Monday, May 25, 2026

Running Gary Gygax’s S4: The Lost Caverns of Tsojcanth using the Adventurer Conqueror King System II (ACKS II)

 Running Gary Gygax’s S4: The Lost Caverns of Tsojcanth using the Adventurer Conqueror King System II (ACKS II) creates a beautiful, violent friction. Tsojcanth was built for AD&D 1e—a modules-as-tournament-grounds framework filled with ecologically bizarre monster hotels, vast mountains, and a hoard of unique magic items.




ACKS II, conversely, is a precision-engineered simulation of economic, demographic, and tactical reality rooted in B/X D&D. When you drop Gygax’s legendary mountain crawl into the rigorous framework of ACKS II, several fascinating design intersections emerge. This blog post picks right up from 

OSR Commentary Meditations on the N1Cult of the Reptile God module By Doug Nile for Adventurer, Conqueror, King Rpg II



1. The Borderlands Hexcrawl & Logistics

Before characters ever set foot in the caverns, they must navigate the Yatil Mountains (or your setting's equivalent). Tsojcanth includes a mini-hexcrawl filled with heavy hitters: giants, dragons, and territorial humanoids.

  • The 15-Minute Wilderness Day vs. ACKS Supply Lines: In the original module, players can easily "go nova" (expend all spells in one fight) in the wilderness because encounters are keyed to specific hexes. ACKS II corrects this by enforcing strict evacuation, foraging, and wilderness travel rules. Navigating mountainous hexes eats up massive movement points, requiring stringently tracked rations, mules, and guards.

  • The Demographics of Borderlands Raiding: The module features random wilderness encounters with massive humanoid warbands or giants. In ACKS II, these aren't just random bags of XP; they represent local Borderlands domains. Wiping out the Hill Giants or making peace with the mountain gnomes directly impacts the local land value and regional stability if your PCs are pushing toward the Conqueror stage.

  • Proficiencies in Play: The steep, treacherous paths of the Yatils make proficiencies like Mountaineering, Navigation, and Tracking mandatory. A party without a dedicated Scout or Explorer will get lost, starve, or fall off a cliff long before they find Iggwilv’s hidden cache.

2. Converting the Gygaxian Eco-System

Tsojcanth is famous for introducing a massive roster of classic monsters (including the Bodak, Marid, Pech, and Drelb). Converting these to ACKS II requires looking past simple hit-point math.

   AD&D 1e Monster Math              ACKS II Tactical Reality
[ High HP / Static Attacks ]  ===>  [ Cleave / Mortal Wounds / Morale ]
  • The Cleave Economy: Low-HD filler monsters in Tsojcanth (like the gnomes, orcs, or troglodytes) will be absolutely butchered by high-level ACKS II Fighters utilizing the Cleave mechanics. A 7th-level Fighter will wade into a pack of troglodytes like a combine harvester.

  • The Lethality Shift: To counterbalance Cleave, the "boss" monsters in the lower caverns (like the Vampire Drelb, the Gorgimera, or the deep-dwelling demons) become terrifyingly lethal due to the ACKS II Mortal Wounds table. A single petrification breath from the Gorgimera or an energy drain isn’t just a mechanical setback; it’s a permanent, campaign-altering injury or a grueling roll on the survival table.

  • Morale is Your Friend: Gygaxian dungeons can feel like slogs where every monster fights to the death. ACKS II’s robust Morale system saves the day here. Intelligent cave dwellers, once their leaders are snuffed out or half their number fall, will break, flee, or attempt to negotiate.

3. The Grand Prize: The Demonomicon and Wealth-by-Level

The climax of the dungeon is the hoard of the Witch-Queen Iggwilv, featuring incredible wealth and legendary artifacts like the Demonomicon of Iggwilv.

  • The Campaign-Defining Hoard: In ACKS II, 1 GP = 1 XP. The sheer volume of coin and gems in Iggwilv's vault will skyrocket a mid-level party instantly into the upper echelons of power. This isn't a design flaw; it's the catalyst for the next phase of your game. The gold found here is explicitly the seed money required to fund a barony, build a wizard's tower, or establish a thieves' guild.

  • Magic Item Valuation and the Black Market: Tsojcanth is swimming in highly specific magic items (like the Chime of Interruption or Daern's Instant Fortress). ACKS II features an incredibly detailed economic valuation for magic items. If the players choose to sell off Iggwilv's weirder artifacts rather than use them, they will radically disrupt the local economy of the nearest civilized market town, potentially attracting the attention of regional rulers or high-level NPC syndicates.

  • The Sorcerous Fallout: The Demonomicon itself contains dark, forbidden summoning rituals. In ACKS II, where ritual magic and demonic pacts have mechanical, world-building weight (and steep corruption risks), claiming this book shouldn't just grant a few spells—it transforms the party's Mage into an international target for both inquisitions and chaotic cults.

4. Key DM Adjustments for the Run

Keep an Eye on the Maps: Tsojcanth uses a lot of verticality, teleporters, and confusing shifts in elevation. Make sure your mapping rules match the tension. ACKS II thrives when the players feel the claustrophobia of the dark.

If you are prepping the module tonight, implement these structural shifts:

  1. Recalculate Treasure to Match Local Markets: Check the total haul against the ACKS II market classifications of your campaign's closest hub city. Ensure the PCs actually have a way to cart thousands of coins out of a mountain range without getting ambushed by opportunistic brigands who smelled the wealth moving down the peaks.

  2. Lean Heavily on Reaction Rolls: Many encounters in the caverns (such as the faction of troglodytes or the hermits in the mountains) are perfect opportunities to use the ACKS II Reaction Roll. The party shouldn't have to fight everything; clever players can play the factions of the caverns against each other to conserve their precious resources.

To perfectly bridge Gygaxian horror with the mechanical grit of ACKS II, let’s look at the Bodak.

In AD&D 1e, the Bodak is a terrifying extraplanar stalker with a flat "death gaze." In ACKS II, where saving throws are tightly math-engineered and combat lethality is handled by the Mortal Wounds system, we want to make the Bodak a terrifying, asymmetric threat. It shouldn't just inflict cheap "save or die" mechanics; it should impose severe tactical dread and threaten permanent spiritual ruin.

Here is the full ACKS II monster stat block, built to match the design conventions of The Imperial Atlas and The Monster Lair.

The Bodak

The touch of the Abyss or the necrotic depths of places like Tsojcanth can strip a mortal of their soul, leaving behind a gray-skinned, hairless, vacant-eyed horror. The Bodak is a relentless stalker driven by a profound hatred for life.

AttributeValue
Hit Dice$9\text{d8}$ (Avg: 40 hp)
Armor Class5
Attacks1 fist ($1\text{d4}$ + Strength of the Abyss)
Movement60' (20')
Morale+4 (Never checks morale against mortals)
Treasure TypeNone (in lair: Incidental)
XP Value1,700

Saving Throws

  • Petrification & Paralysis: 10+

  • Poison & Death: 10+

  • Blast & Breath: 12+

  • Staffs & Wands: 11+

  • Spells: 12+

Special Abilities & Tactical Mechanics

Death Gaze (Special Attack)

The blank, white eyes of the Bodak reflect the absolute void of the grave.

  • Once per round, instead of making a physical attack, the Bodak may direct its gaze at one target within 30 feet who can see it.

  • The target must make a Saving Throw vs. Death.

  • Failure: The target's heart instantly stops. In ACKS II, they are immediately reduced to 0 hp and must roll on the Mortal Wounds Table with a -4 penalty.

  • The Twist: If a character dies directly from a Bodak's gaze, their soul is consumed. Unless a Wish or Miracle is cast within 24 hours, they cannot be reincarnated or raised; within 24 hours of death, their corpse rises as a new, free-willed Bodak.

  • Counterplay: Characters can choose to fight the Bodak blindfolded or by looking at reflections, incurring a -4 penalty to hit and allowing the Bodak a +4 bonus to hit them, but granting immunity to the gaze.

Strength of the Abyss

The Bodak lacks weapon proficiencies but strikes with unholy force. Its fists hit with the density of stone. Its physical attacks deal $1\text{d4}$ base damage, plus an additional +3 damage from its unnatural, supernatural muscle mass.

Abyssal Resilience

Forged in the outer dark, the Bodak's flesh laughs at conventional weaponry.

  • Immunities: Immune to all non-magical weapons. It takes normal damage from magic weapons ($+1$ or better) and cold iron.

  • Immune to sleep, charm, hold, poison, and disease.

  • Elemental Resistances: Takes half damage from acid, cold, and electricity.

Sunlight Vulnerability

The pure light of the sun burns the Bodak's corrupted flesh. For every round the Bodak is exposed to direct, unfiltered sunlight, it takes 1hp of damage and suffers a -2 penalty to all attack rolls, saving throws, and Armor Class.

Running the Bodak in an ACKS II Campaign

The Cleave Safety Valve: Because the Bodak has 9 HD, high-level Fighters can technically try to hack through it. However, because it requires magic weapons or cold iron to injure, a Fighter without a magical blade will find their Cleave progression completely halted upon hitting its flesh, leaving them dangerously exposed to its Death Gaze on the following round.

When deploying Bodaks in the Lower Caverns of Tsojcanth, use them as ambush predators. They are smart enough to target the party's light sources first. If they can extinguish the torches or lanterns, forcing the PCs to rely on Infravision or fight blind, the tactical terror of managing the Death Gaze rules skyrockets.

The Gorgimera is the ultimate gatekeeper of the module—sitting at the bottom of the Lesser Caverns, guarding the literal steps down to the Greater Caverns. In AD&D 1e, it features a bizarre dual-Armor Class system and multiple attacks.

In ACKS II, we preserve its legendary asymmetry by turning its segmented hide into a distinct tactical challenge. This isn't just a standard 10 HD monster; it's an operational apex predator that completely shifts how a high-level party handles positioning and Cleave mechanics.

The Gorgimera

An abominable, sterile crossbreed of a red dragon, a lion, and a gorgon. It possesses three heads, massive draconic wings, and a split-plated hide that ranges from soft feline fur to iron-hard, chemical-stained metallic scales.

AttributeValue
Hit Dice$10\text{d8}$ (Avg: 45 hp)
Armor Class7 (Body/Gorgon/Dragon) / 4 (Leonine Underbelly)
Attacks2 Claws ($1\text{d3}$), 1 Lion Bite ($2\text{d4}$), 1 Dragon Bite ($2\text{d8}$), 1 Gorgon Horn-Butt ($2\text{d6}$)
Movement120' (40') / Fly 150' (50')
Morale+2
Treasure TypeSee Module (Lair Hoard)
XP Value2,300

Saving Throws

  • Petrification & Paralysis: 9+

  • Poison & Death: 9+

  • Blast & Breath: 11+

  • Staffs & Wands: 10+

  • Spells: 11+

Breath Weapon Mechanics

Unlike a normal dragon or chimera, the Gorgimera balances two completely different corporate payloads of death. It can breathe twice per day from each head, but cannot use both breaths in the same round.

1. The Red Dragon Head: Incinerating Blast

  • Area: Cone 50' long, 20' wide at the base.

  • Damage: $3\text{d8}$ fire damage.

  • Save: Saving Throw vs. Blast for half damage.

  • ACKS II Campaign Reality: While $3\text{d8}$ seems mild compared to a true Ancient Dragon, in ACKS II, this blast forces a deployment check on hirelings and mercenaries. Any henchman hit by this who fails their save doesn't just take damage—they are likely forced into an immediate Morale check from being actively set on fire.

2. The Gorgon Head: Petrifying Vapor

  • Area: Cone 30' long, 10' wide at the base.

  • Effect: A thick, slate-gray gas. Targets caught within the cone must make a Saving Throw vs. Petrification.

  • Failure: The victim instantly turns to solid stone.

  • The Planar Element: The Gorgon head inherently perceives the Ethereal and Astral planes. Its petrifying vapor extends into those planes. Characters trying to cheat the encounter using Blink, Etherealness, or magical items that shift their planar state are not safe and must roll saves normally.

ACKS II Cleave Threat Assessment

If your party's 7th-to-9th level Fighters think they are going to walk up and turn the Gorgimera into an XP pinata, they are in for a devastating mechanical lesson.

The Cleave Stopper

The Gorgimera has 10 Hit Dice. In ACKS II, a Fighter's maximum number of Cleaves per round is capped by their level or the Hit Dice of the creature slain. Furthermore, a creature with 10 HD is an absolute behemoth; unless a Fighter scores a critical hit or unloads a highly optimized backstab/charge, they will not drop the Gorgimera in a single blow. The moment a Fighter's swing fails to kill the target, their Cleave routine completely stops.

Asymmetric Armor Class (The 1e Paradox)

In the original module, Gygax specified that the lion section is easier to hit than the draconic/gorgon sections. We translate this into ACKS II utilizing tactical positioning:

  • Frontal/Flanking Assault: If characters fight the Gorgimera from the front or sides, they are striking its heavily armored scales and metallic plates (AC 7).

  • Underbelly/Prone Exploitation: If a character manages to get underneath the creature (via a daring rogue slide or if the beast is grounded/restrained), they hit its soft leonine fur (AC 4).

Tactical Manual: How to DM the Rainbow Cavern Fight

When the players enter Room 16 of the Lesser Caverns, the Gorgimera is meant to be a terrifying surprise.

   [Gorgimera takes flight]
       /              \
[Dragon Breath]   [Gorgon Breath]
 (Softens Front)   (Freezes Flank)
       \              /
   [Land & Unleash 5-Attack Melee]

  1. The Aerial Opener: Do not start the Gorgimera on the ground. It is nesting on a high ledge. It drops down using its 150' fly speed, catching the party in the open.

  2. The Range AI: Gygax’s explicit tactical note was that the creature always breathes if targets are 10 feet or further away. If the party spreads out, roll a $\text{d6}$ at the start of its initiative:

    • 1: Dragon Breath (Fire)

    • 2: Gorgon Breath (Petrification)

    • 3-6: Close distance and engage full melee routine.

  3. The Melee Blender: If a Fighter gets stuck in melee with it, the Gorgimera drops five separate attacks on its turn. Even against an AC 8 plate-and-shield Fighter, the sheer volume of dice means wounds will get through, and every successful hit forces the party closer to structural panic.

Mapping the treasure of The Lost Caverns of Tsojcanth into ACKS II requires a shift from arbitrary AD&D reward structures to a rigorous socio-economic system. In ACKS II, gold is not just a score tracking mechanism—it is the direct economic fuel that drives characters from dungeon adventurers into landed lords.

Here is exactly how to break down the coins, gems, and iconic magical items (like the Bag of Holding and Horn of Fog) from the Gorgimera's den and the deep caverns into ACKS II rules.

1. The Coinage and Gem Math (The XP Core)

In ACKS II, characters only receive 1 XP per 1 GP value of treasure if it is recovered from a wilderness or dungeon environment and brought back to a civilized settlement.

Silver to Gold Conversion

AD&D frequently pads hoards with thousands of Silver Pieces (SP). In ACKS II, the silver standard is tightly modeled:

  • 10 SP = 1 GP.

  • If the Gorgimera's hoard contains 3,000 SP, that translates directly to 300 GP (and thus 300 XP total for the party from the silver).

Gem Valuation and Appraising

Gygaxian hoards love listing static values for gems (e.g., "5 gems worth 100 gp each"). In ACKS II, players do not automatically know a gem's value.

  1. The Recovery: When they loot the Gorgimera’s nest, they find "5 glittering stones."

  2. The Appraisal: A character with the Knowledge (Gems) proficiency or a local merchant must appraise them. If the appraisal roll fails, the players might undervalue them (selling them at a loss) or overvalue them (getting laughed out of the market).

  3. The XP Trigger: XP is awarded based on the actual market value realized once the gems are brought to a safe settlement, or when they are securely deposited into a stronghold's treasury.

2. Magic Item Valuation & The Market Class

Unlike AD&D, where magic items have a flat "XP Value" listed in the Dungeon Master's Guide, ACKS II does not award XP for finding magic items unless they are sold. Instead, magic items possess a high Base Production Cost (BPC), which dictates their value on the open market.

To sell or buy these items, you must look at the Market Class of the nearest settlement (e.g., a Class VI Hamlet vs. a Class I Imperial Capital).

The Bag of Holding

In ACKS II, a Bag of Holding is a top-tier logistical asset. It directly bypasses the strict encumbrance rules that usually limit how much gold a party can haul out of a mountain.

  • ACKS II Classification: Uncommon Magic Item.

  • Base Production Cost (Value): ~10,000 GP.

  • Selling It: If the party decides they'd rather have the raw gold/XP than the storage capacity, they must find a market large enough to buy it. A Class I or II city will have syndicates or high-level mages with 10,000 GP on hand. A local frontier borderlands town (Class V or VI) simply does not have the liquid capital to purchase it; the local factor might offer a meager 10% value in trade goods.

The Horn of Fog

A highly tactical, specialized item. In ACKS II, creating a massive bank of fog isn't just a visual effect—it triggers specific tactical combat rules.

  • ACKS II Classification: Common or Minor Magic Item.

  • Base Production Cost (Value): ~3,000 GP.

  • Tactical Impact: Activating the horn creates a zone of Total Obscurement. In ACKS II combat, this imposes a -4 penalty to all physical attack rolls, completely shuts down ranged missile fire, and prevents opponents from targeting characters with gaze attacks (perfect if they haven't fought the Bodaks yet!).

3. The Operational Loop: From Hoard to Stronghold

When your players successfully cart thousands of coins, the Bag of Holding, and a sack of gems out of the Yatil Mountains back to a civilized hub, follow this exact checklist to process the reward:

[Secure the Hoard] ➔ [Appraise Gems & Art] ➔ [Liquidate or Hoard Items] ➔ 
[Divide & Award XP]
  1. Logistics Check: Did they have enough mules or Bags of Holding to carry it all? 100 coins weigh 10 lbs (1 stone of encumbrance) in ACKS II. If they left treasure behind due to weight, it remains in the dungeon and can be stolen by rival factions.

  2. Apply Market Fees: If selling the magic items or large quantities of gems, deduct a 5% to 10% transaction fee for local changers, tax collectors, or thieves' guild cuts, unless a character has proficiencies like Bargaining or Diplomacy to mitigate the loss.

  3. Divide the XP: Divide the total GP value evenly among all surviving PCs. Henchmen and hirelings receive their shares based on their contracts (typically a half-share or quarter-share of XP, though their financial cut varies by agreement).

By turning Gygax's static treasure piles into fluid economic assets, the loot from Tsojcanth stops being a temporary high score and becomes the exact catalyst your characters need to build towers, draft armies, and carve their own names into the world map.

Verith Maw is a claustrophobic, vertical slum-district anchoring the lower-industrial rings of a high-gravity Megastructure For 13 Parsecs rpg

 Verith Maw is a claustrophobic, vertical slum-district anchoring the lower-industrial rings of a high-gravity megastructure. In 13 Parsecs, it serves as an ideal "underbelly" hub—a place where players go to disappear, fence stolen cyberware, or pick up high-risk, low-legality corporate sabotage contracts.



The Concept: The Sinking City

Verith Maw is built directly over a massive, unshielded plasma-coolant exhaust column known simply as The Vent. The entire district consists of modular, rust-strewn habitats and catwalks suspended by heavy-duty carbon-tension cables.

Because of the extreme heat and localized gravitational fluctuations from the structure's core, the district is slowly dropping. Every few decades, the lowest layers—the "Sump"—melt or collapse into the plasma exhaust, forcing residents to weld new modules onto the top of the stack.

Atmosphere: Constant low-frequency vibration, neon signs flickering through thick, amber-tinted industrial smog, and the perpetual hiss of hydraulic stabilizers fighting the gravitational drag.

Key Locations

LocationTypeDescription
The Rust GrottoBlack Market HubA chaotic bazaar built inside a hollowed-out cargo freighter that crashed and wedged between two structural pillars. Best place for illegal augmentations and forged transit chips.
Circuit & SpineCantina / SafehouseA multi-level bar wrapped around a primary power conduit. The taproom is heavily shielded from electronic surveillance, making it the premier spot for data-brokers and runners to meet clients.
The Drop-PointIndustrial Crane GridA shifting maze of automated cargo cranes. Local gangs use the blind spots in the crane paths to transfer contraband away from corporate drone patrols.
The SumpToxic WastelandThe absolute bottom of the Maw. The air requires filtration masks, but the discarded corporate tech that falls from the upper rings makes it a goldmine for scavengers and desperate tech-mancers.

Notable Factions & NPCs

The Cable-Born (Street Gang)

A localized syndicate of augmented grease-monkeys and parkour-runners. They treat the tension cables like a highway system, using magnetic grappling rigs to move faster than any corporate security team can track.

  • Key NPC: Jaxx "The Anchor" Vane — A veteran rigger with heavy industrial hydraulic arms. He controls access to the upper transit elevators and charges a steep premium for unmonitored passage.

Apex Sub-Dynamics (Corporate Presence)

Apex is the mid-tier megacorp responsible for maintaining the coolant column. They don't care about the crime, the drugs, or the violence in Verith Maw—they only care if someone tampers with the plasma flow.

  • Key NPC: Director Karenza Thorne — A cold, ruthlessly efficient executive with optical cybernetic overlays. She frequently hires external mercenaries (13 Parsecs crews) for off-the-books wetwork to keep local gang leaders from getting too ambitious.

Adventure Hooks for Your Crew

  • The Sump Salvage: An Apex corporate transport carrying an experimental AI-core crashed directly into the Sump. The corp wants it back before it melts; the Cable-Born want it to weaponize their defense grids. The crew is caught in the middle.

  • Blackout Protocol: The power conduit feeding the Circuit & Spine has been tapped by a rival syndicate, threatening to blow the district's stabilizers and drop the entire Maw into the Vent. The barkeep offers a massive stash of military-grade cyberware if the crew eliminates the leeches quietly.



Navigating the shaking, smog-choked catwalks of Verith Maw is dangerous. This d100 random encounter table is split into themes to help you quickly narrate the chaos, environmental hazards, and sudden violence of the district.

01–25: Environmental & Industrial Hazards

d100Encounter
01–05Vent Flare: A sudden spike in the plasma exhaust below causes the floor plating to rapidly heat up. Everyone must find high ground or take thermal damage.
06–10Cable Snap: A high-tension structural cable snaps with a thunderous crack, whipping through a nearby catwalk and severing a chunk of the sector.
11–15Coolant Rain: A burst pipe overhead showers the alleyway in scalding, chemically toxic emerald fluid. Neon signs short-circuit and explode in showers of sparks.
16–20Gravity Pocket: The localized gravity stabilizers flicker. For 1d4 minutes, gravity shifts 45 degrees to the left, or drops to zero entirely, sending unsecured cargo flying.
21–25Smog Blind: A thick, amber wave of industrial sulfur rolls out of a ventilation shaft. Visibility drops to zero; filtering breathing apparatuses are required to avoid choking.

26–50: Street Life, Tech, & Scavengers

d100Encounter
26–30The Glitch-Preacher: A cyber-fanatic with a jury-rigged loudspeaker implant stands on a shipping crate, screaming that the Sinking City is a divine sign to purge all organic flesh.
31–35Scavenger Turf War: Two rival packs of Sump-scavengers are violently fighting over a crate of discarded cybernetic limbs that fell from the upper rings.
36–40Cyber-Psychosis: A heavily augmented heavy-labor drone operator has snapped. They are tearing through a storefront with industrial hydraulic claws, screaming at hallucinations.
41–45Data Leak: A malfunctioning advertising kiosk begins broadcasting encrypted corporate data instead of holograms. Local data-brokers are converging on it with extraction decks.
46–50The Juiced Doc: A back-alley Ripperdoc, visibly vibrating from too many neural stimulants, approaches the crew offering a "buy-one-get-one" discount on black-market optical rigs.

51–75: Law, Corporate, & Criminal Elements

d100Encounter
51–55Apex Sweeper Drone: An automated Apex Sub-Dynamics security drone descends, scanning the crowd. It locks its red spotlight onto a crew member whose forged IDs are being aggressively pinged.
56–60Cable-Born Toll: A trio of Cable-Born gangers drop down from the overhead structural beams on magnetic mag-lines, demanding a "transit fee" to cross their bridge.
61–65Corpse Shakedown: A corporate clean-up crew is executing a local resident in an alley for "intellectual property theft" (having unlicensed corporate software running in their neural implant).
66–70The Runaway Synth: A highly advanced synthetic humanoid, shivering and wrapped in a tattered tarp, begs the crew to hide them from a pair of silent, trench-coated corporate trackers.
71–75Bounty Trap: A localized EMP mine trips in the alleyway, disabling all cyberware and electronics for 1d6 rounds. Bounty hunters step out of the shadows with flash-batons.

76–100: Anomalies, Strangers, & Opportunities

d100Encounter
76–80Ghost in the Wire: Every crew member’s neural interface suddenly receives a static-heavy audio ping: a desperate voice giving coordinates deeper in the Sump, followed by a scream.
81–85The Blind Fencer: A completely unaugmented, blind old man sits at a folding table selling incredibly rare, pristine pre-collapse military hardware. He only accepts untraceable hard currency.
86–90Stray Combat Drone: A heavily damaged, rogue military drone is wandering the streets like a stray dog. Its targeting matrix is glitched, alternating between whimpering noises and spinning up its minigun.
91–95The High-Ring Tourist: A wealthy corporate heir from the top spires has overdosed on designer street drugs and is passed out in a gutter, wearing a chrono-watch worth more than the entire city block.
96–100The Maw Shivers: A massive structural shift occurs. The entire district drops six inches down the tension lines in a split second. Everyone is knocked prone, and alarms go off across the sector.

GM Tip: If the crew is moving fast or using stealth, roll once. If they are causing a scene or staying in one place too long, roll twice and combine the results (e.g., an Apex Sweeper Drone tracking a criminal right into a sudden Gravity Pocket).

When a crew takes a high-risk dive into the depths of Verith Maw—especially down into the scorching, toxic junk-heaps of The Sump—they aren't just looking for scrap metal. They’re hunting for lost corporate data, forgotten tech prototypes, and rare street commodities.

Here is a d100 random table of artifacts, oddities, and treasures your players can pull from the depths of the Maw.

01–25: Black-Market Cyberware & Bioware

These components are highly illegal, heavily modified, or pulled directly from corporate test subjects.

d100Artifact / TreasureEstimated Street Value
01–05"Sump-Eye" Thermal Rig: A heavily jury-rigged optical implant that bypasses thick industrial smog and heavy plasma smoke, granting perfect thermal vision but leaving the user with a permanent twitch.1,200 Credits
06–10Overclocked Reflex Booster: A jagged, military-surplus neural spine implant. When activated, it doubles reaction speed for 3 rounds, but forces a grueling physical system shock immediately after.3,500 Credits
11–15Apex "Chameleon" Subdermal Mesh: A rare patch of active-camouflage skin netting salvaged from a black-ops corpse. When grafted, it allows the user to blend seamlessly into rusted metal and industrial shadows.5,000 Credits
16–20Hydraulic "Breaker" Fist: An oversized, rust-pitted cybernetic forearm built for heavy demolition. It ignores structural armor thresholds but drains battery cells at three times the normal rate.2,800 Credits
21–25Unlicensed Splicer Kit: A sealed, bioluminescent vial containing synthetic, highly illegal gene-therapy sequencing designed to temporarily rewrite muscle density for high-G environments.4,000 Credits

26–50: Datashards, Intel, & Encrypted Code

The most valuable currency in Verith Maw isn't physical—it's the data that corporations killed to hide.

d100Artifact / TreasureEstimated Street Value
26–30The Thorne Dossier: A corrupted datashard containing blackmail material on Apex Director Karenza Thorne, including off-the-books wetwork contracts and shell company financial routings.6,000 Credits (or a massive target on your back)
31–35Glitch-Preacher Source Code: An unencrypted memory chip containing the core linguistic algorithm used by the local cyber-cultists. A clever decker could use it to manipulate or disperse street crowds.800 Credits
36–40Corporate Transit Decryptor: A sleek, matte-black hardware key that continuously cycles through Apex Sub-Dynamics security codes, granting unmonitored access to high-ring cargo elevators.3,200 Credits
41–45Ghost-Grid Coordinates: A hand-etched data drive revealing the location of a stable, unmonitored tap into the megastructure’s primary power grid, perfect for setting up a permanent hidden safehouse.2,500 Credits
46–50AI Fragment "Vandal": A rogue, highly aggressive piece of ICE-breaking software trapped on a secure quantum drive. It speaks in erratic, fragmented poetry but can shred basic corporate firewalls in seconds.4,500 Credits

51–75: Exotic Tech, Weapons, & Industrial Gear

Hardware designed to survive the brutal gravity shifts, high heat, and corrosive atmosphere of the lower rings.

d100Artifact / TreasureEstimated Street Value
51–55Mag-Grip Grapple Rifle: A heavy-duty, pneumatic line-launcher modified by the Cable-Born gang. It can fire a carbon-tension line up to 100 meters and lock onto any metallic surface with massive magnetic force.1,500 Credits
56–60Plasma Torch Carbine: An industrial plasma-cutter weaponized into a short-range rifle. It easily melts through heavy blast doors and corporate armor, but a critical failure risks catastrophic backfire.3,800 Credits
61–65Gravity Anchor Belt: A bulky, harness-style generator that creates a personal localized gravity field, completely neutralizing the Maw's random gravity fluctuations for its wearer.2,200 Credits
66–70Prototype EMP Grenades (x3): Experimental tactical ordinance stamped with a redacted corporate logo. They completely disable all cyberware and non-shielded electronics within a 15-meter radius.1,800 Credits (set)
71–75"Sump-Stalker" Hazard Suit: A battered, heavy-layered environmental suit coated in anti-corrosive sealant. It completely protects the wearer from boiling coolant leaks, acid smog, and ambient radiation.2,000 Credits

76–100: Oddities, Curios, & High-Value Luxury Salvage

In a place as miserable as Verith Maw, rare organic items or pure luxury goods from the upper rings fetch astronomical prices.

d100Artifact / TreasureEstimated Street Value
76–80A Living Bonsai Tree: Found perfectly preserved inside an airtight, automated hydroponic stasis pod that slipped out of an upper-ring luxury garden. A staggering rarity in the smog-choked slums.7,500 Credits to the right collector
81–85Pre-Collapse Whiskey: A pristine, unopened bottle of authentic, organic earth-style whiskey, discovered hidden away in a dead captain's personal safe within the Rust Grotto.3,000 Credits
86–90Pure Gold Bullion (2kg): A solid brick of heavy raw gold, stamped with an ancient planetary federation seal. Completely useless for modern tech, but highly valued by old-school black market fences.5,000 Credits
91–95High-Ring Chrono-Watch: A sleek, diamond-coated timepiece recovered from an overdosed corporate heir. It is biometric-locked, but the raw materials alone are worth a fortune.4,200 Credits
96–100The Omega Drive: A pristine, gold-plated master data drive containing the complete architectural blueprints of the megastructure's stabilizing core. Holding this means every faction in the city is actively hunting you.Priceless (Destroys the campaign balance if sold carelessly)

GM Rule of Thumb: When players salvage a physical item from the hazardous zones shown in the art—such as the broken catwalks near the boiling coolant leaks or structural collapses—have them make an Agility or Tech-use check. Success ensures the item is fully functional; a failure means the item is damaged, requiring a costly repair from a local Ripperdoc or grease-monkey before it can be used or sold for full value.

Here is a fully detailed black-market fence NPC designed specifically for 13 Parsecs. She is perfectly positioned to serve as a recurring patron, a source of dangerous jobs, or a buyer for the strange artifacts pulled from the depths of Verith Maw.

NPC Profile: "Tinker" Thorne (Anatila Thorne)

"You bring me scrap, you get scrap-weight credits. You bring me an un-wiped Apex mainframe core that’s still warm? Well... then we’re having a real conversation."

 


  • Species: Remoni (A lanky, multi-limbed, or sharp-featured alien lineage known for calculating intellect) or Augmented Human.

  • Archetype Alignment: Underworld Slicer / Tech-Broker

  • Operation Base: Deep inside The Rust Grotto, operating out of a heavily shielded, triple-locked repair bay disguised as a junked starship engine manifold.

Description

Anatila "Tinker" Thorne is a master of asymmetric salvage. She has two pairs of cybernetic auxiliary arms mounted to her upper torso—each tipped with micro-soldering tools, optical scanners, and interface leads—allowing her to strip a corporate datashard or a piece of military cyberware in seconds. Her left eye is a spinning, multi-lens mechanical array that continuously evaluates the structural integrity and monetary value of whatever is placed in front of her.

Unlike the chaotic street gangs of the Maw, Tinker is entirely professional. She doesn't take sides in gang wars, and she doesn't care whose corporate emblem is stamped on the gear you bring her—as long as the tracking signals are thoroughly scrubbed before you cross her threshold.

Mechanical Interface (For the GM)

Tinker is an invaluable asset for a 13 Parsecs crew, but dealing with her requires navigating her strict codes of business.

The Valuation Check

When the crew brings a salvaged artifact or data drive to Tinker, she uses her advanced tech-broker skills to evaluate the gear.

  • Pristine Gear: She pays 60% of standard street value in hard, untraceable credits.

  • Damaged / Corrupted Gear: She pays 20% of the value as-is, OR she offers to repair/decrypt it using her Career Training as a tech-broker. The crew must wait 1d4 days and pay a flat 30% service fee, after which the item is fully functional for their own use or open for a higher-value resale.

The Rule of 2 (Complications)

Tinker’s shop is safe, but getting to and from it with high-value contraband is not. Whenever the crew completes a transaction with her involving an item worth more than 3,000 Credits, roll a d6. On a result of 1 or 2, a complication occurs:

  1. The Tail: An Apex Sub-Dynamics tracker drone or a Cable-Born scout spotted the transaction and is waiting in ambush outside her manifold doors.

  2. The Hot Data: The drive the crew just sold her triggered a silent, localized network ping before she could finish shielding it. The sector's corporate security is adjusting their patrol vectors directly toward the block.

Adventure & Job Hooks

Tinker doesn't just buy loot; she actively hires 13 Parsecs crews for high-risk data extraction and retrieval missions.

  • The Sump Extraction: Tinker has localized the signal of a crashed high-ring transport deep in the boiling coolant zones of The Sump. She needs a crew with a solid Augmented frontliner or a heavy hazard suit to dive into the toxic zone and retrieve an experimental gravity-anchor blueprint before the hull melts completely.

  • The Frame-Up: She has a buyers' market for a corrupted piece of Apex corporate blackmail data (The Thorne Dossier). She will provide the crew with forged security credentials and an encrypted system-override spike; they just need to sneak a Slicer into a mid-ring sub-station to upload it.

  • A Debt in Blood: A rival fence in the Circuit & Spine cantina tried to pass off a brick of counterfeit gold bullion to one of Tinker’s premium off-world clients. She wants the crew to track down the counterfeiter, shut down their operation, and "secure" their genuine inventory as compensation.