Player-Facing Tunnelers Resources
To begin the Tunnelers campaign, present the following to your
players:
For as long as you can remember you have been convinced there is
something for you to be found underground. This fixation has shaped your
life in ways great and subtle. Such an eccentricity eventually attracts
attention; childhood fixations on paleontology, keeping burrowing
animals, and building of mud castles are tolerated, even charming, but
such eccentricities lead to scrutiny, sometimes even turmoil, as an
adult: pits dug in lawns, fascinations with abandoned basements that
really aren’t safe, too much spent on caving gear you really don’t have
the extra money for.
Luckily there are those who understand. You found the blogs of others
with the same interests, and eventually the chatrooms. You got brave
enough to meet a few in person, awkward conversations with people who
might share no commonalities with you, except that you all feel the same
call to find deep places and dig them deeper. There is a camaraderie in
this that transcends your differences. Together you plan, and share, and
dig, and you learn that the deep places care for you too: you and a
select other few are let in on the really interesting discoveries, the
secret videos, the password protected incognito chatrooms where others
explain the secret rites that change the world.
This is how you have ended up here, in a small town of Dundarave in the
north of Washington State. The name has come up in the chat a few times,
and it has an electrifying effect on some, who immediately become
obsessed with artifacts of the place, posted anonymously: photographs of
the construction of a scottish-style castle, river banks with deer bones
embedded in them, old factory buildings in the hills, tree stumps the
size of cars sitting in the mud. For others it took longer, but the
pictures lingered in everyones minds. Then a video: 10 seconds of
darkness with the sound of fumbling and frogs, then a light revealing a
stone corridor, piles of rope, shovels, a box with a takeout container
sitting atop it. The camera moves down the tunnel, lingering on windows
(nothing visible through them), then a pried up floor stone. A hole
under it, a ladder, a woman (unidentified) on the ladder. The camera
looks back up in the corridor, which disappears into darkness, then the
film ends.
There was nothing in the video that marked this as happening in
Dundarave, but the consensus was immediate. That dirt just looked right
for it. Within a few weeks, plans were made.
There’s something under this town, and you are going to find out
what.
If you enjoy sharing mood-setting music, I recommend The Penrose
Stairs, by Supplicate
The mechanical trappings of this game use Sam Sorenson’s Lowlife
and R Rook
Studios’s Barrow Keep: Den of Spies layered atop some house
modifications to Old
School Essentials (the basic version should be perfectly sufficient,
as basic resolution and the Thief class saves+advancement are the
primary needs — if you have the slim
reference booklet on hand for ease of perusal, even better). You
will need these texts.
GMs, provide the following character creation procedure with your
players, sharing appropriate tables and excerpts from the aforementioned
rules texts when needed.
“to make a Tunneler:
1. roll 3d6 for your 3 ability scores, Strength, Agility,
Constitution. Note these on your character sheet.
2. note your starting save values, which you must roll over to avoid
certain negative effects. These begin as: 13 vs Sickness, 16 vs
Explosions, and 15 vs Curses.
3. Note your starting attack values and AC: 0 by default for both Melee
and Ranged attacks, and an AC of 9.
4. Roll 1d4 for your starting hp.
5. Apply some ability score modifiers:
Str adjusts melee attack value
Agi adjusts ranged attack value, save vs explosion, and
AC (a bonus lowers ac and saves, a penalty raises it)
Con adjusts hp and save vs sickness (a bonus lowers
saves, a penalty raises it. starting hp will never go below 1.)
3 = -3
4-5 = -2
6-8 = -1
9-12 = none
13-15 = +1
16-17 = +2
18 = +3
Pick a name, pronouns, the screen name you use on the Tunneling
chatrooms, your career outside of the lifestyle, and any other identity
details you wish to fill out.
You start the game with the following items: a pickaxe, a shovel, a
hammer and chisel, several changes of clothes, and a camping
knife.
Additionally, roll on the Tunnel Rat gear table in Lowlife (Lowlife page
33) 3 times, and on the d100 trinket table (Lowlife back cover) 3
times.
Roll or choose one talent from the Deep Dwellers list (Lowlife page
32).
Your character advances in level as an OSE Thief. XP is measured in
dollars rather than coins. Upon gaining a level, roll one new Deep
Dwellers talent, and reference the OSE Thief hit die, attack value, and
save values, noting that Sickness is analogous to Death or Poison,
Explosions is analogous to Breath Attacks, and Curses is analogous to
Spells Rods or Staves.”
GMs, finally, make sure that the Lowlife rules for Caving (Lowlife pages
4-7 Climbing (Lowlife pages 8-11), Tunneling (Lowlife pages 12-14), and
the Barrow Keep: Den of Spies rules (though no specific rituals yet) for
Ritual Magic (Barrow keep pages 30-31) are all available for reference –
for my online game I pasted relevant text and images of the relevant
charts to a discord channel, and a physical binder seperate from any
dedicated DM binders could serve much the same purpose.
Add to this reference material as necessary: any game mechanisms
introduced or adjusted, rituals learned, or notable pieces of player
discovery they wish to record should be appended for reference and
posterity.