Tuesday, September 30, 2025

AD&D Solo Adventures - The Village of Homlet Part 3

 Continuing my Solo game, which is mostly the nitty-gritty of XP and combat.

Day 11

Next morning, he rests and attends an audience with the lords. They are greatly worried about the symbol, for it is the symbol of Elder Elemental Eye, a force of terrible evil and chaos. And deeply tied to the last time the nearby Temple of Elemental Evil was active. He is urged to keep it up and they will send the robe to Verbobonc. All but 10 GP is sequestered with the lords.

As he rests the day, he is approached by Spugnoir. Who proclaims he works for a sage and is willing to assist for all the scrolls that came be found. Dounil is unsure but as he gets no XP from magical items, Spugnoir can only be a benefit. They are also approached by Zert, who says he wasn’t sure Mister Lately would ever return, but clearly, he seems to be forming a party. He wants an equal share of treasure. Dounil says no. Zert retires. 1 out of 3 HP regained. HP 4 -> 5/7.

Day 12

Healing is 2, 5-> 7/7, -4 gp. So, day after (Day 13), Dounil and Spugnoir ride out, Spugnoir borrowing a pony, [7:00].

They arrive at the moathouse by [10:00].

To Dounil rage, the stored equipment had been moved back when they sheltered their steeds in the tower. They march quickly to the entrance in the bandit’s room and descend, NRE 1/6. [10:10]

Spugnoir questions based on the previous encounter that the bugbears will see the light. Dounil replies that he will shine it around the room to try and ambush the bugbears.

Moving to Room 11 takes 3 rounds of creeping, NRE x 2 and a small Ogre is rolled for the last 4/6 [10:40].

Needless to say, the fight is loud and ruins any chance of surprise for other areas.

The Ogre surprises. Now an ogre is normally 4+1 HD, but the book says to refer below to the ogre who is 5+1 HD. Though this ogre is small with 13 HP. I will treat it as 5 HD. And yet misses.

Dounil’s spell and sword do 3 HD of damage. The ogre hits back and does 3 back, HP 7 -> 4. Spugnoir actual hits with his dagger and does 1 HD damage.

Next round, the spell lays the ogre low. [10:42].

Dounil gets 1/16 of the XP for each class as Spugnoir gets 50%. Spugnoir gets 65 XP withy the OSE Advanced 5% bonus. Dounil gets 8 FXP and 8 MUXP. There is no textual mention of treasure.

They rest for 5 minutes, counting it as a reset round while Dounil Solo bandages, NRE, HP 4-> 6 [10:50].

Moving from the corridor into Room 11, they wave their pair of bullseye lanterns everywhere. This stuns the bugbears who are not used to having a light randomly shoved in their faces as they thought there would be one.

Surprise is at -1 (2/6) for the Bugbears. The results are a 3 and 5 so they do not surprise but neither does the party. The bugbears have replenished to 6 since Dounil retreated several days ago.

Round 1, Dounil strikes. He spell fizzles and his sword hits for 10, 4 HD damage. Slaying one and wounding another. Spugnoir loses confidence and reveals himself as a MU, he casts Sleep, rolling for 13 HD on 2d8. Four of the bugbears fall asleep.

The bugbear leader roll 9 out of 9 for morale and hold. Charging forth in a desperate attempt to chop both down before they can cast again. Unable to pass Dounil, he swings at him and misses on a 6.

Next round, Dounil dispatches him with spell and sword [10:52].

The loot when divided up is no scroll for Spugnoir. But 72 gp, 450 gp in a silver necklace set with 5 chrysoprase gems. Spugnoir got 157 XP. Dounil got 20 FXP and 19 MUXP.

Exploring Room 10 and 11 provides nothing more except a distance clang as they try open doors. Dounil asks if Spugnoir has any more magic and is told he only has Detect Magic and Read Magic. Dounil replies now they will be able to find magic items twice as fast.

3/6, 4/6 Encounter with 5 zombies. They appear to be road travellers waylaid.

As zombies always strike last, the party went first. Dounil’s spell did 1 HD and sword did 2 HD, fortunately slashing rather than piercing. But as zombies cannot take more than 1 HP of damage, that drops to 1 HD, still enough to destroy one. Spugnoir does 1 HD with his dagger.

The 3 remaining zombies mob Dounil, two hit for 0 and 2 HP damage HP 6 -> 4.

Round 2, Dounil’s spell does 1 HD but his sword hacks ineffectually. It’s Spugnoir who destroy it. The 2 zombies thankfully miss.

Round 3, 5 HD damage from Dounil eliminates the rest. Rest and bandaging resets the timer. HP 4 -> 6. Spugnoir gets 52 XP, Dounil gets 6 FXP and 6 MUXP [11:20]

1/6 then moving south 2/6, 3/6, 4/6 and arriving on 5/6 with NRE [12:10]

The gnolls of Room 12 and quite forewarned by all the noise and they do not roll surprise as they meet them in the large part of area 9. The party is not surprised. Neither party member speaks Gnoll, Bugbear or Ogre so there are no negotiations.

Round 1, Only Dounil’s specialisation allows him to hit the 14 required. Really this dungeon should have THAC5. 3 HD slays 1 and wounds 1. Spugnoir does 1 more HD and kills the second.

The gnolls pass their morale and attack. Only 1 hits Dounil for 2 HP in total, HP 6 -> 4.

Round 2, Dounil does 2 HD and kills another. Spugnoir misses.

Only one gnoll succeeds in hitting back. Doing 2 more HP damage, HP 4 -> 2. This is suddenly dicey.

Round 3, Dounil kills 1 and wounds another for 1. Spugnoir finishes the gnoll off.

The gnolls still pass morale, as their penalty for losing is cancelled out by outnumbering them. Once concentrates on killing Spugnoir, as he is finishing off too many. Both party members are hit but neither suffer damage thanks to me having to use Google Dice and its horrible random seed generating all 1 on 4d4s.

Round 4, Dounil kills 1 and injures 1. Spugnoir misses.

The gnolls strike a hit against both party members. The random seed saves Dounil but Spugnoir suffer 1 HD of damage out of 2 HD.

Round 5, Dounil’s spell kills 1 more, but otherwise misses from both.

The gnolls no longer have an outnumbering advantage and roll morale again with a -1, they keep at it. They miss.

Round 6, Dounil kills 1 and wounds 1, Spugnoir finishes the last gnoll off.

They must rest afterwards and bandage, HP 2 -> 4. The 5 minutes doing that pushes the 6 minutes of combat into 2 rounds, NRE [12:30].

They search the bodies and room, totalling 65 SP, 65 CP, 11 GP and a 10 GP Gem. As both have not brought food and are badly hurt, it is agreed to return to Homlet, Dounil will pay for Spugnoir’s food and board tonight.

In the 2 turns to reach the dropped portcullis, there are no random encounters. Dounil does not detect the secret door and so they stand at the portcullis. As there is no rule for lifting gates in OSE Advanced, I roll for an Open Doors check and an Ability Check against STR, both pass and the gate is lifted. Another turn to arrive at the stairs and another 2 to leave. NRE x 3 [13:00].

Riding back, they arrive at 16:00 and are not late for once. Dounil pays -8 GP for the party and cashes in his wealth. The gems net him 414 GP, and the total treasure is 504 worth 504 GP and 6 CP. Spugnoir gets 264 XP. Dounil gets 17 FXP and 16 MUXP.

Day 14 and 15

They rest, Dounil heals, HP 4 -> 6. Next day HP 6 -> 7. Dounil pays -16 in total for the stay.

Day 16

After paying for the day and buying a day’s worth of supplies, the pair ride off again. Reaching the moat house. [10:00]

Two turns to cross the courtyard with a quiet step, 3 turns to make their way down to Room 9. A turn’s rest and 3 to search the doors, with the one on the far left being real. NRE, 3/6 [11:30]

After 30 feet they come to a rising side-passage, they decide to explore the main branch first, NRE. 4/6

Another 20 feet takes them to another passage, and they do the same, descending a flight of steps to a turn. 5/6, NRE. They rest before taking the turn, only to be pursued by 3 gnolls, fresh recruits to replace the slain warband. The party is at a penalty here for not resting.

Round 1, no one is surprised so Dounil does 2 HD and kills 1, Spugnoir’s stab misses.

The gnolls pass their morale check, but the one hit that lands on Dounil is negated by the dice.

Round 2, Dounil’s sword misses but his spell does not, wounding 1. But so does the MU.

The gnolls miss all attacks.

Round 3, despite the penalty, Dounil just manages a hit with his +4 attack bonus. His Fray spell kills the wounded one and the sword does in the remaining one (damage 11 = 4 HD).

Now they rest, Spognoir gets 30 XP, Dounil gets 4 FXP and 3 MUXP [11:50].

Starting up again, they turn the corner, their lanterns illuminating Room 13. As the walk near the edge of the pool, the giant crayfish erupts and begins to attack. No surprise is rolled.

Dounil’s silver spell bounces off its chitin. But his sword finds purchase for 11 damage, which becomes 4 HD, enough to kill the monster in a single blow.

Dounil gets 8 FXP and 8 MUXP and Spognoir gets 65 XP. They begin to search the room. Thoroughly searching it takes 4 turns and then a rest. 5 x NRE [12:40].

They find 9 GP, 30 SP and 1 7 CP and a sword near the back (southwest) pool edge. Dounil take those. In the water on the 4th turn of searching, Spognoir is using Dounil’s shovel to avoid touching the human bones and just narrowly rolls not pitching the treasure on the ledge into the pit. Dounil claims the platinum pin set with a ruby (2,000 GP) but Spognoir is ecstatic because his trip has been worth it, finding a water-tight spell scroll. He says he will return immediately to read it and Dounil must use his NPC reaction (+2 due to CHA) to successfully convince him to keep exploring just a little while longer. He hasn’t even cast Sleep yet.

They proceed back up to the previous junction. Taking 3 turns to do so but NRE, 3/6 [13:10].

The crypt is quite large, and their lanterns sporadically illuminate the broken coffins. As they approach the middle, the ghouls emerge to confront the corpse-bringers only to find there are no corpses. No surprise is rolled.

Dounil is very afraid of 4 ghouls. His elf heritage only partially protects him against paralysis, and he isn’t interested in Defying Death to just get back up among 12 attacks per round.

He lunges forward, hoping Spognoir can cast Sleep, though Spognoir cannot against undead. Five HD of damage destroys 2 ghouls and half-cuts another. Spognoir flees.

The two ghouls unleash six attacks, though thanks to his magical shield, Dounil is not hit by any.

Round 2, his magic misses but he slays another. Only a wounded one left.

That ghoul misses.

Round 3, the silver spear spell blows the ghoul apart.

Dounil gets all the XP from this, 13 FXP and 13 MUXP.

Edging forward, he sees the piles of bones and begin gingerly digging with his shovel, keeping alert for more ghouls from the tunnel with the lantern. Between moving and digging, it takes 10 turns of work and 2 turns of rest.

Once he is interrupted by the moaning wind. The other time by two bugbears who wish to explore the layout of their new home, having been recruiting to replace expected losses.

They surprise Dounil but both miss.

Round 1, spell and sword do 5 HD, kill one and badly wounding the other, who passes the morale check, chalking it up to dumb luck.

The bugbear misses.

Round 2, though the spell misses, the sword does not and kills the bugbear. Requiring another turn to the total. 24 GP and 13 FXP, 13 MUXP. 2/6 [15:20].

Dounil finds 800 SP, 7 vials of something he won’t try out, a potion he won’t taste, and a scroll. He advances 20 feet into the tunnel then backs out and leaves, collecting 4 GP.

Returning to the horses, Dounil judges that Spognoir will just return to Homlet. It takes him 13 turns to reach the horse. Leaving the crypt, he is confronted by a single bugbear looking for his fellows.

The bugbear surprises Dounil, but misses.

Round 1, Dounil gives 5 HD damage and slays the bugbear with a rain of blows. 6 FXP, 6 MUXP and 12 GP. Requires yet another turn of rest.

 In Room 9, he is confronted with 2 bugbears and is getting mighty sick of them. Being ambushed, the clubs bounce off his alert magic shield.

Round 1, he throws a spell without much success but better than his swing.

Only by his shield again does he block a bugbear.

Round 2, the reverse for Dounil. His spell fizzles but he does 4 HD of damage, slaying one and nearly killing the other. It somehow passes morale.

It hits him, HP 7 -> 5.

Round 3, only by his skill with a sword is Dounil victorious. 24 GP and 6 FXP and 6 MUXP.

Rest again and bandage HP 5 -> 7. Yet another turn delay. While there are no more random encounters, it is [17:50] when he saddles up.

Three hours later, he is in a foul mood when he arrives [20:50]

He begs the druid if he can sleep in his grove, showing the trophies of his ghoul-slaying. The druid agrees.

Day 17

The next morning, he is cold and tired, and storms into the Inn of the Welcome Wench to see Spognoir packing, the confrontation plays to Spognoir’s greed. Dounil shows him the scroll he found and accepts that Spognoir didn’t have the spell.

The druid informs Dounil that he has a Potion of Undead Control and 7 vials of holy water; he’ll take the cleric scroll for no party member has any ability. Seeing as he has need of bodies. Dounil agrees to hire Fumok of Ferd (the Burglar) and Zert the Warrior, for an equal share. But stops Spognoir (the Seer) from simply taking the scroll until the expedition is over.

He puts all the treasure with the lords and sells the pin. 1916 GP of treasure becomes 263 FXP 251 MUXP.

It is [12:00] when they finally arrive.

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