The adventurers have a map to lead them through the Everburning Forest. Let’s break this down and start figuring out what this means.
Month: August 2024
Roleplaying games are a fascinating artifact that I hope survives for a long time. There are a lot of things that you can say about RPGs but I think the two I want to focus on right now are a pair of contradictory statements:
- Roleplaying games cut through the near infinite amount of abstraction presented by “real world” considerations by providing a framework that simulates a particular subset (usually combat and a few other adventurer subsystems).
- Roleplaying games are an abstraction of “real world” considerations and not necessarily meant to represent any sort of 1-for-1 aspects and instead provide an escapist avenue beyond specificity.
This kind of thought is what I have been giving over to how I might want to run hexcrawls. There are a lot of different flavors of abstraction but roughly speaking you see something like to represent, say, a mountain range ending at a forest with an old ruin on one side and then a small hamlet on the other side.
- A reasonable amount of distance to travel VS
- A reasonable amount of story to tell.
- 2 = dead end
- 3 = a point along a path
- 4 = a fork where a path diverges/converges
- 5 = a crossroads of 3-4 paths
- 6 = an area off any path but which itself has significance.
Doors to either side are locked and require DC18 DEX to open.
This is a 40′ by 30′ research library with a 20′ by 10′ alcove along the south wall storing many important texts about the running of the Monolith and about experiments towards fighting the Bleak. [SoloDark (SoD): 99 Rest 16 Information + 73 Assist 41 Danger]. The books are still in generally good condition, partially because of defense system installed which was also once an assistant used in running the complex.
In the center of the room is a strange stone automaton (the Grunkheart Golem, aka “The Librarian”) connected to the floor with four rotating wheels that spin upon a central axis. The top wheel has four mouths and four ears and four eyes and can answer questions as well as communicate. The eyes reflect the mode/mood: red = attack, blue = processing, green = librarian, black = off. They are currently in red mode. The Librarian is waiting for a passcode to back into its processing and helpful state.
The second wheel down has 3 long and articulated arms capable of reaching 15′ out from the center. They are equidistant around the wheel and each arm can strike for 1d10+2 damage. They hands attached (with seven digits) are capable of retrieving books from the shelves as well (but not the more restricted alcove).
The third wheel has four orbs which extend out on thin arms if needed. Red casts Hold Person. Blue casts Telekinesis. Green casts Protection from Energy. Orange casts Wall of Force.
The fourth wheel, closest to the ground, has enough space that it can rise up and slam down. The bookshelves are designed to absorb this impact.
The Grunkheart Golem (The Librarian)
Three questions about the current state of The Librarian (SoD Oracle):
- Is it still fully functional as its original function? 17 ==> Yes, but… requires repair.
- Does the House Grunkheart still have the password required? 4 ==> No. This requires a trip to somewhere else.
- Will it be mindlessly aggressive? 5 ==> No, but… it will defend the library.
MECHANICAL NOTES
- Is the language an actual secret code? 9 ==> No, but… it is an old Barthic language that was largely lost by the time of the construction. Not secret, per se, but something from the past. Jonias was tapping into some old technology/lore when he built this place.
- Just rolled 4 times on Random Realities to generate some syllables. Probably won’t try and make any functional degree of Grunkheart’s language.
- The Librarian failed it’s Hold Person spell but managed to get the Telekinesis off. Grusk made his DEX save to prevent from damaging himself and the others. The Librarian gets the Wall of Force spell to seal off the room.
- I’ll save any rolls related to that fact once they figure out how to get past the Librarian or ending up fighting and destroying it though the thing hits like an absolute truck.
- Is the map easy to read? 9 ==> No, but… it shows enough details to get them roughly to the spot once they actually explore.
DOUG’S NOTES
CREDITS AND RESOURCES
- Knave 2nd Edition by Ben Milton
- Random Realities by Cezar Capacle
- The Monster Overhaul by Skerples
- Bestial Ecosystem Created by Monster Inhabitation by Courtney C. Campbell and others.
- The Book of Random Tables: Dungeons, The Great Book of Random Tables, and The Great Book of Random Tables: Quests by Matt & Erin Davids.
- The Solo Adventurer’s Toolkit One & Two by Paul Bimler
- GM’s Miscellany: Dungeon Dressing by Raging Swan Press.
Rance Uffolt looks around the room in clear excitement. “Ah, this is very useful. This looks like one of the rooms that was originally used to…INAR, no!” The latter shout to try and discourage the halfling shaman from pulling a pipe out of the wall. Inar Gale looks back a bit sheepishly and then pat the sensitive equipment a couple of times to show no harm done (and to hide the fact that he had pulled it slightly out of alignment).
Giant Spinder
Tom sees the dead body of a gar folk warrior on the floor. Desiccated with several large spines sticking out of its back. The goblin raises a fist in the air and signals the others to hold. Looking inside, he can sense something is wrong but not make out exactly what. [5]
MV near (swim), S +5, D -1, C +2, I -2, W +1, Ch -2, AL N, LV 6.
MECHANICAL NOTES
- Tom got an 18 on spotting the door.
- This room will be +5 to the check of getting the sea water flow working more properly.
- Have been rolling 1:6 to see if the doors are locked. That one was. Grusk whiffed a few times to get it unstuck using STR but Tom got through with a pick locks.
- Kind of minor but I did DC15 checks for the characters to see if they could make out the paintings. Grusk + Inar only passed the first painting. Tom only passed the second painting. Rance passed both.
- Goblins cannot be surprised. However, I rolled an INT check by the spinder and got 19-2 = 17 and neither of Tom’s “Spot Hidden” rolls hit 17. So…the spinder has hidden itself well. Still, he can sense something.
- Took a couple of rolls on the Vote Dice but eventually all BUT Inar decided to push forward. Inar rolled a 16 and 19 for the spell checks so he is well good. By the way, a “hearing check” on the spinder came back with a 7 total so the spinder is not hearing them and is well asleep.
- Even giving the sleeping spinder disadvantage versus waking up at Tom’s sneaking, the spinder rolled a 19 and a 20. Then, again, at disadvantage to shoot the war goblin, two high enough rolls landed. Tom takes 4 points of damage but makes the save to resist the weaker poison.
- Rance studies the creatures of the Bleak a lot and so gets DC[N] rolls based on how common. In this case it would be DC18 and he did not make it.
- Spinder wins imitative. Missed Inar but got a hit on Grusk. Only did 1hp of damage and Grusk saved the poison. Grusk and Inar both hit doing a total of 15 points of damage and taking the spinder down to below half health in a single burst.
- I did a weighted d3. 1:6 = 10′, 2-5:6 = 20′, 6:6 = 30′. Got a 3 so 20′.
- Spinder wins initiative and makes its morale check. Goes up high and keeps picking away. Keeps getting hits but rolling crap for damage. Tom and Rance the ranged attackers but Tom misses. “Can Grusk use anything on the floor as a weapon?” No. Throws axe. Treat it as a dex based roll AND at disadvantage. It misses. Inar cannot do much but hide and wait to cast some healing magic.
- Heroes won the init roll. Grusk made another throw but this time got a Nat 1 so it’s funny to imagine a magically sharp axe being able to chop through stone. Inar got a 18 on his hide roll so I think he’d be good if the fight went on. Tom finally landed a shot and that left the spider with 1hp overall which Rance won by spending a luck point to maintain the acid arrow.
- Got the wyvern egg out of the 7-9 treasure table. At first thought it was too big for the bag and then realized that it should be roughly a 1 slot item, just a chunky one. Tom made the roll to toss the rope but I asked the oracle “Can they get the axe back without help?” and got a no.
- Can they get Terk’s scaffolding into position? Yes. In fact, Nat 20 so very yes. It’s quite portable and might be used in other places. This was taking some time so I skipped head about an hour and rolled 3 wandering monster checks. All were “no.” Rance re-ups his light spell.
- Reaction Roll = 7, Suspicious. The team generally has tended to lean towards trying to minimize chaos when the creature isn’t outright attacking them so I figured I’d play it down to a reaction roll.
- Made a somewhat collective INT roll and in the way I’ve been doing used the highest (i.e. Rance’s) to see if they could hit DC12. No. Even spent a precious Luck token. So, they don’t really have a plan. However, an oracle test of “Will the crocodile leave the tunnel and go back to the others?” ended up with a 20. So, very much so yes. And, in general, that giant croc will actually be somewhat “neutral” to the party. Basically as silly as it sounds I’ll give the crocs +2 reaction rolls to them. The dumb dumbs earned it.
DOUG’S NOTES
CREDITS AND RESOURCES
This game is played using Shadowdark and SoloDark, both by Arcane Library and Kelsey Dionne (et al). The map in this delve is “The Halls of Amon-Gorloth II” by Dyson Logos with added annotations and colors by me.
Other resources used in this campaign are
Knave 2nd Edition by Ben Milton
Random Realities by Cezar Capacle
The Monster Overhaul by Skerples
Bestial Ecosystem Created by Monster Inhabitation by Courtney C. Campbell and others.
The Book of Random Tables: Dungeons, The Great Book of Random Tables, and The Great Book of Random Tables: Quests by Matt & Erin Davids.
The Solo Adventurer’s Toolkit One & Two by Paul Bimler
GM’s Miscellany: Dungeon Dressing by Raging Swan Press.
The illustrations for this delve are a mix of elements from the game/map as credited above, Pixabay stock art (often used more for effect than precision), elements made by me, modifications of maps using Gimp, and various pieces generated using ChatGPT4o [or some combination of multiple of these things].
On How the Changing Style of Writing Is Impacting My Own Playing
My Favorite Thing from the Past Month
My Least Favorite Thing from the Past Month
Something I Would Like to Do in the Next Month
[The Unknown Fish Army and Getting Back]
I used random dice to determine that there were 16 gar folk warriors as part of this tribe (with 16 non-warriors + Garoshen, the tribal leader). The group has already fought and beaten 10 of them, leaving only 6 more warriors + the chief. However, the group does not know how many warriors there are, etc, so opinions vary. Grusk (half-orc warrior) wants to push the fight. Rance (human wizard) is ok with pushing the fight AFTER the group prepares again. Inar (halfling cleric) spends a lot of time trying to not get into fights. Tom (goblin thief) is a bit in-between. Partially because Tom knows that now they are really taking the fight back to the gar folk, that they might slaughter the tribe and Tom has always tended towards trying peace first and not just, like Inar just to avoid the work. Despite it going badly for the group and then them managing to crawl out of hole (in Tom’s case, literally) Tom will rarely choose the killing of everyone until he is pushed into that corner: which by going back they will be.
Part 10 – Drying Off Just to Get Wet Again
MECHANICAL NOTES
- On the way back up had a couple of designated rooms/areas to check and a random monster check. Rolled a random encounter and got another crocodile. Grusk and it went toe to toe with Grusk killing it but taking 3hp damage. “Did it have eggs?” came back with an 18, yes. So he pocketed them for food. The major hazard was “entrapping terrain”. Considering it is at the bottom of a stair well where water was designed to flow down…it’s mud and muck. Everyone rolled a STR test get through it (Inar and Tom failed) and then a DEX test to see if the dropped anything. Only person that did was Rance but he rolled a 1 so I rolled twice on his pack and both items were rations. How the wizard dropped ALL of his food I have no idea, silly man.
- Will the gar folk push the offensive? 6, No. Have some of the Marius retainers gone down to see how the heroes are doing? 3 on disadvantage, so no…but they are contemplating abandoning their post.
- Made an “open” INT roll with Rance. Got an 11 total so passed DC9 but did not hit DC12. I’ll say that it’s a weak hit. The team can come back this way with his prep but will need some luck to do it with speed. DC12 DEX rolls to pass without getting stuck again.
- Had previously rolled that the tunnel entrance is above the line.
- “Will House Marius go along with the plan?” Yes, but…
- Everyone else passed with flying colors but it took Rance 4 rolls to get out which triggered enough time that a wandering monster showed up. Got a random monster. Went with making a new one. PL-3 so fairly weak. I’ll say level 1 with some disadvantages. These are STEALTH SLIMES. +1 to hit. 4hp but take double damage from most attacks. They are HARD to see unless you pass a DC15 WIS check or spray the area with something that shows them. Quick and fragile. They most do piecemeal damage (1d4) but will swarm presumably weak enemies and kill them in the confusion. There are 5 here. Since Rance just took 7 damage on turn 1…wellllll….
- Tom passed his check. Other three failed. Grusk made the check to pull out Rance and throw him. “Are slimes still on Rance?” No, but… Rance did pass a DC15 check to hold on to the staff with the light spell, though.
- Poor man failed another “get out of dodge” roll and took 2 HP damage which left him at 0hp. Inar had to burn a luck token to get the healing off. I’m not going to punish the wizard even more for now.
- Bless is very…itself, eh? What a spell…anyhow, I compressed all the rolls and checks until they are entering into the chamber to stop it from being a paragraph or two of them just wandering and passing by Ollazelle again, etc.
- “Are the warriors with Garoshen?” 10, a twist. 29 Waste, 34 Science. 36 Surprise, 35 Asset. Ummmmmm…without overly complicating this I am going to say he sets a trap and has a “wasted mage”. Rolling on the table for a couple of spells I get Floating Disk and Mage Armor. Yeah, that feels wasted alright. For the trap I thought it might be nice to roll on the “rivers and coast” encounter table and see if I could more widely apply it got 54: a weighted and barbed net launches out of the silt and sand…so the plan is try and taunt them forward towards a net the gar folk have set up.
- After Garoshen failed his morale check I went ahead and sped up the aftermath. They have the rest of the gar folk leave. I did check (once) to see if they would go, at advantage on the oracle and got “yes”. Dropped the game a bit out of “real time” for the resolution so I don’t end up spending another hour working out the logistics. The team helps get the gar folk out and keeps them safe but insists they leave. They found 3 trinkets (some silver spikes, a random holy symbol) but I’ll just skip ahead and give them 80 gold. They also got a bag of holding which is pretty significant. Having cleared out one of the major threats, I’m granting them +7XP total for the treasure and the “boon” of being able to solve this problem and making the area safer without having to resort to going against their principles.
DOUG’S NOTES
CREDITS AND RESOURCES
- Knave 2nd Edition by Ben Milton
- Random Realities by Cezar Capacle
- The Monster Overhaul by Skerples
- Bestial Ecosystem Created by Monster Inhabitation by Courtney C. Campbell and others.
- The Book of Random Tables: Dungeons, The Great Book of Random Tables, and The Great Book of Random Tables: Quests by Matt & Erin Davids.
- The Solo Adventurer’s Toolkit One & Two by Paul Bimler
- GM’s Miscellany: Dungeon Dressing by Raging Swan Press.
[Starting Checks and Recaps]
- Repairing the “Heart” Flow: Failed. It is technically impossible at this stage but Nat 20 should have some fun effect. Just not yet.
- Secrecy Check: Still nothing noticed from above.
- Barrier Check: Barriers actually hold this time.
Part 9 – Bringing the Fight to the Fish Folk
MECHANICAL NOTES
- Are the gar folk causing issues for the rest of Grunce. 10 –> A TWIST! 40 Avoid, 74 Essence + 34 Forbid, 77 Vision. So, no. The creatures are disrupted by the energies of the Lighthouse and remain staunchly below.
- Vote dice. First rolls were inclusive. Final roll was three 6s and one 2. So “high road” wins.
- “Will it put the gar folk at disadvantage?” 18: Yes and a lot of it. As a note, the gar folk are going to use sahuagin as a base but then be modified to be the following: AC13 (leather), HP 8,
ATK 1 trident (near) +1 (1d6) + 1 bite (close) +2 (1d8), MV
near (swim), S+0, D+2, C+0, I-1,
W+0, Ch-1, AL C, LV 2
Half-Amphibious. Must be
submerged in water every 2 hours or suffocates. They are very slightly less tanky but also a bit more dangerous in close combat. Garoshen himself will get +2 to basically all of those numbers. - Is the sloping hallway slippery, I asked, to establish some potential hazards and got a nat 20 on the oracle so “so slippery that a DEX DC12 roll would be reasonable to keep their feet” and just whiffs galore. I then did a second DEX DC12 roll to see if they kept at least their hand held equipment and at least they passed that one. They are armed but things like extra arrows, torches, etc, are missing. And they will have to do a DC12 to try and flee back up the tunnel they were planning on fleeing back up. Rance also is missing the map that makes it obvious which way to go.
- Why not kick them while they are down. CON DC9 to see if they can resist the heavy stench. Rance and Grusk did. Tom and Inar passed. Funnily enough, even rolling init at disadvantage, Grusk and Rance act first.
- All attacks against Grusk missed but one which only did 1 point of damage. It could definitely be going worse, all things considered.
- There’s the worse. Grusk gets hit with a critical attack and knocked pretty hard and then fails his next roll. He has 4 hitpoints remaining (but Inar gets him back up to 8, managing to complete the healing even at disadvantage). Rance fails to cast the spell from the wand even with a luck point, so the wand is useless for the day. Tom keeps landing hits but it’ll take a minute. One of the gar lands another attack on Grusk and this one is a 6hp bite. Heh, it might still take me a minute to balance this game a bit.
- Now they finally decide to hit. Grusk is down to 2hp. Luckily thanks to a couple of Nat20s, they have 3 luck points. But Rance has lost his web spell AND his magic missile spell and Inar has lost his Holy Weapon spell. I’m going to give them one roll to retrieve their backpack or they have to leave it behind. All make it (Rance already has his)
- Got a solo monster right away. Then did a check on the room and it was “minor hazard: a short fall”. Rolled d20 and got 16 feet deep. Except, in this place, that’s water, not a fall. I randomly rolled to see who would go first because if it was someone in plate mail, it would have been a problem.
- Trap: Ancient. Magical. Effect is 2d8 sleep. Rance Nat20’d being able to recognize it so there you go. This actually refills all their luck tokens. They likely need it. Note: the team had been moving at speed earlier and had no chance to really check for traps. However, each roll to see how close the gar folk have shown the gar as falling back so by now the team has a chance to slow down and move more slowly. And then Tom Nat20’d the trap check so the trap is realllly obvious.
- A whiff with a spent luck point leading to yet another Nat 20. This team just got walloped in a fight and scored three 20s in a row while hanging out on some steps. Typical. As for “Are the gar folk still tracking them?” I got a 16 so yes.
- Tom got a DC12 check to help rehide the trap and to add to it (the footprints). The 5 gar folk warriors took a save at disadvantage. They did not spot the trap and 3 of them fell asleep. The other two made their morale check but one got cut down by three successful hits (out of four) and Rance got a sleep spell off on the last.
- This room has an NPC//Captive. “Does it make sense that the NPC is still alive?” a TWIST! So I roll on Random Realities. 2, 4 and my eyes are drawn to the the mushroom image and the phrase “corpulent”. 1,2 and my eyes are drawn to the broken change and “exile”. This is someone brought here by fellow mushroom folk to the south some time ago but he is not chained inside so much as too large to leave now. A great big myconid. Ollzarelle. He communicates with his mind. His initial reaction is curious. The room he is in “allow path” so it has levers and chains to open and close certain gates. Possibly part of the “Brain” or “Lungs” portion of the Monolith. He was exiled because “Consume knowledge” and “Conceal Wilderness” he has been devouring other myconids to absorb their knowledge but then also not sharing it.
- Did the rations survive? 20. What is up with this dice all of sudden but yes. They are extremely environmentally protected.
- Rather than try “vote dicing” a three way vote I set Tom to be the decider. The other three have pretty definite choice paths in this situation – Grusk to attack, Rance to prepare, Inar to retreat – but Tom’s tendency to try the more interesting choice does not quite easily solve. He is, however, the kindest of the four so the consideration of others will move him.
- Rance got passed a DC15 INT check to make a decent read on the map. I also asked “is this above the super slippery bit” and got a 18 so yes. However, they don’t know that, yet.
DOUG’S NOTES
CREDITS AND RESOURCES
- Knave 2nd Edition by Ben Milton
- Random Realities by Cezar Capacle
- The Monster Overhaul by Skerples
- Bestial Ecosystem Created by Monster Inhabitation by Courtney C. Campbell and others.
- The Book of Random Tables: Dungeons, The Great Book of Random Tables, and The Great Book of Random Tables: Quests by Matt & Erin Davids.
- The Solo Adventurer’s Toolkit One & Two by Paul Bimler
- GM’s Miscellany: Dungeon Dressing by Raging Swan Press.







































