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

SESSION 33A: DOWN THE SEWER HOLE

December 28th, 2008
The 18th Day of Kadal in the 790th Year of the Seyrunian Dynasty

Protoplasmic Tentacular Horror - Midjourney

With the two cultists securely manacled, they went upstairs to deal with the tentacular horror of translucent protoplasm.

Tor and Agnarr removed the barricade of furniture from in front of the door. Then Tor kicked open the door and stepped through.

Its abode disturbed, the creature surged out of the broken cocoon and lurched its way across the room. As it came, it spat a viscous glob of acid spittle towards Tor’s face. Tor narrowly dodged the spittle and then sinuously whipped back the other way as a pseudopod lashed out towards him.

Having kept his balance despite his acrobatic dodging, Tor lunged forward with his own blade. But the creature burst apart – opening a gap through which Tor’s sword passed harmlessly.

As the creature reformed its mass, however, Agnarr slipped into the room as well, and cut down at it. The barbarian’s blade ripped into it, leaving an acrid stench as it burned its way into the heart of the creature.

This sent the creature into a frenzied rage. It spat venom randomly in all directions, catching Dominic in the eyes, and then lashed out at Agnarr with a half dozen tentacles. Agnarr managed to weave his way past a few of them, but the sheer mass of the attack overwhelmed him – four of the pseudopods struck him and latched on. These clung to his flesh and then, using them like anchors, the creature hauled itself towards him. Before anyone could react, the creature had engulfed him.

Tee tumbled into the room and stabbed at it, hoping to lure it off of Agnarr. It spat venom in response. She was struck in the face and cried out in pain, trying to wipe the blinding, burning goo out of her eyes.

Ranthir, seeing Agnarr’s plight, hurled the familiar spell of enlargement at him. At its touch, Agnarr literally grew his way out of the engulfing creature. It ripped painfully free from his body, leaving trails of blood to pour down onto the floor.

The creature retreated from the now enormous Agnarr, spitting venom into his eyes as it went. Crying out from the literally blinding pain, Agnarr swung his greatsword—

–and struck Tee! The blow cut her down where she stood.

But the wide swing also had the effect of forcing the creature back into the corner of the room, from which – with no place to flee – it propelled itself forward again, latching two of its large pseudopods onto Agnarr’s chest. As the others stared in horror, it began sucking the blood from Agnarr’s body – sending misty trails of crimson fluid pulsing through its amoeba-like body.

The barbarian, still fighting blind, raised his sword back and struck mightily at the floor directly beneath the creature. The unsupported floorboards splintered beneath the strength of the blow, and the creature fell through the hole. It tried to drag Agnarr down after it, but Agnarr’s prodigious strength held and the tentacles ripped free.

Dominic, still blind, cried out in fright: “I think the floor is collapsing! We need to get out of here now!”

Agnarr’s vision, however, was clearing now, and he could see the creature still writhing on the lower level. With a grunt he leapt up and plunged down through the hole, driving all of his enlarged weight (more than two tons) onto the creature.

With a squalmous squelch, the creature burst – spattering eddies of protoplasmic grotesquerie through the room.

Agnarr straightened up, poking his head back up onto the second floor. He saw Tee lying in a pool of her own blood. “What happened to Tee?”

His wounds were still bleeding badly, but Elestra was able to tend to that.

Dominic was regaining his own vision. “Ah!” he cried. “You weren’t that big the last time I saw you… What happened to Tee?”

Dominic was able to heal Tee’s wounds easily enough. With a grimace of pain she sat up.

“What happened to me?”

DOWN THE SEWER HOLE

They were satisfied that they had done everything they could to cleanse the apartment complex of the horrific experiments that had been conducted there (albeit while wreaking massive property damage).

“Well, at least we didn’t burn the place down.”

“We did not burn down that house!” Tee insisted.

“What should we do now?” Tor asked.

“We should hurry,” Tee said. “It’s been at least ten minutes since the fight broke out on the street.”

“Right,” Elestra said. “The guard will be coming.”

“Or more cultists,” Tee said.

“Yes. That would be worse,” Dominic said.

They collected their two cultist prisoners (replacing the manacles with knotted ropes firmly tied by Tor) and dragged them over to the hole in the back corner of the first floor. Climbing down the rope ladder they found themselves, as they had predicted, in the sewers. Tee came last, dragging a rug over the hole behind her to help conceal its presence, cutting the rope ladder, and then floating down using her boots of levitation.

They were standing at the intersection of four major sewer passages. Narrow walkways of beslimed stone ran along a wide, slowly flowing channel of raw sewage. Agnarr examined the ground and determined that the walkways to the north and west had recently seen a great deal of traffic. They suspected that was the direction the cultists would come from, so they decided to take the prisoners a little way down the southern passage instead.

Quickly searching them, they found several carefully folded and oiled silk, each of which contained some sort of alchemical substance (which Tee guessed was poison). They also turned up a thick sheath of research notes in a hidden pocket of the spellcaster’s robes. They took the time to study these and the other papers that they had recovered from the alchemical laboratory upstairs.

THE BOOK OF VENOM’S TRUTH

Brotherhood of Venom

This small, gray-covered volume is a paean to all manners of vile activities – drug abuse, sexual perversions, acts of cruelty and violence – treated with the reverence of holy ritual.

In totality, the book appears to be a cult manual for the “Brotherhood of Venom”. They worship chaos, speaking of the “slow swarm of the Elder Brood” – by which they appear to mean the slow, methodical, and (above all) secret sowing of chaos and dissolution. They perceive ordered society as a curse and seek to undermine it through a slow and steady erosion of disintegration.

Entire passages are given over to describing the basic dynamics of power and how to subvert them – serving as a generic manual n how to infiltrate the highest levels of a society through its most important individuals.

The cult prefers the clandestine. They are patient and careful, never wanting the authorities or other potential opponents to know they exist.

A name is scrawled on the inside back cover: BROTHERHOOD OF PTOLUS

THE MASKS OF DEATH

Masks of Death

This folder of blood-red leather contains a collection of associated parchments which appear to serve as something of a cult manual for a group calling itself the “Brotherhood of the Deathmantle”, the Death’s Grimace, or the Tears of Blood.

The cult serves chaos through the worship of murder and slaughter. The more chaos and fear each murder creates, the greater the veneration. Mass murder – the slaying of a whole town, a whole city, or a whole nation – is their ultimate goal.

Each cultist wears a death’s head mask, usually of copper or bronze but occasionally of iron painted skull-white. The cult frequently associates with the undead, and there is even the suggestion that the most faithful among them are undead themselves. They venerate graveyards as holy places and speak of the end of days as “the grave of all worlds”.

Much of the book is given over to the painstaking detailing of the instruments of death: The making of poisons, the care of weapons, and so forth.

Some of the manual is given over to what they would consider the ultimate religious ecstasy: The death of a god.

ALCHEMICAL NOTES ON ASKARA

These notes detail the creation of a magical poison referred to as askara. The notes appear to have been frequently altered, apparently in an effort to perfect the process. The effects of the poison are not described.

The notes appear to combine alchemical and mystical knowledge credited to both the Ebon Hand cultists and the Brothers of Venom.

OBSERVATIONAL NOTES
ON VENOM-SHAPED THRALLS

These are detailed notes on the effects of a poison referred to as askara. The poison is designed to mutate its victim in a prolonged misery that lasts for weeks or even months before the victim dies. During this time, however, the victim’s mind becomes pliable – effectively becoming a slave of those administering the poison.

When victims are injected with askara, they weaken until they collapse. Within twelve hours, their bodies secrete a dark, syrupy substance that covers them and then hardens, forming a black, spherical cocoon. Within another twenty-four hours, the victim emerges from the cocoon, mutated into a hideous amalgam of an insect-like creature and their former selves.

A large section of these notes detail the perfection of a solution that must be applied to the cocoons during the gestation period. Without that solution, the resulting creature “lacks cohesive physical form”. This solution appears to have been difficult to perfect, and was reached only after “Wuntad assured us access to the teachings of the Deathmantles”.

Other notes refer to “unexpected activity in the post-emergent cocoons” including a reference to “violet slime” and “secondary spontaneous cellular generation”, but these are not particularly detailed.

Running the Campaign: Fantasy Sewers Campaign Journal: Session 33B
In the Shadow of the Spire: Index

The Jokes of Strahd

April 1st, 2023

The Jokes of Strahd (with Pun Dog!)

Why were the PCs always getting lost in Castle Ravenloft?
The dead ends.

Did you hear that Strahd has started writing poems dedicated to Tatyana?
He went from bat to verse.

What’s Strahd’s favorite artifact?
The neck of Vecna.

What should the PCs never say when answering Strahd’s invitation?
Bite me!

Why does Count Strahd have Wizard levels?
He’s a neck-romancer.

Why are there no mosquitoes in Barovia?
Strahd eliminated the competition.

Why did Strahd join the Creative Commons?
He likes his artists open range.

What happened when the PCs ran from Strahd and he gave chase?
They finished neck and neck!

Why doesn’t Strahd go on adventures?
He sucks the life out of the party.

Why didn’t the players enjoy the Castle Ravenloft campaign?
Strahd was a real pain in the neck!

Why was everyone upset about the 10 Greatest D&D Villains list released by Wizards of the Coast?
They forgot to count Strahd!

How do you beat Strahd at poker?
Raise the stakes!

Did you know that Strahd and Auril had a love child? Unfortunately, the baby suffered from a serious congenital condition…
A severe case of frostbite.

Why doesn’t Strahd incorporate Ravenloft?
He’s not a big fan of stakeholders.

Why doesn’t Count Strahd ever go to therapy?
He’s bad at self-reflection.

After you’ve killed Count Strahd, where do you go to loot his gold?
The blood bank.

Why did Strahd need a cure disease spell?
He couldn’t stop coffin.

What should the bard play while you’re fighting Count Strahd?
Another One Bites the Dust.

Did you hear about Strahd and Tatyana?
He loved in vein.

Why does Strahd always fail his Dexterity (Stealth) check?
He can’t stop coffin.

Why did Strahd want to kill the PCs?
They drove him batty.

Why did Count Strahd have to move out of Castle Ravenloft for a month?
It was getting re-vamp-ed!

What spell does Count Strahd use to control the drawbridge on Castle Ravenloft?
Re-moat control.

Why can Strahd never take a joke?
He’s pun-dead.

Monstrous To Do - Midjourney

DISCUSSING
In the Shadow of the Spire – Session 32C: Enter Arveth

Tor had barely reached the rope on the second floor when an axe thrown from below thunked into the windowsill next to him. He ducked back… and the former prisoners panicked, scattering through the upper level – some cowering in corners, another getting ambushed by a patch of violent slime that fell from the ceiling, a third trying to climb out of a different window only to fall with a scream into the cobbled alley below.

The default goal of a dungeon in D&D is to win fights: You go into the dungeon. You encounter monsters. You kill the monsters. You take their treasure. You leave the dungeon. Hurrah!

But defaults are boring.

This particular default, though, can be pretty sneaky. You can usually spot it, though, if you keep your eye out for “clear the dungeon” scenario goals.

For example: “My scenario isn’t just some crude, kick-down-the-door dungeon crawl! The PCs need to stop an eldritch rite which threatens to sever the connection between the Material Plane the Feywild!”

Okay, sure. And how do they stop it?

“They have to find the corrupted grove and journey into the liminal realm which connects all dryad trees!”

Awesome. And how do they actually stop the ritual?

“… they have to hunt down all the cultists in the dryad-realm and kill them.”

There’s nothing wrong with a good fight, nor with a pulp scenario where you solve your problems with fists and/or swords and/or blasters. (That adventure through a corrupted dryad-grove sounds amazing.)

But as I think the current session demonstrates, having non-combat goals — whether for a full scenario or just an individual encounter — makes the combat more interesting.

The raid on this abandoned apartment building was, if I do say so myself, a thrilling scenario. Both I and the players were fully engaged, grappling with a complex, multi-level environment filled with a variety of opponents and treacherous environments.

But the instant “save the prisoners” was introduced as an additional, non-combat goal everything was ratcheted up to another level. It added layers of complexity to the tactical situation, and by virtue of inherently creating a set-up with multiple goals (the default combat goal of “take them all out” plus the new goal), it turn calculations into choices.

The example in this session also demonstrates that these non-combat goals don’t always need to come from the GM. If you create a rich environment that responds dynamically to the players’ choices and actions, they’ll merrily set their own goals and complicate their own lives.

Campaign Journal: Session 33ARunning the Campaign: Fantasy Campaigns
In the Shadow of the Spire: Index

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

SESSION 32C: ENTER ARVETH

December 20th, 2008
The 18th Day of Kadal in the 790th Year of the Seyrunian Dynasty

Arveth (Midjourney, Edited)

Tee went over to the door that the venom-shaped thrall had been guarding and found it, predictably, locked. But it was no more difficult than the last one. Swinging it open, however, she found an even more disturbing sight: Five prisoners shackled hand-and-foot to the floor.

Tor, nursing a sick suspicion, crossed to a cocoon that was enmeshed in one corner of the hall. With a single slice of his sword, he cut it open… and a vaguely humanoid form tumbled out in a gush of acidic liquid.

“Venom-shaped… Shaped by venom.” Horror and disgust were mixed evenly in his voice.

Tee moved to free the nearest prisoner. They immediately panicked. “No! Not me! Where are you taking me?”

“It’s okay. It’s okay, I’m here to help.”

As Tee worked to undo their shackles, Agnarr headed back down the hall and grabbed the unconscious spellcaster from where they’d left him in the entryway. He wanted to keep a close eye on that one.

Questioning the prisoners they quickly determined that they had been brought here only a few days ago. There had originally been eight of them, but the cultists had been taking them away one at a time. Three of them had been kidnapped from around the city (mostly straight off the streets), but the other two reported being sold through a black market slave trade of some sort running through the Teeth of Light. And one of these reported seeing a temple with a statue of a rat-shaped man in it, leading Tor and Elestra to conclude that the followers of the Rat God must be involved, as well.

ENTER ARVETH

But what were they going to do with the prisoners? Tee definitely didn’t want to be responsible for them. And she knew that the building was being watched. They eventually decided to give each of the prisoners 10 gold pieces, told them to cover their faces, run for it, and get as far away from here as they could as quickly as possible.

But as they gathered them up to lead them out the front door, Elestra and Ranthir – who were still standing in the hall – suddenly whirled towards the front door. Two people had just come in: A blond woman and a thuggish man.

The woman hissed. “Kill them.”

Then she drank a potion and disappeared.

Tee quickly shouted at the prisoners to head upstairs – there was a window with a rope: “Get out. Get out as fast as you can. Go!”

Tor rallied the prisoners and led them upstairs. Ranthir, meanwhile, dropped a thick web into the entryway – it clearly caught the thug and he hoped it had caught the invisible woman, as well.

What they couldn’t see through the thick web, however, was that both the thug and the invisible woman had ripped their way out of the web, gone back through the front door, and were circling the building.

Tor had barely reached the rope on the second floor when an axe thrown from below thunked into the windowsill next to him. He ducked back… and the former prisoners panicked, scattering through the upper level – some cowering in corners, another getting ambushed by a patch of violent slime that fell from the ceiling, a third trying to climb out of a different window only to fall with a scream into the cobbled alley below.

Meanwhile, downstairs, Tee and Ranthir were rapidly gathering up the papers and alchemical equipment from the laboratory.

Between the axe and the panicking prisoners, Tor didn’t notice the subtle shifting of the rope as the invisible woman climbed it. She appeared suddenly before him as her knife plunged into his shoulder.

Grunting heavily, Tor dragged her through the window with her dagger still buried in him and then slammed his sword into her. She crumpled in the corner.

By the time he’d yanked the dagger out, however, the axe-throwing thug had reached the window, as well. The thug took one swing with his axe – which Tor easily ducked – and then was run through the heart with the electric-arc of Tor’s return thrust.

Tor turned to Dominic. “Heal the woman, then we’ll haul her downstairs and ask some questions.”

While Dominic did that, Tor and Tee gathered up the rest of the prisoners. One of them, unfortunately, had been killed by the violet slime. The one who had fallen out of the window had broken his leg, but Elestra was able to heal that. Then they sent them on their way. “Get as far from here as you can.”

While Agnarr and Dominic kept an eye on the prisoners – making sure that they got away safely – the others quickly mopped up the various nests and cocoons left scattered throughout the complex, making sure that the cultists’ work here was completely destroyed. They left only the barricaded room with its dangerous, gelatinous tentacles, which they resolve to deal with before going down the hole.

They reconvened on the first floor. The woman (who Tee identified as Arveth, who had recruited her into the Brotherhood) and the spellcaster were traussed up in the manacles that had formerly held the prisoners.

They were in for a rude awakening.

Running the Campaign: Non-Combat Goals Campaign Journal: Session 33A
In the Shadow of the Spire: Index

Death's Revolving Door - Midjourney

DISCUSSING
In the Shadow of the Spire – Session 32B: Shaped by Venom

A beam of scintillating energy shot out from a second door – only slightly cracked – and struck the barbarian in the chest, paralyzing him completely. Agnarr was completely defenseless as one of the thralls thrust its lance-like claw through his chin and up into his skull, killing him instantly.

Oh no! Agnarr! I can’t believe this! How will his death reshape the campaign? What will be the emotional fallout? What new character will his player create?

With the entryway cleared, Dominic came around the corner, looked at Agnarr’s grievous wound, and sighed heavily.

(…)

As Tee came back inside, she saw that Agnarr was shaking his head gingerly – Dominic had resealed the bond between his soul and body.

Oh. Never mind.

For the In the Shadow of the Spire campaign, and other 3rd Edition games, I used a set of house rules for death and dying designed to narratively smooth out the “you’re dead, you’re back, you’re dead, you’re back, you’re dead” up-and-down cycle that can emerge in D&D, but it’s nevertheless true that once you start hitting the upper range of what we’d now call Tier 2 the PCs’ relationship to death shifts.

Raise dead really is a game changer.

This used to be less true. In AD&D, for example, a character could only be returned to life with raise dead or resurrection effects a number of times equal to their Constitution score. (This could eventually be surpassed with a wish spell, but obviously only at a much later point in the campaign.)

(At least in theory. The fact that 3rd Edition began eliminating such consequences because they weren’t fun is largely because a wide swath of people were already ignoring them because they weren’t fun. But I digress.)

Regardless, most D&D protagonists will reach a point where their relationship is largely unique in storytelling. Superheroes often experience a revolving door of death, but it’s rarely seen that way by the character except for comical asides or fourth-wall breaks. Video games will have stuff like phoenix down that will “revive” companions who are “dead,” but this is usually ludonarrative dissonance with these games nevertheless featuring actual death in their cutscenes.

The same sort of ludonarrative dissonance — a disconnect between the story of the game and the mechanics of the game — is something that will often crop up in D&D campaigns: You instinctively want death to have the same meaning that it does in stories or real life, but the reality is that it doesn’t. Dominic’s reaction to seeing Agnarr’s impaled corpse may be distress, but it really shouldn’t be the same emotional reaction that someone in the real world seeing their companion’s corpse would have. Because the reality Dominic and Agnarr are living in is just fundamentally not the same.

And, in my opinion, that’s OK. It’s fascinating, even.

I think there’s kind of two ways to deal with this.

First, you can try to treat death in a mid- or high-level D&D game as if it were emotionally and factually the same as death in the real world. If you take this approach, though, I think you’ll be best served if you actually house rule the game to match the vision of what you want (and sustain ludonarrative harmony). That would mean getting rid of spells like raise dead, and if you do that, you’ll probably also want to modify the mechanics around dying, your scenario design, or both.

Second, lean into it. Death doesn’t have the same meaning. So what meaning DOES it have, both emotionally and factually? And what are the unique stories that you can tell with that meaning?

A sentiment I often see in a variety of places (discussions of prequel movies, for example) is that if a character can’t die, then there’s nothing at stake. This can be a particularly alluring belief when it comes to a D&D because, other than the outcomes of specific die rolls, death IS the only mechanically defined thing at stake in the game.

But it’s not really true, of course, because the experience of playing D&D is much more than just the sum of its mechanics. And, particularly in fiction, life-or-death is often the least interesting thing at stake.

Campaign Journal: Session 32CRunning the Campaign: Non-Combat Goals
In the Shadow of the Spire: Index

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