The Alexandrian

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

SESSION 17B: THE COMING OF SHILUKAR

March 9th, 2008
The 7th Day of Kadal in the 790th Year of the Seyrunian Dynasty

From around the corner (and out of sight) a fair voice cried out: “Fall back to me, Servant of Ravvan!”

But even as the command was given, Agnarr surged forward. His blade ripped brutally through the brute’s throat, trailing a gout of blood. The brute gave a gurgling cry, stumbled back, and fell.

The unseen voice muttered a bitter curse and then gave an arcane cry. Before any of them had a chance to react, a small dart of flame shot around the corner. Striking the wall it burst into a massive explosion.

ShilukarThe arcane flames passed quickly, leaving in their wake scorched flesh and smoldering garments. Ignoring these wounds, they rushed forward. Agnarr rounded the corner just in time to see a young and handsome elf hovering in the air and completing the incantation for a second time.

The others dived for cover as the second explosion roared around them, but Agnarr simply ignored the flames, charging forward and slamming his greatsword into the arcanist.

The elf spun away, blood gushing down his side. “You fools! You don’t know who you’re meddling with!”

Tee smirked. “I’m guessing we’re meddling with Shilukar, right?”

Shilukar cursed and waved his hand, disappearing instantly from sight.

Tee instantly whipped up her dragon pistol, firing blindly at where Shilukar had been. Unfortunately, the elf had already ducked away. “Agnarr!” she cried. “Hit the floor!”

Agnarr swung his blade high and cut down into the pulpy flesh. And from the wound a spray of blood burst forth, coating the walls and floor… and Shilukar.

Tor leapt between Agnarr’s legs, rolled to his feet, and swung away. But Tor’s blade met only air, as Shilukar – hurling epitaphs behind him – ran for the door at the end of the hall.

Tor moved to pursue, but was stopped by a cry from Ranthir: “Look out!” (more…)

Blackmoor Village Map

Go to Part 1

In running my remixed version of Castle Blackmoor, I knew that the village of Blackmoor at the foot of the castle would become quite important. I printed out copies of some of the earliest maps of Blackmoor created by Arneson, but quickly discovered in actual play that they had not been made available at legible resolutions. With a little bit of research you could sort of figure things out, but the map ultimately proved more confusing than illuminating to most of my players.

What I needed was a copy of the map at a higher resolution so that I could print it out, put it in my GM screen, and have it be clearly visible to players at the opposite end of the table. On the other hand, I didn’t want to radically depart from Arneson’s original material. So what I ended up doing, basically, was redrawing the entire map.

The map above is based on this map from Domesday Book #13:

Blackmoor Village - Dave Arneson

An even older version of this map was made available on Havard’s Blackmoor blog:

There were a few places where I was tempted to make alterations/corrections. But I ultimately decided to remain as true to this original map as possible. (There is exactly one exception to this, and it shouldn’t be too hard to spot.)

For the version given to my players, however, I did decide to roll the clock back: Jenkins Hill is not yet (and may never be) Jenkins Hill in this version of Blackmoor, nor has the Great Svenny built his freehold. So this will be the version of the map I give to my players:

Blackmoor Village (Original Player's Version)

You can click either of these maps to download high resolution copies.

Go to Part 11: Blackmoor Player’s Reference

The Birth of Wolves - Franz Marc (partial)

Go to Dream Pacts (Part 1)


BRALLA, THE LOST CHILD

Appearing as either a young girl or boy, Bralla is a lost child – a symbol of either confusion or lost innocence (or both).

Spirit Circle: 1st

Binding DC: 17

Physical Sign: An extra shadow in the shape of a small child.

Influence:

  • Must give aid, guidance, and direction to those who are lost.
  • Must help any child in need or pain.

Granted Powers:

  • Confusing Touch: As a standard action, a creature you touch suffers confusion, as per the spell, for 1 round per three effective binding levels you possess.
  • Purity of the Mind: At all times while bound to Bralla, you cannot be affected by mind-affecting spells or effects.

CYNOTHIA, THE BLEEDING KNIGHT

One of the Knights of the Dreaming, Cynothia appears in a suit of armor dripping with her own blood. She represents chivalric sacrifice.

Spirit Circle: 2nd

Pact Check DC: 20

Physical Sign: A coagulation of blood forms around your body, creating a suit of protective armor.

Influence:

  • Will not leave an injured comrade behind.

Granted Power:

  • Blood Armor: Cynothia’s blood armor protects you. Its quality depends on your effective binding level. You do not benefit from the blood if you have suppressed Cynothia’s physical sign.
Effective Binding LevelArmor Created
2nd-4thmasterwork full plate
5th-8th+1 full plate
9th-12th+2 light fortification full plate
13th-16th+2 moderate fortification full plate
17th-19th+4 moderate fortification full plate
20th++4 heavy fortification full plate
  • Damage Reduction: Cynothia’s blood armor also grants you DR 1/piercing. This values improves by +1 per four effective binding levels (2/piercing at 4th level, 3/piercing at 8th level, and so forth). At 12th level this protection becomes DR 4/magic and piercing. You do not benefit from this damage reduction if you have suppressed Cynothia’s physical sign.
  • Shield Ally: As a standard action, you can swap locations with any visible and willing ally within 5 feet per two effective binding levels. A suit of blood armor forms around your ally, you swap places within your armor, and then the blood armor around your ally dissolves. The movement does not provoke attacks of opportunity. At 7th level you can use this power as a move action. At 13th level you can use this power as a swift action. You cannot use this power if you have suppressed Cynothia’s physical sign.
  • Warrior’s Proficiencies: At all times while bound to Terrior, you are considered proficient with all simple and martial weapons, all armor (heavy, medium, and light), and all shields (including tower shields).

FACE OF STARS

Spitzer's Orion

If you climb to the top of the highest mountain and look up, the starry sky of the Dreaming will speak with you. It has seen all the things that have ever been and speaks with the weary wisdom of the world’s age.

Spirit Circle: 2nd

Pact Check DC: 18

Physical Sign: In darkness you glow as if illuminated with faint starlight (providing dim illumination within 5 feet).

Influence:

  • Dislike going indoors.
  • Linger in old and historic locales.

Granted Powers:

  • Appraiser’s Loresight: As a standard action, you gain a +10 insight bonus on Appraise checks to determine the value of an item you touch.
  • Creature Loresight: As a standard action, you learn something significant about a creature (living or dead) that you touch. You can only use this ability on a particular creature once per day per five effective binding levels. Go through this list, in order, and you learn the first bit of lore you do not know:
    • Creature’s race or type
    • Creature’s name (if none, then skip)
    • Creature’s class (if none, then skip)
    • How the creature died (if not applicable, skip)
    • Creature’s most recent, basic goal (obtain food, carry out orders, etc.)
    • Creature’s attitude towards you
    • Creature that this creature interacted with most recently (other than you)
    • Creature’s most valuable possession (if any)
    • Location of the creature’s home or lair (if any)
    • Creature’s alignment
  • Memory’s Prescience: As a swift action, you know the contents of a 20-foot-radius burst centered on yourself as if you had taken 10 on a Search check in a prescient burst of how the space came to arrange itself in its current configuration. You can use this ability once per day per effective binding level.
  • Object Loresight: As a standard action, you learn something significant about an object you touch. You can only use this ability on a particular object once per day per five effective binding levels. Go through this list, in order, and you learn the first bit of lore you do not know:
    • Age of object
    • Name of the last creature to touch the object (if any, other than you)
    • Race of last creature to touch the object (if any, other than you)
    • Name of the object’s creator (a natural object was created by nature)
    • Race of the object’s creator (if any)
    • Object’s purpose
    • Materials that make up the object
    • Location of the object’s creation
    • Name of the most recent owner of the object (if any)
    • Magical ability of the object (if any, random if more than one)
  • Resist Scrying: Your connection with the Faces of Stars places part of you above the normal constraints of reality. At all times while bound to the Face of Stars, you gain a +5 bonus on saving throws to resist scrying attempts.
  • Whisper of the Stars: While bound to it, the Face of Stars murmurs constantly into your ears, allowing you at will as a free action to make a bardic knowledge check with a bonus equal to your effective binding level + Intelligence modifier.

GENNA, THE SHADE SKULKER

Genna is an urban dream spirit. A small mass of animate, solidified shadow with vaguely human-like features of a particularly canine cast, Genna dislikes open confrontation. He has been known to harass dreamers, cruelly pelting them from the shadows with thrown stones and worser things. From the shadows he speaks with a sibilant venom, but when forced into an open confrontation he will whine and pout until allowed to return to the shadows he loves.

Spirit Circle: 1st

Pact Check DC: 15

Physical Sign: Shadow grows to twice its normal size.

Influence:

  • Enter sunlight only if no other options exist.
  • Won’t start a fight and skittish when combat is likely.

Granted Powers:

  • Low-Light Vision: At all times while bound to Genna, you gain low-light vision. If you already had low-light vision, you gain the benefits of the Superior Low-Light Vision feat.
  • Precise Shot: At all times while bound to Genna, you gain the benefits of the Precise Shot feat.
  • Shadow Dweller: At all times while bound to Genna, gain a +4 competence bonus on Hide checks.
  • Skulk’s Proficiencies: At all times while bound to Genna, you are considered proficient with all ranged weapons.
  • Twin Shot: At all times while bound to Genna, you gain the benefits of the Twin Shot feat.

ILLIKI, THE LAMP’S FLAME

Illiki is the manifestation of the light of civilization. He appears as a mischievous, dancing flame of insatiable curiosity.

Spirit Circle: 1st

Pact Check DC: 20

Physical Sign: Hands wreathed in flame (harmless to the pact-maker).

Influence:

  • Cannot use the Hide skill.
  • Must seek an explanation for the mysterious.

Granted Powers

  • Darkvision: You gain darkvision 60 feet.
  • Fire Exultation: You can shoot forth a line of fire as a standard action. The line is 10-feet per effective binding level (maximum 50 feet) and deals 1d6 points of fire damage per effective binding level (Reflex save, half damage).
  • Flaming Hands: Although Illiki’s flaming hands are generally harmless, at will as a free action you can manifest them as a true flame (which is still harmless to you). You can use the flaming hands as a natural weapon that deals 1d6 points of damage (plus your Strength bonus).

LUNESCA, MAID OF THE FEATHER

Lunesca appears a young maid with milky skin, pure white hair, and ebon eyes. She is clothed in a covering of her own feathers, which can be appear either snow-white or jet-black. A raven rests upon one of her shoulders; a dove rests upon the other. She is a friend to all birds, and while she has the intensity of the hawk she can also possess some of their flightiness of personality.

Spirit Circle: 2nd

Pact Check DC: 18

Physical Sign: A living cloak of white or black feathers, which sprout from the shoulders and fall down to the back of the knees.

Influence:

  • Cannot be cruel to any bird.
  • Cannot imprison any living creature.

Granted Powers:

  • Lunesca’s Call: As a standard action, you can call either a dove or a raven. It generally takes 1d4 minutes for the bird to answer your call, but you must be in an area where birds are capable or likely to reach you. You can have a total number of doves or ravens summoned at any time equal to your effective binding level.
  • Lunesca’s Friendship: At all times while bound to Lunesca, birds have an attitude of friendly towards you. (At the DM’s discretion, this may extend to bird-like creatures which are not animals.)
  • Messenger of the Dove: As a full round action, you can dispatch a dove to deliver a message, as per an animal messenger spell.
  • Ravensight: At will, you can choose to look through the eyes of one of Lunesca’s ravens. You have complete control over the bird and can see what it sees and hear what it hears. Use the bird’s skill checks to determine the result of its actions and observations (Hide, Spot Listen, etc.). Use your skill bonuses to derive information from its observations (Knowledge, Sense Motive, Spellcraft, etc.). While looking through a raven you are oblivious to your own surroundings except through the sense of touch. As a free action you can switch your view between ravens or back yourself.
  • Swarm of Ravens: As a standard action, you can command one of Lunesca’s ravens to summon a swarm of ravens. The raven will shake loosing its feathers, and each feather will transform itself into another raven. This functions as per a summon swarm spell, except you can direct the swarm to move as you wish.
  • Voice of the Dove: Whenever one of Lunesca’s doves is present, you can speak to birds as per a speak with animals spell (using the dove as a translator).

MASQUERS

Strange creatures of the Dreaming, masquers slip quietly into the dreams of sleepers and assume the role of actors – playing out whatever parts the dream requires. In such dreams they can often by caught from the corner of the eye – strange, ornate creatures wearing elaborately carved and painted masks.

Masquers are not integral to the Dreaming, nor do they appear in every dream. The method by which they choose which dreams to infiltrate (if there is any) is unclear, leading some to believe they are mere parasites of the Dreaming, while others venerate them as benefactors.

Although masquers are not Spirit Lords, pacts can still be formed with them normally.

Spirit Circle: 1st

Pact Check DC: 15

Physical Sign: The face becomes a featureless white mask. (The mask can be morphed using the granted disguise self power to assume any features desired, including your own.)

Influence:

  • Occasionally fail to recognize their own name.
  • Insatiably curious about the personal details of other’s lives.

Granted Powers:

  • Disguise Self: As a standard action, as per the spell.
  • Masquer’s Tongue: You gain a +4 insight bonus on Diplomacy and Bluff checks. In addition, you can make a rushed Diplomacy check as a standard action and take no penalty.
  • Masquer’s Skills: When you form a pact with a masquer, you can choose a number of skills equal to your Wisdom bonus (if any). You gain +2 insight bonus to these skills.
  • Masquer’s Will: As a standard action, you can command a single creature within 30 feet as per the spell. At 8th level, your Masquer’s Will acts as a suggestion spell.

Special: You can be bound to more than one masquer at a time.


SARNAT, MASTER OF PORTALS

Sarnat is one of the Dreaming Guides, leading those who seek truth to the answers they desire. (At least in theory.) He wears an iron mask locked shut.

Spirit Circle: 2nd

Pact Check DC: 20

Physical Sign: The pupil of the eye becomes shaped like a keyhole.

Influence:

  • Disquieted by unopened doors or similar portals.
  • Cannot leave a lock secured.
  • Must take any keys they find and seek to find the matching lock.

Granted Powers:

  • Arcane Lockbreaker: At will, you can suppress the effect of an arcane lock spell that you touch.
  • Lock’s Touch: As a swift action, you can unlock a single lock that you touch with an Open Lock DC less than or equal to twice your effective binding level.
  • Portal Step: Once per day as a standard action, you can step through one door or portal and emerge through another. In all other ways (determining range, etc.) treat this as a dimension door spell. At 10th level you can use portal step twice per day and treat it as a teleport spell. At 15th level you can use portal step three times per day and treat it as a plane shift spell.
  • Sarnat’s Gate: At 20th level once per day as a standard action, you can transform a single door or portal into a gate, as per the spell.
  • Sarnat’s Seal: Five times per day as a standard action, you can place an arcane lock on any door, chest or portal that you touch.
  • Sarnat’s Sight: As a swift action, you can use open/close as per the spell.
  • Sarnat’s Touch: You gain a +4 insight bonus on Open Lock checks.

Go to Dream Pacts – Part 4: Spirit Lords of the 3rd and 4th Circle

IN THE SHADOW OF THE SPIRE

Session 17A: Shilukar’s Lair

The features revealed as their hoods fell back were those of goblins – but goblins possessed of sickly gray skin. More disturbingly, the eyes and mouths of each goblin had been sewn shut with thick, black string. Despite this, all of them moved with sure, fluid motions.

In the Shadow of the Spire is actually the fifth campaign I’ve run in my Western Lands setting. I believe I’ve actually previously discussed that Ptolus first appeared at my gaming table 5+ years earlier when a group passed through the city and noted its distinctive Spire as they passed from the Southern Sea back towards Deepfall Pass in the west.

Ptolus - The City By the Spire

One of the players in that campaign, Dave, was Agnarr’s creator. Two other players had also previously played in Western Lands campaigns.

One of the cool things I think you can do when running multiple campaigns in the same setting (whether concurrently or over time) is to have crossovers between those campaigns. And also to have deep, long-term mysteries that are intrinsic to the setting and which are only slowly revealed

A good example of this sort of thing, from Monte Cook’s original Ptolus campaign, is the revelation that the entire world of Praemal is actually a planar prison for demons. Everyone else is just stuck there by accident, and the demons are constantly trying to dissolve the bonds of the prison and escape. That’s the kind of thing which can be quietly true for any number of campaigns – with various enigmas suggesting the truth only for the final revelation to really blow people’s minds.

(This particular set of metaphysics, it should be noted, isn’t true of the Western Lands, which is one of the reasons why my version of Ptolus diverges from Monte Cook’s, and does so rather severely in some key areas.)

Of course, this sort of thing doesn’t require tapping into the fundamental metaphysics of the entire campaign world. Sometimes it might be, “Hey, you know Good King George? The guy who’s been the beneficent monarch ruling over the kingdom for the last three campaigns? Turns out he’s actually a mind-controlled puppet and the whole kingdom is being run by the drow. And he has been his entire life.”

It’s also fun to have references to the PCs from the other campaigns and/or the things that they did. Those enduring legacies across years of play can really invest players into the setting, knowing that their actions will resonate not just in the campaign itself, but across campaigns. That perhaps players who they have never even met will be affected by what they’ve done today.

(The most ambitious example of this I’ve ever attempted was when the players in one campaign met the future versions of their PCs from the other campaign. Have I told that story?)

On the other hand, sometimes these crossovers are just, “Hey! Remember that cool character/monster/location from the last campaign?!”

Dave, for example, recognized the name Ritharius from that previous campaign. The revelation of Ritharius’ actions later in the campaign would have carried a little extra oomph because of that, I think. (And when Dave left the campaign I made a point of building Ritharius into Tor’s background to reposition that oomph.)

These creepy goblins are a little bit of both.

They first appeared in one of the earliest scenarios I ever ran for 3rd Edition, a remix of The Sunless Citadel in which the lower levels of the scenario had been transformed into a much more horrific venue. In both cases, the nature of these goblins points towards the much deeper truth that [SPOILERS REDACTED] and also that [SECURITY CLEARANCE REQUIRED]. But mostly they would have just been a cool cameo that players from that campaign would recognize.

Unfortunately, the player who would have recognized the goblins left the campaign before they showed up. C’est la vie.

This does highlight, however, that this technique can be of arguably limited value because there is a limited audience capable of appreciating the full context of these crossovers and callbacks. I would argue, however, that when done properly these things still have value even when no one is necessarily there to directly appreciate them.

Silmarillion - J.R.R. TolkienConsider, for example, the success J.R.R. Tolkien had in using the then-unpublished Silmarillion to create mythological depth in The Lord of the Rings. Queen Berúthiel’s cats (a reference in Lord of the Rings which, infamously unlike many of Tolkien’s other “historical” allusions, was created off-the-cuff as he was writing) are also a thing, of course, but there is, I believe, both a qualitative and practical difference between such off-the-cuff improvisations and a fully-integrated body of lore.

The problem, of course, is that creating fully-integrated bodies of lore is a time-consuming process. And as cool as it can be a player digs into something and discovers that there is, in fact, a vast ocean of lore to explored there, the odds of wasted prep are quite high. Campaigns you’ve previously run, however, are inherently “fully-integrated bodies of lore”, and thus this can work both ways: Stuff you’re calling back to is “free prep” for the current campaign (you’ve already prepped it). And, on the flip-side, designing material that’s intended to be useful for campaign after campaign after campaign can be very high value prep indeed.

And, honestly, I find these callbacks and crossovers entertaining and rewarding in their own right on a purely personal level, even if no one else at the table is ever aware of it. In that sense, I am like the watchmaker who carefully filigrees the gear of a pocket watch which the owner will never be able to see: There is a pride and a pleasure in seeing the pieces of a job well done slide into place.

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

SESSION 17A: SHILUKAR’S LAIR

March 9th, 2008
The 7th Day of Kadal in the 790th Year of the Seyrunian Dynasty

The clattering commotion of the dislodged debris echoed down the vertical tunnel. The six of them looked at each other.

“We should go quickly,” Elestra said. “Before whatever’s down there to hear the noise can respond.”

“Right,” Tee said, and swung herself over the edge and onto the wooden ladder.

Agnarr followed her, cracking a sunrod and sticking it into his backpack.

At the bottom of the stairwell, Tee found herself in a plain room of worn, dull gray stone. A solid door of iron was set in the far wall.

As the others descended, Tee approached the door and inspected it. It was quite sturdy, but she was able to make short work of the high quality lock. Easing back she let Agnarr step up to the door and open it.

Beyond the door the next room widened considerably. The sole exit from this room was a set of two iron doors marked with a bas relief of a large claw. Standing directly before these doors, however, were four emaciated figures. They stood with perfect stillness, their features obscured by charcoal-colored cloaks and hoods.

After a long, silent moment in which neither the strangely disturbing figures nor the wanderers moved, Tee drew her dragon pistol and fired a shot.

The blast of energy neatly clipped one of the figures, catching it in the shoulder. The reaction was immediate: All four of the figures threw back their heads with an eery, wailing ululation and darted forward, their hands lashing forwards with fingers ending in long, tapered claws.

The features revealed as their hoods fell back were those of goblins – but goblins possessed of sickly gray skin. More disturbingly, the eyes and mouths of each goblin had been sewn shut with thick, black string. Despite this, all of them moved with sure, fluid motions.

Mouth Stitched Shut

Tee fired again and then these strange, gray goblins were upon them. (more…)

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