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.

Wednesday, February 18, 2026

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

Day 61

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Everyone is stunned and the blinding cloud fills the space.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Day 62

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

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

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

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

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

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

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

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

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

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

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

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

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

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

About halfway, he is accounted by 9 wolves.

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

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

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

Round 2 – All four wolves perish.

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

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

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

His treasure as it stands:

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

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

Longsword + 1 (and old longsword)

Ring of Invisibility

Shield +2

Shield +1

Plate Armour +1

Dagger +1

Staff of Striking +3 (17 charges)

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

Cloak of elvenkind

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

2 x Longbows

quiver with nine arrows + 1

Potion of speed

Potion of extra healing

Potion of water breathing

Locked iron box, containing 800gp and 200ep

Potion of undead control

7 vials of holy water

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

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

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

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

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

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

FXP 775 MUXP 740

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