Showing posts with label OSRIC. Show all posts
Showing posts with label OSRIC. Show all posts

Monday, October 19, 2026

Adventure Commentary on Advanced Dungeons & Dragons - I11: "Needle" By Frank Mentzer For Your Old School Campaigns & Adapted to ACKS II Rpg

 We've covered I11: "Needle" By Frank Mentzer on this blog before back in Feburary 2019.  While high-level classics like Tomb of Horrors (S1) or The Temple of Elemental Evil (T1-4) hog the AD&D 1e spotlight, I11: Needle remains one of the most obscure, under-the-radar official TSR modules produced near the end of First Edition's life cycle.



Originally written as a competitive tournament module for Gen Con XVII (1984) and serialized in Polyhedron magazine before receiving a standalone print release in 1987, Needle is designed for 6 to 8 characters of levels 8–10.

Key Overview & Synopsis

  • The Premise: A monarch hires the party for what sounds like a straightforward recon mission: trek deep into an uncharted, hostile jungle to investigate a towering, ancient stone obelisk—known simply as "The Needle"—sitting amid ruined, overgrown ruins.

  • The Twist: What begins as a classic hex-crawl through hazardous jungle terrain escalates into sci-fi adjacent cosmic mystery. The obelisk isn't a magical monument—it's a ancient, extraterrestrial landing probe/spacecraft that has lay dormant for ages.

What Makes It Unique (and Infamous)

  1. Brutal "Old-School" Attrition: True to its tournament roots, Needle does not pull punches. The jungle trek itself features severe environmental hazards, disease, poisonous fauna, and aggressive megafauna designed to drain resources before players even catch sight of the monolith.

  2. Sci-Fi & Fantasy Hybrid: Like Expedition to the Barrier Peaks (S3), Needle blends traditional sword-and-sorcery with weird alien technology. However, unlike S3's gonzo, lighthearted tone, Needle treats the alien element with more subtle, ominous dread.

  3. Three-Part Tournament Structure: The module is divided into three distinct phases—the wilderness survival phase, the exploration of the obelisk's exterior/dungeon complex, and the activation/defense phase where players must deal with the obelisk's ancient defense mechanisms and otherworldly occupants.

Why It Was Forgotten

Published in 1987, Needle arrived right during TSR’s late-1e transition period when attention was shifting heavily toward massive settings like Dragonlance and the Forgotten Realms. Because it was published as a generic, standalone "I-series" (Intermediate) module late in the edition's life cycle, it missed out on the classic nostalgia loop that earlier modules enjoyed, making it an obscure hidden gem for DMs looking for a challenging 1e survival-mystery.

Adapting Frank Mentzer’s I11: Needle (1987) to Adventurer Conqueror King System II (ACKS II) translates a tournament module into ACKS II’s sandbox framework, domain management, and campaign procedures.

1. Scale, Scope & Level Calibration

  • Original Level Range: AD&D 1e Levels 8–10 (High-Tier)

  • ACKS II Target Level: Levels 7–9 (Conqueror Tier / High Veteran)

    • In ACKS II, Level 7–9 adventurers are domain rulers, guildmaster thieves, or arch-mages with access to substantial mercenary units, specialized retainers, and strongholds.

  • Campaign Framing: Instead of a generic railroad hire, frame the exploration of the "Great Needle" as a Domain Borderland Expedition. A local Overlord or King grants the PCs a Royal Charter to explore and pacify the Tenebrous Mire—an unclaimed, resource-rich hex-region on the frontier—in exchange for securing a border fortress site and claiming a share of ancient spoils.

2. Converting Core ACKS II Mechanics

ACKS II Universal Target System Integration

  • 1d20 Throws: ACKS II standardizes throws against a target value of 20+. Adjust module saving throws and attribute checks to ACKS II Proficiency, Physical Save, Magical Save, or Avoidance Throws accordingly.

  • 2d6 Interaction/Morale/Reaction: In ACKS II, 2d6 morale and reaction rolls are replaced with 1d20 throws using modified tables. Apply relevant Monster Reaction Modifiers based on alien or beast classification.

3. Wilderness & Overland Exploration (The Mire Hex-Crawl)

In ACKS II, traversing uncharted wilderness requires rigorous logistics, supply management, and marching order.

Wilderness Mechanics

  • Terrain: Dense Tropical Swamp / Jungle (Movement Cost: 3 miles per hex / 4 Movement Points per hex).

  • Disease & Environmental Hazards:

    • Mire Fever: Every day spent marching through the inner swamp without a Chirurgeon or Pioneer requires a Physical Save (1d20 vs. 20+). Failure inflicts Sickened (-2 to all throws, -2 AC).

    • Foraging & Supply: Foraging in the inner Mire suffers a -4 penalty due to toxic flora. Mercenary units or retainers without sufficient rations face rapid Morale loss.

Mercenary & Logistic Drag

If characters bring light infantry or supply wagons, the marshy terrain quickly bogs them down:

  • Vehicles cannot pass without pioneer units clearing a road (1 mile cleared per day per 50 troops).

  • Troop Morale checks are triggered every 3 days spent in the deep swamp unless high-quality rations or divine domain blessings are present.

4. Key Encounters & Faction Conversions

The Jungle Inhabitants

  • Swamp Lizardfolk Tribes: Re-stat as ACKS II Lizardfolk Warriors (HD 2+1) and Lizardfolk Shaman (HD 4, Divine Spellcaster).

    • Faction Dynamics: They view the Needle as a sleeping god ("The Sky-Spire"). They can be converted into vassal tributaries or cleared out to lower the domain hazard rating.

  • The Mega-Fauna / Jungle Beasts:

    • Giant Constrictor Snakes & Hydra Variants: Use standard ACKS II Monster Stats; apply Armor Penetration rules to large beasts.

The Needle (Extraterrestrial Probe)

Inside the obelisk, standard sword-and-sorcery assumptions shift to ancient technology.

  • Alien Defense Automatons (Constructs):

    • Stats: HD 6 to 8, AC 6 (ACKS II scale), Cleave 2.

    • Special Trait — Kinetic Buffering: Metallic construct hulls gain +2 AC against non-magical slashing and piercing weapons.

  • Energy Traps & Ray Emitters:

    • Resolve laser/plasma traps as Avoidance Throws (1d20 vs. 20+). Damage follows ACKS II Heroic damage scaling (e.g., 6d6 Force damage, save for half).

5. Domain, Treasure & Economy Integration

In ACKS II, XP is earned primarily through gaining wealth and bringing treasure back to civilization.

Treasure & Strange Relics

Convert Mentzer's original sci-fi loot into valuable ACKS II commodities, trade goods, and arcane components:

Original Item / RelicACKS II Equivalent & ValueDomain & Campaign Utility
Alien Power Cells / CrystalsRare Mineral Trade Good (5,000 gp each) or Arcane Repertoire CatalystCan be sold to Mage Guilds for XP or used as power sources for magical research/construct crafting.
Metal Alloy PlatingExotic Metal Trade Goods (10,000 gp total haul)Reduces stronghold construction costs by 20% if reclaimed by dwarven or master engineers.
Alien Defense MatrixWonder / Domain ArtifactOnce repaired via Engineering proficiency checks, acts as an automated ballista/defense tower (+2 Security to the hex domain).

Hex Clearing & Domain Founding

  • Clearing the Hex: Eliminating the wandering threats and the alien defense system successfully clears the 6-mile hex.

  • Land Value & Domain Investment:

    • The hex yields high-value timber, exotic dyes, and rare herbs, establishing a Base Land Revenue of 4 gp per 9 gp (higher than average due to rare jungle exports).

    • Domain Morale Impact: Unearthing alien horrors without properly consecrating or securing the site causes a -2 Domain Morale penalty among peasant settlers due to superstitious fear. A Divine caster must perform a formal Consecration ritual to normalize peasant morale.

6. Judge’s Master Checklist

  1. Prep the Hex-Crawl: Map a 3-hex radius around the Needle using ACKS II wilderness rules. Assign encounter frequencies (1 in 6 per watch).

  2. Track Encumbrance & Rations: Enforce strict ACKS II slot/weight encumbrance for tech salvage—alien gear is heavy and awkward to haul through swamps.

  3. Mortal Wounds: Remind players that alien plasma weaponry inflicts severe negative HP penalties, altering survival rolls on the ACKS II Mortal Wounds Table.

Here are the full ACKS II stat blocks for the alien constructs and a hex-by-hex wilderness key for the surrounding jungle, structured specifically for your campaign.

Part 1: ACKS II Alien Automaton Stat Blocks

The constructs inside the Needle operate on unknown technological principles. In ACKS II, they are classified as Constructs (Automata). They are immune to sleep, charm, hold, poison, disease, and mind-affecting effects.

1. Sentinel Drone (Minor Defense Unit)

Small, hovering metallic spheres that patrol the inner corridors of the Needle, emitting high-pitched hums before discharging lethal force arcs.

  • Monster Type: Construct (Automaton)

  • Armor Class: 5 (equivalent to plate armor / hardened alien hull)

  • Hit Dice: 3d8+3* (16 hp)

  • Attacks: 1 × Force Ray (Range 60’, +3 to hit, 2d6 damage)

  • Movement: 120’ (40’) Flying

  • Saving Throws: Fortitude 13+, Ref 11+, Will 15+ (Construct)

  • Morale: +4 (Unwavering / Fearless)

  • AL: Neutral

  • XP: 120

  • Special Abilities:

    • Hover & Fly: Ignores ground terrain penalties and pit traps.

    • Targeting Scan: Receives a +2 bonus to hit against targets wearing metal armor (conductive targeting).

2. Aegis Enforcer (Heavy Defense Construct)

Bipedal, seven-foot-tall automatons made of an unpolished, iridescent alloy. Designed to purge biological containment breaches within the Needle.

  • Monster Type: Construct (Automaton)

  • Armor Class: 7 (equivalent to plate + shield / exotic alien alloy)

  • Hit Dice: 7d8+14 (45 hp)

  • Attacks: 2 × Heavy Slam (+7 to hit, 1d10+3 damage, AP 1) OR 1 × Plasma Arc (Range 90’, 4d6 fire/force, Ref 14+ for half)

  • Movement: 90’ (30’)

  • Saving Throws: Fortitude 11+, Ref 13+, Will 13+

  • Morale: +4

  • AL: Neutral

  • XP: 1,250

  • Cleave: 2

  • Special Abilities:

    • Kinetic Buffering: Takes half damage from non-magical blunt, piercing, and slashing attacks.

    • Overclock Discharge (1/day): When reduced below 15 hp, releases an omnidirectional shockwave in a 15’ radius. All adjacent creatures take 3d8 Force damage (Avoidance / Ref 14+ for half).

3. The Core Apex / Unit 00 (Boss Construct)

The central defense mainframe of the Needle's command chamber. A towering, multi-limbed crystalline/metallic monstrosity suspended over the power matrix.

  • Monster Type: Construct (Automaton)

  • Armor Class: 9

  • Hit Dice: 10d8+30*** (75 hp)

  • Attacks: 4 × Manipulator Claws (+10 to hit, 2d6+4 damage) OR 2 × Disintegration Pulse (+10 to hit, 6d6 Force damage, range 120’)

  • Movement: 30’ (10’) (Crawling/Tethered)

  • Saving Throws: Fortitude 9+, Ref 11+, Will 11+

  • Morale: +4

  • AL: Neutral

  • XP: 3,800

  • Cleave: 3

  • Special Abilities:

    • Energy Shielding: Gains 20 temporary hit points at the start of each round until the central power conduits (4 node crystals around the room, AC 3, 10 hp each) are destroyed.

    • Mortal Wound Hazard: Damage inflicted by the Disintegration Pulse applies a -4 penalty to rolls on the ACKS II Mortal Wounds Table if a character is reduced to 0 hp or lower.

Part 2: Hex-by-Hex Jungle Key (The Tenebrous Mire)

The map uses a 6-mile hex grid. The Needle sits at Hex 0404.

       0101 --- 0201 --- 0301 --- 0401
      /    \   /    \   /    \   /    \
    0102 --- 0202 --- 0302 --- 0402 --- 0502
      \    /   \    /   \    /   \    /
       0103 --- 0203 --- 0303 --- 0403
      /    \   /    \   /    \   /    \
    0104 --- 0204 --- 0304 --- [0404] --- 0504  <-- (The Needle)

Random Encounter Table (1 in 6 chance per watch / 4 watches per day)

Roll 1d12:

  1. 1d6 Lizardfolk Hunters (Tracking party)

  2. 1d4 Giant Leeches (Ambush in deep water)

  3. 1 Giant Constrictor Snake (HD 6)

  4. 1d3 Mire Fever Outbreaks (Requires Physical Save 20+ or Sickened)

  5. 1 Sentinel Drone (Patrolling perimeter, 2 miles out)

  6. 2d4 Lizardfolk Warriors with 1 Shaman

  7. 1 Hydra (5-headed) (HD 5)

  8. Quickmud Sinkhole (Trappers/Pioneers notice on 1d6 roll of 1–3; otherwise marchers test Ref 14+)

  9. Abandoned Expedition Camp (1d6 × 100 gp trade goods, rotting supplies)

  10. 1 Aegis Enforcer (Damaged, 50% hp, hunting rogue wildlife) 11–12. No Encounter

Hex Descriptions

Hex 0101: The Outpost Ruins (Border Entry)

  • Terrain: Outer Marsh / Scrub Jungle

  • Description: The crumbling stone remnants of an ancient watchtower mark the border of civilized lands.

  • Details: Ideal site to construct a Border Fort (1,500 gp to repair, provides a supply line base). A local guide named Kaelen (3rd level Fighter) can be hired here for 15 gp/month (knows hexes 0102 and 0202).

Hex 0202: The Black Tooth Sinkhole

  • Terrain: Deep Mangrove Swamp

  • Description: A vast, bubbling tar pit littered with petrified wood and megafauna bones.

  • Details:

    • Resource: The tar can be harvested as a raw Trade Commodity (Pitch/Tar worth 800 gp per month if a domain labor team is assigned).

    • Hazard: 1d4 Tar Elemental/Ooze variants lurk beneath the surface.

Hex 0303: Sunken Shrine of the Serpent

  • Terrain: Dense Swamp / Overgrown Ruins

  • Description: A partially submerged stone ziggurat inhabited by the Sha-Kesh Lizardfolk Tribe (Population: ~120 warriors, led by High Shaman Vraask).

  • Faction Dynamic:

    • The tribe worships the Needle in Hex 0404 as "The Sky-Spire of the Iron God."

    • Reaction: Neutral. If treated with respect (or bribed with 500+ gp of steel weapons), Shaman Vraask reveals that "iron spirits with glowing eyes" kill anyone who touches the spire's base.

    • Domain Prospect: Can be subdued into a Tributary Vassal Tribe (yielding 100 gp/month in exotic pelts/spices) or cleared out to lower hex danger.

Hex 0404: The Needle (Central Objective)

  • Terrain: Cleared Crater / Overgrown Alien Plinth

  • Description: A 300-foot-tall, smooth, jet-black stone obelisk sticking out of a glassified impact crater at an odd 70-degree angle. Vegetation refuses to grow within 100 yards of its base.

  • Key Features:

    • The Entrance: A hair-line seam on the southern side opens when an organic body approaches within 10 feet, revealing a metallic airlock chamber.

    • Perimeter Defense: 2 Sentinel Drones hover around the upper crown of the needle.

    • Domain Clearing Condition: To clear this hex for domain settlement, characters must breach the inner core, destroy or reprogram The Core Apex, and neutralize the security grid.

Hex 0504: The Sinking Ridge

  • Terrain: High Jungle Ridge / Ironwood Forest

  • Description: Elevates above the swamp waters, providing a clear view of the surrounding Mire.

  • Details:

    • Contains a rare stand of Ironwood Trees (Valuable Domain Lumber Source: +1,000 gp per month to domain revenue once cleared and settled).

    • Inhabited by a territorial Wyvern (HD 7) nesting at the highest point.

Domain Revenue Summary for Clearing the Region

If the party clears Hexes 0101 through 0504 and establishes a domain:

  • Base Land Revenue: 4 gp per family (Rich frontier exports: Ironwood, pitch, exotic dyes).

  • Special Hex Revenue: Up to +1,800 gp/month in trade commodities once infrastructure (logging/pitch harvesting) is funded.

  • Domain Security: Base 0 (+2 once Needle Defense Matrix is reclaimed and repaired by an Arcane/Engineering Specialist).

Friday, February 7, 2025

OSR Review & Commentary On 'The Pay What You Want' Malcon's Tome of Artifacts By Joseph Mohr For OSRIC & Other OSR Systems

 "This is an OSRIC supplement."

"This volume brings you a selection of some of the most powerful, and most dangerous, artifacts and relics in Zanzia."

"These ancient treasures are priceless. They may also be quite lethal both to the owner and those around them. These rare objects are the subjects of legends sung by bards in taverns all over Zanzia and even beyond. Many of these objects have never been found. Their very existence may just be a legend. No one really knows for sure."

'The Pay What You Want' Malcon's Tome of Artifacts By Joseph Mohr is a thirty six pages of artifacts & magic items of legend & lore. This supplement is jam full of legendary artifacts perfect to inject as a rumors or legends told around a tavern fire. 
These items are also perfect to inject at the center of a campaign as goals of quests or as center pieces of adventures. What these do is to add colour and campaign value to an old school or OSR adventure. 
Does 
Malcon's Tome of Artifacts live up to it's time for you as a player or DM to download?! Yes, this tome works very well for an Advanced Dungeons & Dragons 1st edtion or OSRIC rpg style games. Malcon's Tome of Artifacts works very well for other games such as Castles & Crusades rpg. Because let's face it Castles & Crusades can always use a few more artifacts and powerful magic items to inspire OSR campaigns. 
The layout and design of Malcon's Tome of Artifacts is veru well done. The font is easy to read & easy on the eyes as well. The artifacts are not too overwhelming if the DM keeps an eye on them. And doesn't over do it adding in powerful and highly dangerous magic items. 

Seriously there's some campaign wreckers in this tome. And many of these items are connected to deeper artifact background that can easily be exploited by the dungeon master. 
The thing is that Malcon's Tome of Artifacts fits a niche within a campaign and the DM needs to respect that point of his or her campaign. 
As a pay what you want title 
Malcon's Tome of Artifacts By Joseph Mohr is a great little supplement for the DM who needs another supply for artifacts and powerful magic items for thier games! 

Thursday, December 21, 2023

Review & Commentary On Warrens of the Great Goblin Chief (Revised and Expanded Edition) By Dominick Pelletier From Johnny Rook Games, LLC For Your Old School Campaigns

 "A wagon containing the estate of a recently deceased thief has gone missing on its way down The Great Copperdawn Road somewhere between Glen's End and the town of Westgate. The local tax assessor hires the PCs to seek it out and recover some its...more valuable cargo. The task seems easy enough! Still, rumors abound of bandits, goblins, and all other manner of strange creatures in the area as possible dangerous suspects to the disappearance." 




"As the search begins, the PCs discover that they are not the only ones looking for this wagon. Assassins, cultists, knights, and soldiers are also on the hunt. The PCs quickly find themselves entangled in a web of intrigues on all sides. A truth must be uncovered involving stolen magic, betrayl, foul humanoids, and ultimately a journey deep inside The Warrens of the Great Goblin Chief!"

 Warrens of the Great Goblin Chief (Revised and Expanded Edition) By Dominick Pelletier is a highly unusual animal in the world of OSR adventure modules. Why?! Because this is a 1st level mini adventure campaign and it clocks in at a hundred and thirty two pages. Warrens is actually very good even at an extensive one thirty two pages of adventures. What makes Warrens so good is the content and the encounters. This is a mini OSR module campaign that has everything a DM needs:


1 96-page Adventure module

1 36-page Game Master Companion

1 3'x2' double-sided poster map

And this also includes weather tables, a fleet of NPC's that are actually centered around the module, calender of weather events, notable encounters, and much more. 
Encounters are balanced but lean a bit on the deadly side as is the old school way. This Warrens can be dropped whole cloth into an existing campaign setting and then run from the ground up. The author is on point, the layout is well done, the fonts actually readable, and whole module is worth the material it's printed on. 
The focus here is on the adventure's plot and it ensnares the player's PC's quite early. And this means keeping the player's interest in spades. There is everything here from social encounters to full on dungeon crawling. And it's handled effectively. This makes 
 Warrens of the Great Goblin Chief excellent for OSRIC or even Castles & Crusades. And especially a Castles & Crusades game set in Greyhawk being run with the C&C  system. 

But what makes Warrens fun and unique is that all of this action is taking place at first level! That means that there's a Hell of a chance of the player's PC's getting themselves in over thier heads. 


























Warrens of the Great Goblin Chief is an unusual beast of a module allowing it too straddle it's social encounters with dungeon crawling later on. And it's a great 1st level adventure that never assumes it's player's PC's for granted by having it's NPC's over shadowing the plaeyer's PC's at anytime. And make no mistake Warrens of the Great Goblin Chief  is a mini campaign and a very well done one at that. 

Thursday, December 14, 2023

Review & Commentary On Severed Fate By John Keefe and Laurel Nicholson From Smoldering Dung Games For Your Old School Or OSR Campaigns

 "Barely 100 feet away, the repulsive and terrifying monster Furythorn steps into the compound littered with burning corpses. He hasn’t seen you yet, but he will soon. There's no escape. Your band of adventurers are the last ones to stop his destruction and killing.


You ready your weapon, watching bursts of flames erupt from his body. Hideous pus-oozing burns cover his face.

As night deepens, one of his hulking minions spots you and points, grunting. Seeing your group of warriors, Furythorn laughs a chilling cackle, spewing pus into the evening air. “There you are cowards. I’ve been waiting for you.” He holds out his arms. “Come to me and die!”



Kranna, the wizard’s apprentice feverishly clutches the spell components beneath her cloak. “He must die tonight. Otherwise he’ll destroy the whole northern half of the isle.” The only response is the sound of blades pulled from their sheathes. As you charge forward, embers from the monster’s burning flesh float above you in the wind." 


Severed Fate By John Keefe and Laurel Nicholson is a 1st level adventure for five to seven player's PC. Severed Fate is well done 1st or 2nd level adventure for beginning or  experienced players. Severed Fate can be dropped into any campaign & works very well with campaigns with wilderness focuses. And it has as it's central focus an impressive NPC and lots of twists and turns. 
Severed Fate is very much grounded in the old school tradition with some mature themes but it's also grounded into the OSR's more modern aspects. The good aspects of this module are that if run solidly with a good group of players this adventure will cement the touchstone for an exciting campaign. The layout is well done, the fonts easy to read, and the material well done OSR solidly adventure. 
Encounters in Severed Fate can be and are deadly for a group of players who are not used to the fact that death is always waiting around the corner. And in this OSR module  this is never more true. 
The writing is solid for it's seventy two pages and is easily fitted into your old school or OSR campaigns. And this makes this adventure ideal for OSRIC! Drop this adventure in right after B2 Keep on The Borderlands. 



























Could Severed Fate be used easily with other OSR systems?! Short answer, yes. This module  could be combined with Castles & Crusades without much fuss. And infact if the DM wanted this module could easily be dropped into Greyhawk or similar campaigns running C&C as it's main system. 
The reasons for this are the focus on the wilderness, the NPC's, flexible locations, and more. Severed Fate is well thought out and needs more leads into it's own campaign setting though. This isn't a criticism however only a minor point of contension on my part as a DM. Over the team of 
 John Keefe and Laurel Nicholson who once worked for Mayfair Games as a part of the Role Aids adventure modules.The quality of Severed Fate continues this tradition in spades.