The Alexandrian

Posts tagged ‘ptolus’

Creepy Eyeball Flowers - Total Pattern

DISCUSSING
In the Shadow of the Spire – Session 45B: On a Hill of Corpse Flowers

Several stone sarsens jutted up from the ground, forming a rough and imperfect circle. Each of the sarsens bore the sigil of Alchestrin and were worn with age and crept-over with moss. The grass had grown tall around them, and here and there even taller plants had sprung up with broad, shiny leaves and brightly-colored flowers. More disturbingly, they could see the corpses of small animals scattered here and there around the sarsens.

A faint whiff of pungent decay wafted down the hill towards them, but they decided to brazenly ignore the animal carcasses and head straight up the hill towards the sarsens. As they drew near the circle, they could see in its center a large iron plug etched with bronze and set into the earth….

In my experience, it’s difficult to take a simple environmental hazard and turn it into compelling gameplay at the table. Not impossible. The same principles that make for compelling traps can also apply to natural hazards. I just find, without the element of human ingenuity behind the construction of a deliberate trap, that it’s harder to justify those principles.

With that being said, this session demonstrates a fundamental design principle that I find incredibly useful: If you have an environmental hazard, you can add almost literally any creature to the encounter and you’ll instantly make both the hazard and the creature more interesting.

If I had just added corpse flowers around the entrance to Alchestrin’s Tomb, it would have taken, at best, a trivial effort by the PCs to burn them away. Similarly, if they had found nothing except a coldsnake curled up on top of the iron plug, the result would have been a pretty perfunctory combat encounter. Either way, it would have been a pretty forgettable experience.

But put the two together and… Presto! You’ve got a unique experience.

This principle works, in part, because it can:

  • Force target selection. Which problem are the PCs going to deal with first? (If they only have one target — or their targets are indistinguishable — then there’s no meaningful choice. As soon as you have multiple options, however, there’s an opportunity for tactical choice.)
  • Create weird and unexpected interactions and/or synergies, potentially giving a fresh spin to even familiar abilities.
  • Offer tactical opportunities that can be taken advantage of by either the bad guys, the PCs, or both.

You get similar results from combining multiple monsters of different types into the same encounter.

Fortunately, Tee – trying to suppress a cough that seemed as if it would rip out her lungs – spotted one of the tall, brightly-colored flowers turning towards them with an almost sadistic purpose. Making an intuitive leap she realized that the flowers – not the serpent – were the true source of the noisome plague. She shouted out a warning to the others while lurching towards the nearest flower, but her weakly-swung sword failed to produce any effect on its thick, armored stalk as she collapsed.

In this case, I hadn’t actually planned for the PCs not to realize the source of the poisonous malaise afflicting them, but it’s exactly the sort of thing that can just spontaneously emerge from encounters like this.

LOOTING BESTIARIES, REDUX

I’ve previously discussed how I’ll systematically loot bestiaries as part of the development cycle for a campaign. In this case, as I prepared Alchestrin’s Tomb, I went on a mid-campaign survey looking for stuff that would be cool to plug into the adventure:

  • Corpse Flowers are from Creatures of Freeport.
  • Coldsnakes are, unfortunately, from a disreputable publisher I won’t direct you towards because they scammed me.
  • The iron plug and its riddling inscription is taken from the brief description of Alchestrin’s Tomb in the Ptolus)

I love RPGs with lots of high quality adventures, because those can be plugged directly into a campaign structure. But even better is an RPG with tons of modular material that can be plugged directly into scenario structures and scene structures (i.e., encounters). It’s just so much fun to go browsing through these toys, grabbing the coolest ones that catch your eye, and then seeing how they can be combined into cool stuff.

Campaign Journal: Session 45CRunning the Campaign: Agenda Pressure
In the Shadow of the Spire: Index

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

SESSION 45B: UPON A HILL OF CORPSE FLOWERS

October 31st, 2009
The 25th Day of Kadal in the 790th Year of the Seyrunian Dynasty

Homunculi of the City. Earth elemental laced with glowing purple veins.

HOMUNCULI OF THE CITY

They wanted to get an early start the next day, but Elestra was still immersed in her meditations. And Tor had his training at the Godskeep. On the way there, Tor spontaneously decided to stop and purchase a bull whip. He had a few ideas for how it might come in useful.

While they waited for Tor to return, Tee grabbed the morning newssheets. The Columned Row Killer had struck again, but this time it had been seen in the act: A “tall, muscular creature with blue-black skin, glowing yellow eyes, and lanky black hair” had attacked a merchant passing through the Old City Gate. The creature had been driven off by the city guard, but not before leaving its victim in paralytic coma.

With a sinking feeling in their hearts, they recognized the description: It was the troll-spawn that had been freed from the Banewarrens. An evil that had been locked away for centuries now walked the streets of Ptolus.

Agnarr was also able to pick up the mage-touched chain that Hirus had been working on for Seeaeti. While the others discussed the troll-spawn, he took Seeaeti out near the Minstel’s stables and spent some time training him in the wearing of the mail.

Around noon, Tor returned to the Ghostly Minstrel and they went upstairs to check on Elestra. They found her missing: Her communion with the Spirit of the City had taken her on a walk-about through the streets of Ptolus, collecting bits of brick and rough cast which she eventually took to the heart of Midtown and there assembled into a geometrically fractal cairn. This final act of symbolic linkage complete, the cairn had risen up as the animated extrusion of the Spirit itself: A homunculi of the city.

Elestra returned to the Ghostly Minstrel and introduced the others to her new companion. They gathered in the common room for lunch and then left for the Necropolis.

POLLEN PLAGUE

With the information Ranthir had retrieved from the Administration Building on the 22nd they found the tomb easily enough. Near the apex of a gently sloping hill (which Ranthir’s papers named Darklock Hill) they spotted several stone sarsens jutting up from the ground, forming a rough and imperfect circle. Each of the sarsens bore the sigil of Alchestrin and were worn with age and crept-over with moss. The grass had grown tall around them, and here and there even taller plants had sprung up with broad, shiny leaves and brightly-colored flowers. More disturbingly, they could see the corpses of small animals scattered here and there around the sarsens.

A faint whiff of pungent decay wafted down the hill towards them, but they decided to brazenly ignore the animal carcasses and head straight up the hill towards the sarsens. As they drew near the circle, they could see in its center a large iron plug etched with bronze and set into the earth.

Before they could actually enter the circle, however, Agnarr spotted dark scales slithering through the grass – marking the passage of a massive, coal-black serpent with scales that glimmered like black ice beneath the stars. In its wake, it left a thin veil of frost upon the grass. At nearly twenty feet in muscle-rippled length, it must have been wrapped around one of the sarsens to escape their notice. Now it reared up, gaping a mouth from which issued faint plumes of glittering, icy mist.

Tor and Agnarr moved forward to meet the serpent, but as they did so a sudden nausea settled over the group. The serpent must have been exuding some sort of disquieting aura or perhaps noxious fumes. The effect only seemed to intensify as it focused the gaze of its coal-black eyes upon Nasira, locking her in a paralytic gaze that stopped her stone cold.

The nausea, which sent Tor reeling, disrupted their concerted attack and Agnarr – although largely unaffected – found himself getting bound in its icy, limb-numbing coils. Before the serpents’ tightening curves could draw tight, however, Agnarr was able to stretch his mighty thews and break free, sending the serpent spasming away.

But then the real panic set in as Tor started coughing up black blood and oozing black blood from his eyes. The symptoms of the others were beginning to worsen as well, and with only Agnarr fit to face the serpent, it seemed unlikely that its threat would be ended before they were all unconscious or dead or worse.

Fortunately, Tee – trying to suppress a cough that seemed as if it would rip out her lungs – spotted one of the tall, brightly-colored flowers turning towards them with an almost sadistic purpose. Making an intuitive leap she realized that the flowers – not the serpent – were the true source of the noisome plague. She shouted out a warning to the others while lurching towards the nearest flower, but her weakly-swung sword failed to produce any effect on its thick, armored stalk as she collapsed.

Ranthir and Elestra, meanwhile, managed to retreat to a safe distance. Near the foot of the hill they discovered that they were beyond the plague-pollen of the flowers. With her lungs almost immediately alleviated, Elestra sent her homunculi to start hauling people to a safe distance.

Then Agnarr managed to finally plunge his flaming sword down the icy throat of the ebon snake. Wrenching his blade free he swung it towards the nearest corpse flower, but as he hacked it apart the flower exploded in a massive cloud of poisonous vapor and pollen – a visible blackening of the air that seemed to cling to skin and eyes, clawing its way through mouth and nose and down into the lungs.

Agnarr (at the heart of the explosion) and Ranthir (caught unexpectedly in its edge) collapsed. Elestra, in a panic, rushed in to heal the badly wounded Agnarr… and promptly collapsed from the pervasive pollen of the remaining flowers.

Thus all of them were unconscious upon the flanks of the hill, their bodies being slowly consumed by the plague pollen.

Fortunately, the homunculi continued carrying out its last orders: To carry the unconscious to the base of the hill and out of the pollen cloud. Several of those who were hopelessly ill before managed to recover once they were taken far enough away from the flowers and they were able to tend to the rest.

Once everyone had been restored to at least a semblance of health, they backed off to an even safer distance and then sent the homunculi to kill the rest of the flowers.

Running the Campaign: Monster + EnvironmentCampaign Journal: Session 45C
In the Shadow of the Spire: Index

DISCUSSING
In the Shadow of the Spire – Session 45A: By Commissar’s Decree

“I’m glad you could come here today,” Carrina said. “The Commissar appreciates all of the work and sacrifices you have made for this city.”

“Happy to oblige,” Tor said.

“As your recent actions in the Temple District suggest, you’re already familiar with the recent surge in cultist activities within the city,” Carrina continued.

“Intimately so,” Tee said.

“Just so,” Carrina smiled thinly. “That’s why the Commissar has chosen to deputize you to investigate the cultist activity.”

“We’re already doing that,” Elestra blurted.

“Then it should be no great hardship to do it in the Commissar’s name,” Carrina said. “You will each be paid 75 gold pieces a month, with additional bonuses to be paid at my discretion for tangible results.”

One of my favorite things to do as a GM is having powerful and important people – the people in charge – recognize and acknowledge what the PCs have been doing in the campaign. Sometimes this is a good thing. Sometimes it isn’t. Often it’s a little bit of both. But either way, this is almost always guaranteed to excite the players.

Focusing on just the good stuff for the moment, recognition in my games have resulted in the PCs being:

  • Recruited to exclusive organizations
  • Featured in news reports
  • Invited to exclusive social events
  • Deputized to solve a problem
  • Given a spaceship
  • Granted lucrative contracts
  • Knighted
  • Given noble titles

Sometimes this acts as a kind of reverse patronage: Instead of having someone rich and powerful offer them payment up front, they instead materialize after the fact and give the PCs a monetary or material reward for something they did for completely different reasons.

An earlier example of recognition as reward in this campaign was the Harvesttime party at Castle Shard. In that case, the social event reward also served as a way to advance several threads of the campaign, introduce new NPCs, and drop a number of clues.

Similarly, in this session, the PCs are getting deputized, giving them official recognition and a small stipend for doing the thing they’re already doing (investigating the chaos cults). Deputization is also an example of the techniques I talk about in Random GM Tips: Calling in the Little Guys, where the official response to the PCs calling the cops (or the local equivalent) is to say, “Wow! Yeah! That’s definitely a problem! Can’t wait to see how you resolve it!” So, in this case, I’m kind of preemptively taking “let’s go to the authorities!” off the table: Yes, the Commissar would definitely be interested in stopping the chaos cults. Rather than letting that potentially sideline the PCs, let’s instead seize the opportunity to put them in the spotlight!

In other words, delivering recognition as reward can often serve multiple purposes at the same time.

As such, no matter how positive the immediate recognition, it’s also almost always a double-edged sword: Being recognized as important also means painting a target on yourself. You’re an important superhero? Then supervillains may want to preemptively take you off the board. You’re known to have the ear of the crown prince? That makes you a target for grifters, conmen, and others who see the PCs as a means to their ends. (This is also what happened when Rehobath schismed the Imperial Church.)

To flip this one last time, though, the reason recognition attracts negative attention like moths to flame is specifically because the PCs are burning so bright! Even without a formal position (like becoming deputies), recognition can be as empowering as any magic item. Often moreso. Having the ear of the crown prince isn’t just really cool, it also lets you do things that would otherwise be impossible.

This not only enhances your current camapign. It’s also a signal that you’re ready for a new kind of adventure.

Campaign Journal: Session 45BRunning the Campaign: Monster + Environment
In the Shadow of the Spire: Index

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

SESSION 45A: BY COMMISSAR’S DECREE

October 31st, 2009
The 24th Day of Kadal in the 790th Year of the Seyrunian Dynasty

They emerged from the incense-drenched depths of Porphyry House into the surreal, sunlit streets of Ptolus.

Still gasping for breath, they decided to return to the Ghostly Minstrel, regroup, and recoup.

But when they arrived, the watchman from the Delvers’ Guild station who had been intermittently harassing them since Ranthir’s encounter with a shivvel addict was waiting for them in the lobby. For the first time, they learned his name – Marco – and he asked them to come to the watch station with him.

It seemed like an innocent enough request, so they readily agreed. Marco escorted them to the station and then to a small room near the back of the building. Then he left them alone.

“What’s going on?” Nasira asked.

“Are we being arrested?”

“Should we try to escape?” Tor said.

“We haven’t done anything wrong!” Elestra said.

“Well… we have killed some people,” Nasira pointed out.

“And Tee has all of that illegal shivvel in her bag of holding.”

“Maybe we shouldn’t be discussing it here,” Tee said, gritting her teeth.

THE COMMISSAR’S DEPUTIES

A young woman with short-cropped red hair and wearing a signet with the Commissar’s seal stepped into the room. She introduced herself as Carrina.

“I’m glad you could come here today,” she said. “The Commissar appreciates all of the work and sacrifices you have made for this city.”

“Happy to oblige,” Tor said.

“As your recent actions in the Temple District suggest, you’re already familiar with the recent surge in cultist activities within the city,” Carinna continued.

“Intimately so,” Tee said.

“Just so,” Carrina smiled thinly. “That’s why the Commissar has chosen to deputize you to investigate the cultist activity.”

“We’re already doing that,” Elestra blurted.

“Then it should be no great hardship to do it in the Commissar’s name,” Carrina said. “You will each be paid 75 gold pieces a month, with additional bonuses to be paid at my discretion for tangible results.”

“What sort of results?” Tee said.

“I leave it to your imagination,” Carrina said. “I expect regular reports.”

“How do we contact you?”

“Through Marco here at the watch station.” Carrina pulled out an official-looking piece of parchment and handed it to them: It was an official decree by the Commissar enforcing their deputization and empowering them to act as such.

They didn’t really seem to have much choice in the matter. And although the government pay was clearly meager, it was money for doing something they were already committed to. So they started briefing her; rapidly filling her in on all of the major cult hotspots they were aware of around the city.

“Excellent,” Carrina said. “When can you start dealing with them?”

After some soul-searching, they decided to also brief her on the Banewarrens. If nothing else, they suspected that the Pactlords were another cult and, thus, under the purview of their commission.

Carrina had known nothing about the Banewarrens, but she listened carefully to their report. (Which, truth to be told, was not entirely complete. They edited carefully around the involvement of Rehobath and the Inverted Pyramid.) When they were finished, she promised to report the matter back to the Commissar. “Certainly if you think it to be a cult-related threat, you should act on it as quickly as possible.” But beyond that she saw little reason for panic: It was hardly the first vault of powerful artifacts to be found beneath the streets of Ptolus. Nor was it likely to be the last.

By Decree of the Commissar of Ptolus- Those members of the Delver’s Guild known as Tithenmamiwen of Narred, Agnarr of the North, Sir Tor of the Holy Church, Elestra of the Empire, Ranthir, Mage of Isiltur, and Nasira are hereby given the deputizing authority to pursue, in whatever manner they shall see fit within the confines of law and the common sense, those cults so late discovered within the city bent upon the worship of chaos, the sowing of destruction, the selling of slaves, and the general torment of the citizens and good people of Ptolus. To that end they are hereby given right to the title of the Commissar’s Men and shall henceforth by known as Investigators of the Circle and given all the powers thereof, most notably the right of query and investigation, along with the expectation of responsibility and result. IGOR URNST

SOMETHING STIRS…

After the shellacking they had received in Porphyry House, they decided that they would spend the next day resting and recuperating. Their stores had been badly depleted and they had some deep bruises to heal.

They also agreed that a return to Porphyry House – particularly a Porphyry House likely to be armed and alerted – was beyond their present resources. So they decided to turn their attention back to the Banewarrens: They would pursue their leads to Alchestrin’s Tomb.

Ranthir, delighted at the down time, retreated to his room and his tomes.

Elestra, still mourning the loss of her python viper, retreated to her own room to begin a long communion with the Spirit of the City in the hope that she might be granted a new companion through whom the city’s voice could be heard and its will made manifest.

Tee spent the afternoon hocking their loot. Nasira tagged along with her and they spent the next few hours chatting amiably. In the evening they retired to the Ghostly Minstrel and Tee offered to teach her the game of Dragonscales. (Tee’s thoughts turned for a moment to Dominic with a sad sense of loss: She missed playing the game with him.)

Midway through their series of training games, however, they abruptly realized that the tiles had spelled out the words SOMETHING STIRS. This was not entirely unusual, but as the game continued the phrase appeared again… and again…

Tee cleared the board and they began a new game… SOMETHING STIRS.

They paused and considered their options. Tee tried manipulating the other tiles in various ways to explicate the message (“What stirs?” and so forth)… but then the message stopped occurring altogether.

Running the Campaign: Recognition as Reward Campaign Journal: Session 45B
In the Shadow of the Spire: Index

Snake Girl - Vagengeim

DISCUSSING
In the Shadow of the Spire – Session 44B: Time to Fly

 Tor grabbed up Agnarr’s body and turned, churning his way down the hall.

The twisting vines continued to confound their orderly retreat, but several of them had broken free now and were running back across the lounge. Tee, who was still trying to assist Tor’s retreat, tossed Nasira her magical lockpicking ring: “Get out! Quick as you can!”

Nasira reached the door to the long hall of whores and swung it open. Looking both ways she sighed with relief and called back over her shoulder, “All clea—“

The door at the far end of the hall opened. Two of the armored serpents and six unarmored ones poured through. “There they are!”

As I mentioned in Prepping Porphyry House, this adventure has been enhanced with an adversary roster. And it’s a pretty great example of the kind of dynamic play that having an adversary roster can unlock for you.

In the early part of the session, you can see that the players have already internalized the consequences of dynamic dungeons: When they stealthily take out some of the guards, they know they can’t just leave the bodies lying around, because it’s very possible that they’ll be discovered by other cultists moving throughout the building.

But a little while later you can see the evidence of me actively using the adversary roster:

Tee, on the other hand, did head into the room and quickly inspected the well (finding nothing unusual about it – it was a perfectly ordinary well). She was about to move on to the equipment in the corner—

When a patrol of two fully-armored serpent-men came around the corner in the hall.

One of them immediately turned and ran back around the corner. Tor, Agnarr, and Elestra quickly converged on the remaining serpent and hacked it to pieces. But by the time they were finished with it, two more had appeared at the end of the next hall in a four-way intersection between several doors.

The PCs get spotted, some of the bad guys run to raise the alarm, and things begin to spiral out of control.

Last week, Dave Oldcorn asked, “Does this not happen an awful lot of the time with adversary rosters?” And the answer to the question is complicated.

The first thing to recognize is that the PCs made a mistake and then got unlucky with their dice rolls: The mistake was leaving most of the party standing in the hallway (a high-traffic area) while Tee was searching a room (a time-consuming activity). They might have still had the opportunity to avoid catastrophe, but they rolled poorly and didn’t hear the guard patrol coming. And then, on top of that, they lost initiative, so the guards both had the opportunity to see them and run reinforcements before they could do anything.

Mistakes and bad luck will happen, of course, so it’s not necessarily unusual for this sort of thing to happen. But you’ll also see plenty of other examples in this campaign journal where the PCs didn’t make mistakes and/or the dice were in the favor, and so kept control of the situation. In fact, it’s not difficult to imagine how just one thing going a little differently might have caused the entire Porphyry House scenario to play out in a completely different way.

Which leads us to a second important principle when it comes to adversary rosters: They shift some of the responsibility for encounter design from the GM to the players. By the point where the PCs were facing off against multiple squads of guards, an angry spellcaster, and a giant stone golem, they were clearly in over their heads. But that wasn’t an encounter that I created for them. It was, in most ways, an encounter they’d created for themselves.

This creates a really interesting dynamic where (a) the players feel ownership of their fate and (b) they can engage in truly strategic play, often controlling the difficulty and pace of the encounters they’re facing. (What happened in this session was, ultimately, a series of strategic failures followed by some strategic genius that ultimately allowed them to escape a rapidly developing catastrophe.)

In order for this to work, though, the GM needs to play fair. An important part of that is respecting the fog of war: The other reason “every monster in the place descending upon you instantly” isn’t the default outcome is because it isn’t the automatic outcome of the PCs getting spotted by a bad guy. That bad guy has to decide to run for help; the PCs have to fail to stop them from doing that; and then it takes time for them to fetch that help. And even once they have gotten help… where are the PCs? Did they just stay where they were? If not, how will the bad guys figure that out? What mistakes might be made within the fog of war? How can the PCs take advantage of that?

Above all, an adversary roster is a tool that lets you, as the GM, easily roleplay all the denizens of the dungeon. Truly embrace that opportunity by putting yourself fully in their shoes — thinking about what they know; what they would prioritize; and the decision they would, therefore, make — and playing to find out.

The final thing that pulls all of this together is the Dungeon as Theater of Operations: If the encounter in this session were glued to a single room — or if the players felt like they weren’t “allowed” to leave the borders of the battlemap — this would not have been compelling session. In fact, it would have almost certainly ended with all of the PCs dead. It’s only because the PCs were able to strategically duel with the actively played opposition of Porphyry House in an engagement ranging across fully half of the building’s first floor that (a) the PCs survived and (b) the session was a thrilling escapade from beginning to end.

Campaign Journal: Session 45A – Running the Campaign: Recognition as Reward
In the Shadow of the Spire: Index

Archives

Recent Posts

Recent Comments

Copyright © The Alexandrian. All rights reserved.