Monday, September 30, 2024

Making Karameikos Great Again

I started a second game a month or so back with one of my older gaming groups running Shadowdark.  We had all ended up at the same end-of-summer barbeque, started talking about games, and realized several folks in the old guard wanted to give Shadowdark a try.  I had recently become enamored of the rules as well, and so the idea for a new campaign was formed.  This is basically our first game report.

Shadowdark reminds me a lot of Moldvay BX.  Maybe because it's like what a BX version of 5E should have been?  The game embraces simple classes, simple action resolution, and dungeon crawling.  The Shadowdark community claims you can run classic BX style modules with the system mostly as is, only adjusting the treasure down a factor.  I was drawn to the idea of seeing how it handled classic modules from the 1980's that we haven't run before.  Thus germinated the idea of running B5 Horror on the Hill in my favorite setting from that era, the Grand Duchy of Karameikos*.

One other thing we talked about was running a "gauntlet".  Shadowdark borrows some ideas from Dungeon Crawl Classics (DCC), including starting with a pile of 0-level characters, putting them through a horrendous situation, and the survivors get to pick classes as level 1 characters.  In DCC it's called a funnel, in Shadowdark it's a gauntlet, but the concepts are similar.  One difference seems to be in DCC, each player will run all 4 of their zero-level characters at once, so a 5-person table will have 20 peasants trying to survive the funnel.  There aren't a lot of published Shadowdark gauntlets, but the mind-set seems to be each player runs a single character at a time, and the back-up zero level guys are off-camera in reserve (depending on the fiction of the gauntlet).

I decided to use the gauntlet as the lead-in to Horror on the Hill and make it part of the same nexus of events.  In B5 Horror on the Hill, a remote outpost (Guido's Fort) sits on the near side of the River Shrill; across the river sits an ominous fog-shrouded hill with the rising threat of the goblin king in the dungeons below.  I took a gauntlet called Cry of the Stingbat and hacked it up.  In my version, goblins are sneaking across the river at night to kidnap traders and homesteaders and throw them down a huge hole to feed a colony of "stingbats" (stirges) which assail the inhabitants of the fort at night.  The players start as a group of such victims, needing to escape a fairly linear dungeon before dawn when the flocks of stingbats return home and kill them.  They also found and killed a few goblins hiding out near the entrance; the goblins were carrying foul-smelling smudge sticks and stink bombs that immobilize the stingbats and let them manage the horde.

I can see the appeal of running a zero-level gauntlet.  Characters die left and right, which allows for some gallows humor, and story quickly emerges around the exploits of the plucky survivors.  We ran a strict time clock on the gauntlet night, and the added pressure kept things moving briskly.  Finally, there's a useful community generator at shadowdarklings.net that quickly makes a page of zero-level characters fully equipped for game night.  It's all very convenient.  My players had doubts, but now they're believers - I'm sure we'll do a gauntlet every chance we can when starting a Shadowdark campaign.

Ultimately, the zero-level traders, soldiers, and homesteaders returned to Fort Guido after their ordeal in the stingbat hole; they let the fort commander know about the stingbat horde and turned over the stink bombs and smudge sticks so the garrison could take care of the monsters in the daylight.  Having tasted dungeon adventuring, the group promised to reform back at the Fort as level 1 adventurers and take the fight over the river to the goblins - and hopefully get rich and powerful along the way.  Game 2 involved poking around the Fort, collecting rumors from the tavern and talking to the local "old timer", and finally hiring a boatman to ferry them across the river.  They agreed the boatman would return in two-days time at the agreed upon spot for a pick-up, so the players are carrying just enough food and water.  We honestly didn't get too far in their exploration of the hill after game 2.

I have a range of opinions on Shadowdark - I want to give it a few more game sessions (and maybe even try it with the other gamer group) before rendering official judgment.  It's definitely a vibes game that is laser focused on evoking an old school dungeon crawling vibe, while embracing a lot of modern mechanics from 5E and DCC.  I've had great fun; I don't know if it will displace BX (or even needs to).  I also signed up to run a few convention games as Shadowdark in a couple of months to get more drive time with the rules.  More to come on that front.

I still need to build a map for Guido's Fort, it's not provided in B5.  However, I did put together a new map for Karameikos.  This will sound a bit sacrilegious to fellow Mystarans (?), Mystara-philes(?), but the old 8-mile-per-hex style of the Trail Guides was leaving me a bit cold so I made a custom map (above).  Halloween is coming up, and Karameikos is described as a misty, wild land with dark forests, haunted moors, and foreboding mountains, like something out of Eastern Europe.  Maybe I could put the hidden valley of Barovia in the Black Peaks or Cruth Mountains in time for a Halloween one-shot?  It seems like it could work.

* Apologies for the lame title, when your country's politics are as ridiculous as ours, you've got to find a way to laugh about it.

1 comment:

  1. Great ideas and I'd like to hear how your game continues. I've done blog posts on Karameikos including one on Guido's Fort, though my map is very crude, really only a hamlet with a pallisade done in MS Paint. I might replace it with a better quality map. I haven't tried Shadowdark, having stuck with B/X, but your description of the rules is swaying my mind, at least to get hold of and read the rules.

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