[No-Artpunk] #8 The Taking of Icewyrm Hold (ACKs)

The Taking of Icewyrm Hold
ShocktoHp

ACKs
Lvl 9
Page count: 34+ 1 map
Classification: Protected Cruiser

The quality of NAP III has continued to remain excellent and entry number 8 does not break the streak. A second chance at an ACKs scenario, taking advantage of its MASS COMBAT rules, to create what always should have been possible for ACKs (given some of its roots are in BECMI) but simply not instantiated in module form. The gods of NAP commanded, and Shocktohp delivers. A robust scenario with a few warts in presentation but excellence where it counts.

There is going to be, in the bright future of high level play, a western and an eastern roman empire. In the west you have fully actualized AD&D, complete with Archdevils, cubes of Force, spheres of annihilation, planar travel and timestop spells, with domain parts present but not prominent. In the east, different but no less mighty, you have ACKs, with its spells a little lower and more restrained, but with a fully integrated strategic and tactical domain/mass combat part. Committed to one, or the other will be the systems minor. Only madmen shall claim allegiance to both.

Robust premise. The far northern city of spearpoint under Lord Robert Duchamp (titular PC) is having a spat of bother with his newly acquired domain. The gold mine and timber yard have been knocked out of commission. The natives are getting uppity. Perhaps more disconcertingly, a tide of eternal ice is encroaching on the small domain, caused by the ancient hereditary rulers of the land and their ties with the nefarious Cryolich. Very nice bonus points: some complications are proposed, including an impending royal debt, a peasant uprising under a charismatic criminal or the, less tactically rich but more imposing GRIM CRUSADE variant, which blankets the entire land in eternal ice and removes the player settlement.

Scale is…8 miles?

Big deal, you say. An ice-lich threatens a region. So what? As always, the devil is in the details, my lovelies. The domain is given full stats, an army, the forces of frostwyrm keep has an army that can travel on the polar winds. The ice has its own random encounter tables and properties. If areas are reached without the PCs having dealt with them first, they will join the enemy forces. There’s an artifact that protects against the cold to be uncovered, but its guarded by a tribe of lizardmen, who in turn are worshipped by the nomads etc. The nomads can be allied with (this part is mentioned but left rather vague), vanquished, there’s different NPCs, they can be bargained with etc. Its not a superabundance, but there’s a depth, a meat to it that is appreciated and you will feel during the game. If there is any doubt this was an ACKs module, this is the type of graininess I am talking about.:

Not quite floor-tiles and latrine levels but we are getting there. Do not be alarmed. On the next section may be found the Lizardman’s considerable hoard of coins.

Everything that would be absent in a CM scenario is fully integrated here. What the effect on your domain is if you recover and resettle the lumber mill or the gold mine. The effect if Spearpoint is ever laid siege to. These sorts of permutations, actual gameplay, that’s this adventure.

The weakest section of the adventure is the abandoned gold mine. A lair assault. Even here, there are multiple entrances, sentries, there is an order of battle (disguised among the encounters), traps and so on. However, everything has been abstracted up the wazzoo. Warren number 6 is just a random table simulating some sort of maze-like environment, with different cave occupants, and if you don’t have someone with a caving proficiency you are going to get lost, no special weapon for the goblin chief, no prisoners to free, the random cave occupants are indefinetely large and thus unorganized, no big or secret hoard etc. Despite it being the weakest, it is still quite alright. I do suspect a 9th level party is going to absolutely tear through this and I would have liked a real map. Also a reminder to bold your notations of monsters in the descriptions so I know what I am looking at and whether I should be alarmed and consider something like pre-rolling the hit points and noting those or even just including the stat blocks.

Icewyrm Hold on the other hand. Now THIS is a high level location. Proper fortress surrounded by walls of Ice and Granite. Corpses are frozen into the walls. The Gatehouse/wall can use a bit of work, especially on the map side. BUT. A Gatehouse golem guardian. A chance to freeze if you touch the enchanted Ice/land in the wrong place. Occasional orders of battle, but most of it is attack via ambush. Random encounters, and the malevolent powers of the Ice lich that are triggered under certain conditions. Nasty traps to bait high level characters: An illusory rooftop leading to a 30 ft. drop into an inner garden filled with memory moss. An area that if scried/clairvoyanced blasts the viewer. BUT Also. Multiple means of eggress. Wards. Guards. Passwall opportunities (despite reduced effectiveness). Secret areas. NASTY encounters with groups of spectres, archer bushes in the royal garden and shadows. Semi-friendly NPCs. Unique creatures like the Frost Skeleton, Painting Geist, Nomads called by the Curse on the bloodline to serve the lord of Icewyrm Hold!

There are occasional grumbles, mostly relating to either the editing (missing non-critical information), a more optimized format or the level of resolution. Its almost like the author is thinking more on a strategic level where the whole of the interlocking parts is given prominence but the quality of single rooms is occasionally weaker (or just needed another editing pass). I have included a weak note and two high notes to illustrate my way of thinking.



I like the aforementioned wicked curveballs too: A dungeon level with anti-magic wards. And then an extra bit of depth where you can reverse engineer the ritual. Hard to transport statues. Weird stuff (perhaps too ‘weird’ for the ACKsman. Is a royal statue wielding a scepter that will transform the unworthy trying to grab it into a newt (save avoids) considered too outre? Clever sections: A frozen treasure chest, hewing it out triggers a tonne of random encounters but melting it does not. Also clear indications of writing for the system you are using. Descriptions and permutations of using the library for magic research. Mass combat. Domain material. Note of needing certain proficiencies. I don’t think this was written by an ACKs grandmaster but I believe this was written by a guy who read and certainly DMed ACKs.

Treasure is generally well done. As per ACKs format, treasure concealment is mostly scorned. But guarded, made heavy, specified and touched up and nicely divided between coinage, art objects, consumables and the occasional magic items. The Iron Rod of Rulership is a welcome twist on a well known classic, and extends its effect on a domain morale, making it extremely valuable in way that simple raw power could not. Total treasure in the fortress is 135.000 gp, about 1/4 of a level up for 4 9th level characters, 80% of it locked away in heavy fragile statues. Accidental assymetry or sly social commentary? Combined with spoils in other areas, it is grudgingly acceptable.

Premades are excellent. Decent loadouts, holdings and followers for a change. Eyes of the Eagle, a +3 weapon, Rod of Ressurection. The mage having no magic items is a bit of a huh? moment but everyone else is stacked, far closer to what we were carrying around in our ACKs game (extrapolated of course). Quick and dirty statblocks are provided for relevant henchmen.

Pictured: ACKs porn


I should mention the lich part, which is also very good. The Cryolich is mostly busy conjuring up eternal winter so his interaction with the party is handled via the Malevolence table. UNTIL they breach the doors (take lightning damage if you fuck with the door) and face him, after which he does start becoming a serious problem. Its going to be 1 v 5 almost certainly, which seems easy, but the Phylactery is properly fucking hidden for once, so don’t expect to be able to kill the Lich in one fell swoop. The one thing I would recommend is a description of the Lich’s backup plan when he is killed and reforms. Does he attempt to re-occupy the fortress and continue the ritual? Does he have a backup plan?

The Taking of Icewyrm Hold is a (apparently) succesfull illustration of something that did not exist prior to this: An introductory domain level scenario where the domain part and the adventure part interact, one as an extension of the other. I don’t quite trust myself to read ACKs orders of battle the way I read dungeons yet, so if this all plays out as smoothly as it reads is currently unknown. But for the adventure part, well done, very solid execution of a more grounded premise with some excellent highlights. Great job on using Dwimmermount conversions of AD&D monsters and using them effectively. The permutations in the beginning provide additional replay value and a great way to add additional complexity. What a good entry šŸ™‚ Like a more complete, compact version of CM1.

What a terrific variety and quality we have observed so far. And we are not even halfway there.

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14 thoughts on “[No-Artpunk] #8 The Taking of Icewyrm Hold (ACKs)

  1. I’m not familiar with ACKS at all but I definitely prefer this one over the Temple of the Beggar King and Refuse of the Gods. It has a broad scope but still seems grounded and isn’t getting too apocalyptic – the cryolich seems to be only interested in this general area. But that hexmap is hurting my eyes, I can’t make out where is where.

    Nice to see that building an army and moving it to the foe’s castle is given prominence. Does ACKS and this scenario take into account fatigue and movement effects of the icy regions? Are resource management factors such as provisions, animal feed and water not turning to ice given some inclusion?

    Also Prince, are you going to get through all of these before the end of 2023? On the length of the entries so far, there’s another 500 pages to get through at least a couple of times (skim, then detail). A tall order when you’d probably be wanting to chill a bit. It seems almost like work!

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    1. The hexmap is a result of the tools I had, HexKit to be precise. I have since started using worldographer, which is much more readable.

      As far as army resources go, yes ACKS does that. There are rules for how far troops can march, what your supply chains need to be, and such. The Ice is treated as the most difficult terrain ACKS can offer, so moving an army through it will be extremely arduous. But doable, and was done by a player in playtesting.

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      1. I really like Hexkit except for the roads and rivers in the standard tilesets. Roads only connect at faces and rivers only connect at corners. What is up with that? It’s so freaking annoying.

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      2. @Edgewise That’s intriguingly like the same problem I encountered when using the map editor in Civ4. The editor wanted to put the river along the borders of the square, not through it.

        Hexkit doesn’t look too shabby. I dislike how it draws coastlines too, but then that makes it like the makes for the Voyage of the Princess Ark.

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  2. Thank you for the words of praise Prince, this adventure was a beast the write and my soul quailed before the submit button. As for your charactierization of my experience with ACKS goes, you are correct. ACKS was for a long time my “parts car” system that I was would use to supplement OSE games, until I finally told my group “this game is 90% ACKS, let’s just play that instead.”

    I am not surprised that you consider Gold mine the weakest point. It was a victim of the process. The intent was to provide a low level lair to distract characters. But none of the more traditional maps I made were to my liking, so I said “screw it, the dumb goblins are not main attraction” and abstracted it all to high heaven. Likely a misstep in hindsight but one that was necessary to complete the thing.

    The Mage lacking magic items was a player decision in testing, perhaps I should have given that character another pass to rectify that, but it slipped my mind.

    “The Taking of Icewyrm Hold is a (apparently) succesful illustration of something that did not exist prior to this: An introductory domain level scenario where the domain part and the adventure part interact, one as an extension of the other.”
    That was the intent šŸ™‚ I have often felt there is a surprising dearth of “B2 but for domain play” modules. There are very few resources for DMs to learn about how to run such kind of gameplay, and I wanted to put out something that at least showed people what was interesting about domain play while adventuring. I’m glad it is at least somewhat successful in that.

    Again, thank you for the kind words, and your feedback is always welcome. There are sure to be some changes if I decide to fully publish this, chopping off some warts here and there. Looking forward to NAP IV!

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    1. One last thought, the low treasure in the Keep itself was very intentional, sticking in all in the statues was a happy accident. Since you get experience from domain activities and simply gaining domain income, there’s some amount of experience that’s hidden. If the players restore the mine and lumber mill, I believe they will begin making enough money for domain experience to kick. I don’t remember exactly what the timeline works out to be, but it’s enough that they will eventually level up just from that. Provided the ice doesn’t get them.

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    2. I hope you do get this fully published. I’d enjoy being able to run it, it looks like a lot of fun. In particular, it looks like you’ve succeeded on a rather hard task: a module that can be easily integrated into an existing domain-level campaign as part of an already-created PC domain, without requiring a complete overhaul. I could definitely see being able to fit this into a current campaign of mine with a bit of remapping on my part.

      PoN: I definitely didn’t see anything too weird for an ACKS module in that writeup.

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  3. Stupid internet ate my comment, including all my sad attempts at witticism.

    *sigh*

    Maybe the universe is telling me to play it straight; let’s try:

    Quite interesting. Flavors reminiscent of Fire & Ice (the 1983 film) as well as H3: The Bloodstone Wars. Not bad. I dig on “ice nomads.”

    Treasure values look good: I have no problems with 5 g.p. barrels of salt herring or 200 g.p. gold necklaces and 1,000 g.p. diamonds. I can tell what these are going to look like and how they’re going to be looted/pawned. Okay: giant cave bear pelts sound like they should be worth more than 15 g.p. for a 36# bundle, but who knows? Buffalo pelts would be cheaper in 1881 dollars (adjusted for inflation and considering 1 g.p. = $20)…but how many people are getting killed for each cave bear brought down? I don’t know…D&D economics are wonky, anyway.

    I could quibble about the AMOUNTS of treasure being distributed, but after Shock pointed out the x.p. gained from domain income (*sigh* Mentzer-isms) I’ll throw up my hands and just resign myself to this being an adventure for ACKS; i.e. a game that is outside my arena of experience (at least so far as domain play is concerned).

    Love the caryatid columns (I use those a lot myself) as presented; a vorpal sword as an executioner weapon isn’t terrible…might do a variation of that in the future. Some neat ideas here, for sure.

    That’s it. That’s all I’ve got.

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    1. OH…except for this: any place called “Icewyrm Hold” better have at least one white dragon in it. Also: “cryolich” is a pretty cool term.
      ; )

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      1. Icewyrm Hold was a holdover from the original iteration. The mount range was originally called the Wyrmsteeth, the river called the Icewyrm river. But I found out that CM1 had used Wyrmsteeth mountains already. Secondarily, I didn’t want to be accused of copying Death’s Ride by adding in a dragon, since I was already doing the “barony under slowing growing existential threat” bit.

        Cheers!

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