The Alexandrian

Hellturel Point-Map

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Now that the PCs have gotten their bearings and received the map of fallen Elturel, we’ll switch from streetcrawling (as described in Part 5B) and begin navigating the city using a pointcrawl structure.

Pointcrawls are fairly straightforward. You can see how the point-map above has a number of keyed locations (points), connected in a node-map. PCs at one of the points can travel to any connected point.

The most literal application of a pointcrawl system is to model wilderness travel along a trail system (i.e., the connections between points are literally wilderness trails running between those locations). You might find similar utility if you were running a Neverwhere-style adventure set amidst a fantastical subway system. In either case, the pointcrawl is a player-known structure. Trivially so, in fact, because the point-map has a one-to-one correspondence with the game world: The characters can see the wilderness trails or subway tunnel that they’re following.

In the city, however, the pointcrawl system is an abstraction. It attempts to capture conceptual navigation – the way we think about traveling through a city – in a way that’s useful for the GM prepping and running the material. I believe that it can best succeed at this as a player-unknown structure. In other words, the point-map above is NOT the map of Elturel seen by the players: They interact with the city naturalistically; they don’t see the points and may not even know that a pointcrawl structure is being used.

So how does that work?

When the players indicate a navigational intention, the GM basically acts as an “interpreter” who translates that intention into the pointcrawl system, uses the pointcrawl system to resolve it, and then describes the outcome to them in terms of the fiction.

This works because we naturally think of navigating a city in broad terms. “We need to head west to Lyndale Avenue and then take that south into Edina.” What was the exact route we took west to Lyndale? Did we take 36th or 38th or 42nd or 46th? We don’t really care. (And, if we did, we’d probably still be using the streetcrawl system, right?) Particularly in a pre-GPS era, navigation was even more likely to funnel into landmarks and major thoroughfares: Cross the river at such-and-such a bridge, head east to the cathedral, and then cut south through Littlehut… and so forth.

The points of the pointcrawl match the mental model we use to navigate through a city.

If you’re still struggling to grok this, you can see the effect perhaps most clearly in Elturel at Torm’s Bridges. Here the conceptual and literal geographical navigation of the city are basically unified; the funnel effect is as literal as possible: If you want to cross the gorge between the western and eastern halves of the city, you’re going to pass through the bridges.

This conceptually remains true even when the literal geographical funnel is not so precise: If the PCs decide to head south from their arrival point to the Docks, they’re going to pass through Shiarra’s Market. Yes, it’s technically possible to take a different route that avoids the market, but in the absence of intentionality the point-map represents the general “flow” of the city.

(And in the case of intentionality, check out “Shortcuts & Side Routes,” below.)

Things you’re likely to say while running an urban pointcrawl:

  • “Crossing Waterloo Bridge, you head south past the London Eye to Lambeth Palace.” (The PCs are leaving a vampire den somewhere near Covent Garden. Waterloo Bridge, the London Eye, and Lambeth Palace are all points on the point-map.)
  • “You leave Delver’s Square and head up towards Oldtown. You pass Emerald Hill on your right, and you see the dawn hawks circling above it. Then you climb the ramp up into Oldtown and head down to the Administration Building.” (Delver’s Square, Emerald Hill, the Oldtown ramp, and the Administration building are all points. Oldtown is a neighborhood that contains many points.)
  • “You leave Trollskull Alley, head south through the City of the Dead, and enter the Trade Ward. You take Nephranter’s Street through the Court of the White Bull and then south to the Caravan Court.” (The PCs are very familiar with the city here, so the GM summarizes by neighborhood – City of the Dead, Trade District – until they’re close to the target. The Court of the White Bull and Caravan Court are the nodes here; Nephranter Street is simply a way of contextualizing the journey. The GM could just as easily say, “…and enter the Trade Ward near the Court of the White Bull, taking Salabar Street down to the Caravan Court.” or “…and enter the Trade Ward, passing through the Court of the White Bull and crossing through the bustling crowds of River Street before reaching Caravan Court.”)

In all of these examples we’re assuming that the PCs already have some familiarity (or perhaps a great deal of familiarity) with the city. When they’re exploring a city for the first time – particularly a hazardous city filled with dangers like hell-bound Elturel – you’ll want to devote more attention to (and most likely have the PCs meaningfully interact with) each point as they encounter it for the first time.

BASIC POINTCRAWL PROCEDURES

Point-Map

The basic procedures for a pointcrawl are very simple.

STEP 1 – MOVE TO POINT: Assume moving to another point takes 10-15 minutes.

Design Note: Obviously you’d want to vary this for pointcrawls at different scales. You can also have connections of different lengths, indicating the travel time along a particular route by writing a small number next to the route, but this is probably overkill for Elturel.

STEP 2 – RANDOM ENCOUNTER: Check for a random encounter (see below).

Design Note: I recommend using a fairly high probability, much like the encounter checks for a streetcrawl described in Part 5B. Descent Into Avernus recommends a 1 in 2 chance of an encounter and that’s probably pretty solid.

If you were using a pointcrawl system in a less adventuresome city and/or one that the PCs have become more familiar with, you can step down either the frequency or intensity of encounters. (Encounters in a typical city can often just be a bit of local street color; they don’t always have to be meaty interactions. In this post I discuss how I would handle encounters in Waterdeep, triggering an encounter for whatever neighborhood the PCs were going to.)

STEP 3 – ARRIVAL: The PCs arrive at the next node.

If the PCs are in a point on the point-map, you can simply follow this procedure. If for some reason they’ve slipped “off” the point-map, simply funnel them logically into the point-map and continue from there. (You might be able to just assume they’re “at” the nearest point on the map; e.g., they may not be at the cathedral, but they’re close enough that they’re basically coming “from the cathedral” as far as other points are concerned. Alternatively, if you want to get all formal with it, you can think of their current location as a “temporary node” and think about how it would attach to the point-map.)

ADVANCED POINTCRAWL PROCEDURES

Here are a couple of advanced pointcrawl techniques that you may find useful in Elturel. (You can probably also ignore them entirely.) Their use may be more immediately obvious in player-known pointcrawls (where players can directly invoke them), but they can also be useful tools for GMs looking to interpret PC actions into a player-unknown pointcrawl.

SHORTCUTS & SIDE ROUTES: The PCs want to move from one point to another without moving through the points between.  (For example, they want to go south to the Docks without passing through Shiarra’s Market.) What happens?

In some pointcrawls this might not be possible; in the wilderness it probably requires trailblazing. In a city, though, it usually just means getting off the major thoroughfares and circling around on side streets. In a safe city where time isn’t a factor, this probably just happens. Otherwise, use these guidelines:

Simple Side Routes:

  • Determine an appropriate base time. (If they’re trying to go the long way around to bypass something, you can probably set this to whatever the travel time would have been going the normal way. If they’re trying to save time by using an unorthodox shortcut, eyeball the best case scenario.)
  • Make a random encounter check.
  • Make an appropriate skill check (probably Wisdom, possibly Wisdom (Stealth) if their goal is to avoid attention). Each check they make adds an extra chunk of time (probably 5 minutes in Elturel).
  • If the check is a success, they arrive at their intended node.
  • If the check is a failure, then they’re lost and will need to make another check. If they were trying to avoid trouble, the trouble finds them. Either way, they’ll need to repeat the random encounter check and the skill check until they succeed.

Detailed Side Routes: Alternatively, you can run this process using the streetcrawling rules. Their goal is charting out the alternate route, and this is probably a distant goal (requiring them to crawl through multiple chunks of the map).

This is probably overkill, and in a player-unknown pointcrawl like Elturel it may be difficult to smoothly transition between the streetcrawl and pointcrawl structures. But this approach may prove useful in certain circumstances.

HIDDEN ROUTES: A hidden route in a pointcrawl is simply a connection between two points that is not immediately obvious; i.e., the PCs have to find the route before they can use it. In a wilderness it might be the illusory druid paths. In a city it might be linked teleportation circles or perhaps the sewers.

Hidden routes are often discovered as part of a scenario or while exploring a particular point (i.e., you’re poking around the crypts beneath the cathedral and discover a tunnel heading to the harbor). In some cases it might be as easy as making an Intelligence (Investigation) or Wisdom (Perception) check to find the route.

If the PCs go looking for hidden routes in Elturel, I recommend pointing them in the direction of the Maze — the subterranean tunnels and storehouses that lie beneath the streets. Although it’s possible to include hidden routes on a point-map (I recommend a dotted line), in this case you can probably just improvise if it comes up in play.

Go to Part 5C-B: A Very Brief Gazette of Elturel

UVG and the Black City

The Ultraviolet Grasslands (UVG) is a caravan-crawl campaign designed by Lukas Rejec. If you’re not already familiar with UVG, this whole post will probably make more sense if you read my review of the setting first.

Short version: There’s a network of nodes. Each node (or destination) is a potential market where PCs can buy or sell trade goods. One form of play in the caravan-crawl is discovering profitable trade routes between destinations (where you can buy a trade good at a low price in one destination and then sell it at a high price in another destination).

The PCs can use market research to determine the prices for trade goods. UVG has two different systems for market research: One described in the free PDF Ultraviolet Grasslands: Introduction and another in the full-fledged Ultraviolet Grasslands and the Black City.

UVG INTRODUCTION – MARKET RESEARCH

In the Introduction system, PCs can spend 1 day learning the price of a trade good in an adjacent location or 1 week to figure out the price of trade goods in up to three chained locations. For each location, they make a market check sing an appropriate skill and the result determines the price factor for that location (e.g., a result of 8 gives a price factor of 1 for the location; a result of 17 gives a price factor of 1.5). You multiply the base cost of the trade good by the price factor to determine how much it sells for in that location.

There are two things I like about this system:

  • It’s simple and straightforward. Almost effortless.
  • It requires zero prep. In fact, it’s specifically designed to be used during play, generating only those results which are relevant to the PCs.

The problem with the system is that the prices are dependent on the PCs’ skill check. At the most trivial level, this means that as the PCs increase their skill bonuses, prices will inflate across the grasslands. You’ll also get some weird plateauing effects where certain chart results drop below the minimum possible result.

UVG & THE BLACK CITY – MARKET RESEARCH

At first glance the system in Ultraviolet Grasslands and the Black City appears fairly identical to that from the Introduction. In practice, however, the system has received several tweaks which, speaking frankly, are almost entirely to its detriment.

First, a cash cost has been added to the time cost of market research. This is just fine and the intention is to probably discourage PCs from simply camping out in a “safe” destination and just grinding out market research.

Second, although the system still allows the PCs to focus their market research on a specific destination (or destinations), it can now produce results like, “Three stops away a place pays x4.” This seems fine, but in practice it muddies things up considerably by creating non-specific results. In addition, since there’s no way to directly generate these x4, x5, and x6 results for a location directly (only at a distance), the system inadvertently incentivizes the PCs to NOT explore the caravan routes and instead grind market research in the locations closest to Violet City (their origin point) in the hope of generating high reward locations as close as possible.

Third, key results are now seeded onto the results table, which makes the plateauing problem a lot worse. For example, a result of 7 determines that the location produces the trade good in question. That means anyone with a +7 skill check modifier will no longer generate locations that produce trade goods, completely warping the trade map. (How soon could that happen? Theoretically, a 2nd level character.)

Fourth, they accidentally broke the system. The Introduction system could indicate that the trade good could not be sold in a particular destination (generally due to the market being saturated with local products), but indicated that the price factor in these locations was still 1 (meaning that the PCs could buy the trade goods there at their base price).

In the Black City system, these scenarios are instead modeled with a price factor 0. But remember that you multiply the price by the price factor, so a price factor of 0 means that the price will also be 0. So, for example, you can get a result of, “But they produce it here. New source, cool.” paired to a price of 0. (And it’s unclear whether that means you can’t buy it even though it’s a new source, or if they’re just giving it away for free. But either is broken.)

Note: Now that I’ve spent a considerable amount of time ripping apart one small sub-system of UVG, I do want to take a moment to say that this is no way representative of the overwhelming quality of the book as a whole. (Seriously. Go read my review.) I would not be spending so much time working on such a relatively tiny element if it wasn’t part of a well-oiled machine.

REVISED MARKET RESEARCH

The core problem with the existing market research system is that the PC’s skill check is determining the local market price. Instead, we need to generate the demand separately from the skill check to learn the demand.

  • Spend 1 day and make an Easy (7) skill check to determine the market price for a specific trade good in your current location. If you succeed at a Very Hard (18) skill check, you gain advantage on your haggling check (see UVG, p. 176; you’ve found lead that may be more lucrative than the base local price).
  • Spend 1 week and make an Easy (7) skill check to determine the market price for a specific trade good in one adjacent location. For every 4 points of margin of success on the check, determine the market price in an additional adjacent location. (These adjacent locations can be built out in one or more chains, with the second being adjacent to the first, and so forth.)

Design Note: I’m using difficulty numbers calculated for UVG. If you’re using 5E, you can translate these to DCs based on the descriptive values (Easy = DC 10, for example).

VARIANT – RESEARCH COST: As noted above, Ultraviolet Grasslands and the Black City added a cost to these actions. You can do the same here: Local research (1 day) costs cash = local expenses. Regional research (1 week) costs cast = 5 x local expenses.

Alternatively, or in addition to this, you could give bonuses to the check if the PCs are spreading cash around. I proposed a similar system for bribing here, and you could basically use the same structure while swapping out “bribe value” for “local expenses” in UVG.

DETERMINING LOCAL PRICE – SIMPLE VERSION

To determine the local price for a trade good, simply roll on this table:

d20Price FactorNotes
10Taboo. Nobody wants it. Reactions to those known to be dealers may be openly or secretly hostile.
20No demand.
3-50.5Low demand.
6-121Normal market.
131Depressed market. Haggling checks are made at disadvantage.
14-152Illegal. Stiff penalties to dealers who are caught.
16-172High demand.
183Bubble market! 1 in 6 chance per caravan visit that market has collapsed (roll 1d8 on this table).
194The motherload! You're really in business! 1 in 6 chance per caravan vist the market has readjusted (roll again on this table).
201Source! They make the trade good here. Haggling checks are made at disadvantage; those to buy are made at advantage.

VARIANT – MARKET FLUCTUATIONS: Once per month (every 4 weeks) or between each session, check all locations with known market prices. There is a 1 in 10 chance that 1d4 prices in that location have changed. Reroll on the table.

Design Note: You may need to play with the frequency of these tests and/or the rate of change to get a satisfactory result.

DETERMINING LOCAL PRICE – COMPLEX VERSION

… but not ultra-complex.

This system determines prices by establishing the original source(s) for a trade good and then calculating local prices based on the market’s proximity to the source. It is more time-consuming, but I don’t think significantly so.

GENERATE SOURCES: Each trade good has 1d4-1 sources in the Ultraviolet Grasslands. (If there are zero sources in the grasslands, then the Violet City is treated as the source, although most likely because it is being shipped from somewhere in civilization.)

For each source, roll 1d30+1 to generate a random destination (this excludes the Violet City and the Black City).

The price factor of a trade good at its source is 1. Haggling checks to sell are made at disadvantage and haggling checks to buy are made at advantage.

CALCULATE PRICE – EASY VERSION: When the PCs do market research in a location, determine the number of weeks of travel between the location and the closest source of the trade good. The price factor increases by +1 for every two weeks of travel, to maximum of 6.

Design Note: The advantage of this method is that it be done as quickly as you can count spaces on the map. However, it will create a very uniform (i.e., boring) experience. Like a dungeon featuring perfect symmetry, there will be considerably less interest in exploration and market research will be generally devalued.

CALCULATE PRICE – STEPPED VERSION: When the PCs do market research in a location, determine the shortest path between the location and the closest source of the trade good. For each week of travel along this path, modify the price factor by 1d4-2. This cannot reduce the price factor below 1, nor above 5.

SPECIAL MARKETS: 1 in 6 markets will have a special relationship with the trade good. Roll 1d8 on the table:

d8Special Market
1They make it here! New source. (For locations closer to the new source than other sources, there is a 1 in 4 chance per month or per visit by a caravan selling the trade good that the local price will adjust to the new source.)
2Taboo. Nobody wants it. Reactions to those known to be dealers may be openly or secretly hostile. Price factor is 0.
3Taxed. Local authorities skim 1d6 x 10% off transactions... if they know about them. (Under the table deals suffer disadvantage on the haggling check.)
4Low demand. Price factor is 0.5. They just don’t care for the stuff here.
5High demand. +1 effective price factor. (This can increase the price factor to 6. Ignore this +1 when determining the price factor of the next destination along the route.) 1 in 4 chance per visit that demand has collapsed, reducing price factor by 1d3.
6Illegal. +1 effective price factor, but stiff penalties for dealers who are caught. (This can increase the price factor to 6. Ignore this +1 when determining the price factor of the next destination along the route.)
7-1 price factor. If price factor at 1, reduce to 0.5. If price factor is already 0.5, reduce to 0.
8Roll again twice.

Design Note: Rolling again twice on this table may create strange combinations. (For example, Taboo + High Demand. Or Illegal + Taxed.) Seize the opportunity to creatively explain the discrepancy. For example, if the goods are illegal, who’s charging the tax? A local crime syndicate? A strange goddess who haunts the village?

 

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