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

Category: Oracles and Tools

The Bleak and The Pearl [SoloDark] Part 7 - The Monolith of the Cyclops Delve 1

 [The First Trap and Wading Through] 

"Well, that answers the trap question," Tom says, pointing out the trap. Which is pretty obviously just sitting there where even the worst trap-spotter in the world would have had to struggle to not see it. Also, it is pretty obviously broken. 

A decayed crossbow, string broken, gives the impression it should definitely be aimed at the door they just opened. The tripod system it is on leaning and half submerged in the knee deep water of the room. Knee deep on Grusk and Rance. Tom and Inar are going are quick up to their chest in it. 

When the Monolith was fully functional, a crisscross of light beams powered every part of this underground complex. Another use for the fuelstones. Now, though, that light is gone. "You can see how it would trigger when someone does this," as the goblin waves his hand in front of the useless sensor. Dramatically. He's disappointed by this. Rance at least studies that the strange twine that seems to have once directed the energy to towards the mechanism. [1]

"This is right outside the main entrance. Should be a guard station first, something to say 'NO FOOLING AROUND'!" Inar seems legitimately disturbed by the fact the very first room they enter is already, in theory, trying to kill them.

Rance looks around, holding up his staff (glowing now with a light spell). The now familiar Marius icon of the setting/rising sun remains just visible on the grime caked walls. During high tides this room is half full of water. Until the Marius retainers behind them can get the tides checked, the party is going to be forced to move fast or swim. As it is, they may have only an hour or two before they will be very wet indeed.

"I think the trap was very late stage, as they were pulling out of here at the end. That bench over there, the one covered in barnacles and trash? That looks like an old work bench. Over there half melted into the wall is the world's rustiest saw...or maybe the world's sawiest rust. This was a repair and stocking station. They would have wanted people to come here at least until the last of the old Keepers fled. Probably though they would come back in a few years..." [2]

They spike the door entering the room open and wave at Nelf and Terk and the Marius folks outside, just about 10 yards away. The siblings twitch. The last time the Keepers sent someone this far, it went south very quickly. The only surviving member lapses in and out of a coma at the Lighthouse infirmary and Brother Olin does not expect him to make it. Tom takes the grease paint stick and makes a mark above the water line. The mark deems this room safe to enter and the plan is to get a places cleared so that the Keepers can have a full base of operations. 

Tom listens at the the door south and the door east. "I don't hear anything to the south," he whispers, "But there's something over here behind the other one." [3]

Almost like in perfect timing, a loud croaking sound can be heard. 

"That settles it," says Grusk, pulling out his axe, "We go and meet the frog prince." 

[Feeling Froggy and the Damned Crocodiles]

Grusk counts down using his left hand in a complicated series of motions: orcish finger counting. And then he slams through the door and rushes on into the darkness on the other side, the other three trying to keep up. A pale, large human sized frog with blind eyes wallows in the muck and mire, frog eggs floating nearby. 

Grusk leaps into the pool of water and brings Bloodlust down on the frog's head. Blood splashes out into the pool as the now enraged mother frog swipes at the half orc and misses. By this time, the others manage to get into position and give assistance. 

The frog whips out its tongue towards the splashing sounds it hears in the distance and just misses Inar. Grusk gets another chop at the head of the frog and more blood splatters but the great beast is not dead yet. 

Rance chants a spell and let's loose a magic missile which pierces the eye of the frog, dropping it into the now blood filled pool. "You know, Grusk, it was just a frog. We could probably have lured it out by convincing it that Tom was a fly." [4]

"Shut up, Uffolt," Grusk and Tom reply at the same time. 

The room they are in looks like it might have been a some sort of store room for papers and notes. "Ah, Cal is going to be sad about this," quips Rance while Grusk and Tom descend into yet another argument. [5]

Grusk wants to pour out oil and set the frog eggs on fire and Tom is pointing out it is a few minutes walk...they could carry the frog eggs out there, not like they are the problem. As Inar is trying to wedge himself into the middle, somehow agreeing and disagreeing with both at the same time, Tom whips around and shouts... "RANNNCE!" 

Unfortunately the warning is too late as a large saltwater crocodile, attracted by the blood and the now unprotected food, erupts from the water and chomps the wizard's arm and starts pulling him under the water. [6]

Tom starts shooting his bow as Grusk once more brings his axe to bear and Inar begins weaving a bless spell. Grusk is too nervous about striking Rance, missing wildly, and while Inar gets the spell off, is unable to find Rance under the churning, bloody water. Tom manages to embed an arrow into the beast but the fight is clearly on a clock. 

The team are not giving the croc any chance to get away with their friend and press the attack with a speed the croc can barely comprehend. Unfortunately, Rance's light spell is currently on a staff slightly submerged so attacks will be difficult. [7]

This time, Grusk does not hesitate and lands a massive hit against the skull of the croc though Tom is having trouble seeing into the frothing water. At least Inar, trying his best to not get swiped, manages to get contact with Rance and heal the wizard back up to enough health that Rance can pull himself free (if quite bloody and very wet).  

Now the enraged crocodile is taking out his anger on Grusk. The first bite glances off of Grusk's plate but the second sinks solidly in his arm. Grusk uses the locked jaws to lift the crocodile out of the water as Rance, still hoarse and coughing water from his mouth, screams as he brings down his staff on the crocodiles back, finishing it off. 

"Alright, Tom," huffs Grusk, "You win. We'll keep the eggs alive for now. Might make good bait to lure these damned crocs." 

While Grusk is gathering up a few frog eggs to act as bait, a recovering Rance looks through the old papers and scrolls to see if anything survived the damp. Nothing did but even among the detritus he finds a few sigils and stamps that he jots down. A stylized skull shows up across some of the communications. [8]

[Down into the Slime]

As the party pushes further south, Tom notes that the water in here, a bit deeper than before, has a particular sheen to it and holds the others back. "That ain't water." 

Sure enough, the team can see portions of the water swirling around as something darker and...gooier, swirl around inside. "Ah," says Rance, "an ooze". 

"Can't fault the name, so let's burn it," says Grusk as he pulls forth one of his oil flasks and gets ready to light it on fire. 

"Nah, don't. Save your oil. According to the books I read, these things won't burn. Also, according to Dendor Morsinbor's On the Nature of Slimes, don't hit them with metal. They eat that." [9]

"Alright, then they can eat one of these eggs," and with that Grusk tosses an egg in. Which the oozes ignore. 

"Maybe they are full," says Tom from the back. 

Grusk pulls out his axe and ignoring Rance's warning, chops down into the middle of the swirl and the water changes color and then dissipates.

"That is very strange." 

The team keep clear of touching the slime in case it still is a danger while dead. [10]

[A Surprise for Sure]

Unfortunately, right past the slime the stairs descend down and that means the water will definitely be too deep for Tom and Inar. Even Rance will be feeling a bit drowned. Considering the dangers they have faced so far, they are not looking forward to stripping off armor and gear and diving down. Instead, the head to the side now trying to loop back towards the surface rather than going too deeply into the Monolith. 

The room before them is the largest of the side rooms that they have seen and it seems to have once been some sort of menagerie. Cages and tanks - empty, rusted, and cracked now - are lined up along the edges with a large table structure in the middle of the room that might have once been an aquarium. Currently filled to the brim with brown sludge. [11]

Once again, Tom's goblin senses pick up the threat before the others and he points to the tank. Grusk trudges through the water and gets close to the tank before the thing in the tank stands up in a rough approximation of Grusk's own shape. 

"Alright. Do. I. Hit. It?" 

Inar steps forwards, still well behind, Grusk, and tries talking to it in a variety of languages, finally finding some recognition when he lapses into Primordial. After adjusting some of the tenor and tone, he makes contact. [12]

The others wait with Rance glancing back down the previous hallway. 

"Blkalkkbl," says Inar, "came here years ago to escape some of the horrors of the Bleak. Well, I think he was talking about The Bleak. It is fascinating is it not that a notion that I am pretty sure that would translate as to 'the long sigh after the noise of insect wings' would mean..."

"Gale. The Point. Find it."

"Yes, well, um...he is...allergic? to water?" 

"A slime. Allergic to water."

"Again, the thing you have to keep in mind is that..."

"No."

"NO?"

"No, I am sorry I asked."

After some discussion the adventurers work out that they would like to help Blkalkkbl but Grusk worries that this slime might eat his armor since, in principle, he will have to carry it. [13]

Rance pokes around at some of the other tanks and barrels and cages in the room and with a little work comes up with a feasible container good enough to get Blkalkkbl out of this flooded dungeon. However, the damage means they will need to go relatively quickly. [14]

"I say we get him in there and then Grusk runs like the devil is on his trail and tries to get him out of here. Give him to Nelf and tell her to take it to Senior Commander Grunkheart because the Lighthouse has lots of dry rooms this...visitor...can hang out in. Cal will love more company."

Grusk sighs deeply but Blkalkkbl aggress to the plan and carefully climbs into the lashed together tank, the acidic skin starts to eat at the edges. Grusk braces as Inar runs north and opens the door, and the half orcs runs to get the slime creature to higher ground. 

Inar grins. "I knew he was a big softy!" 

Tom looks up from digging through some of the piles that Rance has disturbed. "It isn't much, but it's dishonest work," and tosses a jade statue over to Inar. Some holy statue from the Barthic empire. Worth a bit, but not much. 

The three friends follow after their rough voiced companion. Wondering how well Cal will take the new guest.[15]

[Regrouping and Drying Out]

We will skip ahead a few days here. Rance, Grusk, and Tom are going to aid the Marius retainers to work on getting the tide barriers in place since the dungeon will be very underwater without them. They will also help to secure the rooms already explored, building barriers and guard stations. 

Back at the Lighthouse, Blkalkkbl will be given a very dry room and will have some long conversations with Cal and Inar. We will return to what info can be gleamed in the next civilization run. 

Cal does not recognize the stylistic skull icon found but will add it to his list of things to research. Perhaps another party involved in the construction of the Lighthouse (yes, signs point to yes...want me to roll on it? Ok... 14. So yes. That's nice, actually, saves me having to work out another plot thread since the current one is quite....meaty). 

If you look at Michael Prescott's depth analysis on the original Amon Gorloth Post, by the fiction many of the areas in the green and blue in the northeast quadrant will be from pretty deeply underwater to very deeply underwater. The system was mean to let water flow through so it drains off. BUT.. we'll say that after a few days of draining, the green will be knee deep while the yellow will be damp and the red will be [still] dry. This might make some of the more slime and aquatic stuff less friendly. 

Once again, thanks to Dyson Logos for such awesome maps. I've enjoyed getting to use them. And thanks to Michael Prescott for making the depth map because while I will not be sticking to this depth too hard as we get past this initial aquatic style, it really helps me to keep it sorted in my head which portions are most impacted by the flooding sea water. 

MECHANICAL NOTES

  1. Room contents 3 --> Trap. Crossbow. Triggered by breaking light beam. Seems a nice time to set some lore/mechanics into place.
  2. Checked the oracle and got "Repair Mundane". So it's a workshop. The trap is definitely a poor attempt to protect the complex as the older keepers were retreating a couple of centuries back.
  3. Note: Rolled on both rooms. To the east is a solitary giant frog. To the south is a random boss monster who we will figure out when we get there. 
  4. This one was quick so I won't go into too much detail on the combat but basically the frog got no hits and Grusk got two but they were relatively weak. Rance got magic missle off to finish it. I gave Grusk surprise bonus on his first swing because he got the door open in a single action. 
  5. Room contents are "sneak information" so we'll just say it's a place for missives.
  6. Random monster check hit. Crocodile. Tom is a goblin and cannot be surprised but he wasn't the target. Gave Rance an INT check versus 9 to see if he could react in time but alas. Croc hit at advantage doing enough damage to take out poor Rance in a single hit. He has 5 turns to resurface but I'll make his "death saves" at disadvantage since he is submerged.
  7. Init was 20 vs 1 so I'm going to roll that essentially a free attack round squeezed in. With the light being dim they would be on disadvantage but I'm having the two cancel out. 
  8. SD Oracle, at Disadvantage: "Does anything worthwhile survive?" No, but... used Random Realities to generate a rumor "Secret Societies" and an icon/mark: "Skull". 
  9. DC15 INT check to see if Rance knew any information. Got a 21 total so, yeah, quite a bit of information. Knows that Gray Oozes are immune to fire and can eat normal weapon. 
  10. After the previous fight, a single gray ooze is kind of a nice change, especially with Grusk one shots it. 
  11. The room "clue" was "Reveal Animal". Hence the trappings. So, rolling it up with it locked at a type of ooze, the monster is a level 2 ooze that can change shape, does extra damage from its acidic touch, and... thanks to a quick roll on Random Realities, explodes when damaged. It has AC13, 8HP, +2 to attack, 1d8 + 1d6 damage. When it explodes at 0HP it will do acid attack to everyone in... near. Ironically,  it's threat is *water*. Which is probably why it was hiding out in the tank, eh? It *is* intelligent but is fairly alien in thought compared to humans. It is not aggressive but it is also highly frightened. There will be some good treasure in the room though since this will check at LV5. 
  12. Ok, Inar has Primordial which feels right for this. Gave him a DC15 check to see if he can establish some sort of contact. He made it so yes and I'll give him +2 to his Reaction check which is only 5 (rolled) +2CHA +2 for 9. This put's the creature at "neutral". 
  13. Rolled 4d6 with 3+ being a vote for yes. Got 3 out of 4 for helping the strange slime being. I'll put Grusk as the practical "nay" vote for a reason related to the just previous encounter.
  14. "Can Rance work out a container out of all the animal cages and tanks?" yes, but... they will break and spill out on a roll of 1:6. 
  15. Grusk made a DC12 check to run out of there in a timely manner and the tank did not break. On the oracle, rolled a 20 so Cal not only likes his new guest but absolutely loves having this being with some knowledge of the Monolith. Looks like the campaign just got a strange side character.

DOUG'S NOTES

Not many. It's nice to swap mental mode from the more maudlin werewolf series to the more classic crawl mode. Just like it will be nice to swap mode back to what every I play next. I love this aspect of solo RPGs, the getting to shift my gears into whatever tickles the old fancy. Doug's play styles, much like The Doug Himself, contain multitudes. 
I have never really gotten a chance to play in a flooded place and though I do not want to keep it up for too much because I want to give my boys a chance to shine, it is nice to just have to think about the flow of water and how it impacts their quest.
Crocodile fight is probably the sassiest fight I have gotten to set up in a good while. I enjoyed throwing some notable difficulties and I am glad the dice did not betray them too hard. That is pretty close to how I would have ran it as a player and how I would have played it as a GM...at the same time. 
The Blkalkkbl encounter was me being nasty but also give a few tells: exploding acid blooded acidic slime dude was going to go off. Then I love how a single "Is it intelligent?" question flavored that from "A Thing to Be Killed" to a "Maybe Try Talking" sequence. Setting up the puzzle of how could they get B out and then actually rolling dice to see if it all went to crap made it slightly spicy. 
This might come up to a shock to you, by the way, but Blkalkkbl were 100% just some random letters that I typed out that sounded...slime-ish. Never meet your heroes, people. 
Rance still seems to be the target of the dice. This is the third sneak attack in this whole campaign and the third time Rance has been a) targeted and b) one-shotted. He always manages to get back up before it is too late. Fun. On the other hand, every roll to see if he knows something about the monster at hand tends to come back with "Heck yeah he knows the monster at hand" with lots of DC18+ hits. 
Another shout out to Tom's "Goblin's Cannot Be Surprised" flavor. I've heard people argue that it is too weak an ability in SD and I don't know if I just solo lots of surprise attacks or what but our goblin friendo has done some work. 
Until next time, when House Marius gets a stronger foothold and our poor brave fools go even deeper into the muck. 

The Bleak and The Pearl [SoloDark] Part 6, In Which History Is Discussed and Plans are Made

The group climbs past over the sea scoured rocks behind the shipwreck to stand before a large archway built in the years of The Bleak's first encroachment. In the archway various symbols and crests were once carved to declare its purpose but most are lost to time. Channel winds wearing meaning from this old structure. 

A shape not unlike a lighthouse is next to a shape not unlike a rising sun. On the other side, perhaps an eye. Others are open to much wider interpretation. 

A woman breaks from the group and approaches the once great door in a bricked up wall under the arch. Now it has the general appearance of drift wood shackled together in an approximation of a door, a bad approximation at that. A large enough gap at the bottom to admit several people at once as long as slightly tall folks are willing to bend. 

Looking at it, it seems the whole door would collapse if someone actually tried opening it, possibly pulling down the wall and the archway with it. The woman gestures to the rest of the group and leads them inside. 

Her name is Nelf Haskins. She is a Lighthouse Keeper. Dressed in a sort of short dark felt robe, giving the appearance of an oversized shirt, strange goggles acting as a headdress, and an armband of various colors which signify duty and sub-rank. This is Cal Grunkheart's attempt to give the Keepers a traditional uniform, despite the order being gone for two centuries. These new Keepers he has recruited over the past five years. True believers to his cause. The Lighthouse can shine fully again. The Bleak will go no further. 

Nelf is Senior Expedition Planner - armband green with three large yellow triangles - and has been tasked with restoring the so called "Monolith" to working order. "I prefer to call it Grunkheart's Network," she explained to the rest of the group as they set out to see what the Keepers have accomplished. Turns out to not be a whole lot. A single room out of plenty of rooms. 

Once inside, Nelf walks a few dozen feet down a wide hallway lit by too few torches into a chamber of some decent size. Light is better here. All the better to help pay more attention to the main three points of interest. 

The second most noticeable thing is a chubby man on scaffolding next to human sized statue seeming to have an argument between himself, the statue, a sizeable ring of metal in his hand, and the universe in general. Occasionally he tries to set the ring down on the statue's head but sparks fly off.

The statue is in the likeness of a human in pre-Bleak clothing holding a tall spear, a mad grin on his face. Mad Del Marius, once Lord of House Marius. The "ring" is the Marius Diadem, once a relic of Marius rule. The man on the scaffolding is Terk Haskins, Nelf's older brother, in a similar uniform though he lets his body hang out of it a bit more. His armband is blue with red eyes. Chief Investigator of the Monolith. Nelf and Terk were two of the original recruits. 

The third thing you notice is a group of men and women wearing armor, setting up a kind of makeshift camp. What seems to be a month's worth of supplies. The tents and their armor emblazoned with a red setting (or rising) sun over a blue field. Retainers for House Marius who have agreed to help restore "The Network". They will help choke off the sea water. They help protect the rooms that are cleared. They just will not go first. 

The first thing, though, before Terk or the retainers, you notice is the smell. "Ach, like the sea took a piss all over this place," one of the group following Nelf says. This is Grusk Obe. Half-Orc. Currently suited up. Blood red axe, Bloodlust, on his belt. One of the many orphans raised by the Priests of Gede at the Blue Grove in the wild lands of the so called Pearl. "The Silt," an untamable place and the refuge of free people until the Bleak can be drove back. Which is why he is here.

Beside him is Rance Uffolt, a human wizard. Holding back is Inar Gale (halfling priest) and Spotted Tom (he once had a last name assigned by the priests but has long stopped using it and the others barely recall). Tom and Inar are joking around and paying no attention. Too excited about the day's delve. Like Grusk, these are more orphans raised by the Blue Grove, brought into the Bleak by Rance's dreams. Dreams not even the young wizard understands. 

Rance is distracted by the activity of Terk and goes over to chat with the Senior Investigator. Leaving Grusk to carry on the conversation with Nelf. Grusk is not quite so good at conversation but does his best. Nelf seems nervous around the large man so unlike the Keepers she normally travels with. 

"We have not gotten far past this room. At...all, past this room. We tried but, um, a couple of Keepers did not come back. The third is in our infirmary ranting about "teeth." The area past this is...dangerous," Nelf rambles things that Grusk already knows. "I told Cal...I mean, Senior Keeper Grunkheart...I told him that we need a division trained in such but he feels it is at odds with our mandates to spend too much time dedicated to delving. So..."

"He asked us," Grusk finishes off. No judgement in his voice. The orphans like Cal, quite a bit. Rance is convinced that fixing the Lighthouse will help them in their quest. Drive the Bleak back. Grusk does not know if it is true but he trusts Rance. They have traveled together for some time. Not one of the four will question the others. It is how they survived in The Pearl. It is how they now survive in the Bleak. Too bad Grunce is something else. But if Cal can get his Keepers to rebuild the Lighthouse, some of those problems will go away. 

Grusk and Nelf stare down a massive sloping hallway traveling down into the darkness. Pools of seawater catch in cracks and the whole area is caked in mold and crawling with insects. Occasionally strange splashes and grunts can be heard, somewhere in the distance. 

"Cal....SENIOR KEEPER Grunkheart...says that in the old days the flow of sea water into the structure at high tide was part of the process. Like a giant heart, an organic beast, the blood flowing through the veins. The Lighthouse practically a living thing powered by the city above and the land around it. By the five families that gave part of themselves to make it. Now, though, as the Network fades and collapses and the Bleak invades...you get junk in the system. It is rotting." Nelf seems flustered to find the right words. Grusk really wishes that Rance or Inar were the ones doing the talking now but Rance is up on the scaffolding with Terk and Inar is back with Tom and the retainers telling jokes. 

"Rotting's a right word, lass. That dead man down there attests to that." Grusk shines the lantern he's carrying down to a corpse. A corpse missing some chunks. Something feasted on a part of it. Something that might return. 

Nelf blanches a bit and steps back. Grusk is not great with social interaction and not particularly fond of weakness, but he does him allow himself a moment of sympathy for the Keepers. Academics and cast off nobles risking a lot to try and bring back a dream that the city itself has forgotten. 

Nelf continues her history lesson, only a bit of a shake now in her voice. "The reason it is so big seemed to serve two purposes. First, the structure of the Network is itself part of the generator. Second, Cal says that Jonias Grunkheart, his ancestor, intended it to be an evacuation place if Grunce ever fell to the Bleak. A place where people from all over the city could come and hide." [1]

Seeing the eyebrows of the half-orc raise, she concedes, "Well, at least the people who were working for the five great houses. Their people especially. But Cal does say that there should be entrances and egresses all over. The Network and the City are one. Grunce was the powerhouse for the Lighthouse...until it wasn't." 

***

Cal had talked to Rance about the overall plan. They need to retake the Monolith (unlike Nelf, he uses his old Ancestor's original name) and they have to purify it. "We have to drain the mildew and the water, Rance," over pipes. 

"How?" 

"If we had genshel sponges, those can hold tons of water without gaining any weight." 

"Do we?"

"Ah...no, but up north the Sherifan Enclave harvest them from..."

And so on and so on. Rance and Grusk ask 1-3 syllables and Cal responding with long winded talks and speeches. 

Like Nelf is doing now. Filling in the fear of getting started with words.

55 Keepers, now 52 after Mursy's group ended the way it did. Brother Olin in the infimary says Mursy will likely never return to service. A rough map that Cal is trying to restore. A stack of legends from a city that constantly rebuilds itself. A network of tunnels and rooms and caves that once housed dozens or hundreds of people working on keeping the Lighthouse alive. A honeycomb of storehouses and armories and classrooms, all gone to rot. First the workers diminished until the five great houses got replaced by new greedier great houses that danced in the light they did not  maintain. 

So the Lighthouse ran itself. And now it is very nearly kaput.

"It is like a a tooth," Cal had said that night, after the smoke and beer had made him maudlin. "Most of your life, your teeth are tough. Chewing the meat. Cracking the bone. Biting the coin. Then they get cracked. Decay gets in. The tooth turns black and falls apart. Strong on the surface but vulnerable underneath. My whole life I have watched that light grow dimmer year and year and now I want to do something. For Jonias. For....myself."

Inar had asked if there were treasures. Tom had asked if there were traps. Rance asked how the magic worked. Grusk had asked how strong the creatures down in the Monolith were. To each of these, Cal had shaken his head...

"I don't know."

***

Faced with this great unknown, the only emotion Grusk really feels is impatience. The sooner they get Rance a good night sleep, the sooner they can go back home to The Pearl. "UFFORT!" the Half Orc shouts.

And with that timing the cursing and red faced Rance, next to an even louder and more red-faced Terk, slams down the Diadem and makes some necessary contact because instead of sparks they get a reaction. The eyes of the statue glow dull red as a mold covered marble chestplate burns away the gunk to show the Marius Sun Banner underneath. The tip of the sphere glows red hot and then shoots a beam down into the dark past the dead body Grusk was looking at earlier. 

Not very bright, or very large, yet. But a start. The Blue Grove Orphans can smell the air get cleaner. See the statue burning away the years of negligence before their eyes. 

In the distance, a loud roar screams in response to the subtle shift in the air. Grusk chuckles. 

"Alright, boys, time to go into the dark. We got that to kill for a start." 

The Bleak and The Pearl [SoloDark]: Intermission 1, The Monolith of the Cyclops Overview

The "Monolith of the Cyclops" will be something of the hub dungeon // wrap-around story for a few sessions in my SoloDark campaign: The Bleak the Pearl. I've dropped bits and dribbles here or there in the text already shared but the idea is that this dungeon (the "monolith" moniker makes no sense but it also sets a mood so I kept it, it was just randomly rolled as a title) is a mystical network of tunnels whose layout and composition were originally designed to channel energy into the "Lighthouse." The Lighthouse which is used to the keep The Bleak at bay and to allow humanity to have a stronghold against the tide. Lately, the Light is failing and so The Bleak threatens to overrun the last great uncorrupted city...

And there are forces in the city that considers the fall of the Light to be a useful profit making opportunity. 

The map being used is The Halls of Amon-Gorloth II by Dyson Logos. I chose this one because it is big but not too unwieldly. It feels the right size to be a network covering the underground of what was essentially a "border city."  It has some neat and varied features. And, frankly, it just sparked joy. 
The plan is to split it into rough quadrants and to give each quadrant its own encounter table and to give each one it's own "fuelstone" (the mystical statues used to channel the energy towards the cyclops which then powers the Lighthouse). 
The four "flavors" are just to make it a bit varied but also to give me some experience in building up reasonable encounter lists for ShadowDark and to try out a few different enemy types.
  • Northeast: Marine/Sea Monsters + Slimes. This section will be flooded by sea water coming in from the large north-east entrance and have several rooms underwater with some care being spent to drain them using the resources and gadgets of the Lighthouse Keepers. The creatures here will be a mixture of fishy (Fishfolk, Saltwater Crocodiles, etc) and slimy (Black Puddings, etc). 
  • Southeast: Giant Insects and more Fungal Types. This section will have some of the icky from the first (so slimes are likely to repeat but I'll toss in some mushroomy things) but will focus more on insects and insect type enemies. There will be giant cockroaches. A lot of giant cockroaches.
  • Southwest: Automatons, Golems, and Plant Types. This section will more "mechanical" with automatons and magical armor type enemies and I want to try and work in some plants and such, possibly created more on the fly with the creature generation rules. I'll hold off any future predictions since I'll need to scale this to something more level appropriate but golems and such will make an appearance. 
  • Northwest: Humans, Rats, and "Slum" enemies. will have some some human and various "fantasy slum" style encounters. A thieves guild setting up shop. Maybe some classic giant rats and such. 
The characters will have a rough map and a rough location of the five fuelstones. One in each quadrant plus the main "eye" which is the large statue in the lower left. Not necessarily a perfect map, and one that was made roughly 300 years ago but I'll dial out some of the "which way to go" for this one to stop it from taking even longer. As I go, I'll do something like roll a d20 per room/section and a roll of 20 (or maybe 19-20...or make it so each roll counts "down"...I like that, eventually there *will* be paths up) will indicate there is a passage up to the city of Grunce, above. 
The idea will be they will need to clear and purify the whole map before they are done, but as they go other adventures will crop based on various needs. They will extend out, make base camps, spread up supply stations, and generally retake the whole complex over several weeks or months in game time. Also retaking the city in the process.
Besides that, I will use the standard ShadowDark content generation d10 tables blended in with some of Philip Reed's ShadowSpark cards, bits of a couple of other oracles, etc. The first quadrant, the NE/Sea-Themed one will have no boss monster. The other quadrants will likely have a boss monster set to the current level the adventurers are at. 
Once this is done, they will likely be level 6 or 7 and ready to venture deeper into the Bleak for a few hexcrawls and a build up to something like a final battle. If paced correctly it should give me plenty of experience with most of the elements available to explore in ShadowDark.
Part 7 will begin the actual delve where they work on reclaiming the first fuelstone (they already have the Marius Diadem) and cleaning out and confirming the next fuelstone which will launch on finding the relic they need to power it). 

My Favorite Solo Play Tool: Random Realities (revelations for the roving raconteur) by Cezar Capacle

 Let's say you are playing through your solo play campaign and you ask any of these questions:

  • What's been spray painted on the walls?
  • What's the innkeeper like?
  • What are they offering us to take up this quest?
  • Is it raining?
  • What time is it? 
  • What is the first thing my character notices about the forest?
  • What's a fun plot twist that is happening?
There are stacks of books and decks and dice and other oracles that can answer these questions. I know. I have roughly 6 shelf-feet of space taken up, at least, of books and card decks and story dice that I draw from from time to time (not including snippets from other non-pure oracle resources that also help a lot, such as Vaults of Vaarn for a lot of my stranger stories). 
But then there is Random Realities: Revelations for the Rousing Raconteur by Cezar Capacle that does a lot of the work of that entire shelf in a relative tiny zine smaller than most in-flight catalogs. It is absolutely portable but it generates so many answers so quickly it is frankly a minor miracle to use it. 
Look at the same page as provided on the Itch page: 
As you can see, and to quote (again) the product page: "The idea is very simple: roll d66 (2d6, using one number as decimals and the other as units) to determine your page, and instantly access a unique combination of results from 60+ tables (the dice results are in the bottom right corner, along with a d4 and a d12 as well). Don't feel like rolling dice every time? Simply flip the zine to a random page if you have a print copy, or click on the dice to go to another page." 
You can get weather conditions, a random direction, a time of day. You get eight symbols that can be used to add details based on your interpretation - the owl might strike you as "wise" or "night" or a literal owl. You get a straight oracle yes/no answer. You get a prompt for a dice/fate type check. Lots of pairs. 
While you might wonder how it is a big deal to have these "66 realities" keep in mind that each page is built the same way. Let's take another page from the book (and yes, I will randomly roll to see what pops up):
Do you see how genius this is?  That 1,1 and that 4,6 allows the solo player to mix and match a large number of details. To go back to my previous list of questions and using just these two pages we might end up with something like... 
  • What's been spray painted on the walls? "The graffiti reads The Bug and the paint is made to look like flames coming out of the text..." [combining the beetle icon with the campfire icon]
  • What's the innkeeper like? "Morador Seryn is a indifferent but respectful man. His unkempt beard frames a sad face, driven by some unspoken guilt he never shares..." [combining name prompts with other bits from the People fields and adding in some ideas]
  • What are they offering us to take up this quest? "A magic sword that allows the wielder to cast Knock once per day..." [combining the "weapon" rewards with the lock icon...]
  • Is it raining? "No, it is sunny day..." [just grabbing one of the weather icons
  • What time is it? "Afternoon..." [grabbing one of the clocks]
  • What is the first thing my character notices about the forest? "The air is hot and stuffy, here, and there is a definite silence, like everything is holding its breath and waiting for you to act..." [blending one detail prompt with a place: mood prompt]
  • What's a fun plot twist that is happening? "Your mentor has been using you to try and get to the queen!" [combining the plot twist from one with the crown icon from another]
That's just two pages. There are 36 of these pages. What's better is that the prompts and symbols in one section can often map over as you see it. The event prompt under Exploration can be used to inform a quest or give backstory to a character as needed. The scene complication can be used in a variety of ways. 
So much time was spent in my campaigns just trying to figure what table I wanted to roll on that some sessions were basically unexpected prep to figure out enough details that next time around I might able to play...until another big question came up and I had to do it, again. 
"What symbol do the cultists use to represent their god...well, I guess I could use this table about generating a new religion and broadly go from there...or maybe I just look at the shirt my daughter is wearing and make it spookier... evil looking horses it is!"
You can roll between 1 and 4 times (2 times being my sweet spot), here, and answer, to some degree (often a good amount), nearly any question you might have. The twelve-sided die might be interpreted as room size and the four-sided die might be the number of exits, for instance with location/scene/exploration/symbols all adding in details. Factions might build off prompts in the People field (or one of the others). 
You will have to bridge some gaps and play the terms off of each other so that they fit into your context and focus, but my experience with this zine is that it hits the vibe the vast majority of the time while leaving me enough room that I am not having to convert or adapt too broadly.
I am a librarian. I am well used to telling people, "some resources are good for broad questions, others are better for specific questions," and that can be true for oracles as well. Some folks do not want to know "Midnight - Resistance" when trying to figure out, "What do I see looking down the hall?" I get that. There is likely a 1d100 Things You See Looking Down the Hall in a Mid Level Dark Fantasy Campaign that would tell you exactly what you see (give or take five minutes of looking up stats or having to retcon the fact that absolutely no goblins was one of your starting rules). 
However, a well done oracle that gives me just enough paint and canvas to make any picture I want is invaluable to me. I don't have to dig through 50+ PDFs or go through 19 zines or pull out three hardback volumes of random tables to try and answer a five second question. If I get to a question that I want something a little more pre-packaged or something a little more detailed: I still have those books and I will still use them. For all those questions where I just want a quick snapshot, just want a quick symbol, just need a few words to help me get from "I enter the edge of the forest" and "the stream flows gently down the slope," then this book and its simple like 36 sets of quick words and phrases and symbols is amazing. Even the bigger questions get easier and easier to answer the more I use this book.
I have used it in all of the campaigns that I have played on this blog at least a little and plan to use it more and more. 
What's even better, buying a copy grants you a zip of all the pages as PNGs which makes it possible to add three or four to your phone for an afternoon play AND it comes with a spreadsheet with all the possible options for those who want to make a script to pull just a few details from the list. It is about as user friendly and as widely applicable as a solo player could ever want. 
You know...besides those folk who like to keep much broader types of oracles in their pockets:
"Flip a coin, if it is heads then this means 'fire, up, creativity, left, the taste of copper, growth' and if its tails it means 'water, down, acceptance, right, the stock market, pickles.'" 
I love those folk. 

The Bleak and The Pearl (SoloDark): Part 5 - Returning the Spear (Civilization Phase)

-- Gathering Allies in Grunce --

Returning to Grunce after finishing up their dive into Mad Del Marius's "Lost Citadel," the team has two goals in mind: 
  • Return the spear of House Marius to the current ruling leader, Varren Marius, and ask for her help in the ongoing issues facing Grunce and the Lighthouse. [1]
  • Get prepped to start diving into the tunnels underneath Grunce and return the Marius Diadem to the first fuelstone. 
Rance and Cal (Grunkheart, chief Lighthouse Keeper) start pouring over the notes of each other's research. Rance has connected the various items of power to restart the fuel stones. Cal has learned that the location of the final item, Jonias Grunkheart's "Eye", is in some place beyond the normal realm. [2] He now moves on research what this clue might mean and will try and locate a route to Mistamere's domain. 
The meeting with Lady Varren goes well. She accepts the gift and pledges to aid Cal and his Keepers in their quest. This might be the chance to launch an offensive against the dark. [3] She will not return to the Citadel and try to retake it. "Let the dead stay dead". 
Potential Wrinkle: Her urge towards a more militant approach means she might see the Lighthouse more as a weapon than a protection. A sword rather than a shield.

-- The Free Merchants Plot --

Meanwhile, the Free Merchants have begun to muster their own forces. Their current goal is to disrupt the trade routes into Grunce and use the frustration against the Great Houses to profit. [4] Their plan is to primarily destroy the alliances between the Pearl shipyards and the Grunce ones by refusing shipments and slow rolling the process. The Bleak needs the Pearl more and if the merchants across the Gray Channel feel they are losing out, the number of ships will shrink. 
This will hit both House Allocius (who runs the Grunce docks) and House Marr (who handles many of the Grunce markets) in the pocketbooks, tightening the screws and forcing them to collaborate and compromise more with the Free Merchants. 

-- Mechanical Notes --

  1. Varren Marius, the current Matriarch, strives to create unity among the Great Houses to wage war against the darkness and take by Barthus. However, the sheer greed of the upper houses, seeing The Bleak as a business venture, tends to silence her from doing much. (Note: Her name Var - Ren, and her drive, Unity - Challenge) were both generated with Random Realities. 
  2. Mythic Meaning Tables: Actions 59 Leave, 71 Physical. 
  3. "Does Varren accept the spear?" "Yes." What does she want from it? Mythic Meaning Table: Character Motivations --> 11 Conflict, 97 Support. 
  4. Mythic Meaning Tables: Actions --> 9 Hindrance, 39 Attain. "Are they trying to hinder the Lighthouse?" No. 
  5. Random Realities. Quest, Mission --> 5, 6 Destroy + 5,2 Relationship

-- Doug's Notes -- 

This one was shorter and a bit more awkward than intended. That's a byproduct of some gear shifting that happened in the middle. Originally, when I decided I wanted a dungeon crawl centric solo game, I went with ShadowDark backed with Mythic. Then, with SoloDark out, there was an alternate oracle with a few other bits and pieces. The plan morphed into using SoloDark in the dungeons (to avoid some oddities of triggering a close thread type event just asking "are there still torches on the wall") but then going back to a full Mythic campaign to figure out how stuff was going in the civilization part of the adventure.
This ended up being surprisingly awkward. Grunce is just the (current) backdrop. Threads about the various Great Houses fighting probably won't mean much as the game gets going and the team goes deeper into the Bleak (which is, in theory, only around 10 delves from now). It felt weird and flow disruptive to have a lot of book keeping for a part of the storyline that should be more about weaving an exciting story and giving excuses to fight minotaurs, scarlet or otherwise. This campaign is about enjoying dungeon delves and (soon) hex crawls. 
In the middle of working out this civilization scene I realized I was going to do away with the two phase model (I might try again in the future, but not right now). Instead, it will be purely SoloDark. Civ scenes might be short and brief or they might be more detailed but they will largely just be in-ShadowDark rather than outside of it. I will then back up some of the SoloDark tables with Random Realities and with Mythic's meaning tables. 
Take Doug's Advice: Solo Play is only about satisfying one player at the table, YOU. If something is not working for YOU then it is not working. Move on, try again, rip out parts, shove in parts. Whatever YOU need. 

I'll wrap this up here. Tomorrow I will try and work out the random tables for the next section of the "mega dungeon". Then I'll begin the next delve. 

Expanding my Tricubes Tales Solo Card-Based Oracles and Adding Several Framework Rules (July 14, 2024 Edition)

When I started playing The Bloody Hands using Tricubes Tales Solo I used the system as is except for tweaking the basic oracle to something a bit more complicated. That worked just fine through the first four "episodes" and I still like my little "Dice of Changes" style resolution.

However, I played a TriSolo style game with my partner and have been trying to introduce some more friends to the concept of how solo playing works (yes, I understand the irony) and sometimes it takes a bit more of a framework to kick off some ideas. That got me thinking about how to expand on some of the inherent design choices in TriSolo to make something that could meet folks more half-way and could be adjusted/tweaked on the fly based on the comfort level of the player. 

Here is my current working model. Like all things on this blog, I'm considering it CC-0 so take it and run with it. The OG Tricube Tales Solo materials are CC-BY 3.0 and this post in no-way-shape-or-form is meant to interfere with the original system. As we sometimes say in the adaptation business: with apologies to Richard Woolcock

-- How to Use This --

This is primarily intended for solo and GM-less play when a more structured framework is required. If a GM wants to use this to give players more control or to provide a more precise framework and gameplay loop, sure, but is mostly designed to stand in for a GM in a fair, consistent way . As always, everything is optional. Always has been, always will be. Such are RPGs. 

-- Changes & Additions to the Aces/Jokers, Face Cards, Discard Piles, and Reshuffling --

In default Tricube Tales: Solo, Ace and Jokers are marked as "Scene Changes" and then have a 1d6 element that represents something inherent in the scene. In this framework, to keep language more consistent, Ace/Joker trigger "scene shifts". 

A shift had at least a minor to moderate impact on the current scene and story line, and may or may not be a major shift. Draw a second card once you get an Ace or Joker. This is the "Shift Test". To sum up these variations:

  • Ace or Joker is pulled
    • Roll 1d6 as instructed in TriSolo. 
    • Pull a second card, this is the Shift Card. 
    • If the Shift Card is another Ace/Joker:
      • Elevate the shift to a major shift
      • The second 1d6 should highlight the focus, combine the results together
      • In cases such as "Positive (for you)" and "Negative (for you)" treat the combination as somehow involving both 
      • Do not pull a second Shift Card
    • If the Shift Card is a face card:
      • Progress the associated plot as expected
    • If the Shift Card is a number (2-10) card:
      • Play the shift as is, discarding this card
      • Alternatively, use the Suit and/or Value to give hints about the direction and value of the shift (see the various oracles, below)
    • If you still need a card to answer the oracle or establish the scene, draw again and discard additional Ace/Joker cards. See the note, below. 

For face cards, they only trigger plot advancements when pulled as a Shift Card or as a Main Scene Card. In all other card draws, they are read as values 11, 12, and 13. 

EXAMPLE

Jerry is trying to sneak into the chemical factory to search for a missing teenager in a crime drama style campaign. The player draws a card to figure out what kind of task Jerry will need to face and gets a Joker. Rolls a 1d6 and gets "Negative (for you)." Drawing a Shift Card, Jerry's player gets an Ace and rolls 1d6 again and gets "New Character (roll)". These two results are combined together that there is a major shift in the scene with this new person making the issue much harder on Jerry.

OPTIONAL: For plot shifts (Jack, Queen, Face) and scene shifts (Ace, Joker) you will only get one per card draw. Besides the Shift Card, extras can be discarded. For instance, if you draw a King of Spades and the main plot is progressed negatively. You have to draw another card as per TriSolo rules and get a King of Hearts. Rather than interpret this as a shift back into the positive (somewhat neutralizing the first) you discard it instead. The scene has a single plot shift for this one card draw. Later oracle draws in the scene might generate another shift, though. This does not include the Shift Card itself for obvious reasons. 

There is now a more obvious discard pile. All cards except  the main scene task cards are placed in it after being used. There are a lot of cards across the oracles, side tasks, and such. This also means you might have to reshuffle. The only cards NOT reshuffled should be the completed main scene task cards and current main scene task cards. Those are held until the end of the session. 

This means you have a discard pile, a successful scene pile, and a failed scene pile. You can arrange them with the successes going to the right of the draw pile, the failures going to the left, and the discards going either above or below.

-- Karma to Draw a New Card --

Besides some of the new options for spending Karma below, Karma might be used after a card draw for any purpose (scene, oracle, relationship) to cancel that card and draw another. 

This framework favors using Karma more continuously to control the flow and therefore players are encouraged to play off Quirks more often to build up additional Karma. 

- Optional: Increase Starting Karma - 

If groups wish to have more control, Karma's default value can be increased from three (3) to four (4) or five (5). However, it should be balanced and not made much higher than the default value. 

--Additional Materials Needed --

While all of this is optional, some additional tools for using this framework are 

  • A number (3-4 maybe) tokens per character to represent tasks, locations, NPCs, and events/plots/elements to which that character is currently committed. Note, I did NOT say "meeple" even if we all thought the m-word.
  • A small stack (maybe 10-20) index cards of a logical size (3x5, 4x6, whatever your local equivalent is) and slightly less small stack (maybe 20-30) "note cards" of a logical size (2x3, 1.5x2, your favorite sizes).  
  • One deck of cards is probably plenty but if you have a larger group (more than 4) you might want to shuffle a second deck in to start just to reduce the amount of reshuffles. 
If you are playing digitally, you can obvious ignore all this and just use tokens as appropriate.
NOW! On with the changes and the Framework! 

-- Card Based Yes/No Oracle --

When asking a yes/no question, pull a card:
  • 2 to 7 = No
  • 8 to K = Yes.
  • A or Joker = There is a shift to the question. Follow the procedure above. If resolving this shift does not answer the question satisfactorily, then an additional card might be drawn.
In this system, the suit of the card might indicate an and or but:
  • Hearts = "And..." 
  • Spades = "But..." 
In this way, you can have "yes, but..." "yes, and..." and so forth. 
This can be expanded for Likely and Unlikely results as follows:
  • Likely means 2-5 = "No" but 6+ = "Yes". 
  • Unlikely means 10+ = "Yes" but 2-9 = "No". 
When it doubt or debate, treat it as the default setting of (2-7 & 8-K). 

-- Other Basic Card Based Oracles --

There are other basic card-type oracles. 
In all cases, these three general notions are true
  • For card value:
    • High numbers tend to represent more (usually more "yes")
    • With vibe style checks, numbers on the end (2, 3 and Q, K tend to represents the extremes of the vibe)
  • For card suit:
    • Hearts = relationships and working with someone/something
    • Diamonds = objects/transactions
    • Clubs = skills/actions
    • Spades = conflict, interactions, or working against someone/something

- Simple Value/Vibe Check -

In this oracle, if you are trying to figure out how much of something there is (how many people, how strong is the storm, how cluttered is this house, etc) then simply pull a card and treat higher as more. Again, Aces and Jokers represent shifts as above. 
If you are trying to find how the vibe is going for or against the characters, consider, as a baseline: 
  • 2 to 4: Negative
  • 5 to 10: Neutral
  • Jack to King: Positive
This can be adjusted or read as more of a spectrum as needed. 
For value/vibe checks, Hearts and Spades can be taken as 
  • Hearts --> The value/vibe is increasing in its direction: growing more negative, more positive, etc. For neutral vibe results, this might be interpreted as being apathetic to the characters' actions or the general flow of the campaign. 
  • Spades --> The value/vibe is about to change. Perhaps do another check later in the scene or in a follow-up scene. 
One particular variation of this check that is frequent in hexcrawls and outside games is a weather/conditions check. In this case, lower values point to worse conditions and higher values point to more favorable conditions. Shifts and Major Shifts point to the weather/condition being particularly out of the normal (dust storm in the desert for a shift, thunderstorm in the desert for a major shift) but use the Twist oracle for ideas. Hearts/Spades can show if the conditions are holding steady, growing worse, or improving, etc. 

- Determining Relationships -

If you are trying to find out how a person, location, character, or event is related to another person, location, character, or event then draw a card and consult the suit. There is a lot of overlap here so a coworker might be someone transactional or task-related or personal depending on the vibe:
  • Hearts = personal relationships (family, friends, personal enemies, places of personal interest)
  • Diamonds = transactional or object based relationships (store owner, coworkers, banks, something paid for)
  • Clubs = related by a task, action, hobby, etc (people who share a hobby, a place where the task takes place, an event involving the action)
  • Spades = related to a specific event or conflict (somewhere who was there when something happened, the place it happened, an event caused by the first). 
The value of the card can be used to hint towards intensity. A 3 of Spades means the connection between the event is fairly faint while a Queen of Hearts might hint the personal relationship is very strong. For obvious reasons, ignore Heart/Spade for "And"/"But" type responses.
Aces/Jokers mean there is unusual characteristic and/or a recent change in the relationship. The Shift Card can give more details about this. Draw again if it is still unclear.

- Determining Types of Scenes -

If you need some inspiration for what type of scene or type of specific task this is, suits can also be used to generate a type of event/scene/task (again there is some overlap):
  • Hearts = interpersonal or personal scene/task (probably involves talking or settling an issue with someone, could involve dealing with a personal issue)
  • Diamonds = transactional or item-based scene/task (the classic "market/shopping" scene, but can also be about finding a specific item, a specific clue, etc). 
  • Club = action scene/task (this involves using a specific skill, performing a specific practical action, or generally applying to some external, non-personal consideration)
  • Spades = conflict scene/task (scenes and tasks of opposition: this scene involves a fight or a struggle, it could also be something like sneaking past guards or climbing a wall definitely meant to keep you out). 
If you draw a numbered card (2 through 10) then you can use the value to decide the general intensity of the problem or the vibe, however you wish to interpret it. 
If you draw a face card then it means effort is needed. Jack = 1 effort per committed character, Queen = 2 effort, and King = 3 effort. 
Obviously, in this case, as above, Hearts/Spades do not generate "And"/"But" answers. 
Aces/Jokers represent scenes that are interrupting are altering the main story. Roll the dice as instructed in the base rules to try and figure out what is happening. For Aces/Jokers, the shift card can help give a focus or draw again if it is unclear.
For more inspiration, draw two two scene-type cards and treat duplicates as an increased intensity (two Spades might mean 3 effort instead of 2, two Diamonds might involve a more complicated transaction or search). Non-duplicates show how the types overlap, a Heart + Diamond might involve finding an item related to a personal quest while a Spades + Club might be a conflict where you are trying to complete a task to win the fight rather than directly confronting someone. If you use the two-card method, only count the first Ace/Joker pulled. 

- OPTIONAL: Weirdness Checks - 

For certain types of campaigns (horror, paranoia, mystery, surreal) it can sometimes be interesting to know if something is going strangely. A Weirdness Check is a variation of the value/vibe check. 
  • Number cards (2-10): the event, person, object, or task (aka, subject) is as expected given the context of the scene, session, or campaign [note: this can still be fairly weird by default]
  • Jack: the subject has a minor but distinct weirdness from its base type. 
  • Queen: the subject has a notable weirdness from its base type.
  • King: the subject has a major weirdness from its base type.
  • Shift (single Ace/Joker): the subject is massively weird.
  • Major Shift (double Ace/Joker): the subject is extremely weird to a degree that the base type is mostly just a suggestion that people might use to give it some explanation. 
In this system, the standard suit distribution might give some idea of how it is weird
  • Hearts --> something is off about the people/creatures involved
  • Diamonds --> something is off about the objects/aesthetics involved
  • Clubs --> something is off about the actions/procedures involved
  • Spades --> something is off about how the subject interacts with the characters or world around it. 
One variation could be to draw an additional card for Queen, two additional cards for King, and three/four for Shifts/Major Shifts and read only the suit if you need inspiration for how to upgrade the values.
This can be used to find out if a creature fits the general type (zombie) or is something different (a raging, screeching zombie) to add some creature inspiration more on the fly. 

Example

In a horror campaign, there is a festival going on and a parade is going down the street. A Jack of Diamonds might indicate the people are wearing strange masks. A Queen of Hearts might be the people in the parade having unusual appearances (too tall, too thin, etc). A King of Spades could have the parade floats having folks in cages while the crowd cowers and looks afraid. An Ace might combine all these elements into one. An Ace followed by a Joker might involve all that and also the day shifts into the night, strange voices are heard shouting from somewhere down the side streets, and the the ground quakes and shakes as the city takes on a different vibe as the parade passes.

-- Main Scene Task vs Side Tasks --

Most scenes still has a Main Scene Task determined by cards (aka, the Main Scene Card). As in the base game, draw a card to determine the main task for that scene. This highlights the general focus of the scene, a task that must be completed to face. Face cards equal a shift while Ace/Jokers add an alteration to the scene, as above. One or more characters might work to solve this (or be required to individually solve it). If the flow of the story has reached a point where this main task is more disruptive (example: players need a scene where they discuss strategy, take a break from the main plot, or elsewise) this can be considered more indicative of the flavor of the scene but a card should be drawn since there might be shifts and/or progressions in the plot. 
This main task can be solved either before, during, or after the Side Tasks. Construct the fiction at the table to reflect this: is this something blocked by the side tasks, something that enables the side tasks, or something happening at the same time, et cetera. 
Characters not tackling the main task of the scene can have a side task. State the intentions for these characters and then decide to either pull a card for a completely random tasks (which can help to add a few twists and unexpected interactions) or decide the Trait used in the tasks and pull a card to determine the difficulty:
  • 2, 5, 8, Jack = Easy (4+ to succeed)
  • 3, 6, 9, Q = Standard (5+ to succeed)
  • 4, 7, 10, K = Hard (6 to succeed)
These two methods (purely decided by cards or using cards to determine difficulty) should be considered the default way to determine side tasks outside of letting fiction decide. If not every player agrees on the fiction, then a card draw can be used.
If an Ace/Joker is drawn, this side task is somewhat related to a shift in the scene. Proceed with the Scene Shift rules as above.

In some cases, the relatively difficulty of the tasks might be obvious (example: an early scene trying to get into a nightclub when there is no real obvious conflict, yet) but the Trait might be in doubt. Or, figuring out the trait might be a good clue as to how difficult the task is. In that case, you can use this chart:
  • 2, 3, 4 = Agile
  • 5, 6, 7 = Brawny
  • 8, 9, 10 = Craft
  • Jack = Agile/Brawny
  • Queen = Agile/Crafty
  • King = Brawny/Crafty
Treat the face cards as if either is applicable but flavor the task in a way that makes sense. Multiple characters approaching these tasks might use either of them or in cases of effort being spent, a single character might switch. 
In either of these, Aces and Jokers still result in an alteration that adjusts the task. 
When using side tasks, only the main scene card is added to the success/fail pile and only the main scene card is counted for the suits to determine the flow of the adventure. 
OPTIONAL: If this last detail means the session goes on too long because of the number of characters, you may treat all task cards for the determination of story flow. However, with 3+ characters, this might conversely make the session go by too quickly to actually resolve the story. 
In that case, you can set up a limit of scenes (6-8), instead. For a great six-scene structure, see the Tricube Tales Micro Edition

-- An Optional Way to Determine Effort/Conflict Scenes -- 

Besides drawing scene-type cards and getting face cards, an optional way to determine if a given Main Scene Task is the sort of conflict that requires effort you can use the discard pile. Keep the top three cards visible. If the suit of the main scene card matches two of the top three cards in discard pile, it requires two effort per character (or per character present, whichever makes sense). If it matches all three, then it requires three effort. 
As in all cases, fiction is the cornerstone. Some scenes are just naturally lead to a task that will require effort. Likewise, sometimes effort does not make sense. Play to your table. 

-- Locations, NPCs, Details, and Elements --

This is a framework that establishes the fiction at the table in a more controlled manner. It is partially inspired by some games such as Microscope but is not in any way bound by that structure. It is recommended you use both index cards and smaller note cards (or the digital equivalent) to handle some of this. 
First, decide the mission being faced by using the micro-setting of your choice or through other methods. The main details are things such as main tasks (the main *required* detail), side tasks, general location, and complications. Outside of rolling, you might let players take turns deciding on these details. Add these to an index card or multiple note cards with enough basic details to start but leave room for more. 
Next, create locations. 

- Locations - 

Start with a Positive Location unless the set-up makes it unlikely the characters have a place to treat as a home base. In that case, make a starting location which is either Neutral or Negative. 
Then, for each character (not player) add a location based on the details of the mission (a place where the main quest might happen, a place related to the complication). If there is only one or two characters, then have two or three per character. You want, besides the "home base," there to be four or five places to start. Decide if each location is Positive (a place with no initial threats to the characters), Neutral (a place that might have threats, but no immediate or inherent ones), or Negative (a place where threats are active). 
Write a name and a couple of basic details for each location on an index card per location and place it on the table in whatever order makes sense (rough geographic order, a relative scale of Positive to Negative, etc). 
Then set aside roughly the same number of index cards to represent possible future places. 

- NPCs, Non-Player Characters - 

Start out with at least a couple of possible NPCs (at least two to three are good, but four or five might make sense). These can be people related to the known details (such as main quests, side quests, complications), people that make sense for certain locations, or people that might be interesting to the story. They are not guaranteed to show up in any scene but they at least provide a background fiction. 
These go on the smaller cards. Like locations, these non-player characters have some basic details (name, occupation, demeanor) and are graded Positive, Neutral, or Negative. Apply these character cards to a location to start or set them at no specific location if it is unknown (such as tracking down the main villain). 
Again, set aside a small stack of character cards for additional characters. The general table flow might determine this but a rough start would be no more than double or triple the number of player characters (again, around 4 to 5 extra). 
MINOR NPCs might not get a character card and instead be a detail showing up on another character card (a sidekick or goon type) or a location (a bartender or barfly at a tavern, for instance). 

- Events and Elements - 

For this last type, think if there are any overarching events (festivals, disease, things related to the main/side-quest or the complication) and add in event cards on an index card somewhere to one side of the location cards. If this event is at a specific location, attach the card. Like above, write a couple of basic details about it. 
Element cards are a kind of catch all for anything that does not fit into one of the other categories. It might be a ticking clock condition, an aspect to the adventure, a personal consideration, an overarching force, or some similar element that needs to be called out. These should NOT attach directly to a specific location, character, or event: these are more generalized than that. 
For both Events and Elements, determine if they are Positive, Negative, or Neutral again and mark them as such. 
There may be no starting Events or Elements or there might be several. 

- Adding Content to these Cards - 

As a Scene starts, first draw the main scene card from the card deck and then determine which location, NPC, event, or detail it might impact. Attach it there. Then as player characters determine their intent, assign their token (or note it somehow) to whichever of these locations/npcs/events/details they must engage with to perform their task or scene actions. Those not attached to the main scene task will then figure out their side tasks related (in some way) to the location/character/event/etc they are attached. 
At the end of the scene, a character attached to one of the above (and likely multiple of above) will have a chance for their player to add in a detail or two based generally on the following principle:
  • Fiction always takes precedent. The story ultimately decides details. Start with this principle to decide a detail or two to add as exposed/explored in the scene.
  • When the fiction does not necessarily dictate the detail, the player may add one detail either chosen by personal choice or through an oracle role (should likely be a mix of both). 
  • No more than one or two details should be added at a time by a player. Leave room to keep developing. 
  • New details should only conflict with the given fiction IF some shift developed or the tone of the session changes or some time has passed to allow it. In all other cases, new details should consider all prior notes on the table as in-canon
  • When a player is adding a new detail, other players should give them space and avoid actively collaborating except in cases where assistance is asked or if questions need to be answered.
  • When in doubt/debate, a player may spend one Karma from a character to force a detail. Even then, it should not conflict great with the prior details or general vibe of the session unless it makes overall sense with the current fiction (spending a single Karma will not create a comic-relief unicorn character at odds with the hardboiled detective story, for instance). 

- Shifting Positivity - 

At the end of each scene, an attached character's player may also decide to shift the positivity by one step (negative place made neutral, neutral NPC made positive or negative). The above considerations should be taken in mind. 
The success or failure of the task might be a good indication (a failure might shift a relationship more negative, a success might shift it more positive). 

- Adding Locations/NPCs/Events/Elements - 

There are three main ways to add more:
  • The fiction requires something new to make sense.
  • Ace/Jokers generate new locations, characters, or events.
  • A player spends one (1) Karma from their character. 
Once all the possible cards are used up, this final cost should increase to two (2) Karma at least or be avoided. Permanent cards should not count against this limit. 

- OPTIONAL: Splitting Locations/Events/Characters/Elements - 

Once any of these Locations/Events/Characters/Element cards have accrued more than 4 or 5 details, consider possibly splitting it into two cards. A hotel might get a lobby and a rooftop nightclub. A person might get, well, themselves but also a relative or sidekick. This is one way to generally reflect the weight applied to these foci in actual play. A location with multiple sub-locations shows other players are interested in using/exploring it. 

- OPTIONAL: Making Locations/Events/Characters/Elements PERMANENT - 

At the end of a session, the table should have a good number of these cards in play. It will be tempting for certain campaigns to try and retain many or all of these. Instead, it is suggested that the table decides a few (one of each per player at the most) to be turned into a Permanent version (events will likely be the odd duck in this case, they tend to stick around or go away based on what they are). If players wish to choose more than one, two (2) Karma should be spent unless other players agree this is obvious. Players may also choose to add none to the pool. 
As always, fiction takes charge. If a particular place is baked into the campaigns fiction or a particular person needs to show up over multiple session: that can be a freebie. 
If the fiction decides a place or person should be removed from the campaign, mark off its permanent status. Likewise, a player may choose to remove one of each from the permanent pool. This should never be used to get rid of a place newly chosen by another player. If this choice is in contention, a player can spend two (2) Karma to force it unless the fiction absolutely disagrees. 
It is recommended to only have 1-2 permanent places and NPCs per player on the table to keep the framework loose. For excess of this, consider placing several into a sideboard and only add to them to the main table when needed.
Not all permanent locations need to be considered to in play at all times. The sideboard can also be used to store those chosen to be permanent if it makes no sense for them to be in place (home town locations when characters on a road trip, etc). 

-- The Final Scene --

As recommended in the Tricubes Tales Micro Edition, the final scene will be a task that requires effort. The default is two successes per character with resolve lost due to failure. 
An optional rule to make this more variable is to look at the failures and success for the Main Scene Task cards. If the table has zero (0) failures: one (1) effort per character is required. If the table has failures equal to or less than the successes: go with the default two (2) effort per character. If the failures outnumber the success, then it takes three (3) effort per character. If there are no successes, then it requires three (3) effort per character and the scene difficulty is locked in on Hard. 

- Optional: Gauntlet Scenes - 

"Gauntlet" scenes can be thought of as mini-bosses or montage scenes where the team gets get together to prep a house for a zombie invasion or to build a ship to attack the dread pirate or such. With the above structure, they are used to "burn off" failures by having a collective scene task related to all  characters which is called before the scene starts and takes the place of a normal scene. It might be used as the penultimate scene. 
Count up all the failure cards. Using the same rough ratio as above determine that much effort per failed main scene task, not per character (if there are no failures but the table would like to play out one, go with the default of two per player). Then, go around per character and rapid fire draw a task card. It is recommended that the cards are used as is (3 of Hearts = Standard Agile). Resolve may or may not be lost depending on the fiction (a mini-boss fight will lose resolve, a gathering supplies will not). Success earned for these gauntlet tasks are applied to gauntlet effort, not to the individual tasks. 
At the end, remove a number of failed cards based on how many successes were generated, rounding down (two-per would mean five (5) successes = 2 failure cards removed). 
Gauntlet scenes are fun rapid fire kind of scenes but should only be used maybe once per session and should not be a default. They apply an in-framework-way to representing wrapping up loose ends if the session is coming to a close but things feel unresolved.

The Bleak and The Pearl (SoloDark): Part 4, The Lost Citadel of the Scarlet Minotaur Delve 2

 

This week's dive into The Bleak & The Pearl starts out with our four Blue Grove Boys facing a room with four sets of pillars, each in a vibrant hue, and a burned-to-a-crisp ettercap! As last time, I'll focus more on a highlight recap rather going into super specific, step-by-step decisions. I will also talk about how I changed up some things (especially towards the end) to make the vibe more B&P specific. If you ran this yourself, some details will clash with what you see. 

- The Four Pillars and the Six Bowls - 

The upper right (most north-east on the map) room is our starting spot this time. In it are four pairs of pillars: red, blue, green, and purple. Unbeknownst to our boys, each one has a negative effect [fire, drowning, etc]. They do have the burned corpse of an ettercap in front of them (which they may not even really recognize as a specific ancestry as opposed to just "burned out humanoid body"). And then a long, relatively empty room in a place where long empty rooms have things like The Scarlet Minotaurs and bull statues ready to pounce. 
DC15 check passes and Rance is sure there is *some* magic here but cannot really place it. Tom gets a success in to check for traps roll (there is no traditional trap, which he notes). So...the team gets into a bit of a debate about checking this room out further. After a couple of quick debates, Grusk decides he is going to risk it and starts walking past the first set of pillars, which the game says will set flammable stuff you are carrying on fire...

A quick note about my "Vote Dice" mechanic

Part of the way I run this game is to use a kind of vote-dice style oracle. The basic way is to choose a die (from the traditional pool) to represent each character's general willingness: d4 means they do not want to do it while d10 means they want to do it a lot. 1-3 is a no. 4+ is a yes. A 1 means a hard no (that dice is frozen if it goes into follow up decisions about this topic) while a 6+ tends to be a hard yes (ditto). The default die is a d6. d10s are basically only used when someone is absolutely sure (and that someone, in this campaign, is almost always Grusk). The intended swing is d4, d6, and d8. 
A lot of the crawling and how they approach certain rooms is based on a series of these with a bit of a back and forth. The general "triggers" for each character are:
  • Grusk (Half-Orc Fighter) likes physical challenges, tests of might, and generally like be aggressive and pushing his limits. He does not like letting people go and will chase down people who start fights and then flee. He is not necessarily prone to starting fights but is absolutely ok with keeping them going. All that being said, he is very practically minded about the team and tries to shield the other people as best he can through brute force.
  • Inar (Halfling Priest of Gede) likes playfulness, pranks, and general silliness. Prone to talk and ramble first and deal with the considerations going forward. Does not like risks. Takes the shortest possible path to get things done but concedes the shortest path is sometimes taking a long way around an obvious threat. Will always try to charm people (his CHA of 14 is the highest in the team by several points). Kind of a terrible priest in a lot of ways but a decent friend.
  • Tom (Goblin Thief) feels compelled to help others. Likes challenging his own prowess. Sometimes goes for the longer way around if he thinks it will be more fun. Has no qualms about taking risks if it seems interesting. Likes taking charge when it comes to certain puzzles and traps. Will absolutely risk his neck to try and save people, especially people in captivity, but will not always stick around if the people refuse to help themselves. He thinks things should be fair. 
  • Rance (Human Wizard) is the most cowardly of the group, but also the most dedicated to the cause. The others are generally following his lead. He tends to go slowly, think things through. Is really good at sensing the bad-stuff about to happen (in his defense, the bad stuff usually happens to him). Once the goal is in sight, will nearly never diverge from the course. Almost always at the back of the group but also shouting lots of information and ideas. 
When first started the campaign, I used dice to see if they would chase down an escaping cultist, if they would try and stop and save prisoners, if they would try and explore a side area. The above descriptions are basically making sense of those first couple of sessions worth of dice rolls. As it keeps going, it helps me to decide the set up for future dice rolls. After a few more sessions, it will likely be obvious for a lot of actions which character would do what. I'll still use the dice to decide which path down tunnels they take.
Oh, if there is no consensus after 2-3 rolls, then I just default to the above. Grusk might push his luck with Tom backing him up while Inar hangs back, laughing, and prepping the healing magic and Rance is lecturing everyone about being foolish. 
Back to...

- The Four Pillars and the Six Bowls (part 2) - 

[Doug's Note: At this point, I make an oracle roll: "Do rations burn?" I know his torches will catch fire. Most of his other stuff is made of metal, though. The only one I was not sure about was...rations. They are a kind of fuzzy concept in Shadowdark. And I got a 10: a twist. Now what in the hell would this twist be? I thought about maybe salt somehow negating the pillars. I though about maybe something in there catches fire earlier and acts as a warning. I went to the SoloDark oracle and got 69,62: "Flee Pain". Here's how I run with it: Grusk can see the body of the ettercap. He can feel the hairs on his arms start to heat up as starts to cross the pillars. He can even hear some of the food in his pack start to sizzle and suddenly he thinks, "Why burn good food?" and turns around. Because like the others, Grusk has this sort of non-specific connection to destiny that is driving the campaign forward but in his case, Grusk mostly hears it as a kind of hunger. He might be willing risk the quest to prove he is not scared but he is not willing to waste food in the meantime.
He takes a torch (starting to be a fairly precious resource after this much continuous delving) and tosses it past the pillars and watches it burn it. Then they leave with Rance chiding the entire crew about not listening. 
After this, the team makes their way into a room with a six bowls on six black plinths and basically just go: "Nah". Tom pokes one. Everyone braces. Nothing happens. They are ready to keep going.

- The Beastmen and the Bugs in the Bathhouse - 

[Doug's Note: Here comes a fun coincidence. Right as I enter into the bath house (rough center of the east portion of the map) I get a wandering monster roll for 2d4 Beastmen arguing over centipedes to eat. Now, in the room, there's a mechanic that if you unplug the basins that scarabs might come out. I rule that the beastmen aren't arguing over centipedes, they are actually "farming" the scarabs. This is a task they are not great at: there are half devoured and desiccated beastmen corpses in the room. As the team enters, though, they witness the argument where a leader type is lecturing the others for not holding the sack correctly while taunting scarabs to come out and then I played out a combat sequence with the beastmen, five in total, bashing the scarabs.]
The team is in a bath house with six basins and a large statue of a snakewoman up on a raised dais. As they enter though, they see a group of arguing beastmen coordinating...something. They hold back as the beastmen thump on one of the basins and then yank back a drain plug and admit a stream of angry scarab bugs into the room. The beastmen start walloping the scarabs and clearly have an upper hand...this time. 
After the beastmen down the scarabs and start scooping them up into the sack the leader turns and sees the team standing there in the door way and screams that these folks are here to steal the food. A fight breaks out that goes...ok. Grusk takes a few hard hits. Doug learns that Magic Missile is always cast at advantage (neat!). Healing spells get used. Eventually the beastmen are downed and the team search the room. Tom can clearly hear the scarabs in the pipes and absolutely ignores pulling at any more plugs. But the snakewoman statue intrigues him. He does not find any traps related to it so he pulls on it and barely dodges get scorched by scalding hot spa water. He lets it run for a few minutes and notes the water is clear. It smells of sulphur and old iron pipes but it it is safe to consume. It might be worth noting if the team is stuck here for another day. 

- The First of the Marius Dead and the Key - 

[Doug's Note: Here is my little retcon at this point. Since this is not merely a random dungeon but one related to the meta-quest of this campaign, I decide that the red armor of the skeleton of this room is actually a known "signature" of House Marius. I go back to that door with the sun symbol and decide that the door's symbol is a sun either setting or rising over a body of water: the sigil of Mad Del Marius. However, while asking if this corpse might be the actual Del Marius I do an oracle roll at disadvantage and get a second twist. This time the oracle comes back 100, 45: release ambush. Rather than a fight with some random enemies I rule there is a psychic backlash as you approach the corpse and the robes. This is why none of the various factions in the citadel have ever just snatched the spear or the clothing.]
The team comes to a room largely empty except for a skeleton pinned to the wall by a spear with four ceremonial robes on the wall nearby. This skeleton of a soldier or person clearly marked as of House Marius. However, as they approach the body (and the robes beside it), a wave of psychic energy washes over them. Grusk and Rance manage to make their DC15 saving throughs but Tom and Inar go down. All four are assaulted by images of the spreading Darkness and the symbol of the sun trying to burn through. 
After a couple of rounds, the unconscious pair wake back up and the team tries, again, to search the area and find the the key marked with the same sun-over-water symbol as before. At this point they debate (see "Vote Dice" above) and clearly decide to fast track back towards the door. 

- The Return to the Sun Door and Face to Face with Del Marius - 

This part was mostly bookkeeping with the exception of the darkmantles the team had put to sleep before. This time around the 'mantles are more amiable but Rance's attempt at a second sleep spell fails. Instead, the team tries to just gently walk past the beasts. However, the 'mantles eventually become agitated by Rance's twitchiness and attack. 
Darkness takes out Rance's lantern and the first round goes a bit south with lots of whiffs while Rance struggles to get the lantern relit. Once they have light, the team manages to kill a couple of 'mantles and the others flee off down the hall. 
After this, the team finishes the somewhat long loop back to the door and try the key. Seeing another of these ceremonial skeletons, this time sitting in a throne, they go very slowly. Grusk and Tom offer to approach and once more Grusk overcomes the psychic blast while Tom once more crashes to the floor (this time for 5 rounds). 
This is no mere corpse. This is Mad Del Marius himself. Sitting on the house throne, wearing the Marius Diadem, and holding one of the family's legacy weapons (+1, prevents surprise). This is the answer to the decline of House Marius: Del and at least one other member [head canon, I'm going to say his youngest son] sacrificed themselves to become a barrier to power and protect the diadem. Over time, the citadel became overran with beastmen and ettercaps and the careful balance gave way. 
Grusk takes the spear in the skeleton's hands and brings it with him. He wants to use it to try and show the remaining House Marius members what went down. The Lighthouse needs allies and this might be a rallying cry. 
While this is going on, Rance investigates the pillars in the room and realizes that they depict the lighthouse and the five fuelstones. They knew there was an "eye" related to House Grunkheart, a mask from House Bittermold, a mantle from House Harucam, and this diadem. Now they know that House Mistamere's focus object was a lens. Rance makes note of the missing portions and the team decides it is time to go home. [Doug's Note: people might have spotted a couple of clues in the names, above]. 

- Wrapping Up and in Praise of Kelsey - 

That basically wraps up this adventure. There were a few wandering monster checks (nothing happened) and some rolls to sell of gear and such. All four hit level 3 at the end so there was a bit of bookkeeping to pick new spells (Inar got Bless, Rance got Acid Arrow) and some new talents (Grusk is better at wearing Plate Mail, Tom is better at landing attacks). 
The next delve will be the tunnels under Grunce and the returning of the diadem. Before that will be a short "civilization vignette" to figure out how Marius reacts, to see how the power struggles in town are going, and so forth. 
It is funny to look at the map and realize the team missed around half the dungeon. Maybe more. The only ettercap they met was the one dead one. They had no run ins with the undead. All that being said, hats off to Kelsey Dionne for this adventure. There is a lot to digest here but a lot of the rooms have something worth doing. Stuff like figuring out the pillars or finding out about what to do with the the bowls is the right amount of game-y, I think. I cannot imagine running this anything less than 8-10 hours, but it should be a good time (maybe not the labyrinth, but most of the rest has *something* to do).  

The Bleak and The Pearl (SoloDark): Part 3, The Lost Citadel of the Scarlet Minotaur Delve 1

 

One of My Other Campaigns

The Bleak and the Pearl is one my other two main campaigns I am running solo. It is uses the SoloDark rules addon to ShadowDark. The slight tweak/experiment to this campaign is to divide into delve sessions like this one that use SoloDark to handle the general oracle and settings and then civilization sessions that will use Mythic GME 2. This gives an interesting variety of play. All the big threads and characters and such are handled in town, while the delves are simpler. 

I started the campaign before I started the blog and originally the idea was that this blog would cover it but I never got around to doing the "full" recap (being only a single delve session and a single civilization session). Rather than type up multiple pages of stuff I played a few weeks ago, I will instead just bring up the main beats as they go, but let's start with these three quick pieces:

The Bleak and the Pearl

300 years ago, the Barthic Federation was a grand collective of Human, Dwarf, Elf, Goblin, and Halfling kingdoms spread across the island continent of Barthus. The twin to Barthus was primitive and unbroken Silt: a place full of great beasts and massive wilderness. Outside of a few mining and limber towns, Silt was mostly ignored by the Barthic people, left to the Orcs who managed to tame some of the wilder reaches. At least until the Darkness came. It spread and devoured Barthus, corrupting and mutating the land. 

As the Federations was pushed further south and east, the decision finally came to cross the Gray Channel en masse and to try and make a new country in Silt. 

Now, three centuries later, the once great Barthic Federation are a series of city states spread along both sides of the Gray Channel. Civilization is crushed between the primal wilds of Silt and the devouring darkness of old Barthus. In common language, these two continents are now better known as The Bleak (Barthus) and The Pearl (Silt). 

The Blue Grove Boys

Four orphans raised by The Blue Grove, a Pearl temple of Gede in the Cerulean Forest, have crossed the Gray Channel lead by the apocalyptic dreams of Rance, a Human Wizard. He and Inar (Halfing Cleric) were rescued by the Grove from a cult dedicated to the Dark Lady (possibly probably some incarnation of Shune but I'm keeping it vague right now). They were raised alongside Grusk (Half-Orc Fighter, who had been beaten and abused as a sorcerer's apprentice) and Tom (Goblin Thief, abandoned as a baby at the Grove). 

Driven by Rance's dreams, they feel themselves pulled into a quest to stop the unknown upcoming catastrophe. They have found and recovered a strange cloak that drives the wearer mad while also shielding the user from magical scrying. Though they are unsure why they were led to this cloak (currently being housed and protected in the Grove's chambers), they still trust in the power of Rance. They have lately come to the city of Grunce.

[Doug's Note: All of them are currently level 2]

Cal Grunkheart, The Lighthouse Keepers, and Grunce's Troubles

The city of Grunce was the site the last major work of the then crumbling Barthic Federation. Five great families came together and powered the Lighthouse through now-unknown means. The Lighthouse's light drives back the Darkness and makes a barrier of safe passage for those seeking a life in the Pearl. This places Grunce as the greatest city left in the Bleak: a trading ground, a port of call, and a haven. Unfortunately, the Lighthouse is starting to flicker and threatens to collapse. 

Cal Grunkheart - a descendent of Jonias Grunkheart who founded Grunce and the Lighthouse - is trying to find a way to preserve the Light and to restore his family to power. He befriends the Grove orphans and the two groups - Lighthouse Keepers and the Grove Boys - are now working together to solve the mysteries of the Lighthouse. 

Cal has found there are tunnels underneath Grunce which act as a battery to power the Light. However, the Keepers have only gotten to the first fuel stone and have been able to go deeper due to the infestation of the tunnels. Years ago, when these five families had the tunnels constructed, they created a grid using five items of power. Now, as the Darkness presses in, these five items of power must be restored to the fuel stones to recharge them once more.

While all this is going on, two great houses of Grunce - The Marrs and the Allociuses - are fighting with each other and with the Free Merchants' Guild to gain the upper hand in the city. All three are ok with stopping the Lighthouse keepers because such catastrophe can be blamed on the other two.

The first fuel stone found by the Keepers is missing the Diadem of Del Marius. In his lifetime, Mad Marius turned his old family estate into a Citadel full of strange treasures and traps. His diadem was left inside and must be retrieved.

The Lost Citadel of the Scarlet Minotaur, Part 1

Since you can read the whole adventure as part of the free Shadowdark Quickstart and Kelsey Dionne has made an overview video about The Lost Citadel on Youtube, I am not going to dive too deeply into the mechanics or layout of the dungeon. You can also get a glimpse of the map, above. Instead, I'll focus on a few highlights.

The Labyrinth

The team starts out in the Labyrinth, opting for the smaller side entrance than the the main front one. Early on, they meandered back and forth (I used 4d6 to have a kind of vote mechanic to determine direction). Once they became aware they were meandering back and forth, Tom light a torch and used it like charcoal to mark the places they have already been.

Towards the end of this section, a Cave Creeper waited around the final turn into the main Citadel. During that fight, Inar was paralyzed and two of the characters took decent injuries. They retreated back into the room you can see a bit north west of the letter "L" and camped down for 8 hours. They did discover some of the burial jars. Rance told them to touch nothing but Grusk pocketed some gold before coming across the small dolls and deciding it might not be worth it.

Brell, the Ochre Jelly, and the Door

They made their way into the room full of murals and found Brell knocked out on the floor. Inar went over and tended to the beastmen's rooms but Brell's reaction roll was very, very negative so he lunged forward to slash at the halfling before Grusk chopped him down in a single blow.

They did find the secret door and the hidden cache here, but opted instead of go west first. Here they stumbled upon the ochre jelly (who once again targeted Inar, because the poor halfling is having it rough) though the team kept the upper hand for all of this fight. Rance realized the jelly was splitting as Grusk chopped into it so they went into a more careful attack and were able to defeat it.

They examined the door with the sun engraved upon it, and Tom twice tried to pick the lock. Failing both times they noticed the door getting hotter and glowing brighter so decided to leave it alone.

The Beastman Slaughter

They tracked back to the secret door and opened it up to find a surprised young beastman inside. Hoping he hadn't noticed the sound of them scrapping with Brell right outside the door [note: oracle said no] they again let Inar take point and try and befriend them. Through guttural primordial, they make something of a curious peace and the team goes to meet Rogarth, the beastman leader. He praises them for making it past the dragons outside [Doug's note: the beastmen are convinced the outside world is full of dragons hunting them, so do not leave] while also lamenting the terrors of the Scarlet Minotaur.

[I made an oracle check here to see if Rogarth was really going to work with the team and got a 1 which is SoloDark terms means "extreme no". Not only is going to betray them, he is going to do so right now.]

The beastmen have been spreading out for an attack. The plan is to knock the team out and use them to trap the minotaur (it is not a good plan). Tom, noticing the beastmen getting ready to leap [Goblins can't be surprised] gives a shout but the beastmen win initiative and....proceed to have the worst attack rolls I have ever rolled. Rance and Grusk take a couple of minor hits. Rance, still very much ok, casts Sleep and knocks everyone, including the other members of his team, out. He wakes up the other three adventurers who proceed to slaughter the hapless tribe. Gede is a faith of tooth and claw, after all.

While gathering up the bodies and thinking up a plan of what to do with them, the beastmen from the lookout room have snuck in and one downs Rance with a stab to the back. The quick fight goes about as well for these two beastmen as it did before. Rance manages to crawl back up to 1hp and the team go around and spike the doors while gathering up materials from the beastmen layer to make a fire and campout for the second time.

The Minotaur Sleeps (and Dies)!

Doug, here. So...the next encounter starts with a simple question: what time is it? The team has been in the citadel for hours. They have made two camps and done a lot of wandering. I decide to roll a simple "clock" oracle: d12 + d2 for the hour and am/pm. I get 3am. This leads me to ask a simple question: is the minotaur asleep? A 20 shows up on the oracle: exceptional yes.

The team is aware of the minotaur from the beastmen. They have been listening and clearly heard the bullman smash stuff around, punch pillars, shout out taunts, and so forth in the courtyard. But now it is quiet, and Tom is a decent thief. Tom goes out, finds out the minotaur is asleep, and comes up with a plan. The rest take off armor and jangly bits. They creep out, and surround the minotaur and get ready to Murder on the Minos Express him. Here's my ruling: each gets one attack, at advantage. They have to land the attack (minotaur does have armor on, and it's night time even it if it is not pitch black due to moon and starlight). A hit is treated as critical. Tom gets backstab AND critical bonuses. After this, they will be in the thick of it and I was already planning to have them dash back into the secret area and try and use beastman bodies as traps and barriers.

They rolled a combined total of 36hp of damage! They kill the main boss of the dungeon in a single series of blows without there being an actual combat.

This made me think really hard. Was it FAIR? Frankly, yes. One of my main adages of solo roleplaying is treat yourself as if you were a player at your own table. Outside of outright breaking of the rules, what things would you do for another player to make sure they were having a fun time playing their character? The time of day was a fluke. The "is a minotaur asleep" was kind of a fluke baked off the first one but it makes sense that this raging beast must pass out some time. All the rest is how I would play out a combat against a sleeping foe. Actually, that's not true, Normally we would just rule, outside of dragons, that the attack was insta-death. I gave the minotaur a chance.

Remember that: soloplay is about exploring your own fun and finding what sparks joy for you both as the GM-stand-in as well as the player. Knocking out a room full of beastmen with an indiscriminate Sleep spell and killing the main boss who was taking a deep nap are both things I would allow for other players if they gave it a shot and it made sense. I have a feeling that other solo players might have felt it was required to make the fight harder than that. It is not required.

After killing the minotaur, Grusk takes Bloodlust and starts using it. Grusk does notice the crushed skulls on the bull statue and wants to give it a try but the rest of the team deeply outvote him and stop him. They find some treasure and then try out doors. After finding doors back to places they have already been, they set out to the northeast.

They leave the beastman lair as is, more or less. With some doors spiked and the last shut and hidden. That will be their new camping spot as long as they remain in the citadel.

The Darkmantles and Their First Bull Statue

After navigating a few bits of tunnels, they stumble upon 4 chittering darkmantles. Rance sees no need to fight these animals who are just trying to protect their lair so sleeps the lot. The team goes past and ends up finding their first of the bull statue rooms.

Rance gets a deep inkling not to go into the room [Doug Note: DC check INT 15 to note the grooves in the floor and the statue + smashup against the opposing wall]. Tom decides to use his smaller goblin frame to inch against the wall and get close. He crawls up the stature [DC 12 Dex] and notices the Emerald attached to it might be a trigger [DC 18 INT...rolled NAT 20 for both of these]. As the statue operates, Tom clings to the back and starts trying to pry the emerald out. Grusk tries to leap out and help his friend but gets walloped. Tom shouts at the rest to stay back as the statue smashes into wall. Tom holds on and keeps trying to pry the emerald out, eventually getting it out and turning the statue off.

The End of Session 1

Which brings us to the end of session 1. The team are now outside the room with the colored pillars and next time will feature them trying to work that out. They have been battered and bruised multiple times but have managed to think ahead of the curve and keep taking elements out. They still have not found the Diadem of Del Marius (which is behind the sun door) but they do have something of a stronghold. Of course, let's see if the Ettercaps go any better than the beastmen. And let's see if Grusk ends up getting cursed with all this trying to push his luck.

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