STONE GRAVE
A Fantasy Core and
D&D 5th Edition Southland Adventure
© Jerry Harris 2015
(This link will take you to the
Fantasy Core Playtest Rules.)
Afterward
Let’s see, the Characters should now be in the possession of
a large, but somewhat hard to transport treasure trove and maybe some
information for further adventures. Now,
all they have to do is figure out how to get it out of Stone Grave. The possible permutations for further
adventures will be left in your hands.
In the meantime, the undead giant spiders and their zombies
may have taken over the Work Level. The
Grimlocks may have made a decision to try and hold the level as well and may
want to go further. The Humanoids may
have allied again and acquired some magic to combat the Gargoyles. They’ll be coming in force. What if a Humanoid shaman attempts to create
some undead troops in Stone Grave and inadvertently raises the spirits of the
multitude of ancient dead miners into Spectres and Wraiths? Lastly, certainly if one group of adventurers
found this place, you can bet they won’t be the last and it’s unlikely that
they’re coming to help.
Design Notes
Lord, what a cluster-f*** this project was. Unfortunately, it probably shows. It all started years ago with this unlikely
to be original idea of “What if somebody put a mega-dungeon inside Ayers Rock?” “Wait,” you’re saying, “This adventure
doesn’t take place inside Ayers Rock.” Yeah,
I know.
From that germ of an idea, the entire Southland setting grew
like an ugly patch of weeds over time.
Ironically, Ayers Rock got used for another idea, but nearby Mount Conner
was an even better locale for a mega-dungeon. . . which still didn’t get
made. The Southland project became too
big to attempt to put a massive dungeon into at that time.
But I still had the notes and the idea of putting a dungeon
into a mesa-like mountain. In the course
of working on Fantasy Ireland, I came upon Keeper Hill, which completely fit the bill. I added a whole background story about an
underground Dwarf settlement destroyed by Elvish necromantic magic, with some Humanoid
inhabitants/squatters added. However,
the Ireland
setting didn’t have anything to do with raiding dungeons and killing non-humans
indiscriminately for their loot. That
kind of stuff would start an inter-species war there. It had to be something different. Then I had this thought: What about putting a
murder mystery inside a dungeon?
Two fruitless years later, I discovered that wasn’t a good
idea by virtue of never being able to make it work. Oh sure, it might work for you and your
players and your NPC’s in your long-running sandbox campaign, but doing it cold
turned into a creative death march.
Frighteningly, I still have the notes for this idea. I also now have the maps. It could still regurgitate into my creative
life.
The only good thing about that rabbit hole was that I
stat’ed out all the monsters and rough drafted maps in the process of going
nowhere. I had to finish it somehow, since
most of the damn work was already done. Or
as Arthur C. Clarke wrote in his journal about working on 2001: A Space Odyssey, “Now have everything, except plot.” Finally,
I ended up back where I began and put the thing back in the Southland. Much of the encounters and monsters stayed
the same, but now they were simply there to be massacred.
Eventually, I figured out I was doing a martial version of Tomb of Horrors. I’m not sure how this sucker is going to play
out other than potentially very lethally for the Characters if they aren’t
played with some brains. This adventure
should get frustrating given the lack of replenishment (and likely any rest)
and treasure, but with plenty of monsters.
There are several places where some helpful circumstances can be used to
keep the Characters from being annihilated, but it’s only a stay of execution
without some clever play.
Oh, if you could have seen the original plans for this
place. Nine levels. Birdmen roosting in the open air amphitheater
on top. Half-flooded crypt at the
bottom. Place was stuffed full of
undead. I don’t even have the notes for
it anymore. Many of the features are in
this version, but scaled down or changed dramatically. For example, the Work Level was originally a
giant storage area with one un-killable monster relentlessly tracking and
toying with the party, who would presumably be running around desperately
looking for an exit. Well, that’s the
way these things often go when they spend too much time baking in the oven.
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