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EXPEDITION TO STONEHELL DUNGEON

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Introduction

Almost everyone you'll meet will tell you something different about the legendary Stonehell, making it hard to know what is true and what is merely myth and rumour. What everyone can agree on, though, are the basic facts of its history. Hundreds of years ago the Sterling Potentate, at the height of his brutal madness, devised a solution to his overflowing prisons - he would force his prisoners to dig down into the earth, excavating their own prison, their own tomb. Any escaping prisoner was immediately executed, but no other intervention was given - no oversight, no supervision. Left to their own devices the prisoners developed their own society and way of life deep beneath the earth. Two hudred years later, in the wake of the incandescent revolution, the Potentate was deposed and the prison was liberated; what the liberating force found inside defied all comprehension.

Despite being abandoned for hundreds of years Stonehell has never really been empty, nor has it truly been forgotten about. Stories of cannibal kingdoms, mad wizards, grim cults and all manner of monsters circulate. But so too do stories of unimaginable treasures, magical artifacts and powerful secrets. These rumours have attracted the curious and the fool-hardy, and countless bands of adventurers have plumbed its depths over the years - and those that return do so laden with riches.

A wizard doing magic

Game details

This is a player-driven campaign focused on exploring the Stonehell megadungeon. It will be played using Old School Essentials (OSE), with a few optional rules, house rules and additions. If you are interested most of the rules can be found here, although there is no obligation, expectation or need for you to read them. The rules are simple and can be easily explained during play.

What to expect

The game is focused on the exploration of the Stonehell dungeon in the old school style of play. Your characters can have whatever motivation you want to be exploring the dungeon, but there is no overarching narrative, no saving the world, and no pre-determined outcomes. The real goal is to hang out, have fun, and play some dungeons and dragons. The dungeon is dangerous, and low-level characters are fragile - character death is to be expected. Players are free to have as many characters as they want, but only one character can be played at once during a session. One player each session will be responsible for maintaining and adding to the map of the dungeon.

This is an open table game - there is no obligation to attend every session. You can play as much or as little as you like (but your character(s) will not gain any XP for sessions that you do not play in!)

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Player information

Logistics

At least one week prior to the next session I will send a message to the WhatsApp group calling for players. There will be a maximum of five player slots, and these will be allocated on a first-come, first-served basis. Aim to meet at 6pm for a 6.30pm start, and session will finish at 10.30pm. The venue will be a pub a maximum of 15 minutes walk from London Bridge station. To start with this will be The Anchor Tap on Horselydown Lane (here is a pin). If you will need to roll up a new character then try and arrive closer to 6pm to allow time to do this before the 6.30pm start (unless you are happy to just rip through rolling up a character during the start of the session).

Sessions will start and end in a safe haven, initially the town of Traitor's Gate. If you do not make it out of the dungeon before the end of the session the fate of the party will be randomly determined via a table. This table is not pleasant, so try to make it back to the safe haven before the end of the session.

House rules

Character creation and details

  • If a player does not have a character, or wishes to play with a different character, new characters will be rolled up at the start of a session.
  • Each players first character will have maximum HP at first level (this makes first characters a little more resilient while players get familiar with the level of danger in the dungeon/system). Subsequent characters (replacements and/or additional characters) will have HP rolled as usual.
  • Each players first character must be one of the seven core classes - fighter, cleric, magic user, thief, elf, dwarf or halfling. More classes will become available during play, and subsequent characters have no such restrictions (assuming additional classes are available).
  • Classes with percentile skills will instead use six-sided dice and "expertise points" system. Each skill starts with a 1-in-6 chance of success, and players may assign expertise points to these skills to increase the chances of success for each point assigned up to a maximum of 5-in-6. Characters will get expertise points at level one and eachs subsequent level depending on class. e.g., the thief gets six expertise points at character creation and 2 expertise points per additional level.
  • Fighters may choose a combat talent at first, fifth and tenth level (choose from cleave, defender, leader, main gauche, slayer or weapon specialist).
  • Advanced spellbook rules will be used for spellcasters (no limit on the number of spells in the spellbook, starting spells determined by intelligence score, spells can be copied into the spellbook from scrolls, researched or taught by a mentor).
  • Spellbook-using classes (magic user, xxxxxxxxxxx and xxxxxxxxxxx) will have 4 random level 1 spells and Read Magic in their spellbook at character creation.
  • Spellbook-using classes can detect the presence of magic instinctively without using the Detect Magic spell, however this is only a binary presence/absence of magical influence. To determine the strength, nature, alignment etc. of magical effects the Detect Magic spell must be used.

Combat

  • Side-based initiative will be used (each side rolls a d6, highest roll acts first).
  • Intent to cast spells and retreat from melee must be announced prior to rolling initiaitve.
  • Initiative is rolled each round, or until both sides are fully engaged in melee combat. At this point both sides act simultaneously according to the order of actions.
  • Order of actions for each side.
    1. Movement
    2. Missile attacks
    3. Spell casting
    4. Melee attacks
  • Monster morale rules will be used where appropriate

Encumburance

Initially, the simple encumbrance rules from OSE will be used. Movement rate is reduced based on the armour a character is wearing and the quantity of treasure they are carrying according to the following table. Classes that start with a lower movement rate will have the same penalties applied (i.e. -30'(-10') per step) but starting from the lower initial movement rate. Other items do not generally count towards encumbrance, but commonm sense judgement will be applied. The quantity of treasure required to step down the movement rate table is also judged by common sense.

Movement rate
Armour worn Without treasure Carrying treasure
Unarmoured 120'(40') 90'(30')
Light armour 90'(30') 60'(20')
Heavy armour 60'(30') 30'(10')

Experience (XP)

  • XP is awarded when the party returns to a safe haven.
  • Normal XP rewards will be used (returning treasure to saftey (1GP=1XP) and defeating monsters) along with XP rewards for discovering new rooms and feats of exploration.
  • Newly discovered dungeon rooms (i.e. new rooms added to the map) are worth 10XP plus an additional 10XP for each room discovered before it in this session, and is awarded per-character. e.g. if four rooms are discovered in a session each character will get 100XP upon returning to saftey (10 + 20 + 30 + 40).
  • Feats of exploration will also be rewarded with XP - these include things such as verifying a rumour, discovering a secret, manipulating a dungeon faction, establishing a safe haven in the dungeon, overcome a trap or puzzle etc. This is not an exhaustive list.

Hired help

  • Gold must be spent to advertise/recruit retainers (e.g. frequenting taverns and buying drinks, posting advertisements, paying a recruiter etc.)
  • Retainers are hired by a character, and will not enter the dungeon if that character is not present (i.e. you cannot take someone else's retainer into the dungeon if they are not present at that session).
  • Retainers get 50% of the XP of the player characters, and upon first gaining XP will be given an adventuring class. Retainers can make for replacment characters if a character dies, provided they are still in the employ of the character at the point of death.
  • By default, retainers will require a fee paid up front prior to each expedition. Other payment systems, e.g. a weekly rate, shares of the treasure etc., are possible and will depend on the charisma of the character hiring the retainer, the parties reputation etc.
  • Retainers will have their loyalty checked (with appropriate adjustments) upon returning to saftey and in unusually perilous situations. Failure will result in them leaving the employ of the character that hired them, or fleeing (as appropriate).
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Game information

Character roster

Player characters

Name Class Level XP Played by
Bonk Fighter First 210 Alex
Dirk, the Radiance Cleric First 231 Richard
Fiona Butterknuckles Elf First 210 Rob
Parabola Magic-user First 220 Mark

Retainers

Name Class Level XP Hired by
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Player characters

Name Class Level XP Played by Killed by

Retainers

Name Class Level XP Hired by Killed by
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Party stats

Town services and goings-on

The town of Traitor's Gate offers several services essential to those inclined towards adventure. The range of services offered in the town will grow as the dungeon is explored, and the quality of the services offered will increase as more gold is spent at each establishment. This section will detail the services currently on offer in the town and provide any other relevant information about the town, e.g. rumours, retainer recruitment outcomes, quests and jobs if available etc.

The Spike and Gibbet

The Spike and Gibbet is the main inn in Traitor's Gate. The inn provides ale, wines, spirits and hot and cold meals as well as rooms to rent. This is the busiest inn in town, and that makes it the perfect place to spend some money buying drinks and putting the word out that you are looking to hire some help. The kitchen will also sell rations to adventurers in portions that will last for a week (5gp normal rations, 15gp iron rations). The inn is run by Marla and her husband Garrick. Cole, a retired adventurer with experience of the first four floors of the dungeon, spends his time here with his friend Romeo and will sell information about the dungeon for 100gp per floor that the information pertains to.

Weapons and armour

Traitor's Gate currently lacks a specialist armourer or weaponsmith, but the blacksmith can happily forge basic weapons and armour for the right price. Complicated items may take quite some time, though. The blacksmith will not hold stock of weapons larger than a shortsword or metal armour of any kind, instead they spend their time making horseshoes, nails and everyday metal items required in a town.

The leatherworker in town can provide leather armours, adventuring gear of a leather nature as well as any saddlery or tack.

Clerical and religious services

The religious community in Traitor's Gate consists of a single lawful cleric, Frater Silcor, inhabiting a small temple dedicated to Megaluno, lawful god of truth, details and true seeing. They can cast Cure Light Wounds (150gp, greater cost to those of chaotic alignment), bless vials of water to make them into holy water (25gp per vial) and may be able to sell holy symbols, stock depending.

Magical services

On the outskirts of town is a three-story building inhabited by a wizard's apprentice, Cornwad. They've got no idea where their master, Tugel the Mystifier is. The apprentice can cast Detect Magic once per day (180gp), and will appraise and purchase magical items should you wish to sell them. They are not able to cast any other spells, write scrolls or enchant items.

Alchemical services

There is is a dilpidated alchemical laboratory in Traitor's Gate, but no alchemist.

Items for purchase

In addition to the above services there are various small shops, markets, craftspeople and emporiums around Traitor's Gate. Currently basic adventuring items are available from town. Availibility is not guaranteed.

  • Items
    Item Cost (gp)
    Backpack 5
    Crowbar 10
    Garlic 5
    Grappling hook 25
    Hammer (small) 2
    Holy symbol 25
    Holy water (vial) 25
    Iron spikes (12) 1
    Lantern 10
    Mirror (hand-sized, steel) 5
    Oil (1 flask) 2
    Pole (10', wooden) 1
    Rations (iron, 7 days) 15
    Rations (standard, 7 days) 5
    Rope (50') 1
    Sack (large) 2
    Sack (small) 1
    Stakes (3) and mallet 3
    Thieves' tools 25
    Tinder box (flint & steel) 3
    Torches (6) 1
    Waterskin 1
    Wine (2 pints) 1
    Wolfsbane (1 bunch) 1
  • Weapons
    Item Cost (gp) Damage Notes
    Battle axe 7 1d8 Melee, Slow, two-handed
    Club 3 1d4 Melee, Blunt
    Crossbow 30 1d6 Missile (5'-80' / 81'-160' / 161'-240'), Reload, Slow, Two-handed
    Dagger 3 1d6 Melee, Missile (5'-10' / 11'-20' / 21'-30')
    Hand axe 4 1d6 Melee, Missile (5'-10' / 11'-20' / 21'-30')
    Holy water 25 1d8 (vs. Undead) Missile (5'-10' / 11'-30' / 31'-50'), Splash
    Javelin 1 1d4 Missile (5'-30' / 31'-60' / 61'-90')
    Lance 5 1d6 Charge, Melee
    Longbow 40 1d6 Missile (5'-70' / 71'-140' / 141'-210'), Two-handed
    Mace 5 1d6 Blunt, Melee
    Oil (flask), burning 2 1d8 Missile (5'-10' / 11'-30' / 31'-50'), Splash
    Pole arm 7 1d10 Brace, Melee, Slow, Two-handed
    Shortbow 25 1d6 Missile (5'-50' / 51'-100' / 101'-150'), Two-handed
    Short sword 30 1d4 Melee
    Silver dagger 30 1d6 Melee, Missile (5'-10' / 11'-20' / 21'-30')
    Sling 2 1d4 Blunt, Missile
    Spear 3 1d6 Brace, Melee, Missile (5'-20' / 21'-40' / 41'-60')
    Staff 2 1d4 Blunt, Melee, Slow, Two-handed
    Sword 10 1d8 Melee
    Torch 1 (for 6) 1d4 Melee
    Two-handed sword 15 1d10 Melee, Slow, Two-handed
    War hammer 5 1d6 Blunt, Melee
  • Ammunition
    Ammunition Cost (gp)
    Arrows (quiver of 20) 5
    Crossbow bolts (case of 30) 10
    Silver-tipped arrow 5
    Sling stones Free
  • Armour
    Item AC Cost (gp)
    Leather 12 20
    Chainmail 14 40
    Plate mail 16 60
    Shield +1 bonus 10

Jobs

  • Tugel the Mystifier ventured into Stonehell three weeks ago and hasn't been seen since. Cornwad wants him found. A band of Kobolds encountered on the first level of the dugeon says that the slavers in the dungeon market have a wizard for sale.
  • Frater Silcor wants to establish a relationship with an information broker rumoured to spend time at the dungeon market, and wants a letter delivered to them.

Rumours

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Expedition reports and map updates

Expedition report Maps
20th March 2025 Floor 1, 20th March 2025