The Alexandrian

Posts tagged ‘in the shadow of the spire’

DISCUSSING
In the Shadow of the Spire – Session 37C: Iltumar’s Folly

When everyone gathered back at the Ghostly Minstrel, they met Agnarr’s news regarding Iltumar with exasperation and impatience. They felt universally that they were facing “another Phon”, who would thank them little for trying to extricate them from a situation of their own creation.

“I’m less worried about Iltumar than about the woman who went looking for him,” Agnarr said.

“That’s true,” said Elestra (who had actually met Lavis). “I empathize with her.”

“And she shouldn’t suffer just because Iltumar is an idiot,” Tee said.

It’s not unusual – primed by published adventures, computer games, and simply practicality – for campaigns to be studded with patrons: NPCs who ask the PCs to do thing for them, usually in return for money, a favor, or some other form of remuneration. You need to hook the PCs into an adventure, and the easiest thing in the world is for an NPC to simply walk up to them and say, “I need you to go to X and do Y.” In this case, “I need you to investigate a warehouse and try to rescue Iltuamr (and Lavis).”

In fact, many campaigns are entirely structured around patronage, with either one NPC or a rotating cast of patrons cycling through to deliver episodic assignments.

Patrons can also take many forms: Shadowrun has its Mr. Johnsons. Paranoia has The Computer. You could even imagine a campaign where the PCs are Delphic Oracles, receiving their missions through divine visions.

There are ways this can go wrong, of course. One of the worst case versions is the mail carrier scenario hook, where the PCs are reduced to being mundane messengers doing boring, menial tasks. Many GMs have also experienced the potentially disastrous consequences of having a patron betray the PCs, causing a loss of trust which can permanently break patronage as a scenario hook in not only that campaign, but any other campaigns the GM might run.

(There are ways to pull off these double crosses, but that’s a topic for another time.)

But even when their patrons are playing fair and the task list is appropriately juiced with important stakes and duties that clearly only the PCs are capable of achieving, you can still reach a point where the players get fed up with a patron: Why is this guy nagging us? Why can’t he clean up his own messes? Why do we always have to do what he says?

In some cases, the solution is to up the pay. In others, it may be time to cycle in some new patrons and freshen up the premise. Or perhaps have their patron “level up” their participation, revealing some new level of the conspiracy, increasing their resources, giving them an opportunity to buy into the organization, or unlocking a new tier of targets.

This is particularly essential, of course, in an episodic campaign where you’re counting on that NPC to deliver the scenario hook each week. In a more varied campaign, the players’ interest in something getting burnt out is less of a problem: They’ll pursue a different lead. Or, in a sandbox, decide for themselves what they want to do next. When they turn down a job or duck the patron’s calls, you can just follow through on the consequences (e.g. Phon dies in a house fire) and then follow the PCs’ lead.

In the specific case of Iltumar, “the hero-worshipper who’s been following you around gets ‘kidnapped’ by cultists and needs to be rescued” was basically the endgame I’d been laying the groundwork for since introducing Iltumar at the beginning of the campaign.

If you’ve been following these campaign write-ups for a while, you’ll probably also be unsurprised to discover that I’m not actually invested in whether or not the PCs help Iltumar: If they do, things go one way. If they don’t, then Iltumar-as-chaositech-altered-cultist would be a fascinating subplot to see play out.

(As you’ll see by the end of this session, the PCs figured out an option I had never even considered.)

Not caring whether the PCs do what a patron asks them to do, of course, makes everything easier. And if your players can break the ingrained expectation of “you’re supposed to do what the NPC tells you to do” (dilemma hooks are useful for this), you can get really liberated. Now patrons aren’t a method for the GM to take control of the campaign’s agenda; they’re just another vector for information, and the players remain in charge of their destiny.

Campaign Journal: Session 37DRunning the Campaign: Losing a PC
In the Shadow of the Spire: Index

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

SESSION 37C: ILTUMAR’S FOLLY

May 9th, 2009
The 20th Day of Kadal in the 790th Year of the Seyrunian Dynasty

Ptolus: Night of Dissolution - Chaos Laboratory (Monte Cook Games)

When everyone gathered back at the Ghostly Minstrel, they met Agnarr’s news regarding Iltumar with exasperation and impatience. They felt universally that they were facing “another Phon”, who would thank them little for trying to extricate them from a situation of their own creation.

“I’m less worried about Iltumar than about the woman who went looking for him,” Agnarr said.

“That’s true,” said Elestra (who had actually met Lavis). “I empathize with her.”

“And she shouldn’t suffer just because Iltumar is an idiot,” Tee said.

So they decided to check out the warehouse that Lavis had been investigating when she disappeared. But they also decided to wait until after dark: If Lavis had been caught, that was proof enough that there were prying eyes that they would be better off avoiding.

While the others kept their distance, Elestra turned into a squirrel and went scampering through the trees surrounding the warehouse. What she discovered was that the building was sealed up tight: The few windows were boarded on both the inside and the outside and the doors – although having the appearance of neglect and dilapidation – were fit tightly into their frames. There was not a single cranny or crevice anywhere on the building for her to peer through.

Ptolus: Warehouse (Monte Cook Games, modified)

When she returned to the others with the news, Tor shrugged his shoulders. “Let’s just knock on the door.”

And so they did. But when they knocked on the front door, there was no answer. So Tee took a few moments to pick the lock and make sure it was safe, before stepping aside and letting Tor and Agnarr take point.

On the far side of the door they found a small room piled high with junk and refuse. The walls appeared unsound and the entire place looked abandoned… but a closer inspection revealed that the walls, like those on the outside, were without true flaw. And there was also a conspicuous absence of any door leading deeper into the building. There had to be a secret entrance hidden somewhere amidst the junk.

And so there was. Tee found a panel on the far wall, concealed behind a high pile of refuse. She also found that it was rigged to deliver a powerful electric shock when opened. She disengaged the electrical connection and signaled that it was safe for Tor to open the door.

Unfortunately, as Tor opened the door, the electrical connection Tee had disengaged swung back into place. With a sharp click the circuit was completed and Tor only barely managed to release the door before the sharp arcs of energy electrocuted him. Despite his quick reflexes, he had still been painfully scorched by the trap.

Tee started to apologize, but as the door swung open it revealed – immediately on the other side – a once-human brute, its face contorted in a rictus of pain. Four multi-jointed, bladed limbs burst from its back and its hands had been stitched into permanent fists and studded with black, chitinous spikes.

Chaositech: Chaos Warrior (Malhavoc Press)

The creature’s blades and fists lashed out, but Tor’s sword was already in his hand. Nainsyr flashed in a halo of lightning, performing a nearly flawless flurry of parrying virtuosity. Only one blow, glancing off Tor’s blade, found its way through the defense, leaving the thinnest of cuts upon the knight’s cheek.

But Tee had been practicing her swordplay with Tor whenever the chance allowed, and now she tried out a few of the new tricks she had learned. Sweeping one of the brute’s many limbs aside, she plunged her sword through his chest. The blow sent it stumbling back, gurgling a thin stream of blood. Tor seized the opportunity, turning effortlessly from the defense to the attack, and swept the creautre’s head from its shoulders.

Moving farther into the partitioned warehouse, they found a storage room filled with vats of strange chemicals and mechanical detritus. None of it seemed to serve any sane or logical purpose.

Then they came to an iron door. After a cursory inspection, Tee discovered that the door had been barred from the far side. “I can pick the lock, but I don’t think I can move that bar.”

Agnarr glanced to either side. “We could chop through the walls. They’re just wood.”

But Elestra had a better solution: Laying her hand upon the door and calling upon the Spirit of the City, she felt the portal reveal itself to her. The bar flew from its grips, the tumblers of the lock spun into place, and the door swung open…

… revealing a horrific chamber.

It stunk of blood and ozone and things far worse. Large, bizarrely-shaped machines – with vats and tubes of strange alchemical liquids thrust out from them in grisly protrusions – filled the room. Spatters of dried gore could be seen everywhere. Gruesome tools were hung on racks near several stained operating tables.

Upon one of these tables, Iltumar lay unconscious. His arms rested on wooden stocks to either side of the table and the flesh of his hands had been delicately flayed open. Bent over him was a figure wrapped in robes of red silk. As the door flew open, this figure twisted to face them with an oddly alien contortion. Its face was masked with iron and strange balls of iron hovered above its shoulders.

“The Surgeon in the Shadows…?” Elestra murmured.

The figure held their gaze for only a moment, then – without ado – it raised its hand and vanished.

Only then did they become aware of the other occupants of the chamber: A stunted, hunchbacked dwarf clad in black leathers suddenly cried out. “Master! Do not abandon me! I beg you!” But he was already too late, and with a look of pure malevolence he whirled to face them, ripping a massive axe from the straps on his back. It had been outfitted with strange, mechanical protrusions which hissed slightly as he adjust his grip upon the hilt.

And from the other side of the chamber, a horribly disfigured woman sidled out form behind the banks of machinery. Her skin was a crisscrossed grid of scars and stitches, covering her entire body with a second layer of mismatched flesh. One of her arms had been replaced with a long, serrated hook formed from some chitinous, gray-black substance.

Chaositech: Chaos Warrior (Monte Cook Games / Malhavoc Press)

Tor stepped smoothly out of the doorway, moving off to the right to engage the dwarf. This opened a clear path for Elestra to take a shot at the behooked woman with her dragon rifle. The blast caught the woman cleanly in the chest, but scarcely staggered her. In fact, despite the scorch mark it left on her leathery second-skin, the shot’s only seeming effect was to enrage the woman and draw her ire. The woman leapt across the room with a shocking speed, and – with a gleep of concern – Elestra barely ducked out of the way of her sharp hook.

The hook buried itself deep into the frame of the door, affording Tee the opportunity to dash past the woman and come to Tor’s side.

Tor was in the process of deflecting the first swing from the dwarf’s massive axe. But as the blade slid past his face, it suddenly gave forth a blast of scorching steam. Tor stumbled back, his cheeks glistening crimson.

Before the dwarf could follow through on his first swing, however, Tee’s longsword had plunged into his side and deep into his lung. She wrenched the blade free, pulling with it gouts of pinkish tissue. The dwarf gasped for breath, and in that moment Tor’s sword caught him in the opposite side with such force that he went tumbling across the length of the room.

Tee was still in motion. Spinning from her attack on the dwarf she slid in behind the behooked woman. Agnarr had literally plunged his greatsword through the wall from the next room, catching the woman a glancing blow. Tee seized the opportunity presented to slash upward with her blade, catching one of the thick stitches on the woman’s back and ripping it apart – exposing muscle, bone, and spine.

With a silent scream of anguished pain, the woman spun towards Tee and raised her hooked arm high above her head. But Agnarr, having wrenched his blade free from the wall, came through the door and plunged his greatsword through the opened wound on her back. The blade emerged from the woman’s chest, and with a gurgling moan she sank to the floor.

LOOKING FOR LAVIS IN ALL  THE RIGHT PLACES

Iltumar was still stretched senselessly upon the operating table. A closer inspection revealed that tiny, chitinous blades had been attached to the bones of his fingers – like some sort of hideous claws. The bleeding from his flayed skin had been unnaturally slowed in some manner, but once Elestra (with Tee and Tor offering numerous suggestions) started trying to remove the blades he began bleeding profusely.

“I wish Dominic was here,” Elestra said. “Should I stop?”

Tee shook her head. “We’ve got to remove those blades. There’s nothing good about them.”

Eventually they had to fashion crude tourniquettes to stop him from bleeding to death. This gave Elestra enough time to finish removing the blades. Once that had been accomplished, she was able to magically heal his wounds – although this left long, white scars running to the tips of his fingers.

“Good,” Tee said. “It’ll be a reminder.”

“Should we wake him up?”

“Not yet. Let’s finish searching this place first. We still need to find Lavis.”

In fact, the others had already been searching the rest of the operating chamber while they had labored over Iltumar’s hands. On a side table they had found a large sheaf of papers with a note affixed to the top of them:

CASTOR’S NOTE

Illadras says that she has shown these procedures to Wuntad and he says they will serve the purpose of the Tolling Bell. They will be providing the appropriate subjects over the next month at your demand.

Castor

The mention of Illadras, Wuntad, and the Tolling Bell confirmed their suspicion that they were once again neck-deep in the affairs of the cultists. The rest of the papers appeared to describe surgical procedures and other modifications. Ranthir had been studying them for several minutes, but couldn’t make any true sense of them. About the only thing he was able to conclude was that the procedures seemed to have been arranged into ten groups.

He had more luck interpreting a separate set of notes that Tee discovered in another corner of the chaotic laboratory. Titled “Cranial Walker Research Notes”, these appeared to be an attempt to reconstruct incomplete instructions for performing a chaositech surgical procedure in which a severed head (possibly one taken from a separate device referred to as either a stasis pod or preservation tank) would be connected to a small, round platform rendered mobile through the support of six 2-foot-long insect-like legs. Optional support for arm mechanisms was also described. Nearby they discovered a partially constructed platform (sans head) matching the descriptions, but the writer of the notes also seemed uncertain that their work was correct. There were suggestions that “further tests” and “experimentation” would be necessary to perfect it.

The chamber immediately adjacent to the operating room looked like some sort of bizarre, mechanical crypt. Strange devices and huge vats all seemed focused upon a central slab of stone about the size and shape of a bed. Various cables and tubes seemed to be designed so that they could be hooked up to whoever might lay upon the slab.

In a small, desk-like niche built into the wall of this chamber they found a large bag of purple velvet sitting atop another sheath of papers. They were delighted to discover that the bag contained 1,000 platinum pieces. They were less delighted to discover that the top sheet of paper was a letter signed with a familiar name…

ILLADRAS’ LETTER TO KINION LUTH

Kinion—

I am sending along my final payment for the procedure along with the copies of the original plans as you requested. I thank you again. I am more than pleased with the results.

Illadras

The rest of the neatly written pages described something referred to as a “burning totality” – which appeared to be some form of “flesh graft” and a “betrayal of the flesh”. (“Chaositech,” Ranthir explained.) The “burning totality” appeared to be a radical and bizarre surgical technique which would “gift” the recipient with a “skin of flame”. The details of the procedure, however, proved difficult to decipher.

But they might not prove so for long. Behind a concealed panel on the stone slab, Tee discovered a leather-bound tome entitled The Book of Greater Chaos. The book represented a comprehensive treatise on the basic arts of chaositech – both its use and creation. Additional chapters discussed the effects, cleansing, and use of taint. (“Use?” Tee asked with a note of outrage.)

THE BOOK OF GREATER CHAOS

And the Banelord labored long in the bowels of the earth. There he crafted a new art, unlike any that had been known before. It was a craft of primal chaos, and it bound all his works of evil and turned their purposes to an ancient bent. Through that craft, the whispers of the demonweb and the counsels of the forgotten sleepers could be heard.

But when the Banelord was thrown down by the First Convocation of the Sorcerer-Kings, the arts he had perfected were lost and their evil went out of the world.

But though the arts had been lost, the crafts which had been wrought with them were not destroyed. Years would pass. Centuries would pass. And through them all the crafts of the Banelord waited.

In time the mighty Titan Spawn alighted upon the coast of the Southern Sea and founded their great city of Lithuin. Their arts were mighty beyond mortal ken, but their thirst for knowledge was greater still. They came to the shadow of the Spire, and there they found the crafts of the Banelord. They studied those crafts until their secrets were rediscovered and then, in their pursuit for power, the Titan Spawn fell into darkness. They convulsed themselves in civil war, and finally many of the Titan Spawn left the shores of the Western Lands and returned to their mysterious continent of mists. The great city of Lithuin fell to ruin.

And behind them they left the craft of chaositech.

While Ranthir continued paging through The Book of Greater Chaos, they entered a room in such total disarray that at first they thought it to be some sort of dumping ground. It quickly became apparent, however, that it was simply a filthy, cluttered bedchamber. Poking through the mess, however, Tee was able to recover a variety of valuables, including a set of strange looking tools which Ranthir was able to identify as chaositech repair tools.

The next door they came to was locked. It was easy for Tee to pick it, revealing a long, narrow chamber with three dirty-grey cots and a slop bucket. There they found Lavis: Tied, gagged, blindfolded, and thrown into one corner.

They quickly undid her bonds. Elestra, who had met her before, quickly made the introductions and explained the situation.

“What happened?” Tee asked.

“That filthy little dwarf snuck up behind me.” Lavis rubbed the top of her head with the memory of it.

“He won’t be doing that again,” Tor said smugly.

“Good,” Lavis said in all honesty. “Is Iltumar all right?”

They shifted nervously.

“Sort of,” Tee said.

“What’s wrong?” Lavis looked up querulously into faces of anger, exasperation, and sadness.

“Iltumar,” Elestra answered.

Running the Campaign: Patron Exhaustion Campaign Journal: Session 37D
In the Shadow of the Spire: Index

DISCUSSING
In the Shadow of the Spire – Session 37B: An Uneasy City

At the gates of the Necropolis, Tee stopped and spoke with the Keepers of the Veil. She inquired after records of those buried in the Necropolis, hoping that they might indicate the location of Alchestrin’s ancient tomb. The knights didn’t keep records of that sort, but they suggested that one might inquire at the Administration Building in Oldtown.

At the end of Session 36, the PCs realized that what they thought was Alchestrin’s Tomb was actually a false tomb that had been constructed from scavenged sarsen stones that bore Alchestrin’s sigil.

This left them stymied. (Which was surprising to me: I once again thought it would be obvious that the stones must have been scavenged from somewhere nearby – particularly since they had been told Alchestrin’s Tomb was in this area – and therefore all they needed to do was look around the area a little more to locate the actual tomb. But they didn’t think to do that.)

They did, as you can see here, have the idea of asking the Keepers of the Veil – an order of knights who guard the borders of the Necropolis – to see if they would have a record of the tomb.

That makes logical sense, but in this case I knew from my notes that the Keepers didn’t have those records. (I did make a Knowledge check to see if one of the knights they spoke with would just coincidentally know the location of Alchestrin’s Tomb due to their experience with the Necropolis, but they failed the check.)

So at this point we have a fairly straightforward execution of the Spectrum of GM Fiat: I could just say, “No, the Keepers don’t have those records.” But you generally want to avoid simply saying “No” if at at all possible, which means that this is a perfect opportunity for a No, but…

In fact, it’s the perfect opportunity for a diegetic No, but… I know the Keepers don’t have those records, but that such records can be found in the Administration Building. I could just tell the players that (e.g., “Elestra, you’d know that such records would typically be kept in the Administration Building”), but in this case there’s no reason that the Keepers can’t know that. (It actually makes perfect sense: Although they don’t keep these records, it’s easy to imagine why those keeping watch over the undead and other dangers of the Necropolis would need to access them and, therefore, know where to find them.) So I can simply put the No, but… into the mouths of the Keeeprs and make it a natural part of the game world and the flow of play.

Ranthir spent the morning hours at the Administration Building, seeking records of Alchestrin’s Tomb.

Unfortunately, most of that time was wasted as Ranthir was shuffled fruitlessly from one ministry to another. He eventually found his way to the Ministry of Public Works and a relatively friendly older woman who showed him to what she thought “might be the proper room”. It was stacked high with moldering stacks of yellowing, unorganized parchment. In some ways, it was Ranthir’s perfect heaven… but it still left him stymied in his search for the Tomb.

Shortly thereafter, Tee caught up with him, assessed the situation, and made a quick circuit. Leaving a few greased palms in her wake, Tee was able to secure him assistance in sorting through the papers. This sped his task somewhat, but despite the help he was no closer to finding the Tomb by the time he had to leave.

When Ranthir actually goes to the Administration Building later in the session and tries to look up the records, however, I swapped off the Spectrum of GM Fiat and turned things over to the good ol’ fictional cleromancy of the mechanics…

… and Ranthir promptly failed his skill check.

(Tee showed up later and tried to help, but after some more bad rolling, it was still a failure.)

So here we go from No, but… to No.

Of course, some might ask why I had Ranthir roll for this vital information in the first place! If you roll for getting clues like this, then you risk the roll being a failure and the PCs not getting the clue! And, in fact, this horrible disaster is exactly what has happened!

I certainly could have stayed on the Spectrum of GM Fiat and ruled that Ranthir, having gotten to the right place, would automatically find the information he was looking for. But in this case, it’s not what my notes said, so that outcome really would have been a fudge. (Don’t fudge!) More importantly, though, I don’t actually care that Ranthir missed this check. It’s not my problem. It’s the players’ problem!

Because I know that:

  • the PCs don’t actually NEED to get into Alchestrin’s Tomb in order to continue making progress in the Banewarrens (so it’s not a load-bearing aspect of the scenario);
  • there’s other ways for them to find Alchestrin’s Tomb (remember the Three Clue Rule); and
  • there’s lots of other leads the PCs can pursue (so the campaign isn’t going to stall here).

And so this is yet another situation where I can just be okay with failure being meaningful and seeing where it will take the campaign.

Campaign Journal: Session 37CRunning the Campaign: Patron Exhaustion
In the Shadow of the Spire: Index

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

SESSION 37B: AN UNEASY CITY

May 9th, 2009
The 20th Day of Kadal in the 790th Year of the Seyrunian Dynasty

Ptolus: The Administration Building - Monte Cook Games

Elestra hit the streets. Rehobath’s claiming of the “Holy Palace” had become common knowledge. It turned out that Rehobath owned legal title to the Palace, having quietly acquired the property rights six months ago. (“Sneaky bastard!” Tee said upon learning the news.)

But Elestra also learned that the Commissar wasn’t pleased with Rehobath’s maneuver, seeing it as an attempt by Rehobath to consolidate a non-religious base of power in Ptolus. Earlier that morning the warrant of arrest for Sir Kabel had been publicly annulled, a move that was commonly seen to be the Commissar sending a message to Rehobath.

While the news of Rehobath particularly caught Elestra’s attention, it wasn’t the story at the forefront of public thought: Open war had come to Tavern Row. The night before, frustrated Balacazar enforcers had encountered Killraven recruiters on the street. The confrontation had turned to blows and attracted some other low-level enforcers. In the end, nearly two dozen gang members engaged in open violence on Tavern Row before scattering in response to the City Watch.

ASKING QUESTIONS

Meanwhile, Tee had gone down to the Docks. Speaking with the Dockmaster’s staff she learned that the Freeport’s Sword was likely to dock in the early afternoon of the next day.

Ranthir spent the morning hours at the Administration Building, seeking records of Alchestrin’s Tomb.

Unfortunately, most of that time was wasted as Ranthir was shuffled fruitlessly from one ministry to another. He eventually found his way to the Ministry of Public Works and a relatively friendly older woman who showed him to what she thought “might be the proper room”. It was stacked high with moldering stacks of yellowing, unorganized parchment. In some ways, it was Ranthir’s perfect heaven… but it still left him stymied in his search for the Tomb.

Shortly thereafter, Tee caught up with him, assessed the situation, and made a quick circuit. Leaving a few greased palms in her wake, Tee was able to secure him assistance in sorting through the papers. This sped his task somewhat, but despite the help he was no closer to finding the Tomb by the time he had to leave.

THE FURTHER TROUBLES OF ILTUMAR

Agnarr had gone to the Bull and Bear with the intention of finding some armor for Seeaeti. But when he arrived he found Hirus looking pale and wearied behind the counter, with large black pools beneath his eyes.

“What’s wrong?” the barbarian asked.

“Master Agnarr!” Hirus cried. “It’s Iltumar!”

“Of course it is,” Agnarr said. “What happened?”

“He’s gone! Last night I found this note in his room.”

Thank you for everything you have done for me. I go now to live a new life with a new body. I’ll make you proud. I’ll make everyone proud.

—ILTUMAR

“I came up to the Ghostly Minstrel to see if I could find Sir Tor or Mistress Tee, but you weren’t there. Lavis was, though – that’s another lass that’s a friend of Iltumar’s. She promised to find him. And maybe she did. She sent word by messenger that she had tracked him to some warehouse in Oldtown. But I haven’t heard from her since. I don’t know what to do!”

“I’ll look into it,” Agnarr promised.

“Thank you! Thank you so much!”

FALSE FEARS IN WELCOMING EARS

Ptolus Map: The Holy Palace - Monte Cook Games

Tor, meanwhile, had ridden up to the Holy Palace. The three-story tall walls were crafted from baroque white marble and topped with crimson-red shingles. Doors two-stories tall parted without touch to give him admittance into a wide, long entrance hall.

He sought audience with Rehobath and was quickly granted it, being ushered into a grand throne room of sorts. Although the throne itself was only of plain wood, its opulent surroundings spoke loudly to Tor’s eyes.

Rehobath looked up at him as he entered. “Sir Tor. It’s a pleasure to see you.”

Tor bowed and smiled. After congratulating Rehobath on his new abode, however, his face drew in seeming concern.

“I’m afraid I come with bad news.”

“Oh?” Rehobath said.

“Dominic is gone.”

“Dominic is… gone?”

“Yes,” Tor nodded. “He didn’t come down to join us for breakfast. When we went to his room, most of his things were gone. We don’t know where he is.”

Rehobath seemed completely baffled by the news. He questioned Tor in particular detail, but there was little more to tell (and Tor was pleased to find that he had gotten through the ordeal without ever telling an actual lie).

“I actually came to see if perhaps you had summoned him. Or if he had contacted you.”

“No,” Rehobath shook his head. “But perhaps he went to the Godskeep. You should speak with Sir Gemmell at once.”

Tor agreed and excused himself. Leaving the Holy Palace, he mounted Blue and rode straight to the Godskeep. There he found things in total disarray – knights were packing, rearranging, and generally discombobulated.

Sir Gemmell, it turned out, was less than pleased with Rehobath’s sudden (and unexpected) move to the Holy Palace. But he was faithfully gathering together the final elements of the honor guard that would serve him there. He was short on patience and seemed to care little for the whereabouts of Dominic. So Tor, after making sure that he should come to the Godskeep for his training the next day, took his leave.

TRUE REPORTS FOR UNHAPPY HEARERS

Tee had confessed to the others that she had spoken to the Commissar on the eve of Rehobath’s convocation and warned him of what was coming. For similar reasons, she felt it important that the Commissar be warned of Dominic’s denunciation of Rehobath.

Somewhat to Tee’s surprise, everyone quickly agreed that it was a good idea. So while Ranthir returned to the Administration Building (with little success) and Elestra went looking for the word on the street regarding Illadras (there wasn’t any), Tor, Agnarr, and Tee went to see the Commissar.

When they arrived at the Dalenguard, Agnarr volunteered to wait outside while the others went in to meet with him. After only the briefest of considerations, Tee and Tor agreed that was for the best.

The Commissar, looking up from various papers spread across his desk, greeted them with a small smile and a nod of his head.

After exchanging brief pleasantries, Tee got to the heart of the matter. “May we speak safely here?”

“Of course.”

At this, Tor nodded, reached up, and removed the red sash hanging from his shoulders.

The Commissar became suddenly solemn. “I..  see.”

“We’re here to talk about Rehobath,” Tee said.

“So I would assume,” the Commissar said.

Having made their loyalties as clear to the Commissar as possible, Tor and Tee quickly went over the details of Sir Kabel’s plan. The Commissar said he had been aware of the approach of the new Silver Fatar from Seyrun, but he was surprised to learn that Dominic planned to denounce Rehobath.

“I don’t think Dominic has ever supported Rehobath,” Tee said. “He had no idea what was going to happen at the convocation.”

“Sir Kabel’s hope – our hope – is that, once the Silver Fatar arrives, this matter can be decisively resolved.”

“I would frown upon anyone seeking to take the law into their own hands,” the Commissar said. “We have had enough bloodshed in the streets of Ptolus of late.”

“Sir Kabel believes that – once the Silver Fatar arrives – many of those loyal to Rehobath will… see the error of their ways,” Tor said. “If Sir Kabel’s strength is large enough, I think bloodshed can be avoided.”

“Are you aware that Rehobath is hiring mercenaries?” the Commissar asked pointedly.

“Mercenaries?” Tee asked.

“And barracking them in the ‘Holy Palace’,” he said. At this revelation the room filled with silence. The Commissar let it rest there for a moment before continuing. “I want no disturbance of the peace. That, above all, is my duty.”

When they left the Commissar’s office, they found Agnarr dicing with the two guards who were supposed to be on duty outside. Although their meeting had been short, Agnarr had already managed to lose 23 gold pieces. He was in good spirits about it, though. He was beginning to truly enjoy the riches they were earning (or, at least, finding) here in Ptolus.

As they were moving off, however, Tee’s sharp ears caught the guards chatting amiably about what to do with their winnings that evening.

“With this run of luck we should head to the White House.”

“I dunno. There aren’t any dumb barbarians at the White House.”

Running the Campaign: No, But…Campaign Journal: Session 37C
In the Shadow of the Spire: Index

Old Prague - Martin Suchanek (modified)

DISCUSSING
In the Shadow of the Spire – Session 37A: Dominic Departs

They had an almost impossible number of possible courses to pursue. First, there were the Banewarrens. They had been hired by Jevicca to seal them and by Rehobath to retrieve the Sword of Crissa.

Agnarr raised the possibility of following up on Demassac Tovarian, assuming that Jevicca hadn’t already done so. They knew he was experimenting with chaositech.

“He might even be the one who supplied the items that let the bone rings into the Banewarrens,” Ranthir said.

Ah! Demassac Tovarian!

He’s one of those roads untraveled that almost always crop up here and there in any campaigns that aren’t purely episodic.

(Spoilers: The PCs never actually pursue the Demassac Tovarian lead. Well, I guess at least not yet. We’re still playing the campaign, so I guess it could happen. But it seems extremely unlikely at this point.)

Tovarian was one of the scenario nodes forming Act I of the campaign. The PCs first encountered a reference to him while investigating the Cran crime family in Session 8, but despite frequently mentioning the lead, they never actually pursued it. I actually primed the pump a bit by having a patron (Jevicca) offer to hire them to check out Tovarian’s operation, but in Session 15 they turned down the job because they were too busy with other stuff.

At that point, I figured the Tovarian scenario was dead, and so I was actually a little surprised when it came up during this Second Meeting of All Things – what the players’ called their mega-planning sessions. That’s also something that’s fairly common in campaigns like this: The players will reach back and pull on the most unexpected threads.

In this case, of course, the tugging still didn’t go anywhere.

There were other clues that would have also pointed to Tovarian, but the PCs either missed those clues (because they got captured by Malkeen Balacazar and never explored the smuggler caves thoroughly) or actually missed the entire adventure those clues were placed in. (I don’t think the Ennin Slavers have even been so much as mentioned; the PCs missed them entirely.)

In fact, there were a BUNCH of Act I scenarios that the PCs skipped past. (And which the players remain unaware of to this day.) Tovarian and the Ennin Slavers collectively had a bunch of clues pointing to things like the Swords of Ptolus, Jirraith, and the Pale Dogs. Because the PCs missed both Tovarian and the Ennin, that whole wing of the campaign kinda just fell away.

And that’s just fine.

I’ve previously mentioned that one of the GM’s biggest friends is a simple question asked at the end of every session: “What are you planning to do next time?”

It’s not foolproof, but it will save you from a lot of wasted prep. In this case, I knew how Tovarian and the Ennin and Jirraith and the Pale Dogs and the Swords of Ptolus all connected to each other because I’d prepped a revelation list. But because the PCs never got anywhere near most of those nodes, I never actually prepped the scenarios. So the only thing I “lost” were a few scribbled concept notes.

(Some of which I would eventually circle back to: The Ennin Slavers had connections to the Vladaams, and so they eventually got hooked in from the opposite direction.)

Of these scenarios, the one I spent the most time on was Demassac Tovarian, because there were a few points where I thought the PCs were going to be heading in that direction.

This work included a map of the alley where the House of Demassac Tovarian was located:

The House of Demassac Tovarian - Map: The Street. Depicting several slum-style buildings haphazardly built around an alley. Individual buildings are keyed A1 through A8.

I also mapped the house itself (A1), but as you can see, I never actually finished keying it:

The House of Demassac Tovarian - Map: Interior An unkeyed map of a five-storey structure. Cartography done in an old school style.

I never got as far as mapping the Undercity located beneath the alley, nor the Tomb of St. Thessina. In the case of the latter, I’m not even sure what my intentions were: The only thing preserved in my notes is the name.

I did have a general vibe in mind for Demassac’s demesne, which was largely inspired by the slightly surreal fantasies of Clark Ashton Smith. He possessed a dream sifter – a piece of powerful chaositech that he used to steal dreams from people. I had several strong images which were the touchstone and inspiration for the adventure, and a handful of these I’d worked up into preliminary room keys, like the Room of Endless Night:

A perpetual gloom shrouds the room. Thick shutters and inky drapes cover the walls and window. The light seems to twist and turn beyond the threshold of the room, casting only a strange phosphorescence that barely illuminates the contents of the room: In one corner of the room stands a heavy basalt statue of a squat, reptilian beast with a grotesque, horned head, stunted bat-like wings, and crooked claws. In another corner there is a sphere of black glass standing on a pedestal of black stone. In the center of the room, a large stone pool or basin is filled with water. Stretched across the top of the pool is a stone slab. The slab has been fitted with manacles.

And the Corridor of Lost Dreams:

This corridor, with a hall at one end of it, is shrouded in a perpetual gloom. Dozens of small glass spheres are suspended on nearly invisible wires here and there from the ceiling. Ghostly sounds of laughter and merrymaking float through the air. Sparks of multicolored light seem to dance through air, leaping sedately from one glass sphere to another.

There’s just enough of Demassac that came into existence that I do sometimes think of him and wonder what might have been, and perhaps some day I will return to this strange alley of madmen, dark technomancy, and strange visions. But for the moment, much like the fleeting dreams Demassac fights so hard to preserve, he has tripped along merrily into a lost realm of imagination.

Campaign Journal: Session 37BRunning the Campaign: No, But…
In the Shadow of the Spire: Index

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