The Alexandrian

Warriors at Dawn - lobard

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Broadly speaking, there are three different types of factions that the PCs could become allied with: the organizations (which the book refers to as factions), the giants, and/or the dragons.

The core organizations are detailed on p. 12 of Storm King’s Thunder:

  • Harpers
  • Lords’ Alliance
  • Emerald Enclave
  • Order of the Gauntlet
  • Zhentarim
  • Kraken Society

In addition to these factions, it’s not hard to imagine PCs opportunistically forging similar alliances with other groups in the campaign. For example, perhaps they could convince the warriors of Citadel Adbar (SKT, p. 78) to march forth to war once more.

The giants, of course, are the primary antagonists of Storm King’s Thunder:

  • Grudd Haug (Hill Giants)
  • Deadstone Clef (Stone Giants)
  • Svardborg (Frost Giants)
  • Ironslag (Fire Giants)
  • Lyn Armaal (Cloud Giants)
  • Maelstrom (Storm Giants)

Additional giant factions could be added by creating new giant lords, several options for which are also described on page 12 of Storm King’s Thunder. (The PCs might even try to seek out these alternatives to the primarily villainous lords found in the campaign, perhaps as viable alternatives for a Path of Conquest or Draconic Crusade.)

Finally, there are the dragons. These are, of course, the ancient foes of the giants, and at least some of the evil dragons have been conspiring to free Tiamat from her prison and return her to the Material Plane, an act which would end the truce forged at the end of the Thousand Year War.

A number of dragons have already been seeded into Storm King’s Thunder:

  • Iymrith (p. 225)
  • Claugiyliamatar (p. 95)
  • Isendraug & Cryovain (p. 155)
  • Klauth (p. 95)
  • Arauthator (p. 106) & Areivaturace (p. 92, also Rime of the Frostmaiden, p. 105)
  • Red Dragons of Tuern (p. 111)

If you wanted to expand the draconic influence in your campaign, a good resource might be the Wyrms of the North, a column that Ed Greenwood wrote for Dragon Magazine from 1996-99. These columns were collected and updated for D&D 3rd Edition on Wizards of the Coast’s website from 2001-04, and you can peruse that archive here. This included “By Dragons Ruled and Divided,” an overview of the whole series written by Sean K. Reynolds which originally included this map of dragons’ territories:

Wyrms of the North: Dragon Territories - Sean K. Reynolds (Wizards of the Coast)

Each of these potential types of alliances have important distinctions, and we’ll take a closer look at the details of the specific groups later, but all of these alliances can be handled with some common structures that will make it easier for you to streamline and simplify the juggling of so many complicated, intersecting relationships during your campaign.

RECRUITMENT OPPORTUNITY

Since our goal is for the PCs to be able to join — or, at least, ally with — each of our factions, you’ll want to create a recruitment opportunity for each of them. If it’s helpful, you can also think of this more in terms of an introduction to the faction.

This is the big, upfront prep task you have to tackle if you want all of this to work. I would often recommend adhering to the Three Clue Rule when prepping content like this — i.e., seeding three different hooks for each faction into the campaign — but given the number of factions involved in Storm King’s Thunder and the structural function we want them to perform, you can probably get away with just having one recruitment opportunity per faction.

A few things to keep in mind:

  • There are a bunch of recruitment opportunities already built into the campaign. (Consider how Darathra’s quest on SKT, p. 60 hooks the PCs up with the Harpers. Or Naxene’s quest on p. 52 leads to the dragons.)
  • If a recruitment opportunity is proactive — i.e., it’s an encounter that the PCs could have anywhere in Faerun; or it’s actually aimed at the PCs — then it becomes a lot easier to make sure it reaches the table.
  • Once the PCs have started working with a faction, either formally or informally, you can use the antagonism between factions as the opportunity to introduce them to new factions. For example, if the PCs are working for the Zhentarim, maybe a Harper agent targets them.
  • On a similar note, don’t be afraid to improvise additional recruitment opportunities that arise naturally from the events of actual play.

When it comes to the giants, in particular, note that the structure of the campaign and the remix have already taken care of this: The hooks are framed in an antagonistic fashion, but there’s nevertheless plenty of material designed to bring the players up to speed on all six giant factions, their goals, and their circumstances.

If you did want to prep some other introductions that would show the less antagonistic side of the giants, that would not be misguided, but in this regard you might get a lot of mileage by looking for opportunities to reincorporate characters like Harshnag or Zephyros.

RELATIONSHIP

The next thing you want for each faction is a way of tracking the PCs’ relationship with them.

There are three broad approaches for doing this.

First, you can make ad hoc rulings. Basically, play it by ear: If the PCs have done something that would seem to piss a faction off, then the faction is pissed off and will take appropriate actions to target or hinder the PCs. If it seems like a faction would feel that the PCs have proven themselves or if the PCs have ingratiated themselves in some way, then the faction will take positive actions towards them.

Second, use a pair of progress clocks: One clock tracking the faction’s Enmity towards the PCs; the other tracking their Favor. (For more info on progress clocks, check out Failure for the Beginning DM, Blades in the Dark, and/or So You Want To Be a Game Master. Progress clock graphics and fonts can be found here.)

Progress Clocks

I recommend using clocks with 4 segments. You tick a segment of the Favor clock when the PCs’ actions or accomplishments are appealing to the faction. You tick a segment of the Enmity clock when the PCs’ actions oppose the faction’s goals, hurt its members, or otherwise antagonist them. (Note that the PCs don’t necessarily need to be working directly for a faction in order for their factions to gain them Favor with the faction.)

When an Enmity clock fills up, the faction takes a hostile action aimed directly at the PCs and/or their allies. Each time a Favor clock fills up, it unlocks one benefit in a progression:

  • Recruit: The organization offers the PC(s) a formal position in their ranks.
  • Resource: The faction will respond positively to PC requests for Resources (see below).
  • Major Resource: The PCs can request significant resources from the faction (e.g., a large strike force or magic item).
  • Leadership: The PCs are given a significant position of leadership within the faction. This presumably isn’t Leader of the Entire Faction, but it likely involves command over other members of the faction and perhaps a voice in the highest counsels of the faction, with access to and the ability to influence the decision-makers.

In other words, when the Favor track fills up for the first time, the faction offers to recruit the PCs. The second time it fills up, the faction will grant access to Resources, and so on.

It is possible to have slots ticked in both a faction’s Enmity and Favor clocks at the same time. If the PCs trip an Enmity clock after having advanced significantly through a faction’s Favor clocks, the “hostile action” is likely akin to busting them back a rank. Mechanically, you might model this by emptying their Favor clock, or even forcing them to restart the previous Favor clock.

Third, you can use a relationship meter. Actions and accomplishments of the PCs that are appealing to the faction will grant them an increase of +1 to +4 points on the meter. Actions that oppose the goal’s of the faction, hurt its members, or otherwise antagonize them will inflict a -2 to -8 penalty. (The disparity is intentional: When you burn your reputation with someone, it’s harder to dig yourself out of the hole.)

In order to gain a faction’s aid (see Resources, below) when using a relationship meter, PCs will need to succeed on social skill checks. Their relationship meter will act as a modifier on these checks, and when setting the DC you should consider:

  • The scale and size of the request. (The bigger the ask, the higher the DC.)
  • Whether or not the request is consistent with the faction’s ideals and goal. (If the PCs are trying to do something the faction agrees with and wants to do, it should be easier to convince the faction and the DC should go down.)

This means that PCs can succeed at bigger asks if they either (a) choose the appropriate faction to ask, (b) figure out how to convince a faction that the course of action they’re suggesting is a high priority, and/or (c) spend time building a rep and relationship with the faction.

For every 4 negative points, trigger a hostile action (as per the progress clocks described above). When the PCs reach 4 positive points, you’ll probably want to treat that as a trigger for the faction to offer membership to the PCs (if they haven’t already).

Whichever system you choose to use, the ultimate function of tracking Relationship is to know:

  • Which factions will be opposed to the PCs and the PCs’ goals.
  • Which factions will be willing to ally with the PCs and grant them Resources.

Either way, obviously all of this should be reflected in the narrative and roleplaying of the game: It shouldn’t just be numbers ticking up on a tracker.

Note: The relationship meter is quite similar to the Renown system from the Dungeon Master’s Guide (p. 22). The Renown system, however, comes with a curious mix of vagueness and specificity that creates a lot of baggage which, in my opinion, makes it a poor fit for Storm King’s Thunder. It also lacks the ability to track negative relationships with a faction. If you’d prefer to use the Renown system, you certainly can. Alternatively, you can just use the relationship meter described above and refer to it as Renown if you find that convenient.

RESOURCES

Remember that the structural goal of forming alliances with various factions in Storm King’s Thunder will generally be to gain the resources necessary to wage war against the giants and/or dragons. (In practice, of course, there’ll be lots of other reasons for doing this, ranging from the personal to the idealistic.)

Broadly speaking, we’re going to think of the resources a faction can provide as being divided between minor resources and major resources. (The latter obviously being more difficult to obtain than the former.) Minor resources give the PCs a benefit from forming alliances early in the campaign, while major resources will generally be the stuff that fuels the endgame of the campaign.

Equipment: Minor equipment likely includes any mundane, personal items. (Within reason, and the PCs may also need to justify their need.) Major equipment could include an expensive vehicle (e.g., a ship) or magic item. The faction is likely to consider such items to be on “loan” to the PCs, and are unlikely to grant more than one such item per PC.

Strike Force: As a major resource, the PCs can obtain a small strike force (perhaps 4-6 level-appropriate NPCs; or, alternatively, a large number of less powerful NPCs). A minor equivalent of this might be a single guide or some minor hirelings to accompany the PCs.

Run a Mission: If the PCs need something done (presumably because they’re busy doing something else), a faction may be able to run that mission for them as a major favor. (This mission might be resolved completely off screen using whatever method seems appropriate to you. Alternatively, you could do a spin-off one-shot where the players take on the roles of the NPCs. Or maybe other players you know could run the mission for them!)

Provide Intel: Factions can often provide vital intel to the PCs. Sometimes these will serve as scenario hooks (in which case, the PCs may not need to actually ask for the favor). In other cases, the PCs may need some vital piece of information — e.g., the floorplans of a location they’re planning to target with a heist. (“Many Bothans died to bring us this information…”)

GOALS

It will probably also be valuable to make a short list of each faction’s goals:

  • What is their long-term objective?
  • What are the immediate, short-term agendas they are currently pursuing?
  • Are there any disagreements within the faction over what goals should be pursued and/or should be prioritized?

This will help you understand how the faction (and its members) might react to the actions of the PCs and/or the evolving situation in the campaign.

MISSIONS

Finally, when the PCs join a faction, you’ll want to prep missions that they can ask the PCs to carry out. (Some of these missions might also be recruitment opportunities; i.e., they would be opportunistically offered to the PCs even if the PCs haven’t formally joined the faction yet.)

I wouldn’t recommend preparing these missions for every single faction ahead of time. (That’s likely a lot of wasted prep for all the factions that the PCs don’t end up engaging with.) But once the PCs are engaged, these missions:

  • Give a de facto relationship between the faction and the PCs.
  • Help establish what the faction’s agenda is (and how the PCs fit into it).
  • Give the PCs an opportunity to build Favor with the faction.

The published campaign already features a number of these missions for some of the factions.

Go to Part 5E: Waging War

Map of Delver's Square & Tavern Row - Ptolus (Monte Cook Games)

DISCUSSING
In the Shadow of the Spire – Session 35B: Letters of Mysterious Motive

Tor was deeply concerned by the missive from the Order of the Dawn.

“Could he suspect? But if he was going to kill me, why would he send me a note?” Tor shrugged. “Of course, the last time I tried to think my way through this sort of thing, I ended up over-thinking it.”

I use a campaign status document to keep track of the loose threads, NPC actions, faction agendas, backdrop events, and everything else that goes into bringing a reactive and dynamic campaign to life.

This session is a great example of how you can take material from your campaign status document and weave it together into a complex and compelling session for your players. To follow along, though, you’ll first need to understand the various materials I’ve prepped for the In the Shadow of the Spire campaign:

  • Campaign Status Document, the details of which we’ll be diving into shortly.
  • Scenarios, which are probably largely self-explanatory. The overall campaign structure is node-based (with a subset of megadungeon-structured scenarios), so I also have a Campaign Revelation List which shows how all of the scenarios are connected to each other via clues. (This campaign is old enough that this document is still referred to as the “Adventure Track.”) The scenario notes themselves are divided into the separate acts of the campaign, and Act II into three subsections: Banewarrens scenarios, Night of Dissolution scenarios, and Chaos Cult (I use this division when organizing scenario files on my hard drive. I also have separate three-ring binders for each scenario type — so I have a Banewarrens binder, a Chaos Cult binder, and a Night of Dissolution binder at the table, although I believe at this point in the campaign, the CC and NOD scenarios were still in the same binder.) These scenarios are further indicated by an alphanumeric code, so NOD3 is the Surgeon in the Shadows, for example, while BW05 is the Outer Vaults of the Banewarrens.
  • Backdrop Files, which I discuss in the Smart Prep Each backdrop file provides a focused breakdown of ongoing background events that are related to each other. I maintain a number of these for the In the Shadow of the Spire campaign, but the two relevant for the current session are Backdrop 1: Balacazar vs. Killraven and Backdrop 2: Novarch in Exile. (At this point, the latter of these has begun transitioning out of being purely background material because the PCs keep getting involved with church politics.)
  • Interludes, which are scenarios unconnected to the primary campaign structures. This is a mix of one-off events, scenarios created by the players pursuing agendas of their own creation, and other miscellanea.
  • Subplots, which are long-running series of events which the PCs are interacting with (or expecting to interact with). A lot of these seem to end up being factions. (The distinction from Backdrops is that, due to their interactivity, the Subplots have either mini-scenarios or full scenarios. The distinction from Interludes is that Subplots aren’t one-shot adventures; they’re long-running sequences. Although, again, these distinctions get blurred in practice as PCs ignore subplots, get involved with events I thought were backdrops, or have long-term events spin off from an Interlude.)

It might be worth noting that I’m not super-invested in the Backdrop/Interludes/Subplots division; it’s just what I’ve found useful for organizing my notes for this specific campaign.

Okay, with this groundwork laid, let’s dig into Session 35.

IN THE CAMPAIGN STATUS DOCUMENT

The campaign date is 09/18/790 — the 18th day of Kadal in the 790th Year of the Seyrunian Dynasty. The PCs have spent most of the day — in sessions 32 thru 34 — engaged with the chaos cultists at, first, the apartment building where they’re conducting their venom-shaped thrall experiments and, later, in the ruins of the Old City below the apartment building.

The result is that a bunch of events scheduled for the 18th have stacked up, particularly because the PCs spent most of the 17th throwing a huge spanner into the schisming of the Imperial Church and getting themselves thoroughly tangled up in a city-wide political crisis.

The two most relevant sections of my campaign status document here are the Newssheets (summarizing backdrop events in the city) and Events (which are things more or less “aimed” at the PCs). These are the relevant entries from each section for the 18th:

NEWSSHEETS

  • 09/18/790: Blood in the Bathhouse. A flock of ravens bursts the doors on the Row Bathhouse and drives out the customers. When the ravens fly out again, the baths have been polluted with Blood. (Tavern Row War)
  • 09/18/790: Vile Rites Performed in Oldtown! Report on what the City Watch discovered in the Oldtown apartment complex.

EVENTS

  • 09/18/790: Ranthir receives a letter from Mahdoth’s. (BW03A)
  • 09/18/790: Jevicca uses a sending to contact them. (Jevicca’s Sending)
  • 09/18/790: Gemmell sends Tor a letter. (The orc prisoner has escaped with inside help; Sir Kabel was warned. Gemmell is worried that there are traitors in the ranks. But he trusts Tor because he gave him Kabel’s letter.)
  • 09/18/790 (8 PM): Meeting with Sir Kabel at Pythoness House. (Meeting with Kabel)
  • 09/18/790 (11 PM): GQT2 comes to Nibeck Street mansion. (BW Status)

The text in parentheses at the end of some of these entries indicate that they are pointers, either to a separate document (e.g, Tavern Row War refers to a section of Backdrop 1: Balacazar vs. Killraven) or to a later section of the campaign status document (e.g, BW Status and Jevicca’s Sending are both sections which appear later). This way, these sections of the campaign status document don’t become overwhelmed with so much information that they can no longer serve their essential function.

You can see in the case of “Gemmell sends Tor a letter,” however, that the supplementary info was short enough that I could just leave it in situ. Similarly, the specific details of “Vile Rites Performed in Oldtown!” are something I’m prepared to just improvise as necessary.

In addition to these regular sections of the campaign status document, I’ve also added a special section entitled Tavern Row Events. These are “random” encounters that I prepped several weeks before this session as part of Backdrop 1: Balacazar vs. Killraven. Since the PCs are boarding just around the corner from Tavern Row — and regularly walk up and down the street — I wanted them to experience some of the peripheral shrapnel of this gang war themselves. I’ve transferred the events from the Backdrop File to the campaign status document so that they’ll be right in my face when I’m running the session. (That way I won’t forget about them.)

Usually I would integrate events like this into the regular sections of the campaign status document, but in this case I decided it would be more useful to keep them grouped together. (Particularly because they weren’t keyed to specific dates or times.)

TAVERN ROW EVENTS

Raven Spies: While passing down Tavern Row, the PCs notice an unusual number of ravens roosting along the rooftops — peering eerily down into the streets below. Passersby keep glancing up nervously at them.

  • These are Killraven spies.
  • Just before the Showdown at the Onyx Spider, the number of ravens will multiply, roosting on seemingly every rooftop.

The Stink Man: The PCs are in position to spot Durant and a couple of Killraven thugs heading into the Old Goose tavern. They’re either there to intimidate Unos (before the 15th), kill Unos (on the evening of the 15th), or to threaten Unos’ heir Talia.

Tellith’s Problems: Tellith is harassed by Killraven enforcers: An ogre sorcerer named Fatok and three thugs. They’re demanding a monthly protection payment of 100 gp.

  • “Don’t think your delver friends will help you.”

We can now see all the pieces that have been laid in place. These events have built up over time — either from long-term backdrop prep; time events; or consequences spinning off like free radicals from the actions of the over the last dozen sessions. All of these separate vectors have converged to seed the campaign status document with these specific mix of events for the 18th, and then the PCs actions on the 18th itself have further shaped how they’ll play out at the table.

RUNNING SESSION 35

You may want to pop open Session 35 in a separate browser tab so that you can follow along as we walk through the events that played out.

Having left the chaos temple in the Old City at the end of Session 34, the PCs kicked things off with some logistical play: Inventorying their loot, identifying magic items, etc. Standard stuff.

They had completed these chores as a matter of urgency and necessity, but now that the dinner hour was approaching, they realized they were still variously caked with sewer sludge, crusted blood, and other various foulnesses. And sothey headed toward the bathhouse on Tavern Row.

One of the reasons for keeping a campaign status document is that it can sit on the table right next to you during the whole session. Throughout the session, therefore, I’m consistently checking the campaign status document; sort of “touching base” to make sure I’m not forgetting anything and/or looking for stuff that I can opportunistically inject into the ongoing events.

Here my players are announcing their intention to visit a bathhouse on Tavern Row, and right at the top of my campaign status document I’m looking at the “Blood in the Bathhouse” event.

So this is pretty straightforward, right? It’s a no-brainer to have them arrive in the immediate aftermath of that event.

I then cross out this event, which obviously helps me keep track of what has and hasn’t happened. In addition, it also makes it easy for me to update my campaign status document between sessions by simply looking for and removing entries that have been crossed out.

With a shrug, Tor and Tee headed into the bathhouse. They found Derra, the proprietress of the bathhouse, being questioned by a watchman. Tee took the opportunity to sneak through the far door and into the baths themselves.

One consequence of having the PCs arrive in the immediate aftermath of the event — rather than hearing about it later through the rumor mill or by reading about it in a newssheet — is that they can choose to interact with it. “Derra” is just an improvised name, but I make a point of writing it down in my notes.

As they emerged from the door, they spotted a raven watching them from the roof on the opposite side of the Row. Seeing that it had been noticed, the raven took off and began to fly away to the south.

Since the PCs are on Tavern Row, it’s also time to trigger one of the Tavern Row Encounters. Here I’ve grabbed the “Raven Spies” encounters. It plays out a little differently than written because of the present circumstances. This is just fine, of course. But I also make the decision to NOT cross out the encounter. This is an encounter that could be easily repeated in any case.

Elestra flew in through the window of her room. The others followed on foot.

But when they opened the front door of the Ghostly Minstrel, they found Tellith being confronted by a large ogre and three thugs.

“—and don’t think your delver friends will help you,” the ogre growled.

“Delver friends like us?” Tee stabbed him in the back.

Elestra choosing to fly the Killraven spy straight back to their rooms (oh no!) has complicated this sequence of events more than I’d anticipated. (My thought behind the encounter was more along of the lines “look at those creepy ravens; they’re very creep.”)

Your thought might be to simplify it back down. Mine, on the other hand, is to seize the opportunity to add even more complexity to it. And since everyone is rushing back to the Ghostly Minstrel, I have an easy tool to do it: The “Tellith’s Troubles” encounter is not only apropos, but will also complicate the group’s desire to reach their rooms and join Elestra.

Tellith thanked them again for their help. While she was expressing her gratitude, she remembered that letters had come for “Master Ranthir and Master Tor, now where did they go? Ah! Here they are!”

Checking in with my campaign status document again, I can see that several letters were supposed to arrive for the PCs throughout the 18th. Since they’ve been out all day, these have all stacked up.

And this, of course, is a perfect time for Tellith to deliver them.

You can begin to see how all of these separate elements, independently added to my campaign status document (often just one at a time!), begin weaving together during actual play into complex, multilayered scenes and sequences.

THE WEAVING OF TOR

“Nor is that the only treason in our midst. The orc woman you captured in the Banewarrens has escaped.”

“Escaped?” This time Tor was truly surprised. “How is that possible?”

“There must be a traitor within the Order,” Gemmell said. “The truth is that you’re the only one I can trust. You not only gave me Sir Kabel’s location, but you were also responsible for capturing the escaped prisoner.”

Tor valiantly stopped himself from gaping. “I’m honored that you would place your faith in me.”

This is one of my favorite moments in the entire campaign.

It started back in Session 31, when I set up a crucible choice for Sir Tor by having Sir Gemmell and Sir Kabel both send him a letter at the same time: Which letter would be he respond to? Which side would he choose in the schisming of the Church and the Order of the Dawn?

And then Tor blew my mind.

Believing that the arrival of both letters nearly simultaneously was too strange to be a coincidence, Tor concluded that Sir Kabel’s letter was a fake, sent by Sir Gemmell to test his loyalty. So he responded by showing Sir Gemmell the letter, unwittingly betraying Sir Kabel.

That alone was the stuff great game sessions are made of: Tor was going to be completely devastated when he realized what he’d done!

… except the player mulled it over, and realized that she may have made a mistake. So Tor took emergency action and managed to warn Sir Kabel in the nick of time! Sir Kabel escaped just before Sir Gemmell arrived to arrest him!

Meanwhile, in that same session, the PCs had captured an agent of the Pactlords in the Banewarrens. (This was unanticipated, as I’d expected them to kill all the Pactlords.) After attempting to interrogate her, they decided to turn her over to the Imperial Church for safekeeping.

This was even more unexpected!

What the PCs didn’t know is that the Pactlords had a highly placed agent in the Imperial Church, and so the logical outcome of this was that the Pactlord agent would escape from custody.

At this point, Session 31 came to an end and I had the luxury of sitting back and thinking things through at my leisure. I put myself in Sir Gemmell’s position. I thought about what he knew. I thought about what his goals were. I thought about what his fears were.

… and that’s when I realized that from Gemmell’s point of view Tor was the only person he could trust.

Completely and unequivocally.

And, therefore, there was only possible thing for Gemmell to do: Immediately knight Tor so that he would be in a position to help Gemmell root out the traitor in his midst!

I don’t know if this will blow your mind the way it blew mine. But of all the possible outcomes I could have possibly imagined when this sequence of events was set in motion, I literally could not have imagined any of this happening. That’s the amazing beauty and incredible power of a roleplaying game.

And, again, you can see all of these threads weaving together and becoming something greater than the sum of their parts.

Tor was ecstatic at the thought of being knighted. He was so excited, in fact, that he stopped to buy a couple bottles of wine on his way back to meet the others.

The other thing I’ll note is that I’d originally expected Tor to receive Sir Gemmell’s letter earlier in the day. So his meeting with Gemmell  happening at the same time the group was meeting with Kabel is actually another example of events unexpectedly weaving together.

They were glad to see him well, and surprised to see the giddy smile on his face. As Tor was explaining the situation to them, however, Agnarr’s eyes suddenly glazed over and he spoke aloud:

Jevicca requires a meeting. I request an update on your progress and have information for you.

… and we’ll go ahead and weave a little more by grabbing our last unresolved event for the 18th that doesn’t have a specific time attached to it and drop it into this scene.

With that done, I’ve crossed out all the events on the 18th except this one:

09/18/790 (11 PM): GQT2 comes to Nibeck Street mansion. (BW Status)

And this one is interesting because at this point I’m assuming that I know exactly how things are going to play out at 11 PM.

It turns out, though, that I’m very, very wrong.

But we’ll talk about that more next time.

Campaign Journal: Session 35CRunning the Campaign: Ambushing Your Timelines
In the Shadow of the Spire: Index

Ptolus - In the Shadow of the Spire
IN THE SHADOW OF THE SPIRE

SESSION 35B: LETTERS OF MYSTERIOUS MOTIVE

January 5th, 2009
The 18th Day of Kadal in the 790th Year of the Seyrunian Dynasty

Black Bird

Tellith thanked them again for their help. While she was expressing her gratitude, she remembered that letters had come for “Master Ranthir and Master Tor, now where did they go? Ah! Here they are!”

They thanked Tellith for both her kindness and the letters and then headed upstairs to Elestra’s room.

Elestra wanted to question the raven… only ravens don’t actually talk, so that proved to be a bit of a problem.

Elestra, however, had an idea. “We could kill it and then use speak with dead—“

“I don’t think it works like that.”

By the time Tee summarily thrust a dagger through the bird, Ranthir and Tor had already tuned out the conversation and broken the seals on their letters.

LETTER FROM DANNETH SONNELL

Master Ranthir—

I am a caretaker at Mahdoth’s Asylum. One of our inmates has requested several times over the last several days to speak with you. I am not sure if you could be of any help, but perhaps it would soothe his troubled mind. If you could find the time to come to the Asylum, I would greatly appreciate it.

Thank you,

Danneth Sonnell

 

Ranthir recognized Mahdoth’s as an asylum for insane wizards, but he had no idea why he might be summoned there.

“Maybe they think you’re nuts,” Dominic suggested.

“Or maybe it has something do with our missing memories,” Elestra said.

GEMMELL’S NOTE

Master Tor—

Come to the Godskeep at once. I must speak to you in the matter of Sir Kabel and sundry other actions of traitorous nature.

Sir Gemmell
Captain of the Order of the Dawn

Tor was deeply concerned by this missive.

“Could he suspect? But if he was going to kill me, why would he send me a note?” Tor shrugged. “Of course, the last time I tried to think my way through this sort of thing, I ended up over-thinking it.”

GEMMELL’S PURPOSE

They decided to cover their bases: Tee would sneak up to Pythoness House and explain the situation to Kabel (who was expecting them in less than two hours). Tor would take Erin (Ranthir’s familiar) in his pocket and, if Erin panicked, that would warn Ranthir (who shared an empathic bond with her). Ranthir and the others would be waiting at the western end of the Temple District. If anything went wrong, Agnarr would run to Pythoness House to get help.

They spent the better part of the next hour carefully putting this plan into motion.

When Tor arrived at the Godskeep he was taken to Gemmell’s office (which had once been Sir Kabel’s).

“Master Tor, I am glad you came so quickly.”

“I am at your service.”

“Yes, you have served the Novarch true. Unfortunately, I fear that is not true of all your comrades.”

Tor had relaxed for a moment, only to tense again: Did he suspect (or know) that his friends were not supporters of Rehobath? He had questioned Dominic’s loyalty before. Was he questioning it again?

“Sir Kabel has escaped.”

“What?” Tor was momentarily thrown off-balance.

“He was warned that we were coming.”

“I am shocked,” Tor said glibly.

“Nor is that the only treason in our midst. The orc woman you captured in the Banewarrens has escaped.”

“Escaped?” This time Tor was truly surprised. “How is that possible?”

“There must be a traitor within the Order,” Gemmell said. “The truth is that you’re the only one I can trust. You not only gave me Sir Kabel’s location, but you were also responsible for capturing the escaped prisoner.”

Tor valiantly stopped himself from gaping. “I’m honored that you would place your faith in me.”

“You have earned it,” Gemmell said. “All of this could have waited until the morrow, but I felt it urgent that I speak with you at once. If Kabel knows that he was betrayed, then it’s possible that he knows you were the one who betrayed him. And if he knows that, he might try to retaliate against you. Keep a wary eye.”

“Thank you, milord. I will.”

“I need you safe. And I need you in a position where you can learn as much as you can as quickly as you can. Tomorrow, when you come for your training, you will be knighted.”

DINNER AT PYTHONESS HOUSE

Pythoness House - Night of Dissolution (Monte Cook Games)

Tor was ecstatic at the thought of being knighted. He was so excited, in fact, that he stopped to buy a couple bottles of wine on his way back to meet the others.

They were glad to see him well, and surprised to see the giddy smile on his face. As Tor was explaining the situation to them, however, Agnarr’s eyes suddenly glazed over and he spoke aloud:

Jevicca requires a meeting. I request an update on your progress and have information for you.

“Who? Me?” Dominic said. (Agnarr had been staring straight at him.)

“Hmm? No. It was Jevicca. You didn’t hear that?”

The barbarian had heard her voice in his head and only been absent-mindedly repeating the words verbatim. Ranthir guessed that it had been a magical sending of some sort.

They put the issue of Jevicca to one side for the moment, however, and headed up to Pythoness House. There they were greeted by Sir Kabel and Sera Nara.

Although from the outside the keep appeared undisturbed, the knights had cleaned up several rooms on the first and second floors. They had, in fact, reclaimed the dining room to its former purpose, although the current furnishings were nothing more than several conveniently arranged crates. Similarly, the meal itself was not extravagant, but it was well-provisioned.

As they settled down to eat, Tor brought out the wine he had bought.

“Ah, good,” Kabel said. “I’m afraid the well here has yielded only foul water.”

Agnarr shuddered. “Yes, I suppose it would.”

Kabel raised a quizzical eyebrow at the barbarian, but then his attention swung firmly back to Tor as the latter proposed a toast in honor his knighthood.

Tor was proud of the accomplishment and excited at the thought of what the morrow would bring. This was the dream that had first brought him to Ptolus – that had haunted him his entire life – and now he was going to achieve it. He was, at best, puzzled that Sir Kabel didn’t share his enthusiasm.

Tee, trying to cover over the sudden tension that filled the room, raised her own glass. “If nothing else, we couldn’t ask for Tor to be better positioned as an inside man.”

“Yes,” Kabel said. “At least we have that to be thankful for, Sir Tor.”

Tee’s gambit, however, was successful. The conversation turned to how they might turn Tor’s position to their good use. Tor himself played with the idea of using his position to start a fifth column within the Order, but Kabel pointed out that – even if Gemmell trusted him – it didn’t mean that other people within the Godskeep would.

“They might even be jealous of your position,” Elestra pointed out.

“That’s true,” Tor conceded.

“What exactly are your goals, Sir Kabel?” Tee asked.

Kabel reviewed the situation with them – explaining about the coming of Kirian Ylestos as the newly appointed Silver Fatar of the Cathedral and his calculations of their combined force of arms.

“As my first order of business, I would like to use Pythoness House as a defensible mustering point for the knights loyal to the Church.” No one had any objection to this. Kabel thanked them. “Sera Nara, send out word to the bolt-holes in the morning.”

Sera Nara nodded.

“And now I would speak with you, Master Dominic.”

“Who? Me?”

“Yes. I think it would mean a great deal to our cause if you would publicly renounce Rehobath. He used you to legitimize his claim.”

Dominic was hesitant. “He may not be the Novarch, but he is touched by the gods. I have seen that with my own eyes. He still has the power of the Silver Fatar.”

“Whatever powers – holy or unholy – he may have, he is not the Silver Fatar,” Kabel said. “The Church has deposed him.”

Dominic conceded the point… and agreed to denounce him. “When do you want me to do it?”

“Not before we’ve had a chance to gather our knights and make Pythoness House defensible,” Kabel said. “Once you do this, we’ll all become targets. Perhaps two or three days?”

Dominic nodded. “All right.”

“Is this really in our best interests?” Tee asked. “If Dominic openly betrays Rehobath, that could cause a backlash that would affect Tor’s position in the Order.”

“That’s a risk I’m willing to take,” Kabel said.

But after turning the issue around the table a few times, they agreed that Tor should go to Gemmell and warn him of Dominic’s announcement. Not in time for Rehobath or Gemmell to do anything about it, but with enough time that Tor would continue to be seen in the best possible light.

“You could tell him I’m strong-willed,” Dominic said.

“Umm… He knows you.”

“Oh.” Dominic thought about it. Then he pointed at Tee. “Well, I’m under a strong influence.”

They laughed.

“But even if I do this,” Tor said, “It’s more than possible that I will need to distance myself from the rest of you for at least awhile. And I have no idea how it might affect our affairs in the Banewarrens.”

There seemed to be no answer for that. And so, with those matters as settled as they might be, they turned their attentions to a warm evening of cordial friendhip. Or, as Agnarr put it, they “stuck around until the wine was gone”.

Running the Campaign: Weaving the Background Campaign Journal: Session 35C
In the Shadow of the Spire: Index

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SPOILERS FOR DRAGON HEIST

Matu67 asks:

I’m running Waterdeep: Dragon Heist (Alexandrian remix), and I’m wondering: How do you improvise sources of information?

For example, a faction knows that character X did Y, but the DM hasn’t written down the reason why the faction knows this. When the players ask the faction, “How did you come across this piece of info?”, what do I say as the DM?

In Dragon Heist, for example, the Cassalanters know that Dalakhar was carrying the Stone of Golorr, and the DM is encouraged to give this information to the PCs if the PCs ally with them. Then the PCs ask, “Hey, Cassalanters, how do you know that?” And then I freeze up.

We can start here by getting down to the most basic ontology of the question:

How do we know things?

In this case, how does a faction in an RPG scenario — like the Cassalanters — know stuff? Where does that information come from?

Well, broadly speaking, they will have agents. (In an espionage campaign like Dragon Heist these might be literal secret agents, but generally we just mean anyone who’s a member of the faction or working with the faction.) For a faction to “know” something, it means that these agents will have either witnessed it directly or they’ll have learned the information from someone who did.

For example, “How do you know the Potenska Apocrypha can be found in the Ebon Library?”

Either someone saw the book in the Ebon Library themselves, or they’ve spoken to a scholar / read a reference to the Apocrypha in another book / cast a commune spell and been informed by the gods that the book is there.

To forge that connection, start with: Who definitely knows about the thing you’re trying to source?

For example, who knows that Dalakhar has the Stone of Golorr? Well, Dalakhar, obviously. But also, since he stole the Stone from Xanathar, members of Xanathar’s gang would know.

Who knows that the Potenska Papers are in the Ebon Library? Well… librarians, right? And probably other scholars who have seen it there? (To this general list, you could potentially also add any specific NPCs who you know have visited the Ebon Library.)

At this point, you have two options for creating the data trail.

First: If it’s possible the agents could have directly witnessed the information, then problem solved. You’re done. (e.g., “When I visited the Ebon Library, I saw the Potenska Papers in their collection.”)

You can flesh this out by providing an explanation for why they were there. (e.g., “When I was at the Ebon Library researching a summoning ritual for Demogorgon, I saw the Potenska Papers in their collection.”) The great thing is that, in an espionage scenario, you can almost always default to “…because they were spying on them” as the explanation. (e.g., “Our spy in Xanathar’s hideout was there because they were spying on Xanathar.”)

Second: If agents couldn’t have directly witnessed the information, then you just need to connect the agents to the people who do.

In some cases, it will be easier – or more fun! – if you imagine this happening in multiple steps. (For example, X talked to Y and the conversation was overheard by Z. Or the Iranian Ministry of Intelligence intercepted communication between a US Senator and the Lytekkas Corporation, which was scooped up from a vulnerable server during a Mossad operation, and we grabbed it from them because we’ve got a worm installed in their Tel Aviv data center.)

But you don’t usually need to over-complicate it. A single step is usually more than enough.

For example, “We have an informant in Xanathar’s gang, and he was sent out as part of a team to find Dalakhar and retrieve the Stone.” Or, “One of our agents intercepted written orders that were sent to Xanatharian agents to be on the look out for Dalakhar and to retrieve the Stone he carried.” Or, “I hired a Sage of Orthoria to research the Potenska Papers, and they found a reference to a copy that was given to the Ebon Library.”

If the players want to dig even deeper – e.g., “Who is this agent?” – an espionage campaign usually gives you the luxury of waving them off. (“Their identity is confidential. I’m sure you can understand that revealing it could potentially put them in danger.”)  On the other hand, there’s often no harm in satisfying their curiosity: If you know who the agent is, great If not, then it’s time to reach for your list of NPC names and spin somebody up.

This may also be a good point to figure out why the players are so insistent about digging into this data trail. (This is a slightly hidden case of making sure you know the intention of an action before resolving the action.) For example, maybe they want to question the Cassalanters’ informant; or maybe they just want to make sure they don’t accidentally kill them when they raid Xanathar’s hideout. Maybe the reason they want access to the original Tel Aviv intercept is because they want to run a data analysis and see if they can identify the location of the IP address the message was originally sent from.

Once you know what they’re actually looking for, it becomes a lot easier to aim your improv.

The way to do this, of course, is to simply ask them!

You might be able to do that in character – for example, the Cassalanters ask them why it’s so important for them to know the identity of their informant. But, as the GM, you can also just ask the players directly what their goal is.

Go to Ask the Alexandrian #13

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