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.
On the Nature of Calendars and the Geographic Location of an Insignificant City Growing in Power
Imagine, if you will, we are floating a mile or so over a relatively insignificant place, geographically speaking. Below us, there is a decently sized island at least a week of sea travel from the various centers of Allansia's society.
By Allansia's calendar, it is the Month of Reaping of the year 288 AC. Earthsday to be precise. Night time shadows the Forest Ick.
It is a time where across the ocean, great heroes have overthrown mighty villains like Zagor and the Lizard King while others then go on to let loose ancient stone giants to ravage the lands east of Blacksand.
However, where we currently are, floating over the Island of Phillia, the War of the Wizards had only the slightest of impacts. There was no "Chaos" for there to be a "After".
The Bad King Phillic and his rebel kingdom was for sale and no one bought it. At least his inability to gather dark forces matched the ineptitudes of his moral teachings and The Bad King Phillic is mostly known for bungling a few bumper years of crops and once failing to cut a ribbon properly while unveiling a statue of himself.
We are not floating over whatever remains of Phillos, once capital of the island. Instead, we are somewhere roughly in the south of the middle of the island, and down below is a city. The City of Humb. During the day, you could see that Humb has been growing a lot, recently. New streets and lot of new buildings are cropping up. Farm land now stretches north and south along the River Eos. The old road that once connected the Valley Towns to Phillos is being rebuilt.
Some scholars debate whether Humb is a corruption of "Hub" or of "Humble" but in reality, both camps are wrong. Humb gets its name from a strange hum that once could be heard in the region. Before it was Humb, it was Sennasal: a holy site dedicated to Sennas, a God of Art. Humans and elves created great art and discussed how the land seems to have been a place of giants. It was a golden age of creativity and scholarship for the region.
Then, something occurred. We will get to that, shortly.
When it was Sennasal, there were no months. Time was reckoned in 13-day cycles each known after a shade of purple (Sennas has many, many names for colors). Each day was a shade of pink. Each hour a shade of blue. Years were marked in shades of green. Groups of seven years in shades of yellow. Orange was the color of eleven seven-year cycles. Subtler hues named longer and shorter cycles. The calendar was a sing-song collection of gradients and often these colors would be baked into current art to date it. Being able to read these dates is an art (pardon the pun) lost to time.
A Brief History of Humb
Then, roughly forty years before the end of the War of the Wizards, the event occurred and something crashed down into the land and destroyed much of Sennasal and the Faith of Sennas. Some years later, a few farmers set up homesteads along the Forest Ick and remarked upon the humming sound, and they became known as the People of the Humb. One of those families specialized in cooking the food and in time were called the Bakersfields. The set up a series of restaurants and hearths visited by growing numbers of travelers.
Trade along the River Eos and the Old Road brought in new people and made trade decent but never quite so strong. But Humb endured. Legends of strange sights and sounds were common. The Moonstone Ruins, a remnant of a Sennas holy place, became the center of Humb's biggest festival. The waters flow out of it in a array of colors and change the shades of Eos. Once a year, these colors erupt so vibrantly that even those not trained in the subtle hues becomes aware.
In 234, the mayor of Humb, Malakar Brite, conspired with his warlock followers to try and turn Humb into his own kingdom. At least this is how Shellyton Bakersfield remembered it. Shellyton was only a child at the time. The Bakersfields fled west through the Forest Ick and joined the Seven Tows of the Valley.
In 272, Shellyton decided it was time to travel back through the Forest Ick and battle Malakar Brite and get revenge for the poor people of Humb. Alas, Shellyton died in battle versus the Red Warlocks.
In 287, his nephew, Barston Bakersfield, traveled forth to find what had happened to his uncle. Barston was more successful in surviving the forest and made his way to Humb, expecting to find ruins and corruption.
Instead, he found a bustling city.
ANOTHER Brief History of Humb
In this history, Malakar Brite was a somewhat minor mayor who took Humb from a large town to a small city, in part by codifying the various guilds that ran the town and giving them increased power. Brite passed with honors but is largely forgotten. The guilds are the powers that be with the city mayor being largely in charge with organizing the unions together.
And in this version, the Warlocks are a warring band of two groups - Red and Blue - who have closed off Humb in a thin blockade choking off progress. They are working based off missives from Malakar Brite who, in their version of events, is with the Gray Warlocks and is trying to find a true successor to his teachings.
People are going missing. The city is struggling. Trade is decreasing. Religious temples are emptying of followers and holy relics.
Barston navigates his dual-vision of a destroyed town and a sieged city. He finds a nearly forgotten Temple of Sennas. He inspires the Printer's Guild to keep growing in power. Eventually, a fight with the Temple's Guild exposes that that Guild is being run by the Order of Illker. A merchant's guild who has been using the history of Malakar Brite to send fake commands to the warring Warlocks.
A version of Malakar Brite that makes no sense in this world.
Barston undergoes personal sacrifice but breaks the backs of both warring factions and ends the siege, allowing Humb to start growing again. He then goes into seclusion to restart the religion of Sennas.
In the back of his head, he realizes there's a weird truth here. Humb not only has two (or more) written histories, it might have multiple histories in reality. Different versions of the ruins, town, and city existing together and finding a balance. Some have more factions of Warlocks. Some have other ruins and monuments. Some have giants. Some are centers of trade.
And somehow this might be related to Sennas and the event.
== DOUG'S COMMENTARY ==
This is a bit of a strange trip down a long memory lane going all the back to my Barston Bakersfield beginnings. I've mentioned before but that was a long campaign with two different beginnings and part of the reason I stuck with it is because the ruined-town-of-Humb ended up being a bustling city because of a single goofy oracle roll. Several plot lines got twisted and changed thanks to the randomness of dice. Nowadays, with more solo-play under my belt I would have tamped that down a bit but at the time I was playing what I thought were the rules.
At peak, there were four tribes of Warlocks. At the end, there was two. At peak, Malakar Brite was alive and well. At the end, he is most likely dead. The Forest Ick was both a fairly practical forest and a mythical place.
My final few sessions started building up a theme that somehow the worship of Sennas in the region caused multiple "paintings" to occur. One session's canon being rewritten was not because I had screwed up and failed to follow my own notes but because reality had shifted in the region. Heh.
As I get ready to launch the Barston Bakersfield series on the blog, I want to start with a different focus, though. Alice Hunter and her band of "unofficial guards". Humb is still reeling from finding out that most of its guards were part of a plot to kidnap and ship off people and the most powerful Guild in town was tricking Warlocks into sieging the town to drive up prices. Alice, Lun, Nadya, and Chungly are four characters from the very end of the Barston series that will form a kind of comical detective agency to try and fill in the gaps as the city grows beyond its capacity to control.
== CREDITS ==
This series is played using Arion Games' Advanced Fighting Fantasy and Tana Pigeon's Mythic.
There are a lot of other sources that get brought into play and have been used in the fairly extensive worldbuilding at this point. It would be hard to carry on without acknowledging the tools that made such a long campaign possible (and are still part of the world and its lore):
- JoyPeddler Games: Harper's Quest 2
- Ben Milton: Knave 2nd Edition and Maze Rats
- Cesar Capacle: Random Realities
- Conjecture Games // Zach Best: Universal NPC Emulator Revised
- Madeline Hale: Table Fables
- Matt & Erin Davids: Several of the Book of Random Tables
- Kevin Crawford: Worlds Without Number, Stars Without Number, and Scarlet Heroes
- Chaos Gen // Duncan Thomson: various lists and tables
- Raging Swan Press: Several titles from the GM Miscellany and 20 Things Lists (Dread Thingonomicon and Dread Laironomicon)
- Third World Games: Into the Wild Omnibus
- Rory's Story Cubes
- A few products by Philip Reed
Others as noted.
As always, I prefer splash art that gives themes and ideas rather than being designed to be a precise illustration. Other art comes from various human-created public domain and royalty free art packs or is made by me. Maps are made with Hex Kit, Gimp, Canva, and Google Drive tools.
Special shout out to all the original artists of the Fighting Fantasy and the continued work by folks like John Kapsalis who are big inspirations for my own mental images.
Splash art this time is "Village Hilltop Town" by MemoryCatcher on Pixabay. Alterations by myself using GIMP.
In my previous post, I shared a possible first/quick session to learn about the basic core concepts of Mythic Gamemaster Emulator 2nd Edition. However, by the nature of the beast, that ends up being a lot of words and might not be the easiest document for people who like things more at a glance.
Thinking about that, I've created a companion document (thanks, Canva) that generalizes it more, uses fewer words, and formats things so the key words pop out harder:
It takes the same seven steps with essentially the same advice but there are fewer words for each. I am releasing it CC-BY but really most of the core content is taken from Tana Pigeon's original advice and flow (I did alter the order in which certain concepts show up).
A Rough Gameplay Loop
As part of that document, I included a page at the end that you can get in the PDF but it is meant to show how I use Mythic in a gameplay loop to generate my scenes and content. Eventually I'll write up a bit about some my ups and downs with Mythic but that will likely be a couple parts down the road.
After posting this, I ended up making a shorter, more visual version of this post and shared it as a pdf at: The Seven Steps in a More Visual Format + Gameplay Loop. You might want to glance there afterward or even first and then come back to this one.
The Problem of (Solo Play) Freedom
I see regular posts with people asking some variation of the question: "I have Mythic, now what?" By extension, the question can be read, "How do I roleplay by myself?," but that's a broader a trickier topic.
A slight glitch towards answering the second question is that there is not one answer. If you ever read the strange web-comic of some years back, A Softer World, post 391 asked the question "What can you do with a drunken sailor?" and then answered with, "Man, what can't you do with a drunken sailor?"
And, that, in a nutshell, shows one of the central problems with communicating the core of solo roleplay. You can play roughly whatever you want and how you want it. More so than group roleplay though, where some rules and systems are in place just to emphasize the group nature of it all. For some Forever GM types, where creating a stack of encounters is a Saturday night, it might not be too hard of a transition. For others, realizing they are standing on a great blank page can be intimidating. We are all strange and beautiful artists but getting that first brushstroke of paint down can be daunting.
A tool like Mythic provides a wonderful framework (one that I have used for many hours of my life and had great fun) but if you picked it up to be on par with How to Solo Roleplay 101 then you might get confused just trudging through the table of contents and the opening bits and seeing phrases like "Fate Chart" which is somehow different but similar as "Fate Check," Then there are words like "Meaning Table" and "Random Event" and "Interrupt Scene" when you are kind of hoping for a "Step 1," "Step 2," and so forth type language.
The idea of this post is to start with a fairly generic example and with each step to add a few Mythic pieces. This is one approach. It might click for you.
One caveat, though, is that it assumes that you have either Mythic or One Page Mythic (at least) in front of you. If you do not, I will include some free-form variations of things but this is largely intended as some showing off some basic and key concepts that I enjoy in the system.
I will break down and hopefully gently explain what I consider to be the important elements by a kind of "real world" example of a fairly typical roleplaying session (not just a solo one, but also a solo one). In order, the concepts I will go through are:
- Fate Chart
- Setting and testing expectations
- Adjusting the likelihood of a question
- Using Meaning Tables
- Adjusting Chaos Factor
- Scene Checks (with Altered and Interrupt Scenes)
- Building Adventure Lists
- Random Events
- Wrapping Up a Plot Thread
Step One - Someone Walks into a Bar (aka, Trying out the Fate Chart)
Pick a game. A genre. A character. Any will do.
Use a character you already made. Use a pre-gen. Make one up with quickstart rules. In whatever game/genre you pick, imagine "a bar." This is the classic starting spot of many stories:
- A tavern along the road in a fantasy world
- A cantina on an alien world
- A saloon in the Wild West
- A jazz-era speakeasy in Arkham
- A fancy club in Victorian England
- A dockside dive in an 80s city
- A black-light infused synthetics distillery in a cyberpunk future
- A tent serving moonshine in a post-apocalyptical camp
Wherever this is, whenever it is, and whichever character you are playing: they are about to walk into a "bar" and they are going to do something. Think up a single task they have to accomplish. For instance:
- Meet a contact
- Drop off a package
- Look for strangers
- Pick the pocket of some rich patron to get some cash
- Assassinate a target
- Hide from the authorities
Using that character, in that world, trying to do that task: think a bit about this scene and what sort of things you (and your character) expect to see, to hear, to witness in general. You do not have to come up with intricate backstory or details, just come up with a few base-line assumptions to get a decent mental sketch. If you like, write it down, map it out, or describe it out loud. Mostly, just have it in mind.
Setting and Testing Expectations
Tossing aside all the specialized language, the dice rolls, the threads, and lists you can think of Mythic at its core being a system (see also: framework, structure) all about helping you as a solo player to set and test expectations. There are tools to help generate some content in the Mythic books and magazines and such, but largely your first step is to have something you want to do that Mythic can help you to test and track. There are times where Mythic will say your expectations are not quite right, but you start with some ideas and grow from there.
The First Fate Question
Now that you have a character, a location, a goal, and some basic descriptions of what is happening: think up something you are not sure about or one of the details that might be wrong. You are not going to answer this, you are going to let the dice answer this. Examples include:
- Is there a band (or other live entertainment) playing?
- Does the bartender (etc) know your character?
- Has a fight broken out at the bar?
- Does the bar have a private location to accomplish the task?
If you are using the full Mythic book, set the Chaos Factor to 5 and the likelihood to "50/50." If you are using One Page Mythic just set the likelihood to "50/50." Ask the question and consult the Fate Chart to see if the answer is yes or no and adjust your expectations accordingly. If you get an exceptional yes then the expectations are not only correct but more than you realized. If you get an exceptional no, the expectations are incorrect and the "reality" is somehow the opposite of the expectation.
If you are not using Mythic because you want a slight test drive then just roll a die, any die (or flip a coin). Whichever die you are using, getting the highest possible even number = exceptional yes. Getting a 1 = exceptional no. If you are flipping a coin, heads = yes and tails = no and there is no exceptional variant.
To go with one of the questions, above, "Is there live entertainment?":
- Yes = "There is live entertainment and people may or may not be paying an attention"
- No = "There is not live entertainment (there could be a stage which is empty, though)"
- Exceptional Yes = "Not only is a band playing, but it is a pretty big deal and most people at the bar are there specifically because of it"
- Exceptional No = "The bar does not have a set-up for live entertainment and folks would probably not like it if there was"
Now, put all this together. Adjust your expectations and your mental image of the bar. Scratch anything that might have disagreed with the answer (in actual play, you might choose to ignore something that makes no sense but for now roll with the punches, pun intended). Carry out the task in your game system of choice. Roll a skill check. Make an attribute test. Spend a token. Resolve it through pure roleplay. Your call.
Just like any other roleplaying session, imagine your character doing the task and either failing or succeeding. In a traditional game, the GM would tell you how NPCs are reacting. In solo play, you get to do both the PC and NPC side of things so imagine how your character reacts and imagine how it makes others react. Again, you do not need a lot of details for this, just a few quick words or ideas will work fine.
Note: If you are using the full Mythic Fate Chart do not adjust Chaos Factor, yet, we are still in a single scene.
Whatever the results, keep that in mind [aka, write that down] as we move on to...
Step Two - In Which Things Develop (aka, Adjusting the Fate Chart, Slightly)
How does the world react to whatever your character just did (or failed to do)? More importantly, what does your character need to do right now to keep the story going?
- If they were meeting a contact (and successfully made introductions), what do they need to do next?
- If they were pickpocketing (and got caught), how do they handle their mark catching them?
- If they are hiding for authorities (successfully or not) how do they keep from standing out as time goes on?
This is going to be the second task of the scene but to expand your Mythic skills a bit think up two questions this time to test and make one of them "Likely" and one of them "Unlikely." You have the freedom to play your character as you want so focus on the non-player characters in the bar. Pick whichever one is most impacted by your task and then either pick another one or pick another detail you are unsure about. Examples might include:
- Is this person with the Authorities? (Unlikely)
- Does the bartender have good memories of your character? (Likely)
- Does the band stop playing due to your actions? (Unlikely)
- Is there a back exit? (Likely)
Consult the Fate Chart (again, assume Chaos Factor 5 if you are using it) and roll against those new odds.
If you are again just free-forming this, you can use this quick system: Likely means roll two dice and if either are evens the answer is yes, unlikely means roll two dice and if and only if both are even the answer is yes.
Again, adjust your mental expectations, write down additional details, tweak the map you are drawing, and then make your second task roll or resolve the action in however you see fit. Then, move on to Step Three when you are ready, where we will finish out this first scene and set up the second one...
Figuring Out the Likely Odds Is More Art than Science
One thing that can be tricky to grasp at first but gets to be second nature is establishing the odds for Fate Questions. When in doubt, you can stick to 50/50 (I love taking something that seems like it should be adjusted one way or the other and making it 50/50 because it sometimes feels like testing the "meat" of the world) but a lot of flavor shows up shifting things from Likely to Very Unlikely. A dozen rolls in, you will better get the hang of how the odds shift and it will get easier.
Rather than worry about some hypothetical perfect game or worry about getting it wrong, just go with your roleplaying instincts at that time. You will make mistakes during solo play. You will be inconsistent. That is ok. The you that rolls the dice and reads them at that point in time is playing the correct game. Later, adjust expectations and odds but the little imperfections often lead to most interesting roleplaying.
Step Three - Someone Is Leaving a Bar (aka, using Meaning Tables and Adjusting Chaos Factor)
Your character has had to resolution rolls. Things are happening (some because of your character). You have had some expectations confirmed, some changed. Now it is time for your character to leave the bar. Maybe they are heading outside. Maybe they are going down into the basement to fight some giant rats. Maybe they are being drug out by force. Maybe they are going into the owner's office.
To figure out why your character is leaving the bar, you are going to use Meaning Tables. You can either roll to find out the results and then decide to which NPC it applies OR you can pick an NPC and then roll the results.
For Mythic, find the Action Meaning Tables 1 and 2. Roll once on 1. Roll once or 2. For One Page Mythic, find the Action Table and roll twice and combine. Here are four examples of the former (handpicked for clarity at this stage):
- 12 on Action Table 1 = Bestow. 8 on Action Table 2 = Benefits. (Bestow Benefits)
- 70 on Action Table 1 = Protect. 60 on Action Table 2 = Normal. (Protect Normal)
- 71 on Action Table 1 = Punish. 31 on Action Table 2 = Failure. (Punish Failure)
- 53 on Action Table 1 = Increase. 90 on Action Table 2 = Tension. (Increase Tension)
Depending on whether you picked an NPC or just rolled, think about how whatever you rolled might fit into the scene as you have built it up with the expectations and details that have been established. Does the answer fit someone (or something) in particular? Is this something out of the blue that might be a twist in your story?
Make note that if you have been free-forming these examples, it can be hard to wing this portion without something as a base but pick one of the ones above and go with it.
Maybe your character's bartender friend gets "Punish Failure." Does that mean your character is about to be punished? Is your character being asked to punish someone? Is your character witnessing the bartender screaming at another NPC and thinking about intervening (or leaving the scene to avoid being a witness)?
OR, you already have a clear reason to leave the bar (e.g., fleeing the police that just burst in to arrest you), this Meaning Table result could show some other detail, how someone else is altering your character's world.
The nature of Meaning Tables is that whatever results you get are open to a lot of interpretation and the same words can often mean wholly different things in difference situations and there is rarely one right way to solve them.
Whatever you get, roll with it (again, pun intended) as best you can and ask yourself what this means for your character and how it relates to you needing your character out of the bar. A third resolution task might be required. New expectations and details might be created.
Sometimes Meaning Tables Feel Perfect and Sometimes They Feel Like Nonsense
Having played a lot of Mythic based games, I can say from experience that sometimes a result from the Meaning Tables will hit the perfect sweet spot. Sometimes, though, you are left with figuring out what your character's grandmother is doing and you get "Repair Success" and have to stop and think what that might possibly mean. I have witnessed some actual play folks rerolling results when they do not fit in but my hearty recommendation is to try and fit them into the expectations you have established. "Punish Failure" might mean a literal punishment for a failure, but it could also mean someone is being harsh on themselves, or that the punishment did not work, or failure is a form of punishment. Again, the little imperfections often tease out the better moments in solo roleplay.
Finishing Up a Scene, Adjusting Chaos Factor, and Setting Up New Expectations
We are coming to an end of your first scene and getting ready to do the second one. One of the first things you need to ask yourself is, "Did the scene work out for my character?"
If the scene did work out for your character, adjust the Chaos Factor down to 4.
If the scene did not work out for your character, adjust the Chaos Factor up to 6.
If you are unsure or if the scene felt pretty neutral, just go on whichever down/up vibe works the best for you at the moment.
Lower Chaos Factors mean the odds more heavily favor "no" answers while Scene Checks are more "As Expected" while higher Chaos Factors more heavily favor "yes" answers while Scene Checks are increasingly likely to have Altered and Interrupt scenes.
Your Chaos Factor should change a lot as you play to show swings in fate.
If you are using One Page Mythic or just free-forming this, you will not be able to do this step (and the remaining steps will not make a lot of sense, so you can just continue to play more scenes using the above first three steps).
Once you have adjusted your Chaos Factor, move on to Step Four...
Step Four - Someplace New (aka, Scene Checks)
You are going to now play a new scene with your character in this new place. Essentially, you are going to play out Steps One through Three again (except more combined, though feel free to separate them out if you need). This means you are again going to establish some expectations, you are going to test some of those expectations with Fate Questions, and you are going to using Meaning Tables to help figure out NPC actions.
One important change is going to happen at this time: you are going to do a Scene Check.
Before you do anything else outside of establish some rough expectations and a place for the scene, roll 1d10. If you roll below or equal the current Chaos Factor (either 4 or 6 depending on how well it went last time) then you will either get an Altered Scene or an Interrupt Scene.
If you roll below or equal to your Chaos Factor and the result is odd, the scene is Altered. An altered scene is essentially the same as the expected scene but some details are different (a little or a lot). Maybe your character runs out into the street to flag down a taxi and bumps into an old acquaintance. Maybe your character goes down into the basement to kill the giant rat but the basement is flooded. Again, the scene sort of matches your expectations but something happens that you did not expect.
If you roll below or equal to your Chaos Factor and the result is even, the scene is Interrupted. An interrupted scene means your expected scene is not happening (or delayed) and a new scene is currently taking its place. Your character runs out into the street to hail a taxi and finds a gunfight happening (or is shoved into a van). Your character goes to go down into a basement but finds a hidden door that less open and something significant inside and goes to figure that out instead. Maybe your character goes to go down into the basement but remembers some prior commitment and has to leave right away.
An Altered scene means your expectations need to be tweaked. An Interrupt scene means your expectations are not happening (again, at least not yet).
When in doubt, use Fate Questions and Meaning Tables to generate some details that might help you decide (there is also tables in the Mythic book to give you some prompts but for this primer example just go with your instincts).
If your Scene Check is above your Chaos Factor, then the scene fits your current expectations.
Play out this new scene, be it Expected, Altered, or Interrupted. Try out the Description, Location, Characters, and Object meaning tables to help generate some details. Try some Nearly Certain and Nearly Impossible (etc) Fate Checks.
At the end, again decide if the Chaos Factor increases or decreases based on how things are going for your character and set-up expectation for a third scene. We are going to start adding a new element that is important to Mythic: lists.
Step Five - The Plot Literally Thickens (aka, Adventure Lists)
As you play your third (and maybe fourth) scenes by recycling Steps One through Four, make note of the important characters and the important plot lines developing. Find the Mythic Adventure Lists (page 45 of the Mythic book and you can see them in the appendix). Pick a few characters besides your main character and jot them down one line at a time. Pick a few plot threads and jot them down. In this sample game, you do not need a lot.
In general, how many you have is up to you and your sessions. I have seen some that work best with lots of characters and seen some that work best with just a core few. Likewise with the plot threads. You can always add more and you can cut those out that are not working or no longer feel important.
It is likely that specific details will change and threads might shift (growing or shrinking) as your character accomplishes things.
Maybe you treat an entire organization as a single character. Maybe you write down individual members. Like a lot of things with Mythic, there is a lot of going with your vibe (and expectations) and being open to those changing over time.
There Are Lots of Ways to Use These Lists
When you are playing full sessions with Mythic there are times where you are prompted to roll on the lists.
Outside of this, there are several ways you can use the lists to make your sessions better or to help inspire your scenes and story beats:
- You find out someone is betraying you, roll on the characters to find who has a dark secret
- You get an Interrupt Scene and check on the Plot Threads to figure out which one it will be about
- You just want to add in a couple of characters to a scene
- You find a clue but are not sure to which plotline it is related
- You just keep the lists handy as a reminder to yourself the important elements as you make up new expectations and new details
Once again you can reroll results that make no sense but for now trying to just take what comes can be great practice.
Step Six - Things Go Pear Shaped (aka, Random Events)
At this stage you are on your fourth or fifth (or more) scenes and that initial encounter in the bar has likely changed into something either perfectly expected or completely different or a mix of both. The Chaos Factor has probably swung back and forth a couple of times. Lists are getting some details added. The world is taking shape.
The final element we will work in is Random Events. As you are doing your various Fate Checks, you will sometimes get a roll that is doubles (11, 22, 33, 44, ...) and which is equal to or below your current Chaos Factor, you generate a Random Event.
Random Events can change the current scene and the entire campaign a little or a lot and should be thought at as alterations and twists to your own expectations and details.
On page 37 of Mythic there is an entire Random Event Focus table that you can use if you wish to have the full experience but for the first few times you can simply just treat them as a twist to your current question until you get into the habit of spotting them.
- "Are the doors locked?" could lead to a twist that there are guards posted that were not known about
- "Is he going to pay my character?" might lead to the entire plotline about finding out who is betraying the mission was all a lie to sow discord in the ranks
- "Is she going to sell off her family heirloom?" might lead to another NPC stepping in to help
You can blend in Meaning Tables, roll on Character/Threads lists, or just go with your sense of what is interesting.
Once you get the sense, add in the Random Event Focus which can prompt such things as "NPC Negative" (the twist causes something to be bad for one of the NPCs), "PC Positive" (the event is better for your character than expected), and "Ambiguous Event" (the twist does not seem to have an immediate impact on things but could hint towards something else brewing behind the scenes).
You can treat Interrupt Scenes as Random Events and use the same tools to add details.
If you do not have any Random Events showing up in your scene, just add one or two in so you can get some practice for now.
Step Seven: Someone Heads Back Home (aka, Getting the Hang of It All and Closing Your First Thread)
You now should have a few scenes, some characters, some plotlines, and a few twists. Pick one of the threads/plotlines and play out a final scene to wrap it up (or alter it into a new plotline). Figure out what expectations must be met to do this in one more scene and then set it up. Check the scene as normal. Treat Interrupt Scenes as a sign that something unexpected is needed to clear it up.
Think up between one and three tasks to finish the scene and play those out. If you get stuck, use Meaning Tables or check on your Adventure Lists. Otherwise, just go with what you got. You should have a good sense of what is expected and have some ideas for the kind of things that might show up as twists so you are ready to respond.
At the end of the scene, your character heads back home. Or back to the office. Or to the morgue. Or maybe even heads back to the bar.
Look over at all the details on the lists you have and for each one ask if that detail is sticking around. Are the characters going to still be important? Are the the plot threads still open? If yes, keep them around if you want to keep playing. If not, then erase them and clean up the list to only have the things important going forward.
At this point, you have the grasp of the Fate Chart, Chaos Factor, Likelihoods, Random Events, Adventure Lists, Meaning Tables, and Scene Checks. That is many of the major concepts.
Still, the most important concept of the whole Mythic experience remains your expectations and ways to test and alter them.
As you read through the book you can see a lot more examples, a lot more optional mechanics, and so forth but you can also play for hours and hours and many sessions with just these concepts. You can also ignore any parts that do not work for you.
As this series continues, I will look at things like blending Mythic in with other solo experiences, adding in other oracles, and so forth.
Happy playing.
tl;dr version
- Play it in my normal style and then write up a recap (the original flavor)
- Try to play it in-line with each session being an hour-ish spent playing and writing a blog at the same time
- A fiction-first style of play where the mechanics are minimized and the focus is more on presentation and development of "chapters"
- A style of play that embraces different modes (Gamemaster, Player, Lore, Commentary) to give the different elements each a fair shake to build up mental gaps
The Four Solo Play Techniques of This Blog
Technique One: External Play with Recap and Notes
Technique Two: Blog-First Playing with Actual Play In-Line with the Blog
Technique Three: The Fiction-First Game
Technique Four: The Gamemaster + Player Style
A Real Life Example of Why Technique 4 Is Needed for Solo Players Like Me
<< 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).
"...as the day fades, the red light of the forest bathes the word in its red glow. the shouts and calls of the cultists can be heard as they approach..."
10. The Roof
The Cultists
Cultists, Regular
Cultists, Senior
Horned Devil Twins
>> PLAYER PHASE <<
>< LORE PHASE ><
On Uuld Alloces
== DOUG'S NOTES ==
This is the kind of fight that I really should have had some index cards and a handful of tokens to track. I am pretty sure I added/subtracted a couple of cultists and salamanders depending on the scene. It all works out, though. Hit the vibe I wanted.
== MECHANICAL NOTES ==
- Tom got an 18+3 so DC21 to realize it's a "trap".
- Look, Bless is cheap but so it goes. Luck points are full again.
- 15 to hide vs 10 to spot.
- The cultists got lucky on the spot. Senior cultist got bog boil off with a DC18 to break. Does the fuelstone floor interfere with the spell? 10 --> Twist. 61 Gather 07 Burden. In 3 rounds, the floor will heal itself, unfortunately trapping the victim inside.
- Cultists win initiative (then Grusk, then Salamanders). 5 of the 7 hold back until they see their target. 2 charge (both chose Hucleo's pillar by chance) and succeed on their attacks for 12 total damage. One takes 6 damage in return from the heat aura but resists. Grusk goes after the one not currently blistering and takes him out in a single blow. One of the salamanders helps the friend sinking in the muck. On advantage, that one is removed (nat 20). The floor is already starting to harden. Hucleo presses against the other one that hit him and gets a stab in for 6 [and killing him]. The remaining three salamanders charge three random cultists. 1 gets 1 point of damage. 2 misses entirely. 3 kills another cultist. There are now 5 cultists in the room and 4 outside (who will join, with a *friend*).
- Grusk/Inar wins initiative. Grusk goes after the senior cultist. Hits for a five points of damage. Inar heals up 7 of the damage that Hucleo took. Hucleo joins Grusk at chopping away at the senior cultist and the spellcaster goes down. 1 does another 4 points of damage to his opponent. 2 manages to kill his opponent. 3 misses his new target. 4 misses. 5 gets 5 points of damage. This leaves 1 senior and 6 "juniors" (A - F for simplicity). A & F go for 1. Both miss. B for 2: Hits for 4. C for 3: misses. D for 4: hits for 3. E for 5: misses. At this point, the other senior cultist summons up the 2 horned demons and immediately (only an 8 vs DC 15) loses control. The horned demons will kill indiscriminately. A collapses from the heat aura. F takes 2 points of damage. C - E all make saves.
- DC 12 for the cultists to get out. Only two do. The senior shuts the door and will try to trap the others inside. Hucleo gets one hit for 1 point of damage (halved). 1 gets 2 points of damage. 2 gets 3. 3 gets 3. 4 gets 1. 5 misses. That's 10 points out of 35 on devil alpha. The first demon gets in one hit for 2. The second gets in two hits for 7. Grusk complete whiffs (losing a luck point on the way). Inar starts running upstairs to get Rance.
- Devils go first. The one not surrounded by salamanders starts going for the cultists but misses. The one going for the salamanders manages to finally kill a second one. The cultists, completely unsure which side to take, go after the salamanders (all miss). Grusk does 7 points of damage (17 total). Inar is only about half the way there and running the best he can. Hucleo does another point of damage. 2 does 1. 3 misses. 4 does 4. 5 misses. (23 total) Are the cultists outside visible to the folks on the roof? 3 --> No, but they will back up next round. Another cultist catches on fire from the heat and drops. Grusk continues to resist.
- Salamanders go first. Hucleo does 2 (woot). 2 does 3. 4 misses. 5 crits AND fumbles doing 5 points of damage but getting his spear stuck in the devil's ribcage. Grusk gets another 5 points of damage which "kills" the first devil who erupts in smoke. The remaining devil singes one cultist and slaughters another. Both cultists turn on the devil and get 8 total magic damage against. Inar will be at the roof next turn. Rance slings down a web spell on the cultists backing up, trapping them (DC 14). Tom ignites his bow and takes a shot kills another cultist. The two salamanders shoot down another.
- Salamanders again go first. Hucleo does 4. 2 does 3. 3 misses. 4 does 2. 5 gets a crit to get his spear back (win some, lose some, win some). The devil lets out a fire blast that destroys another cultist and turns to start flapping its wings towards the door. The last remaining cultist leaps upon it casts deadly touch again (for 3 points of damage). Grusk gets 6 damage. Outside, the trapped but attempting to escape cultists are all struck down except the senior who manages to pull free and start going for the woods. Inar actually shows up, winded, shouting about a devil. Rance will start running downstairs.
- Devil goes first. Gets a 12+2 flight. Requires DC14 to hit it before it gets out the door in one turn. The cultist is thrown to the floor. Grusk is unable to catch up. Hucleo is unable. 2 gets it for 4 points of damage. 3 and 4 miss but 5 gets in another 4. The devil flies outside. Outside, the others get 6 (out of 16) against the senior cultist before he disappears behind the trees. They then see the devil fly up. Is the devil simply trying to be free? 1 --> No. It wants to summon other devils to help. Rance does catch this and turns around to join in to help. Shouts for Tom to go after the cultist. Tom leaps from the roof and starts running after the cultist (13 on a DC12 check to avoid fall damage).
- Salamanders go next. They dispatch the cultist. Do they hear shouts that one is escaping? 20...so...strangely, very much so yes. Grusk is going to run upstairs to join that battle. The salamanders, including Hucleo, are going to chase after the cultist. Tom gains ground and shoots (at disadvantage), missing. The devil is unaware of salmanader's immunity to fire and shoots off a fire bolt which does nothing but make the lizard laugh. Rance gets in 3 points of damage with a magic missile. The salamander bows do nothing. Does Uuld Alloces show up at this point in time? 11 --> Yes, but... he is there, waiting to see what happens.
- Devil goes first. It goes to fly off to summon other devils. Rance gets another 4 points of magic missile damage. One of the salamanders gets 3. Ok...let's add this up. That's...to quote the old videos...exactly lethal. The devil falls to the earth and fades into smoke. Tom has caught up the cultist and leaps at him for a backstab. With another luck point (one remaining) spent, this does... 12 points of damage, killing him.
- Does Uuld approach? 12 --> Yes. Are the salmanders terrified of the efreet? (Advantage) 19 --> Very yes but they are willing to fight. Grusk gets a 5 on a WIS check and does not sense the danger. However, in a turn of events...Uuld Alloces gets a 12 on a reaction check. He is in the mood to be very friendly. He perhaps senses that the young salamanders aren't that bad and that the adventurers are here to do good. Seeing them fight tooth and nail to protect the lab from devils and cultists probably helped.
- With a slight social compel, Uuld got Hucleo to used a wish.
== 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).
<< GAME MASTER PHASE >>
A couple of weeks ago, a group of rebellious salamanders pushed back against the rules of the tribe to the southwest section of the valley and set off. Live in the Everburning forest is slow and steady for the lizard-like folk. These youngsters did not like the quasi-truce with the cultists nor feeding off fire beetles and so went north to cause trouble. The clash with the cultists actually went pretty well for the group, with several humans dying before the salamander youth pulled back.
Unfortunately for them they came across a much different foe next. Uuld Alloces, the ancient Efreet, did not take kindly to the upstart punks. They thought they could push the "old man" around and he cut three of them down. The others fled back the way they came only to find the cultists had been tracking them. This time the fight was not so one-sided with only eight of the Salamander youth surviving.
Currently they are holed up in the first and upper floors of Jonias's laboratory. They can sense the strange energy of the place and have not pushed too deeply. The cultists are searching for them and may only be a few days from finding the lab. As for Uuld, if he thinks someone is actively trying to destroy his own old friend's Jonias's work, he will intervene.
1. The Vestibule
This large opening resembles a temple rather than the foyer of a research station. Pillars with carved images of Ancient symbols and technology are spread throughout the floor and the remains of long desiccated tapestries can just be made out in a few barely hanging threads. The overall state of anything not made of fuelstone laced brick is in stark contrast to the core structure which remains notably stable. Ash and dust from the forest have piled up on the floor. A strange hum can be heard from the door to the left which is locked with an intricate mechanism (INT DC 15 to being understand, DEX DC 18 to pick after this, key is found in the basement in Jonias's room).
Room Content: 9 --> Treasure (1, Hidden). 5 of the pillars contain golden statues representing the 5 final fuelstone statues in the Monolith. Time has not been kind to them, the constant heat has caused them to warp (otherwise, they would be in the 1000s of gp). As is, each statue is worth 40gp if found.
Footprints from the Salmanders can be clearly seen going up to the north and east. A lone set tracks to the door to the north but seems to have quickly left and the ash and dust on the door is mostly undisturbed.
The door to the east is unlocked. The doors to the northeast are left hanging open.
>> PLAYER PHASE <<
"Akalat TRUN'am," intones Rance as his lantern starts growing a shimmering light.[1] The pillars are covered in a variety of runes and designs but the ash and smoke cover the majority and they will be hard to read - assuming anyone could read Ancient script here - without cleaning. Directly across from Grusk and Rance is an ornate door.
Tom points to footprints across the floor and going up and to their right. "I'm not saying those are brand new but considering how much dust this place accumulates, they look to not be very old." [2]
"What about that door, then?" asks Grusk, "That looks exactly like the sort of place that some ancient secrets we've spent several days trying to find might be."
Tom approaches the door and looks at the interlocking gears and strange knobs. "Hmm, I can get this open. It's like a kid's puzzle wrapped in another kid's puzzle and spoken backwards. Strange sound inside. Humming. Something clicking? Want me to get this open before we track down whoever made those, assuming they are still here?" [3]
"Uffolt, Gale, come with me. We are going to pop our head in over there."
Grusk and the others track up to the other door and glance inside while Tom gets to work getting through the locks of the door.
<< GAME MASTER PHASE >>
2. The Transit Room
3. Prep Room
4. Cleaning Room
5. Tool Room and Stairs
6. The Down Tracks
7. Antechamber
>> PLAYER PHASE <<
<< GAME MASTER PHASE >>

8. The Upper Balcony
>> PLAYER PHASE <<
<< GAME MASTER PHASE >>
9. The "Temple"
>> PLAYER PHASE <<
== MECHANICAL NOTES ==
- 15 on spellcasting check.
- Only Tom succeeded on the INT check to determine the age of the footprints (with a 15, the rest did quite a bit worse, their attention is on the door).
- Tom the superstar got a Nat 20 on deciphering the door. I probably should have rolled on advantage but I forgot and it's not like it matters. Since he is going to stay and take his time, he will get it open just fine (eventually).
- Even with his CHA penalty, Rance got a reaction of 9 so Hucleo is mostly neutral and will play to his cocky charm.
- SoloDark "Will they allow the adventurers to keep searching? (Advantage) 10 --> twist 53 Deny 91 Success. The salamanders are worried that allowing things to be found here will bring in more invaders.
- Once again, our boy rolls a Nat 20. Tom is special.
- Rance got a 19+4=23 on his Web casting check which means the automatons will be trapped for 5 rounds or until they roll a 23 on their STR check.
- On the third round (1st round in something like shock, 2nd round in getting moving, 3rd getting to the transit room) one of the automatons gets a nat 20 and breaks free. The other is still 2 rounds out.
- All three attacked at disadvantage but all three managed to make their hits (Rance spent a luck point). Grusk did 10 points of damage, Rance did 6, and Tom did 5 (a total of 21 out of 28). The automaton will not have a morale check so will get its turn. It gets 2 off its three hits on Grusk, doing 7 points of damage.
- Grusk gets another solid hit and Rance maintains control. That finishes it off.
- Cure Wounds required another luck point but cured 8 which is enough to put Grusk back to full.
- Do they want to leave right away? 14 --> Yes. The second automaton got a STR roll of 16+4=20 and easily tosses the lifeless "body" of the other aside.
- Actually decided to do a three way initiative for this one. Salamanders got first, then adventurers, then automaton. Salmanders made their morale check and so decided to move in to show they can also fight. Is it immune to their heat? 13 --> Yes, but...it's immune to this level but not immune to higher levels of heat. Grusk only gets 6 points of damage (and Rance only 4). The automaton gets all three hits on three different salamanders doing 10, 10, and 6 points of damage.
- Rance did not recognize the Viperian Ophid fuelstone and so is presumably unaware of the abilities of the species. He will realize the problem the round after this. Two salamanders again got hit (the one nearest Hucleo has taken 17 points of damage). The one that got hit for 6 last time took a critical hit for a full 20 points of damage, ending him. Grusk gets 10 points of damage in. Rance maintains the acid arrow for 5 more. Inar gets a hit for 4 and Tom gets a shot for 4. This is enough to finish off the second automaton.
- Took a luck point (one remaining) to get the three cure wounds spells needed off. Inar missed his resistance check even with advantage and took 5 points of damage.
== DOUG'S NOTES ==
== 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).
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 and bits from other public domain and CC-0 sources.
Passing the Salamanders
A tribe of Salamanders make their home on the south edge of the valley in some of the slower moving lava pools. The road between the two shrines acts as a sort of edge to their hunting grounds and sometimes a few hunters will camp out here or there to snare a fire beetle backing in the road or to catch a cultist who dares wander south from their usual digs in the more northern arc of the valley.
The road itself is amazingly well kept. Jonias Grunkheart used fuelstone in the cobble and unbeknownst to him the technology "feeds" off the Light (of which the energy is massive abundant here) and repairs itself slightly over time ("Does fuelstone itself feed off the light as a side effect of its alien origins?" 13, Yes, but... the full control requires an interface which is mostly lost (but might be regained)).
Since the road does not connect directly to the Salamander tribe and since the tribe is not extremely sizeable and therefore unlikely to patrol the whole 15 or so miles of road, the chance to just randomly encounter is pretty small. There will be two encounter dice per "round" (once per six miles traversed). The first one is for non-Salamander encounters. The second is for Salamander encounters. This second dice starts with a 1:6 chance for encounter. Once any sort of serious noise has been made, it goes up to 2:6. Once any kind of encounter that might agitate the Salamanders is made, it gets to be either 3:6. If the Salamanders are actively hunting the party, it gets even worse.
Note: Salamander stats are on page 249 of Shadowdark. One adjustment is their flame aura. As long as the adventurers are wearing dragonsilk armor, DC9 at advantage will be the roll.
The Old Oakburn Tree
In the time of Jonias, a Sulphur Dryad lived in this tree. In the hundreds of years since... (Does the sulfur dryad still live in the tree? 4 --> no..) she has passed on and the tree is now (Shadowdark room content table, 2 - Empty) mostly just a husk of its former glory. The everburning wood still catches fire but the tree itself is hollow and the leaves are long gone. The party will be able to camp here (without need of a campfire).
There is one more round of encounter checks past the tree before they get to the second shrine.
Encounter checks:
- On the path to the tree: 6,6 --> No encounters
- First watch: 5,4 --> No encounters
- Second watch: 4,6 --> No encounters
- On the path from the tree to the shrine 3,6 --> No encounters [Doug's Note: there will be adventure in this adventure game, right?]
The Second Shrine
Fire Elemental
== MECHANICAL NOTES ==
- Checked, here, to see if Rance noticed the road was made of fuelstone. He did not.
- Tom cannot be surprised so they were going to see the fire elemental before they got too close but I did a broad awareness check to see if any spotted it far enough back and no, the general answer is no. They are aware of it about the time it is aware of them. It is still bound to the shrine.
- Rance rolled a 2 on his INT check but since he has "Primordial" as a language it would make sense that he has exposure to elementals in his training, so I decided to say he would recognize one. Of course, the last time he tried to be the "face," it ended up with two critically wounded characters.
- Rance Nat 20'd the remapping roll. "Is the door sealed to the lab?" 5 --> No, but.. there are sealed portions.
== 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 and bits from other public domain and CC-0 sources.
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).









































