Glass Cannon Podcast Shadowdark E1 | "Probably the Moon"
Premiere Episode on Geek & Sundry's Critical Role & Sagas of Sundry Hub
Original Air Date: February 26, 2026
Main Cast: Troy Lavallee (GM), Matthew Mercer, Joe O'Brien, Sydney Padua, Pharaoh
Location: https://www.geekandsundry.com
Episode Overview
In this highly-anticipated crossover event, the Glass Cannon crew launches their very first campaign of Shadowdark—a modern fantasy TTRPG inspired by the “old school renaissance” style of play. The players bring together harrowed survivors in a world devastated by an apocalyptic war where neither side emerged victorious. Set amid trauma, loss, and the hope of sanctuary in the isolated village of Marin’s Hold, this session is heavy on horror, grim humor, and vivid improvisational storytelling. The cast dives in with character introductions, house rules, and immediate, atmospheric roleplay—establishing settings and relationships in classic actual play style.
Key Discussion Points, Insights & Highlights
1. Kicking Off Shadowdark (01:46–09:24)
- Tone & Philosophy: The team is eager to embrace Shadowdark’s old-school, “player-driven” gameplay—reminiscent of AD&D but with an emphasis on improvisation, emergent storytelling, and higher player agency over traditional module railroading.
- Memorable Quote:
“You don't reference your character sheet to figure out what you can do...there’s so much more weight and responsibility placed on the players."
— Pharaoh (08:08) - All players share stories from running Shadowdark at recent retreats, noting its easy-to-pick-up mechanics and the fun unpredictability of random generation.
- Sydney recalls:
“The thing we rolled was, like, a large map...a Citadel...I gotta make a whole Citadel on the spot. But it all came together...” (06:35)
- Sydney recalls:
- The excitement mixes with first-day anxiety:
“...it's gonna feel like walking down memory lane.”
— Troy Lavallee (04:10)
2. Table Rules, House Rules & Session Setup (18:04–24:56)
- Luck System: Bottle caps represent luck tokens, with no maximum cap. Uses: re-roll any check, turn a hit into a crit (before damage), or give the GM disadvantage (must be declared before the roll). (19:02–20:32)
- Casting Rules: Utilizing a Sly Flourish “house rule”—you only lose your prepared spell after the first successful cast or upon a failed casting after success, not on an initial failed attempt. (20:45)
- Hit Points:
- Start with max HP.
- On level up, both player and GM roll a die; highest result is HP gained (22:07–22:44).
- New replacement characters enter at level 1 after a PC death, following classic OSR style (“play it as it lies”).
- Equipment/Encumbrance: Inventory management emphasized (slots for items), humorously bemoaned by hoarder players. (17:00)
- NPC Names: The group prepares a shared doc of NPC names to aid improvisation. (18:04)
- All agree proactive player agency and improvisation are at the heart of the table and system.
3. Setting the Stage: World & Campaign Intro (28:00–31:33)
- Backdrop: The war is over—because both sides were entirely devastated by an unknown, impossibly destructive third party. No victors, only survivors in a shattered realm (29:20).
- Troy narrates an atmospheric opener, painting imagery of burning battlefields and the sense of trauma and uncertainty:
“No matter what side you fought on, you lost… Whoever this power was, simply ended the war with apocalyptic force.” (28:20)
- The characters each recall the moment of catastrophe: light, heat, screams, and darkness.
- Troy narrates an atmospheric opener, painting imagery of burning battlefields and the sense of trauma and uncertainty:
- Initiative: Even exploration/roleplay moments use initiative to spotlight every player. (31:33)
4. Character Introductions: Cinematic Openings (32:22–53:49)
Matthew Mercer as Allison Ricks:
- Awakes buried beneath corpses in a field; tall, young, prematurely white-haired, survives only by luck. He clings to a drawing of his family for hope (32:22–35:38).
- Quote:
“…He finally reaches into his tunic and pulls out this small sheet of parchment...a sketch of a woman holding a girl...” (34:48)
Joe O’Brien as Warwick Blackburn:
- Half-orc, once a squire—shell-shocked and looted as he awakens on the battlefield. Driven by a need to recover his stolen sword and armor (37:27–44:02).
Pharaoh as Pharaoh:
- Field hospital attendant, suffers a skull fracture as the world ends. Struggles with guilt, thinking his own prayer might have triggered the calamity (44:14–48:24).
- Quote:
“He remembers a flash of a soldier that had been disemboweled... As he stood up in surprise, this impact shook the world.” (46:51)
- Quote:
- The trauma lingers and shapes his actions.
Sydney Padua as Saint Anthony:
- Gaunt, starving young man emerges naked from a muddy pit, scavenges the battlefield for food, clothing, and valuables (48:39–53:49).
- Quote:
“…completely nude when he comes out of this hole…and as he's taking these pieces, he's kind of getting dressed looking around..."
- Quote:
- Resourceful, secretive, and unflinching.
Memorable Moment:
Troy and Sydney tease the “HBO opening sequence” vibe, with much laughter at the grim nudity and graphic realism. (53:57)
5. Arrival at Marin’s Hold & Group Formation (57:53–77:31)
- Marin’s Hold: A recently reinforced palisaded village promising sanctuary—at a price. The gatekeeper lays down the law: “Whatever side you fought on matters not... No magic within our walls.” (62:14)
- Players organically form a party to score limited inn rooms, forming bonds of convenience and necessity. Each claims a bunk in "The Feathered Wish."
- They pool skills and resources (a string of foraged squirrels becomes valuable protein), begin to probe one another’s backgrounds, and tentatively build trust.
- Notable Quotes:
- “It's kind of like the beginning of a reality show...form teams and then go find the golden...let's go.” (76:15)
- “I'd like to know why.” / “Thought we could all do a little bit to help each other out.”
—Saint & Allison (88:54)
6. First Night: Tensions, Trust, and Trauma (89:48–104:58)
-
Shared Stories: After a sparse stew and a dose of hard-won humor, the group exchanges battered war stories, rife with uncertainty about the disaster’s cause—god, sorcery, or “probably the moon.”
- Pharaoh’s guilt:
“I think, like, Pharaoh, on some level, is convinced that he's responsible…” (99:04)
- Saint’s stone-faced secrecy, Warwick’s righteous anger, Allison’s haunted compassion.
- Pharaoh’s guilt:
-
Paranoia: Making camp in a town full of desperate survivors, the group debates watches and traps their own door—open about not fully trusting each other (141:00–143:11).
- Quote:
“Are you keeping…should we just all go to sleep…? We're sharing a room with a thief and…we wouldn't completely trust these other two people anyway…”
— Pharaoh & Group (141:11)
- Quote:
7. Night in Marin’s Hold: Ominous Events (144:01–147:27)
- Midnight Incident:
- During Saint’s watch, a commotion outside: town guards dragging women to the drawbridge, cries that it isn't true, suggestions of witch hunts or magical persecution. Saint stealthily (and successfully) spies on the scene, but leaves the party’s door unsecured (144:01–147:29).
- Quote:
“You hear, like, a woman's voice. 'It's not true, it's not true.'...they’re shuffling, like three people out the gate…” (144:29)
8. The Tavern: Seeds for Adventure (111:00–139:20)
- Crayfish Tavern: A bustling, tense room where locals eye refugees warily—a space full of potential contacts, jobs, and secrets.
- Warwick seeks bandits rumored to have stolen from him; miners and laborers suggest jobs are scarce unless one ventures beyond the safe walls, or investigates a missing merchant (119:16).
- Gathering Leads: Hints for adventure emerge:
- Caravan ambushed—merchant Regina Spence missing (120:13). Contact: her partner, Martin Gardok.
- Saint hears of a “bandit camp near a massive marrow tree by Wardenwood,” a likely side-quest (134:33).
9. Session Conclusion (148:51–end)
- Ending Montage: The party weighs their options—search for the lost merchant, investigate the bandit camp—while Saint witnesses a witch-hunt-like expulsion.
- Troy’s “HBO closing”—he wishes he could cue Annie Lennox’s “I Put a Spell On You” over the dark town, as the camera pans up (148:51).
Notable Quotes & Character Moments w/ Timestamps
-
“You don't reference your character sheet...there’s so much more weight and responsibility placed on the players.”
— Pharaoh, 08:08 -
“No matter what side you fought on, you lost…this party, this whatever, did not win per se. They just ended the war with apocalyptic force.”
— Troy Lavallee, 28:20 -
“As he stood up in surprise, this impact shook the world.”
— Pharaoh, 46:51 -
“Are any of us all right?...A war.”
— Matthew Mercer & Sydney, 107:52 -
“Probably the moon.”
— Pharaoh, 100:01
[Episode title drop!] -
“I'd like to know why.” / “Thought we could all do a little bit to help each other out.”
— Saint & Allison, 88:54 -
“You're staring at people.” / “Just doesn't seem real. Seems like...it's all wrong, you know?”
— Sydney & Matthew, 117:10
Important Episode Timestamps
- 01:46–09:24 — Table philosophy, excitement about Shadowdark, OSR-style play
- 18:04–24:56 — House rules: Luck tokens, spellcasting, hit points, new PC levels
- 28:00–31:33 — Campaign premise, post-apocalyptic setting, initiative system
- 32:22–53:49 — Cinematic character introductions
- 57:53–77:31 — Arrival at Marin’s Hold, party forms, first group interactions
- 89:48–104:58 — Shelter, shared trauma, beginnings of trust/mistrust
- 144:01–147:27 — Midnight, Saint sneaks out, expulsion of accused witches
- 111:00–139:20 — Crayfish Tavern, rumors, job hooks emerge
- 148:51–149:32 — Cinematic “HBO ending,” cue Annie Lennox (thematic outro)
Takeaways for New Listeners
- This episode exemplifies classic “zero to hero” OSR storytelling: The party begins in dire straits, forced by circumstance to join up and survive among tense refugees and hostile guards in a dangerous land.
- Roleplay-forward, character-driven play: Each player gives a vivid, nearly cinematic monologue for their character's introduction, and every scene plays to their strengths and trauma.
- Immediate plot hooks with ominous flavor: Mysterious disappearances, rumors of bandits, and witch-hunting hint at threats both external and internal.
- Grim, darkly humorous tone: Bantering about gear, intrusive thoughts, and gallows humor reinforce the world’s post-war, uncertain mood.
- Session leans heavily on improvisation, emergent narrative, and worldbuilding—all captured in the raw exchanges and memorable descriptive vignettes.
Next Episode:
Will the party uncover the truth behind the missing merchant? Will Saint’s ‘lean-off’ pay off? What lies waiting in the woods—or within the walls—of Marin’s Hold?
Listen to the full episode at Glass Cannon/Geek & Sundry for the banter, atmosphere, and deep roleplay that make this crew legendary in the actual play podcast world.
