Zone A creates a natural bottleneck resulting in two choices - the door to the south and the open passageway to the west. In both my playthroughs players have opted to go west as their first choice (the open passage invites another step where a door is a choice), leaving the south door unopened.
Saturday, 9 January 2021
The Warrens of Mystery, Zone B
Zone A creates a natural bottleneck resulting in two choices - the door to the south and the open passageway to the west. In both my playthroughs players have opted to go west as their first choice (the open passage invites another step where a door is a choice), leaving the south door unopened.
Saturday, 26 December 2020
The worldship arrives in your world...
The world scar
The district nine problem (but bigger)
The new moon (it's really a space station)
Combinations (the Sokovia solution)
My efforts to revise the map
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The Worldship 6 mile hex revised map |

Friday, 11 December 2020
The Warrens of Mystery, Zone A
Rather than having dungeon "levels" in the Warrens I use zones. The deeper the players go the harder the zones become. For each zone I create a cheat sheet for play, a one page summary of that area.
The zone below is the main starting area I have used for both my groups, technically there are other potential starting areas but I created this as I went.
There is no particular theme for this zone, though a large Bog'an nest in the entry themes that area. To make this encounter harder cause a cascade effect as the Bog'ans from other rooms flow through, or release the lizard in room 10 and have the Bog'ans fall back as it does its job. It was mostly randomly generated using the standard tables in ACKS and my monster random table previously covered. The encounter/restock number represents a dungeon level 2 table roll with a modifier of -3 to the d12 roll for the monster encounter level.
I have no idea if this will work but I think the following code imbeds the PDF. I tend to run with a few key words and detail, so I don't have to read massive amounts of text as I am running the game and this sheet reflects this. I may expand on some of the flavour elements in future posts.
Friday, 4 December 2020
The Warrens of Mystery
The Warrens of Mystery
Sunday, 1 November 2020
Travelling through machinery areas
Plazas
Domes
Conduits
Saturday, 26 September 2020
The Trader Flying Saucer
New monster: Flying Saucer, Trader
% In Lair: Dungeon Enc: Wilderness Enc: Treasure Type / XP: | None None Convoy (1d3) Special x2 / 2,100 |
Hit Dice: Armor Class: Save: Special Def.: | 8*** 5 F4 Advanced Materials (Immune mundane weapons, artillery/gigantic creatures 1/10 damage, magic/colossal creatures 1/5 damage; damaged by technology sources), Vulnerable (electricity), Lightning Paralysis, Immune (disease and poison) |
Movement: Attacks: Morale: Special Off.: | 240' (80') Plasma beam (3+, 3d8) -1 None |
New item: Trader Saucer
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From the cover of UFO's from Stellagama Publishing. Art by Gavin Dady. |
House Rules: Managing Flying Saucers
Notes: Conversion and Prices
Element | Scout | Abductor |
Hit Dice | 5D | 10D |
Weight (BCK) | 8,000 lbs 800 st. 5.6 tons | 165,000 lbs 16,500 st. 115.5 tons |
Base automaton weight for HD | 250 st. | 1000 st. |
Weight doubling to get close match | twice (x4) | four times (x16) |
Mass achieved | 1000 st. | 16,000 st. |
- 8 hit dice
- Automaton immunities * +8
- Special immunities at *#### +12
- Optional operator- AI
- Protected compartment #### +4
- Passengers 16 ##### +5
- Increased weight x3 #### ## +6
- Double carry capacity #### +4
- Ranged attack #### +4
- Move - 6 increases (240’) * #### ### +15
- Requires fuel -#### -4
- Net +54
- 33,750 abilities + 16,000 hit dice = 49,750.
- Doubled for visitor tech = 99,500
- Round to nearest 5,000 = 100,000
- 5 hit dice
- Automaton immunities * +8
- Special immunities at *#### +12
- Optional operator- AI
- Protected compartment #### +4
- Passengers 8 #### +4
- Increased weight x2 #### +4
- Ranged attack #### +4
- 8 increases to move (300’) ** ### +19
- Requires fuel -#### -4
- Net +51
- 31,875 abilities + 10,000 hit dice = 41,875.
- Doubled 83,750
- Round to nearest 5,000 = 85,000
- 10 hit dice
- Automaton immunities * +8
- Special immunities at *#### +12
- Optional operator- AI
- Protected compartment #### +4
- Passengers 32 #### ## +6
- Increased weight x4 * +8
- Ranged attack #### +4 (38)
- two extra combat powers ** +16
- Five increases to move * #### # +13
- Requires fuel -#### -4
- Net +67
- 41,875 abilities + 20,000 hit dice = 61,875.
- Doubled 123,750
- Round to nearest 5,000 = 125,000
Visitor saucer market prices
Type | Price |
Scout | 85,000 |
Trader | 100,000 |
Abductor | 125,000 |
Friday, 18 September 2020
Worldship encounter tables, Levels 4-6
Roll | Monster Level 4 | Monster Level 5 | Monster Level 6 |
1 | Lythancrope, wereboar (1d4; ACKS p.181) | Ogre mutate (1d6; Blog) | Demon Boar (1d4; ACKS p.160) |
2 | Smiaceans (2d4; Blog) | Ogre Twin (1+bodyguard; Blog) | Baku (1d3; Blog) |
3 | Revenant, greater (1d6; Blog) | Shojon, Kagion/Madion (2d4; Blog) | Revenant, superior (1d4; Blog) |
4 | Keythong (1d4; Blog) | Otyugh (1d2; BCK p.81) | Skittering Maw (1d6; ACKS p.193) |
5 | Rhagodessa, Giant (1d4; ACKS p.189) | Phase spider (1d4 *; BCK p.87) | Chuul (1d3; BCK p.67) |
6 | Boar, giant (1d4; ACKS p.157) | Salamander, flame (1d4; ACKS p.191) | Salamander, frost (1d3; ACKS p.191) |
7 | Balroach (1d3; BCK p.68) | Wasp, giant parasitic (1d6; BCK p.89) | Sorcerous Sphere (1; LE p.178) |
8 | Ochre Jelly (1d3; ACKS p.186) | Terrorbird (1d3; BCK p.88) | Destrachan (1d3; BCK p.69) |
9 | Phase tiger (1d4; ACKS p.188) | Fungus, basidirond (1d4; Blog) | Tendriculos (1d4; BCK p.87) |
10 | Battle Drone (1d8; Blog) | Warbot (1d3; BCK p.81) | Reticuloid combat walker (1d4+1; Blog) |
11 | Rogue Stevedore (1d4; Blog) | Manticore (1d3; ACKS p.182) | Rogue Combaticon (1+guard; Blog) |
12 | NPC Party, Lvl 5 | NPC Party, Lvl 7 | NPC Party, Lvl 9 |
I have altered the dungeon encounter for many of the solitary monsters. On researching the origin or comparable monsters they often can be found in small groups. By upping them to a small dice like 1d3 there is still a chance of finding a solitary monster, but you will also find doubles, making the fight a little more interesting and challenging. Ultimately the weakness of a single monster is a well documented and explored concept that I don't want to get into here (simpler just to give the chance of 2-3).
Breaking it down:
So, one of my goals was to create a better spread of XP across the levels. The final charts look like this:When compared to the ACKS standard chart (which has served me well in the past) I am avoiding the crater of solitary monsters in the level 6 category (see chart below). While XP from monsters is not the best gauge of difficulty, it is the measure we have. Once the dice start rolling a challenging monster can be easy and an easy monster hard (if it keeps rolling 20). While many later versions of D&D seek to create a balance metric I'm not after this, more just a more smooth transition on the random tables. In the end for me I want the players to sometimes bite off more than they can chew and be forced to make tough calls. That said, at the earlier levels slightly smaller encounters make entry levels a little lighter on. Overall the worldship tables give me the flavour I was after while making the game seem a little more balanced in terms of overall encounters.
Monster Level 1 | Monster Level 2 | Monster Level 3 | Monster Level 4 | Monster Level 5 | Monster Level 6 | |
Hit Dice | ⅕ to 1+2 | 1 to 2+1 | 2+1 to 5 | 4** to 6 | 5** to 8* | 7*** to 12**** |
AC Avg. (max) | 2.9 (5) | 3.2 (7) | 4.5 (7) | 4.5 (8) | 5.8 (9) | 7.2 (9) |