The Alexandrian

Posts tagged ‘in the shadow of the spire’

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

SESSION 41D: BACK AMONGST THE RATS

August 15th, 2009
The 23rd Day of Kadal in the 790th Year of the Seyrunian Dynasty

Ratling - Dominick

Now it was a question of their next goal: Should they pursue the Idol of Ravvan? Track down Arveth at the Temple of Deep Chaos? Go to Alchestrin’s Tomb in the Necropolis? There were at least nine different leads tantalizing them.

Ultimately, however, the temptation of Wuntad’s association with (and his occasional appearances at) Porphyry House was insurmountable. Elestra knew it to be a high-class brothel located near the border between the Guildsman’s District and the Warrrens, but little else. (“Why would I know more than that about a brothel?”) They suspected that one of the sewer routes leading from the Temple of the Rat God would take them there, and they decided that the element of surprise to be gained from using such a route was worth the extra effort involved.

When they returned to the temple, however, they found four watchmen standing guard before the outer door. The surrounding buildings had been evacuated. When Tor went to speak with the watchmen he learned that a major operation involving watchmen from across the city had attempted to “root out those filthy rats”. But eight watchmen had been killed in attempting to explore the areas below the temple and now they were simply bricking up the basement to seal the problem away.

The watchmen weren’t supposed to let anyone through, but since it was Tor they didn’t think it would be a problem. Tor thanked them kindly and led the others through the sanctuary.

On the level below they found six more of the watch bricking up the tunnel leading to the warrens below. They recognized Tor, too, and when they learned that the wanderers were planning to go below they offered to hold off their efforts for an hour.

Tor shook his head. “We’re just passing through. I don’t think we’ll be coming back this way. Finish what you’re doing. We’ll take care of the rest.”

“If it’s not too much trouble, could you keep an eye out down there? Three of those who died… We weren’t able to recover their bodies.”

They promised that they would bring them back if they could.

Halfway down the tunnel they triggered the first of the ratlings’ traps: An explosive charge sent a shower of stinking, diseased offal into the air. Tee detected two more of the tripwires along that length of tunnel, carefully disabling each of them before allowing the others to pass. The traps were crudely constructed, but cunningly hidden.

When they reached the north-south T-intersection at the end of the first tunnel, a squeaking, gibberous swarm of huge rats rushed towards them from the north. As Tee stepped out to confront them, however, three ratlings to the south popped out of some sort of concealed culvert and fired dragon rifles at her back. As Tor joined Tee in cutting down the swarm of rats from the north, Agnarr ran after the ratlings to the south. The ratlings fell back while continuing their volleys of fire… taunting Agnarr into a spew of fire from carefully prepared pots of alchemist’s fire.

Agnarr had almost reached them again when a board full of poisoned spikes swung down from the ceiling above – not only piercing his shoulder with a painful, burning wound, but wedging itself tightly into place and blocking the tunnel. By the time Agnarr had forced the board aside, Tee had joined him. She ducked through first, finding the ratlings waiting with another volley of fire that she narrowly dodged.

If she worked her way carefully down the tunnel in an effort to avoid the traps she knew were waiting, the ratlings would tear her apart with their rifle fire. Throwing caution to the wind, Tee threw herself down the hall – trusting to her instincts and reflexes to avoid the seemingly never-ending stream of dangers.

The ratlings fell back before her rush – sometimes trusting to their tripwires; in other cases chopping at concealed ropes to release counterweighted doom. Tee avoided the worst of it, and even managed to drop one of the ratlings with a sharply placed arrow.

The ratlings fled back around a corner and Tee pulled up for a  moment to wait for the others – picking their way through the spent traps behind her – to catch up.

There was an explosion of chittering from around the corner and something large and bulky was thrown around it, bouncing to a halt near Tee’s feet.

It was the head of one of the dead watchmen. His badge had been spiked to his forehead.

Tor, coming up beside Tee, looked down and felt his heart go cold. He rushed the corner with preternatural speed, dashing through the rapid volley of the ratlings and plunging his sword through the chest of the nearest one in a burst of crackling electricity.

The last of the ratlings fell back and triggered another of the spiked boards. But Tor had no patience or mercy left in him: With a sweep of his sword, he cut the board asunder, leaving a very surprised ratling scurrying backwards in a panic into the chamber of bones. But in two quick steps, Tor was upon the creature, cutting it down mercilessly.

The chamber of bones was still filled with a cascaded avalanche of bones, but three sharp sticks had been raised in the middle of the room – the headless bodies of the three watchmen impaled upon them.

While Tor and Agnarr took up the grisly task of taking down the bodies of the watchmen, Tee headed into the southern passage, checking it carefully foot-by-foot for any additional traps the ratlings may have had a chance to lay.

As she emerged into the slave pen area, however, her focus on tripwires and mud-buried mines turned into a liability: Two ratbrutes, lurking to either side of the door, took her completely by surprise.

For a long moment Tee was frozen in shock. Then, as the massive blades of the ratbrutes swung towards her, she dove forward. She managed to narrowly duck beneath one blade, but the other caught her a glancing blow. A moment later she found herself prostrate on the floor, gasping in a pool of her own blood. (Something which, frankly, had been happening to her too much in the last twenty-four hours.)

Before the ratbrutes had a chance to finish her off, however, reinforcements had arrived.

Running the Campaign: Aftermath of AdventureCampaign Journal: Session 41E
In the Shadow of the Spire: Index

Ptolus: Rosegate House (Monte Cook Games)

DISCUSSING
In the Shadow of the Spire – Session 41C: I’ll Be Seeing You

They returned naturally to the question of their lodgings: Should they go? If so, where?

Jevicca suggested the Nibeck Street mansion. It was currently abandoned, it would give them a base of operations as close to the Banewarrens as they might care to have, and it would let them defend the entrance to the Banewarrens.

On the other hand, as Agnarr put it, “Living over the hellmouth? No thanks.”

After Arveth’s assassination attempt in the previous journal entry, the PCs were highly motivated to figure out what their permanent — and secure! — home base in Ptolus would be.

Wanting to establish a permanent residence wasn’t an entirely new thread in the campaign, however. As the GM, in fact, I was kind of surprised it hadn’t happened already.

When I was initially ginning up the In the Shadow of the Spire campaign, of course, I had anticipated that the Ghostly Minstrel would serve as their initial home base:

But then, during character creation, Tithenmamiwen unexpectedly ended up being from Ptolus. As described here, the initial pitch was that, although the campaign would be set in Ptolus, none of the PCs should be from the city, but this shifted as we developed Tee’s character background. This meant that Tee actually owned a house in Ptolus, and I assumed it was quite likely that the group would end up staying there:

But when the PCs went there, way back in Session 1, something unexpected happened:

Returning to her house, Tee found everything undisturbed – essentially as she had left it, except for a thick covering of dust. With a distracted, almost manic air, she immediately set to spring cleaning the place. Others in the group offered to help, but they had not gotten far into the work when Ranthir suddenly came to a stop: “If we’ve been back in this city for two weeks and you have not returned to this place… Perhaps there was a reason for that?”

Tee stopped what she was doing. It seemed to tear her up inside, but she was forced to admit that Ranthir was right. They left and she locked the door behind them.

And, with only a couple small exceptions, the PCs, in order to keep her friends and family safe, have not returned to Tee’s mothballed home.

When Tor’s player joined the campaign, they really wanted the group to get a house. It was something that they, as a player, had always wanted to do in a D&D game, but had never had the opportunity to actually make it happen.

I fully expected that this would happen, so I reached out and grabbed Rosegate House from the Ptolus sourcebook (pictured at the beginning of this post).

The PCs in Monte Cook’s original Ptolus campaign were gifted Rosegate House, and he set it up as a resource specifically for GMs like me who had players looking for a house in the city. (One of the great things about Ptolus as a setting is that, having been born from actual play, it’s chockablock with these kinds of practical tools and toys.)

But for whatever reason, despite often talking about it (both at the table and away from it), the PCs never did it. They never actually went looking for a house on sale. (I was surprised that even in this session, as they were actively exploring a bunch of different options, it didn’t actually come up.)

The other major candidate that had been floating around for awhile was Pythoness House, which had first appeared as an adventure location before being cleared out by the PCs. (As I’ve previously discussed, Pythoness House also has awesome graphical resources that were published for it.) I suspect that if the players hadn’t just ensconced Sir Kabel and the Order of the Dawn in Pythoness House a few sessions earlier, that this would, in fact, have been their solution. But since Pythoness House wasn’t currently available (and was also now tangled up in Church politics), it no longer seemed like a viable alternative.

For whatever reason, I had not expected them to approach Lord Zavere about the possibility of staying at Castle Shard. (If I recall correctly, that didn’t work out because they blew their Charisma check.)

PLAYER RENOVATIONS

At this point, therefore, I had actually expected the players to have long since left the Ghostly Minstrel. (Although I did hope that it would still be a place they’d visit as a social hub.)

Instead, with other options not quite panning out for a bunch of different reasons, the PCs ended up doubling down on the Ghostly Minstrel.

Which was great!

When the PCs settle into a long-term home base, I think it’s almost always a good idea to create a map of it. First, I think it makes it feel more like a real, concrete place to the players. Second, the odds that at some point they’ll get involved in a fight or some similar action scene there is approximately 110%.

In this case, as I mentioned above, there was already a great one for the Minstrel (and we’d been using it for a while):

Second Floor of the Ghostly Minstrel

Once the PCs have a home base, though, the moment will almost inevitably come when they want to remodel the joint.

So they decided to stay where they were. Instead of hiding, they would bunker down. They laid out a plan for remodeling an entire wing of the Ghostly Minstrel: A false room with a secret door would be used as a pass-thru to a real suite of other rooms connected by new, interior doors.

They spoke with Tellith, who agreed to the remodel if they paid for it and if they also paid at a year’s rent in advance for the rooms they would be converting. This done, they spent several thousand crowns and arranged for more than twenty contractors (including several master craftsmen) to install the secret door, punch thru the two new connecting doors, and to strengthen the security on the existing doors. They also hired an arcanist to ward the windows with permanent alarms. And then they spent even more money to speed a project that should rightfully take weeks until it would take only two days to complete. On top of all that, Tee set aside enough money to pay every single person working on the project a hefty bonus to forget that they had ever worked on it.

Nasira was somewhat taken aback by the sheer amount of money they were able to throw at the project (more than 5,000 crowns when all was said and done). And while the project surely tapped deeply into their resources, they all felt it was an investment worth making.

Which is also great! It’s how the PCs can truly take ownership over a space and make it definitively theirs.

Once the PCs start making major modifications, though, what do you do with your beautiful maps? Well, sometimes you’ll end up just making an all-new map. More often than not, though, I’ll us a map patch like this one:

Section of the Ghostly Minstrel map depicting rooms remodeled to include a secret door.

These alter just the section of the map that has been changed. Sometimes I’ll apply the match digitally and simply print out a new copy of the full map. In this case, I just printed out a copy of the map patch itself. Several sessions later, when the renovations were complete, I was able to present the patch to the players and let them actually add it to the map themselves — a little metagame ceremony that let them share in their characters’ excitement at touring their new rooms.

You can find other map patches I’ve done for cities and wilderness maps here and here.

To create map patches like these, I simply load the map into a graphics editing program like Photoshop (scanning it first if necessary). Then a little judicious copy-and-pasting combined with the clone tool generally lets me use elements of the original map as a palette for the new one. For location maps like the Ghostly Minstrel, seek out:

  • Clean sections of wall without surrounding décor. (You’ll likely need both straight walls and corners.)
  • Empty floor tiles.
  • Doors and windows.

Other elements can also be useful, obviously, but if you can get these basics in place, you can usually do almost anything.

You might also find it useful to seek out other maps by the same cartographer to source other useful elements while maintaining the same visual style.

It’s vitally important, of course, to keep the resolution of the patch synced to the original image so that applying the patch (whether digitally or physically) can be seamless and easy.

Campaign Journal: Session 41DRunning the Campaign: Aftermath of Adventure
In the Shadow of the Spire: Index

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

SESSION 41C: I’LL BE SEEING YOU

August 15th, 2009
The 23rd Day of Kadal in the 790th Year of the Seyrunian Dynasty

Just before sunrise; a cathedral silhouetted against the sky

THE ALLIANCE MIRAGE

When the false dawn was still cresting the sky, Tee arose while the others still slept and left the Minstrel. She headed up to Castle Shard, where she found that even with the early morning hour Kadmus was waiting for her. He escorted her to Lord Zavere, who it seemed had arisen not long before.

“I’m sorry to disturb you so early in the morning,” Tee said. “But I have news about the Idol of Ravvan.”

Zavere was more than interested when Tee showed him the letter they had recovered from the Temple of the Ebon Hand concerning the Dawnbreaker, the Argent Dawn, and the unnamed “idol”. Zavere wasn’t as certain as Tee that the letter referred to the Idol of Ravvan, but he agreed that it was a definite possibility. “Keep me informed of anything you might discover.”

“We will,” Tee promised. “But there was one other matter.”

“What is it?” Zavere asked.

Tee quickly supplied him with an abbreviated version of the ambush from the night before.

“Is everyone all right?”

“Yes,” Tee said. “Barely. But we don’t know where we can go that would be safe. We were wondering if… Well, we were wondering if it would be possible to stay at Castle Shard.”

Zavere pondered it for a long moment, but then he said, “I’m sorry, but it’s not possible. Your relationship to Rehobath is too well known. If I were to give you or your comrades sanctuary – particularly Sir Tor – it would be seen as Castle Shard aligning itself with Rehobath.”

Tee chose her next words carefully. “I don’t trust Rehobath any more than anyone else should.”

“Be that as it may,” Zavere said. “It’s ultimately a matter of public perception, not reality. I have no desire to tip the scales in this matter. Nor do I want to antagonize the Commissar in this. The situation is simply too delicate.”

“I understand,” Tee said with a resigned sigh, and left to rejoin the others for breakfast at the Minstrel.

THE PACTLORDS OF THE QUAAN

As they were settling down to their meal, they were surprised to see Jevicca come through the front doors of the inn.

“Good morning!” she said cheerfully, waving her red-glass arm towards them.

“Jevicca!” Agnarr said, a huge grin creasing his face. “What brings you here this morning?”

“I have news,” she said. “We’ve identified the bone ring you gave me.”

‘Really?” Tee said.

“They belong to the Pactlords of the Quaan,” Jevicca said.

“The who of the what now?” Elestra said.

“They’re not very well known,” Jevicca said, “And they’re mostly dismissed as a minor criminal organization. They’ve also got a minor reputation in the slave trade.” (Tee’s ears perked up at the mention of the slave trade. Could there be a connection to the Brotherhood of the Blooded Knife?) “But the reality is something more than that.

“There is an ancient book known as the Tome of the Shadow Dragons. Or perhaps it is many books. Only fragments of it have ever been found, and even these are few and hard to decipher. This book speaks of the “teachings of Jessuk”, a body of lore dedicated to the warping and corruption of natural life – the transformation of the natural races into abominations.

“These arts were practiced en masse by both the Banelord and Ghul, among others. The Pactlords are the descendants of the creatures created by them. They hold themselves superior to the “natural races” and, ultimately, seek to subjugate us.

“The group is held together through a living pact which is focused through these bone rings. The nature of the pact – and the force which binds it – is a secret kept by the Pactlords themselves. As is the nature of the ‘Quaan’.

“They have never been seen to pose any true threat, but they consider themselves – like Ghul before them – to be the natural heirs of the Banelord’s secrets. This explains their interest in the Banewarrens, but that doesn’t appear to be the group’s only current activity: Slave raiders have been prowling the caverns around Kaled Del and attacking the trade caravans of the Delvers’ Guild. Some of the raiders have been reported to be wearing ‘rings of bone’.”

THE FORTRESS SUITE

Jevicca’s briefing gave them a lot to chew on. She asked after their progress with the Banewarrens, but there wasn’t much they could tell. (And even less that they wanted to.) As they turned to amiable chatting over the rest of their breakfast, they returned naturally to the question of their lodgings: Should they go? If so, where?

Jevicca suggested the Nibeck Street mansion. It was currently abandoned, it would give them a base of operations as close to the Banewarrens as they might care to have, and it would let them defend the entrance to the Banewarrens.

On the other hand, as Agnarr put it, “Living over the hellmouth? No thanks.”

Greyson House was another abandoned building, but, as Tee pointed out, “The bad guys have already looked for us there. It’s no safer than here.”

“We could just go to another inn,” Elestra suggested.

“But that has all the same problems,” Tor said.

“Only if we stay in the same place,” Tee said. “We could just load everything we own into bags of holding and stay in a different inn each night.”

But that would prove troublesome for Ranthir’s research.

Tor proposed, as he often had in the past, that they buy a house somewhere in Ptolus.

“But that has the same problems, too,” Tee said. “It’s only a matter of time before they track us down, and then we’re vulnerable again.”

If they needed fortifications, then perhaps Pythoness House would be a solution. But Sir Kabel was already there, and while the others might be able to make that work, Tor would only be able to stay there if he abandoned his position within the Order of the Dawn. They briefly considered Tor staying at the Godskeep or the Holy Palace, but splitting the party seemed like a bad idea – particularly if it meant burrowing even deeper into the politics of the church.

Security through obfuscation, as Ranthir pointed out, was playing with fire: They could reset the clock, but eventually their new home (wherever it might be) would be found. And once it was found, they became vulnerable.

So they decided to stay where they were. Instead of hiding, they would bunker down. They laid out a plan for remodeling an entire wing of the Ghostly Minstrel: A false room with a secret door would be used as a pass-thru to a real suite of other rooms connected by new, interior doors.

They spoke with Tellith, who agreed to the remodel if they paid for it and if they also paid at a year’s rent in advance for the rooms they would be converting. This done, they spent several thousand crowns and arranged for more than twenty contractors (including several master craftsmen) to install the secret door, punch thru the two new connecting doors, and to strengthen the security on the existing doors. They also hired an arcanist to ward the windows with permanent alarms. And then they spent even more money to speed a project that should rightfully take weeks until it would take only two days to complete. On top of all that, Tee set aside enough money to pay every single person working on the project a hefty bonus to forget that they had ever worked on it.

Nasira was somewhat taken aback by the sheer amount of money they were able to throw at the project (more than 5,000 crowns when all was said and done). And while the project surely tapped deeply into their resources, they all felt it was an investment worth making.

THE NEXT STEP

While they were still drawing out their plans for the new suite, an invitation arrived.

INVITATION TO THE CRUISE OF THE VANISHED DREAM

We had hoped that this invitation might arrive on a most triumphant note – giving you proper congratulations on the apprehension of Shilukar and the ending of his scourged blight upon Crest of House Abanar, a golden cup on a green fieldthe city. With the recent news of his escape within the prison, that triumphant note is perhaps muted, but your accomplishment was nonetheless notable and worthy of great praise and equally great appreciation.

To whit, it would be our honor – both in light of the duty you have done for us and for those sundry other accomplishments which you have achieved in the name and for the betterment of our fair city – to attend upon us for a grand cruise of the Vanished Dream at the estates of House Abanar upon the Fifth of Noctural to celebrate the last rays of the year’s light and the coming of the Days of Night.

Dered Abanar
Merchant Prince of the Abanars

Ranthir quickly penned a positive and elegant acceptance, and they dispatched it by courier.

While Tee was drawing up the contracts and making the other arrangements necessary for the suite, Tor went to the Godskeep to continue his training with the Order of the Dawn. While he was there, he was informed that Rehobath had requested a meeting with him that evening at 7 o’clock. Tor wasn’t told what the meeting was about, but he could only suspect it had something to do with Dominic’s denunciation of Rehobath the day before.

Elestra, meanwhile, was checking the morning newssheets. The headlines were considerably less dramatic than the day before (“What a Whopper! Stranded Jellyfish as Big as a House!”), but there was also a report of another brutal murder in Oldtown: A priest had been killed on the Columned Row. His head had been ripped open, just like the woman who had been killed the night before on Flamemoth Way.

On her way back to the Ghostly Minstrel, Tee stopped by the Delvers’ Guild and left a message posted for Arveth:

Arveth—

Eye’ll be seeing you.

“Do you think she’ll break my code?”

Running the Campaign: Home Base RenovationsCampaign Journal: Session 41D
In the Shadow of the Spire: Index

Dragon clutching a sword - Іван Ніколов

DISCUSSING
In the Shadow of the Spire – Session 41B: The Return of Arveth

At Myraeth’s, they found a bag of holding formed from links of golden chain with a dragon worked in crimson links within it. It was larger than the ones they already owned and Tee – envying the dragon design – was depressed to find it was too bulky and heavy for her to carry.

Ranthir took it instead, nesting it among his many bags and pouches.

Something you may notice throughout the campaign journal is me giving specific, unique descriptions to various items. Sometimes I’ll even go so far as to prep visual handouts for them.

This is probably even more prevalent at the actual table, since only the most notable or pertinent examples actually make it into the journal.

(I should mention that I’m not prepping all of these ahead of time. A lot of them – including the bag of holding described above – are being improvised at the table. The principles of smart prep apply here.)

Some of these descriptions end up being ephemeral – useful for a moment to conjure an image of the world before the inner eyes of the players, but otherwise largely or entirely forgotten.

Others, however, will stick.

Which ones?

Nobody knows.

Sometimes I try to predict it (“this is so cool, they’ll obviously remember it forever!”), but I’m almost certainly wrong more often than I’m right. What sticks with this sort of thing is usually a lot more situational than you might think. Attention and memory can be fickle things, and which objects sentimental value and notoriety attaches to often has at least as much to do with what’s happening to both characters and players at that precise moment as it does the object itself.

The point, though, is that for anything to stick you have to keep throwing stuff out there. Enough stuff that you can start winning the numbers game.

Although, on the other hand, you don’t want to throw out so much stuff that it overwhelms the players and becomes indistinguishable noise. Not every rusty sword the PCs find in a moldering crypt needs to be lovingly detailed. And, if you are giving an item the bespoke treatment, you don’t need to lavish it with multiple paragraphs. Usually just one or two cool details will get the job done. (Maybe three on the outside.) Even if you know that not every item you describe will ultimately stand out, you still want every object to have the opportunity to do so.

Which is why, in D&D, I’ll often focus this descriptive detail on magic items. It inherently narrows the field for me. I also want magic items to feel special. For example, it’s easy for every bag of holding to glob together into a generic nonentity, and they really shouldn’t.

(Although by no means should this dissuade you from occasionally hyping up a mundane item with a cool description. It certainly doesn’t stop me.)

This is not going to be a comprehensive discussion of all the different ways you can give objects cool descriptions, but here are a few things I like to think about.

First, what’s the utility of the object? What does it actually do? How could that be reflected in the structure of appearance of the object?

For example, a staff of fire gives its wielder resistance to fire damage and can be used to create flame-based effects (burning hands, fireball, wall of fire). Some quick brainstorming suggests various options:

  • Someone attuning to the staff is limned in a flickering flame.
  • The staff is topped be a large ruby, inside which is trapped an eternally burning flame (and all the various fire spells blast out from this ruby).
  • The entire staff is actually made from a frozen flame.
  • The staff is warm to the touch.
  • When one attunes to the staff, it scorches the hand holding the staff, leaving a brand depicting the arcane sigil of the wizard who created it.
  • The staff is a long shard of obsidian, split down the middle. To create one of the staff’s fire effects, pull the two ends of the staff apart, revealing the heart of flame held within.

Second, add one other purely decorative or incidental detail. If the utility hasn’t already added some flash to the item, this is a good opportunity to do so. These details might also suggest ownership, origin, or similar information. (Which may just be flavor, but could also reveal relevant information about the situation or scenario.)

Let’s do another one. A keycharm, from Eberron: Rising from the Last War, allows you to cast alarm, arcane lock, and glyph of warding spells that alert the holder of the keycharm if they’re triggered or bypassed. The item description suggests that this looks like a “small, stylized key.” If we stick that, we might still look at options like:

  • The key is formed from a black stone with strange purple veins running through it.
  • The key is made from taurum, the true gold and its bow bears the sigil of House Abanar.
  • The key is a living “bud” sprouted from the heartwood of a dryad’s tree by druidic arts.
  • A plain key of battered copper, but the bits of the key are a whirling, ever-shifting blur.

As you’re improvising these descriptions, remember that you can put your thumb on the scale of the party’s reaction by thinking about what you know the players or their characters already love (e.g., Tee’s infatuation with dragons) or hate.

(I would honestly pay good money for a book that was just a dozen different “looks” for every magic item in the Dungeon Master’s Guide.)

Campaign Journal: Session 41CRunning the Campaign: Home Bases
In the Shadow of the Spire: Index

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

SESSION 41B: THE RETURN OF ARVETH

August 15th, 2009
The 22nd Day of Kadal in the 790th Year of the Seyrunian Dynasty

Arveth, a blond-haired rogue with a bandage over one eye, stands threateningly in a doorway

“That’s her,” Arveth said.

Another cultist stepped through the door behind her and swung it shut.

In the next room down, Seeaeti was aware that something was wrong. He stood up and started barking at the wall. Agnarr let him out into the hall… but missed the tail-end of the ambush by mere seconds.

The cultists started clubbing Tee, who managed to avoid the worst of it by rolling with the blows and tossing around in the cushions… until Arveth stepped forward and slipped a dagger between her ribs. “They took my eye, bitch.”

Tee, who had been screaming, gasped in pain.

Agnarr hadn’t heard her muffled screams because Seeaeti was still barking loudly. (“What is it, boy? What is it?”) But Ranthir heard the screams through the walls and rushed into the hall. He quickly told Agnarr what he had heard and then hurried on to Tor’s door.

The cultist who had followed Arveth into Tee’s room dropped a silence spell over it, abruptly cutting off Tee’s screams.

Agnarr ran down the hall and threw himself against the door… but it held firm. Elestra, wakened by Seeaeti’s barking (but oblivious to the cause) also came out into the hall. Ranthir, beating on Tor’s door, managed to rouse the scarce-sleeping knight. He rushed back to his own room… just in time to see Tee thrown out of her window in a silent, cascading shower of glass. She hit the pavement below with a sickening thud.

Ranthir ran back into the hall and shouted to the others what had happened. Elestra ran past him, through his room, and jumped out the window, tumbling onto the jutting corner of the first floor below and from there down to Tee’s prostrate form.

Unfortunately, Elestra was seen by the cultists above. One of them – the one who had followed Arveth into the room – leapt to the first floor roof himself. Whirling he lowered his hands and sent forth a wave of flame which Elestra narrowly ducked under.

Arveth was close behind him, leaping directly to the ground with acrobatic aplomb. Her sword was out and she attacked Elestra before she could reach Tee’s side.

Above, Tor had pushed his way past Agnarr and also thrown himself ineffectually against the door. Agnarr, frustrated past words, drew his greatsword and just started hacking. As the door fell apart into smoldering kindling, they saw that the thugs had ganged up on the other side of the door. Tor sent one staggering back, trying to hold his intestines together. The others fell back cautiously into a defensive line.

Below, Elestra drove Arveth away and then dove for Tee. She managed to release a burst of healing energy into Tee’s torso just before the cultist arcanist hit her with a second blast of fire. Tee rolled to her feet, grabbed Arveth, activated her boots, and levitated up into the air.

Ranthir, looking out from his window above, threw a web, trapping the arcanist and webbing up the window of Tee’s room to stop additional reinforcements from escaping. The arcanist responded by twisting within the webs and hurling a magical epitaph in Ranthir’s direction. In a burst of flame, a black leopard with burning coals of fire for eyes and a throat of flame appeared before the rapidly backpedaling Ranthir.

The creature’s claws caught and tore at him as he stumbled back through the door into the hall. Ranthir cried for help, but Agnarr and Tor – fighting in the pervasive magical silence of Tee’s room – were oblivious to his need. Despite Seeaeti’s brave efforts to intervene, Ranthir collapsed in a gurgle of blood.

But Seeaeti was successful in keeping the fiendish leopard from finishing its work. Hounding the leopard, Seeaeti was able to draw it back into Tee’s room. There, the leopard earned the wrath of Agnarr when the barbarian saw what it had done to his faithful dog. Tor, meanwhile, was able to finish off the panicked and trapped cultist thugs.

Tee, now floating high above the street, tried to gouge out Arveth’s other eye. But Arveth caught her wrist and managed to twist the dagger around to scrape it painfully across her ribs on the left side. Twisting the knife free from Arveth’s grip, Tee almost managed to choke the life out of her—

Before the arcanist struck her in the back with another blast of fire. In the burst of pain, Tee’s vision turned black and her mind slipped away… her boots stopped working…

And they both plunged to the ground below.

Arveth managed to roll slightly with the blow, cracking several ribs and breaking an arm, but alive. The unconscious Tee, on the other hand, fell helplessly. There was a sickening crunch as her head struck first and her neck snapped.

With Tee dead, Elestra unconscious, and everyone inside the inn completely unaware of what was happening outside, Arveth easily escaped.

But only by mere moments. Seconds later, the others arrived in the street below. Healing potions were poured down Elestra’s throat and then she called upon the strength of the Spirit of the City to revive Tee.

PARANOIA IS BUT A FEAR UNPROVEN

The ambush had shifted something inside of Tee. Just a few hours before she had been counseling Tor on the virtues of compassion, but now she had no mercy for any of them. The thought of Arveth – her endless haughtiness; her insatiable cruelty – filled Tee with a silent rage, compounded by the flashing images of Wuntad; the abominations of the cults; and the humiliations and agonies that had been visited upon her, her friends, and the people of her city.

But Tee’s immediate thoughts were consumed by Nasira: If this attack was a retaliation for their assaults on the Rat God and Ebon Hand temples, Nasira would be in danger, too. While the others stayed for damage control at the Ghostly Minstrel, she and Agnarr raced out into Delvers’ Square and haled a carriage.

When they reached the Welcome Inn, however, they found Nasira unmolested. Looking at the still bruised and battered Tee, however, Nasira’s brow knit in concern. “What happened?”

Tee gave a quick summary of the ambush at the Ghostly Minstrel. “It might be best if you came back with us. There’s safety in numbers.”

Nasira agreed, if for no other reason than because she had befriended the innkeepers Markus and Valene Schuk. This friendly older couple and their daughters (Rona and Illene) had been the only people to make Nasira feel welcome in Ptolus before she had met the rest of them, and she had no desire to bring trouble to their door. Nasira explained the situation to them, promised to keep in touch, and paid her bill ahead for two more weeks. Then she and Tee joined Agnarr in the waiting carriage and headed back towards the Ghostly Minstrel.

At the Minstrel, meanwhile, Elestra had gone to tell Tellith of the attack. Tellith was shocked at first, but her shock quickly turned to outrage and then to apologies. After a few minutes, Tellith came upstairs with Elestra.

While Elestra had been talking to Tellith, however, the others had kept busy: Tor hauled the unconscious cultist arcanist into Ranthir’s room while the others looted the bodies of the thugs (on whom they found golden bell charm bracelets).

Elestra reassured Tellith that Tee was all right and had merely gone to check on a friend to make sure they were okay. Tellith realized that the watch needed to be notified and left to do so.

Meanwhile, the arcanist was roughly woken up and questioned. His name was Nikkei. He told them that the attack was in retribution for the betrayal of “Laurea” and the attack on the Temple of Deep Chaos. Once “Laurea” had been identified as Tee, it was a simple matter for them to find her at the Ghostly Minstrel.

Satisfied (more or less), they knocked Nikkei unconscious again and waited for the guards to arrive. Which they did shortly thereafter.

Tower shield bearing the gold-on-blue crest of the Ptolus city watch (an eagle atop a staff)“Oh, it’s you again.” Naturally Tellith had gone to the watch station just across Delvers’ Square. And, naturally, they were blessed once again with the blustering fellow who they had first met after a shivvel addict had tried to mug Ranthir.

The watchmen questioned all of them bluntly and performed a cursory inspection of Tee’s room and the street outside.

“And where is the victim?” one of them asked with suspicion.

“I’m right here,” Tee said, walking up with Nasira at her side.

“And where have you been?”

“Checking on a friend.”

The watchmen were taking a generally hostile tone, but Tee wasn’t impressed with their bluster. Finally one of them blurted out, “Just don’t leave town.” Tor laughed and Tee rolled her eyes.

“We’re not planning on it. But I’m glad you’re so concerned for our well-being. What were your names again? I’d like to mention you to the Commissar next time I see him. I just want to tell him what a fine job you’re doing…”

The watchmen exchanged nervous glances and then backed down. Tee and Tor turned Nikkei over to them before they left (although Tee would have preferred to slit his throat first).

Once the watch were gone, however, they were forced to consider what Nikkei had told them: It was their worst fear, and only confirmed what Malkeen’s appearance in Tee’s room two weeks before had suggested. Not only were they known, but they could be found. And easily.

This left them with the tough choice of what to do next: Should they leave the Ghostly Minstrel? And if they did, where would they go?

Without any clear answers, they bedded down. Tee wanted no part of her own room again, and they all thought it wise to stay close through the night. Half of them slept in Tor’s room and the rest in Elestra’s suite.

THE DREAMS OF TEE & ARVETH – PART 1

That night Tee reached out through the Dreaming in an effort to infiltrate the dreams of Arveth. She hoped to plague them with nightmares of losing her remaining eye. Or perhaps falling forever. Or both.

Unfortunately Tee found her own thoughts conflicted, and Arveth’s dreams proved impenetrable. But she vowed that she would try again the next night. And every night, if necessary, if it meant that she could eke out at least a small slice of revenge.

Running the Campaign: What the Magic Looks LikeCampaign Journal: Session 41C
In the Shadow of the Spire: Index

Archives

Recent Posts

Recent Comments

Copyright © The Alexandrian. All rights reserved.