Sunday, October 11, 2026

AD&D Solo Adventures - The Village of Hommlet Part 17

Still day 236 (1st of Fireseek CY 577)

As the guards came from the south, they continue along the corridor that went east that Room 133 branched off from. Turn 1 gets them out into the corridor at a good clip, 2/6, NRE [14:20]. On the second turn of movement, they reach a south-west passage that Dounil said matched the map for the north-east going passage from Room 125. They finish the turn at the door to Room 149, where they just avoid rolling any encounters and Dounil steps on the pit trap and drops, taking 1 damage from 10 feet, HP 17 -> 16. Celest asks if he can climb up but Dounil can’t, worst, the pit begins to flood. Dounil must cast Levitate to escape, which he does. Though this was all observed from the spyhole in the door and now there is no surprise chance against the guards.

Feeling wet, sore and irritated, Dounil is the one to throw open the door to Room 149 and the pair face 14-armed men, arranged in two rows. The heroes are not surprised, and I rule the guards prepared their actions so go first.

R1, Celest is missed by one point by a javelin from the front rank, who change to swords after throwing. Dounil is missed by one point by two crossbow bolts. Breaking on their armour and shields. One of the leaders’ javelins hits Celest, doing 2 damage, HP 14 -> 12. Dounil does 4 HD damage with his sword Fray, battering away at the line. Celest does none, reeling. Their main attacks though do 2 and 4 HD damage respectively, Dounil focusing on getting to the leaders and Celest hewing at the guards. 8 guards are dead and a leader goes from HD 3 -> 1.

R2, the guards here don’t even get to check morale because the pair go first, Dounil finishes off the remaining guards, cancelling out Celest’s Fray as she is below the HD level of the leaders. Dounil finishes off the wounded leader and Celest does in the other. A bandage and riffle through the pockets and weapon racks find nothing except money, they will have to cart this stuff back to the cleric chamber for testing later. Two bronze medallions with a raised triangle (20gp x 2), 12sp 64ep, 16gp and 6pp. HP 16 -> 17 and 12 -> 14, the random encounter is 10, which is the patrol from this room and so discounted, 3/6 [14:30].

On a hunch, Dounil looks at the three doors, one in the southwest of the door they came in and one in the north-west corner, going north. He opens the southern one and edges along the corridor, as there was a lip around the other trap. After 20 feet (counts as half movement) he stops bac onto the middle. Going to the door beyond takes 2 turns but he establishes the door opens into the ghoul area they cleared, Celest probes the floor with her feet, finding the floor trap on the third turn and allowing them to cross it and rest 1/6 [15:10].

They advance north but find themselves going west, Celest points out the corridor that branches south 30 feet along ends in a slanted wall. They investigate and Dounil finds the secret door and shortcut. Back to the corridor where they just were. They also ee a north-west diagonal passage and follow that, 4/6 [15:40].

Unfortunately, 10 feet along in that passage, they find 4 ghouls, which they had hoped they had all slain. The heroes are surprised. Fortunately, their magic armour and shields lowers their AC so far, the ghouls can’t hit.

R1, the heroes go first, Dounil’s Fray misses but in total they do 8 HD, just enough to wipe out the ghouls. One has 5gp.

More of a brief encounter that will be deducted next time they have an odd-minute rest. Another turn of movement, rest and movement again up the corridor brings them to a junction and an encounter with 5 gnolls. The gnolls are complaining the temple seems dead and disappointed in the offer made by the fire temple below. But neither of the pair understand gnoll or know they came via the back entrance to level 2. No surprise for either. Heros in initiative.

R1, the Heroes do 6 HD, slaying 3 of the gnolls outright. The last gnoll passes morale and screams a cackling battle cry as it charges to break through. It does not hit.

R2, Celest kills it and now everyone knows they are here 3/10 rounds 1/6 turns [16:10]. Elmo left 10 minutes ago, so they are either going to have to walk home in the dark or sleep in the temple.

To see if there is a safe sleeping area, the move slowly west into Room 152, spending half the turn advancing and down the steps. They see the turnkey and the bugbear torturing the victim and the screams do drown out their footsteps (roll of 3). They have surprise.

SR, their Fray wounds the bugbear HD 3 -> 1, as they focus their attacks on the turnkey, slaying him.

R1, Celest kills the bugbear.

This and the half a turn of movement neatly cover 10 minutes of time and so I’ll just add a turn to the counter 3/6 [16:30], no random encounters come to assist.

There is the victim on the rack, a man. Two women in cell a, and two orcs in cell b.

By the light of the charcoal brazier, Celest busies herself with looting and freeing the man on the rack while Dounil interrogates the rescued captives. Celest finds a bronze ring with a triangular setting of jet (50gp), 5sp, 1ep, 23 gp, 1 pp, a rock crystal (50gp) and a lump in the turnkey’s surcoat which is she needs to cut, turning out to be four tourmalines (100gp x 4).

The women are local country folk, (I assume either Woodfolk or from Nulb) and want to go home, the orcs were just wandering monsters and say they will fight if it means getting revenge on the temple, being opposed to their lawful natures. Dounil has an idea, He asks the orcs if hy know anything about the temple and then he has an offer, the orcs sensing work and maybe loot, tell Dounil about the entrance below to the 2nd level, found in Room 153, just one further turn up.

Dounil though knows they need to get out of the dungeon. He offers the orcs all the weapons they and armour they can carry, if they abide by two terms: they will assist in escorting the party out of the temple and back to Nulb and they will immediately leave the Nulb area. If they refrain from attacking or robbing anyone on the way there or out, they will not be pursued or hindered by the pair. The orcs were hoping for fighting inside the temple, but as the alternative is to be left here, they agree. The pair rest to reset their time, NRE [16:40].

Escorting the rescued people, they must retrace their route to Room 149, where weapon racks are plentiful and then out. Dounil at the front, then the orcs, the humans and then Celest. Four turns to get to Room 149 and the wounded prevent them from moving above exploration speed. The humans are given a torch from the wall, though Dounil still has his bullseye lantern for colour vison work. This is obvious though and the pair quietly agree with the orc’s grumbling about losing their infravision.

On turn 3, as the heroes are explaining how to get around the pit trap on the floor, Celest is ambushed from behind (surprised) by 5 gnolls, who had travelled to the temple to join their brethren and found only bodies scattered about the place. No hit though from the flurry of throwing axes.

R1, amid the yelling and confusion as only Dounil, the man at arms and the orcs are armed (flail, battle axe and bastard sword) behind now the women. Celest, then the gnolls and then the rest go. Celest kills 1 gnoll. And the rest fail to hit her with axe or sword. Dounil decides he won’t push and fires off his spell Fray, killing another gnoll. The orcs shove the humans aside and charge, one hits and kills another gnoll.

R2, In the swirl of melee, Celest kills the remaining two gnolls. The orcs are disappointed to find no money but eagerly strap on more weapons with the gnolls’ belts, 3/6 [17:10].

Inside Room 149 the orcs help themselves to chainmail, shields and fold even more weapons and armour into bundles they tie with belts to the spears. Now encumbered, they still all move only as fast as the wounded man. It will take 5 turns to leave the level and get into the main temple. The party must rest in the corridor on the western side, leaving 3 more turns to go [17:40].

It is 3/6 [18:10] when they reach the surface. There have been no random encounters. Two turns to exit the grounds and confirm there is no Elmo or horses, NRE [18:30]. Only a large owl which flies away when it sees them. The pair hope it’s Elmo’s owl from the brigand attack. The party rest outside the walls and the half-elves and orcs fan out to avoid the torchlight.

It is [18:40] when they reach Nulb, and it is dark and cold. They tell the orcs the bargain is fulfilled, and they are free to do s they wish elsewhere. The orcs leave; happy they can return with loot and their lives. The humans are taken to Mother Screng, who fusses about payment but winks at the pair for their good deeds.

Otis and Elmo ae happy to see them, the owl was indeed Elmo’s animal companion. As for the payment, the heroes tell him of the immense fortune they left in a locked iron chest and a room of evil luxuries.

What they brought with them was the Ring of Shooting Stars, two bronze medallions with a raised triangle (20gp x 2), 17sp 65ep, 39gp and 7pp, a bronze ring with a triangular setting of jet (50gp), a rock crystal (50gp) and four tourmalines (100gp x 4). The Platinum pieces and 30 gold pieces cover Elmo’s daily fee. And he said he will hep them move the chest at no charge. They quietly toast toe death of the Earth temple for hopefully forever. As they know the apprentice is Nulb snitch.

The total monster and magic treasure XP since the attack in Nulb is 263 FXP and 251 MUXP. At the current rate, the characters gain 125 Solo XP for every 2000 XP won in the base module. Treasure wise, they bought with them only 52FXP and 50MUXP.

Day 237 (2nd of Fireseek CY 577)

They spend another 4sp and 46ep the next morning for the bill of the night before, everyone knows their money is good in Nulb, though many worry about more retaliation from the temple.

As they ride for the temple, they debate yet more logistics. Elmo is having his horse pull Otis’s cart, which he is renting out for another 10gp a day as a cover. They grumble it’s an expensive cover. The party hope to clear and gather than material of the floor, then Detect Magic on it all to see what is worth. Elmo thinks they will crash the market in second-hand weapons by next Needlefast. Once they come up, Elmo will return with them to load the chest and spare furniture onto the cart. Though he may need to hitch all three horses to it at the description of what they left behind.

Arriving, they unhitch the cart at the foot of the temple side doors and Elmo says yet another goodbye.

The pair make their way down the left-hand stairs and beeline for the jails and where the passage to level 2 is supposedly located. It will take them about 2 hours of careful movement, going from [9:30] to [11:30], with two resting turns. At [10:10] they have a random encounter in the north-going corridor approaching the door going north-east towards Room 149. Five ghouls, still coming out of the nooks and crannies of the temple even though there are no ghasts to lead them. They surprise the party at 70 feet distance.

SR, the ghouls advance and attack, it’s three against 2 in the 10-foot corridor but none hit.

R1, Celest then the ghouls then Dounil. Celest kills 3 ghouls. The back two surge forward and fail to hit either, Dounil kills 1 and wounds the other, HD 2 -> 1.

R2, Celest goes first and ghoul goes last, ghoul is killed but her sword Fray as she side-steps. They find 22gp.

Moving with great care as they pass partly up the corridor that serves as the jail, they duck into the noted corridor and after a long passage find themselves resting at the top of a spiral staircase. They want to thoroughly explore what was left and check if the jail cells house prisoners, so they retrace their steps, moving silently in a vain attempt to not alert anyone to their metal-shod feet. It takes 30 minutes and 3 turns to reach cell c and f [11:00], NRE x 3.

Seeing 3 prisoners in cell c while cell f is empty, they whisper to them, but the prisoners don’t move. When checking the door, they find it is not locked. Upon opening the door, the prisoners suddenly roll over, Celest swears and the dead faces that yet still move as the 3 zombies stumble to their feet. Dounil says to be careful, he knows from bitter experience zombies care more dangerous than one might think. Good thing they always go last in initiative.

R1, while the zombies take half damage from sharp weapons, Celest’s 2 HD of Fray damage wounds 1 HD 2 -> 1. The AC of 8 means even’s awful roll of 2, modified to a 6 hits them. Half of 8 HD of damage is enough to destroy 2 of them. The zombie hits with might but fails to get through Dounil’s AC.

R2, Celest’s sword Fray catches the zombie as it stumbles back and destroys it. A search fins nothing.

Next turn they find a bound gnome in cell e (locked) and two more cells with three prisoners curled up in each. Recognising a pattern, they ready themselves and open cellblock b and then a, triggering two fights one after the other.

Cell b, round 1, Their use of magic for their Fray to get around the half sharp weapons damage rule hits a snag where Dounil’s Fray fizzles, but they do 2 HD after their main sword attacks, destroying one of the 3 zombies. The zombies fail to hit.

Round 2, magical Fray and then swords destroy the remaining two.

Cell a, round 1, magic Fray and swords destroy all zombies, nothing is found on any bodies.

There are no random encounters, but since the fighting and the searching has taken 10 minutes of time from the ghouls to now, I am going to tack on a turn to the tracker and say they must rest here [12:30], NRE.

The door to the gnome’s cell is locked. But the heroes have the key. The turnkey’s key is never mentioned in the text as being on him in Room 152 or in his possessions in Room 151. So, I assume it was on his person and was looted last session. Removing the gag let’s loose a rush of thanks and words. This gnome was Wonnilon and he is an adventurer of the fighting persuasion and was captured while exploring the temple. They took his gear and he would be willing to serve with any fellows who could assist him in replacing or finding said gear. For an equal shar of the treasure of course.

Dounil and Celest asset the options. This is another body to assist them with their expedition, but they already must pay for two lots of training apiece and have been slowed down in the past by having to carry fellows who proved to be untrustworthy or slow (in-universe reasoning for why it’s taken them so long to level up). They decide to be Neutral Good about it; they offer to recover his gear with no strings attached. Then he can roam and hunt treasure to his heart’s content, as they have cleared out many foes here. But Celest warns him if they are not back in 2 hours, he should make his escape.

Celest explains as they round the corridor, out of earshot, that that is to stop him finding the chest. They pause at the junction with a door to the north and south. They go north into Room 146 and the turn ends before they turn west down the second set of stairs down, 1/6 [12:40] NRE.

As they step down the stairs and onto the floor, the whole floor and part of the wall tip forward, as they combine weigh more than 100 pounds. Dounil takes 1 damage, HP 17 -> 16, Celest takes none as she was cushioned by Dounil. They are attacked by 24 giant rats and neither get their shield or Dexterity bonus, making Dounil’s AC 2 and Celest’s AC also 2. They also lose initiative. Of the 12 which attack Dounil, 1 hit and no damage. Same for Celest and neither infected. On their turn, Dounil’s misses, but his wild swings kill 4 rats, and Celest’s more deliberate swings kill 12.

R2, as another 24 giant rats emerge (out of a total of 144), the heroes regain their shield and Dexterity AC bonuses. They also win initiative; 14 giant rats die and 18 attack. None hit as they need 20s to do so. It takes 11 rounds in total to slay all the giant rats, with Dounil’s HP being 6 Celest’s HP being 9. Dounil had to defy death twice. Dounil casts levitate to get himself out of the pit and first takes Celest’s bags then uses rope to haul her to the lip.

The rest of the time till [13:00] is spent bandaging and scraping the disgusting bloody mush off their boots with their swords, 4/6 NRE x2. They don’t even try and search the wider room. They just stump up the stairs, avoiding the noxious pit, Dounil’s HP 6 -> 8 and Celest’s HP 9 -> 11. Celest must take first in the lineup for the future. Shoving their way into Room 147, they encounter the three bugbear gaolers. The heroes are of course, surprised.

SR, Celest is hit twice but Dounil is not, HP 11 -> 8.

R1, heroes go first, Dounil gets a few swings with his sword Fray but Celest takes revenge with magic and sword, killing 1 bugbear and wounding another HD 3 -> 2. Bugbears miss.

R2, Bugbears go first and hit Celest for 1 damage, HP 8 -> 7. The pair kill them back. While Celest heals, Dounil searches the bodies; 45sp, 42ep and 30gp altogether. The remaining three minutes are spent on the random encounter, as brigands open the door to check if anyone is still alive on the level, no one is surprised.

R1, heroes go first, as they slam into the 7 brigands and level 2 leader. 5 HD of damage kills the leader and 3 brigands. The brigands fail their morale and begin to back off, offer terms that they saw nothing. Celest is out for blood though and Dounil is happy to fight humans with normal HD. No brigand hits.

R2, the pair go first and kill them all. The looting rounds out the turn and they find 55gp, 4/6 [13:10]. 

After bandaging, HP 7 -> 9, they move into the large processional chamber that is Room 148, they can seem the triangles on the floor even in the dark. They decide to head the other way, turning right to the west after heading south, resting 10 feet down the corridor, [13:30] NRE x 2. Another turn of moving south allows Dounil to draw a line on his map through to the bend that came after Room 149, 1/6 [13:45]. They keep going south-west to reach the junction leading up to the prison cells, 2/6 [13:55], NRE x 2.

Returning to Wonnilon, he asks if they found his gear. They have not and he said the turnkey took it. The description of his gear does not match what they took off the turnkey yesterday, so he must have stashed it somewhere. Wonnilon said he the turnkey came up from the south when he appeared. That matches the torture room in Room 152, but there was no office there. Dounil stares at the map, OSE permits roll under saves for ability scores and I decide that passing on for intelligence (roll of 8 out of 13) clues Dounil into there being a larger than normal blank space between this corridor and one off in Room 148. It would touch the top or bottom corridors though, so he spends 1 turn search cell a. This is it’s because it is the narrowest point. Celest searches cell c as the turnkey comes from that direction. The description of the eastern cells says after careful inspection, they find the tiny slit of the spy hole and the metallic sound of the cover, 3/6 [14:05] NRE.

The know the hidden area is the length of the cells, so they star with the southern wall first. Not finding anything on the first 2 10 spaces, they move onto the next. Celest would rather Defy Death to escape this puzzle, the first time this day so she rolls d4s and loses 2 HP, HP 9 -> 7. Therefore, they find the secret door 4/6, NRE [14:15].

It takes 3 turns to search Room 151 and a turn of rest, 2/6 [14:55] Unfortunately, they are ambushed by 5 gnolls investigating if anything remained on this level or they should go home.

SR, the gnolls miss with their throwing axes.

R1, the heroes charge in and kill 3 gnolls, the remaining two pass morale and fail to hit.

R3, Dounil goes first, killing 1 gnoll and wounding the other. That gnolls fails morale and flees, pursued by Celest, who uses her magic Fray to kill it at range. Two more minutes are spent arguing on whether they explore below or the processional chamber. They agree to do either option after they have healed, 3/6 with the left-over time to round up to [15:00].

They find the turnkey’s chest, which is opened with the keys, and they take the contents for themselves, as Wonnilon said to find his equipment, which is nearby. They do wonder if this was his money, but they decide to return it to him if he proclaims his money was lost. He does not, only become enthused at the sight of his equipment. He is quite happy to hear about the wine, and food rations also present, saying he’ll move the bodies, so it looks like the pair fought outside in the corridor and reseal up the secret passage. He does not mention the money even then.

The haul from the chest is: 411cp, 151sp, 90ep, 55gp, 27pp, and a small wooden box with two potions.

The heroes bid farewell and move quickly towards their past haul in Room 137. They move at triple speed, not advisable after a day where foes could have shuffled around or come wandering in. I roll twice on the wandering monster tables for the three turns it takes to reach their treasure pile with a rest on the way, NRE x 7 [15:40]. Putting down the potions, Dounil stands back and casts Detect Magic. The bevy of light excites them both. Chain mail + 2, mace + 1, battle axe +1, 3 potions of healing (though one is in the chest brought from Room 136), a potion of speed and a scroll of two cleric spells (animate dead and prayer).

The battle axe is used to smash open the lock from the wooden chest from Room 316, though Dounil tries not to let it break the inside contents. They decide they should probably go via Hommlet tomorrow; they might be rich enough to level up and anyway they need to liquidate so much furniture and jewellery.

They pile the magical items, gold and jewellery into the chest. Dounil’s casting of magic disc means they can make a run for it at triple speed but at double encounter rolls. None happen, 4/6 [15:50]. They put the chest in the wagon and signal to Elmo with a wave. They discuss with Elmo the possibility of going back for more, He’s willing to give them an hour more but no longer. They rest and at [16:00] descend back for to Room 136. At [16:40] the pair arrive back at the furniture pile; they use the rope from the Room 136 chest to sling the bullseye lantern and the linen around the brasswood stick and hang the lamps from the brass stand. Each carried lengthways across the shoulders. The rugs maybe later. This turns out to be even more awkward than the chest would be as they must travel in single file and stop to rest. It is [17:30] when they reach the wagon and Elmo is not impressed by the haul, he still must bring the horses around and hitch them, luckily there were no random encounters below but as the wagon is hitched a cry ring out.

11 bandits are out, maybe raiding, maybe trying to convey a message to the clerics below, but they see the wagon and move to intercept. They are surprised and 120 feet away.

SR, Celest unslings her bow and nocks an arrow. Dounil advances 60 feet.

R1, Celest first, Dounil last. Celest fires, her failed Fray means her shot was not spectacular enough to kill multiple people, but she kills a bandit with her main attack. Four bandits fire at each with their light crossbows and none hit, the leaders advance to attack Dounil, both miss. Dounil uses his sword Fray on the second in command who is level 3 and directs him main attack at the level 5 leader. He wounds the second, HD 3 -> 2 and the leader HD 5 -> 1.

R2, Celest goes first again, her bow Fray only killing another bandit. Dounil cuts down the second in command as a narrative casualty of his duel with the leader, who he kills. The bandits pass morale and fight on, none hit Celest or Dounil.

R4, Celest, bandits and Dounil. Celest kills 2 bandits, no bandit hits anything and Dounil charges forward to kill the rest.

After all of that, they beat a hasty retreat towards Nulb, hoping they encounter nothing on the roads, they do not. 11pp covers the ranger brothers’ fees. The XP from going and monsters slain is 372FXP and 355MUXP.


Tuesday, October 6, 2026

AD&D Solo Adventures - The Village of Hommlet Part 16

 Still Day 227 (28th of Sunsebb)

We return to our heroes in peril.

But Dounil does have his Ring of Invisibility, somewhat compensating for AC of 7. There are now 10 brigands in the corridor, 3 to enter each room and attack and 2 more to follow each of those sets up. They are footmen and the sets of 3 are being led by the lieutenants. The brigands roll better initiative, even over Celest’s bonus.

R1, no blows penetrate Celest’s armour. The lieutenant’s morning star does 1 damage to Dounil, HP 12 -> 11. Celest fails to penetrate the lieutenant’s armour by 1 but kills the 2 footmen in the minute-long back and forth. Dounil slays all assailants.

R2, Winning initiative, the heroes act with Celest going first as usual. She slays the brigand lieutenant before he can act. Dounil run into the corridor, planning on reversing course and activating his ring if he is severely outnumbered. The Fray against 4 level 0s does the work required.

R3, Celest exits her room and they advance to the stairs, the Waterside Hostel full of the brigands: 5 guards with shortbows, 4 crossbowmen, 2 sergeants (with throwing spears) and the leader. The 4 archers are outside watching the windows. The pair are surprised, not by there being foes but the hail of prepared and aimed crossbow bolts and arrows. Dounil is skimmed by a bolt 1, HP 11 -> 10.

Celest fires off a spell Fray as they reload and fire again, killing a crossbowman. The new rain of bolts, arrows and throwing spears begins. Dounil catches an arrow on his shield and is hit by a throwing spear, HP 10 -> 8. Dounil in retaliation uses his magic Fray to kill one of the 1 HD sergeants.

R4, Celest knows they will be caught out here, she charges down into the assembled forces. She is the same level Dounil was when he first fought the brigands. She kills the 5 guards. The brigand sergeant and leader attack her, the crossbowmen keep firing and the archers are called from around the back. They will arrive next round. Neither brigand can get through Celest’s armour and shield. Dounil is skimmed by another bolt, HP 8 -> 7. Dounil throws himself into the fight as well, doing 4 HD of damage and killing the crossbowmen.

R5, As the heroes go first it’s not worth relating how they slew every brigand but the leader, whose platemail deflected their blows. Likewise, Dounil’s shield reflected the longsword.

R6, Celest by spell Fray and a good roll does 5 HD to the leader, HD 6 -> 1. The leader does 2 damage to her, HP 8 -> 6. Dounil fails to hit.

R7, Dounil starts first for a change and promptly blasts the leader with a bolt of arcane energy at point blank range, killing him.

Then all there is to do is clean up and heal. Nulb is used to violence and the atrocities from the temple. The proprietor is compensated by selling the equipment of the brigands to the pirates. Dounil and Celest continue to pay for lodgings and food and shut themselves up in their rooms to bandage and heal. Mother Screng is summoned for foul-smelling herbs (cover to cast her magic) and everyone wisely does not mention that Dounil is clearly the half-elf who earlier in the year slew the prior hostel owner and employees.

The routine is set, after bandaging, HP 7 -> 9, 6 -> 8, Y’dey heals Celest first as she will recover fastest, HP 8 -> 9. She also surreptitiously brings the money from the hoard. 170cp per day. Including hot water to wash out the wounds, clean the clothes and enjoy life a bit in midwinter and 20gp for Otis. Elmo wisely does not ask for pay and is assumed to be living with his brother. Having done nothing (or some it sems) for his employers. And so, marks the end of the year CY 576.

Celest is healed on the 2nd of Needfast. Nulb cannot and does not enjoy such festivities, but it is known that there are fewer bandits on the roads now. Dounil is healed by the 7th of Needlefast, He and Celest joke they don’t know if this is an omen for the Feast of Fools of Saint Cuthbert’s Day of Trials. Celest used the 5 days to peruse Glyrthiel’s spellbook. She learns Friends (AD&D), laughs at finding Read Magic, Shield, Sleep and Unseen Servant (AD&D). Though she jokes about being a more powerful Magic-User than Dounil now for knowing Sleep and Charm Person, learning the last two spells almost wrecked her, rolling 70 out of 75 and 74 out of 75 respectively.

The bill comes to 1190cp for the hostel and 140gp for Otis. Otis gets 14pp and the hostel gets 119sp.

Day 236 (1st of Fireseek CY 577)

They settle the bill again for the previous night (-34sp and 20gp) and many eyes watch the three ride out to the temple that morning. All parts of the Earth Temple are now on alert and no surprise is possible. They arrive at [9:00] and Otis takes the horses, he’ll return to Nulb at [16:00] to beat the darkness.

On the way, Celest mentions that their promissory notes will expire this year. Dounil agrees they should swing by Hardby and Verbobonc to pick up their dues. Rufus and Burne will likely extend any of their notes to use them for training. Elmo said his last report will mean more people should be coming to Hommlet to assist, the next time they visit.

No encounters on the way to the temple or crossing the grounds. Dounil has prepared two counts of Detect Magic and Levitate, Celest has prepared Charm Person again. Advancing down the stairs, they intend to go around where they had been and see if they can come up from another side to complete the eastern side of the ever scrawled and expanding map, probably should deduct 16 gp and 5ep for spare paper and drawing implements. They advance 180 feet before having the rest, NRE x4 [10:00].

Another turn brings them to a junction with a branch going north-east, 1/6 NRE. They take it and another turn of movement brings them into Room 132. Seeing another detritus-strewn room, Dounil casts Detect Magic rather than investigate the piles, revealing a Ring of Shooting Stars. Eager to find something and not to have wasted the magic, they advance to retrieve it, with Celest keeping watch for traps or hidden monsters around them. This was not above them though so on their way out are they ambushed by 18 stirges, which do surprise them.

SR, Dounil is hit by 3 who latch on and suck 3 HP’s worth of blood, HP 22 -> 19. Celest is hit by 1 who sucks 1 HP, HP 14 -> 13.

R1, heroes get initiative and do 10 HD of damage. The 8 stirges flee to the ceiling and the pair get out as fast as possible. Dounil was hoping for something to improve his AC but gladly takes such a source of spells, although limited by the fact they always return before nightfall. They bandage outside, stemming the bleeding, HP 19 -> 21 and HP 13 -> 14 [10:26].

Advancing further, they return and progress up the northward corridor, turning the corner only after Dounil activates his ring to find it progresses northward again. They stop to rest as the corridor takes a sharp western turn and goes south-west, neither think to check for a secret door., NRE x 4 [11:06].

Three more turns take them to the junction where the passage off Room 125 joins the one from Room 130. They turn eastward again, to see if they missed anything in the guards’ room that could have identified them to the temple (no, it’s because they have left enough trail behind them over the last year), NRE x 3. The third turn takes them right into the refurbished Room 130, where the new guards have spent Needlefast eating whatever supplies were left by the last lot and awaiting their coming. The heroes are surprised.

SR, the five guards (not yet up to full strength) pile on with javelins while the fighters emerge to do the same. From the leader Dounil takes 2 damage and from a level 2 fighter, Celest catches the javelin in her armour padding. Dounil takes another 2 damage from one of the level 0 guards, HP 21 -> 17.

R1, Celest goes before anyone else and the solo rules work in her favour as she does 7 HD of damage, killing all the guards and a level 2 fighter. The fighters drop their javelins and draw longswords, none hit Celest but the lone leader cuts Dounil, HP 17 -> 16. Dounil does 3 HD back, HD 4 -> 1.

R2, Celest kills the other level 2 fighter. The leader hits Dounil, HP 16 -> 15 and Dounil kills the rest.

Another bandage and a turn searching the room. HP 15 -> 17 and they find no evidence but piece of parchment, reading in Common: "Remember to check AUGURY CHAMBER to see if Belstro was lying!" This is not productive [11:51]. They decide to rest and I’ll round it to [12:00].

They found no new jewellery or symbols, but the advance pay: 20cp, 35sp, 78ep, 74gp and 69pp. They discuss whether they can wear the robes of the earth temple over their armour. Unaware that others do so, they assume it would be too bulky and reveal the armour underneath.

They spend a turn to advance to the door to Room 133, push it in and be confronted by the alert guards. The heroes have the initiative and since the 4 guards are all level 0, that’s all she wrote 1/6 [12:10].

R2, Arriving in Room 134, the guards were not alerted but surely, they would have heard the fighting. So they are ready but not yet behind the mantle. Celest goes first and while she cannot make it across the room to the mantle, she does use her magic Fray on the crossbowmen and duel the swordsmen. As they are all level 0-she kills 2 crossbowmen and 2 swordsmen. Dounil’s advance is the same, the crossbowmen falling to his magic. The half orc crossbowmen would have surrendered but not for being last in the order.

R3, the guards in Room 135 are still putting on their gear, so when the heroes advance to the boundary between Room 134 and 135, they cast their magic Fray on the level 0 foes, killing 1.

R4, the guards planned to hurl some javelins and roll the whole barrel of lamp fuel at the pair, smash it and ignite it. Unfortunately, Celest goes first, like a whirlwind she advances to kills 4. Dounil kills another with some swipes but misses with his main attack. The Commander and the Lieutenant from Room 137 arrive and attack Dounil, who curses being obvious in plate. Luckily both miss.

R5, the heroes go first again. Initiative is one of the crucial elements of OSR as it can be so swingy at lower levels. Celest only manages to kill the remaining guard. Dounil does 1 HD damage to the Lieutenant, 3 HD -> 2 HD. They miss.

R6, Celest again then the cultists and then Dounil, her magic Fray does 1 HD to the Leader, 5 HD -> 4 HD. The Lieutenant switches targets and hits Celest, HP 14 -> 13 HP.

R7, Celest first again and she manages to slay the Lieutenant in a flurry of magic and skill. The Commander finally lands a blow on Dounil, 17 HP -> 15 HP. Dounil returns it with sword and magic, 4 HD -> 1 HD.

R8, a bolt from Celest kills the Leader.

R9, the heroes rush for the locked door, only to find it is stuck. The door jamming against something halfway up. They barred it from the other side, and it takes another minute to stand around and wonder what to do to decide to try and break it down 2/6 [12:20].

But first they spend 5 minutes bandaging. HP 15 -> 17 and HP 13 -> 14. And the rest of the turn searching bodies, they debate using the barrel of oil to burn the door down but that might take too long. They do find the leader had a nice battle axe which would make a find door chopper and a bunch of swords to ruin against it. They are more enthused by the money; the total for the day is 206cp, 1716sp 47ep, 1597gp and 95pp, 3/6 [12:30].

Dounil starts work on the door while Celest alternates between helping and keeping watch. Dounil hops he will get Knock someday to avoid problems like these. In turn 1, 99 damage from Dounil and 44 from Celest, and NRE, 4/6 [12:40].

It is the fourth round on the next turn before they are able to break the door down, NRE. This poses a problem. There is a secret entrance to Room 137 that the inhabitants could have escaped from at any time. But the text does not state they will do so until Romag feels they are losing. But it seems ludicrous they will just wait to fight the foe. So, I decided they get two rolls on the random encounter table to see if they recruited spare allies for the fight. NRE x 2 though means it’s going to be by the module. If the fight lasts longer than 6rounds, the heroes will get the penalty for not taking a rest until they reset the clock by doing so.

As the axe (which Dounil notes has held up well) finally breaks/dislodges the door bar, Celest kicks the door down as Dounil swaps to his sword and they charge in. There is of course no surprise.

Initiative for round 1 is Celest, Romag, Dounil and Harstch. Celest charges Harstch because he is in the front and uses her spell Fray on the way. She does no damage as her bolt deflects but her sword slays him on the spot. Seeing half of his forces slain on the spot, Romag casts Darkness and flees. Tragically for him alone, cleric darkness does not affect Infravision in OSE, which I had kept erroneously calling Darkvision, and AD&D is silent on the matter, referring to the lighting as pitch-dark. So Dounil charges after him, dealing 4 HD of damage despite his own spell Fray (Dounil thought he was stronger) bouncing off Romag. Romag is killed outright and I am sure I did something wrong here. Or maybe the game just isn’t set for effectively 8 players vs 2.

Somewhat disappointing fight aside, there is plenty of time to get 15 minutes of rest amid the luxury and bodies, the fountain of fresh water in Romag room is especially handy, NRE [13:00].

They pile up the hefty stuff of the latest series of rooms and search for loose gems and coins, a somewhat lengthy process. The carpets might be worth something, but if they are descending to stealing the linens, they have passed the point of having to haul away every weapon for resale. It takes them 5 turns to search the room, each occupying 1 square. Followed by a rest. There are no random encounters in the hour, and I suspect something may be wrong with these dice [14:00].

The ends of the turning corridors are oddly extended and so they decide to search for secret doors as well, Celest finds the door with a roll of 1 to the wider passage of Room 144. Otherwise, they spend the next 4 turns hauling non-broken weapons and armour into a pile and then resting.

On turn 1 though, they are interrupted by the patrol form Room 149 as I finally rolled a random encounter. 1 Level 3 leader and 6 guards. Rolling for surprise and the guards surprise them. Only magical armour saves the pair from being pin cushioned by javelins and crossbow bolts.

R1, promising as both heroes go first. They charge forth, engaging with the shield wall of three guards. The Fray alone cuts through them, but they don’t have the movement to bring their attacks to bear, so it looks like they just brush them aside. Another volley of crossbows and the leader’s javelins fail to penetrate their magical armour.

R2, heroes go first and sweep the foes with their sword Fray. But they rolled awfully with main attacks, so it’s a good thing they rolled just enough of 6 HD of damage. Otherwise, no random encounters and tack on an extra turn to finish looting and moving the new bodies as well 1/6 [14:10].

In fresh coinage and jewellery, the last couple of bloody hours have produced: A bronze medallion with a raised triangle (20 gp). 36sp, 20ep, 34gp 30pp, a jasper (50 gp), a gold ring (25 gp) and a gold brooch set with a triangular piece of jet (150 gp).

Treasure items include Romag’s velvet ceremonial garb embroidered with triangles of gold thread with precious stones (8 jaspers and 28 hematites, totally 50 x 8 and 28 x 10 for a total of 680gp total), a silver flask on the table is worth 40 gp, and holds good brandy by the smell, another two bottles of fine white wine (4gp) and 90gp of incense and unguents (30 gp of encumbrance). They don’t trust the drink and will see if they can sell it to the pirates as suggested by Dounil. The ink, quills and parchment they will keep for themselves, despite the 7ep and 40gp of worth.

They debate keeping the evil tome of human sacrifice as a magical curio or solution to a future riddle but burn it instead with the lamps.

Furniture incudes: 15 carpets and rugs (120sp), 2 hanging lamps (30gp), a brass stand (10gp), a bronzewood rod (5gp), an iron chest and a key.

Trying the key in the lock works, and they never encounter the poison trap. That gets them two bags of coins with 183ep, 240gp and a gold box set with ivory (350gp). A bullseye lantern, tinderbox, mysterious potion and a scroll. This adds to the linens, weapons, non-fouled clothes and 9 candles.

Faced with this haul, two people already at their weight limit without becoming over-encumbered have no way of carrying even the coinage, let alone the furniture. But they pile the money and small items into the chest and lock it again. On subsequent trips, they’ll take the furniture.


An arbitrary cut here as this is already overdue, the rest of the session will form the next post this week.

Sunday, September 27, 2026

Antarctica Adventure Jam Region 3 - The Farlands and Payuul/Highlands

I know this is not in the required format for the Antarctic Adventure Jam. What matters here is getting my thoughts down on time.

When I submit the collective material to the jam, I will fix all the formatting errors. Those of you reader who cannot access the jam, I suggest you do. It can only get better.


### 303-530 Edge of Nothing Town

500 people in an increasingly hard to distinguish network of windbreaks and earth ramparts. The most remote of the Farland settlements, these people speak with thick accents, containing many Hunter and Coldwater words. They live by resupplying hunting bands and selling the ivory of their hunts to traders from Oonel 300-531, Yuseel 303-538 or downriver once a year. The last time they had to pay any sort of tax was when the River Cat 310.530 came two summers ago.

Led by Headwoman Ochoo and Spirit-Talker Sam

#### Ochoo F N F6 HP:19 AC:3

Potion of Delusion

Spell scroll (web, dimension door, dispel magic, massmorph, growth of plants)

Spellbane, Neutral Sword +1

INT 12, Ego 12, Speaks 4

Special Purpose Slay Arcane spell casters

Locate secret doors

Detect shifting architecture

Detect slopes

Healing

#### Sam F N C6 HP:25 AC:7

Spellbook: light (darkness), detect evil

snake charm, bless (blight)

Bag of Holding, Potion of Fire Resistance

Spell scroll (create water, protection from evil 10’ radius (c), speak with plants, know alignment, neutralize poison)

### 306-528 Frozen Spring Town

100 people who try to stay out of affairs closer to the coast. They hunt, gather shellfish and trade tundra goods for scant warmer luxuries. They don’t want any trouble, have never received any trouble and if asked about politics, claim there is a three-day guest rights for visitors and the questioner better not overstay it.

Led by Headman Gideo and Spirit-talker Alfoon.

#### Gideo M N F3 HP:8 AC:5

Spear +1

#### Alfoon M C C2 HP:6 AC:7

Spellbook: Purify Food & Water

10 light foot (Mv12 6AC 1HD 1d6)

10 crossbows (Mv12 7AC 1HD 1d6)

### 310-530 Lair of the River Cat

A small forest of masts and spars protrude from the windswept tundra, sod sheds, windbreaks and tents among them the deposed lord of the Farlands has staked his camp here, far beyond the reach of Congress and sets out to reclaim his throne. Mostly by exorting his rightful taxes as a river pirate and ambushing Congress vassal patrols.

A man whose cold eyes are at odds with his heroic smile. He would like to find a reason to give up his cursed hereditary sword, but it symbolises his right. He took his Wizard and Spirit-Talker with him.

140 light foot (Mv12 6AC 1HD 1d6)

80 crossbows (Mv12 7AC 1HD 1d6)

20 heavy crossbows (Mv9 5AC 1HD 1d6)

M N F4 HP:16 AC:0

Shield +1

F N F4 HP:11 AC:2

F N F4 HP:18 AC:2

Greatcusher, Lawful Sword +1

Int: 10 Ego: 6, Speaks 1

Note Shifting Walls & Rooms

Detect Meal & What Kind

Detect Evil and/or Gold

M N F4 HP:25 AC:2

F N F4 HP:12 AC:0

Armor +2

F N F4 HP:13 AC:2

* N F4 HP:12 AC:4

F N F4 HP:7 AC:1

M N F5 HP:13 AC:2

F N F5 HP:27 AC:0

Shield +1

M N F6 HP:25 AC:2

Horncleaver, Lawful Sword -2 (Cursed Sword)

M N F6 HP:28 AC: -1

Armor +2

Shield +1

M N F8 HP:38 AC:3

Shield +1

Glorycleaver, Lawful Sword +1

Lord Martony the River Cat

F N F9 S:11 I:14 W:12 C:10 D:16 CHA:11 HP:33 AC:-2

Armor +1

Shield +1

M N MU11 HP:28 AC:9

Ring of Invisibility

Spellbook: Hold Portal, Protection/Evil, Read Magic, Sleep

ESP, Knock, Levitate, Locate Object

Clairaudience, Dispell Magic, Fly, Water Breathing

Charm Monster, Dimension Door, Polymorph Others

Conjure Elemental, Magic Jar, Transmute Rock-Mud

M L C8 HP:33 AC:1

Armor +2

Spellbook: Detect Magic, Protection/Evil

Find Traps, Hold Person

Continual Light, Locate Object

Create Water, Turn sticks to snakes

Dispell Evil, Insect Plague

15000gp

Gems worth: 3 x 10gp, 3 x 50gp, 8 x 100gp, 4 x 500gp and 2 x 5000gp

Pieces of jewelry worth: 400gp, 4 x 900gp, 10 x 1000gp, 1100gp, 1300gp, 4 x 2000gp, 8 x 3000gp, 4 x 4000gp, 5 x 5000gp, 8 x 6000gp, 7000gp, 8000gp, 9000gp and 10000gp

All embossed with symbols from the land of Congress

Map to Potion of Delusion

Martony says this is the Potion of Longevity and will trade the map for his life. It is buried under a stone 311-532, already being overtaken by grass.

Potion of Longevity

Potion of Flying

Beeblade, Lawful Sword -2 (Cursed Sword)

Int: 10 Ego: 1, Speaks 3

Detect Traps

Detect Meal & What Kind

Detect Evil and/or Gold

### 312-530 Safe from Treachery Town

600 People cling to the leeward sides of a hill ridge, away from the biting interior winds. The name refers to the vast expanse of cold swampland fenced off by the tributary. The neighbouring landscape freezes in winter, but for the rest of the year is soggy, poorly marked and teeming with birds and animals. Otherwise, the locals farm hill terraces closer to the sun.

The Farland inhabitants are wary of strangers; they have met with the exiled River Cat on their journeys to 310-532 and they are not impressed. They remember his tax collectors more than the Congress invaders, who visited once, extorted and forgot about them.

70 light foot (Mv12 6AC 1HD 1d6)

50 archers (Mv12 7AC 1HD 1d6)

They are led by Headman Kelvern F4 and Spirit-Talker Alevo C4.

### 300-531 Village of Oonel

71 people, mostly hunters and trappers, live a precarious life beyond the edge of Coldwater lands. They were sent here by the people of Vichipa 297-536 to rebuild their fortunes by taking direct control of the fur and ivory trade. Rather than wait for hunters from the Wa-Wapauine to come down the river and along the coast. This has turned out to be mutually beneficial, for Wa-Wapauine hunters also use the camp and their need for cavemen slaves has made the camp permeant. Attracting Farland and Hunter (culture not profession) traders. Has an Eagle totem shrine.

In times of trouble, they can raise 14 light foot/archers (Mv12 6/7AC 1HD 1d6)

Led by Head Hunter Yilson F5 and Boboson C1 (brother to the same in 296-532)

### 302-531 Mastodon Feeding Grounds

45 Mastodon feed here, stripping the shrubs of the tundra back by ripping up clumps of grass as well. They have migrated from the forests on their seasonal march up towards the highlands and back and are wary of human hunters. They will steal fruit and vegetables if left on the ground.

### 302-532 Pits of the First People

150 Cave Men live in deliberate isolation and concentration around a series of deep shaft caves.

To sustain their enormous (for cavemen) population, they strike out in bands of 30 into surrounding hexes to hunt big game, fish, gather or delve into the mysterious underground ecology. They will not attack a party but will steal unattended supplies and butcher animals.

They fight with Hunter bands for control of limited summer herds; steal produce from farms and will never spare someone dressed like a Coldwater. For the slave market of 296-532 makes good money selling hardy labourers and gladiators captured from them.

### 310-532 No Tree Town

300 people who are the primary recruiting and fencing site for the buccaneers. They celebrate and, in some ways, fear the buccaneers 310-530 and will not fight or in any way obstruct them. They fish, hunt and grow sparse vegetables in windbreaks. The entire town has no alcohol or gems as it was drunk or taxed by the buccaneers as they passed through. They do have piles of Congress coins they are eager to exchange.

They are led by Headman Macaro F3 and Spirit-Talker Giagori C3.

Giagori has Armor +1.

### 305-533 Hill Hidden Village

50 descendants from the Farland river people live in a state of paranoia. They see any outsider as a potential Congressional spy, here to oppress them. Or even in their fevered imaginings (during winter) orcs who have learned to wear clothes. They have a -2 rection roll to people not born in the village. Outsiders who are grudgingly let in are forced to surrender all weapons and have all their possessions searched. With all food seized as a good behaviour bond. Any excuse will be used to eat the food and give poisoned food in return.

Their contact with the outside world comes from a mixed (village/other Farland) trapper family who haunt the hills as occasional bandits. They can guide people to and from the village (then subjected to the bond) or any hex in the hills by verbal description alone.

They are led by Headman Alfoon.

M N T6 S:10 I:6 W:15 C:14 D:14 CHA:12 HP:19 AC:6

Hawkhammer, Lawful Sword +1, +2 vs Lycanthropes

Int: 12 Ego: 2, Telepathy and speaks 1

Read Magic

 Note Shifting Walls & Rooms

 Detect Gems (# and Size)

Detect Evil and/or Gold

Teleportation

5 light foot (Mv12 6AC 1HD 1d6)

5 archers (Mv12 7AC 1HD 1d6)

### 315-533 Fort Dnal-Talf

70 disgruntled soldiers of the Congress are fortified amid undulating shrubs and grass. In an artificial hill of rammed earth and pit houses. They are here to prevent foes from the March and even the definition of the March itself from overtaking the empty inland regions. It’s a two-year posting, with nothing but weekly resupplies and idle speculation. They are at least issued with foreign rifles and even radium pistols for the leaders. They torment and assault any non-uniformed visitors out of boredom.

Ffie Videl knows the Second Lock and was sent here to complete her tour of duty. She has mixed feeling, it’s not prestigious but not dangerous. She will pretend any visitors are not there to avoid having to make a report.

Beside her radium pistol, she has foreign pellets for herself and Hree, they will turn them into ogres, but Ffie does not know.

Hree Quell knows the Second Lock and Ffie’s lover, they met as First Lock junior officers. She wants nothing more to turn Ffie’s pistol on something that isn’t a passing animal. She will only act if she thinks Ffie will approve.

70 medium foot with Oiligan Battle Rifles (Mv12 4AC 1HD 1d10) see AAJ Appendices p.16

#### Ffie

F C F5 S:13 I:7 W:11 C:8 D:8 CHA:8 HP:13 AC:3 Radium pistol (2d6)

##### Hree

F C F4 S:12 I:12 W:12 C:5 D:9 CHA:12 HP:5 AC:-1

Shield +3

### 309-534 Far From River Town

300 people in a state of disarray, having recently had their ancestral totem stolen by orcs while it was asleep. The town was built by Farland refuges after various villages and settlements along the river were burnt by Congress invaders years prior. After they appealed to the Meteor Spirits, they received a totem and the Congress negotiated a fair tax. A week ago, orcs came down from the hills and stole it, burning down part of the temple.

They believe arriving characters are chosen to save it by the chaotic spirits. If the characters refuse, they will threaten and hold baggage hostage unless the players agree. They will try and guard it anyway in case the players try and flee. They fear the Congress will try and invade if it becomes known, they are right.

Thy are led by a married couple, Headman Macaro and Spirit-Talker Millano.

Macaro

M L F4 S:13 I:6 W:6 C:9 D:3 CHA:14 HP:16 AC:2

Armor +2

Millano

F L C4 S:15 I:10 W:16 C:8 D:9 CHA:10 HP:13 AC:2

Spellbook: Cure Light Wounds, Light Hold Person

70 light foot (Mv12 6AC 1HD 1d6)

50 crossbowmen (Mv12 7AC 1HD 1d6)

### 313-534 On the Grass Town

400 people live by irrigating from wells rather than the river like most people of the Farlands. The town started as a camp for hunters and has grown into a proper town. The Congress travelled by boat during their invasion and negotiated a normal tax rather than take the time to divert. This has made the town popular for people leaving the river settlements. The people are neutral to the Congress for this reason, and the fort 315-533 presents some safety.

This will change when the administration announces new taxes and levies for the start of next spring. To raise another force for the Marches.

The town is run by Hwat Vobmat, who knows the Second Lock and assisted by local enforcers Headman Orovern and Spirit-Talker Ochoo. The heavy foot are from the Congress.

#### Hwat Vobmat

C MU5 S:11 I:10 W:8 C:9 D:7 CHA:6 HP:4 AC:9

Wand of Fear

Spellbook: Detect Magic, Hold Portal, Protection/Evil, Read Magic

Locate Object, Wizard Lock

Clairaudience

80 light foot (Mv12 6AC 1HD 1d6)

32 heavy foot armed with Oiligan Battle Rifles (Mv12 4AC 1HD 1d10) see AAJ Appendices p.16

48 crossbowmen (Mv12 7AC 1HD 1d6)

### 306-536 Lair of the Returners

An orc cave complex, all blind turns, firepits and rooms with multiple entries for flanking. The Returner tribe has climbed back up to a Mesolithic culture witch substantial influence form their neighbours. Not that they would show themselves to outsiders, except as night raiders seeking food. These orcs are fascinated with light and the interplay of refractions, adopting a dualistic religious system about gradient of light and dark on top of their preceding ritual gorging rites that produce their champions (stats as Ogres).

But they need a stronger spiritual protector due to their increasingly less Troglodyte biology and culture. The meteor spirit (stats as Balrog) of Far From River Town 309-534, was seeking a more Choas-aligned community and spoke to them. Now they have the meteorite iron idol and it doesn’t want to leave.

200 orcs (NC Mv9 6AC 1HD 1d6)

2 ogres (C Mv9 5AC 4+1HD 1d6+2)

balrog (C Mv6/15 2AC 10HD 1d6+1)

1000gp in beaten gold prized off the idol

Jewellery made from subterranean cave molluscs, ivory and stolen gems worth: 700gp, 1200gp, 2 x 3000gp, 5000gp and 9000gp

### 311-536 Old Man and Old Woman River

These two colossal turtles have nested high in this tributary since before the Titians remade the world. They sleep most months, mud and plants covering them to look like sandbars. They shift in the winter to keep their noses warm.

This mated pair have grown tired of their kind's undersea war and retreated here.

It is customary without remembering why to throw a coin into the waters here to appease the river spirits. Bigger boats need bigger coins and all of them go into the hoard.

2 x 11 HD Dragon Turtle

60000gp weight in assorted coins

Gems worth: 2 x 50gp, 2 x 100gp and 2 x 500gp

### 312-536 Fork of the River Town

100 people live by the rivers and streams, getting most of their physical money from travellers resting after having to negotiation the local undulations. The village is really four big houses and eight smaller houses. One belongs to Lenodaro, a ruling Wizard with the appropriate Congress-mandated collar. Another belongs to Spirit-Talker Kelvern Quell, a mixed cousin of the powerful Quell family, in 310-541. The other two are rival inns and taverns combined, not above sabotaging each other’s trade.

#### Lenodaro M L MU4 HP:9 AC:9

Spellbook: Detect Magic, Light, Read Languages, Read Magic Invisibility, Wizard Lock

Potion of Clairvoyance

#### Kelvern Quell M N C3 HP:7 AC-2

Spellbook: Detect Evil, Light

Armor +2

Shield +1

### 315-536 Throne City

4000 people live in what was once the capital of the Farlands. It is good land and little clusters of homes surround the central fortified palace. This is now the administrative hub for the Congress and it treated with the seriousness that deserves. The inhabitants bemoan the extra commerce from supplying the Congressional troops and elite do not outweigh the extra taxes and bullying from them. They are looking for a new leader, preferrable a known Farlander, but anyone who can lead until they are disposed of is welcome to pitch their uprising in the temples and the drinking houses. A temporary mob equal to 300 light foot and 60 archers could be raised in the name of freedom.

There are three Congressional leaders responsible for maintaining control over the Farlands, all residing in the palace. Elft Lolkaa, who controls taxation, Oogd Libbies, who is responsible for military activity and Repalce Quell, who organises the correspondence with local leadership. They all know the Second Lock.

They are supported by a dozen Farlander nobles who have been allowed to keep their spheres of influence. Six Headmen (F3 x2 F4 x2, F5, T3) and six Spirit-Talker (C3 x2, C3 x2 and C4 x2).

#### Oogd

M N F8 S:7 I:7 W:8 C:14 D:8 CHA:14 HP:41 AC:3 Radium Pistol (2d6)

#### Repalce

F C F7 S:8 I:14 W:7 C:9 D:10 CHA:7 HP:30 AC:2 Radium Pistol (2d6)

Mace +2                                                                          

#### Elft

M N T6 S:9 I:9 W:10 C:8 D:7 CHA:8 HP:12 AC:7

Leather Armor +1

Ring of Regeneration

40 heavy foot armed with Oiligan Battle Rifles (Mv12 4AC 1HD 1d10) see AAJ Appendices p.16

20 medium foot (Mv12 4AC 1HD 1d6)

20 light cavalry (Mv24 6AC 1HD 1d6)

20 light foot (Mv12 6AC 1HD 1d6) – Farlander

20 heavy crossbows (Mv9 5AC 1HD 1d6) – Farlander

### 316-536 Tower of Gideo Who sees The Realms Invisible

From the Tower-Castle, Gideo is a Wizard in good-standings with the Congress, wearing the ceremonial collar and keeping a watch for treasonous magic from other Wizards. He also wants to seize control of known orc lair 306-536 and master the underground labyrinth, ultimately to build the centre of an empire with humanoid armies.

Gideo will pay in future land and wealth to get assistance. This does require overthrowing the Congress and installing himself as Wizard-King.

His apprentice Rovern MU4, is going along with in the hopes that Gideo will make him his heir or at least get a large chuck of land along with arcane knowledge.

Gideo lets his Gargoyles fly out each night to drink the blood of either random neighbours or his enemies.

#### Necromancer Gideo the Collared

M N MU10 S:18 I:14 W:5 C:10 D:15 CHA:12 HP:27 AC:9

Wand of Metal Detection

Spellbook: Charm Person, Light, Read Languages, Read Magic

Continual Light, Knock, Levitate, Phantasmal Forces

Fly, Protection/Evil, 10' r., Protection/Normal Missiles

Charm Monster, Polymorph Self, Wall of Fire

Magic Jar, Telekenesis

2 Gargoyles

Level 4 Apprentice Magic-User

50 light foot (Mv12 6AC 1HD 1d6)

50 heavy foot (Mv12 4AC 1HD 1d6)

30 crossbowmen (Mv12 6AC 1HD 1d6)

### 310-537 Tracks

Sunk into the mud of the pnorth bank is a set of footprints leading up to a shelter where a man is camped. He says he is a trapper and a mercenary, going to Hex 312-536. The rebel who stole the magic item and 30,000gp of magnetic diamonds (3) from Yuseel. He is willing to lend it (but won’t mention the diamonds) if the party swear an oath (implied but not magically binding) to fee the Coldwater lands from the Congress.

#### Hoolyassie

M L F5 S:17 I:14 W:8 C:14 D:14 CHA:12 HP:19 AC:4

Neutral Sword +1, +2 vs lycanthropes (Intelligence 7, Ego 11, Note Shifting Walls & Rooms, & Knows 1 language)

### 313-537 Swift Water Town

400 people labour as they always have. They hate the Congress for seizing control and directing both taxes and conscripts towards their own ends. But life goes on. Besides Headman Macaro F4 and Spirit-Talker Gideo C3, Mutnat Libbies knows the First Lock and this is his first practical exercise as an administrator. He has seized the ferry that crosses the river for his personal income. Frequently travelling to 315-536 to make reports. The levy members will only turn up unless the town itself is threatened.

#### Mutnat

M C F3 S:14 I:10 W:9 C:12 D:7 CHA:4 HP:14 AC:6

Chaotic Sword +1, (Intelligence 2, & Knows 1 language)

20 light foot (Mv12 6AC 1HD 1d6)

20 crossbowmen (Mv12 6AC 1HD 1d6)

10 crossbowmen (Mv12 4AC 1HD 1d6) - Congress

10 light cavalry (Mv24 6AC 1HD 1d6) - Congress

### 315-538 River Feeding Spring Town

600 people trudge through life. The natural spring here allows for sustained agriculture away from the river and their proximity to the Congress, 316-538 and 315-536 brings trade. But that just seems to create more opportunities for their Congressional administrator to tax them more. Funding his own endeavours on the side. Headwomen Sam T3 is at odds with Spirit-Talker Lenodaro C5. For Lenodaro’s sister is Chatoic the Congresswoman, being of a mixed trading family and she knows the First Lock.

Chatoic spends all her time inside devising new magical experiments and observations, she is willing to sell spells to further her power in the Farlands as she will never be allowed to advance.

A group of traders has set up some tents outside the boundary wall. These 10 are all C1 and Chaotic in alignment. They seek to overthrow the Congress in the Farlands for a renewing anarchy. They will question characters subtly about how they feel and reveal their intentions if satisfied. They claim to have been sent by the spirits in 314-541.

#### Chatoic

F N MU9 S:9 I:17 W:6 C:5 D:11 CHA:12 HP:16 AC:9

Potion of Invisibility

Spellbook: Hold Portal, Light, Protection From Evil, Read Magic

Invisibility, Detect Invisible

Fire Ball, Water Breathing

20 light foot (Mv12 6AC 1HD 1d6)

20 heavy foot (Mv12 4AC 1HD 1d6)

20 crossbowmen (Mv12 6AC 1HD 1d6)

### 316-538 Side Branch Town

200 people begrudgingly offer normal hospitality here unless money is obvious. If asked, they explain that most of their custom is with Fort Draug-Revir and the Congress forces there are prone to abusing credit. Rovern F3, is the headman and does nothing anymore. The fort itself is little more than a complex of rammed earth and wooden palisade surrounding a pair of beached riverboats. They have the vital goal of insuring nothing from the Marches intrudes up the river. Due to this, they are armed with rifles and radium pistols.

Nevre Kangeru jut learned a cool trick from a wandering mercenary who drifted up the river. He was taught the Sureshot Technique as payment to let the woman pass. He and his brother Fra both know the secret of the Second Lock. Fra knows his brother doesn’t focus; he will engineer a situation to make one of them into a hero for decisive action.

The Sureshot Technique is just spending a round aiming to double the To Hit modifier.

He really wants to show his aim off. He’ll let this slip the wanderer while drunk, if character pays his tab and new drinks, some 50gp. She was heading to Coldwater lands but passing through Congress territory along the way. She is found in 312-545.

60 medium foot armed with Oiligan Battle Rifles (Mv12 4AC 1HD 1d10) see AAJ Appendices p.16

#### Nevre

M N F4 S:15 I:12 W:5 C:14 D:10 CHA:10 HP:9 AC:4 Radium pistol (2d6)

#### Fra

M C F3 S:11 I:9 W:9 C:13 D:9 CHA:14 HP:12 AC:5 Radium pistol (2d6)

### 310.539 River From Up High Town

500 people get by here. They unhappily pay their taxes to the Quell and Congress more broadly. But they were only moderately more happy paying taxes to the old king. They are ruled by a foreign mercenary, who the Congress paid in land to sweep the settlements along the hills. His rule has brought a garrison drawn from all parts of the Congress’ holdings and he takes his taxes in labour to have built and maintain his castle. The 10 myrmidons are his oldest comrades.

#### Lord Kenard the Curly

M L F9 S:10 I:13 W:9 C:8 D:10 CHA:15 HP:33 AC:1

Armor +1

Sheavebreaker, Lawful Sword +2

10 Myrmidons

30 crossbowmen/light foot (Mv12 7/6AC 1HD 1d6)

30 heavy foot (Mv12 4AC 1HD 1d6)

30 medium cavalry (Mv18 4AC 1HD 1d6)

### 306-540 Large stone

A large stone juts from the top of a steep hill, all vegetation and elevation fall away from this high place. It’s pnorth side cut by a sheer 20-foot drop to a ravine below. Approaching it means clambering up the scree slopes (save vs dragons breath or slide 20 feet and take 1d6 damage). On the stone itself is carved writing in Antarctic Common:

“For the underserving fourth people of the hard town. Open me up and receive a fitting tool”

If the stone is broken open with tools (6 turns), levered off the top of the hill to smash in the ravine below (takes two attempts) or combined methods. It reveals a Dagger +2 vs man-sized opponents, +3 vs orcs, goblins, & kobolds.

This is for 301-539.

### 307-542 Hilltop Camp

A camp sits on a rise, protected by brambles. Though the greeting is friendly enough. Here is Bobbino T6, a man of the highlands. He is shelling, preserving and extracting and fire beetles. He knows how to make glowing torches from fire beetle glands and can be persuaded to share this knowledge for 100gp of supplies, not money. To reveal the additional trick where the glands are distilled into light that reverts werebeasts back to original form. He wants a magical item or consumable.

### 305-545 Village of Ewyuoo

35 people live a simple life up in the clan of Ewyuoo, which has never been part of a tribe, as it was in the times of old. People here live by terrace farming and hunting in the hills. Life is hard but quiet, no Congress force nor Yugen tax collector has come by for decades. Only the occasion trader. Chief Himothson F4 knows how to get into the tunnels beneath the hills. He used to hunt a vicious if finely furred animal down there. They have all gone and he’s willing to give fifty per cent of profits; 1gp per pelt for an entire season, if they can track where they went. This will require going through the tunnels and out the other side of the hills to Hex 298-532.

Wednesday, September 23, 2026

5.5E to Cyberpunk RED Species Part 2.5 - Underdark Unearthed Arcana 2

I’m adapting some more 5.5E species, though for a lack of species in the most recent books, I’m using the ones from the new Underdark Unearth Arcana 2 playtest material. So I’m sure all these species will get revisions by the time whatever mysterious book they are for comes out. Then I’ll revise them as they really do need it.

Deep Imaskari are an interesting choice but are just Aasimar in this version. Driders are unusually as D&D 5E has shied away from Large -sized player characters. They also seem like they are missing something. Or maybe just a change in spells. Illithidkin and Kuo-toa Kuo-toa are missing being Aberrations as at least the Kuo-toa were before. Even the Kalashtar got to be Aberrations and they are a variant of psychic people. Kuo-toa are also missing their Darkvison and Truesight from the Monster Manual, which represents their previous edition abilities to see the Ethereal Plane. While too powerful as Truesight, it does leave them somewhat lacking, not to mention they had Sunlight Sensitivity. Deific Manifestation requires the Referee to look up all Familiars in the MM. That is beyond the scope of this post. Myoconids have Skill Meld which is even more powerful in a skill-based system like Cyberpunk RED. So I capped it in a way that means people who have high skills don’t get even more as they already have the knowledge.

 

Deep Imaskari

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

Change Photoresistant. You take half damage from Radiant damage.

Change Resourceful. You may reroll one dice result per 24 hours, whenever you finish a Long Rest.

Change Unluminescent. As an action, you can will the crystals protruding from your body to glow with Unlight. You shed Bright Light in a 1.5 yards/metres radius until you use an action to stop the effect. Your crystals stop glowing if you die or have the Unconscious condition.

Change Aura of Unlight. If your LUCK is 6, you can once per turn, in addition to any actions taken this turn create an Aura of Unlight that sheds Bright Light in a 3 yards/metres radius, originating from you that does not affect yourself. Choose one of the options below each time you create the aura; the aura lasts for 1 minute (20 turns) or until you end it (no action required), and once you create this aura, you can’t do so again until you finish a Long Rest:

Change Abjuring Unlight. You and your allies in the 3 yards/metres Aura give a penalty to enemy attacks against them equal to half your LUCK stat.

Change Brilliant Unlight. Creatures other than your allies that start their turn within the 3 yards/metres radius must succeed on a D10 + WILL + Endurance roll against DV of 11 + EMP or have the Eye Damage Critical Injury (unless they use Cyberoptics with Anti-Dazzle) until the end of your next turn.

Change Corrupting Unlight. When you deal damage to a creature with an attack or a spell, you can change the damage type to Radiant. Additionally, you can deal extra Radiant damage up to your BODY stat. But that number is deducted from the HP recovered for the same day.

 

Drider

Creature Type: Monstrosity

About 6–8 feet tall

Change Arachnid Build. If Cyberpunk RED had carrying capacity or weight rules, you could carry twice as much.

Change Darkvision. You have Darkvision with a range of 40 yards/metres.

Change Spells of the Spider Queen. You know the Dancing Lights cantrip. If your LUCK is 6, you always have the Faerie Fire spell prepared. If your LUCK is 8, you always have the Web spell prepared. Once you cast either of these spells with this trait, you can’t cast that spell with it again until 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 the lineage).

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

Web Walker. You ignore movement restrictions caused by webs, and you know the location of any other creature in contact with the same web.

 

Illithidkin

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

Change Darkvision. You have Darkvision with a range of 40 yards/metres.

Change Psionic Aptitude. You know the Mage Hand cantrip, and you can make the spectral hand Invisible. If your LUCK is 6, you always have the Command spell prepared. If your LUCK is 10, you always have the Levitate spell prepared. Once you cast either of these spells with this trait, you can’t cast that spell with it again until 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 the lineage).

Sharpened Mind. You have Resistance to Psychic damage. You also have Advantage on saving throws you make to avoid or end the Charmed condition.

Change Telepathy. You have telepathy with a range of 9 yards/metres.

 

Kuo-toa

About 5–6 feet tall

Change Amphibious. You can breathe both air and water. Additionally, you have a Swim speed equal to your MOVE.

Change Slippery. You have advantage on rolls to avoid a Grab Action targeting you or end being Grappled or otherwise restrained.

Change Deific Manifestation. You always have the Find Familiar spell prepared and can cast it without material components. You can cast it once and you regain the ability to cast it when you finish a Long Rest. When you cast the spell, you choose one of the normal forms for your familiar or one of the following special forms: Homunculus or Myconid Sprout. The familiar’s creature type is Celestial. Additionally, your familiar’s form is a divine blend of multiple creatures. When you cast this spell, choose a second form from the available options. Your familiar gains one action, Reaction, or trait from that second form.

 

Myconid

Creature Type: Plant

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

Change Darkvision. You have Darkvision with a range of 40 yards/metres.

Change Telepathy. You have telepathy with a range of 9 yards/metres.

Change Rapport Spores. As an action, you expel spores in a 9 yards/metres radius. Creatures in the area with an INT score of 1 or higher that aren’t Constructs, Elementals, or Undead gain telepathy within a range of 9 yards/metres for 1 hour. Once you use this trait, you can’t do so again until you finish a Long Rest.

Change Skill Meld. When you finish a Long Rest, you can perform a melding ritual to share knowledge and experiences. When you do so, choose up to six allies (which can include yourself) within 9 yards/metres of yourself to partake in the ritual and a skill that at least one participant has 4 levels in. The chosen creatures each add half their LUCK stat to that skill as levels unless the original skill level is higher.

Sunday, September 20, 2026

Antarctica Adventure Jam Region 3 - Coldwater Lands

 

Missing the random enounter tables, but I'll do those at the end. When I send the whole of my Region 3 in.

## The Inner Coast

### 296-531 Ship of Wandering Nevre

In a galley pulled up against the riverbank with clothes hanging on the line is a young merchant. Nevre is his name and he has absolutely nothing going on in his life for now. He was going to shift good (including slaves but he won’t mention that at first) along the Inner Sea, but then his captain/guild sponsor died in a drunken brawl in Uinpawa 296-532.

Crew discharged without pay and an ample supply of provisions, he whiles away the days awaiting relief (2d6 days away). As a member of the First Lock, he’s seen some things and in exchange for stories, will reveal information.

For every story where the party defeated at least 10 HD of foes, he will reveal one of the following: the who’s who of the Congress, the location and general nature of a settlement on the map or training in the use of a scientific weapon found elsewhere in Antarctica but unknown in these primitive lands.

### 296-532 Town of Uinpawa

500 people in the capital of the Wa-Wapauine (The Border River Tribe) live in sullen fear. The Congress have long been unable to properly govern this far corner of Coldwater lands. When pirates seized the town as a base two generations ago, the Congress send a message saying they could have it so long as they offered fealty and taxes.

The pirates have turned commercial, but no less cruel. Uinpawa is a hub of piracy now. Where crews sell their ill-gotten gains and slaves while other merchants buy them on.

All governed from the Fort of 120 pirates built on the expanded harbour by the defacto tribal king Captain Gig. They have the run of the town and it is a lucrative shame to be recruited to them from among the population.

The Wa-Wapauine have convinced the pirates that the inland cavemen from 302-532 would be a better target. Many would miss the money drunken pirates spend and fence.The pirates of the fort no longer are bound to any crew and have the run of the town, they pay for nothing unless the Captain orders them to. Outsiders who aren't pirates or cause trouble are viewed with suspicion and hostility if openly armed. They have accumulated a massive haul of taxes and sales but only deliver 10% of the total to Yugen 298-539 yearly.

There is a dilapidated Deer Totem Temple and a slightly better cared for Seal Totem Temple, run by three level 1 Clerics and led by Bobboson C2.

70 light foot  (Mv12 6AC 1HD 1d6)

40 crossbows  (Mv12 7AC 1HD 1d6)

10 heavy crossbows  (Mv9 5AC 1HD 1d6)

M C F4 HP:17 AC:1

Armor +2

M C F4 HP:22 AC:1

Armor +1

F C F4 HP:13 AC:1

Shield +1

Copperflame, Lawful Sword +3

M C F4 HP:10 AC:4

F C F6 HP:25 AC:2

M C F6 HP:16 AC:3

Captain Gig the Victorious

F C F9 HP:25 AC:2

Shield +1

18000gp

Gems worth 3 x 50gp, 12 x 100gp, 11 x 500gp, 4 x 1000gp each

Pieces of jewellery worth 800gp, 4 x 1000gp, 1300gp, 1400gp, 2 x 1500gp, 1600gp, 5 x 2000gp, 3 x 3000gp, 6 x 4000gp, 3 x 5000gp, 7000gp, 8000gp and 9000gp

### 297-532 Town of Wawapadok

200 People live in Wawapadok, clan of the Border River Tribe, capital at Uinpawa 296-532. Harassment by pirates stopped when their kin in Uinpawa were defeated and their relief repelled. The pirates just want taxes in the form of food on demand and all the wealth the townsfolk can give at any time of the Captain's choosing.

The townsfolk have been forced to diversify their income, focusing on exploiting all the resources they can from the nearby tundra. Here they built a warehouse and pen to store what’s brought from Oonel 300-531. Hides, furs ivory and cavemen slaves to raft down to Uinpawa. Some cavemen never make it that far and join an unofficial class of slaves slowly hardening over previous debt restitution and family labour.

Leading all of this is Chiefess Pan C9, who manages the Deer Totem and Wombat Totem Temples and the trade depot. She believes that the village must thrive before any other issues can be addressed. She sees alternative leaderships and ideas as threats to her power.

Hol F3 and 2 F1s lead:

10 crossbowmen  (Mv12 7AC 1HD 1d6)

10 light foot  (Mv12 6AC 1HD 1d6)

Chiefess Pan

F L C9 HP:32 AC:1

Shield +1

Wand of Magic Detection

Spellbook: Detect Evil, Light, Purify Food & Water

Bless, Find Traps, Speak with Animals

Continual Light, Locate Object, Remove Curse

Cure Serious Wounds, Neutralize Poison

Create Food, Raise Dead

### 298-532 Forefront of the Furred Snakes.

20 large marsupials of a kind unknown to our palaeontology (Giant Weasels) have climbed down from the highland caves to feast. They are richly furred and a dark brown.

They are hunting everything they can all along the riverbank and are unafraid of weapons or spells unless demonstrated on them.

### 297-536 Town of Vichipa

200 people live in Vichipa, the capital of the Wa-Saluin (The Surround Water Tribe). This otherwise minor tribal capital is the administrative hub for all the Congress decisions in the Coldwater lands. This is because the two administrators find the city of Yugen disquieting. Hte and Teh are not quite middle age and live alone in a purpose-built tower, jutting out of the ruins of the burned half, destroyed by pirates with Congress money. They have servants but no guards or militia, the locals consider them brave and semirespectable. Abjectly terrible administrators, who line their own pockets with the tribal taxes. Anyone sent to assist them or check up on them either gets their own fief to torment or dies to well-informed rebel bandits. Oogd in Anpauinwa 302-548 was the latest. Local organisation is between Sempay F4 and Himoth C5.

They are 8 HD vampires, who choose a different spiritual journey when the Third Lock was formulated and are kept around as historical records. They prey on farmers and travellers and issue orders at dawn or dusk. They have encouraged the settlement of Oonel 300-531 over the years. Using the wealth to restore facades and pay allowances. They want to be seen as improving infrastructure.

When the Young Bloods ravaged the area, they paid off them with taxes as they should have done. They still have 9000gp left.

### 297-537 Town of Ewchipa

400 people live in Ewchipa, clan of The Surround Water Tribe, capital at Vichipa 297-536. Attacked by the same sponsored pirates which burned Vichipa, saved by the Wizard Agueymo the Ceremonious, a Farlander employed by the Congress for his own ends.

Agueymo wears the collar of his status and spends his days in vaguely-stem shaped Seedtower studying the sky. His private forces are from his home and locals. The Young Bloods didn’t get a coin out of him or the town, frightened by his imported wyverns from Uldore Island.

He wants magnetic diamonds from Yuseel 303-538 for his research and will pay a fair percentage to carry a letter of credit in exchange, without telling people the true value. He’s not interested in rebellion and will turn independent if no Congressional oversight.

#### M N MU11 S:5 I:12 W:9 C:16 D:14 CHA:11 HP:37 AC:9

Ring of Djinn Summoning

Wand of Metal Detection

Spellbook: Charm Person, Detect Magic, Protection/Evil, Sleep

Continual Light, Invisibility, Knock, Wizard Lock

Dispell Magic, Fly, Haste Spell, Water Breathing

Growth/Plant, Hallucinatory Terrain, Polymorph Others

Conjure Elemental, Hold Monster, Pass-Wall

3 Wyverns

50 light foot (Mv12 6AC 1HD 1d6)

50  heavy foot (Mv12 4AC 1HD 1d6)

30 crossbowmen (Mv12 7AC 1HD 1d6)

### 303-538 The town of Yuseel

100 people keep to themselves in Yuseel, capital of its own tribe of Wa-Yuseel (New Town Tribe). They boast the magnetic diamonds they find in the hills are worth a fortune for each gem in the town vault. They paid off the Young Bloods without them. Someone has stolen the town treasury though no one yet realises it. The last stranger who went psouth 310-537.

Ruled by a council of Himoth F4, Pendotter C3 and Trapper Bass T4

10 crossbowmen/light foot  (Mv12 7/6AC 1HD 1d6)

### 29-539 Village of Sentee

46 people farm the leeward slopes where whitebark trees were cut for timber. They are members of the Wa-Oseel, capital at Yugen 298-539. They watch the shores for traders and pirates but do not have houses visible from the water. Lately life has been enlivened by the arrival of a retired mercenary from the March. He calls himself Moebius and he can tell anyone about the situation there. He is from the AMO on the Tiger Coast and for 1,000gp up front, will teach anyone the Sword Dancer Style Fighting Technique.

4 archers  (Mv12 7AC 1HD 1d6)

#### Ochie the Axeman M C F4 HP:12 AC:7

Axe +1

### 298-539 City of Yugen

1000 people live in the traditional centre for the Coldwater people, capital of the Wa-Oseel (Hard Settlement Tribe). Nothing feels good anymore. They have paid or hoarded their taxes regularly, but no chief patronises their crowning hall and even the Congressional administrators prefer half-ruined Vichipa 297-536. Unburned by pirates, the city only succumb to siege after the Congress forces made it clear they would overwhelm and burn the city to the ground rather than be forced to winter around it.

Trade flows up and down the river and on the overland roads, here but the gifts to the empty throne and temples do not come, meaning more tax at the gate. A liberating king is whispered in the drinking houses for a throne empty for generations prior to the Congress. Anyone who can prove sufficient cultural heritage and martial success will need just a reaction roll before the crowd.

#### Guardian of the doors Basson F6 – Pro-glory. Juniors: F3, F2 x 2 F1 x 4

Dagger +2 vs man-sized opponents, +3 vs orcs, goblins, & kobolds

#### Militia Musterer Himoth F3 – More than whatever Basson has. Juniors: F1 x 4.

22 magic arrows

Speaker for the People Pen T5 – Yugen’s wealth must not come from taxes.

Priests of the Deer (Himoth C5), Toad (Croaking Basson C4), Eagle (Doon C4) and Seal (Bobbo C3) totem temples – Authority and tribute must be imposed before anything else. Collective juniors: C3, C2 x 4, C1 x 8.

Scroll of Protection from Lycanthropes

Potion of Levitation

Lawful Sword +1, +3 vs trolls (Intelligence 2, & Knows 2 languages)

Potion of Clairaudience

Priestess of the Penguin shrine Pan C4 – The king must not make the people’s lives worse. Juniors: C1 x 2.

Ring of Water Walking

#### Congressional administrator and member of the Second Lock Raed Posseem F5, opposed to any independence or demonstrations. Juniors: F3 x 2 (First Lock), F2 x 5 (First Lock), F1 x 10.

Chaotic Energy Draining Sword (1 level) (Intelligence 11, Ego 1, Powers: Read Magic, Locate Secret Doors, Detect Traps, Detect magic & 5 languages, & Knows 1 language)

Spear +2

Potion of Posion

The 20 rotating militia still keep order at the gate and the curfew but the defenders are all Congress.

20 light foot (Mv12 6AC 1HD 1d6) – Militia

40 crossbowmen (Mv12 6AC 1HD 1d6)

50 heavy foot (Mv12 4AC 1HD 1d6)

10 light cavalry (Mv24 6AC 1HD 1d6)

### 299-540 Town of Oseetu

100 people live in growing Oseetu, member of the Wa-Oseel, capital at Yugen 298-539.The danger and violence of malicious and ineffectual Congressional rule has brought more people close to Yugen to repopulate what was burned down during the initial siege. They look to the city for solutions and expect a response.

#### Led by an alliance between Pen, Priestess of the Seal totem temple and Seel, Priest of the Eagle totem temple, both C3.

10 crossbowmen  (Mv12 7AC 1HD 1d6)

10 light foot  (Mv12 6AC 1HD 1d6)

### 301-539 Village of Oseesi

100 people live in angry Oseesi, member of the Wa-Oseel, capital at Yugen 298-539. Yugen did nothing to help them when the Young Bloods came to extort taxes. They feel abandoned and isolation from the populated coast. They have decided to kill and rob any soul who cannot prove they are not a member of the Congress. If weak they attack as a mob in the streets, if strong they attack them in their beds.

Authorising this is their leader Chief Doon F5, assisted by his son Doonson F3 and the Priest of the Toad totem temple Yil C3. They seek a magical weapon to prove their right to independence.

10 archer/light foot depending on the equipment used (Mv12 7/6AC 1HD 1d6)

### 302-541 The Rebel Camp

100 men camp in the foothills, training to sweep the Congress from the coast and rally the people to drive them out completely. They have spent two years reinforcing the camp and the Young Bloods pretended they weren’t there in their reports. They itch to move and will do so next week or when the ice thaws depending on the season. Ten rebels come from Ulend 305-550 and want to exchange messages there with family.

The are led by a council of would-be chiefs and idealists. F8, F6, 3 x F2, 10 x F1. Their names are all some variation on the nom de guerre Yass (Freeman).

30 light foot (Mv12 6AC 1HD 1d6)

20 heavy foot (Mv12 4AC 1HD 1d6)

30 archers

10 light cavalry (Mv24 6AC 1HD 1d6)

10 medium cavalry (Mv18 4AC 1HD 1d6)

In the officer armoury:

Chaotic Energy Draining Sword (1 level) (Intelligence 6, & Knows 1 language)

Chaotic Sword +1 (Intelligence 5, & Knows 2 languages)

Neutral Sword +1 (Intelligence 1, & Knows 2 languages)

Neutral Sword +1, +2 vs lycanthropes (Intelligence 11, Ego 12, Powers: Read Magic, Note Shifting Walls & Rooms, See Invisible Objects, Detect Evil & 1 language, & Knows 2 languages)

Shield +1

### 299-542 Wolfcastle (Hoologgen)

The Seaside fortress of the Superhero Lukel the Bad. He can across the water and built his stone towers to fight pirates when there was no law beyond Congressional occupation. He refuses to pay tribute to Vichipa 297-536 but bribes them with pirate treasure. He will acknowledge no authority and takes what he believes is owed from any traveller. He attracts the wild and free, so that many would be rebels have joined him.

#### Lukel M C F8 S:9 I:13 W:9 C:6 D:7 CHA:6 HP:26 AC:1

Armor +2

Graveeater, Lawful Sword +1

6 Swashbucklers

Level 4 Cleric

50 crossbowmen/light foot (Mv12 7/6AC 1HD 1d6)

50 

10

### 302.543 Garnet Ford

Along the dark gravel bars and riverbanks where the streams meet and slow are reflective spots. Where the water has deposited and uncovered raw garnets from time-to-time worth 100gp. Never enough to make a village out of it. The whiter or clearer stones are magnetic diamonds, which are worth 10000gp or any spell from any scientist or magic-user who can identify them and anyone else will assume is quartz. Can also be used to repair and create anti-gravity devices.

1d6 garnets can be found in a day, there are 2d6 in total and will be replenished in a year. 10% chance of a magnetic diamond per day, 1d6 in total and will be replenished in 10 years. Double amounts found 10 feet below the water along the riverbeds.

### 300.545 Town 300 Weird (Clue to Nearby Hex) Link to 297.536 Settled Lair Link to 300.531 Town 300

### 301-547 Village of Ansepauine

25 people of a clan of the of the Quiet Water Tribe, capital at Anpauinwa 302-548, mill about on the shore of a burned village. Here where a stream meets the sea, the Young Blood, now in 312-548, came demanding taxes. The people here stopped paying taxes when the new administrators in Anpauinwa lost the ability to notice. They fled when they saw the bandits come. Now they are angry and without pity. They will try and rob any travellers who come across them, either at night or in a frenzied mob if they won’t rest.

They are led by Hol F4 and have 2 light foot otherwise  (Mv12 6AC 1HD 1d6).

### 301-548 Idle Kangaroos

Giant wallaby-looking fellows with a sword and sunglasses. Ten Macropods (Antarctic Bestiary p.13) are awaiting a boat on the beach to take them to their next job across the Inner Sea. Not looking for trouble but will defend themselves proactively. Red one with floppy hat will solicit and swap stories, talking about a hex location in the Marches for each story. If told 5 stories, he’ll put a pawprint on a slip of paper as an introduction, worth +2 to reaction rolls in the March.

### 302-548 Town of Anpauinwa

200 people in Anpauinwa, the capital of the Wa-Anootuin (Quiet Water Tribe) live in fear and poverty. Despite the flow of boats between them and their kinsmen across the strait. This is due to the insatiable greed appetites of their Congress masters. Oogd and his 8 fellows were members of the Second Lock and tried to use the newfangled foreign pellets to advance. This transformed them into hulking furred giants (Stats as Ogres). Now they care only for acquiring treasure and food, self-parodies of the high-ranking members of Congress. The administration in XXX in 297-536 sent them here to avoid embarrassment. A report once a year at best.

The garrison stayed long enough to frighten the locals and returned. The locals won’t do anything but flee, the 9 rat-monsters are all the town has for defence. Chief Doon F3 and Ewass C5 sailed to Udor for reinforcements but haven’t returned.

In the filthy den Oogd and his fellows have made of the Chief’s house:

5000cp of seized taxes, never expected to be paid

A piece of jewellery worth 6000gp

Spell Scroll (Detect Magic, Hold Person)

              Frostcusher, Lawful Sword +1

              Int: 12 Ego: 12, Telepathy and speaks 1

              Special Purpose: Slay Monsters, paralyzes Chaotic opponents

              Read Magic

              Detect Sloping Passages

              Note Shifting Walls & Rooms

              Detect Evil and/or Gold

              Clairvoyance

### 303-548 Village of Wanootdok

26 people of a clan of the Quiet Water Tribe, capital at Anpauinwa 302-548, pick through what is left of their home. Surviving mostly by fishing with a few rain-fed farms, the village has existed effectively independent since Anpauinwa stopped being a functioning capital. Especially to avoid the tax-and harvest hungry gaze of the new masters. Unfortunately, other members of the Congress did not care and came to collect unfair and unpaid taxes. They arrived in the night and burned the village in the chaos. They took the dead Chief’s and totem-keeper’s families hostage when the claimed taxes failed to add up.

They kept going back to Congress lands and are currently camped in 312-548.

### 310-548 Town of Ootine

600 people live in misery in the capital of the Wa-Ootend (End of Sound/Language Tribe). Once they prospered as the neighbours to the Congressional lands as merchants used the land road. But they were the first of the Coldwater Lands to be conquered and are still close enough to be taxed regularly. They are ruled by Repalce Lolkaa F6, a member of the Second Lock and his nephew Albe Lolkaa MU3 of the First Lock. The garrison is 60 Congressional troops growing fat and bored, 6 are F1, 3 are F2 and 1 is F3.

There is an Eagle, Toad and Deer Totem Temple each run by a C2 and C1.

30 heavy foot (Mv12 4AC 1HD 1d6)

30 crossbowmen (Mv12 7AC 1HD 1d6)

#### Repalce M N F6 HP:26 AC:4

Shield +1

#### Albe M L MU1 HP:10 AC:9

### 310-549 Town of Yauin

400 people of a clan of the Wa-Ootend, capital at Ootine 310-548, live in grudging anger. Hey were once a prosperous town but now they are close enough to be under constant Congressional supervision. Once they paid almost no tax and donated to the totem temples freely, now the market is checked weekly. They are ruled by Tset Kangeru C5, a member of the Second Lock. 40 Congressional troops are kept wary by petty vandalism, of the heavy foot four are F1 and one is F2, who is a member of the First Lock.

There is a Seal and Deer Totem Temple each run by a C2 and C1.

20 heavy foot (Mv12 4AC 1HD 1d6)

20 crossbowmen (Mv12 7AC 1HD 1d6)

#### Tset F N C5 HP:16 AC:7

Ring of Water Walking

### 305-550 Town of Ulend

100 People behind a stout stone wall and farmland rising above the coast. Clan of the Quiet Water Tribe, capital at 302-548. Small merchant ships for making the crossing to Uldore Island.

Gecko hide cloaks from the heart of Congress 313-549 are all the rage here and locals will pay 100gp per cloak.

This is all thanks to the leatherworker who moved here last summer. Moer has a Congressional accent and will not discuss his business, saying it is better here. His patron died in the March, he left before the Guild foreclosed on his workshop. He knows the First Lock and will teach it to whoever supplies him with 10 skins each.

10 archer/light foot or depending on what equipment they use, one is F1 (Mv12 6/7AC 1HD 1d6)

#### Chief Yilson M N F5 HP:18 AC:0

Shield +2

### 308-550 Lair of the Dire Wombats

All along the coast and the rising grassland beyond are 750 enormous wombats (Draft Horses). Here they congregate during the darkening months and they migrate inland to the highlands and forests in the summer.

They are not as big as they used to be, but they live in sex-segregated herds and will defend themselves with their massive teeth and jaws.

### 309-550 Town of Anyuin

400 people of a clan of the Wa-Ootend, capital at Ootine 310-548, plot violence. They were raided by the Young Bloods, who have since departed. They took everything that could fit in a purse as the taxes unpaid and unasked for had been spent on a new temple complex and fishing boats, now all burnt. The people plot to rob all travellers as revenge for receiving no help and launch a rebellion by quietly killing all people of Congress passing by.

This is led by Ewass Oonchie (Spear in the Hand) (F5) and Ewass Yuie (The Tall) F4. Alongside Sempay Ewie (The Good) C4 and his fellow totem priests: C2 and three C1. Supported by 4 F1s and a F2.

20 light foot (Mv12 6AC 1HD 1d6)

10 crossbowmen (Mv12 7AC 1HD 1d6)

10 heavy foot (Mv12 4AC 1HD 1d6)