Tuesday, April 7, 2026

Resident Evil vs Edgerunners Part 2

Today is vertebrates

Someone suggested that human teeth are accounted for in Cyberpunk 2020/Interlock with the Ceramic Teeth/Powerjaw cybernetic implants, which means normally 1d6/3. This woud make human zombies even more pathetic in the rules unless they have some sort of automatic bite on a grappled target and go for non-armoured sections.

I've been finding I get really big BODY scores for some monsters, so I scaled down the DP to BODY conversion. Really big DP is now DP-15 = Divided amount, Divided amount/5 = +1 CON up to +3, remainder is divided by 10 up to +5 then that remainder is divided by 100

Adder

BOD 5

REF 6

INT 1

COOL 6

MA 3

Awareness +6

Brawl +3

Beak 1d6/3

BTM +0 DAM +0

Must Eat Flesh Weekly, animal cunning


Alligator

BOD 26

DEX 6

Int 3

COOL 6

MA 3

Awareness +6

Brawl +7

Athletics +8

Bite 3d6 AP

BTM -7 DAM +1d10+2

(Should have Scent Tracking but I supose the alligator in the game never showed much hunting prowess.)

Treats result as 17 for purposes of a foe Escaping a Grappling move.

When Grappling a target, automatically do Bite damage each round

Must Eat Flesh Weekly, animal cunning


Cerberus/Zombie Dog

BODY 5

REF 5

INT 1 (Animal)

Cool 5

MA 3

Awareness +5

Athletics +7

Brawl +6

Bite 1d6+1 AP from Chromebook 3 (#1d6+3 AP)

BTM -2 DAM +0

Weakpoint - Brain: Only Called Shots/Destruction of Head can stop it

Must Eat Flesh Daily, Dos not spread but also it could be interpreted as spreading by bite, animal cunning

Treats result as 17 for purposes of a foe Escaping a Grappling move

When Grappling a target, automatically do Bite damage each round

Must Eat Flesh Daily, animal cunning


Crow/Raven

BOD 5

REF 6

INT 1

COOL 3

MA 3 on ground 19 in air

Awareness +6

Brawl +3

Beak 1d6/3

BTM +0 DAM +0

Must Eat Organs Daily, animal cunning

A single bird is quite a small target, but they normal travel in groups of 4-10, getting easier to hit as they flock


Neptune

BOD 22

REF 6

INT 3

COOL 3

MA 3

Awareness +6

Brawl +8

Swiming +8

Bite 3d6+2 AP from Chromebook 3 (#4d6 AP)

BTM -6 DAM +1d10

Can follow the scent of living beings that are 24 hours old. Can lose trace if target leaves the body of water, for skill purposes this is +12

Double Damage From Electricity

Still can't survive out of water, but can survive in freshwater

Must Eat Flesh Weekly, animal cunning


Yawn

BOD 22

REF 7

INT 1

COOL 6

MA 14

Awareness +7

Brawl +6

Bite 1d6+3 AP (#3d6 AP) Venom Injected into hit location, 2d6 damage for 5 rounds

BTM -6 DAM +1d10

Spitter - Can spit a water-down version of venom up to 7m, 1d6 damage and target is blinded for 5 rounds

Chomp - By taking two rounds to unhinge it's jaw, Yawn can do 6d6 damage with a bite

Hug of Death - Once Yawn Grapples a foe, it automatically inflicts 1d6+2 AP damage per round regardless of non-Powered Armour, and the static score to Escape is 17.

Burrowing - (Can tunnel through dirt and sand 2 feet per minute, 6.5m per Turn (yes 2020 has 10 minute turns in the corebook)

Can follow the scent of living beings that are 24 hours old. Can lose trace if target enters a body of water, for skill purposes this is +14

Must Eat Flesh Weekly, animal cunning

Saturday, April 4, 2026

AD&D Solo Adventures - The Village of Hommlet Part 8

I can't shake the feeling this is too short for a camapign update. But it seems to be about the same length as my last update.
Maybe I'm just writing shorter sessions now.

Still Day 122

Darkshore is a village on edge, Dounil can sense stares as he intrudes in the village square. There is no mention of any inn or tavern, but one is traditional.

Upon heaving his travois to the door, Dounil peeks inside to see Celest drinking in a corner, her back to the wall so she cannot be snuck up on. He hails her and she happy and slightly puzzled to see her companion so far across the bay.

They talk, Celest has been riding across Urnst and Nyrond. But she hasn’t yet found a good haul and spent all her money as fast as she earns it. She is not big on camping. She traded her horse for passage down the river to Darkshelf and rations.

But she has a plan. The disappearances, the counterraids and the quarry seem to be linked in the mind of Neistor, the village overlord. He offered her 500gp to discover the fate of Kwon, his agent. Who reported disturbing rumours about the quarry.

Dounil offers to help if Celest would accompany him on his own quest and then she snaps at him that he has come to her and asks to join her. Not for her to split the reward and abandon any future direction.

Dounil says he was tackling the Temple of Elemental Evil and realised he couldn’t do it alone. He offers her the magic chainmail, his old magic shield, the cloak of elvenkind (as he was going to offer the dagger he gave to the tribesmen) and he offers to buy her a horse when the time is right. She also wants all the treasure they find on this quest and Dounil agrees, splitting any they find in the Temple. Celest is quite happy with this and says it must be a dire quest indeed to agree to these terms. Dounil said there is one last thing, she will need to pay for his room and food while in Darkshelf and he relates how he raced to find her over the last 60 days. Including his epic shipwreck and journey.

Celest is somewhat perturbed at his story and agrees, saying they should leave after eating (-2gp). The quarry being half a mile away (2 out of 3 mentions say half a mile not 3 miles). As they walk, Celest relates how they have three entrances, a ventilation shaft, a hidden dock on the rick and the main entrance. She says to pick one because her gear is surprisingly heavy, though she is still agile enough to have an AC of -2 compared to Dounil’s AC of -1.

Dounil and Celest both have ropes and Dounil can levitate down to secure them. Or they could clear the quarry one level at a time. If they go down first, no one will see them coming, but if they come through the front, they get the administrators and the mysterious and disliked dwarf, Bazili Erak.

Surprise is always the best policy, and they agree to descend and come up from behind. It takes an hour to climb beyond the quarry to the hills and another hour to find the thing according to the module, No Random Encounters x2 [11:00].

At the shaft, they tie Dounil’s rope to a nearby tree and Dounil Levitates down holding the end, while Celest climbs down. They come to a stop at an iron grate, greased to prevent rust. An Open Doors roll at -1 turns up good, the grill clatters to the floor some 12 feet below, leaving Dounil’s rope hanging 5 feet above it [11:05].

Room 37 has only 1 entrance, so that’s where the choose to go, though Celest is near invisible, she is not nearly silent. They advance shoulder to shoulder, nearly filling the corridor. Dim light from the cave fungus allows them to not even need Darkvision. Fortunately, this module doesn’t have in-dungeon random encounters.

35 feet along the passage there is a split, they decide to keep advancing forward and double back when this passage ends [11:11].

Advancing another 50 feet [11:15] 1/6, they arrive in Room 36. They see 4 goblins dicing at a crude table. That’s all the incentive that is needed in that age and they rush forward, swords unsheathed. Celest rolls higher than Dounil and goes first, an excellent roll means she does 3 HD of damage, killing 3 of the goblins. In the fraying, Dounil kills the last. 20/16 = 1.25, or 1 XP for both their classes. Searching the room reveals nothing, [11:20].

But the noise has attracted footsteps from Room 34, two human guards enter and seeing the goblin corpses, move to attack. No automatic initiative here as the enemies initiated the combat. They go first, then Dounil and Celest. Neither hit, and Dounil kills them with a single charge. XP = 1, the bare minimum because 10/16 is a number that cannot be 0. [11:21].

Moving into Room 34, triggers wince-inducing echoes but no one is present 2/6. Advancing into the chamber to the great rising pillars show quarry work on floor and walls, to the west is dim light and to the east, the quarry entrance 3/6.

Advancing along the work cave for 120 feet means they must rest [11:52]. Dounil can see on his sketch map that the cave is made of these massive pillars, a tunnel to the south might lead back to room 37, but that’s a later problem. Another 60 feet takes them to a junction; they can hear and see workers to the south-west and a tunnel north-west.

Heading to the works, they see free men quarrying with no humanoids in sight, 2/6 [12:02]. Celest suggests they could be in on the conspiracy, as the guards were with the goblins. Dounil asks if the overlord said if locals worked here, Celest said he implied it but never said it. They decide to take the other passage. Backtracking and moving until they must rest brings them to the due west tunnel leading below, room 38. Seeing light and hewing to the north, they disregard it and head below 3/6 [12:12].

It takes them 10 minutes of creeping to reach the bottom and advance along their right-hand side towards room 41 4/6 [12:22]. They encounter 5 goblins, digging away as the miners above. The goblins are surprised and slain in 1 round. [12:13]. 1 XP for all.

Advancing to the south, the approach a 3-way junction, but stop to rest some 25 feet from it [12:23]. Advancing up to it, Celest detects the secret door. But they also see the light burring ahead to the west in Room 42. Advancing, it takes them a turn, 1/6, to reach the open chamber. Where their alert foes are waiting for them [12:43].

Ahead is the terrible pyramid, emblazoned with the eye Dounil has seen peering at him from robes and defaced mosaic. In front is a robed man, who greets them warmly. Dounil tries the standard tactic and hails him, proclaiming he has been to the temple and work progresses well. This is perturbing to the cleric, who expects them as foes considering the fighting, but Dounil might know his stuff. Nevertheless, the pair did attack the goblins.

The priest decides to test them and asks Dounil to give the four symbols for each cult. Dounil decides that he’ll win or won’t. So, he guesses; Fire-Triangle, Earth-Square, Water-Circle and Air-Diamond. That is blatantly incorrect and combat insures.

As there is no surprise and starting from weapons not drawn, the priest rolls higher initiative.

Round 1, the priest cases Cause Fear on Dounil, thinking he is the tougher foe. Dounil’s saving throw is 15 and he rolled a 17 with his +1 modifier, so he passes.  Dounil rolls 23 on the attack, 9 for damage and 2 on the Fray.  The Priest with 2 HD is dead.

But two strange creatures never seen by either hero emerge from the pool and advance (Mudtigers).

Celest attacks with her magical Fray and rolls 2, so one Mudtiger goes HD 2 -> 1. There is shouting from further to the south.

Round 2, Dounil moves to engage them with his sword and Fray, hitting the elemental beasts for 2 HD. Killing one and doing 1 HD to the other, HD 2 -> 1. The Surviving Mudtiger releases an electric burst, doing 2 HP damage to Dounil and causing his sword and armour to become magnetise for 3 rounds, HP 18->16. The mudtiger also tries to burrow below into the loose sand and mud. Celest is having none of it and uses her magical Fray again (a blue comet), doing 1 HD and killing it. Another cleric and six goblins emerge from the southern passage.

Round 3, a fresh round of initiative means all foes go, then Celest then Dounil. Who is still magnetised.

The cleric casts Command “Flee” on Celest. She just passes with a 14+1 thanks to her modifier. The 6 goblins strike at her with slings. None hit despite some high rolls as they have 1 HD and she has negative AC.

Celest charges forward, sword in hand and full of gumption. She is only level 1 so she can only use her magical Fray against the new priest who is a level 2 Cleric. The fray does 1 HD of damage, and her sword does 4 HD more. The cleric dies as does 3 goblins.

Dounil cannot join as the metal randomly magnetising on him halves his speed, he casts Fray instead, killing 1 more goblin.

Round 4, The goblins fail morale and flee towards 46. Celest is out of range to cast so she contends with tossing the bodies and Dounil rests and waits to return to normal polarity, HP 16->18 [14:51].

The goblins have nothing on them, and the two priests just have studded leather with bronze. Also, stone hammers which they think might have something to do with the mudtigers. They find two keys though, which they are eager to try.

Advancing in a combat ready stance, they find a spoiled coal cart and disgusting furs. Celest options to search the cart and Dounil the furs. After a turn they find nothing and are sorely disappointed [15:01].

Following the only passage to the east, they find the priests’ chambers and an open secret door to the junction, where the goblins circled around behind them in their flight. Searching this room turns up two more key rings, mundane writing implements and two locked chests under the beds. The keys from the bodies fit after several tries with the set of four and the chests contain: 3 unholy symbols made of silver (to be melted down), 260gp, 18pp, 6 bloodstones (15gp x 6) 3 potions that Dounil says look like his Potion of Healing and three vials of something herbal. They aren’t sure if they are poison or potion [15:21]. Celest is thrilled as it’s all hers.

They explore further, knowing those goblins were either on their way up to meet the miners (in which case the problem was alerting the supervisors) or was heading further down (to alert monsters). Coming to the junction, they look down the sinkhole that is room 49 but don’t feel like risking it [15:31]. They keep to the left-hand rule and progress ahead without taking the turn to room 47. After another turn of edging forward the come to an iron grating and barred door with a padlock on the bar and no hinges on this side, room 51 [15:31].

With a light briefly flaring ahead, Dounil says he will lift the door. That’s when the alert bugbear guard in the alcove to the south acts. Automatically surprising the pair, he thrusts his spear at Dounil when Dounil is attempting to force the door, without a weapon or shield. Hitting Dounil for 2 damage. This alerts the bugbear in room 52 who moves towards room 53.

Round 1, The Bugbear strikes again but misses. Celest casts her Fray but does no damage. Dounil keeps at it. With a -1 from the construction, he only just forces the door. The Bugbear from 52 has alerted the one from room 53.

Round 2, The bugbear strikes but misses. Celest does 3 HD back killing the bugbear. Dounil reequips his sword and shield.

Round 3, the two remaining bugbear guards advance with morning stars and the heroes rush to meet them. There is pyrotechnics aplenty with ranged magic Frays before the clash of weapons. The Bugbears go first but miss. The frays take off 2 HD and the swords 2 more, slaying the furry goblins, the pair stop to rest and loot. Dounil recovers his lost 2 HP and Celest finds nothing of value [15:44].

Advancing north, they see the alcoves slaves would be held in, they are empty and discoloured. Going over them, arriving at the sinkhole in room 50 and coming back takes 3 turns including the gross rest by the sinkhole [16:10].

It takes another turn to reach the end room in the east where the bugbears slept and another turn to loot it. Taking the obvious keys and shaking the furs down for nothing [16:30], 2/6.

Celest, feeling and seeing the urn holding live coals, dumps them on the floor looking for treasure that might be fire-proof. She overthought it as they realising coins are coming out with the ash of the other two. She asks Dounil if they should bring a mule in to carry the stuff, and he says he’s never thought to try as he can’t hide a mule.

Advancing up the cells in room 53, they find the miserable prisoners and a fit man who stands up with his shackles falling off. He is Kwon. Dounil ushers him aside and activates the Ring of Invisibility.

He proclaims he could kill this man right now mas a spy of the slavers, if the prisoners cannot verify, he is Kwon, the Overlord’s agent. The prisoners aren’t sure, but they do know he slipped into them before entering and has been exploring between roll head counts.

Dounil takes off his ring and apologises to Kwon, who is miffed but not too upset. Kwon knows there is quite a bit of natural cave beneath and the rotation of the quarry guards. Upon being told that Celest and Dounil are to see if he is in trouble, Kwon is happy to let them keep going. He’ll take the prisoners up top and rally with the quarry workers. Then they’ll escape as part of the end of shift. But it is almost time and the goblins are out at night. They try the keys and Kwon sets to unlocking the manacles.

As far as Kwon knows, the goblins stick to this level and the quarry. Only transporting slaves further below. The pair resolve to wipe this layer clean and the guardhouse before descending to the third level, they rest at the door [17:10] 2/6.

Setting off down again, the advance ahead of the rescued prisoners and Kwon, turning down the junction to room 47 [17:20] 3/6.

They advance less than 30 feet when the goblins miners rush out calling for aid behind the pair. The goblins surprise and now 4 attack while 12 advance, including the two who survived the fight in the temple/room 42. None of the 4 goblins hit in the surprise round.

Round 1, The goblins won the initiative with their ambush, so 16 attacks vs negative AC. One was 1 off from hitting Dounil, but none succeeded. Eleven goblins die from two lots of Fighter Fray and sword swings.

Round 2, the goblins check morale but pass, they are committed to making a stand here. Another almost hit on Dounil and Celest misses both Fray and swing, but all the goblins die. Looting the bodies turns up nothing and the prisoners escape up the tunnel [17:30] 3/6.

Advancing down the left side, so to the east away from the goblins they pass diggings, it takes a turn to reach room 48, where they stare with annoyance at the grating the stood on a they entered. Celest complains a dungeon is just a bunch of loops. Dounil says he is thankful this one isn’t a mess of disconnected tunnels that each need to be explored. They rest in the junction away from the smell of unwashed and now dead bosies [18:00].

A turn later they find what remains of the goblin barrack in room 46, and another turn to find nothing in the furs [18:20]. Celest, working herself into a dragon fever, starts kicking at the embers of the fire, as the last bunch of goblinoids hid their treasure in flames, these must as well. Dounil sighs and uses the shovel to dig a little under the embers, quite surprised to hear a clink of a hard surface [18:30]. They uncover 12 (quite warm) clay pots filled with quartz crystals and coins.

They advance again and spot the slope of a descending ramp [18:40] 4/6. Dounil and Celest mull over Kwons words. There were a lot more beds than the 222 goblins they have killed so far. And the quarry is guarded by the stockade above. They’ll attack that and come back later.

Celest and Dounil have found so far:

3 unholy symbols made of silver (to be melted down), 860gp, 18pp, 6 bloodstones (15gp x 6), 3 nice-looking urns (25gp x 3), 12 pots of unknown contents (900sp, 250gp, 10gp x 23 quartz crystals), 3 potions that Dounil says look like his Potion of Healing and three vials of something herbal.

They have killed 22 goblins, 3 bugbears, two level 2 clerics and 2 mudtigers for 350 XP. Which is 24 FXP and 22 MUXP for both.


Tuesday, March 31, 2026

Antarctica Adventure Jam Lower Peninsula Part 3

Counting the weeks, it seems I am two posts down, which doesn't match up with my counter but whatever, I need to post these.

### 219-167 Junction of the Rivers

210 in 3 markets. The Elves here are well aware of how others see them, having frequent trade with the Sword Zephyr Clan 218-167 and all along the River Peter. They live in several well-fortified complexes instead of scattered manors. Each mansion interlinked and surrounded by a garden with hidden dangers. Including a secret and forbidden colony of kobolds.

For the growth of their black melons, they rely on the skills of a community of 80 gnomes, who brought them from their homes under the Traditional Elves 224-170. The gnomes have gladly all been sentenced to death for this decision.

Pilate, E4 has a Sword +1, +2 vs Spell Users and a Shield +1

In the community chest there are three gems worth 100gp and 2 x 500gp

### 220-167 Rolling Slopes

210 people in 3 markets. Here is perhaps the most archetypal Moon Elf land. Mansions rest amid horticulture and vineyard that blend seamlessly with the wood line and the from the river, one could think this was untamed forest. The people here spend their extended lives engaged in magical study, the growth of lizard-skinned red cantaloupes and practising sword-dancing. The only blight was the running battles with the denizens of the Spike Swamp 221-166. River traffic is still inspected thoroughly but the day roads are not as well guarded.

Herod E7 is the River Watcher and bears more scars than a normal elf. He possesses a Ring of X-Ray Vision, Wand of Magic Detection and Sword +1 (+3 vs Dragons),

His community chest holds 4,000gp and moon gem necklaces worth 1000gp and 1100gp, for elf-creation rites.

### 221-167 Elf Valley

40 people in 1 market. This land was never well populated and after the population fled the latest orc attack a hundred years ago, the returning survivors were met with elven gardeners and converted. They haven’t grown much since, due to the requirements to become elves. But the Duke of the Lower Valley still considers the lowering slops to be his domain. Should the area somehow suffer a crisis, soldiers would be arriving with a few days, precipitating a standoff.

Pontus E6 guards the border with vigilance, would be merchants are told to go via the river.
her community chest holds 3000ep, Wand of Fear Chainmail +2 and Shield +2

### 222-167 The Castle on the Valley Ridge

2000 people in 2 markets. Here is the capital of Duke Munkus F6, and the Duchy of the Lower Valley. The duke takes pride in the stability of his realm and its place as the last bastion of decorum with the breakup of the kingdom. The Duie having placed the traditions of feudal authority where the Elves, Sun and Moon Cardinals have placed faith. Otherwise, there is not much to say besides the petty intrigues and mercantile goings-on. The Duke is eager to regain territory lost to the elves 221-167 and 221-168 and should the instability in the lands of the Moon Cardinal spread or the Sun Cardinal suffer an unfortunate end, he would mobilise to secure more land for the “sake of stability”.

Besides the silver ducal ring and sceptre. Duke Munkus possesses a Medallion of ESP 30’ and a Wand of Secret Door Detection he can’t use and will gift for a powerful alliance. He got them from his deceased grandfather, a Magic User of some renown.

### 223-167 Hill Watch

200 people in 2 markets. Here strands the vital towers which watches for threats across the sea, the Flats 224-166 and from the Moon Cardinal. While vital to the Ducy of the Lower Valley, the garrison has become hereditary and sedentary. With a few recruits cycled in and out each year to bolster Border Warden Mungo F3 and his well-armed militia.

### 219-168 River Drop
90 people live in 1 market. This out of the way settlement farms red and white pumpkins. Victoria E5 is a recent admitting to the ranks of the Elves and feels she is not trusted with a prestigious position despite having not only undergone the rites but excelled in her growth since. She keeps her plate mail, shield and handaxe by her side to impress. She is open to selling Moon Elf luxuries in one-on-one dealings and pocketing the proceedings.

Her community chest contains 2000sp, a Potion of Heroism, Ring of Protection +1 (5’ radius), Ring of Delusion, Shield + 1, Flying Carpet an a Rod of Cancellation.
As well as two Spell scrolls on waxed paper gourd rinds: (floating disc, invisibility 10’ radius, detect evil, hallucinatory terrain, knock) and (neutralize poison, protection from evil 10’ radius (c), sticks to snakes, striking, locate object (mu))

### 220-168 The Moonglades

210 people in 2 markets. The capital of the Moon Elves, it seems like it is always at least twilight beneath the spreading boughs. The mansions here form a dense maze of paths between hedges. Drawing in the tithes of food and goods produced by other settlements and turning out prayers and prestige. In the central Moon-Lit tower rests the Elven Cardinal of the Moon Asura, Deuteronomy E7.

He is troubled by constant pressures on every border and keeps his ducal ring and sceptre under a tree in the courtyard in a sealed box.

His chest contains the finest gifts and the treasury of the duchy: 4000gp gems worth 2 x 10gp, 50gp, 2 x 500gp, 2 x 1000gp and jewellery worth 1000gp and 1300gp for special occasions.

There is also the old hermit, Moonface C12, his old companions (wife and son) C3 and C5 and his grandsons F5 and F4. While all are still human, his grandsons are children of the nobility and will soon go through the rites.

Full writeup in Appendix E.

### 221-168 Garden Rise

45 people in 1 market. Here is a watchtower built to defend the Moon Elves against those who neither care for the moon or for the fey. To demonstrate this, this tower and surrounding wall is decorated with lunar signs and surrounded by a riotous garden of herbs and poisons. Nevertheless, Simon E3 conducts quiet trading on the side to those who would rather not pay the dues on fairy goods in either duchy.

His community chest merely contains a Crystal Ball and a folio of spell scrolls. Half on waxed gourd rind and the other on vellum.

(growth of plants, hallucinatory terrain, mirror image, haste, levitate), (resist fire, dispel evil, continual light (continual darkness), resist fire, dispel evil), (web, protection from evil (mu), protection from evil (mu), locate object, teleport) and (mirror image, protection from normal missiles, water breathing, dispel magic, telekinesis)

His private chest contains 12000sp and 5000gp.

### 222-168 Orcsbane Castle

1000 people in 1 market. Generations ago, many orcs met their doom here on an ill-fated raid against the Duchy of the Lower Valley. The home of the cunning and ambitious Lord Bustopher F7. He has no time for his brother Duke Munkus’ obsession with courtly decorum and Elven border disputes. The Elves aren’t giving it back. What he has in mind is far greater. Hi cousin, the human Cardinal of the Moon Asura 221-173 is too blind to see his grip on his duchy is sliding away. Bustopher is secretly gathering mercenaries but knows his brother will react badly if found out.

He needs some likely people to steal the ducal ring and sceptre from the Cardinal and open the way for Lord Bustopher to sweep the orcs and the Cardinal out. He offers 2000gp per adventurer, from his hoard. If his Girdle of Giant Strength is stolen, he will pursue the thieves as far as his forces and money will reach.

Hoard: 1000cp of orc treasure, gems worth: 7 x 10gp, 4 x 100gp, 14 x 500gp and jewellery worth: 500gp, 600gp, 2 x 700gp, 1000gp, 4 x 1100gp, 1200gp, 1400gp and 1600gp.

### 223-168 Slope Tower

200 people in 2 markets. A watchtower is now the home of Border Warden Mungo the Younger F3 of the Duchy of the Lower Valley. Youngr brother of Mungo of Hill Watch 223-167. Named in case his brother died of a childhood disease, Mungo has stood in his brother’s shadow his whole life. Even his domain is the same size and suffers the same sedentarism. However, Mungo has a small community of 35 Halflings to farm the rolling slopes with horse gourds. Letting him believe that he is a better steward. He tries to pass them on to all visitors and merchants.

### 224-168 Goldwater

1000 people in 1 market. Here is where Sealand 224-269 of the Duchy of the Moon crosses the Opera River. The problems of the uplands are concerning, but until the levies are called, life will continue as normal. With ships in the dock and caravans in the inns. Lady Meg T8 has done a deal with the Hellions and their leader Munku MU10, to build a fort of 90 soldiers to help guard the river mouth. Hellion barges run up the Opera and caravan across the plains to reach Strap’s fort 218-169.

Full writeup in Appendix C.

### 218-169 Peterturn

45 people in 1 market. Here is the furthest flung outpost of the Moon Elves and is home to only the wildest of their kind. They don’t even have a proper leader, rotating between whoever can demonstrate the flashiest magic. They mostly defer to Strap F10 of the Hellions, as his fort of 150 is the stronghold for the land. Here is the principal trading post for those of the upper peninsula.

Full writeup in Appendix C.

### 219-169 Podland

70 elves in 1 market. This borderland is devoid of the dense tree-cover the Moon Elves like, so the few fortified mansions cluster in a continuous wall of brick, earth and thorns against all commers. Though the rises look beautiful as they grow striped peas here. The elves are always armed against orcs and rovers.

Magdalene E6 keeps the community chest in her bedroom: 12000sp, Potion of Diminution, 2 x Crossbow bolts +2

### 220-169 The Moon Wights

200 people in 2 markets. Rovers who have aligned themselves with the Moon Elves. There is a constant exchange of candidates for the fey rites and worldly plains. Their current leader is Jenny F6, who pushes the Moon Elves to strike across the plains at visible foes.

### 221-169 The Biting Wind Clan

100 people in 2 markets. The elite of this Rover clan ride manticores (20) into battle. Promising either livestock of the bodies of the dead depending on if they fight men or orcs/goblins. Not very friendly except when they go to trade with others. Shunning traders who visit.

### 222-169 Corner of the Plains

100 people in 2 markets. Here is the nowhere place, a claim by the Duchy of the Lowr Valley, to establish a boundary. The people here are descendant of those who were sent away in lieu of a sentence, and happily serve as a centre for smuggling. To keep the raiders at bay, they live in earth-walled villages and subsist on long pod peas.

### 223-169 The Land of the Lion

400 people in 1 market. A surprisingly dense settlement, they live in fear. Not only of the discord upriver, but of the many prides of lions who live in the region. These peninsula lions are grey and once roamed far beyond the peninsula.

### 224-169 Insect Water

2000 in 2 markets. The lower part of the Opera’s mouth. This more urban landscape tries to avoid the brackish, insect marshes at the opening and lies more upriver. Under the authority of Ubaldo C5. It is concerning to visitors but not to locals, that all animals bow to the sea when they see and face it.

### 219-170 Basilisk Country

All avoid this land if they can, even the orcs unless they come in great numbers. A troop of 25 Basilisks (Bestiary) lair here. They must have come here during the Before times or in the cataclysmic beginnings of the new, dim sun. If they are an animal, it is of a kind from elsewhere.

Scattered in their lair as playthings and curios are the treasures of their victims: 9000sp, 4000ep, 3000pp in rods, gems worth: 2 x 10gp, 50gp, 4 x 100gp, 2 x 500gp and 2 x 1000gp.

### 220-170 Wild Folk
When one speaks of berserkers, one thinks of benighted coasts where the far ocean whispers and roving killers burn their own villages. But the life of an orc is much the same, promising freedom for those who come to a life of violence and hate. And so here stand a mass of tents and pit houses for 130 Berserkers. Some will become orcs, others will simply kill. No Red Wyrms of Rage.

If one was to empty every stinking shelter, they would find 3000cp in broaches and buttons and gems worth 10gp and 500gp.

Sunday, March 29, 2026

Unisystem to Cyberpunk 2020, Resident Evil vs Edgerunners

While digging around various Unisystem adaptions, I ended up wondering if there was a Cyberpunk 2020 one. As that opened the door to a lot more threats than goons and the animal out of Chromebook 3. Although strictly speaking, the RPG system in Cyberpunk 2020 is calle Interlock, rather than being purely bespoke.

This would let me access all the variable things from All Flesh Must Be Eaten and particularly the Resident Evil fan-netbook (RE:Genesis) that circulates across the internet. But first I needed to find a conversion process.
I conveniently found one for All Flesh Must Be Eaten, Deadworld 2021. I really should have saved the landing page, but for the point of my conversion, these were good enough.

https://web.archive.org/web/20041115090417/http://www.shinies.net/oaxaca/deadworlds/cyberpunk2021_weapons_tech.htm

https://web.archive.org/web/20041115083816/http://www.shinies.net/oaxaca/deadworlds/cyberpunk2021_cyberware.htm

https://web.archive.org/web/20050221060251/http://www.shinies.net/oaxaca/deadworlds/cyberpunk2021_zombies.htm


Credit to whoever made these.

 

I just did some reversing and eyeballing to come up with the stat to stat conversion equations.

Since Unisystem also used stat + skill + 1d10, I just applied the Shadowrun conversion number (x1.666) to change the 1-6 results into 1-10. Then fiddled with them to get the right spread.

Originally, I did a formula:

Stats were rounded to the nearest whole number and 2 is added if the result is 1-4 (becoming 3-6) excluding if the stat is 0 or less

BODY = STR and CON are converted to 2020 numbers separately. With CON having accounting for any extra Dead Points about the normal 15. by dividing the extras by 5. Once you get more than 15 (+3) extra I divided by /10 for the remainder, so the numbers don't get too big. 15 in Unisystem being 25 in Interlock. The final tally is averaged.

This proved too unwieldly because Unisystem assumes 2 = competent (Interlock 6) but Unisystem 6 = Interlock 10, human maximum. I ended up using a simpler chart, erasing the last several days of work on this and making my third revision:

1 = 3, 2 = 6, 3 = 7, 4 = 8, 5 = 9 and 6 = 10

After than I tried to get it so 12 = 20, which returned us to a normal 1.666 multiplier from before for scores over 6

BODY was still an average of the Cyberpunk 2020/Interlock score with Dead Points still effecting CON

INT is both INT and TECH for those Zombies which can use tools. There is a slight disconnect here, with many zombies having negative INT. This was resolved as followed, a INT of 0 or less means a Zombie has an INT of 1 and not TECH score.

PER ended up just being Awareness, as there is no core awareness/Wisdom stat in Interlock.

Pushing Will from a sort of Charisma/Force of personality thing to COOL

Speed in AFMBE is Dex + Con x 2 (miles) or x 3 (kilometres), divided by 2 to get yards/meters per turn (1-5 seconds) and multiplied by 3 to get running.

That matches up pretty much with MA (meters per round, x3 for running)

Zombies tend to have fixed speeds though, so the normal score of 8 in Unisystem compared to 6 in 2020 gets a multiplier of 0.75.

Skills were recalculated the same way to fit 2020 numbers.

If I was to do this for Cyberpunk RED, I’d go back to the start and rework these all again

 

The sample homebrewed zombie below had a few additions. In general, I don't hold the idea of living zombie being fully immune to conventional firepower, so I employ a Battletech idea. A zombie who has two hit locations destroyed bleeds out eventually (Timeframe at the Referee's discretion).

The description said Damage Resistance (halve damage) but also said this was the result of the Decentralized heart emerging, so I stuck to the 2020 version.

The spine weak point and the regeneration remain unchanged from AFMBE.

Damage remains an issue, multiply Bite 1d4 by STR gets a range anywhere between 1d4 x 1 (1-4) to 1d4 x 6 (6-24), enough to bite through what the conversion rated Light Armourjackets and like all slashing/stabbing weapons in that game, doubles penetrating damage

Some Cyberpunk 2020 melee weapons halve SP, but it's not consistent and 2020 generally rates melee attacks as not very good (unless martial arts).

I was suggested damage for teeth should be 1d6 or 1d6/2+1 since 2020 leans more on realism.

Anytime I present an alternative with a # at the start are more tone-based damage which is higher than what might be "realistic “for a zombie.

 

Biotechnica Zombie

A horrible nano-bot firmware glitch affecting people with both Muscle & Bone Lace and Skinweave.

BODY = ((STR 6 = 10)+(CON 4+((20-15)/5) = 5)/2 = 7.5 = 8

REF = 2 = 6

INT = 1 = 3

TECH = 1 = 3

COOL = 2 = 6

MA = 4 x 0.75 = 3

EMP = NA

LUCK = NA

ATT = NA

Skills

Awareness = 1 = 3

Brawl = 2 = 6

Melee = 2 = 6

Attack Bite 1d6/2+1 (#1d6+3) or with Weapon

An alternative idea would be to up all damage as a Bite in AFMBE is D4(2) x STR, the same as a Large Knife. Rippers are considered to be the same as a Large Knife in this adaption.

Therefore, you could upgrade the Bite to 1d6+3 and so take any claws would get upgraded to Slice N'Dice damage, 2d6(AP for consistency) or Wolvers, 3d6(AP).

BTM -3 DAM +2

Skinweave SP 12

Weak Point - Spine: Only Called Shots/Destruction of Torso can stop it

Decentralized Heart +2 to Death Save to Torso

Regenerates 1 Damage per round

Can use simple tools and traps, possesses long-term memories and animal cunning, eats organs, doesn't spread

 

Now that’s out of the way, let’s get into the Resident Evil monsters. Only the classic 1990s ones, Cyberpunk is a very 80s and 90s game and theme. I am cheating though by adding Crimson Heads from the 2002 remake of Resident Evil, but that is to bulk out the humanoid section. I was going to do 1 post per game, but I spent so long redoing the conversion math repeatedly, we will do this by theme instead. No real attempt a lore here, it’s your games.

Monsters that were or were partly human.

 

T-Virus RULES

Any Bite/Scratch that breaks the skin or causes ingestion transmits the infection, the victim takes 1d6 damage every hour or 1 per day with incidental infections such as droplets (Resist with diseases and bio war agents for 1d6/2 damage) until death occurs by any means. Within the next hour they reaminate as zombies. Symptoms appear when Wound boxes reach Serious.

 

Zombie/Modified Zombie

BODY 5

INT 1

REF 3

COOL 3

MA 2

Skills

Notice +3

Brawl +6

Bite 1d6/2+1 (#1d6+3)

Vomit 1d6 Acid 1m range

BTM -2 DAM 0

Weakpoint - Brain: Only Called Shots/Destruction of Head can stop it

Burrowing - (Can tunnel through dirt and sand 2 feet per minute, 6.5m per Turn (yes 2020 has 10 minute turns in the corebook)

Must Eat Flesh Daily, Spread via Bite

 

Crimson Head Zombie

BODY 8

REF 7

INT 1

COOL 3

MA 14

Skills

Notice +3

Brawl +6

Athletic +7

Bite 1d6/2+1 (#1d6+3)

Claws 1d6+3 AP (#2d6 AP)

BTM -3 DAM +1

Weakpoint - Brain: Only Called Shots/Destruction of Head can stop it

Weakpoint - Fire: Cannot develop from zombie if immolated, takes double damage from fire

Burrowing - (Can tunnel through dirt and sand 2 feet per minute, 6.5m per Turn

The Lunge - MA increases by 3 when making a final movement towards a target, +2 to intiative that round

Must Eat Flesh Daily, Spread via Bite, animal cunning

 

Crimson Head Zombie Prototype

BODY 8

REF 7

INT 1

COOL 3

MA 14

Skills

Notice +6

Brawl +9

Athletic +7

Bite 1d6/2+1

Natural Armour SP 4

Bite 1d6/2+1 (#1d6+3)

Claws 1d6+3 AP (#2d6 AP)

BTM -3 DAM +1

Natural Armour SP4

Does not make Stun Saves

Weakpoint - Brain: Only Called Shots/Destruction of Head can stop it

Weakpoint - Fire: Cannot develop from zombie if immolated, takes double damage from fire

Burrowing - (Can tunnel through dirt and sand 2 feet per minute, 6.5m per Turn

The Lunge - MA increases by 3 when making a final movement towards a target, +2 to initiative that round

Must Eat Flesh Daily, Spread via Bite, animal cunning

The RE: Genesis netbook claims it can cause airborne T-Virus infections if in proximity to those of low constitution. If that is chosen, any unsealed foes will become infected if they are in melee contact with the infected for more rounds than their BTM as a positive number.

 

Licker

BODY 4

REF 6

INT 1

COOL 1

MA 3 (2 while climbing)

Skills

Awareness +7

Brawl +7

Athletics +6

Claws 1d6+3 AP (#2d6 AP)

Tongue 2d6 2m (As a Slice & Dice)

BTM -1 DAM -1

SP 12 (If the sample zombie had Damage Resistance that halved all damage to represent Skinweave, it might as well be consistent)

Weakpoint - Brain: Only Called Shots/Destruction of Head can stop it

Leaping - Can jump 2m up or 4m forward or any combination as part of a movement

#Take a Lickin' - Instead of the tongue as a distinct weapon, the fanbook considered it as a special ability.

From a pool of 9, roll a 1d10 each time it is used deduct that from the pool, if this results in a negative number, it becomes damage. The deducted points are the number of d6s rolled for the tongue damage, with +3 damage added.

Occasionally eats flesh, animal cunning

 

Clawed/Evolved Licker

BODY 9

REF 6

INT 1

COOL 1

MA 3 (2 while climbing)

Skills

Awareness = +7

Brawl +8

Athletics +6

Claws 3d6 AP

BTM -3 DAM +1

SP 12 (If the sample zombie had Damage Resistance that halved all damage to represent Skinweave, it might as well be consistent)

Weakpoint - Brain: Only Called Shots/Destruction of Head can stop it

Can effectively sense any living thing within 30m of itself

Leaping - Can jump 2m up or 4m forward or any combination as part of a movement

#Take a Lickin' - Instead of the tongue as a distinct weapon, the fanbook considered it as a special ability.

From a pool of 9, roll a 1d10 each time it is used deduct that from the pool, if this results in a negative number, it becomes damage. The deducted points are the number of d6s rolled for the tongue damage, with +3 damage added.

Occasionally eats flesh, animal cunning

 

Hunter α

BODY 10

REF 7

INT 3

COOL 3

MA 14

Skills

Awareness +7

Brawl +7

Athletic +6

Claws 2d6 AP (#3d6 AP)

BTM -4 DAM +2

Can follow the scent of living beings that are 24 hours old. Can lose trace if target passes through large enough body of water, for skill purposes this is +14

Occasionally eats flesh including animals, animal cunning

 

Hunter β

BODY 10

REF 7

INT 3

COOL 3

MA 14

Skills

Awareness +7

Brawl +7

Athletic +6

Dodge +7

Claws 2d6 AP (#3d6 AP)

BTM -4 DAM +2

Natural Armour SP 4

Can follow the scent of living beings that are 24 hours old. Can lose trace if target passes through large enough body of water, For skill purposes this is +14

Occasionally eats organs including animals, animal cunning

Has a tendency towards playing with it's food, might pause for a round before killing target

 

Hunter γ

BODY 12

REF 7

INT 3

COOL 7

MA 14

Skills

Awareness +7

Brawl +8

Swimming +6

Claws 2d6 AP (#3d6 AP)

Unhinged Jaw 6d6 (#4d10)

BTM -3 DAM +1

Weak Spot - Fire: Takes double damge from fire

Chomp - By taking two rounds to unhinge it's jaw, the Hunter can do 6d6 damage with a bite

Leaping - Can jump 2m up or 4m forward or any combination as part of a movement

Is blind and relies on other senses

Daily eats organs, animal cunning

 

Chimera

BODY 9

REF 7

INT 3

COOL 6

MA 14 (2 when climbing and 1 while crawling on walls/ceilings)

Skills

Notice +7

Brawl +7

Athletic +6

Claws 1d6+3 AP (#2d6 AP)

The semi-parasitic maggots living on its regenerating, necrotised flesh do 1d6 damage (ignoring non-sealed armour) (#ignoring armour) to anyone in melee range

Must Eat Flesh Daily, animal cunning

 

Tyrant (T-002 Model)

BODY 11

REF 7

INT 1

COOL 1

MA 14

Skills

Awareness +12

Brawl +8

Dodge +7

Talons 3d6 (AP) (#4d6 AP)

BTM -5 DAM +4

Does not make Stun Saves

Weakpoint - None: Only total dismemberment can stop this creature, and it must be total

I disagree with this, the Tyrant has a massive secondary/exposed heart Weakpoint - Heart would be better, requiring damage to the Torso

Can effectively sense any living thing within 70m of itself

I also doubt this, but it was part of the original AFMBE write-up

Fear - Automatically initiates Facedown rolls with an effective Rep of 7 and suffers no ill-effect from losing

Leaping - Can jump 2m up or 4m forward or any combination as part of a movement

The Lunge - MA increases by 3 when making a final movement towards a target, +2 to initiative that round

Does not need to eat (presumably it's filled up on nutrients in its tank), is created through surgery, animal cunning

 

Tyrant (T-103 Model)/Super-Tyrant [T-103R]

BODY = 11

REF = 3 [6]

INT = 6 [1]

Tech = 6 [0]

COOL = 1

MA = 2 [3]

Skills

Awareness = +12

Brawl = +9 [+12]

Intimidation = +9 [+0]

Athletics +6 [+0]

Punch 1d6+3 (#2d6)

Will attack twice if possible

[Talons 3d6 (AP) (#4d6 AP)]

[Can attack twice a round with no penalty]

BTM -5 DAM +4

Power Limiter Coat, All but head SP 14 SDP 42, Listed value of 400 split like Dead Points

When the Power Limiter is Destroyed, the Tyrant mutates into a Super-Tyrant

Does not make Stun Saves

Weakpoint - None: Only total dismemberment can stop this creature and it must be total

[Weakpoint - Heart: Only Called Shots/Destruction of Torso can stop it]

Can effectively sense a pre-programed target(s) within 70m of itself [Stops]

Does not need to eat (presumably it's filled up on nutrients in it's tank), is created through surgery, problem solving [Dumb as dead wood]

 

 

Nemesis-T Type

Stage I

BODY 25

REF 7

INT 6

TECH 6

COOL 3

MA 14

Skills

Awareness +12

Brawl +9

Heavy Weapons +8

Punch 1d6+3 (#2d6)

Tentacle (Melee) 3d6 and T-Virus infection

This infection appears to spread slower according to the netbook, the roll to resist is made every 3 hours but causes 2 wounds if failed, with 3 total failures resulting in death and reanimation

Militech Scorpion 16 Surface-to-Air Missile HVY -1 N P 7D10 1 1 1,000 VR

BTM -7 DAM 1d10+2

Coat (All but Head and upper part of Right Arm) SP 14

When reaching Mortal levels, Nemesis retreats and metamorphoses into Stage II

Can effectively sense any living thing within 70m of itself

Can follow the scent of living beings that are 24 hours old. Can lose trace if target passes through large enough body of water, for skill purposes this is +17

Regenerates 1 Damage per round

Does not need to eat presumably it's filled up on nutrients in it's tank), Can speak limited amounts, problem solving

 

Stage II

BODY 22

REF 7

INT 6

TECH 6

COOL 3

MA 14

Skills

Awareness +12

Brawl +10

Punch 1d6+3 (#2d6)

Tentacle 4m 3d6 (#5d6) and T-Virus infection

BTM -6 DAM 1d10

Weak Spot - Chemical (Acid): Will not be rendered inanimate unless acid is applied to body, is reduced to quivering mound of necrotic flesh for 1d6/2 x BODY minutes then transforms into Stage III

Tattered Clothing (Lower Abdomen and Legs) SP 8

Can effectively sense any living thing within 70m of itself

Can follow the scent of living beings that are 24 hours old. Can lose trace if target passes through large enough body of water, for skill purposes this is +17

Regenerates 1 Damage per round

Does not need to eat presumably it's filled up on nutrients in it's tank), Can speak limited amounts, problem solving

 

Stage III

BODY 21

REF 3

INT 1

COOL 1

MA 2

Skills

Awareness +12

Brawl +10

Tentacle 4m 3d6 (#5d6) and T-Virus infection

Can attack two separate targets per round

Spitter 2m 2d6 Acid (#3d6)

BTM -6 DAM 1d10

Weak Spot - None: Only total dismemberment can stop this creature, and it must be total

Can effectively sense any living thing within 70m of itself

Weekly eats flesh, animal cunning

Friday, March 27, 2026

Antarctica Adventure Jam Lower Peninsula Part 2

 While I work on a more substantial post, let's have some filler for being delayed a week.

### 219-163 A Crater

Visible through the hex, much of the top of the hill in the centre of the landscape has been blasted away. The blackened remains of the hill reveal three sets of tracks and numerous graves.

The first set are horses; they ride Polar/Polar-East (220-164 if unsure) to the neighbouring hill where there is much confusion. Piles of scavenger-picked bones of men and horses are found here.

Another set seem to come from Polar-West (219-162) up to and partially obscured by the crater before arriving on the same hill, then return. These consist of booted feet and tiger prints. Around the crater are the graves of several warriors, only identifiable by their weapons for the bodies have been mangled or charred.

The last single set appear to wander all over the hills, even being visible in the charred dirt of the crater. They come Polar-East and return Polar-East (220-164).

### 220-163 The Moving Figure

A distant figure can be seen jogging up and down the hills here. The figure will veer off if it sees an approaching party. If caught up, he introduces himself as Baker, medicant merchant. He was selling his metal-repairing services in exchange for the trinkets of the Rovers, but now he’s returning to the Sun Worshippers’ new keep 221-164. As the Tiger in the Grass Clan is out raiding.

If the party ask what he has to trade or inquire if he saw what happened at the crater, he will be evasive and say his caravan was raided by the Rovers. Having escaped with his life, he took his owed pay from what the Rovers missed and fled.

This is a lie; he saw the explosion and came across the wreckage. Tossing the bodies, he found a silver ring on a severed finger and took it. He will attempt to sell it for 25sp. It has a repeating square motif. Which fits a trigger on a scepter, if the players knew it should be there.

### 221-163 The Thicket

100 people in 1 market. The borderland of the Sun Worshipers runs wild with brambles in flattening gullies and in turn shelters night-pumpkin vines. This in turns feeds a colony of 20 Boar: fat, half-feral and territorial.

### 222-163 Vast Garden

1000 people in 2 markets. Very house seems to be growing a bewildering number of squashes, cucumbers and melons. The inland market is dominated by halflings who encourage this. The coastal market still has smaller gardens but fishing boats to make up for it. Fruit, vegetables, rind armour (Leather) and rind roofing is half-price.

### 219-164 The Wild Wind Clan

300 people in 1 market. The Wild Wind Clan of the Rovers exists in a state of indolent wakefulness. They must travel through someone else’s territory to go trading or raiding unless they go north. So, they have less to do with the lower peninsula. If you come from any direction but The Tiger in the Grass Clan 218-163, they will sell you a seal of protection for 100gp per person, acknowledging that an attack on the party is an attack on the clan. It’s in the name of Headman Che F5. They will gladly ally with any non-monstrous force to attack the Tiger in the Grass Clan.

### 220-164 Quiet Vinyards

Amid the creeper vines that form the carpet between the grass and brush, is a hill with an old stone structure, completely enrapt in dark green cords. That is because the hill was once a sorcerer’s tower, where the evil old elf cultivated an army for a failed coup.

The 155 Kobolds remain, the final budding after the sorcerer marched his gourdy horde off to his defeat. The tower fell over in high winds, but the stonework has been fortified with diggings and packed earth to form the central lair. In addition is the 2 HD Chief and the four 1+1 HD Bodyguards. They have 4000cp of copper alchemical equipment, coldworked into weapon points.

### 221-164 Keep Under Construction

200 people in two markets. Rising from between the markets is a shell of a keep. The Albatrosses were an adventuring band who routed the orcs of Old Ruin 221-165, slew the Roving Dragons, found the ducal ring of the Headless and utterly emptied and physically destroyed the Dungeon of the Technicolour Phantom 220-165. For the orcs they received these lands as vassals of the Cardinal, rather than enemies.

They seek any knowledge of the Cardinal’s citadel or the Rovers. For they plot to start usurping and carving out their new domain as soon as their keep is built and they have a reason.

Nominated leader is Bustopher Greengrass D12, a Halfling of Outer Red 223-174. Assisting him is the married couple Alonzo F8 and Meg F7. Not-quite Rovers, who descends from the Sea Breeze Clan 221-162 and the Moon Wights 220-169 respectively. Liaison and would-be usurper for the Cardinal of the Sun Asura is Jacob C7. Providing magical assistance and looking for worth souls is the ambiguous pair of Elves from the Moonglades 220-168. Bomba E6 and Lurina E3, who travelled with Meg.

They have 33sp, 62gp and jewellery worth 700gp, 900gp and 1300gp left over from their adventures in a sealed chest in Bustopher’s room.

Full writeup in Appendix A.

They used to travel with Munku 224-168 and Strap 218-169 of the Hellions and exchange letters.

### 222-164 The Sun’s House

2000 people in 3 markets. The heart of this realm is a temple complex where Cardinal Pharoah of the Sun Asura C8, dwells in splendour. Yet Cardinal Pharoah lives in unease. Without the unifying presence of the distant king, the duchies of the Lower Peninsula fight petty feuds and do not honour the life-giving sun. Worse, it allows those pagans and Heretics of the Elves to grow like weeds in the shade. Spitting out cast-off orcs and xvarts. The cardinal eternally sends out correspondence with his fellow dukes to ascertain their motives and plans. Trying to direct the clergy in other realms to influence their leaders so that they might form a unified front against chaos. Whether that be piracy (successful), elves (unsuccessful) or orcs (needed).

He is always flanked by his bodyguards, two massive men in cloaks of red, orange and yellow. The Brothers Annas F6.

He wears the ceremonial mantle of warm semi-precious stones. The head portion is worth 1400gp, the chest portion is worth 1300gp and contains a Medallion of ESP 30’ and the waist portion is worth 1400gp.

He freely distributes his and his followers’ magical items between themselves to get the best results.

Full writeup in Appendix B.

### 218-165 The Night Sky Clan

100 people in 1 market. The Night Sky Clan are Rovers but very influenced by the Moon Elves to their pole. They know many spells and only raid caravans which trespass on their land. Under Headman Raoul MU4, their relationship with the Red-Eyed people has deteriorated.

The Red-Eyed People are a second market of 59 farmers high on their fortified hill. They jealously guard their magic well whose enchanted water can form a base for any potion, halving the cost. The Red-Eyed People fear Headman Raoul’s tribute requests will eventually drain the well and have stopped paying. A stand-off has turned to mutual crop-burning, but the Rovers can trade or take from others.

###219-165 The Dawn Wind Clan

100 people in two markets. The clan of the Rovers is split between those who seek a closer relationship with the Moon Elves to their pole and those who shun them because they practise body transformation. Headwoman Eva F5, choses to have nothing to do with the Moon Elves except to trade wool for lowland gourds. Headwoman Eva the Changed E2 wishes to become more like the Night Sky Clan and has converted. Violence will soon occur at the next discussion.

### 220-165 The Empty Land

This land has always been too far from the core lands of farming people settle, despite the brooks and grass. Rovers have never settled here due to the presence of a Before mansion. The Dungeon of the Technicolour Phantom, which menaced the land and provided shelter for many monsters. The Albatross 221-164 cleared it and tore it down for good measure. This is prime land now.

### 221-165 The Old Ruins

400 people in 1 market. This land was menaced years prior by the Dungeon of the Technicolour Phantom 220-165 and then by the invading orcs from the swamp south of their Moon Elf relatives 221-166. Those foes were both defeated by the Albatross 221-164 to the humiliation of Deacon Iscariot C4. Should they request it, the Sun-worshipers would gladly swear new loyalties.

### 222-165 Petermouth

2000 people in 1 market. This large river town, fishing villages and surrounding countryside is the part of the Duchy of the Lower Valley. It is quite rich from traffic along the River Peter, where many fantastic vegetables and fruits come down from the Moon Elves. Much to the benefit of Sir Billbailey F6. There are many worshipers of the Sun Asura here and soldiers to guard the border of the duchy.

### 219-166 High Meadows

100 people in 4 markets. Here the Moon Elves raise vinyards, drawing from the seasonal streams when the rains slacken. It is said that Elves under Magdalene E5, make the most potent wine for they will live long enough to properly age it. As part of the cultivation, there is of course Gnomes. A village of 20 lend expertise and a woman there can tell futures. For 1000sp, she will either reveal with absolute certainty an event that has or will come to pass.

In Magdalene’s mansion is the community chest:

Jewellery worth: 3 x 900gp, 1000gp, 2 x 1200gp and 2 x 1300gp, Potion of Clairvoyance, Potion of Delusion and Wand of Enemy Detection

On waxed paper gourd rind: Spell scroll (web, continual light (continual darkness), telekinesis, mirror image, haste)

### 220-166 Home of the Wild Hunt

65 people in 1 market. Here the Moon Elves raise their herds of riding deer, distinguished with their dark grey or night black fur, white bellies and mathematically curving horns. Where each tine resembles the crescent moon. Zealotes E6 is raising the current herd of 35 Moon Deer (Mules) to serve as the riding animals for the elite guard in Moonglade 220-168.

In his mansion, adjoining the feeding pens is his equipment and the community chest:

2000ep, gems worth: 10gp and 2 × gems (100gp, Chainmail + 1, Shield + 1 and Potion of Control Giant

On waxed paper gourd rind: Spell scroll (read magic, hallucinatory terrain, dispel magic, hold monster, conjure elemental)

Spell scroll (massmorph, polymorph self, infravision, detect magic (mu), wizard lock)

### 221-166 The Spike Swamp

The land widens into a bowl. Floods create new ponds and fallen tress form dams. Building up into a sodden ground. Orcs lived here, raiding their relatives until defeated by the Albatross 221-164. Now only their dim, aggressively defensive warbeasts remain. The 15 Stegosaurus who have lived here since before memory and shelter beneath mounds of steaming vegetation each winter.

### 222-166 Floodlands

400 people in 1 market. The River Peter changes often enough that large scale agriculture by the Duchy of the Lower Valley is challenging, despite the fertile soil. But the real threat has been the bandits and orcs which have flocked to The Spike Swamp 221-166. Marchwarden Tumble F2, is hopeful; the destruction of the orcs allows a chance for growth. But recently 20 giant soft eggs have been unearthed by new plots. They might be legendary Pegasi, but Tumble wants them out before they hatch.

### 223-166 Wide Bay

1000 people in 4 markets. The coast here is flat and the etymon wide curve of the shoreline supports farms and fisheries. This prosperity has attracted the worse sort of monsters. A colony of 15 Mauve Dragons has taken over offshore and onshore outcroppings. Finding fishing boats and livestock to be easier if bonier prey.

Sir Mungo F4 has by toll and tax, gathered 10,000gp for the purpose of hiring dragon slayers, plus whatever that can be looted from their hoards.

### 224-166 The Flats

2000 people in 3 markets. Exposed to the Antarctic winds, the mudflats and low rises make a patchwork of sheltered farms, workshops and boathouses. Much is said about the mauve dragons, rumours of pirates, growing of salt-rind squash and the doings of religious fanatics which surround the duchy on all sides. Dame Bella MU3 has paid a portion of the dragon slaying fund, and she urges adventurers to seek Sir Mungo 223-166.

### 218-167 The Sword Zephyr Clan

300 people in 2 markets. This clan of Rovers exists in a precarious balance between river trade with the Moon Elves and caravans to the disorganised territories of the Upper Peninsula. They wish for the magical potency but don’t want to be seen as subservient or constrained by religious law. Headman Brutus F2 is considering the rite but only if he can have it done outside of the knowledge of the Elvish duchies. They rob from those they do not trade with.

Thursday, March 19, 2026

Antarctica Adventure Jam Lower Peninsula Part 1

 Things are starting to run up against each other, so some filler would be a good idea.
This is my Antarctica Adventure Jam 2nd Region. It's past its due date and is going to be back to front. Since I will write the preamble last, after the rest of the content is done and my thoughts are in order. But It should all seem clear after it is put together.


### 222-156 The Island of Jellicle

2000 people in 3 markets. Home of Duke Mungo of the Duchy of the Outer Seas F7. From his coastal castle, the young man plots to gain more territory in these chaotic times.

He and his island are descendants of pirates, made complainant with majesty. Who sailed the length of the peninsula and archipelagos for loot. Their ship cats still roam the island, having eaten the unique fauna. The sea air means they grow only summer wine.

 The most fabulous is said to still be buried beneath the standing stone grave of the first duke. A silver scepter that fits with the ducal ring. Inert without it, worth 5sp on its own.

### 219-157 Headlands (Aha aha)
2000 people in two markets. Headless live here in wary fear. They fear the water as much as any person in these times. But with their lord gone away, there is little to be done to keep their neighbors in check.

30 Hill Giants live along the sea cliffs, under Big Jojo, catching great hauls in their nets. They barter farm labor for alcohol but frequently become enraged at petty things. They say the deal with the lord is worthless without him being present. In bags they have 6000sp and 12000gp from extortion and salvage.

### 219-158 North Bay

1000 people in 1 market. Here the Headless inhabit a single, bisecting coastal road. All crossing through the vacated castle and its stout defenses.

### 220-158 Quiet Beach

2000 people in 2 markets. The Headless here did not name the area. The more human inhabitants of Seacliff Fort did. 130 warriors from the Island of Jellicle (222-156) landed here a few years ago to build it.

Notionally it is to dissuade pirates. But it is clearly an extension of the young Duke’s authority towards the mainland. A base or even an alternative center of power for the dissatisfied.

Led by Jerrie Jerrieson F8, who keeps the 6000sp and 9000gp of payroll, tolls and petty larceny in a locked box under his bed.

### 218-159 The Lands of the Headless

2000 people in 4 markets. Home to the Headless Duke F7, and his massive tournament. All the lords and knights and retinue of the Headless Duchy have come on their headless horses to prepare for his great conquest. The elimination of the dragon nest in 219-159 in a week.

Such an achievement will make the enemies of the duchy (or kingdom as the duke thinks it) beware its borders and pay many warriors.

Headed knights are grudgingly allowed but expect to be thrown in the front as fodder for the monsters. Diplomats are served a multi-course banquet. A course of sheep and bull tongue and brains, then roasted pigs head and if they really don’t get the hint; monkey brains served in the skull.

Hospitality extends only to what is custom and he refuses all discussions until after the dragons are slain. Guests must leave as soon as possible.

55 Noblemen F3, 55 Squires F2 and 275 Retainers F1, feast upon the field. 8250gp worth of coins, decoration and ransoms.

The treasury of the duchy is 1000pp of found artefacts, jewelry worth 500gp, 600gp, 700gp, 6 x 800gp, 2 x 900gp, 1000gp, 5 x 1100gp, 2 x 1200gp, 2 x 1300gp and 2 x 1500gp. The Ducal Ring is worth 5sp.

### 219-159 The Dragon Heath

100 people live in 2 markets. A scattering of Headless outlaws and runaway peasants eked out a hidden and marginal living from the 10 Green Dragons which have piled dirt around their hill hollows to form an extensive burrow of berms and trees. They regularly fly out to ravage the lands of the peninsula near and far.

Somewhat more gauche than others of their ilk. Their hoard is: 140000cp in body decorations, 88000sp in common coinage, 40000ep in trans-ducal bullion, 40000gp in a kingdom’s worth of coins and 14000pp in heirlooms and loot from Before in a variety of small decorations of dinosaurs.

### 220-159 The Humps

2000 people in 4 markets. Headless peasants scattered throughout the coastal plains. Don’t want anything to do with outsiders unless they can make a bit of money by doing something small. The Humps are three low rocks equidistance from each other. Once foundations for a vast Before quay, now just humps.

### 219-160 The Sighing Tower

300 people in 1 market. Atop the hills is the wind-worn Before ruin, where the Headless were first made to pay vassalage to the king of the peninsula. Consequently, the Headless shun this place except for a community of remote peasants, who haven’t paid taxes in years. Recently the tower has stopped making sounds from 5 Tarantella who have stopped the gaps with silk. The body of a trader inside carries 90cp and 41gp.

### 220-160 Headless Hills

2000 people in 3 markets. The Headless are valley farmers and so normally do not live at elevation. But the flatter hilltops here allow the peasants to do well from sheep, grain and rare Upland Red Gourds. But still, they do not venture too far upland for dragons 219-159, history 219-160 and outsiders 219-161 loom.

### 221-160 Headless Creek

2000 people in 3 markets. The Headless naturally have never named the waterway, so sailors from Jellicle 222-156 have. It is the focus of the area, allowing the unique purple gourds of the Headless to grow in abundance. Cured rind roofing and rind (leather) armour is half price. Thery will pay 2000gp after, for the characters to go to 221-161 and burn the port to the ground.

### 218-161 The Wind and the Grass Clan

100 people live in one market. The Wind and the Grass Clan of the Rovers herd here in the upcountry. Led by Headwoman Eva F4, they trade and do jobs in the borderlands of the duchies. But unlike most, they grow their own water gourds and shade-leaves along the slopes to several large sinkholes which dot the land.

These are not proper sinkholes but patches in the buried land from Before. At the bottom are a network of imperishable brick highways. Forming tunnels across the peninsula but inhabited by Troglodytes. Who very occasionally emerge during moonless nights to steal vegetables.

### 219-161 The Endless Sky Clan

100 people in one market. The Endless Sky Clan of the Rovers herd here. Led by Headman Che F5. They trade their greens from the Wind and the Grass Clan 218-161, allowing them to avoid the Headless.

If they had some more allies or mercenaries, they would raid the adjoining but remote Headless farms.

### 220-161 Red Gourd Hill

1000 people in 3 markets. This rising country is home to Headless who build their sod houses with rind windows along the ridgelines where the spring streams flow. The rare Upland Red Gourd is grown here, good for soups. They confront anyone coming from the north and east as Rover raiders.

### 221-161 Tradestop and Hinterlands.

1000 people in 3 markets. The Headless here are sick of the nuisance caused by Tradeport on the coastal flats. Founded by 75 settlers from Jellicle (222-156), the port serves as a smuggling center for weapons and animals. Useful at first to avoid taxes, the extortions to local farmers and the drunkenness of the sailors there have riled the Headless.

With the lord and his retinue called away to 218-159.the Headless will offer 1000gp to burn the settlement down. If the players are tasked from 221-160 to do it, the Headless will pay them one top of that.

The captain of Tradeport is Jemima T4, a rambunctious woman who has sailed up and down the islands of the peninsula with her family’s trade ship and was promoted for her administrative skill. She is trying to sell alcohol to a people with no head and does not care to notice the anger her sailors cause.

### 219-162 The Gusting Blue Clan

200 people in 2 markets. The Gusting Blue Clan of the Rovers lives by herding, garden farming and alternating between small-time trade or riding at the desire of Headman Agustín F6. He has mostly avoided antagonising the river valley to the north. But believes his superior number might allow him to individually unify the Wind and the Grass Clan 218-161 and the Endless Sky Clan 219-161 to achieve a dominate position among the Rovers.

Then he will strike out against either the Headless or against the vicious Tiger in the Grass Clan 218-163.

### 220-162 The Stormflight Clan

200 people in 1 market. The Stormflight Clan of the Rovers lives by trade and do not drive off intruders. But will steal from unknown visitors if they outnumber them by at least 2 to 1. Headwoman Evita F6 would be amendable to raiding the Headless or the Sun Worshipers if there were other clans to hide their involvement.

### 221-162 The Sea Breeze Clan

300 in 1 market. Among the Rovers, only the Sea Breeze Clan under Headman Juan F7 live in the lowland, where they can see the ocean in the distance. They still dwell on top of the hills, but the curious Reverse Hill in their centre. Boulders roll up the hill, creating a natural enclosure. Juan pursues a policy of neutrality to all, though he is keen to somehow gather the other Rovers under his sign.

### 222-162 Headloppers’s Rest

1000 people in 2 markets. This Headless land is surrounded on several sides by those who dislike them. So, the lords in distance past enforced the border harshly, warding off trespassers with staked heads. This has not happened for generations but the Headless here feel wary from neighbours.

### 223-162 Sun’s Heart

1000 people in 3 markets. The most significant being the one surrounding the Temple-Tower of Sun’s Heart, which contains an additional 100 Acolytes C1 and Abbot Potiphar C4. Here they chant and administer for the glory of the Sun Asura, who bring warmth and light more than they bring fire and death. Potiphar defers to the Cardinal 222-164 on anything outside his domain. He hopes to someday displace the Headless if they do not convert but is wary of their numbers. The tower shines like a beacon to ships, with its 90000gp beaten-gold mural. Melons grow in abundance here, as are the long sacrificial and wax gourds. Potiphar possesses a Helm of Reading Magic and Languages and can translate any text.

### 218-163 The Tiger in the Grass Clan

300 people in 1 market. The Tiger in the Grass Clan are technically Rovers, but they hold no truck with the sky reverence of their neighbours, worshipping the wild tigers as their ancestors. Headmen Agustín maintains a pure bloodline as 10 Weretigers. When frequently raiding, they strike first as ambushers or the central line.

With few friends, they spend their loot less frequently. Currently they have: 1000sp, Potion of Invulnerability (smells awful to Agustín), and wrested at 219-163: a lump of worked silver 5sp (ducal scepter) and a fancy sword.

A Farmer’s Tool (INT 12, Ego 12, Communication Speech, Language Alignment tongue + 3, AL Chaotic, Sensory Powers Detect slopes, Detect gems, Detect metals, Extraordinary Powers Clairvoyance Enchantment +1 (+2 vs Spell Users), Dmg 1d8 +1, Special Purpose Slay Warriors)

Saturday, March 7, 2026

AD&D Solo Adventures - The Village of Hommlet Part 7

Where the dice determine a very long detour to the originally planned detour. But I'm finally up to date with my weekly posts for the year so far.



It takes Dounil 5 days to recover to where he thinks he is fit enough to travel. HP 1 -> 7. Costing him 24gp in payment to the Inn of the Welcome Wench, meaning he rides out with another 14 days of horse rations and a 7 of human food to complement his purloined Brigand preserves (-15gp).

He leaves on day 67
If we assume he arrived on the 25th of Planting, the half-moon and the Elvish holiday of Lateu'quor. It is now Starday, the 1st of Reaping, the 7th month and the first of High Summer. It is 85F/29C, being 5 degrees south of 40 north and so the temperature rises 10F more. Dounil is not wearing armour.

Partly cloudy and no precipitation. I could go into sunrise and sunset times, but I will not. I won’t do this again until I have to, hopefully never.

Riding forth, we have to get back to the decision to use AD&D’s 45 miles per day for riding horses or OSE’s 48 miles per day. I think we can use 45 miles and claim the missing time for rests.

Riding north again on the road, he is neither lost or delayed in the morning, but as he rides on after lunch he comes across a most unwelcome sight before he crests the hills. A warband of Hobgoblins. Here OSE favours Dounil, as he fights 20 and not 160 as in AD&D.

They spot each other at 120 yards and neither are surprised.

Dounil’s reaction roll is Friendly, that to his Charisma and he thinks fast. Hailing them in the name of the Temple of Elemental Evil. The warband calls back, evidently thinking he is a bandit and wary that he is alone. Only the leader speaks Common but Dounil is quick to explain that they are sorely needed. Only recently the bandits who comprised the secret raiders and an entire wing of the dungeon were slain by adventurers!
Should the hobgoblins hurry, they would be able to reestablish themselves in their place and keep the temple on track. What Dounil is doing?
Dounil is liquidating stolen loot for there are not many bandits left.

These are considered wise words, and the hobgoblins leave Dounil alone.

Dounil camps only after the hobgoblins have left, his night is uneventful. He eats a day’s ration 1/14 and feeds the horses 2/14.

Day 68

Riding to Verbobonc, Dounil is not lost nor encounters things out of the ordinary. He converts his remaining wealth at its full value, as there are no rules saying he does not. 3025gp which he exchanges for a promissory note. They are more than happy to do this for a hero. Who by all likelihood won’t ever get his money back after injecting it into the treasury. 3025/8 = 378 x 1.1/1.05 = FXP 415/MUXP 396

He beds down for the night in an inn (-6gp) and leaves at 6:00am. He trades in the horses for half their value (75gp total) and buys passage on a river boat sailing down the Velverdyva River to Dyvers, being told that the merchant ships will wallow once they reach the Nyr Dyv.

His passage costs him 4gp a day, due to the space of himself and his belongings, he provides his own food. He encounters nothing unusual in the course, rations 4/14, HP 7 -> 8.

Day 71
He arrives in Dyvers in the afternoon, he pays the entry fee (5cp like all cities) and dines/sleeps at an inn (-2gp). HP 8 -> 9.

Day 72
He purchases a horse and rides for Greyhawk. It is uneventful thanks to some very good rolls and clear terrain. Rations for him 5/14 and 3/14 for the horse.

Day 74

Dounil arrives in Greyhawk by midday. Having seen in the distance the legendary ruin of Castle Greyhawk emerging from the heat haze as he passed. He is forced to pay yet another entry fee and a 3gp fee as a freelance adventurer/mercenary, which includes an oath not to attempt to explore Greyhawk Castle.

He recalls that Celest mentioned last to him, not quite 8 months ago the location she planned to stay at, The Black Dragon Inn. Going there, he finds the clerk uncooperative, a half-elf woman might have come through here and might have left a note, but he has no time for non-customers. Dounil throws down the money and rents a room and stable (15sp), the price is less exorbitant that Hommlet surprisingly enough. The clerk dutifully hands Dounil a letter.

Celest has heard of desperate times around Wooly Bay, and particularly a vague need for heroes around Darkshelf in southern Nyrond. She left a week ago.

Dounil fumes for a minute, then decides to chase her down tomorrow.

Day 75

He sleeps a restless sleep and leaves the next morning. He trades the horse again (37gp), gets another 25sp for all his remaining horse rations and seeks passage down the Selintan River. Dounil plans to transfer to a sea-going ship in Harby.

It’s three days by sailing riverboat (-12gp) to Harby, and the part is a treacherous coastal hug in Wooly Bay. But the land is flat and well-travelled, nothing interrupts his voyage. In Harby, he spends the night eating his own rations to save money in a private room (-5sp) 9/14 rations and HP 9 -> 10.

Day 78

In booking passage, he is informed of the horrible pirates and slavers which more frequently prowl Wooly Bay. Dounil swears to use all his arms and magic (that gets a glance) to defend a ship at the cost of his life if needed, as his life is on the line if the ship is attacked. The captain says that’s good enough and charges 1gp per day, with hard tack included.

A merchant ship on the sea moves 30 miles a day according to the Greyhawk Box Set but 60 miles per the DMG and 30 miles according to the OSE book. So, a planned 21 days upon the sea. Greyhawk Box Set, DMG and OSE all give different speeds, so I’ll stick with Greyhawk, which seems setting specific. Skirting the desolate shores of the Bright Desert and fearing attacks from monsters only slightly less than pirates.

Dounil measures out his what’s left of his rations for 5 days, then forcing him to subside on the same food as the crew.

On Day 80 a random encounter, Weed Eels, which is a bit of a non-event because they don’t attack ships and Dounil doesn’t want to swim down to them, HP 10 -> 13.

On Day 81, another random encounter, four Sea-Lions (half lion and half fish). As I skipped the last one and these are noted to be aggressive, they begin swimming towards the boat, intent on snatching something or someone from the decks. Neither are surprised and they encounter each other at 130 yards.

Round 1, Dounil buckles on his armour. The sailors arm themselves with shortswords, bows and shields, 1 Sea-Lion HD 6 -> 4.
The sea lions swim their movement of 180 yards and clamber onto the deck, this counts as a charge so they can attack. 10 sailors die in a grotesque spray of blood and organs.

Dounil takes 2 damage, HP 13 -> 11.

Round 2, Dounil attacks doing 5 HD of damage to the wounded one killing it and wounding another HD 6 -> 5. The sailors do 4 more HD, HD 5 -> 1. The Sea-Lions pass morale. One Sea-Lion massacres the remaining crew. The rest attack Dounil who takes 2 damage, HP 11 -> 9.

Round 3, Dounil hits for 5 HD of sword and spell. Killing 1 more Sea-Lion and wounding one of the two pair, HD 6 -> 2. The Sea-Lions fail their morale and flee, leaving Dounil standing on the gore-splattered decks. FXP 75 MUXP 72

He can’t sail a ship; the best he can hope for is to lash the tiller/wheel (delete whatever is more anachronistic for Greyhawk) and sail dead on to the coast. And bandage too, HP 9 -> 11. It’s a night camped away from the stink and the gulls on the highest deck before the ship smashes into the dry hills where the Abbor Alz meet the Bright Desert.

Day 82

He at least recovers his money and twice portion besides as “salvage”, 21gp.

Now he must either drag his goods the length of the bright desert and beyond or struggle back to Hardby and try again. He resolves that he should have just ridden.

He begins to drag his possessions on a spare sailcloth and travois, mitigated by the occasion he can cast Floating Disc. He has a long walk of 19 days to get back. Nothing annoys him in the day or night, 13/14 rations.

Day 83, He eats the last of his rations and find no forage, but otherwise an uneventful journey. He sees a tower further inland but does not venture to it, it is too wild to have towns he knows of.

Day 84

He walks; it is day 3 of 19. He is hungry, he finds 4 days’ worth of forage on the way, eating as he walks (1/4 rations), nothing bothers him in these desolate hills.

Day 85 and 86, 4/19 days, nothing and no forage (2/4 rations)

Day 87, 6/19 days, no forage (4/4 rations) and an encounter, 6 Lions, some 90 yards away. Neither are surprised.

Round 1, Dounil being a hero, goes first takes the round to put on armour. The lions advance 50 yards.

Round 2, Dounil can’t advance so her just casts his Fray magic at them. Doing no damage. The Lions close and begin to attack with their 3 attacks apiece. Somehow Dounil is bitten 2 times though no claws penetrate. Dounil takes 3 damage, HP 11 -> 8.

Round 3, The magic does 1 HD damage to one, 5 -> 4. The sword kills the lioness. The pride fights on. Doing 2 bites for 3 damage, HP 8 -> 5.

Round 4, Another lioness dies. One rakes with a claw for 1 damage, HP 5 -> 4.

Round 5, Dounil kills another and the remainder flee at 50% strength. FXP 50 MUXP 48. OSE Treasure Type U is nothing. He bandages, HP 4 -> 6. Dounil instead cuts chunks from the lionesses, taking only the tenderest pieces of a lean carnivore, but he is also not a skilled hunter or butcherer, he salvages 3 rations.

He must move on a bit to complete his journey and avoid scavengers.

Day 88, Not lost on day 7/19 and eaten 1 hunk of gamey and muscled meat (1/3), he is confronted with yet more encounters. 150 Tribesmen, who are surprised to see a foreigner among them. He also forages 3 rations.
In addition to the 150 warriors, there are 15 - 3rd level fighters, 15 - 4th level clerics, 3 - 4th level Sub-Chiefs, 1 - 5th level Chief, 5 – 5th level clerics and 1 – 8th level witchdoctor.

Further digging in extra sources of lore tell me these are a Flann people, and they know of the outside world and are none too friendly (-1 from the MM and -1 for limited language connections). But are unified against hostile outsiders. So maybe Dounil must prove himself to not be hostile.

No one is surprised and they see each other at 150 yards.

Dounil knows these people can barely speak Common and he must wow them. As the Flann were friends of the Elves and Gnomes, he tries those languages as well. A roll of 8 becomes 9 thanks to his +3 charisma modifier.

He is brought before the chief, who is interested in what this scrawly, battered valley-man has to say. Dounil relates his epic tale of travelling to meet with his companion for a quest against evil. He was shipwrecked and has fought ferocious lions of land and sea as he treks back to Harby to sail again.

This is impressive but the Chief wants his travois and what is on it let him pass. Dounil protests this is his gift for his companion and gifts for his fiancée. Celest is not his fiancée and he’s not even sure if she will agree to join his quest. But two people in need of a monster-slayer and evil-defeater might go down better. He instead promises the Chief a gift of magical items (interesting) and knowledge of where to find the shipwreck to plunder (useful). In addition, Dounil asks if he may purchase food from the tribesmen so he may keep going.

The Chief agrees but warns Dounil that he may not stay in one place for longer than a night. Dounil gifts him the Dagger +1, a quiver with nine arrows + 1 and the Potion of water breathing. This will greatly help the Chieftain as he was intending to scour the ruins of Zarak for dwarven equipment before raiding the Bright Desert proper with his assembled host of many tribes. With these rich gifts and knowledge, he instructs the tribesmen to charge Dounil fairly for rations. Dounil buys 7 days of iron rations in the form of dried meat and roots (-15gp).

Dounil leaves, hoping to put some distance between himself and the camp.

Day 89, somewhat more at ease, Dounil has an uneventful day (8/19) but at night after eating (2/13) he is met by a band of horsemen, who wear the livery of Harby. Some 35 strong, they are a Medium Patrol.

Neither are surprised and saw each other from 160 yards away. They want to know who he is and what he knows. Dounil tells his story about how he was shipwrecked and has dragged his belongings for many days, passing through the Hillmen’s encampment. The patrol was out on long-range because the Hillmen were moving to a centralised location and are sceptically relived to hear the raid target is the Nomads of the Bright Desert. They cannot spare a horse for him but congratulate him on his luck and divine favour.

Day 90, 9/19 Dounil is accosted during this day as well. Fifteen Wolves with mutual spotting at 90 yards. They have an indifferent reaction to Dounil, so he wisely keeps walking, but has a very nervous but uneventful night. Rations are 3/13.

Day 91, 10/19 days and rations are 4/13. Dounil is lost and wanders into he hills while getting around an escarpment.

Day 92, Dounil realises his mistake and corrects, but is a day off, 10/19 and rations 5/13, he is a day of on food. Also, some 140 tribesmen come from behind. These were tribes who are going home, the attack being called off until the looting of the shipwreck is over. Dounil buys a day’s ration from them. But without the word of the chief, it is double priced at 1gp, 4sp and 8cp.

Day 93, which is now 11/19 and rations 6/14. During the day he meets 10 orcs at a mutual 50 yards. Once again, his reaction goes down well as he overcomes the language gap with impassionate visions of the Temple of Elemental Evil and the benefits for humanoid troops there. The orcs will think about moving there.

Day 94 and 95, days 12-13/19 and rations 7-8/14. The flatlands peek ahead as Dounil climbs rises and clears the coastal hills. Otherwise, nothing.

Day 96, On the flat but still as wild as Greyhawk gets, He passes a party of 3 adventurers and 4 henchmen, all mounted. Theya re friendly enough and applaud Dounil’s tale of bravery, they are off to look for mysterious cairns for their patron. Day 14/19 and ration 9/14.

Day 97 and 98, nothing except odd looks from outlying farmers and peddlers. 15-16/19 and 10-11/14. On day 98 though he finds some 5 rations of forage from hedges, groves and opportune overhanging trees.

Day 99 and 100, 17-18/19 and rations 12-13/19, nothing happens. It is Earthday, the 6th of Goodmonth and Dounil has been forced to travel with a loaded travois under the hottest two months of the year. Only by almost never wearing his armour did he not die of heatstroke. Not how he thought he would spend his adventure.

Day 101, Dounil finally reaches Harby in the evening and is nearly denied entry for his vagabond appearance, before he produces the 5cp fee to enter. He imminently finds an inn, washes, shaves and eats what is left of his food, throwing away what is left.

Day 102

He again attempts to board a ship. While many people have heard of his survival, there is a bit of awkwardness about him as the sole survivor of a monster attack and shipwreck. He must pay 2gp for his passage (-42gp).

The trip is mostly uneventful, HP 4 -> 18 on days 115 and 116 they spot merchant ships and Dounil thinks he might have to fight if they turn out to be pirates, until they pass and disappear.

Day 122

Dounil is dropped off with limited grace in Darkshelf, with all of 3cp and 9sp to his name and a stack of gear he hopes to convince Celest with, if she is not busy herself.