The Alexandrian

Posts tagged ‘in the shadow of the spire’

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

SESSION 26B: A DISPOSITION OF TREASURE

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

The bodies of Faeliel and the other Erthuo scholars were gone, and the Erthuo mercenaries had gone with them. Reconvening in the dilapidated living room of Greyson House, there was an involved discussion revolving around how they could go about getting the rest of the bulky valuables out of the complex below.

There were three main problems to overcome: The sheer weight of the arcane equipment and precious metals. The pit of chaos warping the hallway. And the difficulty of lifting the material out of the basement here at Greyson House.

Out of everything, the “Drill of the Banewarrens” was going to prove the most difficult: Everything else could be mostly parceled up into smaller bundles, but the drill was both bulky and weighed several thousand pounds all by itself.

“Could we just sell the location of the drill to somebody?” Elestra asked.

“Like House Erthuo?” Tee said. “I doubt they’d be all that interested considering what just happened.”

In the end, they decided on a complex scheme involving fifteen hired laborers to move the drill; an architect to design the supports and ramps necessary to get it up into Greyson House; and then spells from Dominic and Elestra to quickly create the structure itself.

It was going to take some time to pull all of that together. Plus, they still had to get rid of the chaositech items. (“And the sooner the better,” Tee said.)

So Agnarr headed back down into Ghul’s Labyrinth to keep an eye on things. Dominic and Elestra headed back to the Ghostly Minstrel to rest up and prepare the proper spells.

THE HALLOWED VAULT

Tee and Ranthir headed towards the location in the Temple District they had been given by Aoska when they had asked for a secure place to store the tainted items.

They found the address wedged into a narrow gap on the Street of a Million Gods. The door opened to reveal a small, largely unadorned room with little more than a door draped with a beaded curtain. An elderly man sat in a worn-looking chair.

They were momentarily confused, but once they had identified themselves to the elderly man they were led through the beaded curtain and down a narrow flight of stone stairs.

At the bottom of the stairs they emerged into a long chamber lit with a pale blue light. A shallow pool of holy water ran the length of the room. The walls were covered in niches of various shapes and sizes, all of them obscured by sheens of silvery energy… except for one, towards which the elderly man pointed.

Taking her cue, Tee approached the niche and placed within it the tainted items she carried. As she drew back her hands, the niche quickly sealed itself with the same silvery energy as the others.

Tee turned to the man. “Thank you.”

He smiled, nodded, and led them back out onto the street.

THE TROUBLE WITH ILTUMAR

Tor returned to the Ghostly Minstrel. As he came through the door, Tellith called him over to the front desk. Apparently Hirus Feek, one of the owners of the Bull and Bear Armory next door, had stopped by and asked if Tee or Elestra or any of their companions could spare a few minutes to meet with him.

Tor turned around and headed back out into Delver’s Square. As he entered the Bull and Bear, Hirus – a skinny, balding man with a thin gray hair – smiled at him.

Tor quickly explained that Tee and Elestra weren’t with him, but he had been the first to return to the Ghostly Minstrel and he wasn’t sure when the others might return.

“That’s all right,” Hirus said. “I just needed to speak with one of you about Iltumar.”

“About Iltumar?” Tor said. “Is everything all right?”

“I’m not sure,” Hirus said, frowning. “He’s been hanging out with some shady people. Ruffians. I don’t like it. I was hoping one of you might be able to speak with him. Straighten him out. He looks up to you.”

“Any idea who they are, exactly?” Tor asked.

Hirus shook his head. “Not really. But I heard Ilutmar say something about ‘the Brotherhood’ the other day. For some reason, I didn’t like the sound of that.”

“Is Iltumar here now?”

“I’m afraid not.”

“When will he back?”

“He’s supposed to be back here by 10 o’clock.”

Tor agreed to come back then and try to talk with Iltumar. Then he headed back towards the Ghostly Minstrel.

Coming out of the Bull and Bear, however, he spotted Elestra and Dominic coming across the square. He called out to them and, as they headed into the Ghostly Minstrel together, quickly filled them in on the Iltumar situation.

Tee arrived as they were grabbing some food and drink from the bar. She told them that she had sent messengers to Castle Shard, Jevicca (as a representative of the Dreaming Apothecary), House Erthuo, and even a place called Avery’s Armory with details on the drill, construct parts, and adamantine – basically every place she thought might be interested in them.

As Tee was finishing up her explanation, Iltumar entered the inn. Elestra, seizing the opportunity called him over.

“What are you doing?” Tee hissed to her while giving Iltumar a friendly smile and wave.

Elestra waved her off. “Trust me, I’ll explain later.”

“Tee! Elestra!” Iltumar grinned. “Master Tor!”

“How are you doing, Iltumar?” Elestra asked.

“Very well!” he said. “Very well indeed.”

“That’s good.”

Tee decided to make the best of it. “I’ve got an answer for your riddle.”

“Really?” Iltumar said. “Already?”

“I couldn’t help thinking about it,” Tee said. “Is the answer a fish and the ocean?”

Iltumar pursed his lips. “That’s… close.”

“Huh,” Tee said. “Then it must be a fish and the river.”

“That’s right!” Iltumar clapped his hands. “Do you have a riddle for me?”

Tee shook her head. And then her eyes widened. As Iltumar had raised his hands to clap, she’d spotted a new ring on his finger: A ring marked with the symbol of a broken square.

She had a ring just like that in her bag of holding. They had found it in Pythoness House as part of a cache of artifacts belonging to the chaos cultists. Tee glanced over towards Elestra, and she could tell that she’d seen it, too.

Thinking quickly, Tee smiled broadly. “Oh! That’s a nice ring! Where did you get it?”

Iltumar suddenly seemed very nervous. “What? Oh, this ring? Just… around.”

“Really? I’d love to have a ring like that!” Tee was putting everything she had into a flirtatious voice. “Do you think I could have it?”

“No,” Iltumar said sharply. “I can’t.”

“Oh…” Tee suddenly got very sad.

“It’s just… Somebody gave it to me.”

“Oh,” Tee said, brightening slightly. “Another girl?”

But it wasn’t working. Iltumar babbled slightly and then clammed up. Tee was left promising to come up with a new riddle for him soon, and then he went off to get a drink.

Seizing the opportunity, the others quickly filled Tee in on what Hirus had told him.

“Do we think there’s a connection between the ‘Brotherhood’ and the chaos cultists?” Elestra asked.

“There must be,” Tee said.

“What should be do?”

“I don’t think there’s anything we can do,” Tee said. “At least not right now. We’ll let Tor talk to him later.”

MAKING THE SALE

Tor and Dominic headed back to Greyson House to rejoin Agnarr. Tor was uncomfortable with letting entirely unknown workers handle the material directly (they might steal stuff). So, taking crates from the basement of Greyson House, he started packing up as much of the loose material as he could.

Tee, meanwhile, received a letter from Avery’s Armory, informing her that he was always interested in sources of adamantine and would be willing to pay market value for anything she might have (which she estimated to be worth a few thousand gold).

Later that evening, Tee was able to track Jevicca down in the common room of the Ghostly Minstrel. When she showed her the schematics of the Drill of the Banewarrens, Jevicca became very interested and immediately offered 10,000 gold pieces on behalf of the Inverted Pyramid.

Tee thought that was a decent offer, but told Jevicca she would need to check with the others first (since they all had equal stakes in the matter).

It was perhaps well that she did, because a few minutes later a letter from Castle Shard arrived. In response, Tee caught a carriage.

It turned out that Lord Zavere was also primarily interested in the drill. He offered to not only purchase both the drill and the construct parts for a total of 13,000 gold pieces, but to take care of transporting all of it, as well. Plus, he would deliver the adamantine directly to Avery’s Armory for them.

It was an offer that significantly simplified things for them. (And saved them a large chunk of money.) Tee accepted it on the spot.

After leaving Castle Shard, Tee sent a messenger to Jevicca to inform her that she had accepted a different offer. Then she stopped by Avery’s Armory personally to confirm the deal with him. Once that was done, she headed back to Greyson House and told Tor to stop prepping crates: It had all been taken care of.

KADMUS AND THE GATE

(09/14/790)

The night passed quietly.

The next morning, a gate appeared in the middle of the corridor. Kadmus stepped through the portal, greeted them cordially, and, with one hand, lifted the impossibly heavy adamantine drill.

They were universally taken aback by this prodigious display of strength.

“Remind me never to pick a fight with him,” Tor said.

It took Kadmus about fifteen minutes to move everything through the gate. When he was finished, Zavere stepped through himself. Handing Tee a pouch filled with platinum, he promised to have the adamantine delivered to Avery by noon at the latest.

Zavere stepped back through the gate. A moment later, it disappeared.

NEXT:
Running the Campaign: Treasure LogisticsCampaign Journal: Session 26C
In the Shadow of the Spire: Index

Fantasy City - Docks (Algol)

DISCUSSING
In the Shadow of the Spire – Session 26A: Tor’s Training

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.

In The Art of Pacing, I explain running an RPG for a split party is basically the easy mode for handling pacing as a GM: Because you no longer need to wait for the end of a scene before cutting back and forth between the groups, you not only have a whole bunch of new pacing techniques you can use, you’re also freed up from needing to honor the structure of the current scene (since you’ll be cutting back to it later).

In Random GM Tip: Splitting the Party, I delve a bit deeper into the practical side of splitting the party and share some basic best practices.

But if splitting the party is the easy mode for pacing, then splitting the party in an urban environment is the easy mode for splitting the party.

First, in my experience it’s much easier to convince groups to split up in the first place in an urban environment. Even groups that adamantly profess, “Never split the party!” will often still be comfortable doing it in an urban environment where (a) the risk seems minimal and (b) typical tasks so readily lend themselves to multitasking. (“You sell those mage-touched swords we took from the bandits and I’ll arrange for our rooms while the wizard gets his reagents. We can meet at the Onyx Spider afterwards.”)

WHO FIRST?

When the group splits up, whose scene should you frame first?

In general, what you’re looking for is the group whose scene is most likely to be interrupted the fastest. This might be:

  • A complicated decision.
  • A skill check.
  • Some sort of logistical calculation.
  • A dramatically appropriate moment.
  • An unexpected rules look-up.

And so forth. Basically, any of the reasons you’d normally cut from one scene to another.

The reason for this is pretty straightforward: You’re dipping your toes in the first scene, and then as quickly as possible cutting away to another group. Not only does this keep everyone engaged, but you’re getting to the time-saving advantage of multitasking as quickly possible (with Group 1 continuing to resolve stuff in their scene while you’ve turned your attention to Group 2).

The slightly more advanced technique here is to first check for effective crossovers (those moments when elements or outcomes from one scene have an impact on another scene) and make sure you line them up.

For example, in this session I knew that the House Erthuo guards were likely going to stumble onto Tee, Agnarr, and Elestra with the corpses of the Erthuo researchers. This suggested a natural sequence in which:

  • Ranthir and Dominic arrived at House Erthuo.
  • Tee, Agnarr, and Elestra are discovered by the House Erthuo guards, resulting in a cliffhanger.
  • Cut away from the cliffhanger back to House Erthuo, where Cordelia arrives and explains what the guards are doing there.
  • Cut back to Ghul’s Labyrinth, to finish resolving the confrontation.

HOW LONG?

As you start juggling multiple scenes playing out across a city, you’ll need to answer the question of how all these scenes relate to each other in terms of time.

First, remember that you don’t have to keep time perfectly synced between the groups. In fact, you’ll almost always want to NOT do that.

For example, maybe the Erthuo guards showed up 30 minutes before Ranthir and Dominic arrived at House Erthuo and the whole interaction between the guards and the dungeon group “actually” played out before anything of interest happened with Ranthir and Dominic. But that would have been dramatically far less interesting. And, even more importantly, you want to scale time to balance table time.

The key thing is not to push this so far that PCs can’t respond to things they reasonably should be able to respond to. (For example, if Ranthir and Dominic would have been able to warn the other PCs that the Erthuo guards were coming, it wouldn’t have been fair to frame things in a sequence that would prevent them from doing that.) But, generally speaking, you’ve got a fairly large fudge factor and the players will generally support you by not deliberately doing anything that violates established causality.

(And if something does go askew, a minor retcon is rarely going to hurt anything.)

Speaking of the fudge factor, you’re usually going to find it easier to juggle multiple groups doing stuff at the same time if you “chunk” time. You can kinda think of this as establishing ad hoc turns, with each discrete group usually being able to do one thing per “turn.”

I usually think in terms of:

  • the hour,
  • the watch (4 hours), or
  • the half day (morning/afternoon)

Which mental construct I find most useful depends on how “meaty” the PCs’ planned actions are. If someone is planning to gather information down at the Docks, I might think to myself, “That’ll take about half a day.” And so the active question becomes: What is everyone else doing with that half day?

Once you’ve collected those declarations, it’s not hard to become sequencing how things should resolve.

Here’s my final tip: If the group has fractured into three or four or more groups (often in the form of individuals scattering to the winds), write down their declarations. Just jot them down in your notebook. You don’t have to get fancy or specific with this, just a quick one or two word reminder:

  • Tee/Agnarr/Elestra: packing
  • Tor: training
  • R/D: Erthuo

Just enough that you can re-orient yourself with a glance at he end of each scene.

NEXT:
Campaign Journal: Session 26BRunning the Campaign: Treasure Logistics
In the Shadow of the Spire: Index

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

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