The Alexandrian

ASR’s script for Richard II is based primarily on the first Quarto of the play as it was published in 1597 (Q1). The decision to use Q1 as the source text of the play is based primarily on the relationship between the original texts as described by A.W. Pollard in 1916.

RICHARD II — FULL SCRIPT

RICHARD II — CONFLATED SCRIPT

Pollard was able to demonstrate (by tracing the inheritance of typographical errors from one edition to the next) that each quarto after the first was based entirely on the printed copy of the previous quarto: Thus Q2 was printed from Q1; Q3 from Q2; and so forth. (Richard II actually proved to be one of Shakespeare’s most popular plays in quarto. Other than Pericles, it is the only play to receive two quarto printings in the same year.)

The exception to this rule is Q4 in 1608, which adds a version of the deposition scene to the play. The leading theory is that the deposition, despite its central importance to the structure of the play, was simply too controversial in the waning years of Queen Elizabeth’s reign for it to be printed. (Another book regarding the usurpation of Richard II’s throne by Henry Bullingbrooke had already become the center of a major political scandal.)

The other text to consider is the First Folio (F1). Textual evidence seems to indicate that the F1 text was based on one of the later quartos, but it also includes additional stage directions (suggesting access to the theater’s prompt script) and a superior version of the deposition scene than the one found in Q4 (which reportedly shows signs of memorial reconstruction). But the exact nature of F1’s source text is a matter of considerable debate which can basically be broken down into two separate issues:

(1) Which quarto is the F1 text based on? (Some point to Q3. Others to Q5. Many to some combination of Q3 and Q5. But was it a single text assembled from a part of Q3 and a part of Q5, or did the typesetters have both a Q3 and Q5 laying around and simply consulted whichever was most convenient?)

(2) Was the quarto text being used as a promptbook (with stage directions being added to the printed copy and, thus, added to the F1 text)? Or was the promptbook being consulted separately with its stage directions and perhaps other corrections being incorporated into a text being set from the printed quarto?

To these questions we can add:

(3) What was the source of the Q4 deposition? (Memorial reconstruction is often one suggestion, but not a completely compelling one.)

(4) From what source was F1’s deposition scene (and possibly other corrections) taken from?

I have accepted the general scholastic conclusion that F1 is the superior source for the deposition scene, but since the F1 text is at least partly derived from a quarto text we know to be derivative of Q1, I have decided to employ the following textual standard:

Q1 is used as a source text. F1 is used as the source text for the deposition scene. F1 is also used to provide necessary corrections to the Q1 text, although if the correction originated in quarto editions between Q2 and Q5 (likely making it no more than a typesetter’s best guess), I don’t give it any more weight than other emendations.

STAGE DIRECTIONS FROM HOLINSHED

One final point of interest in the text are the stage directions for Act V, Scene 5 (in which Richard is murdered). In the original Q1 text, the scene appears like this:

KEEPER My lord I dare not; Sir Pierce of Exton,
Who lately came from the King commands the contrary.

RICHARD The devil take Henry of Lancaster, and thee,
Patience is stale, and I am weary of it.

KEEPER Help, help, help.

The murderers rush in.

RICHARD How now, what means Death in this rude assault?
Villain, thy own hand yields thy death’s instrument.
Go thou, and fill another room in hell.

Here Exton strikes him down.

The First Folio provides us with the identities of the murderers (“Enter Sexton and Servants“), but still leaves us with a lot of unanswered questions: What prompts the Keeper to call for help? And should we interpret “Villain, thy own hand yields thy death’s instrument” as a dramatic invocation (and perhaps foreshadowing) of the fate that awaits those who murder kings?

The description of the scene found in Holinshed’s Chronicles, on the other hand, may help to shed some light on it:

King Henry, sitting on a day at his table, sore sighing, said, “Have I no faithful friend which will deliver me of him, whose life will be my death, and whose death will be the preservation of my life?” This saying was much noted of them which were present, and especially of one called Sir Piers of Exton. This knight incontinently departed from the court, with eight strong persons in his company, and came to Pomfret, commanding the esquire that was accustomed to sew and take the assay before King Richard to do so no more, saying: “Let him eat now, for he shall not long eat.” King Richard sat down to dinner and was served with courtesy or assay, whereupon much marveling at the sudden change, he demanded of the esquire why he did not his duty, “Sir” (said he) “I am otherwise commanded by Sir Piers of Exton, which is newly come from King Henry.” When King Richard heard that word, he took the carving knife in his hand, and struck the esquire on the head, saying, “The devil take Henry of Lancaster and thee together.” And with that word, Sir Piers entered the chamber, well armed, with eight tall men likewise armed, every of them having a bill in his hand.

King Richard, perceiving this, put the table from him, and stepping to the foremost man, wrung the bill out of his hands, and so valiantly defended himself that he slew four of those that thus came to assail him. Sir Piers being half dismayed herewith, leapt into the chair where King Richard was wont to sit, while the other four persons fought him and chased him about the chamber. And in conclusion, as King Richard traversed his ground from one side of the chamber to the other, and coming by the chair where Sir Piers stood, he was felled with a stroke of a pole-axe which Sir Piers gave him upon the head, and therewith rid him out of life.

The fact that Shakespeare drew directly from this passage can be seen in its many similarities to the text of the play. In addition, it is relatively easy to see how the action described by Holinshed can be fitted to Shakespeare’s verse:

KEEPER My lord I dare not; Sir Pierce of Exton,
Who lately came from the King commands the contrary.

[Richard takes the carving knife and strikes the Keeper on the head.]

RICHARD The devil take Henry of Lancaster, and thee,
Patience is stale, and I am weary of it.

KEEPER Help, help, help.

<Enter Exton and Servants.>
The murderers rush in.

RICHARD How now, what means Death in this rude assault?

[Richard takes a halberd from one of them, killing several of them.]

Villain, thy own hand yields thy death’s instrument.
Go thou, and fill another room in hell.

Here Exton strikes him down.

While consistent, however, it should be noted that the exact timing of them and perhaps even their details are open for negotiation in actual production.

As an interesting note, the Moby Shakespeare on which virtually all online versions of Shakespeare are based includes a stage direction for Richard which reads: “Snatching an axe from a Servant and killing him.” (This direction is from the 1864 Globe Shakespeare on which the Moby Shakespeare takes its text.) But there’s no textual basis for Richard ending up with an axe, and Holinshed makes it clear the opposite is true: Richard employed a bill (or halberd). He was in fact killed by an axe, not wielding one.

TEXTUAL PRACTICES

Source Text: First Quarto (1597)
1. Original emendations in [square brackets]; emendations taken from F1 in <diamond brackets>; emendations taken from Q2 thru Q5 in {curly brackets}.
2. Speech headings silently regularized.
3. Names which appear in ALL CAPITALS in stage directions have also been regularized.
4. Spelling has been modernized.
5. Punctuations has been silently emended (in minimalist fashion).

Tagline: Huh?

Devil Bunny Needs a Ham - Cheapass Games“You are a highly trained and well-paid sous-chefs, who have decided to climb to the top of a tall buildng, as fast as you can. Devil Bunny Needs a Ham. And he’s pretty sure that knocking you off the building will help him get one. Perhaps he is right. Perhaps he is not.”

What the hell?

I have been given to understand that Devil Bunny is an arcane reference to the alt.devilbunnies newsgroup. I have to admit, I’m impressed. Very few cult references can slip past me with nary a blink of recognition – but this one did entirely until it was pointed out to me.

It still doesn’t make any sense, but at least the name “Devil Bunny” has been imbued with a certain degree of significance … despite the fact that the devilbunnies of alt.devilbunnies don’t seem to have much of a relationship with the Devil Bunny of this game.

Errr… Anyyyywwaaaayyyyy….

THE RULES

Your are provided with a board which represents a skyscraper. Your start at the bottom with three counters and make your way towards the top along six columns of boxes. You move by rolling two dice, moving your counters by the combined number of pips on your dice (you can break the number up anyway you like between your three counters, and you can move them left, right, or diagonally – but not up and down). You can’t move through other players, Devil Bunny, or the black squares on the board (which basically serve as obstacles).

The exception to this is if you roll a six. If you do, then Devil Bunny moves immediately – “jumping” on the climber who is farthest up the building, and knocking them down. A climber who is knocked down falls straight down until he hits another climber (and is automatically “caught”, by being placed below that climber’s counter) or until he hits the Ground. Midway through the board is the Line of Death – if you hit the Ground while below this line, you live and simply start of. If you’re above it and hit the Ground, you die and the counter is removed from the board.

Counters which reach the SAFETY! at the top of the building score points depending on the order in which they reach it (this is a series of fairly arbitrary numbers based on providing interesting and competitive combinations of exit orders). The person with the most points at the end of the game wins.

Variations: For an easier game, you can move on the black squares. For a more bloody game, have the Devil Bunny jump onto a random column. “You can also experiment with cheese, although it is primarily intended as a healthy snack.”

SUMMARY

Cheapass Games has a habit of designing really fantastic games.

Then there’s this one.

I have the vague feeling that if you first cracked this thing open while being incredibly high with a group of incredibly close buddies this game would have an intensely hilarious component to it that I, playing it sober with my brother, simply missed entirely.

That being said, for $2 it’s a rather fascinating game that’ll chew up at least half an hour with mild entertainment and will, thus, earn it’s keep.

Style: 3
Substance: 2

Author: James Ernest (also E. Jordan Bojar and Toivo Rovainen)
Company/Publisher: Cheapass Games
Cost: $2.00
Page Count: n/a
ISBN: n/a

Originally Posted: 2000/03/12

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

Go to Part 1

Ptolus - Delver's Square

Using the experimental hexmap we made for Ptolus (which you might want to open in a second window for easy cross-referencing), imagine that the PCs are staying at the Ghostly Minstrel in hex E3. The GM asks them what they want to do and they say that they want to head south into the Longbottom neighborhood.

What happens next?

TRIGGERING THE KEYED ENCOUNTERS

When it comes to triggering the keyed encounters in an urbancrawl’s key, it seems to me that there are a few different options:

First, there is a chance they might trigger any time that someone travels through the hex. (In other words, even if the PCs are using the “target-based” movement we talked about earlier – when they’re simply moving from one known location to another – you’d still check for encounters in the hexes they pass through.)

Second, the encounters only trigger if the PCs are specifically patrolling or searching or crawling or putting their ear to the ground (or whatever).

(Of course, you could also go both ways by having different odds of triggering encounters depending on the approach the PCs are taking.)

If there is a difference between ‘crawl and non-crawl movement, one way to clearly distinguish between them would be to add some sort of mechanical hook to the ‘crawl based movement: For example, if the PCs want to ‘crawl hex E4 they might have to make a Gather Information check. (This would make an urbancrawl a little more like the old school “clearing the hex” mechanic, in which the PCs would have to specifically state their intention to take a specific action within a specific geographic location.)

This sort of mechanic, however, works best if the players are more aware of the structure: In other words, we’d want them to be able to see the hex they were exploring and know its boundaries. Which leads me to…

NEIGHBORHOODS vs. HEXES

Putting this hypothetical urbancrawl into imaginary practice, I’m almost immediately reconsidering my rejection of keying by neighborhood. Exploring the entire Temple District feels too large, but looking at the Ptolus map and saying “I want to shake things up in the Longbottom neighborhood” feels pretty natural.

Similarly, if I were to look at a neighborhood map of my hometown:

Minneapolis Neighborhood Map

(click for larger version)

Keying content to each community (Nokomis, Powderhorn, Longfellow, etc.) actually feels like a pretty good place to start. And if I ended up wanting more detail than that, I could drill down to individual neighborhoods (so that Powderhorn, for example, would break down into Central, Bryant, Bancroft, Standish, and Corcoran).

Random thought: LANDMARKS. Put a landmark in each neighborhood/community/ward that you’re keying. Like, if you knew the city you’d say things like, “Oh yeah, that’s where Burt’s Tavern is.” Or the Old Clock Tower. Or the Red Sash Brothel or whatever.

CATEGORIZING THE TRIGGER

So the PCs head south into hex E4 and start poking around. They end up triggering the ‘crawl encounter, so I check the key:

E4. BLACKSTOCK PRINTING: Blackstock is one of the few businesses in the city with a functioning, large-scale movable type printing press. (Many of the city’s newssheets are printed here.) What is not widely known is that the press is controlled by six of Aelian Fardream’s clones (who were awakened from temporal stasis due to a strange magical surge several years ago).

In actual practice, my key would probably have more info about Blackstock Printing than that. (In fact, you can find a lot more information on pg. 353 of Ptolus.) But what I’m struggling with is the idea of what it actually means to trigger this particular encounter. Off-hand there a couple possibilities:

First, they could be walking by Blackstock Printing when they spot the same person standing in two different places at the same time. (That’s an interesting hook that might prompt them to investigate.)

Second, we could use something like the scenario included in the Ptolus sourcebook: The Shadow Eyes clone of Aelian Fardream attacks someone in Midtown. The PCs later overhear an eyewitness saying that she’d seen this guy before – at a printing shop in the South Market.

I can see how either of those could be a natural response to “we’re poking around the Longbottom neighborhood”. But what if they had headed southeast and ended up triggering the encounter in hex G4 instead:

G4. POTIONS AND ELIXIRS: A well-stoked alchemical supply and potion store. The sole proprietor is a half-elf sorcerer named Buele Nox.

Harder to see what triggering that encounter actually means. Part of that can simply be explained as the Potions and Elixirs shop not having innate interest, but to some extent I think that’s actually begging the question.

As I struggle to come to grips with what the encounter trigger really means in terms of the urbancrawl, I think I’m coming to the conclusion that part of my problem is that the urban environment simply lends itself naturally to a wider array of categorical experiences than a dungeoncrawl or hexcrawl.

Let me unpack that a bit: The default trigger for an encounter key in the dungeon is simply “entering a room”. Similarly, the default trigger for an encounter key in the hexcrawl is “seeing something on the horizon”.

Or, more generally, they both boil down: “They see something.”

This works in the dungeoncrawl because the border of the room is clearly defined. It works in the hexcrawl because the encounter stands in contrast to the wilderness around it.

The problem with the city (at least to my perception) is that the points of interest to a wandering adventurer are not placed in plain sight and/or immediately contrasted from the surrounding context: The monsters and mysteries and oddities and weirdness are tucked out of sight and generally inaccessible to the average person just walking by.

I’m beginning to suspect that the answer to this conundrum lies in a pair of questions: Why are the PCs urbancrawling? And what are they actually doing when they “crawl”?

Before we delve into those questions, however, I think I want to take a brief detour through some old school inspiration.

Go to Part 6: Old School Inspiration

A great post over at the Reef: The Surest Way to Become a Better Game Master.

Spoilers:

STFU AND LISTEN TO THE PLAYERS

She approaches the issue with a slew of anecdotes about games gone wrong (and also games gone right). I’ll back it up with a bit of theorycraft that I’ve mentioned here before: Your players have a pretty good idea of what they’ll find interesting and entertaining. Let them pursue the goals and plans they want to pursue and you’re far more likely to meet with success than if you try to second guess what they “really” want.

You don’t need to take on total responsibility for the game. In fact, you shouldn’t.

Also of value are the follow-ups she and her husband wrote:

How to Do This (in Practical Terms)
Why It’s Generally a Bad Idea to Say No
Answering Other Objections

As I mentioned recently in The Principles of RPG Villainy, it’s amazing how often saying “don’t railroad your players” results in people agreeing that it’s a bad idea while simultaneously trying to justify why they do it all the time.

Go to Part 1

Ptolus - Monte Cook

So what we’re going to do here is take a map of Monte Cook’s Ptolus and drape a hex map over it. Then we’re going to pull existing location keys from Cook’s description of the city and we’re going to use them to key the hexes.

I’m choosing Ptolus for this exercise because the city is densely packed with existing material that’s both utilitarian (apothecaries, marketplaces, and the like) and also studded with adventuring potential. The goal is to see if simply creating an urban-themed hexcrawl will provide any insight into an urbancrawling structure.

As I’m writing this, I have absolutely no idea if this is going to work. (And perhaps a secret little hope that it will miraculously turn into a fully functional urbancrawl and solve all my problems.)

THE MAP

Ptolus - Experimental Hex Map

(click for larger image)

THE KEY

As you’re looking through this key, remember that the urbancrawl key doesn’t represent all the information that you might prep about the city. For example, you might also prep a list of shop where potions are sold. Or make a note of where the popular (and unpopular) taverns are. (These would all obviously be things that would reside within the boundaries of the hexes, but they wouldn’t be interacted with through the urbancrawl structure.)

It should also be noted that this isn’t a complete key. For example, some of these locations would need full maps along with map keys. I’m not going to bother doing that right now, though, because the primary goal of this exercise is to look at what you’re keying.

A1. ZELLATH KORY’S HOUSE: A small house serving as the homebase for a Sorn cell. (The Sorns are a decentralized assassins’ and mages’ guild.) Zellath Kory is the cell leader.

A2. CASTLE SHARD: A huge castle made from purple stone, housing a massive crystal with strange magical properties. It is ruled by Lord Zavere and Lady Rill.

A3. KADAVER’S: A secret bar for criminals hidden beneath a dilapidated manse.

A4. VLADAAM ESTATE: The noble estate of the Vladaam family. The Vladaams rule over a vast criminal network. The grounds are defended by a pack of warhounds.

Pythoness House - Ptolus - Monte Cook

B2. PYTHONESS HOUSE: A haunted castle. (Standard dungeon crawl described in the Night of Dissolution adventure.)

B3. CLOCK TOWER: A major landmark in Oldtown, the Clock Tower no longer works. A cellar below the Clock Tower leads to a very old family crypt that once lay under the manor that was built on this previous built on this spot. The crypt provides access to an underground complex known as the Buried City.

B4. SKULK ALLEY: An innocuous looking dead-end alleyway between a pair of buildings. Scrawled on the wall is the skulk symbol. Those who wait in the alley for at least half an hour are approached by Shim, a skulk willing to serve as an information broker and private detective.

B5. THE BOILING POT: A large and well-established slophouse run by a jovial fellow named Dellam Koll.

C1. WELL OF THE SHADOW EYES: A dry and disused well in a dead-end Rivergate alley. At the bottom of the well there’s a secret door leading to the underground Ravenstroke complex, a magical lair created by the wizard Aelian Fardream. It is now controlled by the Shadow Eyes, a magical clone of Fardream.

Chapel of St. Thessina - Ptolus - Monte CookC2. CHAPEL OF ST. THESSINA: One of the many temples of Lothian found throughout the city. The chapel has been secretly taken over by the Pactlords of the Quaan (who have replaced the priests with doppelgangers and are using the upper levels for a variety of purposes).

C3. GALLOWS SQUARE: A public square where the city’s executions are held.

C4. ROGUE MOON TRADING COMPANY: A three-story building serving as the base of operations for the largest merchant company in Ptolus. (Some people call it the Star of the South Market.) Tamora Riagin runs the office here.

C5. CHON: A clothier/tailor.

D2. RED STALLION PUB: The largest, most popular alehouse in the North Market. Co-owned by Yallis Kether and Utha Aryen. At night, the Red Stallion holds contests for drinking, singing, and throwing darts. (The winners get free drinks the following night.) A former delver named Jurgen Yath can also be found there, willing to sell information about the Dungeon beneath the city.

D3. SADIE’S REST: A memorial park dedicated to Sadie of the Moors. Bron Higger is the caretaker.

D4. RAMORO’S BAKERY: Ramoro Udelis and his wife Carlatia run this South Market bakery. The house itself is old and ill-kept, but the baked goods are excellent. Ramoro’s brother, Pauthan, is a pickpocket who “works” among the bakery’s customers.

D5. THE MYSTERY PUB: A tavern known for elaborate, bizarre, and magical games and entertainments.

E1. KILLRAVEN’S TOWER: An old stone tower that leans precariously to one side and appears to be abandoned. Word on the street is that it’s actually the secret entrance to Kellris Killraven’s underground stronghold. (Killraven is attempting to establish a new crime family in Ptolus.) In reality, however, it has nothing to do with Killraven.

Temple Observatory of the Sky - PtolusE2. TEMPLE OBSERVATORY OF THE WATCHER OF THE SKIES: The most distinctive portion of this temple is the cylindrical observatory with its giant telescope, used to observe significant events and omens in the skies, particularly the night sky. The temple is run by Helmut Itlestein, also known for being the head of the controversial Republican movement.

E3. GHOSTLY MINSTREL: An inn, pub, and restaurant all in one. It’s become the meeting place of choice for delvers and adventurers. The Minstrel is haunted by an actual undead bard.

E4. BLACKSTOCK PRINTING: Blackstock is one of the few businesses in the city with a functioning, large-scale movable type printing press. (Many of the city’s newssheets are printed here.) What is not widely known is that the press is controlled by six of Aelian Fardream’s clones (who were awakened from temporal stasis due to a strange magical surge several years ago).

E5. COCK PIT: An underground cockfighting arena which has grown into one of the largest illegal gambling dens in Ptolus.

F2. CATTY’S HOUSE: A small house serving as the homebase for a Sorn cell. (The Sorns are a decentralized assassins’ and mages’ guild.) Katrin “Catty” Salla is the cell leader.

F3. TEMPLE OF THE FROG: An abandoned ruin. The vile cultists who once ran this temple were driven out by adventurers six years ago.

F4. KERRIK’S: The proprietor of this bar, Kerrik Tanner, is also a contact point for the Vai assassins.

F5. WOODWORKER’S GUILDHALL: Run by Guildmaster Falen Jenn.

G1. NALL HALL: A cultural center for people from the northern wasteland of Nall or those who have descended from Nallish folk. They hold dances, feasts, and festivals to preserve their traditions – but all are welcome. (At the festival, PCs will be approached by a young woman named Sanne who is trying to find someone to look for her husband, Sebastin. Sebastin disappeared on a delving mission in the Dungeon below the city while using a map that he purchased from someone at the Red Stallion Pub.)

G2. SMOKE SHOP: The Shuul mechanists’ guild sells cutting-edge technological items here – spectacles, watches, spyglasses, magnifying lenses, goggles, precision tools, pills of various kinds, and (their newest creation) the aelectrical lantern. They also sell all manner of firearms and technological weaponry. Crimson Coil cultists have been stealing gunpowder from the shop in order to construct a huge bomb.

G3. TERREK NAL’S HOUSE: Terrek Nal was apprenticed to the mage Golathan Naddershrike. Naddershrike proved a cruel master cursed him with a monstrous appearance, Nal murdered him in rage. After the murder, Nal returned to his family home and remains there in seclusion: The right half of his body is a glaring red and pink, slick with pus and strange excretions. He emits a foul stench too powerful to cover with perfumes. The greatest, change, however, is not physical: Nal now gains sustenance from fear instead of food and drink. When driven to desperation, he ventures out of his house and terrorizes people – he doesn’t harm them, merely frightens them in order to survive. A wealthy businessman who was assaulted three days ago has put a bounty of 500 gp on the monster’s head, describing his assailant as “a twisted man-thing with melted flesh”.

G4. POTIONS AND ELIXIRS: A well-stoked alchemical supply and potion store. The sole proprietor is a half-elf sorcerer named Buele Nox.

G5. MIDDEN HEAPS: A huge trash dump backed up against the southern city wall. The merchants in charge of the heaps charge a small fee for the dumping of trash (and for a little extra won’t bother inspecting it too closely). They’ll also sell scrap and broken items for 5cp per pound. Ratmen, goblins, and even otyughs are known to make their homes amidst the towering piles.

Midden Heaps - Ptolus - Monte Cook

H3. DAYKEEPER’S CHAPEL: The Daykeeper’s Chapel is charged with beginning the ringing of the dawn bells each day (the other chapels take their cue from its beginning). Sister Arsagra Callinthan also oversees a variety of charitable outreach programs into the warrens. At the moment, Sister Arsagra has offered sanctuary to a man named Kobal who is being hunted by the Pale Dogs. (Kobal has discovered that Jirraith is a doppelganger.)

H4. JIRRAITH’S LAIR: The Pale Dogs are the most prominent of the gangs in the Warrens. They’re led by a mysterious man named Jirraith who keeps his “headquarters” in the top floor of an average-looking tenement. He has no bodyguards there, but he has a trained gibbering mouther. Even his lieutenants don’t know that Jirraith is actually a doppelganger.

H5. PORPHYRY HOUSE: A vile whorehouse secretly run by naga mistresses. The whores are actually polymorphed hydra hatchlings.

Porphyry House - Dungeon Magazine

I2. DOCKMASTER’S TOWER: A strangely-shaped tower that looks out across the Docks. The Dockmaster who lives within maintains all the crew and cargo manifests, inspection reports, and shipping information that pertains to any craft that enters or leaves Ptolus. In fact, an officer from each ship must check in with the Dockmaster immediately upon arrival and immediately before departure. The Dockmaster, however, is grotesquely obese and never leaves the upper level of the tower: He transfers paperwork and messages via a basket on a string outside one window. For anything more, he has a small girl named Secki (age 8) who works for him.

I3. ENNIN HEADQUARTERS: The headquarters of the Ennin slavers (who work with the Pactlords of the Quaan).

Go to Part 5: Using the Ptolus Hexmap


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