Category Archives: Campaign and Session Logs

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.”

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Downtime (11-14 Oct 2000)

The team encamps on the north bank of the Warta. Betsy takes charge of the bridge repair efforts. It’s a case of “must have the tools to make the tools” – she and the team’s other technical specialists need to repair the abandoned heavy equipment at the job site before they can get much work done. Worse, all of the machinery has been sitting inactive since ’97 – which means the engines are still set up to run on diesel, so the mechanics also need to convert them to alcohol fuel.

Those not directly involved in repairs find other things to do – hunting and foraging to reduce the net rate of food consumption, brewing fuel to keep the construction equipment going, and, of course, maintaining security while the team is immobile. It’s a few days of hard work for all hands, with much cursing and a good number of minor injuries for Erick and Octavia to tend. But when the reconstruction crew breaks for lunch on October 14, Betsy declares herself satisfied with the bridge’s stability.

The team decides to remain encamped overnight, building their fuel reserves and doing a little more hunting and foraging. As the morning of October 15 dawns clear and crisp, they break camp and, with Betsy ground-guiding each vehicle in turn, cross the Warta.


Bridge repair was an extended Tech roll for Betsy, predicated on the team repairing the abandoned crane. Each roll took one shift and restored one ton of load rating to the bridge deck. On a pushed roll, each 1 reduced the crane’s Reliability by 1, raising the possibility of breaking it and needing to take extra repair time. Industrial Light and Mayhem is the team’s heaviest vehicle, an 8×8 MAN KAT1 that weighs in around 10 tons unladen, and between 15 and 18 tons with its current load. Betsy accumulated 16 successes, which was enough – with some careful driving.

Leaving Kamiensk (10-11 October 2000)

The team spends a couple of days in Kamiensk – resting, healing, repairing their gear, brewing fuel, helping out with the local harvest, and analyzing the take from their raid on Shotkin’s headquarters. They can’t stay indefinitely, though. Winter is closing in and they’re only halfway to the expedition’s destination.

The sky is low and sullen as the team loads up. Most of the village turns out to see them off. Father Miroslav leads a prayer for those who still hold faith and blesses the team’s vehicles. With a last round of farewells, they mount up and roll south.

Their first destination isn’t far away. During their route planning discussions, someone suggested a quick stop at Radomsko’s airport to see what else might be salvageable – particularly in the control tower, which seemed to have somehow resisted the decay that’s otherwise widespread in the ruined city.

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