Monday, September 14, 2026

AD&D Solo Adventures - The Village of Hommlet Part 15

Took a bit longer to get this out as most of it was either game accounting or round by round battles.
But the heroes finally seem to be making some progress into the temple, now they are of sufficient level to fight groups of multiple Hit Dice foes.

Still day 185

Dounil and Celest split up so they can enter Nulb separately. With Celest stabling her horse first before ordering hot water and washing with what she claimed was found silver. The new proprietor at the Waterside Hostel accepts it without question. Later Dounil enters, having come up with a clever addition to their original scheme. He wears his hood and orders a room, hot water and washing, saying he’s been clearing the road of monsters. Again, no questions but laundry and bathing costs more because of the effort to get water from the river and boil it, 170cp for Dounil and another 15cp for Celest. They must dip into the funds they left to Mother Screng (Dounil uses his Ring of Invisibility to make his way there). Celest paying 1sp and 5cp and Dounil paying 1gp, 6sp and 10cp. Looking like he’s scrounging treasure from various nefarious deeds.

The XP gained from delving was 19+145+270+0.8+50x2+15x2+20x17+25x10+125x2 = 1404.8/16=87.8 x 1.10 or 1.05 = 96 FXP 92 MUXP

Only 6000 raw XP to go and they will both level up as Fighters.

At Mother’s Screng: 156cp, 845sp, 18gp, 49ep, 27pp

Adding to the haul to be taken to Hommlet: 125gp of silver chain and gem. And 4 jars of oil to be used on any trolls.

Dounil’s cunning plan is to go into the room he paid for, use his ring to sneak into Celest’s room and sleep there so no one who remembers him will be able to ambush him in his sleep. This is ruined by Celest telling him to just barricade his door. So, for the night, he sneaks into the room formerly owned by Pearl. A roll tells me it’s not in use. He alights to the bed and doesn’t need to light the candles in the candle holder, which is totally covered in wax anyway.

Day 186 (15th of Ready'reat)

Waking the next day, Dounil uses the ring to knock on Celest door when no one else is in the corridor and whispering under the door to let him in. She says to do it after breakfast. Dounil discovers his room is untouched; no one went in and disturbed even the bundle he left under the sheets as a decoy. Downstairs, he and Celest take breakfast, talking low and in vague terms. Dounil will take it easy for a few days and see Mother Screng for some pain-reliving herbs. Celest should go and take a trip south, the road is good for trade and meeting people. (Dounil will rest and recover with magical healing, Celest should exchange the treasure in Hommlet but the road is dangerous).

They go to Mother Screng’s at a leisurely stroll to not aggravate Dounil’s injuries, stopping at Otis so Celest can take her horse.
She asks Otis if he knows anyone trustworthy and discreet who could look after horses in the wilderness. Otis suggests Elmo, a drunk wastrel in Hommlet (Dounil nods which I good enough for Celest). He asks Dounil about stabling and feed and Dounil says he’ll find some more money soon.

With Clest riding off on a dangerous road with bulging sacks of treasure, 10gp and her share of the still-fresh rations, Dounil visits Y’dey as Mother Screng. First to beg for some healing assistance and secondly to request 10sp for Otis and 155cp for his nightly rest. She is happy to grant both as the heroes are making progress, HP 12->13 and Dounil comes away with 4ep 15sp and 5cp, leaving 151cp, 830sp, 8gp, 45ep, 27pp in the hoard. With the electrum, Otis is paid and it looks like he is receiving money more commonly used by merchants. Dounil spends the rest of his day in Pearl’s room and heals 1 HP for it, HP 13->14.

It takes Celest most of the day to ride to Hommlet, passing a merchant caravan on the way. Quite tense for her until they pass completely from view for about 30 minutes. She follows Dounil’s advice and presents herself to Rufus and Burne who are undoubtably worried about yet more promissory notes they can’t yet pay. But as I am now using the OSE Advance update that makes it even more AD&D, they offer her a special note, they will swap the magic shield +1 and any number of promissory notes for equal value in training and spells from Rufus’s spellbook, at 1000gp per spell. This is acceptable as Celest was pretty sure she could not sell the magical item anywhere else around here. They also issue her a new promissory note (as they feel they will get the money back) for the broach, as the cameo coat of arms makes them concerned. 48000gp on the note and 250xp for the shield. Which is 17 FXP and 16 MUXP.

At Nira Melubb the moneychanger, he is torn over exchanging the value and losing any excess coins he must use to do it. 80% of 245gp is 196gp and that’s easy enough for the ivory statuette, silver tube and silver chain with gem (though he will need to wash and clean the stink of them). But the gold chain with the rubies (7,000gp+3,000gp) and the ruby ring (4000gp) is way beyond his ability to exchange. He will evaluate them for free as Celest’s Reaction roll was Friendly. So that must go back to Rufus and Burn who are upset but not appalled at the ghoul stench, being adventurers.

Celest is quite happy as she leaves with a promissory note worth 14,196gp, a FXP of 975 and MUXP of 931 on top of what went before. She’ll need to collect Dounil and then they need to train. She stays overnight at the Inn of the Welcome Wench, at double the price of the Waterside Hostel (5gp 10sp) but in far better conditions. She meets up with Elmo and explains her quest, Elmo is happy to help as a paid retainer, though he asks for 100gp per day if he is not going into the dungeon, to protect the horses outside the temple grounds. Celest says that’s extortion but fair under the circumstances. The contract will start when they return to the temple.

Day 187 (16th of Ready'reat)

Celest prepares to ride to Nulb to retrieve Dounil. Dounil meanwhile repeats the same lazy day, spending 1gp on his horse and 14sp and 15cp on his stay, leaving 141cp, 831sp, 7gp, 49ep and 27pp in the hoard, HP 14->16. Celest encounters 2 wild boars on the road, they surprise her and fortunately her reaction roll is friendly, they merely grunt and swing their tusks. She carries on with some more speed.

In Nulb she talks to Dounil and impresses on him the note and the task. Recognising this is for the best but still not ready to travel, he wonders if he could get healed in Hommlet. Celest said there was a church there if he saw it there last. She takes the remaining 4sp and gets from Mother Screng, all the gold, electrum, silver and copper pieces. Cannoness Y’dey says to stop it for now, as it’s too obvious. She spends a gold coin on her horse and 15sp and 5cp on her night and breakfast. Dounil buys dinner in the Waterside Hostel for 2sp and 5cp.

Dounil decides that since h’s spent two days with no attempts to murder him in his sleep, he’ll use the room he actually paid for before someone notices he’s in the other room. He debates relighting the candleholder as it might be seen as having been used. Inspecting the wax to see if use was even noticeable, he sees the thing is quite reflective. Chipping away that night as he awaits sleep reveals the holder is silver. He stashes that in his bag, reasoning that it belonged to the temple-spies once and no one has claimed it like the other treasures of the conspirators.

Day 188 (17th of Ready'reat)

They ride for Hommlet, possibly to spend the winter there, NRE. By the end of the day, they have eaten their last rations, stabled the horses (-2gp) and presented themselves to Rufus and Burne for training in the martial and arcane arts the next day.

It will take Dounil 3 weeks to train to level 4 as a Fighter and 3 for Celest to become a level 2 Fighter, she’ll then train as a level 2 Magic-User first for 2 weeks. At 400gp per week per level, that’s 8 weeks of total training (5 weeks of time) at their current levels, so 400 x 3 x 3 + 400 x 1 x 3 + 400 x 1 x 2 = 5,600gp. That covers the promissory note for the shield +1 and a new note for the other treasure is re-issued at 12,596gp.

On the 11th of Sunsebb as winter bites (milder than historic Earthly norms for the latitude, probably normal for modern Earth) Dounil finishes his training and can start healing again, Celest finish on the 25th, day 224. She learns Charm Person, a dangerous spell but still cannot read the spellbook they have been lugging around and add it to their own.  As I bring this into alignment with AD&D via the OSE Advanced update, she should have started with 4 spells, so I need to roll 3 more times. She finally learns Read Magic as she also gain’s Floating Disc (making her just as mobile as Dounil) and Protection from Evil. Dounil gains Magic Missile (a fitting replacement for his lost AD&D Shocking Grasp) and Read Languages (1 off Read Magic of the chart).

It costs the pair 36 x 5.9 x 2 = 424gp and 80sp for their stay. They money comes from Dounil’s discovery of the candleholder. It’s a silver case (75gp) with a sapphire (1,000gp) containing wax, but when the wax was chipped off (eventually heated and dripped) it revealed 19 silvery coins that were ultimately platinum when Dounil took them down to Melubb. That came to 231gp plus the sapphire Melubb refused to transacted. That promissory note (it was worth 900gp according to Melubb who undervalued the gem so he could undervalue it again later for his lords) went to Olster Gundigoot who promptly cashed it in for a tax write-off. I realised later I was 8gp off for Celest’s maximum XP for her level but since I had already done everything, I just took 121gp and 9sp off this treasure.

1131-424.8 = 706.2 (706.2-121.9) = 584.3/16 = 40 FXP and 38 MUXP. With 706gp and 2sp for the hoard. Or it would be had not Dounil been in of healing. His pleas to the stern Canon Terjon require 10 gp per day/cast of Cure Light Wounds for the needy and a 100gp donation for the castle construction. The daily routine of bed rest and healing means it takes 4 days and 140gp to bring Dounil to his full 22 HP. He spends the next five days buying spells from Burne and scribing them in his spellbook, so he can prepare them at times he desires (subject to being a level 3 MU). A fraught process for Dounil’s Intelligence is 13 and still has a 70% chance to never be able to learn the spell once he rolls for it. Dounil learns Burning Hands (AD&D spell), Protection from Evil, Shield, Spider Climb and Ventriloquism. He still can only prepare and cast 2 level 1 spells per day though. The promissory note has been reissued as 7,596gp.

The evening of the 25th, they pay another 10gp and 2sp for room and breakfast the next morning.

Day 225 (26th of Sunsebb)

It is cold and the temperature swings from 22 to 40 degrees Fahrenheit (-5 to 4 degrees Celsius) over the course of the day. Fortunately, there is neither rain nor snow. They purchase 21 days of fresh rations at inflated prices. The two traders make a keen note for their report that the meddlers are returning to Nulb and the temple.

They have 131cp, 819sp, 1113gp (1013gp) and 49ep across their three saddle bags as Elmo accompanies them, having been paid his first day.

Arriving in Nulb, Elmo reunites with his brother and amid that rejoicing, the heroes learn Otis will not charge his brother for his horse and will let him stay in his home. Elmo said he’ll be rolling in the money once the pair pay him. At the Waterside Hotel, Dounil and Celest take rooms, the proprietor is mor than happy to accommodate returning and paying guests, paid with 2gp, 10sp and 10cp. The treasure hoard was given to Y’dey.

Day 226 (27th of Sunsebb)

It’s cold and not yet snowing/raining. The party ride forth with a plan. The pair will sweep the tower again now they can advance freely around the temple grounds. This countered by the front door being locked, they should wait to go around the back again. Instead to go below to kill gnolls and ghouls until they become too tired too or a large stretch is pacified.

Leaving at [8:00] and assume they arrive by [9:00], NRE.

Elmo is left with the horses at the foot of the temple and as he leads them out, the pair begin to make haste through the side door. It takes 2 and a half turns to enter and go down the left vestibule. The rest of the third turn to reach the bottom of the stairs [9:30], NRE.

Another advance up the north corridor and shortened movement to the east of the next crossing so they don’t get spotted by the gnolls looking though the view slit. Celest has a plan, she will cast Charm Person and induce the watcher to their side. Dounil prepared Shield, Detect Magic and Levitate. They rest [10:00], NRE x3.

They put their plan into action, advancing up to the eye slit on Room 121, Celest is unseen but she is heard, the gnolls grunts and she quickly casts Charm Person with the gnoll failing the roll. While the other gnolls inside get alert, Celest hurriedly explains they are friends and the gnolls should get a share of all treasure they find to share among friends, please let them in. The gnoll obliges to the surprise and cries of the other ones.

Upon letting them in, Dounil tries to capitalise on the moment and claims he is here to install himself as master of the temple and the gnolls should join them and receive great rewards, a reaction roll of 3 means this goes down poorly an the gnolls attack, prompting the charmed gnoll to defend the heroes.

No surprise but the heroes move first. R1, 6 HD of damage kills the gnolls before they can respond. The charmed gnoll is saddened by this but is mollified by the party offering him or her (hard with gnolls) all the treasure the dead gnolls could have, as the new temple’s Chief Gnoll/Soon to be Flind, now 30ep, taking a round.

They push onto Room 122 and throw open the door; there is again confusion and a pitch for a new gnoll-dominated temple. The gnolls are indifferent and want to know what is on offer compared to a lifetime of loot and violence for the Elder Elemental Eye. They want payment up front and the party cannot provide that right now, so they attack. The heroes go first though (good initiative so far). R1, 9 HD of damage clears the room.

R2, as the party supply the gnoll with the treasure, another gnoll arrives from Room 123, party wins initiative again and kills it. Four rounds till the turn is over 20sp, 10p and 10gp.

Advancing to Room 123, the gnolls and hobgoblin are very aware of the fighting but utterly confused as to why two bandits are being escorted by a gnoll. Dounil makes another speech, it’s cautiously received but with no money forthcoming, violence begins. The inhabitants have been hearing violence and win initiative.

R1, two attack each member of the party, with the hobgoblins going after the traitorous gnoll. All gnolls miss but one hobgoblin hits the charmed gnoll, doing 1 HD of damage HD2->1. The party does 13 HD in return, killing them all. I don’t know if the dice are good or having the chance of 4 HD per hero, an extra +2 to hit and an additional 2 damage dice are turning the tide.

With two turns to go, the heroes turn to leave but the gnoll says there is a passage beyond the wall, the pair having missed it last month. 12sp, 6ep and 6gp with 27pp under the brazier coals.

Throwing the hidden door open, the party move into Room 124, where two ogres have heard all the fighting but have dismissed the fighting as per their description. They are therefore aware and when Dounil declares the gnoll time has come there is no negotiation. The heroes win Initiative only by 1 but win all the same.

R1, Spell Fray from Celest, but Dounil can bring his sword to bear on the 4 HD ogres. Only thanks to Celest’s magical sword can she hit the ogres in their bronze platemail alongside Dounil and the gnoll misses. 9 HD of damage kills both ogres. Marking another section of the temple that will stay cleared until those ogres can be replaced in 2 weeks. The turn finishes up with a through looting of the room [10:10], 1/6 NRE. The chest is useful if they wanted to equip a squad but the gnoll has a weapon, the gnoll almost loses their footing lifting the spear barrel in the eagerness to find the ogres’ stash. For they know there should be one. Lifting the slab is another round for Dounil as the 36sp and 22gp treasure is given to the gnoll. The gnoll receives the 870sp and silver bracelet (170gp + 6 x 10gp azurites).

Passing into Room 125, it takes two rounds of cautious movement 3/10, to advance to the T-junction, where they see many remains of a fight from long ago with many gnawed bones or complete skeletons and maybe some external passages. The gnoll said the middle was forbidden as a central corridor. They hear the rattling of bones and metal, as the assembled undead begin to emerge on either side, grey shapes on a grey background to all their dark vision.

The skeletons do surprise them.

Surprise (4/10) Round, the undead advance and begin to slash with various weapons, kept sharp through being positioned within their ribcages and off the floor. Celest is hit for 2 damage, HP 14 -> 12. The gnoll dies to a single successful bow out of 6 attempts.

Round 1, wining initiative, Dounil says he’ll take the gnoll skeletons, they both hit. 2 gnoll skeletons collapse and 6 human skeletons do. No skeleton gets through their magic armour.

Round 2, again wining initiative, 3 human skeletons crumple and 1 gnoll skeleton does as well, another takes 1 HD damage, HD 2 -> 1. Again, the heroes are untouched.

Round 3, The undead have the initiative, Dounil takes 1 damage, HP 22 -> 21. Finishing off the human skeleton with a casual flick of her sword Fray, Celest turns to assist Dounil, destroying the gnoll skeletons.

They roll their charmed gnoll and retreat back to the door to Room 124 and bandage; eyes and ears perked for reinforcements. HP 21 -> 22 and HP 12 -> 14, 3/6 [10:25], NRE.

They spend the next 3 turns, one rest and 5 rounds in Room 125 exploring each end (making it 3/6 [11:10]). No treasure can be picked out in their dark vision as coin-shaped metal. But they see many weapons left in the hands of the formerly risen skeletons. Dounil thinks the southern passage to the west matches his prior map and marks the NE passage. They move on to Room 126.

Again the description of the ogre being aware but uncaring of the fighting means surprise comes from him alone. And surprises he does the pair but misses with his battle axe. He calls for help.

R1, both Frays and Celest miss but the 4 HD from Dounil’s sword + magic + strength kills the ogre leader.

R2, the 3 gnolls rush to assist. They fail to surprise but get the initiative. A lucky blow does 2 HP damage to Dounil, HP 22 -> 20. 11 HD back kills them. While Dounil bandages again HP 20 -> 22., Celest searches the room and Dounil joins her the next turn, no random encounters interrupt them. They then rest [11:40, NRE]. While they avoid the food as a matter of course, the iron chest is found to be locked. They’ll take it with them later. They loot the gnolls for 9sp 3ep and 9gp, and the Ogre Chief for his copper belt (35gp) and his purse of 11sp 19ep and 38gp.

A brief look at some fan-made hierarchy tables tells us the Earth Temple is down to its directly controlled Reavers, clerics and guards. 41 people, dangerous but perhaps the brigands might start questioning what makes the temple so great if they lose another force.

Entering 127, they spend a round opening the empty wooden box in the text description 4/10. Entering 128, they do not get to surprise because there was a gnoll by the door, but the gnolls do surprise in return.

SR, no gnolls hit but the bugbear does to Dounil, HP 22 -> 21.

R1, a gnoll hits Dounil and Celest each, HP 21 -> 19 and HP 14 -> 12. In return the bugbear takes 1 HD of damage HD 3 -> 2 and 4 gnolls die.

R2, the humanoids win and pass morale, the bugbear hits Dounil again for 2 damage, HP 19 -> 17. Dounil kills the bugbear with a Fray riposte, and their blades kill the rest of the gnolls.

They both bandage, HP 17 -> 19 and HP 12 -> 14, ending the turn and spending the next one looting the room thoroughly and then having to rest [11:40], NRE x 3. While there was no fireplace for the goblinoid to stash the hoard, the flammable woodpile rattled when searched and it was found. 64cp, 61sp, 30ep, 48gp, 4pp and a necklace of 12 large gold coins (130gp). Celest suggests they should see if they can find a Bag of Holding somewhere to deal with all the coinage, which has almost tipped them both over to encumbered.

The heavy crossbow is examined but deemed to be too heavy. The peephole it fires through shows the back end of the corridor from the month prior and good thing they didn’t explore or the gnoll didn’t bother firing as they passed.

It’s the work of a moment to cross the corridor into Room 129, prompting no surprises and automatic reactions from the guards.

R1, Only the magic armour blocks the heavy crossbows. In AD&D they probably would have punched right through. The javelins bounce off. The heroes engage the lone crossbowman and the javelinists thanks to their slow encounter move. As we move back into AD&D-like territory, I decide that rather than give Fighter level number of attacks on the 0-level foes, I just give the characters another Fray die. All that’s left is the crossbowman at “g” calling out further down the passage.

R2, Celest, the crossbowman, the guards in 130 and then Dounil. Celest advances and slays the crossbowman. The guards in 130 call out for the fighters in the room beyond and advance to throw javelins. One hits her for 2 damage, HP 14 -> 12. Dounil moves up and fires off his magic Fray, killing one guard.

R3, Celest, guards, Dounil and the fighters. Celest rushes forward and begins to swing her sword, five die. The guards with their longswords fail to penetrate her shield and armour. Dounil follows and the last two die.

R4, the fighters advance from their trapezoidal barracks and throw javelins, the leader throwing his Javelin of Lighting as these foes have wrecked bloody havoc among the Earth Temple. No normal javelin hits in the first volley, the Javelin of Lightning does though, hitting Dounil and both heroes fail their saves. 20 damage would still be just 4 HP though. I’m willing to bend the rules for such a blast and say it’s 8. Dounil HP 19 -> 10 and Celest HP 14 -> 6. They both Defy Death for the first time, so the recalculated HP after the half damage from what is now a successful save is; Dounil HP 11 and Celest HP 8. The Javelin of Lightning is unfortunately destroyed.

Due to the length of the corridor, the heroes can only advance and cast their magic Fray. Celest’s bounces off the leader, but Dounil’s wounds a fighter, HD 2 -> 1.

R5, All the fighters miss, the heroes make a final charge and Celest cuts down the wounded level 2 fighter and another. Dounil deals 8 HD in damage alone and kills both the level 3 fighter and the level 4 leader. Such is the power of high Strength and a Longsword +1 for both.

Bandaging, they debate stopping here, but Dounil said he wants to put down the ghouls again HP 10 -> 12 and HP 6 -> 8. Celest thinks that’s an awful idea, but they don’t want the trail of bodies attracting carrion-feeders over the next few days. Besides they are stronger now, 1/6 [11:50] and NRE.

They spend two turns searching bodies and belongs up and down the hall, dumping the weapons in a pile by the southern door for later, NRE x 2. Besides some bone dominoes (5gp), there is 21cp, 47sp, 79ep, 78gp, 80pp, 4 bronze rings set with a jet stone (50gp x 4), 4 ornamental dagger (15gp x 4), three jars of fuel oil and various bits of had food the pair snack on as they shift material. With a heavy heart, they must dump their copper and silver on the floor for want of coin weight. Hopefully nothing retrieves it by the time they get back.

It takes another turn to advance down to the T-junction and turn east and another turn but moving at x3 speed for having explored the area to pass through the grating, sliming behind them with a clang as they have weapons drawn and Dounil casts Shield. Nothing happens for a turn and the Sheild isn’t giving anything better than his magic plate would anyway. It looks like the ghasts and ghouls are dead, with decaying harpy corpses on the floor, 4/6 [12:30] NRE x 3.

This presents an issue for the pair. They are wounded but otherwise are on a roll. They have killed over two dozen foes and probably reduced the temple forces a bit. But they will need weeks of healing, causing the forces to grow again. Since they lost most of their health to a one-use magical item ad I keep filing to roll random encounters, they think they can chance it later.

It’s a turn to lift the grate between them and advance to the junction, where they rest invisible, [12:50] NRE x 2. And six more turns and another rest, moving at explored and mapped speed (x 3) to cart all the weapons and treasure from Room 121 to 130 into room 124 with the weapons chest and move the iron chest from Room 126, 1/6 [14:10] NRE x 6.

Looking at the chest, Dounil decides the lock is not connected and uses a battleaxe to break it off (the text said it’s breakable and so I say it’s not integrated into the structure). It takes him 7 rounds to break it, long enough to finish the turn by casting Detect Magic on the whole gathered contents. There is nothing magical here, 2/6 [14:20] NRE.

Disappointed, the decide to return to Nulb before they get too mauled down here. The take the iron chest contents of 311gp and 2 big and perfect agates (100gp and 500gp).

They pass at speed to the western vestibule but are mt on the stairs finally by a random encounter on the second roll, 4 gnolls, here to shore up the numbers caused by repeated deaths. They surprise.

SR, Dounil takes a bastard sword though a gap in the armour, HP 12 -> 10

R1, the heroes win initiative and 8 HD damage kills the gnolls, they have no treasure. They bandage above in the vestibule, HP 10 -> 12, [14:45].

Though the shadows loom in the winter dimness, it’s not yet twilight, so they encounter nothing as they walk out the main gate. Elmo grazes the horses nearby, saying they should arrange a time to meet, otherwise he would have left them there when it grew beyond twilight.

They shove into his hands 200 electrum pieces and tell him to carry his pay home.

1410xp from dead monsters/16 x (1.10 or 1.05) = 96 FXP and 92 MUXP

85cp, 1066sp 204ep, 522gp and 84pp received/16 x (1.10 or 1.05) = 108 FXP and 103 MUXP, plus 45cp which is lost in rounding.

To be taken to Hommlet:

Silver bracelet (170gp + 6 x 10gp azurites), copper belt (35gp), A necklace of 12 large gold coins (130gp), 4 bronze rings set with a jet stone (50gp x 4), 4 ornamental dagger (15gp x 4), and 2 big and perfect agates (100gp and 500gp).

With saddlebags bulging and darkness falling, they encounter nothing on the road (lowest roll it could be for nothing). Otis gets his 2pp for the horses, Y’dey gets everything obvious and heals Celest, HP 8 -> 10, and the proprietor gets his 10cp, 15sp, 1ep and 1gp. An additional 1sp and 1gp buys a large combined dinner with ale, though not that great all told.

Day 227 (28th of Sunsebb)

It’s an early night but also an early morning as the heroes are awakened by a large owl apiece hooting into their rooms amid the first rays of dawn. It stares at them quite intently and they reach for their weapons, as it could be sinister. The owls were sent by Otis, for now the heroes can hear heavy footsteps and banging outside as the newest brigands of the broken tower have come to Nulb to ambush the heroes in their sleep. Celest can pull her chainmail on, but Dounil doesn’t have time to buckle on his platemail.

Sunday, September 13, 2026

Violence and Cyberpunk Double Feature

I don't have enough for a Grab Bag post and these two are not big enough for an individual post apiece.

Violence meets Eclipse Phase 2E

Why Eclipse Phase?
Eclipse Phase is a big and deep setting with a unique focus on body-hopping and a strong action/horror vibe.
Downside is it is mechanically fiddly for a D100 game.

Why 2E?
As it's simpler than 1E and has less fiddly parts for it's morphs. Though they still are pretty annoying to convert. I'm probably doing too much math compared to how Violence should be used, but this is what I have.

Converting a Morph
Cost: Starting characters get 1d6-2 Morph Points as in normal Eclipse Phase, as they are not supposed to be big heroes
Savings, insurance and political-actor backing means you can get MP Cost-1 back if your current morph ceases functioning

Avail: Roll d100 to see if it's avaliable in your area, subject to whatever extra Negative traits and gimmicks the GM feels like

WT: 6-WT = Reduction to Injury Check

DR: Represent being Downed, add 1 to th 16+ roll required per 5 points of DUR
Biomorph +2 per injury as normal, Synthmorphs +1 per injury

Pools: Give Adv per point for whatever the GM thinks that pool applis to. Flex is free for the players to spend on making their lives easier.

Movement Rate: Normal human is 4 for walking and 20 for running. Anything higher or lower is going to either catch them or not given enough time

Ware, Traits and Equipment do what they say in the Eclipse Phase book, but as this is Violence. They either dictate you can or cannot do something (mostly Ware and Equipment) or give a Violence Advantage or Disadvantage roll to doing a task. This is up to the GM to adjudicate as the players cannot inherently rely on knowing in Violence.

I might have Traits cut into the 6 skill totals as a balance thing or maybe not.
More likely the Traits and Ware lists should be kept seperate.

Two Common Morphs and how they function in Violence

Flat - Normal human not many of them left
Cost: 0 MP • Avail: 30
WT: 6 • DUR: 30 • DR: 45
Insight 0, Moxie 0, Vigor 0, Flex 0
Movement Rate: Walker 4/20
Common Extras: Many have the Genetic Defect trait

Exactly the same as normal Violence character
Only can find a spare human body 30% of the time

Case - The Clanking Masses, for the poor to be sleeved in
Cost: 0 MP • Avail: 100
WT: 5 • DUR: 25 • DR: 50
Insight 0, Moxie 0, Vigor 0, Flex 0
Movement Rate: Walker 4/12
Ware: Access Jacks, Cortical Stack, Cyberbrain, Lidar, Mesh Inserts, Mnemonics, Puppet Sock
Morph Traits: Exotic Morphology (Level 1), Inherent Flaws
Notes: Light Frame (Armor 6/4)

Synthmorph, so a whole range of extra traits the book only tells you in the generic description
Only adds +1 per Injury to Down roll
Everywhere in the Solar System, they will sell you a garbage body
Cases take +1 Injury Checks because they are cheap garbage and get Downed on a 15+
They can't run as fast as a normal human being
Lots of Ware to interact with the world
Have peanlties to adjusting to being sleeved in such garbage, has a 10% chance to automatically take a second Injury if a 20+ is rolled for recieving an Injury
Light Frame sounds like civilian armor, so it does bear out their total Injury check modifier is -1 (+1-2=-1).

The details of the Equipment itself is fairly pointless and with guns and melee weapons work like normal Violence. Anything labelled an X-Risk imposes a Save or Die roll.

Converting Silver Angel to Cyberpunk RED Waterdeep

So this is a Shadowrun 1E module being converted to Cyberpunk RED for use in a game whre the magic and setting is using a weird Forgottn Realms as it's background. It wasn't as hard as it sounded until I got to recreating the computer network for Cyberpunk RED. Every edition of Shadowrun and Cyberpunk have very different ideas about how to make a good network for players to netrun in.
As I may run this for my players, I'm going to just post rule changes. If you have a copy of Silver ANgel, you will know what I changed.

The NET Architecture and the NPC spells were the most difficult to do, just some gaps don't quite mesh, even though Callie did have vaguely enough spells to pretend she's a Lore Bard.

Shadowrun 1E Difficulty to Cyberpunk RED DV.
3 = 09
4 = 13
5 = 15
6 = 17
7 = 21
8 = 24
9 = 29

Barrier Rating x 5 = HP: 3 = 15 HP, 8 = 40 HP and 10 = 50 HP.

The payment
50,000NY up front 35,000NY on completion 15,000NY if silent for 100,000NY total
In Cyberpunk RED, a Moderate Mission pays 2,000eb per player in total, not just in cash but in loot as well.
So the new totals are:
1250eb up front 875eb on completion and 375eb if silent, per person.
Loot will make up what's probally lost from the unrelated alarm or loud approaches.

All bribes and Nuyen costs are /40, so the 2500NY bribe is 50eb

Winslow the Troll bouncer could be used to really hammer home the awfullness of Shadowrun's future. He's old enough to see his apparent humanity stripped away and repalced by something strange. And to watch the new generation devolve into medically-certifiable short-lived violent morons. Since Shadowrun was pretty clear the generation who underwent Goblinization retianed their intelligence and lifespans, but their descendents did not.
But as Waterdeep RED isn't using thoe themes, I replaced him with an Ogre to have the different theme that the modern/future world is always willing to employ a person who fits a mold.

Ogre Bouncer
4 REF 8 DEX 3 TECH 2 INT 3 COOL 3 WILL 8 BODY 3 EMP 6 MOVE
HP 40 SP 7
Darkvision 20 yards/metres
Skills +2
Combat Base +10
Greatclub (Big bat) M 4d6
8 Javelin (Melee or Ranged) 2d6

Security Forces are Security Operative Mooks
Guards inside facility have Assault Rifles in armoury
Have medium armour jackets they will try to put on as well, conveniently Shadowrun 1E and Cyberpunk both do 3 second rounds.

As I didn't want to build my own Net Architecture, I reused the structure from Interface V1 - small corp facility.
Executive system is sub-architeture that can be tied into the main one from the Computer Center (Room 18)
To be accessed from any terminal.
Or hacked directly for just the sub-architecture in the Computer Center (Room 18)

The old version:
SPU-1 Nothing
SPU-2 No Hellhound
SPU-3 No Hellhound No Node-File DV6
SPU-4 No Hellhound No Node-File DV6
SPU-5 Killer No Node-File DV6
SPU-6 Wisp No Node-File DV6
SPU-7 Hellhound Files DV6 Control Node DV6
SPU-8 Skunk No Node-File DV8
SPU-9 Kraken Control Nodes DV8 Self-Destruct DV10
SPU-10 Nothing
SPU-11 Nothing
SPU-12 Hellhound No Node-File DV8

Based on reading this review and conversion of the network to Shadowrun 3E
https://www.nullsheen.com/posts/silver-angel-review/

Normal Small Corp Facility Floors 1 to 3
No Demons, all Manual Activation
Password DV8
File DV 8
Black ICE: Raven DV 8

SPU A (Personal Terminals, Admins Terminals)
1A Password DV8
2A Black ICE: Skunk, Wisp
3A File per Terminal DV6

SPU B (Buildings Systems)
1B Password DV8
2B Black ICE: Hellhound
3B Control Node: Heating DV6
4B Control Node: Elevator DV6
5B Control Node: Power DV6
6B Control Node: Airlocks DV6

SPU C (Security)
1C Password DV10
2C Black ICE: Asp, Kraken
3C Control Node: Cameras (1/Floor) DV10
4C Control Node: ID Card Scanners DV10
5C Control Node: Maglock Controls DV10

SPU D (Executive Systems)
I presume the security of D has already been dealt with by the NPC runners who happen to be in the Computer Center at the same time.
1D Password DV8
2D Black ICE: Raven x 2
3D File: Silver Angel DV10

When security arrives from offsite, I would assume they are also just Security Operative Mooks with maybe a Lieutenant classed foe to lead them, one group has the following leading them.

Mage (Wage)
6 REF 6 DEX 7 TECH 7 INT 4 COOL 4 WILL 4 BODY 4 EMP 4 MOVE
HP 30 SP 11 (Mage Armour)
Equipment: Wand
Skills Magic +6/Base 11 History +6/Base 11 Perception +4/Base 11 Others +2

Multiattack. The mage makes three Arcane Burst attacks.

Arcane Burst. 1.5 yards/metres Range 40 y/m. Hit: 6d6 Force damage.

Spellcasting. The mage casts one of the following spells, INT casting DV to avoid effect 14

At will: Detect Magic, Light, Mage Armor (included in SP), Mage Hand, Prestidigitation

2/day each: Fireball (level 4 version), Invisibility

1/day each: Cone of Cold, Fly

Bonus Actions
Misty Step (3/Day). The mage casts Misty Step, using the same spellcasting ability as Spellcasting.

Reactions
Protective Magic (3/Day). The mage casts Counterspell or Shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting.

See-Me-Not Spell
Modified Crown of Madness, Level 2 Enchantment

The NPC team is comprised of: White Tiger (Netrunner, RED CRB p.414)
Callie Firebird (Reclaimer Chief with no cybernetics and no Heavy Melee Weapon, Paramedic and Pick lock removed, replaced with Magic +10, RED CRB p.414)
Callie could even be upgraded to an Outrider  (RED CRB p.415)  with no cybernetics, Shotgun, Criminology and Land Vehicle Tech replaced with Magic +14 and Moto 4 replaced with Combat Awarenss 4.

- Callie is conducting a NPC-only Ritual to enforce the Crown of Maddness and Clairvoyance spells.
- Callie casts with EMP + Magic if that is relevant

- Reactions
Protective Magic (3/Day). Callie casts Shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting.

- Her spells are DV14 and are the following:
Cast at level 1:
Cure Wounds
Mage Hand
Magic Missile
Shield

2/Day, cast at level 2
Crown of Madness (Cast once already)
Invisibility (Cast once already)

1/Day, cast at level 3/4
Clairvoyance (Cast already)
Confusion (Cast already)

Wednesday, August 26, 2026

AD&D Solo Adventures - The Village of Hommlet Part 14

Day 185 (14th of Ready'reat)

Between then and now, some people drew somethings to my attention. One, the heroes already make fires at night, so they wouldn’t have needed to scavenge a flint and steel from a dead bandit. Two, they would need light to see details for the material they find, as Dark Vision is for heat only. And lastly the official OSE Advanced edition changes have come out that address some of my general rule fudges and bring thing closer to AD&D. Which brings the game closer to the original vision I started with. For the first and second issues, let’s just draw a line over them. The availability of torches in the ToEE cover many omissions and no rules were used when they needed flint and steel. The later though creates new advantages and disadvantages. Actual Magic Item XP rules are good, though the XP gained is less than I calculated and the XP for selling them still has no base price anyway.

The improvement in Fighter HD to D10 is most welcome as it increases both heroes’ HP by 1 and their Fray to a 10% chance of doing 4 HD in damage per round. The addition of training time is a bit of a wash. Dounil has already spent months doing nothing of interest in the desert or over the water, and both gain XP at such a low rate that training time will hopefully, barely turn up.

Regardless, they come into town with the merchant caravan at 7:30 in the morning. They eat two of their three remaining rations and the last is split among the survivors and mixed with the caravan’s food supply, which is also shared as a thank you. Dounil and Celest slipping in as guards with Dounil dressed some of the dead men’s cloths from the ghoul storage. Hoping to be less obviously the man who slew many months prior.

There is much happiness even in this sordid town for the families of the saved, especially as Celest refuses payment for the deed. 2 x 13 + 3 x 12 + 16 + 4 x 14 = 134/16 = 8.375 x 1.1 or 1.05 = 9 FXP and 8 MUXP

She arranges to meet Dounil as he gets the horses stabled, letting Otis know with a subtle twitch of his peasant hood. Otis wisely keeps his snooping apprentice away as money is exchanged in silver pieces, 20sp for a day’s feed and a brush, another 20sp when they come back that night. Dounil then passes on the Mother Screng and Hruda, who is most impressed with his tales of daring in Nyrond and back into the temple. She casts Cure Light Wounds with a roll of 4+1, so Dounil heals 2 HP, HP 12-> 14.

Meanwhile, Celest tries to get some value out of their treasure, she has 591sp after the stable fee. The treasure that isn’t coinage is all too flashy to exchange in Nulb, she’ll need to do so in Hommlet. She leaves it with Mother Screng/Y’dey after carrying it under her cloak, trying to look like she is nursing a hurt arm. She removes the Scroll of protection from Undeath as she has no desire to meet with the ghouls again. With the copper pieces she buys a room for 1, hoping to sneak Douil in with the ring of invisibility to hide his identity. Whether he sleeps on the floor or finds an abandoned room or something is not her problem. It costs her 155cp for the night, dinner and breakfast tomorrow, paid in advance. She grumbles about banditry and tries to sound like a Woodwoman bumkin. The new proprietor is not yet an agent of the temple and merely shrugs.

At the Nulb Market (Building 4), she buys another 7 days of fresh rations -50sp.

XP from treasure is 221 + 326/100 + 899/10 + 71 x 5 + 47 x 10 = 1139.16 x 1.1 or 1.05 = 78FXP and 74MUXP. After spending: 171cp, 829sp, 221gp, 71ep and 47pp. Hidden by Y’dey in a place not even the heroes are aware of.

To be carried to Hommlet and exchanged for XP there: The 6-inch tall finely carved ivory statuette worth 85gp, a brooch with a carnelian stone with a cameo coat of arms (Veluna, quartered by the Knights of the Hart) worth 800gp, silver tube worth 35gp, gold chain worth 7,000gp, set with three small rubies worth 1,000gp each a ruby ring (worth 4,000gp) and a shield + 1.

Fortified, the heroes set off once again at [8:30], debating whether to keep going west to east or clear the ghoul from where Dounil recorded them on the eastern side. It will be [9:00] when they arrive. They meet and pass another merchant caravan coming into the village, trying to make it home before winter, they aren’t even pilgrims in disguise so there is no issue.

At [9:10] they enter the temple and again dismount the horses, NRE. The fact the bandits knew they were here yesterday means the area is not safe, but unless they stable the horses in a building, there is no place safer. They enter from the right vestibule, hoping to eliminate the ghast leadership and the chance of ghouls altogether. Fa chance as they are on the random table, but they shouldn’t know that. Might as well ask why evil men keep joining after losing tens of them repeatedly.

With the cloak and the ring, they should be advantaged against foes. They proceed at x3 speed, as Dounil has the map from his fist expedition, hoping to outpace the chance of an encounter. Tough! A random roll of 03, 4 gnolls joining the forces of the Earth temple. But as the heroes are invisible and the gnolls fail to hear Celest, surprise to the heroes.

Surprise round, the Frays kills one, Dounil misses and Celest’s attack kills another.

Round 1, heroes have rolled initiative, the Fray kills a third gnoll, the last is overkilled. Disappointingly they have only weapons.

At [9:25] they reach the entrance to the Room 103, and it is 1/6 in the dungeon. They reactivate the ring and recheck the cloak. They walk in and as expected the portcullis drops down. To ease the debate about if the harpies come back under the ghasts, I assume so. The harpies sing and the next round they flap about in confusion as they see nothing. Both heroes pass which was fortunate. Defying death is the number one source of lost HP so far after mud-tigers’ electric attack.

As the harpies swoop lower, Dounil and Celest strike. The surprise round is massive overkill, from the 4 HD damage from the 10 roll for Dounil’s Fray to the 8HD done with the swords. The next round is when the ghouls come.

Round 1, six ghouls rush forth due to the screams, but as a new combat has started, surprise is rolled and neither surprise. The heroes roll higher for round 1.

Round 1, 7HD of damage from the pair kill 3 ghouls and wounds another HD2 -> 1HD. The ghouls retaliate with 1 hitting Celest for 1 damage, she takes 1 more damage to Defy Death, HP 8 -> 6.

Round 2, Celest goes first then simultaneous hits. Celest misses but her Fray kills the wounded ghoul. Dounil kills the remaining ghouls with equal amounts of Fray and hitting them with his sword. But the ghouls hit him. He loses 4 HP; 2 from the claws and 2 from Defying Death to avoid being paralysed, HP 14 -> 10.

Keeping an eye on the north door where more lie in wait, they bandage, avoiding the harpy fecal matter and parts of undead. Let’s take the whole turn to round off time 2/6 [9:35], Celest’s HP goes 6 -> 8 and Dounil’s HP goes 10 -> 12.

Kicking down the door to Room 105, the 4 ghouls can hear them but did not expect them. The heroes expected them but could not see them. A roll determines no surprises.

Round 1, Celest, Dounil and then the ghouls. Celest kills 1 and wounds another, 2HD -> 1 HD. Dounil kills the rest with 6 HD of damage.

They push onward, the ghasts will face invisible foes. Still moving at x3 speed, they burst into the ghast room. They fail to spot Celest so the surprise roll will be good, but Celest is overcome by the stench and has that bad -2 to hit penalty. Neither are surprised (the ghasts could here the noise) but Dounil goes fist followed by simultaneous combat.

Round 1, 5HD of damage from Dounil destroys one ghast and wounds the other 4HD -> 3HD. Celest does 1 HD more 3HD -> 2HD. The ghast needs an 18 or better to hit Celest and only rolls some hits the heroes would (and will) kill to possess.

Round 2, the ghast goes first and splitting its attacks, misses with all of them. Dounil destroys it with 3HD of damage. The Undead presence on level one is gone (excluding random encounters) 3/6 [9:45].

Tossing each room takes two turns as they target the bedding in lieu of any chests or nooks. Resting in Room 106 again as they refuse to spend time in a room with ghast corpses [10:15]. I have decided that all gems, art objects and magical items have not been recollected, only coinage has come back with the encounters. By [10:55] and 4/6 turns until the next rest, they have found 295cp, 173sp, 98gp, 5ep and 7 pp. They split the money and are worried any more and they will get overburdened.

They move to the portcullis and raise it over 5 minutes because there is no point in them rolling. They can’t leave and no random encounter can get in. Resting again to prepare, they are wounded but hopefully the humanoids will be easier to deal with, NRE [11:10].

They know from Dounil’s maps that it’s about 200 feet to where they last left off yesterday (it’s actually 220). They intend to conduct their west to east sweep or adjust to go east to west if they encounter anything obvious. Donning the invisible items, they make it to 20 feet beyond the four-way junction, NRE 1/6 [11:20]. 20 feet later they see another corridor to the north, it’s only 40 feet long and there is wood along the sides, indicating doors. It’s off the path and would break the stay left ethos, so they press on only to fit a south (left) corridor, they advance 10 feet along that, NRE 2/6 [11:30]. Next round they advance into the opening of Room 108. It stinks of garbage here and nothing seems interesting. Rather than touch the stuff Dounil casts Detect Magic which comes up as nothing. Celest is annoyed and tells Dounil that now they will have to wait until tomorrow to sort any objects they find if the inhabitants here to take them back.

Advancing back up the corridor at x3 speed and slowing down for the other 40 feet (2/3rds of the remaining movement into the unknown), they come to a Y-junction. They see a gnoll and the gnoll fails to see them or hear them, 3/6 thankfully NRE [11:40].

They advance up the corridor in combat rounds now; 1/10 this turn and the gnoll fails to notice them creep forward to 20/50 feet. Round 2, the gnoll hears their footsteps and they unleash the magic Fray. The gnoll dies and surprise is over.

Round 1, Celest, the gnolls and Dounil in that order. Celest advances 20 feet and let’s loose with her magical Fray, doing 1 HD damage to one of the three remaining gnolls, 2 HD -> 1 HD. The gnolls retreat to the north-west corner and equip spears. One also readies an action to drop the net trap on the foes coming up. Rooms 121 and 1d4 (2) of the guards from Room 123 will appear next round. Dounil advances 20 feet and fires off his spell Fray, but that bounces off with a roll of 1.

Round 2, Celest goes first, then Dounil and the 4 gnolls from Room 121 simultaneously, then the 2 gnolls from Room 123 and finally the gnolls already present. Celest casts her spell fray and kills the wounded gnoll. But as she enters, she is caught by the gnoll’s ready action, and the net trap falls on her. She cannot move and loses her Dex AC bonus and shield AC. Dounil rushes forward, he cannot get into range, so he uses spell Fray but rolls a 1 as his spell fizzles. The gnolls from Room 121 advance and use their throwing axes on them. Only Celest’s armour keeps her from harm. The 2 gnolls from Room 123 use their throwing spears, Celest is hit by the one aimed at her, HP 8 -> 7.

Finally, the surviving 3 gnolls cast their throwing spears at Celest, 2 hits doing 3 HP damage, HP 7 -> 4.

Round 3, initiative goes: the 121 gnolls, the heroes, the 123 gnolls and the 122 gnolls. The four gnolls from 121 attack Dounil as he’s still up and dangerous, all attacks bounce off his armour, even with gnoll strength. Celest can still cast spell Fray, she wounds one of the 3 gnolls who trapped her 2HD -> 1 HD. Dounil rolls 8 HD of Fray and sword damage. He sends the Fray towards the 122 gnolls, killing two and leaving one at 1 HD and kills two of the 121 gnolls fighting himself.

The two gnolls from 123 take their morning stars and lay into the trapped Celest, neither roll a 15 to hit as Celest desperately uses her sword blade and rim of shield to deflect. The last 122 gnoll continues the process by throwing a flask of oil at Celest, splashing the thick stuff all over her.

Round 4, Celest goes first, then the 121 and 123 gnolls, then Dounil then the surviving 122 gnoll going for the fire box. Despite the morning stars, Celest has a target for her Fray, zapping the last 122 gnoll dead. The two 121 gnolls try to overpower Dounil, a bastard sword slips under and does 1 damage to him, HP 12 -> 11. The two with morning stars keep wailing at Celest, angry at the failure to connect with a satisfying crunch, 2 damage is HP 4 -> 2. Dounil does 8 more HD, I then change dice rolling surfaces to ensure that the dice are not sliding. As they are very regular. But he slays all the rest. Celest and Dounil now are uninterrupted to cut her free and bandage. Celest’s HP 4 -> 6 and Dounil’s HP 11 -> 12 [12:00] and they need to rest for the 6th turn, NRE [12:10].

Peeking into 121 shows nothing of interest and otherwise they toss the shelf and bodies. Finding four jars of oil (useful when there would be trolls or pursuers), a silver chain with a roughly polish orange gem (carnelian, total value they cannot appraise at 125gp), 8sp, 9gp and 38ep. There is an unanswered comment about why electrum pieces more than others?

Is Celest willing to go into the next room? She says she has too otherwise they are leaving with enemies at their backs. She’ll use her spells more. They kick down the door to Room 123 as invisible as they can. A surprise roll as neither side were sure if there were enemies or they all perished in the fighting, but no surprise.

Round 1, Celest then the monsters then Dounil. She sees 3 gnolls and two hobgoblins, so she casts Light on the eyes of one gnoll and Frays against the two hobgoblins, she only kills 1. The blinded gnoll lumbers at her as the vengeful hobgoblin aims his composite bow. The other two gnolls concentrate on Dounil with throwing axes. None hit. Dounil does 6 HD and kills the 3 gnolls.

Round 2, Celest goes first again and kills the remaining hobgoblin.

Looking about carpets and tapestries, there is a lot about the earth temple here. Celest notes they all wear brown robes, Dounil might have a set. It takes 2 turns to toss the bedding and Celest tips over the brazier onto the stone floor due to the present of goblinoids 2/6 [12:30]. There is 16sp, 10gp, 11ep and 27pp in the brazier coals as expected. The beer was ignored like all other food down here.

Loaded down with treasure, at an apparent dead end and badly hurt. The pair debate their options. They have to get out but Dounil is intrigued by the corridors they passed to get here, and they still don’t know how these room connect to where they were yesterday. Celest want to take down the tapestries in case they are valuable, but they are of foul scenes and poorly maintained by the gnolls and hobgoblins. They agree to take down and heck for moth holes then if there is nothing, they will explore some more. Another turn to pull them all down, each as disappointing as the last, 3/6 NRE [12:40].

They backtrack to the Y-Junction and keep going. They come up to a new corridor to the south. Dounil checks the map and said these rooms do not enter onto the long corridor or the junction they went to yesterday, 4/6 NRE [12:50].

As the tapestries were a bust, they go down there. One turn is enough movement to reach the end and open both doors, revealing nothing except stress and disappointment in Room 110 and Room 111 They have to rest among the musty, if normal smells of Room 110, 6/6 NRE x 2 [13:10].

Another turn takes them to almost the four-way crossing they know and pass the door Dounil thinks was where the southern gnolls with the bastard swords came from, 1/6 NRE [13:20].

The next turn is at x 3 speed and takes them up and out of the temple underground. Then it’s time to saddle the horses and get out, this might be the last time they can use the temple as a stabling ground now they have assaulted humanoids who can give and take orders. It’s [14:00] when they get back to Nulb.

Monday, August 24, 2026

AD&D Solo Adventures - The Village of Hommlet Part 13

Still Day 184

After discussion with others, I decided to implement XP for Magic Items, after the characters barely made any experience progress after A0 but AD&D handing out magical items quite freely. Dolmenwood said XP is one-fifth the GP value. Checking the Ring of Invisibility in Dolmenwood and in AD&D, they have the same sell price and XP. But I’ll double-check as I go to make sure this isn’t a coincidence.

So Dounil gets XP for: +1 sword (400), +2 shield (1000), +1 plate (1000), 8 x +1 arrows (120x8/5 = 192) and ring of invisibility (1500)

562 FXP and 537 MUXP

Celest has: +1 sword (400), +1 shield (500), +2 chainmail (1500), cloak of elvenkind (1200)

495 FXP and 472 MUXP

I’m not the counting spent arrow, potions or the magical dagger because they drank them all or gave away prior to the decision. That added effectively another A0’s worth of XP (minus what they skipped over giving to the prisoners).

The pair debate what to do, especially now the foes know to watch this tunnel and Dounil still needs a day to heal. Or they could visit Mother Screng/Canoness Y’dey for the last HP needed by Dounil and return. They decide to risk it and sneak into Nulb when it’s dark, so Dounil’s Ring of Invisibility works more efficiently at hiding him.

At [8:30] they have finished feeding and exercising the horses and themselves, with 3 days of rations left. They don’t renter the tunnel but ride for the temple itself, hoping to repeat Dounil’s initial foray style. Going overland imposes 1 encounter roll which is No Encounter, lucky for a 7 out of 12 chances of one. Skirting the wall, they arrive at the door at [10:30]. There are no random encounters. I realise the I should have made the antipathy roll for the main door, not just the interior slope. But as Dounil failed that roll, it is immaterial. I’ll just ay Dounil hewed one of the side doors open retroactively. Though that begs the question of how the monsters get in when the main doors are still barred and remained barred. They can’t all fit through the secret tunnel that is hidden inside a well.

Letting the horses loose in the vestibule and central altar. Celest asks how they can be sure the monsters won’t come up and eat them? Dounil replies that the entire room was sealed, no one knew his horse was here and the dungeon stone is too thick. It was before he left a trail up and down the staircase but it’s not clear how to stable them elsewhere.

 As Dounil entered from the right staircase last time, they head for the left. Celest said this place was as disturbing as she had heard. Dounil said he found a bunch of robes here to disguise himself, but after dragging them across the desert and general storage for a month, he wasn’t sure what state they would be to wear or what they were for. They descend to Room 109a with Dounil in the front to act as the front line and Celest supporting him from the back or alongside depending on the danger of the foes. One turn to creep to the bottom of the staircase, Dounil with his ring active and Celest with her cloak. Dounil remembers much blood being spilt transversing the other staircase. The next hour is quite boring, with no random encounters as they reach the four-way junction and go south to confirm if the layout mirrors the other side, going each at the T-intersection. They go to Room 112; see it’s ransacked and turn around to go to Room 113 and repeat the process. They must rest about 10 feet from the T-junction at [11:45].

They follow the corridor east, as Dounil wants to confirm his map and mark off the shape. It takes 2 turns to reach Room 109 and the stop to look at the immense cold bronze doors with their Darkvision, as the entrance to Room 201. Approaching and return is another turn and the doors don’t glow but it’s clearly too big to move on their own. They go back to the four-way junction and head north, the remaining way, stopping to est about 20 feet from the next junction with no random encounters [12:45].

Advancing again to the junction, they go left to clear the outer edge. As they creep as silently as two armoured people can manage, they come to a door in the left side, it’s well used but locked. They want the area cleared first so they advance to further door to the east [12:55].

Activating the ring and hastening the cloak, they push the door open and confront a room of 6 ghouls. The ghouls are aware of those who do not try and be quiet I would assume but they can see nobody with a roll for the cloak being unsuccessful. Equal chance of surprise and initiative.

The teams roll and the ghouls are surprised. The heroes must act fast as they are facing 12 attacks per round and they are no immune to paralysis. Sword and spell Fray destroy 1 and wounds another HD2 -> 1. Their swords do 6 HD more, destroying 3 more, leaving 1 wounded and 1 fine.

Round 1, the heroes win initiative by 1. The ghouls don’t have a chance to run for help in room 116 before being destroyed. While good, their hiding magic won’t charge this turn. They press on, but which door?

They question is answered as 5 ghouls burst through the door from Room 116, the 6th having gone to Room 117 to get the ghasts. New rolling. Dounil and Celest are surprised (very bad). Only one claw attack strikes Dounil but that’s enough for a saving throw, he also loses 1 HP, HP 17 -> 16. He fails the roll but Defies Death to pass, rolling 2 HP loss on 3 dice, HP 16 -> 14.

Round 1, ghouls go again first, Dounil is clawed again but he saves, HP 14 -> 13. They do 11 HD of damage in retaliation due to the magic swords pushing their attack bonuses by 1. That fortunately destroys the ghouls.

Round 2, new fight as the ghasts and remaining ghoul come through the door. The ghasts pause at the sight of 11 ghouls dismembered on the floor. But there are only two foes. No surprise and the undead have initiative. The ghast flee but are forced back by the leading ghasts in Room 118 as there are only two foes. Leaving the remaining ghoul to slow down the heroes. It attacks, misses and is destroyed.

Round 2, four ghasts, one at +1 to hit and damage advance, thinking to smash the heroes down. Due to the stench Celest takes a -2 to hit. But the heroes win initiative this round. Swords and spell Fray do 6 HD even with Celest just hitting, one ghast is destroyed and another goes 4HD -> 2HD.

Dounil is hit and must Defy Death, taking a total of 3 HP from the whole ordeal from random ones rolled during the process, HP 13 -> 10. Celest is clawed and must Defy Death for the first time to not being paralysed, HP 8 -> 6.

Round 3, Dounil is clawed again for 1 HP, HP 10 -> 9, but passes the saving throw. Heros do 8 HD in retaliation, destroying 2 of the ghasts, including the leader and leaving only the wounded one.

Round 4, the heroes go first and though Celest misses with her sword and Dounil rolls a fizzle with his spell Fray, the ghast is very overkilled.

After bandaging, Celest HP 6 -> 8 and Dounil HP 9 -> 11 take stock, the time is with rounding [13:05].

Disinterring the ghouls and ghasts from the treasure is a tedious task. Room 115 has a hideous bas relief of a head surrounded by prancing forces of evil, 6 cloth bedding that stinks in a way indescribable to those not familiar with ghouls and a box. Inside: an old cloak described as having no value, 263 cp, and a “6 inch tall finely carved ivory statuette” (85gp). The larger ghast has a gold chain with rubies (7,000 + 3 x 1,000gp) the other leader ghast is tossed carefully and I rolled a 6 to cover for the fact the idea of having 6 to 8 characters individually searching a ghast’s left hand specifically to see if a ring wasn’t just a bony growth or extra knuckle was stupid. They find the 4,000gp ruby ring. This takes 1 turn, 1/6 [13:15].

Going into Room 116, they see lots of cloth bedding, a barrel and a sack. On the second turn of searching out of three. They hear the slurping noise and see a flowing grey form, like the floor has come alive slip behind them, having sensed living flesh over the ghoul carcasses.

Neither the heroes nor the Grey Ooze are surprised, Heroes gain the first round. Round 1, the grey ooze dies.

The next turn as they reach the last section of the ghouls’ room, eight brigands and a F2 leader arrive to check the trail of ghoul bodies. The brigands are surprised and that is their doom. The heroes do 6 HD in the surprise round, killing the leader and half the brigands. And then the heroes win initiative for round 1 and despite horrible rolls, the heroes do 5 HD of damage to 4 HD of brigands.

The heroes finally search the last 2 x 10-foot squares leaving them with, at 4/6 [13:45]:

92sp and 47ep in a hole under a barrel, 54gp from the brigands and a sack with 13 sets of clothes.

Another turn of searching Room 117 clears the bedding of treasure, evidently the resting undead don’t leave non-edibles there. The stench is so foul and the need to rest so great the heroes willingly move into the corridor outside of Room 114 rather than spend more time among the quiet dead, using their hidden abilities to try and keep safe.

Pity 2 ghouls coming back from their patrol interrupt them. No one is surprised but the heroes not only go second, but they have -1 to attacks due to no rest. Luckily the ghouls miss but only the Fray retaliates to destroy one and do 1 HD to the other, 2HD -> 1 HD. Round 2, only the negative AC saves Celest from a hit, they destroy the ghoul in return. The ghouls had 9gp on them. They have to rest again but are no interrupted [14:15].

Back to Room 117, they only need two turns, one for the 2 x 10-foot squares containing bedding and one to realise the ironbound chest is padlocked 2/6 [14:35]. Another turn search Room 118 as it’s a small trophy room, nothing but a dirty shield on the wall. Mindful of the candelabra enchanted with light and the magic swords, the pair debate how to find magic items. They resolve to drag all loose weapons and items into a pile and Dounil will cast Detect Magic at once. Another turn to heave the chest and shield back to Room 115 3/6 [14:45]. Moving along the outer door they come to Room 119. Entering and resting in Room 119, a banquet hall destroyed by a skirmish and the detritus left, including dead warriors. Mindful of treasure, they spend a turn searching, finding a shortsword and a battleaxe but nothing else useful 1/6 [15:25]. Moving on, it takes another couple of turns of creeping to move beyond the hall and take an eastern turn into a disused kitchen. Besides the large oven, skeletons and mysterious doors, there is nothing but detritus 3/6 [15:45]. No random encounters throughout.

Then the giant snake strikes but roll above 50%, meaning it fails to surprise and the heroes have the initiative with another good roll. The snake dies. The pair take 3 turns and a turn of rest to search what turns out to be a ruined kitchen with a few skeletons inside it 2/6 [16:55]. This extra added turn is because they were interrupted mid-rest by 7 brigands and a F2 leader trying to figure out the event of the last two days.

Neither are surprised. For round 1, Celest goes first then the brigands then Dounil. Celest kills 5 HD, leaving 4 brigands. Those brigands pass morale but miss all attacks despite rolling a 19, as Celest’s negative AC provides the edge. Though Dounil misses, his Fray kills 2 more.

Round 2, same order. Celest kills the remainder. Now they complete their rest and have 39gp more. Dounil remarks his education was greatly funded by fighting random gnoll and bugbear patrols beneath the moathouse.

Most notably, one skeleton is an ogre who has a short sword as its “dagger” and dried pout leather sack (I would assume to be openable) containing 84gp. The side storage rooms are looked at and ignored.

Peeking from Room 120 down the corridor shows they are at the terminus. With another door ahead 60 feet and to their left (eastward). Advancing to it and opening it as silently as they can, they see another passage heading north-east and NRE, 3/6 [17:05]. Celest asks if this is on his maps and Dounil says no and they shouldn’t go down it until they have cleared everything “behind” them (the connected western rooms).

Advancing another 10 feet and 10 again takes them to an open corridor slanting north-west and a locked door. Dounil’s secondary skill being a mapmaker, he tells Celest that these seem to connect to the rooms they cleared. Another 30 feet has an open eastern passage. Again, the bypass it for later. And 10 feet later they encounter an ogre looking for somewhere quiet to deal with indigestion before they can end their turn 4/6 [17:15].

The heroes are surprised, though luckily the ogre fails to hit Dounil.

Round 1, Celest goes before a simultaneous round. Only her magic Fray can hit and does hit, so the ogre goes 4HD -> 3HD. Dounil does 2HD, so 3HD -> 1HD. The ogre rolls a 1, which is just a miss in these rules.

Round 2, Celest, the ogre and Dounil is the order. Only Celest’s magical Fray hits but it kills. The ogre has no treasure.

Another turn of movement brings them back to the four-way junction that led to the undead, having explored all but 3 one branch, they turn right to go west to Room 114, the locked room and stop outside for their rest turn, becoming aware of faint noises inside, NRE 6/6 [17:35].

Unable to open the door with a lockpick or magic, they bust it down by carefully applying their never-dulling magic blades and the battle-axe they found for general violence. No one can be alerted and checking the description of two attacks per person for a total of 4d8, it takes 3 rounds to hack the door down. Which does make it an extra 3 minutes, but since things generally aren’t measured in minutes outside of combat, I’ll just say 5 minutes and round the time to [17:40] for ease of writing.

A horrible sight and smell assault them. Naked and chained (the men) human (by default) prisoners are trapped here, two women among them. They beg for help, saying ghouls captured them and they have taken away others to a no-doubt gruesome fate. The heroes realise the clothe sin the ghoul’s lair were taken from these people and as Dounil hacks away at the chains, Celest goes to fetch them. I’m going to rule this takes the rest of the current turn and the turn after, NRE x 2, 2/6 [18:00]. The women are family to a Nulb merchant (though the text does not say if it is one of the two other merchants held captive). The sailor was brought here by Dick Rentsch for making a pass a Dala. But Dounil killed Dala and Dick months ago before I read this section. We can say it was the pirate tavern or leave it ambiguous. Dounil and Celest were not feeling quite like they could tackle another area, but no they have an excuse to escort these folk back to Nulb, where they all hail from. The fact the region is generally Neutral Evil only applies to a Paladin, if this was even thought of at the time of writing. This is also a great excuse for the heroes (Celest) to make some goodwill in a village where they are not trusted. As they dress, the heroes tell them they have one last task to do. They take the random weapons and shield and throw them on the pile, then Dounil casts Detect Magic.

The Shield is revealed to be a +1 Shield, which neither have need of (but is valuable). OSE said that magical items for sale are double the cost of creation. Some quick back of the envelope math tells me the general cost of making a new magical weapon is x 20 the base cost. So, a Shield +1 is 100 x 40 = 4,000gp. Lucrative if they can find a buyer to earn them that 250 XP. The chest also has a magical scroll inside, a Protection from Undeath, but nothing else. The heroes spend another tow turns bashing that chest open while the freed prisoners cower inside the door, ruining the battleaxe and one of the short swords they found, luckily NRE x 2, 4/6 [18:20]. Inside is a silver scroll tube they know contains the magic scroll, 611sp and a brooch with a carnelian stone with a cameo coat of arms. General knowledge tells them part of it is for Veluna but neither took heraldry for their secondary skill and don’t know they what it has been quartered with. Getting weighed down, even with the treasure distributed between two. They give a man at arms the last short sword and tell them to follow between them, and they will get them back to Nulb.

The people are injured and it is dark, but no one is moving at the slower exploratory speed, so I’ll judge them going at still 60 feet a turn. I assume that though Dounil and Celest are half-elves and so do not need external lights, the rescued people do. Luckily, they killed some brigands, who do need light and so I rule they can find a flint and steel on them as a matter of course. Lighting one of the many unburned torches from the corridor description.

They rest once more to refresh the turn rate [18:30] and it takes 3 more turns to escort everyone up to the ruins of the temple on the surface 3/6 [19:00].

On the stairs themselves, they encounter 9 brigands and a F2 leader, who like he last two groups, have explored the death and destruction wrecked by the heroes on the Broken Tower brigands and the chaos downstairs, found the horses and are sweep the area. None of the three groups have killed the horses because horses are valuable and useful for humans. Monsters would though. Only Dounil can engage with melee, the prisoners block Celest. The brigands are surprised though.

Surprise round, it turns out a roll of 9 is enough to hit the AC7 brigands. Two 8s from sword and spell kill the leader and 2 more, leaving 7 left. Celest pushes up the stairs, using her spell Fray to kill another.

Round 1, Celest goes first then the brigands then Dounil, who is quite tired from the day’s exertions and wounds. Celest’s spell Fray kills another; she’ll get to the frontlines next round. No brigands hit Dounil, who returns with 4 HD of damage, killing all but 2 brigands.

Round 2, brigands go last, so Celest’s sword Fray kills one and Dounil overkills the rest. They redistribute the swords to the survivors of the cell and pocket the 42gp.

On the surface, they see faint moonlight as it is 7pm on the 13th of Ready'reat, the last season of autumn. It appears my detour to A0 probably was a bit extreme considering how long my original character spent walking about in the desert and on boats.

They extinguish the torch and tell the survivors they will escort them by moonlight, though there is much fear among them. No encounter getting them out of the temple grounds. It is an hour on foot, but I’ll say two for the weakened state of the survivors.

Two random encounters which for time I am writing this, I will turn into one encounter. 15 brigands lead by a 4th level leader and a merchant caravan (rolled not evil pilgrims). The caravan failed to make it to Nulb before sundown and the brigands are having a go at them. It’s up to the heroes to save the evening.

100 yards distance between them. The brigands are surprised. The pair will use their surprise round to ride forth on horseback to 20 yards distance and dismount, as the horses are not battle-trained.

Round 1, The heroes go first, they charge forth into combat with swords, 4 brigands die from sword Fray. Celest doesn’t hit any though with her main attack and Dounil only does 2 HD to the leader, 4HD -> 2HD. Fortunately the rolls for the brigands were all awful and only Celest was in danger if the attack roll had been 20, but it was 19 instead.

Round 2, Dounil fights 6 brigands and the leader, Celest fights 5. Heroes go first. Dounil kills the leader and 2 more brigands. Clest kills 2 more as well. The 7 surviving brigands fail morale and flee.

Round 3, though they are far slower with their equipment alone, the heroes cast spell Fray after them. Killing 2 more. I realise I never accounted for the caravan guards and roll 2d6 to see if the guards did HD damage, they did slay the remainder with crossbows and so the heroes don’t get XP for the remaining 5 0-level brigands.

The party ask if they can spend the night with the caravan, as they have too many people to safely escort back in the dead of night. The caravan agrees and says it would be good for them too, as the heroes were mighty and noble. The bodies were dumped some distance for the wolves and there is not any description of treasure, so none. This is a great chance to tally XP and finish the session.

XP from monsters alone: 34 level 0 brigands, 1 level 4 Fighter, 3 level 2 Fighters, 1 ogre, 1 giant snake, 1 grey ooze, 12 ghouls and 4 ghasts. IN OSE XP that is 5 x 34 + 75 + 3 x 20 + 125 + 200 + 4 x 175 = 1330/16 = 83 x 1.1 or 1.05 = 91 FXP or 87 MUXP.

Saturday, August 15, 2026

5.5E to Cyberpunk RED Species Part 2 - The Supplements to Date

 Very importantly here, I am only doing the 5.5E supplements and not including Lorwyn: First Light. As that as originally concieved for the Planeshift extra line for 5E and secondly because it's not very good. With non-functioning mechanics, obtuse wording and generally horribly sanded-down content from what was a very thematically strong and and dual-focused set.

In 5.5E, skill and tool proficiencies are a binary thing. You either have it or you don't while RED is more about the skill point totals. So whenever a species description said to add proficiencies, I interpreted that as adding to a skill twhen in 5E it would be flipping a switch from equal to none.


Changeling

Creature Type: Fey

About 4-7 feet tall or about 2-4 feet tall

Change Changeling Instincts. Thanks to your connection to the fey realm, add extra skill points equal to half your LUCK stat to two of the following skills of your choice: Acting, Dance, Human Perception, Interrogation, Persuasion, Play Instrument or Singing.

Change Shape-Shifter. As an action, you can shape-shift to change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight and can change your size between Medium (4-7 feet tall) and Small (2-4 feet tall). You can make yourself appear as a member of another playable species, though none of your game statistics change. You can't duplicate the appearance of an individual you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. This trait doesn't change your clothing and equipment.

While shape-shifted with this trait, you have Advantage on EMP checks.

You stay in the new form until you take an action to revert to your true form.


Dhampir

About 4-7 feet tall or about 2-4 feet tall

Your MOVE increase by 1

Change Darkvision. You have Darkvision with a range of 20 yards/metres.

Change Spider Climb. You may climb equal to your MOVE. When you reach LUCK 6, you can move up, down, and across vertical surfaces and along ceilings while leaving your hands free.

Trace of Undeath. You have Resistance to Necrotic damage.

Change Vampiric Bite. When you use Brawling or unarmed Martial Arts and deal damage, you can choose to bite with your fangs. You deal Piercing damage equal to 2 plus half your BODY stat.

In addition, when you deal this damage to a creature that isn't a Construct or an Undead, you can empower yourself in one of the following ways:

Drain. You regain Hit Points equal to the Piercing damage dealt.

Strengthen. You gain a bonus to the next stat check or attack roll you make within the next minute/20 turns; the bonus is equal to the Piercing damage dealt.

You can empower yourself with this trait a number of times equal to half your LUCK stat, and you regain all expended uses when you finish a Long Rest.


Hexblood

Creature Type: Fey

About 4-7 feet tall) or about 2-4 feet tall

Change Darkvision. You have Darkvision with a range of 20 yards/metres.

Change Eerie Token. Once per turn, in addition to any actions taken this turn, you can create a magical token by harmlessly removing a lock of hair, detaching a nail, or using some other method. While the token exists, you gain the following benefits:

Distant Message. As an action, you can send a telepathic message of 25 words or fewer to a creature holding or carrying the token, as long as you are within 10 miles/16 kilometres of it.

Remote Viewing. If you are within 10 miles/16 kilometres of the token, you can take an action to extend your senses through the token for 1 minute/20 turns, until you have the Incapacitated condition, or until you end this state (no action required). During this state, you can see and hear from the token as if you were located where it is. When this state ends, the token is harmlessly destroyed. Unless the token is destroyed early, it lasts until you finish a Long Rest. Once you create a token using this feature, you can't do so again until you finish a Long Rest.

Hex Magic. You always have the Disguise Self and Hex spells prepared. You can cast each spell once and you regain the ability to cast it in that way when you finish a Long Rest. INT, WILL, or EMP is your spellcasting ability for the spells you cast with this trait (choose the ability when you select this species).


Kalashtar

Creature Type: Aberration

About 6–7 feet tall

Dual Mind. You have Advantage on WILL + Concentration and EMP + Concentration rolls.

Mental Discipline. You have Resistance to Psychic damage.

Mind Link. You have telepathy with a range in feet equal to 5 times your LUCK stat. When you're using this trait to speak telepathically to a creature, you can take an action to give that creature the ability to speak telepathically with you for 1 hour or until you take another action to end this effect.

Severed from Dreams. You can't be the target of the Dream spell. In addition, when you finish a Long Rest, you add half your LUCK stat to a non-weapon skill. This proficiency lasts until you finish another Long Rest.


Khoravar

About 4-6 feet tall or about 2-4 feet tall

Change Darkvision. You have Darkvision with a range of 20 yards/metres.

Change Fey Ancestry. You have Advantage on rolls you make to avoid or end the Charmed condition.

Change Fey Gift. You know the Friends cantrip. Whenever you finish a Long Rest, you can replace that cantrip with a different cantrip from the Cleric, Druid, or Wizard spell list. INT, WILL, or EMP is your spellcasting ability for it (choose the ability when you select this species).

Change Lethargy Resilience. When you fail a roll to avoid or end the Unconscious condition, you can succeed instead. Once you use this trait, you can't do so again until you finish 1d6-2 (minimum 1) Long Rests.

Skill Versatility. You can add half your LUCK stat to one non-weapon skill. Whenever you finish a Long Rest, you can replace it with another skill.


Lupin

About 4-7 feet tall or about 2-4 feet tall

Change Darkvision. You have Darkvision with a range of 20 yards/metres.

Change Feral Pounce. Damage from your Brawling attacks halves armour SP. In addition, once per turn, when you hit a creature with an Unarmed Strike as part of the Attack action on your turn, the creature must make a DEX + Athletics or DEX + Dodge/Evasion roll (their choice) to avoid being pushed 1.5 yards/metres.

Change Howl. Once per turn, in addition to any actions taken this turn, you let out an unearthly howl. Each creature of your choice within 5 yards/metres of you must succeed on a WILL + Concentration against a DV of 11 + BODY or have Disadvantage on rolls until the start of your next turn.

You can use this trait a number of times equal to half your LUCK stat, and you regain all expended uses when you finish a Long Rest.

Werewolf Instincts. You add half your LUCK stat to the Perception, Stealth, or Wilderness Survival skill.


Reborn

About 4-7 feet tall or about 2-4 feet tall

Change Escaped Death. You have Advantage on Death Saves.

Change Everlasting. You are immune to the effects of Fatigue, Drowning and Asphyxiation, dehydration or malnutrition. You don't need to sleep, and magic can't put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.

Change Knowledge from a Past Life. You add half your LUCK stat to one non-weapon skill of your choice.

In addition, you can temporarily peer into the past to aid you in the present. When you fail an ability check, you can roll 1d6 and add the number rolled to the result, potentially turning the failure into a success. You can do this a number of times equal to half your LUCK stat, and you regain all expended uses when you finish a Long Rest.

Strange Endurance. You have Resistance to one of the following damage types of your choice: Cold, Necrotic, or Poison and toxins.


Shifter

About 4-7 feet tall or about 2-4 feet tall

Change Bestial Instincts. Channeling the beast within, you add half your LUCK stat to one of the following skills of your choice: Athletics, Contortionist, Interrogation, or Wilderness Survival.

Change Darkvision. You have Darkvision with a range of 20 yards/metres.

Change Shifting. Once per turn, in addition to any actions taken this turn, you can shape-shift to assume a more bestial appearance. This transformation lasts for 1 minute/20 turns or until you revert to your normal appearance, in addition to any actions taken that turn. When you shift, you gain Temporary Hit Points equal to your LUCK stat. You can shift a number of times equal to half your LUCK stat, and you regain all expended uses when you finish a Long Rest.

Whenever you shift, you gain the benefit of one of the following options (choose when you select this species)

Beasthide. You gain 1d6 additional Temporary Hit Points. While shifted, you have a natural 5 SP to all locations.

Longtooth. When you shift and on your other turns while shifted, once per turn, in addition to any actions taken that turn. You can use your elongated fangs as part of a Brawling or Martial Arts attack. If you hit with this attack and deal damage, you halve the SP and do 1d6 plus half your BODY stat, instead of the normal damage.

Swiftstride. While you are shifted, your MOVE increases by 2. Additionally, once per turn, you can immediately move up to 1.5 yards/metres when a creature ends its turn within 1 yards/metres of you.

Wildhunt. While shifted, you have Advantage on WILL + Concentration rolls. Additionally, no creature within 10 yards/metres of you can have Advantage on an attack roll against you unless you have the Incapacitated condition.

 

Warforged

Creature Type: Construct

About 6-8 feet tall or about 3-4 feet tall

Change Construct Resilience. You have Resistance to Poison and toxin damage. You also have Advantage on rolls to avoid or end the Poisoned condition.

Change Integrated Protection. You have a natural 5 SP on all locations. In addition, armor you have donned can't be removed against your will while you're alive.

Sentry's Rest. You don't need to sleep, and magic can't put you to sleep. You can finish a Long Rest in 6 hours if you spend those hours in an inactive, motionless state. During this time, you appear inert but remain conscious.

Change Specialized Design. You add half your LUCK stat to two non-weapon skills, one of which must be a TECH skill.

Change Tireless. You are immune to the effects of Fatigue, Drowning and Asphyxiation, dehydration or malnutrition.


And as an extra because someone asked to play one in the game:


Eladrin

(Interesting to see if this ever gets readapted between 5E and 5.5E).

Choose your eladrin's season: autumn, winter, spring, or summer. When finishing a long rest, you can change your season.

You are also considered an elf for any prerequisite or effect that requires you to be an elf.

Change Darkvision. You can see in dim light within 20 yards/metres of you as if it were bright light and in darkness as if it were dim light. You discern colours in that darkness only as shades of gray.

Change Fey Ancestry. You have Advantage on rolls you make to avoid or end the Charmed condition.

Change Fey Step. Once per turn, in addition to any actions taken this turn, you can magically teleport up to 10 yards/metres to an unoccupied space you can see. You can use this trait a number of times equal to half your LUCK stat, and you regain all expended uses when you finish a long rest.

When you reach LUCK 6, your Fey Step gain an additional effect based on your season; if the effect imposes a roll, the DV is 11 + your INT, WILL, or EMP modifier (choose when you select this race):

Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 3 yards/metres feet of you must succeed on a WILL + Concentration roll or be charmed by you for 1 minute/20 turns, or until you or your companions deal any damage to the creatures.

Winter. When you use your Fey Step, one creature of your choice that you can see within 2 yards/metres of you before you teleport must succeed on a WILL + Concentration roll saving throw or be frightened of you until the end of your next turn.

Spring. When you use your Fey Step, you can touch one willing creature within 1.5 yards/metres of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 10 yards/metres of you.

Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 1.5 yards/metres of you takes fire damage equal to half your LUCK stat.

Change Keen Senses. Add half your LUCK stat to your Perception skill.

Change Trance. You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.

Whenever you finish this trance, you can change your season, and you can add half your LUCK stat to two TECH, REF or DEX skills, so long as the skill involves using a hand tool. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.

Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.