The Alexandrian

I’ve been thinking about jump travel in Mothership. Here’s a quick summary, as described in the core rulebooks:

  • Jump points are rated from Jump-1 to Jump-9.
  • Utilizing a jump point requires a jump drive of equal to higher rating.
  • For the crew of the ship, the jump always takes 2d10 days.
  • Jumps usually seem to take the same amount of time for the rest of the universe, but each jump carries the risk of an unusual time dilation: Ships might disappear for months or even years instead of days.
  • The longer/higher rated the jump, the more dangerous and severe the time dilation appears to be. It’s possible that some of the Jump-9 deep space exploration vehicles that have gone missing will reappear a thousand years in the future.

The rulebooks, however, leave these time dilation effects up to the GM’s discretion. I thought it might be useful to instead resolve the mechanically.

TIME DILATION

When a ship performs a jump, roll 1d10 per Jump rating (e.g., if a ship is making a Jump-3, roll 3d10).

For each 1 rolled on a d10, the actual trip duration increases by one step:

  • days
  • weeks
  • months
  • years
  • decades
  • centuries

If you’re making a standard Jump-1, you have a minimal risk of the trip taking 2d10 weeks instead of 2d10 days. If you attempt a Jump-3, on the other hand, there is a 1-in-1000 risk that you’ll roll three 1’s and return 2d10 years later.

Note: This does not change the subjective time experienced by the ship. For the crew, a jump trip seems to take 2d10 days, regardless of how much time passes in the wider universe.

Other Chaotic Effects: At the GM’s discretion, each 1 rolled on the time dilation check instead triggers a different chaotic effect. Examples might include:

  • a crew member is replaced by a completely different person
  • time dilation is inverted (the trip takes minutes or seconds instead of days) or reversed (they arrive before they left)
  • subjective time experienced by the crew is dilated instead
  • strange hallucinations or manifestations
  • crew is unexpected awoken from cryosleep during the voyage
  • the ship arrives in the wrong place

ASTRONAVIGATION

Calculating a jump requires an Intellect (Hyperspace) check. This check is made with [+} if the astronavigator remains awake during the jump, monitoring the astronavigation computers.

Success: You made it!

Critical Success: Roll one fewer d10 when making the time dilation check for the jump. For a Jump-1 trade route, roll 2d10 and only have the ship experience time dilation if both dice roll a 1.

Failure: Something goes wrong! The GM chooses one:

  • Double the number of dice rolled for the time dilation check.
  • The ship arrives in the wrong place. (1 in 10 chance you arrive back where you started after 4d10 days, having traversed a Calabi-Ricci spacetime loop.)
  • The ship is damaged by jump turbulence, roll a Repair (SBT, p. 39).

Critical Failure: You could have killed us all! All three consequences of Failure happen simultaneously.

TRADE ROUTES

According to the Shipbreaker’s Toolkit, “regular Jump-1 trade routes seem to wear down the chaotic effects” of jump travel. Navigational calculations become more precise with each additional jump that’s recorded along a route, and ships traveling through the jump point can effectively wear a “groove” into spacetime.

At the GM’s discretion, ships jumping along a route which has been “worn” by regular travel reduce the number of d10s rolled for the time dilation check by one. For a Jump-1 trade route, roll 2d10 and only have the ship experience time dilation if both dice roll a 1.

UNCHARTED JUMPS

Most interstellar travel happens along charted jump routes: Jump points that have well-plotted navigational solutions (even if they shift slightly due to stellar drift) and are known to be stable.

These are not the only jump points in space, however. Once you’re away from planets, asteroids, and stations, it turns out there are many unstable points in the fabric of space which are constantly being created, destroyed, and shifting according to complex spacetime geometries.

The GM determines the base Jump rating of the uncharted route. (This can usually default to the total value of all Jump-ratings along the known path from the current system to the destination system. For example, if you could normally get to the other system through a known Jump-1 route, the base Jump rating for an uncharted route would also be Jump-1. If you would normally need to make a Jump-1 followed by a Jump-3, then the base Jump rating for the route would be Jump-4.)

Plotting the uncharted jump requires an Intellect (Hyperspace) check. This includes identifying the location of the jump point you need to use, which you will then need to travel to (as shown on the table below). If you’re in the Inner System or in orbit around a planet, increase the time required by one step. (Weeks become months.)

Success: Add 1d2 to the base Jump rating. This is the Jump rating of the uncharted route, which is then resolved normally.

Critical Success: -1 to the base Jump rating (minimum 1). In addition, roll 1d10. On a roll of 1, the jump path you’ve discovered is a new stable route. (Depending on the value of the route, selling the location of this new jump point might be worth thousands or millions of credits.)

Failure: Add 1d5 to the required jump rating. If you roll 5, roll again and add the result to the jump rating. If the result is 10 or higher, you have been unable to find any jump points leading to your desired destination.

Critical Failure: You thought you could get from here to there via a safe jump, but you were very wrong. Your Astronavigation check automatically fails. In addition, determine the jump rating as per a Failure, but you attempted the jump no matter what the result is. If the result was higher than the rating of your Jump drive, your ship suffers 1d2 MDMG and emerges from hyperspace in a completely random and unexpected location. (This is a good way to end up adrift in interstellar space.)

Dice Con 2025

August 27th, 2025

DiceCon 2025

I will be making a virtual appearance at Dice Con in Lviv, Ukraine.

RANDOM GM TIPS W/JUSTIN ALEXANDER
Saturday, August 30th – 7 pm

Check the convention program for location and other details.

I had a ton of fun doing this last year, and I’m excited to be returning this year!

I hope the stars align so that I can visit all of you in the Ukraine in person very, very soon!

UPCOMING CONVENTIONS
ArneCon 3 – Minneapolis, MN – October 10-12, 2025
Gamehole Con – Madison, WI – Oct 16-19, 2025
GM Academy @ Tower Games – Minneapolis, MN – Nov 15, 2025
Philadelphia Area Gaming Expo – Oaks, PA – Jan 15-18, 2026

Witchfire Trilogy 1: The Longest Night (Privateer Press)

Privateer Press blasts its way into the D20 marketplace with a module of surpassing quality and a setting whose merest hints are inherently intriguing.

Review Originally Published May 21st, 2001

When The Longest Night, Book One of Privateer Press’ Witchfire Trilogy, showed up in my mailbox it immediately drew my attention:

First, it was 64 pages for $9.95 – which, if the material inside was of any quality at all, would make it a fairly great value in the D20 marketplace.

Second, the book’s artwork and layout were extremely slick. In fact, of all the first-time D20 publishers, I would have to say that Privateer Press has put together the best-looking inaugural product so far. (For those of you who don’t care what a product looks like, consider: If someone’s willing and capable of putting together a visually appealing product, it vastly increases the chances that they cared enough to make the actual meat of the product worth biting into.)

Finally, the first page I flipped open to was page 11 – which features a great picture of an “industrial steamjack” (which is also found in the background of the back cover). For lack of a better description, a steamjack is basically a steampunk mecha.

Admittedly, this last element made me more than a little skeptical of the book’s claim that the DM could “easily replace the names of gods, locations, and the like” in order to use the adventure in any campaign world. But it did leave me seriously intrigued about the Iron Kingdoms setting which Privateer Press is introducing here.

SETTING

Warning: This review will contain spoilers for The Witchfire Trilogy. Players who may find themselves playing in this adventure should not read beyond this point.

The first dozen pages of The Longest Night present the merest inklings of the Iron Kingdoms setting, with most of the focus being set upon Corvis – the city in and around which the adventure takes place. A few highlights:

The Iron Kingdoms are most notably set apart from other fantasy settings by their possession of steam technology. The most impressive display of this technology is the steamjack: A robotic entity (which looks a lot like a heavy gear to me, but I’m biased) which is powered by steam and given a brain by magic, and on which the rapid growth of the Iron Kingdoms has been built.

The Kingdom of Cygnar, in which the city of Corvis is to be found, was founded roughly 400 years ago at the end of the Orgoth Empire. Little is known of the Empire, but its ruins and relics can still be found throughout the Iron Kingdoms. Cygnar was ruled by a tyrant as recently as a few decades ago. Fortunately, the tyrant (Raelthorne) was overthrown by Leto, his younger brother. Unfortunately, Raelthorne escaped – and many of his cronies have simply slipped through the cracks.

Corvis, itself, is a port city built upon the junction of two major rivers. It is also built in the middle of a swamp, which has given it a unique architecture: Instead of building out, the city has built up. The lowest levels of the city (the Undercity) have actually sunk beneath the swamp itself, creating a series of what are essentially urban dungeons in which a wide variety of creatures can be found. At the highest levels the rich and powerful can be found, and inbetween is everyone else.

The Longest Night gives us only the meresting inklings of what the complete Iron Kingdoms setting will hold, but what’s here is extremely intriguing: First, Staroscik has laid out a geography which makes it easy to justify dungeon complexes and ruins: Either they’re sunken catacombs beneath the city, or ruins of the Orgoth Empire, or the remnant of a resistance movement. Next, he gives you a number of different places from which to spice an adventure – villains who escaped with Raelthorne’s rule, ancient imperial relics, and so forth. Finally, he wraps all of this up into a great fantasy setting, which is given a very unique character through the light application of a few steampunk elements – not enough to overwhelm the traditional fantasy atmosphere, but more than enough to add a little excitement.

ADVENTURE

Ten years ago a coven of witches in Corvis was executed, with the town universally condemning them to death. The truth, however, was that the trial was the machination of a corrupt politician – Magistrate Borloch — who had first used the coven to gain power and then set them up in order to cover his own back. Actually, there is a deeper truth: Borloch himself had been manipulated by the mage Vahn Oberen. Oberen had set the entire chain of events in motion so that he could act as the witch’s executioner, chopping their heads off with the arcane Witchfire – a blade which would allow him to steal the sorcerous powers of the witches.

Unfortunately for Oberen, things didn’t go exactly according to plan: He did execute the witches, but was knocked unconscious by the powerful forces flowing into him. Borloch rushed the mage away before his identity could be discovered, and Father Dumas, the head of the local church who was seeing to the burial of the witches, unwittingly entombed the Witchfire with them.

Fast forward ten years: Alexia Ciannor, Dumas’ nieceand the daughter of one of the coven members, was only a young girl when her mother was executed. Now, however, she is a powerful sorceress in her own right – and hungry for revenge.

The PCs get involved when Alexia starts stealing corpses, and Father Dumas asks them to find out who’s doing it. The PCs will eventually figure out that the corpses are the jurors from the trial of the coven ten years ago (Alexia is practicing her abilities to create the undead and getting some of her revenge at the same time). This will lead them to the crypt in which four of the witches were buried (the fifth, Alexia’s mother, and the Witchfire are entombed at the Church in Corvis – a warning against all others who would practice witchcraft). There they will learn that Alexia has raised them as well (she is attempting to bring the entire coven back to “life”). This will eventually take them to Alexia’s hideout in the Undercity, but she will escape – leading them to the abandoned Fort Rhyker, where Alexia has slowly been creating an army of undead. The adventure wraps up when Alexia marches her undead forces against the city of Corvis, using them as a distraction so that she can strike at her mother’s tomb – raising her from the dead and seizing the Witchfire. Oberen will attempt to seize the Witchfire at this time, as well, and the PCs will be decisive in determining which of the two sorcerors end up with the blade.

(The reason the adventure is called The Longest Night can be found in the timing of Alexia’s attack: She chooses to strike during the Longest Night Festival – so called because it takes place during an eclipse which blackens the sky for an entire day.)

WEAKNESSES

The biggest problem I found in the adventure was in the initial investigation sequence (during which the PCs are attempting to figure out the identity of the person stealing the corpses). Staroscik needs to strew around a lot more clues in this section if he seriously expects PCs to figure out what’s going on (without, of course, having the DM lead them by the nose from one clue to another). Here’s a rule of thumb that’s always served me well in designing mystery scenarios: Assume that the PCs will miss one clue in three, and you’ll probably have your bases covered. Staroscik, on the other hand, seems to assume that the PCs are going to track down every single bread crumb he plants. He’s wrong, and quite a few playing groups are going to find themselves wandering around without a clue (pun intended).

The only other problem with the adventure’s structure is to be found immediately after the PCs return from the tomb of the first four witches. Staroscik points out that the PCs will have probably figured out that Alexia is somehow involved in all of this (although his exact reasoning here is a little vague – again, more clues are necessary). He then proceeds to stonewall them from actually going after Alexia (the guard will ignore their accusations, Father Dumas will oppose them, etc.) – forcing them to simply follow her until she can lead them to her secret hide-out.

First off, stonewalling the PCs is just not cool. And, furthermore, there’s no need to do it here. If the PCs do go after Alexia, then they can still end up in her secret base by having her take them there. What’s really annoying is that Staroscik actually sets up all the pieces to make this work (including an escape plan for Alexia once they’ve reached her secret base beneath the city), but encourages DMs to stonewall their PCs anyway. Silly and clumsy.

My biggest gripe (as opposed to a serious problem) with The Longest Night is the lack of steamjack stats. This is a major oversight, not only because they seem to be pushed as one of the really unique elements of the setting, but also because Staroscik uses one in the course of the adventure. Although the oversight can be worked around, it shouldn’t have to be.

The only other problems are nothing more than nitpicks, really: The map of Corvis provided (which is done in a historical style – which is to say that it’s more a picture of the city with certain locations keyed) doesn’t seem to really match the description in the text (and a number of locations are left unkeyed). Some boxed text didn’t get boxed (but should obviously be read outloud to the PCs). The maps of Fort Rhyker are very confusing and need to be puzzled out to a degree because the relationships between staircases are not immediately apparent (each floor and section of the fort is printed on a completely separate page). At one point Staroscik claims that a protection form evil spell will prevent Alexia from entering an area – but Alexia’s write-up lists her as neutral, not evil. Minor typos. That type of thing.

STRENGTHS

All right, before I nitpick the product to death, let’s take a look at the strengths of The Longest Night (which are considerable):

First off, as I note above, the setting is extremely well-designed. And, surprisingly, the city of Corvis and its surroundings can be easily included into any generic fantasy world. Removing the steam technology (which is really the only potentially jarring element of the adventure) can be accomplished by simply ignoring it whenever it’s included. (On the other hand, you could include Corvis as a city in which this new technology is just now being pioneered.) Staroscik makes this an even more attractive proposition by loading the city, even in its brief coverage here, with elements and adventure seeds which go far beyond the scope of this single adventure.

Second, the adventure itself – like the setting – can easily be incorporated into campaign setting. Corvis provides a distinct backdrop for the adventure, but Staroscik is careful to keep the structure of the adventure separate from the backdrop – so replacing Corvis with any other city of your choosing is easily accomplished.

And, of course, the adventure is worth playing. Despite a handful of minor structural flaws (which are easily fixed – increasing the number of places a clue can be found and ignoring Staroscik’s advice to stonewall your PCs should take you all of about five minutes), The Longest Night has a great plot, set-up, and cast of characters. It is also an adventure which hits a lot of different notes: You’ve got an investigation, an urban dungeon, a wilderness dungeon, a fortress, and a siege by the undead.

The Longest Night is also distinguished by the simple care with which it has been crafted: For example, Staroscik is careful to provide insight and support into multiple solutions for any problem – including non-combat solutions – looking at not only the short-term, but also the long-term impacts they will have on a game. Perhaps the best example of this is to be found when the PCs enter the tomb of the four witches, in which a tribe of gobbers has taken up residence. This is the same tribe of gobbers which assaulted the caravan the PCs were guarding at the beginning of the adventure – and Staroscik draws a number of different ways in which they can be linked, taking a minor background element and suffusing it throughout the adventure as a whole.

CONCLUSION

The Longest Night is an excellent adventure for any campaign world, and the quality and care which has been shown here is more than sufficient to draw me back for the next two parts in the trilogy.

The strengths of this product have also left me looking forward to Privateer’s release of Corvis: A Guide to the City of Ghosts later this summer. The Iron Kingdoms setting is truly fascinating, and even if I don’t run a campaign there full time, I’ve got my fingers crossed that Privateer will keep walking a fine line which will allow me to incorporate Corvis into another campaign world with relative ease.

And, god help me, I’m even keeping one eye open for their release of the Monsternomicon. Their promise of “unique and useful D20 creatures”, in combination with the monsters shown in this book, have me pleasantly intrigued. (Besides, they actually managed to find a half-way decent name for a monster compendium – and I didn’t think that was possible any more).

In short, to return to the product I’m actually supposed to be reviewing, The Longest Night has left me seriously impressed. You should check it out.

Style: 5
Substance: 4

Title: The Witchfire Trilogy: Book One – The Longest Night
Authors: Matt Staroscik
Company: Privateer Press
Line: D20/Iron Kingdoms
Price: $9.95
ISBN: 0-9706970-0-7
Production Code: WF001
Pages: 64

For the record, although I never wrote a review of it, the Monternomicon is one of my favorite and most-used bestiaries. Privateer Press knocked it out of the park with that one. (I haven’t checked out the 5E version, but have little doubt it’s still worth checking out.)

Oddly, my strongest memories of The Longest Night — which I never found the opportunity to run — ended up being the awkward railroading and undercooked clues, with the result that for many, many years I’ve had a kind of “meh” opinion of the module. I suspect it was because I ended up thinking deeply about those elements of the adventure in a way that ended up fundamentally affecting my thinking on adventure design. (You can see the dawning of the Three Clue Rule peeking out up there. And Alexia was something I was thinking about when writing The Principles of RPG Villainy.)

Rereading my review, however, my focus has apparently done a disservice to the rest of the module in my memory. Maybe I should take the time to finally check out the rest of the trilogy.

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

Dark Leaf mercenary with a bow

Go to Table of Contents

The slave trade in Ptolus is a gray market: It’s illegal to sell a slave within the city limits, but not illegal to own one (although more and more people disapprove or outright loathe the practice). The local trade is dominated by the Ennin, whose operations extend far beyond Ptolus and openly use the city as a distribution center while also maintaining a surreptitious black market.

The Vladaams don’t directly trade slaves, per se, but have deeply entwined themselves with the Ennin’s operations. There are some who consider the Ennin little than a front for the Vladaam, but this is not accurate. The Ennin are actually, unbeknownst to the Vladaams, a front for the Pactlords of the Quaan (Ptolus, p. 125). Most of the Ennin’s leadership are, in fact, Pactslaves.

For their part, the Vladaams are involved with the slave trade in two ways:

  • The Vladaams maintain a warehouse as a place where the Ennin can temporarily store slaves who are going to be sold at the Ennin Slave Market (Ptolus, p. 399)
  • The Fleet of Iron Sails – specifically the Pride of Morrain, Eye of the East, and Sarathyn’s Sail – are regularly used to transport slaves for the Ennin. These ships collect slaves from the Serpent’s Teeth and deliver them to the Ennin Headquarters (Ptolus, p. 168).

The Vladaam operations are detailed below, while details of the Ennin facilities can be found in the Ptolus sourcebook, as indicated above.

VLADAAM SLAVE SHIPS

The Pride of Morrain, Eye of the East, and Myliesha’s Sail each have a 50% chance of carrying a cargo of slaves. Otherwise, they’re currently carrying normal goods. Check The Fleet of Iron Sails to determine how often they can be found at port in Ptolus.

SMELL OF THE SLAVE SHIPS: The Vladaam Mages assigned to these ships regularly cast prestidigitation to clean out the holds, but it’s not enough to purge the sickening stench that clings to the slave holds – a mix of filth, excrement, blood, and putrescence.

CREWS

Captain: As detailed for each vessel.

Vladaam Mage: Use mage stats, MM p. 347. See Part 13: Red Company of Magi.

Vladaam Guards (1d6-2): Banewarrens, p. 45.

Advanced Vladaam Guards (1d6-2): Use knight stats, MM p. 347.

Sailors (2d8 x 3): Use commoner stats, MM p. 345.

  • Proficiency: Athletics, Perception, Navigator’s tools, vehicles (water).
  • Equipment: dagger, corncob pipe, chewing tobacco, 2d10 sp, Vladaam deot ring

SLAVE RUNS

  • Half Load: 2d4 x 10 slaves
  • Full Load: 4d8 x 10 slaves

VLADAAM SLAVE WAREHOUSE

Map of the Vladaam Slave Warehouse

This facility can temporarily store slaves who are going to be sold at the Ennin Slave Market. It’s used as either an overflow storage facility or as a place where the current stock of the Slave Market can be evacuated if the market is threatened by law enforcement. The Vladaams offer this service gratis in exchange for being allowed to use the slaves to process Liquid Pain (in area 9).

DARK LEAF: In order to distance the facility from the Vladaams, the security is managed by Dark Leaf mercenaries (Ptolus, p. 108) overseen by a centaur named Dilar.

DILAR: Dilar is a captain in Dark Leaf and in charge of the mercenaries here, but he is also deeply in debt as a result of gambling at the Oldtown curse den. Unbeknownst to either the Vladaams or Dark Leaf, Dilar is also involved with the chaos cults. (He appears in Night of Dissolution, p. 37, overseeing a meeting at a secret meeting hall just across the street from this warehouse.)

MALAR: Malar is lieutenant in Dark Leaf. He and the centaur used to be friends, but tensions and suspicions surrounding Dilar’s debts and cult activity have driven them apart. Malar would like to either supplant Dilar in Dark Leaf or make the hop to a better position with either the Vladaams or Ennin.

DENIZENS OF THE WAREHOUSE

DENIZENSLOCATION
2 Dark Leaf MercenariesEntrance
2 Dark Leaf MercenariesArea 1
2d6 unskilled laborersAreas 1 & 2 (day only)
6 Dark Leaf MercenariesArea 7
2 Vladaam Mages + 50% chance of 1d4 slavesArea 9

DILAR (d100)

  • 01-25: Area 1
  • 26-75: Area 7
  • 76-00: Not present

MALAR (d100)

  • 01-50: Area 7
  • 51-75: Area 9
  • 76-00: Not present

Dilar: Use veteran stats (MM, p. 350) with centaur traits.

  • +1 greatsword: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.
  • Alignment: Chaotic Evil
  • Equipment: splint armor, +1 greatsword, ring of jumping, broken square ring, coiled viper amulet worth 10 gp, Vladaam house ring, 1 gp, 14 sp
  • Languages: Common, Elven

Centaur traits:

  • Charge: If Dilar moves at least 30 ft. straight toward a target and then hits them with a melee attack on the same turn, they target gains an extra 10 (3d6) piercing damage.
  • Multiattack: Dilar makes two attacks, one with his sword and one with his hooves.
  • Hooves: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.

Dark Leaf Mercenary: Use veteran stats (MM, p. 350) with wood elf traits.

  • Speed 35 ft.
  • darkvision 60 ft.
  • Spells: druidcraft, detect magic (1/day)
  • Fey Ancestry: Advantage on saving throws vs. Charmed condition.
  • Trance: Immune to sleep. Finish Long Rest in 4 hours.
  • Equipment: Vladaam house ring
  • Languages: Common, Elven

Malar: Use master thief stats (Ptolus, p. 612).

  • Malar has a Balacazar fiendish slave amulet (Ptolus, p. 398) which allows him to summon a Shoggti (Book of Fiends 5E, p. 199). The shoggti emerges by having its tentacles erupt through the surface of the amulet. There is an ornate B stamped on the back of the amulet, certifying it as a creation of the Balacazars.
  • Equipment: Vladaam house ring

Unskilled Laborer: Use commoner stats (MM, p. 353).

Vladaam Mage: Use mage stats, MM p. 347. See Part 13: Red Company of Magi.

Street map with the location of the Vladaam Slave Warehouse

Ptolus Map – H6

AREA 1 – WAREHOUSE

This front area operates as a legitimate warehousing business, run by the Vladaams and servicing various local businesses and markets. The ceiling is 50 feet high.

AREA 2 – UPPER WAREHOUSE

This area is basically a very large “ledge” about ten feet above the level of Area 1.

GM Background: This elevated area exists only to make room for the lower storerooms (Areas 4-6). Architecturally this doesn’t make much sense, though. The unintuitive layout exists only to obfuscate the existence of the slave warehouse below.

AREA 3 – STAIRS

These stairs lead down to Area 4.

ALARM: The head of an antlered buck has been hung on the wall of the landing. It has an alarm spell that sends a mental alarm to Dilar. The alarm is triggered by anyone who doesn’t wear a Vladaam house ring.

GM Note: The laborers never use these stairs.

AREA 4 – LOWER HALLWAY

This stone hallway is rarely used.

AREA 5 – LOWER STOREROOMS

These storerooms have the appearance of being used for legitimate storage (barrels, casks, boxes, crates, etc.). Any inspection, however, reveals that there’s a thick coating of dust on everything. Opening the crates reveals that they contain mostly garbage and miscellaneous junk.

GM Background: These storerooms exist only to provide a pleasant fiction masking the entrance to the slave warehouse in Area 6.

AREA 6 – ENTRANCE TO THE SLAVE WAREHOUSE

At first glance, this area is identical to Area 5.

DC 20 Intelligence (Investigation): Several crates along the back wall are fastened together. They can be unlatched from the wall and then slid away to reveal the stairs leading down to Area 7.

AREA 7 – SLAVE WAREHOUSE

A floor of bare stone, worn smooth with a single trap door in it to the right of the stairs. A board with various papers and bills of sale pinned to it has been placed on the wall next to the stairs. A bank of ten levers on the wall to the left. Multiple cell doors line the far wall, extending down a hallway to the right.

LEVERS: A bank of ten levers. They require a key (which is held by someone in this room; with a duplicate held by Dilar) and open the nine cell doors and the secret door.

TRAP DOOR: A spiral stair below the trap door leads down to Area 9.

SECRET DOORDC 20 Intelligence (Investigation): The secret door to the east leads to a section of old sewer that was capped and bypassed during a sewer renovation long ago. A section of this sewer breaks through into a portion of Ghul’s Labyrinth, which provides access to the Ennin Slave Market.

POSTED BILLS: Includes the Business of the Vladaam Slave Warehouse handout.

IRON COFFER (10%): There’s a 10% chance an iron coffer is present containing 500 gp, 40,000 sp, and 50,000 cp with instructions to have the Ithildin couriers ship it to the Red Company of Goldsmiths on Gold Street.

AREA 8 – SLAVE CELLS

The facility typically holds 2d20 slaves as an overflow facility from the Ennin Slave Market.

  • 75% chance per ship that some of the slaves here were shipped in on the Pride of Morrain, the Eye of the East, or the Myliesha’s Sail. (See Vladaam Slave Ships, below.)

BIG CELL: 25% chance that the large cell holds a special creature/slave. If this is the case, double the number of mercenaries in this room. Examples of such “special guests” could include:

  • 1d4 cockatrices
  • 1d4+1 ogres
  • 1d2 hippogriffs
  • Giant Ant Queen

AREA 9 – LIQUID PAIN FACILITY

The main area of this chamber is outfitted as a high-end alchemy laboratory.

COTS: Two eastern niches contain cots on which Vladaam Mages sleep. Small trunks slid under each cot contain (see handouts):

LIQUID PAIN APPARATUS: The western niche contains four upright glass cylinders, each large enough to hold an erect man or woman. Shackles suspended from the ceiling allow the Vladaams to string up slaves upside down within each cylinder, while various tubes, syringes, and metallic attachments can be fastened onto someone so hung.

  • Liquid Pain: The apparatus allows one to withdraw 2d8 doses of agony (“liquid pain”) from a person suspended within one of the glass cylinders. The procedure lasts for ten minutes and the victim must make a DC 18 Wisdom saving throw or suffer 2d6 Constitution damage. (This is treated as psychic damage for the purposes of immunity and resistance.) On a successful save both the damage and the yield are halved.

Next: Vladaam Slave Ships

Armored science fiction figure

In Mothership, armor is rated in Armor Points (AP). Any damage you suffer is reduced by your current AP. However, if you suffer damage equal to or greater than the Armor’s AP, then the Armor is immediately destroyed.

I’ve been running Mothership for a while, though, and I’ve decided I don’t like this rule. The primary problem is that damage values in the system are high enough that armor is almost always immediately destroyed in the first hit. The intention is almost certainly to crank up the feeling of horror (not even your advanced battle dress can save you now!), but in practice it just feels cheap and kind of confusing. I’ve had multiple players new to the system who become completely baffled the first time they go into a fight, because it just feels as if something is wrong.

I’ve begun using the house rule below in my Mothership games, and we’ve had some pretty good success with it. It maintains the imagery of xenomorphs and nanoplagues slowly ripping their way through a PC’s armor, but it extends the experience over several rounds (which gives really great vibes at the table) without making armor feel pointless.

(And it works the other way, too, with PCs needing to apply significant force over time to cut their way through enemy AP!)

If you use these rules, let me know how it goes! I’m planning to continue tweaking these.

HOUSE RULE: ABLATIVE AP

If a character wearing armor takes damage equal to or greater than their AP value (including Cover), their armor becomes damaged and the AP of the armor is reduced by 1.

The armor is permanently destroyed if its AP is reduced to 0.

ANTI-ARMOR: An anti-armor weapon ignores AP. It automatically reduces AP by 1 on any hit and by an additional 1 point if it deals damage equal to or greater than the character’s AP value. On a critical hit, anti-armor weapons instantly destroy any armor, regardless of its AP value.

REPAIR: Damaged armor can be repaired with appropriate facilities for half the original cost of the armor.

Note: This rule does not apply to Cover. Cover is still immediately destroyed if an attack deals damage equal to or larger than the Cover’s AP rating.

Archives

Recent Posts

Recent Comments

Copyright © The Alexandrian. All rights reserved.