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 IN THE SHADOW OF THE SPIRE

Session 12B: A Party at Castle Shard

Ptolus - Castle Shard Invitation

It was not the evening that any of them had expected – it had been both more and less than that. But it was an evening that none of them would ever forget.

I’ve had a couple of people mention, when they realized what the heart of Session 12 was going to be, that they were interested in seeing what the Party Planning game structure I wrote up awhile back would look like in actual play. Unfortunately, this is one of those occasions where the nature of writing up a campaign journal entry creates something of a distortion field.

Everything that’s described in the campaign journal actually happened at the table, of course, but events have been both rearranged and heavily condensed. My goal was not, in fact, to provide a transcript of the session, but rather an effective summary that could serve as both entertainment and reference document as the campaign moved forward.

Perhaps the most significant “deception” to be found here, for example, is the degree to which the campaign journal fails to represent how much cutting back and forth there was between scenes: When the party split up and went to talk to a bunch of different people, I would engage in conversation for a couple of minutes and then swap to another group and then again and then again. These interactions have not only been boiled down to their key highlights, they’ve also generally been grouped together into complete conversations.

With this limitations in mind, however, let’s take a closer look at how the Party at Castle Shard worked in actual play.

SETTING IT UP

To start, let’s consider what the function of the party was. This was several fold, actually:

  • It was a reward for their hard work. In Getting the Players to Care I talk about how one of the methods of doing that is to make it treasure. This is a somewhat unusual variant on that principle, but by making this party clearly part of the lavish pay-off for the hard work (and near death experiences) they had put in for Lord Zavere, the players became deeply invested in the party and were anticipating it for months in the real world.
  • It was a signal that the PCs had risen to a new level in the world. This inherently meant closing one “chapter” of the campaign and beginning the next.
  • It was an opportunity to introduce a bunch of new characters, drastically expanding the supporting cast of the campaign and setting up relationships that would drive the campaign forward into Act II (which is still a little ways down the road at this point, but which was definitely on my horizon).

It was also, of course, intended to be an entertaining evening of gaming.

THE GUEST LIST

Ptolus - Lord Zavere and Lady Rill

Let’s take a moment to look at the new characters I was introducing here. There were a total of eighteen guests at the party (not including the PCs), of which five were previously known to the PCs.

Familiar Faces: The familiar faces were quite intentional. First, because it would provide islands of familiarity for the PCs to fall back upon (and around which social interactions with the new NPCs could coalesce). Second, because the PCs had been compartmentalizing the various aspects of their lives and I knew that bringing some of these aspects together (and most likely overlapping with each other) would create dramatic tension.

New Faces: Nonetheless, throwing more than a dozen new NPCs at the players all at once may seem like a lot at first glance. But the party planning structure is designed to break them up into smaller groups, and introduce them in manageable chunks.

More importantly, I’ve found that it can be quite effective to introduce a bunch of new characters in a cluster (whether all at once in a party like this or just rapidly over the course of a few sessions) and then have spans where only established characters are being reintroduced. If I was going to theorize about why this works, I would say it’s partly because some NPCs will “click” with players and some won’t, and when you introduce them in clusters your focus will naturally be drawn towards the NPCs who are resonating. (You’ll notice that this echoes, at a macro-level, something I talk about in Party Planning at a micro-level.)

But it’s also because having all of these new characters interact with and collide with each other is a great way of revealing character; and also a great way of drawing the PCs into their drama.

Stacking Interesting NPCs: The other way I think about this technique is that I’m “stacking” interesting NPCs. It’s like I’m laying in a supply. Each NPC is a tool, but you can often let the PCs figure out how they’ll actually end up getting “used” down the line.

For example, look at how the PCs pursue selling the orrery they found in Ghul’s Labyrinth here, creating a plot thread that will run for several more sessions. You’ll also want to pay attention to how the PCs’ relationship with Aoska develops in the future.

Of course, in some cases I’m planting NPCs in order to very specifically set things up in the future. The great thing is that, if you do your job right, the players won’t be able to figure out which is which. Honestly, if you do it right, then down the line you’ll probably have difficulty looking back and remembering which was which.

BANG, BANG

“Ah, Mistress Tee!” Zavere’s deep baritone called out to her. “Perhaps you could help me talk some sense into Leytha Doraedian.”

With something of a sick feeling in her stomach, Tee turned. It was true. Doraedian was standing there with Lord Zavere. He had a look of absolute surprise on his face.

Which touches on a wider design ethos: Your party has a location, a guest list, a main event sequence, and topics of conversation. If you want to create a truly kick-ass party, your primary design goal is to liberally seed all of these elements with moments of dramatic potential.

Note that I didn’t say dramatic moments. I said moments of dramatic potential. The actual dramatic moments will arise out of that potential during actual play. What you’ll find even more surprising is how these varied moments of dramatic potential will begin interacting with each in ways you never anticipated.

For example, when it came to Tee’s mentor, Leytha Doraedian, I had only a single note:

Surprised to see Tee at Castle Shard.

I didn’t know how (or even when) that surprise would manifest, exactly, but I think the dramatic potential in it is clear.

In my Topics of Conversation, I had listed:

Argument between Doraedian, Zavere, and Moynath about the Commissar’s weak attitude towards the Balacazars.

It was only as the events of the party actually played out that Tee became the character who approached this debate in progress and these two moments joined together to create the very memorable scene you see in the campaign journal. (Nor had I anticipated the way in which Tee’s earlier interactions with the Commissar would increase her own tension and confusion over this topic.)

Many of these dramatic moments can be thought of as bangs around which scenes (or mini-scenes) can be framed during the party. But others are just angles of tension (old relationships, new debates, hidden agendas), and the bang will be discovered during play as these elements interact with each other.

And some of your bangs may not ignite. For example, the Graven One has a bad history with the Inverted Pyramid and I wrote, “His cold indifference with the Inverted Pyramid will manifest itself if he interacts with Jevicca Nor.” But in the organic ebb and flow of the party, that never happened. (Which is, of course, just fine.)

In other cases, of course, the PCs will aggressively pursue agendas and create bangs (either directly or indirectly) that you had no way of anticipating. Make sure you don’t miss those moments! Pursue them aggressively!

A STRONG START

“Master Ranthir!” The Iron Mage cried, crossing the room towards him and resuming his scan of the room. “Mistress Tee! Agnarr, Elestra, and Dominic! Master Tor! To my side! I have an errand for you!”

All of this talk about discovering things during play aside, there’s no reason to be afraid of having some strong, pre-designed moments. The sudden appearance of the Iron Mage is one such Ptolus - The Iron Mageexample of this: It’s a very strong bang that demands a response from the PCs.

In many ways, this is the primary function of the Main Event Sequence: You let things play out organically, but if you feel like the current pool of dramatic tension is being exhausted, trigger the next event, which will usually be some strong, dramatic moment – perhaps accompanied by a specific bang the PCs need to react to – which will cause all the pieces of the party to suddenly move in new directions and begin a fresh set of collisions.

One place where you’ll want to make a point of stocking these ready-to-go moments is at the very beginning of the party: You want a good, strong start to set things in motion. Once you’ve got some momentum built up, the action will generally begin driving itself. But you’ve got to get that momentum going.

You can see this in the Party at Castle Shard with the opening sequence of events, which, in my notes, I actually separated out as a separate event track labeled “Arrival – Events”:

  • Arrival (Kadmus greets them and leads them to Zavere’s private office; they’re eyed by other guests who are being taken directly upstairs)
  • Meeting with Zavere (chance to spot the writing on the map; Zavere tells them Linech’s burrow has been destroyed; he personally escorts them to the ballroom)
  • Rehobath and the Commissar (Kadmus barring their entry; a loud argument; Zavere smooths things over)
  • Guests of Special Honor (Zavere introduces them as “guests deserving of much honor, for their recent service to both myself and to the interests of the City of Ptolus” in order to needle the Commissar)

This sequence introduces them to a handful of characters; gives everyone a chance to start warming up to social interactions; and gives the PCs two BIG bangs. I don’t know what their reaction to those bangs will be, but they’re pretty much guaranteed to color how the rest of the party progresses.

You can also see how I used these first moments to establish, in brief, several key pieces of exposition which would be major hubs for the rest of the party:

  • Conflict between Zavere and the Commissar.
  • Destruction of Linech Cran’s burrow (which could have also been learned before the party if the PCs had been seeking information, but they were stuck underground).
  • The other guests are intrigued by the PCs being included on the guest list.

And, really, that’s all it takes to get the ball rolling.

Ptolus - In the Shadow of the Spire

IN THE SHADOW OF THE SPIRE

SESSION 12B: A PARTY AT CASTLE SHARD

December 2nd, 2007
Harvesttime in the 790th Year of the Seyrunian Dynasty

HANDSHAKES – ELVES & OGRES

Agnarr glanced around, looking for the biggest guy in the room. He spotted a stocky man with black hair pulled back into a pony-tail and piercing blue-grey eyes – not tall, but with a muscular build and a weathered face. He headed in his direction.

Tor, with one eye on Agnarr, also noticed the man. Tor recognized him as Sir Kabel Dathim, one of the knights of the Order of the Dawn who had ridden at the Harvest Tournament that afternoon. He noticed that Sir Kabel was headed directly towards where Rehobath and the Commissar were standing.

Agnarr interposed himself in Sir Kabel’s path and vigorously shook his hand. Kabel clearly wasn’t quite sure what to do about the massive barbarian’s enthusiastic greeting, but Tor slid calmly to their side, offered his own introductions, and congratulated Kabel on his performance during the tournament.

Sir Kabel thanked him for his compliments, and apologized for his brevity, but said that he had business to attend to. Making his excuses he brushed by them and continued on his path towards the Commissar and Rehobath. Agnarr made to follow him, but Tor caught him by the arm and shook his head.

Tee, meanwhile, had seen another elf among those assembled – a tall, slim, and exceptionally beautiful elven maid. Both her hair and her eyes were a captivating, shimmering silver. She wore a dress of dark blue silk and silver-embroidery. Around her neck, on a golden chain, she wore a golden cross of Athor upon a field of crimson. (Tor, noticing her from across the room, recognized it as the heraldic emblem of the Knights of the Golden Cross.)

As Tee approached, the elf introduced herself as Kaira Swanwing. “It’s an honor to make you acquaintance, Mistress Tithenmamiwen,” she said. “Master Doraedian has spoken well of you.”

Tee wasn’t quite sure what to make of Leytha Doraedian speaking of her, but she thanked Kaira for the kind words.

“And what brings you to a party at Castle Shard?” Kaira asked.

Tee smiled demurely. “The same thing that brings us all – an invitation from Lord Zavere.”

“Ah,” Kaira said. “But what brings such an invitation?”

“We performed some small service for him.”

“What type of services?”

“Discrete ones.” (more…)

Go to Part 1

True Rituals (Exofont - Joe Bush)

True rituals are very complicated spells that are the stuff of legend. They are far beyond the power of any single spellcaster and can only be cast in ritual form. They cannot by further augmented by any feats or other abilities. True rituals combine all aspects of magic and have no schools of magic associated with them.

True rituals are cast as normal spells with the exceptions detailed below.

TRUE RITUAL COMPONENTS

All true rituals have verbal, somatic, material, and experience cost components. Each member of the ritual must pay the experience cost. If the ritual is using proxy ritual members to cast the spell (see below), the experience cost of the replace caster(s) is divided equally among the normal casters who are participating in the true ritual. If the experience cost lowers one of the caster’s levels, the lost level must come from the caster’s primary spellcaster class.

CASTERS REQUIRED

Each true ritual has a minimum number of required casters. Each caster must have the spell prepared in the usual fashion at the time of casting. True rituals are prepared in lieu of one of the caster’s spells of equivalent level.

With multiple casters, the power of the ritual is increased. Use the level of the highest caster in the group and add the number of other casters (not proxies) participating in the true ritual to determine the effective caster level. The ritual’s effects are based upon this effective caster level.

PROXIES

Some true rituals allow a proxy in place of one or more of the required casters. The proxy section of a true ritual details who can replace a required caster during the ritual. Proxies cannot replace every caster: There must be at least one spellcaster to lead the ritual.

SAVING THROW

True rituals have more power behind them, which in turn makes them more difficult to resist. Any saving throw against a true ritual has a DC of 15 + the level of the spell + the relevant ability modifier of the highest-level caster participating in the ritual.

COUNTERING RITUAL MAGIC

Dispelling or countering augmented and combined ritual castings of a spell is similar to countering a normal casting of the spell. Of course, the longer casting time offers a larger window of opportunity to disrupt the spell. Throughout the casting, observers get a Spellcraft check (DC 18 + the spell’s level). The DC is slightly higher due to the changes in the prolonged casting, but the longer casting time allows for a retry of the check each round. Using dispel magic to counter an augmented or combined ritual casting is much easier due to the delicate and extended manipulation of the magical energies involved. The dispel check goes against a DC of 6 + the spell’s caster level if the dispel check is made during the casting of the ritual spell.

As with countering metamagic feats, any additional effects or added levels are not taken into account when counterspelling a ritual casting. A regular cone of cold spell counters a ritually enhanced cone of cold.

True rituals cannot be countered with knowledge of the true ritual in question: The preparations are too long and complicated to enact even throughout the hours of casting time required. True rituals can easily be disrupted, however, through combat, distraction, or other means. Unlike augmented or combined ritual castings, any dispel magic checks to counterspell a true ritual go against a DC of 15 + the caster level of the true ritual’s highest-level caster.

RESEARCHING ORIGINAL TRUE RITUALS

Any spellcaster who can cast a true ritual can attempt to create a new, original true ritual. Creating a true ritual, however, is much more demanding than creating a normal spell.

Like the research of a regular spell, the creation of a true ritual requires access to a well-stocked library for a wizard and meditation, prayer, and sacrifices in a major temple or blessed location for clerics and druids. A wizard’s library must be comprised of books, treatises, and manuscripts totaling at least 50,000 gp in value. Magical items and spellbooks do not count toward this total for the personal library’s value.

The research must be conducted by at least three spellcasters of the same type  (arcane or divine) who collaborate on the ritual’s research. During the research, each of the spellcasters must pay 1,000 gp per week with a minimum of one week per effective level of the true ritual. This money goes into the same fees, experimentation, and components that regular spell research consumes. At the end of the research period, each of the researchers makes a Spellcraft check against a DC of 20 + the spell level. If all the researchers succeed, the new true ritual has been successfully created (assuming the spell is viable). If any of the researchers fail, however, they must all go through the research process again if they wish to keep attempting to learn the true ritual.

The criteria for a viable true ritual are entirely dependent upon the requirements of the DM. Use the guidelines for new spell creations found in the core rulebooks. Compare any new true ritual concept with those presented in this chapter.

The following elements are required for all true rituals:

  • A minimum of three casters is required to perform a true ritual. More may be required depending on the ritual.
  • The ritual must have an experience point cost to cast. Higher experience point costs can balance the power level of some true rituals.
  • The number of casters required to cast a true ritual is also the number of casters that are required to research the ritual. Requiring a higher number of creators can also serve to balance the ritual’s power level, though not as much as an experience point cost (and not if the PCs acquire the ritual through means other than research).

Magic Circle (Sigil Font - Joe Bush)

This material is covered by the Open Gaming License.

Go to Part 1

Magic Circle (Sigil Font - Joe Bush)Under the direction of a single spellcaster, a group of individuals can work together to generate greater spell effects. Similar to the use of augmented ritual casting, the primary caster uses ritual casting to enhance the basic prepared spell (or a free spell slot for a bard or sorcerer). Although groups with like magic (divine or arcane) work best together, anyone can assist with the performance of the ritual (although the lack of precision by non-spellcasters adds to the chance of failure).

Combined ritual casting works differently than augmented ritual casting: The caster and participants do not need to have an understanding of metamagic feats. Instead, the leader of the combined ritual casts the spell to be modified, and the auxiliary members of the ritual contribute their will, desire, and life energies to supplement the overall power of the spell.

This supplementary power is used as bonus levels that are split between the different aspects of the spell. Each aspect of a spell that varies with caster level (range, number of targets, area, duration, damage dice, etc.) is treated as a separate category that can be increased with bonus levels generated by the combined ritual casting. The supplementary bonus levels provided by the ritual casting cannot violate the restrictions or limits of the spell. For example, a combined ritual casting of fireball cannot exceed the spell’s 10-die maximum for damage.

The leader (who casts the actual spell) uses their caster level as the starting level in each category of the casting. The total bonus levels, as shown on the table, are then divided up and added into each category as the primary caster chooses. The caster’s level plus the extra bonus levels now determine the effects for each of the spell’s separate categories.

ParticipantBonus Levels
Same caster class+1 per 3 levels
Same caster magic type+1 per 4 levels
Other caster magic type+1 per 5 levels
Non-casters+1 per 10 levels
Able to cast same spell+1

Add all partial levels and round down to determine the total bonus levels added to the spell. Add an additional +1 bonus level per participant that has the ability to cast the spell in question, reflecting the added spell knowledge and caster level ability. (Crossover between arcane and divine versions of the same spells are permissible for this bonus.)

COMBINED RITUAL CASTING TIME

The casting time of a combined ritual casting is the base time of the ritual casting (as shown on the table below) multiplied by the number of participants and the spell level:

(base ritual time) x (# of participants) x (spell level)

The number of participants does not include the leader of the combined ritual, only the people who are helping to power the spell.

Any casting time of an hour or longer requires the leader to make a Ritual Casting check at a DC of 10 + the spell level. The DC of this check is increased by one for every non-spellcaster participating in the ritual. If this check is failed, the energies involved with the combined ritual casting create a backlash that affects all of the participants, resulting in (ritual bonus levels x spell level) hp of damage. A successful Will throw (DC 15 + spell level) reduces this damage by half. The combined ritual is still cast in the event of a failed Ritual Casting check, but only half of the supplementary bonus levels can be harnessed prior to the spell discharge.

Combined Casting TimeBase Ritual Casting Time
Free action1 minute
1 action3 minutes
Full round10 minutes
Other10 x normal casting time

COMBINED RITUAL MATERIAL COMPONENTS

Combined ritual casting also requires expensive material components. These additional components are similar to those used in augmented ritual casting and represent the same types of ingredients. The cost of the material components is a number of gold pieces equal to:

10 gp x (# of participants) x (spell level)

Go to Ritual Casting – Part 3: True Rituals

Weaving a spell is the art of drawing upon the tapestry of magic that permeates all the things. The use of metamagic subtly alters the normal flow of spells, bringing more power to the dweomer at the cost of a higher spell slot. Augmented ritual casting of spells energizes spells at the time that they are cast, as opposed to the time they are prepared; thus the spellcaster does not need to sacrifice any spell levels to cast a spell augmented with metamagic. The ritual provides the extra power.

A spellcaster can ritually cast spells augmented with only the metamagic feats that he knows, but he can include each feat that he knows at the expense of extending the casting time, sacrificing more expensive components, and taking greater risk that the ritual will fail. Each extra metamagic feat that is applied to a spell through augmented ritual casting that would normally increase the level of spell instead makes the spell take longer to cast and cost more in material components. The total of these extra levels is the added level modifier. The added level modifier is used to determine the specific requirements of an augmented ritual casting.

AUGMENTED RITUAL LIMITS

The level of the spell being cast plus the added level modifier of all feats augmenting the spell cannot exceed the highest level spell the caster is capable of normally casting.

Example: A 12th level wizard cannot cast 7th level spells. The most powerful ritual a 12th level wizard could perform to augment the knock spell (a 2nd level spell) would be one with an added level modifier of +4 (2 + 4 = 6, the highest spell level the wizard can cast).

AUGMENTED RITUAL CASTING TIME

To determine the casting time of an augmented ritual casting, first determine the spell’s base ritual casting time according to the spell’s normal casting time (see table). The ritual casting time is equal to this base time multiplied by the total added level modifier of the augmentations:

(base ritual time) x (added level modifier)

Any casting time which exceeds an hour requires a Ritual Casting check against a DC of 10 + the spell level. (Use the spell’s original level, not the augmented level, for this DC.) A failure on this Ritual Casting check results in the magical energies warping and recoiling back upon the caster, resulting in (level of the spell + added level modifier) hp of damage. The augmented ritual is still successfully cast in the event of a failed Ritual Casting check.

Normal Casting TimeBase Ritual Casting Time
Free action1 full round
1 action5 full rounds
Full round5 minutes
Other10 x normal casting time

AUGMENTED RITUAL MATERIAL COMPONENTS

Augmented ritual castings require extra material components beyond those normally required for casting the spell. These additional components represent the rare materials that must be expended to draw upon even greater power for the spell effect. For divine casters, these components are typically comprised of holy incense, small sacrifices, or similar trappings offered to the gods. For arcane casters, these components may represent herbs, minerals, or any other form of ritual trappings.

Regardless of what these ingredients are, the general cost of these materials is a number of gold pieces equal to:

25 x (added level modifier)

SPECIFIC FEATS

Heighten Spell: The Heighten Spell feat can be used, with the difference in the actual spell level and the new spell level being used to calculate the added level modifier.

Quicken Spell: The Quicken Spell feat cannot be added to an augmented ritual casting. However, if the feat is used normally and the quickened spell is then augmented the ritual casting time can be greatly reduced (per the chart above).

Silent Spell: The Silent Spell feat cannot be added to an augmented ritual casting. If a spell prepared with the effects of the Silent Spell feat is used to perform an augmented ritual casting, the feat’s benefits are negated.

Spell Focus: This feat may be used in augmented ritual castings to provide a bonus beyond the normal +2 benefit. For every extra +1 bonus (above the normal +2 bonus provided by this feat) with which the caster desires to augment his casting, one level is added to the total added level modifier of the augmented ritual casting.

Spell Penetration: This feat may be used in augmented ritual castings to provide a bonus beyond the normal +2 benefit. For every extra +1 bonus (above the normal +2 bonus provided by this feat) with which the caster desires to augment his casting, one level is added to the total added level modifier of the augmented ritual casting.

Still Spell: As with Silent Spell, the Still Spell feat cannot be added to an augmented ritual casting. If a spell prepared with the effects of the Still Spell feat is used to perform an augmented ritual casting, the feat’s benefits are negated.

Go to Ritual Casting – Part 2: Combined Ritual Casting

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