Prep is Play and Play is Prep

A man wanders through a liminal space with dice and dominos.

Month: September 2024

The Bleak and The Pearl [SoloDark] Intermission 4: Leveling up to Level 4 (and the Hunt for Magical Weaponry)

Note: This whole post will be out-of-character and just in “Doug Notes” mode.

Leveling Up to Level 4

The four adventurers hit level four with the most recent outing so we will work on that, first. 

  • Grusk gets +6HP (bringing his total to 21). His Weapon Mastery will also hit 1+2 (1+1/2levels rounded down). This brings his total bonus to hit to +4 for all weapons (STR+ & Talent) and +7 for axes. He also gets +3 damage when using axes. My boy! His title rank remains Barbarian
  • Inar gets +3HP (18 total). He gets an additional 2nd level Priest spell. While Smite is tempting, I’m going for Cleansing weapon (+1d4 extra damage, +1d6 vs Undead) since he tends to be the kind to cast spells on others for effect. His title remains Invoker.
  • Tom gets +4HP (15 total). He gets an additional dice to his backstab (+3D in total, though that is +3d4 for his attacks). His title remains Outlaw. 
  • Rance gets +3HP (12 total). He gets an additional send level Wizard spell. I’m going for Misty Step since scooting back out of battle will likely be beneficial to him. His title remains Seer. 
All four need 40xp to hit level 5. 

Acquiring Magic Items

In the pre-written adventures, low level magic items are not super rare. I have been using random tables for around 2/3s of the campaign and have really not generated a usable magic item since the Wand of Webs. This leads us to a place where there is a single magic item (the axe, Bloodlust), a Priest who can temporarily magically enchant weapons based on a DC11/DC12 check, and a Wizard who can cast spells. The team is high enough rank now that plenty of creatures require some degree of magical damage to actually take damage. By level 4, if I was GMing for a group, everyone would likely have 1 magical item or more at this stage. I have also been very, very stingy on GP. This is putting the group behind a bit on material possessions. 
To rectify this, I will not add any Gold/etc to their total but I will roll for 2 magic weapons (one for Inar, one for Tom, page 292 of the book) and then generate 2 additional magical items. 
  • Inar gets a +1 Mace that is studded with gemstones (ruby). It gives advantage to initiative checks but grows stupidly heavy in water and causes the wielder to make swimming checks vs DC18. It will be called The Crimson Star. 
  • Tom gets a +1 Short Bow. Arrows shot from it trail sparkles. The arrows can pierce through any material and once per day the bow will shoot flaming arrows (+1d4) for 5 rounds. This will, of course, interfere with any sneak attacks. The Lucifer’s Breath.
  • A Potion of Mind Reading (all creatures within near for 1 hour).
  • A statuette of a phoenix (with actual phoenix feathers) that makes the wielder immune to cold damage. 
That should be a good balance check. Tom’s is a bit OP BUT it also makes him a clearer target since his arrows will sparkle as he shoots them, etc. I am not sure if cold damage will be even in this campaign but there you go. 

The Bleak and The Pearl [SoloDark] Part 14 – The Sad Encroachment of the Cyclops Grobnir Fronk

The lifecycle of your average cyclops is barely studied by civilized folks because your average cyclops is prone to tossing large rocks (see also: large sheep, small boats, horses) at any one who gets close enough to ask where do cyclops babies come from. The answer is essentially the obvious one. Despite being very solitary, despite being very territorial, cyclopes are born the same way as you and I. Just more aggressively. There are certain species of large cat that roam the Pearl that have a similar mating cycle. A temporary truce, of sorts, is established to allow for procedures.



Unlike big cats, the typical cyclops mating ritual involves a gift of a few sheep, a few barely missed boulder throws, and a loud argument about who should approach first. At some point, the offspring are deemed old enough to be interfering with the mother’s territory and more large boulders and shouting tends to commence. However, sibling groups can occasionally tolerate each other a shade better and so the distance between them can be reckoned in miles rather than counties. 

Grobnir was the oldest Fronk of his generation and in the early years of Encroachment he got along fair enough with his three brothers in a valley large enough that they never, technically, needed to see one another. At least until Almot Fronk, the youngest, lost a sheep and crossed over Grobnir’s territory for a few hours. The resulting argument among all the sibling caused Grobnir to become so enraged he left the region and kept walking the Southern Plains until he found a great wide grassy area he could call his own. Attempts at cultivating the region by the Barthic Empire had failed, there was no important trade routes to be had, here, and a few fishing villages miles and miles to the East were no problem in that there was no game to lure hunters to attempt Grobnir’s ire. 

As the Encroachment and the horrors broke the back of his people, Grobnir flourished by simply fading into the ecosystem. His sheep were nearly wild. His habits were largely ascetic. He was happy to spend days just lounging in the grass and occasionally wondering where everyone else had gone. Over time, the grass changed. Slowly enough he barely noticed. Over time, the sheep that fed from the grass changed. He noticed this, noticed that his sheep’s wool was now more like brambles and vines than fur. But so it goes. 

And he, who fed from the sheep, also changed. This he definitely noticed, though the Grobnir Fronk who lives now in a large stretch of the Southern Plains is not exactly the same as the one who came from the west all those years ago. He is already twice as old as the age most cyclopes live. His strangely smooth skin has a deep red color. His head is now hairless. And, perhaps most damning for any cyclops in history, the ultimate insult for his entire kind: 

Grobnir Fronk has a second eye. 

The second is small, human-sized and slightly below and to the right (his right) of his true eye. Unlike his normal eye, this second one does not sleep. It watches. It plans. Grobnir will wake up from an exhausted rest and find he has been gathering stones into strange shapes. Planting odd seeds. Cutting bulbs from his sheep. Why is he doing these things? He never knows. He senses his second eye knows, but he does not talk to the second eye. 

He is afraid what it might answer back.

“So, what you are saying…”

“Yes.”

“Is that you want us to take out a cyclops.”

“Yes.”

“That has killed a couple of your…um…tribe.” 

“Our clutch, yes.”

“So you can eat some sheep?”

“Right!”

“And then you will help us find where a group of people were killed by another group of people…nearby.”

“Not that nearby. But, yes.”

With that, the gargoyles start giggling slightly and acting excitedly. Rance and Tom have been trying to talk to them after initial negotiations with Rance and Grusk ended with one of the gargoyles, one that looks a bit like sulphur and seems to be called “Sully”, coughed and shot out a magic missile that struck Grusk in the arm. 

Inar’s one attempt at communication ended when he asked the clutch of gargoyles why they were out in a massive flat space space as opposed to somewhere where there were buildings and ledges to which they could cling. He was told by the gargoyle that seems to be in charge, one seemingly made out of meteoric iron and called “Hansam,” that such questions were racist and besides they were perched, on a hill, pointing to the slight rise in the ground where everyone currently was. After this, Inar has gone back to his bunk and keeps staring at his teeth in a mirror. The poor halfling has become convinced that his teeth are changing shape. Maybe they are.

“Alright,” says Rance before turning to Tom. The goblin merely shrugs. Turning to the half-orc still nursing his slightly wounded arm while staring at Sully. “Alright?”

“Yeah,” says Grusk starting to pull his armor on. “Alright. Let’s go kill a one-eye.”

Hansam does not comment on this. The clutch is over there excitedly discussing their favorite recipes for mutton. 

Grobnir Fronk, the Cyclops

Grobnir’s second eye means he can never be surprised. He is a very strange, very old cyclops. His eating of Encroached animals has sped up his own Encroachment, changing his body to a more jelly like appearance. This had led to an overall decrease in stats though an increase in intelligence.

AC 11 (leather), HP 35, ATK 2 great club +5 (2d6) or 1 rock (far) +4 (1d10), MV double near, S +4,D -1, C +0, I +3, W +3, Ch -3, AL C, LV 7

Second Sight: Cannot be surprised. Hydrophobia: Grobnir’s strange gelatinous body breaks down when exposed to water. It will swell up and eventually rupture. 

Grobnir’s Sheep

Strange creatures like large sheep whose wool is more vine like that wool like. Attempting to hit the sheep can result in weapons and limbs getting tangled into the “wool”. Flesh and wool are almost like brittle plant matter and so can catch fire. 

AC 12 (from tangled vine-like wool), HP 12, ATK 1 bite +0 (1d4) or 1 ram +3 (1d8), MV near, S +3, D +0, C +3, I -2,W +1, Ch -3, AL N, LV 2

Tangled Wool: Any melee attack against them has a 1:6 chance of getting caught up in the strange vine-like wool. Sensitive to Fire: Fire does double damage to the creatures that are about half-plant. 

The boulder falls down in the early morning light, scattering the four adventurers and their horses as they pull back. Rance and Tom from the saddle while Grusk and Inar manage to stay on. [1]

“Ok, that one would have hurt. Wait…is he asleep?” Rance asks as they see Grobnir propped up on a pile of stones. His right hand is moving around to grab another stone from the pile. Little do they know the strange Bleak eye is piloting the body right now. It will take the very elderly cyclops some time to wake up. [2]

Grusk roars and rides hard to face the cyclops head on. Tom drops behind the boulder (not big enough to hide a human but enough to hide a goblin). Inar rides forward behind Grusk while Rance works on reining in horse. Another boulder comes crashing down near Grusk and his horse while Tom gets an arrow off (that goes wide). Rance’s horse runs off in the confusion. Inar casts Holy Weapon on his Mace.[3]

Another boulder tossed, this one for the goblin. While Tom has good cover the rock smashes into the one he is behind and shards of stones bite into the goblin. Tom manages to get his shot off all the same and sees it sink into the strange red flesh. The war horses near the gap and both Grusk and Inar land blows. The axe, Bloodlust, bites deep in the right arm while Inar brings his magically enhanced mace down against the knee. Grobnir wakes up dazed and confused and something starts to happen. A chunk of his head begins trying to tear away. [4]

The cyclops comes up swinging both arms as a sizeable thing pulls out of its head. One arm slams Grusk hard in the chest plate, crunching ribs but the half-orc stays on. The other fist flies over the halfing’s head as the nimble priest leaps from the pony to hide in the blue grass. Grusk returns the hit after very nearly slipping but buries Bloodlust deep in the chest of the cyclops as Rance holds the magical arrow steady. The old cyclops collapses as the strange creature wallows on the ground. Grusk pulls Bloodlust out and chops into it before dumping oil on it and setting it aflame. [5]

Taking a few deep breaths, everyone is looking around and checking out their friends. 

“What in the Bleak was that about?” Grusk asks, staring down at Other Grobnir. Looking at the strange corpse of a creature so utterly changed, Grusk begins gathering up stones and piling on top. The others join in, and by the time the sun is fully up, Grobnir has been laid to rest. 

An examination of the area around him finds plenty of junk stored over his many years including obvious loot taken from others that were attacked by the odd, sad creature. [6]


A few days later…

Imari Denish stares at Rance and Cal from across the small den in the back of his shop, a more cozy place than the first time. Cups of tea are being held by the trio. “Well, has the deed been done?”

Rance answers, “Yes. Well, we turned over what we found at the site. It was mostly picked clean but a lucky find of a sword of Marr’s distinct red steel along with a bit of a map in crude hand showing someone had mapped out the route. We gave it over to Neuman assistant and Neuman himself came out to verify some details. We did not mention you, only that we had heard ‘rumors.'” 

“I do not hear shouts or riots in the street.” 

“I cannot answer that. Maybe they are saving that for a more opportune time. Or maybe the Free Merchants are too afraid of House Marr to fight. Or maybe…”

“Or maybe,” Cal finishes the thought for Rance, “They are going to treat the death of a trade route as another commodity. No rebellion in exchange for juicy pickings of official Marr business.” 

“Maybe,” says the old elf before gesturing to the old human behind him to hand over two reams of dragonsilk. “A deal is a deal even if there is less blood in the street than I would have hoped.”

“You believe, us, then?” asks Rance

“Of course! I had Stanford here,” gesturing to the old servant, “lace all three of our drinks with a Potion of Absolute Honesty.”

“Wait, did you?” 

“I drank the tea, too,” cackles the old elf, his gray eyes dark and deep and all the rumors of him being once one of the best assassins in the Barthic Empire seem reasonable. “I must be telling the truth.”
With the completion of this and getting the dragonsilk, that will be another 3XP and it will take our four adventurers to 4th level. We will work out those details in a brief intermission before going on the Everburning Forest.

MECHANICAL NOTES

  1. Reaction roll was a 5, so pretty hostile. Grobnir missed with a 2 but still did DEX rolls to see who stays mounted. 
  2. Checking to see what Grobnir might want now that he has transitions quite a bit into “something else,” got Acquire Crime + Capture Help. The “Other Grobnir” is trying to find some sort of different host. “Can the Other Grobnir take over another sentient body?” 13 ==> Yes, but… it is most compatible with other cyclopes so it is looking for a host to travel to where it can spread. Sort of a strange cordyceps type infection. “Is Grobnir resisting?” 3 ==> No, but… he is too fragile and old to resist but has long lost the ability. 
  3. The party will need a turn on horseback to close the distance. The Other Grobnir gets another boulder off with hits a 13+4 = 17 but we’ll subtract 2 because Grusk is in motion. So it still misses. Rance gets a 2 on getting his horse. Tom shoots for the cyclops and misses.
  4. Grobnir wins initiative. The boulder hits for 15+4. Even with cover, it’s a hit. it does 4 points of damage. Even with the moving penalty, Grusk gets his hit (15+7-2 vs 11). It sinks in for 8 points of damage. Inar doesn’t hit initially so spends a luck token to get a high enough roll. It hits for 6. Rance shoots off an acid arrow and gets a nat 20 (giving back the luck token and doubling the damage). As long as this is sustained, it is for 2d6. The first round it does 6 points of damage. Tom manages to hit this time for 3. All told that is 23 points of damage versus Grobnir’s 35. The “Other Grobnir” will attempt to “escape” next time since it failed its morale check. Will Grobnir try to help the Other Grobnir? Yes, but… he won’t understand so instead will try shielding it with his body. 
  5. Grobnir wins init again and gets two swings. The first connects with Grusk for 6 points of damage. Grusk makes his save to stay on his horse. Inar is going to use his “go invisible” halfling ability to avoid being seen by the creature. Grusk misses his first roll but spends a luck token to succeed. With Rance keeping up the focus, this does enough damage to kill Grobnir. “Does Other Grobnir survive for long outside of a host?” 9 ==> No, but… it will try immediately to find another. Grusk uses his Grit: DEX to stay far enough back to pour out the oil (gets an 18 on the roll). 
  6. They find a gold censer shaped like an angel [70gp], a potion of polymorph [200gp], and a potion of healing [150gp]. This grants them 3xp each. 
  7. Using Random Realities to generate the sort of clues found: 5, 4 ==> went with sword icon + 1, 1 ==> After a moment, I think the one that looks kind of like a quill makes most sense.

DOUG’S NOTES

The adventure was on the cusp of turning into a fetch quest so I cut it a bit “early.” Early in the sense that originally it was going to have them get to the site of the massacre, possibly fight some undead related to the site, and have their adventure there. Instead, we met some goofy gargoyles and a sad old cyclops. When I first started and had either a planned gargoyle fight or more traditional cyclops fight, the general scope was a bit more OSR-ish. I am not exactly an OSR guy though so as I started weaving bits of the more jelly-like grass and the way it changes people, I just let the prep-is-play aspect take over. 
Grobnir’s design (a jelly-ish red cyclops that is slightly old and bloated looking) is a nod to a monster you fight in Saga Emerald Beyond that is slightly based on the old “slime”/Sensei character model from the Gameboy era of the series. Picture this but taller and redder… (image credit: Romancing Saga Re;Universe, it’s the S-style of Sensei). 

That’s not exactly what I was going for but I figured its best to establish why The Bleak is such a bad thing. It is shifting reality. Once we get to the Deeps, it will be even more so. The party is basically cursing themselves by carrying out their quest but by helping Grunce they are buying other people a chance to live more freely again. 

Anyhow, once I got to the fight with a cyclops and had the weird backstory for a couple of sessions about the strange changes, the kind of key/central quest took a backseat to just doing some world building. After Grobnir’s death, I could have worked out another session’s worth of adventure but I figured let’s skip ahead. This was meant to be a quick “get something so you don’t burn to death” before we get to the start of a meta/arc shift once they learn more about what actually is happening with The Light. 
Next time we will level up the characters to 4, have them take on the Everburning Forest (or at least start to…) and then after that we will be getting the truth of the Monolith, finishing the fuelstones, and juggling the whole thing with the growing civil war in the last great bastion of society. Where it is unlikely that even House Grunkheart is completely innocent (though Cal is 100% a good guy…the rest of his family, maybe not so much). 
Note: The “Eye” at the top of this (though modified in my “SoloDark” style) is from Insspirito on Pixabay. There’s a lot of good vector style art there. 

The Bleak and The Pearl [SoloDark] Part 13 – The Boot & Wares, The Southern Plains, and the Ring of Gargoyles

“The Bleak” (in this case, using the term to mean the remains of the Barthic Empire that have been attacked and absorbed by “The Bleak,” folks in Grunce use the word to mean roughly eighteen different things at the same time) is the large scale corpse of a once thriving empire built upon the back of an even more Ancient empire whose technology once dominated the world even beyond the late . Though the spread of The Bleak took decades, that was relatively abrupt for an empire stretching back two millennia. Even a hundred years into Bleak’s spread, several of the great Houses and Cities attempted to hold fast, gathering up their people and their treasure into a open air grave. 

Now those many, many last stands are abandoned or their new residents no longer remember what it was like to be human. Strange misshapen things wandering through halls full of gold and silk crying out in a voice of a language that no sane throat could make. 

For those brave enough to travel far past the light of Grunce or the relatively protected towns near the Gray Channel, there are riches to be had. 

If you survive.

And if you can find a buyer.   

This is where the expedition shops come into play: selling many vital goods to adventurers while also acting as a primary buyer for unearthed relics and treasures (both tending to be tangled up into the same contract). 


The “shallow” edges of The Bleak are largely plucked clean. One must dive deep to get true treasures. Spending weeks or months past the new boundary of civilization, though, comes at a price. Even for those who do not fear Encroachment upon their own skin must know that each and every crossbow bolt will fly true. Adventurers become fiercely loyal to their home shop: trusting their very lives to the wares inside. Likewise, shops become loyal to their customers. Without the relics, the shops could not afford to stay open. 


The Boot & Wares is one of the oldest of the shops. In the early days of Grunce, when it was essentially a home for the families that worked under the auspices of House Grunkheart, it was an eel pie restaurant that doubled as a cheap inn. After the Five Families came together and made Grunce into the Last Great City on the edge of The Bleak, The Boot & Wares went through several iterations. Selling food. Selling passage. Selling off goods for people fleeing. 

One hundred years ago, Imari Denish won The Boot & Wares in a card game. At the time, it was used to mostly shuffle debt around for families that had long tried to flee Barthus but had become stuck and left behind with years of collateral stockpiled into a madcap pawn shop. Denish, who was old by elf standards, saw the potential for a new type of business and gave many of the families tied to generational debt a choice: go back into The Bleak and bring stuff out. Each relic bought back a piece of the family legacy. 

Most did not survive. Some did. Denish sold off relics and the remnants of now gone families and brought in enough money to start shipping equipment and goods from the Free Merchants and the Pearl craftsfolk. 


Other businesses grew up using the same model. Some did it better. Most did it worse. Denish is not always an easy elf to work with, but he has his charms. A cottage industry he created – feeding off those desperate or foolhardy enough to brave diving into The Bleak – has somewhat left him behind and if you asked him he would tell you that he is fine with it. In reality, the old elf has a few tricks left up his sleeve. 

There are rumors that Imari Denish, hundreds of years ago, was a professional killer for several generations of some of the most powerful Barthic families, that he held out for decades in The Bleak until his old masters were too thin and too poor to retain him. If the Encroachment ever struck him, he has hid it well. 
 
Boot & Wares is an old shop. The shop owner, one Imari Denish, an elf old by elf standards, has only owned it for a bit [Shop name and own generated using tables from ShadowDark (ShD)]. Denish, an established but childish proprietor, won it in a game of cards around a decade back. His only goal is to find pleasure in his remaining years, Rumor has it he was an assassin some years back and fled some job deep in The Bleak [details generated, in part, by Universal NPC Emulator (UNE)].

The B&W has an item that can be valuable for long term survival in The Everburning Forest: dragonsilk. Clothing made from it can protect the wear from heat and smoke (in game terms, all saves and attempts to avoid damage from those sources will be done at advantage, on a fumble the silk will rip. Roll 1d6, if you roll under the number of rips, the silk is too compromised to continue working). [SoloDark (SoD): “Is there something in Grunce the 4 heroes can use to stave off heat damage?” at disadvantage and got 13 + 14 so “Yes, but…” there is some catch to obtaining it and it won’t work forever] 

[“Is Denish willing to sell the dragonsilk to new customers?” SoD 3 “No, but…” “What does he want to part with it?” SoD 97 Destroy 30 Lead + 48 Evolve 81 Path] He won’t want to sell it, but he will trade it for a task. One involving taking down someone who is leading and whose downfall will open up paths to return The Boot & Ware back to better business. 

“I want you to break the balls of old Talbot Galfreet!” The old elf, white haired and wrinkled, cackled out this ludicrous phrase like a small, petulant child. 

It was Cal Grunkheart’s aunt Moreena, current Lady of Grunkheart, who put them on the search to find The Boot & Wares, a large crumbling barn of a building that is either fairly empty or pretty full depending on how you looked at it. Fairly empty for a warehouse meant to be stocking delvers into The Bleak with all the best gear and equipment. Pretty full for a place in Grunce’s slums that looks like it should have fallen over several years ago. 

As they asked around to find out where The Boot & Wares or its proprietor, Imari Denish, might be located, the people who answered did so from somewhere between awe and irritation. Some refused to talk about it. Most just broadly gestured to someplace roughly “over there.” 

It was late at night before Rance found someone willing to answer. A bartender in the middle of the slums who seemed to be on good terms with Denish and the elf’s customers. “Oh, you want ‘Old Denish, well…that way, go down…past Kardent’s old Keep…up the graveyard lane past the church…” and then proceeded to list another dozen streets and half dozen landmarks. “Can’t miss it!” 

To Rance’s credit, he did not. He came to a building around a third the size of a city block that looked like it had been set on fire once or twice with a large red door that was probably painted around the time that Rance was born and he and Cal knocked. Despite the time of night, a surly old man, human old, brought them and soon enough they met Denish himself. 

To call him “Old Denish” is to put a lot of weight on the word “Old”. Most travelers who meet an “old elf” might be shocked to see a centuries old person who still had smooth skin and bright hair. Denish would have been old when the Barthic Empire fell. Now he was the kind of old that you could use to frighten youth. 

Here was a man who had been alive before the entire Grunkheart family took its name from the small fishing village of Grunce’s Hearth and might, maybe, be alive after the last Grunkheart passes from the earth (especially in light of neither Cal nor Gryff having any children, yet). Except “Old Denish” still acts a bit like an excitable child. 

“Excuse me, what?” asks Cal, after a few good moments of confused silence. 

Even a relative newcomer like Rance knows of Galfreet: the walking smile who owns The Tinman’s Whistle. The biggest expedition shop in Grunce and one of the few that looks like a proper, respectable place to shop (others consider it poor taste to look so friendly).

This all started as Rance asked a simple question, “What can we do to survive the potential dangers of the Everburning Forest?” and the answer, in the books, was largely, “Do not go.” A couple of the books did give some possible solutions, and of the relatively few answers the one that seemed to be most possibly helpful was dragonsilk (neither silk nor made from dragons, being made from the crushed larva of fire beetles and treated in a many step process). The second question, “Where do we get dragonsilk,” was both simpler and harder. It is not that it is rare, per se, it is simply rarely in demand. When you have thousands of square miles of landscape ripe for the plucking, there is little cause to go to portions of the landscape that happen to be on fire. 

One of the Keepers, though, had a cousin whose uncle owed some debts and so forth and so on and the gist being that Imari Denish had taken three large reams of dragonsilk as payment a couple of years back. 

Once Cal asked about the dragonsilk, Denish had cackled for a few seconds before saying the above ludicrous phrase, but the story he told them was not ludicrous at all. 

“Galfreet is in the pocket of House Marr, and they have been very naughty children.” It turns out that Marr’s never-ending fight against the Free Merchants has turned violent only its unsure if the Free Merchants even realize they are in the early days of a war. The Merchants tend to run the expedition shops. Marr wants to cement that trade so has been making sure a few bad transactions have slipped through, a few unlucky accidents. Nothing too egregious. 

Until Frond Neuman’s Sand Divers left Grunce a couple of weeks ago, going to Mist Lake in the center of Sofron Desert. They never made it. Sometimes trade expeditions do not, though the border towns rely heavily on them for supplies. It is dangerous to go into The Bleak. That is why the pay is so good. 

Only, Denish has heard that Neuman was waylaid by a gang of thugs employed by Marr through the management of Galfreet. The very shop that had supplied the mission and so knew exactly what path they would take was able to lay a trap and then steal back most of the valuable supplies from the corpses. Besides, Mist Lake has been hoarding relics and refusing to make any sort of deal with Talbot Galfreet. If he can cut off supplies to them, it gives him another revenue stream. 

“Marr plans to take this town. Not as the elected leader of the Great Houses but as his own personal playing field. And he plans to crush the Free Merchants and claim sovereign power over expeditions. He has decided that killing his own subjects is an ok path to his rise. If we can get proof that Talbot is helping, then we can turn the tide before sets his sights on my place,” gesturing around to the various odds and ends and rubble in the building. “Do me that favor, and the dragonsilk is yours and I’ll toss in a discount on your other goods.” [1]

“Do you want us to bring back the proof here so you can use it for blackmail?” Cal asks. 

“No, share it with everyone. Better there are riots in the street as people know the truth rather than this city let the enemy in to feed off its corpse for any longer.” [2]


The caravan was lost around at around 4 hexes travel away from Grunce (1 day for adventurers moving lightly, at least twice that long for those actually on the caravan). [Note, this was determined by rolling 8 dice and then keeping only those 3+]. 

It tracked west across the South Barthic plains to the River Orneth and then headed south. The first section is “plains” and then the remaining three are “river” [using ShadowDark hex mapping rules]. The road will run along the river with the plains out to either side. In the distance, the Caux Mountains will be visible.  There are no places of interest on this route. A few old bridges from when roads were more plentiful and a few fording spots. Everything else is just ruins of homesteads long gone. 

If you dug deep enough into the tall grass, you would find broken plows and bricks. Two generations before Jonias Grunkheart and his father built up the family name, the Grunkhearts were prone to less savory money making schemes. Elias, the third Lord Grunkheart, Jonias’s Great-Uncle, brought in a lot of people to the South Plains in a scheme to strand them and force them into a form on indentured servitude by having them farm land not suited for any profitable agriculture. The farms would fail and Elias would then enlist the destitute farmhands into service to carry out military campaigns or other thuggish activities. It was his nephew, Basil, that actually turned the Grunkhearts around after a brief familial war. Basil and his son, Jonias, reworked the farmland into grazing pasture and moved many farmers into fishing and boating as a prime livelihood [(SoloDark) 90 Mislead 57 Failure + 67 Secure 09 Trial]. 

The grass here has altered here in the many years of Encroachment. The color is tinges towards deep azure. The blue grass is smooth and if pressed hard reshapes slightly at the touch, like one is touching some sort of hardened gel or quicksilver. Heavy, it barely moves in the wind that flows over the space. Instead, the air moving through the oddly smooth grass makes strange dissonant tones that might sound like a sigh or a gentle humming. During particularly strong breezes, it takes on the sound of a choir warming up. During storms, it can sound like a shriek before the grass deforms and has to be rebuilt. Slowly springing back into its semi-liquid shape. [(Knave) Place Traits 88 (Texture –> 66 Quicksilver) + Color 11 Azure + Place Traits 11 Singing]

The morning is largely uneventful. A few small animals and occasional traveler spotted. Just the long miles of road and river and strange singing blue grass [Doug’s Note: I blame the oracles for this, pun not intended but now canon]. After a restful lunch, the team will spot a herd of 10 wild horses. At least, what was once horses. The Encroachment has altered the structures of the beasts. They are of a similar substance as the strange hard liquid grass. Their outer skin a more translucent shade – blues and purples and reds – with inner bones and organs slightly visible underneath. Their manes flex and flow even when there is no wind. In the grass, they can stand still and so thoroughly match the colors of the sky and land around them as to be practically invisible. Up close, they can attack with their hooves or by shooting off ooze-spines from their mane. 

Southern Plains Horses 

(built using Horses + ShadowDark‘s creature generator). 

AC13. HP13. Attack 1 ooze (+3 1d8) or 1 hooves (+3 1d6). MV Double Near. S+3 D+1 C+2 I-3 W+1 R-2 AL N LV 3

Unfortunately, the horse-like things are extremely hostile to others [rolled double 1s on reaction roll and “What are they doing” was a “nesting” so this is a group with young, half of their number are young]. Though on the other side of the river, they will notice the PCs and some will start crossing the river [rolled a 17 vs DC15 DEX check] and be across in two rounds]. There are 2 males who will carry out the attack while the mothers stay back.

The four travelers have been riding for hours and are feeling sore for their effort, being not used to any sort of horse-bound activity. They grew up poor and got really used to long hikes but time is enough of the essence here that they need to move a bit quicker than they could on foot. 

They are also feeling the strain of being out in the Bleak after having more first hand experience of its impact, its…Encroachment. Inar was the first to note the strange texture of the grass, and still has not really come to grips with the fact that if they were to spend enough time out in the Bleak, the same shift might happen to him. 

“Cal says this is the Shallows, Gale, the Encroachment here is very small,” says Grusk. The half-orc has shown no outward sign of being disturbed by the fact that chances are, on some minute level, the Bleak has already changed some slight portion of himself. Cal Grunkheart assured them it was very unlikely they would ever have any effects from it. The Bleak is extremely “shallow” here and some folks spend most of their times past the walls with little to no impact. “As long,” Cal said, “as they don’t have kids. Then it gets…odd.” 

“It does not have to be very big. I am not very big.” 

“Well, Inar, you could use a makeover.” Like Inar, Tom is on a smaller pony while Grusk and Rance are riding on horses. These are Bleak-stock. They are chosen for good breeding and trainability and raised, like a lot of the agricultural stock which keeps Grunce running, on farm islands out in the Channel. Fixed so they can not get pregnant and then brought to The Bleak where they spend the rest of their days. Good Bleak-stock is hard to find and the quality of these is pretty exceptional. Some large favors were called and losing these horses would likely earn them the ire of some relatively rich people.

The four of them had been following a map given to them by Denish. How he got it, they do not know. It shows the route from this past delivery to Mist Lake. There are no real roads between the various Bordertowns. Caravans take a variety of routes and switch them up regularly in order to avoid any sort of bandits, rivals, or strange cults. Navigators get paid big to map out safe routes. Only, if the navigators are in on the swindle, as happened here, they can lead the group right into a trap. 

Denish said that some of the goods that should have been on the caravan re-entered the Grunce blackmarket only a few days after the caravan left, suggesting that it was only a day or two out at the most. Why attack so close to Grunce? Because if you go a few more miles you have to traverse a fairly Deep section of The Bleak and it does not take a lot of superstition for house retainers to worry about that fact. 

Some caravaners get paid good money to trek through the Deep: giving up having children. Giving up their own humanity if they do it for long enough. A couple of small shanty towns near Grunce take care of the old-timers who have been hit too hard by Encroachment. 

They ride in silence for several more miles until they final come across a break in the monotony. A herd of horses. Or at least, things in the rough shape of horses on the other side of the river. The skin on these creatures ripples and flows in strange ways, showing bones and organs in odd swirling glances. The color is a deeper shade of the grass overall, though some lean a bit more red or a bit more green. 

“I guess you are what you eat,” quips Tom as Inar gasps and breathes heavily in the rear, sounding like he might be fighting the urge to vomit. 

“Let’s not eat those, then,” answers Rance. Grusks laughs. Inar breaks down into a coughing fit and looks like is about to fall from his pony’s saddle.

Unfortunately, two of the larger horse-things start rearing and loudly snorting. “Ah, I think they don’t like our horses,” Rance notes. Sure enough, the aggressors start plowing into the water and quickly crossing. 

“Grusk, we cannot kill them. They might be the only members of their species,” says Tom despite notching his arrows. 

“Then let us put some space between us. Uffolt, can you buy us time?” 

Rance pulls out his Wand of Webs and casts it on the shore right as the two horse-things walk out. The spell gathers around them in white, glowing strands before hardening into a gray materials. The creatures buck hard against this but are trapped, for now. The group is able to make an escape. [3]

A ring of stones the characters stop at to rest for the night turns out to be 8 gargoyles. The gargoyles are currently sleeping but will be aware of the adventurers whom they will consider interesting curiosities.  Rather than attack, they will keep something of a guard on the party and eventually will fully wake up and try chatting. They are bored and mostly wanting company. [(SoD) Do they get any regular visitors? 2 No] [(SoD) What do they want? 52 Awaken 65 Control + 56 Break 85 Truth… they want to rule this chunk of The Bleak but they need the real leader to be destroyed.] [(SoD) Is there a more powerful creature that the gargoyles fear? 18 Yes.] [(SoD) Will the gargoyles be able to help the adventurers find the destroyed caravan site? 16 Yes]. 


The creature the gargoyles fear is an ancient cyclops. What does the cyclops want? We will find that in play… 

[Are the gargoyles impacted by the Bleak? 10 –> Twist! 56 Break 37 Wisdom + 83 Ascend 52 Sorcery. They are goofy, silly acting gargoyles are who prone to casting random spells on accident.] 

[Doug’s Note: This is the adventure that never ends…it goes on and on my friends…]

Note: Gargoyle stats are on page 216. Their WIS is adjusted to -2 but their Charisma to +2.

Unsurprisingly, it is Tom who first notices that the strange stones around them are moving. Seeing the rocks unfold into wings he decides to skip any attempt at stealth or decorum and screams, “GARGOYLES!” Sure enough, the eight stones the party had camped out in are all moving into large, 7′ living statues. 


Grusk is up in a flash and Bloodlust is brought forward. Inar is slower to waken but is somewhere between grabbing his war hammer and hiding deeper into his sleeping bag. Rance wakes up and casts light on the dying campfire, fully illuminating the scene in harsh colors. [4]

The armor is in a pile nearby. The group got too used to the silence. Once they found the bridge over Orneth that would allow them to keep following the caravan they had decided to try and get a full rest so they could push it the next day to hopefully find the attack site and then get back to Grunce in quick time. It is a mistake they are not likely to make, again. Only Tom has kept his leathers on. A goblin does not relax easily. 

“I knew we should have just kept riding,” Inar says. Tom notes the halfling is trying, and failing, to quietly put his armor on to the side. 

“The first one who comes closer, I break into tiny pebbles,” Grusk, even unarmored is slowly spinning in place trying to keep an eye on as many of the gargoyles as possible. 

“Now. Now,” says one of the largest of the creatures. “No need for all that. We were keeping an eye on you while you were eating and everything!” 

“Excuse me?” says Rance, looking to his friends. 

The smallest of the gargoyles, still larger than Grusk, breaks into a large, toothy smile and says in a quiet, almost squeaky voice, “You guys got any more wine. Pffrak never shares any wine.”

MECHANICAL NOTES

  1. Using adventure tags from Scarlet Heroes (ScH), got an urban adventure tag of “Stolen Authority” and a Wilderness Adventure Tag of “Massacre Site”. Combining elements of those two we have a story of the Free Merchants being targeted by an increasingly power hungry Marr and there being a place in the wilderness with a mass grave. The Free Merchants do not yet know that Marr is doing this and if they did, it would spell a lot of trouble. 
  2. (SoD) Does Denish want to expose Marr/Galfreet openly? 16 –> Yes.
  3. Casting roll is a 13+4 = 17. The two horse things rolled a 14 and a 10. They are trapped. One will bring free in 3 rounds and the other in the 4th. Rolling a DC9 to check for horse riding (these have been established as good quality horses used to the Bleak) all make their roll. These horse things might still be on the way back but for now they managed to get away without bloodshed. 
  4. 16 + 4 = 20. So a solid cast and fairly bright.

DOUG’s NOTES

After the super busy couple of weeks, I had prepped about 2/3s of this post (though the original version was a lot more abrupt) and then proceeded to get super-ill for most of the next week. It worked out ok because as I went through cold meds and fevers and all that I had some time to mentally parse some of the world and give it some thought. Essentially, the “this game is be my dungeon crawl story and eschew story” is well and dead and instead it’s going to be a LOT more story and goofy NPCs and such (as well as some dungeon crawls, point crawls, and all the classics). 
On one hand, this gives me the freedom to just go all out and make the story very Doug where there will be essentially no “just baddies” and the world will be weird and have a lot of RP opportunities and weird fiction influences. On the other, it has one strangely unintended impact: I have to decide what to do with my entire Blood Hands storyline now. Though the Dark and the Bleak were kind of the same story, there was the difference that BH was all about the social interactions while B+P was all about the dungeon delving and such. By folding both elements into this one there is little reason to keep up the original version of The Bloody Hands. I have an idea on that but I am essentially going to take the best parts of both of those and pull them into this story and probably make that story much more as written on the tin: not a corrupting force but a war between the outside and inside. Drop some of the drug angles and focus more on fighting the monsters trying to invade the veil. We’ll see. 
For this campaign, expect the elements of “world lore” + “gm mode” + “player mode” to continue, though. 

The Bleak and The Pearl [SoloDark] Intermission 3: The Effects of the Bleak and The Pearl

On Being and Becoming and the Fall of the Ancients

In the language of the ancients the names of the twin islands were Artuunila and Siluutila: the place of being (siluut) and the place of becoming (artuun). There were not mere philosophical notions, but a way to describe the great immanent energy in these lands. Artuun warped and changed those exposed to it. Siluut reinforced the nature of things but in doing so made things outsized. Artuun turned a mountain into a magical plateau of strange fay magic. Siluut turned a mountain into a huge monolith beyond comprehension. 

Both took time. The creatures and plants on Artuunila shifted and merged in strange ways. The creatures and plants on Siluutila grew large and strong and severe. Neither was a place for civilization, both would inherently destroy any attempt to tame the land. Until the Ancients did just that by discovering uuxa: a form of energy generated by the tension where the two forced clashed. 

Uuxa is the same energy that Jonias Grunkheart later dubbed The Light. It feeds off the Being and the Becoming and repels them both, simultaneously giving the resource to fight back but also to make a safe place where the great teeth of the land can not grind those within it. Jonias suspected that the two energies were outsized here because of the Ancients who might have actually increased their output to create more uuxa, but the result was the opposite. Both energies decreased until they were barely noticeable: taking centuries to recreate the impact that a few years might have. 

The twin lands became just two large landmasses with somewhat unique ecosystems. The great engines of the Ancients ceased to function. 

And so the Ancients entered into millennia of decay, until the Barthic Empire rose to the west, led by the mage tyrants tapping into latent amounts of artuun as a mystical force further decreasing it. 

To the east was Silt, a semantic degradation of Siluutila. Remnants of siluut meant magic struggled to take hold so the Barthic mages avoided it. Left it a wild and unexplored land. 

On the Bleak and the Impact Upon Those Within

It is unknown exactly how the primal energy known as artuun became corrupted into The Bleak but the effects are known in more recent history. There is no immediate indication of your exposure to its foul energies. Buildings might decay faster. Certain fast growing life forms like molds will spread and grow new and strange spores. New growth on plants will be more gnarled, more diseased. Stranger. Darker. 

New generations of life are where it is always most obvious. Offspring of two healthy parents might show some strange mutation. Deer with spider legs. Two headed serpents. Birds with odd number of wings. For the people of the Barthic Empire, rumors of strange “witchery” in the provinces gave way to panic when it was their own children. A generation later, the children of people impacted by The Bleak were even more twisted. If it was every child, every generation, the society would have collapsed before it could attempt its great failed migration. 

The effects were tenuous at first. Even as they became stronger they were never automatic. A small village might find all of its newborn children born more mushroom than goblin but then the dwarf clan a few miles away would merely see a slight shift in hair color. This was the great cruelty. Because of this, people turned on each other. Those who suffered The Encroachment were blamed: a sign of the gods’ disfavor, a sign of some great sin. 

As wars and fleeing marches of refugees wiped out the Barthic Empire, researchers like Jonias Grunkheart realized it was already too late. The slow increase of The Encroachment meant that everyone sailing across The Gray Channel was already infected to some degree. Still, he and others fought valiantly to buy people time, to stop the flow of the strange destroying energy before it could cross. 

People spending days and weeks in The Bleak may show very few symptoms. A general sense of unease. A tendency to nausea. Of not feeling well. After a few months, shifts might be minimal. Fingers slightly different in length. Joints that bend at slightly new angles. 

Years in, and people will almost definitely show some changes. Different for everyone. Lifespans will decrease, even for those who manage to avoid the new dangers and monsters. New sicknesses and curses will be found. 

And then, for others, the Encroachment will never begin. Others can spend decades in The Bleak and never show any changes at all. 

Those that have children may see the true cost of their adventuring days because while not every child is born Bleaktouched, enough are for every person driven to expedition to understand the true cost of exploring the twice great land. 

On Borders and Shores

Another element unknown about The Bleak is why there are pockets where it does not reach. Jonias believed it was like an ocean that flowed to the rhythm of a tide we could not see. Islands rose out of this ocean and there some semblance of normalcy could remain. Other places he classified as Shallows and Deeps. In the Shallows, effects would be relatively minor. Entire generations could live somewhat peacefully if they were lucky. In the Deep, people will find it nearly impossible to survive even a single generation without risking great harm and change. 

As an old man, Jonias began to suspect that the material used to make the fuelstones were possibly the cause of these small regions of normalcy. He had believed them to be unique to the Everburning Forest, but grew to believe they were the leftover generators of the Ancients. People naturally gravitating to the places The Ancients had harnessed uuxa. Unfortunately, Jonias died before carrying out an expedition to study these energies. And the infighting in Grunce meant that the Keepers had to switch fulltime to keeping the Lighthouse functioning until Jonias’s dream of retaking Barthus had morphed, like everything in The Bleak morphs. No longer was it a conquest, it was merely a last stand. 

Others call these pocket zones of safety “The Borders” and several towns and villages and forts have grown up in them. Expeditions to raid the corpse of The Barthic Empire use them as layovers. An entire economy based on people willing to brave the miles and miles in between. Sometimes only to find that some border fort or border town had fallen in the weeks since it was last visited. Another victim in the centuries of Encroachment. 

DOUG’S NOTES

The general crunch of the new academic year is not precisely over but I am getting some time to actually sit down and play things and think about playing things again so wanted to try and work out some ideas and concepts. The intention was to jump straight into the short hex crawl related to the Everburning Forest but while prepping that I decided I wanted to go back and actually answer some questions. This is one of two campaigns I am running about some non-specific dark energy force that does…something. Figured it was best to work some mechanics about what that something might mean. 
Reading through Made in Abyss and thinking about the Southern Reach trilogy got me into the mindset of the broad “Stalker” genre greatly influenced by Roadside Picnic. The fictional trope of there being some place where reality and normalcy breaks down and people risk going into that place for knowledge and for fortune. 
The idea of a great civilization that was built on the back of an even greater civilization means it is logical that many, many treasures are buried out in a realm infested by an unknown source. But…did I want “The Bleak” to be something more allegorical – a general decline in civilization (the rough explanation at the start of the campaign) – or something more tangible – an energy that actually does something? I have been leaning towards it as an active force more and more so I decided to dive into the latter. The Bleak is an energy that corrupts. Everything. However, at its core it is a natural, primal force of change. One that is merely accelerated. And itself corrupted. I might not ever get around to getting more specific than that. I do not really need to be. 
When it started, this campaign treated “The Bleak” as basically a land where old magics had shifted reality and burned out the old cities but there was really no reason not to immediately retake it. In this new “twist,” no one can stay out in The Bleak for too long. 
Eventually we may get around to how The Pearl is a sister force to this, but there is no rush. It is the sword and sorcery counterpart to the grimdark fantasy of The Bleak. That is enough, for now. The “Being” and “Becoming” energy trope, by the way, is a nod to my very first RPG product from some years ago: Ghostlight. In the never completed “second edition,” the notions of being and becoming were going to be more definite forces with the general world built out the energy at the center of the two. 
The plan from this point on with the campaign is to lean into worldbuilding and plot development from here on out. While the campaign essentially started as a way to just dungeon dive without any real explanation, I think we are past that. 
Probably was from the get go. 
I’m also going to try a new style of art for this campaign using high contrast two-color art to highlight the “twin” nature of things but also to tap into the sort of dark art of the source material. 

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