Showing posts with label Mike Carr. Show all posts
Showing posts with label Mike Carr. Show all posts

Monday, July 13, 2026

Meditations on the classic In Search of the Unknown (Module B1, written by Mike Carr in 1978) module Adapted To OSR Rpg systems especially The Adventurer, Conqueror, King Second Edition - Part 7

 Baron Vraka the Unbroken views the upper levels of Quasqueton not as a monument to dead wizards, but as an encroaching geopolitical threat. The Orc Vanguard currently occupying Level 1 has begun choking off the ventilation shafts and blocking the surface access points that the Chitin Regime uses for light smuggling. This blog post picks right up from 

Meditations on the classic In Search of the Unknown (Module B1, written by Mike Carr in 1978) module Adapted To OSR Rpg systems especially The Adventurer, Conqueror, King Second Edition - Part Six




Rather than wasting his own shock troops on a surface-fringe skirmish, the Baron offers the party a formal, binding Underworld Compact.

 The Iron Compact: Terms of Agreement

1. The Mandate (The Party's Obligation)

The characters must completely break the military capability of the Orc Vanguard on Level 1 of Quasqueton.

  • Success Metrics: The party must execute or drive out the Orc Chieftain (and his immediate lieutenants) and reduce the active orc fighting force by at least 80%.

  • Proof of Completion: The party must deliver the Chieftain’s iron-spiked battle standard and the heads of his line-captains to the Citadel guards at the Spark-Spire within 21 days of signing.

2. The Consideration (The Baron's Reward)

Upon verification of the task, Baron Vraka grants the party a Lesser Underworld Mining and Harvesting Charter, fully recognized by the courts of Krag-Ghar.

       [ THE COMPACT SIGNED ] -> [ ORC VANGUARD CLEARED ] -> 
[ THE CHARTER GRANTED ]
          (21-Day Deadline)         
 (Deliver the Standard)       (15% Production Yield)
  • The Domain Grant: The charter cedes exclusive extraction rights to a 1-mile hex of unworked limestone tunnels located 3 miles northeast of the Sunless Sea. This hex is rich in Glow-Paste Slime and Unrefined Iron Ore.

  • ACKS II Domain Mechanics:

    • This charter allows the party to establish an Underworld Extraction Venture (a tier-0 domain asset).

    • Once per month, the venture generates a base revenue of $1d6 \times 100\text{ gp}$ worth of raw trade goods, representing harvested alchemical compounds and iron ore.

    • The Baron's Cut: The Chitin Regime waives standard water-tolls on the party's skiff for cargo originating from this specific mine, taking a flat 15% tax on monthly production yields instead of the usual 30% foreign tariff.

 System Risks & Hidden Clauses

In ACKS II, political favors from chaotic or tyrannical rulers always carry systemic friction. The party must weigh the economic windfall against two critical complications:

The "Squatter's Rights" Problem

The mining site granted by the Baron is explicitly listed as unoccupied. However, local intelligence at The Blasted Crucible reveals that a migratory nest of 3x Cave Locusts and an isolated family of Troglodyte outcasts currently use those fissures for shelter. To actually build the mining camp and begin generating income, the party will have to personally clear the hex or hire an extra squad of mercenaries (costing roughly 120 gp in upfront monthly wages) to secure the perimeter.

Surface World Alignment Penalties

Accepting a formal, stamped iron charter from an Underworld tyrant permanently alters the party’s reputation.

  • The Mechanical Penalty: The party suffers a permanent -1 penalty to Reaction Rolls when dealing with Lawful surface authorities (such as the Marcher Lords or the Church of the Holy Light) if the charter is discovered on their person.

  • To surface civilizations, trading mining rights with the deep Troglodytes looks remarkably like treason or dark-cult collusion. The party will need to smuggle their mined ore through black markets or use a front-merchant to launder the coin.

Executing the Contract

If the party accepts, the Baron's scribe seals the iron scroll using molten lead stamped with Vraka's personal sigil. The Baron slides a small leather pouch across the stone table containing an advance of 2x Flasks of Vitriol (Acid) from the city vaults—a tactical tool to help the party melt through any iron reinforcements the Orcs have erected on Level 1.

This infiltration scenario is structured for a low-level party using ACKS II metrics. It treats The Maw—the vertical gladiator shaft at the tip of Krag-Ghar—not as an open combat arena, but as a stealth and structural puzzle with a ticking clock.

The Objective

Your valued surface hireling, Darvin the Torchbearer, was ambushed on the docks and is currently locked in the holding pens beneath the arena floor. He is scheduled to be thrown onto the lower iron grate in 3 hours (18 Exploration Turns) to face a starved Giant Cave Locust for the amusement of the Foundry workers.

1. The Blueprint of The Maw

The Maw is a vertical shaft slicing straight through the bottom tip of the stalactite city.

[ LEVEL A: THE ANTECHAMBER & CRANES ] -> Overlooks the 40ft drop 
to the cage.
                |
    (2x Rusted Chain Lifts)
                v
[ LEVEL B: THE ARENA GRATE ] ---------> Heavy iron mesh over the boiling mud.
                |
       (Iron Barred Gate)
                v
[ LEVEL C: THE HOLDING PENS ] --------> Damp, sulfur-choked rock cells.
  • Level A: The Spectator Antechamber: An open gallery where bettors gather. Two massive windlasses control the iron cages that lower combatants down to the arena floor.

  • Level B: The Arena Floor: A 40-foot-wide circular iron grate suspended 60 feet above the boiling mud sump. The rising heat creates a constant haze, giving characters a +1 bonus to Hide throws but imposing a -1 penalty to ranged attack throws due to shimmering thermal drafts.

  • Level C: The Under-Pens: A series of cramped, damp rock alcoves cut into the stone directly beneath the spectator gallery, level with the arena grate.

2. Infiltration Vectors (The Tactical Puzzles)

The party can approach the rescue through three distinct entry points, depending on their skills and gear.

Vector 1: The External Rigging (The Thief's Route)

The party bypasses the spectator guards entirely by climbing the exterior of the stalactite from the Sump-Ring docks, using ropes to swing into the raw ventilation slits feeding into the Under-Pens.

  • The Check: Requires a successful Open Locks or Proficiency check (Climbing/Acrobatics) to secure the anchors silently.

  • The Complication: The wind outside is fierce and sulfurous. Slipping forces a Save vs. Paralysis to catch a lower rigging line, or the character drops into the mud sump.

Vector 2: The Broker's Bribe (The Charisma Route)

The party enters the gallery as wealthy surface merchants looking to purchase slaves for work in Quasqueton. They approach the Master of the Pit, a greedy Beastman named Gorg.

  • The Check: A Bribery or Deception proficiency throw.

  • The Cost: Gorg will fake Darvin's "death" in the arena logs and look the other way for a flat bribe of 250 gp or a permanent magic item/alchemical asset (like a flask of Vitriol).

Vector 3: The Gladiator Front (The Fighter's Route)

The party’s heaviest combatant signs up for an open-entry blood match, using the entry process to get legally escorted straight down into the holding pens.

  • The Play: While the combatant draws the attention of the guards and the crowd in the bullpen, the party's Thief utilizes the distraction to slip away and pick the locks on Darvin's cell.

3. The Denizens & Opposition

  • The Pit Boss: Gorg the Flesh-Factor (Level 3 Thug, AC 3, hp 18, Morale +1). He carries the heavy iron ring holding the keys to the pens.

  • The Pen Guards: 4x Beastman Grunts (AC 2, HD 1+1, hp 7 each, Morale +0). They are lazy, distracted by dice games, and currently suffering a -1 penalty to surprise checks due to the deafening roar of the spectator crowd above.

  • The Beast: 1x Giant Cave Locust (AC 5, HD 2, hp 11). It is kept in a wooden drop-box above the grate, starved and agitated.

4. Executing the Escape (The Mechanical Clock)

Once the party enters the Under-Pens, the Referee tracks time using a strict 6-Turn Countdown before Darvin's match begins.

[ TURN 1-2: Locate Cell ] -> [ TURN 3-4: Pick the Lock ] -> [ TURN 5-6: The Alarm / Flight ]
  1. Locating Darvin (Turns 1–2): The pens are a maze of screaming prisoners and roaring beasts. A character must succeed on a Hear Noise check to track Darvin’s voice over the din.

  2. Sprinting the Lock (Turns 3–4): Darvin’s cell is secured with a crude iron latch. A Thief can attempt an Open Locks throw. Alternatively, a character can use a flask of Vitriol (Acid) to melt the lock instantly and silently over 1 turn. Smash-heavy solutions (crowbars/axes) work instantly but automatically alert the 4 Beastman guards.

  3. The Extraction (Turns 5–6): Darvin is dehydrated and exhausted; his movement rate is halved, and he carries an automatic 1 Stone encumbrance penalty as dead weight if he needs to be carried.

 The Alarm Complication

If the party is spotted or takes too long, Gorg pulls the lever to release the Giant Cave Locust early while sealing the main exit gates. The party must either fight their way across the vibrating arena grate while the crowd cheers, or blow the floor winches to drop the holding cages into the Sunless Sea below, hoping their skiff is positioned perfectly beneath the stalactite tip to catch them.

Tuesday, June 30, 2026

Meditations on the classic In Search of the Unknown (Module B1, written by Mike Carr in 1978) module Adapted To OSR Rpg systems especially The Adventurer, Conqueror, King Second Edition - Part Six

 Arriving at the iron docks of Krag-Ghar is a jarring sensory assault. The humid air smells of sulfur, stagnant lake water, and melting pig iron. Huge, soot-stained chains dangle from the cavern roof to steady the suspended stalactite city above, while the green glow of phosphorescent moss reflects slickly off the carapaces of the Chitin Regime guards. This blog post picks right up from Meditations on the classic In Search of the Unknown (Module B1, written by Mike Carr in 1978) module Adapted To OSR Rpg systems especially The Adventurer, Conqueror, King Second Edition -- Part Five Other adventure locations within the caverns of Quasqueton



When the party first guides their waterlogged skiff into the crowded slipways of this Underworld port, roll $1d6$ on the table below to determine their immediate reception.

Krag-Ghar Harbor Encounter Table ($1d6$)

RollEncounter / IncidentACKS II Faction Interaction & Mechanical Consequences
1The Extortionist Customs Overseer

A massive, scarred Troglodyte captain named Karg-Voz steps onto the wooden pier, flanked by four guards with iron halberds. He demands an arbitrary "Surface Vessel Surcharge" of $10\text{ gp}$ per crew member or 1 Stone of high-quality surface metal (such as a steel sword looted upstairs).



Mechanic: If the party complies, they gain safe entry and a temporary copper token. If they refuse, they are turned away. Attempting to bribe him with alcohol requires a Proficiency Check (Bribing or Diplomacy); success drops the tax completely, but failure causes him to seize one piece of non-magical gear as a "fine."

2The Escaped Laborer

A terrified Orc slave, wearing a heavy iron collar stamped with the seal of the Chitin Regime’s foundries, leaps from a nearby cargo skiff and scrambles into the party’s boat, begging to be hidden beneath their gear.



The Dilemma: Within seconds, three Troglodyte enforcers approach the slipway, whips drawn. Hiding the slave requires an immediate Thief Proficiency check (Hide Objects or Sleight of Hand). If caught harboring the runaway, the party's Reaction Roll with the Chitin Regime permanently drops by -2, and they are fined $100\text{ gp}$. If they turn him in, the enforcers offer a $10\text{ gp}$ bounty and a voucher for cheap docking fees.

3Agent of the Gloom-Weavers

A slender figure wrapped in a silk cloak of shifting gray-black hues steps out from the shadows of an obsidian warehouse. This is Aeloria, a spy for the deep elves of Vael-Thalar. She has felt the residual arcane ripple of Zelligar's items (like the Arcanist's Lexicon) or simply recognizes surface surface-dwellers as useful chess pieces.



Interaction: She offers to pay for the party's harbor entry fee and buys them a round of fermented mushroom ale at a local dive if they agree to a private meeting. She wants to hire them to sabotage a Chitin Regime iron shipment destined for a rival house in her city, offering $400\text{ gp}$ in uncut gems as payment.

4The Press-Gang Ambush

The party docks in a poorly lit, derelict slipway away from the main harbor watch. A gang of 4x Feral Bugbears (AC 3, HD 3+1, Morale +1), employed by local gladiator pits to source fresh blood, ambushes the party as they tie off their lines.



Tactics: They target lone or lightly armored characters first, using clubs to deal subdual damage rather than lethal wounds. If they successfully knock a character unconscious, they will attempt to drag them into a covered cargo barge. The harbor guards will intentionally look the other way unless the party screams or uses flashy magic (like a Light spell) to draw a crowd.

5The Drunken Brawlers

A rowdy squad of off-duty Troglodyte iron-miners, completely blind-drunk on distilled cave-lichen spirit, comes tumbling out of a waterfront tavern. They mistake one of the player characters for a surface raider or an escaped gladiator.



Mechanic: The leader attempts to shove the lead PC into the murky, leech-infested harbor water. The party must make a Reaction Roll with a -1 penalty due to the miners' intoxication. A result of Hostile triggers an immediate, chaotic fistfight. Using lethal steel weapons will bring the city guard down on the party within 2 turns; keeping it to unarmed brawling or subdual damage avoids legal trouble and earns the respect of the watching dockworkers.

6The Scavenger's Market Open

The party arrives just as a commercial barge from the deep mantle unloads. The docks are temporarily transformed into a chaotic open-air bazaar.



The Opportunity: For the next 2 hours, Krag-Ghar functions as a Market Class IV town instead of Class V, but only for buying weird subterranean gear. The PCs can buy specialized Underworld items at a 10% discount, including Water-Repellent Grease (protects torches from humidity for 4 hours), Cave-Crickets (trained to chirp when they sense gas pockets like Choke-Damp), or Underworld Rations (mushrooms and dried lizard meat that never spoil in damp air).

 Navigating Underworld Port Law

 The Code of Iron

  • The Weapon Bond: Inside the gates of Krag-Ghar, surface humanoids are required by law to "peace-bond" any large steel weapons with heavy iron wire wraps provided at the gatehouse. Drawing a steel blade inside the city limits without authorization from an Iron Baron is a capital offense, punishable by immediate enslavement in the foundries.

  • Subdual vs. Slaughter: The Chitin Regime views violence as an acceptable method of commerce, provided no property is permanently destroyed. Brawls, muggings, and honor duels that end in subdual damage or unconsciousness are completely ignored by the guards. However, a murder that results in a permanent reduction of the city's labor force is treated with absolute, immediate execution.

The Blasted Crucible is a cavernous tavern built directly into the hollowed-out base of a massive stalactite overlooking the boiling mud sumps of Krag-Ghar. The air is thick with the scent of sulfur, roasting cave-locust, and the acrid musk of the Chitin Regime’s ruling caste.

A heavy iron grate serves as the floor, venting heat from the sumps below while casting an eerie, flickering orange glow across the stone tables.

The Blasted Crucible Tavern Menu

In Krag-Ghar, food is scarce and highly processed to eliminate Underworld toxins. Surface rations are a luxury commodity here.

ItemCostACKS II Game Effect & Mechanical Properties
Fermented Spore-Ale2 cp / mugA thick, cloudy grey brew made from distilled shelf-fungi. Tastes like damp earth and copper. Effect: Bitter and highly intoxicating. Drinking more than two mugs forces a Save vs. Poison or imposes a -1 penalty to Initiative for $1d4$ hours.
Sump-Weed Wine1 sp / cupA pungent, oily red vintage imported from the outskirts of Vael-Thalar. Effect: Highly prized by magic-users. A single cup provides a soothing effect that grants a +1 bonus to saving throws against fear or despair for 1 hour.
Roasted Cave-Locust Skewer3 cp / plateTwo whole giant cave-locusts, salted and charred over a sulfur brazier. Crunchy and high in protein. Effect: Standard meal. Fulfills a character's food requirement for one day.
Slab of Blind Albino Catfish1 sp / plateA pale, gelatinous steak boiled in vinegar and cave-salt. Effect: Disgusting texture, but eating it completely removes the Humidity Penalty to natural healing for the night due to its moisture-retaining nutrients.
The "Surface Luxury" (Salted Pork & Hardtack)5 gp / plateA rare delicacy smuggled down from the surface world by desperate raiders. Effect: Eating this allows a character to make an immediate morale check at +2 for any surface-born hirelings currently in their employ; it tastes like home.

Underworld Hirelings ($1d4$)

These mercenaries use ACKS II companion metrics. Because they are adapted to the extreme conditions of the deep, they require upfront hazard pay and a guaranteed cut of any recovered surface treasure.

1. Xorvath the Blind Archer (Deep Elf Outcast)

Xorvath was exiled from Vael-Thalar for political subversion. His eyes are milky white, completely adapted to absolute darkness.

  • Stats & Gear: Level 1 Fighter (Elf). AC 3 (Chitin Leather), hp 6, Morale +0. Equipped with a Recurve Bow and a bone shortsword.

  • Underworld Adaptation: Echolocation. Xorvath suffers no penalties to hit when fighting in total, pitch-black darkness out to 60 feet, provided he can hear his targets. He cannot see light sources and is completely blind to written text.

  • Cost: 30 gp upfront + 1 half-share of treasure.

2. Grakka the Sledge (Beastman Thug)

A hulking, tusked humanoid with thick grey skin covered in scars from the Krag-Ghar fighting pits. He speaks very little Common but understands the language of gold.

  • Stats & Gear: Level 2 Thug. AC 4 (Piecemeal Iron Plates), hp 13, Morale +2. Armed with a massive Two-Handed Iron Sledge ($1d10$ damage).

  • Underworld Adaptation: Mantle Hardened. Grakka gains a +2 bonus to all Saves vs. Blast (such as collapsing cave ceilings or rockslides) and can carry an additional 2 Stone of equipment before suffering encumbrance slowdowns.

  • Cost: 45 gp upfront + 1 full share of treasure.

3. Sizz’lk (Chitin Regime Defector)

A renegade Troglodyte who was branded a criminal by the Warlords of Krag-Ghar for trading with human smugglers. He acts as a guide through the local fissures.

  • Stats & Gear: Level 1 Thief. AC 5 (Natural Scales), hp 4, Morale -1. Armed with two poisoned bone daggers ($1d4$ damage + Save vs. Poison for $1d4$ subdual damage).

  • Underworld Adaptation: Chameleonic Hide. Sizz’lk adds a +3 bonus to all Hide in Shadows checks when moving against bare, unworked stone cavern walls. He can track subterranean tracks with a 4-in-6 chance of success.

  • Cost: 25 gp upfront + 1 half-share of treasure. Note: His presence in the party will cause immediate hostility if the players encounter Chitin Regime patrol squads.

4. Malakor the Spore-Tender (Subterranean Apothecary)

A frail, elderly human mutant who has spent forty years studying the fungal forests of the deep water-ways. His fingers are permanently stained purple.

  • Stats & Gear: Level 1 Specialist (Apothecary/Healer). AC 1 (Robes), hp 3, Morale -2. Armed with a iron-tipped walking staff.

  • Underworld Adaptation: Fungal Immunity. Malakor is completely immune to the spores of Shriekers and Ochre Jellies. Once per day, he can spend 1 turn foraging in a natural cavern to create a poultice that neutralizes the paralyzing touch of a Carrion Crawler if applied within 3 rounds of a hit.

  • Cost: 50 gp upfront (requires a safe bunk on the party's skiff).

Because Krag-Ghar is built within a massive, hollowed-out stalactite suspended over a boiling mud sump, its geography is vertical and precarious. Space is a premium; every street is carved into the interior rock face or suspended by rusted iron chains over the churning orange sludge below.

In ACKS II, the city is stratified by power, wealth, and functional economy into three distinct tiers.

   =================== [ THE SPARK-SPIRE ] ===================
        (Top Tier: The Iron Baron's Fortress & Nobles)
                     |                   |
               Rusted Chain         Great Stone
               Lift Shafts          Staircases
                     v                   v
   ================== [ THE FOUNDRY ANCHOR ] ==================
        (Middle Tier: Foundries, Smithies, Markets)
                     |                   |
                     +---------+---------+
                               |
                               v
   =================== [ THE SUMP-RING ] ===================
        (Bottom Tier: Gladiator Pits, Docks, Slums)

1. The Spark-Spire (The High Tier)

This district occupies the uppermost, widest section of the stalactite where it anchors into the cavern roof. It is the coolest, safest, and most heavily fortified district in the city.

  • The Architecture: Vaulted stone chambers carved directly into the ancient granite ceiling. The air here is artificially scrubbed of sulfur smoke by basic ventilating shafts. The pathways are wide, smooth, and lined with iron guard posts.

  • The Crucible Citadel (The Iron Baron's Fortress): The absolute seat of power, ruled by Baron Vraka the Unbroken, a massive, ancient Troglodyte warlord who wears plate armor forged from black underworld iron. The fortress is built like a bunker, featuring massive iron portcullises and a private garrison of 100 elite Chitin Guards.

  • ACKS II Mechanics: This is the administrative heart. The Baron controls the city’s treasury, levies the water-tolls on the Sunless Sea, and issues trade writs. Accessing this district requires a High-Tier Pass (costing 100 gp or earned via high-level service) or a direct audience with the Baron's stewards. Humanoids found wandering here without a pass are enslaved instantly.

2. The Foundry Anchor (The Middle Tier)

The widest structural ring of the stalactite, this district is an industrial hellscape wrapped in a perpetual cloud of black soot and orange sparks. It drives the entire economy of Krag-Ghar.

  • The Architecture: A maze of soot-stained workshops, blast furnaces, and cramped stone tenements built into the outer edges of the tier. The central plaza is an open-air market suspended by massive, house-thick iron chains that groan constantly under the shifting weight of cargo.

  • The Great Foundries: This is where the Chitin Regime smelts the iron ore harvested from the surrounding deep-veins. The heat is oppressive, fueled by natural gas vents tapped from the cavern walls.

  • ACKS II Market Center: This district functions as the Market Class V exchange point. It is lined with weapon-smiths, armorers, and scrap-dealers. Because of the sheer volume of metal production, standard non-magical iron weapons and armor can be commissioned or repaired at 80% of standard surface book costs, though the quality is brutal, dark, and unpolished.

3. The Sump-Ring (The Bottom Tier & Slums)

The narrowest, lowest tip of the stalactite, hanging a mere 60 feet above the bubbling, sulfurous mud sumps. The air here is thick, wet, and caustic, causing surface eyes to water and sting.

  • The Architecture: A chaotic network of rotted wooden boardwalks, hanging shanties, and bone-meal warehouses built precariously along the outer lip of the rock. The hanging docks (where the players tie their skiff) are located on the western edge of this ring.

  • The Maw (The Gladiator Slave Pits): Carved directly into the hollow center of the stalactite's tip is a massive, circular vertical shaft. The bottom of the shaft is sealed with a heavy iron grate looking directly down into the boiling mud. This is the arena.

    • The System Economy: The pits are managed by The Flesh-Factors, a powerful criminal guild of Beastmen. They buy captured orcs, beastmen, and surface humanoids, forcing them to fight wild cavern beasts (like Giant Cave Locusts or captured Carrion Crawlers) for the entertainment of the upper tiers.

    • Tactical Hazard: Slaves who fail to entertain the crowd are dropped through the bottom grate into the mud sump below.

  • ACKS II Camp Value: The Sump-Ring is a lawless frontier. The Chitin Regime guards rarely patrol here unless a full-scale riot breaks out. It is the perfect place to secure black-market goods, hire desperate mercenaries like Grakka the Sledge, or pick up unvetted rumors about Zelligar's old surface fortress without paying state taxes.

 The Logistics of Verticality: The Chain Lifts

Movement between the Sump-Ring and the Foundry Anchor is restricted to two massive, iron-caged platform lifts driven by giant beastman-turned capstans. The Chitin Regime charges a 1 cp toll per passenger to use the lifts. Characters seeking to avoid the toll—or avoid the guards stationed at the lift gates—must climb the treacherous, vertical Sweat-Stairs carved into the wet exterior of the rock face, requiring an Acrobatics or Climbing proficiency check to navigate safely with heavy gear.

Wednesday, June 24, 2026

Meditations on the classic In Search of the Unknown (Module B1, written by Mike Carr in 1978) module Adapted To OSR Rpg systems especially The Adventurer, Conqueror, King Second Edition -- Part Five Other adventure locations within the caverns of Quasqueton

 While the Upper Bastion houses the military frontlines and the Lower Caverns hold the wild, subterranean wilderness, the Caverns of Quasqueton feature several isolated, deeply atmospheric sub-locales. This literally picks right up from Meditations on the classic In Search of the Unknown (Module B1, written by Mike Carr in 1978) module Adapted To OSR Rpg systems especially The Adventurer, Conqueror, King Second Edition - Part Four



In ACKS II, these are not just empty rooms filled with random text; they are self-contained tactical puzzles, historical repositories, or economic choke points that reward careful exploration while threatening low-level characters with high-lethality traps and unique monsters.



1. The Garden of Phytomedicinals (The Hidden Greenhouse)

Located in an isolated northern pocket of Level 2, behind a set of double iron doors warped by moisture, lies Zelligar’s forgotten botanical conservatory.

  • The Architecture: A massive, 40-foot-diameter circular cavern. The ceiling features a massive crack that lets in a faint trickle of moonlight and rain. The floor is filled with terraced stone beds overflowing with pale, blind albino flora and thick, hanging vines.

  • The Sentry: 1x Ochre Jelly (AC 2, HD 5, hp 22, Morale N/A). It resembles a thick, golden residue coating the central irrigation stone.

    • ACKS II Combat Trap: Striking the Ochre Jelly with slashing weapons or lightning does not harm it; instead, it splits the creature into two smaller jellies (each with half the remaining hit points). The party must use fire (like their Dragon's Breath oil) or blunt weapons to destroy it.

  • The Economic Windfall: If the jelly is cleared, characters with the Healing or Natural Philosophy proficiencies can harvest rare alchemical roots.

    • The Value: Spending 2 turns harvesting yields 300 gp worth of raw materials that can be used by a Mage to brew Potions of Healing or sold directly to a surface apothecary.

2. The Sepulcher of the Iron Oath (The Burial Vaults)

Tucked away into a dead-end corridor on Level 1, behind a heavy stone slab requiring a combined Strength score of 30 to heave open, lies the resting place of Rogahn’s loyal vanguard.

  • The Architecture: A cold, dry tomb lined with six stone sarcophagi. Above each sits a carved effigy of a knight clutching a broken sword. A low, magical hum keeps the room completely free of dust.

  • The Peril: This area is a test of greed. If the players attempt to pry open the sarcophagi to loot the burial rings and armor, the air pressure in the room instantly drops, triggering a magical curse.

  • The Encounter: 3x Skeletons (AC 2, HD 1, hp 5 each, Morale N/A) animate from the stone beds.

    • ACKS II System Mechanics: Skeletons are completely immune to Sleep spells and take half damage from piercing and slashing weapons (arrows and swords). The party's Fighter or Cleric will need to switch to maces, hammers, or staves to smash them efficiently.

  • The Loot: If defeated, the tombs yield ancient masterwork gear: a silver-plated shield worth 150 gp and a Dagger of Quality (+1 to hit, but non-magical).

3. The Reservoir of the Sunless Sea (The Sunken Docks)

At the absolute lowest point of Level 2, the natural limestone tunnels break out into a massive, echoing void housing a dark, still subterranean lake.

       [ THE CAVERN REACHES ] -> [ SUNKEN DOCK ] -> [ THE WATERWAY ]
          (Natural Stone)           (Rotted Wood)       (Deep Water/Peril)
  • The Architecture: A rotted, moss-slick wooden pier extends out into the black water. A single, waterlogged flat-bottomed skiff is tied to an iron cleat. Zelligar used this waterway to travel deeper into the regional Underworld to trade with deep-dwelling races.

  • The Hazard (The Water-Dweller): 1x Giant Leech (AC 2, HD 2, hp 9, Morale -1) clings to the underside of the dock.

    • Tactics: It launches a surprise ambush against whoever steps onto the pier to inspect the boat. If it hits, it locks onto the character, inflicting $1d4$ points of damage automatically each round due to blood drain.

    • ACKS II Healing Penalty: A character drained by the leech cannot regain hit points via natural rest for the next 48 hours unless treated with an alchemical poultice.

  • The Campaign Bridge: The skiff is still functional if repaired (requiring 1 turn and a carpentry toolset). Rowing across the sunless sea provides the Referee with a perfect gateway to transition the campaign out of Quasqueton and into a sprawling, multi-level Underworld megadungeon.

4. The Grand Library of Quasqueton (The Ransacked Archive)

Located adjacent to Zelligar’s personal quarters on Level 1, this room was once a magnificent repository of regional history and arcane lore. It has since been heavily defaced by the Orc Vanguard.

  • The Architecture: Soaring 15-foot walls lined with charred wooden bookshelves. Thousands of shredded parchment sheets carpet the floor like snow.

  • The Operational Puzzle: The Orcs use this room as a latrine and trash heap, completely unaware of its systemic value. If the party dedicates a full Exploration Turn (10 minutes) to meticulously sifting through the filth, a character with the Knowledge or Language proficiency can recover intact lore fragments.

  • The Clues: A successful search yields an old architectural blueprint of the fortress. This document reveals the exact location of two hidden secret doors on Level 1 and grants the party a +2 bonus on rolls to locate secret passages while exploring the Upper Bastion.

Taking the skiff across the Sunless Sea transitions your campaign from a localized dungeon crawl into a sprawling Underworld Hex Crawl. In ACKS II, the Underworld functions as a dark mirror of the surface world, complete with its own hidden trade networks, strict territorial boundaries, and dangerous non-human market centers.

The black waters of the Sunless Sea feed into a massive network of flooded tunnels, or Water-Ways, that slice through the regional bedrock.

1. Underworld Travel Mechanics & Logistics

Traveling by skiff bypasses the typical encumbrance slowdowns of foot travel, but it introduces unique naval hazards in pitch-black tunnels.

  • The Vessel: The flat-bottomed skiff can carry up to 60 Stone of total weight (including passengers and cargo) before taking on water. It moves at an Underworld exploration rate of 3 miles (1 Underworld Hex) per 4-hour watch, assuming two characters are actively rowing.

  • The Light Rations Tax: Because there are no landmarks, the party must maintain constant illumination. Rowing in the dark forces a catastrophic 5-in-6 chance of crashing into jagged stalagmite reefs, ruining the boat and forcing Mortal Wounds checks from drowning.

  • Wandering Water Threats: Roll $1d6$ once per travel watch. On a 1, the party encounters a localized hazard: either a subterranean siphon (whirlpool requiring a Seamanship throw) or a predatory Giant Albino Catfish (AC 3, HD 4, Morale 0, attacks the hull to capsize the vessel).

2. The Underworld Factions

Two major subterranean factions contest the waterways directly adjacent to Quasqueton. Their relationships with surface dwellers are transactional, cold, and highly dangerous.

                  [ QUASQUETON LEVEL 2 ]
                            |
                     (The Sunless Sea)
                            |
         +------------------+------------------+
         |                                     |
         v                                     v
[ THE CHITIN REGIME ]                 [ THE GLOOM-WEAVERS ]
   (Deep Troglodytes)                     (Deep Elves)
   Subterranean Feudalism                 Isolationist Arcane Slavers

Faction A: The Chitin Regime (Deep Troglodytes)

Unlike their feral, scattered cousins on Level 2, these are civilized, iron-working Troglodytes who have formed a brutal feudal society under the stone.

  • Government / Posture: Subterranean Tyranny. They look down on surface humanoids as fragile, soft-skinned weaklings, but they covet surface steel and alcohol.

  • ACKS II Faction Economy: They control the iron-ore deposits along the western banks of the Sun Sea. They use enslaved orcs and beastmen to run massive, sulfurous foundries.

  • Key Asset: They enforce a strict Water-Toll along the northern shipping lanes. Passing their checkpoints requires a payout of 50 gp in surface metal goods or an official mercenary contract promising to raid their enemies.

Faction B: The Gloom-Weavers (Deep Elves / Shadow-Dwellers)

An insular, matriarchal cabal of long-lived humanoids who split from surface elves millennia ago to pursue forbidden cosmic geometries in the dark.

  • Government / Posture: Decadent Magocracy. They view surface dwellers as fascinating intellectual curiosities or raw materials for labor and alchemical experiments.

  • ACKS II Faction Economy: They deal primarily in rare fungi, glowing crystals, blind cave-beast mounts, and high-end magical components harvested from the deep mantle.

  • Key Asset: They possess deep networks of psychic spies. If the player characters carry any magic items looted from Zelligar's vault (like the Arcanist's Lexicon), the Gloom-Weavers will sense the arcane resonance across the water and dispatch stealth skiffs to intercept and bargain for—or steal—the prize.

3. Market Destinations & Travel Grid

By navigating the flooded vaults, the party can steer the skiff into two distinct Underworld settlements to sell their dungeon loot, secure exotic hirelings, or rest supply lines.

DestinationTravel Time (From B1)Market ClassMajor Imports (High Demand)Major Exports (Available for Purchase)
Krag-Ghar (The Iron Sump)12 Hours (3 Hexes West)Market Class V (Small Town)Surface Steel weapons, Grain, Salt, Strong Wine.Raw Iron Ore, Glow-Paste fuel, Mercenary Beastmen.
Vael-Thalar (The City of Glass)36 Hours (9 Hexes North)Market Class IV (Large Town)Ancient surface texts, Elven relics, Precious gems.Rare Alchemical ingredients, Scrolls, Blind Cave-Lizards.

Destination 1: Krag-Ghar (The Iron Sump)

A fortress city built directly into a massive, hollowed-out stalactite suspended over a boiling mud pit, ruled by the Chitin Regime.

  • The Harbor: A heavily fortified stone dock lined with ballistae. Humanoids are allowed entry only if they disarm and purchase a temporary "Trader's Writ" for 20 gp.

  • ACKS II Market Features: Due to its Class V status, the maximum value of items that can be found or sold here is capped at 500 gp. However, because surface iron weapons are scarce, the PCs can sell any swords, shields, or chainmail looted from the Orcs or the Bronze Vanguard upstairs at a 20% price premium.

Destination 2: Vael-Thalar (The City of Glass)

The regional capital of the Gloom-Weavers. A breathtaking, terrifying city carved from solid black volcanic glass (obsidian) that reflects the eerie light of thousands of bio-luminescent fungi fields.

  • The Harbor: A silent, deeply policed underground marina where skiffs are moored using silk lines.

  • ACKS II Market Features: As a Class IV market, it features a fluid economy with a gold limit of 2,000 gp. The PCs can trade Zelligar’s alchemical runoff or raw monster components here for high-level services. It is the only place within 100 miles where a party can hire an Underworld Sage to translate cryptic scrolls or buy exotic, dark-adapted mercenaries (such as blind subterranean archers) to help them return and completely clear the rest of Quasqueton.