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Posts tagged ‘ptolus’

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

SESSION 40B: TO THE TEMPLE OF THE EBON HAND

July 25th, 2009
The 22nd Day of Kadal in the 790th Year of the Seyrunian Dynasty

Dark Tunnel

After she was satisfied that the cranium rats had left, Tee snuck back to the kennel rat corral. Several collars hung from hooks in the wall. Taking one of them, she led one of the kennel rats back to where the others waited and then they passed on to the northern sewer tunnel.

Trusting Agnarr’s experience with trained animals, Tee turned the kennel rat into his care. It took a little experimentation, but Agnarr eventually determined that there were two paths that the kennel rat would follow from the northern sewer entrance: One heading towards the west and the other heading roughly eastward.

Thinking that the western one was most likely to lead to the Temple of the Ebon Hand, Agnarr turned the kennel rat loose in that direction, keeping its leash tightly in hand.

Fortunately, once set on its course, the kennel rat seemed quite certain in its path and seemed to have no desire to escape.

“For a rat it’s well-trained,” Agnarr said.

“You can’t keep it,” Tee said.

After winding through the sewers for the better part of an hour, however, the kennel rat began to wander aimlessly. Not far away, Tee spotted a half dozen hooks hanging on the wall nearby. Tee pointed them out to the others and Agnarr started playing with them, convinced that one of them must operate a secret door. After he managed to tear one of them off the wall completely, Tee pushed him out of the way and hung up the kennel rat’s leash.

“Oh!” Agnarr’s mouth widened. “They’re for the leashes!”

Tee shook her head in exasperation and started a more proper probing of the tunnel wall.

Not far away she discovered that a ten-foot-wide section of the wall was, in fact, nothing more than an illusion: She could put her hand through it as easily as insubstantial air. With a shrug of her shoulder she struck her head through: The illusion was not particularly thick and she found herself looking up an empty, ramping hall of well-constructed stone. The walls were of simple gray granite, but the floor was of a pale, whitish marble. Thirty or forty feet up, the passage ended in a T-intersection.

Pulling her head back, Tee quietly told the others what she had seen. She had also been able to hear them clearly talking behind her, so the illusion offered no sound-proofing whatsoever.

The others quieted and Tee walked through the wall. As she passed onto the white marble, the floor suddenly glowed brightly and the filth of the sewer was drawn away from her body, down through the illusionary wall, and into the sewer channel beyond.

“That’s handy.” Tee smiled, pleased that her clothes weren’t going to be ruined by the sewer after all. But she was concerned about the light, so she levitated up (with one last schlurping noise) and worked her way along the ceiling. As she neared the top of the ramp, she heard the faint sounds of laughter and raucous carrying-on from somewhere ahead. Peering around the corner she saw that the noise was coming from beyond an iron door to the right.

Deciding that it was safe enough, Tee lowered herself to the floor and padded her way to the left. The hall in that direction opened into a larger chamber with several hallways leading away from it. One side of this chamber was sunken to a depth of seven or eight feet with its open walls lined with low bookshelves. There were also a few padded chairs and a table with silver goblets and a matching serving pitcher laid out.

Tee was tempted by the silver, but decided to leave it alone for the moment. The complex in this direction seemed perfectly quiet. She returned to the others, while privately resolving not to tell Ranthir about the books so that he wouldn’t get distracted, and proposed that they tackle whatever cultists might be behind the door on the right.

Ranthir agreed. “We shouldn’t leave any enemies at our backs.”

They weren’t sure how many cultists might be behind the door, but there were certainly several of them. Since they didn’t know exactly what they would be getting themselves into when the door opened, they decided to be safe rather than sorry: Ranthir turned Tee invisible and Elestra called upon the Spirit of the City to blend the rest of them into the city’s stone (except for Ranthir, who was going to serve as the bait).

They followed Tee quietly up the ramp, their sewer filth schlorping away (Agnarr was sorry to see it go). Once they were in position, the invisible Tee threw open the door and hurled a thunderstone into the room beyond.

It landed near four cultists playing cards in the corner of a bunkroom. Each of the cultists was horribly deformed or mutated: One with huge ears; another with his left arm split into three limbs below the elbow; a third weeping acid tears; and a fourth with a patch of oozing black across his cheek and neck.

The cultists turned in confusion as the door swung open and then cried out in pain as the thunderstone went off behind them. With the echoes of the thunderstone still reverberating through the room, Tee slipped quietly to the far side of the room.

The cultist with the giant ears was howling in pain, clutching his head in both hands. The other three cultists, however, exchanged their cries of pain for those of anger and rushed the door. They saw Ranthir standing halfway down the hall and, completely oblivious to their danger, practically impaled themselves on the swords of Agnarr and Tor as they rushed forward. Tor stepped forward and finished off the third, while the fourth – still clutching his ears – lowered his hands just in time to have Tee thrust her rapier through it. (In one ear, out the other.)

CHAOS LOREBOOKS

The flurry of noise abruptly fell away. Their plan had, perhaps a little surprisingly, gone off flawlessly. Ranthir, however, had spotted the books – having backpedaled his way down the hall as the cultists came charging through the door. So while Tee searched the barracks (which proved to be of little interest), Ranthir began poking his way through the cultists’ library.

There was a copy of the Book of Lesser Chaos largely identical to the one they had found in Shilukar’s Lair and two or three copies of the Touch of the Ebon Hand which all seemed similar to the copy they had found in Pythoness House. One of the copies of the Touch of the Ebon Hand, however, had what appeared to be a prophecy scrawled on the back cover:

PROPHECY OF THE BLACK RAIN

And there shall come a night of black rain. And the arts of magic shall have no power against it. And the Gods shall be silenced. And the rain shall wash away the world that we have known and end all bonds.

 The library in general was focused on matters of black magic, ritualistic anatomy, dark alchemy, and the like, but there were several other volumes of particular, specific interest regarding the mysterious Galchutt: Lore of the Demon Court, The Shadow That Never Passes, and The Bloated Lords.

Running the Campaign: One Scenario or Two?Next: Chaos Lorebooks
In the Shadow of the Spire: Index

Helping Hand - bignai

DISCUSSING
In the Shadow of the Spire – Session 40A: Rats of Kennel and of Brain

But it may have been for the best that Tee was watching. A piece of crumpled paper flew past her head and something about it caught her eye. Snatching it out of the air, she unfolded it to reveal a crude map.

Tee cleared her throat and held up the map. Agnarr turned around. His face split into a huge grin. “You see? You do search trash better than me!”

Tee wasn’t sure whether she should think of that as a compliment or not. She suspected not.

RPGs usually include some sort of Help action or Aid Another option, and if they don’t then you’ll probably want to figure out how you’re going to adjudicate it quickly, because it’s a pretty common situation to crop up during play.

(The two broad mechanical approaches are to either (a) have all of the helpers roll and take the best result or (b) have one of the characters “take point” as the primary check and have the helper(s) give a bonus or advantage to their roll. Check out Art of Rulings: Group Actions for a deeper dive on this topic.)

But the mechanical resolution, of course, is only half the picture, and this is where I see a lot of GMs make the same mistake: Someone declares an action, another player declares that they’re helping, the check is rolled… and then the helper disappears from the resolution. When the outcome is narrated, only the point person or highest roller is described as contributing to the success or failure of the action.

This is unfortunate.

First, it disenfranchises the helper. You have the opportunity to put multiple PCs in the spotlight simultaneously — seize it!

Second, it creates a mild dissociation between player and character. If the character’s actions are never reflected in the fiction, then the declaration of “I help!” at the game table has become a purely mechanical catechism that can rapidly degrade into a declaration gotcha.

Finally, as the GM, you’re missing out on the opportunity to draw inspiration from the characters’ collaboration to create novel interactions and descriptions. For example, when you’re describing how a character acting alone is going to “search X,” you can take some degree of inspiration from whatever X is (e.g., rummaging through a pile of garbage is different from tossing hotel room, which is different than searching a mobster’s office when you don’t want them to realize anyone was here), but as this basic action pattern is repeated dozens or hundreds of times over the course of a campaign, you’ll discover that there are only to many ways to describe it.

As soon as you add a second character, on the other hand, the potential dynamics of the check can multiply exponentially.

IN PRACTICE

To put this into practice, start by encouraging the players to work collaboratively and help each other. If your game of choice doesn’t already have an Aid action or the like, don’t just think about how you might resolve these actions, but come up with a concrete solution and let the players know that it’s an option.

Then, when a player announces that their character is going to help on a check, prime the pump for yourself by asking the player how they’re actually helping. The declaration to help is just like any other action declaration: It needs to be actionable in the fiction, and therefore you need player expertise to actually activate character expertise. You need to be able to clearly visualize what the character is doing and how they’re doing it so that you can resolve the action.

Finally, depending on the specific mechanics in your current system, you may be able to pull additional inspiration from the dice results — e.g., who had the best roll vs. who had the worst.

However, don’t fall into a default of simply determining which character “actually succeeded” while the others failed. That’s an option, but it’s only one option among a vastly larger variety of true collaborations in which multiple characters contributed to the final success.

Along these same lines, instead of imagining all the characters doing the same thing, try to think about how they could each be doing completely different things that are all contributing to success in different ways.

One way of doing this is to work backwards: Look at the result of the check (whether success or failure) and think about how that result could be split up into distinct chunks. Then simply give each chunk to a different character and explain how their actions achieved it (or caused it). Gathering information or research is an easy example of this, where you might have three or four different facts about a topic — e.g., where the target works, where they live, who they’re married to, who they’re having an affair with — and if the PCs are all doing the legwork, you just need to assign each fact to a different PC and give a brief explanation for how they found it. Creates a little extra texture for the game world and makes everyone at the table feel included.

(Note how you’ll also get more interesting failures with multifaceted consequences out of this, too!)

While doing this, try to avoid an unconscious bias about what it means to Help on a check. I, personally, find it easy to imagine the person on point in the check or rolling highest to be the one actually doing the work, while others kind of hover around them, run around as gofers, or offer helpful advice. But, depending on the interaction, it’s just as easy to imagine the experienced character mentoring, overwatching, and/or advising a team effort where it’s actually all the other characters who putting in the work under their guidance.

For example, you might imagine that Agnarr’s player was the one making the check in this scene, since it was Agnarr who was actually digging through the pile. But it was actually Tee’s player who made the check, receiving the +2 bonus for Aid Another from Agnarr. In this case, if I recall correctly, it was actually Tee’s player who proposed that she’d just keep an eye on the garbage Agnarr was throwing around, making my job as the DM describing the outcome incredible easy.

Campaign Journal: Session 40BRunning the Campaign: One Scenario or Two?
In the Shadow of the Spire: Index

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

SESSION 40A: RATS OF KENNEL AND OF BRAIN

July 25th, 2009
The 22nd Day of Kadal in the 790th Year of the Seyrunian Dynasty

Ratling - Ptolus (Monte Cook Games)

The tunnel was long enough to take them out of the bridge, and, judging by the damp stench filling the air, they suspected they were drawing near the sewer system. A little further on the tunnel dipped steeply and Tee, who was scouting ahead of the others, found herself entering some sort of warren-like antechamber: More of the ratmens’ refuse nests pocked the corners of the room, but the filth here was thicker and viler, forming a thick and treacherous carpet of trash on the floor. There were two archways in the far walls of the room, each veiled by a ragged tapestry of blue fabric.

A closer inspection revealed that there were actually two or three ratmen sleeping here and there amid the refuse piles. With a smile, Tee notched an arrow in her bow and fired at the nearest one.

The arrow neatly pierced its jugular, ending its life silently. Tee turned her bow to the next—

Unfortunately, there was a fully awake ratling crouching in one corner that Tee hadn’t noticed. He gave a cry and fired a dragon pistol at her head. Tee narrowly dodged the blast, but the other ratlings were beginning to stir.

Agnarr and Tor came charging into the room. They converged on the ratling firing on Tee, even as he fled towards one of the veiled archways. They easily cut him down as Tee caught another ratling in mid-charge with a second arrow.

Unfortunately, the last of the ratlings managed to duck out of the other archway before they could stop him.

Tor quickly took up a watchful station in the second archway. Agnarr called out for Tee to wait, but she was hot on the heels of the escaping ratling. Passing through the arch, she found herself in another trash-filled chamber –  this one nest-less, but with deeply-rutted paths leading through more tapestried archways. One of these tapestries was still rustling and, in the absence of any wind, Tee guessed that the ratling had gone that way.

Passing through this second archway, however, Tee came face-to-face with nearly half a dozen ratlings who were being rallied in a squeaking, gibbering mass by the ratling she had been pursuing. With a little squeak of her own, Tee backpedaled into the antechamber.

Agnarr, Nasira, and Ranthir, meanwhile, had quickly gathered themselves. As Tee fell back, they came charging forward. A brief and chaotic skirmish erupted as more ratlings – attracted by the sound of the battle – came pouring into the antechamber from the other archway. But once they managed to bring their full force to bear they were able to quickly overwhelm the terrified ratlings.

With Tor and Elestra keeping an eye on the explored archway (to make sure they didn’t have any more uninvited guests), Tee performed a quick, cursory search through the nesting chambers.

She found nothing of interest. But Agnarr, who had been following her around, grunted. “Don’t you want to search more of that?”

Tee eyed the fecal-filled refuse piles. “I want to keep moving. Why don’t you search them?”

Agnarr shrugged. “You search trash better than I do.”

Tee turned towards where the others were waiting, but Agnarr was now convinced that there must be something valuable hidden somewhere under the refuse piles. He started digging through them with gusto and seemingly endless enthusiasm, sending trash flying through the air.

“What’s going on?” Nasira asked.

“Agnarr’s throwing trash around,” Tee said, watching the whole thing with a bemused look on her face. She was trying to keep a safe distance, but Agnarr was achieving some impressive distance on his flurrious cloud of trash.

But it may have been for the best that Tee was watching. A piece of crumpled paper flew past her head and something about it caught her eye. Snatching it out of the air, she unfolded it to reveal a crude map:

Crude Map

Tee cleared her throat and held up the map. Agnarr turned around. His face split into a huge grin. “You see? You do search trash better than me!”

Tee wasn’t sure whether she should think of that as a compliment or not. She suspected not.

RATS OF KENNEL AND OF BRAIN

The archway Tor and Elestra had been watching opened into a much larger chamber. Much larger mounds of garbage were piled high near their end of the chamber, but these petered out a little further to the south, allowing clear access to a western and a southern tunnel out of the room.

The southwestern corner of the chamber had been boxed in with an eclectic assemblage of wooden slats and this immediately attracted Tee’s interest. She stole her way across the chamber (pausing only for a moment when she noticed a green, effervescent glow at the far end of the western tunnel) and peered over the edge of the make-shift fencing.

Inside were several dire rats with leather hoods tied around their heads. She grimaced and pulled out her dragon pistol: The last thing they needed were trained attack rats being used against them.

But then a sudden realization made her stop.

Elestra, who had carelessly followed her across the chamber, looked over her shoulder. “Why don’t you shoot them?”

“I think they’re the kennel rats,” Tee said. “They can take us to Malleck.”

They resolved to come back later and use one of the kennel rats to reach the Temple of the Ebon Hand, but first they wanted to finish routing out this nest. “We don’t want to give them time to reinforce,” Ranthir said.

Tee nodded. “They aren’t expecting us right now. That gives us an edge. Next time they’ll be waiting for us.”

Tee didn’t trust effervescent green lights, so they decided to explore the western tunnel next. The roof and walls of the tunnel were slick and wet, and a thick, turgid liquid was slowly dripping down onto the floor below to form deep puddles. Tee, not wanting to risk an untimely splash, used her boots of levitation to pull herself along.

She stopped at the far end tunnel, looking into a long cavern. Toxic sewage seeped down into a long crevasse that ran the length of the chamber, and it was from this that the sickly green light emanated. Every surface glistened with moisture, and sopping wet refuse had been gathered into mounds here and there.

Situated around the cesspool crevasse were five massive ratbrutes sitting in what appeared to be meditative trances: Their eyes were open, but milky white and seemingly sightless. Crawling over these ratbrutes were swarms of large, over-sized rats – the tops of their skulls translucent, revealing swollen, enlarged brains which glowed with an unearthly blue aura.

Cranium Rats - Fiend Folio (Wizards of the Coast)“That’s disgusting,” Tee murmured. “Disgusting and disturbing.”

She returned to the others and they decided to try mounting an assault.

They made their way back down the dripping tunnel as quietly as they could, but the rats were waiting for them. As the twisting swarm of bulbous-brained rats rippled towards them, blasts of distorted air struck at them. Agnarr’s senses were immediately dulled at their touch, sending him into a kind of dazed stupor.

“They’re mind blasts!” Ranthir cried.

“Wait,” Tor said. “Mind blasts? Why is Agnarr affected?”

The transparent skulls of the rats revealed brains seething with bursting pulses of pure energy.

Ranthir was the next to feel their stupor-inducing telepathic assault overwhelm his mind, and then the swarms began sending out blasts of magical blue energy – their collective mental might serving as some sort of living focal point.

The cranium rats swarmed under Tee’s floating feet and climbed up like furry fountains around Tor and the quiescent Agnarr – their filthy claws and yellowed teeth tearing at any bit of exposed flesh, while others burrowed into their armor.

“Should we attack the ratbrutes?” Tee asked, trying to dodge the blasts of blue energy.

“I don’t want to risk waking them up!” Tor said, staggering in a desperate effort to keep the rats from reaching Nasira and Elestra.

“I don’t think they’re sleeping! I think they’re controlling these brain rats!”

Tor could give no answer: The mind blasts of the rats had overwhelmed him.

Elestra rallied briefly – in the process managing to blast the swarming rats away from the stupefied fighters – but in that instant Tee saw the blind ratbrutes stagger to their feet.

“We’ll leave!” she shouted. “Call off your rats and we’ll leave!”

Everything suddenly fell perfectly still. The moment stretched for a tense eternity, and then the cranium rats swarmed into the middle of the slippery tunnel and stared deliberately up at where Tee clung to the ceiling.

Keeping her eyes focused on them, Tee carefully levitated over them and picked her way back down the tunnel. The cranium rats followed her with their eyes, but held their place. Tee lowered herself to the floor and directed Nasira and Elestra in gathering up Agnarr, Tor, and Ranthir. Together they led them out of the complex and back the way they had come.

Running the Campaign: Show the HelpCampaign Journal: Session 40B
In the Shadow of the Spire: Index

Review: Banewarrens

August 17th, 2024

Ptolus: The Banewarrens - Monte Cook Games

Monte Cook’s Banewarrens is one of the best dungeon-based campaigns of all time.

The campaign, designed for 6th to 10th level characters, was originally published for D&D 3rd Edition in 2002. When I read it way back then, I was immediately enamored and knew that I wanted to run it. At the time, I was running an epic fantasy campaign where the PCs had to go searching for various artifacts, and I ended up routing them through Ptolus – the city where the Banewarrens are located – so that I could tease the strange and mysterious Spire that towers over the city, anticipating that when that campaign wrapped up, I would be running The Banewarrens for them next.

Unfortunately, that gaming group broke up. A few years later, however, I had a new group and Monte Cook was releasing Ptolus: City by the Spire, the nearly 700-page sourcebook describing that selfsame city where the Banewarrens were located. The stars were aligned, the campaign was begun, and I have never left the City by the Spire.

I’ve been singing the praises of both Ptolus and The Banewarrens for years, but I’ve never written a proper review. Recently, however, both books have been converted to D&D 5th Edition, and so it seems like an opportune time to rectify that oversight.

BEHIND THE BANEWARRENS

Thousands of years ago, a good man believed that good and evil existed in balance in the world. Therefore, destroying evil was only a temporary victory, because the evil – released back into the world – would soon find some new way to manifest. The only way to truly triumph over evil, therefore, would be to instead imprison it; to lock it away from the world and keep it where it could do no harm.

This good man, therefore, began a grand project and daring crusade: Recruiting others to his cause, he sent them out into the world to gather banes – things of great evil, whether objects, diseases, or people – while he constructed the Banewarrens, a vast underground vault in which all of these objects could be stored.

Bringing all of this evil together in one place, unfortunately, proved to be a horrible mistake: First, the earth itself rebelled against the evil, thrusting upwards thousands of feet into a terrifying Spire. Then, as the good man’s servants labored to repair the vaults, something went wrong. The good man was corrupted by the banes he had collected. He became the Banelord, betraying his friends and using the evil artifacts they had collected to become a dark and terrible force.

Long ago, great heroes arose who defeated the Banelord. But the Banewarrens, and most of the evil banes which had been sealed within them, remained. In the millennia since, many have attempted to breach them, hoping to claim the banes within and perhaps becomes a second Banelord. But the defenses of the Banewarrens repelled all such attempts, and many believed that, despite his tragic fall, the good man had wrought well and the Banewarrens were, in fact, impregnable.

They were all wrong.

UNLEASHING THE BANEWARRENS

The Banewarrens campaign begins with a random encounter.

The PCs are passing through the streets of Ptolus when they encounter a dark elf named Tavan Zith, a nexus of wild and chaotic magic which is constantly mutating anyone who draws near him.

This is not, in fact, a scenario hook for The Banewarrens (structurally speaking). At first glance, it will likely seem to just be another example of the strange and exotic things that happen on the streets of Ptolus. This will quickly cease to be true, however, as the PCs’ reputation and their involvement in dealing with Tavan Zith brings them to the attention of two different factions.

Because it turns out that Tavan Zith is supposed to be locked up in the Banewarrens. And if he is instead wandering the streets, it can only mean that the Banewarrens have been breached.

The first faction to approach the PCs is the Church of Lothian. They believe the Banelord hid a holy relic known as the Sword of Truth in the Banewarrens and they want the PCs to retrieve it.

Next up is the Inverted Pyramid, an arcane guild which is deeply concerned about the Banewarrens being opened, but also wants to learn as much as possible before everything gets sealed up again.

At first it will seem as if the PCs can serve both their patrons, but as the campaign continues this will become increasingly difficult for them to do. Furthermoer, as they begin investigating the Banewarrens, they will discover that another faction, the Pactlords of the Quaan, is responsible for the breach. A little later, a fourth faction will likely discover what’s happening and also get involved.

This is, ultimately, what makes The Banewarrens such a special campaign. It’s a dungeon-based campaign that’s absolutely drenched in faction intrigue. The PCs will have to juggle the agendas of friendly factions, while simultaneously trying to deal with the machinations of antagonistic ones. (You might even be surprised to discover which ones end up being which in your campaign!) Cook does a fantastic job of presenting these faction intrigues in a format which is both easy for the GM to understand and also packaged into highly practical chunks that can be readily deployed on the table.

The two primary tools for doing this are:

  • Events. Listed at the beginning of each chapter, these are floating scenes that can be dropped into the PCs’ dungeon explorations.
  • Time Passes. Certain dungeon rooms are flagged with additional key entries describing how the room might be changed by the actions of other factions. (These can be used when the PCs first enter a room if they’ve been dilly-dallying or busy elsewhere, but can also be saved and used when the PCs return to the room later to show that they’re not alone down here.)

In practice, these are quite possible, making it possible to create the simulacrum of real activity with great ease and giving you all the raw materials needed to actively run the factions with only a little extra effort.

What makes this work particularly well is that Cook has designed the Banewarrens to periodically pull the PCs back into the metropolis above. (For example, at one point early in the campaign they’ll figure out that they need a particular magical resource to unlock the doors within the Banewarrens and continue making progress, so they’ll need to leave the dungeon to track it down.) This ingeniously creates absences from the dungeon, allowing the Events and Time Passes elements to be seamlessly implemented. It also allows the PCs to interact with the other factions in new and different ways. Plus, these interludes also provide breaks from dungeon-based play, mixing things up and preventing the campaign from become a monotonous slog.

THE NATURE OF THE BANEWARRENS

The Banewarrens are sometimes described as a “megadungeon,” but I don’t think this is quite right. They’re a rather large and ingeniously mapped dungeon, with more than a hundred rooms, but they’re designed as a single, coherent scenario with the PCs pursuing a singular goal, and not the warren of disparate scenarios you’d see in a true campaign dungeon. (See Types of Dungeons for a deeper discussion of the differences here.)

This is not, of course, to the detriment of The Banewarrens. The singular purpose and vision allows Cook to craft a truly memorable – and terrifying! – environment for the PCs to explore. The expertly xandered maps, distinct flavoring of the different sections of the Banewarrens, and the unique sense of progression (as the PCs travel in-and-up, rather than down-and-out) provide an excellent playground, into which Cook pours a ghastly variety of horrific foes and a creepy panoply of banes.

The banes, in particular, gives the Banewarrens a very unique feel. It fundamentally inverts the typical dungeoncrawling tropes: Instead of kicking down doors and grabbing loot to haul out of the dungeon, the PCs will instead quickly learn that they need to keep the doors locked at all costs and make sure nothing gets out. The Banelord may or may not have been right about the conservation of evil in the universe, but there’s little doubt that releasing these things of great evil into the world will have horrible consequences.

(“Hey! What are the PCs going to do about treasure?!” Fortunately, the other factions and the interludes that take place outside the Banewarrens are designed to solve this problem.)

CONCLUSION

And all of that is why The Banewarrens is one of the best dungeon-based campaigns of all time.

If it hadn’t already been converted to the 5th Edition rules, I’d still be recommending that you track down a copy of the 3rd Edition campaign and adapt it to 5th Edition ASAP. (Or Shadowdark or Basic Fantasy RPG or Old School Essentials or maybe even Mork Borg, whatever floats your dungeoncrawling boat.) It’s not just that it’s a fantastic campaign that you and your players will remember forever; it’s also one of those transformative campaigns capable of teaching you a whole new way to run your game.

GRADE: A+

Author: Monte Cook
Publisher: Monte Cook Games
Cost: $12.99 (5E PDF) / $6.66 (3E PDF)
Page Count: 180

ADDITIONAL READING
Review: Ptolus – City of Adventure
Ptolus: In the Shadow of the Spire
Ptolus Remix: The Mrathrach Agenda
Ptolus Remix: The Vladaam Affair

 

Monument to Magellan in Lisbon, Portugal. The explorer stands on a promontory, looking out into a blue sky filled with clouds.

DISCUSSING
In the Shadow of the Spire – Session 39C: Liberation of the Slaves

Tor became a whirling dervish – a one-man electrical storm – at the top of the stairs, holding off the churning wall of fur. Several of the ratlings leapt down onto the stairs behind him, surrounding him utterly, but they were no match for the speed or ferocity of Tor’s electrical blade.

When the furious job was done, Tor and Elestra quickly got the prisoners up the stairs and out the front door of the temple. They sent them, with money in their pockets and food in their bellies, to the watch station in Delvers’ Square.

Particularly in campaigns where the PCs are Big Damn Heroes™, I think it can be really powerful to show how their actions have earned them a reputation.

You save the world a few times and people start taking notice, ya know?

One technique I particularly like is the Big Social Event, as we saw back in Session 12: A Party at Castle Shard. As I discussed in Game Structure: Party Planning:

I’ve … found them to be effective as a way of signaling when the PCs have changed their sphere of influence. You rescued the mayor’s daughter from a dragon? Chances are you’re going to be the belle of the ball. And you’re going to discover that powerful and important people have become very interested in making your acquaintance.

When these events work, they’re exciting and engaging experiences, often providing a memorable epoch for the players and spinning out contacts and consequences that will drive the next phase of the campaign.

But, more broadly, the attitude of the world towards the PCs should shift. Partly because the players get a huge thrill out of their actions being recognized. Partly because it just makes sense.

One thing I find frequently useful for this is some form of Reputation system. For In the Shadow of the Spire, I’ve been using a streamlined variant of the Reputation mechanics from the 3rd Edition Unearthed Arcana sourcebook.

The short version is:

  1. Stuff that the PCs do earn them Fame or Infamy points, which collectively create a reputation bonus.
  2. When the PCs meet a new NPC for the first time, the NPC makes a DC 25 skill or Intelligence check + the PCs’ reputation bonus.
  3. On a success, they recognize the PCs. Their reaction depends on their opinion of the actions the PCs’ took to earn their Fame/Infamy (and this may also inflict bonuses or penalties to subsequent social skill checks equal to the reputation bonus).

I can also flip that around and give NPCs a Reputation score so that PCs can recognize them with a successful Knowledge (Local) + reputation check.

In this case, I decided that recusing the slaves from the Temple of the Rat God would create a big enough splash that it would add a half point to their PCs’ reputation. To track this, I have a short section in my campaign status document that looks like this:

REPUTATION

FAME: 5.5

INFAMY: 0

FAME: Rescued Phon. Recovered Jasin’s body. Castle Shard party. Shilukar’s bounty. Association with Dominic. Tavan Zith riot. Freeing slaves and children from Temple of the Rat God.

The quick rep reference basically gives me a menu of stuff that I can have NPCs who recognize the PCs mention. (“Didn’t I see you at the Harvesttime party at Castle Shard?” or “Oh my god! You saved my brother during the riot in Oldtown!” or “I heard you helped us out on that Shilukar case.”)

In practice, I grade these on a pseudo-logarithmic scale: Rescuing the pregnant Phon was enough to get earn their first point of Fame (people might recognize them as “the delvers who rescued that pregnant woman!”), but after that they aren’t going to earn Fame for every single person they rescue.

In any case, I’ve found this minimalist reputation system to be pretty effective. It tends to only be meaningful once every few sessions (although as their Reputation grows, that becomes more frequent), but the maintenance cost is extremely low and the moments when it’s triggered provide nice little spontaneous pops of payoff and, in some cases, unexpected twists.

Campaign Journal: Session 40ARunning the Campaign: Show the Help
In the Shadow of the Spire: Index


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