter the Darkwood are 
  affected in the following manner:
  ➢ They have an ever-present sense of moving shapes 
  in their peripheral vision, hushed whispers behind 
  them, and the feeling of ghostly fingers brushing the 
  nape of their neck. This state of constant awareness 
  is distracting, and as such they suffer a –1 penalty 
  to avoid surprise. Chaotic characters suffer no such 
  phantasmal delusions.
  ➢ Resting within the Darkwood is near impossible 
  for non-Chaotic creatures. All Lawful and Neutral 
  characters must make a Save v. Spells every time they 
  attempt to sleep. Failure indicates a restless night, 
  imposing penalties as though they had not rested (–1 to 
  attack and damage rolls until they’ve rested a full day). 
  Spellcasters cannot regain lost spells if the save is failed.
  ➢ The Darkwood is somewhat inimical to life. Whenever 
  magical healing occurs within its borders roll twice, 
  taking the worse result.
  ➢ A protection from evil spell will eliminate these 
  penalties, but only as long as the spell lasts and only 
  for those within its radius who have not broken the 
  strictures of the spell (attacking, casting a spell upon 
  or forcing the barrier against an evil creature).
  In addition to the oppressive dangers of the Darkwood, 
  the forest itself is heavily shaded; even during the middle 
  of the afternoon it is as dark as dusk under its boughs, 
  allowing creatures sensitive to sunlight to walk freely. It’s 
  also noticeably colder within the wood.
  The terrain is difficult to navigate. The densely packed trees 
  reduce movement to 2/3 normal. If using the exploration 
  rules in Hexcrawl Basics the number of subhexes that can 
  be explored per day is reduced by 1. It is also difficult to 
  discern a trail or keep one’s bearings here; tracking skill 
  checks are made with a –2 penalty, and the chances of 
  getting lost are doubled. 
  Hex 17.24 – The Village of the Owl-Folk
  
  Hex 17.24 – The Village of the Owl-Folk
  
  Hex 17.24 – The Village of the Owl-Folk
  The three hexes (605, 704 and 707) that contain black 
  widow lairs are even more difficult to traverse, due to the 
  omnipresent strands of cobwebs draped throughout the 
  hexes. The webs reduce overall movement to half normal 
  and increase the chances of getting lost or delayed by a 
  multiplier of three. Desiccated corpses of past victims dangle 
  here and there, like enormous white fruit. The treasure of 
  the spiders can be found, scattered throughout each hex, 
  concealed within the cocoons of their victims.
  The highest concentrations of velvet cap mushrooms in the 
  Darkwood are in the three hexes inhabited by giant spiders; the 
  other three hexes contain 1d4–1 pounds of mushrooms. If fully 
  picked, a hex’s mushrooms will regrow in a period of one month.
  0305. The Village of the Strigi
  There’s a small village of strigi, or owl-folk, in this hex, nestled 
  among and merging with the large, old-growth oaks and 
  chestnuts. It is rather isolated – most of the trade with outsiders 
  occurs to the west, following the road that runs through 17.23 
  to the human village of Liwil in Hex 14.23, although the strigi 
  do have some trade with the gnolls of the Blistered Skin tribe in 
  Hex 18.23.
  The village has no blacksmiths, nor the ability to work with metal 
  harder than bronze, but the owl-folk are expert leatherworkers, 
  herbalists and healers. For trade purposes Highglade is considered 
  a Class 1 market for all goods except herbs, alchemical products, 
  and leather or hides, in which cases it is to be considered a Class 
  4 market. The inhabitants of the village live communally, using 
  barter rather than coin, although Ranal, their chief, keeps a hoard 
  of coins to use when outsiders visit.
  Highglade Demographics
  The makeup of Highglade is as follows:
  ➢ 26 1st-level strigi
  ➢ 4 2nd-level strigi
  ➢ 2 3rd-level strigi
  ➢ 1 9th-level strigi
  ➢ 2 1st-level strigi seers
  ➢ 1 2nd-level seer
  ➢ 1 3rd-level seer
  ➢ 1 6th-level seer
  ➢ 4 giant gecko lizards
  With the exception of unusual or unique NPCs the 1st-level 
  owl-folk will all have the following stats:
  Strigi (1st-level), AC 9 [10], HD 1 (4 hp), Att 1 x weapon 
  (1d6 or by weapon), THAC0 19 [0], MV 120’ (40’), SV D13 
  W14 P11 B16 S15, ML 8, AL Neutral, XP 10, NA 0 (1d8), 
  TT A
  Assume normal strigi encountered in Highglade are 
  unarmed. Those encountered outside of Highglade (as part 
  of a patrol, for instance) will be armed with simple melee 
  weapons doing 1d6 points of damage, in addition to slings 
  (1-4 on d6) or short bows (5-6) and enough ammunition 
  for ten shots.
  The rest of the inhabitants have stat blocks in their 
  location entries.
  Strigi live communal and egalitarian lives. Because of 
  their isolation, their belief in shared property, and their 
  reluctance (or inability) to work metal, they do not 
  generally use coins, instead bartering amongst themselves 
  for goods or services, with various drugs being some of 
  the most commonly exchanged commodities. Each strigi 
  encountered in Highglade will be carrying 1d3–1 doses 
  of drugs. Rolling a d6, on a result of 1-5 a dose will be a 
  common (i.e. without mechanical benefit) substance such 
  as black lotus, hallucinogenic mushroom, laughweed, etc., 
  while a result of 6 indicates one of the rare drugs found in 
  the index. Seers most often possess astral tea or dream-
  snuff, while strigi on patrol or leading exploration parties 
  often possess one of the more utilitarian substances.
  1. The Wind Retreat.
  At the very top of the tallest tree in Highglade is a small 
  building, used as a sanctuary and retreat for those strigi 
  seeking the solitude needed to hear the secrets the winds 
  whisper into the ears of those prepared to hear. The walls of 
  the hut are thin, with large openings on all four sides to allow 
  free passage of the blowing wind. There’s a 1 in 6 chance that 
  this hut will be occupied by a randomly determined strigi 
  seer, deep in an oracular trance.
  2. Ranal Rilli.
  Ranal is the patriarch of Highglade, a 9th-level strigi who 
  has been tasked by the Council of Seers with overseeing the 
  temporal affairs of the village. He is young for one with such 
  responsibilities, barely forty years old, but has spent much 
  of his life ranging far and wide. In his youth he traveled as 
  far as the town of Liwil (see Hex 14.23) and made treaty 
  with them, although it is infrequent that trade has passed 
  between the two communities. 
  Ranal Rilli (9th-level strigi)., AC 3 [16], HD 9 (44 hp), Att 
  1 x sword or shortbow (1d8+1 or 1d6), THAC0 14 [5], MV 
  90’ (30’), SV D10 W11 P5 B12 S10, ML 9, AL Neutral, XP 
  900, NA unique, TT see below 
  Ranal wears a suit of leather armor crafted from the tanned 
  carapace of a giant black widow spider, an inhabitant of 
  the Darkwood that he slew in single combat in his youth. 
  It is enchanted, possessing a +2 bonus, and granting 
  the same bonus to saves against poison. He also wields a 
  sword +1, passed down to him by his mother. Ranal keeps 
  
  Hex 17.24 – The Village of the Owl-Folk
  the community’s wealth, used largely when trading with 
  outsiders. He currently has 4,300 cp, 4,700 sp, 865 gp, and 
  a large ruby worth 650 gp in a locked chest in his quarters.
  If using the Alternate Rules, Ranal has the Toughness, 
  Magic Initiate, and Swashbuckling Knacks (AC bonus is 
  already included in the stat block).
  3. Meeting Hall.
  The closest thing to passing for an inn or tavern in Highglade, 
  the meeting hall is perched near the top of one of the largest 
  trees. It has a large common room on the main floor, with 
  a number of smaller rooms and chambers spreading over 
  the crown of the tree. Outsiders who are able to scale the 
  heights of the trees and have earned the trust of the owl-folk 
  are welcome to stay here rather than in location 19.
  An owl-folk named Leeria Du runs the establishment, aided 
  by her two children, Thanemar and Oredhal. Both children are 
  approaching adulthood and itching to experience the world. 
  All three are normal 1st-level strigi.
  4. The Jumbles.
  Four families and their broods dwell in this scattershot 
  arrangement of dwellings. Unless otherwise noted all are 
  normal, 1st-level strigi. Children have 1d2 hp each and 
  attack as Normal Men. Those with differing class levels will 
  be statted out at the end of this entry.
  1. Dalshal and Morilmal. These two women have adopted 
  the two children of Dalshal’s dead brother and have been 
  raising them as their own. Their children are named Ril 
  and Mishi, and are good-natured scamps. Dalshal is a 
  2nd-level seer while Morilmal is a normal owl-folk.
  2. Hirgil and Zendar. A married strigi couple with one 
  child, Deldis. Both are 2nd-level strigi.
  3. Thresrond and Rohira, a married couple, live 
  with Viusand (Rohira’s father) and three children: 
  Kraesleon, Kithmo, and Gakraes. Gakraes, an 
  inquisitive 9-year-old, is extremely perceptive and is 
  the only strigi to suspect that something is amiss with 
  Ethduil (see area 11). Gakraes can be befriended with 
  sweets or tales of derring-do and adventure.
  Dalshal (2nd-level seer), AC 9 [10], HD 2 (8 hp), Att 1 x 
  weapon (1d6 or by weapon) or spell, THAC0 19 [0], MV 120’ 
  (40’), SV D13 W14 P11 B16 S15, ML 8, AL Neutral, XP 20, 
  NA unique, TT see below
  One of the leaders of the community, Dalshal is kind and 
  considerate of others. She is likely to offer to tend to a 
  wounded PC, and advocates for sheltering strangers.
  Dalshal normally has cure light wounds memorized. If 
  using the Alternate Rules at the back of this book she has 
  the Lay on Hands Knack. She has a potion of healing in her 
  cupboard, reserved for times of need.
  Hirgil and Zendar (2nd-level strigi), AC 7 [12], HD 2 (8, 5 
  hp), Att 1 x weapon (1d8 or by weapon), THAC0 19 [0], MV 
  90’ (30’), SV D13 W14 P11 B16 S15, ML 9, AL Neutral, XP 
  20, NA unique, TT see below 
  Both strigi are rangers, leading patrols into the woods around 
  Highglade to intercept trouble or hunt for mushrooms in 
  the Darkwood. Both are armed with shortbows and swords. 
  If using the Alternate Rules both have the Toughness Knack 
  (already used to calculate hp) and the Tracking skill.
  Thresrond (3rd-level strigi), AC 6 [13], HD 3 (14 hp), Att 
  1 x weapon (1d6 or by weapon), THAC0 19 [0], MV 90’ 
  (30’), SV D13 W14 P11 B16 S15, ML 8, AL Neutral, XP 35, 
  NA unique, TT see below
  Thresrond is one of the bodyguards to Ranal Rilli. She has a 
  ring of wishes, with one remaining, that she is saving for the 
  most dire of circumstances. If using the Alternate Rules she has 
  the Swashbuckling Knack (AC adjustment included above).
  5. Borquen’s Residence.
  The senior seer of Highglade dwells here.
  Borquen (6th-level strigi seer), AC 9 [10], HD 6 (20 hp), 
  Att 1 x weapon (1d6) or spell, THAC0 17 [+2], MV 120’ 
  (40’), SV D11 W12 P9 B14 S12, ML 8, AL Neutral, XP 500, 
  NA unique, TT see below
  If using the Alternate Rules, Borquen has the Diviner and 
  Prodigy Knacks (already included in the following spell 
  allotment). She can cast three 1st, three 2nd, and one 3rd-
  level spells, and typically prepares the following: augury, 
  cure light wounds, predict weather, barkskin, charm person, 
  locate object, dispel magic.
  She possesses the following magical items (an asterisk 
  indicates an item she carries on her person): broom of 
  flying, scrying bowl (silver bowl that, when filled with water, 
  functions as a crystal ball. Usable once per day), potion 
  of diminution, potion of healing*, scroll of protection from 
  undead, spell scroll* (contains protection from poison).
  Borquen is the senior seer in Highglade, an older female 
  strigi who has served the community for nearly five decades. 
  She is wise, but gruff and untrusting of outsiders. Should 
  the adventurers get on the wrong side of her they will soon 
  find themselves shunned by many of the residents.
  6. The Depthless House.
  Three decades ago a strigi seer named Imorwen built a 
  most peculiar dwelling; a house only seven feet deep. Upon 
  completing the house she entered the front door and has 
  
  Hex 17.24 – The Village of the Owl-Folk
  not been seen since. Those who have opened the door since 
  her passage behold the empty shell of a house, seven feet 
  deep, fifteen wide, and twenty feet tall, lacking any features 
  save for whitewashed plaster walls.
  7. Lizard Lounge.
  4 giant gecko lizards are stabled here, trained by the strigi for 
  use as mounts. Their trainer, Tinumai, resides in Room 11, 
  just below their complex. There will only be 1d2 geckos in 
  their nest at any given time, as the others will be out on patrol.
  There’s a 1-2 in 6 chance that Tinumai is in the nest, caring 
  for his charges. Also hanging in the nest are four sets (less 
  the number of lizards out on patrol) of saddles and harnesses 
  that allow the owl-folk to ride the lizards without falling off 
  while they climb.
  Tinumai (2nd-level strigi), AC 7 [12], HD 2 (4 hp), Att 
  1 x weapon (1d6), THAC0 19 [0], MV 90’ (30’), SV D13 
  W14 P11 B16 S15, ML 9, AL Neutral, XP 20, NA unique, 
  TT see below 
  Tinumai lost his left leg from the knee down to a giant spider 
  as a youth and as a result no longer goes out on patrol, but 
  instead has been charged with caring for the community’s 
  giant lizard mounts. If using the Alternate Rules he has the 
  Skillful Knack, with his additional skills dealing with the 
  care and breeding of animals.
  Gecko, giant lizard (4), AC 5 [14], HD 3+1 (12, 13, 16, 17 
  hp), Att 1 x bite (1d8), THAC0 16 [+3], MV 120’ (40’), SV 
  D12 W13 P14 B15 S16 (F2), ML 7 (8 when ridden), AL Neu-
  tral, XP 50, NA 1d6 (1d10), TT U 
  8. The Conflux.
  The arboreal platforms and walkways between the trees 
  meet here, in a wide, flat patio that often sees groups of 
  strigi congregate for market or gossip. During the day 2d6 
  strigi can be found here; half that number at night.
  9, 12, 15, 17. Communal Housing.
  This tree has been hollowed out in such a manner that it 
  remains alive, and the interior has been turned into communal 
  housing for married strigi without their own dwellings.
  Eeskadril (1st-level seer), AC 9 [10], HD 2 (9 hp), Att 1 x 
  weapon (1d8 or by weapon), THAC0 19 [0], MV 90’ (30’), 
  SV D13 W14 P11 B16 S15, ML 9, AL Chaotic, XP 20, NA 
  unique, TT see below 
  Eeskadril dwells in the communal housing with his 
  husband. Eeskadril is an older strigi, nearly 35, who came 
  into his abilities as a seer later in life. He is somewhat bitter 
  and jealous of the others, especially Halthos and Kiththi. 
  Ethduil (see area 11) is aware of this, and has begun to 
  whisper honeyed words of poison into Eeskadril’s ears. 
  If using the Alternate Rules, Eeskadril has the Diviner Knack. 
  Saelior (2nd-level strigi), AC 7 [12], HD 2 (10 hp), Att 1 x 
  weapon (1d8 or by weapon), THAC0 19 [0], MV 90’ (30’), 
  SV D13 W14 P11 B16 S15, ML 9, AL Chaotic, XP 20, NA 
  unique, TT see below 
  Saelior lives in the communal housing with his wife and young 
  son. He is the most woods-wise of the strigi, and can often be 
  found leading patrols into the Darkwood and beyond. 
  If using the Alternate Rules, Saelior has the Magic 
  Initiate Knack.
  10. The Lift.
  Bulky goods are brought up to the treetops via this geared 
  pulley system, as are visitors who are unable to make the 
  climb. It is typically unmanned unless in use, and both 
  basket and counterweight are located several dozen feet off 
  the ground.
  11, 13, 16. Communal Housing.
  This tree has been hollowed out in such a manner that it 
  remains alive, and the interior has been turned into communal 
  housing for the unmarried residents of the strigi village. 
  Ethduil (2nd-level strigi), AC 7 [12], HD 2 (9 hp), Att 1 x 
  weapon (1d8 or by weapon), THAC0 19 [0], MV 90’ (30’), 
  SV D13 W14 P11 B16 S15, ML 9, AL Chaotic, XP 20, NA 
  unique, TT see below 
  Ethduil has been corrupted by the evil of the Darkwood, 
  and now willingly serves the Master of Shadows (refer to 
  the upcoming Darkwood supplement). He is careful to not 
  raise the suspicions of his community. He still leads patrols 
  into the Darkwood and performs all of his other duties, but 
  seeks for a way to corrupt more of his companions.
  If using the Alternate Rules he possesses the Magic Initiate 
  Knack, but substitute the following spells: charm person 
  for dancing lights, and glamour (from OSE Druid and 
  Illusionist Spells) for predict weather. He also possesses a 
  charm, given to him by his master: a glass marble, reddish 
  in color, that allows the Master of Shadows to see through it 
  when Ethduil holds it up to his own eye. Ethduil can expend 
  its magic to automatically save on any one saving throw, but 
  the all-seeing eye then crumbles into dust, its magic spent.
  An elderly strigi named Viusdril also lives here. The oldest 
  strigi in the village, his age and experience affords him the 
  respect of the community. He rarely leaves his room; several 
  of the youngest strigi have taken to bringing him his needed 
  meals and emptying his chamber pot.
  
  Hex 17.24 – The Village of the Owl-Folk
  Viusdril is also the last strigi (besides Ethduil) to have 
  ventured deep within the Darkwood, and, at the bottom 
  of a cedar chest, keeps a map that he made of all but the 
  southernmost reaches of that foul forest. He has mostly 
  forgotten about it, but if anyone were to inquire about the 
  Darkwood in his presence it would likely (1-5 in 6 chance) 
  stir his memories. The Darkwood map can be found at the 
  end of this section. There are several locations of import 
  noted, but no explanation is given, and Viusdril’s memory 
  is hazy on what they are.
  Viusdril is a 1st-level strigi with 2 hp. Other than the map 
  he has no other treasure.
  Edral (3rd-level strigi), AC 7 [12], HD 3 (16 hp), Att 1 x 
  weapon (1d8+1 or by weapon), THAC0 19 [0], MV 90’ (30’), 
  SV D13 W14 P11 B16 S15, ML 9, AL Chaotic, XP 35, NA 
  unique, TT see below 
  Edral is one of Ranal’s bodyguards. If using the Alternate 
  Rules she possesses the Toughness Knack. She is one of the 
  strongest strigi in the community, gaining a +2 bonus to 
  hit and damage with melee weapons (not reflected in stat 
  block). She is also unique in being uninterested in altering 
  her consciousness through drugs, an opinion that would 
  earn her far more criticism were she not able to outfight 
  most of the other villagers. She possesses the second key to 
  area 23, as well as a sword +1.
  Halthos Gilla (3rd-level seer), AC 9 [10], HD 3 (8 hp), Att 
  1 x weapon (1d4), THAC0 19 [0], MV 120’ (40’), SV D13 
  W14 P11 B16 S15, ML 9, AL Neu￹tral, XP 35, NA unique, 
  TT see below 
  The second most powerful seer in the community, Halthos 
  is young for his station and has, of yet, not found a mate. He 
  is also intensely curious and can often be found on patrol 
  or with mushroom hunting parties. He typically prepares 
  speak with animals and animal friendship.
  If using the Alternate Rules he has the Prodigy Knack.
  Kiththi Gilla (1st-level seer), AC 9 [10], HD 1 (2 hp), Att 
  1 x weapon (1d4), THAC0 19 [0], MV 120’ (40’), SV D13 
  W14 P11 B16 S15, ML 9, AL Lawful, XP 20, NA unique, TT 
  see below 
  Halthos’s sister, Kiththi shares the communal quarters with 
  him. She is only a year younger than the more experienced 
  seer, and shares her brother’s curiosity. She is one of the strigi 
  who could most likely be convinced to leave the community 
  in exchange for a life of adventure.
  If using the Alternate Rules she has the Animal Companion 
  Knack, and a trained mouse named Vel that she has adopted 
  and raised.
  14. The Hall of Seers.
  Occupying the entire base of a third tree is a sacred space 
  used only by the community’s seers for ritual or religious 
  ceremonies. The doors, carved with obscure arcane symbols, 
  are kept locked at all times, and can only be opened with a 
  spell such as knock, or by a seer.
  The interior is in pitch darkness, and by tradition no light is 
  allowed within; the door is only opened on nights of the new 
  moon, when the owl-folk’s sacred ceremonies occur. Once 
  inside, one of the seers drinks the sap from the living tree, 
  entering a trance that allows them to scry as with a crystal 
  ball, but into the past and future as well as the present.
  This ceremony is exhausting; the seer who enters the trance 
  must roll at or below their Constitution score using 4d6 or 
  have that score permanently reduced by 1.
  18. Stables.
  Within the tree opposite the visitors’ quarters is another 
  chamber at ground level, this one reserved for the mounts 
  of various guests. It has stalls for six horses. There is access 
  from the stables to the communal chambers above, though 
  the trapdoor between them can be shut and locked, 
  isolating the two.
  19. Visitors’ Quarters.
  Non-strigi who visit the village are invited to stay 
  within this chamber, at the very base of one of the trees. 
  It requires no climbing to reach, and is isolated from the 
  other dwellings within the tree. There is space for 8 human-
  sized creatures to sleep comfortably within the room, and 
  double that should they cram in. When the village is first 
  encountered there’s a 1-2 in 6 chance that 1d4 individuals 
  are currently staying here.
  The remainder of the strigi village is underground, 
  accessed via a number of hatches set into the ground. The 
  underground chambers are carved out around the root 
  systems of the massive trees above, and are used by the owl-
  folk to both care for the trees as well as for other purposes. 
  Unless otherwise stated none of the hatches or doors 
  here are kept locked. As a whole the strigi do not use the 
  underground chambers that often, so it is rare to encounter 
  individuals down here unless otherwise noted.
  20. Chamber of Steam.
  Fissures in the rock here let steam from an underground 
  hot spring into this chamber, creating a sauna-like space 
  that is the most frequented of these underground rooms. 
  There will typically by 1d4–1 strigi in this chamber at any 
  time, relaxing in the heat, either in the middle of or coming 
  down from a drug-induced euphoric state.
  
  Hex 17.24 – The Village of the Owl-Folk
  21, 22. Root Cellars.
  These two chambers are largely used for food and herb storage.
  23. Oubliette.
  Deep in the earth, further down than the root network of 
  the massive trees extends, is a room with walls of brick, 
  reinforced by wooden posts and rafters. The door is one 
  of only two in the whole community that are locked – 
  Ranal and Edral both have keys – and the chamber is used 
  as a dungeon to contain those who have broken the laws 
  of the community, which is a rare occurrence. When the 
  adventurers first encounter the village there is a 1 in 6 
  chance it will contain a prisoner.
  605. Lair of Kobadd, the Seven-Legged.
  This hex is home to an enormous black widow spider with 
  seven legs, the eighth lost decades ago to an adventurer who 
  nonetheless succumbed to her poison. Kobadd is unusually 
  large and tough for a giant spider, with twice normal HD 
  and a lower AC. She is so old that leaf mold has collected 
  in the crevices of her carapace, and growing on her shell 
  are two pounds of velvet cap mushrooms. The strigi have 
  no doubt these mushrooms must be more potent than any 
  they have sampled before and would pay extremely well to 
  procure them. Otherwise, there are a total of 9 pounds to 
  harvest from this subhex. All nine pounds will be found if 
  the entire subhex is explored.
  The following treasure can be found with a thorough 
  examination of the hex: 4,000 gp, an agate worth 25 
  gp, a bloodstone worth 50 gp and a topaz worth 500 gp. 
  In addition, assuming Kobadd is slain without the use 
  of fire or area-affecting spells such as fireball or lightning 
  bolt, the adventurers can harvest two pounds of velvet cap 
  mushrooms from the back of her shell.
  Kobadd the Seven-legged, AC 4, HD 6* (31 hp), Att 1 x 
  bite (2d8 + poison), THAC0 14 [+5], MV 60’ (20’)/120’ (40’) 
  in webs, SV D9 W10 P11 B11 S13, ML 8, AL Chaotic, XP 
  600,  NA Unique, TT Unique
  Kobadd’s venom has intensified with age. Those bitten 
  make their save with a –2 penalty, and if they fail they die 
  in 1 round. Even those who save successfully take an extra 
  1d4 damage. Three times per day Kobadd can move at twice 
  her normal rate, scuttling at surprising speed. She uses this 
  ability to either close quickly with her prey or to beat a 
  hasty retreat should she be outnumbered. She can chose to 
  automatically succeed on a saving throw once per day.
  Kobadd’s carapace can be used as a principal for magical 
  item creation, as per p. 11 of Hex 17.23.
  607. House of the Undying.
  Located approximately in the center of this subhex, 
  surrounded by dying oak and hemlock trees, is a mausoleum 
  roughly fifteen feet wide and thirty feet long. It’s built from 
  laid and mortared stone, with a steep slate roof. The door 
  to the mausoleum is rusted iron and is unlocked. Lurking 
  within are six wights. The tree-cover here is less than in the 
  rest of the Darkwood, since many of the trees are dying, and 
  as such the wights only emerge at night. There are no velvet 
  cap mushrooms growing in this subhex.
  The entire subhex is tainted with an even more malevolent 
  evil than that which permeates the rest of the hex; it is this 
  which caused the dead within the tomb to rise as wights. 
  Within the subhex clerics turn undead as though they were 
  two levels lower than their actual level. Any intelligent 
  beings that die within its borders have a 35% chance of 
  rising after 1d6 days as zombies, unless they are slain by the 
  wights, in which case they become wights themselves.
  The wights were once members of a minor noble family of the 
  Skeldrene Dynasty that once ruled the hills to the west (see 
  the Basilisk Hill hexes); they have a large trove of treasure: 
  4000 silver coins, 3000 electrum coins, a zircon worth 75 gp, 
  two jades worth 100 gp, 2 opals worth 750 gp, three pieces of 
  bronze jewelry worth 30, 100, and 110 gp, two potions (both 
  of delusion as they’ve spoiled from their long exposure to evil 
  energy, but which register to cursory inspection as potions 
  of healing and human control), a scroll of ward against 
  lycanthropy, and a ring of protection +1 and medallion of 
  ESP (both worn by the wight with the most hp). The coins 
  are all embossed with the profile of a griffon on one face and 
  a crown with three points on the other.
  The strigi never venture within this subhex.
  Wights (6), AC 5 [14],  HD 3* (9, 10, 13, 14, 14, 21 hp), Att 
  1 x touch (energy drain), THAC0 17 [+2], MV 90’ (30’), SV 
  D11 W12 P13 B14 S15 (F3), ML 12, AL Chaotic, XP 50, NA 
  1d6 (1d8), TT B
  The wight with 21 hp wears the medallion of ESP and ring 
  of protection.
  704. The Three Sisters.
  Three giant black widows dwell in this hex, called The Sisters 
  by the strigi who harvest the velvet caps. The three hunt in a 
  pack; one of them will attack from the front to distract their 
  prey while the other two approach from the sides or above.
  There is no treasure to be found amongst the corpses of 
  the dead in this subhex, but because of the three adult 
  spiders there are more velvet caps than would otherwise be 
  expected; adventurers can find a total of 16 pounds.
  
  Hex 17.24 – The Village of the Owl-Folk
  The Three Sisters, AC 6 [13], HD 3** (11 hp each), , Att 1 
  x bite (2d6 + poison), THAC0 17 [+2], MV 60’ (20’)/ 120’ 
  (40’) in webs, SV D12 W13 P14 B15 S16 (2), ML 8, AL Cha-
  otic, XP 50, NA 1d3 (1d3), TT U
  If two or more of the Sisters are attacking a single target 
  they each get a +2 bonus to hit.
  707. The Brood.
  A mated pair of giant black widow spiders dwelt in this 
  hex until recently, when they both perished in a trap set 
  by the strigi, leaving their adolescent offspring to fend for 
  themselves. There are eleven black widow spiders, each 
  possessing 1+2 HD.
  The Brood have begun to cannibalize one another, and 
  every month after the adventurers first enter the hex their 
  numbers will dwindle by another 1d4. This will continue for 
  three months, at which point any remaining spiders will have 
  reached adulthood. 1d3 will remain in this subhex, while the 
  rest will move to other subhexes within the Darkwood.
  The brood are not nearly as cunning or coordinated as adult 
  spiders; upon entering the hex the adventurers will encounter 
  1d6 every three turns until they’re all encountered. Their 
  poison is still weak, and those bitten suffer 2d4 hp damage 
  and Save v. Poison with a +2 bonus.
  On the edge of the hex, right at the border of subhex 0706, 
  the adventurers will find two enormous trees that have 
  been felled and lie across each other; the trees have been 
  purposefully cut and underneath them are the desiccated 
  corpses of the two parent spiders.
  A search of the subhex will reveal a total of 2 pounds of 
  velvet caps; two bloodstones, a tourmaline, and a star ruby 
  (worth 50, 50, 100 and 750 gp); and a short sword +1 with 
  the name Bigir engraved on the flat of the blade.
  The Brood, AC 7 [12], HD 1+2 (3, 3, 5, 5, 6, 8, 8, 8, 9, 10, 
  10 hp), Att 1 x bite (2d4 damage + poison), THAC0 18 [+1], 
  MV 60’ (20’)/120’ (40’) in webs,  SV D12 W13 P14 B15 S16, 
  ML 7, AL Chaotic, XP 19, NA 1d3 (1d3), TT U
  Random Encounter Table
  The Darkwood
  1. The Brood (1d6)
  2. The Three Sisters (1-4 in 6 chance of encountering all 
  three, otherwise it will be 1d2)
  3. Kobadd Seven-legged
  4. Wights (1d6)
  5. Strigi (5), gathering mushrooms (see C, below)
  6. Skeletons (2d4), pile of bones that animate and attack 
  as the adventurers approach
  7. The Brood (2d6–1)
  8. Zombies (1d6)
  Everywhere Else
  1. Strigi (1d6) hunting party (see A, below)
  2. Strigi (5) patrol (see B, below)
  3. Strigi seer, collecting rare herbs (see C, below)
  4. Goblins (3d4) from hex 18.24
  5. Pegasus (1d2) from hex 17.23
  6. Giant hawks (1d2) from hex 17.23
  A. A hunting party will be 1st-level strigi, with a 1-3 
  in 6 chance of being accompanied by a 2nd-level strigi 
  (determine which one randomly), 4-5 chance of a 3rd-level 
  strigi, and on a 6 Ranal himself. If accompanied by a higher-
  level strigi there’s a 1-3 in 6 chance they will also have a 
  riding gecko with them.
  B. Better armed and equipped than hunting parties, patrols 
  consist of four 1st-level strigi led by a 2nd-level strigi. The 
  second-level strigi is always riding a giant gecko.
  C. Seers, when they venture out to collect herbs, will do so either 
  singly (if in the normal part of the hex) or with a patrol (see above) 
  if in the Darkwood. When seers venture into the Darkwood the 
  party will be accompanied by the normal contingent on a roll of 
  1-3, the normal contingent plus a 3rd-level strigi on a roll of 4-5, or 
  a normal contingent plus a 3rd-level strigi and Ranal on a roll of 6.
  Appendix
  New Goods
  Velvet Capped Mushrooms.
  Large mushrooms with inky purple caps and web-like gills that 
  dangle down beneath the hood, velvet caps are usually found 
  growing in or near the spoor of giant black widow spiders.
  When harvested, the mushrooms last a mere day before 
  rotting, so must either be treated alchemically or placed in 
  a magical stasis to prevent degradation. A pound of velvet 
  caps has a base price of 300 gp.
  Velvet caps can be prepared two different ways, yielding astral 
  tea and dream-snuff. Both methods require the same amount 
  of raw ingredients, take the same amount of time to make, and 
  produce the same quantities of substance. The other drugs are 
  made using other exotic substances found elsewhere.
  Drugs
  The following section details some of the drugs typically 
  available in an owl-folk community. It only discusses those 
  with a mechanical or game-play application. Also present in 
  
  Hex 17.24 – The Village of the Owl-Folk
  any community are a bewildering variety of hallucinogens, 
  soporifics, and stimulants.
  All of these substances are unique to owl-folk. They can 
  be replicated by others, but at a base cost 2d4x10% greater 
  than what is listed below.
  In addition to the drugs possessed by individuals, an owl-
  folk community will communally possess 1d4–1 doses of 
  each of the following for every seer of second level or higher 
  in the village. Therefore, Highglade, with three seers of 
  second level or higher, will have 3d4–3 doses of these drugs 
  in addition to those that may be possessed by individuals.
  1. Astral Tea.
  This foul-smelling substance is mixed with boiling water, left 
  to steep and then drunk, bringing on an inevitable bout of 
  violent vomiting that leaves the drinker weak and dehydrated 
  (treat as one day’s exhaustion, lasting until drinker gets 8 
  hours sleep). The initial effects (i.e. the vomiting) last for 
  approximately an hour. Once the initial sickness is over the 
  imbiber must roll at or below their Wisdom on 4d6. If the 
  roll is successful the drinker enters a trance in which they 
  can mentally see distant locations as though using a crystal 
  ball. The exact type of observation is rolled for each time 
  the tea is consumed: 1-3 a normal crystal ball, 4-5 crystal 
  ball with clairaudience, 6 crystal ball with ESP. The visions 
  last for ten minutes before the character awakes.
  A single dose of astral tea costs a base of 450 gp.
  2. Difodol.
  A tea distilled from various possibilities; the drinker gains the 
  ability to see glimpses of the future at important junctures, 
  and snare them for the user’s own purposes. During the 
  time they are under the effects of this drug the character can 
  choose one roll to tamper with. The choice may be made after 
  the initial roll is made, and can only be applied to an attack, 
  saving throw, skill check, or damage roll. The result of the roll 
  automatically becomes a natural 20.
  However, the fates do not take kindly to being tampered 
  with, and the character’s next two rolls are made with 
  disadvantage (rolling twice and taking the lower of the two 
  rolls). This is done even if the drug has worn off. Difodol lasts 
  for 2d4 hours and imparts upon the drinker a mild sense of 
  euphoria. Difodol is more addictive than many drugs; the 
  chance of addiction is increased by 1 (for addiction rules, 
  see under The Strigi below).
  A single dose of difodol costs 350 gp.
  3. Dream-snuff.
  The velvet caps are crushed up and mixed with certain 
  substances to produce a fine powder that is then snorted 
  just before sleep. The snuff itself does not induce sleep, but 
  if consumed prior to falling asleep the character rolls 3d6: 
  if the result is equal to or less than their Wisdom score the 
  consumer finds themself in a place called the Dreamlands, 
  a plane of existence that binds the four Realms – those 
  of Mortals, Faery, Shadow, and the Dead – and is only 
  accessible via dreamstate.
  Those entering the Dreamlands do so in astral form; their 
  bodies remain where they lie, barely alive to onlookers. 
  The dream state lasts for as long as the character remains 
  asleep; they may be woken by a sharp blow. Dream-snuff, 
  while potent, is limited in the extent to which it can be used 
  repeatedly. Every time a character successfully enters the 
  Dreamlands with the snuff it becomes more difficult to do 
  so the following time: add 1 to the 3d6 roll for each time it 
  has been used successfully.
  The Dreamlands will be explored in a future supplement.
  A single dose of dream-snuff costs a base of 400 gp.
  4. Draught of Heroes.
  A foul, bitter tasting liquid that will stain the drinker’s teeth 
  red if taken too frequently, this potion grants the user 2d6 
  additional hit points that last for a period of 1d4 minutes. 
  Unfortunately, any damage they take is subtracted first from 
  their normal hit point allowance first. If an imbiber takes 
  damage such that they are reduced to 0 once the temporary 
  hit points are removed they die instantly.
  A single draught of heroes costs a base of 500 gp.
  5. Dullweed.
  A rare weed that is alchemically treated and turned into plugs 
  which are then chewed. The user’s body and the sensations 
  it experiences feel distant and removed. Mechanically, 
  the user suffers 1 less point of damage per die rolled (e.g. 
  someone on dullweed targeted by a 6-die fireball would take 
  –6 damage from the total), but their reaction times are also 
  slowed. They take a –1 penalty to initiative and surprise 
  rolls. The benefits of this drug last for 2d6 turns, with the 
  penalties lasting a total of 12 turns (regardless of how long 
  the benefits last).
  Dullweed and fairy dust do not interact well together. Roll 
  twice on the drug interaction table, taking the lower of the 
  two results.
  A single dose of dullweed costs 400 gp.
  6. Fairy Dust.
  A light, iridescent powder that is snorted as snuff, fairy 
  dust increases the speed of the user by one category for a 
  period of 1d4 hours – a character with a movement rate 
  of 120’ (40’) would have that increased to 150’ (50’), for 
  example. Curiously, this powder also imparts a resistance 
  
  Hex 17.24 – The Village of the Owl-Folk
  to petrification and paralysis, granting a +1 bonus to saves 
  against such effects. However, if the result of such a saving 
  throw made while under the influence of fairy dust is a 
  natural 20 the user’s Dexterity is permanently reduced by 1d4 
  (assuming they survive whatever triggered the saving throw).
  Fairy dust costs a base of 375 gp per dose.
  7. Mothachadh.
  A liquid tasting of anise, one drink brings the imbiber into a 
  state of hyper-awareness. They gain a +1 bonus to initiative 
  rolls, have their chance of surprise reduced by 1 (if it is 
  already a 1 in 6 chance they are surprised on a roll of 1 in 8), 
  and gain a further +1 bonus to the following:
  ➢ AC
  ➢ Attack rolls
  ➢ Rolls made to locate secret or hidden objects (like 
  traps, or secret doors)
  The effects last for 1d4 turns; upon wearing off the user 
  finds themself dull of wit and sense, suffering a –2 to all 
  rolls until they are able to get a full night’s rest.
  A single dose of mothachadh costs a base of 500 gp.
  8. Sempiternal Snuff.
  Inhaling a pinch of this peppery powder grants the user 
  unnatural endurance; they may run or perform other 
  physical activities for a period of time equal to 1d4+1 times 
  normal. Additionally, the user is immune to effects that 
  would normally fatigue them (such as from spells). The 
  effects last no longer than 12 hours, and once they wear off 
  the user suffers the following effects:
  ➢ A –2 penalty to attack, damage, and AC until they rest 
  for a full day.
  ➢ They must roll at or below their Constitution score on 
  3d6. If they fail, their Constitution is reduced by 1 for 
  a period of one month.
  Ex. Quinlith takes a pinch of snuff and rolls 1d4+1, for a total 
  result of 3. While under the effects of the powder they can run 
  continuously at their maximum rate for 90 rounds (see page 
  116 of OSE Core), move at their encounter movement rate 
  for 180 rounds (see p. 120, OSE Core), or while exploring a 
  dungeon need to rest only every 1 turn in 18 (as opposed to 1 
  turn in 6).
  A single dose of sempiternal snuff costs a base of 600 gp. It 
  is heavily addictive, as well. Those taking sempiternal snuff 
  have their chance of addiction increased by 1 per dose (see 
  The Strigi, below).
  Drug Interactions
  This section applies only to the uncommon drugs listed 
  above, not the more pedestrian narcotics one may find. 
  Whenever two drugs are taken and their durations overlap, 
  roll 2d6 and compare the result to the following table. For 
  each additional drug interacting subtract 1d2 from the roll.
  Ex. In a moment of orgiastic excess Mobli takes a cocktail of 
  four different drugs. His player rolls 2d6–2d2 to determine 
  what effect, if any, such a dangerous experiment has.
  1 or lower. Imbiber must make a Save v. Poison at a –2 
  penalty or die. On a successful roll they are still sickened (as 
  per centipede poison, p. 147 OSE Core) for 1d4 days. None 
  of the drugs work.
  2. Imbiber must Save v. Poison or die. On a successful roll 
  they are still sickened (as above) for 3d6 hours. None of the 
  drugs work.
  3-4. Imbiber must Save v. Poison. On a failed roll they take 
  1d8 points of damage and they are sickened (as above) for 
  2d4 hours. On a successful roll they are sickened (as above) 
  for 1d4 hours. In either case, none of the drugs work.
  5-9. Imbiber must Save v. Poison. On a failed roll they take 
  1d6 points of damage, are sickened for 1d4 hours, and none 
  of the drugs work. On a successful save one drug (determine 
  randomly) works.
  10-11. All drugs work.
  12. All drugs work, and somehow trigger a potent synergy. 
  On a roll of 1-3 the duration of one (random) drug is 
  doubled, on a roll of 4-5 the durations of all drugs are 
  doubled, and on a result of 6 the effects trigger a genetic 
  change in the imbiber, raising one random ability score by 
  1, permanently. 
  New Races
  The Strigi
  Also called owl-folk, the strigi are slight by human 
  standards, most of them standing under five feet tall. They 
  are somewhat fragile, with semi-hollow bones, making 
  them less strong on average than Man. The owl-folk have 
  large eyes that enable them to see in anything but complete 
  darkness, and are, in fact, largely nocturnal, although they 
  can and often do remain active during the day, especially if 
  they need to interact with other races.
  The owl-folk are mystics, healers and sages, and are often 
  consulted by those wishing to catch a glimpse of the future. They 
  are also notorious for their near constant experimentation with 
  mind-altering drugs.
  The owl-folk are slender but typically of good health. They 
  live slightly longer than Men; old strigi often attain 110 
  
  Hex 17.24 – The Village of the Owl-Folk
  or 120 years of age. They speak the Common tongue or 
  regional dialects. Their birthrate is slightly less than that of 
  Man, as they mature somewhat more slowly; owl-folk youth 
  aren’t considered adults until their early twenties.
  Strigi live in small communities of between 10 and 60 (1d6x10) 
  individuals, roughly half of whom are children. Their villages 
  are most often located in isolated forests, wooded glades 
  and other places far away from other civilization. Owl-
  folk villages are a combination of arboreal and terrestrial 
  dwellings; villages that have been in existence for generations 
  will have literally grown into the surrounding trees.
  Strigi do not make a distinction between spiritual and recreational 
  use of drugs; when encountered, 1d4x10% of the adult villagers 
  will be in the midst of a narcotic trance. When dealing with 
  stoned owl-folk roll 1d6 to determine the outward effects:
  1. Comatose. The owl-folk is oblivious to their surroundings 
  and immobile. This state will persist for 1d6 turns.
  2. Hallucinating. The owl-folk is experiencing visions that 
  only they can perceive. When rolling 1d20 (to attack or 
  make a skill check) they roll twice, taking the worst of the 
  two results. They are easily distracted and must roll at or 
  below their Wisdom when attempting to cast a spell, engage 
  in conversation, or any other task requiring concentration. 
  The hallucinations last 1d12 turns.
  3. Hyper-aware. The strigi is in a state of absolute awareness. 
  They can reroll both surprise and initiative rolls, taking the 
  better of the two results. This effect lasts for 1d4 turns.
  4. Strength of Madness. The owl-folk draws upon hidden 
  reserves of strength. Treat them as if they had a Strength 
  score of: 1-3 13, 4-5 16, or 6 18. This effect lasts for 1d20 
  rounds and leaves the strigi exhausted for 1d8 hours.
  5. Invulnerability. In their drug-induced state the strigi is 
  resistant to damage, taking half damage from all physical 
  forces. This state lasts 1d4 turns.
  Strigi
  Saving Throws
  Level
  XP
  HD
  THAC0
  D
  W
  P
  B
  S
  1
  0
  1d6
  19 [0]
  13
  14
  11
  16
  15
  2
  1,660
  2d6
  19 [0]
  13
  14
  11
  16
  15
  3
  3,320
  3d6
  19 [0]
  13
  14
  11
  16
  15
  4
  6,640
  4d6
  18 [+1]
  13
  14
  10
  15
  14
  5
  13,000
  5d6
  17 [+2]
  12
  13
  9
  14
  13
  6
  26,000
  6d6
  17 [+2]
  12
  13
  9
  14
  13
  7
  52,000
  7d6
  16 [+3]
  12
  13
  9
  14
  12
  8
  104,000
  8d6
  15 [+4]
  11
  12
  8
  13
  11
  9
  210,000
  9d6
  14 [+5]
  10
  11
  7
  12
  10
  10
  330,000
  +2
  14 [+5]
  10
  11
  7
  12
  10
  11
  450,000
  +4
  14 [+5]
  10
  11
  7
  12
  10
  12
  570,000
  +6
  13 [+6]
  9
  10
  6
  11
  9
  13
  690,000
  +8
  12 [+7]
  8
  9
  5
  10
  8
  
  Hex 17.24 – The Village of the Owl-Folk
  6. Aggressive (1-2), mellow (3-4), or fearless (5-6). If 
  aggressive subtract 1d4 from reaction rolls, if mellow add 
  1d4, and if fearless they are treated as having a morale score 
  of 11. This state lasts for 1d6 hours.
  The strigi are technologically rather primitive, possessing only 
  rudimentary metalworking skills. Most of their goods are of 
  wood and leather, clay and copper, or bronze. In contrast, 
  owl-folk villages are a source for all manner of herbal and 
  alchemical substances, both raw and processed. Those which 
  have some contact with Man speak Common; those who do 
  not will most likely speak some dialect of Faery.
  Two strigi classes are presented here: the basic owl-folk 
  racial class and the strigi seer.
  Both the normal strigi and the strigi seer run the risk of 
  drug addiction. For NPCs this is abstracted out, but PCs 
  should use the following rules (which can be applied to 
  any characters).
  Each time a character takes a drug there’s a 1 in 20 chance 
  of addiction. This roll is made per type of drug, so it is 
  possible for a character to be addicted to more than one. 
  Seers, because of their exposure to alchemical and herbal 
  substances, are more prone to addiction, becoming 
  dependent on a roll of 1-2 in 20.
  Once a character has become addicted to a drug, they 
  must take it once a day or suffer disadvantage (roll twice, 
  taking the lower of the two numbers) on skill checks, attack 
  rolls, and initiative/surprise checks (if rolling individual 
  initiative/surprise). At the end of each day they go without 
  the substance, roll 4d6. If the roll is equal to or less than 
  their Constitution score they are able to shake the addiction 
  and are no longer dependent on the substance. Otherwise, 
  they suffer disadvantage on rolls until they are able to take 
  the substance again.
  Strigi
  Requirements: CON 9
  Prime Requisite: DEX, CON
  Hit Dice: 1d6
  Maximum Level: 13
  Allowed Armor: Leather armor, no shields
  Allowed Weapons: Any
  Owl-folk with Constitution and Dexterity scores of 13 or 
  higher gain a 5% bonus to XP awards. If their Constitution 
  is 16 or higher this bonus is increased to 10%. All strigi gain 
  the following racial benefits.
  ➢ Nightvision. As long as there is even the faintest 
  light source, the owl-folk can see in the dark as if it 
  were daylight.
  ➢ Alertness. Strigi have an almost preternatural 
  awareness of the world around them. They are only 
  surprised on a roll of 1 in 6.
  ➢ Keen Eyesight. Strigi can spot secret doors as elves 
  do, on a roll of 1-2 in 6.
  ➢ Difficult to Spot. Owl-folk are masters of hiding in 
  a natural environment and can disappear into the 
  undergrowth on a roll of 1-4 in 6. While indoors they 
  can hide successfully in shadows on a roll of 1-2 in 6. 
  Both assume the strigi remain still.
  ➢ Resistant to Illusion. Owl-folk, with their preternatural 
  senses and their proclivity toward prophecy, are less 
  inclined to believe illusions and phantasms than other 
  races. When rolling to disbelieve illusions roll twice, 
  taking the better of the two results.
  ➢ Echoes of the Future. Once per day the strigi can 
  automatically succeed on one saving throw or attack roll. 
  ➢ Hardy. Strigi gain a +2 bonus to saves against poison. 
  This is already included in their saving throw chart.
  ➢ Climb/Hear Noise. Strigi can climb sheer surfaces 
  and hear noises as a thief of the same level.
  An owl-folk attacks and makes saving throws as a thief of the 
  same level. Strigi can use any magical items that thieves can.
  At 9th level a strigi character can found a wilderness stronghold, 
  similar to that of an elf. A total of 3d4 strigi move in as settlers 
  within 3d4 months of its founding, at no cost to the character, 
  although they do expect the character to provide protection 
  and care for the well-being of the community.
  If an owl-folk character kills an opponent with a physical 
  attack, they may attack another opponent within range in 
  the same action. They can do this a number of times per 
  turn equal to their HD, provided that each attack slays a foe.
  Strigi Class Build
  The owl-folk class is built using the rules from Classing Up 
  the Joint as follows:
  • Attack as thief +0
  • Save as thief –1
  • 1d6 HD +.5
  • +2 hp per level after 9th +1
  • Weapon use (4) +2
  • Armor use (2) +0
  • Darkvision (as infravision, unlimited range but needs 
  some light) +.75
  • Alertness (as ranger’s Awareness) +1
  • Hiding (as halfling) +1
  • Keen eyesight (as elf) +.5
  
  Hex 17.24 – The Village of the Owl-Folk
  • Hardy (limited to one saving throw category) +.3
  • Resistant to illusions (new category) +.5
  • Climb (as thief) +.5
  • Hear Noise (as thief) +.5
  • Echoes of the Past (new category) +1
  • Two prime requisites –.25
  • Total modifier: 8.3
  Alternate Rules
  Strigi characters begin play with one skill slot (see rules in 
  Hex 17.23 – The Lake of Abominations), plus an additional 
  slot per point of Intelligence modifier. They gain another 
  slot at levels 3, 5, 7, 9, 11, and 13.
  At 1st level the strigi may select one of the following Knacks, 
  unless otherwise stated. They may select an additional 
  Knack at levels 5, 9, and 13.
  Insightful. Once per day the strigi can attempt to peer into 
  the future to determine if a particular action they wish to 
  take will bring weal or woe. They have a 1-4 in 6 chance of 
  success but can only foresee consequences no more than 
  two turns into the future. At 7th level they may do this 
  twice per day, or do it once per day with a 1-5 in 6 chance of 
  success (the character may choose which the first time they 
  use the ability each day), and can view the ramifications of 
  an action up to 6 turns into the future.
  Magic Initiate. At 1st level a strigi with this Knack can 
  cast one of the following spells once per day. They gain an 
  additional spell per day at 4th, 7th, 10th, and 13th levels. 
  They can cast any spells from the following list, in any 
  combination, so long as it doesn’t exceed the total number 
  of spells that they may cast per day.
  ➢ Dancing lights*
  ➢ Featherfall (see Spells, at the end of the Appendix)
  ➢ Locate plant or animal*
  ➢ Predict weather*
  ➢ Barkskin* (counts as two uses of this Knack, so cannot 
  be used until 4th level)
  ➢ Speak with animals* (counts as two uses)
  ➢ Slow poison* (counts as two uses)
  ➢ Protection from poison (self only, counts as three uses, 
  so can’t be used until 7th level)
  *from OSE Druid and Illusionist Spells 
  Unless otherwise stated the spells take an action to cast, and 
  the character’s caster level is considered equal to half their 
  class level, rounding up (a 2nd-level strigi casts spells from this 
  Knack as a 1st-level caster, a 3rd-level as a 2nd-level caster).
  Self-improvement, primary. The character can increase 
  their Strength, Constitution, or Dexterity score by 2, or two 
  of the above scores by 1 each. This may only be selected at 
  5th, 9th, and 13th level. An improved score cannot exceed 18.
  Self-improvement, secondary. The character may increase 
  their Intelligence, Wisdom, or Charisma by 2, or two of the 
  above scores by 1 each. This may only be selected at 9th and 
  13th level. An improved score cannot exceed 18.
  Skillful. The character gains three additional skills. 
  Sneak Attack. The strigi may backstab as though they were 
  a thief of the same level.
  Swashbuckling. If the character is able to move at a rate of 
  90’ or more they gain a +1 bonus to their Armor Class. This 
  increases to +2 at 6th level and +3 at 12th level.
  Toughness. The character has 1d8 hp per HD instead of 
  1d6. This can only be selected once.
  Weapon Specialization. Pick one kind of weapon 
  (longsword, short bow, etc.); the character gains a +1 bonus 
  to hit and damage when using this weapon.
  Wilderness Scout. The character is at home in the 
  wilderness. They become Proficient in Tracking, have half 
  the normal chance of getting lost in the wilderness, and 
  have a 1-3 in 6 chance per day of foraging enough food for 
  1d6 individuals while on the move. If they spend the entire 
  day foraging for food without traveling, they have a 1-5 in 6 
  chance of finding enough food for 2d6 individuals.
  Strigi Seer
  Requirements: DEX 9, WIS 9, CON 12
  Prime Requisite: DEX, CON
  Hit Dice: 1d6
  Maximum Level: 13
  Allowed Armor: None 
  Allowed Weapons: Limited (see below)
  The strigi seers are the caretakers and spiritual leaders of 
  the strigi communities. Each community is organized 
  around a council of the eldest and most experienced seers, 
  who provide guidance and advice to the others. The seers 
  are spellcasters, with their own spell lists and progression, 
  drawing from a mixture of arcane and divine spells.
  They have Dexterity and Constitution as prime requisites, 
  and in order to qualify for the class they must have a 
  Dexterity of 9, a Wisdom of 9, and a Constitution of 12.
  Seers gain a 5% bonus to XP if both Dex and Con are 13 
  or higher, and this bonus increases to 10% if they possess a 
  Constitution of at least 16 and a Wisdom and Dexterity of 
  at least 13.
  Strigi cannot wear armor, and know how to wield no more 
  
  Hex 17.24 – The Village of the Owl-Folk
  Strigi Seer
  Saving Throws
  Level
  XP
  HD
  THAC0
  D
  W
  P
  B
  S
  1
  0
  1d6
  19 [0]
  13
  14
  11
  16
  15
  2
  1,960
  2d6
  19 [0]
  13
  14
  11
  16
  15
  3
  3,920
  3d6
  19 [0]
  13
  14
  11
  16
  15
  4
  7,840
  4d6
  19 [0]
  13
  14
  10
  15
  14
  5
  15,680
  5d6
  18 [+1]
  12
  13
  9
  14
  13
  6
  31,000
  6d6
  17 [+2]
  11
  12
  9
  14
  12
  7
  62,000
  7d6
  17 [+2]
  11
  13
  9
  14
  12
  8
  125,000
  8d6
  17 [+2]
  11
  12
  9
  14
  12
  9
  250,000
  9d6
  16 [+3]
  10
  12
  8
  13
  11
  10
  400,000
  +1
  15 [+4]
  9
  11
  7
  12
  10
  11
  550,000
  +2
  14 [+5]
  8
  9
  6
  11
  8
  12
  700,000
  +3
  14 [+5]
  8
  9
  6
  11
  8
  13
  850,000
  +4
  14 [+5]
  8
  9
  6
  11
  8
  than two weapons that must be chosen at first level. They are 
  limited to weapons that inflict 1d6 points of damage or less.
  They have the same basic racial abilities as normal owl-folk:
  ➢ Nightvision. As long as there is even the faintest 
  light source, the owl-folk can see in the dark as if it 
  were daylight.
  ➢ Alertness. Strigi have an almost preternatural 
  awareness of the world around them. They are only 
  surprised on a roll of 1 in 6.
  ➢ Keen Eyesight. Strigi can spot secret doors as elves 
  do, on a roll of 1-2 in 6.
  ➢ Difficult to Spot. Owl-folk are masters of hiding in 
  a natural environment and can disappear into the 
  undergrowth on a roll of 1-4 in 6. While indoors they 
  can hide successfully in shadows on a roll of 1-2 in 6. 
  Both assume the strigi remain still.
  ➢ Resistant 
  to 
  Illusion. 
  Owl-folk, 
  with 
  their 
  preternatural senses and their proclivity toward 
  prophecy, are less inclined to believe illusions 
  and phantasms than other races. When rolling to 
  disbelieve illusions roll twice, taking the better of the 
  two results.
  ➢ Echoes of the Future. Once per day the strigi can 
  automatically succeed on one saving throw or attack roll. 
  ➢ Hardy. Strigi gain a +2 bonus to saves against poison. 
  This is already included in their saving throw chart.
  ➢ Climb/Hear Noise. Strigi can climb sheer surfaces 
  and hear noises as a thief of the same level.
  Seers attack and make saving throws as magic-users of the 
  same level. In addition to the standard strigi racial benefits 
  seers possess the following abilities:
  • Precognition. At the beginning of each day roll 1d20 
  and record the result. This result can be used to replace 
  the result of one attack roll or saving throw made by the 
  character or some other creature (including allies and 
  enemies). At 7th level the seer may do this twice per day.
  • Spells. Strigi seers cast spells as druids, drawing from 
  a custom pool of spells including magic-user, clerical 
  and druidic spells. 
  • Potion Mastery. Seers are masters of the alchemical 
  arts. If using the skill rules presented in Hex 17.23 
  they are automatically Proficient in Alchemy at 1st 
  level. Additionally, they can begin to brew potions at 
  level 4, and when doing so are treated as though two 
  levels higher for purposes of determining success.
  The strigi seer character class is built as follows (using the 
  guidelines from Classing up the Joint):
  	Attack as magic-user –1
  	Save as magic-user –1
  	1d6 HD +.5
  	+1 hp per level after 9th +0
  	Weapon use (2) +0
  	Armor use (1) –1
  	Spellcasting (custom spell list, divine casting 
  progression 50%) +6
  	Darkvision (as infravision, unlimited range but needs 
  some light) +.75
  
  Hex 17.24 – The Village of the Owl-Folk
  	Alertness (as ranger’s Awareness) +1
  	Hiding (as halfling) +1
  	Keen eyesight (as elf) +.5
  	Hardy (limited to one saving throw category) +.3
  	Resistant to illusions (new category) +.5
  	Climb (as thief) +.5
  	Hear Noise (as thief) +.5
  	Echoes of the Past (new category) +1
  	Precognition (new category) +1
  	Potion Mastery (new category) +.5
  	Ability Score requirements (3 total) –1
  	Two prime requisites –.25
  	Total modifier: 9.8
  Strigi Seer Spell List
  Level
  Spell Level
  1st
  2nd
  3rd
  4th
  5th
  1
  --
  --
  --
  --
  --
  2
  1
  --
  --
  --
  --
  3
  1
  --
  --
  --
  --
  4
  2
  --
  --
  --
  --
  5
  2
  1
  --
  --
  --
  6
  2
  2
  1
  --
  --
  7
  2
  2
  1
  1
  --
  8
  3
  2
  2
  1
  1
  9
  3
  3
  2
  1
  1
  10
  4
  3
  2
  2
  2
  11
  4
  4
  3
  2
  2
  12
  5
  4
  4
  3
  3
  13
  5
  5
  4
  3
  3
  The seer spell list is as follows. “*” indicates a clerical spell, 
  “#” a druidic spell, and “~” an illusionist spell. Druidic and 
  illusionist spells are taken from the OSE supplement Druid 
  and Illusionist Spells. New spells are indicated with a “$” and 
  are given later in this section.
  1st level: animal friendship(#), augury($), cure light 
  wounds*, detect magic*, detect invisible, featherfall($), predict 
  weather(#), preserve($), slow poison(#), speak with animals(#)
  2nd level: barkskin(#), charm person, dancing lights(~), locate 
  plant or animal(#), locate object, obscuring mist(#), snake charm*
  3rd level: clairvoyance, cure disease*, dispel magic, 
  divination($), growth of nature(#), hallucinatory terrain(~), 
  protection from poison(#), tree shape(#)
  4th level: call lightning(#), cure serious wounds*,  invisibility, 
  protection from fire and lightning(#), speak with plants(#), 
  summon animals(#)
  5th level:  commune*, commune with nature(#), insect plague*, 
  looking glass(~), pass plant(#), polymorph self, true seeing, 
  wizard eye
  Alternate Rules
  If playing the with alternate rules presented in Hex 17.23 the 
  strigi seer begins play Proficient in the Alchemy skill (see 
  above), plus one additional skill. They gain an additional 
  skill slot to spend at levels 5, 9, and 13.
  At 1st level they may select one of the following Knacks, 
  plus an additional Knack at levels 6 and 11.
  Animal Companion. The seer can recruit animals as 
  retainers. The rules for animal companion advancement are 
  provided at the end of this section.
  Diviner. The seer specializes in divination magic, gaining 
  the following benefits:
  	They may ask four questions, rather than three, each 
  time commune is cast. Once a year they may ask seven 
  questions, rather than six.
  	Increase the range and duration of all detect and 
  locate spells by 50%.
  	The caster is treated as being two levels higher for 
  purposes of casting augury and divination.
  Expanded Spell List. Choose one of the following spells of 
  each spell-level and add it to the seer’s spell list:
  First Level. protection from evil*, faerie fire(#)
  Second Level. find traps*, know alignment*
  Third Level. striking*, ESP 
  Fourth Level. massmorph(~), rope trick(~)
  Fifth Level. contact other plane, control weather(#)
  Lay on Hands. The seer may heal a number of points of 
  damage per day equal to their Hit Dice x 2. These can be 
  spread out amongst multiple targets, and divided as they 
  see fit, but the seer must be able to physically touch the 
  target in order to heal the damage. It takes an action to use 
  this ability for each target touched.
  Prodigy. The seer possesses unusual magical puissance. 
  They may cast an additional 1st-level spell per day upon 
  reaching level 2. At level 6 they can cast an additional 2nd-
  level spell, and at level 11 an additional 3rd-level spell. These 
  are cumulative, so they may cast three additional spells (one 
  each of levels 1, 2, and 3) at 11th level.
  Self-improvement, primary. The character can increase 
  their Strength, Constitution, or Dexterity score by 2, or two 
  of the above scores by 1 each. This may only be selected at 
  6th and 11th level. An improved score cannot exceed 18.
  
  Hex 17.24 – The Village of the Owl-Folk
  Self-improvement, secondary. The character may increase 
  their Intelligence, Wisdom, or Charisma by 2, or two of the 
  above scores by 1 each. This may only be selected at 11th 
  level. An improved score cannot exceed 18.
  Skillful. The character gains three additional skills. 
  Toughness. The seer has 1d8 hp per level, instead of 1d6. 
  This can only be selected once.
  New Spells
  Augury (divine)
  Level: 2 (1 for seers)
  Duration: Instant
  Range: Personal
  The character performs an augury, inquiring whether a 
  particular action will result in weal, woe, or a mixture. The 
  spell can only foresee consequences no more than thirty 
  minutes into the future and is not always accurate. Upon 
  casting roll 1d20. The spell will reveal the true outcome of 
  events on a roll of 9+ for 1st-level casters, with the chance 
  improving by 1 for every 3 levels beyond 1st: 8+ at level 4, 7+ 
  at level 7, 6+ at 10, and 5+ at level 13. The roll should be made 
  in secret by the referee, who then determines what incorrect 
  information, if any, is learned. A roll of 1 is always a failure.
  Featherfall (arcane)
  Level: 1
  Duration: 6 rounds, plus one round per level
  Range: 5’
  This spell enables the target to float gently through the air 
  toward the ground at the leisurely rate of 10’ per round, 
  suffering no damage when they land, assuming they are 
  able to do so before the spell ends. The caster can affect 
  up to one creature per level, provided all of the targets are 
  within 5’ of them.
  The spell may be cast instantly regardless of the caster’s 
  initiative order and is not disrupted if they have been 
  damaged or failed a saving throw earlier in the round (p. 
  121, OSE Core).
  Preserve (divine/druidic)
  Level: 1
  Duration: 1 day per level
  Range: Touch
  This spell preserves dead organic matter, preventing it from 
  rotting and decaying for the duration of the spell. It only 
  halts the process and does not reverse it. Up to 1 pound of 
  material per level of the caster can be affected.
  Divination
  Level: 4 (3 for seers)
  Duration: Instant
  Range: Personal
  The caster asks to know about a place, and on a successful 
  roll is granted general information about it:
  	How powerful the creatures that dwell there are.
  	How much treasure can be found there.
  	A general layout of the area.
  	The general alignment of those dwelling there.
  Correct answers will be vague, but given in terms of the 
  party’s abilities. Incorrect answers will be as incorrect as the 
  referee feels necessary.
  The spell will succeed on a roll of 9+ on 1d20 for 1st-level casters, 
  with the chance improving by 1 for every 3 levels beyond 1st: 8+ 
  at level 4, 7+ at level 7, 6+ at 10, and 5+ at level 13.
  Advancing Animal Companions
  Certain classes gain animal companions instead of retainers. 
  These creatures become more powerful and intelligent 
  as play progresses, but at a slower rate than humanoid 
  retainers. The following rules apply to animal companions:
  	The animal must be a normal, non-magical animal with 
  average animal intelligence. Giant animals, or those with 
  magical abilities (such as blink dogs) are treated differently.
  	Roll on the recruitment table as normal to determine 
  if it accepts the PC.
  	The animal cannot have more Hit Dice than the PC; a 
  5th-level character could not have a cave bear, with 7 
  HD, as an animal companion.
  	The animal’s morale is increased by 1.
  	The animal gains 1 HD for every two levels the PC 
  gains after entering service.
  	The animal can understand basic commands given 
  by its master and can communicate basic concepts 
  (Intruder! Danger!).
  	The animal requires a Cost of Living upkeep per month 
  equal to a PC with half its Hit Dice. Refer to the rules 
  in Hex 16.24 for more information on Cost of Living.
  Animal companions must be well treated in order to 
  continue service with the adventurer. Mistreatment, or 
  insistence that they perform dangerous tasks, will force 
  morale checks each time it is applicable. A well-treated 
  animal companion that fails a morale check will just retreat 
  as per the rules, but one that has been mistreated by the 
  character will flee, never to return.
  
  Hex 17.24 – The Village of the Owl-Folk
  Large hex = 6 miles face to face
  Smaller hexes = 1.2 miles, face to face
  Village of the Owl-folk art by Aaron Schmidt
  
  Hex 17.24 – The Village of the Owl-Folk
  1 hex = 1.2 miles, face to face
  Larger red hexes = 6 miles, face to face
  
  Hex 17.24 – The Village of the Owl-Folk
  Old School Essentials OGL
  Designation of Open Game Content: Any page with a license statement linking to this 
  page is open content.
  Designation of Product Identity: The names of contributors are product identity.
  Notice: When providing stats for existing adventures, the proper names, plot elements, 
  locations, and so on are usually declared to be product identity or simply not licensed at all. In 
  these cases, fair use is being claimed. Consequently, the license cannot cover these elements.
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
  Wizards of the Coast, Inc (”Wizards”). All Rights Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who 
  have contributed Open Game Content; (b)”Derivative Material” means copyrighted 
  material including derivative works and translations (including into other computer 
  languages), potation, modification, correction, addition, extension, upgrade, 
  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 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors 
  Jonathon Tweet, Monte Cook, Skip Williams, based on original material by E. Gary 
  Gygax and Dave Arneson.
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, 
  David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James 
  Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
  Modern System Reference Document Copyright 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, Copyright 2004, Troll Lord Games; Authors 
  Davis Chenault and Mac Golden.
  Cave Cricket from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; 
  Authors Scott Greene and Clark Peterson, based on original material by Gary Gygax.
  Crab, Monstrous from the Tome of Horrors, copyright 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Fly, Giant from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Golem, Wood from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; 
  Authors Scott Greene and Patrick Lawinger.
  Kamadan from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Nick Louth.
  Rot Grub from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; 
  Authors Scott Greene and Clark Peterson, based on original material by Gary Gygax
  Old School Essentials Copyright 2020 by Necrotic Gnome and Gavin Norman
  
SOURCE: textdata/thevault/Old-School Essentials BX Essentials/Old-School Essentials Adventures & Settings/Populated Hexes (OSE)/Populated Hexes Hex 17.24 The Village...the Owl Folk [rev 1] (OSE).pdf