Wednesday, February 18, 2026

AD&D Solo Adventures - The Village of Hommlet Part 6

Day 61

Dounil awakens at [7:00] and feeds the horse, he assembles his kit and rides for the river. Imeryds Run is about 3 miles away on the map. Long enough for a single encounter getting to and fro, plus on there.

On the way he encounters 4 gnolls, out for a hunt. Neither are surprised and the distance is 150 yards. This is long range for his longbow. The gnolls have longbows for hunting and either broadswords or morning stars by the 2d4 AD&D damage.

Round 1 – Going first, it takes Dounil a round to dismount down and string the bow. The gnolls charge 270’or 90 yards to be 60 yards distant.
Round 2 – Firing the longbow at short range, Dounil skewers a gnoll but the Fray does nothing. The gnolls retaliate with their longbows. Hitting Dounil for 3 damage 16 HP -> 13. The gnolls pass morale.

Round 3 – A Dounil continues to skirmish. The barrage of arrows from his Fray kills 1. The gnolls retake morale at 50% causalities and pass. Neither hit back.

Round 4 – Despite an attack roll of 20, Dounil only hurts 1 gnoll with his Fray HD2-> 1. Neither hit back.
Round 5 – Dounil’s ineffectual skirmishing kills the wounded gnoll more with Fray. A gnoll hits Dounil but does no damage thanks to his armour.

Round 6 – Finally, the combined barrage slays the last gnoll. At the cost of five arrows. Bandaging and searching the gnolls finds nothing. HP 13 -> 15. FXP 11 MUXP 10

At the river itself, it is [8:10]. 48 miles a day for the horse, divided by 3-mile hexes is 16 hexes x 0.66 for terrain gives me 10.56 3-mile hexes in a day. If I assume 6 hours of travel, that’s 1.76 hexes per hour. While watering the horse, a large boat, a river ship sails by. Dounil is wary for they might be the pirates, but he is greeted with a call to identify himself and a name he doesn’t recognise. He replies he is a traveller and an adventurer, and if he is spoken to in such a way, he may assume them to be pirates.
He is told they are not, but he should come no closer nor follow them. The Merchant ship drifts by an that is the end of the matter.

He has no encounters, returning at [9:20]

He notices that the tower he approaches has ravens at the top. The first animals he had seen. Having not encountered any rock lizards yet.

Riding inside, he makes his way to the tower by [9:30], unaware of the massive danger that lurks about it. According to the description, the Giant Ravens appear as random encounters and here simply croak warnings. But they are listed as part of the tower residents. And croak they do, for Dounil rides up bold as day.

He is most interested in that the door is locked, barred and chained. Peeking into the arrow slits reveals only darkness to his Darkvision. Making him nervous.

He begins the process of dealing with the lock. Without a lockpick he must break it. He takes a Defying Death roll to do so, losing 3 HP, 15 -> 12. He wonders if the locks were to keep something in and not out. As this would have been here either by the inhabitant now or by the forces of good a decade prior. So, he activates his ring of invisibility before opening.

This is lucky, for while he is not silhouetted against the door, he is still in the path of lots of missile fire from the Brigands. The book describes “six arrow shots, two heavy crossbow bolts, four light crossbow bolts, and ten spears” per round.

Surprise Round – Dounil is surprised, he does nothing. As a barrage of shots head his way.

Of the 22 attacks, I’ll not give the +2 to hit for Dounil is not illuminated. And Dounil has Darkvsion so the lack of light is not a hinderance. Invisibility was the deciding factor, as without that +2 to hit, the level 0s and level 2/3s couldn’t get that result of 19 or 20 (depending on the THACO) to hit Dounil, though about 5 attacks would have done so otherwise. Really good rolling.

Round 1 – With automatic initiative, a light crossbow bolt strikes Dounil for 1 damage, HP 12 -> 11.

Dounil leaps forward and his invisible sword becomes red with blood before the enchantments breaks fully. 5 HD is the entire first rank of footmen wiped out and one from the second.

Round 2 – AD&D implies Initiative should be redone as the score might differ on the second round. OE Advanced does not, so the brigands will keep going first. The brigands don’t seem to have morale scores, so they stay and fight. Everyone drops their spears and barring the 2 Guard-Archers moves to engage in melee, the leader stays back as he is unsure to trigger the rockfall or not. As he’ll catch mostly his own men. Therefore, the missing 3rd level lieutenant in the order of battle will move in place instead. At 3 people per 10 10-footace, Dounil is surrounded on 3 sides for nine attacks with morning stars and long swords. Two 3rd level Brigands hits him with morning stars, as does an archer. That’s 1, 1 and 2 damage, HP 11 -> 7.

Dounil does 3 HD damage in return, targeting the sergeant as they have just as good a chance to hit as the lieutenants. He kills both and a footmen.

Round 3 – Mass attack, no archer hits, the crossbowmen move up to plug the gap with their battle axes. Very fortunately they are level 0 and need a 20 to hit and don’t.

Dounil does 5 HD more damage, killing a lieutenant and two of the three remaining footmen.

Round 4 – Brigands desperately fire with their archers, nothing. Footman, lieutenant, crossbowmen and 3 guards, nothing.

Dounil rolls his 3rd 14 in a row (This might be Google Dice but I have rolled a lot of d20s between these). 4 HD of damage kills the other lieutenant and the last footmen.

Round 5 – The Brigand leader loses patience; he will release the deadfall chain if Dounil is not dead by the end of his side’s turn. Archers miss, crossbowmen with axes miss and guards would hit if they were level 1 fighters and not level 0 (two 19s). The deadfall is triggered, doing 9 = 4 damage to Dounil, HP 7 -> 3. And 1 damage = 0 to a guard, all other crossbowmen and guards die.

Everyone is stunned and the blinding cloud fills the space.

Round 6 – This prevents the archers from shooting, and the Brigand leader dashes to his room. Let the remainer sort it out. He can deal with them if they get uppity about it. The descend the stairs looking to see if anyone has survived. They cannot search the blinding cloud.

Round 7 – The cloud is still blinding but two figures are no longer stunned. The guard does not attack but Dounil does as he is the only ally he has.

Dounil fails to hit anything but his wild hewing from his Fray catches the guard, slaying him for 1 HD.

Round 8 – The dust settles and the Archer see their sole foes. They move to finish Dounil off with shortswords but roll abysmally (3 and 5). Dounil hits but only does Fray damage, killing 1.

Round 9 – The last archer tries again, fails and is killed in return. FXP 28 MUXP 26

Dounil is in a bad way, he cannot find the leader but otherwise has saved the day, his horse is frightened and whining outside. Checking it, he sees enormous ravens swooping it, with a weird distortion as they rise. Not in any fit shape to defend the horse, he pulls it inside, though the horse dos not like the smell of bodies and blood one bit. He bandages, HP 3 -> 5. The time is [9:44].

To catch the Leader, he advances up the stairs, finding room 2 open and room 3 barred, [9:50].

A combination of Successful open door and strength rolls substitutes for an AD&D bend bars roll, and the door is popped open, revealing a lavish but empty room. Seeing as the villain has escaped, Dounil spends an hour making himself comfortable by looting and dragging each corpse out for the birds, [10:00]. Knowing he cannot stay, as the tower will be a one-way trap and obvious carrion site for the cult.

He finds: 18ep, 23gp, 15pp, 87sp and 84cp. The armour and weapons are pretty much wrecked and bloodstained. All he can do is to refill the 9 arrows from his fight with the gnolls that morning. The week of food in the Main Room will serve him well if no one notices him taking it. He can water the horse with the barrel. The chest in North Room is padlocked and he doesn’t have enough HP to try and defy death to open it without tools. He spends an hour hacking at with a battleaxe to break the lock [11:20].

He finds and drinks Potion of Healing which he really should have checked beforehand but luckily, I didn’t have to look up poison rules. Roll of 7 is 2 HP healed, HP 5 -> 7. Also for the tally is a sack of 300 ep, a jewelled dagger (worth 250 gp), and four bolts of silk (worth 140gp). Dounil of course does not know the value.

In the Northeast room he finds yet more treasure. Besides drinking the brandy, he finds the parchment list he cannot read with darkvision as it’s not warm. He also finds the short sword with a topaz pommel (total value 500 gp) and the suit and hooded cloak of brown velvet trimmed with fur (200 gp)

He grabs the sheets and with the outside full of giant ravens and felt on the arrow slits, he holds them up to one of the two lit lamps for immediate light. He is shocked to see random squiggles instead of a proper list.

He then shifts the papers and sees one is a map of the tower, with an escape route and the other is a list of names, including the jeweller in Hommlet. He curses himself for not looting the rich room first before napping because otherwise he might have caught the leader.

He opens the chest and encounters the poison needle trap. He fails by 2 and so he would be dead without a defying death roll. 1, 5 and 6 is 0+1+2 = 3 damage, HP 7 -> 4. His reward is 384cp, 556sp, 106ep, 277gp, and 91pp.

Total portable coins: 468cp, 643sp, 424ep, 300gp and 106pp, he might need to make multiple trips.

Before he can leave however, he investigates the tunnel below, using the secret map to open it. Descending into the darkness, he sees a locked iron coffer and a potion. He’ll come back for those if he must.

Following the passage down, he explores for 9 turns till he reaches the cave [12:10], he decides to not go down the hole in the north wall but keep going to see where it ends. Then turn back. The cave (40 feet) + tunnel (600 + 30 + 200 + 100 + 50) = 17 turns, with an additional 2 rest turns for exiting the well at the abandoned farm, followed by an immediate rest at the top, eyes peeking over the edge [15:10]. Dounil finds a barn containing 6 horses [15:20].

He Checks the farmhouse and encounters the leader, if Dounil was smart he might have slipped on the ring beforehand.

The leader is aware of a threat, but the surprise roll goes in Dounil favour as does initiative by 1 point. Fray is 1 mage so HD 6 -> 5, the sword misses though.

Round 1 – Fray is 1 damage HD 5 -> 4, sword misses the leader again. The leader misses as well.

Round 2 – The Fray fizzles on the shield, but the sword manages to strike true HD 4 -> 2. The leader is just as bad at hitting AC 0 and misses.

Round 3 – The shelf deflects another Fray, the sword just catches behind HD 2 -> 1.

Round 4 – A Silver Spear finally cuts through the armour and the leader’s heart.

With no need to bandage, Dounil is intrigued by the spells bouncing off the shield (very high AC for chainmail). He is shocked to see both the sword, shield, cloak and quiver glow. The spell also reveals the nature of the enchantments, so he sees a +1 sword, +2 shield and nine +1 arrows. He exchanges the longsword which had served him so well since switching to OSE Advance and the shield from the moathouse lizard for the equipment [15:30].

He also finds 11gp, 27pp and gains 37 FXP and 36 MUXP, about half the XP as in AD&D but OSE Advanced not counting XP for magical items is the trade-off for smoother gameplay.

He has an idea based on having access to six more horses. He has a way in, a new way down and a way of moving the treasure. He makes a decision and heads back.

It takes him until 19:50 to get back and he takes an early rest to rest the clock. Before spending another 10 minutes heaping the treasures and food supplies in the common room and casting floating disc. Following by another 10 minutes loading the loot onto it [20:20] 1/6.

He saddles the horse and creeps out; the giant ravens having gorged themselves on the dead [20:30] 2/6. He takes two turns to leave the grounds 4/6, trigging no encounters. He is 20 minutes out of the temple when the spell ends and things fall to the ground with a crash, which fortunately results in no encounter. Another 10 minutes loading the horse and it is roughly [21:40] when he reaches the barn, using his mapmaking skills to orient himself. The horses are hungry and agitated, so he feeds them and walks them around in groups of 2, not really exercise but it’s [22:00] when he eats and crashes in the barn.

Day 62

It is [8:00] when Dounil wakes, and he is assailed by the odour of the rotting bandit leader and the agitation of the horses as scavengers nibble at it. Dounil eats, reloads the loot, plus what was on the bandit leader from the farmhouse onto the 6 horses and rides for Nulb, arriving at [9:30] (checks are when leaving Nulb not arriving after the first).

He calls on Otis who is interested since 6 hungry horses are worth a fair bit and he accepts (-12gp). Sammy the snooping apprentice goes out to inform Dick that Dounil is coming into town with a load of loot. Dounil heads instead first to Mother Screng to get some healing. He gives report and Y'dey’s Cure Light Wounds gets him 1 HP back, HP 4 -> 5.

Thereafter he goes back to Otis’s backdoor to inquire about selling four of the horses, as he has an idea to get some backup for the temple. As it has proven too dangerous for one adventurer. Otis whispers to him that Dick will be none too happy his bandit ally was killed, since Dounil came into town with several horses that frequent the Waterside Hostel. He says if Dounil has talked to Mother Screng about it, and Dounil says he knows about her mission. Otis said Nulb will never be good but a disagreement over money with Dick might draw limit interest until blood is spilt. Then Dounil will have to escape the militia, who will be after his money more than justice. Dounil asks if his horse and one more can be loaded and ready to go, and Otis suggests that leaving the other 4 here as payment is more in line than flashing some coinage. They agree and Dounil takes his two horses outside the hostel, behind the back.

Dounil strides to the Waterside Hostel, it is early morning, so 2 locals are drinking but no one else. Dick looks expectant and wears a cloak over his armour. He says that Dounil came into town on some familiar horses. Dounil is blunt, the bandits Dick is friends with cheated Dounil of pay, so he took their horses and left them in the woods chasing caravans. Since they said Dick was the fence and the holder, Dounil’s come to collect the 200gp he is owed. Dick calls him a fool and a liar, for he is merely an acquaintance with them when they drank. The leader would never offer payment without having Dounil first prove himself and all he has done is made himself a target, if not set greater powers onto him.

Dounil draws his sword and says he wants his money, Dick recognises the blade and realises Dounil is both dangerous and not a bandit, he calls for aid. Summoning the two Manservants from the corner where they were waiting, Wat the Barman and to Dounil’s surprise, both wenches; Dala and Pearl.

Surprise roll means Dounil is surprised despite starting the fight. And lost the initiative in another roll for later.

Surprise round – Dick Rentsch might be just as armoured and magicked as Dounil, but a roll of 9 still doesn’t hit AC -1. Wat hits and a 19 is one off forcing Dounil to make a Sav vs Poison or Die. And 1d4+1 does 2, the minimum but still HP 5 -> 4. Neither wenches hit with dagger or manservants with crossbows.

Round 1 – Everyone but Wat misses, Wat gets a natural 20 so his venom hits Dounil, who rolls another 20 and saves, merely taking 1 more damage, HP 4 -> 3.

Dounil attacks Wat and hits, a roll of 1 becomes 6, HD 3-> 1, the fray only kills Dala.

Round 2 – No one hits Dounil, Dounil kills Pearl and Wat with the Fray and misses Dick.

Round 3 – At this point a crowd is starting to form outside

Dick is enraged and but misses, Dounil’s back and forth dance across the floor kills the Manservants in the flurry (Fray) and wounds Dick HD 5 -> 1.

Round 4 – Dick suggests Dounil just take the money and go, hoping Dounil is ultimately just a bandit after all. Dounil says it’s about blood now and Dick says it’s a sin to lie. Neither hit but the spell Fray from Dounil catches and kills Dick.

Dounil has not time to bandage, as he casts Detect Magic, only to find a lot of glowing items. The crowd is armed and debating entering, as Dounil declares Dick cheated him and wouldn’t pay.  He’s only taking what is owed. He takes the purses. and runs for the door, swinging his sword back and forth to disperse the militia. As they fall back, leaps onto the waiting horses and rides out. That takes three rounds and he suffers 10 attacks each round from the militia short bows. He is hit once for 2 damage HP 3 -> 1 and he rides out back to Hommlet, angry shouts behind him.

About halfway, he is accounted by 9 wolves.

They are surprised and Dounil rolls a higher initiative (not that his Solo Hero ability means he needed to)

Surprise Round – Dounil’s Fray is 1 for 0 damage. But a hit for 4 HD, killing 2 wolves and forcing a morale check, which they pass.

Round 1 – Dounil’s attacks kill 3 wolves, trigger the 50% morale check they pass as well. No wolf hits.

Round 2 – All four wolves perish.

By the time Dounil rides to Hommlet, it is [13:00]

He has gathered 65FXP and 62MUXP and another 12cp, 32sp, 44gp, 9pp, a bloodstone worth 50 gp and 17gp of cheap jewellery.

He pay for a room and board (-4gp) and cashes in his hoard at Nira Melubb. He gets the boxes opened by the blacksmith

His treasure as it stands:

Extra cash: 480cp, 675sp, 344gp, 424ep, 86pp, a bloodstone worth 50 gp and 17gp of cheap jewellery

Trade goods: A jewelled dagger (worth 250 gp), and four bolts of silk (worth 140gp. short sword with a topaz pommel (total value 500 gp) and the suit and hooded cloak of brown velvet trimmed with fur (200 gp)

Longsword + 1 (and old longsword)

Ring of Invisibility

Shield +2

Shield +1

Plate Armour +1

Dagger +1

Staff of Striking +3 (17 charges)

Small, flat silver box (worth 125 gp) containing a jeweled necklace (2,400 gp)

Cloak of elvenkind

Large pouch with a leather strap for shoulder slinging, containing 50 tiny pearls (base 10 gp each)

2 x Longbows

quiver with nine arrows + 1

Potion of speed

Potion of extra healing

Potion of water breathing

Locked iron box, containing 800gp and 200ep

Potion of undead control

7 vials of holy water

Nira Melubb the moneychanger is somewhat surprised by the advent of gems to sell and grade, but at a 20% return, he is happy to trade with no questions asked. The bloodstone fetches 40gp, the jewellery 13gp and 6 sp and the topaz pommel another 400gp. After that Nira said he can’t change anymore (especially the necklace or pearls) until he is resupplied. 453gp 6sp total.

Brother Smythe is willing the crack open the lock boxes in exchange for 10% of what’s inside, so the take is 720gp and 180ep.

The traders are agitated and give only 50% for the cloak and bolts of cloth, 170gp.

Rufus and Burne sare worried they cannot redeem all the promissory notes at once if their lord makes them do it.

Final cash 480cp, 681sp, 1,687gp, 604ep and 86pp is a promissory note for 5639gp and 9sp spare

To be converted: Small, flat silver box (worth 125 gp) containing a jewelled necklace (2,400 gp), 50 tiny pearls (base 10 gp each)

FXP 775 MUXP 740

He reaches level 3 as a MU, his HP rises to 2 out of 18 and he needs to rest, once he is healed, he’ll ride for Greyhawk, where his close companion Celest can be found. His first level 2 spell is Levitate.

Monday, February 2, 2026

Scattered ideas about Underground and Cyberpunk

Having spent last week writing up a critique of my prior attempt. I thought I might put some more thought into it, but not a whole conversion process. Really, I could just decide to use Underground as a source of weird mutations. Like the Carbon Plague in Cybergenerations.

That and I lost my write-up of playing the Freeport Trilogy (adapted for Shadow of the Demon Lord) in SLA Industries 2E.

The core problem is the log scale. According to the Adventurers Club #8 for HERO, the conversion is a bit odd.
Underground was based on DC Heroes, in DC a point was a doubling of power. So, 2 was twice as good as 1 and 3 was twice 2, so four times as good as 1. This was the equivalent of adding 5 points to a HERO score. Hero had the human average be about 10 and the maximum be 20. Cyberpunk/Interlock had the average be about 5/6 and the maximum 10.
Underground wound that back so 3 points was a doubling of power, 0 was the human baseline and 6 was the normal human maximum. Leading to the bizarre equation:

Underground -> HERO-> Interlock

3 points = 5 = 2.5

This seemed wrong
So I worked from the human maximums

6 = 10

1 = y

6y = 10

y = 1.6

Giving me the following chart

1 = +1

2 = +3

3 = +5

4 = +6

5 = +8

6 = +10

7 = +11

8 = +13

9 = +14.4? We must make an exception here and round to 15

This at least allows us to calculate one power in Underground, you need 4 points in the Boosted [STAT] enhancement to advance 1 row on the above table. This all seems much too complicated with buying points to generate a second number to compare to the table to change the number and all the follow-on effects on the sheet.

 

Light Wound/Medium Wound/Heavy Wound, the description seems to imply a big deal for a LW and major deal for a HW. We could say 2/4/6 damage, the difference between something that will heal in a night to losing an entire health condition. But Cyberpunk doesn’t do fixed damage. So, I guess we could make them 1d6, 2d6 and 3d6 damage. Enough to send someone through Light, Serious and Critical wound boxes.

Accuracy would be halved

Penetration mostly sems to be divisible by 3, but with remainers. Being +1 for a remainder of 2 and 0 for a remainder of 1. Since Cyberpunk doesn’t have penetration rules for bullets and just uses damage as the determiner. I would say the divided number is added to damage. Most weapons go LW/ME/HW/IN, except for the biggest weapons. So, I would add penetration damage/3 as the d6 and upgrade it to a d10 if it started with a MW instead of LW. Half accuracy number.

  9mm Walther antique (Cost: $2500, Avail: C) Accuracy: -2, Penetration: 9, Dmg: LW/MW/HW/IN

9/3 = 3d6 WA -1

30mm Silver Bullet SSF 2/30 (Cost: $6000, Avail: D) Accuracy: -4, Penetration: 18, Dmg: MW/MW/HW/IN

18/3 = 6d6, becomes 6d10 WA -2

 

Underground says difficulty chart is in human terms

Even money (Difficulty 0) in Cyberpunk is TN 15 (6 + 4 + a roll of 5 on 1d10)

Therefore 7 grades higher in Interlock’s stages of TN 5, is up to TN 50

 

Underground Skills, the ever reliable Listen Up You Primitive Screwheads is required reading for telling us the average Cyberpunk skill is 4 not 5, because rolling 1d10 for a stat makes the stat 6, in the stat + skill Interlock system. So, an Underground Difficulty of 3 is an Interlock 4.

3- avg (4)

4/5 - (5)

6 - good (6)

7/8 - (7)

9 - expert (8)

10/11 - (9)

12 - legend (10)

 

At some point I would need to sit down and work out how all this fits together and with the Unit Chart. Before even looking at all the intricacies of how the powers worked. But really this is just some scattered thoughts.

Sunday, February 1, 2026

Not Converting Underground to Cyberpunk 2020

 

(You have to love the art, by Geoff Darrow, colours by Florence Breton)

I’ve written several conversion procedures, but here’s one from my folder I never really came back to after finishing. As it’s blatantly broken and an example of how I failed to make the conversion work. My notes will be in Bold so they can be seen.

 

Lower power but keep the theme that vets are emotionally unstable and very powerful.

This turned out to be an exercise in number management, as in the Cyberpunk/Interlock system where humanity loss was random, the loss here ended up being very fixed. So, it was open to min-maxing.

Converting rolls

P/F rolls become Opposed Tasks

F-D-C-B-A rolls start at F = Failed to roll above the Task Difficulty, D = rolled above Task Difficulty but not 5 above Difficulty, C = rolled Difficulty +5, B = rolled Difficulty +10, A = rolled Difficulty +15

So since Interlock had +10 being the max for skills and stats, the only way to get an A rank would have been to max out these things or get massive number of stat enhancements and then roll a 10.

Nothing on damage though, the core system proved too much before I could tackle it.

Converting Characteristics

Underground

Cyberpunk 2020

(STR+RES)/2

BT

DEX

REF

SPD

MA

INT

INT

WILL

COOL

AURA

EMP

TECH, ATTR and LUCK will have to be determined as normal

Units generally don’t convert well but assume that the Unit value of 0 is Cyberpunk value of 5 and each new Unit is +1.

A complete lie, I was trying to cram a logarithmic system, where every 3 points doubled into a linear system. But eyeballing it meant 0 = 5/6 and 6 = 10.

New Role

Surp-Super

Special Stat: POWER: This skill is the cap on the number added when rolling to use super-power and also determines how much money was spent on surgery and psychological treatment.

Skills: Can take one of the Solo, Cop, Techie or Med-Tech Career skill lists assuming that no specialized military Roles are being used from a supplement.

Very broad and if I had come back to it, I would have made a custom skill or told everyone to use the Solo skills.

The Surp-Super gets R&D money according to his POWER like a Solo but at x 10, his actually starting money is 500eb per month from the Department of Veterans Affairs.

I could have done a proper conversion of Underground to EuroBucks, but I think that would have been just eyeballing it.

Acquiring Powers

The future surplus hero divides the money between the different Enhancements that he was granted and as a bonus to the psychological treatments that followed each.

Each enhancement from the Underground book costs Base Cost + (Number of Units above 1 x Potency Value) x 100, If the bonus or limitation is taken the Base cost is doubled or halved (rounding down).

More mangling of a logarithmic number scale into a linear process. Especially as this isn’t even how the power-buying in Underground worked. You paid Base Cost + What the Rank/Potency chart said.

Every Enhancement has a Stress Rating which factors into determining Humanity Loss during the psychologist phase. This rating is always a minimum of 1. The Trauma listed for each enhancement is a helpful roleplaying guide.

Psychological Consoling

Every enhancement has a separately track stress rating and the Surp-Super must pass a roll with the help of a Psychologist to reduce them. The Surp-Super rolls d10+ COOL +1 for every 1000eb spent of psychological treatment vs Task Difficulty 10 + POWER. For every 5 more the Surp-Super exceeds the Difficulty, reduce the stress of that enhancement by 1.

Making everything in blocks of 1,000eb instead of $100,000 ended up massively inflating the number of powers someone could have. It also meant Cybernetics remained a vastly cheaper option, especially BOD-boosting stuff like Muscle and Bone Lace.

Once all psychological treatment rolls have been made, multiply the stress by 10 and round to nearest 5, and count that as Humanity Loss.

Isn’t it easier to Boost them?

Yes, many Surp-Supers have cyber-ware or bio-ware implanted as well to be cost effective. However this still comes out of the money allocated to enhancements.

May as well made the power of these superhero to take Cyberware as half cost-Bioware.

Activating an Enhancement

When a Surp-Super uses an ability, they roll the Most Relevant Ability (usually listed in Enhancement Description) + Enhancement Bonus (up to a rating equal to the POWER special skill). If an Enhancement grants Stress, the Stress builds each round activated the power is activated until it reaches the POWER rating and starts translating into Humanity Loss.

Doesn’t match at all how Underground powers were bought or used and since I was relying on the Unit total straight from Underground, restricting things POWER (capped at 10) made this completely unworkable.


The all powerful Benchmark table, which drove Underground and I would have to refit for Cybewrpunk if I was to do this again.


Sample Surp-Sup

Man-Dar, the Human RADAR, Stats 6s across the board

POWER 6

R&D money 3,000 x 10 = 30,000

6,000 set aside for Psychology treatment


5 + (6 x 3) x 100, bonus x 2

23 x 100 x 2 = 4600 to install 6/3 = 2 Stress

Rolls 10 + 1d10 vs Whatever the Referee decides for each item

D – TN to TN+4: 2 Turns

C – TN+5 to TN+9: 10 Minutes

B – TN+10 to TN+14: 1 Hour
A – TN+15: Permanent



5 + (6 x 1) x 100, bonus x 2 = 1100 to install, 6/6 = 1 Stress

Range Unit +5 = 15 on the chart is 100 yards/metres


5 + (6 x 1) x 100, No limitation = 2500, Stress 6/8 = 0.75, Range 40 feet/12 meters

(The colour is becuase I copied it from the corebook not the players handbook, which was a worse scan)

5 + (6 x 2) x 100, bonus x 2 = 3400, Stress 6/5 = 1.2

30,000 – 2700 – 2500 – 3000 – 7000 = 14,800 – 6000 (therapy) = 8800 for cyberware

Neuralware Processor -1000/ 1d6

Sandevistan Speedware -1600/ 1d6/2

Smartgun Link -100/ 2

Vehicle Link -100/ 3

Linear Sigma -6000/ 2d6

Way more effective in game than buying up powers with the exception of the Awareness-replacing powers since that just automatically overruled and won a portion of the combat procedure.

d10+ COOL (let’s say a generic 6) +(1 x 6[000]) vs Task Difficulty 10 + POWER (6) For each enhancement. For every 5 more the Surp-Super exceeds the Difficulty, reduce the stress of that enhancement by 1.

EM Pulse 4 + 6 + 6 vs TN 16, No change

Energy Detection 6 + 6 + 6 vs TN 16, No change

Night Vision 4 + 6 + 6 vs TN 16, No change

Danger Sense 8 + 6 + 6 vs 16, No change

Once all psychological treatment rolls have been made, count stress as Humanity Loss.

(2 + 1 + 0.8 +1.2) x 10 = 50 before Cyberware (2+3+[5]+[2]+[8]) = 20

So, a total of 70 HL or lowering the rolled EMP by 7. Poor Man-Dar is a Cyber-Psycho and should have pumped up that EMP to 10 at start of play, as per Cyberpunk 2020’s meta.

The exact flaw of this attempt right here. Enhancements make high EMP mandatory much more than Cybernetics for not as much benefit.

The Overall flaw was having figured out that I wanted powers, not bothering to actually see how powers worked in relation to the rest of the rules. And then trying to cram it into a system where the baselines were totally different.

Will I do this again? Who knows, I have other things that take a higher priority.

Tuesday, January 27, 2026

Antarctica Adventure Jam Dungeon 3

 Starting to get a little bit under the pump at home and hobby. That unfortunetly means the dungeons are having to be shortened, with only the juiciest parts and the spaces between.

### 302-565

A deep pit that is never filled with water. Three towns and travellers dump their rubbish there. Since there are hollows in the walls, it must be an opening to a network of caves and so is notorious for a place to hide for man and monster.

              The visitors throw trash from the top, landing in the stagnant pool some 40 feet below. There is a pinch at 20 feet which obscures the lower level from view, and it is not mentioned. A ramp descends in a spiral from the lip. All caverns are 10 feet high, roughly fashioned from hardpacked dirt and loose rock, vaguely circular and lightless. Unless otherwise noted.

### Any dimensions not stated are assumed to be 10 feet. The ceiling is assumed to be 10 feet high. Unless otherwise stated, all doors are stuck but can be retried once per turn.

Descriptions in the Before language/writing are labelled BFTXT

## Level 1 (2nd Level Dungeon)


### One enters from the South/Top side of Room 11 and progressed down in a spiral to Level 2 Room 13.

### Random Encounters

1 – 1d6 Robber Flies, replace with 1d4 Draco Lizards if Room 1 cleared, if defeated, reroll

2 – 1d8 Pit Vipers

3 – 2d4 Zombies of berserkers and gnolls

4 – 1d6 Gnolls scavenging, replace with 1d6 Berserkers if Room 14 cleared, replace Berserkers with 6+1d6 Wild Dogs (Wolf) if Room 15 cleared as well.

5 – 8+1d8 Bandits exploring rumours of treasure, if defeated, reroll

6 – 4+1d4 Red Wyrms of Rage (Giant Centipede)

1.       The cave end stinks of rotting meat and a deep buzz can be heard.

Five Robber Flies nest here, the pieces of fleshy detritus thrown or killed in the pit occasionally sticking to their extremities. Amid the rot is 28gp, chewed but not digested.

2.       In the blackness, a fierce roaring and fire greets the first character to enter the chamber. Entering causes an illusion of first sinister, glowing reptilian eyes, then the head of a foul dragon or the hydra itself, spewing fire and fury (Antarctica Adventure Jam Bestiary). Engaging the characters.

The monster has AC 9 [10] and vanishes if hit in combat. Its attacks do not inflict real damage: a PC who appears to die just falls unconscious for 1d4 turns.

The illusion is caused by the patterns of stones upon the ground forming a network of interlocking herringbone patterns and loops.

Scattered among the debris, thrown by fleeing explorers is 600sp, 300gp and a clay pot containing a Potion of Speed.

3.       A dank chamber, where obscene graffiti, proclaiming the doom of the pale sun is spread over the walls. Each white or yellow sun rising to head height, is thrown down by an ill-defined humanoid figure and converges as a red skull at the far end, ringed with black serpents.

Studying the red skull gives a find secret doors roll and leads to Room 12.

4.       A dry cave entrance facing the rising sun, stretching back into the limestone. A scattering of loose scree and tough grasses make the ground uneven. Nestled inside are 6 Pit Vipers. If it just after dawn, they are clearly visible as they sun themselves.

5.       A chimney descending some 10 feet below and at a slant of 90 degrees. Wide enough for 3 people, with no handholds on the melted smooth rock. The bottom 3 feet are stained a deep ochre and there is a thickened yet powdery residue on the wall and floor.

The cave bottoms out into a space about 5 feet wide and high with a crawlspace to Room 6.
A party knowledgeable about slimes and oozes would be able to deduce this is the remnants of an Ochre Jelly which succumb to something here.

6.       Any pooling water from the walls is absorbed into the patches of cave fungus, otherwise not even dirt. The rock is very straight and regular except for a jagged and collapsed celling vault.

7.       The walls and ceiling are straight and orderly, forming a series of vaults above and obviously non-natural. A circle of white stone is embedded in the floor here; it seems to be marked with curving grooves.

A Cleric or Magic User with an Intelligence of 12 or higher automatically knows these are marking for the rise and fall of the moon. Stepping onto the circle teleports the individual to Level 2, Room 8.

8.       A tunnel terminates some five feet in a door. The door is emblazoned with the polar constellations of the modern age, raised from the surface. On Uldore, this is various animals and farming tools. Pressing the different constellations has a 2 in 6 chance each time of triggering the scythe trap to swing from the left. A few rusted daggers and wooden stakes doing 1d8 damage. The fake door is just pushed against the rock face.

9.       A dry cave entrance lit by the noon and evening sun. Highlighting the limestone darkness beyond. Uneven footing between the scree and tough grasses. Nestled inside are 5 Pit Vipers. If noon, they are clearly visible as they sun themselves.

10.   A cave straight walled but crumbled ceiling. It stinks of rotting flesh and 13 figures stare at the walls. 7 humans and 6 mantis-headed gnolls. Now all Zombies, who attack immediately after detecting entry. The human bodies have guts ripped from the inside.

11.   This large ramp of earth winds around the inside of the rubbish pit. Dipping beneath the lip, as the rock gives way to scree and dirt. Held together with shrubby plants arranged in noonday alignment. Regular large cave entrances can be seen from the descent, otherwise hidden from the lip. At the bottom of the spiral, is the second lip, and a steeper decline.

12.   A narrow tunnel with sections only wide enough for a single person. The running from Room 3 to Room 13. Lots of crude skull motifs, though they are generations old and flake from breath.
There is a branch halfway along, big enough for a person to crawl through. This is the entrance to Room 15.

13.   The room contains a transition between straight-cut walls and natural cave. Fading into rough stone as it progresses away from Room 16. The tunnel entrance to Room 12 is some five feet above the ground and behind a fold in the rock. Visible only from reaching the far end.

14.   A cave entrance into the limestone. With only partial light from even the noonday sun, the interior is smelt, heard and felt rather than seen. Unwashed bodies, clicking and malice.

Squatting in the back of the cave are 15 Gnolls. Chewing on what look to be human bones and insect chitin.
If they fail to detect the party, they are all observing a tunnel winding deeper inside.
At their feet are 2000gp of indigestible trinkets. Mostly coins, armbands and necklaces.

15.   Here fitfully sleep and pace 9 Berserkers. Occasionally running into each other and twisting on the ground as the wyrm writhes inside them. As per the Bestiary, the Red Wyrm of Rage will burst from them if they are slain (Giant Centipede).

Some wear tattered armour and fine clothes; others dress in disintegrated rags. They are all focused on the entrance to Room 16.

Amid the gnoll-blood they still wear some treasure. 1000cp, 4000sp and 1000gp in coins, armbands and clasps. Jewellery: 3 x 800gp, 2 x 900gp and 1200gp and a Sword +1 in the hand of one.
That Berserker is dressed as though he is from across the Sunrise Strait and his body has a blue diamond tattoo on the shoulder.

16.   This cave is worn straight and regular, with a carefully constructed vault above. Carved depictions of strange beasts decorate the wall. Though a widely travelled character might recognise them as dragons and dinosaurs of the Before Kingdom.

In the centre of the room is the powdered remains of some yellow-brick benches and a raised pool. Seemingly lifted out of the surrounding rock but lined with yellow brick on the inside. There are 1d4 draughts of iridescent yet clear liquid remaining. There is a 50% of a Potion of Gaseous From and 50% of a Potion of Poison with each draught.

17.   A tunnel, wide enough for two abreast takes several tight turns. Each turn is stained with blood, and the tunnel smells like iron and death. A dead gnoll blocks the way on the final turn to Room 16. A side-passage, viewable from Room 16, leads to Room 20.

18.   In this chimney some 10 feet high is 300sp and 400gp in a wall nook. In the form of coins from across the Sunrise Sea, trade bars and figural jewellery (cow, pig, penguin, fish, horse). A bandit hoard who no one ever reclaimed.

19.   This tunnel is only big enough to admit one person crawling at a time. The tunnel widens to a small space where a human can stand and turn around. A Detect Secret Doors roll will reveal a nook in the ceiling containing Room 18.

20.   A wide cave where water has begun to erode the straight walls and celing back to a natural cave. This has destabilised the roof and for each character who enters, there is a 2 in 6 chance of a falling block hitting that character. Doing 1d10 damage if they do not Save vs Petrification.

21.   In the dim light are people milling around. If hailed they turn as one and advance to attack. Stumbling around and butting heads until then are 13 zombies, 8 humans with tore bowls and 5 gnolls. Remnants of a previous stage of the fight.

22.   This straight-walled room is dustless. A decoration of screaming cows, pigs and human faces surround the door beyond.

Spread out on the floor is a Grey Ooze, which rises to attack whatever walks upon it.

23.   This straight-walled room consists of eight yellow-brick vats, rising to waist-height. Though one has a broken side, spilling grey powder on the floor. The grey ooze dwelt here, but was displaced by a past earthquake, which broke the vat and release a toxic gas.

Any who step inside this room must Save vs Poison or die.

24.   This straight-walled room has a jagged and tenuously ceiling. Buttressed by its own weight between the half-fallen blocks.

Whichever door is opened causes a cave-in as the falling blocks seal off that passage. Once the character explore halfway into the room.

## Level 2 (3rd Level Dungeon)

### Random Encounters

1 – 1d6 Tiger Beetles, if Room 13 cleared, replace with 6+d6 Robber Flies, if defeated, reroll

2 – 1d6 Harpies, if Room 5 cleared, replace with 1d4 Medium on the prowl for threats, if Room 10 is cleared, replace with 8+1d4 Red Wyrms of Rage (Giant Centipede)

3 – 1d6 Crystal Statues, pretending to be bodies of beetles and dogs on the floor, if Room 12 cleared, replace with 3+2d3 Giant Geckos

4 – 1d8 Shadows, moaning in strange languages and fearfully avoiding inhabited rooms. Reroll if in a room that is or was inhabited

1.       Narrowing into the rock is a path. First wide enough for a crawl then a tight squeeze for even a small being. Finally, it ends in a dead end and anything that has gotten this far must be pulled out or pass a Save vs Petrification once per round to escape.

2.       A shaft descends for 10 feet before abruptly stopping, the bottom 5 feet filled with stagnant water. Halfway down is a crawlspace leading to Room 1.

3.       A Chimney that rises 15 feet from Room 8 to Room 5, at a 45-degree angle. Requiring rope or two hands to climb. The walls were once smooth and notched. But something has clawed and worn away at the holds.

4.       Natural walls and ceiling but the otherwise empty cave has a worked smoothed floor. A door at the end is fake if examined.

Halfway into the cave is a trapdoor that activates when more than 1 person enters the room, the whole floor tips into a slide that deposits those in the room into Room 5.

5.       This cave reeks of insect droppings. No matter what the walls and ceiling were once like, everything not fouled with waste is covered in claw and mandible marks. If the characters surprise the 5 Harpies. They find them willowy destroyers in separate nests of sticky powder, bone fragments and scrub. Otherwise, the insectoids descend from the ceiling, making their discombobulating harmonics.

In the nests are gems worth 3 x 10gp and 500gp of gold coins and trinkets.

6.       A smoothed room where some carvings have been defaced by the harpies. Whatever information could have been gathered has been vandalised beyond recovery.

7.       A rough cave with a crude idol depicting a strange combination of fish and mammal
If approached within a couple of feet (effectively touching or closely inspecting) it speaks in the language of the Eastern sailors.
“Beware! This is a land of birds!”

8.       The long walls and ceiling are straight and orderly, forming a series of vaults above and obviously non-natural. A series of circles embedded in the floor are defaced with a single cleave in the stonework, except one. All are marked with curving grooves.

A Cleric or Magic User with an Intelligence of 12 or higher automatically knows these are marking for the rise and fall of the moon. Stepping onto the circle teleports the individual to Level 1, Room 7.

9.       A worked room stripped bare and rubble pushed into corners. Alone in the middle is a large crystal shard crudely imbedded into a pot. When anyone enters the room, the crystal flashes once. Expecting a counterflash. If not, the crystal glows and the pot shatters, releasing a cloud of poisonous gas that fills the room. Save vs Poison o die.

10.   This worked room is well lit, with wooden furniture in recent styles of the interior of Uldoore. Among the bedstands, chests and clothe stands, is piles of scrolls and clay tablets.

Seven men and woman are busy if surprised, consulting various documents by candlelight or washing robes.

These 7 Mediums will demand an explanation for why they have been intruded on and will act in a haughty manner to disguise the fact they are a monastic cult, centred on the creature in Room 11. If the characters insult, refuse to leave or accuse them of being a sinister cult, the mediums attack.

In total, they have 67sp stashed in their chests.

Each carries a crystal they use to counterflash the shard in Room 9. It requires some form of magical class to activate.

The scrolls and tablets describe the mechanisms of the teleporters in Level 1, Room 7 and Level 2, Room 8. They also reveal this used to be a Before experiment site, where teleportation magic was used to acquire and send samples from anywhere on the continent and the waters girting it. When the Titans buried the complex with the new sun, only one researcher, the Reverend Mother survived to see new angles to the universe and achieved immortality.
Each knows only one of these spells: Read Magic x 2, Ventriloquism, Detect Magic x 2, Floating Disc, Sleep.

11.   Lavish and well lit, with tables, curtained bed and chests, many gewgaws and mirrored metal on the walls. So, servants can speak without suffering.

An oracle of the past and a foreteller of the future is the leader of this obscure group. A shapely ornate robe and veil do not hide the stilled movement of unnatural age. This is another obscuration; the Medusa is inhuman fast. Should she suffer more than half her HP in damage, she screams and surviving 5 Crystal Statues from Room 12 or the 7 Mediums from Room 10 arrive next round.

On a table is a Crystal Ball, centrepiece of study. On the wall is a Shield +1, made of reflective green glass. Behind is a crawlspace to Room 17. A foreign pot on the chest holds a Potion of Invulnerability. Inside the chest are two Spell Scrolls written in the language of Before.
BFTXT: Long Night Survival For Spirit Summoners – Create Water, Curse, Remove Curse, Bless, Resist Cold
BFTEXT: Sun Studies – Contact Higher Plane, Detect Magic (MU), Levitate, Clairvoyance, Continual Light

12.   A dark room worked but dusty. A series of statues line the walls, five in total, each in some form of pose of grief or anger. On the centre of the floor, picked out in homemade clay paint is the words: To Not Die, Command Them With Authority.

This is a lie; the 5 Crystal Statues obey no one but the Medusa in Room 12 ad attack as soon as they are interacted with or the party reaches the middle of the room.
These statues in the light are less crystal and more crystallised, the same few frames of finality repeated in a stuttering loop. The Oracle’s displeasure and her survivor’s curse.

13.   Here is the bottom of the pit, an hourglass funnel where the edges are hidden in darkness from the central shaft. The ground is covered in stinking and rotting refuse and mould. Strange mushrooms twist around rubble and mould obscures the sucking mud.

Movement is reduced by 20 feet for all characters and humanoids.

The 6 Tiger Beetles which feed on the detritivores and falling scraps have no restriction and scuttle forward into the light to feast.

14.   A long rising passage, whoever goes first hears a pop like a bubble of soap at the halfway mark.
They must make a Save vs Petrification or suffer 1d10 damage from the falling stones ahead of them pouring down.

15.   This rough chamber bears faint cracks all around, as if from a freeze-thaw cycle. Each player who enters has a 2 in 6 chance of hearing a popping noise, followed by a long thin bone scything out of a crack in the ceiling for 1d8 damage.

The bone has no means of support, but for each strike it drops out of the crack until it has struck 6 times. When it falls to the ground, inert.

16.   The cave is cold, as if the long winter night has seeped in and never left. A small pile of clothes lay in a corner.

Here lies 1 Doppelganger, who has hidden from the sun for many years, venturing out in winter to acquire treasure and kills, as many men wished in their hearts they did. The false-thing is cunning and will take the form of whatever person it feels would get the most sympathy from victims. But always pretending to be a delving merchant or explorer who has become trapped by the fighting, now nearly hypothermic. And with sunken cheeks and belly pulled so taught from hunger they cannot seem to walk.

To show proof of intentions, it shows the 800gp piece of jewellery it keeps for such a purpose, an elaborate torc engraved with seals and penguins. It targets whoever takes it from them first with a seemingly mad savagery. As if reclaiming it. On death it liquifies into water then becomes vapour.

17.   A pit some 20 feet deep. Ten feet away is an entrance to another cave, the walls are rough. Hidden at the bottom of the shaft is a black cloak, visible only with 1 in 6 chances from above or if ones searches the bottom by hand.

Beneath it is: 3000sp, 600gp and Jewellery worth: 500gp, 900gp and 1000gp.

Monday, January 26, 2026

AD&D 2E Skills & Powers Racial Abilities

As D&D 2E stumbled through the 90s and TSR’s final collapse at the end, a curios idea took hold that would eventually bloom into 3rd Edition in 2000. Innovation based on what the players wanted. This ended up drawing a lot from Rolemaster, a more complicated game that itself had started as expanded critical hits and combat tables for AD&D 1E. Thus, the Player’s Options book line was born. A whole revision of D&D giving absolute control over building a character and the degree of complexity for a game. From grid combat to breaking each stat into two, there was a bevy of options, some of which got incorporated into 3E.

Quite a few people look back on them fondly but just as many people dislike them for taking a game that regulated itself with random rolls and removing that. This seems to be anecdotally split between players and DMs.

Well regardless of the original intent, TSR floundered and 3E was made by Wizards of the Coast, based again, more on Rolemaster with Feats and a roll over unified mechanic. But I wanted to know how much it was carried over from 2E. Based on an anecdotal comment that 3E’s party balance issues never came up in playtesting as the designers of 3E playtested it like a 2E game.

So, I read through all the starting Character Options, as those were closest to Feats with getting into the weirdness of Non-Weapon Proficiencies sometime being skills or what later editions would term feats.

Character races got a certain amount of Character Points, of which they could only keep some ad so were encouraged to spend them. They were presented with the different races and variants of those races. With a point breakdown of their racial abilities. And therefore, they could mix and match, to their hearts’ content. Notably Half-Orcs returned as a core option along with Half-Ogres, the race Gygax created in Dragon Magazine but never really took off.

Since many of these powers overlapped, I had hoped to establish a generic list and see if things changed between races. In classic TSR fashion, it wasn’t just that these abilities were cost differently between races, the abilities themselves were not standardized. Just being the original racial abilities from 2E and 1E with a rough point cost.

Generally, a +1 attack bonus with a specific single weapon was worth the minimum of 5 points. Unless you are an Elf, who gets the +1 to both Long and Short Swords for 5 points. The same for a +1 for damage from a specific weapon, but only Half-Orcs seem to be able to do that.

Elves get a cooshee or an elven cat for the same 10 points a gnome can use friendly burrowing animal. That’s two double-stacked points in favour of an Elf and Half Elves don’t even get either bonus.

Bonuses to Non-Weapon Proficiencies were worth about 5 points for +2, as was any racial ability that mimicked a level 1 spell or gave a +2 bonus to a non-combat effect. The few saving bonuses from AD&D were also priced at 5 points per +1.

Any ability was otherwise priced at 10 points, especially if it could be halved in effectiveness for another race for 5 points. Like Infravision being 5 for point for the Halfling subtypes that got 30 feet of it, and not the regular 60 feet of other races. Or Half Orcs getting fewer natural abilities to detect underground construction.

Suprise bonuses were all just as idiosyncratic and unchanged from AD&D.

The outliers of interest were the Human only ability to get an extra 10% XP for 10 points. Which is itself a common houserule for not capping Demi-human (not human) race levels. Humans can get the Half-Ogre ability of a natural 8 AC, something that has only ever appeared here, though at 10 points and not 5 points. Which I think is odd, because 10 points feels like the right amount for something as important as AC in AD&D. Maybe they just considered it to be a small combat ability as it's the opposite of a +1 to a weapon attack.

 

In summery, there is no real consistency, which explains why 3E basically copied Rolemaster’s ideas rather than go through thee rigmarole of straightening out 2E Skill and Powers.

Monday, January 12, 2026

Converting Tunnels & Trolls or Mercenaries, Spies and Private Eyes to Mothership

Last one for now and a bit later, next week will be a bit later as well. This is a horrible mess of trying to prize three different systems together.


You can probally get by with:
MR/20 = HD, apply conversion
(Damage Dice+Adds/3.5)/3 = Spread across several attacks

If no MR
Personal Adds/3.5x5 = COM
CON/6 = Wounds, CON = Health, apply conversion

14 - Armor Hits = AC, 9 - AC =  AR
No Armor Hits, use HD as AR


The worked process

Treat Level as HD when converting or CON as HP if not available and so using the same conversion rules when translating to Health. If no HD and so no Wounds, assign 1 Wound per 6 CON, rounding up.

OSE/OSRIC damage scale is roughly one-third that of Tunnels & Trolls. Bonuses or Penalties also are affected by a factor of 3. The same should be applied to the Attack Adds for their skills and weapons. Divide the ‘Adds’ by 3.5 to determine additional dice; only whole numbers count.  Any remainders of this step should be divided by 6, and if 0.5 or greater round them up as a single +1 to be dealt with after division by three, which is ignored in Mothership conversion but here for completion.

What this means is that a target needs to have a +3 to hit bonus to get a +1 x 5% Mothership Combat bonus and a 6+2 Grand Shamsheer (No-Datchi) sword in T&T 5e will be a 2d6 sword, which becomes 2d10 in Mothership. Ignore STR and DEX requirements.


MONSTER RATING

Divide MR by 20 to determine the creature's HD, THACO and Instinct. Remainders are divided by 10 to get the HD bonus. If this reduces the new Health total to less than 10, round up to the nearest 5.

Then apply the OSE to Mothership Wound and Health Converter.


There was this cool OD&D to T&T sheet which listed out all the equivelent T&T stats and Armour, but I lost it somewhere, or never saved it.

So I'm using these instead

https://rolltodoubt.wordpress.com/2024/07/26/hit-dice-to-tunnels-trolls-conversion/

https://worldoftheburn.blogspot.com/2013/05/dungeons-and-dragons-from-tunnels-and.html


Special Attacks / Abilities.  Divide maximum damage by 3 as normal, then apply the Mothership Conversion.

Subtract Armour Hits (before doubling) from 14 to determine the Descending AC.  Values higher than 10 count as 10 AC.  Or with Ascending AC, add the T&T value to 10.  Apply Mothership Conversion.

For introducing AR for T&T monsters which lack it, I'd say the new HD = AR.

Going from a T&T source that mentions Trigger Numbers (Gaze on three 6s, for example), means that there is a percentage chance that each Round of combat, someone will be subject to the attack. Make it 4 - number of dice as a percentage, so if the TN requires 3 6s to be rolled, the attack goes off if a 10 or less is rolled for the monster’s Combat check.

If a Saving Roll is required for any attack, follow the rules for DC conversion. SR inflicted by the monster requires a Save from the player with [-] if the monsters original Wounds are higher than the players, though environmental circumstances can change this.

Magic works the same as any other converted magic, it’s unlikely the players will get to use it.


Balrog Maximus Meany from the T&T 5E example section had a MR of 250 and does 26d+125 damage each combat round (if not magic)

This becomes MR/20 = HD 12.5

Therefore Wounds start at 12, HP is 12 x 4.5 = 54 (let's arbitrarily bump this to 55 for the 0.5 more), THACO 10 and Instinct is 85%

Combat = 21 -THACO + Any listed modifiers x5 +15, or Ascending Attack Bonus +2 + Any listed modifiers x 5 +15.

Instinct = HD x 10, becoming HD x 5 after 5 HD, as a percentage

COM is (21 - 10) x 5 +15 = 11 x 5 + 15 = 70%

Applying the rule - If 4 Wounds or higher, deduct 2 Wound and 10 Health for every 3 total Wounds. If this reduces the new Health total to 10 or less, add 5 to the Health. and round up to the nearest 5.

Wounds/HP become 12 - (2 x 4) and 55 - (10 x 4) = 4/15

For damage, 26d+125 is 26+(125/3.5) = (26+35)/3 = 20d6

d8, d10, 2d6 = 2d10

Doubling as you go

Once you get to 4d10, you have the option of changing it to 1 Wound if caused by massive damage.

So 2d10 x 10 or 4d10 x 5 or 5 Wounds. Tricky because T&T does all the damage as a single roll off.

I'd be tempted to say 5 attacks at 1 Wound each.

No mention of armour, which is a little annoying, but still

Maximus Meany

W2(30)

COM 70% Flaming Great Weapon 1W , Alternate Fire & Explosives and Gore & Massive

5 Attacks per round

INS 85%

AR 12

Can move faster than a human and can fly

Weapon loses fire effects when exposed to water.


Extraterrestrial Criminal from T&T Solo 9 - The City of Terrors, passage 95

ST 35, IQ 18, LK 20, CON 5, DEX 18, and CHR 15

Sonic sword cuts though any armour in 2 rounds

He has no armour, and his combat adds are 37. The sonic sword gets 3 dice plus 5 adds.

No level listed and no MR, so CON = HP = 5, at the rate of 1 Wound per 6 CON, rounding up, this foe has just 5 Health as listing a Wound of 1 is pointless.

The weapon is 3+5 or 3/3+5/3.5 = 1+1.4 = 2, that becomes 2d6 = 2d10 in Mothership

The low HD means the skill is too low, so 37/3.5 = 10 x 5  = 50% COM

Extraterrestrial Criminal

(5)

COM 50%, Sonic Sword 2d10

Sonic Sword cuts through any armour in 2 rounds

INS 50% to save time, as the foe never did anything but attack


Jub-Jub Bird (from 7.5E)

MR: 25 – 150 (roll 1D6 x 25) per head

Special Abilities: Little Feets (2 WIZ), Befuddle (5 WIZ), Wink-Wing (7 WIZ); all as cast by a 4th Level Specialist Wizard

WIZ 3–15 (10% MR rule) per head,

SPD 3D6+18

Armor Hits: 1-6 points (1 per 25 MR) per head


This is trickier, MR seems to be per head and it has spells at a level seperate to MR. The image has two-heads and so does it's listed insperation in the description.

I rolled a 1 and a 6, so MR 25 and 75 for each head with WIZ 2 and 7 and Armor 1 and 6 respectively
SPD is 28
Let's combine these: MR 100, WIZ 9 and Armor 7

100/20 = 5 HD and HP 17. Which becomes W3(7), which rounds to W3(10).
I think I'll take an executive decision to make that W2(15) for one per head.

COM 21-15 = 6 x 5 = 30%, 11+50 is 11+50/3.5 = 25/3 = 8d6, which is 4 x 2d10 or 2 x 1 Wound
INS 5 x 10 = 50%
Funnily enough, casting spells at the 4th Level is not high enough to get a seperate higher magic skill. But does already have the discount from the level accounted for. Accounting for the HD to wound conversion, if a target has les than 3 wounds, they save with [-].
SPD means they always act first, considering a normal human has 3d6 in T&T 7.5E

Armor Hits is 7, 14-7 = 7, 9-7 = 2

Jub-Jub Bird (medium threat)

W2(15)

COM 30% Beak 1W (Bleeding)
2 Attacks a round

AR 2

INS 50%
Can cast the following spells: Little Feets (2 WIZ), Befuddle (5 WIZ), Wink-Wing (7 WIZ) out of a pool of 9 WIZ

Faster than a person