Tuesday, July 28, 2026

AD&D Solo Adventures - The Village of Hommlet Part 11

Still Day 123

However, from the trap in Room 57 to the puffballs erupting in Room 61, the inhabitants are aware and waiting. Two troglodytes, 1 5HD mudtiger and an evil cleric who has cast Bless on the others, giving them +1 attack, +1 damage and +1 morale. Unsurprisingly, the party is surprised by the foes but the cleric, meaning he cannot act in the surprise round.

Surprise round, the troglodytes launch their javelins and miss even with the Bless. The mudtiger surges forth and shocks. Dounil takes 3 damage, HP 14->11 and Celest takes 1 for saving, HP 5->4.

Round 1, The mudtiger fails to bite into Dounil or recharge it’s shock, the troglodytes miss him with two attacks but the battle axe catches Celest for 1 damage, HP 4->3. The evil cleric tries to split them up, casting Command “Flee!” on Dounil. Dounil knows Celest and soon himself is dead if they split, opts for Defying Death and forces a success by rolling 3d4 (first time today) for damage to himself as he strains against the magic. Coming to three lots of 1 damage and HP 11->8.

Dounil tells Celest to pick them off at range, his wild swings are blocked but he does kill one troglodyte. Celest moves back, swaps to her longbow and sends a Fray bolt towards the cleric, doing 1 HD of Damage, HD 2->1.

Round 2, equal initiative so attacks are simultaneous. The mudtiger fails to recharge or bite. The troglodyte fails to hit with either attack. Dounil kills the other troglodyte. The cleric moves into combat and tries to touch Dounil to cast Cause Fear, Dounil passes only thanks to his +1 WIS modifier. Celest shoots with arrow and magic at the cleric, the arrow hits again only thanks to her ability modifier (+3 vs the -2 from magnetisation) and the cleric dies. So, she sends her spell Fray at the mudtiger. HD 5->4.

Round 3, Again simultaneous initiative. The mudtiger does not recharge and no one hits. Spell Fray does damage to the mudtiger, HD 4->2.

Round 4, The party get the initiative and Dounil finishes the mudtiger off with a sword blow, having arced it away from his armour.

The pair bandage and take stock of the dead cleric 4/6 [16:49]. The cleric is armed and armour as his companions above were but has nothing else. How the cleric can cast without his unholy symbol (left in Room 44) is not addressed. Dounil HP 8->10 and Celest HP 3->5.

They investigate the chamber of Room 65, where the cleric came from. Finding a bedroom and splitting to search the belonging. They find another two vials of presumably nonmagical liquid. They must rest here at the end of the 60 minutes [17:09]. Dounil suggests that Celest keep her longbow out and follow a short ways behind him. It smells like the cleric spends most of his time here. Another turn takes them to a T-junction and they turn left, going east to and hopefully not the ghouls again 1/6 [17:19]. About 20 feet into their next turn, they encounter enemies in Room 63. They fail to surprise the troglodyte but it surprises them. Launching a javelin at Dounil and rolling a natural 20 for 1 damage, HP 8-> 7.

Round 1, The troglodyte goes first. The troglodyte misses both attacks. The combined Fray kills the troglodyte.

Round 2, the pregnant mudtiger emerges ponderous from her pool and attacks, but the heroes rolled a better initiative. Dounil slices up the elemental foe, the eggs released by the death throes in the pool. Dounil and Celest realise looking at the eggs and the fingerings in the north pool that this will be a continuous problem. They try tipping the herbal remedies into the pool to see if they are poison, but it doesn’t seem to do anything. They resolve to deal with that and the water weird later after they escape [17:21]

Advancing another turn to the east and they turn north to see and smell the charnel caves in Room 62, 3/6 [17:31]. They backtrack, while covering themselves with their ring and cloak. That at 3 times speed for passing through already explored territory that then turns to the west as they head south from Room 64, 4/6 17:41].

Another turn takes them to Room 66, where yet more pools lie. But this time with a cloying fog that makes it hard to see and brings them on edge. This is exactly set up to make Celest’s bow useless, but it’s warm. They realise that taloned killer frogs are emerging from the pool, not yet properly hostile but with the general sort of semi-hostility that comes from the text declaring them to be automatically hostile yet being surprised.

Surprise round, Dounil kills 5 killer frogs, and Celest 2.

Round 1, the heroes win initiative and the last frog dies. Good thing too as they have 3 attacks each and their last attack is 1d4+1 or always 1 damage. They rest again, worried that their gear will get a little rusty and their clothes soaked from the mist 5/6 [17:42].

Exploring the room is a matter of moving a little bit in two directions while progressing around the warm pool. While there are no more frogs, there is a pool of fish. That does mean they have to spend another turn in the mist, 1/6 [18:02]. Two more turns take them back along the beach and they see where they first fought the mudtigers and pulled up the boat. They have completed the dungeon. But still have no oars. They realise they left them back in Room 64 and must either loop back or go back through the tapped roundabout in Room 57 2/6 [18:32].

At 3 times speed they get back to the entrance to Room 64 in 1 turn [18:42]. They can pick up the oars in one 1/3 of a normal turn or 1 turn in an explored area. With Celest carrying them while Dounil carries the black pyramid and end up back in foggy Room 66 at the end. Celest wants a full maintenance done on their gear in Darkshelf and she won’t pay. Dounil says maintenance is fine, it’s about getting the money back to safety that is the learning part 4/6.

Another turn gets them to the boat and they must rest; they cut the rope while Celest banks the oars. Dounil pushes off and tries to hope in before yet gets into the freezing water, no dice, he has some soaked feet and very cold. So, he tries to row vigorously to Celest’s annoyance on the other oar 1/6 [19:12].

They heave and hoe for more than a mile in the freezing wet dark. Using their darkvision to navigate the turns before they reach the hidden jetty and the fading twilight. Luckily it is still the 1st of Harvester, high summer and the light has not yet faded, but is quite obscured by the bluffs and trees. It took an hour [20:10]. It takes another hour to row west to where the bluffs give way to bottomland [21:10]. From there it’s another hour to get back through the bottomland to the outline of the quarry with pair of random encounter rolls for the river and woods. Nothing in the river but they run into a pair of goblins on worgs in the forest. Scouts who are sweeping the land for any escapees or survivors, unaware everyone is dead or fled to Darkshelf yesterday. They are 110 yards away and neither are surprised.

Round 1, the goblins win initiative, and with their split move and fire special ability, they move halfway of their mounts’ speed (180 yards) to 90 yards (20 yards away) and fire their slings at close range. Pinging harmlessly off the heroes’ shields. Then the worgs finish the remaining 20 yards movement and attempt to savage them with their bite and mass. Celest takes 2 damage, HP 5->3.

Dounil and Celest aren’t going to let a pair of goblins stop them now, Dounil’s main thrust fails but his Fray kills the rider and wounds the worg, HD 3->2. Celest gets her revenge, doing 4 HD and killing both goblin and his mount with a massive set of swings.

They bandage and she gets the last health potion again in case there are more, HP 2->5.

They make it back to the keep/guardhouse and strip-off their soaked, stinking armour at [22:10]. They lay it out, heave some furniture over the door to a guest room and pass out. Hoping their keen part-eleven sense will reveal intruding foes.

Day 124

It is [8:00] and they are not dead, since there are no random encounters in the quarry. Their clothes stink, their armour padding stinks and they have a pile of treasure to haul back. They use a wheelbarrow from the quarry. Arriving at [10:00] to much fanfare and no random encounters on the path. With much ceremony, Overlord Neistor thanks them for ridding Darkshelf of it’s terrible scrouge and awards them 500 gold pieces. They then begin the tending too process.

The room at the inn is rented, they are too tired to care about sharing a room and or bed, but it might be awkward later. Breakfast is included for 5gp a night with the suite. The blacksmith will take 10% of the value to melt down the silver unholy objects, the washing of the undergarments and sand-cleaning of the magic armour is 10gp more from various services (I’m just guessing). They will oil and polish their own swords and other weapons. The XP for monsters comes to 1101XP /16 = 68.8 x 1.10/1.05 = 75/72 for each class.

Treasure XP all goes to Celest, hopefully to get her to level 2 so she can assist Dounil against 1 to 2 HD foes in the Temple.

Three holy symbols at 25gp, minus 10% comes to 67.5gp. That plus 500gp (reward) and 8910sp, 1125gp, 23pp in coins. Darkshelf will also take the blood stones (90gp), quartz crystals (230gp) and urns for 75gp in total. But they don’t have a jeweler to change over the remaining jewelry and gems. Understatedly, Neistor is worried he might not have enough cash on hand to change everything over and still have the village economy run for the next season. Especially as it will be months before people feel like working at the quarry again. That comes too 2813.5/8 = 351.68 x 1.10/1.05 = 386/369 XP.

Still to cash in 7 silver and ornamental stone rings/one with bloodstone (770gp), 3 jade figures (300gp) and Glyrthiel’s spellbook which requires magic to read (Friends, Read Magic, Shield, Sleep and Unseen Servant).

This is looking like a bit of a bust for Celest, she is still only ¼ and 1/5 of the way to level 2 after an entire module of XP. Still, they rest for a while, with Celest requiring 2 days of full rest to reach HP 7 again and Dounil to need 11 days complete rest.

So 11 x 5 = 55gp of cost + 20gp for cleaning is 75gp less than 8915sp, 2287gp, 23pp and the gems. Which is being paid out of the silver first to lessen the weight to 8165sp. At day 8, Celest is thinking about what happens to the fingerlings and the water weird, especially if they get accused of leaving a job unfinished. She wants to research how to defeat the weird, but with a lack of sages in Darkshelf, resorts to Defying Death as she racks her brains from her magical training, she did with Dounil. Having not rolled one this session, she rolls 1d4 and gets a 1, no damage. She remembers water weirds can only be permanently slain by Purify Water spell and only blunt weapons do full damage to them.

She goes to Neistor and explains to full make the quarry safe, she needs to hire the town cleric, borrow two clubs and have three lots of poison bait for the pools (she doesn’t trust the fish). Neistor agrees to give her the bait and clubs, but says the Cleric will want a donation. The 1E DMG says 100gp for the spell, which she pays.

Day 136

The pair armed with clubs to avoid the stacking 1 damage only rule for water weirds and the cleric accompanying, return to the quarry. The cleric hopes he won’t have to turn back any ghosts later but is relieved the bodies in the guardhouse were burnt. It takes an arbitrary time from [8:00 to 12:00] to get down to the pool where the water weird is, the cleric has a lantern and is concerned the goblin bodies might rise as undead. But that’s not really a thing in OSR D&D, undead tend to be human based. They tell the cleric to come in after they are done.

They both can sense each other but the water weird still surprises. It grabs at Dounil, but misses. Round 1 the weird still goes first, trying and missing again. A blow from Dounil’s club and a Fray bolt from Celest bring it low and they call the cleric in quickly. Who casts the spell. On the journey to and from the pools, they tip the posion into the water, ensuring the fingerlings die, the egg spawn will die and the fish will die for good measure.

But they hear a growling from Room 56 as they stand in the cloying mists of Room 66. It appears the rogue mudtiger who appeared in the Darkshelf backstory and on the river random encounter table is back and is having a go at the other mudtiger corpses on the beach. Dounil and Clest move to intercept. The mudtiger is nowhere to be seen until it bursts from the water, having been forewarned by the crunch of the sand and light of the cleric’s lantern, surprising.

It shocks as it’s first action, catching the pair. Dounil takes 2 damage and Celest 3, HP 18->16 and 7->4.

Round 1, the mudtiger attacks first but misses. Dounil misses from the magnetisation but Celest hit with her club. They both fire Spell Fray for a total of 4 HD of damage, killing the mudtiger. They get 8XP for all classes.

That sorted, it’s back to the village for another 3 days of rest.

Day 140

The pair finally leave Darkshelf on the 18th of Harvest, hoping to get back to the Temple before winter sets in, mild as it is warmer than Earth in Greyhawk. They take a boat, despite their collective misgivings as they don’t want to travel overland. Better 21 days aboard than fighting griffins and goblins throughout the wilds of Nyrond and the Cairn Hills.

With promises of magical protection and steel, it costs them 1gp per day per person with hard tack thrown in for the limestone-carrying ship.

Day 143

Six small whales spotted, no threat

Day 146

A manta ray rising towards the surface, no threat

Day 147

100 Locathah +2 leaders and 8 assistants, all mounted on giant eels migrating They are uncertain, but as they are Neutral in alignment, the encounter is just passing by.

Day 153

5 giant sea horses, not a threat

Day 158

A patrol out of Hardby, Dounil and Celest are kept on the foredeck ready to cast until the ships both verify the other is not flying a false flag.

Day 160

10 sharks feeding on the detritus drifting out of Hardby. No threat. With the ship arrived at the destination, Dounil and Clest pay the 5cp each entry fee and change the remaining gems and art figures including the pyramid, which they didn’t want to sell in Darkshelf. Celest gets the XP, 1570/8x1.1/1.05 = 215FXP and 205MUXP. They debate what to do with the spellbook but decide it’s best they keep it to themselves and if they don’t spontaneous learn Read Magic next levels, they’ll find someone to share it with.

Celest banks most of her money with the city. Who is always ready to take coins from those who might not return. She and Dounil now I think about it, have 1 year to claim the money back. She receives a note for 2087gp 23pp and 6000sp.

They have 1464sp (Celest's), his and her promissory notes and Glyrthiel’s spellbook which requires magic to read (Friends, Read Magic, Shield, Sleep and Unseen Servant).

They rest for the night in separate small but private rooms. Celest says they will pay separately from now on. But Dounil says he has no money except paper. They can split when they start splitting the Temple loot. So, Celest will have to contribute for horses, food and board.

Day 161

They purchase food, horse feed and two horses and begin to ride for the Temple, using the dangerous but unobtrusive road across north of the Wild Coast and through the Gnarly Forest.

The inn was 2gp, 150gp for the horses and 14 days of oats and fodder for getting the horses there though riding horses can eat grass according to the rules. 14 days of rations and 14 days of iron rations for themselves if it takes too long to get there. Taking mostly from her silver, they spend 100gp more and she is left with 424sp.

They set off.

Sunday, July 26, 2026

AD&D Solo Adventures - The Village of Hommlet Part 10

Day 123

The pair awaken to the sound of ferocious eating as the freed people of the quarry tearing into the larder and rations of the garrison. Dounil and Celest partake only of a small meal, even though they are quite hungry. Dounil stands up to a respectful silence. He announces that to fund the prisoners’ safe return and compensation, they will have to be methodical in stripping the keep of its valuables. Using the ponies and carts, they can load up the goods and sell them in Darkshelf. Or elsewhere on their journey back home. But to salvage the metal goods, the weapons and armor will need to be stripped from the dead and piled together to prevent them from rusting from their former owner’s putrefaction.

He explains to Celest as they move to the armory to gather than supplies there this is to ensure he can cast Detect Magic on the whole pile at once. It takes from 8 in the morning to noon to fully strip the keep. The pile being made in the Great Hall and everyone having to hold their noses as the pile of corpses in Room 8 renders that adjoining area too foul to stand.

Each Guest Room had a carpet and four tapestries that looked valuable for 4 x 50 pounds and 16 x 30 pounds. For 2000 and 4800 coin weight respectively. The locked chests in Room 6, the Barrack require finding keys, which they suspect are on the bodies.

The barrel of lamp oil is reserved to dump on the bodies and burn them, in case they rise as undead. The pair don’t even try to account for the armory weapons as that’s for the survivors. Some of the people from the kitchens find rare bottles of wine in the buttery, the heroic decision has cost the pair 1500gp from this alone.

After seeing nothing but serviceable furniture in the armory, where the sergeant slept, Dounil and Celest make a beeline for the upper levels to access the sleeping champers of the leaders. Kicking the door to Room 18 open, they find a nice apartment that probably belonged to Glyrthiel the elf by the pleasant woodland décor. The metallic and glowing chandelier attracts the pair’s attention, and they conspire to bring it down. Dounil wants to use Levitate but Celest said to stand on the desk. The reason for taking the chandelier is that it is a magic item that might be part of a treasure hoard otherwise. It’s a poor excuse. The desk is searched in two turns out of the morning, finding 10sp, 15gp, 5pp a silver and bloodstone ring (75gp), and three jade figures (100gp each). Most importantly is Glyrthiel’s spellbook, which Dounil and Celest paw at in a most undignified manner.

Brubgrok’s chamber in Room 19 is gross and orcish and therefore predictable. The heap of furs turns out a box but no key. The furs might be worth something but it’s not the pair’s problem so they get dragged out into the corridor (5 x 200gp). The fireplace is dug into with not results. The last room that wasn’t the holding cell (which they assume to have nothing of value) is Room 20. Here the room is foul and goblinoid, so the furs are searched for treasure, finding two leather pouches of 100gp each and the braziers are turned over and the ashes sifted through, finding nothing.

Bags of treasure and a chandelier glowing through the fabric, they come down into the charnel house that is room 8. Some of the more robust freed prisoners have begun pulling off the armor and pulling the weapons from the death grip of the dead.

Ddounil tell them they will search the material for magic, so he piles up the metal while the bodies are searched. With various keys being found, Celest goes into the barracks in Room 6 and tries them on the lockers they are told about. She finds 3000sp and 7 x 100gp of gems but one key won’t fit any lock. When a pile has formed, Dounil tosses the chandelier onto the top and casts Detect Magic while facing the pile against the wall.

Detect Magic tells Dounil what enchantments present and one which item. He understands the candelabra has a Continual Light spell placed on it and Brubgrok’s sword is a +1 Longsword, exactly what Celest needs. He unveils the chandelier and passes it into the dining hall. He tells the assembled people this is a Continual Light spell and it will light their way home. He said there was a dimmer upstairs in the fancy bedroom and Celest would like to trade this and her own sword for the unused sword in the pile. On ne hand, the deal is all the non-monetary treasure to the freed prisoners. On the other hand, the pair were their rescuers and if they wanted to give up a silvery glowing magical item for a sword swap, they weren’t going to fight them over it.

As the goods are taken down the outside to the stables to be loaded onto mine pies and wagons, Dounil and Celest are binging the treasure they dumped last night at the start of the assault. On the dining table, as the people make the next stage of their escape to Darkshelf, they sort the loot into more convenient bags.

After they were done, Celest said the missing key might belong to the sergeant, so they have to search the Armoury in Room 10 again. They turn over the brazier and empty the coal bucket. They turn over the empty dresser from where the people looted it for secret panels. The search under the bed and Celest rolls Detect Secret Door. They find a box which the key opens for 5000sp more.

Talley So Far

Coins: 8910sp, 1125gp, 23pp

Non-monetary: 6 Bloodstones (90gp), 23 quartz crystals (230gp) 7 silver and ornamental stone rings/one with bloodstone (770gp), 3 jade figures (300gp), 3 to be melted down unholy symbols (unknown), 3 nice-looking urns (75gp) and Glyrthiel’s spellbook which requires magic to read (Friends, Read Magic, Shield, Sleep and Unseen Servant).

Magic: +1 Longsword (to Celest), 3 potions that Dounil says look like his Potion of Healing and three vials of something herbal.

This is way too much for them to carry or indeed load onto a horse. Each of them drag the non-magic treasure into the front bedroom and turn the bed over the top of it and leave the chest open so it looks looted. They ignore the pile of bodies in Room 8 + the bodies from the floor above and walk out. The quarry has not been made safe and there is a worrying fear they might of left people further down on level 3.

It is [12:00] and the pair make their way down at 3 times speed as they have explored everything. Fourn turns of brisk walking takes them past the putrefying remains of their previous day’s handiwork (smell is revolting) and to the edge of the slope to level 3. Another descending turn at the slower pace of 60 feet exploring means they stop in Room 55, beside the pool to rest [13:00].

This was a bad idea as the Water Weird emerges to attack them about 1 round into their rest, causing them to fight at -1. It surprises.

Surprise round, it attacks Dounil and thankfully misses.

R1, the heroes go first. Dounil cannot connect, but the flurry of his Fray does 2 HD, HD3->HD1. Celest goes too, testing her new +1 Longsword. She hits only that’s to the magic bonus and her 5 damage + 5 damage bonus takes the total to 10, or 4 HD of damage. Sending the weird cascading back into the pool. However, the water weird reforms. The blades having only done 2 damage to its HD 3+3. Not even enough to make it a 2 HD foe. The pair are ambushed 2 rounds into their new rest.

But luckily it fails to surprise and fails to win initiative. R1, Dounil cuts in half again with 4 HD of damage. Now they spend the two rounds searching the doors, trying to bust them down or open them. Dounil to the north and Celest to the east. Remembering the keys they found of the priests above (that didn’t match anything in the garrison). Each tries two holes from the top down before the WW reforms again. That triggers two chimes, one for each door, but the middle locks open both doors.

Celest can see a corridor and another watery surface ahead, Dounil can see a tunnel four-way intersection. Not wanting to face more water monsters, Celest makes a run for Dounil’s door as he slips out. The water weird decides to target her on the way passed. Celest’s -2 AC saves her from being grabbed, Dounil slams the door behind her. They finally rest against the door [13:15]. They can see a beach to the west and eastwards bends in the tunnels to the north and east.

Advancing toward the beach triggers the trap in Room 57 though. Dounil steps on the one to the south of the pillar. A natural 20 means he does not disturb the snare and neither does Celest. She does trigger the western snare though. She takes 1 HP damage, HP 8->7 as she is slammed against the pillar, to prevent her falling, Dounil casts Levitate to rise up and hold her, as he cuts the rope. The combine weigh is too much though and they sink. Which is fine.

They resolve to find another way than go through the last two rooms again. They complete their second turn walking onto the beach in Room 56, standing on the coarse sand and looking at the rowboat, a distance away. Mindful of what Kwan said about the salvers bringing people in by boat, the see it has no oars and is held by a rope taut in the water. This could be a way out but first they need to get the bot. Dounil pulls the rope, wincing at the coldness of the water through the metal and cloth of his gauntlets. This was a bad move as the Mudtigers sense the boat is moving. They wait to sense if killer frogs will be dropped in the water to keep them satisfied. When none are forthcoming, they attack, just as Dounil and Celest finishes hauling the bot against the slight current onto the beach. As they are busy, the mudtigers get automatic surprise.

They use this to rush the pair and get two shocks off. As Dounil and Celesta re together, both are very magitised to both each other and their own equipment. Two shock attacks mean two chances to pass Breath Weapon saves. And they both do for the second shock. Maybe the polarity was in their favour with two opposing charges. They take half damage, and a roll of 1 and 2 becomes less than 1 and 1 (or double 0 HP loss). The first attack though does 3 HP damage to both characters.

Dounil HP 17 (he healed overnight)->14

Celest HP 7->4

Round 1, the Mudtigers go first, one mudtiger’s teeth fail to catch Celest. The other does 1 HP of damage to Dounil, HP 15->14. Celest hits with her sword while the magical Frays go off. 5HD kills 1 mudtiger HD4->0 and hurts the other HD4->3.

It was at this point I was reminded that OSE does Initiative roll very round and not just once at the beginning. So now that will take precedence. This lapse probably saved the characters more than once.

Round 2, the mudtiger wins initiative again, rerolls its electric shock attack and hits the pair again for 3 HP damage each. Dounil HP 14->11, Celest HP4->1. Only 1 magical Fray hits, doing 1 HD, HD 3->2.

Round 3, The mudtigr wins again and bites Dounil, for 1 damage. HP 11->10. In retaliation, he slays it with a blow from his sword.

The pair really need to bandage [13:35], Dounil HP 11-> 13, Celest HP 1->3 and 3/6. Celest asks if the Detect Magic spell yesterday included the various mysterious liquids. Dounil (and I) say yes, 3 potions of healing and three vials of non-magical liquid.

Celest drinks a Potion of Healing, as does Dounil. Celest rolls a 6, HP3->5 and Dounil HP 13->14. They wander north, scouting along the beach after finding the rowboat empty of oars. Two more turns of exploratory walking put them in Room 58, where, thematically supported by the thousands of spine-like and deceptively small stalactites, the alert and camouflaged troglodytes attempt to ambush them. They surprise them from the beds of seaweed, skin turning the familiar spotted grey as it rises.

Two miss Dounil with the javelins, one hits Celest but does no damage. But the screech of the impact on the wall tells them it is metal.

R1, the party in Initiative and pass the Poison save vs the repulsive odour. Dounil’s Fray takes off 1 HD and Celest’s sword kills it, another and wounding the last. Who survives with 1 HD as Celest’s Fray did no damage. That troglodyte has two attacks with it’s claws and battle axe (metal); the claws miss Dounil and the axe misses Celest.

R2, the party wins initiative and so the troglodyte dies.

They are forced to rest as it’s the 6th turn, trying to breathe shallowly to avoid the combined stench of troglodyte, seaweed and innards [14:35].

They spend two turns prodding at the seaweed bedding before realising there is no treasure here 2/6 [14:55]. Two more turns passing through Room 59 (empty now) and to the edge of a stinking rubbish pit (Room 60). Dounil checks his map (his secondary skill being cartography) and realises they came to the top of this hole yesterday. Celest interrupts him as 4 zombies begin to shuffle forward. Dounil remembers almost dying to them below the moat house, he tells Celest to shoot her bow and he will hold them off. Trusting his armour will deflect arrows if she misses.

Rushing forward to meet the undead, the zombies always strike last. R1, Swords swinging, 2 zombies are destroyed. Celest changes to a bow. Both zombies miss.

R2, Dounil destroys the rest and Celest wonders why he asked her to do anything. Dounil said they are dangerously strong when they swing. They stare at the rubbish pit and gingerly start prodding about the junk, worried there might be a corpse, moving or not.

They spend a turn searching and now must rest, Celest bitterly accuses Dounil of trying to deaden her sense of smell. They did find a sinister looking pyramid, like a smaller version of what they saw above in the shrine. Looks vaguely valuable so they wrap in in a sack and keep going [15:57].

Another turn going single file down a narrowing tunnel reaches a guano strewn cave that smells like a crypt and dust. Dounil knows this smell, he smelt it beneath the moat house when the ghouls had broken into the tombs and tunnelled out their warren. He activates the Ring of Invisibility and Celest pulls the Cloak of Elvenkind over her head. Unfortunately, the text said the ghouls can hear combat in Room 60 with the zombies. So, they are waiting, but they weren’t expecting invisible, so as they attempt to ambush them the next turn, they will be affected by the penalty to hit invisible foes for the first round (-4 to hit). They also fail to see Celest.

Next turn, despite the best efforts of the party, they are surprised. Surprise round, the ghouls miss all their attacks, but in doing so, the Invisibility wears off. New initiative.

The heroes win 6 to 5. Dounil rolls well but his magic and strength bonuses carry his attack to 4 HD, enough to kill both 2 HD ghouls. The pair don’t stay in case there are more and move to the west, to the central chamber [16:18]. But they do decide to investigate a side tunnel first, as they are wary of weirds and mudtigers in the water. They stop just at the edge of Room 61, 3/6 [16:28].

They can see this is another rubbish dump, like the one in Room 60 and Dounil takes a little satisfaction in his crude map starting to connect. The rubbish is covered in fungi, especially fist-sized puffballs. Wanting to search for treasure, they fire an arrow from Dounil’s quiver into the mass, causing multiple 5-foot diameter pollen clouds. They decide not to search though Celest wants more treasure. The return and other branch takes them into Room 64, activating their invisibility while doing so, a large oblong chamber with a large pool in the centre and smoky oil lamps [16:39].

Sunday, July 5, 2026

AD&D 1E To Cyberpunk 2020 Characters

 This took way too long and delayed some actually fun writing I wasd  doing. But then again it was a spur of the moment idea as I flipped through some older posts I had written.

This does nothing for monsters or magic, that may come someday but not today.

The biggest issue was going through all the special abilities. I only ended up doing the Players Handbook four demihumans in the end. AD&D is a massive pain to find everything unless you use a digital source like 1eonline. It is a great resource.

https://1eonline.info/

Start with an AD&D 1E to Megaversal system conversion

Done by reversing my TMNT & OS to AD&D conversion here:

https://polyhedralplanet.blogspot.com/2023/10/mixing-tmnt-os-and-ad.html

Multiply each racial bonus by 2

Strength = Physical Strength, Dexterity = Physical Prowess, Constitution = Physical Endurance, Intelligence = Intelligence Quotient, Wisdom = Mental Endurance, Charisma = Mental Affinity, Comeliness = Physical Beauty. Base Movement = Speed.

Assign a growth step if needed, with Small size being 6, human size being 10 and Large being 14 and above.

AR = 15 – Natural AC

Multiply Racial HD by 20 and add 30 to get SDC

Apply a Megaversal systems to Cyberpunk 2020 conversion

From here
https://blackspot.homestead.com/files/mutant.html

The most important thing we need here is the information that characteristic modifiers are divided in half and rounded up, meaning we a multiplying and dividing by the same number and so that step is irrelevant. And that creatures above or below Growth Size 10/6 get bonuses or penalties to BTM by dividing their GS by 2.

Palladium

Cyberpunk

IQ

INT

ME

COOL

MA

EMP

PS

Strength Feat

PP

REF

PE

Endurance

PB

ATTR

SPD

MA
















Synthesis

Take AD&D racial bonuses and apply them as followed:

Strength = Strength Feat, Dexterity = REF, Constitution = Endurance, Intelligence = INT, Wisdom = COOL, Charisma = EMP, Comeliness = ATTR. Base Movement = MA

Then apply them to the Cyberpunk minimum and maximums of 2-10. If a character is Large size, apply a bonus of 2 to the BTM.

Note this converts races and not characters, actual stats would be change 3-18 to 2-10, Where we apply the formula ((D&D-3)/15) x 8 + 2.

This table applies to the starting points totals and the starting skill points totals. After this the racial modifiers are applied because AD&D decided that the racial maximum include NPCs who can get higher characteristics than players. Which is silly for a game like Cyberpunk where everyone is assumed to have the same capacity. This does mean Attractiveness gets the short end of the stick, but it always was a dumb characteristic when Empathy was already there, and Comeliness/Physical Beauty was junked so soon after its introduction for the same reasons.

Race

INT

COOL

EMP

REF

ATTR

MA

Strength Feat

Endurance

Dwarf

2-10

2-10

2-9

2-9

1-9

1-7

5-10

7-11

Elf

5-10

2-10

5-10

4-11

4-12

2-10

2-10

4-9

Gnome

4-10

2-10

2-10

2-10

1-9

1-5

4-10

5-10

Half-Elf

3-10

2-10

2-10

4-10

3-11

2-10

2-10

4-10

Halfling

4-10

2-9

2-10

5-11

2-10

1-5

4-9

6-10

Half-Orc

2-9

2-8

2-7

2-9

1-7

2-10

4-10

2-7










Race

Culture

Natural Cyberware Equivalent

Dwarf

Dwarves are culturally taught to hate and fight goblins, half-orcs, hobgoblins and orcs. They get a -3 to social interaction skill rolls in exchange for a +3 to hit members of those races/species with the Melee skill.

 

Culturally, dwarves usually train the following skill to 3: Dodge/Escape

 

Are considered to have Language Proficiencies with the following languages (1/2 Skill of main language):

Alignment, common, dwarven,
gnome, goblin, kobold, and orcish

Bioware: Toxin Binders
Bioware: Magic Binders

(Functions like Toxic Binders)

Cyberoptic: Infrared Cyberoptic: Thermograph Sensor

Implant (when underground): GPS Module

Implant (when underground): Radar Sensor

Elf

Culturally elves usually train the following skills to 3: Archery and Fencing

 

Are considered to have Language Proficiencies with the following languages (1/2 Skill of main language):

Alignment, common, elvish, gnome, halfling, goblin, hobgoblin, orcish, gnoll

Cyberoptic: Kiroshi MonoVision

Cyberoptic: Image Enhancement, Infrared, Cyberoptic: Thermograph Sensor

Skillware: +3 Hide/Evade

 

90% Immune to Sleep and Charm spells cast at the individual as a target.

Gnome

Gnomes are culturally taught to hate and fight goblins and kobolds. They get a -3 to social interaction skill rolls in exchange for a +3 to hit members of those races/species with the Melee skill.

 

Culturally, dwarves usually train the following skill to 3: Dodge/Escape

Are considered to have Language Proficiencies with the following languages (1/2 Skill of main language):

Alignment, common, dwarvish, gnome, halfling, goblin, kobold, and they can also

communicate with any burrowing mammal (such as moles, badgers,

ground squirrels, etc.).

 

Bioware: Toxin Binders
Bioware: Magic Binders

(Equivalent to Toxic Binders)

Cyberoptic: Infrared

Cyberoptic: Thermograph Sensor

Implant (when underground): GPS Module

Implant (when underground): Radar Sensor

Half-Elf

Are considered to have Language Proficiencies with the following languages (1/2 Skill of main language):

Alignment, common, elvish, gnome, halfling, goblin, hobgoblin, orcish, and gnoll.

Cyberoptic: Image Enhancement

Cyberoptic: Infrared

Cyberoptic: Thermograph Sensor

 

30% Immune to Sleep and Charm spells cast at the individual as a target.

Halfling

Are considered to have Language Proficiencies with the following languages (1/2 Skill of main language):

Alignment, common, dwarven, elven, gnome, goblin, halfling, and orcish.

Bioware: Toxin Binders
Bioware: Magic Binders

(Equivalent to Toxic Binders)

Cyberoptic: Kiroshi MonoVision

Cyberoptic: Infrared

Cyberoptic: Thermograph Sensor
(Half Range if non-Stoutish ancestry)

Implant (when underground): GPS Module

Implant (when underground): Radar Sensor

Skillware: +3 Hide/Evade

Half-Orc

Are considered to have Language Proficiencies with the following languages (1/2 Skill of main language): Alignment, common and orcish

Cyberoptic: Infrared

Cyberoptic: Thermograph Sensor