Tuesday, January 27, 2026

Antarctica Adventure Jam Dungeon 3

 Starting to get a little bit under the pump at home and hobby. That unfortunetly means the dungeons are having to be shortened, with only the juiciest parts and the spaces between.

### 302-565

A deep pit that is never filled with water. Three towns and travellers dump their rubbish there. Since there are hollows in the walls, it must be an opening to a network of caves and so is notorious for a place to hide for man and monster.

              The visitors throw trash from the top, landing in the stagnant pool some 40 feet below. There is a pinch at 20 feet which obscures the lower level from view, and it is not mentioned. A ramp descends in a spiral from the lip. All caverns are 10 feet high, roughly fashioned from hardpacked dirt and loose rock, vaguely circular and lightless. Unless otherwise noted.

### Any dimensions not stated are assumed to be 10 feet. The ceiling is assumed to be 10 feet high. Unless otherwise stated, all doors are stuck but can be retried once per turn.

Descriptions in the Before language/writing are labelled BFTXT

## Level 1 (2nd Level Dungeon)


### One enters from the South/Top side of Room 11 and progressed down in a spiral to Level 2 Room 13.

### Random Encounters

1 – 1d6 Robber Flies, replace with 1d4 Draco Lizards if Room 1 cleared, if defeated, reroll

2 – 1d8 Pit Vipers

3 – 2d4 Zombies of berserkers and gnolls

4 – 1d6 Gnolls scavenging, replace with 1d6 Berserkers if Room 14 cleared, replace Berserkers with 6+1d6 Wild Dogs (Wolf) if Room 15 cleared as well.

5 – 8+1d8 Bandits exploring rumours of treasure, if defeated, reroll

6 – 4+1d4 Red Wyrms of Rage (Giant Centipede)

1.       The cave end stinks of rotting meat and a deep buzz can be heard.

Five Robber Flies nest here, the pieces of fleshy detritus thrown or killed in the pit occasionally sticking to their extremities. Amid the rot is 28gp, chewed but not digested.

2.       In the blackness, a fierce roaring and fire greets the first character to enter the chamber. Entering causes an illusion of first sinister, glowing reptilian eyes, then the head of a foul dragon or the hydra itself, spewing fire and fury (Antarctica Adventure Jam Bestiary). Engaging the characters.

The monster has AC 9 [10] and vanishes if hit in combat. Its attacks do not inflict real damage: a PC who appears to die just falls unconscious for 1d4 turns.

The illusion is caused by the patterns of stones upon the ground forming a network of interlocking herringbone patterns and loops.

Scattered among the debris, thrown by fleeing explorers is 600sp, 300gp and a clay pot containing a Potion of Speed.

3.       A dank chamber, where obscene graffiti, proclaiming the doom of the pale sun is spread over the walls. Each white or yellow sun rising to head height, is thrown down by an ill-defined humanoid figure and converges as a red skull at the far end, ringed with black serpents.

Studying the red skull gives a find secret doors roll and leads to Room 12.

4.       A dry cave entrance facing the rising sun, stretching back into the limestone. A scattering of loose scree and tough grasses make the ground uneven. Nestled inside are 6 Pit Vipers. If it just after dawn, they are clearly visible as they sun themselves.

5.       A chimney descending some 10 feet below and at a slant of 90 degrees. Wide enough for 3 people, with no handholds on the melted smooth rock. The bottom 3 feet are stained a deep ochre and there is a thickened yet powdery residue on the wall and floor.

The cave bottoms out into a space about 5 feet wide and high with a crawlspace to Room 6.
A party knowledgeable about slimes and oozes would be able to deduce this is the remnants of an Ochre Jelly which succumb to something here.

6.       Any pooling water from the walls is absorbed into the patches of cave fungus, otherwise not even dirt. The rock is very straight and regular except for a jagged and collapsed celling vault.

7.       The walls and ceiling are straight and orderly, forming a series of vaults above and obviously non-natural. A circle of white stone is embedded in the floor here; it seems to be marked with curving grooves.

A Cleric or Magic User with an Intelligence of 12 or higher automatically knows these are marking for the rise and fall of the moon. Stepping onto the circle teleports the individual to Level 2, Room 8.

8.       A tunnel terminates some five feet in a door. The door is emblazoned with the polar constellations of the modern age, raised from the surface. On Uldore, this is various animals and farming tools. Pressing the different constellations has a 2 in 6 chance each time of triggering the scythe trap to swing from the left. A few rusted daggers and wooden stakes doing 1d8 damage. The fake door is just pushed against the rock face.

9.       A dry cave entrance lit by the noon and evening sun. Highlighting the limestone darkness beyond. Uneven footing between the scree and tough grasses. Nestled inside are 5 Pit Vipers. If noon, they are clearly visible as they sun themselves.

10.   A cave straight walled but crumbled ceiling. It stinks of rotting flesh and 13 figures stare at the walls. 7 humans and 6 mantis-headed gnolls. Now all Zombies, who attack immediately after detecting entry. The human bodies have guts ripped from the inside.

11.   This large ramp of earth winds around the inside of the rubbish pit. Dipping beneath the lip, as the rock gives way to scree and dirt. Held together with shrubby plants arranged in noonday alignment. Regular large cave entrances can be seen from the descent, otherwise hidden from the lip. At the bottom of the spiral, is the second lip, and a steeper decline.

12.   A narrow tunnel with sections only wide enough for a single person. The running from Room 3 to Room 13. Lots of crude skull motifs, though they are generations old and flake from breath.
There is a branch halfway along, big enough for a person to crawl through. This is the entrance to Room 15.

13.   The room contains a transition between straight-cut walls and natural cave. Fading into rough stone as it progresses away from Room 16. The tunnel entrance to Room 12 is some five feet above the ground and behind a fold in the rock. Visible only from reaching the far end.

14.   A cave entrance into the limestone. With only partial light from even the noonday sun, the interior is smelt, heard and felt rather than seen. Unwashed bodies, clicking and malice.

Squatting in the back of the cave are 15 Gnolls. Chewing on what look to be human bones and insect chitin.
If they fail to detect the party, they are all observing a tunnel winding deeper inside.
At their feet are 2000gp of indigestible trinkets. Mostly coins, armbands and necklaces.

15.   Here fitfully sleep and pace 9 Berserkers. Occasionally running into each other and twisting on the ground as the wyrm writhes inside them. As per the Bestiary, the Red Wyrm of Rage will burst from them if they are slain (Giant Centipede).

Some wear tattered armour and fine clothes; others dress in disintegrated rags. They are all focused on the entrance to Room 16.

Amid the gnoll-blood they still wear some treasure. 1000cp, 4000sp and 1000gp in coins, armbands and clasps. Jewellery: 3 x 800gp, 2 x 900gp and 1200gp and a Sword +1 in the hand of one.
That Berserker is dressed as though he is from across the Sunrise Strait and his body has a blue diamond tattoo on the shoulder.

16.   This cave is worn straight and regular, with a carefully constructed vault above. Carved depictions of strange beasts decorate the wall. Though a widely travelled character might recognise them as dragons and dinosaurs of the Before Kingdom.

In the centre of the room is the powdered remains of some yellow-brick benches and a raised pool. Seemingly lifted out of the surrounding rock but lined with yellow brick on the inside. There are 1d4 draughts of iridescent yet clear liquid remaining. There is a 50% of a Potion of Gaseous From and 50% of a Potion of Poison with each draught.

17.   A tunnel, wide enough for two abreast takes several tight turns. Each turn is stained with blood, and the tunnel smells like iron and death. A dead gnoll blocks the way on the final turn to Room 16. A side-passage, viewable from Room 16, leads to Room 20.

18.   In this chimney some 10 feet high is 300sp and 400gp in a wall nook. In the form of coins from across the Sunrise Sea, trade bars and figural jewellery (cow, pig, penguin, fish, horse). A bandit hoard who no one ever reclaimed.

19.   This tunnel is only big enough to admit one person crawling at a time. The tunnel widens to a small space where a human can stand and turn around. A Detect Secret Doors roll will reveal a nook in the ceiling containing Room 18.

20.   A wide cave where water has begun to erode the straight walls and celing back to a natural cave. This has destabilised the roof and for each character who enters, there is a 2 in 6 chance of a falling block hitting that character. Doing 1d10 damage if they do not Save vs Petrification.

21.   In the dim light are people milling around. If hailed they turn as one and advance to attack. Stumbling around and butting heads until then are 13 zombies, 8 humans with tore bowls and 5 gnolls. Remnants of a previous stage of the fight.

22.   This straight-walled room is dustless. A decoration of screaming cows, pigs and human faces surround the door beyond.

Spread out on the floor is a Grey Ooze, which rises to attack whatever walks upon it.

23.   This straight-walled room consists of eight yellow-brick vats, rising to waist-height. Though one has a broken side, spilling grey powder on the floor. The grey ooze dwelt here, but was displaced by a past earthquake, which broke the vat and release a toxic gas.

Any who step inside this room must Save vs Poison or die.

24.   This straight-walled room has a jagged and tenuously ceiling. Buttressed by its own weight between the half-fallen blocks.

Whichever door is opened causes a cave-in as the falling blocks seal off that passage. Once the character explore halfway into the room.

## Level 2 (3rd Level Dungeon)

### Random Encounters

1 – 1d6 Tiger Beetles, if Room 13 cleared, replace with 6+d6 Robber Flies, if defeated, reroll

2 – 1d6 Harpies, if Room 5 cleared, replace with 1d4 Medium on the prowl for threats, if Room 10 is cleared, replace with 8+1d4 Red Wyrms of Rage (Giant Centipede)

3 – 1d6 Crystal Statues, pretending to be bodies of beetles and dogs on the floor, if Room 12 cleared, replace with 3+2d3 Giant Geckos

4 – 1d8 Shadows, moaning in strange languages and fearfully avoiding inhabited rooms. Reroll if in a room that is or was inhabited

1.       Narrowing into the rock is a path. First wide enough for a crawl then a tight squeeze for even a small being. Finally, it ends in a dead end and anything that has gotten this far must be pulled out or pass a Save vs Petrification once per round to escape.

2.       A shaft descends for 10 feet before abruptly stopping, the bottom 5 feet filled with stagnant water. Halfway down is a crawlspace leading to Room 1.

3.       A Chimney that rises 15 feet from Room 8 to Room 5, at a 45-degree angle. Requiring rope or two hands to climb. The walls were once smooth and notched. But something has clawed and worn away at the holds.

4.       Natural walls and ceiling but the otherwise empty cave has a worked smoothed floor. A door at the end is fake if examined.

Halfway into the cave is a trapdoor that activates when more than 1 person enters the room, the whole floor tips into a slide that deposits those in the room into Room 5.

5.       This cave reeks of insect droppings. No matter what the walls and ceiling were once like, everything not fouled with waste is covered in claw and mandible marks. If the characters surprise the 5 Harpies. They find them willowy destroyers in separate nests of sticky powder, bone fragments and scrub. Otherwise, the insectoids descend from the ceiling, making their discombobulating harmonics.

In the nests are gems worth 3 x 10gp and 500gp of gold coins and trinkets.

6.       A smoothed room where some carvings have been defaced by the harpies. Whatever information could have been gathered has been vandalised beyond recovery.

7.       A rough cave with a crude idol depicting a strange combination of fish and mammal
If approached within a couple of feet (effectively touching or closely inspecting) it speaks in the language of the Eastern sailors.
“Beware! This is a land of birds!”

8.       The long walls and ceiling are straight and orderly, forming a series of vaults above and obviously non-natural. A series of circles embedded in the floor are defaced with a single cleave in the stonework, except one. All are marked with curving grooves.

A Cleric or Magic User with an Intelligence of 12 or higher automatically knows these are marking for the rise and fall of the moon. Stepping onto the circle teleports the individual to Level 1, Room 7.

9.       A worked room stripped bare and rubble pushed into corners. Alone in the middle is a large crystal shard crudely imbedded into a pot. When anyone enters the room, the crystal flashes once. Expecting a counterflash. If not, the crystal glows and the pot shatters, releasing a cloud of poisonous gas that fills the room. Save vs Poison o die.

10.   This worked room is well lit, with wooden furniture in recent styles of the interior of Uldoore. Among the bedstands, chests and clothe stands, is piles of scrolls and clay tablets.

Seven men and woman are busy if surprised, consulting various documents by candlelight or washing robes.

These 7 Mediums will demand an explanation for why they have been intruded on and will act in a haughty manner to disguise the fact they are a monastic cult, centred on the creature in Room 11. If the characters insult, refuse to leave or accuse them of being a sinister cult, the mediums attack.

In total, they have 67sp stashed in their chests.

Each carries a crystal they use to counterflash the shard in Room 9. It requires some form of magical class to activate.

The scrolls and tablets describe the mechanisms of the teleporters in Level 1, Room 7 and Level 2, Room 8. They also reveal this used to be a Before experiment site, where teleportation magic was used to acquire and send samples from anywhere on the continent and the waters girting it. When the Titans buried the complex with the new sun, only one researcher, the Reverend Mother survived to see new angles to the universe and achieved immortality.
Each knows only one of these spells: Read Magic x 2, Ventriloquism, Detect Magic x 2, Floating Disc, Sleep.

11.   Lavish and well lit, with tables, curtained bed and chests, many gewgaws and mirrored metal on the walls. So, servants can speak without suffering.

An oracle of the past and a foreteller of the future is the leader of this obscure group. A shapely ornate robe and veil do not hide the stilled movement of unnatural age. This is another obscuration; the Medusa is inhuman fast. Should she suffer more than half her HP in damage, she screams and surviving 5 Crystal Statues from Room 12 or the 7 Mediums from Room 10 arrive next round.

On a table is a Crystal Ball, centrepiece of study. On the wall is a Shield +1, made of reflective green glass. Behind is a crawlspace to Room 17. A foreign pot on the chest holds a Potion of Invulnerability. Inside the chest are two Spell Scrolls written in the language of Before.
BFTXT: Long Night Survival For Spirit Summoners – Create Water, Curse, Remove Curse, Bless, Resist Cold
BFTEXT: Sun Studies – Contact Higher Plane, Detect Magic (MU), Levitate, Clairvoyance, Continual Light

12.   A dark room worked but dusty. A series of statues line the walls, five in total, each in some form of pose of grief or anger. On the centre of the floor, picked out in homemade clay paint is the words: To Not Die, Command Them With Authority.

This is a lie; the 5 Crystal Statues obey no one but the Medusa in Room 12 ad attack as soon as they are interacted with or the party reaches the middle of the room.
These statues in the light are less crystal and more crystallised, the same few frames of finality repeated in a stuttering loop. The Oracle’s displeasure and her survivor’s curse.

13.   Here is the bottom of the pit, an hourglass funnel where the edges are hidden in darkness from the central shaft. The ground is covered in stinking and rotting refuse and mould. Strange mushrooms twist around rubble and mould obscures the sucking mud.

Movement is reduced by 20 feet for all characters and humanoids.

The 6 Tiger Beetles which feed on the detritivores and falling scraps have no restriction and scuttle forward into the light to feast.

14.   A long rising passage, whoever goes first hears a pop like a bubble of soap at the halfway mark.
They must make a Save vs Petrification or suffer 1d10 damage from the falling stones ahead of them pouring down.

15.   This rough chamber bears faint cracks all around, as if from a freeze-thaw cycle. Each player who enters has a 2 in 6 chance of hearing a popping noise, followed by a long thin bone scything out of a crack in the ceiling for 1d8 damage.

The bone has no means of support, but for each strike it drops out of the crack until it has struck 6 times. When it falls to the ground, inert.

16.   The cave is cold, as if the long winter night has seeped in and never left. A small pile of clothes lay in a corner.

Here lies 1 Doppelganger, who has hidden from the sun for many years, venturing out in winter to acquire treasure and kills, as many men wished in their hearts they did. The false-thing is cunning and will take the form of whatever person it feels would get the most sympathy from victims. But always pretending to be a delving merchant or explorer who has become trapped by the fighting, now nearly hypothermic. And with sunken cheeks and belly pulled so taught from hunger they cannot seem to walk.

To show proof of intentions, it shows the 800gp piece of jewellery it keeps for such a purpose, an elaborate torc engraved with seals and penguins. It targets whoever takes it from them first with a seemingly mad savagery. As if reclaiming it. On death it liquifies into water then becomes vapour.

17.   A pit some 20 feet deep. Ten feet away is an entrance to another cave, the walls are rough. Hidden at the bottom of the shaft is a black cloak, visible only with 1 in 6 chances from above or if ones searches the bottom by hand.

Beneath it is: 3000sp, 600gp and Jewellery worth: 500gp, 900gp and 1000gp.

Monday, January 26, 2026

AD&D 2E Skills & Powers Racial Abilities

As D&D 2E stumbled through the 90s and TSR’s final collapse at the end, a curios idea took hold that would eventually bloom into 3rd Edition in 2000. Innovation based on what the players wanted. This ended up drawing a lot from Rolemaster, a more complicated game that itself had started as expanded critical hits and combat tables for AD&D 1E. Thus, the Player’s Options book line was born. A whole revision of D&D giving absolute control over building a character and the degree of complexity for a game. From grid combat to breaking each stat into two, there was a bevy of options, some of which got incorporated into 3E.

Quite a few people look back on them fondly but just as many people dislike them for taking a game that regulated itself with random rolls and removing that. This seems to be anecdotally split between players and DMs.

Well regardless of the original intent, TSR floundered and 3E was made by Wizards of the Coast, based again, more on Rolemaster with Feats and a roll over unified mechanic. But I wanted to know how much it was carried over from 2E. Based on an anecdotal comment that 3E’s party balance issues never came up in playtesting as the designers of 3E playtested it like a 2E game.

So, I read through all the starting Character Options, as those were closest to Feats with getting into the weirdness of Non-Weapon Proficiencies sometime being skills or what later editions would term feats.

Character races got a certain amount of Character Points, of which they could only keep some ad so were encouraged to spend them. They were presented with the different races and variants of those races. With a point breakdown of their racial abilities. And therefore, they could mix and match, to their hearts’ content. Notably Half-Orcs returned as a core option along with Half-Ogres, the race Gygax created in Dragon Magazine but never really took off.

Since many of these powers overlapped, I had hoped to establish a generic list and see if things changed between races. In classic TSR fashion, it wasn’t just that these abilities were cost differently between races, the abilities themselves were not standardized. Just being the original racial abilities from 2E and 1E with a rough point cost.

Generally, a +1 attack bonus with a specific single weapon was worth the minimum of 5 points. Unless you are an Elf, who gets the +1 to both Long and Short Swords for 5 points. The same for a +1 for damage from a specific weapon, but only Half-Orcs seem to be able to do that.

Elves get a cooshee or an elven cat for the same 10 points a gnome can use friendly burrowing animal. That’s two double-stacked points in favour of an Elf and Half Elves don’t even get either bonus.

Bonuses to Non-Weapon Proficiencies were worth about 5 points for +2, as was any racial ability that mimicked a level 1 spell or gave a +2 bonus to a non-combat effect. The few saving bonuses from AD&D were also priced at 5 points per +1.

Any ability was otherwise priced at 10 points, especially if it could be halved in effectiveness for another race for 5 points. Like Infravision being 5 for point for the Halfling subtypes that got 30 feet of it, and not the regular 60 feet of other races. Or Half Orcs getting fewer natural abilities to detect underground construction.

Suprise bonuses were all just as idiosyncratic and unchanged from AD&D.

The outliers of interest were the Human only ability to get an extra 10% XP for 10 points. Which is itself a common houserule for not capping Demi-human (not human) race levels. Humans can get the Half-Ogre ability of a natural 8 AC, something that has only ever appeared here, though at 10 points and not 5 points. Which I think is odd, because 10 points feels like the right amount for something as important as AC in AD&D. Maybe they just considered it to be a small combat ability as it's the opposite of a +1 to a weapon attack.

 

In summery, there is no real consistency, which explains why 3E basically copied Rolemaster’s ideas rather than go through thee rigmarole of straightening out 2E Skill and Powers.

Monday, January 12, 2026

Converting Tunnels & Trolls or Mercenaries, Spies and Private Eyes to Mothership

Last one for now and a bit later, next week will be a bit later as well. This is a horrible mess of trying to prize three different systems together.


You can probally get by with:
MR/20 = HD, apply conversion
(Damage Dice+Adds/3.5)/3 = Spread across several attacks

If no MR
Personal Adds/3.5x5 = COM
CON/6 = Wounds, CON = Health, apply conversion

14 - Armor Hits = AC, 9 - AC =  AR
No Armor Hits, use HD as AR


The worked process

Treat Level as HD when converting or CON as HP if not available and so using the same conversion rules when translating to Health. If no HD and so no Wounds, assign 1 Wound per 6 CON, rounding up.

OSE/OSRIC damage scale is roughly one-third that of Tunnels & Trolls. Bonuses or Penalties also are affected by a factor of 3. The same should be applied to the Attack Adds for their skills and weapons. Divide the ‘Adds’ by 3.5 to determine additional dice; only whole numbers count.  Any remainders of this step should be divided by 6, and if 0.5 or greater round them up as a single +1 to be dealt with after division by three, which is ignored in Mothership conversion but here for completion.

What this means is that a target needs to have a +3 to hit bonus to get a +1 x 5% Mothership Combat bonus and a 6+2 Grand Shamsheer (No-Datchi) sword in T&T 5e will be a 2d6 sword, which becomes 2d10 in Mothership. Ignore STR and DEX requirements.


MONSTER RATING

Divide MR by 20 to determine the creature's HD, THACO and Instinct. Remainders are divided by 10 to get the HD bonus. If this reduces the new Health total to less than 10, round up to the nearest 5.

Then apply the OSE to Mothership Wound and Health Converter.


There was this cool OD&D to T&T sheet which listed out all the equivelent T&T stats and Armour, but I lost it somewhere, or never saved it.

So I'm using these instead

https://rolltodoubt.wordpress.com/2024/07/26/hit-dice-to-tunnels-trolls-conversion/

https://worldoftheburn.blogspot.com/2013/05/dungeons-and-dragons-from-tunnels-and.html


Special Attacks / Abilities.  Divide maximum damage by 3 as normal, then apply the Mothership Conversion.

Subtract Armour Hits (before doubling) from 14 to determine the Descending AC.  Values higher than 10 count as 10 AC.  Or with Ascending AC, add the T&T value to 10.  Apply Mothership Conversion.

For introducing AR for T&T monsters which lack it, I'd say the new HD = AR.

Going from a T&T source that mentions Trigger Numbers (Gaze on three 6s, for example), means that there is a percentage chance that each Round of combat, someone will be subject to the attack. Make it 4 - number of dice as a percentage, so if the TN requires 3 6s to be rolled, the attack goes off if a 10 or less is rolled for the monster’s Combat check.

If a Saving Roll is required for any attack, follow the rules for DC conversion. SR inflicted by the monster requires a Save from the player with [-] if the monsters original Wounds are higher than the players, though environmental circumstances can change this.

Magic works the same as any other converted magic, it’s unlikely the players will get to use it.


Balrog Maximus Meany from the T&T 5E example section had a MR of 250 and does 26d+125 damage each combat round (if not magic)

This becomes MR/20 = HD 12.5

Therefore Wounds start at 12, HP is 12 x 4.5 = 54 (let's arbitrarily bump this to 55 for the 0.5 more), THACO 10 and Instinct is 85%

Combat = 21 -THACO + Any listed modifiers x5 +15, or Ascending Attack Bonus +2 + Any listed modifiers x 5 +15.

Instinct = HD x 10, becoming HD x 5 after 5 HD, as a percentage

COM is (21 - 10) x 5 +15 = 11 x 5 + 15 = 70%

Applying the rule - If 4 Wounds or higher, deduct 2 Wound and 10 Health for every 3 total Wounds. If this reduces the new Health total to 10 or less, add 5 to the Health. and round up to the nearest 5.

Wounds/HP become 12 - (2 x 4) and 55 - (10 x 4) = 4/15

For damage, 26d+125 is 26+(125/3.5) = (26+35)/3 = 20d6

d8, d10, 2d6 = 2d10

Doubling as you go

Once you get to 4d10, you have the option of changing it to 1 Wound if caused by massive damage.

So 2d10 x 10 or 4d10 x 5 or 5 Wounds. Tricky because T&T does all the damage as a single roll off.

I'd be tempted to say 5 attacks at 1 Wound each.

No mention of armour, which is a little annoying, but still

Maximus Meany

W2(30)

COM 70% Flaming Great Weapon 1W , Alternate Fire & Explosives and Gore & Massive

5 Attacks per round

INS 85%

AR 12

Can move faster than a human and can fly

Weapon loses fire effects when exposed to water.


Extraterrestrial Criminal from T&T Solo 9 - The City of Terrors, passage 95

ST 35, IQ 18, LK 20, CON 5, DEX 18, and CHR 15

Sonic sword cuts though any armour in 2 rounds

He has no armour, and his combat adds are 37. The sonic sword gets 3 dice plus 5 adds.

No level listed and no MR, so CON = HP = 5, at the rate of 1 Wound per 6 CON, rounding up, this foe has just 5 Health as listing a Wound of 1 is pointless.

The weapon is 3+5 or 3/3+5/3.5 = 1+1.4 = 2, that becomes 2d6 = 2d10 in Mothership

The low HD means the skill is too low, so 37/3.5 = 10 x 5  = 50% COM

Extraterrestrial Criminal

(5)

COM 50%, Sonic Sword 2d10

Sonic Sword cuts through any armour in 2 rounds

INS 50% to save time, as the foe never did anything but attack


Jub-Jub Bird (from 7.5E)

MR: 25 – 150 (roll 1D6 x 25) per head

Special Abilities: Little Feets (2 WIZ), Befuddle (5 WIZ), Wink-Wing (7 WIZ); all as cast by a 4th Level Specialist Wizard

WIZ 3–15 (10% MR rule) per head,

SPD 3D6+18

Armor Hits: 1-6 points (1 per 25 MR) per head


This is trickier, MR seems to be per head and it has spells at a level seperate to MR. The image has two-heads and so does it's listed insperation in the description.

I rolled a 1 and a 6, so MR 25 and 75 for each head with WIZ 2 and 7 and Armor 1 and 6 respectively
SPD is 28
Let's combine these: MR 100, WIZ 9 and Armor 7

100/20 = 5 HD and HP 17. Which becomes W3(7), which rounds to W3(10).
I think I'll take an executive decision to make that W2(15) for one per head.

COM 21-15 = 6 x 5 = 30%, 11+50 is 11+50/3.5 = 25/3 = 8d6, which is 4 x 2d10 or 2 x 1 Wound
INS 5 x 10 = 50%
Funnily enough, casting spells at the 4th Level is not high enough to get a seperate higher magic skill. But does already have the discount from the level accounted for. Accounting for the HD to wound conversion, if a target has les than 3 wounds, they save with [-].
SPD means they always act first, considering a normal human has 3d6 in T&T 7.5E

Armor Hits is 7, 14-7 = 7, 9-7 = 2

Jub-Jub Bird (medium threat)

W2(15)

COM 30% Beak 1W (Bleeding)
2 Attacks a round

AR 2

INS 50%
Can cast the following spells: Little Feets (2 WIZ), Befuddle (5 WIZ), Wink-Wing (7 WIZ) out of a pool of 9 WIZ

Faster than a person

Tuesday, December 30, 2025

Converting Dungeon Crawl Classic to Mothership

An oddly specific conversion, but one that didn't quite fit with the rest of the OGL material.

And it's a good thing to mark the end of the year with, having finished all the D20-based OSR/OGL to Mothship systems I own.
I'll start the new year off with Tunnels and Trolls and then I'm done for the project.

HD = Wounds

HP = Health, if HP is under 10, add +1d5+6 (Allowing 1 HD monsters to have between 11-15 Health), add the OSE HD modifier to Health if average not listed. Add or deduct from Health based on the original size. D6: -1, D8: +0, D10: +1, D12: +2. Anything with a HD of d5 or lower dos not adjust Health if it is under 10

If 4 Wounds or higher, deduct 2 Wound and 10 Health for every 3 total Wounds.

If this reduces the new Health total to less than 10, add 10 to the Health. and round up to the nearest 10.

Add the extra Wound

Difficulty Classes in DCC are 2 to 5 points lower than in other OGL games. So an extra 2 points are needed to be added to Combat and Instinct calculations.

Combat = Ascending Attack Bonus +2 + 2 + Any listed modifiers x 5 +15.

Instinct = HD + 2 x 10, becoming HD x 5 after 5 HD, as a percentage

(9-AC/AC-10 for Ascending) round down = AP

Each damage dice converts to a number of dice

1, 2, d3 = 2 flat damage

d4, d5 = d5

d6, d7 = d10

d8, d10, d12 = 2d10

d14, d16 = 3d10

d20, d24 = 4d10

d30 = 1 Wound

If converting multiple dice rises above 4d10, it becomes 1 Wound.

Bonuses to damage are ignored unless they are +2, then up the dice by one per +2 on the chart prior to converting.

If a + Weapons is required to hit the monster, deduct 1d0 from the damage of the Mothership weapon per + required.

Actions remain the same, use judgement for distance of attacks.

In the unlikely event you need to calculate speed, original speed for a walk, x 3 for a run, converting to meters if required.

+/-4 or higher situational modifiers convert to [+] and [-].

Magic Resistance applies to magic, paranormal or psychic powers as they occur.

DC inflicted by the monster requires a Save from the player with [-] if the monsters original Wounds are higher than the players, though environmental circumstances can change this.


From DCC 66.5 Doom of the Savage Kings

The Hound of Hirot: Init +2; Atk bite +3 melee (1d8) or claw +3 melee (1d4); AC 15; hp 4d12; hp 20; MV 30’ or fly 30’; Act 3d20; SP demon traits, gaseous form, immune to charm effects; SV Fort +4, Ref +4, Will +0; AL C.

W 4

H 20 + 2 (Size d12)

This becomes W2 HP 12

Add the extra wound for W3 HP 12

COM 3+ 2 + 2 x 5 + 15 = 50% Bite 1d8 = 2d10 or Claw 1d4 = 1d5

Act 3d20 = Three actions a round

AC 15 – 10 = AP 5

INS 4 +2 x 10 = 60%

Can move or fly as fast as a person

Demon traits, gaseous form, immune to charm effects need to be looked up

Demon traits just seem to imply the rest of the special abilities from the description, though no doubt renders it weakened to those who consider Chaos unholy in the DCC system.
Gaseous form - "If the hound is reduced to 0 hp, it dissolves into oily black mists and returns to its lair, emerging the following night at full hp."

Immune to charm effects is self-explanatory

 

The result is:


The Hound of Hirot
W3 HP 12

COM 50% Bite 2d10 Gore & Massive or Claw 1d5 Bleeding

INS 60%

Three actions a round

AP 5

Can move or fly as fast as a person

Demonic: A successful THEOLOGY Skill Roll deduces the Hound’s Traits, A successful MYSTICISM Skill Roll deduces the Hounds Stat and a Successful XENOESOTERICISM roll gives [+] to Damage against the Hound.

If the Hound is Reduced to 0 Wounds, it dissolves into oily black mists and returns to its lair, emerging the following night with full Wounds

The Hound cannot be charmed or mentally dominated by any mortal science or magic.

 

 From DCC 67 Sailors on the Starless Sea

 Beastmen: Init +1; Atk spear +0 melee (1d6); AC 12; HD 1d8; hp 3 each; MV 30’; Act 1d20; SV Fort +1, Ref +1, Will -1; AL C.

W 1 + 1 for the extra

HP 3 + 1d5 + 6 (let’s say the average with rounding 9 for a neater 12)

 

Beastmen

W 2 H 12

COM 25% Spear 1d10

INS 30%

AP 2

Saturday, December 27, 2025

4E of the World’s Greatest Roleplaying Game To Mothership Conversion

People frequently think of this is difficult but it’s not.

Take the HP and the Level, take the difference between 24 and the Level and divide the HP by the new Level and then by the monster type to get the HD, rounding up.
Minions are /4, Standards are /2, Elite are, as is and Solo are x2. Health is Bloodied/2. Which then has the Mothership Wound conversion applied to it. If the Monster is from MM1 and MM2, multiple the HP by 0.8 prior to dividing by Level. Bloodied Effects occur when at half Wounds or Less.

Combat is calculated slightly differently as we rely on Level and not HD, (Attack Bonus - Level) x 5 + 30

Divide Damage/2 and convert into d5, d10 and Wounds as according to convertor. Monsters from the MM1 need a damage bonus, so multiply damage before Mothership conversion by 1.5.

Divide AC by 2, rounding down to get the Ascending AC. Deduct 10 to get Mothership effective AP.

If speed is needed, multiple Squares x5 and that’s how many feet they walk, x3 that number for running and divide for metres as needed.

Any attacks that recharge randomly can only be used once per combat encounter. As are any which are explicitly once per encounter.

Traits and Triggering actions are always in effect, but assumed unless specified the monster can do one Standard/Encounter and one Minor action each turn. Skills/2 x10 as a percentage if Instinct isn’t higher.

+4 or higher situational modifiers convert to [+] and likewise do -4 or worse into [-].

Magic Resistance applies to magic, paranormal or psychic powers as they occur.

DC inflicted by the monster requires a Save from the player with [-] if the monsters original Wounds are higher than the players, though environmental circumstances can change this. Special attacks which target Ref need SPD or INT rolls to avoid effects, Will needs FEAR or SAN and For need BODY or STR.


Let's apply this to the Banderhobb Warder, one of the creepier 4E originals.

Things from the Shadowfell (equal parts alternative world, negative/shadow plane and purgatory) who steal people for their unseen master, either by swallow and regurgitating them or stuff them into a sack.

They teleport into shadows with the writing carved into the midsections, so clearly there is a guiding intelligence.



Banderhobb Warder
Large shadow magical beast
Level 16 Soldier XP 1400

HP 160; Bloodied 80Initiative +16
AC 32, Fortitude 30, Reflex 28, Will 26Perception+15
Speed 6, swim 6Darkvision

Standard Actions

(⚔) Longfinger Claw ✦ At-Will

Attack: Melee 2 (one creature); +21 vs. AC

Hit: 3d8 + 11 damage, and the target is marked until the end of the warder's next turn.

(➶) Lightning Tongue (lightning) ✦ At-Will

Attack: Ranged 5 (one creature); +19 vs. Reflex

Hit: 2d8 + 7 lightning damage, and the target falls prone.

⚔ Longfinger Clutch ✦ At-Will

Attack: Melee 2 (one or two creatures); +21 vs. AC

Hit: 2d8 + 7 damage, and the target is marked until the end of the warder's next turn.

Triggered Actions

⚔ Swallow ✦ At-Will

Trigger: A Large or smaller enemy marked by the warder makes an attack that does not include the warder as a target.

Effect (Immediate Reaction): The warder shifts 3 squares to a space adjacent to the triggering enemy and makes the following attack.

Attack: Melee 1 (the triggering enemy); +19 vs. Fortitude

Hit: The target is removed from play. Until the effect ends, the target takes ongoing 10 damage. The target can take actions as normal and can make melee and close attacks against the warder. The effect ends when the warder drops to 0 hit points or when the warder ends the effect as a free action. When the effect ends, the target appears in an unoccupied space of its choice adjacent to the warder.

No Escape (teleportation) ✦ Encounter

Trigger: An enemy marked by the warder ends its move.

Effect (Immediate Reaction): The warder teleports 10 squares to a space adjacent to the triggering enemy.

Skills Athletics +21
Str 26 (+16)                Dex 23 (+14)                Wis 24 (+15)
Con 24 (+15)                Int 22 (+14)                Cha 11 (+8)

Alignment evil       Languages understands Goblin

Published in Monster Manual 3, page(s) 18, Dungeon Magazine 180.

Level is 16 (it is match for a level 16 player and 5 of them is a statistically bland encounter for a party of 5). HP is 160.

24 and 16 has a difference of 8, 160/8 = 20, Standard monster means 20/2 = 10 HD, HP would be 40

Applying the conversion is:

It's got 10 Wounds to start with. Three goes into 10, 3 times, so the new Wounds are 10 - (2x3) = 4, HP 10

Let's flip that to be W2 HP 20

Combat is (21 or 19 - 16) x 5 + 30 = 5/3 x 5 + 30 = 55% or 45%

Instinct would be 75%, but the amazingly high Athletics is 21/2 x 10 = 100, Always capable of making the move

All attacks are either ranged 2 or 5, so 10 to 25 feet. So, they can hit a Close range due to the horrible long arms.

Longfinger Claw: 3d8+11/2 is 1.5d8+5.5, let's round that down to 1d8+5

1d8 is 2d10. But +5 is two lots of +2, in turn increasing the value to 4d10 and eventually 6d10. Becoming 1 Wound and 2d10 damage.

Lightning Tongue is 2d8+7/2 is 1d8+3.5

2d10 upgraded to 4d10 or 1 Wound

Causes people to be knocked over unless they make a SPD Roll to avoid it

Longfinger Clutch is 2d8+7/2 is 1d8+3.5, which is 4d10 or 1 wound but also Marks target

This then plays into the Banderhobb's Swallow and No Escape actions

Swallow does 10 damage/2 is 5 damage

AC is 32/2 = 16-10 = 6 AP

6 squares is 30 feet per round walking and swimming, about human speed.


Banderhobb

W2(20)

INS 75%, Always passes situations that would require athletic ability

COM All attacks Close Range

Claws 55%, 1W (Gore & Massive), each attack, the Banderhobb either does an addition 2d10 damage or marks a sigil

Lighting Tongue 45%, 1W (Fire & Explosives), causes people to be knocked over unless they make a SPD Roll to avoid it

Once in an encounter, the Banderhobb can teleport through a shadow to Marked target, so long as it is in Close Range (15m to be precise)

Swallow 45%, 5 damage per round on the target's turn

Should the Marked target be within Close Range and ignore the Banderhobb, it moves faster than its bulk suggests, swallowing the target whole. Fitting up to its own body mass in a single gulp and regurgitating at will. Those swallowed can still fight if they can get purchase.

AP6

As fast a a person on land and in the water

Can see in the Dark


UCR Memo

BLUF

We should determine the source of these creatures and moving to aggressively acquire the operation through any means necessary.


Details

Banderhobb are large creatures of the Outer Dark. Abducting targets for whatever master that inscribed the sigils onto them from dimensional rifts made of shadows. Several have been identified by size and ability, though whether they are individuals or types is unknown.

This is both a dire risk to the stability of the Company's operations in the Rim but also an opportunity. These Banderhobbs can perform the same role as a Hatchetman, with greater precision and infiltration ability. Obtaining knowledge and control of these creature should be a top priority for the branch. Specialists and contractors with the right combination of experience and expendability should be hired for this purpose. Leverage can be acquired by producing evidence that Banderhobbs are responsible for missing persons of interest to employees.

Sunday, December 21, 2025

Antarctica Adventure Jam Dungeon 2

Late this week, late two months for the whole thing.
But finally done now.


My second out of hopefully five for my part of the Antarctica Adventure Jam.


Dungeon 2 – The Tower From Before

### Any dimensions not stated are assumed to be 10 feet. The ceiling in Rooms 1 to 6 on level 1 are 20 feet high, excluding the vaulting the sides, which rises from 16 feet. Steps leading into Rooms 7 and 8 are ten feet down with 30-foot-high ceilings. All ceilings on level 2 are 20 feet high. Those on level 3 and 4 and 30 feet high and 40 feet high respectively. Unless otherwise stated, all rooms are lightless and made of small yellow brick. All doors are not stuck.

Descriptions in the Before language/writing are labelled BFTXT


## Level 1

### Random encounters occur on a roll of 1 in 6 per turn.

1 – Reroll (1 Black Widow Spider, if Room 4 and 7 cleared, revert when Level 2, Room 2 cleared)

2 – Reroll (1d6 Giant Geckos on the ceiling if Level 2, Room 2 cleared)

3 – 1d8 Bandits (Nothing if Rooms 4 cleared)

4 – 1d4 Giant Shrews (Nothing if Room 12 cleared)

5 – 2d4 Goblins (Nothing if Room 7 cleared)

6 – 1 Green Slime (mutated pipe cleaner)

1.    A worn staircase winds its way up 30 feet to level 2. Observing the interior wall shows there is some 10 feet of brick between each level, if broken this reveals a network of stout pillars serving as climate controls. Above the doorframe is 1 Green Slime, which will drop on the first party member to enter.

2.    This room is dusty except or the floor. There is a mural opposite the door. It depicts a regal woman wearing a gold crown and series of overlapping plates, shaped like crescents and bosses like the full moon. In her hand is a still bright sword with a still-bright radiant sun on the pommel and wind along the edge.

Under the tiles of the handle are missing bricks in the wall. Containing the bandits’ treasure 400sp and 60gp.

3.    Long hall with much ruined furniture that crumbles to dust on a touch and dust across the floor. The higher reaches of the walls show Before writing and belong a newer picture of boats. The boats are the kind used by those of the Sunrise Straits. Many gouges and occasion scratches mar the floor and walls from combat practise.

BFTXT: Refreshments and Meals Available Here (Available Here is obscured by the boats)

1.         This room smells of fear and is lit by oil wicks. 11 Bandits prepare to ambush anyone who enters if the alarm in Room 6 is triggered. If the alarm is not triggered, their Leader Hol the Wild F2 and another are watching the door. If they intruders are not the Goblins, somehow gain Initiative or after 1 round of combat, the Bandits disengage and beg assistance to eliminate the Goblins in Room 7 who have placed them in a state of near siege.

They will betray the player characters only if they go up the stairs and come back wounded. They have never ventured up there for the tower is haunted by the old Queen’s ghost. They have 500cp in coins and gems worth: 5 x 10, 5 x 50, 6 x 100, 4 x 500 and 1000gp in a wooden box.

5.    This room is dirty except for a mildly cleared track which winds from the eastern doorway to the battered wooden branches stacked together in the southern door. An old clay pot sits in the corner.

The pot contains 200sp and squeezing of Giant Shrew pheromones. The stink clings to the opener and any group they travel with have doubled chances of wandering monster checks for 1d6 hours.

6.    A long hallway, some condensation on the walls but otherwise dry. The musky scent of mammals and dung. Whatever was once the walls has been scrapped off, whitewashed and that left to decay off the brick. Crossing halfway across the room activates the greeting sensor at human-waist height. Two overlapping voices, one sounds like a local. Alerting every encounter on the level.

BFTXT: Welcome guests to the Universal Pylon/city of New Ogen. Supplying/Capital of the Island with all require pneuma-food/grace of the spirits and ancestors at the behest of your sovereign/s.

7.    This room stinks of animals. If they players have not alerted them, the inhabitants are talking in their high-pitched yet gravelly voices. They are discussing if nests count as beds in a bedroom and therefore if they can make them more structured or must make not maintain them. 36 newer Goblins with the heads of Giant Shrews, nine 2HD Bodyguards with the heads of Killer Bees and Giant Lizards from across the Inner Sea and one 3HD Chief with the head of a short-eared dog.

The chief and bodyguards wear armour made from 10000cp of foreign coins punched through and threaded. In his nest are gems worth 2 x 100gp.

8.     This room is filled with musk and waste of carnivorous animals., increasing towards the door to Room 12. Flyspots blackens the walls, obscuring graffiti of penguins swimming in spiritually protective formations.

9.     A clean yet barren room. Not a spot of dust in a large circle and a minuscule coating elsewhere. Red bricks on the walls. Looping Before text covers the walls. Stepping into the circle of no dust causes the entity to be teleported to Level 3 Room 8, instantaneously and without warning.

         BTXT: Rapid Ascent System, Stand Clear of Circle When In Use, Be Aware of Circle When Not in Use.

10.   A worn staircase winds its way up 40 feet to Level 2. Observing the interior wall shows there is some 10 feet of brick between each level, if broken this reveals a network of stout pillars serving as climate controls. Halfway up is a scythe trap attached to a thin cord on the tenth step. If stepped on, it swings down for 1d8 damage.

11.   Complex diagrams on Walls from Before showing stylised lines connecting six separate X symbols in four separate squares. One square occurs on the far left and is circled. Two Xs are on the second square. One occurs on the third square and two more on the fourth square.

12.   This room reeks due to the fearful 8 Giant Shrews who hide here away from the Goblins in Room 7. They attack immediately and without fear. Inspection of the mattered nesting material and bodies reveals these are actually not shrews but marsupials, Giant Planigales.


## Level 2

### Rooms 8 to 12 are made of green glass, not yellow brick, these diffuse the light of day.

### Random encounters occur on a roll of 1 in 6 per turn.

1 – Reroll (1d6 Robber Flies if either Room 2 or 12 cleared)

2 – 1d6 Ghouls, with Ogen tattoos, moving creakily (may only be encountered once, otherwise reroll)

3 – 1d3 Black Widow Spider (Nothing if Room 2 and 9 cleared)

4 – 1d4 Dracolizards (Nothing if Room 12 cleared)

1.     As the staircase rises to the broad landing, there is a windswept and vine-clad balcony. Growing from leaflitter embedded in the brickwork. Thick cobwebs stretch along the walls and ceiling.

2.     Two Giant Black Widow Spiders lair here among their climbing and tripping webs and will descend to ambush once someone steps outside the stairwell.

3.     Rows and rows of crumbled metal holders contain stained outlines of cups and glasses that would have to have been made from plant matter or something like that. Traditional whitewash peels off the walls revealing an elaborate tree motif from the Before Kingdom. A large window lets in the air.

The door to Room 4 has a ceremonial skull painted on it.

4.         This long room is completely obscured to about neck or head height by blast shadows separating the room into a richer yellow where something blocked it. Occasionally the negative of an arm or hand can be seen peaking out up from the colour. A mass of bronze and bones of some bird seem to occupy the far end where the wall shifts from brick to green glass.

After the party enter, 24 Wraiths (Antarctica Bestiary) emerge from the negatives. Each hit from a Wraith causes a -1 to all rolls on a hit and reduces total HP by 1. The effects of each hit are recovered sequentially every 24 hours.

5.     There is a lever on the wall but is otherwise empty and dusty. Pulling it causes the doors to Room 4 and 6 to lock and the whole room to rise as an elevator to occupy Level 3, Room 4. The elevator position then locks for 1d6x10 turns.

6.     This room is also filled with person-sized colour negatives. But at crouching level. In the polar-west corner is a net of silver wires that form the approximation of a pair of hands and wrists worth 200sp. The tiniest scrap of green cloth is visible on some of the bands. They are grasping a clay pot, containing a Potion of Clairaudience.

7.     The red-brick room is filled with stone-like pipes, broken and at odd angles to the wall. The floor has only a couple of negatives of fallen shapes. Everything is covered in a layer of green dust.

Entering the room causes the powered chemical dust to rise and everyone present must make a Save vs Poison or die.

8.     A tall yet narrow cylinder made of glass is central to the room and a spiral stair rising beyond.

The stairs wind up 30 feet to Level 3, Room 6. Observing the interior wall shows there is some 10 feet of brick between each level, if broken this reveals a network of stout pillars serving as climate controls.

Inside are silver wires and on the outside are gems the connect to the wires within. Smashing the machine or pressing/pulling the gems (but not touching) causes the battery to discharge. Save vs Spells or a flash or light blinds everyone looking for 1d8 turns.

         Recoverable after the discharge by smashing the cylinder is 100sp of wire and gems worth 2 x 100gp and 2 x 500gp.

9.     This room has glass that is almost completely shrouded in web. Among the dark is a Giant Black Widow Spider, avoiding its mates in Room 2 and ambushing any who come inside.

10.   A whitewashed wall depicts three icons arrayed in a line. A stylised hall and boat, a stone structure with the sun above it, and the tall tower in green and yellow. They are united by a line that with 1 turns deduction, goes pole-polar east. Making it obviously Ogen 300-555, the ruined fort 302-559 and the tower 303-559.

11.   There is a cool draft here from the away end. Amid the discoloured glass that gives the room a greenish glow, there is a single unspoilt door. The brickwork is clean and the frame bears repeating Before words.

         BFTXT: Exterior turret, for emergencies and observations only. Do Not Jump.

         The door is an illusion, part of the old glamour of the Before Kingdom. Really there is a 30 foot drop for 3d6 damage.

12.   The floor here is glass, the walls here are glass and there is at the away end, a lope as if the wall was melting outwards to form a ramp or protrusion. Everything is covered in leaf-litter and mouldy bones.

         Nesting here are 5 Dracolizards, nesting on the polar-west side. The farthest two polar nests have a 500gp gem each, partly bitten.

         The door to Room 7 has a ceremonial skull painted on it.

## Level 3

### All rooms are made of green glass, which diffuses the light of day in those rooms.

### Random encounters occur on a roll of 1 in 6 per turn.

1 – Reroll (2d6 Hobgobins with deer or panther heads, if a route from Level 1 is opened up)

2 – Tarantella (Nothing if Rooms 3 cleared)

3 – 1d6 Crystal Living Statues with oversized hands (may only be encountered once, otherwise reroll)

4 – 1d6 starving-looking Gargoyles in stone form (may only be encountered once, otherwise reroll)

1.         A series of four worn robes hang on multiple hooks. Each is nearly decayed through. But if removed delicately appear to be all-concealing hooded roes with gloves with a metal and wood facemask the covers the whole face. Banded with faded red triangles.

Of the tatters, 1000sp in wire can be removed from the gloves. 500gp in the lining of the hood and facemasks. And integrated into the redder robes is Jewellery worth: 800gp, 1200gp, 1400gp and 1500gp

2.         Dusty but otherwise empty room, a brick bench and shapes visible through the glass wall. The glass is fogged and distorted. A broken stump of a metal lever is on the wall which otherwise has a crease down the middle. To causes the sliding Wall to open to Room 1. It requires either replacing the lever with a stout pole by removing the original with a Pick Lock roll. Or leveraging the crease with a tool and a combine STR of 30.

3.     Brick rubble is heaped into three mounds and bound with web. The wind moans through a large break in the tower’s side. The thick glass worn smooth. These are shelters for 3 Tarantella, who otherwise crawl down the side of thew tower via the great break. They attempt to ambush entering easier meals.

4.     An empty shaft descends some 20 feet to a hatch in a semi-wooded floor that leads to Level 2, Room 5. If the elevator has been activated and risen to Level 3 and is not locked. Pulling the leaver will lower the elevator and then it will lock in position below for 1d6x10 turns.

5.     Vault of glass with a brick wall on the south side. Many broken objects on the floor that look like star maps made of interlocking glass tubing. Making noise or exploring the room, causes a chunk of solid glass to fall and shatter. Onto the third or last row if there is no third row, of the ascending characters, dealing 1d10 damage.

6.     This hall is empty. Various brick benches have been broken to dust and debris and a faded and incomplete attempt at whitewashing was made on the walls around the entrances. There is a crude drawing of a skull on the north-eastern door.

7.     Red brick room with large stone vat with many semi- vegetable and semi-stone pipes running to and from it. Much of the wall surface is worn smooth as if having gone runny and rehardened. That was where the Ochre Jelly dissolved the attempt to plaster the room.

         The Ochre Jelly is not in the vat; it lives in the pipes as a thin mass and will emerge from underside of the piping to attack, 1 turn after the players enter or if they attack it first.

8.     A clean yet barren room. Not a spot of dust in a large circle and a minuscule coating elsewhere. Red bricks on the walls. Looping Before text covers the walls. Stepping into the circle of no dust causes the entity to be teleported to Level 1 Room 9, instantaneously and without warning.

         BTXT: Rapid Ascent System, Stand Clear of Circle When In Use, Be Aware of Circle When Not in Use.

9.     This room smells of leather, metal oil and fur. All the brick benches and desks have been overturned against the door to the north. In the dark, a snuffling.

Kiskan, 1 Wererat, is cautious in his camp. He will appear as human if he judges the party to be dangerous or await an ambush if he believes them to be mere bandits he can slay. He fears blatant displays of magical powers. If nearing defeat he will attempt to bargain by telling foes how to get up the stairs in Room 10 without setting off the trap. He comes from beyond the Sunrise Straits and will merely say he is not from the island.

He is wearing Chainmail +2 and equipped with a Warhammer +2 and Shield +1. He otherwise has 1000sp in scrapped wiring and 4000cp in copper tablets he has plundered from ruins in his bags.

10.   Staircase rises up 10 feet to level 4 Room 11. Kiskan has affix a scythe trap to the centre step to strike anyone coming up or down without his foreknowledge. Trap does 1d8 damage, Save vs Petrification to avoid.

## Level 4

### All rooms are made of green glass, which diffuses the light of day in those rooms.

### Random encounters occur on a roll of 1 in 6 per turn. If no encounters possible, roll on the previous floor’s table and double the numbers.

1 – Reroll (1d3 Caecilia if device in Room 9 is activated)

2 – 2 Cockatrices (Nothing if Rooms 8 cleared)

3 – 4d8 Bandits of a different gang/warband (Only if a clear path is established through rooms to level 1, if slain, 4d4 Goblins with dog, lizard and bird heads, otherwise reroll)

4 – 1d6 Blink Dogs (may only be encountered once, otherwise reroll)

1.     The glass here is still crystal clear and can be detected as magic. Focusing through the outward glass walls shows everything on the island is clearer and visible here. All settlements, dungeons and stone tablets are readily discernible.

2.     Hidden room has a series of stands made of clear glass, forked at the end of the tines to hold various clothing which has fallen apart into strands on the floor. The jewellery remains hanging.

Whatever garments here have disintegrated, but there is 2,000sp and 1,200gp in metallic threads. Jewellery in the shape of penguins and petrels encircling a green tower worth: 2 x 600, 700, 900 and 1,300gp.

3.         Glass walls scratched into opaqueness. Groves in the floor and the sound of a keen note, but no footsteps. The wall to the west has a herringbone pattern of almost removed red and yellow. Against the north wall is a blast-shadow human outline.

Here wanders what was once a man. As much as a man of Before can be compared to the latter days. Erratically light and dark-hued mesh covers the 1 Wight (Cursed Chainmail -1, AC 6), and a thin metal mace (Mace +3) drags from a chain in its hand. It will begin to speak if it notices a foe and then automatically attacks. Cold, high and thin in Before, demanding the internal light from the Titian-begotten animal people.

Upon destruction, the wight evaporates taking the interior lining of the armour with it. The mesh remains as a suit of scoured bright but still cursed mail. The mace remains magical. Has two thin sheets of bronze in the pocket, spell scrolls in BFTXT.

BFTXT: Material Interactions; Floating Disc, Wall of Stone, Polymorph Others, Telekinesis, Fireball

BFTXT: Today’s Experiment; Massmorph x 2, Detect Magic (mu), Floating Disc, Read Languages

Examining the western wall allows for a Secret Door roll to figure out there is a crack that can be pried open with a lever to access Room 2.

4.     Dust renders the glass surfaces opaque, a lump on the floor reveal itself to be the bronze handle of a tool that has no shaft or head. A staircase rises to the celling ten feet above.

5.     Ten crumbled skeletons in disintegrated metal mesh lie in rows. Hands crossed over their crests. Powdered furniture is stacked against the walls. Dust coats the walls.

6.     A befouled room of scratches and dried guano. The northern door to Room 4 has a humanoid handprint on it. Pressing a humanoid hand into it opens the door.

7.     Room with a red and blue painted pattern on the north door, but otherwise empty except for a stone or brick stool, knocked over and an apparatus of glass and jewels against the east wall. There is a small gleam of light coming from it.

There is a 1 in 6 chance, rising once per round used, to cause the door to Room 3 to open and the door to Room 10 to close.

Inside are silver wires and on the outside are gems the connect to the wires within. Smashing or tinkering with the powered machine the machine causes the battery to discharge. Save vs Spells or die from the battery current surging through.

Recoverable after the discharge by smashing the machine is 1,100sp and 600gp of wire and gems worth 3 x 100gp and 500gp.

8.     This room smells of dust and feathers and reptile. The dim glow of the glass walls shows a network of scratched circles and dust suspended. The sort of clucking that comes from something large and deep.

Here lair 3 Cockatrices. They nest in a set of claw-carved magical circles, which forestalls time and preserves them. If not already alerted, their Avialae heads swivel with an unstoppable slowness and then time speeds up as they leap. Searching their mounds of dust and preserved work cloth brings up nothing.

9.     There is a door at the far end in the north wall, but otherwise empty except for a few moulding crates. The vegetable matter construction staining the floor. There is a red line painted around the border of the floor and a red circle around a lever set in the up position. BFTXT on the wall above the lever.

         BFTXT: Cargo and sample delivery system. Please stand away from central point.

         Pulling the lever causes a deep groaning and then nothing. The round after that, the floor gives way into the half-opened cargo chute. Causing everything in the room not inside the circle to slide to Level 1 Room 7.

10.   The room is dark and smells of wax. The glass has been coated in a hardened purple slime and scattered glass shards. An enormous Rhagodessa rests on a bed of hardened slime. Purple bioluminescence delaying the weight of time.

If it detects foes prior to their entrance, it creeps to the floor and covers itself in flakes in order to ambush food.

11.   A long gallery with a waist-high brick wall some ten feet into the room. A set of bronze discs mark a gap in the middle. There is clear glass from the walls to the ceiling. Through it the hall reveals the occasion blast shadow of plants and the bars of a cage, now fallen into glass shards on the floor and dried specks of purple discolouring. There are three doors along the north side. The eastern one has a seal on the bottom of purple wax.

Looking at the broken cage shows many tiny insect-sized shadows covering the wall behind the broken cage and even some large scorpions and spiders previously crawling on branches.

Passing through the disc does nothing, the esoterica the detector was built to sense, no longer exists aboveground.

The alarm is triggered by a glowing panel on the north wall. Six glass gems need to be pressed in order (6th, 1st, 2nd, 3rd, 5th and 4th) within 1 round of entering. As the security system has completed endless cycles without a lockup. Otherwise, everything on the floor is alerted to the present of intruders with a short and petering out wail (the Star Wars whooping noise).