Monday, May 11, 2026

OSR Commentary - Adapting AX2: Secrets of the Nethercity For ACKS II rpg & Barrows & Borderlands Rpg

 Adapting Secrets of the Nethercity—a sprawling, "classic-style" underworld crawl—to Adventurer Conqueror King System II (ACKS II) is a match made in gaming heaven. Both share a love for high-lethality exploration and meticulous underworld ecology.



Since Secrets of the Nethercity was designed for a similar OSR chassis, the conversion is less about rewriting the book and more about mapping the specific "levers" that ACKS II provides for dungeon delving.


1. The Core Conversion: Monsters and NPCs

Most monsters in the module can be used as-is, but ACKS II introduces more nuance in how it handles Hit Dice (HD) and Special Abilities.

  • Attack Throws: Calculate the Attack Throw based on the monster's HD using the ACKS II monster progression (typically starting at 10+ for 1 HD).

  • Saving Throws: Use the ACKS II categories: Blast, Breath, Death, Gaze, Staff, and Wand.

  • Special Abilities: Check the ACKS II Monstrous Manual. If a Nethercity creature has a unique "gimmick," map it to an existing ACKS proficiency or monstrous trait. For example, any necrotic aura should likely require a Save vs. Death.

2. Treasure and Economy

The "Gold to XP" ratio is central to both systems, but ACKS II has a very specific Monthly Revenue and Market Class logic.

  • The GP/XP Ratio: ACKS II generally assumes $1 \text{ gp} = 1 \text{ XP}$. If the treasure hauls in the module seem too high for your desired leveling speed, scale them down by 20–30%.

  • Appraisal: Use the ACKS II Appraisal proficiency rules for the various statues and relics found in the Nethercity. This adds a layer of tension—do the players risk carrying a heavy statue that might be worthless lead?

3. Navigation and Lighting

ACKS II treats the "Dungeon Move" as a primary resource.

  • Mapping & Movement: Ensure you are tracking movement in 10-minute turns.

  • Light Sources: ACKS II is stricter about light. The deep, airless vaults of the Nethercity should emphasize the weight of oil and torches. If the party runs out of light, use the Mishaps and Calamities table.

  • Dungeon Procedures: Use the ACKS II Dungeon Exploration flow:

    1. Wandering Monster Check (usually 1-in-6 every 2 turns).

    2. Check for Exhaustion (every 5 turns of movement).

    3. Check for Light/Resource depletion.

4. Proficiency Checks

Secrets of the Nethercity often asks for "Ability Checks" or "X-in-6" chances. In ACKS II, these should be converted to Proficiency Throws.

  • Searching: Use the Sensing or Finding Hidden Doors mechanics (usually 18+ on 1d20, modified by the Mapping or Dungeon Engineering proficiencies).

  • Trap Disarming: Map all mechanical traps to the Traps proficiency. If a character lacks it, they generally cannot attempt a disarm beyond simple "prodding with a 10-foot pole."

5. The "Conqueror" Transition

The Nethercity is unique because it isn't just a hole in the ground; it’s a subterranean urban environment. As players hit higher levels (Level 5+), lean into the Domain Management rules of ACKS II.

  • Clearing Levels: Once a level is "cleared," players might want to establish a Sanctum or a Hideout within the ruins.

  • Henchmen: The Nethercity is deadly. Encourage players to use the ACKS II Mercenary and Specialist rules to hire torchbearers and man-at-arms. Managing a 20-person expedition into the deep city is very "on-brand" for ACKS.


Summary Table for Quick Conversion


Original ElementACKS II Equivalent
Armor Class (AC)Descending to Ascending (or leave as-is if using ACKS II descending options).
Saving ThrowsMap to the 5/6 ACKS II categories.
Skill ChecksProficiency Throw (usually 18+ or 14+ with proficiency).
EncumbranceUse the Stone system (essential for the heavy loot in the city).
Morale2d6 check (crucial for the many factions in the Nethercity).

Adapting Secrets of the Nethercity to Burrows & Borderlands (B&B) shifts the tone from a traditional "human-centric" dungeon crawl to a high-stakes, small-scale epic where the environment itself is a colossal antagonist. This blog entry picks up from OSR Commentary - AX3 Capital of the Borderlands (revised edition) By Alexander Macris, & Newton Grant For Adventurer, Conqueror, King II



In B&B, your players are brave rodents and small mammals. The sprawling "Nethercity" isn't just an ancient ruin; it’s a terrifying, cavernous underworld where a simple cracked pipe is a waterfall and a stray housecat is a legendary dragon.


1. Scaling the Environment

The most immediate change is Scale. To a mouse or shrew, the vaulted ceilings of the Nethercity feel like the sky.

  • The "Giant" Problem: The "giants" who built the city are humans. Most of the original inhabitants of the Nethercity (if they were humanoids) should be treated as Colossi.

  • Verticality: B&B emphasizes climbing and gliding. Use the rubble and "giant" furniture of the Nethercity as 3D platforming challenges. A staircase isn't just a path; it’s a series of treacherous cliffs requiring Athletics or Agility checks.

  • Hazards: Standard dungeon traps (darts, pits) become much more lethal at a small scale. A 1-inch deep puddle is a pond; a drafty hallway is a gale-force wind.

2. Creature Conversions

You’ll need to re-skin the Nethercity’s bestiary to fit the "Animal Adventurer" theme.

Original MonsterB&B EquivalentNotes
Goblins/KoboldsRats or WeaselsThe primary rival factions. Weasels are more elite/predatory.
Zombies/SkeletonsBlighted InsectsUse the "Blight" or "Infection" themes. Undead mice are tragic; giant, rotting beetles are terrifying.
GhoulsStarved FerretsFast, relentless, and unnervingly flexible.
The "Boss" MonstersStray Cats or OwlsThese are Tier 4 threats. A single owl in a high-domed chamber is a campaign-ending boss.

3. Loot and Scavenging

In B&B, gold coins are heavy, impractical, and often useless. The "Gold to XP" mechanic should be replaced with Scrap and Provisions.

  • Valuable Items: Instead of jewelry, players find Shiny Bits (buttons, needles, glass shards). A rusted sewing needle is the equivalent of a +1 Longsword.

  • Provisions: High-quality food (dried berries, a hunk of "giant" cheese) is more valuable than gold.

  • Armor: Instead of Plate Mail, players find Thimble Helms or Soda-Tab Bracers.

4. Navigational Hazards: The "Darkness"

B&B characters often rely on scent and whiskers, but the Nethercity is unnaturally deep.

  • The Scent-Map: Allow players with high Cunning or specific animal traits to "track" scents through the dungeon. However, the "Ancient Rot" of the Nethercity can overwhelm these senses, acting as a "Scent-Obscuring Fog."

  • Light: Torches are massive logs to a mouse. Players will likely rely on Glow-worms, bioluminescent fungus, or "borrowed" matchsticks.


5. Faction Maneuvering

The Nethercity is famous for its competing factions. In B&B, these should be handled via the Disposition system.

  • The Rat King: A bloated, stationary ruler in the lower levels who controls the flow of "Giant-waste" (garbage).

  • The Bat Scouts: A group of high-altitude observers who offer "Air Support" (information) for a high price in shiny objects.

  • The Insect Hive: A mindless, territorial force that acts as a natural barrier between the "Upper" and "Lower" Nethercity.

6. Mechanical Tweak: Stress and Terror

Because the Nethercity is so alien to surface-dwelling forest creatures, use a Stress or Terror track.

  • Claustrophobia: Spending too long in the "Stone Tunnels" (which don't smell like earth or grass) imposes a penalty to Spirit or Willpower saves.

  • The "Great Silence": The lack of wind and forest noise in the deep Nethercity can be unnerving. Force a check when the party enters a particularly dead/quiet zone.

Sunday, May 10, 2026

D100 Sword & Sorcery Chimera monsters & creatures for OSR Rpgs & Castles & Crusades Campaigns

 In a Sword & Sorcery setting, a chimera isn't just the classic "lion-goat-snake" triad; it is often a blasphemous union of beasts or a sorcerous mishap. Here is a d100 table designed to generate unique, horrific hybrids for your Castles & Crusades campaign. This blog entry picks right up from Two D100 Sword & Sorcery sewer & dungeon encounter tables For Castles & Crusades Campaigns




To use this table, roll once for the Base Form, once for the Grafted Feature, and once for the Primal Essence (the "flavor" of its unnatural origin).

D100 Sword & Sorcery Chimera Generator

d100Base Form (The Body)Grafted Feature (The Weapon)Primal Essence (The Horror)
01-10Great Ape / SilverbackScorpid Tail (Poison Sting)Prehistoric: Smells of musk and tar.
11-20Smilodon / Saber-catBat Wings (Leathery/Tattered)Stygian: Bleeds black, viscous oil.
21-30Giant CrocodileHumanoid Arms (Wielding Iron)Necrotic: Skin is translucent/rotting.
31-40Bull / Minotaur FrameMany-Eyed Head (Beholder-lite)Crystalline: Growths of jagged quartz.
41-50Giant Constrictor SnakeEagle Talons (Ripping Feet)Chaos: Shifts color like a dying sun.
51-60Bear / Cave BearMantis Mandibles (Armor Piercing)Oceanic: Covered in barnacles and slime.
61-70Hyena / Gnoll-beastPorcupine Quills (Reflective)Eldritch: Surrounded by a low hum.
71-80Mammoth / MastodonTentacled Mouth (Grappling)Molten: Internal glow; scorched earth.
81-90Vulture / Terror BirdAntlers of Bone (Goring)Fungal: Spores leak from its seams.
91-00Giant SpiderBoar Tusks (Trampling)Clockwork: Brass gears grind inside.

Quick Stats for C&C Implementation

When dropping these into your game, use these "Standard Chimera" stats as a baseline and modify based on your rolls:

  • HD: 7d8 to 10d8

  • AC: 17–19 (depending on Essence)

  • Attacks: 2 Claws (1d6), 1 Bite (1d10), plus Grafted Feature.

  • Saves: Physical (Str/Dex/Con)

  • Special:

    • Scorpid Tail: Save vs. Poison or take 2d6 additional damage and become paralyzed for 1d4 rounds.

    • Tentacled Mouth: Successful hit requires a Strength Check to avoid being Grappled.

    • Stygian Essence: The creature is immune to non-magical weapons.


3 Ready-to-Use Examples

  1. The Tar-Beast of the Waste (12, 45, 05)

    • Description: A Saber-cat with massive eagle talons instead of paws. Its fur is matted with prehistoric tar that never dries.

    • C&C Tweak: On a successful claw attack, the target must make a Strength Check or be "stuck" to the beast, granting it a +4 bonus to its next bite attack.

  2. The Whispering Devourer (04, 76, 68)

    • Description: A Silverback Ape with a mass of writhing tentacles where its face should be. It emits a constant, vibrating eldritch hum that rattles the teeth of those nearby.

    • C&C Tweak: Any character within 10 feet must make a Wisdom (Charisma) save or suffer a -2 penalty to hit due to the disorienting sonic vibrations.

  3. The Brass-Boar Arachnid (92, 98, 99)

    • Description: A giant spider with the massive, tusked head of a boar. Its joints hiss with steam, and gears are visible through gaps in its chitin.

    • C&C Tweak: When reduced to 0 HP, it explodes in a cloud of scalding steam and shrapnel (3d6 damage, Dex save for half).

Adventure Hook: The Grafting Pits

In the ruins of a prehistoric jungle city, a sorcerer-priest is using "Master-Words" to bind disparate souls into these forms. The players aren't just hunting a monster; they are hunting a prototype for a chimera army.

If they manage to slay one, the "Primal Essence" might be harvested for specialized crafting—such as using the Crystalline hide for a shield that grants a bonus against ray-based attacks.



Saturday, May 9, 2026

Two D100 Sword & Sorcery sewer & dungeon encounter tables For Castles & Crusades Campaigns

 Exploring the depths beneath a decaying city requires a mix of environmental hazards, weird sorcery, and gritty martial threats. This table is designed with an OSR (Old School Renaissance) sensibility, favoring traditional mechanics and a "Dying Earth" or Sword & Sorcery atmosphere.

This blog post picks right up from Detail d100 Sword & Sorcery Random back alley encounters For Castles & Crusades rpg


D100 Sewer & Dungeon Encounters

D100Encounter TypeDescription
01-05HazardMiasma of the Ancients: A pocket of glowing green gas. Characters must save or suffer a temporary penalty to Strength as their muscles soften.
06-10Creature3d6 Giant Rats: Not just rodents, but hairless, scarred scavengers led by a single "Rat-King" with rudimentary telepathy.
11-15NPCThe Dredge-King: A lone hermit sitting on a throne of rusted scrap. He demands a "shiny toll" to pass through his "palace."
16-20EnvironmentalRising Sluice: Heavy iron grates slam shut and the water level begins to rise rapidly. 1-in-6 chance of a jammed lever nearby.
21-25CreatureD10 Drowned Ones: Zombies that are bloated, waterlogged, and surprisingly silent. They attempt to pull victims under the surface.
26-30DiscoveryDiscarded Relic: A tarnished silver locket containing a lock of hair that still feels warm to the touch. Worth 50gp to the right morbid collector.
31-35HazardSlick Moss: A patch of bioluminescent fungus. Any sudden movement requires a Dexterity check to avoid sliding into a deep pit or sewage channel.
36-40CreatureThe Ooze-Stalker: A translucent, gelatinous predator that clings to the ceiling, waiting to drop on the last person in line.
41-45WeirdnessEchoes of Tomorrow: For 1 turn, characters hear their own future conversations echoing from the pipes ahead.
46-50NPCPress-Gang Shadows: 1d4+1 local thugs looking for "recruits" for the city's galley ships or underground fighting pits.
51-55CreatureTrow Scavengers: 1d4 Trow (supernaturally strong, horned humanoids) picking through debris for "surface treasures."
56-60EnvironmentalSteam Vent: A burst of scalding steam from an ancient subterranean boiler. Blocks the path for 1d6 turns.
61-65DiscoverySubmerged Statue: A marble depiction of a forgotten god. Its eyes are rubies, but removing them triggers a localized tremor.
66-70Creature1d3 Carrion Crawlers: Multi-legged scavengers with paralyzing tentacles, feasting on a pile of refuse.
71-75HazardRust-Eaten Catwalk: A metal walkway that groans under weight. Characters in heavy armor have a cumulative 10% chance to fall through.
76-80NPCWounded Sorcerer: A rival adventurer clutching a bleeding side. He offers a minor spell scroll in exchange for a clean bandage and safe passage.
81-85CreatureGhost-Light Will-o'-Wisp: A flickering orb that tries to lure the party into a deep-water siphon or a whirlpool.
86-90WeirdnessThe Gravity Warp: For the next room, "down" is the left-hand wall. All combat and movement are treated as if climbing.
91-95CreatureA Giant Albino Crocodile: A local legend. It has swallowed a brass key necessary to unlock the deepest vaults.
96-00Boss/EliteThe Flesh-Stitcher: A rogue chirurgeon and his two "Masterpieces" (flesh golems). He is looking for fresh "parts" for his next project.

Mechanical Notes for the Table:

  • Traditional Combat: All creatures use standard Hit Points.

  • Light Sources: Several encounters (01, 31, 81) rely on the party's light sources or lack thereof.

  • The Trow: These encounters assume the Trow are a known but dangerous presence, utilizing their supernatural strength to navigate the heavy machinery and debris of the tunnels.

For a Castles & Crusades campaign, these encounters lean into the "Sword & Sorcery" grime of a decaying city. The mechanics utilize the Siege Engine (Attribute Checks) and standard C&C monster scaling.



C&C Sewer & Dungeon Encounter Table (D100)

D100EncounterChallenge Class (CC) / Mechanics
01-101d6 Trow ScavengersHD 2, AC 14, P/P. These horned humanoids possess Supernatural Strength (+3 to damage). They are surly and will trade information for "surface steel" or jewelry.
11-20Miasma of the AncientsCON Check (CL 3). Failure results in the Sickened condition (–2 to all rolls) for 1d4 hours as the heavy, green vapors rot the lungs.
21-30The Drowned Dead (2d4)HD 1, AC 12. As Zombies, but they have the Grab ability. If they hit, the target must make a STR Check (CL 1) or be pulled into the 4ft deep sewage water.
31-40Slick Moss PatchDEX Check (CL 4). A patch of glowing slime. Failure means falling prone. If running or fighting, failure results in sliding 2d10 feet into a channel or pit.
41-501d3 Carrion CrawlersHD 3, AC 17. Their tentacles require a CON Check (CL 3) or the victim is paralyzed for 2d4 turns. They prefer to drag paralyzed prey into small wall-pipes.
51-60The Rat-King's SwarmHD 4 (Swarm), AC 11. A mass of rats guided by a hive mind. Instead of a standard attack, they deal 1d6 auto-damage to anyone in their space. WIS Check (CL 2) to resist a Fear effect from their chattering.
61-70Rising Sluice TrapSTR Check (CL 5) to hold the heavy iron gate open, or a DEX Check (CL 3) to jam the mechanism with a crowbar/weapon before the room fills with water in 3 rounds.
71-80Dredge-King (Level 4 Rogue)HP 22, AC 15. A crazed NPC who knows the "secret paths." He demands a "Kings Ransom" (at least 10gp) to prevent him from whistling and alerting every monster in the sector.
81-90Giant Albino CrocodileHD 5, AC 16. A beast of the "Dying Earth" era. Its hide is resistant to non-magical fire. It targets the smallest party member first, attempting to bite and retreat into deep water.
91-00The Flesh-Stitcher & GolemChirurgeon (Level 5 Wizard), Golem (HD 6, AC 18). The "Stitcher" uses Hold Person and Sleep to harvest "materials." The Golem is immune to mind-affecting magic.

Integration & The Siege Engine

  • Attribute Checks: When a character faces a hazard (like the Slick Moss), use the standard Base 12 (Prime) or Base 18 (Non-Prime) plus the Challenge Level (CL) indicated in the table.

  • The Trow: Use their supernatural strength to justify them throwing heavy debris or forcing doors that the players find "stuck." In C&C terms, they treat their Strength as a Prime Attribute for all physical contests.

  • Encumbrance: In these cramped, wet environments, emphasize the EV (Encumbrance Value). Characters carrying "Heavy" loads should have a –2 penalty to DEX checks made to avoid falling into the sluice channels.

Atmosphere

Keep the descriptions "Dying Earth" flavored: the masonry is crumbling, the water is a brackish violet, and the air smells of ozone and ancient rot. Magic is rare and dangerous; if a player uses a spell in the sewers, consider a 1-in-12 chance that the "Echoes of Tomorrow" (the pipes