The Alexandrian

Posts tagged ‘d&d’

Dragonlance Saga - TSR, Inc. (1984-86)

This article is going to make a lot more sense if you’re familiar with:

  • the Dragonlance Saga
  • Hexcrawls
  • Pointcrawls

Dragonlance was created in 1982 by Tracy and Laura Hickman. Tracy and Laura had self-published several D&D modules, which had resulted in Tracy being hired by TSR, Inc. While they were driving from Utah to TSR’s headquarters in Wisconsin, they came up with the idea of an epic series of modules featuring what were, at the time, all twelve types of dragons.

In 1983, TSR’s marketing department identified a common theme in their survey data: Dungeons & Dragons had lots of dungeons, but where were all the dragons? In response, proposals were requested for a dragon-themed project. Two proposals were submitted – one by Tracy Hickman and one by Douglas Niles – and Hickman’s was selected. Under the guidance of Harold Johnson, an all-star team of designers and artists was assembled.

The result was a series of fourteen modules – DL1 through DL14 – consisting of twelve linked adventures, a setting gazetteer (DL5) and a wargame (DL11). These fourteen modules are the original Dragonlance Saga, which gave rise to novels, comics, calendars, miniatures and more.

Hexcrawls are a method of running wilderness adventures. The wilderness is mapped onto a hexmap and content is keyed to each hex. Travel mechanics then determine how the PCs move through the hexmap and when/how they trigger the content keyed to each hex. You can find more information on hexcrawls in the 5E Hexcrawls series.

Pointcrawls are another method of running exploration and travel adventures. A map is prepped with multiple points connected by paths. Content is keyed to each point, and the PCs can maneuver through the pointmap by choosing one of the paths connected to whatever point they’re currently in. Pointcrawls are often used to model wilderness trails, but can have varied applications. You can find more details about pointcrawls here, and there’s an example of a pointcrawl here as part of the Descent Into Avernus Remix.

Hexcrawls, like dungeons, have been around since the earliest days of the hobby. Even before Dungeons & Dragons was published, Dave Arneson was using the hexmap from a game called Outdoor Survival to run wilderness adventures for his Castle Blackmoor campaign.

During the ‘80s, however, unlike dungeons, hexcrawl play slowly withered away. I believe there were a couple reasons for this. First, hexcrawls are not a terribly efficient form of adventure prep. Because you’re keying content to a bunch of different hexes without knowing exactly which hexes a group of PCs might visit, hexcrawls are best suited for scenarios in which the PCs will repeatedly engage with the same chunk of wilderness (so that they’ll encounter different hexes over time).

This makes hexcrawls a great fit for open tables (like Dave Arneson’s Castle Blackmoor or, later, Gary Gygax’s Castle Greyhawk), in which there are multiple groups of PCs exploring the area. But as play increasingly shifted towards dedicated tables (with a smaller number of players who are all expected to attend each session) and plot-based play, it made less and less sense to prep hexcrawls.

For similar reasons, it was difficult for RPG publishers to print fully functional hexcrawls within the constraints of the pamphlet format used for adventure supplements. Very few true hexcrawls were ever published, and those that did see print were never truly complete. TSR, in particular, would usually only print hexmaps with adventure-relevant locations keyed to them (leaving vast swaths of unkeyed territory for the DM to fill in, assuming it even made sense to do so in the first place). So, unlike a dungeon, new DMs couldn’t just pick up a published hexcrawl and run it. They also didn’t have any fully developed examples to base their own designs on.

By 1984-86, when the Dragonlance Saga was published, the industry and hobby were already at a turning point. Although TSR would continue depicting wilderness areas using hexmaps until the early ‘90s, actual hexcrawls were more or less done. (They wouldn’t reappear until the early 21st century.) It’s interesting, therefore, to look at how the Dragonlance Saga was using hexmaps as an example of this transitional period.

This was even more true because the Dragonlance Saga was a radically experimental project. Not only had nothing of this scope been attempted before, but the Saga was also a massive multimedia experience – not only the famous Chronicles trilogy of novels, but also integration with the BattleSystem™ miniature combat system and a full-fledged wargame. All of this was in service of created an epic fantasy adventure for D&D.

That might seem utterly unremarkable today. (“An epic fantasy campaign for D&D? Of course. Eighteen of them get published every month.”) But this was also something new: Del Rey Books had only recently revealed to the world that LOTR-esque fantasy epics like Terry Brooks’ Sword of Shannara or David Eddings’ Belgariad could be hugely successful, and it was this type of story that Tracy Hickman and the Dragonlance design team wanted to bring to D&D for the first time.

This meant that the designers were also trying to figure out how to do an adventure like this. So they were experimenting with adapting existing adventure design techniques and creating new techniques at the very moment that hexcrawls were dying out.

So when we look at the myriad ways that the Dragonlance Saga used hexmaps, we’re peering into an RPG skunkworks that was grappling with something utterly new and fighting with all of their ingenuity to bring players and DMs a grand experience.. Once we do that, I think we can really appreciate these innovations for what they were, and also learn from them.

REGION CRAWLS

DL1 Dragons of Despair features this hexmap:

Keyed Wilderness Map - DL1 Dragons of Despair

At first glance, this sure looks like a hexcrawl. It even features sub-hexes. (The larger, 20-mile hexes are made up of smaller, 1-mile hexes.)

But if you take a closer look, you’ll notice that the map is actually broken up into regions using thin black lines. It’s these regions which are actually keyed.

For example, the entirety of region 33 is keyed as the Kiri Valley:

The forest darkens and thickens beside an ancient trail. A cold, dry stillness hovers in the air, and the trees are knotted and bent. Everything seems to watch you.

An evil wizard died here long ago. Only his essence remains.

This technique allows Hickman’s key to cover the entire map without needing to key content to every individual hex.

If I was redoing this or taking inspiration from this, I would probably ditch the hexes entirely. Although they can be hypothetically helpful in counting out movement, they’re mostly getting in the way and badly impairing the legibility of the map.

(The 20-mile hexes do appear to correspond with a larger map printed in later modules, most notably DL11 Dragons of Glory, which we’ll discuss later. So there might be an argument for keeping those.)

JUST THE MAP, MA’AM

DL2 Dragons of Flame by Douglas Niles features an all-new, full color map of the same area which has also been expanded to the south:

Elven Mosaic Area Map - DL2 Dragons of Flame

(This is only a sample of the large map, which extends down to a fortress called Pax Tharkas. Oddly the map lists the scale as 1 hex = 2 km, but the hexes align perfectly with the DL1 map.)

This map is an extreme version of many hexmaps that would follow: Rendered using hexes because that had become the expected norm for wilderness maps, but completely divorced from any key or structure that would make the hexmap relevant.

SURPRISE POINTCRAWL

DL3 Dragons of Hope, once again by Tracy Hickman, features a large, unkeyed poster map that unifies the previous hexmaps and then adds a big region to the south of Pax Tharkas (where DL3 takes place).

The Lands of Abassynia (Edited) - DL3 Dragons of Hope

(Sorry for the poor image quality. Unfortunately, I only have a digital copy of this module and when Wizards scanned the PDF they completely botched it.)

This map seems pretty clearly intended for players, but it’s an odd one. Since DL2 didn’t feature regions, the middle of the map just… doesn’t have them.

The new DL3 regions were keyed on a separate inset map, which looked like this:

Region Map - DL3 Dragons of Hope

As you can see, the hex borders were eliminated. This makes the regions much easier to pick out, but obviously obfuscates the hexes.

The more crucial thing is that, although this looks like it’s meant to be run like the region-crawl in DL1, it’s actually keyed to work like what we would now call a pointcrawl. Here’s an example:

3. Southern Road

The broken remains of an ancient roadway glitter with windswept ice. Here and there, old monuments of stone jut from the frozen ground. Their surfaces are covered with snow-filled runes.

To the south, the way branches. The roadway, mostly covered in snow, turns to the east. To the west is a mountain pass that leaves the road. A set of footprints, short of step, follows the southwest route.

You’re not navigating by hex here. You’re choosing whether to follow the road or the pass and then you’re proceeding to the next keyed encounter along the path you’ve selected.

Go to Part 2

DISCUSSING
In the Shadow of the Spire – Session 27B: Sights of Venom

Ranthir used his more powerful spell of clairvoyance to peer into the room… and there, standing in the midst of wrecked furniture and miscellaneous debris, he saw two massive, insectoid creatures.

At the sight, he blanched.

As he watched, one of the creatures reached out with its sharp talon and literally drilled the still-drafting curtain into the wall, pinning it in place.

In our last installment of Running the Campaign, we talked about what happens when the PCs miss clues. That actually continues into this section of the session: The project site (i.e., the apartment building controlled by cultists) had been prepped using status quo design. That meant that everything inside the building was basically held in a state of plausible stasis up until the point that the PCs interacted with it.

Once Ranthir cast his clairvoyance spells, therefore, and peeked inside, that status quo was disrupted and events started playing out. One of those events was the argument between members of the Ebon Hand and the Brotherhood of Venom. My anticipation had been that some very important information would get dropped during this conversation (i.e., clues), but because Ranthir was (a) using a spell which only granted sight, not sound; and (b) he couldn’t read lips worth a damn, most of that information was forever lost.

(Well, until the PCs gained it in a different way. Three Clue Rule and all that.)

As you’ll see in future sessions, the decision here to briefly engage the project site (setting events in motion) and then almost immediately withdrawing (“Let’s get out of here.”) had a significant impact on how subsequent events would play out.

But there was also something else the PCs did here that I didn’t expect:

The apartment building being used by the cultists was one of several similar buildings lining Crossing Street. Since Ranthir would only be able to target two specific locations with his spells, they decided to scout out the other buildings to get a better sense of what the layout might be like inside the cult’s building.

This tactic emerged because I have a giant, 8-foot-long map of Ptolus hanging on my wall during sessions, which meant that the players could see exactly what these buildings looked like:

Project Site Map - Night of Dissolution (Monte Cook Games)

But such a moment could easily arise in any number of ways. The key point here is that the PCs unexpectedly went into a building I had not anticipated them going into.

Now what?

This, of course, is exactly why so many video games nail the doors shut on all the buildings in town.

IN THIS CASE…

In this case, the players’ proposed reason for going into the building conveniently gave me the solution: They hypothesized that the neighboring apartment buildings, although slightly different in size, would have similar floorplans to the project site. I had floorplans for the project site, so it was relatively easy for me to just use those floorplans as the basis for some quick improvisation.

This exact scenario probably won’t crop up that often for you, but the general principle can be more broadly applied: Grab a floorplan you already have prepped — from the current session or perhaps from a previous session — and use it.

Just like these apartment buildings, the similarity of the buildings can be quite diegetic: The world is filled with structures built to a common floorplan.

MAKE IT UP

Obviously the easiest thing for me to say is, “Just make it up.”

Easy to say and great if it works. But improvisation takes practice and, honestly, no matter how much practice you get, there’ll still be times when you come up dry. That’s what the rest of this article is for.

But before we dive into that stuff, a quick word about making it up: Don’t feel like the whole building needs to spring full-blown from your brow like Athena doing Doric cosplay. You can build it up over time, describing only what the PCs need to know at any given moment. As play proceeds, a sketchy understanding of the building will start filling in with details.

A few thoughts on this:

  • The first thing you’re likely to need is the exterior of the building. What’s the first thing that pops into you head when you think of the building? Describe that.
  • If it’s a tactical situation, a key thing here will be entrances (do more than one) and windows.
  • The second thing is to think about why the PCs are interested in the building: They’ll have probably already told you. (They’re looking for the CEO’s office. Or they’re trying to get to the roof. Or they want to hack the mainframe.) Roughly speaking, where is that stuff? First floor? Basement? Top floor?
  • Once they pick an entrance, describe the lobby or front room or kitchen or whatever it is they see when they go through that door.
  • Once again, think about where the exits are and start getting a sketchy feeling for where they might lead (with some thought for how they might connect to the PCs’ goals).

And then proceed along those lines.

But it also doesn’t have to be that complicated!

It’s very often true that you don’t actually need a floorplan at all.

For example, if the PCs have come here to meet with the CEO, you don’t need to know the whole building. In fact, you can probably just cut straight to a scene in the CEO’s office.

On the other hand, if you do need a floorplan and you need it right now (it’s a tactical situation, you’re playing with a VTT, etc.), then you can…

GOOGLE IT

Just hit up a search engine and type in whatever building type you’re looking for plus “blueprints” or “floorplans.”

This tends to work most reliably with modern buildings, but adding “fantasy” or “science fiction” to the search can often pull up what you need. (More reliably with the former than the latter.) These days if you add “RPG,” too, you’re likely to get a full-blown battlemap more often than not.

BUILD YOUR STOCK

Instead of scrambling with image searches at the table, you can get ahead of the game by building up a supply of stock floorplans for common locations.

  • 4 or 5 different houses
  • 2 or 3 warehouses
  • 3 or 4 offices buildings
  • A shopping mall

That sort of thing.

You can make a big push to assemble this in a marathon prep session, but it’s also something you can slowly build up over time: When you prep an adventure with a house, for example, tuck the floorplan for that house into the accordion folder or computer directory where you’re keeping your generic stock of floorplans. Over time you’ll just sort of accrete what you need.

Either way, you’ll slowly develop a sense of exactly what type of floorplans you’re likely to need, and that knowledge can often transfer from one setting to another. (As can many of the floorplans, in fact. Particularly if they don’t need to be seen by the players.)

RANDOM FLOORPLANS

Another option is to use a random generator to create the floorplan you need on-the-fly.

If you poke around a bit, you can find a number of online generators, like this Random Inn Generator from Inkwell Ideas. Collect these links in your digital notes and you can get something like this with the press of a button:

Random Inn - Inkwell Ideas

Personally, I prefer a more generic generator that I can use with just dice-and-paper. You can find the tool I use in my article on Streetcrawling Tools. It provides enough of a scaffold that I can iterate the rest, but is generic enough that I generally only need the one tool. That way I don’t feel overwhelmed hunting for precisely the right tool if my stock of generic floorplans doesn’t have exactly what I’m looking for.

It’s sort of the multitool of, “Oh crap, my players just went into a random building!”

NEXT:
Campaign Journal: Session 27CRunning the Campaign: Playing to the Crowd
In the Shadow of the Spire: Index

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

SESSION 27B: SIGHTS OF VENOM

September 7th, 2008
The 15th Day of Kadal in the 790th Year of the Seyrunian Dynasty

LIGHT OF A FALSE DAWN

Tee followed a long and winding path back to the Ghostly Minstrel, eager to shed any possibility of being followed. By the time she arrived, the sun was just beginning to rise past the edge of the Spire.

In the common room, Tee saw her companions sleeping around a table. Tee’s short missive had not specified when she would be returning, and so the others had waited up for her… Or, at least, waited up for as long as their stamina could endure.

After a moment’s thought, Tee decided not to disturb them yet. Instead she made her way upstairs, changed into a fresh set of clothes, and then came back down. Stretching heartily on the stairs he yawned, “Oh! That was a wonderful night’s sleep!”

She woke the others. “What are you all doing down here?”

Agnarr instantly realized what she was doing. “Huh… I must have had too much to drink.”

The others played along as well, fostering the illusion – in case there were any eavesdroppers in the inn itself – that they had all spent the evening here.

Tee, meanwhile, was trying to figure out her next step. Reaching a resolution, she made some polite farewells and then headed for the front door.

But Dominic stopped her. “Oh! Tee! What about that book you were going to loan me? You know the one… I think it was called What Happened Last Night? It sounds really interesting, but I don’t know anything about it…”

Tee smirked and all of them made their way upstairs to Elestra’s room, where they hoped they might have a bit more privacy. Once there, Tee quickly briefed them on what had happened the night before.

Once they had been satisfied, Tee made her farewells again and left the inn.

A FRUITLESS INTERLUDE WITH TEE

Tee turned out of Delver’s Square and headed up Tavern Row towards Emerald Hill. Once there, she went straight to Iridithil’s Home and Doraedian’s office.

As she entered, Doraedian looked up with surprise in his eyes. “Tee! What are you doing here? Your lesson isn’t until tomorrow.”

“I know,” Tee said. “But there’s something I need to talk to you about.”

But now that she was here, she wasn’t sure exactly what she wanted to say. She still wasn’t sure what Doraedian would think if he knew the full scope of what she had been doing, and she couldn’t bear the thought of his harsh judgment.

So she chose her words carefully, laying out – with the slightest possible amount of detail – the discovery of the apartment building in Oldtown, the involvement of the cultists, and her suspicion that they were trying to finish what Helmut had started by assassinating the Commissar. She was particularly hoping that Doraedian would know something useful about the centaur named Dilar, but he did not.

In fact, on some level, Tee had hoped that Doraedian could tell her what to do. She was overwhelmed by the enormity of what she had gotten herself involved in. But while Doraedian promised to take her concerns to the Commissar, he wasn’t sure that anything would be done about it. “You’re not giving me much to work with, Tee.”

Feeling somewhat dejected, Tee returned to the Ghostly Minstrel. She found the others gathered in Elestra’s room.

SCOUTING ON CROSSING STREET

Tee looked at them. “I think we’re on our own with this one.”

Since it looked as if the authorities weren’t going to get involved, the conversation turned to what they were going to do about it.

“Let’s kick down the front door,” Agnarr said.

Elestra, however, pointed out that Tee knew the pass-signs for the site – they could just walk right through the front door (assuming all of the watchers were as ignorant as Tee was). And the others weren’t even sure they should get involved. Or that they would be able to accomplish anything if they did.

And so, in the end, they decided to take a gentler approach. Ranthir revealed that his arcane researches had recently yielded the perfection of a spell allowing for the remote viewing of nearby locations. If they could get close enough to the apartment complex, he would be able to – at least briefly – peek inside.

Since they didn’t know who – or what – might be keeping an eye on the apartment building, they decided that it was important to keep as low a profile as possible. And since a large group would attract more attention than a smaller one, Tee and Ranthir found themselves heading up into Oldtown while the others remained behind at the Ghostly Minstrel.

The apartment building being used by the cultists was one of several similar buildings lining Crossing Street. Since Ranthir would only be able to target two specific locations with his spells, they decided to scout out the other buildings to get a better sense of what the layout might be like inside the cult’s building.

What they discovered was that all of the buildings were owned by the Vladaam merchant house. The residents were all part of the Vladaam estate and each building was run by a separate collective. Most of the people they talked to, however, proved surly and unhelpful, and it quickly became apparent that the residents of the other buildings knew little or nothing about the building being used by the cultists.

Each building was two stories tall, with a single entrance on the front opening onto a central hall with various doors leading to a dozen or so apartments. Encouraged by these similar layouts, they decided to break into an apartment in the building directly adjacent to the “project site”.

With Tee’s skills this proved to be quite simple. Going to the window they were able to look across the narrow alley between the buildings. There was a thick curtain hanging in the window on the opposite side, but Ranthir was able to use a minor cantrip to jerk it aside – causing it to flutter as if caught in a breeze.

This revealed nothing except an empty room… except that Ranthir was left with the impression that something large had moved rapidly out of his line of sight just as the curtain started to move.

Thus convinced that there might be something more interesting to see, Ranthir used his more powerful spell of clairvoyance to peer into the room… and there, standing in the midst of wrecked furniture and miscellaneous debris, he saw two massive, insectoid creatures.

At the sight, he blanched.

Venom-Shaped Thrall - Night of Dissolution (Monte Cook Games)As he watched, one of the creatures reached out with its sharp talon and literally drilled the still-drafting curtain into the wall, pinning it in place.

Ranthir kept his arcane gaze focused there for awhile, but the strange and disturbing creatures did nothing more than scuttle back towards the center of the room and settle themselves down on the floor.

When it seemed clear the creatures weren’t going anywhere, Ranthir pulled his perception out of the spell and pondered the problem of where to place his second (and last) clairvoyance.

Using a different divination, Ranthir was able to pinpoint several magical auras within the building – all of them concentrated in a room on the second floor. That seemed potentially interesting, so Ranthir placed his second point of clairvoyance and peered through…

There were three men standing in another ruined room. He quickly noted that all of them wore the broken square rings of the cultists. Two of them wore coiled viper amulets, and they appeared to be arguing – vociferously – with the third man, who had a black palm print tattooed onto his forearm.

Unfortunately, Ranthir could only look into the room. He couldn’t hear anything.

“Can you read their lips?” Tee asked.

“Perhaps…” Ranthir looked doubtful.

“Is there any way you can let me see it, too?” Tee asked. She’d often practiced reading lips as a little elfling.

“I’m afraid not.”

Ranthir could make out little of what they said, but he was able to pick out a few key phrases here and there: “The Ebon Hand won’t stand for this—“ “—the Brothers of Venom knew—“ “Wuntad will hear of this!”

Ranthir was repeating all of this to Tee. At the mention of Wuntad, she blanched. They’d known that they were almost certainly dealing with chaos cultists, but the confirmation that Wuntad was directly involved was disconcerting nonetheless. In many ways, she was terrified of him.

The argument was clearly growing hotter. The cultists were pacing around each other, shouting with red-faced rage. It became more difficult for Ranthir to make out what they were saying. And then, just before his spell came to an end, he saw one of the serpent cultists – a Brother of Venom? – begin casting a spell. He barely had time to recognize it as an enchantment of paralysis before the final strands of the clairvoyance unraveled.

He turned to Tee. “Let’s get out of here.”

NEXT:
Running the Campaign: Improvising FloorplansCampaign Journal: Session 27C
In the Shadow of the Spire: Index

Our Let’s Read of the original 1974 edition of D&D continues as we delve deeper into Volume 1: Men & Magic. Topics covered in this video include:

  • Spellcasting
  • Turning undead
  • Six levels of magic-user spells
  • Five levels of cleric spells

If you want to start watching from the beginning, you can do that here.

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Ptolus (Delvers Square) - Monte Cook Games

I think we need to start with a little disambiguation. This is NOT a review of Ptolus: City by the Spire, the incredible 700-page city supplement originally designed for D&D 3rd Edition, recently adapted to both D&D 5th Edition and the Cypher System, and the basis for my own In the Shadow of the Spire campaign.

This is a review of Ptolus: City of Adventure, an anthology of three adventures each sold separately as PDFs:

(Also not to be confused for Ptolus: City By the Spire, the graphic novel by Monte Cook and Caanan White. Although the odds of that error being made are probably significantly lower.)

The adventures are designed with the expectation that you’ll be using them in conjunction with the Ptolus sourcebook, but it wouldn’t be terribly difficult to adapt them to any urban D&D setting.

They are dual-statted for use with both 5th Edition and the Cypher System. I usually find dual-statted books very awkward and frequently confusing, but Monte Cook Games cleverly uses sidebars and iconography to clearly delineate the two sets of stats. The result is easy to read and easy to use.

SPOILERS FOR THE ADVENTURES!

DOCTRINE OF GHUL

Doctrine of Ghul - Monte Cook Games

In Bruce R. Cordell’s Doctrine of Ghul, an incomplete manuscript purportedly written by Ghul the Skull-King (an evil overlord from the history of Ptolus) has surfaced and is being promulgated through the city. Those who read the manuscript, however, discover that (a) they are cursed to die unless they finish reading it and (b) it’s incomplete, so they can’t do that.

Whether it’s the PCs who get cursed by the incomplete doctrine, someone they care about, or someone who’s willing to pay them for help, they’ll have to journey into Ghul’s Labyrinth — the vast dungeons beneath Ptolus which once served as the barracks for Ghul’s legions and the laboratories for his arcanists — and visit three locations where the missing passages of the Doctrine can be found.

Truth be told, the metaphysics and background of this whole framing device is a dog’s breakfast. The “Doctrine” is actually a fake, created by a wizard named Alberek who wants to bring Ghul back from the dead. Alberek believes that each time someone finishes reading the full Doctrine there’s a chance that they’ll bring Ghul back from the dead… so, naturally, rather than just sending out full copies of the Doctrine, he’s hidden chunks of the text underground so that people have to go adventuring to read the full Doctrine. (Even though this isn’t necessary and, if you copy out the passages, you can bring them back to the surface and have people read them.) Also the Doctrine isn’t completely fake, it’s based on fragments of text which may have actually been written by Ghul. Also also, each time someone finishes reading the Doctrine and doesn’t miraculously resurrect Ghul, Alberek teleports to their location and kills them. For… reasons?

Bit of nonsense really.

But here’s the thing: This whole framing device is, ultimately, just a way to get the PCs to visit three locations within Ghul’s Labyrinth.

  • The Frozen Crypt
  • The Breeding Pits of Formless Hunger
  • The Galchutt Cyst

Each of these locations is a completely independent mini-dungeon, and they’re all quite excellent. Incredibly creepy ambience, clever encounters, and cool lore make each one a delightful gem of dungeon design.

For example, in the Breeding Pits the PCs will encounter an airborne pathogen which subverts their immune systems and uses them to begin creating a grey goo. As they expectorate or vomit forth the strange substance, it becomes animate and begins joining together to form strange servitors seeking to continue the ancient work of the researchers who once labored here.

That’s the kind of idea which elevates a simple dungeon crawl into a truly memorable experience, and each of these locations are studded with stuff like this.

So here’s the bottom line for me: Jettison the wonky framing device and you’re left with three really great mini-dungeons that you can use to flesh out any journey into or through Ghul’s Labyrinth. That’s a fantastic tool for your toolkit! And makes it more than worthwhile to grab a copy of Doctrine of Ghul.

(Just make sure you read the whole thing.)

Grade: B-

THE RUNEBLOOD BLESSING

The Runeblood Blessing - Monte Cook Games

The Runeblood Blessing by Sean K. Reynolds is a brilliant example of how to prep and run urban adventures.

The concept is that a sorcerer named Vlenn has perfected a magical ritual that will grant people a blood-red rune that gives them a magical power (like blur or invisibility or feather fall). She offers the ritual for an extremely affordable price, and empowered runeblooders begin showing up throughout the city. It’s the democratization of magic and it upsets the existing structures of power in myriad ways.

There’s just one little problem: Some of the runeblooders are dropping dead.

So many published adventures would take this incredibly cool concept and immediately fail to realize its expansive, transformative potential by locking it into some form of linear structure. Reynolds’ skips right past this potential pitfall by instead providing an adventure toybox for the GM to actively play with.

The presentation of these toys can be a little sloppy in places, but it boils down to:

  • A series of background events combined with incidental encounters that allow the runeblood blessing to become engrained into your campaign world.
  • An investigation track that the PCs might choose to proactively look into the “runeblood sickness” as it begins to emerge through the background events.
  • An investigation into various crimes being committed by runeblood-enabled gangs and cat burglars.
  • An investigation into Vlenn’s operation, culminating in location crawl or raid at her headquarters in the Warrens.
  • An otherworldly dungeoncrawl in the Shadow of Ptolus (an evil demiplane) where the PCs explore the surreal umbral fortress from which the runeblood blessing’s power flows.
  • A set of three Ptolus “side scenes” that further flesh out the life of the city.

The important thing to recognize is that these are all independent (yet overlapping) adventure elements. What makes The Runeblood Blessing so cool is that there’s not some specific moment at which The Adventure™ begins. There’s not one specific point where somebody shows up and says, “You should go on this adventure now.”

Instead, there is this vast, ongoing event that’s happening throughout the entire city. It’s not happening specifically to the PCs. It’s happening to the city. To everyone. And it’s up to the players to decide if, how, and when they’re going to choose to interact with these events: Do they buy a runeblood blessing? Blackmail Vlenn? Investigate the criminals?

The result will add a deeply rewarding layer to your Ptolus campaign, bringing the city to life and making it feel huge to your players. That scope and vibrancy, in turn, will make the PCs feel incredibly important once they get involved.

Highly recommended not only as an adventure in its own right, but also as a nearly perfect exemplar of how to create your own urban adventures.

Grade: A-

RETURN OF THE EBON HAND

Return of the Ebon Hand - Monte Cook Games

The final adventure in the book — Return of the Ebon Hand by Monte Cook and Sean K. Reynolds — is another phenomenal example of how you can/should design adventures for your Ptolus campaign.

There are two things I love here.

First, Return of the Ebon Hand is a sequel. The adventure assumes that the PCs have already routed the Ebon Hand from their temple, which is presented as an adventure location in the core Ptolus sourcebook. Although it can’t be entirely sure how those events might have played out in your campaign, it offers several options and some guidance on how you can adapt the adventure to make it fit.

This is such a great example of how events in your campaign can/should spark additional adventures as events develop over time. (I might have a soft spot here because, in my own campaign, the PCs routed the Ebon Hand and then also had to deal with the legacy of their actions in a subsequent adventure.)

Note: I’ll also note that you don’t have to run this adventure as a sequel. The published adventure notes the possibility of assuming that NPC heroes or the City Watch had cleaned out the Temple of the Ebon Hand, and that perhaps those events could be used as background events in your campaign. But it would also be fairly easy to tweak things so that both the Temple of the Ebon Hand and the New Temple of the Ebon Hand are active at the same time. You could even put Fulton’s Journal, as described below, in the Temple of the Ebon Hand where the PCs can discover it.

The second thing I love about Return of the Ebon Hand is how it showcases using multiple scenario hooks that all point to the same scenario.

The background of the adventure sees the vestiges of the Ebon Hand flee from the destruction of their temple and eventually reorganize into a new temple built around a Pit of Insanity within Ghul’s Labyrinth. Harnessing this powerful artifact of chaos, the Ebon Hand once again begins experimenting with the human mutations which are the heart of their faith and through which they believe they will achieve transcendence.

Their use of the Pit kicks its chaotic power into high gear, and it begins manifesting strange effects in the city above and the dungeon nearby. This includes resurrecting various dead criminals in the crypts of the Prison.

As with The Runeblood Blessing, several background events are presented to integrate this background into your campaign. Then Cook and Reynolds present three scenario hooks:

  • The PCs can investigate the chaotic manifestations, eventually tracking them back to the house that the cultists are using to access their underground temple.
  • The PCs can investigate the resurrected criminals (who begin causing trouble throughout the city).
  • The PCs can be come into possession of journal written by a delver named Fulton, whose adventuring party explored the area of Ghul’s Labyrinth where the Ebon Hand has now established its temple.

The cool thing is that you can deploy all three of these scenario hooks simultaneously. (The PCs might pursue one of them or they might want to pursue all three of them.) The even cooler thing is that it’s not immediately obvious that all three clues point to the same dungeon crawl!

Each hook not only points to a different problem/opportunity (chaos manifestations, resurrected criminals, an enigmatic journal), it also points to a completely different entrance to this section of Ghul’s Labyrinth. So, for example, the PCs might explore the prison crypts, follow the tunnels back to the lair of the resurrected criminals, and then realize, “Hey! I think these tunnels match those in Fulton’s journal!” And then they might explore a bit more and discover the Ebon Hand cultists that have been making headlines in the newssheets for the past several weeks!

In short, it’s a rich, multi-dimensional adventure environment that I think you’ll find really rewarding in actual play.

There are, unfortunately, a couple of flaws here that should be noted.

First, I found the cartography a little underwhelming. There’s some very nice xandering here (including, but not limited to the multiple entrances), but there’s a lot of “square rooms joined by long hallways.” I would have liked a few more geographically distinctive set pieces and perhaps a greater sense of the purpose for which these corridors were originally made. (This should not be interpreted as a knock on the key, which is studded with lots of interesting rooms.)

Second, Fulton’s journal is a really scenario hook and could be a really cool prop. But the adventure chooses to chop the journal up and print each entry directly next to the room which it’s describing. Expect to do some extra work stitching these together, and then even more work filling in the significant lacuna that you’ll immediately discover. (If you don’t do this, your players will find it virtually impossible to get any meaningful utility out of the journal.)

But these quibbles should be understood as exactly that: Quibbles.

Return of the Ebon Hand is a very, very good adventure that’s also a perfect bookend to The Doctrine of Ghul, nicely showcasing a different facet of Ghul’s Labyrinth.

Grade: B+

Style: 5
Substance: 4

Authors: Bruce R. Cordell, Sean K. Williams, Monte Cook
Publisher: Monte Cook Games
Cost: $29.95 (Physical) / $14.97 (PDF)
Page Count: 96

Ptolus: City of Adventure - Monte Cook Games

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