Thursday, March 19, 2026

Antarctica Adventure Jam Lower Peninsula Part 1

 Things are starting to run up against each other, so some filler would be a good idea.
This is my Antarctica Adventure Jam 2nd Region. It's past its due date and is going to be back to front. Since I will write the preamble last, after the rest of the content is done and my thoughts are in order. But It should all seem clear after it is put together.


### 222-156 The Island of Jellicle

2000 people in 3 markets. Home of Duke Mungo of the Duchy of the Outer Seas F7. From his coastal castle, the young man plots to gain more territory in these chaotic times.

He and his island are descendants of pirates, made complainant with majesty. Who sailed the length of the peninsula and archipelagos for loot. Their ship cats still roam the island, having eaten the unique fauna. The sea air means they grow only summer wine.

 The most fabulous is said to still be buried beneath the standing stone grave of the first duke. A silver scepter that fits with the ducal ring. Inert without it, worth 5sp on its own.

### 219-157 Headlands (Aha aha)
2000 people in two markets. Headless live here in wary fear. They fear the water as much as any person in these times. But with their lord gone away, there is little to be done to keep their neighbors in check.

30 Hill Giants live along the sea cliffs, under Big Jojo, catching great hauls in their nets. They barter farm labor for alcohol but frequently become enraged at petty things. They say the deal with the lord is worthless without him being present. In bags they have 6000sp and 12000gp from extortion and salvage.

### 219-158 North Bay

1000 people in 1 market. Here the Headless inhabit a single, bisecting coastal road. All crossing through the vacated castle and its stout defenses.

### 220-158 Quiet Beach

2000 people in 2 markets. The Headless here did not name the area. The more human inhabitants of Seacliff Fort did. 130 warriors from the Island of Jellicle (222-156) landed here a few years ago to build it.

Notionally it is to dissuade pirates. But it is clearly an extension of the young Duke’s authority towards the mainland. A base or even an alternative center of power for the dissatisfied.

Led by Jerrie Jerrieson F8, who keeps the 6000sp and 9000gp of payroll, tolls and petty larceny in a locked box under his bed.

### 218-159 The Lands of the Headless

2000 people in 4 markets. Home to the Headless Duke F7, and his massive tournament. All the lords and knights and retinue of the Headless Duchy have come on their headless horses to prepare for his great conquest. The elimination of the dragon nest in 219-159 in a week.

Such an achievement will make the enemies of the duchy (or kingdom as the duke thinks it) beware its borders and pay many warriors.

Headed knights are grudgingly allowed but expect to be thrown in the front as fodder for the monsters. Diplomats are served a multi-course banquet. A course of sheep and bull tongue and brains, then roasted pigs head and if they really don’t get the hint; monkey brains served in the skull.

Hospitality extends only to what is custom and he refuses all discussions until after the dragons are slain. Guests must leave as soon as possible.

55 Noblemen F3, 55 Squires F2 and 275 Retainers F1, feast upon the field. 8250gp worth of coins, decoration and ransoms.

The treasury of the duchy is 1000pp of found artefacts, jewelry worth 500gp, 600gp, 700gp, 6 x 800gp, 2 x 900gp, 1000gp, 5 x 1100gp, 2 x 1200gp, 2 x 1300gp and 2 x 1500gp. The Ducal Ring is worth 5sp.

### 219-159 The Dragon Heath

100 people live in 2 markets. A scattering of Headless outlaws and runaway peasants eked out a hidden and marginal living from the 10 Green Dragons which have piled dirt around their hill hollows to form an extensive burrow of berms and trees. They regularly fly out to ravage the lands of the peninsula near and far.

Somewhat more gauche than others of their ilk. Their hoard is: 140000cp in body decorations, 88000sp in common coinage, 40000ep in trans-ducal bullion, 40000gp in a kingdom’s worth of coins and 14000pp in heirlooms and loot from Before in a variety of small decorations of dinosaurs.

### 220-159 The Humps

2000 people in 4 markets. Headless peasants scattered throughout the coastal plains. Don’t want anything to do with outsiders unless they can make a bit of money by doing something small. The Humps are three low rocks equidistance from each other. Once foundations for a vast Before quay, now just humps.

### 219-160 The Sighing Tower

300 people in 1 market. Atop the hills is the wind-worn Before ruin, where the Headless were first made to pay vassalage to the king of the peninsula. Consequently, the Headless shun this place except for a community of remote peasants, who haven’t paid taxes in years. Recently the tower has stopped making sounds from 5 Tarantella who have stopped the gaps with silk. The body of a trader inside carries 90cp and 41gp.

### 220-160 Headless Hills

2000 people in 3 markets. The Headless are valley farmers and so normally do not live at elevation. But the flatter hilltops here allow the peasants to do well from sheep, grain and rare Upland Red Gourds. But still, they do not venture too far upland for dragons 219-159, history 219-160 and outsiders 219-161 loom.

### 221-160 Headless Creek

2000 people in 3 markets. The Headless naturally have never named the waterway, so sailors from Jellicle 222-156 have. It is the focus of the area, allowing the unique purple gourds of the Headless to grow in abundance. Cured rind roofing and rind (leather) armour is half price. Thery will pay 2000gp after, for the characters to go to 221-161 and burn the port to the ground.

### 218-161 The Wind and the Grass Clan

100 people live in one market. The Wind and the Grass Clan of the Rovers herd here in the upcountry. Led by Headwoman Eva F4, they trade and do jobs in the borderlands of the duchies. But unlike most, they grow their own water gourds and shade-leaves along the slopes to several large sinkholes which dot the land.

These are not proper sinkholes but patches in the buried land from Before. At the bottom are a network of imperishable brick highways. Forming tunnels across the peninsula but inhabited by Troglodytes. Who very occasionally emerge during moonless nights to steal vegetables.

### 219-161 The Endless Sky Clan

100 people in one market. The Endless Sky Clan of the Rovers herd here. Led by Headman Che F5. They trade their greens from the Wind and the Grass Clan 218-161, allowing them to avoid the Headless.

If they had some more allies or mercenaries, they would raid the adjoining but remote Headless farms.

### 220-161 Red Gourd Hill

1000 people in 3 markets. This rising country is home to Headless who build their sod houses with rind windows along the ridgelines where the spring streams flow. The rare Upland Red Gourd is grown here, good for soups. They confront anyone coming from the north and east as Rover raiders.

### 221-161 Tradestop and Hinterlands.

1000 people in 3 markets. The Headless here are sick of the nuisance caused by Tradeport on the coastal flats. Founded by 75 settlers from Jellicle (222-156), the port serves as a smuggling center for weapons and animals. Useful at first to avoid taxes, the extortions to local farmers and the drunkenness of the sailors there have riled the Headless.

With the lord and his retinue called away to 218-159.the Headless will offer 1000gp to burn the settlement down. If the players are tasked from 221-160 to do it, the Headless will pay them one top of that.

The captain of Tradeport is Jemima T4, a rambunctious woman who has sailed up and down the islands of the peninsula with her family’s trade ship and was promoted for her administrative skill. She is trying to sell alcohol to a people with no head and does not care to notice the anger her sailors cause.

### 219-162 The Gusting Blue Clan

200 people in 2 markets. The Gusting Blue Clan of the Rovers lives by herding, garden farming and alternating between small-time trade or riding at the desire of Headman Agustín F6. He has mostly avoided antagonising the river valley to the north. But believes his superior number might allow him to individually unify the Wind and the Grass Clan 218-161 and the Endless Sky Clan 219-161 to achieve a dominate position among the Rovers.

Then he will strike out against either the Headless or against the vicious Tiger in the Grass Clan 218-163.

### 220-162 The Stormflight Clan

200 people in 1 market. The Stormflight Clan of the Rovers lives by trade and do not drive off intruders. But will steal from unknown visitors if they outnumber them by at least 2 to 1. Headwoman Evita F6 would be amendable to raiding the Headless or the Sun Worshipers if there were other clans to hide their involvement.

### 221-162 The Sea Breeze Clan

300 in 1 market. Among the Rovers, only the Sea Breeze Clan under Headman Juan F7 live in the lowland, where they can see the ocean in the distance. They still dwell on top of the hills, but the curious Reverse Hill in their centre. Boulders roll up the hill, creating a natural enclosure. Juan pursues a policy of neutrality to all, though he is keen to somehow gather the other Rovers under his sign.

### 222-162 Headloppers’s Rest

1000 people in 2 markets. This Headless land is surrounded on several sides by those who dislike them. So, the lords in distance past enforced the border harshly, warding off trespassers with staked heads. This has not happened for generations but the Headless here feel wary from neighbours.

### 223-162 Sun’s Heart

1000 people in 3 markets. The most significant being the one surrounding the Temple-Tower of Sun’s Heart, which contains an additional 100 Acolytes C1 and Abbot Potiphar C4. Here they chant and administer for the glory of the Sun Asura, who bring warmth and light more than they bring fire and death. Potiphar defers to the Cardinal 222-164 on anything outside his domain. He hopes to someday displace the Headless if they do not convert but is wary of their numbers. The tower shines like a beacon to ships, with its 90000gp beaten-gold mural. Melons grow in abundance here, as are the long sacrificial and wax gourds. Potiphar possesses a Helm of Reading Magic and Languages and can translate any text.

### 218-163 The Tiger in the Grass Clan

300 people in 1 market. The Tiger in the Grass Clan are technically Rovers, but they hold no truck with the sky reverence of their neighbours, worshipping the wild tigers as their ancestors. Headmen Agustín maintains a pure bloodline as 10 Weretigers. When frequently raiding, they strike first as ambushers or the central line.

With few friends, they spend their loot less frequently. Currently they have: 1000sp, Potion of Invulnerability (smells awful to Agustín), and wrested at 219-163: a lump of worked silver 5sp (ducal scepter) and a fancy sword.

A Farmer’s Tool (INT 12, Ego 12, Communication Speech, Language Alignment tongue + 3, AL Chaotic, Sensory Powers Detect slopes, Detect gems, Detect metals, Extraordinary Powers Clairvoyance Enchantment +1 (+2 vs Spell Users), Dmg 1d8 +1, Special Purpose Slay Warriors)

Saturday, March 7, 2026

AD&D Solo Adventures - The Village of Hommlet Part 7

Where the dice determine a very long detour to the originally planned detour. But I'm finally up to date with my weekly posts for the year so far.



It takes Dounil 5 days to recover to where he thinks he is fit enough to travel. HP 1 -> 7. Costing him 24gp in payment to the Inn of the Welcome Wench, meaning he rides out with another 14 days of horse rations and a 7 of human food to complement his purloined Brigand preserves (-15gp).

He leaves on day 67
If we assume he arrived on the 25th of Planting, the half-moon and the Elvish holiday of Lateu'quor. It is now Starday, the 1st of Reaping, the 7th month and the first of High Summer. It is 85F/29C, being 5 degrees south of 40 north and so the temperature rises 10F more. Dounil is not wearing armour.

Partly cloudy and no precipitation. I could go into sunrise and sunset times, but I will not. I won’t do this again until I have to, hopefully never.

Riding forth, we have to get back to the decision to use AD&D’s 45 miles per day for riding horses or OSE’s 48 miles per day. I think we can use 45 miles and claim the missing time for rests.

Riding north again on the road, he is neither lost or delayed in the morning, but as he rides on after lunch he comes across a most unwelcome sight before he crests the hills. A warband of Hobgoblins. Here OSE favours Dounil, as he fights 20 and not 160 as in AD&D.

They spot each other at 120 yards and neither are surprised.

Dounil’s reaction roll is Friendly, that to his Charisma and he thinks fast. Hailing them in the name of the Temple of Elemental Evil. The warband calls back, evidently thinking he is a bandit and wary that he is alone. Only the leader speaks Common but Dounil is quick to explain that they are sorely needed. Only recently the bandits who comprised the secret raiders and an entire wing of the dungeon were slain by adventurers!
Should the hobgoblins hurry, they would be able to reestablish themselves in their place and keep the temple on track. What Dounil is doing?
Dounil is liquidating stolen loot for there are not many bandits left.

These are considered wise words, and the hobgoblins leave Dounil alone.

Dounil camps only after the hobgoblins have left, his night is uneventful. He eats a day’s ration 1/14 and feeds the horses 2/14.

Day 68

Riding to Verbobonc, Dounil is not lost nor encounters things out of the ordinary. He converts his remaining wealth at its full value, as there are no rules saying he does not. 3025gp which he exchanges for a promissory note. They are more than happy to do this for a hero. Who by all likelihood won’t ever get his money back after injecting it into the treasury. 3025/8 = 378 x 1.1/1.05 = FXP 415/MUXP 396

He beds down for the night in an inn (-6gp) and leaves at 6:00am. He trades in the horses for half their value (75gp total) and buys passage on a river boat sailing down the Velverdyva River to Dyvers, being told that the merchant ships will wallow once they reach the Nyr Dyv.

His passage costs him 4gp a day, due to the space of himself and his belongings, he provides his own food. He encounters nothing unusual in the course, rations 4/14, HP 7 -> 8.

Day 71
He arrives in Dyvers in the afternoon, he pays the entry fee (5cp like all cities) and dines/sleeps at an inn (-2gp). HP 8 -> 9.

Day 72
He purchases a horse and rides for Greyhawk. It is uneventful thanks to some very good rolls and clear terrain. Rations for him 5/14 and 3/14 for the horse.

Day 74

Dounil arrives in Greyhawk by midday. Having seen in the distance the legendary ruin of Castle Greyhawk emerging from the heat haze as he passed. He is forced to pay yet another entry fee and a 3gp fee as a freelance adventurer/mercenary, which includes an oath not to attempt to explore Greyhawk Castle.

He recalls that Celest mentioned last to him, not quite 8 months ago the location she planned to stay at, The Black Dragon Inn. Going there, he finds the clerk uncooperative, a half-elf woman might have come through here and might have left a note, but he has no time for non-customers. Dounil throws down the money and rents a room and stable (15sp), the price is less exorbitant that Hommlet surprisingly enough. The clerk dutifully hands Dounil a letter.

Celest has heard of desperate times around Wooly Bay, and particularly a vague need for heroes around Darkshelf in southern Nyrond. She left a week ago.

Dounil fumes for a minute, then decides to chase her down tomorrow.

Day 75

He sleeps a restless sleep and leaves the next morning. He trades the horse again (37gp), gets another 25sp for all his remaining horse rations and seeks passage down the Selintan River. Dounil plans to transfer to a sea-going ship in Harby.

It’s three days by sailing riverboat (-12gp) to Harby, and the part is a treacherous coastal hug in Wooly Bay. But the land is flat and well-travelled, nothing interrupts his voyage. In Harby, he spends the night eating his own rations to save money in a private room (-5sp) 9/14 rations and HP 9 -> 10.

Day 78

In booking passage, he is informed of the horrible pirates and slavers which more frequently prowl Wooly Bay. Dounil swears to use all his arms and magic (that gets a glance) to defend a ship at the cost of his life if needed, as his life is on the line if the ship is attacked. The captain says that’s good enough and charges 1gp per day, with hard tack included.

A merchant ship on the sea moves 30 miles a day according to the Greyhawk Box Set but 60 miles per the DMG and 30 miles according to the OSE book. So, a planned 21 days upon the sea. Greyhawk Box Set, DMG and OSE all give different speeds, so I’ll stick with Greyhawk, which seems setting specific. Skirting the desolate shores of the Bright Desert and fearing attacks from monsters only slightly less than pirates.

Dounil measures out his what’s left of his rations for 5 days, then forcing him to subside on the same food as the crew.

On Day 80 a random encounter, Weed Eels, which is a bit of a non-event because they don’t attack ships and Dounil doesn’t want to swim down to them, HP 10 -> 13.

On Day 81, another random encounter, four Sea-Lions (half lion and half fish). As I skipped the last one and these are noted to be aggressive, they begin swimming towards the boat, intent on snatching something or someone from the decks. Neither are surprised and they encounter each other at 130 yards.

Round 1, Dounil buckles on his armour. The sailors arm themselves with shortswords, bows and shields, 1 Sea-Lion HD 6 -> 4.
The sea lions swim their movement of 180 yards and clamber onto the deck, this counts as a charge so they can attack. 10 sailors die in a grotesque spray of blood and organs.

Dounil takes 2 damage, HP 13 -> 11.

Round 2, Dounil attacks doing 5 HD of damage to the wounded one killing it and wounding another HD 6 -> 5. The sailors do 4 more HD, HD 5 -> 1. The Sea-Lions pass morale. One Sea-Lion massacres the remaining crew. The rest attack Dounil who takes 2 damage, HP 11 -> 9.

Round 3, Dounil hits for 5 HD of sword and spell. Killing 1 more Sea-Lion and wounding one of the two pair, HD 6 -> 2. The Sea-Lions fail their morale and flee, leaving Dounil standing on the gore-splattered decks. FXP 75 MUXP 72

He can’t sail a ship; the best he can hope for is to lash the tiller/wheel (delete whatever is more anachronistic for Greyhawk) and sail dead on to the coast. And bandage too, HP 9 -> 11. It’s a night camped away from the stink and the gulls on the highest deck before the ship smashes into the dry hills where the Abbor Alz meet the Bright Desert.

Day 82

He at least recovers his money and twice portion besides as “salvage”, 21gp.

Now he must either drag his goods the length of the bright desert and beyond or struggle back to Hardby and try again. He resolves that he should have just ridden.

He begins to drag his possessions on a spare sailcloth and travois, mitigated by the occasion he can cast Floating Disc. He has a long walk of 19 days to get back. Nothing annoys him in the day or night, 13/14 rations.

Day 83, He eats the last of his rations and find no forage, but otherwise an uneventful journey. He sees a tower further inland but does not venture to it, it is too wild to have towns he knows of.

Day 84

He walks; it is day 3 of 19. He is hungry, he finds 4 days’ worth of forage on the way, eating as he walks (1/4 rations), nothing bothers him in these desolate hills.

Day 85 and 86, 4/19 days, nothing and no forage (2/4 rations)

Day 87, 6/19 days, no forage (4/4 rations) and an encounter, 6 Lions, some 90 yards away. Neither are surprised.

Round 1, Dounil being a hero, goes first takes the round to put on armour. The lions advance 50 yards.

Round 2, Dounil can’t advance so her just casts his Fray magic at them. Doing no damage. The Lions close and begin to attack with their 3 attacks apiece. Somehow Dounil is bitten 2 times though no claws penetrate. Dounil takes 3 damage, HP 11 -> 8.

Round 3, The magic does 1 HD damage to one, 5 -> 4. The sword kills the lioness. The pride fights on. Doing 2 bites for 3 damage, HP 8 -> 5.

Round 4, Another lioness dies. One rakes with a claw for 1 damage, HP 5 -> 4.

Round 5, Dounil kills another and the remainder flee at 50% strength. FXP 50 MUXP 48. OSE Treasure Type U is nothing. He bandages, HP 4 -> 6. Dounil instead cuts chunks from the lionesses, taking only the tenderest pieces of a lean carnivore, but he is also not a skilled hunter or butcherer, he salvages 3 rations.

He must move on a bit to complete his journey and avoid scavengers.

Day 88, Not lost on day 7/19 and eaten 1 hunk of gamey and muscled meat (1/3), he is confronted with yet more encounters. 150 Tribesmen, who are surprised to see a foreigner among them. He also forages 3 rations.
In addition to the 150 warriors, there are 15 - 3rd level fighters, 15 - 4th level clerics, 3 - 4th level Sub-Chiefs, 1 - 5th level Chief, 5 – 5th level clerics and 1 – 8th level witchdoctor.

Further digging in extra sources of lore tell me these are a Flann people, and they know of the outside world and are none too friendly (-1 from the MM and -1 for limited language connections). But are unified against hostile outsiders. So maybe Dounil must prove himself to not be hostile.

No one is surprised and they see each other at 150 yards.

Dounil knows these people can barely speak Common and he must wow them. As the Flann were friends of the Elves and Gnomes, he tries those languages as well. A roll of 8 becomes 9 thanks to his +3 charisma modifier.

He is brought before the chief, who is interested in what this scrawly, battered valley-man has to say. Dounil relates his epic tale of travelling to meet with his companion for a quest against evil. He was shipwrecked and has fought ferocious lions of land and sea as he treks back to Harby to sail again.

This is impressive but the Chief wants his travois and what is on it let him pass. Dounil protests this I his gift for his companion and gifts for his fiancée. Celest is not his fiancée and he’s not even sure if she will agree to join his quest. But two people in need of a monster-slayer and evil-defeater might go down better. He instead promises the Chief a gift of magical items (interesting) and knowledge of where to find the shipwreck to plunder (useful). In addition, Dounil asks if he may purchase food from the tribesmen so he may keep going.

The Chief agrees but warns Dounil that he may not stay in one place for longer than a night. Dounil gifts him the Dagger +1, a quiver with nine arrows + 1 and the Potion of water breathing. This will greatly help the Chieftain as he was intending to scour the ruins of Zarak for dwarven equipment before raiding the Bright Desert proper with his assembled host of many tribes. With these rich gifts and knowledge, he instructs the tribesmen to charge Dounil fairly for rations. Dounil buys 7 days of iron rations in the form of dried meat and roots (-15gp).

Dounil leaves, hoping to put some distance between himself and the camp.

Day 89, somewhat more at ease, Dounil has an uneventful day (8/19) but at night after eating (2/13) he is met by a band of horsemen, who wear the livery of Harby. Some 35 strong, they are a Medium Patrol.

Neither are surprised and saw each other from 160 yards away. They want to know who he is and what he knows. Dounil tells his story about how he was shipwrecked and has dragged his belongings for many days, passing through the Hillmen’s encampment. The patrol was out on long-range because the Hillmen were moving to a centralised location and are sceptically relived to hear the raid target is the Nomads of the Bright Desert. They cannot spare a horse for him but congratulate him on his luck and divine favour.

Day 90, 9/19 Dounil is accosted during this day as well. Fifteen Wolves with mutual spotting at 90 yards. They have an indifferent reaction to Dounil, so he wisely keeps walking, but has a very nervous but uneventful night. Rations are 3/13.

Day 91, 10/19 days and rations are 4/13. Dounil is lost and wanders into he hills while getting around an escarpment.

Day 92, Dounil realises his mistake and corrects, but is a day off, 10/19 and rations 5/13, he is a day of on food. Also, some 140 tribesmen come from behind. These were tribes who are going home, the attack being called off until the looting of the shipwreck is over. Dounil buys a day’s ration from them. But without the word of the chief, it is double priced at 1gp, 4sp and 8cp.

Day 93, which is now 11/19 and rations 6/14. During the day he meets 10 orcs at a mutual 50 yards. Once again, his reaction goes down well as he overcomes the language gap with impassionate visions of the Temple of Elemental Evil and the benefits for humanoid troops there. The orcs will think about moving there.

Day 94 and 95, days 12-13/19 and rations 7-8/14. The flatlands peek ahead as Dounil climbs rises and clears the coastal hills. Otherwise, nothing.

Day 96, On the flat but still as wild as Greyhawk gets, He passes a party of 3 adventurers and 4 henchmen, all mounted. Theya re friendly enough and applaud Dounil’s tale of bravery, they are off to look for mysterious cairns for their patron. Day 14/19 and ration 9/14.

Day 97 and 98, nothing except odd looks from outlying farmers and peddlers. 15-16/19 and 10-11/14. On day 98 though he finds some 5 rations of forage from hedges, groves and opportune overhanging trees.

Day 99 and 100, 17-18/19 and rations 12-13/19, nothing happens. It is Earthday, the 6th of Goodmonth and Dounil has been forced to travel with a loaded travois under the hottest two months of the year. Only by almost never wearing his armour did he not die of heatstroke. Not how he thought he would spend his adventure.

Day 101, Dounil finally reaches Harby in the evening and is nearly denied entry for his vagabond appearance, before he produces the 5cp fee to enter. He imminently finds an inn, washes, shaves and eats what is left of his food, throwing away what is left.

Day 102

He again attempts to board a ship. While many people have heard of his survival, there is a bit of awkwardness about him as the sole survivor of a monster attack and shipwreck. He must pay 2gp for his passage (-42gp).

The trip is mostly uneventful, HP 4 -> 18 on days 115 and 116 they spot merchant ships and Dounil thinks he might have to fight if they turn out to be pirates, until they pass and disappear.

Day 122

Dounil is dropped off with limited grace in Darkshelf, with all of 3cp and 9sp to his name and a stack of gear he hopes to convince Celest with, if she is not busy herself.

Tuesday, March 3, 2026

Antarctica Adventure Jam Dungeon 5

Final dungeon.
I'm pretty sure I got Room 3 of Level 3 upside down. But I went by my notes, so whatever error there is, is a double copy-error.

### 301-574

As the river wides down to the Inner Sea, it has eroded a passage that was buried by the forces of the Titans. A vast complex from Before, now colonised by the impact fauna of that cataclysm. Only those of sinister intent dare enter for everyone knows awful smells and sounds emanate from it.

### Any dimensions not stated are assumed to be 10 feet. The ceiling is a uniform 20 feet high, excluding the vaulting the sides, which rises from 16 feet. Unless otherwise stated, all rooms are lightless and made of yellow brick. All doors are not stuck unless indicated.

### Whenever the pulley elevator appears, the weight limit is Heavy Armor + Treasure or 1600-coin weight. Anymore and the basket tips over halfway for 1d6 damage from the fall as they catch on the non-aligned level one below.

Descriptions in the Before language/writing are labelled BFTXT

## Level 1

### Random Encounters

1 – 1d8 Bandits

2 – 1d4 Crab Spider, replace with wild dogs (2d6 Wolves) if Room 2 cleared

3 – 3d4 Skeletons, mixture of old and new bite marks from mandibles

4 – 1d10 Giant Marsupials (Giant Shrews) seeking any sort of food

5 – 1d6 Giant Geckos, reroll if Room 4 cleared

6 – 1d6 Mask-Wearers (Dwarves) on a quest for loot

1.       Filthy but empty. Leaking water and windblown dirt have turned the yellow brick to alluvion strata.
Scored years ago is six circles overlapping in a stack, with a wavy line at the bottom.

2.       Bones, skin and flies take up parts of this chamber. It stinks of weeks old carcasses and fly dirt. Allowing patches of mushrooms to flourish.
On the ceiling lurk 4 Crab Spiders camouflaged dirty-yellow. They drop onto characters if the surprise.

3.       A pit with broken edges plumets into the darkness. A crude pulley has been anchored into the brickwork on four sides, with a looped rope hanging down. After 1 turn of pulling, a worn wicker basket that can house two people appears.

4.       A lizard musk fills the room, meat and paste dung. Six Giant Geckos lurk here and hunt each night outside. If alerted, they are hiding on the walls and ceiling around the door.
Amid the dung is a regurgitated cloth bag with 33gp in ivory tokens.

5.       The water damage hasn’t obscured the graffiti. A wild scrawl of crude boats, letters, clan symbols and names. Characters can see all three main island cultures and some in the corner they do not.
They say nothing except they were once here.

6.       The floor here is strewn with dirt but it is weak. Close inspection shows track marks on the walls and not the floor.
Stepping onto it has a 2 in 6 chance of collapsing per person. Doing 2d6 as they fall to Level 2, Room 1.

## Level 2

### Random Encounters

1 – 1d6 Gnolls, drifting from the plain hunting grounds, reroll if slain

2 – 1d6 Berserkers, reroll if Room 1 cleared

3 – 1d6 Robber Flies attracted by the smell of random encounters and cults

4 – 1d4 Draco Lizards seeking an insulated nest

1.       This room smells like a winter house. Of dirty bodies, human waste, food scrapes and no ventilation. Only the dim light of oil maps illuminates the 12 Berserkers, making patterns of snakes and waves out of mud on the walls. This matted band look like prates once.
They attack immediately and pursue. Travelling up and down the walls of shafts and collapsed rooms. On death, a Red Wyrm of Rage (Giant Centipede) bursts forth.
12cp is found among their remaining clothes.

2.       A pit with broken edges plumets into the darkness. A crude pulley has been anchored into the brickwork on four sides, with a looped rope hanging down. After 1 turn of pulling, a worn wicker basket that can house two people appears.

3.       This room has puddles of cold mud from cracks in the ceiling but on the direst south side is a ochre drawing of a circle of crude, snakelike heads. Otherwise, it is empty.

4.       Writhing in the mud and powdery dust are 5 Red Wyrms of Rage (Giant Centipede), they blindly strike out seeking food and hosts. In the corner is five dismembered bodies, torso burst open.

5.       Old pictures in ochre. Hills and giant figures above, throwing lightning. They have fierce expressions.

## Level 3

### Random Encounters

1 – 1d3 Tarantella, replace with 1d6 Wights returning to haunt the surface world

2 – 1d6 Harpies, crawling on the roof, reroll if slain

3 – 1d6 Tiger Beetles, hunting for robber flies and whatever else they can eat

4 – 1d4 Mediums on a pilgrimage of chaos, they attack if characters do not respond to a Chaotic hail

1.       Three heads of the Hydra emerge from the sea to haunt the land itself!
They flicker slightly side to side in the light. None move forward.
Daylight equivalent or approaching it reveals them to be realistic carvings.

2.       Lots of looping practise marks scored by chisels into the brick. All centred around a green stone panel, which is heavily scored.
It bears Before Writing
BFTEXT: “What is always coming but never arrives?”
The answer to the riddle-lock is “Tomorrow”
Inside is 1100sp and 400gp in spare wire, rods and tokens.

3.       Muttering audible through the door. Inside is a madhouse of diagrams, bone orreries and murals in chalk and blood. All focused on large humanoid figures and circling serpents
Nine tattooed men and women live here, having traded their minds for power (Mediums). They attack if not spoken to in the Chaotic Alignment language.
They have short swords and consist of 8 level 1 MU and 1 level 3 MU. Their spells are:
Level 1 MU: Protection from Law x 2, Light x 2, Darkness, Detect Magic, Read Magic and Magic Missile
Level 3 MU: Detect Magic, Floating Disc and Read Languages
82sp between them.

4.       A pit with broken edges plumets into the darkness. A crude pulley has been anchored into the brickwork on four sides, with a looped rope hanging down. After 1 turn of pulling, a worn wicker basket that can house two people appears.

5.       Empty except for the increasingly disordered scratching on the walls. Dozens of Before words and select translations relating to the sky, sea and control via magic.

## Level 4 (5th Level Dungeon)

### Random Encounters

1 – 1d4 Cockatrice, shaking off the dust of ages

2 – 1d2 Cave Lizards, a monster of the Before Age (Giant Lizard Tuatara)

3 – 1d2 Ravenous Underbeasts (Cave Bears), all pale hair, claws and maw

4 – 1d6 Blink Dogs, stopping by old pack territory and defending it fiercely, if slain replace with 2d4 green-fire Hellhounds running through the underground

5 – 1d4 Owlbears, if slain, replace with 1d4 Rust Monsters following the smell of blood

6 – 1d4 Giant Marsupials (Giant Weasels)

1.       A long decline slants into the dark. If the direction is discerned, it is going west (in-game Polar-East). Some 120 feet along is a chimney downwards for some 10 feet with dim light and foul smells emanating from it.

2.       A chest-high, yellow brick wall runs the length of the cave. Rocks have grown over the bricks in the wall. Behind the wall is a lumped mass of carbonised bone in front of clear but indistinctly shaped blast shadow.

3.       The passage grows increasingly narrow until it is only 3 feet wide. It terminates in a round chamber. Laughing skull motifs are carved into the walls.

4.       A cave faceted into seven roughly equal portions., centred on a table split on similar lines. Each seventh is decorated with scratches and bodily fluid. Seven separate glyph codes, aesthetic styles, elaborate heraldries and seven small cultures in all.
For here live 7 Trolls in the dark.
If surprised, they are discussing pacts to secure a sliver of an unlucky member’s cave portion.
The table consists of 1000gp of gem shards arranged in a fanciful map of the cave. Jewellery worn by them is worth: 600gp, 1100gp, 1200gp and 1300gp.

5.       This cave smells of dust underlaid with a bird or reptilian musk. If surprised, two prehistoric things neither bird not beast (Owlbears) sleep beneath a layer of dust. If alert, these dinosaurs of a generic form attack in hunger.

6.       A brick room with the weight of the world pushing down on the ceiling.
Walking into this empty room triggers the slide when more than 3 people enter. The old ramp system give way, producing a steep descent to Room 8.

7.       More brick walls. Here dozens of hand shave been stencilled on the wall in ochre and carbon. The handprints at the top and behind are human-shaped. The top layers are stumpy and clawed.

8.       The bottom of the ramp. The ceiling beyond looks weak. Roll 1d6 for each entrant, a roll of 1 means a large block falls from the ceiling doing 1d10 damage to them.

9.       Steps down into the darkness.

10.   A horrible must wafts here. This is the nexus of many small tunnels leading into the darkness. If surprised, 4 large marsupials of a kind unknown to our palaeontology (Giant Weasels) stand startled by the light and noise. If not, they come out of the dark like furred missiles. The tunnels beyond are outside the scope of this adventure.

11.   Within a crack in the floor is a well of water. It shimmers with minerals and tastes salty. Drinking from it causes a Save vs Poison or results in death. If passed, a draft gives the benefit of a magical potion. Roll 1d6: 1) Diminution 2) ESP 3) Gaseous Form 4) Growth 5) Healing 6) Invisibility.
There are 4 drafts in the well and it will slowly refill over a year.

## Level 5 (6th Level Dungeon)

### Random Encounters

1 – 1d4 Disembodied Cultists (Spectre)

2 – 1d6 Giant Scorpions (Sea)

3 – 1d6 Hulking Yet Indistinct Figures, with horns and bronze spikes protruding (Minotaurs), reroll if Rooms 7 and 8 cleared

4 – Reroll unless Room 2 is cleared, then 1d4 Weretigers from across the strait, conducting secret rites never to be revealed or seen under pain of death

5 – 1d4 Salt-Water Infused Wrapped Bodies, muttering praise to the deep ocean (Mummies)

6 – 1d2 Salt-Coated Ravenous Underbeasts (Cave Bears)

1.       This room is empty and bare, the end of the matter.

2.       All is quiet in this room dominated by a large square pool with gold and silver cycads inlayed in the walls.
Suddenly the water bubbles and 5 heads of the Hydra emerge.
As each head is defeated, it is withdrawal into the water. The pool leads to the sea via an airless passage some 500 feet long.
10000sp and 10000gp on the walls.

3.       Everything here is wet. Elaborate mosaics of trees and stars lie obscured, and the pits and rubble make pools on the floor. Six Giant Sea Scorpions lurk in the tidepools.

4.       An enormous continental map covers the wall, picked out in shells and glass.
Those entering and standing for one turn cause the glass to glow and images of animals and environments that were, fill the room. Then a terrible figure sems to loom as a shadow and the illusion distorts. All present in the room must make a Save vs Wands or attack the closest other person in melee range with an attack.

5.       A stone circle lies peeking out of the salt like a fairy hillock. Stepping inside teleports the user to the surface. Then it needs 1 turn to recharge.

6.       This corridor smells of salt and the sea. If night, the corridor is filled with 6 inches of salt water. Obscured by the salt crystals is depictions of a large figure being encircled by serpents and then many suns and moons.

7.       A rack housing four assemblages of statues and an abattoir (Minotaurs). If surprised, their feet hang in a way to keep them on a dry dais. Otherwise, they eliminate intruders, including those intrudes in Room 6 if they fight or make loud noises, emerging 1 round later.

8.       Are brick room with what once was innumerable stone pipes and vats. All melted in a heat. One round after entering, the Black Pudding surges from the pipework like a tidal wave.

Four of the collages of man, auroch, ceramic and bronzework await intruders (Minotaurs). Standing on any surface they can reach from their racks. Otherwise, they eliminate intruders, including those intrudes in Room 6 if they fight or make loud noises, emerging 1 round later.

Sunday, March 1, 2026

Antarctica Adventure Jam Dungeon 4

 

I got these in with an hour to spare for the end of the Jam
Pity about region 2, but I got my original region done and I'll add Region 2 on later.

### 307-569

Under a large tree is a hollow big enough to fit a human. Tracks of men and animals circle below, dirt on ancient stairs. Warning signs are carved into all surrounding trees, to mark this as a bad place. Once this was a facility, drawing on the Earthpower below. Now it is a dungeon.

### Any dimensions not stated are assumed to be 10 feet. The ceiling is a uniform 20 feet high, excluding the vaulting the sides, which rises from 16 feet. Unless otherwise stated, all rooms are lightless and made of yellow brick. All doors are not stuck unless indicated.

Descriptions in the Before language/writing are labelled BFTXT

## Level 1


### One enters through the outside into Room 2

### Random Encounters

1 – 2d6 Wild Dogs or Dingos (Wolves), investigating smells

2 – 1d8 Bandits, coming over to join their friends, reroll if Room 1 cleared

3 – 4d4 Kobolds dragging a dog and wallaby carcass, replace with 2d6 Wild Dogs if Room 3 cleared

4 – 1d10 Giant Planigales (Giant Shrews)

5 – 1d10 Stirge migrating out of their home gradually

6 – 1d3 Giant Geckos hungerly hunting

1.       In the earthen chamber held apart by roots longue 5 Bandits on bedrolls. If surprised, they are interrupted discussing how their alliance with the Kobolds will work. They hope to use them as scouts and clearers

In a sack is their treasure so far. Two gems worth 100gpo and 1000gp.

A Secret Door Roll reveals the ventilation grill for Room 5.

2.       The roots and vines form a narrow descent, wide enough for only one. Terminating in a chamber of dirt and loose stone, with a mud floor. There are 3 stuck doors here and tracks of dried footprints lead to Rooms 1 and 3.

3.       This room has had the mud scrapped from the crumbling brick walls. Otherwise, held together by fleshy vines. They wrap around a pair of desiccated wallabies. If the 10 Kobolds are unalerted, the remain curled up in their pods.

4.       A shaft descends deep into the earth. Some 20 feet down it reaches a broken landing hanging in space. Before descending again 20 feet into a space in the floor, otherwise covered in yellow dust. Stepping on the landing has a 2 in 6 chance of a block dropping from the roof above, doing 1d10 damage.

5.       A ventilation duct leads between Room 1 and Room 6. Nothing but dust and a curled-up blast shadow silhouette.

6.       Stone benches, brick floor and dirt ceiling. Enough of the wall remains clear to show a blast shadow of an outstretched hand and possibly a sandwich.

## Level 2 (3rd level Dungeon)

### Random Encounters

1 – An Ochre Jelly, freed from the regulation system, reroll if slain

2 – 1d6 Living Statues, moving with slow jerks and cracking with magic symbols. Reroll if Room 1 cleared.

3 – 1d6 Doppelgängers, on the prowl for bandits to copy. They appear as bandits and direct any party to Room 5. They join in their plans. Reroll if Room 5 cleared.

4 – 1d3 Tarantella, who have come from the underground.

1.       Th whole room is polished or covered in mirrored surfaces, reflecting the lighting in a universal and infinite glow. Numerous glowing crystals are set around the chamber and statues of pixies lie smashed upon the floor like anatomy dolls. A futurist’s take on a silvery thaceleo dominates the room.

Two Medusa lie here, shuffling in their veils and mouthing sounds that were once words.

The thaceleo is made of platinum and is worth 3,000pp. Salvaged gems from the alls are worth 10gm x 2, 50gp x 3, 100gp x 4 and 500gp x 4.

2.       Yellow brick room with trodden dust upon the floor. Two doors sealed with hard-packed clay (stuck) at the west end and one open to the south-east. Before text on the walls.
BFTXT: “Careful work is work that helps you and everyone” “Safety First” “A good day/job is a good job/day”

3.       Walking into this dusty yet empty room triggers the slide when more than 3 people enter. The old ramp system give way, producing a steep descent to Level 4, Room 1.

4.       Empty except for Before text on a red wall to the west. The ramp below is hidden by the top ramp in Room 3.

BFTXT: “Warning! Transport Ramp in Use!”

5.       Room is horribly cold and dust is piled into corners to form bedding. Four bandits live here, thin and dishevelled. They say they went treasure hunting and were trapped. Now they are forced to serve the women in Room 1. They are actually Doppelgängers and will attempt to a replace when possible.

Looks just the same but winter-night blue eyes and skin.

6.       One wall is red brick with Before words and diagrams. They spell out evacuation procedures and a map of the facility.

7.       A bare room with a stone desk. A chest is hidden behind the desk with a needle ready to be sprung when opening. Save vs Poison or die.

Tokens and Coins worth 6000sp, 600gp, Gems worth 500gp, 1000gp and Potion of Gaseous Form.

## Level 3 (4th level Dungeon)

### Random Encounters

1 – 1d2 Ravenous Underbeasts (Cave Bears), all pale hair, claws and maw

2 – 2d4 Security Beasts (Hellhounds), reroll if Room 18 cleared.

3 – 1d6 Doppelgängers, they appear as bandits and direct any party to Room 2. They join in their plans and reveal themselves to be Doppelgängers as well. Reroll if Room 2 cleared.

4 – 1d4 Giant Marsupials (Giant Weasels)

5 – 1 Grey Ooze, reroll if slain

6 – 1d2 Cave Lizards, a monster of the Before Age (Giant Lizard Tuatara)

1.       Bare Room. When ramp descends, there is an alarm that alerts the dungeon, but not when the ramp remains down.

2.       Cold room calls for help from inside, says they are Doppelgängers. They are, three Doppelgängers who look half-melted blue people. They retreated here but got split up. Hiding from wandering monsters here and have collected 7000sp and 4000ep.

They want to strike a deal to loot the place or get out. Trick is they will attack when party is distracted or convenient.

3.       Pipes made of steel form sideways metal vegetation on the wall.

A lightning symbol in circles interspersed in gaps.

4.       This red room is dominated by a massive brick vat with a metal top. Half a dozen pipes emerge from it and radiate along the walls. The top looks sealed. The Ochre Jelly seeps via the pipes one round after the party enter.

5.       The smell of mammal droppings on wet stone. A narrow tunnel leads out into the caves beyond the scope of this dungeon.

6.       Wet dirt smell and musk. Here marsupial from the underground (2 Giant Weasels) have pushed tunnel dirt to make thin nests.

7.       This room only contains four stone cabinets with faded red handles. Inside is 12000sp in silver squares with ridged edges. Six hundred gold pieces in thin rods and a magic sword.
Defender of the Boundaries: INT 12 EGO 8 Speech Lawful and Before
Detect Shifting Architecture Detect Slopes Detect Secret Doors ESP
Longsword +1 (+2 vs Spell Users) 1d8+1
Who was made to defend the installation against hostile saboteurs

8.       Pipes line the walls and ceiling. Many are cracked and broken.
Moving inside causes the dust to sublimate into a harmless white mist.

9.       Pipes line the walls and ceiling. Many are cracked and broken.
Moving inside causes the dust to sublimate into a poisonous mist. Save vs Poison or Die.
Beneath the dust is a pile of skeletons seemingly holding each other. When investigated the skulls were collapsed by a falling pipe but no dark blood traces, so more likely structural collapse. Seven thousand of silver wire wrapped around 1200gp of gold rods.

10.   All the interior of the room has been pounded into dust. Leaving only 3 cocoons the colour of blood and scrap. Bringing metal awakens the 3 Rust Monster insides. Rare above ground and on the island.

11.   Glowing green underlight from a deep chasm highlights the pipes emerging. The carefully carved sides and white brick reflecting.

The different polarity of the age causes 1d8 damage from sparks and current to those crossing the Earthpower Crevasse.

12.   Hooked up to pipes in this red room are four thigs equally: man, bull, flesh and clay. Sculpted when not grown.
Pipe reservoir contains one draft of Potion of Longevity One has a green glass shield (Sheild +2), another with a green glass sword, Sword +1 (+3 Against Enchanted Creatures).
A ventilation duct is in the south wall behind to Room 19.

13.   Banks of stone or brick tables with blackened crystals, worthless.

14.   Only a stone chair in a stone circle. Blast shadow on the chair.

15.   Pipes fill this room, with the broken ones jutting from the floor like venomous spines.
One has two draughts of liquified steams.
Roll 1d4 for each: 1) Potion of Animal Control 2) Flying 3) ESP 4) Treasure Finding

16.   Glowing green underlight from a deep chasm highlights the pipes emerging. The carefully carved sides and white brick reflecting.

There appears to be a hollow dug down into the chams wall 10 feet below. If alerted, two Caecilia dwelling in the Earthpower Crevasse rise to attack.
Inside are gems worth: 10gp, 3 x 50gp and 100gp.

17.   Glowing green underlight from a deep chasm highlights the pipes emerging but half fallen in. Sparks a little when crossed (harmless).

18.   The room bakes with radiant energy from the sealed crevasse. If not alerted, four beasts who look like green fire, wire and marsupial (Hellhounds) lie on their melted metal bedding. Security gone wild
10000ep for bedding.

19.   A ventilation duct containing a skeleton of a large animal, all covered in metal and wires. Duct connects Room 12 and 20.
6000sp and 1000gp in loose material.

20.   This red room is dominated by a massive topless, melted brick vat. Half a dozen pipes emerge from it and radiate along the walls. One Ochre Jelly rests inside the vat and emerges when characters approach or one turn of searching has passed.

21.   A great glass console depicting a map of the continent with the geographic pole in the centre. Line picked out in gold spiral from the magnetic pole which is closer to the centre here.
Gold wiring above and silver below, intertwined with gems, comes to: 11000sp, 200gp and gems worth: 2 x 50gp and 2 x 100gp.

22.   This room contains metal arms and hands hanging forward from the walls. Each clutching at desiccated threads.
Entering the room causes the hands to try and pull off clothes and place on threads. Doing 1 damage per point of AC worn and ruining armour.