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.
Category: Solo Campaigns Page 5 of 7
<< 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 ==
- 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.
- 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.
- 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.
- INT check 13+3 = 16 to pass a DC 15.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- Rolled 3 encounter checks, all negative.
- DEX 19 + 3 = 22, passing the DC 18 difficulty.
== CREDITS ==
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).
A NOTE ABOUT SOME MISTAKES
Descending into the Valley of the Everburning Forest
The First Shrine
== MECHANICAL AND STORY NOTES ==
- Mr. "I can identify a monster in the middle of battle with a Nat 20" critically failed this check. Off to a great start.
- Rolled 1d20 to see how many slots it would take to carry: 9.
- 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).
- 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.
- 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.
- SoloDark, "Does anyone in the retainer camp know enough about repairing the tower to make a difference?" 12 --> Yes.
- 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 Everburning Forest
The Tower
Gnoll
spear (close/near) +1 (1d6), MV near, S
+1, D +1, C +1, I -1, W +0, Ch -1, AL
C, LV 2
checks, +1d4 damage (3 rounds).
Tome of Dead Words
== MECHANIC NOTES ==
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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).
- 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).
- Spent all the Karma trying to Inar stabilized. He has one more turn to live.
- 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.
- 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.
- Got a WIS 16 so tearing it down will require a STR 16, etc.
== DOUG'S NOTES ==
== 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 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.
Grobnir Fronk, the Cyclops
Grobnir's Sheep
MECHANICAL NOTES
- Reaction roll was a 5, so pretty hostile. Grobnir missed with a 2 but still did DEX rolls to see who stays mounted.
- 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.
- 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.
- 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.
- 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).
- 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.
- 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
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.
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).

Southern Plains Horses
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].
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.
MECHANICAL NOTES
- 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.
- (SoD) Does Denish want to expose Marr/Galfreet openly? 16 --> Yes.
- 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.
- 16 + 4 = 20. So a solid cast and fairly bright.
DOUG's NOTES
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
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)
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.
MECHANICAL NOTES
- 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.
- Just rolled 4 times on Random Realities to generate some syllables. Probably won't try and make any functional degree of Grunkheart's language.
- 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.
- 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.
- 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
CREDITS AND RESOURCES
- 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.
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).
Giant Spinder
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]
MV near (swim), S +5, D -1, C +2, I -2, W +1, Ch -2, AL N, LV 6.
MECHANICAL NOTES
- Tom got an 18 on spotting the door.
- This room will be +5 to the check of getting the sea water flow working more properly.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- I did a weighted d3. 1:6 = 10', 2-5:6 = 20', 6:6 = 30'. Got a 3 so 20'.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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
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 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
MECHANICAL NOTES
- 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.
- 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.
- 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.
- Had previously rolled that the tunnel entrance is above the line.
- "Will House Marius go along with the plan?" Yes, but...
- 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....
- 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.
- 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.
- 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.
- "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.
- 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
CREDITS AND RESOURCES
- 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.























































