Shadowdark Session Recap: 04/25/2025 – Geeks & Games

Summary

The party embarked on a lengthy journey northward aboard Captain Tybal’s small merchant vessel, sailing for over four weeks toward Skaal. As they traveled, the days grew increasingly longer, and the captain took time to teach one of the party members basic commerce. During their voyage, they learned important information about their destination—sorcery was strictly outlawed in Skaal due to a past war with the Skull Lord, and the Temple of Aere held dominant religious power over other temples.

Their journey came to an abrupt end when they spotted a mysterious beacon light in the darkness. The ship crashed into hidden rocks and began taking on water, while Captain Tybal nobly chose to go down with his vessel. The party, along with a strong sailor named Udo, managed to escape in one lifeboat while other crew members took another. As they fled, an eerie yellow beam illuminated the sinking ship, revealing their captain’s final moments clinging to the mast before slipping beneath the waves.

After beaching their lifeboat on a rocky spit, the party investigated the source of the deceptive beacon. They discovered a wooden scaffold structure atop a wet cliff face, complete with a cauldron and mirrors used to lure ships to their doom. Their exploration was interrupted by hostile cultists in blue robes demanding their surrender. Through clever use of magic, including a sleep spell that incapacitated most of the cultists, the party prevailed in the ensuing combat.

The party then infiltrated the cultists’ cave base, where they encountered more dangers. After Slant successfully sneaked in and eliminated a sleeping guard, they faced off against a terrifying fish monster that emerged from a dark pool, speaking of the Skull Lord’s vengeance. After defeating the creature, they discovered eight captured sailors and evidence of an extensive smuggling operation.

The confrontation escalated when the cultist leader appeared, wearing chainmail and wielding a longsword. Though he managed to knock down Junior in his initial assault, the party surrounded him and prevented his escape, ultimately defeating him in fierce combat. They freed the captured sailors and discovered substantial stolen trade goods and supplies within the cave.

Their adventure culminated in an ambitious plan to capture a pirate vessel. Using a conch shell found in the cave pools, they managed to lure a small but nimble sloop to shore. Though their initial deception failed, they successfully drove off the pirates and captured their ship. With their newly acquired vessel, rescued sailors as crew, and Udo as a trusted ally, the party had gained both valuable resources and a means to continue their journey. They also recovered 200 gold worth of trade goods, marking a successful conclusion to their dangerous encounter with the skull cultists.

Scenes

Sailing North

The party sails north for weeks aboard Captain Tybal’s small merchant vessel, heading toward the city of Skaal.

  • Party has been sailing for 4-5 weeks heading north
  • Captain Tybal teaches basic commerce to Acantha
  • Captain explains that sorcery is outlawed in Skaal due to war with Skull Lords
  • Learn that the Temple of Aere dominates other temples in Skaal
  • Days growing longer as they sail northward

Ship Wreck

The party’s ship is lured onto rocks by a false lighthouse beacon, forcing them to abandon ship.

  • Ship spots mysterious beacon light in the distance
  • Ship crashes into rocks and begins taking on water
  • Captain Tybal decides to go down with his ship
  • Party and Udo escape in one lifeboat while other crew take another
  • Orm’s divine magic feels strangely resistant when cast during escape
  • Yellow beam of light illuminates the sinking ship
  • Captain Tybal seen clinging to mast before slipping beneath waves
  • Party beaches their lifeboat on rocky spit

Lighthouse Investigation

The party investigates the false lighthouse structure and encounters hostile cultists.

  • Party treks up wet cliff face in cold, rainy conditions
  • Discover wooden scaffold structure with cauldron and mirrors
  • Encounter cultists in blue robes demanding surrender
  • Acantha casts sleep spell incapacitating most cultists
  • Combat with remaining cultist using dark magic
  • Party defeats cultists and discovers lighthouse used to lure ships

Cave Discovery

The party infiltrates the cultists’ cave base and battles a fish monster.

  • Find cave entrance with signs of frequent traffic
  • Slant sneaks in and kills sleeping guard
  • Three guards flee without weapons
  • Fish monster emerges from pool threatening the party
  • Monster speaks of Skull Lord’s vengeance
  • Party defeats monster and discovers captured sailors
  • Find evidence of smuggling operation

Battle with Cultist Leader

The party confronts and defeats the leader of the skull cultists.

  • Leader appears wearing chainmail and wielding longsword
  • Knocks down Junior in initial attack
  • Party surrounds and prevents leader’s escape
  • Leader killed after fierce combat
  • Eight captured sailors freed from cave
  • Discovery of stolen trade goods and supplies

Pirate Ship Capture

The party sets up an ambush to capture a pirate vessel.

  • Find conch shell in cave pools
  • Use shell to signal approaching pirate sloop
  • Three pirates approach in rowboat
  • Failed deception leads to combat
  • Pirates abandon ship and flee
  • Party captures small but nimble sloop
  • Discover 200 gold worth of trade goods
  • Gain crew of rescued sailors and Udo as ally

NPCs

Captured Sailors

Eight sailors rescued from the cultists’ cave where they were held captive. Later assist the party in capturing the pirate sloop and become part of the crew.

Skull Lord

A mysterious master who vanished 20 years ago during the Battle of Snowgale, supposedly leaving to gather reinforcements but never returning. His cultists continue awaiting his return while conducting operations.

Fish Monster

An orc-sized creature with gray-black scales, flaring gills, and a predator-like mouth with an extending tendril. Spoke Common and served the Skull Lord before being killed by the party.

Cultist Leader

A warrior-priest wearing chainmail under a sky blue tabard, wielding a longsword and shield. Wore a gold skull pendant and used dark magic touch attacks. Led the shipwrecking operation before being killed by the party.

Udo

A strong sailor from Tybal’s crew skilled with a cutlass and hard work. Saved by the party during shipwreck, later becomes their ally in operating the captured sloop.

Captain Tybal

A young, foppish human merchant captain whose position is funded by his family. In line to inherit a merchant house. Shows respect for the sea god Yaloss and teaches commerce to party members. Chooses to go down with his ship when it crashes.

Locations

Pirate Sloop

A small, nimble 30-foot vessel captured from the pirates. Features an immaculate deck, small top deck, cargo hold, and sleeping quarters for four people. Designed for speed and maneuverability.

Cultist Cave

A natural cave along the coast used as the cultists’ base, featuring 15-foot high ceilings, multiple passages, storage areas for stolen goods, a central fire pit, and a pool of dark water containing bones and a carved skull. Located about an hour’s walk from the false lighthouse.

False Lighthouse

A 30-foot tall wooden scaffold structure built on a cliff, with a cauldron and mirrors at the top used to lure ships onto rocks. Used by skull cultists for their ship-wrecking operation.

Skaal

The largest human city in the northern region, known for being bureaucratic and having outlawed sorcery. The Temple of Aere holds significant power there, having pushed other temples into the shadows.

Daj Kodan Region

A far northern region similar to Finland/Sweden, characterized by cold, ice, mountains and extreme seasonal daylight patterns with endless summer days and winter nights.

Spells

Light

Cast by Orm during the shipwreck to illuminate the lifeboats and later used on a lantern to create bright green illumination. The spell felt unusually resistant to cast during the shipwreck, as if pushing against some force.

Cure Wounds

Used frequently during the sea voyage to help with seasickness and later to heal Junior after being knocked down by the cultist leader.

Sleep

Cast by Acantha, manifesting as a lullaby that puts multiple cultists into a magical slumber. Later attempted but failed during the pirate combat.

Dark Touch

Used by the cultist leader, an enervating touch attack that drains energy from its target.

Invisibility

Used by Junior, a halfling wizard, to become invisible and scout deeper into the cave undetected.

Detect Magic

Cast to examine the carved skull, though no magic was detected in the skull.

Items

Ruby Amulet

A magical amulet stolen from Asmodie, Archmage of Needle, bearing markings from the Daj Kodan Kodan region. Its acquisition forced the party to flee New Moon Bay.

Mithril Chain

Magical armor worn by some party members that allows them to swim while wearing it.

Skull Pendant

Gold pendant with stylized horned skull symbol worn by cultist leaders, representing their devotion to the Skull Lord.

Carved Human Skull

A human skull found by the dark pool, inscribed with Diabolic runes containing a prayer to the Skull Lord about undead rising across the land.

Conch Shell

A large soundable shell found in the cultist cave’s pool, used to signal ships and later instrumental in capturing the pirate sloop.

Trade Goods

A collection of valuable cargo worth 200 gold pieces, including food, cloth, silk, linen, and other merchant goods stored in barrels and crates in the pirate cave.


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