The Alexandrian

Archive for the ‘Roleplaying Games’ category

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

SESSION 46B: INTO THE ASYLUM

December 22nd, 2009
The 25th Day of Kadal in the 790th Year of the Seyrunian Dynasty

Vintage Paper on Writing Desk - Marina

Elestra reached out to the memories of Zairic’s corpse through the Spirit of the City. In a horrible, gurgling voice Zairic’s head spoke from his own back.

“Where is Mahdoth?”

“In his chamber by the western cells.”

“Where are all the exits from the asylum?”

“Through the doors onto Childeyes Street. Down through the caverns. And through the walls.”

“Who is bringing the shipment?”

“The Children of Mrathrach.”

They looked at each other. “Math rack?” Elestra asked.

The question of who the Children of Mrathrach were ate away at them, but they needed to keep moving. Speaking with the corpse had taken ten minutes, and although that had afforded them the time to search the room and strip Zairic’s body (and, afterwards, stuff it into a bag of holding), they were now in enemy territory and the clock was ticking.

They proceeded cautiously through the rooms of the upper level to the staircase and then headed down. Convinced that dangers could lurk behind any door, Ranthir filled the air with arcane enhancements… only to find nothing but a storage closet behind the first door they tried.

When Ranthir tried casting another spell at the bottom of the stairs, he discovered that some active force was dampening his connection to the forces of magick. The spell was completely disrupted and lost. Experimenting, they discovered that effects that were conjured upstairs and then brought down into the field were fine, but any actual spellcasting on the lower levels seemed virtually impossible.

Faced with the decision of retracing the path they had taken with Danneth on their previous visit (which led east) and heading into unexplored territory through a southern door, their decision was informed by Zairic’s words: Mahdoth’s chambers lay near the western cells. They weren’t sure where those might be exactly, but they certainly weren’t to be found by going to the east.

So they headed south down a short hallway and into a comfortable, well-organized office with a pair of desks facing each other in the middle of the room and various filing shelves and the like arranged around the walls.

Tee quickly grabbed a stack of paper off one of the desks and quickly scanned it before handing it off to Elestra for further study.

SITUATIONAL REPORT ON DEREGALIS FINORIN

A series of correspondence, all attached under the title of A Situational Report on Deregalis Finorin.

Mahdoth—

The exacerbated excitations of Rinner Silverfind’s condition appear to be worsening rapidly. This in marked contrast to Tabaen and the other victims of the Oldtown event. I would urge you to prioritize his examination before the situation exceeds the limits of our control.

Danneth

Zairic—

Danneth brought this situation to my attention before his recent unpleasantness. Please conduct the appropriate observations to confirm his “urgings”.

Mahdoth

Master—

Although you are quite right not to trust anything to the word of that fool – and I am loath to do the same – in this matter I have found his suspicions to be quite correct, and beyond my personal measure of examination.

Zairic

Zairic—

My findings regarding the Silverfind case are quite alarming. There appears to be a sympathetic resonance between Silverfind’s excitations and the similar excitation of Deregalis.

Relocate Silverfind immediately to the antimagic containment cells. Increase the levels of sedation for Deregalis and immediately institute identical regimes for Silverfind.

Mahdoth

As Elestra read the situation report, Tee continued rifling the desks. Jimmying the lock on one of the drawers, she found detailed financial records. She thumbed through them long enough to notice that they went back about seven years. The first five years were all recorded in a single hand, but that changed about two years earlier. Then the handwriting changed again roughly a week ago (most likely because Zairic had replaced Danneth).

In the other desk, Tee found a hidden compartment. And inside that compartment she found Zairic’s spellbook. She took it over to Ranthir, who had been pouting over losing the spell he’d attempted to cast on Tor. “Does that make everything better?” she asked.

“It does!” he said, immediately looking immensely chipper.

The files lining the walls proved to be patient records. Following the paper trail from the situational report they had found on the desk, they pulled the patient records for Tabaen, Rinner, and Deregalis…

PATIENT RECORD FOR TABAEN FARSONG

This slim file contains the patient record for an elf named Tabaen Farsong. Tabaen was admitted on 9/15/790 and his record has been flagged as being “part of the Oldtown Incident”.

His condition is listed as “excitation of latent sorcery with a divinatory flavoring”. He is described as “non-dangerous”, but his condition is resulting in “psychological harm”.

On 09/19/790 there is an additional note: “Entered a comatose state.”

There has been no improvement in his condition since that date.

PATIENT RECORD FOR RINNER SILVERFIND

This slim file contains the patient record for a dwarf named Rinner Silverfind. Rinner was admitted on 09/15/790 and his record has been flagged as being “part of the Oldtown Incident”.

His condition is listed as “dangerous, uncontrollable excitation of latent sorcery with full-blown manifestation of arcane summonry”.

“The patient reportedly summoned a non-sortable variety of creatures at increasing rates of acclimation, but upon placement in the suppressive fields of the asylum the manifestations were brought under control. Unfortunately, the psychological trauma of the event has left the patient near-raving at all times – reporting voices, conspirators, and demons to be ‘locked in his cell’ with him.”

PATIENT RECORD FOR DEREGALIS FINORIN

This thick file contains the patient record for a human wizard named Deregalis Finorin. The file dates back almost twenty years, with an admission date of 04/28/771.

According to the records, Finorin suffers from an acute madness leading to the “perpetual casting and manifestation of powerful spells of arcane summoning”. The creatures resulting were both powerful and dangerous. Apparently the public believed him to have been executed years ago, but he was instead confined to Mahdoth’s.

Unfortunately, the “suppressive fields” of Mahdoth gradually “lost their effectiveness against this tumorous eruption of primal sorcery”, in ways that the asylum’s experts could not explain. Even moving Deregalis into an antimagic field had little effect: He continued to summon monsters.

Deregalis is now kept heavily sedated in a near-comatose state in a Special Isolation Spell to keep his powers from continually manifesting.

… and reading those gave them great cause for concern.

“The suppressive fields of Mahdoth?” Tee quoted.

“Does that mean that the suppressive fields down here emanate from him?”

“It’s possible,” Ranthir said.

Beyond the immediate danger of lowering those suppressive fields by killing Mahdoth, it served as a greater reminder that they were planning to wipe out the supervisory staff of an asylum full of mad arcanists.

“Who’s going to take over keeping them in line?” Tee asked. “Us? I don’t want that responsibility.”

Amidst much consternation they decided to pull back out of the complex. Instead of a scorched earth approach, they would severely limit the scope of their operation and content themselves with capturing the shipment before it could reach Wuntad’s hands.

“And kill Wuntad,” Elestra said.

“I don’t think he’ll be here,” Tee said.

“When you’re in charge of all the chaos cultists in Ptolus,” Tor said, “I think you can afford a few minions to pick up your mail.”

“Yeah,” Elestra said. “But he might be.”

“And then we kill him.” Tee agreed.

They briefly discussed the possibility of cleaning up the salon on the upper level so that Mahdoth would have no idea what happened to Zairic. But Ranthir didn’t have the proper spells prepared to make a quick magical job of it, so they decided it would cost them too much time to try to get the bloodstains out of the floor… and chair… and… well, everywhere.

They retreated through the windows, closed them behind them, and moved to the end of the Childseye Street dead-end loop to discuss their new plan of attack.

Running the Campaign: Speak with Dead SFX – Campaign Journal: Session 47A
In the Shadow of the Spire: Index

Map of the Inner Sanctum of the Surveyor's GuildBack to Surveyor’s Headquarters

The Red Company of Surveyors, along with the Fleet of Iron Sails, are, in many ways, the public face of a secret organization known as the Brotherhood of Yrkyth. While their ships charted the Whitewind Sea, the Brotherhood coordinated the gathering of arcane knowledge. They were also involved in the creation of Yrkyth’s “Engima Engine” (the plans for which are still held here within their inner sanctum).

Following Yrkyth’s disappearance in 651 IA, the Brotherhood withdrew even deeper within its cloak of secrecy. Although deeply tied to a variety of Vladaam activities, the Brotherhood is notable because none of the current Vladaam family are members. It’s a secret within a secret. However, the Brotherhood does arrange for certain arcane information gathered by the Brotherhood to be transmitted to the family for its benefit. (For example, the Brotherhood was responsible for forging the family’s connection with the dark dwarves in Catar, which resulted in the family gaining the services of the dark dwarf alchemy masters. See Part 7: Alchemical Labs.)

The sign of the brotherhood are four quills laid over each other to form the pattern of a diamond.

AREA 1 – GRAND ENTRANCE OF THE BROTHERHOOD

The walls, floor, and ceiling of this chamber are polished obsidian.

THE TABLE OF THE BROTHERHOOD: When a command phrase is spoken (“let us hold and send forth the eye of all knowledge”), a table and chairs rise from the living stone of the floor. The table has a long hollow running down its center, which can be filled with liquid for the Toasts of the Brotherhood.

HIDDEN CACHES – DC 20 Wisdom (Investigation): Two hidden caches, each in the center of the long walls, facing each other.

  • Cache 1: Holds the Rites of the Brotherhood and Spells from the Wisdom of Arkath. (See handouts.)
  • Cache 2: Holds 12 doses of Thoth’s Incense. There is a courier slip inside with a point of origin from an address on Brewer’s Close
  • GM’s Background: This is the address of Alchemical Lab 1 – Bodyworks.

STAIRS: Lead to Area 7 of the Surveyor’s Headquarters, above.

AREA 2 – THE STELLAR LUMINOUS TABLET

Upon a three-tiered dais of blue diamond crystal stands a rectangular table upon which stands a strange apparatus next to a crystalline slab which glows with a blue-hued radiation. The light is strange – shadows seem darker here and inexplicable patterns dance in the corners of one’s eyes.

THE TABLET: The crystalline slab is a tablet formed from a white mineral that is always cold to the touch. It bears two columns of angular sigils, one column beneath a crescent glyph and the other beneath a circular glyph.

  • Sigils: The sigils resist all magical efforts at translation.

BLUE RADIANCE OF ERYSH: The Stellar Luminous Tablet emits a blue-hued radiation that induces an awareness of the higher order of dimensions. The radiance overpowers all other illumination and resembles ultraviolet “black light” illumination. Within the radiance, as noted above, shadows seem somehow darker than they should be and odd patterns seem to dance.

  • DC 16 Intelligence (Arcana): Recognizes the light as the Blue Radiance of Erysh.
  • DC 20 Intelligence (Arcana): To be familiar with the properties of the Blue Radiance.
  • Divinations: The Blue Radiance of Erysh is an extremely potent tool for the purposes of meditation, divination, and sorcerous research. Divination spells cast within the radiance are treated as if they had been cast with a spell slot one level higher.
  • Crafting Magic Items: Magic items crafted within the Blue Radiance of Erysh gain extra potency at the GM’s discretion. (Spells cast through such an item might be treated as being cast with a higher spell slot, but other – and stranger – effects are also encouraged.)
  • Madness: Those who make frequent use of the Blue Radiance of Erysh are often subject to obsession and madness. With intense, frequent exposure users become canker ridden and anemic. Anyone casting a divination spell within the Blue Radiance of Erysh must make a DC 16 Wisdom saving throw or suffer a short-term madness. Anyone spending more than 1 hour within the Blue Radiance of Erysh must make a DC 12 Wisdom saving throw (repeated once per day they remain within the radiance) or suffer a long-term madness.

APPARATUS OF LENSES & CRYSTALS: On the dais next to the Tablet. It can be rotated into position over the Tablet.

  • DC 12 Intelligence (Arcana): To intuit that the apparatus is divinatory is nature. If the properties of the Blue Radiance are known (per the checks above), the full function of the device can be intuited (as described below).
  • DC 20 Intelligence (Arcana): By correctly aligning the lenses and crystals around the Stellar Luminous Tablet and then casting divination spells through it, the efficacy of the Blue Radiance is doubled. (Treat the resulting spell as being cast with a spell slot two levels higher.)

GM Background: Recovered from one of the ecrupoli located throughout the Serpents Teeth in the Whitewind Sea. (The ecrupoli are the ruins left behind from the cities and settlements of Galchutt worshipers.)

(Thanks to Planet Algol for the Blue Radiance of Erysh.)

AREA 3 – SHRINE OF TERROR

The floor at the far end of this chamber is sunken down into a pit containing a cyclopean statue. The statue is positioned so that its head rises just above the edge of the pit, its multi-eyed gaze immediately fixating upon any entering through the door.

STATUE: The statue is broken and badly worn, leaving only the upper body of the figure (which is nevertheless 40 ft. tall). One arm lies on the floor of the pit, curved around the base of the remaining statue.

Broken Shaddom Statue

GM Background: The statue depicts a shaadom (Ptolus, p. 595). It was taken from an ecrupoli in the Serpents Teeth.

EFFECT OF THE STATUE:

  • Terror: Creatures gazing upon the statue must make a DC 14 Wisdom saving throw or become frightened for 1 minute. While frightened by this spell, a creature must take the Dash action and move away from the statue by the safest available route on each of its turns, unless there is nowhere to move. If the creatures ends its turn in a location where it doesn’t have direct line of sight to the statue, the creature can make a new DC 14 Wisdom saving throw. On a successful save, the effect ends for that creature.
  • Fascination: Creatures who succeed on the first saving throw must make an additional DC 18 Wisdom saving throw or become disturbingly drawn to the statue (moving 10 ft. towards it each turn). The spell lasts until the victim touches the statue or is forcibly removed from the room.
  • Lingering Whispers: If a victim touches the statue while under the effects of fascination, the statue will enter their dreams. Each night they will be visited by a progressively disturbing vision of the statue (starting with its eyes, torso, and eventually revealing the writhing tentacles of its lower body). This is accompanied by sibilant whispers and the like. The victim will awake each morning having suffered 1d2 levels of exhaustion.

The lingering whispers of the statue can be removed by casting remove curse with a 5th level spell slot within an area affected by a hallow spell.

AREA 4 – THE SAGA OF YRKYTH

The walls of this outer chamber are inscribed with the Saga of Yrkyth (see handouts).

AREA 5 – SHRINE OF YRKYTH

A bronze statue depicts a one-armed man with a handsome, bearded face. One foot is raised to stand upon a thrust promontory of black rock. The figure’s gaze seems fixed upon some distant horizon. The name YRKYTH is emblazoned across the base of the statue.

DC 20 Intelligence (Investigation): To find a compartment hidden in the promontory of black rock which contains the Enigma Engine Lore (see handouts).

AREA 6 – GUILD INITIATION CHAMBERS

These chambers are used as a processional of initiation into the Brotherhood of Yrkyth.

AREA 6A – CHAMBER OF WANDS

Six wands are laid out on a table of mahogany in the center of the room.

  • wand of magic missiles
  • wand of invisibility
  • wand of darkness
  • wand of magic missiles
  • wand of false life
  • wand of enlarge person

GM Background – Initiation Ritual: The initiate must take one of the wands and break it, representing their dominion over arcane lore and their contempt for the trappings of power (when the true power lies within them).

AREA 6B – CHAMBER OF EGGS

The southern end of this chamber (beyond the pillars) is shrouded in magical darkness.

EGGS: Upon marble plinth sitting within the darkness are three eggs – two blue eggs and one red egg.

GM Background – Initiation Ritual: An initiate must break the two blue eggs without harming the red egg.

AREA 6C – CHAMBER OF THE SIGIL

A small writing station with various inks and tattooing instruments faces the far wall of the chamber. One sits at the station cross-legged upon a padded cushion.

ARCANE SIGIL: An invisible arcane mark is written upon the wall, directly in front of the writing station. Anyone capable of seeing it will find that it glows with an almost blinding intensity (DC 10 Constitution saving throw or blinded for 1d10 minutes). The sigil has a different color for each person who views it – sometimes the difference is subtle in hue; often it is radically different. Many report undertones to the hue of an unearthly or indescribable character.

GM Background – Initiation Ritual: An initiate must copy the sigil onto their own body. This is extremely difficult (requiring an appropriate skill check at DC 24), although using a prestidigitation spell makes it easier (requiring a DC 15 Intelligence (Arcana) check).

AREA 6D – CHAMBER OF THE OATH

The entrance to this chamber is blocked by a wall of fire. Anyone bearing the sigil from Area 6C can pass through this wall of fire freely.

THE BLACK REVELER: Upon the wall is what appears to be the mounted body of some feathered monstrosity, but is, in fact, just a cleverly constructed fake.

Black Reveler

THE SIGN OF THE BROTHERHOOD: The four-quilled diamond-feather guild badge appears in bas relief upon the floor.

GM Background – Initiation Ritual: An initiate must kneel upon the Sign of the Brotherhood before the Black Reveler (which depicts one of the incarnations of Bhor Kei) and swear the Oath of the Brotherhood of Yrkyth (see handouts).

Go to Part 14C: Crypts of the Brotherhood

D&D: The Speaker in Dreams - James Wyatt

James Wyatt provides Wizards of the Coast with another high quality adventure module, this time leaving the dungeon behind for the tempestuous problems of the city of Brindinford.

Review Originally Published May 21st, 2001

Many adventures of would-be greatness are dealt an Achilles’ heel of crippling proportions through the simple expectation that the PCs will follow a specific course of action – taking them, predictably, from one encounter to another. James Wyatt neatly sidesteps this problem time and time again in The Speaker of Dreams, on his way to presenting the first city-based adventure released by Wizards of the Coast for the 3rd Edition.

PLOT

Warning: This review will contain spoilers for The Speaker in Dreams. Players who may find themselves playing in this adventure should not read beyond this point. Three Days to Kill (Penumbra) and Death in Freeport (Green Ronin) will also be discussed in general terms.

The mind flayer Ghaerleth Axom has long been laying the groundwork for his plan to establish an empire of slaves upon the surface world, and the starting point for his conquest is the town of Brindinford.

The Speaker in Dreams is an adventure in two parts. In the first part, the PCs are attending a local fair in Brindinford when a troop of wererats begin strewing chaos. As the PCs attempt to track the wererats back to their lair, they will uncover other monstrous groups. And when they finally track the wererats down, they will discover that the rats were acting in the employ of a group of insane sorcerers. Once they’ve gotten rid of the sorcerers, the PCs – and the city at large — will believe that they’ve solved the problem.

The truth, of course, is that the sorcerers were being unwittingly manipulated by the mind flayer through the use of his telepathic abilities. As the PCs leave a feast thrown in their honor, the mind flayer’s remaining forces will launch an assassination attempt, launching the second part of the adventure. The PCs will, hopefully, escape unscathed – but the incident will provide a pretext for the lord of the town (who is also being controlled by the mind flayer) to institute martial law. Over the next few days the situation in the city will deteriorate considerably as the mind flayer’s demonic forces – empowered by the lord’s authority – tighten their grip of terror.

CONCLUSION

The opening of The Speaker in Dreams calls for comparison to Penumbra’s Three Days to Kill (which also opens with a fair). Here I feel that Three Days to Kill comes out on top: Not only by presenting a fair with a history and purpose – giving it a specific character and presence within your game world (instead of being simply “generic fantasy fair” – pun intended), but also by presenting several actual activities which the PCs can take part in while at the fair (something James Wyatt overlooks completely).

The rest of The Speaker in Dreams, on the other hand, calls for comparison to Green Ronin’s Freeport adventures (which also deal with an evil, mystical conspiracy lurking within the walls of a city). Here I feel that Freeport has the advantage when it comes to the conceptual and epic scope behind the conspiracy, but I feel that Wyatt has succeeded in organizing The Speaker in Dreams so that it is a more playable – and perhaps even more memorable – adventure.

My assessment, in short: Although not as memorable as The Sunless Citadel, The Forge of Fury, or the Freeport Trilogy, The Speaker of Dreams manages to avoid committing some of the minor flaws of actual design which tarnish the otherwise impeccable quality of those other adventures. Half a dozen of one, six of the other. James Wyatt has produced a high quality product.

Style: 4
Substance: 4

Authors: James Wyatt
Company: Wizards of the Coast
Line: Dungeons & Dragons
Price: $9.95
ISBN: 0-7869-1830-6
Production Code: WTC11830
Pages: 32

The Speaker in Dreams was the third Adventure Path module released for D&D 3rd Edition. Although I had slotted the two previous modules — The Sunless Citadel and The Forge of Fury — into my  first 3rd Edition campaign, the same was not true for Speaker. This had nothing to do with the quality of the adventure, but was simply because there was nowhere to slot Speaker into my campaign arc.

Anecdotally, this seemed to be true for a lot of people: They ran Sunless Citadel and Forge of Fury, but then parted ways with the loosely connected Adventure Path modules. This may have been because the event-based Speaker was more difficult to slot into a campaign than the site-based adventures, but I think it’s also likely that these adventures were just coming out too slowly. These were being released every other month, so if you started your campaign with The Sunless Citadel in September 2000, it would have been January 2001 before you could pick up this 5th-level adventure.

By contrast, when Paizo began releasing their stand-alone Adventure Paths several years later, the 5th-level installment would be released 30 days after the first installment, making it far less likely that a group could outrun the pace of the campaign, even if they started playing it immediately upon release.

In any case, having neither prepped nor run The Speaker in Dreams, my memories of the module itself are quite dim twenty-five years later. One of the quirks of the “living memory” we have of our RPG adventures.

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

A Statue of Golden Light - grandfailure

Question: “How do you prep Tier 3 and Tier 4 D&D adventures? I’ve read a lot about how the game changes, but I haven’t seen a lot of guidance on what I should actually be doing. What am I missing?”

To understand how to prep high-level adventures, I think it’s important to first understand why the adventures you were prepping in Tier 1 and Tier 2 stop working as the PCs level up. What this largely boils down to is that if you have a group standing at Point A who wants to go to Point C, it becomes increasingly difficult to “force” them to visit Point B.

If you’re running a dungeon, the natural geography of the world creates pathing. Even in heavily xandered dungeons, you generally can’t just skip from Level 1 to Level 5. You have to, by one path or another, work your way through the intermediary content.

The same is true of an overland journey. You’re in Waterdeep and want to take the road to Baldur’s Gate? Then stuff can happen as you travel down the road. You’re in the Shire and want to go to Mordor? I can’t be certain what path you’ll take, but there’ll still be a sequence of procedural content from A to B to C that can form the spine of the adventure.

But as the PCs level up, they gain access to abilities like teleportation and passwall and scrying. They can nuke sites from orbit and plane shift and do all kinds of crazy stuff. Now they can go directly from Level 1 to Level 5.

Even if you’re running a railroad, you need to be able to force the players into predetermined actions and outcomes. But the abilities the PCs are gaining similarly make it more and more difficult to force them to do what you prepped.

This implies a couple of things.

First, structure is going to come from information. If the PCs know something, then they’ll probably be able to take very direct action based on that information. This is what node-based scenario design is good for, but these high-tier PCs also have access to abilities that can just proactively give them the information that they want. So you’re generally going to be better off thinking more in terms of clouds of nodes rather than specific sequences like funnels, because the PCs will sequence break.

In this sense, high-tier adventures become paradoxically smaller and shorter than low-tier ones, even as their stakes and scope are likely expanding to epic proportions. Because you can’t just, for example, stick multiple levels of a dungeon or a long overland journey between the PCs and what they want.

Second, if the opposition is going to meaningfully oppose the PCs, then they need to be similarly mobile and responsive.

You can’t just key some bad guys to a static location, have them wait for the PCs to show up, and hope it works out. You’ll want them to be set up to actively respond to what the PCs are doing, because you won’t know what it is until the PCs do it.

This means:

  • Prepping proactive nodes that can be responsively or opportunistically deployed. (See Running Mysteries: Proactive Nodes.)
  • Using faction turns to keep the bad guys in motion. (See p. 342 of So You Want to Be a Game Master or Blades in the Dark.)
  • Thinking about what the bad guys are doing and how intelligence (i.e., things the PCs learn about) and blowback (i.e., the bad guys target the PCs for retaliation) from that can vector back to the PCs. (Check out mechanics like Heat and the Vampyramid from Night’s Black Agents to give you some interesting options here.)
  • And, vice versa, figuring out what the bad guys know about the PCs and their activities, so that you can determine and actively play their responses. (You may want to create a simple system for checking counterintelligence if you don’t feel comfortable making fiat judgment calls about this. Also check out Campaign Status Module: Event Fallout.)

More than ever, in other words, this is about prepping situations that can be actively played.

Something to avoid, however, is an over-zealous and all-encompassing response, where every adventure rapidly turns into “…and then all the bad guys teleport to the PCs and A HUGE FIGHT HAPPENS!”

You can avoid that partly be playing fair, partly by creating impartial resolution mechanics where necessary (e.g., that counterintelligence check I mentioned to determine what the bad guys know), and partly by scaling up into these higher power levels so that both you and the players can figure out how to control information and protect themselves.

But it’s also, importantly, about setting goals — for both the PCs and the bad guys — that can’t be trivially solved through a giant melee. In much the same way that you should try to find more varied goals for your dungeons than simply clearing the dungeon, so here you set goals that don’t just boil down to Wipe Them Out… All of Them.

FURTHER READING
High Level Characters Are (Literally) Awesome
Soloing Smaug – The Struggle for the Soul of D&D

Fairy Reading a Book - warmtail

Go to Red Company of Magi

LETTER FROM GATTARA TO TIANT

Sweetest Tiant,

Your words tantalize me, and I shall be certain to reward you with the most delightful suffering as punishment for your impudence.

In fact, you have spurred me to a wonderful bit of inspiration: I have sent a messenger to Runshallot Street and asked them to send you the next several doses of their liquid pain as soon as it has been extracted from their apparatus. I know how much you love to indulge, and I would not ask you to restrain yourself entirely, but save some for our games later.

Bring it to the curse den on Nethar Street and we’ll get a private room.

And a private plaything.

 Gattara

GM Background: “Runshallot Street” is the Vladaam’s Slave Trade Warehouse. Gattara is also referring to the curse den in the Guildsman District.

REPORT FROM THE RESEARCHERS ON CROSSING STREET

Guildmaster Arzan,

I hope you find these tissue samples as fascinating as we have. You have several days before the preservations spells would need to be renewed. I have also included chrysalid samples.

I think you can assume that we’ll be continuing our work at Crossing Street for the foreseeable future. Not only are there still many questions to be answered before we untangle the riddle of what was being done here, but Mistress Navanna has been delivering new artifacts for our study. Due to the demands, Master Aliastar has had us establish an additional laboratory.

The work is hard, but fascinating. I don’t know that we could sustain the long hours without the assistance of Master Grui’s arts.

                                                                                                Sathara

GM Background: Sathara is a Vladaam Researcher working at the Oldtown Apartments. The tissue samples come from a pain devil, while the chrysalid samples were taken from the nests of the venom-shaped thralls. Master Grui is a Vladaam alchemist who has been supplying draughts of Morpheus to help the researchers work long hours.

A GUIDANCE FROM RENN SADAR TO THE ARCHMAGE CRETAI

Cretai,

I am, of course, disappointed to learn that there’s no chance the Box of Shadows might have been placed within the Banewarrens before they were sealed, although I suppose it’s good not to have wasted the effort on a fruitless enterprise.

I’m also sorry to report that I’ve been unsuccessful in obtaining any of the crystalline research from the Eslathagos project for you. The oversight triad is being unusually secretive, one might almost suggest panicky. If you can think of anything that might influence Unirthorm, Rinirgen, or Kaeran Altarstone to loosen their lips, I do hope you’ll let me know. I can confirm, however, that the crystal lenses are a crucial lynchpin in the operation of whatever the technomantic devices seal the Spire.

Fortunately, this missive is not wholly dedicated to disappointments. In the immediate aftermath of Rehobath’s power play, the Inverted Pyramid suffered a paroxysm of panic and certain old archives were unlocked. Among these were journals of Peruun pertaining to the Divine Blight. The project was only briefly pursued before those fearing it might trigger the very return to the Days of Blood that others sought to guard against prevailed. During this time, however, I was able to secure copies of Peruun’s notes, which I have attached here. I wish you luck in unlocking the secrets of the Blight and look forward to reaping the rewards with you when that day comes.

Don’t forget that you owe me a cup of ale next time you see me at Danbury’s,

                                                                                                Lord Renn Sadar

The attached research notes pertain to an arcane energy, referred to as Divine Blight, which temporarily severs the connection of a priest to the Nine Gods.

The efficacy of the energy cannot be questioned, but mastering the Blight for practical applications — a targeted spell or an enchantment upon a weapon, for example — appears to be an unmet challenge.

GM Background: The box of shadows is described in Ptolus, p. 636. “Eslathagos” refers to Eslathagos Malkith, the Banelord (Ptolus, p. 79) and the “Eslathagos project” assumes that the Inverted Pyramid is involved with the exploration of the Banewarrens (as described in the Banewarrens adventure). Peruun is a founding member of the Inverted Pyramid, who in his latter years became fascinated by chaositech. He wrote a number of journals, some known and many lost, which were encoded with an arcane cipher designed to confound comprehend languages and similar spells.

Go to Part 14: Surveyor’s Guild

Archives

Recent Posts

Recent Comments

Copyright © The Alexandrian. All rights reserved.