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

Category: Recap

The GLOW 1996: Psychic Eustace Delmont – Recap and Trivia

 

 

Going Back Over the Posts

As I sort through the brain space to sum up this quite long campaign — the longest by word count and episode count, though Bleak + Pearl will quite soon over take both titles since it is maybe half finished at best — I figured I’d go back some episodes and discuss some notes and ideas that occur to me. And while doing that, I’ll fix a few minor errors while leaving the larger ones in place. It’s a living, fairly organic game. Stuff shifts. Let’s blame the Witches Three.

Also, this won’t be a complete list of every episode and interlude. More just a few highlights as things come to mind.

Then, after this I’ll do a general debrief. With the more philosophical and technical stuff.

The First Five Episodes, the Story That Was

Looking at episodes 1 (Psychic Boy Meets Hacker Girl) and 2 (Gathering Supplies), the very first thing that comes to mind is just how much it breaks my heart at how fast I could play and write these things. Pre-Wegovy, I mean. Don’t get me wrong. Weight loss is bigly important (pun intended) and likely will save my life, but the brain drain I get from consuming roughly 1200-1400 calories a day is most obvious from how I could write out episodes of that length in roughly a day where I’d play for an hour or two and then spend another hour or two cleaning it up and tweaking it.

When I started the series, I had roughly a two-week gap between playing and the post showing up. Meaning I played so much and so quickly that I could generate enough content to extend that far into the future. A few episodes in, I had less than a week. Eventually, I swapped to one episode per week (as opposed to three). And I still was “falling behind.”

Not a complaint. I play these games because I like them. I don’t advertise them. Don’t get paid. Don’t get endorsements. Nothing like that. It just amazes me how much 2500-3000+ calorie a day Doug could absolutely explode words and content into the screen without trying that hard.

BACK TO THE FIRST TWO EPISODES: The first ep has some really fun world building because at the time I didn’t have to focus at all on lore building. We have deadly exo-suit game shows, legalized pot smoking, semi-self-driving rental bikes. Soulburn sickness. We have the whole Citadel infrastructure. There could be an entire The GLOW arc that takes place in the mall. Eustace’s voice got killed somewhere around the half-way mark in the series as he was being consumed by the Witches, but a few jabs here or there were fun. Also just his hyper-awareness of other people. “I appreciate the severity of this question, but are you ok?” Asked right after slaughtering a group of people nearby.

Hitomi’s personality also felt a bit stronger. It’s a bit weird in that I have a pretty clear vision of her mindset but sometimes its hard to keep it really clear when writing it out for myself and others to read. Lines like, “Please. I used the magic word you will note. Please. Explain,” did a lot of work.

At the end of “Carving Out a Plan” we get a glance at the original plan for the plot: nearly immediately going to get Amy Patel. That got seriously sidetracked by the “real plot” showing up. Which feels appropriate for the genre.

The second scene of episode 2 (which was basically two scenes in one because, again, I used to write with gusto) is the first time I recall actively going back and redoing something. The original version of the scene had Eustace killing Hitomi’s landlords for betraying her. I changed it to him just reasoning with them to help protect her. That went a long way with saving his character, really. He is not necessarily the person who kills. He is the person who reasons but is willing to kill.

The character of Mischa (from “Holy Revenge”) was potentially a side story that never happened. Before Dave Akari became a major part of the bad-guy plot, making Mischa’s rebellion a lot more reasonable, I had the idea of doing something like a short, violent Cy_Borg one-shot with her.

Episode 2 also introduced the GLOW random chart/map that got a lot of use throughout the series.

EPISODE 4 (“Against Ouroboros”) helped to clench Juan Uno as a major anchor of the series, something that continued up to nearly the end. A funny “glitch” here is that we see a holographic vision of Magnus Odinson. Later it a bit of a “twist” that a person with a very Nordic name is actually a black businessman play-acting as a folksy cult leader. However, they would have already seen him. I made it more obvious there and noted his appearance right off in a later edit.

There were quite a few aspects that didn’t quite get carried over. The Brainwaves as a body-morphed gang could have been useful later. The fact that some of the Fallen Knives were working with Oro. The fact that Marius’s people wear rooster masks.

EPISODE 5 (Terminal Issues) introduces Genny who quickly becomes a major character and pretty equal to Hitomi and Eustace in the series. At first, he was just an asshole getting in their way. One missed chance from here is the biker gang that playfully challenges Eustace to a race. I had plans to bring them back at some point to actually help out — back when I figured Eustace on the bike would be a major element — but kind of forgot them in the gathering of allies. Ah, well.

Around this time I remember feeling increased brain fog because making the the fight scenes actually started to feel stressful instead of joyful.

Magnus Odinson and the Story That Would Become

The biggest shift in the story happened right after.

EPISODE 6 (“Knives Out”): Genny gets kidnapped and we meet the “Siblings”. I’ll be honest, I don’t remember if they were intended to be siblings — adopted or otherwise — but it remained funny to me to skip over a lack of remembering my own lore by always putting it in quotes and having people ask. They ended up becoming, essentially, the boss fight so it’s nice to see them grow with the player characters.

Generally, Episode 6 is the pivot in the way that Johnny Blue becoming a werecat was the pivot for his story. Even more so in this case. By establishing the Cabal as a group of businessmen trying to create their own GLOW it enabled me to deal with the chief problem with both stories in general: the GLOW is terrible. It consumes people and their misery to self-sustain and grow itself and some folks are getting absolutely rich from it. Most are left behind. Tourists flock in and film it like funny home videos. It can be fun to engage in a sort of jokesy-Dystopian-nightmare but I either need to deal up the surreality or find a way to break from it. The break in this case is that the GLOW could be fixed if the people who pushed hardest to keep it a terrible place were more neutralized. By adding in the whole meta-plot of Cthulhu and his allies being resurrected by alien infestations in the GLOW, it helped to keep the story more Doug but also make it grander, more fantasy-grounded, and a more hard-scrabble-vs-the-world.

On the more negative side, by EPISODE 8 (“Odin’s Favorite Son”), the brain fog was in full effect. It took me 5 days to play that one episode across three sessions. Sure, it’s long, but it’s only about the same length as the first episode of the series. I think the fact that the fight with Odinson ended up just being a kind of quick “yeet” over the bridge and it ends abruptly without me working out a lot of details on how to handle it says a lot.

Sometimes adapting to your own situation can open some freedom, though. Because mentally it was becoming harder to rely on the full stack of random tables I had been using, and harder to really balance fights, I came up with some unique situations and combats that broke or tweaked the Outgunned standards. Like the camo guards who had a stronger defense than attack. I had started using the “chase mechanics” to create some unique timing on encounters.

I just also kind of wish that I could see an alternate world where Doug wasn’t running at half-steam while writing. Where the rest of the campaign might have taken a month instead of three.

The Death of Eustace Delmont and the Third Pivot

I’ll talk about this more in the full debrief (which should be next) so won’t really go much into these episodes here, but here’s some behind the scenes for you. As I’m playing, I have a rough scaffold. Very rough. Not very “scaffold.” In gamemaster terms, it would be like having a rough area map with a few keywords. More than that, and your players will wonder off and you’ll never get to use it. Less than that, and you are stuck coming up with a bunch of random content as the female barbarian’s player asks what color the flowers are in the field. You can cheese it and just have five encounters that you make happen no matter what the players do, but it’s good to have a lot of player agency in traditional games. In solo games, though, player agency gets tricky. There’s nothing wrong with just writing five or six set encounters and playing them out. It’s a fair way to do it. However, I like there to be shocks that I have to try to absorb.

Still, it’s nice to have a kind of gravity that the story can be pulled towards if I get stuck. “There is a bomb that will explode.” That way, if nothing else, if I get stuck coming up with a scene, I can return to that bomb. If I come up with something better, the bomb can be handled offstage and no harm, no foul.

The rough scaffolding for this entire campaign arc was (1) Eustace Delmont was secretly a witch [not even he really knew but it was obvious from the beginning] and (2) at some point in time he was going to have to use his witch powers and (3) he would end up having to fight against the Order/GLOW itself, possibly at great personal sacrifice.

As I was ramping up the “Eustace the Witch” portion, something occurred. I rolled a few terrible rolls in a row and Eustace died. I decided to go with it. Ramp it up a bit. A whole new scaffolding slammed down — the battle of Yuggoth, the real driver behind the cabal, the death of humanity in less than a century — and I had a lot of fun with that.

Around here is where Roman, not Roger, fully became the bad seed. Prior posts still talk about Roger being the main villain even in the “gamemaster” sections and commentary, but oh well. People (including me) just had it wrong, see.

And the Rest of It

EPISODE 11 (“Gathering New Allies”) is clearly a strong-spark episode for me. Re-reading it was a pleasure. The slight shifts to make Genny’s grumpy-asshole nature into more of an uber-team-player who is used to seeing people dying — quite a few at his own hands — and wanting to protect people worked so well. Jones was made out of nowhere and the first scene with him — along with his 1990’s era racism of claiming the two Japanese characters looks like father and daughter — just fit the vibe of the series. Varvara got a bit left behind, story wise, but I tried making up for that at the end.

There is a humor in that Jones was brought on to fly a helicopter to the Moonblink and then to the Rambler and essentially struggled to handle the first because of a mechanical failure and couldn’t handle the second because stuff kept going wrong with the helicopter.

I think it would have been fun to have a Jones, Genny, and Varvara crew from the get-go even though five-people crews tend to be a bit rough for me to solo.

“Scrap in the Scrapyard” (EPISODE 12) was another strong spark for me even though length wise it was pretty tiny. It was a good, meaty scene. The fight was fun. Going from a junkyard brawl to a legit fight. I like it when people punching each other start working together. I liked how Varvara was shaping up. Jones was becoming a bit too much comic-relief but it was fun.

Eustace’s return to Antioch was one of those scenes I had to carefully craft. I had imagined, for some time — more of that scaffolding/gravity — that such a scene would occur. I had even thought about making Bel a potential side character, but I eventually just got elements established. The healing of the punished psychics was one of those moments where I was trying to fix some of the inherent cruelness in my own creation. The “Witch-King” moment was definitely of the same vibe of Arden Ulet becoming The Storm Crow in The Bloody Hands. Only Eustace himself severed that connection to retain some part of himself. A fact that did not play out into the final episode when he was able to escape the choices the Witches were laying out for him.

With EPISODE 14 (Crow Boy Meets Hacker Girl (Again)), it is probably the most obvious that I was struggling to play and write. I did a very smart thing, I changed up the formatting of the blog to make it easier to just stream stuff out without having to insert foot notes or break stuff down so much. That helped. We got one episode (Moonblink) split into 2 with the second half being pretty short. I also was unsure how to handle this new Eustace. I eventually reshaped him into a plot point and made Hitomi (and Genny) the main focus. At this point, I was trying to think of how to handle his and Hitomi’s relationship. I also set up a plot-line — the breakdown of Dave Akari — and kind of forgot it. It would have been nice to look a little more at it, I think. I do kind of explain it in a few episodes but that’s the kind of thing that might have been good to actually dwell on.

One of the best and one of the worst decisions for the campaign arc both exist in EPISODE 15 (Meetings). The best decision was to go and bring back plotlines from the Johnny Blue series and help this feel like the second two-thirds of a single novel instead of two completely separate stories. Taking my rough draft of an opening scene for “Neon Foster and the Spaceman” storyline and bringing it back to life worked super well to add some weight and narrative to the whole The GLOW. It felt like a proper arc and foreshadowed twist rather than a simple odd oracle result. Giving Detective Aurora Hernandez more screentime was a great idea, especially since it was becoming harder and harder to explain why MUNI wasn’t more present. Luca and Sofia are good characters and Sofia was one of the few to be able to see Eustace as he really was. Luca was one of the few that trusted Eustace entirely just because of his friendship with Jani.

Unfortunately, I violated the central rule of this entire campaign arc: Hitomi became a prop in her own story. She just tags along, there. Hitomi should have had a much bigger role in those scenes. She did manage a few things, here or there, but her voice should have been better heard.

The “Outfoxed” scene of EPISODE 18 was a bit more of the scaffolding left over from original plans. I was hoping we could have at least one scene of Eustace vs the Order and this is the closest we got. It was also maybe the roughest fight in the game. Eustace tossing the dude from a good height was fun. It was a little sad that Amy — intended to be the third character — essentially got only a scene or two and that her mantis was left behind [and the Green Lady]. Still, it was nice to have that.

My favorite three scenes from the last three episodes were “The Battle of the Rambler” (Episode 19), “The Past Is a Foreign Country” (Episode 20), “NOT the GLOW 1999: Transporter Jani Blum” (Episode 21). Partially because each of the three represented me just putting down the Outgunned rulebook and doing my own thing. The first was a Chase scene that was also a fight. The second was a fight scene where the fight was something else (ala Gareth Hendrix). The third was just a lore scene that both implies a happy ending but also a possibly scary one: Eustace has transcended and is willing to change reality to fit his version of truth and justice. We know he is a good man, but he is also a violent man at times and not always in control of where the latter meets the former.

The final fight was…ok. I think it worked out. One thing I still lack is knowing if I am hitting the right difficulty until stuff happens. But, that and more thoughts about the ending will need to wait for the debrief. Next time, Space Pilgrims. I’m back to moving boxes around.

Larsson the Maudlin, Quest 2: Arming Tyren by Going Past the Door [D100 Dungeon] [Recap]

A man in viking armor, holding an axe.

Normally when you play D100 Dungeon, you enter into these single-use nowhere dungeons that represent a kind of combined possibility state of a number of largely symbolic rooms/places. It is perhaps an irony that a game that has a d100 table of weapons that rarely differentiate more than a couple of points — a maul vs a morning star is mostly a matter of one taking a bit more to repair — has a lot of rooms and spaces where only a few have any real distinguishing marks. This has improved as the books have gone on but in the base set experiences — essentially what was played in the first episode of this arc — mostly only the Green/Geographic rooms have true character. Blue depends on the quest. Red brings a guaranteed fight.

For the rest, it is effectively a d100 table of how many exits and if those exits have doors.

While contemplating this, and wanting this to be a fairly Doug-style playthrough, I thought a fun twist might be to have all the Training quests be handled as adventures in a single dungeon. One where each run continues to build up an ever-increasing map. In that first adventure, Larsson found a door he could not open — or, more precisely, he did not try and open though his STR is high enough he likely would have succeeded. Why not use that as the spark for the next session? He wants to find out what is behind that door.

He is an out-of-sorts villager in a large family that has greatly moved past their sea-invader roots. He goes to a cave at his cousin Dale’s bequest and finds a secret door. After that, he finds a door that requires a special lever to open. He finds ratmen, at least, in the hidden portion of the cave. To him, this is adventure.

Rather than create another story-meaningless dungeon to carry out Dungeon Training Quest 2, we’ll start with him getting past the door and tie it into the plot. Along the way, we’ll introduce another cousin and keep building up the family tree.



Dungeon Training 2.

Encounter Modifier: -30. Success: +50GP. Failure = -1/2GP.

Mission: Enter the dungeon and loot three weapons from monsters there.



Larsson the Maudlin, Quest 2: Arming Tyren by Going Past the Door


Tyren’s Bargain

After returning to Fairhope and helping Dale to have a successful Shandreer Festival — Daisy was happy but Dale still has some work to do to woo her fully — Larsson found himself obsessed by the door he found in the fountain room. Why would a cave have a secret passage? And, why would entering that passage lead to a sealed door. Surely something is behind that door. The Mauds of Old would have chopped that door down and robbed the place blind. Or died trying. Screaming about honor and the glory of battle.

As the tourists sailed down the River Akat and Fairhope and Sweetwash Bay returned to the sleepy normalcy, Larsson turned to his cousin Tyren Maud. The Fairhope Blacksmith and the one closest to holding the old ways. Tyren forges equipment particularly sharp and particularly sturdy. Adventurers traveling around on Phillia sometimes consider it worth the trip just to suit up. Tyren’s equipment gets sent to Goldenbrook and shipped up Eos to Humb. Tyren might be far from a warrior but he knows what a warrior might need.

And thus, Larsson did approach his cousin and made a deal: if Tyren could give him a piece of equipment to help him get past a door found in the cave, then any good weapons found could be given to Tyren as payment. Or well, sold to Tyren to fix up and make like new again.

It was a soft bargain, and Larsson knew it. It was unlikely that any weapons found would be superior to his cousin. He mostly just hoped that Tyren would sense his need. Tyren did. A special crowbar with a cross handle that would apply a large amount of force was forged. The deal was struck.

The next day, Larsson headed back up the river to once again dive into those strange caves.

Mushrooms and Mosquitos

Standing in front of the door, he brought forth Tyren’s invention and wedged it and pulled hard. The metal snapped — surprising since Tyren’s craftsmanship is top notch and a testament to how strong the door was designed — but the door creaked open. Pulling out his large axe, Larsson stepped through.

The same strange glowing liquid dripped here but without a fountain to capture it has spread over the floor and from it many large and varied mushrooms were growing. Remembering the non-effect the last time he had come drunk of the liquid, Larsson thought about eating the mushrooms. However, after a few seconds of thinking it through, he decides against it. A door on the far wall is his only way forward. This time, though, the door is unlocked. Good, saves him a trip back to Fairhope.

The liquid pooled up in the previous room has dripped into a couple of holes in the floor and strange things are moving around in there. Wiggling and twisting. As he steps back, his warrior spirit tested by a sense of disgust, he hears a loud sharp buzzing sound. From cracks in the wall a number of large mosquitos fly out. He swings his axe around and tries to prevent them from stabbing him with their proboscises. He manages to cut deep into the back of one and then sweep and chop through another as he feels a hard bite his right arm. He finishes them off and then without thinking splashes that odd water on the wound to help wash out some of the poison before his arm can swell. It oddly seems to work. What’s more, in the bottom of that pool he notices a glint of silver and reaches down into the giant mosquito larvae and retrieve. It is a fairly nice silver holy symbol he does not recognize. He pockets that, cuts the head off one of the large mosquitos to add to Dale’s odd selection of soups, and goes through the door.

Oozes and Hobgoblins

The next room is some sort of storage room full of barrels. He does not want to spend too long — nor does he fully trust what strange things that they might contain — but at least the room is relatively dry compared to ichor soaked previous chambers. He picks a couple of barrels at random and pops them open. One contains very moldy corn, no doubt stolen from the back of a merchant caravan. The other contains cloth. Poking delicately into it, he hears a metallic sound. Pulling the cloth out, he has found a maul. The heavy hammer has some wear but should fit Tyren’s requirements.

Past this is another room for storage. Shelves covered in cobwebs and dust line the walls. Unfortunately, the floor is covered in a slime that rises up and slithers towards Larsson. As it splashes against his legs, he can feel the acidic ooze burn into his flesh. He sweeps around several times with his axe until whatever strange lifeforce animated the slime gives up. As it melts back into more pools of that strange glowing water, he sees a different of glint. Gold. A few gold pieces, possibly from a previous victim, are on the floor and well polished. He picks those up.

He then searches through the shelves and cupboards. A mostly fruitless task until he sees marks on the floor suggesting one can be slid out and possibly has been used as such recently. He pulls it back and behind it is a hole in the wall. Inside that is something wrapped in cloth. Pulling the cloth open, he finds a morning star. Another weapon suitable for Tyren.

The room has an open door up to the north but first he examines the door to the east. It refused to open at first but is nowhere near as sturdy as the one that closed off these strange chambers to begin with. With heavy pull, the door snaps out of its frame and Larsson has a way forward.

Which is how he found himself face to face with three hobgoblins. The hobs are just as surprised as Larsson to see him there. Before they can attack, he runs forward and starts swinging. The hobs scatter and he missed wildly. One gets a swing in with a claymore that could have taken Larsson’s head off. Thanks to his helmet, though, it was a glancing blow.

After a few more exchanges of blows — a fight that Larsson goes on to dominate — the hobgoblins are dead. He snags the claymore that was used against him and adds it to the tally. Before turning around to leave, Larsson searches the rubble and debris the hobgoblins were standing in. There he finds a scroll. Larsson is very much so not well equipped to cast spells, but still it should bring some value to sell one day.

Back to Fairhope

Returning to town, he sells the maul and the morning star to Tyren for a fair price — along with the holy symbol — and sells the mosquito head to Dale with no questions ask. From cousin Tyren, he purchases a Faud to wrap around his waist. More armor is best now that he has been a few fights.

He heads over to his mom’s tavern to grab some food and rest up his injuries.

Already, he’d like to go back and explore some more.


To see my playthrough notes (via Google Drive): Quest 2: Dungeon Training 2. Played on April 5, 2025.

The map so far looks like this [made in GIMP]:

A map showing all the rooms played so far.


I realized while writing this up that I played the quest slightly wrong. The weapons that count towards the goal are meant to be “looted from monsters” and not just found. That’s ok, mostly. It did make the adventure shorter than expected (only five rooms this time around) which does eat in a bit to the kind of rolls and exploits that can help to better improve a character.

Still, it is not like it matters too much. The Dungeon Training quests are kind of like an extended randomizer. The first time or two you play, they act a bit as tutorial. After that, they are largely about helping to improve a character by way of giving more opportunities to get gear, increase stats/skills, and generally getting a hang of the character’s abilities.

One of the later books — Book 4 or Book 8, I forget — actually has a quick table to simulate you getting past the five training quests in a few rolls.

Oh, just as a note: to make the behind-the-door section feel a bit different than the caves, the idea is that stuff in the “dungeon” portion will be using the Mapping Alternative (MA) rooms and Encounter Alternative (EA) encounters. Stuff in the caves will use the more default M and E tables.


The Bleak + The Pearl Part 23: In Search of the Harcuram Mantle, Session 1 [Shadowdark + SoloDark] [Offline Recap]

A light blue and black artistic rendering of a photograph taken at a cold Norwegian beach.
Original image by IdaT (Pixabay). Alterations by Doug Bolden.

 


Previously, on The Bleak + The Pearl…

The Blue Delve Boys have returned from the Everburning Forest, exhausted and recovering from injuries. Meanwhile, Gryffin Grunkheart has decided to throw his lot in fully behind Cal and has gathered up a group of unlikely heroes (well, hero-ish). One each from the other four families who, centuries ago, worked with the Grunkhearts to build the original Lighthouse. A strange “ninja turtle” named Boris who consideres Gryffin to be an old-brother-by-way-of-soul has also joined. This group, the “Lighthouse 6” are traveling to the northern most islands of the Gray Channel: Isles of Andrek. One of the fuel stone relics was taken there over 250-years-ago, though the person who took it never returned.

About The Bleak + The Pearl

The Bleak (Barthus) and The Pearl (Silt) are large twin islands. Once home of an Ancient Empire that fueled its machines and miracles by tapping into the primal forces found upon each (Becoming and Being, respectively). Two thousand years after the fall of the Ancients, the Barthic Empire that grew up in its place (one of many over the years) faced its own cataclysm as The Bleak (the corrupted version of Becoming) spread like a disease. Those who stayed were subjected to rapid mutations and strange changes: their own bodies warped into monstrous forms as even the land lost its sanity. The last great project of the Barthic Empire—The Lighthouse—stopped the Bleak from overrunning the city of Grunce. Then its creator, Jonias Grunkheart, disappeared.

Three hundreds later, a decendent of Jonias Grunkheart has gathered a band of unlikely heroes and seeks to train and hone them to protect the future.

Content Warning: Fantasy Violence, Occasional Body Horror.

This post is in RECAP style. See the about page for this blog for more details. The system used to play this is ShadowDark by Kelsey Dionne and the Arcane Library with SoloDark (same) acting as the oracle.



Part 23: In Search of the Harcuram Mantle, Part 1


A Few Quick Notes

Reminder, see Intermission #5 (A { Short | Mid | Longish | Un- } Hiatus from the Mainline Plot) and Intermission #6 (New Icons, Learning Rolls, and Meet the Lighthouse 6) for the speediest catch-up to why this so different from the previous session.

Basically, the four main characters—aka the “Blue Delve Boys”—have a need for a month or two of rest and relaxation and learning/honing some skills. Meanwhile, Cal and Gryffin Grunkheart have formed a kind of Suicide Squad-esque band of misfits from the original five families (plus a fairly literal Ninja Turtle) to try and finish up some quests and to find new allies (and new treasures) to support the cause.

That’s the in-universe story. The in-real-life story is I have usually between three and four campaigns going at all times and as much as I love them all, and especially love The Bleak + The Pearl, I need a campaign that allows me to focus on less creative writing, roleplay, complex plots, and complex mechanics. I need a campaign that uses different parts of my brain while giving me the freedom to zone out a tad more. This was the original intended purpose of The Bleak + The Pearl but over time it drifted and crossed over with other campaigns and was losing its distinction pretty hard (while also being a great test bed for a lot of style and element changes). For now, though, I am hard resetting back to its origins. At this point, I am unsure if the series will transition to the old format or not.

The way I am playing this version has five parts:

  1. (usually) A pre-built dungeon/module [a few fun exceptions will crop up]. Thanks to the way that the majority of Shadowdark dungeons are written, it is kind of easy to play them room by room without much in the way of spoilers. I will make some changes—from fairly slight to fairly large—to the content as written to add in history and elements of the campaign.
  2. A Google Document where I write a fairly rapid version of my gaming journal. Like all my journals, it will vary from time to time in how much focus is spent but the overall idea is for very few elements to take up more than a paragraph or two (as opposed to others where encounters can take pages of dialogue, tables, and oracles).
  3. A GIMP file (see the downloads is you want to get an idea how it might work) that has maps locked into place (maps from the pre-generated dungeons in the module), a “fog” layer, a metric ton of labels and tokens (tokens taken from Games-Icon.net from various creators), a torch item to help figure out where to disperse the fog, and then a layer’s tab with many notes.
  4. A Google Slideshow that allows me to keep up with the character sheets in a fairly compact way.
  5. A copy of Shadowdark with SoloDark.

These recap sessions for The Bleak + The Pearl “Season 2” adventures will make the actual-play-journal a download but they are not exactly complete. Some dice rolls are just summed up instead of written down in detail. Some stuff is actually coded on the GIMP file. Some stuff will change previous sections so the final version reflects the status at the end of a session, not a live look at everything. Especially with the map where doors or tunnels or characters that played a big part might not there in the shared variation because of things that happened.

I am going to call this style “Offline Recap” since the idea is that I am sharing my session’s final state but unlike something like The Bloody Hands where you get a pretty flow-readable set of actual play notes that show changes and updates while retaining the original, these are much more Doug’s constant working document rather than Doug’s pretty showing document.


The Mantle Is Lost

Elude Harcuram spent many years working with Jonias Grunkheart by providing the paperwork and legal services that arose during the construction of the Lighthouse. For this service, Jonias granted Elude one of the fuelstone relics used to start and manage the Lighthouse initially. This was the Elude mantle.

As the years passed, and it became clear there was a flaw in the Lighthouse that would require a miracle to fix, Elude passed on and the new House leader was his son Adren. Adren upheld the legacy of Elude at a fairly steep personal and family cost. Finally, after Jonias disappeared, each of the four families agreed to take the relics and spread them far from Grunce in case someone else was able to finish the Lighthouse. Adren took his father’s mantle north to Isles of Andrek, where the Harcuram House began centuries before moving south.

Adren was searching for the legendary King Skorgald Harcuram’s tomb. He did not return.


The Isles of Andrek and the Town of Valthis

Gryffin Grunkheart (Human Ranger) has gathered five others into the boat The Marius Crossbow. The ship, a galleon-class, belongs to House Marius but has been bequeathed for the personal use of Dhelia “Del” Marius (Human Swashbuckler). Besides Gryff and Del: there is Boris Loo (a Bleak-Touched Chelonian who fancies himself a Ninja), Louis Harcuram (Human Bard), Ronick Mistamere (Dragonborn Pit Fighter), and Ada Bittermold (a Witch of unknown genetic ancestry). Whether demon-kin or Bleak-touched, Ada has deer antlers and deer legs and the ability to talk to plants and mushrooms.

Cal Grunkheart had located a very old map of the Isles of Andrek in the Lighthouse library. This marks the destination Adren Harcuram had in mind but it is essentially 250-years out of date and would not be anything like acurate for the more socio-political aspects. Still, this enables Gryffin and Del to plot a course to be near the sea caves where Skorgald should be buried.

The Crossbow sails within a few miles of the farming hold of Valthis. In the spring (which it currently is) and summer, the village dedicates itself to sheep and vegetable growing. In the fall and winter, though, the fighting men and women are sent south on raids to plunder and claim. It is led by Signe. She has been troubled by a would-be Jarl Karsgald from a nearby island who—besides once betraying Signe during a raid—is slowly moving towards declaring himself Jarl over all of Andrek. Egrid, Signe’s Seer, has had visions that unless he is stopped, Karsgald will bring ruin to the whole area.

Hearing reports of possible warriors from the south, Signe is intrigued. Here could be allies to join her cause or, if enemies, someone worth stopping before they aid Karsgald. She has a longboat sent out to hail the newcomers and invte them to Valthis. Gryffin accepts this offer and heads towards Valthis bringing only Ada along. Ada’s appearance as a friendly young woman with deer-antlers fits his stereotype of what he hopes their stereotype might be of some sort of truthbringer. The fact that she can be a bit weird should only add to the intrigue. The plan works and both Signe and Egrid take to Ada and Gryffin.

Hearing Signe’s plea, Gryffin gets swept up in the story—very swept up—and agrees to take Egrid’s oath to Odin that he will defeat Karsgald. Just, first he needs to see to the mantle. Signe laughs at this. Surely having her on his side with her 200 warriors would be better than any piece of cloth. (Gryffin does not explain that this is not a piece of cloth but more like a fuelstone carving of a mantle meant to fit upon the statue of Elude Harcarum.)

He explains that his people are new to the fight but capable of great deeds. He just needs to spend some time letting them work together and finding their new potential. Signe actually appreciate this: a leader guiding his men on a quest. She accepts that it will likely be some time before they are ready to face Karsgald but she holds him to the oath. The others are brought in off the Crossbow. They have a feast that night and gather some information before heading out the next day.

DOUG’s NOTE: The Marius Crossbow definitely has some crew on-board. However, rather than dealing with any kind of system where I roll encounters and such while the crew is left behind, I basically only roll encounter checks and the like if one of the main characters is on it. The rest of the time it is considered something like auto-pilot. Over time, this might change to where the crew has their own character sheets and show up on some expeditions. I just wanted to get the Lighthouse 6 established, first.

Entering the Sea Caves and the Hall of Murals

The Crossbow continues along the coast going towards where the map says the sea caves should be found. Del locate them after a few hours of sailing through driving winds. They spend a couple of hours exploring the exterior and realize that there are several entrances to the caves where water flows through (in and out, depending on the tides). After some consideration, Gryffin opts for the northern side which allows them to slightly hide the Marius Crossbrow and gives them some cover for their launch craft.

They follow the narrow tidal channel deeper into the caves until they come out into a dverg-made structure. At one time in the past, these gnome-kin craftsfolk built a suitable tomb for Skorlgald and his fellow Sea Wolves.

The tidal channel splits this initial large chamber into two and Gryffin always heads to the right-hand side first so they head over to the west.

The first site of interest they find is a place of sacrifice and a hall of murals. In the former, a bowl meant to collect blood is in a large altar. In the latter, three murals of the Nordic gods are in each their own alcove. Ada recognizes the dried blood is some humanoid—in Barthic Tongue, “human” includes humans, dwarves, elves, and goblins at least so can be confusing without context—so Gryffin has the team enter into battle readiness as they head up into the hall.

It is Ronick who realizes the relationship between the altar and the murals. His family has embodied the concept of sacrificing their body to pledge allegiance to strength. He pours his dragonborn blood into the altar bowl and then approaches Odin—they only have a vague idea of what these figures represent—so they choose a mural more or less at random. Three others join in. Gryffin chooses Loki. Del also chooses Loki. Boris chooses Odin. Louis prefers to not damage himself and so refrains. Ada is dedicated to the Willowman and will not pledge herself to another god. All those who completed the sacrifice feel just a bit stronger in various ways.

On the way back out of the hall, Gryffin spots a zombie who has shown up, attracted to the blood. Gryffin pulls forth his longbow and scores a precise shot, dropping the zombie in a single hit.

Proud of themselves, they head back into the main branch and next head to the Hall of Pillars.

The Hall of Pillars, the Sons’ Tomb, Spiders, and Stingbats

Entering into a hall of four large pillars, they carvings of short, beared men hammering stone. The group does not much about the dverg history though they heard the name mentioned back in Valthis. To the north of the room is a door with carved runes in the Nord-style. Unfortunately, no one is able to read them. Not even Louis, who knows dwarvish runes. Gryffin pushes the door open, anyhow.

They find a series of alcoves with five Nords in stone coffins. Each coffin is left uncovered and the bodies inside have been decapitated and turned upside down. The group does not fully appreciate the symbolism of this act. What Gryffin does appreciate is the fact that these coffins are covered in large spider webs. He calls for the others to retreat but as he does a giant spider falls down upon him. He gets his shield up to block the hit. Four of the others back out of the narrow tomb but Ronick runs in and brings his greatsword down to finish off the spider.

The threat out of the way, they each take one of the five tombs and search to see if they see any sign of the mantle. They do not. They do, however, find a signet ring with the crest of the Skorgald can. Louis recognizes it as an old symbol for the Harcuram’s before they settled down in Grunce. He pockets the signet ring.

Moving south, the party is pushing through a door on the other side of the pillared hall when a pair of stingbats attacks Ada and Boris in the back row. Even as Boris manages to fend off the attack, Ada is struck and knocked unconscious as the stingbat starts to feed off of her. Del leaps onto Ada and cuts the stingbat down but the deer-antlered witch is unconscious and fading fast. Gryffin struggles but manages to make a healing concoction and pour it into Ada’s mouth which revives her enough that they get her stabilized.

A bit shaken, Louis stops and sings a song to raise everyone’s spirit.

Holy Water, the Sea Wolf Skeleton, and the Tomb of the Seer

The next room they enter is a large chamber with the western walls taken up by an elaborate series of high-relief carvings. Six warriors raise their swords towards a holy woman. The holy woman has her hands cupped and full of water. Ada sniffs it and realizes it has some holy blessing upon it—something of which is not the biggest fan—but she still takes the bottle that Gryffin had used earlier to save her life and fills it with water from the cupped hands. She pockets it and figures she will use it at some later time.

To the south, the dverg-carved tomb gives way to a natural cave. To the east, someone has piled rubble and trash to block a door. Gryffin decides to clear that while he sends Boris and Del to give watch on the cave. After the stingbat attack, the group is more aware of the potential for surprise attacks.

Finally getting through the rubble, Gryffin takes Ronick, Ada, and Louis with him into the next area. This is another tomb but these corpses are shown much more honor. The skeletal remains of six warriors hold great axes while their eyes are adorned with gold coins. Three of the group refrain from disturbing the corpses just yet but Ronick is not afraid of a potential haunting. He reaches over and grabs the coins from the nearest skeleton, which rises up and starts slashing at Ronick with an axe. Gryffin screams to put the coin back but Ronick laughs off the threat and manages to smash the skeleton to bits. The dragonborn pockets the coins and says he might take more.

Gryffin squares off and the first true test of his leadership takes place. After a few minutes, Ronick concedes to follow Gryffin’s orders and leaves the other tombs alone.

While this is going on, Ada has been poking the walls around the tombs and is surprised to find a secret door. It opens and the four go further north into it.

The find a monument to a seer of old. Louis actually sort of recognizes her from the family history he found, but cannot place a name. A statue of her holds a golden wand with dwarven runes reading “Welcome” upon it. Ada, after looking at the others, takes the wand. She can sense it has some magic but not exactly what. The statue luckily does not come to life. Gryffin tells them to not bother the tomb any further—especially because of the warning to not mess with a woman’s corpse in these caves. This time, the unruly bunch listen and follow him out.

Meeting some Sad Bandits, More Stingbats, and Death

Going south into the cave, they run into a group of six sad bandits. The chamber the bandits are camping in is another large room once again split in half by one of the tidal channels. The bandits are on the south shore. The heroes are on the north.

Once again, Gryffin immediately greets the strangers, this time with Louis joining in. The bandits are more curious than hostile. Both groups share first names and Gryffin asks about the mantle in a fairly roundabout way, trying to hide its real value. The bandits know not a whole lot about it. Their leader saw it in the cave and went to look for it and other treasures, taking their boat, but has never returned. This has effectively stranded them inside.

While the conversation is taking place, a larger group of stingbats flies into the south side of the room and starts attacking the bandits. The heroes shoot arrows—and Boris uses his long razor chain—to give support. Before the stingbats can be killed, the currently acting leader of the Bandits, Thurgston, is struck and killed. The rest of the stingbats are beaten but this breaks the spirits fully of the sad bandits. Trapped in a cave killing them off one by one, there only hope would be to risk swimming out through the tidal channel.

Gryffin offers to come back in some hours and get them out but he needs to keep looking for the mantle. He tells them to stay alert and stay calm.

The Makeshift Ferry, The Haunting, the Longboat, and the Undead Sea Nymph

Heading north, two things occur. First: the group realizes that they are being followed by a green glowing ghost. Second: they find another tidal channel blocking their path and a makeshift raft—possibly the bandits’—caught up against some rocks and partially submerged by the water flow.

The ghost does not attack, just floats nearby, and seems as though it is more curious than hostile. Gryffin wonders if their attempt to save the bandits called up this Nord spirit who sees them as fellow heroes. He asks the others to leave it alone.

Boris pulls the raft free but it would be hard to get it out of the water and back down the cave to the bandits. Besides, they have a need for it. Using Ronick’s rope and grappling hook, they set up a makeshift ferry. This way they can cross back and forth over the channel. They do this and continue north. The ghost follows them.

The next room they find is another large dverg-made tomb. In fact, it is the eastern half of the very first chamber they entered through. Unlike the previous one, which was mostly a hall, this one houses Skorgald’s longboat. The massive ship was truly the vesself of a king and sits upon stands with the Skorgald/Harucam drake symbol in carved into its side and masthead. Jonias brings Louis and enters the vessel while the others wait outside and keep guard.

Inside, he finds the body of an old woman and once again does not interfere despite her having several valuable jewels and pieces on her mummified (not skeletal) body. As he leaves, the ghost that has been following hovers nearby and seems pleased they left this particular tomb alone.

Passing along the side of the longboat, they see the caves go south next to a large indoor lake. Taking this path, they come near the slain body of a sea nymph. Trying to stay some distance from her (Gryffin is very punctual about listening to that particular rumor), they still get too close. She rises as an undead nymph and attacks Gryffin. In the process of defending themselves, they have to cut her down (hiding the fact of what caused her death, a group of nords also in the caves at the same time).

South of there they find a dead end but can just make out an old door with more dverg-runes: “Wisdom is the key that will open the way.” Louis brings up the wand that Ada took and she takes it out and waves it at the door. Then looks for a place to put it into the door itself. Finally, she taps it against the door and it opens up. She wanders inside and the group finds a massive trove of treasure. Massive by their standards.

Gathering the Treasure, Returning to the Crossbow, Tidal Surges, and Saving Bandits

Since part of his mission is to acquire funds for the rebuilding of the Lighthouse, Gryffin is only momentarily disappointed that this trove does not have the mantel. He goes into practical mode. They can take this and make their way back to the longboat room. Their boat is there—Borish had previously used his own grappling hook to pull it over to the easter bank where they can access it without having to backtrack—and Del can take the boat by herself back to the crossbow. Then come back and get them and they will head out for the night, find a way to save the bandits, and rest before returning the next day.

On the way back, they only run into a single stingbat—Gryffin shoots it—near the body of the sea nymph. They load up the boat and send Del off. Unfortunately, near disaster strikes shortly after.

A tidal surge causes the channel to overflow and wash everyone back before the water then sucks back into the channel. Del was too seasoned to be caught off guard but had to spend a bit mooring to the walls. The others mostly resist but Boris is swept into the channel. Luckily, the chelonian is naturally ok with water and a trained ninja. He smokesteps back onto the shore while others are calling out his name (the damage he took from being knocked over and pulled into the water took a lot out of him, though).

Del returns an hour or so later and the group heads back to the Crossbow. Gryffin works out a path to get to the bandits and picks the remaining five up. He can tell that though they are grateful, they have a certain glint in their eye and so does not trust them staying too long upon the Crossbow. Del pilots the ship a few miles east of the sea caves, opposite of where Valthis is, and they drop them off with some food and supplies.

The Crossbow crew rests for the night and gets ready to return to the caves in the morning. Over night, the strong winds die down finally.

Maps at the End of Part 23

Snippet of a fantasy style hex map showing sea caves and  a town called Valthis.
Hex Map originally by Kelsey Dionne and Cameron Maas. Tokens by Delapouite of game-icons.net. Colors and labels by Doug Bolden.

 


 

Click to enlarge (etc) to see better the details recorded for this session.
Map by Kelsey Dionne. Tokens by various contributors from game-icons.net. Colors and labels by Doug Bolden. See credits for more information.

DOUG’S COMMENTS AND NOTES

This represents roughly four to five hours of playtime with the caveat that some of that time (surprisingly little, but definitely an amount) was spent making some tokens, figuring out some graphic techniques, and just generally enjoying the aesthetic aspects of my creation.

I wonder how many blog posts this would be if I kept it in the previous method. I would guess at least three, pushing four. Of course, this means scenes like the one with Signe (and possibly the one with the bandits) would have a lot more dialogue and character building. I think it is an ok trade. Some of my other series will have an entire chapter of dialogue. It gives me some different vibes and mindspaces.

Here are some some various things I noted during and after the session.

SYSTEM OF DAYS | MONTHS IS NEEDED. I have been highly inconsistent with time keeping on a longer scale throughout this campaign. I think it has gone back and forth between spring-ish, summer-ish, and autumn-ish a few times in the past couple of IRL months. For now, just to set a time and start keeping track of it, Barthus is currently in LATE SUMMER SPRING MONTH (FECK, I got this wrong…Winter would start with Longnight, not end. Whoops, I’ll correct it next session, but this session being days 21 through 23 of Late Spring Month). I haven’t a good name for the year but let’s call it Crossing 301 being the 301st year since the Barthic Empire officially moved across the channel (and collapsed on the other side). The idea I am thinking is you have Spring starting [not ending which is the mistake I made during the session] on Vernal Equinox. Summer starting on Longday (Summer Solstice). Autumn starting on Autumnal Equinox. and Winter starting on Longnight (Winter Solstice). My current idea is to name the months after trees (probably using some naming generator but essentially being the equivalent of real world trees). Spring would be flowering trees. Summer will be fruit trees. Autumn will be trees with bright autumn foliage. Winter will be evergreens. After winter will be Thorn which will be a 5 day period of celebration and ghost stories leading back into Spring.

RUNES CONFUSION. When we got to the “Hall of Pillars,” I took “runes” to be Nordic runes [which is correct, probably]. I rolled to see if this had been studied and got no so the characters had no idea what the runs meant on the door or on the Wand of Wisdom. When I got to the door which uses the Wand of Wisdom to open, the game text says “Dwarven Runes” (presumably Dvergen Runes). Because of this, I swapped and thought that all the runes were by the dverg builders. However, that is inconsistent with other world building in Cursed Scrolls #3. That led me to making it a bit easier than it should be to figure out that door. It was a lot of treasure, relatively speaking, but I won’t sweat it too much. Had I been running this for players besides myself I would have made the same mistake and deep down having a few hundred gold pieces to blow on carousing won’t run much immersion for me. The gentlest retcon is the wand and door are both dwarven but any others are Nord.

COMBAT and TORCH TIMING. I realized in the middle of this session that I had screwed up combat timing for a minute (no pun intended). Since the shift to theater-of-mind occurred, I have been very loose on timings. I slipped back to the old Dungeons & Dragons habit of treating combat as shorter round inside of the longer timing of the non-combat game. Shadowdark is “real time”—which gets trickier in solo play—but really I should have been keeping that consistent this whole time. I had to make a mental correction now that I am back to the old school style of dungeon crawling. ON THE OTHER HAND, I have been using the SoloDark recommended 10-rounds=1-Torch metric. I think I might up that to 12-rounds. Maybe. That would better match roughly an hour’s-worth of gameplay to a single torch.



Going Back to Downloads for This Series

This campaign is not only going back to its original style of solo play but so are the blog entries for it. As I said above, my notes for this style of playthrough are much more a working document meets technical log than the kind of frilly back and forth style of my usual write-ups (which are like a slightly rougher blog post with a lot of asides).

In other words, I will once again share some of the maps and text notes as downloads instead of trying to format them into a blog-first-like presentation. This way people get to see a fuller take on my various play methods.

Actual Play Downloads

NOTE: the actual play document contains material that is not mine with a lot of material that is. Direct passages from Cursed Scroll #3 has been copy and pasted [usually in a player-facing way]. The maps come from that document with colors and labels added. The tokens used for characters, mobs, and features are taken from games-icon.net and various contributors. See Credits for more details. Just note that downloading these files does not grant any additional permissions to use the parts not original to myself.

I plan to fix this better in the future with credits baked right into the documents but these files were made without it and it would take a lot of time to start editing it in now. I apologize in advance. I try to be big on giving credit, here.

I should probably do a fuller write up of that last one.


CREDITS

This campaign is played using Shadowdark and the solo rules from SoloDark. Both are by Kelsey Dionne with various others contributing art, etc.

This session is played using materials from Cursed Scroll #3: Midnight Sun including the Sea Caves map used for the main adventure, the text from the “Hoard of the Sea Wolf King” adventure, and the Isles of Andrek used for the hex crawl. “The Hoard of the Sea Wolf King” and all maps used in it are by Kelsey Dionne. Used here for personal use. The hex crawl, including Valthis (etc), are also creations of Kelsey. The hex map cartography is by Cameron Maas.

All references to The Bleak, The Lightouse, Grunkheart, Grunce, Harcuram, and other stuff more directly related to the campaign are by me, Doug Bolden, and are a byproduct of months of playing. Those elements are free-to-use if you want. I honestly do not mind.

I have used GIMP to add colors and notes to the player-facing maps. I still do not own the maps. Be good, please. Better yet, get your own copies from the Arcane Library. They are a good company and this is a great game.

The tokens used in the map are from game-icons.net and were provided by that website for use under Creative Commons CC-BY License 3.0. Contributors used include Carl Olsen, Cathelineau, DarkZaitzev, Delapouite, GamerAce135, Lorc.

The image used to make the splash art is “Waves, Beach, Norway” by IdaT provided under the Pixabay License. As usual for Shadowdark themed posts, I use GIMP to reduce the image down into two-colors and then pick some pleasing-to-me combination. Intended as flavor rather than a precise representation.

The images of the maps from this session were created by myself using GIMP and a mixture of the above resources. Shared here only as demonstration.

Solo Review, Part 2: Continued Exploits on the Island of Nesila & testing out HexRoll even more [Old School Essentials] [SoloDark] [Recap ish]

A new write up of Sinister as described below.

Continued Exploits on the Island of Nesila

I figurd it would be fun to go around and use my realizations about how I would play with HexRoll learned from last time and keep the story going for at least a little bit longer. I have not fully explored the island, yet, but were already starting to see several coastlines. That being said, I had not yet set foot in a dungeon and that is the point of OSR style play, especially low level play. I am going to need to do some delving since no matter how well the town and wilderness hexes do or not work, in principle those are mostly flavor to explain why a dungeon is there.

First, the Conversion

Looking at the monster stat blocks, the stat blocks were derived from Old School Essentials so I sent my poor six heroes through the painful process of being converted. I did not use any kind of “official” SDOSE converter sheet. I just went, “They have +2 to STR, they get +2 to STR.” The exception was the Thief had +4 DEX and so he lost that like tears in the rain. Sad, really. Then, to guarantee they would live long enough to justify making a second round of the same characters, I gave them max HP for first level (and will roll here on out) but balanced that slightly by taking their existing kit as Shadowdark quickstart characters (lots of leather and starter gear) and bringing it right over. I did make a mistake in the conversation because I calculated up the XP earned from the rewards and the fights and the kobolds and proceeded to give each and every character the full amount instead of dividing it up and did not notice until I had already started doing things as Level 1-2s. Whoops. 

I do not really care because this is less a campaign than a playtest and I also do not care because who cares? Level 1? Level 4? It’s just a word to describe a type of story you can tell and optimally whatever level they are barely matters because the challenges and concepts they face get bigger as well. Also, there were a lot of little bonuses and capabilities that the SD characters had that would be lost already, so accidentally speed running level 2 kind of helped to cover that—like giving the clerics the ability to cast Cure Light Wounds, which was already used in a battle.

Realizing the Major Difference Shadowdark Versus Other OSRs

It was in this process that I became aware that while a Shadowdark might have a bit of a power creep, but not really, versus some other OSR style characters; the biggest difference is that the SD-character has way more fiction than the OSE-character. The B/X Dungeons & Dragons-derived Fighter, for instance, just hits a little bit better and takes maybe one more hit (an average of +1hp at level 1 and the possibility of having better armor if they rolled lucky on starting gold). By comparison, the Thief and the Magic User each have a chunk more fiction but are heavily punished for it. The SD-Thief gets advantage on doing thieving-type things and encouraged to go all out on searching for traps and unlocking doors in a way that does not bog down the flow of gameplay. The OSR-Thief gets the kind of percentage values to do the very core of the Thief class that would make a Call of Cthulhu character look competent. 

Everyone in OSR knows fewer languages, has less they can do—on paper, in reality us Dungeon Masters have been allowing folks to do stuff like sing and jump dramatically out of windows for decades—, and there is so much concern about ephemeral one-for-one balance that every hint of actual story impact is locked behind DM-caveat or mid- to late-level improvements. Proper old-school OSR-derivatives are still a lot of fun but the fiction is more codified into interesting rolls and character concepts in Shadowdark.

A Couple of Minor Tweaks and One Major Tweak

To kind of balance OSE to fit the sort of characters I would like to play, I did make a couple of optional rules not meant to one-for-one things but just to level out some things and then made one fairly major change that was several minor-to-major changes.

  • The 1st-level Thief starts out on the skill-line for 5th-level Thief and improves from there (e.g., a 3rd-level Thief would be using 7th-level values for skills). This still only puts the Thief into the 30% range for most things, give or take, but means there is a reason why someone with an average of 2.5hp and locked to unshielded, leather-armor-only combat might be considered worth the trouble (15% chance to actually find the party-wiping trap is not it). In principle, this could be locked to starting DEX (+1, +2, +4 bonus) but let’s skip that right now.
  • Magic Users do not get additional spell slots but they do start with Read Magic and Detect Magic being available as well as one other spell. They will still need to use those bonus spells as their spell-of-the-day at level 1 but it just gives them more ability to impact a few things unique to them. In principle, this could be locked to starting INT but eh.
  • I also am using a modified version of 3D6 Down the Line’s House Rules for Combat. 3D6DTL, like I, use the classes’ base HP to determine the die used in combat and like me this improves over levels. How I improve it is a bit different and I have multiple combat phases (partially to playtest that here) and a few combat maneuvers to stop combat from eventually becoming forever hitting a 10HD monster with the same 1d6 per turn on repeat:
    • Each character has an Attack Strength and Attack Power. Attack Strength starts out as the same dice as their hit dice. Fighters get d8. Clerics get d6. etc.
    • Missile weapons do one die-step less unless used in short-range (where the wielder is a bit more vulnerable). This is the weirdest part so far and I might change it after a few more tests of combat.
    • There are three main attack phases: Missile, Melee, Magic. They go in that order. There are two sub phases: quick-Missile and slow-Magic that would be a sort of 0th and 4th phase.
    • Inside of each combat phase and sub-phase, you go in initiative order per side with individual initiative bonuses or penalties deciding the difference in cases of ties and such.
    • Slow-weapons such as two-handed swords go one phase later (same with Magic in practicality) but increase the Attack Step by one die-step. d8 becomes d10. d6 becomes d8.
    • Quick weapons (which do not really exist in game but I am kind of going with common sense: a loaded cross-blow, a rapier) do one die-step less but go one phase earlier. An exception to this is the crossbow which instead of losing a dice requires an extra round to load.
    • Dice steps are d2 → d4 → d6 → d8 → d10 → d12. In the case that you go below the d2 somehow (a quick non-crossbow missile), it defaults to a single hp damage. In the case it goes above d12, you get start over with a second die that begins at d2 and increases.
    • Attack Power is equivalent to the steps increasing THAC0 (every 3-levels for Fighter types, 4-levels for most others, 5-levels for mage types). Each step of Attack Power gives you an additional attack (another die equal to your Attack Strength). This can be used on the same enemy or split among multiple (which must be called before the attack). Either is without penalty.
    • Characters with multiple Attack Power can burn one or more attack power to increase penetration and instead roll that die (or those dice) to add it to their attack roll instead.
    • Characters may use their Attack Die (or Dice) to deflect attacks as long as it is reasonable (cannot block a breath attack with a sword, for instance). If there are no attack dice left, the entire turn was spent in tank mode. Each die “spent” in this way is subtracted from the attack roll of a single opponent’s single attack. If multiple dice are spent, this can again be applied to a single enemy or multiple attacks but it must be declared to start. Enemies are not beholden to attacking the person trying to tank so use this reasonably.
    • Because this makes weapon power a bit more abstract, there are essentially no real limits on what weapons a class can use outside of story ones. For instance, Magic Users can use a staff which is d6 for them but Slow.

The combat especially is a different kind of experience but it gives the Fighter a few additional steps of fiction. By 4th Level, they are getting two attacks a turn. They can use their superior fighting to better tank damage more than a single additional (average) HP per level. Higher level characters can take out more lower level opponents without relying on Magic User fireballs and such.

There Will Be HEXROLL on This HEXROLL Tour

All that out of the way, let’s get to my next few sessions of HexRolling.


Returning to Sinister and His Box

The kobolds have the medicine in hand and some help recovering from the plague and making plans to reclaim their village. They have no reward to offer [characters share XP related to “beating” 33 kobolds and a chief] but the characters don’t mind. Kobolds were essentially the first friends they made on this island full of angry widows hiding out in isolated chateaux.

After this, they returned to Ecrean and I worked out a whole backstory for that 700gp delivery mission. “Sinister” is more a nickname than an actual one, because he is black-eyed and white-haired and looks a snivelling villain. His locket has a small sketch of Janis Yorn [yes, this is a Doctor Who joke] who died in the last year because of the plague. Evangeline Thatcher has been making the cure but charging high rates for it and denying people she did not like so Ortgar (who lost a brother) and Sinister have teamed up to torment her. Ortgar hired the goblins that attacked. Sinister got ahold of a basilisk baby for Ortgar to train and they will find a way to sneak it into Thatcher’s estate. [All of this came out of various SoloDark and other oracle rolls…from this point just assume that everything I said is a mix of HexRoll’s usualy one-to-two prompts plus enough oracle rolls and tests to make a story.]

Sinister refuses to explain so the PCs backtrack to Ortgar but find that he was no good at training such a dangerous creature and his shop is “abandoned,” food going to waste, and a shocked-faced Ortgar statue inhabits the backroom. It was exactly the sort of scene that might have played out in a Baldur’s Gate game. The PCs have no experience with such a creature so have no idea there is a fairly dangerous beast now roaming the desert near Ecrean.

Digging a Well

Looking for more things to do, they head over to the fortune teller and find the fortune teller has business with a dwarf fighter (who is not in town and exact location is unknown). The fighter had agreed to help the fortune teller to dig a well at his house/farm in the desert but has since taken half the money and gone off on quests to solve Nesila’s problems. The fortune teller, Thalassarionus, will give the other half payment to the PCs if they help but they will have to find the dwarf to get the full payment.

Rather than go off and try and find the dwarf, they instead head into the desert and find Thas’s house [Note: I used the kind of useless text hex with rattlesnakes into wights into something called a thoul and rerolled it with a dwelling instead]. Turns out that Thal and his brother Aginteus are trying to grow a special tobacco here but Aginteus needs the well to properly water this season’s crops and also, like every other dwelling on this entire island, is convinced that there are invaders at night. This time, it turns out is geckos. The giant lizard types. From OSE: “5’ long, carnivorous, nocturnal lizards.
Light blue scales with orange spots.” Makes sense why he thinks he is being stalked at night. They are coming to the farm because they are trying to eat something, here.

PCs spend the next five nights (too hot to dig during the day) digging this well and twice they have to fight off geckos that attack. They handle themselves pretty well in these fights but do take some damage.

Aginteus does not pay the PCs extra for this lizard killing duty but does give a couple of pouches of their tobacco crop. Turns out, it is magical due to being planted on the tomb of some great wizard. Smoking it or chewing it allows the user to resist confusion and charm type compulsions.

They thank him for the boon and then head back into town to sleep at Sinister’s bunkhouse. All this tripping back and forth found a dungeon entrance in a dormant volcano one hex from town. After chatting with a few other townsfolk they set off.


A collection of all the missing people quests related to just one town.

Let’s Talk Repetition

There is one legit flaw showing up in HexRoll that is even more severe than I realized. I had joked previously about the multiple abandoned inns having hidden entrances into dungeons. This time, I found another 2 hexes that had this issue. 

Talking to townsfolks, quite a few have a hook or two to bounce some roleplay opportunities off. In many cases this hook was either just a brief description and a few things to pickpocket with a most having one to three adventure tie-in elements. These elements all follow one of these five patterns (which seems to be the only five patterns, given here in rough order of how frequently I saw them):

  1. Someone they know is missing and the missing person is in some dungeon. A reward is offered.
  2. Some signfificant item has been lost in a dungeon and the character is describing at as a less significant item. Characters could either turn it in for the reward or identify it and keep it (and it looks like keeping it is always the better option value wise but of course: the RP stands for “roleplaying”).
  3. A shop with completely random loot inside.
  4. NPC A needs something delivered to NPC B which is some number of hexes away. Said number of hexes can be 0. The player tends to have to come up with some justification because the rewards are all pretty hefty no matter the distance.
  5. NPC A has a relationship of [TYPE (examples include “beef with…” | “is attracted to…” | “has a vendetta against…”] with NPC B and it’s up to the player to generate any and all backstory or events related to this.

There is no problem with an OSR-themed game basically giving a paper-thin reason to go into dungeons or travel but one town having multiple missing people starts to feel a bit silly. I even rerolled two of them but I will probably go and roll them back to missing people because the RNG gods have spoken.

At this point, I have only two real wish list items for this app and both are basically the same: increase the out-of-dungeon templates by a factor of at least 10. Then, have some sort of “hook” limiter so that these prompts only show up more than a couple of times if something is triggering them (like, a bandit-raid event). There is a third wish list item, and it shows up while I am exploring my very first HexRoll dungeon. Speaking of…


Look Ma, I’m Exploring a Dungeon in the Dungeon Exploring Game

On the way back from helping the kobolds, the PCs had found the entrance to the “The Shrine of the Furious Skeletons” which sounds like a great place to visit. Now, there seems to be a bunch of old abandoned inns on this old volcano so the great and powerful Doug used the text editor to change that to three different entrances. They take the first of these down. 

There’s a locked door with a trap. Martin is able to unlock the door but does not find the trap (however, the trap only seems to activate if you remove a “certain object” [how it is worded] but no “certain object” is described so I guess someone removed it? I can add something in but to start I am trying to kind of play the dungeons more precisely as they are written unless I see a strong reason to intervene. One is coming, don’t you worry!

After this, they enter into a room that has rotted food, some knitting gear [like, yarn and needles], and cultist corpses. Chanting can be heard to the south. Unfortunately, the door cannot be unlocked. The group backs out and tries a different path down. After a couple of hours of searching, they find a different path in the dormant caldera. [Skip to the end of this replay section to see how I read this all wrong and came back to it while trying to figure out what a certain locked door icon meant later…and it went…silly]

After getting past a few rats who were just vibin’, the PCs try a new path. They find a mirror reflecting some other space. At the time, they do not touch or otherwise interact with this mirror. I proceed to forget about this mirror ever existing so, oops. It might have helped all the weird issues with locked and secret doors needing precise solving. 

They battle through some insects and then Martin does spot a trap but also hears some strange sounds behind a door. Martin attempts to open the door quietly (succeeds but does not personally know this) and sees four warp beasts. [Note: I had no idea what this was, so I had to look it up and ooooooooooh, crap. THOSE. That’s a party wipe waiting to happen and we are quickly running out of ways to enter what should be a starter dungeon. Let’s…displace them…so I rerolled until I get a more manageable encounter while still having some possible challenge]

Martin reports seeing four warp beasts three gargoyles inside. Morgatha specializes somewhat in chatting nicely with terrible monsters and the gargoyles are semi-intelligent. She does not really get them to friendly terms but they at least listen to her. Asking questions about the dungeon, they tell a story about a strange, dark beast that hunts humans and snicker. [Note: this is a lie]. The party reluctantly rests here while under a temporary truce. Morgatha shares some food with the gargoyles which they take but they do not really warm up to her any more (or get more hostile). Martin pulls a lever and hears a sound in a distance. In Neutral, there are the words “Hopeless Goblin” written on the ceiling.

Jasper unsticks a door. They enter into a room with a corpse inside. Martin fails to notice the trap. Jasper triggers it and gets struck for 5hp of damage (the most taken all campaign). Martin goes to disarm the now exposed trap and finds that it jammed up and no longer is a threat. They search the body and find 10gp and 2 gems worth 2k-gp in total! Through a broken door they enter into a small passage that ends at a fresco. It’s a secret door. Since this is the only way to go, I do an oracle check to see if there is any obviousness aspect and get an exceptional yes. I say they find the door on a 4:6 chance and they pass through. Another room with a another hidden trap that only happens when something is moved but now a random encounter happens. There are none given for the specific room that I immediately see (I did find a way to find them later) so I use the general one: spitting cobras. The cobras are pretty neutral to the party and there’s a dead body near by so they loot that (more gems and gold). The party pockets that and heads north.

This room has two different secret doors to leave by. One involves the “Hopeless Goblin” passphrase. Only now it just wants “Goblin” [turns out I read this wrong but I understand better this shape of a puzzle now, it showed back up in some other test dungeons I ran through]. Oracle test: Is this in any way obvious? Answer: Yes. I rule that the word Hopeless, in neutral, is written on the wall. Someone shouts the whole phrase, door opens. The other secret door was not found.

Around this point, I go and look at the original entrance I entered and realized (now that I had some practice) that I had read that wrong, too. Martin had already gotten through the first locked door and they had already stumbled into the “Acolytes” chanting only it was just one guy. Dude, in a robe, living his best life sacrificing folks. We back out and go to beat him up and then plan head to the other dungeon which is a cavern and less prone to having a 2:1 locked or secret door to just normal or stuck door ratio.

Not only is a single acolyte. He has 1hp. He is preparing a sacrifice (I got that it was human with a couple of checks). The knitting needle and thread is on the altar. These additional room details are peak random and repetitive but let’s blend it in. This jerk-face is about to sacrifice either a) someone’s granny or b) a liberal arts major. 

We walk in, he demands to know who we are, Jasper says he is going to punch the guy, acolyte is going to go run off but Thyria just flings her spear at him and drops him as he fumbles with the door. And now we have a new kind of problem. This 1hp encounter has 6500gp in loot! I am handwaving all optional encumbrance rules right now just to keep things moving more quickly, but Six. Ty. Five. Hundred. Gee. Pee. In Loot. 

That’s…silly.

I know of 5 possible places—Ecrean, Old Woman 1, Old Woman 2, the Caravans, Willya (the other town I haven’t found yet). I throw in the kobolds to make it 6 and roll and get that she is from Willya and was kidnapped because everyone on this island has a roughly 70% chance of being kidnapped (10% chance of dying from a plague) at any given time. We are on the way to Willya.


I don’t think it takes a lot to pick up my frustrations at this point. I am running with a lot of opportunities and having fun getting to actually explore a OSR dungeon but the encounters are absolutely ignoring the rough difficulty for the island (I do not know how HexRoll handles this, there is likely some logic behind it). The frequency of locked and secret doors and things hidden in cracks is what is bugging me. Each of those is taking up 10′ searches of rooms in a way that is not unpleasant, but keys and levers require a lot of back and forth to solve here and there does not feel like a logic. I kind of did a sprint through some rooms I am skipping to see if there is a flow to this kind of large sized dungeon that would allow a perfect solution and the answer largely seems to be “maybe.”

Also, where are my furious skeletons?!


Returning Liberal Arts Grandma

The party sets off back through the jungle and up the other side. Grandma knows the way back some so we are following the “road” [it is dotted lines, maybe more the suggestion of a road]. Climbing up the next mountain, the party meets 6 hobgoblins. Morgatha chats with them and they really, realy like her (14 total on the reaction, 15 is max). Everyone sits around for camp and chats about war stories. Party tosses over two of its smaller gems and the hobgoblins provide watch for the night.

Going through the caravan, where people recognize Granny, the party goes through a few more mountain hexes that day but avoids any encounters. Willya is found in a hex full of floating boulders and another bottomless chasm via rope bridge. Kobolds miraculously refrain from sleeping on lava for this one. 

I randomly roll to find out that Granny belongs to Galanthar the blacksmith. She’s returned. We collect a massive reward (the loot from above). Everyone heads to the tavern. Gets drunk. Parties hard. Granny knits a scarf.

That two day excursion with around a dozen rooms + corridors ending in a series of locked/secret paths has just netted everyone 1686xp each. There’s no way to carry this much gold so, um…they buy a boat and set sail to some foreign land, leaving behind this plague infested island undergoing a kidnapping marathon [just FYI, Willya also had multiple missing people].

The dwarf can keep the 40gp. Sorry to all the wives, nephews, and others trapped in the caves. There’s a level four dwarf who refused to dig a well because he was sorting you out. I believe in him.

A few days later, they land in a swampy region in the town of Askin in the marshes better known as Karla’s Hammer.


My favorite part about Willya is I found someone who had a beef with Aginteus. Sold some bad pipe weed I guess.

I had originally planned to finish a full dungeon before posting this but the goofy aspects of the RNG combined with the large sizes of the dungeons makes it kind of inconvenient for my time constraints and such. I instead opted to generate a new region entirely and then move on to a “Third Impression” with everything exactly default except for dungeons sizes being marked as “prefer smaller.” 

I was at one point frustrated enough with the experience of the dungeon I thought about heading immediately to the Patreon page and marking my subscription as cancelled and letting it run out next month. I gave it some thought and I realized there is instead something of an opportunity, here. The best times I had were digging a well, curing a bunch of sick kobolds, finding about that stupid basilisk plot, and saving liberal arts grandma. The goofy-as-hell RNG has a lot of potential for a proper Doug style campaign but I am going to have to punch a few things through the rough outright. Fewer kidnapped nephews kink-chained in basements of abandoned inns and more kidnapped nephews working with cults. Etc. 

Here’s a thing about the way I play certain “convenience apps” while solo playing. I had a similar experience with d100 Dungeons as an app. I started out confused by the interface. Hit a honeymoon stretch where I figured out the flow and such. Then I hit a stretch where I got into a habit of kind of speed clicking through things and got a lot more frustrated than happy. Along the way, I lost the whole OG solo play vibe of taking my time, writing down stuff, poking at things, and turning it into my campaign where spending thirty minutes sketching a couple of room is a perfectly reasonable and relaxing thing to do, etc. 

I consider my complaints about the repetition of quest types [and other things], lack of balance, and occasionally broken/nonsense scenarios to all still be valid. The product is worth free and worth, to me, the couple bucks of month as they keep adding stuff to it. You probably will get a better value if you were a GM who used this to salt a few ideas and then had the chance to rip out about half of the generated content and rebuilding stuff with just a few kidnap plots and missing items. I can be that GM for myself with no problem. 

Therefore my Third Impression will actually be more like other solo campaigns on this blog. My group of level 2-3s will be exploring a new kingdom. Why? I am not sure right now. I will roll on three to four quests and maybe a meta-quest. I will blend these elements right into the interface, including in the dungeons, and then play it out with my adjusted OSE rules. Get the maps, overwrite around every third room to be more Doug-style using existing tables, etc. Use digital miniatures to run the battles. Go at a slower more leisurely place where the only real canon is something I allow to exist. 

BUT also…embrace the goofiness HexRoll creates. Five people lost magical swords pretending they are rusty daggers? Maybe try and find out why that might be and build stuff in.

By the way, exploring the interface while planning out this “Third Impression,” I did find there is an overview screen for the dungeon where I can see the full map, reroll it, edit some details, find the wandering monster table I didn’t spot earlier, and…well, see the treasure:

A screen showing a total of over 90k gold pieces worth of treasure.

That is a ridiculous amount of treasure. Hah.

In that same exploration, I found out I can reroll the dungeon as a whole if I like. I don’t think I am going to be doing that too much since it breaks the quest lines associated even more than I am going to with my own tomfoolery. Still, it is an option.

The Bloody Hands REBIRTH: The Stone Crack’d 04 – The Troubled and Rancorous Relationship of Tyv and Jorn upon the River Lumin [Tricube Tales + Mythic] [Recap]

A green cloaked adventurer with a beard scales a steep wall.
“Jalmar leaps and rapidly climbs the slippery stone…”
Image © Dean Spencer

 


Previously, on the Stone Crack’d…

The journey across the Shallow Plains is fraught with rain and soured feelings. As the team pushes south and west, they stumble upon the ruins of a village. Investigating this leads Arden to a site where an ancient curse plagues the tomb of one of the last great wizards. Arden battles against and freeing the land, though now he is drained and tired. What’s more, a strange mystical voice is calling Arden from some distance away.

About The Bloody Hands

The once great Khelia Empire has crumbled due to a long war between mages (The Troubles). After five generations (roughly a century and a half) a new technology has been developed: The Veil. Its anti-magical properties allow the remnants of the empire to rebuild without the threat of mages and their creatures of darkness they used to lay waste to towns and cities. Now the Arcane Order employs Guardians and Agents to protect the Veil. Guadian Arden Ulet, a Seer, was given a fool’s errand task of tracking down a shadow organization knowing for its signature mark: two bloody hand prints left at the scene of their crimes. Only Arden has made fast friends and loyal allies and have dived deeper than the Order expected. As he gains in power and reputation, he beings to suspect the truth of “The Bloody Hands” is something more sinister and devious than he ever imagined.

Content Warning: Fantasy violence, extremely mild smoking and drinking.

This post is in RECAP style. The upper portions are a recap of what happened, some notes, and commentary. The actual session is down in the ACTUAL PLAY NOTES section which is presented as only mildly edited ad mostly raw and so has a variety of asides, reasonings, tables, and such built in. See the about page for this blog for more details. The Image Oracles described in the post (gamemaster phases and mechanic notes, especially) are from the Guardians of the Shadow Frontier one-sheet (CC-BY Richard Woolcock and Zadmar Games). They can be seen on the Tricube Image Oracles page.



A few new rules and rolls

As you read through the Actual Play, there are a few rules and rolls added to extend Tricube Tales and Mythic. Here is a quick summary just to catch everyone up [including me].

QUICK TABLES: Inside of curly brackets there will be { two | three | four | five | six } choices and then a note like “→ [fourth choice]”. These are simply a quick, in-line table where when I am not sure exactly what I want but have a few ideas I create between a d2 and a d6 table and make a roll. It’s a nice way for me to slightly control the possibilities while still being open to some mild chaos.

OPEN TRAIT CHECKS: A few times I am not exactly sure what a good target would be or just want to keep it in an open scale. In this case, I roll the appropriate trait and treat 4/Easy as “minor success”, 5/Normal as “moderate success”, and 6/Hard as “major success”. A twist to this roll is that sometimes taking a lower degree of success can make the success “wider”. In otherwords, if I roll a 3,5,6 it might be better to take two “quite decent” successes at 5/Normal than one exceptional success at 6/Hard. An example of this could be a repair roll. While a 6/Hard might represent you repairing something so well you actually improve it, taking the 5/Normal and having more successes means you repair it completely though it is more standard.

OPPOSED ROLLS: In cases where two characters that might both have legit call to roll, I usually default to Arden and then to one of the secondary characters and establish difficulty from their viewpoint. However, every once in a while it is good to build a contest where I roll both and tally it based on compared degree of success starting first with degree and then with quantity. A 6/Hard beats multiple 5/Normal, etc, but multiple 5/Normal beats a single 5/Normal. In this case, the two opponents might have a varying difficulty so one might have to hit 6/Hard to have any successes while the other only needs 5/Normal.

VARIABLE TARGET VALUES AND TRAITS: This is modified slightly from a rule already existing in Tricube Tales Micro Edition When I am not sure what the target value { Easy | Normal | Hard } might be or what the trait { Agile | Brawny | Crafty } should be, I roll 2d6. The first determines the trait from the following pattern: { Agile | Brawny | Crafty | Agile or Brawny | Brawny or Crafty | Agile or Crafty }. This is how it is given in Micro Edition. When it is a “A or B” (4-6), that means either Trait applies and the challenge is something that allows both approaches. For the difficulty, it is { Easy | Normal | Hard } where Easy is a 1-2 on the d6, etc but that can be modified by +1/+2 to increase the difficulty or -1/-2 to lower it. I actually tweak and retool this rule in this session as I go with this version growing out of seeing it in play.

STRENGTHENING SCENE EXPECTATION: There are times where playing at Mythic and letting the scenes go wild is perfect. In fact, this whole session (and the next since I did not finish it) is basically an ode to the joy of just playing to interrupt scenes and diverging. However, because this can at time do things like lead to two sessions outside of the scope of the story that is wanted (but not needed) to progress, I am going to work in a simple change. Once an “Intended for Plot” scene is interrupted (not altered) once, the next time comes up it is treated as definitely-going-to-happen unless something has changed. Example: The next time Arden approaches the “bad place” village, he will ignore interrupts but alternations might occur.



The Stone Crack’d 04 – The Troubled and Rancorous Relationship of Tyv and Jorn upon the River Lumin


The Legend of Brother Hyrdale and the Sad Villages of Jorn and Tyv

Roughly three-hundred-years before The Troubles, the Kind Brother Hyrdale was born in a quiet farm upon the River Lumin. As he grew up, the farm lad dedicated his life to Khel and spreading joy and harmony in The Shallows. His signature blessings were given by singing songs, writing poems, and paintings.

He lived a good long life and left behind many relics. In his death, he was honored by being buried along with the greater saints of Khel in Khalid City. However, back near his home, trouble was brewing.

Two villages—Jorn and Tyv—were each the same distances from the farm where Hyrdale was born and raised. Each had been left a singular painting as a holy relic for their Khelian temple. They both tried to claim to be the real site of origin for Brother Hyrdale and demanded the other give over its relic. This led to the two villages getting into a number of skirmishes with each other.

After the injuries escalated to a death, a Priest of Khel was summoned to arbitrate a decision. The priest first measured the distance from the farm’s border to each village. Almost miraculously, down to the foot, the farm was precisely between.

In order to bring peace, the Priest took a different approach. Both villages should claim Brother Hyrdale (as Brother Hyrdale claimed both villages). To commemorate this, the villages would work together to build a statue of Hyrdale and create a combined pilgrimage site between the statue and the two temples.

Tyv, dedicated to farming and fishing and living off the river, would supply clay. Its artisans would paint.

Jorn, dedicated to stonework and sculpture and using the river to help mine its quarry, would supply river rock. Its artisans would carve.

And so the statue of Brother Hyrdale stood tall upon the river while north (on the west bank) was Tyv and south (on the east bank) was Jorn and the two villages were treated as one.

Until the war between the wizards and the Troubles began. A great number of demons, drawn to the latent energy generated by the statue and the holy site of Hyrdale’s birth, descended upon the farm and split the villages in two once more.

A great frog demon, Argusin, eventually laid claim and devoured the rest before burying himself in the river mud, toppling the statue. Weird plants and vines grew up from his dark aura as he slept.

And so Tyv and Jorn once more considered each the enemy and set rules about traveling to and fro and especially never crossing the devil’s grove.

While various folks in each plotted for the Five Generations about how maybe, once and for all, they could lay claim to the other’s relic and once more state that they were the true home of Brother Hyrdale.

The Battle Against the The Great Demon Frog Argusin

The group are making their way from the Lake Kalbarn and following the river that flows from it south and west. This is the River Lumin. However, the early start runs into trouble when a storm rolls in and the group are completely soaked and fending off wind and thunder.

Izzia has been in a bad mood pretty such since they left but Natalia is starting to get into it. This trip is more or less her graduation exam from probationary to full [Junior] Guardian if Arden signs off on her progress.

During a lightning strike, Izzia spots something and gives a shout and rides off towards the river. When the others follow they see the toppled statue of Brother Hyrdale (showing him as a holy man standing tall with his arm’s outraised, around 12 meters tall), now leaning out over the river at a fairly flat angle, and lecturing some children that are currently clinging to the statue, frightened by the storm. These children have fishing equipment and were using the statue as a sort of unsteady dock to try and fish from the river. However, the terrain has a strange and sickly air and weird plants and vines have grown up, some of which are choking out the base of the statue.

Right as Arden goes to chide Izzia—the scholar recognized the likeness of Brother Hyrdale even with the wear and tear and is upset the kids are using it so poorly—the statue shakes and rises up. This causes Izzia and about half the children, including the youngest, to fall into the flooded river and be washed downstream. The cause of the statue’s motion is the Great Frog Demon Argusin, long asleep underneath. Argusin has grown from his last recorded sighting where he was “merely” around the size of a house. Now a dozen times bigger, he is more like a mansion. A true colossal creature of darkness.

Arden immediately charges toward Argusin, sword out and sigils activated fully. He calls for Natalia to help Izzia and the children in the river while Jalmar is tasked with getting the children still clinging from the now upright statue.

Arden leaps upon Argusin’s back and stabs the demon before switching to punching at the human sized eyes of the beast. Around him, Jalmar has managed to get the kids down by using his beast companions and Natalia has pulled some kids ashore while trying desperately to get to Izzia as the scholar flounders and risks drowning.

Jalmar leaps from the top of the statue and begins shooting glowing arrows into the skull and back of Argusin and between him and Arden the beast is killed and the rain and water washes away and dilutes the black blood. Natalia has rescued all but one child but cannot Izzia. Finally, she sees him some distance downstream. He has grabbed the last child himself and is pulling both out of the water. He is half drowned and need of care so Arden talks to the children and finds out they are from Tyv and they set-out to get the children home.

Blocked at the Edge of Tyv

Only when they get to the edge of Tyv, they find their way blocked by a figure wearing black armor and wielding an axe. This is Nol Quint. Nol is deeply suspicious that the children have now been effected by the demon’s grove and refuses to allow any parents to leave or any children to come back. A verbal fight ensues with Natalia rushing to confront Nol (and getting struck by Nol’s axe). Even though the parents are pleading with Nol to cease, Nol has too much sway over the villagers for them to full on rebel.

After Arden tries pulling back his hooded cloak and showing off sigils to demonstrate his power—a trick he used in Basinghall—and it fails to impress Nol (if anything, convinces Nol that Arden really is infected by demons. Nol, Arden, and Natalia get into a fight where the latter two try (and succeed) to show they are not being aggressive but only trying to defend themselves and get the children home.

Finally, the villagers turn against Nol and Nol screams and runs off, abandoning the village. They will likely return at some point, considering Arden to be an enemy.

The children are reunited with their parents and the heroes are given a place to rest and avoid the storm.

The Mayor’s Strange Request

It turns out part of Nol’s sway over the village is that Nol’s father, Daniel Quint, is the mayor. While Natalia and Izzia retire to a small and homely temple that hosts one of Brother Hyrdale’s painting to be healed in its presence, Arden is asked by the Mayor to travel to Jorn to steal its sibling. The long rivalry between Tyv and Jorn lives on even though the space between the two villages has long been divided by the effects of the demon. They have once again turned to a long and drawn out civil war even though they rarely cross over to see one another.

The Tyv temple has a young priest who spends his time painting and trying to copy the one Hyrdale painting he knows. Still, the magical blessing of the original painting could only be enhanced if both were together and rather that both villages being minor pilgrimage sites that one, and surely Tyv is the true home of Hyrdale’s legacy, but could be the true site of pilgrimage.

Also, the town largely lives off farming and fishing but the waters of the River Lumin have been no good for either, lately. This is due to the curse impacting Lake Kalbarn to the north which should now rectify since Arden has broken it. However, there is a superstitious tint towards wanting both paintings to “fight the curse” and end the problems. This is a reason why the children were fishing in a forbidden spot, trying to find some place new where fish “might be hiding.”

Arden at first is not swayed but after talking to the mayor about the location of the strange mystical voice in his head and what might be further down the river, and finding the mayor really does not know because most Tyvians do not travel far past their own farms and fields, Arden changes his mind and decides it might be interesting to find out more.

Jalmar is joining some Tyvians in a hunt to find some food and host a feast in celebration so Arden decides to go alone.

Arriving in a Surprisingly Successful Jorn, the Stormy Bottle, and Danna Anderson

While Tyv remains a smallish village of fisherfolk and farmers, Jorn has been growing steadily in the last few decades. It is now a sizable town backed by its stone quarry and artisans that work to carve from it. Arden arrives to find the place thriving, though most people are inside due to the continued storms and rising river. He goes into a pub and here meets Tasha Bell (her sister, Sasha Bell, is Jorn’s mayor). The people are friendly up until Arden mentions coming from Tyv and wanting to see the second painting. At this point, they shut him down. He pulls the broody routine and they are apologetic but refuse to budge.

When he asks for a place to stay the night (because he 100% plans to sneak out and see the painting when no one is looking) he is told he should go to the The Stormy Bottle out by the military garrison and ask there.

He takes them up on the offer.

Arriving at the Stormy Bottle, though, he finds it empty except for a bartender named Danna Anderson. Danna is actually a wandering priest who has dreams of being something like another Brother Hyrdale‐the Tyv equivalent wanted to copy Hyrdale’s art, so two young priests each are trying to embody a portion of Brother Hyrdale—traveling the lands and spreading joy. Only the road is kind of tough especially when the weather is this damp and rivers are prone to flood. She stopped here to visit the temple, found the temple was shut, and ended up working at the bar, here.

The soldiers are all out of town. A shipment to deliver coins and other valuable items is underway and all the soldiers signed up for the chance rather than risk getting left behind in Jorn.

Danna is also dismissive of Arden coming from “podunk Tyv” but as he talks to her he realizes she is craving adventure and excitement and doing good deeds but has no good way to accomplish this. She is stuck here waiting for the tides to change. He gets an idea.

He tells her outright that he plans to break in and see the painting and asks if she wants to come along. She says yes.

The Great Break-in Mishap

When they get to the temple, Arden finds that instead of a homely simple temple made of river-rock and clay, the Jorn variation is a pretty large church. Brick and strong timber with heavy locked doors. An impressive building aided by the fact that numerous candles burning inside help to give it a glow on the stormy night.

Arden finds a way in but when Danna tries to follow, she falls back down. He rushes to the front door and opens it so she can enter but this was a mistake. Because the night is so dark and the interior so bright, a would-be watchdog hiding out from the rain named Jansen Dels sees the crack of the door and runs over screaming that bandits from Tyv are breaking in. This gathers other guards type who open the door and see Arden staring at the blank canvas. The second relic painting is devoid of any design and the church has been locked up to hide this fact from townsfolk and the pilgrims alike.

Arden tries, and fails, the trick with showing off glowing sigils but the townsfolk are not impressed. If anything, Jansen now thinks that Arden might be another haunt like “the ghost dog” that is stalking the moors. When Arden looks around confused, Danna acts like everyone knows about the ghost hound.

Right as Arden is trying to ask if anyone will take him to see the ghost hound, the sheriff shows up and the two would be art enjoyers are arrested.

Making Friends with Johnny Lawman

Unlike Tyv, people in Jorn are at least aware of the Arcane Order—this far out, they do not recognize any Order authority, though—so after the mob disperses the sheriff—Sheriff Raoul Tynsdale—lets Arden and Danna out of the holding cell and just chats with them. The older sheriff is friendly with Arden and very friendly with Danna, whom he knows from The Stormy Bottle.

Here, Arden finds out that the so called “ghost hound” is actually more like a spectral wolf swirling with colors and designs. What’s more, that same wolf was the subject of the painting which is now blank. One night, the priest running the church died and the painting was found empty. After that, people have been spotted the ghost wolf at night, shining bright.

Arden is ready to see this ghost wolf in person and Danna is excited she’s finally going on adventure.


DOUG’S COMMENTARY

In the previous session—The Stone Crack’d 03—I mentioned how this mini-arc is kind of its own campaign and this session (and its inevitable second half) is probably the best proof of that. The stuff about two villages (one growing up to be a decent sized town), dealing with prejudiced townsfolk, solving a strange mystery: this one “chapter” is pretty much an entire arc from the early days of The Bloody Hands. The point is to explore the world outside of the relatively narrow bubble (pun 100% intended) of the core series and to get a sense of why the Arcane Orders stringent control of magic and daily lives might not be always the best solution.

Bonus Fun Fact: as of this post with just a half page of the next session added in so I could “keep my place,” there are 36-pages of content in my play diary for The Stone Crack’d. Most written in size 11 Arial font (i.e., the default Google Docs font). Sure, a lot of it is just open-world lore building but that’s the kind of solo-player I am. Literary parsimony be damned when Doug is mapping out the geo-political rivalry of two small villages!

The Stone Crack’d needs the previous in-Veil style sessions with their smaller scope and bigger focus on internal politics and mystery/thriller content, but it also involves a lot of things that show how little all those intrigues actually matter.

By essentially pure oracle roles and some really surprising scene checks (getting an interrupt scene on a Chaos Factor of 3 is wild), we have had two (going on three) sessions in which we have had some deep lore dumps about the good folk and the bad folk from before The Troubles brought it all crashing down. It is actually a bit pointless that I made the set-pieces that have yet to even show up (see the above linked “03” and the start of the actual play notes for more) because alternate set pieces have deeply defined this mini-arc: first we got Leonardo Miller and dealt with the growing biases of the Veilborn; then we got the stuff with Kalbarn-Karn and the curse; and now we have a kind of fun mini-story about a saint and his magic art with deep nods to Golden Age cozy mysteries as well as classic Holmes and Hammer Horror.

As iconic as the mental scene of Arden, on horseback, riding towards a massive demon frog—sword out and sigils glowing bright in the dim, stormy weather&mdahs;might be, the double scenes of townsfolk being utterly unimpressed with him trying to show off with those same glowing sigils are probably my favorites. It worked once, a few sessions back, and then no longer. Here is a man in his mid-30s trying hard to show off to yokels and their response is effective: “Ok, but what does that have to do with us?” That or thinking he is haunted himself. Removing Arden from the place where the Ulet name is kind of a blank check is nice. He has to try twice as hard and so far the dice rolls have absolutely astounded me when it matters. The Argusin fight with its drowning children and chaos required 12-effort! Yet, Jalmar and Arden punched through. Sure it is just random chance but I like to think it’s a nod to how much they have grown as a team, facing ancient and terrible things without the luxury of backing down.

I will always play the kind of character that rushes to save children, by the way.

Dean Spencer makes a surprising “cameo” in this one. I have been using his art to illustrate the aether-noir meets cyber-punk “The GLOW” series (he first part of that, comprising the first two sessions, setting the aether-noir rules) and even using his art to kind of dictate the series. I find an illustration I like and then try and work in some part of the scene to justify it. At any rate, digging through his art I came across the above piece and immediately went, “Hey, that looks like my mental model for Jalmar Dax,” and after a second gave thought and realized another Dean Spencer piece has been deeply tied into my mental model of Arden Ulet this whole time. One from a particular volume of rather excellent random tables. A Big Book of them, you might say. It did not take long to find a piece that made me think, “Hey, that’s Natalia!” With those three, and a piece that kind of works for Izzia, I’ll have a short break from the old classical art of rural and urban England.



ACTUAL PLAY NOTES FOR THE STONE CRACK’D 04



Scene 9

First, some quick threads updating. Natalia had two threads (her career and her want for respect). In retrospect, will shrink this to a single thread (Natalia’s Career and Desire for Respect) and will add in a new new one: The Troubles and Their Aftermath. The war between the dark wizards is what caused many of the current troubles but really it has not been addressed too much outside of the notion that there are deep gorges torn into the earth, etc etc.

Now, on with the show…

Chaos Factor 5.
Expected Scene: Arden and Co approach a worn down village, drawn slightly to the psychic/mystical call of a mage inside (the village is a trap which lures travellers in…).
Actual Scene: Interrupt Scene. Ambiguous Event (Misuse, Distraction).

Ok, a question (50/50): Is this related to the village directly? 72 → No. Let’s go to the Image Oracles, then. 3,2 Fishing Pole + 4,2 Ancient Ruins.

As the party is moving back from the lake towards their right path, and Arden is drawn to the odd voice in his head, calling him forth, the group see a strange sight. A group of kids from a nearby village are scrambling on a tottering dock to try and catch fish. Only the dock is actually an old statue from before the Troubles that has fallen over. Izzia will chafe at the misuse and pull the team off course.

Since this scene is most likely to be largely just world building (as said, a distraction), let’s dive a bit deep. WHO is being predicted? Using Random Realities we get 3,2 (Defense – Guarding + Tired – Monk), 5,2 (Inquisitive – Planning | Reclusive – Assassin), 1,1 (Respectful – Writing | Loyal – Healer), and 3,6 (Sympathetic – Painting | Lost – Artisan). Taking, basically, one word from each let’s go with a Reclusive Monk known for his art and writing. A semi-mythical figure. Name: 5,3 Hyr + 6,1 Dale. Brother Hyrdale.

Is this someone that Izzia knows? (Likely) 47 → Yes.

Now, using World without Numbers to set the scene more fully. Combine one Wilderness Tag with one Ruins Tag: Wilderness 31 – Devil’s Grove. Ruins 12 – Civil War. Ok, so this is going to be a bit more surprise action-y, then. Using the concept of an ancient, terrible beast from the former and defaced relics and bloodied rivals from the latter, we have a story.

THE LEGEND OF BROTHER HYRDALE AND THE SAD VILLAGES OF JORN AND TYV

Four hundred years ago, long before the Troubles, Brother Hyrdale was a follower of Khel who lived a peaceful life. He would wander the shallows and preach joy and happiness in your work and your art. Reclusive, he was never known for any particular stopping place. He might disappear for weeks or even months at a time but eventually he would wander into some village or town and there would be a festival to celebrate. He would write elaborate epic poems, paint bright murals, and sing songs with all the people who came out to see him. It is said that a rhyming couplet from Brother Hyrdale could cure ills, that looking upon his paintings could heal the soul.

The beloved monk passed away at the age of 61 and was given a state burial in Khalid City with full honors. However, back in the Shallows an issue had arisen. Brother Hyrdale had been born in a lonely farm equidistant from two villages: Jorn and Tyv. Both took great honor but in the wake of his passing, both wished to capitalize on his name. Despite official Khalid surveyors declaring that the Hyrdale farm was no closer to one or the other, both argued technicalities. “Brother Hyrdale bought potatoes from Tyvr, we fed him!” “Brother Hyrdale bought wool from Jorn, we clothed him!”

After a fight between the two broke out in which several noses were bloodied and an old widow died of shock, a priest of Khel was dispatched to settle it once and for all. She recommended a not-simple solution. Jorn would provide the stone and Tyvr would provide the clay, both harvested from the River Lumin which flowed between the two village. These two items would be combined, using equal number of artisans from each village, to create a statue of Brother Hyrdale and give honor not only to his legacy but to the twin villages that helped raised him and make him what he was.

Both agreed and so the statue was built exactly equidistant, along the banks of the River Lumin. Tyv-Jorn was established as a partnership.

Years later, during the Troubles, the couple of miles of distance between the two villages suddenly became a dangerous split as creatures of darkness found the quasi-holy spot and fed off the positive energy – as well as the lingering sense of conflict. Over the new few decades, the statue tumbled and the creatures fought amongst themselves until only a single great beast remained (Using the same 5,3 + 6,1 used to generate the names we get Bulky – Demonic | Broad – Amphibian…all four we can use here): The great batrachian demon, Argusin. Argusin fed richly upon his fellow creatures and then crawled into the mud under the statue to sleep.

And so the legend of the good Brother Hyrdale has been lost to Tyv and Jorn and replaced by a new legend: the old statue neither village must cross. Twins split again by a dark place in between.

Back to our Scene

Weather Check { cloudy | misting | drizzle | rainy | hard rain | full on storm }: 6 = Full on Storm.
Vibe Check: Izzia (1) + Natalia (4). Natalia continues to be moderately at peace with the situation though Izzia is once again in a quite sour mood. He has been practicing scathing phrases to shout at Arden once the group camps for the day.

The team makes their way across the Shallows in the depths of a full on storm. Slow going. Visibility is poor. Arden has heard Izzia cursing under his breath but does not try and console the sodden Scholar. Kor’s emotions are a bit mutable and the volumes of text he will be able to write from this trip will be consolation plenty.

Jalmar is in the rear, riding tall and proud in full leathers. Ravenhawk protected in a covered cage and monkeydog enjoying being wet, clinging to Jalmar’s shoulder. Natalia, slightly in front of Jalmar, is whistling a tune. Not as merry as it could be, she still is obviously trying to copy Jalmar’s own stoicism.

Arden hears the voice in his head: “Come, closer.” He has told the others about it and all four agree that it is almost definitely a trap but all four also agree that they should move towards it. Cutting across the River Lumin (feeding from Kalbarn Lake) could take days and going around the voice the other way might take even longer. Whatever the voice is, it is ahead. For better or worse. Most likely worse.

After a lightning strike which gives a bit more increased visibility, Arden hears Izzia shout, “No, no, get off that!,” before the Scholar rides his horse off somewhere to the left, towards the river. Arden turns to follow and the other two are close behind.

Arden sees a strange sight in front of himself. The statue of a thin man in monk’s robes and arms stretched up and wide. Only the statue – Arden reckons it is around 30-feet high and built of river rock – has fallen over long enough ago that weeds and earth have grown over its lower half. This makes the arms and upper half a ledge jutting out over the rapidly rising river. Something of an accidental pier.

Izzia is up on the waist of the statue shouting at a handful of children clinging to the arms and face of the statue. He is telling them to respect Brother Hyrdale. Arden notes, easily, the fishing equipment the kids have. He also notes that the children have no doubt been trying to fish and are now trapped in the storm and trying to get swept off the wet masonry. Ironically, Izzia being an unknown threat is probably keeping them on there for longer.

As Arden is going to turn to Jalmar and Natalia and recommend they get the kids down, the earth shakes hard and the horses buck. An impossible sight happens next. It looks as though this Brother Hyrdale, at least his statue, starts to rise up. Izzia is thrown into the bank and rolls off into the swollen river. A couple of the younger children slip free and fall into the water. The others cling desperately.

Then, from under the statue a great shape emerges, one long buried down into the mud. Standard Crafty Challenge, Arden gets three successes and very nails it. Arden can sense the name before he sees the demon’s eight eyes turn to look in their direction. Argusin. A great batrachian evil summoned forth during the Troubles to feed upon the people of the Shallows. At the time, it was described as like a house. Now, it has grown old and fat. It is a mansion rising up.

“Jalmar! Get those kids down. Natalia! Get Izzia and the ones in the river!” With that, Arden is riding hard directly towards the demon. Guardian sigils glowing bright white in the dim storm light of the day.

In Tricube Tales Micro Edition, there is a table for determining the Trait for a Showdown which works out to { Agile | Brawny | Crafty | Agile or Brawny | Brawny or Crafty | Agile or Crafty }. Using that, a 4 is rolled. Fighting Argusin will be Agile | Brawny challenge (not one of brains, essentially). Three effort seems reasonable. How hard, though. I just jumped on everything being Hard last time but while Argusin is a major threat it is also a demon that has been asleep in mud and is likely confused and also just shoved a heavy statue off of itself. Let’s go with 1 pip toward Easy, three towards Normal, and two towards Hard (in other words 1: easy, 2-4: normal, 5-6: hard). We get 2, Normal. Normal Brawny or Normal Agile. Twelve total effort for the four characters. Izzia is trying to survive. Natalia is trying to help Izzia and some children. Jalmar is trying to help some other children. Arden is running right into battle.

First round: Arden gets 1 success. Jalmar gets 1 success. Natalia gets 1 success. Izzia gets no successes and takes 1 Resolve damage.

Arden leaps off his horse and uses the vines clinging to the bottom of the statue to climb up and leaps onto the back of Argusin and brings his sword down into the demon’s thick, gelatinous flesh. There is no real plan by the Guardian but to distract the beast from the kids. Jalmar leaps and rapidly climbs the slippery stone, loosing Kif and Ruk to assist. One of the kids is pulled off and tossed to the ravenhawk who catches them and somewhat roughly lowers it down. Natalia grabs one of the younger kids and pulls her to shore. Unfortunately Izzia is being overwhelmed and cannot surface, choking on water.

Second round: Arden gets two successes. Jalmar gets three sixes! We’ll say that’s worth at least a couple bonus hits of effort (so 5 from him). Natalia gets another one. Izzia gets two. That wraps it up with both Izzia and Jalmar scoring exceptionally well considering the odds against their dice.

Arden grips his sword – still stuck in Argusin’s back – and as the great demon turns its frog leg head to glare at the puny mortal clinging to it, Arden smashes his war-sigil marked fist right into Argusin’s eye. The entire body lifts up high and tries to drive the pest from its back. But now Arden has help. Jalmar, handing off the last two children on the statue to the monkeydog and ravenhawk, leaps from the arm with his magically enhanced bow out and shooting glowing arrows into the spine of Argusin. The bright pure light of his shots punch through the demon as black blood pours into the river and begins to fade. The entire bulk of it collapses with Arden rolling free.

Downstream, Natalia has caught all but one kid. Looking around desperately, she sees Izzia pulling himself out by a branch. In the Scholar’s arm is the final child. Izzia coughs water from his lungs and lays exhausted as the demon blood flows by nearby, diluting rapidly in the flooding waters.

Natalia turns back towards the statue, now upright though at an angle. On the back of the demon, Arden and Jalmar stand tall. Sigils are still glowing silver. Victorious.

She is 100% in. +2 to her vibe checks here on out.

Chaos Factor drops to 3 because that was such an astounding victory.

The kids come from {Tyv | Jorn} → Tyv.

Scene 10

Chaos Factor: 3
Expected Scene: The children are returned to Tyv as the team waits out the storm and regathers their energy.
Actual Scene: Almost shockingly, another Interrupt Scene. Oppose/Mundane. New NPC with “Josef Ulet” cited. So…someone like big brother Josef. Fairly practical. A village leader type who is opposed to the {children | guardians | both } → children entering the village of Tyv. Because they went into the demon-infested area between the two villages.

New NPC: {male | female | nonbinary} non, {younger | same | older} older, Urban People 3, 1 Driver/Wagoner + 6,2 Soldier/Mercenary. Person Tags: 6,4 Treacherous/Tricky. Usual Demeanor? Wary/Vigilant. Name? Nol Quint.

Nol Quint has traveled around the Shallows for years. First as a mercenary for the various gangs and caravans traveling the plains. Then running supplies between Tyv and other areas. And there is one thing that Nol has learned: you take care of yourself. Tyv is where Nol is at home and there is a pretty major rule in Tyv. Do not go near the old statue or the goblins will get you. Once it was discovered that some children from the village had done just that, Nol quickly started badgering the others: do not let these kids return.

Do any of the others agree with Nol? No. This means the fact that Nol is going to stop people from getting their children is a sign how dangerous they can be. They are very war hardened and used to bullying the people in the village.

Arden, Jalmar, and Natalia walk and lead their horses carrying a couple of kids each. Izzia and another kid are clinging to the fourth. The children have told Arden how to get back to Tyv and he is letting one of the oldest kids lead.

Getting close to Tyv, though, the group sees a black-armored figure standing and blocking their path. Short haired, muscular, and mean looking, this figure is carrying a large axe and tells Arden and the kids to stop approaching.

“Them kids wandered off to devilhome. They can’t come back. Them’s the rules.”

Behind this person, a few adults are standing around. Several fathers and mothers look desperate and upset, but do not challenge the axe-wielder.

“Do not be a fool,” Arden shouts back. “These children are wet and their parents are waiting for them.”

“Nae. The demon done got their souls.”

“No, their souls are fine. The demon is dead.”

“You can’t dead a demon!”

You can’t. We can. We killed it.”

One of the younger children starts to shout about how Arden and Jalmar killed Argusin (“The glowing man killed the big frog”) when the axe wielder screams at “Maddew” to shut his demon tongue.

Arden, hearing enough and knowing that Izzia needs care, looks past the person and asks the people behind if they agree with this or can they come and at least get their children.

Do any speak up? (likely) 100 Exceptional No. They are extremely afraid of Nol. Random Event. NPC Action. Trust. Friend. Going with just the ones that are here {Jalmar | Natalia | Izzia | Children } we get Natalia. Natalia fully trusts and supports Arden and so jumps forward into the conversation and starts describing all the things that Arden has done. How much he has fought for the order.

She walks right up to Nol, essentially shouting into the axe-wielder’s face… Hard Crafty… no successes. Does Nol outright attack? (Very Likely) 91 Exceptional No. Despite Nol being absolutely unconvinced by Natalia’s outburst, they do not bend one wit. In fact, they take their axe and draw a line in the sand and shout back that any who cross will be considered to be a demon attacking the town.

Arden asks Jalmar and Izzia to get the kids back and away. “Keep them safe, no matter what happens here.”

Standing side by side with Natalia, Arden pulls out his blade and says the words to activate it. Blades and Sigils shining bright…he is trying to both threaten and demonstrate that his people can in fact kill a demon.

Another Hard Crafty, this time for him: 1 success. Not enough to get through to Nol, but enough to get to some of the people behind Nol.

Do these people know of the Guardians? (50/50) 50 No.

Still, they can see that Arden is capable and they heard what Natalia said (which now makes more sense).

A few start shouting for Nol to let the children through. “They are our babies!” “They were just trying to find food since it has been scarce.”

Oh, speaking of…has Nol been missing deliveries lately? (Likely) 66 No. There is just not enough food to actually deliver.

Still, Nol sees the tides turning against them and has to react. Action Meaning Table: 92 Transform 85 success. Let’s do a vibe on top of this because I am split: {nol refuses | nol accepts} Nol very much so refuses. The transformed success means that Nol uses the demonstration to try and claim that Arden is a demon in disguise and takes this to push.

Same showdown roll as before with {easy | standard | hard} in equal measure. Normal Agile. The trick is going to be mostly to not get hit. 2 effort each.

First round: Arden gets a success but Natalia gets struck by the axe.
Second: Arden continues to dodge while Natalia also stays out of the way.
Third: Arden and Natalia both dodge again.

At this point in time, several village folk have run up and demand Nol to stop. They essentially get into the middle of the fight. “These people are trying to hurt us, they are protecting our children!”

And Nol (again, meaning table): 42 Expose 64 Opposition – Nol shouts that they cannot stay in a town full of demons and runs off into the rain.

Looks like we have a new character/thread to have during Arden’s time out.

Chaos factor is down to a 2.

Scene 11

Chaos Factor: 2
Expected Scene: NOW they will rest in Tyv
Actual: Expected (oh, thank goodness)

Back to World Without Number and the Rural Village table… one roll: Tyv initially grew up around the estate of Lord Tyv some many years ago. It is led by a Patriarch: Nol’s Father (grown sickly as of late). Besides those two, the next most notable citizen is an artisan (someone who follows in Hyrdale’s footsteps, perhaps). Ah, an explanation of why food was scarce. Since Lumin runs from Lake Kalbarn, the curse was causing the river to change and become darker with fish dying off. The demon partially awoke because it could sense an ancient evil mage. The person that will talk to the adventurers will be Nol’s father. Nearby the village is one of Brother Hyrdale’s blessed artworks in a shrine. Just looking at it will heal you.

Community Tag: 66 Pilgrimage Site + 26 Dueling Lords

Both Jorn and Tyv have a holy painting by Hyrdale. Once the demonic beasts split the villages in two, both consider the other to be somewhat responsible and are trying to find a way to gather up both relics under one house. Nol’s father, Daniel Quint, asks Arden to travel to Jorn and take their painting so the Tyv temple can have both.

The scene is a village on the plains. A few trees. Village has lived many years through fishing the River Lumin and by bringing in supplies. Around thirty or forty families. A few outlier farms. Tyv-Jorn has broken down thanks to the demonic forces in the middle but long paths around. A ban on going to the area with the statue. Under Nol’s tyranny, it got worse. Arden in a house that was once grand a few generations back.

This is a place of pilgrimage. Before the troubles, folks traveled to see both temples. During the Troubles, the sheer unimportance of either village meant they could weather having demonic entities so close. After, the communities are split once more and warring with each other.

In the house, Arden asks about the location of the voice in his head. Daniel asks Arden to steal the painting. Both are drinking warm tea mixed with rum. Staying dry. Jalmar is out trying to hunt some. Gets a 6, 5, and a 3. We’ll stick with Standard Success so doubly so. Not an exceptional game, but a good amount of decent. The group will have a feast later that night.

Hard Crafty for Arden to explain the direction the voice is in: No successes. Daniel does not know of any village or people or places of power in that direction.

Checking the weather oracle from earlier, it is still storming. Izzia and Natalia are healing up at the temple. An artisan is studying the single painting of Hyrdale (Image Oracles: 1,1 Magic Portal + 1, 2 Cash…a painting showing a heavenly door to a place of riches) and so creates very similar themed paintings of doors.

Arden might be tempted to head to Jorn and see their side of the story.

Does Izzia know of this? Hard Crafty: No. Izzia knows of Brother Hyrdale, but not of the Tyv and Jorn issues.

Arden will be on his own again, heading to Jorn to talk to them. The plan is for Arden to return shortly after nightfall but in case he gets delayed, he leaves a note for the others written in Order code.

Arden is a bit out of controlling the situation right now, so Chaos factor up to 3.

Scene 12

Chaos Factor 3
Expected: Arden approaches Jorn to try and settle some differences
Actual: As Expected

Using the same approach as above, what is Jorn like…

Jorn is best known for its quarry which has been mostly drained. Here is where the once famous Jorn stone was derived. It is run by a matriarch, Sasha Bell. A significant local is Sasha’s cousin, Toren Bell, who owns the land the quarry is on. A current problem is a dangerous beast or foe: Argusin? Is this the same beast? 98. Exceptional No. They are being haunted by another beast. Hmm. Creatures Descriptors Meaning Table: 18 Color, 92 Undead. An undead creature full of color. Like a painting. Let’s get a couple of Image Oracles in… 6,1 Wolf’s Head + 4,6 Magic Swirl. A ghost shaped like a wolf that flows with color as it moves.
The second temple’s painting was of a wolf in a multi-colored forest, a different sort of paradise from the first. Around the same time the curse was released, the temple priest died. And the wolf from the painting is now gone and traveling in the lands.

Was this due to someone from Tyv trying to steal it? Very Likely: 55. No. Why did it awaken? Actions Meaning Table: 46 Free 56 Pain. It is trying to free something from pain. Itself? The priest? Ah, was the priest murdered? Nah, that’s moving towards this subplot taking up more threads. Go with simpler. The two temples are one temple. Hyrdale considered them both to be his home. In fact, there will be a third painting. The first is social paradise: riches, wealth, a home. The second is natural paradise: beauty, freedom. There is a third for spiritual paradise.

The person most likely to interact with Arden is a starry eyed youth longing to leave for adventures. It can offer… hand crafted stone items.

We’ll give it the same community tags. They have another temple but Sasha and Daniel are at odds, long separated by the “demon swamp”.

Arden arrives in Jorn in the early afternoon. The bridge to get from village to village requires going a long path around the demon swamp with the bridge that was at the farm, being long destroyed. How welcoming are we talking about? I will say quite. They still make art. Still have a quarry to sell stone.

The storm has driven many of the villagers indoors so he makes for a place that looks like a public house. Entering, the woman behind the bar exclaims, “A stranger, in this weather?” and comes around to check on him. A few older folks, smoking pipes and swapping stories, have stopped to stare but not in a completely unfriendly way. Still, a few men and women with distinct “We break rocks for a living” levels of muscles are nearby and staying on guard. For most travelers, these would be a threat.

Arden explains that he came from Tyv and is not exactly surprised to hear some grumbles. He leaves out the whole “steal the painting” part of the trip but leans into seeing that temple. Plays up his own brooding nature (+1 difficulty). Gets a success all the same and has the folk accept he is on a legit pilgrimage. +1 Karma.

The old lady is Sasha’s sister: Tasha York. She pulls Arden to get him some whiskey.

Does she tell him about the temple painting being blank, now? (50/50) 37 so no. Instead, she tries to convince him not to go anywhere near the temple. “The priest is dead so we have closed the site until we find a new one.”

Every time Arden tries to convince her that he just wants to see the other half of the pair, she shuts him down. He eventually asks if there is a place to spend the night since the sun is setting and the river is rising.

Do they have an actual room? (50/50) 50 – No. Where does she suggest he sleep? 4,2 Military Building + 4,4 Nightclub/Brothel.

Are the soldiers still there? (50/50) Exceptional No

The town is definitely more traveled than the quiet fishing village of Tyv. It is large enough to have a small garrison of soldiers and a building more geared towards the nightlife of those. This will be nearer the quarry. They should have rooms. The soldiers are off…

Actions: 82 Separate 75 Poverty

Carrying money raised by Jorn from the quarry to another city further down Lumin. Since a lot of poor villages are in between, it is semi-dangerous. Not even a skeleton crew has really remained since all the soldiers treat this as an excuse to go and get drunk rather than stay around podunk Jorn.

The nightclub definitely has rooms. Image Oracle 6,4 Flask + 6,5 Lightning Bolt. “The Stormy Bottle”.

Who is working it? 1,3 Beggar/Vagrant + 5,4 Priest/Preacher. Using the above tables, Young. Female. 2,5 Careful/Cautious. 2,4 Candid/Blunt. 6,2 A bit squeamish and fussy.

Not exactly starry eyed but this can be the youth longing to leave for adventures. She came to this town to preach the word of Khel and to visit the holy site but found the holy site closed with the previous priest’s death. She stayed and got a job working here for a nightclub barely used by the respectable citizens and too boring for the less respectable ones. She is careful with her personal dealings but also prone to just telling it like she sees it. She wants to leave and continue being like one of the old legendary traveling priests of old but she pretty much just knows up and down the river and had a few rough run ins.

Name? 2,5 Danna + 1,2 Anderson.

Showing up at the Stormy Bottle, Danna is the only person around. Arden introduces himself and gives the same spiel about wanting to see both temples but being blocked from this one. Once more leaning into the brooding act. Again gets one success and regains +1 Karma (up to 2). Danna tells him that she too was expecting more access to the holy site. However it is guarded.

Would it be actively guarded in the rain? (Likely) 72 No.

Arden tries to get a sense of her. Standard Crafty: Spends one of the Karma to turn that into an exceptional success. He can feel her desire for adventure and while he is not the type to actually use folks, still figures coming clean.

“I came here because I heard about the issues between here and Tyv.”

“That backwater? That place is more boring than here.”

“Well, yes, but in this case I am curious why two places with two sacred relics both felt the other was cheating. It feels like they should be working together. I was coming for insight but worried I might get locked in the jail if they thought I was a spy.”

“Are you a spy?”

“Yes, but the only person I am working for is my own curiosity. Look, it’s not likely to be well guarded in this storm. Want to break into a temple with me?”

She, of course, says yes.

Scene 13

Chaos Factor: 4
Expected Scene: Arden and Danna break into the temple
Actual: Expected scene

Oh, let’s get Danna some stats. She is a {Agile | Brawny | Crafty} Brawny Priest of Khel who… hmm. Image Oracle 3,4 Bird + 2,3 Angry Mob. She can summon swarms of animals but not control them. Her quirk will be Daydreamer.

Danna Anderson is a Brawny Priest who can summon swarms of animals but is prone to daydreaming.

What is required to get into the temple? Same dice rolls as before: Hard Agile/Crafty. What is the temple like? Couple of Location Tags and Image Oracles: 5,3 Prominent + 4,6 Old Fashioned + 3,1 Candle + 4,5 Giant. Ok, Just like how Tyv is a small, non-assuming fishing village while Jorn is a larger quarry town, the Tyv temple is small and primitive while the Jorn temple is a larger, old-fashioned church where caretakers keep lots of candles lit. It is a central building to the town and so breaking in means there will be lots of witnesses if it fails.

Arden has to spend his last hard re-earned Karma to find a way in (Crafty). Danna is not able to follow him (no successes). He tells her to meet by the door and he risks opening it (which will shine some candle light out). Is there anyone to see? (Very likely) Exceptional Yes. Someone does notice. What do they do? 30 Deny 27 Environment. They go and try to stop the “vandals”. Just a quick Urban People roll will suffice: 3,6 Hunter/Survivalist + 5,5 Reporter/Town Crier. PERFECT.

Jansen Dells spots the light showing from the door of the church and starts running while crying “Someone is breaking into the temple! Those bastards from Tyv are making a try”.

Jansen and some other townsfolk run out into the rain and slam open the doors to the church to see Arden standing in front of the blank canvas. Arden has dropped his rain cloak and is standing, once again glowing to impress.

This is going to be Hard Crafty and he again has no karma: No successes. Jansen points to the other townsfolk. “Like the beast on the moors. Another ghost come to haunt us like the hound!”

Arden looks at them, then at Danna. She picks up on his confusion. “You know, the ghost hound? The glowing ghost hound? How do you not about it?”

Arden starts to ask, “How would I…” and then realizes that folks are gathering specifically to capture him. He asks, “Wait, can someone show me this ghost hound?”

Do they? (50/50) No. The sheriff shows up and asks Arden and Danna to follow him.

Scene 14

Chaos Factor 5
Expected: Arden tries to convince the sheriff to let him investigate the ghost hound and figure out why the painting is blank
Actual scene: Expected Scene

Does Jorn know about the Order and the Guardians? (50/50) Yes.

We’ll say after some talk and explanation the sheriff nods and lets the mob leave and then lets Arden out of the cell. In the Shallows, the Order won’t carry much legal weight but the sheriff at least knows that Arden is not a vengeful spirit or just some random bandit. Open Crafty Roll: 5. Standard success in getting on the sheriff’s good side. How about Danna? 6. She actually charms the sheriff quite a bit.

“Who’s tending the Bottle?”

“No one. No one is drinking at the Bottle, neither.”

“Yes, yes, tell me about this ghost hound? And why in the eight hells is the painting blank? Is this some practical joke of a holy relic?”

The sheriff, Sheriff Raoul Tynsdale, seems almost upset at this. “That relic has been part of this town for 400 years. And then, the priest died and it was like you see it. We’ve locked up the church and Dels and his people were supposed to keep all visitors, even townsfolk out. We don’t need Jorn to know.”

“Was this ghost hound before or after this?”

“After.”

“Related?”

“How…can it be?” Standard Crafty: One success, Arden picks up that the sheriff is hiding something.

“It is! But, like you said: how can it be?”

“It is not a hound. It is more like a wolf. A swirly, bright, colorful one. Before it was running around out there,” pointing to the moors opposite the river and to the south of the quarry, “It was in there,” pointing back to the church.

“You are being haunted by a painting?”

“Exactly.”

Danna pipes back in. “An adventure!,” and slaps Arden on his back.

Chaos Factor up to 6.



CREDITS

This game uses Tricubes Solo, the Tricubes one-sheet “The Guardians of the Shadow Frontier,” [both by Richard Woolcock and Zadmar Games] and The Mythic Game Master Emulator (2nd Edition) [by Tana Pigeon].

Additional tables come from Cezar Capacle’s Random Realities, Ben Milton’s Maze Rats + Knave 2nd edition, Kevin Crawford’s …Without Numbers series (primarily Worlds…) + Scarlet Heroes, Matt & Erin Davis’s Big Books of Random Tables, and Madeline Hale’s Table Fables.

Other sources should be be credited in the raw play notes.

Graphics come from a variety of sources. A frequent source of the opening/splash images is ArtUK and I recommend that site/resource to any who like classical art.

Some art © Dean Spencer. Used with permission. All rights reserved.

Solo Review – FIRST IMPRESSIONS: Trying Out HexRoll for Solo OSR Hex Crawls and Adventures

The HexRoll Solo Screen. A basic description of the terrain is on the left with a small hexmap on the right.
Generated by HexRoll on December 17, 2024.

 I heard about HexRoll on the r/Solo_Roleplaying and it sounded interesting to me even if I do not tend to run old school style hex crawls. Part of the reason I do not run them is because I am not exactly great at making them up on the fly. I figured why not make up some level one characters, try to generate a small area to explore, and then just run it for an hour or two to see what I think. If nothing else, it could be good practice for me to make my own more analog entries into the genre. 

Make note that I was going in fairly uninitiated to what this even was. There is documentation and notes and some of those are pretty obvious but occasionally an hour of utter mistake-making is worth three hours of reading a manual first so I dove in like a newborn calf and, Space Pilgrims, let me tell you I did get a bit confused. I’ll explain as we go.

Initial Playthrough and Impression


My First Playthrough

I had originally planned on generating 6ish characters using the Rules Cyclopedia and using those but since that’s the kind of activity that can take about as long I had initially planned to play for, I decided instead to use the “Quickstart” Pre-made Level 1s from the Shadowdark Kickstarter. To introduce a slight degree of randomness I picked six human characters without really looking at their stats or starting equipment. Let’s not worry about names for now and just call them Male Fighter, Female Fighter, Female Priest, Male Priest, Male Thief, and Female Mage.

For the hex map, I chose “Island” and left the settings on default except I increased the number of regions, increased the number of settlements, and increased the number of dungeons. I wanted it to be somewhat thick so there were things to do.

This generated the Island of Nesila [note, I am not linking to it because I am not sure if others can edit it or not just yet, I have since become a Patreon subscribe so it is no longer ephemeral and will not expire in a month]. I was in a scorching hot desert for some reason called the Iceborn Wastes, standing near the town of Town of Ecrean. The PCs entered and I started clicking around.

The interface is not bad but there were a few actions that caught me off guard. For instancing, I played with the scroll wheel and this zoomed out on the map and then hid the text descriptions until I eventually figured out I had to click on a specific spot on the hex to “re-enter” it. I think. 


At this point, I was not really sure exactly what I was meant to do. If that sounds silly to you, I ask you to have patience. I was going into the product purposefully “blind” and it took me around ten-to-twenty-minutes to get into the proper mode. I was treating the product incorrectly as a virtual GM.

I had not yet grokked that this was instead was a thirty-two-page module (heck, maybe even thirty-six pages) with a few towns, a few dungeons, and a few pre-gen NPCs with the overall expectation that you would do whatever you wanted with the kit. If you want to attack an NPC, go for it. Roll the dice. If you want to give a backstory/quest to an NPC, sure. Add in some more details? Yes! I eventually cottoned on to this but to start I was kind of expecting it to more hand-feed me the sort of quests where I bash the heads of rats in tavern basements and eventually,  just maybe, end up slaying a god. You know, the Bioware special.

I was looking for the kind of action prompts that might say something like “turn in quest” or “open door”.

I got better. Just bear with me. I’m an old man but I do sometimes learn a few new tricks.


In this intial mode, I went into the tavern, rolled to pick up three rumors (including the “truth” of a missing wife from the below job). Rumors seem to be mostly true based on my short experience so less rumors and more “here are some world facts.”

There was a job to take something from one person in town to another person. And a job about the missing wife.

I made the delivery in a single click and got 700gp (!?) but the missing wife was basically, “She’s gone!” The rumor explained “where” but not where that “where” was. There were also bits of spoiler text I was not sure what to do with.* 

I went out after here. First I went a bit north-west, found an ancient monument next to a “forgotten keep” with some giant snakes inside who were avoiding the sun and I definitely did not “go in” or explore the keep (poison = bad time in the OSR days). There did not seem to be any interior anyhow unless I made one. Then I went south and there was an old woman who did not want company and was convinced someone was sneaking around. A pair of hobgoblins show up, attack, and get trounced. My characters snag 30sp and try and sweet talk the woman into letting us stay the night and get told to leave. So we do…


* Turns out, that’s where YOU (meaning ME) come in. Come up with a prompt or interaction to get that information. Interrogate the poor bastard. WHERE IS SHE!? I was still around 5-minutes behind the obviousness of it. 

A text prompt where Sinister Gaudiosus is paying too much money to take a box about 5 feet north.
This absolute banger of “not a trap” was Generated by HexRoll on December 17, 2024.

I am maybe ten or so minutes in, half of which was just learning the interface, generally double clicking things at a rapid pace to try and figure stuff out. I am starting to notice a few things.

First, the game is tossing a tiny nugget of High-Fantasy + High-Concept notes around all of the hexes (later I found out the dungeons have a similar, “And there’s also a…” style to add 1+ details to each place). Ecrean is on a rise next to a pyramid. The old lady lives in a house in the shadow of another pyramid. The ruins with the giant danger noodles was in a place where large dust devils constantly turn and swirl. Each hex is composed in a relatively epic scale with just a couple of points of interest and hex-to-hex these points can vary greatly or even slightly clash. Keep this in mind.

Second, we get by sheer chance to the hex where the missing wife is being held in some caves. We know about the Caverns of the Betraying Blades but not that they are a) behind a waterfall or b) found in the basement of an abandoned inn. I rule my folks would not search in those spots since they are looking for, you know, caves. I was still sort of looking for a kind of “you see the missing wife’s scarf near a waterfall” type of prompt. If I was already in the second- or third-mode, coming shortly, I probably would have actually did a quick point-crawl type dungeon for the inn and actually explored it. I was still sort of expecting there to be some in-game hint. The description clearly states it (see below) but it also lets it be known this is not something obvious where inside this 6-mile hex such a thing might be.

A description talks about a winding trail, finding "Spellfire Cane" and there being a hidden Cavern with two entrances.
Generated by HexRoll on December 17, 2024.

I realize I do not have much in the way of the gear I might need to camp out or eat if I am going to be spending days wandering a desert. I head back to Ecrean and click on the shops. I am starting to become aware that shop contents are a bit…random. A lot random. Basic adventuring gear is pretty much left up to the imagination. I toss a couple of SoloDark roll to see if there are torches I can buy here and rations I can buy here. Torches, yes. Rations, no. I get enough torches for around three to four days of travel and plan to figure out hunting.

Here I find another quest to deliver a potion to someone called Evangeline Thatcher and rather than enter into an ever wander I click her name and get a broad preview of where she is, a few hexes to the east. I head that way and first have to go through some mountains.

This absolute unit of a set dressing shows up: Waterfalls of lava flow from caves in a cliff, melting pieces of rock as they fall and form a river of inferno in the deep canyon. 34 Kobolds are sleeping across a seemingly bottomless chasm, where a rope bridge meets an overhang. Holy crap. Lava is exploding down some cliffs, filling a deep canyon and somehow that same canyon has a seemingly bottomless chasm and there are 34 (!?) kobolds sleeping across it?


A description describing the things in the post is on the left, hexmap on the right.
Generated by HexRoll on December 17, 2024

 

This is where my brain started to wake up. Trying to mentally envision “waterfalls of lava” and 34 sleeping kobolds and some of them being in an old copper mine and a rope bridge is where I went, “ohhhh.” I am not being fed a campaign, per se, I am being fed a toolbox. I realized I was over-expecting internal logic and threads to be baked into the system. Instead, the game is giving me a space to make my own threads and logic.

From this point on I started adding in a lot more oracle rolls, figuring out side information, tweaking descriptions to make a kind of internal (while style High-Fantasy, High-Concept) sense.


It is snowing. My characters can hear strange voices down in a chasm below the rope bridge they are on (not specified in the Shadowdark rulebook but I assume kobolds speak goblinoid, which none of my characters do). Down in the chasm, lava flows while on ledges above it, the signs of some humanoid habitation are present (though no people are out to see). Not wanting to risk a fight with a whole tribe of something, the characters use the snow and lava sounds to sneak across the bridge and cross the mountain.

On the other side, they go down into a jungle filled valley. One of the first things they see is a spot with some abandoned wagons and odd glowing mushrooms. They try and hunt there and find no game but do gather enough firewood to last for a couple of days and stow it in their packs.


How I handled this was a pair of SoloDark oracle tests. First, is there game to hunt here? Second, is there enough wood/supplies that would be fit for making a camp here? Let’s be real. This is a jungle and it is a 6-mile hex. Yes. The answer is YES. I was just trying to play in the way Wilderness Survival might approve. The forthcoming guide to more official hex crawling in Shadowdark is not yet out but will be Kickstart-ed this March.

The type of “yes” I got determined the next step. Hunt/scrounge against a DC9 on “exceptional yes”, DC12 on “yes”, and DC15 on “yes, but…”.


Another day of hex crawling with no encounters, we went up into the mountains to find Evangeline Thatcher. She is another old woman living in an estate who does not want company and she also thinks someone is stalking her, only this time it was 12 goblins and they attack. My characters are cocky after beating the hobgoblins and sneaking past the kobolds so they go out to fight and…things go rough.

Two goblins are killed right off and my mage is good at Charm Person (and also has a +3 to her CHA rolls which starts coming up shortly) so a third is charmed and told to maybe wander off to the north and not worry about this fighting stuff. The thief thinks it might be good to sneak around and do some backstabbing…

In my many hours of playing Shadowdark, getting double 1s on a check with Advantage has only happened once. It happened again, here. The thief double-Nat-1s. He trips and falls and the goblins are well aware of where he is so he’ll be at Disadvantage next round of combat and people targeting him will be Advantage.

And then some curse IRL showed up because these goblins are +0 to attack and have an AC of 11 while several of my characters have +5s or +3s to attack, etc. I think around 7 of the remaining 9 goblins get a hit on my front line (and the thief). The thief is knocked to 0hp. The female fighter is at 0hp. Everyone still standing (except the mage, who is back) is down to 1hp or 2hp.

The next few rounds are basically the priests trying to heal people, including each other, while goblins score hit after hit and characters score miss after miss.

Spells were fine. Cure Wounds hits every time. Charm Person hits every time. But melee is clearly favoring the goblins despite all the math saying otherwise.

We eventually get down to one goblin (who has passed every Morale check with flying colors) and finally the mage points out that several of his friends went on walkabout and the rest are dead and she offers him a promise that if he leaves now, he can take care of those friends and the barely standing party will make sure the others get a good burial and that works.

Then the party asks Evangeline if they can please stay the night and we get a twist on the oracle roll: Dismiss weakness. She is so upset that they had such a time fighting the goblins and then actually played “nice” at the end that she wants the PCs to leave immediately. They would easily take on one old woman (well, maybe) but they agree and go down the mountain and limp their way back up the valley.


By this point I am wide awake. I knew what was happening. I was being given prompts and hooks. I was being given paint. This was an entire stack of oracle rolls just ripe for interpretation, waiting for solo player to grab all these keywords and start jamming them into locks.

You know what I am good at? Good enough that I have blog with probably around 200-300 pages across 80+ solo sessions? Taking a bunch of random words and ideas and turning them into pages and pages of solo play and having a good time doing it.

I was ready to apply the full weight of my solo play experience and have some fun on this silly island. Well, sort of. I have been at it for the better part of an hour, give or take, and was thinking I was at a stopping point. Still, I pushed for just one more “round”.


Ok, speeding this up considerably, the trip back over the chasm has the PCs “caught” by the kobolds but the mage talks to them and they are not only semi-friendly but actually quite civilized kobolds (exceptional yes on whether the kobolds can and will speak common). I decide to make a whole story to explain why they are in such a terrible place. The PCs camp with them for the night and learn the reason the kobolds are in this chasm with lava flowing nearby is because of their village being wrecked by a plague. This is baked into the island’s description, and I did an oracle prompt and got Flee Pain which I opted to be related to the plague rather than a boss encounter. The random roll identified the hex with the abandoned carts and mushrooms as where their village was which helped to add in some backstory (they had to leave the carts to get into the mountains, maybe the mushrooms are a side-effect of the plague. While the kobolds on are friendly terms with the town at the base of the mountain (exceptional no on whether Encrea folk’s have any problems with these kobolds). Only the town is not the source of the cure (oracle checks and revealed that there a cure to the southeast, a hex below Evangeline) and the kobolds don’t have enough money to pay for the cure.

Back to town. No additional clues about the missing wife but a rough location for the place the cure can be purchased.

No encounters as they track back through hexes with descriptions like “a large green dragon skeleton is here” and finally up another mountain where it is snowing and an entire gaggle of caravans have decided to set up shop, for some reason.

PCs are carrying more gold than I know what to do with (more than I have handed out in my months of The Bleak + The Pearl) and so spend 200gp of it to get enough cure for the kobolds (rolled 1d6x100 with imploding/exploding dice being possible) and then buy better armor, some long bows (the shops sell no arrows but I ain’t fooling with that level of RNG madness), and some good rations finally.

What’s more, someone in the caravan of caravans (the meta-van) actually knows the secret to find the Cavern and knew enough details (after finally getting yes on the very much asked (essentially, every NPC I talked to) “Does anyone know where the Caverns are?” test, I rolled a 1d6 with 1 being “broad idea” and 6 being “precise directions” and got a 6) that the PCs now know to look in the basement of the old inn.

They went to bed near the caravan, well-fed and fairly pleased with themselves.


Beyond the First Impression and Review

Once I stopped thinking this is something that it was not—namely a kind of online GM even if one driven by an unraveling mind—and starting appreciating it for what it was—a massive collection of oracles and prompts pre-collected with a rough semblance of continuity; I started to enjoy myself quite a bit. There are a lot of hooks that you could hang entire sessions worth of content upon. In the same way you could build a decent campaign using Mythmere’s Tome of Adventure Design combined with The Sandbox Toolkit to give you a decent start only with many rolls automated.

A Perfect Example: The implausibly named, “glowing black eyes” having, Sinister Gaudiosus will pay me to 700gp to take a “mysterious chest” to Ortgar’s smokehouse. 

I know what you are thinking. Old Sinister GuadioSUSSY paying way too much for a quest that could be solved in around 10 minutes of in-game and at-table time? That seems safe and not the opening story in a months long campaign where the plot twist is we met the final big bad in the opening session!

There is no prompt with the mysterious chest besides its existence in text. Nothing I can click on. We can see the two are on opposite sides of a not large town. In this screenshot, it’s the green dot at the bottom to the “Smokehouse” at the top:

A simple map of a fantasy town with Smokehouse labeled at the top and a small green dot on a building towards the bottom.
Generated by HexRoll on December 17, 2024.

This is a perfect example in the solo play sphere to ask why? Is the box trapped? Cursed? Stolen? Is Sinister somehow trapped inside his bunkhouse and unable to leave until that box is returned? Why have other people in town not picked up what has to be a half-year’s salary doing this already? Is Sinister tricking people to hand over the box for him because of some monkey’s paw type wish? Take it and run with it! Explore those prompts, ideas, and Dicegeeks’ Random Book of Quests!

Take an NPC and make up a new quest for them even just add a few lines of backstory while chatting them up at the bar. “Elspethria of Ecrean, a level 1 Halfling. She has tired red-looking eyes, ample hips and big red cheeks (Drained).” Ample-hipped and big red cheeks? BEHAVE! Again, though, maybe she catches your attention (watch it), and you roll a few prompts. Tie that into other aspects of the story. Or not. This is your toolkit.

I am a big fan of the kind of mad-god | dumb-oracle variety of solo play. Where seemingly silly, meaningless prompts are just tiny fingers reaching out to find some explanation to open up a three volume doorstopper amount of fiction with some gentle message and fortune-teller style readings of the fate. “The beheaded corpse of a gargoyle card means you can find an old tower to the north of the hex,” and, “When you say there is a red stain on the floor what you really mean is candle wax from a sealed letter.” 

If you are as well, then this could be a great product for you. 

Alternately, if you are the kind of solo-player that can ignore some of the rough patches and just go, “Look, mom! I delivered a BOX for 700GP, no questions asked!,” then it might also be for you.

Some Things to Keep in Mind

That mad-god | dumb-oracle comment was not just a quick barb. There is a lot of potential content here and a lot of flavor but also things are prone to resurface very quickly like when you queue up random on your favorite music playlist and it plays Aqua’s “Barbie Girl” a half dozen times in an afternoon. 

I was just randomly spawning some hexes for this “Beyond the First Impression” and I generated a dungeon that had three different entrances found in the basements of presumably different abandoned inns. It’s like walking down some abandoned interstate strip only all those motels and hotels shut down due to COVID and all of them have basements with secret doors into a sprawling complex. Hey man, what happens in southern Birmingham stays in southern Birmingham.

Take the warning, though. I got two old women hiding out and not wanting to talk to folks while low level humanoid invaders show up to fight the PCs. In six hexes.

Details from one hex will absolutely no impact on a next. You can for sure bring in details (and should) but each is a kind of unique bubble outside of a few themes.

Other times, you get some weird balance things. I was unsure if the game handled threads to the point that I would ever specifically find the missing wife in the dungeon or if I was just supposed to just go “this is the room! thanks!” I clicked on the opening room of what turns out to be a fairly sprawling and decent sized dungeon and there are four orcs digging through rubble, most having few hit points, and beating them nets me 4k GP and a torn quiver. 

Also, yes, at least for some quests there are triggers because clicking randomly for a few minutes found the wife guarded by two gorram rhagodessa that will 100% slaughter my poor level ones.

Also, shops are crazy. One shop might only sell ink for 2sp while another will sell some old ornaments and a good spear. If there is one thing the power of editing will fix, it is shops. Go ahead, give the old man’s market stall a Flaming Sword +2 for 5gp. I won’t judge (I might judge). Speaking of editing…

That Being Said: A Couple of Important Features and One Less So

There are at least two major mitigators of all of those problems. The first is essentially ask the mad | dumb | oracle | god for another go. You can click an unlock button and then reroll a whole hex, pieces of a hex, or (sometimes) even specific entities. I turned the giant rattles snakes into a wight. Good for me!

An encounter with 4 giant rattlers in an forgotten keep near an abandoned monument.
Generated by HexRoll on December 17, 2024.

Generated by HexRoll on December 17, 2024.

The second feature is potentially more apt for a lot of the “glitches” you will see. You can edit any page. Presumably even the quest hooks if you know the coding. This means you can take 12 Goblins and make it 5. Sinister “GLOWING BLACK EYED” Gaudiosus can, with a couple of letters, become gentle blue eyed Minister Gaudiosus who is going to you pay you 7gp to carry a box that Ortgar left behind at the bunkhouse. An intro quest that you can hang others on.

The best part of this is that you can enjoy adding in quests, hooks, ideas, concepts, and tweaks and edit them directly into the hex descriptions so that over time your hex map becomes not a maddumboraclegod but instead a relic of a campaign.

Here is what the hex with the poor kobolds reads now (complete with Doug-makes-Typos! Holy crap you can tell I was typing this in a hurry and not editing what I was doing as I tried out the feature. Next time I play, I’ll fix it in post).

Text shows the changes to the kobolds.
Generated by HexRoll on December 17, 2024.

You can build up links and other things as you go, which means I can take the ample-hipped, red-cheeked halfling above and say she lost her wedding ring and now is unable to return and face her spouse. She has spent days looking for it but to no avail. She lost it in the mountains. Etc etc. Then, I later find another halfling, maybe I tie those together. If I find any sort of random ring loot, I edit to say that was her ring with text that links out to other text.

There are also a few clicks where you can swap between two color schemes (muted or normal), three different overall themes, and whether or not labels show up. Labels are pretty big and chunky for my island, so I went with no but on a larger map they probably look nice.

Is It Worth a Patreon Sub?

That is up to you. I am going to yes for myself just so I can take some time and sculpt the Island of Nesila into a kind of Dougish place. Dial down some oddness. Increase other bits of oddness. Ample-hipped halfings are out while ample-hipped, glowing-black-eyed Sinisters are in! Why not both!?

In more seriousness, I am going to go back to the hex crawl and start out retconning the encounter with the box (which was not needed for the money to solve the other quest, etc). I’ll run some tables from Knave or Random Realities and make it interesting and then edit it right into the little description box like a HexRoll champion.

The price is free if you just want to try it out. That I would 100% recommend. If for nothing else just the potential of finding five hexes with lonely old women who do not want to be bothered next to abandoned inns with hidden cults hiding out in the basement.

The Bloody Hands REBIRTH: The Stone Crack’d 03 – Rainy Travels, the Dead Village, and Two Wizards’ Curses [Tricubes + Mythic] [Recap]

Classic art where day and night are personified as women standing next to each other
“L’aurore et la nuit (Dawn and Night)” by Henri Fantin-Latour

Previously…

While trying to solve the mystery of The Returners, Guardian Arden Ulet met Vyryon Marel. Marel said his family were searching for a place of power and its distinctive obelisk that once belonged to the Marel family. Arden agreed to help. Scholar Izzia Kor and Probationary Guardian Natalia Wilson have located the obelisk and learned it has been broken and sold to merchants up north. Before they track it down, Arden wants to find the place of power itself. After a few delays, Arden is joined by Jalmar Dax—Arcane Order Beastmaster—and Izzia and Natalia and head south into the Shallow Plains.

About The Bloody Hands

The once great Khelia Empire has crumbled due to a long war between mages (The Troubles). After five generations (roughly a century and a half) a new technology has been developed: The Veil. Its anti-magical properties allow the remnants of the empire to rebuild without the threat of mages and their creatures of darkness they used to lay waste to towns and cities. Now the Arcane Order employs Guardians and Agents to protect the Veil. Guadian Arden Ulet, a Seer, is taked with traveling the frontier at the edge of the Veil to try and protect those inside.

This post is in RECAP style. See the about page for this blog for more details. The Image Oracles described in the post (gamemaster phases and mechanic notes, especially) are from the Guardians of the Shadow Frontier one-sheet (CC-BY Richard Woolcock and Zadmar Games). They can be seen on the Tricube Image Oracles page.



The Stone Crack’d 03 – Rainy Travels, the Dead Village, and Two Wizards’ Curses


A Storm Disrupts Plans

As Arden Ulet (along with Jalmar Dax, Izzia Kor, and Natalia Wilson) make their plans to trek down to the site which held Marel’s obelisk, a storm rolls into the city of Hub. The months long rainy season is a bit early which causes Arden to hesitate about this trip.

He and Jalmar have lots of experience (Jalmar has more but Arden is pluckier with it) and the weather will not deter them much, but they must plan for the worse. Food going bad or equipment being ruined could cost them time (or their lives). 

“Look, old friend, I appreciate that we have survived much more than a few storms but the truth is that we have a couple of people who have barely been outside of the Veil their whole lives.”

Jalmar ends up agreeing and while Izzia (an Order Scholar and generally fairly pampered in life) is happy that care is being taken to protect them, Natalia is fairly upset (the Probationary Guardian was vital to Arden being successful in Oakwood and also spent some time traveling with him and Jalmar to Basinghall and held her own for most of it). She does not like being treated as a weak Veilborn even though, a few months back, she was very much so fitting the description. She has gone through a lot of personal growth since working with Arden and she does not think he is respecting her. He fails to notice this, so it will be a point of contention as they go on.

They delay the trip for a couple of days as Arden gathers up more supplies, and have to move a bit faster to make up for lost time. 

On the Shallows

“The Shallows,” or The Shallow Plains, gets its name from the fact that is flat, sometimes below sea-level, and has a variety of shells and aquatic fossils in its soil. It was likely once underwater many, many years ago.

To the north (and northwest) of the Shallows are the Angor Mountains. To the southwest is a patch of swamp and jungle called “The Arch.” To the east is the Ord Wood. South is the Onnalian Sea.

Before the Troubles, The Shallows was a place of farming and small village life. It was the so-called “breadbasket” of Old Khelia. As the Troubles began, though, it was mostly left to defend itself [as we will see, there were exceptions]. After the fall of Old Khelia and the start of the Five Generations, many villages were left to their own devices and many were abandoned or destroyed.

Khalid City and Hub consider it a low priority so it might be decades for any of the Shallows are properly reclaimed. In the meantime, it is a place where magic and strange things occur.

Rainy Days by the Ghost of a Village

A few days later, the group has stopped while Jalmar tries to do some hunting. The storm has largely passed but it continues to rain and everything is wet. Izzia is tired and exhausted and deeply irritated by the water. Natalia is actually starting to really enjoy herself and has been training herself in fighting. Outside of Hub, the rules and protocols drop a way a good bit and she does better (now) when free of that. 

Talking to Izzia, Arden finds out that the Scholar is going along with him because Izzia loves that Arden has passion and is trying to accomplish something. Izzia regretfully admits that the Order often exists to take care of itself and leaves people behind. Arden, who has deep problems with the Order, tries to establish that it does try to take care of the system, that it is not entirely selfish. 

Jalmar returns at this time and has found no food. He instead found bones. Human ones. The remains of a small village shows that seemingly everyone died a few years back and not even animals have really picked at the remains. On one crumbled door is an eye painted to show dripping blood. 

Izzia recognizes it. It is the disease of Bloody Tears. A magical curse virus. Usually used to drive people off from places that wizards did not want them to visit. Those infected because convinced they are being pursued. It starts out as a sensation but eventually you see stalkers and attackers. If the curse/virus is not stopped, your eyes eventually met into a bloody mess and you die from the extreme stress your body is under. Izzia notes there were known cures but the people here did not seem to use them. At the time, the group is unsure if this is because they did not trust Hub, or if Hub did not reach out to them. 

Arden travels with Jalmar to the site and enters a vision state. He realizes the so-called village was actually a experimental homestead. Someone (it is unclear) came from Hub along with his family and some followers with the idea they could use modern scientific principle and freedom from Hub politics to create a new style of farm and eventually become a major power. The farm was run with ruthless efficiency, almost like a military order. 

Unfortunately, two of the younger members went out on a hunting trip and found the tomb of a long-dead wizard. There, they plundered some artifacts, including the wizard’s hat. The hat had the curse of Bloody Tears upon it. It spread to the farm faster than normal. The farm leader locked the infected away. The refusal to try and get help and take care of the infected caused the whole farm to die off, including the leader. 

Arden can sense the direction to the wizard’s tomb and comes up with a bit of a stupid plan. He will return the hat (not touching it directly to try and avoid the curse). He feels it should be reburied and sealed to stop some other traveler from spreading further. Jalmar is not happy with this, but sends Ruk (the ravenhawk) to keep an eye on the seer. 

The Harbinger of Hollow Joys vs The Unhallowed Ones

In the years at the start of the full blow Troubles, The Wizard Kalbarn-Karn (The Harbinger of Hollow Joys and Bitter Bliss) was one of the most powerful wizards in Old Khelia. They adored helping people and traveled the Shallows, trying to fix problems. The issue was that Kalbarn-Karn was so powerful that they often caused new problems. Increasing the flow of a stream might make a flood. Chasing off predators might drive off all the animals. Still, they were beloved by the people who considered Kalbarn to be something of a loving curse. 

Near the very end of Old Khelia, a new wizard came to the area. She was Whirmheilde Khijikova, The Unhallowed One. An equally powerful wizard of darkness who summoned forth great servitors. Whirmheilde wished to turn a large swath of the Shallows into her own ruinous kingdom. In a great battle between Kalbarn and giant-servitors that raged throughout the night, Kalbarn-Karn was deemed victorious and Whirmheilde was killed (and her servitors driven out). However, Kalbarn-Karn had suffered a fatal blow. 

They were taken to a tomb where they sealed themselves inside with protections to drive out any who might try and use their powers to hurt the people of the Shallows. 

The Twisted Forest of Shadows

Arden travels most of the day to reach the small lake and the tranquil tomb he saw in his vision. However, getting there, he finds a strange, twisted forest has sprouted up around the lake. Weird shadow creatures travel in the woods. Arden, who has resisted the curse, pushes on. He finds his warding runes growing hot and draining him of energy as they fight off the shadowy figures.

He wanders for hours in the woods, struggling to find his away, as the rain and darkness continue to fall. He eventually pushes through and finds the tomb and sees the forest is coming from it. He crawls inside and it is the wizard’s own body that is the source of the roots. 

Though tired, Arden risks entering directly into a vision to find out the cause of the problem and sees the great lake of light which represents the wizard’s soul. Upon it is a smaller, violent darkness like a barnacle. Though Arden does not know the full story, this is Whirmheilde. In the final moments of that fateful battle 150+ years ago, she had attached a bit of herself like a thorn to Kalbarn-Karn. That good wizard took a bit of the evil one into the tomb. 

Once the villagers opened the tomb, Whirmheilde started burning off the energy of Kalbarn-Karn to try and rebirth and re-infest the Shallows. The dark forest will continue to spread until it chokes off a greater and greater stretch of the world. 

Arden fashions a vision spear from his own breath and stabs it into the heart of the dark barnacle, killing Whirmheilde once and for all and freeing Kalbarn-Karn. In turn, Kalbarn’s good energy flows out into the roots of the shadow trees and the entire forest turns to ash and is washed away by the rain. Arden seals the tomb behind himself and returns to his horse. Though he has been hours in the forest, it is physically not very far from where he left the creature a dozen meters beyond the forest’s edge. 

Riding back, Arden is met by the other three who have been riding hard to catch up. Through the eyes of Ruk, Jalmar witnessed Arden enter into the forest and not return. Izzia hugs the seer and everyone is in good spirits as Arden recounts what happened.

However, at this time, a day or two’s worth of travel away, Arden senses a voice reaching out and calling to him. One that is in the very path they are about to follow. 

What Arden does not know is that this is an unscrupulous magic wielder summoning to her side. She sensed the high levels of magic being wielded (and thinks they are all due to Arden). Her, and her people, prey on travelers. 

Arden and his company are going towards a trap. 


== DOUG’S COMMENTARY ==

“The Stone Crack’d” is, as far as mini-arcs go, the examination of the actions of the Order and the realities of magic in the world. 

This is the session that really nailed it for me. Both elements have been somewhat underdeveloped. The campaign, as a whole, is a throwback to a 90s-00s style detective/thriller TV serial. Lots of broad stroke urban environments and personal strife. This mini-arc is more like a full on special mini-series special full of on-location shots and special effects. 

I wanted to start developing more of the world (the first part is about Hub, the second is about the area south, the third will look at the area inside of the Veil). Currently, I am deeply happy with it. I got to bring in two new books – Ashes Without Number and Academies of the Arcane– and develop some geography, some cultural, and some mystical elements. While whatever mini-arc shows up next will almost be definitely back to urban thriller, this is a somewhat necessary break.

As a note, I am going to be bringing in the transcripts as plain-text and reformatting them. I think the copy-and-paste technique being used is what led to my blog troubles of last week

In the notes, I have a bunch of { tables | like | this } where the idea is I would make a 3-6 choices and then roll an appropriate sized die to pick that element. It was a handy to add some randomness without taking up a lot of line space. 

I also introduce two mechanics that work pretty well with Tricube Tales. The first is the classic opposed roll which I did by “compare successes” style. The second is an “open roll” where you count up success as if they are Easy | Normal | Hard and go from there. That style has an interesting twist that sometimes possible to get a decent Hard success but an exceptional Easy success which will have some fun implications.

As a bonus note, you are going to get a sneak preview since this session started out with generating three random encounters and none of them were the dead village or the wizard’s tomb. You get to see the first of them hinted at the end of the recap but it is likely that the first two might take up whole sessions in themselves. Like I said, “The Stone Crack’d” is less a mini-arc and more an entire short campaign in itself.



ACTUAL PLAY NOTES FOR THE STONE CRACK’D 03



<< Making Some Places>>

The world is pretty dang empty overall (makes sense since it is an urban thriller style format). On the way to the Marel Site, there should be some various landmarks. In order to generate those, let’s use Tricubes Solo and a variety of tables: Wilderness Features (4 times), Wilderness Events (twice), Wilderness Folk (twice), and the Image Oracle (4 times) and then gather up enough info for two to three landmark, sites, places, villages, etc. As a bonus, I’m going to use the beta copy of Ashes Without Number to make a post-apoc style settlement/people to blend in. 

  • Wilderness Features: 4,5 Pond/Spring | 2, 2 Camp/Firepit | 5, 3 Rope/Log Bridge | 6, 1 Standing Stones
  • Wilderness Events: 3, 6 Pungent Order | 5, 5 Sudden Silence
  • Wilderness Folk: 4, 3 Merchant/Tinker | 3, 2 Honorable Knight
  • Image Oracle: 4,6 Magic Swirl | 5,6 Scarecrow | 1, 1 Magic Portal | 6, 4 Magic Potion
  • Ashes Without Number, One-Roll Occupant Details: skipping the “when will they get there table” | Mood: 4 Rapacious | In Charge: 1 Skilled Elder Member | How Large? 2 Small (2d4 members) | Biggest Concern 5 Their “mission” seems impossible | Goal 18 They are outcasts. 

This we can cut and divide into the following (and then specifics can be worked out during their own scenes)…

  1. A small, very ramshackle village. A few poorly tended vegetable fields with an old scarecrow leaning over at an angle. Huts and small cabins made of wood, mud, and hay bundles have wet smoke floating overhead. It is built around a pond that lets off a pungent odor. The people here, largely just one or two (fairly inbred) families are led by a patriarch. The whole family/group was kicked out of another town. The reason that the adventurers would go here is because they can sense someone magical who is either trapped, or willing, sort of “call out” to them. Maybe literally, maybe using magic to lure people in. Once folks staying in town, though, travelers are caught and robbed. Possibly murdered. Possibly eaten. Overtime, the plan to get back to society eventually has started to fade and they are giving into increasingly savage behavior. 
  2. Near some standing stones, a sudden silence spreads over the land as a strange ripple appears. This is a portal to another place. Nearby a knight stands. They have been here for some time. Someone went through the portal (on purpose, accidentally, 50/50? Don’t know). The knight does not wish to abandon them nor has the courage to go inside the portal. 
  3. A merchant selling “miracle oil” (along with some guards) is setting up camp. They are heading somewhere and are coming from somewhere (so might be a source of knowledge). Are they a good person? Is their oil legit? How do they feel about the Order? They are needing to cross an old bridge but are having trouble. 

That is a couple of somewhat sizable encounters and another that should be a bit lighter. It’s a good chunk of set-pieces. Now to figure out the order: I’ll roll 3d6. Green | Purple | Pink and then highest goes first, etc etc. That’s the order: the village, the knight, then the merchant. This means the merchant will actually be close to the site of power. 

++ SCENE 6 ++ 

CHAOS FACTOR: 4

EXPECTED: The four Order members – Arden, Jalmar, Izzia, and Natalia – prep for a trip. 

ACTUAL: Altered. How? Image Oracle: 4,1 Pocket Bow | 6, 5 Lightning Bolt. The weather has turned poor with storms moving in. { Arden | Jalmar | Izzia | Natalia } > Arden worries about the status of the equipment they have in such weather and needs to gather more. 

The trip will take (1d3 = ) 3 weeks to travel there and back and so the amount of supplies being gathered is notable. Jalmar will be able to do some hunting and there are farms and villages along the way that they can restock (none of which are Veil’d though so sometimes the vibe about the Order can be mixed. To make matters worse, a storm has developed. 

Arden tries to get a sense of when the storm will pass (Normal Crafty: he scores 2 successes). The storm will persist for { hours | a day or two | several days | over a week | this is the start of a rainy/storm season } = 6 this is the start of a rainy/storm season. Arden still wants to push on with the mission because he wants to meet up with Marel at the planned time but he realizes he will need more equipment (or, to put it more precisely, better suited equipment). 

Does Jalmar agree with this assessment? (Likely): 91 = Exceptional No. Jalmar feels that Arden and himself have been through much worse and actually considers the weather to be helpful because it will give them stealth. 

Rolling 1d6 to gauge both Izzia and Natalia’s vibe (high = better) we get a 3 and a 4 respectively. Both are somewhat neutral on this with Izzia being a tad more negative. Neither are thrilled with the trip but at this point neither will outright leave. 

Hard Crafty for Arden and Jalmar to argue about taking time (possibly another day or two) to get more equipment. Arden does not try to pull rank very much but does outrank the rest. He will argue this from a practical standpoint. He gets one success to Jalmar’s no successes, so he does manage to convince the beastmaster.

“Look, old friend, I appreciate that we have survived much more than a few storms but the truth is that we have a couple of people who have barely been outside of the Veil their whole lives. We have miles to travel across The Shallows, very nearly down to the sea itself, and our maps are completely out of date. I am not saying that we spend a lot of time with this, just give me a few hours to see if I can find some more tarps, waterproof storage, food that won’t sour in a week. You know I trust you!”

Looking over at the two younger members, Jalmar agrees. Izzia (vibe check = 5) is actually happy about this. He’s the kind of guy who likes that precautions are being taken (he would probably prefer the precaution to be “just stay home” but nevertheless. Natalia (vibe check = 1), though, is actually a bit upset by this. She has served in out-of-Veil missions before with Arden and Jalmar and has been a major factor in their success (a single kidnapping not being held against her). Though she is only a Probationary Guardian, she still should be shown more respect. 

Does Arden catch this? (Hard Crafty: No, not yet at least). We’ll add a thread that Natalia feels disrespected to the list. 

Crafty check variable: Hard = a couple of hours, Normal = the rest of the day, Easy = a couple of days. Arden only scores a 4 and so it takes them a couple of days to regroup and rekit. They will have some time to make up. Chaos factor will increase. 

{{ The Shallows }}

The Shallows, or the “The Shallow Plains” are a large stretch of grassland stretching most of the way from the Angor Mountains to the Onnalian Sea. It is so called because the flatness and general shape means not only is some portions of it slightly below sea level but a large predominance of shells and aquatic fossils in the soil suggest that it was once was underwater. To the east, they end at the Ord Forest. The Angor mountains wrap around the west and northern portions of The Shallows before giving way (to the South West) to the Arch: a densely packed swamp and jungle type region. 

Prior to the Five Generations, the Shallows were largely used as the “breadbasket” of the Khelia empire. Actually getting wheat and grain from them to Khalid City was a major innovator in trains, mountain road building, and river travel (this is one thing that Thelmion used to “port”…grain would be shipped up River to Lake Khel and then exported to other areas in the central empire. 

During the Five Generations, virtually no significant effort has been made to maintain any of the dispersed farming communities, leading to a lot of issues. The main one to be faced right now is the fact that it should not be assumed that a map truly captures the current state of affairs. Traveling merchants and caravans know the truth but there’s a reason a lot stick to the mountains instead of veering too much South. 

++ Scene 7 ++

Chaos Factor 5

Expected: A few days travel southwest through The Shallows as the group comes together. 

Actual: Expected Scene

Weather Check { cloudy | misting | drizzle | rainy | hard rain | full on storm }: 4 = Rainy. 

Vibe Check: Izzia (1) + Natalia (6). Izzia is wet and miserable and unable to do much in the way of writing or recording his adventure except at night when he is cold and wet. Natalia = actually pretty happy. Once outside of the walls, some of the formality is dropped and she’s being treated as a full member again. 

Checking to see if Jalmar has any luck hunting (he’s not Prenty so we’ll say Normal Agile for him): no successes. Game is scarce. 

Arden comes across a dejected Izzia. The scholar will be under a tarp with a sputtering fire being nursed by being propped up on a rock (under the tarp) that is barely kept dry overall. Talking to him, Arden asks how Izzia is doing and Izzia is (1d6 = 4) mostly truthful, saying he is not having a great time. 

“I mean, I know I asked for you, but why did you come along? You could have said no.”

Mythic meaning tables, Character Motivations: 72 Passion, 77 Plan. He follows Arden because Arden, unlike some other Order Members, has passion. Arden is trying to accomplish something.

“I watched how you handled the situation at Yarlken. I have heard stories about…” (What stories has he heard about Arden? 3 Anxiously 97 Warm) “…this Guardian who ran all around like he was running out of time, but always stopped to take care of people. That’s…” (To see how much the Order is actually considered by Izzia to take care of people, 1d6 [high is more] = 1…not much at all) “…very unusual. Sorry. I shouldn’t have…”

“No, don’t apologize. We are not in Hub walls here. I obviously can criticize anyone being judgmental of some of the Order’s actions. You heard what I said about The Bloody Hands. You have heard some of Jalmar’s complaints. It exists to take care of the new empire. Hells, it is the new empire. The people sometimes get left behind. Just look at…” Arden gestures around. “If they cared about people, the Shallows would have been the first thing they fought to protect. Food and civilization goes hand in hand. Speaking of, I see Jalmar returning…” 

While Jalmar got not food, he did get (Mythic meaning tables, Scavenging Results = 30 Elements 24 Death. Image oracle = 1, 4 Haunting)… bones. Human ones. Or at least, he found some. 

“Game here is no good. Should have gotten Prenty to come with us. Did, however, find the husk of a house. Couple of houses. Small little village. Now just bricks and timber. Just bones inside. Whole family by the looks of it..”

“How did they die?” This is asked by Natalia who has been practicing her sword work and enjoying the cooling rain. 

(Image Oracle = 6, 2 Dig Dug + 4, 4 Bleeding Eye…hmmmmm. Signs of violence (1d6 = 2) very little) 

 “Don’t know. Tools were in good order. Well, to be expected. Workers, not fighters. No real signs of violence. Few signs animals got to the bodies. One of the doors had a sign painted on it. An eye. Bleeding.”

Arden asks “Like the Hand?” 

“No, I think it was a warning.”

“Izzia, does that ring any bells?”

Hard Crafty. With a karma spent, Izzia gets two successes. 

“Bloody tears. In the final hours of it, you…well, that’s obvious.” (Mythic Magazine #40 Perilous Situations: 79 Pursuit + 79 Pursuit… hmmmmmmmmm) “Before then, you saw hideous visions of things chasing you. It was…magical in nature. Probably created by some wizard to chase folks away from his demesne. It got rough, though. People would run and panic until they died. Eventually their eyes…melted.”

“How infectious was it?”

(Infectious 1d6 = 2, not much). “Not very. Required close contact. Again, was probably made to be a very specific deterrent that just…took off. If it took out a whole village and they stayed together, that’s…”

Jalmar: “They knew there was worse things out there.”

Natalia: “Was it curable?” (50/50 18 = yes)

Izzia: “It was. Before the Troubles, at least. Hub researchers had fixed it.”

This village died {weeks | months | a year | a few years | decades} ago: 5 = a few years. 

Jalmar: “Only these people would have had to travel for several days, maybe a week or more on foot, just to get to Hub.”

By this time the sunset has finished and the rain blocks out the moon and stars so darkness is pretty dominant outside of camp. Arden suggests they turn but in the morning he get Jalmar to show him the spot. 

Normal Crafty to engage in a vision of the place: 1 success. Mythic meaning tables City Descriptors 61 Modern 33 Harsh. Arden sees that this was a fairly rigorously run place. Was the person from Hub (50/50) = 2 Exceptional Yes. This was not just some random village. It was a purposeful settlement by someone who had left Hub with plans and ideas backed up by modern science. Going with the above time scale, they got here about a year before the outbreak occurred. Once people started getting sick, the leader had people locked inside and the houses painted with the red eye. Eventually he and his wife were left alone and died as well. 

Since this was a relatively sudden outbreak, this suggests they found a cursed place and either interacted with it or outright brought it back. Image oracle 3.6 Pointy Hat + 1, 6 Viking Shield. A gravesite. A burial place of a wizard from Before. Someone from this village ransacked it and stole an item from it. A literal hat? Sure. One that they thought might give them power. Instead it spread a disease that wiped out the tribe fairly fast. 

Jalmar: What do you want to do with them?

Arden: The damned fools messed with things they shouldn’t. Were too proud. We thought maybe they didn’t know about Hub but they did. They just felt…above it. They took a hat. [Hard crafty, 1 success with spent Karma] From somewhere that way. Several miles. A few hours on horse. 

Jalmar: A hat? 

Arden: Yeah. A literal damned wizard’s hat like out of a children’s story. “Don’t talk to Mad Wizard Gerard, he’ll whisk off his hat and CURSE YOU!”

Jalmar: So we leave the whole place?

Arden: No, I am going to do something stupid. I want you to stay with the others and I will take the hat back (not touching it, by the way). I will find some way to seal the site back up. Otherwise, someone else might find it and relive the same curse. 

Jalmar: That is stupid. What if you get infected? 

Arden: Well, Izzia said he knows of the cure. Maybe help him figure it out before I need it. Heh. 

Jalmar clearly wants to debate the issue but instead clicks his tongue and sends Ruk (his ravenhawk) up into the sky. “She’ll watch after you and I’ll do the same through her eyes. Come back to us, Ulet!” 

{{ The Wizard Kalbarn-Karn, The Harbinger of Hollow Joys and Bitter Bliss }}

Name and title generated by Academies of the Arcane by Brian Yaksha. How good was Kalbarn-Karn (1d6)? 6 = very, very good. How powerful (1d6)? 6 = very, very powerful. Yet, the name suggests that they often made some deep mistakes. Such as cursing their hat to stop bad people from getting it but not putting any sort of protection in case not-so-bad people get ahold of it. 

They traveled the Shallows and protected a wide swath of land as The Troubles were brewing. The evil archmages were carving up chunks of the Old Khelian Empire and little people were getting trampled underfoot. Kalbarn-Karn fought back but often took things too far, sometimes causing more damage than they prevented (flooding a region trying to help improve water flow, chasing off all animals and not just the predators, blasting stretches of land trying to stop some minor creature of darkness). Despite this, for the longest time, the people saw the good in them. 

Finally, in 1843 OK (Old Khelian Calendar) the fight against the villainous Whirmheidle Khijikova, The Unhallowed One, marked the end of Kalbarn-Karn’s life. Whirmheidle brought several powerful dark servitors to lay waste to the area so she could claim it as her own ruinous land. Kalbarn-Karn, not wanting to once again involve others that would only end up getting hurt, went alone. One night, giant shadows were seen in flashes of fire as beings the size of giants fought against a single Wizard no larger than an average human. But, in the morning, the servitors were destroyed. Whirmheidle lay broken and shattered. And, alas, Kalbarn-Karn was dying. 

A great feast was given in their honor and a dozen towns and villages came out to give thinks to one of the last great, good wizards. Kalbarn-Karn oversaw their own tomb being built and then asked to be left alone as they sealed themselves inside. As the Troubles spread, and Old Khelia finished falling, there was a place in the Shallows where the people stayed strong. “Do it like Kalbarn!” But, time eats away at us all. 

A century later, houses have gone to ruin and dust. People have moved on. Life has been harshed since the Troubles rewrote the world. 

Kalbarn-Karn lay mostly forgotten besides a few dusty books in Hub where evil wizards get all the love from the various students. 

Until a couple of younger villagers at an experimental village found the tomb and took from it just a single, solitary hat. 

++ Scene 8 ++

Chaos Factor 6

Expected: Arden returns the hat.

Actual: (Image Oracle: 4, 3 Bottled Shadow + 2, 1 Wood, Axe) The tomb, which was (Wilderness Features:  6,6 Tranquil Oasis + 4, 5 Pond/Spring) is now, after the tomb was opened, turned into a patch of wild and weird woods with odd shadows creeping along it. 

Arden will top the hill and the vision he had of a tomb carved on the edge of a small, quiet lake is having trouble catching up with what he sees. Since the two villagers found the tomb and opened it, a strange curse has been released. Whirmheidle managed to bind a special curse to Kalbarn-Karn in that last fight and now it has been triggered. The devouring wood is spreading. Over time, it will grow even faster. 

Standard Brawny: success. Arden is fully able to resist the curse on the hat but now has a second curse to contend with. 

Standard Crafty: failure. He finds himself lost trying to navigate the woods around him. The runes that cover about half of his body start heating up. Dark, foul magic is trying to attack him and his magical protection is overheating. He feels prickles of pain. 

Hard Craft Challenge (3 successes): To find the tomb and try to reseal it before he “shorts out”. 

  • First roll: 1 Karma spent: 1 success. 
  • Second roll: 1 success
  • Third: Another karma spent: 2 successes

He finds the tomb and sees the vines and roots of the trees erupting out of it. Crawling inside (Standard Agile which he passes) he sees the roots growing directly out of the body of the wizard. He now returns the hat to the head and has to figure out how to stop this from spreading. 

Hard Crafty Challenge (part 2!)

  • First roll: Karma spent (the last one): One success
  • Second roll: TWO SUCCESSES! MY MAN!

Arden reaches out in the vision space and finds the screeching, petty spirit of Whirmheilde clinging to the bright shining spirit of Kalbarn-Karn like a barnacle. Breathing out and catching his own breath to shape into a spiritual equivalent of a spear, Arden channels all of his energy into it and thrusts it into the barnacle killing the last vestige of The Unhallowed one and freeing Kalbarn-Karn’s soul to start fighting back against its own curse.

As Arden re-enters the real world, he sees the roots withering at the body. As he walks out and pulls the doors of the tomb shut, the dark forest is turning into ash and being washed away by the rain. He is mentally tired (0 Karma for now) but looks to Ruk and motions the ravenhawk down. She lands on his shoulder and they start riding back the way they came…

His meets his three companions before he gets to the halfway point. They were too worried (Jalmar witnessed the dark woods through Ruk’s eyes) and are happy to see Arden is ok. Izzia even runs over and hugs him. 

Out in the distance, Arden feels a tug. A spectral voice.

Mythic meaning tables, Character Motivation: 34 Group 32 Goal. The magical person in the bad village is reaching out and found Arden. It is…telling the group goal or acting upon the group goal. Let’s see: how good is the person sending the message (1d6)? 1 = not good at all. Female. She sensed Arden’s magic even { 5 | 10 | 20 | 30 | 50 | 70+ } 50 miles away because that fight was a big one. Sensing power, she is trying to pull him in because she thinks she can feed off of him. 

1d6: 1-4 = in direction they are traveling, 5 = off to west, 6 off to east. In the direction they are going. 

“Something is calling us. Calling me, at least.” 

Chaos factor is going down to 5 but Arden is without any Karma remaining and in a couple days time is likely to have a bad time. 



== CREDITS == 

This game uses Tricubes Solo, the Tricubes one-sheet “The Guardians of the Shadow Frontier,” [both by Richard Woolcock and Zadmar Games] and The Mythic Game Master Emulator (2nd Edition) [by Tana Pigeon]. 

Additional tables come from Cezar Capacle’s Random Realities, Ben Milton’s Maze Rats + Knave 2nd edition, Kevin Crawford’s Without Numbers (primarily Worlds but in this case Ashes) + Scarlet Heroes, and Madeline Hale’s Table Fables. Other sources should be be credited in the raw play notes. This session used Brian Yaksha’s Academies of the Arcane (specifically the “Lost Tables” supplement).

Graphics come from a variety of sources. Pixabay/Unsplash is a source of some of the stock art and illustrations I use to create the original graphics. A frequent source of the opening/splash images is ArtUK. 

The splash painting (as always, more of a mood piece than precise illustration) is “L’aurore et la nuit (Dawn and Night)” by Henri Fantin-Latour. 

I was searching ArtUK for a nice night or spooky forest type painting and got that one by something of a happy accident. I had just typed up the story about Kalbarn-Karn’s final fight and the contrast of dawn and night seemed to sum it up. Kalbarn-Karn is purposefully non-binary in the description (and also a bit ageless) but my mental image had a bit of a femme-forward aspect. That painting works well for hitting a kind of mythical vibe I had for it. 

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