![]() ![]() ![]() No-one on the surface will believe the PCs tales of a mysterious underworld inhabited by monsters, faerie and magic. When brought back to the Underworld, they return to their original untarnished state. Fareie creatures (anything in the Monster section of the D&D book) brought into the sunlight fade to dust, artefacts brought out instantly become old, rusted and weatherworn. Magical rituals studied at universities really work too. Priests faith and words have real power against the faerie. The players go into these magical faerie Underworlds where the rules are different, like stepping into Narnia. I want to use Basic/Expert Dungeons & Dragons, with some changes. Tudor antiquarians, gentlmen archaeologists, magicians and explorers with time on their hands and Neolithic barrows on their hands containing treasure! This all began in the very late 1500s and early 1600s and was typified by men like William Stukely, John Aubrey, William Camden and the enigmatic Abraham de la Pryme(ministering in my home town!).įor my purposes, an earlier date is better, to minimise the impact of technology, and have all the best sites yet to be explored. So why not go back to the origins of British dungeon-crawling, when the English gentry began digging up barrow mounds and stone circles on their lands, aided by the local educated priest and a gang of tenant farmers from the estate? That about says it all! Although mixing the modern mundane with a hidden world of English fay was inspired to me by my absolute love of The Weirdstone of Brisingamen. ![]() I've been down lots of caves, and one of my favourite movies is The Descent. I have this desire to run a short campaign of non-stop dungeon crawls, small fierce and fun with plenty of monsters but also lots of 'realistic' cave environments. ![]()
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