The Alexandrian

Posts tagged ‘in the shadow of the spire’

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

SESSION 26A: TOR’S TRAINING

August 24th, 2008
The 13th Day of Kadal in the 790th Year of the Seyrunian Dynasty

After several mournful minutes in which little was said, they quickly decided that someone needed to return to the surface and notify House Erthuo of the death of Faeliel and the others.

Dominic and Ranthir took that heavy task on themselves. Tor left with them, needing to keep an appointment later in the morning.

The walk back to the surface took a little more than twenty minutes. Then they took carriages in opposite directions: Tor back towards Midtown; Ranthir and Dominic towards the Nobles’ Quarter.

When Ranthir and Dominic arrived at the estate of House Erthuo, they still weren’t sure what they were going to stay. Clambering out of the carriage they approached the two guards on duty at the gate.

“What’s your business here?” The guard had an edgy suspicion in his voice. It wasn’t until that moment that they realized what a dismal sight they must present – dusty and bloody from their delving.

“We bring news for Cordelia Erthuo.”

“News of what?”

“Of Erthuo workers who were retrieving an orrery. She’ll know what we mean.”

The guard nodded to his comrade, who left through the gate. They stood in uneasy silence for several minutes before Cordelia came rushing up.

MEANWHILE…

Tee, Agnarr, and Elestra had remained behind in the bloodwight complex to watch over the bodies.

Agnarr and Tee took the time to go back to the hall where the ghulworg had stacked the more cumbersome treasures from the Laboratory of the Beast, confirming that nothing had been taken by Ribok or the other servants of the Surgeon in the Shadows. Nothing was missing, although it was clear that the items had been rifled through.

The bluesteel door had been smashed open, proving that they were not completely impassable. But in the process, the door had also been rendered useless. There was nothing preventing the Surgeon’s men – or other intruders – from returning to these tunnels. So Tee made the decision to gather up the few remaining items of taint and chaositech from the obsidian temple, intending to take them to the safety of the facility Aoska had mentioned to them on the 12th. They also took the time to strip the adamantine from the ghulworg’s skeleton, stacking it with the other items in the hall.

A little over forty minutes had passed by the time they returned to where Elestra had been waiting. As they were walking up, Elestra suddenly heard footsteps approaching from the direction of Greyson House.

It was still much too soon for Ranthir or Dominic to be returning, so they quickly moved into defensive positions: Tee kept a watchful eye focused in the opposite direction, while Elestra, Agnarr, and Seeaeti flanked the passage from which the footsteps were approaching.

“Do you want to send your dog down to the stuff we gathered?” Elestra asked. “You know, to guard it?”

Agnarr looked flatly at her. “No. I don’t.”

And then they fell silent, awaiting the approach of whoever – or whatever – was coming…

… they were House Erthuo’s men. Six of them, dressed in the livery of the house mercenaries.

MEANWHILE AT HOUSE ERTHUO…

Cordelia came rushing up. “Master Ranthir! Master Dominic! You’ve come from Greyson House?”

They nodded. “Yes,” Ranthir said.

Cordelia couldn’t help noticing their melancholy. “What’s wrong?”

“I’m afraid… Your men are dead.”

Cordelia gasped. “All of them? What happened? Even the guards I just sent?”

“Yes— Wait… the guards you just sent?”

After several moments of confusion, they quickly realized that they must have crossed paths with the House Erthuo guards. Cordelia had sent them after Faeliel failed to report in.

“Oh dear,” Ranthir said. “I hope nothing unfortunate happens.”

Cordelia asked them to return to the orrery site and help with the recovery of the dead bodies so that they could be given proper rites.

“Of course.”

MEANWHILE AT THE ORRERY SITE…

“What happened here?” The House Erthuo mercenaries, taking in the sight of their dead housemates, were clearly suspicious – if not outright hostile.

Agnarr – his sword still raised above his head – opened his mouth to respond, but Tee quickly stepped forward. “They were killed by a man named Ribok who worked for the Surgeon in the Shadows.”

“Who?”

“He works for the Balacazars.”

They clearly recognized that name. “Why would they want to kill scholars?”

“They were just innocent bystanders,” Tee said.

“We think they were looking for chaositech!” Elestra blurted.

“Back that way,” Tee said. “Beyond a bluesteel door. That’s where we met them.”

“And who are you? What are you doing down here?”

“My name’s Tee,” she said. “This is Agnarr and Elestra. We were the ones who sold the location of the orrery to Cordelia.”

At that, the Erthuo mercenaries finally relaxed and lowered their weapons. Agnarr followed suit.

“What happened to the murderers?”

“We killed most of them,” Agnarr said.

“Except Ribok,” Tee said. “He escaped.”

The Erthuo mercenary grimaced. “Not for long, if I have anything to say about it.”

The three companions helped the Erthuo men gather up the bodies. Ranthir and Dominic arrived during this morbid work. It wasn’t long before the dead were being carried up the passage towards Greyson House.

TOR’S TRAINING

Ptolus - Godskeep

Instead of taking his carriage into Midtown, Tor had it turn aside on Golden Elm Way and pass into the Temple District. When he arrived at the Cathedral, he quickly headed to Sir Kabel’s office.

After a warm and cheerful greeting, Sir Kabel took him back across the Cathedral’s courtyard and up the Godswalk towards the Godskeep.

 “The Godskeep serves as the headquarters and training facilities for the Order of the Dawn,” Kabel explained. “In truth, it is a set of twin keeps which have been joined by the upper towers.” He pointed up to the colossal statue of Crissa atop the western keep and the matching statue of Athor atop the eastern keep, both looking north.

Crossing through the Godskeep gateyard, Kabel led Tor out the far side of the keep. There stood the Statues of the Six Gods – Itor, Itehl, Sarathyn, Sayl, Bahl, and Tohlen. Smaller than the colossi atop the keeps, these statues were nonetheless impressive, standing three times as high as Tor.

“These are the heart of our order, Tor. Only Vehthyl has no statue here at Godskeep, but that should not be considered any slight. We are all sworn to serve the Nine Gods.”

Sir Kabel then led Tor into the Godskeep itself, and began recounting the oral history of the Order.

TOR’S PRIMER – RELIGION IN BARUND

Tor was born in 757 YD at the height of the Twenty Year War between Seyrun and Barund. Among other things, the Twenty Year War triggered a religious schism within the Imperial Church. After Seyrun invaded Barund, the king of Barund refused to acknowledge the Edicts of the Novarch (as those edicts were closely associated with imperial power in Seyrun). An outright refutation of the Novarch, however, would have put the king on somewhat shaky ground: For six centuries, the Line of Kings had been recognized and legitimized as a divine bloodright dating back to the Holy Coronation performed by the Novarch in 127 YD.

So the king declared that the Novarch, while still the Living Voice of the Nine Gods, had no secular or religious authority over the lands controlled by the divine bloodright of the Barundian royal family.

The supreme leader of the Church in Barund had always been the Prelate of Barund. The Prelate of Barund had been appointed by the Novarch and had authority over the regional prelates of the church throughout Barund. Following the religious schism, however, the king of Barund – on the authority of his divine bloodright – promptly appointed his own Prelate of Barund.

Following the end of the Twenty Year War, the schism was at least partly repaired. However, even today, there are still two Prelates of Barund: One appointed by the King and the other appointed by the Novarch.

This is all to say that Tor was born into and grew up during the height of this religious tension.

TOR’S PRIMER – ORDERS OF KNIGHTHOOD

Any order of knighthood has three things in common:

  1. They follow the Code of Law as laid down in the Book of Athor.
  2. They adhere to the Martial Code as laid down in the Book of Itor.
  3. They honor the Seven Compassions as laid down in the Book of Crissa.

The Code of Law is your bedrock “thou shalt not” stuff: Don’t murder, steal, enslave your brother, and so forth.

The Martial Code is essentially your standard chivalric ideal: Face your opponent fairly and honorably.

The Seven Compassions are a bit more philosophically complex, and are also referred to in some commentaries as the Seven Cares. The compassions are of the self, the companion, the stranger, the task, the thought, the memory, and the true. In other words, care for yourself, for your companions, and for strangers. Take care with what you do, what you think, and it shall be remembered. And if you can do all that, then you will know true compassion. (For most people, the Seven Compassions boil down to “be nice to people” and “think before you act”.)

Collectively these are also known as the Way of Knighthood.

TOR’S PRIMER – THE DEEDS OF HONOR

Although not an official part of the Way of Knighthood, the Deeds of Honor are intimately tied to the popular conception of “what it means to be a knight”.

The Deeds of Honor, as written in the Book of Itor, are a collection of legendary tales of valor, honor, bravery, and faith. In some ways they serve as a kind of “scorecard” or exemplar of heroic actions. “He lives his life by the deeds of honor” is a common saying.

TOR’S PRIMER – THE ORDER OF THE DAWN

Ptolus - Order of the Dawn (Monte Cook Games)

The modern city of Ptolus was founded by a man named Shay Orridar, the head of the Orridar merchant family (now defunct). It is said that the inspiration of the city was based on the research of the loremaster Gerris Hin, who was studying the ruins of an ancient city built on the same location.

As a result of Hin’s researches, Ptolus also became one of the early centers for the rejuvenation of Pantheon worship. The Knights of the Golden Cross, founded by Hin on the basis of his research into the old traditions which predated modern history, championed the cause of the Nine Gods.

The Knights of the Dawn were founded perhaps a quarter of a century after the Knights of the Golden Cross. The Knights of the Dawn, like the Knights of the Golden Cross, were dedicated to the Pantheon. The two groups became rivals of a sort, but the Knights of the Dawn became ascendant when they became the official protectors and guardians of the Imperial Church in Ptolus – an official Order of the Church.

The Order of the Dawn is now primarily a defensive knighthood, there to protect the temples, holdings, and interests of the Church. Only occasionally are they sent on quests, and then only with the direct blessing of the Silver Fatar.

The current leader of the order is Sir Kabel Dathim, who answers directly to the Silver Fatar of Athor.

NEXT:
Running the Campaign: Urban SplitsCampaign Journal: Session 26B
In the Shadow of the Spire: Index

DISCUSSING
In the Shadow of the Spire – Session 25B: Blood on the Orrery

The scene they found was gruesome: Bodies were scattered throughout the first two chambers of the bloodwight complex, many in various states of dismemberment. Faeliel’s body was spread-eagled across the orrery itself, dripping blood down upon the silver spheres.

Ranthir, coming upon the scene, eased Faeliel’s body to the ground. With tears welling in his eyes, he turned back to the others with a crack in his voice. “He wouldn’t have wanted the mechanisms damaged… is there anything we can do?”

The bloody fate of House Erthuo’s research team in this session is a good opportunity to spotlight an important part of how I run an RPG campaign, because it’s a fairly unadulterated example of the technique.

Let’s back up a dozen or so sessions: The PCs have discovered and are exploring the Laboratory of the Beast, a dungeon which is part of Ghul’s Labyrinth beneath Ptolus. At this point, neither House Erthuo nor the Surgeon in the Shadows are involved in this scenario. In fact, not even I — as the Dungeon Master — have the slightest inkling that these factions are going to become involved in this scenario. (Let alone that it’s going to end up in this horrific massacre.)

While exploring the dungeon, the PCs discover both a huge, antique orrery (too large for them to move) and a number of chaositech artifacts. Later, after leaving the dungeon, they’re intent on liquidating their loot.

First, they make some inquiries around town and sell some chaositech items. Looking at my campaign notes, I know that there’s an organization of chaositech dealers led by the Surgeon in the Shadows who is going to be part of an upcoming scenario in the campaign. If the PCs are selling chaositech, it’s likely the Surgeon in the Shadows will become aware of it and send an agent to negotiate with the PCs for it.

Second, during a party at Castle Shard in Session 12, Tee tells some of their contacts about the orrery, hoping for a recommendation on someone who might (a) be interested and (b) have the resources to remove the orrery from the dungeon. Looking at my notes for the party, I see that Lady Peliope Erthuo is attending the party. In her background notes, I’ve copied some descriptive text from the Ptolus sourcebook about House Erthuo: “House Erthuo is said to possess one of the finest collections of rare books, antiquities, and artifacts of historical significance in this part of the world.”

At this point I don’t have any particular plans for House Erthuo in the campaign: I’ve included Lady Peliope at the party as one of the incidental guests. (Not every single person the PCs meet in the campaign needs to be an Important Character™.) But she’s obviously a perfect fit for what Tee is looking for and it’s a great vector for prompting the PCs to continue circulating through the event. So Tee’s contact points here in that direction and she makes arrangements with Lady Peliope to meet with Cordelia Erthuo in order to arrange the sale of the orrery.

THE VECTORS ESTABLISHED

At this point, the actions of the PCs have created two vectors in the campaign that did not previously exist.

Now, if you’ve stopped prepping plots and are running situation-based scenarios, you’ll know that this sort of thing happens all the time. But this particular example, as I mentioned, is particularly clear-cut because it’s not only the vectors which didn’t previously exist in either the campaign or the specific scenario of the Laboratory of the Beast, but also the elements of the campaign world which have been pushed into motion.

Moving forward, in Session 14 the PCs met with Cordelia Erthuo and sold her the location of the orrery. This vector is now obviously pointed back into the dungeon, with House Erthuo planning to send a research team to study the orrery. (I make a note in my campaign status document to this effect.)

Later, in Session 21, an agent of the Surgeon in the Shadows called Ribok comes to the Ghostly Minstrel to negotiate with the PCs. By this point, however, the PCs have learned that chaositech is far more dangerous than they had suspected and they have no interest in selling. They turn Ribok away.

Okay, so what’s the vector from this? Well, the Surgeon isn’t going to take “no” for an answer. They’re going to try to figure out where the PCs are getting the chaositech from. How would they do that? Well, the PCs filed a claim for the labyrinth access under Greyson House… the one which leads directly to the Laboratory of the Beast. It’s possible that the Surgeon will be able to discover that… and a skill check indicates that he does.

So I note this down on my campaign status document, too: On the 12th of Kadal, the Surgeon in the Shadows sends a chaositech strike team to Greyson House.

THE VECTORS INTERSECT

These two vectors are now pointing at each other.

Here’s the key thing: I still don’t know exactly how these events will play out, but if nothing disturbs these vectors it’s clear that they’re going to intersect and I have a pretty good idea what will happen when they do. So I now have the following entries in my campaign status document:

09/12/790: Surgeon in the Shadows sends a chaositech strike team to Greyson House, they end up killing House Erthuo’s team that’s examining the orrery.

09/13/790: House Erthuo investigates the disappearance of their research team and finds their workers dead. Cordelia contacts the PCs.

09/14/790: The Surgeon’s team leaves the Ghul’s Labyrinth complex with the chaositech artifacts from the temple; they also have discovered the mind-transference device.

What would happen next? Well, I have an inkling. (Ribok’s team couldn’t remove the mind-transference device, but they’re definitely interested in it. So they’ll be coming back – possibly in greater numbers? – to investigate it. Perhaps they’ll even dismantle it and take it back to the Surgeon in Shadows’ laboratory.) But I didn’t spend any time prepping this material or writing it down, because it existed beyond the event horizon: It was overwhelmingly likely that the PCs will have interacted with these elements of the campaign world before that happened (which, in fact, they did), with no way of anticipating how they would affect the vectors in play.

THE VECTORS IN PLAY

And, of course, we’ve now seen how this worked out in actual play: By pure happenstance, the PCs were actually in the dungeon when the Surgeon’s team showed up, creating the fantastic drama of seeing the House Erthuo team only a few short minutes before they were killed.

Could I have forced that outcome? Possibly. (Although I hadn’t actually thought of it until it occurred during play.)

Could I have instead forced the outcome from the undisturbed vectors described above? Certainly. (I could have just delayed Ribok’s arrival until after the PCs left the dungeon again.)

But the point, of course, is that we’re not predetermining the outcome. We’re discovering the outcome through play. And there are any number of other outcomes that could have happened that didn’t. (For just one example, Ranthir could have become fascinated by the discoveries of the House Erthuo team and decided to stay with them while everyone else explored the dungeon. What would have happened if he’d been present when Ribok arrived? I have no idea!)

Looking at just these two vectors in isolation is deceptive anyway: The campaign is actually filled with lots of these vectors (and, as we’ve just seen, the PCs can create new vectors at any time). There’s no way to know how these vectors will actually develop until it happens at the table.

Here’s another way of looking at this: If I had been predetermining events, I would never have set up these vectors in the first place – they were not, after all, part of my prep for the Laboratory of the Beast – and none of this would have happened.

This is what I mean by active play. When the PCs take an action, I think about how the elements of the campaign world are going to react to those actions. Some of those reactions will be direct and immediate (their vectors will immediately intersect the PCs). Others form vectors that I sort of let loose in the campaign world until they intersect with either another vector or the PCs themselves.

(Some of these vectors will end up never intersecting with anything. Or, at least, nothing that is part of the campaign. That’s okay. Sometimes you’re done playing with a toy and you don’t need to pick it up again.)

Of course, not all vectors originate from the PCs. When I create an NPC or faction in the campaign world, they’ll also have proactive vectors determined by their agendas.

NEXT:
Campaign Journal: Session 26A – Running the Campaign: Urban Splits
In the Shadow of the Spire: Index

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

SESSION 25B: BLOOD ON THE ORRERY

June 21st, 2008
The 12th Day of Kadal in the 790th Year of the Seyrunian Dynasty

THE SURGEON STRIKES BACK

They left the clan caves and returned to the Laboratory of the Beast. As they passed the large sigil of Ghul on the first level of the complex, however, they heard voices coming from the antechamber. Motioning for the others to stay back, Tee stealthed her way forward.

The door to the temple of obsidian was open.

Tee waved for Ranthir and the ghulworg to come forward. They tried to keep their approach quiet, but between the awkward wizard and the massive creature of bone-and-adamantine it wasn’t clear which was less discreet. After a particularly loud noise, the voices coming from the temple suddenly stopped.

Tee signaled them to stop and then moved quickly to her left and hid behind one of the large statues of Ghul.

She was just in time. A moment later, a strangely horrific creature emerged from the short hall leading to the temple. The lower portion of its body had been replaced with an artificial creation of steel and flesh resembling a giant spider. An ogre’s upper torso jutted up from this spider-like body in front of a large, bulbous abdomen. The ogre’s arms had been replaced with two large, blood-encrusted blades. Its entire torso was covered in a thick shell of adamantine.

The spider-ogre glanced around the antechamber and then began slowly circling the perimeter. Tee quickly began climbing up the statue she was hiding behind, hoping to avoid the perimeter search.

This worked, and the spider-ogre passed her by. But there was little chance that it would miss Ranthir and the ghulworg standing in plain sight down the next hallway. Tee wracked her mind, but she couldn’t think of anything to do.

It didn’t matter. As the spider-ogre reached the hall, Ranthir sent the ghulworg on a charge. With a single, bone-crushing snap of its jaws, the ghulworg bit the spider-ogre’s head off.

It had happened so quickly that the spider-ogre had not even a moment to respond. Not so much as a gurgle had escaped its throat. They all froze in a moment of silence, waiting to see what would happen.

And then a voice came from the temple: “Is everything… all… right?”

It was the distinctive, buzzing drone of Ribok – the servant of the Surgeon in the Shadows.

Tee tried to bluff her way through it, assuming a deep voice and calling back: “Everything’s fine.”

There was a moment’s pause. And then Ribok spoke again: “Mistress Tithenmamiwen?”

Tee cursed under her breath. Ranthir waved his hand and webbed the hallway leading to the temple.

“Yes, Ribok. It’s me,” Tee said.

“And my… ogre?”

“Dead.”

“I see…” There was another pause. “Perhaps an… accord… could be reached?”

In other circumstances, Tee might have considered that. But there was a terrible suspicion growing in her mind. “What happened to the workers from House Erthuo?”

A long pause came here.

“They will no longer trouble… anyone… in this world.”

“Neither will you.”

They used the ghulworg to form the center of a “wall of death”, with Tor and Agnarr slowly burning their way forward through the web.

As they approached the temple doors, however, sudden waves of fire from the modified Shuul dragon rifles they had left in the temple suddenly washed over them. This burned away the last of the web, but also scorched them badly… and filled them with the dread certainty that the powerful chaositech they had left in the temple would soon be turned against them.

A brief melee broke out around the doorway. There were two rifle-wielding thugs there – their muscles bulging out to an unnatural size and in unnatural locations. Jagged shards of bone jutted out of at their elbows and knees and shoulders. The bones of their hands, too, stuck out in scythe-like protrusions which they used to slice viciously at any bit of exposed flesh. A half dozen more of these thugs stood further back in the chamber, and Ribok himself stood atop the highest terrace in the room.

Tor finally cut down one of the thugs. The other two fell back, joining the rest of the thugs as they suddenly broke for the sides of the chamber.

Agnarr grinned. If they were going to hold back like that, then they could just send the ghulworg in and—

Suddenly chaositech arrows shot out from the sides of the chamber, turned sharply in mid-air, and rushed towards Tor and Agnarr.

“That’s what those do?!” Tee cried in outrage. “I should have kept them!”

“They were tainted,” Dominic pointed out.

“I don’t care!” Tee said.

As Tee’s joking suggested, they were still feeling pretty confident. But things took a rapid turn for the worse: Ribok thrust the glass sphere filled with black liquid above his head and shattered it. The thick, viscous liquid poured down over his body, forming itself into the thick, black hide of a hideous demon. The metal of his implanted eyes melted away, revealing empty sockets filled with flame.

“The Galchutt have seen all that you intend!” he cried, his voice transformed into a bass thunder. And lowering his out-stretched hand, he began launching soul-rending arcane energies lancing down the hall.

In the confusion of the moment, the party’s battle formation foundered into something of a muddle. No one seemed certain whether they should be pushing their attack as planned or retreating to regroup under the unexpected conditions, and so they waffled in the middle as arrows continued arcing unnaturally around the corner and the demonic blasts of the Ribok demon burst in their midst.

Agnarr was the first to fall, dodging a volley of arrows but getting caught by a blast of dragon rifle fire in the narrow hall.

Even as Agnarr fell, however, Tor was able to cut down the second rifle-wielder and advanced into the temple itself.

But just as it seemed like he might be able to rally them, Ranthir was caught by one of Ribok’s blasts. And as Ranthir slid to the floor…

The ghulworg skeleton went feral.

Tee cursed loudly. Tor, realizing the danger and hoping to control the battlefield, turned and slammed the doors of the temple shut behind himself.

Seeing the massive doors cut off their sight of Tor was disconcerting for the others, but they had little time to worry about it. The ghulworg was creating complete chaos. The bony bulb of its tail had smashed Dominic to the floor, crushing his ribs and knocking him unconscious, before the priest even realized what as happening.

Tee, with little choice, drew her longsword and attacked… but the adamantine-laced bones of the creature turned the blade easily. Before she could try again, the creature’s claws lashed out and raked from from sternum to hip. Tee collapsed in a froth of blood.

But Tee’s attack had been worth it, buying Elestra enough time to dive for Ranthir. Laying her hand on his unconscious form, she let the strength of the city flow into him.

Ranthir opened his eyes, muttered an arcane syllable… and the ghulworg was once again under his control.

The wizard stood up. “I’ve had enough,” he said with a grim determination. With a wave of his hand, he sent the ghulworg charging down the hall. It smashed into the doors.

On the other side of the doors, Tor – who had been fighting an entirely defensive battle with his back pressed up against the door and blockng as many blows as he could with his shield – was uncertain what to think. But then Elestra cried out, “Tor! Open the doors!”

Tor swung the doors wide and the ghulworg bounded into the temple.

The Ribok demon fell back, but the ghulworg’s tail lashed out and smashed into him. The demonflesh encasing Ribok seemed to deform, and the horrendous sounds from cracking of bone and ripping of sinew echoed against the obsidian walls. With a horrible, unintelligible curse, Ribok vanished in a flash of light.

The remaining thugs fell upon the ghulworg and finally succeeded in hacking his splintering and broken bones apart.

But the ghulworg had bought the rest of them enough time to get Agnarr back on his feet. He rushed down the hall to Tor’s aid, and – without Ribok’s demonic assistance – the bone-sharded thugs proved no match for them.

They were shown no mercy.

BLOODY ON THE ORRERY

As Dominic and Elestra began healing their remaining wounds (and Ranthir mourned the loss of the powerful ghulworg), Tee grabbed Agnarr and ran back down the hall to check on the workers from House Erthuo.

The scene they found was gruesome: Bodies were scattered throughout the first two chambers of the bloodwight complex, many in various states of dismemberment. Faeliel’s body was spread-eagled across the orrery itself, dripping blood down upon the silver spheres.

Ranthir, coming upon the scene, eased Faeliel’s body to the ground. With tears welling in his eyes, he turned back to the others with a crack in his voice. “He wouldn’t have wanted the mechanisms damaged… is there anything we can do?”

He wasn’t asking about the orrery. But the stench of decay was thick in the air and he knew the answer before Dominic said: No. They had been dead for too long.

The death of these innocents struck the companions hard. They had been the ones to give House Erthuo the location of the orrery. They had been the ones followed by the Surgeon’s men. And they had only been a few hundred feet away as they were helplessly butchered. They knew they didn’t truly bear responsibility for this atrocity, but it nonetheless sat heavy on their souls.

NEXT:
Running the Campaign: Player-Initiated VectorsCampaign Journal: Session 26A
In the Shadow of the Spire: Index

DISCUSSING
In the Shadow of the Spire – Session 25A: The Second End of Ghul’s Labyrinth

They stepped forward into Elestra’s sanctuary. The wall closed behind them, transforming itself into a fireplace with a crackling fire already lit. Directly above the fire, a mirror was hung.

“What is this place?” Tee asked.

“A secret,” Elestra said, looking around with a sense of vague familiarity overwhelming her. “I think I’ll be able to open a doorway to this place no matter where we might be. We should be safe here. No one can see the entrance from the outside.”

Elestra is an urban druid.

The seed of this custom class came from an article in Dragon Magazine #317, but although the original packet of photocopied pages are still nestled away in the player’s folder, we’ve made any number of alterations to it over the years.

The original impetus was that Elestra’s player was interested in playing a druid, but it didn’t seem like a good fit for an all-urban campaign. She proposed playing the urban equivalent of a druid instead and I was able to pull the Dragon Magazine article from my archives.

Which, I suppose, is the first lesson when you’re looking to customize the game: See if somebody else has already done the work for you.

Actually, as we’ve continued customizing the class — modifying it to reflect both her vision and my vision of what an “urban druid” should be — most of what we’ve done is basically the same thing, with the only twist being that I’m frequently re-skinning material to achieve the desired effect.

“Re-skinning” something in an RPG system just means that you’re taking a mechanical element designed to model one thing in the game world and instead using it to model something else. For example, in this session you can see an example of how we’ve re-skinned a rope trick spell with a flavor conducive to the urban druid (i.e., opening the walls of a city and literally crawling inside them).

I’m a big fan of re-skinning. In fact, the very first RPG article I ever published was about re-skinning magical spells. (It appeared in an electronic fanzine distributed through the old Prodigy online service.)

Until recently I had a vague memory that I’d been introduced to the concept via an entire article discussing it in Dragon #162 (which was my first issue of the magazine). But upon going back to verify that, I discovered it was actually just one sentence in an article about roleplaying intelligent undead by Nigel D. Findley:

Finally, a lich fascinated with the aesthetics and nuances of magic, rather than its eventual outcome, might have eccentric versions of familiar spells: magic missiles that look like multicolored sparks, or fireballs that explode accompanied by a musical tone, for example.

I think I may have been conflating memories of the fanzine article that I wrote with Findley’s off-hand suggestion, but this is still a great re-skinning technique. And I’ll actually employ it on-the-fly when running NPCs: I’ll see that they have some vanilla spell in their spell list, but then describe it with radically different special effects in actual play. (In some cases, the players have then made a point of seeking out the enemy spellcaster’s spellbook so that they can learn the intriguing variant.)

The versatility of re-skinning becomes even more apparent when you realize you can also make small changes while re-skinning: Grab a goblin stat block and give it +2 armor to model a humanoid ant. Or a fly speed and stinger attack to model a humanoid bee.

At a certain point while doing this sort of work, you’ll probably realize that the difference between re-skinning and homebrewing something from scratch is much more of a spectrum than it is a sharp distinction: Using existing elements of a system as a touchstone for how the new thing you’re designing should work is more of a necessity than an option. The nice thing about straight-up reskinning is that it essentially lets you homebrew in the middle of a session without missing a beat.

As a final note, for some reason when I talk about re-skinning mechanics, some people become confused and think that this somehow means that the mechanic is dissociated. The argument seems to be that if a mechanic can model two different things in the game world, it must mean that it’s not associated with either of them. But this is not true: Just because we resolve an attack with a sword and an attack with a mace using the same rules for attack rolls, it doesn’t follow that your character doesn’t understand what a sword or a mace is.

I mention this mostly because I think the sword/mace distinction can be useful for grokking re-skinning: There are some RPGs in which there may be some slight mechanical distinction between a sword and a mace, but even the most detailed RPG is still an incredibly abstract model of the “reality” of the game world. One should not be surprised to discover, for example, that a tree, a crumbling wall, and a cliff face might all be described as a DC 15 Athletics check to climb.

PUTTING THE MYSTERY IN THE MAGIC

The other thing you might note here is that I use the re-skinning of Elestra’s rope trick to further deepen the meta-mystery scenario of the PCs’ amnesia: Her spell creates a place that they both remember and do not remember.

This technique is consistent with Putting the “Magic” in Magic Items, in which I wrote:

All of this advice can really be boiled down to a simple maxim: Life is in the details.

The difference between a cold, lifeless stat block and a memorable myth is all about the living details that you imbue your game world with.

If you let something like a rope trick spell exist in your campaign as a purely mechanical construct, then it will generally have only the blandest of utilitarian function. But when a spell truly lives in your campaign world, it can become an expression of personality, a clue to a deeper mystery, possess any multitude of meanings, and form any number of vivid memories.

And re-skinning can help unlock all of that potential.

NEXT:
Campaign Journal: Session 25BRunning the Campaign: Player-Initiated Vectors
In the Shadow of the Spire: Index

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

SESSION 25A: THE SECOND END OF GHUL’S LABYRINTH

June 21st, 2008
The 12th Day of Kadal in the 790th Year of the Seyrunian Dynasty

They stepped forward into Elestra’s sanctuary. The wall closed behind them, transforming itself into a fireplace with a crackling fire already lit. Directly above the fire, a mirror was hung.

“What is this place?” Tee asked.

“A secret,” Elestra said, looking around with a sense of vague familiarity overwhelming her. “I think I’ll be able to open a doorway to this place no matter where we might be. We should be safe here. No one can see the entrance from the outside.”

Ranthir, too, was struck by the familiarity of the place. Following some instinct he turned suddenly towards the mirror above the fire. Touching it, he was surprised to see the mirror’s surface suddenly frost over. When it cleared a moment later, it was a transparent window looking out into the hallway they had just left. They could see the ghulworg skeleton crouched there, waiting patiently for their return.

“What did you do?” Dominic asked, looking slightly alarmed.

“I don’t know…” Ranthir said contemplatively. “It just seemed like the right thing to do…”

“Well, at least this way we don’t have to worry about getting ambushed when we decide to leave,” Agnarr said.

Dominic started poking at random things around the room. “If it worked for Ranthir it might work for me…”

Tee smiled and took over where Dominic left off, giving the room a quick and cursory search without turning up anything of particular interest.

Tor, meanwhile, had counted the beds. There were just enough. “Well, at least I won’t have to bunk with Agnarr again.”

EXPLORING EVERY CORNER

(09/13/790)

The next morning they returned to the stairs and headed down to the second level. There was still one small section of the complex that they had not yet explored: The hallway beyond the torture chamber from which the undead horror with long, blood-sucking claws had come.

There they found a long hall containing a table of black stone and massive, yet elegant, high-backed chairs. There was also a large aubrey of preserved oak containing a large number of silver goblets and three bottles of ancient orcish bloodwine – all perfectly preserved by one of the many preservation spells which had been laid on these halls.

Unfortunately, these preservation spells had turned the next chamber – an office of some sort – into a rather gruesome scene: The large desk on the far side of the room had been smashed into two pieces, which lay upon a once-luxurious carpet which had been horribly stained and soiled… and so laden with blood that it squished beneath their feet.

Fresh blood made them nervous, so Agnarr was nominated to check it out. He found the desk to be nothing but splintered wood, but has he backed away cautiously he suddenly gasped in pain as a sharp blade lacerated his ribs from behind.

A black centurion had silently entered through the far door and taken them all by surprise as it lunged out of the flickering shadows cast by the flames of Agnarr’s sword. There was a moment of fear at the sight of such a deadly opponent… but then they realized that they were still being followed diligently by the ghulworg.

Agnarr backed away from the centurion, carefully parrying its blows. And then the ghulworg leapt in, smashing it to bits in mere moments.

Pushing through the door the centurion had come from, they discovered a small complex essentially identical to the one in which they had fought the other centurions. In fact, several more centurions were already in the process of activating. But their numbers made little difference: The ghulworg made short work of them.

In fact, the group showed such little concern over the matter that Tee was already searching the blood-soaked office before the last centurion fell. In the floor, under the oozing carpet, she found a hidden safe.

A safe meant there might be something particularly valuable. So, with a fair degree of excitement, Tee quickly broke the combination and spun the door of the safe open.

She was somewhat disappointed to discover that the safe was almost entirely empty. The only thing it contained, in fact, was a heavy roll of parchment. Unrolling it she discovered a text of thick, reddish-black Orcish characters. Despite being written in Orcish, the entire document appeared to be elegantly scribed. Near the bottom of the page an immense black seal had been set and impressed in the wax was a familiar skull-shaped sigil. A piece of black-and-gold ribbon had also been attached to the wax.

Tee handed the scroll to Ranthir, who quickly deciphered it using a quick bit of legerdemain:

By the divine hand of Ghul – Skull King, Banelord’s Heir, Sorcerer’s Get, and Blue Lord of the Arathian Stock – Ulthorek tal Yattaren is thus set down as the Chieftain of the Laboratory of the Beast. Within such domain, he shall rule by the Hand of Ghul.

Ghul the Skull King

“Interesting,” Elestra said. “Is it worth anything?”

“If that’s actually Ghul’s signature and seal, it might be worth quite a lot, actually,” Tee said… although she was doubtful that Ranthir would be willing to part with it. (In fact, he had already slipped it into one of his many pouches.)

They were now confident that they had mapped out every corner of the complex (with the exception of whatever might be inaccessible behind the various bluesteel doors they had discovered), which meant that there were only a few loose ends left for them to investigate.

They started with the vault they had unsuccessfully attempted to break into before. The four iron rods, each topped by a ball of brass, still stood in the corners of the room – menacing only because of their vivid memory of the electrical bolts which Agnarr had triggered twice before.

While the others kept to a safe distance, Tee tried to access the vault door using the magical properties of her new ring… but this failed spectacularly, and she only narrowly managed to dodge the worst of the electrical bolts she triggered in the attempt.

With a shrug, Tee got to her feet and left the room. A few moments later, the ghulworg had smashed down the vault doors (although many of its bones were visibly blackened from the electrical storm it suffered in the process).

They were very disappointed, however, to discover that their painful efforts had been in vain. The walls of the iron-shod vault were lined with numerous shelves both large and small, covered with small, carefully-crafted niches which were each clearly designed to hold some unique item. But all of the niches were now empty.

BACK TO THE CLAN CAVES

Which left only the seemingly bottomless pit at the center of the massive, silvery-grey pool.

Using her boots of levitation, Tee “walked” her way across the ceiling above the pool and then dropped down to the walkway circling the pit. Behind her she could hear Elestra trying to convince the others that they should start prying out the glowgems on the ceiling, She shook her head in exasperation and made her way around the edge of the pit, carefully keeping her distance from the familiar brass-tipped rods of iron positioned around the walkway.

Halfway around the perimeter she noticed that a line of pitons had been driven ladder-like into the wall of the pit. Even with her keen elven vision, Tee couldn’t see how far down they might go.

She called out to the others, telling them what she had seen. They decided to see where the pitons might lead. Elestra transformed into a hawk and flew the boots of levitation back and forth, allowing the others to safely cross the pool one at a time.

They climbed down the pitons. After more than a hundred feet, they ended at a narrow fissure that cracked the otherwise smooth sides of the pit.

There was still no bottom in sight below them. Tee, who had taken back her boots of levitation, used them to descend another 500 feet and still couldn’t see any end to the sheer shaft.

She returned to the others and they decided to pursue the path of the pitons. Squeezing through the fissure they worked their way through a series of tight caves that gradually widened as they delved deeper. For awhile they were able to walk in a rather cramped fashion, but then the caves narrowed again and they found themselves crawling for a long while.

At last, they crawled their way out into a larger passage that – as they stood up, brushed themselves off, and stretched – looked rather familiar. Turning to the right, they quickly confirmed their suspicions as they entered a cave with a familiar message written in Goblin upon the wall: “These caves belong to the Clan of the Torn Ear.”

They were surprised, however, to find that the holy symbols of Vehthyl and Itor had been written on the wall directly beneath the familiar greeting.

They were still discussing what this might mean when a goblin entered the cave. They didn’t recognize her, but she certainly recognized them. She told them that she had just come from the fungal farms, but she would be more than happy to take them to Crashekka and Itarek.

Passing through the siege gate, they entered the Great Hall of the clan. Crashekka sat in her place of honor at the far end of the hall, and Itarek stood beside her. They greeted the heroes with wide, toothy grins.

“Welcome, heroes of the world above!” Crashekka said. And then Itarek strode forward and shook their hands, a custom that they had inadvertently taught to him.

Tee carefully asked them about the holy symbols they had seen, not certain of what their reaction might be. But Itarek seemed more than happy to explain. “Our tribe has been touched by the gods of the holy man,” he said, gesturing towards to Dominic (who fidgeted nervously). “I was the first to receive their visions, but many have dreamed their words. And there are greater wonders, too.”

He took them to the maiden’s chambers where Dominic had saved the lives of the tribe’s woman. There he showed them newborn goblins, each bearing a sigil of one of the Nine Gods.

Dominic’s brow furrowed. “Does this mean I need to stay and teach them?”

“I don’t think so,” Tee said, but she couldn’t really keep the concern out of her voice. She wasn’t sure what any of this might mean.

When the question was put to Itarek, he shook his head. “No. I know you have your own path to follow in the world above. And we shall have to find our own path to the Gods’ Truth.”

NEXT:
Running the Campaign: Re-SkinningCampaign Journal: Session 25B
In the Shadow of the Spire: Index

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