Quantum Dungeons Preview 4A

Posted: 2025-07-22
Last Modified: 2025-07-22
Word Count: 3489
Tags: playtest quantum quantum-dungeons rpg

Table of Contents

Well, I was planning to wrap up the series, but then two new drafts appeared in rapid succession, so I guess I’m doing a little more playtesting.

Notes on the New Draft

Changes that I noticed include:

  1. Human 1st level characters may choose only a single Talent. Non-humans may choose no talents.

  2. QD AC is renamed “DV” (Defense Value).

  3. Two sample Patrons for priests.

  4. A paragraph on Alignment.

  5. A short section on 0-Level NPCs.

  6. A rudimentary random NPC generator.

  7. Simple solo-play rules.

  8. An appendix converting Ability Checks and Saving Throws to QD Skills.

  9. An appendix converting damage dice.

  10. An appendix converting magic item bonuses:

    • +1 weapons can hit monsters immune to ordinary physical attacks
    • +2 weapons and above also grants Advantage to hit.
    • Magical armor grants no additional protection but ignores encumbrance.

On Armor

I have my own house rules on magical armor and weapons. I’m undecided whether to keep mine – as usual, they’re more complicated – or just use the “official” rules. Or I might retool my rules into more powerful magic items.

On Patrons

Patrons are less powerful and influential than I expected. The two sample ones grant abilities only at levels 1, 4, and 8.

For my own amusement I thought I’d put together my own “Patrons” – Law, Chaos, Nature, and Death – but couldn’t decide what to add. The examples give some guidance, but also seem to narrow the powers of priests to a few benefits.

Creating New Characters

This last module is an AD&D module for “characters level 8 to 12”. I’m not sure how this translates to Quantum Dungeons characters, since QD only goes up to Level 10, but I’ll start at 8, the “Epic Hero” level, and see what happens.

At 8th level, human characters have 8d6+Physical Stamina, 7 Skill Points, and four Talents. Non-Human characters have the same, but one less Talent to compensate for their non-human abilities.

These will be my new characters:

Name Co Cr Lo Ph So St Talents
Aldis 3 0 1 2 1 0 Duelist, Endurance, Healer, Priest (War God)
Dain 3 0 0 1 3 0 Awareness, Charming, Marksman, Weak Point
Gerfast 4 0 0 3 0 0 Ambidextrous, Armor Training, Heavy Hitter, Two-Fisted
Jack 1 1 0 1 1 3 Ghost, Sneak Attack, Street Thief, Untraceable
Sresk 3 1 0 2 0 1 Lizard-Kin; Explorer, Martial Artist, Mighty
Yves 1 0 4 1 1 1 Sorcerer × 4

 

Name Level DV Stamina Parry Weapons
Aldis 8 9 29 5 Sword (1d6), Dagger (1d6D), Shield
Dain 8 9 30 3 Bow (1d6), Hand Axe (1d6)
Gerfast 8 10 33 4 Warhammer (1d6) × 2
Jack 8 8 28 1 Dagger (1d6D) × 3, Machete (1d6)
Sresk 8 8 26 3 Claws (1d6+2), Crossbow (1d6A)
Yves 8 8 21 1 Staff (1d6), Dagger (1d6D)

About Aldis

Aldis is a Priest of the War God, and 8th level. This gives him the following powers:

Aldis usually sanctifies his own sword when he strides into battle, and blesses that of another who accompanies him into battle, usually Gerfast.

About Sresk

According to the rules, Lizard-Kin are

humanoids evolved or uplifted from lizards. Their unarmed damage is 1d6+Physical rather than just Physical. Lizard-Kin with the Martial Artist talent have advantage on unarmed damage. Beginning from level 4, they are so fierce that their unarmed attacks may harm creatures otherwise vulnerable only to magical weapons.

About Yves

By taking Sorcerer four times, Yves can use spells up to 4th Circle. Each successive circle is harder to cast. For convenience I’ll list the target numbers of each spell rather than the Circle.

His spells are Respite (6+), Shield (6+), Danger Sense (7+), Paralysis (7+), Convalescence (8+), Fireball (8+), Paralyze Monster (9+), Wizard Eye (9+).

Note on Solo Module Running

This module, like all the others, I run solo. I’m probably doing solo play backwards: I’m the DM / GM / QM / whatever, and I roll oracles for the player characters when the next action is not obvious.

Expedition to the Barrier Peaks

This time I’m using an AD&D adventure, Expedition to the Barrier Peaks, by a Mr. Gary Gygax. It’s a convention module that assumes 15 characters, but I’m going to see if I can manage with six high-level characters. I’ve seen it played (partially), but I’ve never read through the entire thing, so it’s going to be mostly a surprise for me.

A big Thank You to Goodman Games, who published Expedition to the Barrier Peaks as part of their “Original Adventures Reincarnated” series. The maps and explanations are clearer in their version than in the PDF of Mr. Gygax’s original.

The Situation

The Duchy of Geoff (sic) has suffered mysterious attacks on a walled town and four smaller fortresses near the Barrier Peaks. The attackers, from the decomposed bodies found near each attack, appear to be some sort of unknown species of humanoid monsters.

When the Grand Duke assembled an expedition of 15 adventurers, unconfirmed reports alleged that monsters had issued from a gated cave framed with metal. No one has yet managed to enter the cave.

The Grand Duke and other dignitaries request information about the cave and any denizens therein. The expedition, including our six players, have traversed the area between the Grand Duke’s castle and a baron’s still intact fortress, and have now found a shadowed dell within sight of the aforementioned cave.

So our adventurers set out, Aldis and Gerfast in front, Sresk and Dain behind, Yves and Jack in the rear, followed by nine more adventurers (to be determined) and a small contingent of bearers and hirelings.

Entering the “Cave”

When the party approaches, the doors to the large cave are shut. However, keen eyes discern that a smaller portal several dozen feet above is open. It’s accessible by climbing up some steep rocks.

The Group Leader – let’s call him Rolf – decides to send our six adventurers in first and have them report back within the hour.

From Rolf’s perspective, as soon as the advance party enters, the outer door shuts.

From our six adventurers’ perspective,

When the party enters they will see a metal room, about 18’ deep and 20' wide, with a curving south (rear) wall. At that moment, the outer door will silently shut, and the 20’ wide inner door will part to reveal the 60’ by 60' entry area with [an open cylindrical structure].

picture of open cylindrical structure

Yves lights his lantern – the interior is dark – and the party begins to look around, hands on weapons. There appears to be a corridor to the left (west), a corridor to the right (east), and a corridor past the cylindrical structure going straight (north) … in addition to the hole within the cylindrical structure. Each of the corridors is lined with archways that could be doors, but with no visible handle or knob.

picture of door-like archway

After some discussion, the party decides to go straight ahead.

After about 60 feet, they come across double doors on either side. They choose the left doors first.

The Game Room

This room is filled partly with broken machinery, and partly with glowing boxes with bright lights flashing and a cacophony of muted sounds: voices, metallic rattling sounds, and noises the party has no reference for.

After a few tense moments, the party relaxes enough to hunt around for something to loot – they are adventurers and heroes – but find nothing. Someone, or several someones, have clearly been here long before them. They depart.

The Lounge

This room is dark, like the hallways, but in the dim light they can see fragments of what was probably furniture or more machines like the ones across the hall. This room looks thoroughly looted, and partially burned besides, but the party rummage around to see if they can find something the previous looters missed.

Apart from some unexpected human-like bones, their thorough search turns up three pieces of jewelry worth a total of 6,000 gp, Score!

The party leaves this room.

The First Encounter

As the party leaves the lounge they are surprised by a dozen short creatures whose mottled bodies blend into the scenery, and four dog-like creatures that seem to be trained to attack.

picture of Vegepygmies and dog creature

Note: I’m just giving the Quantum Dungeons statblock, since the AD&D one is too long and mostly irrelevant

Vegepygmies

HD DV Stamina Parry Co Ph St Ht Pop
1 10 4 1 1 1 1 2' 50%
2 10 7 2 2 1 1 3' 25%
3 10 11 2 2 1 1 4' 15%
4 10 14 2 2 2 1 5' 10%
5 10 18 2 2 2 1 6' -
6 10 21 3 3 2 1 7' -

Weapons: claws (1d6), spears (1d6)

Special Abilities:

Each band is led by a 6 HD leader with 2-8 3 HD bodyguards.

Each group of 50 is led by a 5 HD sub-leader with 2-5 3 HD bodyguards.

Dog-Creatures

HD 4, DV 11, Stamina: 14, Parry: 3, Weapons: bite (1d6) and thorns (1d6A), Combat: 3, Physical: 2, Stealth: 1.

Initiative

Round 1 (Surprise for VPs)

Party:

Stamina Aldis Dain Gerfast Jack Sresk Yves
maximum 29 30 33 28 26 21
current 29 30 33 28 26 21

Opponents:

Stamina VP 1 VP 2 VP 3 VP 4 Dogs
maximum 6 x 4 3 x 7 2 x 11 1 x 14 4 x 14
current 6 x 4 3 x 7 2 x 11 1 x 14 4 x 14

Round 2

Party:

Stamina Aldis Dain Gerfast Jack Sresk Yves
maximum 29 30 33 28 26 21
current 25 30 33 26 22 17

Opponents:

Stamina VP 1 VP 2 VP 3 VP 4 Dogs
maximum 6 x 4 3 x 7 2 x 11 1 x 14 4 x 14
current 6 x 4 3 x 7 2 x 11 1 x 14 4 x 14

Round 3

Party:

Stamina Aldis Dain Gerfast Jack Sresk Yves
maximum 29 30 33 28 26 21
current 25 30 32 15 15 17

Opponents:

Stamina VP 1 VP 2 VP 3 VP 4 Dogs
maximum 6 x 4 3 x 7 2 x 11 1 x 14 4 x 14
current 4 x 4, 1 3 x 7 2 x 11 1 x 14 4 x 14

“Do what the sorcerer says,” Aldis says in his booming God of War voice.

Round 4

Stamina Aldis Dain Gerfast Jack Sresk Yves
maximum 29 30 33 28 26 21
current 11 18 32 9 26 + W 17

Opponents:

Stamina VP 1 VP 2 VP 3 VP 4 Dogs
maximum 6 x 4 3 x 7 2 x 11 1 x 14 4 x 14
current 4 x 4, 1 2 x 7 2 x 11 1 x 12 4 x 14

Round 5

Rounds 6-10

Stamina Aldis Dain Gerfast Jack Sresk Yves
maximum 29 30 33 28 26 21
current 29 30 33 28 26 21

Triage

No member of the party needs Triage anymore.

The party continues on.

Unnoticed by the other members of the party, the sole surviving Vegepygmy, in need of four days rest, limps away, back to its home base.

Comments

Next Time

Next time we continue the Expedition to the Barrier Peaks.