“That was nuts!” – Dag, Angry Beavers
As you may have guessed by now, this is the backbone of the Hearts of Stone campaign, whose session writeups you see on Wednesdays. It’s an everyday story of a sentient mobile megadungeon, the titular Stone Thief, and those who hunt it.
In a Nutshell: 13th Age campaign for character levels 4-8. 346 page PDF, written by Gareth Ryder-Hanrahan, published by Pelgrane Press.
This monster is too big for my normal review format, so let’s hit the highlights.
First comes a group of four chapters explaining what the campaign is about, how to use it, and the key factions in play within the megadungeon, which are presented in the same manner as the icons in the 13th Age core rules. This book is not so much a scripted campaign as it is a selection of adventures which the GM can stitch together in a number of ways. I doubt whether any two groups would follow the same path through it.
Next is a group of thirteen chapters, each focussed on one level of the megadungeon. In each case there’s an isometric map, details on encounter areas, traps, monsters, links to factions and so forth. Not much on treasure, because this adventure is more about revenge; the GM is essentially left to hand out whatever treasure he or she feels appropriate. There are a few plot items which come in handy later in the story. The dungeon can rearrange the layout of its levels, and the book offers several possibilities for that.
Then there are ten chapters covering the opposition, the dungeon’s prey, and surface quests. The intent of the book is that the GM switches between dungeon crawls, quests for information, help and artefacts on the surface, and homebrew scenarios focused on the character’s One Unique Things and icon relationships. Four groups of opponents are provided, of which my favourite is the Vengeful Company – a rival group of adventurers who hog all the limelight whatever the PCs manage to achieve.
These are followed by a chapter of enemy reactions to the player’s activities, and two chapters on finding and killing the living dungeon.
We close with an index.
Two-column black on colour text. Illos every few pages ranging from less than a quarter page to a whole page in size. Full colour everywhere.
SUGGESTIONS FOR IMPROVEMENT
There’s a short section in my copy which is in black on white with no colour at all. Not sure what happened there but pretty sure it wasn’t supposed to do that.
After the first couple of read-throughs I would have asked for more help navigating the campaign, but there is no real substitute for re-reading in detail several times and taking copious notes. I found creating a timeline for the campaign very helpful, but what is in that depends on which path through the adventure your PCs take, and I expect it to change repeatedly as we go.
13th Age is already D&D with the volume turned up to eleven, and I can picture Ryder-Hanrahan grinning maniacally as he twists the dial even further clockwise. Eyes of the Stone Thief is completely mad, and my main concern from running the game is how I am going to herd the players back into a gritty, low-magic game afterwards.
It is truly a great campaign, and is now the standard against which I measure megadungeons; but the GM needs to put a lot of work in, both before it begins and during play. I don’t think I will do it justice the first time through; maybe if I ran it again later for another group, they would get more out of it.
Overall rating: 4 out of 5. I am running this, true, but as you’ve seen I didn’t drop everything else to do so, and it needs more preparation than I would like.