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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

I'm gonna try offering a dungeon crawl at the next Hamilton game gathering, in April. I've trussed up the first level of B1: In Search of the Unknown, using the ACKS rules (except for the AC system. I'm gonna use WOTC-style AC). First of all I've re-drawn the level 1 map. I have read Melan's post about dungeon design and have tried to keep as many of the choice points as possible while creating an area that makes sense to me. I'll post the room key shortly (though I'm not gonna copy out info from B1, just new information.)




Any comments anyone has are welcome, especially if anyone sees any pitfalls. My big concern is that it's too tough for 1st level characters. There are two lairs (beastmen and berserkers) but my intent is that not all encounters should be resolved by combat, and I will offer the opportunity for hiring hirelings after the first foray. (I plan to begin the first session at the mouth of the dungeon.)

two_fishes

I lifted a lot of the Haunting list from Aos.

Standard Wandering Monster List (most areas)
Roll 2d6:
2:   1d4-1 Stone Angels AC 16; HD 3; #AT 2 (fists); D 1d6/1d6 or grab; Fly MV 90' (30'); Save F3; ML NA; XP 50
3:   3d6 Giant Rats AC 13; HD 1/2; #AT 1 (bite); D 1d3, disease; MV 120' (40'); Save F1; ML 0; XP 5
4:   1d12 Morlocks AC 12; HD 1; #AT 1; D 1d6; MV 120' (40'); Save F1; ML +1; XP 10 each
5-6:   2d4 Zombies AC 12; HD 2; #AT 1; D 1-8; MV 90' (30'); Save F1; ML NA; XP 29
Zombies will be men or beastmen. They always attack last in the round.
7-8:   2d4 HD of Beastmen OR 1d6 Berserkers (whichever is more appropriate)
Beastmen include any combination of gnolls, goblins, hobgoblins, kobolds, orcs, and troglodytes.
9:   2d4 Giant centipedes AC 11; HD 1/2 ; #AT 1 (bite); D Poison; MV 60' (20'); Save NM; ML -1; XP 6
10:   1d8 Fire Beetles AC 16; HD 1+2; #AT 1 (bite); D 2d4; MV 120' (40'); Save F1; ML -1; XP 15
11:   Rat Swarm AC 11; HD 2; #AT 1; D 1d6, disease; MV 60' (20'); Save NM; ML -3; XP 29
12:   1d6 Ghouls AC 14, HD 2, #AT 3 (claw/claw/bite), D 1d3/1d3/1d3, MV 120' (40'), Save F2, ML +1; XP 29 each

Maze Wandering Monster List
Roll 2d6
2:   1 Carrion Crawler AC 13; HD 3+1**; #AT 8 (stingers); D paralysis; MV 120' (40'); Save F2; ML +2; XP 135
3:   1d12 Morlocks AC 12; HD 1; #AT 1; D 1d6; MV 120' (40'); Save F1; ML +1; XP 10 each
4:   3d6 Giant Rats
5-6:   2d4 Zombies AC 8; HD 2; #AT 1; D 1-8; MV 90' (30'); Save F1; ML 12; XP 20
Zombies will be men or beastmen. They always attack last in the round.
7-8:   2d6 Giant centipedes AC 11; HD 1/2 ; #AT 1 (bite); D Poison; MV 60' (20'); Save NM; ML -1; XP 6
9:   Insect Swarm AC 13; HD 2*; #AT 1; D 2 pts; MV Fly 60' (20'); Save NM; ML +3; XP 29
A breed of sickly, white bees have infested the maze, and this indicates that the PCs have come upon their nest. The buzz from the nest conveys a sense of alien intelligence. Honey harvested from this nest has hallucinogenic properties. Roll for reaction normally, but they will most certainly attack if their nest is tampered with.
10:   1d8 Fire Beetles AC 16; HD 1+2; #AT 1 (bite); D 2d4; MV 120' (40'); Save F1; ML -1; XP 15
11:   1d6 Spitting Cobras AC 13; HD 1*; #AT 1 (bite or spit); D 1d3, poison; MV 90' (30'); Save F1; ML -1; XP 13
12:   1d6 Ghouls AC 14; HD 2; #AT 3 (claw/claw/bite); D 1d3/1d3/1d3; MV 120' (40'); Save F2; ML +1; XP 29 each
 
Haunting Wandering Monster List
Roll 1d6 for the first check, 1d8 for the next, then 1d10, then 1d12. Add +1 for every subsequent roll after that. If a wandering monster check turns up the same thing a second time, combine it with another, or make it worse.
1:   2d6 Giant centipedes AC 11; HD 1/2 ; #AT 1 (bite); D Poison; MV 60' (20'); Save NM; ML -1; XP 6
2:   1d4-1 Stone Angels AC 16; HD 3; #AT 2 (fists); D 1d6/1d6 or grab; MV Fly 90' (30'); Save F3; ML NA; XP 50
3:   Rattling chains.
4:   A woman or girl crying, from another room.
5:   Screaming, continues for 1d4 minutes.
6:   2d4 Zombies AC 12; HD 2; #AT 1; D 1-8; MV 90' (30'); Save F1; ML NA; XP 29
7:   Maniacal laughter of indeterminate gender continues for 1d4 minutes.
8:   A man is seen at the furthest edge of the light. He's pale, covered in blood, and breathing heavy. He carries a bloodied axe. He sees the PCs and then recedes into the darkness.
9:   1d6 Ghouls AC 14; HD 2; #AT 3 (claw/claw/bite); D 1d3/1d3/1d3; MV 120' (40'); Save F2; ML +1; XP 29 each; bite forces Save vs. Paralysis or paralysis for 2d4 rounds (pg. 170)
10:   The body of a slain woman, her throat cut, is found. The body will disappear when no one is looking.
11:   A gust of cold wind blows out all natural light.
12:   Many voices chanting. This noise seems to come from everywhere at once and will last for 1d4 rounds
13:   An invisible force pushes one of the PCs hard enough to knock him down.
14:   An invisible force grabs a PC, drags him into the closest room and locks the door.
15:   1d4 Spectres AC 18 (magical weapons only); HD 6**; #AT 1 (touch); D 1-8, level drain; MV 150' (50'), fly 300' (100'); Save F6; ML +3; XP 820
The lead spectres have the appearance of the bloodied man, and the slain woman. Others look like servants, beastmen, or Berserkers.

Original advice from Aos: "Any attempt to follow any of these noises to their source should lead to frustration at the very least, but very possibly calamity. Furthermore, the more attention that is paid to the ghost of this level, the more likely they are to manifest in a visual or physical way. The exact ramifications of this are left up to the referee and should probably be improvised to fit the situation at hand. Anyway, if the PCs go looking for ghosts, they should find them and it should probably suck."

Stone Angel: Stone Angels are statted up like Crystal Statues, but their appearance and behaviour is very different. They look like winged angels in flowing robes. They will stand motionless with their hands covering their faces and will not normally act. If they are approached with weapons drawn or if they come upon a fray they will attack. They will not, however, harm anyone. Rather, they will attempt to grab and hold their opponents. They are quite strong and attempts to break their hold are at -2. Once an Angel has grabbed one or two opponents, it will take them to the "jail" at Area 13 and drop the portcullis.

two_fishes

ENTRANCE
The entrance is down a short flight of stairs from the ruins of a plaza. There is nothing of interest in the plaza, at least during the day. It is a mess of broken pillars, and cobblestone being reclaimed by grasses and weeds. Monsters roam around the area. Roll a wilderness wandering monster check at least a couple times a day. The stairs down are open to the air but the last five feet of the hallway before the door is covered. The great double doors are elaborately carved with large metal knockers. Their knocks resound through most of the eastern wing of the complex, including the level 1B (but not the baths), alerting any creatures there to intruders, such as the guards in Room 3 or the Berserkers in Area 33.

1. The alcoves contain statues, all of them broken. Anyone can make an Intelligence check to identify them as old Thyatian pleasure goddesses. The floor is tiled in a coloured geometric pattern. Many tiles are broken or missing, but clearly it was once very elaborate.

The magic mouth described here does not actually appear anywhere but a disembodied voice speaks as the first person climbs the short stair to the open arch at the north end of the hall. Rather than the text from the book, it says in a jovial voice, "Welcome guests! Seek your pleasures within!" It won't speak again unless someone passes again through the front entrance doors.

The grisly sight remains beyond the arch, with the addition of a broken statue. This statue is a stone angel, broken in two at the torso. A dragonborn lies dead rather than a dwarf. The berserker wears a ratty wolfskin.

2. Kitchen: The door to the kitchen is blocked with junk. It takes a Strength check and makes a lot of noise to shove it open.

The kitchen was once very fine. The two counters along the north wall are marble, now cracked and scarred. Below them and above, finely carved wooden cupboards are completely ruined, scarred with burn marks, the doors ripped off, and completely bare. At the west end are two sinks, and the copper faucets still run clean water. Between them, what looks like a well of smooth stone actually contains a black pudding, glimmering in the darkness below. The pudding is 10 feet down and trapped, but there is an iron grate about level with the kitchen floor. The pudding won't attack unless the PCs find a way to lower themselves to its level. It has no treasure.

Black Pudding* AC: 14;  HD: 10* (45 hp); Move: 60' (20') (currently trapped); #Att: 1; D 3d8; Save: F5; Morale: NA; Int: nil; AL: Unaligned; XP: 1,550

At the east end is a huge stove and oven. It's cold now and the area around it blasted and blackened by fire. It is covered in runes. A Detect Magic spell will reveal that it was magical, but the magic has long since been dispelled. A magic-user may make an Intelligence check (Read Magic will add a bonus to the roll) to determine that it once housed a small, bound fire elemental.

Along the south wall is a refrigerator with a freezer within. It is still cold. It is also decoratively covered in runes, also radiates magic, and currently houses a bound Cold Elemental. The Elemental cannot attack, be attacked or move unless the magic is dispelled. The refrigerator has some good food within it, although it must found amidst a disgusting mess of spoiled food. The freezer contains nothing, but it is very cold.  

Cold Elemental AC 18; HD 8 (hp 48); Move: 60/120 (currently trapped); #Att 1 or special; Dmg 1d8; Save F8; Morale 10; Int 9; AL Unaligned; XP 1100; does extra damage in water

Stairs in the east wall lead down and up to Area 3. Too much noise in this room will worry the guards in Room 4. They may send a goblin in to check on things and report back.

3. Dining Room: The door to this room is barred from the inside, and attempts to force entry will prompt a challenge from the beastmen inside. It is graffitied with a dark red paint, declaring it as territory of a warband of beastmen. The room inside smells like vomit and stale beer. Turned over tables and chairs form a makeshift barricade, blocking the doors from most of the rest of the room. It's not difficult to climb over, but anyone doing so is open to attack. Beyond it, the room is dominated by a large fireplace in the north wall and a long dining table. A fire is kept sputtering in the hearth. The dining table is covered in the remains of any number of meals. It is a mess of half-eaten food, congealing fat, spilled wine, stains, and vomit. The floor is tiled to depict a feasting scene from the old Thyatian mythology.

The room is watched by 3 kobolds, a gnoll and a goblin. The goblin speaks Common. They will challenge anyone who enters the room from behind their barricade, demanding they leave. The gnoll has a gun, which he won't fire unless attacked. The orc and goblin have rocks. If a fight breaks out, a few beastmen will come from Area 4 to watch and jeer or join in the fray if it looks like it's going badly for their side.

3 Kobolds AC 13; HD ½; hp 4, 3, 1; #AT 1; D 1-4; MV 90' (30'); Save NM; ML -2; XP 5 each
Goblin AC 14; HD 1-1; hp 4; #AT 1; D 1-6; MV 90' (30'); Save NM; ML -1; XP 5
Gnoll AC 15; HD 2; hp 7; #AT 1; D 1d8+1; MV 90' (30'); Save F2; ML 0; XP 20 each

Treasure: The gnoll wears a bronze medallion (125 gp); Among a number of empty bottles, there are 5 uncorked bottles of fine wine (5 gp ea.); 1 barrel of preserved fish is opened, but mostly full (5 gp); in a few sacks and scattered about are, 720 cp, 490 sp, 250 ep, and 1 quartz gem (10 gp).

The gun is a 6-shooter, .45 calibre revolver. It does 2d6 damage and ignores armor. It has 3 bullets in the chamber.

4. Lounge: This is the lounge, and home to most of a band of beastmen.

It was once a place of decadent festivity, and remains so, stripped of any beauty it once had. An extended mural, now flaking and faded, runs along all the walls of this chamber. They depict a procession of cavorting nymphs and satyrs led by a statue of Bacchus on his ass on the northeast corner of the room. The floor is another once beautiful tile mosaic of mythological motifs, now chipped and cracked and marred by garbage, graffiti and fire. Ruined divans and couches are scattered about the room. Rather than an ale keg, a large fountain dominates the southern end of the room, surrounded by cushioned seats. The fountain pours wine, obscenely delivered by an ivory statue of some goddess or nymph, like something out of A Clockwork Orange. As with everything here, the statue is scarred and chipped and marked, but it still faithfully voids drinkable wine. The secret door in the northeast corner is opened by pulling a lever on Bacchus's ass.

The room is occupied.

3 Kobolds AC 13, HD 1/2, hp 4, 3, 2; #AT 1, D 1-4, MV 90' (30'), Save NM, ML -2; XP 5 each
1 Goblin Champion AC 15; HD 1; hp 7; #AT 1; D 1d6+1; MV 90' (30'), Save F1, ML -1; XP 10
Wolf AC 13; HD 2+2; hp 11; #AT 1 bite; D 1d6; MV 180'(60'), Save F1, ML 0; XP 35
Hobgoblin AC 14, HD 1+1, hp 8, #AT 1, D 1-8, MV 90' (30'), Save F1, ML 0; XP 15
2 Gnolls AC 15; HD 2; hp 7; #AT 1; D 1d8+1; MV 90' (30'); Save F2; ML 0; 20 each

There are also 4 humans here; 3 women and a man. They are slaves and they stay out of any fighting. If the PCs conquer the monsters, they beg to be taken someplace safe. They aren't from around here, but rather were brought here and sold to the monsters by the Iron Ring Slavers. They know about the secret door, but won't tell about it unless pressed. They want out, not further in.

Treasure: The goblin champion personally guards a sack filled with 600 cp, 600 sp, 200 ep, and 2 lapis lazulis (25 gp ea.); the gnolls have their own small chest with 900 cp, 500 sp, 120 ep, and a quartz gem (10 gp); from the kobolds and the hobgoblin, another 100 cp, 50 sp, 50 ep can be gathered.

4a. Blockade: A pile of broken statuary and furniture 5 feet high blocks this hallway. It is guarded on the east side by beastmen. The only Common they know is, "Get lost!"

Hobgoblin AC 14, HD 1+1, hp 3, #AT 1, D 1-8, MV 90' (30'), Save F1, ML 0; XP 15
1 Orc AC 14; HD 1; hp 6; #AT 1; D 1d6; MV 120' (40'); Save F1; ML 0; XP 10
3 Kobolds AC 13, HD 1/2, hp 4, 3, 2; #AT 1, D 1-4, MV 90' (30'), Save NM, ML -2; XP 5 each

Treasure: Between them, the 5 beastmen have 300 cp, 400 sp, 120 ep. They also have 3 unopened bottles of fine wine (5 gp each) and 2 barrels. One is nearly empty, but the other is full of beer (worth 10 gp).

5. Wizard's Chamber: This room is much as described in the module. The current chieftan of the beastman lair is here, a bugbear champion. If he is made aware of the presence of the PCs in the dungeon, he will delight in hunting and killing them himself. He might flee back to the lair if they hurt him badly, but if he does his days are likely numbered. He has some henchmen with him. If the bugbear is defeated and is pressed he will offer the PCs the treasure that appears to be in room 7, but will attempt to lock them in the room.

Bugbear Champion AC 16; HD 4+1; hp 25; #AT 1; D 2d4+1; Save F3; ML +1; XP 80
1 Orc AC 14; HD 1; hp 8; #AT 1; D 1d6; MV 120' (40'); Save F1; ML 8; XP 10
3 Goblins AC 14; HD 1-1; hp 4, 2, 5; #AT 1; D 1-6; MV 90' (30'); Save NM; ML -1; XP 5 each

Treasure: The Bugbear wears an intricate necklace of wide coloured glass (worth 110 gp) and a wrought copper armband (110 gp); the orc and goblins carry purses containing a total of 600 sp, 500 sp, 220 ep. There are also 3 bottles of fine wine (5 gp each) and a barrel of aged whiskey (200 gp).

6. Closet: The door to this room is locked and the bugbear chieftan has the key. In addition to what is described in the module, this room contains the lair's treasure hoard in a locked chest and 2 more slavegirls. They are just the same as the slaves described in Room 4. Everything in this room is in complete disarray, as if randomly tossed in without thought or care.

Treasure: Chests hold 2420 cp, 960 sp, 560 ep. There are also 8 bottles of fine wine (5 gp each), 21 ingots of lead (1 gp each), 3 bolts of cloth (10 gp each), 5 gallons of lamp oil (2 gp each), 16 bricks of salt (7 sp each), 2 barrels of preserved fish (5 gp each), 5 tapestries (5 gp each), a sack of loose tea (75 gp), 2 crates of terra-cotta pottery (100 gp each), 2 crates of glassware (200 gp each), and a small wooden box containing 11 glass lenses (35 gp each).

7. Wizard's "Annex": This room is just as described in the module, except that once the illusion is dispelled, it is clear this is a privy, with a toilet and a washbasin with a working faucet..

8. Wizard's Workroom: The secret door to this room only opens at a command word. The command is fairly simple, "Open" in the language of magic. The wall recesses and slides open. It closes by speaking "Close" in magic. This room is largely as described in the module, with the addition of a large stone basin with a working water faucet.

9. Wizard's Laboratory: The secret door of this room opens and closes in the same manner as for Room 8. Rather than various shelves holding earthen containers filled with random elements, there is a locked cabinet in this room. The key is long since lost. The cabinet contains 15 jars of clear glass, each able to hold about a gallon of fluid. The lids of the jars are labelled in a code different than the earthen containers found elsewhere. Each of these jars is filled with a substance as per the pool in area 31 (which has been much revised.) In all other ways, this room is as described in the module.

10. Storeroom: The secret door to this room opens with a good, solid push, causing it to slide open with a noise of stone on stone. This room is the treasure room for the Berserkers that inhabit the various rooms of area 33. A gang of 5 Berserkers guard it. There is a 1 in d4 chance that only one Berserker is here (see Areas 33 and 36 for why). The secret door opens slowly, and those within will hide for an ambush unless they hear a coded knock before the door is opened. If they are attacked, one of them will try to run to summon the rest of the warband. All of the berserkers wear ratty wolf-cloaks. They are members of a warrior cult.

5 Berserkers AC 13; HD 1+1; hp 7,5,5,4,2; #AT 1; D 1-6; MV 120' (40'); Save F1; ML +4; XP 21 each

Treasure: The treasure here is carefully sorted into cases, crates and chests and quite plentiful. (Recorded in a separate spreadsheet).

11. Supply Room: The secret door here opens as with Room 10. This room has clearly been ransacked, but is otherwise just as described in the module.

12. Library: Two (normal) statues of women stand guard over this recess. One bears a scroll and the other globe and compass. They are chipped and broken in places, but still recognizable. An Intelligence check reveals them as Kleo and Urania, old Thyatian muses of History and Astronomy, respectively. The wall of the recess is carved in a frieze of a giant scroll, 8 feet high. When the names of the Muses are spoken, the scroll opens to reveal a short stair into the library.

Most of the books in the room are destroyed by rot and bookworms. The room is otherwise as described with no monsters or treasure.

13. Implement Room: This room is just as described in the module except that the counterweight mechanism is at the east wall. Also, the trap can be sprung by pulling a lever in the hall, just on the outside of the portcullis.

14. Auxiliary Storeroom: This room is just as described in the module, and empty. The secret door opens as with Rooms 10 and 11.

There is a large pile up of debris blocking the corridor outside the door here. It is piled to the ceiling and it takes a turn to remove enough debris to climb it a get through. It is rather precariously piled up and anyone shifting it must make a DEX check to avoid causing a collapse. Such a collapse will cause 1d6+2 damage to anyone on the pile and 1d4 damage to anyone nearby. Characters who make a saving throw vs. Blast & Breath can avoid damage. Removing the pile entirely will take about 1d6+2 man-hours and the debris must be put somewhere.

15 & 16. Teleportation Rooms: These rooms work just as described with the following exceptions. The crystal must be touched for the teleportation to take effect. When the crystal is touched, the door of the room swings closed. Only people in the room are teleported.

17. Char Storage Room: No changes to the room itself. There is a desiccated skeleton here, wearing the garb of a 19th century American gunslinger. His belt has 6 more bullets for the pistol carried by the gnoll in Room 3.

18. Smithy: The firepits are actually rune-covered furnaces much like the oven in Room 2, now blasted open and cold. The room is strewn with large amounts of webbing, marked on the map and a Black Widow Spider has made its home above the westernmost furnace.  

1 Black Widow Spider AC 14; HD 3**; hp 13; #AT 1; D2-12 + poison; MV 60' (20'), in web 120' (40'); Save F2; ML 0; XP 80

The spider has no treasure.

19. Access Room: This room is just as described in the module.

20. Maze: Rather than a dead end room, this area is an elaborate maze that exits into the Garden Room (area 22). An inscription over the entrance reads, "Seek Ye Treasures Within". A magical effect douses all natural light upon entry. The corridors are quite narrow, and only single file travel is possible. Some kind of ivy was made to grow over the walls. It is a deep purple with occasional white flowers. The flowers offer a soft luminescence. Odd, pale-blue fungi also ripple along the walls, glowing faintly. The flowers and fungi together cast a dim shadowy light, allowing people to see out about 5 feet or so. The ivy has, in places, overgrown to fill the corridor. It takes a turn of cutting to move 5 feet through these areas.

The points marked by statue icons are friezes of the various animal trysts of the Thyatian sky god (Leda and the swan, Europa and the bull, Antiope and the satyr, Aegina and the eagle) and a divan for sitting.

The maze has become a home for various overgrown insects and vermin as well as undead. Roll on the Maze chart for Wandering Monsters.

There are no treasures within.

21. Theatre: Rather than a meeting room, this room is a theatre. It is a large auditorium with stairs along the east and west walls feeding rows of seating. The seating is cushioned and large, and very comfortable, and the acoustic in the room are excellent. There is a magical property to the stage. If the proper phrase is spoken it will record all that occurs on it until a second phrase halts it. Recorded performances can be replayed as illusions. When the PCs enter, it is in the final act of a particularly bloody play. Unless the original makeup effects were startlingly realistic, this would seem to have been the final performance for many of the actors. Nothing the players do will halt the performance, short of dispel magic.

21A is the backstage, and contains rotting costumes and stage props.

22. Garden Room: In addition to the fungal fecundity, this room is home to a gang of Morlocks.
 
7 Morlocks AC 12; HD 1; hp 7,4,4,8,4,3,8; #AT 1; D 1d6; MV 120' (40'); Save F1; ML +1; XP 10 each
Morlock Champion AC 13; HD 1+1; hp 8; #AT 1; D 1d6; MV 120' (40'); Save F1; ML +1; XP 10 each


Areas 23 – 30. These rooms are quite haunted. Roll on the Hauntings chart for Wandering Monsters.

23. Storage Room: This is just as described in the module.

24. Mistress' Chamber: A Stone Angel waits in this room. It stands with its hands covering its face, but it will react if it is approached with weapons drawn. It acts according to the description for Stone Angels. The room is otherwise as described except that the water runs.

25. Rogahn's Chamber: This room is just as described in the module and otherwise empty. The secret door is concealed behind a frieze of a phalanx of spearmen. Ordering the soldiers to move or stand aside will cause the stone soldiers in the frieze to fall into a line and allow entry. This room also has a personal privy and a sink with working faucets.

26. Trophy Room: This room is as described and otherwise empty.

27. Throne Room: This room is as described in the module and otherwise empty.

28. Worship Area: The statue actually looks like Hotei. The pit described in this room is more like a well. It is about 25 feet deep with a raised lip about 3 feet high, but quite narrow. A man could squeeze down here, but only barely. Any attempt to twist or turn requires a Dexterity check and a Saving Throw vs. Petrification. Failing the Dex check means the turn is not possible. Failing the Saving Throw mean the character has become stuck. Getting free causes 2d4 damage. It is dry and contains treasure at the bottom.

Treasure: 5 gems: moonstone (50 gp), crystal (50 gp), amethyst (100 gp), garnet (250 gp), emerald (1000 gp); Sword +1

There are also a number of prayer tablets. These are clay tablets with some request or curse inscribed upon them.

29. Captain's Chamber: As described and otherwise empty.

30. Access Room: As described and otherwise empty.

31 A – I. Baths: These rooms were once the baths. The walls are tiled and decorated with mosaics oceanic creatures and gods. A short flight of stairs descend into the room. The entire area is swamped in nearly two feet of murky water. Permanent (and ornate) lighting fixtures from the ceiling keep this whole area well-lit except where otherwise stated.

31 A. Entrance and Changeroom. There were once 12 gold-plated hooks adorning the north and east walls of this room. 3 remain. Each is worth 15 gp.

31 B. Lavatory: A long marble slab runs along the west wall of this room, punctuated by cut holes for toilets. The ceiling is sloped at the south end of the room, as the room juts underneath the stair.

31 C. Cold Plunge. The water is noticeably colder in this room and in fact, the water is icing over in the eastern half of the room. The murky water hides the foot-high lip of the cold pool. PCs may trip into the pool if they are not careful, which is freezing cold and about 5 feet deeper than the rest of the water.  Freezing water does 1 point of damage every turn to someone standing up to the knee, or 1d4 points of damage per round if fully immersed.

31 D. Tepid Room: A warmer than usual room. There are benches, just above the water line. The room is empty.

31 E. Hot Room & Plunge: The room is significantly warmer than the other rooms, and is scalding hot at the hot plunge.  The same danger of tripping exists here as in the Cold Plunge. Scalding water does 1 point of damage every turn to someone standing up to the knee, or 1d4 points of damage per round of full immersion.

31 F. Dry Sauna: The sauna is oppressively hot, but no longer very dry.  It is only dimly lit. The chipped mosaics in this room depict hot tropics and a volcano and in the north wall, Vulcan. The gang of lizardfolk who inhabit the baths nest here and there is a 1 in d6 chance they will all be in this room. If they are, the doors will be shut. The lizardfolk have assembled make-shift door-jams. Jammed doors can be opened, they just require 1d4 rounds of shoving, awakening the inhabitants and giving them a moment to ready themselves.

8 Lizardfolk  AC 15; HD 2 +1; hp 13, 13, 12, 11, 10, 9, 9, 6; #AT 3 (claw/claw/bite); D 1d3/1d3/1d8; MV 60' (20')/Swim 120' (40'); Save F2, ML +2; XP 35 each

31 G. Bathing Pool: The large pool in this room will not be immediately apparent. This is partly due to the overall flooding, but also because of an overgrowth of leafy plants from large pots stationed around the pool offering some suggestion of its location. The pool's floor slopes down and is more than 10 feet deep at the north end. A large frieze of Neptune surrounded by his nymphs dominates the north wall. A line of columns along the west side of the room screen alcoves behind them where the light is much dimmer. The gang of lizardfolk are most likely to be found in this room. If they are in any way forewarned of the PCs' presence, they will hide in the pool and attempt to ambush the intruders.

32. Elemental Room: This room is hidden behind a secret door in floor of the Pool room. The door is water tight, but obviously the room will quickly flood if opened. Large pillars in this room house elementals that heat, cool, the baths, and provide water for the entire dungeon complex. Similarly to the cold elemental in Room 2, the elementals here are trapped. They cannot attack nor be attacked unless the magic binding them is dispelled.

Cold Elemental AC 18; HD 8 (hp 39); Move: 60/120 (currently trapped); #Att 1 or special; Dmg 1d8; Save F8; Morale +2; Int 9; AL Unaligned; XP 1100; does 1d8 extra damage in water

Fire Elemental AC 18; HD 8 (hp 30); Move: 120' (40') (currently trapped); #Att 1 or special; Dmg 1d8; Save F8; Morale +2; Int 9; AL Unaligned; XP 1100; does 1d8 extra damage to cold-based creatures, cannot move though water

Water Elemental AC 18; HD 8 (hp 20); Move: 60/120 (currently trapped); #Att 1 or special; Dmg 1d8; Save F8; Morale +2; Int 9; AL Unaligned; XP 1100; does 1d8 extra damage in water

33 A-F. Barracks Servants Quarters: These rooms are spare and largely unadorned and once housed the servants who worked in the complex. The entire area is kept quite clean by the Berserkers residing here. They live an austere, regimented life. Each of these bedrooms (B-F) has only 2 or 3 sturdy bunkbeds. Half the Berserkers in any given room will be sleeping. The Berserkers know how to get into the library but disdain it.  They are not aware of the laboratory and workshop.

33. Communal Dining: A long dining table takes up most of the space in this room. There is a 2 in d12 chance that all the Berserkers will be here eating, except one to guard the treasure room. The Berserker Chieftan is here with 1 other Berserker.

Berserker Chieftan AC 14; HD 4*; hp 28; #AT 1; Att Bonus +3; D 1d8+2; MV 120' (40'); Save F1; ML +4; XP 135

1 Berserker AC 13; HD 1+1; hp 3; #AT 1; D 1-6; MV 120' (40'); Save F1; ML +4; XP 21 each

33A. Bedroom:  
The Berserkers use this room for food preparation as can be ascertained by a row of jars containing edibles collected from Area 22 and an iron wood stove that has been dragged in here from somewhere else. One Berserker will be here.

1 Berserker Cook AC 13; HD 1+1; hp 3; #AT 1; D 1-6; MV 120' (40'); Save F1; ML +4; XP 21

33B. Bedroom: Five Berserkers occupy this room.
5 Berserkers AC 13; HD 1+1; hp 8, 7, 5, 2, 2; #AT 1; D 1-6; MV 120' (40'); Save F1; ML +4; XP 21 each

33C. Bedroom: More Berserkers.
6 Berserkers AC 13; HD 1+1; hp 9, 4, 3, 3, 2, 2; #AT 1; D 1-6; MV 120' (40'); Save F1; ML +4; XP 21 each

33D. Bedroom: More Berserkers.
2 Berserkers AC 13; HD 1+1; hp 7, 6; #AT 1; D 1-6; MV 120' (40'); Save F1; ML +4; XP 21 each

33E. Bedroom. This room is also occupied by Berserkers.
3 Berserkers AC 13; HD 1+1; hp 9, 7, 6; #AT 1; D 1-6; MV 120' (40'); Save F1; ML +4; XP 21 each

33F. Bedroom: More Berserkers.
5 Berserkers AC 13; HD 1+1; hp 8, 7, 7, 3, 3; #AT 1; D 1-6; MV 120' (40'); Save F1; ML +4; XP 21 each

34. Armory: This room has been removed.

35. Guest Rooms: These are as described in the module except that none of them contain a false door.

35a. Guest Room: Two troglodytes occupy this room. If they have any idea that there is trouble, they will attempt to blend into the walls and surprise any invaders.

2 Troglodytes AC 15; HD 2; hp 5, 12; #AT 3 (2 claw, 1 bite); D 1d4/1d4/1d4; MV 120' (40); Save F2; ML +1; XP 20 each

Treasure: There are two sacks in a corner of the room. Divided equally between them are 850 cp, 500 sp, 210 ep. The beasts also hoard a barrel of aged whiskey (worth 200 gp), and 2 barrels of salted fish (worth 5 gp each).

35b. Guest Room: This room houses 5 kobolds and a gnoll.

Gnoll AC 15; HD 2; hp 7; #AT 1; D 1d8+1; MV 90' (30'); Save F2; ML 0; XP 20
5 Kobolds AC 13, HD 1/2, hp 1, 2, 3, 3, 4; #AT 1, D 1-4, MV 90' (30'), Save NM, ML -2; XP 5 each

Treasure: The beastmen guard a hoard of 700 cp, 550 sp, 180 ep and 8 bottles of fine wine (5 gp each).

35c. Guest Room: The PCs will find a gnoll, 2 hobgoblins, and 2 goblins here.

2 Hobgoblin AC 14; HD 1+1; hp 5, 2; #AT 1; D 1-8; MV 90' (30'); Save F1; ML 0; XP 15 each
Gnoll AC 15; HD 2; hp 4; #AT 1; D 1d8+1; MV 90' (30'); Save F2; ML 0; XP 20
2 Goblin AC 14; HD 1-1; hp 3, 7; #AT 1; D 1-6; MV 90' (30'); Save NM; ML -1; XP 5 each

Treasure: these beastmen have laid claim to 810 cp, 450 sp, 90 ep and 6 bottles of wine (5 gp each).

35d. Guest Room: Seven more slaves are kept here—4 men, 2 women and a little boy. They are just as the slaves described in area 4, except for one of the men. This man is a spy from the berserker lair to the north. He will pretend to be a slave, but will attempt to slip away as soon as he can.

Berserker AC 13; HD 1+1*; hp 5; #AT 1; D 1d6; MV 120'(40'); Save F1; ML +4; XP 21

36. Utility Room: This is an empty Utility Room, as described. The trick stairs described in the module, however, are not present, nor is the trap exactly as described.

What are present at the end of the hall are a pair of false doors. And there is indeed a pit before them, dropping into a pool below. The pit is not hidden, though. A couple of beams, about 8" wide, cross the chasm. A giant Octopus is nestled, camouflaged (as with troglodytes) just below the beams. Should anyone try to cross, it will attempt to grab that person and drop into the pool below. It will try to drown its prey in the pool.

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.

37. Recreation Room: This room is as described in the module. There is a 1 in d12 chance that all of the Berserkers will be in this room except one to guard the treasure room (27 of them, plus the chief). If so, they will be crowded around a makeshift ring in the middle of the room, watching and cheering while two of them fight. They take turns.

The western and southern portion of the room is dedicated to an exciting and dangerous training mechanism. The ceiling of this area is a little lower than the rest of the room, about 8 feet high. There are narrow incisions cut into the walls, ceiling and floor of the marked area. When a lever is pulled (marked at  A or B) the mechanism will initialize with a clicking noise. Without warning, blades from the walls, floor, and ceiling will strike at anyone within the area. Everyone in the area is attacked once each round. The attacks grow more difficult to avoid each round. On the first round the blades attack as a 1 HD monster, for 1d6 damage. On the 2nd round, they attack as a 2HD monster, for 1d8 damage, and so on. The damage dice increase like this: 1d6 => 1d8 => 2d4 => 1d12 => 2d6 => 2d8 (maximum). Attempting to move into or out of the area requires a Saving Throw vs. Staffs and Wands to avoid 1d8 damage from blasts of blue lightning that shoot at random intervals between the pillars. In addition, an automaton awakens and attacks PCs who stand outside the area. The automaton does not hit for damage, but will attempt to push PCs into the danger zone. The mechanism is shut off by pulling the other level (if activated with A, then B shuts it off, and vice versa.)

Automaton AC 16 (eye: 18); HD 2+1; hp 15; #AT 1; D none (push); MV 60' (20'); Save F2; ML 12; XP 20

The automaton is a vaguely humanoid wheeled tripod about 6 feet high made of dark, polished wood. It bears a number of scars. Its round head sports a single glowing purple eye on its round head. It has three extensible, three-jointed arms that strike out to push and shove its opponents without causing physical harm. Striking it once in its eye will cause it to shut down without breaking it. If its head is broken open, an amethyst can be recovered from it (100 gp).

Benoist

I like that quite a bit. I haven't dug too much into the modifications you made yet, but the map flow seems to work fine. Quick question: judging by the description of area 30, you plan on keeping Level 2 intact, correct?

two_fishes

Probably. I'll have to re draw that map, too, since I've moved all the access points around.

The Butcher

I really like this!

I've half a mind to try ACKS when the physical book arrives (God knows how long that'll take). I was torn between Dwimmermount, or a New World sort of setting complete with a lost city (B4?) megadungeon, and now there's also your B1 conversion. Good job!

two_fishes

Thanks! I'll make sure to put up the Berserker treasure, since it's rolled right out of the book.

Sigmund

Loving it, please keep us posted on how it goes.
- 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.

Tavis

Very cool! Books expected soon, will update when there is news.
Kickstarting: Domains at War, mass combat for the Adventurer Conqueror King System. Developing:  Dwimmermount Playing with the New York Red Box. Blogging: occasional contributor to The Mule Abides.


Silverlion

Awesome to see.
I want to see more of what happens when this is played.
High Valor REVISED: A fantasy Dark Age RPG. Available NOW!
Hearts & Souls 2E Coming in 2019

LordVreeg

I am also enjoying the read, especially how you took something most of us really now, and made it into your own vision.  Very cool.
Currently running 1 live groups and two online group in my 30+ year old campaign setting.  
http://celtricia.pbworks.com/
Setting of the Year, 08 Campaign Builders Guild awards.
\'Orbis non sufficit\'

My current Collegium Arcana online game, a test for any ruleset.

two_fishes

Here is a link to a Google docs spreadsheet with the Beastman and Berserker treasure hordes. The Beastman treasure was rolled as if it were a lair of orcs (The beastmen themselves were rolled as orcs. I just distributed the HD value among various types.) The beastman hoard is mostly divided up among the gangs, with the remnant dropped into Area 6. I picture the Berserkers as much more centrally organized.

http://tinyurl.com/7fl3qdt

two_fishes

Working on the lower level. I've redrawn the map. In this case the revision is not nearly so radical as with Level I. The only reason to re-draw it was so that the access points lined up with Level I (Areas 39, 50, and 60 in Level II, corresponding with Areas 30, 36 (pit trap), and 19 on Level I, respectively). While I didn't worry about perfect accuracy to the original, I tried to make sure the map flow of the original was preserved as well as a rough approximization of the room sizes. There are a number of un-numbered rooms on the original map. I numbered them on my copy, and I'ma gonna put stuff in them.

One thing that was not clear on the Level I map was that the scale was 5 feet per square. The Level II map is a more traditional 10' per square.


Imperator

My name is Ramón Nogueras. Running now Vampire: the Masquerade (Giovanni Chronicles IV for just 3 players), and itching to resume my Call of Cthulhu campaign (The Sense of the Sleight-of-Hand Man).