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B1 Redux using Adventurer Conquerer King

Started by two_fishes, March 11, 2012, 01:55:36 PM

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two_fishes

#15
Your wish, my command. Still to do: Wandering Monster chart for Level II, treasure for the Treasure Room (Room 54), a list of weird effects for the Cavern of Mystical Stone (Room 45), the partial map held by the NPC Party.

38. Access Room: In addition to the unused mining equipment, much of the eastern wall is gouged out and down. The descent is rough and, in places, drops steeply. It drops into a natural cavern that leads down to a deeper complex. A werewolf resides in this room. She has come up here from the deep, and knows nothing of the upper levels. She’s 3 months pregnant. Her name is Mika.

Werewolf AC 15 (11); HD 4*; hp 21; #AT 1 (bite); D 2d4; Fly MV 180’(60’); Save F4; ML 0; XP 135

39. Museum: This room is just as ostentatious and self-important as described in the module. The mementos are encased in glass displays throughout the room. There are a number of empty, smashed displays. The stairs from Room 30 enter into this room, rather than Room 38. The room is otherwise empty.

40. Secret Cavern (Planetarium): While there is no hidden door concealing this room, exactly, the arrangement of stone makes the entrance difficult to detect, as if it were a secret door. Once discovered, the room is easily entered by means of a narrow, twisting stair—a combination of natural and carved stone. The stair enters into a large, domed room. A crystal ball, emitting light, hovers at the center of the room, and smooth balls of stone orbit around it, in a model of the solar system. If the central sun is touched, the light will fade and die. The ceiling will darken and stars will reveal themselves in imitation of the night sky. The planetarium can be operated by voiced commands. There might be an operating manual in the library, if the PCs bother to look. The sun and planets can easily be grabbed and taken. The crystal sun is worth 50 gp, the planets nothing. The room is otherwise empty.

41. Cavern: A single Berserker rests here, separated from his brethren. His name is Polson. He has defected from the Berserkers upstairs and seeks those in Room 55.

Berserker AC 13; HD 1+1; hp 7; #AT 1; D 1-6; MV 120' (40'); Save F1; ML +4; XP 21

42. Webbed Cavern: This cavern is not webbed. There are 5 blocks of stone in this room, the incomplete form of a stone angel chiseled from each. A rotting wooden workbench is built against the stone wall around the bend of this room. A locked metal toolbox rests on the bench, in addition to some rusting tools. The box is locked and trapped. If a lockpick attempt is failed, an electric shock zaps anyone touching the box for 2d4 points of damage. The box contains an assortment of magical tools that allow a skilled artisan to fashion living statues.

43. Cavern:  The hallway toward this room slopes quite noticeably. The stone in this room is a deep black, with thin red fissures. A deep throbbing can be felt from the floor of the room, like a heartbeat. The red fissures pulse with a dull glow in time with the throbbing beat. There is nothing else in the cavern.

44. Cavern: This room contains a psychedelic array of glowing fungi, growing from nearly every surface of the room. Without question, the strange breeds of lit fungi found in the upper level were harvested from this room. A little exploration turns up a number of decomposing corpses of beastmen and men, hidden by the dense growth of mutant fungi they sustain.

45. Cavern of Mystical Stone: Rather than a single a single glowing chunk of rock, the interior of this room resembles the inside of a geode. There is no limit to how many pieces of the crystalline rock the PCs may take, though their magical property disappears after an hour. Rather than the random effects in the module, use these:

1: Raise/Lower Random Ability Score by 1d3-2
2: Saving Throw vs. Poison or die. Sickened otherwise, for a day (a la centipede poison).
3: Aura, as Aura Pool (Room 31)
4: PC burns with fever and is sickened for a day (a la centipede poison)
5: PC is mute for 1d6 hours (effect like the Pool of Muting, Room 31)
6: The PC may breath fire once. 1d8 damage +1d8 for 2 rounds. Heartburn till they do.
7: PC can fly for 1 hour, like the Mage spell.
8: The PC is healed of all lost hit points.
9: PC falls into a comatose slumber for 1d8 hours.
10: Fish grow in the PC’s belly. They’ll make their way out the esophagus once every hour or so for a day.
11: The PC is blinded for a day
12: The PC is invisible, as per the Mage spell. Lasts a day or until the PC attacks something.
13-20: No effect.

46. Sunken Cavern: The corridor leading to this room is long, not short. A pool of water covers the ceiling of this room. Stalagmites drip up, into the pool.

47. Cavern: Empty.

48. Arena Cavern: The amphitheatre formation of this room is natural rather than fashioned, and slopes down to the south rather than the center of the room. Sound strangely in this room. Any noise from the pit, however slight, can be easily heard everywhere else in the room, but not vice versa.

49. Phosphorescent Cave: This cave is not phosphorescent. 15 skeletons and a wight occupy this room. Unless the undead are alerted to the PCs before they enter, the skeletons stand motionless, facing south and the wight is at the southern door. It scratches and claws at the door. A fresh dead cadaver lies amidst the skeletons, about a day old. It is young man in chain armor. He will rise as a wight in 3 days.

Wight AC 15; HD 3**; hp 16; #AT 1; D Energy Drain; MV 90' (30'); Save F3; ML +4; XP 80

13 Skeletons AC 13; HD 1*; hp 5,3,7,7,8,4,8,7,1,4,4,4,7; #AT 1; D 1-6; MV 120' (40'); Save F1; ML N/A; XP 13

Treasure: The wight’s nose is plugged by a silver piercing and plug (400 gp), and its mouth sewn shut with thread and tied to a silver seal (400 gp). A large opal has been put in its mouth (750 gp). Its teeth have been capped with silver worth 90 gp. It wears a torque around its neck of wrought copper (80 gp). Its clothes were once fine but are now rotted. Each of the skeletons has a tooth of ivory, carved with runes (5 gp each).

50. Water Pit: The pool here is significantly deep than 8 feet. It is fed by an underground spring. Anyone brave or foolish enough to dive deep into the pool and follow the spring will be able to follow it far enough to see that it rises again and opens into lighted grotto ahead. Any PC who attempts to reach the grotto must survive a Saving Throw vs. Petrification to do so. It leads to a deeper set of caverns.

Unless the PCs have already dealt with it, the large octopus from Area 36 (pit trap) is here. It normally nestles in the wet rock high above, but it will slip down and drop into the water here if there is activity in this room. There is a rude altar to an old, dead god in the west wall of the room.

Giant Octopus AC 13; HD 2; hp 14; #AT 1 (grab or bite); D none or 1d4; MV 90' (30'); Save F2; ML -1; XP 20; Attempts to break its grab are at a -4 penalty, or -6 in the water.

51. Side Cavern: Were this blue ore to be mined, it would be valuable. It can used to make a rare blue dye.

52. Raised Cavern: This room is also filled with the sound of rushing water. The southern, rather than eastern wall is streaked with the blue ore.

53. Grand Cavern of the Bats: Bats!

54. Treasure Cave: Rather than a cave, this is clearly a constructed cavern. The doors to this area in rooms 53 and 55 are raised and well hidden behind stalagmites and curving walls. Moreover, they are locked and quite sturdy. It will take a full turn of dedicated bashing with suitable tools to open it.

The secret door within the hall between caverns is disguised as an arched recess, which line both walls of the hall. It is opened by pushing the keystone above it.

Within the room, the southern wall is dominated by a large frieze of an 8-armed goddess. If anyone tries to take any treasure from this room without first asking permission of the goddess and making her an offering, she awakens and attacks the intruders.

Statue, Animated (Stone) AC 16; HD 5; hp 35; #AT 3 (fist/fist/fire); D 2d6/2d6/1d8; MV 60' (20'); Save F5; ML N/A; XP 200; Attempts to break its grab are at a -4 penalty, or -6 in the water.

This statue attacks with its heavy, stone fists (rather than spurting lava) but she may also belch fire in a wide burst. Characters who do not make a Saving Throw vs. Blast and Breath are on fire, and continue to burn for 1d8 damage/round for 2 rounds. The fiery belch must recharge after the first use (check each round, she recharges on a 1 on a d6).

55. Exit Cave: Ignore the notes about the secret exit. The opening is not hidden from the inside, nor does it lead to a high ledge. The opening is, however, through a very narrow tunnel, and filled with thorny brambles. These take three full turns to cut through before egress can be gained. The tunnel leads out into the Graveyard Woods, and so it is not exactly a safe route back to civilization.

A small band of Berserkers resides in this room. They are exiles from the upstairs lair, and their leader is actively recruiting.

Berserker Chieftan AC 14; HD 4**; hp 15; #AT 1; Att Bonus +3; D 1d8+2; MV 120' (40'); Save F1; ML +4; XP 190

3 Berserkers AC 13; HD 1+1**; hp 8,2,2; #AT 1; D 1-6; MV 120' (40'); Save F1; ML +4; XP 27 each

These Berserkers are blood-bound. If one of them falls, the rest of them gain 1d8 hp and +1 to attack rolls.

56. Cavern of the Statue: Just as described in the module for now, though I may change it.

57. Burial Chamber: A large sarcophagus rests in the middle of this chamber. The heavy stone lid has been lifted off and rests to against it. Terracotta urns and small tin jars are placed in a row at the foot of the sarcophagus. A few skeletons linger here.

7 Skeletons AC 13; HD 1*; hp 3,7,6,6,6,8,6; #AT 1; D 1-6; MV 120' (40'); Save F1; ML N/A; XP 13

Treasure: Each skeleton has an ivory tooth, carved with runes (5 gp each). Most of the terracotta urns are empty, but two of the tin containers still contain perfume (25 gp each), and 2 sticks of incense lie among the jars (25 gp each).

58. Empty Cavern.
59. Empty Cavern.

60. Access Room & Pump:
A large machine occupies most of the space in this room, pumping water throughout the complex. It is encased in stone engraved with runes. It makes a lot of noise. Open piping juts out of the walls and irregularly blasts scalding steam into the room and the corridor just outside.  There is a 1 in d4 chance every round that the room will be blasted with steam. Characters in the room take 1d6-1 damage if they are caught in the blast. Characters immediately outside the room may make a Saving Throw vs. Blast and Breath to avoid the damage.

61. Cavern: A lone Hobgoblin Champion, named Trask, has made a home of this room. He hates the bugbear who rules the beastmen above. He speaks Common.

Hobgoblin Champion AC 16; HD 3; hp 13; #AT 1 (+2 bonus); D 1d8; MV 90' (30'); Save F3; ML 0; XP 50

Treasure: Trask has a single book, written in Common. It is a famous treatise on war, written by the ancient general Alcibiades (90 gp). Trask likes to quote from it.

62. Cavern. A goblin, a hobgoblin, 2 orcs, and 3 kobolds are here. They follow Trask and have +1 Morale if he’s around.

3 Kobolds AC 13; HD ½; hp 3, 2, 1; #AT 1; D 1-4; MV 90' (30'); Save NM; ML -2; XP 5 each

Goblin AC 14; HD 1-1; hp 3; #AT 1; D 1-6; MV 90' (30'); Save NM; ML -1; XP 5

Hobgoblin AC 14, HD 1+1, hp 9, #AT 1, D 1-8, MV 90' (30'), Save F1, ML 0; XP 15

2 Orcs AC 14; HD 1; hp 6; #AT 1; D 1d6; MV 120' (40'); Save F1; ML 0; XP 10

63. Cavern: An NPC party has holed up here, after faring badly against the undead outside. One of their number lies dead in the room outside.

Kerkos (Fighter 1): AC 16 (Chainmail + shield); hp 5; #AT 1; D 1d8+1 (longsword); MV 120’ (40’); Save F1; ML 0; XP 10

Lystrata (Mage 3): AC 12 (Robes +1 Dex bonus); hp 7; #AT 1 (staff, dagger, or spell); D 1d6-1 (staff) or 1d4-1 (dagger) or spell; MV 120’ (40’); Save M3; ML 0; XP 65
Spells in spellbook: Charm Person, Detect Magic, Hold Portal, Protection From Evil, Invisibility, Locate Object
Spells memorized: Invisibility

Didymus (Thief 1): AC 14 (Leather +1 Dex bonus); hp 4; #AT 1 (shortsword); D 1d6); MV 120’ (40’); Save T1; ML 0; XP 10

The party is Lawful, although Kerkos is neutral.  

Treasure: The party has a sack with 35 gp, 550 sp, 1000 cp. Lystrata is carrying a piece of Amber in her pocket (100 gp). They have standard adventuring gear, including enough food for 2 days. They also have a partial map of the dungeon.

64. Empty Cavern.

two_fishes

I got it in my head tonight to draw the wight from Level II of the dungeon.


Sigmund

#17
Nice job.

Edit: BTW, I hope you know I'm totally stealing all of this to use when I run ACKS, unless you don't want me to, in which case I'm totally not... LOOK, OVER THERE....
- Chris Sigmund

Old Loser

"I\'d rather be a killer than a victim."

Quote from: John Morrow;418271I role-play for the ride, not the destination.

two_fishes

Thanks, and please feel free. I could hardly complain of theft when so much of what I've posted is itself shamelessly swiped from elsewhere.

two_fishes

Wandering Monsters, Level II
Roll 2d10

2:   1 Medusa AC 12; HD 4***; hp 20; #AT 1 (snakebite or special); D 1d6, poison; MV 90' (30'); Save F7; ML 0; XP 245
covered in a long gown and hood.
3:     3 Ant, Giant AC 17; HD 4; #AT 1; D 2d6; MV 180' (60'); Save F2; ML -1; XP 80
4:    1 Snake, Giant Python AC 14; HD 5*; hp 17; #AT 2 (bite/constrict); D 1d4/2d8; MV 90' (30'); Save F3; ML -1; XP 350
5:    1 Lizard, Draco (Albino Alligator) AC 15; HD 4+2; hp 16; #AT 1 (bite); D 1d10; MV 90' (30'); Save F3; ML -1; XP 140
statted like a Draco Lizard (except the MV, but describe it like an Albino Alligator.)
6:    3 Fly, Giant Carnivorous AC 14; HD 2; hp 10,11,12; #AT 1 (bite); D 1d8; MV 90' (30') Fly 180’ (60’); Save F1; ML 0; XP 20
if the giant, carnivorous flies are encountered, they will be feeding on something dead.
7:    2 Ghouls AC 14; HD 2; hp 6,8; #AT 3 (2claws, 1 bite); D 1d3/1d3/1d3 +paralysis; MV 90' (30'); Save F2; ML +1; XP 29
8:    6 Centipedes, Giant AC 11; HD 1/2; hp 4,4,3,4,3,4; #AT 1 (bite); D poison; MV 60' (20'); Save NM; ML -1; XP 6
9:    1 Man, Berserker AC 13; HD 1+1*; hp 10; #AT 1; D 1d6; MV 120' (60'); Save F1; ML +4; XP 21
10:    4 Beastmen
   2 Bugbears AC 15; HD 3+1*; hp 14, 19; #AT 1; D 2d4; MV 90' (30'); Save F3; ML +2; XP 65
1 Centaur AC 15; HD 4; hp 17; #AT 3 (2 hooves, weapon); D 1d6/1d6/1d8; MV 180' (60'); Save F4; ML 0; XP 80
1 Gnoll AC 15; HD 2; hp 10; #AT 1; D 2d4; MV 90' (30'); Save F2; ML 0; XP 20
11:    5 Beastmen
   2 Gnolls AC 15; HD 2; hp 14,15; #AT 1; D 2d4; MV 90' (30'); Save F2; ML 0; XP 20
3 Hobgoblins AC 14; HD 1+1; hp 6,5,3; #AT 1; D 1d8; MV 90' (30'); Save F1; ML 0; XP 15
1 Orc AC 14; HD 1; hp 3; #AT 1; D 1d6; MV 120' (40'); Save F1; ML 0; XP 10
12:    12 Rats, giant (Cockroach) AC 13; HD ½; hp 1,3,4,2,1,4,1,4,4,1,2,2; #AT 1 (bite); D 1d3, disease; MV 120' (40'); Save F1; ML 0; XP 5
use the stats for rats, but describe them like cockroaches, because cockroaches make my skin crawl.
13:    7 Zombies AC 11; HD 2*; hp 7,6,12,4,13,9,12; #AT 1; D 1d8; MV 60' (20'); Save F1; ML N/A; XP 29
14:    2 Lesser Hellhound AC 16; HD 3*; hp 14; #AT 1 (bite or breath); D 1d6 or 3d6; MV 120' (40'); Save F3; ML +1; XP 65
   A hell hound will breathe fire on a 1 on d4.
15:    4 Harpies AC 13; HD 3*; hp 9,8,9,5; #AT 3 (2 claws/weapon); D 1d4/1d4/1d6; MV 60' (20') Fly 150’(50’); Save F61; ML -1; XP 65
16:    14 Skeletons AC 13; HD 1*; hp 5,4,4,1,2,5,8,2,4,2,5,3,7,5; #AT 1; D 1d6; MV 120' (40'); Save F1; ML N/A; XP 13
Each skeleton has an ivory tooth, carved with runes (5 gp each)
17:    1 Rhagodessa, Giant AC 15; HD 4+2*; hp 19; #AT 1 (leg or bite); D 0 or 2d8; MV 150' (50'); Save F2; ML +1; XP 215
18:    11 Beetle, fire AC 16; HD 1+2; hp 8,5,3,5,9,9,8,3,6,10,7; #AT 1 (bite); D 2d4; MV 120' (40'); Save F1; ML -1; XP 15
19:    1 Carrion Crawler AC 13; HD 3+1**; hp 6; #AT 8 (stingers); D paralysis; MV 120' (40'); Save F2; ML +2; XP 135
20:    2 Morlocks AC 12; HD 1; hp 5,7; #AT 1; D 1d6; MV 120' (40'); Save F1; ML +1; XP 10

A note about the Wandering Monster list. I tried to combine the two ACKS Wandering Monster tables into one. That is, the odds for encountering a Level IV, or a Level III, or II, Level I monster are the same on this table as on the "Dungeon Wandering Monster Level" table of pg 243 of ACKS. This allowed me a smaller selection of monsters, so I cherry-picked what I wanted and swapped a couple in that weren't on the ACKS Wandering Monster charts (Hellhounds, Harpies, and Medusae).

One thing I think I will do is make each entry a unique instance. If the same entry is encountered again, either the PCs encounter nothing, or I'll make a subchart of odd happenings or something.

Benoist


two_fishes

Thanks! I've also Edited the Level II info with details for the Cave of Mystical Stone.

Benoist

You mean the random table? Yeah, I saw that. :)

two_fishes

Here are the partial maps held by the NPC party stuck in Room 63.






two_fishes

Quote from: Benoist;523542You mean the random table? Yeah, I saw that. :)

You're quick! I only updated it moments before my post.

two_fishes

And the treasure for the Treasure Room (Area 54) is created. That should complete the details for the dungeon proper.

EDIT: Over here: http://tinyurl.com/7xswawt

two_fishes

Played this with my regular bi-weekly group last weekend. It went over well. Two of the four players were very enthusiastic about it, and there is some chance it might lead to a continuing game at some point in the not too distant future. It ended in a TPK, but that didn't seem to bother anyone. Serendipitously, the TPK ocurred precisely when we'd have had to wrap up anyway. I'll post a longer summary including a scan of their player map when I have the opportunity but here's a quick rundown.

Things that were a hit:
* The weird stuff that they got to went over well. The gun in the dining hall, the teleport room, the illusion play.

* I told the players at the start that unless proper precautions are taken all dead bodies in the world rise as zombies after a few days. So after their first battle, the players decided to drag all the bodies out of the dungeon and give them a proper burial.

* The trip back to town about half way through. I described it as a fortress or outpost being rebuilt over an Athenian-style Acropolis. If the game continues, I plan to adapt Keep on the Borderland to this idea. Describing this attempt rebuild and reclaim civilization really seemed to deepen the enjoyment and motivation for one player, who wasn't otherwise particularly interested in the dungeoncrawl for its own sake.

* whenever the players started chatting about tactics or plans, as long as it was "game-world" chatter and not rules discussion, I set a stop watch going, and cecked off a turn when it hit 10 minutes. This led to a few more wandering monster checks than they would otherwise have had, and added a nice frission to the table. I will definitely do that again.

* they seemed to enjoy that I was keeping track of time and I would tell them when their torches ran out.

* for me personally, there was a distinct enjoyment in making decision about the way the dungeon responded to their actions behind the scenes and how this would change the way the dungeon was presented to the players.

What didn't go over so well:  
* I house-ruled damage so that rather than die  their HP hit zero, damage just came right off strength. All hp healed after a nights rest but Strength healed slowly. The complaint was that this made things too easy. So after the trip to town we I decreed that every hit took after zero also required a (rather difficult) Constitution check not to pass out. Of course this quickly led to the TPK. But the players generally agreed that they "played dumb" and if they were to go back at it, they would change their tactics considerably. There was some laughing about how the heads of the former PCs would be displayed out front for the next band of PCs to approach the dungeon (I'm running this again on Wednesday for a different group, and this will indeed be the case.) I think when I run it again, I'll keep this but make the Con check easier OR use the critical hit roll from ACKS.

* on the one hand the players seemed to enjoy the need for mapping, on the other hand trying to describe rooms was a pain. I think using a vinyl mat with 5" squares and drawing the map with a dry erase marker as they proceed would  be an improvement.

As a general note, I found that Wandering Monsters came up a lot and made up the bulk of encounters. I was rolling a check every other turn or when PCs made a lot of noise with a monster appearing on a 6 on d6.

Aos

Quote from: two_fishes;526325* on the one hand the players seemed to enjoy the need for mapping, on the other hand trying to describe rooms was a pain. I think using a vinyl mat with 5" squares and drawing the map with a dry erase marker as they proceed would  be an improvement.


I've been using Gaming Paper in the B/X game I'm playing with my sons. It's great, because you can keep notes on it and when it's done you have a map with the barebones of an AP report written on it. Also it's pretty cheap.
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