Monday, January 12, 2026

Hexenburg Session 3: A Megadungeon for Shadowdark


 The session opened with the characters take a bit of time to check on "astrological frequencies" after their weird trip to another Plane last session. Things looked normal so they entered the wizard school.

They started moving South and West since they had not explored those areas yet.

As an aside, I've been a member of Mike Mearls' Patreon for awhile. Over the years he's been working on new math for building Encounters and redesigning monsters, a 5E variation called Odyssey, a 5E version of B/X called Moldvay, and an alternative system for high-level play for 5E. One of the subsystems of Moldvay is his Threat System. Every 10 minutes of real time you roll a d6. If a 6 is rolled something happens. If a 6 isn't rolled that die is set aside and rolled when the next Threat timer sounds off. I used this for the first time this week and combined it with the Torch Timer. I rolled the d6s out in the open so the players could see.

As the group encountered a hive of stingbats I got a 6 on the Threat timer so two goblins entered the scene and were chasing a Wizard's familiar a fight ensued. The characters defeated the goblins and the cat ran off. The characters then debated tracking down the cat when the Threat timer went off again and a different group of adventurers moved into the area. 

The character's negotiated with the other group and learned of a second entrance to the school through a local cave that led into the 3rd sub-basement.

At this point the characters, who began to react when the timer went off, started moving faster and with more purpose. One last fight with goblins saw the Threat timer go off and introduce a few more goblins while their torch and the light spell went out. That was the most tense fight of the session with one player focusing solely on lighting a torch for 2 rounds. No one died but they were battered and nervous.

Soon after they decided to leave the school to regroup.

As a DM sometimes things slip my mind and I can easily get caught up in the momentum of play. The Threat Timer really helped me focus and the alarm ratcheted up player tension and reminded me to check for random encounters. When it would go off I'd just make a tick so that on the 6th Threat Timer I'd also remember that lights went out.

I've designed Hexenburg with donjon.com and while I appreciate the map I think I'm going to move to a more abstract model that probably is best described as a point crawl. I tend to think more in set pieces so I think this will suit me better.

No comments:

Hexenburg Session 3: A Megadungeon for Shadowdark

 The session opened with the characters take a bit of time to check on "astrological frequencies" after their weird trip to anothe...