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

Category: Solo Campaigns Page 5 of 7

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

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

The Bleak and The Pearl [SoloDark] Part 20 - Exploring the Lab


<< GAME MASTER PHASE >>

First, the matter of treasure and XP

10 Cultists, 2 Senior Cultists, 2 Horned Devils, and 2 Viperian Automatons later and we have not really adjusted for any treasure, boons, or such. ShadowDark page 117 suggests "Per treasure find, each group should gain about 10x their average party level in gold." Neither the devils nor the automatons would have treasure, per se, but the cultist should have something worth looting. The salamanders did not care for any trinkets they could find so left with their three resurrected members (and their two recent dead). The four adventurers though, should gain something. I have been remiss in giving proper monetary reward to anything they do so I am going to be a bit OSR about this and side on the "too much":

  • The human cultists had a variety of coins. Let's say 2d6x10 gold and 2d10x10 silver for 80 gold and 100 silver worth of coins. 
  • The one senior cultist had the gem of devil summoning (which broke) but the other had (from the level 4 treasure tables...): Copper flask etched with an owl worth 30gp. 
  • The automatons had no treasure on them personally but do they have parts worth anything? 15 --> Yes, but... it is worth 2d20 gold if the party can find someone wanting to buy it [plot twist, they are just going to give it to free to Cal so I won't even roll]. 50% chance of other treasure in that room... 64% so yes and the treasure is A Clockwork Dragon Doll (45gp). Is it functional? 8 --> No. So it is basically worthless and is likely only worth around 45sp instead [and will get left behind]. 

That is 3xp each from the treasure (roughly coming out to be 20gp and  25sp each, plus the flask). The gears from the automatons they will give away. The clockwork dragon will get left. However, in boons it is a different story. There were four rough challenges in the Everburning Forest. 

  • The forest itself (all the dragonsilk sidequests and such)
  • The salamanders who are one of the dominate rulers (strong but somewhat constrained in their area)
  • The cultists who are another (weaker, but covering a wider space)
  • Uuld Alloces who is the third (and perhaps most powerful, though commands the least space)

The friendship with the salamanders and Uuld Alloces constitutes a pretty major boon. They will get 4xp from this total. Not only does this give them a combined access to around half the valley but it also involves a being who personally knew Jonias Grunkheart.

This gives each of the adventurers 7xp for the past 3 sessions.

Now, The "Upper Floors"

Ground Floor


Upper Floor


Some Notes/Reminders

Rooms 1-9 were described (at least in brief) in part 18 - Entering the Lab. 10 (and parts of 19) were described in 19 - Fighting the Cultists. The reason the numbering jumps around is because the encounters with the salamanders, and the fight with the cultists, had the rooms entered into a non-standard order. I could have pre-numbered all the rooms but I did not because the nature of solo-play means I had no idea if rooms would even be visited.

A final note (for this section): the ground floor has a bit "blanked out" with a red spray. As said in the credits, a few pieces of the OG map will be excluded in this playthrough just to trim it for time. That was originally a series of secret passages that does not quite fit the flow, here.

For now, we will start with the rooms that are already defined from the above posts and go from there.


>> PLAYER PHASE <<

In the aftermath of the battle, the chat with the efreeti, and the leaving of the salamanders; the constant background noise of crackling wood and bubbling pools is practically silence. The adventurers have spent some time gathering up the bodies of the cultists, stripping them of anything valuable (not a whole lot, but a fair number of coins and one of the older cultists has a flask of some unknown liquor (no one is in a rush to drink it). Afterwards, the bodies were drug to the nearest pool of lava and tossed in while Tom and Rance spent some time hiding the tracks. Just in case any other cultists try to find out what happened to their buddies. All in all, the lab remained quiet in the meantime. [1]

The front door (bashed open at least twice and left generally open to the elements who knows how many times) is a harder repair. "Good enough to shut" will have to do for the time being. [2]

These basic repairs done, the quattro take time to eat, rest up a bit, and generally get their bearings before giving the lab a fuller search. They broadly agree to spread out a bit and search these top three floors since they got to see quite a bit of them before and during the fight. Tom and Grusk will take the vestibule. Rance and Inar will go and search "the theater" and its odd portal. 

While examining the ancient runes and bas reliefs in the pillars, and cleaning some of the ash out of them so that Rance can make a better catalog of them later, Tom comes across a switch on one and activates it, spinning a chunk of an outer layer away and exposing a...thing, inside. Once it might have represented something, but Tom mostly sees it as a misshapen hunk of gold. Which it mostly is. [3]

For now, Grusk and Tom leave the once-statues in place and turn their attention to the door in the east.

In the theater, Inar has found a mostly rusted out clockwork dragon. He plays with it a bit. The rails lead to the base of a "stage" (though the cart is not currently here, though a few odds and ends are scattered on the floor. Quill tips, bits of random guff. Like someone was packing in a hurry. On the stage is Rance who is examining the strange mirror like contraption and it's slowly swirling, warping image. 

"It's a portal," Rance says, grasping the basic idea behind fairly quickly. [4] Of course, any more complicated ideas behind it are going to take a lot more time to study. 

"This is where Grusk would say something like, 'Gale, want to make 5 gold pieces?'," Inar jokes and Rance agrees. 

"Yeah, and then would possibly just walk through himself to see what it is only..."

"Yeah?"

"Only...it feels off. I don't think this was activated by us being here which means it could have been running for 300 years. Like some strange beast sleeping."

"How do we wake it up?"

"I do not know. There are various notches and stones in the frame itself, and there are those...pipes? The ones attached to the...um, gears? In the wall?" Rance makes a broad gesture pointing out the really obvious but completely undecipherable mechanisms along the walls. "Those. I guess." [5]

From across the vestibule, they hear Grusk shout and Tom cry out in pain, and take off running. 


<< GAME MASTER PHASE >>

This section of two rooms was not initially mapped out. A lot of the ground floor is dedicated to prep of bringing and treating fuelstone. However, rooms #11 and #12 are a bit outside of that path. For #12 the SoloDark prompt pair was 20 Push 22 Obstacle + 04 Prevent 60 Trick. 

#12 will be an old meeting room, a place where some of the retainers up above who handled some basic work [what few there were] might mingle with the [again, few] who worked downstairs in the lab proper. Jonias did not work alone but he also was fairly solitary in this endeavor. As he became more focused on his final goal, this was kind of a place for him to talk and convince folks to stick with him. Did they stick with him? 2 --> No. Eventually, folks stopped trust him. The tricks being prevented and obstacles being pushed were their own complaints to him. By the end, it was just him, Uuld, and the automatons. 

To finish this out, #11 will be servant's quarters and a food prep area. #12 also served as a makeshift dining area when there people to eat. 

The room numbers are already weird so let's keep it going!

#12 The Meeting Room

In the era of Jonias building this lab and planning for it to be something of a meeting place for likeminded folks to gather and discuss the war against The Bleak, this room was something of a heart to the place. A place for people to meet and discuss the inner workings of the lab and its findings, but also a place for people from all tiers of the project to meet and eat and gather. 

A large stone table in an l-shape dominates the center of the room and smaller stone tables are in the southeast corner of the room. What chairs and other furniture were here have mostly given way in the hot, dry air. 

Two of the gaps in the north wall and a gap in the south wall has plinths with statues representing various Grunkheart personalities. These statues are actually automatons. At the time, Jonias meant them to be symbolic of the Grunkeart family serving the people. Now, they are in a similar mode as others in the base: guarding territory. Without the deactivation amulets (downstairs), they have a 2:6 chance of activating each round and attacking once either door to the meeting room is open. 

These serving automatons will be based off stone golems but reduced to LVL 5 as an encounter. 

++ Glitching Serving Automatons (3)

AC 16, HP 30, ATK 2 slam +4 (1d8), MV 1/2 near, S +3, D -2, C +4, I -3, W 01, Ch -4, AL N, LV 5

Each has a gemstone worth 30gp (each a different color sapphire: red, blue, green) to represent the Grunkheart family heart. 

#11 The Kitchen and Servant's Quarters

This area is largely decayed. Cracks in the outer wall have exposed the bunkbeds and simple furniture to lots of damage. Nothing of value remains in the rubble. The kitchen utensils have largely rusted and wasted away, with the water tanks going empty. What food left behind has rotted and dried to dust in the centuries since this place was last used.


>> PLAYER PHASE <<

Grusk pushes open the door and pushes his torch in first while Tom crouches down with his bow drawn. Lucifer's Breath has already been activated today so its glow has dulled to barely visible and his stash of arrows is running low (less than a full quiver remaining) but there have been at least a few surprises for the group in this lab. In the distance, the pair can hear Rance and Inar discussing...something. 

The room before them is largely dominated by a large stone table. The wall has remains of paintings, tapestries, and other notices but time has not been good to the decorations. Only a few scraps remain and it would require a lot of imagination to see the paintings for what they were: more of Jonias's vision. 

Entering into the room, dry and cracking wood scatters as the two adventurer's feet sweep along the floor. There is no hint of the smells of food or the presence of good cheer. This is now simply a room saved from some degree of decay by being sealed.  

Tom looks to a pair of statues on the north wall while Grusk makes his way to the south version of the same. Tom points to the gems in the chests of the statues and lets out a light cough with a clear intention. Grusk shrugs and then shines his torch light under the table. Not seeing any opponents and a mostly empty room, the half-orc is already starting to move on the next room. 

"Wait, wait, I can get this..." the goblin starts, realizing he is about to be the dark but also starting to get the red sapphire loose, when he realizes the blue-gemmed statue has turned to "look" at him and by sound, the green-gemmed one south is doing the same. Tom leaps back onto the table and shouts Grusk's name. 

All three statues are approaching the goblin on the table, moving slowly but deliberately. 

Grusk, holding the torch in his off hand, rushes in and brings Bloodlust down on the shoulder on the blue-gemmed statue but feels the blade bounce off roughly. These things are way tougher than he realized. In turn, the blue-gemmed statue turns and starts swinging wildly at the half-orc but is clearly still stiff and needing repairs to be at full functionality. 

"GET IN HERE!" Grusk shouts as he tries to work out how to get Tom down from the table and to safety. Behind the blue-gemmed statue, the other are pounding heavy fists into the stone of the table, sending up chunks and debris as cracks start to form on its surface. [6]

Blue punches Grusk in the gut but the half-orc shrugs it off and returns the favor. The blood red axe blade actually bites into the fuelstone body even if the damage is mostly minimal. Unfortunately for Tom, the red-gemmed statue manages to grab hold of one of his legs and tosses the goblin bodily into the wall, dropping him. The green golem gets to Tom before he can get back up and smashes the goblin head into the same wall, which takes Tom out. [7]

Inar runs into the room and sees Tom collapsed near the door. He casts Cure Wounds on the goblin and watches some of the wounds heal and hears some cracked bones knit back together. He then grabs Tom under the armpits and starts pulling the goblin back towards the door. Rance, caught off guard, summons forth an acid arrow while nearly whiffing it but has it cast into the back of one of the two on their way towards Grusk. It sinks in, but barely so. That statue turns around slowly starts approaching. 

Across the room, Blue is taking wide swipes at Grusk but the half-orc is keeping up. "I need LIGHT!" [8]

Green catches up to Inar right as the halfing is pulling his friend to the door but one swing misses entirely and the other glances off the armor and actually helps Inar to launch out into the wider space. Rance, keeping up his mental connection with the arrow, also flings out a magic missile into the golem's torso. These two are much heartier hits but the stone automaton does not slow down (well, it does, because its natural state of being is pretty much "slowed down"). 

Across the room, Grusk is warding off another attack when his arm is struck by Blue. He sees that Red is close by and begins backing out of the room so only one can fight him at a time. He embeds his axe in the golem's face and looks around for a place to the torch down safely. Noting a small shelf near the door, he shoves it there so he can pull his shield up. [9]

Tom comes up firing and lands an arrow in the body of the strange green-gemmed machine. Rance stumbles the acid arrow but does toss a magic missile and Inar slams the Crimson Star into the back of the thing. It is showing heavy cracks from all the damage. The damaged, "enraged" machine swings its torso around striking Rance and knocking the wizard back into the floor. The sound of a rib snapping can be heard. The other hand strikes Inar's armor but the halfling holds firm. 

On the other side, Grusk has almost hacked into the body of the Blue-gemmed statue and rendered non-functional, taking a punch to the face himself. The Red-gemmed statue is punching the wall, trying to collapse the door frame. [10]

Inar continues to bring his magical mace down on the green-gemmed statue with Tom landing an arrow directly through it's eyes. The statue stops moving and, after a few seconds, falls over. Rance gets back to his feet, breathing hard. 

Grusk keeps chopping away at Blue and likewise, that automaton ceases to function. The half-orc takes a step back, knowing that Red is still moving. It is not long before the sound of punching uptakes as the red-gemmed one starts punching through the still body of its companion. [11]

Tom runs into the room and sees the red-gemmed statue trying to punch the body of the blue-gemmed one out of the way. Tom shoots an arrow that misses (17 arrows remaining). Inar heals Rance as the seer runs up beside Tom and casts acid arrow. It hits the automaton in the back. After another pointless punch into Blue, Red turns around and starts lurching across the room towards the other three. [12]

Tom and Rance, reading the room, start running around the table to try and lure the automaton while they use long range fire. Tom lands another shot and Rance is able to keep up the magic barrage. Inar pulls shield and sets up position in the doorway. Despite their quick footed actions, though, the red-gemmed horror, eyes focusing on Rance, twitches for a second and then fully leaps over the table, landing between Rance and Tom. Rance bounces back, avoiding a hit, as Red starts chasing him around. 

Outside of the room, Grusk is aware of the change of plans and so leans back and kicks Blue down and out of the door and runs in himself. [13]

Red catches the fleeing wizard with one hand and punches him in the back as Rance cries out. This drops Rance's concentration as Rance speaks the words of the Misty Step spell and phases out of the automaton's reach. Tom keeps up the arrow shots while Inar rushes in to flow it down and smashes against its legs. Grusk leaps up on the table to and catch it by surprise and brings down his axe on the statue's head. [14]

Grusk misses as the statue turns around to face him, again, giving Inar the chance to smash the legs once more. They break off and the whole statue falls over into pieces. 

Catching their breath, the halfling manages to keep his focus in place long enough to heal both the human and the half-orc. The group debates for a minute whether to continue or to rest and once Rance points out that the seeing the fire-elemental, meeting the salamanders, fighting the one set of automatons, fighting the cultists, and then fighting these things was all in one day, they agree to rest. [15]

Night in the Everburning Forest is strange. The daylight is largely obscured by smoke while the night is almost entirely skipped by the orange and red glow that suffuses the place. On the ground floor of the lab, the light only comes through in places where cracks in the walls allow it. Rather than put up with the "nightless" aspect, the group decides to pull into the theater and pull the locking doors back shut behind them. The condition is in here is much better than the rest of the ground floor which suggests that nothing has been able to disturb this room for a long time. The night passes without incident. [16]


<< GAME MASTER PHASE >>

A super quick summation of the upstairs rooms. 

#17 is going to be the main suite of "upscale" rooms. Almost entirely unused. 

#14 is a smoking lounge. #15 is the water closet. #16 is the way up to the roof. 

#13 is 24 Block 23 Doubt: a display room of many wonders. There are a few things in the display cases. The only thing of value is a strange hatchling creature encased in a translucent stone (a find found in the mines). An ancient style trap attached to a mechanical blade is here. DC18 to disconnect. The exact value of this treasure would be unknown. 

#18 is a large room sort of like a large ballroom. The lack of other interest in the project meant it was never used so it stands as a strangely liminal space. Dark without windows, sealed enough from dust and smoke that overall it is good condition. 

#19 is the room that houses the special telescope. Again, the practical worth of this is immense but getting it out of the housing would require great effort and it would be...all the inventory slots. Think large Victorian style telescope with a domed roof overhead (though in this case, the roof is a large sturdier and harder to open without the proper mechanism. 

Did just three "room" rolls and besides the fire beetles in #4 there was 2 "empties" and 1 treasure protected by a trap. So the area is fairly empty. 


>> PLAYER PHASE <<

The adventurers spend the next morning crawling over the upper floors of the lab to make sure everything is secure. In a room of unknown purpose, to them, they find a whole nest of fire beetles just crawling around and doing fire beetle things. Even Grusk is feeling a bit less bloodthirsty today and so they seal the door back up, and pile some of the broken pieces of automaton in front of it. 

"Good luck, little buddies," says Inar. 

They find a room full of some sort of...armor. They cannot tell the purpose of it. And tools. In many ways, the fighting was the easy part. This is a place full of riddles with most of the answers burned away by the constant march of smoke damage and time. 

Upstairs, it is more of the same. Empty rooms. Lost plans. One room is the size of an entire house and is completely empty of all but stone. More bedrooms. Unused (presumably). A room with water pipes so bone dry it is hard to know if there was ever water in the room. 

The only two things of interest found is first the large telescope on the roof which sees through smoke like it is not there (and sees stars despite a murky sun above the smoke layer suggesting it is daytime outside of the valley). 

Secondly, there is a room that was passed through with the salamanders that is full of several display cases, mostly empty. Not all, though. Some have strange relics from the time of Jonias. The final days of the Barthic Empire. Exactly the sort of rubble that the salamander ruffians would not have even noted. One piece, though, is a strange relic of somewhere else. A creature in translucent rock like a carved egg. Tom works out the trap [17] and takes the relic out. Rance is not sure what it might be. Tom adds it to his bundle of holding (along with the three gems from the statue). 

After this, they realize it is time to go down into the underbody of the lab. With the exception of the "temple" (Inar's choice of words) or "theater" (Rance's choice), very little up here has any real indication of being the the proper workshop. Meaning things are only going to get more exciting for them as they head downstairs. 

"Time to find what else Jonias has in store for us..."


== DOUG'S NOTES AND COMMENTS ==

Starting this one, I was thinking that the fire beetles were going to be an interesting set piece to play with and then found out that ShadowDark does not have stats for those. I figured I could bring over the Basic Fantasy version with minimal tweaks only that version mentions (on page 68) "They are normally timid but will fight if cornered." The boys have shown, at least in part because of their worship of Gede, that they do not tend to fight animals unless is to protect themselves. Heck, they often try not fighting even people who attack them unless it goes south. In a session where they had more space to chew up on this, there might have been more description of them trying to empty out the beetles, but the other fight went a bit more punchy than I expected.

I made the automatons to be a kind of quick fight and in that way such things go it involved a lot of strategy and moving pieces. It was fun, no complaints, but I thought there was a non-zero chance the way the rolls were going that Tom might be the first actual death in the game. Inar, who has tended to be comic relief for most the series, got some great rolls in. 

This one does represent a mood-shift that I am on board with. The last few sessions (maybe even last dozen sessions) have been building up Jonias Grunkheart as a noble man of legend. This one represents something like the reality of that. Jonias was a legend but one who was a bit driven and needed people to sign on. The other houses were turning against him (except for the original other four of Grunce). He eventually faded from public eye, his great work on partially done. There is evidence all the way back to the development of the Monolith that he had plans for this even-bigger project that few ever excepted fully. 

Cal, in many ways, stands to be perhaps the better version of Jonias since he is all about building up a team that works together rather than relying on nobility. 

It's too natural of a place to end this here, before they start downstairs, so I will. 

By the way, the gems were +1 XP and the thing upstairs as +1XP. 

Bonus by the way, this is the first time I am moving away from the OG style of section breaks and just using HTML. With the changes to the color scheme hopefully this works just as well with feed readers as it does with people reading in the blog. 

== MECHANICAL AND STORY NOTES ==

  1. 19+3+1 = 23 INT check meaning it would take DC23 INT to spot the fact that the tracks were covered up. 3 wandering monster checks during this passing of time and all were negative.
  2. 6+3 = 9 DEX check. It won't be too hard for someone to punch through if they wish but it will at least cut down on the ash and embers wafting in.
  3. 19+3 = 22 to pass the check to find the secret compartments. 12-2 = 10 to fail the DC 15 check to realize these were the original models of the full fuelstone statues in the monolith.
  4. INT check 13+3 = 16 to pass a DC 15. 
  5. Is there some sort of control mechanism in the room to operate the mirror portal? 18 --> Yes. Using Knave 2nd and the "Mechanisms" table on page 17, got 91 Vacuum Pumps 65 Rack + Pinion. That's enough to get a good "aetherpunk" picture of the place. Is the clockwork dragon somehow related to the working of the entire room? 10 --> Twist. 72 Contain 76 Anger + 28 Expand 75 Dream. So..."yes" but yes in the sense that Jonias's frustration on getting the technology right was channeled into the construction the dragon to figure out certain Ancient building techniques. We'll give Inar a INT 15 (at disadvantage) check to see if he notices...and no, he does not. For now, the dragon is getting left behind. 
  6. Took two rounds before they activated. Tom whiffed the first check to get the gem loose but had figured out the latch right as they were activating. PCs got first go with initiative and Tom used it to leap back up on the table to put some space between him. Grusk is not able to equip his shield while holding the torch. He whiffs his attack. The golem whiffs its attack. The two (green and red) going for Tom have a massive table to navigate and they are not the quickest so they are slamming fists down at disadvantage to hit him (and are missing, tearing chunks of the table in the process). The table holds but each time it will have a greater chance of collapsing. 
  7. Golems win init. Blue gets a weak hit in on Grusk. Red, even at disadvantage, gets two hits on Tom leaving him with only 2hp. Is the Green on the opposite side of the table? 8 --> No. Green gets a final hit in on Tom. Tom has 4+3 turns to make his death save. Grusk does get a weakish hit of 6 points of damage against Blue, though. Rance and Inar are in route and will be here next turn. 
  8. PCs win. Grusk gets another hit in for another 7 points of damage. Inar casts Cure Wounds and gets a 17 to cast. Tom is healed up by 11 points and Inar starts dragging the goblin back out of the area. Rance has to spend two luck points but gets Acid Arrow shot into the back of Green for a single point of damage. Red and Green were slowly making their way across to fight Grusk. Red continues to do so, but Green is turning around and will be coming back across. Blue fails to do any damage to Grusk.
  9. Green hits low and fails to do any damage. Inar succeeds in a DC 12 STR check to pull himself and Tom out of the room. Rance maintains concentration on the acid arrow (5 points) and gets a magic missile cast (4 points) for a total of 10 points of damage to green. Red is still moving around the table and will join Blue next round. Grusk backs up to use the door so that only one statue can swing at him at a time. Blue gets another 4 points of damage on Grusk. Grusk, in turn, gets 9 points of damage (21 total). Blue is largely broken. 
  10. PCs go first. Tom hits for 2. Rance fails his concentration check but does get another magic missile off for for 4 (16 points total). Inar burns off the team's last luck point to get a hit but gets a crit (easy come, easy go). 2d6+2 = 7 points of damage (23 points of total). Green hits Rance for 9hp damage and sends the wizard tumbling. Then, on the back swing once again glances off of Inar's armor. Grusk gets another 8 points of damage on Blue (29 points of damage, leaving it barely functional). Grusk takes 4 more points of damage and is definitely starting to feel it. Can the Red one hit past the doorway? 7 --> No, but...it's going to try and punch through the wall itself. 
  11. PCs win init. Inar spends the last luck point (again) and hits in 5 points of while Tom lands another arrow and finishes off the Green-gemmed one. Rance makes a DC 12 Dex check to get back to his feet. Grusk crushes the main mechanism of Blue and then starts backing up, letting Blue's broken body act as a blockade Red has to navigate and buying him some time to prep. Red fails to punch through Blue 6+3 = 9 does not pass the DC 12 check to move the body. 
  12. PCs win init. Inar heals Rance back up to full. Tom runs into the door frame and fires a shot into Red's back but misses. Rance casts acid arrow and lands for 2hp. Grusk holds the line and waits. Red continues to punch through the body of Blue and still does not get through. 
  13. PCs win init. Tom and Rance run into the room and keep the large table in between. Inar stands in the door. Red is locked into Rance for now. Tom hits for 3 points of damage. Rance keeps up the arrow and adds a magic missile again (this time for 7 points of damage: 12 points total done). In checking to see if they stay distant, they roll an 18 (for Rance) and an 20 for Tom. They are keeping the table precisely in between themselves and the automaton which is tracking Rance. In a surprising move it leaps over the table (18 - 2 = 16) and comes down in between the two heroes [but does not score high enough to cancel out their maneuvering. Grusk gets WIS 15+1 = 16 to be aware that the tides have changed and now he has to punch through Blue. He kicks the blue automaton aside and will enter the conflict next turn. 
  14. Red wins init. Both attacks hit Rance (7 total damage). Rance drops his concentration and casts Misty Step to phase out of the room back into the vestibule behind Inar. Tom gets the hit for 4 points of damage. Inar gets a swing in for 4 points of damage (20 total, now). Grusk gets a nat 20 leaping up over the table to cut the distance down. Attack will be at advantage and hits. For 6.
  15. PCs win. Grusk misses. Inar hits and shatters the legs of the creature. It topples, broken. Inar passes both of his Cure Wounds tests and heals both Rance and Grusk back up. Chance encounter check was negative. Nothing outside was attracted by the sound of clashing. 
  16. Rolled 3 encounter checks, all negative. 
  17. DEX 19 + 3 = 22, passing the DC 18 difficulty.

== CREDITS == 

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

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

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


Photo of statue is by Hans Linde on Pixabay. Modification by me. 
      
The map is from Dyson Logos's "Temple of the Worm" series. There will be some slight modification on the lower levels because those go on longer than I need (so a few passage-ways edited out in some way or just ignored). As usual, I just sort of take each room as I see it so some of the drawn elements will not necessarily match my description.

The Bleak and The Pearl [SoloDark] Part 16 - Healing Up and Moving Out

A NOTE ABOUT SOME MISTAKES

It is clear I was a bit rusty on running ShadowDark combats after I went back and was checking off the notes. 1) The gnolls were suppose to be doing 1d6 damage, not 1d8. A few of the swingier parts of combat still might have gone pear-shaped but while it is likely that Inar would have been taken out it is very unlikely that Grusk would have also been knocked to 0HP. The gnolls had special spears. 2) There were several "misses" that probably should have been hits. Grusk gets a +8 to hit. He needed a 4+ to land. Inar needed a 8+. Tom needed 7+. I think I head in my head that they needed to roll a 10+ or so. 3) The enraged mechanic probably should have gone on another turn. Maybe not. 4) The gnolls should have had bows so it is likely early combat would have required the team to avoid arrows while breaking in, which also meant that the gnolls would have likely been more split by the first and second floors. All these things would have made for a different fight, one that required a bit more strategy but overall would have involved a stack less damage and scrambling.

The sum total of changes I will make, though, to balance out the fact that the battles was about twice as deadly as it should have been is to give 2 additional treasures and to rule that Tom's excellent roll to reseal the door means the party makes a recovery without the worry of a wandering monster. 

The two additional treasures (for a 1-3 level monster are): a bundle of 5 red dragon scales (5gp each) and a cracked handheld mirror (8gp). I think both of those make sense as stuff that scavengers might have picked up in the debris of an everburning forest. The smaller treasures will be +1XP each. The statue, if retrieved, is +3 (it is a fuelstone prototype). The magic book would be +1XP but somewhat valuable. 

Back to our regularly scheduled comedy of bad rolls and goofy GM errors.

"Tom, it's a fuelstone," Rance remarks while looking at the statue of a strange snake-human hybrid. Rance is going on the assumption that it is some sort of medusa offspring, possibly a local legend (and, alas, has failed to notice the tie into House Mistamere). [1]
The two of them are downstairs where they have been gathering bodies of gnolls, along with their particularly heavy and barbed spears and burying the best they can in the rubble. Both human and goblin are exhausted by this point. Upstairs, Grusk and Inar have been resting as best they can. Food, water, and time have worked magic but Rance has decided to wait until morning. Hence why they are take care of such tasks as honoring the dead and searching the area. 
The fuelstone in reality is a viperian orphid and is an old symbol of House Mistamere. As a fuelstone prototype it would provide definite information for Cal Grunkheart and his Lighthouse Keepers. It is quite heavy even though it is only a third the size of the smallest fuelstone in the Monolith. [2]
The team left a camp with some retainers back a mile or so from the forest to help transport them home, so if they can get it there, Rance wants to keep it. 
From upstairs, Grusk shouts, "Tom, come up here and check out this door!" 
On the second (and currently top) floor of the tower, the general decay is even further along. The sulfur and ash of the forest slowly dissolving the 300-year-old tower back into rubble. Ash and burned out embers cling to the portion of the floor closest to the stairwell up to the long-gone third floor. The gnolls used this area only a little. However, to the west side, a surprisingly sturdy door is half buried by rubble and at a glance seems to be have been unopened (and therefore, unlike the rest of this tower, not thoroughly ransacked by the gnolls). 
Grusk starts heavily moving some of the rubble and after a few minutes of sweat work, breaks through to the door itself. After watching Grusk sweat for that time, Tom goes up and starts working through the lock and manages to get it open despite the rust and decay on the metal. [3]
Downstairs, Inar has drifted over to where Rance is looking at the fuelstone. "Rance, can you feel the difference here, in this valley?" 
"Which difference is that?"
"Like a weight has been lifted off of my back for the first time in years." 
Rance stares over at his old friend [4] but gives the halfling a chance to continue.
"We were being raised as sacrifices. Some of our friends were sacrifices. Then you and Richarade escaped only he...well, anyhow, we met up with Tom and then Grusk and it was nice,  you know. Having a place where people did not want us dead quite so hard. You had your dreams and we came here and I have been mildly panicked ever since. Wondering how many teeth I have. Wondering if my heart was turning blue or some such. [5]
"Only..," Inar trails off. 
"Only we realize now that the Pearl also is changing us. Here we become something different. There we become more and more what we are. Evil cults become more evil. Powerful wizards become more powerful. Things changing into their truer forms which reshapes and warps them all the same."
"Exactly. We grew up becoming more halfling. More human. More orc. The old empire had people from all sorts working together. Over in The Pearl, the human-orc war is on the verge of starting. Halflings have gone to hiding in their various shires. We grew up thinking The Bleak was terrible but at least here people can change."
"Kind of forced to..."
"I know. I have been panicked about it until I woke up this morning, sore from all the fighting, and realized that my connection to Gede is stronger here than it has ever been. Not 'here' as in the Bleak, but here in this valley with the smell of sulfur and ash clogging my nose. I can feel HER right here...," Inar says as he taps his chest. 
"What Cal calls The Light. This valley and this forest was where the Ancients discovered the principle. A balance between the two great engines of Being and Becoming." 
Inar nods. "I think what I am trying to say that we cannot cling like Barnarcles on the edge of two great continents. The empire clearly had problems. But the people who fell from it, they need a chance. If Cal can get The Light solved, build up fuelstones to cover the land, we can fight back, make a new home."
Rance walks over to his friend and pats him on the back. "What are you going on about, I thought this was all settled?"
Inar responds, "I mean I think it is worth us fighting and risking death to give a chance for everyone to feel what I am feeling right now."
Tom comes downstairs carrying a book. "Looks magical, Rance, you should take a look." Tosses it to the Seer. It is indeed a grimoire with a handful of spells remaining legible inside. 
"What else was up there?" 
"Looked to be some sort of study or planning room. Maps and scrolls and books. Nearly all burned and broken. The air is harsh on paper and vellum alike. Doubt this tower will still be standing in another generation or two." 
"About that," says Rance, "Looking at this fuelstone prototype I am thinking that we need to go and get the basecamp and bring them here. Maybe one of them can help shore up the tower. Inar says the Light here is strong enough to be felt and that's significant. This area is safer from The Bleak than even Grunce. What's more, according to Cal's map there was a mine down in this valley where they harvested the original fuelstones. There might be more of that ore down there. We need to start working on getting this valley safe. You know, besides all the burning trees..."
Another day is spent tracking back to the basecamp and moving men and horses into the tower. A few have some knowledge of repairing structures like this one and will get to work on it while the adventurers are heading deeper into the valley to find the workshop. [6]

Descending into the Valley of the Everburning Forest

A couple of miles past the tower to the south, the terrain drops of fairly steeply and goes into the forest proper. The air is more foul, the heat more noticeable, and it is regular to find patches of everburning wood takes off as the primary vegetation. Any plants that are not resistant to fire will eventually catch fire after this point. 

Tracking down the switch backs into the valley requires a DC12 CON roll every half hour. A failure means a rest is required (of another half hour). It takes three such checks on the way down and five on the way up. As the body gets increasingly used to the harsh atmosphere, it becomes easier. One day of exposure drops the check to DC9. A second day drops the check altogether. However, a failed check without the subsequent rest will result in a cumulative -1 penalty to all physical rolls until a full rest is made. Any spells, items, or so forth that provide pure air will avoid the penalty but also prevent the ability to grow more accustomed to the atmosphere. 

At the bottom of these switch backs is the first of the "shrines" built by Jonias.

The four get to the floor of the valley covered in grime and sweat. It took them some time to make it down the path. [7] Looking back up the way they came, it is several hundred feet of rugged forest and rocky terrain. Some trees burn a gentle red flame that does no damage to the plant itself while pools of molten lava catch in a few pockets. Down here, the ground is very warm to the touch but the dragonsilk wrapped around the boots is doing wonders to prevent the heat from seeping too deeply, or too fast. 
Looking at the map that Cal copied from them, Rance tries to predict their next moves. "Looking here, the next general landmark will be one of two shrines Jonias had constructed."
"What were the shrines for?" asks Grusk.
"Unknown. Some of his notes are pretty vague. On a practical side, it marks one end of the valley. Then, tracking along some miles, a full day's travel at least, we will find the twin shrine. Assuming the old road remains in any condition. That's when we head north towards the workshop." 
The sky above is yellow and gray with smoke and steam but there is a definite sense of sunlight somewhere up there, illuminating everything in a strange orange tint. 
"How long do you think it will take us to hit the next shrine?" asks Inar. 
"Hard to say. If this was just a regular valley we could probably be there sometime after dark, pushing it a little. With this air and the chance of rough passage, could take us a couple of days pushing inward." 
Grusk gives some thought. "Ok. We check out this shrine and get a slight rest, then we push on until we need to camp."

The First Shrine

What was the purpose of the Shrine? SoloDark prompts: 65 "Confront" 54 "Spirit" + 08 "Resist" 87 "Help". Taking the second pair in a slightly different path (rather than "resisting help," more "helping to resist"), these shrines are something like buffers at the end of a road Jonias created that builds up a kind of energy loop from one side of the valley to the other. It creates a sort of barrier that both keeps the elemental spirits of the land from escaping but also helps to strengthen the energy inside the valley. 

Each shrine is a place of rest and towering over them are massive fuelstones, larger than the ones in the Monolith by far. Each shrine has one, looking together like a pair of cupped hands: left at the west shrine and right at the east shrine. Sparkles of The Light crackle along the fingers. Neo-Ancient technology, like the type that Jonias built in the Monolith, runs in the shrine even centuries later powered by this energy loop. 

SoloDark, are they able to turned or moved in any way? 1: Critically no. These things are massive and they and the shrine are made out of one huge chunk of fuelstone. How Jonias got it here is unknown.

SoloDark, did Jonias get it here? 10. 71 "Scatter" 14 "Light + 70 "Win" 99 "Shelter". So, yes. Jonias at some point in time (after The Lighthouse by technology levels) was able to harness Ancient technology to perform miracles at a level similar to the ancients. This means something else occurred to stop him from taking The Lighthouse to further extremes. OR that the Lighthouse has untapped potential. Maybe both.

SoloDark, did Jonias plan for this valley to become an extreme haven against the Bleak? 20. Critically yes. Grunce was a temporary stopgap. The Everburning forest was the ultimate goal. Why did it fail? Did it actually fail? Good thing the adventurers are going towards the library, eh? 

== MECHANICAL AND STORY NOTES ==

  1. Mr. "I can identify a monster in the middle of battle with a Nat 20" critically failed this check. Off to a great start.
  2. Rolled 1d20 to see how many slots it would take to carry: 9. 
  3. Rolled a 5 for pieces of rubble, requiring STR15. Took 8 attempts but got two crits along the way. Tom got through the DC18 lock on the first roll (because of course he did). 
  4. Something not brought up much since the very beginning of this campaign is that Rance and Inar were both children raised in a offshoot Cult of Shune and had a fairly rough childhood. They escaped and ended up being brought into the Shrine of the Blue Grove and raised alongside Tom and Grusk.
  5. For a description of what the impact of prolonged exposure to The Bleak can cause, see Intermission 3: The Effects of Exposure to the Bleak and the Pearl
  6. SoloDark, "Does anyone in the retainer camp know enough about repairing the tower to make a difference?" 12 --> Yes. 
  7. Without being too precise, basically everyone failed at least one check, requiring two additional stops (so around 2.5 hours total, making it now close to midday of their first day into the valley proper). Tom and Rance both a critical success on the last check [which everyone passed], giving back two Luck Points and showing they are getting used to the atmosphere (+3 to their rolls). I made two encounter checks and both came up negative. 

== DOUG'S NOTES ==

Going to end this one on the story note since 1) that will be more interesting than having them in a stone structure full of ash and dust and 2) the next stretch will almost definitely involve an encounter with the Salamanders. This one went a bit harder on exposition than I realized but it is nice to start pulling some threads together. 

When this campaign started the essential plan was to do a series of dungeons generally leading up to some mishmash story stopping some cataclysm once the guys got strong enough. It quickly shifted towards the "cataclysm" being Grunce's Lighthouse failing. It took me something like two months to work out (in play) why that might be. The opposing energy of Being and Becoming will destroy the people whichever they choose. Only by restarting the Ancient's technology to harness that energy is there any chance that people will survive long enough to maybe set sail to other lands and rebuild. 

The loss of Grunce would be a final nail against the last storehouse of knowledge of how to truly fight back. Except now, there is a potential other source. The birthplace of the the fuelstones that channeled new power to the Ancient machinery by harnessing alien technology left behind and fused with their own. The ability to create a Light which sustains instead of burns out the balance of energy around it. 

== CREDITS ==

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

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

The illustrations are created by me using GIMP and Hex Kit (featuring the Lil Hex Pack and Strange BW Hex Pack). The sources of the images I edit to make the "two color" splashes range from personal photographs to Pixabay Stock Art to a few old pieces generated by ChatGPT/Dall-E (though I am planning to generate no new AI content for this blog due to a lot of reasons).

The Bleak and The Pearl [SoloDark] Part 15 - Entering the Everburning Forest

The Everburning Forest

In his youth, Jonias Grunkheart was fascinated by a strange stretch of land two days travel from the Grunkheart Manse. In old tongue, it was the Tarulukki Ran: the Valley of Sulfurous Smoke. In the distant past, before the Barthic Empire had largely pushed aside all Ancient Technology and buried it out of fear of a Third Cataclysm, the Ran had been the site of contact. This fact Jonias found in scrolls written in Pre-Barthic tongue that his family treasured above everything else.

Something, a creature of long eyes and many teeth, had arrived there. Seeking tarulang: now known as sulfur. The Ancients and the Outsider built an engine to pull great rivers of molten earth up to the surface and harvested from the destruction. The scrolls do not make it clear whether or not the outsider got what it needed. The next story takes place hundreds of years later. A young techno-priestess named Elizin Urnlight, attempted to save the everburning valley by settling the eruptions and by creating an entire ecosystem of flora and fauna that could survive the sulfurous atmosphere. The roots of the unburning trees helped to heal the stones and eventually the lava ceased to flow so freely. 

Thus the place of fiery death became Tarulukki Ran, a place where the air was harsh to breath and the heat was unbearable to many, but a place where life could grow. 

As Jonias grew older and had begun gathering the great families into the new city of Grunce, forming the Pentarchy to fight back, he knew their final stand would be brief without a weapon against the Bleak. The rumors had been ignored for too long and the amount of soil left free from the spreading darkness decreased by the day. 

He went into the now nearly forgotten Ran and built up a network to tap into Elizin's network of lines and conduits of power, barely understanding the science he used but desperate to harness it to his own ends. At the spot where the machine had once been planted to cleave the earth into fire, Jonias built a workshop. He believed there was a source of primal Light, there, a energy left over from the Outsider, which could be harnessed and elevated and magnified. The same light that Elizin Urnlight had used. 

There he met an outcast Efreeti named Uuld Alloces and made a pact with the creature of fire. He would leave the valley to Uuld with the old technology still potent enough to keep the Bleak out. 

After a tense decade where the Pentarch was under siege not only by the growing number of refugees and the Bleak-filled monstrosities beginning to increase in frequency, but by other great houses from now destroyed cities who demanded their own right to rule. At a time in which the five core families were on the cusp of losing Grunce, Jonias managed his last great miracle. Five fuel stones carved from the rocks of the Everburning Forest to channel a form of Elizin Urnlight's forgotten technology into a singular source: the Lighthouse. 

Where the Light shines over the city that was once the Grunkheart Manse, the Bleak cannot encroach. 

While two days ride away, the Ran still sits in acrid yellow smoke and things entangled in that ancient magic seek a way to leave. The very mystical technology that gave hopes to the last bastion of a crumbling empire weakened the original version of the techno-priestess's great salvation. Different things crawl there, now, things that might grow in power if the Bleak can find a way in...
The Everburning Forest is a place of feral magic where a great working has destabilized natural order and given forth to great energies. In the core, a hole to another place has allowed strange creatures to come forth.  At that place, a group of people long twisted and broken by exposure to the nearly toxic air and high heat have dedicated themselves to the worship of Them. Placating Them so They will be content with a small grove. [Worlds Without Number (WWN): Ruins Tag --> Feral Magic + Wilderness Tag --> Devil's Grove]. 

The Tower

At the top of the valley there stands a tower once used by Jonias Grunkheart to store supplies while he struggled through the rough air and heat. 30' by 60' at the base and rising four stories in the sulfurous, it was much more a wayfinder than a defense of any strength. In the three hundred years since, the top two floors have been eaten away and collapsed into the path. 

At its base, two paths stretch. One east along the side of the valley and one south down into the depths. The east-most path quickly splits with a north trail going to one of the crags and peaks surrounding the valley while the trail continuing east goes to mines used by Jonias once to harness the mystically-infused stone used to carve the fuel stones. 

The tower is currently home to a group of nine gnolls who have been gathering old equipment and junk from the tower. 

Gnoll

AC 12 (leather), HP 10, ATK 1
spear (close/near) +1 (1d6), MV near, S
+1, D +1, C +1, I -1, W +0, Ch -1, AL
C, LV 2 

Rage. 1/day, immune to morale
checks, +1d4 damage (3 rounds).

The gnolls know the way through the path to the south but do not go far into the valley to avoid conflict with the Salamanders and the other things which live in the valley. 

The most recent find by the gnolls is a strange statue of a viperian orphid that has been buried under rubble. It is made out of the same stuff as the fuelstones and represents an early draft worked out by Jonias: a symbol of House Mistamere before the design was perfected and the four statues of the non-Grunkheart houses were replaced by replicas of Pentarch leaders (the fifth, the Cyclops, is carved like a large version of Jonias with a single eye looking up into the base of the Lighthouse, the only non-human variation). 

The tower has otherwise long been ransacked by the gnoll tribe and mostly filled with their own refuse and junk. However, in the second floor is a locked door (DC18 DEX to open) which has been closed off by collapsed rubble (DC15 STR to move one of the pieces of 1d6 rubble). Inside, most of the books and notes used by Jonias have been long destroyed by the climate but one magical book, a Tome of Dead Words remains. 

Tome of Dead Words

Contains each of the following scrolls: create undead, magic circle, protection from evil, and speak with the dead. Can also cast Turn Undead but on fumble draws undead to attack the holder. 

[ShadowSpark (ShS) Treasure 8 and Dungeon Encounter Card 41. Increased number of gnolls to better fit party size and altered the powers of the Tome slightly to make using it more a threat]. 

[Doug's Note: In the interim since episode 14, the quartet have gained and had made dragonsilk cloaks, boots, and gloves. These will get advantage on saves versus fire and will (in notebooking terms) make it where "incidental" checks versus heat are not required. I was not going to make those, anyhow, so there you go.]
"Krs'kal'k SHEBAK!" shouts the voice from the tower and the four adventurers come to a stop. 

"You would think we could sneak into a lake of fire without so much hassle," quips the shortest of the four, the Halfling Inar Gale. Invoker of Gede. Jokester. And a person who decided around six months ago that the adventurer life might not be for him. 

"It is the little things, Inar, we should cherish them. By the way, do you recognize the language?" The person asking the question is Rance Uffolt, the Seer. Human and walking encyclopedia for the group. Also the person who's apocalyptic dreams lead the group to a city called Grunce and got them involved with protecting the last major stronghold of civilization in the Bleak.

"No, you?"

"Yes. Bugger. Goblin. Guess I'm doing the talking, then. Umm, Binoshi chok? Akka NObak?" After a minute, screams and angry shouts can be heard inside as rocks and rubble are flung, ineffectively, at the adventurers. [1]

"And what did you say, Uffolt?" asks Grusk Obe, half-orc Barbarian. Many assume he is the group leader, including him. He at least makes it his business to be the group's big brother.

"They asked us to leave and to go away. I said that we were not worried about them and would pass by the tower. Roughly speaking."

"Roughly," says Spotted Tom, the fourth and final member. A goblin Outlaw. One half of the Inar + Tom comedy duo. Also the moral compass of the group. 

"I kept my sentences short just in case but it was something like 'We stay, Nevermind Tower' which really is ripe for misinterpretation now that I say it out loud."

Tom looks at the others and says, "We can ignore them mostly. If they had bows and arrows I am pretty sure they would have already shot us."

"I don't like having enemies at my back, Tom." Grusk is friendly enough but there's a reason he carries an axe called Bloodlust

The group talks a minute and with the exception of Tom decides that having folks potentially stalking them or gathering reinforcements or somehow blocking off an exit would be a bad idea, so now they make plans for attack. [2]

"Uffolt, watch our heads, shoot anyone who tries to brain us with your magical sparkles," says Grusk before slamming bodily (and painfully) into the rubble to knock through the door. Inar and Tom help. Only a minor dent is made. Inside, they can hear the creatures' voices tracking downstairs. "So much for a quick entry," says Tom. [3]

It takes a surprisingly long time for the group to bust their way inside with Grusk finally punching through (and pushing back two gnolls were keeping the door shut). He lands inside as Tom and Inar pull and push bits out of the way to get a more even shot. [4]

Grusk erases one of the gnolls behind the door from existence with a single chop while one of the others gets a glancing stab against Grusk's side. Inar rushes in to help while Tom and Rance prepare for long distance fire the next turn. [5]

Grusk returns the favor by removing his stabber's head from its shoulders and pressing deeper into the fray. Inar and Tom miss their shots while Rance's magic missile catches a third. The enraged gnolls have come to some consensus to focus on the halfling and one of them manages to stab Inar deeply in the guts. [6]

A very angry Grusk fails to connect as Tom's arrows and Inar's swings go a bit wild. Two more stabs catch Inar who collapses. Grusk barely notices that he, too, has been hit. An acid arrow flies out and strikes the already injure gnoll. [7]

Grusk drops his shield and shoulders aside all but one spear thrust and he brings his now double-handed axe deep into the chest of the gnoll who struck down Inar. Tom whispers the activation word to his bow, Lucifer's Breath, and the arrow flying out catches fire as it strikes another gnoll. Rance keeps the acid arrow burning inside his victim as he follows up with a magic missile and another gnoll falls. With four gnolls down and another one injured, the five remaining Enrage and press forth with the attack. [8]

Grusks whittles the remaining down to four with another heavy blow while Tom puts another arrow into his target and drops that count to three. Rance dives in to start tending to Inar as the bleeding Halfling is at the edge of death. The gnolls are being pushed back by Grusk and are unable to get him with their spears. [9]

One of the remaining three gnolls gets a hefty stab into Grusk's chest while both the half-orc and goblin fail to keep up their tally. Rance stops the bleeding and starts pulling Inar back through the door to safety. [10]

Grusk's delaying tactics have cost him dearly as the half-orc hits the ground himself. Rance shoots off another acid arrow which is especially potent as it slams into the chest of the one the remaining gnolls. Tom tracks the same target and lets' loose another flaming arrow. With only two left alive, the remaining two gnolls push past the Seer and Outlaw and start fleeing into the forest. [11]

Rance runs in and rips off Grusk's platemail and staunches the blood flow. 

Tom enters pulling Inar back inside and begins rapidly building the ersatz door he helped tear down just a few minutes ago [12] . Rance is covered in the blood of his friends and surrounded by dead bodies. The Seer had just managed to keep his friends alive. 

The goblin sniffs, upset but as always hiding his anger behind a joke, "I told you attacking was a bad idea." 

== MECHANIC NOTES ==

  1. Unless I am missing it, Gnolls don't have a language specified. I rolled a 15 on an INT check for Rance (+3 for 18) so I figured it's a language he does know. Goblin being one of them. Unfortunately, with Rance's -2 and a reaction roll of 4... this means the Gnolls are going to be extremely hostile. 
  2. Vote Dice. Gave everyone but Grusk a d6. Grusk got a d8. Rolls 4+ were for attack. 3 to 4 with Tom being the only vote no. SoloDark, Is the door still intact (disadvantage)? No. How intact is the not-intact door? 1d6 --> 5. So the gnolls have piled bits of the long corroded door and rubble up in a way to make a door. STR15 with 4 total success to get through it. Otherwise DEX15 to get up to the second floor windows in anything like a successful fashion with gnolls jabbing spears. 6 of the gnolls (just rolled a d8) are on the second floor, leaving only 3 at the bottom. However, this will change depending on sneaky the characters are.
  3. Only one success on the first round of rolls. SoloDark, "Do the gnolls start running downstairs?" 18. So yes. In 2 turns all 9 will be on the bottom floor.
  4. Took 4 turns which gave the gnolls plenty of time to prepare. Grusk ended on a nat 20, so he is a bit more in control. The others will have issues joining in on this turn of the battle. 
  5. Grusk gets a crit. With Bloodlust, that's a minimum of more HP than a Gnoll has. All the gnolls missed but one who got 2 points of damage. 
  6. Another crit by Grusk. A crit by Rance. Misses for both Inar and Tom. All gnolls chose Inar as a target and one of them got a critical (!) hit for 14 points of damage. Inar is very hurt. 
  7. Inar takes another critical hit (only 2 doing 2 damage this time) but then a regular hit that drops him to 0. Only Rance's Acid Arrow hits and it only does 1hp damage (leaving that gnoll with 4). 
  8. Grusk will be AC16 but do more damage. Tom has 5 rounds with his bonus. Inar has 3 rounds to stabilize (failed the first time). 
  9. Spent all the Karma trying to Inar stabilized. He has one more turn to live. 
  10. This is the last round of the gnoll's enrage. They do make their morale check, though, and will keep pushing the fight the next round. Rance makes the stabilize roll (finally). Tom and Grusk miss but one gnoll gets the hit with the +4 damage. Grusk is ALSO hurting. 
  11. Grusk is downed and only has one round to go. Rance is going to have to get to him. Luckily Rance's own critical hit gives him a slightly better chance to stabilize the orc. 
  12. Got a WIS 16 so tearing it down will require a STR 16, etc. 

== DOUG'S NOTES ==

Considering the last fight (versus the technically more dangerous cyclops) went really well it seems the tides needed to change. Two downed heroes kept alive at the very last second in both cases. Since the group will need to regroup and next time will pick up with a few checks for random encounters (which will be bad) while the other work on protecting their friends. This is the closest this campaign has gotten to new characters. 
Current plan is to have the The Bleak & The Pearl posts go into a weekly cycle. Sunday's at 5pm, my time zone. 

== CREDITS ==

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

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

The illustrations are created by me using GIMP and Hex Kit (featuring the Lil Hex Pack and Strange BW Hex Pack). The sources of the images I edit to make the "two color" splashes range from personal photographs to Pixabay Stock Art to a few old pieces generated by ChatGPT/Dall-E (though I am planning to generate no new AI content for this blog due to a lot of reasons).

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

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



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

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

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

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

Grobnir Fronk has a second eye. 

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

He is afraid what it might answer back.

"So, what you are saying..."

"Yes."

"Is that you want us to take out a cyclops."

"Yes."

"That has killed a couple of your...um...tribe." 

"Our clutch, yes."

"So you can eat some sheep?"

"Right!"

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

"Not that nearby. But, yes."

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

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

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

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

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

Grobnir Fronk, the Cyclops

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

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

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

Grobnir's Sheep

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

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

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

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

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

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

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

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

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

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

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


A few days later...

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

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

"I do not hear shouts or riots in the street." 

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

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

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

"You believe, us, then?" asks Rance

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

"Wait, did you?" 

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

MECHANICAL NOTES

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

DOUG'S NOTES

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

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

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

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

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

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

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

If you survive.

And if you can find a buyer.   

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


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


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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

Southern Plains Horses 

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

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

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

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

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

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

"It does not have to be very big. I am not very big." 

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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


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

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

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

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

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

"Excuse me?" says Rance, looking to his friends. 

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

MECHANICAL NOTES

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

DOUG's NOTES

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

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

On Being and Becoming and the Fall of the Ancients

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

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

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

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

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

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

On the Bleak and the Impact Upon Those Within

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

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

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

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

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

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

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

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

On Borders and Shores

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

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

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

DOUG'S NOTES

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

The Bleak and The Pearl [SoloDark] Part 12 - The Grunkheart Golem

 

Doors to either side are locked and require DC18 DEX to open.

This is a 40' by 30' research library with a 20' by 10' alcove along the south wall storing many important texts about the running of the Monolith and about experiments towards fighting the Bleak. [SoloDark (SoD): 99 Rest 16 Information + 73 Assist 41 Danger]. The books are still in generally good condition, partially because of defense system installed which was also once an assistant used in running the complex.

In the center of the room is a strange stone automaton (the Grunkheart Golem, aka "The Librarian") connected to the floor with four rotating wheels that spin upon a central axis. The top wheel has four mouths and four ears and four eyes and can answer questions as well as communicate. The eyes reflect the mode/mood: red = attack, blue = processing, green = librarian, black = off. They are currently in red mode. The Librarian is waiting for a passcode to back into its processing and helpful state.

The second wheel down has 3 long and articulated arms capable of reaching 15' out from the center. They are equidistant around the wheel and each arm can strike for 1d10+2 damage. They hands attached (with seven digits) are capable of retrieving books from the shelves as well (but not the more restricted alcove). 

The third wheel has four orbs which extend out on thin arms if needed. Red casts Hold Person. Blue casts Telekinesis. Green casts Protection from Energy. Orange casts Wall of Force. 

The fourth wheel, closest to the ground, has enough space that it can rise up and slam down. The bookshelves are designed to absorb this impact. 


The Grunkheart Golem (The Librarian)


AC 18, HP 40, ATK 3 slam +8 (1d10+2) and 1 slow, MV none, S +6, D +0, C +6, I +3, W +0, Ch -2, AL L, LV 8 Golem. Immune to damage from fire, cold, electricity, or non-magical sources. The bottom wheel's "pound" causes all targets in near to require DC15 CON or speed halved 1d4 rds. For the four orbs, spells are at +2 to cast.

Three questions about the current state of The Librarian (SoD Oracle):

  • Is it still fully functional as its original function? 17 ==> Yes, but... requires repair.
  • Does the House Grunkheart still have the password required? 4 ==> No. This requires a trip to somewhere else.
  • Will it be mindlessly aggressive? 5 ==> No, but... it will defend the library.

The strangest door off the main Artery, as Rance calls it, was once brightly colored and still retains some elements of its glory after all these years of water and weathering. It is better sealed than the others, giving no indication of cracks or taint, still resisting mold and decay. The front has a series of interlocking wheels that make up some sort of opening mechanism the adventurers have not seen before. Despite time spent listening, no one has heard any sound from inside. 

On the door, in very faint letters, are markings in a complicated language that neither Rance nor Tom recognize. Terk mentions that some of the oldest books in the library in the Lighthouse use this text and Cal has been trying to decipher it. Progress is being made but more about the language is lost than found. Tom's theory is that was a secret code for the five families to communicate about the construction of this place. [1]

Now that the other avenues are starting to get explored, Grunce wants to knows what is behind the door and tasks Tom with getting opening while everyone re-kits after backing away from the large crocodile's lair. 

It eventually takes Tom, Rance, Nelf, and Terk some time to figure it out before the proper arrangement of wheels is made and the door releases with a deep hiss as the space beyond depressurizes. The siblings pull back and stare at the adventurers. 

"You're up, bigun!" Tom calls to Grunce who stands, takes a breath, grips his axe, and pushes the door open. The room beyond is a library. An extensive one. Rance almost forgets himself and goes to walk in but Grunce pushes him back. "Watch it, Uffolt, this place is full of surprises." 

One such surprise is in the middle of the room. A...structure. Like some primitive totem full of strange angles and shapes. Four wheels of differing sizes have been stacked on top of each other. The bottom one thick and heavy. The top one smaller and covered in strange carvings that look like a parody of the human face. Another one near the bottom with four orbs and a fourth, above this, wider than the others by a notch, with long...appendages. 

As the door is pushed open and Grusk is standing there holding the others back, the thing begins to "wake up" as some of the shapes in the primitive face start to glow red. The long appendages stretch out just a bit and start to resemble complex arms like those of some strange giant bug trying to imitate a human. The wheel with the four orbs starts to spend faster and faster while the heavier wheel on the bottom lifts up. 

In on time at all the thing seems to be fully "on" and one of the shapes in the face-parody starts barking in an unknown language: "ERIYL TOROL....ERIYL TOROL!" [2]

Grusk, entering the room, shouts back: "Yes, yes, Eriyl Toural." Then stops as the "four orbs" disk stops and points the red orb at him...which flares and then turns off... before spinning back around to the Blue orb and Grusk flies back past the door and slams into the others. The half-orc manages to twist with the movement and prevent anyone from suffering more than embarrassment. [3]

The door slams back shut and moments later, when reopened, Grusk finds himself running into an invisible wall. Despite the "barrier", the calls of "ERIYL TOROL!" are followed by "FARON IX!"

"Well, this is a funny thing," says Inar. 

***


Rance and Tom sit around with Cal Grunkheart around the oversized stone table on the second floor of the Lighthouse. Outside, the sounds of Grunce night can be heard in the distance. Yet another festival being thrown by Mayor Marr to distract the people from the encroaching darkness threatening to devour the town. The drunk calls and loud shouts as the city folk let their worries free. 

Gryffin Grunkheart and Father Marnit enter the room. The young guard officer tosses an old scroll on the table in the direction of Cal. 

"Here, cous, this is what mother gave me." 

Gryff, a junior member of the officers of the Grunce guard, is Cal's cousin and middle son of the Lady Moreena Grunkheart, current matriarch of the House. Once the party had returned to the Lighthouse and told Cal about the strange door and the even stranger contraption inside, Call summoned Gryffin to talk Lady Grunkheart to find out if the current House library has any note about the commands or passwords to control the machine. 

The library in the Monolith potentially will answer all the questions the Keepers have about saving the light. [4]

Unfortunately, Lady Grunkheart was unable to find anything conclusive about how to get past "The Librarian," so the team has to take a different approach. Hence the scroll that Gryffin tossed to Cal. It is a map. A few miles northwest of Grunce is the Everburning Forest, a place of thick trees and constant smoke from fissures deep beneath the ground. Somewhere in there, and the map shows roughly wear, was Jonias Grunkheart's old workshop where he studied and puzzled at pre-Barthic technology that later formed the basis of the Lighthouse and the Monolith. [5]

Cal looks over it and then hands it to Rance. Rance and Tom look over it and then call in the other two who had been playing cards in the next room with several Keepers. 

"Pack your bags, boys, we're going on a walkabout." 

MECHANICAL NOTES

  1. Is the language an actual secret code? 9 ==> No, but... it is an old Barthic language that was largely lost by the time of the construction. Not secret, per se, but something from the past. Jonias was tapping into some old technology/lore when he built this place. 
  2. Just rolled 4 times on Random Realities to generate some syllables. Probably won't try and make any functional degree of Grunkheart's language.
  3. The Librarian failed it's Hold Person spell but managed to get the Telekinesis off. Grusk made his DEX save to prevent from damaging himself and the others. The Librarian gets the Wall of Force spell to seal off the room. 
  4. I'll save any rolls related to that fact once they figure out how to get past the Librarian or ending up fighting and destroying it though the thing hits like an absolute truck.
  5. Is the map easy to read? 9 ==> No, but... it shows enough details to get them roughly to the spot once they actually explore. 

DOUG'S NOTES

Tried my best to create (in GIMP) a rough sketch of The Grunkheart Golem. I think it works ok. I want to start working in more and more of my own illustrations to this even though I absolutely suck at it. 
Once I got a "boss monster" in a room right off the main "artery" I had a slight problem about what kind of "boss" would be around 30' away from action that has already taken place and not yet involved. I decided it would either be a cool, higher powered undead, or some thing more "magi-tech". I basically flipped a coin and then got to work making a weird golem that turned increasingly weird. I went from wanting it to be a "fight" to something that could be worked deeper into the lore. I spent half the time of this session doing a very prep-is-play format. 
From here we will try out the first hexcrawl of the series which is kind of exciting for me. It will be a bit more of a "point crawl" than hex crawl but I have ideas. 
The name "Everburning Forest" was because I just used a quick "generate a site name" and it was "Immortal Fire" or some such and I wanted to "bleak" it up. There's been a building towards the classic trope of age-of-technology becomes age-of-magic and I am down for it.
With something like an hour of writing and designing some the backstory, the actual play here is at a minimum but so it goes. The GM-Doug + Player-Doug aspect offers opportunities like that.

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. 
The page of the Voynich Manuscript (an inspiration for the strange pre-Barthic language that will be featured in this next bit) was taken from the Encyclopedia Britannica and has the caption: "Botanical or pharmaceutical illustration, Voynich manuscript (page 99 verso), 16th century; in the collection of the Beinecke Rare Book and Manuscript Library, Yale University, New Haven, Connecticut.
Beinecke Rare Book and Manuscript Library, Yale University." 
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 11 - On Waterfalls in the Dark, Painting the Past, and When Fighting Is Best Saved for Another Day

Room would be 30' by 20' except for the sharp angle cutting through the eastern wall. Said angle has a secret door. [ShadowDark (ShD), Room Contents = 2, Empty]. The room was once [SoloDark (SoD): Secure Dream || Acquire Secret] a measurement system for the whole Monolith. Vials and dials are upon shelves and alcoves, pipes and other conduits are built into the wall. None of the equipment functions any more [SoD: Does equipment have any spark? Disadvantage: 2, No]. 

Roughly 80' corridor. [ShD, Room Contents = 1, Empty]. There are two alcoves showing very old and decayed artwork. Just visible with some effort [SoD, Are any details still presently visible? 19, Yes, but...] (on the left) is a shows a bright scene of dragon flies flying in the foreground while in the background a wave of darkness destroys the land [Random Realities (RR): 5,1 --> image element of dragon fly + wave]. The second (on the right) shows a obelisk with a light floating over it while all around darkness presses in [RR, 4,5 --> obelisk + lightbulb]. These are the paintings of Jonias Grunkheart showing off his early understanding of the Bleak pressing in on Grunce and the whole of the Empire. 


Rance Uffolt looks around the room in clear excitement. "Ah, this is very useful. This looks like one of the rooms that was originally used to...INAR, no!" The latter shout to try and discourage the halfling shaman from pulling a pipe out of the wall. Inar Gale looks back a bit sheepishly and then pat the sensitive equipment a couple of times to show no harm done (and to hide the fact that he had pulled it slightly out of alignment).


The room the group find themselves in was once either some sort of control room or a measuring station. Mildew stained glass runs in tubes along the walls (and some are smashed upon the floor) while dials filled full of mud just barely show an arcane system of measurements. Bottles and metallic scoops and other cylinders that seems to have been used to store something lies in disarray on the floor and across the metal, rusted tables. Basins long rusted into gaping holes are connected to some of the complex clusters of the tubes and vials. 

Considering its proximity to the entrance, this room could have been either to measure the salt water flow that makes up the "blood" of this construction or instead be something that actually handled some of the energy flow into the Lighthouse, above. 

Unfortunately time (and sea water damage) have not been kind to the room. It has held up more than some of the others they have explored but only just. Rance and the Keepers will likely be able to make use of it but it will take weeks, if not months, to fully appreciate what this room did and how they can use it. Something to bring up to Cal (this being Cal Grunkheart, Jonias's descendent and the reason they are here: to save the ancient Lighthouse that has long protected this region and stopped the Bleak from spreading across the Gray Channel). 

"Check this out," says Spotted Tom as he explores a patch of wall over to one side, one now covered in roots and black mold. A few pieces of old piping are still attached to it but none of the more solid pieces. As he pushes against it, the whole bit of wall slides out. [1]

Rance comes over to explore the opening and figures that maybe some of the tubing could be run out from here into the chamber outside (where the salt water flowed) to better collection some samples. He makes note of this and recommends they spike this door open to help this room air out. He'll get Nelf and her brother to take a look (Nelf and Terk Haskins are two of the more senior Keepers handling the exploration of the Monolith). [2]

Grusk Obe, the half-orc warrior, beckons to the far door. He has been spending the last few minutes slamming his shoulder into it to try and get it open but has had no luck. "Tom, see if you can open this." With a little bit of fiddling, Tom figures out the locking system and gets it open and the adventurers go deeper into the complex. [3]

Past the room, they find themselves in a corridor with steps going up. Along the righthand wall they see a couple of alcoves and in them are large oil paintings that have just barely survived the decades of decay. 

The first seems to be an idyllic scene. A sunlit day. Only in the background a town (possibly Grunce itself) is being washed away by a dark tidal wave. 

"I can't make out the other one," Grusk says before Tom steps up and replies, "It is the Lighthouse, I think. At least an artistic rendition of it. A shining light in the dark that is consuming the rest." [4]

"These are either by Jonias himself or he had them commissioned. Like a reminder of what this Monolith was built for...why they were fighting," says Rance, walking back and forth and staring at both. 

"That or what they lost," says Inar, an uncharacteristically downbeat proclamation from the usually mirthful halfling.

A 50' by 70' room with open archways on either side. The room's original purpose was for [SoD ==> 78 Sacrifice 62 Pain +  14 Assemble 35 Asset] training purposes. Soldier's would gather here to train and stay in physical shape. In the chance the town had evacuated into the complex, this is where they would have maintained some physical discipline. Now the training dummies are rotted and sagging and the gear is largely decayed. 

The sound of water can be heard trickling to the south. 

The room inhabited by a Giant Spinder (ShD, Room Content --> 5, Solo Monster. Spinder was rolled on the random creation table and given two mutations). The creature looks like a cross between a large spider and a porcupine. It can shoot spines from its back up to distance near. Each spine is poisonous but due the projectile state the DC to resist poison is CON 9. On a natural roll of 1-3 on a d20, the spinder has its last ready spine though it can still attempt close range attack. They hunt their pray by hiding along ceilings and getting a sneak attack. 

(Note: the Spinder is currently sleeping [ShD Random Encounters: 12 --> Sleeping].)

Giant Spinder 

AC15, HP25, ATK 2 Spines (ranged, near, on nat 3:20, it is out) +7 (1d6 + poison), MV near (climb), S +4, D +1, C +2, I-2, W +1, Ch -2, AL N, LV 7.  

Poison. DC 9 CON or paralyzed 1d2 hours.
Sensitive to Sound. The spinders many spines act to pick up sounds and can aim at targets not facing it (making it dangerous even to approach from behind) but this also means that loud sounds can confuse or disrupt the creature. It needs to make a D12 WIS check to avoid. 

Tom sees the dead body of a gar folk warrior on the floor. Desiccated with several large spines sticking out of its back. The goblin raises a fist in the air and signals the others to hold. Looking inside, he can sense something is wrong but not make out exactly what. [5]


The group backs up down the hall a good space away, slightly past the oil painting of the obelisk. In an absolute whisper, now, they talk about Tom's fear. "Something killed that gar and since it looks like said something ate his insides I don't look forward to joining them." 

Grusk grumbles, as usual: "It's easy, we send Gale in at a run and whatever chases him I will chase in return." 

Inar takes the jest in relatively good humor but says maybe they should go back the other way for now. The halfling ends up outvoted. In quick succession, Rance wraps himself in Mage Armor and Inar gets a Holy Weapon spell cast on his and Grusk's weapons. The halfling's voice might be shaky but he stays resolute in his faith. [6]

Rance hands his glowing staff to Tom who goes ahead and wedges against a wooden figure once roughly human torso shaped so the room is lit. Tom looks around the rest of the room. More of these torsos - training dummies going all the way back to this Monolith's heyday are rotted and decayed past use. Punching them now would have your hand sink inside and you'd end up with a splinter or worse. 

A few archer targets and other training gear are on the walls and floor. This area was above the main waterline so the decay (and smell) isn't as bad here. 

Tom sneaks across the room with the the plate-mailed half-orc holding back. He senses that something before he can see it but is unable to get fully back in time as a spine shoots from the back corner and stabs him in the shoulder. [7]

Seeing this Grusk runs in (along with Inar) and they square off against a large spider...thing...coming out to face them. The size of a pair of horses lashed together, its back is a series of large and dripping spines. "Do you know this one, Uffolt?" Grusk asks. 

"No!" Shouts Rance while already casting the first of soon to be many magic missiles. [8]

The creature shoots out two more spines with one glancing off of Inar's armor but the other catching Grusk in the arm. It does not slow the half-orc down as he runs across the room and chops at one of hte large front legs. Inar uses the half-orc partially for cover and dives past him to bring his mace down on another leg. Loud cracks can be heard. A magical arrow flies out of Rance's hands and strikes the creature for even more damage even though Tom's aim is thrown off by the spine in his shoulder. [9]

The creature starts climbing up the wall and is able to get out of range of the adventuring party. [10]

From this position it continues to shoot its strange poisonous spines. Another strikes an enraged Grusk while the other hits Rance closer to the doorway. Grusk looks around to find something to throw and decides to throw the most obvious answer: his axe. It flies up and strikes the ceiling but does not make contact. Inar takes this time to hunker down behind one of the training dummies while Tom lets loose more arrows: still missing. "Acid Arrow!" Shouts the wizard as a green, acidic bolt shoots forth and strikes the spider. Which causes it to screech and become even more aggressive. [11]

Grusk runs and grabs up his axe and throws it again, this time missing so hard the axe - Bloodlust - embeds into the ceiling. Inar has completely gotten under cover and so Tom and Rance try and make up the difference. Tom manages to get an arrow into the spider beast and returns the earlier favor. Rance sweats as he wills the acid bolt to burn through and soon enough, it does. The creature, dying, falls from the ceiling and collapses into a twisted shape. [12]

"How the hell do I get my axe back?" 

***

While Grusk is ranting about his axe being stuck in the ceiling Tom makes a discovery in the corner near where the spider thing was resting. A collapsed marble pedestal had a large amber "egg" with a wyvern hatchling inside. Made to look the size of a wyvern egg (and roughly 50lb) this decoration is a rare survivor of the various wealths and treasures that likely once adorned this place. Tom places it in the bag of holding and then tries to help Grusk out by looping some rope around the axe. While he is able to hit the axe with the tossed rope, the blade is wedged too deep and keeps slipping out of the loop. [13]

Grusk agrees to head back to the base camp and see if Terk still has scaffolding and can help. [14]

This platform juts out a just a few feet over a underground river. Down in the water below, a number of crocodiles can be seen sleeping blindly in the dark [Room content itself = empty, but this explains where some of the crocs are coming from]. Claw marks show where occasionally one of them makes the climb but they are slow to try most days. It is nearly 30' down to the water. In the distance, another platform is visible but in the dim light it is hard to make out clearly. 

In the past this room [SoD Prompt ==> 47 Lose 12 Time + 70 Win 94 Luck] was a place to relax and enjoy the flowing water below. People would toss small trinkets and coins in, many of which have been washed away. Some remain, though. If anyone braves the crocodiles, they will find still in the gravel 25 gold pieces, 40 silver pieces, and a polished pearl worth 40gp. 

Crocodile stats are on page 203 of ShadowDark. 

[Does the river flow into the channel? [or, if "no" from the channel] ==> 10, twist. RR 3,6 Ambient Noise + 6,6 ==> reverberation of sound... so no, it flows from here into some large cavernous space, possibly notes for another day.] 


This 55' corridor ends with a door back into the main flow chamber, sloping down a few degrees at a time. This corridor is cracked and sunken and silt and mud still retains a few inches of water around halfway and a few feet of water at the far end (water that will flow out once the door is opened). The smell is poignant because an absolutely massive crocodile considers this to be home and has grown increasingly agitated as the water has drained. In another week, this behemoth will move back to the river (above). 

In the mud near the croc has bones of many victims and some washed up debris. A copper flask with an owl is covered in patina but represents an old Grunce emblem and is worth 30gp. There is 20% chance for an additional treasure on the 0-3LVL chart. 

Big Croc

AC 16, HP 30, ATK 2 bite +4 (1d8),
MV near (swim), S +5, D -1, C +2, I -2, W +1, Ch -2, AL N, LV 6. 

Entering into the hallway, the four note the sound of loud water to their right and carefully walk over to investigate it. Here, the sound is much louder than before with the air feeling humid, but in a much less stagnant way. Down below, at some distance, the light of Rance's staff shows the eyes of several crocodiles lounging against the bank. 

"A...waterfall?" Rance asks, no one in particular. 

"So you are telling me there's a waterfall the goes deep...under...a large body of water?" Inar asks, as confused as everyone else. The two continue to stare into the darkness, noting another platform across the way. Considering the dangers of being lost into the darkness below and swept into some madman's dream of a functional water system if you do not get eaten by a dozen angry crocodiles, they silently and mutually decide to not worry too much about getting across for now. 

"The crocodiles climb up here," Tom says noting where parts of the platform have broken off and form a steep but relatively gentle slope (only 50 or so degrees instead of the normal 80-90). 

"Then let's not tarry before you three end up lecturing me about the morality of eating croc eggs, again," says Grusk, already heading south. 

***

"This way," says Rance, looking at the rough map and the updated notes he has been taken," should head back towards the central artery." 

A gentle slope down in this place means that like the staircase from the previous day, mud and muck and debris have had time to build and the smell of the stagnant and fungal water is pretty strong. There is something...else. 

Grusk tells the others to stay behind him. He has had this smell in his nose before. "Croc," he says. Moving forward he prods the water in front of him with his axe. Then raises his fist in the air to stop the others. 

"There." Where he points is the largest crocodile they have seen. 

"It's not far from the others, maybe we can...I don't know...bonk it on the nose and then lead it back." Tom makes a smacking sound on his own nose by way of demonstration.

"Bonk...the giant crocodile?" Asks Inar. 

The four begin having a debate while the crocodile stares on, suspiciously. Mouth open as a threat, but also not approaching the four strange things.  [15]

After a few minutes the party makes plans to leave some food at the end of the tunnel, double back and leave some more food near the edge, and then maybe check on the croc in a few days once they have cleared other parts of the complex out. [16]


MECHANICAL NOTES

  1. Tom got an 18 on spotting the door. 
  2. This room will be +5 to the check of getting the sea water flow working more properly. 
  3. Have been rolling 1:6 to see if the doors are locked. That one was. Grusk whiffed a few times to get it unstuck using STR but Tom got through with a pick locks. 
  4. Kind of minor but I did DC15 checks for the characters to see if they could make out the paintings. Grusk + Inar only passed the first painting. Tom only passed the second painting. Rance passed both.
  5. Goblins cannot be surprised. However, I rolled an INT check by the spinder and got 19-2 = 17 and neither of Tom's "Spot Hidden" rolls hit 17. So...the spinder has hidden itself well. Still, he can sense something. 
  6. Took a couple of rolls on the Vote Dice but eventually all BUT Inar decided to push forward. Inar rolled a 16 and 19 for the spell checks so he is well good. By the way, a "hearing check" on the spinder came back with a 7 total so the spinder is not hearing them and is well asleep. 
  7. Even giving the sleeping spinder disadvantage versus waking up at Tom's sneaking, the spinder rolled a 19 and a 20. Then, again, at disadvantage to shoot the war goblin, two high enough rolls landed. Tom takes 4 points of damage but makes the save to resist the weaker poison. 
  8. Rance studies the creatures of the Bleak a lot and so gets DC[N] rolls based on how common. In this case it would be DC18 and he did not make it. 
  9. Spinder wins imitative. Missed Inar but got a hit on Grusk. Only did 1hp of damage and Grusk saved the poison. Grusk and Inar both hit doing a total of 15 points of damage and taking the spinder down to below half health in a single burst. 
  10. I did a weighted d3. 1:6 = 10', 2-5:6 = 20', 6:6 = 30'. Got a 3 so 20'.
  11. Spinder wins initiative and makes its morale check. Goes up high and keeps picking away. Keeps getting hits but rolling crap for damage. Tom and Rance the ranged attackers but Tom misses. "Can Grusk use anything on the floor as a weapon?" No. Throws axe. Treat it as a dex based roll AND at disadvantage. It misses. Inar cannot do much but hide and wait to cast some healing magic. 
  12. Heroes won the init roll. Grusk made another throw but this time got a Nat 1 so it's funny to imagine a magically sharp axe being able to chop through stone. Inar got a 18 on his hide roll so I think he'd be good if the fight went on. Tom finally landed a shot and that left the spider with 1hp overall which Rance won by spending a luck point to maintain the acid arrow. 
  13. Got the wyvern egg out of the 7-9 treasure table. At first thought it was too big for the bag and then realized that it should be roughly a 1 slot item, just a chunky one. Tom made the roll to toss the rope but I asked the oracle "Can they get the axe back without help?" and got a no. 
  14. Can they get Terk's scaffolding into position? Yes. In fact, Nat 20 so very yes. It's quite portable and might be used in other places. This was taking some time so I skipped head about an hour and rolled 3 wandering monster checks. All were "no." Rance re-ups his light spell. 
  15. Reaction Roll = 7, Suspicious. The team generally has tended to lean towards trying to minimize chaos when the creature isn't outright attacking them so I figured I'd play it down to a reaction roll. 
  16. Made a somewhat collective INT roll and in the way I've been doing used the highest (i.e. Rance's) to see if they could hit DC12. No. Even spent a precious Luck token. So, they don't really have a plan. However, an oracle test of "Will the crocodile leave the tunnel and go back to the others?" ended up with a 20. So, very much so yes. And, in general, that giant croc will actually be somewhat "neutral" to the party. Basically as silly as it sounds I'll give the crocs +2 reaction rolls to them. The dumb dumbs earned it.

DOUG'S NOTES

Fun fact, I have 100% been calling Rance Uffolt "Uffort" in the last couple of sessions. Ah, well. I'll fix that in post sometime. 
Real life got a bit in the way of me making this any longer but it's a decent spot to end it for today.
I realized some of my frustrations I talked about in the past session were due to an interesting aspect of this campaign. For most of my campaigns and one-shots, the scenery is simply an extension of the characters. A temple or a school yard or a old factory are set pieces for a campaign mostly about what the characters do and in principle the flavor might shift if the characters were in a different place but I can add in just enough flavor to make it interesting for myself and maybe others. 
While I love world building, during actual play I tend to like to world build in the context of characters. 
With this campaign, the place the adventure takes place in is another character especially in the context of this complex/Monolith. Some rooms are empty. Some are full of stuff. Some had an important role in the old days. Some have an important role now. The method of making up the rooms as the characters are in the room while also properly building up a narrative  and just dealing with a sense that the dungeon is too full of things in order to have something to write and do kept itching at me. My usual approach of "just focus on the characters, everything else is background" ended up with me having the weird stuff like the gar folk encounter get kind of out of hand. 
Thus, I have decided this campaign will try a dual approach. I'll take a moment to build up a few rooms and be in full GM mode working out oracles and tables to make interesting encounters and background information for 1-3 areas and then I will swap into player mode to lead the characters through it and do it in such a way that GM-Doug and Player-Doug are not necessarily seeing eye-to-eye even if they both want to tell an interesting story. 
The GM-mode flavors the Player-mode for sure but it gives me time to work out the mechanics and the ideas and the history without having to essentially do both. The dungeon gets to be a fully fledged character which has improved my mood greatly. It takes more time but it enables me to make a better world and that better world enables me to tell a better tale. 
I like it because in potential I could build a dungeon in this method, strip out the stuff I did as the characters, and still have something like an adventure: albeit one built by oracles and madness. 
As it should be. 

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 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 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]. 

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