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Published scenarios often teach us that scenario hooks are a bang-bang interaction: The mysterious stranger in the corner of the tavern tells us about a mysterious artifact, hires us to go look for it, and we immediately head to the dungeon to retrieve it.

Or we’re traveling along an idyllic country road when we come across the smoking remnants of a merchant’s wagon that was attacked by goblins. The ranger finds their tracks and leads us back to their warren.

There’s nothing wrong with these bang-bang hooks. But they’re disproportionately represented in published adventures because the writers have no way of knowing what’s been happening in your campaign: Everything you need to run and play the adventure has to be self-contained in the adventure.

But as the GM, you do know what’s been going on in your campaign. In fact, you can control it. That gives you the power to easily do so much better than the author of that published scenario.

  • What if, instead of a “mysterious stranger,” it’s a long-time ally or patron of the PCs? Someone they’ve built a relationship with.
  • What if instead of fetching an artifact that an NPC wants, the McGuffin is something that the PCs need to accomplish their goals? Maybe the stranger isn’t buying their services, but selling them information.
  • Instead of a random merchant, what if the goblins attacked someone the PCs know and care about?
  • What if the goblins don’t just materialize out of thin air, but are a threat people in the local village have been talking about for weeks? Or are part of a goblin clan that the PCs have fought before?

These kinds of long-term threads will weave the adventure into your campaign. The stakes will be higher, and more meaningful to the players, because they aren’t just transitory concerns.

Long-term scenario hooks can be implemented in a variety of ways (and have a variety of effects) depending on the campaign structure you’re using, but for the sake of simplicity let’s focus on episodic campaigns for the moment — the players are presented with a single scenario; they complete the scenario; then they get presented with the next scenario.

Broadly speaking, there are two ways to implement long-term scenario hooks. First, you can retrofit the hook. When you pick or design your next adventure, you simply look back at the campaign to date and figure out how to use the existing continuity to hook the new adventure. What are the PCs trying to accomplish? What do they want? Who do they care about? Who do they hate? What are your players talking about between sessions? Just dangle it on the hook.

The other option is to plan for the hook. Which is basically what it says on the tin: If you know what adventures you’re planning to run later in the campaign, take a peek at them and think about how you can incorporate and foreshadow those elements into the earlier adventures of the campaign.

EXAMPLE: JOURNEYS THROUGH THE RADIANT CITADEL

SPOILER WARNING

As an example of what this prep might look like, let’s take a peek at Journeys Through the Radiant Citadel. This adventure anthology, shepherded into existence by project leads Ajit A. George and F. Wesley Schneider, is a collection of thirteen D&D 5th Edition adventures designed for PCs from 1st level through 14th level. Although loosely bound by the conceit that the adventures are set Journeys Through the Radiant Citadel - Wizards of the Coastin a location which can be reached via the transplanar nexus of the Radiant Citadel, each adventure is a completely standalone experience.

Nevertheless, it seems quite likely that many DMs will run Journeys Through the Radiant Citadel as an episodic campaign, running each adventure in sequence, one after the other.

So how could we prep long-term scenario hooks for these adventures?

To start with, the tiers of play in D&D 5th Edition make for a handy rule of thumb here: To set yourself up for success, you should be dropping the groundwork for your Tier 2 and Tier 3 adventures in the Tier 1 adventures of your campaign.

The Tier 1 adventures in Journeys Through the Radiant Citadel are:

  • Salted Legacy, in which the PCs get caught up in family drama and business rivalry in the Dyn Singh Night Market.
  • Written in Blood, in which the PCs journey to a farming commune to uncover the source of an undead curse.
  • The Fiend of Hollow Mine, in which the PCs must hunt down a demon-spawn which has unleashed a plague in San Citlán.

Using these scenarios as the foundation for our campaign, let’s take a look a the scenario hooks for the next several adventures in the anthology. One of the great things about Journeys Through the Radiant Citadel is that the designers have included multiple scenario hooks for each scenario, so we’ll have some nice flexibility in what we can work with.

Wages of Sin includes this scenario hook:

Zinda’s March of Vice is famous throughout the region. An influential ally of the characters requests that they attend and, while they’re there, purchase a bottle of jeli wine to be used as a gift in a diplomatic negotiation.

Let’s go back to “Salted Legacy.” The ally requesting the jeli wine purchase could actually be Lamai Tyenmo, the owner of Tyenmo Noodles who hired the PCs. But let’s also find ways of pointing forward: At the end of “Salted Legacy,” perhaps Tyenmo asks the PCs to keep their eyes open for interesting ingredients and drinks that she might use to create new noodle dishes and enhance her menu. (That’s a nice, open-ended link, because it’s quite likely the players will find ways to continue engaging with it in every adventure. “Hmm… I wonder aurumvorax steak noodles would taste like?”)

In “Wages of Sin,” the PCs get involved with Madame Samira Arah, a King of Coin (one of the rulers of Zinda), and her investigation into a series of attempted political assassinations. It might be nice to pre-establish her. If we reach back to “Written in Blood,” one of the hooks is:

A trader the characters have had past dealings with — perhaps from the Radiant Citadel or the Dyn Singh Market — invites the characters to Promise to participate in a business deal with Aunt Dellie.

We’ll have this merchant be Samira Arah. She’s been doing some economic outreach and the guards she had with her took ill after their visit to San Citlán. One of the merchants from “Salted Legacy” recommended the PCs to her, and she contacts them in the Radiant Citadel.

Sins of Our Elders takes place in Yeonido during the week-long Dan-Nal Festival. One of the hooks involves the PCs being invited to attend the festival by a family member or friend. You can look to the PCs’ backgrounds for the family member or friend (who might be native to Yeonido or might just want to visit), but we can add a little foreshadowing by having Samira Arah mention in “Written in Blood” that her next festival envoy will be to Yeonido.

Gold for Fools and Princes takes place in the Sensa Empire, where the empire’s rich gold mines are disrupted by an infestation of gold-eating aurumvoraxii. The big thing we’d really like to pre-establish here is the Empire’s reputation for goldsmithing and the powerful Aurum Guild. This should be fairly easy: Lady Drew, the trader from “Written in Blood,” can try to sell the PCs Sensan gold. In “The Fiend of Hollow Mine,” some of the miners who worked in the now-abandoned mine can talk about traveling to Sensa to see if they can find work with the Aurum Guild.

Trail of Destruction brings the PCs to Etizalan, where an increase in volcanic activity is threatening settlements across the region.

The Shieldbearers of the Radiant Citadel [think fantasy UN Peacekeepers] hire the characters to visit Tletepec to verify rumors that the region is becoming dangerous, so that they can prepare for an influx of refugees. They suggest the PCs start their investigations near Etizalan.

Here we want to pre-establish the Shieldbearers. We can do that by having them question the PCs after end the regional plague in “The Fiend of Hollow Mine.” We could also add a small squad of Shieldbearers active in the region — trying to bring aid to the plague victims — that the PCs could encounter earlier in the adventure.

And that’s more or less all there is to it. Obviously, you could also continue weaving these threads through the later adventures. For example, if the PCs are getting on well with Samira Arah, she might send them to the Goldwarrens on some errand as the primary scenario hook for “Gold for Fools and Princes.”

FOR THE DESIGNERS

Although I opened this discussion by saying that published adventures were predisposed to bang-bang hooks and that it’s impossible for adventure writers to know the continuity of the campaigns of the GMs who choose to run the adventure, it’s NOT true that you can’t design long-term scenario hooks for published adventures.

The trick is to simply prep tools and content that GMs can use before your adventure begins.

A tool I’ve developed in my work as a designer are groundwork sidebars. (These are one of several scenario tools you can used in published adventures.) Groundwork sidebars give the GM examples of how material can be incorporated into earlier adventures; it’s literally laying the groundwork for the adventure.

You can find numerous examples of this in the Welcome to the Island adventure anthology for Over the Edge, for example.

WATCH THIS
Advanced Gamemastery: The Campaign Stitch

Blades in the Dark drives its narrative through the interplay of factions. One of the factions described in the core rulebook are the Fog Hounds, a “crew of rough smugglers looking for a patron.” Their goals (as expressed in the form of a faction clock) include:

  • Eliminate rival smugglers (8)

And their enemies are:

  • Bluecoats (canal patrol), the Vultures (rival smuggling outfit, Tier I)

The Bluecoats are another full-featured faction in the setting, but the Vultures are not. The only reference to them, in fact, is what you see here.

In my current Blades in the Dark campaign, however, the PCs have ended up in a war with the Fog Hounds. It seems quite likely that an enemy-of-my-enemy situation will arise in one form or another, making the Vultures of particular importance in what will happen next.

So I needed to fully flesh out the Vultures, and I thought that might prove useful to other Blades in the Dark GMs.

THE VULTURES

A smuggling operation focused on the spirit trade.

Tier: I

Hold: Weak

Faction Clocks

Recruit a powerful envoy with connections in Whitecrown (6)

Learn how to counterfeit “bespoke” spirits; fake individuals (8)

Turf: Warded building in Old North Port (HQ). Private passenger car that can be attached to trains (with smuggling compartments). Tangletown pit-fighting operation, featuring taxidermied animals possessed by bottled spirits.

NPCs: Wendel Messerli (public “leader”; young, earnest, convincing).  Nicoline (true leader of the Vultures, traveling as a hobo; stealthy, fiery, clever). Christel the Fisherwoman (whisper, whose face is never the same twice; many-voiced, powerful, duplicitous)

Notable Assets: Hobo information network that hitch the rails. An array of Imperial transport and cargo documents, some forged and some legit. Spirit lures that can fish spirits out of the depths of the Void Sea.

Quirks: The Vultures have a secret language of hand-signs derived from hobo signs used at the stations to communicate car destinations and threats. The true leader and founder of the Vultures is Nicoline, a hobo who still chooses to live the wandering life of the rails and veils. Wendel is a fresh-faced youth who presents himself as the leader of the group when necessary, but meets secretly with Nicoline on transcontinental rail journeys to receive orders and strategy.

Allies: The Circle of Flame (clients), The Gray Cloaks

Enemies: The Dimmer Sisters, The Fog Hounds, Spirit Wardens

Situation: The Fog Hounds have targeted the Vultures for elimination, hoping to secure the rail-based smuggling routes that the Vultures currently command. Using Christel’s unique skill set and the custom lures she can create, the Vulture specialize in retrieving specific spirits from the Deathlands. They are hoping to be able to use their new connections with the Circle of Flame, who have found them useful agents, to learn more about the Lost District and gain access to the ancestral spirits there.

Victorian Coach Interior

DISCUSSING
In the Shadow of the Spire – Session 28B: On the Eve of the Banewarrens

The mansion on Nibeck Street that Jevicca had identified as the origin point for the appearance of the surge of Tavan Zith’s wild magic was very close to Pythoness House. So close, in fact, that they feared there might be a connection. Could the cultists be responsible for the breaching of the Banewarrens?

“If we check it out and there’s nothing there,” Ranthir pointed out, “then we’ve lost nothing. But if there is…”

During the last session, we talked about how I structured the second act of the campaign using two tracks — the chaos cultists and the Banewarrens. Beginning in this session, we can almost immediately see the effects of this structure in actual play.

First, the two tracks confuse the players’ understanding of the situation. Until they learn enough to disambiguate the tracks, this will obfuscate the truth of what’s happening. This makes the campaigns’ enigma(s) fiendishly Byzantine for the players, and therefore even more satisfying for them when they do unravel what’s going on (in large part by figuring out how to disambiguate the tracks).

But until they do, their own actions will often cause interactions — directly and indirectly — between the tracks. The initial effects that we see in this session are fairly minor: Their suspicion that the chaos cults might be involved with the Banewarrens causes them to double back to Pythoness House, where they have a cool roleplaying encounter with the ghost Taunell.

Paradoxically, however, the complexity of these player-forged connections between the tracks will often grow in complexity at the same time that the players are disambiguating the tracks and, therefore, simplifying their understanding of a situation becoming ever more convoluted.

And even when this doesn’t happen, the consequences of the players’ choices will nevertheless be significant. (For example, their verification that Pythoness House is, in fact, vacant in this session — something they would otherwise not have been prompted to do — will actually end up having a profound impact on how later events in the campaign play out.)

They needed to question Tavan Zith, and the only way they could think to do that was by going to Castle Shard. They also needed to know if Lord Zavere was the one responsible for opening the Banewarrens. And, if so, why.

As they rode, Dominic looked at the others. “So… do we have any idea how we’re going to do this without getting killed?”

Agnarr shrugged. “Sure. We ask him. If he didn’t do it, we don’t get killed.”

Of course, these two major tracks are not the only threads in the campaign. This is, after all, Act II. The stuff that the PCs did in Act I of the campaign continues to unspool, and that includes:

  • Their relationship with Lord Zavere and Lady Rill at Castle Shard.
  • Their deep suspicion of Rehobath and, by extension, the Imperial Church.

And these threads are also interacting with the major tracks and with each other.

For the players, this colors their understanding of Rehobath’s agenda and creates paranoid suspicion of what Zavere might really be up to. There are layers upon layers upon layers! (And the players are unwittingly in the act of adding even more layers themselves.)

But on my side of the DM screen, everything remains neatly sorted into discrete boxes that are easy to prep and easy to run.

Campaign Journal: Session 28CRunning the Campaign: On the Efficacy of Burning Oil
In the Shadow of the Spire: Index

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

SESSION 28B: ON THE EVE OF THE BANEWARRENS

September 14th, 2008
The 15th Day of Kadal in the 790th Year of the Seyrunian Dynasty

TAVAN ZITH AT CASTLE SHARD

They left. Once they were safely in the carriage and driving away from the Cathedral they talked things over.

“I don’t trust him,” Tor said.

Dominic nodded. “You can put crimson robes on a pig, it’s still not a novarch.”

They needed to know more. They needed to question Tavan Zith, and the only way they could think to do that was by going to Castle Shard. They also needed to know if Lord Zavere was the one responsible for opening the Banewarrens. And, if so, why.

As they rode, Dominic looked at the others. “So… do we have any idea how we’re going to do this without getting killed?”

Agnarr shrugged. “Sure. We ask him. If he didn’t do it, we don’t get killed.”

Tor came up with a better strategy. “We tell him that we respect him. Tell him we’ve been approached about this. But if he’s involved, we’re more than happy to stay out of it. We just want to know that before getting in his way.”

Kadmus was waiting for them at the gate of the castle. He ushered them in to see Lord Zavere. He welcomed them warmly and seemed genuinely pleased to see them.

Unfortunately, their plan fell apart fairly quickly. Tee carefully began working her way around the subject of the Banewarrens – sounding him out on the matter. But then Elestra blurted out Rehobath’s involvement. Before Tee could regain her grip on the situation, Zavere had quickly figured out that they had been approached by both the Novarch and the Inverted Pyramid.

Tee sighed and decided to make the best of it.

“What do you know about the Inverted Pyramid? Should we trust them?”

“It depends,” Zavere said. “Although I have reasons to distrust them, the Pyramid is not entirely monolithic. Whether you can trust them will most likely have more to do with whether or not you can trust the person you’re working for.”

“And what do you know about the Banewarrens themselves?”

Zavere gave them a brief history similar to the one Jevicca had described to them. “No one has ever been able to penetrate them, although many have tried. It’s known that Ghul himself was fascinated by them. He named himself the Sorcerer’s Get and claimed to be a direct descendant of the Banelord himself. The drill I purchased from you would have been only one of many attempts he made to access them.

“Much of our modern knowledge of them derives from records recovered by Gerris Hin, the same loremaster responsible for founding the modern city of Ptolus. Over the centuries, many have attempted to succeed where Ghul failed. Some of them, like Sokalahn, being quite famous. Others less so. But whether powerful or clever, none have ever succeeded.”

“And have you ever tried?”

Zavere laughed. “No. I purchased the drill as a mere curiosity. I doubt it would work in any case. No, the Banewarrens are not a specialty of mine.”

“Do you know who might specialize in it?” Tor asked.

“The Banewarrens have long been a fool’s errand. If you had asked me yesterday, I might have told you that no one was studying it. But clearly the last few hours have changed that.”

“If the Banewarrens have been opened,” Tor said, “I don’t know if we’re strong enough to face them.”

“Neither do I,” said Zavere. “But I will look in the archives of the Castle. If they contain any information about the Banewarrens that might help you, I’ll let you know.”

“Thank you,” Tor said.

“There is something else…” Tee said hesitantly, glancing at the others. “Does the name Tavan Zith mean anything to you?”

It didn’t. Tee quickly filled him on what had happened and showed him the prophecy they had discovered in Pythoness House. Then she revealed that they had Tavan Zith in custody, but had been unable to question him. She let Ranthir explain why and share his theory about how an antimagic field might be used to suppress Zith’s ability.

“Where is he now?” Zavere asked.

Tee glanced nervously at her bag of holding. Zavere followed her gaze.

“Are you serious?”

Tee nodded.

“Very well. Come with me.”

Zavere led them through the Castle, taking them to a small, but well-accoutered laboratory where Lady Rill was working. He quickly explained the situation to her.

Lady Rill lowered a metal cylinder out of the ceiling. Manipulating several devices she created a blue, glowing field of energy within the cylinder. “If you place him in there, he will be restrained and any sorcerous manifestations will be suppressed.”

Tee removed Zith from her bag of holding and placed him in the cylinder. They woke him up.

As Zith opened his eyes, his features contorted into a contemptuous sneer. “The powers of chaos shall make you rue this day.”

“Who are you?”

“I am the sower of chaos! The servant of the true gods!”

“What do you mean?”

“Destruction. Destruction is the ultimate end of all things and the fulfillment of all dreams.”

“Do you know where the Banewarrens are located? Did you come from the Banewarrens?”

But his answers were useless, varying between the megalomaniacal and the insane. After several minutes they gave up. Zavere promised to continue questioning him, although he had little hope of getting anything out of him. They thanked him and Lady Rill both and went on their way.

ON THE EVE OF THE BANEWARRENS

As they passed down through Oldtown they turned aside long enough to stop at the Pale Tower. There Tee left word with the Graven One – asking if any of the Malkuth would be interested in knowing that the Banewarrens had been opened.

Ranthir headed to the Delver’s Guild library and started researching the Banewarrens directly, although he turned up little of substance beyond what they had learned from Jevicca, Rehobath, and Lord Zavere.

Elestra, meanwhile, made a point of buying a newssheet. They were filled with news of the riots in Oldtown, and she found that Agnarr, Dominic, Tee, and Ranthir had been prominently credited with the quick and successful response to what was being described as a sorcerous attack on the city. She also discovered that a 2,000 gold piece reward had been offered for the spellcaster responsible.

Elestra also made a point of digging up older copies of the day’s newssheets, printed before the riots. From these she learned that Gidden Primus, a mage of mild repute, had been found dead the night before in his apartment in Oldtown. His chambers had been rimed with frost and Gidden himself had frozen to death.

Tee had gone straight up to her rooms to snatch some sleep before heading back up to Oldtown to perform her watch duties for the Brotherhood (it had been more than a day and a half since she’d woken up), but Elestra caught up with her in the common room when she came back down around 11 o’clock.

They agreed that there didn’t seem to be any connection between the death of Gidden Primus and the opening of the Banewarrens.

When Tee left, Elestra shapeshifted into a dog and accompanied her. Tee appreciated the company, and they thought it might be useful to have another pair of eyes and legs available if they were needed.

In fact, it turned out that they were needed sooner rather than later. As they passed through the streets of Oldtown, Tee spotted Iltumar sneaking his way back towards Midtown – his watch duties on the apartment complex must have just ended.

Tee warned Elestra and they easily avoided him. Once he had passed, Tee indicated that Elestra should follow him while she continued on to the apartment complex.

Elestra did. Or at least tried to. After a few blocks, Iltumar seemed to become suspicious of the “stray” that was dogging him. Elestra tried to throw his suspicion by acting innocently (sniffing at garbage piles and the like), but in the process she ended up losing him. Frustrated, she turned back and rejoined Tee at the apartment complex.

The rest of the evening passed quietly. When Tee’s shift ended at 6 o’clock they both headed back to the Ghostly Minstrel and managed to grab a few more hours of sleep before the new day began.

RETURNING TO PYTHONESS HOUSE

(09/16/790)

The mansion on Nibeck Street that Jevicca had identified as the origin point for the appearance of the surge of Tavan Zith’s wild magic was very close to Pythoness House. So close, in fact, that they feared there might be a connection. Could the cultists be responsible for the breaching of the Banewarrens?

“If we check it out and there’s nothing there,” Ranthir pointed out, “Then we’ve lost nothing. But if there is, then we may have saved ourselves considerable time.”

So before heading to Nibeck Street, they return to Pythoness House.

They found it undisturbed… until they reached the gatehouse. As Tee passed through the door of the narrow space, the ghostly specter who had assaulted them before suddenly rematerialized. At the same instant, the trapdoor slammed shut behind Tee, separating her from the others.

“Leave this place of evil before it consumes you!”

“Okay.”

“… what?”

“If you’ll just open the trapdoor, I’ll leave.”

“Very well.” The ghost waved and the trapdoor swung open.

Tee grabbed it and held it open. “There’s a ghost! Help!”

Ranthir called up from below, “Did we want to talk to it this time?”

Agnarr, who had leapt up the ladder and had his sword halfway out of his sheathe, stopped. “I suppose…” He sighed heavily.

The ghost, for his part, now seemed to be more flustered than sinister. They asked him his name and he introduced himself as Taunell.

“What are you doing here?” Elestra asked.

“I lived in this house two hundred years ago. I served as priest for the Kollotis merchant family. It was a minor house and its fortunes were waning. It must have appeared weak. One night a band of brigands assaulted the house. They killed most of the household and stole the family jewels. The Kollotis family never recovered. I, myself, found myself unable to leave this mortal plane. I had no greater desire than to see the family protected, and now I seek to protect this house against those who would stain their memory.”

“And the chaos cultists?” Tee asked.

“They came here five years ago. I am shamed to say that I could not make them leave this place.”

“Do you know anything about Wuntad?”

“He was their leader. Among the women who lived here I had a friend named Maquent. She told me that his ultimate goal was to join all the followers of chaos in a common cause. He brought great evil into this house.

Tee grimaced. “He left with it, too.”

“If we brought him back here, is there anything you could do to stop him?” Elestra asked.

Taunell lowered his head. “I couldn’t even stopped him when he lived here.”

“I understand,” said Tee. “It’s all right.”

Running the Campaign: Multi-Threaded Campaigns Campaign Journal: Session 28C
In the Shadow of the Spire: Index

Ptolus: The Mrathrach Table Raids

TM and © 2022 Monte Cook Games, LLC

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Aggah-Shan has been building Mrathrach tables and distributing them to gambling establishments throughout Ptolus. The Mrathrach Machine operates by harvesting small amounts of chaos from nodules placed within these Mrathrach tables. As a result, the Mrathrach game (Ptolus, p. 331) becomes less random than it should be, generally rewarding higher payouts (which, conveniently, makes the game more popular, resulting in more plays, and more chaos being harvested). On the other end of the interaction, the Mrathrach Machine gathers that chaotic potential, using it to forge a connection to the Pit of Mrathrach (Ptolus, p. 78).

In my Ptolus campaign, I fleshed out the clues for this revelation of the true purpose of Mrathrach. My goal was to give the PCs a better understanding of what was happening with the Mrathrach Machine.

Unexpectedly, however, my players decided to attack the problem from both ends: Not only would they assault the Mrathrach Tower; first they would target and destroy all of the Mrathrach tables.

They had been working with the Commissar’s Men at this point. Once they had gathered enough evidence of what Aggah-Shan was doing, they were able to flex those muscles and assemble an official task force. If your players end up going after the Mrathrach tables in the same way, I’ve included information on the task force below.

The other thing you’ll find here is a Report on the Mrathrach Tables of Ptolus. My players engaged in an extended task to gather this information, and I gave them the Report as a handout. They were able to use the Report to plan their raids, and I was able to use it as the basis for running the raids.

As I’ve described, this scenario was very much an idiosyncratic response to a goal formulated more or less entirely by the players. If you want to increase the odds of being able to use it in your own games, you may want to add additional clues pointing the PCs more clearly in the direction of the Mrathrach tables. (For example, perhaps a list of locations the tables have been shipped to could be added to the workshop in the White House.)

Even if your campaign never ends up including the Mrathrach table raids, however, you may still find this a useful reference guide for gambling establishments in Ptolus.

THE TASK FORCE

WHITE HOUSE INFORMATION: The City Watch’s can be checked regarding Aggah-Shan and the White House.

Ptolus: The Commissar's Men (Monte Cook Games)Thirty years ago, an informant told the City Watch that Aggah-Shan had extensive catacombs beneath the White House. The informant disappeared and the case went with her. Aggah-Shan has kept his nose clean (publicly any way) since then, but it’s likely those catacombs have only been expanded.

CAPTAIN SARTH: The task force is led by Captain Sarth of the Commissar’s Men (Ptolus, p. 141).

COMMISSAR’S MEN: 75 commissar’s man (Ptolus, p. 141).

GOLDSHIELDS: 3 goldshields (Ptolus, p. 144), using arcanist stat blocks (Ptolus, p. 605).

RAIDING THE CATACOMBS: The Commissar’s Men and the City Watch both hate delving into the dungeons beneath the city. Their standard operating procedure is to seal and burn the entrance. Their strong preference will be to leave exploring the catacombs to the PCs.

Playtest Tip: If at all possible, give these resources to the players and let them work with Captain Sarth (and any other contacts they might have) to create a plan. That might be simultaneous raids on all of the Mrathrach table sites (with the Commissar’s Men splitting up to hit them simultaneously) while the PCs head into the catacombs. Or it might be the PCs assisting the Commissar’s Men sequentially hit the raid locations. Or maybe the PCs split up, with each PC accompanying one of the raid squads. Or any number of other possibilities.

My players ended up using teleportation and a potion of giant’s strength, to enable one of the PCs to teleport into a location after the Commissar’s Men secured it, lift the Mrathrach table, and then teleport it to a secure location for destruction.

REPORT ON THE MRATHRACH TABLES OF PTOLUS

AGGAH-SHAN’S ESTABLISHMENTS

Mrathrach tables are being operated at essentially all of Aggah-Shan’s gambling establishments (both legal and illegal) around the city.

WHITE HOUSE (Oldtown): The White House has recently expanded to house three Mrathrach wheels, which are increasingly popular due to their lucrative pay-outs.

  • The White House has also been hiring an unusually large number of new operators and dealers over the past two weeks.

COCK PIT (South Market): Started as an underground cock-fighting arena in the South Market, the Cock Pit has grown into one of the largest illegal gambling dens in Ptolus. (The arena has also been expanded to include gladiator duels.)

  • It’s operated by a half-orc named Naosh.
  • There’s an expansive basement which services the arena and its gladiators.
  • There are two Mrathrach tables: One on the sunken portion of the main floor and another in an exclusive gambling room.

Cock Pit (H8)

YELLOW PIGEON (Guildsman District): In an alley running between Carriage Row and Gem Street in the Guildsman District there’s a set of sunken stairs leading down to an iron door. Above the door is the faded painting of a yellow pigeon. The door leads to stairs that lead to a section of Ghul’s Labyrinth that’s been converted into an illegal gambling den serving mostly guild workers.

  • There are guards on the door and in the gambling den below.
  • The Watch has tried to raid the place a couple of times, but there are multiple bolt-holes leading through the labyrinths into the sewers.
  • There is one Mrathrach table.

Yellow Pigeon (H8)

TEMPLE OF THE ONE-EYED GOD (Temple District): A temple based around the veneration / idolization of a mummified beholder’s corpse. While it may have once been a legitimate house of worship, its primary purpose now is to provide a semi-legitimate gambling establishment for Aggah-Shan. (They pay their taxes, but at a substantially reduced rate because the gambling is officially part of their religious beliefs.)

  • The western wing of the temple has been converted into a gambling hall, including a Mrathrach table that was installed two days ago.
  • The eastern wing houses the “priesthood”.
  • The central dome still holds the “One-Eyed God”.

Temple of the One-Eyed God (G4)

BROKEN SPINE (Docks): The Broken Spine is a squalid tavern that ran an illegal gambling operation out of a secret basement for a number of years. It somehow got a reputation for being a place that young heirs of Merchant Houses would slum in. Fifteen years ago, Aggah-Shan muscled his way into the establishment. Ten years ago, he created a separate “basement” catering specifically to the “slumming” merchant princes: This basement is actually a lavishly decorated “bubble” that looks out into the waters of the Docks. Four years ago the place was raided and Aggah-Shan publicly “took it over” and started paying taxes on it, making the place legitimate in the eyes of the law.

  • There are two Mrathrach tables here. One in the original sub-basement that still caters to sailors and other dock-crawlers; the other in the bubble.
  • Three days ago there was a minor ruckus at the Broken Spine when Caraniss Erthuo, a daughter of a secondary line of the Erthuo Merchant House, fell ill in the Broken Spine and collapsed. She was taken to the Daykeeper’s Chapel in Midtown, but her condition has not improved. Her symptoms include a general fever, telepathic confirmation of nightmares, and fingernails which have turned chalky and weak.

Broken Spine (M6)

HELL’S DOOR (Midtown): In Pipe Row Court, there is a door painted crimson with garish red flames. Nicknamed “Hell’s Door”, it leads to a long corridor containing multiple private rooms. The décor is red velvet and the general pastime are illegal card games.

  • One of the private rooms has recently been converted to hold a Mrathrach table.
  • A dreamspeaker named Godam Martinelli, who lives a couple blocks away on Farther Street, has been loudly protesting Hell’s Door, claiming that something catastrophic is going to happen there.

Hell’s Door (F7)

URDOCH’S MRATHRACH HOLES (Warrens): Three Mrathrach tables are being run by an agent of Aggah-Shan named Urdoch in the Warrens. They’re set up in various abandoned buildings and occasionally moved around as necessary.

OTHER GAMBLING HOUSES

Mrathrach tables have also been sold or leased to gambling establishments around Ptolus which are not directly owned by Aggah-Shan.

AJACK’S TENT: Located in Tent City (located outside Market Gate), a litorian named Ajack operates a semi-legal gambling operation out of a large tent. (Technically he’s outside the city limits, so he doesn’t owe gambling taxes.)

When Mrathrach was introduced, Ajack was reportedly very excited about how popular it was and leased a table. Unfortunately, he’s been losing considerable amounts of money. He’s borrowed a large amount of money from either the Balacazars or the Killravens and now he’s having difficulty paying it back.

And now it sounds like the stress of it has caused him to fall ill.

Tent City (E9)

BAZAAR OF 1,000 SINS (South Market): One of several large markets scattered around the South Market district, the Bazaar of 1,000 Sins has earned a reputation as being the place to go for illegal, illicit, or simply questionable goods. Drugs, diabolic items, and the like are common.

  • A Mrathrach wheel has been installed in one of the elaborate, silk-shrouded gambling tents of the bazaar.

Bazaar of 1,000 Sins (E7)

SILVER WHEEL (Rivergate): Perched at the top of the Great Ramp leading into Rivergate, the Silver Wheel is a legal gambling house catering to the expensive tastes of both Rivergate residents and the merchants passing through the North Gate. It finished construction just six months ago.

  • A Mrathrach wheel was installed here three weeks ago. It was decommissioned a week ago, apparently due to the heavy losses it was sustaining.
  • During its construction, the Silver Wheel was targeted by a firebomb. Rumor on the street is that the Vladaams were angry about the Wheel interfering with the custom at their Curse Den in Rivergate. It’s believed that the owners of the Silver Wheel agreed to ban Skullrattle and offer a cut of the Wheel’s proceeds from Dragonscales in order to settle the dispute without further bloodshed.
  • Recently, however, there are reports that the Killravens are trying to apply pressure.

Silver Wheel (F3)

GILDED PHOENIX (North Market): Located along Argent Street, the Gilded Phoenix is operated by the Killravens. Notable for the nine “Phoenix Wheels”, the establishment recently added a Mrathrach wheel rebranded as a Phoenix Wheel two weeks ago.

  • The arrival of the “Tenth Wheel!” was celebrated with a major social event as the latest “rebirth of the phoenix”.
  • Reports are that the Killravens are less than happy with the performance of the Tenth Wheel, but since the losses are subsidized across the other wheels in the Phoenix Cycle they’re riding it out for now.

Gilded Phoenix (J3)

THE ARENA (Oldtown): The Ptolus Arena is more than 600 years old. It was built during the 2nd century as part of the wave of free arenas which became popular throughout the Five Empires.

In addition to gladiatorial combat, a large number of other entertainments and events have been established at the Arena. A legal Mrathrach table was recently installed in one of the entertainment suites circling the concourse.

Arena (D6)

VLADAAM REJECTION

Aggah-Shan’s agents made a concerted effort to get the Vladaams interested in the Mrathrach wheels, possibly for installation in the Vladaam curse dens. The Vladaams, however, rejected Aggah-Shan’s proposals out of hand. The word “sacrilege” was apparently used.

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