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Untested D&D: Loot Damage!

June 21st, 2024

Dragon pursuing a fleeing figure, its fiery breath destroying the landscape.

“If I cast a fireball spell and fill a room with a giant explosion that incinerates a half goblins, shouldn’t the curtain in the room catch on fire? And how did the delicate potion bottles the goblins were carrying all manage to survive the explosion?”

“If I fell into a vat of acid… even if I survive, isn’t there a risk that my boots of elvenkind would be damaged?”

“So if I stabbed him through the chest, which is mithril shirt in perfect condition and ready to be worn into combat?”

Good questions!

Questions like this have been asked since at least the dawn of D&D (and I wouldn’t be shocked if they date back to Arneson’s Blackmoor campaign), so by asking these questions you’re part of a tradition that’s entering its sixth decade!

And, traditionally speaking, there are several broad approaches that have been taken to answering this question:

  1. Let’s just ignore that sort of thing. It’s not worth the hassle.
  2. The GM can just apply that sort of thing ad hoc when it seems appropriate. (GM intrusions are a great mechanic for handling this!)
  3. Whenever we cast a fireball or someone gets hit by a black dragon’s acid attack, we should (a) resolve the attack and then (b) have some sort of procedure for applying (or potentially applying) damage to every single individual piece of equipment carried by the character, tracking the hit points for each individual piece of equipment. It probably makes sense to have a threshold of damage at which the item’s utility is impaired and then another at which it’s totally destroyed. Oh! We’ll also need repair rules, so that damaged equipment can be recovered before it’s lost forever!

The great thing is that anyone actually doing #3 inevitably discovers that it’s a huge pain in the ass and they rapidly circle back to #1. So it turns out there’s really only one solution, it’s just a question of how long it takes for you to reach it!

… but there are a couple things to think about.

First, it turns out that “you can cast fireball or meteor swarm and unleash overwhelming hellfire upon your enemies, but if you do that you risk losing all the kewl lootz they’re carrying” was actually an interesting balancing mechanic that varied gameplay and created interesting strategic choices.

Second, the verisimilitude of “your acid arrow melts a hole through the goblin’s chain armor!” or “as the flames of fireball clear, you can see that all the books in the library are aflame!” is appealing. It just makes sense! That’s why, after five decades, we’re still asking these questions!

Plus, it can really make the wizard’s player feel like a badass.

Is there a way we can have the best of both worlds?

Maybe.

LOOT DAMAGE!

When looting an NPC’s corpse, roll 1d6 for each:

  • Armor
  • Weapon
  • Magic Item (or other significant item)
  • Container (e.g., a backpack)

On a roll of 1, the item was damaged. (Their armor is rent; their blade broken; the potion bottle shattered.) If a container is indicated, the container is ruined and you should additionally make a check for each item bundle in that container.

Non-Fragile Magic Items have advantage on this check. (Roll 2d6, and both dice must roll 1 for the item to be destroyed.)

Fragile Items or items that are particularly vulnerable to the attack(s) suffered (e.g., paper blasted by a fireball) have disadvantage on this check. (Roll 2d6, and a 1 on either die means the item has been destroyed.)

Area Effects, like a fireball or dragon’s acid breath, trigger a check for all unattended loot in the room / area of effect. You can wait until the PCs start looting to make these checks, but a check is made for each area damage effect! (If there are valuables about, use with caution!)

DESIGN NOTES

The advantage of a loot-focused approach is that the bookkeeping is pushed to the point where the party is, in fact, looting the bodies. Listing, distributing, and recording loot is, of course, already a moment in the session that’s focused on bookkeeping. So rather than bogging down the action-focused combat sequences, this system.

By using a simple binary check (destroyed or not destroyed?), we’re also simplifying the mechanic so that it can be resolved quickly and efficiently. Simply grab a fistful of d6s, roll them all at once, and check the condition of each item as you list it for the players.

You can easily tweak this procedure by varying the dice size until you’ve got a frequency of loot damage that feels right to you.

GRITTY VARIANT: PC EQUIPMENT

Knight blocking dragon's fire with his shield

In addition to checking for loot damage, when a PC is slain or brough to death’s door, make a damage check for their equipment (as per the loot check).

These checks might be triggered only if a PC is actually killed. (“We were able to raise you from the dead, Norgara, but not your plate armor.”) Alternative thresholds might vary depending on what edition of D&D you’re playing, and in some cases you might have multiple triggering events:

  • D&D 5th Edition: When the PC has to start making death saves.
  • D&D 3rd Edition: The PC has negative hit points, even if they haven’t reach their death threshold.
  • D&D 3rd Edition: The PC suffers massive damage.
  • AD&D: The PC is reduced to 1/10th their maximum hit points.

For a truly brutal variant in any edition, you could also trigger an equipment damage check any time the character fails a saving throw against an area effect. (Or, for a less painful version, when they roll a natural 1 on a saving throw.)

DESIGN NOTES

In D&D 5th Edition, in particular, triggering an equipment damage check on death saves gives them an extra bite. You REALLY don’t want to be popping up and down on the battlefield! Get some healing to your allies!

INCIDENTAL DAMGE

Incidental environmental effects and damage — e.g., curtains being set on fire, windows being blown out, spilled oil being set aflame — is still be handled by via GM fiat and the whim of description.

If you want a rudimentary procedural generator for this, however, you could roll an additional 1d6 for each area effect and, on a roll of 1, make a point of including a significant environmental effect (e.g., the dragon’s acid breath melts the floor, creating difficult terrain; or the fireball spell causes the barrels of oil in the room to explode).

ADDITIONAL READING
Shields Shall Be Splintered!
5E Encumbrance by Stone

Disclaimer: I am not entirely sure how serious I am about this.

Two rats sitting on chairs, eyeing each other suspiciously. In the style of Ancient Egyptian art.

DISCUSSING
In the Shadow of the Spire – Session 38D: Arrows & Skulls

The room beyond was filled with carefully arranged piles of bulky, broken machinery bearing the unmistakable patina of age. Kneeling amidst this equipment – her back to the door – was a single ratling dressed in pale yellow robes.

“Not now! I don’t want to be disturbed!” she hissed.

Tee put an arrow through the back of her skull.

“… was that Silion?” Tee looked back at the others. “I think that was Silion!”

If you’ve been hanging around the Alexandrian for a while, this is a moment you may recognize. I’ve talked about it in articles, videos, and So You Want To Be a Game Master, among other places. When I talk about not fudging your dice rolls, this is a moment I’m thinking about.

Because Silion is a big deal. I believe the PCs first became aware of her in Session 9, which means the players have literally been hunting her for years. And we just introduced a new PC whose backstory and primary campaign hook were linked to her!

So if we were going to prep plots or enforce preconceived outcomes or try to “preserve” the dramatic moment, this would be THE MOMENT to do it, right? Silion can’t die like this! A single critical hit to the back of her head? The PCs never even saw her face! This is a disaster!

… except, of course, it wasn’t.

It’s been just over fifteen years since this moment happened at the game table, and my players still talk about it. They’ll probably be talking about it until the day they die. It’s a cherished memory from the game table.

Okay, but… why?

The Principles of RPG Villainy breaks this down in more detail, but the short version is that, for the players, this was not anticlimactic in any way. It was a huge reward for all their hard work: They had, in fact, worked for years to get here. They’d come up with clever plans to infiltrate the temple (even if not all of them had worked). They’d successfully snuck their way down to this inner sanctum.

They earned this.

And that’s why, a few minutes later, they can gleefully taunt Silion’s mate, Urnest, with what they’ve done. Because they were the ones who did it.

If I had fudged the results — maybe by boosting her hit points or bumping up her AC so that they couldn’t confirm the critical hit — that would have been a huge letdown for the players. Sure, they would have gotten to face off against Silion and maybe she’d summon reinforcements and there’d be an epic battle and the PCs would triumph or whatever… but none of that would have been something they actually did. It would have just been a thing that happened to them.

And the really key insight is that, conversely, if I’d tried to pre-script and force this moment — surprising Silion and shooting her in the back of the head! — it would have also fallen flat. Because it still wouldn’t have been something that the players actually did.

This is why moments like this — moments of great truth at the table — are so important. Because they’ll teach your players that what’s happening in the game is really happening. It’s not a script. It’s not a trick. If they achieve great victories, it’s because they actually earned those victories. And if they suffer horrible defeats, that’s a burden they have to bear… because they know it could have gone a different way if they’d made different choices.

As the players learn that lesson — as the belief of it seeps down into their souls — it will literally breathe life into every other moment of your campaign. It will elevate everything you and your players do to a new level.

When you truly play to find out — when you actively play scenarios instead of prepping plots — you’ll discover that moments like this aren’t unusual. What makes this particular moment notable, perhaps, is that it simply might be the purest example possible:

Boom.

Arrow to the head.

Campaign Journal: Session 39ARunning the Campaign: Using Scenery & Traps
In the Shadow of the Spire: Index

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

SESSION 38D: ARROWS & SKULLS

May 9th, 2009
The 21st Day of Kadal in the 790th Year of the Seyrunian Dynasty

Deciding that there wasn’t more they could learn here (safely, anyway), they returned to the Ghostly Minstrel and joined up with the others. They compared notes, passed on the thought of wandering through the sewers looking for an entrance that might not even exist, and decided that a frontal assault was called for… albeit disguised in robes.

They stopped by Ebbert’s on the way out of Delvers’ Square and Tee did her best to match the robes she had seen the ratmen wearing. They didn’t think the disguises would last for long, but if it could buy them just a few seconds it might make all the difference.

They ambled along the length of the Blessed Bridge, chose an opportune moment when the crowds seemed to thin a bit, and then Tor and Agnarr led the way through the door. Unfortunately, with their eyes adjusting from the bright noon-day sun to the dim light of the sanctuary, they failed to notice the ratmen lurking to either side of the entrance. They were nearly skewered in a hissing dance of blades before freeing their own swords from below their robes.

After a chaotic skirmish near the door, they managed to push the ratmen back down the length of the hall. Tee, Elestra, and Nasira followed them in, while Ranthir kept an eye on the street to make sure the commotion wasn’t attracting attention. Meanwhile, more ratmen were racing towards them from the far end of the sanctuary.

Agnarr chopped one down. Tee dropped another in mid-step with a sharply aimed arrow.  Then Tor sliced his blade precisely between the ribs of one (lacerating his heart), before ripping it free in an arc of blood (narrowly missing Agnarr, who literally leapt over the blade) and plunging it into the last of the ratmen.

Silence abruptly fell in the sanctuary. No one on the street seemed to have noticed what was happening, and Ranthir slipped through the door and shut it behind him.

Tee was suspicious of the statue, and a quick investigation confirmed that it could be easily slid to one side, revealing a set of stairs leading to a lower level.

The air below was thick with smoky light and they descended with great caution into a chamber of bare stone. A single hall passed away to the south and Tee led the way, carefully probing every inch of the way. Her attention paid off: A depressable cobblestone gave way under her hand, causing a section of the wall to swing aside.

The room beyond was filled with carefully arranged piles of bulky, broken machinery bearing the unmistakable patina of age. Kneeling amidst this equipment – her back to the door – was a single ratling dressed in pale yellow robes.

“Not now! I don’t want to be disturbed!” she hissed.

Tee put an arrow through the back of her skull.

“… was that Silion?” Tee looked back at the others. “I think that was Silion!”

Agnarr removed the iron collar from his own neck and snapped it around Silion’s. Then they stuffed her body into Tee’s bag of holding.

A cursory inspection of the equipment Silion had been studying revealed that all of it belonged to a single, massive machine: An exoskeleton that, while not identical to it, nonetheless bore an uncanny resemblance to the one they had discovered in the Shuul workshops beneath the Foundry.

Heading further into the complex they passed through a large room with life-size statues of ratmen standing in each of its four corners. The door from that room led into a narrow hall, which crossed a T-intersection a dozen or so feet further on.

Tor and Agnarr had scarcely passed through this door before a hulking ratbrute leapt out of the connecting hallway with a bellowing, screeching cry. The dragon pistols he wielded in both hands blasted chunks of stone out of the walls above their heads as they ducked almost in unison. Then their blades were out, pursuing the ratbrute as it backed down the hall, continuing to blast away with his pistols.

“It’s Urnest!” Nasira shouted.

The ratbrute dropped his pistols and drew a pair of swords in their place.

“Who was the woman?” Tee cried out, taunting him.

The ratbrute blanched.

“That’s right!” Tee shouted. “I said was!”

“No! You’re lying! Silion could never be beaten in her own halls!”

Ranthir seized that moment of weakness, conjuring bands of wrought iron that snapped shut around Urnest’s limbs. Urnest managed to narrowly avoid one set of the bands, but the other locked sharply around his right arm and leg, forcing him to drop one of his swords and making it difficult for him to parry that assault of Tor and Agnarr.

“The gods of chaos will fea—“

Tee put an arrow through the back of his open mouth.

MORE CORPSES

“That’s two of them,” Tee said, mentally checking names off a list she had just decided to start keeping.

In a room at the end of the hall they found a small bedchamber that they guessed belonged to Silion and Urnest. Hidden on a small wooden shelf built into the bedframe they found an iron coffer containing a copy of The Truth of the Hidden God and several important pieces of correspondence.

CHAOSITECH SHIPMENT INSTRUCTIONS

I have received word through the Black Voice. The shipment will arrive at Mahdoth’s on the 25th. Come to the asylum door at midnight and you will be given entrance. Go to the western cells.

LETTER TO URNEST

Urnest—

Illadras asks for more slaves to be sent to the Crossing Street Mansion.

On the back of the second note, in a different hand, rough tallies had been made indicating that only three slaves were available for transport. A short annotation read “purchase additional stock from the enclave”.

REPORT ON THE EBON HAND

Silion—

Malleck was furious when I told him we could only deliver three of the children that had been promised. He threatened to “turn the full might of the Ebon Hand” against us. As you requested, I offered to supply him with other slaves, but he is insistent that his experiments require only the youngest blood.

                                                                Valla

 

None of them liked the sound of that. And Elestra was the one to draw a connection between “the youngest blood” and the children who had gone missing in Midtown.

“There are children down here?” Tee could feel her blood boiling.

“It sounds like they were going to be sent to this Malleck person,” Elestra said.

“If they were only just kidnapped, it’s possible they haven’t been delivered yet,” Ranthir suggested.

“Then we’ll find them,” Tee swore. And Tor was quick to agree.

But if there were children down there, then there must be more of the complex than they had discovered. They returned to the large chamber with the four ratmen statues and Tee performed a more thorough search. In the process she realized that they had triggered an alarm by passing through the chamber (“Which is how Urnest was waiting for us,” Tor said), and she also discovered a secret door leading out the far side of the chamber.

They entered a twisted, odd-shaped room filled with nest-like piles of refuse and garbage. From somewhere beyond the contorted corners of the room Tee could hear low, hissing voices. Unfortunately, as Tee glided silently into a position where she could see two ratlings who were chatting amongst themselves, she stumbled over an odd piece of metallic junk – causing it to skitter loudly across the floor. The ratlings whirled towards her… and then a ratbrute came lumbering around the corner. Tee cursed. Loudly.

Agnarr, who had been waiting impatiently back by the door, came charging in with Tor on his heels. They quickly cut down the two ratlings and Agnarr followed one of Tee’s arrows to engage the ratbrute. Tor didn’t even pause, heading around the next corner and—

“Zombies!”

Nasira, darting around the melee where Agnarr was facing down the ratbrute, came up next to Tor and, with a burst of holy energy, forced the zombies back into a corner. But beyond the zombies there was another ratbrute, this one throwing open a door… releasing even more of the shambling undead.

Nasira shouted a prayer and a second burst of holy energy lashed out: Several of the zombies were rendered instantly into dust, while others fled before her holy wrath.

With the zombies unleashed, the second ratbrute turned back to the attack. But by that point, Elestra had joined Tor and Nasira. She reached out into the stones and called upon the Spirit of the City, forcing them to split and crack; break and jut out wildly in all directions; an earthquake tremor shaking the ratbrute and his zombie minions from their feet; crushing them in broken stone.

The ensuing melee was chaotic – fought amidst unstable stone – but eventually Tor managed to hack down the ratbrute while Agnarr mopped up the zombies.

They took a few minutes to poke through the ratling nests, discovering amidst the garbage a damaged scrap of paper.

DAMAGED NOTE

–take one of the kennel rats through the northern sewer route and speak to Malleck about it. It’s important that—

There was a narrow tunnel that twisted deeper into the depths of the bridge. They followed it, eventually coming to a north-south T-intersection.

“Which way?”

The universal decision was north: Malleck had been the one who wanted the children, and they were eager to find the sewer route that would take them to him.

Running the Campaign: The Secret Life of Silion Campaign Journal: Session 39A
In the Shadow of the Spire: Index

A dungeon corridor.

DISCUSSING
In the Shadow of the Spire – Session 38C: Scouting the Temple

Nasira quickly muttered an incantive prayer and projected a sense of clairaudience into the sanctuary hall below. She was in time to hear the ratmen deciding to summon reinforcements. She quickly informed Tee of what was happening, and Tee rushed back to the street in case the ratmen headed that way (in which case she could follow them).

But she saw nothing: The ratmen didn’t leave through the front door. Instead, Nasira heard the sound of scraping stone…

When I ‘m prepping published dungeons, I have a tendency to make them BIGGER.

Sometimes I think this might be a bad habit, but the results in actual play seem to be good.

What’s really going on is a couple of things: First, when I’m planning a campaign, I’m often pulling stuff in from a bunch of different sources. Sometimes that’s two different adventures that get linked to each other using node-based design, but sometimes I have two different “ruins of a dwarven city” adventures… and couldn’t they be the same dwarven city? I can just make one of the adventures Level 1 of the dungeon and the other adventure Level 2, and now, instead of two small dungeon cities, I have one BIG dungeon city that truly lives up to the name. Plus I can mix all the scenario hooks from both adventures and create all sorts of dynamic vectors for the PCs!

(See The Campaign Stitch for a deeper dive into this sort of thing.)

The second thing that happens is that I simply get inspired. As I’m reading through an adventure, all of the adventure’s cool ideas will start sparking off new cool ideas in my own brain: Sometimes those are ideas I can just add to the existing room key, but in other cases it’ll make more sense to pile ‘em all up and fill a new sub-level with them.

The Temple of the Rat God is a good example of what this looks like in actual practice.

This adventure exists because the Nights of Dissolution mini-campaign, which was one of the building blocks for In the Shadow of the Spire, features several of the chaos cults in Ptolus working with each other. And I basically thought, “Why not all of them?” So I went through the Ptolus and Chaositech sourcebooks and started grabbing chaos cults. Then I made a few of my own. Then I started linking them together with clues, creating a node-based campaign structure.

The Temple of the Rat God comes from the Ptolus sourcebook (p. 394), where it looks like this:

Ptolus: Temple of the Rat God - Monte Cook Games

As you can see, it’s not fully keyed. So I took the map, made some modifications, and keyed it:

Ptolus: Temple of the Rat - Monte Cook Games (modified)

You can see I’ve added additional hallways leading off the edges of this map and connecting to other maps.

Elsewhere in Ptolus there’s a Ratman Nest (p. 442). This is a fully keyed adventure designed for the DM to drop it pretty much anywhere in the city sewers where the PCs might be chasing ratmen:

Ptolus: Ratman Nest - Monte Cook Games (modified)

I decided to put it here, once again with some minor modifications. (You can see the changes on the map above, including the addition of a sinkhole and the connection to the temple.)

During my campaign prep, I’d also thumbed through my monster books for inspiration. Knowing that ratlings and the Temple of the Rat God were on the menu, I scooped up cranium rats from the 3rd Edition Fiend Folio and the rylkar (dangerous fire rats) from Monster Manual V. (I also linked the latter to ash rats from Monster Manual II.) I rekeyed the Ratman Nest map to include cranium rat nests, and then added a whole new level down the sinkhole — the Rylkar Depths:

The Rylkar Depths - Justin Alexander

The result is a fairly expansive example (showcasing, as it does, a wide gamut of techniques all coming together), but it’s what I enjoy about working with published adventures: When the creativity of the author and the creativity of the game master combine, you end up with richer and more varied material than you could have achieved on your own.

I’m a really big believer in the power of collaborative creation, whatever form it might take.

This is a topic we’ll also likely revisit as the PCs begin delving deeper into the Banewarrens. There, too, I took inspiration from the core concept of the adventure and then drew on a wide variety of sources to create fresh wards: What else could the Banelord have locked away down there?

Campaign Journal: Session 38DRunning the Campaign: The Secret Life of Silion
In the Shadow of the Spire: Index

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

SESSION 38C: SCOUTING THE TEMPLE

May 9th, 2009
The 21st Day of Kadal in the 790th Year of the Seyrunian Dynasty

Skaven - Andre Auderzo

“I’ve been told that you were asking questions about a woman named Silion.”

“That’s true,” Tee replied suspiciously.

Nasira’s eyes narrowed. They had a particular look of worn determination, like one who has gazed into the long, hard face of nature. “I know where she can be found,” she said. “I’ve been looking for her.”

“Why?”

“You may not know this, but she’s a cultist serving chaos—“

“That doesn’t really surprise me,” Tee admitted.

“I see.” Nasira pursed her lips. “I’m not really interested in her. But she works for a man named Wuntad.”

“We should wait,” Tee said. “I have some friends. They should hear this, too.”

It wasn’t long before the others joined them, and when they did, Nasira told her story: Wuntad had killed her father and destroyed her village. She hadn’t been able to follow him, but she knew that he had worked with a woman named Silion – and she had traced Silion here to Ptolus. She hoped that Silion would be able to lead her to Wuntad.

“Wuntad is here in Ptolus, too,” Tor said.

“Really?” Nasira said. “Do you think we should just go to him directly?”

They exchanged nervous glances.

“The truth is,” Tee said. “We don’t know where he is, either. If you think Silion can lead us to him, all the better.”

“Why did Wuntad kill your father?” Ranthir asked.

(“Not that he needs any reason to do it,” Elestra muttered.)

“He was researching the lore of the Atapi,” Nasira said.

“The Atapi?”

“A nomadic desert people,” Nasira explained.

“Atapi?” Tor wondered aloud. “That sounds familiar.”

“It does?” Elestra looked surprised.

Tor nodded. “I saw it on a map in Zavere’s office. At Harvesttime.”

Ranthir put the question on the table: “Why would Zavere be interested in the Atapi?”

They had no idea. But they had been suspicious of Zavere before, and this led them only to greater suspicion. Although, in the end, Elestra summed up their thoughts: “We have to trust somebody at some point.”

“No we don’t,” Tee said.

“Even if we can’t trust him,” Tor said. “It’s not like there’s much we can do about it.”

“Who’s Zavere?” Nasira asked, wide-eyed with confusion.

“We’ll explain later,” Agnarr said.

“How long have you been in Ptolus?” Tee asked.

“Not long,” Nasira said. “A couple of weeks.”

“There’ll be lots of things to explain.”

The decision was made for Nasira to join them as they pursued her lead to Silion.

“Where is she, anyway?”

“At the Temple of the Rat God,” Nasira said. “It’s a front for the Cult of the Blooded Knife. I know that Silion controls the temple, but I’ve never seen her. I have seen Urnest – a hulking ratbrute who serves as her right hand man.”

This prompted another flurry of note-checking and memory-searching as they paired up the references they had discovered to both Silion and the Temple of the Rat God and began to weave a larger understanding of her activities. Nasira was able to confirm that the Blooded Knife was associated with various shivvel dens in the Warrens (although she hadn’t had a chance to investigate them closely), which seemed to tie in with the note they had found at Linech Cran’s.

Nasira had lacked the strength to tackle the temple directly. But with all of them working together, they felt the challenge should be manageable.

Before that could happen, however, Tor and Ranthir needed to keep their appointment with Sir Seppa at the Administration Building.

NEWS & INFORMATION

When Tor and Ranthir arrived at the Administration Building around mid-morning, they found Sir Seppa waiting for them. Tor quickly managed the introductions and then Seppa proved as good as his word: After a couple of hours digging through the appropriate boxes of musty records, they turned up an ancient survey map of the area now occupied by the Necropolis. The map indicated the location of several structures, one of which was marked with Alchestrin’s sigil.

Meanwhile, Elestra was hitting the streets. The events on Tavern Row the previous evening were dominating the headlines of the newssheets, but there were a number of other stories and rumors to be found: It was being reported that a half dozen children had disappeared from Gnarl Street in Midtown over the past three days. And the mutilated body of a woman – her skull ripped open – had been found on Flamemoth Way in Oldtown.

SCOUTING THE TEMPLE

While the others fanned out across the city, Tee and Nasira headed to the Temple District to scout out the area around the Temple of the Rat God.

The temple was located on the Blessed Bridge: This hefty bridge of stone, running between Midtown and the Temple District, was broad enough that a jumble of buildings had been built along both sides of its length. The entrance to the temple of the Rat God was crammed between two other buildings; in fact, it appeared as nothing more than a nondescript door leading to the half-basement level of an adjoining temple built literally over the top of it.

Asking around, Tee discovered that this other door led to the Temple of the Jade Idols, a minor Reformist cult. Since these were not the only small temples jammed together along the Blessed Bridge, there was no reason to suspect that the jade idolaters were associated with the ratmen or chaos cultists.

After mulling the matter over for awhile, Tee’s impatience eventually got the best of her. (Maybe a little Agnarr was starting to rub off on her.) She told Nasira to watch her back and then simply barged through the front door.

Inside she found a dimly lit sanctuary hall. At the far end, at the top of a short flight of stairs, was a large statue depicting an upright rat holding out its front legs like greedy hands and wearing a vicious, bloodthirsty sneer. Scrawled along the walls were several crude, graffiti-like messages (“beauty is plague”, “love is greed”, “the solace of filth”, and the like). Three hooded figures were knelt in prayer before this idol, but they were on their feet almost instantly as the door opened.

“Oh… I’m sorry,” Tee said. “This isn’t the Temple of the Jade Idols.” She backed out and shut the door.

But not before she’d seen a furry hand.

Tee had seen no doors leading out of the sanctuary, but she and Nasira both agreed that there must be some secret egress. And now that Tee had a firm visual reference for the temple, they could continue their investigations magically.

Heading into the Temple of the Jade Idols, they found a curving maze of small, incense-filled rooms. The walls were lined with various niches containing jade idols of the nine gods and forming a variety of small shrine-like areas of worship. Nasira explained that the jade idolaters believed that the idols of the nine gods, carved from nine different types of jade (the “harmonic lifestone”), captured the Song of the World.

They found one of the smaller shrines tucked back near where Tee estimated the worshipping ratmen were kneeling below them. Nasira then reached out into a higher consciousness and felt her thoughts seeking out the minds of those below them. They had hoped that Nasira would be able to detect the thoughts of other ratmen and, from that, ascertain the layout of the rest of the temple. But if there were other ratmen present, they were too far away for her to find them.

So, instead, she latched onto the mind of one of the ratmen in the sanctuary hall and pushed, looking for thoughts that would reveal the secret entrance to the temple recesses. Unfortunately, she read his panic: He had felt the strength of her connection and his suspicion was exploding.

Nasira quickly muttered an incantive prayer and projected a sense of clairaudience into the sanctuary hall below. She was in time to hear the ratmen deciding to summon reinforcements. She quickly informed Tee of what was happening, and Tee rushed back to the street in case the ratmen headed that way (in which case she could follow them).

But she saw nothing: The ratmen didn’t leave through the front door. Instead, Nasira heard the sound of scraping stone. Perhaps more importantly, she heard them decide to not warn Silion (she was quick-tempered apparently) – confirming that she was somewhere within the temple.

When Tee returned, she nodded her head. “It’s interesting that when they go for reinforcements they go farther in, not out into the street.”

They concluded that the sound of scraping stone must be some sort of secret door within the sanctuary. They suspected the temple complex was larger than it appeared, but perhaps not. “There might be a connection to the sewers,” Nasira pointed out. “They might be going through the sewers to get reinforcements.”

A little later, Nasira heard another scraping of stone and the arrival of more ratmen. Shortly thereafter, the strength of her spell gave out.

Running the Campaign: Expanding Dungeons Campaign Journal: Session 38D
In the Shadow of the Spire: Index

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