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Finding Adventures in the Dark

Legacy of Iskald: Saga of Ambition

3/4/2026

2 Comments

 
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 A regional adventure for levels 3-6, by Brynjar Mar Palsson
Written for Shadowdark
   Note, this one came in as a review copy, along with a very touching heartfelt message from the author…Mr. Palsson, as you may recall, wrote one of the first itch.io adventures I actually liked, Brigands of Bristleback Burrow. Apparently, my review was the first such he’d received, and he found it encouraging. He’s done a few other dungeons over time, which I’ve bumped into from time to time. Now he’s graduated from “a dungeon” to “full-up regional sandbox campaign” with the hefty tome before us. Legacy of Iskald is a hundred-page (‘zine-size) epic of genuinely impressive scope, written for Shadowdark of all things. I’m impressed by the ambition.
   As always, I don’t review adventures based on artistic merit, but there is a lot of effort represented here. Most of the art is black-and-white, with the occasional full-page or even double-page color spread setting mood. Every monster and most NPCs have portrait sketches, and I like…most of them, slightly uneven quality/style is to be expected when you have multiple artists and illustrators. Some of the stuff is really quite gripping, and several illustrations made me laugh. This isn’t a no-value-added thing or something just to break up text blocks, when we run something like this at the table, having example illustrations to flash to the players is really nice. Otherwise, formatting is competent and Shadowdark-standard, with generous margins, well-delineated tables, and the usual custom slightly-annoying but nevertheless readable Arcane Library font. Writing is casual, almost conversational in places, but very easy to parse.
   I had an experience that I believe most of us have had, where I mainlined the Sagas of the Icelanders and immediately started building a campaign based on them. In my own case it was set in an alternate Greenland, icy and bleak and cold at the edge of the world. This is another one of those, although it is not set in a real-world version of the earth, it’s still obviously built by someone raised on the sagas. It’s a good setting for D&D-style adventure, if you told me that actual historical Vikings believed in a gold=XP system I’d believe you. Couple that with the myths of the Norse being fully populated in D&D monster manuals and in all cases optimized for “hit it with sword” solutions, then you’re in the zone anytime you’re D&Ding the Viking Era. Even if it is in Shadowdark.
   A word on the Shadowdark system…it isn’t ideal for all that a regional campaign requires, notably lacking any kind of overland travel system (pre-Western Reaches Kickstarter), and also not overly focused on character death rules during a long-term play. As is tradition, the author improvises via hacking. First we have importing from other systems, in this case using Cairn’s watch system for overland travel and ACKS II’s heroic death rules for giving XP to new replacement characters. There’s also new stuff, like calendar and weather systems, travel and seasonal mods, and of course a ritual
tracking chart…
   …because, hey, there’s a ticking clock in this regional sandbox adventure. Actually several, but the biggest is a bunch of fishmen (the cultfish) trying to figure out a control ritual to enslave a local dragon who’s been chained for centuries beneath the mountain by the region’s long-departed warlord. There’s also a troll-wife desperately trying to keep the peace between a fighting pair of greater elementals, a centipede-using shapeshifting hag trying to poison everyone in the area and imprison them in nightmares for decades, some harpies raiding around, a mercenary company of were-creatures looking for lost members, a massive ice floe with dozens of wrecked ships haunted by cursed undead, and the usual petty set of side quests too. It’s a packed adventure, with a lot of various sites that all funnel into a central dungeon.
   Which is unfortunately going to be the source of my biggest complaint in this whole affair, Hrimskegg’s Tomb. I love the idea of the dungeon…it’s a central area accessed from four different locations throughout the region, rife with multiple factions, designed to be visited multiple times to complete multiple objectives throughout the region. Everything happening centers around this dungeon, and its themes are strong, complete with a final area containing an abused dragon who’s been chained here all his life. Brilliant stuff, compelling, interesting, and perfect as an anchor for a regional sandbox…but it’s all stuffed into twenty-four room tiny (5ft square) dungeon:

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   It hurts to see. The dungeon itself isn’t even bad, I like the flow, I like the rooms, I like the traps and monsters and interactive bits, they’re all great. If this was one of the itch.io standard eight-page dungeons, I’d be giving it five stars. It’s written with that use case in mind, even, and for that it’s great. But this is a tiny little area that an efficient group can knock out in a single session. Since its Shadowdark, you don’t even have the 5E excuse that combat takes forever, fights are actually pretty fast here. This thing just needed 3x or 4x more rooms and a lot more space occupied to properly fit its role in the adventure. And maybe a couple more levels.
   It’s even more of a pity because there are other dungeons here in this region that show bigger scope. I love them, an overrun barrow filled with angry revenants and the Norns, an ice-crevasse filled with unique light-avoidant undead and a faithful ghost retainer seeking the heir of his master, the hag’s lair, a heist-ready inn/merchant shop, and a tower in the cliff…all of these take advantage of the third dimension, all of them are a good size for what’s being asked of them, and all of them have good design. The author can make a good adventure site. I just wish the main one had been a full-up proper dungeon.
   Regional adventures live or die based on the personalities, goals, and resources of the various factions and people within the area and this one is really excellent with that. Most of the people and monsters here have distinct personalities and are working some kind of angle, usually something that’ll lead to utter disaster for the region. This whole zone is a mass of a dozen different ticking time bombs, which is perfect for a sandbox. Freedom is infinite, but there should also be NPCs freely bumping around to destroy things if the PCs screw up. There’s also the Requisite Rival Adventuring Party around, complete and utter dirtbags. Love it.
   The other things I look for in an adventure like this are cool and interesting sites and magic and we’re solid here, too. Menhirs, swamps, giant primordial trees, a volcano (and YES IT MIGHT ERRUPT)…everything here is fun and interesting and conveyed on the map pretty darn well. This is a region filled with adventure and intrigue, just asking to be explored. There are a ton of new/custom monsters that work well, and although I might could wish for more new magic items, those that do get made are all useful and interesting.
   If you can’t tell from my tone, I really like this adventure. The central dungeon’s whiff at scale is mostly disappointing because the region does do such an excellent job at making everything else so big and epic. Level 3-6 is the “X” in B/X and it’s right and proper to step out of the dungeon and into the sagas. Legacy of Iskald does this for Shadowdark better than anything else I’ve seen and it looks like something I’d have a blast playing with even as someone who is not the biggest adherent of the system. It's here if you wanted to take a look.
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2 Comments
Sandbox Plots
3/4/2026 04:04:28 pm

What system would you recommend instead of Shadowdark for a regional campaign? Does it depend on the scope? Small map B/X and larger map AD&D or ACKs II?

Reply
Commodore (B. Gibson)
3/4/2026 05:03:13 pm

Yeah, that would probably be best for each one of them but really Shadowdark works fine with all of the rules hacks he put in.

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