Beyond the Crystal Cave - adapting to Torchbearer 2e

pemerton

Legend
A conversation a couple of weeks ago prompted me to have a close read of my copy of Dungeon Module UK1 Beyond the Crystal Cave.

It's an interesting scenario, but I've really got no idea how it is supposed to be run in its official system, AD&D. It involves mostly social and puzzle-based encounters, for which AD&D really has no resolution method besides the GM deciding what the NPCs/creatures do in response to players' declared actions. (The reaction roll system isn't really robust enough, in my view, to do much work in the context of this scenario.)

However, I'm currently GMing a Torchbearer 2e game. Elves, and the fate of Elves, and Half-Elves, and the like, are all thematically pretty central to the game, and so I think Beyond the Crystal Cave could be interesting, given that its premise is the garden inhabitants' reverence for the love of a Half-Elf and a human, and that the garden is a secluded magical place something like the TB2e Elfhome.

I also really enjoy GMing Trickery conflicts in TB2e, and this module promises a good number of them.

The first step I've taken is to write up faeries and pixies as TB2e denizens:

faeries.png


Other, preliminary, thoughts that I've had:

In the Caves, keep the Mudmen (as spirits) but drop the poltergeists. I'm still thinking about how to do the waterfall.

In the Gardens, merge the frog, bear, and drake encounters with the random encounter tables to use as Twists (including for failed Pathfinder when moving off the paths). The two arbours would be Will- and Health-based.

I haven't though much yet about the Palace.
 

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pemerton

Legend
General description of Porpherio's Garden and its magical properties

The slowing of time in the garden, and the impenetrable force wall that surrounds it, are both as the module describes.

The endless summer in the garden means that it is always warm and bright:+2D to recover from angry, afraid or exhausted; +1D to recover from sick and injured; +1D to Survivalist tests and to Scavenger tests for forage; -1 toll.

Travelling through the garden is resolved as a journey (with +1 toll for terrain [fields, grassland, or open woodland] -1 toll for weather, => base zero toll). When not on a path, wandering through the woods is confusing, and requires an Ob 3 Pathfinder test: failure results in a twist (an encounter, or arriving somewhere undesired). No test is required when following a path.

***************

No fire, natural or magical, can be made to burn in the garden, and no magical flying or levitation may be performed.

The following spells and invocations cannot work in the garden:

Lightness of Being, Conference of Birds (no levitation or flying in the garden)

Flames of the Shroud, Balefire (no fire in the garden)

Thread of Friendship (garden inhabitants cannot be magically turned into friends)

Hammer of Heaven, Caustic Miasma, Malediction of the Jotnar (the garden cannot be visited with hatred or disaster)

Blessing of the Lord of Winds, Fury of the Lord of Winds (the weather in the garden cannot be changed)​

The following spells and invocations don't always work:

Empyreal Messenger, Shadowgate, Piercing the Shroud, Supplication to the Queen of the Dead (cannot be used to leave the garden or cross the force wall)

Sorcerous Suggestion (cannot be used to convince a garden inhabitant to work against the interests of the garden, or to persuade them to betray in any way the two lovers)​

These spells, when they do not work, will either fail outright, result in a condition (angry or afraid), or lead to a twist - probably an encounter (which could include with the Green Man, if I keep him).
 

pemerton

Legend
The Entrance Caverns

C1: As written.

C2: Any noise louder than quiet conversation (eg shouting, clapping) requires an Ob 3 Health test (suggested twist: deafened for the following turn).

The cavern can grant aid to a deserving supplicant once per phase: recovery from a condition, or 1D of coins, or an answer to a question, or +1D on a test. It can also transport a character into the garden if that is their deep desire (eg they are under the effect of Fountain of All Heal) or would be in the interests of the garden (this is what happened to Juliana and Orlando). When making a request or demand of the cavern, test Oratory (or Demanding Nature) vs an obstacle equal to Might. Gain +1D if in genuine need; suffer -1s for a greedy demand or an unworthy supplicant. Help is not possible on this test. Suggest twist: a loud bang renders those in the cave unconscious for the following turn, and deafened for the rest of the phase; those in the connecting passage or in C1 are deafened for the following turn.


C3: The floor of this cavern is smooth but undulating. The roof, about 30' high, is covered with stalactites ranging in size from a few inches to several feet. The cavern appears unoccupied

C3a: The tunnel slopes downwards a little and immediately around the sharp bend is almost entirely blocked by a forest of stalagmites and stalactites. Test Dungeoneering Ob 1 (plus usual modifiers) to safely negotiate the tunnel (suggested condition: injured).

Lying at the end of the tunnel, impaled on a stalagmite, is the skeleton of a warrior: his armour, helmet and sword are almost completely rusted away; the leather and cloth of his other gear is completely rotted; beneath his bones is scattered 2D of gold coins (pack 1); around his neck hangs a jewelled gold amulet (4D, worn neck/pocket) that permits moving through water unimpeded (roll 1d6 per test/turn: on a 1, the magic fades).

C3b: The tunnel slopes gently upwards and becomes damp towards the far end. The cavern appears to be unoccupied There is nothing here.


C4: This natural cavern is large and irregular in shape. The bare rock floor has a large depression which contains a large pool of mud. Next to the pool, on the side nearest your, are two mounds of dried mud about 4' high and 3' across.

Since the setting up of the time barrier around the garden, the trickle of water from the Crystal Cave has reached only as far as the pool of mud in this cavern. Here the dweomer of the water has become concentrated, and as a result magical creatures have been formed: three mud-men. The pool is about 1 foot deep.

The dried mud mounds contain the remains of two human adventurers who managed to drag themselves out of the mud before expiring to the predations of the mud-men. Chipping away the mud (Labourer Ob 1'suggested twist - damage armour on the first figure) will reveal their bodies, mummified by the dried mud and fixed in semi-crawling stances. One is wearing chainmail armour; the pack on his back is dry, brittle and dusty (and so unable to be salvaged) and its contents are ruined. The other wears ruined leather armour and a desiccated pouch containing 1D of silver coins and a semi-precious stone (2D).

[Stats for the mud-men are still to be worked out!]
 
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pemerton

Legend
This cave is the lair of three mud-men. They tend to congregate on the far side of the pool, near the source of their magical sustenance. If any character steps into the pool, they will rise up from below the surface and begin to move towards the characters, hurling blobs of mud.

Untitled.png
 
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pemerton

Legend
C5: As written, but to notice the highly reflective stones among the gravel is Scout vs Ob 3 or Scavenging vs Ob 2: in the stream are 2D of uncut stones (six in total); a Jeweller Ob 2 test may be made to cut one of the stones into a 2D semi-precious stone.

C6: As written, with the waterfall being about a 40' drop and the water falling about 2' per minute.

Moving through the waterfall requires being able to move through water unimpeded (otherwise a character will get stuck, as per the cavern description), or being able to slowly float above the water (eg using Mystic Porter). Invocation to the Immortal Waters will also permit passing through the waterfall. Any passage takes about 5 minutes and counts as one turn on the grind.

(There are no equivalents in TB2e to destroy water, part water, lower water, or dispelling the magic of the waterfall.)

C7: As written.
 

Eyes of Nine

Everything's Fine
Having never read UK1; but only listened to Brad and Yochai's review of it a while ago on Between Two Cairns podcast, a lot of the referents in this thread are lost on me.

That said, I appreciate the work you are putting into this, and it sounds like you found a cool old school module that would be a good fit for TB2!
(was just talking about how Ultra Violet Grasslands was not a good exact fit for TB2...)

Would be interested to hear how this game turns out in play
 

pemerton

Legend
Having never read UK1; but only listened to Brad and Yochai's review of it a while ago on Between Two Cairns podcast, a lot of the referents in this thread are lost on me.
What did they say about it? In the OP I commented that I can't see how it would be run in AD&D - did they have solutions to that?

was just talking about how Ultra Violet Grasslands was not a good exact fit for TB2.
Tell us more? (I've heard of UVG but don't know much about it.)
 

pemerton

Legend
The Palace of Spires

This magnificent palace, consisting of the main building and adjoining walled garden, was erected by Porpherio to house himself and his beloved. It was formerly the residence of Caerwyn and Porpherio in the garden. It once faced the lake, as its original site was that now occupied by the maze.

After Caerywn’s death, Porpherio built a tomb for them both in the palace’s crystal dome, and he transported the whole building into a parallel dimension, where it serves as the couple’s tomb. Despite its location, the place is, essentially, still a part of the garden. Thus the enchantments that affect the garden (including restrictions on fire and on flying) apply here also. Although the palace is not actually within the garden and cannot be seen from there, remaining hidden in its parallel dimension, the view from any part of the palace is exactly as it would be were the palace still on its original site.

The dimension in which the palace exists is very limited indeed and so, while it is possible to see out, it is not possible to leave the palace or its dimension by physical movement (eg by climbing over the walls). Characters attempting to move out of the palace will encounter what appears to be an impenetrable force field (the edge of this limited “universe”). When Porpherio transported the palace to the parallel dimension it became a permanent, unchangeable entity (it is the whole of its universe). This means that none of the of the fabric of the structure can be damaged in any way whatsoever.

Porpherio joined the palace to the garden by a teleport link, and protected the garden end of it with a maze that covered the palace’s old site. Thus, the palace may only be reached via the teleport mechanism in the garden maze. Characters may only leave the palace via the sundial in area P1 (below). They may only leave the garden via area P13 (as described below).

A dweomer on the palace, and its pools and flowers, serves to keep its gardens in order without the need for other attention. The walls inside the palace are very smooth and difficult to climb (+1 Ob).

P1: as written

P2: as written

P3: as written, and grants+1D to recovery tests but staying on watch requires an Ob 2 Will test.

P4: Inside the porch, a flight of broad stone steps leads up to an arched doorway. The huge double doors, each 10 feet wide and 30 feet high, are of silvery metal and are decorated with a fine engraved geometric pattern. There are no door handles. The arch over the door protrudes from the wall and is supported by a slim stone pillar on either side. Black letters are carved around the arch over the door.

The doors are of bronze, one foot thick and thinly plated with silver. Like the rest of the building, they cannot be damaged. They will not open for a party any of whose members are carrying weapons or magical items that might serve as weapons:

● The doors may be opened with the Rhyme of Opening (Ob 2 (magically stuck doors));

● The doors may be opened by brute strength (Health vs Ob 4; up to five others may help);

● If a party has laid down all their weapons and offensive magical items the doors will swing open, inwards, automatically.

Closer inspection will reveal that the pillars on either side of the door have the shape of a slender human female. One of her ‘hands’, held close to her side, carries a slim sword. Any attempt to take weapons or offensive magical items into the palace, or to open the doors other than by the laying down of arms, will cause the pillars to animate and attack the party to drive them off (concentrating on those carrying weapons or using offensive magic). The sword, formerly of stone, becomes steel. While animated these entities can be damaged; if the column is killed, it returns to stone (as does its sword) on the spot. As soon as characters lay down their weapons the columns will cease to attack, return to their original position and revert to their stone shape, the swords becoming stone as well.
 

pemerton

Legend
The black letters are an old-fashioned form of Elven (Scholar Ob 4 to read, with +1D for an Elf; or Elven Remembering Nature vs Ob 3): it says “Enter in Peace”.

The columns:
Columns.png
 

pemerton

Legend
P5: As written. Each decanter (2 draughts, pack 2) is worth 3D; two glasses (pack 1 in total) are worth 1D altogether.

P6: As written. The tapestry is pack 9 and worth 9D. The copper jewellery, including that worn by the couple, is worth 1D in total (pack 1).

Juliana (Health 3, Will 4; Nature 4; Persuader 4, Rider 3, Steward 3)

Orlando (Health 4, Will 3; Nature 4; Rider 4, Hunter 3, Fighter 3, Orator 3)

In the secret compartment (P6a) are two sets of finery; a dagger; a purse containing 1D of silver coins; Orlando’s gold ring bearing his family crest (2D, worn/hands or pocket); Juliana’s jewelled ring (5D, worn/hands or pocket); and a silver holy symbol (a mare’s head; worn/neck or pocket, 1D).

P7: As written.

Hamish (Health 5, Will 3; Fighter 5, Hunter 4, Commander 3, Orator 2, Might 3, Precedence 1) wears Elven Chain Armour, and wields a sword and a shield (both non-magical).

Argus (Health 4, Will 4; Arcanist 4, Lore Master 3, Scholar 2, Haggler 2, Might 3, Precedence 0) wears plain robes and wears a magical Ring of Protection (roll 1d6, once per kill or capture conflict: on a 4‑6 it absorbs 1 point of damage; on a 1 it shatters). He has two slots in his Memory Palace. He has memorised Somnific Trance.

Inside the secret compartment (P7a) are Argus’s spellbook (contains Thread of Friendship, Eye of Omens, Somnific Trance); a small sack containing 2D of gold coins and 1D of silver coins; a small ivory inlaid box (3D, pack 2) holding five sets of teleport keys.

P8: As written; any painting that is taken (the smaller ones are worth 3D+, pack 4; the larger is worth 6D+, pack 8) will place a curse on its bearer(s) as soon as they leave the palace (-1s to Manoeuvre and Feint, -1D to Attack, in kill, capture and drive off conflicts; +1 toll on all journeys; and the painting cannot be gotten rid of by any means, even throwing it away or smashing it – it will always turn up near the character(s)).

P9: As written.

P10: As written.

P11: As written – to cross the bridge requires a Will test vs Ob 2 (condition: afraid).

P12: As written.
 

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