Beyond the Crystal Cave - adapting to Torchbearer 2e

pemerton

Legend
G17: The water of the lake is crystal clear; its gravel bottom slopes gently away from the shore. Brightly coloured fish swim about, water lilies float on the surface, and brilliant dragonflies hover above the water. A stream flows into the lakes northern end, and a stream exits from its southern end. The lake is about 300 yards long, and up to 170 yards wide. Its floor levels off at a depth of about 8 feet. It is fed by the stream flowing from the Fountain All Heal, and by a larger spring in its bed.

A small jetty juts into the lake from the eastern shore. A small boat – a punt – bobs on the water next to it. The punt has a single pole, and can carry up to six people. (Punting is quite difficult.)

In the middle of the lake a small building rises above its surface, a single-storey summerhouse. It is constructed of white stone, with a curved roof, and a veranda all around it, about 10 feet above the water. Below the water there is some sort of landing stage.

The lake and Water Palace are the home of a family of giant otters (two adults (M3 N4), each larger than a sheep, and four young (M1 N2)). The adults will be swimming around under the water, and if the party uses the punt to cross the lake the otters will playfully swim about the boat, performing antics, splashing water onto the characters, and making mock attempts to overturn it. If the characters attack the otters, they will seriously attempt to overturn the punt (test Nature vs Ob 3) and attack the party members in the water. (Underwater, the otters gain +2 to Manoeuvre while the PCs are considered to be tunnel-fighting and lose 1 point of disposition each round.)

Room a: The floor, walls and ceiling of the main room of the water palace are of plain white stone. The stairs on the veranda descend to the landing stage. In the centre of the room is a long white table with four chairs arranged around it. A silver tray (3D, pack 2) sits on the table, bearing a crystal decanter and four crystal glasses (2D, pack 3 in total). The decanter contains a draught of fine wine.​
The secret trapdoor requires a Scout test vs Ob 4 to find. It requires magic or the password (“winter is come”) to open. Going down from the trapdoor is a rusty iron ladder (Dungeoneering vs base Ob 1 to descend; suggest twist: the ladder breaks and each person falls to the bottom).​
Room b: This room is dark (unless the trapdoor is open). It is warm and humid, and a strong animal smell fills the air. The ceiling is low (about 6 feet high). The floor of the southern portion is covered with a large pile of straw and other vegetation.​
This is the nest of the otters, and the four kittens will always be here. Unless prevent from doing so, the adults (fearful for their young) will have watched the party and will enter via the entrance hole in the chamber below, and will always attack any character entering this chamber.​
Room c: This chamber is about 8 feet from floor to ceiling and is flooded to a depth of about 5 feet. At its southern end, below the water level and beneath the surface of the lake, is a hole about 3 feet across. This is the otters’ entrance, concealed from above by the overhang of the landing platform. Any character who attempts to crawl through this hole will be attacked by the adult otters.​
Room d: This secret armoury was prepared by Porpherio for use by the garden inhabitants in time of dire emergency. A water-tight seal around the concealed door (Scout vs Ob 3 to find) has prevented the chamber from being flooded; the door opens into the chamber and so once the catch is released it will be rapidly pushed open by the weight of the water; the chamber will then flood. Inside are a bow and quiver, a dagger, a hollow metal tube containing a scroll of Apotropaic Circle, and a wooden box (3 slots) holding a Jade Ward and a bottle of two draughts of Sovereign Remedy.​
 

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pemerton

Legend
G18: As written. if the party enters, the Green Man will be standing at the rear of room a, arms folded, watching them with quizzical amusement; it is impossible to enter the rear rooms (b and c) without his cognisance.

The Green Man is an immortal, able to adopt many guises (gardener, brewer, forester, etc – he favours the simple folk of the countryside) and to travel instantaneously through space and time (but not beyond the worlds of mortals and spirits, and only to a single place at a given moment in time). He abhors violence and is always aware of violence committed against those he favours (and will occasionally intervene to protect them). His many and beautiful songs are his peculiar magic, encouraging life to grow and prosper as he wills it to. He is immune to the effects of the rose arbours.

M7 P7 N10 (Cultivating, Brewing, Singing)​
Belief: I will tend to the location that interests me.
Creed: Always protect living things, the plants and creatures of the natural, mundane world.
Instinct: Always have a song in my heart, and on my lips.​
Hp: Trickery 21; Drive Off 11; Convince 6​
Intoxicating Breath (Trickery, Convince, Negotiate): A +1D, F +1s
Dance through space and time (Kill, Capture, Drive Off): D +1D, M +1s​
While in contact with the earth, he regains 1 hp at the start of each round of a kill, capture or drive off conflict.​
 

pemerton

Legend
G19: As written: the maze is constructed of a thick thorn hedge (12 feet high, 3 feet thick): to climb it is Dungeoneering Ob 2 (suggested twist: injured), and is under a special enchantment which distorts distances 10% to 40%, which means that the Cartographer test to map the maze are Ob 3.

Identifying the required plants requires an Ob 2 Peasant test. Collecting these plants is not to be considered damage to the garden, for the purposes of determining the reactions of its inhabitants.
 

pemerton

Legend
Travel in the garden (this replaces an earlier post):

Travelling through the garden is resolved as a journey (each area counts as a landmark; toll may be bought off by paying garden inhabitants 2D per point, for food and drink):

● Travelling on the paths is 1 toll (off map), -1 for the weather (net zero), plus 1 per area traversed;

● Travelling of the path is 2 toll (off map, +1 toll for terrain [fields, grassland, or open woodland]), -1 for the weather (net 1 toll), plus 1 per area traversed. When not on a path, a party cannot follow their desired route automatically and must make an Ob 3 Pathfinder test: failure results in a twist (an encounter, or arriving somewhere undesired). No test is required when following a path. Toll may be paid down by purchasing food and rest from the garden inhabitants in the normal fashion.
 

pemerton

Legend
I think this adventure should be run in a rather breezy fashion, at least once the PCs enter the garden (the cave entrance is a more straightforward "dungeon"). I think a number of encounters could be resolved as single rolls (eg the various animals, possibly the centaurs and unicorns). But the faeries should be Trickery conflicts, and the treants likely merit conflicts as well I think.

The maze puzzle and the need to collect the leaves seem like they should be more interesting as the impetus to some interactions, rather than being a focus in themselves.

In the Palace, either trickery, negotiation or convince conflicts will likely be necessary.
 

Sounds interesting. I don't think I ever really read the module. It's possible we went through it, but I don't really recall particularly doing so. It is certainly a fairly well-known adventure. As you say, it is fairly difficult to see how D&D can handle it. Certainly you will be operating basically in "GM tell what happens" mode at best.
 

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