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

Tuesday, June 30, 2026

Doing Antartica Adventure Jam Region 3

    With how well the Antarctica Adventure Jam is going, now covering an appreciative fraction of the continent. I feel I am able to make a third region, and maybe a fourth as well if I still have the mojo to do so. Fleshing out a spur of the moment worldbuilding decision, as I rolled wererats in two sperate dungeons, but I wanted to do something different than the other lycanthropes I had described. I’m going to be taking on the suggestion of the Jam creator and keeping it nice and simple. Having learned that dense hex stocking is an enormous pain to do. Though luckily, I don’t have a time frame for this.

    I again encounrage anyone who has any interest in OSR setting and adventure creation to have a look at the Antartica Adventure Jam. There is still swaths of space and the areas filled in could sustain years of games in and out of the dungeons.

https://itch.io/jam/antarctica-jam

And just look at this map of areas people have or claim they will fill out.

https://aaj-map.netlify.app/

    The space I am going to be working on is going to be a colder and more geographically divided area. I hope to integrate more of the rest of the Antarctica Adventure Jam material into it. As when I started, there was only a few areas and a lot of supplementary material like the Antarctica Bestiary reflected only a few contributors. So, I ended up going into a small-scale adventure sandbox amid the strange and unknowable ruins of some ancient prehuman/advanced culture. When looking at the rest of the entries, they tend towards the Zothique and Dying Earth side of the spectrum. The ancient techno-fantasy world is still very much going on in its later years, with aliens and strange shrines abounding. I can chalk my little slice up to distance but that means the closer part requires a mixed approach.

    On the technical side of things, the reduced number of sites to complete theoretically should make the process go faster. But I have other things on my plate and the Jam is over. Removing a lot of the tailwind that propelled me for the first region. But that means I need more content per site, more people, more treasure and more hooks to venture from one area to another. For this, I turn to OD&D, with its much larger wilderness encounter numbers and larger spreads of gold and magical items. This does then change the dynamic, where wilderness adventures get a whole lot more dangerous, so I will have to tweak the random encounter tables to compensate. Mixing B/X and OD&D to get that sweet spot of danger.

    For posting my finished drafts. There really isn’t a lot of material, the same compared to the Lower Peninsula, but spread out further. A little over 80 hexes, which some people could breeze through in a matter of months and others keep playing in for years depending on how much effort they and their GM want to put in. So, I will probably do another round of 20 entries per post, for another month’s worth of content here. Plus, a final entry where I get to insert the extra material of a basic con-language I made up as I went along to keep people and settlement names consistent. And any monsters I create or reinterpreted along the way. This whole need for a third region coming about because I was trying to find a different angle for orcs than generic D&D, pig-men or Tolkien. Even if they play very little in the actual sandbox.

Thursday, June 18, 2026

AD&D Solo Adventures - The Village of Hommlet Part 9

Dounil casts Floating Disc and says they will stash the treasure later. He and Celest race forth to the fort, to eliminate the leaders and remaining quarry guards.

At 3 times speed for passing through known terrain with no foes, they almost reach the junction with the secret door by turn 5 [18:50] and must rest, 2/6 [19:00].

Their next turn takes them back to the ground level of the quarry to the junction with the south gallery 3/6, the turn after is pacing themselves almost to the entrance of the underground 4/6.

With outdoor movement across the quarry, they can either reach the lower pit-floor doors to the guard tower or in two turns, get around to the front door. Either way they won’t be welcome. They run for the lower doors, which will allow them to stash their loot before circling around if there is no way up.

They are watched by the guards, hiding being the parapets in the dim light, already afraid of the swarm of leaving workers with slaves among them. The back of the module says the villains fear retribution from the Slaver Lords too much to run, so perhaps the speed Dounil and Celest have is a bit hasty.

To Dounil and Celests’ annoyance, the doors are locked. Not being thieves or possessing the Knock spell (very tempting to seek it out). The try to Open Doors with force. Dounil rolls a 5 out of 5 and pops the metal latch, using his plate armour to absorb the shock, this is unfortunately when his spell runs out, leaving the pile of treasure all in front of the doors. Celest wants to retrieve it, but Dounil says they can get it after killing everyone. Celest is not amused as it’s her promised treasure 4/6 turns and [19:40].

Entering into Room 24, the Stables, the pair are stopped by a hulking figure yet still not that tall. He demands to know who they are and why they came in. Dounil replies they are acolytes from the temple underground and must raise the alarm about a slave revolt. The brute considers this and tells them to head up the back stairs. As they move past, they see many thin but cringing humans backing into the stalls. When the pair are about 4 of the 7 stalls along, almost to the smoking dais in Room (area) 27, Uzgrod the half-orc launches his ambush, as there are no stairs there and he didn’t trust some unaccompanied strangers anyway. He bellows for the worthless slaves to assist him.

Round 1, Uzgrod has the initiative from sheer cunning. His thrown dagger misses Celest. The 6 slaves split to attack each character equally with their improvised weapons. None hit.

Dounil slays Uzgrod with a dashing slice HD 1-> 0 but chooses not to attack the slaves, Celest holds her action until the slaves go.

Round 2, the slaves throw down their weapons and surrender.

Celest demands the slaves tell the pair what they know and they point to the smithy further up in fear.

Dounil and Celest advance 20 feet at their encounter speed, and the forge workers attempt an ambush. None succeed, but they force an Initiative roll. The heroes beat them by 1.

Round 1, Dounil’s Fray only takes 1 HD off Wartslag, but Celest’s Fray kills a Goblin and the swords and a 20-foot advance does in the remainder [19:44]. Dounil searches the bodies while Celest talks to the slaves about what they know. The slaves tell her that there is a secret door in the northeast corner where many cruel goblins and their pet wolves live. And there is a staircase up there. There is also a ladder beyond the door to the west that leads through a spring. They don’t know what is above. Dounil finds nothing, they must rest [20:00].

The pair decide to clear the level and then go up either vertical entrance based on the likelihood it is guarded. They promise the slaves all the non-gold and gem treasure they can carry if they take their treasure from outside and keep it safe. Celest rolls a modified 10 on the reaction roll, which means the newly freed are indifferent and may negotiate, but the offer of treasure persuades them. The pair advance to the secret door and search. They find it with some searching and prying 1/6 [20:10].

I am unable to decide if the goblins and worg hear the violence through the door so random Initiative, the goblins are on guard and the heroes are aware, so random surprise. The heroes surprise.

Surprise Round, Dounil’s Fray spell does 1 damage to the worg as he is too far away to slice, HD 3->2. Celest kills a goblin with her spell.

Round 1, The heroes beat the Initiative by 1 and so charge forth, the last goblin dies. All other foes in Room 29 to 32 are alerted by the fighting, but as per the text just think it is an outburst as it was less than 3 rounds.

Advancing at encounter speed, they enter Room 29, see nothing but the pool and sticking to the west wall, advance at exploration speed to the boundary of Room 30 3/6 [20:32].

They surprise and get the Initiative. They fight 4 goblins, though one will run to Room 32 if the battle lasts more than 1 round. I decide the 8 other goblins from Room 31 will join on round 2 and the 2 worgs on round 4.

Surprise round, sword and spells kill all 4.

Round 1, they advance 20 feet to the entrance to Room 31.

Round 2, the 8 Goblins go first and engage at range, though one flees to the worg den. Dounil takes 1 damage from a sling bullet, HP 18->17.

Round 3, Dounil and Celest do 1,2, and 2 HD with Fray and swords. Magic seems to more of a problem-solving tool for them since they have a magical Fray. Only 2 goblins remain.

Round 4, the goblins somehow pass morale as the remaining goblin on a worg with another following, come running down the tunnels. They all fail to hit. Dounil focuses on the worgs while Celest on the goblins. Dounil does 1 damage to one worg, HD 3->2. Celest kills one more goblin in a general flurry. Neither hit with their actual attacks.

Round 5, One worg manages to bite Dounil for 2 damage. HP 17 ->15. Dounil kills both worgs, wounding one with sword-swinging Fray, 1 HD. Finishing it and the ridden one off with a sweep of the sword for 4 HD between them. and Celest kills the goblin with some more general swordswoman-ship.

Round 6, the last goblin fails morale and runs screaming into the tunnels. However, he is facing two half-elves who can see him perfectly clearly for now and blast him dead with two long-range but minor spell Fray.

Bandaging, rest and searching takes Dounil and Celest till [21:10], Dounil HP 15->17 1/6.

They take another 10 minutes to dig up the firepit and acquire the treasure beneath, just like the other goblin camps 2/6 [21:20].
They split up to search Room 32 and 29, this takes 2 turns at exploration speed and then they return to the Room 24. They rest there with the slaves who are too scared to leave [22:10].

It has been two hours after a long day of action and violence; they are sure the garrison knows where they are and they are very tired. Thy decide fortune favours the bold and rush up the stairs, the time to collect treasure is later. Death comes first.

But first, Dounil activates his Ring of Invisibility and Celest pulls her Cloak of Elvenkind tight so the grey blends in with the dark stone.

The almost complete surviving garrison is waiting for them in Room 8. 6 Human Guards, two at AC 5 since they have readied shortbows and not shields and broadswords (4 more remain upstairs manning the trapped staircases) their 8 goblin night relief, both bugbears taskmasters (Snikscab and Nubgrod), Glyrthiel and Brubgrok. Zodznog has moved to the larder (Room 13) to ambush people coming up the ladder from the spiring (Room 26).

The guardhouse know the heroes are coming but the heroes are trying to be stealthy. The heroes don’t know where the garrison is though. The cloak gives Celest - Near invisibility: The wearer of the cloak is rendered almost invisible: there is only a 1-in-6 chance of them being spotted. A roll of two means they don’t see Celest, but they might here them coming up. I’ll roll surprise just in case.

In a shocking case of dice, both sides surprise but the Bugbears do not. We move onto Initiative. The garrison wins Initiative. They were going to throw rocks down the stairwell but only if they had time. So instead, they attack blindly at the vague sounds and distortions. That -4 to hit is a big effect here, as it turns a few statistically common natural 20s, I rolled into misses.

Round 1, The rocks thrown by the guards require arbitrarily a save vs Dragons Breath to avoid them as they are thrown in the area occupied. Celest dodges one but Dounil is hit twice and her once, so but their invisibility is not disrupted as the text says only attacking or casting a spell disrupts it. Celest takes 1 HP of damage, HP 8->7 and Dounil none. Glyrthiel attacks with her long bow are part of the onslaught as she cannot see an opportunity to cast Sleep nor is too worried to cast Shield. Brubgrok also shoots his long bow. One of the Bugbears misses Celest only that’s to the near invisibility provided by her Cloak. A goblin would have hit each of the pair had they not been imposing a penalty.

3 goblins die from the combined Fray, Dounil kills 1 bugbear and another goblin with some more thrusts (the +1 sword is coming in handy). Celest can’t hit anyone but the goblins and kills the rest.

Round 2, The 2 human guards and Brubgrok fire arrows and the 4 others charge forward, joined by the Sergent and Nubgrod. Glyrthiel casts Shield and next round will cast Sleep. No arrows or blades hit.

The Fray dice kill the sergeant and two guards. Dounil’s sword does 2 HD to Brubgrok, HD 3->1. Celest sees Glyrtheil cast a Shield and casts Light at her eyes (a B/X and OSE specified trick), Shield only stops physical attacks and Glyrthiel fails her Save vs Spells. She is blinded for 7 turns (70 minutes).

Round 3, both arrows fail to hit, Glyrthiel begins to scream and casts Sleep. I have been told this is determined at random now. So, the 6 HD of Sleep effects 1 of the bowmen, both guards with swords, Celest with 1 level of HD but not enough to tip over any of the 3 HD remainders. Brubgrok and Nubgrod fail to hit Dounil, dice have been rolling low all around, but the high solo character modifiers have been carrying them.

Dounil’s Fray kills Brubgrok, but his sword only wound Nubgrod, HD 3 ->2.

Round 4, The remaining guard passes morale and fights on, Glyrthiel begins to stumble towards the other staircase to the west (Room 9). Nubgrod does 2 damage to Dounil, HP 17 -> 15.

Dounil uses his magical Fray to do 1 HD of damage, killing the awake bowman, his sword does 2 HD of damage, killing the bugbear Nubgrod, HD 2 -> 0.

Round 5, Glyrthiel calls she is coming up, Dounil wakes Celest.

Round 6, end of combat as Glyrthiel vanishes up the stairs and Celest and Dounil look at the heaps of the dead and asleep foes. They discuss if it’s lawful to kill sleeping enemies and they decide it is as the enemies were aware and would be fighting if they were not incapacitated. They kill the sleeping lot. They bandage, Celest HP 7 -> 8, Dounil HP 15 -> 17, the time is [22:41], 3/6.

They advance up the spiral staircase on their side (Room 7), trying to reach Glyrthiel. Dounil is first and sticks his foot in the trapped top step. Somehow, he rolls an 18 and withdraws his foot fast enough to enter the empty hall between rooms. Then the four guards are upon them, with Glyrthiel trying to hit with her longsword while still blind. The guards do surprise.

Surprise round, they all miss.

Round 1, the heroes win Initiative, the Fray dice kills 3 guards and Dounil’s sword does in the last and wounds Glyrthiel, HD 2 -> 1. Celest finishes her off with a satisfied thrust. Only after that do they realise they should have asked her things.

As they pause, the sound of yelling faintly echoes from Room 18, the slave strapped there having heard the fighting. It’s a revolting sight when the pair open the door and they realise they need to free these people. One slave said the bugbears had the keys. The pair return to the scene of the slaughter and Celest searches the bugbears wile Dounil calls down to the people downstairs to come up as it’s safe. It takes 2 turns at thrice speed to assemble the multitude in Room 8 to show they have succeeded, taking people down the already-activated trap staircase. The heroes rest even as the smell of blood, entrails and body waste begins to permeate the air [23:10]. They realise they need to feed at least for the night the 24 now ex-slaves, all can describe how they were taken by ship up the river to a jetty, blindfolded and taken through caves and quarry, some people have since been taken away from here. None can confirm if there is food or more foes. Dounil and Celest have no choice but to search.

They offer the freed people a bargain, the same as the one they made downstairs, they can have all the non-coin treasure, animals (as the downstairs people reminded them about the carts and ponies), weapons and food if they help them find them. With that the pair go through the left door into Room 2 at Exploration Speed. They check into Room 5 and 3 to find a conference room and guest room [23:20] 1/6. Splitting up, it takes 1 more turn to open the remaining doors to Rooms 3 and 4, the guest and dormitory rooms. Returning, they see the rescued people have found and moved into Room 6, where the bunkbeds provide relative comfort [23:30] 2/6. Many are too tired to move into the more luxurious 8 rooms to the south except the six who are too sore to climb the ladders from being chained to the floor while crouching or standing. The heroes are informed Room 10 is an armoury with a bed (1 rescued person asleep now), and Room 11 is a hall with dining tables. They didn’t venture beyond as it was dark.

The heroes, being half-elves have no fear of the darkness and advance through swiftly and without cautious to go through the door on the left, the bottom-east door. They are accosted by 4 terrified slaves armed with kitchen implements, sharp and blunt, while a leathery-faced woman shouts and throws objects. Zodznog having become sure the foes will not escape through the ladder and breaking the top rungs). The foes fail to surprise by win Initiative.

Round 1, the slaves begin to attack while the half-orc (Zodznog) throws things. None hit.

A blast of cantrips and other lesser spells kills Zodznog. The slaves throw down their tools. Quickly, Dounil asks if any more foes are beyond. The tell the pair of the larder (Room 14) and the buttery (Room 13), which has a ladder down which goblins come and go from. They take food to the guards upstairs where there are 4 humans in the day and 8 goblins at night. Dounil replies that all the goblins have been dealt with. He asks them to join the bargain made with all the other freed people and provide the food in the larder for them. They agree as the pair are armed and clearly helpfully dangerous. They say they can bring the food tomorrow but thy are too tired now, they are directed to the dormitory rooms [23:40] 3/6.

Satisfied the keep has been made safe for now, the pair each take one of the guest rooms and collapse into bed.

Dounil and Celest will split XP for 3 bugbears, 2 level 1 half orcs, 1 level 3 half orc, 1 level 2 elf, 10 human guards, 1 human sergeant at level 2, 24 goblins and 3 worgs.

24 x 5 + 10 x 12 + 20 + 25 + 35 + 6 x 50 = 620XP /16 = 38.75 x 1.1 or x1.05 = 42 and 40 for each of their classes.