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

SESSION 39B: SHIVVEL, SLAVES, AND GOLD

June 14th, 2009
The 22nd Day of Kadal in the 790th Year of the Seyrunian Dynasty

Treasure chest and bags filled with gold coins and gold bars

With the way cleared by Agnarr, Tee slid through the secret door. The hall beyond ended in a chamber of finished stone. Several empty crates had been stacked to one side of the room, and there were a handful of sealed crates on the opposite side. Near the sealed crates were two open crates containing small bundles wrapped in paper.

Cutting open one of the bundles, Tee discovered that it contained a brick of shivvel. At a quick estimate, she guessed that each brick contained a hundred doses of shivvel (each worth 2 sp), and there must be nearly four hundred bricks stored here.

It was clear, however, that there had once been much more of the shivvel stored here. Tee suspected that the destruction of Linech Cran’s operation was continuing to affect the ratlings’ supply.

Poking around the rest of the room she discovered that a section of the wall could be removed, revealing a detailed map of the Warrens with several locations marked with crude symbols.

Map of the Warrens, several buildings marked with red X's and O's

There was also a secret door leading to another chamber, this one empty except for an iron coffer. A quick inspection of this revealed that it was set into a depression on the floor – opening or moving the coffer would shift its weight and trigger the release of a gas (which Tee guessed would prove poisonous). She quickly disabled the mechanism and flipped open the coffer, revealing a mixture of silver and copper coins that she estimated to be worth about 350 gold crowns.

“If they’re running a major drug operation here, this isn’t nearly enough money.” (Not that this stopped her from levering the coffer into her bag of holding.)

Her suspicions proved true: There was a second secret door. Although locked, she was able to open it with the keys she had taken from Silion and Urnest, and thus discover what appeared to be the true treasury: Eight copper coffers filled with gold and silver worth almost 8,000 gold crowns.

There was also a ninth coffer marked with the skull sigil of the Deathmantle cult. It contained six masterwork daggers set on a shaped-cushion of black velvet; their blades glistening with a dark red Ptolus: Deathmantles Cult Symbol - Copyright (c) Monte Cook Gamespaste. (When Tee showed them to Ranthir, he was able to identify the paste as hellblood venom — a poison distilled from the blood of demons that, when brought in contact with a mortal wound, would cause the blood to thin and bleed more rapidly.)

In one of the copper coffers there was also a box of ebony. This contained four strange, round disks about 8 inches in diameters. Crafted from a stainless steel, each seemed possessed of strange, interlocking joints – as if they were complicated, three-dimensional jigsaw puzzles coated with viciously serrated blades. The sight of them made Tee uneasy. She carefully shut the box and slid it into her bag of holding.

Tor, meanwhile, had found himself standing over the dead body of a ratbrute in a long hall. Taking in the details of his surroundings for the first time, he discovered that there were four barred slave pens built into the walls of the hall. He approached the nearest one, and found nearly a half dozen prisoners. They cowered away from his light as he approached, but he quickly reassured them that he and his friends were there to help. He quickly visited the other pens, finding over a dozen prisoners in total (many obviously in very bad states of health).

A long, damp-eaten table was shoved up against one wall. It was covered in a variety of yellowed papers, half-eaten food, and the like. Tor quickly looked it over, trying to find a key. Instead, he found the withered, bloody stump of a human hand casually tossed in amidst the general clutter. His stomach churned. Quickly gathering up the papers, he told the others to keep a watch over the hall leading to the south, and then went back through the northern tunnel to find Tee, hoping that she would be able to pick the locks on the pen doors.

When Tor arrived, Tee was in the process of loading the crates of shivvel into her bag of holding. “Prisoners? I didn’t know we’d found prisoners!”

Tee hurried back through the tunnels. “There’s a secret door right there,” she mentioned in passing.

“How do you know that?” Tor asked.

“I can smell the rat-stench seeping through it.”

Once she had reached the slave pens she was able to make quick work of the locks. While the others discussed what they were going to do with the prisoners, Tee looked through the papers Tor had gathered up. They were mostly accounting of the comings and going of the slaves (others were completely illegible due to the poor condition in which they had been kept), but a particularly well-drawn map caught her attention.

SEWER ROUTES TO THE COAST

This well-drawn map details a route through the sewer tunnels leading to two undescribed locations near or on the Coast. One, leading north from the Blessed Bridge, appears to terminate near the Docks; the other, leading south from the Blessed Bridge, somewhere in the Warrens.

Ranthir, meanwhile, was feeding the malnourished slaves while Tor gently questioned them. It turned out that most of them had been freshly captured off the streets of Ptolus, many from the Warrens. Several were obviously shivvel addicts and easily preyed on. There was an elven prisoner, however, who had a different tale to tell: He had lived in the village of Onsafal in the Teeth of Light. He and most (if not all) of his village were captured by slavers and then sold through the black markets of Freeport. He had arrived at the Docks, been taken to a warehouse, and then sold to the ratlings.

Tee, joining the telling of these tales towards their end, removed the iron coffer of copper and silver she had taken from the false treasury. This money she distributed among the slaves. Elestra and Nasira, meanwhile, were getting increasingly worried about the dark, unknown depths of the unexplored southern passage.

“We need to get them out of here,” Tor said.

“And we can’t just leave them to find their own way,” Elestra said.

Running the Campaign: Clues Linking Scenarios Campaign Journal: Session 39C
In the Shadow of the Spire: Index

Strange Passage

The spell was cast, and just in time. You and your friends were in dreadful need of respite, and you gratefully climbed up the rope and through the unseen portal.

Now you’re huddled in a small, featureless room of stone that has been conjured into some proto-dimensional pocket by your party’s sorcerer. A single small window looks out into the material plane.

And then, in the middle of the night, you hear something…

…tap. tap. tap.

A tapping on the wall.

…tap. tap. tap.

From the far side of the wall.

After a few minutes it stops.

Maybe you panic and drop out of the rope trick. Maybe you stick it out until morning. But that’s it.

For now.

But the next time you crawl up into a rope trick (or maybe it’s the time after that)…

…tap. tap. tap.

…tap. tap. tap.

When the tapping stops, maybe you listen at the walls. Is that whispering you hear?

And then, whether it’s after hours or days, the tapping comes again. And it goes on longer this time. It lasts for several minutes, and then — BAM!

Something on the far side slams into the walls of the rope trick hard enough to make the whole thing shake. Maybe the window back to the real world cracks.

There’s no question now. Something out there is hunting you. And what, exactly, is beyond these inert little gray walls of seeming sanctuary?

Maybe you decide to dig out. Maybe something digs in. Maybe the next time you come up into the rope trick you find a neat little hole burrowed into the wall.

If you’re looking for inspiration on what might lie beyond the rope trick, Mark Z. Danielewski’s House of Leaves seems like it might be a good place to start.

Red autumnal leaves slightly obscure a misty road that curves through the forest (Credit: robsonphoto, edited)

A much more literal “layer” you can use in conjunction with a hexcrawl is a pointcrawl. You can actually imagine a hexmap and a pointmap both being used to depict the exact same swath of the game world.

But since hexcrawls and pointcrawls are both designed to handle geographic movement through an environment, why would you want to do this? Wouldn’t it just be redundant?

Not exactly, because hexcrawls and pointcrawls both look at the environment in different ways and specialize in handling different types of movement. A hexcrawl allows freeform movement in any direction, while a pointcrawl organizes the world into specific paths between points.

You can perhaps appreciate the distinction most clearly by looking at roads & trails.

While it’s certainly possible to resolve travel along a road using the procedures of a hexcrawl, in practice I’ve found that it can be quite awkward. In a typical hexcrawl procedure, there’s all kinds of decision points and resolution points that become redundant or overly complicated when the PCs are following a road. (For example, the PCs can’t really become lost.) Tracking progress through a hex while traveling by road is more fiddly than it needs to be, and also calls attention to the fact that the rigid specificity of the road is at conflict with the abstract nature of the hex. Even referencing hex keys along the road is more complicated than it needs to be.

Meanwhile, the types of decisions the players (and their characters) are going to naturally start wanting to make while traveling along a road are quite different from the decisions they’ll want to make while exploring freely through the wilderness. This creates a mismatch between the actions they’re declaring and the choices you need them to make in order to resolve the hexcrawl procedure.

In short, you’ll find yourself frequently fighting the procedure rather than using it.

THE ROAD MAP

So as you’re prepping your hexcrawl, you may want to take the time to prep a pointcrawl of the region, with a pointmap detailing all the major roads and trails. In my experience, you’ll also want to include the major rivers, since it’s quite common for PCs to use these as navigational paths.

These roads, rivers, and trails will likely also appear on your hexmap, of course, and give you the freedom to resolve travel along using either the procedures of the hexcrawl or pointcrawl, whichever one seems most appropriate and useful at any given moment.

In fact, I would do everything possible to keep these two layers in sync with each other.

If you’re starting from a hexmap, refer to the hex key as you set up the pointcrawl and:

  1. Make sure to include every On Road / On River encounter located along the path.
  2. Check for Visible landmarks that aren’t technically on the path, but would be seen while traveling along it. It’s quite likely that these should be included as points on your pointmap.

You probably don’t need to think about the mountains visible to the north while traveling along the Old Keep Road, but “midway between Northpoint and the crossroads you can see the ruins of an old lighthouse on an island off the coast” is a milestone you’ll want to mention.

Conversely, if/when you end up adding new points to your pointmap, you’ll usually want to make sure they also get added as On Road locations in your hex key.

BESPOKE PATHS

On that note, during actual play in your hexcrawl, your players will very quickly begin forging bespoke paths through the wilderness.

Sometimes this will be a deliberate action, which is what the trailblazing rules are for: The PCs are specifically marking paths with trail signs so that they can follow them later.

But it’s even more common for de facto paths to emerge during play: To get to the Violet Halls, we head east from Maernath until we hit the river, then follow the river southeast into the Gloomboughs until we reach the island with the standing stone. From there we turn due south towards the mountains until we reach the broken stone gate.

If you learn to recognize these bespoke paths as they emerge and add them to your pointmap, you’ll make life much easier for yourself. By resolving the journey as a prepared path, you’ll be able to much more efficiently and effectively resolve these trips through known territory, and spend more time pushing ever deeper into the Violet Halls.

(And, of course, if the PCs ever get lost along the way, you can be bounce back into the hexcrawl procedure and begin figuring out where they end up.)

In some cases, you may also discover that these bespoke paths fade away again (e.g., when the PCs have finished exploring the Violet Halls, the path they followed to get there stops being relevant). If so, and if you find your pointmap getting a little too crowded, there’s nothing wrong with pruning these paths away so that you can focus on what’s relevant.

(I do recommend archiving pruned paths somewhere that you can find them again, though. You never know when the PCs might suddenly decide to return to the Violet Halls.)

OTHER POINTCRAWL LAYERS

Pointcrawls are an incredibly versatile scenario structure, so it probably won’t surprise you to discover that there are more ways to use them in conjunction with a hexcrawl than simply an alternative navigation layer.

For example, consider an underdark tunnel system that links various dungeons keyed to your hexmap, but which can also be used to reach deeper and even more dangerous locations.

Pointcrawls can also be very useful for subhex navigation, which will be the topic of another addendum.

Back to Hexcrawls

Skulls from the Sedlec Ossuary

DISCUSSING
In the Shadow of the Spire – Session 39A: Chamber of Bone

Tee felt the ratlings throw their weight against the door, but she was able to hold it against their charge.

Tee signaled for the others to back up out of the chamber of bone, bracing the door against another pounding from the ratlings on the other side. Then she jumped back herself and, as the ratlings charged through, shot out the pillars of bone.

A cascade of bone collapsed. Several of the ratlings, pouring into the room, were struck about the heads and shoulders; one was even knocked unconscious by a particularly heavy chunk of pelvis. Others slipped and tripped, their feet turned treacherously by the shifting mass beneath their feet.

In Rulings in Practice: Traps, I said that you’ll know you have the balance right when the players start harvesting supplies from the traps or finding other ways of turning them to their advantage. In practice, this is probably a specific application of a wider principle: The more time players spend creatively interacting with stuff in the game world, the more you’ll know that (a) you’re succeeding in including cool stuff that’s bringing the world to vivid life and (b) that you’ve got great players.

Conversely, if you’re a player, pay attention to your character’s surroundings and look for opportunities to turn them to your advantage.

In this case, my players were very on top of things. Here’s what the key for this room looked like:

AREA 8 – BONE CHAMBER

The walls of this chamber are stacked high with bones — human bones. They have been arranged in intricate and detailed patterns with an effect which is entirely ghastly. Four pillars of interlocking skulls and femus reach from the floor to the ceiling.

Handout: The Bone Chamber

Bone Pillars: Any blow to one of these pillars (AC 3) will cause it to collapse, causing a cascade of bone. Characters within 5 ft. of the pillar must make a Reflex save (DC 15). On a failure, they are dazed and must make a Fortitude save (DC 12) to avoid being stunned.

Swinging Weapons: Characters who swing weapons within range of a bone pillar must succeed on a Reflex save (DC 10) to avoid striking the pillar. Alternatively, they can carefully avoid the pillar while making their attack — this requires no saving throw, but does impose a -2 penalty to their attack rolls.

(This room was inspired by the Sedlec Ossuary. The handout consisted of photos from the actual ossuary, which you can see in the linked campaign log.)

In addition to just being a creepy room, I’d intended for the ratlings to take advantage of the environmental hazard. The PCs, however, were savvy enough to be suspicious of the ones, realize they were precarious, and then almost immediately turn the situation to their own advantage.

In this case, the idea of the bone piles being precarious had occurred to me during prep. But the key thing is just including the bone piles as set dressing in the first place. Even if I didn’t have an answer prepped, a nigh identical scene could have emerged simply from the players asking, “Do the piles look unstable?”

Of course, it’s not just the bone stacks they’re using here. They start by using the door to control the start of the campaign, giving them time to estalblish their tactical position (as we’ve also discussed in Running the Campaign: Battles at the Door). And then, at the end of the fight, Agnarr rips the crossbow bolts out of his shoulder and uses them as improvised weapons!

When you fill your description of the world with interesting details, you’re providing the raw ingredients. Once you’ve done that, it become very easy for the whole group to start cooking.

Campaign Journal: Session 39BRunning the Campaign: Clues Linking Scenarios
In the Shadow of the Spire: Index

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

SESSION 39A: CHAMBER OF BONE

June 14th, 2009
The 22nd Day of Kadal in the 790th Year of the Seyrunian Dynasty

Sepulcher of Skulls

They headed north along the tunnel. It quickly straightened out… and then dumped into an open sewer channel.

Agnarr stooped to the ground and quickly examined it for tracks. “They’re wading.”

Elestra wrinkled her nose. “That’s disgusting.”

But there was no way to follow the ratlings’ trail through the sewage. So they backtracked to the T-intersection. There they pulled Silion’s body out of Tee’s bag of holding, placed a black hood over her head, and had Nasira use her holy touch to heal her wounds.

Silion resisted their questioning, at first feigning unconsciousness and then proving stubbornly intransigent. “I don’t talk to humans,” she snarled.

“She’s not human,” Elestra said, pointing unhelpfully to Tee.

“She can’t actually see me,” Tee snapped. “And I’d like to keep it that way.”

“We could cut her whiskers off,” Agnarr suggested. Silion snarled.

“Last chance,” Tee said. “Where are the children?”

Silion laughed. “You’re too late! Malleck has them!”

Tee slammed a dagger into her heart. They re-secured the collar and stuck her back in the bag.

“Maybe her tongue will be looser next time we wake her up,” Ranthir said.

“If there is a next time,” Tee said darkly.

CHAMBER OF BONE

The northern tunnel was effectively a dead end for the time being, so they turned south. In this direction the tunnel twisted several times, and then opened into a cramped chamber stacked high with bones – human bones. The bones had been arranged in intricate and detailed patterns with an effect that was entirely ghastly. Four pillars of interlocking skulls and femurs reached from the floor to the ceiling, supporting a vaulting horror of skeletal remains.

Tee saw that these pillars were particularly precarious and warned the others to be careful. They hung back while she proceeded cautiously into the midst of the bones. The tunnel continued further to the south, but Tee took the time to carefully examine the ghastly nooks and crannies of the chamber. In the far corner she found a section of bones that could be pulled free, revealing a hidden door in the wall beyond.

She opened the door just in time to see half a dozen ratlings charging down a long hall toward her. With lightning reflexes she instinctively slammed the door shut again and threw her shoulder against it. She felt the ratlings throw their weight against it, but she was able to hold it against their charge.

Tee signaled for the others to back up out of the chamber of bone, holding the door against another pounding from the ratlings on the other side. Then she jumped back herself and, as the ratlings charged through, shot out the pillars of bone.

A cascade of bone collapsed. Several of the ratlings, pouring into the room, were struck about the heads and shoulders; one was even knocked unconscious by a particularly heavy chunk of pelvis. Others slipped and tripped, their feet turned treacherously by the shifting mass beneath their feet.

Agnarr and Tor had positioned themselves in each of the narrow tunnels leading out of the chamber and the brunt of the ratling charge had been disrupted. They easily held their ground against the dazed and confused ratlings… Or, at least, they did until a ratbrute came trundling around into the southern corridor behind Tor’s defensive position.

The ratbrute thrust his greatsword at Elestra (who had thought herself perfectly safe behind Tor’s broad shoulders). She gave a little cry of outrage as she ducked out of the way. Nasira, standing next to her, backpedaled rapidly towards Tor.

With a flurry of his blade, however, Tor finished off the ratlings facing him and turned to face the ratbrute – which fell back towards a larger chamber to the south in the hope of getting a better (and wider) footing. Tor denied it the opportunity – pursuing it down the hall with quick steps; parrying its large, awkward blade; and slicing it up with vicious, lightning-spiked blows.

The two remaining ratlings in the chamber of bone – facing Agnarr and seeing what had happened to their comrades – fell back through the secret door. Agnarr gave pursuit, ripping an axe from his bandolier and hurling it from the door. The axe caught one of the ratlings in the shoulder, but the ratling – hissing and snarling in rage – ripped the blade out of its own body and hurled it back at Agnarr, catching him in the shoulder, as well.

Agnarr fell back a step, giving both ratlings an opportunity to draw hand crossbows. They fired, both striking Agnarr in the opposite shoulder.

Agnarr roared. He charged down the length of the hall, ripped the bolts out of his shoulders, shoving one into the heart of a ratling and plunging the other into the eye socket of the second.

Running the Campaign: Using Scenery & Turning Traps Campaign Journal: Session 39B
In the Shadow of the Spire: Index


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