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Posts tagged ‘in the shadow of the spire’

Saruman

DISCUSSING
In the Shadow of the Spire – Session 34A: In the Dust of the Old City

You can assure Reggaloch that additional slaves will be sent to him within the week. We have become very interested to discover what our Brothers of Venom are doing that requires such a constant flow of common flock. We have asked Illadras, but she has told us not to concern ourselves with it. Be cautious, but discover what you can.

Urnest

Sauron and Saruman.

The similarity in their names — and the confusion it’s engendered in generations of book-readers and film-watchers — is often held up as a cautionary tale to writers: If character names are too similar to each other, it will make it difficult for your readers to differentiate them.

In the specific case of Sauron and Saruman, the confusion was so feared that, infamously, Saruman’s name was changed to Aruman in Ralph Bakshi’s animated version of The Lord of the Rings.

The questionable wisdom of Bakshi’s decision aside, this is nevertheless advice also well-heeded by GMs.

This confusion of names is actually something I ran afoul of in this session. In brief:

  • Urnst is the name of the Commissar who rules the city of Ptolus.
  • Urnest is the name of a chaos cultist based out of the Temple of the Rat God.

So when my players encountered this note from Urnest, the entire group was suddenly filled with dread: Oh, no! The Commissar is in league with the cultists!

… and this was despite the fact that they’d already made this mistake once before.

In that older installment of Running the Campaign, I talked about how and why you can maneuver your way out of that situation, but I wanted to approach it from a slightly different angle today: While acknowledging the logistical challenges that can be created by similar names, why would you want to nevertheless have similar names?

First, if you’re dealing with a sufficiently large cast of characters (which is not unusual in a long-running RPG campaign), it can simply be a matter of necessity. For example, you’ll sometimes hear the Sauron/Saruman rule given as, “You should never have two character names with the same first letter.”

Except that would mean never including more than twenty-six characters, and then only if you’re willing to include some exotic X’s and Z’s and the like. (Although this is quite a bit easier in your typical fantasy fare.)

Second, there could by any number of practical reasons for doing so. Tolkien, for example, may have chosen the names deliberately for their similarity and the thematic resonance it would have in the book. Or, because the names were ultimately derived from the languages he had created from Middle Earth, the linguistic world-building may have been the most important factor for him. (He never commented on this issue, so we don’t really know if it ever occurred to him.)

Similarly, in the Ptolus sourcebook there are two more characters named Urnst: Vladimir and Taltos Urnst are alchemists operating a shop in the Undercity. Unlike Urnest, however, the similarity of their names to Commissar Igor Urnst is not a coincidence, as they “claim to be distant cousins of the Commissar…”

When you have similarly named characters, though, there are a few things you can do to help your players (and maybe even yourself) keep things straight:

  • Keep the characters in different spheres of the campaign from each other — different locations or different factions, for example.
  • Is there a different name that they could be referred to? (A first name or nickname, for example.)
  • Give one or more of the characters a title (Lord, Chancellor, Empress) and use it consistently to distinguish the characters.
  • Provide context reminders to help nudge your players’ memory (e.g., “Tessa, who you meet at the tavern last week…”).

Some of these tips are a good idea even if the character’s name ISN’T similar to anyone else!

Campaign Journal: Session 34B – Running the Campaign: TBD
In the Shadow of the Spire: Index

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

SESSION 34A: IN THE DUST OF THE OLD CITY

January 5th, 2009
The 18th Day of Kadal in the 790th Year of the Seyrunian Dynasty

Night of Dissolution - Map of the Old City (Monte Cook Games)

They decided to pursue Theral and the ratling west through the illusionary wall. On the other side they found a vast, open chamber – clearly of new construction, with walls, floor, and ceiling formed of dark stones laid in strange patterns. To the south there was a flight of stairs and to the west there was another hall leading out of the chamber.

Based on what Uranik had told them, they guessed that the stairs to the south would lead back to the sewers. They thought it likely that Theral might have fled in that direction. Or, if not, then they could quickly eliminate it as a possibility.

At the top of the short flight of stairs they found a rust- and grime-free door of iron. From this side it was obvious that the door had been rigged with a simple wire-based alarm bell. Tee snipped the wire on the crude mechanical device and then opened the door.

They’d been right: The door opened directly into the sewers. Agnarr studied the ground, but couldn’t pick any clear or particular trail from the morass of tracks in the slime and muck of the walkway. If Theral had gone this way, he could be anywhere in Ptolus already.

They took the western hall, following it as it winded its way into a medium-sized chamber littered with garbage and feces. Amid piles of rotting refuse they could see, here and there, hollowed out rats’ nests of various sizes and shapes.

Tee took one look at the disgusting muck and decided that she didn’t want to waste her time poking through it.

“But we have to search!” Agnarr said with a grunt and started bull-headedly digging his way through the piles, sending various globs of filth flying into the air.

The others groaned at Agnarr’s display, but then Tee’s sharp eyes saw a folded piece of parchment suddenly tossed up into the air. Reaching out she snatched it.

A few minutes passed and Agnarr eventually gave up and turned back to them – his hands and forearms caked in a brown film of filth. “I guess there’s nothing here.”

Tee held up the letter.

URNEST’S LETTER

You can assure Reggaloch that additional slaves will be sent to him within the week. We have become very interested to discover what our Brothers of Venom are doing that requires such a constant flow of common flock. We have asked Illadras, but she has told us not to concern ourselves with it. Be cautious, but discover what you can.

Urnest

INTO THE OLD CITY

They were badly fatigued from their exertions over the past two hours and the spellcasters – particularly Ranthir – had almost completely depleted their mystic reserves.

But if they didn’t push on, they would lose the advantage of surprise. They weren’t sure what waited for them below – down the stairs that Vocaetun had attempted to flee – but they were certain that if they left they would find these halls freshly held against them when they returned.

And so down they went.

After turning many times, the old and worn stairs bottomed out into a large cavern. Pieces of fairly crude (and very old) masonry jutted out of the cavern walls here and there. The far side of the cavern ended in a wall of ancient clay bricks, out of which bulged a half-ruined tower that extended from roof to ceiling.

Ranthir recognized these ruins for what they were, and explained it to the others as they moved down onto the hard-packed dirt floor: These were the remains of the original city of Ptolus, founded by the great sorcerer who had apprenticed Danar and been destroyed by the Banelord. It was known that many such remnants of the ancient city could still be found, having been swallowed up figuratively by time and literally by the earth.

Tee left the others behind and crossed to the door in the wall of the tower. Agnarr followed, but not too closely.

Tee quickly ascertained that the door wasn’t locked, but spent a few more moments performing a quick inspection for traps. She began to turn back towards the others to announce the all-clear—

And, with an implosion of sulphur-laced air, a dog-sized rat with flame spewing from its eye-sockets appeared directly behind her.

If she hadn’t already started turning, she might have been caught completely off-guard. Instead, as the rat launched itself towards her, she was able to spin to one side – leaving the rat to thud loudly into the door behind her.

As the rat whirled back to her, Tee rolled onto her back and stabbed up through its neck. Almost simultaneously, Agnarr – who had come rushing forward – stabbed down through its head. Their blades crossed through its throat.

As the rat squalled a dying scream, Tee’s sharp ears caught the soft murmurings of arcane chants coming from somewhere above them. But before she could shout a warning to the others, she was suddenly afflicted with a magical malaise that left her dazed.

Agnarr, seeing her eyes glaze over, frowned with concern. “Tee? Are you all right?”

Running the Campaign: A Confusion of NamesCampaign Journal: Session 34B
In the Shadow of the Spire: Index

Special Forces at the Peephole - Andy Gin

DISCUSSING
In the Shadow of the Spire – Session 33E: Maggots & Ratsbane

Someone threw themselves against the door Dominic and Tor were propping themselves against. It barely budged. They glanced at each and made a quick, unspoken decision. Dominic stepped away and Tor, timing things perfectly, yanked the door open at precisely the right moment.

A young elf woman – ebon-skinned like Shilukar – came stumbling through, thrown off-balance by the sudden disappearance of the door she had been planning to throw herself against.

Dominic and Tor were quick to take advantage – the former’s mace crushing her upper arm and Tor’s sword cutting deep into her thigh. She stumbled further down the hall, shouting over her shoulder. “Theral! There are six of them! Grealdan’s dead!”

Dominic looked through the open door and spotted Theral – the Brother of Venom that Tee had seen discovering Reggaloch’s body – beginning to cast a spell. He promptly slammed the door shut.

Back in Session 13B: The Tragedy at the Door, the PCs lost control of a doorway and nearly paid the ultimate price. In this session you can see them take control of a doorway and repeatedly use it to their advantage during the fight.

I often see doors getting ignored during fights. I think part of that is tied into some of the issues I discussed in Dungeon as a Theater of Operations: We have a tendency to get strongly locked into the idea that there’s a “fight keyed to Area 5” and, therefore, the fight takes place in Area 5 (and nowhere else). This, of course, frequently eliminates the door leading into Area 5 as being irrelevant.

I’m uncertain how much the proliferation of VTTs may be affecting this (since they often persistently feature the entire map of the dungeon), but “put the PCs in the room and then start the fight” is an attitude that you can even find infecting published adventures.

But just look at what a door can do for you! (Or to you.)

They’re natural chokepoints, allowing small groups (like PCs) to control their front line against much larger groups.

They can be used to control line of sight (and also effect), as seen here with Dominic using a readied action to slam the door shut and negate an enemy spellcaster’s entire action.

They can be used to separate groups, tactically isolating them and allowing them to be defeated in detail. (This is similar to attacking an enemy force when they’re halfway across the river.)

Conversely, if you move through a door and engage an enemy on the opposite side, then the doorway becomes your means of retreat. If you lose control of the doorway or are otherwise cut off from the doorway, then you’ll become trapped.

If someone is holding a door and using it against you, then you need to develop some method for breaching the door. (Or, alternatively, creating an alternative method of egress — using a window, teleporting, blasting a hole in the wall, turning ethereal, etc.)

In practice, of course, all of these myriad tactical considerations will be swirling around each other in the chaos of battle.

And we haven’t even started looking at doors with special features!

  • How can a trapped door be used to your advantage during a fight? (Particularly if the trap resets whenever the door is shut.)
  • What about doors that have magical effects attached to them? (Like magic portals!)
  • You can get similar effects with non-magical portals, too! (For example, you might have a portcullis that’s rigged to come crashing down when someone pulls a lever.)

Some of these will create unique tactical opportunities. Others will simply complicate the ones we’ve already discussed!

Campaign Journal: Session 34ARunning the Campaign: A Confusion of Names
In the Shadow of the Spire: Index

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

SESSION 33E: MAGGOTS & RATSBANE

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

Ratmen Platoon - Midjourney

RATSBANE

As they pushed their own way through the secret door to pursue him, however, a carpet of dire rats poured through the illusionary wall.

There were dozens of them, but Agnarr just smiled grimly. “Okay, I think we’ve got this.” Twirling his blade slowly he moved forward.

But the rats were followed by a platoon of ratmen, all armed with dragon rifles. Several of them fired at Agnarr as they entered and the sickly-sweet scent of burning flesh filled the air.

Dominic reflexively laid his hands on Agnarr and the burn marks softened away. The barbarian was already bellowing with rage and a moment later, gritting his teeth, he charged. Tor followed in his wake with a rallying cry of his own. They cut a swath through the dire rats, trying to open a path to the rifle rats… but they were going to be too late. The riflers were coming into formation and lowering their guns for what was certain to be a lethal barrage.

But Ranthir, seeing what was happening, focused all of his energy. He had already cast one fireball that day, and the effort of trying to reforge the pathways of mystical force through his own mind and soul through sheer force of will was literally excruciating…

A ball of fire burst forth in the middle of the room, leaving in its wake a hillock of burnt ratflesh.

With a triumphant cry, Agnarr and Tor finished their swath of death through the dire rats and cut into the three rat riflers who were still standing. The riflers fell back before them with a desperate panic in their eyes. Theral and the only rat chieftain who had escaped the blaze, seeing their seeming triumph rendered instantly into desolation, turned and fled back through the illusionary wall.

MAGGOTS’ END

Tee and Elestra, meanwhile, dashed past the melee, hot on the heels of Vocaetun (who had disappeared down the stairs during the confusion). Tee forced him to turn and fight, dissipating one of his illusionary images in the process. But with a wave of his wand he blinded her again.

He turned to run again. Seizing the moment, Elestra murmured a few words, called upon the Spirit of the City, and laid her hand on his back… to no seeming effect.

He dashed around the corner… and then there was a bone-chilling scream which ended in a hideous gurgling.

Tee, her vision clearing, glanced at Elestra and then rounded the corner.

Vocaetun lay on the stairs. His mouth was frothed with maggots, which were also ripping their way out of the skin on his arms and around his neck. He was dead.

They quickly searched his body, taking his wicked wand so that Ranthir could turn it to their own purposes, and then dragged the corpse back up into the kaleidoscopic hall. By the time they returned, Tor and Agnarr had finished mopping up the last of the rats and ratmen.

Dropping Vocaetun’s corpse unceremoniously on the floor, Tee quickly searched the bodies of the others they had slain. On the weasel-faced man they found a note:

LETTER TO GREALDAN

Brother Grealdan—

We have intercepted letters from Reggaloch to others in the Ebon Hand. They are planning to betray us. When the signal comes, be prepared to purify the cause of chaos. Be wary.

And now they were faced with a decision: Should they pursue Theral? Descend the stairs? Finish their explorations of this level of the temple? Or retreat before more reinforcements arrived?

Running the Campaign: Battles at the DoorCampaign Journal: Session 34A
In the Shadow of the Spire: Index

 

Merlin's Magic - Thomas Mucha

DISCUSSING
In the Shadow of the Spire – Session 33D: The Hell Hound at the Door

At the far end of the room there was a small wooden bookshelf containing a dozen assorted volumes. These, of course, caught the particular attention Ranthir, who was also delighted to discover that one of them was a thick tome of spells.

Ranthir was not able to study the spellbook completely, but the illustrations of eyes being burnt away with acid were enough to leave him concerned.

NPC spellbooks are a huge pain in the ass to prep.

I’ve previously shared a tip for improvising NPC spell lists, but when it comes to their spellbooks, there is no shuffling: You mostly just need to commit yourself to the rote task of writing down lists of spells for each level.

I guess there is one potential cheat: Just replicate the caster’s prepared spell list and call it “good enough” for the spellbook, but I generally try to include at least two or three “extra” spells per level. (Partly for the sake of verisimilitude. Partly because it gives me some stuff to play with if the spellcaster should become a recurring characters. See, also, The Principles of RPG Villainy.)

I heartily recommend prepping these spellbooks as handouts. You don’t have to get fancy or anything: But a prepared piece of paper with all the spells listed on it that you can hand to the player at the table is just a great way of making the spellbook a concrete and persistent resource.

Way back in Session 3, we actually saw Ranthir loot Collus’ spellbook:

COLLUS’ SPELLBOOK

0 – acid splash, arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, touch of fatigue

1stanimate rope, burning hands, comprehend languages, detect undead, feather fall, floating disk, shield

For a low-level wizard, this was a treasure trove of new spells. Deciphering and copying this spellbook became a significant, long-term project for Ranthir. In every spare moment he could afford— and Ptolus certainly makes it difficult to find a spare moment! — Ranthir bunkered down and studied. You can find references to this in Session 7 of the campaign journal, but it was actually happening quite regularly:

Dominic expended himself in channeling the holy energy of Athor to heal as many of their wounds as he could. Elestra’s battered body was restored entirely and Ranthir was left with only a weariness from the blood he had lost. But the painful wounds to either side of Agnarr’s neck refused to close and, after inspecting them, Dominic concluded that Agnarr would need a full day of rest under his ministrations.

So Dominic settled into Agnarr’s room, praying occasionally and generally tending to his wounds. Ranthir retired to his own bed and set to work copying an additional spell from Collus’ spellbook into his own that would allow him to detect the presence of the undead – he wasn’t sure why, but he had a sneaking suspicion it might come in handy.

Magic being as powerful and versatile as it is, of course, the power unlocked by virtue of an NPC’s spellbook can often be the greatest and most valuable of treasures. In Session 12, for example, there was a direct pay-off for all of Ranthir’s hard work:

Tee led them to the river’s edge and then glowered down at it. Seeing the noxious water again – the edges of the cavern floor corroded and blackened where it met the river – did nothing to distill her fears. She had no interest in trying to wade these waters, no matter how calm the current might be.

Ranthir, however, was able to tentatively offer a possible solution. He had never stopped using the few spare moments in his day to study the spellbook they had wrested from the body of Collus (Toridan Cran’s arcanist), and one of the spells he had deciphered from its contents would allow him to conjure forth a floating disc of pure energy. It was a small disc and would only carry one of them at a time – but it should be a relatively trivial matter for him to ferry them across the river and, when the time came, to ferry them back again.

With the spellbook as a tangible prop (tucked away with the PC’s character sheet) and its study as a project, an NPC’s spellbook becomes a lovely and persistent reminder of everything that the PCs have accomplished — their history made manifest in the present.

I also love to use NPC spellbooks as a delivery mechanism for non-core spells. This might be a spell of my own creation, but more often than not I’m just culling awesome stuff from a variety of supplements. Perusing Vocaetun’s spellbook, for example, gave Ranthir access to a couple new spells:

VOCAETUN’S SPELLBOOK

0—acid splash, arcane mark, assess creature, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, ray of frost, read magic, resistance, touch of fatigue

1st—acidic curse, color spray, comprehend languages, endure elements, protection from chaos, protection from law, ray of enfeeblement, reduce person, shield, silent image

2nd—invisibility, minor image, mirror image, obscure object

3rd—displacement, fly.

Assess Creature
Divination
Level: Brd 1, Clr 0, Drd 0, Rng 1, Pal 1, Sor/Wiz 0
Components: S
Casting Time: One standard action
Range: Close (25 feet + 5 feet/two levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

With a wave of your hand, you determine the Hit Dice of one creature. This spell is foiled by any type of magical disguise, polymorph or shapechange.

Acidic Curse
Evocation [Acid]
Level: Sor/Wiz1
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet/two levels)
Target: One creature with eyes
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

You cause a victim’s eyes to fill with acid, inflicting 1d6 points of acid damage and blinding the target for 1d4 rounds. Creatures who suffer no damage from the acid (due to a successful saving throw, an immunity, or a spell granting resistance) are not blind.

Material Component: A bit of ragweed.

Open Game License

Using loot as a vector for delivering original spell content was once quite common in the earliest days of the game, when the core rulebooks featured only a paucity of spells that were “commonly” known. Then, as now, when your players learn the benefits of getting their claws on a spellbook, an encounter with an NPC throwing around strange eldritch arts becomes not only terrifying, but also exciting — redolent with the promise that they’ll soon have the opportunity to loot and learn those arts for themselves.

Campaign Journal: Session 33ERunning the Campaign: Battles at the Door
In the Shadow of the Spire: Index

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