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.
No comments:
Post a Comment