Thursday, July 30, 2026

AD&D Solo Adventures - The Village of Hommlet Part 12

Still Day 161

Riding horses go at 45 miles a day I decided. So, they cross one and a half flat 30-mile hexes per day. On the Darlene map I would have them ride for Narwell then across the lower part of the Gnarley Forest, then turn north from Hommlet. But Anna Meyer’s more detailed map shows they should turn off prior to Narwell or make a big detour from arriving in Narwell then pass through some small woodland settlements on the High Road. To be consistent with both, they will make time across the flatlands of the Wild Coast and go north to the High Road from Narwell. They reach the bend in the Selintan where On Ford and Crossford are. But as they are not on the map, nor is there a mention of a bridge, they ford it the next morning. No random encounters, not lost on signposted roads.

Day 162

Rations 12/14, they ford the Selintan, which takes them half a day and so they can only move to the edge of the hex. As they are camping now, there is a night encounter roll as well, but neither have an encounter. Not lost now they are beyond civilisation.

Day 163

Rations 10/14, no encounters in the day or night and not lost.

Day 164

Rations 8/14, only 15 miles to Narwell now. They will stop there for the night. However, that day they unfortunately come across one of the many hazards of the Wild Coast, a lair of four trolls. But they are not lost.

Neither are surprised so the encounter starts 160 yards away.

Round 1, the trolls win initiative and charge from their ill-concealed stinking hollow, moving 120 yards forward. The pair decide to trust fate and steel and swing down from the panicking horses, drawing swords and firing spell bolts into the front. First troll HD 6->4.

Round 2, equal initiative and a meeting in the middle of claws, teeth and swords. 9 HD of damage dealt to the trolls, they deal 2 HP damage to Dounil and 5 HP to Celest. First troll HD 4->0 (for now), 2nd troll HD 6->4, Dounil HP 18->16 and Celest HP 7->2.

Round 3, The heroes win initiative by 1, Dounil tells Celest to get back after her attack. Fray defeats the wounded troll, no swords hit. Troll 1 - 1/3 till it starts healing, troll 2 – 0/3. Trolls bite once and claw for 5 HP damage to Dounil, HP 16->11.

Round 4, heroes win initiative, both swords land and do 6 HD, disabling another troll but remaining one does 3 damage to Dounil, HP 11->8. Troll 1 - 2/3 till it starts healing, troll 2 – 1/3 and troll 3 – 0/3.

Round 5, troll wins initiative, does 2 damage to Dounil HP 8-> 6. 6 HD in return disables the last one. Now they lack oil to burn the bodies, so they are forced to grab their frightened horses and flee. Bandaging around the campfire, Dounil HP 6->8 and Celest HP 2-> 4. No XP can be awarded as the trolls were merely inconvenienced and no treasure could be taken from their lair.

It is further tragic they encounter something again at night. 12 Wolves who smell blood and are probably part dog considering how long civilisation has endured in Grayhawk. And so are unafraid of people. They surprise the party at 10 yards. There is one advantage, the reaction roll is 10 Indifferent, may negotiate. How to negotiate with a wolf?

Dump all the rations far away with a well-aimed throw and move the horses to the fire. Cast light on the fire so it glows like day. That’s enough to sacrifice to keep the wolves at bay for a sleepless and sore night.

Day 165

0/14 rations, not even iron rations. It’s a hungry and tired set of riders who stagger into Narwell. They pay 1sp to enter and another for the horses, they take a shared room with food and pay for 2gp a night another 4gp for the stabling. 62sp just to get somewhere safe, let alone recoup. Now they have 1402sp. To rest 10 days more will cost them 600sp, they won’t get another chance, but Celest is most unhappy.

Day 176

They set off again with 2 weeks of fresh rations 14/14, costing Celest another 100sp for 702sp remaining. The horse fodder has been eaten during stabling, but now they are fine to graze them. If not, they will just turn them loose. They only make it to the edge of the wooded hex with the forest slowing them. Luckily there are no encounters, nor are they lost.

Day 177

Rations 12/14, neither lost nor encounter anything in the day or night.

Day 178

They begin rising into the wood hills now, fortunately not imposing any additional penalties in OSE. Rations 10/14, neither lost nor encounter anything in the day or night.

Day 179

Rations 8/14. They are lost but fortunately are going where they thought they were going, that does means as the wander off the High Road, they encounter something during the day. 100 elves and their leaders, arrayed for patrol emerge from the woods where their clan hall lies. Dounil and Celest being half-elves, hail them in Elvish. That raises their reaction from 5 to 7, making them uncertain about wander strangers. Dounil and Celest quickly relate their tale. The elves do remember defeating the temple forces at the Battle of Emridy Meadows some 7 years ago. They redirect them back to the road.

Day 180

Rations 6/14. They repeat the same mistake and wander off the road but still in the right direction, leading to another day encounter. This time it’s a tribe of Woodmen in their long hall and palisade. While neutral in alignment and indifferent in rection once they hear the friendly Elvish greeting. They hold no love for the Temple and its humanoids, and once again direct the pair on the High Road.

Day 181

Rations 4/14. They are lost again and wander south. Dounil is sure they should be at the abandoned farmstead by now and they make camp, only to encounter something in the dark. It said to use the standard encounter table, so I will assume it being forest overrides the green hill icon. They are not surprised by the approach of 3 huge spiders at 120 yards through the undergrowth.

Round 1, the spiders move first, advancing 180 yards to attack, no hit. Dounil’s Fray kills one and his sword kills another. Celest is suffering from still being level 1. The spider just passes morale and keeps at it, not yet processing its companions’ deaths.

Round 2, The spider is hacked to bits by the pair with great vigour.

Day 182

Rations 2/14. They figure out their location and become unlost, they are still 1 hex away from their destination, so they can make it today. No encounter that day or in the night. They reach the abandoned farm and barn as night closes. They put the horses in the barn and settle down within some crumbling walls.

Day 183

Rations 0/14, Celest is told who to contact in Nulb to assure people they have returned and are going to tear into the temple. She also needs to buy another week of supplies. Dounil will scout the tunnel. It is [8:00].

Celest rides to Nulb and finds it as bad as described. She stables her horse with Otis and tells him she is friends with the blonde half-elf. Otis tells her it’s good, the temple is back up from whatever blow that was dealt, and not to breathe who her friend is here. Mother Scragg is please and let’s her know she can get healing if she does well. Celest buys 1 week of rations for 7 days, trying to keep that fact she has 50sp on her to a minimum. She says she is a woodsman looking for a lost family member who joined a bandit group a year ago.

Dounil searches out the tunnel. He cannot find the bandit leader’s body, which would be normal in an active woodland after 121 days. But not even gear. Entering the tunnel, he does not spend 20 turns moving and resting but 5 turns of movement, 1 turns of rest and 1 more turn to reach the trapdoor at [9:10], which is shut. Activating the mechanism, he finds the formerly rich bedroom in the tower stripped bare.

Here I must digress a bit from the narrative. The temple is an active site, and the rules are clear that no only are foes replenished if not killed fast enough and their leader still lives. But the numbers grow beyond the listed of appearing. But that is listed after the section where Dounil first entered the tower and left for his extended detour. And I am inclined for purposes of keeping the game manageable, that merely all encounters (bar the harpies/ghouls/ghasts) have replenished.

Dounil can hear with a heavy heart the sound of rancorous men below. The brigands have reoccupied the tower. He makes a strategic retreat, the tunnel is not safe, and neither is the cottage. At [10:30], ten minutes after returning, Celest appears and Dounil discusses the problem. Celest’s opinion: sharpen by delays, near-death and costs; is that if Dounil did them in last time, he can do them in again.

OK, follow behind and this time they’ll split the loot evenly. Accompanying Dounil, Celkest makes good time, she questions why they don’t camp in this cave instead once, they clear the brigands and Dounil said he doesn’t know what lives there. Celest said they can double-check it later. At [11:40], they are peaking through the trapdoor and entering the old bedroom. Dounil will turn invisible and begin to kill, Celest will wear her Elven Cloak and shoot with the bow to take out any crossbowmen first. The door opens and another tower of slaughter begins.

The brigands fail to see through Celest and they really fail to see Dounil, who might not have surprise but cannot be seen. For convenience of the module increasing the danger of foes after the initial encounter, I will assume everyone is already armed and assembled in Room 1, the Main Room or their watchposts.

Surprise round, Dounil rolls a 1 on the attack, as his go wide charging down the stairs. He kills a guard though with his Fray. Celest’s arrow may have failed to penetrate, but these crossbowmen are level 0 and so her Fray chops down 2 of the 4.

Round 1, the brigands rally and attack, going first. A crossbowman firing point blank hits Celest without off her magic shield. Doing 2 damage, HP 7->5. No spears and bows down in the room, just maces and swords and they try to beat Dounil to death and stab what is left. 3 men on each side for 12 attacks against him, 8 footmen, 2 sergeants and 2 lieutenants.

They roll a 19 and three 18s, but it’s not enough to penetrate the magic armour and shield. The other 12 wait to see. Dounil slashes and Frays and 4 footmen die. Celest kills the remaining Crossbowmen and is ready to fire into the crowd below.

Round 2, equal initiative. Dounil will kill a lieutenant and another footman. The footmen, sergeants and lieutenants will be unable to penetrate. The four dead footmen will be filled with the 4 surviving guards, one who hits Dounil for 2 damage, HP 18->16. Celest will pick at the leader hanging back and fire Spell Fray at him too, doing 2 HD of damage, HD6->4. He directs the 4 archers to fire at Celest, who of course cannot have her +2 shield out, so she merely has an AC of 1. All miss.

Round 3, the heroes go first and Dounil kills the other lieutenant and a sergeant. Celest shoots at the archers, killing all 4. The remaining brigands pile into Dounil, the leader hoping his 6H means he can hit Dounil well, he can but he lacks the multiple attacks that make ghouls and trolls so frightful. No one hits Dounil.

Round 4, equal initiative, Dounil has a bad round, missing and rolling a 1 on his Fray, his aim is getting worse as the blood and tumult grows. A guard and footman do 1 damage apiece with short and longsword, HP 16->14. Celest misses the leader but her magical Fray does 1 HD damage, HD4->3.

Round 5, equal initiative again, Dounil kills the leader and the other sergeant. Celest kills 3 footmen.

Round 6, the brigands finally get a go, the 5 surviving brigands fail morale and move to open the door and escape into the courtyard. Dounil gives chase and kills 2, Celest fires from the arrow slits and kills 1 more.

Round 7, the brigands are faster, but Dounil and Celest can cast magic. Their Fray finish off the last 2. Not great though for the Giant Ravens know who their friends are and are coming to attack Dounil. He is not surprised for the roll means he remembered the ravens have an optical illusion.

Round 8, there are 16 giant ravens, each with 3 HD. Fortunately Celest is inside the tower, but random encounters for the daytime will be rolled as the fighting goes on. Luckily the heroes roll 1 more than the ravens for initiative. As the ravens come in to peck and claw, Dounil does 3 HD and kills one. Celest fires arrow and spell but is running out of arrows, she’ll need to take a turn to scavenge some from downstairs and another to return up. She does 2 HD, Giant Raven 3->1.

A vertical square is still a square, so 3 raven attack, doing 1 damage, HP 16->15.

Round 9, Ravens go first and none hit, Dounil kills 1 and the wounded one. Celest scavenges.

Round 10, Dounil kills 2 more Ravens. Celest returns to the firing position, a whole turn has passed so I roll for a random encounter. Nothing. No ravens hit. Dounil cannot take much more, he will retreat next turn.

Round 11, Raven goes first and do 2 damage to Dounil, HP 15->13. Dounil makes a fighting retreat to the doorway, killing 1 and wounding another HD 3->2. Celest only hits it with magic, HD 2->1.

Inside, things are grim. Everyone will know they are here, they can’t assault the temple now and the brigands will easily be able to put together how they got in. They bandage, HP 13->15 and HP 5->7.

Celest says they have one option, kill the ravens and stop the noise, then ambush whoever comes out of the tunnel when they go looking for them. It’s a plan but Dounil is incredibly tired. But this is D&D not GURPS, so he’ll just have to bear the fatigue.

He opens the door again and faces the ravens cawing on the ground for their dead kin.

Round 1, Dounil charges forth and does 5 HD of damage, killing one, killing the wounded one and doing 1 HD damage to one more, HD 3->2. Celest fires from the doorway, killing the newly wounded one. Also 60 giant rats are approaching across the ground from 130 yards away.

But now 3 ravens can attack on the ground, 3 in the air and the rest from the sides. Dounil takes 1 HP damage, HP 15->14.

I then realise Celest has a maximum HP of 8 and so she should have had 1 more from Darkshelf onwards, this is corrected, she has 8 HP now.

Round 2, The giant ravens attack and do 3 HP damage, HP 14->11. The rats are almost to the carcasses. Only Celest manages to hit anything with her magical Fray, doing 1 HD to a raven, HD 3->2.

Round 3, Dounil and Celest go first, the sword killing 2 raven and the range killing another. Rats begin to swarm the carcasses for a round, forcing the 3 ravens on the ground to lift off. Dounil backs towards the door. The ravens dive bomb doing 3 damage to Dounil, HP 11->8

Round 4, The heroes kill another and wound 1, HD 3->2. Dounil shuts the door. Preventing the rats from entering.

As they bandage, they take stock. HP 8->10 and remains at 8. They need to kill the giant ravens but are prevented by the rats. The decide to go and search the brigand’s materials. Looking at the torches, Dounil thinks he can levitate up there and ignite the nests. But how would he get down?
Celest would provide covering fire for him. It’s crazy but it might work as it will last 90 minutes for him.

After an hour [12:00], the rats look like they have subsided.

Round 1, Opening the door, Dounil rises at a rate of 20 feet per round, he seems to shrink though he is nearly at the top of a 25 foot tower.

Round 2, Dounil is now level with the top and he sees the giant ravens nest in the timbers caused by the collapse of the thid story into the second. He throws the torch and the 3 remaining ravens take off the strike him out of the air. They do no damage.

Round 3, Dounil descends to 5 feet above the ground, he cannot hit nor does his Fray have any effect, Celest misses too but her spell hurts the injured one, HD 2->1.

Round 4, Celest kills the wounded one and wounds another, HD 3->1, it is finished off by Dounil’s Fray as he touches down. The remaining giant raven divebombs Celest but misses.

Round 5, Celest’s arrow and Dounil’s Fray kill the last. That took way too long for everyone.

There is a deeper problem, if the tower was reinforced, then they knew about the tunnel and the old farmhouse. It was probably only logistics that prevented brigand horses being present when the pair arrived. That means their sleeping area isn’t safe and if there was an affray such as what has happened here, they would check there and Nulb. Which is what sending Celest only was supposed to prevent. They are stuck, unless they can ambush the person who checks the farm.

Scavenging the bodies gets them: 63cp, 96sp, 24ep, 35gp, 47pp and the XP is 92 FXP and 87 MUXP.

Celest rests in preparation for that night. Dounil takes the horses some several miles away and makes a cold camp while Celest hides in a tree with a view of the well with her cloak of Elvenkind.

She sees nothing all night.

Day 184

The next morning, Celest rolls her find secret doors roll and sees footprints around the well. Someone who they couldn’t see was here, but could that person see them while hidden?

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