Old School Fey Zine
Old School Fey Zine
2
Issue
FAIR FOLK TABLE OF CONTENTS
ISSUE 2
Writing Special Thanks
Simple Goblin Chloe Pope
Brian Yaksha Danaé Peters
Thomas Small Off With the Faeries 1 Market Spark Tables 39
Kieran Mayo
Time in Faerie The Goblin King’s 40
Editing Thomas Small
Time Passes: Weeks 3 Raffle
Brian Yaksha Time Passes: Months 5 Random Encounters
Public Domain Art 45
Thomas Small Time Passes: Years 7 Around Market
Kieran Mayo Cover - ——————- Time Passes: Decades 9
R. Doyle Bestiary 47
Time Passes: Centuries 11
Layout Herne the Hunter 47
Interior Illustrations - Magic Item 13 Hobb 48
Simple Goblin John D. Batten,,Ludwig Fey Backstory 49
15 Redcap
Chloe Pope Richter, Arthur Rackham, Hooks Glaistig 50
Jessie Willcox Smith The Goblin Market 27 Trow 51
Graphic Elements - Introduction 27 Barghest 52
Harold Nelson Running the Market 30
Random Stall 33
Generator
Old-School Essentials is a
trademark of Necrotic Gnome. D6 Market Bylaws 36
The trademark and Old-School Bramble Trade Goods 37
Essentials logo are used with
permission of Necrotic
Gnome, under license.
1 2
OFF WITH THE FAERIES
A brawl at the tavern has left 1d3 people dead. The murderer Search parties were organised to look for the party by anyone who
1 escaped justice and has since fled towards the lawless hinterlands. knew where they were headed. If the party is well regarded then
6 there is a 70% chance the search parties are formed out of concern
rather than the desire to loot corpses.
The local castle played host to a modest tourney. Most local knights
were in attendance and the small folk put on their associated
2 revelry.
A friend or loved one of the PC’s has been struck by a fey illness
after eating food acquired from a Goblin Market. They will waste
7 away in d3 months unless the goblin vendor is found and convinced
The Goblin Market's trollish guards were given a rare day off to they broke established laws of decorum and etiquette.
blow off steam. As such, several prized local livestock have been
3 carried off or left brutalised, and some folk of a travelling bent are
missing and presumed eaten. One of the trolls is still at large at a
A mendicant preacher (cleric, 5th level) arrived in town bearing the
local crossing, wanted by both mortal and Goblin authorities.
strange teachings of a foreign god. They thus far have had little luck
8 spreading their gospel, but they offer their powerful clerical ability
to the converted or helpful.
A mysterious fire blazed across the countryside, dealing irreparable
harm to large swaths of the village. Rebuilding efforts are underway,
4 but morale is abysmal.
A Pixie clan has held a raucous festival. All fields and orchards
within a mile of the festival grounds have been plundered of
9 livestock and fruit, and all taverns for miles around have found their
booze replaced with tepid pond water.
Several children have gone missing and the stricken families have
pooled their meagre resources in hopes of paying adventuring types
5 to find them. The children themselves have been cursed to live as
Bandits have moved into a local ruin, hill, and set up forward
hounds by an elven sorcerer who grew tired of the youths playing
noisily near her favourite brook. 10 camps in a patch of deep wood. They now harass the local trade
roads.
5 6
MONTHS MONTHS
People have taken to openly carrying iron knives and are A pair of local mothers each birthed a set of twins on the night of
exceedingly cautious of strangers, only giving their names if the the harvest moon. Locals gossip about the auspicious nature of this
1 stranger offers theirs first. Lands beyond the markers of civilisation event and contemplate what it means for the nature of the children
are considered “fey-haunted” by those who travel the roads. 6 born. There is a 75% chance that this is a mundane although
unlikely coincidence, and a 25% chance that the children all share
an otherworldly sire.
A company of former sellswords has taken over a small walled town
and begun ruling it like a petty fief. They have no desire to move on
2 or return to mercenary work, but they also lack any skill at leading a A perfidious wizard has laid claim to the tallest building in the area,
community who view them as conquerors. and proclaimed it their tower sanctum. The wizard has already
7 acquired a reputation for being crotchety, unpleasant, generally
unhelpful, and quite possibly mad.
A poor season and a long period of inclement weather, storms and
3 floods, has blighted the land and damaged the stockpiles. Starvation The land is in the throes of a grand seasonal festival. Revelry runs
looms and the cost of basic provisions has tripled. thick in the air and even the fair folk cannot help but join the
8
celebration in their own peculiar ways.
Migrants and refugees stream into the realm from the wild
4 hinterlands beyond the borders, victims of increased raids from A string of robberies and thefts have put the community on edge,
wild marauders in lands even further beyond. with tensions running high and any strange behaviour is as likely to
draw an accusation of thievery as it will draw the swift application of
A strange hound has taken residence on the outskirts of a 9 mob justice. The true culprit was but a single mortal thief of
backwater hamlet. Those who travel to and from the hamlet carry adequate skill, who has recently left the area due to having taken all
rumors of it, as it stays strangely in their memories. Some say it they found of worth. The locals remain unaware of this.
5 keeps the wolves at bay, others say it leads children through the
fields at night in strange processions, most say it sometimes speaks The Goblin Market came to town! The local economy has been
in a tongue as old as the wind. By and large all of these rumours flooded with a variety of strange magical curios and cursed objects.
seem to be true. 10 Too many have brokered deals and offered oaths with goblin
merchants; leading to fortunes made and lost - often in the same
night.
7 8
YEARS YEARS
Years of famine and misfortune have diminished the local villages, A rakish charlatan has run amok and since departed the region.
causing some to be abandoned altogether. Many of the poor and During his “grand tour” he has sired 1d6+6 children, all with his
1 hungry masses have flocked to the nearest large town, leading to a distinctive features, with women wed and unwed alike. The
sizeable population of the poor and exploited. charlatan promised each mother that he would support their child
6 with his fortune, but not a single silver has been seen by any of
them. These spurned women have since banded together and
A local mortal has gone and got themselves hitched with a faery
pooled resources to hire someone to track down the foul rake and
spouse, becoming wealthy from the elfin dowry. Though the couple
retrieve what is owed.
have borne many beautiful children, the mortal spouse is bound to
2 the letter of a byzantine marriage contract and thus engages in a
variety of odd behaviour. Rumour is the faery spouse wishes an end The region is just now finally recovering from the gouging horror of
to their enchanted nuptials. the white-eye plague. Almost every family has lost a member to the
sickness. Survivors are left blind and weeping from their milky eyes.
7 All important NPCs have a 35% chance of having contracted the
A band of adventurers turned grifters have flooded the realm with
largely counterfeit treasure maps which have already sent many plague at some point. If contracted the disease has a 70% mortality
young, foolhardy souls to their dooms. Each map has a 2-in-6 rate and if survived there is a 80% chance of permanent blindness.
3 chance of leading to a legitimate treasure location, but all maps lead
somewhere dangerous. These con men toast the success of their Loved ones of party members have held funerals for the missing,
schemes in the most expensive tavern in the area. 8 provided it was within their means. The party is legally dead in any
records where they would otherwise appear.
The local woods have become the favoured hunting ground of a
4 faery noble. The locals have learned to flee indoors when the mist A necromancer long rumoured to dwell amongst the ancient
rolls in, lest they be the quarry. barrows has in recent years grown bold. These grounds, already
9 maligned and feared, have become deeply infested by lost spirits
A noble’s daughter swapped places with an almost identical peasant and the walking dead who gather in unclean numbers.
girl. The deception was discovered quickly due to the peasants girls
lack of courtly knowledge, but the noble’s daughter is still at large.
Her lord father is still offering a desperately high reward for her A new Lord claims dominion of the area after an expensive
5 whereabouts, despite how long she has been vanished. The noble’s conquest. The Lord levies heavy taxes to repay debts incurred
daughter is now a 4th level rogue who often sells her services as a
10 during the campaign and their erstwhile mercenaries have been
hireling in the coaching inns and dingy taverns of the region. forced to stick around to collect their promised wages.
9 10
DECADES DECADES
The local area has now long enjoyed a bit of fame due the A young drake has made its home in the nearest mountain range or
sweetness of its milks, blessed as it is by fair folk. Milk based recipes patch of hill country. The drake has thus far contented itself with
1 have become regional staples and the export of the milk has 6 the theft of livestock, but the locals fear that it will soon come into
become a brisk business. A spiteful sprite, spurned as it was by a it’s full fire and nobility fear that it will soon seek wealth to hoard.
village, now seeks to end this.
The realm has been plagued by frequent raids by marauders from A heresy has become prominent in the region, even attracting some
the hinterlands. They appear in bands of d6 X 10 led by a support from the priestly and noble classes. Heartland ecclesiastical
2 barbarian of 3rd level and attack villages to carry off wealth, 7 authorities have a dim view of these believers and talks of an
livestock and people with useful skills. They grow bolder with each inquisition or crusade are abound.
passing year.
The region has undergone a massive linguistic shift. The common A Pooka has settled in the area and has attracted a modest but well
language of the PC’s has become a language of scholars or of liturgy established harvest cult. Many generations have grown up with the
1 or has become utterly abandoned. The new common language is 6 Pooka blessing their harvests, but the faery has recently felt that
somewhat intelligible but the party will at most get snatches of offerings to it have been subpar and so has left in protest. Locals
sentences until they learn this new tongue. quail and scramble for ways to ensure the Pooka’s return.
Standing stones were raised alongside the roads throughout the A venerable dynasty was deposed after a long and bloody civil war.
realm, with each bearing the carved faces of bearded men. Much A new republic has established itself and created a measure of
superstition has been attributed to the stones. Most believe them to 7 stability and legitimacy, but royalists hiding in far off lands seek to
2 be benign, the faces of ancient kings, or friendly pilgrims to appoint a far removed bloodline heir back on the throne.
accompany travellers. In truth, the stones serve a faery lord as his
eyes in the mortal realm, but time has granted them an enchanted
sentience and a grandparent’s attitude to pilgrims who visit them. A grand exodus and cultural diaspora from the untamed
hinterlands has led to the collapse of several kingdoms and the birth
8 of a dozen or so migrant kingdoms in their place. The cultures
The religious tenets of a distant land have attracted a small but
present in these lands previously have been subsumed into this new
3 widespread and fanatically loyal following. They practice in secret
cultural sphere but many older practices remain.
but proselytise amongst the poor to whom they give aid.
The kingdom has adopted a new form of currency, whether that be In the decades the party was absent, an evil rose and threatened to
a new standard of coinage or a shift to paper currency. The money plunge the realm into darkness. A fellowship of brave heroes fought
4 carried by the party is considered antique but can still be used in 9 back against this evil and prevailed, cementing themselves as
most places, although conversion rates are not favourable. celebrated paragons. Time has since claimed most if not all of their
lives, but their deeds live on in monument and song.
3. Faery Plaything
Reaction Rolls
4 Colourful Explosion! 9 Changeling, glamoured as someone familiar to the party.
A market raffle is
8 announced! (Page 43)
33 34
RANDOM STALL GENERATOR RANDOM STALL GENERATOR
Fresh produce (Strangely coloured, unearthly tastes, wrong textures, Bones (Oracle bones, human bones, scrimshaw bones, dragon
1 elemental or of alien planar origin.) 1 bones, talking bones, etc.)
Exotic pets (Too smart, of planar alignments, familiars in disguise, Cursed amulets (Inverted religious symbols, defaced icons, scarified
2 agents of cosmic powers, endangered or extinct specimens.) 2 warding eyes, scarabs of death, saints of cowardice, etc.)
Pilfered antiques (Time-displaced, kintsugi, famous counterfeits, or Controversial literature (Religious truths, risque drawings,
3 items of personal sentimentality.) 3 revolutionary poetry, obscured historical atrocities, gossip rags)
Clothing (Flamboyant, organic, of antiquated fashion, of a Fortune telling and charms. (Devil’s Tarot, twitching rabbits feet,
4 designer’s fever dreams, or glamoured beyond mortal 4 albatross pendants, seven-bead amulets, barnstar pendants, ladybug
comprehension.) jars, trusted horseshoes, grinning cat statues, etc.)
Drug paraphernalia (Miniature hookahs, musical smoke pipes, Treasure maps (To treasures lost to time, treasures long plundered,
5 blessed smoking papers, or transdimensional snuff boxes.) 5 treasures thought lost, treasures yet undreamed of)
Street food (Bramble baklava, dream-dusted churros, trollbrine Alchemical reagents (Larvae of the soul, blessings of witches, the
6 pickles, astral hog sausages, ouroboros bread pretzels, etc.) 6 last love of villains, the sin shard of a hero, and other rare sorts.)
Livestock (Chickens, pigs, cows, dodo birds, aurochs, sea turtles, Magical toys and games (Talking puppets, oracular cards, spirit
7 etc.) 7 boards, animated folding paper, games of miniature strategy, etc.)
Liquors, ales and other intoxicating brews. (Vintage, antiquated, Short term labour contracts for hirelings (Indebted mortals in need
8 fermented in undeath, honeyed to slumber, or brewed in 8 of passage, out of work trolls, young goblins, unlucky knockers,
drunkard’s dreams.) displaced pooka, solitary pixie, or conspiratorial redcaps, etc.)
35 36
RANDOM STALL GENERATOR MARKET BYLAWS
A variety of laws govern conduct in the market and are enforced by
trollish guard and social taboo. Most of these laws can be found in any
market town, such as laws against theft and fraudulent trade. Some of
these laws are far more mercurial however, with strange rules often left
unspoken and applied haphazardly. These strange and shifting bylaws
are a normal part of life in the market and most locals have a knack of
D10 Associated D6 General Pricing knowing which rules are in effect. Mortals are unfortunately not so in
Mischief tune, and receive dirty looks, raised prices or even a drubbing from a
trollish guard depending on the severity of their offence.
1 Price fixing. Barter with goods and
1 favours.
When a party enters the market, roll 1d8 on the below table to see
which strange bylaw is in effect, or make up your own.
2 Workers on strike.
2 Cheap.
First offers, no matter how reasonable, must be rejected with great
3 Smuggling. 1 drama.
3 Reasonable.
Star crossed love with a Bells must be affixed to your shoes whilst in the market. Shirking
4 rival merchant. 4 Expensive. 2 this bylaw draws accusations of thievery.
Trollish guards must be greeted by a tip of the hat as you pass them.
7
Victim of a protection 4 An un-hatted head is taken as a sign of disrespect for the law and a
racket. criminal proclivity.
8 Counterfeiting.
5
Sellers must play an instrument when negotiations take place. The
quality and persuasiveness of the barter is determined by how well
the participants sing their case along with the music.
9 Front for a fight club.
Goblin Fruit - Fruit with variety and look similar to mortal fruit, but Twilight Wildcat Pelt - The dappled pelt of the wildcats native to
with a hyperreal quality as if plucked from a painting. Sublimely The Brambles is well sought after by fey nobility given it’s thickness
intoxicating and terrifyingly addictive, goblin fruit withdrawals will and interesting patterning. Fashions come and go, but wildcat pelts
waste a mortal away in a season unless more fruit is consumed or the have remained a staple of the powerful for some time now.
vendor who sold the original dose is compelled to offer a refund.
Black Bramble Root - A commonly found root with a gnarled Root Lurker Ichor - The blood of rook lurkers has a opalescent
look and a bitter taste, popular amongst Bramble caravaners. Can be quality and is used to create a very rare green pigment sought after
chewed to ease stomach problems and calm nerves. Chewing large highly by fey and mortal artists alike.
amounts of the root is known to make someone utterly immune to
panic, but can lead to loose bowels.
4 Cave-aged cheese made from the milk of an extinct animal. 4 Impromptu duel.
The raffle is a rare but vaunted As with all such games, the
event called by the Goblin actual odds of winning a raffle 1 The Egg of a Black Dragon from a notably perfidious brood
King during nights of great are small, but given that a PC
importance. What constitutes has paid something dear for
as important for the enigmatic the ticket, the rule of narratives 2 The Deed and Map to the Ancient Fortress of the Balor.
King of The Brambles is and as means to cajole more
opaque at best, so the calling of investment of both trust and Petty Godhood. No additional power but 1d4 clerics experience
the raffle is functionally coin into the Goblin Market, 3 visions of your divinity and begin spreading the word. Those keen
random as far as all but the will give any PC an outsized to the divine will also understand your nature. If you serve a deity,
most well connected are chance of winning. they look upon you with either concern, jealousy, or overly familiar
concerned. During the raffle kindness.
the market comes alive with Every ticket owned by a PC
ticketers collecting payments gives them a 15% chance of
and punters theorising what winning the prize. If multiple The detailed plans, maps, diagrams, and schemes for a heist of a
PC’s acquire tickets then each 4 grand treasury, stolen from its original intended designers.
great prize the Goblin King will
bestow on the winners. should get a segment out of the
possible d100 results based on
The unconditional friendship of a talking horse, now free from
the number of tickets they 5 imprisonment in the Goblin King’s oubliette.
Running the Raffle have, determined by the
Referee. Raffle Prizes should
be notably magical, 6 A single, no-questions-asked favour from the Goblin King.
To enter the raffle a PC must outstanding, strange, and
acquire a ticket. The easiest useful; with any caveat coming
way to do this is trading an A small egg-shaped charm covered in human facial features. Mostly
more from how the PCs
item to one of the many choose to use it than any trick
7 benign, but will offer its wearer terrible power at their lowest
market ticketers. The item moment for an equally terrible price.
of the item itself. If the party is
must be of value to the PC and in dire need of a magical item,
not easily parted with, this is a very reasonable way to Ownership of a debt owed by a well-equipped Magic-user of 14th
otherwise the ticketer will give it to them. 8 level who will do most anything (beyond paying back the sum) to
deem it unsuitable. get out of their financial situation.
For example: A Referee with
three ticket holders may rule that
PC A wins on a roll of 1-15, PC
B wins on 16-30, PC C wins on a
31-45.
45 46
RANDOM ENCOUNTERS AROUND
THE MARKET
A goblin, doggedly hunting rats for its grilled rat on a skewer business,
1
Where a tunnel between the mortal realm and the market exists, which they will excitedly advertise to any they encounter.
strange things will invariable cross over. A strange, dishevelled woman selling junk for exorbitant prices,
whispering cryptically that “the right buyer” would pay a king’s
Opposite is a list of random encounters that may occur within a hex 2
ransom for them. The junk can genuinely be sold to various goblin
containing a portal to the Goblin Market. These may be added into an vendors in the market at a roughly 30% markup.
existing wilderness encounter chart or rolled for separately on 1d10. A coven of 1d3 + 1 witches make haste to the market, seeking to
3 bargain for favours and receive the counsel of an elder thing of The
Brambles.
A pack of 1d6+ 6 thoroughbred barghest have escaped from their
4 kennel stall in the market and are now terrorising those they deem
cowards; namely any who flee their presence.
A wizard’s prentice (1st level magic user) accompanied by an imposing
5
golem of ancient troll artifice.
A fool peasant exits from the market, having cheerfully traded in their
6
family's last cow for a handful of beans of unknown providence.
1d8 +2 crudely-masked Trow are mugging any buskers and musicians
they come across near the Market, stealing their instruments and
leaving small piles of gold in their wake. They have travelled from
7
their island homes hoping to acquire instruments from the market, but
unfortunately for all musicians in the area the trow understand little of
commerce.
2d8 feline emissaries make their way towards the local market hub.
They have been sent to treat with the Goblin King on behalf of the
8 Marquis du Katzen - Sovereign Lord of All Cats. The head diplomat, a
scruffy battleworn tomcat, carries a letter requesting the aid of the
Goblin King in the Marquis' war against the perfidious Rat-King.
A hobb market sweeper wanders the area, having been turfed out of
the market and accused of multiple petty thefts. This hobb is innocent
on all counts and was framed by a fellow sweeper who is still at large
9
at the market. Faery honour demands the innocent hobb proves their
innocence but they are barred from re-entering the market and so
require aid.
Herne the Hunter vents his frustration on the local wildlife after
another failed attempt to cajole the Goblin King into breaking his
10
eternal curse. A trail of animal carcasses drips gore in a gruesome path
to the cursed huntsman.
47 48
Faerie Bestiary
Herne the Hunter Hobb
A plain looking human man of average height, clad in hunter's attire and a great Hobbs are small, subtle entities with kind features and dexterous fingers. They will
mossy cloak. Once a mortal poacher, Herne was cursed when he strayed into most often make their homes in mortal dwellings where, should the mortal
Faerie and killed the local princess' favourite stag. Since then Herne is compelled to inhabitant be judged worthy, they will busy their nights with cleaning and toil to
hunt for eternity in pointless vanity, never shall he feed himself or his loved ones maintain the dwelling. Hobb’s have the ability to glamour themselves invisible, thus
with the efforts of his toil. their presence is seldom known other than by their handiwork.
AC: 3(16) Number Appearing: 1 (accompanied by AC: 3(16) Number Appearing: 1d4
13 Barghests)
HD: 5 (23hp) HD: 1 (4hp) Aversion to Iron: Hobbs possess the fey
Unerring Marksman: When Herne weakness to iron. Attacks with iron
Att: 1 x wood ax (1d6), or attacks with his great bow he has a 75% Att: 1 x broom swat (1d4-1) weapons deal +2 damage against Hobbs.
1 1 x great bow (1d12 chance of hitting regardless of the target's
AC. THAC0: 19 (+0) Defensive Bonus: Due to their small size,
THAC0: 17 (+2) hobbs gain a +2 bonus to Armour Class
Hunting Horn: Once per day, Herne may MV: 60’(20’) when attacked by large opponents (greater
MV: 240’(80’) use an action to blow his hunting horn and than human-sized).
summon 1d6 additional barghests SV: D:12 W:13 P:14 B:15 S:8
SV: D:11 W:12 P:13 B:14 S:14 appearing within 60’ of Herne. Household Cleaners: Hobbs are almost
ML: 5 always found living in countryside homes,
ML: 8 Damage Resistance: Herne takes half doing domestic tasks at night in return for
damage from non-magical attacks. XP: 5 small offerings of bread, honey and milk.
XP: 2000 If these offerings are not made, or if the
hobb feels its services are not valued; it
may decide to make a huge mess of the
adoptive home before moving on.
Invisible: Through innate glamour, hobbs
are invisible to mortal folk at all times. If a
mortal knows of the presence of a hobb
then they may save against spells to track
the hobb down and compel it to drop its
glamour.
49 50
Redcap Glaistig
Redcaps are a militant offshoot of the far more peaceable fey known as the Glaistig are petite and capricious humanoids, skewing towards the smaller end of
knockers. As such they share the same diminutive stature, wizened looks and the human range. They possess strong goat-like legs, and all Glaistig regardless of
resistance to the bite of cold iron; such that confusion between the two groups by sex possess large spiral horns they use in sport and self defence.
outsiders is not uncommon and often the cause of bitter strife. For those wishing
to avoid offence and to know when wariness is warranted, the difference is all too Glaistig are musical creatures by nature and can frequently be found in song, with
obvious to behold. Redcaps are often found clad in heavy iron boots and wearing women tending towards vocals and men tending towards instrumentation. Songs
their eponymous caps, dyed red with the blood of their victims. spun by Glaistig have a capacity to enchant mortals, although never in any way the
Glaistig can control. Out of courtesy and a desire that their music not be
Though the depths of their schism have been lost to the timeless echoes of the appreciated in uncouth ways; many performances take place in secluded areas, far
past, what is known is that Redcaps broke away from their kin during the first great from mortal ears.
knocker exile from Faerie; loudly proclaiming that vengeance was a kinder, better
alternative to silent acquiescence. Since then, Redcaps have long established
themselves in folktale and legend as vicious slayers, raiders, and hired blades of AC: 5(14) Number Appearing: 1d6+1
dread acumen in the art of murder.
HD: 1 (4hp) Aversion to Iron: Glaistig possess the fey
weakness to iron. Attacks with iron
AC: 5(14) Number Appearing: 1d8 Att: 2 x hoof kicks (1d4), weapons deal +2 damage against Glaistig.
Kin to Knockers: Despite their 1 1 x horns (1d6) Touching iron without the proper
HD: 1+1 (5hp) protections leaves a Glaistig feeling cruel,
estrangement from their peaceable kin, THAC0: 18 (+1)
Att: 1 x meat hook (1d8), Redcap’s are still knockers in body if not in curt of demeanour, and often with itching
1 1 x iron-shod kick (1d6), spirit. Redcaps have the abilities Knocking auditory headaches which cause them
MV: 120’(40’) further petty misery.
o or 1 x iron ball (1d4, 20’) and Furtive Miners. (See Knockers - Fair
Folk Issue 1 pg. 21) SV: D:11 W:12 P:13 B:15 S:15 Charge: If the Glaistig has moved at least
THAC0: 18 (+1) 30’ before attacking with their horns then
Bloodthirsty Reputation: Redcaps have a ML: 7
MV: 60’(20’) well earned reputation as vicious slayers they roll 2d6 for damage.
that take no prisoners. If a creature fighting XP: 25 Enchanting Song: If a Glastig is singing
SV: D:10 W:11 P:12 B:13 S:14 a redcap makes a morale test, then they do or playing an instrument all creatures
so with a -2 penalty. within earshot must save versus spells or be
ML: 8 (10 with leader)
Leader: A Redcap tongue-taker with 2HD under the effect of the Charm Person spell.
XP: 15 (8 hp) is present for every 6 redcaps. The Glaistig has no control over this charm
effect and may not end the charm spell at
will.
51 52
Trow Barghest
Trow resemble pallid humanoids from afar, but are set apart by their fish-like, Though reminiscent of mortal wolfhounds with black fur and a reddish cast to
perpetually damp skin and other subtle piscine features. Famed for their mystical their eyes, the Barghest is much larger and far more capable of intentional cruelty.
ability to transform themselves into fish, mortal populations hold to the belief that It is held in mortal legend and in the common knowledge of Faery that all
to look upon a Trow is to suffer misfortune soon thereafter. Barghest are descended from wolves domesticated by elves long ago. They have
retained their ancestors' ferocity and cunning but possess an inhuman intelligence
As such, Trow mostly dwell on coastlines, usually preferring hard to reach sea-caves that allows them to indulge in, develop, enjoy and employ clever strategies during
and remote islands due to a well-learned, human-shy nature. Trow are great lovers hunts and war; alone or in tandem with a master.
of music; who both sadly and rarely, have access to instruments. Sailor’s shanties
are a particular favourite among Trow due to their acapella nature, and when
performed by the Trow from their sodden homes many a coastal mortal folk will AC: 6(13) Number Appearing: 1d4
believe themselves hearing a choir of drowned souls echoing up from the deep. Aversion to Iron: Barghests possess the
HD: 2+1 (10hp)
fey weakness to iron. Attacks with iron
Att: 1 x bite (3d4) weapons deal +2 damage against Barghests.
AC: 6(13) Number Appearing: 1d4 Some particular cruel masters are known to
THAC0: 17 (+2) clad their Barghests with iron studded
HD: 1 (4hp) Aversion to Iron: Trow possess the fey collars. This proximity to hated iron creates
weakness to iron. Attacks with iron MV: 240’(80’) a frustration in the hound that can lead to a
Att: 1 x whalebone knife (1d4) weapons deal +2 damage against Trow. Of state of heightened malice and cruelty.
particular disdain are fishhooks, which SV: D:12 W:13 P:14 B:15 S:10
THAC0: 19 (+0) when caught in the mouth of a trow can Hounds of Faerie: Bred for intelligence
drive the usual timid creatures to a violent ML: 9 and loyalty by the hound masters of Faerie,
MV: 60’(20’) rage. Barghests have a near-human intelligence
XP: 75
SV: D:8 W:9 P:10 B:13 S:12 and the ability to communicate in a barked
Inauspicious Appearance: It is and guttural form of low faery.
considered very poor luck to lay eyes on a
ML: 6 Trow and this is for good reason. If a Loyal Companions: If a PC acquires a
XP: 10 creature sees a Trow then the next saving Barghest, the hound is treated as a follower
throw they make that day will automatically and counts towards the total number of
fail. followers a PC may have. Bargests are
fiercely loyal by nature and will not flee
Coastal Fey: If threatened near a body of unless their master dies or begins to flee
water a Trow’s first reaction would be to themselves. Barghests have no tolerance for
flee beneath the waves. When underwater a cowards, though their perception of the
trow may choose to transform into a term is far more specific and erudite than
common fish native to their home waters. most mortals can perceive.
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15 COPYRIGHT NOTICE
Old-School Essentials Core Rules © 2018 Gavin Norman." Requires Old School Essentials:
Classic Fantasy