Monday, April 28, 2025

The Sinister Secret of Zenopus' Tower – Part 7: The Village of Saltmarsh

Seeing as how I wrote this series of posts in a disorganized manner, it is only fitting that I end it with the starting point—the village of Saltmarsh, the party's home base while they tackle the series of modules U1–U3. Curiously, though the module describes the "little town" as playing a "pivotal role" in the series, with a "web of intrigue" that affects the party's progress, the village is given short shrift in the module's manuscript.

Instead of presenting the village and its inhabitants, the module hands the task of designing the entire thing to the DM, with advice to draw a map, establish the local businesses, and set up the town's council (and its conspirators). Some may see the omission of these details as a flexible advantage for homebrew campaigns, allowing the DM to put his stamp on the adventure; others may see it as a failure of the adventure designer to do their job. It's why you paid money for the module, right?

Interestingly, the basic "plot" of Saltmarsh is similar to the Sample Dungeon's "plot" of Portown (smugglers using nearby sea caves to run their operation, in collusion with local bribed officials), so those two pieces clicked together very well, along with new details from Zach Howard's Forgotten Smugglers' Cave adjunct. I took the background information from those three sources and crafted my own background "plot" to account for the various adventure areas of the site. 

I started the campaign without a map of the village. Instead, I gave the party a handout list of the main buildings in town along with a brief description and details about what can be acquired/accomplished in each place. This was my tabletop group's first experience with playing early-edition D&D (Advanced Labyrinth Lord in this case), so I explained that town wasn't really a place for adventure but more of an abstract base for their characters to rest and reset between sessions.

Monday, April 21, 2025

The Sinister Secret of Zenopus' Tower – Part 6: The Naga's Lair


 

 

This penultimate post represents the final piece of the kilodungeon site. It uses the dungeon portion of the original AD&D adventure: N1 Against the Cult of the Reptile Gods. I'm actually not a big fan of the module as published. It's very railroady, and the cult activities in the village of Orlane are meh. The actual naga's lair with the troglodytes is pretty well done, however, and it snaps perfectly into the overall site concept. 

Its inclusion also gives me a third "faction boss" to use as a counterweight to the two magic-users competing over the site. She is gathering her forces to first take over the Sea Caves level and expel the pirates, then take control of the Dungeon level to capture its wealth and power. Once she accomplishes all that, she will send her enthralled human minions to subvert and undermine local authorities, and take over the human settlements in this desolate region on the periphery of civilization.

The entrance to this site is down in the swamp below the manor bluff, but anyone looking off the cliff can potentially catch a glimpse of the berm. The entrance can be reached either by sea or by scaling down the steep slope to the NE. There is also a back way into the dungeon via the Sea Caves level. In fact, several of the naga's minions are enthralled pirates who were captured in those caves by her troglodyte agents.

I got rid of everything in the module up to the naga's lair, though I kept some of the swamp description and its wandering encounter table. I added two other entries—a mud viper and 1–3 giant lizards—to make for an even six encounters, and I renamed the module's 1 HD "giant leech" (AD&D) to a "huge leech" instead (Labyrinth Lord's giant leeches are 6 HD creatures).

Saturday, April 12, 2025

The Sinister Secret of Zenopus' Tower – Part 5: The Estate Grounds

Although this is Part 5, the following material is actually the third section of my dungeon notes. I had no real plan going into this series of posts so I didn't consider a logical order of information before diving in with the manor house in Part 1. In my writeup, section 1 is the Intro and Background, section 2 is the Village of Saltmarsh, section 3 is the Estate Grounds and Manor House, section 4 is the Dungeon level, section 5 is the Sea Caves level, section 6 is the Forgotten Caves level, and section 7 is the Naga Lair.

With the Estate Grounds, my intention was to create areas of interest in the property around the Manor House, mainly to provide a more organic entrance into the overall site and to facilitate multiple entrances into the various dungeon levels. The map of the grounds started as a "sketch" in my head that I transferred straight onto the battlemat during the opening session. (Ignore the compass rose in this image; I flipped the site's orientation after this point.)

Original Estate Map (scale = ~50' hexes)

Friday, April 4, 2025

The Sinister Secret of Zenopus' Tower – Part 4: The Forgotten Caves

Finally getting back to this series after reviewing thirty submissions for Ben Gibson's Adventure Site Contest 2, including my own submission. No winner(s) have been announced yet as the final reviews continue to trickle in, but I'll certainly post the big announcement when it happens (should be soon).

In Part 1, Part 2, and Part 3 of this series, I described several of the major pieces of a kilodungeon I smashed together from various old adventures: specifically the Manor House and Sea Caves from U1 Sinister Secret of Saltmarsh and the Sample Dungeon from the Holmes Basic Rulebook. Part of the Sea Caves level borrowed a few rooms from a third dungeon—Zach Howard's excellent Forgotten Smugglers' Caves. This post will cover the remainder of that dungeon, which is situated between the Zenopus Dungeon level and the Sea Caves.

Since Zach has already written up this entire thing on his own blog, I don't want to repeat too much here if I can help it. Instead, I have received the author's permission to reference his material so I'll simply cover the things I changed or added to suit my own purposes. I didn't change very much of the content, as the adventure is already well-designed; I simply reworked the map to fit the other levels, and integrated the material into my backstory of the site, tweaking a few things here and there to make it better fit the overall dungeon concept.

The original Forgotten Smugglers' Caves (FSC) is an add-on to Holmes' Sample Dungeon, taking the details of the smugglers' cave and imagining a whole hideout, abandoned long ago due to a curse perhaps laid upon the caves by Zenopus himself. The Sample Dungeon sits below the seaside village of Portown in the original writeup, and characters can find info about the FSC there.

The Sinister Secret of Zenopus' Tower – Part 7: The Village of Saltmarsh

Seeing as how I wrote this series of posts in a disorganized manner, it is only fitting that I end it with the starting point—the village o...