I've recently started running a weekly campaign of Beneath the Missing Sea. This post will contain my initial thoughts as well as the eventual table of contents.
Beneath the Missing Sea is a small hexcrawl written by Sam Sleney and Zachary Cox for Best Left Buried by Soulmuppet Publishing. The nautical theming hooked me the instant I read it and so have been sitting on it since looking for an opportunity to run it. My adventure description to the group, drawing mostly from the text itself, went like this:
Some weeks ago a great and terrible storm wracked the Andrussian Inland Sea and its surrounding provinces for several days. Travellers and merchants alike called it ‘the storm of the century.’ Thunder heaved through the sky, rain lashed at the rooftops and darkness reigned supreme. In Brost, a prosperous coastal town on the Andrussian shore, all ships due to set sail remained in harbour and those at sea were solemnly considered lost after the first day. Even the most jaded sailors knew that no ship could survive a storm of such magnitude. Brost’s townsfolk battened down the hatches and waited out the storm beside their struggling fires.
Nobody left the dark roads leading out of the town, and nobody came in. Several days later, when the storm passed and the people of Brost emerged from their homes, they found themselves atop a great cliff overlooking a vast and barren tundra where the Andrussian’s waves once rolled. The sea was gone.
The missing sea has revealed treasures untold, attracting opportunists, adventurers, and other unsavoury sorts from leagues around.
SoulMuppet Publishing produces a number of games including the aforementioned Best Left Buried, which is an OSRish, dungeon-focused, horror-themed game. It seems fine, it just didn't hook me the way that the adventures did.
Black Sword Hack is a game by Alexandre ‘Kobayashi’ Jeannette with incredible art from Goran Gligović, published by The Merry Mushmen. It's a Moorcockian-themed hack of Black Hack, a game that didn't impress me. Somehow the changes it makes to backgrounds and powers make it far more palatable to me and I'd been excited to give it a shot.
So basically I grabbed two books I had on my shelf and smooshed them together.
Session Reports
The Party
Prepwork
My prep involved rereading both the adventure and the game system again and making notes about what I'd like to change and what I'd like to add...none of which I'll talk about now because my players are likely to read this. There isn't a lot of information out there about the module so unlike prepping for Delta Green there wasn't an available surfeit of existing GM resources. Beyond that, I had to figure out how to make the various pieces fit together.Converting between Best Left Buried Coin and standard fantasy gold coins is nontrivial. D&D has a problem that leveling up takes silly amounts of treasure, and while we aren't really using that sort of advancement, we are using D&Desque price lists. So while every 8 Coins of experience in BSB amounts to one advancement, I've ultimately decided to multiply their numbers by 10 to get coin values. I'll have to keep an eye on this so I don't run into the B/X problem of parties reaching level 3 and having more money than they'll ever be able to spend.
I made a few more adjustments. Porters (called "carpers" in Beneath the Missing Sea) are listed as costing 4 (BLB) Coins per week. After some hemming and hawing, I eventually set them to 10 gold per day, which would match the magnitude difference above for a period of 4 days. Close enough. Half of an advancement does seem staggeringly expensive by the book as if a torchbearer cost 1000 gp at level 1.
Speaking of levels: BSH uses leveling by adventure. Does a whole hexcrawl count as a single adventure? Meanwhile, BLB uses gold for XP, but I was already struggling to figure out Coin to coins conversion. So I decided to do neither. Instead, I borrowed the list of deeds from Retired Adventurer's Into the Depths. Some deeds can be done once per career, others multiple times, but they all grant you half a level's worth of XP. Included therein are deeds for both recovering treasure and wasting it all. I let the players know that it's more suggestive than absolute, especially since I didn't think there was a town of the necessary size anymore in the region, for example.
Leveling Up from Retired Adventurer's Into the Depths |
Figuring out how to convert monsters was also a challenge. Best Left Buried uses 3 stats rather around 0, Armor that tends to start around 8 and go up, and Hit points about the same. Black Sword Hack is far more unusual, with a table showing approximate hit points and damage per level combined with a package of power or traits befitting the monster in question. The module helped slightly with conversion from BLB to 5e, but I'm still a little unsure and will probably lean on the power and traits combined with vibes to stat up monsters.
For character creation, I've added a couple things:
To skip shopping so as to get straight into the game, I gave them each two quantum items that could become any reasonable thing that they might require, which gets swapped with 25 gp at the end of the first session. I got the rule from Ariel's Blood and Treasure game, and as someone who despises shopping trips in games, fell in love with it immediately.
I even riffed on it in a comment I made on the OSR Discord, describing slots of retrospective backstory so as to avoid cumbersome pre-adventure tales that are so popular these days. Instead, each character gets 2 slots of "backstory" that, when it comes up that they need a language or a skill or to have a connection, and it's conceivable that they might have learned it, they can add it to their sheet and tell us the story of why they know that thing. Other than Igneous proposing that Fiske was an amnesiac person from the future, backstory hasn't come up at all, so we'll have to wait to see how this works out.
There is a notable lack of encumbrance rules in BSH. I'm just utilizing Cosmic Orrery's Bundling Inventory because it's simple and neat. In short, everyone gets 10 slots, a slot can hold any one thing, and items that make sense can be bundled together but then retrieving them takes time.
Sorcery (used by Igneous' Fiske) is a touch unclear. It sounds like you have to roll to cast any spell at all, which is pretty lame. After talking it out with Igneous, we settled on two castings of his known spells per day, with potentially more if he rolls to keep the spell unless we find that this is unbalancing.
From a non-biased perspective I think Fiske is the coolest
ReplyDeleteOh the joys of converting stuff into other stuff. Looking forward to reading about how this goes!
ReplyDeleteAlso, the deeds thing reminds me that I've been pondering what would make a more sensible goal for obtaining XP for a megadungeon-focused game than the standard gold pieces. Exploration-based XP makes sense, and I've seen that suggested, deeds also sound good, though a bit too nebulous for my liking.
As such I am very interested in reading about how that plays out in game and how it affects advancement for the PCs.