Category Archives: Campaign Logs

Chapter IV: The Flooded Crypt of the Necromancer

I’ve been trying to run Somewhere West of Light in a West March-ish, if not purely West Marches, style. Part of this is giving the players a log of available quests/delves in our Foundry server so they can choose where to go next. The players decided to pursue the following:

Hajnal, the ancient elven witch who lives in Plainwood’s slums, has sought you out. Something or someone is killing any practitioners of her art who enter the lost province. She’s so far managed to remain safe by staying in Plainwood – the responsible parties don’t seem to be able or willing to enter the town. But she would very much like this matter laid to rest.

Her divinations, though hampered by the proximity of so many destinies, have shown her the location of someone who may be able to provide information about these killings. She’s unable to provide more information than that, but she has given you a location: a former holy place of Gede, long abandoned.

The crew consisted of:

  • Tulk: marked half-orc, ranger 3
  • Vraazox da Pryist: wolfchild goblin, priest of Memnon 3
  • Hazel Ravenvale: outcast halfling, thief 2

They entered the delve site expecting a level 1 adventure, and the completion of the first milestone of the quest chain that will unlock the witch class (Cursed Scroll #1) for PC use. The GM should not have taken the module author’s word at face value…

[Spoilers follow for Flooded Crypt of the Necromancer, which appears in Shots in the Dark #1.]

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Chapter III: The Blackbridge Labyrinth

I felt like running Shadowdark tonight. Pop-up dungeon!

Hired by a young boy to locate his missing brother, the crawlers traveled to the tiny (and oddly underpopulated) village of Blackbridge. Tonight’s crew consisted of:

  • Tulk: marked half-orc, ranger 3
  • Vraazox da Pryist: wolfchild goblin, priest of Memnon 3
  • Ylva Fekyue: outcast halfling, bard 2
  • Yuri Völvason: witchborn human, priest of Ord 2

[Spoilers follow for The Blackbridge Labyrinth, which appears in Shots in the Dark #1.]

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Skunk Curse

As noted in yesterday’s session writeup, I took a swing at homebrewing a Shadowdark creature to give my orcs a little magical support. This was loosely based on the core book’s kobold sorcerer, with some orcish flavor:

These were nasty opponents, made all the more so by the PCs’ focus on their screening mooks. This let them keep casting Wolf Call for several unimpeded rounds, and the wolf spam threatened a TPK at one point.

I only got one Skunk Curse off, and I giggled far more than I should have when describing its effects.

Chapter II: Return to the Hoard of the Sea Wolf King

Having left their pilferage incomplete, the crawlers decided to return to the tomb of Skorgald and finish clearing it out. Upon setting out from Plainwood, the party consisted of:

  • Hazel Ravenvale: outcast halfling, thief 1
  • Kais: mercenary human, wizard 1
  • Nubbin Stump: drawn halfling, fighter 2
  • Tulk: marked half-orc, ranger 2
  • Vraazox da Pryist: wolfchild goblin, priest of Memnon 2
  • Ylva Fekyue: outcast halfling, bard 2
  • Shiraal: marked half-orc, thief 1

[I had originally intended to run Somewhere West of Light as an occasional pop-up and backup game when we didn’t have a quorum for Kaserne on the Borderlands. However, this was a scheduled Kaserne session where the GM wasn’t prepared to run, so this was a much larger party than I’d intended for this campaign.]

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Chapter I: Hoard of the Sea Wolf King

The lost province was once an imperial crossroads. It is said that an ancient northlander king once came south in search of glory and treasure and cut a bloody swath through these lands before the Old Empire finally stopped him. Struck a mortal wound by an imperial champion, he was carried from the field of battle by his followers, who entombed him near the site of his greatest triumph on the banks of Lake Aster. For centuries, his burial site was hidden from mortal view, but the ancient spells woven by his priests and seers have begun to fray…


Armed only with the information above and a good supply of blades and torches, a group of crawlers set out from Plainwood to seek the long-lost burial site. Tonight’s party consisted of:

  • Nubbin Stump: drawn halfling, fighter 1
  • Vraazox da Pryist, wolfchild goblin, priest of Memnon 1
  • Tulk, marked half-orc, ranger 2
  • Ylva Fekyue, outcast halfling, bard 1 (player joined late, PC introduced in play)

The following post may contain spoilers for Hoard of the Sea Wolf King from Cursed Scroll Vol. 3: Midnight Sun.

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Chapter [$undefined]: Tomb of the Dusk Queen

After a thoroughly enjoyable demo game of Shadowdark at RiverCityCon a few weeks ago, I’ve decided to start a side campaign with the usual suspects. This will likely involve most or all of the players from Kaserne on the Borderlands, and perhaps a few others from the same friends circle, but not all at once. Somewhere West of Light, as I’m calling it, will be a pick-up game – either “we don’t have a quorum for a scheduled Twilight: 2000 session” or “I’m bored, can I get three to five players for a dungeon?” It may wind up being West Marches-ish. I’ll be chronicling it here, both for my own memory and for entertaining my three loyal readers. Don’t expect writeups to be as in-depth as what I do for Kaserne, though.

We did a dry run tonight with four players. I threw together a set of level 1 pre-gens, and my players chose:

  • Pryist, goblin wolfchild, priest of Memnon
  • Worluck, human minstrel, warlock of Kytheros
  • Nyte, halfling amnesiac, Knight of St. Ydris
  • Baarrd, elf scholar, bard

(I may have been giggling like a twelve-year-old as I rolled up and named a score of disposable PCs.)

For our test-run adventure, I grabbed the free Foundry pack community content pack and selected Sersa Victory‘s Tomb of the Dusk Queen. It’s a delightfully tightly-written dungeon, and I suspect I’ll be buying more of that author’s content in the near future. Module spoilers behind the cut:

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A Day Off in Dobrodzien (18 October 2000)

Weather: Clear skies with a waning gibbous moon and an overnight low 39ºF, afternoon high around 60ºF. Hernandez’s forecast has clouds moving in tomorrow with cooler temperatures, followed by rain and possible sleet the following day.

Health: All personnel are in good health.

Food: 161 person-days plus emergency reserves and trade goods.

Vehicles:

  • Comms: Reliability 5/5, fuel 266/350 liters + 5x 20-liter jerrycans
  • Industrial Light and Mayhem: Reliability 5/5, fuel 324/400 liters + 2x empty 200-liter drums
  • Lazarus: Reliability 1/4, fuel 92/390 liters; front armor breached 3/4
  • Thing One: Reliability 5/5, fuel 20/20
  • UAZ-469: Reliability 5/5, fuel 75/75 + 2x 20-liter jerrycans

Weapons and Ammo: Green on small arms ammo (Pettimore and Cowboy yellow on secondary weapons). Yellow on anti-armor (105 rounds KPV ammo on Comms; SPG-9 w/ 3 HEAT and 8 HE rounds on UAZ-469; 2 HEAT rifle grenades and 1 RPG-18 distributed).


October 18 dawns cool and crisp, but with the promise of unseasonable near-warmth. Hernandez finishes his morning readings from the weather station mounted on ILM and warns the team that the next couple of days, at least, are likely to be craptastic.

From last night’s visit with a few of the American troops living here, the team is aware of several points of interest in Dobrodzien:

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Torchlight Welcome (17 October 2000)

We’re back in action, slowly. To save time introducing the community of Dobrodzien and B Troop of 1/116 ACR, I ran the following scene in a text thread on our Discord server. This post is a lightly-edited transcript of that playthrough.


The team’s first impression of Dobrodzien is that it’s… big. The town itself would not have been anything spectacular by prewar standards, but it appears to be supporting a population pretty close to what it had five years ago. Tomaszow and Radomsko each had a larger prewar population in absolute terms, but both cities also had huge swaths of devastated and abandoned ruins. Dobrodzien, at first glance, has surprisingly little war damage.

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Arise, Lazarus (15-17 October 2000)

On the morning of 15 October, the team breaks camp and crosses the Warta over Betsy’s newly-repaired bridge. There are a few scrapes and shudders, but all three vehicles pass without incident. The convoy shakes out into its usual order of march and rolls southwest toward Czestochowa.

The sun is climbing toward what passes for noon in autumn when the point vehicle’s crew spots a village coming up on the side of the road. It’s apparently abandoned. Stopping a few hundred meters out, the lookouts glass the area. The graveyard has a number of fresh graves. A brief conference reveals no particular inclination to stop and check it out. The team goes overland to skirt the deserted community, picking up the crumbling road again on the other side.

Midafternoon brings another noteworthy sight, this one of greater interest. As the team is approaching an intersection, Erick and Betsy sight two armored vehicles a few hundred meters back along the side road, half-hidden in a copse of trees. The team halts, reverses to break line of sight, and dismounts. Pettimore, Ellis, Erick, and Betsy creep in for a close recon.

As is so often the case in the Poland of 2000, the vegetation tells the story. Although brown and withered with frost, it’s had a couple of years to overgrow the vehicles. The team IDs them as British: an FV434 armored recovery vehicle towing an FV432 APC. The APC bears the marks of an RPG hit to the engine compartment and a subsequent fuel fire. The ARV is halted where it hit an antitank mine.

“Freeze,” Pettimore hisses. “Nobody sets out just one mine.”

Betsy checks the ground at her feet, takes a knee, and starts scanning. “Cut me a probe and some stakes,” she murmurs to Ellis. The agent draws his knife and swiftly dismantles a nearby sapling. Betsy goes to work. A half-hour yields a safe path back to the convoy. Another hour, and she’s convinced that she’s found and safed the other three AT mines.

The team moves in for a damage and loot assessment. The surviving crews or later scavengers have mostly stripped the vehicles of anything usable, but the FV434 yields a couple of items too heavy for a dismounted crew to carry off: a hydraulic power unit with a spreader/cutter tool and a rotary rescue saw. The FV432’s crew compartment also contains a Colt 635 and four magazines.

Both vehicles are disabled, but the damage is mutually exclusive. In theory, it might be possible to piece together one working light AFV from the two derelicts. Octavia and Cowboy put their heads together and lobby for trying to restore the FV434. The allure of an armored workshop, even with empty tool lockers, is too strong to pass up.

It’s a day and a half of hard work to transplant the FV432’s tracks and running gear to the FV434. The ARV is barely functional [Reliabilty currently 1 with a permanent cap of 4], but the engine will turn over. The driving experience is akin to being locked in a rolling rock tumbler, but the team hopes it’s enough to get someplace with more security and better facilities for making permanent repairs. Octavia dubs it Lazarus and bravely volunteers to drive. Comrade whines unhappily and takes the commander’s seat so he can ride with his head out of the hatch.


The morning of 17 October sees the team back on the road, approaching Czestochowa’s northwestern outskirts. The terrain is lifting into rugged and forested hill country, reminding Pettimore and Erick of home. The road is cut into a hillside, with the right (west) side rising sharply and the left (east) side dropping away into a shallow valley. The convoy is approaching a roundabout when the sound of gunfire erupts from the west. It’s close, just over the hill crest to the west.

The drivers slow as everyone else searches for the source of the gunfire. The cadence is that of a pretty serious gunfight, small arms intermingled with heavy machine guns and the occasional clatter of a light autocannon.

Without warning, an armored vehicle with a massive gun erupts from the treeline on the hillside above the road, turning sharply to cut in behind Lazarus and Industrial Light and Mayhem at the back of the convoy. Octavia yanks Comrade down into the armored crew compartment and buries the throttle, trying to outrun whatever is coming at the unarmed and barely-functional ARV. Aboard ILM, Miko swings around the gunring’s M249 and begins bouncing ineffectual rounds off the vehicle’s glacis.

The UAZ-469 and Comms are farther down the road, unable to immediately engage. Cowboy is in the BTR-70K’s turret, though, and she immediately recognizes the problem: it’s a SAU-122 self-propelled howitzer. The main gun is clamped in its travel locks, but at least four men in Soviet uniforms are riding tankodesantniki-style – and firing back into the woods at unseen pursuers.

The team is light on anti-armor weapons. Comms‘ KPV is their best immediate option for dealing with the SAU-122, but turning around to engage will be problematic at best. Ellis orders Bell to turn right, climbing the hill in the beginning of a clockwise circle that will put Comms on the SAU-122’s back trail. Aboard the UAZ-469, Erick follows suit, swinging wide to let the larger vehicle take point.

Ortiz tries to slew ILT through the roundabout, but a tangle of wrecked cars forces her to slow to a crawl. The SAU-122’s commander opens up on the truck with his DShK. Rounds tear into the cargo compartment. Ortiz slams on the brakes. She and Cat look at each other and fling their doors open, bailing out to get away from the massive amount of combustible and explosive material back there. Miko stays on the SAW, chipping the SAU-122’s paint and forcing the desantniki to abandon their mount.

“What the hell would spook somebody with a goddamn howitzer?” yells Pettimore as Comms mounts the hill.

“A bigger howitzer,” Ellis replies grimly, then grunts as Bell stomps the brake to avoid a head-on collision with a HMMWV. Beyond the smaller vehicle, everyone aboard Comms and the UAZ can see a pair of LAV-25s bouncing cross-country in pursuit of the SAU-122. Ellis grabs for the radio.

Erick brings the UAZ to a screeching halt as well, slewing to one side to avoid a collision. The HMMWV’s gunner has his M2HB pointed directly at the ex-Soviet vehicle. Erick, Betsy, and Hernandez raise their hands, hoping that between the three of them, they have enough remaining scraps of American uniforms to be identified as friendlies.

There’s a brief, intense flurry of gunfire. It abates as the SAU-122 rams its nose into the hillside and stalls out. The desantniki are sprawled in the ditch, extinguished by a quick and vicious crossfire from Comms and both LAVs. Approaching the SAU-122, the team finds its crew dead in their seats, victims of a massive volley of fire from Cat, Miko, and Ortiz that somehow punched through already-weakened rear armor.

An uneasy silence falls at the team and the new arrivals regard one another. Cat, Pettimore, Ellis all recognize the tactical markings on the other guys’ vehicles. They’re from Bravo, 1-116 ACR – or, more formally, B Troop, 1st Squadron, 116th Armored Cavalry Regiment (Idaho National Guard). 1-116 ACR was attached to the U.S. Army’s 5th Infantry Division for the spring 2000 offensive into central Poland. About a week before the division arrived at Lodz and ran into a massive Soviet counterattack, B Troop received new orders direct from Northern Army Group HQ in West Germany. 5th ID never heard from them again, and the assumption before everything came apart was that they had run into massive Soviet forces and been captured or wiped out. Neither Cat, Pettimore, nor Ellis was party to exactly what those orders involved…

… but they’re here now. The HMMWV’s front-seat passenger dismounts and approaches Comms and the UAZ under the watchful eyes of his gunners. He’s of obvious Native American extraction, much moreso than Erick’s mixed heritage, and is wearing BDUs with first sergeant’s stripes. Introductions occur with a degree of mutual wariness; he identifies himself as John Wheeler, SNCO of B Troop. Some exposition reveals that the SAU-122 crew was the last remnants of a marauder band from the former Soviet 129th Motor Rifle Division. B Troop has established itself as the protectors of a community some distance to the west of here and has been conducting local stabilization operations.

Ellis pulls the team aside for a conference and to assess the damage to ILM. The DShK rounds tore through the cargo compartment, missing the munitions and fuel but trashing the precious still beyond repair. Worse, from Cat’s perspective, her rucksack also took a direct hit, nothing identifiable remains of her chocolate stash or other personal effects.

The team is so close to Czestochowa, their goal, but the prospect of making contact with friendlies – who appear to be at least partially “awake” – is a powerful lure. Even Pettimore agrees it’s worth the detour. There’s some more negotiation, but the outcome isn’t really in doubt. The team mounts up and heads west with their new friends, rolling toward Dobrodzien.


Things sort of fell apart for me in August with a home purchase and move combined with one of the annual busy seasons at work, so this post is from four-month-old notes. As a result, accuracy and detail are somewhat less than I might hope. But this gets the broad strokes, and it wasn’t a bad place to pause the campaign for real life again.