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Ptolus - In the Shadow of the Spire

IN THE SHADOW OF THE SPIRE

SESSION 6B: RETURN TO THE DEPTHS

April 29th, 2007
The 21st Day of Amseyl in the 790th Year of the Seyrunian Dynasty

Elestra did, in fact, feel much better come the morning. The group felt that they would need more magical healing before their endeavor was complete, so they took the time to stop by Myraeth’s Oddities and pick up a partially spent wand of healing before heading back to Greyson House.

They found that the watchmen had left. In their place, the front door had been crudely boarded shut. Agnarr casually ripped the boards off the door, and the party headed back down into the dusty tunnels.

Agnarr carried Elestra across the pit of insanity, and the rest of the party crossed without incident. About two hundred feet further down, the tunnel abruptly ended in an open doorway. A brass frame in the shape of a door dangled useless from a broken hinge and old dusty shards of glass lay scattered on the ground.

Beyond the door there was a large chamber of the same cream-colored stone. Thick filigrees of dust and grime suggested long neglect and emptiness. Off to the left and the right there were sturdy iron doors. Across the chamber the hallway seemed to continue.

Testing the doors, they found one of them locked. Tee tried to pick the lock, but failed, so they decided to try the other door, which was unlocked. Opening it, however, they found nothing more than a short hallway with another door at the end of it.

Ranthir, meanwhile, noticed that the hinges for the first door were on this side of the door. He pointed this out to Tee and Tee was able to pull the hinges out. Then Agnarr stepped up and heaved the door to one side.

Behind the door they found a set of narrow, cramped hallways. There were many more of the sturdy iron doors.

Tee headed carefully into the area, keeping her eyes peeled for any sign of danger. Reaching an intersection she peered down another hallway and spotted a corpse near the end of it. She beckoned Agnarr to follow her closely and began making her way down towards the corpse.

About halfway down the hall, Tee suddenly started sweating profusely. She wiped the back of her hand across her forehead and, when she pulled it away, she was horrified to find it covered in blood. Looking down at her arms she could see that blood was literally oozing out of her pores. “Oh gods! Get out! Get out!”

Tee and Agnarr rushed back out of the cramped hallway into the larger room where the rest of the group was waiting. After a panicky description of what had happened, the group ascertained that Tee was no longer bleeding (although her clothes had become hopelessly stained). Agnarr had never been afflicted at all. Tee wondered if, perhaps, it was a curse which affected only those of elven blood. Agnarr decided to head back into the area and see if the corpse was, in fact, an elf as well.

But as Agnarr drew near the corpse he, too, found himself afflicted by the bloodsheen. He started to turn back towards the entrance, but as he did so the corpse suddenly lurched to its feat. In his booming voice, Agnarr cried out: “By the red elk!” He drew his sword.

The dry, gray skin of the corpse cracked open as something tore itself out from the inside, like a snake shedding its skin. It emerged as a glistening mass of raw muscle, pulsing with thick veins of crimson-black blood. Its fang-like teeth glittered as its mouth parted in a ghastly, hissing, guttural growl.

Agnarr retreated to the intersection and held his ground there. Tee, hearing his oath, rushed in as well, taking up a position behind him and using her longbow to shoot over his broad shoulders.

The undead monstrosity, pulling free from the dry husk of its former flesh, dashed down the hall at them. As it drew near, the bloodsheen returned – coating their flesh in a scarlet which gleamed in the flickering light of Agnarr’s sword. It made the barbarian’s grip on his sword slick, and he struggled to bring it to bear in the narrow quarters. Meanwhile, the monstrosity’s claws darted in again and again, raising hideous bleeding welts.

Elestra tried to work her way into a position where she could attack the creature too, but as she worked her way around the massive barbarian she inadvertently left her back open to the undead horror, which didn’t hesitate for a moment before tearing a huge, gaping gash across her back. She managed a single feeble and ineffective swing of her blade and then cried out in pain as her skin broke out with the bloodsheen and the wound on her back gushed a sudden torrent of blood. She fell to the floor, unconscious.

At that moment, a sudden pounding came at two of the doors behind Tee. She spun around and lowered her longbow as a desiccated corpse battered down one of the doors and shambled through it into the hallway. She fired true, but her arrow seemed to simply stick in the dead flesh of the creature.

Dominic, meanwhile, rushed in – hoping to heal Elestra and Agnarr. But the bloodsheen took him and weakened him and he was forced to turn back.

Ranthir fired bolts of eldritch might at the first creature. These had some effect, but did not seem to dissuade it. But Ranthir, in studying the creature, saw now that its wounds were visibly healing themselves.

Tee fired another arrow at the second creature. This seemed to knock it back a step, but still had little effect. So she dropped her bow and drew her dragon-hilted longsword. A tense battle between steel and claw ensued, while at her back Agnarr bled from wound after wound after wound.

With Elestra bleeding to death, Tee struggling, and Agnarr becoming weaker with every passing moment, it seemed that flight was the only possibility. Dominic stepped as close as he dared and called upon the might of his god to drive back the foul abominations. He repeated his call to the Father and raised his holy symbol high, but the creatures still fought in a frenzy.

Agnarr, trying to clear a clean path of escape for Tee, attempted to physically push his foe back down the hallway… but a claw snapped out and left a gaping wound in the side of his neck. He stepped forward again and, this time, managed to force it back a step – but he earned another grievous wound to the opposite side of his neck in payment for it.

At that very moment, Dominic’s holy strength found some meager purchase: The desiccated corpse clawing at Tee turned in sudden terror and fled. Tee, seizing the opportunity, plunged her sword deep into its exposed back. It jerked and then collapsed into a cloud of dust.

Tee cried out in joy. Agnarr turned to see what was happening… and left himself perilously open as he did. The creature’s claw found a crease in his sturdy leather armor and dug deep. The sheer force of the blow slammed Agnarr into a corner of the wall, and when the claw ripped free it was followed by a gout of blood. Agnarr fell to his knees and then collapsed.

Tee, badly wounded herself, fled for her life. She raced through the outer chamber and back into the long hall.

Ranthir was out the door before her, but Dominic – the words of his holy invocation still echoing on his lips – was laggard in his escape. The undead thing, bursting into the chamber on Tee’s heels, saw the seemingly defenseless priest and rushed straight at him. Its razor-like claw lashed out, punching deep into the priest’s stomach.

Blood bubbled to Dominic’s lips, but there was a strength deep in the priest’s frail frame – a strength born of his god perhaps. He smiled through the pain – a sickly grimace – and the words of his prayer grew loud again. He grasped the forearm of the creature – still buried in his stomach – with one hand and held it tight as he reached out with the other…

A single burst of holy light and it was done. The creature crumbled back into the dust from whence it had come and to which it now rightfully returned.

Dominic sagged to one knee. His hand closed over his ghastly wound and, with a gentle wave of holy energy, sealed it. Then he was quickly back on his feet and rushing down the hall to where Elestra and Agnarr lay.

Agnarr was still breathing, although his breaths were shallow and rasping. Elestra’s wounds, however, had bled her dry and her breathing had stopped for the second time in as many days. Dominic quickly spent the last of his holy strength on Elestra, barely managing to restore the breath of life to her. As she awoke, he used the wand they had purchased from Myraeth to awake Agnarr.

The pounding of fists upon iron was still echoing through the narrow halls. Something was trying to beat its way out to them. So, with Elestra’s condition hopefully stabilized, the group fled as quickly as they could back into the ancient passage and across the pit of insanity. Ranthir made sure to grab the boards which spanned the pit and pulled them across to their side.

REST AND RECUPERATION

The party was in a sorry state: The wound on Elestra’s back still ached and oozed. The two deep wounds on either side of Agnarr’s neck were still more than apparent. All of them had bled profusely from their pores, leaving their clothes grotesquely stained (except for Dominic whose holy vestments apparently shunned the filth) and their skin coated in coagulating gunk.

Despite their condition, they dragged themselves across town – attracting more than a few disdainful stares as they went. When they returned to the Ghostly Minstrel, Tellith took one look at them and shooed them back outside while she fetched some buckets of water to wash the worst of the filfth off them. There was, in fact, a specially designed trough to one side of the building which sloughed the water away.

“You can never be too prepared,” Tellith said and smiled.

“Does this happen often?” Tee asked.

“More often than my mop can bear,” Tellith replied.

When Tellith was satisfied, the party headed upstairs and gave themselves a thorough and proper cleaning.

When they reconvened in Elestra’s quarters, Dominic gave their injuries a thorough examination. He concluded that his gift of holy energy from Athor the Father would be strong enough the next day to rid them of their injuries, but only barely. As such, they would wait until the day after to journey back down to the ancient complex they had discovered.

Ranthir decided to spend the afternoon at the Delver’s Guild Library to see if he could find any reference to the blood-drenched creatures they had faced. (Perhaps they had some weakness.)

Ranthir had little luck in his research, but the rest of the party tried a different tack: They headed down to the Delver’s Guild office in the Undercity Market.

As they entered, Gorti Jurgen greeted them with a big smile. Agnarr quickly spoke up, “Do you know anything about undead who cause you to bleed from your pores?”

Gorti’s eyes grew wide, “Oh no… I don’t know anything about that.”

“Do you know anyone who would?”

“Not exactly. You should check at the library.”

“We’ve got a man on the job there already.” Agnarr looked around and tried to spot somebody with the air of experience to them. He saw a muscular, bald fellow leaning against the wall. The man had a scar which ran from his right temple down through a milky eye to his jowls. Agnarr strode over to him.

The man eyed him up and down as he came and grunted. “What do you want, barbarian?”

“Do you know anything about creatures like this?”

The man shrugged. “They sound like undead who cause you to bleed from your pores.”

“Exactly!” Agnarr jubilantly walked out.

While Agnarr had become the center of attention, Tee idly scanned the postings on the wall. She noticed that, in addition to the usual postings about equipment for sale and wanted expertise, there were several pro-Republican and several anti-Republican flyers posted as well. Once Agnarr was gone, she went over to the scarred man and asked him if he did, in fact, know anything. He didn’t.

They came up out of the Undercity Market and headed over to the Ghostly Minstrel. Agnarr had already hit the bar, hoping to soothe the ache from his wounds with a few women and a lot of alcohol.

A letter had arrived for Elestra. It was from Iltumar Shon and written in a crude hand:

Mistress Elestra—

I think I have a riddle to match your skill:

Oft I must strive with wind and wave.

They wish to capture what I must keep;

But in lying still am I strong in strife.

I can master them both if my grip holds out;

If the rocks bring succor and lend support.

Iltumar

Elestra was too tired to truly puzzle over the verse. Folding the letter carefully, she headed up to bed. The others soon followed her.

NEXT JOURNAL ENTRY

IN THE SHADOW OF THE SPIRE

Session 6A: Blood in the Depths

In which a hole in the wall leads to an unexpected labyrinth, and one pest problem quickly leads to another…

This section of the campaign is notable because the dungeon complex they begin to explore at the end of it was directly adapted into the The Complex of Zombies, a mini-module which you can purchase on Drivethru (among other places).

Adapting material from your personal campaign into a published form can be very rewarding, but there are a number of pitfalls you need to avoid.

The first thing you have to do is purge the material of any material inherited from other creators. Personal campaigns are, I fervently believe, strengthened beyond measure by becoming a beautiful mélange of influences and inputs. Copyright law, on the other hand, has other opinions.

In the case of The Complex of Zombies, fortunately, I’ve already “translated” Monte Cook’s Ptolus into my own campaign world (which I’ve been running and developing since 2000), which often has the effect of preemptively scrubbing off many of the serial numbers. But some work still needed to be done.

This process is less simple than it may first appear because you can’t just go through and delete everything. That would leave the material feeling hollow and incomplete. Nor, in my opinion, can you just replace other people’s creative content with generic versions of the same: “Generic” isn’t good. Generic lacks identity. Generic lacks interest.

So you have to go in, take this one really cool thing that has a bunch of specific context and content that you can’t use, and you have to replace it with something really cool and creative and detailed in its own right. And that usually has a cascade effect, as one change affects another. A well-designed scenario, after all, isn’t a bunch of unrelated stuff: So once you start changing some elements, the rest of the scenario can and should change, too.

(This process is often beneficial, though: Re-contextualizing material from one context into another often lends richer and unexpected depths to the new context which you might not otherwise have considered or created.)

For The Complex of Zombies, the most notable example of this was swapping out the deep background of Ghul’s Labyrinth (beneath Monte Cook’s Ptolus) for the research complex of the Sons of Jade. If I recall correctly, the Sons of Jade were an original creation for the adventure module, but I tied them into the mythology of the Jade Magi and the Lost City of Shandrala, which I had originally developed for the background of the gemstone golems I’d designed for the Penumbra Bestiary (although that background was stripped out of the final book) and which had also featured in a proposed mega-adventure in the pre-3.5 says of the D20 license. (A project which I occasionally play with the idea of returning to, but probably won’t all things considered.)

And although this didn’t really apply to The Complex of Zombies, the other thing you have to be wary of when going from table-to-page is trying to recapture the campaign instead of the scenario. For example, I’ve actually encountered multiple published scenarios where the author, seemingly out of the blue, suddenly starts talking about what the GM should do if one of the PCs falls in love with a seemingly random NPC.

This is almost certainly because that’s what happened in their campaign. In one case, this ended up being an extended subplot that chewed up almost half of the published scenario. Twenty or thirty pages of material. And I’m willing to bet hard currency that it was an absolutely, positively amazing experience at the table; probably one of those gaming memories that you’re still talking about fondly twenty years later.

But I’ll also guarantee you that literally no one else playing in that scenario will ever duplicate that precise experience. And you have to be cautious of those moments — at both the seemingly obvious macro-level, but also at the more insidious micro-level — when attempting to offer the material to other people. If you do your job well, then the odds are that the other GMs running your scenario will experience similarly amazing, spontaneous, and memorable acts at the gaming table. But they won’t be the same moments that you experienced. (No matter how much you try to craft a railroad to force that moment to come again. It’s like when things go sour in Groundhog Day as Bill Murray’s character tries to recreate the perfect day.)

Ptolus - In the Shadow of the Spire

IN THE SHADOW OF THE SPIRE

SESSION 6A: BLOOD IN THE DEPTHS

April 29th, 2007
The 20th Day of Amseyl in the 790th Year of the Seyrunian Dynasty

The party arrived back at Greyson House and found two watchmen posted outside. They gave them the scrap of paper they had been given back at the watch house and were let inside without incident.

They found that a few things had been moved around – presumably by the watch –  but for the most part the house was undisturbed. Agnarr strode confidently into the kitchen, grabbed the rope that was still tied off to the stove… and promptly fell into the basement. Dusting himself off he looked up at the rest of the party staring down at him. “Well… We had so many problems with the rope before, I figured I would just jump down.”

Tee frowned, waved him out of the way, and then lightly slid down the rope, landing gently on the floor. She moved away quickly before Dominic could fall on her again, but the others followed carefully (and safely) as she moved south into the room where they had found poor Jasin’s body.

Tee saw that the crates stacked along the wall and hiding the small crawlspace she had seen hacked through the foundation of the house hadn’t been moved. The watchmen they had spoken to had told the truth: They hadn’t found the secret passage, or even suspected that it existed.

Tee had Agnarr move the crates out of the way. With the hole clearly exposed, she could see that crates had also been stacked on the other side of the hole. Getting down on her hands and knees she crawled through the hole and gave the crates on the other side a sharp shove to get them out of the way. Too late she heard the sharp twang as a crude tripwire snapped and two flasks of alchemist’s fire dropped and smashed across her back.

Goblins – probably warned of their approach by all the noise they had made – hooted and hollered and began running towards her from out of the shadows, but with elven speed Tee rolled back out of the crawl hole, ripped off her burning shirt, and tossed it aside. (more…)

Coins of the Damned – Part 4

October 3rd, 2016

Go to Part 1

THE BLACK POUCH

The Black Pouch

The black pouch is an insidious device, designed to punish the greedy and prey upon the indigent. It appears as a normal coin bag, made out of black leather. When it is first found, the black pouch will contain a single gold coin. When someone withdraws the coin, they will lose 1 hp as the black pouch drains the living energy from their body. Unfortunately, the magic of the pouch will also work to disguise this parasitic act from the victim’s consciousness: The victim must make a Wisdom check (DC 20). If the check is a failure, the DM should keep a secret total of the victim’s total hit points (this damage heals normally).

The next time the pouch is opened, it will contain 1+1d6 coins. Each coin removed will, once again, inflict 1 hp of damage. (A Wisdom check should be made each time a character reaches into the pouch. Note that characters can remove more than one coin each time they reach into the bag.) Each time the black pouch is opened after it has been emptied of coins, it will have generated the same number of coins as the last time, plus an additional 1d6 coins.

Recipients of the black pouch will often count themselves blessed – but if they are not careful, they will be killed by their supposed boon. If the character withdraws a number of coins from the pouch sufficient to result in death, have them roll a Fortitude save (DC 20). If successful they will survive with 1 hp remaining (and be aware of what the black pouch is doing to them, if they weren’t already). If the roll is a failure, then the black pouch has drained the last of their life from them.

Those who discover the truth of the black pouch will at least count themselves lucky for the wealth it has given them. But even that, unfortunately, is nothing more than a cruel trick: The black pouch does not create the gold it offers, it merely teleports it from the nearest available source… which is almost always the money pouch of the very person drawing from the pouch.

Caster Level: 9th
Prerequisites: Craft Wondrous Item, vampiric touch, teleport
Market Price: 50,000 gp

CHEST OF ENTANGLEMENT

In many tomes of arcane knowledge, the chest of entanglement is known by the name of kingbane. To most, the origins of this obscure title are lost to the long tides of time. Those fortunate enough to have obtained a rare copy of Nardonne’s A History of the Kings and Their Follies, however, know of a tale that may lie at the heart of this matter: King Edan XIII of Oldren (a kingdom long since lost to the surface of the world), it is written, waged a long and terrible war with the elves of the wood.

In the end, Edan was victorious. But the elves were bitter in their loss, and so they plotted their revenge even as their enemies celebrated their triumph: When King Edan demanded that his new subjects gather his bounty, they did so – placing it within great chests of oaked, each carved with all the skill the elves could muster. Such skill was great, and, indeed, the chests themselves were a treasure beyond value.

But they were also a trap. King Edan marveled at their beauty, and stepped down from his throne of war when they arrived at his woodland court. “And so,” Nardonne writes, “Their trap was sprung. The king was bound and those who lurked in ambush struck. And King Edan was no more.”

Although Nardonne’s narrative does not positively identify the nature of the trap contained in the chests, the description he provides of the chests leads many to suspect they may have been chests of entanglement – the bane of King Edan.

A chest of entanglement is an ordinary, wooden chest, decorated with exquisite carvings of vines and foliage. Attempts to detect traps – either with the Rogue class ability or the find traps spell, for example – will fail, as the chest is not trapped. A successful Search check (DC 25), however, will reveal that one of the carved leaves is a concealed panel, which can be swiveled to one side to reveal a small hole, no larger than a man’s thumb. A detect magic spell will reveal a faint aura emanating from inside the chest.

A chest of entanglement is filled with two thousand gold coins. When the chest is opened, the coins will fly out of the chest and begin clinging to the skin and clothes of whoever opened the chest (if more than one character opened the chest, the coins will attack one of them randomly). The afflicted character must make a Reflex save at DC 20 once every round in order to evade the coins – a failure, however, indicates that the coins have successfully coated the character’s body, placing them under the effects of an entangle spell (-2 penalty to attack rolls, -4 penalty to effective Dexterity – characters attempting to cast a spell in this condition, or while being attacked by the coins, must make a Concentration check at DC 15 or lose the spell).

As with the spell entangle the character can escape the coins with a successful Strength check at DC 20, but the coins will continue to pursue them (forcing them to, once gain, make Reflex saves). The coins will not relent until the lid of the chest has been closed – at which point they will fly back into the chest through the concealed panel.

Caster Level: 3rd
Prerequisites: Craft Wondrous Item, entangle
Market Price: 6,000 gp

REFLECTIONS ON COINS OF THE DAMNED

The first thing I remembered upon rediscovering this article was the difficulty I had writing a new introduction that basically covered the exact same ground as the introduction from the first article.

I think this similarity of introductions also contributed to why the article lay forgotten on my hard drive for so long: I’d see the file, but end up just assuming that it was a different title for “Gilted Fiends”. In fact, “Coins of the Damned” was the original title of “Gilted Fiends” and it was changed during the development process because Dragon Magazine didn’t want the word “damned” appearing in their pages. Campaign Magazine didn’t have such qualms, and so it made sense to recycle the title for the sequel. (Which no doubt also contributed to my confusion.)

Coins of the Damned – Part 3

September 30th, 2016

Go to Part 1

COINS OF APHASIA

Coin of Aphasia

When the coins of aphasia were first created, they were known as the Coins of the Realm. These were the most impressive accomplishment of the legendary mage Salestro, who crafted a set for each of the Nine Kings. Through their diplomatic use, the Nine Kingdoms negotiated a peace which lasted for generations.

Each of these coins are keyed to the language of the kingdom from which it hails. Anyone who has the coin on their person will not only understand the language for which the coin was designed, but will automatically speak it fluently as well. Originally they served as perfect translation devices, which, as noted, helped bring peace to the land.

Unfortunately, the age of the Nine Kingdoms ended close to four thousand years ago – and the languages spoken during that age have long since been lost to time. Thus the Coins of the Realm have become known as the coins of aphasia, because those who unwittingly possess them will find themselves speaking languages no one around them will comprehend. The victim will not understand what’s wrong unless it’s explained to them (they can not only understand what everyone else is saying, but also think that they’re speaking normally).

To make matters worse, the coins take 1d20 minutes to acclimate themselves to the user’s mind (and only take effect after that time has expired). As a result, a person afflicted by a coin of aphasia may have a difficult time figuring out what’s causing the problem (since there’s no direct connection between the coin and the effect it’s having).

On a positive note, the coins have a high value in certain scholastic circles, due to their ability to function as a gateway to languages long lost to the mists of time. Some of these individuals may even have a desire to hire adventurers to find the coins.

Caster Level: 5th
Prerequisites: Craft Wondrous Item, tongues
Market Price: 30,000 gp

THE BEGGAR’S FRIEND

Beggar's Friend

The beggar’s friend was another creation of the Scarlet Coven – who, it seems, felt a certain poetic justice in using cursed coinage as a weapon against the wealthy. The beggar’s friend predated the wealth bane (described above), and was a far less demanding item for the coven to create; but, ultimately, the beggar’s friend was abandoned because it was not accomplishing the goals of the Coven quickly enough.

Any character who comes into possession of a beggar’s friend while in possession of 100 gp or more must make a Will save (DC 20). If they fail the roll, the character will be placed under a compulsion to give away half of the money they are currently carrying to a beggar. Until they fulfill this obligation, they will find it impossible to spend or give away their money. (They will also find it impossible to explain their situation to anyone else until the obligation is fulfilled.)

Nor is the curse of the beggar’s friend necessarily lifted once the obligation is ended: Unless the character thinks to give the beggar’s friend away at the same time they fulfill their compulsion, then they must make a second Will save (DC 20) or be faced with the same compulsion a second time (assuming that they still have more than 100 gp on their person). (If a character does not specifically give away the beggar’s friend, assume that they kept it.)

If a character comes into possession of a beggar’s friend while they are not in possession of at least 100 gp, then the beggar’s friend will have no effect. However, if they are still in possession of the beggar’s friend when the wealth they are carrying on their person exceeds 100 gp, the coin’s effect will begin.

Also, note that the beggar’s friend will not only take into account any of the character’s personal wealth which they possess, but any money which the character possesses or comes into contact with while the beggar’s friend is on their person.

Go to Part 4

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