While the Upper Bastion houses the military frontlines and the Lower Caverns hold the wild, subterranean wilderness, the Caverns of Quasqueton feature several isolated, deeply atmospheric sub-locales. This literally picks right up from Meditations on the classic In Search of the Unknown (Module B1, written by Mike Carr in 1978) module Adapted To OSR Rpg systems especially The Adventurer, Conqueror, King Second Edition - Part Four
In ACKS II, these are not just empty rooms filled with random text; they are self-contained tactical puzzles, historical repositories, or economic choke points that reward careful exploration while threatening low-level characters with high-lethality traps and unique monsters.
1. The Garden of Phytomedicinals (The Hidden Greenhouse)
Located in an isolated northern pocket of Level 2, behind a set of double iron doors warped by moisture, lies Zelligar’s forgotten botanical conservatory.
The Architecture: A massive, 40-foot-diameter circular cavern. The ceiling features a massive crack that lets in a faint trickle of moonlight and rain. The floor is filled with terraced stone beds overflowing with pale, blind albino flora and thick, hanging vines.
The Sentry: 1x Ochre Jelly (AC 2, HD 5, hp 22, Morale N/A). It resembles a thick, golden residue coating the central irrigation stone.
ACKS II Combat Trap: Striking the Ochre Jelly with slashing weapons or lightning does not harm it; instead, it splits the creature into two smaller jellies (each with half the remaining hit points). The party must use fire (like their Dragon's Breath oil) or blunt weapons to destroy it.
The Economic Windfall: If the jelly is cleared, characters with the Healing or Natural Philosophy proficiencies can harvest rare alchemical roots.
The Value: Spending 2 turns harvesting yields 300 gp worth of raw materials that can be used by a Mage to brew Potions of Healing or sold directly to a surface apothecary.
2. The Sepulcher of the Iron Oath (The Burial Vaults)
Tucked away into a dead-end corridor on Level 1, behind a heavy stone slab requiring a combined Strength score of 30 to heave open, lies the resting place of Rogahn’s loyal vanguard.
The Architecture: A cold, dry tomb lined with six stone sarcophagi. Above each sits a carved effigy of a knight clutching a broken sword. A low, magical hum keeps the room completely free of dust.
The Peril: This area is a test of greed. If the players attempt to pry open the sarcophagi to loot the burial rings and armor, the air pressure in the room instantly drops, triggering a magical curse.
The Encounter: 3x Skeletons (AC 2, HD 1, hp 5 each, Morale N/A) animate from the stone beds.
ACKS II System Mechanics: Skeletons are completely immune to Sleep spells and take half damage from piercing and slashing weapons (arrows and swords). The party's Fighter or Cleric will need to switch to maces, hammers, or staves to smash them efficiently.
The Loot: If defeated, the tombs yield ancient masterwork gear: a silver-plated shield worth 150 gp and a Dagger of Quality (+1 to hit, but non-magical).
3. The Reservoir of the Sunless Sea (The Sunken Docks)
At the absolute lowest point of Level 2, the natural limestone tunnels break out into a massive, echoing void housing a dark, still subterranean lake.
[ THE CAVERN REACHES ] -> [ SUNKEN DOCK ] -> [ THE WATERWAY ]
(Natural Stone) (Rotted Wood) (Deep Water/Peril)
The Architecture: A rotted, moss-slick wooden pier extends out into the black water. A single, waterlogged flat-bottomed skiff is tied to an iron cleat. Zelligar used this waterway to travel deeper into the regional Underworld to trade with deep-dwelling races.
The Hazard (The Water-Dweller): 1x Giant Leech (AC 2, HD 2, hp 9, Morale -1) clings to the underside of the dock.
Tactics: It launches a surprise ambush against whoever steps onto the pier to inspect the boat. If it hits, it locks onto the character, inflicting $1d4$ points of damage automatically each round due to blood drain.
ACKS II Healing Penalty: A character drained by the leech cannot regain hit points via natural rest for the next 48 hours unless treated with an alchemical poultice.
The Campaign Bridge: The skiff is still functional if repaired (requiring 1 turn and a carpentry toolset). Rowing across the sunless sea provides the Referee with a perfect gateway to transition the campaign out of Quasqueton and into a sprawling, multi-level Underworld megadungeon.
4. The Grand Library of Quasqueton (The Ransacked Archive)
Located adjacent to Zelligar’s personal quarters on Level 1, this room was once a magnificent repository of regional history and arcane lore. It has since been heavily defaced by the Orc Vanguard.
The Architecture: Soaring 15-foot walls lined with charred wooden bookshelves. Thousands of shredded parchment sheets carpet the floor like snow.
The Operational Puzzle: The Orcs use this room as a latrine and trash heap, completely unaware of its systemic value. If the party dedicates a full Exploration Turn (10 minutes) to meticulously sifting through the filth, a character with the Knowledge or Language proficiency can recover intact lore fragments.
The Clues: A successful search yields an old architectural blueprint of the fortress. This document reveals the exact location of two hidden secret doors on Level 1 and grants the party a +2 bonus on rolls to locate secret passages while exploring the Upper Bastion.
Taking the skiff across the Sunless Sea transitions your campaign from a localized dungeon crawl into a sprawling Underworld Hex Crawl. In ACKS II, the Underworld functions as a dark mirror of the surface world, complete with its own hidden trade networks, strict territorial boundaries, and dangerous non-human market centers.
The black waters of the Sunless Sea feed into a massive network of flooded tunnels, or Water-Ways, that slice through the regional bedrock.
1. Underworld Travel Mechanics & Logistics
Traveling by skiff bypasses the typical encumbrance slowdowns of foot travel, but it introduces unique naval hazards in pitch-black tunnels.
The Vessel: The flat-bottomed skiff can carry up to 60 Stone of total weight (including passengers and cargo) before taking on water. It moves at an Underworld exploration rate of 3 miles (1 Underworld Hex) per 4-hour watch, assuming two characters are actively rowing.
The Light Rations Tax: Because there are no landmarks, the party must maintain constant illumination. Rowing in the dark forces a catastrophic 5-in-6 chance of crashing into jagged stalagmite reefs, ruining the boat and forcing Mortal Wounds checks from drowning.
Wandering Water Threats: Roll $1d6$ once per travel watch. On a 1, the party encounters a localized hazard: either a subterranean siphon (whirlpool requiring a Seamanship throw) or a predatory Giant Albino Catfish (AC 3, HD 4, Morale 0, attacks the hull to capsize the vessel).
2. The Underworld Factions
Two major subterranean factions contest the waterways directly adjacent to Quasqueton. Their relationships with surface dwellers are transactional, cold, and highly dangerous.
[ QUASQUETON LEVEL 2 ]
|
(The Sunless Sea)
|
+------------------+------------------+
| |
v v
[ THE CHITIN REGIME ] [ THE GLOOM-WEAVERS ]
(Deep Troglodytes) (Deep Elves)
Subterranean Feudalism Isolationist Arcane Slavers
Faction A: The Chitin Regime (Deep Troglodytes)
Unlike their feral, scattered cousins on Level 2, these are civilized, iron-working Troglodytes who have formed a brutal feudal society under the stone.
Government / Posture: Subterranean Tyranny. They look down on surface humanoids as fragile, soft-skinned weaklings, but they covet surface steel and alcohol.
ACKS II Faction Economy: They control the iron-ore deposits along the western banks of the Sun Sea. They use enslaved orcs and beastmen to run massive, sulfurous foundries.
Key Asset: They enforce a strict Water-Toll along the northern shipping lanes. Passing their checkpoints requires a payout of 50 gp in surface metal goods or an official mercenary contract promising to raid their enemies.
Faction B: The Gloom-Weavers (Deep Elves / Shadow-Dwellers)
An insular, matriarchal cabal of long-lived humanoids who split from surface elves millennia ago to pursue forbidden cosmic geometries in the dark.
Government / Posture: Decadent Magocracy. They view surface dwellers as fascinating intellectual curiosities or raw materials for labor and alchemical experiments.
ACKS II Faction Economy: They deal primarily in rare fungi, glowing crystals, blind cave-beast mounts, and high-end magical components harvested from the deep mantle.
Key Asset: They possess deep networks of psychic spies. If the player characters carry any magic items looted from Zelligar's vault (like the Arcanist's Lexicon), the Gloom-Weavers will sense the arcane resonance across the water and dispatch stealth skiffs to intercept and bargain for—or steal—the prize.
3. Market Destinations & Travel Grid
By navigating the flooded vaults, the party can steer the skiff into two distinct Underworld settlements to sell their dungeon loot, secure exotic hirelings, or rest supply lines.
| Destination | Travel Time (From B1) | Market Class | Major Imports (High Demand) | Major Exports (Available for Purchase) |
| Krag-Ghar (The Iron Sump) | 12 Hours (3 Hexes West) | Market Class V (Small Town) | Surface Steel weapons, Grain, Salt, Strong Wine. | Raw Iron Ore, Glow-Paste fuel, Mercenary Beastmen. |
| Vael-Thalar (The City of Glass) | 36 Hours (9 Hexes North) | Market Class IV (Large Town) | Ancient surface texts, Elven relics, Precious gems. | Rare Alchemical ingredients, Scrolls, Blind Cave-Lizards. |
Destination 1: Krag-Ghar (The Iron Sump)
A fortress city built directly into a massive, hollowed-out stalactite suspended over a boiling mud pit, ruled by the Chitin Regime.
The Harbor: A heavily fortified stone dock lined with ballistae. Humanoids are allowed entry only if they disarm and purchase a temporary "Trader's Writ" for 20 gp.
ACKS II Market Features: Due to its Class V status, the maximum value of items that can be found or sold here is capped at 500 gp. However, because surface iron weapons are scarce, the PCs can sell any swords, shields, or chainmail looted from the Orcs or the Bronze Vanguard upstairs at a 20% price premium.
Destination 2: Vael-Thalar (The City of Glass)
The regional capital of the Gloom-Weavers. A breathtaking, terrifying city carved from solid black volcanic glass (obsidian) that reflects the eerie light of thousands of bio-luminescent fungi fields.
The Harbor: A silent, deeply policed underground marina where skiffs are moored using silk lines.
ACKS II Market Features: As a Class IV market, it features a fluid economy with a gold limit of 2,000 gp. The PCs can trade Zelligar’s alchemical runoff or raw monster components here for high-level services. It is the only place within 100 miles where a party can hire an Underworld Sage to translate cryptic scrolls or buy exotic, dark-adapted mercenaries (such as blind subterranean archers) to help them return and completely clear the rest of Quasqueton.
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