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 Radium pistol (2d6)

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)


Monday, September 14, 2026

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

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

Still day 185

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

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

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

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

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

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

Day 186 (15th of Ready'reat)

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

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

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

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

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

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

Day 187 (16th of Ready'reat)

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

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

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

Day 188 (17th of Ready'reat)

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

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

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

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

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

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

Day 225 (26th of Sunsebb)

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

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

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

Day 226 (27th of Sunsebb)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

The skeletons do surprise them.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

To be taken to Hommlet:

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

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

Day 227 (28th of Sunsebb)

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