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Mythos Revelations

August 25th, 2024

Circle of LIght - James Thew (edited)

Mythos-style horror is a pervasive theme in RPGs. It’s tough to get it right.

On the one hand, you don’t want everything to fall into random weirdness. The essence of Lovecraftian horror is the slow discovery of a monstrous and palpable truth shrouded from human perceptions. Plus, it’s just not as much fun for the players when everything in a session is capricious. It’s difficult to have meaningful gameplay or player agency when the game world is incomprehensible noise.

On the other hand, the players also shouldn’t be able to achieve a perfect understanding of what’s happening, either. I’m usually a pretty big advocate of “prep stuff so that you can show it to your players” – if you’re making something cool, let the players in on it! – but the Mythos is an exception. Perfect understanding of the Mythos renders that which should be too vast for human comprehension into mundanity.

The Mythos is also not the only place such ineffability may be desirable. For example, Numenera takes place a billion years in the future, after eight mega-civilizations which mastered incomprehensible technology have risen and fallen on Earth. The default setting is a Renaissance of sorts, in which mankind searches through the numenera – the broken technological remains of these mega-civilizations – while being unable to truly understand it. In this, Numenera is a sort of inverted Mythos, possessing the same sense of enigma, but generally (although not always) filled with hope instead of horror.

Regardless of tone, the technique I use for Mythos-style revelations is to think of them as three layers.

LAYER 1: CANONICAL TRUTH

Plasma Ray Burst - miloje

For each Mythos element, start by clearly and concisely summarizing the “definitive” truth of it. Because this is Mythos stuff, this will still be weird, supernatural, mind-bending, alien to human thought, and probably even self-contradictory, but it’s your personal canon.

For example:

L’rignak is a multidimensional creature that lives in the heart of neutron stars. It seeks to colonize other stars. It also creates Great Attractors, either to form new neutron stars or to create whatever the structure is in the Laniakea Supercluster. (Is this an even greater mass into which it hopes to seed its consciousness some day? Or perhaps it’s already its seat of consciousness and the neutron stars are merely nodes or perhaps incubators for its offspring?)

Given proper conditions, L’rignak can open microscopic portals to the heart of its neutron stars. Strange matter erupts from these and they usually affect local gravity in strange ways. In our local spacetime, its greatest goal is to alter the sun (possibly be seeding it) to become an attractor (or otherwise start its impossible path to becoming a neutron star).

L’rignak’s cultists often speak of a time “when the sun’s light is made right.”

This is your lodestone, and it will keep you oriented even when “reality” transcends into the incomprehensible. It’s a guide that you can refer to and extrapolate from when prepping and running your scenarios. It’s scripture that lets you ask, “What would L’rignak do?” It’s the bedrock that everything else will be built on.

But the players will NEVER discover this plain, definitive truth.

LAYER 2: THE LENS OF MYTHOLOGY

Strange Neutron Star - sakkmesterke

Instead, you’ll break your canonical truth into chunks – i.e., each definitive statement or fact about the Mythos element. Then you’ll want to mythologize each chunk.

What I mean is that, for every chunk, there should be multiple interpretations, and these interpretations should be arcane, alien, and ineffable. Think of yourself as the blind men trying to describe an elephant — one grasps its trunk and describes it as a snake; another the legs and says it’s a tree; a third its ear and think it’s a kind of fan. You are trying to express TRUTH, but you can only do so through an imperfect lens.

To approach this mythological quality in a more practical way, it may be useful to think in terms of:

Paradox. Describe Mythos elements in impossible dualities. A darkness that illuminates; a vast, bulking mass of solidity that seems to float and ooze over the rocks; a warm glow that inflicts hypothermia. The impossibility, of course, is the point. The paradox cannot be resolved. Or, more accurately, it cannot be resolved within the limits of our human senses and science.

Dialectic. Along similar lines, think in terms of a truth reached through the resolution or confrontation of contradiction. When pointing your double-slit spotlight at the strange matter of L’rignak, for example, don’t just give the PCs the notes of a scientist grappling with “elements unknown to human science.” Also give them the heretical Christian texts describing it as “the flesh of god”; the cultist’s mad ravings about “the apocalypse’s gift”; and the strange references in Nameless Cults to “manifestations of faerie circles.”

Ironic Specificity. You don’t need to reveal the totality of your Mythos element. (At least not now, and possibly not ever.) But, importantly, you want to do so in a way that hints at the whole which is never revealed.

For example, your L’rignak scenario might focus exclusively on the eruptions of strange matter in the Appalachian Mountains that are harvested, worshiped, and turned to gut-churning purpose by the ancient cults there. The star-born nature of L’rignak and its transgalactic agenda are never brought up, except that when the PCs first interact with the strange matter they have an immense, cosmic vision, the afterimage of which momentarily leaves the stars in the sky knit together in a kaleidoscopic quilt of lightless lasers; a darkness that illuminates and seems to sear their eyes before it breaks apart into dark globs and then fades into the small, black spots that always seem to float through your vision. (Invoking the cosmic dimensions of a Mythos entity, of which — like the tip of an iceberg — only a small part can actually be seen to manifest clearly in our local spacetime, is quite common with this technique.)

This specificity can also manifest in historical, arcane, or scientific sources the PCs pursue even when you’re intending for the PCs themselves to have a more holistic experience. You can imagine 19th century scholars examining strange matter eruptions or Kepler’s secret notes documenting “strange novae,” with neither grasping that they’re only looking at an elephant’s trunk through a funhouse mirror.

Multiple Titles/Names. We label reality and give names to things because it gives us an illusion of control and understanding. We nail the winged thing to a bit of thick paper and label it a “dragonfly” and it’s no longer an enigmatic visitor from the realm of the fey, but rather something which has been fully compassed by our minds; classified, categorized, and neatly settled.

Defy this sense of understanding by invoking many names and titles for the same thing. L’rignak, for example, was known to the Aztecs as Tōnatiuh. They are also the Dark Star, the Psychopomp of Shapshu, and the Coming Night.

Parable, Allegory, Analogy. When the human mind struggles to grasp something, it will often try to find parallels within its experience to try to grapple with its meaning. This can easily give you a multitude of angles to approach the Mythos element from, but it’s also useful to think about useless and/or warped trying to apply an analogy of human experience to the fundamentally inhuman can be. (For example, don’t shy away from invoking paradoxical analogies.)

I find it can be particularly effective to think about how pre-Enlightenment science (or lack of science) might have attempted to grapple with these impossible truths. For example, modern science might talk about the “mutagenic effects” of some of L’rignak’s eruptions of strange matter, and how they rewrite mitochondrial DNA, creating a new structure that appears to enslave the host cell with chimeric properties. But older sources might describe them as a “fifth humour,” demonic possession, or the “font of godshead.” (Was the Oracle at Delphi a manifestation of strange matter?)

Confusion/Shaded Truth. The PCs are not the only ones incapable of understanding the Mythos element, so as they encounter other characters and sources attempting to describe it, it’s okay for a “truth” to be colored by falseness — apocrypha and flawed translations accumulating over centuries and corrupting the original statement.

This was the primary approach when the players in my In the Shadow of the Spire campaign wanted to research the name “Saggarintys,” which they had encountered in the Banewarrens. (SPOILER WARNING!) The true version of events was that Saggarintys the Silver King was a silver dragon who worked with the Banelord to construct the Banewarrens, a vast vault in which artifacts of great evil were to be sealed away from the world. The Banelord eventually became corrupted by one of the artifacts, betrayed Saggarintys, and imprisoned him in a cube of magical glass.

Saggarintys was not, therefore, an ineffable Mythos entity, but I knew that he had lived so long ago that any contemporary references they found would be fragmentary at best. So I could use a similar mythologizing process and when the PCs did their research, what they found was:

In the fragmentary remnants of the Marvellan Concordance there is a reference to “Saggarintys, the wanderer of the West” or “from forth the West” (depending on the translation). There is some speculation that this may indicate that Saggarintys is an archaic name for the Western Star.

(This is rooted in the fact that dragons came from the West in my campaign world. So Saggarintys was literally “from forth the West,” but this is then colored with the false conclusion that this is a reference to the Western Star.)

The name appears on Loremaster Gerris Hin’s list of “Allies of the Banelord.” A “Saggantas” is also referred to as the Secret Lord of the Banewarrens.

(Here the name has been corrupted into “Saggantas” and Saggarintys’ role as the Architect of the Banewarrens has caused his identity to become conflated with the Banelord. Note the multitude of names and titles.)

Saggarintys, the Silver King, is the name of a legendary sword said to be the Destroyer of Banes.

(The mythologization is heavy here: The seed of truth is that Saggarintys was opposed to the evil artifacts known as banes and may even have researched how to destroy them. I imagined chivalric tales interpreting “destroyer of evil” as obviously referring to some powerful weapon. Another influence here is the Sword of Truth, a holy artifact that was used in the construction of the Banewarrens and, thus, was another “enemy of the banes” that could have gotten mixed up with Saggarintys.)

A children’s rhyme from Isiltur describes Saggarintys (later shortened to Saggae or “Silver Saggae”) as a friendly spirit who lives in the Land of Mirrors and aids youngsters in need.

(Here the glass prison of Saggarintys is interpreted as a mirror and the context is shifted to a children’s story, naturally warping the nature of the narrative.)

LAYER 3: WHAT THE PLAYERS SEE

Magnetic field of a neutron star - Peter Jurik

You’ve broken your canon into jagged, overlapping pieces and mythologized them, but this still isn’t what the players actually see at the table. Even if they conduct research at Miskatonic University, they won’t get a neatly organized fact sheet summarizing the mythology.

Instead, what they’ll find – through research, investigation, interrogation, or supernatural manifestation – are clues.

In fact, you can often think of all those jagged, mythologized pieces as a revelation list. Note that, even though these revelations are mythologized, they can still be practical and actionable (e.g., “go to a room without corners to avoid the Hounds of Tindalos”).

Like any revelation list, of course, you’ll want to respect the Three Clue Rule. However, as you’re crafting these clues, I recommend being a little more, let’s say, poetic than usual.

In the modern world we often think of poetry as just being “pretty words,” but the heart of poetry is the difference between comprehending something and apprehending something. Comprehension is when you rationally work your way to a conclusion, but apprehension is when you seize hold of a truth through a sort of instinctual sense. It’s the music that accompanies the lyric and a factor beyond the literal sense of the passage. It’s an intersection of ideas and also the transcendence of meaning.

The best clues often suggest a conclusion rather than spelling it out. What I’m suggesting here is that, for these Mythos revelations, you can consciously choose to evoke that suggestion instead of expecting logical inference. Perhaps moreso than with other revelations, I also recommend strongly differentiating the clues pointing to a single revelation, with each evoking the truth of that revelation in distinct ways. This will encourage the players to poetically synthesize the disparate imagery of those clues, creating “truths” that are grasped only in silhouette and which change and shift as each new clue is added to the picture.

This can also be extended to the revelations themselves. Sufficient mythological bifurcation might result in the same canonical concept becoming two “separate” revelations. (Such revelations might even contradict each other.) Maybe the players never realize the connection between these revelations, or maybe they can perform the intuitive dialectical leap and synthesize some common ground of “truth” for themselves (which may or may not resemble what you “know” to be the canonical truth those revelations were extrapolated from). Either way, mission accomplished.

As you can see from the examples above, it’s likely that the mythologization process itself will begin generating, or at least strongly indicating, some of these clues (e.g., there are references to L’rignak in Nameless Cults). In fact, as this suggests, the clues themselves will be formed from an additional cycle of mythologization. They should be indirect, arcane, and contradictory understandings of the revelations (which are, themselves, an indirect, arcane, and contradictory understanding of the “truth”).

The corollary to all of this is, once again, that the clues are the only thing the players will ever definitively learn. And so your players will ultimately be staring at a mythology (the obscured “truth” of Layer 2) through the lens of mythology (the clues of Layer 3). There are, therefore, multiple interpretations built atop multiple interpretations, which will naturally lead the players to begin creating their own interpretations, no two of which will perfectly align.

Perfect understanding becomes impossible, but it will also feel like it’s just out of reach. The players will feel as if they can surely come to grips with this forbidden knowledge… if only they stare into the Abyss a little longer.

And that, of course, is exactly what you’re looking for.

Go to Part 2: Mythos Tomes

Review: Banewarrens

August 17th, 2024

Ptolus: The Banewarrens - Monte Cook Games

Monte Cook’s Banewarrens is one of the best dungeon-based campaigns of all time.

The campaign, designed for 6th to 10th level characters, was originally published for D&D 3rd Edition in 2002. When I read it way back then, I was immediately enamored and knew that I wanted to run it. At the time, I was running an epic fantasy campaign where the PCs had to go searching for various artifacts, and I ended up routing them through Ptolus – the city where the Banewarrens are located – so that I could tease the strange and mysterious Spire that towers over the city, anticipating that when that campaign wrapped up, I would be running The Banewarrens for them next.

Unfortunately, that gaming group broke up. A few years later, however, I had a new group and Monte Cook was releasing Ptolus: City by the Spire, the nearly 700-page sourcebook describing that selfsame city where the Banewarrens were located. The stars were aligned, the campaign was begun, and I have never left the City by the Spire.

I’ve been singing the praises of both Ptolus and The Banewarrens for years, but I’ve never written a proper review. Recently, however, both books have been converted to D&D 5th Edition, and so it seems like an opportune time to rectify that oversight.

BEHIND THE BANEWARRENS

Thousands of years ago, a good man believed that good and evil existed in balance in the world. Therefore, destroying evil was only a temporary victory, because the evil – released back into the world – would soon find some new way to manifest. The only way to truly triumph over evil, therefore, would be to instead imprison it; to lock it away from the world and keep it where it could do no harm.

This good man, therefore, began a grand project and daring crusade: Recruiting others to his cause, he sent them out into the world to gather banes – things of great evil, whether objects, diseases, or people – while he constructed the Banewarrens, a vast underground vault in which all of these objects could be stored.

Bringing all of this evil together in one place, unfortunately, proved to be a horrible mistake: First, the earth itself rebelled against the evil, thrusting upwards thousands of feet into a terrifying Spire. Then, as the good man’s servants labored to repair the vaults, something went wrong. The good man was corrupted by the banes he had collected. He became the Banelord, betraying his friends and using the evil artifacts they had collected to become a dark and terrible force.

Long ago, great heroes arose who defeated the Banelord. But the Banewarrens, and most of the evil banes which had been sealed within them, remained. In the millennia since, many have attempted to breach them, hoping to claim the banes within and perhaps becomes a second Banelord. But the defenses of the Banewarrens repelled all such attempts, and many believed that, despite his tragic fall, the good man had wrought well and the Banewarrens were, in fact, impregnable.

They were all wrong.

UNLEASHING THE BANEWARRENS

The Banewarrens campaign begins with a random encounter.

The PCs are passing through the streets of Ptolus when they encounter a dark elf named Tavan Zith, a nexus of wild and chaotic magic which is constantly mutating anyone who draws near him.

This is not, in fact, a scenario hook for The Banewarrens (structurally speaking). At first glance, it will likely seem to just be another example of the strange and exotic things that happen on the streets of Ptolus. This will quickly cease to be true, however, as the PCs’ reputation and their involvement in dealing with Tavan Zith brings them to the attention of two different factions.

Because it turns out that Tavan Zith is supposed to be locked up in the Banewarrens. And if he is instead wandering the streets, it can only mean that the Banewarrens have been breached.

The first faction to approach the PCs is the Church of Lothian. They believe the Banelord hid a holy relic known as the Sword of Truth in the Banewarrens and they want the PCs to retrieve it.

Next up is the Inverted Pyramid, an arcane guild which is deeply concerned about the Banewarrens being opened, but also wants to learn as much as possible before everything gets sealed up again.

At first it will seem as if the PCs can serve both their patrons, but as the campaign continues this will become increasingly difficult for them to do. Furthermoer, as they begin investigating the Banewarrens, they will discover that another faction, the Pactlords of the Quaan, is responsible for the breach. A little later, a fourth faction will likely discover what’s happening and also get involved.

This is, ultimately, what makes The Banewarrens such a special campaign. It’s a dungeon-based campaign that’s absolutely drenched in faction intrigue. The PCs will have to juggle the agendas of friendly factions, while simultaneously trying to deal with the machinations of antagonistic ones. (You might even be surprised to discover which ones end up being which in your campaign!) Cook does a fantastic job of presenting these faction intrigues in a format which is both easy for the GM to understand and also packaged into highly practical chunks that can be readily deployed on the table.

The two primary tools for doing this are:

  • Events. Listed at the beginning of each chapter, these are floating scenes that can be dropped into the PCs’ dungeon explorations.
  • Time Passes. Certain dungeon rooms are flagged with additional key entries describing how the room might be changed by the actions of other factions. (These can be used when the PCs first enter a room if they’ve been dilly-dallying or busy elsewhere, but can also be saved and used when the PCs return to the room later to show that they’re not alone down here.)

In practice, these are quite possible, making it possible to create the simulacrum of real activity with great ease and giving you all the raw materials needed to actively run the factions with only a little extra effort.

What makes this work particularly well is that Cook has designed the Banewarrens to periodically pull the PCs back into the metropolis above. (For example, at one point early in the campaign they’ll figure out that they need a particular magical resource to unlock the doors within the Banewarrens and continue making progress, so they’ll need to leave the dungeon to track it down.) This ingeniously creates absences from the dungeon, allowing the Events and Time Passes elements to be seamlessly implemented. It also allows the PCs to interact with the other factions in new and different ways. Plus, these interludes also provide breaks from dungeon-based play, mixing things up and preventing the campaign from become a monotonous slog.

THE NATURE OF THE BANEWARRENS

The Banewarrens are sometimes described as a “megadungeon,” but I don’t think this is quite right. They’re a rather large and ingeniously mapped dungeon, with more than a hundred rooms, but they’re designed as a single, coherent scenario with the PCs pursuing a singular goal, and not the warren of disparate scenarios you’d see in a true campaign dungeon. (See Types of Dungeons for a deeper discussion of the differences here.)

This is not, of course, to the detriment of The Banewarrens. The singular purpose and vision allows Cook to craft a truly memorable – and terrifying! – environment for the PCs to explore. The expertly xandered maps, distinct flavoring of the different sections of the Banewarrens, and the unique sense of progression (as the PCs travel in-and-up, rather than down-and-out) provide an excellent playground, into which Cook pours a ghastly variety of horrific foes and a creepy panoply of banes.

The banes, in particular, gives the Banewarrens a very unique feel. It fundamentally inverts the typical dungeoncrawling tropes: Instead of kicking down doors and grabbing loot to haul out of the dungeon, the PCs will instead quickly learn that they need to keep the doors locked at all costs and make sure nothing gets out. The Banelord may or may not have been right about the conservation of evil in the universe, but there’s little doubt that releasing these things of great evil into the world will have horrible consequences.

(“Hey! What are the PCs going to do about treasure?!” Fortunately, the other factions and the interludes that take place outside the Banewarrens are designed to solve this problem.)

CONCLUSION

And all of that is why The Banewarrens is one of the best dungeon-based campaigns of all time.

If it hadn’t already been converted to the 5th Edition rules, I’d still be recommending that you track down a copy of the 3rd Edition campaign and adapt it to 5th Edition ASAP. (Or Shadowdark or Basic Fantasy RPG or Old School Essentials or maybe even Mork Borg, whatever floats your dungeoncrawling boat.) It’s not just that it’s a fantastic campaign that you and your players will remember forever; it’s also one of those transformative campaigns capable of teaching you a whole new way to run your game.

GRADE: A+

Author: Monte Cook
Publisher: Monte Cook Games
Cost: $12.99 (5E PDF) / $6.66 (3E PDF)
Page Count: 180

ADDITIONAL READING
Review: Ptolus – City of Adventure
Ptolus: In the Shadow of the Spire
Ptolus Remix: The Mrathrach Agenda
Ptolus Remix: The Vladaam Affair

 

Monument to Magellan in Lisbon, Portugal. The explorer stands on a promontory, looking out into a blue sky filled with clouds.

DISCUSSING
In the Shadow of the Spire – Session 39C: Liberation of the Slaves

Tor became a whirling dervish – a one-man electrical storm – at the top of the stairs, holding off the churning wall of fur. Several of the ratlings leapt down onto the stairs behind him, surrounding him utterly, but they were no match for the speed or ferocity of Tor’s electrical blade.

When the furious job was done, Tor and Elestra quickly got the prisoners up the stairs and out the front door of the temple. They sent them, with money in their pockets and food in their bellies, to the watch station in Delvers’ Square.

Particularly in campaigns where the PCs are Big Damn Heroes™, I think it can be really powerful to show how their actions have earned them a reputation.

You save the world a few times and people start taking notice, ya know?

One technique I particularly like is the Big Social Event, as we saw back in Session 12: A Party at Castle Shard. As I discussed in Game Structure: Party Planning:

I’ve … found them to be effective as a way of signaling when the PCs have changed their sphere of influence. You rescued the mayor’s daughter from a dragon? Chances are you’re going to be the belle of the ball. And you’re going to discover that powerful and important people have become very interested in making your acquaintance.

When these events work, they’re exciting and engaging experiences, often providing a memorable epoch for the players and spinning out contacts and consequences that will drive the next phase of the campaign.

But, more broadly, the attitude of the world towards the PCs should shift. Partly because the players get a huge thrill out of their actions being recognized. Partly because it just makes sense.

One thing I find frequently useful for this is some form of Reputation system. For In the Shadow of the Spire, I’ve been using a streamlined variant of the Reputation mechanics from the 3rd Edition Unearthed Arcana sourcebook.

The short version is:

  1. Stuff that the PCs do earn them Fame or Infamy points, which collectively create a reputation bonus.
  2. When the PCs meet a new NPC for the first time, the NPC makes a DC 25 skill or Intelligence check + the PCs’ reputation bonus.
  3. On a success, they recognize the PCs. Their reaction depends on their opinion of the actions the PCs’ took to earn their Fame/Infamy (and this may also inflict bonuses or penalties to subsequent social skill checks equal to the reputation bonus).

I can also flip that around and give NPCs a Reputation score so that PCs can recognize them with a successful Knowledge (Local) + reputation check.

In this case, I decided that recusing the slaves from the Temple of the Rat God would create a big enough splash that it would add a half point to their PCs’ reputation. To track this, I have a short section in my campaign status document that looks like this:

REPUTATION

FAME: 5.5

INFAMY: 0

FAME: Rescued Phon. Recovered Jasin’s body. Castle Shard party. Shilukar’s bounty. Association with Dominic. Tavan Zith riot. Freeing slaves and children from Temple of the Rat God.

The quick rep reference basically gives me a menu of stuff that I can have NPCs who recognize the PCs mention. (“Didn’t I see you at the Harvesttime party at Castle Shard?” or “Oh my god! You saved my brother during the riot in Oldtown!” or “I heard you helped us out on that Shilukar case.”)

In practice, I grade these on a pseudo-logarithmic scale: Rescuing the pregnant Phon was enough to get earn their first point of Fame (people might recognize them as “the delvers who rescued that pregnant woman!”), but after that they aren’t going to earn Fame for every single person they rescue.

In any case, I’ve found this minimalist reputation system to be pretty effective. It tends to only be meaningful once every few sessions (although as their Reputation grows, that becomes more frequent), but the maintenance cost is extremely low and the moments when it’s triggered provide nice little spontaneous pops of payoff and, in some cases, unexpected twists.

Campaign Journal: Session 40ARunning the Campaign: Show the Help
In the Shadow of the Spire: Index

Ptolus - In the Shadow of the Spire
IN THE SHADOW OF THE SPIRE

SESSION 39C: LIBERATION OF THE SLAVES

June 14th, 2009
The 22nd Day of Kadal in the 790th Year of the Seyrunian Dynasty

Rat Idol

While the others helped Tee finish stripping down the shivvel and treasure chambers, Tor and Elestra escorted the prisoners back upstairs. When they reached the stairs leading up into the sanctuary hall, Elestra held the prisoners back while Tor cautiously climbed the stairs.

Their caution was well-advised: An ambush had been laid. As Tor poked his head above the floor of the sanctuary, a mass of ratlings – apparently freshly returned to the temple – charged him.

Tor became a whirling dervish – a one-man electrical storm – at the top of the stairs, holding off the churning wall of fur. Several of the ratlings leapt down onto the stairs behind him, surrounding him utterly, but they were no match for the speed or ferocity of Tor’s electrical blade.

When the furious job was done, Tor and Elestra quickly got the prisoners up the stairs and out the front door of the temple. They sent them, with money in their pockets and food in their bellies, to the watch station in Delvers’ Square.

With that done, they quickly searched the bodies of the ratlings Tor had killed. One of them found a note:

SHUUL    CATSBIRD

They took it back to Tee and the others, who were just finishing packing away the gold. It didn’t take them long to figure out what the note meant: Greyson House was located on Catbird Street and the Shuul ran the Foundry. The ratlings had tracked at least two of the crates they had delivered during the Arathian Job.

“It’s a good thing they have no one to report to now,” Tee said.

Tee took them back to where she had detected the secret door in the tunnel. It didn’t take her long to find the concealed latch. Another twisting tunnel led to a small chamber with a nest of ratted cloth mounded up against one wall. The walls themselves were thickly covered with sheets of parchment. Hearing there were papers to study, Ranthir pushed forward, and discovered they were hundreds of documentation papers. With a sick feeling in his stomach, he realized that they most likely belonged to the countless people the ratlings had kidnapped off the streets.

“How could this many people go missing without anyone noticing?”

“It’s a big city,” Elestra said with an uncharacteristic grimace.

Tee, meanwhile, had been poking through the matted mess of the nest. Buried in is midst was a scrap of useful paper:

SEWER TUNNELS TO OLDTOWN

This well-drawn map details a route through the sewer tunnels leading south from the Blessed Bridge and up to a specific, although unmarked and undescribed, location in Oldtown.

A few minutes later they joined Elestra and Nasira where they still stood watch over the southern tunnel and prepared themselves to journey even deeper into the ratlings’ lair.

Running the Campaign: Reputation Campaign Journal: Session 40A
In the Shadow of the Spire: Index

Mothership is a sci-fi horror RPG. Think Alien, The Thing, Pitch Black, or Annihilation. The core boxed set of the game comes with two amazing resources.

First, Unconfirmed Contact Reports, which is Mothership’s equivalent of a Monster Manual. It includes a fair share of ghouls and greys and husks, but also even more terrifying threats like The Good and Granny and Sally in the Screen.

Second, the Shipbreaker’s Toolkit, which notably includes a dozen ships with full specs, illustration, and maps, like the Sato GS Grail VI executive transport:

Mothership - Exectutive Transport (Tuesday Night Games)

I love this kind of raw adventure fodder. Stuff that’s prepped and packaged so that you can just drop it straight into session and take off running. You need to put in zero work, because everything you need is already on the page. You can just use it. And often not just once, but over and over and over again.

You’d think this sort of stuff would be the rule rather than exception in RPGs, but this is surprisingly not the case. You’re far more likely to get a bunch of “adventure ideas” that you need to flesh out. Or you’ll get something like a ship described in broad terms, but without the concrete tools you need to bring it to the table with rock solid confidence.

Because Mothership gives you these great resources, though, we have an opportunity to leverage them to even greater heights.

DERELICT ADVENTURE RECIPE

Scenario Hook: The PCs find a derelict spacecraft floating in space. Or they answer a distress beacon. Or they’re sent as a salvage crew.

Step 1 – Ship: Pick a random ship from the Shipbreaker’s Toolkit or roll on this table.

d10Ship Type
1Raider (p. 10)
2Executive Transport (p. 12)
3Freighter (p. 14)
4Patrol Craft (p. 16)
5Salvage Cutter (p. 18)
6Corvette (p. 20)
7Jumpliner (p. 22)
8Troopship (p. 24)
9Exploration Vessel (p. 26)
0Roll Again Twice (ships docked to each other)

Step 2 – Monster: Pick a random monster from Unconfirmed Contact Reports. This monster is onboard the derelict (and is almost certainly why it’s a derelict).

Note: Not every creature in Unconfirmed Contact Reports is equally likely to work well with this adventure recipe, so I’m not including a random table here. (If you want to roll randomly, you can flip to a random page or roll a random number on the book’s Index.) Don’t forget the Five Quick Horrors on the back cover of the book!

Step 3 – Monster Sign:

  • Pick three ship compartments. Place a hint suggesting the horror that was unleashed here in each compartment.
  • Pick three more compartments. Place a clue revealing the monster’s identity and/or abilities in each compartment.
  • If the monster has a special weakness, add three clues that reveal this weakness anywhere in the ship. (One of these clues may be found while encountering the creature itself.)

Step 4 – Confrontation: Either…

  • Pick a compartment where he monster is currently located.
  • Roll 1d6 each time the PCs enter a compartment. On a roll of 1, the monster finds them and attacks.

Or both.

And that’s the whole recipe. As you can see, you can probably spin up the whole adventure in less than fifteen minutes. (I’d say you could it while the players are rolling up their characters, but that’s probably not true only because character creation in Mothership is so insanely fast.)

LARGER SHIPS

Some of the ships described in the Shipbreaker’s Toolkit, like the Northstar Paragon exploration vessel, are very large. Using the basic recipe on these ships will result in adventure content being spread out too thinly across the numerous rooms.

Option 1: Increase the number of hints and clues. For example, you might use the guidelines above for every deck of the ship instead

Option 2: Run the ships as a sector crawl, reading “sector” in the recipe everywhere that it says “compartment.” (Conveniently, the ships in the Shipbreaker’s Toolkit are already mapped in sectors.)

RANDOM DERELICT SHIPS

The adventure Dead Planet, which can be found in the deluxe edition of Mothership or purchased separately, includes a Random Derelict Ship Generator, including stuff like random cargo and, even more importantly, a random deckplan generator.

How incredibly useful!

Instead of selecting a ship from the Shipbreaker’s Toolkit, you can obviously use the Random Derelict Ship Generator to provide an endless variety of ships for this adventure recipe!

Mothership - Tuesday Night Games


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