Stonehell: Prepare to Die

Principles

  • Use a chassis similar to B/X
  • Use a published dungeon and structure the setting around the dungeon
  • Reinterpret dungeon elements using a Dark Souls filter

Setting

On the frontier of the central kingdom, the High King Vollrath built a fortress in the mouth of a dusty box canyon. Though billed as a borderlands fort, the location was not strategic. The extensive excavation and heavily loaded provisioning caravans were out of all proportion with a mundane outpost. After completion, visitors slowed and then stopped. One day the gates closed and did not reopen. For months, lights and guards were still visible on the parapets, and then those too vanished. Years passed, and parts of the wall fell into disrepair. Nature began the gradual process of repossessing the edifice. Then, the High King was defeated in battle and unified kingdoms fragmented again. Locals assumed that the distant civilized Central Kingdoms had forgotten the fortress.

A generation ago, those dwelling near the fortress began to behave strangely, gripped by unnatural passions. Many had nightmares. People regularly had bouts of uncontrollable rage or crippling fear. Settlers abandoned homesteads, soldiers sent to garrison outposts deserted, and trading outposts gradually became ghost towns. Soon, industry ceased.

Most people that linger are mad or catatonic, though a few have managed to retain their selves. Even the sane are plagued by nightmares with uncomfortably similar details: dark tunnels, shriveled men scurrying on all fours like roaches, and glittering treasures. Drawn by rumors of wealth, some fortune hunters regularly trek from the now divided Central Kingdoms, assuming the dangers superstition. None enter the nearby frontiers without being changed. Even those not driven mad suffer tremors and strange uncontrollable emotions that intensify with distance from the complex, growing into an obsession with the abandoned fortress. Until they return, colors are dimmer, food tastes like dust, and nothing seems to satisfy. All return, many to die in the depths or to a madman’s cracked blade.


Next up: B/X style playbook design inspired by Dark Souls starting classes.

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