The Alexandrian

Archive for the ‘Roleplaying Games’ category

Scenario hooks in published adventures are often underwhelming. That’s because the designers have no way of knowing what’s happening in your campaign. But you do! ENnie Award-winning RPG designer Justin Alexander reveals the secrets of weaving your adventures together by planning and retrofitting your hooks.

MORE ABOUT SCENARIO HOOKS
Surprising Scenario Hooks
The Lion, the Witch, and the Scenario Hook
Scenario Tools

Subscribe Now!

Twin Cities Map - 1925 (Modified for Left Hand of Mythos)

Go to Part 1

These revelation lists are a master reference document for Left Hand of Mythos, providing a list of the conclusions the players need to make while pursuing their investigation and all the clues pointing to each of those conclusions (including the locations where those clues are found).

For more information on how to use revelation lists while running an investigation, check out Node-Based Scenario Design and Using Revelation Lists.

REVELATION LIST – NODES

NODE 0: HILL HOUSE

NODE 1: 13 BLACK CATS

  • HILL HOUSE: 13 Black Cat Flyers
  • HILL HOUSE: Questioning Rachel Hill
  • HILL HOUSE: Alicia Corey’s Corpse

NODE 2: MINNESOTA 13 / BOOTLEGGER

  • HILL HOUSE: Liquor Bottles
  • HILL HOUSE: Questioning Rachel Hill
  • WHISKEY DEATH: Liquor Bottle
  • 13 BLACK CATS: Questioning Gladys Roy

NODE 3: ALICIA COREY’S BOARDING HOUSE

  • HILL HOUSE: Alicia Corey’s Corpse/Purse
  • HILL HOUSE/RACHEL: Gladys Invited Rachel to Hill House
  • GLADYS: Invited Alicia to Hill House

NODE 4: HARRIET TUBMAN ASYLUM FOR COLORED ORPHANS

  • BOARDING HOUSE: Alicia’s Diary
  • FATIMA’S SHRINE: Letter from Alicia to Gladys Roy
  • FATIMA’S SHRINE: Map of Minneapolis

NODE 5: FATIMA’S SHRINE

  • GLADYS: Following Gladys
  • BOARDING HOUSE: Alicia’s Diary
  • BOARDING HOUSE: Questioning Owners / Return Address

NODE 6: DAVIS FARM

  • BOOTLEGGER: Questioning Oleg
  • BOOTLEGGER: Bootlegger’s Address Book
  • BOOTLEGGER: Following Oleg
  • HILL HOUSE/HAND ON STREET: Minnesota 13

NODE 7: HARRIS CHEMICAL PLANT

  • ORPHANAGE: Chemical Residue
  • ORPHANAGE: Canvassing Neighborhood
  • DAVIS FARM: Labels on Chemical Barrels
  • DAVIS FARM: Questioning Ellie and Billie Davis
  • BOOTLEGGER: Picks Up Denaturalized Alcohol
  • KID CANN: Questioning Kid Cann (Hooked up Plant w/Oleg Andersson)
  • FATIMA’S SHRINE: Address on Pad of Paper

NODE 8: MINNEAPOLIS FEDERAL RESERVE BANK

  • TANIT CULTISTS: Federal Reserve Business Cards
  • BARCA: Following/Researching Barca
  • HARRIS CHEMICAL: Shipping Crates
  • HARRIS CHEMCAL: Questioning Drivers/Alex Washington

REVELATION LIST – NPCs

RACHEL HILL

  • See Node 0: Hill House.

OLEG ANDERSSON

  • HILL HOUSE: Questioning Rachel Hill
  • HILL HOUSE: Questioning Lucretia Gray
  • DAVIS FARM: Questioning Ellie/Billie Davis
  • KID CANN: Hooked Oleg up with Harris Chemical’s ethanol
  • HAND ON THE STREET: Questioning Estranged Son

GLADYS ROY

  • HILL HOUSE: Flyers for 13 Black Cats
  • HILL HOUSE/RACHEL: Gladys Left Early
  • HILL HOUSE/LUCRETIA: Sent the invitations
  • FATIMA’S SHRINE: Letter from Alicia to Gladys Roy
  • FATIMA’S SHRINE: 13 Black Cat Flyers (Printed Here)

KID CANN

  • BOOTLEGGER: Questioning Oleg
  • GLADYS: Questioning Gladys
  • RESEARCH: Bootlegging

ELLIE DAVIS / BILLIE DAVIS

  • See Node 6: Davis Farm.

JOHN BARCA

  • HARRIS CHEMICAL: Instructions from John Barca
  • HARRIS CHEMICAL: Observing Harris Chemical
  • FATIMA’S SHRINE: Map of Minneapolis

REVELATION LIST – MISC.

KIDS ARE BEING KIDNAPPED

  • FATIMA’S SHRINE: Letter from Alicia to Gladys Roy
  • ORPHANAGE: Missing Kids
  • GLADYS: Knows what Alicia reported

TANIT TAINTED ALCOHOL

  • HILL HOUSE/RACHEL & GLADYS: They weren’t drinking
  • HILL HOUSE & DAVIS FARM: Chemical Analysis of Whiskey
  • HARRIS CHEMICAL: Tanit-Infusing Process
  • GLADYS: Questioning Gladys (knows liquor was tainted)

Next: Background & General Reference

We’ve got a video taking a deeper dive into what you’ll find inside SO YOU WANT TO BE A GAME MASTER? and why it’s a book that every GM, whether they’re taking their first step or just looking to take their game to the next level, will want to own.

Preorder Now!Subscribe Now!

Merlin's Magic - Thomas Mucha

DISCUSSING
In the Shadow of the Spire – Session 33D: The Hell Hound at the Door

At the far end of the room there was a small wooden bookshelf containing a dozen assorted volumes. These, of course, caught the particular attention Ranthir, who was also delighted to discover that one of them was a thick tome of spells.

Ranthir was not able to study the spellbook completely, but the illustrations of eyes being burnt away with acid were enough to leave him concerned.

NPC spellbooks are a huge pain in the ass to prep.

I’ve previously shared a tip for improvising NPC spell lists, but when it comes to their spellbooks, there is no shuffling: You mostly just need to commit yourself to the rote task of writing down lists of spells for each level.

I guess there is one potential cheat: Just replicate the caster’s prepared spell list and call it “good enough” for the spellbook, but I generally try to include at least two or three “extra” spells per level. (Partly for the sake of verisimilitude. Partly because it gives me some stuff to play with if the spellcaster should become a recurring characters. See, also, The Principles of RPG Villainy.)

I heartily recommend prepping these spellbooks as handouts. You don’t have to get fancy or anything: But a prepared piece of paper with all the spells listed on it that you can hand to the player at the table is just a great way of making the spellbook a concrete and persistent resource.

Way back in Session 3, we actually saw Ranthir loot Collus’ spellbook:

COLLUS’ SPELLBOOK

0 – acid splash, arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, touch of fatigue

1stanimate rope, burning hands, comprehend languages, detect undead, feather fall, floating disk, shield

For a low-level wizard, this was a treasure trove of new spells. Deciphering and copying this spellbook became a significant, long-term project for Ranthir. In every spare moment he could afford— and Ptolus certainly makes it difficult to find a spare moment! — Ranthir bunkered down and studied. You can find references to this in Session 7 of the campaign journal, but it was actually happening quite regularly:

Dominic expended himself in channeling the holy energy of Athor to heal as many of their wounds as he could. Elestra’s battered body was restored entirely and Ranthir was left with only a weariness from the blood he had lost. But the painful wounds to either side of Agnarr’s neck refused to close and, after inspecting them, Dominic concluded that Agnarr would need a full day of rest under his ministrations.

So Dominic settled into Agnarr’s room, praying occasionally and generally tending to his wounds. Ranthir retired to his own bed and set to work copying an additional spell from Collus’ spellbook into his own that would allow him to detect the presence of the undead – he wasn’t sure why, but he had a sneaking suspicion it might come in handy.

Magic being as powerful and versatile as it is, of course, the power unlocked by virtue of an NPC’s spellbook can often be the greatest and most valuable of treasures. In Session 12, for example, there was a direct pay-off for all of Ranthir’s hard work:

Tee led them to the river’s edge and then glowered down at it. Seeing the noxious water again – the edges of the cavern floor corroded and blackened where it met the river – did nothing to distill her fears. She had no interest in trying to wade these waters, no matter how calm the current might be.

Ranthir, however, was able to tentatively offer a possible solution. He had never stopped using the few spare moments in his day to study the spellbook they had wrested from the body of Collus (Toridan Cran’s arcanist), and one of the spells he had deciphered from its contents would allow him to conjure forth a floating disc of pure energy. It was a small disc and would only carry one of them at a time – but it should be a relatively trivial matter for him to ferry them across the river and, when the time came, to ferry them back again.

With the spellbook as a tangible prop (tucked away with the PC’s character sheet) and its study as a project, an NPC’s spellbook becomes a lovely and persistent reminder of everything that the PCs have accomplished — their history made manifest in the present.

I also love to use NPC spellbooks as a delivery mechanism for non-core spells. This might be a spell of my own creation, but more often than not I’m just culling awesome stuff from a variety of supplements. Perusing Vocaetun’s spellbook, for example, gave Ranthir access to a couple new spells:

VOCAETUN’S SPELLBOOK

0—acid splash, arcane mark, assess creature, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, ray of frost, read magic, resistance, touch of fatigue

1st—acidic curse, color spray, comprehend languages, endure elements, protection from chaos, protection from law, ray of enfeeblement, reduce person, shield, silent image

2nd—invisibility, minor image, mirror image, obscure object

3rd—displacement, fly.

Assess Creature
Divination
Level: Brd 1, Clr 0, Drd 0, Rng 1, Pal 1, Sor/Wiz 0
Components: S
Casting Time: One standard action
Range: Close (25 feet + 5 feet/two levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

With a wave of your hand, you determine the Hit Dice of one creature. This spell is foiled by any type of magical disguise, polymorph or shapechange.

Acidic Curse
Evocation [Acid]
Level: Sor/Wiz1
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet/two levels)
Target: One creature with eyes
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

You cause a victim’s eyes to fill with acid, inflicting 1d6 points of acid damage and blinding the target for 1d4 rounds. Creatures who suffer no damage from the acid (due to a successful saving throw, an immunity, or a spell granting resistance) are not blind.

Material Component: A bit of ragweed.

Open Game License

Using loot as a vector for delivering original spell content was once quite common in the earliest days of the game, when the core rulebooks featured only a paucity of spells that were “commonly” known. Then, as now, when your players learn the benefits of getting their claws on a spellbook, an encounter with an NPC throwing around strange eldritch arts becomes not only terrifying, but also exciting — redolent with the promise that they’ll soon have the opportunity to loot and learn those arts for themselves.

Campaign Journal: Session 33ERunning the Campaign: Battles at the Door
In the Shadow of the Spire: Index

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

SESSION 33D: THE HELL HOUND AT THE DOOR

December 28th, 2008
The 18th Day of Kadal in the 790th Year of the Seyrunian Dynasty

Chaos Cultists - Night of Dissolution (Monte Cook Games)

They headed out the opposite door and found themselves in another hall with doors to both their left and right. Arbitrarily choosing the door to the left, Tee picked the lock. Agnarr kicked it open.

The room beyond was extremely untidy, with a fetid smell that seemed to peremeate everything. The simple furnishings were crude and ill-kept. A weasel-faced man lying on the far bed jerked awake as the door crashed open.

Agnarr hesitated for a moment, uncertain whether the man might be a prisoner or not (the door, after all, had been locked and the room stank). But then he noticed that there was a sword laying on the bed and the man had a dragon pistol strapped to his side.

Agnarr charged with Tee on his heels. They hoped to silence the man before he could say anything, but he dove adroitly off the bed and rolled to his feet, firing his dragon pistol. He started shouting for help.

Tor and Dominic, still in the hall, turned and headed for the door at the far end of the hall, throwing their weight against it.

Tee, meanwhile, circled to the side of the weasel-faced man. Her blade darted here and there, keeping the man’s blade completely engaged while Agnarr came up from the other side and delivered the killing blow.

Someone threw themselves against the door Dominic and Tor were propping themselves against. It barely budged. They glanced at each and made a quick, unspoken decision. Dominic stepped away and Tor, timing things perfectly, yanked the door open at precisely the right moment.

A young elf woman – ebon-skinned like Shilukar – came stumbling through, thrown off-balance by the sudden disappearance of the door she had been planning to throw herself against.

Dominic and Tor were quick to take advantage – the former’s mace crushing her upper arm and Tor’s sword cutting deep into her thigh. She stumbled further down the hall, shouting over her shoulder. “Theral! There are six of them! Grealdan’s dead!”

Dominic looked through the open door and spotted Theral – the Brother of Venom that Tee had seen discovering Reggaloch’s body – beginning to cast a spell. He promptly slammed the door shut.

Almost simultaneously, with a powerful sweep of his sword, Tor caught the dark elf woman in the side of the face – his sword cut through one cheek, passed through her mouth, and out the other side. Her severed jaw fell to the floor and her body followed after it.

They took a moment to collect themselves and then threw open the door again.

HELL HOUND AT THE DOOR

A hell hound was at the door!

Like the ones that had attacked them at Pythoness House, the hound’s skin was cooled lava and its gaping mouth was a lake of fire that gouted a cone of flame down the length of the hall.

Beyond the hound was a massive chamber, its walls painted in horrific combinations of kaleidoscopic color. On the far side of the hall they could see a set of wide stairs leading down. To one side of the room stood Theral. At first there appeared to be six others on the other side of the room, but then they realized that there was only one man there – Vocaetun, the cultist with an ebon hand tattooed on the front of his neck – his form blurred and duplicated a half dozen times.

Tor and Agnarr squared off against the hell hound, rapidly reducing it to a pile of slag-like magma.

Theral, seeing the body of the dark elf woman and watching the fighters demolishing his hound, cursed and then shouted to Vocaetun. “Hold them here while I fetch the damn rats!”

Theral ran off down a side corridor. Vocaetun glared at his retreating back.

As the hell hound finally collapsed, Vocaetun waved a wand in Tor’s direction and then disappeared. Tor felt his eyes burning as they filled with acid.

Elestra leaped over the magma pile and headed towards the hall that Theral had dashed down. Rounding the corner she skidded to a stop.

“There’s a wall!”

“Don’t believe it!” Tee shouted, remembering the illusionary wall that Uranik had spoken of.

But Elestra hesitated. She didn’t want to throw herself into the unknown without the others to back her up.

Then Tee screamed.

Vocaetun had reappeared and hit her with an acidic curse that turned her own tears to caustic acid, having somehow circled around in the meditative chamber behind them. But none of them could see that – not even Tee, who was now clawing at her burning eyes.

Ranthir, seeing Tee’s reaction, knew that it must have come from behind them. “Over here! Tee’s being attacked!”

The others closed in on Vocaetun, but between the mirrored images dancing around his figure, the blurring displacement that seemed to cheat their vision, the blinding attacks from his wand, and the tight quarters, things quickly got confused and cramped.

Vocaetun mounted a fighting retreat back across the meditative chambers into the hall on the far side and then through a secret door into the kaleidoscopic hall. He had been hurt and was clearly beginning to panic. Once he was through the secret door, he broke into a pell-mell run across the hall – heading towards the stairs on the far side.

Running the Campaign: NPC SpellbooksCampaign Journal: Session 33E
In the Shadow of the Spire: Index

Archives

Recent Posts


Recent Comments

Copyright © The Alexandrian. All rights reserved.