Sunday, December 21, 2025

Antarctica Adventure Jam Dungeon 2

Late this week, late two months for the whole thing.
But finally done now.


My second out of hopefully five for my part of the Antarctica Adventure Jam.


Dungeon 2 – The Tower From Before

### Any dimensions not stated are assumed to be 10 feet. The ceiling in Rooms 1 to 6 on level 1 are 20 feet high, excluding the vaulting the sides, which rises from 16 feet. Steps leading into Rooms 7 and 8 are ten feet down with 30-foot-high ceilings. All ceilings on level 2 are 20 feet high. Those on level 3 and 4 and 30 feet high and 40 feet high respectively. Unless otherwise stated, all rooms are lightless and made of small yellow brick. All doors are not stuck.

Descriptions in the Before language/writing are labelled BFTXT


## Level 1

### Random encounters occur on a roll of 1 in 6 per turn.

1 – Reroll (1 Black Widow Spider, if Room 4 and 7 cleared, revert when Level 2, Room 2 cleared)

2 – Reroll (1d6 Giant Geckos on the ceiling if Level 2, Room 2 cleared)

3 – 1d8 Bandits (Nothing if Rooms 4 cleared)

4 – 1d4 Giant Shrews (Nothing if Room 12 cleared)

5 – 2d4 Goblins (Nothing if Room 7 cleared)

6 – 1 Green Slime (mutated pipe cleaner)

1.    A worn staircase winds its way up 30 feet to level 2. Observing the interior wall shows there is some 10 feet of brick between each level, if broken this reveals a network of stout pillars serving as climate controls. Above the doorframe is 1 Green Slime, which will drop on the first party member to enter.

2.    This room is dusty except or the floor. There is a mural opposite the door. It depicts a regal woman wearing a gold crown and series of overlapping plates, shaped like crescents and bosses like the full moon. In her hand is a still bright sword with a still-bright radiant sun on the pommel and wind along the edge.

Under the tiles of the handle are missing bricks in the wall. Containing the bandits’ treasure 400sp and 60gp.

3.    Long hall with much ruined furniture that crumbles to dust on a touch and dust across the floor. The higher reaches of the walls show Before writing and belong a newer picture of boats. The boats are the kind used by those of the Sunrise Straits. Many gouges and occasion scratches mar the floor and walls from combat practise.

BFTXT: Refreshments and Meals Available Here (Available Here is obscured by the boats)

1.         This room smells of fear and is lit by oil wicks. 11 Bandits prepare to ambush anyone who enters if the alarm in Room 6 is triggered. If the alarm is not triggered, their Leader Hol the Wild F2 and another are watching the door. If they intruders are not the Goblins, somehow gain Initiative or after 1 round of combat, the Bandits disengage and beg assistance to eliminate the Goblins in Room 7 who have placed them in a state of near siege.

They will betray the player characters only if they go up the stairs and come back wounded. They have never ventured up there for the tower is haunted by the old Queen’s ghost. They have 500cp in coins and gems worth: 5 x 10, 5 x 50, 6 x 100, 4 x 500 and 1000gp in a wooden box.

5.    This room is dirty except for a mildly cleared track which winds from the eastern doorway to the battered wooden branches stacked together in the southern door. An old clay pot sits in the corner.

The pot contains 200sp and squeezing of Giant Shrew pheromones. The stink clings to the opener and any group they travel with have doubled chances of wandering monster checks for 1d6 hours.

6.    A long hallway, some condensation on the walls but otherwise dry. The musky scent of mammals and dung. Whatever was once the walls has been scrapped off, whitewashed and that left to decay off the brick. Crossing halfway across the room activates the greeting sensor at human-waist height. Two overlapping voices, one sounds like a local. Alerting every encounter on the level.

BFTXT: Welcome guests to the Universal Pylon/city of New Ogen. Supplying/Capital of the Island with all require pneuma-food/grace of the spirits and ancestors at the behest of your sovereign/s.

7.    This room stinks of animals. If they players have not alerted them, the inhabitants are talking in their high-pitched yet gravelly voices. They are discussing if nests count as beds in a bedroom and therefore if they can make them more structured or must make not maintain them. 36 newer Goblins with the heads of Giant Shrews, nine 2HD Bodyguards with the heads of Killer Bees and Giant Lizards from across the Inner Sea and one 3HD Chief with the head of a short-eared dog.

The chief and bodyguards wear armour made from 10000cp of foreign coins punched through and threaded. In his nest are gems worth 2 x 100gp.

8.     This room is filled with musk and waste of carnivorous animals., increasing towards the door to Room 12. Flyspots blackens the walls, obscuring graffiti of penguins swimming in spiritually protective formations.

9.     A clean yet barren room. Not a spot of dust in a large circle and a minuscule coating elsewhere. Red bricks on the walls. Looping Before text covers the walls. Stepping into the circle of no dust causes the entity to be teleported to Level 3 Room 8, instantaneously and without warning.

         BTXT: Rapid Ascent System, Stand Clear of Circle When In Use, Be Aware of Circle When Not in Use.

10.   A worn staircase winds its way up 40 feet to Level 2. Observing the interior wall shows there is some 10 feet of brick between each level, if broken this reveals a network of stout pillars serving as climate controls. Halfway up is a scythe trap attached to a thin cord on the tenth step. If stepped on, it swings down for 1d8 damage.

11.   Complex diagrams on Walls from Before showing stylised lines connecting six separate X symbols in four separate squares. One square occurs on the far left and is circled. Two Xs are on the second square. One occurs on the third square and two more on the fourth square.

12.   This room reeks due to the fearful 8 Giant Shrews who hide here away from the Goblins in Room 7. They attack immediately and without fear. Inspection of the mattered nesting material and bodies reveals these are actually not shrews but marsupials, Giant Planigales.


## Level 2

### Rooms 8 to 12 are made of green glass, not yellow brick, these diffuse the light of day.

### Random encounters occur on a roll of 1 in 6 per turn.

1 – Reroll (1d6 Robber Flies if either Room 2 or 12 cleared)

2 – 1d6 Ghouls, with Ogen tattoos, moving creakily (may only be encountered once, otherwise reroll)

3 – 1d3 Black Widow Spider (Nothing if Room 2 and 9 cleared)

4 – 1d4 Dracolizards (Nothing if Room 12 cleared)

1.     As the staircase rises to the broad landing, there is a windswept and vine-clad balcony. Growing from leaflitter embedded in the brickwork. Thick cobwebs stretch along the walls and ceiling.

2.     Two Giant Black Widow Spiders lair here among their climbing and tripping webs and will descend to ambush once someone steps outside the stairwell.

3.     Rows and rows of crumbled metal holders contain stained outlines of cups and glasses that would have to have been made from plant matter or something like that. Traditional whitewash peels off the walls revealing an elaborate tree motif from the Before Kingdom. A large window lets in the air.

The door to Room 4 has a ceremonial skull painted on it.

4.         This long room is completely obscured to about neck or head height by blast shadows separating the room into a richer yellow where something blocked it. Occasionally the negative of an arm or hand can be seen peaking out up from the colour. A mass of bronze and bones of some bird seem to occupy the far end where the wall shifts from brick to green glass.

After the party enter, 24 Wraiths (Antarctica Bestiary) emerge from the negatives. Each hit from a Wraith causes a -1 to all rolls on a hit and reduces total HP by 1. The effects of each hit are recovered sequentially every 24 hours.

5.     There is a lever on the wall but is otherwise empty and dusty. Pulling it causes the doors to Room 4 and 6 to lock and the whole room to rise as an elevator to occupy Level 3, Room 4. The elevator position then locks for 1d6x10 turns.

6.     This room is also filled with person-sized colour negatives. But at crouching level. In the polar-west corner is a net of silver wires that form the approximation of a pair of hands and wrists worth 200sp. The tiniest scrap of green cloth is visible on some of the bands. They are grasping a clay pot, containing a Potion of Clairaudience.

7.     The red-brick room is filled with stone-like pipes, broken and at odd angles to the wall. The floor has only a couple of negatives of fallen shapes. Everything is covered in a layer of green dust.

Entering the room causes the powered chemical dust to rise and everyone present must make a Save vs Poison or die.

8.     A tall yet narrow cylinder made of glass is central to the room and a spiral stair rising beyond.

The stairs wind up 30 feet to Level 3, Room 6. Observing the interior wall shows there is some 10 feet of brick between each level, if broken this reveals a network of stout pillars serving as climate controls.

Inside are silver wires and on the outside are gems the connect to the wires within. Smashing the machine or pressing/pulling the gems (but not touching) causes the battery to discharge. Save vs Spells or a flash or light blinds everyone looking for 1d8 turns.

         Recoverable after the discharge by smashing the cylinder is 100sp of wire and gems worth 2 x 100gp and 2 x 500gp.

9.     This room has glass that is almost completely shrouded in web. Among the dark is a Giant Black Widow Spider, avoiding its mates in Room 2 and ambushing any who come inside.

10.   A whitewashed wall depicts three icons arrayed in a line. A stylised hall and boat, a stone structure with the sun above it, and the tall tower in green and yellow. They are united by a line that with 1 turns deduction, goes pole-polar east. Making it obviously Ogen 300-555, the ruined fort 302-559 and the tower 303-559.

11.   There is a cool draft here from the away end. Amid the discoloured glass that gives the room a greenish glow, there is a single unspoilt door. The brickwork is clean and the frame bears repeating Before words.

         BFTXT: Exterior turret, for emergencies and observations only. Do Not Jump.

         The door is an illusion, part of the old glamour of the Before Kingdom. Really there is a 30 foot drop for 3d6 damage.

12.   The floor here is glass, the walls here are glass and there is at the away end, a lope as if the wall was melting outwards to form a ramp or protrusion. Everything is covered in leaf-litter and mouldy bones.

         Nesting here are 5 Dracolizards, nesting on the polar-west side. The farthest two polar nests have a 500gp gem each, partly bitten.

         The door to Room 7 has a ceremonial skull painted on it.

## Level 3

### All rooms are made of green glass, which diffuses the light of day in those rooms.

### Random encounters occur on a roll of 1 in 6 per turn.

1 – Reroll (2d6 Hobgobins with deer or panther heads, if a route from Level 1 is opened up)

2 – Tarantella (Nothing if Rooms 3 cleared)

3 – 1d6 Crystal Living Statues with oversized hands (may only be encountered once, otherwise reroll)

4 – 1d6 starving-looking Gargoyles in stone form (may only be encountered once, otherwise reroll)

1.         A series of four worn robes hang on multiple hooks. Each is nearly decayed through. But if removed delicately appear to be all-concealing hooded roes with gloves with a metal and wood facemask the covers the whole face. Banded with faded red triangles.

Of the tatters, 1000sp in wire can be removed from the gloves. 500gp in the lining of the hood and facemasks. And integrated into the redder robes is Jewellery worth: 800gp, 1200gp, 1400gp and 1500gp

2.         Dusty but otherwise empty room, a brick bench and shapes visible through the glass wall. The glass is fogged and distorted. A broken stump of a metal lever is on the wall which otherwise has a crease down the middle. To causes the sliding Wall to open to Room 1. It requires either replacing the lever with a stout pole by removing the original with a Pick Lock roll. Or leveraging the crease with a tool and a combine STR of 30.

3.     Brick rubble is heaped into three mounds and bound with web. The wind moans through a large break in the tower’s side. The thick glass worn smooth. These are shelters for 3 Tarantella, who otherwise crawl down the side of thew tower via the great break. They attempt to ambush entering easier meals.

4.     An empty shaft descends some 20 feet to a hatch in a semi-wooded floor that leads to Level 2, Room 5. If the elevator has been activated and risen to Level 3 and is not locked. Pulling the leaver will lower the elevator and then it will lock in position below for 1d6x10 turns.

5.     Vault of glass with a brick wall on the south side. Many broken objects on the floor that look like star maps made of interlocking glass tubing. Making noise or exploring the room, causes a chunk of solid glass to fall and shatter. Onto the third or last row if there is no third row, of the ascending characters, dealing 1d10 damage.

6.     This hall is empty. Various brick benches have been broken to dust and debris and a faded and incomplete attempt at whitewashing was made on the walls around the entrances. There is a crude drawing of a skull on the north-eastern door.

7.     Red brick room with large stone vat with many semi- vegetable and semi-stone pipes running to and from it. Much of the wall surface is worn smooth as if having gone runny and rehardened. That was where the Ochre Jelly dissolved the attempt to plaster the room.

         The Ochre Jelly is not in the vat; it lives in the pipes as a thin mass and will emerge from underside of the piping to attack, 1 turn after the players enter or if they attack it first.

8.     A clean yet barren room. Not a spot of dust in a large circle and a minuscule coating elsewhere. Red bricks on the walls. Looping Before text covers the walls. Stepping into the circle of no dust causes the entity to be teleported to Level 1 Room 9, instantaneously and without warning.

         BTXT: Rapid Ascent System, Stand Clear of Circle When In Use, Be Aware of Circle When Not in Use.

9.     This room smells of leather, metal oil and fur. All the brick benches and desks have been overturned against the door to the north. In the dark, a snuffling.

Kiskan, 1 Wererat, is cautious in his camp. He will appear as human if he judges the party to be dangerous or await an ambush if he believes them to be mere bandits he can slay. He fears blatant displays of magical powers. If nearing defeat he will attempt to bargain by telling foes how to get up the stairs in Room 10 without setting off the trap. He comes from beyond the Sunrise Straits and will merely say he is not from the island.

He is wearing Chainmail +2 and equipped with a Warhammer +2 and Shield +1. He otherwise has 1000sp in scrapped wiring and 4000cp in copper tablets he has plundered from ruins in his bags.

10.   Staircase rises up 10 feet to level 4 Room 11. Kiskan has affix a scythe trap to the centre step to strike anyone coming up or down without his foreknowledge. Trap does 1d8 damage, Save vs Petrification to avoid.

## Level 4

### All rooms are made of green glass, which diffuses the light of day in those rooms.

### Random encounters occur on a roll of 1 in 6 per turn. If no encounters possible, roll on the previous floor’s table and double the numbers.

1 – Reroll (1d3 Caecilia if device in Room 9 is activated)

2 – 2 Cockatrices (Nothing if Rooms 8 cleared)

3 – 4d8 Bandits of a different gang/warband (Only if a clear path is established through rooms to level 1, if slain, 4d4 Goblins with dog, lizard and bird heads, otherwise reroll)

4 – 1d6 Blink Dogs (may only be encountered once, otherwise reroll)

1.     The glass here is still crystal clear and can be detected as magic. Focusing through the outward glass walls shows everything on the island is clearer and visible here. All settlements, dungeons and stone tablets are readily discernible.

2.     Hidden room has a series of stands made of clear glass, forked at the end of the tines to hold various clothing which has fallen apart into strands on the floor. The jewellery remains hanging.

Whatever garments here have disintegrated, but there is 2,000sp and 1,200gp in metallic threads. Jewellery in the shape of penguins and petrels encircling a green tower worth: 2 x 600, 700, 900 and 1,300gp.

3.         Glass walls scratched into opaqueness. Groves in the floor and the sound of a keen note, but no footsteps. The wall to the west has a herringbone pattern of almost removed red and yellow. Against the north wall is a blast-shadow human outline.

Here wanders what was once a man. As much as a man of Before can be compared to the latter days. Erratically light and dark-hued mesh covers the 1 Wight (Cursed Chainmail -1, AC 6), and a thin metal mace (Mace +3) drags from a chain in its hand. It will begin to speak if it notices a foe and then automatically attacks. Cold, high and thin in Before, demanding the internal light from the Titian-begotten animal people.

Upon destruction, the wight evaporates taking the interior lining of the armour with it. The mesh remains as a suit of scoured bright but still cursed mail. The mace remains magical. Has two thin sheets of bronze in the pocket, spell scrolls in BFTXT.

BFTXT: Material Interactions; Floating Disc, Wall of Stone, Polymorph Others, Telekinesis, Fireball

BFTXT: Today’s Experiment; Massmorph x 2, Detect Magic (mu), Floating Disc, Read Languages

Examining the western wall allows for a Secret Door roll to figure out there is a crack that can be pried open with a lever to access Room 2.

4.     Dust renders the glass surfaces opaque, a lump on the floor reveal itself to be the bronze handle of a tool that has no shaft or head. A staircase rises to the celling ten feet above.

5.     Ten crumbled skeletons in disintegrated metal mesh lie in rows. Hands crossed over their crests. Powdered furniture is stacked against the walls. Dust coats the walls.

6.     A befouled room of scratches and dried guano. The northern door to Room 4 has a humanoid handprint on it. Pressing a humanoid hand into it opens the door.

7.     Room with a red and blue painted pattern on the north door, but otherwise empty except for a stone or brick stool, knocked over and an apparatus of glass and jewels against the east wall. There is a small gleam of light coming from it.

There is a 1 in 6 chance, rising once per round used, to cause the door to Room 3 to open and the door to Room 10 to close.

Inside are silver wires and on the outside are gems the connect to the wires within. Smashing or tinkering with the powered machine the machine causes the battery to discharge. Save vs Spells or die from the battery current surging through.

Recoverable after the discharge by smashing the machine is 1,100sp and 600gp of wire and gems worth 3 x 100gp and 500gp.

8.     This room smells of dust and feathers and reptile. The dim glow of the glass walls shows a network of scratched circles and dust suspended. The sort of clucking that comes from something large and deep.

Here lair 3 Cockatrices. They nest in a set of claw-carved magical circles, which forestalls time and preserves them. If not already alerted, their Avialae heads swivel with an unstoppable slowness and then time speeds up as they leap. Searching their mounds of dust and preserved work cloth brings up nothing.

9.     There is a door at the far end in the north wall, but otherwise empty except for a few moulding crates. The vegetable matter construction staining the floor. There is a red line painted around the border of the floor and a red circle around a lever set in the up position. BFTXT on the wall above the lever.

         BFTXT: Cargo and sample delivery system. Please stand away from central point.

         Pulling the lever causes a deep groaning and then nothing. The round after that, the floor gives way into the half-opened cargo chute. Causing everything in the room not inside the circle to slide to Level 1 Room 7.

10.   The room is dark and smells of wax. The glass has been coated in a hardened purple slime and scattered glass shards. An enormous Rhagodessa rests on a bed of hardened slime. Purple bioluminescence delaying the weight of time.

If it detects foes prior to their entrance, it creeps to the floor and covers itself in flakes in order to ambush food.

11.   A long gallery with a waist-high brick wall some ten feet into the room. A set of bronze discs mark a gap in the middle. There is clear glass from the walls to the ceiling. Through it the hall reveals the occasion blast shadow of plants and the bars of a cage, now fallen into glass shards on the floor and dried specks of purple discolouring. There are three doors along the north side. The eastern one has a seal on the bottom of purple wax.

Looking at the broken cage shows many tiny insect-sized shadows covering the wall behind the broken cage and even some large scorpions and spiders previously crawling on branches.

Passing through the disc does nothing, the esoterica the detector was built to sense, no longer exists aboveground.

The alarm is triggered by a glowing panel on the north wall. Six glass gems need to be pressed in order (6th, 1st, 2nd, 3rd, 5th and 4th) within 1 round of entering. As the security system has completed endless cycles without a lockup. Otherwise, everything on the floor is alerted to the present of intruders with a short and petering out wail (the Star Wars whooping noise).

Tuesday, December 9, 2025

Miscellaneous Grab Bag Part 4

The whole reason I came up with the Miscellaneous Grab Bag posts was that I had lost the document I wanted to post, the conversion from Old World of Darkness (Vampires the Masquerade etc) to Cyberpounk 2020. In contrast to the White World Magazine article World of Future Darkness which only converted the other way. And I recall it being really tricky because they are fundamentally different ways of seeing character abilities. So I cannot say this is any good or even complete. Especially with regards to trying to convert a -1 to difficulty or a +1 to number of dice.

A lot of the more specific stuff I reversed out of the article and so pertain only to Vampire Disciplines.


Anything form of external bonus like magic or gear that reduces the TN is treated differently if it is a passive or active roll, the most obvious example being rolling to spot a clue vs rolling to spot an enemy.

Passive rolls have every -3 TN convert to a +2 Bonus, round down. Active rolls have every -1 TN convert to a +1 Bonus.

Things that increase or decrease the dice pool become a bonus/penalty of +/-1 per dice increased or decreased. Although the math holds that it is really a +/-1.5 per dice, but rough rounding is done.

Auto-successes convert to bonuses 1:1

For WoD’s use of total Successes as a threshold, every 2 over the 2020 Target Number counts as an additional success. IE. If 1 Success converts as rolling a 15, rolling 17 counts as 2 Successes when determining effects.


Humanity Index = Humanity (Conscious + Self Control) x 10

Skills are Skill Dots x 2. This does mean that skills will be higher than normal, but that should balance out the Stats being about 1 less than they should be according to Listen Up You Primitive Screwheads.

Special Power resources are spent as normal. The Resource Backgrounds gives the following: 1 dot = 2K, 2 = 5K, 3 = 10K, 4 = 20K, 5 = 50K.

WoD Base Damage – 3 = D6 rolled for damage + 2 (If Base Damage is under 5) or + 0 (if Base Damage is over 5). Natural weapons convert into 2020 damage as Base Damage x 2 in D6s + BT Mod.

For living things, 1 Soak = 4 SP. Artificial things have Damage Boxes x 5 SDP and Soak Roll x 5 SP.

Lethal damage is normal damage. If something is converted to Bashing Damage (not started as) the BT Modifier is doubled, meaning it becomes mostly chip damage. Aggravated Damage ignores the BT modifier completely.

If Healing time is reduced by 1 Line, that means +1 Healed per day.

VtM Disciplines
Celerity is like Boostware/Speedware, it adds Initiative per dot, and very 2 dotes + 1 to MA when active. (Varies by edition).

Auspex doesn’t help Cyberaudio/Cyberoptics. But does affect Aura Perception, smell touch and taste.

Dominate does not affect Cybernetically-stored memory, even if the organic part is.

Fortitude and Potence don’t work on Cyberlimbs.


Stormtroopers (Number Appearing)

I've played both Edge of the Empire and WEG D6 Star Wars. And something that's struck me is that in both rulesets, Stormtroopers can get very dangerous very quickly, even if the narrative tends to treat them as mooks. Something that became more of a thing as Disney reached for that nostalgia market.

A lot of details of Star Wars organisation came from WEG D6, whose writers tended to try and treat the in universe material as a hard scifi setting. Albeit hard like Battletech or Star Trek. Where the Empire naturally had millions of Stormtroopers and 1,000s of ships. And really the heroes needed the Force to even stand against this.

And that didn't sit right with me until I figured out that Star Wars should run on pulp rules. A narrative where does escalate swiftly from filler to fight, put where they should rarely get above filler. Couple that with Star Wars tendency to treat planets small places, and the following guide was developed.

Stormtroopers appears as four or less (speedbump if done well), 10 (mild danger), 20+ (risky) or Too Many. For inexperienced players or more lethal systems, I would halve these.

For narrative purposes:

2 or 4 guys guard a door that needs guarding/a checkpoint of mild inconvenience (1 guy is wasteful pomp) or harass some peaceful farmers.

1 squad (10 guys) guard a strategic checkpoint or a boring village.

1 Platoon (50) guard a structure or a boring town.

1 company (200) guard a big/important piece of infrastructure or a city.

1 battalion (800) guards a region/city feeling rebellious or a planet of boring people.

1 Regiment (1600) garrisons a vital military installation or is the force arrayed against an insurrection.

1 legion (12,800) controls a planet in the grip of active war or is the might of the Empire concentrated and leaving themselves vulnerable elsewhere.


 A collated timeline of Eriador for The One Ring 2E/The Lord of the Rings Roleplaying Game (5E-based)


The One Ring 2E Eriador Timeline

2960

Hobbit Tales/First Start Set Box - A Conspiracy Most Cracked, Expert Treasure Hunters, Most Excellent Fireworks, Involuntary Postmen, To Soothe a Savage Beast

 

2965

All the Rulebook issues - Combe, Archet, The Barrow Downs (constant) and The South Downs. The Star of the Mist

MORIA - The Present Day of the sourcebook

Black Númenóreans - STRANGERS IN LOND DAER

Saruman The Patron - THE MESSENGER (Leads to Summons to Isengard.)

Dunland Raiders - SMOKE RISES OVER ISENGARD (Leads to Outlaws on the Road.)

Hands of the White Wizard – Earliest Time for The Beast of Dunland

Hands of the White Wizard – Earliest Time for The Sea-Prince of the Shore

Hands of the White Wizard – Earliest Time for The Disaster of the Gladden Fields

Morlhoss Against the Elves - A WHISPER IN THE WIND

Arblaud vs Dwarves - ARBLAUD’S HOMECOMING

Cauthlin vs Rivendell - THE RETURN OF THE WEASEL-SPIRIT

Tales From the Lone Lands – Earliest Time for A Troll-hole, if Ever There Was One, Messing About in Boats, Kings of Little Kingdoms, Not to Strike Without Need, Wonder of the Northern World and The Quest of Amon Guruthos

 

2966

Black Númenóreans - THE FISHER CHILD

Saruman The Patron - SUMMONS TO ISENGARD (Leads to Spying on the Shire.)

Dunland Raiders - OUTLAWS ON THE ROAD (Leads to The Burning of Minhiriath.)

Cauthlin vs Rivendell - THE SIEGE OF WAILINGHOLE

 

2967

Black Númenóreans - DARK BARGAINS (Leads to Scouts in Minhiriath.)

Saruman The Patron - AMBUSHING THE BLACK NÚMENÓREANS (Leads to Mission to Angmar.)

Morlhoss Against the Elves - RAGE OF THE STONE-GIANTS

Arblaud vs Dwarves - INCIDENT AT THE FORD (SPRING)

Arblaud vs Dwarves - A NEW LADY IN THE NORTH

Arblaud vs Dwarves - THE BATTLE OF IOREITHEL

 

2968

Black Númenóreans - SCOUTS IN MINHIRIATH (Leads to The Wooing of Tharbad.)

Black Númenóreans - THE TREASURES OF OLD

Saruman The Patron - SPYING ON THE SHIRE

Saruman The Patron - THE LORE OF EREGION (Leads to Into Moria.)

Dunland Raiders - THE BURNING OF MINHIRIATH

Morlhoss Against the Elves - THE RISE OF THE ELF-HUNTER

Arblaud vs Dwarves - THE GREAT COUNCIL OF MITHLOND

Arblaud vs Dwarves - THE OATH OF THE DWARVES

 

2969

Black Númenóreans - JOURNEY TO ANGMAR (Leads to Rites in the Barrow-downs.)

Saruman The Patron - MISSION TO ANGMAR

 

2970

Black Númenóreans - THE WOOING OF THARBAD (Leads to The Kathuphazgân Moves Inland.)

Black Númenóreans - BLOOD IN SWANFLEET

Dunland Raiders - THE IRON BARGAIN (Leads to Raid on Lond Daer.)

Hands of the White Wizard – Latest Time with modifications for The Beast of Dunland

(Vila is age 10 in The Beast of Dunland and must grow into a “capable but Cruel young woman” by either T.A. 2972/2975, where the Kathuphazgân arrives in Lond Daer in the modified scenario. Or fulfils its purpose to discovers Rivendell if not stopped)

Morlhoss Against the Elves - THE HOWLING OF WOLVES

Cauthlin vs Rivendell - THE WAYLAYING OF THE EVENSTAR

Arblaud vs Dwarves - THE CROWNING OF THE NORTHERN QUEEN

 

2971

Black Númenóreans - RITES IN THE BARROW-DOWNS (Leads to The Fall of Lond Daer.)

Hands of the White Wizard – Latest Time for The Beast of Dunland

Hands of the White Wizard – Latest Time with modifications for The Sea-Prince of the Shore

Hands of the White Wizard – Latest Time with modifications for The Disaster of the Gladden Fields

Cauthlin vs Rivendell - A TRAP IS TRIGGERED

Tales From the Lone-Lands – Latest Time for Messing About in Boats

 

2972

Black Númenóreans - THE FALL OF LOND DAER (Leads to The Kathuphazgân Moves Inland.)

Saruman The Patron - INTO MORIA

Dunland Raiders - RAID ON LOND DAER (Leads to Across the Brandywine.)

Hands of the White Wizard – Latest Time for The Sea-Prince of the Shore

Hands of the White Wizard – Latest Time with for The Disaster of the Gladden Fields

Hands of the White Wizard – Earliest Time with modifications for There Let Them Lie Until the End

Cauthlin vs Rivendell - NO PLACE IS SAFE ANY MORE

Arblaud vs Dwarves - A MEETING OF MOTHER AND DAUGHTER

 

2973

Black Númenóreans - THE KATHUPHAZGÂN MOVES INLAND (Leads to Scouts in the Trollshaws.)

Hands of the White Wizard – Presumed Earliest Time for There Let Them Lie Until the End

Morlhoss Against the Elves - TROLLS ABROAD (Winter)

Cauthlin vs Rivendell - THE COMING OF THE SHADOW OF DEATH

Cauthlin vs Rivendell - CONFRONTATION AT THE BLACK LAKE

 

2974

Black Númenóreans - THIS IS NO PLACE OF HONOUR

Black Númenóreans - SCOUTS IN THE TROLLSHAWS

Dunland Raiders - ACROSS THE BRANDYWINE (Leads to The Assault on the Dwarf-hold.)

Cauthlin vs Rivendell - 2974: THE FORGING OF THE BLACK BLADE

 

2975

Black Númenóreans - THE DISCOVERY OF RIVENDELL

Black Númenóreans -  HONOUR AMONG THIEVES

Dunland Raiders - THE ASSAULT ON THE DWARF-HOLD

Hands of the White Wizard – Presumed Latest Time for There Let Them Lie Until the End

Morlhoss Against the Elves - ATTACK ON WHITETHORN HAY

Arblaud vs Dwarves - THE SIEGE OF THE NORTHERN QUEEN

 

2977

Morlhoss Against the Elves - ATTACK ON DWARFERRY

 

2978

Morlhoss Against the Elves - THE ROBBERS OF THE BIRCHWOOD

Morlhoss Against the Elves - SHADOWS OF THE DARK WHISPER

 

2979

Morlhoss Against the Elves - THE WAR CRIES OF WOLVES AND GOBLINS (Spring)

 

2980

MORIA - Aragorn enters Moria by the East-gate

Morlhoss Against the Elves - PRISONER OF MORLHOSS

 

2982

Morlhoss Against the Elves - FAELOTH’S LAST ROAD

 

2989

MORIA - Balin’s expedition

Hands of the White Wizard – Latest time for There Let Them Lie Until the End

 

2994

MORIA - Recorded Death of Balin in the Book of Mazarbul.

Hands of the White Wizard - The Quest of Moria

 

3000

Hands of the White Wizard - The Ithil-stone

 

3018

MORIA - The creature Gollum enters Moria to hide from the Elves and the forces of Sauron.

 

3019

MORIA - The Fellowship of the Ring passes through Moria. Gandalf the Grey destroys Durin’s Bridge and slays the Balrog.

 

24 Landmarks that can be explored or are tied to events. So, they either get to be inserted anytime or at the appropriate year. Although some occasions only are for their destruction or change. So perhaps introducing them beforehand is better.

 

If a player was a Man and started in TA 2,965 at age 18 and then married and had a child at age 20 in TA 2,967 to keep the generations a nice, neat number.
Assuming he didn’t die on his adventures, nor his children. His son could take over adventuring in TA 2,985 and he would be 40 in TA 2,987 and 72 when the War of the Ring ended in TA 3,019. His grandson could take over adventuring in 3005 and be 32 at Sauron’s defeat. Though any Eriador character would be dealing with Ruffians in the Shire into TA 3,020.

Now some of the events are more descriptions of bigger changes than actual scenarios, but TOR 2E presume a certain amount of improvisation with the Tales of Years chapters.

It could easily be that this character can do 4 adventures a year for 5 years, then slow down by 1 every 5 years until stopping in the blank gap after TA 2,980, then his son takes over. Seeing any Landmarks and adventures that the father didn’t do. Leaving enough time for any TOR 2E Book/war content to be done by the grandson.

Wednesday, December 3, 2025

3E/5E of the World’s Greatest Roleplaying Game to Mothership Conversion

 This one was a little trickier, as later editions tend to have lots of special abilities and multi-attacks.
I did an adaption of one monster of each edition. The 3E one was much harder due to the innate magical effects and spells.


Divide Total HP/10, then round to whole number, Instinct remains (x10%) then determine HP by multiplying by x 4.5 and rounding. Then add or deduct from Health based on the original size. D6: -5, D8: +0, D10: +5, D12: +10. Apply the OSE to Mothership Wound and Health Converter. Including adding the extra Wound at the end.

Applying the AC to AP converter using the Ascending AC.

Actions remain the same, use judgement for distance of attacks.

Divide Damage/2 and convert into d5, d10 and Wounds as according to convertor.

In the unlikely event you need to calculate speed, original speed for a walk, x 3 for a run, converting to meters if required.

Any attacks that recharge randomly can only be used once per combat encounter.

Relevant Skills are converted and compared to Instinct, same process as converting Attack Bonuses, if the converted skill is higher than the Instinct, they can use that percentage when doing those actions otherwise use Instinct if Skill is lower.

Advantages/+4 or higher situational modifiers convert to [+] and likewise do Disadvantages into [-].

Magic Resistance applies to magic, paranormal or psychic powers as they occur.

DC inflicted by the monster requires a Save from the player with [-] if the monsters original Wounds are higher than the players, though environmental circumstances can change this.


Gnoll Fang of Yeenoghu

5E MM p.163

W4 HP 12 OR W2 HP 24

INS 70%

COM 50%, Teeth and Claws 1d10 (Gore & Massive) Attacks 3 times, one of those with its bite.

Those bitten must make BODY Save or take an additional 1d10 from bacterial infection

When the Gnoll inflicts a final Wound, it moves to another target within Nearby range and bites another target.

AP 4

As fast as a person


Nightmare

3E SRD (https://www.d20srd.org/srd/monsters/nightmare.htm)

W4 HP 13

INS 50%

COM 70% Kick; 1d10 (Blunt Force) +1 (Fire & Explosives)

45% Bite; 1d5 (Bleeding)

If it doesn’t move, it can bite as well as kick twice.

Hooves set combustible materials alight.

AP 14

Sees in the dark

As it fights, it exhales sulphurous smoke from its nostrils. Imposing [-] on all rolls including the BODY Save to resist its effects on the eyes and lungs. It conceals the Nightmare within the cloud.

Faster than a person (26m per round), can fly fast than that (30m per round)

Can carry a person if somehow tamed or appeased, WILDERNESS SURVIVAL roll required to do anything while mounted.

If possible, maximum load up to 136kg before [-] on rolls, half speed above 272kg and limit at 408kg.

Why communicate with this thing/Special abilities

If one communes with the Nightmare for 30 minutes, it may transport itself and ten others to distant realities and places as a physical copy there. But is unable to bring objects back to the original body, which lies in a state of unawakening suspended animation. It is possible to be left behind.

The Nightmare may also make itself and 6 others invisible and incorporeal, travelling through physical matter in any direction at half speed for 20 minutes. Everything in normal reality looks grey and insubstantial. If within an object when the time elapses, the materialised being takes 1d10 damage for every 2 metres it is shunted towards an open space.


Tuesday, November 25, 2025

Fallout Cascadia

 

With the update of Savage Worlds Adventure Edition Science Fiction Companion (mouthful), I have everything set to start on my Fallout Savage World adaption. Joining the twenty other people who have done so or are attempting to do so.

But my tastes run a little counter to the modern Fallouts. A little ironic considering my favourite is New Vegas and I have never played Fallout 3 and 4. But the classic Interplay releases have a sense of scale that isn’t captured by spending all the game around one city and it’s outlying suburbs. Having to squash the far-flung regions like Raven Rock and Little Lamplight into a box to make them fit. Fallout 1 and 2 took place in a landscape so worn down by decades of radioactive dust that the number of surviving pre-war settlements could be measured on one hand each game. Leaving room for new places to emerge.

But there is no use just slapping this down, Interplay made Wasteland 1 before the Fallout series. So there should be enough information to come up with some rough rules as to what makes a good Fallout setting.

Gamewise, besides just cribbing premade material off other Savage World Creators. I was going to adapt the Half-Giants from the Fantasy Companion as the basis for super mutants and make up ghouls based on the template process. The only downside was coming up with enough Racial Edges to cover Pure-Strain Super mutants and the several different variants of ghouls.

Power Armour and maybe Radiation were going to be from the Science Fiction Companion, if not treating Fallout’s B-Movie Radiation as a disease or something. Didn’t need to change guns but certainly would have added a bunch of Deadlands edges for that frontier feel. Maybe some Fantasy edges to keep melee combat more relevant.


Wasteland 1

Out of 13 locations; 3 are real life places: Las Vegas, Quartz[site] and Needles

And 10 are fictional locations: Highpool, Ranger Center, Desert/Rail Nomads, Darwin, Sleeper Base 1, Sleeper Base 2/Base Cochise, Guardian Citadel, Agricultural Center, Savage Village and probably Mine Shaft.
Mineshaft is a probably as there are a lot of silver mines out there, but it’s not named.

That’s quadruple the fictional over real locations. However, there is a significant distinction between pre- and post-apocalyptic sites. Only the Desert/Rail Nomads and Savage Village are not transformations or continuations of preceding sites.

Talking this to Fallout 1

All the locations in Bakersfield (Necropolis), Barstow (The Hub), Los Angeles (Boneyard/Cathedral) and San Diego (The Glow) are real and transformed.

Of the fictional places, only Junktown, the Raider Camp and Shady Sands are post-war. Leaving Vault 13, Vault 15, Mariposa Military Base and The Lost Hills Bunker as transformations.

The real vs fictional is 5/7 and the pre vs post war is 9/3. Still keeping around 12 locations maximum.

For Fallout 2, the last time Interplay managed to get an RPG Fallout game off the ground we get a bit more.

Real life and transformed: Reno, Redding, San Franciso, Modoc, Klamath (Falls by the loading screen but the squashed map puts it in California) and the Sierra Army Depot. Though only San Franciso and the Sierra Army Depot have been transformed significantly from their real-life counterparts.

Of the fictional locations: Navarro, Poseidon Oil Rig, Gecko, NCR, The Den, Arroyo, Vault 13, the False Vault, Mariposa Military Base, Broken Hill and the Ghost Farm. Only the NCR, Arroyo, and the Ghost Farm are post-war.

6/17 are real but 3/11 are post-war. Still very few new settlements.

- There should be many more fictional locations than real-life ones. Up to four times as many.

- For how large the maps are, there should be vast stretches of emptiness, with real-life locations scattered to the far reaches and fictional locations in-between.

- If there are real-life locations, they should be transformed in some way. While Fallout 2 breaks this somewhat with Northern California, it holds true in 2/3 Interplay RPGs.

- The number of post-war locations should be very low.


Now with all this in mind, let us see how well my Cascadia Region stands up to these rules.

The setting is based on the failed proposal for Fallout Extreme, a squad-based action game featuring local rebels vs an Evil Brotherhood of Steel. Proposed to Interplay by 13th Degree but rejected. The Brotherhood are oppressing the region to conscript anyone into an army to eventually invade China and fight the resurgent Communists. As the one thing Fallout clearly needed was an End-Justifies-The-Means plot which also resurrects the spectre of the dead pre-war world. It feels like proto-Bethesda, but at least they took enough of Fallout 2 to copy the Enclave hypocrisy rather than Rah Rah American Power-Armour.
They merely devolved into Brotherhood fanboyism, but about that later.

I think this should be somewhere between Fallout 1 and Fallout 2, about the same time as Fallout Tactics. Long enough for an event to occur but not so long as to affect the games. The expansion into the Pacific Northwest but a small group of Brotherhood members who become a radically different offshoot is pretty much what happens in Tactics. We can see this as a darker version of the same dispersion. The Midwestern Brotherhood becomes more open as it recruits weirdoes and the Northwest Brotherhood becomes more evil as they recruit and impress raiders.

(Made with Google Earth)

(Made also with Google Earth)

I have no idea on how big this image will be, it was enormous on my screen but Blogger might chop it down dramatically. I have found it needs to be big to see the pins I put on.

Gold Pins were real-life locations transformed
Red Pins were real-life locations transformed but probally could be abandoned to keep the number of locations down to a reasonable level.
Blue pins were fictional locations
Purple were fictional locations that could be junked as needed.

(Someone on Reddit)

Starting from the top of the map down and going west to east

Kodiak Base - From Fallout Extreme, it was labelled as part of the Pacific Northwest region, but the Kodiak islands were part of Alaska. Which in the draft were the Bering Region. As no map was provided, who knows. If it must be included and wasn't an error. I’d say either Vancouver Island or the San Juan Archipelago counts as a remote enough island group, while not being too far from a Cascadia adventuring group.

The Sound – Another map to seize control of against the Brotherhood. The sound could refer to anywhere in Puget Sound, so I chose to interpret it as the survivors in all the flatland, tidal ways and to the west of Seattle and of course the massive Olympia National Park, which could support survivors willing to live a more “tribal” life.

Some Fallout material, especially Honest Hearts, makes a fair amount of hash out of how to define a tribal lifestyle.

Command Forward Depot – A single line from the dubious Operation Anchorage about supplies coming from Oregon. As there is a big navy base and depot there, it seemed to fit. Not necessary, it could be tied to making friends with The Sound to obtain a cache the Brotherhood knows nothing about or how The Sound defend themselves.

Capitol Hill - A neighbourhood in Seattle. While Seattle was going to appear in the never off the ground Project V13 by Interplay, a MMO set in a re-ruined world. Fallout Extreme has no details either. Probably the Brotherhood occupies the are as their central command and it’s the final region.

Seattle Underground – Another Fallout Extreme mention. I think it was inspired by the network of underground streets in the Pioneer District, left behind when Seattle built over them due to fire and flood. With all the other ruins, it might be a massive network running the length of the city and a hotbed of anti-Brotherhood resistance.

Issaquah – While a forested suburb of the Great SacTac (Seattle-Tacoma) area. It would have appeared in Extreme as the Issaquah Nation, home of Hawk man braves, violent shamans and controlling the inland regions. Hawk man braves almost suggest to me they are wearing sports gear of an old team, like Caeser’s Legion. Whatever they are doing, they might be a threat to the Brotherhood outposts with numbers, or the Brotherhood might have struck a deal with them for not having any technology. I lean to the former.

Issaquah Vault - I didn’t think of this one, it came from trying to match up all the vaults in a still from the TV show. While I had labelled it for Issaquah, it could just have well served all Seattle, though only 1,000 and assuming it was benign. It’s ultimately not relevant and if the Brotherhood hadn’t looted it, surely it belongs to the Issaquah.

Although convincing/forcing each tribal confederation to gain access their ancestral vault would be a fun McGuffin race vs the Brotherhood or working for the Brotherhood.

Vault 6 – One of the few Extreme locations to get an actual location, Vault 6 has the dubious authority of appearing on the TV show maps as well. While being built inside Mount St. Helena was always a dumb idea, the deliberate radiation exposure has turned them into aggressive ghouls.

Troll Warrens – A super mutant community apparently built underground. From Extreme but somewhat hard to place. Clearly there must be large caverns and it’s popular to associate super mutants with FEV or radioactive areas. Since nothing was happening in Portland and it was close enough to Mount Hood. I set it there.

The Cause – Based on Mount Hood, these were the protagonists of Fallout Extreme. A unified group of campers, survivalists and refugees from the surrounding sites and new settlements. The Fallout TV show puts a Vault there which very clearly explains how a chunk of them got there and their technological abilities.

Griffon Airfield – This was tricky because it was Extreme’s proposed demo and demo locations don’t always exist. The only real idea I had to go on was it should be near the starting area for the game (Mount Hood) and it was an enclosed area with a few outbuildings and a missile silo. Now Seattle had missile defences scattered through Washington in random towns. But they are all too far away. So, I imagined Portland might have had some in the increasingly militarised Cold War forever future of pre-war America and plunked it at Aeroacres Airport-OG30 in Oregon City. Being the closest sealed airport to Mount Hood that wasn’t big enough to have a terminal.

Fort Willamette – Extreme reference, sounded like a Brotherhood stronghold but where? I originally placed it at the Highway interchange in Eugene, to guard the southern end of the Willamette Valley. But the TV show’s placement of a Vault almost opposite Salem seemed interesting enough. So, I move it up. I wanted to have it in the Vault itself, but that would put it in the middle of nowhere.

Looted Vault – Somewhere east of Salem was a vault, placed by the TV show. At the time I had made that section of the map, I think I baulked at the idea of having a Vault just in the middle of a plain. In Interplay’s Fallout, Vaults were mostly extremely isolated and rare. 13 and 15 were in remote regions of California. Vault 8 (Vault City) was in a corner of Nevada far from anything else. Vault 12 however breaks that pattern and maybe was a sign I should have just accepted a vault can be built under the city that would be hit. The vault was looted by the Brotherhood and accessing these vaults was part of the reason for splinter faction to come up here.

Certainly, it would have simplified Salem into a single pin.

Oregon State University – Interplay took a lot from Dav Brin’s The Postman (especially the NCR), but maybe not quite as much as they did from A Canticle for Leibowitz and The Earth Abides. To fill space, importing the supercomputer managing survivors was obvious. The Brotherhood has probably ransacked the place and killed or impressed everyone. But a quest hook could be gathered here to right those wrongs. Of course, alternatively for space, this could just be a passing mention and needs not actually appear.

Gun Tribe – Another The Postman reference. A tribal society in the truer sense, being a fusion of Native American US Army personnel and the local rural people of the Umpqua River Valley. I was originally going to have them be based in Florence, but I ended up moving them to Reedsport as Florence would be ruined if the other Fallout material about Coos Bay had that ruined. Though frankly I could have pushed them further up to Scottsburg or even Rosburg. They have kept their humanity and their training by constantly fighting with the cannibals to the south. They ambush Brotherhood patrols and like the book people, are a vital if haughty potentially alliance.

Cannibal Shrine – Fallout 2 had hostile cannibal bands roaming around Arroyo, indicating they lived in the forests of Oregon and maybe Northern California. I took that as another The Postman reference. In that book, what really sent America back to the dark ages was first nuclear war, then plague, famine and mostly hordes of fascist survivalists called Holnists, attacking rebuilding and reconnection efforts. And they form the final threat of the book. Forced north into the Rogue River region by a California polity despite their augmented super solider bodies.

The Rogue River Valley had quite a population of survivalists and probably still does. These cannibals in Fallout 2 were very strong and tough but carried simple weapons. So, from that, this new culture must have some sort of horrible idol somewhere, with an attached quest to rescue someone and destroy it to demoralise them. They keep Cascadia separate from New California, reachable only by heavily armed caravans along I5. Or by running the desert from Klamath.

The Haunted Place – One of those unnecessary Fallout 2 style gags. The Oregon Mystery Vortex is a famous tourist trap where it’s claimed gravity behaves weirdly. In Fallout’s pre-war mania, the government built a research bunker nearby and below to study the military applications. It was a massive bit of fraud on behalf of the construction company but maybe the scientists found some superscience there. Creating a dungeon to explore. Regardless the Cannibal tribes don’t go near it, making it a safe place for a while.

Toxic Caves – Just as they were in Fallout 2, full of Golden Geckos and some military salvage. Can be cut without issue.

Crater Lake – Beautiful and sacred to people now and likely to the survivors after the bombs. But ultimately unnecessary unless you want some sort of contrast.

Klamath - The furthest south and represents a weird realm or order and sanity. Klamath (Falls) cares for money alone and thinks no one north of them is a civilised person. Here is a rest stop and a reminder of a wider world.

Rivertown – Built on and in the bend of the Columbia River, out of scrap that has floated from ruins further up. Rivertown is a new place by a tribe which just wants to live and grow again. They have some pre-war abilities and is more a rest stop towards the middle of the map. Their quest would be resolving who controls the town, an Issaquah-allied government or a Montauk-allied government. The other side will not take kindly to losing access to the bank.

Montauk Preserve – This one is tricky. Montauk was a native American tribe from the East Coast, at the tip of Long Island. Unless they were some sort of weird hippie people who merged different beach house styles together. They don’t really fit. But the Fallout TV show added a vault around Spokane.

Spokane is reasonably close to a few Native American reservations. So, I merged them. The Vault was a place where select reservation members were granted access but not anyone with storytelling knowledge, trying to see if a hybrid culture could from memory alone. For good or bad. They sort of did.

Most of their quests revolve around connecting regional communities to stave off the Issaquah Nation’s expansion. They give the quest to deal with the Deathclaw Nest.

Montauk Vault – The vault needs to be mentioned. It might not actually appear but could be a dungeon, completely emptied except for something awful that crawled in there. The TV show map has the vault directly on the Washington/Idaho border, but that’s flat land and at the time I wasn’t willing to accept that vaults could be built without natural protection like in Interplay’s games.

Deathclaw Nest – This is just a big dungeon that is there to test the combat ability of the players. The idea is that communications across the dry Columbia plateau have gone silent. The quest takes players from the Cascade ranges to the Montauk, who tell of monsters in the desert. Redirecting the players to find and destroy the nest. Its location is just a space filler. You could put the deathclaws in a vault like the Montauk or Boise Vaults to save locations.

Boise Vault – I wanted this to be in the mountains nearby, but the map is clear it’s dead centre in Boise. This vault would be theoretically untouched by prospectors. The primary drive for the Brotherhood to go east and loot it for either general parts or some sort of McGuffin piece. The idea of a base to impress raiders, tribals and communities into their army sounds a lot like Caeser’s Legion and the Fallout Van Buren plot about Dog Town/Denver.

Mountain Home Airforce Base – A major base and command centre in real life, the ruins would be literal ground zero for strikes in Idaho. The radioactive ruins could either be a ghoul dungeons like Bethesda/Obsidian Fallout games would do, or just a glowing crater like The Glow was in Fallout 1. If there is some pre-war military technology required, it could easily be here. Otherwise, it just restricts travel through the Snake River region.

Menkey Butte Mine – A location from The Armageddon Rag, a short-lived newsletter about Project V13. Supposedly a silver mine people are trying to find, it is assumed to be Butte, Montanna and a reference to the mines that crisscross the hills around and beneath the city. This is a little odd, for while Butte has silver mines, they like the original gold mines were played out. Now precious minerals occur as a byproduct for Butte’s other colossal mining projects.

Buit that’s never stopped Fallout from adjusting the game world for a better story. It could maybe be Butte County California, which did have gold, silver and gemstone mines in the 1800s and would fit better with the “narrow” range of continental USA Interplay’s Fallout takes place in.
Fallout New Vegas suggest there are active coal mines in Montana, but the coal beds are far away from the western ore mountains and play no part in this game.

Helena Vault – To the east of Helena is a lake, the western side is a low range of rocky hills, and the eastern side has mountains. Annoying, the TV show put the vault on the western side as far as my eyes can tell. Whatever this vault does, it’s probably a valuable place of salvage, if not a focus of a community.

Vault Location – Really everything I said about the Helena Vault applies to thing one as well. I guessed it to be under Mt. Baldy, one of many peaks with similar names in the region. Probably designed to save/experiment on people from Idaho Falls.

Granite Peak/Montanna Chapter Bunker – This was a case of expedience from me. There is an unused bit of dialogue from Fallout 3 about there being a Montanna Chapter of the Brotherhood of Steel. The Fallout TV show seemed to place a Vault directly in the huge massif that is the Beartooth Mountains. This would be remote even for Fallout and would, be so far east to be closer to the Midwestern Brotherhood of Steel. But the fact Elder Lyon, a man who abandoned reinforcing the Midwestern Brotherhood due to their divergence quoted them means they aren’t quite so odd.

The remoteness gives a natural plot for the area. The Montanna chapter took over a vault, maybe after the experiment killed/hurt everyone. They guard and scout Montanna from the ruins of Helena, the coal towns of the north and south, maybe into Yellowstone. The Northwest Brotherhood wants to convince them to ally with them. The Montanna chapter isn’t sure. The players can influence the discussions taking place in let’s say the Helena Vault to see if the Northwest Brotherhood can be curtailed from going east.


I have:

Kodiak Base? – Fic/pre

The Sound – Fic/post

Command Forward Depot –Fic/pre

Capitol Hill – Real/pre

Seattle Underground – Real/pre

Issaquah – Real/pre

Issaquah Vault – Fic/pre

Vault 6 – Fic/pre

Troll Warrens – Real/Post, although my terminology keeps breaking down here, it’s a transformed real-life location but it’s post-war construction.

Like San Franciso being the domain of the Shi, it sits somewhere in between. But if so, would move the ratio for Fallout 2 to 4/11 post/pre-war.

The Cause – Real/post? This is where the classification clearly breaks down. It’s a real-life location, with fictional elements built pre-war and a post-war group of settlements because no one lives there normally. Unless everyone lives in the modern surrounding towns, but then are they really descendants of scouts and survivalists?

Griffon Airfield – Fic/pre

Fort Willamette – Fic/post

Looted Vault – Fic/pre

Oregon State University – Real/pre

Gun Tribe – Real/pre maybe post, but I’m leaning pre

Cannibal Shrine – Fic/post

The Haunted Place – Fic/pre

Toxic Caves – Fic/pre

Crater Lake – Real/pre

Klamath – Real/pre

Rivertown – Fic/post

Montauk Preserve – Fic/post, though based around Spokane, I don’t think they would be in the ruins themselves, maybe in the forested highlands. I put the marker on Spokane for the general area.

Montauk Vault – Fic/pre

Deathclaw Nest – Fic/post, maybe pre if it’s a transformed Vault

Boise Vault – Fic/pre

Mountain Home Airforce Base – Real/pre

Menkey Butte Mine – Real/pre, unless you consider the fact it is not explicitly named, in which case it would be Fic/pre

Helena Vault – Fic/pre

Vault Location – Fic/pre

Granite Peak/Montanna Chapter Bunker – Fic/pre

Ignoring the edge cases where I have realised, I could reclassify things. I have:

13 Fic/pre

6 Fic/post

9 Real/pre

2 Real/post

That’s 19 Fictional Locations to 11 Real locations. Somewhat low by the standards of Interplay.

And 15 Prewar locations to 8 Postwar locations. Still pretty high.

Curbing all the optional places becomes

Eight Real vs 9 Fictional

Ten Pre vs 6 Post locations.
So I’m not very much in tune with the Interplay spirit as I hoped. I could condense some of the filler areas together. But then I think I’m ending up like Bethesda’s Fallout. Where it’s incredible constrained by the continuous open world format.

Everything in Bethesda’s Fallouts, bar Fallout 76 are tied to a single city. You can even see this in the TV show where they try to retcon and force Interplay’s Fallout 1 area over the Los Angeles ruins. Reusing Fallout 4 aesthetics for everything (somehow having completely replaced the design work they did for Fallout 3). The Boneyard is just an endgame are. I’m surprised we didn’t have Vault 13 beneath the Hollywood sign.

No doubt Bethesda could do a Pacific Northwest Fallout, but it would Fallout Seattle and The Cause would be on Mount Rainer. There would be no evil Brotherhood, for Bethesda loved the jackbooted religious fanatics because they have the the armour that's on the box, despite being optional content in Fallout 1 and 2. But then again Fallout Tactics 1 and 2 (absolute disaster) were happy to toe the Brotherhood's line. They could do a regional Fallout, they certainly managed to create widespread space in Elder Scrolls and Fallout 76. And they have distinct spaces in Starfield by necessity. But I think their devotion to mapping out every corner of a downtown area would do them in. Fallout 76 got away with it because West Virgina was so rural, there was no city to minutely detail.

Tuesday, November 18, 2025

AD&D Solo Adventures - The Village of Homlet Part 5

I realised I made a mistake with some of the XP and had to round back to level 2 base values before recalculating again. I think I lost some XP but really it was maybe a few hundred. And That’s a rounding error at this point with the treasure.

Day 39, He is finally outfitted in his plate mail +1 and his AC is now 0. 5630gp of money in Verbobonc (he donates it to the Viscount in exchange for a promissory note, good for Velune. 9800gp (yet to XP) still buried and 3200gp (yet to become XP) awaiting him in Hommlet with the rest of the money.

In prepping the character, I realised I needed to deduct 10gp for the accommodations, stables and food. Also I should of done something with the small Cloak of Elven Kind as well. 6gp for expenses.

Day 44

Dounil rides out upon his horse, allowing himself to carry all the way to the hills. Neither lost nor waylaid. He realises the armour and the coins in his purse causes the horse to be encumbered.

Day 45

Dounil recovers 4900gp of treasure, leaving 4900 behind. He rides back to Verbobonc, not getting lost but encountering Pilgrims, a reaction roll of 11 means they are indifferent. Dounil lets them pas and does not try to parlay with them. The XP shuttle continues and Dounil pays 6gp for the night.

Day 46

Dounil sells his treasure and gets ready to ride out one final time. With a mere 33cp and 9sp on his person and another promissory note from an increasingly happy Viscount. For Dounil could well perish against the temple and never redeem his notes. FXP 673 MUXP 643. He takes the opportunity to sleep in the castle as a guest to preserve his money and avoid the bands of thieves who are quite aware he has been carting treasure into the city.

Day 47, Dounil rides and gets lost. Riding due south instead of south-east. NRE.

Day 48, He cannot seem to find the site in the morning. Another roll of 1 means he is anti-lost, of realises he is 30 miles off course. No random encounters but deeper into the hills.

Day 49, He is not lost and navigates the slopes and gullies to arrive back near the road where he buried his treasure. A final digging occurs. NRE.

Day 50, Making moderately good time. He rides halfway to Hommlet, not being lost but encounters 20 Bandits (66 means they aren’t good hillmen either).

He surprises them by riding down the hill when they were packing up. 30 yards away they are, 19 men and level 2 Fighter. These are a roving band of robber, bringing loot to the temple as Laerth no longer commands the western approach. Dounil knows what they are for they have had no chance to use their trickery or surprise. He draws his bow and fires as his surprise action.

SR/R1 - Fray means his shots skewer foes alike in the rain of arrows, though only 2 die. He uses he normal action to dismount and switch to his sword. The bandits rush him, crossing the distance with ease and 12 attack him, including their leader. 3 per 10-foot side. Dounil is putting a lot of faith in his 0 AC. None hit.

R2 – Dounil hews away, 3 die. They strike back, not going to test morale till half have fallen. Despite the armour, Dounil takes 1 damage, HP 13->12.

R3 – Dounil kills the leader and 4 more bandits. The bandits pas their morale check and keep fighting. Dounil takes 2 hits from the pressed mass of swords, taking 3 damage, HP 12-> 9.

R4 – The swords swings and 2 die. Though one bandit cuts through, the blade turns on the under armour (roll of 1 damage).

R5 – The remaining 8 bandits fail their morale check and begin to flee. Dounil knows he should pursue, but he cannot chase 8 scattered bandits with a horse overloaded with treasure. He instead loots the dead. He gets 91sp. He bandages HP 9-> 11.

He has a sleepless night.

Day 51, he finally returns to Hommlet with no more delays.

It has taken Dounil 28 days to dispose of all his loot and return to Hommlet, ready to travel to Nulb. It only took him 23 days to clear the Moathouse with resting. He stores his treasure with Rufus and Burne along with the Gnomish payment that was lodged with them. While they are clearly unhappy with the prospect of all this money which is not useful for their castle. Thy do permit the issuing of a promissory note on the grounds Dounil does not claim if before the castle is built, which will take years and allow them to invest it themselves. Dounil gives them the small-sized cloak of elvenkind to sweeten the deal, suggesting perhaps it should go back to the Gnomes if they have no use of it.

Dounil retires to the inn with three pieces of paper worth more than whole estates, he pays 4gp in silver for room, food and stables. Elmo sidles up and says that if he is in Nulb, his brother Otis the Smith is a good man to talk to. FXP 1113 MUXP 1063. plus FXP 28 MUXP 27 from defeating the Bandits. Dounil levels up his Fighter class to level 3 HP Maximum is now 16, HP 11->14.

Day 52, He requests 100 gold pieces from his stored wealth and converts the rest to a promissory note from Rufus and Burne. He then rides to Nulb.

Nulb by all accounts was described as an awful place, by some tributary of the Velverdyva River called Imeryds Run. River-pirates, bandits and people too self-motivated to be cultist make it home. Rather than ride through the increasingly dangerous woods, Dounil takes the low road through the hills and swampland past the Moathouse.

Gygax’s tables are getting dangerous and adventure specific here but a lucky roll of 12 means Dounil meets no one on the day-long journey north and west.

Nulb is a wretched as it sounds, Dounil enters the Waterside Hostel with 24 boisterous people and sees his gold and even perhaps his silver are dangerous rich here. He says he’s a wandering mercenary, looking for ruins or work. He also buys some simple food, drink, and shelter for a total of 7cp and 10sp. Dick the Hostler, recognises him as a foe of the temple, but sizes him up as a man who kill for money not for Good. He recommends the temple being both unexplored and the home to several bandit groups in need of strong men.

When stabling his horse at the blacksmith/stable, he is accosted by the owner, Otis the ex-mercenary. Asking how is known, Otis said his brother Elmo told him. He then drops his voice and says the Waterside Tavern is a bad place for an enemy of the temple to be. But certain people would gladly help if the temple was to be explored and foes counted. He directs Dounil to Mother Screng for potions and remedies. It costs 2gp to stable the horse.

Day 53

Waking at [7:00], Dounil tells Dick he’ll be back when he’s got work from the bandits. He visits Mother Screng who disturb him when he’s inside until he says he was sent by Otis. Then they turn serious and tell him they are sure the Waterside Hostel is servants of the temple, reporting his movements. The Boatman’s Tavern will merely kill him in his sleep for his treasure, but that’s most of the town.

Fortunately, NRE as Dounil leaves, he reaches the Temple at [8:30]. It is a ghastly place as revealed in the flowing textbox.

With all his equipment, Dounil explores at 30 feet per turn and moves outdoors at 30 yards. Meaning it takes him 1 turn to walk from the entrance to the doors of the hideous edificial of the temple proper. Pulling his horse as well. NRE.
He doesn’t feel like leaving his horse outside, as this place feels like something will eat it. He’ll walk it out later, but the horse will be hungry.

Opening the doors he moves inside at [8:40]. The place continues to assault the senses with box text detailing how awful everything is. He dares not touch the alters or liquids and certainly doesn’t think he can fit his armoured form down the well.

Approaching the sealed doors, they do look important, but he fails the Sav vs Spells to approach them. He’ll have to take a Defying Death roll to try again later.

The dais stumps him.

THE POWER OF ELEMENTAL DEATH

BRINGS MORTALS LOW

BUT RAISES THE NAMELESS ONE

HIGH

Is clearly a riddle, but he feels he would need to understand something inside the temple first or mess with the order of the alters. But that might trigger something. The collection of multicoloured robes intrigues him but he files that away for later. He ends up choosing to descend the stairs in 4a. NRE x3 [9:10]

The ring of invisibility can be used once per turn, but I have taken to assume that means it lasts 1 turn when activated.

It’s tiring and heavy work, edging down the corridors and stairways in heavy armour. Going 30 feet every 10 minutes like each step might be the last. On the staircase itself, Dounil was too slow and ran into 3 Gnolls going for air. Neither were surprised so Dounil took the initiative.

R1 – One Gnoll was wounded but alive HD 2->1. One Gnoll penetrated the magic armour and did 1 damage, HP 14->13.

R2 – The wounded Gnoll perished to the fray and the other were run through. No treasure was found. Bandaging HP 13->14. [9:25]

He has to rest [9:35]

Continuing, and Dounil came to four-way junction. Remembering staying left is how you get into a maze’s heart, he went left into a T-intersection and went left again (eastward). NRE x2 [9:45]

Two more turns brough him to Room 102, a disused armoury NRE x 2 [10:05]. He searches the place and finds a quiver of 17 usable arrows. NRE x 5 with the rest. [10:55] He feels like he’s wasting his time here.

Going the other direction, he reaches Room 101 the other armoury and doesn’t bother searching it. NRE x 5 with a rest [11:25]. 2/6

Fed up with his slowness but not willing to compromise his safety, he marches back up to the top of the staircase. He dumps his money, his bullseye lantern, quiver and his longbow on the floor and pulls the broken wardrobe over the top. Now he’s feeling lighter. NRE x 6 [12:25] 2/6

Back down the stairs means he can make some actual ground, yet on those same stairs is an Ogre with indigestion, pausing due to the sight and smell of the dead Gnolls. Neither are surprised. Dounil’s silver spear catchs the Ogre in the chest while his sword does overkill, laying the monster down, though there is no treasure to be found. [12:45] 4/6

Continuing, Dounil takes the right at the intersection, but must make a nerve-jangling rest some 10 feet down in the featureless corridor. NRE x 2 [13:05]

Another 60’ down there’s another four-way intersection. Dounil keeps heading right because with his Infravision, he can see something interesting ahead. NRE [13:15] 1/6

He slips on his ring of invisibility and moves towards the hall with the pillars. Entering several things happen, after a round exploring, a heavy grate drops on the entrance, and singing is heard from above. Dounil passes the save vs spell by 1. But hides behind a pillar anyway (3/60 rounds). Next round the 2 Harpies fly about puzzled. With no bow he makes his attack.

R1 – The Harpies fail their surprise roll. The surprise attack causes one harpy to squark and falls wounded, but it requires a few more blows to finish them off.

R2 – Six ghouls emerge from the room to the south. This terrifies Dounil, for he is not immune to their paralysis. Neither are surprised. Still Dounil slays 2, but it doesn’t deter them. Three attacks hit for 3 damage and paralysis HP 14->11. Dounil will die if he gets paralysed, he will have to Defy Death 3 times. He takes 4 damage from that HP11->7.

R3 – 6 HD of damage is 3 dead Ghouls. The last one misses all attacks against the enchanted shield and plate.

R4 – It takes fray and a hit, but the last Ghoul is slain. Dounil pauses to bandage HP7->9 [13:20]

Total FXP so far 59, MUXP 56

He turns on the ring again and moves into Room 104. Dounil finds the room is empty and begins searching the rotting nests and hanging cloaks. The room descriptions after a through search, so I assume Dounil must search the entire room, plus a turn outside to rest and avoid vomiting. [14:30]

Finding 187cp, 81sp, 5ep, and 61gp and an elf-sized suit of chainmail. OSE Advanced multiclass rules say to allow for the best armour of any class and cast spells without restrictions. So, I think the rules for casting in armour don’t apply. No Random encounters as this is a sealed-of area, in my opinion.

Moving back to the northern door, [14:45], Dounil does not detect the secret door. He activates the ring and moves into Room 105. Where there are 4 Ghouls, who do not notice (4/6). It’s an automatic surprise round for Dounil.

Fray of 8 and a hit, 4HD of damage kills 2 Ghouls. They roll 9, exact morale and pass.

Still Round 1 means Dounil starts first as the hero. 3HD kills another and wounds 1. One of the three Ghoul attacks hits for 1 damage HP 9->8. Though Dounil fails the throw, he dares not succumb. Defying Death means he rolls 1d4 and takes 1 more point of damage HP8->7.

Round 2, the fray dice destroys the Ghoul. FXP 10 MUXP 9 [14:47] The Ghasts in Room 107 think it’s yet more visitors and the Room 105 Ghouls have gotten involved. They are alert but not yet uneasy.

Dounil bandages and rests HP 7->9, and searches the chest, being the most obvious thing present. [15:10]. He finds pieces of cloth in brown and tan as well as 108cp, 92sp, 37gp, and 7pp. He is wondering if the robes were left over from the temple and if they might still be in use. He dumps the pile of coins next to it and thinks of casting Floating Disc on the way out to carry his gear and treasure. Moving through Room 106, he sees nothing of interest and does not stop to investigate.

Activating the ring, he passes through to Room 107. It is a battle of confusion for while the Ghasts were expecting his arrival, they were not expecting nothing to appear. Normal combat ensures and no side is surprised. Dounil is nearly overpowered by the smell as he fails his Save and so takes a -2 to hit.

Round 1 – A roll of 11 damage and a magical fray of 3 means 5 HD damage, one of the best results, that’s to his Sword Specialisation and high Strength. A Ghast is destroy and the other wounded HD 4->3. The ghast does 1 damage back and Dounil passes his Save vs Paralysis exactly with his +1 bonus. Meaning he doesn’t need to Defy Death, HP 9->8.

Round 2 – Fray and swinging destroy the Ghast HD3->0. 250. FXP 34 MUXP 32

Bandaging in Room 106 to avoid the sight and smell of an orc’s body partially eaten HP 8->9, Dounil decides that destroying the visual obstructions is enough [15:09, lets round to 15:20 with the rest]. Tossing the chairs and couches over the orc as a kind of makeshift pyre. Fortunately, the wood is dry enough to catch even if rotten and stained in unimaginable juices. While pulling the bed apart and kicking it into the flames. Dounil sees the large section of missing plaster. Taking a turn to search it and mindful of the rancid smoke. He finds the loose block and treasure beyond. He is forced to retreat to Room 106 to rest [16:20].

Returning to Room 105, he realises he is too slow now and finally casts Floating Disc. Piling it up with the coins and treasure for 1143/5000-coin weight. He begins to return home, feeling sore but victorious. Upon coming to the dropped gate, he rolls both an Open Gate check (3/5) and a Strength check (12/18) [16:48]

He can reach the top of the stairs before he has to rest and his treasure will clatter to the floor. But before he can do that he has to face four random encounter rolls now he is outside the sealed Ghoul and Harpy trap. He encounters 5 gnolls some 20 feet away when leaving the gate. Who are prowling about looking for whoever just killed their comrades earlier that day. None will have treasure.

Round 1 – Dounil wounds 1 HD2->1. One Gnoll hits back for 2 damage HP 9->7

Round 2 – Our Half-Elf does 3 HD of damage, killing the wounded one and another. In return they do 2 HP damage, HP 7->5

Round 3 – The Gnolls pass morale. Finally Dounil properly hits. Doing 5 HD damage. Killing 2 and leaving one on 1 HD. The Gnoll does 1 damage, HP 5->4

Round 4 – The Gnoll passes morale, the wild swinging of the sword as Fray Dice kills it and Dounil stops to bandage HP 5->7. It’s been pretty much 1 turn of combat [17:00]

There are no more random encounters to the top of the stairs (NRE x 3), but the Floating Disc spell gives out there. The clinking of the falling treasure on the stone triggers another random encounter roll and the rest turn and following turn is spent picking it up (NRE x3) [18:00]

Finally, under the sudden weight of the treasure, Dounil staggers up the to cold air of the Temple proper. His horse is very hungry and very irritated now it is loaded with 1509-coin weight plus 681 from Dounil [18:30].

He rides it out of the temple, and it is a whole half an hour before he finally lets his sad horse eat, for the plant life around the temple is unwholesome. That takes 30 minutes [19:30]. The horse is still unsatisfied as he forces it forward again. He reaches Nulb by [20:00] as the places goes to sleep. He walks his horse around the edge and knocks on the stables. To his surprise, Otis was waiting for him (Informed by the owls as a Ranger).

Otis is willing to stable the horse, but at double fee for the extra food needed for the hungry animal. For treasure, Otis recommends hiding it or spending small amounts, for wounds perhaps Mother Screng might be a good place to launder good-gotten gains. Dounil pays for the stabling with gold (-4gp).

Heading to Mother Screng, Dounil is not too surprised to find she is also awake as is her ugly daughter. She asks if his expedition to the temple wounded him too much. He replies yes and he can pay for her services. The first heal was free as Screng put it, rest needed information. Dounil relates his tale, and they narrow their eyes at the room of Ghouls. For Ghouls can be dangerous in battle many times more than their numbers. Screng suggests that he find some way of disposing of the treasure with the river pirates, as Tolub (black pearl ring) has landed for this night alone. Also, Dounil was stupid for admitting anything to the proprietor of the Waterside Hotel. But the Elfin mail she could give to an Elf in need (Murfles). Trusting her so far and not in need of it, Dounil gives the Elfin Mail and gets the full XP value. He hides the gold, platinum and cup here. FXP 68 MUXP 65.

Cure Light Wounds heals 1d6+1, which by luck was 7, which is subject to the same conversion as damage, HP 7->9.

Dounil nearly completes his rounds by entering the Boatmens’ Tavern, which is filled with rowdy river sailors who eye him with suspicion. He swaggers up to Tolub and asks him if he’s interested in some business. Tolub has been drinking and is a bit confused as to why some sellsword would boldly stride into a den of pirates and talk to the captain first (8 on Reaction Roll). Dounil explains that he works out of the Waterside Hotel and today he met with some fellows and ran into orcs. Those orcs were surely yet fatally overconfident and now Dounil had some gemstones he thought were too rich for Nulb. Tolub told him to show, and Dounil showed the three onyx gems. Tolub thinks about it and asks if he works for the Temple. Dounil said he was told to go there but his horse was too scared to do much and he saw nobody. Tolub thinks about it and decides he’ll pay 25gp apiece. Dounil accepts, silently cursing that perhaps riding all the way back to Hommlet would be better. FXP 10 MUXP 9

He gives the same story to Dick the Hostler at the Waterside Hotel and pays 7cp and 10sp. Dick asks if he met anyone else passing by the Temple ruin, Dounil makes up a red-headed man with a broadsword and checked shield, based on one he saw in Verbobonc but with a slash on it. Dick will check that and says that orcs can be good company if they all share a mission and they fight first. He also notes the bulging sack. Which contains: 314cp, 183sp, 5ep, 371gp and 7pp. Plus the large gold cup (worth 450gp).

Day 54

Dounil decides to rest today, paying Dick in copper and silver and Otis in gold. -7cp, 10sp, 2gp. He visits Mother Screng for some useless herbs to show Dick why he visited and a Cure Light Wounds HP 9->11->12.

But that does mean he can launder the coins for XP since people now accept, he’s living large on some theft. He made 288cp 143sp and 271gp off the expedition. That’s FXP 39 MUXP 37

Day 55

Dounil tells Dick he’s going to see if anyone’s in the forest, maybe Elves and Dick tells him he’s going to die if he thinks he can ambush a Celene border patrol.

Dounil goes to retrieve the wealth from Mother Screng and his horse from Otis and rides to Hommlet. No one sees him leave along the High Road. And another roll also says no one say him on the second leg as he passes the Moathouse.

It is not yet dark when he visits Hommlet. He passes by the Traders to get to the moneychanger, giving them a start as they thought he was dealt with in Verbobonc. Melubb will give him 360gp for the large golden cup. FXP49 MUXP47

He lodges at the Welcome Wench for 5 nights. -10gp.

Day 60

He buys 14 days’ worth of iron rations (-70gp) and 14 days of oats in sacks (-28 gp). When the Traders ask where he’s been going, he decides not to tell the truth and says he’s been running with caravans up and down the road to Verbobonc and farther north. This is obviously a lie because fresh food is readily available that way. He lodges his gold and platinum (262gp and 70pp) with Rufus and Burne, who say that if he’s willing to cough up so much money and fight the temple, Burne can make spells available for a nominal fee of 1,000gp per spell. But no, he cannot take that out of the promissory notes. Dounil is annoyed by this Gygaxian rules bending. FXP and MXP for the Platinum is 9 for both.

Dounil decides he will cut across the forest and make for the Temple, set up a proper basecamp and water his horse by riding it to the river each day. He’ll feed it oats to stop it being poisoned by the weeds.

Taking the High Road, he rides through Nulb without stopping in the evening, hoping no one notices. Encounters entering Nulb occur on first visit, encounters leaving are 10 wolves. These wolves have grown up on humanoid carcasses from the fighting a decade ago and the remnants of bandit and humanoid attacks. Plus, they outnumber a lone man and rider.

Dounil swings off his horse and grabs the reigns to stop it running. He then lets go to charge the wolves.

Round 1 – 5 HD of damage kills 2 wolves (why do they have 2+2 HD in D&D?).

Round 2 – With a heightened morale of 8, a roll of 11 means the wolves scamper. Finally, a morale roll fails. FXP 34 MUXP 32

Its dark by the time Dounil rides to the temple doors. NRE, he decides he will not sleep in such an unsafe place and thinks to find a ruined outbuilding. Relying on his Dark-vision to spot foes. NRE x 3.

He reaches the ruined building surrounded by woods and ties his horse beneath some overhang, hoping nothing falls. He can occasionally heard scurrying from below. Not wanting to be ambushed in his sleep, he backs as far as he can into the corner. Hoping his horse will alert him to anything.

He settles down for a sleep and a morning expedition. His sleep is disturbed by dreams of past horrors that must have been done in this temple and a heightened sense he sleeps in a deeply unsafe place.

The Giant Rats do not come out this night, for they are scared of the horse.