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

SESSION 39C: LIBERATION OF THE SLAVES

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

Rat Idol

While the others helped Tee finish stripping down the shivvel and treasure chambers, Tor and Elestra escorted the prisoners back upstairs. When they reached the stairs leading up into the sanctuary hall, Elestra held the prisoners back while Tor cautiously climbed the stairs.

Their caution was well-advised: An ambush had been laid. As Tor poked his head above the floor of the sanctuary, a mass of ratlings – apparently freshly returned to the temple – charged him.

Tor became a whirling dervish – a one-man electrical storm – at the top of the stairs, holding off the churning wall of fur. Several of the ratlings leapt down onto the stairs behind him, surrounding him utterly, but they were no match for the speed or ferocity of Tor’s electrical blade.

When the furious job was done, Tor and Elestra quickly got the prisoners up the stairs and out the front door of the temple. They sent them, with money in their pockets and food in their bellies, to the watch station in Delvers’ Square.

With that done, they quickly searched the bodies of the ratlings Tor had killed. One of them found a note:

SHUUL    CATSBIRD

They took it back to Tee and the others, who were just finishing packing away the gold. It didn’t take them long to figure out what the note meant: Greyson House was located on Catbird Street and the Shuul ran the Foundry. The ratlings had tracked at least two of the crates they had delivered during the Arathian Job.

“It’s a good thing they have no one to report to now,” Tee said.

Tee took them back to where she had detected the secret door in the tunnel. It didn’t take her long to find the concealed latch. Another twisting tunnel led to a small chamber with a nest of ratted cloth mounded up against one wall. The walls themselves were thickly covered with sheets of parchment. Hearing there were papers to study, Ranthir pushed forward, and discovered they were hundreds of documentation papers. With a sick feeling in his stomach, he realized that they most likely belonged to the countless people the ratlings had kidnapped off the streets.

“How could this many people go missing without anyone noticing?”

“It’s a big city,” Elestra said with an uncharacteristic grimace.

Tee, meanwhile, had been poking through the matted mess of the nest. Buried in is midst was a scrap of useful paper:

SEWER TUNNELS TO OLDTOWN

This well-drawn map details a route through the sewer tunnels leading south from the Blessed Bridge and up to a specific, although unmarked and undescribed, location in Oldtown.

A few minutes later they joined Elestra and Nasira where they still stood watch over the southern tunnel and prepared themselves to journey even deeper into the ratlings’ lair.

Running the Campaign: Reputation Campaign Journal: Session 40A
In the Shadow of the Spire: Index

Detective studying an evidence board

DISCUSSING
In the Shadow of the Spire – Session 39B: Shivvel, Slaves, and Gold

“If they’re running a major drug operation here, this isn’t nearly enough money.”

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

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

When discussing node-based design, a lot of focus tends to be put on how it can be used for scenarios like the 5-node mystery. Which makes sense. It’s a very versatile scenario structure, easy to use and adaptable to a lot of different situations.

But I first came to node-based design as a campaign structure, as described in Node-Based Campaigns: Not linking together scenes in an adventure, but as a way of linking one adventure to another. In the Shadow of the Spire, a campaign I was actually running and designing when I wrote Node-Based Scenario Design, is almost entirely built using a node-based campaign structure.

You can see a pretty focused example of what that looks like in the current adventure.

I labeled each adventure with an alphanumeric code. So the PCs are currently in CC01 Temple of the Rat God. The “CC” stands for “Chaos Cults.” Act II of the campaign also includes BW and NOD adventures, for Banewarrens and Night of Dissolution, respectively. The distinction of “BW” adventures reflects that Act II of the campaign is built around two separate forks (the chaos cults and the Banewarrens), while having “NOD” and “CC” designators started as a convenient way of distinguishing “stuff from the Night of Dissolution campaign book” from the wide variety of additional chaos cult scenarios I was adding to the campaign.

But why have alphanumeric codes at all?

Mostly convenience and clarity.

For example, it made it easy to say that the Marked Map of the Warrens handout (as seen below) was pointing to CC01A Warren Shivel Dens.

Map of a city district, with various locations marked in red ink.

Why “CC01A” instead of “CC02” or some other distinct number? Again, it mostly boils down to what I found most useful. I generally found it useful to group together scenarios that were more closely related to each other. For example, the adventures found in Ptolus Remix: The Mrathrach Agenda were originally NOD5 Mrathrach Machine and NOD5A The White House.

The warren shivvel dens directly operated by the ratling cultists were more closely/directly related to CC01 Temple of the Rat God than they were to, for example, CC07 Porphyry House of Horrors. In this case, I’d also “discovered” the warren shivvel dens existed while prepping CC01 Temple of the Rat God, so it just made sense to me to insert them into the numbering sequence here.

Other clues the PCs found here include:

  • Sewer Routes to the Coast, a map which is an alternate clue to CC01A and also to 004A Slaver’s Enclave (an adventure from Act I).
  • Questioning the slaves, which would also lead to 004A Slaver’s Enclave.
  • Sewer Tunnels to Oldtown, a map leading to NOD4 Temple of Deep Chaos.
  • Broken square symbols forming a trail in the sewer tunnels, which could be followed to CC02 Temple of the Ebon Hand.

And here you can directly see the dynamics of a node-based campaign in play. Having found all these clues, the PCs have to make a decision about which lead they’re going to pursue next. (And, in this case, that actually includes, “Do we keep exploring the dungeon we’re in? Or do we switch gears?”) The players are immediately drawn into this discussion (at least in part because they’re collectively puzzling out what the clues mean and how they’re connected to things they’ve learned elsewhere in the campaign), causing the group to collectively think deeply about the campaign and get drawn further into the game world.

Also, because of the redundancy of the Inverted Three Clue Rule, it would also have been fine if, for example, they didn’t question the slaves…

…which, from a structural standpoint, they didn’t.

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

Ranthir heard from one of the slaves how they’d been kidnapped and taken to a warehouse in the Docks, but he never followed up by asking the elf where the warehouse was located. (A classic example of a player not realizing that a clue is actually a clue.)

In fact, as the campaign continues, you’ll discover that the PCs didn’t follow MOST of these clues.

There are a variety of reasons for this. For example, the redundancy between the Sewer Tunnels to Oldtown map and the Marked Map of the Warrens caused them to conflate the two. They chose to approach the shivvel dens above ground, and ended up ignoring the fact that Sewer Tunnels to Oldtown also included a tunnel leading to the Docks (and the warehouse the elf had mentioned).

(It’s particularly fun when something like this happens, they eventually find a different path, and then many moons later they’re reviewing their notes, discover the clue they ignored, and say, “Holy crap! We had the solution the whole time!”)

There are a few other connections to note.

The shivvel they find here is a payoff from previous foreshadowing. Way back in Session 9, the PCs had found a note indicating that Silion was getting shipments of shivvel from Linech Cran. This was an existential lead, as described in Running Mysteries: The Two Types of Leads – it told the PCs that Silion existed, but didn’t give them any way of actually finding her. That foreshadowing set up Silion as an antagonist, and here we complete the circuit.

The Deathmantle cult symbol the PCs find here is the opposite end of the same thing: The PCs learn the Deathmantle cult exists, but have no way of finding them right now.

Deathmantle cult symbol. A black skull.

The evidence that the cultists are having problems sourcing shivvel (which is further developed in CC01A) because the PCs took out Linech Cran’s shivvel operation is another form of payoff, this time showing the impact of the PCs’ actions on the game world.

Along similar lines, in Session 39C the PCs also find a note indicating that the Temple of the Rat God had begun investigating the Arathian Job, giving them a well-earned pat on the back for a job well done, while also making them just slightly paranoid that the cultists were on their trail.

Don’t worry: A little paranoia is good for the players.

Campaign Journal: Session 39CRunning the Campaign: Reputation
In the Shadow of the Spire: Index

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

SESSION 39B: SHIVVEL, SLAVES, AND GOLD

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

Treasure chest and bags filled with gold coins and gold bars

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

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

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

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

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

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

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

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

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

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

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

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

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

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

“How do you know that?” Tor asked.

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

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

SEWER ROUTES TO THE COAST

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

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

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

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

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

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

Strange Passage

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

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

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

…tap. tap. tap.

A tapping on the wall.

…tap. tap. tap.

From the far side of the wall.

After a few minutes it stops.

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

For now.

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

…tap. tap. tap.

…tap. tap. tap.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

THE ROAD MAP

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

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

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

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

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

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

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

BESPOKE PATHS

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

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

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

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

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

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

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

OTHER POINTCRAWL LAYERS

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

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

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

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