Stonehell Dungeon: Down Night-Haunted Halls by Michael Curtis. Three-Headed Monster Games.
This review is unsolicited and I purchased my copy of Stonehell through the usual channels. I own the PDF version, which, Adobe tells me runs 138 pages, cover and all. I have not ran the Dungeon, and will rely upon my 25+ years of experience to make up for that deficiency. The only real “Spoilers” are a couple of passages from the free-preview, used to give an example of the room descriptions. As a conceit, I usually use the term DM or Dungeon Master, when referring to a referee running a retro-clone and will continue that practice, here.
Michael Curtis has released his Megadungeon upon the Old School Gaming Community, so, first, let’s look at the description, from The Society of Torch, Pole and Rope's Storefront:
“Stonehell Dungeon is a classic-style megadungeon, filled with enough monsters, traps, weirdness, and treasure to keep you gaming for a long, long time. Explore over 700 rooms, encounter more than 40 new monsters, and discover 18 mysterious magical items -- and that's just in the first book! Stonehell Dungeon: Down Night-Haunted Halls details the first six levels of a megadungeon intended for use with the Labyrinth Lord™ role-playing game, but is easily adaptable to most early versions of the original fantasy role-playing game and its retro-clones. Featuring art by J.A. D'Andrea, Lee Barber, Marcelo Paschoalin, and Ralph Pasucci, Stonehell Dungeon gives the game master all the necessary information to run his players through the dungeon, while offering enormous opportunities to customize and expand on the site.”
It’s rare that I buy a published adventure and want to actually run the thing. Even really good ones. I do appreciate modules and usually purchase them for the purposes of reading and collecting, swiping a good idea, here and there, as I go. The creative work involved in running a game is an important part of the hobby, for me and I have no desire to deprive myself (thanks to some comments from Mr. James Raggi, et al, I’ve been doing some rethinking in this area.) I do, every once in a while, come across a published adventure, which I want to run. Sooner or later.
A quarter of the way into Stonehell, I wanted and still want, to run it Right Now!
Mr. Curtis has published a Tour de Force, and I’ll have to bust my ass if this review is going to even come close to doing it justice.
So, let’s take a closer look at Stonehell.
The print version is $13.00 and the pdf runs $6.50. A free preview, consisting of a one page introduction and the first quadrant of level 1, is available at the Storefront, as well as a free supplement: The Brigand Caves. More pdf supplements are promised and according to the author:
“These PDFs will be made available on Lulu (http://stores.lulu.com/poleandrope) for little or no charge, and will be released when time and interest allows.”
Stonehell is split into two parts, the first of which has been released, and is being reviewed here. Part one contains the Introduction, a Surface Level, five huge Dungeon Levels, two appendixes, and an Index.
The author’s introduction gives us some production history, general information on the design approach taken, and suggestions regarding the ways in which a DM might use the product. An entertaining history, which goes much further than what was given in the free preview and does an admirable job of conveying a sense of the horror and despair in which the Dungeon was birthed, follows. Stonehell was originally a prison, set up by a Tyrant and his heartless Vizier, its origins grounded in the type of “mundane” evil, with which we are all too familiar.
From there, some general information about the Dungeon and its inhabitants, secrets and several other useful passages on running the Dungeon, lead us up to the sections on the Surface and first five underground levels of the Dungeon.
The layout uses an adaption of The One Page Dungeon Template. The Surface Level is split into three areas and each underground level is split into four. A Master Map and Introduction (the latter includes a list, with basic stat information, of all the monsters featured in the level) is provided for all levels, each one being followed by an Overview and Template for each individual area. The Overviews include information on new monsters, important NPC’s, etc. The Templates are actually two-pages each, instead of one, providing plenty of room for the map, key, and other sections of necessary information.
The Appendixes contain some useful random tables, and specific, important information on certain features of the Dungeon. Lastly, comes the Index. A very nice touch, that last little bit.
So, what’s inside the framework outlined above?
Stonehell is not just a dungeon. It’s a Setting, with history, flavor, character and depth; an identity of its own. It is dynamic. The whole Dungeon is alive, and bustling with activity. There are monsters who traverse across levels, agendas and incidents of high weirdness. There are encounters which are interesting, dangerous and intriguing. There are new monsters, many of which induced me to smile in delight. There are features, which are left up to the user to develop, if he/she so wishes. There are moments that will make a DM rub his hands together and cackle with glee. There is all this, and oh, so much more. Throughout it all, the Presence of the Dungeon looms.
Stonehell is packed with information. There are no narration text boxes and the room descriptions are short and to the point, giving the DM the basic idea, without any hand-holding or rambling. Mr. Curtis does an admirable job, throughout, of providing just the right amount of information, not wasting space on the sort of particulars that are best left to individual DM’s. A couple of examples, taken from the free preview, will serve as an example :
5. Ancient Bedchamber: Smell of smoke & cooking meat; decrepit pieces of furniture. Berserkers (5) are cooking “long pig” over a small fire. They have 4d6 cp each.
28. Giggling Skull Shrine: Altar of bones; grinning stone skull on wall. Save vs. spells if altar is touched or laugh hysterically for 1d6 turns (double chance of wandering monster). Secret room contains religious vestments and a needle-trapped (save vs. poison or die) coffer holding 9,000 sp, 6 pieces of jewelry (10 gp each) and 2 potions of healing.
Without the kind of filler often found in published modules, Stonehell’s 138 pages make for a meaty sandwich, indeed!
The Word, here, is Organization. The whole thing is exceptionally well arranged and neatly laid out. Stonehell is very DM friendly.
Which, brings us back to the One Page Dungeon Template. As can be seen in the free preview, the author uses a two-page adaption of the Template, for each area of every level. The individual areas have their own title, history, current events, inhabitants, unique features, etc., and are designed to be more or less self-contained. They are like sub-dungeons, with their own flavor, that also tie-in to the overall Dungeon. The redoubtable James Maliszewski had some things to say about Stonehell’s use of the Template, in his review, which, you have probably already read. Here’s my two-cents, on the subject.
When the Master Map for each level is viewed, it comes off, in places, as overly-designed. This is due to the low number of connections between the areas (usually, two or three) and because the maps in each quadrant never stray beyond the 30 square by 30 square area, defined by the Template. Also, there are places where the author utilizes the quadrant map area in a way that enhances the square appearance of and perception of separation between the areas.
The Upside here, aside from the high degree of organization and ease of use, is that the modular nature of Stonehell, allows the DM to easily customize the Dungeon, moving things around, replacing areas with the DM’s own creations, etc. Also, any given Quadrant can be readily taken and inserted into the DM’s own dungeon/adventure. Indeed, an immense amount of value could be had from cannibalizing Stonehell, as there are a ton of useful features and ideas found therein. Mr. Curtis discusses the various options open to the user and has designed his Dungeon in such a way, so as to enable DM’s to use Stonehell as a dungeon building tool-kit. He has also left design room to add onto the levels, (specifying such places, in some cases,) as well as to introduce sub-levels.
Stonehell shows us what can be done with the Template approach and how tightly a multi-level dungeon can be built and presented, while still maintaining a high level of versatility. The benefits, as well as the limitations, of this particular design choice are exemplified.
It’s not the way I would go about designing a Mega-Dungeon (and, I have no idea how I would try to do it for publication,) but, as Mr. Raggi set me to thinking, that’s kind of the point. I think the design and maps are fine, DM friendly, immensely usable and accomplish what the author has set out to accomplish.
So, what’s the bottom line? I can’t do Stonehell the justice it deserves in a review. You’re just going to have to buy it and see for yourself. Personally, I would rank Stonehell as being somewhere in the top five, in a list of the supplements and adventures I’ve bought, in my 25 year history of gaming. I won’t mention the other four, as I’ll no doubt write a post on the subject, one day.