The Alexandrian

Captain Marvel - Brie Larson

The Hero’s Journey is over-hyped, largely because so many people using it really just mean, “I watched Star Wars once and i thought it was pretty dope.” And also because it’s an example of people using a critical apparatus designed to analyze content as a tool to create content, and the result of that is usually poor and often results in cookie-cutter narratives.

But the Hero’s Journey is more than “I watched Star Wars once and I thought it was pretty dope,” and it’s worth checking out Campbell’s original writing on the subject. Campbell’s treatment is very complex and made up of many modular parts that can be slotted into the macro-structure of Departure-Initiation-Return.

Which brings us to Captain Marvel.

The story in Captain Marvel does fall into the basic pattern of the Hero’s Journey. But it’s a really cool example of it because the non-linear presentation of that story deliberately obscures the Hero’s Journey, and then unifies its revelation to the audience with the hero’s revelation of self, thus narratively unifying both Crossings of the Threshold.

Let me unpack that.

The opening beats of the Hero’s Journey are the Departure:

The Call to Adventure, in which Carol is transformed by the explosion: “The hero goes forward in his adventure until he comes to the ‘threshold guardian’ at the entrance to the zone of magnified power.” The threshold guardian in this case is Yon-Rogg. Carol defeats the guardian as trickster, outwitting him and targeting the power core instead of engaging in direct confrontation.

The Belly of the Whale, in which Carol is brainwashed by the Kree: The belly of the whale represents the separation of the hero’s known world and self. In this case, Carol literally leaves her entire world (and her entire self) behind.

(Note that the “Meeting the Mentor” beat sometimes found in the Departure is in, fact, absent from this particular Hero’s Journey because there is no Campbellian mentor figure in the story.)

I’m not going to analyze every step of the Hero’s Journey in the film, because the key point is what happens at the opposite end of the structure: The Hero gains the Ultimate Boon and then Returns to the World they left behind, Crossing the Return Threshold and becoming the Master of Two Worlds. My point is that these final beats and the Crossing of the Return Threshold are narratively unified to the original Crossing of the Threshold because the moment in which Carol crosses the threshold is revealed to us in this moment and it is, in fact, Carol recovering and, importantly, ACCEPTING and EMBRACING her memories that signifies the Crossing of the Return Threshold.

This is an incredibly clever and very intricate use of the Hero’s Journey, greatly intensifying its impact by folding it back on itself. You see the beginning and the end simultaneously, like an ouroborus wyrm swallowing its own tail.

But the film also does something else even more unusual and clever with the Hero’s Journey structure: The entire Kree psyops campaign targeting Carol is structured as a dark inversion of the Hero’s Journey. In this structure, the first meeting of the Supreme Intelligence is positioned as Meeting the Mentor. Being captured by the Skrulls is the primary guardian of the threshold, and the Earth is positioned as the “unknown and dangerous realm” in which Carol’s adventure takes place. At the end of the film, the Supreme Intelligence tries to position Carol’s refusal to come back to the Kree as a Refusal of the Return (another classic beat in the Hero’s Journey), with the implication being that she must claim the Ultimate Boon (of the tesseract) and Cross the Return Threshold by coming back to the Kree.

It’s only by rejecting this dark inversion of the Hero’s Journey that Carol can achieve her true apotheosis.

Trollskull Alley - Map

Go to Part 1

As described in Chapter 2 of Dragon Heist, before the PCs can reopen Trollskull Manor they first have to first get it fixed up and ready for business again. The following events should be intermixed with the PCs’ first faction missions and similar activities. Adding one or two additional urban adventures into this time frame can also be an effective way of pacing this material.

A CONSOLIDATED REFERENCE OF THE MANOR’S HISTORY

  • Owned by Ulkoria Stonemarrow. She sold the tavern to go adventuring.
  • Sold to a family of shield dwarves. They fell on hard times and sold it to a woman named Arissa Mirthkettle.
  • Mirthkettle converted the building into an orphanage. She turned out to be a hag who was cooking and eating the children.
  • The building was then abandoned for several years, haunted by its horrible reputation.
  • A half-elf named Lif took over the building and converted it back into a tavern.
  • Lif was killed in a terrible accident 40 years ago when one of the support beams on his ale casks broke and collapsed on top of him.
  • A couple named the Morleys bought the property and attempted to reopen it, but the haunting of the property combined with the economic recession which preceded Lord Dagult becoming Open Lord saw them go bankrupt.
  • The property changed hands several times, but with no serious efforts to occupy it.
  • A small halfling clan named the Curlbottoms bought the property around 1476 DR. They didn’t reopen the tavern, using the property exclusively as a residence for until 1484 DR when they moved to Neverwinter, caughter in Lord Dagult’s dream of rebuilding the city.
  • Most recently, Emmek Frewn attempted to purchase the property at public auction, only to be outbid by Volothamp Geddarm (who was interested in researching its “haunted history” for his next book).

FIRST TIME AT TROLLSKULL

The first time the PCs show up Trollskull Manor, the Three Urchins are playing inside.

  • Nat is a lanky, 10-year-old deaf Illuskan girl with a wooden toy sword. She is the leader of the group and communicates using a sign language that she invented and taught her friends.
  • Jenks is a portly 9-year-old Turami boy with a cloak, a toy wand, and a stuffed owlbear “familiar”. He’s shy around strangers but brave when it comes to helping his friends.
  • Squiddly is a slim 9-year-old tiefling boy with an eye patch, a small bow, and a quiver of toy arrows. He rarely thinks before he talks or acts.

They’re rampaging around, playing some sort of fencing/tag game with swords.

TALE OF THE TROLL SKULL: They claim the mansion is haunetd by the ghost of a troll skull.

DURING RECONSTRUCTION:

  • If friendly, the urchins will help sweep up. Holler on street corners to attract customers. And so forth.
  • If hostile, they’ll break windows (20 gp each) and cause other mischief.

THE POLTERGEIST

LIF: Half-elf, former bartender. Haunts the building now.

  • Objects levitating or thrown
  • Disappearing objects
  • Knocks, rappings, footsteps
  • Message written in the dust: “CLOSING TIME”, “LAST CALL”
  • Physical attacks

APPEASING: Fixing the building up to become a tavern slowly wins Lif over. (Eventually starts helping out.) If not, Lif becomes increasingly hostile.

GUILD VISITS

In place of the one-time expenses found on p. 41 of Dragon Heist, the PCs will be approached by an endless array of guild representatives. Roleplay out as many of these encounters as seems entertaining. Not all of these guild services are required, and others can be negotiated.

REPAIRS
Carpenters’, Roofers’ and Plasterer’s Guild (Soukaev, repair roof and walls)250 gp
Cellarers' and Plumbers' Guild100 gp
Guild of Glassblowers, Glaziers, and Spectacle-Makers (Colera)250 gp
Guild of Fine Carvers (make a new sign)50 gp
SERVICE DEPOSITS
Launderer's Guild100 gp
Dungsweepers’ Guild (Gassan; clean up dung on the streets)25 gp
Loyal Order of Street Laborers (clean up everything else)50 gp
Stablemasters’ and Farriers’ Guild10 gp
SUPPLIERS
Fellowship of Innkeepers (Broxley Fairkettle, p. 41)25-100 gp
Vintners’, Distillers’, and Brewers’ (Hammond Kraddoc, p. 41)50-1000 gp
Guild of Butchers (Justyn Rassk, p. 41 – threatens them without bribe)3 gp per delivery
Bakers' Guild25-100 gp

During this time, also mix in the first visits from Emmek Frewn (Dragon Heist, p. 42) as he begins plotting against the PCs.

STAFFING

The PCs will also need to hire staff: A bartender, barmaids, and cooks. How many of each will depend on how many shifts they want to remain open each day. (PCs may also be tempted to fulfill some of these roles themselves, but they’ll quickly learn that balancing a regular day job with adventuring is probably an impossible task.)

BARTENDERS

Lif: If the spirit of Lif can be pacified and befriended, he makes an excellent bartender.

  • The “Lif” is a custom drink special with some form of liquor (which varies each night) on the bottom and ale on top. It’s not entirely clear how the ghost is achieving this perfect separation.

Mosp: A blue-and-green-scaled kobold. Mosp has a reptilian palette and his drinks don’t always sit quite right in mammalian mouths. If he’s the bartender, however, Trollskull Manor will attract a large reptilian and draconic crowd.

Lillian Haekin: A Zakharan woman, Lillian has a modest command of liqueurs, but her true mastery is in teas. She will arrange with Fala Lefaliir of Corellon’s Crown to supply the Manor with a dizzying variety of foreign teas.

BARMAIDS

Ryba: Ryba is a wererat and a member of the Shard Shunners (see “Emmek Frewn” below). She tries to get hired as a halfing waitress so that she can work mischief.

Althaea, Elthaea, Ulthaea: These mysterious star elf triplets float through the air while sitting in a perfect lotus position. Their silver hair stands upright in a halo around their heads. Likely interview questions include:

  • Can you walk on your legs? “We have not in a very long time.”
  • Can you serve drinks from that position? [They use telekinesis to deliver a drink to the questioner.]
  • Why are they interested in working as barmaids in Trollskull Manor? “We have received a divinatory vision that we are needed here. We shall work for you for a period of twelve months. So it is written. Also, tips are important.”

Patric Nivka: Patric, an Illuskan lad, was kicked out of his parents’ house last week when his parents discovered he was dating a half-elf named Tanya Pav. He needs a job and a place to stay. (Letting him stay in a room upstairs or giving him an advance on his paycheck will help solve the latter problem.)

COOKS

Isgrigg & Dupere: Just ordinary humans. They left their last gig because the bar transformed into a tinker gnome hotspot. “And if you’ve ever seen thirty-five tinker gnomes all working on the same project while drunk… well, I like my jobs to be a bit less explosive if you know what I mean.”

Turgattan Thornhammer: A dwarf chef and former adventurer. He lost his former adventuring companions in the Serpent Hills. He lacks references, but assures the PCs that he handled the cooking for his companions every night for three years, even when that meant boiling things best left unboiled. And if he could do that, then he can certainly handle a night’s shift in a kitchen with a well-supplied larder! If the PCs actually taste his cooking, they may quickly conclude that his former adventuring companions were the ones to lose him. (This is a bad hire.)

Reynardo Greenleaf: A half-elf mage who uses various cantrips to create truly remarkable concoctions. His dishes are marvels to behold; often with their components performing intricate dances across the intricately carved plates and platters and stranger dishware they’re delivered upon. His ministrations earn the Trollskull Manor an artiste reputation, but the problem is that Reynardo “does not work to a clock.” Service is slow, and becomes a serious problem if/when the Manor’s popularity grows.

GRAND OPENING

If you’re using the Alexandrian Remix, I recommend timing the Trollskull’s grand opening for Ches 19th, the Spring Equinox/Fey Day. Taking advantage of the Fey Day celebrations will help propel a large launch, and it will also allow a couple days of normal operation before the Twin Parades on Ches 21st and the fireball on Ches 22nd.

The details of the Grand Opening are heavily dependent on the specific plans made by the PCs, of course. In addition to any specific invitations they may extend, you can randomize other significant guests normally. Or you might want to spend some time customizing a list based on which NPCs the PCs have had good rapport with so far. I recommend that the guest list should include:

  • Renaer and Floon, assuming the PCs have not alienated them in some way
  • One or two representatives from the other residents of Trollskull Alley, particularly if the PCs have made a point of introducing themselves
  • The Three Urchins, whether they’re friendly or not

Give some thought to whether or not Emmek Frewn is in a position to disrupt the Grand Opening. If the PCs have taken precautions, it’s probably better to let the Grand Opening succeed… and then have Emmek Frewn’s bastardy complicate matters on their second night.

Go to Part 3: Patron Tables & Events

Dragon Heist - Trollskull Manor

In Chapter 2 of the Dragon Heist campaign, the PCs are rewarded with the deed to an abandoned inn named Trollskull Manor. The expectation is that they will rehabilitate the abandoned building and re-open the tavern, integrating themselves in Waterdhavian sociey and laying down the sort of roots that can really make an urban campaign meaningful.

For Trollskull Manor to truly become the centerpiece of your campaign, however, you’ll need to make the tavern truly come alive. Part of that will be letting your players take the lead in designing and decorating the manor just the way that they want it, so that it truly becomes their place. A place that they can call home. But once the tavern opens, your job is to make the tavern truly come alive; to make it more than just a place where they can take a long rest.

That’s where A Night in Trollskull Manor comes into play. Using the Tavern Time system, it provides a selection of flexible tools and the simple structure you can use with those tools to bring the tavern’s common room to life each and every night. Those tools include:

  • Patron Tables
  • Events
  • Topics/Agendas
  • Patron Roleplaying Templates

To get maximum use out of A Night in Trollskull Manor, you’ll want to familiarize yourself with the Universal NPC Roleplaying Template.

TAVERN TIME

For each night at the tavern:

1. There is a 1 in 1d6 chance that an Event will occur that night.

2. Roll 1d6 to determine the number of significant patrons in the tavern that night, then use the Patron Table to randomly determine which patrons are present. If a result of “Renaer’s Friends” is rolled, roll on the Patrons – Renaer’s Friends table to determine the final result.

3. Look at the Topics/Agendas for the patrons who are present. Generally speaking, you can use one per patron or just select one from among the patrons. When in doubt, default  to the first unused bullet point. Supplement or replace these topics with other major events occurring in your campaign.

Using this material is as much art as it is science. The random tables serve as an improv prompt, thrusting different elements together in unexpected ways in order to prompt the frisson of your own creativity as a GM. Once the players start interacting with the patrons and the emerging situation, things will develop in even more unexpected ways. Roll with the punches and see where it all takes you. Don’t be afraid to make bold, strong choices that can completely disrupt the status quo.

USING PATRONS: Note that the significant patrons present on a particular night may all clump together in a single interaction, or they may be separate interactions happening simultaneously or spread out over the course of the evening. Even if various patron interactions do start out separate from each other, don’t be afraid to have them crossover and collide with each other as the events of the evening continue to play out.

Pay attention to which NPCs resonate with the players: Who do they find interesting? Who do they like? Who do they enjoy interacting with? Find ways to keep bringing those characters back. Reincorporate them into other facets of the campaign (and vice versa).

USING TOPICS/AGENDAS: These are conversational gambits, interpersonal developments, or needs that a particular patron has. Think about what reactions the other patrons present in the tavern that night will have to the topic or agenda as it occurs.

You should be able to very quickly reference this material and then rapidly generate a 5-10 minute roleplaying interaction any time the PCs choose to engage with the common room. (In some cases, of course, these interactions will also expand to the players’ level of interest and take more time to fully resolve.)

DESIGN NOTES

The patrons used for A Night in Trollskull Manor draw heavily from the Dragon Heist campaign itself. This is intentional, deliberately reincorporating NPCs so that Blackstaff Tower - Steven E. Schendthe life of Trollskull Manor’s common room is intertwined with the rest of the campaign.

Many other patrons, particularly Renaer’s friends, are drawn from Steven E. Schend’s Blackstaff Tower. This novel — which is a delightful romp of pulp fiction — was the first introduction of characters like Vajra, Renaer, and Meloon who would return in Dragon Heist. Schend’s other creations — like Osco, Lord Toryln Wands, and Elra Harsard — were so much fun that I wanted to find a way to bring them into the campaign, too. (Reading the novel, however, is not required to make use of this material.)

On that note, it should be mentioned that A Night in Trollskull Manor will work particularly well with the Alexandrian Remix of Dragon Heist, but the remix is also not required and you should get great results even if you’re just running the base version of the campaign.

Part 2: Setting Up Trollskull Manor
Part 3: Patron Tables & Events
Part 4: Patron Topics & Agendas
Part 5: Patrons
Part 6: Renaer & Friends

Addendum: Manor Menu

 

 

IN THE SHADOW OF THE SPIRE

Session 19A: Routing the Shuul

Ptolus - The Foundry

Tor had caught sight of Tee out of the corner of her eye. Tee, looking down the street, saw Tor give an almost imperceptible nod of acknowledgement. Tee gestured frantically down towards the front door, trying to make Tor understand that Shilukar was heading their way.

Let’s briefly review what brought us to this point.

First, back in Session 17, Shilukar managed to escape when the PCs raided his lair.

This was not the expected outcome: Once the PCs tracked down his lair, I’d assumed that Shilukar would be either captured or dead by the end of their raid.

Second, the PCs chose not to immediately take the Idol of Ravvan from Shilukar’s lair, considering it to be too dangerous for them to handle.

This was not the expected outcome: I’d assumed the PCs would loot the Idol. When they left it in situ, I was left scrambling and had to look at the totality of the scenario I had designed to figure out what would happen next.

The short version is that there was a third party that had been keeping Shilukar under observation and they took advantage of the unguarded lair to sneak in and grab the Idol. (I’d created this third party to satisfy the Three Clue Rule by providing one possible path the PCs could follow to Shilukar’s Lair. The PCs never followed the trail that would have taken them to this clue, but that didn’t mean the third party observers weren’t still there.)

The PCs wouldn’t directly cross paths with this third party until much, much later in the campaign, but it would ultimately result in the creation of a completely new scenario in Act II. If you’re reading this several years in the future, you can track where the Idol ends up, look at the campaign-transforming consequences that happen as a result, and kind of have your mind blown when you look back and realize it all boils down to this one decision.

Third, the PCs very cleverly think to hire Shim to find Shilukar.

Before this happened, I actually assumed that the PCs had basically completely failed here: Shilukar was in the wind and there was no clear path (or, at least, no prepared path) by which they could find him before the deadline he had given Lord Zavere expired. I assumed the next time they saw Shilukar, he would be a well-protected “guest” of Castle Shard.

(Another interesting decision the PCs make here at the dawn of Act II: To not tell Shim that they had lost their memories and to NOT hire him to investigate their period of lost time. I had really assumed that one or both of these things would happen, which would have potentially revealed a lot of new information about what they had been doing.)

Fourth, because the PCs had hidden their identities from Shilukar during Session 17, I had (for various reasons) concluded that Shilukar would blame the Shuul for the assault on his lair. As a result, I noted in the campaign status document for Session 18:

09/08/790: Shilukar is reported to have broken into a Shuul facility.

Shilukar also wanted his Idol back, and if he thought the Shuul had it I figured he would go looking for it.

As a result, however, when the PCs asked Shim to track down Shilukar, I looked at the totality of my notes, made some skill checks for Shim, and concluded that he must have somehow discovered the upcoming heist.

“I don’t know what you’re doing in Agnarr’s room, but Shilukar is planning to attack the Foundry in the Guildsman’s District in less than 30 minutes. If you want him before dawn, this will be your only chance.”

All of which ultimately brings us to the PCs staging a raid on the Foundry in order to capture Shilukar, who is simultaneously staging a raid on the Foundry.

Why the Foundry? Well, I hadn’t specified which Shuul facility Shilukar would have been attacking overnight. The Foundry, however, is the only Shuul facility which is thoroughly detailed in Monte Cook’s Ptolus, including – most importantly! – a map. When you’re faced with unexpectedly improvising an entire scenario in the middle of a session, it’s not bad practice to default to whatever tools you’ve already got at your fingertips.

So at this point I:

  • Grab my Shilukar stat block.
  • Go to page 186 of Ptolus and grab the map of the Foundry.
  • Go to page 133 of Ptolus and grab the stat blocks for the Typical Shuul Agent.

Ptolus - The Foundry (Map)

I look at the map and:

  • Since it’s the middle of the night, conclude that the Foundry is mostly shut down for the night.
  • Figure out what sort of guard the Shuul would place on the facility: Guards go here. A pair of patrols around the outside of the building.
  • Ask myself, “How would Shilukar broach these defenses?”

You saw the answers to these questions in Session 18C (which is when all this improvisation was going on).

At that point, I can turn things over to the players.

They sneak up and put the building under observation. They see the two patrols circling the building. Tee’s player asks me if there’s a blind spot in which she could sneak into the building. I look at the map: I’d decided the patrols were equidistant around the building to maximize their field of view, but because of how the warehouse sticks out on one side of the building… yeah, there’s an unusually long period during which neither patrol would have their eyes on that corner.

From this point forward, I’m just playing the scenario: I know what Shilukar will do. How do the Shuul respond to that? As the PCs take actions, how do all of my NPCs react to that? Having put the pieces into play, now I’m free to just live in the moment and see what happens.

FINISHING TOUCHES

Because we had to wrap for the night before the raid on the Foundry was finished, however, I was able to spend some time between sessions polishing things up. This was particularly relevant when it came to the lower level of the Foundry, which I was able to spend a few minutes fleshing out with a proper key.

In addition to being able to give some meaningful thought to what various projects the Shuul might be working on down there, this also gave me the opportunity to seed the Foundry basement with a number of clues pointing to other nodes in the campaign.

And as we’ve been discussing unforeseen outcomes and long-ranging consequences, consider the letter they find from Maeda to Brother Savane down there.

That letter doesn’t exist if the PCs don’t make some very clever choices to bring them some place I never thought they’d be. And it also probably doesn’t exist if the timing of the sessions had been a little different, the raid hadn’t been split up across two sessions, and I hadn’t gotten the extra prep time to write it up.

And it literally changes everything in the campaign.

This is Session 19. You can literally go to Session 119 and discover that the entire session is dependent on this letter existing and the decision Dominic makes as a result of it.

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

SESSION 19A: ROUTING THE SHUUL

April 13th, 2008
The 8th Day of Kadal in the 790th Year of the Seyrunian Dynasty

Elestra grabbed a couple of the rifles out of the crate she had pried open and handed one to Ranthir. Ranthir smiled. His magical skills were not yet very advanced, and so he had often felt like something of a sixth wheel whenever they had found themselves in a tight spot. The firepower he held in his hands now might help him to be something more than an observer.

Agnarr, thinking this was all a good idea, wedged his toe under one of the rifles that had fallen from the hands of the Shuul agents lying before him. With a quick jerk he flipped it up into his left hand, keeping his greatsword clenched in his right.

The Foundry was rocked by an explosion, accompanied by a massive gout of flame in the materials storehouse.

Ptolus - The ShuulThe two Shuul agents passing below Tee in the second foundry stopped in their tracks for a moment, frozen in shock. Then they began to turn back towards the front of the building…

Unfortunately, Ranthir’s reactions were faster. His ears recognized the aural hints that told him the explosion was a magical extrusion of primal fire, and he leapt towards the nearest door. Ripping it open he was confronted by the two Shuul agents. The agents arrested their turn and lowered their rifles at Ranthir. “Who are you?! Don’t move!”

Agnarr reacted quickly, shoving Ranthir out of the way and taking his place. “We’re friends! We’re trying to stop Shilukar!”

“Get out here!” (more…)

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