Saturday, April 4, 2026

OSR Adventure Commentary- Dark Tower By Paul (now Jennell) Jaquays 1979. Levels 7-11 Adapted To Castles & Crusades rpg campaign


Dark Tower (1979) by Paul (now Jennell) Jaquays is widely considered one of the "holy grails" of old-school dungeon design. Originally published by Judges Guild for AD&D, it earned a legendary reputation for its complex verticality, non-linear exploration, and faction-based gameplay.

For Castles & Crusades (C&C) players, the module is a natural fit because C&C is designed to be mechanically compatible with early editions. Here is a breakdown of the module and its specific presence in the C&C ecosystem.


1. The Core Narrative

The adventure centers on a centuries-old "Cold War" between two gods: Mitra (the god of Law/Sun) and Set (the god of Evil/Serpents).

  • The Setting: The village of Mitra’s Fist sits atop a buried mountain pass. Unbeknownst to most, two massive towers—one white (Mitra) and one black (Set)—were buried during a divine cataclysm and now exist entirely underground.

  • The Hook: The villagers are cursed with immortality but live in a state of stagnant decay, secretly ruled by a cult of Set.

  • The Goal: Players must navigate the social web of the village, delve into the four levels of the dungeon, and eventually infiltrate the towers to break the stalemate or claim the relics within.

2. Why it’s Famous: "Jaquaying the Dungeon"

The term "Jaquaying" (coined by The Alexandrian) refers to the design techniques pioneered in this module:

  • Non-Linearity: There are multiple entrances to the dungeon and numerous "loops" and secret paths between levels.

  • Verticality: You don't just go "down"; you climb up into buried towers from the bottom of the dungeon or rappel down shafts that skip levels entirely.

  • Faction Play: The dungeon isn't a static collection of monsters. The followers of Set and the remnants of Mitra’s clergy are in active conflict. Players can pick sides, play them against each other, or try to kill everyone.


3. Castles & Crusades Specifics

While the original 1979 printing was for AD&D, Goodman Games released a dedicated Castles & Crusades conversion in the mid-2000s.

FeatureDetails
SystemSpecifically tuned for the Siege Engine (C&C).
Character LevelDesigned for a party of 6–10 characters of Levels 7–11. It is high-lethality.
FormatUsually found as a 72-page book (though modern reprints by Goodman Games often bundle it as a massive multi-volume "Reincarnated" set for 5E/DCC).
Conversion EaseBecause C&C uses the same "six stats" and similar AC/Save math as the original, the 1979 version is playable with minimal adjustment, though the official C&C PDF simplifies the stat blocks.

4. Key Elements to Watch For

If you are running this in Castles & Crusades, keep an eye on these specific highlights:

  • Avvakris the Merchant: The primary antagonist. He is a high-level Priest of Set with a complex family dynamic and a terrifying half-serpent son.

  • The Lich Pnessutt: An ancient, powerful undead who resides in the depths and serves as a "boss" tier encounter.

  • The Relics: Items like the Eye of Set or the Staff of Mitra are powerful enough to shift the balance of a campaign world, not just a single dungeon.

Pro-Tip for GMs: Use the "Side View" map religiously. Because the towers are nested inside the dungeon levels, players often get confused about where they are vertically. Drawing a cross-section for them (or yourself) is essential to keep the geometry straight.

 Since my  group prefers high-stakes diplomacy over simple door-kicking, Dark Tower becomes a tense "Cold War" thriller. In this module, the environment is a powder keg, and the players are the match.

Here is how to frame the negotiations between the two factions using Castles & Crusades mechanics.


1. The Factions: Goals & Leverage

FactionPrimary LeaderMotivationNegotiation Leverage
The Chosen of SetAvvakris (High Priest/Merchant)Complete the corruption of the village and fully awaken the Black Tower.They have the numbers, the wealth, and control of the village’s food/water.
The Remnants of MitraThe White Druids (hidden)Purge the evil and restore the sun's light to the "Fist."They have ancient knowledge of the towers' secret paths and the location of the relics.

2. The Village of Mitra’s Fist

This is where the negotiation begins. The village is ostensibly "lawful," but the Cult of Set has infiltrated every level of government.

  • The Hook: Avvakris will likely try to hire the players first. He wants them to "clear out" the pesky "heretics" (Mitra’s followers) in the dungeon.

  • The Twist: If the players find the secret shrine of Mitra first, the Druids will beg for help, offering divine boons or knowledge of the Staff of Mitra—the only thing that can truly banish Set’s influence.

3. Key Players for Negotiation

  • Avvakris: He is a master manipulator. In C&C, he will likely use high Charisma (Prime) checks to win over the party. He doesn't want to fight; he wants to own the party's services.

  • Habbakuk: A prisoner who can be rescued. He serves as the moral compass and a bridge to the Mitra faction.

  • The "Grey" Elements: There are several monsters and minor NPCs who hate both sides. A clever party can recruit these outliers to create a "Third Way" or to provide a distraction while they play the two main factions against each other.


4. Running the Diplomacy in C&C

The Siege Engine makes these social encounters dynamic. Use Charisma as the primary attribute for these interactions:

  • The Double Agent Play: If a player wants to pretend to join Set while secretly helping Mitra, have them roll a Charisma (Deception) check against Avvakris’s Challenge Class (CC).

    • Note: Since Avvakris is high-level (roughly Level 10), his CC will be high (10 + his level = 20), making it a difficult feat for lower-level PCs.

  • The Peace Treaty: If the players try to broker a literal truce (unlikely but possible), they would need to prove that a third threat (like the Lich Pnessutt) is a bigger danger to both than they are to each other.

5. Moral Complexity

Jaquays designed the "Good" faction (Mitra) to be somewhat weakened, dogmatic, and desperate, while the "Evil" faction (Set) is charismatic, organized, and wealthy.

  • The Dilemma: Helping Mitra is "right," but it is the harder path. Working for Set is easy and profitable, but it involves committing (or ignoring) atrocities.

GM Tip: Award XP not just for monsters killed, but for Information Secured and Alliances Formed. If they successfully trick Avvakris into revealing the location of the Eye of Set without a fight, give them the equivalent XP of defeating his personal guard.


 

Friday, April 3, 2026

Barrows and Borderlands New Monster - Cultclassic Movie Monster - Beast from 20,000 fathoms

 In the world of Barrows & Borderlands, the "Beast" isn't just a monster; it’s a living relic of a prehistoric age, awakened by the hubris of modern alchemy or arcane blasting. It represents the unstoppable force of nature reclaimed from the depths. This blog post post picks right up from 

Barrows and Borderlands New Monster - Cultclassic Movie Monster - Pod People From Invasion of the Body Snatchers & The Village of St. Jerome



The Rhedosaurus



Colossal Beast, Neutral

The Rhedosaurus is a bipedal, carnivorous dinosaur of immense proportions. Its skin is a patchwork of scarred, leathery hide and jagged scales, capable of turning aside all but the most powerful siege weaponry. Beyond its physical might, the Beast carries a Primordial Blight—a prehistoric pathogen that festers in its blood and breath.


Attributes & Statistics

StatValueModifier
Might24(+7)
Agility10(+0)
Vigor22(+6)
Intellect4(-3)
Insight12(+1)
Presence18(+4)
  • Armor Class: 20 (Natural Hide)

  • Hit Points: 350

  • Speed: 40 ft., Swim 60 ft.

  • Senses: Darkvision 120 ft., Tremorsense 60 ft.


Traits & Passive Abilities

  • Siege Monster: The Beast deals double damage to objects and structures.

  • Amphibious: The Beast can breathe both air and water.

  • Paleo-Contagion: Any creature that starts its turn within 15 feet of the Beast or takes damage from its bite must succeed on a Vigor Save (DC 16) or become Infected.

    • Infected: The target loses $1d6$ Vigor every 24 hours. If Vigor reaches 0, the target dies. This can only be cured by high-level restoration magic or specific ancient antitoxins.

  • Legendary Resistance (3/Day): If the Beast fails a saving throw, it can choose to succeed instead.


Actions

Multiattack: The Beast makes three attacks: one with its Bite and two with its Claws.

  • Bite: Melee Weapon Attack: +11 to hit, reach 15 ft. Damage: $4d10 + 7$ piercing damage. The target must make a Vigor Save against the Paleo-Contagion.

  • Crushing Claw: Melee Weapon Attack: +11 to hit, reach 10 ft. Damage: $3d8 + 7$ slashing damage.

  • Tail Sweep (Recharge 5-6): The Beast swings its massive tail in a 30-foot cone. Each creature in that area must make an Agility Save (DC 18). On a failure, a creature takes $6d6 + 7$ bludgeoning damage and is knocked Prone. On a success, they take half damage and aren't knocked prone.


Adventure Hooks

"It didn't come from the stars, and it didn't come from Hell. It came from right under our boots, and it's very, very hungry."

Garrison Scout at the Hudson Outpost

  1. The Thaw: A wizard’s experimental "Eternal Flame" spell accidentally melts a glacier in the Northern Wastes, releasing the Beast from its icy tomb.

  2. The Silent Plague: A coastal town is decimated by a mysterious fever. The players must track the "source" in the harbor, only to find the Rhedosaurus nesting in the ruins of a sunken lighthouse.

  3. The Ultimate Trophy: A mad noble offers a king’s ransom for the skull of the Beast, but "forgets" to mention that the creature's blood is toxic to the touch.



Thursday, April 2, 2026

Aethel, the Sunken Core Inner Earth Sword & Sorcery Campaign Adventure Using both Castles & Crusades (C&C) and Night Shift: Veterans of the Supernatural Wars (NSW) Rpg- "The Weeping Monolith of the Silt-King,"

 We pick right up from March 22 game session right here on the blog.  We were racing against time as a rival party of adventurers was on their way to the "The Weeping Monolith of the Silt-King," We were right on the edge of the Ruined Ziggurat territory. Events and the jungle was tense around us.  



Gemini said

This encounter, "The Weeping Monolith of the Silt-King," is designed for a party of levels 3–5. It leans heavily into the "weird fantasy" aesthetic of Sword & Sorcery: ancient, decaying technology, moral ambiguity, and visceral danger.


The Hook

While trekking through a desolate wasteland or a choked jungle, the party discovers a clearing dominated by a twelve-foot-tall block of translucent obsidian. Inside the stone, a humanoid figure is suspended in stasis, its face frozen in a silent scream. Black, oily liquid (the "tears") seeps from the base of the monolith, poisoning the surrounding earth.


The Encounter: The Guardian and the Greed

As the party approaches, they aren't met by a monster immediately, but by a scavenger-priest named Vaxen Ka (Neutral Evil Human Cleric) and his three mangy Wasteland Hyenas.

Vaxen is attempting to chip a "Sun-Gem" out of the monolith's crown. He views the party as competitors for the "God-flesh."

1. The Social Pivot

Vaxen is cowardly but silver-tongued. He will offer to split the "loot" if the party helps him stabilize the monolith, which is vibrating violently.

  • The Truth: The monolith is a containment vessel for a Void Wraith. If the Sun-Gem is removed or the stone takes 20 points of damage, the vessel shatters.

2. Combat Mechanics

If a fight breaks out or the stone is breached, use the following:

  • The Environment: The oily silt around the stone is Difficult Terrain. Anyone ending their turn within 5 feet of the stone must make a Constitution Save (CL 3) or take acid damage from the caustic fumes.

  • The Shattering: If the monolith reaches 0 HP, it explodes. Everyone within 10 feet takes piercing damage (save for half).

  • The Entity: A Void Wraith (Treat as a Wraith, but with a "Cold Aura") emerges.

CreatureACHDHPPrimary AttackSpecial
Vaxen Ka154d822Mace +3 (1d6)Spells: Command, Hold Person
Hyenas (3)122d810Bite +2 (1d6)Trip on a natural 19-20
Void Wraith155d835Incorporeal Touch +5 Constitution Drain

The Reward (and the Curse)

If the party defeats the threats and recovers the Sun-Gem:

  • The Gem: Worth 800gp. It glows with a pale amber light.

  • The Twist: The gem is actually the "heart" of the prisoner who was inside the stone. The character holding the gem begins to hear a faint, rhythmic thumping in their mind. Every time they sleep, they must check against Charisma (CL 2) or have their dreams haunted, preventing natural healing for that night.


CK Note: In true Sword & Sorcery fashion, emphasize the smell of ozone and rotting vegetation. The "heroism" here isn't saving the world—it's surviving a brush with a cosmic horror that didn't want to be disturbed.

 For a humid, vine-choked ruin (often called a "Crawl" in Sword & Sorcery), the environment should feel as dangerous as the inhabitants. In Castles & Crusades, lean into the Attribute Checks (the Siege Engine) to make the terrain feel oppressive.


The Choked Ruin: D100 Encounter Table

D100EncounterDescription
01-10The Strangler VineA massive, sentient creeper (HD 4) that blends into the canopy. It targets the rear party member. Str: CL 4 to break free.
11-20Fever-Gnat SwarmA cloud of stinging insects. No damage, but requires a Con: CL 3 check or the character suffers -2 to all rolls due to "Jungle Ague" for 1d4 days.
21-30Sun-Drunk Cultists2d6 Cultists (HD 1) worshiping a headless statue. They are obsessed with "The Bright Silence" and will offer the party as a sacrifice.
31-40The Lithic TrapA collapsing stone archway. Dex: CL 5 to avoid 3d6 crushing damage. Beneath the rubble is a rusted bronze gladius (+1 vs. Reptiles).
41-50The Serpent SentryA Giant Constrictor Snake draped over a stone lintel. It only attacks if someone carries heat (torches) or makes excessive noise.
51-60The Quicksand FloorA room that looks solid but is a slurry of mud and bone. Wis (Survival): CL 4 to spot; otherwise, Str: CL 6 to escape before sinking.
61-70Basalt Idol of the ApeA 10ft statue with emerald eyes (200gp each). Removing an eye triggers a Stone Golem (diminished, HD 5) that pursues the thief.
71-80Withered HerbalistAn ancient man living in a hollowed pillar. He trades "Ghost-Leaf" (grants See Invisibility for 1 hour) for 1 liter of fresh water.
81-90The Spore CloudFungal blooms that burst when touched. Con: CL 4 or suffer hallucinations for 1 hour (treat as Confusion spell).
91-00The Relic HunterA rival party of 1d4+1 NPCs (Levels 2-4). They are wounded and desperate, likely to betray the players for their supplies.

Environmental Hazards

To spice up the "Vine-Choked" feel, apply these passive modifiers to any combat in the ruins:

  • Steam Breath: The humidity is so thick that heavy armor (Plate/Chain) imposes a -1 penalty to AC after 3 rounds of combat as the wearer fatigues.

  • Slippery Moss: Any natural 1 on an attack roll requires a Dexterity Check (CL 0) or the attacker falls prone.

The "Weird" Factor: Sword & Sorcery thrives on the inexplicable. If the players find a piece of loot, make it strange. Instead of a "Potion of Healing," they find a vial of translucent blue sap that smells like copper and causes their hair to turn white for a week after drinking.

Quick Stat: The Strangler Vine

  • AC: 13

  • HD: 4 (d8)

  • Attacks: 2 Tendrils (1d6 + Constrict)

  • Special: Constrict: On a successful hit, the target is grappled. Each turn they remain grappled, they take 1d6 automatic damage and cannot cast spells with somatic components.

  • The temple is not a separate building, but a hollowed-out, massive basalt ziggurat that has been swallowed by the roots of a colossal, ancient tree. The local tribe—The Pale-Claw Saurians (revolved around a degenerated, swamp-dwelling lizardfolk stat block)—treats the ruin as both a nursery and a slaughterhouse.


    The Temple of the Calcified Maw

    The air here is thick with the smell of wet earth and copper. Roots the size of ship masts coil through the stone halls, cracking the masonry and dripping with a phosphorescent, milky sap.

    1. The Entrance: The Root-Gate

    The "door" is a massive fissure in the ziggurat’s side, framed by two crumbling statues of warriors with elephantine heads.

    • The Guardian: A Giant Constrictor Snake (HD 6) is woven into the ceiling roots. It only strikes those who do not carry a "Scent-Marker" (a specific pungent herb the Saurians rub on their scales).

    • The Trap: The floor is covered in 6 inches of stagnant water. Under the surface lies a Hidden Pit (CL 4 to spot) filled with sharpened obsidian stakes.

    2. The Main Hall: The Spore-Larder

    The tribe stores its "meat" here. Humanoid captives (and animal carcasses) are suspended from the ceiling in vine-cocoons.

    • The Threat: 4 Pale-Claw Saurians (HD 2, AC 15) are busy "tending" the cocoons. They fight with jagged bone spears ($1d8$) and use the high roots to drop onto intruders.

    • The Complication: Breaking a cocoon might release a survivor, but it also releases a cloud of Yellow Mold (Con Save CL 3 or take $1d6$ Con damage).

    3. The Sanctum: The Altar of the Petrified Heart

    At the center of the temple, the tree’s primary taproot pierces a massive, glowing crystal heart embedded in a stone altar.

    • The Boss: S'shrak the Root-Speaker (Level 5 Shaman/Cleric). He wears a mask made from a giant beetle’s carapace and wields a staff that can cast Entangle at will.

    • The Ritual: S'shrak is currently "bleeding" the crystal heart into a stone bowl to feed the tribe's hatchlings.

    • The Statues: Two Ape-Idols stand beside the altar. If S'shrak drops below half health, he "activates" them (treat as Small Animated Objects, HD 3).


    The Pale-Claw Saurians (C&C Stats)

    These are leaner, more feral versions of standard Lizardfolk, adapted to the verticality of the vine-choked ruins.

    UnitACHDHPAttackSpecial
    Saurian Warrior152d812Bone Spear +2 ($1d8$)Prehensile Tail: Can climb at full speed.
    S'shrak (Shaman)165d831Staff +4 ($1d6+1$)Spells: Cure Light Wounds, Darkness, Heat Metal.

    The Loot: Tribal and Ancient

    Because this is Sword & Sorcery, the treasure is a mix of primitive trophies and "high-weird" relics:

    1. The Obsidian Dagger: A sacrificial knife worth 150gp. On a natural 20, it shatters inside the wound, dealing an extra $2d6$ damage but rendering the blade useless.

    2. The Sap-Amber: Four fist-sized chunks of hardened tree sap. If melted down, they act as a natural glue or can be sold to an alchemist for 50gp each.

    3. The Star-Metal Torc: Worn by S'shrak. It is cold to the touch and grants the wearer +2 to Saves vs. Fire, but causes them to speak only in a forgotten, clicking dialect for an hour after removal.


    The Moral Choice

    In the back of the sanctum, the party finds the Saurian Hatchery. Do they destroy the next generation of "monsters," or do they leave them, knowing the cycle of violence will continue? In a Sword & Sorcery game, the "right" answer usually depends on how much gold is in the room.