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

Category: Multi-Phase

The GLOW 1996: Psychic Eustace Delmont, Episode 2 - Gathering Supplies

 

Libby the Lab. Rebuilt experimental war tech. Faithful pooch.
Libby the Lab. Rebuilt war tech. Faithful pooch.
Image © Dean Spencer

 


Previously, on The GLOW: 1996 Psychic Eustace Delmont

Psychic Eustace Delmont has gone on a Walk. In a massive indoor mall, aka The Citadel, he meets a hacker criminal named Hitomi Meyer. After fighting, and obliterating, a group of Patel family goons, Eustace and Hitomi are now trying to get to safety. They are heading to Century, FL where one of Hitomi's old allies can help take care of Bee.

About The GLOW: 1996 Psychic Eustace Delmont

Eustace Delmont is a psychic on the cusp of "graduating" into a full-blow Field Psychic. He requests his right to Walk, a brief period of freedom to encourage psychics to see the other side of The GLOW. He tries to finish his long-time partner Jani Blum's final unfinished mission: to find a mini-disc and crack open the Patel crime family. He meets Hitomi Meyer, a criminal hacker. The two are now on the run between a powerful crime family and an even more powerful adversary: The Order and its plans for Eustace.

Content Warning: Occasionally very foul language, lots of smoking, quite intense violence, drinking, gambling, non-graphic sex, drugs, criminal behavior, and black magic. The GLOW is a world of spiritual torture and weird horror.

This post is in the standard Doug Alone post style. See Anatomy of a Post for more details.

Attribution for the tools and materials used—including the splash art—can be found in the Credits below along with some details.



Making a The GLOW Map Table

A grid of real-world Alabama and Florida Panhandle divided into a 12x20 section
A map for me to generate some random events in a more consistent manner. Explanation below.

More so than the original arc where a lot of things were left up purely to the flow of the story, this time around I need a few new tools. The map above is one of those. Taking the 2023 Alabama state highway map from ALDOT, I have overlaid a 20x12 grid representing the local scope of The GLOW and the "near" GLOW. This gives me a way to roll for locations and to generally mentally map how locations are connected. There is no attempt, yet, to link this up to The GLOW's subway system or to map out changes in the roads. This is a bit higher concept than that.

Each grid is about 10 miles. It's not meant to be super precise but that's close enough. Take this with a grain of salt in that I might have really messed up my math. I don't need granular distance measurements, more of just a broad sense.

In the context of the GLOW, there would be anywhere from 1-5 additional grids worth of city off the coast representing the strange floating — as in on water — portions of the city. South of Mobile it would extended even further, nearly 70 miles off the old coast. This is where the more expensive houses and such are. Those are not indicated on the map because this is much more of a "Sprawl" type campaign.

This episode starts in Century, FL which is on the map in 18,1. The Citadel, which they just left, is 14,11. Just to establish such, the Blue Sky Grove is in 6,12 while The Rambler is in 9,9.

In this light, I can find out things like: Where is Hitomi's apartment? → 19,2. A place slightly south of the real world Jay, FL. In this world, it will be "Little Tokyo." A bit more built up than the anti-Order Century but also a bit out of the main stretch.



The GLOW: 1996 Psychic Eustace Delmont. Episode 2 — Gathering Supplies



Setting the Scene. Setting Up a Wild Goose Chase.

Date: Thursday, May 30, 1996.

Time: 6:52pm.

Place: In the parking lot of the closed RINA Auto Repair Shop.

Expected Scene: Hitomi is working on removing the tracker from the Patel Car.

Scene Test: [c116] 7. 8 + 3. A Minor twist/complication. On that card it has a catalyst of "law enforcement comes for you." Not a major-enough twist for that level of complication, but makes sense that they are in the area. Reason? [c3] has a person stabbed in the back. Let's say there is a murder in the back of RINA's lot.

Actual Scene: They are having to do this while some MUNI cops are investigating a murder very nearby.

Does the Patel car even have a tracker? (Good) → [c114] Yes.

Another thing from the c116 card is "Rest Plus Motel". Let's make it Rest+ and save that for later since I was going to eventually need a hotel or motel at some point.


Setting Up a Wild Goose Chase

Date: Thursday, May 30, 1996.

Time: 6:52pm.

Place: In the parking lot of the closed RINA Auto Repair Shop.

Hitomi is bent under the car while Eustace makes it look like he is trying to repair something under the hood. They are in the parking lot of RINA Repair Shop. What RINA might mean is lost to time since the sign doesn't say and the shop has been closed for some time. The front glass is exploded out. A couple of cars left behind are burnt husks. Some kids have left a stack of beer cans in a pile in the parking lot. Strangely that has been left undisturbed.

MUNI is around back, adding to the stress of being here, but the cops are caught up with a vagrant that got stabbed this afternoon. At least the body was found this afternoon. Eustace could probably solve the case for them with just a few quick seconds but at this moment they are just a couple of people with a broke down car who found their old favorite mechanic surprisingly out of business. That's the story they are going to tell if any of the MUNI asks what is up.

Because a burnt out shop is a great place to leave a stolen car after you have murdered the owners. No cameras. No scanners. By the morning it will likely be another burnt out husk or stripped for parts.

Hitomi looks over at Bee who is having a hard time keeping their eye off the cops. Hitomi is not sure if Bee is worried or just curious. Or horny. What Hitomi is sure is that if Bee keeps snagging her cigarettes, she is going to start charging her roommate tax. Bee has walked off with Hitomi's smokes and makes no move to give them back.

"Did you get it?," Eustace asks, wiping his hands like he just did anything at all to the car under the hood.

Hitomi holds up a tracker device and scoffs. "Let me stick to the tech shenanigans, you stick to other murder-death-kill." [1]

"You know, that's the first time I have ever killed anyone. In person. I've seen a few deaths."

Hitomi looks at him and realizes he is serious. "Fuck, I'd hate to see you with training."

At this time an 80s model car shows up — American — and an old lady gets out. Yuuki Jones. In her 70s, looks to be a hard-50s. By the general average life span of The GLOW, she has won some lottery. MUNI cops look up at her but glance away. To folks around here, must look like an old granny bailing her unruly granddaughter out of a fix.

"I brought your JUMPER CABLES, Mochi." Hands Hitomi a paper bag that has zero jumper cables but does have a change of clothing, a couple of credit sticks, some hair-dye, and some ammo for Hitomi's gun. [2]

"Thanks, おばあちゃん," Hitomi says, taking the bag.

"You call her grandmother?," Eustace asks.

"This huge 外人 speaks 日本語?," Yuuki asks, giving Eustace a very long glance.

"Don't let him lie to you, Yuu. He's psychic, apparently. Also, stop calling people 外人, you have lived her longer than most of these people have been alive."

"Hey, big psychic, what am I thinking about, right now?," Yuuki asks.

Eustace, not even looking in her direction, responds, "I'm about average size."

Yuuki cackles a smoker's laugh at this. "Ah, too bad, Mochi. Too bad. They make pills for it, though." The old woman then walks over to Bee and snags the cigarette from the younger adopted-grandchild's mouth. "And no smoking for you. Save that for us grannies."

"You got Bee for the next couple of days?"

"How much trouble you in?" Yuuki notes the blood on Eustace's jacket that Bee is still wearing as an all-in-one outfit.

"Patel-sized."

"This boy's fault?"

Hitomi looks over at Eustace. "No, someone else. He was trying to help. Only it got worse. You'll catch it on the news, tonight."

As Bee leans up against Yuuki, Hitomi walks over to her young friend. "You help out at the store, ok? I'll be back in a few days. Hopefully. Also, kill the hair."

Bee sighs and touches a node on behind their ears. The sea-green hair settles down. With another tap it shifts to a bland bad beach-blonde look. The effect won't catch anyone off guard who knows Bee, but those who don't would have a hard time picking them out of any average plain teenager.

Hitomi looks around in the fading daylight and then finds a casual way to walk over to the MUNI car like she is being curious. Once she is sure that none of the MUNI are really paying attention, she quickly bends over and slips the tracker to the underside of their bumper. That should confuse the Patel gang. [3]

Rejoining Eustace, Hitomi says, "Ok, Nurse, we need to grab a bus and head to Little Tokyo. Grab my stuff if we can get to my apartment in time. Hopefully they haven't hurt Libby."


Setting the Scene. Getting Libby and Getting Betrayed.

Date: Thursday, May 30, 1996.

Time: 7:30pm.

Place: Outside Sasaki Ramen Bar in Little Tokyo.

First, has Patel's people found Hitomi yet? (Good) → [c1] Yes? They are close but won't show up until later in the scene.

Second, Hitomi did really well with getting the device and planting it on a cop car to lead some of Patel's heat on a wild goose chase. Will give her an adrenaline up to 4.

Expected Scene: Hitomi and Eustace try to get stuff from her apartment before Patel's people show up.

Scene Test: 5. 2d10 = 5 + 7. Another Minor Twist. "A secret is revealed or betrayed." The Sasakis turn in Hitomi for a reward.

Actual Scene: They get to the apartment before the goons, but the goons will lie in wait for an ambush.

Ah, The GLOW, where getting sold out by people you think are your friends is just a minor twist.

These two need to be tougher. We'll use Bad Guys Template 1 to show the increased intensity. Roger Patel can't imagine the slaughter was due to a kiosk owner so assumes it must be a rival gang. Still, he wants Hitomi to find out what happened to the mini-disc. 5 Grit with 1 Hot Box. They have Automatic Weapon and Martial Arts feats. Attack: Critical. Defense: Critical. Like before, their weakness will be Patel's people aren't good at working together. Names? [c48] Ecrin and [c45] Leonie.

The owner's name, Sasaki, by the way came from the Japanese Surname table in The Book of Random Tables: Cyberpunk 3.


 

Outside Hitomi's apartment, as seen by Eustace.
Outside Hitomi's Apartment in the Little Tokyo portion of The GLOW. Above Sasaki Ramen.

 

Getting Libby and Getting Betrayed.

Date: Thursday, May 30, 1996.

Time: 7:30pm.

Place: Outside Sasaki Ramen Bar in Little Tokyo.

Eustace hears Hitomi ask him, "Anything?"

He turns and searches through the psychic threads. "Yes. Very close. Two of them. We don't have a lot of time." [4]

"Okey doke." She pulls out her gun and makes sure it is ready to go. Hands Eustace the three laptops she is carrying and hopes that if he has to go berserker again he will not completely smash them up. "The Sasaki brothers have been very nice to me and let Bee and me crash here. I'd rather them not get hurt in this. Even if they are ex-Yakuza hiding out here to avoid some heat from actual Tokyo.

She leads him down a alley far cleaner than any he has seen in The GLOW, up some stairs, and to a door she hastily unlocks. Counting down 3, 2, 1 on her fingers she shoves it open and then aims her gun inside, to nothing but a dark apartment smelling of stale smoke and old ramen. One benefit to living here is getting a lot of cheap food for small favors.

Red eyes light up across the room, followed by a small mechanical canine. Hitomi bends down and pets it like is a real dog. "LIBBY!"

"That's Libby?," Eustace asks.

"Yep. Libby the Lab. My own little walking, barking chemical and electronics analyzer. Get it? Lab? Bee came up with that one. Found her in a scrap yard and fixed her up. For a psychic, you sure seem surprised a lot."

"I am trying to respect your privacy. I trust you to tell me what is important."

She glances back at the big man and gives him a wink. "Stop, Nurse, you already getting laid tonight. First, though, let me get my gear and some smokes to replace those that Bee stole."

She spends only a couple of minutes snagging up a backpack, shoving the laptops in, several packs of cigarettes, a couple more cred sticks, and a couple sensors and detectors.

As they make their way back downstairs, Libby following, Eustace tenses. "I think they are here." [5]

Sure enough, coming around the alley from the direction of the street are two more Patel goons. These look a bit better put together than the last ones. The bit that upsets Hitomi is that Junya Sasaki is behind them. "Yep, that's her. No hard feelings, Hitomi." And with that he is gone. [6]

Dark woman who looks a lot like Quiet and Dark from earlier steps forward pulling a gun out and pointing right at Eustace. "Come with us. We have to talk to you about a certain mini-disc and what might have happened to my brother."

"Ah, shit," Hitomi says, because that has to be a real bad sign.

"Marius's men hit them after Hitomi gave them the disc," Eustace says, "We just got out there before this weird guy with katanas started to chop up everyone. Sorry we can't help."

Hitomi knows Eustace means Thom Marius. A rival industry-man-turned-gang-boss to Roman Patel. Interesting, Talkative and Dark seems to believe him. "Marius? The fucker is making a move?" She looks back at her red head extremely Irish looking companion and then shrugs. He takes out his gun and now aims at Hitomi, "Thanks for the heads up, but no disc makes this easier." [7]

Eustace is moving before Hitomi gets her pistol up. As he is closing the gap she has taken a bead on Very Irish and pulled off a shot. He grunts but stays up. By this time, Eustace is at the presumptive leader's side and bringing down his arm blades. She tries to throw a kick to block them but the blades catch her in the shoulder and keep going down the length of her body until she is split in two. [8]

Very Irish doesn't break stride at seeing his partner killed. He pulls the trigger and catches Hitomi in the shoulder. Then he runs up and kicks Eustace in the head. The big guy stumbles down but seems to roll pretty well with the fall. [9]

Hitomi moves forward to try and cover Eustace and despite being a bit shook-up after being shot, she manages to drop Very Irish with a headshot. She pulls Eustace to his feet. [10]

Eustace looks down her injured arm and bends forward to tear a strip off her shirt and starts wrapping her up. At the same time, she checks his head for injuries. He seems to have fared better than her.

"Will your landlords tell the cops it was us?"

"You know what, fucking probably. What the hell happened to honor?"

"We live in a city powered by tortured souls," he says, shrugging. Then picks up the two corpses and walks into the Ramen bar (the customers having already fled). A few second her and Libby follow inside. She is afraid of seeing blood dripping from everywhere but instead Junya is grabbing keys from the woman's pocket and rushing past her to hide the car while his younger brother — she has never caught his name — is helping to drag the bodies in the back while apologizing to Eustace. "I had a talk about turning armed thugs against someone who helping The Order and they saw common sense. They are going to help hide the evidence and say that a group of weirdos with rooster masks taunted the Patels here and they ran off after shooting a few shots and taking some hits. And that no, they don't know where you are. They heard you were heading down to Mexico. Or I would rat them out to the authorities. That's for betraying your trust. You need to get to their security system and hide this footage." [11]


Setting the Scene. Holy Revenge.

Before we figure out exactly what sort of scene this might be, a question: Does Hitomi know someone who might sell her a decent car | bike for $2? (Even) → [c94] No. This means they are going to have to steal one or keep taking public transportation. Let's generate some details about a place where she might steal one. [c16] has "FaithCorp Featuring Jesus 2.1" and a picture of a saw blade. [c67] has Akari as one of the names as a visual identifier of "pristine pressed clothes." [c113] has a video camera and an icon that is a virus but it also makes me think of little droids. Maybe little droids with cameras. The catalyst text is "A high-stakes wager is offered."

What was the nature of the wager? [c81] Unseal [c9] Profitable [c4] Research. A couple of image icons for this → [c13] I...don't actually know what that icon is meant to be. Ah, cannister. One more just for a bit more flavor: [c25] Dead Head.

I have some good backstory, now.

Date: Thursday, May 30, 1996.

Time: 8:37pm.

Place: Near FaithCorp's Holy Church of Illumination. Cottage Hill, FL.

Expected Scene: Hitomi and Eustace scope out the Holy Church of Illumination — in reality just a big garage with a bunch of people ensnared by Dave Akari — and make plans to snatch a particular bike.

Scene Test: [c94] 5. 2d10 = 2 + 6. Another minor complication. [c96] A chase or pursuit breaks out. An image on that same card is a note held in place with a dagger.

Actual Scene: As H & E watch, another gang shows up and starts wrecking the place and several of the workers take off after them.

Dave Akari, 32. Street prophet and con-man. Five years ago, ran jobs with Hitomi. Eventually they were made a wager by one of Dave's contacts. If they could steal data from an Order outpost, they would get the cash they needed to set up a real shop. Turns out the data was about The GLOW's usage of recently deceased individuals to feed more fuel into the Harrowing, something The Order denies. Hitomi succeeded but Dave betrayed her while she was still coming to terms with it. They money he made from that deal ended up funding FaithCorp, his "rehabilitation for sinners" for-profit church. It engages in a lot of shady dealings with unhoused folks, recovering addicts, prostitutes, and other people that The GLOW grinds under its massive feet. Only, he turns their guilt into his own wealth.

The Holy Church of Illumination is a chop-shop that claims to be overcoming the sins of earthly possessions. Stolen vehicles are brought and broken down as "penance." Dave sells off vital parts to a number of buyers. And, if one of his parishioners drop dead, his contact from five years ago has a particular use for them.

Hitomi has never quite gotten over the betrayal, both emotionally — it was a shock and Dave was like a big brother to her and taught her several of her skills — but also financially. She has curtailed doing any big jobs again and ends up spending a lot of her cash helping out others to make up for past actions.

Not only should there be a lot of vehicles here, but she wants Dave's own custom bike.

Is Dave in this time of night? (Even) → [c100] No.

What time will he back? → [c92] The arrow is pointing to the "2," essentially. {am | pm} → pm. This means he has night and morning managers.

And I finally get to use Augmented Reality. The rival gang that shows up for the Illumination group is the 50 Panzer 62 Killaz. They are 67 Rag-Enshrouded, 15 All-Female 31 Chromers who 50 Target Small-Fry fixers and gangers and steal their shit to sell. I think that explains it pretty well.

 

Modified image of a car in a garage.
The Holy Church of Illumination. Chop Shop for the Burnt Out followers of JesusCorp.

 

Holy Revenge

Date: Thursday, May 30, 1996.

Time: 8:37pm.

Place: Near FaithCorp's Holy Church of Illumination. Cottage Hill, FL.

"The Holy Church of Illumination," Hitomi explains while her and Eustace — and Libby — watch from the rooftop of an abandoned movie theater. The sign on the marquee reads BAT LE AN EL. "JesusCorp bought out the whole block and now his holy rollers drive out most everyone else."

"True believers?"

She takes a drag on her cigarette and points out the drifting Soulburn. "Pretty dumb to not believe."

Eustace keeps mum. He knows that she probably sees a gentle neon after-image. To him, the city is Soulburn. Reality is the fuzzy bit. The emerald lines of psychic threads keep showing up and each and everyone keeps pointing to her. This bothers him. For lots of reasons but mostly because more and more he feels like he is being watched. He glances back behind him and wonders how long before there are fox masks there.

"Why are we here, Hitomi?"

"Mochi. Call me Mochi. My friends do."

"Fine. Same question. Why? Here? Mochi?"

"Church is run by a scumbag named Dave Akari. We ran together back in the day until he betrayed me right as was dealing with existential shit and got a lot of money out of it."

"Ran together?"

"Not like that, you creep. He was like a big bother picking up another lost girl in Little Tokyo. Half-Nigerian, Half-Japanese. We made a pair. Talked about taking down the system. Then he became the system. Got some people killed. One person in particular. Rika. She and I did run together. Like that." Hitomi sniffs. Not exactly sadly, not any more, but definitely a step in that direction. "He got too well protected for me to do much. Took enough gear from our collective stash, I spent a lot of time trying to work my way back up. Then I met Bee and took them in. Realized I could do more with money than get rich." [12]

"This is revenge?"

"Got a problem with it?"

Eustace looks at the emerald line, well beyond Hitomi's ability to even sense, as it runs through her and around her. "No. I think you are stuck with me."

"Let's see how you are in bed first. And, to answer your question: No. I mean, yes, of course it fucking is. Only the good Church is a lie. The holy rollers are all refugees of The GLOW bent into religious disciples by Dave. This particular branch is all about taking material possessions — in this case various stolen vehicles — and breaking them down to purify them of the sin of expensiveness. Dave then takes the parts and sells them on. Tosses a few bones back though the holy rollers could be paid in dog feed and still worship the man. He's Jesus 2.1. But a bunch of stolen cars means we can snag a ride. With luck, Dave's there and I can take his fancy bike he likes to show off around town."

Eustace reaches out and pulls her back right as a few bikes and decked out cars tear through the night. A group of people, maybe a dozen, dressed in strange rags like leprous penitents, ride up and jump off. Flashes of chrome show through the outfits as gunfire erupts. A few seconds later they run out carrying a sack of something — probably aether-boards stripped from top models — and drive off. The holy rollers — heads shaved, drably dressed, and tatted all over with crosses and JesusCorp versions of Bible verses — run after them, a few cars joining the chase. There are a lot more of the rollers than this new gang.

"Holy shit!," Hitomi exclaims, "I think that's the Panzer Killahs. Lesbian chromers who play at wasteland garb. They like to hit smaller gangs and steal shit. Half the fun is stirring up trouble."

"They look clearly outnumbered by the rollers."

"Means it's likely a trap. Also means we have a great chance to get inside. Watch out for Dave's security bots."


Setting the Scene. Going to Bloody Church.

Date: Thursday, May 30, 1996.

Time: 8:46pm.

Place: First Floor of the Holy Church of Illumination. Cottage Hill, FL.

Expected Scene: E+H blast through the first floor and try to make their way upstairs.

Scene Test: [c41] 8. 2d10 = 9 + 10. A MAJOR twist. Fascinating. Let's draw three cards to work out what it might be. [c32] Reveal a tension or rivalry. "Mischa." [c1] Domestic Papers + image icon of a hand being cut off. [c29] Destroy Anachronistic Government.

Actual Scene: Expecting it to be mostly abandoned — except for the security bots — they find that a coup is underway as Mischa and her apostates are violently trying to reform the church.

This means the humans are mostly caught up in their own struggles and that there is a bit of a clock before all the stuff that Hitomi might want — a ride, information from Dave's computer — might be destroyed if they lose momentum. I won't formally "clock" it but once a couple-three failures pile up, they will essentially be out of time.

Security Bots will be confused by the action and looking for something to attack. Attack: Critical. Defense: Critical. 9 Grit Boxes. Hot Box at 3 and 7. They armored (-1 to hit) and a Walking Hazard (Gamble to attack them [in melee?]).

SCENE SOUNDTRACK: The album I will be playing while playing this scene is Perturbator's Lustful Sacraments. It seems appropriate.


 

A morphed and warped church floorplan.
The Holy Church of Illumination first and second floorplan. Also an image of what it looked like before extensive conversion into a car garage pretending to be a church.

 

Going to Bloody Church.

Date: Thursday, May 30, 1996.

Time: 8:46pm.

Place: First Floor of the Holy Church of Illumination. Cottage Hill, FL.

"FUCK!," Hitomi screams as she pulls back her head just in time to avoid being splattered with blood. She had hoped the Church would be mostly abandoned after a good contingent of rollers took off after the PK. Instead, she nearly ran into a slaughter as one group of rollers is currently slaughtering another group. "What is this shit?"

"Schism, I guess," says Eustace coolly. The only detail he notes is that side leading the slaughter all have fresh, bloody crosses carved into their foreheads. Upside down.

"I guess it really was a trap," Hitomi says, "Some sort of inside job." As if to underline the point, a large explosion and screams can be heard coming from the direction the PKs lead the other rollers away. "Don't really fancy trying to make our way through the blood bath."

A couple of un-marked rollers take off out the door, barely paying attention to Eustace or Hitomi.

"We can just snag the nearest vehicle and try to go."

"No, I want to see if I can get to Dave's office. Might have some vital intel."

"Climb?"

"Think we can?"

Eustace looks up and shrugs. He extends his blades and starts punching out handholds and going. He's not super quick with it, but he is making his way up. [13]

Hitomi watches him go at a snail's pace before going, "Fuck it!," and starts climbing after him. "Libby, go and hide yourself and only come out when I ask, got it?" Libby lets out a small mechanical bark. Within a couple of seconds she has climbed past Eustace and smashed open a window. She turns to help him up. [14]

As they are setting foot on the carpeted inside, they hear a high-pitched whine as one of the security drones' flechette launcher warms up and dive behind a table as sharp, thin projectiles embed into the old wood. The room they are in is a conference room and looks out of place in the overall decay of the region. Luckily, the table is thick enough to take a few hits. Unluckily, more of the bots are entering the room. They look something like crabs with a tall column for a head. At the top of the column is a camera. To either side is flechette launchers. Pincers can detain a trespasser if they can grab you.

Eustace leaps over the table to go after the first one and manages to slice through the metal but in the process takes a cut along his arm. Hitomi stands up and starts aiming for the cameras and takes out a couple of control units at the top of the bots closest to her but another hits her in the leg with a flechette. [15]

The four bots in the room now open fire with a stream of blades. Hitomi works to dive behind the table while Eustace snatches up a chair to block. Neither are completely successful as blood is dripping from Eustace's chest and Hitomi has been hit in the side. [16]

Eustace reaches out his hand and psychically shoves one bot into another with enough force to cause all three to explode. Hitomi tries to shoot down the last but mostly keeps it distracted. [17]

As the remaining bot swivels its busted out camera head, a red light starts flashing. A high pitched beeping speeds up as it nears a self-destruct sequence. Hitomi braces for the explosion but Eustace leaps forward and kicks the bot back out the door. An explosion shakes the building. [18]

"Are we having fun yet?," he asks as he helps her up.

"This might too much fun," she replies.

They make their way into the hall and see the explosion has damaged the floor. Shouts downstairs can be heard through cracks showing a bit of the workshop floor below. It can still hold, maybe, but it will be a bit of gamble. [19]

Eustace goes first, again. He makes it across but the boards make a cracking noise. Hitomi looks and takes a few light steps over and tumbles to the other side right as the floor gives way and falls down. Based on the shout, it took out one of the combatants. [20]

"Come on, Nurse. We have to find Dave's office before the crowd downstairs comes to investigate." Luckily it doesn't take her long to find Dave's office. "Block the door!" Eustace has enough to drag some heavy furniture across to seal the door. Voices are shouting outside as some people have found the wreckage in the floor and the smashed bots. [21]

Dave's office is a lot like most pastor's offices, only a bit more neon and garish. The nude photos of bald men and women take on a flavor in the strange lighting. Hitomi looks down at Dave's desktop computer. There might be a lot of good information on it but time is short. "We need to get out. Can you carry that?" Eustace nods. She aims her gun at the window and shoots out the glass. Then she runs up and leaps out. Eustace follows her.

Both hit the ground, Eustace takes a bit of the brunt of it while holding up the computer tower. Hitomi rolls with the fall and is up and running back around to the front of the building. Now that slaughter has finished and the strange apostates are upstairs trying to find what caused the explosion, she has a brief window to actually grab a vehicle. [22]

She leaps on a red motorbike. "GET ON!," she shouts at Eustace. He gets on behind her, still holding the computer. She pulls out into the alley and whistles for Libby. The mechanical dog runs up and attaches itself to the back of the bike. They ride off into the night.

They can hear other vehicles leaving the church but for a moment they have some freedom of movement. [23]


Setting the Scene. Resting Up.

Date: Thursday, May 30, 1996.

Time: 10:26pm.

Place: Room 1217 of Rest+ Motel. Outside Pensacola.

This is a Time Out so no scene test.

Factions are fun in cyberpunk. We have the JesusCorp Holy Rollers. The Apostates. The unknown Dave Akari associate. The Patels. The Mariuses. The Panzer Killahs. Some are working together. Some are against one another. Should give me plenty of meat to chew upon for the next shot or two.

Overall, though, it is time for a Time Out.

SCENE SOUNDTRACK: You can play whatever sexy synth music you want, but I will go for Veno's "Midnight Lu Rou Fan" for a nice sexy love song about dealing with late-night horniness with some nice spicy pork and bok choy. Wink.



Time Out #1

Hitomi and Eustace get both of their grit back.

Eustace uses one of his actions to Heal Hitomi. She loses the Nervous condition.

Hitomi's first action will be to try and get into Dave's computer. Crime + Fix +1 Help from Libby = Double Critical. Excellent roll. She will start off next session finding all the information she wants to find.

Eustace's second action will be to Fix the bike. He gets a Critical. Enough to have up to "Standard Bike Quality" but not enough to really improve upon it.

Hitomi will then spend her second action going investigating in the aethernet. She's going to try and find a job. Focus + Streetwise. Critical + Basic. Likewise, she will have a good lead for the next session/shot.

For the general handling of themselves and working together the last couple of scenes, two adrenaline for each.

Now for the scene itself.


 

A modified motel sign.
Rest+ Motel. Near Pensacola.

 

Resting Up.

Date: Thursday, May 30, 1996.

Time: 11:26pm.

Place: Room 1217 of Rest+ Motel. Outside Pensacola.

After working on the bike — he's already calling it the Red Devil — he re-enters the motel room and sees Hitomi hunched over two laptops and Dave's stolen computer, furiously typing across all three. A half-dozen cigarettes tell the story of a battle she has been having while the smile on her face tell the story of her winning. A seventh cigarette is in her mouth and she seems oblivious to his presence. The air is thick with smoke and opens one of the windows just a crack to let a few atoms of oxygen in.

"Shower," he says and she gives a little wave.

Five minutes later, he is washing some of the blood off his chest when she steps into the shower with him. He has a moment where he feels his heart rate increase for an unexpected reason. She has a tattoo of a fox clearly visible on her thigh.

"Why the fuck is it so cold?," she asks.

He says nothing as he leans forward and turns the heat up, keeping an eye on the tattoo and wondering when paranoia is not paranoia. Hitomi groans contentedly as the now hotter water works the kinks in her sore muscles.

"Did you get into the computer?," he asks and she shushes him. Hands him the bottle of complimentary shampoo.

"Sponge bathe time, Nurse."

Working up a lather, he starts washing her hair as gently as he can. She leans back into his arms. He feels her hands come up and start stroking his aetherware. Without reading her mind, just going on vibes, he answers the question he assumes most would have. "I can feel stuff through them ok. It's different. A whole new set of nerves. But it's not exactly missing all feeling or constantly numb or anything like that."

She rinses her hair and then turns to face him. A whole lot of possible words pass by her mouth and she once again opts for the simplicity of a long kiss. Begins feeling along his body with her hands. "I see quite a few things are in their natural state."

"The attachments are on back order from Taiwan, sorry."

"Good, I want you to feel this." She slides her hands and mouth down his body, leaving a trail of kisses. Enjoying the hardness of his muscular body. The reaction to her touch. After a few moments of very much feeling it, he reaches down, picks her up, and carries her to bed.


Half an hour later, the two lie nude. Finally dry. She has lit another cigarette and he is holding the ash tray on his chest. She flicks ash and lets out a little sigh.

"Hitomi..."

"Mochi."

"Ok, Mochi, I..."

"New rule. We don't say the L-word. Ok?"

"Oh, I wasn't..."

"Another new rule. We don't say that we weren't going to say the L-word. We just take it as fun and we find more fun things to do this next couple of days."

His turn to sigh. There are so many things he feels he needs to explain to her. What 91% might mean. What could happen if he goes rogue. How he refuses to read the future because he doesn't want to know. How he just wants to stay in bed with her for a week and then maybe run as hard and as fast as he can. Instead, he opts for something a little different.

"Rub right there, the ticklish bit on my side." As she does, he reaches out and shares the feeling with her. She grabs her own side and he sees her work through what it means.

"You can do that?"

"Yep, the favorite flirting trick of psychics everywhere."

They eventually get some sleep.


DOUG'S COMMENTARY

February 4, 2025

This is scheduled to go out on Valentine's Day so happy sexy times — snuggle times, just friendly times, whatever you need — for the two biggest dorks in my arsenal of dorks.

I thought about swinging the sex scene even sexier but I think that's my limit without abruptly nose-diving into corny. Just more experimentation to get the more-ness of The GLOW down. More violent. More passionate. In its way, more loving. When your friends and loved ones might die or disappear due to street violence any moment, you both put up shields around your heart but also rapidly let people in from time to time.

The "Mochi" nickname is in full lock here. Much like the Weird version, a little nickname from her mom. One she shares with those people like Yuuki, Bee, and now Eustace she truly trusts. Though she has been burned a few times so she is going through some doubts.

Originally concieved as a kind of quick half-shot to round out the first post, this one grew to have a lot of fun elements. The betrayal by the Sasaki brothers. The Holy Church. The Apostates and the Psycho Killaz. The building up of factions. Holy Rollers is very nearly a Pensacola joke. If you have ever been lectured about the nature of sin at a P'cola beach, you know exactly what I mean.

The bike was an easy grab — well, after going through a couple of rough-ish battles — because the artwork I picked and will use a bit later shows Eustace on a red bike. I thought about just starting him out with one but this way was a lot more fun. Libby the Lab is also potentially fun. I think both will be the kind of gear that needs a lot of TLC. Less a full on cheat and more part of the young-couple-on-the-run aesthetic.

The Century use, and Foodland, was a shout out to the days when Doug was a young'un. Family would make weekly roadtrips down to Century, FL to get groceries. I don't think it was a Foodland. I don't remember what it was. Looks like it is a Food Giant now. I have no idea why we would drive half an hour to get food there. Presumably it was just cheaper. Maybe they had cheaper cigarettes or something. Family would also pick up lotto tickets. I should probably work that into the next session.

Before I play the next session, I want to re-read the Outgunned rules. I think I have them around 70% down. Still a few edge cases I am fine with just ruling on to make it fun for now, but would like to try and get it right before I purposefully screw it up.

Going to experiment a bit more with including more pictures, a few "actual play" sections, and the scene-soundtrack notation. Each arc is a way for me to experiment and the trying out soloing different systems is a good time to try out a few new techniques as well. I might make an intermission post just to so some of the process.

Next time will bring in either Augmented Reality or Cities Without Number to generate a job, or two. Then after they get some cash and can actually do more than hide out, we'll work back around to the first Turning Point: rescuing Amy Patel.

MECHANICAL AND STORY NOTES

  1. Crime + Fix and Hitomi only needs a basic to disable it. She gets an Extreme so she not only takes it out but she keeps it working. Heck, she might improve its broadcast range.
  2. In the terms of Outgunned, not enough money to count as a $1. More like spending cash to help with note keeping later.
  3. Crime + Stealth. Gets a Critical success.
  4. Focus + Detect with Super Senses. Gets a Critical.
  5. Gave him +1 help this time since he knows they are coming. Only a Double Basic so he again senses them but not precise info about from where.
  6. Like the surname, first name comes from Cyberpunk 3. Japanese Male name with a 79 on the roll.
  7. Eustace only gets 4 dice from his Smooth + Speech but with his Silver Tongue is able to pull a Critical. Does Ecrin and Leonie just let Eustace and Hitomi go? (Bad) → [c66] NO! Ah, well, it was a nice attempt.
  8. Hitomi, with her Gunslinger Feat, still only gets a Critical and does 1 Grit. Eustace burns another Adrenaline to get +2 along with his blades for +1. However, he loses one because of their Martial Art feat. He gets an Exceptional. This does 3 more and will finish off Ecrin. Leonie is going to get +1 Adrenaline for his turn.
  9. Hitomi gets no successes and has two 1s. She takes two grit damage and gets the Nervous condition as per Leonie's feat. Eustace gets no successes and gets knocked down but has no 1s so doesn't seem to take Grit.
  10. Hitomi is at -1 for her Nerves. She still gets the shot off by spending an Adrenaline.
  11. Eustace doesn't play when it comes to taking lives casually. He burns a Spotlight to make it very clear that they will NOT remember Hitomi and instead will come up with a story about something. Anything else. A flip of the coin and he gets the spotlight back.
  12. Rika is 23 on BORT: Cyberpunk 3.
  13. Brawn + Stunt. Gets a Basic.
  14. Crime + Stunt. Gets a Critical and a Basic. She's a lot better at this.
  15. Brawn + Fight. Adrenaline to get another +2. -1 for the bots' feat. Gets a Critical but has a 1 left over. Hitomi gets an Extreme for 3 grit damage. She also has one 1 so takes one grit. Bots have 5 grit remaining and get 1 adrenaline for their move.
  16. Both Eustace and Hitomi get Double Basic to reduce Grit loss to 1 each.
  17. Eustace spends a spotlight and uses his psychic push to damage the bots, doing 3 grit (down to 2). The bots get another adrenaline. Hitomi only gets double basic so we'll give her and Eustace a bonus on the reaction roll. Coin flip gives back the spotlight.
  18. Bot is going to self-destruct. We'll play it like Grenade but reduce damage to Critical to represent Hitomi's help. Brawn + Stunt for both. Eustace gets a Extreme and manages to kick the bot into the hall, where it explodes.
  19. Did the explosion damage the floor? (Even) → [c88] Yes? We'll say it is holding up enough but it's a gamble. Literally. A failure will result in the floor giving out and the person falling below.
  20. Eustace gets Double Basic but no snake-eyes. This worsens the condition so Hitomi needs a Critical. Spending adrenaline, she gets a Critical + Basic. She makes it just fine.
  21. Crime + Awareness + 1 help for knowing how Dave works and also spending a lot of time around her dad's church. Critical + Basic success, again.
  22. Eustace gets a Basic and takes 2 grit. Hitomi gets a Critical.
  23. Are the apostates going to give chase? (Bad) → [c50] No? They are, kind of, but for now not the best.

CREDITS

The GLOW 1996: Psychic Eustace Delmont is played using Two Little Mouse's Outgunned and Outgunned: Action Flicks (especially, but not limited to "Neon Noir" and "Great Powers"). It uses Larcenous Designs' Gamemaster Apprentice Deck: Cyberpunk 2E as its main oracle.

Other sources used include:

  • Zach Best's Universal NPC Emulator.
  • Cesar Capacle's Random Realities
  • Kevin Crawford's Cities Without Number
  • Matt Davis' Book of Random Tables: Cyberpunk 1, 2 and 3.
  • Geist Hack Games and Paul D. Gallagher's Augmented Realities.

ART CREDIT AND EXPLANATION

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

I've been keeping the in-joke of a new Libby the Lab in the back of my head for a while. A War Tech dog made by Moment Labs. Now a different sort of lab capable of chemical and electronic analysis. Kind of a Doctor Who K-9 figure. But ragged and prone to breaking down. Which is possibly a very Doctor Who K-9.

The map (aka the real world map you can see in the grid) is provided by the Alabama Department of Transportation. I used to love getting the Alabama road map every year. Like, love it. I had stacks of them when I was younger. It made my heart a bit glad to get to bring that use one again.

The image of Hitomi's apartment in "Little Tokyo" is uncredited on Pixabay. I'm trying a slightly experimental way of showing a glimpse of how someone like Eustace who can see details and shapes in the Soulburn might see the world. That take is around...80% correct. The idea is that he can make out the general details just fine, and finer details as he focuses, but the edges get lost a bit as the Soulburn actively seems to be trying to communicate with him.

The image of The Holy Church is by digital designer from Pixabay. I played around with the technique more to try and find slightly different vibes in the same style.

The "good enough for a couple of scenes" floorplan of the church is actually the First Baptist Church in Madison, IN. I've warped it a good bit because, again, we are seeing a lot of this through Eustace's eyes. The main requirement was a church with a large ground-floor open area and I got it right in one.

The image of Rest+ Motel is by StockSnap from Pixabay.



Taxonomy and Technical Data

  • World: The GLOW
    • Campaign: The GLOW
      • Arc: 1996 Psychic Eustace Delmont
        • Post: Episode 2 - Gathering Supplies

Dates Played: February 2-4, 2025. Though February 2nd was mostly about playing around with the art style.


The GLOW 1996: Psychic Eustace Delmont, Episode 1 - Psychic Boy Meets Hacker Girl

Special Agent Jani Blum, aka "Johnny Blue," aka "Demontongue," has gone off the grid. His long-term psychic partner — Eustace "Nurse" Delmont — has therefore graduated from Psychic Agent Liaison to potential Field Psychic. He is taking his Walk: a brief respite from active duty, to try and figure things out for himself and to solve one last piece of unfinished business.

A lantern with arcane images glows brightly, casting those images on a brick wall.

The GLOW 1996: Agent Johnny Blue - Chapter Six and Finale [Tricube Tales Solo] [Multi-Phase]

The original arc finale. Johnny Blue and the werewolves enter into the other-space at the core of the Grove and confront a descent into the abyss. Even with enhanced physical powers and regeneration, will they be able to survive the final trial? Agent Johnny Blue also faces the fact that he might just very well have to tell the truth for once.

A woman in a yellow robe washed a bloody knife in a waterfall.

The GLOW 1996: Agent Johnny Blue - Chapters Four and Five [Tricube Tales Solo] [Multi-Phase]

Johnny has made contact with the werewolf pack and it has gone exactly as poorly as he expected. However, his growing powers are intriguing to Macy Maron who increases her advances upon Johnny. He teams up with the werewolves to explore The Blue Sky Grove - the strange heart of The GLOW - and finds the mystery is worse than feared. A powerful adversary is attempting to bend all the rules.

The Bleak + The Pearl Part 22 - Down into the Past [ShadowDark + SoloDark] [Multi-Phase]

A strange gallery with pipes and grates and a painting hanging from the ceiling.
Thanks to mockupsgenius on Pixabay.

 


Previously, on The Bleak + The Pearl...

Battles with rust monsters and avoid a lot of poorly functioning automatons have driven the heroes to take a certain "backdoor" into the second layer of Jonias Grunkheart's lab basement. The lab has been reactivated causing changes through the Everburning Forest, but the heroes continue to dig for a single item: something that allows them to control the librarian back at the Monolith.

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.

Three hundreds later, four heroes—Grusk Obe (Half-Orc Fighter), Inar Gale (Halfling Cleric), Spotted Tom (Goblin Thief), and Rance Uffolt (Human Mage)—are on a journey across The Bleak, risking sanity and their own existence, to try and save The Lighthouse: the last great act of Jonias Grunkheart. A piece of reclaimed Ancient technology that can bring balance to the out of control forces.

Content Warning: Fantasy Violence, Occasional Body Horror...

This post is in MULTI-PHASE 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 22 - Down Into the Past



The team has rested up which allows them to regain all Luck and relearn all failed spells. HP back to full. Other supplies are running lower. Outside of magic spells, Tom only has 15 arrows remaining. There are only around 3 torches and a couple of bottles of oil left to the group. Both Rance and Inar have Light magic so that should not be a problem but only a couple more days of rations remain. There is a caravan at the edge of the forest that has some resupply materials, but it will take about a day to walk back out.

In other words, the next time the team is forced to rest it will be understood that they are having to semi-abandon the mission and return at least to the forest entrance.

Now on with the show...

 

Map by Dyson Logos showing the rooms of the second basement layer of the lab.
Map © Dyson Logos originally with edits by me.

 

At this level, the lab is around 60% based off of Elizin Urnlight's original research station. The walls are metal now (and not rusted). The slightly more primitive glow globes are more highly refined. Conduits are less a magical restructing of the Ancient Technology. The visual cues are more like a space station than a fantasy outputs. There are beeps and bloops and flashing lights in the walls.

This was Jonias Grunkheart's goal (before he found out about the portal and activated it). To get to this station and to reclaim it. While the upper three levels are varying degrees of a sales pitch, this was for the true believers. Of which he only ever had a couple.

There is a sense of worship and loneliness, here. A place meant to be the start of a revolution, the start of a reclaiming of the land. Largely unused besides for Jonias's own personal collection, there are not many automatons on this level. 1-5: Empty (besides given), 6-7: Hazard, 8-9: Treasure, 10: Automaton (1:6 chance of being burned out).

Like the previous map, a few basic notes and ideas are given below with specifics left to dice rolls and oracles on a per room basis.

B7: The Entrance

Meant to be the gateway to the whole proper lab, this room is a bit of a show-off. A plaque dedicated to Elizin Urnlight faces folks who enter into it with running water flowing down the walls (currently happening, though the water is a bit sluggish due to not being filtered in a long time). Lights are insight and bright. A few empty plants once held plants, now only very dry dirt and stems. A manifesto of Jonias's vision is written on the northern wall.

B8: The Gallery

This small chamber has a series of Jonias's last paintings, each depicting idyllic scenes of his youth and his interpretation of what Ancient Society should be like. The lighting is gallery like and there benches to sit in the cramped space.

B9: The Study

Here is one half of the actual destination for this whole trip. His personal diaries (early ones written in mid-Barthic, later ones written in Ancient) lay out his plans. Blueprints for expansions to the Lighthouse and the Monolith are detailed on these shelves. The Ancient technology has protected much of the paper but it is way too much carry back more than a few pieces unless significant space and care is taken.

In his desk are a series of talismans that will act as badges for automatons (incuding the librarian). Upon them is written a command word in both mid-Barthic and Ancient. This find, alone, is worth 3xp.

Unlike most of this floor, the light is less sophisticated. Jonias purposefully used lighting more like his own time's technology. The oil lamps are long sense broken down.

B10: The Research Library

There is a key in B12 behind one of the paintings to open this else DC18 to unlock this door.

Hundreds of volumes in Ancient and mid-Barthic writing cover an extensive catalog of Ancient technology. Many of the concepts are so advanced that even passing a successful DC21 INT check to get a grasp of what they are saying is unlikely to lead to much information until years of study are spent rebuilding the concepts from the ground up. Again, very bulky to carry more than a few pieces out and care must be taken once the protections of this level are left behind.

B11: Storage closets

Partially filled storage bays with a variety of bits of Jonias's life and early automaton designs.

B12: Jonias's Bedroom

Here the sense of loneliness is most evident. Jonias has a mere cot in one side of this large room where he slept. Boxes of art supplies, scattered journals, and adventure books written in mid-Barthic are scattered in the room. A sink with more sluggish water and some basic toiletries are to a side. A few paintings of personal interest hang on the walls. Behind one, DC18 DEX to find a strange hatch. DC21 INT to solve how to open it. It leads to a planned future extension to this layer that was never used besides as a kind of personal meditation space. The intervening room is more of his personal effects. Most have long since decayed, not being built of materials to survive the long years despite the lab.

Jonias has left his own talisman, slightly more advanced, here. There is also a key to B10 in the effects. DC12 to find.

B13: The Bedrooms

Three bedrooms intended for the inner circle. Only the middle one shows much use. Each has built in toiletries and storage. The northern and southern ones have a distinct "untouched" feel.

B14: The "Living Room"

Metal boxes in the south have recreational equipment. A kitchen area and dining tables are here, both more suited to an away camp that any sort of upper class enjoyment. There are spaces to work out and large pots contained small trees and a fountain. The fountain has been reactivated, but the trees are long gone.

B15: Automaton Workshop

Where Jonias worked on his automatons. A few repair jobs are spread out on long tables and some experimental designs are evident. Posters and sketches show the gist but INT DC18 to make any sense of them. Detailed sense enough to actually repair and rebuild the automatons would only be possible after detailed study time is taken. The cart tracks come down here and then turn up into B16.

B16: The Mining Station

The room to the left contains the basic control from the mining cart automatons. The room to the right contains equipment for digging out the fuelstone from the mines. The cart tracks come from the south and then head left towards the mines.

B17: The Mines

This goes on for much longer than showed on the map. This was the source of much of Jonias's fuelstone and involves years of digging and expanding. A few mining automatons have been left down here to gather supplies while Jonias is "away" but most of those have long since ceased to function. 1:6 that any are still moving. Piles of fuelstone will have been brought up and filled 2d6+2 worth of cart automatons.


The four heroes make it down into the well lit second level and begin looking around. The room they are in is fair sized with a tall roof. The walls look to be some sort of silvery metal on the light side. It has aged really well. Long tables are layed out, here, some of which have parts and even fuller pieces of automatons. Grusk brings out his axe. Inar starts to touch one of the handss but Tom slaps the hand away. [1]

"Looks like someone was destroying them," Inar says.

Grusk replies, "Good."

Rance notes some diagrams engraved in some strange paper [he does not know plastic] or directly on the metal. Looking at it, none of the notes make sense. "Maybe they attacked Jonias, too," he ponders. [2]

"Whatever happened, I don't think we're going to find the passkey the Golem needs in this room. Let's search around," says Tom.

The team first moves into the north room following the tracks. Here they glimpse at the mines going off into darkness and turn back with very little hesitation. Everyone is tired and a few near death experiences have definitely taken it out of them. The find a room full of mining tools that are in great condition. A few of them might actually be highly valued and Grusk grunts and takes a couple to hand to Inar to carry back in his backpack. [3]

Moving south and following along the hallway, they mostly say nothing and just stair. The area is...strange. Opulent. Very much in the mid-Barthic style. Paintings. Tapestries. More diagrams. Throw cloths. Some dusty and dry decay. More than that, though, there is a sense of a lonely clubhouse.

"There are games. Books of philosophy. Unplayed. Unread. Ash trays that have never seen a bit of ash. Whatever Jonias was doing down here, I don't think it happened," says Inar, taking it all in, sound sad for once.

"Or it worked too well and he was not here to enjoy it, I...," Tom is cut off by the loud sound of rushing water pouring through the room. The four brace with Inar hopping up on a bookshelf. Gurgles and burbles are all around. Rance even starts summoning forth an Acid Arrow. The sound goes on for a minute and then begins to subside. [4]

"Ok. That's our sign. Keep moving, I need beer," Grusk says. Heading south. Tom goes with him. Rance and Inar stay to investigate the doors to the east.

Each of the rooms has the same sense of loneliness and isolation. Beds of a strange design [more like the bunks on a space ship than anything the adventurers would have seen] are centered with cabinets, a study table, and cisterns full of dusty water. Toiletries in the back are essentially unidentifiable as advanced indoor toilets. A spigot from the ceiling provides a shower. Again, neither Rance nor Inar have any idea what they might be looking at. They poke through the bedding, touch a few knobs (Inar jumping back as slush tries to splatter him) and mostly come away empty handed. Except for a single potion bottle that Rance finds in the southernmost room's corner. He cannot tell what the potion is so for now pockets it for future study. [5]

The other two have found another chamber. Going inside the unlocked door, they take a moment to realize they are seeing not just some random junk room but the spot that Jonias lived by himself. A cot on the floor for a bed. Storage boxes for furniture. Many paintings showing pleasant scenes of people walking down streets, eating food in cafes, and riding horses across opulent gardens. Grusk, roughly at first but more gently as he understands the significance of the place, digs through things. Eventually Tom gets his attention. "Come look at this."

He leads Grusk over to one of the paintings and pulls it aside to show an odd door that looks almost like the door to burial alcove. Odd glowing stones upon it. [A hatch with code buttons that need to be solved based on an old Ancient rhyming song] "I don't know what it does but it seems important." [6]

"We'll save it for Uffolt. UFFOLT!," Grusk shouts, louder than seems necessary in the isolated quiet.

Rance comes running in with his wand up and then sees Tom and Grusk pointing at the small, odd door. Rance makes more sense of it than Tom. He presses the glowing stones which each make a chime. After half an hour he has played the correct tune and the door swings open showing a small room beyond. He nods back to Tom who goes first.

The room is even messier than the last, and feels more tragic. While the rest of this place is made of some odd material to survive a very long time, to even be repaired by the Light flowing into the complex, this room is stuff that Jonias brought from Grunce. Items of nostalgic value. Child hood toys. Favorite books. Clothes for parties. Most all of it has crumbled or broken since it was placed here. Book pages crumble into dust as they are touched. The toys crack as you lift them. However, in this room, a pair of hand models that are clearly the inspiration for the shrines hold an item each. One is a key made of the same material as the tapestries [plastic] and an amulet of some sort of the same material with Jonias's name, some strange lines and shapes, and then some writing in Ancient. "I think this is it, guys," says Rance. [7]

The other way they see more darkness and for now opt to not explore any further. They had back the way they came and find Inar waiting on the cot, patiently, thumbing through one of the books. "This is kid's stories about The Miracles of the Ancient Peoples. That's a choice for a grown man to read."

"I think he was a bit obsessed. Look at this place. It is weird. The lights are weird. The doors are weird. The air smells weird. Tastes weird. Not in the way of the cyclops weird but...," Rance opines.

"Weird," Grusk finishes.

"Now what?," asks Tom and the group debates a bit if they should push on any further.

After a few minutes of going back and forth on the pros and cons, the group decides they have what they need and there is no way they are the ones meant to be here. "This should be for Cal, he should be here. He could even make this place better than Jonias ever did!" [8]

They head back up the ramp by way of the rope they have left. Stop and eat their final packs of rations. And then make the trip back to Grunce. The city they feel more and more is their home.


Formalizing the Depths of the Bleak

In order to make it more consistent, the Bleak's shallows and such, the following system will be used to test for Encroachment.

  • Bleak Level 0. Jonias called these Borders. Others use the phrase Islands. Identified by the color of bone slightly stained by time. No roll needed. The most prominent example is Grunce itself and a couple of miles to either side as well as essentially all areas with a couple of miles of the Gray Channel.
  • Bleak Level 1. Jonias called this level the Shores. Others now say High Shallows. Identified with the color of a gray cloth sunbleached by a couple of years. D100/D20. Stretches around 12 miles around Grunce and much of the way to the Everburning Forest. Around six miles near the Gray Channel (game terms: 1 hex near the channel).
  • Bleak Level 2. Jonias called this The Shallows. The new term is Low Shallows. The color of shadows in a late afternoon. D20/D12. Most of the plains south of Grunce has this. Large patches of this level extended in paths out from Grunce. Around half the hexes past the first from the Channel.
  • Bleak Level 3. Jonias called this and Levels 4 and 5 all the same: The Deeps. Now this is identified as Upper Depths. The color of shadows at twilight. D12/D10. A patch between Grunce and the Sofron Desert registers this.
  • Bleak Level 4. The Lower Depths. The color of darkness in a large cave lit only by distant moonlight. D10/D8.
  • Bleak Level 5. The Abyss. The color of night while blindfolded in a deep, deep cave. D8/D6.
  • Bleak Level 6. The Black Hell. The color of sight after death. D6/D4.
  • Bleak Level 7. The True Bleak. No color can represent it. D4/D2.

Note: the colors are how it is drawn on certain maps or described in more literaly writings. The actual colors associated with the Bleak tend to vary greatly depending what changes it causes. it is actually not unusual for higher levels of Bleak to look oddly beautiful as plants and animals warp into new colors of the spectrum while their physionomy twists and warps into non-euclidean shapes. There are of plenty of places where colors do darken, as well. The impacts on eyesight of people undergrowing Encroachment only enhance these effects because eyes, skin, and hair are usually early markers of being altered.

For each month at one of levels 1 and 2, make the described dice rolls (if you travel through multiple layers, go with the average). A 1 on the first (larger die) represents immediate Encroachment. A 1 on the first (smaller die) represents Encroachment detected in your offspring.

This reduces to each week at levels 3 and 4.

For each half week at levels 5 and 6, do the same.

For each day in level 7, do the same.

There are no recorded Level 7s because the effect is too strong. Grunce maps do record many 4+ levels but most are beyond the trade routes of Grunce for obvious reasons.

Encroachment at levels 1 to 3 tend be relatively minor even across multiple generations though the effects worsen at each increased mark of depth. Folk living in 1s and 2s might see skin and rough shape change over a few generations (sharp spikes are possible).

For each point of Encroachment, double the time between checks. Those in the Bleak sometimes find a new true form that sustains. New generations do not get this increased time and reset upon birth. Level 7 does not increase in time. If anything, longer exposure speeds up the process even more.

For each level above 3, Encroachment is a bit more pronounced. At Level 7, The True Bleak, each Encroachment should be considered forever life altering to the point of entities impacted being potentially unrecognizable after just a few days. Entirely new species are created, and die, in patches of True Bleak all the time.

For reasons unknown, the waters of the Gray Channel, if bathed within (even if contained in barrels, etc) before the week | half-week | day is up, will reduce the chance of encroachment by 1d6 levels. If the level is reduced to 0 or below, Encroachment is entirely avoided. This is not exactly a well known fact just yet but in general civilization has found itself gravitating the places where the sea spray and availability of Gray Channel seasalt has done wonders to basically hide the effects.

For now.


Summing up the Next Couple of Days and Beyond

It took 2-3 sessions just to navigate into and out of The Everburning Forest for a number of reasons. There are a series of things that are about to happen that could realistically take 2-3 more sessions if played out:

  • Rance and Inar are going to stay at the lab (yes, with essentially no rations) while Tom and Grusk run at full sprint back to the tower.
  • Grusk is going to pay the retainers there 300gp between coins and trinkets for slightly more than half of them to travel back to the lab and set up a camp while most of the others reinforce the camp at the tower.
  • All four heroes will then leave together with the lab and tower both reasonably guarded.
  • Folks from Grunce will be sent to improve this, assuming folks are ok with traversing the Level 1 (aka, Shores, aka High Shallows). Potentially including Cal.
  • The four heroes will take something of a vacation fighting over spots and going on adventures while Cal gathers up supplies.

There are three chances for random encounters between the lab and the tower so we need to make 9 total rolls. The of the first three (with just Tom and Grusk). We get one. First, Grusk has made his rolls to push forward at double speed but Tom is starting to lag behind and will be at a disadvantage.

The encounter was a group of barbed nets placed by the { salamander | cultists } → salamanders. Grusk manages to avoid getting caught BUT Tom does get snagged and takes 5hp damage. Grusk starts cutting him down and they lose one hex's worth of time.

The retainers are in it for money and overall this mission is no more dangerous that some (and this is a Bleak O area so is safe to say). Rolling an oracle test to see if they accept the transaction with advantage we get 13 → yes, but only for two weeks.

Now, Grusk and Tom head back with the retainers with very little time to rest (but this time there are horses and such). Both Grusk and Tom fail their push rolls so we add another hex's loss of time.

Random encounters? None this time.

Now we are almost a day later. Inar has held up but Rance is in a pretty bad place. Even eating food he will be at disadvantage to pretty much all checks past this.

Now the four ride back out, again. Random encounters? There is one fairly close to the lab, it is... 65 → 2d6 vultures pinwheel above the PCs, drawing attention (I am using the Desert tables as being sort of the closest I got). Instead of vultures, we'll say they are ember buzzards, a species adapted to tracking decay and death in the smoke and heat. The attention they draw is { salamanders | cultists | other } → cultists. 2d6 (10 rolled) cultists show up (far enough from salamander territory that the boys will not have immediate back-up). They immediately decide to try and run hard towards the fire elemental and rely on their dragonsilk robes. Poor Rance falls from the saddle. Grusk and the others adjust and fight. Will use a very simplified fight mechanic here. 1 roll per party. +4 for the team with 1d6 damage (1hp = 1 cultist dead), with +2 for cultists with every 3 points = 1d6 damage distributed among the team. Round 1: Team gets several good hits in (5 cultists killed) and cultists get a 1 so completely fumble. They do not make their moral check and are driven off. The team does not spend any time looting the bodies, they get Rance back in the saddle and head off.

With that the team is cleared of the forest and head back to Grunce.

They are paid 1d6x100 = 100gp for their efforts. They turn over their dragonsilk to Cal and his team as well as hand over the key and artifact and get another 1d6x100 = 600gp for these major prizes.

On top of this, there are things to sell! The phoenix statue Grusk does not sell but hands over to Cal's team for future use. Grusk keeps the copper flask and fills it with good rum (-10gp). Inar gets full value for one of the fuel-stone tools and one quarter value for the other (37gp + 5sp). Tom gives the meteoric iron and the strange creature relic to Cal's group. Tom gets 95 total for the gems collected from the golems. This might have gone to Cal but I don't think he would have realized. Rance hands over the volumes of Ancient writing he found and tells Cal there are probably lots more. He keeps the egg of the cockatrice for future fun and spends 1d6x10 = 20gp to have the potion of flying identified. That goes to Tom to be stored in the bag of holding with the other potions. It takes him 2d6x10 = 120gp (!) to receive medical treatment for the damage he took due to starvation and the burns and such.

All told, this leaves the group with 1193gp worth of value accumulated over this past month or so of adventure they have been on a pretty constant run.

They are going to spend 600gp hosting a lavish party with many of the Lighthouse Keepers and friends they have met. A boat cruise along the Gray Channel for all! +3 to Carousing.

Grusk gets a 7. He lead an entire tavern and gains a bard ally (I know who the Bard will be, keep your eyes open). +4XP. +8Xp total for this session (which is actually like 2 sessions highly compressed).

Inar gets an 8. He survived a knife throwing competition. +4XP and a luck token. Since that is kind of useless for SoloDark I will say he gets a "free luck token" that can be spent at some later time. He also has 8XP for this session.

Tom gets a 5. Tom loses 10% of his wealth for starting a brawl (we'll calculate this) and cannot go back into a tavern. We'll find out which one later. +3XP for 7XP total.

Rance gets an 11! He performed a prank (probably magical) on a despised merchant. Again (this was the first time he went carousing as well, at least we know what he does while drunk, eh?) He gets another ally in the city watch that I will figure out later and finally gets +5XP for 9XP total for this session.

This leaves each of them with an average of 1193-600 = 593/4 = 148.25 and Tom loses 15gp of that. For simplicity, Grusk will carry 300gp and Inar will carry 200gp. They have the most slots. The other 78 will be split evenly. There will be some downtime shopping before the next adventure.

They still have a bit to go before Level 5 but they are all past the half way point.

And with that, the first full arc of this campaign comes to a close.

It will take around 6 months for Cal to have cracked Jonias's very codes and mechanisms and fully start integrating the lab and learning some of the final secrets left by the elder Grunkheart.



DOUG'S COMMENTARY

That was 100% "rushed" at the end but I felt it was a good time to give a needed pause to four heroes who have spent a month or more in game time gathering up things, fighting battles, and then spending around a week or more in a forest full of ash and smoke and pushing themselves through all of their supplies. If I was running a multiplayer more traditional game, I would have likely just handwaved the trip back to town. Had I played it out here there would have been a session mostly running to the tower. Then a for sure session of a starving Rance and the rest of the team dealing with a group of cultists. No doubt the team would have won but it would have been a lot of planning and challenging moments.

I already wrote some of the reasons why I sped this up a bit in the recent published Intermission #5 about why this series is going on a quasi-hiatus. Not an actual "there will be no Bleak + Pearl for a while" but the sort of one where the next two to three months in real life time will be spent doing various pre-written adventures with maybe a couple of randomly generated dungeons. There will be several new characters starting out at level 1 (including the bard, above, and I guess a new city guard member since the last one is showing up as a ranger already). A few of the fuel-stone relic quests will be included in there. All in all, though, it will be a nice time for me to take this series and take it back to its 70+% off-line roots.

Once that quasi-break of pure dungeon delving is complete, we will move into the third arc where I hope to ramp things up a bit and have quite a few squabbles in Grunce and beyond, trips to at least one other plane, trips into deeper levels of The Bleak, potentially trips to The Pearl. We got to have a proper Big Bad at some point to show up. A dragon? A powerful warlock? Jonias riding a giant fuel-stone mecha? I have no idea. I will make it fun for me and maybe, hopefully, also for you.

MECHANICAL AND STORY NOTES

  1. Scrambling down the ropes into the second layer. DC12 with rope + advantage for preparation. Grusk = Success. Inar = success. Tom = Success. Rance = he makes it! The mining cart does not detect them on the track. Room contents = 2, empty.
  2. Rance gets a Nat-1 (crit fail) to make heads or tails of any of the diagrams, alas.
  3. Are the tools in good condition? (Advantage) 20 → not only are they in really good condition, they have some value besides. They will give advantage on mining checks. 30gp each. Grusk and most of the rest are out of space (not time with his treasure filled bag of holding)
  4. Random encounter was triggered while entering into B14. Since the whole point of this zone is that it is fairly hermetically sealed I just tried the Something Happens! table and got the sound of rushing water. It makes sense that the water purifiers are trying to activate and push centuries old water through filtration systems that might be a bit gunked up.
  5. Three bedrooms are empty, empty, and treasure. Treasure is 89 = Potion of Flying (200gp). Rance gets a 5 on his ID check and does not pass.
  6. Room Content: empty. Tom gets Tom gets the find secret door roll with 16+3 = 19 check. But his INT check is 18-2=16 which is not enough.
  7. Rance gets 18+3 = 21 which is enough to solve the puzzle of the door. +1XP for that. Rance also figures out this amulet is the type of item they need with a INT 14+3 = 17. +3XP for having even one.
  8. Used the old vote dice mechanic complete with its swings back and forth, essentially rolled 4d6 with 1-3 = leave and 4-6 = explore. After four rolls, more dice said to leave. It's an old classic for this campaign meant to emulate how the group often gets into debates and swings back and forth in mood. No encounters doing this time.

== CREDITS ==

This campaign is played primarily using Shadowdark and SoloDark, both by Arcane Library and Kelsey Dionne (et al).

Additional sources include a variety of things for tables, especially Knave 2nd Edition and Maze Rats (both by Ben Milton), Random Realities by Cezar Capacle, Universal NPC Emulator by Zach Best, and various pieces from Worlds without Number and Scarlet Heroes (both by Kevin Crawford).

Opening art at the top of the post is "borrowed art" meant to be invocative rather than precise to illustrating the story. Image tools to generate some of the art is GIMP and Hex Kit (featuring the Lil Hex Pack and Strange BW Hex Pack).

Photo the sort of "alien lab with a painting hanging" is by mockupsgenius on Pixabay. It seems to be their only shared art. In this case, had this not been the tail end of a two-months' long sprint through some complicated lore, lots of fight, and a whole two+ modules' worth of adventure created largely on the fly, it might have been nice to slow down and appreciate how much this final level was truly alien with its space station like walls and lighting and doors. Deep down, though, I think the team deciding to leave right away is truly what what those characters would have done. They are capable of great feats but there is a part of them that always plays it a bit safe and they take care of one another.

The map is from Dyson Logos's "Temple of the Worm" series. This one in particular (the second basement) had some sections removed [it is really obvious when you look for a couple of seconds] because there are other levels below this. In my head canon (which is also the canon of this whole series, by the way) those levels exist but Jonias had not uncovered them. When we see this lab again, and we will, it will be Cal's workshop and those levels are likely to return so some exploration can be done of Elizin's original research station. There is a fair bit of time before that, though.


The GLOW 1996: Agent Johnny Blue - Chapters Two & Three [Tricube Solo] [Multi-Phase]

Johnny Blue begins his mission to learn what is flagging the psychic threads involving a werewolf pack. Macy Maron and Barlow Hendrix - the dual heads of the pack - are dangerously heavy hitters and Johnny knows there will be trouble. He visits an old friend to try and gain an edge. This decision alters his entire life as old magic meets new and reforges a destiny for Agent Johnny Blue.

The Bleak + The Pearl Part 21 - Going Underground [ShadowDark + SoloDark] [Multi-Phase]

And old set of stairs past a door in an older building.
"Stairs, Steps, Old" by depaulus on Pixabay. Recolored by Doug Bolden.

 


Previously, on The Bleak + The Pearl...

The four adventurers have explored the upper floors of Jonias Grunkheart's laboratory and have continued to make discoveries without context of Jonias's true purpose. A battle with servitor automatons pushed the group to its limits but they are rested, healed, and ready to to embark downstairs to make sense of the strange mysteries they have found.

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.

Three hundreds later, four heroes—Grusk Obe (Half-Orc Fighter), Inar Gale (Halfling Cleric), Spotted Tom (Goblin Thief), and Rance Uffolt (Human Mage)—are on a journey across The Bleak, risking sanity and their own existence, to try and save The Lighthouse: the last great act of Jonias Grunkheart. A piece of reclaimed Ancient technology that can bring balance to the out of control forces.

Content Warning: Fantasy Violence, Occasional Body Horror...

This post is in MULTI-PHASE 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 21 - Going Underground



{{ GAMEMASTER PHASE }}

 

A map of a temple basement in black-in-white classic style.
(c) Dyson Logos. Mild Modifications by Doug Bolden.

 

Jonias Grunkheart's Lab, Upper Basement

The upper floor of Jonias's lab is built on top of the remaining portions of Elizin Urnlight's old Everburning Forest research station. Jonias scavenged increasing portions of the tech and those are evident in the motif as well as in specific sections. The decor of the rooms lean more to white stone with blue lines and filtration system keep around 90% of the ash from building up here. Ceilings have (inactive) glowglobs attached to stylized conduits. Once the controls are activated in B3, these rooms will be lit. Various automaton, some of which are deactivated, are on pedastals.

Automatons on This Floor

All "minion" style encounters are automatons. Outside of the Viperian Ophid Class as noted below, the rest are 1-3: simple servitors, 4-5: basic servitors, 6: advanced servitors. Specifics to each can be determined as found. There is a 3:6 chance they are deactivated in the long years since the lab was last used. On a roll of 6, the internal working should be considered too worn down to work. Once B3 is activated, still check to see if automatons have worn down.

B1: Examination and Prep Room

While 2 (Transit Room) and 4 (Cleaning Room) have equipment to finish off and sort some fuelstone brought up from the mines below, B1 is the heart where fuelstone is fully sorted, trimmed, carved, and initially activated. On the section of the room are cart tracks leading up from the lower basement and through the ramp into the upper floors. On a raised platform, a series of tables with intricate equipment is visible. To the western side, the tables are closer together and the equipment is more primitive—roughly equivalent to some of Cal Grunkheart's equipment back in Grunce. As it tracks from west to east, the tables are "newer" (a relative turn since the newest one is over three centuries old) and more advanced. The last few tables built are quite advanced and on the lower tier of Ancient technology. Jonias spent decades learning more and all-in-all was a fast learner.

B2: Lower-Access Research Library

This was a library which housed some of the simpler, less-vital research books. There are four cases and each case has a 2:6 chance of having surviving texts. The more controlled air of this area is better at preserving the materials but it still remains dry and hot. If any surviving texts are found here, a INT DC24 roll (reduced by 3 per additional text and by an addiotional 3 if more than 1 week is spent in study) will help to bridge the gap between Ancient and Barthic languages.

B3: Control Station

Monitoring stations are in the north portion of the room. Glass screens which flash Ancient sigils while active are next to tubes and gears that provide other feedback. Through the locked doors (DC18 to open, but at disadvantage, key is downstairs) leads to stations with levers and gears to a) activate lights and life support; b) activate and control automatons; and c) activate and control the portal upstairs (in that order from west to east). The controls are written in Ancient but flipping the switch is somewhat obvious [just what it does, not so much]. INT DC18 to have a decent concept of what is happening if time is spent there.

B4: Scanning Room

This room was designed to scan security for the people who enter it. Two guard automatons (Viperian Class, 3:6 to still be powered) will activate if the doors are breached without the scan being done and the scan can only be done if the #a switch is activated in B3. The doors are not locked.

B5: Demonstration Theater

In the earliest days, the Temple/Theater upstairs was meant to be Jonias's place for demonstration. However, as the lower levels were excavated and built, it was turned into the portal room. This room took over as a place where Jonias could show fuelstone technology to guests. [We know from previous posts that the whole attempt to get more people to adopt the fuelstone tech was a flop so there is little chance of this room ever being properly used]. A few fancy seats look up on a stage where a table on par with the most advanced in B1 and a few podiums stand. These were the core of his "magic show."

B6: Second scan and security access to lower basement.

Both the north and south chambers contain more (currently inactive) equipment to scan visitors to check for access into the lower basement. Both doors are sealed with fuelstone tech and require STR DC24 to force open until B3 is activated (and then requires passing the scan of known people which accessible only in the floor below). Each door is guarded by another of the Viperian Ophid class automaton. Like all automatons on this level, there is an innate 3:6 chance for active status prior to the B3 switch. They will aggressively protect the doors if active.

Accessing the Lower Basement through the cart route

These shafts are narrow and steep. DEX DC18 to navigate them before activation of B3 (they are part of the automaton branch). Failure results in 1d6 damage. DEX DC15 to navigate once lights are on but failure results in 1d6 fall damage AND 1d6 damage from the fuelstone energy in the tracks. Furthermore, the carts are themselves primitive automatons (INT -2) who have a DC12 check to detect some disaster on the track.


[[ PLAYER PHASE ]]

The four have made their way over to the tool room and the large set of stairs there. Casting a light spell, Rance has his wand glowing and the four make their way carefully down the steps. Tom is leading with Grusk close behind. Inar is in the rear. Rance holds the light high from the middle.

The group stops as Grusk and Tom simultaneously let out a hissing noise from the bottom of the steps and Rance has to bend over to see what they see. Inar is too far back up to have a clear view so the halfling asks, "What is it?" [1]

"Couple of those snake golems that attacked us above. One of which is definitely turning to stare at us. The other seems...dead. Not moving," says Tom by way of explanation.

Grusk is already pulling out his magical axe, the blood-red-bladed Bloodlust, and with a shout runs forth into the room with the axe up. Then stops. The "golem" is not moving. Just watching.

"It's a trap, right?," asks Inar.

"It is always a trap," responds Rance, still crouching on the steps and watching, wand now fully aimed at the viperian ophid automatons.

Grusk walks forth and knocks on the automaton with his hand. Nothing occurs. [2]

Grusk looks back. "I'm going to chop it and wait to see what happens!"

"No, wait," calls Rance, the seer entering the chamber now with Inar following close behind. "The ones upstairs went on attack because we got near the swirly mirror thing. These are, well, trying to stop us from getting to the door? Tom?"

"Yeah," says Tom, thinking. The goblin checks out the door and spots no traps nor even obvious locking mechanism but when he goes to put a hand on it, the automaton quick whips its head to watch. Tom pulls his hand, back. "They are definitely stopping us from going through this door."

"So I chop it?," asks Grusk, still next to the automaton.

Rance again calls out for the half-orc to hold tight and examines the structure at the south of the room. A few inches higher than the rest it makes a step up into a rectangular platform filling the entire southern alcove. Then, in the middle of that, another smaller rectangular platform is again a few inches raised. At the corners of it are four pillars. They just appear to be more of the white stone prevelant in this layer of the lab. Except... "There is fuelstone laced in these pillars. And it attaches to those metal conduits making all the strange shapes, going over to that orb full of liquid, there. I think this area should be doing...something. Maybe this is helps us get past Hiss and Spit. Or we, you know..." [3]

The goblin answers the un-asked question, "I am for going back up and going down the tunnel with the railing." [4]

Rance responds, "I know what Grusk wants. What about you, Inar?"

Inar looks at the automatons uneasily. "I think it's worth at least a chance to see what the other way is about before we risk damaging anything." [5]

Rance looks at Grusk and the half-orc shrugs. Puts his axe down (but not back into its belt-hook) and backs away keeping an eye on the automaton. "Ok, then, up and over and let's see what we find."


They make their way back up to the previous floor and follow the tracks around and look down into the dark, steep path. "Why do we not have any rope?," asks Inar, giving it some thought.

The group goes back to the room at the top of the stairs that had various tools and gear stored. Everything there was in rough condition but in the side room with the strange armor and cloaks hanging on the wall, a good amount of rope was stored in the same material (and therefore has resisted the incessant burning). Sorting through the bits, they find hundreds of feet of rope and tie together about a hundred to start. Tom will go down first to test things out. Rance casts Light on a necklace Tom is wearing which is wrapped in a cloth so a dim glow shows the way. [6]

Tom's foot slips slighlty in the slightly-less-than-completely-dark tunnel but he regains his footing and continues down more carefully afterward. Getting to the bottom he glances around and then makes his way back up. "Biggish room, bigger than this. Some sort of tables with bits on. Like a jeweler's bench. Lots of these laying around." Tom hands over a fist-sized beetle made of metal and fuelstone. It is clear from the way the wings move that it once was a automaton but now is dead. It is unclear if it will get back to working agin. [7]

"Guess the little ones don't have as much...um...go?," speculates Inar as he pokes it with a finger, gasps, and then tosses it away from him like it was actively trying to bite him.

Grusk brings his boot down hard on it. "At least these are easy to crack. You said there were more?"

Tom and Rance stare at the needless destruction but Tom eventually nods. "It's a bit slippery with all the ash in the tunnel, but hold on to yourself."

The four start going down in the same order they were descending the stairs earlier. Grusk and Inar both nagivate it about as well as Tom, holding the rope. Only Rance slips and he slides down hard enough to smack his wizardly head into the floor. Inar says not a word as he casts Cure Wounds on Rance's bleeding scalp. [8]


Regrouping at the bottom, a chagrined Rance has been poking at exploring the tables up on a raised portion to the north of the room. There are a number of moving parts, things like that look like chisels, basins, and other bits that make only a rough bit of sense to the seer. "I think Tom was right. These are like jeweler's benches, only..."

"Only for really big jewels," Inar cuts in. "Like Brother Daniel might use to carve some of the statues and pillars back at the temple."

"Right, only...more sophisticated. Look, more of those conduits out of this strange metal attaching them to paths along the floor, up the walls, and then to another series of of those globes in the ceiling. And then they..." Rance jumps down to the main and floor and then moves back and forth along the exits to the room—there are two about equidistant in the south wall—they follow this one on the left-hand side. [9]

He almost absentmindedly follows the path while the other scrabble to catch up. As he is following the conduit lines and the strange, arcane path across the ceiling, Tom points out that there are more of the inactive lady bug automatons on the floor. "More bug golems." The room they are in is some sort of study. A few stone bookcases are covered in what was once books but now is mostly dessicated remains of books. A couple of volumes have weathered the passage of time enough to still be in roughly one piece, though. The goblin pokes Rance and has him come take a look. Rance flips through and shrugs. "Some of this is old Barthic. Some of this is...something else. I think this is Ancient. I can't really work with either but Cal probably will be thrilled. Rance places the books very carefully in his backpack. [10]

Moving south (again, the room had a pair of doorless hallways evenly spread to the south) the four find themselves in the strangest room yet. Roughly the size of the previous room, this has walls covered in strange glass sheets reflecting nothing, a variety of multi-colored crystals, and various tubes of different metal. In the floor, another automaton is in pieces. This one started out as more human but has since fallen and shattered. Taking note of the face of the automaton, Inar rushes over to it. [11]

"Grusk, you see this?"

"Yeah..."

"This face looks like Cal's!"

"Yeah..."

"Should we take it and show him?"

"Like, scare him with it?"

"No, you know, just show him!"

Grusk is clearly coming up with a plan. "No, I saw we convince him he is being haunted by himself. We'll have this looking out windows, following him..."

Moving on from that conversation and letting it fade, drift back to the other two. Tom is poking another dead ladybug automaton while Rance is scratching his beard.

"Rance, why are they so lifeless here when upstairs five separate golems tried to murder us?"

"I think it's the forest. Or, well, something in the forest." Seeing Tom's quizzical look, Rance continues. "Up there is ash and dust and fire everywhere. And you have multiple golems moving just fine. Down here, you have much less ash, much less heat, and..."

"...and the golems do not work. The same thing keep the forest out is keeping whatever lifespark these things need."

And now back to the other conversation, in which Grusk has laid out a seventeen-step plan to convince Cal that evil duplicates are stalking him, as Inar shouts back to Rance and Tom: "You should come see this, it's Cal's face on a golem. A Cal-lem if you will!" The halfling has been in high spirits, lately. Nearly dying a few times in a week really wakes you up, sometimes.

Walking over, Rance looks down at almost immediately catches on. "This is Jonias. Look, it is an older face that Cal's. There are some wrinkles and scars. The beard is much thicker. This is the great-great-great...well, you know. The old ancestor." [12]

This revelation makes Grusk and Inar both more excited as the plan shifts to convincing Cal he is being haunted by Jonias.

To the right and left of the back wall, doors are shut tight. Plaques on them are painted bright yellow and red text makes the letter stick out. Unfortunately, being in Ancient, no one here can tell what it means. "I think it's a warning."

Rance agrees and points out the arcane conduits split and go both right and left, here, behind those doors. "Warning or not, this is the way we are going." Rance and Tom go towards the door on the left when a loud clatter is heard behind the group. Something, more than one based on the noise, is making quite a bit of racket back there among the now mostly empty bookshelves.

"Tom," Grusk shouts, dropping the Jonias head in his own backpack, "You see to the doors, the rest of us will investigate whatever that is." [13]


{{ GAMEMASTER PHASE }}

There is one of the automatons match the type same as last time. The basic servitor automatons. Which is active. Rust Monsters have worked down into the lab and have been feeding off the automatons, at least the more traditional metal bits of them. This explains why some are completely collapsed and broken like the Jonias one and some of the ladybugs. Can the rust monsters feed off the strange metal in the conduits? 4 → No. That is safe. At least for now. Eventually they might start feeding on the lab, itself. The core metal which is a fuelstone alloy but things that need metal attachments is up for grabs. There are 3 rust monsters and they have been here for at least a couple of weeks and ended up sliding down the rail tunnel and haven't been able to get back up so they have been...hungry.

They were feeding on Pearl when Pearl activated and starting fighting back. A couple of rust monsters got smashed but Pearl is now heavily damaged.

Servitor Automaton (1, this one with a Pearl Marking): AC 16, HP 10, ATK 1 slam +0 (1d6), MV 1/2 near, S +3, D -2, C +4, I -3, W 01, Ch -4, AL N, LV 5

Rust Monster (3, well-fed but getting indigestion from some of the metal blends): AC 13, HP 19, ATK 2 claw +3 (1d6), MV near (climb), S +2, D +3, C +1, I-3, W +1, Ch -3, AL N, LV 4. Corrosive (Metal that touches the rust monster is destroyed on a d6 roll of 1-3).

The servitor has already taking 20 points of damage. Only one-arm remains functional and has one leg drags limply behind it.


[[ PLAYER PHASE ]]

Running into the worn down library, they see another of the weird golems from up top (the ones that look kind of like liveried servants), only this one has a different shaped head and a large pearl in its chest slot, chasing after some strange wolf-sized bugs with spazzing antennas and odd tails. "Rust monsters!," Rance shouts, recognizing them immediately. The Pearl-bearing servitor, moving oddly like its left leg has frozen up and its right arm is dangling loosely, goes to swing its left arm at one of the rust monsters and tilts forward and the falls over. The rust monsters turn around and leap upon it but it's clear that their strange tendrils—extending where mandibles would be on another beetle—are having trouble getting into any good feeding spots in Pearl's innards.

As Grusk steps forward to hit something, anything, with his axe, Inar holds him back. "Um, maybe let them get finished first. No need to fight both of them at the same time."

Unknown to the three watching this fight, Tom has gotten past the door quite handily and is now entering into the southern chamber. [14]

The rust monsters keep attacking the servitor automaton until they hit something vital. The spark goes out and Pearl collapses. Almost immediately, the rust monsters turn and antenna and tendrils are aimed straight at Grusk and Inar. The plate armor is the first non-weird metal these bugs have had for a minute. They are ready to eat. "Well," Grusk says as he trots forward to start the fight on his terms. Bloodlust slams down into the back of the nearest.

Inar rushes forward as support. He brings down The Crimson Star on the back of another one. Rance aims Acid Arrow at the third.

In the southern room, Tom flips the first switch and waits. Nothing obvious happens. [15]

The very hungry rust monsters are not deterred by a little bit of violence and two leap upon Grusk while the third goes for Inar. The rust monsters are crowding on top of both of them with one of the acidic tendrils hitting Grusk in the face. Likewise, Inar is getting burned while trying to find the creatures off. Grusk swings a bit wildly and gets Bloodlust into the same rust monster that Rance's Acid Arrow struck. The Arrow burns deeper and Magic Missiles fly into the same monster to do some minor damage against its shell.

In the southernmost room, Tom flips a second switch. Again, nothing obvious occurs. [16]

The rust monsters continue their attempt at a feeding frenzy. Grusk takes more of the burning hits against his face as he roars out in anger. Inar can hear a sizzling sound as the tendrils try to get into his armor but are stopped by the dragonsilk.

Grusk finishes chopping down the second while Inar gets a quite solid hit into the shell of the third. Behind them, Rance curses as purple sparks fly everywhere and his spellwords turn into strange chant.

Even more shocking, the lights in the room turns on and the lab starts coming to life. Loud gurgles erupt as water starts flowing through pipes in the walls. A breeze can be felt on the face of the adventurers once they stop to notice. A deep hum rumbles from all around. [17]

Grusk ignores the distraction as the remaining rust moster continues to try to eat him or his armor first. The creature can't get past the dragonsilk or there would be hells to pay. Inar has finally broken free from his opponent and has stepped back far enough the rust monster fighting him misses altogether.

Grusk swings around chops an antenna and some tendrils off his remaining opponent as Inar finally gets a good swing in and bashes the life out of the other. Behind them, Rance has managed to get his spells under control and the sparks have ceased flying.

Grusk and Inar run foward to the final rust monster and finish it off with a couple of quick blows. [18]

"What in blue blazes has Tom done?," Rance asks, looking up at the liquid filled globes now glowing with a warm light overhead.


The Effects of Reactiving the Lab

There are several effects that occur across the lab and beyond now that the lab has been turned back on. Let us start with the obvious ones.

The glow globes have reactivated. True enough, a few explode as a side effect of the many-years of disuse. The blue conduits of fluestone-infused copper start glowing the blue-green color of oxidized copper. These two things are the most obvious.

Slightly less obvious is that the air-purification system has reactivated. The water purification system downstairs also turns on and begins pumping water through the place. The combined effect will be a great reduction of smoke and ash over the new few hours. There will be drinkable water again with six hours.

The automatons, those still functional, are now waking back up. Some are confused about the long period of inactivity.

The lab upstairs has had a low level of naturally occuring Light-energy picked up from the forest itself. This is now concentrating. The lab is starting to repair itself and all the gears are turning on.

The portal no longer looks like a swirling mirrored image but more like an actual portal. It thrums and pulses. Jewels in its frame start to light up and blink to a strange timing.

The rail system reactivates and the carts are now monitoring the track for instructions.

Finally, least obvious of all, the Left Hand and Right Hand temples are slowly rewakening. The giant fingers bend slightly. This alters the flow of the immense Light-energy that has been building between then and directs some of that towards the lab. This shift in energy is felt by Uuld Alloces, the salamanders, and even the cultists. The forest is changing to fit the lab. Deep, deep below the earth, something else stirs, as well.


[[ PLAYER PHASE ]]

The four are together again, sitting in the room with the dismantled Jonias (head still in Grusk's backpack).

"Do you smell that?," Inar asks.

"What?," asks Grusk.

"The air, it's...cleaner."

Tom takes a deep sniff and sits upright. "You are right. I have smelled burning ash and woodsmoke for so long that I got used to it but this smells like...air."

Rance looks somewhere between worried and delighted. "When Sir Green Fingers here decided to flip the switches he seems to have turned the whole place back on. We have to tell Cal about this."

"But first," says Grunce, still injured from the fight after Inar's healing spell failed to take, "We need to get what we came here for. Whatever will allow us to go deeper into the Monolith." [19]

The half-orc stands, kicks a rust monster corpse, and then heads west from the library to keep exploring. Tom stops briefly to pry the pearl out of Pearl's chest but then follows suit. Inar and Rance do the same.

The room they enter into a relatively long passage is something like a twin to the "temple" above. It is a lavish place, especially in the glow of the orbs in the tall celing. A large stage takes up a lot of the room, stairs leading up. A table like a larger cousin to the ones they found earlier has a variety of even more advanced tools upon in it. Pedestals hold various odd objects under glass. A shining stone is in one. In another, an amber shows of a large beetle that might have been the inspiration for the ladybug automatons. Other pedestals hold items probably equally as rare, but more esoteric. Unfortunately, several of these have been knocked over and smashed by the rust monsters and the metals inside have been rusted away. [20]

On either side of the table are small stands. The one of the left is empty and a couple of smashed up rust monsters are dead nearby. On the right, though, another of the servitor automatons stares down at the adventurers entering into the room. This one has the same face as Pearl but a large Onyx is in its chest. It stares right at Tom and then leaps off the stage. Grusk gets in the way and breaks a good sized chunk of Onyx's head off in the first hit. Inar goes for a leg hit as Acid Arrow and another arrow from Tom all fly out to hit the servitor. Onyx tries to smash into Grusk but the half-orc deflects the first hit with his shield and the second with an armored arm. [21]

Onyx keeps raining heavy blows against Grusk and Grusk keeps deflecting them but the assault causes Grusk to miss. Inar shatters the leg of Onyx and even though Rance's acid arrow ceases to work, Tom shoots the automaton right above the gem and it ceases to function. Another dead automaton in a sea of them. [22]

"Is anyone else tired? I'm getting tired," says Grusk as he shoves Onyx's body back and uses a dagger to pry the heart-jewel out. Tossing it to Tom. The goblin is already up on the stage and gathering up whatever is valuable there. All these items are tossed in the bundle of holding.

Inar asks Rance, "Through the doors behind us, left, or right?"

Rance looks and notes the conduits are strongest to the south and makes his way to that door and opens it, carefully looking inside. Not seeing much he gestures for the others to follow. Tom hops down from the stage and goes first. The exhaustion, or the treasure, cause the goblin to make a rare misstep. He triggers a trap. As some of the seeming decoration turns out to be odd tentacle automatons, the goblin is already leaping backwards. The others, alerted by his actions, manage to get out of the way and avoid being snared in any of the grasping forms. Back in the stage room, they see the hall they were trying to get into blocked off by the tentacles. [23]

"Umm, let us try the right-hand door," says Tom. Unfortunately, though the goblin can see the sigils that activate the trap, he can see no way to actually disarm it. "We could run through, I guess? Or, you know, we take a running start and try to dive through?" [24]

Rance looks at everyone's tired faces. "I have a better idea. We head back up, take a breather. And we get some more rope."


A NOTE ON XP: Regaining the lab will be worth 3XP. The books to help Cal find out more about translation = 1xp. The other will translate to 3 more XP across the four found treasures (one for each golem + 1 for the two found on the stage). This gives them another 7XP total for this session.



== DOUG'S COMMENTARY ==

In the commentary of as-of-yet-unpublished The GLOW session, I mentioned that felt like my sessions tended to get cut short for this blog and that's half right. In reality, I often solo-play in bursts. Ten minutes one time, fifteen the next, two-and-half-hours the next day. Outside of the context of the blog, it is relatively easy for me to play for four or five hours total for a single "session" in those four to five bursts and still have the mindset and concepts of the session active in my head but with the blog I kind of need to reach a point where I can post things and I shift gears back and forth and lose track of things. Because of this, it is sometimes a bit easy to play for about half an hour, spend half an hour typing things up, and then post that instead of anything like the actual length of what I consider a "full session."

This one feels about right because I played it over the course of a single day and kept returning to it rather than trying to force it to a close. I got food cooked. Hung out with cats and the family. Then, finally got to a point that feels like a conceptual close and it is nice. I am not sure if it is obviously longer or shorter than other Bleak + Pearl posts but it feels more complete in itself.

I like the way the shifts of technology are building. The hints and foreshadowings of things. A few nice coincidences (the dead automatons, the rust monsters, the finding of rope, the traps) all added a good flavor to proceedings.

Double fumbles and Tom not succeeding in a thieving roll were both things that I could have lucked my way out of but sometimes you got to just let the dice speak.

As a final note, I am going to start adding a SOUNDTRACK NOTE to some of these. I listen to a lot of music while solo playing and thought it might be nice to share some of the music and sounds that help inspire some of the moods and ideas.

SOUNDTRACK NOTE: The albums being played during today's session were Dan J. Schulte's Shadows of the Underworld volumes 1 and 2. As released by Heimat Der Katastrophe (as albums 183 and 184). The entire HDK line is perfect for setting various moods and I needed something a bit otherwordly and dark but with a kind of OSR vibe.

== MECHANICAL AND STORY NOTES ==

  1. 19 on the spell check. Room Contents Check: 1 → empty. The room is largely devoid of things except for the two previously mentioned viperian ophid automatons. 1 is currently active. As a note, since the concept of automaton is a but rusty for a group of more country boys, they will call them golems.
  2. Do the automatons consider such actions on themselves to be worthy of going into kill mode? 8 → No.
  3. Rance got a DC16+3=19 INT roll and while it would be impossible for him to guess the full details he at least is able to make some decent deductions.
  4. Would these guys have a concept of minecart railing? 14 → Yes.
  5. Rance will go with the party. Grusk says to smash through. Tom wants to investigate. {Grusk | Tom} → Inar sides with Tom, right now.
  6. Seriously, why did I forget to buy rope. I am normally of the whole 10' Pole and 200' of Rope school of adventuring. Well, live and learn. The equipment tool room does have rope through (18 on an oracle check) and they have 1d6x100' = 500 feet so a good amount. we've already established the tools/gear in the one room is decayed so we'll say there is some in the room with the extra-dimensional coats. Encounter check was negative. Light spell cast was positive.
  7. Treating this as a climb, Tom does it at advantage and gets a 19+3=22 check. Room Contents: 7 → Monster Mob. Automaton check brings back not only not activated but dead. These will be smaller, normally floating automatons that have all collapsed down. Using the Animals Table from Knave we get 09 → beetles. They look like little lady bugs.
  8. Grusk gets a nat 20 and nails it (no Luck Points open to regain, though). Inar gets a 19 total. Rance gets an 8. Takes 6 points of damage. Inar succeeds on a Cure Wounds so no problem. Did not test Tom because it feels pointless.
  9. INT check vs DC15 to see if Rance can follow the path to B3. Whiffed first time, spent a Karma and got a 19+3=22. He definitely susses it out after a minute. Encounter check again negative.
  10. Room Content check was coincidentally the exact same results. Mob monster but completely dead automaton. I figure I'll take that as a sign and consider this whole floor to be littered with a number of the ladybug automatons. There will power and repair station somewhere downstairs. Shelf check brought back two volumes but the check is still DC21 and Rance only gets an 11 total.
  11. Room Content 6 → NPC but Golem Activation 6 → completely dead. We potentially had a helper droid but all the these past the doors have been fried. Need a story reason for it. This, by the way, will be the Jonias automaton. Left to run things until the power faded.
  12. Advantage for Rance to figure it out. Gets a nat-20. Luck point lost earlier returns and Rance figures it out really well.
  13. Encounter check came up with a hit this time. Just went with the Tomb list because it matched the mood of this place. Got 41 → 1d6 corroded animated armors pursue 1d4 rust monsters. That seems fun considering the vibe.
  14. Servitor, then rust monsters, then characters. Servitor gets a nat-1. It feels a good time to work that into a full on fumble. Even at the advantage, though, only one hit gets through (for 3hp). Rance got a nat-20 to identify the rust monsters. PCs sit out their turn. Tom, in the other room, gets another nat-20 to get through the door. Since he has his own light source, he is going to enter and explore.
  15. Rust monsters, then PCs, then Pearl. Rust monsters surprisingly whiff a lot but get in two hits for 7 points of damage, finishing off Pearl precisely. The metal of the plate armor Grusk and Inar wears will be like a siren call. Because it is under the dragonsilk, we'll modify the chance of rust to 1:6. This will not include the shields which are outside of the dragonsilk robes. Grusk gets a hit for 9 (10hp remaining on A). Inar gets a hit for 4 (15 remaining on B). Rance succeeds at Acid Arrow and it does 2 (17 remaining on C). The eastern-most switch sends power to the portal upstairs which is not very obvious down here.
  16. {Grusk | Inar} → Grusk. Even with advantage, PCs go last this turn. One rust monster gets a hit on Grusk (5hp damage). The other one misses but hits between natural AC and the plate mail protection so we do a check versus the rust. It does not land and the armor resists. The other one gets a hit on Inar for 3hp. Grusk hits for another 9 (this is on C, though, since he's having to swing a bit wildly: 8hp remaining). Inar for 2hp vs B so 13hp remaining. Rance maintains Acid Arrow and gets Magic Missile off but both only do 1hp + 1hp = 2hp total and so C has 6hp remaining. The next switch turns on the automaton control system but since all the automatons in this area are completely drained and inoperable, it does nothing much that is obvious.
  17. Again, rust monsters win. Two get high hits on Grusk (bypassing armor altogether) for a combined 8hp damage. Inar gets hit in the platemail but the dragonsilk stops the attack from rusting the armor. Grusk does another 6hp to C, killing it. Inar gets a solid hit of 7hp on B (6hp remaining). And, um, in something that has never happened to me before, Rance double-fumbles his Magic Missile roll. Both d20s were a 1. That's too humorous to pass up with a Luck Point. He gets Spell Worm which means his spells are all burning out, one by one. Starting with Magic Missile this turn. Tom has gotten to the Turn It All On switch.
  18. Rust monsters always win init, apparently. Another hit on the armor of Grusk but again it resists due to the dragonsilk. Grusk gets 7hp damage so only 3hp remain on A. B is killed by 7hp damage from Inar. Rance gets 17+3=20 on his CON check so passes regaining control. To speed up the next round, the team wins init and both Grusk and Inar land hits on the rust monster, killing it.
  19. Skipping ahead a couple of rounds so the group can, well, regroup. Inar whiffed his Cure Wounds spell even with a luck point spent. Rance has re-upped his Light spell though the one on Tom's necklace has faded.
  20. Room Content 9 → Treasure (guarded by monster). Here is Onyx. The treasures are 70 → Large Green Scarab encased in amber (worth 75gp) + 66 Magnetic, iridescent chunk of meteorite (70gp). Onyx will be a bit attack-y. It senses Pearl's heart in Tom's possession.
  21. PCs win init. Gruk gets a heavy 11hp damage. Inar gets 3hp. Rance gets 2p. Tom gets 2hp. 18hp out of 30 are done before it acts. It misses both of its hits.
  22. Onyx wins. Misses both hits. Grusk misses. Inar gets 7hp damage. Rance drops the acid arrow. Tom does 5 points of damage. That is actually enough to finish it off.
  23. Room Content 3 → Trap. Large. Magical. Tom gets a 2 and a 4 so misses it even with advantage. Jonias likely would not build a truly deadly trap but let us come up with something interesting. Using Knave's Traps table I get 00 Wrapping + 07 Bending. Fuelstone tentacle automatons come down and DEX DC15 to avoid them. STR DC18 to bring free once caught. Tom makes it. Grusk makes it. Inar makes it with a nat-20. Rance makes it. They all avoid the tentacles but the way is blocked.
  24. Again, even with advantage, and knowing a trap is there, he misses understanding how to turn it off (getting 11+3=14, one shy of the DC15 needed).

== CREDITS ==

This campaign is played primarily using Shadowdark and SoloDark, both by Arcane Library and Kelsey Dionne (et al).

Additional sources include a variety of things for tables, especially Knave 2nd Edition and Maze Rats (both by Ben Milton), Random Realities by Cezar Capacle, Universal NPC Emulator by Zach Best, and various pieces from Worlds without Number and Scarlet Heroes (both by Kevin Crawford).

Opening art at the top of the post is "borrowed art" meant to be invocative rather than precise to illustrating the story. Image tools to generate some of the art is GIMP and Hex Kit (featuring the Lil Hex Pack and Strange BW Hex Pack).

Photo of the stairs down into the lab proper is "Stairs, Steps, Old Architecture" by depaulus on Pixababy. Recoloring is by me.

The map is from Dyson Logos's "Temple of the Worm" series. There will be some slight modification on the lower levels because those go on longer than I need (so a few passage-ways edited out in some way or just ignored). As usual, I just sort of take each room as I need and ignore some elements or add in elements not in the original.


The GLOW 1996: Agent Johnny Blue - Prologue and Chapter One [Tricube Solo] [Multi-Phase]

Introducing both Lamarkian Order Agent Johnny Blue and the world of The GLOW in general, this is the first post in the entire The GLOW series. Johnny is tasked by the crime boss Amy Patel to protect a mini-disc that has something on it, but almost immediately the case starts taking strange turns. The GLOW is a place of strange magic and a perpetual glowing fog - called Soulburn - created in the aftermath of "The Harrowing": a spiritual-chemical process that generates power from the torture of spirits. Though set in the 90s, the energy and magic generated by the Harrowing has caused the region around the Gulf of Mexico to become rapidly advanced and prosperous and at odds with the rest of the world.

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