Season 2 - A Journey West...keep

Welcome back friends

You made it through the raid by those Moonpeak barbarians? Or were you fortunate, like me, to be away when it all went down? I’ve seen the ruin they left on Westkeep when winter’s grip finally loosened. Me? I’m here to lend a hand to my old friend, Jorund Stoneheart, the stout-hearted proprietor of this mighty Bison’s Rest. Him and I, we see eye to eye on the heavy hand of the church’s reach. Jorund’s a strong man—northern bred, even further north than these lands. A former noble, he is, though I’d advise against prying as to why he left that title behind… and no, neither will I. Take a seat; Grimhorn’s Stand is about to begin. And trust me, grab a slice of Hilda’s legendary blueberry pie while you’re here—you’ll not regret it.
— Obannon

Season stats

  • Start Date March 9, 2024 w/ Session 38 - New Beginnings
  • End Date June 21, 2024 Session 53 - The Tip of the Taint
  • Number of Sessions 15 nearly perfect sessions of delight.
  • Player Deaths only 1 RIP - Raddel
  • Locations Discovered/Birthed into the world 13!
  • Dungeon's uncovered 9
  • Dungeon's completed ZERO
  • Factions Discovered 2 New Factions
  • NPC's Discovered/created through play 13 new NPC's
  • Magic Items created Live during play 11 (Woah)
  • New Spells Created 3
  • Season 2 intro.webp

    A Happy Accident

    Where to begin? After the climactic end of Season 1—where we rescued Priest Tor from a forsaken temple of a Lost God deep within the Darkwood Forest and witnessed the beginnings of an uprising in Eastdale—there was a pause before I was ready to launch into Season 2. Our original group from Season 1 was on a side quest to return Barla to play after she was spirited off to the Frozen Far as a result of some ambitious carousing. Those sessions in the Frozen Far, though undocumented on this blog, were supposed to be brief—but, as with all my plans, they took on a life of their own. The bulk of that adventure draws from Cursed Scroll #3 from The Arcane Library. (I’ll admit, I regret not documenting those sessions, and perhaps I’ll persuade the players to draft a recap manuscript for our readers.)

    During this time away from the main setting, I grew restless and decided to scratch the itch to play with a new group in our world. What began as a casual few sessions soon turned into something truly special. The chemistry was undeniable, and the sheer joy of waking up, coffee in hand, to explore the Prelacy with this new group became an unexpected highlight of my weekends. One player, no less, has shown their dedication by consistently waking up at 5 a.m. for our sessions—a true testament to the magic we’ve crafted together.

    Truly, Thank you!

    For being a part of this unexpected and wonderful journey. Here’s to many more adventures, if fate permits!

    (Shadowdark Discord names, in alphabetical order)

  • Futurewolf
  • Kiwi4BBQ
  • jeffszusz (snowflake storygamer)
  • Lemonzest
  • NicholasRage
  • Tallweedian
  • Several people
  • Tallweedian
  • The Goat Man
  • Quinn B
  • Will

  • GM'ing for other GM's

    To set the stage, let’s go back to earlier days on the Shadowdark Discord, specifically in WATS chat. A small group of us—loud, heavily opinionated, and absolutely smitten with Shadowdark—found a sanctuary (See also: Prison) there to endlessly debate and share our love of this game. Why mention it here? Well, most of the players in this Season 2 campaign came from that passionate chat. And as it turns out, these folks were GMs themselves, and capable ones at that.

    Now, GM'ing is no easy feat in general, but GM'ing for other experienced GMs? That’s a whole new level of daunting, even for a seasoned GM like myself. But I took a leap, inviting those very people (who I was constantly debating about gameplay with) to come and play in my game. It’s one thing to talk about how best to run a game; it’s another thing entirely to step into the spotlight and show them what I was on about.   For anyone thinking of GM'ing or nervous about starting, this experience reminded me of the true heart of the hobby: it’s always about the people. It doesn’t matter how polished a GM you are or how intricate your ideas may be. The magic happens because everyone at the table wants it to happen. If you’re lucky enough to gather a group of quality people who share in the joy of this game, then you’ve already won. The rest? Just garnish on an already incredible dish.

    There and NOT back again; A "We-Haul" Tale

    A shotgun Start

    Uncertain about how much lore to unload on new players, or how much effort to invest in what could be a one-time session with a group unfamiliar with my world or my style, I decided to take a gamble. So, I leaned into my usual approach—full throttle.

    The players were dropped into Eastdale, our default entry point for the setting, with an overwhelming amount of options, little guidance, and a backdrop of ongoing world plots they knew nothing about. PERFECT. (At least, if you ask me.)
    In true “one-shot” fashion, the players did what any daring adventurers would do: they chose the most challenging option available—running the Gauntlet! With the first hints of winter’s thaw in the air, our new group set out to escort a caravan of supplies to the village of Westkeep.

    The Gauntlet Road
    Geographic Location | Mar 9, 2024

    This perilous route is a necessary evil for many, significantly reducing travel time between Eastdale and Westkeep at great risk.


    It’s worth noting here my game is always about the journey; destination is merely a secondary detail. In most games, running the Gauntlet (a mere (8) 3-mile hexes away) might be a straightforward hex crawl, a few dice rolls to determine success, and you’d reach your destination within a session. Not here. Our Gauntlet run took five sessions…

    New Beginnings and the Road Less Traveled

    Gathered around a wooden stage in Eastdale’s market square, the crowd watches a man tied to the pillory. Esteemed Red Bannermen step out from the Red Temple to deliver punishment, public and painful, to the unfortunate soul.

    Radloc Hudson, a local figure of authority, calms the crowd and proceeds with the morning announcements on Eastdale’s current state. It’s here that two pivotal decisions are made. First, the party chooses to untie and heal the flogged man in the cold morning air. This man turns out to be Cedric the Sly, a significant figure in Eastdale’s underbelly. Though the party has had no further contact with Cedric since, it’s certain their actions will have future repercussions, rippling through the hidden veins of Eastdale.

    The second decision involves signing a contract for dangerous work. The first caravan to Westkeep, laden with essential supplies, needs guards brave enough to escort it along the perilous Gauntlet Road. The pay is enticing—enough gold (a staggering 75gp) that, with clever management, could secure a comfortable few years without further work.

    Thus, the party sets off beyond Eastdale’s palisade walls, stepping into dangers both known and unknown. Fortunately for them, unseen allies work behind the scenes. Radloc, Olwenna, and Merric have each made clandestine pacts, ensuring subtle aid for the caravan's journey. Only much later in the season do the party members realize the implications of these pacts and the reason for such measures: Westkeep is in grave danger.
    Running the Gauntlet
    Plot | Jun 10, 2024

    West Keep needs Supplies; a new challenger has entered the ring.


    A Witchly Evening - YGGCEPTION - (A personal highlight for this season)

    On the first night of their journey along the Gauntlet Road, the party unknowingly rested just behind an ancient burial mound (HEX - 0813). This chance encounter led to the discovery of the final resting place of Arcturos, First of the Valiant, and a gruesome discovery of Gravewyrm Piranhas feasting on a wounded donkey when waking (Session 39). After this grim confrontation, the group pressed onward, their path taking them deeper into the foreboding of the Darkwood Forest and the domain of Olwenna Mossveil, the Witch of the Darkwood.

    Olwenna’s hut, nestled just off the Gauntlet Road, is surrounded by lands steeped in danger and foreboding. Nearby, a small staging area large enough for caravans provides a precarious reprieve, lying just on the edge of her protective wards. This shelter marked only the beginning of the party's trial, as their journey into the lowland swamps—the heart of the most treacherous leg of the road—required something more: Olwenna’s blessing.

     
    Olwenna Mossveil
    Character | Nov 21, 2024

    Reclusive witch of the Darkwood; former member of the Forest Wardens' druidic circle.


     
    But blessings from Olwenna come at a cost.
    A deal was struck, one that tested the newly-formed group calling themselves "We-Haul." Olwenna revealed her plight: Eadric the Red, an overzealous witch hunter consumed by visions of a bleeding relic buried deep within the Darkwood, had breached her wards and uncovered knowledge too dangerous to be left unchecked. Fearing the relic’s power and the threat of the Church of St. Ygg should they obtain it, Olwenna demanded that Eadric’s memories be altered. His obsession with the relic—and his knowledge of her—had to be erased.
    The deal was sealed with blood magic.
    Braving the swamp to retrieve a rare ingredient "Forget Me-Not's" for Olwenna’s ritual, narrowly escaping a deadly encounter with a swamp gator. Returning to the witch’s hut, they entered Eadric’s dreams, facing the manifestations of his fears and beliefs. There, they dismantled his conviction in St. Ygg, redirected his obsession with the relic, and implanted a new purpose: to see the church as a tool for good, even if he no longer believed in its doctrine.
    As dawn broke, Eadric left the Darkwood, his mind wiped of the relic’s allure and Olwenna’s existence. The caravan was granted safe passage into the swamps, the weight of their actions lingering in the heavy air.
    Session 41 - A Nightmare Among Dreams
    Report | Nov 21, 2024

    A trippy night; Nightmare fuel

    Eadric the Red
    Character | Mar 23, 2024

    Young Squire and personal friend to Ser Haldric


    "Forget Me-Not's" - harvested under the light of the moon during the witching hour.

    Yes! We succeeded in our goal without too badly ruining poor Edric. Olwenna had us collect an ingredient from the swamps at night, where we had a near-miss with a swamp gator. Then we entered Edric's dreams, found the source of his quest (a dream of impending doom related to a blood relic), destroyed his belief in St. Ygg, and then instilled in him the idea that the church can be used for good, even if you aren't a believer. Olwenna sent him on his way home.
    — Tallweedian (Pockets)

    A Leap of Faith – Or Maybe I’m Just Nuts

    If you’re wondering, dear reader, if the above session is what it sounds like, let me clear up any confusion: yes, we used a blood magic ritual; utilizing The Willowman & Forget-Me-Nots, and plunged into the mind of a young squire. Yes, it’s exactly what you’re imagining—a fantasy version of Inception. And yes, it was as insane as it sounds. This was a huge gamble on my part, only our third session with a new group of players, and I had no idea how it might be received. But I took a chance.
      The concept was simple—and utterly mad. Using Shadowdark's real-time mechanic, the party would delve into the mind of Eadric. The Willowman would be summoned to open a nightmare space, granting access to the squire’s subconscious. To protect their physical bodies outside the nightmare, they were given black flame candles, each lasting one hour. That’s right—one hour to descend three layers deep into Eadric’s mind, alter his ideals, and escape. If they failed, everyone would die.
      This is my personal brand of zany GMing. There’s no way to fully prep for something like this, so I didn’t try. Instead, I got to know Eadric, imagined who he might be, and then fully embraced the chaos, improvising as the session unfolded. And it worked. What followed was an unforgettable session of tension, creativity, and collaboration.
      The lesson here? Don’t shy away from bold, crazy ideas. Steal concepts from any genre or media, tweak them, and make them your own. The players knew the inspiration for this session, but that didn’t matter. They even asked if we were doing what I thought we were doing! What mattered was the unique, original story we built together. It was a thrilling mix of puzzle-solving and dungeon-delving, made possible by players who were willing to dive in headfirst and meet me more than halfway. It became a highlight of our early sessions and a testament to the power of shared creativity at the table.

    Along the Gauntlet

    "Ahead lies the most perilous stretch of the Gauntlet Road, where the path narrows to a single, treacherous lane of thick, unyielding mud." - The question loomed heavy over the party: would Olwenna's blessing, the one-time use "Shroud of the Forest", be enough to protect them on this next leg? As the sun rises, we will find out.

    This segment of the Gauntlet is a crucible of survival, where nature itself seems to conspire with lurking dangers. For nearly half a day, the adventurers found themselves traveling through the deepest, most untouched lowlands, an area rife with ambush points and treacherous terrain.

    One such moment came in the form of swamp goblins, perfectly camouflaged to resemble the mounds of earth in the surrounding mire. These ambushers seemed poised to bring certain death upon the caravan, but with cunning and the protection of Olwenna's blessing, the party managed to outmaneuver and survive the threat.

    Session 43 brought incredible moments of tension, ingenuity, and Shadowdark’s signature unpredictability. A life-saving critical spell cast during a desperate moment underscored the stakes and highlighted the magic of emergent gameplay. Through sheer determination, a bit of luck, and the chaotic joy of dice rolls, the party discovered more about the world around them, revealing both treasures and threats hidden within the swamp.
    Session 43 - Through the Mud
    Report | Jul 1, 2024

    Ahead lies the most dangerous and difficult run of the gauntlet, where the road narrows to a single lane of several inch thick mud.


    Highlights during this session

  • Forbidding Letter & Bodies Found
  • A gruesome discovery
    Alongside the Gauntlet Road, two bodies lie face down in the mud, partly decayed and unmistakably dead for several days. Upon closer inspection, the figures bear the symbols of St. Ygg, their once-pristine white robes now stained with blood and dirt. Their belongings have been stripped of anything useful, but a single letter remains—a desperate plea for aid from Endara the Watcher to the Prelate himself. This message, intended to reach Eastdale, never arrived. The question now lingers heavily: what state must Westkeep be in, and will this caravan be enough to provide the aid so urgently needed?

  • Blood Spider - Certain Death?!
  • Osgar's Reckless Curiosity; Deadly Lucky
    Osgar was drawn into the depths of the Darkwood Forest by eerie whispers emanating from an emblem he had found earlier in his travels. Craving adventure, he left the relative safety of the caravan camp, heading toward the source of the noise. Earlier in the day, there had been ominous signs of blood taint spreading through the forest—a foreboding hint of the dangers lurking ahead.

    It’s worth noting that Osgar didn’t go alone. Revalor Naerid, played by Will, decided to accompany him—but not for the reasons you might expect. Will, a veteran player from Season 1, had knowledge of blood-related dangers from previous sessions, such as the climactic events at the Temple of the Lost God and the desperate rescue of Priest Tor. Combined with recent sessions featuring Squire Eadric the Red and his obsession with a blood relic in the Darkwood, Will's suspicions were on high alert. He admitted later that his decision wasn’t about bravery—it was about not letting Osgar, played by Jordan, face the peril alone. A level 1 character against a blood beast? That’s a death sentence!

    The two ventured into the forest, only to encounter a blood spider—a towering, ichor-dripping monstrosity ready to strike. This was no ordinary threat. Blood beasts are level 4 monsters, far beyond what a fledgling adventurer could hope to defeat. The encounter was practically a guaranteed death for both characters... or so it seemed.

    But then, the dice told a different story.

    As the blood spider descended from the trees, poised to attack, Osgar won the initiative. In a desperate gamble, he cast the Sleep spell—an impossible choice, as a first-level caster shouldn’t be able to affect such a powerful creature. And yet... a natural 20! A critical success! Using our table rule to double spell potency on a crit, the spell improbably took hold, and the monstrous spider collapsed into a magical slumber. Against all odds, Osgar and Revalor slipped past the slumbering beast unscathed.

    It was a moment of pure magic—one that still brings a smile to my face.

    What came next? Naturally, Osgar pressed onward and stumbled upon the Verdant Vault. (See below for details.)
  • The Verdant Vault
  • Sir Al'dred The Verdant - Guardian Of The Green
    On the morning of the 6th of Konelia, Osgar Cazyach ventured into the Darkwood Forest to search for those still hiding after the previous night’s summoning of The Willowman. He discovered signs of a panicked caravan member, including a dropped medallion and tracks of a hurried escape. Osgar kept the emblem.
    That night, at the caravan camp, the whispering winds of the forest beckoned Osgar, resonating with the emblem. He awakened Revalor Naerid, and together they followed the whispers into the darkness. At a great tree, carved with the visage of a man adorned with green leaves, they heard a voice crying in the dark.   Josslyn revealed the emblem was hers, lost in the previous night's terror. She explained the tree marks the tomb of a great patron, and the emblem is the key to the "Verdant Vault."
    Verdant Vault
    Building / Landmark | Nov 23, 2024

    Crypt of Sir Al'dred The Verdant - Guardian Of The Green

  • The Wraith Mound
  • The shadowy outline of what may be another dungeon loomed near the edge of their route, veiled in sinister mist and mystery.


    I Promise I Don’t Have a Plan

    It was during this leg of the journey that I think my players finally started to believe my constant refrain: “I don’t have a plan.” I was rolling on roll-tables at the table, reacting to the dice, and weaving a story from what unfolded before us. Yes, the world has ongoing events, but I genuinely don’t plan much. This lack of planning often leads to some wonderfully subtle worldbuilding moments—only for me to derail them entirely.

    Throughout the remainder of this season, the players stumbled from one moment to the next, uncovering clues about the world. A lot of clues. Maybe too many...
    The Downsides of No Plan
    One big downside to my preferred play style is the sheer overload of content it generates. By the end of the Gauntlet Run (one session after this), the players had stumbled upon no fewer than four small dungeons and one megadungeon, each with its own lore and hooks.

    On our Discord channel and in Foundry VTT, the players often expressed their excitement: “I really want to come back here!” or “We need to check this place out!” But by the time the Gauntlet Run ended, they’d uncovered even more lore and leads. A single downtime activity by Osgar—a quick search for possible dungeon locations around Westkeep—netted three new leads.

    By the end of it all, the players were completely consumed by a different story and a dungeon we’ll discuss later, one that has them puzzled, frustrated, and absolutely determined to figure out what’s going on.
    It’s Okay to Get Stood Up
    Hard lessons I learned when embracing true open-world play is this: you will get stood up. A lot. It’s like planning the perfect date, only for no one to show.

    I had to develop the skill to let go of my wants and needs. Sure, those dungeons are real. They exist. They have history, lore, and stories waiting to be uncovered. But I promise my players—and myself—that I will never quantum ogre them or use the illusion of choice.

    This means a lot of seeds I plant will never grow into trees, much less bear fruit. And that’s okay. The world feels more alive for it, and I have years of content waiting to be enjoyed. Tying myself to any single idea or becoming too attached to the players following a “cool thing I planned” is a recipe for disappointment.

    So yes, it’s okay to get stood up. In fact, I bring it on myself—and I wouldn’t have it any other way.

    When Will We Get There?!

    Session 44 continued our treacherous journey along the Gauntlet Road. We-Haul awoke on the edge of the Darkwood Forest after surviving a perilous night. Choosing where and when to rest is critical—between life and death—and so far, luck and good decisions had kept the caravan mostly intact, despite some losses. For a first run of the season during the thaw, it was as good as could be expected.

    The group set out early, climbing the uphill path out of the lowlands through rugged crags. The harsh terrain slowed their progress, making for a grueling day of travel. As night fell, Zavel scouted ahead and found two possible campsites: a well-used caravansari with plenty of space or a secluded bluff hidden among rocks, offering safety from prying eyes. We-Haul chose discretion, retreating to the hidden bluff.

    Session 44 - The Final Leg
    Report | Nov 29, 2024

    An unexpected meeting, dwarven puzzle and the safety of Westkeep at last!


  • Zavel's Recount of this packed session (Player Quinn B)
  • Part 1
    We crest the road after a not quite aggressive incline and it levels out into a boulder strewn field, we can see into 0413 and 0414 (the latter of which has many barrows & stonehalls/stonehells

    Zavel survails from up on some rocks and picks the less traveled, surrounded by boulders place down the road to camp vs the more well established place with stone benches.

    Campfire illuminates strange, worn down carvings that seem to be pictograms of old common. Osgar starts to read them and it appears that some forbidden/powerful knowledge is present, and that regular once yearly travels from nomadic people happened (pilgrammage?).

    Raddell and Osgar find evidence of many small passageways through the boulders into caves.

    Druld carves into the stone a dwarven pictogram for First Thaw.

    Wind blows through a rock carved wind chime somewhere and plays a lullaby, everyone who slept here gets an incredible night's sleep, best they've had in ages. Druld can tell upon further inspection that somewhere at the end of the maze of caves is a great hall where a great dwarven architect of some kind (possibly musician) is buried.

    Father Raddell finds evidence of an enormous snake skin from a 20ft long shedding is found, seems stretchy and that it might be almost bungee cord esque if properly treated.
    PART 2
    Morning of Mountain Day:

    Sound from the chime that was comforting turns threatening, and the sound follows us down the Gauntlet for a little while.

    Silvered arrow is spotted from some rocks stacked almost in a crow's nest, Zavel hails them.

    Stern, scarred gnome Bronn Stonefist reveals himself and answers. Zavel hopes audibly that he is no bandit, and that We Haul is here to deliver supplies to Westkeep. Much laughter is had from hidden stone area, Moonlit Pathfinders introduce themselves.

    Osgar and Druld entreat them to join us, leader Seraphina Moonshadow agrees. Kaelen the Bright talks about goblins dragging off a hill giant, which none of the rest believe. Osgar confirms it and that the goblins had red eyes, and were joined by some form of blood red eyed spider riding the giant. Kaelen becomes eager to study under Osgar after the Sleep spell putting out the large spider is brought up, says he is self taught in moments of crisis.

    The rest of the party backs up Osgar's story. Willow Softstream, a druid, is interested in the snake skin: says they hunt the rock snakes, the pelts are valuable/sought after, important do not forget Willow knows how to treat the pelts, and is confused because normally the giant rock snakes eat the shedding.

    We journey south, road narrows and this part is affectionately named The Squeeze. We enter The Hallows, which contains lots of barrows.

    Osgar finds a bit of sancticty after looking off the well-beaten path for a more secluded barrow.

    6ft wide door, beautiful non-magical runes at the door. Durwen's (sp) personal tomb, a reknowned skirmisher.

    Small shenanigans involving 4 pillars with various runes on them, and altar with magical objects matching some of the runes, a giant rat, some puzzling out of dwarven culture and writings, and a trapped sarcophagus lead us to:

    Dwarven writing is from north to south, beard is beaded during marriage, a tankard follows all ceremonies, and Druld obtains +1 dwarven full plate after Osgar bravely inserts tankard into sarcophagus after rest of puzzle is figured out.

    We continue south and before we strike west to Westkeep, find Silverlime Gorge, where the adventurers we found the bloodied mess of and the letter had left note. Big area with a stream, multiple entrances to a big megadungeon area that lots of people have delved into.

    Push west and make it to Westkeep before nightfall. Town is ravaged from an attack by nomad barbarian tribe that had previously never crossed the river to the west from a mountain range. Tribe attacked under cover from unnatural fog, fought to the last, did incredible harm to Westkeep.


    Caravansari
    Caravan Open Space

    Secrets Revealed
    Setting up camp, the party noticed strange whispers carried by the wind—like distant chimes—and as shadows deepened, carvings in the bluff face were revealed. They uncovered the tale of a lost dwarven clan and hints of a hidden treasure. This was one of those rare moments when the game’s Secrets of the Unknown mechanic came into play—a chance for the players to discover something truly unplanned, a dungeon generated on the spot. While they didn’t unlock it this time, the promise of a hidden entrance remains, waiting to be found.

    Upward and Onward
    The night’s rest, accompanied by the eerie dwarven lullaby, proved restorative, and the party pressed on the next morning. Along the way, they uncovered even more of the world, including:
    The Locks
    "The Locks"
    Barrows of "The Hallows"
  • Osgar Cazyach discovers a barrow of Durwen, leading to runes, a dwarven cultural puzzle, and a magical item for Druld.

  • Their journey brought them into contact with strangers on the road—protectors who turned out to be members of the Moonlit Pathfinders. Though the party didn’t yet understand their true purpose, the Pathfinders struck a deal to escort the caravan safely to Westkeep, knowing how desperately it needed the supplies.
     
    Moonlit Pathfinders
    Organization | Nov 5, 2024

    Safeguards to the natural balance of the Darkwood Forest & Gauntlet Road travelers alike.


    A Safe Rest and a Grim Arrival
    The group spent their final night at Haven’s Ledge, a staging area near the stunning Silverlime Gorge. This beautiful yet foreboding location, lined with rumored dungeons, served as a brief respite before their final push to Westkeep.
    "Silverlime Gorge"
    Hope turned to dismay as they enter Westkeep, freshly raided; priests of the church tending to the wounded. Buildings were burned, livestock slaughtered, and the scars of the Moonpeak barbarians’ attack were everywhere. Even with the caravan’s arrival, it was clear that Westkeep’s recovery would be long and hard.

    Knowing When To Press the Fast-Forward Button

    Much has been said about reading the room as a GM, and it’s true—experience at the table teaches you when it’s time to shift gears. There’s no hard-and-fast rule for when to push the pace, but for me, the key is seat time. The longer you GM, the better you’ll get at sensing when it’s time to move things along.

    By Session 44 of Season 2, we were five weeks in, still on the first quest, with no XP awarded yet. While this slow burn fit my style—emphasizing player agency and immersion—it’s important to balance that with forward momentum. So, how do you keep things moving without undermining the players' sense of control?
     
    Why should I move things forward
    I’m a huge advocate for player agency. Real decisions, real consequences, real resolutions. But the truth is, my game runs slow. Sessions are packed with tension and great moments, but they often unfold in a vacuum, leaving long-term goals feeling stagnant. That’s where pacing becomes crucial. Momentum matters. If you let the energy dwindle, the magic can fizzle out.
     
    When to move things forward
    I’ve found that 3–4 sessions on a single focus—be it a quest, dungeon, or mystery—is the sweet spot for natural development, tension, and meaningful choices. Beyond that, I ask myself;

  • Are we making clear progress toward the goal?
  • Are players still actively engaging with the world and its lore?
  • Are they rushing or taking risks out of frustration?

  • Better yet, talk to your players. Ask them!
  • “Are you okay with the current pace?”
  • “Do you feel like you’re making progress?”
  • “Is this still interesting for you?”
  • It may feel awkward at first, but it’s a simple way to gauge where the group stands.
     
    How to move it along?
    This is the tricky part, especially if, like me, you avoid stepping on players’ toes. One way I subtly push things forward is by increasing my cadence when narrating, signaling the pace is picking up. In Session 44, we packed in a ton of content: a small puzzle dungeon, world lore discoveries, and an NPC faction. Halfway through, I realized we might need six sessions to finish the Gauntlet Run. That felt excessive. So, as the party rested at Haven’s Ledge near Silverlime Gorge, I broke the fourth wall (gasp!). I asked the players outright;
  • “How about we make a roll or two, push forward, and wrap this up at Westkeep so we can start fresh next session with XP and downtime?”
  • Everyone agreed. I rolled for a single encounter, narrated the last stretch, and we ended the session at Westkeep’s outskirts. It worked because the group was on board, and it kept the game moving.
     
    TLDR? The Takeaway
    Trust your instincts. If you feel the players are bogged down or just itching to get to the next part, don’t hesitate to address it. This isn’t a simulator bound by cosmic laws—it’s a game. Break immersion, bend the rules, and do what’s fun for everyone. After all, that’s why we’re here: to share in the joy of the story, wherever it takes us.

    "Wait a minute, you're one of those 'We-Haul' caravan folk, aren’t you? By the old gods, I’ve heard whispers about your journey! The dangers you faced—Olwenna’s blessing, the strange discoveries, and the cold biting harder than a northern wolf. But luck... oh, the luck! They’re already telling stories of your run through the Gauntlet Road. Tell me, how much of it is true? What about the blood-soaked spider in the Darkwood or that treasure-hinting cliffside? And now you’re here, in Westkeep. What’s next for you and yours? Will you rest your weary bones, or does the road call again so soon?

    I’ll be in town a while, lending a hand where I can. These folks need strong arms and hardy northern stock like yours to get back on their feet. Livestock lost, homes burned, and the stench of barbarian raids still clings to the air. Westkeep’s got a long road to recovery. Perhaps, with a bit of luck and grit, you can help make it happen. What do you say? Care to share a tale while we rebuild?"
    — Obannon

    Sessions 45-49 Recovery, Research and Frustration?!

    My Favorite Dungeon Crawling in ShadowDark to Date!

    Downtime and New Directions
    We-Haul entered Westkeep to the grim sight of battered streets and smoldering remnants from the Moonpeak barbarian raid—a stark reminder of just how harsh the frontier lands of the Prelacy truly are. Their arrival brought much-needed supplies and a spark of hope to the beleaguered village, but the party themselves needed time to regroup. After the relentless pace of Running the Gauntlet, the rules of our game demanded a moment to pause. Catchup time was essential to sync the world’s events and its constant motion with the players' timeline.

    This meant five weeks of downtime for We-Haul, a rare opportunity to regroup, rest, and gather intel. During this time, Osgar’s knack for unearthing trouble led to the discovery of three potential adventure sites, each dripping with mystery. One, in particular, emerged as the party’s unintended focus for the rest of the season—a location they’ve yet to conquer, shrouded in secrets that continue to tease at their curiosity and nerve.
     
    Locations found by Oscar's downtime
    • Stargazer’s Bluff: A plateau perfect for observing the stars and celestial events.
    • The Silent Tower: An ancient, mysterious tower filled with secrets and arcane energies. (north a few days)
    • The Crypt of Whispering Sorcerers (hex 0216)
    • The Labyrinth of Echoes (Farmfield - hex 0215)

    Focus quickly shifted to "The Crypt of Whispering Sorcerers," a dungeon of intrigue and danger revealed through Osgar’s research during downtime. The lure of ancient knowledge and untold treasures drew We-Haul to investigate, even as Westkeep struggled to recover. Deep within the crypt, they uncovered an alcove inscribed with primordial elemental symbols and a central burial chamber bathed in the eerie glow of a green lantern. This location challenged the party with intricate puzzles and whispering secrets, testing their resolve and ingenuity at every turn.
    Lantern

    Notably, the central chamber features a mechanism so complex and involved that an entire session was spent navigating this single room. What makes this experience remarkable is that the players undertook this dungeon with no prior knowledge, no guiding plot hooks, and no GM manipulation. The draw was entirely their own curiosity and determination, as they embraced both the joy and frustration of unraveling the crypt's secrets.

    At any moment, We-haul could have chosen to abandon the dungeon and move on. Yet, their desire to conquer this place—and the shared fun of piecing together just enough clues to escape the first chamber—kept them pressing forward. But the crypt had more in store, and the Architect’s chambers soon proved even more perilous.
    The cost of highstakes adventuring
    Our First and only death of the season came on Session 49 - A Cold Trip risk and reward, dice be dammed. Raddel’s death in the Crypt of Whispering Sorcerers was a grim reminder of the dangers of adventuring. Attempting to traverse a patch of freezing brown mold with makeshift stilts, his ingenuity turned tragic when he slipped. The mold made contact with an open wound, freezing the life from his body in moments. As he died, his patrons malevolent voice spoke through him: “You are a fool. You are no longer necessary.” Moments later the party had found a way to traverse the danger without so much risk, but such is the nature of things when chasing gold and glory. If we could turn back time; we would never die.
    by SeveralPeople (ShadowDark Discord)
    by SeveralPeople (ShadowDark Discord)
    A moment to live on
    Death comes for us all, and for followers of Memnon, it often comes sooner than expected. Raddel was returned to “the soup” on the outskirts of Westkeep—a small, somber ceremony where his body was left unburied to be consumed by the chaos of the wilds. Though his time was brief, Raddel's actions left ripples that may shape the story far beyond his passing. During downtime in Session 45, before his death, he crossed paths with a shady trader named Halfdan (This NPC was created by SeveralPeople as part of a carousing result in session 45), who had eerily arrived in Westkeep shortly after the barbarian raids. A figure who seems to thrive in times of chaos, Halfdan offers his services where desperation runs deepest. It was Raddel who first spoke the cryptic words of Memnon, “We are the Spark.” Whether those words—and this fateful meeting—carry weight in the days ahead remains to be seen.
    We may never fully uncover the hidden and chaotic duality of belief that Raddel embodied. Introduced to the campaign as a follower of St. Ygg with a questionable secret, emergent play revealed glimpses of a darker, more complex side to his character. These subtle moments of duality were a joy to weave into the story, hinting at a depth that now lingers in the world even after his passing. In the Prelacy, death is not an end—it’s the beginning of new mysteries, new characters, and deeper lore waiting to be discovered.

     
    Halfdan - Wealthy Merchant; a believer in chaos. Kinship with Raddel and his secret double life.

    When to let it simmer, good frustrations vs bad.

    As a GM, I’m a firm believer in giving players full and complete information. If you’ve ever heard me rant on the Shadowdark Discord, you know I’m not exactly shy about my opinions, and this topic is one of my soapboxes. Information is the lifeblood of decision-making and pacing at the table. The clearer and more actionable the information you provide, the more confidently your players will make decisions. If your table is paralyzed with indecision, it’s often because they’re lacking that clarity. Fix this, and your game will transform.
     
    So why let the players be frustrated?
    Giving good information doesn’t mean solving the puzzle for your players—it means giving them all the pieces. But here’s the trick: once they’ve got the tools, you let them struggle. That’s the good kind of frustration—the kind that comes when they know the answers are there, just out of reach, and it’s on them to figure it out.

    Case in point: our second session in the Whispering Sorcerers Crypt. We spent nearly an entire session in one room. Yes, one room. And no, that’s not hyperbole. It wasn’t because they lacked information—it was because the solution required layered thinking and experimentation. They knew they had the pieces, but connecting them took time. That’s the sweet spot of “good frustration”: when progress is incremental but steady, and the group is buzzing with ideas.

    Your job as GM? Let them stew. Never, ever, swoop in with the answer once they’re invested. The sense of accomplishment when they finally crack it is worth every moment of struggle.
     
    Don't TRAP them
    That said, good frustration can turn sour if you back the players into a corner they can’t escape. A puzzle, trap, or challenge is only satisfying if walking away is an option. If the only way forward hinges on solving an impossible conundrum, frustration will quickly turn into resentment. Traps are fine if they’re protecting optional treasure or secrets—after all, that builds anticipation. But if your players must solve it to advance, you’re setting them up for a bad time.

    For example, in our crypt session, the players eventually realized they needed a tool—a Red Glass Lantern—to make progress. They walked away, regrouped, and prepared to return. The ability to disengage and return later with fresh eyes and better resources turns a frustration into a challenge, which is exactly where you want your players to be.
    Let the world remind them they have choices, and sometimes the bravest one is walking away to fight another day.

    Regroup; Resupply and Redirect?!

    The remainder of the season took an unexpected turn driven entirely by player choice. Forced to retreat from the Architect’s Level of the Whispering Sorcerers Crypt due to dwindling supplies and the death of Raddel, the party returned to Westkeep. Their retreat marked the end of a grueling three-session expedition, but We-Haul wasn’t ready to give up. Convinced they needed a red glass lantern to bypass the crypt’s traps and uncover the True Tomb of a Primordial Elemental of Wind, they began planning their next move.

    Downtime in Westkeep revealed two possible ways to acquire the lantern: commission it from a craftsman, which would take time they didn’t want to waste, or procure one from the local mines, where colored lanterns are used to signal safety and danger. They chose the mines—a decision that would spiral into a new and entirely unforeseen adventure.

    In and out Five Minutes
    What should have been a quick five-minute visit to the mine office to request a red lantern turned into something much bigger. Meeting the mine’s brash owner, Andre Salmonsen (a cheeky nod to Shadowdark Discord’s beloved salmonmen), the party was mistaken for adventurers responding to a posted call for aid. Without giving them a chance to correct him, Andre launched into a desperate plea for help with troubles deep in the mines.   What followed was a descent into perilous shafts filled with danger, discovery, and character development. But don’t worry—after all the chaos, We-Haul did get their hands on the red lantern... eventually.


    Emergent Suprises
    Sessions 50 and 51 unfolded in the depths of the mines, delivering a masterclass in emergent storytelling filled with heroics and discovery. Deep below the surface, Druld, the party’s priest, forged an unexpected connection with an Earth Elemental—a guardian spirit disturbed by the mining operations. This being harbored a secret it was determined to protect at all costs.

    Faced with a difficult decision, the party chose to aid the elemental. Through a combination of ingenuity, teamwork, and incredible luck, they performed a ritual of their own creation to seal the cave entrance, protecting the elemental’s secret. This choice came at a cost, potentially leaving behind untold riches and exploitable resources buried in the depths. In exchange for this loss, the elemental imbued Druld with the power to speak with the stones.

    It became clear during these tense moments that Andre Salmonsen, the mine’s owner, was seeking whatever the elemental was guarding. But why? That question remains unanswered—just another tantalizing thread left for the future.

    And the Award goes to..

    My personal favorite session of the season
    If there’s one session report you read from this season, let Session 51 be the one. It’s an absolute treat, showcasing the best of emergent gameplay. The AI-generated images bring the moments to life, and the session stands as a testament to what happens when the dice roll and player agency take center stage. No plans, no rails—just pure collaborative storytelling at its finest.
    Aside from being particularly proud of the session report, this session includes:
  • Pivotal reaction rolls
  • Difficult choices
  • Layered lore discoveries
  • Acquisition of personal quest items for Osgar
  • The creation of a blessing (Boon)
  • The creation of a personal magic spell
  • Incredible carousing results
  • Session 51 - A Positively Primordial Predicament
    Report | Jun 23, 2024

    The stone speaks of secrets that must be protected.


    A special thank you to the three players in this session: Futurewolf, Kiwi4BBQ, and Will. Your willingness to embrace the emergent nature of this session and drive the story forward created something truly special. Moments like these showcase why Shadowdark’s community of players and GMs might just be among the best in the hobby!

    Pie and Wolves; OH MY!

    The final two sessions of the season were an unexpected delight, spurred on by necessity and serendipity. Session 52 began with only two players—Kiwi and a special guest appearance from Josh (LemonZest), a regular from Season 1 and the Frozen Far Saga. You’d think a two-player game would prompt us to throw in the towel. Not a chance! Small sessions have their own magic.

    The task seemed simple... answer a Westwatchers Guild message board plea about missing livestock. Straightforward, right? Wrong! What unfolded was a hauntingly intimate tale on the outskirts of Westkeep. The session played out like a slow-burn horror film—subtle tension, quiet dread, and a creeping sense that something was terribly wrong.   Picture it: two lone adventurers in a backwater stretch of the frontier, Ma-and-Pa-style homesteads, and the oppressive silence before disaster strikes. Every moment felt like waiting for the other shoe to drop, and when it did, it was a explosive...   To avoid spoilers, I’ll let Garant—played by our fantastic guest Josh—share the details of that unforgettable night. Stay tuned!
    Session 52 - Blueberry Flambe
    Report | Dec 5, 2024

    Bison & Wolves & Pie... Oh my!

    Quest started

    player initiated
  • Message board - Farmers Wolf Problem
  • Discovered at The WestWatchers message board.
  • Payment initially gold; but the old man can only offer pie, cured meats and farm fresh food as compensation.

  • Gerant's Recountings - Thank you Josh for this wonderful journal entry
    Between requests to gather herbs for Endra and Westkeep's healers I found myself looking for work.   I was approached by a devout worshipper of Madera named Druld and he recruited me along with two others to go help some farmers with a wolf problem. Seems like my expertise would be of value, and I was interested in why the wolves were being so aggressive, so I obliged.   The farmer Hab Grigsby let us ride in his wagon back to their farm, his poor horses looked at the end of their rope, so I decided to lighten their load and walk alongside. I always love a good walk, and this long walk in the rain did not disappoint.   When we arrived at the farm Hab's wife Hilda made us a delicious meal of yams, creamed corn, collard greens, and other hearty food from their farm. It was the best meal I have had in ages. I attempted to get more insight into what was going on with the wolves over dinner, but Hilda and Hab had no interest in discussing the dark matter, and insisted we relax and enjoy our dinner.   Honestly, I am glad for it, the dinner was tranquil, and warm, and comfortable, something I needed desperately.   After dinner on our way to our sleeping quarters in the barn we decided to do a bit of scouting for tomorrow. We found a massive bloody trough where one of the bison had been drug away from the farm, hell of a beast that could drag a full grown bison like that. Druld asked for me to keep watch while he "spoke with the stones".   I know all dwarves claim they can speak with stones, but Gede as my witness he actually did.   While keeping watch I heard the wolves speaking to me in the common tongue, and one went as far as to reveal itself to me in the moonlight. It looked directly at me, made eye contact, almost seemed to laugh at me then faded back into the shadows. It looked covered in rot and mange with its hair falling out in clumps, it was definitely sick and rotting.   The next day we met with Hab and he allowed us to take his entire stock of oil to set a trap for the wolves. Hab then lead us to their den before himself returning home.   We covered ourselves in stinkweed to disguise our scent and set about quickly setting up spike traps to give ourselves some advantage against these wolves.   We filled the entrance of the cave with an unreasonable amount of oil, ready to strike a spark to it at a moments notice to burn our prey alive.   I crept forward into the darkness of this foul den and saw with my own eyes, THREE massive wolves bigger than any bear I have ever seen, and 8 other dangerous northern wolves sleeping and nesting in the cave.   The goblin is heading back for the last of the oil to finish our preparations. I hope its enough...
    — Gerant
    wolf
    Tainted Wolf

    The Explosive Finish
    The finale of Season 2, “We-Haul” edition, brought together the beating heart of our group: Futurewolf (Osgar Cazyach - "The Squirrl"), Kiwi4BBQ (Druld), and Will (Horjak). By a happy twist of fate, Josh (Gerant) and a guest player also joined the mix for a one-time appearance.
      The session opened with a wildly reckless plan in the face of extreme danger:
  • (3) tainted dire wolves, each larger than a cave bear.
  • (8) northern winter wolves, at rest in their den.

  • What unfolded was a chaotic masterpiece—a moment-to-moment rollercoaster that defies full capture in words. The players’ sheer creativity and improbable dice rolls turned what should have been a death sentence into an odds defying victory.

    During the climactic battle, two characters teetered on the brink of permanent death, mere seconds from the end. Yet, against all odds, they survived. The triumph yielded tantalizing rewards; a new dungeon location, a key for entry, cryptic notes, and (4) magical items.

    The taint proved too dangerous to ignore. Druld, invoking the power of the stones, performed a ritual to seal the cave and contain the taint. Thus, the Seat of Marrow was discovered—and quarantined...for now.

    The session was a wild, high-octane ride, full of dramatic highs and desperate lows. Unlike the more elegant tales of previous sessions, this finale thrived on pure adrenaline and wreckless player desparation. It’s a session best experienced firsthand—words can only do so much justice to the magic of the table that morning. The session report is a close second!


    Session 53 - The Tip of the Taint
    Report | Jul 13, 2024

    An explosive moment and temporary victory against the beasts in the tainted cave.


    You are blessed by the Old Gods friend. The road has claimed sturdier souls than yours, and not one would blame you for hanging up your sword and finding a warm hearth to settle by. Surely, after all you’ve seen—the dangers you’ve bested, the lives you’ve saved, and the secrets you’ve unearthed—you’re not still thinking of going back out there, are you? Risking life and limb for more gold and glory?

    Ah, but then again, I see it in your eyes. That glint that speaks of unquenchable battle-fame, of a heart that beats louder in the wild than it does within safe walls. Aye, I know it well. The fire dims here (touches chest), the embers glow faintly, but I wager the flame burns bright in your chest. The call of the wild, of the unknown, it’s a song of Silvanus few ever truly hear, and once you’ve answered it, there’s no silencing it.

    So go on, my friend. Rest tonight, warm your bones and fill your belly with mead. When the dawn comes, do what you were born to do. Take up your pack, gird yourself with courage, and step back into the wilds. But remember this, for old Obannon’s sake: the fire in your heart may light your way, but it’s the company you keep that’ll see you through. Gold and glory mean nothing if there’s no one to share the tale with when the day is done.
    — Obannon

    Where do we go from here?

    You might wonder why Season 2 ended so abruptly and without a clear resolution. The simple answer: life. I had a two-week trip planned to Greece—a journey through ancient ruins and islands steeped in history. (One day, I’ll write a blog about the incredible inspiration from that trip. It’s no surprise that Kelsey herself created a dungeon inspired by Crete and the legend of King Minos.)

    Just as Season 2 was picking up serious momentum, summer came to a close. With school starting for my daughter and the holiday season looming, I made the call to wrap the season early. It was the best way to avoid the uncertainty of when we’d play next and to preserve the energy we’d built for future sessions.
     
    Excited for the Next Season
    In recent Discord talks with our players, one thing is clear! They’re eager to take the red lantern and return to the Crypt of the Whispering Sorcerers. It seems all but certain. With the lantern in hand and the determination to face the impossible, they’re ready to dive back into this confounding location.

    However, it’s been nearly six months since our last session. That means six months of world advancements, upkeep costs, and shifting landscapes—classic sword-and-sorcery hardship. When we return, it will be a different season, and our world will have changed in unexpected ways. I’ll be rolling live world developments at the table, letting the dice shape what’s emergently evolving beyond my own plans. It’s exciting, daunting, and exactly what keeps this world alive.

    With so many locations and points of interest already discovered, you might ask, “How could there possibly be more?” Too bad, so sad—it’s happening. Be ready for more lore, surprises, and the thrill of uncovering the unknown, all while welcoming new players into our world.
     
    Two Groups at the Same Time—For Real This Time!
    This coming year, I want to play more frequently to build palpable momentum in our shared world. To that end, I’m committing to running two groups: a Saturday morning group and a Tuesday evening group. Both will be based out of Westkeep, influencing the scarcity, development, and depth of the world as they carve their own paths.
    Am I setting myself up for spectacular failure? Maybe. But you don’t know your limits until the wheels fall off the wagon. Wish me luck—this is going to be an adventure for all of us.
     
    Lastly, to the Players of Season 2 and “We-Haul”
    To everyone who joined the table this season thank you. Whether you played one session or nearly every session, you helped capture lightning in a bottle. We may be scattered across the world, but what we built together felt truly magical.

    Thank you for sharing your love of Shadowdark, your time, and your creativity with me and the group. I hope to see many of you again for Season 3. Until then, cheers to the memories we made and the adventures yet to come!

    House Rule Addition

    In Session 45, during the early exploration of the Crypt of the Whispering Sorcerers, a moment of Northern heroics inspired a change to our house rules. To better embody the classic sword-and-sorcery ethos—living and dying by the blade against insurmountable odds—we officially added the following rule

    Will to Live

  • Applies When: A character reaches 0 HP and the death timer begins (Deadly Mode, 1 round).
  • Applies How: As a FINAL roll; the dying character may attempt a DC 18 Intelligence or Constitution check to self-stabilize and return to 1 HP, replacing the natural 20 requirement from RAW.
  • Applies Why: This rule enhances the gritty, sword-and-sorcery tone of the game, emphasizing survival through sheer willpower in deadly situations.

  • Note: The “down but stable” rule at 0 HP has been removed in this game. The Constitution check may be revised in the future if it proves too powerful.

    Discord Highlights too good to pass up!

    PS.. Internet friendships are strange... <3














    Articles under Season 2 - A Journey West...keep

    Session 53 - The Tip of the Taint
    Report | Jul 13, 2024

    An explosive moment and temporary victory against the beasts in the tainted cave.

    Session 52 - Blueberry Flambe
    Report | Dec 5, 2024

    Bison & Wolves & Pie... Oh my!

    Session 51 - A Positively Primordial Predicament
    Report | Jun 23, 2024

    The stone speaks of secrets that must be protected.

    Session 50 - A Deal to Delve
    Report | Jun 10, 2024

    A trip to bargain for a red lantern; has them stuck deep in the mud.

    Session 49 - A Cold Trip
    Report | Jun 24, 2024

    Last Session of the First Delve into the Crypt of the Whispering Sorcerers

    Session 48 - Architects Quarters
    Report | Jun 18, 2024

    Third Session in the Crypt; (Short session. GM time restriction)

    Session 46 - 3 Hours, 2 Rooms, 1 Pocket in an Elevator
    Report | Jun 14, 2024

    Second Session; Crypt of the Whispering Sorcerers

    Session 45 - A New Direction
    Report | Dec 5, 2024

    Death is near for Raddel; the wolves are hungry

    Session 44 - The Final Leg
    Report | Nov 29, 2024

    An unexpected meeting, dwarven puzzle and the safety of Westkeep at last!

    Session 43 - Through the Mud
    Report | Jul 1, 2024

    Ahead lies the most dangerous and difficult run of the gauntlet, where the road narrows to a single lane of several inch thick mud.

    Session 41 - A Nightmare Among Dreams
    Report | Nov 21, 2024

    A trippy night; Nightmare fuel

    Session 39 - The Road Less Traveled
    Report | Apr 27, 2024

    Second day on the gauntlet road; a turn.. for the worse?

    Session 38 - New Beginnings
    Report | Apr 27, 2024

    First Gauntlet run of the season; the first or last... steps towards greatness.


    Comments

    Please Login in order to comment!