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

Category: Actual Play

The Bleak and The Pearl [SoloDark] Part 10 - Drying Off Just to Get Wet Again

 [The Unknown Fish Army and Getting Back]

I used random dice to determine that there were 16 gar folk warriors as part of this tribe (with 16 non-warriors + Garoshen, the tribal leader). The group has already fought and beaten 10 of them, leaving only 6 more warriors + the chief. However, the group does not know how many warriors there are, etc, so opinions vary. Grusk (half-orc warrior) wants to push the fight. Rance (human wizard) is ok with pushing the fight AFTER the group prepares again. Inar (halfling cleric) spends a lot of time trying to not get into fights. Tom (goblin thief) is a bit in-between. Partially because Tom knows that now they are really taking the fight back to the gar folk, that they might slaughter the tribe and Tom has always tended towards trying peace first and not just, like Inar just to avoid the work. Despite it going badly for the group and then them managing to crawl out of hole (in Tom's case, literally) Tom will rarely choose the killing of everyone until he is pushed into that corner: which by going back they will be. 

Part 10 - Drying Off Just to Get Wet Again

"GRUNFFJF," grunts the half-orc as he pulls the goblin from the deep mud and then turns to the half-submerged-in-muck halfling to do the same. The human in the very dirty wizard robes holds up a staff glowing brightly while also trying to keep watch as the team deals with yet another insult to their dignity after the past few hours that have involved being stabbed by angry fish folk, being chased through a stinking corridor, talking to a massive toadstool who thought they were funny, scrapping with giant spiders and crocodiles, and now being stuck in mud. 

"I dropped my food," Rance (the human) says staring sadly at his sack of rations that fell into the much. 
"Sod it," returns Grusk, the half-orc. "We have that croc's eggs to eat. She took a bit out of me, it's only fair". He has managed to get both of the shorter companions through the muck and on the other side. [1]
"Why does everything down here have to stink so badly?" This one is Inar, the halfling. His plate mail suit currently making a squishing sound as he moves. "WHY DO I HAVE TO STINK SO BADLY?!"
"Keep it down!" The final one is Tom, a goblin thief and general nanny to the others. Sure enough, to the east they can hear something sludge through more of this disgusting sludge. The sound fades into the distance. 
"We need to go fast. Through the corridor, we should be back into the main flow tunnel and hopefully above the...um...the spot," says Rance, trying to not remind the group that a couple of hours ago their entire plan went up in smoke as the group slide through back mold right into an angry band of gar folk. "If we do not hurry, Garoshen might launch an assault on the Keepers above. That or some of the Marius guards might have heard us slip and have decided to go down and check on us." [2]
Tom looking back over the mud points out a flaw they need to face. "If we come back this way, we have to get through that...muck...again. If we go the other, we have to slide down mold." 
Rance agrees but suggests they can set fire to the muck using lamp oil and dry and char the surface. And then come back down with some wood and plans to get over it. [3]
By the time the group reaches the end of the corridor, they can see the bright phosphorous "day lamps" installed further north to try and disorient creatures more used to full darkness. And, luckily, they are above the "mold line". They are able to get back to statue of Marius and set about resting and reorganizing their supplies. And eating croc eggs. [4]
After a good few hours rest, the team has resorted their options and equipment, one member always on guard to help back up just in case their actions have awakened creatures in the deep. Strangely, there seems to be no retaliation. Grusk takes this at a sign that now is the time to go. The others agree, except Tom who feels that what they are doing is going to end up with a lot of dead gar children. 
"We need to go down as a large enough group to dissuade them from fighting back and then escort the survivors out." 
The plan is to go with a double-pronged approach. The House Marius folks will make their way carefully down the main hall by using ropes and spikes to not slide. The main team will take the alternate route behind. The Marius squad will help but will not be the primary engagement, they are just there to help round up folks. If the gar folk tribe attacks, the guards will fight back. [5]
The main four adventurers slowly make their way back through the back path. When they get to the mud and the muck, they lay down some boards and scrap they had brought along and start making their way across. Unfortunately Rance falls into the charred mud and struggles for a few minutes to pull himself to the other side. When he is fighting is way back out, something comes out and starts attacking him. [6]
Blood erupts from his arms and face and he starts crying out for help. Grusk immediately jumps in. He does not see the invisible slimes clinging to his friend but he does take the wizard, forcefully pull him out of the mud, and fling him up on the rigged up planking. Rance holds on to the staff lighting up the way as the shadows and illumination swirls madly. This (unknown to Grusk and Inar, though Rance at least can tell) does shake the slimes off though they are going straight for the wizard. Only Tom can make them out. [7]
Grusk and Inar start slamming madly around as what appears to be bits of mud slither and splatter around. Neither make contact. Tom gets an arrow into one and it looks like the arrow is stuck in a particular thick pocket of air. Rance sees the floating arrow approach him and feels the touch as the slimes get to him and lets out a ring of fire from a Burning Hands spell which catches the arrow and several small squelching pockets of slime on fire, now clearly visible as they drop dead. It also sets the wood on fire so the wizard and the thief and priest flee to get off before getting burned themselves.
Tom and Inar easily get to the other side while Rance, pretty deeply injured by the surprise attack, starts coughing and collapses. Tom runs over and gets the fire put out while Inar gets a healing spell off to get the wizard moving again. 
"Why is it always me?" he asks, throat sore from the smoke. [8]
The party only takes a few minutes to work rest after that. Inar sets about blessing everyone and they get into the mindset of what might might be a fight to the death coming up very shortly, and then they are on their way. [9]
A quarter hour later...

The group readies their weapons and Grusk shoves open the door. Expecting to be facing down several gar folk warriors they are surprised to see the leader sitting, seemingly alone. His throne a structure of bone and driftwood surrounded by moss and mold as years of debris and detritus have turned to mush in the years since he has taken this place. 
Between the group and the throne a pool of water so dark and stagnant it looks close to reflective in the sunlight filtered into the room from some cracks and holes above. Another way to Grunce is here. 
The rot and decay of the gar folk's daily life is strong. Nearly overpowering, though the group of adventurers have tried to get used to it. 
Grusk pushes Inar forward and the portly halfling priest tries his best in common and then in primordial, but alas it is clear that the gar folk do not speak the language of the surface dwellers. Inar then tries to gesture and point back towards the surface but the gar king just glowers at them and waves them to come closer. 
Tom shakes his head "no" and barks in primordial not to trust, that something is up. 
At this, Garoshen screams out something in Merran tongue and the water in the pool erupts at 6 of the warriors leap up and attack the heroes. [10]
The first one to reach the line of heroes is completely cut down by Grusk while Tom's arrow (and Inar's hammer) fail to hit their marks. Rance gets a magic missile off to wound another. The charging hoard slams into Grusk and Inar as the two fend of bites and tridents and Grusk takes some deep scratches but luckily stays ahead of the hits. 
Rance picks up a sound from near the throne and notices a shimmering light surrounded Garoshen. "They have a mage!" 
As the frontal assault continues, Grusk and Inar hold their ground with Grusk managing to drop another one (and Inar continuing to miss). Tom changes tactics and shoots an arrow at Garoshen himself and is satisfied to see the arrow sink past the glowing magic armor. Rance takes Tom's lead and launches a magic missile at the gar fish leader. For now, though, Garoshen refuses to be prodded from his throne and the "mage" on the other side. 
Starting to back the fish folk up, Grusk and Inar team up on a third and drop it next to the other corpses while Tom and Rance keep pressing their advantage of attacking Garoshen until finally the gar folk leader screeches some words and flings down his trident, causing the others to do the same. From behind steps a scrawny half-fed gar folk who looks like they have been the target of neglect and abuse for some time. 

The next hour goes smoother than Tom could have hoped. A large chamber to the north of the throne room held a number of gar folk and their young. With Garoshen and his mage talking to them, they manage to gather up these scragglers and slump up the slope into daylight before disappearing into the water of the channel. The four heroes prevent violence between the groups from breaking out, not letting any of the Marius guards overstep. At one point, Grusk even helps carry a couple of gar folk youth up the steep slope (despite being covered in the blood of their fellow tribesmen, something the gar folk do not take too angrily...bloody fights is a way of their life). 
After this, the team finds a lot of cleaning up with need to be done, eventually. In Garoshen's throne room, they find a number of small trinkets. Tom is more excited by a small leather pouch in the area behind the throne, where the gar mage must have slept. "It's a bag of holding!" [11]

MECHANICAL NOTES

  1. On the way back up had a couple of designated rooms/areas to check and a random monster check. Rolled a random encounter and got another crocodile. Grusk and it went toe to toe with Grusk killing it but taking 3hp damage. "Did it have eggs?" came back with an 18, yes. So he pocketed them for food. The major hazard was "entrapping terrain". Considering it is at the bottom of a stair well where water was designed to flow down...it's mud and muck. Everyone rolled a STR test get through it (Inar and Tom failed) and then a DEX test to see if the dropped anything. Only  person that did was Rance but he rolled a 1 so I rolled twice on his pack and both items were rations. How the wizard dropped ALL of his food I have no idea, silly man. 
  2. Will the gar folk push the offensive? 6, No. Have some of the Marius retainers gone down to see how the heroes are doing? 3 on disadvantage, so no...but they are contemplating abandoning their post. 
  3. Made an "open" INT roll with Rance. Got an 11 total so passed DC9 but did not hit DC12. I'll say that it's a weak hit. The team can come back this way with his prep but will need some luck to do it with speed. DC12 DEX rolls to pass without getting stuck again. 
  4. Had previously rolled that the tunnel entrance is above the line. 
  5. "Will House Marius go along with the plan?" Yes, but... 
  6. Everyone else passed with flying colors but it took Rance 4 rolls to get out which triggered enough time that a wandering monster showed up. Got a random monster. Went with making a new one. PL-3 so fairly weak. I'll say level 1 with some disadvantages. These are STEALTH SLIMES. +1 to hit. 4hp but take double damage from most attacks. They are HARD to see unless you pass a DC15 WIS check or spray the area with something that shows them. Quick and fragile. They most do piecemeal damage (1d4) but will swarm presumably weak enemies and kill them in the confusion. There are 5 here. Since Rance just took 7 damage on turn 1...wellllll....
  7. Tom passed his check. Other three failed. Grusk made the check to pull out Rance and throw him. "Are slimes still on Rance?" No, but... Rance did pass a DC15 check to hold on to the staff with the light spell, though.
  8. Poor man failed another "get out of dodge" roll and took 2 HP damage which left him at 0hp. Inar had to burn a luck token to get the healing off. I'm not going to punish the wizard even more for now. 
  9. Bless is very...itself, eh? What a spell...anyhow, I compressed all the rolls and checks until they are entering into the chamber to stop it from being a paragraph or two of them just wandering and passing by Ollazelle again, etc. 
  10. "Are the warriors with Garoshen?" 10, a twist. 29 Waste, 34 Science. 36 Surprise, 35 Asset. Ummmmmm...without overly complicating this I am going to say he sets a trap and has a "wasted mage". Rolling on the table for a couple of spells I get Floating Disk and Mage Armor. Yeah, that feels wasted alright. For the trap I thought it might be nice to roll on the "rivers and coast" encounter table and see if I could more widely apply it got 54: a weighted and barbed net launches out of the silt and sand...so the plan is try and taunt them forward towards a net the gar folk have set up. 
  11. After Garoshen failed his morale check I went ahead and sped up the aftermath. They have the rest of the gar folk leave. I did check (once) to see if they would go, at advantage on the oracle and got "yes". Dropped the game a bit out of "real time" for the resolution so I don't end up spending another hour working out the logistics. The team helps get the gar folk out and keeps them safe but insists they leave. They found 3 trinkets (some silver spikes, a random holy symbol) but I'll just skip ahead and give them 80 gold. They also got a bag of holding which is pretty significant. Having cleared out one of the major threats, I'm granting them +7XP total for the treasure and the "boon" of being able to solve this problem and making the area safer without having to resort to going against their principles. 

DOUG'S NOTES

That took me a few days to mentally work out and it shows how bad I can be at certain portions of the "OSR Mindset," at least the "murder hobo" bits. I get mired down (pun not intended but still a delight) in the issues of working out the ecosystem and such. Frankly, taking a "there are some gar folk" and then turning that into a "there is a tribe and you need to approach it from a broad perspective" is not too far outside of the old school mindset, really, but these past two sessions show how I pluck at it. Even with the weird misfortune of the previous session I felt that it was worth going for at least one more dive into this theme but also wanted there to be an ending this time, one way or another, so I can get back to using this series to my simpler dungeon crawl experience. That makes two enemies that have been cast out. Something that might show back up in the future. Maybe not. I have no idea. Garoshen and Tidepool Alice are both "baddies" that were impacted by the Bleak and brought to a place where they could sense the Bleak somewhat at bay. But both of them represented a kind of decay that was letting the Bleak in. 
I spent a lot of time going over aspects and considerations but really decided it was best to have the fate of the whole tribe be down to this core group. I was doing some math about how salt water and how food and flow and such would work but ehhhhhhhhh... this is a good balance between the broader "Doug style" and something that might make sense at a table. *Looking into the Mirror* I don't have to write out an entire history of the tribe. 

CREDITS AND RESOURCES

This game is played using Shadowdark and SoloDark, both by Arcane Library and Kelsey Dionne (et al). The map in this delve is "The Halls of Amon-Gorloth II" by Dyson Logos with added annotations and colors by me. 
Other resources used in this campaign are
  • Knave 2nd Edition by Ben Milton
  • Random Realities by Cezar Capacle
  • The Monster Overhaul by Skerples
  • Bestial Ecosystem Created by Monster Inhabitation by Courtney C. Campbell and others.
  • The Book of Random Tables: DungeonsThe Great Book of Random Tables, and The Great Book of Random Tables: Quests by Matt & Erin Davids. 
  • The Solo Adventurer's Toolkit One & Two by Paul Bimler
  • GM's Miscellany: Dungeon Dressing by Raging Swan Press.
The illustrations for this delve are a mix of elements from the game/map as credited above, Pixabay stock art (often used more for effect than precision), elements made by me, modifications of maps using Gimp, and various pieces generated using ChatGPT4o [or some combination of multiple of these things]. 

The Bleak and The Pearl [SoloDark] Part 9 - Bringing the Fight to the Fish Folk

 [Starting Checks and Recaps]

  • Repairing the "Heart" Flow: Failed. It is technically impossible at this stage but Nat 20 should have some fun effect. Just not yet.
  • Secrecy Check: Still nothing noticed from above.
  • Barrier Check: Barriers actually hold this time. 
Mostly just status quo as the team preps to dive back into the Monolith of the Cyclops (which is not a proper Monolith but naming tables going to name and I thought it was funny) and this time will start out focusing on fighting Garoshen, a fish folk leader, and his tribe of fish folk that have taken up residence. Last time the team let a Sea Hag go in exchange for information about the location of the fish folk. However, her advice was for them to be a Sea Hag. So there might be some dress up involved.

Part 9 - Bringing the Fight to the Fish Folk

"Why haven't they reacted to us, yet?" Rance Uffolt wonders. The human mage takes on the role of lore master for the team and has found the rare case of a monster he does not know. It has now been ten days since the barriers were completed to block the tidal flow into the Monolith and yet the gar folk have not attacked. Surely their lair is starting to dry out. [1]
"At least we aren't dressing up like Sea Hags," quips Inar Gale, halfing priest. Checking his equipment and preparing for today's delve, Possibly the most dangerous the four have ever faced. Despite Tidepool Alice's advice to use the gar folk fear of sea hags to frighten them into fleeing or hiding, the four had a long debate and decided a direct approach is best. [2]
Step one. Try talking. Is it possible? Who knows.
Step two. Let Grusk get to chopping with his axe and Rance blasting with his spells while Tom and Inar try to keep them alive. 
Step three. Flee back up the main tunnel and keep the gar folk mad enough to follow. 
Step four. House Marius has loaned five soldiers that will take point along the various pillars and join in the fray-and-flee. They have been warned that these soldiers are to not be expended gleefully. 
Step five. If it gets to step five, the mission is considered lost. Blow the barriers holding back the tidal water. Flush the fish back deeper inside and are likely to be placated until a bigger force can be gathered to drive them out. 
Step six. "Get drunk or panic. Both." This is Spotted Tom, goblin thief. He has spent the last hour pushing forward with Grusk Obe, half-orc fighter. They have been placing bright, long burning lanterns along the walls. Rance figures that gar folk have lived in near complete darkness long enough that day-bright light will put them off. [3]

Rance has wrapped himself in mage armor. Inar tried to get a holy weapon spell to stick to Grusk's gear again and did not pull it off. Tom packs an extra quiver of arrows into his pack. At this point, it feels like they are stalling and so Grusk nods to the other three and they begin the slow descent down. They pass by side tunnels not yet explored. There's still a lot of Monolith to explore. 
Unfortunately, not far past the last the lanterns, the ground is wet. Quite wet. And very, very slippery. Stepping into the black mold on the floor, Grusk is the first to go and it is not long before the other three join him, sliding down a dozen feet and slamming into the brackish, stagnant water at the bottom. Backpacks and equipment are scattered. At they kept grip on their weapons. And Rance's staff emitting light. But it will take them some time to gather the other bits. Time they do not have. [4]
Five of the gar folk are aiming tridents at them. Their long snouts (full of teeth) are shouting back in a strangle gurgling language. 
"Tell me, Uffolt, about the steps again. I like the steps." Grusk is not amused by the sudden collapse but Inar is nervously chuckling at least. Or gagging. The water down here stinks. Tom and Inar both look quite ill. "Ah, that's it, time to die, then," says the half-orc before Rance gets a hand on him. Let Inar try the friendly approach. Unfortunately the sick Halfling is unable to figure out the language and just ends up sounding like a person puking. Which he is. The gar folk are not amused and clearly go to stab the halfling in his throat. [5]
Grusk goes for the nearest one and chops the head clean from its shoulders with a single slice. This has the expected result as the others scream and target him. Rance dives for his backpack but is unable to get to it in time. Neither Tom nor Inar can recover in time to get into the battle. 

The enraged gar folk begin trying to bite and stab Grusk as they close in on him. He manages to keep distance between him and then by swinging his axe around in wide sweeps but one of the tridents catches in on the side. [6]
Trying to press the offensive and by the halfing and goblin some time, Grusk steps forth and downs another of the gar folk by chopping through its torso. Behind him, Rance has managed to find his pack and with a quick search pulls for this Wand of Webs. Inar is still clearly struggling but Tom recovers enough to land a solid hit against one of the gar. 
Grusk's luck is clearly running out, though. One of the remaining gars bites through the plating on Grusk's arm and and another lands a spot on hit against the half orc's neck as his blood joins the corpses on the floor. 
This last injury takes the fight out Grusk for a moment who slams Bloodlust into the floor and stumbles to the side. A flustered Rance tries to focus the webs from the wand to the corridor beyond and fails to channel the proper energy. Inar is by Grusk's side and manages to get a weak healing spell off. Tom gives cover fire and drives one of the remaining gars back. Another runs forward in the opening and leaps on Grusk, biting him deeply and the two go down in a fight. [7]
"ACID ARROW!" Chants Rance, shooting off a bolt of acid that embeds into the back of the one struggling before Grusk shoves up and slams the gar into the wall, an axe in his chest. This buys times for Inar to get his mace into the stomach of another while Tom's arrows continue to ring true and fly over the halfing in his foe to land in the throat of the final gar folk warrior. The fish folk do not run from the fight, though, and now turn their attention to the halfling who is the closest target. 
Inar squeaks and pulls back into his armor as blows rain down on it but do not manage to pierce through it. 
This is the change in tide that the others need and in the next few seconds magic missiles, arrows, axe swings, and mace slams have finished off the last two. [8]
Grunts echo down the the corridor, coming this way fast. The adventurers gather up their stuff in a hurry without any real time to sort it. "Back up the slippery slide to doom or do we run into the unknown?" No thought of trying to make another stand right away. 
Rance takes the lead on this one: "We head south, screw the plan." Tom runs ahead with Grusk right behind. Inar and Rance take up the rear. They can move faster than the gar folk on land but have to be careful of wading too deep into the sludgy water. 
Unfortunately, their flight is interrupted nearly immediately because they tear through the hallway to the south they come across a giant spider feasting on another of the gar folk, and the spider is angry about the interruption, leaping at Tom! Tom takes the bite but at least resists the spider's poison and Grusk and Inar finish it off. No time to investigate further, they push further into the south, trudging through the water. The gar folk at least not getting closer. Based on the sounds, the creatures might either gathering their dead...
"...or eating them," Tom finishes a sentence no one else spoke out loud. This buys them a short amount of time and the quartet notice a door over to their right. Tom, despite the spider hit, still pushes forward into the lead, slams open the door and...
Disappears under the surface of the water.  A few seconds later he resurfaces. "What in blazes, it's some sort of pit..." [9]
"Not that one then," the deeply wounded Grusk grunts. And now takes lead as Rance helps Tom to his feet. They manage to get to some steps and start angling their way back up until they are completely out of the water and are walking across the floor when Tom stops them. 
"WAIT YOU BASTARDS!" 
Grusk's feet a few feet for stepping onto a large sigil in the floor. It's edges already starting to glow. Rance looks at it. "It's an old Barthic sigil for a sleep spell. Just out in the open!" [10]
"Yes, yes, fascinating. Gale, can you heal me?" Grusk points to the deep gashes in his arm and side. The halfing tries again and despite initial exhaustion, gets the spell off. The half-orc's skin heals quickly. 
While distant, the gar folk grunts still grow closer and closer. [11]
"I have a plan," says Tom. 

There are five of them now though none of them can count that high. The people. Driven out of the swamps to the north after generations of fighting against the catfish folk. Forced to find a new place to live. Brought here because of a familiar energy. The other creatures here being either food of foe. The sea hag feeding on them. Them feeding on the slimes. It felt a bit like home.

Until these new things washed up. And suddenly those that had gone to find out what the new noises were were gone. Chopped to bits. Delicious. The people do not let good food go to waste, even when it is each other. These things are dumb. Not like the people. Leaving their scent in the water. 

Leaving their weird finless footprints on the dry stone. Maybe they think people are too weak to come out of the water, but they will...

A bright flash as the sigil lights up, and 3 of gar folk collapse immediately. Two stand tall but are deeply confused. At least until an acid bolt flies out of the nearby darkness and joins an arrow bolt and finally a thrown axe. Now only one remains. He snarls, and charges at the darkness that took his fellow warriors. 

Before falling asleep just the same. [12]

"Is the trap sprung, Uffolt?" Grusk asks and before Rance can check the half orc grabs-his axe and finishes off all the gar folk and tosses their body down the steps back into the water pool below. 
IT. WAS. FASCINATING. 
The new voice they can all hear in their heads. Outside of language but all can know exactly what the words are. Looking back into the room they were hiding in, they see the bulk of the being calling itself Ollazelle. A massive example of the mushrom folk. Too big to leave by the doors in the room. 
THAT. SPELL. HAS. BEEN. THERE. FOR. MANY. BLOOMS. 
And then a sound in their brain that is just like a mushroom laughing. Which it is. 
While it was a shock to open a door and to find an impossibly large mushroom man with a bright red head (well, multiple bright red heads, he is quite big) it was a somewhat welcome surprise to find something that wasn't immediately trying to kill them. Because Olla is very, very bored. 
THE. OTHERS. AVOID. I. TALK. TO. RATS. AND. BUGS. AND. EAT. RATS. AND. BUGS.
When asked why the other mushroom folk were avoiding this area, Olla happily showed a ghastly series of memories of itself devouring other, smaller mushroom folk with glee. It is apparently how the people ultimately share information and learn. Just not quite so viciously. Or wholly. And not without sharing a little of yourself in return, which Ollazelle definitely does not like to do. 
Inar tried asking if it was the eating or not sharing that was the crime and Ollazelle seemed mostly amused by the question. Tom asked if he was going to try eating them and again: amusement. 
YOU. BRAIN. SIZE. OF. RATS. FUNNY. FUNNY. 

Despite this, they are a bit reluctant to stay inside the room with the giant psychic mushroom for too long. Just in case it gets confused. Grusk keeps grimacing and squinting while staring at it, obviously keeps trying to think loudly at it, to test Ollazelle it is able to read their thoughts but apparently that is a one way street. That or non-fungal thoughts are simply of no interest. 
Rance has noticed a series of levers and cables in the room, some now semi-consumed by the bulk, but it would require crawling on top of Olla to reach them. Something he is not quite ready to do, yet. However, based on the issue of aligning the flow of salt water above, Rance feels this is something important. Unfortunately, Ollazelle seems to mostly consider the levers and contraptions to be mostly a series of weeds and vines.
Still, the talkative mushroom might have its uses. Rance has tried arguing the group can rest nearby if anyone or anything approaches it can send a psychic alarm and wake them up. The rations survived the fall and most of the other stuff is dry-ish now. Though prone to stink. [14]
Grusk, however, has said the best approach is attack right now. Not Ollazelle (maybe also Ollazelle), while the gar folk are damaged and hurt. Inar is leaning towards heading back. If the people up talk think the four of them are dead or captured they might try a rescue mission and he does not see it going well. He also wants to wash off a bit after being covered in crusty mud for the past half hour. 
It comes down to Tom. Who goes back and forth. Rest can help Rance reattune to some of his spells and his wand. Let them heal up a bit. An attack makes sense because Tidepool Alice has been running population control on the gar folk for years. There cannot be too many. And going back makes sense because if he was up there and the people failed to return he might try to go in and rescue them. 
The latter moves Tom the most so he suggests going back. Which brings us back to Rance who has a rough sketch map and needs to work out the best way to go. [15]
Rance figures that one of the side tunnels they passed by on the way down the main flow path should connect up to the tunnel they are on and it might get them higher up before the black mold makes the whole surface too slippery. What's more, it gives them a path to try and come around from behind and avoid the dangers of that initial path. [16]
They get ready to head back up the surface and regroup for a second push against the gar folk. As they pack up and start walking north, they "hear" Ollazelle say,
COME. BACK. AGAIN. SOME. TIME. FUNNY. LITTLES.
And Rance, in full honesty, turns and says, "Oh, we will." At some point, they are going to have to figure out how to get past Olla an examine those levers.

MECHANICAL NOTES

  1. Are the gar folk causing issues for the rest of Grunce. 10 --> A TWIST! 40 Avoid, 74 Essence + 34 Forbid, 77 Vision. So, no. The creatures are disrupted by the energies of the Lighthouse and remain staunchly below. 
  2. Vote dice. First rolls were inclusive. Final roll was three 6s and one 2. So "high road" wins. 
  3. "Will it put the gar folk at disadvantage?" 18: Yes and a lot of it. As a note, the gar folk are going to use sahuagin as a base but then be modified to be the following: AC13 (leather), HP 8,
    ATK 1 trident (near) +1 (1d6) + 1 bite (close) +2 (1d8), MV
    near (swim), S+0, D+2, C+0, I-1,
    W+0, Ch-1, AL C, LV 2
    Half-Amphibious. Must be
    submerged in water every 2 hours or suffocates. They are very slightly less tanky but also a bit more dangerous in close combat. Garoshen himself will get +2 to basically all of those numbers.
  4. Is the sloping hallway slippery, I asked, to establish some potential hazards and got a nat 20 on the oracle so "so slippery that a DEX DC12 roll would be reasonable to keep their feet" and just whiffs galore. I then did a second DEX DC12 roll to see if they kept at least their hand held equipment and at least they passed that one. They are armed but things like extra arrows, torches, etc, are missing. And they will have to do a DC12 to try and flee back up the tunnel they were planning on fleeing back up. Rance also is missing the map that makes it obvious which way to go. 
  5. Why not kick them while they are down. CON DC9 to see if they can resist the heavy stench. Rance and Grusk did. Tom and Inar passed. Funnily enough, even rolling init at disadvantage, Grusk and Rance act first.
  6. All attacks against Grusk missed but one which only did 1 point of damage. It could definitely be going worse, all things considered. 
  7. There's the worse. Grusk gets hit with a critical attack and knocked pretty hard and then fails his next roll. He has 4 hitpoints remaining (but Inar gets him back up to 8, managing to complete the healing even at disadvantage). Rance fails to cast the spell from the wand even with a luck point, so the wand is useless for the day. Tom keeps landing hits but it'll take a minute. One of the gar lands another attack on Grusk and this one is a 6hp bite. Heh, it might still take me a minute to balance this game a bit.
  8. Now they finally decide to hit. Grusk is down to 2hp. Luckily thanks to a couple of Nat20s, they have 3 luck points. But Rance has lost his web spell AND his magic missile spell and Inar has lost his Holy Weapon spell. I'm going to give them one roll to retrieve their backpack or they have to leave it behind. All make it (Rance already has his) 
  9. Got a solo monster right away. Then did a check on the room and it was "minor hazard: a short fall". Rolled d20 and got 16 feet deep. Except, in this place, that's water, not a fall. I randomly rolled to see who would go first because if it was someone in plate mail, it would have been a problem.
  10. Trap: Ancient. Magical. Effect is 2d8 sleep. Rance Nat20'd being able to recognize it so there you go. This actually refills all their luck tokens. They likely need it. Note: the team had been moving at speed earlier and had no chance to really check for traps. However, each roll to see how close the gar folk have shown the gar as falling back so by now the team has a chance to slow down and move more slowly. And then Tom Nat20'd the trap check so the trap is realllly obvious. 
  11. A whiff with a spent luck point leading to yet another Nat 20. This team just got walloped in a fight and scored three 20s in a row while hanging out on some steps. Typical. As for "Are the gar folk still tracking them?" I got a 16 so yes. 
  12. Tom got a DC12 check to help rehide the trap and to add to it (the footprints). The 5 gar folk warriors took a save at disadvantage. They did not spot the trap and 3 of them fell asleep. The other two made their morale check but one got cut down by three successful hits (out of four) and Rance got a sleep spell off on the last. 
  13. This room has an NPC//Captive. "Does it make sense that the NPC is still alive?" a TWIST! So I roll on Random Realities. 2, 4 and my eyes are drawn to the the mushroom image and the phrase "corpulent". 1,2 and my eyes are drawn to the broken change and "exile". This is someone brought here by fellow mushroom folk to the south some time ago but he is not chained inside so much as too large to leave now. A great big myconid. Ollzarelle. He communicates with his mind. His initial reaction is curious. The room he is in "allow path" so it has levers and chains to open and close certain gates. Possibly part of the "Brain" or "Lungs" portion of the Monolith. He was exiled because "Consume knowledge" and "Conceal Wilderness" he has been devouring other myconids to absorb their knowledge but then also not sharing it. 
  14. Did the rations survive? 20. What is up with this dice all of sudden but yes. They are extremely environmentally protected.
  15. Rather than try "vote dicing" a three way vote I set Tom to be the decider. The other three have pretty definite choice paths in this situation - Grusk to attack, Rance to prepare, Inar to retreat - but Tom's tendency to try the more interesting choice does not quite easily solve. He is, however, the kindest of the four so the consideration of others will move him. 
  16. Rance got passed a DC15 INT check to make a decent read on the map. I also asked "is this above the super slippery bit" and got a 18 so yes. However, they don't know that, yet. 

DOUG'S NOTES

Ah, the best laid plans of mice and Doug's characters, eh? I figured we'd have a few large fights, maybe a parley, or maybe some heroes getting captured and having to make a compromise. Still, it can be fun to ask questions like "How slippery is it?" and just...almost literally...rolling with it. The surviving but not greatly leading to the run into unexplored tunnel is the kind of thing that took twice as long to think about than it did to play and write but I enjoyed it. I had planned to NOT explore these parts of the tunnels until I had worked out some themes. I had to improvise. A jumping/ambush solo spider and then a large, talkative myconid exile. Weird NPCs and goofy set pieces like sliding down a slope are better than boring fights, any day.
Figuring out how get Ollazelle out of that room should be a fun puzzle after the gar situation is under control. I have no clue how I'll handle it. We'll get there.

CREDITS AND RESOURCES

This game is played using Shadowdark and SoloDark, both by Arcane Library and Kelsey Dionne (et al). The map in this delve is "The Halls of Amon-Gorloth II" by Dyson Logos with added annotations and colors by me. 
Other resources used in this campaign are
  • Knave 2nd Edition by Ben Milton
  • Random Realities by Cezar Capacle
  • The Monster Overhaul by Skerples
  • Bestial Ecosystem Created by Monster Inhabitation by Courtney C. Campbell and others.
  • The Book of Random Tables: DungeonsThe Great Book of Random Tables, and The Great Book of Random Tables: Quests by Matt & Erin Davids. 
  • The Solo Adventurer's Toolkit One & Two by Paul Bimler
  • GM's Miscellany: Dungeon Dressing by Raging Swan Press.
The illustrations for this delve are a mix of elements from the game/map as credited above, Pixabay stock art (often used more for effect than precision, elements made by me, modifications of maps using Gimp, and various pieces generated using ChatGPT4o [or some combination of multiple of these things]. 

The Bleak and The Pearl [SoloDark] Part 8 - The Monolith of the Cyclops Delve 2

 [A Few Baseline Checks]

Doug, here. 

At the start of these "Monolith" sessions, there will be (currently) three basic checks to establish the flow of things and to add a little tension and uncertainty:

  • Repairing the Flow: D20 + # of Rooms *Cleared* + Rance's INT bonus vs DC36
  • Secrecy of Project: Monolith Activity Level Die (currently d4) vs City Activity Level Die (always d20 unless something big happens).
  • Barrier Check: Barrier Die (currently d10) vs Threat Die (currently d10).
In the above, a failure/fumble does not mean the quest is loss while a critical success will not mean the quest is won, etc. An extreme result will be baked into the story. Likewise, a failure of the barrier check does not mean the barriers are just reset, just that they require extra work/activity/cost to keep up. Right now, Marius is covering that. Fact is, let's say that House Marius has 30 House Points. Each failure will do 1d6 damage to those house points. Each success will allow 1d6 House Points to heal. If Marius runs out of HsP, then another quest might be required to help get funding/etc and restore them. I like that.

As for secrecy, once the secrecy check ends up with the secret being found out, it is also not end game, we'll swap that for an interference roll each session. Other factions might end up claiming part of the Monolith. 

As for the Flow, the Ocean Water "Heart" of the system, once that is repaired, it should give some boons and bonuses to the team. There will be a similar system (brain, lungs, stomach) in each other quadrants and we'll pull them in when it is time.

For this session, the results we get are 12 + 5 claimed rooms + 2INTBonus = failure to repair the Heart. Secrecy is well in hand (3 vs 14) The barriers lost the fight (6 vs 8) so Marius took 1 House Point worth of expenditure. Currently have 29 remaining. 

And now on with the show!

[Building a Stronghold]

Grusk, Rance, Inar, and Tom are talking to Nelf in the new "War Room" set up in the area where the old Monolith Crew kept some sort of zoo or menagerie. Inar, Cal, and Blkalkkbl had spent some time discussing the primordial slime entity's experience. From Inar and Cal's approximation, there seems to be a section to the east of here that rises up and so was above the water line the whole time. However, "Blick" (as Inar calls them) avoided that because there were some rather hostile creatures calling it home. 

"At least it is dry," Rance says, "Which means that it might contain some paperwork or writings that were not destroyed by water. We can handle danger, guys." Tom has been agreeing with Rance that it should be a priority. Grusk, though, feels they should go south and clear out some of the newly dried out portions first. 
"We can take these frogs an gators and slimes by surprise as they get used to cracked skin. Secure the other tunnels, and THEN we find out what might be lurking in those sealed off tunnels above us."
Inar has generally sided with Grusk, figuring that dehydrating fish people are less a threat than the complete unknown. 
Nelf ends up casting the deciding vote. "We are precarious right now. Marius had to bring in more troops and retainers. Once those things below decide to come to the surface to find out why their home is turning into a desert, the barriers might not hold."
And with that, Rance and Tom agree that a quick assault might be for the best. It has only been a week since the barrier to keep the tidal water out was built. The area will be flooded, still, but more accessible. Once that dries out, there will be some irate things that might risk pushing through the Grunce folk to get to the sea and that could be dangerous. 

[Tidepool Alice: The Terror of the Sea Hag]

Rance casts his light spell and attaches it once again to his staff [1]. The four push down the stairs where they could go no further last time. Now only the bottom two steps are underwater and as they walk into the sludgy water Tom keeps sweeping the floor with his pole to make sure they are not going into any surprise drop off. 
Shortly they come to a door on their left and stop to stare at it. It is less decayed than would expected by the surrounding area which was just, until recently, almost 60% submerged. Despite the water stained and brackish mildew on the surrounding walls, the door is actually a light creamy color. "Bone," Tom marks, gently examining it. And in the middle of the bone door is a mask in the shape of an old woman from the Old Grunce theater. [2]
"I vote Inar goes first," Tom says with a chuckle. A whispered chuckle. The team prepares. Rance summons Mage Armor around himself. Inar casts Holy Weapon on both his mace and Grusk's axe. [3]
Tom starts to work on the lock, as quietly as he can. The mechanism is in the mask itself and with some work he has it solved. "Long fingers," he quietly calls back. And then, with that, they push the door open and rush inside. 
To find a cowering youth inside. Strangely dry and looking a blinking their eyes at the sudden light coming in from Rance's staff. "Oh...m..mmm...my. Are you...he...her...hhear. to help?" 
It is Rance who punches through the illusion first, though it is clear that most of the others are aware that something is up. "That's not a person that's a... SEA HAG!" At his cry, the Sea Hag roars out an inhuman gurgle and switches back into her true form, a warty dark shape with a crown of bone and carved skulls, and everyone (but Tom) is clearly shaken as she advances to tear them apart. [4]
Grusk goes to check her advance and to keep her back from the others. He sweeps up with his axe and with a bit of luck manages to land a good hit against her shoulder. Inar rushes in to close in the gap and protect the other two but does not get a hit with his mace, mostly slamming the stone at her feet. Tom's arrow bounces off the brick wall behind her and Rance is forced to also rely on a bit of luck just to get Magic Arrow cast despite the fear quaking him and holding him back. 
In her rage she sweeps one claw towards Grusk and one towards Inar. The high + low assault by Grusk and Inar have definitely caught her off guard because she trips forward and misses both hits. This helps to cheer up the guys who push forward to press their luck. [5]
It also angers her because she goes first and continues to slash out at the Grusk and Inar. Her right claw tears a bit through Grusk's armor and scratch his chest but the left one goes over Inar's head. 
Grusk returns the favor by getting a solid hit against the arm holding him, nearly severing it from her body. The dodging Inar cannot land it. Rance screams "ACID ARROW" and gets a solid hit in her torso while Tom continues to fail to get any solid hits. 
The Hag drops to her knees and screeches "NO! WAIT!" to halt any further attacks, the Acid Arrow still burning inside her chest. "Please. Let me live. I can help you!" Looks from Grusk to Rance to Tom to Inar. I can tell you how to get past Garoshen and his stinking fish people! I know what they fear!" [6]
"Why should we trust you?" This from Tom, whose goblin blood absolutely does not like surprises. Rance, though, is absolutely sure they can. He knows that Sea Hags are usually not this close to the surface. Something drove her up here. 

"Why are you here at the edge of the ocean instead of below?" the young wizard asks, already cancelling his spell before it can finish her off. 
"My...coven...was overran by my sister's and those who survived joined her. Drove her off. I fled up out of the temple that had been my home for centuries to find a safe place and to plot my revenge. Here worked as well as anywhere. It amused me to listen to all the petty talk of the people above. When the city soon falls, the above will be ripe for the taking and maybe something there will help me fight my sister." 
"So, what do you need from us?"
"Free passage out of here, to let me find somewhere else. Some place I can lick my wounds and call out to my old coven sisters so we can get our home back from Specklesnout." [7]
The team discusses it for a moment but all end up agreeing to help get her back to the ocean in exchange for information to help them speed up this process. [8] They find out that her name is Tidepool Alice and Specklesnout is her actual sister (the term sister and sister being a bit confusing in Common, one being a member of a cousin and being from the same brood). In exchange for her pointing out to where Garoshen lives on the map they in turn tell her about the Citadel and how it might be a spot worth for her to use to hide, at least some of the caves nearby. 
"The place with the bull man? Why should I go there? He's a bigger a threat than you."
Grusk holds up Bloodlust, "This was his axe. We have solved that problem." Leaving out the part of slaughtering the tortured minotaur while he was sleeping.
Tidepool Alice laughs at this. "Oh you, you four are fun. It makes sense why I might have had trouble fighting you."
After this she agrees and the group escort her, under guard, to the shipwreck. The Marius retainers and the Keepers are clearly nervous but Rance explains. Inar notes that there is some fear about the four youths in the eyes of their allies. Working with Sea Hags is strange business. She is warned if she ever returns that they will no longer protect her. If they hear any human settlements nearer the Citadel are attacked, they will come and find her. And if Sea Hag fights break out nearby they will intervene. Tidepool Alice agrees to these terms and goes to swim away.
"WAIT!" shouts Tom, "You haven't told us what these fish folk fear!" 
"Why, my little goblin, they fear me. I have long feasted on their babies and their old. They have tried to appease me by driving slimes and beasts to my door. If they think you are sea hags, they might even pay you to get no closer." And with that, she is gone.
Returning to Alice's room, the party finds a golden statue meant to look like some deep sea isopod, a serrated coral sword that might have been Alice's own, and a pearl in a strange green jar. [9]

[A Bit of Luck, a Bit of Ooze]

Pushing south into the Monolith, the party finds a large, long room that looks to be a gathering place. A massive area to one side has a stone throne upon it, the emblem of Marius nearly lost in the years of water and mold damage. Pillars wrapped in barnacles stand tall to either side. This appears to be some sort of court room of house Marius, possibly to discuss the everyday details. [10]
This is the first room in the place that was not actively trying to kill them so it gives them a moment to take a rest and regroup, with the throne being dry enough they can actually get out of the water for a minute.
After a quick sweep through this room (and a brief recasting of a light spell), the team pushes further south again and find sunlight in front of them. The room they enter was once a store room with a ladder to the surface but now a large hole leads to the air above while trash and detritus wash up below. The team are just starting to poke through the rubble when a large gray ooze (much bigger than the previous one) slithers out from the back wall and washes over Inar before the halfling can get out of the way. [11]
Tom misses and Rance stumbles over the words of his Magic Missile spell and feels the spell disappear from his mind.
Grusk, though, is able to splatter the ooze and pulls it from the enveloped halfling before chopping into little pieces. Tom gets a torch lit to help mark the room from above and the team works out a plan to back out for now and report this opening. And work out where it would be from the surface.  

Before heading back, though, they do find a suit of deeply rusted chainmail in the debris still wrapped around the bones of its owner. That same adventurer who died has a strange ironstone egg inside. [12]

[Another Connection to the Surface]

Tracking back outside, the team finds the opening is behind Baelur's moneylending shop. Baelur is an elderly thief with a stubborn streak. The hole, from the surface looking like a cracked and busted well, has been used by years by Baelur to dump junk and people who have failed to pay him back. The irony being that until the water was drained from the Monolith, it would have actually functioned something like a well...just terrible brackish salt water. 

House Marius options to buy the shop out so they can lay claim to the hole (without it being obvious), claiming they are trying to just run the business. They are able to do this but Baelur makes it cost. 4 House Points (25 remaining) are spent to claim the area. With the slum area dismal vibe and Baelur's own reputation, Marius has some privacy building a new ladder and trap door down into the area. [13]

[Wrapping Up]

The boys sell off their finds and then decide the spend the money from the pearl on a night of party. Down at The Jolly Dragon, know for the various young wizards who gather there, Rance ends up getting into a drunken knife throwing contest and wins. [14]

Doug's Notes: the Blue is the "known" locations of the fuelstones. The Red is Garoshen/Gar Folk territory. Green represents areas controlled by the Keepers. yellow are areas that have been cleared but could be lost because no barriers help to protect them. "X" show alternate paths to the surface.

MECHANICAL NOTES

  1. Spell Check 11+4 clears the DC11. Note, I am not going to list out every single spell check/etc but will mostly just encapsulate it in the story though I'll highlight a few rolls when it helps to explain.
  2. Used Knave 2's tables for this one. Color was 31 --> Cream. Symbol was 57 --> Mask. I had rolled room contents before the door and got 10 --> Boss monster. On my table I got "make or choose" and will go with a Sea Hag. So some care is given for her to take care of her lair. 
  3. Inar got a success on his first casting and a Crit on his second. Grusk's Bloodlust has +2 to hit (total +9) and gets +2 to damage (+5 total). 
  4. Sea Hag was not surprised (had probably heard them talking, knew it was just a matter of time). So I went with her making herself into a (Random Realities) 6,2 --> Timid | 6,4--> Youth. However, her roll to cast the glamour was just a 3+2 = 5 and everyone's WIL check was higher with Rance's being highest. On the other end of the luck spectrum, only Tom made the DC15 CHA check to resist the terror effect so 2 rounds of combat the other three will be hitting at disadvantage. At least they get to go first in initiative.
  5. ShadowDark only has fumble tables on spells as far as I can tell however she rolled 1s for BOTH of her attacks. That's the kind of bad luck that normally inflicts Rance trying to get his spells off so in this case I am going to say it dispels the terror a round early. Note, I had to spend a luck point just to not lose Magic Missile with Rance.
  6. She failed her morale check. Rolled twice on the SoloDark prompt and got "Start Plan" + "Secure Victory" which felt obvious. Did check the oracle and yes she is telling the truth. In exchange she wants "Fortify Order" and "Defeat Glory". Slightly harder to full on explain but I have an idea. I also checked to see how forthcoming she will be and it's decent. Besides, what good is it to hide details in a solo game for a completely optional side quest? I'd rather build the lore than punish myself.
  7. These names and a couple of the details are derived from Skerples' The Monster Overhaul. If the Sea Hags ever return, I will use more details from that.
  8. This is the first time in this entire campaign that a vote roll ended up with everyone agreeing "yes". Neat. 
  9. Since this could have been a proper boss fight in a world where the rolls didn't speed run it so much, went for 3 treasures. Rolled a tapestry that made no sense so rerolled and got "jewel encrusted scarab" so made it more "oceanic" (45gp). Got a serrated great sword that I made into a coral sword (12gp), and a Kytherian Cog [+1 Luck at the start of the session] that I swapped into another deep-sea variation. This last is worth 300gp. All told, I'll give them +5XP for this encounter and to make up for skipping out last time around, since there are treasures and boons and such [and I am purposely inflating the XP to help accelerate the campaign some]. Since +1 Luck is a bit weirder in SoloDark I rolled a random description for Alice's Pearl and got that it allows the user to teleport a short distance away but gives the carrier disadvantage on CON checks. As useful as that is, they are probably going to just sell it.
  10. Room's contents are empty and prompts were Pursue Victory and Push Mundane.
  11. Finally triggered the first passage to the surface. Rolled a "Treasure" room with a guardian monster. This one was marked as strong so I'll give them +6HP and +2AC and +2 (+5 total) STR. There is just one, though, feasting on the animals (and unfortunate people) who get washed into tossed down from the hole above. Rance and Tom are not surprised, but Inar and Grusk are. The Ooze is attacking Inar. It hits with a crit but luckily only does 4 total damage. Then Tom misses, yet again, and Rance even with advantage whiffs (but not fumbles) the spell.
  12. Armor is worthless after being underwater so rolled again and got an egg of a cockatrice but Rance, for once, whiffed his knowledge roll and has no clue what it might be, yet. 
  13. A mixture of ShadowDark's own tables with Random Realities to get these results. Slum. Poor shop. Money Lender. Bael-us. Elderly. Stubborn. Thief. Since it's a poor moneylender in a slum, rolled at advantage on oracle to see if Marius could purchase it. Got a 19 so very yes...with a but. The but was to roll on HP to see if they have to put in a good chunk of resources and they lost 4. 
  14. Carousing roll +2. Total = 8. Knife throwing contest. They get their luck token back and +4XP, bringing them all the way to Level 3 +17XP each. The name of the tavern was just generated using ShadowDark

DOUG'S NOTES

Combat continues to be basically a single monster versus the squad so I think next time I'm going to make it more 2+ or some such because have to scrap is part of the fun. Grusk is a danger and I'd like to see some sweat (besides Rance and/or Inar getting hit from behind).
Garoshen leads me wanting to make the "fish folk" into alligator gar derived. So, taller, thinner but with a worse bite. 1 trident +1 (1d6) and 1 bite +2 (1d8). AC and STR reduced by 1. 

I enjoyed the Sea Hag "fight" because it was exactly the sort of fight that could have gone south but it ended up adding some lore. It might be fun to bring the Hags back soonish. 
Otherwise I think the story mostly works for itself as is and look forward to the boys trying to work out some more territory and build up towards a big fight with the gar folk. Also, I've now set myself up to there being the "dry tunnels" with some danger inside. Have no idea what that is about but I'll wait and figure it out once I get there. 

CREDITS AND RESOURCES

This game is played using Shadowdark and SoloDark, both by Arcane Library and Kelsey Dionne (et al). The map in this delve is "The Halls of Amon-Gorloth II" by Dyson Logos with added annotations and colors by me. 
Other resources used in this campaign are
  • Knave 2nd Edition by Ben Milton
  • Random Realities by Cezar Capacle
  • The Monster Overhaul by Skerples
  • Bestial Ecosystem Created by Monster Inhabitation by Courtney C. Campbell and others.
  • The Book of Random Tables: Dungeons, The Great Book of Random Tables, and The Great Book of Random Tables: Quests by Matt & Erin Davids. 
  • The Solo Adventurer's Toolkit One & Two by Paul Bimler
  • GM's Miscellany: Dungeon Dressing by Raging Swan Press.
The illustrations for this delve were generated while testing the the new ChatGPT4o + Dall-E. It is partially an exercise at futility (heh) but I am using the weird glitch outs to add in another layer of oracle in this experiment.
The Alligator Gar photo is by Greg Hume - Own work, CC BY-SA 3.0, https://commons.wikimedia.org/w/index.php?curid=30364231

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

 [The First Trap and Wading Through] 

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

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

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

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

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

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

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

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

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

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

[Feeling Froggy and the Damned Crocodiles]

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[Down into the Slime]

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

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

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

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

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

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

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

"That is very strange." 

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

[A Surprise for Sure]

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

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

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

"Alright. Do. I. Hit. It?" 

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

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

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

"Gale. The Point. Find it."

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

"A slime. Allergic to water."

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

"No."

"NO?"

"No, I am sorry I asked."

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

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

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

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

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

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

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

[Regrouping and Drying Out]

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

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

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

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

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

MECHANICAL NOTES

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

DOUG'S NOTES

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

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

-- Gathering Allies in Grunce --

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

-- The Free Merchants Plot --

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

-- Mechanical Notes --

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

-- Doug's Notes -- 

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

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

THE BIG BARSTON BAKERSFIELD CHRONICLES RECAP, PART 3 (ADVANCED FIGHTING FANTASY)

 

In part 2 of this big recap, I discussed some of the various characters and elements that had shown up over the months of playing and the general BIGGITY [technical term] of playing out a campaign so deeply decided by random dice rolls. I also hinted that I was needing to parse some things and get back to the Barston Bakersfield core. 

Barston and company had cracked open a big conspiracy. I wanted to do one last dive into the Humb-issue quests and solve the problem of the missing people so I could be freed up to dial a few things back. But, before I could really do that, I had an issue inherent in the whole "always expanding" campaign world: what was meant to be the first or second quest, destroying the red warlocks, had never been attempted. It was time. By the lore of the campaign world, the warlocks were entangled with some of the missing people (*cough* zombies *cough*) but also controlled the northern paths. 

By returning to the campaign roots I would open doorways to more adventures, several which had been seeded and glimpsed in excursions. 

-- The Return to the Forest Ick -- 

Using the original Harper's Quest 2 sessions, I had a rough map of Ick that I could use to track back towards the base (the same place that Shellyton died at the very start of this campaign). I did build up some random tables using Mythic's Location Crafter and I built up some random encounters that made sense and worked out some various objects and complications I wanted to face. It was a way to control some the randomness while still not having a clear impression of what the team - being the now definite main team of Barston, Derron (street punk become something of monk type), and Astrid (elven bard who had developed into a fairly powerful nature mage). Derron has a backpack full of highly explosive fire oil. They plan to go full "goblin sapper". 

It would honestly take 2 to 3 long posts to cover ALL the details of these sessions, so I will sum it up into six quickish sections...

- 1. The Sennas Faith - 

A growing theme hinted at in part 2 was the idea that Humb had somehow been tied to a now lost faith. This faith involved a god of beauty and art called Sennas, appearing as a supremely beautiful male youth and whose symbols was a gauntlet pouring a rainbow of colors. Humb and Ick were still connected to this faith, though most trappings related to it were missing. Barston has pledged to find out more and finds himself drawn to the mystery. He seeks to return a statue to the ancient Sennas temple (now a place full of bohemians and artists drawn to it).

During this adventure, Barston is deeply wounded and has to limp off into a safe spot to try and heal. An encounter leads to a meeting with wood elves (from Ick) who love that he is trying to take down the warlocks. The warlocks have been destroying large swaths of the forest in their spread while the elves have been trying guerilla warfare tactics but know if the warlocks learn too much about where the elves live that the elves will be outnumbered. Dice rolls and oracles lead to a plot twist here where the elves are followers of Sennas. They have kept the faith alive for generations while the humans have let it lapse. Barston is invited to seek out the village. When he is ready, he will be able, though there are some "conditions" initially applied.

- 2. The Warring Reds - 

I realized I had made a slight mistake in that the blue warlock tribe (once more powerful than the Reds) had been largely destroyed so technically the Reds should have been running rampant. I decided to take a side trip and run a short session from the viewpoint of the red warlocks, partially using Mythic Magazine #41's Villain Crafter table to set some scenes, combined with a few Meaning Table rolls. The end result was that the Reds were at war with themselves. The powerful leader, focusing on demonology, had been deemed too theoretical in his tyranny and a younger upstart, focusing more on martial skills and rule-by-force, had started to push him out. Both considered themselves to be the true follower of Malakar Brite. 

On top of this, the remaining blue warlocks had decided to try and take over the Red territory. A few miles from Humb, a bloody war was going down, largely unnoticed. [At the end of each scene, day, etc...I would roll a basic opposed test and keep track of the relative damage each side was sustaining]. 

- 3. The Order's True Place in the Tale - 

Towards the end of these sessions, another clump of plot twists revealed that a major player in backing both sides of the warlock war was The Order of Illkar. The cultists-pretending-to-be-merchants were behind not only the missing people but also behind the gutting of the Humb churches and temples. Barston is able to lay claim to many stolen artifacts (and later, Derron is able to return them) and help start a pretty massive healing project around town. 

- 4. Ick Is Fighting Back -

There is a scene where Ick shifts into a more primal version of itself, an ancient forest full of strange creatures and large mushrooms. A group of warlocks who had been torturing and killing another group of warlocks is trapped inside the event and killed. Barston realizes that the forest is far more deeply magical than he realized and something is reawakening in it to protect itself from the increased destruction by the warlocks. 

- 5. The Great Storm - 

Also near the end, the team gets caught up in a trap that threatens to bring both groups of warlocks down on them. Astrid burns off essentially all of her magic points to create a massive storm. Since the Blues are also decently powerful weather mages, they inadvertently join in and power the storm even more. Portions of the forest are flattened and many warlocks are outright destroyed in the hurricane force event. The entire forest is charged and the trees glow and pulse in the energy. This act weakens Astrid considerably but allows the team a chance to get closer to the warlock base and to try and carry out their mission. 

- 6. The Team Suffers a Loss and Barston Undergoes a Crisis of Faith - 

Right as they get near the warlock base, they find the warlocks in a final death struggle. Too distracted with killing each other to notice the team of heroes sneaking in. Alas, some terrible dice rolls reveals that a telegraphed threat - a wood demon summoned up by the Reds to guard their base - is actually worse than intended. Random rolls all go from bad to worse as Astrid is snatched off the path into the trees. While Barston and Derron try, and fail to free her, she is hit several times and crushed. Derron and Barston are both deeply injured before the dice suddenly "turn back on" and Derron just flips out and pummels the demon into woodchips. 

Barston snaps and takes the backpack from the very-nearly-fatally injured Derron and just runs full tilt into the warlock base (he was here before, it was wear his bow was found), lights all the fire oil, and tosses it in. 

For every dice roll that went poorly for Astrid (and the trapped team that led to her summoning a massive storm), every dice roll about the extent of this explosion agreed: kaboom. The Reds, who use fire magic as a base, have explosives built up in their own plan of wrecking everything. Except now Barston has intentionally but also accidentally set it off. 

The explosion flattens him, kills off many Red, destroys many of their "stored up" zombies, and knocks many tall trees down. 

We have an unconscious, 1-ish HP main hero, his best friend that has around 2hp, and a dead friend who had been a core of this campaign for months. 

- The Aftermath - 

While the team bled out at the doorway of victory, the wood elves they had met a few days before showed up and gathered our fallen heroes. They are all three taken into the secret village of the Ick wood elves - Tarlanei - and there Astrid is buried with her kingdom's crown (used for some time by her as a magical focus) returned to her own elvish people. Derron recovers fairly quickly and returns to Humb with news. Barston stays in Tarlanei and dedicates himself to becoming the new high priest of Sennas. A process which will take months in game-world time. 

Astrid's troupe, the Skipping Faun, has a new leader: Athella. She was taken from the solo adventure "Bringing Back the Princess" in The Warlock Returns #11. I adapted it as a stand alone scenario for Barston and it ended with her joining the Faun (as always, based on a lot of random oracle rolls). 

The Sennas temple, still infested with Bohemians in a now thriving art community, has many of its artifacts restored and awaits Barston to take on his new role as leader. 

Derron keeps the outward appearance of a street punk but is now much more mature and deeply dedicated to understanding himself. He will follow Barston when Barston is ready to lead.

Humb is now freed of the years-long warlock interference and the Order has been destroyed. The town is suddenly finding itself bustling again. 

-- The End of Volume One and the "Truth" of Malakar Brite --

I had a problem on my hand. The main major threat of a year of playing seemed resolved EXCEPT we never got around to main baddie. And it felt like shoehorning in the big bad at this point would lessen what was actually a fairly upsetting (to the characters and to myself) death. Astrid was always a bit of a back up character but she was, inversely, kind of meant to be the one who lived on and told the story so future generations of Bakersfields (possibly half-elf Bakersfields since early meaning tables had essentially set up that her reasoning for following Barston was romantic interest) could follow along. In world terms, Barston and Derron got on people's nerves even though people trusted them. Everyone, including some of the not-so-good people, loved Astrid. 

Prior to this point, I had Brite shoved into every random list, sometimes more than once, and the dice always avoided having him surface, so I basically decided to forget the oracles and just go with my gut.

Brite was an old man when Shellyton and the other Bakersfields fled Humb. That was now 41-years-ago. He would be in his 90s or even over 100. While fantasy wizards, especially evil ones, tend to outstay their welcome, the campaign had clearly painted him as a threat-by-proxy and never something more active. In fact, oracle type rolls to see if the warlocks had received missions "from him" had basically all come back as "no" or "exceptional no" type results ever since the Order was destroyed a couple of months back. 

To wit, my own interpretation of these too-many-rolls is that Malakar is gone. 

Dead? A man who got turned into a legend while being essentially innocent? Whatever. Just "left". Maybe Ick absorbed him. Maybe he is in an alternate Humb painted on a different canvas. In his place, the Order had used warring bands of warlocks by pretending their missives were from Brite himself and had played them off of one another to fill their own pockets. For years. Maybe decades. The destruction of The Order led to the in-fighting led to the downfall. Brite himself might return but it is obvious that Shellyton's beliefs of a Xagor-esque Warlock were the byproduct of a kid who had long processed the loss of his childhood home through some grief-tinged revenge fantasy. The warlocks were real but Shellyton's take on Brite was, at best, outsized. Maybe. Maybe this is the long con. 

At any rate, it barely matters. A final scene played out in the aftermath with Barston and Athella (The Skipping Faun remains loyal in their support of Barston) ended up with the conclusion that Barston now wants to be himself. No longer a continuation of Shellyton's quest. No longer a warlock smasher. A man who is finding his faith while refinding a lost faith for an entire region. 

All the characters tended to anti-adventurers. Barston was a book printer in training, a herbalist by hobby, who beat warlocks while wielding an old family mace. Derron was a kid who took care of animals and got into drunken bar fights. Astrid was a run away princess bride who now played music and hung out with a pair of losers. That theme kept going for all the heroes - the conman, the reformed warlock, the shaggy dog, the amateur detective, the struggling merchant, the crackpot professor, the bard play-acting a mayor, the great-and-powerful wizard who is also kind of a petty power player. 

Barston is now a priest in the proper fantasy sense of the word, struggling to reawaken a faith that is built into the lifeblood of the land. Derron, his best friend, takes on the role of a friar monk and right-hand-man. The two of them will return, eventually, in much more seriously minded storylines. For a campaign about un-heroes, the two of them are now full blown heroes of the realm. Yet, people have barely heard of these two men. I like that contrast. 

But the campaign does not merely end because its titular main character is less of of a main character and has now become an entire plot device. There are plans afoot. 

I had planned to wrap this Big Recap up in three parts, but there will be a part 4. We will finish this up talking about how the campaign will continue with four (or more) different faces: the new city guards, the treasure hunters, the con men, and the priests. And that's not even getting to the grumpy goblins, the young rangers, the town beset by werewolves, the glowing figures in the hills. or the massive power struggle as Athella's mom attempts to take over an entire dynasty. 

The Big Barston Bakersfield Chronicles Recap, Part 1 (Advanced Fighting Fantasy+)

 

I think now is as good of a time as any to discuss the kind of odd origins of the campaign that took me from a long time dabbler in solo roleplay and made me into a solo-first roleplayer, from a person with a couple of solo/oracle type books to someone with a massive shelf of books and tools dedicated to the hobby. 

This is the story of a book printer turned warlock hunter Barston Bakersfield, whose story started out as an absolutely bog standard adventure romp: avenge his uncle's death and kill an evil wizard. But first, we go back a whole generation. 

-- Harper's Quest 2 Era & Shellyton Bakersfield -- 

In August, 2023, I launched a Harper's Quest 2 game after watching The Lone Adventurer play through it on his channel. It sounded fun, the price was right (just $2.50 for the pdf although I did get a physical copy later on), and I wanted to expand out a bit after being on a bit of a Fighting Fantasy kick (about once every two or three years I tend to deep dive through several of the old FF books). 

We had my hero above. Shellyton Bakersfield. He had been driven from his home, the town/city/place called Humb, years ago by the Mayor/Elder - Malakar Brite - after Brite pulled an Obed Marsh and trafficked in powers beyond the human sphere. 30+ years later, Shellyton was ready to get revenge and set out through the Forest Ick to battle Red Warlocks, Zombies, Demons, and more to get to Humb where he could battle Blue Warlocks, Skeletons, Mutant Minotaurs, and...eventually, Malakar Brite himself: The Gray Warlock. 

Shellyton. Malakar. Ick. Humb. Where did any of these names come from? No clue. I think I just syllable-spewed the first bits that came to mind. I know "Brite" was an odd reference to Reginald Bright from Endeavour. The idea was a somewhat unassuming, unthreatening older man who was actually a major threat. 

He set off through Ick. I took my time. I would roll on HQ2's oracles to generate a scene and then would either generate or search for artwork that matched and use that as some additional inspiration. There were some fights but it was partially just about getting used to solo playing NPCs and solo playing the aesthetic experience of hex/dungeon/wilderness-crawling.

And then outside a red warlock outpost, Shellyton went kaput. Terrible dice rolls stacked up back to back. No problem, HQ2 has a "generation" system that is probably meant to be taken a little less literally than I did but still: enter our new hero, Shelltyon's more practical and less fanatical nephew - Barston. He wants to know what happened to his uncle. He was raised hearing about "Crazy Uncle Shell's" revenge stories. Once Shellyton disappeared, Barston took on the quest to finish off Brite and to bring Shellyton's stuff back to the "town in the valley". 

Still, there's another twist in Doug's machinations...

-- How Two Things Were Coming together to Become Something Else -- 

While playing through HQ2, the itch had started. I wanted more and more solo play experience. I had started cooking up an idea for far-too-expansive Troika solo campaign fueled by some fantasy books I had been reading (e.g., The Books of the New Sun). A massive world with seven huge islands surrounding a continent that was also a city that was also two cities. One island was the gothic horror world. One was a Victorian magic school kind of world. One was more Mad Max post-apocalyptic. Another more mythical fantasy. Another more Lovecraftian horror. One more science-fiction-y. You get the idea. Each island was the personal domain of some ancient long-dead wizard who had structured reality to their own personal taste. No matter what sort of story I wanted to tell I could pick an "island" and drop characters into it. There were more minor islands I could make if I wanted to do something more one-shot-y. Over time, I could swap back and forth, have characters criss-cross in funny ways. 

I was already planning on using a few Advanced Fighting Fantasy modules and books and had an idea for a more traditional fantasy world being one of the islands. You can maybe figure out where this is going. 

What if the fantasy island/sphere/world was the same one that Shellyton had lived and died on? What if the "Harper's Quest" land was just a gateway to this more expansive forever-and-a-day Troika campaign, slightly channeled through an Advanced Fighting Fantasy lens? What if Barston (or, some two or three generations of Bakersfields later) might complete the quest and then get transported into this broad campaign? It tickled my creative juices.

It just was not quite meant to be...sort of... 

-- Barston Finds Humb and It All Changes --

One thing I wanted to do to prep for the above campaign was to introduce Mythic Game Master Emulator 2nd Edition into my HQ2 game. For practice. I made a rule that every rough scene needed to have at least two oracle questions: one to determine what had changed in the 10-year-gap between Shellyton and Barston. Another about whatever felt most appropriate. This will be important in just a minute. 

I had even more fun as Barston. He fought better, more smartly. I had gotten better and journaling and building in details. Battles were more tactical. Barston back-tracked, planned ahead. I pushed my comfort zone and had more detailed NPC interactions. I built in intrigues - two heroes of the land, a fighter of reknown and one of the great wizards - were entangled in this whole Evil Warlock business, a mystery Barston was trying to solve.

One of the descriptions I got was that there was giant footprints found in the forest. I took that a step further and made them GIANT footsteps. In fact, this whole HQ2 realm was not only an island in that upcoming-but-never-happened campaign but its founding wizard was a wargamer: he had made a world full of fantasy miniatures that he played out scenarios with, living miniatures that had been long abandoned and founded entire histories in his absence. Sometimes full sized people from one of the islands comes across the island and they appear as mountain sized giants. Fun, right?

The important change came right at the end of these sessions of track and backtracking through Ick. Barston finally finds Humb and before I roll on some dice to start generating that, I do a Meaning Table: City Descriptors and I get "Bustling" and "Commerce" and I wonder... "Wait, is Humb currently a bustling city full of people going about various merchant shops and such?" and get an Exceptional Yes result.

Suddenly, I decide to drop HQ2 and to effectively drop Troika because I realized what I wanted to do...

Barston Bakersfield got translated into an Advanced Fighting Fantasy character and Humb became a city under siege by at least two warring clans of Warlocks: each thinking they were the true followers of the legendary Malakar Brite. 

-- From One Random Oracle Result Came an Entire Year --

Could I have handled that one question differently? Sure. Humb could have once been a market town and now be just a random collection of ruins. No problem. However, that one question and my needing to stop and retool my whole scope was such a good thing. I "dropped" the immense, slightly pre-plotted conception of the mega-meta-campaign, technically. I worked on honing all the skills I could dealing with oracles, on-the-fly rulings, dungeon and landscape design, adventure tweaks, villain crafting, and detailed NPC interactions. I got a lot better at just playing to the table, ignoring tables when it was time to take the helm, and having lots of fun just doing my thing.

To put it into perspective, a world that essentially started out with three points - a still not really fleshed out "town from the valley," a forest, and a city from generations ago - has turned into, well, this...

In Part 2 of this Big Recap we'll look at how early adventures in the City of Humb led to a host of characters and working out how to actual play a sizeable solo campaign and then in Part 3 I will look at how it developed into its current state of a multi-POV campaign founded on a deep, deep mystery. Will that eventual answer be "TROIKA"? I don't know. I don't need to know. 
Just note that there are now dozens of characters, several towns and cities, some deep mysteries, some loose threads, and recently the start of a whole new religion. 
After these updates, I will return to the Bakersfield Chronicle (I took a month-long break after a campaign shift last session) and start playing again so later this month we should have posts and recaps about it showing up on this blog.
By the way, the above map was generated by HexKit using the Strange Tiles pack. This is not exactly an endorsement. I like it but I feel like the program probably needs an update (the files were last updated in 2019 it seems though the page gets updates more regularly). Still, it works for me.

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

 

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

- The Four Pillars and the Six Bowls - 

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

A quick note about my "Vote Dice" mechanic

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

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

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

- The Beastmen and the Bugs in the Bathhouse - 

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

- The First of the Marius Dead and the Key - 

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

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

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

- Wrapping Up and in Praise of Kelsey - 

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

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

 

One of My Other Campaigns

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

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

The Bleak and the Pearl

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

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

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

The Blue Grove Boys

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

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

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

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

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

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

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

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

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

The Lost Citadel of the Scarlet Minotaur, Part 1

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

The Labyrinth

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

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

Brell, the Ochre Jelly, and the Door

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

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

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

The Beastman Slaughter

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

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

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

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

The Minotaur Sleeps (and Dies)!

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

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

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

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

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

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

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

The Darkmantles and Their First Bull Statue

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

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

The End of Session 1

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

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