Thursday, January 25, 2024

OSR: Stonehell OSE Open Table 11-16

Noticed that I never finished this one, was rotting in my drafts folder. This is a continuation to the general notes on sessions 1-10, about 6 additional session of Stonehell. Note that each session was about 3 hours, excluding ~30 minutes at the start to buy equipment, get hirelings and generally get everyone in the ElfGaming mindset. We played online via virtual table-top.

The game broke down due to personal circumstances on my end, a couple of years ago. But since players were doing written reports/notes for each session, I can trace back some of those sessions and write down what transpired.

Since then, I've used some bits of Stonehell as individual dungeons in some of my games. Levels 2A and 2C to be precise. Such fantastic books, Stonehell are, they just work like that.

Stonehell spoilers ahead, be warned!

General Game Notes

Players explored many portions of the outdoors canyon and about 60-70% of Level 1 of the dungeon proper. That is but a tiny sample of the thing! I did regenerate content between delves, so rooms would fill up again between gaming sessions, but (after a player cleverly pointed it out) already mapped locations could be traversed at 3 x the exploration rate in B/X / OSE.

Parts explored of Level 1, where most of our games took place

General Game Notes

After each session, one player got the chance of writing a session report for a bit of extra XP. This helped with Stonehell being rather stingy with treasure in the first portions of the megadungeon. And to introduce new players (, or remind existing ones) to what had transpired before. I have my doubts that anyone read these reports, ever. I can however extract some anecdotes from the game:
  • Attracting the bear from the canyon is not harmful. And skeletons can be reduced with ease when Clerics with Turn Undead are available in the party.
  • Helpful kobolds (yay reaction rolls!) and the talking stone head with laser eyes provide a lot of helpful information early on to the party: where are the (neutral) Korners, where is a significant magic item in the level.
  • The party avoided conflict when possible: bribing orcs with food, and having a wrestling match for sport, giving commitments to noble dwarfs, shooing giant rats away by setting rubbish on fire, feeding fire beetles, etc etc.
  • Iron spikes were sorely missed with self-locking secret doors. The Keeper of Secrets' riddle was answered with success, granting generous coinage, potions of healing, and a wand.
  • One of the most dangerous areas, the crypts of 2B, were treated with the utmost care and respect. There were several kerfuffles with ghouls and zombies. The latter claimed a couple hirelings.
  • Party decided to purse "Da Dragon" around session 6. The Thief purchased a chicken with the intent to lure or tame it. And despite successful sneaking efforts, the feeding plot was a disaster. I changed the creature a bit, giving it a gliding ability and two baby lizards. All whilst making the environment closer to a hothouse (aka players couldn't see the ceiling). Still it was a neat battle, and a Light spell saved the day. With 5500gp in treasure, I believe this was the biggest score of the (short-lived) campaign.
  • The invisibility trees of the Canyon level almost catches the party once due to a random roll. Would have been a perfect score for the bandits, since the party had a good chunk of treasure. Luckily, the PCs fled with arrows on their heels.
  • The Wheel of Fortune claimed a(n unlucky) Halfling, Mylo. Curiosity and foolishness was the end of him. The body is carried back to town, giving a proper burial.
  • Green slime was lethal! And one very hard to deal with challenge for the party. Fear the Slime!
  • There was a schism in the kobold faction: one loyal to Skiff and the Korners, the other led by a human lady with kobold workers fed up with their conditions. The players latched onto this conflict, but an action/outcome never materialized.
  • Players started then to use the Korners as a second base of operations. There were clear indications that Level 2 would be explored in the coming sessions (before the campaign petered), on suggestion of a dwarf noble in search of a dining Hall.
  • For some reason the players latched to an encounter with a cow god/spirit. Opening a church to it and moving that agenda forward also seemed to be in the pipeline. I guess it was material ripe for memes :-)

General Lessons Learned

  • By making fresh hirelings available every week, and any equipment at standard rates (including Plate), the PCs were carrying a lot of material, were very resilient, and rarely challenged by the hardships of the Dungeon. At least that was my impression.
  • The feast-or-famine nature of treasure was much commented. I sensed some frustration from the players. But in my opinion, this is a feature and not a bug of Stonehell (and early B/X as an extension).
  • It is hard to keep up with the Treasure Economy, once it starts to hit. B/X as written has even a 2nd level PC capable of acquiring all the equipment they want, several hirelings, war dogs, etc. Imposing taxes, jewellers and banks, carousing rules, etc. are left alltogether to the imaginative Referee and obscure supplemental materials. And it is often met with resistance from the players. This remains in my opinion a sore point of my games, and I understand why many don't want to engage in Dungeons & Dragons & Accounting if it carves out from your 2-3 hours of session fun-time in the week.
  • The trip back and forth to the dungeon was hand-waved, but it meant that, for the most part, carrying treasure out was a trivial endeavour. A single overland random encounter check could have made sense here.
  • We used a Caller role - someone to discuss options within the players, and make final decisions towards me - the Referee. This all in all worked well, especially in online play. With its awkward silences, there is always someone other than the Referee moving things forward.

Saturday, January 13, 2024

Secret Santicorn 2023: 6 Unusual Spells

Locheil asks for: A table of unusual spells - and no damage spells!

CW: some violent and nasty entries below! Proceed with caution.

1. The Cloth's Confusing Caprice

Toss onto the floor a fellow's handkerchief, bearing their gold-embroided-sigil. Their physical presence and visibility are requisites for this enchantment.

Upon repossession of the cloth, for as long as the fabric is in your pocket, the masses will confuse you with its true owner. This effect does not alter any physical appearance, only external perception.

2. Diabolic Foulish Renown

Inflict severe wounds or death upon three individuals, by your hand or your command.

Hurl the blades responsible for the deed into a well, alongside with three slaughtered chicken.

Henceforth, rumors and whispers of your ruthless malevolence shall echo across the land. Your name becomes synonym with dread and fear. Invitations will start pouring in, from coronations to galas, merchant halls, and any realm you deem worthy.

The effect persists for three weeks.

3. Defilement of the Cosmos

This spell demands an enclosed room. Does not work otherwise; the Sun and the Moon do not approve of your wretched intentions and scorn at your nefarious acts.

All entities and elements within the confines of the room traverse time by up to 11 hours and 59 minutes. The Caster must Save or be transported by exactly 11 days and 59 hours instead. If a one appears on the Save die, the Caster suffers aging by 11 years.

In this temporal flux, wounds will heal or kill. Food spoils or reverts to its raw materials. Plants shrink or burgeon.

Mainly, any consciousness hurtles forward or retreats.

4. Ghoulish Vengeance

Hang the deceased person from a tree for three days.

Insert a piece of jewelry worth at least 5000 gold pieces into their lifeless mouth, consumed by the spell.

Bestow one final kiss upon the corpse, gifting them your breath.

After the elapsed time they shall return to life, adorned with a flower-shaped scar at the place of your kissing. This much is known.

Should they fail to avenge their demise within three weeks, the scar will multiply like a ravenous pustule, transforming them into a devil of equivalent Level. This curse is irreversible and admits no reprieve.

5. Ancestral Family Shame

Kinship with the target of this spell is mandatory. Be it by Blood or by Law. Present either a pound of the former - yours or theirs - or a tome of the latter, this implement is consumed.

The victim gets to Save trying to resist this vile effect. If they fail, they succumb to imprisonment into a pocket dimension for a randomly determined time span. Never exceeding a week.

Fear not! During their internment, an Angel attends to their every need. Their cell is sumptuous: fine dining, wine and spirits, an opulent repose.

Upon completion of the sentence, they return to the location where the spell was cast.

6. The Canto

Upon repeated singing and reciting of ancient psalms, for no less than ten consecutive minutes, the Caster has a beguiling effect on a number of targets equal to their Winters divided by ten.

The subjects are charmed and will see the singer as an idol to be shielded and obeyed.

After a day, the charm effects wane, and the subjects must Save. Failure brings a sense of dread and betrayal to poison their hearts, wishing the worst and even instigating violence towards the Caster.