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A dungeon corridor.

DISCUSSING
In the Shadow of the Spire – Session 38C: Scouting the Temple

Nasira quickly muttered an incantive prayer and projected a sense of clairaudience into the sanctuary hall below. She was in time to hear the ratmen deciding to summon reinforcements. She quickly informed Tee of what was happening, and Tee rushed back to the street in case the ratmen headed that way (in which case she could follow them).

But she saw nothing: The ratmen didn’t leave through the front door. Instead, Nasira heard the sound of scraping stone…

When I ‘m prepping published dungeons, I have a tendency to make them BIGGER.

Sometimes I think this might be a bad habit, but the results in actual play seem to be good.

What’s really going on is a couple of things: First, when I’m planning a campaign, I’m often pulling stuff in from a bunch of different sources. Sometimes that’s two different adventures that get linked to each other using node-based design, but sometimes I have two different “ruins of a dwarven city” adventures… and couldn’t they be the same dwarven city? I can just make one of the adventures Level 1 of the dungeon and the other adventure Level 2, and now, instead of two small dungeon cities, I have one BIG dungeon city that truly lives up to the name. Plus I can mix all the scenario hooks from both adventures and create all sorts of dynamic vectors for the PCs!

(See The Campaign Stitch for a deeper dive into this sort of thing.)

The second thing that happens is that I simply get inspired. As I’m reading through an adventure, all of the adventure’s cool ideas will start sparking off new cool ideas in my own brain: Sometimes those are ideas I can just add to the existing room key, but in other cases it’ll make more sense to pile ‘em al up and fill a new sub-level with them.

The Temple of the Rat God is a good example of what this looks like in actual practice.

This adventure exists because the Nights of Dissolution mini-campaign, which was one of the building blocks for In the Shadow of the Spire, features several of the chaos cults in Ptolus working with each other. And I basically thought, “Why not all of them?” So I went through the Ptolus and Chaositech sourcebooks and started grabbing chaos cults. Then I made a few of my own. Then I started linking them together with clues, creating a node-based campaign structure.

The Temple of the Rat God comes from the Ptolus sourcebook (p. 394), where it looks like this:

Ptolus: Temple of the Rat God - Monte Cook Games

As you can see, it’s not fully keyed. So I took the map, made some modifications, and keyed it:

Ptolus: Temple of the Rat - Monte Cook Games (modified)

You can see I’ve added additional hallways leading off the edges of this map and connecting to other maps.

Elsewhere in Ptolus there’s a Ratman Nest (p. 442). This is a fully keyed adventure designed for the DM to drop it pretty much anywhere in the city sewers where the PCs might be chasing ratmen:

Ptolus: Ratman Nest - Monte Cook Games (modified)

I decided to put it here, once again with some minor modifications. (You can see the changes on the map above, including the addition of a sinkhole and the connection to the temple.)

During my campaign prep, I’d also thumbed through my monster books for inspiration. Knowing that ratlings and the Temple of the Rat God were on the menu, I scooped up cranium rats from the 3rd Edition Fiend Folio and the rylkar (dangerous fire rats) from Monster Manual V. (I also linked the latter to ash rats from Monster Manual II.) I rekeyed the Ratman Nest map to include cranium rat nests, and then added a whole new level down the sinkhole — the Rylkar Depths:

The Rylkar Depths - Justin Alexander

The result is a fairly expansive example (showcasing, as it does, a wide gamut of techniques all coming together), but it’s what I enjoy about working with published adventures: When the creativity of the author and the creativity of the game master combine, you end up with richer and more varied material than you could have achieved on your own.

I’m a really big believer in the power of collaborative creation, whatever form it might take.

This is a topic we’ll also likely revisit as the PCs begin delving deeper into the Banewarrens. There, too, I took inspiration form the core concept of the adventure and then drew on a wide variety of sources to create fresh wards: What else could the Banelord have locked away down there?

Campaign Journal: Session 38DRunning the Campaign: The Secret Life of Silion
In the Shadow of the Spire: Index

One Response to “Ptolus: Running the Campaign – Expanding Dungeons”

  1. Alexander_Anotherskip_Davis says:

    *Looks at his notes for B2 + scholarly text that were all converted into the introduction to the Ormegarten Megadungeon that just the intro and Elevator system will likely never be completed by anyone…*
    I have no idea what you are talking about making a dungeon much BIGGER….

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