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

SESSION 48C: ENTERING THE TOMB

January 9th, 2010
The 26th Day of Kadal in the 790th Year of the Seyrunian Dynasty

Shadows

After perhaps fifty or sixty feet, Tee emerged into a small chamber of unadorned stone. The shadows seemed even deeper here, stubbornly clinging to the corner of the room.

There was a single door of iron. As Tee took her first cautious step off the stairs towards it, Elestra – following behind her – gasped to see the shadows literally dart out from the walls. Catching Tee unaware and from behind, the first shadow clawed its incorporeal hand through her shoulder while the other plunged its own straight through her heart and chest.

Tee gasped, fumbling for a potion to fight off the cloying cold gripping at her limbs. As she stumbled away from the stairs, the supernatural shadows pursued.

Agnarr raced down the stairs. Tor, who had been watching the party’s rear, pushed his way past Ranthir and the others still on the stairs, but couldn’t get past Agnarr without exposing his own back to the shadows.

Elestra, cut off by both of the fighters, instead turned into a bird, flew through a gap in the stone balustrades of the stair, and alighted by Tee’s side. With soothing hands, she helped her shaking friend.

Nasira grasped her holy symbol and raised it high. The nearest shadow fled from her faith, passing through the iron door. This allowed Agnarr to safely back away from the base of the stairs, giving room for both Tor and Nasira to descend.

As Nasira came, she called aloud the name of her goddess – “SAYL!” – and in a burst of holy light the remaining shadow was blasted back into the floor of the chamber. There it remained for a long moment – like a shadow imprinted without an owner – before it faded away into nothingness. The palling darkness of the chamber seemed to lift at its passing.

HAUNTED HALLS

Beyond the iron door was a long hall of dark grey stone that seemed to serve as a crossroads of sorts between four narrow arches. Web-encrusted skeletons lay slouched in a dozen shallow niches that lined the walls of the hall. Tee was taking no chances and stabbed the nearest of the skeletons through its exposed sternum. As she did so, the skeleton in the next niche lurched suddenly to its feet… and then stumbled and collapsed into a broken heap.

Tor and Agnarr did a quick sweep around the circumference of the hall, bashing each skeleton in turn (although they evoked no response from any of the others). Ranthir, inspecting the remnants of their bone-bashing, noted that the skeletons had been covered in small, detailed runes – arcane in nature, but drawn in an archaic style. Some of the runes appeared necromantic, but not all of them, and Ranthir was puzzled as to what their purpose had been.

Passing through one of the arches leading out of the hall, Tee found herself in a huge chamber. Dozens of chains dangled from the ceiling, each tipped with a vicious, serrated hook. On two or three of the hooks she could see skeletal remains hanging limply.

… and many of the chains were drifting slowly in the breeze of a room in which the air was perfectly still.

The effect was unnerving, and after quickly confirming that the room was otherwise empty they went through the arch on the opposite side of the hall. Passing down a short flight of open stairs and through an antechamber of sorts, they entered another large chamber, this one with a wide pit in the center of it.

Carefully approaching the edge of the pit, Tee looked down to find it tightly packed with two dozen or more ancient zombies – their grey and desiccated flesh stretched cross across browned bones. When they became aware of their presence, the undead things began to claw wildly at the walls, although they found no purchase and there seemed little risk of their escape.

“Desiccated?” Agnarr said. “That sounds flammable.”

Tee sprayed some oil into the pit and lit ‘em up. The party backed out of the chamber as it started to fill with thick, black smoke carrying the stench of burning flesh.

Running the Campaign: Undead for Effect – Campaign Journal: Session 48D
In the Shadow of the Spire: Index

DISCUSSING
In the Shadow of the Spire – Session 48B: The Fall of Tepal

The biggest story of the morning hours had been a mysterious fire in the Guildsmans’ District – an apartment building on Storm Street had burned to the ground in flames that witnesses reported to be a bright, phosphorescent blue (leading authorities to suspect magical arsonry).

But that news was being rapidly forgotten by the larger story sweeping across the city: An army had marched out of the Southern Desert, taken the city-state of Tepal by surprise, and sacked it.

Nasira was taken aback by the news. Learning that the news had arrived in Ptolus on three refugee ships she headed towards the docks. Speaking with passengers from the ships, however, she could discover little in the way of detail: The ships had sailed free just as the city was falling, and they could tell her nothing about the fate of her temple or the city itself once it had been taken.

At the beginning of this session, the PCs were visited by Talia and Marcus Hunter, delvers interested in exploring a section of Ghul’s Labyrinth which the PCs had previously discovered earlier in the campaign.

The Hunters are from Dark Tidings, an adventure by Monte Cook that was published back in 2009. In the original module, the PCs are hired by friends of the Hunters who want the PCs to save the Hunter expedition, which has gone missing in the Dungeons beneath Ptolus. If the PCs take the job, they’re given a full briefing on the back story, a map of the Dungeon area where the Hunters disappeared, and a list of the members of the Hunter expedition.

It’s a fun adventure and I wanted to incorporate it into the In the Shadow of the Spire campaign. One option, obviously, would be to run the scenario hook as written: The Hunter’s friends show up out of the blue and want to hire the PCs.

Instead, what I’m doing in this session is laying groundwork for the future adventure.

First, I’ve performed a campaign stitch: The Hunters aren’t going to disappear in some random section of the Dungeon. Instead, their explorations will be directly connected to the actions of the PCs. This means that I can also use Dark Tidings to answer the lingering question of what lies beyond one of the bluesteel doors in the Laboratory of the Beast. Plus, it lets me develop the Delver’s Guild and its inner workings a bit (with the delving contract), while also packaging up a unique, flavorful reward for the PCs (in the form of earning a percentage of the Hunter’s delving haul). All of which is also, conveniently, a great way to get the players invested in the fate of the Hunter party.

Second, of course, I’m setting up a reason for the PCs to be hired to save the Hunters when they go missing later in the campaign: It’s a section of Ghul’s Labyrinth they’re already familiar with, making them uniquely qualified for the job. There’s nothing wrong with random patrons popping up out of the blue to offer the PCs jobs on the basis of nothing but their reputation, but I’ve generally found it more effective when you can make things a little more personal. Not only does this make the campaign feel cohesive, it also means that the player’s choices have weight. (We tried to save the missing child at Greyson House, which led us to explore Ghul’s Labyrinth. We cleverly discovered a password which allowed us to discover the Laboratory of the Beast. We tried to sell the rare treasures we discovered there, which led to the deaths of the researchers from House Erthuo and, much later, the Hunters approaching us.)

Sometimes this sort of stuff will just organically happen during play. Sometimes, though, you need to look ahead and set things up. This doesn’t necessarily mean you need to have everything prepped ahead of time: You just need a general idea of what an upcoming scenario might look like. In this case, I’m setting up a published scenario, but we could just as easily imagine an original scenario where the only thing I really know is that (a) an adventuring party will approach the PCs and (b) will later go missing in order motivate further exploration of Ghul’s Labyrinth.

Published adventures, unfortunately, often overlook this type of groundwork. Since the author doesn’t know the particular details of your campaign, it’s easiest to have everything about the scenario arise from a tabula rasa. I think this is a mistake, though, and in my own work, as well as my work as an RPG Producer at Modiphius and Atlas Games, I emphasized the importance of including Groundwork tools that GMs could use to set up published scenarios in their own campaigns. (See Design Notes: Scenario Tools for more details on this.)

Regardless of what published adventures may do, however, as GMs I think we should always be looking fore these opportunities in our own campaigns.

In the case of the Hunters, the payoff for this groundwork would come eight sessions later., and the PCs wouldn’t actually go after the Hunters until Session 62, a full year and a half later in real time.

Sometimes you need to plant those seeds deep.

In fact, this sessions also features groundwork for a completely different adventure, with the Fall of Tepal being connected to multiple future scenarios.

Campaign Journal: Session 48CRunning the Campaign: Undead for Effect
In the Shadow of the Spire: Index

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

SESSION 48B: THE FALL OF TEPAL

January 9th, 2010
The 26th Day of Kadal in the 790th Year of the Seyrunian Dynasty

With the negotiations finished at long last – and satisfied that they had made a good deal (while doing their best to protect the Hunters from the horrors of the Labyrinth and vice versa) – they headed downstairs and grabbed some newssheets.

The news was actually in the middle of a sharp shift: The biggest story of the morning hours had been a mysterious fire in the Guildsmans’ District – an apartment building on Storm Street had burned to the ground in flames that witnesses reported to be a bright, phosphorescent blue (leading authorities to suspect magical arsonry).

But that news was being rapidly forgotten by the larger story sweeping across the city: An army had marched out of the Southern Desert, taken the city-state of Tepal by surprise, and sacked it.

Nasira was taken aback by the news. Learning that the news had arrived in Ptolus on three refugee ships she headed towards the docks. Speaking with passengers from the ships, however, she could discover little in the way of detail: The ships had sailed free just as the city was falling, and they could tell her nothing about the fate of her temple or the city itself once it had been taken. Worse yet, the descriptions of the army made it clear that it was the Atapi who were responsible.

In confusion, Nasira retired to her room at the Ghostly Minstrel to meditate and pray, finding nothing in her thoughts to reconcile the sudden war-like change in the Atapi.

THE TALE OF GISSZAGGAT

Tee and Agnarr, meanwhile, were taking the crates from Mahdoth’s to the disposal site in the Temple District. Then they dumped the drakken’s body and fenced the loot they had collected from Mahdoth’s and the would-be assassins.

Ranthir, of course, spent the day studying (as was his wont).

Tor took Blue down to the Wings Falls. Riding down the long, mossy slant of Blue Street he quickly learned where it had gotten the name: The thick, watery mist cast up by the raging falls filled the air and turned it blue – in fact, blue rainbows were cast prismatically through the air.

Ptolus - Wings Falls (Malhavoc Press)Wings Falls itself proved to be a six-tiered step falls where the King’s Gorge narrowed into the ravine which carried the river between Midtown and the Temple District. The water sped up through the narrow pass and almost leapt over the steps of the falls. The falls took their name particularly from the uppermost step, where the water divided itself around an obelisk of harder, uneroded stone – leaping up and around it the water arched to form two “wings” that seemed to beat and dance through the air as if they would lift the entire river in flight.

While Tor frolicked in the mists, Elestra was trying to find some hint of the Haven of Gisszaggat. Following the Voice of the City she was guided to a small, worn-down shrine tucked into a nook of the Temple District.

Within the shrine she found an elderly, robed priest sitting in cross-legged prayer before a meditation flame. When she asked him of Gisszaggat, his eyes widened. “The tale of the demon Gisszaggat has been long forgotten save in a single tome.”

He told her the story: More than 700 years ago, in the days before the city had descended down from the cliffs of Oldtown, the demon Gisszaggat had risen from the caverns beneath the city. It had plagued the city and single-handedly laid siege to it. “It was written that Gisszaggat had never truly been defeated, but in pain and suffering he retreated back into the caverns beneath the Plain of Ptolus.”

“The Plain of Ptolus?”

“The vast expanse of grassland between the cliffs of the old city and the Docks by the sea.”

In other words, the area now inhabited by the Midtown and the markets and the Temple District.

Elestra thanked him, tipped him a gold, and then returned to her room. There, putting Gisszaggat far from her mind, she set herself to the task of studying an anti-poison spell from the Masks of Death that she hoped would prove effective against the corpse flowers or other deadly vegetation to be found in Alchestrin’s Tomb.

ENTERING THE TOMB OF ALCHESTRIN

They met outside the gates of the Necropolis about an hour before sunset. They were met with some suspicion by the Keepers of the Veil, but eventually allowed entry. (Although they were sternly cautioned that no one would be allowed to leave the Necropolis after sunset.)

They reached Darklock Hill and Alchestrin’s Tomb without difficulty, but as the sun set spectral howls echoed from the northern end of the Necropolis. These grew closer and more frequent as they worked, and shortly after the second moon rose they saw a torchlit procession some distance away to the west.

The plug itself turned relatively easily, but leveraging it out proved quite time-consuming. It took them the better part of half an hour to finally breach the Tomb. A twisting stair of stone curled its way down through the iron shaft into which the plug had been set.

They followed Tee down into the stygian gloom, which seemed to encroach unnaturally upon their lights.

Running the Campaign: Laying Groundwork – Campaign Journal: Session 48C
In the Shadow of the Spire: Index

Captain's Quarters - a desk with papers, telescope, and other accoutrements arranged

Go to Table of Contents

BUSINESS OF THE VLADAAM SLAVE WAREHOUSE

This collection of posted bills records recent sales and transfers of inventory through the lower warehouse. A sampling of entries include items such as:

  • Elven maid, 78 years of age, permanently dominated to any compliance
  • Four dwarf workers, dim-witted but strong in thew
  • Female child, of island stock
  • Boy of sixteen, tongue removed, docile

Most of these slaves are being shipped to an “Ennin slave market” which is apparently located in the Undercity “beneath Delver’s Square” (the slaves are being transported via the sewers). Slaves are also being shipped to three “curse dens” located around the city:

  • Curse Den – Guildsman District – Nethar Street
  • Curse Den – Oldtown – Yarrow Street
  • Curse Den – Rivergate – Outer Ring Row

In addition to slaves, large shipments of something referred to as “liquid pain” are also being shipped to the curse dens from here.

One particular reference of note identifies a batch of slaves as being “held at the behest of the Pactlords”.  Another says that a slave is to be sent “directly to Tridam Island by command of the Pactlord”.

INSTRUCTIONS FOR THE APPARATUS OF LIQUID PAIN

anatomical drawing

Detailed anatomical diagrams and accompanying texts explicate the points on the human body to which various tubes, syringes, and metallic attachments are to be placed (while others are stimulated through the use of acupuncture needles, including several needles placed into the optic nerves). The goal is to create “overlapping resonances of agony”, serving as the raw catalyst for withdrawing a substance referred to as “liquid pain” or “agony”.

The full process requires the use of a complicated apparatus capable of generating a “sympathetic resonance” which can be contained within glass cylinders crafted with exact precision.

In addition, the properties of the resulting “liquid pain” are detailed, along with alchemical instructions for how it can be purified and “stabilized”.

AGONY: Also known as “liquid pain”, this thick, reddish liquid is the distilled essence of pain, captured using special spells or items. It is highly sought after by outsiders. Through an alchemical law of antagonism it creates a feeling of intense pleasure in addition to its other effects. Recreational users use small, ceremonial knives to cut themselves and deliver the drug.

A MISSIVE REGARDING SLAVES

Guildmaster Arzan tells me you have a sharp eye. I expect you to practice it now. We are conducting crucial experiments in the apartments on Crossing Street and are in need of experimental stock. We are particularly in need of those with an affinity for metamorphic compounds while also possessing the physical endurance to withstand the experimental techniques. If you observe any such during your service, flag them to my attention immediately.

Vladaam Affair - Aliaster's Arcane Sigil

LETTER TO GUILDMASTER ARZAN

To Arzan, the most illustrious Guildmaster of the Red Company of Magi—

I have recently had an item of most potent power pass into my possession.

While slipping through the Teeth of Light after sailing north towards Trollone, we were blown off course by a strange tempest of silver and black which first seemed to roil the waters beneath us before emerging – or, perhaps more accurately, whipping forth – in what could only be described as a violent evaporation.

I was not certain that the Sarathyn’s Sail would survive the strange gales which ensued, nor the strange manifestations which occurred therein. As for those of my crew who simply vanished during the storm… I pray that they were merely swept into the sea and met their fates in a watery grave, for the alternative is too disturbing to contemplate.

When the storm finally released us from its grasp, we were in ill condition. Fortunately, we found ourselves near a small island with a hospitable cove. We were able to limp our way into this and begin effecting repairs.

While these efforts were under way, I led a small band of men into the island’s interior in search of a fresh water well or spring from which we could resupply. Instead, we stumbled upon a set of cyclopean ruins. These were marked by a great number of carvings, bas reliefs, and statues depicting serpents and, within the deeper recesses of the complex, serpent-headed men.

With dusk closing about us, we returned to the ship, but I vowed to return the next day and continue our explorations. It was at this juncture that the first of my men disappeared. At the time we thought it simply misadventure, but subsequent events would prove this not to be the case.

Returning to the ruins the next day, however, we pushed further into the lower chambers. Within one of these chambers I discovered, among other treasures, a curious ring in the the shape of twin serpents, one of mithril and other of taurum, swallowing each others’ tails. We have been able to ascertain that not only is the ring itself magical, but that it has been constructed to contain some even greater magical enchantment. It is for this reason that I am sending it into your care, in the hopes that perhaps your Red Magi might be able to unlock its secrets.

As for the ruins themselves, it emerged that the serpent-men who had constructed them had not entirely abandoned them. Instead, they appear to have withdrawn into caverns even deeper beneath the island. I suspect that they return to the upper caverns only as a kind of holy pilgrimage. As for what other secrets or lost lore they might be concealing, or what cataclysm precipitated their withdrawal from the sunlit world, I can only speculate.

Yours sincerely,

Captain Crotika

Serpent ring of gold and silver

LETTER FROM THE FOUNDER’S GUILD TO CAPTAIN MORSUL

Captain Morsul—

Please accept this hellsbreath rifle, so recently liberated from the Shuul, as a token of good faith from the Founder’s Guild.

You will find it to be a powerful and potent weapon, but extremely dangerous if carelessly used. When priming the gunpowder pump, great care must be taken not to over-pressurize the reservoir of alchemist’s fire. If the reservoir becomes over-pressurized there is a great risk of a back-blast being triggered which can destroy the weapon entirely (and cause great harm to the one wielding it).

Similar caution should also be used when refilling the reservoir, as there can be great risk in the moments during which the alchemist’s fire is exposed to raw air.

Master Astrek
Red Company of Founders
Brass Street

Go to Part 17: Undead Shipping Warehouse

Agreement of Exploitation By common agreement and understanding, those monopolies so established by the right and authority of the Delvers’ Guild unto those portions of the Labyrinth beneath the City-State of Ptolus located beneath the house known as Greyson upon Catsbird Street within the District of Rivergate and devolved unto those explorers here undersigned are so waived by the undersigned unto such an extent that they may be exploited by Talia Hunter and Marcus Hunter, also licensed thereby the Delvers’ Guild. In return for such waiver, Talia Hunter and Marcus Hunter agree to grant unto the undersigned a full ten percent of all treasure, knowledge, wealth, or gains of whatever kind from their explorations during the exploitation of said monopolies, upon penalty of forfeiture of all treasures so gained in addition to whatever fine may be determined by the authorities and officers of the Delvers’ Guild upon due complaint uprightly held in judgment by the undersigned.

DISCUSSING
In the Shadow of the Spire – Session 48A: A Night in the Necropolis

Standing outside the door were a young man with his brown hair pulled back in a ponytail and a lithe woman with black hair down past her shoulders. The young man stretched out his hand, “My name’s Marcus Hunter. We’re looking for Tithenmamiwen. We have business from the Delver’s Guild.”

Agnarr slammed the door in their face and went back to polishing his sword.

I love a good prop.

They’re immersive, riveting, persistent, and just plain fun for the players.

There are all kinds of props, of course, but among the best are interactive ones. There’s just something deeply powerful about the players physically interacting with something that their characters are also physically interacting with.

For similar reasons, although props are great as a vector of information (and that’s certainly the primary function for most of the props I create), it’s fantastic when a prop is something that the characters can actually use. Something they can get proactive with, not just react to.

And this is why I love writing up legal contracts as props.

First, getting them to sign the contract as their characters gives you that awesome immersive hit. (One of my players has the signed copy of the Hunter contract safely stowed amongst their notes.)

But the contract is also a legal instrument. It’s more likely than not that the PCs will be able to use that contract to further their agenda: Protecting themselves from someone trying to take advantage of them, or leveraging the terms of the contract to force the outcome they want.

(Or, alternatively, an NPC using the contract against them. Which is almost as good.)

Breach of Contract - Mothership RPG

There’s a really cool supplement for Mothership called Breach of Contract, which is just a full book of tear-out form contracts that you and your players can fill out. For obvious reasons, I’m looking forward to figuring out how to integrate these into my Mothership open table.

If you’re looking to create your own contract handouts, I recommend googling real world contracts — particularly seeking out historical examples if that’s your milieu — and then stripping them down to the bare essentials. Borrow overall structure and key turns of phrase for flavor, but I don’t think it’s necessary to waste a lot of time customizing a 30-page pseudo-legal document, even if that’s technically what should be signed. (Think of producing something closer to a memorandum of understanding, if this bugs you. But, generally speaking, anything longer than a page is probably overkill.)

Don’t be afraid of letting the PCs renegotiate the terms of the contract. That might involve just crossing out and rewriting terms on the physical handout, or you may need to make some digital revisions and print up a new copy. Whatever works.

Campaign Journal: Session 48BRunning the Campaign: Laying Groundwork
In the Shadow of the Spire: Index

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