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Vladaam Affair - Eye of the East Map

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Beneath its charming exterior, the Eye of the East is a charnel horror of death and despair.

CAPTAIN MORSUL: Captain Morsul is a minotaur vampire, infected during a voyage through the Serpent’s Teeth. Use the stats for a vampire nightbringer (MM 2024, p. 316) with the following traits:

  • Strength 18 (+4)
  • Languages: Common, Abyssal
  • Charge. If Morsul moves at least 10 feet straight toward a target and then hits with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.
  • Labyrinthine Recall. Morsul can perfectly recall any path he has traveled.
  • Reckless. At the start of his turn, Morsul can gain advantage on all melee attack rolls he makes during that turn, but attack rolls against him have advantage until the start of his next turn.
  • Multiattack. Captain Morsul makes one Bite attack, one Shadowstrike attack, and one Gore attack.
  • Gore. Melee Attack Roll: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage.

VAMPIRE SPAWN: There are 1d4+1 vampire spawn on the Eye of the East. (Morsul creates them from slaves and mutinous crew members, then has them periodically fight in survival-of-the-fittest deathmatches for the entertainment of the crew.)

SHIP MAP: Elven Tower’s Scorpion Ship battlemap. (Minor alterations.)

AREA 1 – MAIN DECK

A fairly typical, double-masted ship’s deck.

CARGO HATCH: A clever device allows a shutter, operable from below, to be drawn across the cargo hatches and cover the grating. (This is unusual, but can both hide the slaves in the cargo bay and protect the ship’s vampires from sunlight.)

AREA 2 – BALLISTAS

The upper deck ballistas are mounted on swivels.

SEARCH — DC 10 Wisdom (Perception): 6 of the bolts at each ballista tipped with alchemist’s fire.

ALCHEMIST’S FIRE BOLTS: 3d10 piercing damage. Target takes 1d10 fire damage at the start of each of their turns.

AREA 3 – CREW QUARTERS

This compartment is filled with crisscrossing hammocks. Additional bed rolls are spread uncomfortably on the floor.

SECURE DOOR: The door to Area 5 is steel-cored and securely locked.

  • AC 19, 40 hp, DC 18 Dexterity (Thieves’ Tools)

AREA 4 – STORAGE & CREW

Ship’s stores are kept here. Because Area 3 is too crowded for all of the crew to sleep there, several additional hammocks are also hung high here above the stores.

AREA 5 – SECURE HOLD

This compartment is used to store high-value or sensitive cargo. The ship’s anchor is also operated from here.

AREA 6 – VLADAAM MAGE’S QUARTERS

Makena, the Vladaam Mage assigned to the ship, keeps her quarters here. Their personal belongings include their spellbook, a potion of superior healing, and a djinni’s lamp.

HADIYA THE DJINN: The djinni in the lamp is Hadiya. Makena has come to consider Hadiya her best friend and will spend hours in her quarters just chatting with her. Hadiya, however, yearns for freedom from her imprisonment.

AREA 7 – CAPTAIN’S QUARTERS

The portholes of this aft cabin are draped with thick, black velvet curtains which have been securely fastened and block out all light. An everburning lamp is built into the desk and casts long, dancing shadows around the compartment.

BED: Concealed beneath the bed is a coffin of mahogany inlaid with jet (worth 3,000 gp).

DESK: On the desk is a box of red jade containing three onyxes each painted with a dragon’s head. (The box is worth 750 gp. Each onyx is worth 75 gp.) Also on the desk is a Letter from the Founder’s Guild to Captain Morsul (see handouts).

AREA 8 – SLAVE HOLD

Dozens of shackles are attached to the walls and to long metal bars running along the floor.

AREA 9 – VAMPIRE SPAWN QUARTERS

These rooms are used by the vampire spawn. The bedclothes are soiled and smeared with blood and filth.

Go to Part 16E: Slave Trade Handouts

Ask the Alexandrian

T-Prime asks:

I really like your Roll Initiative Last video, but how could you use this with the alternative initiative checks from Pathfinder?

I often get asked questions like this. Here’s another one:

D. asks:

I’ve been using your Dice of Destiny system for years. It revolutionized my Vampire game! But now I see that you’re talking about D&D a lot. How does that work?

There’s also a more hostile variety where someone will, for example, see me talking about perception-type skill checks, and snarkily denounce me for “only playing playing D&D.”

This is, of course, hilarious. Ironically the angriest folk often seem to be those who have played D&D and literally one other RPG and have concluded that any points of difference between the two represents some fundamental divide between D&D and every other RPG in existence.

But the point is, of course, that RPGs do differ from each other. There are a lot of skills and techniques – particularly at the macro-level (like scenario structures) – that you can transfer from one game to another, but there are others that can’t survive the transition. This is particularly true when you get down in the trenches and are finessing how you handle individual action resolutions to best effect. (Consider, for example, Rulings in Practice: Sanity Checks, which is obviously only relevant in systems that have sanity check mechanics.)

So, for example, how can you use Roll Initiative Last in a system like Pathfinder where the initiative check made for each encounter will vary depending on how each encounter gets started (and what individual characters are doing)?

Well… you don’t. Compared to systems where you can Roll Initiative Last, those systems are trading a certain amount of efficiency for the benefit of more accurately modeling different types of encounters (and also likely encouraging players to explore different ways of initiating encounters).

Similarly, Technoir eschews initiative entirely. Instead, during a confrontation, the only rule is that everybody must take an action before anyone is allowed to take a second action, and the order in which those actions are taken is left up to the discretion of the GM. Here, again, efficiency is sacrificed, but with the benefit of both flexibility and seamless action scene transitions.

In the Infinity RPG, on the other hand, the PCs always go first, but the GM can “steal initiative” by spending Heat points. Here the system essentially “bakes in” the benefits of Roll Initiative Last (since you can launch straight into any encounter without pausing for initiative rolls), but instead of Technoir’s completely open flexibility, it plugs the whole thing into fueling the Momentum & Heat economy that’s a core pillar of the game.

Are these trade-offs worth it? That’s ultimately up to you and your group. (And what’s right for one game won’t necessarily be right for another.)

Of course, these other systems will also have expert-level techniques that can’t be used in D&D. For example, in games like Technoir and Infinity where you need to be able to answer the question, “Who hasn’t gone yet this round?”, it’s usually a good idea to keep a list of combatants and check them off as they each take their actions. In a system that uses hot-potato initiative (where, at the end of their turn, each player decides which character is going to take their turn next), it becomes essential to figure out how to make sure everyone at the table has access to this information.

(And that’s an example of a trade-off I don’t like: The extra bookkeeping necessary to make sure everyone knows who’s going to next, plus the extra decision points, plus the analysis paralysis from not being able to plan your turn ahead of time creates a huge drag in actual play and is just not worth whatever marginal benefits the hot-potato initiative is supposedly providing.)

ADAPTING TECHNIQUES

Sometimes, though, a technique that doesn’t work in a new system can be adapted so that it does.

For example, let’s go back to Pathfinder initiative checks. You can’t pre-roll initiative at the end of each encounter because you can’t be certain which type of initiative check each character will be making.

Could you just have everyone pre-roll every type of initiative check and then just use the appropriate set of checks? Probably not. Even if you limited this to just the most common initiative checks (Perception, Stealth, etc.), the extra hassle of collecting all that info and the time spent on wasted rolls probably isn’t worth it. Plus, you’ll still need to sort those variable results into the final initiative order.

Maybe you could use secret rolling to achieve a similar effect? You’ll need to be on your toes, but if you’re good at multitasking you might be able to get all those initiative checks made when it becomes clear a fight is about to happen but before things actually kick off. The trick, of course, is that this is no longer easy to pull off, and you might run into problems with players who don’t like losing the illusory sense of “agency” that comes with rolling their own dice.

Digital tools might help, though. You could imagine one that lets you very quickly select the appropriate skill for each combatant and then click a single button that would roll and organize the entire initiative order for you.

Alternatively, you can actually tweak the mechanics to achieve a desired effect or efficiency.

As an extreme example, you could just drop the entire concept of alternative initiative checks and go back to having just one type of initiative check. (You’d do this if the trade-off of efficiency for modeling different encounter approaches wasn’t worth it to you.)

As a less extreme example, you might learn that your group is overwhelmingly likely to make initiative checks of a particular type. (Probably Perception-based initiative.) So now you can have everyone Roll Initiative Last with that check type, but rule that if an alternative approach is taken (Stealth, for example), then a new roll will be made and supersede the pre-roll.

Would that work? Maybe. But in some groups you might discover that this creates some weird metagaming. (“I’d sneak up on them, but then I’d lose that great Perception initiative check I made!”) You could combat that with secret checks (but now with easier bookkeeping!).

Or you could lean into it by instead ruling that the new initiative check will only supersede the original check if it’s better than the original check. This would, in turn, encourage players to always find an alternative approach to initiating encounters than whatever the default approach is. Is that desirable? That’s a question only you and your group can answer.

FINESSE TECHNIQUES

Taking a slightly broader view here, a lot of what we’re talking about here are finesse techniques: These are the subtle little differences in how we use, interpret, present, implement, and execute the mechanics of an RPG. (And also non-mechanical interactions!)

These techniques can have a huge impact on the quality of a game session, but a surprisingly small amount of GMing advice talks about this stuff. Perhaps this is because such techniques can be so situational in their use. Whatever the case may be, I think you can reap huge rewards by making a point of really thinking not just about the rules you’re using, but how you’re using them.

For another example of finesse techniques, check out Random GM Tips: The Numbers That We Say.

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Thieves in the Forest - John Nephew (Atlas Games)

Three Days to Kill, the inaugural product in Atlas Games’ Penumbra line of D20/D&D supplements, was one of the best low-level modules I’ve ever read. It was one of those gaming products that make you instantly eager to call up your gaming group, roll up some characters, and get down to some serious roleplaying.

Thieves in the Forest, the second product form Penumbra, is a little less cool – but, nonetheless, a solid product that’s worthy of your consideration.

Warning: From this point forward, this review will contain spoilers for Thieves in the Forest. Players who may end up playing in this module are encouraged to stop reading now. Proceed at your own risk.

The plot of Thieves is painfully simple: The PCs are in the town of Brandon’s Bridge, which is located in a forest. There are thieves in the forest. The PCs need to track down the thieves.

That’s it. There are no twists here. No intrigues to be unraveled. No tricks up this product’s sleeves: Its called Thieves in the Forest, and that’s exactly what you get.

In general there are two reasons I’ll pick up a module: First, I may pick it up because it looks like it has some creative, intriguing ideas – or at least enough spin on some common themes to give me a unique look at something I’m already familiar with. Thieves is not that type of module. Even the slowest among us, I think, can come up with a plot like “hunt down the bad guys in the woods and kill them.”

However, the second reason I’ll pick up a module is wholly utilitarian: I don’t have enough time to do the actual grunt work of writing up an adventure, and I want somebody to do it for me.

This is the level where Thieves in the Forest is operating: John Nephew may not deliver something as clever or exciting as John Tynes’ Three Days to Kill, but he does deliver a well-executed product. With a little over a half dozen consistent and interesting encounter areas (a couple of which have some nice little twists to them), Thieves is full of all the little crunchy bits which we busy GMs don’t have time to put into practice for ourselves.

Thieves in the Forest also helps further Penumbra’s growing reputation for taking that extra little step necessary to take something typical and make it noteworthy: A full-color poster map is included of the thieves’ lair (located in the abandoned temple of a sun god) – an extremely useful tool when it comes to actually running the final assault.

So, if you’re looking for a product which will stir your imagination and set you mind racing with undreamt of possibilities… Thieves in the Forest isn’t for you.

But if you’re looking for a simple, rock solid module to run on Friday night because you’ve been working overtime all week and haven’t had even one spare minute to prepare your adventure notes… then this is precisely what the doctor ordered. Check it out.

Writer: John Nephew
Publisher: Atlas Games (Penumbra)
Price: $8.95
Page Count: 26
ISBN: 1-887801-95-2
Product Code: AG3201

This review was not originally written for RPGNet. It was most likely submitted to Pyramid Magazine. I’m uncertain why it was rejected. It might have been because Steven Marsh, the editor, was being inundated with D20-related reviews and didn’t want them drowning out the rest of the review section (although I think that was mostly a concern that cropped up later). More likely, it’s because another freelancer had already successfully submitted a review of the book. (This was the most common reason for review submissions at Pyramid to get bumped.)

In any case, the rejection happened and so it was easy enough to repurpose the review for RPGNet. As a result, you may notice that the format and length differ a bit from my other RPGNet reviews in this period.

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

 

Alexandrian Youtube Memberships!

September 28th, 2025

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I’m launching our membership program today. In addition to loyalty badges, emotes, and Alexandrian Discord+ access, once we have 30 members we’ll begin producing member-exclusive Youtube Shorts. At 100 members, we’ll begin producing full-length members-only videos, starting with the completion of the long-awaited D&D 1974 retrospective series.

Projects like this are, in fact, exactly why I’ve decided to start a Youtube Membership program. There are a lot of cool Youtube projects I want to tackle, but which are prohibitively complicated and expensive. To make them a reality, I need to be able to expand how many hours per month my team can dedicate to Alexandrian videos.

For just $5 a month, you can become an Alexandrite and get all the benefits above. Producers willing to chip in $20 per month will get extra perks, including onscreen credit in the videos and early access to new videos.

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