Showing posts with label AD&D. Show all posts
Showing posts with label AD&D. Show all posts

Saturday, April 4, 2026

AD&D Solo Adventures - The Village of Hommlet Part 8

I can't shake the feeling this is too short for a camapign update. But it seems to be about the same length as my last update.
Maybe I'm just writing shorter sessions now.

Still Day 122

Darkshore is a village on edge, Dounil can sense stares as he intrudes in the village square. There is no mention of any inn or tavern, but one is traditional.

Upon heaving his travois to the door, Dounil peeks inside to see Celest drinking in a corner, her back to the wall so she cannot be snuck up on. He hails her and she happy and slightly puzzled to see her companion so far across the bay.

They talk, Celest has been riding across Urnst and Nyrond. But she hasn’t yet found a good haul and spent all her money as fast as she earns it. She is not big on camping. She traded her horse for passage down the river to Darkshelf and rations.

But she has a plan. The disappearances, the counterraids and the quarry seem to be linked in the mind of Neistor, the village overlord. He offered her 500gp to discover the fate of Kwon, his agent. Who reported disturbing rumours about the quarry.

Dounil offers to help if Celest would accompany him on his own quest and then she snaps at him that he has come to her and asks to join her. Not for her to split the reward and abandon any future direction.

Dounil says he was tackling the Temple of Elemental Evil and realised he couldn’t do it alone. He offers her the magic chainmail, his old magic shield, the cloak of elvenkind (as he was going to offer the dagger he gave to the tribesmen) and he offers to buy her a horse when the time is right. She also wants all the treasure they find on this quest and Dounil agrees, splitting any they find in the Temple. Celest is quite happy with this and says it must be a dire quest indeed to agree to these terms. Dounil said there is one last thing, she will need to pay for his room and food while in Darkshelf and he relates how he raced to find her over the last 60 days. Including his epic shipwreck and journey.

Celest is somewhat perturbed at his story and agrees, saying they should leave after eating (-2gp). The quarry being half a mile away (2 out of 3 mentions say half a mile not 3 miles). As they walk, Celest relates how they have three entrances, a ventilation shaft, a hidden dock on the rick and the main entrance. She says to pick one because her gear is surprisingly heavy, though she is still agile enough to have an AC of -2 compared to Dounil’s AC of -1.

Dounil and Celest both have ropes and Dounil can levitate down to secure them. Or they could clear the quarry one level at a time. If they go down first, no one will see them coming, but if they come through the front, they get the administrators and the mysterious and disliked dwarf, Bazili Erak.

Surprise is always the best policy, and they agree to descend and come up from behind. It takes an hour to climb beyond the quarry to the hills and another hour to find the thing according to the module, No Random Encounters x2 [11:00].

At the shaft, they tie Dounil’s rope to a nearby tree and Dounil Levitates down holding the end, while Celest climbs down. They come to a stop at an iron grate, greased to prevent rust. An Open Doors roll at -1 turns up good, the grill clatters to the floor some 12 feet below, leaving Dounil’s rope hanging 5 feet above it [11:05].

Room 37 has only 1 entrance, so that’s where the choose to go, though Celest is near invisible, she is not nearly silent. They advance shoulder to shoulder, nearly filling the corridor. Dim light from the cave fungus allows them to not even need Darkvision. Fortunately, this module doesn’t have in-dungeon random encounters.

35 feet along the passage there is a split, they decide to keep advancing forward and double back when this passage ends [11:11].

Advancing another 50 feet [11:15] 1/6, they arrive in Room 36. They see 4 goblins dicing at a crude table. That’s all the incentive that is needed in that age and they rush forward, swords unsheathed. Celest rolls higher than Dounil and goes first, an excellent roll means she does 3 HD of damage, killing 3 of the goblins. In the fraying, Dounil kills the last. 20/16 = 1.25, or 1 XP for both their classes. Searching the room reveals nothing, [11:20].

But the noise has attracted footsteps from Room 34, two human guards enter and seeing the goblin corpses, move to attack. No automatic initiative here as the enemies initiated the combat. They go first, then Dounil and Celest. Neither hit, and Dounil kills them with a single charge. XP = 1, the bare minimum because 10/16 is a number that cannot be 0. [11:21].

Moving into Room 34, triggers wince-inducing echoes but no one is present 2/6. Advancing into the chamber to the great rising pillars show quarry work on floor and walls, to the west is dim light and to the east, the quarry entrance 3/6.

Advancing along the work cave for 120 feet means they must rest [11:52]. Dounil can see on his sketch map that the cave is made of these massive pillars, a tunnel to the south might lead back to room 37, but that’s a later problem. Another 60 feet takes them to a junction; they can hear and see workers to the south-west and a tunnel north-west.

Heading to the works, they see free men quarrying with no humanoids in sight, 2/6 [12:02]. Celest suggests they could be in on the conspiracy, as the guards were with the goblins. Dounil asks if the overlord said if locals worked here, Celest said he implied it but never said it. They decide to take the other passage. Backtracking and moving until they must rest brings them to the due west tunnel leading below, room 38. Seeing light and hewing to the north, they disregard it and head below 3/6 [12:12].

It takes them 10 minutes of creeping to reach the bottom and advance along their right-hand side towards room 41 4/6 [12:22]. They encounter 5 goblins, digging away as the miners above. The goblins are surprised and slain in 1 round. [12:13]. 1 XP for all.

Advancing to the south, the approach a 3-way junction, but stop to rest some 25 feet from it [12:23]. Advancing up to it, Celest detects the secret door. But they also see the light burring ahead to the west in Room 42. Advancing, it takes them a turn, 1/6, to reach the open chamber. Where their alert foes are waiting for them [12:43].

Ahead is the terrible pyramid, emblazoned with the eye Dounil has seen peering at him from robes and defaced mosaic. In front is a robed man, who greets them warmly. Dounil tries the standard tactic and hails him, proclaiming he has been to the temple and work progresses well. This is perturbing to the cleric, who expects them as foes considering the fighting, but Dounil might know his stuff. Nevertheless, the pair did attack the goblins.

The priest decides to test them and asks Dounil to give the four symbols for each cult. Dounil decides that he’ll win or won’t. So, he guesses; Fire-Triangle, Earth-Square, Water-Circle and Air-Diamond. That is blatantly incorrect and combat insures.

As there is no surprise and starting from weapons not drawn, the priest rolls higher initiative.

Round 1, the priest cases Cause Fear on Dounil, thinking he is the tougher foe. Dounil’s saving throw is 15 and he rolled a 17 with his +1 modifier, so he passes.  Dounil rolls 23 on the attack, 9 for damage and 2 on the Fray.  The Priest with 2 HD is dead.

But two strange creatures never seen by either hero emerge from the pool and advance (Mudtigers).

Celest attacks with her magical Fray and rolls 2, so one Mudtiger goes HD 2 -> 1. There is shouting from further to the south.

Round 2, Dounil moves to engage them with his sword and Fray, hitting the elemental beasts for 2 HD. Killing one and doing 1 HD to the other, HD 2 -> 1. The Surviving Mudtiger releases an electric burst, doing 2 HP damage to Dounil and causing his sword and armour to become magnetise for 3 rounds, HP 18->16. The mudtiger also tries to burrow below into the loose sand and mud. Celest is having none of it and uses her magical Fray again (a blue comet), doing 1 HD and killing it. Another cleric and six goblins emerge from the southern passage.

Round 3, a fresh round of initiative means all foes go, then Celest then Dounil. Who is still magnetised.

The cleric casts Command “Flee” on Celest. She just passes with a 14+1 thanks to her modifier. The 6 goblins strike at her with slings. None hit despite some high rolls as they have 1 HD and she has negative AC.

Celest charges forward, sword in hand and full of gumption. She is only level 1 so she can only use her magical Fray against the new priest who is a level 2 Cleric. The fray does 1 HD of damage, and her sword does 4 HD more. The cleric dies as does 3 goblins.

Dounil cannot join as the metal randomly magnetising on him halves his speed, he casts Fray instead, killing 1 more goblin.

Round 4, The goblins fail morale and flee towards 46. Celest is out of range to cast so she contends with tossing the bodies and Dounil rests and waits to return to normal polarity, HP 16->18 [14:51].

The goblins have nothing on them, and the two priests just have studded leather with bronze. Also, stone hammers which they think might have something to do with the mudtigers. They find two keys though, which they are eager to try.

Advancing in a combat ready stance, they find a spoiled coal cart and disgusting furs. Celest options to search the cart and Dounil the furs. After a turn they find nothing and are sorely disappointed [15:01].

Following the only passage to the east, they find the priests’ chambers and an open secret door to the junction, where the goblins circled around behind them in their flight. Searching this room turns up two more key rings, mundane writing implements and two locked chests under the beds. The keys from the bodies fit after several tries with the set of four and the chests contain: 3 unholy symbols made of silver (to be melted down), 260gp, 18pp, 6 bloodstones (15gp x 6) 3 potions that Dounil says look like his Potion of Healing and three vials of something herbal. They aren’t sure if they are poison or potion [15:21]. Celest is thrilled as it’s all hers.

They explore further, knowing those goblins were either on their way up to meet the miners (in which case the problem was alerting the supervisors) or was heading further down (to alert monsters). Coming to the junction, they look down the sinkhole that is room 49 but don’t feel like risking it [15:31]. They keep to the left-hand rule and progress ahead without taking the turn to room 47. After another turn of edging forward the come to an iron grating and barred door with a padlock on the bar and no hinges on this side, room 51 [15:31].

With a light briefly flaring ahead, Dounil says he will lift the door. That’s when the alert bugbear guard in the alcove to the south acts. Automatically surprising the pair, he thrusts his spear at Dounil when Dounil is attempting to force the door, without a weapon or shield. Hitting Dounil for 2 damage. This alerts the bugbear in room 52 who moves towards room 53.

Round 1, The Bugbear strikes again but misses. Celest casts her Fray but does no damage. Dounil keeps at it. With a -1 from the construction, he only just forces the door. The Bugbear from 52 has alerted the one from room 53.

Round 2, The bugbear strikes but misses. Celest does 3 HD back killing the bugbear. Dounil reequips his sword and shield.

Round 3, the two remaining bugbear guards advance with morning stars and the heroes rush to meet them. There is pyrotechnics aplenty with ranged magic Frays before the clash of weapons. The Bugbears go first but miss. The frays take off 2 HD and the swords 2 more, slaying the furry goblins, the pair stop to rest and loot. Dounil recovers his lost 2 HP and Celest finds nothing of value [15:44].

Advancing north, they see the alcoves slaves would be held in, they are empty and discoloured. Going over them, arriving at the sinkhole in room 50 and coming back takes 3 turns including the gross rest by the sinkhole [16:10].

It takes another turn to reach the end room in the east where the bugbears slept and another turn to loot it. Taking the obvious keys and shaking the furs down for nothing [16:30], 2/6.

Celest, feeling and seeing the urn holding live coals, dumps them on the floor looking for treasure that might be fire-proof. She overthought it as they realising coins are coming out with the ash of the other two. She asks Dounil if they should bring a mule in to carry the stuff, and he says he’s never thought to try as he can’t hide a mule.

Advancing up the cells in room 53, they find the miserable prisoners and a fit man who stands up with his shackles falling off. He is Kwon. Dounil ushers him aside and activates the Ring of Invisibility.

He proclaims he could kill this man right now mas a spy of the slavers, if the prisoners cannot verify, he is Kwon, the Overlord’s agent. The prisoners aren’t sure, but they do know he slipped into them before entering and has been exploring between roll head counts.

Dounil takes off his ring and apologises to Kwon, who is miffed but not too upset. Kwon knows there is quite a bit of natural cave beneath and the rotation of the quarry guards. Upon being told that Celest and Dounil are to see if he is in trouble, Kwon is happy to let them keep going. He’ll take the prisoners up top and rally with the quarry workers. Then they’ll escape as part of the end of shift. But it is almost time and the goblins are out at night. They try the keys and Kwon sets to unlocking the manacles.

As far as Kwon knows, the goblins stick to this level and the quarry. Only transporting slaves further below. The pair resolve to wipe this layer clean and the guardhouse before descending to the third level, they rest at the door [17:10] 2/6.

Setting off down again, the advance ahead of the rescued prisoners and Kwon, turning down the junction to room 47 [17:20] 3/6.

They advance less than 30 feet when the goblins miners rush out calling for aid behind the pair. The goblins surprise and now 4 attack while 12 advance, including the two who survived the fight in the temple/room 42. None of the 4 goblins hit in the surprise round.

Round 1, The goblins won the initiative with their ambush, so 16 attacks vs negative AC. One was 1 off from hitting Dounil, but none succeeded. Eleven goblins die from two lots of Fighter Fray and sword swings.

Round 2, the goblins check morale but pass, they are committed to making a stand here. Another almost hit on Dounil and Celest misses both Fray and swing, but all the goblins die. Looting the bodies turns up nothing and the prisoners escape up the tunnel [17:30] 3/6.

Advancing down the left side, so to the east away from the goblins they pass diggings, it takes a turn to reach room 48, where they stare with annoyance at the grating the stood on a they entered. Celest complains a dungeon is just a bunch of loops. Dounil says he is thankful this one isn’t a mess of disconnected tunnels that each need to be explored. They rest in the junction away from the smell of unwashed and now dead bodies [18:00].

A turn later they find what remains of the goblin barrack in room 46, and another turn to find nothing in the furs [18:20]. Celest, working herself into a dragon fever, starts kicking at the embers of the fire, as the last bunch of goblinoids hid their treasure in flames, these must as well. Dounil sighs and uses the shovel to dig a little under the embers, quite surprised to hear a clink of a hard surface [18:30]. They uncover 12 (quite warm) clay pots filled with quartz crystals and coins.

They advance again and spot the slope of a descending ramp [18:40] 4/6. Dounil and Celest mull over Kwons words. There were a lot more beds than the 22 goblins they have killed so far. And the quarry is guarded by the stockade above. They’ll attack that and come back later.

Celest and Dounil have found so far:

3 unholy symbols made of silver (to be melted down), 860gp, 18pp, 6 bloodstones (15gp x 6), 3 nice-looking urns (25gp x 3), 12 pots of unknown contents (900sp, 250gp, 10gp x 23 quartz crystals), 3 potions that Dounil says look like his Potion of Healing and three vials of something herbal.

They have killed 22 goblins, 3 bugbears, two level 2 clerics and 2 mudtigers for 350 XP. Which is 24 FXP and 22 MUXP for both.


Saturday, March 7, 2026

AD&D Solo Adventures - The Village of Hommlet Part 7

Where the dice determine a very long detour to the originally planned detour. But I'm finally up to date with my weekly posts for the year so far.



It takes Dounil 5 days to recover to where he thinks he is fit enough to travel. HP 1 -> 7. Costing him 24gp in payment to the Inn of the Welcome Wench, meaning he rides out with another 14 days of horse rations and a 7 of human food to complement his purloined Brigand preserves (-15gp).

He leaves on day 67
If we assume he arrived on the 25th of Planting, the half-moon and the Elvish holiday of Lateu'quor. It is now Starday, the 1st of Reaping, the 7th month and the first of High Summer. It is 85F/29C, being 5 degrees south of 40 north and so the temperature rises 10F more. Dounil is not wearing armour.

Partly cloudy and no precipitation. I could go into sunrise and sunset times, but I will not. I won’t do this again until I have to, hopefully never.

Riding forth, we have to get back to the decision to use AD&D’s 45 miles per day for riding horses or OSE’s 48 miles per day. I think we can use 45 miles and claim the missing time for rests.

Riding north again on the road, he is neither lost or delayed in the morning, but as he rides on after lunch he comes across a most unwelcome sight before he crests the hills. A warband of Hobgoblins. Here OSE favours Dounil, as he fights 20 and not 160 as in AD&D.

They spot each other at 120 yards and neither are surprised.

Dounil’s reaction roll is Friendly, that to his Charisma and he thinks fast. Hailing them in the name of the Temple of Elemental Evil. The warband calls back, evidently thinking he is a bandit and wary that he is alone. Only the leader speaks Common but Dounil is quick to explain that they are sorely needed. Only recently the bandits who comprised the secret raiders and an entire wing of the dungeon were slain by adventurers!
Should the hobgoblins hurry, they would be able to reestablish themselves in their place and keep the temple on track. What Dounil is doing?
Dounil is liquidating stolen loot for there are not many bandits left.

These are considered wise words, and the hobgoblins leave Dounil alone.

Dounil camps only after the hobgoblins have left, his night is uneventful. He eats a day’s ration 1/14 and feeds the horses 2/14.

Day 68

Riding to Verbobonc, Dounil is not lost nor encounters things out of the ordinary. He converts his remaining wealth at its full value, as there are no rules saying he does not. 3025gp which he exchanges for a promissory note. They are more than happy to do this for a hero. Who by all likelihood won’t ever get his money back after injecting it into the treasury. 3025/8 = 378 x 1.1/1.05 = FXP 415/MUXP 396

He beds down for the night in an inn (-6gp) and leaves at 6:00am. He trades in the horses for half their value (75gp total) and buys passage on a river boat sailing down the Velverdyva River to Dyvers, being told that the merchant ships will wallow once they reach the Nyr Dyv.

His passage costs him 4gp a day, due to the space of himself and his belongings, he provides his own food. He encounters nothing unusual in the course, rations 4/14, HP 7 -> 8.

Day 71
He arrives in Dyvers in the afternoon, he pays the entry fee (5cp like all cities) and dines/sleeps at an inn (-2gp). HP 8 -> 9.

Day 72
He purchases a horse and rides for Greyhawk. It is uneventful thanks to some very good rolls and clear terrain. Rations for him 5/14 and 3/14 for the horse.

Day 74

Dounil arrives in Greyhawk by midday. Having seen in the distance the legendary ruin of Castle Greyhawk emerging from the heat haze as he passed. He is forced to pay yet another entry fee and a 3gp fee as a freelance adventurer/mercenary, which includes an oath not to attempt to explore Greyhawk Castle.

He recalls that Celest mentioned last to him, not quite 8 months ago the location she planned to stay at, The Black Dragon Inn. Going there, he finds the clerk uncooperative, a half-elf woman might have come through here and might have left a note, but he has no time for non-customers. Dounil throws down the money and rents a room and stable (15sp), the price is less exorbitant that Hommlet surprisingly enough. The clerk dutifully hands Dounil a letter.

Celest has heard of desperate times around Wooly Bay, and particularly a vague need for heroes around Darkshelf in southern Nyrond. She left a week ago.

Dounil fumes for a minute, then decides to chase her down tomorrow.

Day 75

He sleeps a restless sleep and leaves the next morning. He trades the horse again (37gp), gets another 25sp for all his remaining horse rations and seeks passage down the Selintan River. Dounil plans to transfer to a sea-going ship in Harby.

It’s three days by sailing riverboat (-12gp) to Harby, and the part is a treacherous coastal hug in Wooly Bay. But the land is flat and well-travelled, nothing interrupts his voyage. In Harby, he spends the night eating his own rations to save money in a private room (-5sp) 9/14 rations and HP 9 -> 10.

Day 78

In booking passage, he is informed of the horrible pirates and slavers which more frequently prowl Wooly Bay. Dounil swears to use all his arms and magic (that gets a glance) to defend a ship at the cost of his life if needed, as his life is on the line if the ship is attacked. The captain says that’s good enough and charges 1gp per day, with hard tack included.

A merchant ship on the sea moves 30 miles a day according to the Greyhawk Box Set but 60 miles per the DMG and 30 miles according to the OSE book. So, a planned 21 days upon the sea. Greyhawk Box Set, DMG and OSE all give different speeds, so I’ll stick with Greyhawk, which seems setting specific. Skirting the desolate shores of the Bright Desert and fearing attacks from monsters only slightly less than pirates.

Dounil measures out his what’s left of his rations for 5 days, then forcing him to subside on the same food as the crew.

On Day 80 a random encounter, Weed Eels, which is a bit of a non-event because they don’t attack ships and Dounil doesn’t want to swim down to them, HP 10 -> 13.

On Day 81, another random encounter, four Sea-Lions (half lion and half fish). As I skipped the last one and these are noted to be aggressive, they begin swimming towards the boat, intent on snatching something or someone from the decks. Neither are surprised and they encounter each other at 130 yards.

Round 1, Dounil buckles on his armour. The sailors arm themselves with shortswords, bows and shields, 1 Sea-Lion HD 6 -> 4.
The sea lions swim their movement of 180 yards and clamber onto the deck, this counts as a charge so they can attack. 10 sailors die in a grotesque spray of blood and organs.

Dounil takes 2 damage, HP 13 -> 11.

Round 2, Dounil attacks doing 5 HD of damage to the wounded one killing it and wounding another HD 6 -> 5. The sailors do 4 more HD, HD 5 -> 1. The Sea-Lions pass morale. One Sea-Lion massacres the remaining crew. The rest attack Dounil who takes 2 damage, HP 11 -> 9.

Round 3, Dounil hits for 5 HD of sword and spell. Killing 1 more Sea-Lion and wounding one of the two pair, HD 6 -> 2. The Sea-Lions fail their morale and flee, leaving Dounil standing on the gore-splattered decks. FXP 75 MUXP 72

He can’t sail a ship; the best he can hope for is to lash the tiller/wheel (delete whatever is more anachronistic for Greyhawk) and sail dead on to the coast. And bandage too, HP 9 -> 11. It’s a night camped away from the stink and the gulls on the highest deck before the ship smashes into the dry hills where the Abbor Alz meet the Bright Desert.

Day 82

He at least recovers his money and twice portion besides as “salvage”, 21gp.

Now he must either drag his goods the length of the bright desert and beyond or struggle back to Hardby and try again. He resolves that he should have just ridden.

He begins to drag his possessions on a spare sailcloth and travois, mitigated by the occasion he can cast Floating Disc. He has a long walk of 19 days to get back. Nothing annoys him in the day or night, 13/14 rations.

Day 83, He eats the last of his rations and find no forage, but otherwise an uneventful journey. He sees a tower further inland but does not venture to it, it is too wild to have towns he knows of.

Day 84

He walks; it is day 3 of 19. He is hungry, he finds 4 days’ worth of forage on the way, eating as he walks (1/4 rations), nothing bothers him in these desolate hills.

Day 85 and 86, 4/19 days, nothing and no forage (2/4 rations)

Day 87, 6/19 days, no forage (4/4 rations) and an encounter, 6 Lions, some 90 yards away. Neither are surprised.

Round 1, Dounil being a hero, goes first takes the round to put on armour. The lions advance 50 yards.

Round 2, Dounil can’t advance so her just casts his Fray magic at them. Doing no damage. The Lions close and begin to attack with their 3 attacks apiece. Somehow Dounil is bitten 2 times though no claws penetrate. Dounil takes 3 damage, HP 11 -> 8.

Round 3, The magic does 1 HD damage to one, 5 -> 4. The sword kills the lioness. The pride fights on. Doing 2 bites for 3 damage, HP 8 -> 5.

Round 4, Another lioness dies. One rakes with a claw for 1 damage, HP 5 -> 4.

Round 5, Dounil kills another and the remainder flee at 50% strength. FXP 50 MUXP 48. OSE Treasure Type U is nothing. He bandages, HP 4 -> 6. Dounil instead cuts chunks from the lionesses, taking only the tenderest pieces of a lean carnivore, but he is also not a skilled hunter or butcherer, he salvages 3 rations.

He must move on a bit to complete his journey and avoid scavengers.

Day 88, Not lost on day 7/19 and eaten 1 hunk of gamey and muscled meat (1/3), he is confronted with yet more encounters. 150 Tribesmen, who are surprised to see a foreigner among them. He also forages 3 rations.
In addition to the 150 warriors, there are 15 - 3rd level fighters, 15 - 4th level clerics, 3 - 4th level Sub-Chiefs, 1 - 5th level Chief, 5 – 5th level clerics and 1 – 8th level witchdoctor.

Further digging in extra sources of lore tell me these are a Flann people, and they know of the outside world and are none too friendly (-1 from the MM and -1 for limited language connections). But are unified against hostile outsiders. So maybe Dounil must prove himself to not be hostile.

No one is surprised and they see each other at 150 yards.

Dounil knows these people can barely speak Common and he must wow them. As the Flann were friends of the Elves and Gnomes, he tries those languages as well. A roll of 8 becomes 9 thanks to his +3 charisma modifier.

He is brought before the chief, who is interested in what this scrawly, battered valley-man has to say. Dounil relates his epic tale of travelling to meet with his companion for a quest against evil. He was shipwrecked and has fought ferocious lions of land and sea as he treks back to Harby to sail again.

This is impressive but the Chief wants his travois and what is on it let him pass. Dounil protests this is his gift for his companion and gifts for his fiancée. Celest is not his fiancée and he’s not even sure if she will agree to join his quest. But two people in need of a monster-slayer and evil-defeater might go down better. He instead promises the Chief a gift of magical items (interesting) and knowledge of where to find the shipwreck to plunder (useful). In addition, Dounil asks if he may purchase food from the tribesmen so he may keep going.

The Chief agrees but warns Dounil that he may not stay in one place for longer than a night. Dounil gifts him the Dagger +1, a quiver with nine arrows + 1 and the Potion of water breathing. This will greatly help the Chieftain as he was intending to scour the ruins of Zarak for dwarven equipment before raiding the Bright Desert proper with his assembled host of many tribes. With these rich gifts and knowledge, he instructs the tribesmen to charge Dounil fairly for rations. Dounil buys 7 days of iron rations in the form of dried meat and roots (-15gp).

Dounil leaves, hoping to put some distance between himself and the camp.

Day 89, somewhat more at ease, Dounil has an uneventful day (8/19) but at night after eating (2/13) he is met by a band of horsemen, who wear the livery of Harby. Some 35 strong, they are a Medium Patrol.

Neither are surprised and saw each other from 160 yards away. They want to know who he is and what he knows. Dounil tells his story about how he was shipwrecked and has dragged his belongings for many days, passing through the Hillmen’s encampment. The patrol was out on long-range because the Hillmen were moving to a centralised location and are sceptically relived to hear the raid target is the Nomads of the Bright Desert. They cannot spare a horse for him but congratulate him on his luck and divine favour.

Day 90, 9/19 Dounil is accosted during this day as well. Fifteen Wolves with mutual spotting at 90 yards. They have an indifferent reaction to Dounil, so he wisely keeps walking, but has a very nervous but uneventful night. Rations are 3/13.

Day 91, 10/19 days and rations are 4/13. Dounil is lost and wanders into he hills while getting around an escarpment.

Day 92, Dounil realises his mistake and corrects, but is a day off, 10/19 and rations 5/13, he is a day of on food. Also, some 140 tribesmen come from behind. These were tribes who are going home, the attack being called off until the looting of the shipwreck is over. Dounil buys a day’s ration from them. But without the word of the chief, it is double priced at 1gp, 4sp and 8cp.

Day 93, which is now 11/19 and rations 6/14. During the day he meets 10 orcs at a mutual 50 yards. Once again, his reaction goes down well as he overcomes the language gap with impassionate visions of the Temple of Elemental Evil and the benefits for humanoid troops there. The orcs will think about moving there.

Day 94 and 95, days 12-13/19 and rations 7-8/14. The flatlands peek ahead as Dounil climbs rises and clears the coastal hills. Otherwise, nothing.

Day 96, On the flat but still as wild as Greyhawk gets, He passes a party of 3 adventurers and 4 henchmen, all mounted. Theya re friendly enough and applaud Dounil’s tale of bravery, they are off to look for mysterious cairns for their patron. Day 14/19 and ration 9/14.

Day 97 and 98, nothing except odd looks from outlying farmers and peddlers. 15-16/19 and 10-11/14. On day 98 though he finds some 5 rations of forage from hedges, groves and opportune overhanging trees.

Day 99 and 100, 17-18/19 and rations 12-13/19, nothing happens. It is Earthday, the 6th of Goodmonth and Dounil has been forced to travel with a loaded travois under the hottest two months of the year. Only by almost never wearing his armour did he not die of heatstroke. Not how he thought he would spend his adventure.

Day 101, Dounil finally reaches Harby in the evening and is nearly denied entry for his vagabond appearance, before he produces the 5cp fee to enter. He imminently finds an inn, washes, shaves and eats what is left of his food, throwing away what is left.

Day 102

He again attempts to board a ship. While many people have heard of his survival, there is a bit of awkwardness about him as the sole survivor of a monster attack and shipwreck. He must pay 2gp for his passage (-42gp).

The trip is mostly uneventful, HP 4 -> 18 on days 115 and 116 they spot merchant ships and Dounil thinks he might have to fight if they turn out to be pirates, until they pass and disappear.

Day 122

Dounil is dropped off with limited grace in Darkshelf, with all of 3cp and 9sp to his name and a stack of gear he hopes to convince Celest with, if she is not busy herself.

Wednesday, February 18, 2026

AD&D Solo Adventures - The Village of Hommlet Part 6

Day 61

Dounil awakens at [7:00] and feeds the horse, he assembles his kit and rides for the river. Imeryds Run is about 3 miles away on the map. Long enough for a single encounter getting to and fro, plus on there.

On the way he encounters 4 gnolls, out for a hunt. Neither are surprised and the distance is 150 yards. This is long range for his longbow. The gnolls have longbows for hunting and either broadswords or morning stars by the 2d4 AD&D damage.

Round 1 – Going first, it takes Dounil a round to dismount down and string the bow. The gnolls charge 270’or 90 yards to be 60 yards distant.
Round 2 – Firing the longbow at short range, Dounil skewers a gnoll but the Fray does nothing. The gnolls retaliate with their longbows. Hitting Dounil for 3 damage 16 HP -> 13. The gnolls pass morale.

Round 3 – A Dounil continues to skirmish. The barrage of arrows from his Fray kills 1. The gnolls retake morale at 50% causalities and pass. Neither hit back.

Round 4 – Despite an attack roll of 20, Dounil only hurts 1 gnoll with his Fray HD2-> 1. Neither hit back.
Round 5 – Dounil’s ineffectual skirmishing kills the wounded gnoll more with Fray. A gnoll hits Dounil but does no damage thanks to his armour.

Round 6 – Finally, the combined barrage slays the last gnoll. At the cost of five arrows. Bandaging and searching the gnolls finds nothing. HP 13 -> 15. FXP 11 MUXP 10

At the river itself, it is [8:10]. 48 miles a day for the horse, divided by 3-mile hexes is 16 hexes x 0.66 for terrain gives me 10.56 3-mile hexes in a day. If I assume 6 hours of travel, that’s 1.76 hexes per hour. While watering the horse, a large boat, a river ship sails by. Dounil is wary for they might be the pirates, but he is greeted with a call to identify himself and a name he doesn’t recognise. He replies he is a traveller and an adventurer, and if he is spoken to in such a way, he may assume them to be pirates.
He is told they are not, but he should come no closer nor follow them. The Merchant ship drifts by an that is the end of the matter.

He has no encounters, returning at [9:20]

He notices that the tower he approaches has ravens at the top. The first animals he had seen. Having not encountered any rock lizards yet.

Riding inside, he makes his way to the tower by [9:30], unaware of the massive danger that lurks about it. According to the description, the Giant Ravens appear as random encounters and here simply croak warnings. But they are listed as part of the tower residents. And croak they do, for Dounil rides up bold as day.

He is most interested in that the door is locked, barred and chained. Peeking into the arrow slits reveals only darkness to his Darkvision. Making him nervous.

He begins the process of dealing with the lock. Without a lockpick he must break it. He takes a Defying Death roll to do so, losing 3 HP, 15 -> 12. He wonders if the locks were to keep something in and not out. As this would have been here either by the inhabitant now or by the forces of good a decade prior. So, he activates his ring of invisibility before opening.

This is lucky, for while he is not silhouetted against the door, he is still in the path of lots of missile fire from the Brigands. The book describes “six arrow shots, two heavy crossbow bolts, four light crossbow bolts, and ten spears” per round.

Surprise Round – Dounil is surprised, he does nothing. As a barrage of shots head his way.

Of the 22 attacks, I’ll not give the +2 to hit for Dounil is not illuminated. And Dounil has Darkvsion so the lack of light is not a hinderance. Invisibility was the deciding factor, as without that +2 to hit, the level 0s and level 2/3s couldn’t get that result of 19 or 20 (depending on the THACO) to hit Dounil, though about 5 attacks would have done so otherwise. Really good rolling.

Round 1 – With automatic initiative, a light crossbow bolt strikes Dounil for 1 damage, HP 12 -> 11.

Dounil leaps forward and his invisible sword becomes red with blood before the enchantments breaks fully. 5 HD is the entire first rank of footmen wiped out and one from the second.

Round 2 – AD&D implies Initiative should be redone as the score might differ on the second round. OE Advanced does not, so the brigands will keep going first. The brigands don’t seem to have morale scores, so they stay and fight. Everyone drops their spears and barring the 2 Guard-Archers moves to engage in melee, the leader stays back as he is unsure to trigger the rockfall or not. As he’ll catch mostly his own men. Therefore, the missing 3rd level lieutenant in the order of battle will move in place instead. At 3 people per 10 10-footace, Dounil is surrounded on 3 sides for nine attacks with morning stars and long swords. Two 3rd level Brigands hits him with morning stars, as does an archer. That’s 1, 1 and 2 damage, HP 11 -> 7.

Dounil does 3 HD damage in return, targeting the sergeant as they have just as good a chance to hit as the lieutenants. He kills both and a footmen.

Round 3 – Mass attack, no archer hits, the crossbowmen move up to plug the gap with their battle axes. Very fortunately they are level 0 and need a 20 to hit and don’t.

Dounil does 5 HD more damage, killing a lieutenant and two of the three remaining footmen.

Round 4 – Brigands desperately fire with their archers, nothing. Footman, lieutenant, crossbowmen and 3 guards, nothing.

Dounil rolls his 3rd 14 in a row (This might be Google Dice but I have rolled a lot of d20s between these). 4 HD of damage kills the other lieutenant and the last footmen.

Round 5 – The Brigand leader loses patience; he will release the deadfall chain if Dounil is not dead by the end of his side’s turn. Archers miss, crossbowmen with axes miss and guards would hit if they were level 1 fighters and not level 0 (two 19s). The deadfall is triggered, doing 9 = 4 damage to Dounil, HP 7 -> 3. And 1 damage = 0 to a guard, all other crossbowmen and guards die.

Everyone is stunned and the blinding cloud fills the space.

Round 6 – This prevents the archers from shooting, and the Brigand leader dashes to his room. Let the remainer sort it out. He can deal with them if they get uppity about it. The descend the stairs looking to see if anyone has survived. They cannot search the blinding cloud.

Round 7 – The cloud is still blinding but two figures are no longer stunned. The guard does not attack but Dounil does as he is the only ally he has.

Dounil fails to hit anything but his wild hewing from his Fray catches the guard, slaying him for 1 HD.

Round 8 – The dust settles and the Archer see their sole foes. They move to finish Dounil off with shortswords but roll abysmally (3 and 5). Dounil hits but only does Fray damage, killing 1.

Round 9 – The last archer tries again, fails and is killed in return. FXP 28 MUXP 26

Dounil is in a bad way, he cannot find the leader but otherwise has saved the day, his horse is frightened and whining outside. Checking it, he sees enormous ravens swooping it, with a weird distortion as they rise. Not in any fit shape to defend the horse, he pulls it inside, though the horse dos not like the smell of bodies and blood one bit. He bandages, HP 3 -> 5. The time is [9:44].

To catch the Leader, he advances up the stairs, finding room 2 open and room 3 barred, [9:50].

A combination of Successful open door and strength rolls substitutes for an AD&D bend bars roll, and the door is popped open, revealing a lavish but empty room. Seeing as the villain has escaped, Dounil spends an hour making himself comfortable by looting and dragging each corpse out for the birds, [10:00]. Knowing he cannot stay, as the tower will be a one-way trap and obvious carrion site for the cult.

He finds: 18ep, 23gp, 15pp, 87sp and 84cp. The armour and weapons are pretty much wrecked and bloodstained. All he can do is to refill the 9 arrows from his fight with the gnolls that morning. The week of food in the Main Room will serve him well if no one notices him taking it. He can water the horse with the barrel. The chest in North Room is padlocked and he doesn’t have enough HP to try and defy death to open it without tools. He spends an hour hacking at with a battleaxe to break the lock [11:20].

He finds and drinks Potion of Healing which he really should have checked beforehand but luckily, I didn’t have to look up poison rules. Roll of 7 is 2 HP healed, HP 5 -> 7. Also for the tally is a sack of 300 ep, a jewelled dagger (worth 250 gp), and four bolts of silk (worth 140gp). Dounil of course does not know the value.

In the Northeast room he finds yet more treasure. Besides drinking the brandy, he finds the parchment list he cannot read with darkvision as it’s not warm. He also finds the short sword with a topaz pommel (total value 500 gp) and the suit and hooded cloak of brown velvet trimmed with fur (200 gp)

He grabs the sheets and with the outside full of giant ravens and felt on the arrow slits, he holds them up to one of the two lit lamps for immediate light. He is shocked to see random squiggles instead of a proper list.

He then shifts the papers and sees one is a map of the tower, with an escape route and the other is a list of names, including the jeweller in Hommlet. He curses himself for not looting the rich room first before napping because otherwise he might have caught the leader.

He opens the chest and encounters the poison needle trap. He fails by 2 and so he would be dead without a defying death roll. 1, 5 and 6 is 0+1+2 = 3 damage, HP 7 -> 4. His reward is 384cp, 556sp, 106ep, 277gp, and 91pp.

Total portable coins: 468cp, 643sp, 424ep, 300gp and 106pp, he might need to make multiple trips.

Before he can leave however, he investigates the tunnel below, using the secret map to open it. Descending into the darkness, he sees a locked iron coffer and a potion. He’ll come back for those if he must.

Following the passage down, he explores for 9 turns till he reaches the cave [12:10], he decides to not go down the hole in the north wall but keep going to see where it ends. Then turn back. The cave (40 feet) + tunnel (600 + 30 + 200 + 100 + 50) = 17 turns, with an additional 2 rest turns for exiting the well at the abandoned farm, followed by an immediate rest at the top, eyes peeking over the edge [15:10]. Dounil finds a barn containing 6 horses [15:20].

He Checks the farmhouse and encounters the leader, if Dounil was smart he might have slipped on the ring beforehand.

The leader is aware of a threat, but the surprise roll goes in Dounil favour as does initiative by 1 point. Fray is 1 mage so HD 6 -> 5, the sword misses though.

Round 1 – Fray is 1 damage HD 5 -> 4, sword misses the leader again. The leader misses as well.

Round 2 – The Fray fizzles on the shield, but the sword manages to strike true HD 4 -> 2. The leader is just as bad at hitting AC 0 and misses.

Round 3 – The shelf deflects another Fray, the sword just catches behind HD 2 -> 1.

Round 4 – A Silver Spear finally cuts through the armour and the leader’s heart.

With no need to bandage, Dounil is intrigued by the spells bouncing off the shield (very high AC for chainmail). He is shocked to see both the sword, shield, cloak and quiver glow. The spell also reveals the nature of the enchantments, so he sees a +1 sword, +2 shield and nine +1 arrows. He exchanges the longsword which had served him so well since switching to OSE Advance and the shield from the moathouse lizard for the equipment [15:30].

He also finds 11gp, 27pp and gains 37 FXP and 36 MUXP, about half the XP as in AD&D but OSE Advanced not counting XP for magical items is the trade-off for smoother gameplay.

He has an idea based on having access to six more horses. He has a way in, a new way down and a way of moving the treasure. He makes a decision and heads back.

It takes him until 19:50 to get back and he takes an early rest to rest the clock. Before spending another 10 minutes heaping the treasures and food supplies in the common room and casting floating disc. Following by another 10 minutes loading the loot onto it [20:20] 1/6.

He saddles the horse and creeps out; the giant ravens having gorged themselves on the dead [20:30] 2/6. He takes two turns to leave the grounds 4/6, trigging no encounters. He is 20 minutes out of the temple when the spell ends and things fall to the ground with a crash, which fortunately results in no encounter. Another 10 minutes loading the horse and it is roughly [21:40] when he reaches the barn, using his mapmaking skills to orient himself. The horses are hungry and agitated, so he feeds them and walks them around in groups of 2, not really exercise but it’s [22:00] when he eats and crashes in the barn.

Day 62

It is [8:00] when Dounil wakes, and he is assailed by the odour of the rotting bandit leader and the agitation of the horses as scavengers nibble at it. Dounil eats, reloads the loot, plus what was on the bandit leader from the farmhouse onto the 6 horses and rides for Nulb, arriving at [9:30] (checks are when leaving Nulb not arriving after the first).

He calls on Otis who is interested since 6 hungry horses are worth a fair bit and he accepts (-12gp). Sammy the snooping apprentice goes out to inform Dick that Dounil is coming into town with a load of loot. Dounil heads instead first to Mother Screng to get some healing. He gives report and Y'dey’s Cure Light Wounds gets him 1 HP back, HP 4 -> 5.

Thereafter he goes back to Otis’s backdoor to inquire about selling four of the horses, as he has an idea to get some backup for the temple. As it has proven too dangerous for one adventurer. Otis whispers to him that Dick will be none too happy his bandit ally was killed, since Dounil came into town with several horses that frequent the Waterside Hostel. He says if Dounil has talked to Mother Screng about it, and Dounil says he knows about her mission. Otis said Nulb will never be good but a disagreement over money with Dick might draw limit interest until blood is spilt. Then Dounil will have to escape the militia, who will be after his money more than justice. Dounil asks if his horse and one more can be loaded and ready to go, and Otis suggests that leaving the other 4 here as payment is more in line than flashing some coinage. They agree and Dounil takes his two horses outside the hostel, behind the back.

Dounil strides to the Waterside Hostel, it is early morning, so 2 locals are drinking but no one else. Dick looks expectant and wears a cloak over his armour. He says that Dounil came into town on some familiar horses. Dounil is blunt, the bandits Dick is friends with cheated Dounil of pay, so he took their horses and left them in the woods chasing caravans. Since they said Dick was the fence and the holder, Dounil’s come to collect the 200gp he is owed. Dick calls him a fool and a liar, for he is merely an acquaintance with them when they drank. The leader would never offer payment without having Dounil first prove himself and all he has done is made himself a target, if not set greater powers onto him.

Dounil draws his sword and says he wants his money, Dick recognises the blade and realises Dounil is both dangerous and not a bandit, he calls for aid. Summoning the two Manservants from the corner where they were waiting, Wat the Barman and to Dounil’s surprise, both wenches; Dala and Pearl.

Surprise roll means Dounil is surprised despite starting the fight. And lost the initiative in another roll for later.

Surprise round – Dick Rentsch might be just as armoured and magicked as Dounil, but a roll of 9 still doesn’t hit AC -1. Wat hits and a 19 is one off forcing Dounil to make a Sav vs Poison or Die. And 1d4+1 does 2, the minimum but still HP 5 -> 4. Neither wenches hit with dagger or manservants with crossbows.

Round 1 – Everyone but Wat misses, Wat gets a natural 20 so his venom hits Dounil, who rolls another 20 and saves, merely taking 1 more damage, HP 4 -> 3.

Dounil attacks Wat and hits, a roll of 1 becomes 6, HD 3-> 1, the fray only kills Dala.

Round 2 – No one hits Dounil, Dounil kills Pearl and Wat with the Fray and misses Dick.

Round 3 – At this point a crowd is starting to form outside

Dick is enraged and but misses, Dounil’s back and forth dance across the floor kills the Manservants in the flurry (Fray) and wounds Dick HD 5 -> 1.

Round 4 – Dick suggests Dounil just take the money and go, hoping Dounil is ultimately just a bandit after all. Dounil says it’s about blood now and Dick says it’s a sin to lie. Neither hit but the spell Fray from Dounil catches and kills Dick.

Dounil has not time to bandage, as he casts Detect Magic, only to find a lot of glowing items. The crowd is armed and debating entering, as Dounil declares Dick cheated him and wouldn’t pay.  He’s only taking what is owed. He takes the purses. and runs for the door, swinging his sword back and forth to disperse the militia. As they fall back, leaps onto the waiting horses and rides out. That takes three rounds and he suffers 10 attacks each round from the militia short bows. He is hit once for 2 damage HP 3 -> 1 and he rides out back to Hommlet, angry shouts behind him.

About halfway, he is accounted by 9 wolves.

They are surprised and Dounil rolls a higher initiative (not that his Solo Hero ability means he needed to)

Surprise Round – Dounil’s Fray is 1 for 0 damage. But a hit for 4 HD, killing 2 wolves and forcing a morale check, which they pass.

Round 1 – Dounil’s attacks kill 3 wolves, trigger the 50% morale check they pass as well. No wolf hits.

Round 2 – All four wolves perish.

By the time Dounil rides to Hommlet, it is [13:00]

He has gathered 65FXP and 62MUXP and another 12cp, 32sp, 44gp, 9pp, a bloodstone worth 50 gp and 17gp of cheap jewellery.

He pay for a room and board (-4gp) and cashes in his hoard at Nira Melubb. He gets the boxes opened by the blacksmith

His treasure as it stands:

Extra cash: 480cp, 675sp, 344gp, 424ep, 86pp, a bloodstone worth 50 gp and 17gp of cheap jewellery

Trade goods: A jewelled dagger (worth 250 gp), and four bolts of silk (worth 140gp. short sword with a topaz pommel (total value 500 gp) and the suit and hooded cloak of brown velvet trimmed with fur (200 gp)

Longsword + 1 (and old longsword)

Ring of Invisibility

Shield +2

Shield +1

Plate Armour +1

Dagger +1

Staff of Striking +3 (17 charges)

Small, flat silver box (worth 125 gp) containing a jeweled necklace (2,400 gp)

Cloak of elvenkind

Large pouch with a leather strap for shoulder slinging, containing 50 tiny pearls (base 10 gp each)

2 x Longbows

quiver with nine arrows + 1

Potion of speed

Potion of extra healing

Potion of water breathing

Locked iron box, containing 800gp and 200ep

Potion of undead control

7 vials of holy water

Nira Melubb the moneychanger is somewhat surprised by the advent of gems to sell and grade, but at a 20% return, he is happy to trade with no questions asked. The bloodstone fetches 40gp, the jewellery 13gp and 6 sp and the topaz pommel another 400gp. After that Nira said he can’t change anymore (especially the necklace or pearls) until he is resupplied. 453gp 6sp total.

Brother Smythe is willing the crack open the lock boxes in exchange for 10% of what’s inside, so the take is 720gp and 180ep.

The traders are agitated and give only 50% for the cloak and bolts of cloth, 170gp.

Rufus and Burne sare worried they cannot redeem all the promissory notes at once if their lord makes them do it.

Final cash 480cp, 681sp, 1,687gp, 604ep and 86pp is a promissory note for 5639gp and 9sp spare

To be converted: Small, flat silver box (worth 125 gp) containing a jewelled necklace (2,400 gp), 50 tiny pearls (base 10 gp each)

FXP 775 MUXP 740

He reaches level 3 as a MU, his HP rises to 2 out of 18 and he needs to rest, once he is healed, he’ll ride for Greyhawk, where his close companion Celest can be found. His first level 2 spell is Levitate.

Monday, January 26, 2026

AD&D 2E Skills & Powers Racial Abilities

As D&D 2E stumbled through the 90s and TSR’s final collapse at the end, a curios idea took hold that would eventually bloom into 3rd Edition in 2000. Innovation based on what the players wanted. This ended up drawing a lot from Rolemaster, a more complicated game that itself had started as expanded critical hits and combat tables for AD&D 1E. Thus, the Player’s Options book line was born. A whole revision of D&D giving absolute control over building a character and the degree of complexity for a game. From grid combat to breaking each stat into two, there was a bevy of options, some of which got incorporated into 3E.

Quite a few people look back on them fondly but just as many people dislike them for taking a game that regulated itself with random rolls and removing that. This seems to be anecdotally split between players and DMs.

Well regardless of the original intent, TSR floundered and 3E was made by Wizards of the Coast, based again, more on Rolemaster with Feats and a roll over unified mechanic. But I wanted to know how much it was carried over from 2E. Based on an anecdotal comment that 3E’s party balance issues never came up in playtesting as the designers of 3E playtested it like a 2E game.

So, I read through all the starting Character Options, as those were closest to Feats with getting into the weirdness of Non-Weapon Proficiencies sometime being skills or what later editions would term feats.

Character races got a certain amount of Character Points, of which they could only keep some ad so were encouraged to spend them. They were presented with the different races and variants of those races. With a point breakdown of their racial abilities. And therefore, they could mix and match, to their hearts’ content. Notably Half-Orcs returned as a core option along with Half-Ogres, the race Gygax created in Dragon Magazine but never really took off.

Since many of these powers overlapped, I had hoped to establish a generic list and see if things changed between races. In classic TSR fashion, it wasn’t just that these abilities were cost differently between races, the abilities themselves were not standardized. Just being the original racial abilities from 2E and 1E with a rough point cost.

Generally, a +1 attack bonus with a specific single weapon was worth the minimum of 5 points. Unless you are an Elf, who gets the +1 to both Long and Short Swords for 5 points. The same for a +1 for damage from a specific weapon, but only Half-Orcs seem to be able to do that.

Elves get a cooshee or an elven cat for the same 10 points a gnome can use friendly burrowing animal. That’s two double-stacked points in favour of an Elf and Half Elves don’t even get either bonus.

Bonuses to Non-Weapon Proficiencies were worth about 5 points for +2, as was any racial ability that mimicked a level 1 spell or gave a +2 bonus to a non-combat effect. The few saving bonuses from AD&D were also priced at 5 points per +1.

Any ability was otherwise priced at 10 points, especially if it could be halved in effectiveness for another race for 5 points. Like Infravision being 5 for point for the Halfling subtypes that got 30 feet of it, and not the regular 60 feet of other races. Or Half Orcs getting fewer natural abilities to detect underground construction.

Suprise bonuses were all just as idiosyncratic and unchanged from AD&D.

The outliers of interest were the Human only ability to get an extra 10% XP for 10 points. Which is itself a common houserule for not capping Demi-human (not human) race levels. Humans can get the Half-Ogre ability of a natural 8 AC, something that has only ever appeared here, though at 10 points and not 5 points. Which I think is odd, because 10 points feels like the right amount for something as important as AC in AD&D. Maybe they just considered it to be a small combat ability as it's the opposite of a +1 to a weapon attack.

 

In summery, there is no real consistency, which explains why 3E basically copied Rolemaster’s ideas rather than go through thee rigmarole of straightening out 2E Skill and Powers.

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 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.