Monday, May 18, 2020

What is 'The Undercrypt?'

There are a number of reasons why I'm running an open-table Stonehell campaign right now.

Stonehell is dead simple to run. I want to meet new people and game during the summer, but I won't have a whole lot of time for RPGs—nothing like I do in the winter. Running Stonehell with B/X requires essentially zero prep work. As close to it as it's going to get.

Stonehell is highly popular among the OSR—I knew it would (eventually) draw plenty of players to an open table. Since I don't have an OSR gaming group, I'm throwing a wide net. The more the merrier!

As I've said before, I took more than a year off from game-mastering to play in OSR games. Now I want to get back into running games. At the same time, I've always wanted to both game-master a published module and an open table, neither of which have I done before.

Running an open-table Stonehell campaign with B/X checks all those boxes!

The last reason I'm running Stonehell is because it will be an inspirational experience for the town-and-dungeon adventure module I'm writing, The Undercrypt. It's basically "Stonehell, plus a town, plus a hexmap," much like Keep on the Borderlands and The Village of Hommlet. Barrowmaze is probably similar on paper, from what I've read—but at 260 pages, it's way bigger than my plans.

The Undercrypt is a multi-level dungeon. It's the underground tombs and catacombs beneath an ancient, sprawling cemetery. It's set up just like Stonehell—four 30' × 30' quadrants to a level. Four pages to a quadrant: two pages to set it up, one page for the dungeon map and tables and one page for the key. Four levels is 64 pages.

The hexmap is of the necropolis the Undercrypt lies beneath. It's really big. It has a pond, a garden, a cedar grove; slough; a hedge maze; a statuary; a public columbarium; pool and fountain; hundreds of mausoleums, obelisks and cenotaphs; multiple different grave yards with thousands of tombstones and markers; a ruined cathedral . . . all sorts of stuff. I don't know how big the hexes will be, but certainly not six miles. Perhaps 60 feet.

Town (actually a manor) carters to travelers passing through to bury their dead. People from all over bring their dead to the necropolis. There's a legendary hero-saint buried in the Undercrypt. As long as he rests there in peace, no undead will rise.

There is no one "scripted" event that threatens his rest, but players have the opportunity—for example, if they rob his sarcophagus. It's on level 1. It's not particularly challenging to reach and isn't specifically guarded. He's interred with his sword +3, plate armor +2, and shield +1. Oh, and magic rings. And a medallion with artifact-level power. None of it is said to be cursed—unless you count the fact that if stolen the whole place will descend into infernal hell.

Bandits stalk through the wilderness near every road waiting for a pomp funerary procession to bushwhack. Grave robbers perch among the tombstones waiting like vultures. There's an invasion force of pig-faced orcs pouring through a portal deep within the caverns below the Undercrypt. The black banners of an infamously-ruthless mercenary company fly above the tents of a camp not far from town. Cultists and necromancers—not all of whom wear black hooded robes and wield kris daggers—seek to usurp the Undercrypt's arcane and esoteric secrets.

The hero-saint's militant order guards the necropolis, but their number are few and thin—especially with the goblin war raging on the borderlands. No one is allowed to enter the necropolis without permission—and that's only given for funeral services. The punishment for trespassing is harsh. The punishment for grave robbing or tomb raiding is death.

Friday, May 15, 2020

Stonehell Claims its First

Ingrid the One-Armed Dragon Slayer
by her player, Josie
Last night's session is why I play Dungeons & Dragons!

One of the most well-known areas of Stonhell Dungeon is what I call the morgue, rooms 27 and 28 in quadrant 1A: a straight hallway with doors lining the walls. Each door leads to a 10' × 10' crypt. Inside each crypt is a monster roll and a treasure roll. The monsters are weak—especially with a Cleric, and we had two—but it's a grind. The 1d6 treasure roll is 50% nothing, but a '1' results in 1d6 × 1000 dungeon bux—that's a whole lotta dungeon bux! They've cleared half the crypts and made a fortune from great treasure rolls.

However, at the end of the hall is a big scary door. Behind that door is your average "evil temple with evil altar." Skulls and stuff. But, no real danger.

As a player, I was let down by that. So, as a DM, you better believe I put a monster in there—a giant rattler stylized as being undead. I gave it enough venom for one "save vs. death" strike—and it landed.

Ingrid the Dragon Slayer took the hit. She failed her save. Black and purple veins of rot started spider webbing outward from the horrific wound on her left arm. She was doomed. The dice said she had an hour of game time to live.

Ingrid's player took the death roll pretty well, but we all knew how much she liked her character and the players weren't ready to submit to the dice's fate yet. "Can we chop off the arm, Walking Dead style, and save the character?"

"She'd bleed out," was my reply.

One of the players offered that the instantaneous use of a Cure Light Wounds spell could "cauterize" the wound without healing hit points (similar to how it canonically cures paralysis without healing). Iver Swiftaxe, the Dwarf, would perform the surgery with a single swift stroke of Ingrid's own sword, "Dragon Cleaver."

As the rest of the party battled the snake, they performed the field surgery. It worked. The amputation cost eight (max damage) of Ingrid's nine remaining hit points. She was incapacitated but alive.

Just then, the entry doors the players had previously spiked closed started to rumble. A bunch of failed wandering monster checks were attacking from behind! The party was surrounded, caught between a giant undead snake and a squad of nine orcs bursting through the doors!

Kesshut the Magic-User's Sleep spell made quick work of the flanking orc horde; eight of nine dropped and the last fled. Our swordmaster (F3), William, rolled tremendous damage on two attacks and hacked off the rotten snake's head.

If you know the room, you know the quadrant's greatest treasure is hidden there. They were stuffing their pockets, bags, sacks, pouches, and backpacks full of coins. More than 20,000 xp worth of treasure to be divided between the six players. Everyone would level once; half would hit the one-level-per-delve limit with hundreds of xp wasted (Bolek the Acolyte went 1,118 over!). Now that's a haul!

They picked up the limping one-armed Dragon Slayer and started to make their way out of the dungeon, thoughts of the riches, fame, and power all this treasure would buy! The exit wasn't far! Just through the now-empty dragon cave, then past the sign and up the stairs—then home free.

There was only one problem. The dungeon wasn't finished with them.

Ever feel like the dice are supernatural arbitrators? I rolled a wandering monster literally right directly in front of the exit. Snakes! The save-or-die kind!

There was no way around them, only through. They fought well, but Swiftaxe got bit. His saving roll failed him. The evil serpent god would have its victim! He went down fighting, defending the rest of the team. So close to the exit, it was a bittersweet victory when the last snake was defeated.

With heavy hearts, they all escorted Swiftaxe to Snorri Broadshoulders, the NPC dwarf in the nearby dwarven statuary (Room 19). Swiftaxe would be laid to rest with full dwarven honors. Everyone said their farewells.

Missing their dwarven comrade, the party ascended, finally, back to the surface.

Thursday, May 14, 2020

On Beginning the Delve Into Stonehell

Map by Erika, who plays our Robber, Nicole
Players in my B/X Stonehell dungeon crawl have explored about half of the first quadrant of its first level in the five sessions we've had. They've met the patrols of kobolds and orcs, slayed the dragon, and—after feeding it a severed arm—talked to the stone head. No one has died.

As for running an open-table, no-commitment game, we've had no "issues," social or otherwise, so far. Everyone has been friendly, relaxed, patient, conversational, enthusiastic, and proactive! When we've played, we've always had a great group show up despite sessions being mainly impromptu.

Both of our last two sessions have had five players. The table is so full of lively personality that I've lowered the limit of seats from six to five. Stonehell better caters to a smaller group, in my opinion as both as player and now DM. Usually, I find five to be the perfect number for online gaming; for this, it's four with three—normally a sparse amount—being good as well.

Of the nine total players, four have attended only one of the five sessions while five have played in three or four games. At least two or three are very enthusiastic to play. Caller is a popular position, a great "problem" to have!

Treasure, and thus XP rewards, have been very "feast or famine," as I expected having been a player at not one, but two other Stonehell tables. While they had a Cleric in the group, the Thief picked the lock to the stone-door crypt, but only raided one of its tombs and haven't returned since. Their robbery was rewarded with a necklace worth 400 gp. That was a random roll, and a damn good one on a table with a 50% chance of no treasure. It was the same delve in which they found a bag of 3,000 silver coins under a random flagstone in a broom closet.

All three characters that session leveled with the Thief hitting B/X's one-level-per-session limit with plenty of excess. So, we have an adept (C2), Oscar; a robber (T3), Nicole; and a warrior (F2), William. All others who weren't at that one particular session are first level.

Right now, the players are still in an early phase where they aren't making great strides of progress with each delve. Stonehell is a mysterious and deadly place; they're in no hurry to meet their unwitting doom. At the same time, I, as the DM, am by no means pulling at their leash or cracking my whip to hurry them along. A slow-and-steady pace for our first half-dozen or so sessions is fine. We're having fun and that's the most important thing!

However, a faster pace would better equalize treasure rewards. Stonhell has an organic rhythm or cadence. Its drum beats only as fast as the players move in real-time.

The two times I played Stonhell, both my characters ended up at the fourth level with starter equipment before the game ended. To avoid that, I knew I was going to increase and redistribute Stonhell's treasure. I multiplied the coin value of everything by 10 using a "silver standard" of currency exchange rate (1 sp = 1 xp, prices are in silver). So, that 400 gp necklace they found was worth 4,000 xp.

Also, I sprinkled generic, base magic weapons throughout the level—a +1 dagger has been found.

At the same time, I've strengthened the monsters considerably. In place of a giant gecko, there was a much more fearsome winged draco hiding on the ceiling. Importantly, unlike the gecko with 3+1 HD, A draco has 4+2 HD—making it immune to the Sleep spell. It glided down and was promptly dispatched.

You don't even have to ask: yes, of course the PC took the "dragon slayer" moniker. This is D&D! Well deserved, too. Ingrid tanked two 1d10-damage attacks!

In last night's session, the delvers were attacked by a giant black widow, a dreaded "save-vs-death" monster. It dropped from the shadows of the "spider web chamber's" high vaulted ceiling, but our Magic-User, Kesshut, nuked it with Sleep.

Earlier in the session, Kesshut had the idea to use his mirror to reflect the party's lantern light upward to a high ceiling in the "bat room." That was a good idea, and it was rewarded by finding a gold ring on a high rock ledge. The party thinks it's magic. And cursed. Or not.

As Nicole used spikes and rope to scale the wall, a band of orcs approached to the edge of torchlight. The Dragon Slayer scared them off with pure intimidation.

Who knows what they'll find if we have a session tonight!