Tuesday, July 28, 2026

AD&D Solo Adventures - The Village of Hommlet Part 11

Still Day 123

However, from the trap in Room 57 to the puffballs erupting in Room 61, the inhabitants are aware and waiting. Two troglodytes, 1 5HD mudtiger and an evil cleric who has cast Bless on the others, giving them +1 attack, +1 damage and +1 morale. Unsurprisingly, the party is surprised by the foes but the cleric, meaning he cannot act in the surprise round.

Surprise round, the troglodytes launch their javelins and miss even with the Bless. The mudtiger surges forth and shocks. Dounil takes 3 damage, HP 14->11 and Celest takes 1 for saving, HP 5->4.

Round 1, The mudtiger fails to bite into Dounil or recharge it’s shock, the troglodytes miss him with two attacks but the battle axe catches Celest for 1 damage, HP 4->3. The evil cleric tries to split them up, casting Command “Flee!” on Dounil. Dounil knows Celest and soon himself is dead if they split, opts for Defying Death and forces a success by rolling 3d4 (first time today) for damage to himself as he strains against the magic. Coming to three lots of 1 damage and HP 11->8.

Dounil tells Celest to pick them off at range, his wild swings are blocked but he does kill one troglodyte. Celest moves back, swaps to her longbow and sends a Fray bolt towards the cleric, doing 1 HD of Damage, HD 2->1.

Round 2, equal initiative so attacks are simultaneous. The mudtiger fails to recharge or bite. The troglodyte fails to hit with either attack. Dounil kills the other troglodyte. The cleric moves into combat and tries to touch Dounil to cast Cause Fear, Dounil passes only thanks to his +1 WIS modifier. Celest shoots with arrow and magic at the cleric, the arrow hits again only thanks to her ability modifier (+3 vs the -2 from magnetisation) and the cleric dies. So, she sends her spell Fray at the mudtiger. HD 5->4.

Round 3, Again simultaneous initiative. The mudtiger does not recharge and no one hits. Spell Fray does damage to the mudtiger, HD 4->2.

Round 4, The party get the initiative and Dounil finishes the mudtiger off with a sword blow, having arced it away from his armour.

The pair bandage and take stock of the dead cleric 4/6 [16:49]. The cleric is armed and armour as his companions above were but has nothing else. How the cleric can cast without his unholy symbol (left in Room 44) is not addressed. Dounil HP 8->10 and Celest HP 3->5.

They investigate the chamber of Room 65, where the cleric came from. Finding a bedroom and splitting to search the belonging. They find another two vials of presumably nonmagical liquid. They must rest here at the end of the 60 minutes [17:09]. Dounil suggests that Celest keep her longbow out and follow a short ways behind him. It smells like the cleric spends most of his time here. Another turn takes them to a T-junction and they turn left, going east to and hopefully not the ghouls again 1/6 [17:19]. About 20 feet into their next turn, they encounter enemies in Room 63. They fail to surprise the troglodyte but it surprises them. Launching a javelin at Dounil and rolling a natural 20 for 1 damage, HP 8-> 7.

Round 1, The troglodyte goes first. The troglodyte misses both attacks. The combined Fray kills the troglodyte.

Round 2, the pregnant mudtiger emerges ponderous from her pool and attacks, but the heroes rolled a better initiative. Dounil slices up the elemental foe, the eggs released by the death throes in the pool. Dounil and Celest realise looking at the eggs and the fingerings in the north pool that this will be a continuous problem. They try tipping the herbal remedies into the pool to see if they are poison, but it doesn’t seem to do anything. They resolve to deal with that and the water weird later after they escape [17:21]

Advancing another turn to the east and they turn north to see and smell the charnel caves in Room 62, 3/6 [17:31]. They backtrack, while covering themselves with their ring and cloak. That at 3 times speed for passing through already explored territory that then turns to the west as they head south from Room 64, 4/6 17:41].

Another turn takes them to Room 66, where yet more pools lie. But this time with a cloying fog that makes it hard to see and brings them on edge. This is exactly set up to make Celest’s bow useless, but it’s warm. They realise that taloned killer frogs are emerging from the pool, not yet properly hostile but with the general sort of semi-hostility that comes from the text declaring them to be automatically hostile yet being surprised.

Surprise round, Dounil kills 5 killer frogs, and Celest 2.

Round 1, the heroes win initiative and the last frog dies. Good thing too as they have 3 attacks each and their last attack is 1d4+1 or always 1 damage. They rest again, worried that their gear will get a little rusty and their clothes soaked from the mist 5/6 [17:42].

Exploring the room is a matter of moving a little bit in two directions while progressing around the warm pool. While there are no more frogs, there is a pool of fish. That does mean they have to spend another turn in the mist, 1/6 [18:02]. Two more turns take them back along the beach and they see where they first fought the mudtigers and pulled up the boat. They have completed the dungeon. But still have no oars. They realise they left them back in Room 64 and must either loop back or go back through the tapped roundabout in Room 57 2/6 [18:32].

At 3 times speed they get back to the entrance to Room 64 in 1 turn [18:42]. They can pick up the oars in one 1/3 of a normal turn or 1 turn in an explored area. With Celest carrying them while Dounil carries the black pyramid and end up back in foggy Room 66 at the end. Celest wants a full maintenance done on their gear in Darkshelf and she won’t pay. Dounil says maintenance is fine, it’s about getting the money back to safety that is the learning part 4/6.

Another turn gets them to the boat and they must rest; they cut the rope while Celest banks the oars. Dounil pushes off and tries to hope in before yet gets into the freezing water, no dice, he has some soaked feet and very cold. So, he tries to row vigorously to Celest’s annoyance on the other oar 1/6 [19:12].

They heave and hoe for more than a mile in the freezing wet dark. Using their darkvision to navigate the turns before they reach the hidden jetty and the fading twilight. Luckily it is still the 1st of Harvester, high summer and the light has not yet faded, but is quite obscured by the bluffs and trees. It took an hour [20:10]. It takes another hour to row west to where the bluffs give way to bottomland [21:10]. From there it’s another hour to get back through the bottomland to the outline of the quarry with pair of random encounter rolls for the river and woods. Nothing in the river but they run into a pair of goblins on worgs in the forest. Scouts who are sweeping the land for any escapees or survivors, unaware everyone is dead or fled to Darkshelf yesterday. They are 110 yards away and neither are surprised.

Round 1, the goblins win initiative, and with their split move and fire special ability, they move halfway of their mounts’ speed (180 yards) to 90 yards (20 yards away) and fire their slings at close range. Pinging harmlessly off the heroes’ shields. Then the worgs finish the remaining 20 yards movement and attempt to savage them with their bite and mass. Celest takes 2 damage, HP 5->3.

Dounil and Celest aren’t going to let a pair of goblins stop them now, Dounil’s main thrust fails but his Fray kills the rider and wounds the worg, HD 3->2. Celest gets her revenge, doing 4 HD and killing both goblin and his mount with a massive set of swings.

They bandage and she gets the last health potion again in case there are more, HP 2->5.

They make it back to the keep/guardhouse and strip-off their soaked, stinking armour at [22:10]. They lay it out, heave some furniture over the door to a guest room and pass out. Hoping their keen part-eleven sense will reveal intruding foes.

Day 124

It is [8:00] and they are not dead, since there are no random encounters in the quarry. Their clothes stink, their armour padding stinks and they have a pile of treasure to haul back. They use a wheelbarrow from the quarry. Arriving at [10:00] to much fanfare and no random encounters on the path. With much ceremony, Overlord Neistor thanks them for ridding Darkshelf of it’s terrible scrouge and awards them 500 gold pieces. They then begin the tending too process.

The room at the inn is rented, they are too tired to care about sharing a room and or bed, but it might be awkward later. Breakfast is included for 5gp a night with the suite. The blacksmith will take 10% of the value to melt down the silver unholy objects, the washing of the undergarments and sand-cleaning of the magic armour is 10gp more from various services (I’m just guessing). They will oil and polish their own swords and other weapons. The XP for monsters comes to 1101XP /16 = 68.8 x 1.10/1.05 = 75/72 for each class.

Treasure XP all goes to Celest, hopefully to get her to level 2 so she can assist Dounil against 1 to 2 HD foes in the Temple.

Three holy symbols at 25gp, minus 10% comes to 67.5gp. That plus 500gp (reward) and 8910sp, 1125gp, 23pp in coins. Darkshelf will also take the blood stones (90gp), quartz crystals (230gp) and urns for 75gp in total. But they don’t have a jeweler to change over the remaining jewelry and gems. Understatedly, Neistor is worried he might not have enough cash on hand to change everything over and still have the village economy run for the next season. Especially as it will be months before people feel like working at the quarry again. That comes too 2813.5/8 = 351.68 x 1.10/1.05 = 386/369 XP.

Still to cash in 7 silver and ornamental stone rings/one with bloodstone (770gp), 3 jade figures (300gp) and Glyrthiel’s spellbook which requires magic to read (Friends, Read Magic, Shield, Sleep and Unseen Servant).

This is looking like a bit of a bust for Celest, she is still only ¼ and 1/5 of the way to level 2 after an entire module of XP. Still, they rest for a while, with Celest requiring 2 days of full rest to reach HP 7 again and Dounil to need 11 days complete rest.

So 11 x 5 = 55gp of cost + 20gp for cleaning is 75gp less than 8915sp, 2287gp, 23pp and the gems. Which is being paid out of the silver first to lessen the weight to 8165sp. At day 8, Celest is thinking about what happens to the fingerlings and the water weird, especially if they get accused of leaving a job unfinished. She wants to research how to defeat the weird, but with a lack of sages in Darkshelf, resorts to Defying Death as she racks her brains from her magical training, she did with Dounil. Having not rolled one this session, she rolls 1d4 and gets a 1, no damage. She remembers water weirds can only be permanently slain by Purify Water spell and only blunt weapons do full damage to them.

She goes to Neistor and explains to full make the quarry safe, she needs to hire the town cleric, borrow two clubs and have three lots of poison bait for the pools (she doesn’t trust the fish). Neistor agrees to give her the bait and clubs, but says the Cleric will want a donation. The 1E DMG says 100gp for the spell, which she pays.

Day 136

The pair armed with clubs to avoid the stacking 1 damage only rule for water weirds and the cleric accompanying, return to the quarry. The cleric hopes he won’t have to turn back any ghosts later but is relieved the bodies in the guardhouse were burnt. It takes an arbitrary time from [8:00 to 12:00] to get down to the pool where the water weird is, the cleric has a lantern and is concerned the goblin bodies might rise as undead. But that’s not really a thing in OSR D&D, undead tend to be human based. They tell the cleric to come in after they are done.

They both can sense each other but the water weird still surprises. It grabs at Dounil, but misses. Round 1 the weird still goes first, trying and missing again. A blow from Dounil’s club and a Fray bolt from Celest bring it low and they call the cleric in quickly. Who casts the spell. On the journey to and from the pools, they tip the posion into the water, ensuring the fingerlings die, the egg spawn will die and the fish will die for good measure.

But they hear a growling from Room 56 as they stand in the cloying mists of Room 66. It appears the rogue mudtiger who appeared in the Darkshelf backstory and on the river random encounter table is back and is having a go at the other mudtiger corpses on the beach. Dounil and Clest move to intercept. The mudtiger is nowhere to be seen until it bursts from the water, having been forewarned by the crunch of the sand and light of the cleric’s lantern, surprising.

It shocks as it’s first action, catching the pair. Dounil takes 2 damage and Celest 3, HP 18->16 and 7->4.

Round 1, the mudtiger attacks first but misses. Dounil misses from the magnetisation but Celest hit with her club. They both fire Spell Fray for a total of 4 HD of damage, killing the mudtiger. They get 8XP for all classes.

That sorted, it’s back to the village for another 3 days of rest.

Day 140

The pair finally leave Darkshelf on the 18th of Harvest, hoping to get back to the Temple before winter sets in, mild as it is warmer than Earth in Greyhawk. They take a boat, despite their collective misgivings as they don’t want to travel overland. Better 21 days aboard than fighting griffins and goblins throughout the wilds of Nyrond and the Cairn Hills.

With promises of magical protection and steel, it costs them 1gp per day per person with hard tack thrown in for the limestone-carrying ship.

Day 143

Six small whales spotted, no threat

Day 146

A manta ray rising towards the surface, no threat

Day 147

100 Locathah +2 leaders and 8 assistants, all mounted on giant eels migrating They are uncertain, but as they are Neutral in alignment, the encounter is just passing by.

Day 153

5 giant sea horses, not a threat

Day 158

A patrol out of Hardby, Dounil and Celest are kept on the foredeck ready to cast until the ships both verify the other is not flying a false flag.

Day 160

10 sharks feeding on the detritus drifting out of Hardby. No threat. With the ship arrived at the destination, Dounil and Clest pay the 5cp each entry fee and change the remaining gems and art figures including the pyramid, which they didn’t want to sell in Darkshelf. Celest gets the XP, 1570/8x1.1/1.05 = 215FXP and 205MUXP. They debate what to do with the spellbook but decide it’s best they keep it to themselves and if they don’t spontaneous learn Read Magic next levels, they’ll find someone to share it with.

Celest banks most of her money with the city. Who is always ready to take coins from those who might not return. She and Dounil now I think about it, have 1 year to claim the money back. She receives a note for 2087gp 23pp and 6000sp.

They have 1464sp (Celest's), his and her promissory notes and Glyrthiel’s spellbook which requires magic to read (Friends, Read Magic, Shield, Sleep and Unseen Servant).

They rest for the night in separate small but private rooms. Celest says they will pay separately from now on. But Dounil says he has no money except paper. They can split when they start splitting the Temple loot. So, Celest will have to contribute for horses, food and board.

Day 161

They purchase food, horse feed and two horses and begin to ride for the Temple, using the dangerous but unobtrusive road across north of the Wild Coast and through the Gnarly Forest.

The inn was 2gp, 150gp for the horses and 14 days of oats and fodder for getting the horses there though riding horses can eat grass according to the rules. 14 days of rations and 14 days of iron rations for themselves if it takes too long to get there. Taking mostly from her silver, they spend 100gp more and she is left with 424sp.

They set off.

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