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 others 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 partially eaten body 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.

Tuesday, November 11, 2025

The Oldhammer Timeline

Once I was very bored every day while waiting to travel to university. So on my phone I began to scroll through various fan-wikis and eventually double-check with various Warhammer Fantasy Roleplay (WFRP) books, a cohesive timeline of dates. What was notable was how much the setting and it's contents seemed to change between WFRP 1E and the two Warhammer Fantasy Battle (WFB) editions that bracketed it. For while WFB 3E amd WFRP 1E are almost synonymous with "Oldhammer", WFB 3E actually can out a year later, drawing on material from The Enemy Within (TEW) for WFRP 1E.

I originally posted this on the offical WFRP Discord, the one run or associated with by Cubicle 7.


A note of variability: Dates and even concepts often do not match between Warhmammer edition and this is especially true for the early editions, when the world was being fleshed out around what miniatures Games Workshop and Citidal Miniatures were making and selling. Bearing this in mind, the Warhammer world has had a degree of growing consistency throughout the 80s and 90s.

The Warhammer world emerges mostly formed in the Citadel Journal and White Dwarf entries and is codified in WFB 2nd edition, Ravening Hordes and to a lesser extent; the scenario packs. From there it was bound together with the arrival of WFRP 1st edition, but still underwent changes, particularly to the Empire as the long campaign The Enemy Within was released and in supplementary material from White Dwarf and the first novels. By the end of that, the 3rd edition of the Wargame had emerged, backed with White Dwarf articles and the Warhammer world was pretty much fully established with its unique flavor (with some exceptions like the exact shape of the Elvish Isles). With the advent of the 4th edition in the 90s, the last few major changes were made to the cosmology and history, and the Warhammer world has stood exactly the same since (if getting more ridiculously skull-encrusted), even reusing the tables of important dates in subsequent edition. Some of the later WFRP 1st edition content was written with the WFB 4th edition books and lore in mind, so they have been marked as such (4E+).

This list does contain the never published draft of Realm of Divine Magic by Ronson, which was very contradictory to the lore and system of WFRP. And information from Le Grimoire, a French fan magazine which did a whole 228 page book about Sartosa, mostly compatible with 4e+ content.

-Before the Slann 100,000 years prior to the current year, the Warhammer World is gripped by a massive global Ice Age (WFB 2e)/The ape-man Drachenfels discovers he can suck out people’s life forces/Pygmies crash land on planet, descend into barbarism/ Whatever religion that was practiced by the proto-humans was centered around Earth-Mother worship [RoDM]

-7500 The Slann arrive and construct the Warp Gate/[imported the fantasy races? RoDM]/ Don't import fantasy races (WFB 3rd edition), Slann reshape and reposition planet (WFB 3), driving Lizardmen underground [Planet was already Earth-shaped because it is an alternate universe to Earth's own universe (WFB 2e)]

-6500 The Warhammer world is warm enough that the Slann can stop the terraforming process and get on with observing and guiding

-6250 Elves emerge in Southlands

-6000 Elves established on Ulthuan and tutored by Slann/ Dwarfs move up from equator

-5500 Amazons created by Slann in Lustria from a group of humans (WFB 2e)

-4500 Dwarfs call the time before this the time of the Ancestor Gods and no written records survive (4e+) Collapse of the Warp Gates and first incursion by Chaos mutations abound even among Elves and Dwarfs, though those are mostly mental [oldhammer sources] and (4e+)

-4498 Aenarion I takes the High Elf throne by passing through he Sacred Flames of Asuryan unharmed (4e+)

-4468 Chaos sacks Averlon and the Everqueen is slain, Aenarion's twins (Yvraine and Morelion) are saved and spirited away by the Treeman Oakheart (4e+)

-4461 Aenarion rescues the witch Morathi from Slaaneshi Warband (4e+)

-4458 Morathi bears Aenarion a son, Malekith (4e+)

-4300 Dwarfs colonise the Plains of Zharr and Zorn Uzkul after crossing the World Edge Mountains (4e+) 

-4124 First Elf colonies in the New World (4e+)

-4119 Aenarion and many Elven mages and warriors sacrifice themselves to weaken Chaos through battle and the creation of the Vortex, Bel-Shanaar I takes High Elf throne (4e+)/ Malekith and King Snorri Whitebeard drive last of Chaos from Old World, trade flourishes and Dwarfs build many new strongholds (4e+)

-3000 Contact lost between Dwarfs of World Edge and Dark Lands/Zorn Uzkul, eastern kin believed to have been destroyed by Chaos (4e+)

Sometimes towards -3500 but before that date the Amazonian Sisterhood is founded in Lustria and War war on the Slann Empire (WFB 2e)

-3500 Elf civilisation in golden age with Old and New World colonies (these stills survive), sailing to marvel at the Lustrian ruins of the Slann/ Abandoned by their gods the the Dwarfs of the Dark Lands turn to Hashut, the Father of Darkness (4e+)

-3000 Caraz-a-carak founded, Dwarfs troubled by Karnac's Lizardmen Raiders (Regiment of Renown)

-3119 Cult of Pleasure is founded in Ulthuan (4e+)

-2839 Phoenix King Bel-Shanaar visits Karaz-a-Karak and meets Snorri, oaths of friendship sworn and Malekith remains as ambassador (4e+)

-2789 Malekith finds the Circlet of Iron in his wanderings of the Northern Wasteland, in the ruined city of Vorshgar (4e+)

-2784 Malekith returns to Ulthuan and denounces his mother as a lackey of the Chaos gods and a traitor to the Elves (4e+)

-2750 attempts to suppress Evil+Chaos worship on Ulthuan lead to civil war/ Bel-Shanaar I is murdered by Malkith, who then is rejected by the Holy Flames for his evil and madness (4e+)

-2749 Caledor I take High Elf throne (4e+)

-2739 Renegade wizard princes and a Hotek, a heretic priest flee to Malekith, taking the Hammer from Vaul's Anvil with them (4e+)

-2736 Malekith sealed in his magic armor (4e+)

-2724 Caledor defeats Malekith at Battle of Maledor, forcing the Witch King to flee (4e+)

-2723 Malekith interferes with the Vortex to enact The Sundering, sinking much of northern Ulthuan, the wizards raise the Black Arks and the Dark Elves leave for Naggaroth, as High Elves rebuild, contact is lost with Old World colonies (4e+)

-2550 Dark Elves under reign of the Dru Perim; the Black Pilgrims flee to Naggaroth after final battle of Deloth’s Shoal

-2700 Ziggurat of Mongolia’s Zharr-Naggrund is raised by Chaos Dwarf Sorcerer (4e+)

-2630 Dark Elves expidition returns to Ulthuan, Caledor begins defensive measures including beginning the building of the Gateway fortresses (4e+)

-2600 Chaos Dwarfs enslave Greenskins through Dark Lands and Mountains of Mourn (4e+)

-2500 Evil creatures driven from Old World by Elf/Dwarf alliance/Rise of Negekhara, first true human civilization (4e+)/ start of Elf-Dwarf war (WFRP 1st edition)

-2425 Black Ark sunk for first time, beginning of High Elf navel dominance (4e+)

-2343 Dark Elves explore cave network beneath Hag Graef, extending beneath the Black Spine Mountains. Eventually after many losses bring back Cold Ones and deem the network the Underworld (4e+)

-2319 Dark Elves use Cold Ones in battle for first time (4e+)

-2219 Last of the Dark Elves driven off Ulthuan and sea swept clear of ships (4e+)

-2200 High Elves take the Blighted Isle and Caledor does not draw the Sword of Khaine (4e+)

-2199 Caledor I kills himself to avoid capture by Dark Elves at sea (4e+)

-2198 Caledor II takes High Elf throne (4e+)

-2188 Elves return to Old World following civil strife and inform Dwarfs, new bargains struck (4e+)

-2005 The Great Betrayal between Dwarfs and Elves as result of the Dark Elves (4e+)

-2000 Start of Elf-Dwarf war (WFB 3rd edition)/Nagash arises in the Land of the Dead (4e+)/ the city that will become Skavenblight (Kazar?) is first occupied by men (4e+)/ Start of the Age of Man in Cathay, Nippon and Pharonia [RoDM] [MAJOR DISCREPANCY]

-1997 Dwarf High King Gortrek Starbreaker sends ambassador to Ulthuan in last ditch attempt to stop war, ambassador shaved, elf-dawrf war breaks out. (4e+)

-1974 Snorri Halfhand, son of Gortrek is slain in single combat by King Caledor II (4e+)

-1968 Nagash learn Dark Magic from Dark Elves forced to dock after a storm, having learned they know, he defeats the leaders in a Soccerous duel and has survivors entombed in the Great Pyramid at Khemri (4e+)/ Morgrim, cousin of Snorri kills Elf Lord Imladrik at Battle of Oerager (4e+)

-1959 Nagash slays the Priest along of Khemri and seizes power (4e+)

-1950 Nagash starts his experiments into immortality using human blood and starts building the Black Pyramid (4e+)/ A wandering Dwarf clan begins trading with and settling in Kazar, great things are built (4e+)

-1948 Morgrim burns Elf city of Athel Maraya to ground (4e+)

-1880 Humans and Dwarfs of Kazan begin building temple (4e+)

-1780 Temple finally completed in Kazan with special bell, Warpstone rains down on city and within a year the city is obliterated by swarms of mutant rats (4e+)

-1750 Black Pyramid finished, other Priest-Kings band together to fight Nagash (4e+)

-1666 Huge Chaos army invades Naggaroth and besieges Ghrond, defeated by Witch King at Battle of Woe with high casualties for Dark Elves and total destruction for Chaos (4e+)

-1650 Nagash forced to flee, PK of Lahmia take books and secretly begin practicing Dark Magic (4e+)

-1600 Dwarf/Elf wars end with Elf evacuation and Dwarfs weakened/Caledor II slain by King Gotrek Starbreaker and takes Phoenix Crown (4e+) [MAJOR DISCREPANCY]/Nagash arrives at Cripple Peak, discovers Warpstone (4e+)/ First true Skaven emerge as masters of Skavenblight, then experiment with Warpstone and expand (4e+)

-1599 Caradryel I takes High Elf throne (4e+)/ Black Arks beached to form fortress of Anlec and begin new round of fighting (4e+)

-1589 Caradryel the Phoenix King recalls the High Elf armies from the Old World colonies to defend against Dark Elfs, colonists given choice to stay or go (4e+)

-1560 The Battle of Three Towers at Gates of Tor Alessi, Dwarfs victorious in cataclysmic battle. Snorri kills Caledor II and takes Phoenix Crown. High Elf’s abandon Old World or retreat into forests (4e+) [MAJOR DISCREPANCY]

-1501 Last High Elf colonists leave, Athel Loren elves declare independence, joined by those who abandoned coastal colonies (4e+)

-1500 start of Goblin Wars, volcanoes and goblins break up Dwarf realm/ Massive volcanic activity renders the Dark Lands from fertile plateau into ash-choked wasteland, and many goblin migrate into Dwarven territory/ Wood Elves found Athel Loren/ Grom ‘The Paunch of the Misty Mountain’ initiates Wars by drunkenly slaying Wulfrun Willowhand, chief of the Northern Dwarfs. He was slain at the Dwarvish fortress of the Middenheim and his half-orc-goblin guards exterminates at the final battle of the war in Mad Dog Pass (Regiments of Renown)/ Joseph Bugman becomes famous for his vengeance and dies (Regiments of Renown) Golgfag’s mercenary Ogres are highly successful (Regiments of Renown) (WFB 2e)/ Nagash realises how powerful small quantities of Warpstone is for Dark Magic and experiments with raising dead to mine it for him, Nagashizzar created, The Desolation of Nagash has formed from dust and slag, the primitive human tribesmen worship him as a god and devolve into Ghouls (who are alive), powerful Empire around the Sour Sea (4e+)/ Elves evacuate their colonies after War of the Beard, Skaven sorcery ravages Dwarf empire with earthquakes, called Time of Woe, causing sever damage to Skavenblight and the first Council of Thirteen forms, incursions of Skaven into Karak Van (4e+)

-1499 Karak Van is destroyed by Skaven and Night Goblins (4e+)

-1498 The mines at Ekrund seized by Orcs (4e+)

-1457 Gold mines at Gunbad fall to Night Goblins (4e+)

-1400 wandering Skaven clans reach far corners of the world (4e+)

-1387 Silver Road Wars between Dwarfs and Goblins begins (4e+)

-1367 Silver Road Wars end with Dwarfs abandoning Mount Silverspear now Mount Grimfang (4e+)

-1362 By this time the Dwarfs have abandoned the eastern fringes of the Worlds Edge Mountains (4e+)

-1350 Skaven attack Cripple Peak (4e+)

-1250 Accord reached between Nagash and Skaven (4e+)/ Karaz a Karak threaten by The Troll Wars caused by trolls migrating away from erupting Thunder Mountain (4e+)

-1245 Dwarf counterattacks partially and in some cases temporarily successfully (4e+)

-1222 Earthquake exposes seam of gromril within Misty Mountains and Nagash makes armour from it (4e+)

-1200 Rebel PK who studied Nagash’s work send him emissaries and then followers of Nagash driven out by alliance led by PK Alcadizaar (4e+), Skaven assassinate Nagash (4e+)

-1185 Kadrin Redmane the Dwarf Runesmith finds Gromril in ruins of Karak Van, talks of resettling (4e+)

-1163 Nagash attacks PK and is defeated, unleashes plague (4e+)

-1152 Nagash is victorious and has Alcadizaar tortures for his pleasure (4e+)

-1151 Nagash begins the Great Ritual of the Waking, Skaven free Alcadizaar who cuts down Nagash and flees with Crown of Sorcery (4e+)

-1149 Arkham the Black sacks city of Bel-Aliad, beginning the Wars of Death which all but destroys Arabian civilization (4e+)

-1147 Body of Alcadizaar found by Kadon who takes crown and builds Undead empire (4e+)

-1136 Kadrin Redmane killed above Black Water, miner pull out of Karak Van due to Skaven pressure (4e+)

-1125 Battle of the Glade of Woe, huge Orc and Goblin army wiped out in Loren, Orion and Ariel become King and Queen in the Wood.

-1020 Kadon’s empire destroyed by Orc warlord Dork Redeye (4e+)

-997 Caradryel I dies and is first Phoenix King to die peacefully in his own bed (4e+)

-996 Tethlis I takes High Elf throne (4e+)

-986 Tethlis launches the Scouring which will slay every Dark Elf on Ulthuan (4e+)

-975 Battle of a Thousand Woes where a Dwarf attempt to recapture Red Eye Mountain fails and many are slain, Dwarfs focus on defense (4e+)

-750 Red Cloud Goblins attack Karak Azgul and are repulsed, attack Karak Azul and partially occupy it (4e+)

-740 Goblins expelled from Karak Azul (4e+)

-700 Skaven breach lower levels of Karak Eight Peaks (4e+)/ The Kindred of the Wythel Glades migrate from Loren over the Grey Mountains into the forests beyond, henceforth called in legends, the Lost Kindred (4e+)

-692 Tethlis I is either killed by a Dark Elf assassin or by his White Lion Bodyguards at the Shirne of Khaine in unclear circumstances (4e+)

-690 Bel-Korhadris I takes High Elf throne (4e+)

~-600 Vorag Bloodytooth becomes first and last Ghoul King of Cripple Peak overwhelms goblin tribes, has Fortress of Vorag built east of of Plain of Bones, after his death to goblin bolt thrower, ghouls scatter and fortress abandoned(4e+)

-513 Skaven, Goblins and Orcs drive out Dwarfs from Karak Eight Peaks and fight among themselves (4e+)

-500 Emergence of Man in Cathay and Arabia and the development of human civilization and trade with Dwarfs (WFB 2e)/ Human primitives first reach the Old World and divide into numerous barbarian tribes

-469 Orc Warlord Dork takes Karak Azgul, leaving depths unexplored (4e+)

-466 Dork captures Karak Drazh and renames it Black Crag (4e+)

-370 Urgok the Beard Burner rampages about according to tradition, almost overwhelming remaining holds, until beaten back at Battle of Black Water (4e+)

-350 Skaven overrun Crookback Mountain  (4e+)

-250 Dwarf traders/prospectors and treasure hunters start penetrating into the western Old World again and some encounter the Wood Elves, leading to renewed grudges and violence (4e+)

-238 The great Dark Elf explorer and scout, Kaledor Maglen discovers the Black Way, a series of water-filled caverns which allow Black Arks to pass under the Black Spine Mountains and west into the Broken Lands (4e+)

-150 Experiments of Orcs creates Black Orcs (4e+)

-100 Black Orcs break free and ravage the lower levels of Zharr-Naggrund and are purged from the citadel to thrive outside (4e+)/ Nagash returns to Cripple Peak and destroys Skaven Clan Rikek (4e+)

-87 Black Arks raid eastern lands (4e+)

-50 Artur, Chief of the Teutognes discovers Fauschlag Rock and fortifies it with help of Dwarf clan.

-49 the Wars of Death end for Araby (4e+)

-40 Nagash reborn, fails to enforce obedience on Tomb Kings but they force him back under the leadership of Settra, Nagash clears fortress of Skaven in single night (4e+)

-39 Settra turns against other TK and defeated in 7 days & nights battle, retreats to Khemri (4e+)

-30 Nagash forges his iron hand (4e+)

-15 Arkham the Black crushes Skaven at  Battle of Death Rock, Skaven give up trying to recapture the Cursed Pit (4e+) Sigmar unites the tribes (4e+)

-1 Battle of Blackfire Pass (4e+)

1 the time of Sigmar, Humans and Dwarfs push goblins out of Old World back to Dark Lands/ Nipponese Empire firmly established/ Collapse of Pharonia [RoDM] [MAJOR DISCREPANCY]

12 First Nipponese Emperor, Yamyakyki 1 Dies/ Sigmar defeats a Necromancer, Drachenfels or Nagash attempting to retrieve his crown from Morath who had already been defeated by Sigmar (4e+) 

16 Krell, only survivor of Nagash’s army is defeated at the Battle of Glacier Lake and imprisoned in magical tomb (4e+)

17 Sigmar destroys Skaven horde in Middle Mountains (4e+)

50 Sigmar leaves, accounts differ on what happen next (Enemy Within, Empire in Chaos draft)

63 Wulcan, high priest of Ulric has vision and starts building a temple on the Fauschlag Rock/Middenheim

73 Johann Helstrum becomes first Grand Theogonist (4e+)

97 The Wizards’ & Alchemists’ Guild founded in Middenheim by Graf Erich

100 the rise of the Cult of Sigmar

~100 Settra’s fleet begins raids along future Bretonnia coast, taking hundred back to fate worse than death (4e+)/ Clan Pestilens emerges from Lustria and starts First Skaven Civil War (4e+)

113 Ulric’s temple in Middenheim finished

176 Series of watch towers are built on northern border to defend Naggaroth from Chaos Wastes (4e+)

~250 Around this period Hobgoblin invasions of Cathay are driven back by the first Simcists (WFB 2e), worship of the Orange Simcist will become widespread in Cathay and across the Orient [Presumed from WFB 2e world description]

451 Blck Ark and TK fleet under Settra raid Tilea and sack and capture every person in city of Sartosa, first on many combined raids (4e+)

498 Bel-Korhadris I dies, shortly after the finishing of the White Tower at Hoeth, Aethis I takes High Elf throne (4e+)

500 Chaos Dwarfs mine rich volcanic deposits in Gorgoth (4e+)

500 Skaven from Clan Eshin return from Cathay (or was it Nippon?) to work for Council of Thirteen (4e+)

Sometime around this period the Old World is slowly deforested and the wild creatures and monsters driven back to deeper forests and North by the kingdoms of Man (WFB 2e)

501 the Wasteland annexed by Emperor Sigismund II the Conqueror

512 Foundation of the City of Brionne (FRENCHFANMAG)

555 After 455 years of religious pressure between Ulricans and Sigmarites, Middenheim granted charter to prevent secession, first Knight Eternal created as celebration

600 Clan Pestilens led by Nurglitch is granted a place on the Council of Thirteen ending the civil war (4e+)

698 High Elf representatives arrive in Cathay to begin flourishing Eats-West trade

700 Bretonnian warlords begin attempts to carve out domains in Athel Loren and fail (4e+)

753 Dark Elf slaver-ship roam globe (4e+)

860 Black Ark overturned by tidal wave off Cathay (4e+)

876 Norse raiders going to Lustria capture Empire ship containing body of Luther Harmon who turns/enslaves the crew and builds an empire called the Vampire Coast in southern Lustria (4e+)

900 Bretonnian warlords cease attempts to expand into Athel Loren (4e+)

977 Gilles Le Breton unites Bretonnia and forced Greenskins from lands (4e+)

1000 Ludwig the Fat grants charter and vote to the Moot/ approximate date for founding of Bretonnia/ Founding of Nuln Wizards’ Guild, later University College of Nuln/Chaos Dwarf slaving fleets cruise the River of Ruin and Sea of Dread, canal linking Falls of Doom to Sea of Chaos (4e+)/Emergence of Arabic culture [RoDM] [MAJOR DISCREPANCY]

1005 Louis the Rash, first King of Bretonnian sends envoys to the Wood Elves, recognizing them as Independent and receiving offers of eternal friendship (4e+)

1111 Black Plague, (9/10ths of human population wiped out 4e+)/Liber Mortis written Frederick Van Hal, who turns back the Skaven with army of undead (4e+)

1112 Vanhal (a distinct spelling that is subsequently used) builds Vanhaldenscholsse (4e+)

1115 Emperor Boris Goldgather dies from the Black Plague/ Skaven start to systematic enslave surviving settlements (4e+)

1120 Aethis I is murdered by his own Chancellor who was a member of the cult of pleasure and a spy for the Dark Elves (4e+)

1121 Morvael I takes High Elf throne (4e+)

1122 Mandred rallies support from Elector Counts and crusaders against Skaven (4e+)/High Elf punitive expedition to Naggaroth is massacred by Dark Elves with assistance of screaming army of drugged-up warriors (4e+)

1124 Vanhal assassinated (4e+) Count Mandred the Skaven Slayer finally drives out Skaven and elected Emperor (G&F: Skaven-Slayer/4e+)

Dark Elves return to Ulthuan and drive out organised resistance from the Shadowlands (4e+)

1131 Dark Elves rebuild fortress of Anlec (4e+)

1133 The Griffon Gate is put under siege by Dark Elves, Mentheus of Caledor appointed general of High Elves, High Elves instate levy system of conscription (4e+)

1142 Guillaume, 3rd Bretonnian King defeated large Orc army at the Battle of Armandur and drives last Orcs from Northern Bretonnia (4e+)

1143 first recorded Imperial Gnomish Jester, a tradition which continues

1146 Siege of the Griffon Gate is broken (4e+)

1152 Age of War begins in Empire (WFB 3rd)/ Middenheim annexes Middenland/ Mandred assassinate and no one can agree on successor (4e+)

1175 Settra is defeated at Savage Point by Bretonnian fleet led by Admiral Henri Lamorte (4e+)

1207 Dieter Helsnicht is driven out of Middenheim for being a Necromancer and escapes into the Forest of Shadows where he raises a large Undead army (4e+)

1244 Helsnicht defeated at Battle of Beeckerhoven by Empire/Kislevite force, body never recovered (4e+)

1260 Gunthar the Wise starts travelling

1275 Henri Lamorte’s body stolen from crypt and reanimated as a Wight Lord by Settra (4e+)

1280 Gunthar the Wise devises theory behind Elementalism and opens Elementalist’ Guild in Nuln

1302 Albrecht of Nuln burned at stake for pernicious declamation for his writing about Skaven (4e+)

1342 Arabian army invades southern Bretonnia and puts Brionne under siege (FRENCHFANMAG)

1344 Arabian army routed from southern Bretonnia by Roland of Chinon (FRENCHFANMAG)

1347 Roland of Chinon pushs back Arabs in Estalia (FRENCHFANMAG)

1350 Battle of Pine Crags, Dwarf army seeking treasure in Loren is destroyed (4e+)

1360 Differences in opinion cause split between Graf Heinrich of Middenheim and High Priest of Ulric. HP moves to Talabheim to support Ottilia

1360 The Ottila of Talabecland declares herself Empress (4e+)

1361 Grand Duchess Ottilia, self-proclaimed Empress gives grant to Frieda Grünwald to build what will become Talabheim Battle College

1367 Frieda Grünwald defeats head of Middenheim W&AG in magical duel

1390 Melissa d'Acques is born

1402 Melissa d'Acques is turned into a Vampire, she will be the grand-sire of Genevieve

1435 Sultan Jaffar, a powerful Arabian sorcerer welds together a coalition of desert tribes to expand his city-state into a small empire, Skaven ally with him, spying and murdering his rivals in exchange for Warpstone (4e+)

1448 Skaven convince Jaffar that Estalia plans to invade and he invaded first (4e+)

1450 Start of Crusades (4e+)

1500 start of the Age of the Three Emperors/ The Crusades, presumed foundation of the Knights of Origo (Regiments of Renown), Foundation of the Knights of Cleansing Flame (Regiments of Renown), Foundation of Chaos cult the Disciples of the Red Redemption (Regiments of Renown) (WFB 2e)

1501 Mentheus of Caledor is slain besieging Anlec, his dragon Nightfang goes berserk and routs Dark Elves (4e+)

1502 Morvael I commits suicide by walking into the Sacred Flames, after being unable to bear the nightmares which have haunted him since the start of the Dark Elves massive century long attack on Ulthuan, on the day his armies obtain victory (4e+)

1503 Bel-Hathor I takes High Elf throne (4e+) 

1547 Graf Heinrich of Middenheim lays claim to the throne, using his wizards to great effect/ Reproach between Heinrich and High Priest, Ulrican cult become celibate to prevent rival dynasty forming

1550 Start of Civil War, Middenheim vs Talabheim Middenland again becomes separate province/End of Crusaders (4e+)

1563 Tobaro in Tilea overrun by Skaven coming through Elf-carved tunnels in surrounding cliffs (4e+)

1565 Tobaro recaptured by mercenaries with High Elf help (4e+)

1601 Village of Escantos in southern Tilea devoured by swarm of rats (4e+)

1614 Hamlet at the site of Kreutzhofen recorded (4e+)

1670 Battle of the Meadow Glades, Imperial force invading Loren is ambushed and routed (4e+)

1681 Night of the Restless Dead as Nagash reborn again and many towns and villages overrun (4e+)

1703 Mangus the Mad invades Ulthuan (4e+)

1705 Gorbad Ironclaw defeats Crusher Zogoth and starts his conquests (4e+)

1707 Gorbad Ironclaw invades through Blackfire Pass, Nuln sacked, Moot devastated, Solland/Sudenland ceases to exists and is incorporated into Wissenland [MAJOR DISCREPANCY], Emperor Sigismund killed by Wyvern at Altdorf which holds and horde disperses. (4e+)

1750 Kislev separates from the Empire following the Gospodars invasion

1783 Dark Elf scouts find way to previously unreachable High Elf colony of Arnhelm in New World and raid it, many farmsteads are destroyed before unprepared colonists can oganis defenses and drive raiders back into their Black Spine Mountains strongholds (4e+)

1786 Skaven release Red Pox in Bordeleaux in Bretonnia. City loses a third of its population in a week before Baron Giscard Du’ponte order poor quarter burnt in desperation (4e+)

1797 Vlad von Carstein becomes Count of Sylvania and marries Isabella von Drak (4e+)

1812 Middenlanders lay siege to Middenheim, repulsed with Dwarven help, Undercity sealed/ South Bretonnia and North Tilea ravage by Red Pox. Anarchy follows, 3/4 of Brionne is razed by fire (4e+)

1813 Two Skaven Armies emerge between Brionne and Quenelles, razing villages and towns along the Briene before lay siege to both cities. Defeated by army of Parravon knights and Wood Elves. Winter plus strict quarantine bring Red Pox under control (4e+)

1839 Genevieve Dieudonné born in Parravon (Drachenfels book)

1842 Genevieve Dieudonné born in Parravon (WFRP companion)

1850 Second Skaven civil war as other Lords of Decay attempt to remove Clan Pestilens from Council of perceived failure of Bretonnia campaign. The Plague Lords attempt to seize temple of Horned Ray (4e+)

1851 Drachenfels sacks Parravon (Drachenfels book)

1854 Dranchenfel sacks Parravon (WFRP companion)

1855 Genevieve becomes a vampire (Drachenfels book)

1858 Genevieve becomes a vampire (WFRP companion)

1913 Charter which places the Church of Sigmar in charge of hunting daemonology, Chaos-worship

1937 Drachenfels’ poison feast, Death of Emperor Carolus (Drachenfels book/WFRP 4e)

1940 Drachenfels’ poison feast, Death of Emperor Carolus

1979 Empress Magritta is lasted elected Emperor for 400 years (from Marienburg 4e+)/ Burgomeisters gain power (4e+)/Wizard’s War begins/Time called the Dark Ages

1991 Dwarf Engineering Guild of Nuln founded

1992 Border Prince town of Mortensholm is founded by Norse pirate-trader Morten One-Eye, town at the end of Winter's Teeth Pass linking Kreutzhofen to Border Princes (4e+)

1999 Comet smites the decadent city of Mordheim, creating a blasted ruin full of Warpstone (Mordheim 1999)

~2000 Human explorers denied access to Ulthuan/Rhudd Cynhaeaf, priestess of Khaine and leader of the Witch-Elves seizes power from the Dru Perim and begins a Blood Crusade against the Elven Kingdoms, utterly destroying the Sea Elf Kingdom of Rrinnhasha and slaughtering the population/ Clan Scruten is led by Grey Seer Kritislik to round stronghold under Cursed Marshes and Marienburg (4e+)

2010 war of the Vampire Counts begins (4e+)

2051 Vlad slain at Siege of Altdorf, Isabella commits suicide (4e+)

2094 Konrad von Carstein emerges as most powerful of Vampire Counts and attacks (4e+)

2100 Konrad defeated at Battle of the Four Armies (4e+)

2104 Bretonnian explore, Marc Oppoleaux finds the Montididier Pass, leading from the Loren Forest over the Vaults. It would take nearly 30 more years of negotiations with the Elves for Loren Highway to be opened up. Modern day pass is from Salignac-La-Rouge along the Loren Forest/Grey Mountains foothills, through the pass and terminating at Kreutzhofen (4e+)

2107 Probable date for establishment of Kreutzhofen as a village settlement, occupation of the area by Baron Axel Reichenbach of Marienburg (4e+)

2121 Konrad defeated at the Battle of Grim Moor by Empire & Dwarf army (4e+)

2132 Blue-Blooded Bandits terrorise part of Grey Mountains (Return of the Lichmaster)/ Manfred von Carstein launches surprise attack and almost captured Altdorf, Empire, Dwarf and High Elf army counterattack (4e+)

2145 Battle of Hel Fen, Manfred von Carstein destroyed (4e+)

2150 Sea Elves return to Old World

2158 Birth of Count Bruno Reichenbach, tyrannical ruler of Kreutzhofen and funder of failed expedition to find the headwaters of the river Sol (4e+)

2162 Bel-Hathor I dies peacefully and chooses the great explorer Finubur to be his heir (4e+)

2163 Finuber I takes the High Elf throne, he reigns to the present (4e+)

2177 Death of Genevieve’s sire, Chandagnac the Ancient

2192 Duke Alfonzo of Miragliano buys mercenary aid from across the world and marches into the swamps to confront the Skaven, the Skaven are driven back to the Blighted Marshes and slain, weakening them for several decades (4e+)

2201 Errantry Wars begin in Bretonnia when Louen Orc Slayer tries to rid Bretonnia of Orcs (4e+)

2202 Orcs fleeing Bretonnia and ambushed and destroyed in Loren (4e+)

2213 Death of Baron Bruno Reichenbach (4e+)

2235 Tilean explorer Guido Pasolini, working for Miragliano, mounts expedition to find source of the Cristallo, in pursuing Dwarf legends about an underground river, they cross 150 miles of tunnel to find a spring feeding the Cristallo and Sol and a ruined Dwarf settlement. This can be used to enter the Empire via the Sol and is a vital trade route (4e+)

2262 Birth of Yevgeny Yefimovich, future (still living) high priest of Tzeentch for the Old World

2300 Incursions of Chaos begins

2301 Dark Elves invade Ulthuan with Chaos allies as part of Great Chaos Incursion, Everqueen saved by Tyrion and Teclis forges his sword and departs the White Tower, Witch King defeated at Battle of Finvual Plain, Teclis leaves with Finreir and Yrtle to assist Magnus (4e+)

2302 Chaos sweeps forth in what will be known as the Great War against Chaos/ Chaos mutates some Norse Dwarfs into Chaotic Black Dwarfs, Beginning of Decadent Chaos cults in Old World (WFB 2e)/ Warpstone meteorite lands around the headwaters of the Narn river, soon known as the Barren Hills/ Skaven summon the Great Horned Rat who tells them to unite and fight everyone, Skaven number area still exhausted by previous centuries of fighting however, some minor plagues unleashed (4e+)

2303 Sack of Praag/ Magnus defeat Chaos/ Villagers of Kreutzhofen rise up and murder the entire Reichenbach family and burn the manor (4e+)/Dark Elves retreat out of Ulthuan (4e+)

2304 Magnus the Pious reunites Empire/Teclis teaches Colour Magic (Realm of Sorcery)/Establishment of Imperial Colleges of Magic/Elementalist’ Guild in Nuln changes to The Eldritch University to keep face (Realm of Sorcery)

2308 The system of the Articles of Wizardry come into full effect (Realm of Sorcery)

2319 Skaven pirates spotted in Tilea Sea (4e+)

2320/2321 Clan Eshin Gutter Runners raid Empire, Bretonnia, Tilea and Estalia, focusing on burning fleets laid at anchor during winter. Many ships are badly damaged (4e+)

2321 in summer Skaven pirates make several raid on coasts of Bretonnia and Tilea, one fleet sunk by Dwarfs of Barack Varr (4e+)

2368 Marriage of Brunhilde Todbringer to Baron Ludwig Nikse of Nordland

2369 Death of Magnus the Pious/ his brother Gunthar von Bildhofen, moves from Nuln to Middenheim

2370 Birth of Gortrex

2371 marriage of Gunthar’s daughter to distant relative Boris Todbringer, their son is first Todbringer Graf

2387 Prince Karsten of Waldenhof employs Skaven to undermine walls of the invincible Castle Siegfried, after refusing to pay them in Warpstone, Skaven steal all the children in Waldenhof, Karsten is lynched and Skaven disappear from the surface for the next 100 years to plot and prepare (4e+)

2392 Dagmar von Wittgenstein builds observatory

2393 Huge consignment of grain going from Araby to Tilea disappears, Skaven pirates suspected (4e+)

2395 Settlement of the New Coast in the Southlands with the penal colony of Leopoldheim (Apocryha 2) [DISCREPANCY]

2401 Disappearance of Prince Matthius IV

2402 Discovery of Lustria by Norse explorer Erik the Lost/ Dagmar returns with warpstone meteorite

Some time between here and 2500 the plains south of the Ramilia Mountains in the New World are colonized by different Men, Elves and Dwarfs, they fight the Goblin Wars against Greenskins coming from the mountains and elect Laeron the Half-Elf to be their king after his victory, King F'ýar the Orc with Murgul the Goblin King returns in The scenario Bloodbath at Orc's Drift/Norse settlers establish towns along the coast of Lustria, fighting Slann and other jungle people, scenario The Magnificent Sven/McDeath scenario (Maybe?) (WFB 2e)

~2415 Goblinoid horde invades Yetzin Valley in Border Princes and destroys Mortensholm (4e+)

2417 Modern Illusionism perfected (Realm of Sorcery)

2420 Giovanni Marmalodi writes A Treatise for de Deliverance of Cities, a remarkable textbook on siege warfare/ Bretonnian King Charlen carries Errantry War into Border Princes and beyond, victory at Blood River and settlers move east (4e+)

2420 Grom the Paunch begins Waaagh (4e+)

2421 Discovery of the New Coast in the Southlands by Norseman Losterikson/disappearance of Emperor Matthias IV

2423 Eltharion, son of Moranion, leads a successful High Elf raid against Naggaroth itself, previously no High Elf has ever returned alive from Naggaroth and the Witch King brood and plots revenge (4e+)/Mortensholm sold by Sven Mortenson to Graf Edric Steinkuhler, landless noble form Middenland (4e+)

2424 Grom sails away from Empire to continue Waaagh in Ulthuan (4e+)

2425 Grom arrives and lays waste to parts of Ulthuan (4e+)

2429 Marienburg declares independence/ same day a trio of illusionists steal family jewels from Emperor Dieter IV/from Emperor Wilhelm III (They were Princes of Altdorf before) after he had tried and failed to retake Marienburg (WFRP 4e), illusionists driven underground or forced by Wilhelm III to join spy network (Realm of Sorcery), Beginning of the reign of the Current imperial dynasty.

2430 Imperial Grand Marshal Hetzer takes unheard of step of assigning three companies of Imperial troops to garrison Mortensholm, under local control (4e+)

2431 Great Fire of Altdorf, Bright Wizards blamed (Realm of Sorcery)

2438 Matthias IV, prince and heir vanishes into the fog of Altdorf to go out and see what the common people really thought of their Emperor (WFRP 4e)

2446 Birth of Vukotich the mercenary and Dien Chíng, future Cathayan Chaos worshiper

2452 Birth of Ludwig von Wittgenstein

2456 Birth of Wolf the mercenary

2455 Birth of Boris Toddbringer

2457 Boris’s father marries Birgit Nikse

2459 Birth of Oswald von Mecklenberg elector of Sudenland and father of Johann and Wolf

2460 Birth of ‘Filthy’ Harald Kleindeinst, Altdorf‘s most controversially Watchman

2465 Birth of Orfeo, at 8 months he is adopted by Wood Elves from Loren

2470 Plague Daemon book/ Vukotich is in service of Tsar Radii Bokha/ Illusionism taken off proscribed magic list, public college in Ubersreik, hidden as small magic college

2471 Birth of Henriech Toddbringer/Birth of Detlef Sierck

2472 Birth of Stefan Toddbringer

2475 Birth of Johann von Mecklenberg

2477 defeat of Drachenfels (Drachenfels book)/ Birth of Karl-Franz (enemy Within)/ Rout of Vastarien's Vanquishers and the death of Prince Vastarien

2478 Birth of Wolf von Mecklenberg/ Birth of Konrad/ Red Thirst short story [Assuming Drachenfels book dates]

2479 Genevive enters the convent of Enternal Night & Solace

2480 defeat of Drachenfels (WFRP companion)

2481 Red Thirst short story

2483 Vukotich is impressed into the service of the von Mecklenbergs

2485 Birth of Emmanuelle von Liebwitz (enemy within-WFRP 4th edition)

2487 Birth of Anika-Elise Nikse, daughter of the Baron of Nordland

2489 A Gardener in Paravon short story

2490 Konrad book starts, Konrad meets Elyssa/ KhornateChaos Champion Kurt von Diehl and his warband roam the Chaos Wastes

2491 Karl-Franz elected (Drachenfels book)/Lutipold, son of Karl-Franz born/Sudenland sacked by Chaos warband led by Cicatrice and split of electoral succession of Sudenland (Ignorant Armies book & enemy within different on who is elector)/ Heinrich Kemmler, the Lichmaster finds burial mound of Krell and raises the Chaos Champion. Sweeps down from Grey Mountains into Brettonia and is defeated only at la Maisontaal Abbey and forced to retreat back, he will return/Skaven led by Grey Seer Gnawdoom ally with Kremmler to retrieve the Black Arc which was stolen from Skavenblight by the master of the Monastery, Bagrian (4e+)

2492 Storm Warriors book/ No Gold in the grey Mountains short story in ruins of Castle Drachenfel/The Other short story

2493 Katarina Todbringer born/ Blood and Earth short story/ Chaos Dwarf slaving expedition fight High Elf army at Battle of Anurell’s Tomb, south of the Plain of Bones (4e+)

2494 The Magician's Son short story

2495 Window Tax Riot in Aldorf/ Gortrex and Felix meet (beginning of Trollslayer including; Geheimnisnacht, A Place of Quiet Asembly)/ The Black Sail short story/ Undead forces stirred by Lichmaster Kemmler attempt to invade Bretonnia through Loren and are destroyed (4e+)

2496 Konrad’s village is sacked (opening of Shadowsteed)/ Gortrex+Felix sign onto expedition to Border Princes, explore Carak Eight-Peaks/ Tristan Harper relates the tale of Storm Warriors to Orfeo in Bretonnia/ Lutipold is born (enemy within - WFRP 4th edition version)

2497 Magister Chazal, a necromancer dies and people meet at his funeral

2498 The Spells Below short story

2499 Skavenslayer book, Nuln is ravaged by fire/ Harmis Detz relates Plague Daemon book to Orfeo/ Konrad+Wolf employed guarding gold mine in Kislev

2500 default start of WFRP 1st edition/ Gortrex and Felix help turn Siege of Praag in Beastslayer book/ The Manchdor Affair short story

2501 Shadowbreed book, Konrad finds himself under frequent possession by the divine spirit of Sigmar foiling Chaos plots/ Wolf Mecklenburg rescued by his brother from the Chaos Wastes with a miracle of Sigmar in short story

2502 Karl-Franz elected (enemy within date, 4e+)/ Drachenfels return (Drachenfels book)/ Warblade book, Konrad foils Skaven plot to replace the Emperor/ Orfeo is embroiled in Estalian politics, Zaragoz book/ Erik the Red attacks Ulthuan [Norse raider mentioned in WFB 3rd editon] (4e+), Window Tax Riot in Aldorf/ Gortrex and Felix meet (WFRP 4e)

2503 Orfeo is captured by pirate, Alkadi Nasreen and relates the tales of Zaragoz, Plague Daemon and Storm Warriors books/ Breakdown of Grand Theogonist Yorri, Lector Mikael Hasselstein, the Emperor’s confessor becomes most powerful in cult/ Gorfang Rotgut attacks Barak Varr then joins up with Morglum Necksnapper to attack Karak Azul (4e+)

2505 Drachenfels returns (WFRP companion)/ Felix Jager publishes his first three volumes/[The events of 2508 assuming Book dates]/The 

2504 The Song short story

2505 The Tilean Rat short story

2506 Plague in the Kreutzhofen area (4e+), The Beast in Velvet book/The Thumb Tax Riots rock Altdorf, Yevgeny Yefimovich revealed as mutant to the world/Stage Blood/Warhawk short stories/Gortrex+Felix briefly return to Altdorf, Genevive leaves Altdorf and Sierck, last time Lutipold is mentioned before The Enemy Within. (WFRP 4e)

2507 The Cold Stark House short story/ Gorfang and Morglum driven off but captured part of the hold and many kinsfolk of Lord Kazador (4e+)

2508 The Beast in Velvet book/The Thumb Tax Riots rock Altdorf/[assuming book dates]/ Unicorn Ivory short story/Duke Bruno Pfeifraucher's son dies and so the Duke's granddaughter Etelka becomes heir (4e+)

2509 The Cold Stark House short story [assuming book dates]

2510 Altdorf census (the heads of tax-paying households only) found 1,100 Expatriate Dwarfs living inside Altdorf/ [Unicorn Ivory short story assuming book dates]

2511 Death of Anika-Elise Nikse second wife of Borris Toddbringer daughter of the Baron Von Norland.

2512 The Enemy Within Begins/Default start for WFB 3rd edition/ Azhag the Slaughter begins Waagh! (4e+)/ Black Jacques, a notorious Bretonnian pirate is hanged at Brionne (4e+)

~2513 Karl-Franz falls deathly ill, dies, Wolfgang is crowned, revealed as a mutant and Imperial Civil War, Sigmar’s hammer found, denouncements made, Karl-Franz resurrected and matter is covered up (Empire in Chaos draft)/ Countess Etelka Pfeifraucher succeeds her grandfather Bruno as Duchess of Wissenland (4e+)

2514 Small plague/Sanitation Decree 17 comes into effect, persecuting the few Vampires who try to blend in

2515 The Ibby the Fish Factor short story/Genevieve marries Detlef/Head of cult of Morr embarrassingly becomes a Vampire, Lutipold still alive/Azhag defeated at Battle of Osterwald (4e+)

2516 Small plague/Sanitation Decree 17 comes into effect, persecuting the few Vampires who try to blend in/ The Ibby the Fish Factor short story [assuming book dates]

~2517  Bretonnia is on edge of civil war (FRENCHFANMAG)

2522 the start date for the game according to 4th edition and later/Storm of Chaos occurs/End Times occur

Tuesday, November 4, 2025

AD&D Solo Adventures - The Village of Homlet Part 4

It is actually [10:00] As I have been overestimating the trip, but it’s too late now and maybe Dounil is sparing his horse with his gear. They walk their horse through the moat and tie them in the tower. NRE [10:10] 1/6

Advancing down to room 32 takes 2 turns at exploring speed in the upper level, which is interrupted by an encounter caused by some material shifting [10:30] 3/6

It takes 4 and a half turns to reach the junction with and another 2 and a half to reach the door. And two rest turns for a total of 9 random encounter rolls. NRE [12:00]

With a count of 3, the door is opened, revealing a door to the north. With another count of 3 that is opened and the alert and fearless guard starts making a low hooting sound and blocks the corridor.

R1 - With a successful Initiative roll (as the guard was waiting for them, Dounil’s roll was not automatic) he Fray Dices (7) the guard with a couple of stabs and edges forward.

Another guard blocks the corridor 20 feet ahead, making the same noise. 1/4 rounds till the rest arrive.
R2 – As this is a separate encounter, new Initiative, the guard goes first and stands still, daring the party to advance. So Dounil does so and the fray dice take care of another level 1 fighter. 2/4 rounds.

R3 – As the guard is standing his ground, the party step forward another twenty feet in case something happens. 3/4 rounds.

R3 – The guard is howling, causing the rest of the guards to begin marshalling. Technically this should happen in Room 33, but Dounil has just chopped two guards up without slowing. That ends with a Fray chop, unfortunately that means at 4/4, the remaining three guards are joined by 6 others and a sergeant who take a turn to fit themselves. 1/5 rounds for the rest.

R4 – The party vs 3 guards. The guards go first for this encounter. Two hit Dounil for 2 damage, HP 7->5. Dounil only slays one with wild swings and retreats behind Zert. Zert misses, Spugnoir quails for he waits to cast his Sleep spell if case there are more. Furnok puts on his ring of invisibility and awaits the passage to clear. 2/5 For the rest.

R5 – The remaining 7 foes equip themselves and the mass begins to advance down the corridor. The three in the front and the spears behind split their attacks between Dounil and Zert. None hit.

Dounil’s sword swings and slays 2 in the front, leaving the sergeant and his spears behind him. Zert’s attack on the sergeant misses by 1 but would have hit a guard. 3/5 rounds.

R6 – The spearmen and sergeant attack and begin a retreat so they can surround the players on party on two sides in Room 33. Dounil wounds but fails to kill the sergeant, moving up. Zert misses as well. 4/5, a whole minute of fighting has occurred.

R7 – The forces of the moathouse strike, while the remaining forces of 6 guards, a sergeant a lieutenant and worse of all, the armoured figure of the New Master arriving and donning weapons to attack in R8. 4 attacks to Dounil and 3 to Zert. None hit Dounil but one hits Zert, doing 1 out of 2 HD.

Spugnoir acts, seeing the forces assembled, casts Sleep. 10 of the 12 guards collapse being level 1 Fighters for 9 turns. Leaving two awake, two sergeants at level 2, a Level 4 Fighter and a level 5 Cleric.

Furnok slips through the gaps into the room. 5/5 rounds.

R8 – Things take a dire turn. While the remaining 4 foes are donning and preparing (no mention of Lareth preparing but let’s say not). The sergeant strikes Dounil with his mace for 1 damage HP 5 -> 4.

Lareth boasts that the party has made a fatal error in thinking they could defeat Lareth the Beautiful, The Dark Hope of Chaotic Evil. And casts Hold Person on Dounil, who only just escapes with his first saving throw so far.

My dice are awful, Dounil slays the sergeant but no one else.

Zert reveals his true colours and turns to Spugnoir, slaying him with a single blow now his most dangerous spell is exhausted.

Furnok moves behind Lareth and backstabs him. But despite the invisibility, the -1 AC is too strong.

R9 – The lieutenant moves to fight Furnok, but the fading invisibility is too much for him (rolled 13 not 12)

The two sergeants and two guardsmen attack Dounil but only the old maceman hits for 1 damage HP 4->3.

Lareth laughs and casts Hold Person again, this time Dounil fails.

Dounil knows that if he is stuck, he dies. He uses the Defying Death rules from Black Stream Solo Heroes, taking his level in damage dice to break an action other or puzzle otherwise impossible. As this is his first time today, he rolls d4s. 1d4 is 2 and so he takes 1 damage to break free. HP 3->2.

He swears that Zert will not live to see this day out and attacks. By changing the rolling surface to something with more bounce. Dounil does 1 HD in fray dice, slaying the mace-wielding sergeant and 4 HD of actual attack. Zert and both sergeants perish.

Furnok activates the ring of invisibility again and slips behind the lieutenant to backstab. Only thanks to the +4 bonus in OSE does Furnok hit, but 9 damage converts to 2 HD out of the lieutenant’s 4. One more point and the lieutenant would have died outright.

R10 – Bloody is the battlefield. The guardsmen attack Furnok alongside the lieutenant. Fearing engaging Dounil, leaving Lareth to cast one more spell with a snarl. Furnok’s luck runs out and he dies.

Lareth casts Cause Blindness which Dounil fails to save against, rolling 1d6 for Defying Death Dounil rolls a 1. No damage, No Blindness!

Dounil must swing and swing well. The fray of 5 kills one guard and couldn’t affect anyone else anyway as they were higher in HD than Dounil. But the 10 from the successful hit is enough to cut up the other 1 HD Fighter, the remaining 2 HD of the lieutenant and 1 of Lareth’s 5 HD.

R11 – It comes down to this. Lareth takes his right hand, which holds his terrible Staff of Striking +3 and attacks, triple charging it to ensure overkill. But an attack roll of 5 +3 +3 is 2 points short to hit AC1 and that is still a lot.

Dounil’s blade skitters off the armour, but his magic silver spear (MU Fray) strikes true. Lareth HD 4->3.

R12 – Lareth’s roll of 3 is still too close for comfort to being able to hit Sooner or later Dounil’s luck will run out. Dounil roll 17. That’s enough to penetrate the magical plate. Fray of 2 is 1 HD damage, regular damage of 2 with bonuses becomes 6. That’s HD 3->0 and Lareth doesn’t get a chance to negotiate.

Dounil bandages and recovers for a turn HP 2->4. He now has the grisly task of killing the remaining sleeping guardsmen, fortunately D&D alignment in this time can be clearcut. And all this within 10 minutes of kicking down the door, [13:10].

Looting takes plenty of time. 18 x 6sp + 18 x 3gp + 18 x 3 pp + 2 x 12sp + 2 x 6gp + 2 x 6pp + 2 x 50gp necklaces = 132sp, 66gp, 66pp, 100gp of necklaces from the garrison alone.

The late lieutenant’s 29 gems are detailed on page 26 of my module and are: three amethysts, eight pieces of fine coral, nine red garnets, six pearls, and three tourmalines. Or 2900gp in total (29 in coin weight). 1500gp of jewellery.

Of his enemies and erstwhile companions, Dounil compiles Spugnoir’s 7sp, 9gp, 11pp, and three zircons at 50 gp each with Zert’s 20gp from his purse. Rummaging through pockets and cloak linings to ensure no secret messages about betrays and such. He finds with a shock the acursed spider sigil of Lloth, known to all elves and part-elves in the Flanaess (I assume). Magic items include: a scroll of protection from magic, ring of invisibility, dagger +1, staff of Striking +3 (20 charges) a box on Lareth’s arm he doesn’t know and plate mail +1. He spends his one spell of Identify Magic on the staff. [15:00]

The worried mounts and supplies in Room 34 are a boon for Dounil, who was thinking of how he would carry everything out. Dounil then explore Room 32, trying to see if this was the final area. After 23 turns or nearly 2 hours of edging with only his infravision to guide him, he emerged into the open air. [16:50]

The return is simpler at 8 turns and he loads up the bodies of Spugnoir and Fornuk to bury them outside. Fortunately, the horses are used to bandit bloodshed, so it’s not too much work to get them to pass the bodies and carry two more. But it is [20:00] before Dounil retires.

Lareth’s chamber in Room 35 are lavish and Dounil provisionally counts to 20800gp of treasure and 9pp in coinage. Dounil gorges himself on the food and luxuries inside for the night, rolling the armour-stripped bodies into a corner of Room 33.

Day 18

Dounil contemplates resting until healed after waking at [7:00]. But he realises he left the horses tied up in the tower with limited or no food.

He realises he cannot carry all the reassure and takes only the gems and coins, lance and the lieutenant’s plate on the light warhorses. He identifies the phylactery of action. [8:00]

He picks his way back to the Moathouse based on his map (his secondary profession). [10:00]

Rescuing the horses, he rides back to Hommlet as the head of a train of horses deeply unfit for baggage. [13:30].

He causes quite a shock, and questions are raised in suspicion about what happened to his fellows. He replies with honesty and is forced to repeat it with more detail to Rufus and Burne. He claims his companion’s goods in the Inn, much to Oster Gundigoot’s concern who lodges a complaint about it to Rus and Burne. The lords tell Dounil he can have the horses but not what was left in the rooms. They also tell Dounil that he has to lead a party back to the underground to ensure there and no more monsters and any supplies and weapons are secured for the domain.

Nira Melubb bluntly tells Dounil he cannot make change for all the gems, 24 of the assortment and no more, but the necklaces as well. 2500gp of value becomes 192pp and 80gp He gets 30gp for the plate mail with the creepy twins, alerting them that the moathouse was cleared.

5 x 100gp of gems, 3 x 50gp and 139sp in the bag and 2955gp of coins stored with the lords.

1115 for combat + 13.9+175+2780 = 4083.9/8 = 510.4875 x 1.1 and 1.05 = 561 FXP and 536 MUXP

Still not enough to level to level 2 in either class.

It will costs Dounil 8gp per day for fodder plus 2gp for the room. He pays 5 days in advance with a 50gp gem. Still that day he leads the lords, the teamster and Elmo back down the hidden passage. He loads his warhorses and mule cart with the rest of the treasure, food, weapons and armour.

Day 23

Five days later, having recovered for 3 of them HP 4->7, casting detect magic on the interesting-looking weapons and armour, directed the disposal of the bodies and sealing of the ghoul tunnels. It is 8 days until the Assassin arrives.

Rufus and Burne suggest he could leave the warhorses with them and they trade him his warhorses for riding horses and supplies at no charge. They advise riding north and donating the phylactery of action to the church of St. Cuthbert in Verbobonc. Some 90 miles distance, where there will be more services and wealth. With three encumbered riding horses, Dounil must walk. Halving the speed again.

At 12 miles a day, it will take him 7 and a half days across wilderness. The road to Verbobonc is maintained but passes through hills and over plains for a net zero change. Round up down to arrive at Verbobonc by the end of day 27, with a rest day on day 25.

Day 24, he sets off at [6:00], Not Lost, NRE, 7 days till the Assassin arrives

Day 25, he gets lost wandering through a section of track the grass has grown over some gullies, NRE, 6 days for the Assassin.

He heads east instead of north-east, deeper into the Kron Hills

Day 26, Using his map-maker secondary skill, Dounil realises he is off course (rolled 1 on getting lost again) and course corrects, NRE, 5 days till the Assassin arrives.

Day 27, Now riding in the right direction, Dounil has a random encounter with Dwarves

85 with additional leaders levelled at 4, 4, 6 and 7. Spotted at 30 yards by them, giving Dounil a start.

They want to know why a lone man with three over-burdened horses is travelling alone in the hills. They are Indifferent, may negotiate.

Dounil takes the opportunity to try and sell them on the silver he is carrying, looted from an evil stronghold as he begins to relate his tale. The dwarves will buy it for 50%, of its value. Dounil said he would rather take it to Verbobonc. They are uncertain but tell him he’s welcome to try. They depart assured he is not a threat. 4 days till the Assassin arrives.

Day 28, Dounil is worried now he is off the trail and needs another day to catch up, he only was given supplies for 8 days. He arrives on the road by days end, but is confronted by another random encounter, 9 Griffons at 30 yards away and an uncertain amount up. Who of course see his horses as a meal.

Dounil has only seconds to spar, he cannot fight the griffons, so he takes the knife and cuts the saddles and bags, the horses running free and wild. He throws himself on the ground, trying to get beneath a tree.

The griffons pursue the horses but now Dounil cannot carry his treasure or his equipment.
He is forced to use his shovel to dig away from the road, burying his treasure and his plate armour. He uses his mapmaking secondary skill to mark the location on his scrap log. He takes only the gems (5 x 100gp 2 x 50gp 1 x 1000gp), the ring of invisibility and the phylactery of action. In with the 139sp and 33cp in the bag. He still must walk to Verbobonc, but it won’t take him any more time. 3 days till the Assassin arrives.

Day 29, Dounil must rest but is met on the road by a trading band of Gnomes. He is surprised by them as they round the bend some 40 yards away. But he hails them in Gnomish. They are uncertain and maybe fear an ambush by the mysterious raiders which have so plagued the land.
Dounil explains he is an adventurer and his exploits. The gnomes seem interested and when he shows them the iron ring given by the rescued gnome, they are much more eager to believe him.

Faced with the difficulty of his predicament, they discuss buying the silver treasure set and melting it down to remove any evil. At 80% of course, payment delivered to Hommlet. Dounil digs up the treasure and dutifully hands over the silver set. 2 days till the Assassin arrives.

Day 30, he sets off, worried he is missing a day of food. He is neither lost and NRE. He reaches the edges of the Kron Hills and the river valley stretches out before him. 1 days till the Assassin arrives.

Day 31, In settled (and flat) country, Dounil is thinking about finding food when he randomly encounters a migrating tribe of xvarts, which have been drawn from somewhere to I presume head towards the Temple. No doubt travelling at night and pillaging food along the way. There are 40 of them (1 on 1-10), neither side is surprised and they see each other at 140 yards away. Though they fear humans, they severely outnumber Dounil and so attack. Dounil attempts to evade such a mass. Using the ring of invisibility, which has no effect on Evasion rules.

Dounil’s speed without his plate armour is 120 yards and the xvarts is 60 yards. A roll of (56) means Dounil escapes. Now he is tired and hungry. In this land it is inevitable he will encounter civilisation. While their food stores have been pillaged by the night-moving xvarts, a 50gp zircon buys food and lodging for the night. Dounil doesn’t quibble on price but says his horse was killed by the xvarts and eaten, along with his valuables as a merchant.

The Assassin arrives in Hommlet and begins to make inquires with the traders and locals.

Day 32

Dounil sets off again, reinforced with food. He is not lost, NRE. He reaches Verbobonc by nightfall and is among the last to be admitted through the gates. He pays his last 50gp zircon for food, room, bath and laundry. The Assassin rest the horse for a day compiling everything known.

Day 33

Dounil requests an audience with Wilfrick F10, Viscount of Verbobonc. He is admitted later due to Elmo’s description and the letter from Rufus and Burne. He presents the phylactery of action as a gift to the church. Wilfrick thanks him and asks what reward did Dounil desire and he could potentially grant?

Dounil requests that when he returns with magical armour worn by Lareth be cleaned of symbolism and refitted so he could wear it. Wulfrick tells Dounil to return with it and when ready, return to Hommlet for further well-paying work if he desired. Dounil exchanges his remaining gems for coins and buys a riding horse. 1500 x 90% = 1350-75 = 1275gp in platinum pieces for ease of travel (127pp +5gp coin weight). FXP 175 MU167

Dounil reaches level 2 in Fighter. HP 7+3.5 = 10.5

The Assassin leaves in a rage, riding to Verbobonc to cut Dounil off, at 48 miles a day, the Assassin will reach Verbobonc in 2 days.

Day 34, Dounil leaves and is not lost, NRE, he chose to ride south then south-east to avoid the xvarts, if they still were present. He and the Assassin miss each other by a 30-mile campaign hex. He camps where he buried the treasure, off the road. The Assassin reaches Verbobonc and moves on, having fulfilled the contract to pursue the Hommlet lead.

Day 35, Dounil digs up the sets of armour begins the ride back to Verbobonc, arriving by nightfall. He pays for room and stable at 4gp.

Day 36, He sells his plate mail and has the castle armourer resize Lareth’s suit for him. Taking 1 week. Each pair of days where he is not needed to be measured, he carries back treasure at 2000gp per trip, doing so 3 times. Not lost and on the third trip back, he meets some merchants on the road who buy his treasure at 80%. 60/2 = 30 + 4000 + 2000x0.8 = 5630/8 = 703, FXP 773, MUXP 738
He levels up to Magic-User level 2. HP 10.5 +1.5 = 12 + 1 for CON = 13

He learns the level 1 spell; Floating Disc.

Day 43, 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 promisary 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.

Wednesday, October 29, 2025

Antarctica Adventure Jam Dungeon 1 - Level 2 and Level 3

Finishing off my Dungeon 1 of what is turning out to be a bit of a mistake.

Five dungeons is quite a bit of work, especially when I got a second region (no dungeons though) to write.


## Level 2

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

1- 1d8 Pit Vipers

2 – 1d8 Troglodytes (Replace with 1d6 Ghouls if Room 30 cleared but Room 34 is not)

3 – 1d3 Giant Black Widow Spiders

4 – 1d8 Oil Beetles (Nothing if Room 24 is cleared)

5 – 1d6 Ghouls (Nothing if Room 34 cleared)

6 – 1d4 Green Slimes leaking out of broken pipes or ceiling mould

23.         Staircase is suddenly unstable. Gaping brickwork somehow suspended above the void with yellow mud below. Every character making their way down has a 1 in 6 chance of falling through a weak spot for 1d6 damage.

24.         This room is covered in humus from the leaking ceiling and the beetle dung. 10 Oil Beetles have been unable to feed on the upper level since the Traders blocked the door to Room 2. They will defend themselves.

25.         Floor of room is completed covered in sheen of water. Mould grows thick and black on the walls and air feels clammy. Three vertical indents on eastern wall, only visible with a searching for secret doors roll beneath the mould. Can be pushed to reveal a ventilation shaft to Room 33.

26.         A room of many pipes and a large cistern rising out of the floor. Broken dials and corroded metals and wood-stone. The brickwork has been worn smooth and grey by discolouration. The North wall is covered in Before writing about pump and pipe systems, important is central BFTXT: “Pneuma Shutoff Control”.

              One a 1-3 the Grey Ooze is in the filtration cistern, it’s origin. On a 4-6, it lurks on the discoloured floor.

To the left of the writing is a stuck, secret door to the pneuma shutoff control. This red room is entirely scoured by bursting pipes but 3,000gp of gold joins can be salvaged.

27.         Slimy mould coats everything. A metal table with bronze disease, a model of the continent is picked out but only a rough outline is determinable.

28.         Here the yellow brickwork collapses into a wider cave, the shadow-scars of the end of the world in sharp relief on the walls where perishable furniture once stood.

29.         This cave stinks of a potent mix of solid and liquid waste. A stream runs down the middle for 21 Troglodytes (AB) residing here. They feed on what they catch and have the faces and jaws for it. They fear no foe and sparkle when light shines upon them.

              Though they split before fire and most tools, they do wear jewellery. Multitudes in tactile patterns comprised of smooth glass and gems pillaged from the complex. 2 x 400gp, 600gp, 3 x 700gp, 3 x 800gp, 900, 4 x 1000gp 6 x 1100gp, 2 x 1300gp, 3 x 1400gp, 2 x 1500gp, 2 x 1700gp and 10,000sp in spare wire.

              Stone tablets in Before, worn nearly smooth by rough fingers tracing the gouges and rubbing the patterns. Usable as Spell Scrolls.

BFTXT: The Instructions of Discovery; Detect Invisible, Phantasmal Force, Polymorph Self, Read Languages, Continual Light

BFTXT: Experimental Handling Instructions; Web, Invisibility 10’ Radius, Detect Invisible, Levitate, Sleep

Round metal plate used as a rock polisher/flaker. Flipping it over reveals a handle strap made from something green, +1 Shield.

30.         A series of worn cavern steps. Water running down each means slips, trips and falls, save vs wands or take 1 damage. The water runs outward halfway, into a crevasse stretching beyond the reach of light. It’s three to four feet wide at best.

Emphasis this leads beyond the scope of this adventure into the dark cracks under Udore. Maybe after a slow, harrying trip in the dark for days, with lots of random encounters, they cross into a blast karst elsewhere.

31.         Long dry cave. When light reaches the eastern wall, it reveals the masonry of Before. Cracked pipes hang over a brick-dusted floor.

One pipe slant over a small pool, clear as crystal. Drinking from it gives the effect of a random magic potion. 1d4: 1 – Potion of Delusion, 2 – Potion of Gaseous Form, 3 – Potion of Growth and 4 – Potion of ESP.

32.         Narrow room with protruding brick dividers every 10 feet, chest height. In the middle pair of dividers is a pair of long thin bones (troglodyte limbs) and the gleam of silver animal statuettes. It smells drier like a crypt. A visible ventilation shaft to Room 25 enters through the eastern wall.

The middle dividers house a dart trap. 1d6 spring-loaded darts fire at the character, doing 1d4 damage each. The trigger as soon as a character crosses into the middle divider from a glass eye on each side. Set up by the ghouls who are alerted by the noise. They recharge the eyes, which are depleted triggering. 500sp of knick-knacks as lure.

33.         12 Ghouls lair here. Workers or guests, human or something Before humans, it doesn’t matter. Now their faces and bodies are taut and animalistic. They pursue until the Troglodyte lair in room 30.

Besides cracked bones, their lair contains a cockatrice skeleton. Which looks like an Avialae, bedecked in looted treasure like an icon. There are no teeth set in the jaw. 5,000cp in bracelets, anklets, tailets, crest supports and plaques. 6,000sp of wire binding the bones together. 2,000gp of gold decorations in the form of mashed and twisted sheets, like a loose-leaf shroud. Gems 10gp and 50gp set in the eyes.

Beside it, lies a dismembered ghoul-corpse, gnawed and disarticulated, except for the chest, neck and head. An embedded metal rod there, is somehow covered in fused ivory, the teeth pointed to form an edge. Sword +1, +3 vs Undead.

Carved in a scratchy hand are Before words.
BFTXT: I Refuse To Exist

34.         Dry staircase below to level 3, slightly crumbled from age and not wear.


Level 3

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

1- 1d6 Tiger Beetles (Nothing if Room 41 cleared)

2 – 1d8 were-rats disguised as rats, will attack if characters are weaker than them in number (If Room 43 is cleared, replace with 1d6 White Apes until Room 37 is cleared)

3 – 1d3 Tarantella Spiders (Nothing if Room 45 cleared)

4 – 2d8 Wraiths (Antarctica Bestiary), in lieu of defined attacks, they cause -1 to all rolls per hit for 24 hours.

5 – 1d6 Wights, ghosts of White Apes past

6 – 1d6 Crystal Living Stautes in the form of snakes and birds falling from ceiling holes

35.         Lining the corridor where the staircase descends are life-sized, impressively detailed statues of animal and humanoids: fire beetles, blink dogs, pixies, sprites and various small ceratopsids. Though not discernible from the outside, they are just carvings. Room ends abruptly in a sheer rock face that has hardened over the floor. Gold and silver plaques with BFTXT list species names, 500sp and 500gp altogether.

36.         A circular stone circle in the middle of the room. Inert, breaks in the stonework show gold and silver banding on the inside. Touching the metal discharges stored energy for 1d8 damage. 1000sp and 1000gp of components.

37.         It first appears to be a cave, but then you see the faint glowing glass in the ceiling and stands of plants along the edges. There is an animal smell and faint whistling.

Hiding in the dark are 6 White Apes, last of the demonstration breed. They are frightened but will not reveal themselves unless the characters press on with exploring. If they do, they will burst forth with hooting. They will not pursue beyond the room for fear of the were-rats.

38.         Stuck in eastern wall are dozens of crystal shards. If interacted with, they form two enormous crystal wolves (Living Stautes, Crystal) and attack anyone who has or will enter. They do not leave the room and remains active for 24 hours before resetting. On the final wolf’s death the crystals shatter to powder, all dungeon gems in room, including in loot, glow for a second.

39.         The entrance from Room 37 and 40 appears to be glass when viewed from this side and is clear. A Caved in door in the north wall. Here are some chairs the yellow of the walls and not much else. There is looping Before words on the wall.
BFTXT: Observe the White Ape, how it chooses not the tools but the sanctuary of caves. Observe the Tiger Beetle, it’s shell as useful as it’s mandibles.

40.         Room that was once sculpted like a cave, a selection of old still-bright wall is coloured like beetles, flies and bees. Fragile insect moults in corners. Cupped holes look like purpose-built nesting holes. The doorframe to 41 has been pushed apart.

41.         Wide room stained with secretions, insect moults and the too-hard elements of carcasses. 6 Tiger Beetles lair here in musty nests. A caved in door in the right south-western wall. There are Before writings on the walls, but they are too defaced to be read. Some have blast shadows in the shape of hands and arms.

42.         Worn metal hooks with stains on the wall beneath, in the shapeless form of cloth. Brick shelves with the calcified powder of vegetable products. The door to Room 43 has a stone block rigged with a tripwire along the opening seam of the door. The noise alerts the were-rats. Falling block: Inflicts 1d10 damage (save versus petrification to avoid).

43.         An orange room, with all the metal pipes and pulled off the walls and repurposed as supports or weapons. Among the refuse and food scraps is a large pool of water. 12 Were-rats live here, as part of a salvage team. They strip Before ruins of all useful treasure and components and take them back across the Sunrise Straight to their hidden homes.

They will reveal this only if they are reduced to half and fail morale. Negotiating to trade the jewellery to leave by the water tunnel with their metal hoard. They say truthfully it connects to the sea as part of an underground river. They will fight to the death for the swords.

Among their scrap metal and glass is: A piece of jewellery 800gp, a leaf-shaped Sword +1 named Wave-Cutter and the sentient Autumn Sword.

INT 9, Ego 1, Communication Empathy, AL Lawful, Sensory Powers Detect evil or good, Detect traps, Extraordinary Powers Healing Enchantment +1 (+3 vs Dragons), Dmg 1d8 +1

The Autumn Sword seeks to bring about the end of the old forces and renew the cycle of the world. Primarily concerning itself with slaying the Dragon IXix (304-567) and his ilk. The wielder will feel great hostility to any dragon and to a lesser extent to giants, the Hydra and its servants.

44.         In a room decorated with benches stands a fountain. This fountain is red brick and bears repeated Before writing all along the edges. Drinking from the fountain or otherwise disturbing the water produces a cycling and gurgling of the pumps and that alerts the Tarantella in Room 45. Before writing on the walls.

BFTXT on Fountain: Animal to Non-Animal Non-Humanoid Conversion Source Do Not Drink Unless Cleared By Master, Penalties Apply!

BFTXT on walls: Intelligence is the key to successful work-life, behold how magic monsters with and without. Are made more complete with special water.

Drinking from it gives +1 to the drinker’s Intelligence score and nothing after that.

45.         A silk-strewn rock-hollow, what is not actual rock is plaster over brick. The floor covered in a morass of moult and web. Here dwell 2 Tarantella. They lie in ambush if alerted and pursue to Room 44. Each wears a silken band with a gem set in it over the thorax. Gems worth 100gp and 500gp.

46.         This room was made up to be like a tropical jungle from the green paint on the walls. The gems in the celling are blacked husks, and the plants have decayed into discolorations. Claw marks on the door and a stain on the ground resembles a feather. Nothing else.