[No-Artpunk] #3 Descent to the Cairn of Night (ACKS)

Into the Cairn of Night
Ben Gibson
ACKs (Or is it?)
Lvl 9 – 12
Pages: 35 (+/incl. 9 maps)
Classification: The Naglfar

Uh…Wow. This one fascinates and tantilizes but it makes me suspicious. While I was reading through this one I first got a heart attack and had to breathe into a paper bag because I was like ‘Holy shit is this going to be better then Slyth Hive’ and then I had a second heart attack when we got to the dungeon part because I don’t think this can be run without someone with a medical degree, an engineering degree and a black belt in forensic necromancy going over the entire thing and restoring it. Fortunately it is not that grim. Descent into the Cairn of Night is very good, feels like Death Frost Doom’s extremely ripped, ancient progenitor deity, but it does have some caveats and hickups.

This is the premise.

It is awesome. Unwise shepherds unwisely disturb the aeons-buried burial mound of the Old Men, and from it comes the ancient call. Men drop their tools and wander into the Underworld below, never to return. And the call gets stronger every day. The Mound meets Book of Revelation indeed.


And yes the kingdom is statted, and the armies can be fielded:

So reading this was a dream right? This one was going to have it all. Mass combat, time-pressure, insane, massive, monstrous scale, great maps (and I do mean great). Good mechanism. The call increases in strength, starting at a save +10, expanding by 1 mile radius each day. Your army just takes 1% casualties per day. All these dudes can be mobilized, and have ACKs company stats so they can be used.

Surrounding the Cairn of Night, the Underplain, a vast cavern, miles wide, glowing with pale luminescence. Infested by fungi, inhabited by mutated undermen (and the storm-giant like Those Grown Under Greatness), demonic spirits and patrolled by the risen armies of the Old Men. Here we begin to see the first signs of the sloppy conversion, the glimmers of the old Pathfinder/5e adventure poking through. Innocuous now, ability damage for poison is a D20 artifact, but not strictly speaking illegal in the OSR. Strange random encounter rolls, likelihood increases as players make additional noise, meaning it is more deterministic. It is not made clear if the number of dice in the pool resets to zero after an encounter has taken place. Please note Giant Catfish land ambush and cursed ability-draining attack gemstone.

Overland encounters are quite good. Well thought out for a scale where the PCs are likely to have companies of fighting men. I am somewhat suspicious of the authors grasp of the Domains at War Battles supplement but for all that, whenever mass battles occur, the units are expressed in the form of the standard units provided in Domains at War.

Some notes. So this upperland area is, despite those flaws, impressive. Huge amounts of combatants, undermen that can be bargained with (I would have enjoyed some sort of bribery option to recruit undermen auxilliary companies, or notes on them providing valuable information, but the game does provide an Underman class so retainers may be hired from them), otherwordly environments. Clever design is included, additional entries into the Cairn of Night. A huge assholish trick, the City of the Dead in its centre, laden with the riches of the dead, haunted by terrible monsters, of non-euclidean, madness causing geometry, holds a visibly glowing gate, which is actually a death trap. You get this idea of a protections set up in a greater age to withstand the siege of long ages, to destroy entire armies of interlopers.
Legions of undead (up to 2600 skeletons) animate if you approach with an army, possibly taking up valuable time. I would love this even if you had written it for Knave.

The notes are occasionally vague. It is not clear under what conditions the PCs are exposed to the noted Hazards or how many of the Creatures in the hex they encounter properly. One or two sentences would have covered it. Occasional strange ideosyncracies, Catfish flopping on land attempting to ambush, Wraiths pushing over fungi. But also very interesting terrain hazards. Dust clouds are thrown up that increase the chance of random encounters. Giant aquaducts and dams. My one tip would be to look at the few interactive encounters, and consider how the Party might deal with them to resolve the adventure. Are they willing to ally with them, do they just want gold, do they know anything, are they treacherous etc.

At this point we are still in Nirvana and we are experiencing the greatest high level adventure ever made, complete with mass combat, time pressure, an awesome, otherwordly location, a nightmarish threat and all that. Behold the setpiece above. Its perfect. The bronze golem has AC 24, and is named the Steelman in some areas, a vestige from its earlier Pathfinder incarnation I believe. Occasionally weight is given in Lbs and not Stone, poison inflicts ability damage (not technically illegal, but uncommon), +2 shocking burst dagger is not a thing, or calls are made for skill checks or saving throws that do not exist. More conversion work is needed. And then you see the map, which is brobdignagian, immense, exactly what you would expect of the last redoubt, created to contain a full on demonic incursion.

The biggest challenge of Cairn of Night is wrangling its own complexity. You are dumped into the key with a few notes and even then you must interpret the structure and flow of the dungeon from its individual encounters. There are conditions that apply when the Gate is open, reinforcements that come from other areas under certain conditions, when sluices are turned on or off off. This mostly just noted in the key, and some of the references are missing. You kind of have to calm down, make yourself a cup of coffee, and read through it carefully, absorbing each room and considering its place in the geometry of the whole. Make notes what archer companies will open fire on the Killing chamber. Take heed that there is an Avengers team of high level heroes kept in stasis that will be freed and make a beeline for the Final Chamber if someone attempts to breach the gate.
Most of it works and has been played. Trust in this, and proceed carefully, and you will master it.
My first attempt to grasp it was a failure. You are reading my second attempt.

The maps are grand, glorious and sprawling. They are also not always clear (consider arching some of the lines, doors or arrowslits) and I would have appreciated a key with symbols. Pathways between levels are also not always clear. The dimensions, the ceilings, the properties of its doors, probably could have been given brief consideration, if only for reference. Often you have walkways or balconies suspended over other areas. Perhaps add a height meter or something? You can envision breaking into this thing with hundreds at your back and having them brutally whittled down by traps and horrific savage encounters. There is a keep within a keep, an armored stronghold, with companies of undead archers armed with silver arrows forged in giant cauldrons (1.960.000 sp worth of silver) and silver-bound Beyonders of the realms of night screaming with bottomless rage at their duress. Meanwhile, the fortress is actually slowly falling, the servants of the Archer, lord of locusts, are gnawing at the firmaments, trying to breach the impregnable host. Have you ever seen a company of your favored heavy infantry killed by a spike trap that was worth 28.150 gp of silver? Have you ever fought companies of heroic 9th level revenants armed with silver weapons, beseeching you in one voice to join them in defence of the world, belatedly realizing that despite the awesome killing power at their disposal, it is all turned inward? That is this adventure.

The encounters in Into the Cairn of Night subscribe to the philosophy that quantity is a quality all of its own and, much like the Battle of Stalingrad, it might get a bit grindy. I have lost track of the number of large groups of 9 HD undead Cairn Champions stationed at each demon-warding bastion. I’m missing the occasional cruel or clever combination of monsters or environment and antagonist or monster cleverly equipped with magic items, but I suppose HORDES AND HORDES of powerful opponents followed by POWERFUL MONSTERS WITH SPELL-LIKE ABILITIES will have to suffice. Occasional NPCs with minor interactive potential do show up, including some of the demoniac insect-like Beyonders in the guise of friends and allies, but overal, this is all out war, with quarter being neither given nor received. You get the idea that 9-12 is hopelessly low, and that 6th level spells are barely up to the challenge of carving through this literal hellfortress. This feels like something for characters of level 14-15, with the appropriate arsenal of Prismatic Sprays, Conjured Elemental, Cacodaemon, Blade Barriers and Delayed Blast fireballs to deal with this shit. The presence of the Beyonders, the demons from the outside is still minor, not really a full fledged faction, more incidental interlopers that can be temporarily allied with to wreak more havoc or provide sly information on how to breach the defences. It is also, I should emphasize, awesome.

Treasure is appropriately ludicrous, I suspect millions of ancient gold, silver, gemstones, magic items and precious metals. Its not really hidden, but several areas in the fortress have concealed vaults, that can only be opened with certain keys, lest you take something ludicrous like 20d6 electrical damage. A good balance of magic items and consumables, a bit skewed towards weapons and away from wondrous items. Good luck carrying it out. I’m not even sure if you are allowed to stack glyphs like that. There’s also the weird, but all the weird you fuck around with feels like you are tampering with the primordial forces of creation that will permanently transfigure you by bringing you in touch with a higher reality where man is but a gnat-like interloper. Occasional gifts, 16 cauldrons of acid that can be turned on one’s opponents if one is inventive enough (telekinesis anyone) are quite generous. You see a few of those moments later too, where you can take a dead officers insignia to pillage the giant banners of hordes of waiting skeletal legions or even command them.

So why has this not yet been crowned king of NAP? Grand ambition. Impressive scale. Striking, apocalyptic fantasy. Spirit of high level, embraced. Let me list my reservations.

* This is unquestionably the coolest 5e/pathfinder adventure that has ever been written [note: It was written for an OSR/PF homebrew system]. However, I must express suspicion of this conversion to ACKs and the degree to which this has been calibrated for high level ACKS. I see so many d20isms, in the items, in the monster stats, I’m suspicious about the deployment of mass combat, and I am curious if the Pregens are even strong enough, some of those encounters also, whew. With their current loadout, its hard to imagine success. I think in concept this adventure totally works, I’m suspicious about the amount of fine-tuning that’s needed for the chosen system, and this is not taking into account the editing that would be needed to clean it up.

* This adventure clearly has its own unique sort of flavor and cosmology. That’s cool as shit. It also breaks the contest stipulations. 7 new monsters alone, a bunch of superpowerful relics and new magic items, horrific locust armor, rings that replace the wielder with some sort of ash elemental, and there’s 2 templates. The rules were 10 total. There’s nothing wrong with that objectively, its not a weaker adventure for it, but this will count against the contestant in the final tally.

I’m not sure if I can pick this, if I am allowed to pick this. But this is an entry with immense potential that must see the light of day one way or another. Even if I don’t end up releasing it, I would encourage a release in its original system. Great job.

Minor Update: I did consult with the author, and though it was written for his homebrew system, it was in fact playtested in ACKs, at the stated level range, and the party ended the adventure by unleashing the demonic horde upon the world. Very awesome.



















23 thoughts on “[No-Artpunk] #3 Descent to the Cairn of Night (ACKS)

  1. Hah, it was quite harrowing for the ACKs playtesters, and no, they absolutely weren’t up for going toe-to-toe with some of the encounters. Pity about the misses, I’m still debating about releasing the entire campaign under ACKs II timed for release or just keeping it in my home heartbreaker, the D20-lineage Pathfinding Light (think a 5-torches-deep treatment of the 3.P chassis).

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      1. It’s definitely an option, and having the ability to go hog wild on just converting monsters and items directly to the system instead of trying to find a reskin. Dire Mudfish can be in the bestiary directly rather than twisting to “Giant Catfish”.

        This is a small subsection of the whole product, there are 3 more levels of the Cairn of Night in addition to the massive 184-hex overland.

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      2. “This is a small subsection of the whole product, there are 3 more levels of the Cairn of Night in addition to the massive 184-hex overland.”

        Well now I’m even more interested in seeing this published, that sounds bloody awesome.

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  2. Man, this is the same theory my entry was working under, (time pressure war game area with a capstone dungeon) but executed much better. Glad to know I’m not alone.

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  3. After writing five paragraphs of very negative commentary, I have decided to delete all of it for fear as coming off as more of an asshole than usual. I am a coward.

    My apologies…I do not find this as impressive as others.

    STILL: Good job getting your entry written, play-tested and submitted. Not everyone can say that! I know *I* can’t (haven’t had a chance to play-test yet).

    @ Prince:

    You made me look up the terms “Naglfar” and “Brobdingnagian” so…thanks!
    ; )

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  4. Even if it’s not a finalist, a great entry. Even in the excerpts, it feels *vast*, something I couldn’t work out with mine. I’ll be sure to check it out once I eventually succumb to the grip of ACKs. Kudos Ben!

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  5. “The biggest challenge of Cairn of Night is wrangling its own complexity. You are dumped into the key with a few notes and even then you must interpret the structure and flow of the dungeon from its individual encounter”

    This is actually a general NAP3 problem for both you the reviewer and for the DM having to parse it in order to run it effectively. There’s a much larger burden.

    This might have been mitigated by having designer’s footnotes where the designer sets out their thinking on what they were setting out to achieve in each encounter area and how they expect it to play out.

    This scenario seems hugely ambitious in scale, but I’d worry that I’d not do it justice. The way you’ve presented it in the review it reminds me of the flavour of Warhammer Fantasy Battle Realms of Chaos supplement rather than D&D. That’s not to my taste, but the effort put in to the design, detail and presentation needs to be applauded.

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  6. From Discord, Commodore (the author) writes:

    “Dangit, Blackrazor, nobody improves from praise, fire at will.”

    *sigh*

    We will begin with my usual gripe: this is a contest. The contest has parameters. The adventure is written outside those parameters. Why? Is this so difficult?

    The answer to that rhetorical question is: no. I run an AD&D campaign in my home scenario. I do not use alignment in my game. Do the new monsters in my NAP adventure have alignment listed? Yes, of course it does…because I am writing an AD&D adventure for publication (i.e. for use by other people). Other people can choose whether or not to cut alignment or make all monsters do 1d6 damage or WHATEVER. That is their choice, their prerogative. Not mine.

    Confusion results from the lack of conformity to the imposed limitations of the rules. Now, Prince is, as usual, rather loosey-goosey (er, “generous”) when it comes to “limitations.” Under games permitted he lists:

    “– Adventurer Conqueror King and any supplementary material”

    Rather broad, right? If I can justify that I use a D20-era sourcebook as a supplemental resource in my Franken-brew ACKS campaign, does that count? Perhaps the D20isms on display (templates? confirming crits? ability damage? fortitude saves?) are due to some heretofore unmentioned supplement.

    So let’s leave that aside…the “standard JB gripe.” Let’s just talk about this as a high-level ACKS adventure.

    I am not terribly familiar with ACKS. My hard copy hasn’t yet arrived via mail, and so I skimmed the PDF yesterday. It is, so far as I can tell, MOSTLY B/X with regard to system but includes A) supplementary material for developing campaigns (in order to better run the game at “king” tiers, perhaps), and B) a skill system (*barf*) that combines bits from non-weapon proficiencies (BECMI and late 1E) with minor “feats” of D20. The nice bit about this it provides a systemic way of customizing B/X classes (want a paladin? Give your fighter the “lay on hands” proficiency). The bad bit is that it shifts focus on character fetishism (you know, the standard 3E/5E rant), but…whatever. The kids dig it…I grok.

    Other than these differences, there’s not much here that isn’t fairly bog standard B/X play (max level 14), which means the system runs into the same issues that plague B/X…survivability, suitability to long-term play, depth of playability. I think ACKs tries to answer these specific questions…sometimes in MULTIPLE ways…but still lacks the “punch” when it comes to what’s needed for “high level” D&D adventures (here I will use the classic TSR modules of D1-3, G1-3, Q1, S1, S3, and S4 as my models). The simplicity of the system (and lack of content) invites simplicity of response (and lack of variety)…the usual response for “Basic” designers is then to create “weird” or “off-script” challenges (new monsters, weird systems) tha, because they are unusual (i.e. not in the books) they PRECLUDE player mastery (i.e. it doesn’t matter that the players are well-versed in B/X if the DM is going to throw new, non-book systems at them).

    That is part of the issue on-display here. The other bit, though, is the systems themselves which (for me) seem out of scale for a B/X adventure of levels 9th-12th, regardless of the inclusion of “combat reflexes proficiency.” 2d4 purple worms at a drop. Ability damage requiring a hefty save penalty (for B/X characters) that run every round despite limited counter-ability. “Beyonder Type IIIs,” or hundreds of “Harrowers.” These are still fighters with d8s for hit dice and no multiple attacks, right?And thieves with d4s and capped backstab damage?

    Where ACKS has taken pains to increase the (B/X) game’s long-term viability, this is not the way in which it does so. This is still “Adventurer” tier…up-jumped for high levels…rather than “Conqueror” or “King.” That, I believe, is probably a symptom of not actually being designed for the specific system. High level ACKS would probably be…different.

    [what might high level ACKS look like? Perhaps a neighboring, rival kingdom has procured treasures of the Old Men and are using it in their wars of conquest, and the PCs need to somehow even the playing field…through politics, subterfuge/commando action…before losing too much territory]

    The scenario presented is grandiose. But if I am reading the review correctly it is a non-optional adventure? Folks are being “called” (mind-controlled) to take part in what seems to be a stone-cold killer of a module? I dislike that…I prefer adventures that can be refused and/or circumvented. But my desire for player autonomy is my own taste preference, I readily admit.

    Okay, that’s enough. Don’t get me started on the treasure values here.

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    1. ACKS plays very differently than B/X, as there are less-obious mechanics at play such as the cleave mechanic that makes high-level fighters comparable to their magic-user companions. It also focuses on high-level play with numerous systems for holding senates, maneuvering armies, managing merchant fleets, conducting megical research, breeding monsters, running assassin’s guilds etc. This module is essentially a wilderness exploration and a dungeon crawl that divolves into mass combat. It doesn’t seem to support domain play all that much, but that could actually be a good refresher for the high-level party that wishes to conquer some mythical underworld fortress. I can easily see how it fits a grand campaign. The strength and numbers of the foes do seem quite inflated, I’ll grant that.

      Have you had the chance to read Olle Skogren’s free ACKS modules? These ones do seem to have that “oomph” factor for high stakes, broad choice, and reward for careful play and system mastery.

      Also, I think you misunderstood the mind cobtrol hook – it was local shepherds that were charmed to find the place, not the PCs themselves.

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      1. [Loosey-goosey]

        Prince assumes the spirit of the law is obvious, the contestants have +1 SD IQs, and as such he thought it unneccessary to list every single supplement officially published for ACKs. Clearly using something that is not an officially published supplement would be a violation if it is in an ACKs campaign, nor has such a violation occurred.

        [ACKS]

        The best way to think of ACKs is just RC if the proficiencies worked. Its nowhere near d20’s excesses of character building wankery, although there is a bit of customization in there.

        [Mastery and off-book challenges]

        While I agree B/X is simpler then AD&D, I disagree with your interpretation of mastery. New challenges are still legitimate if they interact with the rest of the game. Having some sort of serpent that can only be killed with cold damage or acid is a legitimate challenge, and in fact, unexpected challenges should be standard for high level D&D, as they encourage reconnaisance and scouting. And, mind you, I did point out I consider the amount of new material to exceed the established parameters.

        [Scale]

        2d4 Purple worms is certainly formidable. But its a rare exception, and this is an overland encounter, where you are exploring with what is presumably an army at your back, you might have horses, you might have an Explorer, and hazardous encounters are actually a good reason to incentivize the use of such an army. Harrowers are simply armored skeletons. Fighters in ACKs are a bit stronger by use of the Cleave mechanic and get a damage bonus. Thieves are still a bit shit. The ability damage is from Weird stuff that you may freely interact with. A save vs death would not be unfair at that point.

        [Call]

        This should be regarded as an emerging threat in one’s domain, that will gradually expand, prompting an immediate response. Certainly valid subject matter for domain level heroes.

        [Treasure values]

        A door full of gemstones worth 56.000 total would mean 10 gp per gemstone ey?

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      2. “…several thousand tiny FLAWLESS DIAMONDS (45,000gp total value)…”

        …feels a little undervalued (considering the EMPHASIS is added by the author).
        ; )

        RE B/X (and ACKS) Mastery

        I think we may have to agree to disagree on this.

        RE The Last Guardian

        Tricky encounters benefit from having some notes on tactics (a 14th level mage with little in the way of protection should have some idea how to defend himself against a party of seasoned killers). 1,000 locusts per hour works out to 2.7 per (B/X) round…would like to have seen some notes about this as I can envision PCs scrambling to close the gate (if possible) and 10 HD monstrosities piling through sounds a bit of a landslide, especially considering the “DR10/silver” (more D20isms!).

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      3. I can’t stress enough the power of Fighters in ACKs. Given the cleave mechanics, damage bonuses, and optional critical hit rules ( max damage plus rolled damage, crit if you get 10 over the roll) they can frankly carve through foes. A 10th level fighter with magical +2 plate, a +2 shield, and a few rings of protection quickly gets up to 15+ AC (25 AC). With magical weapons and a decent STR they are +10 to hit and have +8 damage bonus. Add in some buff spells and the right proficiencies and they are averaging 17+ damage, (38+ average on a crit), and crit 30% of the time against giants.

        I put two different groups though the G1 series, one with 8th level mages, one without. (Both had high level clerics, henchmen, summoned creatures, and consumable magic items). Both groups were up to the challenge. Once a high level barbarian got ahold of giantsbane, was hasted, and had striking cast on him, he could kill multiple giants per round, especially if he crit ( which he did 40% of the time.)

        I agree that ADD heros have more raw power, but the ACKs rules have to be played to be appreciated.

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    2. Appreciate the critique, always. I do think some of the scale issues you’re feeling are a disjoint between high-level AD&D and high-level ACK, which has some big ole’ armies following the Kings. Strait-up 6 PCs vs. horde fights…do not go well, as you’d expect, but the “head of an army” feel is pretty nice.
      *all of this should have the caveat that this was our understanding of Domains at War, given we were all learning it I cannot promise we didn’t all miss some factors.

      Treasure values felt pretty good. Every non-level-capped pregen leveled over the course of play and the thief almost leveled twice before the end.

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  7. You tricked me Commodorerb. Your version of unpolished and mine, inhabit different planes. This looks so impressive.

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    1. Well, there’s a good chance I get DQ’d, and I certainly lose points, for the missed conversions (basically, if the playtesters didn’t hit it, often it got dropped). I think you’ll do great.

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      1. I’ve honestly thought of withdrawing my entry several times since I submitted. I’m STILL editing, excising and quietly adding. Play testing was really useful, but it only went so far…it needs another go around. That said, I’m sick of sounding like a whining dog – it’s just the bald embarrassment of how I come over in stark black and white.

        Cannot wait to play your offering. I think the Huso factor has raised everybody’s game, or even shattered a few paradigms. I’m just happy that this hobby can still teach me shit.

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