Sunday, November 8, 2026

OSR Review & Commentary 0n Expanded Goblinoids — A Shadowdark Supplement (by James Mishler and Jodi Moran-Mishler)

 Expanded Goblinoids — A Shadowdark Supplement (by James Mishler and Jodi Moran-Mishler) is a 60-page third-party tabletop expansion designed for Kelsey Dionne's Shadowdark RPG.



Where Shadowdark’s base rules focus on lightweight, streamlined dungeon crawls, this supplement intentionally dials up the mechanical depth and campaign options, shifting the system's feel from simple "Basic" style rules toward an "Advanced" OS/OSR framework.

 Key Mechanics & System Impact

1. Advanced Complexity Scale

The creators include a clear design notice: this book explicitly adds complexity. It expands procedural mechanics for wilderness survival, dungeon encounters, lair generation, and faction hierarchy while introducing distinct sub-types and variations to classic standard enemies.

2. Player Character Options

  • Goblin-Blood Ancestries & Backgrounds: Expands character creation options for players wanting to run goblinoid PCs or characters with goblinoid lineage, featuring unique backgrounds and mechanical quirks.

  • Fiend-Speaker Class: A full spellcasting class centered on pacts, dark rites, and fiendish patrons tailored for dark fantasy settings.

  • Goblinoid Weapons: Specialized weaponry crafted for and by various goblinoid tribes.

 Expanded Bestiary & Factions

The core of the book provides structured stat blocks, societal details, and mutation tables across six distinct goblinoid sub-types (including Kobolds, Goblins, and Orcs).

Enemy Hierarchy Archetypes

For each sub-type, the book provides scaling combat options:

  • Whelps & Commoners: Minion and baseline variants.

  • Bullies, Bosses, Clan Chiefs, & Tribal Kings: Tactical leaders and elite variants designed for high-stakes lair encounters.

  • Mutants & Fiend-Speakers: Three unique mutant variations and dark spellcasting commanders for each sub-type.

Additional Monsters & Hazards

  • Slimes & Oozes: Includes entries for Gloops, Green Slime, and Sanguine Slime.

  • Mounts & Beasts: Stat blocks and rules for Worgs and war beasts.

 Tables & DM Toolkit

  • Clan, Tribe, & Horde Generators: Procedural tables for building unique goblinoid factions, including a Non-Goblinoid Leader Table (e.g., ogres or evil magic-users ruling over a horde).

  • Lairs & Treasures: Specific hoard structures and loot tables customized to goblinoid cultures.

  • Names, Epithets, & Quirks: Quick-roll tables to instantly flavor NPCs during live play.

  • Wilderness & Dungeon Encounter Tables: Ready-to-use random tables formatted for Shadowdark's exploration mechanics.

 Compatibility

Although written specifically for Shadowdark RPG, the stat profiles and tables are built on classic OSR math. They can be easily adapted to AD&D 1e, Basic/BECMI, B/X, Castles & Crusades, or similar retroclones with minimal effort.

Ever since I was a snot nosed kid and I started playing original Dungeons & Dragons I've loved Goblins.  Expanded Goblinoids — A Shadowdark Supplement (by James Mishler and Jodi Moran-Mishler) takes the premise and really gives the DM a whole cloth well written tool kit for taking his or her player's PC's right down to Goblin town. 
This classic take on the goblin as monster and more really brings home some of the well known tropes of the goblins then makes them usable at the table top levels. This is an excellent supplement if a DM wants to allow the goblins some depth at their Castles & Crusades rpg. Why because we get an entire slice of goblinoid society to play with: 
  
Details on all six goblinoid sub-types, including Description, Society, and sub-type Mutations, plus stats for Whelps, Common Goblinoids, Bullies, Bosses, Clan Chiefs, Tribal Kings, three distinct Mutants, and Fiend-Speakers for each sub-type:

Kobolds
Goblins
Orcs
Hobgoblins
Gnolls
Bugbears
Worgs
With one swipe we get the whole cloth of breath of goblin kind and this adds an entire monster type to our Shadowdark or Castles & Crusades games. Can you do a Goblinslayer style campaign with Expanded Goblinoids?! Yes, do you want too?! The world is open to bring these monsters into your OSR games a whole cloth menace. 

Saturday, November 7, 2026

OSR Module Campaign Commentary - D1-2: Descent into the Depths of the Earth using Adventurer Conqueror King System II (ACKS II) Combined With ACKS II rpg

 Running Gary Gygax’s classic megadungeon modules D1-2: Descent into the Depths of the Earth using Adventurer Conqueror King System II (ACKS II) transforms a straightforward dungeon crawl into a campaign of logistics, domain warfare, subterranean colonization, and trade empire building. This blog post picks right up from OSR Module Campaign Commentary - Combining S4 The Lost Caverns of Tsojcanth and W4 The Forgotten Temple of Tharizdun With ACKS II rpg





While AD&D 1E treats the passage through the Underdark as a continuous linear skirmish against drow patrols, ACKS II mechanics fundamentally alter how this adventure plays out. The system provides strict rules for Supply & Load (Supply Track), Domain & Market Operations, Cleave Mechanics, and Warfare (via Domains & Monster Throngs).

Here is a breakdown of how to run and expand D1-2 for ACKS II.

1. System Mechanics & Mechanical Conversions

ACKS II relies on precise mathematical conversion from AD&D 1E:

Armor Class & Throws

  • Armor Class: Convert 1E AC to ACKS II using $\text{ACKS AC} = 9 - \text{1E AC}$.

    • Example: A Drow in chainmail + shield with AC 2 becomes ACKS AC 7.

  • Attack Throws: Drow and elite subterranean combatants use standard ACKS II combat progressions (Fighters/Crusaders). Drow hit die numbers stay the same, but gain Cleaves equal to their level or HD.

  • Saving Throws: Map AD&D saves directly to the 5 ACKS II categories: Blast/Breath, Lethal, Poison, Spells, or Devices.

Drow Poison & Magic Items

  • Drow Sleep Poison: Resolves as a Save vs. Poison. A failed save causes unconsciousness for $2\text{d}4$ hours.

  • Underdark Metal Decay: Drow $+1$ to $+3$ adamantite weapons and armor decay when exposed to direct sunlight (losing $+1$ bonus per day until becoming mundane iron). In ACKS II, these count as Artisan Quality or Minor Magic Items while underground, giving high trade value within the Underdark market economy.

2. Supply, Exploration & Logistics

In D1-2, the party travels through miles of lightless, damp primary and secondary passages. In standard 1E, encumbrance is often hand-waved; in ACKS II, supply management makes subterranean travel a survival puzzle.

┌────────────────────────────────────────────────────────────────────────┐
│                        PRIMARY UNDERDARK PASSAGES                      │
│                                                                        │
│  [ Surface Outpost ] ──(1 Hex / 6 Miles)──► [ Drow Checkpoint Hex D3 ]  │
│                                                     │                  │
│                                             (Mercantile Trail)         │
│                                                     ▼                  │
│  [ Vault of the Drow ] ◄──(Kuo-Toa Waters)── [ Shrine of the Kuo-Toa ] │
└────────────────────────────────────────────────────────────────────────┘
  1. Supply Rations & Water:

    • Fresh water is rare; much of the underground water is contaminated or brackish. Characters require standard ACKS II water/rations.

    • Carrying capacity mandates using pack lizards, porters, or subterranean beasts of burden.

  2. Marching & Navigation (Dungeon & Wilderness Merged):

    • High-tier passages count as Difficult Underground Terrain.

    • Exploration shifts between Turn-based Delving (inside cavern encounters like Hex D3 or the Kuo-Toa Shrine) and Hex Crawling (6-mile hexes through primary tunnels).

    • Navigating Throws: A party without a subterranean guide or specialized proficiency (Underdark Navigation, Spelunking) must make daily Navigation Throws to avoid getting lost in looping secondary tunnels.

3. The Underdark Economy & Mercantile Operations

ACKS II features robust market and trade rules. In D1-2, Drow merchant trains and slave convoys move between the surface and the Vault of the Drow.

Underdark Market Modifiers

Treat the Kuo-Toa Shrine (D2) and Drow Outposts as small-to-medium markets:

CommodityDemand ModifierRationale
Grain / Foodstuffs$+3$ (High Demand)No arable land; surface crops are luxury goods.
Common Wood / Lumber$+3$ (High Demand)Used for shaft supports, scaffolding, and shields.
Fungi, Spores & Lichen$-2$ (Low Demand)Abundant local production.
Slaves / Servants$-1$ (Moderate Supply)Active slave trade by Drow and Kuo-Toa.
Rare Metals / Adamantite$-2$ (Low Demand)Locally mined and forged.

Merchant Convoys & Caravans

When the party encounters a Drow Merchant Train, treat it as an active trade node:

  • Loot & Cargo: Convoys carry trade goods (surface surface lumber, silk, wine, or subterranean gems/ores).

  • Tactical Value: Capturing a Drow trade train grants high-value ACKS II trade units, but instantly alerts neighboring Drow garrisons, raising the Local Suspicion / Alert Level.

4. Expanding D1-2 into ACKS II Domain Play

The original module is designed for High-Level PC infiltrators. In ACKS II, level 9–14 PCs are Conquerors and Kings. They shouldn't just be 4–6 adventurers sneaking down a corridor—they will likely bring an army, establish strongholds, and claim territory.

                     ┌───────────────────────────────┐
                     │    Surface Realm / Domain     │
                     └───────────────┬───────────────┘
                                     │ (Forward Supply Lines)
                                     ▼
                     ┌───────────────────────────────┐
                     │  Underdark Garrison / Fort    │
                     │   (Hex D3 Checkpoint Base)    │
                     └───────────────┬───────────────┘
                                     │
             ┌───────────────────────┴───────────────────────┐
             ▼                                               ▼
┌───────────────────────────┐                   ┌───────────────────────────┐
│ Domain Action: Colonize   │                   │ Domain Action: War        │
│ Fortify secondary tunnels │                   │ Siege on Shrine of        │
│ & extract mineral veins   │                   │ Kuo-Toa (Module D2)       │
└───────────────────────────┘                   └───────────────────────────┘

Expanding Encounter Areas into Strongholds

  • Hex D3 Checkpoint: In the module, this is a Drow guard station. In ACKS II, turning Hex D3 into a Subterranean Forward Operating Base (FOB) allows PCs to secure a domain footprint underground.

    • Cost to fortify: Standard ACKS II construction costs ($10,000–$50,000\text{ gp}$ to stone-seal tunnels, install portcullises, and set ballistas).

    • Garrisoning: Requires mercenary light infantry, crossbowmen, and dwarven sappers.

  • The Kuo-Toa Shrine (D2): The shrine complex functions as an Underdark Urban Domain / Vassal State.

    • The Kuo-Toa hate the Drow but trade with them out of necessity. High-level PCs can use Diplomacy / Domain Intrigue to incite a Kuo-Toa rebellion against the Drow, turning the shrine into an allied trading domain rather than simply massacring the inhabitants.

Mass Combat & Domain Warfare

When Drow counter-attack forces or Kuo-Toa war bands mobilize, resolve the battle using ACKS II Campaign Warfare Rules:

  • Drow Platoons: High-morale, high-initiative light infantry equipped with hand-crossbows (ranged volley capabilities) and sleep-poisoned bolts.

  • Bugbear Shock Troops: Heavy infantry auxiliaries used by Drow commanders to breach PC phalanxes.

  • Kuo-Toa Levies: Mixed polearm/spear infantry backed by high priests (Crusader/Cleric equivalent) utilizing area-of-effect defensive magic.

5. Campaign Progression (The GDQ Arc in ACKS II)

Using ACKS II rules turns the G-D-Q mega-campaign into a grand strategic campaign:

  1. G1-3 (Giants): The PCs defeat the giant leaders on the surface and uncover the Drow conspiracy.

  2. D1-2 (Descent): PCs establish an underground campaign theatre. They clear tunnels, secure supply lines, build fortified subterranean outposts, negotiate trade treaties with Svirfneblin or Kuo-Toa, and choke off Drow supply routes to the surface.

  3. D3 (Vault of the Drow): PCs march armies or elite strike-teams into the Vault, engaging in noble house politics, factional domain warfare, and economic sabotage.

  4. Q1 (Queen of the Demonweb Pits): The planar finale, where realm-level magic and divine ascension mechanics take center stage.

Summary Advice for the Judge

  • Track Encumbrance & Light: Enforce torch/lantern consumption and supply slots. Darkness in the Underdark is a lethal tactical hazard.

  • Embrace Cleaves: PC Martial classes (Fighters, Dwarven Vaultguards) will chew through minor Drow/Bugbear skirmishers quickly due to ACKS II Cleave rules. Counter this by utilizing Drow ranged ambushes, darkness spells, choke points, and tactical retreats.

  • Reward Domain Thinking: If the players want to mine the rich iron and gem veins mentioned in the module text, let them bring down miners, set up domain infrastructure, and defend their claims against Underdark raiders.